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sigma

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A JavaScript library aimed at visualizing graphs of thousands of nodes and edges.

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(()=>{"use strict";var a={d:(e,t)=>{for(var o in t)a.o(t,o)&&!a.o(e,o)&&Object.defineProperty(e,o,{enumerable:!0,get:t[o]})},o:(a,e)=>Object.prototype.hasOwnProperty.call(a,e),r:a=>{"undefined"!=typeof Symbol&&Symbol.toStringTag&&Object.defineProperty(a,Symbol.toStringTag,{value:"Module"}),Object.defineProperty(a,"__esModule",{value:!0})}},e={};a.r(e),a.d(e,{default:()=>t});const t="attribute vec2 a_position;\nattribute vec2 a_normal;\nattribute float a_radius;\nattribute vec4 a_color;\nattribute vec3 a_barycentric;\n\nuniform mat3 u_matrix;\nuniform float u_sqrtZoomRatio;\nuniform float u_correctionRatio;\n\nvarying vec4 v_color;\n\nconst float minThickness = 1.7;\nconst float bias = 255.0 / 254.0;\nconst float arrowHeadWidthLengthRatio = 0.66;\nconst float arrowHeadLengthThicknessRatio = 2.5;\n\nvoid main() {\n float normalLength = length(a_normal);\n vec2 unitNormal = a_normal / normalLength;\n\n // These first computations are taken from edge.vert.glsl and\n // edge.clamped.vert.glsl. Please read it to get better comments on what's\n // happening:\n float pixelsThickness = max(normalLength, minThickness * u_sqrtZoomRatio);\n float webGLThickness = pixelsThickness * u_correctionRatio;\n float adaptedWebGLThickness = webGLThickness * u_sqrtZoomRatio;\n float adaptedWebGLNodeRadius = a_radius * 2.0 * u_correctionRatio * u_sqrtZoomRatio;\n float adaptedWebGLArrowHeadLength = adaptedWebGLThickness * 2.0 * arrowHeadLengthThicknessRatio;\n float adaptedWebGLArrowHeadHalfWidth = adaptedWebGLArrowHeadLength * arrowHeadWidthLengthRatio / 2.0;\n\n float da = a_barycentric.x;\n float db = a_barycentric.y;\n float dc = a_barycentric.z;\n\n vec2 delta = vec2(\n da * (adaptedWebGLNodeRadius * unitNormal.y)\n + db * ((adaptedWebGLNodeRadius + adaptedWebGLArrowHeadLength) * unitNormal.y + adaptedWebGLArrowHeadHalfWidth * unitNormal.x)\n + dc * ((adaptedWebGLNodeRadius + adaptedWebGLArrowHeadLength) * unitNormal.y - adaptedWebGLArrowHeadHalfWidth * unitNormal.x),\n\n da * (-adaptedWebGLNodeRadius * unitNormal.x)\n + db * (-(adaptedWebGLNodeRadius + adaptedWebGLArrowHeadLength) * unitNormal.x + adaptedWebGLArrowHeadHalfWidth * unitNormal.y)\n + dc * (-(adaptedWebGLNodeRadius + adaptedWebGLArrowHeadLength) * unitNormal.x - adaptedWebGLArrowHeadHalfWidth * unitNormal.y)\n );\n\n vec2 position = (u_matrix * vec3(a_position + delta, 1)).xy;\n\n gl_Position = vec4(position, 0, 1);\n\n // Extract the color:\n v_color = a_color;\n v_color.a *= bias;\n}\n";module.exports=e})();