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4 changed files with 449 additions and 0 deletions
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@ -9,6 +9,8 @@
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import './ujs';
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import './when-ready';
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import './vision/chroma-subsample';
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// When developing CSS, include the relevant CSS you're working on here
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// in order to enable HMR (live reload) on it.
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// Would typically be either the theme file, or any additional file
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286
assets/js/vision/chroma-subsample.ts
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286
assets/js/vision/chroma-subsample.ts
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import { loadImageCroppedPowerOfTwo } from './load';
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import {
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createNonMippedLinearTexture,
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createNonMippedLinearTextureFbo,
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createOffscreenCanvasRenderingContext,
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createProgramFromSources,
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Framebuffer,
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getUniformLocation,
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Texture,
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} from './webgl';
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const vert = `#version 300 es
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void main() {
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float x = float((gl_VertexID & 1) << 2);
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float y = float((gl_VertexID & 2) << 1);
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gl_Position = vec4(x - 1.0, -1.0 * (y - 1.0), 0.0, 1.0);
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}
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`;
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const mapFragment = `#version 300 es
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precision highp float;
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uniform highp sampler2D image;
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uniform highp uvec2 windowResolution;
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uniform highp ivec2 dynamicOffset;
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out vec3 outCov;
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vec2 linearRGBToPbPr(vec3 rgb) {
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float rPrime = rgb.r;
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float gPrime = rgb.g;
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float bPrime = rgb.b;
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float pb = - (0.168736 * rPrime) - (0.331264 * gPrime) + (0.5 * bPrime);
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float pr = (0.5 * rPrime) - (0.418688 * gPrime) - (0.081312 * bPrime);
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return vec2(pb, pr);
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}
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float coefficientOfVariation(vec4 values) {
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float mean = dot(values, vec4(1.0)) / 4.0;
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float stddev = length(values - mean) / sqrt(4.0);
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if (abs(mean) > 1e-4) {
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return abs(stddev / mean);
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} else {
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return 0.0;
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}
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}
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vec4 fetchWithOffset(ivec2 coord, ivec2 size) {
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int x = min(coord.x + dynamicOffset.x, size.x - 1);
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int y = min(coord.y + dynamicOffset.y, size.y - 1);
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return texelFetch(image, ivec2(x, y), 0);
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}
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void main() {
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ivec2 windowCoord = ivec2(vec2(gl_FragCoord.x, float(windowResolution.y) - gl_FragCoord.y) - 0.5);
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ivec2 size = ivec2(textureSize(image, 0));
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vec4 nw = fetchWithOffset(windowCoord * 2 + ivec2(0, 0), size);
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vec4 ne = fetchWithOffset(windowCoord * 2 + ivec2(0, 1), size);
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vec4 sw = fetchWithOffset(windowCoord * 2 + ivec2(1, 0), size);
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vec4 se = fetchWithOffset(windowCoord * 2 + ivec2(1, 1), size);
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vec2 chromaNw = linearRGBToPbPr(nw.rgb);
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vec2 chromaNe = linearRGBToPbPr(ne.rgb);
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vec2 chromaSw = linearRGBToPbPr(sw.rgb);
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vec2 chromaSe = linearRGBToPbPr(se.rgb);
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float covPb = coefficientOfVariation(vec4(chromaNw.x, chromaNe.x, chromaSw.x, chromaSe.x));
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float covPr = coefficientOfVariation(vec4(chromaNw.y, chromaNe.y, chromaSw.y, chromaSe.y));
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bvec4 nonOpaqueAlpha = lessThan(vec4(nw.a, ne.a, sw.a, se.a), vec4(1.0));
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float alphaAny = dot(vec4(nonOpaqueAlpha), vec4(1.0));
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outCov = vec3(covPb, covPr, alphaAny);
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}
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`;
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const reduceFragment = `#version 300 es
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precision highp float;
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uniform highp sampler2D image;
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uniform highp uvec2 windowResolution;
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#define REDUCE_HORIZONTAL 0
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#define REDUCE_VERTICAL 1
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uniform uint reduceDimension;
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out vec3 outCov;
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void main() {
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ivec2 windowCoord = ivec2(vec2(gl_FragCoord.x, float(windowResolution.y) - gl_FragCoord.y) - 0.5);
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if (windowCoord[reduceDimension] > 0) {
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discard;
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}
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vec3 result = vec3(0.0);
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ivec2 offset = ivec2(0);
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int n = textureSize(image, 0)[reduceDimension];
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for (int i = 0; i < n; i++) {
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offset[reduceDimension] += 1;
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result += texelFetch(image, windowCoord + offset, 0).xyz;
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}
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outCov = result;
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}
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`;
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const reduceHorizontal = 0;
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const reduceVertical = 1;
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function getDynamicOffset(round: number): [GLint, GLint] {
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switch (round) {
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case 0:
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return [0, 0];
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case 1:
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return [1, 0];
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case 2:
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return [0, 1];
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default:
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return [1, 1];
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}
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}
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function coefficientOfVariation(values: number[]): number {
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const mean = values.reduce((a, n) => a + n, 0) / values.length;
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const stddev = Math.sqrt(values.reduce((a, n) => a + (n - mean) * (n - mean), 0) / values.length);
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if (Math.abs(mean) > 1e-4) {
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return Math.abs(stddev / mean);
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}
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return 0;
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}
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type CovCovPb = number;
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type CovCovPr = number;
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type SumAlpha = number;
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async function detectChromaSubsampling(imageUrl: string): Promise<[CovCovPb, CovCovPr, SumAlpha]> {
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const bitmap = await loadImageCroppedPowerOfTwo(imageUrl);
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const gl = createOffscreenCanvasRenderingContext();
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const mapProgram = createProgramFromSources(gl, vert, mapFragment);
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const mapImage = getUniformLocation(gl, mapProgram, 'image');
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const mapWindowResolution = getUniformLocation(gl, mapProgram, 'windowResolution');
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const mapDynamicOffset = getUniformLocation(gl, mapProgram, 'dynamicOffset');
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const reduceProgram = createProgramFromSources(gl, vert, reduceFragment);
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const reduceImage = getUniformLocation(gl, reduceProgram, 'image');
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const reduceWindowResolution = getUniformLocation(gl, reduceProgram, 'windowResolution');
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const reduceReduceDimension = getUniformLocation(gl, reduceProgram, 'reduceDimension');
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const sourceFormat = {
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internalFormat: gl.RGBA,
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format: gl.RGBA,
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type: gl.UNSIGNED_BYTE,
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};
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const targetFormat = {
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internalFormat: gl.RGBA32F,
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format: gl.RGBA,
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type: gl.FLOAT,
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};
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const sourceTexture = createNonMippedLinearTexture(gl, {
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width: bitmap.width,
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height: bitmap.height,
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pixels: bitmap.data,
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...sourceFormat,
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});
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const mapFbo = createNonMippedLinearTextureFbo(gl, {
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width: Math.max(1, bitmap.width >> 1),
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height: Math.max(1, bitmap.height >> 1),
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...targetFormat,
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});
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const reduceHorizontalFbo = createNonMippedLinearTextureFbo(gl, {
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width: 1,
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height: Math.max(1, bitmap.height >> 1),
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...targetFormat,
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});
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const reduceVerticalFbo = createNonMippedLinearTextureFbo(gl, {
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width: 1,
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height: 1,
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...targetFormat,
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});
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function configure(
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program: WebGLProgram,
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srcLocation: WebGLUniformLocation,
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srcTex: Texture,
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dstResLocation: WebGLUniformLocation,
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dstFramebuffer: Framebuffer,
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) {
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// Set up program
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gl.useProgram(program);
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// Bind FBO for offscreen rendering
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gl.bindFramebuffer(gl.FRAMEBUFFER, dstFramebuffer.object);
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// Configure sampler
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gl.uniform1i(srcLocation, 0);
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, srcTex.object);
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// Configure resolution
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gl.uniform2ui(dstResLocation, dstFramebuffer.texture.width, dstFramebuffer.texture.height);
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// Set viewport and scissor
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gl.viewport(0, 0, dstFramebuffer.texture.width, dstFramebuffer.texture.height);
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gl.disable(gl.SCISSOR_TEST);
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gl.disable(gl.DEPTH_TEST);
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// Discard existing contents
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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}
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function generateSumCoeffs(round: number): [number, number, number] {
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// Map pixels into the given format
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configure(mapProgram, mapImage, sourceTexture, mapWindowResolution, mapFbo);
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gl.uniform2i(mapDynamicOffset, ...getDynamicOffset(round));
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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// Horizontal reduction
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configure(reduceProgram, reduceImage, mapFbo.texture, reduceWindowResolution, reduceHorizontalFbo);
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gl.uniform1ui(reduceReduceDimension, reduceHorizontal);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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// Vertical reduction
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configure(reduceProgram, reduceImage, reduceHorizontalFbo.texture, reduceWindowResolution, reduceVerticalFbo);
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gl.uniform1ui(reduceReduceDimension, reduceVertical);
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gl.drawArrays(gl.TRIANGLES, 0, 3);
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// Output
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const sumCoeffs = new Float32Array(4);
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gl.readPixels(0, 0, 1, 1, targetFormat.format, targetFormat.type, sumCoeffs);
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return [sumCoeffs[0], sumCoeffs[1], sumCoeffs[2]];
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}
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const allCovPb: number[] = [];
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const allCovPr: number[] = [];
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let sumAlpha: number = 0;
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for (let i = 0; i < 4; i++) {
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const [covPb, covPr, alpha] = generateSumCoeffs(i);
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allCovPb.push(covPb);
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allCovPr.push(covPr);
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sumAlpha += alpha;
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}
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const covCovPb = coefficientOfVariation(allCovPb);
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const covCovPr = coefficientOfVariation(allCovPr);
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return [covCovPb, covCovPr, sumAlpha];
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}
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export type SubsampleClassification = 'probablyNotSubsampled' | 'probablySubsampled' | 'hasTransparency';
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export async function classifyChromaSubsampling(imageUrl: string): Promise<SubsampleClassification> {
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const [covCovPb, covCovPr, sumAlpha] = await detectChromaSubsampling(imageUrl);
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if (sumAlpha > 0) {
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// Regardless of whether it was subsampled, this image has transparency
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// and so classifications about its quality are no longer relevant
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return 'hasTransparency';
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}
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if (covCovPb * covCovPr > 1e-3) {
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return 'probablySubsampled';
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}
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return 'probablyNotSubsampled';
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}
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(window as any).detectChromaSubsampling = detectChromaSubsampling;
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36
assets/js/vision/load.ts
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36
assets/js/vision/load.ts
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export interface ResultImage {
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width: number;
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height: number;
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data: ImageBitmap;
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}
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function nextLowestDimension(dimension: number): number {
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return Math.min(Math.pow(2, Math.floor(Math.log2(dimension))), 4096);
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}
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export async function loadImageCroppedPowerOfTwo(url: string): Promise<ResultImage> {
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const image = document.createElement('img');
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const body = document.body;
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await new Promise<void>((resolve, reject) => {
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image.onload = () => resolve();
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image.onerror = () => reject();
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image.crossOrigin = '';
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image.style.width = '1px';
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image.style.height = '1px';
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image.src = url;
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body.insertAdjacentElement('beforeend', image);
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});
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const cropWidth = nextLowestDimension(image.naturalWidth);
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const cropHeight = nextLowestDimension(image.naturalHeight);
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const data = await createImageBitmap(image, 0, 0, cropWidth, cropHeight);
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body.removeChild(image);
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return {
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width: cropWidth,
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height: cropHeight,
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data,
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};
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}
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125
assets/js/vision/webgl.ts
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125
assets/js/vision/webgl.ts
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export function compileShader(gl: WebGL2RenderingContext, shaderSource: string, shaderType: GLenum) {
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const shader = gl.createShader(shaderType);
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if (!shader) {
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throw new Error(`failed to create shader of type ${shaderType}`);
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}
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gl.shaderSource(shader, shaderSource);
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gl.compileShader(shader);
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if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
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throw new Error(`Shader compilation failed: ${gl.getShaderInfoLog(shader)}`);
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}
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return shader;
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}
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export function createProgramFromSources(
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gl: WebGL2RenderingContext,
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vertexShaderSource: string,
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fragmentShaderSource: string,
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) {
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const vertexShader = compileShader(gl, vertexShaderSource, gl.VERTEX_SHADER);
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const fragmentShader = compileShader(gl, fragmentShaderSource, gl.FRAGMENT_SHADER);
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const program = gl.createProgram();
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if (!program) {
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throw new Error('failed to create vertex + fragment program');
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}
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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throw new Error(`Program link failed: ${gl.getProgramInfoLog(program)}`);
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}
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return program;
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}
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export function createOffscreenCanvasRenderingContext(): WebGL2RenderingContext {
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const canvas = document.createElement('canvas');
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const gl = canvas.getContext('webgl2');
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if (!gl) {
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throw new Error('failed to create WebGL2 context');
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}
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if (!gl.getExtension('EXT_color_buffer_float')) {
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throw new Error('failed to enable EXT_color_buffer_float extension');
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}
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return gl;
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}
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export interface TextureParameters {
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width: number;
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height: number;
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internalFormat: GLenum;
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format: GLenum;
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type: GLenum;
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pixels?: ImageBitmap;
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}
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export interface Texture extends TextureParameters {
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object: WebGLTexture;
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}
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export interface Framebuffer {
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object: WebGLFramebuffer;
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texture: Texture;
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}
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export function createNonMippedLinearTexture(gl: WebGL2RenderingContext, params: TextureParameters): Texture {
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const texture = gl.createTexture();
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if (!texture) {
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throw new Error('failed to create texture');
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}
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const level = 0;
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const internalFormat = params.internalFormat;
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const border = 0;
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const format = params.format;
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const type = params.type;
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const data = params.pixels;
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gl.bindTexture(gl.TEXTURE_2D, texture);
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if (data) {
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, format, type, data);
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} else {
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gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, params.width, params.height, border, format, type, null);
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}
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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return { object: texture, ...params };
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}
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export function createNonMippedLinearTextureFbo(gl: WebGL2RenderingContext, params: TextureParameters): Framebuffer {
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const texture = createNonMippedLinearTexture(gl, params);
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const fbo = gl.createFramebuffer();
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if (!fbo) {
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throw new Error('failed to create framebuffer object');
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}
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gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
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gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture.object, 0);
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return { object: fbo, texture };
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}
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export function getUniformLocation(
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gl: WebGL2RenderingContext,
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program: WebGLProgram,
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name: string,
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): WebGLUniformLocation {
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const location = gl.getUniformLocation(program, name);
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if (!location) {
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throw new Error('failed to get uniform location');
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}
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return location;
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}
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