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@luma.gl/shadertools

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@luma.gl/shadertools - npm Package Compare versions

Comparing version 9.0.0-beta.1 to 9.0.0-beta.2

src/.DS_Store

9

dist/lib/shader-assembly/assemble-shaders.js

@@ -59,3 +59,2 @@ import { glsl } from "../glsl-utils/highlight.js";

modules,
defines = {},
hookFunctions = [],

@@ -67,7 +66,2 @@ inject = {},

const coreSource = source;
const allDefines = {};
modules.forEach(module => {
Object.assign(allDefines, module.getDefines());
});
Object.assign(allDefines, defines);
let assembledSource = '';

@@ -100,3 +94,4 @@ const hookFunctionMap = normalizeShaderHooks(hookFunctions);

}
for (const module of modules) {
const modulesToInject = platformInfo.type !== 'webgpu' ? modules : [];
for (const module of modulesToInject) {
if (log) {

@@ -103,0 +98,0 @@ module.checkDeprecations(coreSource, log);

@@ -7,2 +7,4 @@ import type { NumberArray } from '@math.gl/types';

export type DirlightUniforms = DirlightProps;
export declare const VS_WGSL = " \nvoid dirlight_setNormal(normal: vec3<f32>) {\n dirlight_vNormal = normalize(normal);\n}\n";
export declare const FS_WGSL = "uniform dirlightUniforms {\n vec3 lightDirection;\n} dirlight;\n\n// Returns color attenuated by angle from light source\nfn dirlight_filterColor(color: vec4<f32>, dirlightInputs): vec4<f32> {\n const d: float = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));\n return vec4<f32>(color.rgb * d, color.a);\n}\n";
/**

@@ -9,0 +11,0 @@ * Cheap lighting - single directional light, single dot product, one uniform

import { glsl } from "../../../lib/glsl-utils/highlight.js";
const vs = glsl`\
export const VS_WGSL = `\
void dirlight_setNormal(normal: vec3<f32>) {
dirlight_vNormal = normalize(normal);
}
`;
export const FS_WGSL = `\
uniform dirlightUniforms {
vec3 lightDirection;
} dirlight;
// Returns color attenuated by angle from light source
fn dirlight_filterColor(color: vec4<f32>, dirlightInputs): vec4<f32> {
const d: float = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));
return vec4<f32>(color.rgb * d, color.a);
}
`;
const VS_GLSL = glsl`\
out vec3 dirlight_vNormal;

@@ -9,3 +25,3 @@

`;
const fs = glsl`\
const FS_GLSL = glsl`\
uniform dirlightUniforms {

@@ -26,4 +42,4 @@ vec3 lightDirection;

dependencies: [],
vs,
fs,
vs: VS_GLSL,
fs: FS_GLSL,
uniformTypes: {

@@ -30,0 +46,0 @@ lightDirection: 'vec3<f32>'

{
"name": "@luma.gl/shadertools",
"version": "9.0.0-beta.1",
"version": "9.0.0-beta.2",
"description": "Shader module system for luma.gl",

@@ -49,7 +49,7 @@ "type": "module",

"@babel/runtime": "^7.0.0",
"@luma.gl/core": "9.0.0-beta.1",
"@luma.gl/core": "9.0.0-beta.2",
"@math.gl/core": "^4.0.0",
"@math.gl/types": "^4.0.0"
},
"gitHead": "5fb42f651e80825336a372ca5a66de7d55611ddf"
"gitHead": "d90ddd6231c3d405d88dfb9e8c232c4dfefcc056"
}

@@ -125,3 +125,3 @@ // luma.gl, MIT license

modules,
defines = {},
// defines = {},
hookFunctions = [],

@@ -140,7 +140,7 @@ inject = {},

// Combine Module and Application Defines
const allDefines = {};
modules.forEach(module => {
Object.assign(allDefines, module.getDefines());
});
Object.assign(allDefines, defines);
// const allDefines = {};
// modules.forEach(module => {
// Object.assign(allDefines, module.getDefines());
// });
// Object.assign(allDefines, defines);

@@ -191,3 +191,6 @@ // Add platform defines (use these to work around platform-specific bugs and limitations)

for (const module of modules) {
// TODO - hack until shadertool modules support WebGPU
const modulesToInject = platformInfo.type !== 'webgpu' ? modules : [];
for (const module of modulesToInject) {
if (log) {

@@ -194,0 +197,0 @@ module.checkDeprecations(coreSource, log);

@@ -14,3 +14,23 @@ // luma.gl, MIT license

const vs = glsl`\
// TODO
export const VS_WGSL = /* WGSL */`\
void dirlight_setNormal(normal: vec3<f32>) {
dirlight_vNormal = normalize(normal);
}
`;
// TODO
export const FS_WGSL = /* WGSL */`\
uniform dirlightUniforms {
vec3 lightDirection;
} dirlight;
// Returns color attenuated by angle from light source
fn dirlight_filterColor(color: vec4<f32>, dirlightInputs): vec4<f32> {
const d: float = abs(dot(dirlight_vNormal, normalize(dirlight.lightDirection)));
return vec4<f32>(color.rgb * d, color.a);
}
`;
const VS_GLSL = glsl`\
out vec3 dirlight_vNormal;

@@ -23,3 +43,3 @@

const fs = glsl`\
const FS_GLSL = glsl`\
uniform dirlightUniforms {

@@ -44,4 +64,12 @@ vec3 lightDirection;

dependencies: [],
vs,
fs,
vs: VS_GLSL,
fs: FS_GLSL,
// vs: {glsl: VS_GLSL, wgsl: VS_WGSL},
// fs: {glsl: FS_GLSL, wgsl: FS_WGSL},
// fragmentInputs: [
// {
// name: 'dirlight_vNormal',
// type: 'vec3<f32>'
// }
// ],
uniformTypes: {

@@ -48,0 +76,0 @@ lightDirection: 'vec3<f32>'

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