molstar 4.0.1 → 4.2.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +20 -20
- package/README.md +197 -197
- package/build/viewer/embedded.html +52 -52
- package/build/viewer/index.html +129 -129
- package/build/viewer/molstar.js +1 -1
- package/build/viewer/molstar.js.LICENSE.txt +0 -9
- package/lib/apps/docking-viewer/index.html +36 -36
- package/lib/apps/docking-viewer/viewport.d.ts +8 -8
- package/lib/apps/mesoscale-explorer/behavior/camera.d.ts +1 -1
- package/lib/apps/mesoscale-explorer/behavior/select.d.ts +1 -1
- package/lib/apps/mesoscale-explorer/data/cellpack/model.d.ts +2 -2
- package/lib/apps/mesoscale-explorer/data/cellpack/preset.d.ts +1 -1
- package/lib/apps/mesoscale-explorer/data/cellpack/preset.js +5 -5
- package/lib/apps/mesoscale-explorer/data/generic/preset.d.ts +1 -1
- package/lib/apps/mesoscale-explorer/data/generic/preset.js +3 -3
- package/lib/apps/mesoscale-explorer/data/mmcif/preset.d.ts +1 -1
- package/lib/apps/mesoscale-explorer/data/mmcif/preset.js +3 -3
- package/lib/apps/mesoscale-explorer/data/petworld/preset.d.ts +1 -1
- package/lib/apps/mesoscale-explorer/data/petworld/preset.js +3 -3
- package/lib/apps/mesoscale-explorer/data/state.d.ts +19 -10
- package/lib/apps/mesoscale-explorer/data/state.js +14 -2
- package/lib/apps/mesoscale-explorer/index.html +100 -100
- package/lib/apps/mesoscale-explorer/style.scss +33 -33
- package/lib/apps/mesoscale-explorer/ui/entities.d.ts +19 -13
- package/lib/apps/mesoscale-explorer/ui/entities.js +23 -4
- package/lib/apps/viewer/app.d.ts +30 -24
- package/lib/apps/viewer/app.js +6 -6
- package/lib/apps/viewer/embedded.html +52 -52
- package/lib/apps/viewer/index.html +129 -129
- package/lib/cli/chem-comp-dict/create-ions.js +9 -9
- package/lib/cli/chem-comp-dict/create-saccharides.js +9 -9
- package/lib/cli/chem-comp-dict/util.d.ts +112 -112
- package/lib/cli/cifschema/util/cif-dic.js +1 -0
- package/lib/cli/cifschema/util/generate.js +12 -12
- package/lib/cli/lipid-params/index.js +9 -9
- package/lib/cli/mvs/mvs-print-schema.d.ts +1 -0
- package/lib/cli/mvs/mvs-print-schema.js +1 -0
- package/lib/cli/mvs/mvs-render.d.ts +1 -0
- package/lib/cli/mvs/mvs-render.js +1 -0
- package/lib/cli/mvs/mvs-validate.d.ts +1 -0
- package/lib/cli/mvs/mvs-validate.js +1 -0
- package/lib/commonjs/apps/docking-viewer/viewport.d.ts +8 -8
- package/lib/commonjs/apps/mesoscale-explorer/behavior/camera.d.ts +1 -1
- package/lib/commonjs/apps/mesoscale-explorer/behavior/select.d.ts +1 -1
- package/lib/commonjs/apps/mesoscale-explorer/data/cellpack/model.d.ts +2 -2
- package/lib/commonjs/apps/mesoscale-explorer/data/cellpack/preset.d.ts +1 -1
- package/lib/commonjs/apps/mesoscale-explorer/data/cellpack/preset.js +5 -5
- package/lib/commonjs/apps/mesoscale-explorer/data/generic/preset.d.ts +1 -1
- package/lib/commonjs/apps/mesoscale-explorer/data/generic/preset.js +3 -3
- package/lib/commonjs/apps/mesoscale-explorer/data/mmcif/preset.d.ts +1 -1
- package/lib/commonjs/apps/mesoscale-explorer/data/mmcif/preset.js +3 -3
- package/lib/commonjs/apps/mesoscale-explorer/data/petworld/preset.d.ts +1 -1
- package/lib/commonjs/apps/mesoscale-explorer/data/petworld/preset.js +3 -3
- package/lib/commonjs/apps/mesoscale-explorer/data/state.d.ts +19 -10
- package/lib/commonjs/apps/mesoscale-explorer/data/state.js +15 -3
- package/lib/commonjs/apps/mesoscale-explorer/ui/entities.d.ts +19 -13
- package/lib/commonjs/apps/mesoscale-explorer/ui/entities.js +22 -3
- package/lib/commonjs/apps/viewer/app.d.ts +30 -24
- package/lib/commonjs/apps/viewer/app.js +6 -6
- package/lib/commonjs/cli/chem-comp-dict/create-ions.js +9 -9
- package/lib/commonjs/cli/chem-comp-dict/create-saccharides.js +9 -9
- package/lib/commonjs/cli/chem-comp-dict/util.d.ts +112 -112
- package/lib/commonjs/cli/cifschema/util/cif-dic.js +1 -0
- package/lib/commonjs/cli/cifschema/util/generate.js +12 -12
- package/lib/commonjs/cli/lipid-params/index.js +9 -9
- package/lib/commonjs/cli/mvs/mvs-print-schema.d.ts +1 -0
- package/lib/commonjs/cli/mvs/mvs-print-schema.js +1 -0
- package/lib/commonjs/cli/mvs/mvs-render.d.ts +1 -0
- package/lib/commonjs/cli/mvs/mvs-render.js +1 -0
- package/lib/commonjs/cli/mvs/mvs-validate.d.ts +1 -0
- package/lib/commonjs/cli/mvs/mvs-validate.js +1 -0
- package/lib/commonjs/examples/alpha-orbitals/example-data.js +160 -160
- package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.js +136 -136
- package/lib/commonjs/extensions/alpha-orbitals/transforms.d.ts +2 -2
- package/lib/commonjs/extensions/anvil/behavior.d.ts +10 -9
- package/lib/commonjs/extensions/anvil/representation.d.ts +5 -0
- package/lib/commonjs/extensions/assembly-symmetry/behavior.d.ts +2 -1
- package/lib/commonjs/extensions/assembly-symmetry/prop.js +24 -24
- package/lib/commonjs/extensions/assembly-symmetry/representation.d.ts +1 -0
- package/lib/commonjs/extensions/backgrounds/index.d.ts +2 -2
- package/lib/commonjs/extensions/backgrounds/index.js +2 -1
- package/lib/commonjs/extensions/dnatco/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.d.ts +10 -10
- package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.js +5 -5
- package/lib/commonjs/extensions/dnatco/confal-pyramids/representation.d.ts +3 -0
- package/lib/commonjs/extensions/dnatco/ntc-tube/behavior.d.ts +10 -10
- package/lib/commonjs/extensions/dnatco/ntc-tube/behavior.js +5 -5
- package/lib/commonjs/extensions/dnatco/ntc-tube/representation.d.ts +3 -0
- package/lib/commonjs/extensions/g3d/format.d.ts +6 -6
- package/lib/commonjs/extensions/geo-export/glb-exporter.d.ts +1 -1
- package/lib/commonjs/extensions/geo-export/glb-exporter.js +6 -4
- package/lib/commonjs/extensions/geo-export/index.d.ts +1 -1
- package/lib/commonjs/extensions/geo-export/usdz-exporter.js +41 -41
- package/lib/commonjs/extensions/meshes/mesh-extension.d.ts +2 -3
- package/lib/commonjs/extensions/meshes/mesh-streaming/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/meshes/mesh-streaming/server-info.d.ts +2 -2
- package/lib/commonjs/extensions/model-archive/quality-assessment/behavior.d.ts +9 -9
- package/lib/commonjs/extensions/model-export/index.d.ts +1 -1
- package/lib/commonjs/extensions/mp4-export/index.d.ts +1 -1
- package/lib/commonjs/extensions/mvs/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/mvs/camera.d.ts +2 -0
- package/lib/commonjs/extensions/mvs/camera.js +29 -2
- package/lib/commonjs/extensions/mvs/components/annotation-label/representation.d.ts +4 -0
- package/lib/commonjs/extensions/mvs/components/annotation-label/visual.d.ts +1 -0
- package/lib/commonjs/extensions/mvs/components/custom-label/representation.d.ts +4 -2
- package/lib/commonjs/extensions/mvs/components/custom-label/visual.d.ts +1 -0
- package/lib/commonjs/extensions/mvs/components/formats.d.ts +6 -4
- package/lib/commonjs/extensions/mvs/components/formats.js +2 -1
- package/lib/commonjs/extensions/mvs/load-helpers.d.ts +1 -1
- package/lib/commonjs/extensions/mvs/load.d.ts +2 -0
- package/lib/commonjs/extensions/mvs/load.js +12 -6
- package/lib/commonjs/extensions/mvs/tree/mvs/mvs-builder.d.ts +2 -8
- package/lib/commonjs/extensions/pdbe/structure-quality-report/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/rcsb/validation-report/behavior.d.ts +22 -22
- package/lib/commonjs/extensions/rcsb/validation-report/representation.d.ts +5 -0
- package/lib/commonjs/extensions/sb-ncbr/partial-charges/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/sb-ncbr/partial-charges/preset.d.ts +4 -4
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-meshes.d.ts +1 -1
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-root.d.ts +5 -5
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-segmentation.d.ts +1 -1
- package/lib/commonjs/extensions/volumes-and-segmentations/entry-state.d.ts +2 -2
- package/lib/commonjs/extensions/volumes-and-segmentations/global-state.d.ts +2 -2
- package/lib/commonjs/extensions/volumes-and-segmentations/helpers.d.ts +1 -1
- package/lib/commonjs/extensions/volumes-and-segmentations/index.d.ts +1 -1
- package/lib/commonjs/extensions/wwpdb/ccd/behavior.d.ts +1 -1
- package/lib/commonjs/extensions/wwpdb/ccd/representation.d.ts +4 -4
- package/lib/commonjs/extensions/zenodo/index.d.ts +1 -1
- package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +14 -2
- package/lib/commonjs/mol-canvas3d/canvas3d.js +2 -2
- package/lib/commonjs/mol-canvas3d/controls/trackball.js +1 -1
- package/lib/commonjs/mol-canvas3d/helper/handle-helper.d.ts +1 -0
- package/lib/commonjs/mol-canvas3d/helper/helper.d.ts +2 -0
- package/lib/commonjs/mol-canvas3d/passes/background.d.ts +6 -1
- package/lib/commonjs/mol-canvas3d/passes/background.js +13 -1
- package/lib/commonjs/mol-canvas3d/passes/bloom.d.ts +37 -0
- package/lib/commonjs/mol-canvas3d/passes/bloom.js +272 -0
- package/lib/commonjs/mol-canvas3d/passes/dpoit.js +4 -2
- package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +11 -7
- package/lib/commonjs/mol-canvas3d/passes/draw.js +29 -3
- package/lib/commonjs/mol-canvas3d/passes/image.d.ts +6 -0
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +31 -5
- package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +35 -40
- package/lib/commonjs/mol-geo/geometry/base.d.ts +3 -1
- package/lib/commonjs/mol-geo/geometry/base.js +4 -1
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/cylinders/cylinders.js +4 -1
- package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/direct-volume/direct-volume.js +4 -1
- package/lib/commonjs/mol-geo/geometry/emissive-data.d.ts +26 -0
- package/lib/commonjs/mol-geo/geometry/emissive-data.js +80 -0
- package/lib/commonjs/mol-geo/geometry/image/image.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/image/image.js +4 -1
- package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +3 -2
- package/lib/commonjs/mol-geo/geometry/lines/lines.js +4 -1
- package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/mesh/color-smoothing.js +36 -2
- package/lib/commonjs/mol-geo/geometry/mesh/mesh.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/mesh/mesh.js +11 -4
- package/lib/commonjs/mol-geo/geometry/points/points.d.ts +3 -2
- package/lib/commonjs/mol-geo/geometry/points/points.js +4 -1
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.d.ts +2 -2
- package/lib/commonjs/mol-geo/geometry/spheres/spheres.js +7 -3
- package/lib/commonjs/mol-geo/geometry/text/text.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/text/text.js +4 -1
- package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.d.ts +2 -1
- package/lib/commonjs/mol-geo/geometry/texture-mesh/color-smoothing.js +34 -2
- package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.d.ts +3 -1
- package/lib/commonjs/mol-geo/geometry/texture-mesh/texture-mesh.js +14 -4
- package/lib/commonjs/mol-geo/util/location-iterator.d.ts +5 -2
- package/lib/commonjs/mol-geo/util/location-iterator.js +8 -3
- package/lib/commonjs/mol-gl/renderable/cylinders.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/direct-volume.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/image.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/lines.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/mesh.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/points.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/schema.d.ts +24 -1
- package/lib/commonjs/mol-gl/renderable/schema.js +15 -2
- package/lib/commonjs/mol-gl/renderable/spheres.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/text.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable/texture-mesh.d.ts +10 -0
- package/lib/commonjs/mol-gl/renderable.d.ts +1 -1
- package/lib/commonjs/mol-gl/renderable.js +2 -2
- package/lib/commonjs/mol-gl/renderer.d.ts +2 -1
- package/lib/commonjs/mol-gl/renderer.js +58 -49
- package/lib/commonjs/mol-gl/scene.d.ts +3 -1
- package/lib/commonjs/mol-gl/scene.js +26 -1
- package/lib/commonjs/mol-gl/shader/background.frag.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/background.frag.js +95 -94
- package/lib/commonjs/mol-gl/shader/background.vert.js +11 -11
- package/lib/commonjs/mol-gl/shader/blend-back-dpoit.frag.js +13 -13
- package/lib/commonjs/mol-gl/shader/bloom/blur.frag.d.ts +1 -0
- package/lib/commonjs/mol-gl/shader/bloom/blur.frag.js +32 -0
- package/lib/commonjs/mol-gl/shader/bloom/composite.frag.d.ts +1 -0
- package/lib/commonjs/mol-gl/shader/bloom/composite.frag.js +37 -0
- package/lib/commonjs/mol-gl/shader/bloom/luminosity.frag.d.ts +1 -0
- package/lib/commonjs/mol-gl/shader/bloom/luminosity.frag.js +56 -0
- package/lib/commonjs/mol-gl/shader/cas.frag.js +144 -144
- package/lib/commonjs/mol-gl/shader/chunks/apply-fog.glsl.js +31 -31
- package/lib/commonjs/mol-gl/shader/chunks/apply-interior-color.glsl.js +12 -12
- package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +78 -70
- package/lib/commonjs/mol-gl/shader/chunks/apply-marker-color.glsl.js +16 -16
- package/lib/commonjs/mol-gl/shader/chunks/assign-clipping-varying.glsl.js +8 -8
- package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.js +140 -112
- package/lib/commonjs/mol-gl/shader/chunks/assign-group.glsl.js +6 -6
- package/lib/commonjs/mol-gl/shader/chunks/assign-marker-varying.glsl.js +8 -8
- package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js +112 -123
- package/lib/commonjs/mol-gl/shader/chunks/assign-position.glsl.js +14 -14
- package/lib/commonjs/mol-gl/shader/chunks/assign-size.glsl.js +18 -18
- package/lib/commonjs/mol-gl/shader/chunks/check-picking-alpha.glsl.js +12 -12
- package/lib/commonjs/mol-gl/shader/chunks/check-transparency.glsl.d.ts +1 -0
- package/lib/commonjs/mol-gl/shader/chunks/check-transparency.glsl.js +20 -0
- package/lib/commonjs/mol-gl/shader/chunks/clip-instance.glsl.js +7 -7
- package/lib/commonjs/mol-gl/shader/chunks/clip-pixel.glsl.js +5 -5
- package/lib/commonjs/mol-gl/shader/chunks/color-frag-params.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/color-frag-params.glsl.js +60 -51
- package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.js +122 -92
- package/lib/commonjs/mol-gl/shader/chunks/common-clip.glsl.js +104 -104
- package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.js +150 -149
- package/lib/commonjs/mol-gl/shader/chunks/common-vert-params.glsl.js +61 -61
- package/lib/commonjs/mol-gl/shader/chunks/common.glsl.js +234 -234
- package/lib/commonjs/mol-gl/shader/chunks/dpoit-write.glsl.js +62 -62
- package/lib/commonjs/mol-gl/shader/chunks/fade-lod.glsl.js +42 -42
- package/lib/commonjs/mol-gl/shader/chunks/float-to-rgba.glsl.js +39 -39
- package/lib/commonjs/mol-gl/shader/chunks/light-frag-params.glsl.js +127 -127
- package/lib/commonjs/mol-gl/shader/chunks/matrix-scale.glsl.js +5 -5
- package/lib/commonjs/mol-gl/shader/chunks/normal-frag-params.glsl.js +2 -2
- package/lib/commonjs/mol-gl/shader/chunks/read-from-texture.glsl.js +14 -14
- package/lib/commonjs/mol-gl/shader/chunks/rgba-to-float.glsl.js +84 -84
- package/lib/commonjs/mol-gl/shader/chunks/size-vert-params.glsl.js +11 -11
- package/lib/commonjs/mol-gl/shader/chunks/texture3d-from-1d-trilinear.glsl.js +23 -23
- package/lib/commonjs/mol-gl/shader/chunks/texture3d-from-2d-linear.glsl.js +17 -17
- package/lib/commonjs/mol-gl/shader/chunks/texture3d-from-2d-nearest.glsl.js +8 -8
- package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.js +25 -25
- package/lib/commonjs/mol-gl/shader/compose.frag.js +12 -12
- package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.frag.js +23 -23
- package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.js +43 -43
- package/lib/commonjs/mol-gl/shader/compute/color-smoothing/normalize.frag.js +15 -15
- package/lib/commonjs/mol-gl/shader/copy.frag.js +11 -11
- package/lib/commonjs/mol-gl/shader/cylinders.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/cylinders.frag.js +267 -264
- package/lib/commonjs/mol-gl/shader/cylinders.vert.js +89 -89
- package/lib/commonjs/mol-gl/shader/depth-merge.frag.js +23 -23
- package/lib/commonjs/mol-gl/shader/direct-volume.frag.d.ts +1 -1
- package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +362 -356
- package/lib/commonjs/mol-gl/shader/direct-volume.vert.js +41 -41
- package/lib/commonjs/mol-gl/shader/evaluate-dpoit.frag.js +10 -10
- package/lib/commonjs/mol-gl/shader/evaluate-wboit.frag.js +17 -17
- package/lib/commonjs/mol-gl/shader/fxaa.frag.js +228 -228
- package/lib/commonjs/mol-gl/shader/gaussian-density.frag.js +49 -49
- package/lib/commonjs/mol-gl/shader/gaussian-density.vert.js +27 -27
- package/lib/commonjs/mol-gl/shader/hi-z.frag.js +18 -18
- package/lib/commonjs/mol-gl/shader/histogram-pyramid/reduction.frag.js +58 -58
- package/lib/commonjs/mol-gl/shader/histogram-pyramid/sum.frag.js +19 -19
- package/lib/commonjs/mol-gl/shader/image.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/image.frag.js +170 -161
- package/lib/commonjs/mol-gl/shader/image.vert.js +21 -21
- package/lib/commonjs/mol-gl/shader/lines.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/lines.frag.js +43 -40
- package/lib/commonjs/mol-gl/shader/lines.vert.js +117 -117
- package/lib/commonjs/mol-gl/shader/marching-cubes/active-voxels.frag.js +70 -70
- package/lib/commonjs/mol-gl/shader/marching-cubes/isosurface.frag.js +311 -311
- package/lib/commonjs/mol-gl/shader/marking/edge.frag.js +28 -28
- package/lib/commonjs/mol-gl/shader/marking/overlay.frag.js +26 -26
- package/lib/commonjs/mol-gl/shader/mesh.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/mesh.frag.js +66 -63
- package/lib/commonjs/mol-gl/shader/mesh.vert.js +49 -49
- package/lib/commonjs/mol-gl/shader/outlines.frag.js +95 -95
- package/lib/commonjs/mol-gl/shader/points.frag.d.ts +2 -2
- package/lib/commonjs/mol-gl/shader/points.frag.js +60 -56
- package/lib/commonjs/mol-gl/shader/points.vert.js +38 -38
- package/lib/commonjs/mol-gl/shader/postprocessing.frag.js +150 -150
- package/lib/commonjs/mol-gl/shader/quad.vert.js +10 -10
- package/lib/commonjs/mol-gl/shader/shadows.frag.js +123 -123
- package/lib/commonjs/mol-gl/shader/smaa/blend.frag.js +56 -56
- package/lib/commonjs/mol-gl/shader/smaa/blend.vert.js +25 -25
- package/lib/commonjs/mol-gl/shader/smaa/edges.frag.js +66 -66
- package/lib/commonjs/mol-gl/shader/smaa/edges.vert.js +26 -26
- package/lib/commonjs/mol-gl/shader/smaa/weights.frag.js +206 -206
- package/lib/commonjs/mol-gl/shader/smaa/weights.vert.js +32 -32
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- package/lib/mol-repr/visual.d.ts +6 -1
- package/lib/mol-repr/visual.js +57 -3
- package/lib/mol-repr/volume/direct-volume.d.ts +3 -0
- package/lib/mol-repr/volume/isosurface.d.ts +6 -0
- package/lib/mol-repr/volume/registry.d.ts +4 -0
- package/lib/mol-repr/volume/representation.d.ts +2 -1
- package/lib/mol-repr/volume/representation.js +9 -2
- package/lib/mol-repr/volume/segment.d.ts +5 -0
- package/lib/mol-repr/volume/slice.d.ts +3 -0
- package/lib/mol-script/language/symbol-table/core.d.ts +3 -3
- package/lib/mol-state/tree/immutable.d.ts +1 -1
- package/lib/mol-state/tree/transient.d.ts +2 -2
- package/lib/mol-theme/color/external-volume.d.ts +3 -1
- package/lib/mol-theme/color/external-volume.js +8 -2
- package/lib/mol-theme/color.d.ts +1 -0
- package/lib/mol-theme/emissive.d.ts +40 -0
- package/lib/mol-theme/emissive.js +134 -0
- package/lib/mol-theme/substance.d.ts +1 -1
- package/lib/mol-theme/substance.js +2 -2
- package/lib/mol-theme/transparency.d.ts +0 -1
- package/lib/mol-util/input/input-observer.js +2 -0
- package/lib/mol-util/set.d.ts +1 -1
- package/lib/mol-util/set.js +17 -1
- package/lib/servers/common/swagger-ui/indexTemplate.js +66 -66
- package/lib/servers/volume/config.js +5 -5
- package/package.json +195 -193
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export const cas_frag = `
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precision mediump float;
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precision mediump sampler2D;
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uniform sampler2D tColor;
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uniform vec2 uTexSizeInv;
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uniform float uSharpness;
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// adapted from https://www.shadertoy.com/view/stXSWB
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/*
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* FidelityFX Super Resolution scales up a low resolution
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* image, while adding fine detail.
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*
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* MIT Open License
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*
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* https://gpuopen.com/fsr
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*
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* Left: FSR processed
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* Right: Original texture, bilinear interpolation
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*
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* Mouse at top: Sharpness 0 stops (maximum)
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* Mouse at bottom: Sharpness 2 stops (minimum)
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*
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* It works in two passes-
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* EASU upsamples the image with a clamped Lanczos kernel.
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* RCAS sharpens the image at the target resolution.
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*
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* I needed to make a few changes to improve readability and
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* WebGL compatibility in an algorithm I don't fully understand.
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* Expect bugs.
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*
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* Shader not currently running for WebGL1 targets (eg. mobile Safari)
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*
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* There is kind of no point to using FSR in Shadertoy, as it renders buffers
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* at full target resolution. But this might be useful for WebGL based demos
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* running smaller-than-target render buffers.
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*
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* For sharpening with a full resolution render buffer,
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* FidelityFX CAS is a better option.
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* https://www.shadertoy.com/view/ftsXzM
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*
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* For readability and compatibility, these optimisations have been removed:
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* * Fast approximate inverse and inversesqrt
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* * textureGather fetches (not WebGL compatible)
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* * Multiplying by reciprocal instead of division
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*
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* Apologies to AMD for the numerous slowdowns and errors I have introduced.
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*
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*/
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/***** RCAS *****/
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#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
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// Input callback prototypes that need to be implemented by calling shader
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vec4 FsrRcasLoadF(vec2 p);
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//------------------------------------------------------------------------------------------------------------------------------
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void FsrRcasCon(
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out float con,
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// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
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float sharpness
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) {
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// Transform from stops to linear value.
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con = exp2(-sharpness);
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}
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vec3 FsrRcasF(
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vec2 ip, // Integer pixel position in output.
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float con
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) {
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// Constant generated by RcasSetup().
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// Algorithm uses minimal 3x3 pixel neighborhood.
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// b
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// d e f
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// h
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vec2 sp = vec2(ip);
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vec3 b = FsrRcasLoadF(sp + vec2( 0,-1)).rgb;
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vec3 d = FsrRcasLoadF(sp + vec2(-1, 0)).rgb;
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vec3 e = FsrRcasLoadF(sp).rgb;
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vec3 f = FsrRcasLoadF(sp + vec2( 1, 0)).rgb;
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vec3 h = FsrRcasLoadF(sp + vec2( 0, 1)).rgb;
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// Luma times 2.
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float bL = b.g + .5 * (b.b + b.r);
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float dL = d.g + .5 * (d.b + d.r);
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float eL = e.g + .5 * (e.b + e.r);
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float fL = f.g + .5 * (f.b + f.r);
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float hL = h.g + .5 * (h.b + h.r);
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// Noise detection.
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#ifdef dDenoise
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float nz = .25 * (bL + dL + fL + hL) - eL;
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nz=clamp(
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abs(nz)
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/(
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max(max(bL,dL),max(eL,max(fL,hL)))
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-min(min(bL,dL),min(eL,min(fL,hL)))
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),
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0., 1.
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);
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nz=1.-.5*nz;
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#endif
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// Min and max of ring.
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vec3 mn4 = min(b, min(f, h));
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vec3 mx4 = max(b, max(f, h));
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// Immediate constants for peak range.
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vec2 peakC = vec2(1., -4.);
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// Limiters, these need to be high precision RCPs.
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vec3 hitMin = mn4 / (4. * mx4);
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vec3 hitMax = (peakC.x - mx4) / (4.* mn4 + peakC.y);
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vec3 lobeRGB = max(-hitMin, hitMax);
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float lobe = max(
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-FSR_RCAS_LIMIT,
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min(max(lobeRGB.r, max(lobeRGB.g, lobeRGB.b)), 0.)
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)*con;
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// Apply noise removal.
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#ifdef dDenoise
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lobe *= nz;
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#endif
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// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
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return (lobe * (b + d + h + f) + e) / (4. * lobe + 1.);
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}
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vec4 FsrRcasLoadF(vec2 p) {
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return texture2D(tColor, p * uTexSizeInv);
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}
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void main() {
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// Set up constants
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float con;
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FsrRcasCon(con, uSharpness);
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// Perform RCAS pass
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vec3 col = FsrRcasF(gl_FragCoord.xy, con);
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gl_FragColor = vec4(col, FsrRcasLoadF(gl_FragCoord.xy).a);
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}
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export const cas_frag = `
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precision mediump float;
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3
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precision mediump sampler2D;
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4
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+
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5
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uniform sampler2D tColor;
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uniform vec2 uTexSizeInv;
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7
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+
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8
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uniform float uSharpness;
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9
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+
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10
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+
// adapted from https://www.shadertoy.com/view/stXSWB
|
|
11
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+
|
|
12
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+
/*
|
|
13
|
+
* FidelityFX Super Resolution scales up a low resolution
|
|
14
|
+
* image, while adding fine detail.
|
|
15
|
+
*
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|
16
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+
* MIT Open License
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17
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+
*
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18
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+
* https://gpuopen.com/fsr
|
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19
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+
*
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|
20
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+
* Left: FSR processed
|
|
21
|
+
* Right: Original texture, bilinear interpolation
|
|
22
|
+
*
|
|
23
|
+
* Mouse at top: Sharpness 0 stops (maximum)
|
|
24
|
+
* Mouse at bottom: Sharpness 2 stops (minimum)
|
|
25
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+
*
|
|
26
|
+
* It works in two passes-
|
|
27
|
+
* EASU upsamples the image with a clamped Lanczos kernel.
|
|
28
|
+
* RCAS sharpens the image at the target resolution.
|
|
29
|
+
*
|
|
30
|
+
* I needed to make a few changes to improve readability and
|
|
31
|
+
* WebGL compatibility in an algorithm I don't fully understand.
|
|
32
|
+
* Expect bugs.
|
|
33
|
+
*
|
|
34
|
+
* Shader not currently running for WebGL1 targets (eg. mobile Safari)
|
|
35
|
+
*
|
|
36
|
+
* There is kind of no point to using FSR in Shadertoy, as it renders buffers
|
|
37
|
+
* at full target resolution. But this might be useful for WebGL based demos
|
|
38
|
+
* running smaller-than-target render buffers.
|
|
39
|
+
*
|
|
40
|
+
* For sharpening with a full resolution render buffer,
|
|
41
|
+
* FidelityFX CAS is a better option.
|
|
42
|
+
* https://www.shadertoy.com/view/ftsXzM
|
|
43
|
+
*
|
|
44
|
+
* For readability and compatibility, these optimisations have been removed:
|
|
45
|
+
* * Fast approximate inverse and inversesqrt
|
|
46
|
+
* * textureGather fetches (not WebGL compatible)
|
|
47
|
+
* * Multiplying by reciprocal instead of division
|
|
48
|
+
*
|
|
49
|
+
* Apologies to AMD for the numerous slowdowns and errors I have introduced.
|
|
50
|
+
*
|
|
51
|
+
*/
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|
52
|
+
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|
53
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+
/***** RCAS *****/
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|
54
|
+
#define FSR_RCAS_LIMIT (0.25-(1.0/16.0))
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|
55
|
+
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|
56
|
+
// Input callback prototypes that need to be implemented by calling shader
|
|
57
|
+
vec4 FsrRcasLoadF(vec2 p);
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|
58
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+
//------------------------------------------------------------------------------------------------------------------------------
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59
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+
void FsrRcasCon(
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out float con,
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61
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+
// The scale is {0.0 := maximum, to N>0, where N is the number of stops (halving) of the reduction of sharpness}.
|
|
62
|
+
float sharpness
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63
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+
) {
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64
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+
// Transform from stops to linear value.
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65
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+
con = exp2(-sharpness);
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66
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}
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67
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+
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vec3 FsrRcasF(
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vec2 ip, // Integer pixel position in output.
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float con
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) {
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72
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+
// Constant generated by RcasSetup().
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73
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+
// Algorithm uses minimal 3x3 pixel neighborhood.
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74
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// b
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75
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// d e f
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// h
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vec2 sp = vec2(ip);
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vec3 b = FsrRcasLoadF(sp + vec2( 0,-1)).rgb;
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vec3 d = FsrRcasLoadF(sp + vec2(-1, 0)).rgb;
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vec3 e = FsrRcasLoadF(sp).rgb;
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vec3 f = FsrRcasLoadF(sp + vec2( 1, 0)).rgb;
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vec3 h = FsrRcasLoadF(sp + vec2( 0, 1)).rgb;
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83
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+
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84
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+
// Luma times 2.
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85
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+
float bL = b.g + .5 * (b.b + b.r);
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86
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+
float dL = d.g + .5 * (d.b + d.r);
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87
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+
float eL = e.g + .5 * (e.b + e.r);
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88
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+
float fL = f.g + .5 * (f.b + f.r);
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89
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+
float hL = h.g + .5 * (h.b + h.r);
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90
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+
|
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91
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+
// Noise detection.
|
|
92
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+
#ifdef dDenoise
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93
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+
float nz = .25 * (bL + dL + fL + hL) - eL;
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94
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+
nz=clamp(
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95
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+
abs(nz)
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96
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+
/(
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97
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+
max(max(bL,dL),max(eL,max(fL,hL)))
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98
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+
-min(min(bL,dL),min(eL,min(fL,hL)))
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),
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100
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0., 1.
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);
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102
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nz=1.-.5*nz;
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103
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+
#endif
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|
104
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+
|
|
105
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+
// Min and max of ring.
|
|
106
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+
vec3 mn4 = min(b, min(f, h));
|
|
107
|
+
vec3 mx4 = max(b, max(f, h));
|
|
108
|
+
|
|
109
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+
// Immediate constants for peak range.
|
|
110
|
+
vec2 peakC = vec2(1., -4.);
|
|
111
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+
|
|
112
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+
// Limiters, these need to be high precision RCPs.
|
|
113
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+
vec3 hitMin = mn4 / (4. * mx4);
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114
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+
vec3 hitMax = (peakC.x - mx4) / (4.* mn4 + peakC.y);
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115
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vec3 lobeRGB = max(-hitMin, hitMax);
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116
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float lobe = max(
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117
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-FSR_RCAS_LIMIT,
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118
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min(max(lobeRGB.r, max(lobeRGB.g, lobeRGB.b)), 0.)
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)*con;
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120
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+
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121
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+
// Apply noise removal.
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122
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+
#ifdef dDenoise
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123
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+
lobe *= nz;
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124
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+
#endif
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125
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+
|
|
126
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+
// Resolve, which needs the medium precision rcp approximation to avoid visible tonality changes.
|
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127
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+
return (lobe * (b + d + h + f) + e) / (4. * lobe + 1.);
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128
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+
}
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129
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+
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130
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+
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131
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+
vec4 FsrRcasLoadF(vec2 p) {
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132
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return texture2D(tColor, p * uTexSizeInv);
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133
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+
}
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134
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+
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135
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+
void main() {
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136
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+
// Set up constants
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137
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+
float con;
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138
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+
FsrRcasCon(con, uSharpness);
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139
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+
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140
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+
// Perform RCAS pass
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141
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+
vec3 col = FsrRcasF(gl_FragCoord.xy, con);
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142
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+
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143
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gl_FragColor = vec4(col, FsrRcasLoadF(gl_FragCoord.xy).a);
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144
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+
}
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|
145
145
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`;
|
|
@@ -1,32 +1,32 @@
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|
|
1
|
-
export const apply_fog = `
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|
2
|
-
float preFogAlpha = gl_FragColor.a;
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|
3
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-
if (uFog) {
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4
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-
float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);
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5
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float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));
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6
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-
float fogAlpha = (1.0 - fogFactor) * gl_FragColor.a;
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7
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-
if (!uTransparentBackground) {
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8
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-
if (gl_FragColor.a < 1.0) {
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9
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-
// transparent objects are blended with background color
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|
10
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-
gl_FragColor.a = fogAlpha;
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} else {
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// mix opaque objects with background color
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gl_FragColor.rgb = mix(gl_FragColor.rgb, uFogColor, fogFactor);
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}
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} else {
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#if defined(dRenderVariant_colorDpoit)
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if (gl_FragColor.a < 1.0) {
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// transparent objects are blended with background color
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gl_FragColor.a = fogAlpha;
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} else {
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// opaque objects need to be pre-multiplied alpha
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gl_FragColor.rgb *= fogAlpha;
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gl_FragColor.a = fogAlpha;
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}
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#else
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// pre-multiplied alpha expected for transparent background
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gl_FragColor.a = fogAlpha;
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#endif
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}
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}
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export const apply_fog = `
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float preFogAlpha = gl_FragColor.a;
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if (uFog) {
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float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);
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float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));
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float fogAlpha = (1.0 - fogFactor) * gl_FragColor.a;
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if (!uTransparentBackground) {
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if (gl_FragColor.a < 1.0) {
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gl_FragColor.a = fogAlpha;
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} else {
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// mix opaque objects with background color
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gl_FragColor.rgb = mix(gl_FragColor.rgb, uFogColor, fogFactor);
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}
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} else {
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#if defined(dRenderVariant_colorDpoit)
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} else {
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gl_FragColor.rgb *= fogAlpha;
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}
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#else
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// pre-multiplied alpha expected for transparent background
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gl_FragColor.rgb *= fogAlpha;
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gl_FragColor.a = fogAlpha;
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#endif
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}
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@@ -1,13 +1,13 @@
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export const apply_interior_color = `
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if (interior) {
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if (uInteriorColorFlag) {
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gl_FragColor.rgb = uInteriorColor;
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} else {
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gl_FragColor.rgb *= 1.0 - uInteriorDarkening;
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}
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#ifdef dTransparentBackfaces_opaque
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gl_FragColor.a = 1.0;
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#endif
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}
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export const apply_interior_color = `
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if (uInteriorColorFlag) {
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gl_FragColor.rgb = uInteriorColor;
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} else {
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gl_FragColor.rgb *= 1.0 - uInteriorDarkening;
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}
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#ifdef dTransparentBackfaces_opaque
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gl_FragColor.a = 1.0;
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#endif
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}
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`;
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/**
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* Copyright (c) 2017-
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* Copyright (c) 2017-2024 mol* contributors, licensed under MIT, See LICENSE file for more info.
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*
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* @author Alexander Rose <alexander.rose@weirdbyte.de>
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*
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* adapted from three.js (https://github.com/mrdoob/three.js/)
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* which under the MIT License, Copyright © 2010-2021 three.js authors
|
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|
*/
|
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-
export declare const apply_light_color = "\n#
|
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|
+
export declare const apply_light_color = "\n#if defined(dIgnoreLight)\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {\n material.rgb += fbm(vModelPosition * uBumpFrequency) * uBumpAmplitude * bumpiness;\n material.rgb -= 0.5 * uBumpAmplitude * bumpiness;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n material.rgb += material.rgb * emissive;\n #endif\n\n gl_FragColor = material;\n#else\n #ifdef bumpEnabled\n if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {\n normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);\n }\n #endif\n\n vec4 color = material;\n\n ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));\n\n PhysicalMaterial physicalMaterial;\n physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);\n #ifdef enabledFragDepth\n physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);\n #else\n vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));\n float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);\n physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);\n #endif\n physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);\n physicalMaterial.specularF90 = 1.0;\n\n GeometricContext geometry;\n geometry.position = -vViewPosition;\n geometry.normal = normal;\n geometry.viewDir = normalize(vViewPosition);\n\n IncidentLight directLight;\n #pragma unroll_loop_start\n for (int i = 0; i < dLightCount; ++i) {\n directLight.direction = uLightDirection[i];\n directLight.color = uLightColor[i] * PI; // * PI for punctual light\n RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);\n }\n #pragma unroll_loop_end\n\n vec3 irradiance = uAmbientColor * PI; // * PI for punctual light\n RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);\n\n // indirect specular only metals\n vec3 radiance = uAmbientColor * metalness;\n vec3 iblIrradiance = uAmbientColor * metalness;\n vec3 clearcoatRadiance = vec3(0.0);\n RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);\n\n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background\n\n #if defined(dRenderVariant_color)\n outgoingLight += color.rgb * emissive;\n #endif\n\n gl_FragColor = vec4(outgoingLight, color.a);\n#endif\n\n#if defined(dXrayShaded_on)\n gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#elif defined(dXrayShaded_inverted)\n gl_FragColor.a *= pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);\n#endif\n\ngl_FragColor.rgb *= uExposure;\n";
|
|
@@ -1,78 +1,86 @@
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|
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1
1
|
/**
|
|
2
|
-
* Copyright (c) 2017-
|
|
2
|
+
* Copyright (c) 2017-2024 mol* contributors, licensed under MIT, See LICENSE file for more info.
|
|
3
3
|
*
|
|
4
4
|
* @author Alexander Rose <alexander.rose@weirdbyte.de>
|
|
5
5
|
*
|
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6
6
|
* adapted from three.js (https://github.com/mrdoob/three.js/)
|
|
7
7
|
* which under the MIT License, Copyright © 2010-2021 three.js authors
|
|
8
8
|
*/
|
|
9
|
-
export const apply_light_color = `
|
|
10
|
-
#
|
|
11
|
-
#ifdef bumpEnabled
|
|
12
|
-
if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {
|
|
13
|
-
material.rgb += fbm(vModelPosition * uBumpFrequency) * uBumpAmplitude * bumpiness;
|
|
14
|
-
material.rgb -= 0.5 * uBumpAmplitude * bumpiness;
|
|
15
|
-
}
|
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16
|
-
#endif
|
|
17
|
-
|
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-
|
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-
#
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-
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-
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#
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37
|
-
physicalMaterial.roughness = min(max(roughness, 0.0525)
|
|
38
|
-
#
|
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39
|
-
|
|
40
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-
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41
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42
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-
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44
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-
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55
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|
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60
|
-
vec3
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
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65
|
-
vec3
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
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69
|
-
|
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70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
9
|
+
export const apply_light_color = `
|
|
10
|
+
#if defined(dIgnoreLight)
|
|
11
|
+
#ifdef bumpEnabled
|
|
12
|
+
if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {
|
|
13
|
+
material.rgb += fbm(vModelPosition * uBumpFrequency) * uBumpAmplitude * bumpiness;
|
|
14
|
+
material.rgb -= 0.5 * uBumpAmplitude * bumpiness;
|
|
15
|
+
}
|
|
16
|
+
#endif
|
|
17
|
+
|
|
18
|
+
#if defined(dRenderVariant_color)
|
|
19
|
+
material.rgb += material.rgb * emissive;
|
|
20
|
+
#endif
|
|
21
|
+
|
|
22
|
+
gl_FragColor = material;
|
|
23
|
+
#else
|
|
24
|
+
#ifdef bumpEnabled
|
|
25
|
+
if (uBumpFrequency > 0.0 && uBumpAmplitude > 0.0 && bumpiness > 0.0) {
|
|
26
|
+
normal = perturbNormal(-vViewPosition, normal, fbm(vModelPosition * uBumpFrequency), (uBumpAmplitude * bumpiness) / uBumpFrequency);
|
|
27
|
+
}
|
|
28
|
+
#endif
|
|
29
|
+
|
|
30
|
+
vec4 color = material;
|
|
31
|
+
|
|
32
|
+
ReflectedLight reflectedLight = ReflectedLight(vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
|
33
|
+
|
|
34
|
+
PhysicalMaterial physicalMaterial;
|
|
35
|
+
physicalMaterial.diffuseColor = color.rgb * (1.0 - metalness);
|
|
36
|
+
#ifdef enabledFragDepth
|
|
37
|
+
physicalMaterial.roughness = min(max(roughness, 0.0525), 1.0);
|
|
38
|
+
#else
|
|
39
|
+
vec3 dxy = max(abs(dFdx(normal)), abs(dFdy(normal)));
|
|
40
|
+
float geometryRoughness = max(max(dxy.x, dxy.y), dxy.z);
|
|
41
|
+
physicalMaterial.roughness = min(max(roughness, 0.0525) + geometryRoughness, 1.0);
|
|
42
|
+
#endif
|
|
43
|
+
physicalMaterial.specularColor = mix(vec3(0.04), color.rgb, metalness);
|
|
44
|
+
physicalMaterial.specularF90 = 1.0;
|
|
45
|
+
|
|
46
|
+
GeometricContext geometry;
|
|
47
|
+
geometry.position = -vViewPosition;
|
|
48
|
+
geometry.normal = normal;
|
|
49
|
+
geometry.viewDir = normalize(vViewPosition);
|
|
50
|
+
|
|
51
|
+
IncidentLight directLight;
|
|
52
|
+
#pragma unroll_loop_start
|
|
53
|
+
for (int i = 0; i < dLightCount; ++i) {
|
|
54
|
+
directLight.direction = uLightDirection[i];
|
|
55
|
+
directLight.color = uLightColor[i] * PI; // * PI for punctual light
|
|
56
|
+
RE_Direct_Physical(directLight, geometry, physicalMaterial, reflectedLight);
|
|
57
|
+
}
|
|
58
|
+
#pragma unroll_loop_end
|
|
59
|
+
|
|
60
|
+
vec3 irradiance = uAmbientColor * PI; // * PI for punctual light
|
|
61
|
+
RE_IndirectDiffuse_Physical(irradiance, geometry, physicalMaterial, reflectedLight);
|
|
62
|
+
|
|
63
|
+
// indirect specular only metals
|
|
64
|
+
vec3 radiance = uAmbientColor * metalness;
|
|
65
|
+
vec3 iblIrradiance = uAmbientColor * metalness;
|
|
66
|
+
vec3 clearcoatRadiance = vec3(0.0);
|
|
67
|
+
RE_IndirectSpecular_Physical(radiance, iblIrradiance, clearcoatRadiance, geometry, physicalMaterial, reflectedLight);
|
|
68
|
+
|
|
69
|
+
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;
|
|
70
|
+
outgoingLight = clamp(outgoingLight, 0.01, 0.99); // prevents black artifacts on specular highlight with transparent background
|
|
71
|
+
|
|
72
|
+
#if defined(dRenderVariant_color)
|
|
73
|
+
outgoingLight += color.rgb * emissive;
|
|
74
|
+
#endif
|
|
75
|
+
|
|
76
|
+
gl_FragColor = vec4(outgoingLight, color.a);
|
|
77
|
+
#endif
|
|
78
|
+
|
|
79
|
+
#if defined(dXrayShaded_on)
|
|
80
|
+
gl_FragColor.a *= 1.0 - pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);
|
|
81
|
+
#elif defined(dXrayShaded_inverted)
|
|
82
|
+
gl_FragColor.a *= pow(abs(dot(normal, vec3(0.0, 0.0, 1.0))), uXrayEdgeFalloff);
|
|
83
|
+
#endif
|
|
84
|
+
|
|
85
|
+
gl_FragColor.rgb *= uExposure;
|
|
78
86
|
`;
|
|
@@ -1,17 +1,17 @@
|
|
|
1
|
-
export const apply_marker_color = `
|
|
2
|
-
|
|
3
|
-
#if defined(dColorMarker)
|
|
4
|
-
if (marker > 0.0) {
|
|
5
|
-
if ((uMarkerPriority == 1 && marker != 2.0) || (uMarkerPriority != 1 && marker == 1.0)) {
|
|
6
|
-
gl_FragColor.rgb = mix(gl_FragColor.rgb, uHighlightColor, uHighlightStrength);
|
|
7
|
-
gl_FragColor.a = max(gl_FragColor.a, uHighlightStrength * 0.002); // for direct-volume rendering
|
|
8
|
-
} else {
|
|
9
|
-
gl_FragColor.rgb = mix(gl_FragColor.rgb, uSelectColor, uSelectStrength);
|
|
10
|
-
gl_FragColor.a = max(gl_FragColor.a, uSelectStrength * 0.002); // for direct-volume rendering
|
|
11
|
-
}
|
|
12
|
-
} else if (uMarkerAverage > 0.0) {
|
|
13
|
-
gl_FragColor.rgb = mix(gl_FragColor.rgb, uDimColor, uDimStrength);
|
|
14
|
-
gl_FragColor.a = max(gl_FragColor.a, uDimStrength * 0.002); // for direct-volume rendering
|
|
15
|
-
}
|
|
16
|
-
#endif
|
|
1
|
+
export const apply_marker_color = `
|
|
2
|
+
|
|
3
|
+
#if defined(dColorMarker)
|
|
4
|
+
if (marker > 0.0) {
|
|
5
|
+
if ((uMarkerPriority == 1 && marker != 2.0) || (uMarkerPriority != 1 && marker == 1.0)) {
|
|
6
|
+
gl_FragColor.rgb = mix(gl_FragColor.rgb, uHighlightColor, uHighlightStrength);
|
|
7
|
+
gl_FragColor.a = max(gl_FragColor.a, uHighlightStrength * 0.002); // for direct-volume rendering
|
|
8
|
+
} else {
|
|
9
|
+
gl_FragColor.rgb = mix(gl_FragColor.rgb, uSelectColor, uSelectStrength);
|
|
10
|
+
gl_FragColor.a = max(gl_FragColor.a, uSelectStrength * 0.002); // for direct-volume rendering
|
|
11
|
+
}
|
|
12
|
+
} else if (uMarkerAverage > 0.0) {
|
|
13
|
+
gl_FragColor.rgb = mix(gl_FragColor.rgb, uDimColor, uDimStrength);
|
|
14
|
+
gl_FragColor.a = max(gl_FragColor.a, uDimStrength * 0.002); // for direct-volume rendering
|
|
15
|
+
}
|
|
16
|
+
#endif
|
|
17
17
|
`;
|
|
@@ -1,9 +1,9 @@
|
|
|
1
|
-
export const assign_clipping_varying = `
|
|
2
|
-
#if dClipObjectCount != 0 && defined(dClipping)
|
|
3
|
-
#if defined(dClippingType_instance)
|
|
4
|
-
vClipping = readFromTexture(tClipping, aInstance, uClippingTexDim).a;
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5
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#elif defined(dMarkerType_groupInstance)
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6
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vClipping = readFromTexture(tClipping, aInstance * float(uGroupCount) + group, uClippingTexDim).a;
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7
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-
#endif
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8
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-
#endif
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1
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+
export const assign_clipping_varying = `
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2
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+
#if dClipObjectCount != 0 && defined(dClipping)
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3
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+
#if defined(dClippingType_instance)
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4
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vClipping = readFromTexture(tClipping, aInstance, uClippingTexDim).a;
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5
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+
#elif defined(dMarkerType_groupInstance)
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6
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vClipping = readFromTexture(tClipping, aInstance * float(uGroupCount) + group, uClippingTexDim).a;
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7
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+
#endif
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8
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+
#endif
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9
9
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`;
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@@ -1 +1 @@
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1
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-
export declare const assign_color_varying = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_attribute)\n vColor.rgb = aColor;\n #elif defined(dColorType_instance)\n vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n #if defined(dDualColor)\n vec4 color2;\n if (aColorMode == 2.0) {\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n } else {\n vColor.rgb = readFromTexture(tColor, group * 2.0, uColorTexDim).rgb;\n color2.rgb = readFromTexture(tColor, group * 2.0 + 1.0, uColorTexDim).rgb;\n }\n #else\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #endif\n #elif defined(dColorType_groupInstance)\n #if defined(dDualColor)\n vec4 color2;\n if (aColorMode == 2.0) {\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n } else {\n vColor.rgb = readFromTexture(tColor, (aInstance * float(uGroupCount) + group) * 2.0, uColorTexDim).rgb;\n color2.rgb = readFromTexture(tColor, (aInstance * float(uGroupCount) + group) * 2.0 + 1.0, uColorTexDim).rgb;\n }\n #else\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #endif\n #elif defined(dColorType_vertex)\n vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_vertexInstance)\n vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_volume)\n vec3 cgridPos = (uColorGridTransform.w * (position - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #elif defined(dColorType_volumeInstance)\n vec3 cgridPos = (uColorGridTransform.w * (vModelPosition - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #endif\n\n #ifdef dUsePalette\n vPaletteV = ((vColor.r * 256.0 * 256.0 * 255.0 + vColor.g * 256.0 * 255.0 + vColor.b * 255.0) - 1.0) / 16777215.0;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_instance)\n vOverpaint = readFromTexture(tOverpaint, aInstance, uOverpaintTexDim);\n #elif defined(dOverpaintType_groupInstance)\n vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n vOverpaint = readFromTexture(tOverpaint, int(aInstance) * uVertexCount + VertexID, uOverpaintTexDim);\n #elif defined(dOverpaintType_volumeInstance)\n vec3 ogridPos = (uOverpaintGridTransform.w * (vModelPosition - uOverpaintGridTransform.xyz)) / uOverpaintGridDim;\n vOverpaint = texture3dFrom2dLinear(tOverpaintGrid, ogridPos, uOverpaintGridDim, uOverpaintTexDim);\n #endif\n\n // pre-mix to avoid darkening due to empty overpaint\n #ifdef dColorType_uniform\n vOverpaint.rgb = mix(uColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #else\n vOverpaint.rgb = mix(vColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n vOverpaint *= uOverpaintStrength;\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_instance)\n vSubstance = readFromTexture(tSubstance, aInstance, uSubstanceTexDim);\n #elif defined(dSubstanceType_groupInstance)\n vSubstance = readFromTexture(tSubstance, aInstance * float(uGroupCount) + group, uSubstanceTexDim);\n #elif defined(dSubstanceType_vertexInstance)\n vSubstance = readFromTexture(tSubstance, int(aInstance) * uVertexCount + VertexID, uSubstanceTexDim);\n #elif defined(dSubstanceType_volumeInstance)\n vec3 sgridPos = (uSubstanceGridTransform.w * (vModelPosition - uSubstanceGridTransform.xyz)) / uSubstanceGridDim;\n vSubstance = texture3dFrom2dLinear(tSubstanceGrid, sgridPos, uSubstanceGridDim, uSubstanceTexDim);\n #endif\n\n // pre-mix to avoid artifacts due to empty substance\n vSubstance.rgb = mix(vec3(uMetalness, uRoughness, uBumpiness), vSubstance.rgb, vSubstance.a);\n vSubstance *= uSubstanceStrength;\n #endif\n#elif defined(dRenderVariant_pick)\n #ifdef requiredDrawBuffers\n vObject = vec4(packIntToRGB(float(uObjectId)), 1.0);\n vInstance = vec4(packIntToRGB(aInstance), 1.0);\n vGroup = vec4(packIntToRGB(group), 1.0);\n #else\n if (uPickType == 1) {\n vColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n vColor = vec4(packIntToRGB(aInstance), 1.0);\n } else {\n vColor = vec4(packIntToRGB(group), 1.0);\n }\n #endif\n#endif\n\n#ifdef dTransparency\n #if defined(dTransparencyType_instance)\n vTransparency = readFromTexture(tTransparency, aInstance, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_groupInstance)\n vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_vertexInstance)\n vTransparency = readFromTexture(tTransparency, int(aInstance) * uVertexCount + VertexID, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_volumeInstance)\n vec3 tgridPos = (uTransparencyGridTransform.w * (vModelPosition - uTransparencyGridTransform.xyz)) / uTransparencyGridDim;\n vTransparency = texture3dFrom2dLinear(tTransparencyGrid, tgridPos, uTransparencyGridDim, uTransparencyTexDim).a;\n #endif\n vTransparency *= uTransparencyStrength;\n#endif\n";
|
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1
|
+
export declare const assign_color_varying = "\n#if defined(dRenderVariant_color)\n #if defined(dColorType_attribute)\n vColor.rgb = aColor;\n #elif defined(dColorType_instance)\n vColor.rgb = readFromTexture(tColor, aInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n #if defined(dDualColor)\n vec4 color2;\n if (aColorMode == 2.0) {\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n } else {\n vColor.rgb = readFromTexture(tColor, group * 2.0, uColorTexDim).rgb;\n color2.rgb = readFromTexture(tColor, group * 2.0 + 1.0, uColorTexDim).rgb;\n }\n #else\n vColor.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;\n #endif\n #elif defined(dColorType_groupInstance)\n #if defined(dDualColor)\n vec4 color2;\n if (aColorMode == 2.0) {\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n } else {\n vColor.rgb = readFromTexture(tColor, (aInstance * float(uGroupCount) + group) * 2.0, uColorTexDim).rgb;\n color2.rgb = readFromTexture(tColor, (aInstance * float(uGroupCount) + group) * 2.0 + 1.0, uColorTexDim).rgb;\n }\n #else\n vColor.rgb = readFromTexture(tColor, aInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #endif\n #elif defined(dColorType_vertex)\n vColor.rgb = readFromTexture(tColor, VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_vertexInstance)\n vColor.rgb = readFromTexture(tColor, int(aInstance) * uVertexCount + VertexID, uColorTexDim).rgb;\n #elif defined(dColorType_volume)\n vec3 cgridPos = (uColorGridTransform.w * (position - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #elif defined(dColorType_volumeInstance)\n vec3 cgridPos = (uColorGridTransform.w * (vModelPosition - uColorGridTransform.xyz)) / uColorGridDim;\n vColor.rgb = texture3dFrom2dLinear(tColorGrid, cgridPos, uColorGridDim, uColorTexDim).rgb;\n #endif\n\n #ifdef dUsePalette\n vPaletteV = ((vColor.r * 256.0 * 256.0 * 255.0 + vColor.g * 256.0 * 255.0 + vColor.b * 255.0) - 1.0) / 16777215.0;\n #endif\n\n #ifdef dOverpaint\n #if defined(dOverpaintType_instance)\n vOverpaint = readFromTexture(tOverpaint, aInstance, uOverpaintTexDim);\n #elif defined(dOverpaintType_groupInstance)\n vOverpaint = readFromTexture(tOverpaint, aInstance * float(uGroupCount) + group, uOverpaintTexDim);\n #elif defined(dOverpaintType_vertexInstance)\n vOverpaint = readFromTexture(tOverpaint, int(aInstance) * uVertexCount + VertexID, uOverpaintTexDim);\n #elif defined(dOverpaintType_volumeInstance)\n vec3 ogridPos = (uOverpaintGridTransform.w * (vModelPosition - uOverpaintGridTransform.xyz)) / uOverpaintGridDim;\n vOverpaint = texture3dFrom2dLinear(tOverpaintGrid, ogridPos, uOverpaintGridDim, uOverpaintTexDim);\n #endif\n\n // pre-mix to avoid darkening due to empty overpaint\n #ifdef dColorType_uniform\n vOverpaint.rgb = mix(uColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #else\n vOverpaint.rgb = mix(vColor.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n vOverpaint *= uOverpaintStrength;\n #endif\n\n #ifdef dEmissive\n #if defined(dEmissiveType_instance)\n vEmissive = readFromTexture(tEmissive, aInstance, uEmissiveTexDim).a;\n #elif defined(dEmissiveType_groupInstance)\n vEmissive = readFromTexture(tEmissive, aInstance * float(uGroupCount) + group, uEmissiveTexDim).a;\n #elif defined(dEmissiveType_vertexInstance)\n vEmissive = readFromTexture(tEmissive, int(aInstance) * uVertexCount + VertexID, uEmissiveTexDim).a;\n #elif defined(dEmissiveType_volumeInstance)\n vec3 egridPos = (uEmissiveGridTransform.w * (vModelPosition - uEmissiveGridTransform.xyz)) / uEmissiveGridDim;\n vEmissive = texture3dFrom2dLinear(tEmissiveGrid, egridPos, uEmissiveGridDim, uEmissiveTexDim).a;\n #endif\n vEmissive *= uEmissiveStrength;\n #endif\n\n #ifdef dSubstance\n #if defined(dSubstanceType_instance)\n vSubstance = readFromTexture(tSubstance, aInstance, uSubstanceTexDim);\n #elif defined(dSubstanceType_groupInstance)\n vSubstance = readFromTexture(tSubstance, aInstance * float(uGroupCount) + group, uSubstanceTexDim);\n #elif defined(dSubstanceType_vertexInstance)\n vSubstance = readFromTexture(tSubstance, int(aInstance) * uVertexCount + VertexID, uSubstanceTexDim);\n #elif defined(dSubstanceType_volumeInstance)\n vec3 sgridPos = (uSubstanceGridTransform.w * (vModelPosition - uSubstanceGridTransform.xyz)) / uSubstanceGridDim;\n vSubstance = texture3dFrom2dLinear(tSubstanceGrid, sgridPos, uSubstanceGridDim, uSubstanceTexDim);\n #endif\n\n // pre-mix to avoid artifacts due to empty substance\n vSubstance.rgb = mix(vec3(uMetalness, uRoughness, uBumpiness), vSubstance.rgb, vSubstance.a);\n vSubstance *= uSubstanceStrength;\n #endif\n#elif defined(dRenderVariant_emissive)\n #ifdef dEmissive\n #if defined(dEmissiveType_instance)\n vEmissive = readFromTexture(tEmissive, aInstance, uEmissiveTexDim).a;\n #elif defined(dEmissiveType_groupInstance)\n vEmissive = readFromTexture(tEmissive, aInstance * float(uGroupCount) + group, uEmissiveTexDim).a;\n #elif defined(dEmissiveType_vertexInstance)\n vEmissive = readFromTexture(tEmissive, int(aInstance) * uVertexCount + VertexID, uEmissiveTexDim).a;\n #elif defined(dEmissiveType_volumeInstance)\n vec3 egridPos = (uEmissiveGridTransform.w * (vModelPosition - uEmissiveGridTransform.xyz)) / uEmissiveGridDim;\n vEmissive = texture3dFrom2dLinear(tEmissiveGrid, egridPos, uEmissiveGridDim, uEmissiveTexDim).a;\n #endif\n vEmissive *= uEmissiveStrength;\n #endif\n#elif defined(dRenderVariant_pick)\n #ifdef requiredDrawBuffers\n vObject = vec4(packIntToRGB(float(uObjectId)), 1.0);\n vInstance = vec4(packIntToRGB(aInstance), 1.0);\n vGroup = vec4(packIntToRGB(group), 1.0);\n #else\n if (uPickType == 1) {\n vColor = vec4(packIntToRGB(float(uObjectId)), 1.0);\n } else if (uPickType == 2) {\n vColor = vec4(packIntToRGB(aInstance), 1.0);\n } else {\n vColor = vec4(packIntToRGB(group), 1.0);\n }\n #endif\n#endif\n\n#ifdef dTransparency\n #if defined(dTransparencyType_instance)\n vTransparency = readFromTexture(tTransparency, aInstance, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_groupInstance)\n vTransparency = readFromTexture(tTransparency, aInstance * float(uGroupCount) + group, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_vertexInstance)\n vTransparency = readFromTexture(tTransparency, int(aInstance) * uVertexCount + VertexID, uTransparencyTexDim).a;\n #elif defined(dTransparencyType_volumeInstance)\n vec3 tgridPos = (uTransparencyGridTransform.w * (vModelPosition - uTransparencyGridTransform.xyz)) / uTransparencyGridDim;\n vTransparency = texture3dFrom2dLinear(tTransparencyGrid, tgridPos, uTransparencyGridDim, uTransparencyTexDim).a;\n #endif\n vTransparency *= uTransparencyStrength;\n#endif\n";
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