import{eI as Qe,kv as St,ey as yt,s as q,eA as ie,ij as bt,z as Pe,M as Tt,ez as Je,a0 as Ve,lB as Et,eE as It,gB as Ot,gw as Fe,D as Ct}from"./index-b5c8f851.js";import{N as Se,m as At,E as Dt,F as Pt,G as Rt,H as Lt,I as Nt,J as Mt,O as zt,T as we,Z as pe,c as ce,a0 as Vt,a1 as Ft,a2 as G,a3 as et,a4 as Ue}from"./definitions-1467ba4a.js";import{h as K,i as tt,a as nt,E as ot}from"./FramebufferObject-4be671ef.js";import{F as j,C as c,E as R,L as V,R as L,O as F,I as re,D as ye,B as it,U as be,G as oe,P as Be,_ as Ge,N as wt}from"./enums-bdecffa2.js";import{f as J,e as Ut,a as Te}from"./ProgramTemplate-a9187eb2.js";import{t as fe}from"./VertexElementDescriptor-2925c6af.js";import{e as te,h as ae,E as X,S as H,T as U,M as me,w}from"./color-0916c686.js";import{U as at,w as Bt,N as Gt,d as He,Z as Ht,C as Yt,P as Wt}from"./GeometryUtils-7a7937c3.js";import{e as de,T as Re}from"./Texture-507d5ea8.js";import{r as se,l as k,n as Ye}from"./StyleDefinition-29c49b98.js";import{e as We}from"./config-1337d16e.js";import{i as kt,h as $t}from"./Container-f991c035.js";import{i as Zt}from"./earcut-d423749e.js";import{Q as qt,K as Kt}from"./featureConversionUtils-6aca8295.js";import{t as ke}from"./OptimizedGeometry-d94e541f.js";let rt=class{constructor(e,t){this._rctx=e,this._vertexBuffer=K.createVertex(e,j.STATIC_DRAW,new Uint16Array(t)),this._vao=new J(e,new Map([["a_position",0]]),{geometry:[new fe("a_position",2,c.SHORT,0,4)]},{geometry:this._vertexBuffer}),this._count=t.length/2}bind(){this._rctx.bindVAO(this._vao)}unbind(){this._rctx.bindVAO(null)}dispose(){this._vao.dispose()}draw(){this._rctx.bindVAO(this._vao),this._rctx.drawArrays(R.TRIANGLE_STRIP,0,this._count)}},Y=class{constructor(){this.name=this.constructor.name||"UnnamedBrush",this.brushEffect=null}prepareState(e,t){}draw(e,t,n){}drawMany(e,t,n){for(const o of t)o.visible&&this.draw(e,o,n)}};const Ae={nearest:{defines:[],samplingMode:V.NEAREST,mips:!1},bilinear:{defines:[],samplingMode:V.LINEAR,mips:!1},bicubic:{defines:["bicubic"],samplingMode:V.LINEAR,mips:!1},trilinear:{defines:[],samplingMode:V.LINEAR_MIPMAP_LINEAR,mips:!0}},jt=(d,e,t)=>{if(t.samplingMode==="dynamic"){const{state:n}=d,o=e.resolution/e.pixelRatio/n.resolution,i=Math.round(d.pixelRatio)!==d.pixelRatio,a=o>1.05||o<.95;return n.rotation||a||i||e.isSourceScaled||e.rotation?Ae.bilinear:Ae.nearest}return Ae[t.samplingMode]};let Xt=class extends Y{constructor(){super(...arguments),this._desc={vsPath:"raster/bitmap",fsPath:"raster/bitmap",attributes:new Map([["a_pos",0]])}}dispose(){this._quad&&this._quad.dispose()}prepareState({context:e}){e.setBlendingEnabled(!0),e.setColorMask(!0,!0,!0,!0),e.setStencilWriteMask(0),e.setStencilTestEnabled(!0)}draw(e,t){const{context:n,renderingOptions:o,painter:i,requestRender:a,allowDelayedRender:r}=e;if(!t.source||!t.isReady)return;const s=jt(e,t,o),l=i.materialManager.getProgram(this._desc,s.defines);if(r&&a!=null&&!l.compiled)return void a();e.timeline.begin(this.name),t.blendFunction==="additive"?n.setBlendFunctionSeparate(L.ONE,L.ONE,L.ONE,L.ONE):n.setBlendFunctionSeparate(L.ONE,L.ONE_MINUS_SRC_ALPHA,L.ONE,L.ONE_MINUS_SRC_ALPHA),n.setStencilFunction(F.EQUAL,t.stencilRef,255),this._quad||(this._quad=new rt(n,[0,0,1,0,0,1,1,1]));const{coordScale:u,computedOpacity:v,transforms:f}=t;t.setSamplingProfile(s),t.bind(e.context,Se),n.useProgram(l),l.setUniformMatrix3fv("u_dvsMat3",f.dvs),l.setUniform1i("u_texture",Se),l.setUniform2fv("u_coordScale",u),l.setUniform1f("u_opacity",v),this._quad.draw(),e.timeline.end(this.name)}};function lt(){return new Float32Array(4)}function Qt(d){const e=new Float32Array(4);return e[0]=d[0],e[1]=d[1],e[2]=d[2],e[3]=d[3],e}function $(d,e,t,n){const o=new Float32Array(4);return o[0]=d,o[1]=e,o[2]=t,o[3]=n,o}function Jt(d,e){return new Float32Array(d,e,4)}function st(){return lt()}function ut(){return $(1,1,1,1)}function ct(){return $(1,0,0,0)}function ft(){return $(0,1,0,0)}function dt(){return $(0,0,1,0)}function _t(){return $(0,0,0,1)}const en=st(),tn=ut(),nn=ct(),on=ft(),an=dt(),rn=_t();Object.freeze(Object.defineProperty({__proto__:null,ONES:tn,UNIT_W:rn,UNIT_X:nn,UNIT_Y:on,UNIT_Z:an,ZEROS:en,clone:Qt,create:lt,createView:Jt,fromValues:$,ones:ut,unitW:_t,unitX:ct,unitY:ft,unitZ:dt,zeros:st},Symbol.toStringTag,{value:"Module"}));const ln={background:{"background.frag":`uniform lowp vec4 u_color; void main() { gl_FragColor = u_color; }`,"background.vert":`attribute vec2 a_pos; uniform highp mat3 u_dvsMat3; uniform mediump vec2 u_coord_range; uniform mediump float u_depth; void main() { vec3 v_pos = u_dvsMat3 * vec3(u_coord_range * a_pos, 1.0); gl_Position = vec4(v_pos.xy, 0.0, 1.0); }`},bitBlit:{"bitBlit.frag":`uniform lowp sampler2D u_tex; uniform lowp float u_opacity; varying mediump vec2 v_uv; void main() { lowp vec4 color = texture2D(u_tex, v_uv); gl_FragColor = color * u_opacity; }`,"bitBlit.vert":`attribute vec2 a_pos; attribute vec2 a_tex; varying mediump vec2 v_uv; void main(void) { gl_Position = vec4(a_pos , 0.0, 1.0); v_uv = a_tex; }`},blend:{"blend.frag":`precision mediump float; uniform sampler2D u_layerTexture; uniform lowp float u_opacity; uniform lowp float u_inFadeOpacity; #ifndef NORMAL uniform sampler2D u_backbufferTexture; #endif varying mediump vec2 v_uv; float rgb2v(in vec3 c) { return max(c.x, max(c.y, c.z)); } vec3 rgb2hsv(in vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), min(d / (q.x + e), 1.0), q.x); } vec3 hsv2rgb(in vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec3 tint(in vec3 Cb, in vec3 Cs) { float vIn = rgb2v(Cb); vec3 hsvTint = rgb2hsv(Cs); vec3 hsvOut = vec3(hsvTint.x, hsvTint.y, vIn * hsvTint.z); return hsv2rgb(hsvOut); } float overlay(in float Cb, in float Cs) { return (1.0 - step(0.5, Cs)) * (1.0 - 2.0 * (1.0 - Cs ) * (1.0 - Cb)) + step(0.5, Cs) * (2.0 * Cs * Cb); } float colorDodge(in float Cb, in float Cs) { return (Cb == 0.0) ? 0.0 : (Cs == 1.0) ? 1.0 : min(1.0, Cb / (1.0 - Cs)); } float colorBurn(in float Cb, in float Cs) { return (Cb == 1.0) ? 1.0 : (Cs == 0.0) ? 0.0 : 1.0 - min(1.0, (1.0 - Cb) / Cs); } float hardLight(in float Cb, in float Cs) { return (1.0 - step(0.5, Cs)) * (2.0 * Cs * Cb) + step(0.5, Cs) * (1.0 - 2.0 * (1.0 - Cs) * (1.0 - Cb)); } float reflectBlend(in float Cb, in float Cs) { return (Cs == 1.0) ? Cs : min(Cb * Cb / (1.0 - Cs), 1.0); } float softLight(in float Cb, in float Cs) { if (Cs <= 0.5) { return Cb - (1.0 - 2.0 * Cs) * Cb * (1.0 - Cb); } if (Cb <= 0.25) { return Cb + (2.0 * Cs - 1.0) * Cb * ((16.0 * Cb - 12.0) * Cb + 3.0); } return Cb + (2.0 * Cs - 1.0) * (sqrt(Cb) - Cb); } float vividLight(in float Cb, in float Cs) { return (1.0 - step(0.5, Cs)) * colorBurn(Cb, 2.0 * Cs) + step(0.5, Cs) * colorDodge(Cb, (2.0 * (Cs - 0.5))); } float minv3(in vec3 c) { return min(min(c.r, c.g), c.b); } float maxv3(in vec3 c) { return max(max(c.r, c.g), c.b); } float lumv3(in vec3 c) { return dot(c, vec3(0.3, 0.59, 0.11)); } float satv3(vec3 c) { return maxv3(c) - minv3(c); } vec3 clipColor(vec3 color) { float lum = lumv3(color); float mincol = minv3(color); float maxcol = maxv3(color); if (mincol < 0.0) { color = lum + ((color - lum) * lum) / (lum - mincol); } if (maxcol > 1.0) { color = lum + ((color - lum) * (1.0 - lum)) / (maxcol - lum); } return color; } vec3 setLum(vec3 cbase, vec3 clum) { float lbase = lumv3(cbase); float llum = lumv3(clum); float ldiff = llum - lbase; vec3 color = cbase + vec3(ldiff); return clipColor(color); } vec3 setLumSat(vec3 cbase, vec3 csat, vec3 clum) { float minbase = minv3(cbase); float sbase = satv3(cbase); float ssat = satv3(csat); vec3 color; if (sbase > 0.0) { color = (cbase - minbase) * ssat / sbase; } else { color = vec3(0.0); } return setLum(color, clum); } void main() { vec4 src = texture2D(u_layerTexture, v_uv); #ifdef NORMAL gl_FragColor = src * u_opacity; #else vec4 dst = texture2D(u_backbufferTexture, v_uv); vec3 Cs = src.a == 0.0 ? src.rgb : vec3(src.rgb / src.a); vec3 Cb = dst.a == 0.0 ? dst.rgb : vec3(dst.rgb / dst.a); float as = u_opacity * src.a; float ab = dst.a; #ifdef DESTINATION_OVER gl_FragColor = vec4(as * Cs * (1.0 - ab) + ab * Cb, as + ab - as * ab); #endif #ifdef SOURCE_IN vec4 color = vec4(as * Cs * ab, as * ab); vec4 fadeColor = (1.0 - u_opacity) * u_inFadeOpacity * vec4(ab * Cb, ab); gl_FragColor = color + fadeColor; #endif #ifdef DESTINATION_IN vec4 color = vec4(ab * Cb * as, ab * as); vec4 fadeColor = (1.0 - u_opacity) * u_inFadeOpacity * vec4(ab * Cb, ab); gl_FragColor = color + fadeColor; #endif #ifdef SOURCE_OUT gl_FragColor = vec4(as * Cs * (1.0 - ab), as * (1.0 - ab)); #endif #ifdef DESTINATION_OUT gl_FragColor = vec4(ab * Cb * (1.0 - as), ab * (1.0 - as)); #endif #ifdef SOURCE_ATOP gl_FragColor = vec4(as * Cs * ab + ab * Cb * (1.0 - as), ab); #endif #ifdef DESTINATION_ATOP gl_FragColor = vec4(as * Cs * (1.0 - ab) + ab * Cb * as, as); #endif #ifdef XOR gl_FragColor = vec4(as * Cs * (1.0 - ab) + ab * Cb * (1.0 - as), as * (1.0 - ab) + ab * (1.0 - as)); #endif #ifdef MULTIPLY gl_FragColor = vec4(as * Cs * ab * Cb + (1.0 - ab) * as * Cs + (1.0 - as) * ab * Cb, as + ab * (1.0 - as)); #endif #ifdef SCREEN gl_FragColor = vec4((Cs + Cb - Cs * Cb) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef OVERLAY vec3 f = vec3(overlay(Cb.r, Cs.r), overlay(Cb.g, Cs.g), overlay(Cb.b, Cs.b)); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef DARKEN gl_FragColor = vec4(min(Cs, Cb) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef LIGHTER gl_FragColor = vec4(as * Cs + ab * Cb, as + ab); #endif #ifdef LIGHTEN gl_FragColor = vec4(max(Cs, Cb) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef COLOR_DODGE vec3 f = clamp(vec3(colorDodge(Cb.r, Cs.r), colorDodge(Cb.g, Cs.g), colorDodge(Cb.b, Cs.b)), vec3(0.0), vec3(1.0)); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef COLOR_BURN vec3 f = vec3(colorBurn(Cb.r, Cs.r), colorBurn(Cb.g, Cs.g), colorBurn(Cb.b, Cs.b)); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef HARD_LIGHT vec3 f = vec3(hardLight(Cb.r, Cs.r), hardLight(Cb.g, Cs.g), hardLight(Cb.b, Cs.b)); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef SOFT_LIGHT vec3 f = vec3(softLight(Cb.r, Cs.r), softLight(Cb.g, Cs.g), softLight(Cb.b, Cs.b)); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef DIFFERENCE gl_FragColor = vec4(abs(Cb - Cs) * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef EXCLUSION vec3 f = Cs + Cb - 2.0 * Cs * Cb; gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef INVERT gl_FragColor = vec4((1.0 - Cb) * as * ab + Cb * ab * (1.0 - as), ab); #endif #ifdef VIVID_LIGHT vec3 f = vec3(clamp(vividLight(Cb.r, Cs.r), 0.0, 1.0), clamp(vividLight(Cb.g, Cs.g), 0.0, 1.0), clamp(vividLight(Cb.b, Cs.b), 0.0, 1.0)); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef HUE vec3 f = setLumSat(Cs,Cb,Cb); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef SATURATION vec3 f = setLumSat(Cb,Cs,Cb); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef COLOR vec3 f = setLum(Cs,Cb); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef LUMINOSITY vec3 f = setLum(Cb,Cs); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef PLUS gl_FragColor = clamp(vec4(src.r + Cb.r, src.g + Cb.g, src.b + Cb.b, as + ab), 0.0, 1.0); #endif #ifdef MINUS gl_FragColor = vec4(clamp(vec3(Cb.r - src.r, Cb.g - src.g, Cb.b - src.b), 0.0, 1.0), ab * as); #endif #ifdef AVERAGE vec3 f = (Cb + Cs) / 2.0; gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #ifdef REFLECT vec3 f = clamp(vec3(reflectBlend(Cb.r, Cs.r), reflectBlend(Cb.g, Cs.g), reflectBlend(Cb.b, Cs.b)), vec3(0.0), vec3(1.0)); gl_FragColor = vec4(f * as * ab + Cs * as * (1.0 - ab) + Cb * ab *(1.0 - as), as + ab * (1.0 - as)); #endif #endif }`,"blend.vert":`attribute vec2 a_position; varying mediump vec2 v_uv; void main(void) { gl_Position = vec4(a_position , 0.0, 1.0); v_uv = (a_position + 1.0) / 2.0; }`},debug:{overlay:{"overlay.frag":`precision mediump float; varying vec4 v_color; void main(void) { gl_FragColor = v_color; }`,"overlay.vert":`attribute vec3 a_PositionAndFlags; uniform mat3 u_dvsMat3; uniform vec4 u_colors[4]; uniform float u_opacities[4]; varying vec4 v_color; void main(void) { vec2 position = a_PositionAndFlags.xy; float flags = a_PositionAndFlags.z; int colorIndex = int(mod(flags, 4.0)); vec4 color; for (int i = 0; i < 4; i++) { color = u_colors[i]; if (i == colorIndex) { break; } } int opacityIndex = int(mod(floor(flags / 4.0), 4.0)); float opacity; for (int i = 0; i < 4; i++) { opacity = u_opacities[i]; if (i == opacityIndex) { break; } } v_color = color * opacity; gl_Position = vec4((u_dvsMat3 * vec3(position, 1.0)).xy, 0.0, 1.0); }`}},dot:{dot:{"dot.frag":`precision mediump float; varying vec4 v_color; varying float v_dotRatio; varying float v_invEdgeRatio; uniform highp float u_tileZoomFactor; void main() { float dist = length(gl_PointCoord - vec2(.5, .5)) * 2.; float alpha = smoothstep(0., 1., v_invEdgeRatio * (dist - v_dotRatio) + 1.); gl_FragColor = v_color * alpha; }`,"dot.vert":`precision highp float; attribute vec2 a_pos; uniform sampler2D u_texture; uniform highp mat3 u_dvsMat3; uniform highp float u_tileZoomFactor; uniform highp float u_dotSize; uniform highp float u_pixelRatio; varying vec2 v_pos; varying vec4 v_color; varying float v_dotRatio; varying float v_invEdgeRatio; const float EPSILON = 0.000001; void main() { mat3 tileToTileTexture = mat3( 1., 0., 0., 0., -1., 0., 0., 1., 1. ); vec3 texCoords = tileToTileTexture * vec3(a_pos.xy / 512., 1.); v_color = texture2D(u_texture, texCoords.xy); float smoothEdgeWidth = max(u_dotSize / 2., 1.) ; float z = 0.; z += 2.0 * step(v_color.a, EPSILON); gl_PointSize = (smoothEdgeWidth + u_dotSize); gl_Position = vec4((u_dvsMat3 * vec3(a_pos + .5, 1.)).xy, z, 1.); v_dotRatio = u_dotSize / gl_PointSize; v_invEdgeRatio = -1. / ( smoothEdgeWidth / gl_PointSize ); gl_PointSize *= (u_pixelRatio * u_tileZoomFactor); }`}},filtering:{"bicubic.glsl":`vec4 computeWeights(float v) { float b = 1.0 / 6.0; float v2 = v * v; float v3 = v2 * v; float w0 = b * (-v3 + 3.0 * v2 - 3.0 * v + 1.0); float w1 = b * (3.0 * v3 - 6.0 * v2 + 4.0); float w2 = b * (-3.0 * v3 + 3.0 * v2 + 3.0 * v + 1.0); float w3 = b * v3; return vec4(w0, w1, w2, w3); } vec4 bicubicOffsetsAndWeights(float v) { vec4 w = computeWeights(v); float g0 = w.x + w.y; float g1 = w.z + w.w; float h0 = 1.0 - (w.y / g0) + v; float h1 = 1.0 + (w.w / g1) - v; return vec4(h0, h1, g0, g1); } vec4 sampleBicubicBSpline(sampler2D sampler, vec2 coords, vec2 texSize) { vec2 eX = vec2(1.0 / texSize.x, 0.0); vec2 eY = vec2(0.0, 1.0 / texSize.y); vec2 texel = coords * texSize - 0.5; vec3 hgX = bicubicOffsetsAndWeights(fract(texel).x).xyz; vec3 hgY = bicubicOffsetsAndWeights(fract(texel).y).xyz; vec2 coords10 = coords + hgX.x * eX; vec2 coords00 = coords - hgX.y * eX; vec2 coords11 = coords10 + hgY.x * eY; vec2 coords01 = coords00 + hgY.x * eY; coords10 = coords10 - hgY.y * eY; coords00 = coords00 - hgY.y * eY; vec4 color00 = texture2D(sampler, coords00); vec4 color10 = texture2D(sampler, coords10); vec4 color01 = texture2D(sampler, coords01); vec4 color11 = texture2D(sampler, coords11); color00 = mix(color00, color01, hgY.z); color10 = mix(color10, color11, hgY.z); color00 = mix(color00, color10, hgX.z); return color00; }`,"bilinear.glsl":`vec4 sampleBilinear(sampler2D sampler, vec2 coords, vec2 texSize) { vec2 texelStart = floor(coords * texSize); vec2 coord0 = texelStart / texSize; vec2 coord1 = (texelStart + vec2(1.0, 0.0)) / texSize; vec2 coord2 = (texelStart + vec2(0.0, 1.0)) / texSize; vec2 coord3 = (texelStart + vec2(1.0, 1.0)) / texSize; vec4 color0 = texture2D(sampler, coord0); vec4 color1 = texture2D(sampler, coord1); vec4 color2 = texture2D(sampler, coord2); vec4 color3 = texture2D(sampler, coord3); vec2 blend = fract(coords * texSize); vec4 color01 = mix(color0, color1, blend.x); vec4 color23 = mix(color2, color3, blend.x); vec4 color = mix(color01, color23, blend.y); #ifdef NNEDGE float alpha = floor(color0.a * color1.a * color2.a * color3.a + 0.5); color = color * alpha + (1.0 - alpha) * texture2D(sampler, coords); #endif return color; }`,"epx.glsl":`vec4 sampleEPX(sampler2D sampler, float size, vec2 coords, vec2 texSize) { vec2 invSize = 1.0 / texSize; vec2 texel = coords * texSize; vec2 texel_i = floor(texel); vec2 texel_frac = fract(texel); vec4 colorP = texture2D(sampler, texel_i * invSize); vec4 colorP1 = vec4(colorP); vec4 colorP2 = vec4(colorP); vec4 colorP3 = vec4(colorP); vec4 colorP4 = vec4(colorP); vec4 colorA = texture2D(sampler, (texel_i - vec2(0.0, 1.0)) * invSize); vec4 colorB = texture2D(sampler, (texel_i + vec2(1.0, 0.0)) * invSize); vec4 colorC = texture2D(sampler, (texel_i - vec2(1.0, 0.0)) * invSize); vec4 colorD = texture2D(sampler, (texel_i + vec2(0.0, 1.0)) * invSize); if (colorC == colorA && colorC != colorD && colorA != colorB) { colorP1 = colorA; } if (colorA == colorB && colorA != colorC && colorB != colorD) { colorP2 = colorB; } if (colorD == colorC && colorD != colorB && colorC != colorA) { colorP3 = colorC; } if (colorB == colorD && colorB != colorA && colorD != colorC) { colorP4 = colorD; } vec4 colorP12 = mix(colorP1, colorP2, texel_frac.x); vec4 colorP34 = mix(colorP1, colorP2, texel_frac.x); return mix(colorP12, colorP34, texel_frac.y); }`},fx:{integrate:{"integrate.frag":`precision mediump float; uniform lowp sampler2D u_sourceTexture; uniform lowp sampler2D u_maskTexture; uniform mediump float u_zoomLevel; uniform highp float u_timeDelta; uniform highp float u_animationTime; varying highp vec2 v_texcoord; #include void main() { #ifdef DELTA vec4 texel = texture2D(u_sourceTexture, v_texcoord); vec4 data0 = texture2D(u_maskTexture, v_texcoord); float flags = data0.r * 255.0; float groupMinZoom = data0.g * 255.0; float isVisible = getFilterBit(flags, 0); float wouldClip = step(groupMinZoom, u_zoomLevel); float direction = wouldClip * 1.0 + (1.0 - wouldClip) * -1.0; float dt = u_timeDelta / max(u_animationTime, 0.0001); vec4 nextState = vec4(texel + direction * dt); gl_FragColor = vec4(nextState); #elif defined(UPDATE) vec4 texel = texture2D(u_sourceTexture, v_texcoord); gl_FragColor = texel; #endif }`,"integrate.vert":`precision mediump float; attribute vec2 a_pos; varying highp vec2 v_texcoord; void main() { v_texcoord = a_pos; gl_Position = vec4(a_pos * 2.0 - 1.0, 0.0, 1.0); }`}},heatmap:{heatmapResolve:{"heatmapResolve.frag":`precision highp float; #ifdef HEATMAP_PRECISION_HALF_FLOAT #define COMPRESSION_FACTOR 4.0 #else #define COMPRESSION_FACTOR 1.0 #endif uniform sampler2D u_texture; uniform sampler2D u_gradient; uniform vec2 u_densityMinAndInvRange; uniform float u_densityNormalization; varying vec2 v_uv; void main() { vec4 data = texture2D(u_texture, v_uv); float density = data.r * COMPRESSION_FACTOR; density *= u_densityNormalization; density = (density - u_densityMinAndInvRange.x) * u_densityMinAndInvRange.y; vec4 color = texture2D(u_gradient, vec2(density, 0.5)); gl_FragColor = vec4(color.rgb * color.a, color.a); }`,"heatmapResolve.vert":`precision highp float; attribute vec2 a_pos; varying vec2 v_uv; void main() { v_uv = a_pos; gl_Position = vec4(a_pos * 2.0 - 1.0, 1., 1.); }`}},highlight:{"blur.frag":`varying mediump vec2 v_texcoord; uniform mediump vec4 u_direction; uniform mediump mat4 u_channelSelector; uniform mediump float u_sigma; uniform sampler2D u_texture; mediump float gauss1(mediump vec2 dir) { return exp(-dot(dir, dir) / (2.0 * u_sigma * u_sigma)); } mediump vec4 selectChannel(mediump vec4 sample) { return u_channelSelector * sample; } void accumGauss1(mediump float i, inout mediump float tot, inout mediump float weight) { mediump float w = gauss1(i * u_direction.xy); tot += selectChannel(texture2D(u_texture, v_texcoord + i * u_direction.zw))[3] * w; weight += w; } void main(void) { mediump float tot = 0.0; mediump float weight = 0.0; accumGauss1(-5.0, tot, weight); accumGauss1(-4.0, tot, weight); accumGauss1(-3.0, tot, weight); accumGauss1(-2.0, tot, weight); accumGauss1(-1.0, tot, weight); accumGauss1(0.0, tot, weight); accumGauss1(1.0, tot, weight); accumGauss1(2.0, tot, weight); accumGauss1(3.0, tot, weight); accumGauss1(4.0, tot, weight); accumGauss1(5.0, tot, weight); gl_FragColor = vec4(0.0, 0.0, 0.0, tot / weight); }`,"highlight.frag":`varying mediump vec2 v_texcoord; uniform sampler2D u_texture; uniform mediump float u_sigma; uniform sampler2D u_shade; uniform mediump vec2 u_minMaxDistance; mediump float estimateDistance() { mediump float y = texture2D(u_texture, v_texcoord)[3]; const mediump float y0 = 0.5; mediump float m0 = 1.0 / (sqrt(2.0 * 3.1415) * u_sigma); mediump float d = (y - y0) / m0; return d; } mediump vec4 shade(mediump float d) { mediump float mappedDistance = (d - u_minMaxDistance.x) / (u_minMaxDistance.y - u_minMaxDistance.x); mappedDistance = clamp(mappedDistance, 0.0, 1.0); return texture2D(u_shade, vec2(mappedDistance, 0.5)); } void main(void) { mediump float d = estimateDistance(); gl_FragColor = shade(d); }`,"textured.vert":`attribute mediump vec2 a_position; attribute mediump vec2 a_texcoord; varying mediump vec2 v_texcoord; void main(void) { gl_Position = vec4(a_position, 0.0, 1.0); v_texcoord = a_texcoord; }`},magnifier:{"magnifier.frag":`uniform lowp vec4 u_background; uniform mediump sampler2D u_readbackTexture; uniform mediump sampler2D u_maskTexture; uniform mediump sampler2D u_overlayTexture; uniform bool u_maskEnabled; uniform bool u_overlayEnabled; varying mediump vec2 v_texCoord; const lowp float barrelFactor = 1.1; lowp vec2 barrel(lowp vec2 uv) { lowp vec2 uvn = uv * 2.0 - 1.0; if (uvn.x == 0.0 && uvn.y == 0.0) { return vec2(0.5, 0.5); } lowp float theta = atan(uvn.y, uvn.x); lowp float r = pow(length(uvn), barrelFactor); return r * vec2(cos(theta), sin(theta)) * 0.5 + 0.5; } void main(void) { lowp vec4 color = texture2D(u_readbackTexture, barrel(v_texCoord)); color = (color + (1.0 - color.a) * u_background); lowp float mask = u_maskEnabled ? texture2D(u_maskTexture, v_texCoord).a : 1.0; color *= mask; lowp vec4 overlayColor = u_overlayEnabled ? texture2D(u_overlayTexture, v_texCoord) : vec4(0); gl_FragColor = overlayColor + (1.0 - overlayColor.a) * color; }`,"magnifier.vert":`precision mediump float; attribute mediump vec2 a_pos; uniform mediump vec4 u_drawPos; varying mediump vec2 v_texCoord; void main(void) { v_texCoord = a_pos; gl_Position = vec4(u_drawPos.xy + vec2(a_pos - 0.5) * u_drawPos.zw, 0.0, 1.0); }`},materials:{"attributeData.glsl":`uniform highp sampler2D u_attributeData0; uniform highp sampler2D u_attributeData1; uniform highp sampler2D u_attributeData2; uniform highp sampler2D u_attributeData3; uniform highp sampler2D u_attributeData4; uniform highp sampler2D u_attributeData5; uniform highp int u_attributeTextureSize; highp vec2 getAttributeDataCoords(in highp vec3 id) { highp vec3 texel = unpackDisplayIdTexel(id); highp float size = float(u_attributeTextureSize); highp float u32 = float(int(texel.r) + int(texel.g) * 256 + int(texel.b) * 256 * 256); highp float col = mod(u32, size); highp float row = (u32 - col) / size; highp float u = col / size; highp float v = row / size; return vec2(u, v); } highp vec2 getAttributeDataTextureCoords(in highp vec3 id) { return (getAttributeDataCoords(id) * 2.0) - 1.0 + (.5 / vec2(u_attributeTextureSize)); } highp vec4 getAttributeData0(in highp vec3 id) { vec2 coords = getAttributeDataCoords(id); return texture2D(u_attributeData0, coords); } highp vec4 getAttributeData1(in highp vec3 id) { highp vec2 coords = getAttributeDataCoords(id); return texture2D(u_attributeData1, coords); } highp vec4 getAttributeData2(in highp vec3 id) { highp vec2 coords = getAttributeDataCoords(id); return texture2D(u_attributeData2, coords); } highp vec4 getAttributeData3(in highp vec3 id) { highp vec2 coords = getAttributeDataCoords(id); return texture2D(u_attributeData3, coords); } highp vec4 getAttributeData4(in highp vec3 id) { highp vec2 coords = getAttributeDataCoords(id); return texture2D(u_attributeData4, coords); } highp vec4 getAttributeData5(in highp vec3 id) { highp vec2 coords = getAttributeDataCoords(id); return texture2D(u_attributeData5, coords); } float u88VVToFloat(in vec2 v) { bool isMagic = v.x == 255.0 && v.y == 255.0; if (isMagic) { return NAN_MAGIC_NUMBER; } return (v.x + v.y * float(0x100)) - 32768.0; }`,"barycentric.glsl":`float inTriangle(vec3 bary) { vec3 absBary = abs(bary); return step((absBary.x + absBary.y + absBary.z), 1.05); } vec3 xyToBarycentric(in vec2 pos, in vec2 v0, in vec2 v1, in vec2 v2) { mat3 xyToBarycentricMat3 = mat3( v1.x * v2.y - v2.x * v1.y, v2.x * v0.y - v0.x * v2.y, v0.x * v1.y - v1.x * v0.y, v1.y - v2.y, v2.y - v0.y, v0.y - v1.y, v2.x - v1.x, v0.x - v2.x, v1.x - v0.x ); float A2 = v0.x * (v1.y - v2.y) + v1.x * (v2.y - v0.y) + v2.x * (v0.y - v1.y); return (1. / A2) * xyToBarycentricMat3 * vec3(1., pos); }`,"constants.glsl":`const float C_DEG_TO_RAD = 3.14159265359 / 180.0; const float C_256_TO_RAD = 3.14159265359 / 128.0; const float C_RAD_TO_DEG = 180.0 / 3.141592654; const float POSITION_PRECISION = 1.0 / 8.0; const float FILL_POSITION_PRECISION = 1.0 / 1.0; const float SOFT_EDGE_RATIO = 1.0; const float THIN_LINE_WIDTH_FACTOR = 1.1; const float THIN_LINE_HALF_WIDTH = 1.0; const float EXTRUDE_SCALE_PLACEMENT_PADDING = 1.0 / 4.0; const float OFFSET_PRECISION = 1.0 / 8.0; const float OUTLINE_SCALE = 1.0 / 5.0; const float SDF_FONT_SIZE = 24.0; const float MAX_SDF_DISTANCE = 8.0; const float PLACEMENT_PADDING = 8.0; const float EPSILON = 0.00001; const float EPSILON_HITTEST = 0.05; const int MAX_FILTER_COUNT = 2; const int ATTR_VV_SIZE = 0; const int ATTR_VV_COLOR = 1; const int ATTR_VV_OPACITY = 2; const int ATTR_VV_ROTATION = 3; const highp float NAN_MAGIC_NUMBER = 1e-30; const int BITSET_GENERIC_LOCK_COLOR = 1; const int BITSET_GENERIC_CONSIDER_ALPHA_ONLY = 4; const int BITSET_MARKER_ALIGNMENT_MAP = 0; const int BITSET_MARKER_OUTLINE_ALLOW_COLOR_OVERRIDE = 2; const int BITSET_MARKER_SCALE_SYMBOLS_PROPORTIONALLY = 3; const int BITSET_TYPE_FILL_OUTLINE = 0; const int BITSET_FILL_RANDOM_PATTERN_OFFSET = 2; const int BITSET_FILL_HAS_UNRESOLVED_REPLACEMENT_COLOR = 3; const int BITSET_FILL_HAS_PATTERN_HEIGHT_PRECISION_FACTOR = 5; const int BITSET_FILL_HAS_PATTERN_WIDTH_PRECISION_FACTOR = 6; const int BITSET_LINE_SCALE_DASH = 2;`,fill:{"common.glsl":`#include #ifdef PATTERN uniform mediump vec2 u_mosaicSize; varying mediump float v_sampleAlphaOnly; #endif #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY uniform lowp vec4 u_isActive[ 2 ]; uniform highp float u_dotValue; uniform highp float u_tileDotsOverArea; uniform highp float u_dotTextureDotCount; uniform mediump float u_tileZoomFactor; #endif varying highp vec3 v_id; varying lowp vec4 v_color; varying lowp float v_opacity; varying mediump vec4 v_aux1; #ifdef PATTERN varying mediump vec2 v_tileTextureCoord; #endif #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE varying lowp float v_isOutline; #endif #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY varying highp vec2 v_dotTextureCoords; varying highp vec4 v_dotThresholds[ 2 ]; #endif`,"fill.frag":`precision highp float; #include #include #include #ifdef PATTERN uniform lowp sampler2D u_texture; #endif #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY uniform mediump mat4 u_dotColors[ 2 ]; uniform sampler2D u_dotTextures[ 2 ]; uniform vec4 u_dotBackgroundColor; #endif #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE #include #include lowp vec4 drawLine() { float v_lineWidth = v_aux1.x; vec2 v_normal = v_aux1.yz; LineData inputs = LineData( v_color, v_normal, v_lineWidth, v_opacity, v_id ); return shadeLine(inputs); } #endif lowp vec4 drawFill() { lowp vec4 out_color = vec4(0.); #ifdef HITTEST out_color = v_color; #elif defined(PATTERN) mediump vec4 v_tlbr = v_aux1; mediump vec2 normalizedTextureCoord = mod(v_tileTextureCoord, 1.0); mediump vec2 samplePos = mix(v_tlbr.xy, v_tlbr.zw, normalizedTextureCoord); lowp vec4 color = texture2D(u_texture, samplePos); if (v_sampleAlphaOnly > 0.5) { color.rgb = vec3(color.a); } out_color = v_opacity * v_color * color; #elif SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY && !defined(HIGHLIGHT) vec4 textureThresholds0 = texture2D(u_dotTextures[0], v_dotTextureCoords); vec4 textureThresholds1 = texture2D(u_dotTextures[1], v_dotTextureCoords); vec4 difference0 = v_dotThresholds[0] - textureThresholds0; vec4 difference1 = v_dotThresholds[1] - textureThresholds1; #ifdef DD_DOT_BLENDING vec4 isPositive0 = step(0.0, difference0); vec4 isPositive1 = step(0.0, difference1); float weightSum = dot(isPositive0, difference0) + dot(isPositive1, difference1); float lessThanEqZero = step(weightSum, 0.0); float greaterThanZero = 1.0 - lessThanEqZero ; float divisor = (weightSum + lessThanEqZero); vec4 weights0 = difference0 * isPositive0 / divisor; vec4 weights1 = difference1 * isPositive1 / divisor; vec4 dotColor = u_dotColors[0] * weights0 + u_dotColors[1] * weights1; vec4 preEffectColor = greaterThanZero * dotColor + lessThanEqZero * u_dotBackgroundColor; #else float diffMax = max(max4(difference0), max4(difference1)); float lessThanZero = step(diffMax, 0.0); float greaterOrEqZero = 1.0 - lessThanZero; vec4 isMax0 = step(diffMax, difference0); vec4 isMax1 = step(diffMax, difference1); vec4 dotColor = u_dotColors[0] * isMax0 + u_dotColors[1] * isMax1; vec4 preEffectColor = greaterOrEqZero * dotColor + lessThanZero * u_dotBackgroundColor; #endif out_color = preEffectColor; #else out_color = v_opacity * v_color; #endif #ifdef HIGHLIGHT out_color.a = 1.0; #endif return out_color; } void main() { #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE if (v_isOutline > 0.5) { gl_FragColor = drawLine(); } else { gl_FragColor = drawFill(); } #else gl_FragColor = drawFill(); #endif }`,"fill.vert":`#include #define PACKED_LINE precision highp float; attribute float a_bitset; #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY attribute float a_inverseArea; vec4 a_color = vec4(0.0, 0.0, 0.0, 1.0); vec2 a_zoomRange = vec2(0.0, 10000.0); #else attribute vec4 a_color; attribute vec4 a_aux2; attribute vec4 a_aux3; #ifndef SYMBOLOGY_TYPE_IS_SIMPLE_LIKE attribute vec4 a_aux1; attribute vec2 a_zoomRange; #else vec2 a_zoomRange = vec2(0.0, 10000.0); #endif #endif uniform vec2 u_tileOffset; uniform vec2 u_maxIntNumOfCrossing; #include #include #include #include const float INV_SCALE_COMPRESSION_FACTOR = 1.0 / 128.0; const float MAX_REPRESENTABLE_INT = 16777216.0; #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY vec4 dotThreshold(vec4 featureAttrOverFeatureArea, float dotValue, float tileDotsOverArea) { return featureAttrOverFeatureArea * (1.0 / dotValue) * (1.0 / tileDotsOverArea); } #endif #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE #include #include void drawLine(out lowp vec4 out_color, out highp vec3 out_pos) { LineData outputs = buildLine( out_pos, a_id, a_pos, a_color, (a_aux3.xy - 128.) / 16., (a_aux3.zw - 128.) / 16., 0., a_aux2.z / 16., a_bitset, vec4(0.), vec2(0.), a_aux2.w / 16. ); v_id = outputs.id; v_opacity = outputs.opacity; v_aux1 = vec4(outputs.lineHalfWidth, outputs.normal, 0.); out_color = outputs.color; } #endif void drawFill(out lowp vec4 out_color, out highp vec3 out_pos) { float a_bitSet = a_bitset; out_color = getColor(a_color, a_bitSet, BITSET_GENERIC_LOCK_COLOR); v_opacity = getOpacity(); v_id = norm(a_id); #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY mat3 tileToTileNormalized = mat3( 2. / 512., 0., 0., 0., -2. / 512., 0., -1., 1., 1. ); out_pos = tileToTileNormalized * vec3((a_pos * FILL_POSITION_PRECISION), 1.); #else out_pos = u_dvsMat3 * vec3(a_pos * FILL_POSITION_PRECISION, 1.); #endif #ifdef PATTERN vec4 a_tlbr = a_aux1; float a_width = a_aux2.x; float a_height = a_aux2.y; vec2 a_offset = a_aux2.zw; vec2 a_scale = a_aux3.xy; float a_angle = a_aux3.z; if (getBit(a_bitset, BITSET_FILL_HAS_PATTERN_WIDTH_PRECISION_FACTOR) > 0.5) { a_width *= INV_SCALE_COMPRESSION_FACTOR; } if (getBit(a_bitset, BITSET_FILL_HAS_PATTERN_HEIGHT_PRECISION_FACTOR) > 0.5) { a_height *= INV_SCALE_COMPRESSION_FACTOR; } vec2 scale = INV_SCALE_COMPRESSION_FACTOR * a_scale; float width = u_zoomFactor * a_width * scale.x; float height = u_zoomFactor * a_height * scale.y; float angle = C_256_TO_RAD * a_angle; float sinA = sin(angle); float cosA = cos(angle); float dx = 0.0; float dy = 0.0; if (getBit(a_bitset, BITSET_FILL_RANDOM_PATTERN_OFFSET) > 0.5) { float id = rgba2float(vec4(a_id, 0.0)); dx = rand(vec2(id, 0.0)); dy = rand(vec2(0.0, id)); } mat3 patternMatrix = mat3(cosA / width, sinA / height, 0, -sinA / width, cosA / height, 0, dx, dy, 1); vec2 patternSize = vec2(a_width, a_height); vec2 numPatternsPerMaxInt = vec2(MAX_REPRESENTABLE_INT) / patternSize; vec2 maxIntCrossingOffsetCorrection = patternSize * fract(u_maxIntNumOfCrossing * numPatternsPerMaxInt); vec2 tileOffset = u_tileOffset + maxIntCrossingOffsetCorrection - 0.5 * patternSize; tileOffset = vec2(tileOffset.x * cosA - tileOffset.y * sinA, tileOffset.x * sinA + tileOffset.y * cosA); tileOffset = mod(tileOffset, patternSize); vec2 symbolOffset = u_zoomFactor * scale * vec2(a_offset - tileOffset) / vec2(width, height); v_tileTextureCoord = (patternMatrix * vec3(a_pos * FILL_POSITION_PRECISION, 1.0)).xy - symbolOffset; v_aux1 = a_tlbr / u_mosaicSize.xyxy; v_sampleAlphaOnly = getBit(a_bitset, BITSET_GENERIC_CONSIDER_ALPHA_ONLY); if (getBit(a_bitSet, BITSET_FILL_HAS_UNRESOLVED_REPLACEMENT_COLOR) > 0.5) { #ifdef VV_COLOR v_sampleAlphaOnly *= (1.0 - float(isNan(VV_ADATA[ATTR_VV_COLOR]))) * (1.0 - getBit(a_bitSet, BITSET_GENERIC_LOCK_COLOR)); #else v_sampleAlphaOnly = 0.0; #endif } #elif SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_DOT_DENSITY vec4 ddAttributeData0 = getAttributeData2(a_id) * u_isActive[0] * a_inverseArea; vec4 ddAttributeData1 = getAttributeData3(a_id) * u_isActive[1] * a_inverseArea; float size = u_tileZoomFactor * 512.0 * 1.0 / u_pixelRatio; v_dotThresholds[0] = dotThreshold(ddAttributeData0, u_dotValue, u_tileDotsOverArea); v_dotThresholds[1] = dotThreshold(ddAttributeData1, u_dotValue, u_tileDotsOverArea); v_dotTextureCoords = (a_pos * FILL_POSITION_PRECISION + 0.5) / size; #endif } #ifdef HITTEST void draw(out lowp vec4 out_color, out highp vec3 out_pos) { #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE if (getBit(a_bitset, BITSET_TYPE_FILL_OUTLINE) > 0.5) { out_pos = vec3(0., 0., 2.); return; } #endif hittestFill(out_color, out_pos); gl_PointSize = 1.0; } #elif defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) void draw(out lowp vec4 out_color, out highp vec3 out_pos) { v_isOutline = getBit(a_bitset, BITSET_TYPE_FILL_OUTLINE); if (v_isOutline > 0.5) { drawLine(out_color, out_pos); } else { drawFill(out_color, out_pos); } } #else #define draw drawFill #endif void main() { INIT; highp vec3 pos = vec3(0.); highp vec4 color = vec4(0.); draw(color, pos); v_color = color; gl_Position = vec4(clip(v_color, pos, getFilterFlags(), a_zoomRange), 1.0); }`,"hittest.glsl":`#ifdef HITTEST #include attribute vec2 a_pos1; attribute vec2 a_pos2; void hittestFill( out lowp vec4 out_color, out highp vec3 out_pos ) { vec3 pos = u_viewMat3 * u_tileMat3 * vec3(a_pos * FILL_POSITION_PRECISION, 1.); vec3 pos1 = u_viewMat3 * u_tileMat3 * vec3(a_pos1 * FILL_POSITION_PRECISION, 1.); vec3 pos2 = u_viewMat3 * u_tileMat3 * vec3(a_pos2 * FILL_POSITION_PRECISION, 1.); float hittestDist = u_hittestDist; float dist = distPointTriangle(u_hittestPos, pos.xy, pos1.xy, pos2.xy); out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0); if (dist < 0. || dist >= hittestDist) { out_pos.z += 2.0; } out_color = vec4(1. / 255., 0, 0, dist == 0. ? (1. / 255.) : 0.); } #endif`},hittest:{"common.glsl":`#ifdef HITTEST uniform float u_hittestDist; uniform highp vec2 u_hittestPos; float projectScalar(vec2 a, vec2 b) { return dot(a, normalize(b)); } float distPointSegment(vec2 p0, vec2 p1, vec2 p2) { vec2 L = p2 - p1; vec2 A = p0 - p1; float projAL = projectScalar(A, L); float t = clamp(projAL / length(L), 0., 1.); return distance(p0, p1 + t * (p2 - p1)); } void hittestMarker(out lowp vec4 out_color, out highp vec3 out_pos, in highp vec3 pos, float size) { float dist = distance(pos, vec3(u_hittestPos, 1.)); out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0); if ((dist - size) > u_hittestDist) { out_pos.z += 2.0; } out_color = vec4(1. / 255., 0, 0, (dist - size) < 0. ? (1. / 255.) : 0.); } float intersectPointTriangleBary(vec2 p, vec2 a, vec2 b, vec2 c) { return inTriangle(xyToBarycentric(p, a, b, c)); } float distPointTriangle(vec2 p, vec2 a, vec2 b, vec2 c) { vec2 ba = b - a; vec2 ca = c - a; float crossProduct = ba.x * ca.y - ca.x * ba.y; bool isParallel = crossProduct < EPSILON_HITTEST && crossProduct > -EPSILON_HITTEST; if (isParallel) { return -1.; } if (intersectPointTriangleBary(p.xy, a, b, c) == 1.) { return 0.; } float distAB = distPointSegment(p, a, b); float distBC = distPointSegment(p, b, c); float distCA = distPointSegment(p, c, a); return min(min(distAB, distBC), distCA); } #endif`},icon:{"common.glsl":`#include uniform lowp vec2 u_mosaicSize; varying lowp vec4 v_color; varying highp vec3 v_id; varying highp vec4 v_sizeTex; varying mediump vec3 v_pos; varying lowp float v_opacity; uniform lowp sampler2D u_texture; #ifdef SDF varying lowp vec4 v_outlineColor; varying mediump float v_outlineWidth; varying mediump float v_distRatio; varying mediump float v_overridingOutlineColor; varying mediump float v_isThin; #endif #ifdef SDF vec4 getColor(vec2 v_size, vec2 v_tex) { #ifdef HITTEST lowp vec4 fillPixelColor = vec4(1.0); #else lowp vec4 fillPixelColor = v_color; #endif float d = 0.5 - rgba2float(texture2D(u_texture, v_tex)); float size = max(v_size.x, v_size.y); float dist = d * size * SOFT_EDGE_RATIO * v_distRatio; fillPixelColor *= clamp(0.5 - dist, 0.0, 1.0); float outlineWidth = v_outlineWidth; #ifdef HIGHLIGHT outlineWidth = max(outlineWidth, 4.0 * v_isThin); #endif if (outlineWidth > 0.25) { lowp vec4 outlinePixelColor = v_overridingOutlineColor * v_color + (1.0 - v_overridingOutlineColor) * v_outlineColor; float clampedOutlineSize = min(outlineWidth, size); outlinePixelColor *= clamp(0.5 - abs(dist) + clampedOutlineSize * 0.5, 0.0, 1.0); return v_opacity * ((1.0 - outlinePixelColor.a) * fillPixelColor + outlinePixelColor); } return v_opacity * fillPixelColor; } #else vec4 getColor(vec2 _v_size, vec2 v_tex) { lowp vec4 texColor = texture2D(u_texture, v_tex); return v_opacity * texColor * v_color; } #endif`,heatmapAccumulate:{"common.glsl":`varying lowp vec4 v_hittestResult; varying mediump vec2 v_offsetFromCenter; varying highp float v_fieldValue;`,"heatmapAccumulate.frag":`precision mediump float; #include #ifdef HEATMAP_PRECISION_HALF_FLOAT #define COMPRESSION_FACTOR 0.25 #else #define COMPRESSION_FACTOR 1.0 #endif uniform lowp sampler2D u_texture; void main() { #ifdef HITTEST gl_FragColor = v_hittestResult; #else float radius = length(v_offsetFromCenter); float shapeWeight = step(radius, 1.0); float oneMinusRadiusSquared = 1.0 - radius * radius; float kernelWeight = oneMinusRadiusSquared * oneMinusRadiusSquared; gl_FragColor = vec4(shapeWeight * kernelWeight * v_fieldValue * COMPRESSION_FACTOR); #endif }`,"heatmapAccumulate.vert":`precision highp float; attribute vec2 a_vertexOffset; vec4 a_color = vec4(0.0); vec2 a_zoomRange = vec2(0.0, 10000.0); uniform float u_radius; uniform float u_isFieldActive; #include #include #include void main() { float filterFlags = getFilterFlags(); #ifdef HITTEST highp vec4 out_hittestResult = vec4(0.); highp vec3 out_pos = vec3(0.); vec3 pos = u_viewMat3 * u_tileMat3 * vec3(a_pos * POSITION_PRECISION, 1.0); hittestMarker(out_hittestResult, out_pos, pos, u_radius); v_hittestResult = out_hittestResult; gl_PointSize = 1.; gl_Position = vec4(clip(a_color, out_pos, filterFlags, a_zoomRange), 1.0); #else v_offsetFromCenter = sign(a_vertexOffset); v_fieldValue = getAttributeData2(a_id).x * u_isFieldActive + 1.0 - u_isFieldActive; vec3 centerPos = u_dvsMat3 * vec3(a_pos * POSITION_PRECISION, 1.0); vec3 vertexPos = centerPos + u_displayViewMat3 * vec3(v_offsetFromCenter, 0.0) * u_radius; gl_Position = vec4(clip(a_color, vertexPos, filterFlags, a_zoomRange), 1.0); #endif }`},"hittest.glsl":`#ifdef HITTEST #include attribute vec2 a_vertexOffset1; attribute vec2 a_vertexOffset2; attribute vec2 a_texCoords1; attribute vec2 a_texCoords2; vec2 getTextureCoords(in vec3 bary, in vec2 texCoords0, in vec2 texCoords1, in vec2 texCoords2) { return texCoords0 * bary.x + texCoords1 * bary.y + texCoords2 * bary.z; } void hittestIcon( inout lowp vec4 out_color, out highp vec3 out_pos, in vec3 pos, in vec3 offset, in vec2 size, in float scaleFactor, in float isMapAligned ) { out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0); vec3 posBase = u_viewMat3 * u_tileMat3 * pos; vec3 offset1 = scaleFactor * vec3(a_vertexOffset1 / 16.0, 0.); vec3 offset2 = scaleFactor * vec3(a_vertexOffset2 / 16.0, 0.); vec2 pos0 = (posBase + getMatrixNoDisplay(isMapAligned) * offset).xy; vec2 pos1 = (posBase + getMatrixNoDisplay(isMapAligned) * offset1).xy; vec2 pos2 = (posBase + getMatrixNoDisplay(isMapAligned) * offset2).xy; vec3 bary0 = xyToBarycentric(u_hittestPos + vec2(-u_hittestDist, -u_hittestDist), pos0, pos1, pos2); vec3 bary1 = xyToBarycentric(u_hittestPos + vec2(0., -u_hittestDist), pos0, pos1, pos2); vec3 bary2 = xyToBarycentric(u_hittestPos + vec2(u_hittestDist, -u_hittestDist), pos0, pos1, pos2); vec3 bary3 = xyToBarycentric(u_hittestPos + vec2(-u_hittestDist, 0.), pos0, pos1, pos2); vec3 bary4 = xyToBarycentric(u_hittestPos, pos0, pos1, pos2); vec3 bary5 = xyToBarycentric(u_hittestPos + vec2(u_hittestDist, 0.), pos0, pos1, pos2); vec3 bary6 = xyToBarycentric(u_hittestPos + vec2(-u_hittestDist, u_hittestDist), pos0, pos1, pos2); vec3 bary7 = xyToBarycentric(u_hittestPos + vec2(0., u_hittestDist), pos0, pos1, pos2); vec3 bary8 = xyToBarycentric(u_hittestPos + vec2(u_hittestDist, u_hittestDist), pos0, pos1, pos2); vec2 tex0 = a_texCoords / u_mosaicSize; vec2 tex1 = a_texCoords1 / u_mosaicSize; vec2 tex2 = a_texCoords2 / u_mosaicSize; float alphaSum = 0.; alphaSum += inTriangle(bary0) * getColor(size, getTextureCoords(bary0, tex0, tex1, tex2)).a; alphaSum += inTriangle(bary1) * getColor(size, getTextureCoords(bary1, tex0, tex1, tex2)).a; alphaSum += inTriangle(bary2) * getColor(size, getTextureCoords(bary2, tex0, tex1, tex2)).a; alphaSum += inTriangle(bary3) * getColor(size, getTextureCoords(bary3, tex0, tex1, tex2)).a; alphaSum += inTriangle(bary4) * getColor(size, getTextureCoords(bary4, tex0, tex1, tex2)).a; alphaSum += inTriangle(bary5) * getColor(size, getTextureCoords(bary5, tex0, tex1, tex2)).a; alphaSum += inTriangle(bary6) * getColor(size, getTextureCoords(bary6, tex0, tex1, tex2)).a; alphaSum += inTriangle(bary7) * getColor(size, getTextureCoords(bary7, tex0, tex1, tex2)).a; out_pos.z += step(alphaSum, .05) * 2.0; out_color = vec4(1. / 255., 0., 0., alphaSum / 255.); } #endif`,"icon.frag":`precision mediump float; #include #include #include void main() { #ifdef HITTEST vec4 color = v_color; #else vec4 color = getColor(v_sizeTex.xy, v_sizeTex.zw); #endif #ifdef HIGHLIGHT color.a = step(1.0 / 255.0, color.a); #endif gl_FragColor = color; }`,"icon.vert":`precision highp float; attribute vec4 a_color; attribute vec4 a_outlineColor; attribute vec4 a_sizeAndOutlineWidth; attribute vec2 a_vertexOffset; attribute vec2 a_texCoords; attribute vec2 a_bitSetAndDistRatio; attribute vec2 a_zoomRange; #include #include #include float getMarkerScaleFactor(inout vec2 size, in float referenceSize) { #ifdef VV_SIZE float f = getSize(size.y) / size.y; float sizeFactor = size.y / referenceSize; return getSize(referenceSize) / referenceSize; #else return 1.; #endif } void main() { INIT; float a_bitSet = a_bitSetAndDistRatio.x; vec3 pos = vec3(a_pos * POSITION_PRECISION, 1.0); vec2 size = a_sizeAndOutlineWidth.xy * a_sizeAndOutlineWidth.xy / 128.0; vec3 offset = vec3(a_vertexOffset / 16.0, 0.); float outlineSize = a_sizeAndOutlineWidth.z * a_sizeAndOutlineWidth.z / 128.0; float isMapAligned = getBit(a_bitSet, BITSET_MARKER_ALIGNMENT_MAP); float referenceSize = a_sizeAndOutlineWidth.w * a_sizeAndOutlineWidth.w / 128.0; float scaleSymbolProportionally = getBit(a_bitSet, BITSET_MARKER_SCALE_SYMBOLS_PROPORTIONALLY); float scaleFactor = getMarkerScaleFactor(size, referenceSize); size.xy *= scaleFactor; offset.xy *= scaleFactor; outlineSize *= scaleSymbolProportionally * (scaleFactor - 1.0) + 1.0; vec2 v_tex = a_texCoords / u_mosaicSize; float filterFlags = getFilterFlags(); v_color = getColor(a_color, a_bitSet, BITSET_GENERIC_LOCK_COLOR); v_opacity = getOpacity(); v_id = norm(a_id); v_pos = u_dvsMat3 * pos + getMatrix(isMapAligned) * getRotation() * offset; v_sizeTex = vec4(size.xy, v_tex.xy); #ifdef SDF v_isThin = getBit(a_bitSet, BITSET_MARKER_OUTLINE_ALLOW_COLOR_OVERRIDE); #ifdef VV_COLOR v_overridingOutlineColor = v_isThin; #else v_overridingOutlineColor = 0.0; #endif v_outlineWidth = min(outlineSize, max(max(size.x, size.y) - 0.99, 0.0)); v_outlineColor = a_outlineColor; v_distRatio = a_bitSetAndDistRatio.y / 128.0; #endif #ifdef HITTEST highp vec4 out_color = vec4(0.); highp vec3 out_pos = vec3(0.); hittestIcon(out_color, out_pos, pos, offset, size, scaleFactor, isMapAligned); v_color = out_color; gl_PointSize = 1.; gl_Position = vec4(clip(v_color, out_pos, filterFlags, a_zoomRange), 1.0); #else gl_Position = vec4(clip(v_color, v_pos, filterFlags, a_zoomRange), 1.0); #endif }`},label:{"common.glsl":`uniform mediump float u_zoomLevel; uniform mediump float u_mapRotation; uniform mediump float u_mapAligned; uniform mediump vec2 u_mosaicSize; varying mediump float v_antialiasingWidth; varying mediump float v_edgeDistanceOffset; varying mediump vec2 v_tex; varying mediump vec4 v_color; varying lowp vec4 v_animation;`,"label.frag":"#include ","label.vert":`precision highp float; #include #include attribute vec4 a_color; attribute vec4 a_haloColor; attribute vec4 a_texAndSize; attribute vec4 a_refSymbolAndPlacementOffset; attribute vec4 a_glyphData; attribute vec2 a_vertexOffset; attribute vec2 a_texCoords; uniform float u_isHaloPass; uniform float u_isBackgroundPass; uniform float u_mapRotation; uniform float u_mapAligned; float getZ(in float minZoom, in float maxZoom, in float angle) { float glyphAngle = angle * 360.0 / 254.0; float mapAngle = u_mapRotation * 360.0 / 254.0; float diffAngle = min(360.0 - abs(mapAngle - glyphAngle), abs(mapAngle - glyphAngle)); float z = 0.0; z += u_mapAligned * (2.0 * (1.0 - step(minZoom, u_currentZoom))); z += u_mapAligned * 2.0 * step(90.0, diffAngle); z += 2.0 * (1.0 - step(u_currentZoom, maxZoom)); return z; } void main() { INIT; float groupMinZoom = getMinZoom(); float glyphMinZoom = a_glyphData.x; float glyphMaxZoom = a_glyphData.y; float glyphAngle = a_glyphData.z; float a_isBackground = a_glyphData.w; float a_minZoom = max(groupMinZoom, glyphMinZoom); float a_placementPadding = a_refSymbolAndPlacementOffset.x * EXTRUDE_SCALE_PLACEMENT_PADDING; vec2 a_placementDir = unpack_u8_nf32(a_refSymbolAndPlacementOffset.zw); float a_refSymbolSize = a_refSymbolAndPlacementOffset.y; float fontSize = a_texAndSize.z; float haloSize = a_texAndSize.w * OUTLINE_SCALE; vec2 vertexOffset = a_vertexOffset * OFFSET_PRECISION; vec3 pos = vec3(a_pos * POSITION_PRECISION, 1.0); float z = getZ(a_minZoom, glyphMaxZoom, glyphAngle); float fontScale = fontSize / SDF_FONT_SIZE; float halfSize = getSize(a_refSymbolSize) / 2.0; float animation = pow(getAnimationState(), vec4(2.0)).r; float isText = 1.0 - a_isBackground; float isBackground = u_isBackgroundPass * a_isBackground; vec4 nonHaloColor = (isBackground + isText) * a_color; v_color = animation * ((1.0 - u_isHaloPass) * nonHaloColor + (u_isHaloPass * a_haloColor)); v_opacity = 1.0; v_tex = a_texCoords / u_mosaicSize; v_edgeDistanceOffset = u_isHaloPass * haloSize / fontScale / MAX_SDF_DISTANCE; v_antialiasingWidth = 0.105 * SDF_FONT_SIZE / fontSize / u_pixelRatio; vec2 placementOffset = a_placementDir * (halfSize + a_placementPadding); vec3 glyphOffset = u_displayMat3 * vec3(vertexOffset + placementOffset, 0.0); vec3 v_pos = vec3((u_dvsMat3 * pos + glyphOffset).xy, z); float isHidden = u_isBackgroundPass * isText + (1.0 - u_isBackgroundPass) * a_isBackground; v_pos.z += 2.0 * isHidden; gl_Position = vec4(v_pos, 1.0); #ifdef DEBUG v_color = vec4(a_color.rgb, z == 0.0 ? 1.0 : 0.645); #endif }`},line:{"common.glsl":`varying lowp vec4 v_color; varying highp vec3 v_id; varying mediump vec2 v_normal; varying mediump float v_lineHalfWidth; varying lowp float v_opacity; #ifdef PATTERN varying mediump vec4 v_tlbr; varying mediump vec2 v_patternSize; #endif #if defined(PATTERN) || defined(SDF) varying highp float v_accumulatedDistance; #endif #ifdef SDF varying mediump float v_lineWidthRatio; #endif`,"hittest.glsl":`#include #ifdef HITTEST attribute vec2 a_pos1; attribute vec2 a_pos2; void hittestLine(out lowp vec4 out_color, out highp vec3 out_pos, float halfWidth) { vec3 pos = u_viewMat3 * u_tileMat3 * vec3(a_pos * POSITION_PRECISION, 1.); vec3 pos1 = u_viewMat3 * u_tileMat3 * vec3(a_pos1 * POSITION_PRECISION, 1.); vec3 pos2 = u_viewMat3 * u_tileMat3 * vec3(a_pos2 * POSITION_PRECISION, 1.); vec3 outTextureCoords = vec3(getAttributeDataTextureCoords(a_id), 0.0); float dist = min(distPointSegment(u_hittestPos, pos.xy, pos1.xy), distPointSegment(u_hittestPos, pos.xy, pos2.xy)) - halfWidth; out_pos = vec3(getAttributeDataTextureCoords(a_id), 0.0); if (dist >= u_hittestDist) { out_pos.z += 2.0; } out_color = vec4(1. / 255., 0, 0, dist <= 0. ? (1. / 255.) : 0.); } #endif`,"line.frag":`precision lowp float; #include #include #include #include #include #include #ifdef HITTEST void main() { gl_FragColor = v_color; } #else void main() { LineData inputs = LineData( v_color, v_normal, v_lineHalfWidth, v_opacity, #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE #ifdef PATTERN v_tlbr, v_patternSize, #endif #ifdef SDF v_lineWidthRatio, #endif #if defined(PATTERN) || defined(SDF) v_accumulatedDistance, #endif #endif v_id ); gl_FragColor = shadeLine(inputs); } #endif`,"line.vert":`precision highp float; attribute vec4 a_color; attribute vec4 a_offsetAndNormal; attribute vec2 a_accumulatedDistanceAndHalfWidth; attribute vec4 a_tlbr; attribute vec4 a_segmentDirection; attribute vec2 a_aux; attribute vec2 a_zoomRange; #include #include #include #include #include #include #ifdef HITTEST void draw() { float aa = 0.5 * u_antialiasing; float a_halfWidth = a_accumulatedDistanceAndHalfWidth.y / 16.; float a_cimHalfWidth = a_aux.x / 16. ; vec2 a_offset = a_offsetAndNormal.xy / 16.; float baseWidth = getBaseLineHalfWidth(a_halfWidth, a_cimHalfWidth); float halfWidth = getLineHalfWidth(baseWidth, aa); highp vec3 pos = vec3(0.); v_color = vec4(0.); hittestLine(v_color, pos, halfWidth); gl_PointSize = 1.; gl_Position = vec4(clip(v_color, pos, getFilterFlags(), a_zoomRange), 1.0); } #else void draw() { highp vec3 pos = vec3(0.); LineData outputs = buildLine( pos, a_id, a_pos, a_color, a_offsetAndNormal.xy / 16., a_offsetAndNormal.zw / 16., a_accumulatedDistanceAndHalfWidth.x, a_accumulatedDistanceAndHalfWidth.y / 16., a_segmentDirection.w, a_tlbr, a_segmentDirection.xy / 16., a_aux.x / 16. ); v_id = outputs.id; v_color = outputs.color; v_normal = outputs.normal; v_lineHalfWidth = outputs.lineHalfWidth; v_opacity = outputs.opacity; #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE #ifdef PATTERN v_tlbr = outputs.tlbr; v_patternSize = outputs.patternSize; #endif #ifdef SDF v_lineWidthRatio = outputs.lineWidthRatio; #endif #if defined(PATTERN) || defined(SDF) v_accumulatedDistance = outputs.accumulatedDistance; #endif #endif gl_Position = vec4(clip(outputs.color, pos, getFilterFlags(), a_zoomRange), 1.0); } #endif void main() { INIT; draw(); }`},pie:{"pie.frag":`precision mediump float; #include #include #include #include varying float v_size; varying vec2 v_offset; varying vec2 v_filteredSectorToColorId[NUMBER_OF_FIELDS]; varying float v_numOfEntries; varying float v_maxSectorAngle; uniform lowp vec4 u_colors[NUMBER_OF_FIELDS]; uniform lowp vec4 u_defaultColor; uniform lowp vec4 u_othersColor; uniform lowp vec4 u_outlineColor; uniform float u_donutRatio; uniform float u_sectorThreshold; struct FilteredChartInfo { float endSectorAngle; int colorId; }; lowp vec4 getSectorColor(in int index, in vec2 filteredSectorToColorId[NUMBER_OF_FIELDS]) { #if __VERSION__ == 300 mediump int colorIndex = int(filteredSectorToColorId[index].y); return u_colors[colorIndex]; #else mediump int colorIndex; for (int i = 0; i < NUMBER_OF_FIELDS; ++i) { if (i == index) { colorIndex = int(filteredSectorToColorId[i].y); } } for (int i = 0; i < NUMBER_OF_FIELDS; ++i) { if (i == colorIndex) { return u_colors[i]; } } return u_colors[NUMBER_OF_FIELDS - 1]; #endif } const int OTHER_SECTOR_ID = 255; #ifdef HITTEST vec4 getColor() { return v_color; } #else vec4 getColor() { float angle = 90.0 - C_RAD_TO_DEG * atan2(v_offset.y, v_offset.x); if (angle < 0.0) { angle += 360.0; } else if (angle > 360.0) { angle = mod(angle, 360.0); } int numOfEntries = int(v_numOfEntries); float maxSectorAngle = v_maxSectorAngle; lowp vec4 fillColor = (maxSectorAngle > 0.0 || u_sectorThreshold > 0.0) ? u_othersColor : u_defaultColor; lowp vec4 prevColor = vec4(0.0); lowp vec4 nextColor = vec4(0.0); float startSectorAngle = 0.0; float endSectorAngle = 0.0; if (angle < maxSectorAngle) { for (int index = 0; index < NUMBER_OF_FIELDS; ++index) { startSectorAngle = endSectorAngle; endSectorAngle = v_filteredSectorToColorId[index].x; if (endSectorAngle > angle) { fillColor = getSectorColor(index, v_filteredSectorToColorId); prevColor = u_sectorThreshold != 0.0 && index == 0 && abs(360.0 - maxSectorAngle) < EPSILON ? u_othersColor : getSectorColor(index > 0 ? index - 1 : numOfEntries - 1, v_filteredSectorToColorId); nextColor = u_sectorThreshold != 0.0 && abs(endSectorAngle - maxSectorAngle) < EPSILON ? u_othersColor : getSectorColor(index < numOfEntries - 1 ? index + 1 : 0, v_filteredSectorToColorId); break; } if (index == numOfEntries - 1) { break; } } } else { prevColor = getSectorColor(numOfEntries - 1, v_filteredSectorToColorId); nextColor = getSectorColor(0, v_filteredSectorToColorId); startSectorAngle = maxSectorAngle; endSectorAngle = 360.0; } lowp vec4 outlineColor = u_outlineColor; float offset = length(v_offset); float distanceSize = offset * v_size; if (startSectorAngle != 0.0 || endSectorAngle != 360.0) { float distanceToStartSector = (angle - startSectorAngle); float distanceToEndSector = (endSectorAngle - angle); float sectorThreshold = 0.6; float beginSectorAlpha = smoothstep(0.0, sectorThreshold, distanceToStartSector * offset); float endSectorAlpha = smoothstep(0.0, sectorThreshold, distanceToEndSector * offset); if (endSectorAlpha > 0.0) { fillColor = mix(nextColor, fillColor, endSectorAlpha); } else if (beginSectorAlpha > 0.0) { fillColor = mix(prevColor, fillColor, beginSectorAlpha); } } float donutSize = u_donutRatio * (v_size - v_outlineWidth); float endOfDonut = donutSize - v_outlineWidth; float aaThreshold = 0.75; float innerCircleAlpha = endOfDonut - aaThreshold > 0.0 ? smoothstep(endOfDonut - aaThreshold, endOfDonut + aaThreshold, distanceSize) : 1.0; float outerCircleAlpha = 1.0 - smoothstep(v_size - aaThreshold, v_size + aaThreshold , distanceSize); float circleAlpha = innerCircleAlpha * outerCircleAlpha; float startOfOutline = v_size - v_outlineWidth; if (startOfOutline > 0.0 && v_outlineWidth > 0.25) { float outlineFactor = smoothstep(startOfOutline - aaThreshold, startOfOutline + aaThreshold, distanceSize); float innerLineFactor = donutSize - aaThreshold > 0.0 ? 1.0 - smoothstep(donutSize - aaThreshold, donutSize + aaThreshold , distanceSize) : 0.0; fillColor = mix(fillColor, outlineColor, innerLineFactor + outlineFactor); } return v_opacity * circleAlpha * fillColor; } #endif void main() { vec4 color = getColor(); #ifdef HIGHLIGHT color.a = step(1.0 / 255.0, color.a); #endif gl_FragColor = color; }`,"pie.vert":`precision highp float; attribute vec4 a_color; attribute vec4 a_outlineColor; attribute vec4 a_sizeAndOutlineWidth; attribute vec2 a_vertexOffset; attribute vec2 a_texCoords; attribute vec2 a_bitSetAndDistRatio; attribute vec2 a_zoomRange; uniform float u_outlineWidth; uniform mediump float u_sectorThreshold; varying float v_size; varying vec2 v_offset; varying vec2 v_filteredSectorToColorId[NUMBER_OF_FIELDS]; varying float v_numOfEntries; varying float v_maxSectorAngle; struct FilteredChartInfo { float endSectorAngle; int colorId; }; int filter(in float sectorAngle, in int currentIndex, inout FilteredChartInfo filteredInfo, inout vec2 filteredSectorToColorId[NUMBER_OF_FIELDS]) { if (sectorAngle > u_sectorThreshold * 360.0) { filteredInfo.endSectorAngle += sectorAngle; #if __VERSION__ == 300 filteredSectorToColorId[filteredInfo.colorId] = vec2(filteredInfo.endSectorAngle, currentIndex); #else for (int i = 0; i < NUMBER_OF_FIELDS; i++) { if (i == filteredInfo.colorId) { filteredSectorToColorId[i] = vec2(filteredInfo.endSectorAngle, currentIndex); } } #endif ++filteredInfo.colorId; } return 0; } int filterValues(inout vec2 filteredSectorToColorId[NUMBER_OF_FIELDS], inout FilteredChartInfo filteredInfo, in float sectorAngles[NUMBER_OF_FIELDS]) { for (int index = 0; index < NUMBER_OF_FIELDS; ++index) { float sectorValue = sectorAngles[index]; filter(sectorValue, index, filteredInfo, filteredSectorToColorId); } return filteredInfo.colorId; } #include #include #include vec2 getMarkerSize(inout vec2 offset, inout vec2 baseSize, inout float outlineSize, in float referenceSize, in float bitSet) { vec2 outSize = baseSize; #ifdef VV_SIZE float r = 0.5 * getSize(referenceSize) / referenceSize; outSize.xy *= r; offset.xy *= r; float scaleSymbolProportionally = getBit(bitSet, BITSET_MARKER_SCALE_SYMBOLS_PROPORTIONALLY); outlineSize *= scaleSymbolProportionally * (r - 1.0) + 1.0; #endif return outSize; } vec3 getOffset(in vec2 in_offset, float a_bitSet) { float isMapAligned = getBit(a_bitSet, BITSET_MARKER_ALIGNMENT_MAP); vec3 offset = vec3(in_offset, 0.0); return getMatrix(isMapAligned) * offset; } float filterNaNValues(in float value) { return value != NAN_MAGIC_NUMBER && value > 0.0 ? value : 0.0; } void main() { INIT; vec2 a_size = a_sizeAndOutlineWidth.xy * a_sizeAndOutlineWidth.xy / 128.0; vec2 a_offset = a_vertexOffset / 16.0; float outlineSize = u_outlineWidth; float a_bitSet = a_bitSetAndDistRatio.x; vec2 size = getMarkerSize(a_offset, a_size, outlineSize, a_sizeAndOutlineWidth.w * a_sizeAndOutlineWidth.w / 128.0, a_bitSet); float filterFlags = getFilterFlags(); vec3 pos = vec3(a_pos * POSITION_PRECISION, 1.0); v_opacity = getOpacity(); v_id = norm(a_id); v_pos = u_dvsMat3 * pos + getOffset(a_offset, a_bitSet); v_offset = sign(a_texCoords - 0.5); v_size = max(size.x, size.y); v_outlineWidth = outlineSize; float attributeData[10]; vec4 attributeData0 = getAttributeData3(a_id); attributeData[0] = filterNaNValues(attributeData0.x); attributeData[1] = filterNaNValues(attributeData0.y); attributeData[2] = filterNaNValues(attributeData0.z); attributeData[3] = filterNaNValues(attributeData0.w); #if (NUMBER_OF_FIELDS > 4) vec4 attributeData1 = getAttributeData4(a_id); attributeData[4] = filterNaNValues(attributeData1.x); attributeData[5] = filterNaNValues(attributeData1.y); attributeData[6] = filterNaNValues(attributeData1.z); attributeData[7] = filterNaNValues(attributeData1.w); #endif #if (NUMBER_OF_FIELDS > 8) vec4 attributeData2 = getAttributeData5(a_id); attributeData[8] = filterNaNValues(attributeData2.x); attributeData[9] = filterNaNValues(attributeData2.y); #endif float sum = 0.0; for (int i = 0; i < NUMBER_OF_FIELDS; ++i) { sum += attributeData[i]; } float sectorAngles[NUMBER_OF_FIELDS]; for (int i = 0; i < NUMBER_OF_FIELDS; ++i) { sectorAngles[i] = 360.0 * attributeData[i] / sum; } vec2 filteredSectorToColorId[NUMBER_OF_FIELDS]; FilteredChartInfo filteredInfo = FilteredChartInfo(0.0, 0); int numOfEntries = filterValues(filteredSectorToColorId, filteredInfo, sectorAngles); v_numOfEntries = float(numOfEntries); v_maxSectorAngle = filteredInfo.endSectorAngle; #if __VERSION__ == 300 v_filteredSectorToColorId = filteredSectorToColorId; #else for (int i = 0; i < NUMBER_OF_FIELDS; ++i) { if (i == numOfEntries) { break; } v_filteredSectorToColorId[i] = filteredSectorToColorId[i]; } #endif #ifdef HITTEST highp vec3 out_pos = vec3(0.0); v_color = vec4(0.0); hittestMarker(v_color, out_pos, u_viewMat3 * u_tileMat3 * pos, v_size); gl_PointSize = 1.0; gl_Position = vec4(clip(v_color, out_pos, filterFlags, a_zoomRange), 1.0); #else gl_Position = vec4(clip(v_color, v_pos, filterFlags, a_zoomRange), 1.0); #endif }`},shared:{line:{"common.glsl":`#if !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) && defined(PATTERN) uniform mediump vec2 u_mosaicSize; varying mediump float v_sampleAlphaOnly; #endif struct LineData { lowp vec4 color; mediump vec2 normal; mediump float lineHalfWidth; lowp float opacity; #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE #ifdef PATTERN mediump vec4 tlbr; mediump vec2 patternSize; #endif #ifdef SDF mediump float lineWidthRatio; #endif #if defined(PATTERN) || defined(SDF) highp float accumulatedDistance; #endif #endif highp vec3 id; };`,"line.frag":`uniform lowp float u_blur; #if !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) && !defined(HIGHLIGHT) #if defined(PATTERN) || defined(SDF) uniform sampler2D u_texture; uniform highp float u_pixelRatio; #endif #endif #if defined(SDF) && !defined(HIGHLIGHT) && !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) lowp vec4 getLineColor(LineData line) { mediump float adjustedPatternWidth = line.patternSize.x * 2.0 * line.lineWidthRatio; mediump float relativeTexX = fract(line.accumulatedDistance / adjustedPatternWidth); mediump float relativeTexY = 0.5 + 0.25 * line.normal.y; mediump vec2 texCoord = mix(line.tlbr.xy, line.tlbr.zw, vec2(relativeTexX, relativeTexY)); mediump float d = rgba2float(texture2D(u_texture, texCoord)) - 0.5; float dist = d * line.lineHalfWidth; return line.opacity * clamp(0.5 - dist, 0.0, 1.0) * line.color; } #elif defined(PATTERN) && !defined(HIGHLIGHT) && !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) lowp vec4 getLineColor(LineData line) { mediump float lineHalfWidth = line.lineHalfWidth; mediump float adjustedPatternHeight = line.patternSize.y * 2.0 * lineHalfWidth / line.patternSize.x; mediump float relativeTexY = fract(line.accumulatedDistance / adjustedPatternHeight); mediump float relativeTexX = 0.5 + 0.5 * line.normal.y; mediump vec2 texCoord = mix(line.tlbr.xy, line.tlbr.zw, vec2(relativeTexX, relativeTexY)); lowp vec4 color = texture2D(u_texture, texCoord); #ifdef VV_COLOR if (v_sampleAlphaOnly > 0.5) { color.rgb = vec3(color.a); } #endif return line.opacity * line.color * color; } #else lowp vec4 getLineColor(LineData line) { return line.opacity * line.color; } #endif vec4 shadeLine(LineData line) { mediump float thinLineFactor = max(THIN_LINE_WIDTH_FACTOR * step(line.lineHalfWidth, THIN_LINE_HALF_WIDTH), 1.0); mediump float fragDist = length(line.normal) * line.lineHalfWidth; lowp float alpha = clamp(thinLineFactor * (line.lineHalfWidth - fragDist) / (u_blur + thinLineFactor - 1.0), 0.0, 1.0); lowp vec4 out_color = getLineColor(line) * alpha; #ifdef HIGHLIGHT out_color.a = step(1.0 / 255.0, out_color.a); #endif #ifdef ID if (out_color.a < 1.0 / 255.0) { discard; } out_color = vec4(line.id, 0.0); #endif return out_color; }`,"line.vert":`float getBaseLineHalfWidth(in float lineHalfWidth, in float referenceHalfWidth) { #ifdef VV_SIZE float refLineWidth = 2.0 * referenceHalfWidth; return 0.5 * (lineHalfWidth / max(referenceHalfWidth, EPSILON)) * getSize(refLineWidth); #else return lineHalfWidth; #endif } float getLineHalfWidth(in float baseWidth, in float aa) { float halfWidth = max(baseWidth + aa, 0.45) + 0.1 * aa; #ifdef HIGHLIGHT halfWidth = max(halfWidth, 2.0); #endif return halfWidth; } vec2 getDist(in vec2 offset, in float halfWidth) { float thinLineFactor = max(THIN_LINE_WIDTH_FACTOR * step(halfWidth, THIN_LINE_HALF_WIDTH), 1.0); return thinLineFactor * halfWidth * offset; } LineData buildLine( out vec3 out_pos, in vec3 in_id, in vec2 in_pos, in vec4 in_color, in vec2 in_offset, in vec2 in_normal, in float in_accumulatedDist, in float in_lineHalfWidth, in float in_bitSet, in vec4 in_tlbr, in vec2 in_segmentDirection, in float in_referenceHalfWidth ) { float aa = 0.5 * u_antialiasing; float baseWidth = getBaseLineHalfWidth(in_lineHalfWidth, in_referenceHalfWidth); float halfWidth = getLineHalfWidth(baseWidth, aa); float z = 2.0 * step(baseWidth, 0.0); vec2 dist = getDist(in_offset, halfWidth); vec3 offset = u_displayViewMat3 * vec3(dist, 0.0); vec3 pos = u_dvsMat3 * vec3(in_pos * POSITION_PRECISION, 1.0) + offset; #ifdef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE vec4 color = in_color; float opacity = 1.0; #else vec4 color = getColor(in_color, in_bitSet, BITSET_GENERIC_LOCK_COLOR); float opacity = getOpacity(); #ifdef SDF const float SDF_PATTERN_HALF_WIDTH = 15.5; float scaleDash = getBit(in_bitSet, BITSET_LINE_SCALE_DASH); float lineWidthRatio = (scaleDash * max(halfWidth - 0.55 * u_antialiasing, 0.25) + (1.0 - scaleDash)) / SDF_PATTERN_HALF_WIDTH; #endif #endif #if !defined(SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE) && defined(PATTERN) v_sampleAlphaOnly = getBit(in_bitSet, BITSET_GENERIC_CONSIDER_ALPHA_ONLY); #endif out_pos = vec3(pos.xy, z); return LineData( color, in_normal, halfWidth, opacity, #ifndef SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE #ifdef PATTERN in_tlbr / u_mosaicSize.xyxy, vec2(in_tlbr.z - in_tlbr.x, in_tlbr.w - in_tlbr.y), #endif #ifdef SDF lineWidthRatio, #endif #if defined(PATTERN) || defined(SDF) in_accumulatedDist * u_zoomFactor + dot(in_segmentDirection, dist), #endif #endif norm(in_id) ); }`}},"symbologyTypeUtils.glsl":`#if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_OUTLINE_FILL || SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_OUTLINE_FILL_SIMPLE #define SYMBOLOGY_TYPE_IS_OUTLINE_FILL_LIKE #endif #if SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_SIMPLE || SYMBOLOGY_TYPE == SYMBOLOGY_TYPE_OUTLINE_FILL_SIMPLE #define SYMBOLOGY_TYPE_IS_SIMPLE_LIKE #endif`,text:{"common.glsl":`uniform highp vec2 u_mosaicSize; varying highp vec3 v_id; varying mediump vec3 v_pos; varying lowp float v_opacity; varying lowp vec4 v_color; varying highp vec2 v_tex; varying mediump float v_antialiasingWidth; varying mediump float v_edgeDistanceOffset; varying lowp float v_transparency;`,"hittest.glsl":"#include ","text.frag":`precision mediump float; #include uniform lowp sampler2D u_texture; #ifdef HITTEST vec4 getColor() { return v_color; } #else vec4 getColor() { float SDF_CUTOFF = (2.0 / 8.0); float SDF_BASE_EDGE_DIST = 1.0 - SDF_CUTOFF; lowp float dist = texture2D(u_texture, v_tex).a; mediump float edge = SDF_BASE_EDGE_DIST - v_edgeDistanceOffset; #ifdef HIGHLIGHT edge /= 2.0; #endif lowp float aa = v_antialiasingWidth; lowp float alpha = smoothstep(edge - aa, edge + aa, dist); return alpha * v_color * v_opacity; } #endif void main() { gl_FragColor = getColor(); }`,"text.vert":`precision highp float; #include #include #include #include attribute vec4 a_color; attribute vec4 a_haloColor; attribute vec4 a_texFontSize; attribute vec4 a_aux; attribute vec2 a_zoomRange; attribute vec2 a_vertexOffset; attribute vec2 a_texCoords; uniform float u_isHaloPass; uniform float u_isBackgroundPass; float getTextSize(inout vec2 offset, inout float baseSize, in float referenceSize) { #ifdef VV_SIZE float r = getSize(referenceSize) / referenceSize; baseSize *= r; offset.xy *= r; return baseSize; #endif return baseSize; } void main() { INIT; float a_isBackground = a_aux.y; float a_referenceSize = a_aux.z * a_aux.z / 256.0; float a_bitSet = a_aux.w; float a_fontSize = a_texFontSize.z; vec2 a_offset = a_vertexOffset * OFFSET_PRECISION; vec3 in_pos = vec3(a_pos * POSITION_PRECISION, 1.0); float fontSize = getTextSize(a_offset, a_fontSize, a_referenceSize); float fontScale = fontSize / SDF_FONT_SIZE; vec3 offset = getRotation() * vec3(a_offset, 0.0); mat3 extrudeMatrix = getBit(a_bitSet, 0) == 1.0 ? u_displayViewMat3 : u_displayMat3; float isText = 1.0 - a_isBackground; float isBackground = u_isBackgroundPass * a_isBackground; vec4 nonHaloColor = (isBackground * a_color) + (isText * getColor(a_color, a_bitSet, 1)); v_color = u_isHaloPass * a_haloColor + (1.0 - u_isHaloPass) * nonHaloColor; v_opacity = getOpacity(); v_id = norm(a_id); v_tex = a_texCoords / u_mosaicSize; v_pos = u_dvsMat3 * in_pos + extrudeMatrix * offset; float isHidden = u_isBackgroundPass * isText + (1.0 - u_isBackgroundPass) * a_isBackground; v_pos.z += 2.0 * isHidden; v_edgeDistanceOffset = u_isHaloPass * OUTLINE_SCALE * a_texFontSize.w / fontScale / MAX_SDF_DISTANCE; v_antialiasingWidth = 0.105 * SDF_FONT_SIZE / fontSize / u_pixelRatio; #ifdef HITTEST highp vec3 out_pos = vec3(0.); v_color = vec4(0.); hittestMarker(v_color, out_pos, u_viewMat3 * u_tileMat3 * vec3(a_pos * POSITION_PRECISION, 1.0) + u_tileMat3 * offset, fontSize / 2.); gl_PointSize = 1.; gl_Position = vec4(clip(v_color, out_pos, getFilterFlags(), a_zoomRange), 1.0); #else gl_Position = vec4(clip(v_color, v_pos, getFilterFlags(), a_zoomRange), 1.0); #endif }`},"utils.glsl":`float rshift(in float u32, in int amount) { return floor(u32 / pow(2.0, float(amount))); } float getBit(in float bitset, in int bitIndex) { float offset = pow(2.0, float(bitIndex)); return mod(floor(bitset / offset), 2.0); } float getFilterBit(in float bitset, in int bitIndex) { return getBit(bitset, bitIndex + 1); } float getHighlightBit(in float bitset) { return getBit(bitset, 0); } highp vec3 unpackDisplayIdTexel(in highp vec3 bitset) { float isAggregate = getBit(bitset.b, 7); return (1.0 - isAggregate) * bitset + isAggregate * (vec3(bitset.rgb) - vec3(0.0, 0.0, float(0x80))); } vec4 unpack(in float u32) { float r = mod(rshift(u32, 0), 255.0); float g = mod(rshift(u32, 8), 255.0); float b = mod(rshift(u32, 16), 255.0); float a = mod(rshift(u32, 24), 255.0); return vec4(r, g, b, a); } vec3 norm(in vec3 v) { return v /= 255.0; } vec4 norm(in vec4 v) { return v /= 255.0; } float max4(vec4 target) { return max(max(max(target.x, target.y), target.z), target.w); } vec2 unpack_u8_nf32(vec2 bytes) { return (bytes - 127.0) / 127.0; } highp float rand(in vec2 co) { highp float a = 12.9898; highp float b = 78.233; highp float c = 43758.5453; highp float dt = dot(co, vec2(a,b)); highp float sn = mod(dt, 3.14); return fract(sin(sn) * c); }`,"vcommon.glsl":`#include #include #include #include #include attribute vec2 a_pos; attribute highp vec3 a_id; uniform highp mat3 u_dvsMat3; uniform highp mat3 u_displayMat3; uniform highp mat3 u_displayViewMat3; uniform highp mat3 u_tileMat3; uniform highp mat3 u_viewMat3; uniform highp float u_pixelRatio; uniform mediump float u_zoomFactor; uniform mediump float u_antialiasing; uniform mediump float u_currentZoom; vec4 VV_ADATA = vec4(0.0); void loadVisualVariableData(inout vec4 target) { #ifdef SUPPORTS_TEXTURE_FLOAT target.rgba = getAttributeData2(a_id); #else vec4 data0 = getAttributeData2(a_id); vec4 data1 = getAttributeData3(a_id); target.r = u88VVToFloat(data0.rg * 255.0); target.g = u88VVToFloat(data0.ba * 255.0); target.b = u88VVToFloat(data1.rg * 255.0); target.a = u88VVToFloat(data1.ba * 255.0); #endif } #ifdef VV #define INIT loadVisualVariableData(VV_ADATA) #else #define INIT #endif vec4 getColor(in vec4 a_color, in float a_bitSet, int index) { #ifdef VV_COLOR float isColorLocked = getBit(a_bitSet, index); return getVVColor(VV_ADATA[ATTR_VV_COLOR], a_color, isColorLocked); #else return a_color; #endif } float getOpacity() { #ifdef VV_OPACITY return getVVOpacity(VV_ADATA[ATTR_VV_OPACITY]); #else return 1.0; #endif } float getSize(in float in_size) { #ifdef VV_SIZE return getVVSize(in_size, VV_ADATA[ATTR_VV_SIZE]); #else return in_size; #endif } mat3 getRotation() { #ifdef VV_ROTATION return getVVRotationMat3(mod(VV_ADATA[ATTR_VV_ROTATION], 360.0)); #else return mat3(1.0); #endif } float getFilterFlags() { #ifdef IGNORES_SAMPLER_PRECISION return ceil(getAttributeData0(a_id).x * 255.0); #else return getAttributeData0(a_id).x * 255.0; #endif } vec4 getAnimationState() { return getAttributeData1(a_id); } float getMinZoom() { vec4 data0 = getAttributeData0(a_id) * 255.0; return data0.g; } mat3 getMatrixNoDisplay(float isMapAligned) { return isMapAligned * u_viewMat3 * u_tileMat3 + (1.0 - isMapAligned) * u_tileMat3; } mat3 getMatrix(float isMapAligned) { return isMapAligned * u_displayViewMat3 + (1.0 - isMapAligned) * u_displayMat3; } vec3 clip(inout vec4 color, inout vec3 pos, in float filterFlags, in vec2 minMaxZoom) { pos.z += 2.0 * (1.0 - getFilterBit(filterFlags, 0)); #ifdef INSIDE pos.z += 2.0 * (1.0 - getFilterBit(filterFlags, 1)); #elif defined(OUTSIDE) pos.z += 2.0 * getFilterBit(filterFlags, 1); #elif defined(HIGHLIGHT) #if !defined(HIGHLIGHT_ALL) pos.z += 2.0 * (1.0 - getHighlightBit(filterFlags)); #endif #endif pos.z += 2.0 * (step(minMaxZoom.y, u_currentZoom) + (1.0 - step(minMaxZoom.x, u_currentZoom))); return pos; }`,"vv.glsl":`#if defined(VV_SIZE_MIN_MAX_VALUE) || defined(VV_SIZE_SCALE_STOPS) || defined(VV_SIZE_FIELD_STOPS) || defined(VV_SIZE_UNIT_VALUE) #define VV_SIZE #endif #if defined(VV_COLOR) || defined(VV_SIZE) || defined(VV_OPACITY) || defined(VV_ROTATION) #define VV #endif #ifdef VV_COLOR uniform highp float u_vvColorValues[8]; uniform vec4 u_vvColors[8]; #endif #ifdef VV_SIZE_MIN_MAX_VALUE uniform highp vec4 u_vvSizeMinMaxValue; #endif #ifdef VV_SIZE_SCALE_STOPS uniform highp float u_vvSizeScaleStopsValue; #endif #ifdef VV_SIZE_FIELD_STOPS uniform highp float u_vvSizeFieldStopsValues[6]; uniform float u_vvSizeFieldStopsSizes[6]; #endif #ifdef VV_SIZE_UNIT_VALUE uniform highp float u_vvSizeUnitValueWorldToPixelsRatio; #endif #ifdef VV_OPACITY uniform highp float u_vvOpacityValues[8]; uniform float u_vvOpacities[8]; #endif #ifdef VV_ROTATION uniform lowp float u_vvRotationType; #endif bool isNan(float val) { return (val == NAN_MAGIC_NUMBER); } #ifdef VV_SIZE_MIN_MAX_VALUE float getVVMinMaxSize(float sizeValue, float fallback) { if (isNan(sizeValue)) { return fallback; } float interpolationRatio = (sizeValue - u_vvSizeMinMaxValue.x) / (u_vvSizeMinMaxValue.y - u_vvSizeMinMaxValue.x); interpolationRatio = clamp(interpolationRatio, 0.0, 1.0); return u_vvSizeMinMaxValue.z + interpolationRatio * (u_vvSizeMinMaxValue.w - u_vvSizeMinMaxValue.z); } #endif #ifdef VV_SIZE_FIELD_STOPS const int VV_SIZE_N = 6; float getVVStopsSize(float sizeValue, float fallback) { if (isNan(sizeValue)) { return fallback; } if (sizeValue <= u_vvSizeFieldStopsValues[0]) { return u_vvSizeFieldStopsSizes[0]; } for (int i = 1; i < VV_SIZE_N; ++i) { if (u_vvSizeFieldStopsValues[i] >= sizeValue) { float f = (sizeValue - u_vvSizeFieldStopsValues[i-1]) / (u_vvSizeFieldStopsValues[i] - u_vvSizeFieldStopsValues[i-1]); return mix(u_vvSizeFieldStopsSizes[i-1], u_vvSizeFieldStopsSizes[i], f); } } return u_vvSizeFieldStopsSizes[VV_SIZE_N - 1]; } #endif #ifdef VV_SIZE_UNIT_VALUE float getVVUnitValue(float sizeValue, float fallback) { if (isNan(sizeValue)) { return fallback; } return u_vvSizeUnitValueWorldToPixelsRatio * sizeValue; } #endif #ifdef VV_OPACITY const int VV_OPACITY_N = 8; float getVVOpacity(float opacityValue) { if (isNan(opacityValue)) { return 1.0; } if (opacityValue <= u_vvOpacityValues[0]) { return u_vvOpacities[0]; } for (int i = 1; i < VV_OPACITY_N; ++i) { if (u_vvOpacityValues[i] >= opacityValue) { float f = (opacityValue - u_vvOpacityValues[i-1]) / (u_vvOpacityValues[i] - u_vvOpacityValues[i-1]); return mix(u_vvOpacities[i-1], u_vvOpacities[i], f); } } return u_vvOpacities[VV_OPACITY_N - 1]; } #endif #ifdef VV_ROTATION mat4 getVVRotation(float rotationValue) { if (isNan(rotationValue)) { return mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); } float rotation = rotationValue; if (u_vvRotationType == 1.0) { rotation = 90.0 - rotation; } float angle = C_DEG_TO_RAD * rotation; float sinA = sin(angle); float cosA = cos(angle); return mat4(cosA, sinA, 0, 0, -sinA, cosA, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); } mat3 getVVRotationMat3(float rotationValue) { if (isNan(rotationValue)) { return mat3(1, 0, 0, 0, 1, 0, 0, 0, 1); } float rotation = rotationValue; if (u_vvRotationType == 1.0) { rotation = 90.0 - rotation; } float angle = C_DEG_TO_RAD * -rotation; float sinA = sin(angle); float cosA = cos(angle); return mat3(cosA, -sinA, 0, sinA, cosA, 0, 0, 0, 1); } #endif #ifdef VV_COLOR const int VV_COLOR_N = 8; vec4 getVVColor(float colorValue, vec4 fallback, float isColorLocked) { if (isNan(colorValue) || isColorLocked == 1.0) { return fallback; } if (colorValue <= u_vvColorValues[0]) { return u_vvColors[0]; } for (int i = 1; i < VV_COLOR_N; ++i) { if (u_vvColorValues[i] >= colorValue) { float f = (colorValue - u_vvColorValues[i-1]) / (u_vvColorValues[i] - u_vvColorValues[i-1]); return mix(u_vvColors[i-1], u_vvColors[i], f); } } return u_vvColors[VV_COLOR_N - 1]; } #endif float getVVSize(in float size, in float vvSize) { #ifdef VV_SIZE_MIN_MAX_VALUE return getVVMinMaxSize(vvSize, size); #elif defined(VV_SIZE_SCALE_STOPS) return u_vvSizeScaleStopsValue; #elif defined(VV_SIZE_FIELD_STOPS) float outSize = getVVStopsSize(vvSize, size); return isNan(outSize) ? size : outSize; #elif defined(VV_SIZE_UNIT_VALUE) return getVVUnitValue(vvSize, size); #else return size; #endif }`},overlay:{overlay:{"overlay.frag":`precision lowp float; uniform lowp sampler2D u_texture; uniform lowp float u_opacity; varying mediump vec2 v_uv; void main() { vec4 color = texture2D(u_texture, v_uv); gl_FragColor = color * u_opacity; }`,"overlay.vert":`precision mediump float; attribute vec2 a_pos; attribute vec2 a_uv; uniform highp mat3 u_dvsMat3; uniform mediump vec2 u_perspective; varying mediump vec2 v_uv; void main(void) { v_uv = a_uv; float w = 1.0 + dot(a_uv, u_perspective); vec3 pos = u_dvsMat3 * vec3(a_pos, 1.0); gl_Position = vec4(w * pos.xy, 0.0, w); }`}},"post-processing":{blit:{"blit.frag":`precision mediump float; uniform sampler2D u_texture; varying vec2 v_uv; void main() { gl_FragColor = texture2D(u_texture, v_uv); }`},bloom:{composite:{"composite.frag":`precision mediump float; varying vec2 v_uv; uniform sampler2D u_blurTexture1; uniform sampler2D u_blurTexture2; uniform sampler2D u_blurTexture3; uniform sampler2D u_blurTexture4; uniform sampler2D u_blurTexture5; uniform float u_bloomStrength; uniform float u_bloomRadius; uniform float u_bloomFactors[NUMMIPS]; uniform vec3 u_bloomTintColors[NUMMIPS]; float lerpBloomFactor(const in float factor) { float mirrorFactor = 1.2 - factor; return mix(factor, mirrorFactor, u_bloomRadius); } void main() { vec4 color = u_bloomStrength * ( lerpBloomFactor(u_bloomFactors[0]) * vec4(u_bloomTintColors[0], 1.0) * texture2D(u_blurTexture1, v_uv) + lerpBloomFactor(u_bloomFactors[1]) * vec4(u_bloomTintColors[1], 1.0) * texture2D(u_blurTexture2, v_uv) + lerpBloomFactor(u_bloomFactors[2]) * vec4(u_bloomTintColors[2], 1.0) * texture2D(u_blurTexture3, v_uv) + lerpBloomFactor(u_bloomFactors[3]) * vec4(u_bloomTintColors[3], 1.0) * texture2D(u_blurTexture4, v_uv) + lerpBloomFactor(u_bloomFactors[4]) * vec4(u_bloomTintColors[4], 1.0) * texture2D(u_blurTexture5, v_uv) ); gl_FragColor = clamp(color, 0.0, 1.0); }`},gaussianBlur:{"gaussianBlur.frag":`precision mediump float; uniform sampler2D u_colorTexture; uniform vec2 u_texSize; uniform vec2 u_direction; varying vec2 v_uv; #define KERNEL_RADIUS RADIUS #define SIGMA RADIUS float gaussianPdf(in float x, in float sigma) { return 0.39894 * exp(-0.5 * x * x / ( sigma * sigma)) / sigma; } void main() { vec2 invSize = 1.0 / u_texSize; float fSigma = float(SIGMA); float weightSum = gaussianPdf(0.0, fSigma); vec4 pixelColorSum = texture2D(u_colorTexture, v_uv) * weightSum; for (int i = 1; i < KERNEL_RADIUS; i ++) { float x = float(i); float w = gaussianPdf(x, fSigma); vec2 uvOffset = u_direction * invSize * x; vec4 sample1 = texture2D(u_colorTexture, v_uv + uvOffset); vec4 sample2 = texture2D(u_colorTexture, v_uv - uvOffset); pixelColorSum += (sample1 + sample2) * w; weightSum += 2.0 * w; } gl_FragColor = pixelColorSum /weightSum; }`},luminosityHighPass:{"luminosityHighPass.frag":`precision mediump float; uniform sampler2D u_texture; uniform vec3 u_defaultColor; uniform float u_defaultOpacity; uniform float u_luminosityThreshold; uniform float u_smoothWidth; varying vec2 v_uv; void main() { vec4 texel = texture2D(u_texture, v_uv); vec3 luma = vec3(0.299, 0.587, 0.114); float v = dot(texel.xyz, luma); vec4 outputColor = vec4(u_defaultColor.rgb, u_defaultOpacity); float alpha = smoothstep(u_luminosityThreshold, u_luminosityThreshold + u_smoothWidth, v); gl_FragColor = mix(outputColor, texel, alpha); }`}},blur:{gaussianBlur:{"gaussianBlur.frag":`precision mediump float; uniform sampler2D u_colorTexture; uniform vec2 u_texSize; uniform vec2 u_direction; uniform float u_sigma; varying vec2 v_uv; #define KERNEL_RADIUS RADIUS float gaussianPdf(in float x, in float sigma) { return 0.39894 * exp(-0.5 * x * x / ( sigma * sigma)) / sigma; } void main() { vec2 invSize = 1.0 / u_texSize; float fSigma = u_sigma; float weightSum = gaussianPdf(0.0, fSigma); vec4 pixelColorSum = texture2D(u_colorTexture, v_uv) * weightSum; for (int i = 1; i < KERNEL_RADIUS; i ++) { float x = float(i); float w = gaussianPdf(x, fSigma); vec2 uvOffset = u_direction * invSize * x; vec4 sample1 = texture2D(u_colorTexture, v_uv + uvOffset); vec4 sample2 = texture2D(u_colorTexture, v_uv - uvOffset); pixelColorSum += (sample1 + sample2) * w; weightSum += 2.0 * w; } gl_FragColor = pixelColorSum /weightSum; }`},"radial-blur":{"radial-blur.frag":`precision mediump float; uniform sampler2D u_colorTexture; varying vec2 v_uv; const float sampleDist = 1.0; const float sampleStrength = 2.2; void main(void) { float samples[10]; samples[0] = -0.08; samples[1] = -0.05; samples[2] = -0.03; samples[3] = -0.02; samples[4] = -0.01; samples[5] = 0.01; samples[6] = 0.02; samples[7] = 0.03; samples[8] = 0.05; samples[9] = 0.08; vec2 dir = 0.5 - v_uv; float dist = sqrt(dir.x * dir.x + dir.y * dir.y); dir = dir / dist; vec4 color = texture2D(u_colorTexture,v_uv); vec4 sum = color; for (int i = 0; i < 10; i++) { sum += texture2D(u_colorTexture, v_uv + dir * samples[i] * sampleDist); } sum *= 1.0 / 11.0; float t = dist * sampleStrength; t = clamp(t, 0.0, 1.0); gl_FragColor = mix(color, sum, t); }`}},dra:{"dra.frag":`precision mediump float; uniform sampler2D u_minColor; uniform sampler2D u_maxColor; uniform sampler2D u_texture; varying vec2 v_uv; void main() { vec4 minColor = texture2D(u_minColor, vec2(0.5)); vec4 maxColor = texture2D(u_maxColor, vec2(0.5)); vec4 color = texture2D(u_texture, v_uv); vec3 minColorUnpremultiply = minColor.rgb / minColor.a; vec3 maxColorUnpremultiply = maxColor.rgb / maxColor.a; vec3 colorUnpremultiply = color.rgb / color.a; vec3 range = maxColorUnpremultiply - minColorUnpremultiply; gl_FragColor = vec4(color.a * (colorUnpremultiply - minColorUnpremultiply) / range, color.a); }`,"min-max":{"min-max.frag":`#extension GL_EXT_draw_buffers : require precision mediump float; #define CELL_SIZE 2 uniform sampler2D u_minTexture; uniform sampler2D u_maxTexture; uniform vec2 u_srcResolution; uniform vec2 u_dstResolution; varying vec2 v_uv; void main() { vec2 srcPixel = floor(gl_FragCoord.xy) * float(CELL_SIZE); vec2 onePixel = vec2(1.0) / u_srcResolution; vec2 uv = (srcPixel + 0.5) / u_srcResolution; vec4 minColor = vec4(1.0); vec4 maxColor = vec4(0.0); for (int y = 0; y < CELL_SIZE; ++y) { for (int x = 0; x < CELL_SIZE; ++x) { vec2 offset = uv + vec2(x, y) * onePixel; minColor = min(minColor, texture2D(u_minTexture, offset)); maxColor = max(maxColor, texture2D(u_maxTexture, offset)); } } gl_FragData[0] = minColor; gl_FragData[1] = maxColor; }`}},"drop-shadow":{composite:{"composite.frag":`precision mediump float; uniform sampler2D u_layerFBOTexture; uniform sampler2D u_blurTexture; uniform vec4 u_shadowColor; uniform vec2 u_shadowOffset; uniform highp mat3 u_displayViewMat3; varying vec2 v_uv; void main() { vec3 offset = u_displayViewMat3 * vec3(u_shadowOffset, 0.0); vec4 layerColor = texture2D(u_layerFBOTexture, v_uv); vec4 blurColor = texture2D(u_blurTexture, v_uv - offset.xy / 2.0); gl_FragColor = ((1.0 - layerColor.a) * blurColor.a * u_shadowColor + layerColor); }`}},"edge-detect":{"frei-chen":{"frei-chen.frag":`precision mediump float; uniform sampler2D u_colorTexture; uniform vec2 u_texSize; varying vec2 v_uv; vec2 texel = vec2(1.0 / u_texSize.x, 1.0 / u_texSize.y); mat3 G[9]; const mat3 g0 = mat3( 0.3535533845424652, 0, -0.3535533845424652, 0.5, 0, -0.5, 0.3535533845424652, 0, -0.3535533845424652 ); const mat3 g1 = mat3( 0.3535533845424652, 0.5, 0.3535533845424652, 0, 0, 0, -0.3535533845424652, -0.5, -0.3535533845424652 ); const mat3 g2 = mat3( 0, 0.3535533845424652, -0.5, -0.3535533845424652, 0, 0.3535533845424652, 0.5, -0.3535533845424652, 0 ); const mat3 g3 = mat3( 0.5, -0.3535533845424652, 0, -0.3535533845424652, 0, 0.3535533845424652, 0, 0.3535533845424652, -0.5 ); const mat3 g4 = mat3( 0, -0.5, 0, 0.5, 0, 0.5, 0, -0.5, 0 ); const mat3 g5 = mat3( -0.5, 0, 0.5, 0, 0, 0, 0.5, 0, -0.5 ); const mat3 g6 = mat3( 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.6666666865348816, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204 ); const mat3 g7 = mat3( -0.3333333432674408, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, 0.6666666865348816, 0.1666666716337204, -0.3333333432674408, 0.1666666716337204, -0.3333333432674408 ); const mat3 g8 = mat3( 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408, 0.3333333432674408 ); void main() { G[0] = g0, G[1] = g1, G[2] = g2, G[3] = g3, G[4] = g4, G[5] = g5, G[6] = g6, G[7] = g7, G[8] = g8; mat3 I; float cnv[9]; vec3 sample; for (float i = 0.0; i < 3.0; i++) { for (float j = 0.0; j < 3.0; j++) { sample = texture2D(u_colorTexture, v_uv + texel * vec2(i - 1.0,j - 1.0)).rgb; I[int(i)][int(j)] = length(sample); } } for (int i = 0; i < 9; i++) { float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]); cnv[i] = dp3 * dp3; } float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]); float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M); gl_FragColor = vec4(vec3(sqrt(M / S)), texture2D(u_colorTexture, v_uv).a); }`},sobel:{"sobel.frag":`precision mediump float; uniform sampler2D u_colorTexture; varying vec2 v_uv; uniform vec2 u_texSize; vec2 texel = vec2(1.0 / u_texSize.x, 1.0 / u_texSize.y); mat3 G[2]; const mat3 g0 = mat3( 1.0, 2.0, 1.0, 0.0, 0.0, 0.0, -1.0, -2.0, -1.0 ); const mat3 g1 = mat3( 1.0, 0.0, -1.0, 2.0, 0.0, -2.0, 1.0, 0.0, -1.0 ); void main() { mat3 I; float cnv[2]; vec3 sample; G[0] = g0; G[1] = g1; for (float i = 0.0; i < 3.0; i++) { for (float j = 0.0; j < 3.0; j++) { sample = texture2D( u_colorTexture, v_uv + texel * vec2(i-1.0,j-1.0) ).rgb; I[int(i)][int(j)] = length(sample); } } for (int i = 0; i < 2; i++) { float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]); cnv[i] = dp3 * dp3; } gl_FragColor = vec4(vec3(0.5 * sqrt(cnv[0] * cnv[0] + cnv[1] * cnv[1])), texture2D(u_colorTexture, v_uv).a); }`}},"edge-enhance":{"edge-enhance.frag":`precision mediump float; uniform sampler2D u_colorTexture; varying vec2 v_uv; uniform vec2 u_texSize; vec2 texel = vec2(1.0 / u_texSize.x, 1.0 / u_texSize.y); mat3 G[2]; const mat3 g0 = mat3( 1.0, 0.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, -1.0 ); const mat3 g1 = mat3( 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0 ); void main() { mat3 I; float cnv[2]; vec3 sample; G[0] = g0; G[1] = g1; for (float i = 0.0; i < 3.0; i++) { for (float j = 0.0; j < 3.0; j++) { sample = texture2D( u_colorTexture, v_uv + texel * vec2(i-1.0,j-1.0) ).rgb; I[int(i)][int(j)] = length(sample); } } for (int i = 0; i < 2; i++) { float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]); cnv[i] = dp3 * dp3; } vec4 color = texture2D(u_colorTexture, v_uv); gl_FragColor = vec4(0.5 * sqrt(cnv[0] * cnv[0] + cnv[1] * cnv[1]) * color); }`},filterEffect:{"filterEffect.frag":`precision mediump float; uniform sampler2D u_colorTexture; uniform mat4 u_coefficients; varying vec2 v_uv; void main() { vec4 color = texture2D(u_colorTexture, v_uv); vec4 rgbw = u_coefficients * vec4(color.a > 0.0 ? color.rgb / color.a : vec3(0.0), 1.0); float a = color.a; gl_FragColor = vec4(a * rgbw.rgb, a); }`},pp:{"pp.vert":`precision mediump float; attribute vec2 a_position; varying vec2 v_uv; void main() { gl_Position = vec4(a_position, 0.0, 1.0); v_uv = (a_position + 1.0) / 2.0; }`}},raster:{bitmap:{"bitmap.frag":`precision mediump float; varying highp vec2 v_texcoord; uniform sampler2D u_texture; uniform highp vec2 u_coordScale; uniform lowp float u_opacity; #include void main() { #ifdef BICUBIC vec4 color = sampleBicubicBSpline(u_texture, v_texcoord, u_coordScale); #else vec4 color = texture2D(u_texture, v_texcoord); #endif gl_FragColor = vec4(color.rgb * u_opacity, color.a * u_opacity); }`,"bitmap.vert":`precision mediump float; attribute vec2 a_pos; uniform highp mat3 u_dvsMat3; uniform highp vec2 u_coordScale; varying highp vec2 v_texcoord; void main() { v_texcoord = a_pos; gl_Position = vec4(u_dvsMat3 * vec3(a_pos * u_coordScale, 1.0), 1.0); }`},common:{"common.glsl":`uniform sampler2D u_image; uniform int u_bandCount; uniform bool u_flipY; uniform float u_opacity; uniform int u_resampling; uniform vec2 u_srcImageSize; #ifdef APPLY_PROJECTION #include #endif #ifdef BICUBIC #include #endif #ifdef BILINEAR #include #endif vec2 getPixelLocation(vec2 coords) { vec2 targetLocation = u_flipY ? vec2(coords.s, 1.0 - coords.t) : coords; #ifdef APPLY_PROJECTION targetLocation = projectPixelLocation(targetLocation); #endif return targetLocation; } bool isOutside(vec2 coords){ if (coords.t>1.00001 ||coords.t<-0.00001 || coords.s>1.00001 ||coords.s<-0.00001) { return true; } else { return false; } } vec4 getPixel(vec2 pixelLocation) { #ifdef BICUBIC vec4 color = sampleBicubicBSpline(u_image, pixelLocation, u_srcImageSize); #elif defined(BILINEAR) vec4 color = sampleBilinear(u_image, pixelLocation, u_srcImageSize); #else vec4 color = texture2D(u_image, pixelLocation); #endif return color; }`,"common.vert":`precision mediump float; attribute vec2 a_pos; uniform highp mat3 u_dvsMat3; uniform highp vec2 u_coordScale; uniform highp float u_scale; uniform highp vec2 u_offset; varying highp vec2 v_texcoord; void main() { v_texcoord = a_pos * u_scale + u_offset; gl_Position = vec4(u_dvsMat3 * vec3(a_pos * u_coordScale, 1.0), 1.0); }`,"contrastBrightness.glsl":`uniform float u_contrastOffset; uniform float u_brightnessOffset; vec4 adjustContrastBrightness(vec4 currentPixel, bool isFloat) { vec4 pixelValue = isFloat ? currentPixel * 255.0 : currentPixel; float maxI = 255.0; float mid = 128.0; float c = u_contrastOffset; float b = u_brightnessOffset; vec4 v; if (c > 0.0 && c < 100.0) { v = (200.0 * pixelValue - 100.0 * maxI + 2.0 * maxI * b) / (2.0 * (100.0 - c)) + mid; } else if (c <= 0.0 && c > -100.0) { v = (200.0 * pixelValue - 100.0 * maxI + 2.0 * maxI * b) * (100.0 + c) / 20000.0 + mid; } else if (c == 100.0) { v = (200.0 * pixelValue - 100.0 * maxI + (maxI + 1.0) * (100.0 - c) + 2.0 * maxI * b); v = (sign(v) + 1.0) / 2.0; } else if (c == -100.0) { v = vec4(mid, mid, mid, currentPixel.a); } vec3 rgb = clamp(v.rgb / 255.0, 0.0, 1.0); return vec4(rgb, currentPixel.a); }`,"getSurfaceValues.glsl":`#include void getSurfaceValues(sampler2D imageTexture, vec2 texCoord, vec2 srcImageSize, inout float values[10]) { vec2 onePixel = 1.0 / srcImageSize; vec4 va = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(-1.0, -1.0))); vec4 vb = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(0.0, -1.0))); vec4 vc = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(1.0, -1.0))); vec4 vd = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(-1.0, 0.0))); vec4 ve = texture2D(imageTexture, mirror(texCoord)); vec4 vf = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(1.0, 0.0))); vec4 vg = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(-1.0, 1.0))); vec4 vh = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(0.0, 1.0))); vec4 vi = texture2D(imageTexture, mirror(texCoord + onePixel * vec2(1.0, 1.0))); float alpha = va.a * vb.a * vc.a * vd.a * ve.a * vf.a * vg.a * vh.a * vi.a; values[0] = va.r; values[1] = vb.r; values[2] = vc.r; values[3] = vd.r; values[4] = ve.r; values[5] = vf.r; values[6] = vg.r; values[7] = vh.r; values[8] = vi.r; values[9] = alpha; }`,"inverse.glsl":`float invertValue(float value) { float s = sign(value); return (s * s) / (value + abs(s) - 1.0); }`,"mirror.glsl":`vec2 mirror(vec2 pos) { vec2 pos1 = abs(pos); return step(pos1, vec2(1.0, 1.0)) * pos1 + step(1.0, pos1) * (2.0 - pos1); }`,"projection.glsl":`uniform sampler2D u_transformGrid; uniform vec2 u_transformSpacing; uniform vec2 u_transformGridSize; uniform vec2 u_targetImageSize; vec2 projectPixelLocation(vec2 coords) { #ifdef LOOKUP_PROJECTION vec4 pv = texture2D(u_transformGrid, coords); return vec2(pv.r, pv.g); #endif vec2 index_image = floor(coords * u_targetImageSize); vec2 oneTransformPixel = vec2(0.25 / u_transformGridSize.s, 1.0 / u_transformGridSize.t); vec2 index_transform = floor(index_image / u_transformSpacing) / u_transformGridSize; vec2 pos = fract((index_image + vec2(0.5, 0.5)) / u_transformSpacing); vec2 srcLocation; vec2 transform_location = index_transform + oneTransformPixel * 0.5; if (pos.s <= pos.t) { vec4 ll_abc = texture2D(u_transformGrid, vec2(transform_location.s, transform_location.t)); vec4 ll_def = texture2D(u_transformGrid, vec2(transform_location.s + oneTransformPixel.s, transform_location.t)); srcLocation.s = dot(ll_abc.rgb, vec3(pos, 1.0)); srcLocation.t = dot(ll_def.rgb, vec3(pos, 1.0)); } else { vec4 ur_abc = texture2D(u_transformGrid, vec2(transform_location.s + 2.0 * oneTransformPixel.s, transform_location.t)); vec4 ur_def = texture2D(u_transformGrid, vec2(transform_location.s + 3.0 * oneTransformPixel.s, transform_location.t)); srcLocation.s = dot(ur_abc.rgb, vec3(pos, 1.0)); srcLocation.t = dot(ur_def.rgb, vec3(pos, 1.0)); } return srcLocation; }`},flow:{"getFadeOpacity.glsl":`uniform float u_decayRate; uniform float u_fadeToZero; float getFadeOpacity(float x) { float cutOff = mix(0.0, exp(-u_decayRate), u_fadeToZero); return (exp(-u_decayRate * x) - cutOff) / (1.0 - cutOff); }`,"getFragmentColor.glsl":`vec4 getFragmentColor(vec4 color, float dist, float size, float featheringSize) { float featheringStart = clamp(0.5 - featheringSize / size, 0.0, 0.5); if (dist > featheringStart) { color *= 1.0 - (dist - featheringStart) / (0.5 - featheringStart); } return color; }`,imagery:{"imagery.frag":`precision highp float; varying vec2 v_texcoord; uniform sampler2D u_texture; uniform float u_Min; uniform float u_Max; uniform float u_featheringSize; #include float getIntensity(float v) { return u_Min + v * (u_Max - u_Min); } void main(void) { vec4 sampled = texture2D(u_texture, v_texcoord); float intensity = getIntensity(sampled.r); gl_FragColor = getColor(intensity); gl_FragColor.a *= getOpacity(sampled.r); gl_FragColor.a *= sampled.a; gl_FragColor.rgb *= gl_FragColor.a; }`,"imagery.vert":`attribute vec2 a_position; attribute vec2 a_texcoord; uniform mat3 u_dvsMat3; varying vec2 v_texcoord; void main(void) { vec2 xy = (u_dvsMat3 * vec3(a_position, 1.0)).xy; gl_Position = vec4(xy, 0.0, 1.0); v_texcoord = a_texcoord; }`},particles:{"particles.frag":`precision highp float; varying vec4 v_color; varying vec2 v_texcoord; varying float v_size; uniform float u_featheringSize; #include void main(void) { gl_FragColor = getFragmentColor(v_color, length(v_texcoord - 0.5), v_size, u_featheringSize); }`,"particles.vert":`attribute vec4 a_xyts0; attribute vec4 a_xyts1; attribute vec4 a_typeIdDurationSeed; attribute vec4 a_extrudeInfo; uniform mat3 u_dvsMat3; uniform mat3 u_displayViewMat3; uniform float u_time; uniform float u_trailLength; uniform float u_flowSpeed; varying vec4 v_color; varying vec2 v_texcoord; varying float v_size; uniform float u_featheringSize; uniform float u_introFade; #include #include void main(void) { vec2 position0 = a_xyts0.xy; float t0 = a_xyts0.z; float speed0 = a_xyts0.w; vec2 position1 = a_xyts1.xy; float t1 = a_xyts1.z; float speed1 = a_xyts1.w; float type = a_typeIdDurationSeed.x; float id = a_typeIdDurationSeed.y; float duration = a_typeIdDurationSeed.z; float seed = a_typeIdDurationSeed.w; vec2 e0 = a_extrudeInfo.xy; vec2 e1 = a_extrudeInfo.zw; float animationPeriod = duration + u_trailLength; float scaledTime = u_time * u_flowSpeed; float randomizedTime = scaledTime + seed * animationPeriod; float t = mod(randomizedTime, animationPeriod); float fUnclamped = (t - t0) / (t1 - t0); float f = clamp(fUnclamped, 0.0, 1.0); float clampedTime = mix(t0, t1, f); float speed = mix(speed0, speed1, f); vec2 extrude; vec2 position; float fadeOpacity; float introOpacity; if (type == 2.0) { if (fUnclamped < 0.0 || (fUnclamped > 1.0 && t1 != duration)) { gl_Position = vec4(0.0, 0.0, -2.0, 1.0); return; } vec2 ortho = mix(e0, e1, f); vec2 parallel; parallel = normalize(position1 - position0) * 0.5; if (id == 1.0) { extrude = ortho; v_texcoord = vec2(0.5, 0.0); } else if (id == 2.0) { extrude = -ortho; v_texcoord = vec2(0.5, 1.0); } else if (id == 3.0) { extrude = ortho + parallel; v_texcoord = vec2(1.0, 0.0); } else if (id == 4.0) { extrude = -ortho + parallel; v_texcoord = vec2(1.0, 1.0); } fadeOpacity = getFadeOpacity((t - clampedTime) / u_trailLength); introOpacity = 1.0 - exp(-clampedTime); v_size = getSize(speed); v_color = getColor(speed); v_color.a *= getOpacity(speed); position = mix(position0, position1, f); } else { if (fUnclamped < 0.0) { gl_Position = vec4(0.0, 0.0, -2.0, 1.0); return; } if (id == 1.0) { extrude = e0; v_texcoord = vec2(0.5, 0.0); fadeOpacity = getFadeOpacity((t - t0) / u_trailLength); introOpacity = 1.0 - exp(-t0); v_size = getSize(speed0); v_color = getColor(speed0); v_color.a *= getOpacity(speed0); position = position0; } else if (id == 2.0) { extrude = -e0; v_texcoord = vec2(0.5, 1.0); fadeOpacity = getFadeOpacity((t - t0) / u_trailLength); introOpacity = 1.0 - exp(-t0); v_size = getSize(speed0); v_color = getColor(speed0); v_color.a *= getOpacity(speed0); position = position0; } else if (id == 3.0) { extrude = mix(e0, e1, f); v_texcoord = vec2(0.5, 0.0); fadeOpacity = getFadeOpacity((t - clampedTime) / u_trailLength); introOpacity = 1.0 - exp(-clampedTime); v_size = getSize(speed); v_color = getColor(speed); v_color.a *= getOpacity(speed); position = mix(position0, position1, f); } else if (id == 4.0) { extrude = -mix(e0, e1, f); v_texcoord = vec2(0.5, 1.0); fadeOpacity = getFadeOpacity((t - clampedTime) / u_trailLength); introOpacity = 1.0 - exp(-clampedTime); v_size = getSize(speed); v_color = getColor(speed); v_color.a *= getOpacity(speed); position = mix(position0, position1, f); } } vec2 xy = (u_dvsMat3 * vec3(position, 1.0) + u_displayViewMat3 * vec3(extrude * v_size, 0.0)).xy; gl_Position = vec4(xy, 0.0, 1.0); v_color.a *= fadeOpacity; v_color.a *= mix(1.0, introOpacity, u_introFade); v_color.rgb *= v_color.a; }`},streamlines:{"streamlines.frag":`precision highp float; varying float v_side; varying float v_time; varying float v_totalTime; varying float v_timeSeed; varying vec4 v_color; varying float v_size; uniform float u_time; uniform float u_trailLength; uniform float u_flowSpeed; uniform float u_featheringSize; uniform float u_introFade; #include #include void main(void) { float t = mod(v_timeSeed * (v_totalTime + u_trailLength) + u_time * u_flowSpeed, v_totalTime + u_trailLength) - v_time; vec4 color = v_color * step(0.0, t) * getFadeOpacity(t / u_trailLength); color *= mix(1.0, 1.0 - exp(-v_time), u_introFade); gl_FragColor = getFragmentColor(color, length((v_side + 1.0) / 2.0 - 0.5), v_size, u_featheringSize); }`,"streamlines.vert":`attribute vec3 a_positionAndSide; attribute vec3 a_timeInfo; attribute vec2 a_extrude; attribute float a_speed; uniform mat3 u_dvsMat3; uniform mat3 u_displayViewMat3; varying float v_time; varying float v_totalTime; varying float v_timeSeed; varying vec4 v_color; varying float v_side; varying float v_size; uniform float u_featheringSize; #include void main(void) { vec4 lineColor = getColor(a_speed); float lineOpacity = getOpacity(a_speed); float lineSize = getSize(a_speed); vec2 position = a_positionAndSide.xy; v_side = a_positionAndSide.z; vec2 xy = (u_dvsMat3 * vec3(position, 1.0) + u_displayViewMat3 * vec3(a_extrude * lineSize, 0.0)).xy; gl_Position = vec4(xy, 0.0, 1.0); v_time = a_timeInfo.x; v_totalTime = a_timeInfo.y; v_timeSeed = a_timeInfo.z; v_color = lineColor; v_color.a *= lineOpacity; v_color.rgb *= v_color.a; v_size = lineSize; }`},"vv.glsl":`#define MAX_STOPS 8 #ifdef VV_COLOR uniform float u_color_stops[MAX_STOPS]; uniform vec4 u_color_values[MAX_STOPS]; uniform int u_color_count; #else uniform vec4 u_color; #endif #ifdef VV_OPACITY uniform float u_opacity_stops[MAX_STOPS]; uniform float u_opacity_values[MAX_STOPS]; uniform int u_opacity_count; #else uniform float u_opacity; #endif #ifdef VV_SIZE uniform float u_size_stops[MAX_STOPS]; uniform float u_size_values[MAX_STOPS]; uniform int u_size_count; #else uniform float u_size; #endif uniform float u_featheringOffset; vec4 getColor(float x) { #ifdef VV_COLOR vec4 color = u_color_values[0]; { for (int i = 1; i < MAX_STOPS; i++) { if (i >= u_color_count) { break; } float x1 = u_color_stops[i - 1]; if (x < x1) { break; } float x2 = u_color_stops[i]; vec4 y2 = u_color_values[i]; if (x < x2) { vec4 y1 = u_color_values[i - 1]; color = y1 + (y2 - y1) * (x - x1) / (x2 - x1); } else { color = y2; } } } #else vec4 color = u_color; #endif return color; } float getOpacity(float x) { #ifdef VV_OPACITY float opacity = u_opacity_values[0]; { for (int i = 1; i < MAX_STOPS; i++) { if (i >= u_opacity_count) { break; } float x1 = u_opacity_stops[i - 1]; if (x < x1) { break; } float x2 = u_opacity_stops[i]; float y2 = u_opacity_values[i]; if (x < x2) { float y1 = u_opacity_values[i - 1]; opacity = y1 + (y2 - y1) * (x - x1) / (x2 - x1); } else { opacity = y2; } } } #else float opacity = u_opacity; #endif return opacity; } float getSize(float x) { #ifdef VV_SIZE float size = u_size_values[0]; { for (int i = 1; i < MAX_STOPS; i++) { if (i >= u_size_count) { break; } float x1 = u_size_stops[i - 1]; if (x < x1) { break; } float x2 = u_size_stops[i]; float y2 = u_size_values[i]; if (x < x2) { float y1 = u_size_values[i - 1]; size = y1 + (y2 - y1) * (x - x1) / (x2 - x1); } else { size = y2; } } } #else float size = u_size; #endif return size + 2.0 * u_featheringSize * u_featheringOffset; }`},hillshade:{"hillshade.frag":`precision mediump float; varying highp vec2 v_texcoord; #include uniform int u_hillshadeType; uniform float u_sinZcosAs[6]; uniform float u_sinZsinAs[6]; uniform float u_cosZs[6]; uniform float u_weights[6]; uniform vec2 u_factor; uniform float u_minValue; uniform float u_maxValue; #include #include vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), min(d / (q.x + e), 1.0), q.x); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } vec4 overlay(float val, float minValue, float maxValue, float hillshade) { val = clamp((val - minValue) / (maxValue - minValue), 0.0, 1.0); vec4 rgb = colorize(vec4(val, val, val, 1.0), 255.0); vec3 hsv = rgb2hsv(rgb.xyz); hsv.z = hillshade; return vec4(hsv2rgb(hsv), 1.0) * rgb.a; } void main() { vec2 pixelLocation = getPixelLocation(v_texcoord); if (isOutside(pixelLocation)) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); return; } vec4 currentPixel = getPixel(pixelLocation); if (currentPixel.a == 0.0) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); return; } float pv[10]; getSurfaceValues(u_image, pixelLocation, u_srcImageSize, pv); float alpha = pv[9]; float dzx = (pv[2] + 2.0 * pv[5] + pv[8] - pv[0] - 2.0 * pv[3] - pv[6]) * u_factor.s; float dzy = (pv[6] + 2.0 * pv[7] + pv[8] - pv[0] - 2.0 * pv[1] - pv[2]) * u_factor.t; float dzd = sqrt(1.0 + dzx * dzx + dzy * dzy); float hillshade = 0.0; if (u_hillshadeType == 0){ float cosDelta = u_sinZsinAs[0] * dzy - u_sinZcosAs[0] * dzx; float z = (u_cosZs[0] + cosDelta) / dzd; if (z < 0.0) z = 0.0; hillshade = z; } else { for (int k = 0; k < 6; k++) { float cosDelta = u_sinZsinAs[k] * dzy - u_sinZcosAs[k] * dzx; float z = (u_cosZs[k] + cosDelta) / dzd; if (z < 0.0) z = 0.0; hillshade = hillshade + z * u_weights[k]; if (k == 5) break; } } #ifdef APPLY_COLORMAP gl_FragColor = overlay(pv[4], u_minValue, u_maxValue, hillshade) * alpha * u_opacity; #else gl_FragColor = vec4(hillshade, hillshade, hillshade, 1.0) * alpha * u_opacity; #endif }`},lut:{"colorize.glsl":`uniform sampler2D u_colormap; uniform float u_colormapOffset; uniform float u_colormapMaxIndex; vec4 colorize(vec4 currentPixel, float scaleFactor) { float clrIndex = clamp(currentPixel.r * scaleFactor - u_colormapOffset, 0.0, u_colormapMaxIndex); vec2 clrPosition = vec2((clrIndex + 0.5) / (u_colormapMaxIndex + 1.0), 0.0); vec4 color = texture2D(u_colormap, clrPosition); vec4 result = vec4(color.rgb, color.a * currentPixel.a); return result; }`,"lut.frag":`precision mediump float; varying highp vec2 v_texcoord; #include #include void main() { vec2 pixelLocation = getPixelLocation(v_texcoord); if (isOutside(pixelLocation)) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); return; } vec4 currentPixel = getPixel(pixelLocation); vec4 result = colorize(currentPixel, 1.0); gl_FragColor = vec4(result.xyz, 1.0) * result.a * u_opacity; }`},magdir:{"magdir.frag":`precision mediump float; varying vec4 v_color; uniform lowp float u_opacity; void main() { gl_FragColor = v_color * u_opacity; }`,"magdir.vert":`precision mediump float; attribute vec2 a_pos; attribute vec2 a_offset; attribute vec2 a_vv; uniform highp mat3 u_dvsMat3; uniform highp vec2 u_coordScale; uniform vec2 u_symbolSize; uniform vec2 u_symbolPercentRange; uniform vec2 u_dataRange; uniform float u_rotation; uniform vec4 u_colors[12]; varying vec4 v_color; void main() { float angle = a_offset.y + u_rotation; #ifndef ROTATION_GEOGRAPHIC angle = 3.14159265359 * 2.0 - angle - 3.14159265359 / 2.0; #endif vec2 offset = vec2(cos(angle), sin(angle)) * a_offset.x; #ifdef DATA_RANGE float valuePercentage = clamp((a_vv.y - u_dataRange.x) / (u_dataRange.y - u_dataRange.x), 0.0, 1.0); float sizeRatio = u_symbolPercentRange.x + valuePercentage * (u_symbolPercentRange.y - u_symbolPercentRange.x); float sizePercentage = clamp(sizeRatio, u_symbolPercentRange.x, u_symbolPercentRange.y); #else float sizePercentage = (u_symbolPercentRange.x + u_symbolPercentRange.y) / 2.0; #endif vec2 pos = a_pos + offset * sizePercentage * u_symbolSize; v_color = u_colors[int(a_vv.x)]; gl_Position = vec4(u_dvsMat3 * vec3(pos * u_coordScale, 1.0), 1.0); }`},reproject:{"reproject.frag":`precision mediump float; varying vec2 v_texcoord; #include void main() { vec2 pixelLocation = getPixelLocation(v_texcoord); if (isOutside(pixelLocation)) { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); return; } vec4 currentPixel = getPixel(pixelLocation); gl_FragColor = vec4(currentPixel.rgb, 1.0) * currentPixel.a * u_opacity; }`,"reproject.vert":`precision mediump float; attribute vec2 a_position; varying highp vec2 v_texcoord; void main() { v_texcoord = a_position; gl_Position = vec4(2.0 * (a_position - 0.5), 0.0, 1.0); }`},rfx:{aspect:{"aspect.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform vec2 u_cellSize; uniform vec2 u_srcImageSize; #include const float pi = 3.14159265359; void main() { float pv[10]; getSurfaceValues(u_image, v_texcoord, u_srcImageSize, pv); float alpha = pv[9]; float dzx = (pv[2] + 2.0 * pv[5] + pv[8] - pv[0] - 2.0 * pv[3] - pv[6]) / (8.0 * u_cellSize[0]); float dzy = -(pv[6] + 2.0 * pv[7] + pv[8] - pv[0] - 2.0 * pv[1] - pv[2]) / (8.0 * u_cellSize[1]); alpha *= sign(abs(dzx) + abs(dzy)); float aspect_rad = (dzx == 0.0) ? (step(0.0, dzy) * 0.5 * pi + step(dzy, 0.0) * 1.5 * pi) : mod((2.5 * pi + atan(dzy, -dzx)), 2.0 * pi); float aspect = aspect_rad * 180.0 / pi; gl_FragColor = vec4(aspect, aspect, aspect, 1.0) * alpha; }`},bandarithmetic:{"bandarithmetic.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform mediump mat3 u_bandIndexMat3; uniform float u_adjustments[3]; #include void main() { vec4 pv = texture2D(u_image, v_texcoord); vec3 pv2 = u_bandIndexMat3 * pv.rgb; float nir = pv2.r; float red = pv2.g; float index; #ifdef NDXI index = (nir - red) * invertValue(nir + red); #elif defined(SR) index = nir * invertValue(red); #elif defined(CI) index = nir * invertValue(red) - 1.0; #elif defined(SAVI) index = (nir - red) * invertValue(nir + red + u_adjustments[0]) * (1.0 + u_adjustments[0]); #elif defined(TSAVI) float s = u_adjustments[0]; float a = u_adjustments[1]; float x = u_adjustments[2]; float y = -a * s + x * (1.0 + s * s); index = (s * (nir - s * red - a)) * invertValue(a * nir + red + y); #elif defined(MAVI) index = 0.5 * (2.0 * (nir + 1.0) - sqrt(pow((2.0 * nir + 1.0), 2.0) - 8.0 * (nir - red))); #elif defined(GEMI) float eta = (2.0 * (nir * nir - red * red) + 1.5 * nir + 0.5 * red) * invertValue(nir + red + 0.5); index = eta * (1.0 - 0.25 * eta) - (red - 0.125) * invertValue(1.0 - red); #elif defined(PVI) float a = u_adjustments[0]; float b = u_adjustments[1]; float y = sqrt(1.0 + a * a); index = (nir - a * red - b) * invertValue(y); #elif defined(VARI) index = (pv2.g - pv2.r) * invertValue(pv2.g + pv2.r - pv2.b); #elif defined(MTVI2) float green = pv2.b; float v = pow(sqrt((2.0 * nir + 1.0), 2.0) - 6.0 * nir - 5.0 * sqrt(red) - 0.5); index = 1.5 * (1.2 * (nir - green) - 2.5 * (red - green)) * v; #elif defined(RTVICORE) float green = pv2.b; index = 100.0 * (nir - red) - 10.0 * (nir - green); #elif defined(EVI) float blue = pv2.b; float denom = nir + 6.0 * red - 7.5 * blue + 1.0; index = (2.5 * (nir - red)) * invertValue(denom); #elif defined(WNDWI) float g = pv2.r; float n = pv2.g; float s = pv2.s; float a = u_adjustments[0]; float denom = g + a * n + (1.0 - a) * s; index = (g - a * n - (1 - a) * s) * invertValue(denom); #elif defined(BAI) index = invertValue(pow((0.1 - red), 2.0) + pow((0.06 - nir), 2.0)); #else gl_FragColor = pv; return; #endif gl_FragColor = vec4(index, index, index, pv.a); }`},compositeband:{"compositeband.frag":`precision mediump float; uniform sampler2D u_image; uniform sampler2D u_image1; uniform sampler2D u_image2; varying vec2 v_texcoord; void main() { vec4 p0 = texture2D(u_image, v_texcoord); vec4 p1 = texture2D(u_image1, v_texcoord); vec4 p2 = texture2D(u_image2, v_texcoord); gl_FragColor = vec4(p0.r, p1.r, p2.r, p0.a * p1.a * p2.a); }`},contrast:{"contrast.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; #include void main() { vec4 pv = texture2D(u_image, v_texcoord); vec4 result = adjustContrastBrightness(pv, false) ; gl_FragColor = vec4(result.rgb * 255.0, result.a); }`},convolution:{"convolution.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform vec2 u_srcImageSize; #define KERNEL_SIZE_ROWS ROWS #define KERNEL_SIZE_COLS COLS uniform vec2 u_clampRange; uniform float u_kernel[25]; #include void main() { vec3 rgb = vec3(0.0, 0.0, 0.0); vec2 resolution = 1.0 / u_srcImageSize; float rowOffset = -float(floor(float(KERNEL_SIZE_ROWS) / 2.0)); float colOffset = -float(floor(float(KERNEL_SIZE_COLS) / 2.0)); float alpha = 1.0; for (int row = 0; row < KERNEL_SIZE_ROWS; row++) { float pos_row = rowOffset + float(row); for (int col = 0; col < KERNEL_SIZE_COLS; col++) { vec2 pos = v_texcoord + vec2(colOffset + float(col), pos_row) * resolution; vec4 pv = texture2D(u_image, mirror(pos)); rgb += pv.rgb * u_kernel[row * KERNEL_SIZE_COLS + col]; alpha *= pv.a; } } rgb = clamp(rgb, u_clampRange.s, u_clampRange.t); gl_FragColor = vec4(rgb * alpha, alpha); }`},curvature:{"curvature.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform float u_zlFactor; uniform vec2 u_srcImageSize; #include void main() { float pv[10]; getSurfaceValues(u_image, v_texcoord, u_srcImageSize, pv); float alpha = pv[9]; float d = ((pv[3] + pv[5]) * 0.5 - pv[4]); float e = ((pv[1] + pv[7]) * 0.5 - pv[4]); float curvature = 0.0; #ifdef STANDARD curvature = -u_zlFactor * (d + e); gl_FragColor = vec4(curvature, curvature, curvature, alpha); #else float f = (-pv[0] + pv[2] + pv[6] - pv[8]) / 4.0; float g = (-pv[3] + pv[5]) / 2.0; float h = (pv[1] - pv[7]) / 2.0; float g2 = g * g; float h2 = h * h; #ifdef PROFILE curvature = (u_zlFactor * (d * g2 + e * h2 + f * g * h)) / (g2 + h2); #else curvature = (-u_zlFactor * (d * h2 + e * g2 - f * g * h)) / (g2 + h2); #endif #endif gl_FragColor = vec4(curvature, curvature, curvature, alpha); }`},extractband:{"extractband.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform mediump mat3 u_bandIndexMat3; void main() { vec4 pv = texture2D(u_image, v_texcoord); vec3 pv2 = u_bandIndexMat3 * pv.rgb; gl_FragColor = vec4(pv2, pv.a); }`},focalstatistics:{"focalstatistics.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform vec2 u_srcImageSize; #define KERNEL_SIZE_ROWS ROWS #define KERNEL_SIZE_COLS COLS uniform vec2 u_clampRange; #include #include void main() { vec2 resolution = 1.0 / u_srcImageSize; float rowOffset = -float(floor(float(KERNEL_SIZE_ROWS) / 2.0)); float colOffset = -float(floor(float(KERNEL_SIZE_COLS) / 2.0)); float count = 0.0; #ifdef STDDEV vec3 sum = vec3(0.0, 0.0, 0.0); vec3 sum2 = vec3(0.0, 0.0, 0.0); #endif vec4 currentPixel = texture2D(u_image, v_texcoord); vec3 rgb = currentPixel.rgb; for (int row = 0; row < KERNEL_SIZE_ROWS; row++) { float pos_row = rowOffset + float(row); for (int col = 0; col < KERNEL_SIZE_COLS; col++) { vec2 pos = v_texcoord + vec2(colOffset + float(col), pos_row) * resolution; vec4 pv = texture2D(u_image, mirror(pos)); count += pv.a; #ifdef MIN rgb = min(rgb, pv.rgb); #elif defined(MAX) rgb = max(rgb, pv.rgb); #elif defined(MEAN) rgb += pv.rgb; #elif defined(STDDEV) sum += pv.rgb; sum2 += (pv.rgb * pv.rgb); #endif } } #ifdef MEAN rgb *= invertValue(count); #elif defined(STDDEV) rgb = sqrt((sum2 - sum * sum * invertValue(count)) * invertValue(count)); #endif float alpha = step(0.9999, count); rgb = clamp(rgb, u_clampRange.s, u_clampRange.t); #ifdef FILL rgb = (1.0 - currentPixel.a) * rgb + currentPixel.a * currentPixel.rgb; #endif gl_FragColor = vec4(rgb * alpha, alpha); }`},local:{"local.frag":`precision mediump float; uniform sampler2D u_image; uniform sampler2D u_image1; #ifdef ONE_CONSTANT uniform float u_image1Const; #ifdef TWO_CONSTANT uniform float u_image2Const; #endif uniform mat3 u_imageSwap; #endif varying vec2 v_texcoord; uniform vec2 u_domainRange; #include void main() { vec4 pv0 = texture2D(u_image, v_texcoord); float a = pv0.r; #ifdef TWO_IMAGES #ifdef ONE_CONSTANT float b = u_image1Const; vec3 abc = u_imageSwap * vec3(a, b, 0); a = abc.s; b = abc.t; #else vec4 pv1 = texture2D(u_image1, v_texcoord); float b = pv1.r; #endif #elif defined(CONDITIONAL) #ifdef TWO_CONSTANT float b = u_image1Const; float c = u_image2Const; vec3 abc = u_imageSwap * vec3(a, b, c); a = abc.s; b = abc.t; c = abc.p; #elif defined(ONE_CONSTANT) vec4 pv1 = texture2D(u_image1, v_texcoord); float b = pv1.r; float c = u_image1Const; vec3 abc = u_imageSwap * vec3(a, b, c); a = abc.s; b = abc.t; c = abc.p; #else vec4 pv1 = texture2D(u_image1, v_texcoord); vec4 pv2 = texture2D(u_image2, v_texcoord); float b = pv1.r; float c = pv2.r; #endif #endif float result = a; float alpha = pv0.a; #ifdef PLUS result = a + b; #elif defined(MINUS) result = a - b; #elif defined(TIMES) result = a * b; #elif defined(DIVIDE) result = a * invertValue(b); alpha *= float(abs(sign(b))); #elif defined(FLOATDIVIDE) result = a * invertValue(b); alpha *= float(abs(sign(b))); #elif defined(FLOORDIVIDE) result = floor(a * invertValue(b)); alpha *= float(abs(sign(b))); #elif defined(SQUARE) result = a * a; #elif defined(SQRT) result = sqrt(a); #elif defined(POWER) result = pow(a, b); #elif defined(LN) result = a <= 0.0 ? 0.0: log(a); alpha *= float(a > 0.0); #elif defined(LOG_1_0) result = a <= 0.0 ? 0.0: log2(a) * invertValue(log2(10.0)); alpha *= float(a > 0.0); #elif defined(LOG_2) result = a <= 0.0 ? 0.0: log2(a); alpha *= float(a > 0.0); #elif defined(EXP) result = exp(a); #elif defined(EXP_1_0) result = pow(10.0, a); #elif defined(EXP_2) result = pow(2.0, a); #elif defined(ROUNDDOWN) result = floor(a); #elif defined(ROUNDUP) result = ceil(a); #elif defined(INT) result = float(sign(a)) * floor(abs(a)); #elif defined(MOD) result = mod(a, b); #elif defined(NEGATE) result = -a; #elif defined(ABS) result = abs(a); #elif defined(ACOS) result = abs(a) > 1.0 ? 0.0: acos(a); alpha *= step(abs(a), 1.00001); #elif defined(ACOSH) result = acosh(a); #elif defined(POLYFILLACOSH) result = log(a + sqrt(a * a - 1.0)); #elif defined(ASIN) result = abs(a) > 1.0 ? 0.0: asin(a); alpha *= step(abs(a), 1.00001); #elif defined(ASINH) result = asinh(a); #elif defined(POLYFILLASINH) result = log(a + sqrt(a * a + 1.0)); #elif defined(ATAN) result = atan(a); #elif defined(ATANH) result = abs(a) > 1.0 ? 0.0: atanh(a); alpha *= step(abs(a), 1.0); #elif defined(POLYFILLATANH) result = a == 1.0 ? 0.0 : 0.5 * log((1.0 + a)/(1.0 -a)); #elif defined(ATAN_2) result = atan(a, b); #elif defined(COS) result = cos(a); #elif defined(COSH) result = cosh(a); #elif defined(POLYFILLCOSH) float halfexp = exp(a) / 2.0; result = halfexp + 1.0 / halfexp; #elif defined(SIN) result = sin(a); #elif defined(SINH) result = sinh(a); #elif defined(POLYFILLSINH) float halfexp = exp(a) / 2.0; result = halfexp - 1.0 / halfexp; #elif defined(TAN) result = tan(a); #elif defined(TANH) result = tanh(a); #elif defined(POLYFILLTANH) float expx = exp(a); result = (expx - 1.0 / expx) / (expx + 1.0 / expx); #elif defined(BITWISEAND) result = a & b; #elif defined(BITWISEOR) result = a | b; #elif defined(BITWISELEFTSHIFT) result = a << b; #elif defined(BITWISERIGHTSHIFT) result = a >> b; #elif defined(BITWISENOT) result = ~a; #elif defined(BITWISEXOR) result = a ^ b; #elif defined(BOOLEANAND) result = float((a != 0.0) && (b != 0.0)); #elif defined(BOOLEANNOT) result = float(a == 0.0); #elif defined(BOOLEANOR) result = float((a != 0.0) || (b != 0.0)); #elif defined(BOOLEANXOR) result = float((a != 0.0) ^^ (b != 0.0)); #elif defined(GREATERTHAN) result = float(a > b); #elif defined(GREATERTHANEQUAL) result = float(a >= b); #elif defined(LESSTHAN) result = float(a < b); #elif defined(LESSTHANEQUAL) result = float(a <= b); #elif defined(EQUALTO) result = float(a == b); #elif defined(NOTEQUAL) result = float(a != b); #elif defined(ISNULL) result = float(alpha == 0.0); alpha = 1.0; #elif defined(SETNULL) float maskValue = float(a == 0.0); result = maskValue * b; alpha *= maskValue; #elif defined(CONDITIONAL) float weight = float(abs(sign(a))); result = weight * b + (1.0 - weight) * c; #endif bool isInvalid = result < u_domainRange.s || result > u_domainRange.t; result = isInvalid ? 0.0 : result; alpha *= float(!isInvalid); #ifdef ROUND_OUTPUT result = floor(result + 0.5); #endif gl_FragColor = vec4(result, result, result, alpha); }`},mask:{"mask.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; #define LEN_INCLUDED_RANGES 6 #define LEN_NODATA_VALUES 6 uniform highp float u_includedRanges[6]; uniform highp float u_noDataValues[6]; float maskFactor(float bandValue, float fromValue, float to) { float factor = 1.0; for (int i = 0; i < LEN_NODATA_VALUES; i++) { factor *= float(u_noDataValues[i] != bandValue); } factor *= step(fromValue, bandValue) * step(bandValue, to); return factor; } void main() { vec4 pv = texture2D(u_image, v_texcoord); float redFactor = maskFactor(pv.r, u_includedRanges[0], u_includedRanges[1]); #ifdef MULTI_BAND float greenFactor = maskFactor(pv.g, u_includedRanges[2], u_includedRanges[3]); float blueFactor = maskFactor(pv.b, u_includedRanges[4], u_includedRanges[5]); float maskFactor = redFactor * greenFactor * blueFactor; gl_FragColor = pv * maskFactor; #else gl_FragColor = pv * redFactor; #endif }`},ndvi:{"ndvi.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform mediump mat3 u_bandIndexMat3; #include void main() { vec4 pv = texture2D(u_image, v_texcoord); vec3 pv2 = u_bandIndexMat3 * pv.rgb; float nir = pv2.r; float red = pv2.g; float index = (nir - red) * invertValue(nir + red); #ifdef SCALED index = floor((index + 1.0) * 100.0 + 0.5); #endif gl_FragColor = vec4(index, index, index, pv.a); }`},remap:{"remap.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; #define LEN_REMAP_RANGES 18 #define LEN_NODATA_RANGES 12 uniform highp float u_rangeMaps[18]; uniform highp float u_noDataRanges[12]; uniform highp float u_unmatchMask; uniform vec2 u_clampRange; void main() { vec4 pv = texture2D(u_image, v_texcoord); float factor = 1.0; float bandValue = pv.r; for (int i = 0; i < LEN_NODATA_RANGES; i+=2) { float inside = 1.0 - step(u_noDataRanges[i], bandValue) * step(bandValue, u_noDataRanges[i+1]); factor *= inside; } float mapValue = 0.0; float includeMask = 0.0; for (int i = 0; i < LEN_REMAP_RANGES; i+=3) { float stepMask = step(u_rangeMaps[i], bandValue) * step(bandValue, u_rangeMaps[i+1]); includeMask = (1.0 - stepMask) * includeMask + stepMask; mapValue = (1.0 - stepMask) * mapValue + stepMask * u_rangeMaps[i+2]; } bandValue = factor * (mapValue + (1.0 - includeMask) * u_unmatchMask * pv.r); float bandMask = factor * max(u_unmatchMask, includeMask); bandValue = clamp(bandValue, u_clampRange.s, u_clampRange.t); gl_FragColor = vec4(bandValue, bandValue, bandValue, bandMask * pv.a); }`},slope:{"slope.frag":`precision mediump float; uniform sampler2D u_image; varying vec2 v_texcoord; uniform vec2 u_cellSize; uniform float u_zFactor; uniform vec2 u_srcImageSize; uniform float u_pixelSizePower; uniform float u_pixelSizeFactor; #include void main() { float pv[10]; getSurfaceValues(u_image, v_texcoord, u_srcImageSize, pv); float alpha = pv[9]; float xf = (u_zFactor + pow(u_cellSize[0], u_pixelSizePower) * u_pixelSizeFactor) / (8.0 * u_cellSize[0]); float yf = (u_zFactor + pow(u_cellSize[1], u_pixelSizePower) * u_pixelSizeFactor) / (8.0 * u_cellSize[1]); float dzx = (pv[2] + 2.0 * pv[5] + pv[8] - pv[0] - 2.0 * pv[3] - pv[6]) * xf; float dzy = -(pv[6] + 2.0 * pv[7] + pv[8] - pv[0] - 2.0 * pv[1] - pv[2]) * yf; float rise2run = sqrt(dzx * dzx + dzy * dzy); #ifdef PERCENT_RISE float percentRise = rise2run * 100.0; gl_FragColor = vec4(percentRise, percentRise, percentRise, alpha); #else float degree = atan(rise2run) * 57.2957795; gl_FragColor = vec4(degree, degree, degree, alpha); #endif }`},stretch:{"stretch.frag":`precision mediump float; uniform sampler2D u_image; varying highp vec2 v_texcoord; uniform float u_minCutOff[3]; uniform float u_maxCutOff[3]; uniform float u_minOutput; uniform float u_maxOutput; uniform float u_factor[3]; uniform float u_gamma[3]; uniform float u_gammaCorrection[3]; float stretchOneValue(float val, float minCutOff, float maxCutOff, float minOutput, float maxOutput, float factor, float gamma, float gammaCorrection) { val = clamp(val, minCutOff, maxCutOff); float stretchedVal; #ifdef USE_GAMMA float tempf = 1.0; float outRange = maxOutput - minOutput; float relativeVal = (val - minCutOff) / (maxCutOff - minCutOff); tempf -= step(1.0, gamma) * sign(gamma - 1.0) * pow(1.0 / outRange, relativeVal * gammaCorrection); stretchedVal = tempf * outRange * pow(relativeVal, 1.0 / gamma) + minOutput; stretchedVal = clamp(stretchedVal, minOutput, maxOutput); #else stretchedVal = minOutput + (val - minCutOff) * factor; #endif #ifdef ROUND_OUTPUT stretchedVal = floor(stretchedVal + 0.5); #endif return stretchedVal; } void main() { vec4 currentPixel = texture2D(u_image, v_texcoord); float redVal = stretchOneValue(currentPixel.r, u_minCutOff[0], u_maxCutOff[0], u_minOutput, u_maxOutput, u_factor[0], u_gamma[0], u_gammaCorrection[0]); #ifdef MULTI_BAND float greenVal = stretchOneValue(currentPixel.g, u_minCutOff[1], u_maxCutOff[1], u_minOutput, u_maxOutput, u_factor[1], u_gamma[1], u_gammaCorrection[1]); float blueVal = stretchOneValue(currentPixel.b, u_minCutOff[2], u_maxCutOff[2], u_minOutput, u_maxOutput, u_factor[2], u_gamma[2], u_gammaCorrection[2]); gl_FragColor = vec4(redVal, greenVal, blueVal, currentPixel.a); #else gl_FragColor = vec4(redVal, redVal, redVal, currentPixel.a); #endif }`},vs:{"vs.vert":`precision mediump float; attribute vec2 a_pos; uniform highp mat3 u_dvsMat3; uniform highp vec2 u_coordScale; varying highp vec2 v_texcoord; void main() { v_texcoord = a_pos; gl_Position = vec4(u_dvsMat3 * vec3(a_pos * u_coordScale, 1.0), 1.0); }`}},scalar:{"scalar.frag":`precision mediump float; uniform lowp float u_opacity; varying vec2 v_pos; const vec4 outlineColor = vec4(0.2, 0.2, 0.2, 1.0); const float outlineSize = 0.02; const float innerRadius = 0.25; const float outerRadius = 0.42; const float innerSquareLength = 0.15; void main() { mediump float dist = length(v_pos); mediump float fillalpha1 = smoothstep(outerRadius, outerRadius + outlineSize, dist); fillalpha1 *= (1.0-smoothstep(outerRadius + outlineSize, outerRadius + 0.1 + outlineSize, dist)); #ifdef INNER_CIRCLE mediump float fillalpha2 = smoothstep(innerRadius, innerRadius + outlineSize, dist); fillalpha2 *= (1.0-smoothstep(innerRadius + outlineSize, innerRadius + 0.1 + outlineSize, dist)); #else mediump float fillalpha2 = (abs(v_pos.x) < innerSquareLength ? 1.0 : 0.0) * (abs(v_pos.y) < innerSquareLength ? 1.0 : 0.0); #endif gl_FragColor = (fillalpha2 + fillalpha1) * outlineColor * u_opacity; }`,"scalar.vert":`precision mediump float; attribute vec2 a_pos; attribute vec2 a_offset; attribute vec2 a_vv; uniform highp mat3 u_dvsMat3; uniform highp vec2 u_coordScale; uniform vec2 u_symbolSize; uniform vec2 u_symbolPercentRange; uniform vec2 u_dataRange; varying vec2 v_pos; void main() { #ifdef DATA_RANGE float valuePercentage = clamp((a_vv.y - u_dataRange.x) / (u_dataRange.y - u_dataRange.x), 0.0, 1.0); float sizeRatio = u_symbolPercentRange.x + valuePercentage * (u_symbolPercentRange.y - u_symbolPercentRange.x); float sizePercentage = clamp(sizeRatio, u_symbolPercentRange.x, u_symbolPercentRange.y); #else float sizePercentage = (u_symbolPercentRange.x + u_symbolPercentRange.y) / 2.0; #endif vec2 size = u_symbolSize * sizePercentage; vec2 pos = a_pos + a_offset * size; v_pos = a_offset; gl_Position = vec4(u_dvsMat3 * vec3(pos * u_coordScale, 1.0), 1.0); }`},stretch:{"stretch.frag":`precision mediump float; varying highp vec2 v_texcoord; #include uniform float u_minCutOff[3]; uniform float u_maxCutOff[3]; uniform float u_minOutput; uniform float u_maxOutput; uniform float u_factor[3]; uniform bool u_useGamma; uniform float u_gamma[3]; uniform float u_gammaCorrection[3]; #include float stretchOneValue(float val, float minCutOff, float maxCutOff, float minOutput, float maxOutput, float factor, bool useGamma, float gamma, float gammaCorrection) { if (val >= maxCutOff) { return maxOutput; } else if (val <= minCutOff) { return minOutput; } float stretchedVal; if (useGamma) { float tempf = 1.0; float outRange = maxOutput - minOutput; float relativeVal = (val - minCutOff) / (maxCutOff - minCutOff); if (gamma > 1.0) { tempf -= pow(1.0 / outRange, relativeVal * gammaCorrection); } stretchedVal = (tempf * outRange * pow(relativeVal, 1.0 / gamma) + minOutput) / 255.0; } else { stretchedVal = minOutput + (val - minCutOff) * factor; } return stretchedVal; } void main() { vec2 pixelLocation = getPixelLocation(v_texcoord); if (isOutside(pixelLocation)) { gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); return; } vec4 currentPixel = getPixel(pixelLocation); #ifdef NOOP gl_FragColor = vec4(currentPixel.rgb, 1.0) * currentPixel.a * u_opacity; return; #endif if (u_bandCount == 1) { float grayVal = stretchOneValue(currentPixel.r, u_minCutOff[0], u_maxCutOff[0], u_minOutput, u_maxOutput, u_factor[0], u_useGamma, u_gamma[0], u_gammaCorrection[0]); #ifdef APPLY_COLORMAP vec4 result = colorize(vec4(grayVal, grayVal, grayVal, 1.0), u_useGamma ? 255.0 : 1.0); gl_FragColor = vec4(result.xyz, 1.0) * result.a * currentPixel.a * u_opacity; #else gl_FragColor = vec4(grayVal, grayVal, grayVal, 1.0) * currentPixel.a * u_opacity; #endif } else { float redVal = stretchOneValue(currentPixel.r, u_minCutOff[0], u_maxCutOff[0], u_minOutput, u_maxOutput, u_factor[0], u_useGamma, u_gamma[0], u_gammaCorrection[0]); float greenVal = stretchOneValue(currentPixel.g, u_minCutOff[1], u_maxCutOff[1], u_minOutput, u_maxOutput, u_factor[1], u_useGamma, u_gamma[1], u_gammaCorrection[1]); float blueVal = stretchOneValue(currentPixel.b, u_minCutOff[2], u_maxCutOff[2], u_minOutput, u_maxOutput, u_factor[2], u_useGamma, u_gamma[2], u_gammaCorrection[2]); gl_FragColor = vec4(redVal, greenVal, blueVal, 1.0) * currentPixel.a * u_opacity; } }`}},stencil:{"stencil.frag":`void main() { gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); }`,"stencil.vert":`attribute vec2 a_pos; uniform mat3 u_worldExtent; void main() { gl_Position = vec4(u_worldExtent * vec3(a_pos, 1.0), 1.0); }`},tileInfo:{"tileInfo.frag":`uniform mediump sampler2D u_texture; varying mediump vec2 v_tex; void main(void) { lowp vec4 color = texture2D(u_texture, v_tex); gl_FragColor = 0.75 * color; }`,"tileInfo.vert":`attribute vec2 a_pos; uniform highp mat3 u_dvsMat3; uniform mediump float u_depth; uniform mediump vec2 u_coord_ratio; uniform mediump vec2 u_delta; uniform mediump vec2 u_dimensions; varying mediump vec2 v_tex; void main() { mediump vec2 offset = u_coord_ratio * vec2(u_delta + a_pos * u_dimensions); vec3 v_pos = u_dvsMat3 * vec3(offset, 1.0); gl_Position = vec4(v_pos.xy, 0.0, 1.0); v_tex = a_pos; }`},util:{"atan2.glsl":`float atan2(in float y, in float x) { float t0, t1, t2, t3, t4; t3 = abs(x); t1 = abs(y); t0 = max(t3, t1); t1 = min(t3, t1); t3 = 1.0 / t0; t3 = t1 * t3; t4 = t3 * t3; t0 = - 0.013480470; t0 = t0 * t4 + 0.057477314; t0 = t0 * t4 - 0.121239071; t0 = t0 * t4 + 0.195635925; t0 = t0 * t4 - 0.332994597; t0 = t0 * t4 + 0.999995630; t3 = t0 * t3; t3 = (abs(y) > abs(x)) ? 1.570796327 - t3 : t3; t3 = x < 0.0 ? 3.141592654 - t3 : t3; t3 = y < 0.0 ? -t3 : t3; return t3; }`,"encoding.glsl":`const vec4 rgba2float_factors = vec4( 255.0 / (256.0), 255.0 / (256.0 * 256.0), 255.0 / (256.0 * 256.0 * 256.0), 255.0 / (256.0 * 256.0 * 256.0 * 256.0) ); float rgba2float(vec4 rgba) { return dot(rgba, rgba2float_factors); }`}};function sn(d){let e=ln;return d.split("/").forEach(t=>{e&&(e=e[t])}),e}const un=new Ut(sn);function Ee(d){return un.resolveIncludes(d)}const _e={shaders:{vertexShader:Ee("background/background.vert"),fragmentShader:Ee("background/background.frag")},attributes:new Map([["a_pos",0]])},cn=()=>te("clip",{geometry:[{location:0,name:"a_pos",count:2,type:c.SHORT}]});let fn=class extends Y{constructor(){super(...arguments),this._color=$(0,1,0,1)}dispose(){this._program&&this._program.dispose()}prepareState({context:e}){e.setStencilTestEnabled(!0),e.setBlendingEnabled(!1),e.setFaceCullingEnabled(!1),e.setColorMask(!1,!1,!1,!1),e.setStencilOp(re.KEEP,re.KEEP,re.REPLACE),e.setStencilWriteMask(255),e.setStencilFunction(F.ALWAYS,0,255)}draw(e,t){const{context:n,state:o,requestRender:i,allowDelayedRender:a}=e,r=cn(),s=t.getVAO(n,o,r.attributes,r.bufferLayouts);s.indexBuffer!=null&&(this._program||(this._program=Te(n,_e)),!a||i==null||this._program.compiled?(n.useProgram(this._program),this._program.setUniform2fv("u_coord_range",[1,1]),this._program.setUniform4fv("u_color",this._color),this._program.setUniformMatrix3fv("u_dvsMat3",o.displayMat3),n.bindVAO(s),n.drawElements(R.TRIANGLES,s.indexBuffer.size,c.UNSIGNED_INT,0),n.bindVAO()):i())}};const dn=()=>te("overlay",{geometry:[{location:0,name:"a_pos",count:2,type:c.FLOAT}],tex:[{location:1,name:"a_uv",count:2,type:c.UNSIGNED_SHORT}]});let _n=class extends Y{constructor(){super(...arguments),this._desc={vsPath:"overlay/overlay",fsPath:"overlay/overlay",attributes:new Map([["a_pos",0],["a_uv",1]])}}dispose(){}prepareState({context:e}){e.setBlendingEnabled(!0),e.setColorMask(!0,!0,!0,!0),e.setBlendFunctionSeparate(L.ONE,L.ONE_MINUS_SRC_ALPHA,L.ONE,L.ONE_MINUS_SRC_ALPHA),e.setStencilWriteMask(0),e.setStencilTestEnabled(!0),e.setStencilFunction(F.GREATER,255,255)}draw(e,t){const{context:n,painter:o,requestRender:i,allowDelayedRender:a}=e;if(!t.isReady)return;const{computedOpacity:r,dvsMat3:s,isWrapAround:l,perspectiveTransform:u,texture:v}=t;e.timeline.begin(this.name);const f=o.materialManager.getProgram(this._desc);if(a&&i!=null&&!f.compiled)return void i();const _=dn(),p=t.getVAO(n,_.bufferLayouts,_.attributes);if(!p)return;n.bindVAO(p),n.useProgram(f),n.bindTexture(v,Se),f.setUniformMatrix3fv("u_dvsMat3",s),f.setUniform1i("u_texture",Se),f.setUniform1f("u_opacity",r),f.setUniform2fv("u_perspective",u);const g=l?10:4;n.drawArrays(R.TRIANGLE_STRIP,0,g),n.bindVAO(),e.timeline.end(this.name)}},ve=class extends Y{constructor(){super(...arguments),this._computeDesc=new Map}prepareState({context:e},t){t&&t.includes("hittest")?e.setBlendFunctionSeparate(L.ONE,L.ONE,L.ONE,L.ONE):e.setBlendFunctionSeparate(L.ONE,L.ONE_MINUS_SRC_ALPHA,L.ONE,L.ONE_MINUS_SRC_ALPHA),e.setBlendingEnabled(!0),e.setColorMask(!0,!0,!0,!0),e.setStencilWriteMask(0),e.setStencilTestEnabled(!0)}draw(e,t,n){const o=this.getGeometryType();t.commit(e);const i=t.getGeometry(o);i!=null&&(e.timeline.begin(this.name),e.attributeView.bindTextures(e.context),e.context.setStencilFunction(F.EQUAL,t.stencilRef,255),i.forEachCommand(a=>{const r=at.load(a.materialKey).symbologyType;this.supportsSymbology(r)&&this.drawGeometry(e,t,a,n)}))}_setSharedUniforms(e,t,n){const{displayLevel:o,pixelRatio:i,state:a,passOptions:r}=t;r!=null&&r.type==="hittest"&&(e.setUniform2fv("u_hittestPos",r.position),e.setUniform1f("u_hittestDist",r.distance)),e.setUniform1f("u_pixelRatio",i),e.setUniformMatrix3fv("u_tileMat3",n.transforms.tileMat3),e.setUniformMatrix3fv("u_viewMat3",a.viewMat3),e.setUniformMatrix3fv("u_dvsMat3",n.transforms.dvs),e.setUniformMatrix3fv("u_displayViewMat3",a.displayViewMat3),e.setUniform1f("u_currentZoom",Math.floor(o*At)),e.setUniform1i("u_attributeTextureSize",t.attributeView.size),e.setUniform1i("u_attributeData0",Dt),e.setUniform1i("u_attributeData1",Pt),e.setUniform1i("u_attributeData2",Rt),e.setUniform1i("u_attributeData3",Lt),e.setUniform1i("u_attributeData4",Nt),e.setUniform1i("u_attributeData5",Mt)}_setSizeVVUniforms(e,t,n,o){if(e.vvSizeMinMaxValue&&t.setUniform4fv("u_vvSizeMinMaxValue",n.vvSizeMinMaxValue),e.vvSizeScaleStops&&t.setUniform1f("u_vvSizeScaleStopsValue",n.vvSizeScaleStopsValue),e.vvSizeFieldStops){const i=n.getSizeVVFieldStops(o.key.level);i!=null&&(t.setUniform1fv("u_vvSizeFieldStopsValues",i.values),t.setUniform1fv("u_vvSizeFieldStopsSizes",i.sizes))}e.vvSizeUnitValue&&t.setUniform1f("u_vvSizeUnitValueWorldToPixelsRatio",n.vvSizeUnitValueToPixelsRatio)}_setColorAndOpacityVVUniforms(e,t,n){e.vvColor&&(t.setUniform1fv("u_vvColorValues",n.vvColorValues),t.setUniform4fv("u_vvColors",n.vvColors)),e.vvOpacity&&(t.setUniform1fv("u_vvOpacityValues",n.vvOpacityValues),t.setUniform1fv("u_vvOpacities",n.vvOpacities))}_setRotationVVUniforms(e,t,n){e.vvRotation&&t.setUniform1f("u_vvRotationType",n.vvMaterialParameters.vvRotationType==="geographic"?0:1)}_getTriangleDesc(e,t,n=["a_pos"]){const o=t.bufferLayouts.geometry,i=n.map(s=>o.findIndex(l=>l.name===s)),a=`${e}-${i.join("-")}`;let r=this._computeDesc.get(a);if(!r){const s=t.strides,l=t.strides.geometry,u=new Map(t.attributes),v=o.map(g=>({...g})),f=Math.max(...t.attributes.values()),_={geometry:v};let p=0;for(const g of i){const m=o[g];_.geometry.push({count:m.count,name:m.name+"1",divisor:m.divisor,normalized:m.normalized,offset:l+m.offset,stride:l,type:m.type}),_.geometry.push({count:m.count,name:m.name+"2",divisor:m.divisor,normalized:m.normalized,offset:2*l+m.offset,stride:l,type:m.type}),u.set(m.name+"1",f+ ++p),u.set(m.name+"2",f+ ++p)}r={bufferLayouts:_,attributes:u,strides:s},this._computeDesc.set(a,r)}return r}},ee=class{static getStorageSpec(e){return null}static createOrUpdateRendererSchema(e,t){return e!=null&&e.type==="default"?e:{type:"default"}}static getVariation(e){return{}}static getVariationHash(e){return 0}};ee.type="default",ee.programSpec=null;let Ie=class extends ee{static getStorageSpec({attributes:e}){return{visualVariables:!1,attributes:e??null}}static _createRendererSchema(){return{type:"dot-density",colors:new Float32Array(32),dotValue:-1,dotSize:-1,dotScale:-1,dotBlending:!1,backgroundColor:new Float32Array(4),activeDots:new Float32Array(8),seed:-1}}static createOrUpdateRendererSchema(e,t){const{attributes:n,dotValue:o,referenceScale:i,dotSize:a,dotBlendingEnabled:r,seed:s,backgroundColor:l}=t,u=e!=null&&e.type==="dot-density"?e:this._createRendererSchema();u.dotValue=o,u.dotSize=a,u.dotScale=i,u.dotBlending=r,u.seed=s;const{colors:v,activeDots:f,backgroundColor:_}=u;for(let p=0;p=n.length?null:n[p].color;ae(v,g,4*p)}for(let p=0;p<8;p++)f[p]=p`${m}:${g.toString()}`).join();let _,p=!0;return e!=null&&e.type==="heatmap"?(_=e,p=f!==e.gradientHash):_=this._createRendererSchema(),_.radius=Qe(n),_.minDensity=o,_.densityRange=u,_.referenceScale=a,_.isFieldActive=v,p&&(_.gradient=St(l),_.gradientHash=f),_}};Oe.type="heatmap",Oe.programSpec={shader:"materials/icon/heatmapAccumulate",vertexLayout:{geometry:[{location:0,name:"a_pos",count:2,type:c.SHORT},{location:1,name:"a_vertexOffset",count:2,type:c.SHORT},{location:4,name:"a_id",count:4,type:c.UNSIGNED_BYTE}]}};let Ce=class extends ee{static getStorageSpec({attributes:e}){return{visualVariables:!0,attributes:e??null}}static _createRendererSchema(){return{type:"pie-chart",colors:new Float32Array(4*we),defaultColor:new Float32Array(4),othersColor:new Float32Array(4),outlineColor:new Float32Array(4),holePercentage:0,sectorThreshold:0,outlineWidth:1,numberOfFields:10}}static createOrUpdateRendererSchema(e,t){const{attributes:n,defaultColor:o,holePercentage:i,othersCategory:a,outline:r}=t,s=e!=null&&e.type==="pie-chart"?e:this._createRendererSchema();for(let l=0;l=n.length?new yt([0,0,0,0]):n[l].color;ae(s.colors,u,4*l)}return ae(s.defaultColor,o),ae(s.othersColor,a==null?void 0:a.color),ae(s.outlineColor,r==null?void 0:r.color),s.outlineWidth=Qe((r==null?void 0:r.width)||0),s.holePercentage=i,s.sectorThreshold=(a==null?void 0:a.threshold)||0,s.numberOfFields=n.length,s}static getVariation(e){return{numberOfFields:e.numberOfFields}}static getVariationHash(e){return e.numberOfFields}};Ce.type="pie-chart",Ce.programSpec={shader:"materials/pie",vertexLayout:{geometry:[{location:0,name:"a_pos",count:2,type:c.SHORT},{location:1,name:"a_vertexOffset",count:2,type:c.SHORT},{location:2,name:"a_texCoords",count:2,type:c.UNSIGNED_SHORT},{location:3,name:"a_bitSetAndDistRatio",count:2,type:c.UNSIGNED_SHORT},{location:4,name:"a_id",count:4,type:c.UNSIGNED_BYTE},{location:5,name:"a_color",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:6,name:"a_outlineColor",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:7,name:"a_sizeAndOutlineWidth",count:4,type:c.UNSIGNED_BYTE},{location:8,name:"a_zoomRange",count:2,type:c.UNSIGNED_SHORT}]},hittestAttributes:["a_vertexOffset","a_texCoords"]};function le(d,e){if(d.type!==e)throw new q("material-view-model:unexpected-renderer-schema",`expected to find renderer schema of type "${e}" but found type "${d.type}"`)}function vo(d){switch(d==null?void 0:d.type){case"dot-density":return Ie;case"heatmap":return Oe;case"pie-chart":return Ce;default:return ee}}function mt(d){const{geometryType:e,symbologyType:t}=at.load(d);switch(e){case X.FILL:if(t===H.DOT_DENSITY)return Ie;break;case X.MARKER:switch(t){case H.HEATMAP:return Oe;case H.PIE_CHART:return Ce}}return ee}function mn(d){const e={geometry:[{location:0,name:"a_pos",count:2,type:c.SHORT},{location:1,name:"a_id",count:3,type:c.UNSIGNED_BYTE},{location:2,name:"a_bitset",count:1,type:c.UNSIGNED_BYTE},{location:3,name:"a_color",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:4,name:"a_aux1",count:4,type:c.UNSIGNED_SHORT},{location:5,name:"a_aux2",count:4,type:c.SHORT},{location:6,name:"a_aux3",count:4,type:c.UNSIGNED_BYTE},{location:7,name:"a_zoomRange",count:2,type:c.UNSIGNED_SHORT}]};switch(d.symbologyType){case H.SIMPLE:case H.OUTLINE_FILL_SIMPLE:e.geometry.splice(7,1),e.geometry.splice(4,1)}return{shader:"materials/fill",vertexLayout:e}}let vt=class extends ve{dispose(){}getGeometryType(){return X.FILL}supportsSymbology(e){return e!==H.DOT_DENSITY}drawGeometry(e,t,n,o){const{context:i,painter:a,rendererInfo:r,requiredLevel:s,passOptions:l,requestRender:u,allowDelayedRender:v}=e,f=Bt.load(n.materialKey),_=mt(f.data),p=l!=null&&l.type==="hittest",g=a.materialManager,{shader:m,vertexLayout:O,hittestAttributes:h}=_.programSpec??mn(f);let C=R.TRIANGLES,A=te(f.data,O);p&&(A=this._getTriangleDesc(n.materialKey,A,h),C=R.POINTS);const{attributes:E,bufferLayouts:S}=A,x=g.getMaterialProgram(e,f,m,E,o);if(v&&u!=null&&!x.compiled)return void u();i.useProgram(x),this._setSharedUniforms(x,e,t);const{row:y,col:T}=t.key,I=T*ce,b=y*ce;if(x.setUniform2f("u_tileOffset",I%pe,b%pe),x.setUniform2f("u_maxIntNumOfCrossing",Math.floor(I/pe),Math.floor(b/pe)),f.textureBinding){a.textureManager.bindTextures(i,x,f);const Z=1/2**(s-t.key.level);x.setUniform1f("u_zoomFactor",Z)}const D=1/e.pixelRatio;x.setUniform1f("u_blur",D),x.setUniform1f("u_antialiasing",D),this._setSizeVVUniforms(f,x,r,t),this._setColorAndOpacityVVUniforms(f,x,r);const P=n.target.getVAO(i,S,E,p);let N=n.indexCount,M=n.indexFrom*Uint32Array.BYTES_PER_ELEMENT;p&&(N/=3,M/=3),i.bindVAO(P),this._drawFills(e,t,x,C,N,M)}_drawFills(e,t,n,o,i,a){e.context.drawElements(o,i,c.UNSIGNED_INT,a)}},vn=class extends vt{constructor(){super(...arguments),this._dotTextureSize=0,this._dotTextures=null,this._dotSamplers=new Int32Array([Vt,Ft]),this._dotVAO=null,this._dotDesc={vsPath:"dot/dot",fsPath:"dot/dot",attributes:new Map([["a_pos",0]])}}dispose(){super.dispose(),this._disposeTextures(),this._dotFBO=ie(this._dotFBO),this._dotVAO=ie(this._dotVAO)}getGeometryType(){return X.FILL}supportsSymbology(e){return e===H.DOT_DENSITY}_drawFills(e,t,n,o,i,a){const{passOptions:r}=e;if(r!=null&&r.type==="hittest")super._drawFills(e,t,n,o,i,a);else{const s=this._drawDotLocations(e,t,n,i,a);this._drawDotDensity(e,t,s)}}_drawDotDensity(e,t,n){const{context:o,painter:i,rendererInfo:a,requestRender:r,allowDelayedRender:s}=e,l=i.materialManager.getProgram(this._dotDesc);if(s&&r!=null&&!l.compiled)return void r();const{rendererSchema:u}=a;le(u,"dot-density");const v=this._createDotDensityMesh(o,this._dotDesc.attributes,{geometry:[{name:"a_pos",count:2,type:c.SHORT,divisor:0,normalized:!1,offset:0,stride:4}]});o.setStencilTestEnabled(!0),o.useProgram(l),l.setUniform1f("u_tileZoomFactor",1),l.setUniform1i("u_texture",this._dotSamplers[0]),l.setUniform1f("u_dotSize",Math.max(u.dotSize,1)),l.setUniform1f("u_pixelRatio",window.devicePixelRatio),this._setSharedUniforms(l,e,t),o.bindTexture(n,this._dotSamplers[0]),o.bindVAO(v),o.drawArrays(R.POINTS,0,262144)}_drawDotLocations(e,t,n,o,i){const{context:a,rendererInfo:r,requiredLevel:s}=e,l=a.getViewport(),{rendererSchema:u}=r;le(u,"dot-density");const{dotScale:v,colors:f,activeDots:_,backgroundColor:p,dotValue:g}=u;a.setViewport(0,0,512,512);const m=a.getBoundFramebufferObject(),O=this._createFBO(a);a.bindFramebuffer(O),a.setClearColor(0,0,0,0),a.clear(a.gl.COLOR_BUFFER_BIT|a.gl.STENCIL_BUFFER_BIT),a.setStencilTestEnabled(!1);const h=1/2**(s-t.key.level),C=ce,A=C*window.devicePixelRatio*C*window.devicePixelRatio,E=1/h*(1/h),S=v?e.state.scale/v:1;return n.setUniform1f("u_tileZoomFactor",h),n.setUniform1f("u_tileDotsOverArea",A/(ce*window.devicePixelRatio*ce*window.devicePixelRatio)),n.setUniformMatrix4fv("u_dotColors",f),n.setUniform4fv("u_isActive",_),n.setUniform4fv("u_dotBackgroundColor",p),n.setUniform1f("u_dotValue",Math.max(1,g*S*E)),this._bindDotDensityTextures(a,n,r,C),a.drawElements(R.TRIANGLES,o,c.UNSIGNED_INT,i),a.setViewport(l.x,l.y,l.width,l.height),a.bindFramebuffer(m),O.colorTexture}_createFBO(e){if(this._dotFBO==null){const o=new de(512,512);o.samplingMode=V.NEAREST,o.wrapMode=ye.CLAMP_TO_EDGE;const i=new tt(e,new nt(it.DEPTH_STENCIL,512,512));this._dotFBO=new ot(e,o,i)}return this._dotFBO}_disposeTextures(){if(this._dotTextures){for(let e=0;e0&&(o+=`, ${n}`);const i=this._canvas,a=i.getContext("2d");a.font="24px sans-serif",a.textAlign="left",a.textBaseline="top",a.clearRect(0,0,ge,he),n>1e5?(a.fillStyle="red",a.fillRect(0,0,ge,he),a.fillStyle="black"):(a.clearRect(0,0,ge,he),a.fillStyle="blue"),a.fillText(o,0,0);const r=new de;return r.wrapMode=ye.CLAMP_TO_EDGE,r.samplingMode=V.NEAREST,r.isImmutable=En(e.gl),t.texture=new Re(e,r,i),t.texture}}let On=class extends Le{supportsSymbology(e){return e===H.PIE_CHART}_drawMarkers(e,t,n,o,i,a,r){const{context:s}=e,{rendererInfo:l}=e,{rendererSchema:u}=l;le(u,"pie-chart"),n.setUniform4fv("u_colors",u.colors),n.setUniform4fv("u_defaultColor",u.defaultColor),n.setUniform4fv("u_othersColor",u.othersColor),n.setUniform4fv("u_outlineColor",u.outlineColor),n.setUniform1f("u_donutRatio",u.holePercentage),n.setUniform1f("u_sectorThreshold",u.sectorThreshold),n.setUniform1f("u_outlineWidth",u.outlineWidth),s.drawElements(o,i,c.UNSIGNED_INT,a)}},Cn=class extends Y{constructor(){super(...arguments),this._color=$(1,0,0,1),this._initialized=!1}dispose(){this._solidProgram&&(this._solidProgram.dispose(),this._solidProgram=null),this._solidVertexArrayObject&&(this._solidVertexArrayObject.dispose(),this._solidVertexArrayObject=null)}prepareState({context:e}){e.setDepthWriteEnabled(!1),e.setDepthTestEnabled(!1),e.setStencilTestEnabled(!0),e.setBlendingEnabled(!1),e.setColorMask(!1,!1,!1,!1),e.setStencilOp(re.KEEP,re.KEEP,re.REPLACE),e.setStencilWriteMask(255)}draw(e,t){const{context:n,requestRender:o,allowDelayedRender:i}=e;this._initialized||this._initialize(n),!i||o==null||this._solidProgram.compiled?(n.setStencilFunctionSeparate(wt.FRONT_AND_BACK,F.GREATER,t.stencilRef,255),n.bindVAO(this._solidVertexArrayObject),n.useProgram(this._solidProgram),this._solidProgram.setUniformMatrix3fv("u_dvsMat3",t.transforms.dvs),this._solidProgram.setUniform2fv("u_coord_range",[t.rangeX,t.rangeY]),this._solidProgram.setUniform1f("u_depth",0),this._solidProgram.setUniform4fv("u_color",this._color),n.drawArrays(R.TRIANGLE_STRIP,0,4),n.bindVAO()):o()}_initialize(e){if(this._initialized)return!0;const t=Te(e,_e);if(!t)return!1;const n=new Int8Array([0,0,1,0,0,1,1,1]),o=K.createVertex(e,j.STATIC_DRAW,n),i=new J(e,_e.attributes,De,{geometry:o});return this._solidProgram=t,this._solidVertexArrayObject=i,this._initialized=!0,!0}},An=class extends Y{constructor(){super(...arguments),this._color=$(1,0,0,1),this._patternMatrix=Je(),this._programOptions={id:!1,pattern:!1}}dispose(){this._vao&&(this._vao.dispose(),this._vao=null)}drawMany(e,t){const{context:n,painter:o,styleLayerUID:i,requestRender:a,allowDelayedRender:r}=e;this._loadWGLResources(e);const s=e.displayLevel,l=e.styleLayer,u=l.backgroundMaterial,v=o.vectorTilesMaterialManager,f=l.getPaintValue("background-color",s),_=l.getPaintValue("background-opacity",s),p=l.getPaintValue("background-pattern",s),g=p!==void 0,m=f[3]*_,O=1|window.devicePixelRatio,h=e.spriteMosaic;let C,A;const E=O>et?2:1,S=e.drawPhase===U.HITTEST,x=this._programOptions;x.id=S,x.pattern=g;const y=v.getMaterialProgram(n,u,x);if(!r||a==null||y.compiled){if(n.bindVAO(this._vao),n.useProgram(y),g){const T=h.getMosaicItemPosition(p,!0);if(T!=null){const{tl:I,br:b,page:D}=T;C=b[0]-I[0],A=b[1]-I[1];const P=h.getPageSize(D);P!=null&&(h.bind(n,V.LINEAR,D,G),y.setUniform4f("u_tlbr",I[0],I[1],b[0],b[1]),y.setUniform2fv("u_mosaicSize",P),y.setUniform1i("u_texture",G))}y.setUniform1f("u_opacity",_)}else this._color[0]=m*f[0],this._color[1]=m*f[1],this._color[2]=m*f[2],this._color[3]=m,y.setUniform4fv("u_color",this._color);if(y.setUniform1f("u_depth",l.z||0),S){const T=me(i+1);y.setUniform4fv("u_id",T)}for(const T of t){if(y.setUniform1f("u_coord_range",T.rangeX),y.setUniformMatrix3fv("u_dvsMat3",T.transforms.dvs),g){const I=Math.max(2**(Math.round(s)-T.key.level),1),b=E*T.width*I,D=b/Ve(C),P=b/Ve(A);this._patternMatrix[0]=D,this._patternMatrix[4]=P,y.setUniformMatrix3fv("u_pattern_matrix",this._patternMatrix)}n.setStencilFunction(F.EQUAL,0,255),n.drawArrays(R.TRIANGLE_STRIP,0,4)}}else a()}_loadWGLResources(e){if(this._vao)return;const{context:t,styleLayer:n}=e,o=n.backgroundMaterial,i=new Int8Array([0,0,1,0,0,1,1,1]),a=K.createVertex(t,j.STATIC_DRAW,i),r=new J(t,o.getAttributeLocations(),o.getLayoutInfo(),{geometry:a});this._vao=r}};class Dn extends Y{constructor(){super(...arguments),this._programOptions={id:!1}}dispose(){}drawMany(e,t){const{context:n,displayLevel:o,requiredLevel:i,state:a,drawPhase:r,painter:s,spriteMosaic:l,styleLayerUID:u,requestRender:v,allowDelayedRender:f}=e;if(!t.some(x=>{var y;return((y=x.layerData.get(u))==null?void 0:y.circleIndexCount)??!1}))return;const _=e.styleLayer,p=_.circleMaterial,g=s.vectorTilesMaterialManager,m=1.2,O=_.getPaintValue("circle-translate",o),h=_.getPaintValue("circle-translate-anchor",o),C=r===U.HITTEST,A=this._programOptions;A.id=C;const E=g.getMaterialProgram(n,p,A);if(f&&v!=null&&!E.compiled)return void v();n.useProgram(E),E.setUniformMatrix3fv("u_displayMat3",h===se.VIEWPORT?a.displayMat3:a.displayViewMat3),E.setUniform2fv("u_circleTranslation",O),E.setUniform1f("u_depth",_.z),E.setUniform1f("u_antialiasingWidth",m);let S=-1;if(C){const x=me(u+1);E.setUniform4fv("u_id",x)}for(const x of t){if(!x.layerData.has(u))continue;x.key.level!==S&&(S=x.key.level,p.setDataUniforms(E,o,_,S,l));const y=x.layerData.get(u);if(!y.circleIndexCount)continue;y.prepareForRendering(n);const T=y.vao;T!=null&&(n.bindVAO(T),E.setUniformMatrix3fv("u_dvsMat3",x.transforms.dvs),i!==x.key.level?n.setStencilFunction(F.EQUAL,x.stencilRef,255):n.setStencilFunction(F.GREATER,255,255),n.drawElements(R.TRIANGLES,y.circleIndexCount,c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*y.circleIndexStart),x.triangleCount+=y.circleIndexCount/3)}}}const je=1/65536;class Pn extends Y{constructor(){super(...arguments),this._fillProgramOptions={id:!1,pattern:!1},this._outlineProgramOptions={id:!1}}dispose(){}drawMany(e,t){const{displayLevel:n,drawPhase:o,renderPass:i,spriteMosaic:a,styleLayerUID:r}=e;let s=!1;for(const E of t)if(E.layerData.has(r)){const S=E.layerData.get(r);if(S.fillIndexCount>0||S.outlineIndexCount>0){s=!0;break}}if(!s)return;const l=e.styleLayer,u=l.getPaintProperty("fill-pattern"),v=u!==void 0,f=v&&u.isDataDriven;let _;if(v&&!f){const E=u.getValue(n);_=a.getMosaicItemPosition(E,!0)}const p=!v&&l.getPaintValue("fill-antialias",n);let g=!0,m=1;if(!v){const E=l.getPaintProperty("fill-color"),S=l.getPaintProperty("fill-opacity");if(!(E!=null&&E.isDataDriven)&&!(S!=null&&S.isDataDriven)){const x=l.getPaintValue("fill-color",n);m=l.getPaintValue("fill-opacity",n)*x[3],m>=1&&(g=!1)}}if(g&&i==="opaque")return;let O;o===U.HITTEST&&(O=me(r+1));const h=l.getPaintValue("fill-translate",n),C=l.getPaintValue("fill-translate-anchor",n);(g||i!=="translucent")&&this._drawFill(e,r,l,t,h,C,v,_,f,O);const A=!l.hasDataDrivenOutlineColor&&l.outlineUsesFillColor&&m<1;p&&i!=="opaque"&&!A&&this._drawOutline(e,r,l,t,h,C,O)}_drawFill(e,t,n,o,i,a,r,s,l,u){if(r&&!l&&s==null)return;const{context:v,displayLevel:f,state:_,drawPhase:p,painter:g,pixelRatio:m,spriteMosaic:O,requestRender:h,allowDelayedRender:C}=e,A=n.fillMaterial,E=g.vectorTilesMaterialManager,S=m>et?2:1,x=p===U.HITTEST,y=this._fillProgramOptions;y.id=x,y.pattern=r;const T=E.getMaterialProgram(v,A,y);if(C&&h!=null&&!T.compiled)return void h();if(v.useProgram(T),s!=null){const{page:b}=s,D=O.getPageSize(b);D!=null&&(O.bind(v,V.LINEAR,b,G),T.setUniform2fv("u_mosaicSize",D),T.setUniform1i("u_texture",G))}T.setUniformMatrix3fv("u_displayMat3",a===se.VIEWPORT?_.displayMat3:_.displayViewMat3),T.setUniform2fv("u_fillTranslation",i),T.setUniform1f("u_depth",n.z+je),x&&T.setUniform4fv("u_id",u);let I=-1;for(const b of o){if(!b.layerData.has(t))continue;b.key.level!==I&&(I=b.key.level,A.setDataUniforms(T,f,n,I,O));const D=b.layerData.get(t);if(!D.fillIndexCount)continue;D.prepareForRendering(v);const P=D.fillVAO;if(P!=null){if(v.bindVAO(P),T.setUniformMatrix3fv("u_dvsMat3",b.transforms.dvs),v.setStencilFunction(F.EQUAL,b.stencilRef,255),r){const N=Math.max(2**(Math.round(f)-b.key.level),1),M=b.rangeX/(S*b.width*N);T.setUniform1f("u_patternFactor",M)}if(l){const N=D.patternMap;if(!N)continue;for(const[M,Z]of N){const Q=O.getPageSize(M);Q!=null&&(O.bind(v,V.LINEAR,M,G),T.setUniform2fv("u_mosaicSize",Q),T.setUniform1i("u_texture",G),v.drawElements(R.TRIANGLES,Z[1],c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*Z[0]))}}else v.drawElements(R.TRIANGLES,D.fillIndexCount,c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*D.fillIndexStart);b.triangleCount+=D.fillIndexCount/3}}}_drawOutline(e,t,n,o,i,a,r){const{context:s,displayLevel:l,state:u,drawPhase:v,painter:f,pixelRatio:_,spriteMosaic:p,requestRender:g,allowDelayedRender:m}=e,O=n.outlineMaterial,h=f.vectorTilesMaterialManager,C=.75/_,A=v===U.HITTEST,E=this._outlineProgramOptions;E.id=A;const S=h.getMaterialProgram(s,O,E);if(m&&g!=null&&!S.compiled)return void g();s.useProgram(S),S.setUniformMatrix3fv("u_displayMat3",a===se.VIEWPORT?u.displayMat3:u.displayViewMat3),S.setUniform2fv("u_fillTranslation",i),S.setUniform1f("u_depth",n.z+je),S.setUniform1f("u_outline_width",C),A&&S.setUniform4fv("u_id",r);let x=-1;for(const y of o){if(!y.layerData.has(t))continue;y.key.level!==x&&(x=y.key.level,O.setDataUniforms(S,l,n,x,p));const T=y.layerData.get(t);if(T.prepareForRendering(s),!T.outlineIndexCount)continue;const I=T.outlineVAO;I!=null&&(s.bindVAO(I),S.setUniformMatrix3fv("u_dvsMat3",y.transforms.dvs),s.setStencilFunction(F.EQUAL,y.stencilRef,255),s.drawElements(R.TRIANGLES,T.outlineIndexCount,c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*T.outlineIndexStart),y.triangleCount+=T.outlineIndexCount/3)}}}class Rn extends Y{constructor(){super(...arguments),this._programOptions={id:!1,pattern:!1,sdf:!1}}dispose(){}drawMany(e,t){const{context:n,displayLevel:o,state:i,drawPhase:a,painter:r,pixelRatio:s,spriteMosaic:l,styleLayerUID:u,requestRender:v,allowDelayedRender:f}=e;if(!t.some(P=>{var N;return((N=P.layerData.get(u))==null?void 0:N.lineIndexCount)??!1}))return;const _=e.styleLayer,p=_.lineMaterial,g=r.vectorTilesMaterialManager,m=_.getPaintValue("line-translate",o),O=_.getPaintValue("line-translate-anchor",o),h=_.getPaintProperty("line-pattern"),C=h!==void 0,A=C&&h.isDataDriven;let E,S;if(C&&!A){const P=h.getValue(o);E=l.getMosaicItemPosition(P)}let x=!1;if(!C){const P=_.getPaintProperty("line-dasharray");if(S=P!==void 0,x=S&&P.isDataDriven,S&&!x){const N=P.getValue(o),M=_.getDashKey(N,_.getLayoutValue("line-cap",o));E=l.getMosaicItemPosition(M)}}const y=1/s,T=a===U.HITTEST,I=this._programOptions;I.id=T,I.pattern=C,I.sdf=S;const b=g.getMaterialProgram(n,p,I);if(f&&v!=null&&!b.compiled)return void v();if(n.useProgram(b),b.setUniformMatrix3fv("u_displayViewMat3",i.displayViewMat3),b.setUniformMatrix3fv("u_displayMat3",O===se.VIEWPORT?i.displayMat3:i.displayViewMat3),b.setUniform2fv("u_lineTranslation",m),b.setUniform1f("u_depth",_.z),b.setUniform1f("u_antialiasing",y),T){const P=me(u+1);b.setUniform4fv("u_id",P)}if(E&&E!=null){const{page:P}=E,N=l.getPageSize(P);N!=null&&(l.bind(n,V.LINEAR,P,G),b.setUniform2fv("u_mosaicSize",N),b.setUniform1i("u_texture",G))}let D=-1;for(const P of t){if(!P.layerData.has(u))continue;P.key.level!==D&&(D=P.key.level,p.setDataUniforms(b,o,_,D,l));const N=2**(o-D)/s;b.setUniform1f("u_zoomFactor",N);const M=P.layerData.get(u);if(!M.lineIndexCount)continue;M.prepareForRendering(n);const Z=M.vao;if(Z!=null){if(n.bindVAO(Z),b.setUniformMatrix3fv("u_dvsMat3",P.transforms.dvs),n.setStencilFunction(F.EQUAL,P.stencilRef,255),A||x){const Q=M.patternMap;if(!Q)continue;for(const[ue,z]of Q){const ne=l.getPageSize(ue);ne!=null&&(l.bind(n,V.LINEAR,ue,G),b.setUniform2fv("u_mosaicSize",ne),b.setUniform1i("u_texture",G),n.drawElements(R.TRIANGLES,z[1],c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*z[0]))}}else n.drawElements(R.TRIANGLES,M.lineIndexCount,c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*M.lineIndexStart);P.triangleCount+=M.lineIndexCount/3}}}}const Ln=1/65536;class Nn extends Y{constructor(){super(...arguments),this._iconProgramOptions={id:!1,sdf:!1},this._sdfProgramOptions={id:!1},this._spritesTextureSize=Et()}dispose(){}drawMany(e,t){const{drawPhase:n,styleLayerUID:o}=e,i=e.styleLayer;let a;n===U.HITTEST&&(a=me(o+1)),this._drawIcons(e,i,t,a),this._drawText(e,i,t,a)}_drawIcons(e,t,n,o){const{context:i,displayLevel:a,drawPhase:r,painter:s,spriteMosaic:l,state:u,styleLayerUID:v,requestRender:f,allowDelayedRender:_}=e,p=t.iconMaterial,g=s.vectorTilesMaterialManager;let m,O=!1;for(const D of n)if(D.layerData.has(v)&&(m=D.layerData.get(v),m.iconPerPageElementsMap.size>0)){O=!0;break}if(!O)return;const h=t.getPaintValue("icon-translate",a),C=t.getPaintValue("icon-translate-anchor",a);let A=t.getLayoutValue("icon-rotation-alignment",a);A===k.AUTO&&(A=t.getLayoutValue("symbol-placement",a)===Ye.POINT?k.VIEWPORT:k.MAP);const E=A===k.MAP,S=t.getLayoutValue("icon-keep-upright",a)&&E,x=m.isIconSDF,y=r===U.HITTEST,T=this._iconProgramOptions;T.id=y,T.sdf=x;const I=g.getMaterialProgram(i,p,T);if(_&&f!=null&&!I.compiled)return void f();i.useProgram(I),I.setUniformMatrix3fv("u_displayViewMat3",A===k.MAP?u.displayViewMat3:u.displayMat3),I.setUniformMatrix3fv("u_displayMat3",C===se.VIEWPORT?u.displayMat3:u.displayViewMat3),I.setUniform2fv("u_iconTranslation",h),I.setUniform1f("u_depth",t.z),I.setUniform1f("u_mapRotation",He(u.rotation)),I.setUniform1f("u_keepUpright",S?1:0),I.setUniform1f("u_level",10*a),I.setUniform1i("u_texture",G),I.setUniform1f("u_fadeDuration",We/1e3),y&&I.setUniform4fv("u_id",o);let b=-1;for(const D of n){if(!D.layerData.has(v)||(D.key.level!==b&&(b=D.key.level,p.setDataUniforms(I,a,t,b,l)),m=D.layerData.get(v),m.iconPerPageElementsMap.size===0))continue;m.prepareForRendering(i),m.updateOpacityInfo();const P=m.iconVAO;if(P!=null){i.bindVAO(P),I.setUniformMatrix3fv("u_dvsMat3",D.transforms.dvs),I.setUniform1f("u_time",(performance.now()-m.lastOpacityUpdate)/1e3);for(const[N,M]of m.iconPerPageElementsMap)this._renderIconRange(e,I,M,N,D)}}}_renderIconRange(e,t,n,o,i){const{context:a,spriteMosaic:r}=e;this._spritesTextureSize[0]=r.getWidth(o)/4,this._spritesTextureSize[1]=r.getHeight(o)/4,t.setUniform2fv("u_mosaicSize",this._spritesTextureSize),r.bind(a,V.LINEAR,o,G),this._setStencilState(e,i),a.drawElements(R.TRIANGLES,n[1],c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*n[0]),i.triangleCount+=n[1]/3}_drawText(e,t,n,o){const{context:i,displayLevel:a,drawPhase:r,glyphMosaic:s,painter:l,pixelRatio:u,spriteMosaic:v,state:f,styleLayerUID:_,requestRender:p,allowDelayedRender:g}=e,m=t.textMaterial,O=l.vectorTilesMaterialManager;let h,C=!1;for(const W of n)if(W.layerData.has(_)&&(h=W.layerData.get(_),h.glyphPerPageElementsMap.size>0)){C=!0;break}if(!C)return;const A=t.getPaintProperty("text-opacity");if(A&&!A.isDataDriven&&A.getValue(a)===0)return;const E=t.getPaintProperty("text-color"),S=!E||E.isDataDriven||E.getValue(a)[3]>0,x=t.getPaintProperty("text-halo-width"),y=t.getPaintProperty("text-halo-color"),T=(!x||x.isDataDriven||x.getValue(a)>0)&&(!y||y.isDataDriven||y.getValue(a)[3]>0);if(!S&&!T)return;const I=24/8;let b=t.getLayoutValue("text-rotation-alignment",a);b===k.AUTO&&(b=t.getLayoutValue("symbol-placement",a)===Ye.POINT?k.VIEWPORT:k.MAP);const D=b===k.MAP,P=t.getLayoutValue("text-keep-upright",a)&&D,N=r===U.HITTEST,M=.8*I/u;this._glyphTextureSize||(this._glyphTextureSize=It(s.width/4,s.height/4));const Z=t.getPaintValue("text-translate",a),Q=t.getPaintValue("text-translate-anchor",a),ue=this._sdfProgramOptions;ue.id=N;const z=O.getMaterialProgram(i,m,ue);if(g&&p!=null&&!z.compiled)return void p();i.useProgram(z),z.setUniformMatrix3fv("u_displayViewMat3",b===k.MAP?f.displayViewMat3:f.displayMat3),z.setUniformMatrix3fv("u_displayMat3",Q===se.VIEWPORT?f.displayMat3:f.displayViewMat3),z.setUniform2fv("u_textTranslation",Z),z.setUniform1f("u_depth",t.z+Ln),z.setUniform2fv("u_mosaicSize",this._glyphTextureSize),z.setUniform1f("u_mapRotation",He(f.rotation)),z.setUniform1f("u_keepUpright",P?1:0),z.setUniform1f("u_level",10*a),z.setUniform1i("u_texture",Ue),z.setUniform1f("u_antialiasingWidth",M),z.setUniform1f("u_fadeDuration",We/1e3),N&&z.setUniform4fv("u_id",o);let ne=-1;for(const W of n){if(!W.layerData.has(_)||(W.key.level!==ne&&(ne=W.key.level,m.setDataUniforms(z,a,t,ne,v)),h=W.layerData.get(_),h.glyphPerPageElementsMap.size===0))continue;h.prepareForRendering(i),h.updateOpacityInfo();const ze=h.textVAO;if(ze==null)continue;i.bindVAO(ze),z.setUniformMatrix3fv("u_dvsMat3",W.transforms.dvs),this._setStencilState(e,W);const gt=(performance.now()-h.lastOpacityUpdate)/1e3;z.setUniform1f("u_time",gt),h.glyphPerPageElementsMap.forEach((ht,xt)=>{this._renderGlyphRange(i,ht,xt,s,z,T,S,W)})}}_renderGlyphRange(e,t,n,o,i,a,r,s){o.bind(e,V.LINEAR,n,Ue),a&&(i.setUniform1f("u_halo",1),e.drawElements(R.TRIANGLES,t[1],c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*t[0]),s.triangleCount+=t[1]/3),r&&(i.setUniform1f("u_halo",0),e.drawElements(R.TRIANGLES,t[1],c.UNSIGNED_INT,Uint32Array.BYTES_PER_ELEMENT*t[0]),s.triangleCount+=t[1]/3)}_setStencilState(e,t){const{context:n,is3D:o,stencilSymbols:i}=e;if(n.setStencilTestEnabled(!0),i)return n.setStencilWriteMask(255),void n.setStencilFunction(F.ALWAYS,t.stencilRef,255);n.setStencilWriteMask(0),o?n.setStencilFunction(F.EQUAL,t.stencilRef,255):n.setStencilFunction(F.GREATER,255,255)}}const Mn=d=>te(d.data,{geometry:[{location:0,name:"a_pos",count:2,type:c.SHORT},{location:1,name:"a_id",count:4,type:c.UNSIGNED_BYTE},{location:2,name:"a_color",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:3,name:"a_haloColor",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:4,name:"a_texAndSize",count:4,type:c.UNSIGNED_BYTE},{location:5,name:"a_refSymbolAndPlacementOffset",count:4,type:c.UNSIGNED_BYTE},{location:6,name:"a_glyphData",count:4,type:c.UNSIGNED_BYTE},{location:7,name:"a_vertexOffset",count:2,type:c.SHORT},{location:8,name:"a_texCoords",count:2,type:c.UNSIGNED_SHORT}]});let zn=class extends ve{dispose(){}getGeometryType(){return X.LABEL}supportsSymbology(e){return!0}drawGeometry(e,t,n,o){const{context:i,painter:a,state:r,rendererInfo:s,requestRender:l,allowDelayedRender:u}=e,v=Ht.load(n.materialKey),f=v.mapAligned?1:0;if(!f&&Math.abs(t.key.level-Math.round(100*e.displayLevel)/100)>=1)return;const{bufferLayouts:_,attributes:p}=Mn(v),g=a.materialManager.getMaterialProgram(e,v,"materials/label",p,o);if(u&&l!=null&&!g.compiled)return void l();e.context.setStencilFunction(F.EQUAL,0,255),i.useProgram(g),this._setSharedUniforms(g,e,t),a.textureManager.bindTextures(i,g,v);const m=f===1?r.displayViewMat3:r.displayMat3;this._setSizeVVUniforms(v,g,s,t),g.setUniform1f("u_mapRotation",Math.floor(r.rotation/360*254)),g.setUniform1f("u_mapAligned",f),g.setUniformMatrix3fv("u_displayMat3",m),g.setUniform1f("u_opacity",1),g.setUniform2fv("u_screenSize",e.state.size);const O=n.target.getVAO(i,_,p),h=n.indexFrom*Uint32Array.BYTES_PER_ELEMENT;i.bindVAO(O),g.setUniform1f("u_isHaloPass",0),g.setUniform1f("u_isBackgroundPass",1),i.drawElements(R.TRIANGLES,n.indexCount,c.UNSIGNED_INT,h),g.setUniform1f("u_isHaloPass",1),g.setUniform1f("u_isBackgroundPass",0),i.drawElements(R.TRIANGLES,n.indexCount,c.UNSIGNED_INT,h),g.setUniform1f("u_isHaloPass",0),g.setUniform1f("u_isBackgroundPass",0),i.drawElements(R.TRIANGLES,n.indexCount,c.UNSIGNED_INT,h),i.setStencilTestEnabled(!0),i.setBlendingEnabled(!0)}};const Vn=d=>te(d.data,{geometry:[{location:0,name:"a_pos",count:2,type:c.SHORT},{location:1,name:"a_id",count:4,type:c.UNSIGNED_BYTE},{location:2,name:"a_color",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:3,name:"a_offsetAndNormal",count:4,type:c.BYTE},{location:4,name:"a_accumulatedDistanceAndHalfWidth",count:2,type:c.UNSIGNED_SHORT},{location:5,name:"a_tlbr",count:4,type:c.UNSIGNED_SHORT},{location:6,name:"a_segmentDirection",count:4,type:c.BYTE},{location:7,name:"a_aux",count:2,type:c.UNSIGNED_SHORT},{location:8,name:"a_zoomRange",count:2,type:c.UNSIGNED_SHORT}]});let Fn=class extends ve{dispose(){}getGeometryType(){return X.LINE}supportsSymbology(e){return!0}drawGeometry(e,t,n,o){const{context:i,painter:a,rendererInfo:r,displayLevel:s,passOptions:l,requestRender:u,allowDelayedRender:v}=e,f=Yt.load(n.materialKey),_=l!=null&&l.type==="hittest";let p=Vn(f),g=R.TRIANGLES;_&&(p=this._getTriangleDesc(n.materialKey,p),g=R.POINTS);const{attributes:m,bufferLayouts:O}=p,h=a.materialManager.getMaterialProgram(e,f,"materials/line",m,o);if(v&&u!=null&&!h.compiled)return void u();const C=1/e.pixelRatio,A=0;i.useProgram(h),this._setSharedUniforms(h,e,t),f.textureBinding&&a.textureManager.bindTextures(i,h,f);const E=2**(s-t.key.level);h.setUniform1f("u_zoomFactor",E),h.setUniform1f("u_blur",A+C),h.setUniform1f("u_antialiasing",C),this._setSizeVVUniforms(f,h,r,t),this._setColorAndOpacityVVUniforms(f,h,r),i.setFaceCullingEnabled(!1);const S=n.target.getVAO(i,O,m,_);let x=n.indexCount,y=n.indexFrom*Uint32Array.BYTES_PER_ELEMENT;_&&(x/=3,y/=3),i.bindVAO(S),i.drawElements(g,x,c.UNSIGNED_INT,y)}};const wn=d=>te(d.data,{geometry:[{location:0,name:"a_pos",count:2,type:c.SHORT},{location:1,name:"a_id",count:4,type:c.UNSIGNED_BYTE},{location:2,name:"a_color",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:3,name:"a_haloColor",count:4,type:c.UNSIGNED_BYTE,normalized:!0},{location:4,name:"a_texFontSize",count:4,type:c.UNSIGNED_BYTE},{location:5,name:"a_aux",count:4,type:c.BYTE},{location:6,name:"a_zoomRange",count:2,type:c.UNSIGNED_SHORT},{location:7,name:"a_vertexOffset",count:2,type:c.SHORT},{location:8,name:"a_texCoords",count:2,type:c.UNSIGNED_SHORT}]});class Un extends ve{dispose(){}getGeometryType(){return X.TEXT}supportsSymbology(e){return!0}drawGeometry(e,t,n,o){const{context:i,painter:a,rendererInfo:r,state:s,passOptions:l,requestRender:u,allowDelayedRender:v}=e,f=Wt.load(n.materialKey),_=l!=null&&l.type==="hittest",{bufferLayouts:p,attributes:g}=wn(f),m=a.materialManager.getMaterialProgram(e,f,"materials/text",g,o);if(v&&u!=null&&!m.compiled)return void u();i.useProgram(m);let O=R.TRIANGLES;_&&(O=R.POINTS),this._setSharedUniforms(m,e,t),a.textureManager.bindTextures(i,m,f),m.setUniformMatrix3fv("u_displayMat3",s.displayMat3),m.setUniformMatrix3fv("u_displayViewMat3",s.displayViewMat3),this._setSizeVVUniforms(f,m,r,t),this._setColorAndOpacityVVUniforms(f,m,r),this._setRotationVVUniforms(f,m,r);const h=n.target.getVAO(i,p,g),C=n.indexFrom*Uint32Array.BYTES_PER_ELEMENT;i.bindVAO(h),m.setUniform1f("u_isHaloPass",0),m.setUniform1f("u_isBackgroundPass",1),i.drawElements(O,n.indexCount,c.UNSIGNED_INT,C),m.setUniform1f("u_isHaloPass",1),m.setUniform1f("u_isBackgroundPass",0),i.drawElements(R.TRIANGLES,n.indexCount,c.UNSIGNED_INT,C),m.setUniform1f("u_isHaloPass",0),m.setUniform1f("u_isBackgroundPass",0),i.drawElements(O,n.indexCount,c.UNSIGNED_INT,C)}}const Bn={marker:Le,line:Fn,fill:vt,text:Un,label:zn,clip:fn,stencil:Cn,bitmap:Xt,overlay:_n,tileInfo:In,vtlBackground:An,vtlFill:Pn,vtlLine:Rn,vtlCircle:Dn,vtlSymbol:Nn,dotDensity:vn,heatmap:xn,pieChart:On},Gn=d=>{switch(d.BYTES_PER_ELEMENT){case 1:return c.UNSIGNED_BYTE;case 2:return c.UNSIGNED_SHORT;case 4:return c.UNSIGNED_INT;default:throw new q("Cannot get DataType of array")}},Hn=(d,e,t,n)=>{let o=0;for(let i=1;i0:o<0},Xe=({coords:d,lengths:e},t)=>{const n=[];for(let o=0,i=0;o({...n,[o]:K.createVertex(e,t,this.vertices[o])}),{})),this._cache.vertexBuffers}}const xe=d=>parseFloat(d)/100;class Me extends kt{constructor(e,t){super(),this._clip=t,this._cache={},this.stage=e,this._handle=Ct(()=>t.version,()=>this._invalidate()),this.ready()}static fromClipArea(e,t){return new Me(e,t)}_destroyGL(){this._cache.mesh!=null&&(this._cache.mesh.destroy(),this._cache.mesh=null),this._cache.vao!=null&&(this._cache.vao.dispose(),this._cache.vao=null)}destroy(){this._destroyGL(),this._handle.remove()}getVAO(e,t,n,o){const[i,a]=t.size;if(this._clip.type!=="geometry"&&this._lastWidth===i&&this._lastHeight===a||(this._lastWidth=i,this._lastHeight=a,this._destroyGL()),this._cache.vao==null){const r=this._createMesh(t,this._clip),s=r.getIndexBuffer(e),l=r.getVertexBuffers(e);this._cache.mesh=r,this._cache.vao=new J(e,n,o,l,s)}return this._cache.vao}_createTransforms(){return{dvs:Je()}}_invalidate(){this._destroyGL(),this.requestRender()}_createScreenRect(e,t){const[n,o]=e.size,i=typeof t.left=="string"?xe(t.left)*n:t.left,a=typeof t.right=="string"?xe(t.right)*n:t.right,r=typeof t.top=="string"?xe(t.top)*o:t.top,s=typeof t.bottom=="string"?xe(t.bottom)*o:t.bottom,l=i,u=r;return{x:l,y:u,width:Math.max(n-a-l,0),height:Math.max(o-s-u,0)}}_createMesh(e,t){switch(t.type){case"rect":return B.fromRect(this._createScreenRect(e,t));case"path":return B.fromPath(t);case"geometry":return B.fromGeometry(e,t);default:return Pe.getLogger("esri.views.2d.engine.webgl.ClippingInfo").error(new q("mapview-bad-type","Unable to create ClippingInfo mesh from clip of type: ${clip.type}")),B.fromRect({x:0,y:0,width:1,height:1})}}}class Ao extends $t{set clips(e){super.clips=e,this._updateClippingInfo(e)}renderChildren(e){this._renderPasses==null&&(this._renderPasses=this.prepareRenderPasses(e.painter));for(const t of this._renderPasses)try{t.render(e)}catch{}}prepareRenderPasses(e){return[e.registerRenderPass({name:"clip",brushes:[Bn.clip],target:()=>this._clippingInfos,drawPhase:U.MAP|U.LABEL|U.LABEL_ALPHA|U.DEBUG|U.HIGHLIGHT})]}_updateClippingInfo(e){this._clippingInfos!=null&&(this._clippingInfos.forEach(t=>t.destroy()),this._clippingInfos=null),e!=null&&e.length&&(this._clippingInfos=e.items.map(t=>Me.fromClipArea(this.stage,t))),this.requestRender()}}export{rt as a,vo as b,Cn as c,En as d,Y as e,Ee as f,yo as g,gn as h,bo as m,Ao as n,In as p,ee as t,Bn as w};