chore: update node_modules with new binary files and dependencies
- Add new binary files for nodemon, onnxruntime-web, and xenova/transformers - Update various JavaScript and TypeScript files in node_modules - Remove unused files and dependencies - Add new test fixtures and documentation files
This commit is contained in:
103
node_modules/onnxruntime-web/lib/onnxjs/backends/webgl/glsl-source.ts
generated
vendored
Normal file
103
node_modules/onnxruntime-web/lib/onnxjs/backends/webgl/glsl-source.ts
generated
vendored
Normal file
@@ -0,0 +1,103 @@
|
||||
// Copyright (c) Microsoft Corporation. All rights reserved.
|
||||
// Licensed under the MIT License.
|
||||
|
||||
/**
|
||||
* represent a version irrelevant abstraction of for GLSL source code
|
||||
*/
|
||||
export interface Glsl {
|
||||
readonly version: string;
|
||||
readonly attribute: string;
|
||||
readonly varyingVertex: string;
|
||||
readonly varyingFrag: string;
|
||||
readonly texture2D: string;
|
||||
readonly output: string;
|
||||
readonly outputDeclaration: string;
|
||||
}
|
||||
|
||||
const GLSL_ES_2_0: Glsl = {
|
||||
version: '',
|
||||
attribute: 'attribute',
|
||||
varyingVertex: 'varying',
|
||||
varyingFrag: 'varying',
|
||||
texture2D: 'texture2D',
|
||||
output: 'gl_FragColor',
|
||||
outputDeclaration: '',
|
||||
};
|
||||
const GLSL_ES_3_0: Glsl = {
|
||||
version: '#version 300 es',
|
||||
attribute: 'in',
|
||||
varyingVertex: 'out',
|
||||
varyingFrag: 'in',
|
||||
texture2D: 'texture',
|
||||
output: 'outputColor',
|
||||
outputDeclaration: 'out vec4 outputColor;',
|
||||
};
|
||||
|
||||
export function getGlsl(version: 1|2) {
|
||||
return version === 1 ? GLSL_ES_2_0 : GLSL_ES_3_0;
|
||||
}
|
||||
|
||||
export function getVertexShaderSource(version: 1|2): string {
|
||||
const glsl = getGlsl(version);
|
||||
return `${glsl.version}
|
||||
precision highp float;
|
||||
${glsl.attribute} vec3 position;
|
||||
${glsl.attribute} vec2 textureCoord;
|
||||
|
||||
${glsl.varyingVertex} vec2 TexCoords;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(position, 1.0);
|
||||
TexCoords = textureCoord;
|
||||
}`;
|
||||
}
|
||||
|
||||
export function getFragShaderPreamble(version: 1|2): string {
|
||||
const glsl = getGlsl(version);
|
||||
return `${glsl.version}
|
||||
precision highp float;
|
||||
precision highp int;
|
||||
precision highp sampler2D;
|
||||
${glsl.varyingFrag} vec2 TexCoords;
|
||||
${glsl.outputDeclaration}
|
||||
const vec2 halfCR = vec2(0.5, 0.5);
|
||||
|
||||
// Custom vector types to handle higher dimenalities.
|
||||
struct ivec5
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
int z;
|
||||
int w;
|
||||
int u;
|
||||
};
|
||||
|
||||
struct ivec6
|
||||
{
|
||||
int x;
|
||||
int y;
|
||||
int z;
|
||||
int w;
|
||||
int u;
|
||||
int v;
|
||||
};
|
||||
|
||||
int imod(int x, int y) {
|
||||
return x - y * (x / y);
|
||||
}
|
||||
|
||||
`;
|
||||
}
|
||||
|
||||
export function getDefaultFragShaderMain(version: 1|2, outputShapeLength: number): string {
|
||||
const glsl = getGlsl(version);
|
||||
return `
|
||||
void main() {
|
||||
int indices[${outputShapeLength}];
|
||||
toVec(TexCoords, indices);
|
||||
vec4 result = vec4(process(indices));
|
||||
${glsl.output} = result;
|
||||
}
|
||||
`;
|
||||
}
|
||||
Reference in New Issue
Block a user