"use strict";(self.webpackChunkalvanon_analytics_platform_frontend=self.webpackChunkalvanon_analytics_platform_frontend||[]).push([[5639],{3818(t,n,e){const o=e(75390),r=e(6260),i=e(45228),a=e(71267),s=e(40994),l=e(66570),d=e(41776),{float32:c,fract32:f}=e(91198),p=e(40115),u=e(37901),h=e(4251);function v(t,n){if(!(this instanceof v))return new v(t,n);if("function"==typeof t?(n||(n={}),n.regl=t):n=t,n.length&&(n.positions=n),!(t=n.regl).hasExtension("ANGLE_instanced_arrays"))throw Error("regl-error2d: `ANGLE_instanced_arrays` extension should be enabled");this.gl=t._gl,this.regl=t,this.passes=[],this.shaders=v.shaders.has(t)?v.shaders.get(t):v.shaders.set(t,v.createShaders(t)).get(t),this.update(n)}t.exports=v,v.dashMult=2,v.maxPatternLength=256,v.precisionThreshold=3e6,v.maxPoints=1e4,v.maxLines=2048,v.shaders=new p,v.createShaders=function(t){let n,e=t.buffer({usage:"static",type:"float",data:[0,1,0,0,1,1,1,0]}),o={primitive:"triangle strip",instances:t.prop("count"),count:4,offset:0,uniforms:{miterMode:(t,n)=>"round"===n.join?2:1,miterLimit:t.prop("miterLimit"),scale:t.prop("scale"),scaleFract:t.prop("scaleFract"),translateFract:t.prop("translateFract"),translate:t.prop("translate"),thickness:t.prop("thickness"),dashTexture:t.prop("dashTexture"),opacity:t.prop("opacity"),pixelRatio:t.context("pixelRatio"),id:t.prop("id"),dashLength:t.prop("dashLength"),viewport:(t,n)=>[n.viewport.x,n.viewport.y,t.viewportWidth,t.viewportHeight],depth:t.prop("depth")},blend:{enable:!0,color:[0,0,0,0],equation:{rgb:"add",alpha:"add"},func:{srcRGB:"src alpha",dstRGB:"one minus src alpha",srcAlpha:"one minus dst alpha",dstAlpha:"one"}},depth:{enable:(t,n)=>!n.overlay},stencil:{enable:!1},scissor:{enable:!0,box:t.prop("viewport")},viewport:t.prop("viewport")},r=t(i({vert:"\nprecision highp float;\n\nattribute vec2 aCoord, bCoord, aCoordFract, bCoordFract;\nattribute vec4 color;\nattribute float lineEnd, lineTop;\n\nuniform vec2 scale, scaleFract, translate, translateFract;\nuniform float thickness, pixelRatio, id, depth;\nuniform vec4 viewport;\n\nvarying vec4 fragColor;\nvarying vec2 tangent;\n\nvec2 project(vec2 position, vec2 positionFract, vec2 scale, vec2 scaleFract, vec2 translate, vec2 translateFract) {\n\t// the order is important\n\treturn position * scale + translate\n + positionFract * scale + translateFract\n + position * scaleFract\n + positionFract * scaleFract;\n}\n\nvoid main() {\n\tfloat lineStart = 1. - lineEnd;\n\tfloat lineOffset = lineTop * 2. - 1.;\n\n\tvec2 diff = (bCoord + bCoordFract - aCoord - aCoordFract);\n\ttangent = normalize(diff * scale * viewport.zw);\n\tvec2 normal = vec2(-tangent.y, tangent.x);\n\n\tvec2 position = project(aCoord, aCoordFract, scale, scaleFract, translate, translateFract) * lineStart\n\t\t+ project(bCoord, bCoordFract, scale, scaleFract, translate, translateFract) * lineEnd\n\n\t\t+ thickness * normal * .5 * lineOffset / viewport.zw;\n\n\tgl_Position = vec4(position * 2.0 - 1.0, depth, 1);\n\n\tfragColor = color / 255.;\n}\n",frag:"\nprecision highp float;\n\nuniform float dashLength, pixelRatio, thickness, opacity, id;\nuniform sampler2D dashTexture;\n\nvarying vec4 fragColor;\nvarying vec2 tangent;\n\nvoid main() {\n\tfloat alpha = 1.;\n\n\tfloat t = fract(dot(tangent, gl_FragCoord.xy) / dashLength) * .5 + .25;\n\tfloat dash = texture2D(dashTexture, vec2(t, .5)).r;\n\n\tgl_FragColor = fragColor;\n\tgl_FragColor.a *= alpha * opacity * dash;\n}\n",attributes:{lineEnd:{buffer:e,divisor:0,stride:8,offset:0},lineTop:{buffer:e,divisor:0,stride:8,offset:4},aCoord:{buffer:t.prop("positionBuffer"),stride:8,offset:8,divisor:1},bCoord:{buffer:t.prop("positionBuffer"),stride:8,offset:16,divisor:1},aCoordFract:{buffer:t.prop("positionFractBuffer"),stride:8,offset:8,divisor:1},bCoordFract:{buffer:t.prop("positionFractBuffer"),stride:8,offset:16,divisor:1},color:{buffer:t.prop("colorBuffer"),stride:4,offset:0,divisor:1}}},o));try{n=t(i({cull:{enable:!0,face:"back"},vert:"\nprecision highp float;\n\nattribute vec2 aCoord, bCoord, nextCoord, prevCoord;\nattribute vec4 aColor, bColor;\nattribute float lineEnd, lineTop;\n\nuniform vec2 scale, translate;\nuniform float thickness, pixelRatio, id, depth;\nuniform vec4 viewport;\nuniform float miterLimit, miterMode;\n\nvarying vec4 fragColor;\nvarying vec4 startCutoff, endCutoff;\nvarying vec2 tangent;\nvarying vec2 startCoord, endCoord;\nvarying float enableStartMiter, enableEndMiter;\n\nconst float REVERSE_THRESHOLD = -.875;\nconst float MIN_DIFF = 1e-6;\n\n// TODO: possible optimizations: avoid overcalculating all for vertices and calc just one instead\n// TODO: precalculate dot products, normalize things beforehead etc.\n// TODO: refactor to rectangular algorithm\n\nfloat distToLine(vec2 p, vec2 a, vec2 b) {\n\tvec2 diff = b - a;\n\tvec2 perp = normalize(vec2(-diff.y, diff.x));\n\treturn dot(p - a, perp);\n}\n\nbool isNaN( float val ){\n return ( val < 0.0 || 0.0 < val || val == 0.0 ) ? false : true;\n}\n\nvoid main() {\n\tvec2 aCoord = aCoord, bCoord = bCoord, prevCoord = prevCoord, nextCoord = nextCoord;\n\n vec2 adjustedScale;\n adjustedScale.x = (abs(scale.x) < MIN_DIFF) ? MIN_DIFF : scale.x;\n adjustedScale.y = (abs(scale.y) < MIN_DIFF) ? MIN_DIFF : scale.y;\n\n vec2 scaleRatio = adjustedScale * viewport.zw;\n\tvec2 normalWidth = thickness / scaleRatio;\n\n\tfloat lineStart = 1. - lineEnd;\n\tfloat lineBot = 1. - lineTop;\n\n\tfragColor = (lineStart * aColor + lineEnd * bColor) / 255.;\n\n\tif (isNaN(aCoord.x) || isNaN(aCoord.y) || isNaN(bCoord.x) || isNaN(bCoord.y)) return;\n\n\tif (aCoord == prevCoord) prevCoord = aCoord + normalize(bCoord - aCoord);\n\tif (bCoord == nextCoord) nextCoord = bCoord - normalize(bCoord - aCoord);\n\n\n\tvec2 prevDiff = aCoord - prevCoord;\n\tvec2 currDiff = bCoord - aCoord;\n\tvec2 nextDiff = nextCoord - bCoord;\n\n\tvec2 prevTangent = normalize(prevDiff * scaleRatio);\n\tvec2 currTangent = normalize(currDiff * scaleRatio);\n\tvec2 nextTangent = normalize(nextDiff * scaleRatio);\n\n\tvec2 prevNormal = vec2(-prevTangent.y, prevTangent.x);\n\tvec2 currNormal = vec2(-currTangent.y, currTangent.x);\n\tvec2 nextNormal = vec2(-nextTangent.y, nextTangent.x);\n\n\tvec2 startJoinDirection = normalize(prevTangent - currTangent);\n\tvec2 endJoinDirection = normalize(currTangent - nextTangent);\n\n\t// collapsed/unidirectional segment cases\n\t// FIXME: there should be more elegant solution\n\tvec2 prevTanDiff = abs(prevTangent - currTangent);\n\tvec2 nextTanDiff = abs(nextTangent - currTangent);\n\tif (max(prevTanDiff.x, prevTanDiff.y) < MIN_DIFF) {\n\t\tstartJoinDirection = currNormal;\n\t}\n\tif (max(nextTanDiff.x, nextTanDiff.y) < MIN_DIFF) {\n\t\tendJoinDirection = currNormal;\n\t}\n\tif (aCoord == bCoord) {\n\t\tendJoinDirection = startJoinDirection;\n\t\tcurrNormal = prevNormal;\n\t\tcurrTangent = prevTangent;\n\t}\n\n\ttangent = currTangent;\n\n\t//calculate join shifts relative to normals\n\tfloat startJoinShift = dot(currNormal, startJoinDirection);\n\tfloat endJoinShift = dot(currNormal, endJoinDirection);\n\n\tfloat startMiterRatio = abs(1. / startJoinShift);\n\tfloat endMiterRatio = abs(1. / endJoinShift);\n\n\tvec2 startJoin = startJoinDirection * startMiterRatio;\n\tvec2 endJoin = endJoinDirection * endMiterRatio;\n\n\tvec2 startTopJoin, startBotJoin, endTopJoin, endBotJoin;\n\tstartTopJoin = sign(startJoinShift) * startJoin * .5;\n\tstartBotJoin = -startTopJoin;\n\n\tendTopJoin = sign(endJoinShift) * endJoin * .5;\n\tendBotJoin = -endTopJoin;\n\n\tvec2 aTopCoord = aCoord + normalWidth * startTopJoin;\n\tvec2 bTopCoord = bCoord + normalWidth * endTopJoin;\n\tvec2 aBotCoord = aCoord + normalWidth * startBotJoin;\n\tvec2 bBotCoord = bCoord + normalWidth * endBotJoin;\n\n\t//miter anti-clipping\n\tfloat baClipping = distToLine(bCoord, aCoord, aBotCoord) / dot(normalize(normalWidth * endBotJoin), normalize(normalWidth.yx * vec2(-startBotJoin.y, startBotJoin.x)));\n\tfloat abClipping = distToLine(aCoord, bCoord, bTopCoord) / dot(normalize(normalWidth * startBotJoin), normalize(normalWidth.yx * vec2(-endBotJoin.y, endBotJoin.x)));\n\n\t//prevent close to reverse direction switch\n\tbool prevReverse = dot(currTangent, prevTangent) <= REVERSE_THRESHOLD && abs(dot(currTangent, prevNormal)) * min(length(prevDiff), length(currDiff)) < length(normalWidth * currNormal);\n\tbool nextReverse = dot(currTangent, nextTangent) <= REVERSE_THRESHOLD && abs(dot(currTangent, nextNormal)) * min(length(nextDiff), length(currDiff)) < length(normalWidth * currNormal);\n\n\tif (prevReverse) {\n\t\t//make join rectangular\n\t\tvec2 miterShift = normalWidth * startJoinDirection * miterLimit * .5;\n\t\tfloat normalAdjust = 1. - min(miterLimit / startMiterRatio, 1.);\n\t\taBotCoord = aCoord + miterShift - normalAdjust * normalWidth * currNormal * .5;\n\t\taTopCoord = aCoord + miterShift + normalAdjust * normalWidth * currNormal * .5;\n\t}\n\telse if (!nextReverse && baClipping > 0. && baClipping < length(normalWidth * endBotJoin)) {\n\t\t//handle miter clipping\n\t\tbTopCoord -= normalWidth * endTopJoin;\n\t\tbTopCoord += normalize(endTopJoin * normalWidth) * baClipping;\n\t}\n\n\tif (nextReverse) {\n\t\t//make join rectangular\n\t\tvec2 miterShift = normalWidth * endJoinDirection * miterLimit * .5;\n\t\tfloat normalAdjust = 1. - min(miterLimit / endMiterRatio, 1.);\n\t\tbBotCoord = bCoord + miterShift - normalAdjust * normalWidth * currNormal * .5;\n\t\tbTopCoord = bCoord + miterShift + normalAdjust * normalWidth * currNormal * .5;\n\t}\n\telse if (!prevReverse && abClipping > 0. && abClipping < length(normalWidth * startBotJoin)) {\n\t\t//handle miter clipping\n\t\taBotCoord -= normalWidth * startBotJoin;\n\t\taBotCoord += normalize(startBotJoin * normalWidth) * abClipping;\n\t}\n\n\tvec2 aTopPosition = (aTopCoord) * adjustedScale + translate;\n\tvec2 aBotPosition = (aBotCoord) * adjustedScale + translate;\n\n\tvec2 bTopPosition = (bTopCoord) * adjustedScale + translate;\n\tvec2 bBotPosition = (bBotCoord) * adjustedScale + translate;\n\n\t//position is normalized 0..1 coord on the screen\n\tvec2 position = (aTopPosition * lineTop + aBotPosition * lineBot) * lineStart + (bTopPosition * lineTop + bBotPosition * lineBot) * lineEnd;\n\n\tstartCoord = aCoord * scaleRatio + translate * viewport.zw + viewport.xy;\n\tendCoord = bCoord * scaleRatio + translate * viewport.zw + viewport.xy;\n\n\tgl_Position = vec4(position * 2.0 - 1.0, depth, 1);\n\n\tenableStartMiter = step(dot(currTangent, prevTangent), .5);\n\tenableEndMiter = step(dot(currTangent, nextTangent), .5);\n\n\t//bevel miter cutoffs\n\tif (miterMode == 1.) {\n\t\tif (enableStartMiter == 1.) {\n\t\t\tvec2 startMiterWidth = vec2(startJoinDirection) * thickness * miterLimit * .5;\n\t\t\tstartCutoff = vec4(aCoord, aCoord);\n\t\t\tstartCutoff.zw += vec2(-startJoinDirection.y, startJoinDirection.x) / scaleRatio;\n\t\t\tstartCutoff = startCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tstartCutoff += viewport.xyxy;\n\t\t\tstartCutoff += startMiterWidth.xyxy;\n\t\t}\n\n\t\tif (enableEndMiter == 1.) {\n\t\t\tvec2 endMiterWidth = vec2(endJoinDirection) * thickness * miterLimit * .5;\n\t\t\tendCutoff = vec4(bCoord, bCoord);\n\t\t\tendCutoff.zw += vec2(-endJoinDirection.y, endJoinDirection.x) / scaleRatio;\n\t\t\tendCutoff = endCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tendCutoff += viewport.xyxy;\n\t\t\tendCutoff += endMiterWidth.xyxy;\n\t\t}\n\t}\n\n\t//round miter cutoffs\n\telse if (miterMode == 2.) {\n\t\tif (enableStartMiter == 1.) {\n\t\t\tvec2 startMiterWidth = vec2(startJoinDirection) * thickness * abs(dot(startJoinDirection, currNormal)) * .5;\n\t\t\tstartCutoff = vec4(aCoord, aCoord);\n\t\t\tstartCutoff.zw += vec2(-startJoinDirection.y, startJoinDirection.x) / scaleRatio;\n\t\t\tstartCutoff = startCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tstartCutoff += viewport.xyxy;\n\t\t\tstartCutoff += startMiterWidth.xyxy;\n\t\t}\n\n\t\tif (enableEndMiter == 1.) {\n\t\t\tvec2 endMiterWidth = vec2(endJoinDirection) * thickness * abs(dot(endJoinDirection, currNormal)) * .5;\n\t\t\tendCutoff = vec4(bCoord, bCoord);\n\t\t\tendCutoff.zw += vec2(-endJoinDirection.y, endJoinDirection.x) / scaleRatio;\n\t\t\tendCutoff = endCutoff * scaleRatio.xyxy + translate.xyxy * viewport.zwzw;\n\t\t\tendCutoff += viewport.xyxy;\n\t\t\tendCutoff += endMiterWidth.xyxy;\n\t\t}\n\t}\n}\n",frag:"\nprecision highp float;\n\nuniform float dashLength, pixelRatio, thickness, opacity, id, miterMode;\nuniform sampler2D dashTexture;\n\nvarying vec4 fragColor;\nvarying vec2 tangent;\nvarying vec4 startCutoff, endCutoff;\nvarying vec2 startCoord, endCoord;\nvarying float enableStartMiter, enableEndMiter;\n\nfloat distToLine(vec2 p, vec2 a, vec2 b) {\n\tvec2 diff = b - a;\n\tvec2 perp = normalize(vec2(-diff.y, diff.x));\n\treturn dot(p - a, perp);\n}\n\nvoid main() {\n\tfloat alpha = 1., distToStart, distToEnd;\n\tfloat cutoff = thickness * .5;\n\n\t//bevel miter\n\tif (miterMode == 1.) {\n\t\tif (enableStartMiter == 1.) {\n\t\t\tdistToStart = distToLine(gl_FragCoord.xy, startCutoff.xy, startCutoff.zw);\n\t\t\tif (distToStart < -1.) {\n\t\t\t\tdiscard;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\talpha *= min(max(distToStart + 1., 0.), 1.);\n\t\t}\n\n\t\tif (enableEndMiter == 1.) {\n\t\t\tdistToEnd = distToLine(gl_FragCoord.xy, endCutoff.xy, endCutoff.zw);\n\t\t\tif (distToEnd < -1.) {\n\t\t\t\tdiscard;\n\t\t\t\treturn;\n\t\t\t}\n\t\t\talpha *= min(max(distToEnd + 1., 0.), 1.);\n\t\t}\n\t}\n\n\t// round miter\n\telse if (miterMode == 2.) {\n\t\tif (enableStartMiter == 1.) {\n\t\t\tdistToStart = distToLine(gl_FragCoord.xy, startCutoff.xy, startCutoff.zw);\n\t\t\tif (distToStart < 0.) {\n\t\t\t\tfloat radius = length(gl_FragCoord.xy - startCoord);\n\n\t\t\t\tif(radius > cutoff + .5) {\n\t\t\t\t\tdiscard;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\talpha -= smoothstep(cutoff - .5, cutoff + .5, radius);\n\t\t\t}\n\t\t}\n\n\t\tif (enableEndMiter == 1.) {\n\t\t\tdistToEnd = distToLine(gl_FragCoord.xy, endCutoff.xy, endCutoff.zw);\n\t\t\tif (distToEnd < 0.) {\n\t\t\t\tfloat radius = length(gl_FragCoord.xy - endCoord);\n\n\t\t\t\tif(radius > cutoff + .5) {\n\t\t\t\t\tdiscard;\n\t\t\t\t\treturn;\n\t\t\t\t}\n\n\t\t\t\talpha -= smoothstep(cutoff - .5, cutoff + .5, radius);\n\t\t\t}\n\t\t}\n\t}\n\n\tfloat t = fract(dot(tangent, gl_FragCoord.xy) / dashLength) * .5 + .25;\n\tfloat dash = texture2D(dashTexture, vec2(t, .5)).r;\n\n\tgl_FragColor = fragColor;\n\tgl_FragColor.a *= alpha * opacity * dash;\n}\n",attributes:{lineEnd:{buffer:e,divisor:0,stride:8,offset:0},lineTop:{buffer:e,divisor:0,stride:8,offset:4},aColor:{buffer:t.prop("colorBuffer"),stride:4,offset:0,divisor:1},bColor:{buffer:t.prop("colorBuffer"),stride:4,offset:4,divisor:1},prevCoord:{buffer:t.prop("positionBuffer"),stride:8,offset:0,divisor:1},aCoord:{buffer:t.prop("positionBuffer"),stride:8,offset:8,divisor:1},bCoord:{buffer:t.prop("positionBuffer"),stride:8,offset:16,divisor:1},nextCoord:{buffer:t.prop("positionBuffer"),stride:8,offset:24,divisor:1}}},o))}catch(t){n=r}return{fill:t({primitive:"triangle",elements:(t,n)=>n.triangles,offset:0,vert:"\nprecision highp float;\n\nattribute vec2 position, positionFract;\n\nuniform vec4 color;\nuniform vec2 scale, scaleFract, translate, translateFract;\nuniform float pixelRatio, id;\nuniform vec4 viewport;\nuniform float opacity;\n\nvarying vec4 fragColor;\n\nconst float MAX_LINES = 256.;\n\nvoid main() {\n\tfloat depth = (MAX_LINES - 4. - id) / (MAX_LINES);\n\n\tvec2 position = position * scale + translate\n + positionFract * scale + translateFract\n + position * scaleFract\n + positionFract * scaleFract;\n\n\tgl_Position = vec4(position * 2.0 - 1.0, depth, 1);\n\n\tfragColor = color / 255.;\n\tfragColor.a *= opacity;\n}\n",frag:"\nprecision highp float;\nvarying vec4 fragColor;\n\nvoid main() {\n\tgl_FragColor = fragColor;\n}\n",uniforms:{scale:t.prop("scale"),color:t.prop("fill"),scaleFract:t.prop("scaleFract"),translateFract:t.prop("translateFract"),translate:t.prop("translate"),opacity:t.prop("opacity"),pixelRatio:t.context("pixelRatio"),id:t.prop("id"),viewport:(t,n)=>[n.viewport.x,n.viewport.y,t.viewportWidth,t.viewportHeight]},attributes:{position:{buffer:t.prop("positionBuffer"),stride:8,offset:8},positionFract:{buffer:t.prop("positionFractBuffer"),stride:8,offset:8}},blend:o.blend,depth:{enable:!1},scissor:o.scissor,stencil:o.stencil,viewport:o.viewport}),rect:r,miter:n}},v.defaults={dashes:null,join:"miter",miterLimit:1,thickness:10,cap:"square",color:"black",opacity:1,overlay:!1,viewport:null,range:null,close:!1,fill:null},v.prototype.render=function(...t){t.length&&this.update(...t),this.draw()},v.prototype.draw=function(...t){return(t.length?t:this.passes).forEach((t,n)=>{if(t&&Array.isArray(t))return this.draw(...t);"number"==typeof t&&(t=this.passes[t]),t&&t.count>1&&t.opacity&&(this.regl._refresh(),t.fill&&t.triangles&&t.triangles.length>2&&this.shaders.fill(t),t.thickness&&(t.scale[0]*t.viewport.width>v.precisionThreshold||t.scale[1]*t.viewport.height>v.precisionThreshold||"rect"===t.join||!t.join&&(t.thickness<=2||t.count>=v.maxPoints)?this.shaders.rect(t):this.shaders.miter(t)))}),this},v.prototype.update=function(t){if(!t)return;null!=t.length?"number"==typeof t[0]&&(t=[{positions:t}]):Array.isArray(t)||(t=[t]);let{regl:n,gl:e}=this;if(t.forEach((t,p)=>{let g=this.passes[p];if(void 0!==t)if(null!==t){if("number"==typeof t[0]&&(t={positions:t}),t=a(t,{positions:"positions points data coords",thickness:"thickness lineWidth lineWidths line-width linewidth width stroke-width strokewidth strokeWidth",join:"lineJoin linejoin join type mode",miterLimit:"miterlimit miterLimit",dashes:"dash dashes dasharray dash-array dashArray",color:"color colour stroke colors colours stroke-color strokeColor",fill:"fill fill-color fillColor",opacity:"alpha opacity",overlay:"overlay crease overlap intersect",close:"closed close closed-path closePath",range:"range dataBox",viewport:"viewport viewBox",hole:"holes hole hollow",splitNull:"splitNull"}),g||(this.passes[p]=g={id:p,scale:null,scaleFract:null,translate:null,translateFract:null,count:0,hole:[],depth:0,dashLength:1,dashTexture:n.texture({channels:1,data:new Uint8Array([255]),width:1,height:1,mag:"linear",min:"linear"}),colorBuffer:n.buffer({usage:"dynamic",type:"uint8",data:new Uint8Array}),positionBuffer:n.buffer({usage:"dynamic",type:"float",data:new Uint8Array}),positionFractBuffer:n.buffer({usage:"dynamic",type:"float",data:new Uint8Array})},t=i({},v.defaults,t)),null!=t.thickness&&(g.thickness=parseFloat(t.thickness)),null!=t.opacity&&(g.opacity=parseFloat(t.opacity)),null!=t.miterLimit&&(g.miterLimit=parseFloat(t.miterLimit)),null!=t.overlay&&(g.overlay=!!t.overlay,pt-n),n=[],r=0,i=null!=g.hole?g.hole[0]:null;if(null!=i){let n=h(t,t=>t>=i);t=t.slice(0,n),t.push(i)}for(let o=0;on-i+(t[o]-r)),d=l(a,s);d=d.map(n=>n+r+(n+r{t.colorBuffer.destroy(),t.positionBuffer.destroy(),t.dashTexture.destroy()}),this.passes.length=0,this}}}]);