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@sigma/node-border - npm Package Compare versions

Comparing version 3.0.0-beta.1 to 3.0.0-beta.2

82

dist/sigma-node-border.cjs.dev.js

@@ -217,15 +217,2 @@ 'use strict';

function getFragmentShader(_ref) {
var borders = _ref.borders;
// language=GLSL
var SHADER = /*glsl*/"\nprecision highp float;\n\nvarying vec2 v_diffVector;\nvarying float v_aaBorder;\nvarying float v_radius;\n".concat(borders.map(function (_, i) {
return "varying float v_borderSize_".concat(i + 1, ";");
}).join("\n"), "\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n").concat(borders.map(function (_, i) {
return "varying vec4 v_borderColor_".concat(i + 1, ";");
}).join("\n"), "\n#endif\n\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n float dist = length(v_diffVector);\n float v_borderSize_0 = v_radius;\n vec4 v_borderColor_0 = transparent;\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_radius)\n gl_FragColor = transparent;\n else\n gl_FragColor = v_color;\n\n #else\n if (dist > v_borderSize_0) {\n gl_FragColor = v_borderColor_0;\n } else ").concat(borders.map(function (_, i) {
return "if (dist > v_borderSize_".concat(i, " - v_aaBorder) {\n gl_FragColor = mix(v_borderColor_").concat(i + 1, ", v_borderColor_").concat(i, ", (dist - v_borderSize_").concat(i, " + v_aaBorder) / v_aaBorder);\n } else if (dist > v_borderSize_").concat(i + 1, ") {\n gl_FragColor = v_borderColor_").concat(i + 1, ";\n } else ");
}).join(""), " { /* Nothing to add here */ }\n #endif\n}\n");
return SHADER;
}
var DEFAULT_BORDER_SIZE_MODE = "relative";

@@ -254,3 +241,3 @@ var DEFAULT_CREATE_NODE_BORDER_OPTIONS = {

function getVertexShader(_ref) {
function getFragmentShader(_ref) {
var borders = _ref.borders;

@@ -261,44 +248,59 @@ var fillCounts = numberToGLSLFloat(borders.filter(function (_ref2) {

}).length);
// language=GLSL
var SHADER = /*glsl*/"\nattribute vec4 a_id;\nattribute vec2 a_position;\nattribute float a_size;\nattribute float a_angle;\n".concat(borders.flatMap(function (_ref3, i) {
var SHADER = /*glsl*/"\nprecision highp float;\n\nvarying vec2 v_diffVector;\nvarying float v_radius;\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n".concat(borders.flatMap(function (_ref3, i) {
var size = _ref3.size;
return "attribute" in size ? ["attribute float a_borderSize_".concat(i + 1, ";")] : [];
return "attribute" in size ? ["varying float v_borderSize_".concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref4, i) {
var color = _ref4.color;
return "attribute" in color ? ["attribute vec4 a_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n").concat(borders.flatMap(function (_ref5, i) {
var color = _ref5.color;
return "value" in color ? ["uniform vec4 u_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n\nvarying vec2 v_diffVector;\nvarying float v_aaBorder;\nvarying float v_radius;\n").concat(borders.map(function (_, i) {
return "varying float v_borderSize_".concat(i + 1, ";");
}).join("\n"), "\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n").concat(borders.map(function (_, i) {
return "varying vec4 v_borderColor_".concat(i + 1, ";");
}).join("\n"), "\n#endif\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main() {\n float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;\n vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));\n vec2 position = a_position + diffVector;\n gl_Position = vec4(\n (u_matrix * vec3(position, 1)).xy,\n 0,\n 1\n );\n\n v_radius = size / 2.0;\n v_aaBorder = u_correctionRatio * 2.0;\n v_diffVector = diffVector;\n\n // Let's first compute the size of \"non-fill\" borders:\n").concat(borders.flatMap(function (_ref6, i) {
var size = _ref6.size;
return "attribute" in color ? ["varying vec4 v_borderColor_".concat(i + 1, ";")] : "value" in color ? ["uniform vec4 u_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n#endif\n\nuniform float u_correctionRatio;\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n float dist = length(v_diffVector);\n float aaBorder = 2.0 * u_correctionRatio;\n float v_borderSize_0 = v_radius;\n vec4 v_borderColor_0 = transparent;\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_radius)\n gl_FragColor = transparent;\n else {\n gl_FragColor = v_color;\n gl_FragColor.a *= bias;\n }\n #else\n // Sizes:\n").concat(borders.flatMap(function (_ref5, i) {
var size = _ref5.size;
if ("fill" in size) return [];
size = size;
var value = "attribute" in size ? "a_borderSize_".concat(i + 1) : numberToGLSLFloat(size.value);
var value = "attribute" in size ? "v_borderSize_".concat(i + 1) : numberToGLSLFloat(size.value);
var factor = (size.mode || DEFAULT_BORDER_SIZE_MODE) === "pixels" ? "u_correctionRatio" : "v_radius";
return [" float borderSize_".concat(i + 1, " = ").concat(factor, " * ").concat(value, ";")];
}).join("\n"), "\n // Now, let's split the remaining space between \"fill\" borders:\n float fillBorderSize = (v_radius - (").concat(borders.flatMap(function (_ref7, i) {
}).join("\n"), "\n // Now, let's split the remaining space between \"fill\" borders:\n float fillBorderSize = (v_radius - (").concat(borders.flatMap(function (_ref6, i) {
var size = _ref6.size;
return !("fill" in size) ? ["borderSize_".concat(i + 1)] : [];
}).join(" + "), ") ) / ").concat(fillCounts, ";\n").concat(borders.flatMap(function (_ref7, i) {
var size = _ref7.size;
return !("fill" in size) ? ["borderSize_".concat(i + 1)] : [];
}).join(" + "), ") ) / ").concat(fillCounts, ";\n").concat(borders.flatMap(function (_ref8, i) {
var size = _ref8.size;
return "fill" in size ? [" float borderSize_".concat(i + 1, " = fillBorderSize;")] : [];
}).join("\n"), "\n\n // Finally, normalize all border sizes, to start from the full size and to end with the smallest:\n float v_borderSize_0 = v_radius;\n").concat(borders.map(function (_, i) {
return " v_borderSize_".concat(i + 1, " = v_borderSize_").concat(i, " - borderSize_").concat(i + 1, ";");
}).join("\n"), "\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n v_color.a *= bias;\n #else\n vec4 v_borderColor_0 = transparent;\n").concat(borders.map(function (_ref9, i) {
var color = _ref9.color;
}).join("\n"), "\n\n // Finally, normalize all border sizes, to start from the full size and to end with the smallest:\n float adjustedBorderSize_0 = v_radius;\n").concat(borders.map(function (_, i) {
return " float adjustedBorderSize_".concat(i + 1, " = adjustedBorderSize_").concat(i, " - borderSize_").concat(i + 1, ";");
}).join("\n"), "\n\n // Colors:\n vec4 borderColor_0 = transparent;\n").concat(borders.map(function (_ref8, i) {
var color = _ref8.color;
var res = [];
if ("attribute" in color) {
res.push(" v_borderColor_".concat(i + 1, " = a_borderColor_").concat(i + 1, ";"));
res.push(" vec4 borderColor_".concat(i + 1, " = v_borderColor_").concat(i + 1, ";"));
} else if ("transparent" in color) {
res.push(" v_borderColor_".concat(i + 1, " = vec4(0.0, 0.0, 0.0, 0.0);"));
res.push(" vec4 borderColor_".concat(i + 1, " = vec4(0.0, 0.0, 0.0, 0.0);"));
} else {
res.push(" v_borderColor_".concat(i + 1, " = u_borderColor_").concat(i + 1, ";"));
res.push(" vec4 borderColor_".concat(i + 1, " = u_borderColor_").concat(i + 1, ";"));
}
res.push(" v_borderColor_".concat(i + 1, ".a *= bias;"));
res.push(" if (borderSize_".concat(i + 1, " <= 1.0 * u_correctionRatio) { v_borderColor_").concat(i + 1, " = v_borderColor_").concat(i, "; }"));
res.push(" borderColor_".concat(i + 1, ".a *= bias;"));
res.push(" if (borderSize_".concat(i + 1, " <= 1.0 * u_correctionRatio) { borderColor_").concat(i + 1, " = borderColor_").concat(i, "; }"));
return res.join("\n");
}).join("\n"), "\n if (dist > adjustedBorderSize_0) {\n gl_FragColor = borderColor_0;\n } else ").concat(borders.map(function (_, i) {
return "if (dist > adjustedBorderSize_".concat(i, " - aaBorder) {\n gl_FragColor = mix(borderColor_").concat(i + 1, ", borderColor_").concat(i, ", (dist - adjustedBorderSize_").concat(i, " + aaBorder) / aaBorder);\n } else if (dist > adjustedBorderSize_").concat(i + 1, ") {\n gl_FragColor = borderColor_").concat(i + 1, ";\n } else ");
}).join(""), " { /* Nothing to add here */ }\n #endif\n}\n");
return SHADER;
}
function getVertexShader(_ref) {
var borders = _ref.borders;
// language=GLSL
var SHADER = /*glsl*/"\nattribute vec2 a_position;\nattribute float a_size;\nattribute float a_angle;\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n\nvarying vec2 v_diffVector;\nvarying float v_radius;\n\n#ifdef PICKING_MODE\nattribute vec4 a_id;\nvarying vec4 v_color;\n#else\n".concat(borders.flatMap(function (_ref2, i) {
var size = _ref2.size;
return "attribute" in size ? ["attribute float a_borderSize_".concat(i + 1, ";"), "varying float v_borderSize_".concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref3, i) {
var color = _ref3.color;
return "attribute" in color ? ["attribute vec4 a_borderColor_".concat(i + 1, ";"), "varying vec4 v_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n#endif\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main() {\n float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;\n vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));\n vec2 position = a_position + diffVector;\n gl_Position = vec4(\n (u_matrix * vec3(position, 1)).xy,\n 0,\n 1\n );\n\n v_radius = size / 2.0;\n v_diffVector = diffVector;\n\n #ifdef PICKING_MODE\n v_color = a_id;\n #else\n").concat(borders.flatMap(function (_ref4, i) {
var size = _ref4.size;
return "attribute" in size ? [" v_borderSize_".concat(i + 1, " = a_borderSize_").concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref5, i) {
var color = _ref5.color;
return "attribute" in color ? [" v_borderColor_".concat(i + 1, " = a_borderColor_").concat(i + 1, ";")] : [];
}).join("\n"), "\n #endif\n}\n");

@@ -305,0 +307,0 @@ return SHADER;

@@ -217,15 +217,2 @@ 'use strict';

function getFragmentShader(_ref) {
var borders = _ref.borders;
// language=GLSL
var SHADER = /*glsl*/"\nprecision highp float;\n\nvarying vec2 v_diffVector;\nvarying float v_aaBorder;\nvarying float v_radius;\n".concat(borders.map(function (_, i) {
return "varying float v_borderSize_".concat(i + 1, ";");
}).join("\n"), "\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n").concat(borders.map(function (_, i) {
return "varying vec4 v_borderColor_".concat(i + 1, ";");
}).join("\n"), "\n#endif\n\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n float dist = length(v_diffVector);\n float v_borderSize_0 = v_radius;\n vec4 v_borderColor_0 = transparent;\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_radius)\n gl_FragColor = transparent;\n else\n gl_FragColor = v_color;\n\n #else\n if (dist > v_borderSize_0) {\n gl_FragColor = v_borderColor_0;\n } else ").concat(borders.map(function (_, i) {
return "if (dist > v_borderSize_".concat(i, " - v_aaBorder) {\n gl_FragColor = mix(v_borderColor_").concat(i + 1, ", v_borderColor_").concat(i, ", (dist - v_borderSize_").concat(i, " + v_aaBorder) / v_aaBorder);\n } else if (dist > v_borderSize_").concat(i + 1, ") {\n gl_FragColor = v_borderColor_").concat(i + 1, ";\n } else ");
}).join(""), " { /* Nothing to add here */ }\n #endif\n}\n");
return SHADER;
}
var DEFAULT_BORDER_SIZE_MODE = "relative";

@@ -254,3 +241,3 @@ var DEFAULT_CREATE_NODE_BORDER_OPTIONS = {

function getVertexShader(_ref) {
function getFragmentShader(_ref) {
var borders = _ref.borders;

@@ -261,44 +248,59 @@ var fillCounts = numberToGLSLFloat(borders.filter(function (_ref2) {

}).length);
// language=GLSL
var SHADER = /*glsl*/"\nattribute vec4 a_id;\nattribute vec2 a_position;\nattribute float a_size;\nattribute float a_angle;\n".concat(borders.flatMap(function (_ref3, i) {
var SHADER = /*glsl*/"\nprecision highp float;\n\nvarying vec2 v_diffVector;\nvarying float v_radius;\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n".concat(borders.flatMap(function (_ref3, i) {
var size = _ref3.size;
return "attribute" in size ? ["attribute float a_borderSize_".concat(i + 1, ";")] : [];
return "attribute" in size ? ["varying float v_borderSize_".concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref4, i) {
var color = _ref4.color;
return "attribute" in color ? ["attribute vec4 a_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n").concat(borders.flatMap(function (_ref5, i) {
var color = _ref5.color;
return "value" in color ? ["uniform vec4 u_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n\nvarying vec2 v_diffVector;\nvarying float v_aaBorder;\nvarying float v_radius;\n").concat(borders.map(function (_, i) {
return "varying float v_borderSize_".concat(i + 1, ";");
}).join("\n"), "\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n").concat(borders.map(function (_, i) {
return "varying vec4 v_borderColor_".concat(i + 1, ";");
}).join("\n"), "\n#endif\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main() {\n float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;\n vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));\n vec2 position = a_position + diffVector;\n gl_Position = vec4(\n (u_matrix * vec3(position, 1)).xy,\n 0,\n 1\n );\n\n v_radius = size / 2.0;\n v_aaBorder = u_correctionRatio * 2.0;\n v_diffVector = diffVector;\n\n // Let's first compute the size of \"non-fill\" borders:\n").concat(borders.flatMap(function (_ref6, i) {
var size = _ref6.size;
return "attribute" in color ? ["varying vec4 v_borderColor_".concat(i + 1, ";")] : "value" in color ? ["uniform vec4 u_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n#endif\n\nuniform float u_correctionRatio;\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n float dist = length(v_diffVector);\n float aaBorder = 2.0 * u_correctionRatio;\n float v_borderSize_0 = v_radius;\n vec4 v_borderColor_0 = transparent;\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_radius)\n gl_FragColor = transparent;\n else {\n gl_FragColor = v_color;\n gl_FragColor.a *= bias;\n }\n #else\n // Sizes:\n").concat(borders.flatMap(function (_ref5, i) {
var size = _ref5.size;
if ("fill" in size) return [];
size = size;
var value = "attribute" in size ? "a_borderSize_".concat(i + 1) : numberToGLSLFloat(size.value);
var value = "attribute" in size ? "v_borderSize_".concat(i + 1) : numberToGLSLFloat(size.value);
var factor = (size.mode || DEFAULT_BORDER_SIZE_MODE) === "pixels" ? "u_correctionRatio" : "v_radius";
return [" float borderSize_".concat(i + 1, " = ").concat(factor, " * ").concat(value, ";")];
}).join("\n"), "\n // Now, let's split the remaining space between \"fill\" borders:\n float fillBorderSize = (v_radius - (").concat(borders.flatMap(function (_ref7, i) {
}).join("\n"), "\n // Now, let's split the remaining space between \"fill\" borders:\n float fillBorderSize = (v_radius - (").concat(borders.flatMap(function (_ref6, i) {
var size = _ref6.size;
return !("fill" in size) ? ["borderSize_".concat(i + 1)] : [];
}).join(" + "), ") ) / ").concat(fillCounts, ";\n").concat(borders.flatMap(function (_ref7, i) {
var size = _ref7.size;
return !("fill" in size) ? ["borderSize_".concat(i + 1)] : [];
}).join(" + "), ") ) / ").concat(fillCounts, ";\n").concat(borders.flatMap(function (_ref8, i) {
var size = _ref8.size;
return "fill" in size ? [" float borderSize_".concat(i + 1, " = fillBorderSize;")] : [];
}).join("\n"), "\n\n // Finally, normalize all border sizes, to start from the full size and to end with the smallest:\n float v_borderSize_0 = v_radius;\n").concat(borders.map(function (_, i) {
return " v_borderSize_".concat(i + 1, " = v_borderSize_").concat(i, " - borderSize_").concat(i + 1, ";");
}).join("\n"), "\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n v_color.a *= bias;\n #else\n vec4 v_borderColor_0 = transparent;\n").concat(borders.map(function (_ref9, i) {
var color = _ref9.color;
}).join("\n"), "\n\n // Finally, normalize all border sizes, to start from the full size and to end with the smallest:\n float adjustedBorderSize_0 = v_radius;\n").concat(borders.map(function (_, i) {
return " float adjustedBorderSize_".concat(i + 1, " = adjustedBorderSize_").concat(i, " - borderSize_").concat(i + 1, ";");
}).join("\n"), "\n\n // Colors:\n vec4 borderColor_0 = transparent;\n").concat(borders.map(function (_ref8, i) {
var color = _ref8.color;
var res = [];
if ("attribute" in color) {
res.push(" v_borderColor_".concat(i + 1, " = a_borderColor_").concat(i + 1, ";"));
res.push(" vec4 borderColor_".concat(i + 1, " = v_borderColor_").concat(i + 1, ";"));
} else if ("transparent" in color) {
res.push(" v_borderColor_".concat(i + 1, " = vec4(0.0, 0.0, 0.0, 0.0);"));
res.push(" vec4 borderColor_".concat(i + 1, " = vec4(0.0, 0.0, 0.0, 0.0);"));
} else {
res.push(" v_borderColor_".concat(i + 1, " = u_borderColor_").concat(i + 1, ";"));
res.push(" vec4 borderColor_".concat(i + 1, " = u_borderColor_").concat(i + 1, ";"));
}
res.push(" v_borderColor_".concat(i + 1, ".a *= bias;"));
res.push(" if (borderSize_".concat(i + 1, " <= 1.0 * u_correctionRatio) { v_borderColor_").concat(i + 1, " = v_borderColor_").concat(i, "; }"));
res.push(" borderColor_".concat(i + 1, ".a *= bias;"));
res.push(" if (borderSize_".concat(i + 1, " <= 1.0 * u_correctionRatio) { borderColor_").concat(i + 1, " = borderColor_").concat(i, "; }"));
return res.join("\n");
}).join("\n"), "\n if (dist > adjustedBorderSize_0) {\n gl_FragColor = borderColor_0;\n } else ").concat(borders.map(function (_, i) {
return "if (dist > adjustedBorderSize_".concat(i, " - aaBorder) {\n gl_FragColor = mix(borderColor_").concat(i + 1, ", borderColor_").concat(i, ", (dist - adjustedBorderSize_").concat(i, " + aaBorder) / aaBorder);\n } else if (dist > adjustedBorderSize_").concat(i + 1, ") {\n gl_FragColor = borderColor_").concat(i + 1, ";\n } else ");
}).join(""), " { /* Nothing to add here */ }\n #endif\n}\n");
return SHADER;
}
function getVertexShader(_ref) {
var borders = _ref.borders;
// language=GLSL
var SHADER = /*glsl*/"\nattribute vec2 a_position;\nattribute float a_size;\nattribute float a_angle;\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n\nvarying vec2 v_diffVector;\nvarying float v_radius;\n\n#ifdef PICKING_MODE\nattribute vec4 a_id;\nvarying vec4 v_color;\n#else\n".concat(borders.flatMap(function (_ref2, i) {
var size = _ref2.size;
return "attribute" in size ? ["attribute float a_borderSize_".concat(i + 1, ";"), "varying float v_borderSize_".concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref3, i) {
var color = _ref3.color;
return "attribute" in color ? ["attribute vec4 a_borderColor_".concat(i + 1, ";"), "varying vec4 v_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n#endif\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main() {\n float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;\n vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));\n vec2 position = a_position + diffVector;\n gl_Position = vec4(\n (u_matrix * vec3(position, 1)).xy,\n 0,\n 1\n );\n\n v_radius = size / 2.0;\n v_diffVector = diffVector;\n\n #ifdef PICKING_MODE\n v_color = a_id;\n #else\n").concat(borders.flatMap(function (_ref4, i) {
var size = _ref4.size;
return "attribute" in size ? [" v_borderSize_".concat(i + 1, " = a_borderSize_").concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref5, i) {
var color = _ref5.color;
return "attribute" in color ? [" v_borderColor_".concat(i + 1, " = a_borderColor_").concat(i + 1, ";")] : [];
}).join("\n"), "\n #endif\n}\n");

@@ -305,0 +307,0 @@ return SHADER;

@@ -213,15 +213,2 @@ import { NodeProgram } from 'sigma/rendering';

function getFragmentShader(_ref) {
var borders = _ref.borders;
// language=GLSL
var SHADER = /*glsl*/"\nprecision highp float;\n\nvarying vec2 v_diffVector;\nvarying float v_aaBorder;\nvarying float v_radius;\n".concat(borders.map(function (_, i) {
return "varying float v_borderSize_".concat(i + 1, ";");
}).join("\n"), "\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n").concat(borders.map(function (_, i) {
return "varying vec4 v_borderColor_".concat(i + 1, ";");
}).join("\n"), "\n#endif\n\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n float dist = length(v_diffVector);\n float v_borderSize_0 = v_radius;\n vec4 v_borderColor_0 = transparent;\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_radius)\n gl_FragColor = transparent;\n else\n gl_FragColor = v_color;\n\n #else\n if (dist > v_borderSize_0) {\n gl_FragColor = v_borderColor_0;\n } else ").concat(borders.map(function (_, i) {
return "if (dist > v_borderSize_".concat(i, " - v_aaBorder) {\n gl_FragColor = mix(v_borderColor_").concat(i + 1, ", v_borderColor_").concat(i, ", (dist - v_borderSize_").concat(i, " + v_aaBorder) / v_aaBorder);\n } else if (dist > v_borderSize_").concat(i + 1, ") {\n gl_FragColor = v_borderColor_").concat(i + 1, ";\n } else ");
}).join(""), " { /* Nothing to add here */ }\n #endif\n}\n");
return SHADER;
}
var DEFAULT_BORDER_SIZE_MODE = "relative";

@@ -250,3 +237,3 @@ var DEFAULT_CREATE_NODE_BORDER_OPTIONS = {

function getVertexShader(_ref) {
function getFragmentShader(_ref) {
var borders = _ref.borders;

@@ -257,44 +244,59 @@ var fillCounts = numberToGLSLFloat(borders.filter(function (_ref2) {

}).length);
// language=GLSL
var SHADER = /*glsl*/"\nattribute vec4 a_id;\nattribute vec2 a_position;\nattribute float a_size;\nattribute float a_angle;\n".concat(borders.flatMap(function (_ref3, i) {
var SHADER = /*glsl*/"\nprecision highp float;\n\nvarying vec2 v_diffVector;\nvarying float v_radius;\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n".concat(borders.flatMap(function (_ref3, i) {
var size = _ref3.size;
return "attribute" in size ? ["attribute float a_borderSize_".concat(i + 1, ";")] : [];
return "attribute" in size ? ["varying float v_borderSize_".concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref4, i) {
var color = _ref4.color;
return "attribute" in color ? ["attribute vec4 a_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n").concat(borders.flatMap(function (_ref5, i) {
var color = _ref5.color;
return "value" in color ? ["uniform vec4 u_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n\nvarying vec2 v_diffVector;\nvarying float v_aaBorder;\nvarying float v_radius;\n").concat(borders.map(function (_, i) {
return "varying float v_borderSize_".concat(i + 1, ";");
}).join("\n"), "\n\n#ifdef PICKING_MODE\nvarying vec4 v_color;\n#else\n// For normal mode, we use the border colors defined in the program:\n").concat(borders.map(function (_, i) {
return "varying vec4 v_borderColor_".concat(i + 1, ";");
}).join("\n"), "\n#endif\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main() {\n float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;\n vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));\n vec2 position = a_position + diffVector;\n gl_Position = vec4(\n (u_matrix * vec3(position, 1)).xy,\n 0,\n 1\n );\n\n v_radius = size / 2.0;\n v_aaBorder = u_correctionRatio * 2.0;\n v_diffVector = diffVector;\n\n // Let's first compute the size of \"non-fill\" borders:\n").concat(borders.flatMap(function (_ref6, i) {
var size = _ref6.size;
return "attribute" in color ? ["varying vec4 v_borderColor_".concat(i + 1, ";")] : "value" in color ? ["uniform vec4 u_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n#endif\n\nuniform float u_correctionRatio;\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main(void) {\n float dist = length(v_diffVector);\n float aaBorder = 2.0 * u_correctionRatio;\n float v_borderSize_0 = v_radius;\n vec4 v_borderColor_0 = transparent;\n\n // No antialiasing for picking mode:\n #ifdef PICKING_MODE\n if (dist > v_radius)\n gl_FragColor = transparent;\n else {\n gl_FragColor = v_color;\n gl_FragColor.a *= bias;\n }\n #else\n // Sizes:\n").concat(borders.flatMap(function (_ref5, i) {
var size = _ref5.size;
if ("fill" in size) return [];
size = size;
var value = "attribute" in size ? "a_borderSize_".concat(i + 1) : numberToGLSLFloat(size.value);
var value = "attribute" in size ? "v_borderSize_".concat(i + 1) : numberToGLSLFloat(size.value);
var factor = (size.mode || DEFAULT_BORDER_SIZE_MODE) === "pixels" ? "u_correctionRatio" : "v_radius";
return [" float borderSize_".concat(i + 1, " = ").concat(factor, " * ").concat(value, ";")];
}).join("\n"), "\n // Now, let's split the remaining space between \"fill\" borders:\n float fillBorderSize = (v_radius - (").concat(borders.flatMap(function (_ref7, i) {
}).join("\n"), "\n // Now, let's split the remaining space between \"fill\" borders:\n float fillBorderSize = (v_radius - (").concat(borders.flatMap(function (_ref6, i) {
var size = _ref6.size;
return !("fill" in size) ? ["borderSize_".concat(i + 1)] : [];
}).join(" + "), ") ) / ").concat(fillCounts, ";\n").concat(borders.flatMap(function (_ref7, i) {
var size = _ref7.size;
return !("fill" in size) ? ["borderSize_".concat(i + 1)] : [];
}).join(" + "), ") ) / ").concat(fillCounts, ";\n").concat(borders.flatMap(function (_ref8, i) {
var size = _ref8.size;
return "fill" in size ? [" float borderSize_".concat(i + 1, " = fillBorderSize;")] : [];
}).join("\n"), "\n\n // Finally, normalize all border sizes, to start from the full size and to end with the smallest:\n float v_borderSize_0 = v_radius;\n").concat(borders.map(function (_, i) {
return " v_borderSize_".concat(i + 1, " = v_borderSize_").concat(i, " - borderSize_").concat(i + 1, ";");
}).join("\n"), "\n\n #ifdef PICKING_MODE\n // For picking mode, we use the ID as the color:\n v_color = a_id;\n v_color.a *= bias;\n #else\n vec4 v_borderColor_0 = transparent;\n").concat(borders.map(function (_ref9, i) {
var color = _ref9.color;
}).join("\n"), "\n\n // Finally, normalize all border sizes, to start from the full size and to end with the smallest:\n float adjustedBorderSize_0 = v_radius;\n").concat(borders.map(function (_, i) {
return " float adjustedBorderSize_".concat(i + 1, " = adjustedBorderSize_").concat(i, " - borderSize_").concat(i + 1, ";");
}).join("\n"), "\n\n // Colors:\n vec4 borderColor_0 = transparent;\n").concat(borders.map(function (_ref8, i) {
var color = _ref8.color;
var res = [];
if ("attribute" in color) {
res.push(" v_borderColor_".concat(i + 1, " = a_borderColor_").concat(i + 1, ";"));
res.push(" vec4 borderColor_".concat(i + 1, " = v_borderColor_").concat(i + 1, ";"));
} else if ("transparent" in color) {
res.push(" v_borderColor_".concat(i + 1, " = vec4(0.0, 0.0, 0.0, 0.0);"));
res.push(" vec4 borderColor_".concat(i + 1, " = vec4(0.0, 0.0, 0.0, 0.0);"));
} else {
res.push(" v_borderColor_".concat(i + 1, " = u_borderColor_").concat(i + 1, ";"));
res.push(" vec4 borderColor_".concat(i + 1, " = u_borderColor_").concat(i + 1, ";"));
}
res.push(" v_borderColor_".concat(i + 1, ".a *= bias;"));
res.push(" if (borderSize_".concat(i + 1, " <= 1.0 * u_correctionRatio) { v_borderColor_").concat(i + 1, " = v_borderColor_").concat(i, "; }"));
res.push(" borderColor_".concat(i + 1, ".a *= bias;"));
res.push(" if (borderSize_".concat(i + 1, " <= 1.0 * u_correctionRatio) { borderColor_").concat(i + 1, " = borderColor_").concat(i, "; }"));
return res.join("\n");
}).join("\n"), "\n if (dist > adjustedBorderSize_0) {\n gl_FragColor = borderColor_0;\n } else ").concat(borders.map(function (_, i) {
return "if (dist > adjustedBorderSize_".concat(i, " - aaBorder) {\n gl_FragColor = mix(borderColor_").concat(i + 1, ", borderColor_").concat(i, ", (dist - adjustedBorderSize_").concat(i, " + aaBorder) / aaBorder);\n } else if (dist > adjustedBorderSize_").concat(i + 1, ") {\n gl_FragColor = borderColor_").concat(i + 1, ";\n } else ");
}).join(""), " { /* Nothing to add here */ }\n #endif\n}\n");
return SHADER;
}
function getVertexShader(_ref) {
var borders = _ref.borders;
// language=GLSL
var SHADER = /*glsl*/"\nattribute vec2 a_position;\nattribute float a_size;\nattribute float a_angle;\n\nuniform mat3 u_matrix;\nuniform float u_sizeRatio;\nuniform float u_correctionRatio;\n\nvarying vec2 v_diffVector;\nvarying float v_radius;\n\n#ifdef PICKING_MODE\nattribute vec4 a_id;\nvarying vec4 v_color;\n#else\n".concat(borders.flatMap(function (_ref2, i) {
var size = _ref2.size;
return "attribute" in size ? ["attribute float a_borderSize_".concat(i + 1, ";"), "varying float v_borderSize_".concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref3, i) {
var color = _ref3.color;
return "attribute" in color ? ["attribute vec4 a_borderColor_".concat(i + 1, ";"), "varying vec4 v_borderColor_".concat(i + 1, ";")] : [];
}).join("\n"), "\n#endif\n\nconst float bias = 255.0 / 254.0;\nconst vec4 transparent = vec4(0.0, 0.0, 0.0, 0.0);\n\nvoid main() {\n float size = a_size * u_correctionRatio / u_sizeRatio * 4.0;\n vec2 diffVector = size * vec2(cos(a_angle), sin(a_angle));\n vec2 position = a_position + diffVector;\n gl_Position = vec4(\n (u_matrix * vec3(position, 1)).xy,\n 0,\n 1\n );\n\n v_radius = size / 2.0;\n v_diffVector = diffVector;\n\n #ifdef PICKING_MODE\n v_color = a_id;\n #else\n").concat(borders.flatMap(function (_ref4, i) {
var size = _ref4.size;
return "attribute" in size ? [" v_borderSize_".concat(i + 1, " = a_borderSize_").concat(i + 1, ";")] : [];
}).join("\n"), "\n").concat(borders.flatMap(function (_ref5, i) {
var color = _ref5.color;
return "attribute" in color ? [" v_borderColor_".concat(i + 1, " = a_borderColor_").concat(i + 1, ";")] : [];
}).join("\n"), "\n #endif\n}\n");

@@ -301,0 +303,0 @@ return SHADER;

{
"name": "@sigma/node-border",
"version": "3.0.0-beta.1",
"version": "3.0.0-beta.2",
"description": "A node program that renders concentric discs in nodes for sigma.js",

@@ -46,3 +46,3 @@ "main": "dist/sigma-node-border.cjs.js",

},
"gitHead": "1601d32c9b88cf687e3bff960200ade72dead3db"
"gitHead": "89a1be9953dd3488546fabc880dac262d5019c67"
}
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