const shader = "uniform highp float uZero;vec3 getDiscreteColor(sampler2D s,int index){return texelFetch(s,ivec2(index % textureSize(s,0).x,0),0).rgb;}vec3 getInterpolatedColor(sampler2D s,float unitValue){return texture(s,vec2(unitValue,0.0)).rgb;}float clampToRange(float value,vec2 range){return clamp(value,min(range[0],range[1]),max(range[0],range[1]));}float scaleIdentity(float value){return value;}float scaleIdentity(uint value){return float(value);}float scaleLinear(float value,vec2 domain,vec2 range){float domainSpan=domain[1]-domain[0];float rangeSpan=range[1]-range[0];return(value-domain[0])/domainSpan*rangeSpan+range[0];}float scaleLog(float value,vec2 domain,vec2 range,float base){return scaleLinear(log(value)/log(base),log(domain)/log(base),range);}float symlog(float value,float constant){return sign(value)*log(abs(value/constant)+1.0);}float scaleSymlog(float value,vec2 domain,vec2 range,float constant){return scaleLinear(symlog(value,constant),vec2(symlog(domain[0],constant),symlog(domain[1],constant)),range);}float scalePow(float value,vec2 domain,vec2 range,float exponent){return scaleLinear(pow(abs(value),exponent)*sign(value),pow(abs(domain),vec2(exponent))*sign(domain),range);}float scaleBand(uint value,vec2 domainExtent,vec2 range,float paddingInner,float paddingOuter,float align,float band){float start=range[0];float stop=range[1];float rangeSpan=stop-start;float n=domainExtent[1]-domainExtent[0];paddingInner=int(n)>1 ? paddingInner : 0.0;float step=rangeSpan/max(1.0,n-paddingInner+paddingOuter*2.0);start+=(rangeSpan-step*(n-paddingInner))*align;float bandwidth=step*(1.0-paddingInner);return start+(float(value)-domainExtent[0])*step+bandwidth*band;}const int lowBits=12;const float lowDivisor=pow(2.0,float(lowBits));const uint lowMask=uint(lowDivisor-1.0);vec2 splitUint(uint value){uint valueLo=value&lowMask;uint valueHi=value-valueLo;return vec2(float(valueHi),float(valueLo));}/***High precision variant of scaleBand for index/locus scales*/float scaleBandHp(uint value,vec3 domainExtent,vec2 range,float paddingInner,float paddingOuter,float align,float band){float start=range[0];float stop=range[1];float rangeSpan=stop-start;vec2 domainStart=domainExtent.xy;float n=domainExtent[2];float step=rangeSpan/max(1.0,n-paddingInner+paddingOuter*2.0);start+=(rangeSpan-step*(n-paddingInner))*align;float bandwidth=step*(1.0-paddingInner);vec2 splitValue=splitUint(value);float inf=1.0/uZero;float hi=max(splitValue[0]-domainStart[0],-inf);float lo=max(splitValue[1]-domainStart[1],-inf);return dot(vec4(start,hi,lo,bandwidth),vec4(1.0,step,step,band));}/***High precision variant of scaleBand for index/locus scales for large*domains where 32bit uints are not sufficient to represent the domain.*/float scaleBandHp(uvec2 value,vec3 domainExtent,vec2 range,float paddingInner,float paddingOuter,float align,float band){float start=range[0];float stop=range[1];float rangeSpan=stop-start;vec2 domainStart=domainExtent.xy;float n=domainExtent[2];float step=rangeSpan/max(1.0,n-paddingInner+paddingOuter*2.0);start+=(rangeSpan-step*(n-paddingInner))*align;float bandwidth=step*(1.0-paddingInner);vec2 splitValue=vec2(float(value[0])*lowDivisor,float(value[1]));float inf=1.0/uZero;float hi=max(splitValue[0]-domainStart[0],-inf);float lo=max(splitValue[1]-domainStart[1],-inf);return dot(vec4(start,hi,lo,bandwidth),vec4(1.0,step,step,band));}";
export default shader;
