feat: implement variable height for node shader
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@@ -38,7 +38,6 @@ export function getSocketPosition(
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const inputs = nodeType.inputs || {};
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for (const inputKey in inputs) {
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const h = getParameterHeight(nodeType, inputKey) / 10;
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console.log({ inputKey, h });
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if (inputKey === index) {
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height += h / 2;
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break;
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@@ -61,7 +60,6 @@ export function getNodeHeight(node: NodeDefinition) {
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return 5;
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}
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let height = 5;
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console.log('Get Node Height', node.id);
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for (const key in node.inputs) {
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const h = getParameterHeight(node, key) / 10;
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@@ -1,56 +1,88 @@
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varying vec2 vUv;
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uniform float uWidth;
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uniform float uHeight;
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uniform float uZoom;
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uniform vec3 uColorDark;
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uniform vec3 uColorBright;
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uniform vec3 uStrokeColor;
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uniform float uStrokeWidth;
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const float uHeaderHeight = 5.0;
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uniform float uSectionHeights[16];
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uniform int uNumSections;
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float msign(in float x) { return (x < 0.0) ? -1.0 : 1.0; }
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float sdCircle(vec2 p, float r) { return length(p) - r; }
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vec4 roundedBoxSDF( in vec2 p, in vec2 b, in float r, in float s) {
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vec2 q = abs(p) - b + r;
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float l = b.x + b.y + 1.570796 * r;
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float k1 = min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
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float k2 = ((q.x > 0.0) ? atan(q.y, q.x) : 1.570796);
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float k3 = 3.0 + 2.0 * msign(min(p.x, -p.y)) - msign(p.x);
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float k4 = msign(p.x * p.y);
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float k5 = r * k2 + max(-q.x, 0.0);
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float ra = s * round(k1 / s);
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float l2 = l + 1.570796 * ra;
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return vec4(k1 - ra, k3 * l2 + k4 * (b.y + ((q.y > 0.0) ? k5 + k2 * ra : q.y)), 4.0 * l2, k1);
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}
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void main(){
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float strokeWidth = mix(2.0, 0.5, uZoom);
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float borderRadius = 0.5;
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float dentRadius = 0.8;
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float y = (1.0-vUv.y) * uHeight;
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float y = (1.0 - vUv.y) * uHeight;
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float x = vUv.x * uWidth;
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vec2 size = vec2(uWidth, uHeight);
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vec2 uv = (vUv - 0.5) * 2.0;
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vec2 uvCenter = (vUv - 0.5) * 2.0;
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float u_border_radius = 0.4;
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vec4 distance = roundedBoxSDF(uv * size, size, u_border_radius*2.0, 0.0);
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vec4 boxData = roundedBoxSDF(uvCenter * size, size, borderRadius * 2.0, 0.0);
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float sceneSDF = boxData.w;
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if (distance.w > 0.0 ) {
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// outside
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gl_FragColor = vec4(0.0,0.0,0.0, 0.0);
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}else{
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if (distance.w > -uStrokeWidth || mod(y+5.0, 10.0) < uStrokeWidth/2.0) {
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// draw the outer stroke
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gl_FragColor = vec4(uStrokeColor, 1.0);
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}else if (y<5.0){
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// draw the header
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gl_FragColor = vec4(uColorBright, 1.0);
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}else{
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gl_FragColor = vec4(uColorDark, 1.0);
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}
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vec2 headerDentPos = vec2(uWidth, uHeaderHeight * 0.5);
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float headerDentDist = sdCircle(vec2(x, y) - headerDentPos, dentRadius);
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sceneSDF = max(sceneSDF, -headerDentDist*2.0);
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float currentYBoundary = uHeaderHeight;
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float previousYBoundary = uHeaderHeight;
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for (int i = 0; i < 16; i++) {
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if (i >= uNumSections) break;
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float sectionHeight = uSectionHeights[i];
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currentYBoundary += sectionHeight;
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float centerY = previousYBoundary + (sectionHeight * 0.5);
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vec2 circlePos = vec2(0.0, centerY);
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float circleDist = sdCircle(vec2(x, y) - circlePos, dentRadius);
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sceneSDF = max(sceneSDF, -circleDist*2.0);
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previousYBoundary = currentYBoundary;
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}
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if (sceneSDF > 0.05) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
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return;
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}
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vec3 finalColor = (y < uHeaderHeight) ? uColorBright : uColorDark;
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bool isDivider = false;
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float dividerY = uHeaderHeight;
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if (abs(y - dividerY) < strokeWidth * 0.25) isDivider = true;
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for (int i = 0; i < 16; i++) {
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if (i >= uNumSections - 1) break;
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dividerY += uSectionHeights[i];
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if (abs(y - dividerY) < strokeWidth * 0.25) isDivider = true;
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}
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if (sceneSDF > -strokeWidth || isDivider) {
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gl_FragColor = vec4(uStrokeColor, 1.0);
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} else {
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gl_FragColor = vec4(finalColor, 1.0);
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}
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}
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@@ -5,7 +5,7 @@
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import { type Mesh } from 'three';
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import { getGraphState } from '../graph-state.svelte';
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import { colors } from '../graph/colors.svelte';
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import { getNodeHeight } from '../helpers/nodeHelpers';
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import { getNodeHeight, getParameterHeight } from '../helpers/nodeHelpers';
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import NodeFrag from './Node.frag';
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import NodeVert from './Node.vert';
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import NodeHtml from './NodeHTML.svelte';
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@@ -15,9 +15,10 @@
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type Props = {
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node: NodeInstance;
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inView: boolean;
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z: number;
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};
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let { node = $bindable(), inView, z }: Props = $props();
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let { node = $bindable(), inView }: Props = $props();
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const nodeType = $derived(node.state.type!);
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const isActive = $derived(graphState.activeNodeId === node.id);
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const isSelected = $derived(graphState.selectedNodes.has(node.id));
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@@ -30,16 +31,29 @@
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: colors.outline)
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);
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const sectionHeights = $derived(
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Object
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.keys(nodeType.inputs || {})
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.map(key => getParameterHeight(nodeType, key) / 10)
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.filter(b => !!b)
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);
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let meshRef: Mesh | undefined = $state();
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const height = getNodeHeight(node.state.type!);
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const zoom = $derived(graphState.cameraPosition[2]);
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$effect(() => {
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if (meshRef && !node.state?.mesh) {
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node.state.mesh = meshRef;
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graphState.updateNodePosition(node);
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}
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});
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const zoomValue = $derived(
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(Math.log(graphState.cameraPosition[2]) - Math.log(1)) / (Math.log(40) - Math.log(1))
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);
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// const zoomValue = (graphState.cameraPosition[2] - 1) / 39;
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</script>
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<T.Mesh
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@@ -48,7 +62,7 @@
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position.y={0.8}
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rotation.x={-Math.PI / 2}
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bind:ref={meshRef}
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visible={inView && z < 7}
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visible={inView && zoom < 7}
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>
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<T.PlaneGeometry args={[20, height]} radius={1} />
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<T.ShaderMaterial
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@@ -58,14 +72,19 @@
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uniforms={{
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uColorBright: { value: colors['layer-2'] },
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uColorDark: { value: colors['layer-1'] },
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uStrokeColor: { value: colors['layer-2'].clone() },
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uStrokeWidth: { value: 1.0 },
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uStrokeColor: { value: colors.outline.clone() },
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uSectionHeights: { value: [5, 10] },
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uNumSections: { value: 2 },
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uWidth: { value: 20 },
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uHeight: { value: height }
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uHeight: { value: 200 },
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uZoom: { value: 1.0 }
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}}
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uniforms.uStrokeColor.value={strokeColor.clone()}
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uniforms.uStrokeWidth.value={(7 - z) / 3}
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uniforms.uZoom.value={zoomValue}
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uniforms.uHeight.value={height}
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uniforms.uSectionHeights.value={sectionHeights}
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uniforms.uNumSections.value={sectionHeights.length}
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uniforms.uStrokeColor.value={strokeColor}
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/>
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</T.Mesh>
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<NodeHtml bind:node {inView} {isActive} {isSelected} {z} />
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<NodeHtml bind:node {inView} {isActive} {isSelected} z={zoom} />
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@@ -43,7 +43,7 @@
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const path = $derived(
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createNodePath({
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depth: 6,
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height: 1700 / height,
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height: 2000 / height,
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y: 50.5,
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cornerBottom,
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leftBump,
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@@ -53,7 +53,7 @@
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const pathHover = $derived(
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createNodePath({
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depth: 7,
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height: 2000 / height,
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height: 2200 / height,
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y: 50.5,
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cornerBottom,
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leftBump,
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@@ -3,10 +3,10 @@
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prefix: "i";
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}
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@source inline("{hover:,}{bg-,outline-,text-,}layer-0");
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@source inline("{hover:,}{bg-,outline-,text-,}layer-1");
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@source inline("{hover:,}{bg-,outline-,text-,}layer-2");
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@source inline("{hover:,}{bg-,outline-,text-,}layer-3");
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@source inline("{hover:,}{bg-,outline-,text-,}layer-0{/30,/50,}");
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@source inline("{hover:,}{bg-,outline-,text-,}layer-1{/30,/50,}");
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@source inline("{hover:,}{bg-,outline-,text-,}layer-2{/30,/50,}");
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@source inline("{hover:,}{bg-,outline-,text-,}layer-3{/30,/50,}");
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@source inline("{hover:,}{bg-,outline-,text-,}active");
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@source inline("{hover:,}{bg-,outline-,text-,}selected");
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@source inline("{hover:,}{bg-,outline-,text-,}outline{!,}");
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