molstar 4.2.0 → 4.3.0

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.
Files changed (339) hide show
  1. package/LICENSE +20 -20
  2. package/README.md +197 -197
  3. package/build/viewer/embedded.html +52 -52
  4. package/build/viewer/index.html +129 -129
  5. package/build/viewer/molstar.js +1 -1
  6. package/build/viewer/molstar.js.LICENSE.txt +9 -0
  7. package/lib/apps/docking-viewer/index.html +36 -36
  8. package/lib/apps/mesoscale-explorer/index.html +100 -100
  9. package/lib/apps/mesoscale-explorer/style.scss +33 -33
  10. package/lib/apps/viewer/app.d.ts +2 -1
  11. package/lib/apps/viewer/app.js +2 -1
  12. package/lib/apps/viewer/embedded.html +52 -52
  13. package/lib/apps/viewer/index.html +129 -129
  14. package/lib/cli/chem-comp-dict/create-ions.js +9 -9
  15. package/lib/cli/chem-comp-dict/create-saccharides.js +9 -9
  16. package/lib/cli/cifschema/util/generate.js +12 -12
  17. package/lib/cli/lipid-params/index.js +9 -9
  18. package/lib/commonjs/apps/viewer/app.d.ts +2 -1
  19. package/lib/commonjs/apps/viewer/app.js +1 -0
  20. package/lib/commonjs/cli/chem-comp-dict/create-ions.js +9 -9
  21. package/lib/commonjs/cli/chem-comp-dict/create-saccharides.js +9 -9
  22. package/lib/commonjs/cli/cifschema/util/generate.js +12 -12
  23. package/lib/commonjs/cli/lipid-params/index.js +9 -9
  24. package/lib/commonjs/examples/alpha-orbitals/example-data.js +160 -160
  25. package/lib/commonjs/extensions/alpha-orbitals/gpu/shader.frag.js +136 -136
  26. package/lib/commonjs/extensions/assembly-symmetry/prop.js +24 -24
  27. package/lib/commonjs/extensions/dnatco/confal-pyramids/behavior.js +5 -5
  28. package/lib/commonjs/extensions/dnatco/ntc-tube/behavior.js +5 -5
  29. package/lib/commonjs/extensions/geo-export/usdz-exporter.js +41 -41
  30. package/lib/commonjs/extensions/meshes/mesh-extension.d.ts +1 -0
  31. package/lib/commonjs/extensions/mp4-export/encoder.js +1 -1
  32. package/lib/commonjs/extensions/mvs/components/annotation-label/representation.d.ts +0 -2
  33. package/lib/commonjs/extensions/mvs/components/custom-label/representation.d.ts +2 -2
  34. package/lib/commonjs/extensions/mvs/tree/mvs/mvs-builder.d.ts +8 -2
  35. package/lib/commonjs/extensions/sb-ncbr/index.d.ts +8 -0
  36. package/lib/commonjs/extensions/sb-ncbr/index.js +14 -1
  37. package/lib/commonjs/extensions/sb-ncbr/tunnels/actions.d.ts +20 -0
  38. package/lib/commonjs/extensions/sb-ncbr/tunnels/actions.js +89 -0
  39. package/lib/commonjs/extensions/sb-ncbr/tunnels/algorithm.d.ts +26 -0
  40. package/lib/commonjs/extensions/sb-ncbr/tunnels/algorithm.js +474 -0
  41. package/lib/commonjs/extensions/sb-ncbr/tunnels/behavior.d.ts +40 -0
  42. package/lib/commonjs/extensions/sb-ncbr/tunnels/behavior.js +96 -0
  43. package/lib/commonjs/extensions/sb-ncbr/tunnels/data-model.d.ts +146 -0
  44. package/lib/commonjs/extensions/sb-ncbr/tunnels/data-model.js +28 -0
  45. package/lib/commonjs/extensions/sb-ncbr/tunnels/examples.d.ts +12 -0
  46. package/lib/commonjs/extensions/sb-ncbr/tunnels/examples.js +54 -0
  47. package/lib/commonjs/extensions/sb-ncbr/tunnels/props.d.ts +19 -0
  48. package/lib/commonjs/extensions/sb-ncbr/tunnels/props.js +26 -0
  49. package/lib/commonjs/extensions/sb-ncbr/tunnels/representation.d.ts +29 -0
  50. package/lib/commonjs/extensions/sb-ncbr/tunnels/representation.js +99 -0
  51. package/lib/commonjs/mol-canvas3d/canvas3d.d.ts +17 -0
  52. package/lib/commonjs/mol-canvas3d/canvas3d.js +4 -0
  53. package/lib/commonjs/mol-canvas3d/passes/dof.d.ts +34 -0
  54. package/lib/commonjs/mol-canvas3d/passes/dof.js +167 -0
  55. package/lib/commonjs/mol-canvas3d/passes/draw.d.ts +2 -0
  56. package/lib/commonjs/mol-canvas3d/passes/draw.js +31 -8
  57. package/lib/commonjs/mol-canvas3d/passes/image.d.ts +8 -0
  58. package/lib/commonjs/mol-canvas3d/passes/postprocessing.d.ts +8 -0
  59. package/lib/commonjs/mol-canvas3d/passes/postprocessing.js +5 -0
  60. package/lib/commonjs/mol-geo/geometry/lines/lines.d.ts +0 -1
  61. package/lib/commonjs/mol-gl/shader/background.frag.js +95 -95
  62. package/lib/commonjs/mol-gl/shader/background.vert.js +11 -11
  63. package/lib/commonjs/mol-gl/shader/blend-back-dpoit.frag.js +13 -13
  64. package/lib/commonjs/mol-gl/shader/bloom/blur.frag.js +28 -28
  65. package/lib/commonjs/mol-gl/shader/bloom/composite.frag.js +33 -33
  66. package/lib/commonjs/mol-gl/shader/bloom/luminosity.frag.js +52 -52
  67. package/lib/commonjs/mol-gl/shader/cas.frag.js +144 -144
  68. package/lib/commonjs/mol-gl/shader/chunks/apply-fog.glsl.js +31 -31
  69. package/lib/commonjs/mol-gl/shader/chunks/apply-interior-color.glsl.js +12 -12
  70. package/lib/commonjs/mol-gl/shader/chunks/apply-light-color.glsl.js +77 -77
  71. package/lib/commonjs/mol-gl/shader/chunks/apply-marker-color.glsl.js +16 -16
  72. package/lib/commonjs/mol-gl/shader/chunks/assign-clipping-varying.glsl.js +8 -8
  73. package/lib/commonjs/mol-gl/shader/chunks/assign-color-varying.glsl.js +140 -140
  74. package/lib/commonjs/mol-gl/shader/chunks/assign-group.glsl.js +6 -6
  75. package/lib/commonjs/mol-gl/shader/chunks/assign-marker-varying.glsl.js +8 -8
  76. package/lib/commonjs/mol-gl/shader/chunks/assign-material-color.glsl.js +112 -112
  77. package/lib/commonjs/mol-gl/shader/chunks/assign-position.glsl.js +14 -14
  78. package/lib/commonjs/mol-gl/shader/chunks/assign-size.glsl.js +18 -18
  79. package/lib/commonjs/mol-gl/shader/chunks/check-picking-alpha.glsl.js +12 -12
  80. package/lib/commonjs/mol-gl/shader/chunks/check-transparency.glsl.js +16 -16
  81. package/lib/commonjs/mol-gl/shader/chunks/clip-instance.glsl.js +7 -7
  82. package/lib/commonjs/mol-gl/shader/chunks/clip-pixel.glsl.js +5 -5
  83. package/lib/commonjs/mol-gl/shader/chunks/color-frag-params.glsl.js +60 -60
  84. package/lib/commonjs/mol-gl/shader/chunks/color-vert-params.glsl.js +122 -122
  85. package/lib/commonjs/mol-gl/shader/chunks/common-clip.glsl.js +104 -104
  86. package/lib/commonjs/mol-gl/shader/chunks/common-frag-params.glsl.js +150 -150
  87. package/lib/commonjs/mol-gl/shader/chunks/common-vert-params.glsl.js +61 -61
  88. package/lib/commonjs/mol-gl/shader/chunks/common.glsl.js +234 -234
  89. package/lib/commonjs/mol-gl/shader/chunks/dpoit-write.glsl.js +62 -62
  90. package/lib/commonjs/mol-gl/shader/chunks/fade-lod.glsl.js +42 -42
  91. package/lib/commonjs/mol-gl/shader/chunks/float-to-rgba.glsl.js +39 -39
  92. package/lib/commonjs/mol-gl/shader/chunks/light-frag-params.glsl.js +127 -127
  93. package/lib/commonjs/mol-gl/shader/chunks/matrix-scale.glsl.js +5 -5
  94. package/lib/commonjs/mol-gl/shader/chunks/normal-frag-params.glsl.js +2 -2
  95. package/lib/commonjs/mol-gl/shader/chunks/read-from-texture.glsl.js +14 -14
  96. package/lib/commonjs/mol-gl/shader/chunks/rgba-to-float.glsl.js +84 -84
  97. package/lib/commonjs/mol-gl/shader/chunks/size-vert-params.glsl.js +11 -11
  98. package/lib/commonjs/mol-gl/shader/chunks/texture3d-from-1d-trilinear.glsl.js +23 -23
  99. package/lib/commonjs/mol-gl/shader/chunks/texture3d-from-2d-linear.glsl.js +17 -17
  100. package/lib/commonjs/mol-gl/shader/chunks/texture3d-from-2d-nearest.glsl.js +8 -8
  101. package/lib/commonjs/mol-gl/shader/chunks/wboit-write.glsl.js +25 -25
  102. package/lib/commonjs/mol-gl/shader/compose.frag.js +12 -12
  103. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.frag.js +23 -23
  104. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/accumulate.vert.js +43 -43
  105. package/lib/commonjs/mol-gl/shader/compute/color-smoothing/normalize.frag.js +15 -15
  106. package/lib/commonjs/mol-gl/shader/copy.frag.js +11 -11
  107. package/lib/commonjs/mol-gl/shader/cylinders.frag.js +266 -266
  108. package/lib/commonjs/mol-gl/shader/cylinders.vert.js +89 -89
  109. package/lib/commonjs/mol-gl/shader/depth-merge.frag.js +23 -23
  110. package/lib/commonjs/mol-gl/shader/direct-volume.frag.js +362 -362
  111. package/lib/commonjs/mol-gl/shader/direct-volume.vert.js +41 -41
  112. package/lib/commonjs/mol-gl/shader/dof.frag.d.ts +7 -0
  113. package/lib/commonjs/mol-gl/shader/dof.frag.js +122 -0
  114. package/lib/commonjs/mol-gl/shader/evaluate-dpoit.frag.js +10 -10
  115. package/lib/commonjs/mol-gl/shader/evaluate-wboit.frag.js +17 -17
  116. package/lib/commonjs/mol-gl/shader/fxaa.frag.js +228 -228
  117. package/lib/commonjs/mol-gl/shader/gaussian-density.frag.js +49 -49
  118. package/lib/commonjs/mol-gl/shader/gaussian-density.vert.js +27 -27
  119. package/lib/commonjs/mol-gl/shader/hi-z.frag.js +18 -18
  120. package/lib/commonjs/mol-gl/shader/histogram-pyramid/reduction.frag.js +58 -58
  121. package/lib/commonjs/mol-gl/shader/histogram-pyramid/sum.frag.js +19 -19
  122. package/lib/commonjs/mol-gl/shader/image.frag.js +169 -169
  123. package/lib/commonjs/mol-gl/shader/image.vert.js +21 -21
  124. package/lib/commonjs/mol-gl/shader/lines.frag.js +42 -42
  125. package/lib/commonjs/mol-gl/shader/lines.vert.js +117 -117
  126. package/lib/commonjs/mol-gl/shader/marching-cubes/active-voxels.frag.js +70 -70
  127. package/lib/commonjs/mol-gl/shader/marching-cubes/isosurface.frag.js +311 -311
  128. package/lib/commonjs/mol-gl/shader/marking/edge.frag.js +28 -28
  129. package/lib/commonjs/mol-gl/shader/marking/overlay.frag.js +26 -26
  130. package/lib/commonjs/mol-gl/shader/mesh.frag.js +65 -65
  131. package/lib/commonjs/mol-gl/shader/mesh.vert.js +49 -49
  132. package/lib/commonjs/mol-gl/shader/outlines.frag.js +95 -95
  133. package/lib/commonjs/mol-gl/shader/points.frag.js +59 -59
  134. package/lib/commonjs/mol-gl/shader/points.vert.js +38 -38
  135. package/lib/commonjs/mol-gl/shader/postprocessing.frag.js +150 -150
  136. package/lib/commonjs/mol-gl/shader/quad.vert.js +10 -10
  137. package/lib/commonjs/mol-gl/shader/shadows.frag.js +123 -123
  138. package/lib/commonjs/mol-gl/shader/smaa/blend.frag.js +56 -56
  139. package/lib/commonjs/mol-gl/shader/smaa/blend.vert.js +25 -25
  140. package/lib/commonjs/mol-gl/shader/smaa/edges.frag.js +66 -66
  141. package/lib/commonjs/mol-gl/shader/smaa/edges.vert.js +26 -26
  142. package/lib/commonjs/mol-gl/shader/smaa/weights.frag.js +206 -206
  143. package/lib/commonjs/mol-gl/shader/smaa/weights.vert.js +32 -32
  144. package/lib/commonjs/mol-gl/shader/spheres.frag.js +148 -148
  145. package/lib/commonjs/mol-gl/shader/spheres.vert.js +132 -132
  146. package/lib/commonjs/mol-gl/shader/ssao-blur.frag.js +97 -97
  147. package/lib/commonjs/mol-gl/shader/ssao.frag.js +211 -211
  148. package/lib/commonjs/mol-gl/shader/text.frag.js +85 -85
  149. package/lib/commonjs/mol-gl/shader/text.vert.js +85 -85
  150. package/lib/commonjs/mol-gl/shader/util/grid3d-template.frag.js +46 -46
  151. package/lib/commonjs/mol-gl/shader-code.js +15 -15
  152. package/lib/commonjs/mol-gl/webgl/compat.js +12 -12
  153. package/lib/commonjs/mol-gl/webgl/context.js +1 -0
  154. package/lib/commonjs/mol-gl/webgl/timer.d.ts +1 -1
  155. package/lib/commonjs/mol-gl/webgl/timer.js +8 -1
  156. package/lib/commonjs/mol-math/linear-algebra/3d/minimize-rmsd.js +2 -1
  157. package/lib/commonjs/mol-plugin/animation-loop.d.ts +1 -0
  158. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/behavior.d.ts +6 -6
  159. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +1 -1
  160. package/lib/commonjs/mol-plugin/behavior/dynamic/volume-streaming/transformers.d.ts +3 -3
  161. package/lib/commonjs/mol-plugin-state/animation/built-in/state-snapshots.js +7 -3
  162. package/lib/commonjs/mol-plugin-ui/viewport/simple-settings.js +3 -0
  163. package/lib/commonjs/servers/common/swagger-ui/indexTemplate.js +66 -66
  164. package/lib/commonjs/servers/volume/config.js +5 -5
  165. package/lib/examples/alpha-orbitals/example-data.js +160 -160
  166. package/lib/examples/alpha-orbitals/index.html +72 -72
  167. package/lib/examples/basic-wrapper/index.html +137 -137
  168. package/lib/examples/lighting/index.html +88 -88
  169. package/lib/examples/proteopedia-wrapper/index.html +236 -236
  170. package/lib/extensions/alpha-orbitals/gpu/shader.frag.js +136 -136
  171. package/lib/extensions/assembly-symmetry/prop.js +24 -24
  172. package/lib/extensions/dnatco/confal-pyramids/behavior.js +5 -5
  173. package/lib/extensions/dnatco/ntc-tube/behavior.js +5 -5
  174. package/lib/extensions/geo-export/usdz-exporter.js +41 -41
  175. package/lib/extensions/meshes/mesh-extension.d.ts +1 -0
  176. package/lib/extensions/mp4-export/encoder.js +1 -1
  177. package/lib/extensions/mvs/components/annotation-label/representation.d.ts +0 -2
  178. package/lib/extensions/mvs/components/custom-label/representation.d.ts +2 -2
  179. package/lib/extensions/mvs/tree/mvs/mvs-builder.d.ts +8 -2
  180. package/lib/extensions/sb-ncbr/index.d.ts +8 -0
  181. package/lib/extensions/sb-ncbr/index.js +8 -0
  182. package/lib/extensions/sb-ncbr/tunnels/actions.d.ts +20 -0
  183. package/lib/extensions/sb-ncbr/tunnels/actions.js +86 -0
  184. package/lib/extensions/sb-ncbr/tunnels/algorithm.d.ts +26 -0
  185. package/lib/extensions/sb-ncbr/tunnels/algorithm.js +469 -0
  186. package/lib/extensions/sb-ncbr/tunnels/behavior.d.ts +40 -0
  187. package/lib/extensions/sb-ncbr/tunnels/behavior.js +92 -0
  188. package/lib/extensions/sb-ncbr/tunnels/data-model.d.ts +146 -0
  189. package/lib/extensions/sb-ncbr/tunnels/data-model.js +23 -0
  190. package/lib/extensions/sb-ncbr/tunnels/examples.d.ts +12 -0
  191. package/lib/extensions/sb-ncbr/tunnels/examples.js +49 -0
  192. package/lib/extensions/sb-ncbr/tunnels/props.d.ts +19 -0
  193. package/lib/extensions/sb-ncbr/tunnels/props.js +22 -0
  194. package/lib/extensions/sb-ncbr/tunnels/representation.d.ts +29 -0
  195. package/lib/extensions/sb-ncbr/tunnels/representation.js +96 -0
  196. package/lib/mol-canvas3d/canvas3d.d.ts +17 -0
  197. package/lib/mol-canvas3d/canvas3d.js +4 -0
  198. package/lib/mol-canvas3d/passes/dof.d.ts +34 -0
  199. package/lib/mol-canvas3d/passes/dof.js +163 -0
  200. package/lib/mol-canvas3d/passes/draw.d.ts +2 -0
  201. package/lib/mol-canvas3d/passes/draw.js +31 -8
  202. package/lib/mol-canvas3d/passes/image.d.ts +8 -0
  203. package/lib/mol-canvas3d/passes/postprocessing.d.ts +8 -0
  204. package/lib/mol-canvas3d/passes/postprocessing.js +5 -0
  205. package/lib/mol-geo/geometry/lines/lines.d.ts +0 -1
  206. package/lib/mol-gl/shader/background.frag.js +95 -95
  207. package/lib/mol-gl/shader/background.vert.js +11 -11
  208. package/lib/mol-gl/shader/blend-back-dpoit.frag.js +13 -13
  209. package/lib/mol-gl/shader/bloom/blur.frag.js +28 -28
  210. package/lib/mol-gl/shader/bloom/composite.frag.js +33 -33
  211. package/lib/mol-gl/shader/bloom/luminosity.frag.js +52 -52
  212. package/lib/mol-gl/shader/cas.frag.js +144 -144
  213. package/lib/mol-gl/shader/chunks/apply-fog.glsl.js +31 -31
  214. package/lib/mol-gl/shader/chunks/apply-interior-color.glsl.js +12 -12
  215. package/lib/mol-gl/shader/chunks/apply-light-color.glsl.js +77 -77
  216. package/lib/mol-gl/shader/chunks/apply-marker-color.glsl.js +16 -16
  217. package/lib/mol-gl/shader/chunks/assign-clipping-varying.glsl.js +8 -8
  218. package/lib/mol-gl/shader/chunks/assign-color-varying.glsl.js +140 -140
  219. package/lib/mol-gl/shader/chunks/assign-group.glsl.js +6 -6
  220. package/lib/mol-gl/shader/chunks/assign-marker-varying.glsl.js +8 -8
  221. package/lib/mol-gl/shader/chunks/assign-material-color.glsl.js +112 -112
  222. package/lib/mol-gl/shader/chunks/assign-position.glsl.js +14 -14
  223. package/lib/mol-gl/shader/chunks/assign-size.glsl.js +18 -18
  224. package/lib/mol-gl/shader/chunks/check-picking-alpha.glsl.js +12 -12
  225. package/lib/mol-gl/shader/chunks/check-transparency.glsl.js +16 -16
  226. package/lib/mol-gl/shader/chunks/clip-instance.glsl.js +7 -7
  227. package/lib/mol-gl/shader/chunks/clip-pixel.glsl.js +5 -5
  228. package/lib/mol-gl/shader/chunks/color-frag-params.glsl.js +60 -60
  229. package/lib/mol-gl/shader/chunks/color-vert-params.glsl.js +122 -122
  230. package/lib/mol-gl/shader/chunks/common-clip.glsl.js +104 -104
  231. package/lib/mol-gl/shader/chunks/common-frag-params.glsl.js +150 -150
  232. package/lib/mol-gl/shader/chunks/common-vert-params.glsl.js +61 -61
  233. package/lib/mol-gl/shader/chunks/common.glsl.js +234 -234
  234. package/lib/mol-gl/shader/chunks/dpoit-write.glsl.js +62 -62
  235. package/lib/mol-gl/shader/chunks/fade-lod.glsl.js +42 -42
  236. package/lib/mol-gl/shader/chunks/float-to-rgba.glsl.js +39 -39
  237. package/lib/mol-gl/shader/chunks/light-frag-params.glsl.js +127 -127
  238. package/lib/mol-gl/shader/chunks/matrix-scale.glsl.js +5 -5
  239. package/lib/mol-gl/shader/chunks/normal-frag-params.glsl.js +2 -2
  240. package/lib/mol-gl/shader/chunks/read-from-texture.glsl.js +14 -14
  241. package/lib/mol-gl/shader/chunks/rgba-to-float.glsl.js +84 -84
  242. package/lib/mol-gl/shader/chunks/size-vert-params.glsl.js +11 -11
  243. package/lib/mol-gl/shader/chunks/texture3d-from-1d-trilinear.glsl.js +23 -23
  244. package/lib/mol-gl/shader/chunks/texture3d-from-2d-linear.glsl.js +17 -17
  245. package/lib/mol-gl/shader/chunks/texture3d-from-2d-nearest.glsl.js +8 -8
  246. package/lib/mol-gl/shader/chunks/wboit-write.glsl.js +25 -25
  247. package/lib/mol-gl/shader/compose.frag.js +12 -12
  248. package/lib/mol-gl/shader/compute/color-smoothing/accumulate.frag.js +23 -23
  249. package/lib/mol-gl/shader/compute/color-smoothing/accumulate.vert.js +43 -43
  250. package/lib/mol-gl/shader/compute/color-smoothing/normalize.frag.js +15 -15
  251. package/lib/mol-gl/shader/copy.frag.js +11 -11
  252. package/lib/mol-gl/shader/cylinders.frag.js +266 -266
  253. package/lib/mol-gl/shader/cylinders.vert.js +89 -89
  254. package/lib/mol-gl/shader/depth-merge.frag.js +23 -23
  255. package/lib/mol-gl/shader/direct-volume.frag.js +362 -362
  256. package/lib/mol-gl/shader/direct-volume.vert.js +41 -41
  257. package/lib/mol-gl/shader/dof.frag.d.ts +7 -0
  258. package/lib/mol-gl/shader/dof.frag.js +119 -0
  259. package/lib/mol-gl/shader/evaluate-dpoit.frag.js +10 -10
  260. package/lib/mol-gl/shader/evaluate-wboit.frag.js +17 -17
  261. package/lib/mol-gl/shader/fxaa.frag.js +228 -228
  262. package/lib/mol-gl/shader/gaussian-density.frag.js +49 -49
  263. package/lib/mol-gl/shader/gaussian-density.vert.js +27 -27
  264. package/lib/mol-gl/shader/hi-z.frag.js +18 -18
  265. package/lib/mol-gl/shader/histogram-pyramid/reduction.frag.js +58 -58
  266. package/lib/mol-gl/shader/histogram-pyramid/sum.frag.js +19 -19
  267. package/lib/mol-gl/shader/image.frag.js +169 -169
  268. package/lib/mol-gl/shader/image.vert.js +21 -21
  269. package/lib/mol-gl/shader/lines.frag.js +42 -42
  270. package/lib/mol-gl/shader/lines.vert.js +117 -117
  271. package/lib/mol-gl/shader/marching-cubes/active-voxels.frag.js +70 -70
  272. package/lib/mol-gl/shader/marching-cubes/isosurface.frag.js +311 -311
  273. package/lib/mol-gl/shader/marking/edge.frag.js +28 -28
  274. package/lib/mol-gl/shader/marking/overlay.frag.js +26 -26
  275. package/lib/mol-gl/shader/mesh.frag.js +65 -65
  276. package/lib/mol-gl/shader/mesh.vert.js +49 -49
  277. package/lib/mol-gl/shader/outlines.frag.js +95 -95
  278. package/lib/mol-gl/shader/points.frag.js +59 -59
  279. package/lib/mol-gl/shader/points.vert.js +38 -38
  280. package/lib/mol-gl/shader/postprocessing.frag.js +150 -150
  281. package/lib/mol-gl/shader/quad.vert.js +10 -10
  282. package/lib/mol-gl/shader/shadows.frag.js +123 -123
  283. package/lib/mol-gl/shader/smaa/blend.frag.js +56 -56
  284. package/lib/mol-gl/shader/smaa/blend.vert.js +25 -25
  285. package/lib/mol-gl/shader/smaa/edges.frag.js +66 -66
  286. package/lib/mol-gl/shader/smaa/edges.vert.js +26 -26
  287. package/lib/mol-gl/shader/smaa/weights.frag.js +206 -206
  288. package/lib/mol-gl/shader/smaa/weights.vert.js +32 -32
  289. package/lib/mol-gl/shader/spheres.frag.js +148 -148
  290. package/lib/mol-gl/shader/spheres.vert.js +132 -132
  291. package/lib/mol-gl/shader/ssao-blur.frag.js +97 -97
  292. package/lib/mol-gl/shader/ssao.frag.js +211 -211
  293. package/lib/mol-gl/shader/text.frag.js +85 -85
  294. package/lib/mol-gl/shader/text.vert.js +85 -85
  295. package/lib/mol-gl/shader/util/grid3d-template.frag.js +46 -46
  296. package/lib/mol-gl/shader-code.js +15 -15
  297. package/lib/mol-gl/webgl/compat.js +12 -12
  298. package/lib/mol-gl/webgl/context.js +1 -0
  299. package/lib/mol-gl/webgl/timer.d.ts +1 -1
  300. package/lib/mol-gl/webgl/timer.js +8 -1
  301. package/lib/mol-math/linear-algebra/3d/minimize-rmsd.js +2 -1
  302. package/lib/mol-plugin/animation-loop.d.ts +1 -0
  303. package/lib/mol-plugin/behavior/dynamic/volume-streaming/behavior.d.ts +6 -6
  304. package/lib/mol-plugin/behavior/dynamic/volume-streaming/model.d.ts +1 -1
  305. package/lib/mol-plugin/behavior/dynamic/volume-streaming/transformers.d.ts +3 -3
  306. package/lib/mol-plugin/version.js +2 -2
  307. package/lib/mol-plugin-state/animation/built-in/state-snapshots.js +7 -3
  308. package/lib/mol-plugin-ui/skin/base/base.scss +37 -37
  309. package/lib/mol-plugin-ui/skin/base/components/controls-base.scss +333 -333
  310. package/lib/mol-plugin-ui/skin/base/components/controls.scss +445 -445
  311. package/lib/mol-plugin-ui/skin/base/components/help.scss +27 -27
  312. package/lib/mol-plugin-ui/skin/base/components/line-graph.scss +67 -67
  313. package/lib/mol-plugin-ui/skin/base/components/log.scss +100 -100
  314. package/lib/mol-plugin-ui/skin/base/components/misc.scss +663 -663
  315. package/lib/mol-plugin-ui/skin/base/components/sequence.scss +125 -125
  316. package/lib/mol-plugin-ui/skin/base/components/slider.scss +165 -165
  317. package/lib/mol-plugin-ui/skin/base/components/tasks.scss +99 -99
  318. package/lib/mol-plugin-ui/skin/base/components/toast.scss +83 -83
  319. package/lib/mol-plugin-ui/skin/base/components/transformer.scss +163 -163
  320. package/lib/mol-plugin-ui/skin/base/components/viewport.scss +194 -194
  321. package/lib/mol-plugin-ui/skin/base/layout/common.scss +71 -71
  322. package/lib/mol-plugin-ui/skin/base/layout/controls-landscape.scss +89 -89
  323. package/lib/mol-plugin-ui/skin/base/layout/controls-outside.scss +98 -98
  324. package/lib/mol-plugin-ui/skin/base/layout/controls-portrait.scss +108 -108
  325. package/lib/mol-plugin-ui/skin/base/layout.scss +40 -40
  326. package/lib/mol-plugin-ui/skin/base/logo.scss +12 -12
  327. package/lib/mol-plugin-ui/skin/base/normalize.scss +209 -209
  328. package/lib/mol-plugin-ui/skin/base/ui.scss +40 -40
  329. package/lib/mol-plugin-ui/skin/base/variables.scss +88 -88
  330. package/lib/mol-plugin-ui/skin/blue.scss +1 -1
  331. package/lib/mol-plugin-ui/skin/colors/blue.scss +23 -23
  332. package/lib/mol-plugin-ui/skin/colors/dark.scss +23 -23
  333. package/lib/mol-plugin-ui/skin/colors/light.scss +29 -29
  334. package/lib/mol-plugin-ui/skin/dark.scss +1 -1
  335. package/lib/mol-plugin-ui/skin/light.scss +1 -1
  336. package/lib/mol-plugin-ui/viewport/simple-settings.js +3 -0
  337. package/lib/servers/common/swagger-ui/indexTemplate.js +66 -66
  338. package/lib/servers/volume/config.js +5 -5
  339. package/package.json +196 -195
@@ -6,210 +6,210 @@
6
6
  * Preset: SMAA 1x Medium (with color edge detection)
7
7
  * https://github.com/iryoku/smaa/releases/tag/v2.8
8
8
  */
9
- export const weights_frag = `
10
- precision highp float;
11
- precision highp int;
12
- precision highp sampler2D;
13
-
14
- #define SMAASampleLevelZeroOffset(tex, coord, offset) texture2D(tex, coord + float(offset) * uTexSizeInv, 0.0)
15
-
16
- #define SMAA_AREATEX_MAX_DISTANCE 16
17
- #define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
18
- #define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
19
-
20
- uniform sampler2D tEdges;
21
- uniform sampler2D tArea;
22
- uniform sampler2D tSearch;
23
- uniform vec2 uTexSizeInv;
24
-
25
- varying vec2 vUv;
26
- varying vec4 vOffset[3];
27
- varying vec2 vPixCoord;
28
-
29
- #if __VERSION__ == 100
30
- vec2 round(vec2 x) {
31
- return sign(x) * floor(abs(x) + 0.5);
32
- }
33
- #endif
34
-
35
- float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
36
- // Not required if searchTex accesses are set to point:
37
- // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
38
- // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
39
- // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
40
- e.r = bias + e.r * scale;
41
- return 255.0 * texture2D(searchTex, e, 0.0).r;
42
- }
43
-
44
- float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
45
- /**
46
- * @PSEUDO_GATHER4
47
- * This texCoord has been offset by (-0.25, -0.125) in the vertex shader to
48
- * sample between edge, thus fetching four edges in a row.
49
- * Sampling with different offsets in each direction allows to disambiguate
50
- * which edges are active from the four fetched ones.
51
- */
52
- vec2 e = vec2(0.0, 1.0);
53
-
54
- for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
55
- e = texture2D( edgesTex, texCoord, 0.0).rg;
56
- texCoord -= vec2(2.0, 0.0) * uTexSizeInv;
57
- if (!(texCoord.x > end && e.g > 0.8281 && e.r == 0.0)) break;
58
- }
59
-
60
- // We correct the previous (-0.25, -0.125) offset we applied:
61
- texCoord.x += 0.25 * uTexSizeInv.x;
62
-
63
- // The searches are bias by 1, so adjust the coords accordingly:
64
- texCoord.x += uTexSizeInv.x;
65
-
66
- // Disambiguate the length added by the last step:
67
- texCoord.x += 2.0 * uTexSizeInv.x; // Undo last step
68
- texCoord.x -= uTexSizeInv.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
69
-
70
- return texCoord.x;
71
- }
72
-
73
- float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
74
- vec2 e = vec2( 0.0, 1.0 );
75
-
76
- for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
77
- e = texture2D(edgesTex, texCoord, 0.0).rg;
78
- texCoord += vec2(2.0, 0.0) * uTexSizeInv;
79
- if (!(texCoord.x < end && e.g > 0.8281 && e.r == 0.0)) break;
80
- }
81
-
82
- texCoord.x -= 0.25 * uTexSizeInv.x;
83
- texCoord.x -= uTexSizeInv.x;
84
- texCoord.x -= 2.0 * uTexSizeInv.x;
85
- texCoord.x += uTexSizeInv.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
86
-
87
- return texCoord.x;
88
- }
89
-
90
- float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
91
- vec2 e = vec2( 1.0, 0.0 );
92
-
93
- for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
94
- e = texture2D(edgesTex, texCoord, 0.0).rg;
95
- texCoord += vec2(0.0, 2.0) * uTexSizeInv; // WebGL port note: Changed sign
96
- if (!(texCoord.y > end && e.r > 0.8281 && e.g == 0.0)) break;
97
- }
98
-
99
- texCoord.y -= 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign
100
- texCoord.y -= uTexSizeInv.y; // WebGL port note: Changed sign
101
- texCoord.y -= 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign
102
- texCoord.y += uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5); // WebGL port note: Changed sign
103
-
104
- return texCoord.y;
105
- }
106
-
107
- float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
108
- vec2 e = vec2( 1.0, 0.0 );
109
-
110
- for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
111
- e = texture2D(edgesTex, texCoord, 0.0).rg;
112
- texCoord -= vec2( 0.0, 2.0 ) * uTexSizeInv; // WebGL port note: Changed sign
113
- if (!(texCoord.y < end && e.r > 0.8281 && e.g == 0.0)) break;
114
- }
115
-
116
- texCoord.y += 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign
117
- texCoord.y += uTexSizeInv.y; // WebGL port note: Changed sign
118
- texCoord.y += 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign
119
- texCoord.y -= uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5); // WebGL port note: Changed sign
120
-
121
- return texCoord.y;
122
- }
123
-
124
- vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
125
- // Rounding prevents precision errors of bilinear filtering:
126
- vec2 texCoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
127
-
128
- // We do a scale and bias for mapping to texel space:
129
- texCoord = SMAA_AREATEX_PIXEL_SIZE * texCoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
130
-
131
- // Move to proper place, according to the subpixel offset:
132
- texCoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
133
-
134
- return texture2D(areaTex, texCoord, 0.0).rg;
135
- }
136
-
137
- vec4 SMAABlendingWeightCalculationPS(vec2 texCoord, vec2 pixCoord, vec4 offset[3], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices) {
138
- vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
139
-
140
- vec2 e = texture2D(edgesTex, texCoord).rg;
141
-
142
- if (e.g > 0.0) { // Edge at north
143
- vec2 d;
144
-
145
- // Find the distance to the left:
146
- vec2 coords;
147
- coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x );
148
- coords.y = offset[1].y; // offset[1].y = texCoord.y - 0.25 * uTexSizeInv.y (@CROSSING_OFFSET)
149
- d.x = coords.x;
150
-
151
- // Now fetch the left crossing edges, two at a time using bilinear
152
- // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
153
- // discern what value each edge has:
154
- float e1 = texture2D(edgesTex, coords, 0.0).r;
155
-
156
- // Find the distance to the right:
157
- coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
158
- d.y = coords.x;
159
-
160
- // We want the distances to be in pixel units (doing this here allow to
161
- // better interleave arithmetic and memory accesses):
162
- d = d / uTexSizeInv.x - pixCoord.x;
163
-
164
- // SMAAArea below needs a sqrt, as the areas texture is compressed
165
- // quadratically:
166
- vec2 sqrt_d = sqrt(abs(d));
167
-
168
- // Fetch the right crossing edges:
169
- coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added
170
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(1, 0)).r;
171
-
172
- // Ok, we know how this pattern looks like, now it is time for getting
173
- // the actual area:
174
- weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
175
- }
176
-
177
- if (e.r > 0.0) { // Edge at west
178
- vec2 d;
179
-
180
- // Find the distance to the top:
181
- vec2 coords;
182
-
183
- coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z );
184
- coords.x = offset[0].x; // offset[1].x = texCoord.x - 0.25 * uTexSizeInv.x;
185
- d.x = coords.y;
186
-
187
- // Fetch the top crossing edges:
188
- float e1 = texture2D(edgesTex, coords, 0.0).g;
189
-
190
- // Find the distance to the bottom:
191
- coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
192
- d.y = coords.y;
193
-
194
- // We want the distances to be in pixel units:
195
- d = d / uTexSizeInv.y - pixCoord.y;
196
-
197
- // SMAAArea below needs a sqrt, as the areas texture is compressed
198
- // quadratically:
199
- vec2 sqrt_d = sqrt(abs(d));
200
-
201
- // Fetch the bottom crossing edges:
202
- coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added
203
- float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(0, 1)).g;
204
-
205
- // Get the area for this direction:
206
- weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
207
- }
208
-
209
- return weights;
210
- }
211
-
212
- void main() {
213
- gl_FragColor = SMAABlendingWeightCalculationPS(vUv, vPixCoord, vOffset, tEdges, tArea, tSearch, ivec4(0.0));
214
- }
9
+ export const weights_frag = `
10
+ precision highp float;
11
+ precision highp int;
12
+ precision highp sampler2D;
13
+
14
+ #define SMAASampleLevelZeroOffset(tex, coord, offset) texture2D(tex, coord + float(offset) * uTexSizeInv, 0.0)
15
+
16
+ #define SMAA_AREATEX_MAX_DISTANCE 16
17
+ #define SMAA_AREATEX_PIXEL_SIZE (1.0 / vec2(160.0, 560.0))
18
+ #define SMAA_AREATEX_SUBTEX_SIZE (1.0 / 7.0)
19
+
20
+ uniform sampler2D tEdges;
21
+ uniform sampler2D tArea;
22
+ uniform sampler2D tSearch;
23
+ uniform vec2 uTexSizeInv;
24
+
25
+ varying vec2 vUv;
26
+ varying vec4 vOffset[3];
27
+ varying vec2 vPixCoord;
28
+
29
+ #if __VERSION__ == 100
30
+ vec2 round(vec2 x) {
31
+ return sign(x) * floor(abs(x) + 0.5);
32
+ }
33
+ #endif
34
+
35
+ float SMAASearchLength(sampler2D searchTex, vec2 e, float bias, float scale) {
36
+ // Not required if searchTex accesses are set to point:
37
+ // float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);
38
+ // e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +
39
+ // e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;
40
+ e.r = bias + e.r * scale;
41
+ return 255.0 * texture2D(searchTex, e, 0.0).r;
42
+ }
43
+
44
+ float SMAASearchXLeft(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
45
+ /**
46
+ * @PSEUDO_GATHER4
47
+ * This texCoord has been offset by (-0.25, -0.125) in the vertex shader to
48
+ * sample between edge, thus fetching four edges in a row.
49
+ * Sampling with different offsets in each direction allows to disambiguate
50
+ * which edges are active from the four fetched ones.
51
+ */
52
+ vec2 e = vec2(0.0, 1.0);
53
+
54
+ for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
55
+ e = texture2D( edgesTex, texCoord, 0.0).rg;
56
+ texCoord -= vec2(2.0, 0.0) * uTexSizeInv;
57
+ if (!(texCoord.x > end && e.g > 0.8281 && e.r == 0.0)) break;
58
+ }
59
+
60
+ // We correct the previous (-0.25, -0.125) offset we applied:
61
+ texCoord.x += 0.25 * uTexSizeInv.x;
62
+
63
+ // The searches are bias by 1, so adjust the coords accordingly:
64
+ texCoord.x += uTexSizeInv.x;
65
+
66
+ // Disambiguate the length added by the last step:
67
+ texCoord.x += 2.0 * uTexSizeInv.x; // Undo last step
68
+ texCoord.x -= uTexSizeInv.x * SMAASearchLength(searchTex, e, 0.0, 0.5);
69
+
70
+ return texCoord.x;
71
+ }
72
+
73
+ float SMAASearchXRight(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
74
+ vec2 e = vec2( 0.0, 1.0 );
75
+
76
+ for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
77
+ e = texture2D(edgesTex, texCoord, 0.0).rg;
78
+ texCoord += vec2(2.0, 0.0) * uTexSizeInv;
79
+ if (!(texCoord.x < end && e.g > 0.8281 && e.r == 0.0)) break;
80
+ }
81
+
82
+ texCoord.x -= 0.25 * uTexSizeInv.x;
83
+ texCoord.x -= uTexSizeInv.x;
84
+ texCoord.x -= 2.0 * uTexSizeInv.x;
85
+ texCoord.x += uTexSizeInv.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );
86
+
87
+ return texCoord.x;
88
+ }
89
+
90
+ float SMAASearchYUp(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
91
+ vec2 e = vec2( 1.0, 0.0 );
92
+
93
+ for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
94
+ e = texture2D(edgesTex, texCoord, 0.0).rg;
95
+ texCoord += vec2(0.0, 2.0) * uTexSizeInv; // WebGL port note: Changed sign
96
+ if (!(texCoord.y > end && e.r > 0.8281 && e.g == 0.0)) break;
97
+ }
98
+
99
+ texCoord.y -= 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign
100
+ texCoord.y -= uTexSizeInv.y; // WebGL port note: Changed sign
101
+ texCoord.y -= 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign
102
+ texCoord.y += uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.0, 0.5); // WebGL port note: Changed sign
103
+
104
+ return texCoord.y;
105
+ }
106
+
107
+ float SMAASearchYDown(sampler2D edgesTex, sampler2D searchTex, vec2 texCoord, float end) {
108
+ vec2 e = vec2( 1.0, 0.0 );
109
+
110
+ for (int i = 0; i < dMaxSearchSteps; i++) { // WebGL port note: Changed while to for
111
+ e = texture2D(edgesTex, texCoord, 0.0).rg;
112
+ texCoord -= vec2( 0.0, 2.0 ) * uTexSizeInv; // WebGL port note: Changed sign
113
+ if (!(texCoord.y < end && e.r > 0.8281 && e.g == 0.0)) break;
114
+ }
115
+
116
+ texCoord.y += 0.25 * uTexSizeInv.y; // WebGL port note: Changed sign
117
+ texCoord.y += uTexSizeInv.y; // WebGL port note: Changed sign
118
+ texCoord.y += 2.0 * uTexSizeInv.y; // WebGL port note: Changed sign
119
+ texCoord.y -= uTexSizeInv.y * SMAASearchLength(searchTex, e.gr, 0.5, 0.5); // WebGL port note: Changed sign
120
+
121
+ return texCoord.y;
122
+ }
123
+
124
+ vec2 SMAAArea(sampler2D areaTex, vec2 dist, float e1, float e2, float offset) {
125
+ // Rounding prevents precision errors of bilinear filtering:
126
+ vec2 texCoord = float(SMAA_AREATEX_MAX_DISTANCE) * round(4.0 * vec2(e1, e2)) + dist;
127
+
128
+ // We do a scale and bias for mapping to texel space:
129
+ texCoord = SMAA_AREATEX_PIXEL_SIZE * texCoord + (0.5 * SMAA_AREATEX_PIXEL_SIZE);
130
+
131
+ // Move to proper place, according to the subpixel offset:
132
+ texCoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;
133
+
134
+ return texture2D(areaTex, texCoord, 0.0).rg;
135
+ }
136
+
137
+ vec4 SMAABlendingWeightCalculationPS(vec2 texCoord, vec2 pixCoord, vec4 offset[3], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices) {
138
+ vec4 weights = vec4(0.0, 0.0, 0.0, 0.0);
139
+
140
+ vec2 e = texture2D(edgesTex, texCoord).rg;
141
+
142
+ if (e.g > 0.0) { // Edge at north
143
+ vec2 d;
144
+
145
+ // Find the distance to the left:
146
+ vec2 coords;
147
+ coords.x = SMAASearchXLeft(edgesTex, searchTex, offset[0].xy, offset[2].x );
148
+ coords.y = offset[1].y; // offset[1].y = texCoord.y - 0.25 * uTexSizeInv.y (@CROSSING_OFFSET)
149
+ d.x = coords.x;
150
+
151
+ // Now fetch the left crossing edges, two at a time using bilinear
152
+ // filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to
153
+ // discern what value each edge has:
154
+ float e1 = texture2D(edgesTex, coords, 0.0).r;
155
+
156
+ // Find the distance to the right:
157
+ coords.x = SMAASearchXRight(edgesTex, searchTex, offset[0].zw, offset[2].y);
158
+ d.y = coords.x;
159
+
160
+ // We want the distances to be in pixel units (doing this here allow to
161
+ // better interleave arithmetic and memory accesses):
162
+ d = d / uTexSizeInv.x - pixCoord.x;
163
+
164
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
165
+ // quadratically:
166
+ vec2 sqrt_d = sqrt(abs(d));
167
+
168
+ // Fetch the right crossing edges:
169
+ coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added
170
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(1, 0)).r;
171
+
172
+ // Ok, we know how this pattern looks like, now it is time for getting
173
+ // the actual area:
174
+ weights.rg = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.y));
175
+ }
176
+
177
+ if (e.r > 0.0) { // Edge at west
178
+ vec2 d;
179
+
180
+ // Find the distance to the top:
181
+ vec2 coords;
182
+
183
+ coords.y = SMAASearchYUp(edgesTex, searchTex, offset[1].xy, offset[2].z );
184
+ coords.x = offset[0].x; // offset[1].x = texCoord.x - 0.25 * uTexSizeInv.x;
185
+ d.x = coords.y;
186
+
187
+ // Fetch the top crossing edges:
188
+ float e1 = texture2D(edgesTex, coords, 0.0).g;
189
+
190
+ // Find the distance to the bottom:
191
+ coords.y = SMAASearchYDown(edgesTex, searchTex, offset[1].zw, offset[2].w);
192
+ d.y = coords.y;
193
+
194
+ // We want the distances to be in pixel units:
195
+ d = d / uTexSizeInv.y - pixCoord.y;
196
+
197
+ // SMAAArea below needs a sqrt, as the areas texture is compressed
198
+ // quadratically:
199
+ vec2 sqrt_d = sqrt(abs(d));
200
+
201
+ // Fetch the bottom crossing edges:
202
+ coords.y -= 1.0 * uTexSizeInv.y; // WebGL port note: Added
203
+ float e2 = SMAASampleLevelZeroOffset(edgesTex, coords, ivec2(0, 1)).g;
204
+
205
+ // Get the area for this direction:
206
+ weights.ba = SMAAArea(areaTex, sqrt_d, e1, e2, float(subsampleIndices.x));
207
+ }
208
+
209
+ return weights;
210
+ }
211
+
212
+ void main() {
213
+ gl_FragColor = SMAABlendingWeightCalculationPS(vUv, vPixCoord, vOffset, tEdges, tArea, tSearch, ivec4(0.0));
214
+ }
215
215
  `;
@@ -6,36 +6,36 @@
6
6
  * Preset: SMAA 1x Medium (with color edge detection)
7
7
  * https://github.com/iryoku/smaa/releases/tag/v2.8
8
8
  */
9
- export const weights_vert = `
10
- precision highp float;
11
-
12
- attribute vec2 aPosition;
13
- uniform vec2 uQuadScale;
14
-
15
- uniform vec2 uTexSizeInv;
16
- uniform vec4 uViewport;
17
-
18
- varying vec2 vUv;
19
- varying vec4 vOffset[3];
20
- varying vec2 vPixCoord;
21
-
22
- void SMAABlendingWeightCalculationVS(vec2 texCoord) {
23
- vPixCoord = texCoord / uTexSizeInv;
24
-
25
- // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
26
- vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.25, 0.125, 1.25, 0.125); // WebGL port note: Changed sign in Y and W components
27
- vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.125, 0.25, -0.125, -1.25); // WebGL port note: Changed sign in Y and W components
28
-
29
- // And these for the searches, they indicate the ends of the loops:
30
- vOffset[2] = vec4(vOffset[0].xz, vOffset[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * uTexSizeInv.xxyy * float(dMaxSearchSteps);
31
- }
32
-
33
- void main() {
34
- vec2 scale = uViewport.zw * uTexSizeInv;
35
- vec2 shift = uViewport.xy * uTexSizeInv;
36
- vUv = (aPosition + 1.0) * 0.5 * scale + shift;
37
- SMAABlendingWeightCalculationVS(vUv);
38
- vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;
39
- gl_Position = vec4(position, 0.0, 1.0);
40
- }
9
+ export const weights_vert = `
10
+ precision highp float;
11
+
12
+ attribute vec2 aPosition;
13
+ uniform vec2 uQuadScale;
14
+
15
+ uniform vec2 uTexSizeInv;
16
+ uniform vec4 uViewport;
17
+
18
+ varying vec2 vUv;
19
+ varying vec4 vOffset[3];
20
+ varying vec2 vPixCoord;
21
+
22
+ void SMAABlendingWeightCalculationVS(vec2 texCoord) {
23
+ vPixCoord = texCoord / uTexSizeInv;
24
+
25
+ // We will use these offsets for the searches later on (see @PSEUDO_GATHER4):
26
+ vOffset[0] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.25, 0.125, 1.25, 0.125); // WebGL port note: Changed sign in Y and W components
27
+ vOffset[1] = texCoord.xyxy + uTexSizeInv.xyxy * vec4(-0.125, 0.25, -0.125, -1.25); // WebGL port note: Changed sign in Y and W components
28
+
29
+ // And these for the searches, they indicate the ends of the loops:
30
+ vOffset[2] = vec4(vOffset[0].xz, vOffset[1].yw) + vec4(-2.0, 2.0, -2.0, 2.0) * uTexSizeInv.xxyy * float(dMaxSearchSteps);
31
+ }
32
+
33
+ void main() {
34
+ vec2 scale = uViewport.zw * uTexSizeInv;
35
+ vec2 shift = uViewport.xy * uTexSizeInv;
36
+ vUv = (aPosition + 1.0) * 0.5 * scale + shift;
37
+ SMAABlendingWeightCalculationVS(vUv);
38
+ vec2 position = aPosition * uQuadScale - vec2(1.0, 1.0) + uQuadScale;
39
+ gl_Position = vec4(position, 0.0, 1.0);
40
+ }
41
41
  `;