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* Common utilities\n * @module glMatrix\n */\n\n// Configuration Constants\nexport var EPSILON = 0.000001;\nexport var ARRAY_TYPE = typeof Float32Array !== \"undefined\" ? Float32Array : Array;\nexport var RANDOM = Math.random;\nexport var ANGLE_ORDER = \"zyx\";\n\n/**\n * Symmetric round\n * see https://www.npmjs.com/package/round-half-up-symmetric#user-content-detailed-background\n *\n * @param {Number} a value to round\n */\nexport function round(a) {\n  if (a >= 0) return Math.round(a);\n  return a % 0.5 === 0 ? Math.floor(a) : Math.round(a);\n}\n\n/**\n * Sets the type of array used when creating new vectors and matrices\n *\n * @param {Float32ArrayConstructor | ArrayConstructor} type Array type, such as Float32Array or Array\n */\nexport function setMatrixArrayType(type) {\n  ARRAY_TYPE = type;\n}\nvar degree = Math.PI / 180;\nvar radian = 180 / Math.PI;\n\n/**\n * Convert Degree To Radian\n *\n * @param {Number} a Angle in Degrees\n */\nexport function toRadian(a) {\n  return a * degree;\n}\n\n/**\n * Convert Radian To Degree\n *\n * @param {Number} a Angle in Radians\n */\nexport function toDegree(a) {\n  return a * radian;\n}\n\n/**\n * Tests whether or not the arguments have approximately the same value, within an absolute\n * or relative tolerance of glMatrix.EPSILON (an absolute tolerance is used for values less\n * than or equal to 1.0, and a relative tolerance is used for larger values)\n *\n * @param {Number} a          The first number to test.\n * @param {Number} b          The second number to test.\n * @param {Number} tolerance  Absolute or relative tolerance (default glMatrix.EPSILON)\n * @returns {Boolean} True if the numbers are approximately equal, false otherwise.\n */\nexport function equals(a, b) {\n  var tolerance = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : EPSILON;\n  return Math.abs(a - b) <= tolerance * Math.max(1, Math.abs(a), Math.abs(b));\n}","import * as glMatrix from \"./common.js\";\n\n/**\n * 2x2 Matrix\n * @module mat2\n */\n\n/**\n * Creates a new identity mat2\n *\n * @returns {mat2} a new 2x2 matrix\n */\nexport function create() {\n  var out = new glMatrix.ARRAY_TYPE(4);\n  if (glMatrix.ARRAY_TYPE != Float32Array) {\n    out[1] = 0;\n    out[2] = 0;\n  }\n  out[0] = 1;\n  out[3] = 1;\n  return out;\n}\n\n/**\n * Creates a new mat2 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat2} a matrix to clone\n * @returns {mat2} a new 2x2 matrix\n */\nexport function clone(a) {\n  var out = new glMatrix.ARRAY_TYPE(4);\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  return out;\n}\n\n/**\n * Copy the values from one mat2 to another\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2} out\n */\nexport function copy(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  return out;\n}\n\n/**\n * Set a mat2 to the identity matrix\n *\n * @param {mat2} out the receiving matrix\n * @returns {mat2} out\n */\nexport function identity(out) {\n  out[0] = 1;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 1;\n  return out;\n}\n\n/**\n * Create a new mat2 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m10 Component in column 1, row 0 position (index 2)\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\n * @returns {mat2} out A new 2x2 matrix\n */\nexport function fromValues(m00, m01, m10, m11) {\n  var out = new glMatrix.ARRAY_TYPE(4);\n  out[0] = m00;\n  out[1] = m01;\n  out[2] = m10;\n  out[3] = m11;\n  return out;\n}\n\n/**\n * Set the components of a mat2 to the given values\n *\n * @param {mat2} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m10 Component in column 1, row 0 position (index 2)\n * @param {Number} m11 Component in column 1, row 1 position (index 3)\n * @returns {mat2} out\n */\nexport function set(out, m00, m01, m10, m11) {\n  out[0] = m00;\n  out[1] = m01;\n  out[2] = m10;\n  out[3] = m11;\n  return out;\n}\n\n/**\n * Transpose the values of a mat2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2} out\n */\nexport function transpose(out, a) {\n  // If we are transposing ourselves we can skip a few steps but have to cache\n  // some values\n  if (out === a) {\n    var a1 = a[1];\n    out[1] = a[2];\n    out[2] = a1;\n  } else {\n    out[0] = a[0];\n    out[1] = a[2];\n    out[2] = a[1];\n    out[3] = a[3];\n  }\n  return out;\n}\n\n/**\n * Inverts a mat2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2 | null} out, or null if source matrix is not invertible\n */\nexport function invert(out, a) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n\n  // Calculate the determinant\n  var det = a0 * a3 - a2 * a1;\n  if (!det) {\n    return null;\n  }\n  det = 1.0 / det;\n  out[0] = a3 * det;\n  out[1] = -a1 * det;\n  out[2] = -a2 * det;\n  out[3] = a0 * det;\n  return out;\n}\n\n/**\n * Calculates the adjugate of a mat2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the source matrix\n * @returns {mat2} out\n */\nexport function adjoint(out, a) {\n  // Caching this value is necessary if out == a\n  var a0 = a[0];\n  out[0] = a[3];\n  out[1] = -a[1];\n  out[2] = -a[2];\n  out[3] = a0;\n  return out;\n}\n\n/**\n * Calculates the determinant of a mat2\n *\n * @param {ReadonlyMat2} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n  return a[0] * a[3] - a[2] * a[1];\n}\n\n/**\n * Multiplies two mat2's\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @returns {mat2} out\n */\nexport function multiply(out, a, b) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n  var b0 = b[0],\n    b1 = b[1],\n    b2 = b[2],\n    b3 = b[3];\n  out[0] = a0 * b0 + a2 * b1;\n  out[1] = a1 * b0 + a3 * b1;\n  out[2] = a0 * b2 + a2 * b3;\n  out[3] = a1 * b2 + a3 * b3;\n  return out;\n}\n\n/**\n * Rotates a mat2 by the given angle\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat2} out\n */\nexport function rotate(out, a, rad) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n  out[0] = a0 * c + a2 * s;\n  out[1] = a1 * c + a3 * s;\n  out[2] = a0 * -s + a2 * c;\n  out[3] = a1 * -s + a3 * c;\n  return out;\n}\n\n/**\n * Scales the mat2 by the dimensions in the given vec2\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the matrix to rotate\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat2} out\n **/\nexport function scale(out, a, v) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n  var v0 = v[0],\n    v1 = v[1];\n  out[0] = a0 * v0;\n  out[1] = a1 * v0;\n  out[2] = a2 * v1;\n  out[3] = a3 * v1;\n  return out;\n}\n\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n *     mat2.identity(dest);\n *     mat2.rotate(dest, dest, rad);\n *\n * @param {mat2} out mat2 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat2} out\n */\nexport function fromRotation(out, rad) {\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n  out[0] = c;\n  out[1] = s;\n  out[2] = -s;\n  out[3] = c;\n  return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n *     mat2.identity(dest);\n *     mat2.scale(dest, dest, vec);\n *\n * @param {mat2} out mat2 receiving operation result\n * @param {ReadonlyVec2} v Scaling vector\n * @returns {mat2} out\n */\nexport function fromScaling(out, v) {\n  out[0] = v[0];\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = v[1];\n  return out;\n}\n\n/**\n * Returns a string representation of a mat2\n *\n * @param {ReadonlyMat2} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n  return \"mat2(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat2\n *\n * @param {ReadonlyMat2} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n  return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3]);\n}\n\n/**\n * Returns L, D and U matrices (Lower triangular, Diagonal and Upper triangular) by factorizing the input matrix\n * @param {ReadonlyMat2} L the lower triangular matrix\n * @param {ReadonlyMat2} D the diagonal matrix\n * @param {ReadonlyMat2} U the upper triangular matrix\n * @param {ReadonlyMat2} a the input matrix to factorize\n */\n\nexport function LDU(L, D, U, a) {\n  L[2] = a[2] / a[0];\n  U[0] = a[0];\n  U[1] = a[1];\n  U[3] = a[3] - L[2] * U[1];\n  return [L, D, U];\n}\n\n/**\n * Adds two mat2's\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @returns {mat2} out\n */\nexport function add(out, a, b) {\n  out[0] = a[0] + b[0];\n  out[1] = a[1] + b[1];\n  out[2] = a[2] + b[2];\n  out[3] = a[3] + b[3];\n  return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @returns {mat2} out\n */\nexport function subtract(out, a, b) {\n  out[0] = a[0] - b[0];\n  out[1] = a[1] - b[1];\n  out[2] = a[2] - b[2];\n  out[3] = a[3] - b[3];\n  return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat2} a The first matrix.\n * @param {ReadonlyMat2} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n  return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat2} a The first matrix.\n * @param {ReadonlyMat2} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n  var b0 = b[0],\n    b1 = b[1],\n    b2 = b[2],\n    b3 = b[3];\n  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat2} out the receiving matrix\n * @param {ReadonlyMat2} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat2} out\n */\nexport function multiplyScalar(out, a, b) {\n  out[0] = a[0] * b;\n  out[1] = a[1] * b;\n  out[2] = a[2] * b;\n  out[3] = a[3] * b;\n  return out;\n}\n\n/**\n * Adds two mat2's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat2} out the receiving vector\n * @param {ReadonlyMat2} a the first operand\n * @param {ReadonlyMat2} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat2} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n  out[0] = a[0] + b[0] * scale;\n  out[1] = a[1] + b[1] * scale;\n  out[2] = a[2] + b[2] * scale;\n  out[3] = a[3] + b[3] * scale;\n  return out;\n}\n\n/**\n * Alias for {@link mat2.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat2.subtract}\n * @function\n */\nexport var sub = subtract;","import * as glMatrix from \"./common.js\";\n\n/**\n * 3x3 Matrix\n * @module mat3\n */\n\n/**\n * Creates a new identity mat3\n *\n * @returns {mat3} a new 3x3 matrix\n */\nexport function create() {\n  var out = new glMatrix.ARRAY_TYPE(9);\n  if (glMatrix.ARRAY_TYPE != Float32Array) {\n    out[1] = 0;\n    out[2] = 0;\n    out[3] = 0;\n    out[5] = 0;\n    out[6] = 0;\n    out[7] = 0;\n  }\n  out[0] = 1;\n  out[4] = 1;\n  out[8] = 1;\n  return out;\n}\n\n/**\n * Copies the upper-left 3x3 values into the given mat3.\n *\n * @param {mat3} out the receiving 3x3 matrix\n * @param {ReadonlyMat4} a   the source 4x4 matrix\n * @returns {mat3} out\n */\nexport function fromMat4(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[4];\n  out[4] = a[5];\n  out[5] = a[6];\n  out[6] = a[8];\n  out[7] = a[9];\n  out[8] = a[10];\n  return out;\n}\n\n/**\n * Creates a new mat3 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat3} a matrix to clone\n * @returns {mat3} a new 3x3 matrix\n */\nexport function clone(a) {\n  var out = new glMatrix.ARRAY_TYPE(9);\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  out[4] = a[4];\n  out[5] = a[5];\n  out[6] = a[6];\n  out[7] = a[7];\n  out[8] = a[8];\n  return out;\n}\n\n/**\n * Copy the values from one mat3 to another\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function copy(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  out[4] = a[4];\n  out[5] = a[5];\n  out[6] = a[6];\n  out[7] = a[7];\n  out[8] = a[8];\n  return out;\n}\n\n/**\n * Create a new mat3 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} A new mat3\n */\nexport function fromValues(m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n  var out = new glMatrix.ARRAY_TYPE(9);\n  out[0] = m00;\n  out[1] = m01;\n  out[2] = m02;\n  out[3] = m10;\n  out[4] = m11;\n  out[5] = m12;\n  out[6] = m20;\n  out[7] = m21;\n  out[8] = m22;\n  return out;\n}\n\n/**\n * Set the components of a mat3 to the given values\n *\n * @param {mat3} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m10 Component in column 1, row 0 position (index 3)\n * @param {Number} m11 Component in column 1, row 1 position (index 4)\n * @param {Number} m12 Component in column 1, row 2 position (index 5)\n * @param {Number} m20 Component in column 2, row 0 position (index 6)\n * @param {Number} m21 Component in column 2, row 1 position (index 7)\n * @param {Number} m22 Component in column 2, row 2 position (index 8)\n * @returns {mat3} out\n */\nexport function set(out, m00, m01, m02, m10, m11, m12, m20, m21, m22) {\n  out[0] = m00;\n  out[1] = m01;\n  out[2] = m02;\n  out[3] = m10;\n  out[4] = m11;\n  out[5] = m12;\n  out[6] = m20;\n  out[7] = m21;\n  out[8] = m22;\n  return out;\n}\n\n/**\n * Set a mat3 to the identity matrix\n *\n * @param {mat3} out the receiving matrix\n * @returns {mat3} out\n */\nexport function identity(out) {\n  out[0] = 1;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 1;\n  out[5] = 0;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 1;\n  return out;\n}\n\n/**\n * Transpose the values of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function transpose(out, a) {\n  // If we are transposing ourselves we can skip a few steps but have to cache some values\n  if (out === a) {\n    var a01 = a[1],\n      a02 = a[2],\n      a12 = a[5];\n    out[1] = a[3];\n    out[2] = a[6];\n    out[3] = a01;\n    out[5] = a[7];\n    out[6] = a02;\n    out[7] = a12;\n  } else {\n    out[0] = a[0];\n    out[1] = a[3];\n    out[2] = a[6];\n    out[3] = a[1];\n    out[4] = a[4];\n    out[5] = a[7];\n    out[6] = a[2];\n    out[7] = a[5];\n    out[8] = a[8];\n  }\n  return out;\n}\n\n/**\n * Inverts a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3 | null} out, or null if source matrix is not invertible\n */\nexport function invert(out, a) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2];\n  var a10 = a[3],\n    a11 = a[4],\n    a12 = a[5];\n  var a20 = a[6],\n    a21 = a[7],\n    a22 = a[8];\n  var b01 = a22 * a11 - a12 * a21;\n  var b11 = -a22 * a10 + a12 * a20;\n  var b21 = a21 * a10 - a11 * a20;\n\n  // Calculate the determinant\n  var det = a00 * b01 + a01 * b11 + a02 * b21;\n  if (!det) {\n    return null;\n  }\n  det = 1.0 / det;\n  out[0] = b01 * det;\n  out[1] = (-a22 * a01 + a02 * a21) * det;\n  out[2] = (a12 * a01 - a02 * a11) * det;\n  out[3] = b11 * det;\n  out[4] = (a22 * a00 - a02 * a20) * det;\n  out[5] = (-a12 * a00 + a02 * a10) * det;\n  out[6] = b21 * det;\n  out[7] = (-a21 * a00 + a01 * a20) * det;\n  out[8] = (a11 * a00 - a01 * a10) * det;\n  return out;\n}\n\n/**\n * Calculates the adjugate of a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the source matrix\n * @returns {mat3} out\n */\nexport function adjoint(out, a) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2];\n  var a10 = a[3],\n    a11 = a[4],\n    a12 = a[5];\n  var a20 = a[6],\n    a21 = a[7],\n    a22 = a[8];\n  out[0] = a11 * a22 - a12 * a21;\n  out[1] = a02 * a21 - a01 * a22;\n  out[2] = a01 * a12 - a02 * a11;\n  out[3] = a12 * a20 - a10 * a22;\n  out[4] = a00 * a22 - a02 * a20;\n  out[5] = a02 * a10 - a00 * a12;\n  out[6] = a10 * a21 - a11 * a20;\n  out[7] = a01 * a20 - a00 * a21;\n  out[8] = a00 * a11 - a01 * a10;\n  return out;\n}\n\n/**\n * Calculates the determinant of a mat3\n *\n * @param {ReadonlyMat3} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2];\n  var a10 = a[3],\n    a11 = a[4],\n    a12 = a[5];\n  var a20 = a[6],\n    a21 = a[7],\n    a22 = a[8];\n  return a00 * (a22 * a11 - a12 * a21) + a01 * (-a22 * a10 + a12 * a20) + a02 * (a21 * a10 - a11 * a20);\n}\n\n/**\n * Multiplies two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function multiply(out, a, b) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2];\n  var a10 = a[3],\n    a11 = a[4],\n    a12 = a[5];\n  var a20 = a[6],\n    a21 = a[7],\n    a22 = a[8];\n  var b00 = b[0],\n    b01 = b[1],\n    b02 = b[2];\n  var b10 = b[3],\n    b11 = b[4],\n    b12 = b[5];\n  var b20 = b[6],\n    b21 = b[7],\n    b22 = b[8];\n  out[0] = b00 * a00 + b01 * a10 + b02 * a20;\n  out[1] = b00 * a01 + b01 * a11 + b02 * a21;\n  out[2] = b00 * a02 + b01 * a12 + b02 * a22;\n  out[3] = b10 * a00 + b11 * a10 + b12 * a20;\n  out[4] = b10 * a01 + b11 * a11 + b12 * a21;\n  out[5] = b10 * a02 + b11 * a12 + b12 * a22;\n  out[6] = b20 * a00 + b21 * a10 + b22 * a20;\n  out[7] = b20 * a01 + b21 * a11 + b22 * a21;\n  out[8] = b20 * a02 + b21 * a12 + b22 * a22;\n  return out;\n}\n\n/**\n * Translate a mat3 by the given vector\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to translate\n * @param {ReadonlyVec2} v vector to translate by\n * @returns {mat3} out\n */\nexport function translate(out, a, v) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2],\n    a10 = a[3],\n    a11 = a[4],\n    a12 = a[5],\n    a20 = a[6],\n    a21 = a[7],\n    a22 = a[8],\n    x = v[0],\n    y = v[1];\n  out[0] = a00;\n  out[1] = a01;\n  out[2] = a02;\n  out[3] = a10;\n  out[4] = a11;\n  out[5] = a12;\n  out[6] = x * a00 + y * a10 + a20;\n  out[7] = x * a01 + y * a11 + a21;\n  out[8] = x * a02 + y * a12 + a22;\n  return out;\n}\n\n/**\n * Rotates a mat3 by the given angle\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function rotate(out, a, rad) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2],\n    a10 = a[3],\n    a11 = a[4],\n    a12 = a[5],\n    a20 = a[6],\n    a21 = a[7],\n    a22 = a[8],\n    s = Math.sin(rad),\n    c = Math.cos(rad);\n  out[0] = c * a00 + s * a10;\n  out[1] = c * a01 + s * a11;\n  out[2] = c * a02 + s * a12;\n  out[3] = c * a10 - s * a00;\n  out[4] = c * a11 - s * a01;\n  out[5] = c * a12 - s * a02;\n  out[6] = a20;\n  out[7] = a21;\n  out[8] = a22;\n  return out;\n}\n\n/**\n * Scales the mat3 by the dimensions in the given vec2\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {ReadonlyVec2} v the vec2 to scale the matrix by\n * @returns {mat3} out\n **/\nexport function scale(out, a, v) {\n  var x = v[0],\n    y = v[1];\n  out[0] = x * a[0];\n  out[1] = x * a[1];\n  out[2] = x * a[2];\n  out[3] = y * a[3];\n  out[4] = y * a[4];\n  out[5] = y * a[5];\n  out[6] = a[6];\n  out[7] = a[7];\n  out[8] = a[8];\n  return out;\n}\n\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n *     mat3.identity(dest);\n *     mat3.translate(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Translation vector\n * @returns {mat3} out\n */\nexport function fromTranslation(out, v) {\n  out[0] = 1;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 1;\n  out[5] = 0;\n  out[6] = v[0];\n  out[7] = v[1];\n  out[8] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from a given angle\n * This is equivalent to (but much faster than):\n *\n *     mat3.identity(dest);\n *     mat3.rotate(dest, dest, rad);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat3} out\n */\nexport function fromRotation(out, rad) {\n  var s = Math.sin(rad),\n    c = Math.cos(rad);\n  out[0] = c;\n  out[1] = s;\n  out[2] = 0;\n  out[3] = -s;\n  out[4] = c;\n  out[5] = 0;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n *     mat3.identity(dest);\n *     mat3.scale(dest, dest, vec);\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyVec2} v Scaling vector\n * @returns {mat3} out\n */\nexport function fromScaling(out, v) {\n  out[0] = v[0];\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = v[1];\n  out[5] = 0;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 1;\n  return out;\n}\n\n/**\n * Copies the values from a mat2d into a mat3\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat2d} a the matrix to copy\n * @returns {mat3} out\n **/\nexport function fromMat2d(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = 0;\n  out[3] = a[2];\n  out[4] = a[3];\n  out[5] = 0;\n  out[6] = a[4];\n  out[7] = a[5];\n  out[8] = 1;\n  return out;\n}\n\n/**\n * Calculates a 3x3 matrix from the given quaternion\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat3} out\n */\nexport function fromQuat(out, q) {\n  var x = q[0],\n    y = q[1],\n    z = q[2],\n    w = q[3];\n  var x2 = x + x;\n  var y2 = y + y;\n  var z2 = z + z;\n  var xx = x * x2;\n  var yx = y * x2;\n  var yy = y * y2;\n  var zx = z * x2;\n  var zy = z * y2;\n  var zz = z * z2;\n  var wx = w * x2;\n  var wy = w * y2;\n  var wz = w * z2;\n  out[0] = 1 - yy - zz;\n  out[3] = yx - wz;\n  out[6] = zx + wy;\n  out[1] = yx + wz;\n  out[4] = 1 - xx - zz;\n  out[7] = zy - wx;\n  out[2] = zx - wy;\n  out[5] = zy + wx;\n  out[8] = 1 - xx - yy;\n  return out;\n}\n\n/**\n * Calculates a 3x3 normal matrix (transpose inverse) from the 4x4 matrix\n *\n * @param {mat3} out mat3 receiving operation result\n * @param {ReadonlyMat4} a Mat4 to derive the normal matrix from\n *\n * @returns {mat3} out\n */\nexport function normalFromMat4(out, a) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2],\n    a03 = a[3];\n  var a10 = a[4],\n    a11 = a[5],\n    a12 = a[6],\n    a13 = a[7];\n  var a20 = a[8],\n    a21 = a[9],\n    a22 = a[10],\n    a23 = a[11];\n  var a30 = a[12],\n    a31 = a[13],\n    a32 = a[14],\n    a33 = a[15];\n  var b00 = a00 * a11 - a01 * a10;\n  var b01 = a00 * a12 - a02 * a10;\n  var b02 = a00 * a13 - a03 * a10;\n  var b03 = a01 * a12 - a02 * a11;\n  var b04 = a01 * a13 - a03 * a11;\n  var b05 = a02 * a13 - a03 * a12;\n  var b06 = a20 * a31 - a21 * a30;\n  var b07 = a20 * a32 - a22 * a30;\n  var b08 = a20 * a33 - a23 * a30;\n  var b09 = a21 * a32 - a22 * a31;\n  var b10 = a21 * a33 - a23 * a31;\n  var b11 = a22 * a33 - a23 * a32;\n\n  // Calculate the determinant\n  var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n  if (!det) {\n    return null;\n  }\n  det = 1.0 / det;\n  out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n  out[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n  out[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n  out[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n  out[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n  out[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n  out[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n  out[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n  out[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n  return out;\n}\n\n/**\n * Generates a 2D projection matrix with the given bounds\n *\n * @param {mat3} out mat3 frustum matrix will be written into\n * @param {number} width Width of your gl context\n * @param {number} height Height of gl context\n * @returns {mat3} out\n */\nexport function projection(out, width, height) {\n  out[0] = 2 / width;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = -2 / height;\n  out[5] = 0;\n  out[6] = -1;\n  out[7] = 1;\n  out[8] = 1;\n  return out;\n}\n\n/**\n * Returns a string representation of a mat3\n *\n * @param {ReadonlyMat3} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n  return \"mat3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat3\n *\n * @param {ReadonlyMat3} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n  return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * a[5] + a[6] * a[6] + a[7] * a[7] + a[8] * a[8]);\n}\n\n/**\n * Adds two mat3's\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function add(out, a, b) {\n  out[0] = a[0] + b[0];\n  out[1] = a[1] + b[1];\n  out[2] = a[2] + b[2];\n  out[3] = a[3] + b[3];\n  out[4] = a[4] + b[4];\n  out[5] = a[5] + b[5];\n  out[6] = a[6] + b[6];\n  out[7] = a[7] + b[7];\n  out[8] = a[8] + b[8];\n  return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @returns {mat3} out\n */\nexport function subtract(out, a, b) {\n  out[0] = a[0] - b[0];\n  out[1] = a[1] - b[1];\n  out[2] = a[2] - b[2];\n  out[3] = a[3] - b[3];\n  out[4] = a[4] - b[4];\n  out[5] = a[5] - b[5];\n  out[6] = a[6] - b[6];\n  out[7] = a[7] - b[7];\n  out[8] = a[8] - b[8];\n  return out;\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat3} out the receiving matrix\n * @param {ReadonlyMat3} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat3} out\n */\nexport function multiplyScalar(out, a, b) {\n  out[0] = a[0] * b;\n  out[1] = a[1] * b;\n  out[2] = a[2] * b;\n  out[3] = a[3] * b;\n  out[4] = a[4] * b;\n  out[5] = a[5] * b;\n  out[6] = a[6] * b;\n  out[7] = a[7] * b;\n  out[8] = a[8] * b;\n  return out;\n}\n\n/**\n * Adds two mat3's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat3} out the receiving vector\n * @param {ReadonlyMat3} a the first operand\n * @param {ReadonlyMat3} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat3} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n  out[0] = a[0] + b[0] * scale;\n  out[1] = a[1] + b[1] * scale;\n  out[2] = a[2] + b[2] * scale;\n  out[3] = a[3] + b[3] * scale;\n  out[4] = a[4] + b[4] * scale;\n  out[5] = a[5] + b[5] * scale;\n  out[6] = a[6] + b[6] * scale;\n  out[7] = a[7] + b[7] * scale;\n  out[8] = a[8] + b[8] * scale;\n  return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n  return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat3} a The first matrix.\n * @param {ReadonlyMat3} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3],\n    a4 = a[4],\n    a5 = a[5],\n    a6 = a[6],\n    a7 = a[7],\n    a8 = a[8];\n  var b0 = b[0],\n    b1 = b[1],\n    b2 = b[2],\n    b3 = b[3],\n    b4 = b[4],\n    b5 = b[5],\n    b6 = b[6],\n    b7 = b[7],\n    b8 = b[8];\n  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8));\n}\n\n/**\n * Alias for {@link mat3.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat3.subtract}\n * @function\n */\nexport var sub = subtract;","import * as glMatrix from \"./common.js\";\n\n/**\n * 4x4 Matrix<br>Format: column-major, when typed out it looks like row-major<br>The matrices are being post multiplied.\n * @module mat4\n */\n\n/**\n * Creates a new identity mat4\n *\n * @returns {mat4} a new 4x4 matrix\n */\nexport function create() {\n  var out = new glMatrix.ARRAY_TYPE(16);\n  if (glMatrix.ARRAY_TYPE != Float32Array) {\n    out[1] = 0;\n    out[2] = 0;\n    out[3] = 0;\n    out[4] = 0;\n    out[6] = 0;\n    out[7] = 0;\n    out[8] = 0;\n    out[9] = 0;\n    out[11] = 0;\n    out[12] = 0;\n    out[13] = 0;\n    out[14] = 0;\n  }\n  out[0] = 1;\n  out[5] = 1;\n  out[10] = 1;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a new mat4 initialized with values from an existing matrix\n *\n * @param {ReadonlyMat4} a matrix to clone\n * @returns {mat4} a new 4x4 matrix\n */\nexport function clone(a) {\n  var out = new glMatrix.ARRAY_TYPE(16);\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  out[4] = a[4];\n  out[5] = a[5];\n  out[6] = a[6];\n  out[7] = a[7];\n  out[8] = a[8];\n  out[9] = a[9];\n  out[10] = a[10];\n  out[11] = a[11];\n  out[12] = a[12];\n  out[13] = a[13];\n  out[14] = a[14];\n  out[15] = a[15];\n  return out;\n}\n\n/**\n * Copy the values from one mat4 to another\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function copy(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  out[4] = a[4];\n  out[5] = a[5];\n  out[6] = a[6];\n  out[7] = a[7];\n  out[8] = a[8];\n  out[9] = a[9];\n  out[10] = a[10];\n  out[11] = a[11];\n  out[12] = a[12];\n  out[13] = a[13];\n  out[14] = a[14];\n  out[15] = a[15];\n  return out;\n}\n\n/**\n * Create a new mat4 with the given values\n *\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} A new mat4\n */\nexport function fromValues(m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n  var out = new glMatrix.ARRAY_TYPE(16);\n  out[0] = m00;\n  out[1] = m01;\n  out[2] = m02;\n  out[3] = m03;\n  out[4] = m10;\n  out[5] = m11;\n  out[6] = m12;\n  out[7] = m13;\n  out[8] = m20;\n  out[9] = m21;\n  out[10] = m22;\n  out[11] = m23;\n  out[12] = m30;\n  out[13] = m31;\n  out[14] = m32;\n  out[15] = m33;\n  return out;\n}\n\n/**\n * Set the components of a mat4 to the given values\n *\n * @param {mat4} out the receiving matrix\n * @param {Number} m00 Component in column 0, row 0 position (index 0)\n * @param {Number} m01 Component in column 0, row 1 position (index 1)\n * @param {Number} m02 Component in column 0, row 2 position (index 2)\n * @param {Number} m03 Component in column 0, row 3 position (index 3)\n * @param {Number} m10 Component in column 1, row 0 position (index 4)\n * @param {Number} m11 Component in column 1, row 1 position (index 5)\n * @param {Number} m12 Component in column 1, row 2 position (index 6)\n * @param {Number} m13 Component in column 1, row 3 position (index 7)\n * @param {Number} m20 Component in column 2, row 0 position (index 8)\n * @param {Number} m21 Component in column 2, row 1 position (index 9)\n * @param {Number} m22 Component in column 2, row 2 position (index 10)\n * @param {Number} m23 Component in column 2, row 3 position (index 11)\n * @param {Number} m30 Component in column 3, row 0 position (index 12)\n * @param {Number} m31 Component in column 3, row 1 position (index 13)\n * @param {Number} m32 Component in column 3, row 2 position (index 14)\n * @param {Number} m33 Component in column 3, row 3 position (index 15)\n * @returns {mat4} out\n */\nexport function set(out, m00, m01, m02, m03, m10, m11, m12, m13, m20, m21, m22, m23, m30, m31, m32, m33) {\n  out[0] = m00;\n  out[1] = m01;\n  out[2] = m02;\n  out[3] = m03;\n  out[4] = m10;\n  out[5] = m11;\n  out[6] = m12;\n  out[7] = m13;\n  out[8] = m20;\n  out[9] = m21;\n  out[10] = m22;\n  out[11] = m23;\n  out[12] = m30;\n  out[13] = m31;\n  out[14] = m32;\n  out[15] = m33;\n  return out;\n}\n\n/**\n * Set a mat4 to the identity matrix\n *\n * @param {mat4} out the receiving matrix\n * @returns {mat4} out\n */\nexport function identity(out) {\n  out[0] = 1;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = 1;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[10] = 1;\n  out[11] = 0;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = 0;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Transpose the values of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function transpose(out, a) {\n  // If we are transposing ourselves we can skip a few steps but have to cache some values\n  if (out === a) {\n    var a01 = a[1],\n      a02 = a[2],\n      a03 = a[3];\n    var a12 = a[6],\n      a13 = a[7];\n    var a23 = a[11];\n    out[1] = a[4];\n    out[2] = a[8];\n    out[3] = a[12];\n    out[4] = a01;\n    out[6] = a[9];\n    out[7] = a[13];\n    out[8] = a02;\n    out[9] = a12;\n    out[11] = a[14];\n    out[12] = a03;\n    out[13] = a13;\n    out[14] = a23;\n  } else {\n    out[0] = a[0];\n    out[1] = a[4];\n    out[2] = a[8];\n    out[3] = a[12];\n    out[4] = a[1];\n    out[5] = a[5];\n    out[6] = a[9];\n    out[7] = a[13];\n    out[8] = a[2];\n    out[9] = a[6];\n    out[10] = a[10];\n    out[11] = a[14];\n    out[12] = a[3];\n    out[13] = a[7];\n    out[14] = a[11];\n    out[15] = a[15];\n  }\n  return out;\n}\n\n/**\n * Inverts a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4 | null} out, or null if source matrix is not invertible\n */\nexport function invert(out, a) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2],\n    a03 = a[3];\n  var a10 = a[4],\n    a11 = a[5],\n    a12 = a[6],\n    a13 = a[7];\n  var a20 = a[8],\n    a21 = a[9],\n    a22 = a[10],\n    a23 = a[11];\n  var a30 = a[12],\n    a31 = a[13],\n    a32 = a[14],\n    a33 = a[15];\n  var b00 = a00 * a11 - a01 * a10;\n  var b01 = a00 * a12 - a02 * a10;\n  var b02 = a00 * a13 - a03 * a10;\n  var b03 = a01 * a12 - a02 * a11;\n  var b04 = a01 * a13 - a03 * a11;\n  var b05 = a02 * a13 - a03 * a12;\n  var b06 = a20 * a31 - a21 * a30;\n  var b07 = a20 * a32 - a22 * a30;\n  var b08 = a20 * a33 - a23 * a30;\n  var b09 = a21 * a32 - a22 * a31;\n  var b10 = a21 * a33 - a23 * a31;\n  var b11 = a22 * a33 - a23 * a32;\n\n  // Calculate the determinant\n  var det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;\n  if (!det) {\n    return null;\n  }\n  det = 1.0 / det;\n  out[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;\n  out[1] = (a02 * b10 - a01 * b11 - a03 * b09) * det;\n  out[2] = (a31 * b05 - a32 * b04 + a33 * b03) * det;\n  out[3] = (a22 * b04 - a21 * b05 - a23 * b03) * det;\n  out[4] = (a12 * b08 - a10 * b11 - a13 * b07) * det;\n  out[5] = (a00 * b11 - a02 * b08 + a03 * b07) * det;\n  out[6] = (a32 * b02 - a30 * b05 - a33 * b01) * det;\n  out[7] = (a20 * b05 - a22 * b02 + a23 * b01) * det;\n  out[8] = (a10 * b10 - a11 * b08 + a13 * b06) * det;\n  out[9] = (a01 * b08 - a00 * b10 - a03 * b06) * det;\n  out[10] = (a30 * b04 - a31 * b02 + a33 * b00) * det;\n  out[11] = (a21 * b02 - a20 * b04 - a23 * b00) * det;\n  out[12] = (a11 * b07 - a10 * b09 - a12 * b06) * det;\n  out[13] = (a00 * b09 - a01 * b07 + a02 * b06) * det;\n  out[14] = (a31 * b01 - a30 * b03 - a32 * b00) * det;\n  out[15] = (a20 * b03 - a21 * b01 + a22 * b00) * det;\n  return out;\n}\n\n/**\n * Calculates the adjugate of a mat4\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the source matrix\n * @returns {mat4} out\n */\nexport function adjoint(out, a) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2],\n    a03 = a[3];\n  var a10 = a[4],\n    a11 = a[5],\n    a12 = a[6],\n    a13 = a[7];\n  var a20 = a[8],\n    a21 = a[9],\n    a22 = a[10],\n    a23 = a[11];\n  var a30 = a[12],\n    a31 = a[13],\n    a32 = a[14],\n    a33 = a[15];\n  var b00 = a00 * a11 - a01 * a10;\n  var b01 = a00 * a12 - a02 * a10;\n  var b02 = a00 * a13 - a03 * a10;\n  var b03 = a01 * a12 - a02 * a11;\n  var b04 = a01 * a13 - a03 * a11;\n  var b05 = a02 * a13 - a03 * a12;\n  var b06 = a20 * a31 - a21 * a30;\n  var b07 = a20 * a32 - a22 * a30;\n  var b08 = a20 * a33 - a23 * a30;\n  var b09 = a21 * a32 - a22 * a31;\n  var b10 = a21 * a33 - a23 * a31;\n  var b11 = a22 * a33 - a23 * a32;\n  out[0] = a11 * b11 - a12 * b10 + a13 * b09;\n  out[1] = a02 * b10 - a01 * b11 - a03 * b09;\n  out[2] = a31 * b05 - a32 * b04 + a33 * b03;\n  out[3] = a22 * b04 - a21 * b05 - a23 * b03;\n  out[4] = a12 * b08 - a10 * b11 - a13 * b07;\n  out[5] = a00 * b11 - a02 * b08 + a03 * b07;\n  out[6] = a32 * b02 - a30 * b05 - a33 * b01;\n  out[7] = a20 * b05 - a22 * b02 + a23 * b01;\n  out[8] = a10 * b10 - a11 * b08 + a13 * b06;\n  out[9] = a01 * b08 - a00 * b10 - a03 * b06;\n  out[10] = a30 * b04 - a31 * b02 + a33 * b00;\n  out[11] = a21 * b02 - a20 * b04 - a23 * b00;\n  out[12] = a11 * b07 - a10 * b09 - a12 * b06;\n  out[13] = a00 * b09 - a01 * b07 + a02 * b06;\n  out[14] = a31 * b01 - a30 * b03 - a32 * b00;\n  out[15] = a20 * b03 - a21 * b01 + a22 * b00;\n  return out;\n}\n\n/**\n * Calculates the determinant of a mat4\n *\n * @param {ReadonlyMat4} a the source matrix\n * @returns {Number} determinant of a\n */\nexport function determinant(a) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2],\n    a03 = a[3];\n  var a10 = a[4],\n    a11 = a[5],\n    a12 = a[6],\n    a13 = a[7];\n  var a20 = a[8],\n    a21 = a[9],\n    a22 = a[10],\n    a23 = a[11];\n  var a30 = a[12],\n    a31 = a[13],\n    a32 = a[14],\n    a33 = a[15];\n  var b0 = a00 * a11 - a01 * a10;\n  var b1 = a00 * a12 - a02 * a10;\n  var b2 = a01 * a12 - a02 * a11;\n  var b3 = a20 * a31 - a21 * a30;\n  var b4 = a20 * a32 - a22 * a30;\n  var b5 = a21 * a32 - a22 * a31;\n  var b6 = a00 * b5 - a01 * b4 + a02 * b3;\n  var b7 = a10 * b5 - a11 * b4 + a12 * b3;\n  var b8 = a20 * b2 - a21 * b1 + a22 * b0;\n  var b9 = a30 * b2 - a31 * b1 + a32 * b0;\n\n  // Calculate the determinant\n  return a13 * b6 - a03 * b7 + a33 * b8 - a23 * b9;\n}\n\n/**\n * Multiplies two mat4s\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function multiply(out, a, b) {\n  var a00 = a[0],\n    a01 = a[1],\n    a02 = a[2],\n    a03 = a[3];\n  var a10 = a[4],\n    a11 = a[5],\n    a12 = a[6],\n    a13 = a[7];\n  var a20 = a[8],\n    a21 = a[9],\n    a22 = a[10],\n    a23 = a[11];\n  var a30 = a[12],\n    a31 = a[13],\n    a32 = a[14],\n    a33 = a[15];\n\n  // Cache only the current line of the second matrix\n  var b0 = b[0],\n    b1 = b[1],\n    b2 = b[2],\n    b3 = b[3];\n  out[0] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n  out[1] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n  out[2] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n  out[3] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n  b0 = b[4];\n  b1 = b[5];\n  b2 = b[6];\n  b3 = b[7];\n  out[4] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n  out[5] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n  out[6] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n  out[7] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n  b0 = b[8];\n  b1 = b[9];\n  b2 = b[10];\n  b3 = b[11];\n  out[8] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n  out[9] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n  out[10] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n  out[11] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n  b0 = b[12];\n  b1 = b[13];\n  b2 = b[14];\n  b3 = b[15];\n  out[12] = b0 * a00 + b1 * a10 + b2 * a20 + b3 * a30;\n  out[13] = b0 * a01 + b1 * a11 + b2 * a21 + b3 * a31;\n  out[14] = b0 * a02 + b1 * a12 + b2 * a22 + b3 * a32;\n  out[15] = b0 * a03 + b1 * a13 + b2 * a23 + b3 * a33;\n  return out;\n}\n\n/**\n * Translate a mat4 by the given vector\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to translate\n * @param {ReadonlyVec3} v vector to translate by\n * @returns {mat4} out\n */\nexport function translate(out, a, v) {\n  var x = v[0],\n    y = v[1],\n    z = v[2];\n  var a00, a01, a02, a03;\n  var a10, a11, a12, a13;\n  var a20, a21, a22, a23;\n  if (a === out) {\n    out[12] = a[0] * x + a[4] * y + a[8] * z + a[12];\n    out[13] = a[1] * x + a[5] * y + a[9] * z + a[13];\n    out[14] = a[2] * x + a[6] * y + a[10] * z + a[14];\n    out[15] = a[3] * x + a[7] * y + a[11] * z + a[15];\n  } else {\n    a00 = a[0];\n    a01 = a[1];\n    a02 = a[2];\n    a03 = a[3];\n    a10 = a[4];\n    a11 = a[5];\n    a12 = a[6];\n    a13 = a[7];\n    a20 = a[8];\n    a21 = a[9];\n    a22 = a[10];\n    a23 = a[11];\n    out[0] = a00;\n    out[1] = a01;\n    out[2] = a02;\n    out[3] = a03;\n    out[4] = a10;\n    out[5] = a11;\n    out[6] = a12;\n    out[7] = a13;\n    out[8] = a20;\n    out[9] = a21;\n    out[10] = a22;\n    out[11] = a23;\n    out[12] = a00 * x + a10 * y + a20 * z + a[12];\n    out[13] = a01 * x + a11 * y + a21 * z + a[13];\n    out[14] = a02 * x + a12 * y + a22 * z + a[14];\n    out[15] = a03 * x + a13 * y + a23 * z + a[15];\n  }\n  return out;\n}\n\n/**\n * Scales the mat4 by the dimensions in the given vec3 not using vectorization\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {ReadonlyVec3} v the vec3 to scale the matrix by\n * @returns {mat4} out\n **/\nexport function scale(out, a, v) {\n  var x = v[0],\n    y = v[1],\n    z = v[2];\n  out[0] = a[0] * x;\n  out[1] = a[1] * x;\n  out[2] = a[2] * x;\n  out[3] = a[3] * x;\n  out[4] = a[4] * y;\n  out[5] = a[5] * y;\n  out[6] = a[6] * y;\n  out[7] = a[7] * y;\n  out[8] = a[8] * z;\n  out[9] = a[9] * z;\n  out[10] = a[10] * z;\n  out[11] = a[11] * z;\n  out[12] = a[12];\n  out[13] = a[13];\n  out[14] = a[14];\n  out[15] = a[15];\n  return out;\n}\n\n/**\n * Rotates a mat4 by the given angle around the given axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function rotate(out, a, rad, axis) {\n  var x = axis[0],\n    y = axis[1],\n    z = axis[2];\n  var len = Math.sqrt(x * x + y * y + z * z);\n  var s, c, t;\n  var a00, a01, a02, a03;\n  var a10, a11, a12, a13;\n  var a20, a21, a22, a23;\n  var b00, b01, b02;\n  var b10, b11, b12;\n  var b20, b21, b22;\n  if (len < glMatrix.EPSILON) {\n    return null;\n  }\n  len = 1 / len;\n  x *= len;\n  y *= len;\n  z *= len;\n  s = Math.sin(rad);\n  c = Math.cos(rad);\n  t = 1 - c;\n  a00 = a[0];\n  a01 = a[1];\n  a02 = a[2];\n  a03 = a[3];\n  a10 = a[4];\n  a11 = a[5];\n  a12 = a[6];\n  a13 = a[7];\n  a20 = a[8];\n  a21 = a[9];\n  a22 = a[10];\n  a23 = a[11];\n\n  // Construct the elements of the rotation matrix\n  b00 = x * x * t + c;\n  b01 = y * x * t + z * s;\n  b02 = z * x * t - y * s;\n  b10 = x * y * t - z * s;\n  b11 = y * y * t + c;\n  b12 = z * y * t + x * s;\n  b20 = x * z * t + y * s;\n  b21 = y * z * t - x * s;\n  b22 = z * z * t + c;\n\n  // Perform rotation-specific matrix multiplication\n  out[0] = a00 * b00 + a10 * b01 + a20 * b02;\n  out[1] = a01 * b00 + a11 * b01 + a21 * b02;\n  out[2] = a02 * b00 + a12 * b01 + a22 * b02;\n  out[3] = a03 * b00 + a13 * b01 + a23 * b02;\n  out[4] = a00 * b10 + a10 * b11 + a20 * b12;\n  out[5] = a01 * b10 + a11 * b11 + a21 * b12;\n  out[6] = a02 * b10 + a12 * b11 + a22 * b12;\n  out[7] = a03 * b10 + a13 * b11 + a23 * b12;\n  out[8] = a00 * b20 + a10 * b21 + a20 * b22;\n  out[9] = a01 * b20 + a11 * b21 + a21 * b22;\n  out[10] = a02 * b20 + a12 * b21 + a22 * b22;\n  out[11] = a03 * b20 + a13 * b21 + a23 * b22;\n  if (a !== out) {\n    // If the source and destination differ, copy the unchanged last row\n    out[12] = a[12];\n    out[13] = a[13];\n    out[14] = a[14];\n    out[15] = a[15];\n  }\n  return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the X axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateX(out, a, rad) {\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n  var a10 = a[4];\n  var a11 = a[5];\n  var a12 = a[6];\n  var a13 = a[7];\n  var a20 = a[8];\n  var a21 = a[9];\n  var a22 = a[10];\n  var a23 = a[11];\n  if (a !== out) {\n    // If the source and destination differ, copy the unchanged rows\n    out[0] = a[0];\n    out[1] = a[1];\n    out[2] = a[2];\n    out[3] = a[3];\n    out[12] = a[12];\n    out[13] = a[13];\n    out[14] = a[14];\n    out[15] = a[15];\n  }\n\n  // Perform axis-specific matrix multiplication\n  out[4] = a10 * c + a20 * s;\n  out[5] = a11 * c + a21 * s;\n  out[6] = a12 * c + a22 * s;\n  out[7] = a13 * c + a23 * s;\n  out[8] = a20 * c - a10 * s;\n  out[9] = a21 * c - a11 * s;\n  out[10] = a22 * c - a12 * s;\n  out[11] = a23 * c - a13 * s;\n  return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Y axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateY(out, a, rad) {\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n  var a00 = a[0];\n  var a01 = a[1];\n  var a02 = a[2];\n  var a03 = a[3];\n  var a20 = a[8];\n  var a21 = a[9];\n  var a22 = a[10];\n  var a23 = a[11];\n  if (a !== out) {\n    // If the source and destination differ, copy the unchanged rows\n    out[4] = a[4];\n    out[5] = a[5];\n    out[6] = a[6];\n    out[7] = a[7];\n    out[12] = a[12];\n    out[13] = a[13];\n    out[14] = a[14];\n    out[15] = a[15];\n  }\n\n  // Perform axis-specific matrix multiplication\n  out[0] = a00 * c - a20 * s;\n  out[1] = a01 * c - a21 * s;\n  out[2] = a02 * c - a22 * s;\n  out[3] = a03 * c - a23 * s;\n  out[8] = a00 * s + a20 * c;\n  out[9] = a01 * s + a21 * c;\n  out[10] = a02 * s + a22 * c;\n  out[11] = a03 * s + a23 * c;\n  return out;\n}\n\n/**\n * Rotates a matrix by the given angle around the Z axis\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to rotate\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function rotateZ(out, a, rad) {\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n  var a00 = a[0];\n  var a01 = a[1];\n  var a02 = a[2];\n  var a03 = a[3];\n  var a10 = a[4];\n  var a11 = a[5];\n  var a12 = a[6];\n  var a13 = a[7];\n  if (a !== out) {\n    // If the source and destination differ, copy the unchanged last row\n    out[8] = a[8];\n    out[9] = a[9];\n    out[10] = a[10];\n    out[11] = a[11];\n    out[12] = a[12];\n    out[13] = a[13];\n    out[14] = a[14];\n    out[15] = a[15];\n  }\n\n  // Perform axis-specific matrix multiplication\n  out[0] = a00 * c + a10 * s;\n  out[1] = a01 * c + a11 * s;\n  out[2] = a02 * c + a12 * s;\n  out[3] = a03 * c + a13 * s;\n  out[4] = a10 * c - a00 * s;\n  out[5] = a11 * c - a01 * s;\n  out[6] = a12 * c - a02 * s;\n  out[7] = a13 * c - a03 * s;\n  return out;\n}\n\n/**\n * Creates a matrix from a vector translation\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.translate(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromTranslation(out, v) {\n  out[0] = 1;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = 1;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[10] = 1;\n  out[11] = 0;\n  out[12] = v[0];\n  out[13] = v[1];\n  out[14] = v[2];\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from a vector scaling\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.scale(dest, dest, vec);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyVec3} v Scaling vector\n * @returns {mat4} out\n */\nexport function fromScaling(out, v) {\n  out[0] = v[0];\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = v[1];\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[10] = v[2];\n  out[11] = 0;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = 0;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from a given angle around a given axis\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.rotate(dest, dest, rad, axis);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @param {ReadonlyVec3} axis the axis to rotate around\n * @returns {mat4} out\n */\nexport function fromRotation(out, rad, axis) {\n  var x = axis[0],\n    y = axis[1],\n    z = axis[2];\n  var len = Math.sqrt(x * x + y * y + z * z);\n  var s, c, t;\n  if (len < glMatrix.EPSILON) {\n    return null;\n  }\n  len = 1 / len;\n  x *= len;\n  y *= len;\n  z *= len;\n  s = Math.sin(rad);\n  c = Math.cos(rad);\n  t = 1 - c;\n\n  // Perform rotation-specific matrix multiplication\n  out[0] = x * x * t + c;\n  out[1] = y * x * t + z * s;\n  out[2] = z * x * t - y * s;\n  out[3] = 0;\n  out[4] = x * y * t - z * s;\n  out[5] = y * y * t + c;\n  out[6] = z * y * t + x * s;\n  out[7] = 0;\n  out[8] = x * z * t + y * s;\n  out[9] = y * z * t - x * s;\n  out[10] = z * z * t + c;\n  out[11] = 0;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = 0;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from the given angle around the X axis\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.rotateX(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromXRotation(out, rad) {\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n\n  // Perform axis-specific matrix multiplication\n  out[0] = 1;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = c;\n  out[6] = s;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = -s;\n  out[10] = c;\n  out[11] = 0;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = 0;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Y axis\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.rotateY(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromYRotation(out, rad) {\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n\n  // Perform axis-specific matrix multiplication\n  out[0] = c;\n  out[1] = 0;\n  out[2] = -s;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = 1;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = s;\n  out[9] = 0;\n  out[10] = c;\n  out[11] = 0;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = 0;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from the given angle around the Z axis\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.rotateZ(dest, dest, rad);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {Number} rad the angle to rotate the matrix by\n * @returns {mat4} out\n */\nexport function fromZRotation(out, rad) {\n  var s = Math.sin(rad);\n  var c = Math.cos(rad);\n\n  // Perform axis-specific matrix multiplication\n  out[0] = c;\n  out[1] = s;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = -s;\n  out[5] = c;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[10] = 1;\n  out[11] = 0;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = 0;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation and vector translation\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.translate(dest, dest, vec);\n *     let quatMat = mat4.create();\n *     mat4.fromQuat(quatMat, quat);\n *     mat4.multiply(dest, dest, quatMat);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslation(out, q, v) {\n  // Quaternion math\n  var x = q[0],\n    y = q[1],\n    z = q[2],\n    w = q[3];\n  var x2 = x + x;\n  var y2 = y + y;\n  var z2 = z + z;\n  var xx = x * x2;\n  var xy = x * y2;\n  var xz = x * z2;\n  var yy = y * y2;\n  var yz = y * z2;\n  var zz = z * z2;\n  var wx = w * x2;\n  var wy = w * y2;\n  var wz = w * z2;\n  out[0] = 1 - (yy + zz);\n  out[1] = xy + wz;\n  out[2] = xz - wy;\n  out[3] = 0;\n  out[4] = xy - wz;\n  out[5] = 1 - (xx + zz);\n  out[6] = yz + wx;\n  out[7] = 0;\n  out[8] = xz + wy;\n  out[9] = yz - wx;\n  out[10] = 1 - (xx + yy);\n  out[11] = 0;\n  out[12] = v[0];\n  out[13] = v[1];\n  out[14] = v[2];\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a new mat4 from a dual quat.\n *\n * @param {mat4} out Matrix\n * @param {ReadonlyQuat2} a Dual Quaternion\n * @returns {mat4} mat4 receiving operation result\n */\nexport function fromQuat2(out, a) {\n  var translation = new glMatrix.ARRAY_TYPE(3);\n  var bx = -a[0],\n    by = -a[1],\n    bz = -a[2],\n    bw = a[3],\n    ax = a[4],\n    ay = a[5],\n    az = a[6],\n    aw = a[7];\n  var magnitude = bx * bx + by * by + bz * bz + bw * bw;\n  //Only scale if it makes sense\n  if (magnitude > 0) {\n    translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2 / magnitude;\n    translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2 / magnitude;\n    translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2 / magnitude;\n  } else {\n    translation[0] = (ax * bw + aw * bx + ay * bz - az * by) * 2;\n    translation[1] = (ay * bw + aw * by + az * bx - ax * bz) * 2;\n    translation[2] = (az * bw + aw * bz + ax * by - ay * bx) * 2;\n  }\n  fromRotationTranslation(out, a, translation);\n  return out;\n}\n\n/**\n * Returns the translation vector component of a transformation\n *  matrix. If a matrix is built with fromRotationTranslation,\n *  the returned vector will be the same as the translation vector\n *  originally supplied.\n * @param  {vec3} out Vector to receive translation component\n * @param  {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getTranslation(out, mat) {\n  out[0] = mat[12];\n  out[1] = mat[13];\n  out[2] = mat[14];\n  return out;\n}\n\n/**\n * Returns the scaling factor component of a transformation\n *  matrix. If a matrix is built with fromRotationTranslationScale\n *  with a normalized Quaternion parameter, the returned vector will be\n *  the same as the scaling vector\n *  originally supplied.\n * @param  {vec3} out Vector to receive scaling factor component\n * @param  {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {vec3} out\n */\nexport function getScaling(out, mat) {\n  var m11 = mat[0];\n  var m12 = mat[1];\n  var m13 = mat[2];\n  var m21 = mat[4];\n  var m22 = mat[5];\n  var m23 = mat[6];\n  var m31 = mat[8];\n  var m32 = mat[9];\n  var m33 = mat[10];\n  out[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n  out[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n  out[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n  return out;\n}\n\n/**\n * Returns a quaternion representing the rotational component\n *  of a transformation matrix. If a matrix is built with\n *  fromRotationTranslation, the returned quaternion will be the\n *  same as the quaternion originally supplied.\n * @param {quat} out Quaternion to receive the rotation component\n * @param {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @return {quat} out\n */\nexport function getRotation(out, mat) {\n  var scaling = new glMatrix.ARRAY_TYPE(3);\n  getScaling(scaling, mat);\n  var is1 = 1 / scaling[0];\n  var is2 = 1 / scaling[1];\n  var is3 = 1 / scaling[2];\n  var sm11 = mat[0] * is1;\n  var sm12 = mat[1] * is2;\n  var sm13 = mat[2] * is3;\n  var sm21 = mat[4] * is1;\n  var sm22 = mat[5] * is2;\n  var sm23 = mat[6] * is3;\n  var sm31 = mat[8] * is1;\n  var sm32 = mat[9] * is2;\n  var sm33 = mat[10] * is3;\n  var trace = sm11 + sm22 + sm33;\n  var S = 0;\n  if (trace > 0) {\n    S = Math.sqrt(trace + 1.0) * 2;\n    out[3] = 0.25 * S;\n    out[0] = (sm23 - sm32) / S;\n    out[1] = (sm31 - sm13) / S;\n    out[2] = (sm12 - sm21) / S;\n  } else if (sm11 > sm22 && sm11 > sm33) {\n    S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n    out[3] = (sm23 - sm32) / S;\n    out[0] = 0.25 * S;\n    out[1] = (sm12 + sm21) / S;\n    out[2] = (sm31 + sm13) / S;\n  } else if (sm22 > sm33) {\n    S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n    out[3] = (sm31 - sm13) / S;\n    out[0] = (sm12 + sm21) / S;\n    out[1] = 0.25 * S;\n    out[2] = (sm23 + sm32) / S;\n  } else {\n    S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n    out[3] = (sm12 - sm21) / S;\n    out[0] = (sm31 + sm13) / S;\n    out[1] = (sm23 + sm32) / S;\n    out[2] = 0.25 * S;\n  }\n  return out;\n}\n\n/**\n * Decomposes a transformation matrix into its rotation, translation\n * and scale components. Returns only the rotation component\n * @param  {quat} out_r Quaternion to receive the rotation component\n * @param  {vec3} out_t Vector to receive the translation vector\n * @param  {vec3} out_s Vector to receive the scaling factor\n * @param  {ReadonlyMat4} mat Matrix to be decomposed (input)\n * @returns {quat} out_r\n */\nexport function decompose(out_r, out_t, out_s, mat) {\n  out_t[0] = mat[12];\n  out_t[1] = mat[13];\n  out_t[2] = mat[14];\n  var m11 = mat[0];\n  var m12 = mat[1];\n  var m13 = mat[2];\n  var m21 = mat[4];\n  var m22 = mat[5];\n  var m23 = mat[6];\n  var m31 = mat[8];\n  var m32 = mat[9];\n  var m33 = mat[10];\n  out_s[0] = Math.sqrt(m11 * m11 + m12 * m12 + m13 * m13);\n  out_s[1] = Math.sqrt(m21 * m21 + m22 * m22 + m23 * m23);\n  out_s[2] = Math.sqrt(m31 * m31 + m32 * m32 + m33 * m33);\n  var is1 = 1 / out_s[0];\n  var is2 = 1 / out_s[1];\n  var is3 = 1 / out_s[2];\n  var sm11 = m11 * is1;\n  var sm12 = m12 * is2;\n  var sm13 = m13 * is3;\n  var sm21 = m21 * is1;\n  var sm22 = m22 * is2;\n  var sm23 = m23 * is3;\n  var sm31 = m31 * is1;\n  var sm32 = m32 * is2;\n  var sm33 = m33 * is3;\n  var trace = sm11 + sm22 + sm33;\n  var S = 0;\n  if (trace > 0) {\n    S = Math.sqrt(trace + 1.0) * 2;\n    out_r[3] = 0.25 * S;\n    out_r[0] = (sm23 - sm32) / S;\n    out_r[1] = (sm31 - sm13) / S;\n    out_r[2] = (sm12 - sm21) / S;\n  } else if (sm11 > sm22 && sm11 > sm33) {\n    S = Math.sqrt(1.0 + sm11 - sm22 - sm33) * 2;\n    out_r[3] = (sm23 - sm32) / S;\n    out_r[0] = 0.25 * S;\n    out_r[1] = (sm12 + sm21) / S;\n    out_r[2] = (sm31 + sm13) / S;\n  } else if (sm22 > sm33) {\n    S = Math.sqrt(1.0 + sm22 - sm11 - sm33) * 2;\n    out_r[3] = (sm31 - sm13) / S;\n    out_r[0] = (sm12 + sm21) / S;\n    out_r[1] = 0.25 * S;\n    out_r[2] = (sm23 + sm32) / S;\n  } else {\n    S = Math.sqrt(1.0 + sm33 - sm11 - sm22) * 2;\n    out_r[3] = (sm12 - sm21) / S;\n    out_r[0] = (sm31 + sm13) / S;\n    out_r[1] = (sm23 + sm32) / S;\n    out_r[2] = 0.25 * S;\n  }\n  return out_r;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.translate(dest, dest, vec);\n *     let quatMat = mat4.create();\n *     mat4.fromQuat(quatMat, quat);\n *     mat4.multiply(dest, dest, quatMat);\n *     mat4.scale(dest, dest, scale)\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScale(out, q, v, s) {\n  // Quaternion math\n  var x = q[0],\n    y = q[1],\n    z = q[2],\n    w = q[3];\n  var x2 = x + x;\n  var y2 = y + y;\n  var z2 = z + z;\n  var xx = x * x2;\n  var xy = x * y2;\n  var xz = x * z2;\n  var yy = y * y2;\n  var yz = y * z2;\n  var zz = z * z2;\n  var wx = w * x2;\n  var wy = w * y2;\n  var wz = w * z2;\n  var sx = s[0];\n  var sy = s[1];\n  var sz = s[2];\n  out[0] = (1 - (yy + zz)) * sx;\n  out[1] = (xy + wz) * sx;\n  out[2] = (xz - wy) * sx;\n  out[3] = 0;\n  out[4] = (xy - wz) * sy;\n  out[5] = (1 - (xx + zz)) * sy;\n  out[6] = (yz + wx) * sy;\n  out[7] = 0;\n  out[8] = (xz + wy) * sz;\n  out[9] = (yz - wx) * sz;\n  out[10] = (1 - (xx + yy)) * sz;\n  out[11] = 0;\n  out[12] = v[0];\n  out[13] = v[1];\n  out[14] = v[2];\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Creates a matrix from a quaternion rotation, vector translation and vector scale, rotating and scaling around the given origin\n * This is equivalent to (but much faster than):\n *\n *     mat4.identity(dest);\n *     mat4.translate(dest, dest, vec);\n *     mat4.translate(dest, dest, origin);\n *     let quatMat = mat4.create();\n *     mat4.fromQuat(quatMat, quat);\n *     mat4.multiply(dest, dest, quatMat);\n *     mat4.scale(dest, dest, scale)\n *     mat4.translate(dest, dest, negativeOrigin);\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {quat} q Rotation quaternion\n * @param {ReadonlyVec3} v Translation vector\n * @param {ReadonlyVec3} s Scaling vector\n * @param {ReadonlyVec3} o The origin vector around which to scale and rotate\n * @returns {mat4} out\n */\nexport function fromRotationTranslationScaleOrigin(out, q, v, s, o) {\n  // Quaternion math\n  var x = q[0],\n    y = q[1],\n    z = q[2],\n    w = q[3];\n  var x2 = x + x;\n  var y2 = y + y;\n  var z2 = z + z;\n  var xx = x * x2;\n  var xy = x * y2;\n  var xz = x * z2;\n  var yy = y * y2;\n  var yz = y * z2;\n  var zz = z * z2;\n  var wx = w * x2;\n  var wy = w * y2;\n  var wz = w * z2;\n  var sx = s[0];\n  var sy = s[1];\n  var sz = s[2];\n  var ox = o[0];\n  var oy = o[1];\n  var oz = o[2];\n  var out0 = (1 - (yy + zz)) * sx;\n  var out1 = (xy + wz) * sx;\n  var out2 = (xz - wy) * sx;\n  var out4 = (xy - wz) * sy;\n  var out5 = (1 - (xx + zz)) * sy;\n  var out6 = (yz + wx) * sy;\n  var out8 = (xz + wy) * sz;\n  var out9 = (yz - wx) * sz;\n  var out10 = (1 - (xx + yy)) * sz;\n  out[0] = out0;\n  out[1] = out1;\n  out[2] = out2;\n  out[3] = 0;\n  out[4] = out4;\n  out[5] = out5;\n  out[6] = out6;\n  out[7] = 0;\n  out[8] = out8;\n  out[9] = out9;\n  out[10] = out10;\n  out[11] = 0;\n  out[12] = v[0] + ox - (out0 * ox + out4 * oy + out8 * oz);\n  out[13] = v[1] + oy - (out1 * ox + out5 * oy + out9 * oz);\n  out[14] = v[2] + oz - (out2 * ox + out6 * oy + out10 * oz);\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Calculates a 4x4 matrix from the given quaternion\n *\n * @param {mat4} out mat4 receiving operation result\n * @param {ReadonlyQuat} q Quaternion to create matrix from\n *\n * @returns {mat4} out\n */\nexport function fromQuat(out, q) {\n  var x = q[0],\n    y = q[1],\n    z = q[2],\n    w = q[3];\n  var x2 = x + x;\n  var y2 = y + y;\n  var z2 = z + z;\n  var xx = x * x2;\n  var yx = y * x2;\n  var yy = y * y2;\n  var zx = z * x2;\n  var zy = z * y2;\n  var zz = z * z2;\n  var wx = w * x2;\n  var wy = w * y2;\n  var wz = w * z2;\n  out[0] = 1 - yy - zz;\n  out[1] = yx + wz;\n  out[2] = zx - wy;\n  out[3] = 0;\n  out[4] = yx - wz;\n  out[5] = 1 - xx - zz;\n  out[6] = zy + wx;\n  out[7] = 0;\n  out[8] = zx + wy;\n  out[9] = zy - wx;\n  out[10] = 1 - xx - yy;\n  out[11] = 0;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = 0;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Generates a frustum matrix with the given bounds\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Number} left Left bound of the frustum\n * @param {Number} right Right bound of the frustum\n * @param {Number} bottom Bottom bound of the frustum\n * @param {Number} top Top bound of the frustum\n * @param {Number} near Near bound of the frustum\n * @param {Number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function frustum(out, left, right, bottom, top, near, far) {\n  var rl = 1 / (right - left);\n  var tb = 1 / (top - bottom);\n  var nf = 1 / (near - far);\n  out[0] = near * 2 * rl;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = near * 2 * tb;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = (right + left) * rl;\n  out[9] = (top + bottom) * tb;\n  out[10] = (far + near) * nf;\n  out[11] = -1;\n  out[12] = 0;\n  out[13] = 0;\n  out[14] = far * near * 2 * nf;\n  out[15] = 0;\n  return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveNO(out, fovy, aspect, near, far) {\n  var f = 1.0 / Math.tan(fovy / 2);\n  out[0] = f / aspect;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = f;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[11] = -1;\n  out[12] = 0;\n  out[13] = 0;\n  out[15] = 0;\n  if (far != null && far !== Infinity) {\n    var nf = 1 / (near - far);\n    out[10] = (far + near) * nf;\n    out[14] = 2 * far * near * nf;\n  } else {\n    out[10] = -1;\n    out[14] = -2 * near;\n  }\n  return out;\n}\n\n/**\n * Alias for {@link mat4.perspectiveNO}\n * @function\n */\nexport var perspective = perspectiveNO;\n\n/**\n * Generates a perspective projection matrix suitable for WebGPU with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n * Passing null/undefined/no value for far will generate infinite projection matrix.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} fovy Vertical field of view in radians\n * @param {number} aspect Aspect ratio. typically viewport width/height\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum, can be null or Infinity\n * @returns {mat4} out\n */\nexport function perspectiveZO(out, fovy, aspect, near, far) {\n  var f = 1.0 / Math.tan(fovy / 2);\n  out[0] = f / aspect;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = f;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[11] = -1;\n  out[12] = 0;\n  out[13] = 0;\n  out[15] = 0;\n  if (far != null && far !== Infinity) {\n    var nf = 1 / (near - far);\n    out[10] = far * nf;\n    out[14] = far * near * nf;\n  } else {\n    out[10] = -1;\n    out[14] = -near;\n  }\n  return out;\n}\n\n/**\n * Generates a perspective projection matrix with the given field of view.\n * This is primarily useful for generating projection matrices to be used\n * with the still experiemental WebVR API.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {Object} fov Object containing the following values: upDegrees, downDegrees, leftDegrees, rightDegrees\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function perspectiveFromFieldOfView(out, fov, near, far) {\n  var upTan = Math.tan(fov.upDegrees * Math.PI / 180.0);\n  var downTan = Math.tan(fov.downDegrees * Math.PI / 180.0);\n  var leftTan = Math.tan(fov.leftDegrees * Math.PI / 180.0);\n  var rightTan = Math.tan(fov.rightDegrees * Math.PI / 180.0);\n  var xScale = 2.0 / (leftTan + rightTan);\n  var yScale = 2.0 / (upTan + downTan);\n  out[0] = xScale;\n  out[1] = 0.0;\n  out[2] = 0.0;\n  out[3] = 0.0;\n  out[4] = 0.0;\n  out[5] = yScale;\n  out[6] = 0.0;\n  out[7] = 0.0;\n  out[8] = -((leftTan - rightTan) * xScale * 0.5);\n  out[9] = (upTan - downTan) * yScale * 0.5;\n  out[10] = far / (near - far);\n  out[11] = -1.0;\n  out[12] = 0.0;\n  out[13] = 0.0;\n  out[14] = far * near / (near - far);\n  out[15] = 0.0;\n  return out;\n}\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [-1, 1],\n * which matches WebGL/OpenGL's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoNO(out, left, right, bottom, top, near, far) {\n  var lr = 1 / (left - right);\n  var bt = 1 / (bottom - top);\n  var nf = 1 / (near - far);\n  out[0] = -2 * lr;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = -2 * bt;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[10] = 2 * nf;\n  out[11] = 0;\n  out[12] = (left + right) * lr;\n  out[13] = (top + bottom) * bt;\n  out[14] = (far + near) * nf;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Alias for {@link mat4.orthoNO}\n * @function\n */\nexport var ortho = orthoNO;\n\n/**\n * Generates a orthogonal projection matrix with the given bounds.\n * The near/far clip planes correspond to a normalized device coordinate Z range of [0, 1],\n * which matches WebGPU/Vulkan/DirectX/Metal's clip volume.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {number} left Left bound of the frustum\n * @param {number} right Right bound of the frustum\n * @param {number} bottom Bottom bound of the frustum\n * @param {number} top Top bound of the frustum\n * @param {number} near Near bound of the frustum\n * @param {number} far Far bound of the frustum\n * @returns {mat4} out\n */\nexport function orthoZO(out, left, right, bottom, top, near, far) {\n  var lr = 1 / (left - right);\n  var bt = 1 / (bottom - top);\n  var nf = 1 / (near - far);\n  out[0] = -2 * lr;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 0;\n  out[4] = 0;\n  out[5] = -2 * bt;\n  out[6] = 0;\n  out[7] = 0;\n  out[8] = 0;\n  out[9] = 0;\n  out[10] = nf;\n  out[11] = 0;\n  out[12] = (left + right) * lr;\n  out[13] = (top + bottom) * bt;\n  out[14] = near * nf;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Generates a look-at matrix with the given eye position, focal point, and up axis.\n * If you want a matrix that actually makes an object look at another object, you should use targetTo instead.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} center Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function lookAt(out, eye, center, up) {\n  var x0, x1, x2, y0, y1, y2, z0, z1, z2, len;\n  var eyex = eye[0];\n  var eyey = eye[1];\n  var eyez = eye[2];\n  var upx = up[0];\n  var upy = up[1];\n  var upz = up[2];\n  var centerx = center[0];\n  var centery = center[1];\n  var centerz = center[2];\n  if (Math.abs(eyex - centerx) < glMatrix.EPSILON && Math.abs(eyey - centery) < glMatrix.EPSILON && Math.abs(eyez - centerz) < glMatrix.EPSILON) {\n    return identity(out);\n  }\n  z0 = eyex - centerx;\n  z1 = eyey - centery;\n  z2 = eyez - centerz;\n  len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);\n  z0 *= len;\n  z1 *= len;\n  z2 *= len;\n  x0 = upy * z2 - upz * z1;\n  x1 = upz * z0 - upx * z2;\n  x2 = upx * z1 - upy * z0;\n  len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);\n  if (!len) {\n    x0 = 0;\n    x1 = 0;\n    x2 = 0;\n  } else {\n    len = 1 / len;\n    x0 *= len;\n    x1 *= len;\n    x2 *= len;\n  }\n  y0 = z1 * x2 - z2 * x1;\n  y1 = z2 * x0 - z0 * x2;\n  y2 = z0 * x1 - z1 * x0;\n  len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);\n  if (!len) {\n    y0 = 0;\n    y1 = 0;\n    y2 = 0;\n  } else {\n    len = 1 / len;\n    y0 *= len;\n    y1 *= len;\n    y2 *= len;\n  }\n  out[0] = x0;\n  out[1] = y0;\n  out[2] = z0;\n  out[3] = 0;\n  out[4] = x1;\n  out[5] = y1;\n  out[6] = z1;\n  out[7] = 0;\n  out[8] = x2;\n  out[9] = y2;\n  out[10] = z2;\n  out[11] = 0;\n  out[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);\n  out[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);\n  out[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Generates a matrix that makes something look at something else.\n *\n * @param {mat4} out mat4 frustum matrix will be written into\n * @param {ReadonlyVec3} eye Position of the viewer\n * @param {ReadonlyVec3} target Point the viewer is looking at\n * @param {ReadonlyVec3} up vec3 pointing up\n * @returns {mat4} out\n */\nexport function targetTo(out, eye, target, up) {\n  var eyex = eye[0],\n    eyey = eye[1],\n    eyez = eye[2],\n    upx = up[0],\n    upy = up[1],\n    upz = up[2];\n  var z0 = eyex - target[0],\n    z1 = eyey - target[1],\n    z2 = eyez - target[2];\n  var len = z0 * z0 + z1 * z1 + z2 * z2;\n  if (len > 0) {\n    len = 1 / Math.sqrt(len);\n    z0 *= len;\n    z1 *= len;\n    z2 *= len;\n  }\n  var x0 = upy * z2 - upz * z1,\n    x1 = upz * z0 - upx * z2,\n    x2 = upx * z1 - upy * z0;\n  len = x0 * x0 + x1 * x1 + x2 * x2;\n  if (len > 0) {\n    len = 1 / Math.sqrt(len);\n    x0 *= len;\n    x1 *= len;\n    x2 *= len;\n  }\n  out[0] = x0;\n  out[1] = x1;\n  out[2] = x2;\n  out[3] = 0;\n  out[4] = z1 * x2 - z2 * x1;\n  out[5] = z2 * x0 - z0 * x2;\n  out[6] = z0 * x1 - z1 * x0;\n  out[7] = 0;\n  out[8] = z0;\n  out[9] = z1;\n  out[10] = z2;\n  out[11] = 0;\n  out[12] = eyex;\n  out[13] = eyey;\n  out[14] = eyez;\n  out[15] = 1;\n  return out;\n}\n\n/**\n * Returns a string representation of a mat4\n *\n * @param {ReadonlyMat4} a matrix to represent as a string\n * @returns {String} string representation of the matrix\n */\nexport function str(a) {\n  return \"mat4(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \", \" + a[4] + \", \" + a[5] + \", \" + a[6] + \", \" + a[7] + \", \" + a[8] + \", \" + a[9] + \", \" + a[10] + \", \" + a[11] + \", \" + a[12] + \", \" + a[13] + \", \" + a[14] + \", \" + a[15] + \")\";\n}\n\n/**\n * Returns Frobenius norm of a mat4\n *\n * @param {ReadonlyMat4} a the matrix to calculate Frobenius norm of\n * @returns {Number} Frobenius norm\n */\nexport function frob(a) {\n  return Math.sqrt(a[0] * a[0] + a[1] * a[1] + a[2] * a[2] + a[3] * a[3] + a[4] * a[4] + a[5] * a[5] + a[6] * a[6] + a[7] * a[7] + a[8] * a[8] + a[9] * a[9] + a[10] * a[10] + a[11] * a[11] + a[12] * a[12] + a[13] * a[13] + a[14] * a[14] + a[15] * a[15]);\n}\n\n/**\n * Adds two mat4's\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function add(out, a, b) {\n  out[0] = a[0] + b[0];\n  out[1] = a[1] + b[1];\n  out[2] = a[2] + b[2];\n  out[3] = a[3] + b[3];\n  out[4] = a[4] + b[4];\n  out[5] = a[5] + b[5];\n  out[6] = a[6] + b[6];\n  out[7] = a[7] + b[7];\n  out[8] = a[8] + b[8];\n  out[9] = a[9] + b[9];\n  out[10] = a[10] + b[10];\n  out[11] = a[11] + b[11];\n  out[12] = a[12] + b[12];\n  out[13] = a[13] + b[13];\n  out[14] = a[14] + b[14];\n  out[15] = a[15] + b[15];\n  return out;\n}\n\n/**\n * Subtracts matrix b from matrix a\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @returns {mat4} out\n */\nexport function subtract(out, a, b) {\n  out[0] = a[0] - b[0];\n  out[1] = a[1] - b[1];\n  out[2] = a[2] - b[2];\n  out[3] = a[3] - b[3];\n  out[4] = a[4] - b[4];\n  out[5] = a[5] - b[5];\n  out[6] = a[6] - b[6];\n  out[7] = a[7] - b[7];\n  out[8] = a[8] - b[8];\n  out[9] = a[9] - b[9];\n  out[10] = a[10] - b[10];\n  out[11] = a[11] - b[11];\n  out[12] = a[12] - b[12];\n  out[13] = a[13] - b[13];\n  out[14] = a[14] - b[14];\n  out[15] = a[15] - b[15];\n  return out;\n}\n\n/**\n * Multiply each element of the matrix by a scalar.\n *\n * @param {mat4} out the receiving matrix\n * @param {ReadonlyMat4} a the matrix to scale\n * @param {Number} b amount to scale the matrix's elements by\n * @returns {mat4} out\n */\nexport function multiplyScalar(out, a, b) {\n  out[0] = a[0] * b;\n  out[1] = a[1] * b;\n  out[2] = a[2] * b;\n  out[3] = a[3] * b;\n  out[4] = a[4] * b;\n  out[5] = a[5] * b;\n  out[6] = a[6] * b;\n  out[7] = a[7] * b;\n  out[8] = a[8] * b;\n  out[9] = a[9] * b;\n  out[10] = a[10] * b;\n  out[11] = a[11] * b;\n  out[12] = a[12] * b;\n  out[13] = a[13] * b;\n  out[14] = a[14] * b;\n  out[15] = a[15] * b;\n  return out;\n}\n\n/**\n * Adds two mat4's after multiplying each element of the second operand by a scalar value.\n *\n * @param {mat4} out the receiving vector\n * @param {ReadonlyMat4} a the first operand\n * @param {ReadonlyMat4} b the second operand\n * @param {Number} scale the amount to scale b's elements by before adding\n * @returns {mat4} out\n */\nexport function multiplyScalarAndAdd(out, a, b, scale) {\n  out[0] = a[0] + b[0] * scale;\n  out[1] = a[1] + b[1] * scale;\n  out[2] = a[2] + b[2] * scale;\n  out[3] = a[3] + b[3] * scale;\n  out[4] = a[4] + b[4] * scale;\n  out[5] = a[5] + b[5] * scale;\n  out[6] = a[6] + b[6] * scale;\n  out[7] = a[7] + b[7] * scale;\n  out[8] = a[8] + b[8] * scale;\n  out[9] = a[9] + b[9] * scale;\n  out[10] = a[10] + b[10] * scale;\n  out[11] = a[11] + b[11] * scale;\n  out[12] = a[12] + b[12] * scale;\n  out[13] = a[13] + b[13] * scale;\n  out[14] = a[14] + b[14] * scale;\n  out[15] = a[15] + b[15] * scale;\n  return out;\n}\n\n/**\n * Returns whether or not the matrices have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n  return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3] && a[4] === b[4] && a[5] === b[5] && a[6] === b[6] && a[7] === b[7] && a[8] === b[8] && a[9] === b[9] && a[10] === b[10] && a[11] === b[11] && a[12] === b[12] && a[13] === b[13] && a[14] === b[14] && a[15] === b[15];\n}\n\n/**\n * Returns whether or not the matrices have approximately the same elements in the same position.\n *\n * @param {ReadonlyMat4} a The first matrix.\n * @param {ReadonlyMat4} b The second matrix.\n * @returns {Boolean} True if the matrices are equal, false otherwise.\n */\nexport function equals(a, b) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n  var a4 = a[4],\n    a5 = a[5],\n    a6 = a[6],\n    a7 = a[7];\n  var a8 = a[8],\n    a9 = a[9],\n    a10 = a[10],\n    a11 = a[11];\n  var a12 = a[12],\n    a13 = a[13],\n    a14 = a[14],\n    a15 = a[15];\n  var b0 = b[0],\n    b1 = b[1],\n    b2 = b[2],\n    b3 = b[3];\n  var b4 = b[4],\n    b5 = b[5],\n    b6 = b[6],\n    b7 = b[7];\n  var b8 = b[8],\n    b9 = b[9],\n    b10 = b[10],\n    b11 = b[11];\n  var b12 = b[12],\n    b13 = b[13],\n    b14 = b[14],\n    b15 = b[15];\n  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)) && Math.abs(a4 - b4) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a4), Math.abs(b4)) && Math.abs(a5 - b5) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a5), Math.abs(b5)) && Math.abs(a6 - b6) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a6), Math.abs(b6)) && Math.abs(a7 - b7) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a7), Math.abs(b7)) && Math.abs(a8 - b8) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a8), Math.abs(b8)) && Math.abs(a9 - b9) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a9), Math.abs(b9)) && Math.abs(a10 - b10) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a10), Math.abs(b10)) && Math.abs(a11 - b11) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a11), Math.abs(b11)) && Math.abs(a12 - b12) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a12), Math.abs(b12)) && Math.abs(a13 - b13) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a13), Math.abs(b13)) && Math.abs(a14 - b14) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a14), Math.abs(b14)) && Math.abs(a15 - b15) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a15), Math.abs(b15));\n}\n\n/**\n * Alias for {@link mat4.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link mat4.subtract}\n * @function\n */\nexport var sub = subtract;","import * as glMatrix from \"./common.js\";\n\n/**\n * 3 Dimensional Vector\n * @module vec3\n */\n\n/**\n * Creates a new, empty vec3\n *\n * @returns {vec3} a new 3D vector\n */\nexport function create() {\n  var out = new glMatrix.ARRAY_TYPE(3);\n  if (glMatrix.ARRAY_TYPE != Float32Array) {\n    out[0] = 0;\n    out[1] = 0;\n    out[2] = 0;\n  }\n  return out;\n}\n\n/**\n * Creates a new vec3 initialized with values from an existing vector\n *\n * @param {ReadonlyVec3} a vector to clone\n * @returns {vec3} a new 3D vector\n */\nexport function clone(a) {\n  var out = new glMatrix.ARRAY_TYPE(3);\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  return out;\n}\n\n/**\n * Calculates the length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n  var x = a[0];\n  var y = a[1];\n  var z = a[2];\n  return Math.sqrt(x * x + y * y + z * z);\n}\n\n/**\n * Creates a new vec3 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} a new 3D vector\n */\nexport function fromValues(x, y, z) {\n  var out = new glMatrix.ARRAY_TYPE(3);\n  out[0] = x;\n  out[1] = y;\n  out[2] = z;\n  return out;\n}\n\n/**\n * Copy the values from one vec3 to another\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the source vector\n * @returns {vec3} out\n */\nexport function copy(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  return out;\n}\n\n/**\n * Set the components of a vec3 to the given values\n *\n * @param {vec3} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @returns {vec3} out\n */\nexport function set(out, x, y, z) {\n  out[0] = x;\n  out[1] = y;\n  out[2] = z;\n  return out;\n}\n\n/**\n * Adds two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function add(out, a, b) {\n  out[0] = a[0] + b[0];\n  out[1] = a[1] + b[1];\n  out[2] = a[2] + b[2];\n  return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function subtract(out, a, b) {\n  out[0] = a[0] - b[0];\n  out[1] = a[1] - b[1];\n  out[2] = a[2] - b[2];\n  return out;\n}\n\n/**\n * Multiplies two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function multiply(out, a, b) {\n  out[0] = a[0] * b[0];\n  out[1] = a[1] * b[1];\n  out[2] = a[2] * b[2];\n  return out;\n}\n\n/**\n * Divides two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function divide(out, a, b) {\n  out[0] = a[0] / b[0];\n  out[1] = a[1] / b[1];\n  out[2] = a[2] / b[2];\n  return out;\n}\n\n/**\n * Math.ceil the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to ceil\n * @returns {vec3} out\n */\nexport function ceil(out, a) {\n  out[0] = Math.ceil(a[0]);\n  out[1] = Math.ceil(a[1]);\n  out[2] = Math.ceil(a[2]);\n  return out;\n}\n\n/**\n * Math.floor the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to floor\n * @returns {vec3} out\n */\nexport function floor(out, a) {\n  out[0] = Math.floor(a[0]);\n  out[1] = Math.floor(a[1]);\n  out[2] = Math.floor(a[2]);\n  return out;\n}\n\n/**\n * Returns the minimum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function min(out, a, b) {\n  out[0] = Math.min(a[0], b[0]);\n  out[1] = Math.min(a[1], b[1]);\n  out[2] = Math.min(a[2], b[2]);\n  return out;\n}\n\n/**\n * Returns the maximum of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function max(out, a, b) {\n  out[0] = Math.max(a[0], b[0]);\n  out[1] = Math.max(a[1], b[1]);\n  out[2] = Math.max(a[2], b[2]);\n  return out;\n}\n\n/**\n * symmetric round the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to round\n * @returns {vec3} out\n */\nexport function round(out, a) {\n  out[0] = glMatrix.round(a[0]);\n  out[1] = glMatrix.round(a[1]);\n  out[2] = glMatrix.round(a[2]);\n  return out;\n}\n\n/**\n * Scales a vec3 by a scalar number\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec3} out\n */\nexport function scale(out, a, b) {\n  out[0] = a[0] * b;\n  out[1] = a[1] * b;\n  out[2] = a[2] * b;\n  return out;\n}\n\n/**\n * Adds two vec3's after scaling the second operand by a scalar value\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec3} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n  out[0] = a[0] + b[0] * scale;\n  out[1] = a[1] + b[1] * scale;\n  out[2] = a[2] + b[2] * scale;\n  return out;\n}\n\n/**\n * Calculates the euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n  var x = b[0] - a[0];\n  var y = b[1] - a[1];\n  var z = b[2] - a[2];\n  return Math.sqrt(x * x + y * y + z * z);\n}\n\n/**\n * Calculates the squared euclidian distance between two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n  var x = b[0] - a[0];\n  var y = b[1] - a[1];\n  var z = b[2] - a[2];\n  return x * x + y * y + z * z;\n}\n\n/**\n * Calculates the squared length of a vec3\n *\n * @param {ReadonlyVec3} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n  var x = a[0];\n  var y = a[1];\n  var z = a[2];\n  return x * x + y * y + z * z;\n}\n\n/**\n * Negates the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to negate\n * @returns {vec3} out\n */\nexport function negate(out, a) {\n  out[0] = -a[0];\n  out[1] = -a[1];\n  out[2] = -a[2];\n  return out;\n}\n\n/**\n * Returns the inverse of the components of a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to invert\n * @returns {vec3} out\n */\nexport function inverse(out, a) {\n  out[0] = 1.0 / a[0];\n  out[1] = 1.0 / a[1];\n  out[2] = 1.0 / a[2];\n  return out;\n}\n\n/**\n * Normalize a vec3\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a vector to normalize\n * @returns {vec3} out\n */\nexport function normalize(out, a) {\n  var x = a[0];\n  var y = a[1];\n  var z = a[2];\n  var len = x * x + y * y + z * z;\n  if (len > 0) {\n    //TODO: evaluate use of glm_invsqrt here?\n    len = 1 / Math.sqrt(len);\n  }\n  out[0] = a[0] * len;\n  out[1] = a[1] * len;\n  out[2] = a[2] * len;\n  return out;\n}\n\n/**\n * Calculates the dot product of two vec3's\n *\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n  return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];\n}\n\n/**\n * Computes the cross product of two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @returns {vec3} out\n */\nexport function cross(out, a, b) {\n  var ax = a[0],\n    ay = a[1],\n    az = a[2];\n  var bx = b[0],\n    by = b[1],\n    bz = b[2];\n  out[0] = ay * bz - az * by;\n  out[1] = az * bx - ax * bz;\n  out[2] = ax * by - ay * bx;\n  return out;\n}\n\n/**\n * Performs a linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function lerp(out, a, b, t) {\n  var ax = a[0];\n  var ay = a[1];\n  var az = a[2];\n  out[0] = ax + t * (b[0] - ax);\n  out[1] = ay + t * (b[1] - ay);\n  out[2] = az + t * (b[2] - az);\n  return out;\n}\n\n/**\n * Performs a spherical linear interpolation between two vec3's\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function slerp(out, a, b, t) {\n  var angle = Math.acos(Math.min(Math.max(dot(a, b), -1), 1));\n  var sinTotal = Math.sin(angle);\n  var ratioA = Math.sin((1 - t) * angle) / sinTotal;\n  var ratioB = Math.sin(t * angle) / sinTotal;\n  out[0] = ratioA * a[0] + ratioB * b[0];\n  out[1] = ratioA * a[1] + ratioB * b[1];\n  out[2] = ratioA * a[2] + ratioB * b[2];\n  return out;\n}\n\n/**\n * Performs a hermite interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function hermite(out, a, b, c, d, t) {\n  var factorTimes2 = t * t;\n  var factor1 = factorTimes2 * (2 * t - 3) + 1;\n  var factor2 = factorTimes2 * (t - 2) + t;\n  var factor3 = factorTimes2 * (t - 1);\n  var factor4 = factorTimes2 * (3 - 2 * t);\n  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n  return out;\n}\n\n/**\n * Performs a bezier interpolation with two control points\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the first operand\n * @param {ReadonlyVec3} b the second operand\n * @param {ReadonlyVec3} c the third operand\n * @param {ReadonlyVec3} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec3} out\n */\nexport function bezier(out, a, b, c, d, t) {\n  var inverseFactor = 1 - t;\n  var inverseFactorTimesTwo = inverseFactor * inverseFactor;\n  var factorTimes2 = t * t;\n  var factor1 = inverseFactorTimesTwo * inverseFactor;\n  var factor2 = 3 * t * inverseFactorTimesTwo;\n  var factor3 = 3 * factorTimes2 * inverseFactor;\n  var factor4 = factorTimes2 * t;\n  out[0] = a[0] * factor1 + b[0] * factor2 + c[0] * factor3 + d[0] * factor4;\n  out[1] = a[1] * factor1 + b[1] * factor2 + c[1] * factor3 + d[1] * factor4;\n  out[2] = a[2] * factor1 + b[2] * factor2 + c[2] * factor3 + d[2] * factor4;\n  return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec3} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec3} out\n */\nexport function random(out, scale) {\n  scale = scale === undefined ? 1.0 : scale;\n  var r = glMatrix.RANDOM() * 2.0 * Math.PI;\n  var z = glMatrix.RANDOM() * 2.0 - 1.0;\n  var zScale = Math.sqrt(1.0 - z * z) * scale;\n  out[0] = Math.cos(r) * zScale;\n  out[1] = Math.sin(r) * zScale;\n  out[2] = z * scale;\n  return out;\n}\n\n/**\n * Transforms the vec3 with a mat4.\n * 4th vector component is implicitly '1'\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec3} out\n */\nexport function transformMat4(out, a, m) {\n  var x = a[0],\n    y = a[1],\n    z = a[2];\n  var w = m[3] * x + m[7] * y + m[11] * z + m[15];\n  w = w || 1.0;\n  out[0] = (m[0] * x + m[4] * y + m[8] * z + m[12]) / w;\n  out[1] = (m[1] * x + m[5] * y + m[9] * z + m[13]) / w;\n  out[2] = (m[2] * x + m[6] * y + m[10] * z + m[14]) / w;\n  return out;\n}\n\n/**\n * Transforms the vec3 with a mat3.\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyMat3} m the 3x3 matrix to transform with\n * @returns {vec3} out\n */\nexport function transformMat3(out, a, m) {\n  var x = a[0],\n    y = a[1],\n    z = a[2];\n  out[0] = x * m[0] + y * m[3] + z * m[6];\n  out[1] = x * m[1] + y * m[4] + z * m[7];\n  out[2] = x * m[2] + y * m[5] + z * m[8];\n  return out;\n}\n\n/**\n * Transforms the vec3 with a quat\n * Can also be used for dual quaternions. (Multiply it with the real part)\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec3} a the vector to transform\n * @param {ReadonlyQuat} q normalized quaternion to transform with\n * @returns {vec3} out\n */\nexport function transformQuat(out, a, q) {\n  // Fast Vector Rotation using Quaternions by Robert Eisele\n  // https://raw.org/proof/vector-rotation-using-quaternions/\n\n  var qx = q[0],\n    qy = q[1],\n    qz = q[2],\n    qw = q[3];\n  var vx = a[0],\n    vy = a[1],\n    vz = a[2];\n\n  // t = q x v\n  var tx = qy * vz - qz * vy;\n  var ty = qz * vx - qx * vz;\n  var tz = qx * vy - qy * vx;\n\n  // t = 2t\n  tx = tx + tx;\n  ty = ty + ty;\n  tz = tz + tz;\n\n  // v + w t + q x t\n  out[0] = vx + qw * tx + qy * tz - qz * ty;\n  out[1] = vy + qw * ty + qz * tx - qx * tz;\n  out[2] = vz + qw * tz + qx * ty - qy * tx;\n  return out;\n}\n\n/**\n * Rotate a 3D vector around the x-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateX(out, a, b, rad) {\n  var p = [],\n    r = [];\n  //Translate point to the origin\n  p[0] = a[0] - b[0];\n  p[1] = a[1] - b[1];\n  p[2] = a[2] - b[2];\n\n  //perform rotation\n  r[0] = p[0];\n  r[1] = p[1] * Math.cos(rad) - p[2] * Math.sin(rad);\n  r[2] = p[1] * Math.sin(rad) + p[2] * Math.cos(rad);\n\n  //translate to correct position\n  out[0] = r[0] + b[0];\n  out[1] = r[1] + b[1];\n  out[2] = r[2] + b[2];\n  return out;\n}\n\n/**\n * Rotate a 3D vector around the y-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateY(out, a, b, rad) {\n  var p = [],\n    r = [];\n  //Translate point to the origin\n  p[0] = a[0] - b[0];\n  p[1] = a[1] - b[1];\n  p[2] = a[2] - b[2];\n\n  //perform rotation\n  r[0] = p[2] * Math.sin(rad) + p[0] * Math.cos(rad);\n  r[1] = p[1];\n  r[2] = p[2] * Math.cos(rad) - p[0] * Math.sin(rad);\n\n  //translate to correct position\n  out[0] = r[0] + b[0];\n  out[1] = r[1] + b[1];\n  out[2] = r[2] + b[2];\n  return out;\n}\n\n/**\n * Rotate a 3D vector around the z-axis\n * @param {vec3} out The receiving vec3\n * @param {ReadonlyVec3} a The vec3 point to rotate\n * @param {ReadonlyVec3} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec3} out\n */\nexport function rotateZ(out, a, b, rad) {\n  var p = [],\n    r = [];\n  //Translate point to the origin\n  p[0] = a[0] - b[0];\n  p[1] = a[1] - b[1];\n  p[2] = a[2] - b[2];\n\n  //perform rotation\n  r[0] = p[0] * Math.cos(rad) - p[1] * Math.sin(rad);\n  r[1] = p[0] * Math.sin(rad) + p[1] * Math.cos(rad);\n  r[2] = p[2];\n\n  //translate to correct position\n  out[0] = r[0] + b[0];\n  out[1] = r[1] + b[1];\n  out[2] = r[2] + b[2];\n  return out;\n}\n\n/**\n * Get the angle between two 3D vectors\n * @param {ReadonlyVec3} a The first operand\n * @param {ReadonlyVec3} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n  var ax = a[0],\n    ay = a[1],\n    az = a[2],\n    bx = b[0],\n    by = b[1],\n    bz = b[2],\n    mag = Math.sqrt((ax * ax + ay * ay + az * az) * (bx * bx + by * by + bz * bz)),\n    cosine = mag && dot(a, b) / mag;\n  return Math.acos(Math.min(Math.max(cosine, -1), 1));\n}\n\n/**\n * Set the components of a vec3 to zero\n *\n * @param {vec3} out the receiving vector\n * @returns {vec3} out\n */\nexport function zero(out) {\n  out[0] = 0.0;\n  out[1] = 0.0;\n  out[2] = 0.0;\n  return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec3} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n  return \"vec3(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \")\";\n}\n\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n  return a[0] === b[0] && a[1] === b[1] && a[2] === b[2];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec3} a The first vector.\n * @param {ReadonlyVec3} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2];\n  var b0 = b[0],\n    b1 = b[1],\n    b2 = b[2];\n  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2));\n}\n\n/**\n * Alias for {@link vec3.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec3.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec3.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec3.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec3.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec3.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec3.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec3s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec3. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec3s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport var forEach = function () {\n  var vec = create();\n  return function (a, stride, offset, count, fn, arg) {\n    var i, l;\n    if (!stride) {\n      stride = 3;\n    }\n    if (!offset) {\n      offset = 0;\n    }\n    if (count) {\n      l = Math.min(count * stride + offset, a.length);\n    } else {\n      l = a.length;\n    }\n    for (i = offset; i < l; i += stride) {\n      vec[0] = a[i];\n      vec[1] = a[i + 1];\n      vec[2] = a[i + 2];\n      fn(vec, vec, arg);\n      a[i] = vec[0];\n      a[i + 1] = vec[1];\n      a[i + 2] = vec[2];\n    }\n    return a;\n  };\n}();","import * as glMatrix from \"./common.js\";\n\n/**\n * 4 Dimensional Vector\n * @module vec4\n */\n\n/**\n * Creates a new, empty vec4\n *\n * @returns {vec4} a new 4D vector\n */\nexport function create() {\n  var out = new glMatrix.ARRAY_TYPE(4);\n  if (glMatrix.ARRAY_TYPE != Float32Array) {\n    out[0] = 0;\n    out[1] = 0;\n    out[2] = 0;\n    out[3] = 0;\n  }\n  return out;\n}\n\n/**\n * Creates a new vec4 initialized with values from an existing vector\n *\n * @param {ReadonlyVec4} a vector to clone\n * @returns {vec4} a new 4D vector\n */\nexport function clone(a) {\n  var out = new glMatrix.ARRAY_TYPE(4);\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  return out;\n}\n\n/**\n * Creates a new vec4 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} a new 4D vector\n */\nexport function fromValues(x, y, z, w) {\n  var out = new glMatrix.ARRAY_TYPE(4);\n  out[0] = x;\n  out[1] = y;\n  out[2] = z;\n  out[3] = w;\n  return out;\n}\n\n/**\n * Copy the values from one vec4 to another\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the source vector\n * @returns {vec4} out\n */\nexport function copy(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  out[2] = a[2];\n  out[3] = a[3];\n  return out;\n}\n\n/**\n * Set the components of a vec4 to the given values\n *\n * @param {vec4} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {vec4} out\n */\nexport function set(out, x, y, z, w) {\n  out[0] = x;\n  out[1] = y;\n  out[2] = z;\n  out[3] = w;\n  return out;\n}\n\n/**\n * Adds two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function add(out, a, b) {\n  out[0] = a[0] + b[0];\n  out[1] = a[1] + b[1];\n  out[2] = a[2] + b[2];\n  out[3] = a[3] + b[3];\n  return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function subtract(out, a, b) {\n  out[0] = a[0] - b[0];\n  out[1] = a[1] - b[1];\n  out[2] = a[2] - b[2];\n  out[3] = a[3] - b[3];\n  return out;\n}\n\n/**\n * Multiplies two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function multiply(out, a, b) {\n  out[0] = a[0] * b[0];\n  out[1] = a[1] * b[1];\n  out[2] = a[2] * b[2];\n  out[3] = a[3] * b[3];\n  return out;\n}\n\n/**\n * Divides two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function divide(out, a, b) {\n  out[0] = a[0] / b[0];\n  out[1] = a[1] / b[1];\n  out[2] = a[2] / b[2];\n  out[3] = a[3] / b[3];\n  return out;\n}\n\n/**\n * Math.ceil the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to ceil\n * @returns {vec4} out\n */\nexport function ceil(out, a) {\n  out[0] = Math.ceil(a[0]);\n  out[1] = Math.ceil(a[1]);\n  out[2] = Math.ceil(a[2]);\n  out[3] = Math.ceil(a[3]);\n  return out;\n}\n\n/**\n * Math.floor the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to floor\n * @returns {vec4} out\n */\nexport function floor(out, a) {\n  out[0] = Math.floor(a[0]);\n  out[1] = Math.floor(a[1]);\n  out[2] = Math.floor(a[2]);\n  out[3] = Math.floor(a[3]);\n  return out;\n}\n\n/**\n * Returns the minimum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function min(out, a, b) {\n  out[0] = Math.min(a[0], b[0]);\n  out[1] = Math.min(a[1], b[1]);\n  out[2] = Math.min(a[2], b[2]);\n  out[3] = Math.min(a[3], b[3]);\n  return out;\n}\n\n/**\n * Returns the maximum of two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {vec4} out\n */\nexport function max(out, a, b) {\n  out[0] = Math.max(a[0], b[0]);\n  out[1] = Math.max(a[1], b[1]);\n  out[2] = Math.max(a[2], b[2]);\n  out[3] = Math.max(a[3], b[3]);\n  return out;\n}\n\n/**\n * symmetric round the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to round\n * @returns {vec4} out\n */\nexport function round(out, a) {\n  out[0] = glMatrix.round(a[0]);\n  out[1] = glMatrix.round(a[1]);\n  out[2] = glMatrix.round(a[2]);\n  out[3] = glMatrix.round(a[3]);\n  return out;\n}\n\n/**\n * Scales a vec4 by a scalar number\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec4} out\n */\nexport function scale(out, a, b) {\n  out[0] = a[0] * b;\n  out[1] = a[1] * b;\n  out[2] = a[2] * b;\n  out[3] = a[3] * b;\n  return out;\n}\n\n/**\n * Adds two vec4's after scaling the second operand by a scalar value\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec4} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n  out[0] = a[0] + b[0] * scale;\n  out[1] = a[1] + b[1] * scale;\n  out[2] = a[2] + b[2] * scale;\n  out[3] = a[3] + b[3] * scale;\n  return out;\n}\n\n/**\n * Calculates the euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n  var x = b[0] - a[0];\n  var y = b[1] - a[1];\n  var z = b[2] - a[2];\n  var w = b[3] - a[3];\n  return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n\n/**\n * Calculates the squared euclidian distance between two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n  var x = b[0] - a[0];\n  var y = b[1] - a[1];\n  var z = b[2] - a[2];\n  var w = b[3] - a[3];\n  return x * x + y * y + z * z + w * w;\n}\n\n/**\n * Calculates the length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n  var x = a[0];\n  var y = a[1];\n  var z = a[2];\n  var w = a[3];\n  return Math.sqrt(x * x + y * y + z * z + w * w);\n}\n\n/**\n * Calculates the squared length of a vec4\n *\n * @param {ReadonlyVec4} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n  var x = a[0];\n  var y = a[1];\n  var z = a[2];\n  var w = a[3];\n  return x * x + y * y + z * z + w * w;\n}\n\n/**\n * Negates the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to negate\n * @returns {vec4} out\n */\nexport function negate(out, a) {\n  out[0] = -a[0];\n  out[1] = -a[1];\n  out[2] = -a[2];\n  out[3] = -a[3];\n  return out;\n}\n\n/**\n * Returns the inverse of the components of a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to invert\n * @returns {vec4} out\n */\nexport function inverse(out, a) {\n  out[0] = 1.0 / a[0];\n  out[1] = 1.0 / a[1];\n  out[2] = 1.0 / a[2];\n  out[3] = 1.0 / a[3];\n  return out;\n}\n\n/**\n * Normalize a vec4\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a vector to normalize\n * @returns {vec4} out\n */\nexport function normalize(out, a) {\n  var x = a[0];\n  var y = a[1];\n  var z = a[2];\n  var w = a[3];\n  var len = x * x + y * y + z * z + w * w;\n  if (len > 0) {\n    len = 1 / Math.sqrt(len);\n  }\n  out[0] = x * len;\n  out[1] = y * len;\n  out[2] = z * len;\n  out[3] = w * len;\n  return out;\n}\n\n/**\n * Calculates the dot product of two vec4's\n *\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n  return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];\n}\n\n/**\n * Returns the cross-product of three vectors in a 4-dimensional space\n *\n * @param {ReadonlyVec4} out the receiving vector\n * @param {ReadonlyVec4} u the first vector\n * @param {ReadonlyVec4} v the second vector\n * @param {ReadonlyVec4} w the third vector\n * @returns {vec4} result\n */\nexport function cross(out, u, v, w) {\n  var A = v[0] * w[1] - v[1] * w[0],\n    B = v[0] * w[2] - v[2] * w[0],\n    C = v[0] * w[3] - v[3] * w[0],\n    D = v[1] * w[2] - v[2] * w[1],\n    E = v[1] * w[3] - v[3] * w[1],\n    F = v[2] * w[3] - v[3] * w[2];\n  var G = u[0];\n  var H = u[1];\n  var I = u[2];\n  var J = u[3];\n  out[0] = H * F - I * E + J * D;\n  out[1] = -(G * F) + I * C - J * B;\n  out[2] = G * E - H * C + J * A;\n  out[3] = -(G * D) + H * B - I * A;\n  return out;\n}\n\n/**\n * Performs a linear interpolation between two vec4's\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the first operand\n * @param {ReadonlyVec4} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec4} out\n */\nexport function lerp(out, a, b, t) {\n  var ax = a[0];\n  var ay = a[1];\n  var az = a[2];\n  var aw = a[3];\n  out[0] = ax + t * (b[0] - ax);\n  out[1] = ay + t * (b[1] - ay);\n  out[2] = az + t * (b[2] - az);\n  out[3] = aw + t * (b[3] - aw);\n  return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec4} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec4} out\n */\nexport function random(out, scale) {\n  scale = scale === undefined ? 1.0 : scale;\n\n  // Marsaglia, George. Choosing a Point from the Surface of a\n  // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.\n  // http://projecteuclid.org/euclid.aoms/1177692644;\n  var v1, v2, v3, v4;\n  var s1, s2;\n  var rand;\n  rand = glMatrix.RANDOM();\n  v1 = rand * 2 - 1;\n  v2 = (4 * glMatrix.RANDOM() - 2) * Math.sqrt(rand * -rand + rand);\n  s1 = v1 * v1 + v2 * v2;\n  rand = glMatrix.RANDOM();\n  v3 = rand * 2 - 1;\n  v4 = (4 * glMatrix.RANDOM() - 2) * Math.sqrt(rand * -rand + rand);\n  s2 = v3 * v3 + v4 * v4;\n  var d = Math.sqrt((1 - s1) / s2);\n  out[0] = scale * v1;\n  out[1] = scale * v2;\n  out[2] = scale * v3 * d;\n  out[3] = scale * v4 * d;\n  return out;\n}\n\n/**\n * Transforms the vec4 with a mat4.\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec4} out\n */\nexport function transformMat4(out, a, m) {\n  var x = a[0],\n    y = a[1],\n    z = a[2],\n    w = a[3];\n  out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;\n  out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;\n  out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;\n  out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;\n  return out;\n}\n\n/**\n * Transforms the vec4 with a quat\n *\n * @param {vec4} out the receiving vector\n * @param {ReadonlyVec4} a the vector to transform\n * @param {ReadonlyQuat} q normalized quaternion to transform with\n * @returns {vec4} out\n */\nexport function transformQuat(out, a, q) {\n  // Fast Vector Rotation using Quaternions by Robert Eisele\n  // https://raw.org/proof/vector-rotation-using-quaternions/\n\n  var qx = q[0],\n    qy = q[1],\n    qz = q[2],\n    qw = q[3];\n  var vx = a[0],\n    vy = a[1],\n    vz = a[2];\n\n  // t = q x v\n  var tx = qy * vz - qz * vy;\n  var ty = qz * vx - qx * vz;\n  var tz = qx * vy - qy * vx;\n\n  // t = 2t\n  tx = tx + tx;\n  ty = ty + ty;\n  tz = tz + tz;\n\n  // v + w t + q x t\n  out[0] = vx + qw * tx + qy * tz - qz * ty;\n  out[1] = vy + qw * ty + qz * tx - qx * tz;\n  out[2] = vz + qw * tz + qx * ty - qy * tx;\n  out[3] = a[3];\n  return out;\n}\n\n/**\n * Set the components of a vec4 to zero\n *\n * @param {vec4} out the receiving vector\n * @returns {vec4} out\n */\nexport function zero(out) {\n  out[0] = 0.0;\n  out[1] = 0.0;\n  out[2] = 0.0;\n  out[3] = 0.0;\n  return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec4} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n  return \"vec4(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n  return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec4} a The first vector.\n * @param {ReadonlyVec4} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n  var b0 = b[0],\n    b1 = b[1],\n    b2 = b[2],\n    b3 = b[3];\n  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) && Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) && Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3));\n}\n\n/**\n * Alias for {@link vec4.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec4.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec4.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec4.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec4.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec4.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec4.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec4s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport var forEach = function () {\n  var vec = create();\n  return function (a, stride, offset, count, fn, arg) {\n    var i, l;\n    if (!stride) {\n      stride = 4;\n    }\n    if (!offset) {\n      offset = 0;\n    }\n    if (count) {\n      l = Math.min(count * stride + offset, a.length);\n    } else {\n      l = a.length;\n    }\n    for (i = offset; i < l; i += stride) {\n      vec[0] = a[i];\n      vec[1] = a[i + 1];\n      vec[2] = a[i + 2];\n      vec[3] = a[i + 3];\n      fn(vec, vec, arg);\n      a[i] = vec[0];\n      a[i + 1] = vec[1];\n      a[i + 2] = vec[2];\n      a[i + 3] = vec[3];\n    }\n    return a;\n  };\n}();","import * as glMatrix from \"./common.js\";\nimport * as mat3 from \"./mat3.js\";\nimport * as vec3 from \"./vec3.js\";\nimport * as vec4 from \"./vec4.js\";\n\n/**\n * Quaternion in the format XYZW\n * @module quat\n */\n\n/**\n * Creates a new identity quat\n *\n * @returns {quat} a new quaternion\n */\nexport function create() {\n  var out = new glMatrix.ARRAY_TYPE(4);\n  if (glMatrix.ARRAY_TYPE != Float32Array) {\n    out[0] = 0;\n    out[1] = 0;\n    out[2] = 0;\n  }\n  out[3] = 1;\n  return out;\n}\n\n/**\n * Set a quat to the identity quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function identity(out) {\n  out[0] = 0;\n  out[1] = 0;\n  out[2] = 0;\n  out[3] = 1;\n  return out;\n}\n\n/**\n * Sets a quat from the given angle and rotation axis,\n * then returns it.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyVec3} axis the axis around which to rotate\n * @param {Number} rad the angle in radians\n * @returns {quat} out\n **/\nexport function setAxisAngle(out, axis, rad) {\n  rad = rad * 0.5;\n  var s = Math.sin(rad);\n  out[0] = s * axis[0];\n  out[1] = s * axis[1];\n  out[2] = s * axis[2];\n  out[3] = Math.cos(rad);\n  return out;\n}\n\n/**\n * Gets the rotation axis and angle for a given\n *  quaternion. If a quaternion is created with\n *  setAxisAngle, this method will return the same\n *  values as providied in the original parameter list\n *  OR functionally equivalent values.\n * Example: The quaternion formed by axis [0, 0, 1] and\n *  angle -90 is the same as the quaternion formed by\n *  [0, 0, 1] and 270. This method favors the latter.\n * @param  {vec3} out_axis  Vector receiving the axis of rotation\n * @param  {ReadonlyQuat} q     Quaternion to be decomposed\n * @return {Number}     Angle, in radians, of the rotation\n */\nexport function getAxisAngle(out_axis, q) {\n  var rad = Math.acos(q[3]) * 2.0;\n  var s = Math.sin(rad / 2.0);\n  if (s > glMatrix.EPSILON) {\n    out_axis[0] = q[0] / s;\n    out_axis[1] = q[1] / s;\n    out_axis[2] = q[2] / s;\n  } else {\n    // If s is zero, return any axis (no rotation - axis does not matter)\n    out_axis[0] = 1;\n    out_axis[1] = 0;\n    out_axis[2] = 0;\n  }\n  return rad;\n}\n\n/**\n * Gets the angular distance between two unit quaternions\n *\n * @param  {ReadonlyQuat} a     Origin unit quaternion\n * @param  {ReadonlyQuat} b     Destination unit quaternion\n * @return {Number}     Angle, in radians, between the two quaternions\n */\nexport function getAngle(a, b) {\n  var dotproduct = dot(a, b);\n  return Math.acos(2 * dotproduct * dotproduct - 1);\n}\n\n/**\n * Multiplies two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n */\nexport function multiply(out, a, b) {\n  var ax = a[0],\n    ay = a[1],\n    az = a[2],\n    aw = a[3];\n  var bx = b[0],\n    by = b[1],\n    bz = b[2],\n    bw = b[3];\n  out[0] = ax * bw + aw * bx + ay * bz - az * by;\n  out[1] = ay * bw + aw * by + az * bx - ax * bz;\n  out[2] = az * bw + aw * bz + ax * by - ay * bx;\n  out[3] = aw * bw - ax * bx - ay * by - az * bz;\n  return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the X axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateX(out, a, rad) {\n  rad *= 0.5;\n  var ax = a[0],\n    ay = a[1],\n    az = a[2],\n    aw = a[3];\n  var bx = Math.sin(rad),\n    bw = Math.cos(rad);\n  out[0] = ax * bw + aw * bx;\n  out[1] = ay * bw + az * bx;\n  out[2] = az * bw - ay * bx;\n  out[3] = aw * bw - ax * bx;\n  return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Y axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateY(out, a, rad) {\n  rad *= 0.5;\n  var ax = a[0],\n    ay = a[1],\n    az = a[2],\n    aw = a[3];\n  var by = Math.sin(rad),\n    bw = Math.cos(rad);\n  out[0] = ax * bw - az * by;\n  out[1] = ay * bw + aw * by;\n  out[2] = az * bw + ax * by;\n  out[3] = aw * bw - ay * by;\n  return out;\n}\n\n/**\n * Rotates a quaternion by the given angle about the Z axis\n *\n * @param {quat} out quat receiving operation result\n * @param {ReadonlyQuat} a quat to rotate\n * @param {number} rad angle (in radians) to rotate\n * @returns {quat} out\n */\nexport function rotateZ(out, a, rad) {\n  rad *= 0.5;\n  var ax = a[0],\n    ay = a[1],\n    az = a[2],\n    aw = a[3];\n  var bz = Math.sin(rad),\n    bw = Math.cos(rad);\n  out[0] = ax * bw + ay * bz;\n  out[1] = ay * bw - ax * bz;\n  out[2] = az * bw + aw * bz;\n  out[3] = aw * bw - az * bz;\n  return out;\n}\n\n/**\n * Calculates the W component of a quat from the X, Y, and Z components.\n * Assumes that quaternion is 1 unit in length.\n * Any existing W component will be ignored.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate W component of\n * @returns {quat} out\n */\nexport function calculateW(out, a) {\n  var x = a[0],\n    y = a[1],\n    z = a[2];\n  out[0] = x;\n  out[1] = y;\n  out[2] = z;\n  out[3] = Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));\n  return out;\n}\n\n/**\n * Calculate the exponential of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function exp(out, a) {\n  var x = a[0],\n    y = a[1],\n    z = a[2],\n    w = a[3];\n  var r = Math.sqrt(x * x + y * y + z * z);\n  var et = Math.exp(w);\n  var s = r > 0 ? et * Math.sin(r) / r : 0;\n  out[0] = x * s;\n  out[1] = y * s;\n  out[2] = z * s;\n  out[3] = et * Math.cos(r);\n  return out;\n}\n\n/**\n * Calculate the natural logarithm of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @returns {quat} out\n */\nexport function ln(out, a) {\n  var x = a[0],\n    y = a[1],\n    z = a[2],\n    w = a[3];\n  var r = Math.sqrt(x * x + y * y + z * z);\n  var t = r > 0 ? Math.atan2(r, w) / r : 0;\n  out[0] = x * t;\n  out[1] = y * t;\n  out[2] = z * t;\n  out[3] = 0.5 * Math.log(x * x + y * y + z * z + w * w);\n  return out;\n}\n\n/**\n * Calculate the scalar power of a unit quaternion.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate the exponential of\n * @param {Number} b amount to scale the quaternion by\n * @returns {quat} out\n */\nexport function pow(out, a, b) {\n  ln(out, a);\n  scale(out, out, b);\n  exp(out, out);\n  return out;\n}\n\n/**\n * Performs a spherical linear interpolation between two quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport function slerp(out, a, b, t) {\n  // benchmarks:\n  //    http://jsperf.com/quaternion-slerp-implementations\n  var ax = a[0],\n    ay = a[1],\n    az = a[2],\n    aw = a[3];\n  var bx = b[0],\n    by = b[1],\n    bz = b[2],\n    bw = b[3];\n  var omega, cosom, sinom, scale0, scale1;\n\n  // calc cosine\n  cosom = ax * bx + ay * by + az * bz + aw * bw;\n  // adjust signs (if necessary)\n  if (cosom < 0.0) {\n    cosom = -cosom;\n    bx = -bx;\n    by = -by;\n    bz = -bz;\n    bw = -bw;\n  }\n  // calculate coefficients\n  if (1.0 - cosom > glMatrix.EPSILON) {\n    // standard case (slerp)\n    omega = Math.acos(cosom);\n    sinom = Math.sin(omega);\n    scale0 = Math.sin((1.0 - t) * omega) / sinom;\n    scale1 = Math.sin(t * omega) / sinom;\n  } else {\n    // \"from\" and \"to\" quaternions are very close\n    //  ... so we can do a linear interpolation\n    scale0 = 1.0 - t;\n    scale1 = t;\n  }\n  // calculate final values\n  out[0] = scale0 * ax + scale1 * bx;\n  out[1] = scale0 * ay + scale1 * by;\n  out[2] = scale0 * az + scale1 * bz;\n  out[3] = scale0 * aw + scale1 * bw;\n  return out;\n}\n\n/**\n * Generates a random unit quaternion\n *\n * @param {quat} out the receiving quaternion\n * @returns {quat} out\n */\nexport function random(out) {\n  // Implementation of http://planning.cs.uiuc.edu/node198.html\n  // TODO: Calling random 3 times is probably not the fastest solution\n  var u1 = glMatrix.RANDOM();\n  var u2 = glMatrix.RANDOM();\n  var u3 = glMatrix.RANDOM();\n  var sqrt1MinusU1 = Math.sqrt(1 - u1);\n  var sqrtU1 = Math.sqrt(u1);\n  out[0] = sqrt1MinusU1 * Math.sin(2.0 * Math.PI * u2);\n  out[1] = sqrt1MinusU1 * Math.cos(2.0 * Math.PI * u2);\n  out[2] = sqrtU1 * Math.sin(2.0 * Math.PI * u3);\n  out[3] = sqrtU1 * Math.cos(2.0 * Math.PI * u3);\n  return out;\n}\n\n/**\n * Calculates the inverse of a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate inverse of\n * @returns {quat} out\n */\nexport function invert(out, a) {\n  var a0 = a[0],\n    a1 = a[1],\n    a2 = a[2],\n    a3 = a[3];\n  var dot = a0 * a0 + a1 * a1 + a2 * a2 + a3 * a3;\n  var invDot = dot ? 1.0 / dot : 0;\n\n  // TODO: Would be faster to return [0,0,0,0] immediately if dot == 0\n\n  out[0] = -a0 * invDot;\n  out[1] = -a1 * invDot;\n  out[2] = -a2 * invDot;\n  out[3] = a3 * invDot;\n  return out;\n}\n\n/**\n * Calculates the conjugate of a quat\n * If the quaternion is normalized, this function is faster than quat.inverse and produces the same result.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quat to calculate conjugate of\n * @returns {quat} out\n */\nexport function conjugate(out, a) {\n  out[0] = -a[0];\n  out[1] = -a[1];\n  out[2] = -a[2];\n  out[3] = a[3];\n  return out;\n}\n\n/**\n * Creates a quaternion from the given 3x3 rotation matrix.\n *\n * NOTE: The resultant quaternion is not normalized, so you should be sure\n * to renormalize the quaternion yourself where necessary.\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyMat3} m rotation matrix\n * @returns {quat} out\n * @function\n */\nexport function fromMat3(out, m) {\n  // Algorithm in Ken Shoemake's article in 1987 SIGGRAPH course notes\n  // article \"Quaternion Calculus and Fast Animation\".\n  var fTrace = m[0] + m[4] + m[8];\n  var fRoot;\n  if (fTrace > 0.0) {\n    // |w| > 1/2, may as well choose w > 1/2\n    fRoot = Math.sqrt(fTrace + 1.0); // 2w\n    out[3] = 0.5 * fRoot;\n    fRoot = 0.5 / fRoot; // 1/(4w)\n    out[0] = (m[5] - m[7]) * fRoot;\n    out[1] = (m[6] - m[2]) * fRoot;\n    out[2] = (m[1] - m[3]) * fRoot;\n  } else {\n    // |w| <= 1/2\n    var i = 0;\n    if (m[4] > m[0]) i = 1;\n    if (m[8] > m[i * 3 + i]) i = 2;\n    var j = (i + 1) % 3;\n    var k = (i + 2) % 3;\n    fRoot = Math.sqrt(m[i * 3 + i] - m[j * 3 + j] - m[k * 3 + k] + 1.0);\n    out[i] = 0.5 * fRoot;\n    fRoot = 0.5 / fRoot;\n    out[3] = (m[j * 3 + k] - m[k * 3 + j]) * fRoot;\n    out[j] = (m[j * 3 + i] + m[i * 3 + j]) * fRoot;\n    out[k] = (m[k * 3 + i] + m[i * 3 + k]) * fRoot;\n  }\n  return out;\n}\n\n/**\n * Creates a quaternion from the given euler angle x, y, z using the provided intrinsic order for the conversion.\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x Angle to rotate around X axis in degrees.\n * @param {Number} y Angle to rotate around Y axis in degrees.\n * @param {Number} z Angle to rotate around Z axis in degrees.\n * @param {'xyz'|'xzy'|'yxz'|'yzx'|'zxy'|'zyx'} order Intrinsic order for conversion, default is zyx.\n * @returns {quat} out\n * @function\n */\nexport function fromEuler(out, x, y, z) {\n  var order = arguments.length > 4 && arguments[4] !== undefined ? arguments[4] : glMatrix.ANGLE_ORDER;\n  var halfToRad = Math.PI / 360;\n  x *= halfToRad;\n  z *= halfToRad;\n  y *= halfToRad;\n  var sx = Math.sin(x);\n  var cx = Math.cos(x);\n  var sy = Math.sin(y);\n  var cy = Math.cos(y);\n  var sz = Math.sin(z);\n  var cz = Math.cos(z);\n  switch (order) {\n    case \"xyz\":\n      out[0] = sx * cy * cz + cx * sy * sz;\n      out[1] = cx * sy * cz - sx * cy * sz;\n      out[2] = cx * cy * sz + sx * sy * cz;\n      out[3] = cx * cy * cz - sx * sy * sz;\n      break;\n    case \"xzy\":\n      out[0] = sx * cy * cz - cx * sy * sz;\n      out[1] = cx * sy * cz - sx * cy * sz;\n      out[2] = cx * cy * sz + sx * sy * cz;\n      out[3] = cx * cy * cz + sx * sy * sz;\n      break;\n    case \"yxz\":\n      out[0] = sx * cy * cz + cx * sy * sz;\n      out[1] = cx * sy * cz - sx * cy * sz;\n      out[2] = cx * cy * sz - sx * sy * cz;\n      out[3] = cx * cy * cz + sx * sy * sz;\n      break;\n    case \"yzx\":\n      out[0] = sx * cy * cz + cx * sy * sz;\n      out[1] = cx * sy * cz + sx * cy * sz;\n      out[2] = cx * cy * sz - sx * sy * cz;\n      out[3] = cx * cy * cz - sx * sy * sz;\n      break;\n    case \"zxy\":\n      out[0] = sx * cy * cz - cx * sy * sz;\n      out[1] = cx * sy * cz + sx * cy * sz;\n      out[2] = cx * cy * sz + sx * sy * cz;\n      out[3] = cx * cy * cz - sx * sy * sz;\n      break;\n    case \"zyx\":\n      out[0] = sx * cy * cz - cx * sy * sz;\n      out[1] = cx * sy * cz + sx * cy * sz;\n      out[2] = cx * cy * sz - sx * sy * cz;\n      out[3] = cx * cy * cz + sx * sy * sz;\n      break;\n    default:\n      throw new Error('Unknown angle order ' + order);\n  }\n  return out;\n}\n\n/**\n * Returns a string representation of a quaternion\n *\n * @param {ReadonlyQuat} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n  return \"quat(\" + a[0] + \", \" + a[1] + \", \" + a[2] + \", \" + a[3] + \")\";\n}\n\n/**\n * Creates a new quat initialized with values from an existing quaternion\n *\n * @param {ReadonlyQuat} a quaternion to clone\n * @returns {quat} a new quaternion\n * @function\n */\nexport var clone = vec4.clone;\n\n/**\n * Creates a new quat initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} a new quaternion\n * @function\n */\nexport var fromValues = vec4.fromValues;\n\n/**\n * Copy the values from one quat to another\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the source quaternion\n * @returns {quat} out\n * @function\n */\nexport var copy = vec4.copy;\n\n/**\n * Set the components of a quat to the given values\n *\n * @param {quat} out the receiving quaternion\n * @param {Number} x X component\n * @param {Number} y Y component\n * @param {Number} z Z component\n * @param {Number} w W component\n * @returns {quat} out\n * @function\n */\nexport var set = vec4.set;\n\n/**\n * Adds two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {quat} out\n * @function\n */\nexport var add = vec4.add;\n\n/**\n * Alias for {@link quat.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Scales a quat by a scalar number\n *\n * @param {quat} out the receiving vector\n * @param {ReadonlyQuat} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {quat} out\n * @function\n */\nexport var scale = vec4.scale;\n\n/**\n * Calculates the dot product of two quat's\n *\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @returns {Number} dot product of a and b\n * @function\n */\nexport var dot = vec4.dot;\n\n/**\n * Performs a linear interpolation between two quat's\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n * @function\n */\nexport var lerp = vec4.lerp;\n\n/**\n * Calculates the length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport var length = vec4.length;\n\n/**\n * Alias for {@link quat.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Calculates the squared length of a quat\n *\n * @param {ReadonlyQuat} a vector to calculate squared length of\n * @returns {Number} squared length of a\n * @function\n */\nexport var squaredLength = vec4.squaredLength;\n\n/**\n * Alias for {@link quat.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Normalize a quat\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a quaternion to normalize\n * @returns {quat} out\n * @function\n */\nexport var normalize = vec4.normalize;\n\n/**\n * Returns whether or not the quaternions have exactly the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyQuat} a The first quaternion.\n * @param {ReadonlyQuat} b The second quaternion.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport var exactEquals = vec4.exactEquals;\n\n/**\n * Returns whether or not the quaternions point approximately to the same direction.\n *\n * Both quaternions are assumed to be unit length.\n *\n * @param {ReadonlyQuat} a The first unit quaternion.\n * @param {ReadonlyQuat} b The second unit quaternion.\n * @returns {Boolean} True if the quaternions are equal, false otherwise.\n */\nexport function equals(a, b) {\n  return Math.abs(vec4.dot(a, b)) >= 1 - glMatrix.EPSILON;\n}\n\n/**\n * Sets a quaternion to represent the shortest rotation from one\n * vector to another.\n *\n * Both vectors are assumed to be unit length.\n *\n * @param {quat} out the receiving quaternion.\n * @param {ReadonlyVec3} a the initial vector\n * @param {ReadonlyVec3} b the destination vector\n * @returns {quat} out\n */\nexport var rotationTo = function () {\n  var tmpvec3 = vec3.create();\n  var xUnitVec3 = vec3.fromValues(1, 0, 0);\n  var yUnitVec3 = vec3.fromValues(0, 1, 0);\n  return function (out, a, b) {\n    var dot = vec3.dot(a, b);\n    if (dot < -0.999999) {\n      vec3.cross(tmpvec3, xUnitVec3, a);\n      if (vec3.len(tmpvec3) < 0.000001) vec3.cross(tmpvec3, yUnitVec3, a);\n      vec3.normalize(tmpvec3, tmpvec3);\n      setAxisAngle(out, tmpvec3, Math.PI);\n      return out;\n    } else if (dot > 0.999999) {\n      out[0] = 0;\n      out[1] = 0;\n      out[2] = 0;\n      out[3] = 1;\n      return out;\n    } else {\n      vec3.cross(tmpvec3, a, b);\n      out[0] = tmpvec3[0];\n      out[1] = tmpvec3[1];\n      out[2] = tmpvec3[2];\n      out[3] = 1 + dot;\n      return normalize(out, out);\n    }\n  };\n}();\n\n/**\n * Performs a spherical linear interpolation with two control points\n *\n * @param {quat} out the receiving quaternion\n * @param {ReadonlyQuat} a the first operand\n * @param {ReadonlyQuat} b the second operand\n * @param {ReadonlyQuat} c the third operand\n * @param {ReadonlyQuat} d the fourth operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {quat} out\n */\nexport var sqlerp = function () {\n  var temp1 = create();\n  var temp2 = create();\n  return function (out, a, b, c, d, t) {\n    slerp(temp1, a, d, t);\n    slerp(temp2, b, c, t);\n    slerp(out, temp1, temp2, 2 * t * (1 - t));\n    return out;\n  };\n}();\n\n/**\n * Sets the specified quaternion with values corresponding to the given\n * axes. Each axis is a vec3 and is expected to be unit length and\n * perpendicular to all other specified axes.\n *\n * @param {ReadonlyVec3} view  the vector representing the viewing direction\n * @param {ReadonlyVec3} right the vector representing the local \"right\" direction\n * @param {ReadonlyVec3} up    the vector representing the local \"up\" direction\n * @returns {quat} out\n */\nexport var setAxes = function () {\n  var matr = mat3.create();\n  return function (out, view, right, up) {\n    matr[0] = right[0];\n    matr[3] = right[1];\n    matr[6] = right[2];\n    matr[1] = up[0];\n    matr[4] = up[1];\n    matr[7] = up[2];\n    matr[2] = -view[0];\n    matr[5] = -view[1];\n    matr[8] = -view[2];\n    return normalize(out, fromMat3(out, matr));\n  };\n}();","import * as glMatrix from \"./common.js\";\n\n/**\n * 2 Dimensional Vector\n * @module vec2\n */\n\n/**\n * Creates a new, empty vec2\n *\n * @returns {vec2} a new 2D vector\n */\nexport function create() {\n  var out = new glMatrix.ARRAY_TYPE(2);\n  if (glMatrix.ARRAY_TYPE != Float32Array) {\n    out[0] = 0;\n    out[1] = 0;\n  }\n  return out;\n}\n\n/**\n * Creates a new vec2 initialized with values from an existing vector\n *\n * @param {ReadonlyVec2} a vector to clone\n * @returns {vec2} a new 2D vector\n */\nexport function clone(a) {\n  var out = new glMatrix.ARRAY_TYPE(2);\n  out[0] = a[0];\n  out[1] = a[1];\n  return out;\n}\n\n/**\n * Creates a new vec2 initialized with the given values\n *\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} a new 2D vector\n */\nexport function fromValues(x, y) {\n  var out = new glMatrix.ARRAY_TYPE(2);\n  out[0] = x;\n  out[1] = y;\n  return out;\n}\n\n/**\n * Copy the values from one vec2 to another\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the source vector\n * @returns {vec2} out\n */\nexport function copy(out, a) {\n  out[0] = a[0];\n  out[1] = a[1];\n  return out;\n}\n\n/**\n * Set the components of a vec2 to the given values\n *\n * @param {vec2} out the receiving vector\n * @param {Number} x X component\n * @param {Number} y Y component\n * @returns {vec2} out\n */\nexport function set(out, x, y) {\n  out[0] = x;\n  out[1] = y;\n  return out;\n}\n\n/**\n * Adds two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function add(out, a, b) {\n  out[0] = a[0] + b[0];\n  out[1] = a[1] + b[1];\n  return out;\n}\n\n/**\n * Subtracts vector b from vector a\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function subtract(out, a, b) {\n  out[0] = a[0] - b[0];\n  out[1] = a[1] - b[1];\n  return out;\n}\n\n/**\n * Multiplies two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function multiply(out, a, b) {\n  out[0] = a[0] * b[0];\n  out[1] = a[1] * b[1];\n  return out;\n}\n\n/**\n * Divides two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function divide(out, a, b) {\n  out[0] = a[0] / b[0];\n  out[1] = a[1] / b[1];\n  return out;\n}\n\n/**\n * Math.ceil the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to ceil\n * @returns {vec2} out\n */\nexport function ceil(out, a) {\n  out[0] = Math.ceil(a[0]);\n  out[1] = Math.ceil(a[1]);\n  return out;\n}\n\n/**\n * Math.floor the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to floor\n * @returns {vec2} out\n */\nexport function floor(out, a) {\n  out[0] = Math.floor(a[0]);\n  out[1] = Math.floor(a[1]);\n  return out;\n}\n\n/**\n * Returns the minimum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function min(out, a, b) {\n  out[0] = Math.min(a[0], b[0]);\n  out[1] = Math.min(a[1], b[1]);\n  return out;\n}\n\n/**\n * Returns the maximum of two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec2} out\n */\nexport function max(out, a, b) {\n  out[0] = Math.max(a[0], b[0]);\n  out[1] = Math.max(a[1], b[1]);\n  return out;\n}\n\n/**\n * symmetric round the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to round\n * @returns {vec2} out\n */\nexport function round(out, a) {\n  out[0] = glMatrix.round(a[0]);\n  out[1] = glMatrix.round(a[1]);\n  return out;\n}\n\n/**\n * Scales a vec2 by a scalar number\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to scale\n * @param {Number} b amount to scale the vector by\n * @returns {vec2} out\n */\nexport function scale(out, a, b) {\n  out[0] = a[0] * b;\n  out[1] = a[1] * b;\n  return out;\n}\n\n/**\n * Adds two vec2's after scaling the second operand by a scalar value\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @param {Number} scale the amount to scale b by before adding\n * @returns {vec2} out\n */\nexport function scaleAndAdd(out, a, b, scale) {\n  out[0] = a[0] + b[0] * scale;\n  out[1] = a[1] + b[1] * scale;\n  return out;\n}\n\n/**\n * Calculates the euclidian distance between two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} distance between a and b\n */\nexport function distance(a, b) {\n  var x = b[0] - a[0],\n    y = b[1] - a[1];\n  return Math.sqrt(x * x + y * y);\n}\n\n/**\n * Calculates the squared euclidian distance between two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} squared distance between a and b\n */\nexport function squaredDistance(a, b) {\n  var x = b[0] - a[0],\n    y = b[1] - a[1];\n  return x * x + y * y;\n}\n\n/**\n * Calculates the length of a vec2\n *\n * @param {ReadonlyVec2} a vector to calculate length of\n * @returns {Number} length of a\n */\nexport function length(a) {\n  var x = a[0],\n    y = a[1];\n  return Math.sqrt(x * x + y * y);\n}\n\n/**\n * Calculates the squared length of a vec2\n *\n * @param {ReadonlyVec2} a vector to calculate squared length of\n * @returns {Number} squared length of a\n */\nexport function squaredLength(a) {\n  var x = a[0],\n    y = a[1];\n  return x * x + y * y;\n}\n\n/**\n * Negates the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to negate\n * @returns {vec2} out\n */\nexport function negate(out, a) {\n  out[0] = -a[0];\n  out[1] = -a[1];\n  return out;\n}\n\n/**\n * Returns the inverse of the components of a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to invert\n * @returns {vec2} out\n */\nexport function inverse(out, a) {\n  out[0] = 1.0 / a[0];\n  out[1] = 1.0 / a[1];\n  return out;\n}\n\n/**\n * Normalize a vec2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a vector to normalize\n * @returns {vec2} out\n */\nexport function normalize(out, a) {\n  var x = a[0],\n    y = a[1];\n  var len = x * x + y * y;\n  if (len > 0) {\n    //TODO: evaluate use of glm_invsqrt here?\n    len = 1 / Math.sqrt(len);\n  }\n  out[0] = a[0] * len;\n  out[1] = a[1] * len;\n  return out;\n}\n\n/**\n * Calculates the dot product of two vec2's\n *\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {Number} dot product of a and b\n */\nexport function dot(a, b) {\n  return a[0] * b[0] + a[1] * b[1];\n}\n\n/**\n * Computes the cross product of two vec2's\n * Note that the cross product must by definition produce a 3D vector\n *\n * @param {vec3} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @returns {vec3} out\n */\nexport function cross(out, a, b) {\n  var z = a[0] * b[1] - a[1] * b[0];\n  out[0] = out[1] = 0;\n  out[2] = z;\n  return out;\n}\n\n/**\n * Performs a linear interpolation between two vec2's\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the first operand\n * @param {ReadonlyVec2} b the second operand\n * @param {Number} t interpolation amount, in the range [0-1], between the two inputs\n * @returns {vec2} out\n */\nexport function lerp(out, a, b, t) {\n  var ax = a[0],\n    ay = a[1];\n  out[0] = ax + t * (b[0] - ax);\n  out[1] = ay + t * (b[1] - ay);\n  return out;\n}\n\n/**\n * Generates a random vector with the given scale\n *\n * @param {vec2} out the receiving vector\n * @param {Number} [scale] Length of the resulting vector. If omitted, a unit vector will be returned\n * @returns {vec2} out\n */\nexport function random(out, scale) {\n  scale = scale === undefined ? 1.0 : scale;\n  var r = glMatrix.RANDOM() * 2.0 * Math.PI;\n  out[0] = Math.cos(r) * scale;\n  out[1] = Math.sin(r) * scale;\n  return out;\n}\n\n/**\n * Transforms the vec2 with a mat2\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat2(out, a, m) {\n  var x = a[0],\n    y = a[1];\n  out[0] = m[0] * x + m[2] * y;\n  out[1] = m[1] * x + m[3] * y;\n  return out;\n}\n\n/**\n * Transforms the vec2 with a mat2d\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat2d} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat2d(out, a, m) {\n  var x = a[0],\n    y = a[1];\n  out[0] = m[0] * x + m[2] * y + m[4];\n  out[1] = m[1] * x + m[3] * y + m[5];\n  return out;\n}\n\n/**\n * Transforms the vec2 with a mat3\n * 3rd vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat3} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat3(out, a, m) {\n  var x = a[0],\n    y = a[1];\n  out[0] = m[0] * x + m[3] * y + m[6];\n  out[1] = m[1] * x + m[4] * y + m[7];\n  return out;\n}\n\n/**\n * Transforms the vec2 with a mat4\n * 3rd vector component is implicitly '0'\n * 4th vector component is implicitly '1'\n *\n * @param {vec2} out the receiving vector\n * @param {ReadonlyVec2} a the vector to transform\n * @param {ReadonlyMat4} m matrix to transform with\n * @returns {vec2} out\n */\nexport function transformMat4(out, a, m) {\n  var x = a[0];\n  var y = a[1];\n  out[0] = m[0] * x + m[4] * y + m[12];\n  out[1] = m[1] * x + m[5] * y + m[13];\n  return out;\n}\n\n/**\n * Rotate a 2D vector\n * @param {vec2} out The receiving vec2\n * @param {ReadonlyVec2} a The vec2 point to rotate\n * @param {ReadonlyVec2} b The origin of the rotation\n * @param {Number} rad The angle of rotation in radians\n * @returns {vec2} out\n */\nexport function rotate(out, a, b, rad) {\n  //Translate point to the origin\n  var p0 = a[0] - b[0],\n    p1 = a[1] - b[1],\n    sinC = Math.sin(rad),\n    cosC = Math.cos(rad);\n\n  //perform rotation and translate to correct position\n  out[0] = p0 * cosC - p1 * sinC + b[0];\n  out[1] = p0 * sinC + p1 * cosC + b[1];\n  return out;\n}\n\n/**\n * Get the smallest angle between two 2D vectors\n * @param {ReadonlyVec2} a The first operand\n * @param {ReadonlyVec2} b The second operand\n * @returns {Number} The angle in radians\n */\nexport function angle(a, b) {\n  var ax = a[0],\n    ay = a[1],\n    bx = b[0],\n    by = b[1];\n  return Math.abs(Math.atan2(ay * bx - ax * by, ax * bx + ay * by));\n}\n\n/**\n * Get the signed angle in the interval [-pi,pi] between two 2D vectors (positive if `a` is to the right of `b`)\n * \n * @param {ReadonlyVec2} a The first vector\n * @param {ReadonlyVec2} b The second vector\n * @returns {number} The signed angle in radians\n */\nexport function signedAngle(a, b) {\n  var ax = a[0],\n    ay = a[1],\n    bx = b[0],\n    by = b[1];\n  return Math.atan2(ax * by - ay * bx, ax * bx + ay * by);\n}\n\n/**\n * Set the components of a vec2 to zero\n *\n * @param {vec2} out the receiving vector\n * @returns {vec2} out\n */\nexport function zero(out) {\n  out[0] = 0.0;\n  out[1] = 0.0;\n  return out;\n}\n\n/**\n * Returns a string representation of a vector\n *\n * @param {ReadonlyVec2} a vector to represent as a string\n * @returns {String} string representation of the vector\n */\nexport function str(a) {\n  return \"vec2(\" + a[0] + \", \" + a[1] + \")\";\n}\n\n/**\n * Returns whether or not the vectors exactly have the same elements in the same position (when compared with ===)\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function exactEquals(a, b) {\n  return a[0] === b[0] && a[1] === b[1];\n}\n\n/**\n * Returns whether or not the vectors have approximately the same elements in the same position.\n *\n * @param {ReadonlyVec2} a The first vector.\n * @param {ReadonlyVec2} b The second vector.\n * @returns {Boolean} True if the vectors are equal, false otherwise.\n */\nexport function equals(a, b) {\n  var a0 = a[0],\n    a1 = a[1];\n  var b0 = b[0],\n    b1 = b[1];\n  return Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) && Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1));\n}\n\n/**\n * Alias for {@link vec2.length}\n * @function\n */\nexport var len = length;\n\n/**\n * Alias for {@link vec2.subtract}\n * @function\n */\nexport var sub = subtract;\n\n/**\n * Alias for {@link vec2.multiply}\n * @function\n */\nexport var mul = multiply;\n\n/**\n * Alias for {@link vec2.divide}\n * @function\n */\nexport var div = divide;\n\n/**\n * Alias for {@link vec2.distance}\n * @function\n */\nexport var dist = distance;\n\n/**\n * Alias for {@link vec2.squaredDistance}\n * @function\n */\nexport var sqrDist = squaredDistance;\n\n/**\n * Alias for {@link vec2.squaredLength}\n * @function\n */\nexport var sqrLen = squaredLength;\n\n/**\n * Perform some operation over an array of vec2s.\n *\n * @param {Array} a the array of vectors to iterate over\n * @param {Number} stride Number of elements between the start of each vec2. If 0 assumes tightly packed\n * @param {Number} offset Number of elements to skip at the beginning of the array\n * @param {Number} count Number of vec2s to iterate over. If 0 iterates over entire array\n * @param {Function} fn Function to call for each vector in the array\n * @param {Object} [arg] additional argument to pass to fn\n * @returns {Array} a\n * @function\n */\nexport var forEach = function () {\n  var vec = create();\n  return function (a, stride, offset, count, fn, arg) {\n    var i, l;\n    if (!stride) {\n      stride = 2;\n    }\n    if (!offset) {\n      offset = 0;\n    }\n    if (count) {\n      l = Math.min(count * stride + offset, a.length);\n    } else {\n      l = a.length;\n    }\n    for (i = offset; i < l; i += stride) {\n      vec[0] = a[i];\n      vec[1] = a[i + 1];\n      fn(vec, vec, arg);\n      a[i] = vec[0];\n      a[i + 1] = vec[1];\n    }\n    return a;\n  };\n}();","\nexport default function unitBezier(p1x, p1y, p2x, p2y) {\n    // Calculate the polynomial coefficients, implicit first and last control points are (0,0) and (1,1).\n    const cx = 3 * p1x;\n    const bx = 3 * (p2x - p1x) - cx;\n    const ax = 1 - cx - bx;\n\n    const cy = 3 * p1y;\n    const by = 3 * (p2y - p1y) - cy;\n    const ay = 1 - cy - by;\n\n    return function solve(x, epsilon = 1e-6) {\n        if (x <= 0) return 0;\n        if (x >= 1) return 1;\n\n        let t = x;\n\n        // First try a few iterations of Newton's method - normally very fast.\n        // `ax t^3 + bx t^2 + cx t` expanded using Horner's rule.\n        for (let i = 0; i < 8; i++) {\n            const x2 = ((ax * t + bx) * t + cx) * t - x;\n            if (Math.abs(x2) < epsilon) return ((ay * t + by) * t + cy) * t;\n\n            const d2 = (3 * ax * t + 2 * bx) * t + cx;\n            if (Math.abs(d2) < 1e-6) break;\n\n            t -= x2 / d2;\n        }\n\n        // Fall back to the bisection method for reliability.\n        let t0 = 0;\n        let t1 = 1;\n        t = x;\n\n        for (let i = 0; i < 20; i++) {\n            const x2 = ((ax * t + bx) * t + cx) * t;\n            if (Math.abs(x2 - x) < epsilon) break;\n\n            if (x > x2) t0 = t;\n            else t1 = t;\n\n            t = (t0 + t1) * 0.5;\n        }\n\n        return ((ay * t + by) * t + cy) * t;\n    };\n}\n","/**\n * A standalone point geometry with useful accessor, comparison, and\n * modification methods.\n *\n * @class\n * @param {number} x the x-coordinate. This could be longitude or screen pixels, or any other sort of unit.\n * @param {number} y the y-coordinate. This could be latitude or screen pixels, or any other sort of unit.\n *\n * @example\n * const point = new Point(-77, 38);\n */\nexport default function Point(x, y) {\n    this.x = x;\n    this.y = y;\n}\n\nPoint.prototype = {\n    /**\n     * Clone this point, returning a new point that can be modified\n     * without affecting the old one.\n     * @return {Point} the clone\n     */\n    clone() { return new Point(this.x, this.y); },\n\n    /**\n     * Add this point's x & y coordinates to another point,\n     * yielding a new point.\n     * @param {Point} p the other point\n     * @return {Point} output point\n     */\n    add(p) { return this.clone()._add(p); },\n\n    /**\n     * Subtract this point's x & y coordinates to from point,\n     * yielding a new point.\n     * @param {Point} p the other point\n     * @return {Point} output point\n     */\n    sub(p) { return this.clone()._sub(p); },\n\n    /**\n     * Multiply this point's x & y coordinates by point,\n     * yielding a new point.\n     * @param {Point} p the other point\n     * @return {Point} output point\n     */\n    multByPoint(p) { return this.clone()._multByPoint(p); },\n\n    /**\n     * Divide this point's x & y coordinates by point,\n     * yielding a new point.\n     * @param {Point} p the other point\n     * @return {Point} output point\n     */\n    divByPoint(p) { return this.clone()._divByPoint(p); },\n\n    /**\n     * Multiply this point's x & y coordinates by a factor,\n     * yielding a new point.\n     * @param {number} k factor\n     * @return {Point} output point\n     */\n    mult(k) { return this.clone()._mult(k); },\n\n    /**\n     * Divide this point's x & y coordinates by a factor,\n     * yielding a new point.\n     * @param {number} k factor\n     * @return {Point} output point\n     */\n    div(k) { return this.clone()._div(k); },\n\n    /**\n     * Rotate this point around the 0, 0 origin by an angle a,\n     * given in radians\n     * @param {number} a angle to rotate around, in radians\n     * @return {Point} output point\n     */\n    rotate(a) { return this.clone()._rotate(a); },\n\n    /**\n     * Rotate this point around p point by an angle a,\n     * given in radians\n     * @param {number} a angle to rotate around, in radians\n     * @param {Point} p Point to rotate around\n     * @return {Point} output point\n     */\n    rotateAround(a, p) { return this.clone()._rotateAround(a, p); },\n\n    /**\n     * Multiply this point by a 4x1 transformation matrix\n     * @param {[number, number, number, number]} m transformation matrix\n     * @return {Point} output point\n     */\n    matMult(m) { return this.clone()._matMult(m); },\n\n    /**\n     * Calculate this point but as a unit vector from 0, 0, meaning\n     * that the distance from the resulting point to the 0, 0\n     * coordinate will be equal to 1 and the angle from the resulting\n     * point to the 0, 0 coordinate will be the same as before.\n     * @return {Point} unit vector point\n     */\n    unit() { return this.clone()._unit(); },\n\n    /**\n     * Compute a perpendicular point, where the new y coordinate\n     * is the old x coordinate and the new x coordinate is the old y\n     * coordinate multiplied by -1\n     * @return {Point} perpendicular point\n     */\n    perp() { return this.clone()._perp(); },\n\n    /**\n     * Return a version of this point with the x & y coordinates\n     * rounded to integers.\n     * @return {Point} rounded point\n     */\n    round() { return this.clone()._round(); },\n\n    /**\n     * Return the magnitude of this point: this is the Euclidean\n     * distance from the 0, 0 coordinate to this point's x and y\n     * coordinates.\n     * @return {number} magnitude\n     */\n    mag() {\n        return Math.sqrt(this.x * this.x + this.y * this.y);\n    },\n\n    /**\n     * Judge whether this point is equal to another point, returning\n     * true or false.\n     * @param {Point} other the other point\n     * @return {boolean} whether the points are equal\n     */\n    equals(other) {\n        return this.x === other.x &&\n               this.y === other.y;\n    },\n\n    /**\n     * Calculate the distance from this point to another point\n     * @param {Point} p the other point\n     * @return {number} distance\n     */\n    dist(p) {\n        return Math.sqrt(this.distSqr(p));\n    },\n\n    /**\n     * Calculate the distance from this point to another point,\n     * without the square root step. Useful if you're comparing\n     * relative distances.\n     * @param {Point} p the other point\n     * @return {number} distance\n     */\n    distSqr(p) {\n        const dx = p.x - this.x,\n            dy = p.y - this.y;\n        return dx * dx + dy * dy;\n    },\n\n    /**\n     * Get the angle from the 0, 0 coordinate to this point, in radians\n     * coordinates.\n     * @return {number} angle\n     */\n    angle() {\n        return Math.atan2(this.y, this.x);\n    },\n\n    /**\n     * Get the angle from this point to another point, in radians\n     * @param {Point} b the other point\n     * @return {number} angle\n     */\n    angleTo(b) {\n        return Math.atan2(this.y - b.y, this.x - b.x);\n    },\n\n    /**\n     * Get the angle between this point and another point, in radians\n     * @param {Point} b the other point\n     * @return {number} angle\n     */\n    angleWith(b) {\n        return this.angleWithSep(b.x, b.y);\n    },\n\n    /**\n     * Find the angle of the two vectors, solving the formula for\n     * the cross product a x b = |a||b|sin(θ) for θ.\n     * @param {number} x the x-coordinate\n     * @param {number} y the y-coordinate\n     * @return {number} the angle in radians\n     */\n    angleWithSep(x, y) {\n        return Math.atan2(\n            this.x * y - this.y * x,\n            this.x * x + this.y * y);\n    },\n\n    /** @param {[number, number, number, number]} m */\n    _matMult(m) {\n        const x = m[0] * this.x + m[1] * this.y,\n            y = m[2] * this.x + m[3] * this.y;\n        this.x = x;\n        this.y = y;\n        return this;\n    },\n\n    /** @param {Point} p */\n    _add(p) {\n        this.x += p.x;\n        this.y += p.y;\n        return this;\n    },\n\n    /** @param {Point} p */\n    _sub(p) {\n        this.x -= p.x;\n        this.y -= p.y;\n        return this;\n    },\n\n    /** @param {number} k */\n    _mult(k) {\n        this.x *= k;\n        this.y *= k;\n        return this;\n    },\n\n    /** @param {number} k */\n    _div(k) {\n        this.x /= k;\n        this.y /= k;\n        return this;\n    },\n\n    /** @param {Point} p */\n    _multByPoint(p) {\n        this.x *= p.x;\n        this.y *= p.y;\n        return this;\n    },\n\n    /** @param {Point} p */\n    _divByPoint(p) {\n        this.x /= p.x;\n        this.y /= p.y;\n        return this;\n    },\n\n    _unit() {\n        this._div(this.mag());\n        return this;\n    },\n\n    _perp() {\n        const y = this.y;\n        this.y = this.x;\n        this.x = -y;\n        return this;\n    },\n\n    /** @param {number} angle */\n    _rotate(angle) {\n        const cos = Math.cos(angle),\n            sin = Math.sin(angle),\n            x = cos * this.x - sin * this.y,\n            y = sin * this.x + cos * this.y;\n        this.x = x;\n        this.y = y;\n        return this;\n    },\n\n    /**\n     * @param {number} angle\n     * @param {Point} p\n     */\n    _rotateAround(angle, p) {\n        const cos = Math.cos(angle),\n            sin = Math.sin(angle),\n            x = p.x + cos * (this.x - p.x) - sin * (this.y - p.y),\n            y = p.y + sin * (this.x - p.x) + cos * (this.y - p.y);\n        this.x = x;\n        this.y = y;\n        return this;\n    },\n\n    _round() {\n        this.x = Math.round(this.x);\n        this.y = Math.round(this.y);\n        return this;\n    },\n\n    constructor: Point\n};\n\n/**\n * Construct a point from an array if necessary, otherwise if the input\n * is already a Point, return it unchanged.\n * @param {Point | [number, number] | {x: number, y: number}} p input value\n * @return {Point} constructed point.\n * @example\n * // this\n * var point = Point.convert([0, 1]);\n * // is equivalent to\n * var point = new Point(0, 1);\n */\nPoint.convert = function (p) {\n    if (p instanceof Point) {\n        return /** @type {Point} */ (p);\n    }\n    if (Array.isArray(p)) {\n        return new Point(+p[0], +p[1]);\n    }\n    if (p.x !== undefined && p.y !== undefined) {\n        return new Point(+p.x, +p.y);\n    }\n    throw new Error('Expected [x, y] or {x, y} point format');\n};\n","/**\n * Deeply compares two object literals.\n *\n * @private\n */\nfunction deepEqual(a?: unknown, b?: unknown): boolean {\n    if (Array.isArray(a)) {\n        if (!Array.isArray(b) || a.length !== b.length) return false;\n        for (let i = 0; i < a.length; i++) {\n            if (!deepEqual(a[i], b[i])) return false;\n        }\n        return true;\n    }\n    if (typeof a === 'object' && a !== null && b !== null) {\n        if (!(typeof b === 'object')) return false;\n        const aRec = a as Record<string, unknown>;\n        const bRec = b as Record<string, unknown>;\n        const keys = Object.keys(aRec);\n        if (keys.length !== Object.keys(bRec).length) return false;\n        for (const key in aRec) {\n            if (!deepEqual(aRec[key], bRec[key])) return false;\n        }\n        return true;\n    }\n    return a === b;\n}\n\nexport default deepEqual;\n","\n/**\n * Rearranges items so that all items in the [left, k] are the smallest.\n * The k-th element will have the (k - left + 1)-th smallest value in [left, right].\n *\n * @template T\n * @param {T[]} arr the array to partially sort (in place)\n * @param {number} k middle index for partial sorting (as defined above)\n * @param {number} [left=0] left index of the range to sort\n * @param {number} [right=arr.length-1] right index\n * @param {(a: T, b: T) => number} [compare = (a, b) => a - b] compare function\n */\nexport default function quickselect(arr, k, left = 0, right = arr.length - 1, compare = defaultCompare) {\n\n    while (right > left) {\n        if (right - left > 600) {\n            const n = right - left + 1;\n            const m = k - left + 1;\n            const z = Math.log(n);\n            const s = 0.5 * Math.exp(2 * z / 3);\n            const sd = 0.5 * Math.sqrt(z * s * (n - s) / n) * (m - n / 2 < 0 ? -1 : 1);\n            const newLeft = Math.max(left, Math.floor(k - m * s / n + sd));\n            const newRight = Math.min(right, Math.floor(k + (n - m) * s / n + sd));\n            quickselect(arr, k, newLeft, newRight, compare);\n        }\n\n        const t = arr[k];\n        let i = left;\n        /** @type {number} */\n        let j = right;\n\n        swap(arr, left, k);\n        if (compare(arr[right], t) > 0) swap(arr, left, right);\n\n        while (i < j) {\n            swap(arr, i, j);\n            i++;\n            j--;\n            while (compare(arr[i], t) < 0) i++;\n            while (compare(arr[j], t) > 0) j--;\n        }\n\n        if (compare(arr[left], t) === 0) swap(arr, left, j);\n        else {\n            j++;\n            swap(arr, j, right);\n        }\n\n        if (j <= k) left = j + 1;\n        if (k <= j) right = j - 1;\n    }\n}\n\n/**\n * @template T\n * @param {T[]} arr\n * @param {number} i\n * @param {number} j\n */\nfunction swap(arr, i, j) {\n    const tmp = arr[i];\n    arr[i] = arr[j];\n    arr[j] = tmp;\n}\n\n/**\n * @template T\n * @param {T} a\n * @param {T} b\n * @returns {number}\n */\nfunction defaultCompare(a, b) {\n    return a < b ? -1 : a > b ? 1 : 0;\n}\n","import quickselect from 'quickselect';\nimport Point from '@mapbox/point-geometry';\n\ntype Ring = Point[] & {area?: number};\n\n// minX, minY, maxX, maxY\nexport type BBox = [number, number, number, number];\n\n/**\n * Returns the signed area for the polygon ring.  Postive areas are exterior rings and\n * have a clockwise winding.  Negative areas are interior rings and have a counter clockwise\n * ordering.\n */\nexport function calculateSignedArea(ring: Ring): number {\n    let sum = 0;\n    for (let i = 0, len = ring.length, j = len - 1, p1: Point, p2: Point; i < len; j = i++) {\n        p1 = ring[i]!;\n        p2 = ring[j]!;\n        sum += (p2.x - p1.x) * (p1.y + p2.y);\n    }\n    return sum;\n}\n\nfunction compareAreas(a: Ring, b: Ring): number {\n    return (b.area!) - (a.area!);\n}\n\n// Whether every point of the ring lies on a single line, i.e. the ring has no real area\n// regardless of winding\nfunction isCollinear(ring: Ring): boolean {\n    const len = ring.length;\n    if (len < 3) return true;\n\n    const p0 = ring[0]!;\n    let dx = 0, dy = 0, i = 1;\n    for (; i < len; i++) {\n        dx = ring[i]!.x - p0.x;\n        dy = ring[i]!.y - p0.y;\n        if (dx !== 0 || dy !== 0) break;\n    }\n    if (i === len) return true; // every point coincides with p0\n\n    for (; i < len; i++) {\n        const px = ring[i]!.x - p0.x;\n        const py = ring[i]!.y - p0.y;\n        if (dx * py - dy * px !== 0) return false;\n    }\n    return true;\n}\n\n// classifies an array of rings into polygons with outer rings and holes\nexport function classifyRings(rings: Array<Ring>, maxRings: number): Array<Array<Ring>> {\n    const len = rings.length;\n\n    const polygons: Array<Array<Ring>> = [];\n    let polygon: Array<Ring> | undefined,\n        ccw: boolean | undefined;\n\n    for (let i = 0; i < len; i++) {\n        const area = calculateSignedArea(rings[i]!);\n        if (area === 0 && isCollinear(rings[i]!)) continue;\n\n        (rings[i]!).area = Math.abs(area);\n\n        if (ccw === undefined) ccw = area < 0;\n\n        if (ccw === area < 0) {\n            if (polygon) polygons.push(polygon);\n            polygon = [rings[i]!];\n        } else {\n            (polygon!).push(rings[i]!);\n        }\n    }\n    if (polygon) polygons.push(polygon);\n\n    // Earcut performance degrades with the # of rings in a polygon. For this\n    // reason, we limit strip out all but the `maxRings` largest rings.\n    if (maxRings > 1) {\n        for (let j = 0; j < polygons.length; j++) {\n            const currentPolygon = polygons[j]!;\n            if (currentPolygon.length <= maxRings) continue;\n            quickselect(currentPolygon, maxRings, 1, currentPolygon.length - 1, compareAreas);\n            polygons[j] = currentPolygon.slice(0, maxRings);\n        }\n    }\n\n    return polygons;\n}\n\nexport function updateBBox(bbox: BBox, coord: GeoJSON.Position) {\n    bbox[0] = Math.min(bbox[0], coord[0]!);\n    bbox[1] = Math.min(bbox[1], coord[1]!);\n    bbox[2] = Math.max(bbox[2], coord[0]!);\n    bbox[3] = Math.max(bbox[3], coord[1]!);\n}\n\nexport function boxWithinBox(bbox1: BBox, bbox2: BBox): boolean {\n    if (bbox1[0] <= bbox2[0]) return false;\n    if (bbox1[2] >= bbox2[2]) return false;\n    if (bbox1[1] <= bbox2[1]) return false;\n    if (bbox1[3] >= bbox2[3]) return false;\n    return true;\n}\n\nfunction onBoundary(p: GeoJSON.Position, p1: GeoJSON.Position, p2: GeoJSON.Position) {\n    const x1 = (p[0]!) - (p1[0]!);\n    const y1 = (p[1]!) - (p1[1]!);\n    const x2 = (p[0]!) - (p2[0]!);\n    const y2 = (p[1]!) - (p2[1]!);\n    return (x1 * y2 - x2 * y1 === 0) && (x1 * x2 <= 0) && (y1 * y2 <= 0);\n}\n\nfunction rayIntersect(p: GeoJSON.Position, p1: GeoJSON.Position, p2: GeoJSON.Position) {\n    return (((p1[1]!) > (p[1]!)) !== ((p2[1]!) > (p[1]!))) && ((p[0]!) < ((p2[0]!) - (p1[0]!)) * ((p[1]!) - (p1[1]!)) / ((p2[1]!) - (p1[1]!)) + (p1[0]!));\n}\n\n// ray casting algorithm for detecting if point is in polygon\nexport function pointWithinPolygon(\n    point: GeoJSON.Position,\n    rings: Array<Array<GeoJSON.Position>>,\n    trueOnBoundary: boolean = false,\n): boolean {\n    let inside = false;\n    for (let i = 0, len = rings.length; i < len; i++) {\n        const ring = rings[i]!;\n        for (let j = 0, len2 = ring.length, k = len2 - 1; j < len2; k = j++) {\n            const q1 = ring[k]!;\n            const q2 = ring[j]!;\n            if (onBoundary(point, q1, q2)) return trueOnBoundary;\n            if (rayIntersect(point, q1, q2)) inside = !inside;\n        }\n    }\n    return inside;\n}\n\nfunction perp(v1: GeoJSON.Position, v2: GeoJSON.Position) {\n    return (v1[0]!) * (v2[1]!) - (v1[1]!) * (v2[0]!);\n}\n\n// check if p1 and p2 are in different sides of line segment q1->q2\nfunction twoSided(p1: GeoJSON.Position, p2: GeoJSON.Position, q1: GeoJSON.Position, q2: GeoJSON.Position) {\n    // q1->p1 (x1, y1), q1->p2 (x2, y2), q1->q2 (x3, y3)\n    const x1 = (p1[0]!) - (q1[0]!);\n    const y1 = (p1[1]!) - (q1[1]!);\n    const x2 = (p2[0]!) - (q1[0]!);\n    const y2 = (p2[1]!) - (q1[1]!);\n    const x3 = (q2[0]!) - (q1[0]!);\n    const y3 = (q2[1]!) - (q1[1]!);\n    const det1 = x1 * y3 - x3 * y1;\n    const det2 = x2 * y3 - x3 * y2;\n    if ((det1 > 0 && det2 < 0) || (det1 < 0 && det2 > 0)) return true;\n    return false;\n}\n// a, b are end points for line segment1, c and d are end points for line segment2\nexport function segmentIntersectSegment(\n    a: GeoJSON.Position,\n    b: GeoJSON.Position,\n    c: GeoJSON.Position,\n    d: GeoJSON.Position,\n): boolean {\n    // check if two segments are parallel or not\n    // precondition is end point a, b is inside polygon, if line a->b is\n    // parallel to polygon edge c->d, then a->b won't intersect with c->d\n    const vectorP = [(b[0]!) - (a[0]!), (b[1]!) - (a[1]!)];\n    const vectorQ = [(d[0]!) - (c[0]!), (d[1]!) - (c[1]!)];\n    if (perp(vectorQ, vectorP) === 0) return false;\n\n    // If lines are intersecting with each other, the relative location should be:\n    // a and b lie in different sides of segment c->d\n    // c and d lie in different sides of segment a->b\n    if (twoSided(a, b, c, d) && twoSided(c, d, a, b)) return true;\n    return false;\n}\n\nexport interface Bounds {\n    min: Point;\n    max: Point;\n}\n\nexport function computeBounds(points: Point[][]): Bounds {\n    const min = new Point(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);\n    const max = new Point(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);\n\n    for (const point of points[0]!) {\n        if (min.x > point.x) min.x = point.x;\n        if (min.y > point.y) min.y = point.y;\n        if (max.x < point.x) max.x = point.x;\n        if (max.y < point.y) max.y = point.y;\n    }\n\n    return {min, max};\n}\n","import {mat4} from 'gl-matrix';\nimport bezier from '@mapbox/unitbezier';\nimport Point from '@mapbox/point-geometry';\nimport assert from '../style-spec/util/assert';\nimport deepEqual from '../style-spec/util/deep_equal';\n\nimport type {vec4} from 'gl-matrix';\nimport type {Range} from '../../3d-style/elevation/elevation_feature';\nimport type {Callback} from '../types/callback';\nimport type {ExpiryData} from '../source/tile';\n\nconst DEG_TO_RAD = Math.PI / 180;\nconst RAD_TO_DEG = 180 / Math.PI;\n\nconst UUID_V4_RE = /^[0-9a-f]{8}-[0-9a-f]{4}-[4][0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/i;\n\n/**\n * Converts an angle in degrees to radians\n * copy all properties from the source objects into the destination.\n * The last source object given overrides properties from previous\n * source objects.\n *\n * @param a angle to convert\n * @returns the angle in radians\n * @private\n */\nexport function degToRad(a: number): number {\n    return a * DEG_TO_RAD;\n}\n\n/**\n * Converts an angle in radians to degrees\n * copy all properties from the source objects into the destination.\n * The last source object given overrides properties from previous\n * source objects.\n *\n * @param a angle to convert\n * @returns the angle in degrees\n * @private\n */\nexport function radToDeg(a: number): number {\n    return a * RAD_TO_DEG;\n}\n\nconst TILE_CORNERS = [[0, 0], [1, 0], [1, 1], [0, 1]] as const;\n\n/**\n * Given a particular bearing, returns the corner of the tile thats farthest\n * along the bearing.\n *\n * @param {number} bearing angle in degrees (-180, 180]\n * @returns {QuadCorner}\n * @private\n */\nexport function furthestTileCorner(bearing: number): Readonly<[number, number]> {\n    const alignedBearing = ((bearing + 45) + 360) % 360;\n    const cornerIdx = Math.round(alignedBearing / 90) % 4;\n    return TILE_CORNERS[cornerIdx];\n}\n\n/**\n * @module util\n * @private\n */\n\n/**\n * Given a value `t` that varies between 0 and 1, return\n * an interpolation function that eases between 0 and 1 in a pleasing\n * cubic in-out fashion.\n *\n * @private\n */\nexport function easeCubicInOut(t: number): number {\n    if (t <= 0) return 0;\n    if (t >= 1) return 1;\n    const t2 = t * t,\n        t3 = t2 * t;\n    return 4 * (t < 0.5 ? t3 : 3 * (t - t2) + t3 - 0.75);\n}\n\n/**\n * Computes an AABB for a set of points.\n *\n * @param {Point[]} points\n * @returns {{ min: Point, max: Point}}\n * @private\n */\nexport function getBounds(points: Point[]): {\n    min: Point;\n    max: Point;\n} {\n    let minX = Infinity;\n    let minY = Infinity;\n    let maxX = -Infinity;\n    let maxY = -Infinity;\n    for (const p of points) {\n        minX = Math.min(minX, p.x);\n        minY = Math.min(minY, p.y);\n        maxX = Math.max(maxX, p.x);\n        maxY = Math.max(maxY, p.y);\n    }\n\n    return {\n        min: new Point(minX, minY),\n        max: new Point(maxX, maxY),\n    };\n}\n\n/**\n * Returns the square of the 2D distance between an AABB defined by min and max and a point.\n * If point is null or undefined, the AABB distance from the origin (0,0) is returned.\n *\n * @param {Array<number>} min The minimum extent of the AABB.\n * @param {Array<number>} max The maximum extent of the AABB.\n * @param {Array<number>} [point] The point to compute the distance from, may be undefined.\n * @returns {number} The square distance from the AABB, 0.0 if the AABB contains the point.\n */\nexport function getAABBPointSquareDist(min: Array<number>, max: Array<number>, point?: Array<number> | null): number {\n    let sqDist = 0.0;\n\n    for (let i = 0; i < 2; ++i) {\n        const v = point ? point[i] : 0.0;\n        assert(min[i] < max[i], 'Invalid aabb min and max inputs, min[i] must be < max[i].');\n        if (min[i] > v) sqDist += (min[i] - v) * (min[i] - v);\n        if (max[i] < v) sqDist += (v - max[i]) * (v - max[i]);\n    }\n\n    return sqDist;\n}\n\n/**\n * Converts a AABB into a polygon with clockwise winding order.\n *\n * @param {Point} min The top left point.\n * @param {Point} max The bottom right point.\n * @param {number} [buffer=0] The buffer width.\n * @param {boolean} [close=true] Whether to close the polygon or not.\n * @returns {Point[]} The polygon.\n */\nexport function polygonizeBounds(min: Point, max: Point, buffer: number = 0, close: boolean = true): Point[] {\n    const offset = new Point(buffer, buffer);\n    const minBuf = min.sub(offset);\n    const maxBuf = max.add(offset);\n    const polygon = [minBuf, new Point(maxBuf.x, minBuf.y), maxBuf, new Point(minBuf.x, maxBuf.y)];\n\n    if (close) {\n        polygon.push(minBuf.clone());\n    }\n    return polygon;\n}\n\n/**\n * Takes a convex ring and expands it outward by applying a buffer around it.\n * This function assumes that the ring is in clockwise winding order.\n *\n * @param {Point[]} ring The input ring.\n * @param {number} buffer The buffer width.\n * @returns {Point[]} The expanded ring.\n */\nexport function bufferConvexPolygon(ring: Point[], buffer: number): Point[] {\n    assert(ring.length > 2, 'bufferConvexPolygon requires the ring to have atleast 3 points');\n    const output: Point[] = [];\n    for (let currIdx = 0; currIdx < ring.length; currIdx++) {\n        const prevIdx = wrap(currIdx - 1, -1, ring.length - 1);\n        const nextIdx = wrap(currIdx + 1, -1, ring.length - 1);\n        const prev = ring[prevIdx];\n        const curr = ring[currIdx];\n        const next = ring[nextIdx];\n        const p1 = prev.sub(curr).unit();\n        const p2 = next.sub(curr).unit();\n        const interiorAngle = p2.angleWithSep(p1.x, p1.y);\n        // Calcuate a vector that points in the direction of the angle bisector between two sides.\n        // Scale it based on a right angled triangle constructed at that corner.\n        const offset = p1.add(p2).unit().mult(-1 * buffer / Math.sin(interiorAngle / 2));\n        output.push(curr.add(offset));\n    }\n    return output;\n}\n\nexport {bezier};\n\n/**\n * A default bezier-curve powered easing function with\n * control points (0.25, 0.1) and (0.25, 1)\n *\n * @private\n */\nexport const ease = bezier(0.25, 0.1, 0.25, 1);\n\n/**\n * constrain n to the given range via min + max\n *\n * @param n value\n * @param min the minimum value to be returned\n * @param max the maximum value to be returned\n * @returns the clamped value\n * @private\n */\nexport function clamp(n: number, min: number, max: number): number {\n    return Math.min(max, Math.max(min, n));\n}\n\n/**\n * Equivalent to GLSL smoothstep.\n *\n * @param {number} e0 The lower edge of the sigmoid\n * @param {number} e1 The upper edge of the sigmoid\n * @param {number} x the value to be interpolated\n * @returns {number} in the range [0, 1]\n * @private\n */\nexport function smoothstep(e0: number, e1: number, x: number): number {\n    x = clamp((x - e0) / (e1 - e0), 0, 1);\n    return x * x * (3 - 2 * x);\n}\n\n/**\n * constrain n to the given range, excluding the minimum, via modular arithmetic\n *\n * @param n value\n * @param min the minimum value to be returned, exclusive\n * @param max the maximum value to be returned, inclusive\n * @returns constrained number\n * @private\n */\nexport function wrap(n: number, min: number, max: number): number {\n    const d = max - min;\n    const w = ((n - min) % d + d) % d + min;\n    return (w === min) ? max : w;\n}\n\n/**\n * Computes shortest angle in range [-180, 180) between two angles.\n *\n * @param {*} a First angle in degrees\n * @param {*} b Second angle in degrees\n * @returns Shortest angle\n * @private\n */\nexport function shortestAngle(a: number, b: number): number {\n    const diff = (b - a + 180) % 360 - 180;\n    return diff < -180 ? diff + 360 : diff;\n}\n\n/*\n * Call an asynchronous function on an array of arguments,\n * calling `callback` with the completed results of all calls.\n *\n * @param array input to each call of the async function.\n * @param fn an async function with signature (data, callback)\n * @param callback a callback run after all async work is done.\n * called with an array, containing the results of each async call.\n * @private\n */\nexport function asyncAll<Item, Result>(\n    array: Array<Item>,\n    fn: (item: Item, fnCallback: Callback<Result>) => void,\n    callback: Callback<Array<Result>>,\n): void {\n    if (!array.length) { return callback(null, []); }\n    let remaining = array.length;\n    const results = new Array(array.length);\n    let error: Error | null | undefined = null;\n    array.forEach((item, i) => {\n        fn(item, (err, result) => {\n            if (err) error = err;\n            results[i] = result;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            if (--remaining === 0) callback(error, results);\n        });\n    });\n}\n\n/*\n * Compute the difference between the keys in one object and the keys\n * in another object.\n *\n * @returns keys difference\n * @private\n */\nexport function keysDifference<S, T>(\n    obj: Record<PropertyKey, S>,\n    other: Record<PropertyKey, T>,\n): Array<string> {\n    const difference: string[] = [];\n    for (const i in obj) {\n        if (!(i in other)) {\n            difference.push(i);\n        }\n    }\n    return difference;\n}\n\n/**\n * Given an object and a number of properties as strings, return version\n * of that object with only those properties.\n *\n * @param src the object\n * @param properties an array of property names chosen\n * to appear on the resulting object.\n * @returns object with limited properties.\n * @example\n * var foo = { name: 'Charlie', age: 10 };\n * var justName = pick(foo, ['name']);\n * // justName = { name: 'Charlie' }\n * @private\n */\nexport function pick<T extends object, K extends keyof T>(src: T, properties: Array<K>): Pick<T, K> {\n    const result = {} as Pick<T, K>;\n    for (let i = 0; i < properties.length; i++) {\n        const k = properties[i];\n        if (k in src) {\n            result[k] = src[k];\n        }\n    }\n    return result;\n}\n\nlet id = 1;\n\n/**\n * Return a unique numeric id, starting at 1 and incrementing with\n * each call.\n *\n * @returns unique numeric id.\n * @private\n */\nexport function uniqueId(): number {\n    return id++;\n}\n\n/**\n * Return a random UUID (v4). Taken from: https://gist.github.com/jed/982883\n * @private\n */\nexport function uuid(): string {\n    function b(a?: undefined): string {\n        return a ?\n            (a ^ Math.random() * (16 >> a / 4)).toString(16) :\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-unary-minus\n            (([1e7] as unknown as string) + -[1e3] + -4e3 + -8e3 + -1e11).replace(/[018]/g, b);\n    }\n    return b();\n}\n\n/**\n * Return whether a given value is a power of two\n * @private\n */\nexport function isPowerOfTwo(value: number): boolean {\n    return (Math.log2(value)) % 1 === 0;\n}\n\n/**\n * Return the next power of two, or the input value if already a power of two\n * @private\n */\nexport function nextPowerOfTwo(value: number): number {\n    if (value <= 1) return 1;\n    return Math.pow(2, Math.ceil(Math.log2(value)));\n}\n\n/**\n * Return the previous power of two, or the input value if already a power of two\n * @private\n */\nexport function prevPowerOfTwo(value: number): number {\n    if (value <= 1) return 1;\n    return Math.pow(2, Math.floor(Math.log2(value)));\n}\n\n/**\n * Validate a string to match UUID(v4) of the\n * form: xxxxxxxx-xxxx-4xxx-[89ab]xxx-xxxxxxxxxxxx\n * @param str string to validate.\n * @private\n */\nexport function validateUuid(str?: string | null): boolean {\n    return str ? UUID_V4_RE.test(str) : false;\n}\n\n/**\n * Given an array of member function names as strings, replace all of them\n * with bound versions that will always refer to `context` as `this`. This\n * is useful for classes where otherwise event bindings would reassign\n * `this` to the evented object or some other value: this lets you ensure\n * the `this` value always.\n *\n * @param fns list of member function names\n * @param context the context value\n * @example\n * function MyClass() {\n *   bindAll(['ontimer'], this);\n *   this.name = 'Tom';\n * }\n * MyClass.prototype.ontimer = function() {\n *   alert(this.name);\n * };\n * var myClass = new MyClass();\n * setTimeout(myClass.ontimer, 100);\n * @private\n */\nexport function bindAll(fns: Array<string>, context: unknown): void {\n    fns.forEach((fn) => {\n        if (!context[fn]) { return; }\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        context[fn] = context[fn].bind(context);\n    });\n}\n\n/**\n * Create an object by mapping all the values of an existing object while\n * preserving their keys.\n *\n * @private\n */\nexport function mapObject<T, U>(\n    this: unknown,\n    input: Record<PropertyKey, T>,\n    iterator: (value: T, key: PropertyKey, obj: Record<PropertyKey, T>) => U,\n    context?: unknown\n): Record<PropertyKey, U> {\n    const output: Record<PropertyKey, U> = {};\n    for (const key in input) {\n        output[key] = iterator.call(context || this, input[key], key, input);\n    }\n    return output;\n}\n\n/**\n * Create an object by filtering out values of an existing object.\n *\n * @private\n */\nexport function filterObject<T extends Record<PropertyKey, unknown>>(\n    this: unknown,\n    input: T,\n    iterator: (value: T[keyof T], key: keyof T, obj: T) => boolean,\n    context?: unknown\n): T {\n    const output = {} as T;\n    for (const key in input) {\n        if (iterator.call(context || this, input[key], key, input)) {\n            output[key] = input[key];\n        }\n    }\n    return output;\n}\n\n/**\n * Deeply clones two objects.\n *\n * @private\n */\nexport function clone<T>(input: T): T {\n    if (Array.isArray(input)) {\n        return input.map(clone) as T;\n    } else if (typeof input === 'object' && input) {\n        return mapObject(input as Record<PropertyKey, unknown>, clone) as T;\n    } else {\n        return input;\n    }\n}\n\n/**\n * Maps a value from a range between [min, max] to the range [outMin, outMax]\n *\n * @private\n */\nexport function mapValue(value: number, min: number, max: number, outMin: number, outMax: number): number {\n    return clamp((value - min) / (max - min) * (outMax - outMin) + outMin, outMin, outMax);\n}\n\n/**\n * Check if two arrays have at least one common element.\n *\n * @private\n */\nexport function arraysIntersect<T>(a: Array<T>, b: Array<T>): boolean {\n    for (let l = 0; l < a.length; l++) {\n        if (b.includes(a[l])) return true;\n    }\n    return false;\n}\n\n/**\n * Print a warning message to the console and ensure duplicate warning messages\n * are not printed.\n *\n * @private\n */\nconst warnOnceHistory: {\n    [key: string]: boolean;\n} = {};\n\nexport function warnOnce(message: string): void {\n    if (!warnOnceHistory[message]) {\n        // console isn't defined in some WebWorkers, see #2558\n        if (typeof console !== \"undefined\") console.warn(message);\n        warnOnceHistory[message] = true;\n    }\n}\n\n/**\n * Indicates if the provided Points are in a counter clockwise (true) or clockwise (false) order\n *\n * @private\n * @returns true for a counter clockwise set of points\n */\n// http://bryceboe.com/2006/10/23/line-segment-intersection-algorithm/\nexport function isCounterClockwise(a: Point, b: Point, c: Point): boolean {\n    return (c.y - a.y) * (b.x - a.x) > (b.y - a.y) * (c.x - a.x);\n}\n\nexport {calculateSignedArea} from '../style-spec/util/geometry_util';\n\nexport type Position = {\n    x: number;\n    y: number;\n    z: number;\n    azimuthal: number;\n    polar: number;\n};\n\nexport type Direction = {\n    x: number;\n    y: number;\n    z: number;\n};\n\n/**\n * Converts spherical coordinates to cartesian position coordinates.\n *\n * @private\n * @param spherical Spherical coordinates, in [radial, azimuthal, polar]\n * @return Position cartesian coordinates\n */\nexport function sphericalPositionToCartesian([r, azimuthal, polar]: [number, number, number]): Position {\n    // We abstract \"north\"/\"up\" (compass-wise) to be 0° when really this is 90° (π/2):\n    // correct for that here\n    const a = degToRad(azimuthal + 90), p = degToRad(polar);\n\n    return {\n        x: r * Math.cos(a) * Math.sin(p),\n        y: r * Math.sin(a) * Math.sin(p),\n        z: r * Math.cos(p),\n        azimuthal, polar\n    };\n}\n\n/**\n * Converts spherical direction to cartesian coordinates.\n *\n * @private\n * @param spherical Spherical direction, in [azimuthal, polar]\n * @return Direction cartesian direction\n */\nexport function sphericalDirectionToCartesian([azimuthal, polar]: [number, number]): Direction {\n    const position = sphericalPositionToCartesian([1.0, azimuthal, polar]);\n\n    return {\n        x: position.x,\n        y: position.y,\n        z: position.z\n    };\n}\n\nexport function cartesianPositionToSpherical(x: number, y: number, z: number): [number, number, number] {\n    const radial = Math.sqrt(x * x + y * y + z * z);\n    const polar = radial > 0.0 ? Math.acos(z / radial) * RAD_TO_DEG : 0.0;\n    // Domain error may occur if x && y are both 0.0\n    let azimuthal = (x !== 0.0 || y !== 0.0) ? Math.atan2(-y, -x) * RAD_TO_DEG + 90.0 : 0.0;\n\n    if (azimuthal < 0.0) {\n        azimuthal += 360.0;\n    }\n\n    return [radial, azimuthal, polar];\n}\n\n/**\n *  Returns true if run in the web-worker context.\n *\n * @private\n * @returns {boolean}\n */\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\ndeclare const WorkerGlobalScope: (new (...args: any[]) => any) | undefined;\n\nexport function isWorker(scope?: unknown): scope is Worker {\n    if (typeof self === 'undefined' && scope === undefined) {\n        return false;\n    }\n\n    // Check if WorkerGlobalScope isn't available\n    // This is a global that's only present in browser worker environments\n    if (typeof WorkerGlobalScope === 'undefined') {\n        return false;\n    }\n\n    // Use provided scope or global self\n    const contextToCheck = scope !== undefined ? scope : self;\n\n    // Final check if context is a WorkerGlobalScope\n    return contextToCheck instanceof WorkerGlobalScope;\n}\n\n/**\n * Parses data from 'Cache-Control' headers.\n *\n * @private\n * @param cacheControl Value of 'Cache-Control' header\n * @return object containing parsed header info.\n */\n\nexport function parseCacheControl(cacheControl: string): Record<string, number> {\n    // Taken from [Wreck](https://github.com/hapijs/wreck)\n    const re = /(?:^|(?:\\s*\\,\\s*))([^\\x00-\\x20\\(\\)<>@\\,;\\:\\\\\"\\/\\[\\]\\?\\=\\{\\}\\x7F]+)(?:\\=(?:([^\\x00-\\x20\\(\\)<>@\\,;\\:\\\\\"\\/\\[\\]\\?\\=\\{\\}\\x7F]+)|(?:\\\"((?:[^\"\\\\]|\\\\.)*)\\\")))?/g;\n\n    const header: Record<string, string | number> = {};\n    cacheControl.replace(re, ($0, $1, $2, $3) => {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const value = $2 || $3;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-call\n        header[$1] = value ? value.toLowerCase() : true;\n        return '';\n    });\n\n    if (header['max-age']) {\n        const maxAge = parseInt(header['max-age'] as string, 10);\n        if (isNaN(maxAge)) delete header['max-age'];\n        else header['max-age'] = maxAge;\n    }\n\n    return header as Record<string, number>;\n}\n\nexport function parseExpiryData(responseHeaders: Headers | undefined): ExpiryData {\n    if (!responseHeaders) return {cacheControl: undefined, expires: undefined};\n    const cacheControl = responseHeaders.get('cache-control');\n    const expires = responseHeaders.get('expires');\n    return {cacheControl, expires};\n}\n\nexport function isFullscreen(): boolean {\n    return !!document.fullscreenElement || !!(document as {webkitFullscreenElement?: boolean}).webkitFullscreenElement;\n}\n\nexport function storageAvailable(type: string): boolean {\n    try {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const storage = self[type];\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        storage.setItem('_mapbox_test_', 1);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        storage.removeItem('_mapbox_test_');\n        return true;\n    } catch (e) {\n        return false;\n    }\n}\n\n// The following methods are from https://developer.mozilla.org/en-US/docs/Web/API/WindowBase64/Base64_encoding_and_decoding#The_Unicode_Problem\n//Unicode compliant base64 encoder for strings\nexport function b64EncodeUnicode(str: string): string {\n    return btoa(\n        encodeURIComponent(str).replace(/%([0-9A-F]{2})/g,\n            (match, p1) => {\n                return String.fromCharCode(Number('0x' + p1)); //eslint-disable-line\n            }\n        )\n    );\n}\n\n// Unicode compliant decoder for base64-encoded strings\nexport function b64DecodeUnicode(str: string): string {\n    return decodeURIComponent(atob(str).split('').map((c) => {\n        return '%' + ('00' + c.charCodeAt(0).toString(16)).slice(-2); //eslint-disable-line\n    }).join(''));\n}\n\nexport function base64DecToArr(sBase64: string): Uint8Array {\n    const str = atob(sBase64);\n    const arr = new Uint8Array(str.length);\n    for (let i = 0; i < str.length; i++) arr[i] = str.codePointAt(i);\n    return arr;\n}\n\nexport function getColumn(matrix: mat4, col: number): vec4 {\n    return [matrix[col * 4], matrix[col * 4 + 1], matrix[col * 4 + 2], matrix[col * 4 + 3]];\n}\n\nexport function setColumn(matrix: mat4, col: number, values: vec4) {\n    matrix[col * 4 + 0] = values[0];\n    matrix[col * 4 + 1] = values[1];\n    matrix[col * 4 + 2] = values[2];\n    matrix[col * 4 + 3] = values[3];\n}\n\nexport function sRGBToLinearAndScale(v: [number, number, number, number], s: number): [number, number, number] {\n    return [\n        Math.pow(v[0], 2.2) * s,\n        Math.pow(v[1], 2.2) * s,\n        Math.pow(v[2], 2.2) * s\n    ];\n}\n\nexport function linearVec3TosRGB(v: [number, number, number]): [number, number, number] {\n    return [\n        Math.pow(v[0], 1.0 / 2.2),\n        Math.pow(v[1], 1.0 / 2.2),\n        Math.pow(v[2], 1.0 / 2.2)\n    ];\n}\n\nexport function lowerBound(array: number[], startIndex: number, finishIndex: number, target: number): number {\n    while (startIndex < finishIndex) {\n        const middleIndex = (startIndex + finishIndex) >> 1;\n\n        if (array[middleIndex] < target) {\n            startIndex = middleIndex + 1;\n        } else {\n            finishIndex = middleIndex;\n        }\n    }\n\n    return startIndex;\n}\n\nexport function upperBound(array: number[], startIndex: number, finishIndex: number, target: number): number {\n    while (startIndex < finishIndex) {\n        const middleIndex = (startIndex + finishIndex) >> 1;\n\n        if (array[middleIndex] <= target) {\n            startIndex = middleIndex + 1;\n        } else {\n            finishIndex = middleIndex;\n        }\n    }\n\n    return startIndex;\n}\n\nexport function contrastFactor(contrast: number): number {\n    return contrast > 0 ?\n        1 / (1.001 - contrast) :\n        1 + contrast;\n}\n\nexport function saturationFactor(saturation: number): number {\n    return saturation > 0 ?\n        1 - 1 / (1.001 - saturation) :\n        -saturation;\n}\n\n/**\n * Given the inputs creates a matrix that when applied to a color can\n * change its saturation, contrast and brightness levels.\n * This results in the same behaviour that happens in raster.fragment.glsl\n *\n * @param saturation Saturation level ranging from -1 to 1.\n * @param contrast Contrast level ranging from -1 to 1.\n * @param brightnessMin Minimum brightness ranging from 0 to 1.\n * @param brightnessMax Maximum brightness ranging from 0 to 1.\n * @returns Matrix that adjusts saturation, contrast and brightness of a color.\n * @private\n */\nexport function computeColorAdjustmentMatrix(\n    saturation: number,\n    contrast: number,\n    brightnessMin: number,\n    brightnessMax: number,\n): mat4 {\n    saturation = saturationFactor(saturation);\n    contrast = contrastFactor(contrast);\n\n    const m = mat4.create();\n\n    /*hueAngle *= Math.PI / 180;\n    const s = Math.sin(hueAngle);\n    const c = Math.cos(hueAngle);\n    const x = (2 * c + 1) / 3;\n    const y = (-c - Math.sqrt(3) * s + 1) / 3;\n    const z = (-c + Math.sqrt(3) * s + 1) / 3;\n    const hueMatrix = [\n        x, z, y, 0,\n        y, x, z, 0,\n        z, y, x, 0,\n        0, 0, 0, 1\n    ];*/\n\n    const sa = saturation / 3.0;\n    const sb = 1.0 - 2.0 * sa;\n    const saturationMatrix: mat4 = [\n        sb,  sa,  sa,  0.0,\n        sa,  sb,  sa,  0.0,\n        sa,  sa,  sb,  0.0,\n        0.0, 0.0, 0.0, 1.0\n    ];\n\n    const cs = 0.5 - 0.5 * contrast;\n    const contrastMatrix: mat4 = [\n        contrast, 0.0,      0.0,      0.0,\n        0.0,      contrast, 0.0,      0.0,\n        0.0,      0.0,      contrast, 0.0,\n        cs,       cs,       cs,       1.0\n    ];\n\n    const hl = brightnessMax - brightnessMin;\n    const brightnessMatrix: mat4 = [\n        hl,            0.0,           0.0,           0.0,\n        0.0,           hl,            0.0,           0.0,\n        0.0,           0.0,           hl,            0.0,\n        brightnessMin, brightnessMin, brightnessMin, 1.0\n    ];\n\n    mat4.multiply(m, brightnessMatrix, contrastMatrix);\n    mat4.multiply(m, m, saturationMatrix);\n    return m;\n}\n\nfunction mapRangeValue(value: number, from: Range, to: Range): number {\n    return ((value - from.min) * (to.max - to.min)) / (from.max - from.min) + to.min;\n}\n\nexport function mapRange(range: Range, from: Range, to: Range): Range {\n    return {min: mapRangeValue(range.min, from, to), max: mapRangeValue(range.max, from, to)};\n}\n\nexport function easeIn(x: number) {\n    return x * x * x * x * x;\n}\n\n/**\n * Hash function from https://www.shadertoy.com/view/XlGcRh\n * Matches gl-native's esgtsaHash in mbgl/util/random.hpp\n */\nexport function esgtsaHash(s: number): number {\n    s = s >>> 0; // Ensure unsigned 32-bit integer\n    s = Math.imul(s ^ 2747636419, 2654435769) >>> 0;\n    s = Math.imul(s ^ (s >>> 16), 2654435769) >>> 0;\n    s = Math.imul(s ^ (s >>> 16), 2654435769) >>> 0;\n    return s / 4294967296;\n}\n\nexport {deepEqual};\n","let supportsOffscreenCanvas: boolean | null | undefined;\n\nexport default function offscreenCanvasSupported(): boolean {\n    supportsOffscreenCanvas ??= self.OffscreenCanvas &&\n            !!new OffscreenCanvas(1, 1).getContext('2d') &&\n            typeof self.createImageBitmap === 'function';\n\n    return supportsOffscreenCanvas;\n}\n","import assert from '../style-spec/util/assert';\nimport offscreenCanvasSupported from './offscreen_canvas_supported';\n\nimport type {Cancelable} from '../types/cancelable';\n\nlet linkEl: HTMLAnchorElement | undefined;\n\nlet reducedMotionQuery: MediaQueryList;\n\nlet stubTime: number | undefined;\n\nlet canvas: HTMLCanvasElement | undefined;\n\nlet hasCanvasFingerprintNoise: boolean | undefined;\n\n/**\n * @private\n */\nconst exported = {\n    requestIdleCallback: (callback: (deadline: IdleDeadline) => void): number | undefined => {\n        if (typeof requestIdleCallback !== 'undefined') {\n            return requestIdleCallback(callback);\n        } else {\n            // Fallback for environments without requestIdleCallback: emulate a fresh idle\n            // window (50ms is the spec maximum) via setTimeout so callers that rely on\n            // deadline.timeRemaining() still make progress.\n            setTimeout(() => callback({didTimeout: false, timeRemaining: () => 50}), 0);\n        }\n    },\n\n    /**\n     * Returns either performance.now() or a value set by setNow.\n     * @returns {number} Time value in milliseconds.\n     */\n    now(): number {\n        if (stubTime !== undefined) {\n            return stubTime;\n        }\n        return performance.now();\n    },\n    setNow(time: number) {\n        stubTime = time;\n    },\n\n    restoreNow() {\n        stubTime = undefined;\n    },\n\n    frame(fn: (paintStartTimestamp: number) => void): Cancelable {\n        const frame = requestAnimationFrame(fn);\n        return {cancel: () => cancelAnimationFrame(frame)};\n    },\n\n    getImageData(img: ImageBitmap | HTMLImageElement, padding: number = 0): ImageData {\n        const {width, height} = img;\n\n        if (!canvas) {\n            canvas = document.createElement('canvas');\n        }\n\n        const context = canvas.getContext('2d', {willReadFrequently: true});\n        if (!context) {\n            throw new Error('failed to create canvas 2d context');\n        }\n\n        if (width > canvas.width || height > canvas.height) {\n            canvas.width = width;\n            canvas.height = height;\n        }\n\n        context.clearRect(-padding, -padding, width + 2 * padding, height + 2 * padding);\n        context.drawImage(img, 0, 0, width, height);\n        return context.getImageData(-padding, -padding, width + 2 * padding, height + 2 * padding);\n    },\n\n    resolveURL(path: string): string {\n        if (!linkEl) linkEl = document.createElement('a');\n        linkEl.href = path;\n        return linkEl.href;\n    },\n\n    get devicePixelRatio(): number { return window.devicePixelRatio; },\n    get prefersReducedMotion(): boolean {\n        if (!window.matchMedia) return false;\n        // Lazily initialize media query.\n        reducedMotionQuery ??= window.matchMedia('(prefers-reduced-motion: reduce)');\n        return reducedMotionQuery.matches;\n    },\n\n    /**\n     * Returns true if the browser has OffscreenCanvas support and\n     * adds noise to Canvas2D operations used for image decoding to prevent fingerprinting.\n     */\n    hasCanvasFingerprintNoise(): boolean {\n        if (hasCanvasFingerprintNoise !== undefined) {\n            return hasCanvasFingerprintNoise;\n        }\n\n        if (!offscreenCanvasSupported()) {\n            hasCanvasFingerprintNoise = false;\n            return false;\n        }\n\n        assert(self.OffscreenCanvas, 'OffscreenCanvas is not supported');\n\n        const offscreenCanvas = new OffscreenCanvas(255 / 3, 1);\n        const offscreenCanvasContext = offscreenCanvas.getContext('2d', {willReadFrequently: true});\n        assert(offscreenCanvasContext, 'OffscreenCanvas 2D context unavailable');\n        let inc = 0;\n        // getImageData is lossy with premultiplied alpha.\n        for (let i = 0; i < offscreenCanvas.width; ++i) {\n            offscreenCanvasContext.fillStyle = `rgba(${inc++},${inc++},${inc++}, 255)`;\n            offscreenCanvasContext.fillRect(i, 0, 1, 1);\n        }\n        const readData = offscreenCanvasContext.getImageData(0, 0, offscreenCanvas.width, offscreenCanvas.height);\n        inc = 0;\n        for (let i = 0; i < readData.data.length; ++i) {\n            if (i % 4 !== 3 && inc++ !== readData.data[i]) {\n                hasCanvasFingerprintNoise = true;\n                return true;\n            }\n        }\n        hasCanvasFingerprintNoise = false;\n        return false;\n    }\n};\n\nexport default exported;\n\nexport const {setNow, restoreNow} = exported;\n","let simdSupported: boolean | undefined;\n\n/**\n * Returns whether the browser supports WebAssembly SIMD instructions.\n * The result is cached after the first call.\n *\n * @private\n */\nexport function isWasmSimdSupported(): boolean {\n    if (simdSupported === undefined) {\n        if (typeof WebAssembly !== 'object') {\n            return false;\n        }\n\n        // Minimal WASM module that uses SIMD\n        const detector = new Uint8Array([0, 97, 115, 109, 1, 0, 0, 0, 1, 4, 1, 96, 0, 0, 3, 3, 2, 0, 0, 5, 3, 1, 0, 1, 12, 1, 0, 10, 22, 2, 12, 0, 65, 0, 65, 0, 65, 0, 252, 10, 0, 0, 11, 7, 0, 65, 0, 253, 15, 26, 11]);\n        simdSupported = WebAssembly.validate(detector);\n    }\n\n    return simdSupported;\n}\n","import {isWasmSimdSupported} from './is_wasm_simd_supported';\nimport browser from './browser';\n\nconst API_URL_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/|\\?|$)/i;\nconst API_TILEJSON_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/v[0-9]*\\/.*\\.json.*$)/i;\nconst API_SPRITE_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/styles\\/v[0-9]*\\/)(.*\\/sprite.*\\..*$)/i;\nconst API_FONTS_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/fonts\\/v[0-9]*\\/)(.*\\.pbf.*$)/i;\nconst API_STYLE_REGEX = /^((https?:)?\\/\\/)?([^\\/]+\\.)?mapbox\\.c(n|om)(\\/styles\\/v[0-9]*\\/)(.*$)/i;\nconst API_CDN_URL_REGEX = /^((https?:)?\\/\\/)?api\\.mapbox\\.c(n|om)(\\/mapbox-gl-js\\/)(.*$)/i;\n\nexport type Config = {\n    API_URL: string;\n    API_URL_REGEX: RegExp;\n    API_TILEJSON_REGEX: RegExp;\n    API_FONTS_REGEX: RegExp;\n    API_SPRITE_REGEX: RegExp;\n    API_STYLE_REGEX: RegExp;\n    API_CDN_URL_REGEX: RegExp;\n    EVENTS_URL: string | null | undefined;\n    SESSION_PATH: string;\n    FEEDBACK_URL: string;\n    REQUIRE_ACCESS_TOKEN: boolean;\n    TILE_URL_VERSION: string;\n    RASTER_URL_PREFIX: string;\n    RASTERARRAYS_URL_PREFIX: string;\n    ACCESS_TOKEN: string | null | undefined;\n    MAX_PARALLEL_IMAGE_REQUESTS: number;\n    DRACO_URL: string;\n    MESHOPT_URL: string;\n    MESHOPT_SIMD_URL: string;\n    BUILDING_GEN_URL: string;\n    DEFAULT_STYLE: string;\n    GLYPHS_URL: string;\n    TILES3D_URL_PREFIX: string;\n    TILE_PROVIDER_URLS: Record<string, string>;\n};\n\nconst config: Config = {\n    API_URL: 'https://api.mapbox.com',\n    API_URL_REGEX,\n    API_TILEJSON_REGEX,\n    API_SPRITE_REGEX,\n    API_FONTS_REGEX,\n    API_STYLE_REGEX,\n    API_CDN_URL_REGEX,\n    get EVENTS_URL() {\n        if (!config.API_URL) { return null; }\n        try {\n            const url = new URL(config.API_URL);\n            if (url.hostname === 'api.mapbox.cn') {\n                return 'https://events.mapbox.cn/events/v2';\n            } else if (url.hostname === 'api.mapbox.com') {\n                return 'https://events.mapbox.com/events/v2';\n            } else {\n                return null;\n            }\n        } catch (e) {\n            return null;\n        }\n    },\n    SESSION_PATH: '/map-sessions/v1',\n    FEEDBACK_URL: 'https://apps.mapbox.com/feedback',\n    TILE_URL_VERSION: 'v4',\n    RASTER_URL_PREFIX: 'raster/v1',\n    RASTERARRAYS_URL_PREFIX: 'rasterarrays/v1',\n    REQUIRE_ACCESS_TOKEN: true,\n    ACCESS_TOKEN: null,\n    DEFAULT_STYLE: 'mapbox://styles/mapbox/standard',\n    MAX_PARALLEL_IMAGE_REQUESTS: 16,\n    DRACO_URL: '/mapbox-gl-js/draco_decoder_gltf_v1.5.6.wasm',\n    MESHOPT_URL: '/mapbox-gl-js/meshopt_base_v1.2.wasm',\n    MESHOPT_SIMD_URL: '/mapbox-gl-js/meshopt_simd_v1.2.wasm',\n    BUILDING_GEN_URL: '/mapbox-gl-js/building-gen/building_gen_v1.2.6.wasm',\n    GLYPHS_URL: 'mapbox://fonts/mapbox/{fontstack}/{range}.pbf',\n    TILES3D_URL_PREFIX: '3dtiles/v1',\n    TILE_PROVIDER_URLS: Object.assign(Object.create(null) as Record<string, string>, {\n        pmtiles: `/mapbox-gl-js/plugins/mapbox-gl-pmtiles-provider/v0.0.2/mapbox-gl-pmtiles-provider.js`,\n    }),\n};\n\nexport function setAccessToken(token: string) {\n    config.ACCESS_TOKEN = token;\n}\n\nexport function setBaseApiUrl(url: string) {\n    config.API_URL = url;\n}\n\nexport function setMaxParallelImageRequests(numRequests: number) {\n    config.MAX_PARALLEL_IMAGE_REQUESTS = numRequests;\n}\n\n// Returns the config subset that can be changed via public setters and needs syncing to workers.\nexport function getBroadcastableConfig() {\n    return {\n        API_URL: config.API_URL,\n        DRACO_URL: config.DRACO_URL,\n        MESHOPT_URL: config.MESHOPT_URL,\n        MESHOPT_SIMD_URL: config.MESHOPT_SIMD_URL,\n        BUILDING_GEN_URL: config.BUILDING_GEN_URL,\n    };\n}\n\nexport function getDracoUrl(): string {\n    return new URL(config.DRACO_URL, config.API_URL).href;\n}\n\nexport function setDracoUrl(url: string) {\n    config.DRACO_URL = browser.resolveURL(url);\n}\n\nexport function getMeshoptUrl(): string {\n    if (typeof WebAssembly !== 'object') {\n        throw new Error(\"WebAssembly not supported, cannot instantiate meshoptimizer\");\n    }\n\n    return new URL(isWasmSimdSupported() ? config.MESHOPT_SIMD_URL : config.MESHOPT_URL, config.API_URL).href;\n}\n\nexport function setMeshoptUrl(url: string) {\n    const resolved = browser.resolveURL(url);\n    config.MESHOPT_URL = resolved;\n    config.MESHOPT_SIMD_URL = resolved;\n}\n\nexport function getBuildingGenUrl(): string {\n    return new URL(config.BUILDING_GEN_URL, config.API_URL).href;\n}\n\nexport function setBuildingGenUrl(url: string) {\n    config.BUILDING_GEN_URL = browser.resolveURL(url);\n}\n\nexport default config;\n","export function getURLExtension(url: string): string {\n    try {\n        const lastSegment = new URL(url).pathname.split('/').pop() || '';\n        const dotIndex = lastSegment.lastIndexOf('.');\n        return dotIndex >= 0 ? lastSegment.slice(dotIndex + 1) : '';\n    } catch {\n        return '';\n    }\n}\n\nexport function setQueryParameters(url: string, params: Record<string, string>): string {\n    const paramStart = url.indexOf('?');\n    const base = paramStart < 0 ? url : url.slice(0, paramStart);\n    const searchParams = new URLSearchParams(paramStart < 0 ? '' : url.slice(paramStart));\n    for (const [key, value] of Object.entries(params)) {\n        searchParams.set(key, value);\n    }\n    return `${base}?${searchParams}`;\n}\n\ntype StripQueryParameters = {\n    persistentParams: string[];\n};\n\nexport function stripQueryParameters(url: string, params: StripQueryParameters = {persistentParams: []}): string {\n    const paramStart = url.indexOf('?');\n    if (paramStart < 0) return url;\n\n    const nextParams = new URLSearchParams();\n    const searchParams = new URLSearchParams(url.slice(paramStart));\n    for (const param of params.persistentParams) {\n        const value = searchParams.get(param);\n        if (value) nextParams.set(param, value);\n    }\n\n    const nextParamsString = nextParams.toString();\n\n    return `${url.slice(0, paramStart)}${nextParamsString.length > 0 ? `?${nextParamsString}` : ''}`;\n}\n","import {warnOnce, parseCacheControl} from './util';\nimport {stripQueryParameters, setQueryParameters} from './url';\n\nimport type Dispatcher from './dispatcher';\n\nconst CACHE_NAME = 'mapbox-tiles';\nlet cacheLimit = 500; // 50MB / (100KB/tile) ~= 500 tiles\nlet cacheCheckThreshold = 50;\n\nconst MIN_TIME_UNTIL_EXPIRY = 1000 * 60 * 7; // 7 minutes. Skip caching tiles with a short enough max age.\n\n// So that caching functions correctly, these params are persisted\n// on URLs with query params otherwise stripped.\nconst PERSISTENT_PARAMS = ['language', 'worldview', 'jobid'];\n\nexport type ResponseOptions = {\n    status: number;\n    statusText: string;\n    headers: Headers;\n};\n\n// We're using a global shared cache object. Normally, requesting ad-hoc Cache objects is fine, but\n// Safari has a memory leak in which it fails to release memory when requesting keys() from a Cache\n// object. See https://bugs.webkit.org/show_bug.cgi?id=203991 for more information.\nlet sharedCache: Promise<Cache> | null | undefined;\n\nfunction getCaches() {\n    try {\n        return caches;\n    } catch (e) {\n        // <iframe sandbox> triggers exceptions when trying to access window.caches\n        // Chrome: DOMException, Safari: SecurityError, Firefox: NS_ERROR_FAILURE\n        // Seems more robust to catch all exceptions instead of trying to match only these.\n    }\n}\n\nfunction cacheOpen() {\n    const caches = getCaches();\n    if (caches && sharedCache == null) {\n        sharedCache = caches.open(CACHE_NAME);\n    }\n}\n\n// We're never closing the cache, but our unit tests rely on changing out the global window.caches\n// object, so we have a function specifically for unit tests that allows resetting the shared cache.\nexport function cacheClose() {\n    sharedCache = undefined;\n}\n\n// https://fetch.spec.whatwg.org/#null-body-status\nfunction isNullBodyStatus(status: Response[\"status\"]): boolean {\n    if (status === 200 || status === 404) {\n        return false;\n    }\n\n    return [101, 103, 204, 205, 304].includes(status);\n}\n\nexport async function cachePut(request: Request, response: Response, requestTime: number): Promise<void> {\n    cacheOpen();\n    if (sharedCache == null) return;\n\n    const cacheControl = parseCacheControl(response.headers.get('cache-control') || '');\n    if (cacheControl['no-store']) return;\n\n    const options: ResponseOptions = {\n        status: response.status,\n        statusText: response.statusText,\n        headers: new Headers(response.headers)\n    };\n\n    if (cacheControl['max-age']) {\n        options.headers.set('Expires', new Date(requestTime + cacheControl['max-age'] * 1000).toUTCString());\n    }\n\n    const expires = options.headers.get('expires');\n    if (!expires) return;\n\n    const timeUntilExpiry = new Date(expires).getTime() - requestTime;\n    if (timeUntilExpiry < MIN_TIME_UNTIL_EXPIRY) return;\n\n    let strippedURL = stripQueryParameters(request.url, {persistentParams: PERSISTENT_PARAMS});\n\n    // Handle partial responses by keeping the range header in the query string\n    if (response.status === 206) {\n        const range = request.headers.get('Range');\n        if (!range) return;\n\n        options.status = 200;\n        strippedURL = setQueryParameters(strippedURL, {range});\n    }\n\n    const clonedResponse = new Response(isNullBodyStatus(response.status) ? null : response.body, options);\n\n    cacheOpen();\n    if (sharedCache == null) return;\n    try {\n        const cache = await sharedCache;\n        await cache.put(strippedURL, clonedResponse);\n    } catch (e) {\n        warnOnce((e as Error).message);\n    }\n}\n\nexport async function cacheGet(\n    request: Request,\n): Promise<{response: Response; fresh: boolean} | null> {\n    cacheOpen();\n    if (sharedCache == null) return null;\n\n    const cache = await sharedCache;\n\n    let strippedURL = stripQueryParameters(request.url, {persistentParams: PERSISTENT_PARAMS});\n\n    const range = request.headers.get('Range');\n    if (range) strippedURL = setQueryParameters(strippedURL, {range});\n\n    // manually strip URL instead of `ignoreSearch: true` because of a known\n    // performance issue in Chrome https://github.com/mapbox/mapbox-gl-js/issues/8431\n    const response = await cache.match(strippedURL);\n    if (!response) return null;\n\n    const fresh = isFresh(response);\n\n    // Reinsert into cache so that order of keys in the cache is the order of access.\n    // This line makes the cache a LRU instead of a FIFO cache.\n    cache.delete(strippedURL).catch((e: Error) => warnOnce(e.message));\n    if (fresh) {\n        cache.put(strippedURL, response.clone()).catch((e: Error) => warnOnce(e.message));\n    }\n\n    return {response, fresh};\n}\n\nfunction isFresh(response: Response) {\n    if (!response) return false;\n    const expires = new Date(response.headers.get('expires') || 0);\n    const cacheControl = parseCacheControl(response.headers.get('cache-control') || '');\n    return Number(expires) > Date.now() && !cacheControl['no-cache'];\n}\n\n// `Infinity` triggers a cache check after the first tile is loaded\n// so that a check is run at least once on each page load.\nlet globalEntryCounter = Infinity;\n\n// The cache check gets run on a worker. The reason for this is that\n// profiling sometimes shows this as taking up significant time on the\n// thread it gets called from. And sometimes it doesn't. It *may* be\n// fine to run this on the main thread but out of caution this is being\n// dispatched on a worker. This can be investigated further in the future.\nexport function cacheEntryPossiblyAdded(dispatcher: Dispatcher) {\n    globalEntryCounter++;\n    if (globalEntryCounter > cacheCheckThreshold) {\n        dispatcher.getActor().notify('enforceCacheSizeLimit', cacheLimit);\n        globalEntryCounter = 0;\n    }\n}\n\n// runs on worker, see above comment\nexport function enforceCacheSizeLimit(limit: number) {\n    cacheOpen();\n    if (sharedCache == null) return;\n\n    sharedCache\n        .then(cache => {\n            cache.keys().then(keys => {\n                for (let i = 0; i < keys.length - limit; i++) {\n                    cache.delete(keys[i]).catch((e: Error) => warnOnce(e.message));\n                }\n            }).catch((e: Error) => warnOnce(e.message));\n        })\n        .catch((e: Error) => warnOnce(e.message));\n}\n\nexport function clearTileCache(callback?: (err?: Error | null) => void) {\n    const caches = getCaches();\n    if (!caches) return;\n\n    const promise = caches.delete(CACHE_NAME);\n    if (callback) {\n        promise.then(() => callback()).catch(callback);\n    }\n}\n\nexport function setCacheLimits(limit: number, checkThreshold: number) {\n    cacheLimit = limit;\n    cacheCheckThreshold = checkThreshold;\n}\n","import config from './config';\n\nexport function isMapboxHTTPURL(url: string): boolean {\n    return config.API_URL_REGEX.test(url);\n}\n\nexport function isMapboxURL(url: string): boolean {\n    return url.indexOf('mapbox:') === 0;\n}\n\nexport function isMapboxHTTPCDNURL(url: string): boolean {\n    return config.API_CDN_URL_REGEX.test(url);\n}\n\nexport function isMapboxHTTPSpriteURL(url: string): boolean {\n    return config.API_SPRITE_REGEX.test(url);\n}\n\nexport function isMapboxHTTPStyleURL(url: string): boolean {\n    return config.API_STYLE_REGEX.test(url) && !isMapboxHTTPSpriteURL(url);\n}\n\nexport function isMapboxHTTPTileJSONURL(url: string): boolean {\n    return config.API_TILEJSON_REGEX.test(url);\n}\n\nexport function isMapboxHTTPFontsURL(url: string): boolean {\n    return config.API_FONTS_REGEX.test(url);\n}\n\nexport function hasCacheDefeatingSku(url: string): boolean {\n    return url.indexOf('sku=') > 0 && isMapboxHTTPURL(url);\n}\n","import config from './config';\nimport assert from '../style-spec/util/assert';\nimport {warnOnce, isWorker} from './util';\nimport {cacheGet, cachePut} from './tile_request_cache';\nimport {isMapboxHTTPURL, hasCacheDefeatingSku} from './mapbox_url';\n\n/**\n * The type of a resource.\n * @private\n * @readonly\n * @enum {string}\n */\nexport const ResourceType = {\n    Unknown: 'Unknown',\n    Style: 'Style',\n    Source: 'Source',\n    Tile: 'Tile',\n    Glyphs: 'Glyphs',\n    SpriteImage: 'SpriteImage',\n    SpriteJSON: 'SpriteJSON',\n    Iconset: 'Iconset',\n    Image: 'Image',\n    Model: 'Model'\n} as const;\n\nObject.freeze(ResourceType);\n\n/**\n * The type of resource being requested in a {@link RequestTransformFunction}.\n *\n * @enum {string}\n * @property {string} Unknown An unknown resource.\n * @property {string} Style A style resource.\n * @property {string} Source A source resource.\n * @property {string} Tile A tile resource.\n * @property {string} Glyphs A glyphs resource.\n * @property {string} SpriteImage A sprite image resource.\n * @property {string} SpriteJSON A sprite JSON resource.\n * @property {string} Iconset An iconset resource.\n * @property {string} Image An image resource.\n * @property {string} Model A model resource.\n * @see {@link RequestTransformFunction}\n */\nexport type ResourceType = keyof typeof ResourceType;\n\n/**\n * A `RequestParameters` object to be returned from the {@link Map} `transformRequest` option callback.\n * @typedef {Object} RequestParameters\n * @property {string} url The URL to be requested.\n * @property {Object} [headers] The headers to be sent with the request.\n * @property {string} [method='GET'] Request method, one of `'GET' | 'POST' | 'PUT'`.\n * @property {string} [body] Request body.\n * @property {string} [type='string'] Response body type to be returned, one of `'string' | 'json' | 'arrayBuffer'`.\n * @property {string} [credentials] Cross-origin credentials mode, one of `'same-origin' | 'include'`. Use `'include'` to send cookies with cross-origin requests.\n * @property {boolean} [collectResourceTiming=false] If `true`, Resource Timing API information will be collected for these transformed requests and returned in a `resourceTiming` property of relevant `data` events.\n * @property {string} [referrerPolicy] A string representing the request's referrerPolicy. For more information and possible values, see the [Referrer-Policy HTTP header page](https://developer.mozilla.org/en-US/docs/Web/HTTP/Headers/Referrer-Policy).\n * @see {@link RequestTransformFunction}\n * @see {@link ResourceType}\n */\nexport type RequestParameters = {\n    url: string;\n    headers?: Record<string, string>;\n    method?: 'GET' | 'POST' | 'PUT';\n    body?: string;\n    type?: 'string' | 'json' | 'arrayBuffer';\n    credentials?: 'same-origin' | 'include';\n    collectResourceTiming?: boolean;\n    referrerPolicy?: ReferrerPolicy;\n};\n\n/**\n * A callback run before the Map makes a request for an external URL, used to rewrite the URL, attach headers, or set the credentials property for cross-origin requests.\n * The callback may return a {@link RequestParameters} object synchronously, or a `Promise` that resolves to one when the parameters need to be computed asynchronously — useful when each request needs a credential that has to be fetched at runtime, such as a [temporary access token](https://docs.mapbox.com/api/accounts/tokens/#create-a-temporary-token).\n *\n * @callback RequestTransformFunction\n * @param {string} url The URL to be requested.\n * @param {ResourceType} [resourceType] The type of resource being requested.\n * @param {Object} [options] Options including an `AbortSignal` that will be aborted if the request is cancelled.\n * @param {AbortSignal} [options.signal] An `AbortSignal` that will be aborted if the request is cancelled. Pass this to any async work (e.g. a `fetch` call) inside the callback so that the work is cancelled together with the request.\n * @returns {RequestParameters | Promise<RequestParameters>} The modified request parameters, or a `Promise` that resolves to them.\n *\n * @example\n * const map = new mapboxgl.Map({\n *     container: 'map',\n *     style: 'mapbox://styles/mapbox/standard',\n *     transformRequest: (url, resourceType) => {\n *         // Use `transformRequest` to modify requests that begin with `http://myHost`.\n *         if (resourceType === 'Source' && url.startsWith('http://myHost')) {\n *             return {\n *                 url: url.replace('http', 'https'),\n *                 headers: {'my-custom-header': true},\n *                 credentials: 'include'\n *             };\n *         }\n *     }\n * });\n *\n * @example\n * let tokenCache;\n * const map = new mapboxgl.Map({\n *     container: 'map',\n *     style: 'mapbox://styles/mapbox/standard',\n *     transformRequest: async (url, resourceType, {signal}) => {\n *         if (!tokenCache || Date.now() > new Date(tokenCache.expires).getTime()) {\n *             const response = await fetch('https://example.com/token', {signal});\n *             tokenCache = await response.json(); // {token, expires}\n *         }\n *         return {url, headers: {Authorization: `Bearer ${tokenCache.token}`}};\n *     }\n * });\n *\n * @see {@link RequestParameters}\n * @see {@link ResourceType}\n * @see {@link Map}\n */\nexport type RequestTransformFunction = (url: string, resourceType?: ResourceType, options?: {signal?: AbortSignal}) => RequestParameters | Promise<RequestParameters>;\n\nexport type ResponseCallback<T> = (\n    error?: Error | DOMException | AJAXError | null,\n    data?: T | null,\n    headers?: Headers\n) => void;\n\ntype RequestResponse<T> = {data: T; headers: Headers};\n\nexport class AJAXError extends Error {\n    url: string;\n    status: number;\n    statusText: string;\n\n    constructor(statusText: string, status: number, url: string) {\n        super();\n        this.url = url;\n        this.statusText = statusText;\n        this.status = status;\n    }\n\n    override get message(): string {\n        return this.status === 401 && isMapboxHTTPURL(this.url) ?\n            `${this.statusText}: you may have provided an invalid Mapbox access token. See https://docs.mapbox.com/api/guides/#access-tokens-and-token-scopes` :\n            this.statusText;\n    }\n\n    override toString(): string {\n        return `${this.name}: ${this.message} (${this.status}): ${this.url}`;\n    }\n}\n\nexport function isHttpNotFound(err: Error | AJAXError): boolean {\n    return typeof err === 'object' && err !== null && 'status' in err && err.status === 404;\n}\n\n// Ensure that we're sending the correct referrer from blob URL worker bundles.\n// For files loaded from the local file system, `location.origin` will be set\n// to the string(!) \"null\" (Firefox), or \"file://\" (Chrome, Safari, Edge, IE),\n// and we will set an empty referrer. Otherwise, we're using the document's URL.\nexport const getReferrer: () => string = isWorker() ?\n    () => (self as typeof self & {worker: {referrer: string}}).worker.referrer :\n    () => (location.protocol === 'blob:' ? parent : self).location.href;\n\nconst PROTOCOL_RE = /^\\w+:/;\nconst NEWLINE_RE = /[\\r\\n]+/;\n\n// Determines whether a URL is a file:// URL. This is obviously the case if it begins\n// with file://. Relative URLs are also file:// URLs iff the original document was loaded\n// via a file:// URL.\nconst isFileURL = (url: string) => url.startsWith('file:') || (getReferrer().startsWith('file:') && !PROTOCOL_RE.test(url));\n\nasync function readResponse<T>(requestParameters: RequestParameters, response: Response): Promise<RequestResponse<T>> {\n    let data: T;\n    if (requestParameters.type === 'arrayBuffer') {\n        data = await response.arrayBuffer() as unknown as T;\n    } else if (requestParameters.type === 'json') {\n        data = await response.json() as T;\n    } else {\n        data = await response.text() as unknown as T;\n    }\n\n    return {data, headers: response.headers};\n}\n\nasync function makeFetchRequest<T>(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<T>> {\n    const request = new Request(requestParameters.url, {\n        method: requestParameters.method || 'GET',\n        body: requestParameters.body,\n        credentials: requestParameters.credentials,\n        headers: requestParameters.headers,\n        referrer: getReferrer(),\n        referrerPolicy: requestParameters.referrerPolicy,\n        signal\n    });\n\n    const cacheIgnoringSearch = hasCacheDefeatingSku(request.url);\n\n    if (requestParameters.type === 'json') {\n        request.headers.set('Accept', 'application/json');\n    }\n\n    if (cacheIgnoringSearch) {\n        let cached: {response: Response; fresh: boolean} | null = null;\n        try {\n            cached = await cacheGet(request);\n        } catch (err) {\n            // HTTP pages in Edge trigger a security error that can be ignored.\n            if ((err as Error).message !== 'SecurityError') warnOnce((err as Error).toString());\n        }\n        if (cached && cached.fresh) {\n            if (signal) signal.throwIfAborted();\n            return readResponse<T>(requestParameters, cached.response);\n        }\n    }\n\n    const requestTime = Date.now();\n    let fetched: Response;\n    try {\n        fetched = await fetch(request);\n    } catch (err) {\n        // Preserve abort as-is so callers can filter it; for genuine network failures keep\n        // the request URL in the message, matching the pre-Promise diagnostics.\n        if ((err as Error).name === 'AbortError') throw err;\n        throw new Error(`${(err as Error).message} ${requestParameters.url}`, {cause: err});\n    }\n\n    if (signal) signal.throwIfAborted();\n    if (!fetched.ok) throw new AJAXError(fetched.statusText, fetched.status, requestParameters.url);\n\n    // Clone before reading the body; cache the clone after the read completes. Aborting\n    // mid-read can crash the cache insertion in Firefox, so the write must follow the full\n    // read. Fire-and-forget: it must not block handing data to the renderer.\n    const clonedResponse = cacheIgnoringSearch ? fetched.clone() : null;\n    const result = await readResponse<T>(requestParameters, fetched);\n    if (clonedResponse) {\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        cachePut(request, clonedResponse, requestTime);\n    }\n    return result;\n}\n\nasync function makeXMLHttpRequest<T>(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<T>> {\n    return new Promise<RequestResponse<T>>((resolve, reject) => {\n        const xhr: XMLHttpRequest = new XMLHttpRequest();\n\n        const onAbort = () => {\n            signal.removeEventListener('abort', onAbort);\n            xhr.abort();\n            reject(signal.reason as Error);\n        };\n\n        if (signal) {\n            signal.addEventListener('abort', onAbort);\n        }\n\n        xhr.open(requestParameters.method || 'GET', requestParameters.url, true);\n        if (requestParameters.type === 'arrayBuffer') {\n            xhr.responseType = 'arraybuffer';\n        }\n        for (const k in requestParameters.headers) {\n            xhr.setRequestHeader(k, requestParameters.headers[k]);\n        }\n        if (requestParameters.type === 'json') {\n            xhr.responseType = 'text';\n            xhr.setRequestHeader('Accept', 'application/json');\n        }\n        xhr.withCredentials = requestParameters.credentials === 'include';\n\n        xhr.onerror = () => {\n            if (signal) signal.removeEventListener('abort', onAbort);\n            reject(new Error(xhr.statusText));\n        };\n\n        xhr.onload = () => {\n            if (signal) signal.removeEventListener('abort', onAbort);\n            if (((xhr.status >= 200 && xhr.status < 300) || xhr.status === 0) && xhr.response !== null) {\n                let data: unknown = xhr.response;\n                if (requestParameters.type === 'json') {\n                    // We're manually parsing JSON here to get better error messages.\n                    try {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                        data = JSON.parse(xhr.response);\n                    } catch (err) {\n                        // eslint-disable-next-line @typescript-eslint/no-unnecessary-type-assertion\n                        reject(err as Error);\n                        return;\n                    }\n                }\n                const headers = new Headers();\n                xhr.getAllResponseHeaders().trim().split(NEWLINE_RE).forEach(line => {\n                    const parts = line.split(': ');\n                    const key = parts.shift();\n                    const value = parts.join(': ');\n                    if (key) headers.set(key, value);\n                });\n                resolve({data: data as T, headers});\n            } else {\n                reject(new AJAXError(xhr.statusText, xhr.status, requestParameters.url));\n            }\n        };\n\n        xhr.send(requestParameters.body);\n    });\n}\n\nasync function makeRequest<T>(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<T>> {\n    if (signal) signal.throwIfAborted();\n\n    if (isFileURL(requestParameters.url)) {\n        return makeXMLHttpRequest<T>(requestParameters, signal);\n    }\n\n    return makeFetchRequest<T>(requestParameters, signal);\n}\n\nexport async function getJSON<T = unknown>(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<T>> {\n    return makeRequest<T>(Object.assign(requestParameters, {type: 'json'}), signal);\n}\n\nexport async function getArrayBuffer(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<ArrayBuffer>> {\n    return makeRequest<ArrayBuffer>(Object.assign(requestParameters, {type: 'arrayBuffer'}), signal);\n}\n\nexport async function postData(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<string>> {\n    return makeRequest<string>(Object.assign(requestParameters, {method: 'POST'}), signal);\n}\n\nexport async function getData(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<string>> {\n    return makeRequest<string>(Object.assign(requestParameters, {method: 'GET'}), signal);\n}\n\nfunction sameOrigin(url: string) {\n    const a: HTMLAnchorElement = document.createElement('a');\n    a.href = url;\n    return a.protocol === location.protocol && a.host === location.host;\n}\n\n// Limit concurrent image loads to help with raster sources performance on big screens.\n// See https://github.com/mapbox/mapbox-gl-js/issues/1470.\nlet imageRequestQueue: Array<() => void>;\nlet activeImageRequests: number;\nexport const resetImageRequestQueue = () => {\n    imageRequestQueue = [];\n    activeImageRequests = 0;\n};\nresetImageRequestQueue();\n\nfunction acquireImageRequest(signal?: AbortSignal): Promise<() => void> {\n    return new Promise((resolve, reject) => {\n        if (signal && signal.aborted) {\n            reject(signal.reason as Error);\n            return;\n        }\n\n        const release = () => {\n            assert(activeImageRequests > 0);\n            const next = imageRequestQueue.shift();\n            if (next) {\n                next();\n            } else {\n                activeImageRequests--;\n            }\n        };\n\n        if (activeImageRequests < config.MAX_PARALLEL_IMAGE_REQUESTS) {\n            activeImageRequests++;\n            resolve(release);\n            return;\n        }\n\n        const dequeue = () => {\n            if (signal) signal.removeEventListener('abort', cancel);\n            resolve(release);\n        };\n\n        const cancel = () => {\n            const index = imageRequestQueue.indexOf(dequeue);\n            if (index !== -1) imageRequestQueue.splice(index, 1);\n            reject(signal.reason as Error);\n        };\n\n        if (signal) signal.addEventListener('abort', cancel);\n        imageRequestQueue.push(dequeue);\n    });\n}\n\nexport async function getImage(requestParameters: RequestParameters, signal?: AbortSignal): Promise<RequestResponse<ImageBitmap>> {\n    if (!requestParameters.headers) {\n        requestParameters.headers = {};\n    }\n    requestParameters.headers['accept'] = 'image/webp,*/*';\n\n    const release = await acquireImageRequest(signal);\n    try {\n        // fetch the image as an ArrayBuffer rather than via an <img> element so it shares the HTTP cache\n        const {data, headers} = await getArrayBuffer(requestParameters, signal);\n        let bitmap: ImageBitmap;\n        try {\n            bitmap = await createImageBitmap(new Blob([new Uint8Array(data)], {type: 'image/png'}));\n        } catch (e) {\n            throw new Error(`Could not load image because of ${(e as Error).message}. Please make sure to use a supported image type such as PNG or JPEG. Note that SVGs are not supported.`, {cause: e});\n        }\n        // A late-resolving body must not deliver after abort, or it resurrects torn-down ImageSource state.\n        if (signal) signal.throwIfAborted();\n        return {data: bitmap, headers};\n    } finally {\n        release();\n    }\n}\n\nexport async function getVideo(urls: Array<string>): Promise<HTMLVideoElement> {\n    const video: HTMLVideoElement = document.createElement('video');\n    video.muted = true;\n    for (const url of urls) {\n        const s: HTMLSourceElement = document.createElement('source');\n        if (!sameOrigin(url)) {\n            video.crossOrigin = 'Anonymous';\n        }\n        s.src = url;\n        video.appendChild(s);\n    }\n\n    await new Promise<void>((resolve, reject) => {\n        video.onloadstart = () => resolve();\n        video.onerror = () => reject(new Error(`Could not load video: ${urls.join(', ')}`));\n    });\n\n    return video;\n}\n","/***** START WARNING REMOVAL OR MODIFICATION OF THE\n* FOLLOWING CODE VIOLATES THE MAPBOX TERMS OF SERVICE  ******\n* The following code is used to access Mapbox's APIs. Removal or modification\n* of this code can result in higher fees and/or\n* termination of your account with Mapbox.\n*\n* Under the Mapbox Terms of Service, you may not use this code to access Mapbox\n* Mapping APIs other than through Mapbox SDKs.\n*\n* The Mapping APIs documentation is available at https://docs.mapbox.com/api/maps/#maps\n* and the Mapbox Terms of Service are available at https://www.mapbox.com/tos/\n******************************************************************************/\n\ntype SkuTokenObject = {\n    token: string;\n    tokenExpiresAt: number;\n};\n\nconst SKU_ID = '01';\n\nfunction createSkuToken(): SkuTokenObject {\n    // SKU_ID and TOKEN_VERSION are specified by an internal schema and should not change\n    const TOKEN_VERSION = '1';\n    const base62chars = '0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ';\n    // sessionRandomizer is a randomized 10-digit base-62 number\n    let sessionRandomizer = '';\n    for (let i = 0; i < 10; i++) {\n        sessionRandomizer += base62chars[Math.floor(Math.random() * 62)];\n    }\n    const expiration = 12 * 60 * 60 * 1000; // 12 hours\n    const token = [TOKEN_VERSION, SKU_ID, sessionRandomizer].join('');\n    const tokenExpiresAt = Date.now() + expiration;\n\n    return {token, tokenExpiresAt};\n}\n\nexport {createSkuToken, SKU_ID};\n\n/***** END WARNING - REMOVAL OR MODIFICATION OF THE\nPRECEDING CODE VIOLATES THE MAPBOX TERMS OF SERVICE  ******/\n","import {version as sdkVersion} from '../../package.json';\nimport {\n    isMapboxHTTPFontsURL,\n    isMapboxHTTPTileJSONURL,\n    isMapboxHTTPSpriteURL,\n    isMapboxHTTPStyleURL,\n    isMapboxHTTPCDNURL\n} from './mapbox_url';\n\ntype Prop = {name: string; value: string};\ntype LivePerformanceMetrics = {\n    counters: Prop[];\n    metadata: Prop[];\n    attributes: Prop[];\n};\n\ntype ResourceTimers = Record<string, Array<PerformanceResourceTiming>>;\n\ntype NavigatorWithConnection = Navigator & {\n    connection?: {effectiveType?: string};\n    mozConnection?: {effectiveType?: string};\n    webkitConnection?: {effectiveType?: string};\n};\n\nexport type LivePerformanceData = {\n    interactionRange: [number, number];\n    visibilityHidden: number;\n    width: number;\n    height: number;\n    terrainEnabled: boolean;\n    fogEnabled: boolean;\n    projection: string;\n    zoom: number;\n    renderer: string | null | undefined;\n    vendor: string | null | undefined;\n};\n\nexport const LivePerformanceMarkers = {\n    create: 'create',\n    load: 'load',\n    fullLoad: 'fullLoad'\n} as const;\n\nexport const LivePerformanceUtils = {\n    mark(marker: typeof LivePerformanceMarkers[keyof typeof LivePerformanceMarkers]) {\n        performance.mark(marker);\n    },\n    measure(name: string, begin?: string, end?: string) {\n        performance.measure(name, begin, end);\n    }\n} as const;\n\nfunction categorize(arr: Array<PerformanceResourceTiming>, fn: (entry: PerformanceResourceTiming) => string): ResourceTimers {\n    const obj: ResourceTimers = {};\n    if (arr) {\n        for (const item of arr) {\n            const category = fn(item);\n            if (obj[category] === undefined) {\n                obj[category] = [];\n            }\n            obj[category].push(item);\n        }\n    }\n    return obj;\n}\n\nfunction getCountersPerResourceType(resourceTimers: ResourceTimers): Record<string, number> {\n    const obj: Record<string, number> = {};\n    if (resourceTimers) {\n        for (const category in resourceTimers) {\n            if (category !== 'other') {\n                for (const timer of resourceTimers[category]!) {\n                    const min = `${category}ResolveRangeMin`;\n                    const max = `${category}ResolveRangeMax`;\n                    const reqCount = `${category}RequestCount`;\n                    const reqCachedCount = `${category}RequestCachedCount`;\n\n                    // Resource -TransferStart and -TransferEnd represent the wall time\n                    // between the start of a request to when the data is available\n                    obj[min] = Math.min(obj[min] || +Infinity, timer.startTime);\n                    obj[max] = Math.max(obj[max] || -Infinity, timer.responseEnd);\n\n                    const increment = (key: string) => {\n                        if (obj[key] === undefined) {\n                            obj[key] = 0;\n                        }\n                        ++obj[key];\n                    };\n\n                    const transferSizeSupported = timer.transferSize !== undefined;\n                    if (transferSizeSupported) {\n                        const resourceFetchedFromCache = (timer.transferSize === 0);\n                        if (resourceFetchedFromCache) {\n                            increment(reqCachedCount);\n                        }\n                    }\n                    increment(reqCount);\n                }\n            }\n        }\n    }\n    return obj;\n}\n\nfunction getResourceCategory(entry: PerformanceResourceTiming): string {\n    const url = entry.name.split('?')[0]!;\n\n    if (isMapboxHTTPCDNURL(url) && url.includes('mapbox-gl.js')) return 'javascript';\n    if (isMapboxHTTPCDNURL(url) && url.includes('mapbox-gl.css')) return 'css';\n    if (isMapboxHTTPFontsURL(url)) return 'fontRange';\n    if (isMapboxHTTPSpriteURL(url)) return 'sprite';\n    if (isMapboxHTTPStyleURL(url)) return 'style';\n    if (isMapboxHTTPTileJSONURL(url)) return 'tilejson';\n\n    return 'other';\n}\n\nfunction getStyle(resourceTimers: Array<PerformanceResourceTiming>): string | null | undefined {\n    if (resourceTimers) {\n        for (const timer of resourceTimers) {\n            const url = timer.name.split('?')[0]!;\n            if (isMapboxHTTPStyleURL(url)) {\n                const split = url.split('/').slice(-2);\n                if (split.length === 2) {\n                    return `mapbox://styles/${split[0]!}/${split[1]!}`;\n                }\n            }\n        }\n    }\n}\n\nexport function getLivePerformanceMetrics(data: LivePerformanceData): LivePerformanceMetrics {\n    const resourceTimers = (performance.getEntriesByType('resource') as Array<PerformanceResourceTiming>);\n    const markerTimers = performance.getEntriesByType('mark');\n    const resourcesByType = categorize(resourceTimers, getResourceCategory);\n    const counters = getCountersPerResourceType(resourcesByType);\n    const devicePixelRatio = window.devicePixelRatio;\n    const connection = (navigator as NavigatorWithConnection).connection || (navigator as NavigatorWithConnection).mozConnection || (navigator as NavigatorWithConnection).webkitConnection;\n    const effectiveType = connection ? connection.effectiveType : undefined;\n    const metrics: LivePerformanceMetrics = {counters: [], metadata: [], attributes: []};\n\n    // Please read carefully before adding or modifying the following metrics:\n    // https://github.com/mapbox/gl-js-team/blob/main/docs/live_performance_metrics.md\n    const addMetric = (arr: Array<{name: string; value: string}>, name: string, value?: number | string | null) => {\n        if (value !== undefined && value !== null) {\n            arr.push({name, value: value.toString()});\n        }\n    };\n\n    for (const counter in counters) {\n        addMetric(metrics.counters, counter, counters[counter]);\n    }\n    if (data.interactionRange[0] !== +Infinity && data.interactionRange[1] !== -Infinity) {\n        addMetric(metrics.counters, \"interactionRangeMin\", data.interactionRange[0]);\n        addMetric(metrics.counters, \"interactionRangeMax\", data.interactionRange[1]);\n    }\n    if (markerTimers) {\n        for (const markerName of Object.values(LivePerformanceMarkers)) {\n            const markerTimer = markerTimers.find((entry) => entry.name === markerName);\n            if (markerTimer) {\n                addMetric(metrics.counters, markerName, markerTimer.startTime);\n            }\n        }\n    }\n    addMetric(metrics.counters, \"visibilityHidden\", data.visibilityHidden);\n\n    addMetric(metrics.attributes, \"style\", getStyle(resourceTimers));\n    addMetric(metrics.attributes, \"terrainEnabled\", data.terrainEnabled ? \"true\" : \"false\");\n    addMetric(metrics.attributes, \"fogEnabled\", data.fogEnabled ? \"true\" : \"false\");\n    addMetric(metrics.attributes, \"projection\", data.projection);\n    addMetric(metrics.attributes, \"zoom\", data.zoom);\n\n    addMetric(metrics.metadata, \"devicePixelRatio\", devicePixelRatio);\n    addMetric(metrics.metadata, \"connectionEffectiveType\", effectiveType);\n    addMetric(metrics.metadata, \"navigatorUserAgent\", navigator.userAgent);\n    addMetric(metrics.metadata, \"screenWidth\", window.screen.width);\n    addMetric(metrics.metadata, \"screenHeight\", window.screen.height);\n    addMetric(metrics.metadata, \"windowWidth\", window.innerWidth);\n    addMetric(metrics.metadata, \"windowHeight\", window.innerHeight);\n    addMetric(metrics.metadata, \"mapWidth\", data.width / devicePixelRatio);\n    addMetric(metrics.metadata, \"mapHeight\", data.height / devicePixelRatio);\n    addMetric(metrics.metadata, \"webglRenderer\", data.renderer);\n    addMetric(metrics.metadata, \"webglVendor\", data.vendor);\n    addMetric(metrics.metadata, \"sdkVersion\", sdkVersion);\n    addMetric(metrics.metadata, \"sdkIdentifier\", \"mapbox-gl-js\");\n\n    return metrics;\n}\n","/***** START WARNING REMOVAL OR MODIFICATION OF THE\n* FOLLOWING CODE VIOLATES THE MAPBOX TERMS OF SERVICE  ******\n* The following code is used to access Mapbox's APIs. Removal or modification\n* of this code can result in higher fees and/or\n* termination of your account with Mapbox.\n*\n* Under the Mapbox Terms of Service, you may not use this code to access Mapbox\n* Mapping APIs other than through Mapbox SDKs.\n*\n* The Mapping APIs documentation is available at https://docs.mapbox.com/api/maps/#maps\n* and the Mapbox Terms of Service are available at https://www.mapbox.com/tos/\n******************************************************************************/\n\nimport assert from '../style-spec/util/assert';\nimport config from './config';\nimport {isMapboxHTTPURL, isMapboxURL} from './mapbox_url';\nimport {createSkuToken, SKU_ID} from './sku_token';\nimport {version as sdkVersion} from '../../package.json';\nimport {uuid, validateUuid, storageAvailable, b64DecodeUnicode, b64EncodeUnicode, warnOnce} from './util';\nimport {postData, getData} from './ajax';\nimport {getLivePerformanceMetrics} from '../util/live_performance';\n\nimport type {ResourceType, RequestParameters, RequestTransformFunction} from './ajax';\nimport type {LivePerformanceData} from '../util/live_performance';\nimport type {TileJSON} from '../types/tilejson';\nimport type {Map as MapboxMap} from \"../ui/map\";\n\n// eslint-disable-next-line import-x/extensions -- Rollup resolves .d.ts by the \".d\" part; renaming would break resolution\nimport '../types/import-meta.d';\n\nconst IMAGE_EXTENSION_RE = /(\\.(png|jpg)\\d*)(?=$)/;\nconst TILE_V4_PREFIX_RE = /^.+\\/v4\\//;\nconst EXTENSION_RE = /\\.[\\w]+$/;\nconst TILE_PATH_RE = /^(\\/v4\\/|\\/(raster|rasterarrays)\\/v1\\/)/;\nconst ACCESS_TOKEN_PARAM_RE = /^access_token=(.*)$/;\n\ntype UrlObject = {\n    protocol: string;\n    authority: string;\n    path: string;\n    params: Array<string>;\n};\n\ntype EventCallback = (err?: Error | null) => void;\n\nexport const AUTH_ERR_MSG: string = 'NO_ACCESS_TOKEN';\n\nexport class RequestManager {\n    _skuToken!: string;\n    _skuTokenExpiresAt!: number;\n    _transformRequestFn: RequestTransformFunction | null | undefined;\n    _customAccessToken: string | null | undefined;\n    _silenceAuthErrors: boolean;\n\n    constructor(transformRequestFn?: RequestTransformFunction | null, customAccessToken?: string | null, silenceAuthErrors?: boolean | null) {\n        this._transformRequestFn = transformRequestFn;\n        this._customAccessToken = customAccessToken;\n        this._silenceAuthErrors = !!silenceAuthErrors;\n        this._createSkuToken();\n    }\n\n    _createSkuToken() {\n        const skuToken = createSkuToken();\n        this._skuToken = skuToken.token;\n        this._skuTokenExpiresAt = skuToken.tokenExpiresAt;\n    }\n\n    _isSkuTokenExpired(): boolean {\n        return Date.now() > this._skuTokenExpiresAt;\n    }\n\n    async transformRequest(url: string, type: ResourceType, abortSignal?: AbortSignal): Promise<RequestParameters> {\n        if (!this._transformRequestFn) return {url};\n        const options = abortSignal ? {signal: abortSignal} : {};\n        const params = await this._transformRequestFn(url, type, options);\n        return params || {url};\n    }\n\n    normalizeStyleURL(url: string, accessToken?: string): string {\n        if (!isMapboxURL(url)) return url;\n        const urlObject = parseUrl(url);\n        urlObject.params.push(`sdk=js-${sdkVersion}`);\n        urlObject.path = `/styles/v1${urlObject.path}`;\n        return this._makeAPIURL(urlObject, this._customAccessToken || accessToken);\n    }\n\n    normalizeGlyphsURL(url: string, accessToken?: string): string {\n        if (!isMapboxURL(url)) return url;\n        const urlObject = parseUrl(url);\n        urlObject.path = `/fonts/v1${urlObject.path}`;\n        return this._makeAPIURL(urlObject, this._customAccessToken || accessToken);\n    }\n\n    normalizeModelURL(url: string, accessToken?: string): string {\n        if (!isMapboxURL(url)) return url;\n        const urlObject = parseUrl(url);\n        urlObject.path = `/models/v1${urlObject.path}`;\n        return this._makeAPIURL(urlObject, this._customAccessToken || accessToken);\n    }\n\n    normalizeSourceURL(\n        url: string,\n        accessToken?: string | null,\n        language?: string | null,\n        worldview?: string | null,\n    ): string {\n        if (!isMapboxURL(url)) return url;\n        const urlObject = parseUrl(url);\n        urlObject.path = `/v4/${urlObject.authority}.json`;\n        // TileJSON requests need a secure flag appended to their URLs so\n        // that the server knows to send SSL-ified resource references.\n        urlObject.params.push('secure');\n        if (language) {\n            urlObject.params.push(`language=${language}`);\n        }\n        if (worldview) {\n            urlObject.params.push(`worldview=${worldview}`);\n        }\n\n        return this._makeAPIURL(urlObject, this._customAccessToken || accessToken);\n    }\n\n    normalizeIconsetURL(url: string, accessToken?: string): string {\n        const urlObject = parseUrl(url);\n        if (!isMapboxURL(url)) {\n            return formatUrl(urlObject);\n        }\n        urlObject.path = `/styles/v1${urlObject.path}/iconset.pbf`;\n        return this._makeAPIURL(urlObject, this._customAccessToken || accessToken);\n    }\n\n    normalizeSpriteURL(url: string, format: string, extension: string, accessToken?: string): string {\n        const urlObject = parseUrl(url);\n        if (!isMapboxURL(url)) {\n            urlObject.path += `${format}${extension}`;\n            return formatUrl(urlObject);\n        }\n        urlObject.path = `/styles/v1${urlObject.path}/sprite${format}${extension}`;\n        return this._makeAPIURL(urlObject, this._customAccessToken || accessToken);\n    }\n\n    normalizeTileURL(tileURL: string, use2x?: boolean, rasterTileSize?: number): string {\n        if (this._isSkuTokenExpired()) {\n            this._createSkuToken();\n        }\n        if (tileURL && !isMapboxURL(tileURL)) return tileURL;\n\n        const urlObject = parseUrl(tileURL);\n        // WebP is supported in all browsers that can run GL JS (which requires WebGL2)\n        const extension = '.webp';\n\n        // The v4 mapbox tile API supports 512x512 image tiles but they must be requested as '@2x' tiles.\n        const use2xAs512 = rasterTileSize && urlObject.authority !== 'raster' && rasterTileSize === 512;\n\n        const suffix = use2x || use2xAs512 ? '@2x' : '';\n        urlObject.path = urlObject.path.replace(IMAGE_EXTENSION_RE, `${suffix}${extension}`);\n\n        if (urlObject.authority === 'raster') {\n            urlObject.path = `/${config.RASTER_URL_PREFIX}${urlObject.path}`;\n        } else if (urlObject.authority === 'rasterarrays') {\n            urlObject.path = `/${config.RASTERARRAYS_URL_PREFIX}${urlObject.path}`;\n        } else if (urlObject.authority === '3dtiles') {\n            urlObject.path = `/${config.TILES3D_URL_PREFIX}${urlObject.path}`;\n        } else {\n            urlObject.path = urlObject.path.replace(TILE_V4_PREFIX_RE, '/');\n            urlObject.path = `/${config.TILE_URL_VERSION}${urlObject.path}`;\n        }\n\n        const accessToken = this._customAccessToken || getAccessToken(urlObject.params) || config.ACCESS_TOKEN;\n        if (config.REQUIRE_ACCESS_TOKEN && accessToken && this._skuToken) {\n            urlObject.params.push(`sku=${this._skuToken}`);\n        }\n\n        return this._makeAPIURL(urlObject, accessToken);\n    }\n\n    canonicalizeTileURL(url: string, removeAccessToken: boolean): string {\n        const urlObject = parseUrl(url);\n        // Make sure that we are dealing with a valid Mapbox tile URL.\n        // Has to begin with /v4/, /raster/v1 or /rasterarrays/v1 with a valid filename + extension\n        if (!TILE_PATH_RE.test(urlObject.path) || !EXTENSION_RE.test(urlObject.path)) {\n            // Not a proper Mapbox tile URL.\n            return url;\n        }\n        // Reassemble the canonical URL from the parts we've parsed before.\n        let result = \"mapbox://\";\n        if (urlObject.path.startsWith('/raster/v1/')) {\n            // If the tile url has /raster/v1/, make the final URL mapbox://raster/....\n            const rasterPrefix = `/${config.RASTER_URL_PREFIX}/`;\n            result += `raster/${urlObject.path.replace(rasterPrefix, '')}`;\n        } else if (urlObject.path.startsWith('/rasterarrays/v1/')) {\n            // If the tile url has /rasterarrays/v1/, make the final URL mapbox://rasterarrays/....\n            const rasterPrefix = `/${config.RASTERARRAYS_URL_PREFIX}/`;\n            result += `rasterarrays/${urlObject.path.replace(rasterPrefix, '')}`;\n        } else {\n            const tilesPrefix = `/${config.TILE_URL_VERSION}/`;\n            result += `tiles/${urlObject.path.replace(tilesPrefix, '')}`;\n        }\n\n        // Append the query string, minus the access token parameter.\n        let params = urlObject.params;\n        if (removeAccessToken) {\n            params = params.filter(p => !p.match(ACCESS_TOKEN_PARAM_RE));\n        }\n        if (params.length) result += `?${params.join('&')}`;\n        return result;\n    }\n\n    canonicalizeTileset(tileJSON: TileJSON, sourceURL?: string): Array<string> {\n        const removeAccessToken = sourceURL ? isMapboxURL(sourceURL) : false;\n        const canonical: string[] = [];\n        for (const url of tileJSON.tiles || []) {\n            if (isMapboxHTTPURL(url)) {\n                canonical.push(this.canonicalizeTileURL(url, removeAccessToken));\n            } else {\n                canonical.push(url);\n            }\n        }\n        return canonical;\n    }\n\n    _makeAPIURL(urlObject: UrlObject, accessToken?: string | null): string {\n        const help = 'See https://docs.mapbox.com/api/overview/#access-tokens-and-token-scopes';\n        const apiUrlObject = parseUrl(config.API_URL);\n        urlObject.protocol = apiUrlObject.protocol;\n        urlObject.authority = apiUrlObject.authority;\n\n        if (urlObject.protocol === 'http') {\n            const i = urlObject.params.indexOf('secure');\n            if (i >= 0) urlObject.params.splice(i, 1);\n        }\n\n        if (apiUrlObject.path !== '/') {\n            urlObject.path = `${apiUrlObject.path}${urlObject.path}`;\n        }\n\n        if (!config.REQUIRE_ACCESS_TOKEN) return formatUrl(urlObject);\n\n        accessToken = accessToken || config.ACCESS_TOKEN;\n        if (!this._silenceAuthErrors) {\n            if (!accessToken)\n                throw new Error(`An API access token is required to use Mapbox GL. ${help}`);\n            if (accessToken[0] === 's')\n                throw new Error(`Use a public access token (pk.*) with Mapbox GL, not a secret access token (sk.*). ${help}`);\n        }\n\n        urlObject.params = urlObject.params.filter((d) => !d.includes('access_token'));\n        urlObject.params.push(`access_token=${accessToken || ''}`);\n        return formatUrl(urlObject);\n    }\n}\n\nfunction getAccessToken(params: Array<string>): string | null {\n    for (const param of params) {\n        const match = param.match(ACCESS_TOKEN_PARAM_RE);\n        if (match) {\n            return match[1];\n        }\n    }\n    return null;\n}\n\nconst urlRe = /^(\\w+):\\/\\/([^/?]*)(\\/[^?]+)?\\??(.+)?/;\n\nfunction parseUrl(url: string): UrlObject {\n    const parts = url.match(urlRe);\n    if (!parts) {\n        throw new Error('Unable to parse URL object');\n    }\n    return {\n        protocol: parts[1],\n        authority: parts[2],\n        path: parts[3] || '/',\n        params: parts[4] ? parts[4].split('&') : []\n    };\n}\n\nfunction formatUrl(obj: UrlObject): string {\n    const params = obj.params.length ? `?${obj.params.join('&')}` : '';\n    return `${obj.protocol}://${obj.authority}${obj.path}${params}`;\n}\n\nconst telemEventKey = 'mapbox.eventData';\n\nexport function parseAccessToken(accessToken?: string | null): {u?: string; atlas?: number} | null {\n    if (!accessToken) {\n        return null;\n    }\n\n    const parts = accessToken.split('.');\n    if (!parts || parts.length !== 3) {\n        return null;\n    }\n\n    try {\n        const jsonData = JSON.parse(b64DecodeUnicode(parts[1])) as {u?: string; atlas?: number};\n        return jsonData;\n    } catch (e) {\n        return null;\n    }\n}\n\n/**\n * Telemetry is disabled when no events endpoint is configured (the events\n * endpoint is only available for standard Mapbox API hosts, so self-hosted\n * deployments that set a custom base API URL will have no endpoint) or when\n * no access token is available.\n * @private\n */\nfunction isTelemetryEnabled(customAccessToken?: string | null): boolean {\n    if (!config.EVENTS_URL) return false;\n\n    const token = customAccessToken || config.ACCESS_TOKEN;\n    if (!token) return false;\n\n    return true;\n}\n\nlet sdkInfo: string | undefined;\n\nconst SDK_INFO_RE = /^[\\w.+-]+(\\/[\\w.+-]+)?$/;\n\nconst EVENT_SCHEMA_VERSION = '2.2';\n\n/**\n * Internal API used by Mapbox wrapper SDKs (e.g. the Flutter or React Native bridges) to\n * self-identify in telemetry. Not part of the public API and subject to change. Pass a\n * `Name/version` string (e.g. `'FlutterPlugin/3.0.0'`); call once at startup before any maps\n * are created, as events from earlier maps won't carry it.\n *\n * @private\n */\nexport function setSdkInfo(info: string) {\n    if (typeof info !== 'string' || info.length > 64 || !SDK_INFO_RE.test(info)) {\n        warnOnce(`Invalid SDK info \"${info}\"; expected a \"Name/version\" string. Ignoring.`);\n        return;\n    }\n    sdkInfo = info;\n}\n\n// Whether the running bundle was served from the Mapbox CDN (vs. self-hosted or bundled into\n// the consumer's app), reported as the `bundleDistribution` telemetry field. The entry files\n// (index.ts / index.esm.ts) inspect their own script URL locally and pass only the resulting\n// enum here at import time — no URL is ever retained or transmitted.\nlet bundleDistribution: 'cdn' | 'other' = 'other';\n\nexport function setBundleDistribution(distribution: 'cdn' | 'other') {\n    bundleDistribution = distribution;\n}\n\ntype TelemetryEventType = 'appUserTurnstile' | 'map.load' | 'map.auth' | 'gljs.performance' | 'style.load' | 'metrics';\n\ntype QueueItem = {\n    id?: number;\n    timestamp: number;\n    performanceData?: LivePerformanceData;\n    payload?: StyleLoadEventPayload | MetricsEventPayload;\n    customAccessToken?: string | null;\n};\n\nexport class TelemetryEvent {\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    eventData: any;\n    anonId: string | null | undefined;\n    anonIdTimestamp: number | null | undefined;\n    queue: Array<QueueItem>;\n    type: TelemetryEventType;\n    pendingRequest: boolean;\n    _customAccessToken: string | null | undefined;\n\n    constructor(type: TelemetryEventType) {\n        this.type = type;\n        this.anonId = null;\n        this.anonIdTimestamp = null;\n        this.eventData = {};\n        this.queue = [];\n        this.pendingRequest = false;\n    }\n\n    getStorageKey(domain?: string | null): string {\n        const tokenData = parseAccessToken(config.ACCESS_TOKEN);\n        let u = '';\n        if (tokenData && tokenData['u']) {\n            u = b64EncodeUnicode(tokenData['u']);\n        } else {\n            u = config.ACCESS_TOKEN || '';\n        }\n        return domain ?\n            `${telemEventKey}.${domain}:${u}` :\n            `${telemEventKey}:${u}`;\n    }\n\n    fetchEventData() {\n        const isLocalStorageAvailable = storageAvailable('localStorage');\n        const storageKey = this.getStorageKey();\n        const uuidKey = this.getStorageKey('uuid');\n        const uuidTimestampKey = this.getStorageKey('uuidTimestamp');\n\n        if (isLocalStorageAvailable) {\n            //Retrieve cached data\n            try {\n                const data = localStorage.getItem(storageKey);\n                if (data) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                    this.eventData = JSON.parse(data);\n                }\n\n                const currentUuid = localStorage.getItem(uuidKey);\n                if (currentUuid) {\n                    this.anonId = currentUuid;\n                }\n\n                const uuidTimestamp = localStorage.getItem(uuidTimestampKey);\n                if (uuidTimestamp) {\n                    this.anonIdTimestamp = Number(uuidTimestamp);\n                }\n\n                // Refresh the uuid after 24 hours\n                const twentyFourHoursAgo = Date.now() - 24 * 60 * 60 * 1000;\n                if (!this.anonIdTimestamp || this.anonIdTimestamp < twentyFourHoursAgo) {\n                    this.refreshUUID();\n                }\n            } catch (e) {\n                warnOnce('Unable to read from LocalStorage');\n            }\n        }\n    }\n\n    refreshUUID() {\n        this.anonId = uuid();\n        this.anonIdTimestamp = Date.now();\n    }\n\n    saveEventData() {\n        const isLocalStorageAvailable = storageAvailable('localStorage');\n        const storageKey =  this.getStorageKey();\n        const uuidKey = this.getStorageKey('uuid');\n        const uuidTimestampKey = this.getStorageKey('uuidTimestamp');\n        const anonId = this.anonId;\n        const anonIdTimestamp = this.anonIdTimestamp;\n        if (isLocalStorageAvailable && anonId) {\n            try {\n                localStorage.setItem(uuidKey, anonId);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                if (Object.keys(this.eventData).length >= 1) {\n                    localStorage.setItem(storageKey, JSON.stringify(this.eventData));\n                }\n\n                if (anonIdTimestamp) {\n                    localStorage.setItem(uuidTimestampKey, anonIdTimestamp.toString());\n                }\n            } catch (e) {\n                warnOnce('Unable to write to LocalStorage');\n            }\n        }\n\n    }\n\n    processRequests() {}\n\n    /*\n    * If any event data should be persisted after the POST request, the callback should modify eventData`\n    * to the values that should be saved. For this reason, the callback should be invoked prior to the call\n    * to TelemetryEvent#saveData\n    */\n    postEvent(timestamp: number, additionalPayload: Record<string, unknown>, callback: EventCallback, customAccessToken?: string | null) {\n        if (!config.EVENTS_URL) return;\n        const eventsUrlObject: UrlObject = parseUrl(config.EVENTS_URL);\n        eventsUrlObject.params.push(`access_token=${customAccessToken || config.ACCESS_TOKEN || ''}`);\n\n        const payload = {\n            event: this.type,\n            created: new Date(timestamp).toISOString()\n        };\n\n        const finalPayload = additionalPayload ? Object.assign(payload, additionalPayload) : payload;\n        const request: RequestParameters = {\n            url: formatUrl(eventsUrlObject),\n            headers: {\n                'Content-Type': 'text/plain' //Skip the pre-flight OPTIONS request\n            },\n            body: JSON.stringify([finalPayload])\n        };\n\n        this.pendingRequest = true;\n        postData(request)\n            .then(() => {\n                this.pendingRequest = false;\n                callback(null);\n                this.saveEventData();\n                this.processRequests();\n            })\n            .catch((err: Error) => {\n                this.pendingRequest = false;\n                callback(err);\n                this.saveEventData();\n                this.processRequests();\n            });\n    }\n\n    queueRequest(event: Omit<QueueItem, 'customAccessToken'>, customAccessToken?: string | null) {\n        this.queue.push({...event, customAccessToken});\n        this.processRequests();\n    }\n}\n\nexport class PerformanceEvent extends TelemetryEvent {\n    constructor() {\n        super('gljs.performance');\n    }\n\n    postPerformanceEvent(customAccessToken: string | null | undefined, performanceData: LivePerformanceData) {\n        if (!isTelemetryEnabled(customAccessToken)) return;\n        this.queueRequest({timestamp: Date.now(), performanceData}, customAccessToken);\n    }\n\n    override processRequests() {\n        if (this.pendingRequest || this.queue.length === 0) {\n            return;\n        }\n\n        const {timestamp, performanceData, customAccessToken} = this.queue.shift();\n\n        const additionalPayload = getLivePerformanceMetrics(performanceData);\n\n        // Server will only process string for these entries\n        for (const metadata of additionalPayload.metadata) {\n            assert(typeof metadata.value === 'string');\n        }\n        for (const counter of additionalPayload.counters) {\n            assert(typeof counter.value === 'string');\n        }\n        for (const attribute of additionalPayload.attributes) {\n            assert(typeof attribute.value === 'string');\n        }\n\n        this.postEvent(timestamp, additionalPayload, () => {}, customAccessToken);\n    }\n}\n\nexport class MapLoadEvent extends TelemetryEvent {\n    readonly success: {\n        [_: number]: boolean;\n    };\n    skuToken: string;\n    errorCb!: EventCallback;\n\n    constructor() {\n        super('map.load');\n        this.success = {};\n        this.skuToken = '';\n    }\n\n    postMapLoadEvent(mapId: number, skuToken: string, customAccessToken: string | null | undefined, callback: EventCallback) {\n        this.skuToken = skuToken;\n        this.errorCb = callback;\n\n        if (config.EVENTS_URL) {\n            if (customAccessToken || config.ACCESS_TOKEN) {\n                this.queueRequest({id: mapId, timestamp: Date.now()}, customAccessToken);\n            } else {\n                this.errorCb(new Error(AUTH_ERR_MSG));\n            }\n        }\n    }\n\n    override processRequests() {\n        if (this.pendingRequest || this.queue.length === 0) return;\n        const {id, timestamp, customAccessToken} = this.queue.shift();\n\n        // Only one load event should fire per map\n        if (id && this.success[id]) return;\n\n        if (!this.anonId || !this.anonIdTimestamp) {\n            this.fetchEventData();\n        }\n\n        if (!validateUuid(this.anonId)) {\n            this.refreshUUID();\n        }\n\n        const additionalPayload: Record<string, unknown> = {\n            version: EVENT_SCHEMA_VERSION,\n            sdkIdentifier: 'mapbox-gl-js',\n            sdkVersion,\n            skuId: SKU_ID,\n            skuToken: this.skuToken,\n            userId: this.anonId,\n            bundleFormat: import.meta.env.format || 'unknown',\n            bundleDistribution\n        };\n\n        if (sdkInfo) additionalPayload.sdkInfo = sdkInfo;\n\n        this.postEvent(timestamp, additionalPayload, (err) => {\n            if (err) {\n                this.errorCb(err);\n            } else {\n                if (id) this.success[id] = true;\n            }\n        }, customAccessToken);\n    }\n\n    remove() {\n        this.errorCb = null;\n    }\n}\n\ntype StyleLoadEventInput = {\n    map: MapboxMap;\n    style: string;\n    importedStyles: string[];\n};\n\ntype StyleLoadEventPayload = {\n    mapInstanceId: string;\n    eventId: number;\n    style: string;\n    importedStyles?: string[];\n};\n\nexport class StyleLoadEvent extends TelemetryEvent {\n    eventIdPerMapInstanceMap: Map<string, number>;\n    mapInstanceIdMap: WeakMap<MapboxMap, string>;\n\n    constructor() {\n        super('style.load');\n        this.eventIdPerMapInstanceMap = new Map();\n        this.mapInstanceIdMap = new WeakMap();\n    }\n\n    getMapInstanceId(map: MapboxMap): string {\n        let instanceId = this.mapInstanceIdMap.get(map);\n\n        if (!instanceId) {\n            instanceId = uuid();\n            this.mapInstanceIdMap.set(map, instanceId);\n        }\n\n        return instanceId;\n    }\n\n    getEventId(mapInstanceId: string): number {\n        const eventId = this.eventIdPerMapInstanceMap.get(mapInstanceId) || 0;\n        this.eventIdPerMapInstanceMap.set(mapInstanceId, eventId + 1);\n        return eventId;\n    }\n\n    postStyleLoadEvent(customAccessToken: string | null | undefined, input: StyleLoadEventInput) {\n        const {\n            map,\n            style,\n            importedStyles,\n        } = input;\n\n        if (!isTelemetryEnabled(customAccessToken)) return;\n\n        const mapInstanceId = this.getMapInstanceId(map);\n        const payload: StyleLoadEventPayload = {\n            mapInstanceId,\n            eventId: this.getEventId(mapInstanceId),\n            style,\n        };\n\n        if (importedStyles.length) {\n            payload.importedStyles = importedStyles;\n        }\n\n        this.queueRequest({\n            timestamp: Date.now(),\n            payload\n        }, customAccessToken);\n    }\n\n    override processRequests() {\n        if (this.pendingRequest || this.queue.length === 0) {\n            return;\n        }\n\n        const {timestamp, payload, customAccessToken} = this.queue.shift();\n\n        this.postEvent(timestamp, payload, () => {}, customAccessToken);\n    }\n}\n\ntype MetricsEventAttribute = {\n    name: string,\n    value?: string\n};\n\ntype MetricsEventCounter = {\n    name: string,\n    value?: number\n};\n\ntype MetricsEventPayload = {\n    attributes?: MetricsEventAttribute[],\n    counters?: MetricsEventCounter[]\n};\nclass MetricsEvent extends TelemetryEvent {\n    data!: MetricsEventPayload;\n    constructor(data?: MetricsEventPayload) {\n        super('metrics');\n        if (data) this.data = data;\n    }\n\n    postMetricsEvent(customAccessToken: string | null | undefined) {\n        if (!isTelemetryEnabled(customAccessToken)) return;\n\n        if (!this.anonId) {\n            this.fetchEventData();\n        }\n\n        if (!validateUuid(this.anonId)) {\n            this.refreshUUID();\n        }\n\n        const payload = {...this.data, sessionId: this.anonId} as MetricsEventPayload;\n\n        this.queueRequest({\n            timestamp: Date.now(),\n            payload\n        }, customAccessToken);\n    }\n\n    override processRequests() {\n        // Override processRequests to allow multiple events sent per map\n        if (this.pendingRequest || this.queue.length === 0) {\n            return;\n        }\n\n        const {timestamp, payload, customAccessToken} = this.queue.shift();\n\n        this.postEvent(timestamp, payload, () => {}, customAccessToken);\n    }\n}\n\nexport class MapSessionAPI extends TelemetryEvent {\n    readonly success: {\n        [_: number]: boolean;\n    };\n    skuToken: string;\n    errorCb!: EventCallback;\n\n    constructor() {\n        super('map.auth');\n        this.success = {};\n        this.skuToken = '';\n    }\n\n    getSession(timestamp: number, token: string, callback: EventCallback, customAccessToken?: string | null) {\n        if (!config.API_URL || !config.SESSION_PATH) return;\n        const authUrlObject: UrlObject = parseUrl(config.API_URL + config.SESSION_PATH);\n        authUrlObject.params.push(`sku=${token || ''}`);\n        authUrlObject.params.push(`access_token=${customAccessToken || config.ACCESS_TOKEN || ''}`);\n\n        const request: RequestParameters = {\n            url: formatUrl(authUrlObject),\n            headers: {\n                'Content-Type': 'text/plain', //Skip the pre-flight OPTIONS request\n            }\n        };\n\n        this.pendingRequest = true;\n        getData(request)\n            .then(() => {\n                this.pendingRequest = false;\n                callback(null);\n                this.saveEventData();\n                this.processRequests();\n            })\n            .catch((err: Error) => {\n                this.pendingRequest = false;\n                callback(err);\n                this.saveEventData();\n                this.processRequests();\n            });\n    }\n\n    getSessionAPI(mapId: number, skuToken: string, customAccessToken: string | null | undefined, callback: EventCallback) {\n        this.skuToken = skuToken;\n        this.errorCb = callback;\n\n        if (config.EVENTS_URL && config.SESSION_PATH && config.API_URL) {\n            if (customAccessToken || config.ACCESS_TOKEN) {\n                this.queueRequest({id: mapId, timestamp: Date.now()}, customAccessToken);\n            } else {\n                this.errorCb(new Error(AUTH_ERR_MSG));\n            }\n        }\n    }\n\n    override processRequests() {\n        if (this.pendingRequest || this.queue.length === 0) return;\n        const {id, timestamp, customAccessToken} = this.queue.shift();\n\n        // Only one load event should fire per map\n        if (id && this.success[id]) return;\n\n        this.getSession(timestamp, this.skuToken, (err) => {\n            if (err) {\n                this.errorCb(err);\n            } else {\n                if (id) this.success[id] = true;\n            }\n        }, customAccessToken);\n    }\n\n    remove() {\n        this.errorCb = null;\n    }\n}\n\nexport class TurnstileEvent extends TelemetryEvent {\n    constructor(customAccessToken?: string | null) {\n        super('appUserTurnstile');\n        this._customAccessToken = customAccessToken;\n    }\n\n    postTurnstileEvent(tileUrls: Array<string>, customAccessToken?: string | null) {\n        if (!isTelemetryEnabled(customAccessToken)) return;\n        //Enabled only when Mapbox Access Token is set and a source uses\n        // mapbox tiles.\n        if (Array.isArray(tileUrls) &&\n            tileUrls.some(url => isMapboxURL(url) || isMapboxHTTPURL(url))) {\n            this.queueRequest({timestamp: Date.now()}, customAccessToken);\n        }\n    }\n\n    override processRequests() {\n        if (this.pendingRequest || this.queue.length === 0) {\n            return;\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (!this.anonId || !this.anonIdTimestamp || !this.eventData.lastSuccess || !this.eventData.tokenU) {\n            //Retrieve cached data\n            this.fetchEventData();\n        }\n\n        const tokenData = parseAccessToken(config.ACCESS_TOKEN);\n        const tokenU = tokenData ? tokenData['u'] : config.ACCESS_TOKEN;\n        //Reset event data cache if the access token owner changed.\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        let dueForEvent = tokenU !== this.eventData.tokenU;\n\n        if (!validateUuid(this.anonId)) {\n            this.refreshUUID();\n            dueForEvent = true;\n        }\n\n        const {timestamp: nextUpdate, customAccessToken} = this.queue.shift();\n        // Record turnstile event once per calendar day.\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (this.eventData.lastSuccess) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n            const lastUpdate = new Date(this.eventData.lastSuccess);\n            const nextDate = new Date(nextUpdate);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const daysElapsed = (nextUpdate - this.eventData.lastSuccess) / (24 * 60 * 60 * 1000);\n            dueForEvent = dueForEvent || daysElapsed >= 1 || daysElapsed < -1 || lastUpdate.getDate() !== nextDate.getDate();\n        } else {\n            dueForEvent = true;\n        }\n\n        if (!dueForEvent) {\n            this.processRequests();\n            return;\n        }\n\n        const additionalPayload: Record<string, unknown> = {\n            version: EVENT_SCHEMA_VERSION,\n            sdkIdentifier: 'mapbox-gl-js',\n            sdkVersion,\n            skuId: SKU_ID,\n            \"enabled.telemetry\": false,\n            userId: this.anonId,\n            bundleFormat: import.meta.env.format || 'unknown',\n            bundleDistribution\n        };\n\n        if (sdkInfo) additionalPayload.sdkInfo = sdkInfo;\n\n        this.postEvent(nextUpdate, additionalPayload, (err) => {\n            if (!err) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                this.eventData.lastSuccess = nextUpdate;\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                this.eventData.tokenU = tokenU;\n            }\n        }, customAccessToken);\n    }\n}\n\nconst turnstileEvent_ = new TurnstileEvent();\n\nexport const postTurnstileEvent: (tileUrls: Array<string>, customAccessToken?: string | null) => void = turnstileEvent_.postTurnstileEvent.bind(turnstileEvent_);\n\nexport const mapLoadEvent: MapLoadEvent = new MapLoadEvent();\n\nexport const postMapLoadEvent: (\n    arg1: number,\n    arg2: string,\n    arg3: string | null | undefined,\n    arg4: EventCallback,\n) => void = mapLoadEvent.postMapLoadEvent.bind(mapLoadEvent);\n\nexport const styleLoadEvent: StyleLoadEvent = new StyleLoadEvent();\n\nexport const postStyleLoadEvent: (arg1: string | null | undefined, arg2: StyleLoadEventInput) => void = styleLoadEvent.postStyleLoadEvent.bind(styleLoadEvent);\n\nexport const styleWithAppearanceEvent = new MetricsEvent({attributes: [{name: 'maps/js/layer-animations/style-with-appearances'}]});\n\nexport const postStyleWithAppearanceEvent: (arg1: string | null | undefined) => void = styleWithAppearanceEvent.postMetricsEvent.bind(styleWithAppearanceEvent);\n\nexport const addedAppearanceEvent = new MetricsEvent({attributes: [{name: 'maps/js/layer-animations/runtime-appearances'}]});\n\nexport const postAddedAppearanceEvent: (arg1: string | null | undefined) => void = addedAppearanceEvent.postMetricsEvent.bind(addedAppearanceEvent);\n\nexport const performanceEvent_: PerformanceEvent = new PerformanceEvent();\n\nexport const postPerformanceEvent: (arg1: string | null | undefined, arg2: LivePerformanceData) => void = performanceEvent_.postPerformanceEvent.bind(performanceEvent_);\n\nexport const mapSessionAPI: MapSessionAPI = new MapSessionAPI();\n\nexport const getMapSessionAPI: (\n    arg1: number,\n    arg2: string,\n    arg3: string | null | undefined,\n    arg4: EventCallback,\n) => void = mapSessionAPI.getSessionAPI.bind(mapSessionAPI);\n\nconst authenticatedMaps = new Set();\nexport function storeAuthState(gl: WebGL2RenderingContext, state: boolean) {\n    if (state) {\n        authenticatedMaps.add(gl);\n    } else {\n        authenticatedMaps.delete(gl);\n    }\n}\n\nexport function isMapAuthenticated(gl: WebGL2RenderingContext): boolean {\n    return authenticatedMaps.has(gl);\n}\n\nexport function removeAuthState(gl: WebGL2RenderingContext) {\n    authenticatedMaps.delete(gl);\n}\n\n/***** END WARNING - REMOVAL OR MODIFICATION OF THE\nPRECEDING CODE VIOLATES THE MAPBOX TERMS OF SERVICE  ******/\n","// MurmurHash3 (x86, 32-bit) by Austin Appleby — public domain.\n// Operates on the low byte of each char code; intended for ASCII-only keys.\n\nexport default function murmur3(key: string, seed: number = 0): number {\n    const c1 = 0xcc9e2d51;\n    const c2 = 0x1b873593;\n    const len = key.length;\n    const bytes = len - (len & 3);\n    let h1 = seed | 0;\n    let k1: number;\n    let i = 0;\n\n    while (i < bytes) {\n        k1 = (key.charCodeAt(i) & 0xff)\n            | ((key.charCodeAt(i + 1) & 0xff) << 8)\n            | ((key.charCodeAt(i + 2) & 0xff) << 16)\n            | ((key.charCodeAt(i + 3) & 0xff) << 24);\n        i += 4;\n\n        k1 = Math.imul(k1, c1);\n        k1 = (k1 << 15) | (k1 >>> 17);\n        k1 = Math.imul(k1, c2);\n\n        h1 ^= k1;\n        h1 = (h1 << 13) | (h1 >>> 19);\n        h1 = Math.imul(h1, 5) + 0xe6546b64 | 0;\n    }\n\n    k1 = 0;\n    const rem = len & 3;\n    if (rem > 0) {\n        if (rem >= 3) k1 ^= (key.charCodeAt(i + 2) & 0xff) << 16;\n        if (rem >= 2) k1 ^= (key.charCodeAt(i + 1) & 0xff) << 8;\n        k1 ^= key.charCodeAt(i) & 0xff;\n        k1 = Math.imul(k1, c1);\n        k1 = (k1 << 15) | (k1 >>> 17);\n        k1 = Math.imul(k1, c2);\n        h1 ^= k1;\n    }\n\n    h1 ^= len;\n    h1 ^= h1 >>> 16;\n    h1 = Math.imul(h1, 0x85ebca6b);\n    h1 ^= h1 >>> 13;\n    h1 = Math.imul(h1, 0xc2b2ae35);\n    h1 ^= h1 >>> 16;\n\n    return h1 >>> 0;\n}\n","\nexport type EventData = object;\n\nexport class Event<R extends EventRegistry = EventRegistry, T extends keyof R = keyof R> {\n    target: unknown;\n    readonly type: T;\n\n    constructor(type: T, ...eventData: R[T] extends void ? [] : [R[T]]) {\n        Object.assign(this, eventData[0] || {});\n        this.type = type;\n    }\n}\n\ninterface ErrorLike {\n    message: string;\n}\n\nexport class ErrorEvent extends Event<EventRegistry, 'error'> {\n    error: ErrorLike;\n\n    constructor(error: ErrorLike, data: EventData = {}) {\n        super('error', {error, ...data});\n        this.error = error;\n    }\n}\n\n/**\n * Utility type that represents a registry of events. Maps event type to an event data object.\n */\ntype EventRegistry = Record<string, EventData | void>;\n\n/**\n * Utility type that maps event type to an event object.\n */\nexport type EventOf<R extends EventRegistry, T extends keyof R, Target = unknown> =\n    R[T] extends Event ?\n        R[T] :\n        keyof R[T] extends never ?\n            {type: T, target: Target} :\n            {type: T, target: Target} & R[T];\n\ntype Listener<R extends EventRegistry, T extends keyof R, Target = unknown> = (event: EventOf<R, T, Target>) => void;\n\ntype Listeners<R extends EventRegistry> = {\n    [T in keyof R]?: Array<Listener<R, T, never>>;\n};\n\nfunction _addEventListener<R extends EventRegistry, T extends keyof R>(type: T, listener: Listener<R, T, never>, listenerList: Listeners<R>) {\n    const listenerExists = listenerList[type] && listenerList[type].includes(listener);\n    if (!listenerExists) {\n        listenerList[type] = listenerList[type] || [];\n        listenerList[type].push(listener);\n    }\n}\n\nfunction _removeEventListener<R extends EventRegistry, T extends keyof R>(type: T, listener: Listener<R, T, never>, listenerList: Listeners<R>) {\n    if (listenerList[type]) {\n        const index = listenerList[type].indexOf(listener);\n        if (index !== -1) {\n            listenerList[type].splice(index, 1);\n        }\n    }\n}\n\n/**\n * `Evented` mixes methods into other classes for event capabilities.\n *\n * Unless you are developing a plugin you will most likely use these methods through classes like `Map` or `Popup`.\n *\n * For lists of events you can listen for, see API documentation for specific classes: [`Map`](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events), [`Marker`](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events), [`Popup`](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events), and [`GeolocationControl`](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events).\n *\n * @mixin Evented\n */\nexport class Evented<R extends EventRegistry = EventRegistry> {\n    _listeners: Listeners<R> = {};\n    _oneTimeListeners: Listeners<R> = {};\n    _eventedParent?: Evented;\n    _eventedParentData?: EventData | (() => EventData);\n\n    /**\n     * Adds a listener to a specified event type.\n     *\n     * @param {string} type The event type to add a listen for.\n     * @param {Function} listener The function to be called when the event is fired.\n     *   The listener function is called with the data object passed to `fire`,\n     *   extended with `target` and `type` properties.\n     * @returns {Object} Returns itself to allow for method chaining.\n     */\n    on<T extends keyof R |(string & {})>(type: T, listener: Listener<R, T, this>): this {\n        _addEventListener(type, listener, this._listeners);\n\n        return this;\n    }\n\n    /**\n     * Removes a previously registered event listener.\n     *\n     * @param {string} type The event type to remove listeners for.\n     * @param {Function} listener The listener function to remove.\n     * @returns {Object} Returns itself to allow for method chaining.\n     */\n    off<T extends keyof R |(string & {})>(type: T, listener: Listener<R, T, this>): this {\n        _removeEventListener(type, listener, this._listeners);\n        _removeEventListener(type, listener, this._oneTimeListeners);\n\n        return this;\n    }\n\n    /**\n     * Adds a listener that will be called only once to a specified event type.\n     *\n     * The listener will be called first time the event fires after the listener is registered.\n     *\n     * @param {string} type The event type to listen for.\n     * @param {Function} listener (Optional) The function to be called when the event is fired once.\n     *   If not provided, returns a Promise that will be resolved when the event is fired once.\n     * @returns {Object} Returns `this` | Promise.\n     */\n    once<T extends keyof R | (string & {})>(type: T): Promise<EventOf<R, T, this>>;\n    once<T extends keyof R | (string & {})>(type: T, listener: Listener<R, T, this>): this;\n    once<T extends keyof R |(string & {})>(type: T, listener?: Listener<R, T, this>): this | Promise<EventOf<R, T, this>> {\n        if (!listener) {\n            return new Promise((resolve) => {\n                this.once(type, resolve as Listener<R, T, this>);\n            });\n        }\n\n        _addEventListener(type, listener, this._oneTimeListeners);\n\n        return this;\n    }\n\n    fire<T extends keyof R | (string & {})>(event: Event<R, T>): this;\n    fire<T extends keyof R | (string & {})>(type: T, eventData?: R[T]): this;\n    fire(event: ErrorEvent): this;\n    fire<T extends keyof R |(string & {})>(e: Event<R, T> | T, eventData?: R[T]): this {\n        // Compatibility with (type: string, properties: Object) signature from previous versions.\n        // See https://github.com/mapbox/mapbox-gl-js/issues/6522,\n        //     https://github.com/mapbox/mapbox-gl-draw/issues/766\n        // eslint-disable-next-line @typescript-eslint/no-unnecessary-type-assertion -- needed for conditional type narrowing\n        const event = typeof e === 'string' ? new Event(e, eventData as R[T] extends void ? [] : [R[T]]) : (e as Event<R, T>);\n        const type = event.type;\n\n        if (this.listens(type)) {\n            event.target = this;\n\n            // make sure adding or removing listeners inside other listeners won't cause an infinite loop\n            const listeners = this._listeners[type] ? this._listeners[type].slice() : [];\n\n            for (const listener of listeners) {\n                listener.call(this, event as EventOf<R, T, never>);\n            }\n\n            const oneTimeListeners = this._oneTimeListeners[type] ? this._oneTimeListeners[type].slice() : [];\n            for (const listener of oneTimeListeners) {\n                _removeEventListener(type, listener, this._oneTimeListeners);\n                listener.call(this, event as EventOf<R, T, never>);\n            }\n\n            const parent = this._eventedParent;\n            if (parent) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const eventedParentData = typeof this._eventedParentData === 'function' ?\n                    this._eventedParentData() :\n                    this._eventedParentData;\n\n                Object.assign(event, eventedParentData);\n                parent.fire(event as Event);\n            }\n\n        // To ensure that no error events are dropped, print them to the\n        // console if they have no listeners.\n        } else if (event instanceof ErrorEvent) {\n            console.error(event.error);\n        }\n\n        return this;\n    }\n\n    /**\n     * Returns true if this instance of Evented or any forwarded instances of Evented have a listener for the specified type.\n     *\n     * @param {string} type The event type.\n     * @returns {boolean} Returns `true` if there is at least one registered listener for specified event type, `false` otherwise.\n     * @private\n     */\n    listens<T extends keyof R |(string & {})>(type: T): boolean {\n        return !!(\n            (this._listeners[type] && this._listeners[type].length > 0) ||\n            (this._oneTimeListeners[type] && this._oneTimeListeners[type].length > 0) ||\n            (this._eventedParent && this._eventedParent.listens(type as string))\n        );\n    }\n\n    /**\n     * Bubble all events fired by this instance of Evented to this parent instance of Evented.\n     *\n     * @returns {Object} `this`\n     * @private\n     */\n    setEventedParent(parent?: Evented, data?: EventData | (() => EventData)): this {\n        this._eventedParent = parent;\n        this._eventedParentData = data;\n\n        return this;\n    }\n}\n","import type {Brand} from '../../types/brand';\n\nconst separator = '\\u001F';\n\nexport type ImageIdSpec = {\n    name: string;\n    iconsetId?: string;\n};\n\n/**\n * `StringifiedImageId` is a stringified version of the `ImageId`.\n *\n * @private\n */\nexport type StringifiedImageId = Brand<string, 'ImageId'>;\n\n/**\n * `ImageId` is a reference to an {@link ImageVariant} in the sprite or iconset.\n *\n * @private\n */\nexport class ImageId {\n    name: string;\n    iconsetId?: string;\n\n    constructor(id: string | ImageId | ImageIdSpec) {\n        if (typeof id === 'string') {\n            this.name = id;\n        } else {\n            this.name = id.name;\n            this.iconsetId = id.iconsetId;\n        }\n    }\n\n    static from(id: string | ImageId | ImageIdSpec): ImageId {\n        return new ImageId(id);\n    }\n\n    static toString(id: ImageId | ImageIdSpec): StringifiedImageId {\n        return (id.iconsetId ? `${id.name}${separator}${id.iconsetId}` : id.name) as StringifiedImageId;\n    }\n\n    static parse(str: StringifiedImageId): ImageId | null {\n        const [name, iconsetId] = str.split(separator) as [string, string | undefined];\n        return new ImageId({name, iconsetId});\n    }\n\n    static isEqual(a: ImageId | ImageIdSpec, b: ImageId | ImageIdSpec): boolean {\n        return a.name === b.name && a.iconsetId === b.iconsetId;\n    }\n\n    toString(): StringifiedImageId {\n        return ImageId.toString(this);\n    }\n\n    serialize(): ImageIdSpec {\n        return {name: this.name, iconsetId: this.iconsetId};\n    }\n}\n","// (c) Dean McNamee <dean@gmail.com>, 2012.\n//\n// https://github.com/deanm/css-color-parser-js\n//\n// Permission is hereby granted, free of charge, to any person obtaining a copy\n// of this software and associated documentation files (the \"Software\"), to\n// deal in the Software without restriction, including without limitation the\n// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or\n// sell copies of the Software, and to permit persons to whom the Software is\n// furnished to do so, subject to the following conditions:\n//\n// The above copyright notice and this permission notice shall be included in\n// all copies or substantial portions of the Software.\n//\n// THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\n// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\n// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\n// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\n// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING\n// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS\n// IN THE SOFTWARE.\n\n// http://www.w3.org/TR/css3-color/\nvar kCSSColorTable = {\n  \"transparent\": [0,0,0,0], \"aliceblue\": [240,248,255,1],\n  \"antiquewhite\": [250,235,215,1], \"aqua\": [0,255,255,1],\n  \"aquamarine\": [127,255,212,1], \"azure\": [240,255,255,1],\n  \"beige\": [245,245,220,1], \"bisque\": [255,228,196,1],\n  \"black\": [0,0,0,1], \"blanchedalmond\": [255,235,205,1],\n  \"blue\": [0,0,255,1], \"blueviolet\": [138,43,226,1],\n  \"brown\": [165,42,42,1], \"burlywood\": [222,184,135,1],\n  \"cadetblue\": [95,158,160,1], \"chartreuse\": [127,255,0,1],\n  \"chocolate\": [210,105,30,1], \"coral\": [255,127,80,1],\n  \"cornflowerblue\": [100,149,237,1], \"cornsilk\": [255,248,220,1],\n  \"crimson\": [220,20,60,1], \"cyan\": [0,255,255,1],\n  \"darkblue\": [0,0,139,1], \"darkcyan\": [0,139,139,1],\n  \"darkgoldenrod\": [184,134,11,1], \"darkgray\": [169,169,169,1],\n  \"darkgreen\": [0,100,0,1], \"darkgrey\": [169,169,169,1],\n  \"darkkhaki\": [189,183,107,1], \"darkmagenta\": [139,0,139,1],\n  \"darkolivegreen\": [85,107,47,1], \"darkorange\": [255,140,0,1],\n  \"darkorchid\": [153,50,204,1], \"darkred\": [139,0,0,1],\n  \"darksalmon\": [233,150,122,1], \"darkseagreen\": [143,188,143,1],\n  \"darkslateblue\": [72,61,139,1], \"darkslategray\": [47,79,79,1],\n  \"darkslategrey\": [47,79,79,1], \"darkturquoise\": [0,206,209,1],\n  \"darkviolet\": [148,0,211,1], \"deeppink\": [255,20,147,1],\n  \"deepskyblue\": [0,191,255,1], \"dimgray\": [105,105,105,1],\n  \"dimgrey\": [105,105,105,1], \"dodgerblue\": [30,144,255,1],\n  \"firebrick\": [178,34,34,1], \"floralwhite\": [255,250,240,1],\n  \"forestgreen\": [34,139,34,1], \"fuchsia\": [255,0,255,1],\n  \"gainsboro\": [220,220,220,1], \"ghostwhite\": [248,248,255,1],\n  \"gold\": [255,215,0,1], \"goldenrod\": [218,165,32,1],\n  \"gray\": [128,128,128,1], \"green\": [0,128,0,1],\n  \"greenyellow\": [173,255,47,1], \"grey\": [128,128,128,1],\n  \"honeydew\": [240,255,240,1], \"hotpink\": [255,105,180,1],\n  \"indianred\": [205,92,92,1], \"indigo\": [75,0,130,1],\n  \"ivory\": [255,255,240,1], \"khaki\": [240,230,140,1],\n  \"lavender\": [230,230,250,1], \"lavenderblush\": [255,240,245,1],\n  \"lawngreen\": [124,252,0,1], \"lemonchiffon\": [255,250,205,1],\n  \"lightblue\": [173,216,230,1], \"lightcoral\": [240,128,128,1],\n  \"lightcyan\": [224,255,255,1], \"lightgoldenrodyellow\": [250,250,210,1],\n  \"lightgray\": [211,211,211,1], \"lightgreen\": [144,238,144,1],\n  \"lightgrey\": [211,211,211,1], \"lightpink\": [255,182,193,1],\n  \"lightsalmon\": [255,160,122,1], \"lightseagreen\": [32,178,170,1],\n  \"lightskyblue\": [135,206,250,1], \"lightslategray\": [119,136,153,1],\n  \"lightslategrey\": [119,136,153,1], \"lightsteelblue\": [176,196,222,1],\n  \"lightyellow\": [255,255,224,1], \"lime\": [0,255,0,1],\n  \"limegreen\": [50,205,50,1], \"linen\": [250,240,230,1],\n  \"magenta\": [255,0,255,1], \"maroon\": [128,0,0,1],\n  \"mediumaquamarine\": [102,205,170,1], \"mediumblue\": [0,0,205,1],\n  \"mediumorchid\": [186,85,211,1], \"mediumpurple\": [147,112,219,1],\n  \"mediumseagreen\": [60,179,113,1], \"mediumslateblue\": [123,104,238,1],\n  \"mediumspringgreen\": [0,250,154,1], \"mediumturquoise\": [72,209,204,1],\n  \"mediumvioletred\": [199,21,133,1], \"midnightblue\": [25,25,112,1],\n  \"mintcream\": [245,255,250,1], \"mistyrose\": [255,228,225,1],\n  \"moccasin\": [255,228,181,1], \"navajowhite\": [255,222,173,1],\n  \"navy\": [0,0,128,1], \"oldlace\": [253,245,230,1],\n  \"olive\": [128,128,0,1], \"olivedrab\": [107,142,35,1],\n  \"orange\": [255,165,0,1], \"orangered\": [255,69,0,1],\n  \"orchid\": [218,112,214,1], \"palegoldenrod\": [238,232,170,1],\n  \"palegreen\": [152,251,152,1], \"paleturquoise\": [175,238,238,1],\n  \"palevioletred\": [219,112,147,1], \"papayawhip\": [255,239,213,1],\n  \"peachpuff\": [255,218,185,1], \"peru\": [205,133,63,1],\n  \"pink\": [255,192,203,1], \"plum\": [221,160,221,1],\n  \"powderblue\": [176,224,230,1], \"purple\": [128,0,128,1],\n  \"rebeccapurple\": [102,51,153,1],\n  \"red\": [255,0,0,1], \"rosybrown\": [188,143,143,1],\n  \"royalblue\": [65,105,225,1], \"saddlebrown\": [139,69,19,1],\n  \"salmon\": [250,128,114,1], \"sandybrown\": [244,164,96,1],\n  \"seagreen\": [46,139,87,1], \"seashell\": [255,245,238,1],\n  \"sienna\": [160,82,45,1], \"silver\": [192,192,192,1],\n  \"skyblue\": [135,206,235,1], \"slateblue\": [106,90,205,1],\n  \"slategray\": [112,128,144,1], \"slategrey\": [112,128,144,1],\n  \"snow\": [255,250,250,1], \"springgreen\": [0,255,127,1],\n  \"steelblue\": [70,130,180,1], \"tan\": [210,180,140,1],\n  \"teal\": [0,128,128,1], \"thistle\": [216,191,216,1],\n  \"tomato\": [255,99,71,1], \"turquoise\": [64,224,208,1],\n  \"violet\": [238,130,238,1], \"wheat\": [245,222,179,1],\n  \"white\": [255,255,255,1], \"whitesmoke\": [245,245,245,1],\n  \"yellow\": [255,255,0,1], \"yellowgreen\": [154,205,50,1]}\n\nfunction clamp_css_byte(i) {  // Clamp to integer 0 .. 255.\n  i = Math.round(i);  // Seems to be what Chrome does (vs truncation).\n  return i < 0 ? 0 : i > 255 ? 255 : i;\n}\n\nfunction clamp_css_float(f) {  // Clamp to float 0.0 .. 1.0.\n  return f < 0 ? 0 : f > 1 ? 1 : f;\n}\n\nfunction parse_css_int(str) {  // int or percentage.\n  if (str[str.length - 1] === '%')\n    return clamp_css_byte(parseFloat(str) / 100 * 255);\n  return clamp_css_byte(parseInt(str));\n}\n\nfunction parse_css_float(str) {  // float or percentage.\n  if (str[str.length - 1] === '%')\n    return clamp_css_float(parseFloat(str) / 100);\n  return clamp_css_float(parseFloat(str));\n}\n\nfunction css_hue_to_rgb(m1, m2, h) {\n  if (h < 0) h += 1;\n  else if (h > 1) h -= 1;\n\n  if (h * 6 < 1) return m1 + (m2 - m1) * h * 6;\n  if (h * 2 < 1) return m2;\n  if (h * 3 < 2) return m1 + (m2 - m1) * (2/3 - h) * 6;\n  return m1;\n}\n\nfunction parseCSSColor(css_str) {\n  // Remove all whitespace, not compliant, but should just be more accepting.\n  var str = css_str.replace(/ /g, '').toLowerCase();\n\n  // Color keywords (and transparent) lookup.\n  if (str in kCSSColorTable) return kCSSColorTable[str].slice();  // dup.\n\n  // #abc and #abc123 syntax.\n  if (str[0] === '#') {\n    if (str.length === 4) {\n      var iv = parseInt(str.substr(1), 16);  // TODO(deanm): Stricter parsing.\n      if (!(iv >= 0 && iv <= 0xfff)) return null;  // Covers NaN.\n      return [((iv & 0xf00) >> 4) | ((iv & 0xf00) >> 8),\n              (iv & 0xf0) | ((iv & 0xf0) >> 4),\n              (iv & 0xf) | ((iv & 0xf) << 4),\n              1];\n    } else if (str.length === 7) {\n      var iv = parseInt(str.substr(1), 16);  // TODO(deanm): Stricter parsing.\n      if (!(iv >= 0 && iv <= 0xffffff)) return null;  // Covers NaN.\n      return [(iv & 0xff0000) >> 16,\n              (iv & 0xff00) >> 8,\n              iv & 0xff,\n              1];\n    }\n\n    return null;\n  }\n\n  var op = str.indexOf('('), ep = str.indexOf(')');\n  if (op !== -1 && ep + 1 === str.length) {\n    var fname = str.substr(0, op);\n    var params = str.substr(op+1, ep-(op+1)).split(',');\n    var alpha = 1;  // To allow case fallthrough.\n    switch (fname) {\n      case 'rgba':\n        if (params.length !== 4) return null;\n        alpha = parse_css_float(params.pop());\n        // Fall through.\n      case 'rgb':\n        if (params.length !== 3) return null;\n        return [parse_css_int(params[0]),\n                parse_css_int(params[1]),\n                parse_css_int(params[2]),\n                alpha];\n      case 'hsla':\n        if (params.length !== 4) return null;\n        alpha = parse_css_float(params.pop());\n        // Fall through.\n      case 'hsl':\n        if (params.length !== 3) return null;\n        var h = (((parseFloat(params[0]) % 360) + 360) % 360) / 360;  // 0 .. 1\n        // NOTE(deanm): According to the CSS spec s/l should only be\n        // percentages, but we don't bother and let float or percentage.\n        var s = parse_css_float(params[1]);\n        var l = parse_css_float(params[2]);\n        var m2 = l <= 0.5 ? l * (s + 1) : l + s - l * s;\n        var m1 = l * 2 - m2;\n        return [clamp_css_byte(css_hue_to_rgb(m1, m2, h+1/3) * 255),\n                clamp_css_byte(css_hue_to_rgb(m1, m2, h) * 255),\n                clamp_css_byte(css_hue_to_rgb(m1, m2, h-1/3) * 255),\n                alpha];\n      default:\n        return null;\n    }\n  }\n\n  return null;\n}\n\ntry { exports.parseCSSColor = parseCSSColor } catch(e) { }\n","export function lerp(a: number, b: number, t: number): number {\n    return (a * (1 - t)) + (b * t);\n}\n\nexport {lerp as number};\n","import {parseCSSColor} from 'csscolorparser';\nimport {lerp} from './lerp';\n\nimport type {LUT} from '../types/lut';\n\n// Color strings are parsed repeatedly during style load and evaluation; since Color\n// is immutable, parsed instances can be safely shared and cached by input string.\nconst colorCache: Map<string, Color> = new Map();\n\n/**\n * An RGBA color value. Create instances from color strings using the static\n * method `Color.parse`. The constructor accepts RGB channel values in the range\n * `[0, 1]`, premultiplied by A.\n *\n * @param {number} r The red channel.\n * @param {number} g The green channel.\n * @param {number} b The blue channel.\n * @param {number} a The alpha channel.\n * @private\n */\nclass Color {\n    readonly r: number;\n    readonly g: number;\n    readonly b: number;\n    readonly a: number;\n\n    constructor(r: number, g: number, b: number, a: number = 1) {\n        this.r = r;\n        this.g = g;\n        this.b = b;\n        this.a = a;\n    }\n\n    static black: Color;\n    static white: Color;\n    static transparent: Color;\n    static red: Color;\n    static blue: Color;\n\n    /**\n     * Parses valid CSS color strings and returns a `Color` instance.\n     * @returns A `Color` instance, or `undefined` if the input is not a valid color string.\n     */\n    static parse(input?: string | Color | null): Color | undefined {\n        if (!input) {\n            return undefined;\n        }\n\n        if (input instanceof Color) {\n            return input;\n        }\n\n        if (typeof input !== 'string') {\n            return undefined;\n        }\n\n        const cached = colorCache.get(input);\n        if (cached) {\n            return cached;\n        }\n\n        const rgba = parseCSSColor(input);\n        if (!rgba) {\n            return undefined;\n        }\n\n        const color = new Color(\n            rgba[0] / 255,\n            rgba[1] / 255,\n            rgba[2] / 255,\n            rgba[3]\n        );\n        colorCache.set(input, color);\n        return color;\n    }\n\n    /**\n     * Returns an RGBA string representing the color value.\n     *\n     * @returns An RGBA string.\n     * @example\n     * var purple = new Color.parse('purple');\n     * purple.toString; // = \"rgba(128,0,128,1)\"\n     * var translucentGreen = new Color.parse('rgba(26, 207, 26, .73)');\n     * translucentGreen.toString(); // = \"rgba(26,207,26,0.73)\"\n     */\n    toString(): string {\n        const {r, g, b, a} = this;\n        return `rgba(${Math.round(r * 255)},${Math.round(g * 255)},${Math.round(b * 255)},${a})`;\n    }\n\n    toNonPremultipliedRenderColor(lut: LUT | null): NonPremultipliedRenderColor {\n        const {r, g, b, a} = this;\n        return new NonPremultipliedRenderColor(lut, r, g, b, a);\n    }\n\n    toPremultipliedRenderColor(lut: LUT | null): NonPremultipliedRenderColor {\n        const {r, g, b, a} = this;\n        return new PremultipliedRenderColor(lut, r * a, g * a, b * a, a);\n    }\n\n    clone(): Color {\n        return new Color(this.r, this.g, this.b, this.a);\n    }\n}\n\nexport abstract class RenderColor {\n    premultiplied: boolean = false;\n\n    r: number;\n    g: number;\n    b: number;\n    a: number;\n\n    constructor(lut: LUT | null, r: number, g: number, b: number, a: number, premultiplied: boolean = false) {\n        this.premultiplied = premultiplied;\n        if (!lut) {\n            this.r = r;\n            this.g = g;\n            this.b = b;\n            this.a = a;\n        } else {\n            const N = lut.image.height;\n            const N2 = N * N;\n\n            // Normalize to cube dimensions.\n\n            if (this.premultiplied) {\n                r = a === 0 ? 0 : (r / a) * (N - 1);\n                g = a === 0 ? 0 : (g / a) * (N - 1);\n                b = a === 0 ? 0 : (b / a) * (N - 1);\n            } else {\n                r = r * (N - 1);\n                g = g * (N - 1);\n                b = b * (N - 1);\n            }\n\n            // Clamp to valid range [0, N-1] to prevent out-of-bounds access\n            r = Math.max(0, Math.min(N - 1, r));\n            g = Math.max(0, Math.min(N - 1, g));\n            b = Math.max(0, Math.min(N - 1, b));\n\n            // Determine boundary values for the cube the color is in.\n            const r0 = Math.floor(r);\n            const g0 = Math.floor(g);\n            const b0 = Math.floor(b);\n            const r1 = Math.ceil(r);\n            const g1 = Math.ceil(g);\n            const b1 = Math.ceil(b);\n\n            // Determine weights within the cube.\n            const rw = r - r0;\n            const gw = g - g0;\n            const bw = b - b0;\n\n            const data = lut.image.data;\n            const i0 = (r0 + g0 * N2 + b0 * N) * 4;\n            const i1 = (r0 + g0 * N2 + b1 * N) * 4;\n            const i2 = (r0 + g1 * N2 + b0 * N) * 4;\n            const i3 = (r0 + g1 * N2 + b1 * N) * 4;\n            const i4 = (r1 + g0 * N2 + b0 * N) * 4;\n            const i5 = (r1 + g0 * N2 + b1 * N) * 4;\n            const i6 = (r1 + g1 * N2 + b0 * N) * 4;\n            const i7 = (r1 + g1 * N2 + b1 * N) * 4;\n\n            // r/g/b are clamped to [0, N-1] above, so every index below is within bounds.\n            // Trilinear interpolation.\n            this.r = lerp(\n                lerp(\n                    lerp(data[i0]!, data[i1]!, bw),\n                    lerp(data[i2]!, data[i3]!, bw), gw),\n                lerp(\n                    lerp(data[i4]!, data[i5]!, bw),\n                    lerp(data[i6]!, data[i7]!, bw), gw), rw) / 255 * (this.premultiplied ? a : 1);\n            this.g = lerp(\n                lerp(\n                    lerp(data[i0 + 1]!, data[i1 + 1]!, bw),\n                    lerp(data[i2 + 1]!, data[i3 + 1]!, bw), gw),\n                lerp(\n                    lerp(data[i4 + 1]!, data[i5 + 1]!, bw),\n                    lerp(data[i6 + 1]!, data[i7 + 1]!, bw), gw), rw) / 255 * (this.premultiplied ? a : 1);\n            this.b = lerp(\n                lerp(\n                    lerp(data[i0 + 2]!, data[i1 + 2]!, bw),\n                    lerp(data[i2 + 2]!, data[i3 + 2]!, bw), gw),\n                lerp(\n                    lerp(data[i4 + 2]!, data[i5 + 2]!, bw),\n                    lerp(data[i6 + 2]!, data[i7 + 2]!, bw), gw), rw) / 255 * (this.premultiplied ? a : 1);\n            this.a = a;\n        }\n    }\n\n    /**\n     * Returns an RGBA array of values representing the color.\n     * @returns An array of RGBA color values in the range [0, 255].\n     */\n    toArray(): [number, number, number, number] {\n        const {r, g, b, a} = this;\n\n        return [\n            r * 255,\n            g * 255,\n            b * 255,\n            a\n        ];\n\n    }\n\n    /**\n     * Returns an HSLA array of values representing the color, unpremultiplied by A.\n     * @returns An array of HSLA color values.\n     */\n    toHslaArray(): [number, number, number, number] {\n        let {r, g, b, a} = this;\n\n        if (this.premultiplied) {\n            if (a === 0) return [0, 0, 0, 0];\n            const invA = 1 / a; // Single division, then multiply\n            r *= invA;\n            g *= invA;\n            b *= invA;\n        }\n\n        const red = Math.min(Math.max(r, 0), 1);\n        const green = Math.min(Math.max(g, 0), 1);\n        const blue = Math.min(Math.max(b, 0), 1);\n\n        const min = Math.min(red, green, blue);\n        const max = Math.max(red, green, blue);\n        const delta = max - min;\n\n        const l = (min + max) * 0.5;\n\n        if (delta === 0) {\n            return [0, 0, l * 100, a];\n        }\n\n        const s = l > 0.5 ? delta / (2 - max - min) : delta / (max + min);\n\n        let h: number;\n        switch (max) {\n        case red:\n            h = ((green - blue) / delta + (green < blue ? 6 : 0)) * 60;\n            break;\n        case green:\n            h = ((blue - red) / delta + 2) * 60;\n            break;\n        default: // blue\n            h = ((red - green) / delta + 4) * 60;\n        }\n\n        return [h, s * 100, l * 100, a];\n    }\n\n    /**\n     * Returns a RGBA array of float values representing the color.\n     *\n     * @returns An array of RGBA color values in the range [0, 1].\n     */\n    toArray01(): [number, number, number, number] {\n        const {r, g, b, a} = this;\n\n        return [\n            r,\n            g,\n            b,\n            a\n        ];\n    }\n\n    /**\n     * Returns an RGB array of values representing the color, unpremultiplied by A and multiplied by a scalar.\n     *\n     * @param {number} scale A scale to apply to the unpremultiplied-alpha values.\n     * @returns An array of RGB color values in the range [0, 1].\n     */\n    toArray01Scaled(scale: number): [number, number, number] {\n        const {r, g, b} = this;\n\n        return [\n            r * scale,\n            g * scale,\n            b * scale\n        ];\n    }\n\n    /**\n     * Returns an RGBA array of values representing the color converted to linear color space.\n     * The color is defined by sRGB primaries, but the sRGB transfer function\n     * is reversed to obtain linear energy.\n     * @returns An array of RGBA color values in the range [0, 1].\n     */\n    toArray01Linear(): [number, number, number, number] {\n        const {r, g, b, a} = this;\n\n        return [\n            Math.pow(r, 2.2),\n            Math.pow(g, 2.2),\n            Math.pow(b, 2.2),\n            a\n        ];\n    }\n}\n\n/**\n * Renderable color created from a Color and an optional LUT value.\n * Represent a color value with non-premultiplied alpha.\n */\nexport class NonPremultipliedRenderColor extends RenderColor {\n    constructor(lut: LUT | null, r: number, g: number, b: number, a: number) {\n        super(lut, r, g, b, a, false);\n    }\n}\n\n/**\n * Renderable color created from a Color and an optional LUT value.\n * Represent a color value with premultiplied alpha.\n */\nexport class PremultipliedRenderColor extends RenderColor {\n    constructor(lut: LUT | null, r: number, g: number, b: number, a: number) {\n        super(lut, r, g, b, a, true);\n    }\n}\n\nColor.black = new Color(0, 0, 0, 1);\nColor.white = new Color(1, 1, 1, 1);\nColor.transparent = new Color(0, 0, 0, 0);\nColor.red = new Color(1, 0, 0, 1);\nColor.blue = new Color(0, 0, 1, 1);\n\nexport default Color;\n","import Color from './color';\nimport {number} from './lerp';\n\nexport {number};\n\nexport function color(from: Color, to: Color, t: number): Color {\n    return new Color(\n        number(from.r, to.r, t),\n        number(from.g, to.g, t),\n        number(from.b, to.b, t),\n        number(from.a, to.a, t)\n    );\n}\n\nexport function array(from: Array<number>, to: Array<number>, t: number): Array<number> {\n    return from.map((d, i) => {\n        return number(d, to[i]!, t);\n    });\n}\n","class ParsingError extends Error {\n    key: string;\n    override message: string;\n    constructor(key: string, message: string) {\n        super(message);\n        this.message = message;\n        this.key = key;\n    }\n}\n\nexport default ParsingError;\n","import type {Expression} from './expression';\n\n/**\n * Tracks `let` bindings during expression parsing.\n * @private\n */\nclass Scope {\n    parent: Scope | null | undefined;\n    bindings: Record<string, Expression>;\n    constructor(parent?: Scope, bindings: Array<[string, Expression]> = []) {\n        this.parent = parent;\n        this.bindings = Object.create(null) as Record<string, Expression>;\n        for (const [name, expression] of bindings) {\n            this.bindings[name] = expression;\n        }\n    }\n\n    concat(bindings: Array<[string, Expression]>): Scope {\n        return new Scope(this, bindings);\n    }\n\n    get(name: string): Expression {\n        if (this.bindings[name]) { return this.bindings[name]; }\n        if (this.parent) { return this.parent.get(name); }\n        throw new Error(`${name} not found in scope.`);\n    }\n\n    has(name: string): boolean {\n        if (this.bindings[name]) return true;\n        return this.parent ? this.parent.has(name) : false;\n    }\n}\n\nexport default Scope;\n","export type NullTypeT = {\n    kind: 'null';\n};\nexport type NumberTypeT = {\n    kind: 'number';\n};\nexport type StringTypeT = {\n    kind: 'string';\n};\nexport type BooleanTypeT = {\n    kind: 'boolean';\n};\nexport type ColorTypeT = {\n    kind: 'color';\n};\nexport type ObjectTypeT = {\n    kind: 'object';\n};\nexport type ValueTypeT = {\n    kind: 'value';\n};\nexport type ErrorTypeT = {\n    kind: 'error';\n};\nexport type CollatorTypeT = {\n    kind: 'collator';\n};\nexport type FormattedTypeT = {\n    kind: 'formatted';\n};\nexport type ResolvedImageTypeT = {\n    kind: 'resolvedImage';\n};\n\nexport type EvaluationKind = 'constant' | 'source' | 'camera' | 'composite';\n\nexport type Type =\n    | NullTypeT\n    | NumberTypeT\n    | StringTypeT\n    | BooleanTypeT\n    | ColorTypeT\n    | ObjectTypeT\n    | ValueTypeT\n    | ArrayType\n    | ErrorTypeT\n    | CollatorTypeT\n    | FormattedTypeT\n    | ResolvedImageTypeT;\n\nexport type ArrayType = {\n    kind: 'array';\n    itemType: Type;\n    N: number | null | undefined;\n};\n\nexport type NativeType = 'number' | 'string' | 'boolean' | 'null' | 'array' | 'object';\n\nexport const NullType = {kind: 'null'} as const;\nexport const NumberType = {kind: 'number'} as const;\nexport const StringType = {kind: 'string'} as const;\nexport const BooleanType = {kind: 'boolean'} as const;\nexport const ColorType = {kind: 'color'} as const;\nexport const ObjectType = {kind: 'object'} as const;\nexport const ValueType = {kind: 'value'} as const;\nexport const ErrorType = {kind: 'error'} as const;\nexport const CollatorType = {kind: 'collator'} as const;\nexport const FormattedType = {kind: 'formatted'} as const;\nexport const ResolvedImageType = {kind: 'resolvedImage'} as const;\n\nexport function array(itemType: Type, N?: number | null): ArrayType {\n    return {\n        kind: 'array',\n        itemType,\n        N\n    };\n}\n\nexport function toString(type: Type): string {\n    if (type.kind === 'array') {\n        const itemType = toString(type.itemType);\n        return typeof type.N === 'number' ?\n            `array<${itemType}, ${type.N}>` :\n            type.itemType.kind === 'value' ? 'array' : `array<${itemType}>`;\n    } else {\n        return type.kind;\n    }\n}\n\nconst valueMemberTypes = [\n    NullType,\n    NumberType,\n    StringType,\n    BooleanType,\n    ColorType,\n    FormattedType,\n    ObjectType,\n    array(ValueType),\n    ResolvedImageType\n];\n\n/**\n * Returns null if `t` is a subtype of `expected`; otherwise returns an\n * error message.\n * @private\n */\nexport function checkSubtype(expected: Type, t: Type): string | null | undefined {\n    if (t.kind === 'error') {\n        // Error is a subtype of every type\n        return null;\n    } else if (expected.kind === 'array') {\n        if (t.kind === 'array' &&\n            ((t.N === 0 && t.itemType.kind === 'value') || !checkSubtype(expected.itemType, t.itemType)) &&\n            (typeof expected.N !== 'number' || expected.N === t.N)) {\n            return null;\n        }\n    } else if (expected.kind === t.kind) {\n        return null;\n    } else if (expected.kind === 'value') {\n        for (const memberType of valueMemberTypes) {\n            if (!checkSubtype(memberType, t)) {\n                return null;\n            }\n        }\n    }\n\n    return `Expected ${toString(expected)} but found ${toString(t)} instead.`;\n}\n\nexport function isValidType(provided: Type, allowedTypes: Array<Type>): boolean {\n    return allowedTypes.some(t => t.kind === provided.kind);\n}\n\nexport function isValidNativeType(provided: unknown, allowedTypes: Array<NativeType>): boolean {\n    return allowedTypes.some(t => {\n        if (t === 'null') {\n            return provided === null;\n        } else if (t === 'array') {\n            return Array.isArray(provided);\n        } else if (t === 'object') {\n            return provided && !Array.isArray(provided) && typeof provided === 'object';\n        } else {\n            return t === typeof provided;\n        }\n    });\n}\n\nexport function typeEquals(a: Type, b: Type): boolean {\n    if (a.kind === 'array' && b.kind === 'array') {\n        return a.N === b.N && typeEquals(a.itemType, b.itemType);\n    } else {\n        return a.kind === b.kind;\n    }\n}\n","export default class Collator {\n    locale: string | null;\n    sensitivity: 'base' | 'accent' | 'case' | 'variant';\n    collator: Intl.Collator;\n\n    constructor(caseSensitive: boolean, diacriticSensitive: boolean, locale: string | null) {\n        if (caseSensitive)\n            this.sensitivity = diacriticSensitive ? 'variant' : 'case';\n        else\n            this.sensitivity = diacriticSensitive ? 'accent' : 'base';\n\n        this.locale = locale;\n        this.collator = new Intl.Collator(this.locale ? this.locale : [],\n            {sensitivity: this.sensitivity, usage: 'search'});\n    }\n\n    compare(lhs: string, rhs: string): number {\n        return this.collator.compare(lhs, rhs);\n    }\n\n    resolvedLocale(): string {\n        // We create a Collator without \"usage: search\" because we don't want\n        // the search options encoded in our result (e.g. \"en-u-co-search\")\n        return new Intl.Collator(this.locale ? this.locale : [])\n            .resolvedOptions().locale;\n    }\n}\n","import type Color from '../../util/color';\nimport type ResolvedImage from '../types/resolved_image';\n\nexport class FormattedSection {\n    text: string;\n    image: ResolvedImage | null;\n    scale: number | null;\n    fontStack: string | null;\n    textColor: Color | null;\n\n    constructor(text: string, image: ResolvedImage | null, scale: number | null, fontStack: string | null, textColor: Color | null) {\n        // combine characters so that diacritic marks are not separate code points\n        this.text = text.normalize ? text.normalize() : text;\n        this.image = image;\n        this.scale = scale;\n        this.fontStack = fontStack;\n        this.textColor = textColor;\n    }\n}\n\nexport default class Formatted {\n    sections: Array<FormattedSection>;\n\n    constructor(sections: Array<FormattedSection>) {\n        this.sections = sections;\n    }\n\n    static fromString(unformatted: string): Formatted {\n        return new Formatted([new FormattedSection(unformatted, null, null, null, null)]);\n    }\n\n    isEmpty(): boolean {\n        if (this.sections.length === 0) return true;\n        return !this.sections.some(section => {\n            if (section.text.length !== 0) return true;\n            if (!section.image) return false;\n            return section.image.hasPrimary();\n        });\n    }\n\n    static factory(text: Formatted | string): Formatted {\n        if (text instanceof Formatted) {\n            return text;\n        } else {\n            return Formatted.fromString(text);\n        }\n    }\n\n    toString(): string {\n        if (this.sections.length === 0) return '';\n        return this.sections.map(section => section.text).join('');\n    }\n\n    serialize(): Array<unknown> {\n        const serialized: Array<unknown> = [\"format\"];\n        for (const section of this.sections) {\n            if (section.image) {\n                const primaryId = section.image.getPrimary().id.toString();\n                serialized.push(['image', primaryId]);\n                continue;\n            }\n            serialized.push(section.text);\n            const options: {\n                [key: string]: unknown;\n            } = {};\n            if (section.fontStack) {\n                options[\"text-font\"] = [\"literal\", section.fontStack.split(',')];\n            }\n            if (section.scale) {\n                options[\"font-scale\"] = section.scale;\n            }\n            if (section.textColor) {\n                options[\"text-color\"] = ([\"rgba\"] as Array<unknown>).concat(section.textColor.toNonPremultipliedRenderColor(null).toArray());\n            }\n            serialized.push(options);\n        }\n        return serialized;\n    }\n}\n","import {ImageId} from './image_id';\n\nimport type Color from '../../util/color';\nimport type {Brand} from '../../types/brand';\nimport type {ImageIdSpec} from './image_id';\n\n/**\n * `StringifiedImageVariant` is a stringified version of the `ImageVariant`.\n *\n * @private\n */\nexport type StringifiedImageVariant = Brand<string, 'ImageVariant'>;\n\n/**\n * {@link ImageVariant} rasterization options.\n *\n * @private\n */\nexport type RasterizationOptions = {\n    params?: Record<string, Color>;\n    sx?: number;\n    sy?: number;\n};\n\n/**\n * `ImageVariant` is a component of {@link ResolvedImage}\n * that represents either the primary or secondary image\n * along with its rendering configuration.\n *\n * @private\n */\nexport class ImageVariant implements RasterizationOptions {\n    id: ImageId;\n    params?: Record<string, Color>;\n    sx: number;\n    sy: number;\n\n    constructor(id: string | ImageIdSpec, options: RasterizationOptions = {}) {\n        this.id = ImageId.from(id);\n        this.params = options.params;\n        this.sx = options.sx || 1;\n        this.sy = options.sy || 1;\n    }\n\n    toString(): StringifiedImageVariant {\n        return JSON.stringify(this) as StringifiedImageVariant;\n    }\n\n    static parse(str: StringifiedImageVariant): ImageVariant | null {\n        let id: ImageIdSpec | undefined;\n        let params: Record<string, Color> | undefined;\n        let sx: number | undefined;\n        let sy: number | undefined;\n\n        try {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            ({id, params, sx, sy} = JSON.parse(str) || {});\n        } catch (e) {\n            return null;\n        }\n\n        if (!id) return null;\n\n        return new ImageVariant(id, {params, sx, sy});\n    }\n\n    scaleSelf(factor: number, yFactor: number = factor): this {\n        this.sx *= factor;\n        this.sy *= yFactor;\n        return this;\n    }\n}\n","import assert from '../../util/assert';\nimport {ImageId} from './image_id';\nimport {ImageVariant} from './image_variant';\n\nimport type {ImageIdSpec} from './image_id';\nimport type {RasterizationOptions} from './image_variant';\n\nexport default class ResolvedImage {\n    primaryId: ImageId;\n    primaryOptions?: RasterizationOptions;\n    secondaryId?: ImageId;\n    secondaryOptions?: RasterizationOptions;\n    available: boolean;\n\n    constructor(\n        primaryId: string | ImageIdSpec,\n        primaryOptions?: RasterizationOptions,\n        secondaryId?: string | ImageIdSpec,\n        secondaryOptions?: RasterizationOptions,\n        available: boolean = false,\n    ) {\n        this.primaryId = ImageId.from(primaryId);\n        this.primaryOptions = primaryOptions;\n        if (secondaryId) this.secondaryId = ImageId.from(secondaryId);\n        this.secondaryOptions = secondaryOptions;\n        this.available = available;\n    }\n\n    toString(): string {\n        if (this.primaryId && this.secondaryId) {\n            const primaryName = this.primaryId.name;\n            const secondaryName = this.secondaryId.name;\n            return `[${primaryName},${secondaryName}]`;\n        }\n\n        return this.primaryId.name;\n    }\n\n    hasPrimary(): boolean {\n        return !!this.primaryId;\n    }\n\n    getPrimary(): ImageVariant {\n        return new ImageVariant(this.primaryId, this.primaryOptions);\n    }\n\n    hasSecondary(): boolean {\n        return !!this.secondaryId;\n    }\n\n    getSecondary(): ImageVariant | null {\n        if (!this.secondaryId) {\n            return null;\n        }\n\n        return new ImageVariant(this.secondaryId, this.secondaryOptions);\n    }\n\n    static from(image: string | ResolvedImage): ResolvedImage {\n        if (typeof image !== 'string') return image;\n        const resolved = ResolvedImage.build({name: image});\n        assert(resolved);\n        return resolved;\n    }\n\n    static build(\n        primaryId: string | ImageIdSpec,\n        secondaryId?: string | ImageIdSpec,\n        primaryOptions?: RasterizationOptions,\n        secondaryOptions?: RasterizationOptions\n    ): ResolvedImage | null {\n        if (!primaryId || (typeof primaryId === 'object' && !('name' in primaryId))) return null; // treat empty values as no image\n        return new ResolvedImage(primaryId, primaryOptions, secondaryId, secondaryOptions);\n    }\n}\n","import assert from '../util/assert';\nimport Color from '../util/color';\nimport Collator from './types/collator';\nimport Formatted from './types/formatted';\nimport ResolvedImage from './types/resolved_image';\nimport {NullType, NumberType, StringType, BooleanType, ColorType, ObjectType, ValueType, CollatorType, FormattedType, ResolvedImageType, array} from './types';\n\nimport type {Type} from './types';\n\nexport function validateRGBA(r: unknown, g: unknown, b: unknown, a?: unknown): string | null {\n    if (!(\n        typeof r === 'number' && r >= 0 && r <= 255 &&\n        typeof g === 'number' && g >= 0 && g <= 255 &&\n        typeof b === 'number' && b >= 0 && b <= 255\n    )) {\n        const value = (typeof a === 'number' ? [r, g, b, a] : [r, g, b]) as number[];\n        return `Invalid rgba value [${value.join(', ')}]: 'r', 'g', and 'b' must be between 0 and 255.`;\n    }\n\n    if (!(\n        typeof a === 'undefined' || (typeof a === 'number' && a >= 0 && a <= 1)\n    )) {\n        return `Invalid rgba value [${([r, g, b, a] as number[]).join(', ')}]: 'a' must be between 0 and 1.`;\n    }\n\n    return null;\n}\n\nexport function validateHSLA(h: unknown, s: unknown, l: unknown, a?: unknown): string | null {\n    if (!(\n        typeof h === 'number' && h >= 0 && h <= 360\n    )) {\n        const value = (typeof a === 'number' ? [h, s, l, a] : [h, s, l]) as number[];\n        return `Invalid hsla value [${value.join(', ')}]: 'h' must be between 0 and 360.`;\n    }\n\n    if (!(\n        typeof s === 'number' && s >= 0 && s <= 100 &&\n        typeof l === 'number' && l >= 0 && l <= 100\n    )) {\n        const value = (typeof a === 'number' ? [h, s, l, a] : [h, s, l]) as number[];\n        return `Invalid hsla value [${value.join(', ')}]: 's', and 'l' must be between 0 and 100.`;\n    }\n\n    if (!(\n        typeof a === 'undefined' || (typeof a === 'number' && a >= 0 && a <= 1)\n    )) {\n        return `Invalid hsla value [${([h, s, l, a] as number[]).join(', ')}]: 'a' must be between 0 and 1.`;\n    }\n\n    return null;\n}\n\nexport type Value = null | string | boolean | number | Color | Collator | Formatted | ResolvedImage | ReadonlyArray<Value> | {readonly [key: string]: Value};\n\nexport function isValue(mixed: unknown): boolean {\n    if (mixed === null) {\n        return true;\n    } else if (typeof mixed === 'string') {\n        return true;\n    } else if (typeof mixed === 'boolean') {\n        return true;\n    } else if (typeof mixed === 'number') {\n        return true;\n    } else if (mixed instanceof Color) {\n        return true;\n    } else if (mixed instanceof Collator) {\n        return true;\n    } else if (mixed instanceof Formatted) {\n        return true;\n    } else if (mixed instanceof ResolvedImage) {\n        return true;\n    } else if (Array.isArray(mixed)) {\n        for (const item of mixed) {\n            if (!isValue(item)) {\n                return false;\n            }\n        }\n        return true;\n    } else if (typeof mixed === 'object') {\n        for (const key in mixed) {\n            if (!isValue((mixed as Record<string, unknown>)[key])) {\n                return false;\n            }\n        }\n        return true;\n    } else {\n        return false;\n    }\n}\n\nexport function typeOf(value: Value): Type {\n    if (value === null) {\n        return NullType;\n    } else if (typeof value === 'string') {\n        return StringType;\n    } else if (typeof value === 'boolean') {\n        return BooleanType;\n    } else if (typeof value === 'number') {\n        return NumberType;\n    } else if (value instanceof Color) {\n        return ColorType;\n    } else if (value instanceof Collator) {\n        return CollatorType;\n    } else if (value instanceof Formatted) {\n        return FormattedType;\n    } else if (value instanceof ResolvedImage) {\n        return ResolvedImageType;\n    } else if (Array.isArray(value)) {\n        const length = value.length;\n        let itemType: Type | undefined;\n\n        for (const item of value) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            const t = typeOf(item);\n            if (!itemType) {\n                itemType = t;\n            } else if (itemType === t) {\n                continue;\n            } else {\n                itemType = ValueType;\n                break;\n            }\n        }\n\n        return array(itemType || ValueType, length);\n    } else {\n        assert(typeof value === 'object');\n        return ObjectType;\n    }\n}\n\nexport function toString(value: Value): string {\n    if (value === null) {\n        return '';\n    } else if (typeof value === 'string' || typeof value === 'number' || typeof value === 'boolean') {\n        return String(value);\n    } else if (value instanceof Formatted || value instanceof ResolvedImage || value instanceof Color) {\n        return value.toString();\n    } else {\n        return JSON.stringify(value);\n    }\n}\n\nexport {Color, Collator};\n","import assert from '../../util/assert';\nimport {isValue, typeOf, Color} from '../values';\nimport Formatted from '../types/formatted';\n\nimport type {Type} from '../types';\nimport type {Value}  from '../values';\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\n\nclass Literal implements Expression {\n    type: Type;\n    value: Value;\n\n    constructor(type: Type, value: Value) {\n        this.type = type;\n        this.value = value;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): void | Literal {\n        if (args.length !== 2)\n            return context.error(`'literal' expression requires exactly one argument, but found ${args.length - 1} instead.`);\n\n        if (!isValue(args[1]))\n            return context.error(`invalid value`);\n\n        const value = args[1] as Value;\n        let type = typeOf(value);\n\n        // special case: infer the item type if possible for zero-length arrays\n        const expected = context.expectedType;\n        if (\n            type.kind === 'array' &&\n            type.N === 0 &&\n            expected &&\n            expected.kind === 'array' &&\n            (typeof expected.N !== 'number' || expected.N === 0)\n        ) {\n            type = expected;\n        }\n\n        return new Literal(type, value);\n    }\n\n    evaluate(): Value {\n        return this.value;\n    }\n\n    eachChild() {}\n\n    outputDefined(): boolean {\n        return true;\n    }\n\n    serialize(): SerializedExpression {\n        if (this.type.kind === 'array' || this.type.kind === 'object') {\n            return [\"literal\", this.value];\n        } else if (this.value instanceof Color) {\n            // Constant-folding can generate Literal expressions that you\n            // couldn't actually generate with a \"literal\" expression,\n            // so we have to implement an equivalent serialization here\n            return [\"rgba\" as SerializedExpression].concat(this.value.toNonPremultipliedRenderColor(null).toArray());\n        } else if (this.value instanceof Formatted) {\n            // Same as Color\n            return this.value.serialize();\n        } else {\n            assert(this.value === null ||\n                typeof this.value === 'string' ||\n                typeof this.value === 'number' ||\n                typeof this.value === 'boolean');\n            return this.value;\n        }\n    }\n}\n\nexport default Literal;\n","class RuntimeError {\n    name: string;\n    message: string;\n\n    constructor(message: string) {\n        this.name = 'ExpressionEvaluationError';\n        this.message = message;\n    }\n\n    toJSON(): string {\n        return this.message;\n    }\n}\n\nexport default RuntimeError;\n","import assert from '../../util/assert';\nimport {\n    ObjectType,\n    ValueType,\n    StringType,\n    NumberType,\n    BooleanType,\n    checkSubtype,\n    toString,\n    array\n} from '../types';\nimport RuntimeError from '../runtime_error';\nimport {typeOf} from '../values';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type} from '../types';\n\nconst types: Record<string, Type> = {\n    string: StringType,\n    number: NumberType,\n    boolean: BooleanType,\n    object: ObjectType\n};\n\nclass Assertion implements Expression {\n    type: Type;\n    args: Array<Expression>;\n\n    constructor(type: Type, args: Array<Expression>) {\n        this.type = type;\n        this.args = args;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | void {\n        if (args.length < 2)\n            return context.error(`Expected at least one argument.`);\n\n        let i = 1;\n        let type: Type;\n\n        const name = args[0] as string;\n        if (name === 'array') {\n            let itemType: Type;\n            if (args.length > 2) {\n                const type = args[1];\n                if (typeof type !== 'string' || !(type in types) || type === 'object')\n                    return context.error('The item type argument of \"array\" must be one of string, number, boolean', 1);\n                itemType = types[type]!;\n                i++;\n            } else {\n                itemType = ValueType;\n            }\n\n            let N: number | null | undefined;\n            if (args.length > 3) {\n                if (args[2] !== null &&\n                    (typeof args[2] !== 'number' ||\n                        args[2] < 0 ||\n                        args[2] !== Math.floor(args[2]))\n                ) {\n                    return context.error('The length argument to \"array\" must be a positive integer literal', 2);\n                }\n                N = args[2];\n                i++;\n            }\n\n            type = array(itemType, N);\n        } else {\n            assert(types[name], name);\n            type = types[name]!;\n        }\n\n        const parsed: Expression[] = [];\n        for (; i < args.length; i++) {\n            const input = context.parse(args[i], i, ValueType);\n            if (!input) return null;\n            parsed.push(input);\n        }\n\n        return new Assertion(type, parsed);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        for (let i = 0; i < this.args.length; i++) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const value = this.args[i]!.evaluate(ctx);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            const error = checkSubtype(this.type, typeOf(value));\n            if (!error) {\n                return value;\n            } else if (i === this.args.length - 1) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                throw new RuntimeError(`The expression ${JSON.stringify(this.args[i]!.serialize())} evaluated to ${toString(typeOf(value))} but was expected to be of type ${toString(this.type)}.`);\n            }\n        }\n\n        assert(false);\n        return null;\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        this.args.forEach(fn);\n    }\n\n    outputDefined(): boolean {\n        return this.args.every(arg => arg.outputDefined());\n    }\n\n    serialize(): SerializedExpression {\n        const type = this.type;\n        const serialized: Array<SerializedExpression> = [type.kind];\n        if (type.kind === 'array') {\n            const itemType = type.itemType;\n            if (itemType.kind === 'string' ||\n                itemType.kind === 'number' ||\n                itemType.kind === 'boolean') {\n                serialized.push(itemType.kind);\n                const N = type.N;\n                if (typeof N === 'number' || this.args.length > 1) {\n                    serialized.push(N!);\n                }\n            }\n        }\n        return serialized.concat(this.args.map(arg => arg.serialize()));\n    }\n}\n\nexport default Assertion;\n","import {\n    NumberType,\n    ValueType,\n    FormattedType,\n    array,\n    StringType,\n    ColorType,\n    ResolvedImageType,\n    typeEquals,\n} from '../types';\nimport Formatted, {FormattedSection} from '../types/formatted';\nimport {toString, typeOf} from '../values';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type EvaluationContext from '../evaluation_context';\nimport type ParsingContext from '../parsing_context';\nimport type {Type} from '../types';\n\nexport type FormattedSectionExpression = {\n    // Content of a section may be Image expression or other\n    // type of expression that is coercable to 'string'.\n    content: Expression;\n    scale: Expression | null;\n    font: Expression | null;\n    textColor: Expression | null;\n};\n\nexport default class FormatExpression implements Expression {\n    type: Type;\n    sections: Array<FormattedSectionExpression>;\n\n    constructor(sections: Array<FormattedSectionExpression>) {\n        this.type = FormattedType;\n        this.sections = sections;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | void {\n        if (args.length < 2) {\n            return context.error(`Expected at least one argument.`);\n        }\n\n        const firstArg = args[1];\n        if (!Array.isArray(firstArg) && typeof firstArg === 'object') {\n            return context.error(`First argument must be an image or text section.`);\n        }\n\n        const sections: Array<FormattedSectionExpression> = [];\n        let nextTokenMayBeObject = false;\n        for (let i = 1; i <= args.length - 1; ++i) {\n            const arg = args[i] as Record<string, unknown> | unknown[] | string | number | boolean | null | undefined;\n\n            if (nextTokenMayBeObject && typeof arg === \"object\" && !Array.isArray(arg)) {\n                nextTokenMayBeObject = false;\n\n                let scale = null;\n                if (arg!['font-scale']) {\n                    scale = context.parseObjectValue(arg!['font-scale'], i, 'font-scale', NumberType);\n                    if (!scale) return null;\n                }\n\n                let font = null;\n                if (arg!['text-font']) {\n                    font = context.parseObjectValue(arg!['text-font'], i, 'text-font', array(StringType));\n                    if (!font) return null;\n                }\n\n                let textColor = null;\n                if (arg!['text-color']) {\n                    textColor = context.parseObjectValue(arg!['text-color'], i, 'text-color', ColorType);\n                    if (!textColor) return null;\n                }\n\n                const lastExpression = sections.at(-1)!;\n                lastExpression.scale = scale;\n                lastExpression.font = font;\n                lastExpression.textColor = textColor;\n            } else {\n                const content = context.parse(args[i], i, ValueType);\n                if (!content) return null;\n\n                const kind = content.type.kind;\n                if (kind !== 'string' && kind !== 'value' && kind !== 'null' && kind !== 'resolvedImage')\n                    return context.error(`Formatted text type must be 'string', 'value', 'image' or 'null'.`);\n\n                nextTokenMayBeObject = true;\n                sections.push({content, scale: null, font: null, textColor: null});\n            }\n        }\n\n        return new FormatExpression(sections);\n    }\n\n    evaluate(ctx: EvaluationContext): Formatted {\n        const evaluateSection = (section: FormattedSectionExpression) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const evaluatedContent = section.content.evaluate(ctx);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            if (typeEquals(typeOf(evaluatedContent), ResolvedImageType)) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                return new FormattedSection('', evaluatedContent, null, null, null);\n            }\n\n            return new FormattedSection(\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                    toString(evaluatedContent),\n                    null,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                    section.scale ? section.scale.evaluate(ctx) : null,\n                    section.font ? (section.font.evaluate(ctx) as string[]).join(',') : null,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                    section.textColor ? section.textColor.evaluate(ctx) : null\n            );\n        };\n\n        return new Formatted(this.sections.map(evaluateSection));\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        for (const section of this.sections) {\n            fn(section.content);\n            if (section.scale) {\n                fn(section.scale);\n            }\n            if (section.font) {\n                fn(section.font);\n            }\n            if (section.textColor) {\n                fn(section.textColor);\n            }\n        }\n    }\n\n    outputDefined(): boolean {\n        // Technically the combinatoric set of all children\n        // Usually, this.text will be undefined anyway\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        const serialized: Array<unknown> = [\"format\"];\n        for (const section of this.sections) {\n            serialized.push(section.content.serialize());\n            const options: Record<string, SerializedExpression> = {};\n            if (section.scale) {\n                options['font-scale'] = section.scale.serialize();\n            }\n            if (section.font) {\n                options['text-font'] = section.font.serialize();\n            }\n            if (section.textColor) {\n                options['text-color'] = section.textColor.serialize();\n            }\n            serialized.push(options);\n        }\n        return serialized;\n    }\n}\n","import ResolvedImage from '../types/resolved_image';\nimport {ImageId} from '../types/image_id';\nimport {ColorType, ResolvedImageType, StringType} from '../types';\n\nimport type EvaluationContext from '../evaluation_context';\nimport type Color from '../../util/color';\nimport type ParsingContext from '../parsing_context';\nimport type {Type} from '../types';\nimport type {Expression, SerializedExpression} from '../expression';\n\nexport type ImageParams = Record<string, Expression>;\nexport type IconsetParams = {id: string};\n\nexport type ImageOptions = {\n    params?: ImageParams;\n    iconset?: IconsetParams;\n};\n\ntype SerializedImageOptions = {\n    params?: Record<string, SerializedExpression>;\n    iconset?: IconsetParams;\n};\n\nfunction isImageOptions(value: unknown): value is ImageOptions {\n    return value !== null && typeof value === 'object' && !Array.isArray(value);\n}\n\nexport default class ImageExpression implements Expression {\n    type: Type;\n\n    namePrimary: Expression;\n    paramsPrimary?: ImageParams;\n    iconsetIdPrimary?: string;\n\n    nameSecondary?: Expression | null;\n    paramsSecondary?: ImageParams;\n    iconsetIdSecondary?: string;\n\n    _imageWarnHistory: Record<string, boolean> = {};\n\n    constructor(\n        inputPrimary: Expression,\n        inputSecondary?: Expression | null,\n        inputPrimaryOptions?: ImageOptions,\n        inputSecondaryOptions?: ImageOptions\n    ) {\n        this.type = ResolvedImageType;\n        this.namePrimary = inputPrimary;\n        this.nameSecondary = inputSecondary;\n\n        if (inputPrimaryOptions) {\n            this.paramsPrimary = inputPrimaryOptions.params;\n            this.iconsetIdPrimary = inputPrimaryOptions.iconset ? inputPrimaryOptions.iconset.id : undefined;\n        }\n\n        if (inputSecondaryOptions) {\n            this.paramsSecondary = inputSecondaryOptions.params;\n            this.iconsetIdSecondary = inputSecondaryOptions.iconset ? inputSecondaryOptions.iconset.id : undefined;\n        }\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | void {\n        if (args.length < 2) {\n            return context.error(`Expected two or more arguments.`);\n        }\n\n        let nextArgId = 1;\n        const imageExpression: Array<{image: Expression, options?: ImageOptions}> = [];\n\n        function tryParseImage() {\n            if (nextArgId < args.length) {\n                const imageName = context.parse(args[nextArgId], nextArgId++, StringType);\n                if (!imageName) {\n                    context.error(imageExpression.length ? `Secondary image variant is not a string.` : `No image name provided.`);\n                    return false;\n                }\n\n                imageExpression.push({image: imageName, options: {}});\n                return true;\n            }\n\n            return true;\n        }\n\n        function tryParseOptions() {\n            if (nextArgId < args.length) {\n                const options = args[nextArgId];\n                if (!isImageOptions(options)) {\n                    return true;\n                }\n\n                const params = options.params;\n                const iconset = options.iconset;\n                const optionsContext = context.concat(nextArgId);\n\n                if (!params && !iconset) {\n                    nextArgId++;\n                    return true;\n                }\n\n                // Parse the image options params as expressions\n                if (params) {\n                    if (typeof params !== 'object' || params.constructor !== Object) {\n                        optionsContext.error(`Image options \\\"params\\\" should be an object`);\n                        return false;\n                    }\n\n                    const parsedParams: ImageParams = {};\n                    const childContext = optionsContext.concat(undefined, 'params');\n                    for (const key in params) {\n                        if (!key) {\n                            childContext.error(`Image parameter name should be non-empty`);\n                            return false;\n                        }\n\n                        const value = childContext.concat(undefined, key).parse(params[key], undefined, ColorType, undefined, {typeAnnotation: 'coerce'});\n                        if (!value) {\n                            return false;\n                        }\n\n                        parsedParams[key] = value;\n                    }\n\n                    imageExpression.at(-1)!.options!.params = parsedParams;\n                }\n\n                // Validate the iconset image options\n                if (iconset) {\n                    if (typeof iconset !== 'object' || iconset.constructor !== Object) {\n                        optionsContext.error(`Image options \\\"iconset\\\" should be an object`);\n                        return false;\n                    }\n\n                    if (!iconset.id) {\n                        optionsContext.error(`Image options \\\"iconset\\\" should have an \\\"id\\\" property`);\n                        return false;\n                    }\n\n                    imageExpression.at(-1)!.options!.iconset = iconset;\n                }\n\n                nextArgId++;\n                return true;\n            }\n\n            return true;\n        }\n\n        // Parse the primary and secondary image expressions\n        for (let i = 0; i < 2; i++) {\n            if (!tryParseImage() || !tryParseOptions()) {\n                return;\n            }\n        }\n\n        return new ImageExpression(\n            imageExpression[0]!.image,\n            imageExpression[1] ? imageExpression[1].image : undefined,\n            imageExpression[0]!.options,\n            imageExpression[1] ? imageExpression[1].options : undefined\n        );\n    }\n\n    evaluateParams(ctx: EvaluationContext, params: Record<string, Expression> | undefined): {params: Record<string, Color>} | undefined {\n        const result: Record<string, Color> = {};\n        if (params) {\n            for (const key in params) {\n                if (params[key]) {\n                    try {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                        result[key] = params[key].evaluate(ctx);\n                    } catch (err) {\n                        continue;\n                    }\n                }\n            }\n        } else {\n            return undefined;\n        }\n\n        if (Object.keys(result).length === 0) {\n            return undefined;\n        }\n\n        return {params: result};\n    }\n\n    evaluate(ctx: EvaluationContext): null | ResolvedImage {\n        const primaryId = {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            name: this.namePrimary.evaluate(ctx),\n            iconsetId: this.iconsetIdPrimary\n        };\n\n        const secondaryId = this.nameSecondary ? {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            name: this.nameSecondary.evaluate(ctx),\n            iconsetId: this.iconsetIdSecondary\n        } : undefined;\n\n        const value = ResolvedImage.build(\n            primaryId,\n            secondaryId,\n            this.paramsPrimary ? this.evaluateParams(ctx, this.paramsPrimary) : undefined,\n            this.paramsSecondary ? this.evaluateParams(ctx, this.paramsSecondary) : undefined\n        );\n\n        if (value && ctx.availableImages) {\n            const primaryId = value.getPrimary().id;\n            value.available = ctx.availableImages.some((id) => ImageId.isEqual(id, primaryId));\n            if (value.available) {\n                // If there's a secondary variant, only mark it available if both are present\n                const secondaryId = value.getSecondary() ? value.getSecondary()!.id : null;\n                if (secondaryId) value.available = ctx.availableImages.some((id) => ImageId.isEqual(id, secondaryId));\n            }\n        }\n\n        return value;\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.namePrimary);\n\n        if (this.paramsPrimary) {\n            for (const key in this.paramsPrimary) {\n                if (this.paramsPrimary[key]) {\n                    fn(this.paramsPrimary[key]);\n                }\n            }\n        }\n\n        if (this.nameSecondary) {\n            fn(this.nameSecondary);\n            if (this.paramsSecondary) {\n                for (const key in this.paramsSecondary) {\n                    if (this.paramsSecondary[key]) {\n                        fn(this.paramsSecondary[key]);\n                    }\n                }\n            }\n        }\n    }\n\n    outputDefined(): boolean {\n        // The output of image is determined by the list of available images in the evaluation context\n        return false;\n    }\n\n    serializeOptions(params?: ImageParams, iconsetId?: string): SerializedImageOptions | undefined {\n        const result: SerializedImageOptions = {};\n\n        if (iconsetId) {\n            result.iconset = {id: iconsetId};\n        }\n\n        if (params) {\n            result.params = {};\n            for (const key in params) {\n                if (params[key]) {\n                    result.params[key] = params[key].serialize();\n                }\n            }\n        }\n\n        return Object.keys(result).length > 0 ? result : undefined;\n    }\n\n    serialize(): SerializedExpression {\n        const serialized: SerializedExpression = ['image', this.namePrimary.serialize()];\n\n        if (this.paramsPrimary || this.iconsetIdPrimary) {\n            const options = this.serializeOptions(this.paramsPrimary, this.iconsetIdPrimary);\n            if (options) serialized.push(options);\n        }\n\n        if (this.nameSecondary) {\n            serialized.push(this.nameSecondary.serialize());\n\n            if (this.paramsSecondary || this.iconsetIdSecondary) {\n                const options = this.serializeOptions(this.paramsSecondary, this.iconsetIdSecondary);\n                if (options) serialized.push(options);\n            }\n        }\n\n        return serialized;\n    }\n}\n","export function getType(val: unknown): \"number\" | \"string\" | \"boolean\" | \"array\" | \"null\" | \"object\" | \"function\" | \"bigint\" | \"symbol\" | \"undefined\" | \"NaN\" {\n    if (isString(val)) return 'string';\n    if (isNumber(val)) return 'number';\n    if (isBoolean(val)) return 'boolean';\n    if (Array.isArray(val)) return 'array';\n    if (val === null) return 'null';\n    if (isObject(val)) return 'object';\n    return typeof val;\n}\n\nexport function isObject(value: unknown): value is Record<PropertyKey, unknown> {\n    if (value === null || value === undefined) return false;\n    if (Array.isArray(value)) return false;\n    if (typeof value === 'function') return false;\n    if (value instanceof String || value instanceof Number || value instanceof Boolean) {\n        return false;\n    }\n    return typeof value === 'object';\n}\n\nexport function isString(value: unknown): value is string {\n    return typeof value === 'string' || value instanceof String;\n}\n\nexport function isNumber(value: unknown): value is number {\n    return typeof value === 'number' || value instanceof Number;\n}\n\nexport function isBoolean(value: unknown): value is boolean {\n    return typeof value === 'boolean' || value instanceof Boolean;\n}\n","import assert from '../../util/assert';\nimport {BooleanType, ColorType, NumberType, StringType, ValueType, array, NullType} from '../types';\nimport {Color, isValue, toString as valueToString, typeOf, validateRGBA} from '../values';\nimport RuntimeError from '../runtime_error';\nimport Formatted from '../types/formatted';\nimport FormatExpression from '../definitions/format';\nimport ImageExpression from '../definitions/image';\nimport ResolvedImage from '../types/resolved_image';\nimport {getType} from '../../util/get_type';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type, ArrayType} from '../types';\n\nconst types = {\n    'to-boolean': BooleanType,\n    'to-color': ColorType,\n    'to-number': NumberType,\n    'to-string': StringType\n};\n\n/**\n * Special form for error-coalescing coercion expressions \"to-number\",\n * \"to-color\".  Since these coercions can fail at runtime, they accept multiple\n * arguments, only evaluating one at a time until one succeeds.\n *\n * @private\n */\nclass Coercion implements Expression {\n    type: Type | ArrayType;\n    args: Array<Expression>;\n\n    constructor(type: Type, args: Array<Expression>) {\n        this.type = type;\n        this.args = args;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | void {\n        if (args.length < 2)\n            return context.error(`Expected at least one argument.`);\n\n        const name = args[0] as 'to-array' | keyof typeof types;\n        const parsed: Expression[] = [];\n        let type: Type | ArrayType = NullType;\n        if (name === 'to-array') {\n            if (!Array.isArray(args[1])) {\n                return null;\n            }\n            const arrayLength = args[1].length;\n            if (context.expectedType) {\n                if (context.expectedType.kind === 'array') {\n                    type = array(context.expectedType.itemType, arrayLength);\n                } else {\n                    return context.error(`Expected ${context.expectedType.kind} but found array.`);\n                }\n            } else if (arrayLength > 0 && isValue(args[1][0])) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const value = (args[1][0]);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                type = array(typeOf(value), arrayLength);\n            } else {\n                return null;\n            }\n            for (let i = 0; i < arrayLength; i++) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const member = args[1][i];\n                let parsedMember: Expression | null | void;\n                if (Array.isArray(member)) {\n                    parsedMember = context.parse(member, undefined, type.itemType);\n                } else {\n                    const memberType = getType(member);\n                    if (memberType !== type.itemType.kind) {\n                        return context.error(`Expected ${type.itemType.kind} but found ${memberType}.`);\n                    }\n                    parsedMember = context.registry['literal']!.parse(['literal', member === undefined ? null : member], context);\n                }\n                if (!parsedMember) return null;\n                parsed.push(parsedMember);\n            }\n        } else {\n            assert(types[name], name);\n\n            if ((name === 'to-boolean' || name === 'to-string') && args.length !== 2)\n                return context.error(`Expected one argument.`);\n\n            type = types[name];\n\n            for (let i = 1; i < args.length; i++) {\n                const input = context.parse(args[i], i, ValueType);\n                if (!input) return null;\n                parsed.push(input);\n            }\n        }\n\n        return new Coercion(type, parsed);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        if (this.type.kind === 'boolean') {\n            return Boolean(this.args[0]!.evaluate(ctx));\n        } else if (this.type.kind === 'color') {\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any\n            let input: any;\n            let error!: string | null;\n            for (const arg of this.args) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                input = arg.evaluate(ctx);\n                error = null;\n                if (input instanceof Color) {\n                    return input;\n                } else if (typeof input === 'string') {\n                    const c = ctx.parseColor(input);\n                    if (c) return c;\n                } else if (Array.isArray(input)) {\n                    if (input.length < 3 || input.length > 4) {\n                        error = `Invalid rbga value ${JSON.stringify(input)}: expected an array containing either three or four numeric values.`;\n                    } else {\n                        error = validateRGBA(input[0], input[1], input[2], input[3]);\n                    }\n                    if (!error) {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                        return new Color((input[0]) / 255, (input[1]) / 255, (input[2]) / 255, (input[3]));\n                    }\n                }\n            }\n            throw new RuntimeError(error || `Could not parse color from value '${typeof input === 'string' ? input : String(JSON.stringify(input))}'`);\n        } else if (this.type.kind === 'number') {\n            let value = null;\n            for (const arg of this.args) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                value = arg.evaluate(ctx);\n                if (value === null) return 0;\n                const num = Number(value);\n                if (isNaN(num)) continue;\n                return num;\n            }\n            throw new RuntimeError(`Could not convert ${JSON.stringify(value)} to number.`);\n        } else if (this.type.kind === 'formatted') {\n            // There is no explicit 'to-formatted' but this coercion can be implicitly\n            // created by properties that expect the 'formatted' type.\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            return Formatted.fromString(valueToString(this.args[0]!.evaluate(ctx)));\n        } else if (this.type.kind === 'resolvedImage') {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            return ResolvedImage.build(valueToString(this.args[0]!.evaluate(ctx)));\n        } else if (this.type.kind === 'array') {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n            return this.args.map(arg => { return arg.evaluate(ctx); });\n        } else {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            return valueToString(this.args[0]!.evaluate(ctx));\n        }\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        this.args.forEach(fn);\n    }\n\n    outputDefined(): boolean {\n        return this.args.every(arg => arg.outputDefined());\n    }\n\n    serialize(): SerializedExpression {\n        if (this.type.kind === 'formatted') {\n            return new FormatExpression([{content: this.args[0]!, scale: null, font: null, textColor: null}]).serialize();\n        }\n\n        if (this.type.kind === 'resolvedImage') {\n            return new ImageExpression(this.args[0]!).serialize();\n        }\n\n        const serialized: Array<unknown> = this.type.kind === 'array' ? [] : [`to-${this.type.kind}`];\n        this.eachChild(child => { serialized.push(child.serialize()); });\n        return serialized;\n    }\n}\n\nexport default Coercion;\n","import {Color} from './values';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {ImageId} from './types/image_id';\nimport type {FormattedSection} from './types/formatted';\nimport type {GlobalProperties, Feature, FeatureState} from './index';\nimport type {CanonicalTileID} from '../types/tile_id';\nimport type {FeatureDistanceData} from '../feature_filter/index';\nimport type {ConfigOptions, ConfigOptionValue} from '../types/config_options';\n\nconst geometryTypes = ['Unknown', 'Point', 'LineString', 'Polygon'];\n\nclass EvaluationContext {\n    globals: GlobalProperties | null;\n    feature: Feature | null | undefined;\n    featureState: FeatureState | null | undefined;\n    formattedSection: FormattedSection | null | undefined;\n    availableImages: ImageId[] | null | undefined;\n    canonical: null | CanonicalTileID;\n    featureTileCoord: Point | null | undefined;\n    featureDistanceData: FeatureDistanceData | null | undefined;\n    scope: string | null | undefined;\n    options: ConfigOptions | null | undefined;\n    iconImageUseTheme: string | null | undefined;\n\n    constructor(scope?: string | null, options?: ConfigOptions | null, iconImageUseTheme?: string | null) {\n        this.globals = null;\n        this.feature = null;\n        this.featureState = null;\n        this.formattedSection = null;\n        this.availableImages = null;\n        this.canonical = null;\n        this.featureTileCoord = null;\n        this.featureDistanceData = null;\n        this.scope = scope;\n        this.options = options;\n        this.iconImageUseTheme = iconImageUseTheme;\n    }\n\n    id(): string | number | null {\n        return this.feature && this.feature.id !== undefined ? this.feature.id : null;\n    }\n\n    geometryType(): null | string {\n        return this.feature ? typeof this.feature.type === 'number' ? geometryTypes[this.feature.type]! : this.feature.type : null;\n    }\n\n    geometry(): Array<Array<Point>> | null | undefined {\n        return this.feature && 'geometry' in this.feature ? this.feature.geometry : null;\n    }\n\n    canonicalID(): null | CanonicalTileID {\n        return this.canonical;\n    }\n\n    properties(): {readonly [key: string]: unknown} {\n        return (this.feature && this.feature.properties) || {};\n    }\n\n    measureLight(_: string): number {\n        return this.globals!.brightness || 0;\n    }\n\n    distanceFromCenter(): number {\n        if (this.featureTileCoord && this.featureDistanceData) {\n\n            const c = this.featureDistanceData.center;\n            const scale = this.featureDistanceData.scale;\n            const {x, y} = this.featureTileCoord;\n\n            // Calculate the distance vector `d` (left handed)\n            const dX = x * scale - c[0];\n            const dY = y * scale - c[1];\n\n            // The bearing vector `b` (left handed)\n            const bX = this.featureDistanceData.bearing[0];\n            const bY = this.featureDistanceData.bearing[1];\n\n            // Distance is calculated as `dot(d, v)`\n            const dist = (bX * dX + bY * dY);\n            return dist;\n        }\n\n        return 0;\n    }\n\n    parseColor(input: string): Color | undefined {\n        return Color.parse(input);\n    }\n\n    getConfig(id: string): ConfigOptionValue | null | undefined {\n        return this.options ? this.options.get(id) : null;\n    }\n}\n\nexport default EvaluationContext;\n","import {toString} from './types';\nimport assert from '../util/assert';\n\nimport type EvaluationContext from './evaluation_context';\nimport type ParsingContext from './parsing_context';\nimport type {Expression, ExpressionRegistry, SerializedExpression} from './expression';\nimport type {Type} from './types';\nimport type {Value} from './values';\n\nexport type Varargs = {\n    type: Type;\n};\ntype Signature = Array<Type> | Varargs;\ntype Evaluate = (arg1: EvaluationContext, arg2: Array<Expression>) => Value;\ntype Definition = [Type, Signature, Evaluate] | {\n    type: Type;\n    overloads: Array<[Signature, Evaluate]>;\n};\n\nclass CompoundExpression implements Expression {\n    name: string;\n    type: Type;\n    _evaluate: Evaluate;\n    args: Array<Expression>;\n    _overloadIndex: number;\n\n    static definitions: {\n        [_: string]: Definition;\n    };\n\n    constructor(name: string, type: Type, evaluate: Evaluate, args: Array<Expression>, overloadIndex: number) {\n        this.name = name;\n        this.type = type;\n        this._evaluate = evaluate;\n        this.args = args;\n        this._overloadIndex = overloadIndex;\n    }\n\n    evaluate(ctx: EvaluationContext): Value {\n        if (!this._evaluate) { // restore evaluate function after transfer between threads\n            const definition = CompoundExpression.definitions[this.name]!;\n            this._evaluate = Array.isArray(definition) ? definition[2] : definition.overloads[this._overloadIndex]![1];\n        }\n        return this._evaluate(ctx, this.args);\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        this.args.forEach(fn);\n    }\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): SerializedExpression[] {\n        return [this.name as SerializedExpression].concat(this.args.map(arg => arg.serialize()));\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | void {\n        const op = args[0] as string;\n        const definition = CompoundExpression.definitions[op];\n        if (!definition) {\n            return context.error(`Unknown expression \"${op}\". If you wanted a literal array, use [\"literal\", [...]].`, 0);\n        }\n\n        // Now check argument types against each signature\n        const type = Array.isArray(definition) ?\n            definition[0] : definition.type;\n\n        const availableOverloads: Array<[Signature, Evaluate]> = Array.isArray(definition) ?\n            [[definition[1], definition[2]]] :\n            definition.overloads;\n\n        const overloadParams = [];\n\n        let signatureContext: ParsingContext | null = null;\n\n        let overloadIndex = -1;\n\n        for (const [params, evaluate] of availableOverloads) {\n            if (Array.isArray(params) && params.length !== args.length - 1) continue; // param count doesn't match\n\n            overloadParams.push(params);\n            overloadIndex++;\n\n            // Use a fresh-looking context for each attempted signature so\n            // that, if we eventually succeed, we haven't polluted\n            // `context.errors`. We allocate the context once and reset its\n            // errors between overload attempts; the other fields are\n            // identical across attempts.\n            if (signatureContext === null) {\n                signatureContext = context._forkForSignature();\n            } else {\n                signatureContext.errors.length = 0;\n            }\n\n            // First parse all the args, potentially coercing to the\n            // types expected by this overload.\n            const parsedArgs: Array<Expression> = [];\n            let argParseFailed = false;\n            for (let i = 1; i < args.length; i++) {\n                const arg = args[i];\n                const expectedType = Array.isArray(params) ?\n                    params[i - 1] :\n                    params.type;\n\n                const parsed = signatureContext.parse(arg, 1 + parsedArgs.length, expectedType);\n                if (!parsed) {\n                    argParseFailed = true;\n                    break;\n                }\n                parsedArgs.push(parsed);\n            }\n            if (argParseFailed) {\n                // Couldn't coerce args of this overload to expected type, move\n                // on to next one.\n                continue;\n            }\n\n            if (Array.isArray(params)) {\n                if (params.length !== parsedArgs.length) {\n                    signatureContext.error(`Expected ${params.length} arguments, but found ${parsedArgs.length} instead.`);\n                    continue;\n                }\n            }\n\n            for (let i = 0; i < parsedArgs.length; i++) {\n                const expected = Array.isArray(params) ? params[i]! : params.type;\n                const arg = parsedArgs[i]!;\n                signatureContext.checkSubtype(expected, arg.type, i + 1);\n            }\n\n            if (signatureContext.errors.length === 0) {\n                return new CompoundExpression(op, type, evaluate, parsedArgs, overloadIndex);\n            }\n        }\n\n        assert(!signatureContext || signatureContext.errors.length > 0);\n\n        if (overloadParams.length === 1) {\n            context.errors.push(...signatureContext!.errors);\n        } else {\n            const expected = overloadParams.length ? overloadParams : availableOverloads.map(([params]) => params);\n            const signatures = expected.map(stringifySignature).join(' | ');\n\n            const actualTypes = [];\n            // For error message, re-parse arguments without trying to\n            // apply any coercions\n            for (let i = 1; i < args.length; i++) {\n                const parsed = context.parse(args[i], 1 + actualTypes.length);\n                if (!parsed) return null;\n                actualTypes.push(toString(parsed.type));\n            }\n            context.error(`Expected arguments of type ${signatures}, but found (${actualTypes.join(', ')}) instead.`);\n        }\n\n        return null;\n    }\n\n    static register(\n        registry: ExpressionRegistry,\n        definitions: {\n            [_: string]: Definition;\n        }\n    ) {\n        assert(!CompoundExpression.definitions);\n        CompoundExpression.definitions = definitions;\n        for (const name in definitions) {\n            registry[name] = CompoundExpression;\n        }\n    }\n}\n\nfunction stringifySignature(signature: Signature): string {\n    if (Array.isArray(signature)) {\n        return `(${signature.map(toString).join(', ')})`;\n    } else {\n        return `(${toString(signature.type)}...)`;\n    }\n}\n\nexport default CompoundExpression;\n","import {StringType, BooleanType, CollatorType} from '../types';\nimport Collator from '../types/collator';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type EvaluationContext from '../evaluation_context';\nimport type ParsingContext from '../parsing_context';\nimport type {Type} from '../types';\n\nexport default class CollatorExpression implements Expression {\n    type: Type;\n    caseSensitive: Expression;\n    diacriticSensitive: Expression;\n    locale: Expression | null;\n\n    constructor(caseSensitive: Expression, diacriticSensitive: Expression, locale: Expression | null) {\n        this.type = CollatorType;\n        this.locale = locale;\n        this.caseSensitive = caseSensitive;\n        this.diacriticSensitive = diacriticSensitive;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | undefined {\n        if (args.length !== 2) {\n            context.error(`Expected one argument.`);\n            return null;\n        }\n\n        const options = args[1] as Record<string, unknown> | unknown[] | null;\n        if (typeof options !== \"object\" || Array.isArray(options)) {\n            context.error(`Collator options argument must be an object.`);\n            return null;\n        }\n\n        const caseSensitive = options!['case-sensitive'] === undefined ?\n            context.parse(false, 1, BooleanType) :\n            context.parseObjectValue(options!['case-sensitive'], 1, 'case-sensitive', BooleanType);\n        if (!caseSensitive) return null;\n\n        const diacriticSensitive = options!['diacritic-sensitive'] === undefined ?\n            context.parse(false, 1, BooleanType) :\n            context.parseObjectValue(options!['diacritic-sensitive'], 1, 'diacritic-sensitive', BooleanType);\n        if (!diacriticSensitive) return null;\n\n        let locale: Expression | null = null;\n        if (options!['locale']) {\n            locale = context.parseObjectValue(options!['locale'], 1, 'locale', StringType) as Expression | null;\n            if (!locale) return null;\n        }\n\n        return new CollatorExpression(caseSensitive, diacriticSensitive, locale);\n    }\n\n    evaluate(ctx: EvaluationContext): Collator {\n        return new Collator(\n            this.caseSensitive.evaluate(ctx) as boolean,\n            this.diacriticSensitive.evaluate(ctx) as boolean,\n            this.locale ? this.locale.evaluate(ctx) as string : null\n        );\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.caseSensitive);\n        fn(this.diacriticSensitive);\n        if (this.locale) {\n            fn(this.locale);\n        }\n    }\n\n    outputDefined(): boolean {\n        // Technically the set of possible outputs is the combinatoric set of Collators produced\n        // by all possible outputs of locale/caseSensitive/diacriticSensitive\n        // But for the primary use of Collators in comparison operators, we ignore the Collator's\n        // possible outputs anyway, so we can get away with leaving this false for now.\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        const options: Record<string, SerializedExpression> = {};\n        options['case-sensitive'] = this.caseSensitive.serialize();\n        options['diacritic-sensitive'] = this.diacriticSensitive.serialize();\n        if (this.locale) {\n            options['locale'] = this.locale.serialize();\n        }\n        return [\"collator\", options];\n    }\n}\n","export function mercatorXfromLng(lng: number): number {\n    return (180 + lng) / 360;\n}\n\nexport function mercatorYfromLat(lat: number): number {\n    return (180 - (180 / Math.PI * Math.log(Math.tan(Math.PI / 4 + lat * Math.PI / 360)))) / 360;\n}\n\nexport function lngFromMercatorX(x: number): number {\n    return x * 360 - 180;\n}\n\nexport function latFromMercatorY(y: number): number {\n    const y2 = 180 - y * 360;\n    return 360 / Math.PI * Math.atan(Math.exp(y2 * Math.PI / 180)) - 90;\n}\n","import {isValue} from '../values';\nimport {BooleanType} from '../types';\nimport {updateBBox, boxWithinBox, pointWithinPolygon, segmentIntersectSegment} from '../../util/geometry_util';\nimport {mercatorXfromLng, mercatorYfromLat} from '../../util/mercator';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Type} from '../types';\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {CanonicalTileID} from '../../types/tile_id';\nimport type {BBox} from '../../util/geometry_util';\n\ntype GeoJSONPolygons = GeoJSON.Polygon | GeoJSON.MultiPolygon;\n\nconst EXTENT = 8192;\n\nfunction getTileCoordinates(p: GeoJSON.Position, canonical: CanonicalTileID): [number, number] {\n    const x = mercatorXfromLng(p[0]!);\n    const y = mercatorYfromLat(p[1]!);\n    const tilesAtZoom = Math.pow(2, canonical.z);\n    return [Math.round(x * tilesAtZoom * EXTENT), Math.round(y * tilesAtZoom * EXTENT)];\n}\n\nfunction pointWithinPolygons(point: GeoJSON.Position, polygons: Array<Array<Array<GeoJSON.Position>>>) {\n    for (let i = 0; i < polygons.length; i++) {\n        if (pointWithinPolygon(point, polygons[i]!)) return true;\n    }\n    return false;\n}\n\nfunction lineIntersectPolygon(p1: GeoJSON.Position, p2: GeoJSON.Position, polygon: Array<Array<GeoJSON.Position>>) {\n    for (const ring of polygon) {\n        // loop through every edge of the ring\n        for (let j = 0, len = ring.length, k = len - 1; j < len; k = j++) {\n            const q1 = ring[k]!;\n            const q2 = ring[j]!;\n            if (segmentIntersectSegment(p1, p2, q1, q2)) {\n                return true;\n            }\n        }\n    }\n    return false;\n}\n\nfunction lineStringWithinPolygon(line: Array<GeoJSON.Position>, polygon: Array<Array<GeoJSON.Position>>) {\n    // First, check if geometry points of line segments are all inside polygon\n    for (let i = 0; i < line.length; ++i) {\n        if (!pointWithinPolygon(line[i]!, polygon)) {\n            return false;\n        }\n    }\n\n    // Second, check if there is line segment intersecting polygon edge\n    for (let i = 0; i < line.length - 1; ++i) {\n        if (lineIntersectPolygon(line[i]!, line[i + 1]!, polygon)) {\n            return false;\n        }\n    }\n    return true;\n}\n\nfunction lineStringWithinPolygons(line: Array<GeoJSON.Position>, polygons: Array<Array<Array<GeoJSON.Position>>>) {\n    for (let i = 0; i < polygons.length; i++) {\n        if (lineStringWithinPolygon(line, polygons[i]!)) return true;\n    }\n    return false;\n}\n\nfunction getTilePolygon(coordinates: Array<Array<GeoJSON.Position>>, bbox: BBox, canonical: CanonicalTileID): Array<Array<number[]>> {\n    const polygon: Array<Array<number[]>> = [];\n    for (let i = 0; i < coordinates.length; i++) {\n        const ring: number[][] = [];\n        for (let j = 0; j < coordinates[i]!.length; j++) {\n            const coord = getTileCoordinates(coordinates[i]![j]!, canonical);\n            updateBBox(bbox, coord);\n            ring.push(coord);\n        }\n        polygon.push(ring);\n    }\n\n    return polygon;\n}\n\nfunction getTilePolygons(coordinates: Array<Array<Array<GeoJSON.Position>>>, bbox: BBox, canonical: CanonicalTileID): Array<Array<Array<number[]>>> {\n    const polygons: Array<Array<Array<number[]>>> = [];\n    for (let i = 0; i < coordinates.length; i++) {\n        const polygon = getTilePolygon(coordinates[i]!, bbox, canonical);\n        polygons.push(polygon);\n    }\n\n    return polygons;\n}\n\nfunction updatePoint(p: [number, number], bbox: BBox, polyBBox: BBox, worldSize: number) {\n    if (p[0] < polyBBox[0] || p[0] > polyBBox[2]) {\n        const halfWorldSize = worldSize * 0.5;\n        let shift = (p[0] - polyBBox[0] > halfWorldSize) ? -worldSize : (polyBBox[0] - p[0] > halfWorldSize) ? worldSize : 0;\n        if (shift === 0) {\n            shift = (p[0] - polyBBox[2] > halfWorldSize) ? -worldSize : (polyBBox[2] - p[0] > halfWorldSize) ? worldSize : 0;\n        }\n        p[0] += shift;\n    }\n    updateBBox(bbox, p);\n}\n\nfunction resetBBox(bbox: BBox) {\n    bbox[0] = bbox[1] = Infinity;\n    bbox[2] = bbox[3] = -Infinity;\n}\n\nfunction getTilePoints(geometry: Array<Array<Point>> | null | undefined, pointBBox: BBox, polyBBox: BBox, canonical: CanonicalTileID): Array<number[]> {\n    const worldSize = Math.pow(2, canonical.z) * EXTENT;\n    const shifts: [number, number] = [canonical.x * EXTENT, canonical.y * EXTENT];\n    const tilePoints: Array<number[]> = [];\n    if (!geometry) return tilePoints;\n    for (const points of geometry) {\n        for (const point of points) {\n            const p: [number, number] = [point.x + shifts[0], point.y + shifts[1]];\n            updatePoint(p, pointBBox, polyBBox, worldSize);\n            tilePoints.push(p);\n        }\n    }\n\n    return tilePoints;\n}\n\nfunction getTileLines(geometry: Array<Array<Point>> | null | undefined, lineBBox: BBox, polyBBox: BBox, canonical: CanonicalTileID): Array<Array<GeoJSON.Position>> {\n    const worldSize = Math.pow(2, canonical.z) * EXTENT;\n    const shifts: [number, number] = [canonical.x * EXTENT, canonical.y * EXTENT];\n    const tileLines: Array<Array<[number, number]>> = [];\n    if (!geometry) return tileLines;\n    for (const line of geometry) {\n        const tileLine: Array<[number, number]> = [];\n        for (const point of line) {\n            const p: [number, number] = [point.x + shifts[0], point.y + shifts[1]];\n            updateBBox(lineBBox, p);\n            tileLine.push(p);\n        }\n        tileLines.push(tileLine);\n    }\n    if (lineBBox[2] - lineBBox[0] <= worldSize / 2) {\n        resetBBox(lineBBox);\n        for (const line of tileLines) {\n            for (const p of line) {\n                updatePoint(p, lineBBox, polyBBox, worldSize);\n            }\n        }\n    }\n    return tileLines;\n}\n\nfunction pointsWithinPolygons(ctx: EvaluationContext, polygonGeometry: GeoJSONPolygons): boolean {\n    const pointBBox: BBox = [Infinity, Infinity, -Infinity, -Infinity];\n    const polyBBox: BBox = [Infinity, Infinity, -Infinity, -Infinity];\n\n    const canonical = ctx.canonicalID();\n    if (!canonical) {\n        return false;\n    }\n\n    if (polygonGeometry.type === 'Polygon') {\n        const tilePolygon = getTilePolygon(polygonGeometry.coordinates, polyBBox, canonical);\n        const tilePoints = getTilePoints(ctx.geometry(), pointBBox, polyBBox, canonical);\n        if (!boxWithinBox(pointBBox, polyBBox)) return false;\n\n        for (const point of tilePoints) {\n            if (!pointWithinPolygon(point, tilePolygon)) return false;\n        }\n    }\n    if (polygonGeometry.type === 'MultiPolygon') {\n        const tilePolygons = getTilePolygons(polygonGeometry.coordinates, polyBBox, canonical);\n        const tilePoints = getTilePoints(ctx.geometry(), pointBBox, polyBBox, canonical);\n        if (!boxWithinBox(pointBBox, polyBBox)) return false;\n\n        for (const point of tilePoints) {\n            if (!pointWithinPolygons(point, tilePolygons)) return false;\n        }\n    }\n\n    return true;\n}\n\nfunction linesWithinPolygons(ctx: EvaluationContext, polygonGeometry: GeoJSONPolygons): boolean {\n    const lineBBox: BBox = [Infinity, Infinity, -Infinity, -Infinity];\n    const polyBBox: BBox = [Infinity, Infinity, -Infinity, -Infinity];\n\n    const canonical = ctx.canonicalID();\n    if (!canonical) {\n        return false;\n    }\n\n    if (polygonGeometry.type === 'Polygon') {\n        const tilePolygon = getTilePolygon(polygonGeometry.coordinates, polyBBox, canonical);\n        const tileLines = getTileLines(ctx.geometry(), lineBBox, polyBBox, canonical);\n        if (!boxWithinBox(lineBBox, polyBBox)) return false;\n\n        for (const line of tileLines) {\n            if (!lineStringWithinPolygon(line, tilePolygon)) return false;\n        }\n    }\n    if (polygonGeometry.type === 'MultiPolygon') {\n        const tilePolygons = getTilePolygons(polygonGeometry.coordinates, polyBBox, canonical);\n        const tileLines = getTileLines(ctx.geometry(), lineBBox, polyBBox, canonical);\n        if (!boxWithinBox(lineBBox, polyBBox)) return false;\n\n        for (const line of tileLines) {\n            if (!lineStringWithinPolygons(line, tilePolygons)) return false;\n        }\n    }\n    return true;\n}\n\nclass Within implements Expression {\n    type: Type;\n    geojson: GeoJSON.GeoJSON;\n    geometries: GeoJSONPolygons;\n\n    constructor(geojson: GeoJSON.GeoJSON, geometries: GeoJSONPolygons) {\n        this.type = BooleanType;\n        this.geojson = geojson;\n        this.geometries = geometries;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Within | void {\n        if (args.length !== 2)\n            return context.error(`'within' expression requires exactly one argument, but found ${args.length - 1} instead.`);\n        if (isValue(args[1])) {\n            const geojson = args[1] as GeoJSON.GeoJSON;\n            if (geojson.type === 'FeatureCollection') {\n                for (let i = 0; i < geojson.features.length; ++i) {\n                    const type = geojson.features[i]!.geometry.type;\n                    if (type === 'Polygon' || type === 'MultiPolygon') {\n                        return new Within(geojson, geojson.features[i]!.geometry as GeoJSONPolygons);\n                    }\n                }\n            } else if (geojson.type === 'Feature') {\n                const type = geojson.geometry.type;\n                if (type === 'Polygon' || type === 'MultiPolygon') {\n                    return new Within(geojson, geojson.geometry);\n                }\n            } else if (geojson.type === 'Polygon' || geojson.type === 'MultiPolygon') {\n                return new Within(geojson, geojson);\n            }\n        }\n        return context.error(`'within' expression requires valid geojson object that contains polygon geometry type.`);\n    }\n\n    evaluate(ctx: EvaluationContext): boolean {\n        if (ctx.geometry() != null && ctx.canonicalID() != null) {\n            if (ctx.geometryType() === 'Point') {\n                return pointsWithinPolygons(ctx, this.geometries);\n            } else if (ctx.geometryType() === 'LineString') {\n                return linesWithinPolygons(ctx, this.geometries);\n            }\n        }\n        return false;\n    }\n\n    eachChild() {}\n\n    outputDefined(): boolean {\n        return true;\n    }\n\n    serialize(): SerializedExpression {\n        return [\"within\", this.geojson];\n    }\n\n}\n\nexport default Within;\n","\nexport default class TinyQueue {\n    constructor(data = [], compare = (a, b) => (a < b ? -1 : a > b ? 1 : 0)) {\n        this.data = data;\n        this.length = this.data.length;\n        this.compare = compare;\n\n        if (this.length > 0) {\n            for (let i = (this.length >> 1) - 1; i >= 0; i--) this._down(i);\n        }\n    }\n\n    push(item) {\n        this.data.push(item);\n        this._up(this.length++);\n    }\n\n    pop() {\n        if (this.length === 0) return undefined;\n\n        const top = this.data[0];\n        const bottom = this.data.pop();\n\n        if (--this.length > 0) {\n            this.data[0] = bottom;\n            this._down(0);\n        }\n\n        return top;\n    }\n\n    peek() {\n        return this.data[0];\n    }\n\n    _up(pos) {\n        const {data, compare} = this;\n        const item = data[pos];\n\n        while (pos > 0) {\n            const parent = (pos - 1) >> 1;\n            const current = data[parent];\n            if (compare(item, current) >= 0) break;\n            data[pos] = current;\n            pos = parent;\n        }\n\n        data[pos] = item;\n    }\n\n    _down(pos) {\n        const {data, compare} = this;\n        const halfLength = this.length >> 1;\n        const item = data[pos];\n\n        while (pos < halfLength) {\n            let bestChild = (pos << 1) + 1; // initially it is the left child\n            const right = bestChild + 1;\n\n            if (right < this.length && compare(data[right], data[bestChild]) < 0) {\n                bestChild = right;\n            }\n            if (compare(data[bestChild], item) >= 0) break;\n\n            data[pos] = data[bestChild];\n            pos = bestChild;\n        }\n\n        data[pos] = item;\n    }\n}\n","/**\n * The maximum value of a coordinate in the internal tile coordinate system. Coordinates of\n * all source features normalized to this extent upon load.\n *\n * The value is a consequence of the following:\n *\n * * Vertex buffer store positions as signed 16 bit integers.\n * * One bit is lost for signedness to support tile buffers.\n * * One bit is lost because the line vertex buffer used to pack 1 bit of other data into the int.\n * * One bit is lost to support features extending past the extent on the right edge of the tile.\n * * This leaves us with 2^13 = 8192\n *\n * @private\n * @readonly\n */\nexport default 8192;\n","import {typeEquals, ValueType} from '../types';\nimport {Color, typeOf, toString as valueToString} from '../values';\nimport Formatted from '../types/formatted';\nimport ResolvedImage from '../types/resolved_image';\nimport * as isConstant from '../is_constant';\nimport Literal from './literal';\n\nimport type {Type} from '../types';\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\n\nconst FQIDSeparator = '\\u001F';\n\nexport function makeConfigFQID(id: string, ownScope?: string | null, contextScope?: string | null): string {\n    return [id, ownScope, contextScope].filter(Boolean).join(FQIDSeparator);\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction coerceValue(type: string, value: any): any {\n    switch (type) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    case 'string': return valueToString(value);\n    case 'number': return +value;\n    case 'boolean': return !!value;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    case 'color': return Color.parse(value);\n    case 'formatted': {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return Formatted.fromString(valueToString(value));\n    }\n    case 'resolvedImage': {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return ResolvedImage.build(valueToString(value));\n    }\n    }\n    return value;\n}\n\nfunction clampToAllowedNumber(value: number, min?: number, max?: number, step?: number): number {\n    if (step !== undefined) {\n        value = step * Math.round(value / step);\n    }\n    if (min !== undefined && value < min) {\n        value = min;\n    }\n    if (max !== undefined && value > max) {\n        value = max;\n    }\n    return value;\n}\n\nclass Config implements Expression {\n    type: Type;\n    key: string;\n    scope: string | null | undefined;\n    featureConstant: boolean;\n\n    constructor(type: Type, key: string, scope?: string, featureConstant: boolean = false) {\n        this.type = type;\n        this.key = key;\n        this.scope = scope;\n        this.featureConstant = featureConstant;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Config | null | void {\n        let type = context.expectedType;\n        type ??= ValueType;\n        if (args.length < 2 || args.length > 3) {\n            return context.error(`Invalid number of arguments for 'config' expression.`);\n        }\n\n        const configKey = context.parse(args[1], 1);\n        if (!(configKey instanceof Literal)) {\n            return context.error(`Key name of 'config' expression must be a string literal.`);\n        }\n\n        let featureConstant = true;\n        let configScopeValue: string | undefined;\n        const configKeyValue = valueToString(configKey.value);\n\n        if (args.length >= 3) {\n            const configScope = context.parse(args[2], 2);\n            if (!(configScope instanceof Literal)) {\n                return context.error(`Scope of 'config' expression must be a string literal.`);\n            }\n\n            configScopeValue = valueToString(configScope.value);\n        }\n\n        if (context.options) {\n            const fqid = makeConfigFQID(configKeyValue, configScopeValue, context._scope);\n            const config = context.options.get(fqid);\n            if (config) {\n                featureConstant = isConstant.isFeatureConstant(config.value || config.default);\n            }\n        }\n\n        return new Config(type, configKeyValue, configScopeValue, featureConstant);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        const fqid = makeConfigFQID(this.key, this.scope, ctx.scope);\n        const config = ctx.getConfig(fqid);\n        if (!config) return null;\n\n        const {type, value, values, minValue, maxValue, stepValue} = config;\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const defaultValue = config.default.evaluate(ctx);\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        let result = defaultValue;\n        if (value) {\n            // temporarily override scope to parent to evaluate config expressions passed from the parent\n            const originalScope = ctx.scope;\n            ctx.scope = (originalScope || '').split(FQIDSeparator).slice(1).join(FQIDSeparator);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            result = value.evaluate(ctx);\n            ctx.scope = originalScope;\n        }\n        if (type) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            result = coerceValue(type, result);\n        }\n\n        if (result !== undefined && (minValue !== undefined || maxValue !== undefined || stepValue !== undefined)) {\n            if (typeof result === 'number') {\n                result = clampToAllowedNumber(result, minValue, maxValue, stepValue);\n            } else if (Array.isArray(result)) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n                result = result.map((item) => (typeof item === 'number' ? clampToAllowedNumber(item, minValue, maxValue, stepValue) : item));\n            }\n        }\n\n        if (value !== undefined && result !== undefined && values && !values.includes(result)) {\n            // The result is not among the allowed values. Instead, use the default value from the option.\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            result = defaultValue;\n            if (type) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                result = coerceValue(type, result);\n            }\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        if ((type && type !== (this.type as unknown as string)) || (result !== undefined && !typeEquals(typeOf(result), this.type))) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            result = coerceValue(this.type.kind, result);\n        }\n\n        return result;\n    }\n\n    eachChild() { }\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        const res = [\"config\", this.key];\n        if (this.scope) {\n            res.concat(this.scope);\n        }\n        return res;\n    }\n}\n\nexport default Config;\n","import CompoundExpression from './compound_expression';\nimport Within from './definitions/within';\nimport Distance from './definitions/distance';\nimport Config from './definitions/config';\n\nimport type {Expression} from './expression';\n\nfunction isFeatureConstant(e: Expression): boolean {\n    if (e instanceof CompoundExpression) {\n        if (e.name === 'get' && e.args.length === 1) {\n            return false;\n        } else if (e.name === 'feature-state') {\n            return false;\n        } else if (e.name === 'has' && e.args.length === 1) {\n            return false;\n        } else if (\n            e.name === 'properties' ||\n            e.name === 'geometry-type' ||\n            e.name === 'id'\n        ) {\n            return false;\n        } else if (e.name.startsWith('filter-')) {\n            return false;\n        }\n    }\n\n    if (e instanceof Within) {\n        return false;\n    }\n\n    if (e instanceof Distance) {\n        return false;\n    }\n\n    if (e instanceof Config) {\n        return e.featureConstant;\n    }\n\n    let result = true;\n    e.eachChild(arg => {\n        if (result && !isFeatureConstant(arg)) { result = false; }\n    });\n    return result;\n}\n\nfunction isStateConstant(e: Expression): boolean {\n    if (e instanceof CompoundExpression) {\n        if (e.name === 'feature-state') {\n            return false;\n        }\n    }\n    let result = true;\n    e.eachChild(arg => {\n        if (result && !isStateConstant(arg)) { result = false; }\n    });\n    return result;\n}\n\nfunction isGlobalPropertyConstantSet(e: Expression, properties: ReadonlySet<string>): boolean {\n    if (e instanceof CompoundExpression && properties.has(e.name)) { return false; }\n    let result = true;\n    e.eachChild((arg) => {\n        if (result && !isGlobalPropertyConstantSet(arg, properties)) { result = false; }\n    });\n    return result;\n}\n\nfunction isGlobalPropertyConstant(e: Expression, properties: Array<string>): boolean {\n    return isGlobalPropertyConstantSet(e, new Set(properties));\n}\n\nexport {isFeatureConstant, isGlobalPropertyConstant, isGlobalPropertyConstantSet, isStateConstant};\n","import {isValue} from '../values';\nimport {NumberType, ValueType} from '../types';\nimport {classifyRings, updateBBox, boxWithinBox, pointWithinPolygon, segmentIntersectSegment} from '../../util/geometry_util';\nimport {lngFromMercatorX, latFromMercatorY} from '../../util/mercator';\nimport TinyQueue from \"tinyqueue\";\nimport EXTENT from '../../data/extent';\nimport Literal from './literal';\nimport {isGlobalPropertyConstant, isStateConstant} from '../is_constant';\n\n// Geodesic scale factors (cheap-ruler math): meters per degree lon/lat at a given latitude.\n// Only the three distance operations used in this file are implemented.\nconst RE = 6378.137; // WGS84 equatorial radius (km)\nconst FE = 1 / 298.257223563; // WGS84 flattening\nconst E2 = FE * (2 - FE);\nconst RAD = Math.PI / 180;\n\nfunction lngLatScale(lat: number): [number, number] {\n    const m = RAD * RE * 1000;\n    const coslat = Math.cos(lat * RAD);\n    const w2 = 1 / (1 - E2 * (1 - coslat * coslat));\n    const w = Math.sqrt(w2);\n    return [m * w * coslat, m * w * w2 * (1 - E2)]; // [kx, ky]\n}\n\nfunction wrapLng(deg: number): number {\n    while (deg < -180) deg += 360;\n    while (deg > 180) deg -= 360;\n    return deg;\n}\n\nfunction rulerDistance(a: [number, number], b: [number, number], kx: number, ky: number): number {\n    const dx = wrapLng(a[0] - b[0]) * kx;\n    const dy = (a[1] - b[1]) * ky;\n    return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction rulerPointToSegmentDistance(p: [number, number], a: [number, number], b: [number, number], kx: number, ky: number): number {\n    let x = a[0];\n    let y = a[1];\n    let dx = wrapLng(b[0] - x) * kx;\n    let dy = (b[1] - y) * ky;\n\n    if (dx !== 0 || dy !== 0) {\n        const t = (wrapLng(p[0] - x) * kx * dx + (p[1] - y) * ky * dy) / (dx * dx + dy * dy);\n        if (t > 1) {\n            x = b[0];\n            y = b[1];\n        } else if (t > 0) {\n            x += (dx / kx) * t;\n            y += (dy / ky) * t;\n        }\n    }\n\n    dx = wrapLng(p[0] - x) * kx;\n    dy = (p[1] - y) * ky;\n    return Math.sqrt(dx * dx + dy * dy);\n}\n\nfunction rulerPointOnLine(line: Array<[number, number]>, p: [number, number], kx: number, ky: number): [number, number] {\n    let minDist = Infinity;\n    let minX = line[0]![0];\n    let minY = line[0]![1];\n\n    for (let i = 0; i < line.length - 1; i++) {\n        let x = line[i]![0];\n        let y = line[i]![1];\n        let dx = wrapLng(line[i + 1]![0] - x) * kx;\n        let dy = (line[i + 1]![1] - y) * ky;\n        let t = 0;\n\n        if (dx !== 0 || dy !== 0) {\n            t = (wrapLng(p[0] - x) * kx * dx + (p[1] - y) * ky * dy) / (dx * dx + dy * dy);\n            if (t > 1) {\n                x = line[i + 1]![0];\n                y = line[i + 1]![1];\n            } else if (t > 0) {\n                x += (dx / kx) * t;\n                y += (dy / ky) * t;\n            }\n        }\n\n        dx = wrapLng(p[0] - x) * kx;\n        dy = (p[1] - y) * ky;\n        const sqDist = dx * dx + dy * dy;\n        if (sqDist < minDist) {\n            minDist = sqDist;\n            minX = x;\n            minY = y;\n        }\n    }\n\n    return [minX, minY];\n}\n\nimport type Point from \"@mapbox/point-geometry\";\nimport type ParsingContext from '../parsing_context';\nimport type {BBox} from '../../util/geometry_util';\nimport type {Type} from '../types';\nimport type {Expression} from '../expression';\nimport type {CanonicalTileID} from '../../types/tile_id';\nimport type EvaluationContext from '../evaluation_context';\n\ntype DistanceGeometry = GeoJSON.Point | GeoJSON.MultiPoint | GeoJSON.LineString | GeoJSON.MultiLineString | GeoJSON.Polygon | GeoJSON.MultiPolygon;\n\n// Inclusive index range for multipoint or linestring container\ntype IndexRange = [number, number];\ntype DistPair = {\n    dist: number;\n    range1: IndexRange;\n    range2: IndexRange;\n};\nfunction compareMax(a: DistPair, b: DistPair) {\n    return b.dist - a.dist;\n}\n\nconst MIN_POINT_SIZE = 100;\nconst MIN_LINE_POINT_SIZE = 50;\n\nfunction isDefaultBBOX(bbox: BBox) {\n    const defualtBBox = [Infinity, Infinity, -Infinity, -Infinity];\n    if (defualtBBox.length !== bbox.length) {\n        return false;\n    }\n    for (let i = 0; i < defualtBBox.length; i++) {\n        if (defualtBBox[i] !== bbox[i]) {\n            return false;\n        }\n    }\n    return true;\n}\n\nfunction getRangeSize(range: IndexRange) {\n    return range[1] - range[0] + 1;\n}\n\nfunction isRangeSafe(range: IndexRange, threshold: number) {\n    const ret = range[1] >= range[0] && range[1] < threshold;\n    if (!ret) {\n        console.warn(\"Distance Expression: Index is out of range\");\n    }\n    return ret;\n}\n\n// Split the point set(points or linestring) into two halves, using IndexRange to do in-place splitting.\n// If geometry is a line, the last point(here is the second index) of range1 needs to be included as the first point(here is the first index) of range2.\n// If geometry are points, just split the points equally(if possible) into two new point sets(here are two index ranges).\nfunction splitRange(range: IndexRange, isLine: boolean): [IndexRange | null, IndexRange | null] {\n    if (range[0] > range[1]) return [null, null];\n    const size = getRangeSize(range);\n    if (isLine) {\n        if (size === 2) {\n            return [range, null];\n        }\n        const size1 = Math.floor(size / 2);\n        const range1: IndexRange = [range[0], range[0] + size1];\n        const range2: IndexRange = [range[0] + size1, range[1]];\n        return [range1, range2];\n    } else {\n        if (size === 1) {\n            return [range, null];\n        }\n        const size1 = Math.floor(size / 2) - 1;\n        const range1: IndexRange = [range[0], range[0] + size1];\n        const range2: IndexRange = [range[0] + size1 + 1, range[1]];\n        return [range1, range2];\n    }\n}\n\nfunction getBBox(pointSets: Array<[number, number]>, range: IndexRange) {\n    const bbox: BBox = [Infinity, Infinity, -Infinity, -Infinity];\n    if (!isRangeSafe(range, pointSets.length)) return bbox;\n    for (let i = range[0]; i <= range[1]; ++i) {\n        updateBBox(bbox, pointSets[i]!);\n    }\n    return bbox;\n}\n\nfunction getPolygonBBox(polygon: Array<Array<[number, number]>>) {\n    const bbox: BBox = [Infinity, Infinity, -Infinity, -Infinity];\n    for (let i = 0; i < polygon.length; ++i) {\n        for (let j = 0; j < polygon[i]!.length; ++j) {\n            updateBBox(bbox, polygon[i]![j]!);\n        }\n    }\n    return bbox;\n}\n\n// Calculate the distance between two bounding boxes.\n// Calculate the delta in x and y direction, and use two fake points {0.0, 0.0} and {dx, dy} to calculate the distance.\n// Distance will be 0.0 if bounding box are overlapping.\nfunction bboxToBBoxDistance(bbox1: BBox, bbox2: BBox, kx: number, ky: number) {\n    if (isDefaultBBOX(bbox1) || isDefaultBBOX(bbox2)) {\n        return NaN;\n    }\n    let dx = 0.0;\n    let dy = 0.0;\n    // bbox1 in left side\n    if (bbox1[2] < bbox2[0]) {\n        dx = bbox2[0] - bbox1[2];\n    }\n    // bbox1 in right side\n    if (bbox1[0] > bbox2[2]) {\n        dx = bbox1[0] - bbox2[2];\n    }\n    // bbox1 in above side\n    if (bbox1[1] > bbox2[3]) {\n        dy = bbox1[1] - bbox2[3];\n    }\n    // bbox1 in down side\n    if (bbox1[3] < bbox2[1]) {\n        dy = bbox2[1] - bbox1[3];\n    }\n    return rulerDistance([0.0, 0.0], [dx, dy], kx, ky);\n}\n\nexport function getLngLatPoint(coord: Point, canonical: CanonicalTileID, extent: number = EXTENT): [number, number] {\n    const tilesAtZoom = Math.pow(2, canonical.z);\n    const x = (coord.x / extent + canonical.x) / tilesAtZoom;\n    const y = (coord.y / extent + canonical.y) / tilesAtZoom;\n    return [lngFromMercatorX(x), latFromMercatorY(y)];\n}\n\nfunction getLngLatPoints(coordinates: Array<Point>, canonical: CanonicalTileID): Array<[number, number]> {\n    const coords: Array<[number, number]> = [];\n    for (let i = 0; i < coordinates.length; ++i) {\n        coords.push(getLngLatPoint(coordinates[i]!, canonical));\n    }\n    return coords;\n}\n\nfunction pointToLineDistance(point: [number, number], line: Array<[number, number]>, kx: number, ky: number) {\n    const nearestPoint = rulerPointOnLine(line, point, kx, ky);\n    return rulerDistance(point, nearestPoint, kx, ky);\n}\n\nfunction pointsToLineDistance(points: Array<[number, number]>, rangeA: IndexRange, line: Array<[number, number]>, rangeB: IndexRange, kx: number, ky: number) {\n    const subLine = line.slice(rangeB[0], rangeB[1] + 1);\n    let dist = Infinity;\n    for (let i = rangeA[0]; i <= rangeA[1]; ++i) {\n        if ((dist = Math.min(dist, pointToLineDistance(points[i]!, subLine, kx, ky))) === 0.0) return 0.0;\n    }\n    return dist;\n}\n\n// precondition is two segments are not intersecting with each other\nfunction segmentToSegmentDistance(p1: [number, number], p2: [number, number], q1: [number, number], q2: [number, number], kx: number, ky: number) {\n    const dist1 = Math.min(\n        rulerPointToSegmentDistance(p1, q1, q2, kx, ky),\n        rulerPointToSegmentDistance(p2, q1, q2, kx, ky)\n    );\n    const dist2 = Math.min(\n        rulerPointToSegmentDistance(q1, p1, p2, kx, ky),\n        rulerPointToSegmentDistance(q2, p1, p2, kx, ky)\n    );\n\n    return Math.min(dist1, dist2);\n}\n\nfunction lineToLineDistance(line1: Array<[number, number]>, range1: IndexRange, line2: Array<[number, number]>, range2: IndexRange, kx: number, ky: number) {\n    if (!isRangeSafe(range1, line1.length) || !isRangeSafe(range2, line2.length)) {\n        return NaN;\n    }\n    let dist = Infinity;\n    for (let i = range1[0]; i < range1[1]; ++i) {\n        for (let j = range2[0]; j < range2[1]; ++j) {\n            if (segmentIntersectSegment(line1[i]!, line1[i + 1]!, line2[j]!, line2[j + 1]!)) return 0.0;\n            dist = Math.min(dist, segmentToSegmentDistance(line1[i]!, line1[i + 1]!, line2[j]!, line2[j + 1]!, kx, ky));\n        }\n    }\n    return dist;\n}\n\nfunction pointsToPointsDistance(pointSet1: Array<[number, number]>, range1: IndexRange, pointSet2: Array<[number, number]>, range2: IndexRange, kx: number, ky: number) {\n    if (!isRangeSafe(range1, pointSet1.length) || !isRangeSafe(range2, pointSet2.length)) {\n        return NaN;\n    }\n    let dist = Infinity;\n    for (let i = range1[0]; i <= range1[1]; ++i) {\n        for (let j = range2[0]; j <= range2[1]; ++j) {\n            if ((dist = Math.min(dist, rulerDistance(pointSet1[i]!, pointSet2[j]!, kx, ky))) === 0.0) return dist;\n        }\n    }\n    return dist;\n}\n\nfunction pointToPolygonDistance(point: [number, number], polygon: Array<Array<[number, number]>>, kx: number, ky: number) {\n    if (pointWithinPolygon(point, polygon, true /*trueOnBoundary*/)) return 0.0;\n    let dist = Infinity;\n    for (const ring of polygon) {\n        const ringLen = ring.length;\n        if (ringLen < 2) {\n            console.warn(\"Distance Expression: Invalid polygon!\");\n            return NaN;\n        }\n        if (ring[0] !== ring[ringLen - 1]) {\n            if ((dist = Math.min(dist, rulerPointToSegmentDistance(point, ring[ringLen - 1]!, ring[0]!, kx, ky))) === 0.0) return dist;\n        }\n        if ((dist = Math.min(dist, pointToLineDistance(point, ring, kx, ky))) === 0.0) return dist;\n    }\n    return dist;\n}\n\nfunction lineToPolygonDistance(line: Array<[number, number]>, range: IndexRange, polygon: Array<Array<[number, number]>>, kx: number, ky: number) {\n    if (!isRangeSafe(range, line.length)) {\n        return NaN;\n    }\n    for (let i = range[0]; i <= range[1]; ++i) {\n        if (pointWithinPolygon(line[i]!, polygon, true /*trueOnBoundary*/)) return 0.0;\n    }\n    let dist = Infinity;\n    for (let i = range[0]; i < range[1]; ++i) {\n        for (const ring of polygon) {\n            for (let j = 0, len = ring.length, k = len - 1; j < len; k = j++) {\n                if (segmentIntersectSegment(line[i]!, line[i + 1]!, ring[k]!, ring[j]!)) return 0.0;\n                dist = Math.min(dist, segmentToSegmentDistance(line[i]!, line[i + 1]!, ring[k]!, ring[j]!, kx, ky));\n            }\n        }\n    }\n    return dist;\n}\n\nfunction polygonIntersect(polygon1: Array<Array<[number, number]>>, polygon2: Array<Array<[number, number]>>) {\n    for (const ring of polygon1) {\n        for (let i = 0; i <= ring.length - 1; ++i) {\n            if (pointWithinPolygon(ring[i]!, polygon2, true /*trueOnBoundary*/)) return true;\n        }\n    }\n    return false;\n}\n\nfunction polygonToPolygonDistance(polygon1: Array<Array<[number, number]>>, polygon2: Array<Array<[number, number]>>, kx: number, ky: number, currentMiniDist: number = Infinity) {\n    const bbox1 = getPolygonBBox(polygon1);\n    const bbox2 = getPolygonBBox(polygon2);\n    if (currentMiniDist !== Infinity && bboxToBBoxDistance(bbox1, bbox2, kx, ky) >= currentMiniDist) {\n        return currentMiniDist;\n    }\n    if (boxWithinBox(bbox1, bbox2)) {\n        if (polygonIntersect(polygon1, polygon2)) return 0.0;\n    } else if (polygonIntersect(polygon2, polygon1)) {\n        return 0.0;\n    }\n    let dist = currentMiniDist;\n    for (const ring1 of polygon1) {\n        for (let i = 0, len1 = ring1.length, l = len1 - 1; i < len1; l = i++) {\n            for (const ring2 of polygon2) {\n                for (let j = 0, len2 = ring2.length, k = len2 - 1; j < len2; k = j++) {\n                    if (segmentIntersectSegment(ring1[l]!, ring1[i]!, ring2[k]!, ring2[j]!)) return 0.0;\n                    dist = Math.min(dist, segmentToSegmentDistance(ring1[l]!, ring1[i]!, ring2[k]!, ring2[j]!, kx, ky));\n                }\n            }\n        }\n    }\n    return dist;\n}\n\nfunction updateQueue(distQueue: TinyQueue<DistPair>, miniDist: number, kx: number, ky: number, pointSet1: Array<[number, number]>, pointSet2: Array<[number, number]>, r1: IndexRange | null, r2: IndexRange | null) {\n    if (r1 === null || r2 === null) return;\n    const tempDist = bboxToBBoxDistance(getBBox(pointSet1, r1), getBBox(pointSet2, r2), kx, ky);\n    // Insert new pair to the queue if the bbox distance is less than miniDist, the pair with biggest distance will be at the top\n    if (tempDist < miniDist) distQueue.push({dist: tempDist, range1: r1, range2: r2});\n}\n\n// Divide and conquer, the time complexity is O(n*lgn), faster than Brute force O(n*n)\n// Most of the time, use index for in-place processing.\nfunction pointSetToPolygonDistance(pointSets: Array<[number, number]>, isLine: boolean, polygon: Array<Array<[number, number]>>, kx: number, ky: number, currentMiniDist: number = Infinity) {\n    let miniDist = Math.min(rulerDistance(pointSets[0]!, polygon[0]![0]!, kx, ky), currentMiniDist);\n    if (miniDist === 0.0) return miniDist;\n    const initialDistPair: DistPair = {\n        dist: 0,\n        range1: [0, pointSets.length - 1],\n        range2: [0, 0]\n    };\n    const distQueue = new TinyQueue<DistPair>([initialDistPair], compareMax);\n\n    const setThreshold = isLine ? MIN_LINE_POINT_SIZE : MIN_POINT_SIZE;\n    const polyBBox = getPolygonBBox(polygon);\n\n    while (distQueue.length) {\n        const distPair = distQueue.pop()!;\n        if (distPair.dist >= miniDist) continue;\n        const range = distPair.range1;\n        // In case the set size are relatively small, we could use brute-force directly\n        if (getRangeSize(range) <= setThreshold) {\n            if (!isRangeSafe(range, pointSets.length)) return NaN;\n            if (isLine) {\n                const tempDist = lineToPolygonDistance(pointSets, range, polygon, kx, ky);\n                if ((miniDist = Math.min(miniDist, tempDist)) === 0.0) return miniDist;\n            } else {\n                for (let i = range[0]; i <= range[1]; ++i) {\n                    const tempDist = pointToPolygonDistance(pointSets[i]!, polygon, kx, ky);\n                    if ((miniDist = Math.min(miniDist, tempDist)) === 0.0) return miniDist;\n                }\n            }\n        } else {\n            const newRanges = splitRange(range, isLine);\n            if (newRanges[0] !== null) {\n                const tempDist = bboxToBBoxDistance(getBBox(pointSets, newRanges[0]), polyBBox, kx, ky);\n                if (tempDist < miniDist) distQueue.push({dist: tempDist, range1: newRanges[0], range2: [0, 0]});\n            }\n            if (newRanges[1] !== null) {\n                const tempDist = bboxToBBoxDistance(getBBox(pointSets, newRanges[1]), polyBBox, kx, ky);\n                if (tempDist < miniDist) distQueue.push({dist: tempDist, range1: newRanges[1], range2: [0, 0]});\n            }\n        }\n    }\n    return miniDist;\n}\n\nfunction pointSetsDistance(pointSet1: Array<[number, number]>, isLine1: boolean, pointSet2: Array<[number, number]>, isLine2: boolean, kx: number, ky: number, currentMiniDist: number = Infinity) {\n    let miniDist = Math.min(currentMiniDist, rulerDistance(pointSet1[0]!, pointSet2[0]!, kx, ky));\n    if (miniDist === 0.0) return miniDist;\n    const initialDistPair: DistPair = {\n        dist: 0,\n        range1: [0, pointSet1.length - 1],\n        range2: [0, pointSet2.length - 1]\n    };\n    const distQueue = new TinyQueue<DistPair>([initialDistPair], compareMax);\n\n    const set1Threshold = isLine1 ? MIN_LINE_POINT_SIZE : MIN_POINT_SIZE;\n    const set2Threshold = isLine2 ? MIN_LINE_POINT_SIZE : MIN_POINT_SIZE;\n\n    while (distQueue.length) {\n        const distPair = distQueue.pop()!;\n        if (distPair.dist >= miniDist) continue;\n        const rangeA = distPair.range1;\n        const rangeB = distPair.range2;\n        // In case the set size are relatively small, we could use brute-force directly\n        if (getRangeSize(rangeA) <= set1Threshold && getRangeSize(rangeB) <= set2Threshold) {\n            if (!isRangeSafe(rangeA, pointSet1.length) || !isRangeSafe(rangeB, pointSet2.length)) {\n                return NaN;\n            }\n            if (isLine1 && isLine2) {\n                miniDist = Math.min(miniDist, lineToLineDistance(pointSet1, rangeA, pointSet2, rangeB, kx, ky));\n            } else if (!isLine1 && !isLine2) {\n                miniDist = Math.min(miniDist, pointsToPointsDistance(pointSet1, rangeA, pointSet2, rangeB, kx, ky));\n            } else if (isLine1 && !isLine2) {\n                miniDist = Math.min(miniDist, pointsToLineDistance(pointSet2, rangeB, pointSet1, rangeA, kx, ky));\n            } else if (!isLine1 && isLine2) {\n                miniDist = Math.min(miniDist, pointsToLineDistance(pointSet1, rangeA, pointSet2, rangeB, kx, ky));\n            }\n            if (miniDist === 0.0) return miniDist;\n        } else {\n            const newRangesA = splitRange(rangeA, isLine1);\n            const newRangesB = splitRange(rangeB, isLine2);\n            updateQueue(distQueue, miniDist, kx, ky, pointSet1, pointSet2, newRangesA[0], newRangesB[0]);\n            updateQueue(distQueue, miniDist, kx, ky, pointSet1, pointSet2, newRangesA[0], newRangesB[1]);\n            updateQueue(distQueue, miniDist, kx, ky, pointSet1, pointSet2, newRangesA[1], newRangesB[0]);\n            updateQueue(distQueue, miniDist, kx, ky, pointSet1, pointSet2, newRangesA[1], newRangesB[1]);\n        }\n    }\n    return miniDist;\n}\n\nfunction pointSetToLinesDistance(pointSet: Array<[number, number]>, isLine: boolean, lines: Array<Array<[number, number]>>, kx: number, ky: number, currentMiniDist: number = Infinity) {\n    let dist = currentMiniDist;\n    const bbox1 = getBBox(pointSet, [0, pointSet.length - 1]);\n    for (const line of lines) {\n        if (dist !== Infinity && bboxToBBoxDistance(bbox1, getBBox(line, [0, line.length - 1]), kx, ky) >= dist) continue;\n        dist = Math.min(dist, pointSetsDistance(pointSet, isLine, line, true /*isLine*/, kx, ky, dist));\n        if (dist === 0.0) return dist;\n    }\n    return dist;\n}\n\nfunction pointSetToPolygonsDistance(points: Array<[number, number]>, isLine: boolean, polygons: Array<Array<Array<[number, number]>>>, kx: number, ky: number, currentMiniDist: number = Infinity) {\n    let dist = currentMiniDist;\n    const bbox1 = getBBox(points, [0, points.length - 1]);\n    for (const polygon of polygons) {\n        if (dist !== Infinity && bboxToBBoxDistance(bbox1, getPolygonBBox(polygon), kx, ky) >= dist) continue;\n        const tempDist = pointSetToPolygonDistance(points, isLine, polygon, kx, ky, dist);\n        if (isNaN(tempDist)) return tempDist;\n        if ((dist = Math.min(dist, tempDist)) === 0.0) return dist;\n    }\n    return dist;\n}\n\nfunction polygonsToPolygonsDistance(polygons1: Array<Array<Array<[number, number]>>>, polygons2: Array<Array<Array<[number, number]>>>, kx: number, ky: number) {\n    let dist = Infinity;\n    for (const polygon1 of polygons1) {\n        for (const polygon2 of polygons2) {\n            const tempDist = polygonToPolygonDistance(polygon1, polygon2, kx, ky, dist);\n            if (isNaN(tempDist)) return tempDist;\n            if ((dist = Math.min(dist, tempDist)) === 0.0) return dist;\n        }\n    }\n    return dist;\n}\n\nfunction pointsToGeometryDistance(originGeometry: Array<Array<Point>>, canonical: CanonicalTileID, geometry: DistanceGeometry) {\n    const lngLatPoints: Array<[number, number]> = [];\n    for (const points of originGeometry) {\n        for (const point of points) {\n            lngLatPoints.push(getLngLatPoint(point, canonical));\n        }\n    }\n    const [kx, ky] = lngLatScale(lngLatPoints[0]![1]);\n    if (geometry.type === 'Point' || geometry.type === 'MultiPoint' || geometry.type === 'LineString') {\n        return pointSetsDistance(lngLatPoints, false /*isLine*/,\n            (geometry.type === 'Point' ? [geometry.coordinates] : geometry.coordinates) as Array<[number, number]>,\n            geometry.type === 'LineString' /*isLine*/, kx, ky);\n    }\n    if (geometry.type === 'MultiLineString') {\n        return pointSetToLinesDistance(lngLatPoints, false /*isLine*/, geometry.coordinates as Array<Array<[number, number]>>, kx, ky);\n    }\n    if (geometry.type === 'Polygon' || geometry.type === 'MultiPolygon') {\n        return pointSetToPolygonsDistance(lngLatPoints, false /*isLine*/,\n            (geometry.type === 'Polygon' ? [geometry.coordinates] : geometry.coordinates) as Array<Array<Array<[number, number]>>>, kx, ky);\n    }\n    return null;\n}\n\nfunction linesToGeometryDistance(originGeometry: Array<Array<Point>>, canonical: CanonicalTileID, geometry: DistanceGeometry) {\n    const lngLatLines: Array<Array<[number, number]>> = [];\n    for (const line of originGeometry) {\n        const lngLatLine: Array<[number, number]> = [];\n        for (const point of line) {\n            lngLatLine.push(getLngLatPoint(point, canonical));\n        }\n        lngLatLines.push(lngLatLine);\n    }\n    const [kx, ky] = lngLatScale(lngLatLines[0]![0]![1]);\n    if (geometry.type === 'Point' || geometry.type === 'MultiPoint' || geometry.type === 'LineString') {\n        return pointSetToLinesDistance(\n            (geometry.type === 'Point' ? [geometry.coordinates] : geometry.coordinates) as Array<[number, number]>,\n            geometry.type === 'LineString' /*isLine*/, lngLatLines, kx, ky);\n    }\n    if (geometry.type === 'MultiLineString') {\n        let dist = Infinity;\n        for (let i = 0; i < geometry.coordinates.length; i++) {\n            const tempDist = pointSetToLinesDistance(geometry.coordinates[i]! as Array<[number, number]>, true /*isLine*/, lngLatLines, kx, ky, dist);\n            if (isNaN(tempDist)) return tempDist;\n            if ((dist = Math.min(dist, tempDist)) === 0.0) return dist;\n        }\n        return dist;\n    }\n    if (geometry.type === 'Polygon' || geometry.type === 'MultiPolygon') {\n        let dist = Infinity;\n        for (let i = 0; i < lngLatLines.length; i++) {\n            const tempDist = pointSetToPolygonsDistance(lngLatLines[i]!, true /*isLine*/,\n                (geometry.type === 'Polygon' ? [geometry.coordinates] : geometry.coordinates) as Array<Array<Array<[number, number]>>>,\n                kx, ky, dist);\n            if (isNaN(tempDist)) return tempDist;\n            if ((dist = Math.min(dist, tempDist)) === 0.0) return dist;\n        }\n        return dist;\n    }\n    return null;\n}\n\nfunction polygonsToGeometryDistance(originGeometry: Array<Array<Point>>, canonical: CanonicalTileID, geometry: DistanceGeometry) {\n    const lngLatPolygons: Array<Array<Array<[number, number]>>> = [];\n    for (const polygon of classifyRings(originGeometry, 0)) {\n        const lngLatPolygon: Array<Array<[number, number]>> = [];\n        for (let i = 0; i < polygon.length; ++i) {\n            lngLatPolygon.push(getLngLatPoints(polygon[i]!, canonical));\n        }\n        lngLatPolygons.push(lngLatPolygon);\n    }\n    const [kx, ky] = lngLatScale(lngLatPolygons[0]![0]![0]![1]);\n    if (geometry.type === 'Point' || geometry.type === 'MultiPoint' || geometry.type === 'LineString') {\n        return pointSetToPolygonsDistance(\n            (geometry.type === 'Point' ? [geometry.coordinates] : geometry.coordinates) as Array<[number, number]>,\n            geometry.type === 'LineString' /*isLine*/, lngLatPolygons, kx, ky);\n    }\n    if (geometry.type === 'MultiLineString') {\n        let dist = Infinity;\n        for (let i = 0; i < geometry.coordinates.length; i++) {\n            const tempDist = pointSetToPolygonsDistance(geometry.coordinates[i]! as Array<[number, number]>, true /*isLine*/, lngLatPolygons, kx, ky, dist);\n            if (isNaN(tempDist)) return tempDist;\n            if ((dist = Math.min(dist, tempDist)) === 0.0) return dist;\n        }\n        return dist;\n    }\n    if (geometry.type === 'Polygon' || geometry.type === 'MultiPolygon') {\n        return polygonsToPolygonsDistance(\n            (geometry.type === 'Polygon' ? [geometry.coordinates] : geometry.coordinates) as Array<Array<Array<[number, number]>>>,\n            lngLatPolygons, kx, ky);\n    }\n    return null;\n}\n\nfunction isTypeValid(type: string) {\n    return (\n        type === \"Point\" ||\n        type === \"MultiPoint\" ||\n        type === \"LineString\" ||\n        type === \"MultiLineString\" ||\n        type === \"Polygon\" ||\n        type === \"MultiPolygon\"\n    );\n}\n\n// Resolves a GeoJSON value (Feature / FeatureCollection / bare geometry) down\n// to the geometries `distance` measures against -- one per feature for a\n// FeatureCollection, one otherwise. Shared by parse-time (literal argument)\n// and evaluate-time (e.g. a `[\"config\", ...]` argument, whose value isn't\n// known until evaluation) resolution. Returns null if the value isn't valid\n// GeoJSON, or if any feature has a geometry type other than\n// Point/LineString/Polygon (and their Multi* variants).\nfunction extractDistanceGeometry(value: unknown): Array<DistanceGeometry> | null {\n    if (!isValue(value) || typeof value !== 'object' || value === null || Array.isArray(value)) {\n        return null;\n    }\n    const geojson = value as GeoJSON.GeoJSON;\n    if (geojson.type === 'FeatureCollection') {\n        if (geojson.features.length === 0) return null;\n        const geometries: Array<DistanceGeometry> = [];\n        for (const feature of geojson.features) {\n            if (!isTypeValid(feature.geometry.type)) return null;\n            geometries.push(feature.geometry as DistanceGeometry);\n        }\n        return geometries;\n    }\n    if (geojson.type === 'Feature') {\n        return isTypeValid(geojson.geometry.type) ? [geojson.geometry as DistanceGeometry] : null;\n    }\n    if (isTypeValid(geojson.type)) {\n        return [geojson as DistanceGeometry];\n    }\n    return null;\n}\n\nclass Distance implements Expression {\n    type: Type;\n    geojson: Expression;\n\n    constructor(geojson: Expression) {\n        this.type = NumberType;\n        this.geojson = geojson;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Distance | null | void {\n        if (args.length !== 2) {\n            return context.error(`'distance' expression requires either one argument, but found ' ${args.length - 1} instead.`);\n        }\n\n        const arg = args[1];\n        // A bare GeoJSON value (Feature / FeatureCollection / bare geometry)\n        // isn't valid expression syntax on its own, so wrap it as a literal\n        // like [\"literal\", {...}] would be. Anything else -- e.g.\n        // `[\"config\", \"key\"]` -- is left as-is and parsed as a regular\n        // sub-expression, resolved to GeoJSON at evaluation time so a config\n        // value can change at runtime without re-parsing the style.\n        const isBareGeoJSON = isValue(arg) && !Array.isArray(arg);\n        const parsed = context.parse(isBareGeoJSON ? ['literal', arg] : arg, 1, ValueType);\n        if (!parsed) return null;\n\n        for (const [globalProperties, name] of [\n            [['measure-light'], 'brightness'],\n            [['pitch'], 'pitch'],\n            [['distance-from-center'], 'distance-from-center'],\n        ] as Array<[Array<string>, string]>) {\n            if (!isGlobalPropertyConstant(parsed, globalProperties)) {\n                return context.error(`'distance' expression may not depend on ${name}.`);\n            }\n        }\n        if (!isStateConstant(parsed)) {\n            return context.error(`'distance' expression may not depend on feature-state.`);\n        }\n\n        // Literal arguments can be validated eagerly; a config-driven\n        // argument can't be checked until it's evaluated.\n        if (parsed instanceof Literal && !extractDistanceGeometry(parsed.value)) {\n            return context.error(\n                \"'distance' expression needs to be an array with format [\\'Distance\\', GeoJSONObj].\"\n            );\n        }\n\n        return new Distance(parsed);\n    }\n\n    evaluate(ctx: EvaluationContext): number | null {\n        const geometries = extractDistanceGeometry(this.geojson.evaluate(ctx));\n        if (!geometries) {\n            console.warn(\"Distance Expression: could not resolve a valid Point/LineString/Polygon GeoJSON geometry.\");\n            return null;\n        }\n\n        const geometry = ctx.geometry();\n        const canonical = ctx.canonicalID();\n        if (geometry == null || canonical == null) {\n            console.warn(\"Distance Expression: requires valid feature and canonical information.\");\n            return null;\n        }\n\n        const geometryType = ctx.geometryType();\n        const distanceTo = geometryType === 'Point' ? pointsToGeometryDistance :\n            geometryType === 'LineString' ? linesToGeometryDistance :\n            geometryType === 'Polygon' ? polygonsToGeometryDistance : null;\n        if (!distanceTo) {\n            console.warn(\"Distance Expression: currently only evaluates valid Point/LineString/Polygon geometries.\");\n            return null;\n        }\n\n        // A FeatureCollection reference resolves to one geometry per feature;\n        // report the distance to the closest one.\n        let dist = Infinity;\n        for (const g of geometries) {\n            const tempDist = distanceTo(geometry, canonical, g);\n            if (tempDist == null || isNaN(tempDist)) return tempDist;\n            if ((dist = Math.min(dist, tempDist)) === 0) break;\n        }\n        return dist;\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.geojson);\n    }\n\n    outputDefined(): boolean {\n        return true;\n    }\n\n    serialize(): Array<unknown> {\n        return ['distance', this.geojson.serialize()];\n    }\n}\n\nexport default Distance;\n","import type {Type} from '../types';\nimport type {Expression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext  from '../evaluation_context';\n\nclass Var implements Expression {\n    type: Type;\n    name: string;\n    boundExpression: Expression;\n\n    constructor(name: string, boundExpression: Expression) {\n        this.type = boundExpression.type;\n        this.name = name;\n        this.boundExpression = boundExpression;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): void | Var {\n        if (args.length !== 2 || typeof args[1] !== 'string')\n            return context.error(`'var' expression requires exactly one string literal argument.`);\n\n        const name = args[1];\n        if (!context.scope.has(name)) {\n            return context.error(`Unknown variable \"${name}\". Make sure \"${name}\" has been bound in an enclosing \"let\" expression before using it.`, 1);\n        }\n\n        return new Var(name, context.scope.get(name));\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        return this.boundExpression.evaluate(ctx);\n    }\n\n    eachChild() {}\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): Array<string> {\n        return [\"var\", this.name];\n    }\n}\n\nexport default Var;\n","import Scope from './scope';\nimport {checkSubtype} from './types';\nimport ParsingError from './parsing_error';\nimport Literal from './definitions/literal';\nimport Assertion from './definitions/assertion';\nimport Coercion from './definitions/coercion';\nimport EvaluationContext from './evaluation_context';\nimport CompoundExpression from './compound_expression';\nimport CollatorExpression from './definitions/collator';\nimport Within from './definitions/within';\nimport Distance from './definitions/distance';\nimport Config from './definitions/config';\nimport {isGlobalPropertyConstantSet, isFeatureConstant} from './is_constant';\nimport Var from './definitions/var';\n\nimport type {Expression, ExpressionRegistry} from './expression';\nimport type {Type} from './types';\nimport type {ConfigOptions} from '../types/config_options';\n\n/**\n * State associated parsing at a given point in an expression tree.\n * @private\n */\nclass ParsingContext {\n    registry: ExpressionRegistry;\n    path: Array<number | string>;\n    scope: Scope;\n    errors: Array<ParsingError>;\n    _scope: string | null | undefined;\n    options: ConfigOptions | null | undefined;\n    iconImageUseTheme: string | null | undefined;\n\n    // The expected type of this expression. Provided only to allow Expression\n    // implementations to infer argument types: Expression#parse() need not\n    // check that the output type of the parsed expression matches\n    // `expectedType`.\n    expectedType: Type | null | undefined;\n\n    constructor(\n        registry: ExpressionRegistry,\n        path: Array<number | string> = [],\n        expectedType?: Type | null,\n        scope: Scope = new Scope(),\n        errors: Array<ParsingError> = [],\n        _scope?: string | null,\n        options?: ConfigOptions | null,\n        iconImageUseTheme?: string | null\n    ) {\n        this.registry = registry;\n        this.path = path;\n        this.scope = scope;\n        this.errors = errors;\n        this.expectedType = expectedType;\n        this._scope = _scope;\n        this.options = options;\n        this.iconImageUseTheme = iconImageUseTheme;\n    }\n\n    get key(): string {\n        let key = '';\n        for (let i = 0; i < this.path.length; i++) {\n            const part = this.path[i];\n            key += typeof part === 'string' ? `['${part}']` : `[${part}]`;\n        }\n        return key;\n    }\n\n    /**\n     * @param expr the JSON expression to parse\n     * @param index the optional argument index if this expression is an argument of a parent expression that's being parsed\n     * @param options\n     * @param options.omitTypeAnnotations set true to omit inferred type annotations.  Caller beware: with this option set, the parsed expression's type will NOT satisfy `expectedType` if it would normally be wrapped in an inferred annotation.\n     * @private\n     */\n    parse(\n        expr: unknown,\n        index?: number,\n        expectedType?: Type | null,\n        bindings?: Array<[string, Expression]>,\n        options: {\n            typeAnnotation?: 'assert' | 'coerce' | 'omit';\n        } = {},\n    ): Expression | null | void {\n        if (index || expectedType) {\n            const prevExpectedType = this.expectedType;\n            const prevScope = this.scope;\n            if (bindings) this.scope = this.scope.concat(bindings);\n            this.expectedType = expectedType || null;\n            const pushed = typeof index === 'number';\n            if (pushed) this.path.push(index);\n            const result = this._parse(expr, options);\n            if (pushed) this.path.pop();\n            this.expectedType = prevExpectedType;\n            this.scope = prevScope;\n            return result;\n        }\n        return this._parse(expr, options);\n    }\n\n    /**\n     * @param expr the JSON expression to parse\n     * @param index the optional argument index if parent object being is an argument of another expression\n     * @param key key of parent object being parsed\n     * @param options\n     * @param options.omitTypeAnnotations set true to omit inferred type annotations.  Caller beware: with this option set, the parsed expression's type will NOT satisfy `expectedType` if it would normally be wrapped in an inferred annotation.\n     * @private\n     */\n    parseObjectValue(\n        expr: unknown,\n        index: number,\n        key: string,\n        expectedType?: Type | null,\n        bindings?: Array<[string, Expression]>,\n        options: {\n            typeAnnotation?: 'assert' | 'coerce' | 'omit';\n        } = {},\n    ): Expression | null | void {\n        const prevExpectedType = this.expectedType;\n        const prevScope = this.scope;\n        if (bindings) this.scope = this.scope.concat(bindings);\n        this.expectedType = expectedType || null;\n        this.path.push(index);\n        this.path.push(key);\n        const result = this._parse(expr, options);\n        this.path.pop();\n        this.path.pop();\n        this.expectedType = prevExpectedType;\n        this.scope = prevScope;\n        return result;\n    }\n\n    _parse(\n        expr: unknown,\n        options: {\n            typeAnnotation?: 'assert' | 'coerce' | 'omit';\n        },\n    ): Expression | null | void {\n        if (expr === null || typeof expr === 'string' || typeof expr === 'boolean' || typeof expr === 'number') {\n            expr = ['literal', expr];\n        }\n\n        if (Array.isArray(expr)) {\n            if (expr.length === 0) {\n                return this.error(`Expected an array with at least one element. If you wanted a literal array, use [\"literal\", []].`);\n            }\n\n            const Expr = typeof expr[0] === 'string' && Object.hasOwn(this.registry, expr[0]) ? this.registry[expr[0]] : undefined;\n            if (Expr) {\n                let parsed = Expr.parse(expr, this);\n                if (!parsed) return null;\n\n                if (this.expectedType) {\n                    const expected = this.expectedType;\n                    const actual = parsed.type;\n\n                    // When we expect a number, string, boolean, or array but have a value, wrap it in an assertion.\n                    // When we expect a color or formatted string, but have a string or value, wrap it in a coercion.\n                    // Otherwise, we do static type-checking.\n                    //\n                    // These behaviors are overridable for:\n                    //   * The \"coalesce\" operator, which needs to omit type annotations.\n                    //   * String-valued properties (e.g. `text-field`), where coercion is more convenient than assertion.\n                    //\n                    if ((expected.kind === 'string' || expected.kind === 'number' || expected.kind === 'boolean' || expected.kind === 'object' || expected.kind === 'array') && actual.kind === 'value') {\n                        parsed = annotate(parsed, expected, options.typeAnnotation || 'assert');\n                    } else if ((expected.kind === 'color' || expected.kind === 'formatted' || expected.kind === 'resolvedImage') && (actual.kind === 'value' || actual.kind === 'string')) {\n                        parsed = annotate(parsed, expected, options.typeAnnotation || 'coerce');\n                    } else if (this.checkSubtype(expected, actual)) {\n                        return null;\n                    }\n                }\n\n                // If an expression's arguments are all literals, we can evaluate\n                // it immediately and replace it with a literal value in the\n                // parsed/compiled result. Expressions that expect an image should\n                // not be resolved here so we can later get the available images.\n                if (!(parsed instanceof Literal) && (parsed.type.kind !== 'resolvedImage') && isConstant(parsed)) {\n                    const ec = new EvaluationContext(this._scope, this.options, this.iconImageUseTheme);\n                    try {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                        parsed = new Literal(parsed.type, parsed.evaluate(ec));\n                    } catch (e) {\n                        this.error((e as Error).message);\n                        return null;\n                    }\n                }\n\n                return parsed;\n            }\n\n            // Try to parse as array\n            return Coercion.parse(['to-array', expr], this);\n        } else if (typeof expr === 'undefined') {\n            return this.error(`'undefined' value invalid. Use null instead.`);\n        } else if (typeof expr === 'object') {\n            return this.error(`Bare objects invalid. Use [\"literal\", {...}] instead.`);\n        } else {\n            return this.error(`Expected an array, but found ${typeof expr} instead.`);\n        }\n    }\n\n    /**\n     * Returns a copy of this context suitable for parsing the subexpression at\n     * index `index`, optionally appending to 'let' binding map.\n     *\n     * Note that `errors` property, intended for collecting errors while\n     * parsing, is copied by reference rather than cloned.\n     * @private\n     */\n    concat(\n        index?: number | null,\n        key?: string | null,\n        expectedType?: Type | null,\n        bindings?: Array<[string, Expression]>,\n    ): ParsingContext {\n        const scope = bindings ? this.scope.concat(bindings) : this.scope;\n        const path = this.path.slice();\n        if (typeof index === 'number') path.push(index);\n        if (typeof key === 'string') path.push(key);\n        return new ParsingContext(\n            this.registry,\n            path,\n            expectedType || null,\n            scope,\n            this.errors,\n            this._scope,\n            this.options,\n            this.iconImageUseTheme\n        );\n    }\n\n    /**\n     * Returns a fresh context that shares the same path position as this one\n     * but has an empty errors array. Used by CompoundExpression to probe\n     * overload signatures without polluting the parent errors list.\n     * @private\n     */\n    _forkForSignature(): ParsingContext {\n        return new ParsingContext(\n            this.registry,\n            this.path.slice(),\n            null,\n            this.scope,\n            [],\n            this._scope,\n            this.options,\n            this.iconImageUseTheme\n        );\n    }\n\n    /**\n     * Push a parsing (or type checking) error into the `this.errors`\n     * @param error The message\n     * @param keys Optionally specify the source of the error at a child\n     * of the current expression at `this.key`.\n     * @private\n     */\n    error(error: string, ...keys: Array<number>) {\n        const key = `${this.key}${keys.map(k => `[${k}]`).join('')}`;\n        this.errors.push(new ParsingError(key, error));\n    }\n\n    /**\n     * Returns null if `t` is a subtype of `expected`; otherwise returns an\n     * error message and also pushes it to `this.errors`.\n     */\n    checkSubtype(expected: Type, t: Type, index?: number): string | null | undefined {\n        const error = checkSubtype(expected, t);\n        if (error) this.error(error, ...(typeof index === 'number' ? [index] : []));\n        return error;\n    }\n}\n\nexport default ParsingContext;\n\nconst CONSTANT_FOLD_EXCLUDED_GLOBALS = new Set([\n    'zoom', 'heatmap-density', 'worldview', 'line-progress', 'raster-value',\n    'sky-radial-progress', 'accumulated', 'is-supported-script', 'pitch',\n    'distance-from-center', 'measure-light', 'raster-particle-speed', 'is-active-floor',\n]);\n\nfunction annotate(parsed: Expression, type: Type, typeAnnotation: 'assert' | 'coerce' | 'omit') {\n    if (typeAnnotation === 'assert') {\n        return new Assertion(type, [parsed]);\n    } else if (typeAnnotation === 'coerce') {\n        return new Coercion(type, [parsed]);\n    } else {\n        return parsed;\n    }\n}\n\nfunction isConstant(expression: Expression) {\n    if (expression instanceof Var) {\n        return isConstant(expression.boundExpression);\n    } else if (expression instanceof CompoundExpression && expression.name === 'error') {\n        return false;\n    } else if (expression instanceof CollatorExpression) {\n        // Although the results of a Collator expression with fixed arguments\n        // generally shouldn't change between executions, we can't serialize them\n        // as constant expressions because results change based on environment.\n        return false;\n    } else if (expression instanceof Within) {\n        return false;\n    } else if (expression instanceof Distance) {\n        return false;\n    } else if (expression instanceof Config) {\n        return false;\n    }\n\n    const isTypeAnnotation = expression instanceof Coercion ||\n        expression instanceof Assertion;\n\n    let childrenConstant = true;\n    expression.eachChild(child => {\n        // We can _almost_ assume that if `expressions` children are constant,\n        // they would already have been evaluated to Literal values when they\n        // were parsed.  Type annotations are the exception, because they might\n        // have been inferred and added after a child was parsed.\n\n        // So we recurse into isConstant() for the children of type annotations,\n        // but otherwise simply check whether they are Literals.\n        if (isTypeAnnotation) {\n            childrenConstant = childrenConstant && isConstant(child);\n        } else {\n            childrenConstant = childrenConstant && child instanceof Literal;\n        }\n    });\n    if (!childrenConstant) {\n        return false;\n    }\n\n    return isFeatureConstant(expression) &&\n        isGlobalPropertyConstantSet(expression, CONSTANT_FOLD_EXCLUDED_GLOBALS);\n}\n","import RuntimeError from './runtime_error';\n\nimport type {Expression} from './expression';\n\nexport type Stops = Array<[number, Expression]>;\n\n/**\n * Returns the index of the last stop <= input, or 0 if it doesn't exist.\n * @private\n */\nexport function findStopLessThanOrEqualTo(stops: Array<number>, input: number): number {\n    const lastIndex = stops.length - 1;\n    let lowerIndex = 0;\n    let upperIndex = lastIndex;\n    let currentIndex = 0;\n    let currentValue: number;\n    let nextValue: number;\n\n    while (lowerIndex <= upperIndex) {\n        currentIndex = Math.floor((lowerIndex + upperIndex) / 2);\n        currentValue = stops[currentIndex]!;\n        nextValue = stops[currentIndex + 1]!;\n\n        if (currentValue <= input) {\n            if (currentIndex === lastIndex || input < nextValue) { // Search complete\n                return currentIndex;\n            }\n\n            lowerIndex = currentIndex + 1;\n        } else if (currentValue > input) {\n            upperIndex = currentIndex - 1;\n        } else {\n            throw new RuntimeError('Input is not a number.');\n        }\n    }\n\n    return 0;\n}\n","import {NumberType} from '../types';\nimport {findStopLessThanOrEqualTo} from '../stops';\n\nimport type {Stops} from '../stops';\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type} from '../types';\n\nclass Step implements Expression {\n    type: Type;\n\n    input: Expression;\n    labels: Array<number>;\n    outputs: Array<Expression>;\n\n    constructor(type: Type, input: Expression, stops: Stops) {\n        this.type = type;\n        this.input = input;\n\n        this.labels = [];\n        this.outputs = [];\n        for (const [label, expression] of stops) {\n            this.labels.push(label);\n            this.outputs.push(expression);\n        }\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Step | null | void {\n        if (args.length - 1 < 4) {\n            return context.error(`Expected at least 4 arguments, but found only ${args.length - 1}.`);\n        }\n\n        if ((args.length - 1) % 2 !== 0) {\n            return context.error(`Expected an even number of arguments.`);\n        }\n\n        const input = context.parse(args[1], 1, NumberType);\n        if (!input) return null;\n\n        const stops: Stops = [];\n\n        let outputType: Type | null = null;\n        if (context.expectedType && context.expectedType.kind !== 'value') {\n            outputType = context.expectedType;\n        }\n\n        for (let i = 1; i < args.length; i += 2) {\n            const label = i === 1 ? -Infinity : args[i];\n            const value = args[i + 1];\n\n            const labelKey = i;\n            const valueKey = i + 1;\n\n            if (typeof label !== 'number') {\n                return context.error('Input/output pairs for \"step\" expressions must be defined using literal numeric values (not computed expressions) for the input values.', labelKey);\n            }\n\n            if (stops.length && stops.at(-1)![0] >= label) {\n                return context.error('Input/output pairs for \"step\" expressions must be arranged with input values in strictly ascending order.', labelKey);\n            }\n\n            const parsed = context.parse(value, valueKey, outputType);\n            if (!parsed) return null;\n            outputType = outputType || parsed.type;\n            stops.push([label, parsed]);\n        }\n\n        return new Step(outputType!, input, stops);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        const labels = this.labels;\n        const outputs = this.outputs;\n\n        if (labels.length === 1) {\n            return outputs[0]!.evaluate(ctx);\n        }\n\n        const value = (this.input.evaluate(ctx) as number);\n        if (value <= labels[0]!) {\n            return outputs[0]!.evaluate(ctx);\n        }\n\n        const stopCount = labels.length;\n        if (value >= labels[stopCount - 1]!) {\n            return outputs[stopCount - 1]!.evaluate(ctx);\n        }\n\n        const index = findStopLessThanOrEqualTo(labels, value);\n        return outputs[index]!.evaluate(ctx);\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.input);\n        for (const expression of this.outputs) {\n            fn(expression);\n        }\n    }\n\n    outputDefined(): boolean {\n        return this.outputs.every(out => out.outputDefined());\n    }\n\n    serialize(): SerializedExpression {\n        const serialized = [\"step\", this.input.serialize()];\n        for (let i = 0; i < this.labels.length; i++) {\n            if (i > 0) {\n                serialized.push(this.labels[i]!);\n            }\n            serialized.push(this.outputs[i]!.serialize());\n        }\n        return serialized;\n    }\n}\n\nexport default Step;\n","import Color from './color';\nimport {number as interpolateNumber} from './interpolate';\n\ntype LABColor = {\n    l: number;\n    a: number;\n    b: number;\n    alpha: number;\n};\n\ntype HCLColor = {\n    h: number;\n    c: number;\n    l: number;\n    alpha: number;\n};\n\n// Constants\nconst Xn = 0.950470, // D65 standard referent\n    Yn = 1,\n    Zn = 1.088830,\n    t0 = 4 / 29,\n    t1 = 6 / 29,\n    t2 = 3 * t1 * t1,\n    t3 = t1 * t1 * t1,\n    deg2rad = Math.PI / 180,\n    rad2deg = 180 / Math.PI;\n\n// Utilities\nfunction xyz2lab(t: number) {\n    return t > t3 ? Math.pow(t, 1 / 3) : t / t2 + t0;\n}\n\nfunction lab2xyz(t: number) {\n    return t > t1 ? t * t * t : t2 * (t - t0);\n}\n\nfunction xyz2rgb(x: number) {\n    return 255 * (x <= 0.0031308 ? 12.92 * x : 1.055 * Math.pow(x, 1 / 2.4) - 0.055);\n}\n\nfunction rgb2xyz(x: number) {\n    x /= 255;\n    return x <= 0.04045 ? x / 12.92 : Math.pow((x + 0.055) / 1.055, 2.4);\n}\n\n// LAB\nfunction rgbToLab(rgbColor: Color): LABColor {\n    const b = rgb2xyz(rgbColor.r),\n        a = rgb2xyz(rgbColor.g),\n        l = rgb2xyz(rgbColor.b),\n        x = xyz2lab((0.4124564 * b + 0.3575761 * a + 0.1804375 * l) / Xn),\n        y = xyz2lab((0.2126729 * b + 0.7151522 * a + 0.0721750 * l) / Yn),\n        z = xyz2lab((0.0193339 * b + 0.1191920 * a + 0.9503041 * l) / Zn);\n\n    return {\n        l: 116 * y - 16,\n        a: 500 * (x - y),\n        b: 200 * (y - z),\n        alpha: rgbColor.a\n    };\n}\n\nfunction labToRgb(labColor: LABColor): Color {\n    let y = (labColor.l + 16) / 116,\n        x = isNaN(labColor.a) ? y : y + labColor.a / 500,\n        z = isNaN(labColor.b) ? y : y - labColor.b / 200;\n    y = Yn * lab2xyz(y);\n    x = Xn * lab2xyz(x);\n    z = Zn * lab2xyz(z);\n    return new Color(\n        xyz2rgb(3.2404542 * x - 1.5371385 * y - 0.4985314 * z), // D65 -> sRGB\n        xyz2rgb(-0.9692660 * x + 1.8760108 * y + 0.0415560 * z),\n        xyz2rgb(0.0556434 * x - 0.2040259 * y + 1.0572252 * z),\n        labColor.alpha\n    );\n}\n\nfunction interpolateLab(from: LABColor, to: LABColor, t: number): LABColor {\n    return {\n        l: interpolateNumber(from.l, to.l, t),\n        a: interpolateNumber(from.a, to.a, t),\n        b: interpolateNumber(from.b, to.b, t),\n        alpha: interpolateNumber(from.alpha, to.alpha, t)\n    };\n}\n\n// HCL\nfunction rgbToHcl(rgbColor: Color): HCLColor {\n    const {l, a, b} = rgbToLab(rgbColor);\n    const h = Math.atan2(b, a) * rad2deg;\n    return {\n        h: h < 0 ? h + 360 : h,\n        c: Math.sqrt(a * a + b * b),\n        l,\n        alpha: rgbColor.a\n    };\n}\n\nfunction hclToRgb(hclColor: HCLColor): Color {\n    const h = hclColor.h * deg2rad,\n        c = hclColor.c,\n        l = hclColor.l;\n    return labToRgb({\n        l,\n        a: Math.cos(h) * c,\n        b: Math.sin(h) * c,\n        alpha: hclColor.alpha\n    });\n}\n\nfunction interpolateHue(a: number, b: number, t: number) {\n    const d = b - a;\n    return a + t * (d > 180 || d < -180 ? d - 360 * Math.round(d / 360) : d);\n}\n\nfunction interpolateHcl(from: HCLColor, to: HCLColor, t: number): HCLColor {\n    return {\n        h: interpolateHue(from.h, to.h, t),\n        c: interpolateNumber(from.c, to.c, t),\n        l: interpolateNumber(from.l, to.l, t),\n        alpha: interpolateNumber(from.alpha, to.alpha, t)\n    };\n}\n\nexport const lab = {\n    forward: rgbToLab,\n    reverse: labToRgb,\n    interpolate: interpolateLab\n} as const;\n\nexport const hcl = {\n    forward: rgbToHcl,\n    reverse: hclToRgb,\n    interpolate: interpolateHcl\n} as const;\n","import unitBezier from '@mapbox/unitbezier';\nimport * as interpolate from '../../util/interpolate';\nimport {toString, NumberType, ColorType} from '../types';\nimport {findStopLessThanOrEqualTo} from '../stops';\nimport {hcl, lab} from '../../util/color_spaces';\n\nimport type Color from '../../util/color';\nimport type {Stops} from '../stops';\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type} from '../types';\n\nexport type InterpolationType =\n    | {name: 'linear'}\n    | {name: 'exponential'; base: number}\n    | {name: 'cubic-bezier'; controlPoints: [number, number, number, number]};\n\nexport type InterpolationOperator =\n    | 'interpolate'\n    | 'interpolate-hcl'\n    | 'interpolate-lab';\n\nclass Interpolate implements Expression {\n    type: Type;\n\n    operator: InterpolationOperator;\n    interpolation: InterpolationType;\n    input: Expression;\n    labels: Array<number>;\n    outputs: Array<Expression>;\n\n    constructor(type: Type, operator: InterpolationOperator, interpolation: InterpolationType, input: Expression, stops: Stops) {\n        this.type = type;\n        this.operator = operator;\n        this.interpolation = interpolation;\n        this.input = input;\n\n        this.labels = [];\n        this.outputs = [];\n        for (const [label, expression] of stops) {\n            this.labels.push(label);\n            this.outputs.push(expression);\n        }\n    }\n\n    static interpolationFactor(\n        interpolation: InterpolationType,\n        input: number,\n        lower: number,\n        upper: number,\n    ): number {\n        let t = 0;\n        if (interpolation.name === 'exponential') {\n            t = exponentialInterpolation(input, interpolation.base, lower, upper);\n        } else if (interpolation.name === 'linear') {\n            t = exponentialInterpolation(input, 1, lower, upper);\n        } else if (interpolation.name === 'cubic-bezier') {\n            const c = interpolation.controlPoints;\n            const ub = unitBezier(c[0], c[1], c[2], c[3]);\n            t = ub(exponentialInterpolation(input, 1, lower, upper));\n        }\n        return t;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Interpolate | null | void {\n        let [operator, interpolation, input, ...rest] = args;\n\n        if (!Array.isArray(interpolation) || interpolation.length === 0) {\n            return context.error(`Expected an interpolation type expression.`, 1);\n        }\n\n        if (interpolation[0] === 'linear') {\n            interpolation = {name: 'linear'};\n        } else if (interpolation[0] === 'exponential') {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const base = interpolation[1];\n            if (typeof base !== 'number')\n                return context.error(`Exponential interpolation requires a numeric base.`, 1, 1);\n            interpolation = {\n                name: 'exponential',\n                base\n            };\n        } else if (interpolation[0] === 'cubic-bezier') {\n            const controlPoints = interpolation.slice(1);\n            if (\n                controlPoints.length !== 4 ||\n                controlPoints.some(t => typeof t !== 'number' || t < 0 || t > 1)\n            ) {\n                return context.error('Cubic bezier interpolation requires four numeric arguments with values between 0 and 1.', 1);\n            }\n\n            interpolation = {\n                name: 'cubic-bezier',\n                controlPoints\n            };\n        } else {\n            return context.error(`Unknown interpolation type ${String(interpolation[0])}`, 1, 0);\n        }\n\n        if (args.length - 1 < 4) {\n            return context.error(`Expected at least 4 arguments, but found only ${args.length - 1}.`);\n        }\n\n        if (args.length - 1 > 3 && (args.length - 1) % 2 !== 0) {\n            return context.error(`Expected an even number of arguments.`);\n        }\n\n        input = context.parse(input, 2, NumberType);\n        if (!input) return null;\n\n        const stops: Stops = [];\n\n        let outputType: Type | null = null;\n        if (operator === 'interpolate-hcl' || operator === 'interpolate-lab') {\n            outputType = ColorType;\n        } else if (context.expectedType && context.expectedType.kind !== 'value') {\n            outputType = context.expectedType;\n        }\n\n        for (let i = 0; i < rest.length; i += 2) {\n            const label = rest[i];\n            const value = rest[i + 1];\n\n            const labelKey = i + 3;\n            const valueKey = i + 4;\n\n            if (typeof label !== 'number') {\n                return context.error('Input/output pairs for \"interpolate\" expressions must be defined using literal numeric values (not computed expressions) for the input values.', labelKey);\n            }\n\n            if (stops.length && stops.at(-1)![0] >= label) {\n                return context.error('Input/output pairs for \"interpolate\" expressions must be arranged with input values in strictly ascending order.', labelKey);\n            }\n\n            const parsed = context.parse(value, valueKey, outputType);\n            if (!parsed) return null;\n            outputType = outputType || parsed.type;\n            stops.push([label, parsed]);\n        }\n\n        if (outputType!.kind !== 'number' &&\n            outputType!.kind !== 'color' &&\n            !(\n                outputType!.kind === 'array' &&\n                outputType.itemType.kind === 'number' &&\n                typeof outputType.N === 'number'\n            )\n        ) {\n            return context.error(`Type ${toString(outputType!)} is not interpolatable.`);\n        }\n\n        return new Interpolate(outputType, operator as InterpolationOperator, interpolation as InterpolationType, input as Expression, stops);\n    }\n\n    evaluate(ctx: EvaluationContext): Color {\n        const labels = this.labels;\n        const outputs = this.outputs;\n\n        if (labels.length === 1) {\n            return outputs[0]!.evaluate(ctx) as Color;\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const value: number = this.input.evaluate(ctx);\n        if (value <= labels[0]!) {\n            return outputs[0]!.evaluate(ctx) as Color;\n        }\n\n        const stopCount = labels.length;\n        if (value >= labels[stopCount - 1]!) {\n            return outputs[stopCount - 1]!.evaluate(ctx) as Color;\n        }\n\n        const index = findStopLessThanOrEqualTo(labels, value);\n        const lower = labels[index]!;\n        const upper = labels[index + 1]!;\n        const t = Interpolate.interpolationFactor(this.interpolation, value, lower, upper);\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const outputLower: Color = outputs[index]!.evaluate(ctx);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const outputUpper: Color = outputs[index + 1]!.evaluate(ctx);\n\n        if (this.operator === 'interpolate') {\n            return (interpolate[this.type.kind.toLowerCase() as keyof typeof interpolate] as (from: Color, to: Color, t: number) => Color)(outputLower, outputUpper, t);\n        } else if (this.operator === 'interpolate-hcl') {\n            return hcl.reverse(hcl.interpolate(hcl.forward(outputLower), hcl.forward(outputUpper), t));\n        } else {\n            return lab.reverse(lab.interpolate(lab.forward(outputLower), lab.forward(outputUpper), t));\n        }\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.input);\n        for (const expression of this.outputs) {\n            fn(expression);\n        }\n    }\n\n    outputDefined(): boolean {\n        return this.outputs.every(out => out.outputDefined());\n    }\n\n    serialize(): SerializedExpression {\n        let interpolation: [InterpolationType['name'], ...number[]];\n        if (this.interpolation.name === 'linear') {\n            interpolation = ['linear'];\n        } else if (this.interpolation.name === 'exponential') {\n            if  (this.interpolation.base === 1) {\n                interpolation = ['linear'];\n            } else {\n                interpolation = ['exponential', this.interpolation.base];\n            }\n        } else {\n            interpolation = ['cubic-bezier', ...this.interpolation.controlPoints];\n        }\n\n        const serialized = [this.operator, interpolation, this.input.serialize()];\n\n        for (let i = 0; i < this.labels.length; i++) {\n            serialized.push(\n                this.labels[i]!,\n                this.outputs[i]!.serialize()\n            );\n        }\n        return serialized;\n    }\n}\n\n/**\n * Returns a ratio that can be used to interpolate between exponential function\n * stops.\n * How it works: Two consecutive stop values define a (scaled and shifted) exponential function `f(x) = a * base^x + b`, where `base` is the user-specified base,\n * and `a` and `b` are constants affording sufficient degrees of freedom to fit\n * the function to the given stops.\n *\n * Here's a bit of algebra that lets us compute `f(x)` directly from the stop\n * values without explicitly solving for `a` and `b`:\n *\n * First stop value: `f(x0) = y0 = a * base^x0 + b`\n * Second stop value: `f(x1) = y1 = a * base^x1 + b`\n * => `y1 - y0 = a(base^x1 - base^x0)`\n * => `a = (y1 - y0)/(base^x1 - base^x0)`\n *\n * Desired value: `f(x) = y = a * base^x + b`\n * => `f(x) = y0 + a * (base^x - base^x0)`\n *\n * From the above, we can replace the `a` in `a * (base^x - base^x0)` and do a\n * little algebra:\n * ```\n * a * (base^x - base^x0) = (y1 - y0)/(base^x1 - base^x0) * (base^x - base^x0)\n *                     = (y1 - y0) * (base^x - base^x0) / (base^x1 - base^x0)\n * ```\n *\n * If we let `(base^x - base^x0) / (base^x1 base^x0)`, then we have\n * `f(x) = y0 + (y1 - y0) * ratio`.  In other words, `ratio` may be treated as\n * an interpolation factor between the two stops' output values.\n *\n * (Note: a slightly different form for `ratio`,\n * `(base^(x-x0) - 1) / (base^(x1-x0) - 1) `, is equivalent, but requires fewer\n * expensive `Math.pow()` operations.)\n *\n * @private\n*/\nfunction exponentialInterpolation(input: number, base: number, lowerValue: number, upperValue: number) {\n    const difference = upperValue - lowerValue;\n    const progress = input - lowerValue;\n\n    if (difference === 0) {\n        return 0;\n    } else if (base === 1) {\n        return progress / difference;\n    } else {\n        return (Math.pow(base, progress) - 1) / (Math.pow(base, difference) - 1);\n    }\n}\n\nexport default Interpolate;\n","import assert from '../../util/assert';\nimport {checkSubtype, ValueType} from '../types';\nimport ResolvedImage from '../types/resolved_image';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type} from '../types';\n\nclass Coalesce implements Expression {\n    type: Type;\n    args: Array<Expression>;\n\n    constructor(type: Type, args: Array<Expression>) {\n        this.type = type;\n        this.args = args;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Coalesce | null | undefined {\n        if (args.length < 2) {\n            context.error(\"Expectected at least one argument.\");\n            return null;\n        }\n        let outputType: Type | null = null;\n        const expectedType = context.expectedType;\n        if (expectedType && expectedType.kind !== 'value') {\n            outputType = expectedType;\n        }\n        const parsedArgs: Expression[] = [];\n\n        for (const arg of args.slice(1)) {\n            const parsed = context.parse(arg, 1 + parsedArgs.length, outputType, undefined, {typeAnnotation: 'omit'});\n            if (!parsed) return null;\n            outputType = outputType || parsed.type;\n            parsedArgs.push(parsed);\n        }\n        assert(outputType);\n\n        // Above, we parse arguments without inferred type annotation so that\n        // they don't produce a runtime error for `null` input, which would\n        // preempt the desired null-coalescing behavior.\n        // Thus, if any of our arguments would have needed an annotation, we\n        // need to wrap the enclosing coalesce expression with it instead.\n        const needsAnnotation = expectedType &&\n            parsedArgs.some(arg => checkSubtype(expectedType, arg.type));\n\n        return needsAnnotation ?\n            new Coalesce(ValueType, parsedArgs) :\n            new Coalesce(outputType, parsedArgs);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        let result = null;\n        let argCount = 0;\n        let firstImage: ResolvedImage | undefined;\n        for (const arg of this.args) {\n            argCount++;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            result = arg.evaluate(ctx);\n            // we need to keep track of the first requested image in a coalesce statement\n            // if coalesce can't find a valid image, we return the first image so styleimagemissing can fire\n            if (result && result instanceof ResolvedImage && !result.available) {\n                // set to first image\n                if (!firstImage) {\n                    firstImage = result;\n                }\n                result = null;\n                // if we reach the end, return the first image\n                if (argCount === this.args.length) {\n                    return firstImage;\n                }\n            }\n\n            if (result !== null) break;\n        }\n        return result;\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        this.args.forEach(fn);\n    }\n\n    outputDefined(): boolean {\n        return this.args.every(arg => arg.outputDefined());\n    }\n\n    serialize(): SerializedExpression {\n        const serialized: Array<SerializedExpression> = [\"coalesce\"];\n        this.eachChild(child => { serialized.push(child.serialize()); });\n        return serialized;\n    }\n}\n\nexport default Coalesce;\n","import type {Type} from '../types';\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext  from '../evaluation_context';\n\nconst INVALID_VAR_CHAR_RE = /[^a-zA-Z0-9_]/;\n\nclass Let implements Expression {\n    type: Type;\n    bindings: Array<[string, Expression]>;\n    result: Expression;\n\n    constructor(bindings: Array<[string, Expression]>, result: Expression) {\n        this.type = result.type;\n        this.bindings = ([] as Array<[string, Expression]>).concat(bindings);\n        this.result = result;\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        return this.result.evaluate(ctx);\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        for (const binding of this.bindings) {\n            fn(binding[1]);\n        }\n        fn(this.result);\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Let | null | void {\n        if (args.length < 4)\n            return context.error(`Expected at least 3 arguments, but found ${args.length - 1} instead.`);\n\n        const bindings: Array<[string, Expression]> = [];\n        for (let i = 1; i < args.length - 1; i += 2) {\n            const name = args[i];\n\n            if (typeof name !== 'string') {\n                return context.error(`Expected string, but found ${typeof name} instead.`, i);\n            }\n\n            if (INVALID_VAR_CHAR_RE.test(name)) {\n                return context.error(`Variable names must contain only alphanumeric characters or '_'.`, i);\n            }\n\n            const value = context.parse(args[i + 1], i + 1);\n            if (!value) return null;\n\n            bindings.push([name, value]);\n        }\n\n        const result = context.parse(args.at(-1), args.length - 1, context.expectedType, bindings);\n        if (!result) return null;\n\n        return new Let(bindings, result);\n    }\n\n    outputDefined(): boolean {\n        return this.result.outputDefined();\n    }\n\n    serialize(): SerializedExpression {\n        const serialized: SerializedExpression[] = [\"let\"];\n        for (const [name, expr] of this.bindings) {\n            serialized.push(name, expr.serialize());\n        }\n        serialized.push(this.result.serialize());\n        return serialized;\n    }\n}\n\nexport default Let;\n","import {array, ValueType, NumberType} from '../types';\nimport RuntimeError from '../runtime_error';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type, ArrayType} from '../types';\nimport type {Value} from '../values';\n\nclass At implements Expression {\n    type: Type;\n    index: Expression;\n    input: Expression;\n\n    constructor(type: Type, index: Expression, input: Expression) {\n        this.type = type;\n        this.index = index;\n        this.input = input;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): At | null | void {\n        if (args.length !== 3)\n            return context.error(`Expected 2 arguments, but found ${args.length - 1} instead.`);\n\n        const index = context.parse(args[1], 1, NumberType);\n        const input = context.parse(args[2], 2, array(context.expectedType || ValueType));\n\n        if (!index || !input) return null;\n\n        const t = input.type as ArrayType;\n        return new At(t.itemType, index, input);\n    }\n\n    evaluate(ctx: EvaluationContext): Value {\n        const index = (this.index.evaluate(ctx) as number);\n        const array = (this.input.evaluate(ctx) as Array<Value>);\n\n        if (index < 0) {\n            throw new RuntimeError(`Array index out of bounds: negative index`);\n        }\n\n        if (index >= array.length) {\n            throw new RuntimeError(`Array index out of bounds: index exceeds array size`);\n        }\n\n        if (index !== Math.floor(index)) {\n            throw new RuntimeError(`Array index must be an integer. Use at-interpolated for fractional indices`);\n        }\n\n        return array[index]!;\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.index);\n        fn(this.input);\n    }\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        return [\"at\", this.index.serialize(), this.input.serialize()];\n    }\n}\n\nexport default At;\n","import {array, ValueType, NumberType} from '../types';\nimport RuntimeError from '../runtime_error';\nimport {lerp} from '../../util/lerp';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type, ArrayType} from '../types';\nimport type {Value} from '../values';\n\nclass AtInterpolated implements Expression {\n    type: Type;\n    index: Expression;\n    input: Expression;\n\n    constructor(type: Type, index: Expression, input: Expression) {\n        this.type = type;\n        this.index = index;\n        this.input = input;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): AtInterpolated | null | void {\n        if (args.length !== 3)\n            return context.error(`Expected 2 arguments, but found ${args.length - 1} instead.`);\n\n        const index = context.parse(args[1], 1, NumberType);\n        const input = context.parse(args[2], 2, array(context.expectedType || ValueType));\n\n        if (!index || !input) return null;\n\n        const t = input.type as ArrayType;\n        return new AtInterpolated(t.itemType, index, input);\n    }\n\n    evaluate(ctx: EvaluationContext): Value {\n        const index = (this.index.evaluate(ctx) as number);\n        const array = (this.input.evaluate(ctx) as Array<Value>);\n\n        if (index < 0) {\n            throw new RuntimeError(`Array index out of bounds: ${index} < 0.`);\n        }\n\n        if (index > array.length - 1) {\n            throw new RuntimeError(`Array index out of bounds: ${index} > ${array.length - 1}.`);\n        }\n\n        if (index === Math.floor(index)) {\n            return array[index]!;\n        }\n\n        // Interpolation logic for non-integer indices\n        const lowerIndex = Math.floor(index);\n        const upperIndex = Math.ceil(index);\n\n        const lowerValue = array[lowerIndex];\n        const upperValue = array[upperIndex];\n\n        if (typeof lowerValue !== 'number' || typeof upperValue !== 'number') {\n            throw new RuntimeError(`Cannot interpolate between non-number values at index ${index}.`);\n        }\n\n        // Linear interpolation\n        const fraction = index - lowerIndex;\n        return lerp(lowerValue, upperValue, fraction);\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.index);\n        fn(this.input);\n    }\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        return [\"at-interpolated\", this.index.serialize(), this.input.serialize()];\n    }\n}\n\nexport default AtInterpolated;\n","import assert from '../../util/assert';\nimport {typeOf} from '../values';\nimport {typeEquals, ValueType} from '../types';\n\nimport type {Type} from '../types';\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\n\n// Map input label values to output expression index\ntype Cases = Partial<Record<number | string, number>>;\n\nclass Match implements Expression {\n    type: Type;\n    inputType: Type;\n\n    input: Expression;\n    cases: Cases;\n    outputs: Array<Expression>;\n    otherwise: Expression;\n\n    constructor(inputType: Type, outputType: Type, input: Expression, cases: Cases, outputs: Array<Expression>, otherwise: Expression) {\n        this.inputType = inputType;\n        this.type = outputType;\n        this.input = input;\n        this.cases = cases;\n        this.outputs = outputs;\n        this.otherwise = otherwise;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Match | null | void {\n        if (args.length < 5)\n            return context.error(`Expected at least 4 arguments, but found only ${args.length - 1}.`);\n        if (args.length % 2 !== 1)\n            return context.error(`Expected an even number of arguments.`);\n\n        let inputType: Type | undefined;\n        let outputType: Type | null | undefined;\n        if (context.expectedType && context.expectedType.kind !== 'value') {\n            outputType = context.expectedType;\n        }\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const cases: Record<string, any> = {};\n        const outputs = [];\n        for (let i = 2; i < args.length - 1; i += 2) {\n            let labels = args[i];\n            const value = args[i + 1];\n\n            if (!Array.isArray(labels)) {\n                labels = [labels];\n            }\n\n            if ((labels as unknown[]).length === 0) {\n                return context.error('Expected at least one branch label.', i);\n            }\n\n            for (const label of (labels as unknown[])) {\n                if (typeof label !== 'number' && typeof label !== 'string') {\n                    return context.error(`Branch labels must be numbers or strings.`, i);\n                } else if (typeof label === 'number' && Math.abs(label) > Number.MAX_SAFE_INTEGER) {\n                    return context.error(`Branch labels must be integers no larger than ${Number.MAX_SAFE_INTEGER}.`, i);\n\n                } else if (typeof label === 'number' && Math.floor(label) !== label) {\n                    return context.error(`Numeric branch labels must be integer values.`, i);\n\n                } else if (!inputType) {\n                    inputType = typeOf(label);\n                } else if (context.checkSubtype(inputType, typeOf(label), i)) {\n                    return null;\n                }\n\n                if (typeof cases[String(label)] !== 'undefined') {\n                    return context.error('Branch labels must be unique.', i);\n                }\n\n                cases[String(label)] = outputs.length;\n            }\n\n            const result = context.parse(value, i, outputType);\n            if (!result) return null;\n            outputType = outputType || result.type;\n            outputs.push(result);\n        }\n\n        const input = context.parse(args[1], 1, ValueType);\n        if (!input) return null;\n\n        const otherwise = context.parse(args.at(-1), args.length - 1, outputType);\n        if (!otherwise) return null;\n\n        assert(inputType && outputType);\n\n        if (input.type.kind !== 'value' && context.checkSubtype((inputType), input.type, 1)) {\n            return null;\n        }\n\n        return new Match(inputType, outputType, input, cases, outputs, otherwise);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        const input = (this.input.evaluate(ctx)) as number | string;\n        const output = (typeEquals(typeOf(input), this.inputType) && this.outputs[this.cases[input]!]) || this.otherwise;\n        return output.evaluate(ctx);\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.input);\n        this.outputs.forEach(fn);\n        fn(this.otherwise);\n    }\n\n    outputDefined(): boolean {\n        return this.outputs.every(out => out.outputDefined()) && this.otherwise.outputDefined();\n    }\n\n    serialize(): SerializedExpression {\n        const serialized = [\"match\", this.input.serialize()];\n\n        // Sort so serialization has an arbitrary defined order, even though\n        // branch order doesn't affect evaluation\n        const sortedLabels = Object.keys(this.cases).sort();\n\n        // Group branches by unique match expression to support condensed\n        // serializations of the form [case1, case2, ...] -> matchExpression\n        const groupedByOutput: Array<[number, Array<number | string>]> = [];\n        const outputLookup: {\n            [index: number]: number;\n        } = {}; // lookup index into groupedByOutput for a given output expression\n        for (const label of sortedLabels) {\n            const outputIndex = outputLookup[this.cases[label]!];\n            if (outputIndex === undefined) {\n                // First time seeing this output, add it to the end of the grouped list\n                outputLookup[this.cases[label]!] = groupedByOutput.length;\n                groupedByOutput.push([this.cases[label]!, [label]]);\n            } else {\n                // We've seen this expression before, add the label to that output's group\n                groupedByOutput[outputIndex]![1].push(label);\n            }\n        }\n\n        const coerceLabel = (label: number | string) => (this.inputType.kind === 'number' ? Number(label) : label);\n\n        for (const [outputIndex, labels] of groupedByOutput) {\n            if (labels.length === 1) {\n                // Only a single label matches this output expression\n                serialized.push(coerceLabel(labels[0]!));\n            } else {\n                // Array of literal labels pointing to this output expression\n                serialized.push(labels.map(coerceLabel));\n            }\n            serialized.push(this.outputs[outputIndex]!.serialize());\n        }\n        serialized.push(this.otherwise.serialize());\n        return serialized;\n    }\n}\n\nexport default Match;\n","import assert from '../../util/assert';\nimport {BooleanType} from '../types';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type} from '../types';\n\ntype Branches = Array<[Expression, Expression]>;\n\nclass Case implements Expression {\n    type: Type;\n\n    branches: Branches;\n    otherwise: Expression;\n\n    constructor(type: Type, branches: Branches, otherwise: Expression) {\n        this.type = type;\n        this.branches = branches;\n        this.otherwise = otherwise;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Case | null | undefined {\n        if (args.length < 4) {\n            context.error(`Expected at least 3 arguments, but found only ${args.length - 1}.`);\n            return null;\n        }\n        if (args.length % 2 !== 0) {\n            context.error(`Expected an odd number of arguments.`);\n            return null;\n        }\n\n        let outputType: Type | null | undefined;\n        if (context.expectedType && context.expectedType.kind !== 'value') {\n            outputType = context.expectedType;\n        }\n\n        const branches: Branches = [];\n        for (let i = 1; i < args.length - 1; i += 2) {\n            const test = context.parse(args[i], i, BooleanType);\n            if (!test) return null;\n\n            const result = context.parse(args[i + 1], i + 1, outputType);\n            if (!result) return null;\n\n            branches.push([test, result]);\n\n            outputType = outputType || result.type;\n        }\n\n        const otherwise = context.parse(args.at(-1), args.length - 1, outputType);\n        if (!otherwise) return null;\n\n        assert(outputType);\n        return new Case(outputType, branches, otherwise);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        for (const [test, expression] of this.branches) {\n            if (test.evaluate(ctx)) {\n                return expression.evaluate(ctx);\n            }\n        }\n        return this.otherwise.evaluate(ctx);\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        for (const [test, expression] of this.branches) {\n            fn(test);\n            fn(expression);\n        }\n        fn(this.otherwise);\n    }\n\n    outputDefined(): boolean {\n        return this.branches.every(([_, out]: [Expression, Expression]) => out.outputDefined()) && this.otherwise.outputDefined();\n    }\n\n    serialize(): SerializedExpression {\n        const serialized: Array<SerializedExpression> = [\"case\"];\n        this.eachChild(child => { serialized.push(child.serialize()); });\n        return serialized;\n    }\n}\n\nexport default Case;\n","import {\n    ValueType,\n    NumberType,\n    StringType,\n    array,\n    toString,\n    isValidType,\n    isValidNativeType,\n} from '../types';\nimport RuntimeError from '../runtime_error';\nimport {typeOf} from '../values';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type} from '../types';\n\nclass Slice implements Expression {\n    type: Type;\n    input: Expression;\n    beginIndex: Expression;\n    endIndex: Expression | null | undefined;\n\n    constructor(type: Type, input: Expression, beginIndex: Expression, endIndex?: Expression) {\n        this.type = type;\n        this.input = input;\n        this.beginIndex = beginIndex;\n        this.endIndex = endIndex;\n\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Slice | null | undefined {\n        if (args.length <= 2 ||  args.length >= 5) {\n            context.error(`Expected 3 or 4 arguments, but found ${args.length - 1} instead.`);\n            return null;\n        }\n\n        const input = context.parse(args[1], 1, ValueType);\n        const beginIndex = context.parse(args[2], 2, NumberType);\n\n        if (!input || !beginIndex) return null;\n\n        if (!isValidType(input.type, [array(ValueType), StringType, ValueType])) {\n            context.error(`Expected first argument to be of type array or string, but found ${toString(input.type)} instead`);\n            return null;\n        }\n\n        if (args.length === 4) {\n            const endIndex = context.parse(args[3], 3, NumberType);\n            if (!endIndex) return null;\n            return new Slice(input.type, input, beginIndex, endIndex);\n        } else {\n            return new Slice(input.type, input, beginIndex);\n        }\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    evaluate(ctx: EvaluationContext): any {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const input = (this.input.evaluate(ctx));\n        const beginIndex = (this.beginIndex.evaluate(ctx) as number);\n\n        if (!isValidNativeType(input, ['string', 'array'])) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            throw new RuntimeError(`Expected first argument to be of type array or string, but found ${toString(typeOf(input))} instead.`);\n        }\n\n        if (this.endIndex) {\n            const endIndex = (this.endIndex.evaluate(ctx) as number);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            return input.slice(beginIndex, endIndex);\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        return input.slice(beginIndex);\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.input);\n        fn(this.beginIndex);\n        if (this.endIndex) {\n            fn(this.endIndex);\n        }\n    }\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        if (this.endIndex != null && this.endIndex !== undefined) {\n            const endIndex = this.endIndex.serialize();\n            return [\"slice\", this.input.serialize(), this.beginIndex.serialize(), endIndex];\n        }\n        return [\"slice\", this.input.serialize(), this.beginIndex.serialize()];\n    }\n}\n\nexport default Slice;\n","import {toString, ValueType, BooleanType, CollatorType} from '../types';\nimport Assertion from './assertion';\nimport {typeOf} from '../values';\nimport RuntimeError from '../runtime_error';\n\nimport type {Expression, SerializedExpression, ExpressionRegistration} from '../expression';\nimport type EvaluationContext from '../evaluation_context';\nimport type ParsingContext from '../parsing_context';\nimport type {Type} from '../types';\n\ntype ComparisonOperator = '==' | '!=' | '<' | '>' | '<=' | '>=';\n\nfunction isComparableType(op: ComparisonOperator, type: Type) {\n    if (op === '==' || op === '!=') {\n        // equality operator\n        return type.kind === 'boolean' ||\n            type.kind === 'string' ||\n            type.kind === 'number' ||\n            type.kind === 'null' ||\n            type.kind === 'value';\n    } else {\n        // ordering operator\n        return type.kind === 'string' ||\n            type.kind === 'number' ||\n            type.kind === 'value';\n    }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction eq(ctx: EvaluationContext, a: any, b: any): boolean { return a === b; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction neq(ctx: EvaluationContext, a: any, b: any): boolean { return a !== b; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction lt(ctx: EvaluationContext, a: any, b: any): boolean { return a < b; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction gt(ctx: EvaluationContext, a: any, b: any): boolean { return a > b; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction lteq(ctx: EvaluationContext, a: any, b: any): boolean { return a <= b; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction gteq(ctx: EvaluationContext, a: any, b: any): boolean { return a >= b; }\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\nfunction eqCollate(ctx: EvaluationContext, a: any, b: any, c: any): boolean { return c.compare(a, b) === 0; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction neqCollate(ctx: EvaluationContext, a: any, b: any, c: any): boolean { return !eqCollate(ctx, a, b, c); }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\nfunction ltCollate(ctx: EvaluationContext, a: any, b: any, c: any): boolean { return c.compare(a, b) < 0; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\nfunction gtCollate(ctx: EvaluationContext, a: any, b: any, c: any): boolean { return c.compare(a, b) > 0; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\nfunction lteqCollate(ctx: EvaluationContext, a: any, b: any, c: any): boolean { return c.compare(a, b) <= 0; }\n// eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\nfunction gteqCollate(ctx: EvaluationContext, a: any, b: any, c: any): boolean { return c.compare(a, b) >= 0; }\n\n/**\n * Special form for comparison operators, implementing the signatures:\n * - (T, T, ?Collator) => boolean\n * - (T, value, ?Collator) => boolean\n * - (value, T, ?Collator) => boolean\n *\n * For inequalities, T must be either value, string, or number. For ==/!=, it\n * can also be boolean or null.\n *\n * Equality semantics are equivalent to Javascript's strict equality (===/!==)\n * -- i.e., when the arguments' types don't match, == evaluates to false, != to\n * true.\n *\n * When types don't match in an ordering comparison, a runtime error is thrown.\n *\n * @private\n */\nfunction makeComparison(\n    op: ComparisonOperator,\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    compareBasic: (arg1: EvaluationContext, arg2?: any, arg3?: any) => boolean,\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    compareWithCollator: (arg1: EvaluationContext, arg2?: any, arg3?: any, arg4?: any) => boolean,\n): ExpressionRegistration {\n    const isOrderComparison = op !== '==' && op !== '!=';\n\n    return class Comparison implements Expression {\n        type: Type;\n        lhs: Expression;\n        rhs: Expression;\n        collator: Expression | null | undefined;\n        hasUntypedArgument: boolean;\n\n        constructor(lhs: Expression, rhs: Expression, collator?: Expression | null) {\n            this.type = BooleanType;\n            this.lhs = lhs;\n            this.rhs = rhs;\n            this.collator = collator;\n            this.hasUntypedArgument = lhs.type.kind === 'value' || rhs.type.kind === 'value';\n        }\n\n        static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | void {\n            if (args.length !== 3 && args.length !== 4)\n                return context.error(`Expected two or three arguments.`);\n\n            const op = args[0] as ComparisonOperator;\n\n            let lhs = context.parse(args[1], 1, ValueType);\n            if (!lhs) return null;\n            if (!isComparableType(op, lhs.type)) {\n                return context.error(`\"${op}\" comparisons are not supported for type '${toString(lhs.type)}'.`, 1);\n            }\n            let rhs = context.parse(args[2], 2, ValueType);\n            if (!rhs) return null;\n            if (!isComparableType(op, rhs.type)) {\n                return context.error(`\"${op}\" comparisons are not supported for type '${toString(rhs.type)}'.`, 2);\n            }\n\n            if (\n                lhs.type.kind !== rhs.type.kind &&\n                lhs.type.kind !== 'value' &&\n                rhs.type.kind !== 'value'\n            ) {\n                return context.error(`Cannot compare types '${toString(lhs.type)}' and '${toString(rhs.type)}'.`);\n            }\n\n            if (isOrderComparison) {\n                // typing rules specific to less/greater than operators\n                if (lhs.type.kind === 'value' && rhs.type.kind !== 'value') {\n                    // (value, T)\n                    lhs = new Assertion(rhs.type, [lhs]);\n                } else if (lhs.type.kind !== 'value' && rhs.type.kind === 'value') {\n                    // (T, value)\n                    rhs = new Assertion(lhs.type, [rhs]);\n                }\n            }\n\n            let collator = null;\n            if (args.length === 4) {\n                if (\n                    lhs.type.kind !== 'string' &&\n                    rhs.type.kind !== 'string' &&\n                    lhs.type.kind !== 'value' &&\n                    rhs.type.kind !== 'value'\n                ) {\n                    return context.error(`Cannot use collator to compare non-string types.`);\n                }\n                collator = context.parse(args[3], 3, CollatorType);\n                if (!collator) return null;\n            }\n\n            return new Comparison(lhs, rhs, collator);\n        }\n\n        evaluate(ctx: EvaluationContext): boolean {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const lhs = this.lhs.evaluate(ctx);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const rhs = this.rhs.evaluate(ctx);\n\n            if (isOrderComparison && this.hasUntypedArgument) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const lt = typeOf(lhs);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const rt = typeOf(rhs);\n                // check that type is string or number, and equal\n                if (lt.kind !== rt.kind || !(lt.kind === 'string' || lt.kind === 'number')) {\n                    throw new RuntimeError(`Expected arguments for \"${op}\" to be (string, string) or (number, number), but found (${lt.kind}, ${rt.kind}) instead.`);\n                }\n            }\n\n            if (this.collator && !isOrderComparison && this.hasUntypedArgument) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const lt = typeOf(lhs);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const rt = typeOf(rhs);\n                if (lt.kind !== 'string' || rt.kind !== 'string') {\n                    return compareBasic(ctx, lhs, rhs);\n                }\n            }\n\n            return this.collator ?\n                compareWithCollator(ctx, lhs, rhs, this.collator.evaluate(ctx)) :\n                compareBasic(ctx, lhs, rhs);\n        }\n\n        eachChild(fn: (_: Expression) => void) {\n            fn(this.lhs);\n            fn(this.rhs);\n            if (this.collator) {\n                fn(this.collator);\n            }\n        }\n\n        outputDefined(): boolean {\n            return true;\n        }\n\n        serialize(): SerializedExpression {\n            const serialized: SerializedExpression[] = [op];\n            this.eachChild(child => { serialized.push(child.serialize()); });\n            return serialized;\n        }\n    };\n}\n\nexport const Equals: ReturnType<typeof makeComparison> = makeComparison('==', eq, eqCollate);\nexport const NotEquals: ReturnType<typeof makeComparison> = makeComparison('!=', neq, neqCollate);\nexport const LessThan: ReturnType<typeof makeComparison> = makeComparison('<', lt, ltCollate);\nexport const GreaterThan: ReturnType<typeof makeComparison> = makeComparison('>', gt, gtCollate);\nexport const LessThanOrEqual: ReturnType<typeof makeComparison> = makeComparison('<=', lteq, lteqCollate);\nexport const GreaterThanOrEqual: ReturnType<typeof makeComparison> = makeComparison('>=', gteq, gteqCollate);\n","import {StringType, NumberType} from '../types';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type EvaluationContext from '../evaluation_context';\nimport type ParsingContext from '../parsing_context';\nimport type {Type} from '../types';\n\nexport default class NumberFormat implements Expression {\n    type: Type;\n    number: Expression;\n    locale: Expression | null;   // BCP 47 language tag\n    currency: Expression | null; // ISO 4217 currency code, required if style=currency\n    unit: Expression | null;     // Simple units sanctioned for use in ECMAScript, required if style=unit. https://tc39.es/proposal-unified-intl-numberformat/section6/locales-currencies-tz_proposed_out.html#sec-issanctionedsimpleunitidentifier\n    minFractionDigits: Expression | null; // Default 0\n    maxFractionDigits: Expression | null; // Default 3\n\n    constructor(\n        number: Expression,\n        locale: Expression | null,\n        currency: Expression | null,\n        unit: Expression | null,\n        minFractionDigits: Expression | null,\n        maxFractionDigits: Expression | null\n    ) {\n        this.type = StringType;\n        this.number = number;\n        this.locale = locale;\n        this.currency = currency;\n        this.unit = unit;\n        this.minFractionDigits = minFractionDigits;\n        this.maxFractionDigits = maxFractionDigits;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Expression | null | void {\n        if (args.length !== 3)\n            return context.error(`Expected two arguments.`);\n\n        const number = context.parse(args[1], 1, NumberType);\n        if (!number) return null;\n\n        const options = args[2] as Record<string, unknown>;\n        if (typeof options !== \"object\" || Array.isArray(options))\n            return context.error(`NumberFormat options argument must be an object.`);\n\n        let locale: Expression | null | void = null;\n        if (options['locale']) {\n            locale = context.parseObjectValue(options['locale'], 2, 'locale', StringType);\n            if (!locale) return null;\n        }\n\n        let currency: Expression | null | void = null;\n        if (options['currency']) {\n            currency = context.parseObjectValue(options['currency'], 2, 'currency', StringType);\n            if (!currency) return null;\n        }\n\n        let unit: Expression | null | void = null;\n        if (options['unit']) {\n            unit = context.parseObjectValue(options['unit'], 2, 'unit', StringType);\n            if (!unit) return null;\n        }\n\n        let minFractionDigits: Expression | null | void = null;\n        if (options['min-fraction-digits'] !== undefined) {\n            minFractionDigits = context.parseObjectValue(options['min-fraction-digits'], 2, 'min-fraction-digits', NumberType);\n            if (!minFractionDigits) return null;\n        }\n\n        let maxFractionDigits: Expression | null | void = null;\n        if (options['max-fraction-digits'] !== undefined) {\n            maxFractionDigits = context.parseObjectValue(options['max-fraction-digits'], 2, 'max-fraction-digits', NumberType);\n            if (!maxFractionDigits) return null;\n        }\n\n        return new NumberFormat(number, locale, currency, unit, minFractionDigits, maxFractionDigits);\n    }\n\n    evaluate(ctx: EvaluationContext): string {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return new Intl.NumberFormat(this.locale ? this.locale.evaluate(ctx) : [],\n            {\n                style:\n                    (this.currency && \"currency\") ||\n                    (this.unit && \"unit\") ||\n                    \"decimal\",\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                currency: this.currency ? this.currency.evaluate(ctx) : undefined,\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                unit: this.unit ? this.unit.evaluate(ctx) : undefined,\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                minimumFractionDigits: this.minFractionDigits ? this.minFractionDigits.evaluate(ctx) : undefined,\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                maximumFractionDigits: this.maxFractionDigits ? this.maxFractionDigits.evaluate(ctx) : undefined,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            }).format(this.number.evaluate(ctx));\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.number);\n        if (this.locale) {\n            fn(this.locale);\n        }\n        if (this.currency) {\n            fn(this.currency);\n        }\n        if (this.unit) {\n            fn(this.unit);\n        }\n        if (this.minFractionDigits) {\n            fn(this.minFractionDigits);\n        }\n        if (this.maxFractionDigits) {\n            fn(this.maxFractionDigits);\n        }\n    }\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const options: Record<string, any> = {};\n        if (this.locale) {\n            options['locale'] = this.locale.serialize();\n        }\n        if (this.currency) {\n            options['currency'] = this.currency.serialize();\n        }\n        if (this.unit) {\n            options['unit'] = this.unit.serialize();\n        }\n        if (this.minFractionDigits) {\n            options['min-fraction-digits'] = this.minFractionDigits.serialize();\n        }\n        if (this.maxFractionDigits) {\n            options['max-fraction-digits'] = this.maxFractionDigits.serialize();\n        }\n        return [\"number-format\", this.number.serialize(), options];\n    }\n}\n","import {NumberType, toString} from '../types';\nimport {typeOf} from '../values';\nimport RuntimeError from '../runtime_error';\n\nimport type {Expression, SerializedExpression} from '../expression';\nimport type ParsingContext from '../parsing_context';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Type} from '../types';\n\nclass Length implements Expression {\n    type: Type;\n    input: Expression;\n\n    constructor(input: Expression) {\n        this.type = NumberType;\n        this.input = input;\n    }\n\n    static parse(args: ReadonlyArray<unknown>, context: ParsingContext): Length | null | undefined {\n        if (args.length !== 2) {\n            context.error(`Expected 1 argument, but found ${args.length - 1} instead.`);\n            return null;\n        }\n\n        const input = context.parse(args[1], 1);\n        if (!input) return null;\n\n        if (input.type.kind !== 'array' && input.type.kind !== 'string' && input.type.kind !== 'value') {\n            context.error(`Expected argument of type string or array, but found ${toString(input.type)} instead.`);\n            return null;\n        }\n\n        return new Length(input);\n    }\n\n    evaluate(ctx: EvaluationContext): number {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const input = this.input.evaluate(ctx);\n        if (typeof input === 'string') {\n            return input.length;\n        } else if (Array.isArray(input)) {\n            return input.length;\n        } else {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            throw new RuntimeError(`Expected value to be of type string or array, but found ${toString(typeOf(input))} instead.`);\n        }\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        fn(this.input);\n    }\n\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): SerializedExpression {\n        const serialized: Array<SerializedExpression> = [\"length\"];\n        this.eachChild(child => { serialized.push(child.serialize()); });\n        return serialized;\n    }\n}\n\nexport default Length;\n","// Seeded pseudo random generator function\nexport function mulberry32(a: number): () => number {\n    return function () {\n        a |= 0;\n        a = (a + 0x6d2b79f5) | 0;\n        let t = Math.imul(a ^ (a >>> 15), 1 | a);\n        t = (t + Math.imul(t ^ (t >>> 7), 61 | t)) ^ t;\n        return ((t ^ (t >>> 14)) >>> 0) / 4294967296;\n    };\n}\n","import {\n    NumberType,\n    StringType,\n    BooleanType,\n    ColorType,\n    ObjectType,\n    ValueType,\n    ErrorType,\n    CollatorType,\n    array,\n    isValidNativeType,\n    toString as typeToString,\n} from '../types';\nimport {typeOf, Color, validateRGBA, validateHSLA, toString as valueToString} from '../values';\nimport CompoundExpression from '../compound_expression';\nimport RuntimeError from '../runtime_error';\nimport Let from './let';\nimport Var from './var';\nimport Literal from './literal';\nimport Assertion from './assertion';\nimport Coercion from './coercion';\nimport At from './at';\nimport AtInterpolated from './at_interpolated';\nimport Match from './match';\nimport Case from './case';\nimport Slice from './slice';\nimport Step from './step';\nimport Interpolate from './interpolate';\nimport Coalesce from './coalesce';\nimport {\n    Equals,\n    NotEquals,\n    LessThan,\n    GreaterThan,\n    LessThanOrEqual,\n    GreaterThanOrEqual\n} from './comparison';\nimport CollatorExpression from './collator';\nimport NumberFormat from './number_format';\nimport FormatExpression from './format';\nimport ImageExpression from './image';\nimport Length from './length';\nimport Within from './within';\nimport Config from './config';\nimport Distance from './distance';\nimport {mulberry32} from '../../util/random';\n\nimport type {Type} from '../types';\nimport type {Value} from '../values';\nimport type EvaluationContext from '../evaluation_context';\nimport type {Varargs} from '../compound_expression';\nimport type {Expression, ExpressionRegistry} from '../expression';\n\ntype LegacyFilterValue = string | number | boolean;\n\nconst expressions: ExpressionRegistry = {\n    // special forms\n    '==': Equals,\n    '!=': NotEquals,\n    '>': GreaterThan,\n    '<': LessThan,\n    '>=': GreaterThanOrEqual,\n    '<=': LessThanOrEqual,\n    'array': Assertion,\n    'at': At,\n    'at-interpolated': AtInterpolated,\n    'boolean': Assertion,\n    'case': Case,\n    'coalesce': Coalesce,\n    'collator': CollatorExpression,\n    'format': FormatExpression,\n    'image': ImageExpression,\n    'interpolate': Interpolate,\n    'interpolate-hcl': Interpolate,\n    'interpolate-lab': Interpolate,\n    'length': Length,\n    'let': Let,\n    'literal': Literal,\n    'match': Match,\n    'number': Assertion,\n    'number-format': NumberFormat,\n    'object': Assertion,\n    'slice': Slice,\n    'step': Step,\n    'string': Assertion,\n    'to-boolean': Coercion,\n    'to-color': Coercion,\n    'to-number': Coercion,\n    'to-string': Coercion,\n    'var': Var,\n    'within': Within,\n    'distance': Distance,\n    'config': Config\n};\n\nfunction rgba(ctx: EvaluationContext, [r, g, b, a]: Expression[]) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    r = r!.evaluate(ctx);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    g = g!.evaluate(ctx);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    b = b!.evaluate(ctx);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const alpha = a ? a.evaluate(ctx) : 1;\n    const error = validateRGBA(r, g, b, alpha);\n    if (error) throw new RuntimeError(error);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    return new Color(r as unknown as number / 255, g as unknown as number / 255, b as unknown as number / 255, alpha);\n}\n\nfunction hsla(ctx: EvaluationContext, [h, s, l, a]: Expression[]) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    h = h!.evaluate(ctx);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    s = s!.evaluate(ctx);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    l = l!.evaluate(ctx);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const alpha = a ? a.evaluate(ctx) : 1;\n    const error = validateHSLA(h, s, l, alpha);\n    if (error) throw new RuntimeError(error);\n    // eslint-disable-next-line @typescript-eslint/no-base-to-string\n    const colorFunction = `hsla(${h}, ${s}%, ${l}%, ${alpha})`;\n    const color = Color.parse(colorFunction);\n    if (!color) throw new RuntimeError(`Failed to parse HSLA color: ${colorFunction}`);\n    return color;\n}\n\nfunction has<T extends object>(key: keyof T, obj: T): boolean {\n    return key in obj;\n}\n\nfunction get<T extends object>(key: keyof T, obj: T): T[keyof T] | null {\n    const v = obj[key];\n    return typeof v === 'undefined' ? null : v;\n}\n\nfunction binarySearch(v: LegacyFilterValue, a: Record<number, LegacyFilterValue>, i: number, j: number): boolean {\n    while (i <= j) {\n        const m = (i + j) >> 1;\n        if (a[m] === v)\n            return true;\n        if (a[m]! > v)\n            j = m - 1;\n        else\n            i = m + 1;\n    }\n    return false;\n}\n\nfunction varargs(type: Type): Varargs {\n    return {type};\n}\n\n// Shared runtime type validation for `in` and `index-of`, whose needle and\n// haystack arguments are parsed as ValueType and checked at evaluation time.\nfunction assertNeedleHaystack(needle: Value, haystack: Value) {\n    if (!isValidNativeType(needle, ['boolean', 'string', 'number', 'null'])) {\n        throw new RuntimeError(`Expected first argument to be of type boolean, string, number or null, but found ${typeToString(typeOf(needle))} instead.`);\n    }\n    if (!isValidNativeType(haystack, ['string', 'array'])) {\n        throw new RuntimeError(`Expected second argument to be of type array or string, but found ${typeToString(typeOf(haystack))} instead.`);\n    }\n}\n\nfunction hashString(str: string) {\n    let hash = 0;\n    if (str.length === 0) {\n        return hash;\n    }\n    for (let i = 0; i < str.length; i++) {\n        const char = str.charCodeAt(i);\n        hash = ((hash << 5) - hash) + char;\n        hash = hash & hash;\n    }\n    return hash;\n}\n\nCompoundExpression.register(expressions, {\n    'error': [\n        ErrorType,\n        [StringType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [v]) => { throw new RuntimeError(v!.evaluate(ctx)); }\n    ],\n    'typeof': [\n        StringType,\n        [ValueType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [v]) => typeToString(typeOf(v!.evaluate(ctx)))\n    ],\n    'to-rgba': [\n        array(NumberType, 4),\n        [ColorType],\n        (ctx, [v]) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            return v!.evaluate(ctx).toNonPremultipliedRenderColor(null).toArray();\n        }\n    ],\n    'to-hsla': [\n        array(NumberType, 4),\n        [ColorType],\n        (ctx, [v]) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            return v!.evaluate(ctx).toNonPremultipliedRenderColor(null).toHslaArray();\n        }\n    ],\n    'rgb': [\n        ColorType,\n        [NumberType, NumberType, NumberType],\n        rgba\n    ],\n    'rgba': [\n        ColorType,\n        [NumberType, NumberType, NumberType, NumberType],\n        rgba\n    ],\n    'hsl': [\n        ColorType,\n        [NumberType, NumberType, NumberType],\n        hsla\n    ],\n    'hsla': [\n        ColorType,\n        [NumberType, NumberType, NumberType, NumberType],\n        hsla\n    ],\n    'has': {\n        type: BooleanType,\n        overloads: [\n            [\n                [StringType],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                (ctx, [key]) => has(key!.evaluate(ctx), ctx.properties())\n            ], [\n                [StringType, ObjectType],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                (ctx, [key, obj]) => has(key!.evaluate(ctx), obj!.evaluate(ctx))\n            ]\n        ]\n    },\n    'get': {\n        type: ValueType,\n        overloads: [\n            [\n                [StringType],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                (ctx, [key]) => get(key!.evaluate(ctx), ctx.properties())\n            ], [\n                [StringType, ObjectType],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-argument\n                (ctx, [key, obj]) => get(key!.evaluate(ctx), obj!.evaluate(ctx))\n            ]\n        ]\n    },\n    'feature-state': [\n        ValueType,\n        [StringType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [key]) => get(key!.evaluate(ctx), ctx.featureState || {}) as Value\n    ],\n    'properties': [\n        ObjectType,\n        [],\n        (ctx) => ctx.properties() as Value\n    ],\n    'geometry-type': [\n        StringType,\n        [],\n        (ctx) => ctx.geometryType()\n    ],\n    'worldview': [\n        StringType,\n        [],\n        (ctx) => ctx.globals!.worldview || \"\"\n    ],\n    'is-active-floor': [\n        BooleanType,\n        varargs(StringType),\n        (ctx, args) => {\n            const hasActiveFloors = ctx.globals && ctx.globals.activeFloors && ctx.globals.activeFloors.size > 0;\n            if (!hasActiveFloors) { return false; }\n            if (args.length === 0) { return true; }\n            const floorIds: Set<string> = ctx.globals!.activeFloors!;\n            return args.some(arg => {\n                const value = arg.evaluate(ctx) as string;\n                return floorIds.has(value);\n            });\n        }\n    ],\n    'id': [\n        ValueType,\n        [],\n        (ctx) => ctx.id()\n    ],\n    'zoom': [\n        NumberType,\n        [],\n        (ctx) => ctx.globals!.zoom\n    ],\n    'pitch': [\n        NumberType,\n        [],\n        (ctx) => ctx.globals!.pitch || 0\n    ],\n    'distance-from-center': [\n        NumberType,\n        [],\n        (ctx) => ctx.distanceFromCenter()\n    ],\n    'measure-light': [\n        NumberType,\n        [StringType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [s]) => ctx.measureLight(s!.evaluate(ctx))\n    ],\n    'heatmap-density': [\n        NumberType,\n        [],\n        (ctx) => ctx.globals!.heatmapDensity || 0\n    ],\n    'line-progress': [\n        NumberType,\n        [],\n        (ctx) => ctx.globals!.lineProgress || 0\n    ],\n    'raster-value': [\n        NumberType,\n        [],\n        (ctx) => ctx.globals!.rasterValue || 0\n    ],\n    'raster-particle-speed': [\n        NumberType,\n        [],\n        (ctx) => ctx.globals!.rasterParticleSpeed || 0\n    ],\n    'sky-radial-progress': [\n        NumberType,\n        [],\n        (ctx) => ctx.globals!.skyRadialProgress || 0\n    ],\n    'accumulated': [\n        ValueType,\n        [],\n        (ctx) => (ctx.globals!.accumulated === undefined ? null : ctx.globals!.accumulated)\n    ],\n    '+': [\n        NumberType,\n        varargs(NumberType),\n        (ctx, args) => {\n            let result = 0;\n            for (const arg of args) {\n                result += arg.evaluate(ctx);\n            }\n            return result;\n        }\n    ],\n    '*': [\n        NumberType,\n        varargs(NumberType),\n        (ctx, args) => {\n            let result = 1;\n            for (const arg of args) {\n                result *= arg.evaluate(ctx);\n            }\n            return result;\n        }\n    ],\n    '-': {\n        type: NumberType,\n        overloads: [\n            [\n                [NumberType, NumberType],\n                (ctx, [a, b]) => a!.evaluate(ctx) - b!.evaluate(ctx)\n            ], [\n                [NumberType],\n                (ctx, [a]) => -a!.evaluate(ctx)\n            ]\n        ]\n    },\n    '/': [\n        NumberType,\n        [NumberType, NumberType],\n        (ctx, [a, b]) => a!.evaluate(ctx) / b!.evaluate(ctx)\n    ],\n    '%': [\n        NumberType,\n        [NumberType, NumberType],\n        (ctx, [a, b]) => a!.evaluate(ctx) % b!.evaluate(ctx)\n    ],\n    'ln2': [\n        NumberType,\n        [],\n        () => Math.LN2\n    ],\n    'pi': [\n        NumberType,\n        [],\n        () => Math.PI\n    ],\n    'e': [\n        NumberType,\n        [],\n        () => Math.E\n    ],\n    '^': [\n        NumberType,\n        [NumberType, NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [b, e]) => Math.pow(b!.evaluate(ctx), e!.evaluate(ctx))\n    ],\n    'sqrt': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [x]) => Math.sqrt(x!.evaluate(ctx))\n    ],\n    'log10': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.log(n!.evaluate(ctx)) / Math.LN10\n    ],\n    'ln': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.log(n!.evaluate(ctx))\n    ],\n    'log2': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.log2(n!.evaluate(ctx))\n    ],\n    'sin': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.sin(n!.evaluate(ctx))\n    ],\n    'cos': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.cos(n!.evaluate(ctx))\n    ],\n    'tan': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.tan(n!.evaluate(ctx))\n    ],\n    'asin': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.asin(n!.evaluate(ctx))\n    ],\n    'acos': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.acos(n!.evaluate(ctx))\n    ],\n    'atan': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.atan(n!.evaluate(ctx))\n    ],\n    'min': [\n        NumberType,\n        varargs(NumberType),\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-argument\n        (ctx, args) => Math.min(...args.map(arg => arg.evaluate(ctx)))\n    ],\n    'max': [\n        NumberType,\n        varargs(NumberType),\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-argument\n        (ctx, args) => Math.max(...args.map(arg => arg.evaluate(ctx)))\n    ],\n    'abs': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.abs(n!.evaluate(ctx))\n    ],\n    'round': [\n        NumberType,\n        [NumberType],\n        (ctx, [n]) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const v = n!.evaluate(ctx);\n            // Javascript's Math.round() rounds towards +Infinity for halfway\n            // values, even when they're negative. It's more common to round\n            // away from 0 (e.g., this is what python and C++ do)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            return v < 0 ? -Math.round(-v) : Math.round(v);\n        }\n    ],\n    'floor': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.floor(n!.evaluate(ctx))\n    ],\n    'ceil': [\n        NumberType,\n        [NumberType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, [n]) => Math.ceil(n!.evaluate(ctx))\n    ],\n    'filter-==': [\n        BooleanType,\n        [StringType, ValueType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        (ctx, [k, v]) => ctx.properties()[(k!).value] === (v!).value\n    ],\n    'filter-id-==': [\n        BooleanType,\n        [ValueType],\n        (ctx, [v]) => ctx.id() === (v!).value\n    ],\n    'filter-type-==': [\n        BooleanType,\n        [StringType],\n        (ctx, [v]) => ctx.geometryType() === (v!).value\n    ],\n    'filter-<': [\n        BooleanType,\n        [StringType, ValueType],\n        (ctx, [k, v]) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const a = ctx.properties()[(k!).value];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && (a as LegacyFilterValue) < b;\n        }\n    ],\n    'filter-id-<': [\n        BooleanType,\n        [ValueType],\n        (ctx, [v]) => {\n            const a = ctx.id();\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && a! < b;\n        }\n    ],\n    'filter->': [\n        BooleanType,\n        [StringType, ValueType],\n        (ctx, [k, v]) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const a = ctx.properties()[(k!).value];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && (a as LegacyFilterValue) > b;\n        }\n    ],\n    'filter-id->': [\n        BooleanType,\n        [ValueType],\n        (ctx, [v]) => {\n            const a = ctx.id();\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && a! > b;\n        }\n    ],\n    'filter-<=': [\n        BooleanType,\n        [StringType, ValueType],\n        (ctx, [k, v]) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const a = ctx.properties()[(k!).value];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && (a as LegacyFilterValue) <= b;\n        }\n    ],\n    'filter-id-<=': [\n        BooleanType,\n        [ValueType],\n        (ctx, [v]) => {\n            const a = ctx.id();\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && a! <= b;\n        }\n    ],\n    'filter->=': [\n        BooleanType,\n        [StringType, ValueType],\n        (ctx, [k, v]) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const a = ctx.properties()[(k!).value];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && (a as LegacyFilterValue) >= b;\n        }\n    ],\n    'filter-id->=': [\n        BooleanType,\n        [ValueType],\n        (ctx, [v]) => {\n            const a = ctx.id();\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const b = (v!).value;\n            return typeof a === typeof b && a! >= b;\n        }\n    ],\n    'filter-has': [\n        BooleanType,\n        [ValueType],\n        (ctx, [k]) => (k!).value in ctx.properties()\n    ],\n    'filter-has-id': [\n        BooleanType,\n        [],\n        (ctx) => (ctx.id() !== null && ctx.id() !== undefined)\n    ],\n    'filter-type-in': [\n        BooleanType,\n        [array(StringType)],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-return\n        (ctx, [v]) => (v!).value.includes(ctx.geometryType())\n    ],\n    'filter-id-in': [\n        BooleanType,\n        [array(ValueType)],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-return\n        (ctx, [v]) => (v!).value.includes(ctx.id())\n    ],\n    'filter-in-small': [\n        BooleanType,\n        [StringType, array(ValueType)],\n        // assumes v is an array literal\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-return\n        (ctx, [k, v]) => (v!).value.includes(ctx.properties()[(k!).value])\n    ],\n    'filter-in-large': [\n        BooleanType,\n        [StringType, array(ValueType)],\n        // assumes v is a array literal with values sorted in ascending order and of a single type\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument\n        (ctx, [k, v]) => binarySearch(ctx.properties()[(k!).value] as LegacyFilterValue, (v!).value, 0, (v!).value.length - 1)\n    ],\n    'all': {\n        type: BooleanType,\n        overloads: [\n            [\n                [BooleanType, BooleanType],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n                (ctx, [a, b]) => a!.evaluate(ctx) && b!.evaluate(ctx)\n            ],\n            [\n                varargs(BooleanType),\n                (ctx, args) => {\n                    for (const arg of args) {\n                        if (!arg.evaluate(ctx))\n                            return false;\n                    }\n                    return true;\n                }\n            ]\n        ]\n    },\n    'any': {\n        type: BooleanType,\n        overloads: [\n            [\n                [BooleanType, BooleanType],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n                (ctx, [a, b]) => a!.evaluate(ctx) || b!.evaluate(ctx)\n            ],\n            [\n                varargs(BooleanType),\n                (ctx, args) => {\n                    for (const arg of args) {\n                        if (arg.evaluate(ctx))\n                            return true;\n                    }\n                    return false;\n                }\n            ]\n        ]\n    },\n    '!': [\n        BooleanType,\n        [BooleanType],\n        (ctx, [b]) => !b!.evaluate(ctx)\n    ],\n    'is-supported-script': [\n        BooleanType,\n        [StringType],\n        // At parse time this will always return true, so we need to exclude this expression with isGlobalPropertyConstant\n        (ctx, [s]) => {\n            const isSupportedScript = ctx.globals && ctx.globals.isSupportedScript;\n            if (isSupportedScript) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                return isSupportedScript(s!.evaluate(ctx));\n            }\n            return true;\n        }\n    ],\n    'upcase': [\n        StringType,\n        [StringType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        (ctx, [s]) => s!.evaluate(ctx).toUpperCase()\n    ],\n    'downcase': [\n        StringType,\n        [StringType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        (ctx, [s]) => s!.evaluate(ctx).toLowerCase()\n    ],\n    'concat': [\n        StringType,\n        varargs(ValueType),\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (ctx, args) => args.map(arg => valueToString(arg.evaluate(ctx))).join('')\n    ],\n    'split': [\n        array(StringType),\n        [StringType, StringType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-return\n        (ctx, [str, delimiter]) => str!.evaluate(ctx).split(delimiter!.evaluate(ctx))\n    ],\n    'in': [\n        BooleanType,\n        [ValueType, ValueType],\n        (ctx, [needleExpr, haystackExpr]) => {\n            const needle = needleExpr!.evaluate(ctx) as Value;\n            const haystack = haystackExpr!.evaluate(ctx) as Value;\n            if (haystack == null) return false;\n            assertNeedleHaystack(needle, haystack);\n            // Type assertions safe due to assertNeedleHaystack checks above\n            return (haystack as string | unknown[]).includes(needle as string);\n        }\n    ],\n    'index-of': {\n        type: NumberType,\n        overloads: [\n            [\n                [ValueType, ValueType],\n                (ctx, [needleExpr, haystackExpr]) => {\n                    const needle = needleExpr!.evaluate(ctx) as Value;\n                    const haystack = haystackExpr!.evaluate(ctx) as Value;\n                    assertNeedleHaystack(needle, haystack);\n                    // Type assertions safe due to assertNeedleHaystack checks above\n                    return (haystack as string | unknown[]).indexOf(needle as string);\n                }\n            ], [\n                [ValueType, ValueType, NumberType],\n                (ctx, [needleExpr, haystackExpr, fromIndexExpr]) => {\n                    const needle = needleExpr!.evaluate(ctx) as Value;\n                    const haystack = haystackExpr!.evaluate(ctx) as Value;\n                    const fromIndex = fromIndexExpr!.evaluate(ctx) as number;\n                    assertNeedleHaystack(needle, haystack);\n                    // Type assertions safe due to assertNeedleHaystack checks above\n                    return (haystack as string | unknown[]).indexOf(needle as string, fromIndex);\n                }\n            ]\n        ]\n    },\n    'resolved-locale': [\n        StringType,\n        [CollatorType],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        (ctx, [collator]) => collator!.evaluate(ctx).resolvedLocale()\n    ],\n    'random': [\n        NumberType,\n        [NumberType, NumberType, ValueType],\n        (ctx, args) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-assignment\n            const [min, max, seed] = args.map(arg => arg.evaluate(ctx));\n            if (min > max) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n                return min;\n            }\n            if (min === max) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n                return min;\n            }\n            let seedVal: number;\n            if (typeof seed === 'string') {\n                seedVal = hashString(seed);\n            } else if (typeof seed === 'number') {\n                seedVal = seed;\n            } else {\n                throw new RuntimeError(`Invalid seed input: ${seed}`);\n            }\n            const random = mulberry32(seedVal)();\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n            return min + random * (max - min);\n        }\n    ],\n});\n\nexport default expressions;\n","import CompoundExpression from \"./compound_expression\";\nimport Config from \"./definitions/config\";\n\nimport type {Expression} from \"./expression\";\n\nfunction getConfigDependencies(e: Expression): Set<string> {\n    if (e instanceof Config) {\n        const singleConfig = new Set([e.key]);\n        return singleConfig;\n    }\n\n    let result = new Set<string>();\n    e.eachChild(arg => {\n        result = new Set([...result, ...getConfigDependencies(arg)]);\n    });\n    return result;\n}\n\nfunction isIndoorDependent(e: Expression): boolean {\n    if (e instanceof CompoundExpression && e.name === 'is-active-floor') {\n        return true;\n    }\n\n    let result = false;\n    e.eachChild(arg => {\n        if (!result && isIndoorDependent(arg)) {\n            result = true;\n        }\n    });\n    return result;\n}\n\nexport {getConfigDependencies, isIndoorDependent};\n","/**\n * A type used for returning and propagating errors. The first element of the union\n * represents success and contains a value, and the second represents an error and\n * contains an error value.\n * @private\n */\nexport type Result<T, E> = {\n    result: 'success';\n    value: T;\n} | {\n    result: 'error';\n    value: E;\n};\n\nexport function success<T, E>(value: T): Result<T, E> {\n    return {result: 'success', value};\n}\n\nexport function error<T, E>(value: E): Result<T, E> {\n    return {result: 'error', value};\n}\n","import type {PropertyExpressionSpecification, StylePropertySpecification} from '../style-spec';\n\nexport const TRANSITION_KEY_RE = /^(.*)-transition$/;\nexport const USE_THEME_KEY_RE = /^(.*)-use-theme$/;\n\ntype ExpressionParameter = NonNullable<PropertyExpressionSpecification['parameters']>[number];\n\nfunction expressionHasParameter(\n    expression: PropertyExpressionSpecification | null | undefined,\n    parameter: ExpressionParameter,\n): boolean {\n    return !!expression && !!expression.parameters && expression.parameters.includes(parameter);\n}\n\nexport function supportsPropertyExpression(spec: StylePropertySpecification): boolean {\n    return spec['property-type'] === 'data-driven';\n}\n\nexport function supportsLightExpression(spec: StylePropertySpecification): boolean {\n    return expressionHasParameter(spec.expression, 'measure-light');\n}\n\nexport function supportsZoomExpression(spec: StylePropertySpecification): boolean {\n    return expressionHasParameter(spec.expression, 'zoom');\n}\n\nexport function supportsLineProgressExpression(spec: StylePropertySpecification): boolean {\n    return expressionHasParameter(spec.expression, 'line-progress');\n}\n\nexport function supportsInterpolation(spec: StylePropertySpecification): boolean {\n    return !!spec.expression && spec.expression.interpolated;\n}\n","/* eslint-disable @typescript-eslint/ban-ts-comment */\n// @ts-nocheck\n\nimport * as colorSpaces from '../util/color_spaces';\nimport Color from '../util/color';\nimport {getType, isNumber} from '../util/get_type';\nimport * as interpolate from '../util/interpolate';\nimport Interpolate from '../expression/definitions/interpolate';\nimport Formatted from '../expression/types/formatted';\nimport ResolvedImage from '../expression/types/resolved_image';\nimport {supportsInterpolation} from '../util/properties';\nimport {findStopLessThanOrEqualTo} from '../expression/stops';\n\nimport type {FunctionSpecification} from '../types';\n\nexport function isFunction(value) {\n    return typeof value === 'object' && value !== null && !Array.isArray(value);\n}\n\nfunction identityFunction(x) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    return x;\n}\n\nexport function createFunction(parameters, propertySpec) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    const isColor = propertySpec.type === 'color';\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    const zoomAndFeatureDependent = (parameters.stops as FunctionSpecification<unknown>['stops'] | undefined) && typeof parameters.stops[0][0] === 'object';\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    const featureDependent = zoomAndFeatureDependent || parameters.property !== undefined;\n    const zoomDependent = zoomAndFeatureDependent || !featureDependent;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument\n    const type = parameters.type || (supportsInterpolation(propertySpec) ? 'exponential' : 'interval');\n\n    if (isColor) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        parameters = {...parameters};\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (parameters.stops) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-call\n            parameters.stops = parameters.stops.map((stop) => {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument\n                return [stop[0], Color.parse(stop[1])];\n            });\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (parameters.default) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument\n            parameters.default = Color.parse(parameters.default);\n        } else {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument\n            parameters.default = Color.parse(propertySpec.default);\n        }\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    if (parameters.colorSpace && parameters.colorSpace !== 'rgb' && !colorSpaces[parameters.colorSpace]) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        throw new Error(`Unknown color space: ${parameters.colorSpace}`);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    let innerFun: ((parameters: any, propertySpec: any, input: any, hashedStops?: any, categoricalKeyType?: any) => any) | undefined;\n    let hashedStops: Record<string | number, unknown> | undefined;\n    let categoricalKeyType: string | undefined;\n    if (type === 'exponential') {\n        innerFun = evaluateExponentialFunction;\n    } else if (type === 'interval') {\n        innerFun = evaluateIntervalFunction;\n    } else if (type === 'categorical') {\n        innerFun = evaluateCategoricalFunction;\n\n        // For categorical functions, generate an Object as a hashmap of the stops for fast searching\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        hashedStops = Object.create(null);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        for (const stop of parameters.stops) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            hashedStops[stop[0]] = stop[1];\n        }\n\n        // Infer key type based on first stop key-- used to encforce strict type checking later\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        categoricalKeyType = typeof parameters.stops[0][0];\n\n    } else if (type === 'identity') {\n        innerFun = evaluateIdentityFunction;\n    } else {\n        throw new Error(`Unknown function type \"${type}\"`);\n    }\n\n    if (zoomAndFeatureDependent) {\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const featureFunctions: Record<string, any> = {};\n        const zoomStops = [];\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        for (let s = 0; s < parameters.stops.length; s++) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            const stop = parameters.stops[s];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            const zoom = stop[0].zoom;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            if (featureFunctions[zoom] === undefined) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                featureFunctions[zoom] = {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                    zoom,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    type: parameters.type,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    property: parameters.property,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    default: parameters.default,\n                    stops: []\n                };\n                zoomStops.push(zoom);\n            }\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            featureFunctions[zoom].stops.push([stop[0].value, stop[1]]);\n        }\n\n        const featureFunctionStops = [];\n        for (const z of zoomStops) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            featureFunctionStops.push([featureFunctions[z].zoom, createFunction(featureFunctions[z], propertySpec)]);\n        }\n\n        const interpolationType = {name: 'linear'};\n        return {\n            kind: 'composite',\n            interpolationType,\n\n            interpolationFactor: Interpolate.interpolationFactor.bind(undefined, interpolationType),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n            zoomStops: featureFunctionStops.map(s => s[0]),\n            evaluate({zoom}, properties) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call\n                return evaluateExponentialFunction({\n                    stops: featureFunctionStops,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    base: parameters.base\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                }, propertySpec, zoom).evaluate(zoom, properties);\n            }\n        };\n    } else if (zoomDependent) {\n        const interpolationType = type === 'exponential' ?\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            {name: 'exponential', base: parameters.base !== undefined ? parameters.base : 1} : null;\n        return {\n            kind: 'camera',\n            interpolationType,\n\n            interpolationFactor: Interpolate.interpolationFactor.bind(undefined, interpolationType),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            zoomStops: parameters.stops.map(s => s[0]),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n            evaluate: ({zoom}) => innerFun(parameters, propertySpec, zoom, hashedStops, categoricalKeyType)\n        };\n    } else {\n        return {\n            kind: 'source',\n            evaluate(_, feature) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                const value = feature && feature.properties ? feature.properties[parameters.property] : undefined;\n                if (value === undefined) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n                    return coalesce(parameters.default, propertySpec.default);\n                }\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n                return innerFun(parameters, propertySpec, value, hashedStops, categoricalKeyType);\n            }\n        };\n    }\n}\n\nfunction coalesce(a, b, c) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    if (a !== undefined) return a;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    if (b !== undefined) return b;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    if (c !== undefined) return c;\n}\n\nfunction evaluateCategoricalFunction(parameters, propertySpec, input, hashedStops, keyType) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const evaluated = typeof input === keyType ? hashedStops[input] : undefined; // Enforce strict typing on input\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    return coalesce(evaluated, parameters.default, propertySpec.default);\n}\n\nfunction evaluateIntervalFunction(parameters, propertySpec, input) {\n    // Edge cases\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (!isNumber(input)) return coalesce(parameters.default, propertySpec.default);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const n = parameters.stops.length;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (n === 1) return parameters.stops[0][1];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (input <= parameters.stops[0][0]) return parameters.stops[0][1];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (input >= parameters.stops[n - 1][0]) return parameters.stops[n - 1][1];\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n    const index = findStopLessThanOrEqualTo(parameters.stops.map((stop) => stop[0]), input);\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    return parameters.stops[index][1];\n}\n\nfunction evaluateExponentialFunction(parameters, propertySpec, input) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const base = parameters.base !== undefined ? parameters.base : 1;\n\n    // Edge cases\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (!isNumber(input)) return coalesce(parameters.default, propertySpec.default);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const n = parameters.stops.length;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (n === 1) return parameters.stops[0][1];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (input <= parameters.stops[0][0]) return parameters.stops[0][1];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    if (input >= parameters.stops[n - 1][0]) return parameters.stops[n - 1][1];\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n    const index = findStopLessThanOrEqualTo(parameters.stops.map((stop) => stop[0]), input);\n    const t = interpolationFactor(\n        input, base,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        parameters.stops[index][0],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        parameters.stops[index + 1][0]);\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const outputLower = parameters.stops[index][1];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const outputUpper = parameters.stops[index + 1][1];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    let interp = interpolate[propertySpec.type] || identityFunction;\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    if (parameters.colorSpace && parameters.colorSpace !== 'rgb') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n        const colorspace = colorSpaces[parameters.colorSpace];\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        interp = (a, b) => colorspace.reverse(colorspace.interpolate(colorspace.forward(a), colorspace.forward(b), t));\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    if (typeof outputLower.evaluate === 'function') {\n        return {\n            evaluate(...args) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                const evaluatedLower = outputLower.evaluate.apply(undefined, args);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                const evaluatedUpper = outputUpper.evaluate.apply(undefined, args);\n                // Special case for fill-outline-color, which has no spec default.\n                if (evaluatedLower === undefined || evaluatedUpper === undefined) {\n                    return undefined;\n                }\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call\n                return interp(evaluatedLower, evaluatedUpper, t);\n            }\n        };\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call\n    return interp(outputLower, outputUpper, t);\n}\n\nfunction evaluateIdentityFunction(parameters, propertySpec, input) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    if (propertySpec.type === 'color') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        input = Color.parse(input);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    } else if (propertySpec.type === 'formatted') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        input = Formatted.fromString(input.toString());\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    } else if (propertySpec.type === 'resolvedImage') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        input = ResolvedImage.build(input.toString());\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    } else if (getType(input) !== propertySpec.type && (propertySpec.type !== 'enum' || !propertySpec.values[input])) {\n        input = undefined;\n    }\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-member-access\n    return coalesce(input, parameters.default, propertySpec.default);\n}\n\n/**\n * Returns a ratio that can be used to interpolate between exponential function\n * stops.\n *\n * How it works:\n * Two consecutive stop values define a (scaled and shifted) exponential\n * function `f(x) = a * base^x + b`, where `base` is the user-specified base,\n * and `a` and `b` are constants affording sufficient degrees of freedom to fit\n * the function to the given stops.\n *\n * Here's a bit of algebra that lets us compute `f(x)` directly from the stop\n * values without explicitly solving for `a` and `b`:\n *\n * First stop value: `f(x0) = y0 = a * base^x0 + b`\n * Second stop value: `f(x1) = y1 = a * base^x1 + b`\n * => `y1 - y0 = a(base^x1 - base^x0)`\n * => `a = (y1 - y0)/(base^x1 - base^x0)`\n *\n * Desired value: `f(x) = y = a * base^x + b`\n * => `f(x) = y0 + a * (base^x - base^x0)`\n *\n * From the above, we can replace the `a` in `a * (base^x - base^x0)` and do a\n * little algebra:\n * ```\n * a * (base^x - base^x0) = (y1 - y0)/(base^x1 - base^x0) * (base^x - base^x0)\n *                     = (y1 - y0) * (base^x - base^x0) / (base^x1 - base^x0)\n * ```\n *\n * If we let `(base^x - base^x0) / (base^x1 base^x0)`, then we have\n * `f(x) = y0 + (y1 - y0) * ratio`.  In other words, `ratio` may be treated as\n * an interpolation factor between the two stops' output values.\n *\n * (Note: a slightly different form for `ratio`,\n * `(base^(x-x0) - 1) / (base^(x1-x0) - 1) `, is equivalent, but requires fewer\n * expensive `Math.pow()` operations.)\n *\n * @private\n */\nfunction interpolationFactor(input, base, lowerValue, upperValue) {\n    const difference = upperValue - lowerValue;\n    const progress = input - lowerValue;\n\n    if (difference === 0) {\n        return 0;\n    } else if (base === 1) {\n        return progress / difference;\n    } else {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return (Math.pow(base, progress) - 1) / (Math.pow(base, difference) - 1);\n    }\n}\n","import assert from '../util/assert';\nimport ParsingError from './parsing_error';\nimport ParsingContext from './parsing_context';\nimport EvaluationContext from './evaluation_context';\nimport CompoundExpression from './compound_expression';\nimport Step from './definitions/step';\nimport Interpolate from './definitions/interpolate';\nimport Coalesce from './definitions/coalesce';\nimport Let from './definitions/let';\nimport definitions from './definitions/index';\nimport * as isConstant from './is_constant';\nimport * as expressionDependencies from './expression_dependencies';\nimport RuntimeError from './runtime_error';\nimport {success, error} from '../util/result';\nimport {\n    supportsPropertyExpression,\n    supportsZoomExpression,\n    supportsLightExpression,\n    supportsInterpolation,\n    supportsLineProgressExpression\n} from '../util/properties';\nimport {isFunction, createFunction} from '../function/index';\nimport {Color} from './values';\nimport {ColorType, StringType, NumberType, BooleanType, ValueType, FormattedType, ResolvedImageType, ObjectType, array} from './types';\n\nimport type {Type, EvaluationKind} from './types';\nimport type {Value} from './values';\nimport type {Expression} from './expression';\nimport type {StylePropertySpecification} from '../style-spec';\nimport type {Result} from '../util/result';\nimport type {InterpolationType} from './definitions/interpolate';\nimport type {PropertyValueSpecification, OptionSpecification} from '../types';\nimport type {FormattedSection} from './types/formatted';\nimport type Point from '@mapbox/point-geometry';\nimport type {CanonicalTileID} from '../types/tile_id';\nimport type {FeatureDistanceData} from '../feature_filter/index';\nimport type {ConfigOptions} from '../types/config_options';\nimport type {ImageId} from './types/image_id';\n\nexport interface Feature {\n    readonly type: 0 | 1 | 2 | 3 | 'Unknown' | 'Point' | 'LineString' | 'Polygon';\n    readonly id?: string | number | null;\n    readonly properties: Record<PropertyKey, unknown>;\n    readonly patterns?: Record<PropertyKey, string[]>;\n    readonly geometry?: Array<Array<Point>>;\n}\n\nexport type FeatureState = {\n    [_: string]: unknown;\n};\n\nexport interface GlobalProperties {\n    zoom: number;\n    pitch?: number;\n    heatmapDensity?: number;\n    lineProgress?: number;\n    rasterValue?: number;\n    rasterParticleSpeed?: number;\n    skyRadialProgress?: number;\n    readonly isSupportedScript?: (_: string) => boolean;\n    accumulated?: Value;\n    brightness?: number;\n    worldview?: string;\n    activeFloors?: Set<string>;\n}\n\nexport class StyleExpression {\n    expression: Expression;\n    _scope?: string | null;\n    _options?: ConfigOptions | null;\n    _iconImageUseTheme?: string | null;\n    _evaluator?: EvaluationContext;\n    _defaultValue: Value;\n    _warningHistory: {[key: string]: boolean};\n    _enumValues?: {[_: string]: unknown} | null;\n    configDependencies: Set<string>;\n    isIndoorDependent: boolean;\n\n    constructor(expression: Expression, propertySpec?: StylePropertySpecification | null, scope?: string | null, options?: ConfigOptions | null, iconImageUseTheme?: string | null) {\n        this.expression = expression;\n        this._warningHistory = {};\n        this._scope = scope;\n        this._options = options;\n        this._iconImageUseTheme = iconImageUseTheme;\n        this._evaluator = new EvaluationContext(scope, options, iconImageUseTheme);\n        this._defaultValue = propertySpec ? getDefaultValue(propertySpec) : null;\n        this._enumValues = propertySpec && propertySpec.type === 'enum' ? propertySpec.values : null;\n        this.configDependencies = expressionDependencies.getConfigDependencies(expression);\n        this.isIndoorDependent = expressionDependencies.isIndoorDependent(expression);\n    }\n\n    evaluateWithoutErrorHandling(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n        featureTileCoord?: Point,\n        featureDistanceData?: FeatureDistanceData,\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    ): any {\n        const evaluator = this._evaluator!;\n        evaluator.globals = globals;\n        evaluator.feature = feature;\n        evaluator.featureState = featureState;\n        evaluator.canonical = canonical || null;\n        evaluator.availableImages = availableImages || null;\n        evaluator.formattedSection = formattedSection;\n        evaluator.featureTileCoord = featureTileCoord || null;\n        evaluator.featureDistanceData = featureDistanceData || null;\n\n        return this.expression.evaluate(evaluator);\n    }\n\n    evaluate(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n        featureTileCoord?: Point,\n        featureDistanceData?: FeatureDistanceData,\n        iconImageUseTheme?: string\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    ): any {\n        if (!this._evaluator) {\n            // `_evaluator` is explicitly omitted from serialization in src/util/web_worker_transfer.ts\n            this._evaluator = new EvaluationContext(this._scope, this._options, this._iconImageUseTheme);\n        }\n\n        this._evaluator.globals = globals;\n        this._evaluator.feature = feature || null;\n        this._evaluator.featureState = featureState || null;\n        this._evaluator.canonical = canonical || null;\n        this._evaluator.availableImages = availableImages || null;\n        this._evaluator.formattedSection = formattedSection || null;\n        this._evaluator.featureTileCoord = featureTileCoord || null;\n        this._evaluator.featureDistanceData = featureDistanceData || null;\n        this._evaluator.iconImageUseTheme = iconImageUseTheme || null;\n        try {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const val = this.expression.evaluate(this._evaluator);\n            // eslint-disable-next-line no-self-compare\n            if (val === null || val === undefined || (typeof val === 'number' && val !== val)) {\n                return this._defaultValue;\n            }\n            if (this._enumValues && !(val in this._enumValues)) {\n                throw new RuntimeError(`Expected value to be one of ${Object.keys(this._enumValues).map(v => JSON.stringify(v)).join(', ')}, but found ${JSON.stringify(val)} instead.`);\n            }\n            return val;\n        } catch (e) {\n            const error = e as Error;\n            if (!this._warningHistory[error.message]) {\n                this._warningHistory[error.message] = true;\n                if (typeof console !== 'undefined') {\n                    console.warn(`Failed to evaluate expression \"${JSON.stringify(this.expression.serialize())}\". ${error.message}`);\n                }\n            }\n            return this._defaultValue;\n        }\n    }\n}\n\nexport function isExpression(expression: unknown): boolean {\n    return Array.isArray(expression) && expression.length > 0 &&\n        typeof expression[0] === 'string' && Object.hasOwn(definitions, expression[0]);\n}\n\n/**\n * Parse and typecheck the given style spec JSON expression.  If\n * options.defaultValue is provided, then the resulting StyleExpression's\n * `evaluate()` method will handle errors by logging a warning (once per\n * message) and returning the default value.  Otherwise, it will throw\n * evaluation errors.\n *\n * @private\n */\nexport function createExpression(\n    expression: unknown,\n    propertySpec?: StylePropertySpecification | null,\n    scope?: string | null,\n    options?: ConfigOptions | null,\n    iconImageUseTheme?: string | null\n): Result<StyleExpression, Array<ParsingError>> {\n    const parser = new ParsingContext(definitions, [], propertySpec ? getExpectedType(propertySpec) : undefined, undefined, undefined, scope, options, iconImageUseTheme);\n\n    // For string-valued properties, coerce to string at the top level rather than asserting.\n    const parsed = parser.parse(expression, undefined, undefined, undefined,\n        propertySpec && propertySpec.type === 'string' ? {typeAnnotation: 'coerce'} : undefined);\n\n    if (!parsed) {\n        assert(parser.errors.length > 0);\n        return error(parser.errors);\n    }\n\n    return success(new StyleExpression(parsed, propertySpec, scope, options, iconImageUseTheme));\n}\n\n// Parse a config option's default or value with the option's declared type\n// fed to the expression parser. This drives implicit string→color coercion\n// inside expressions (e.g. `[\"interpolate\", ..., \"hsl(...)\"]` on a color\n// option). Skipped for array options (the parser doesn't model the schema's\n// `array: true` flag) and for primitive values (they keep their original\n// literal shape so `getConfig` round-trips unchanged).\n//\n// A plain (non-array) object -- e.g. a GeoJSON geometry for an `object`-typed\n// option -- isn't valid expression syntax on its own (the parser rejects bare\n// objects to avoid ambiguity with legacy function specs); treat it like\n// `[\"literal\", {...}]` instead, so both a schema `default` and a runtime\n// value can be written as a bare object.\nexport function createConfigExpression(value: unknown, option: OptionSpecification = {} as OptionSpecification): Result<StyleExpression, Array<ParsingError>> {\n    const propertySpec = (option.type && !option.array && Array.isArray(value)) ?\n        {type: option.type, 'property-type': 'data-constant'} as unknown as StylePropertySpecification :\n        undefined;\n    const isBareObject = value !== null && typeof value === 'object' && !Array.isArray(value);\n    return createExpression(isBareObject ? ['literal', value] : value, propertySpec);\n}\n\nexport class ZoomConstantExpression<Kind extends EvaluationKind> {\n    kind: Kind;\n    isStateDependent: boolean;\n    configDependencies: Set<string>;\n    isIndoorDependent: boolean;\n    _styleExpression: StyleExpression;\n    isLightConstant: boolean | null | undefined;\n    isLineProgressConstant: boolean | null | undefined;\n\n    constructor(kind: Kind, expression: StyleExpression, isLightConstant?: boolean | null, isLineProgressConstant?: boolean | null) {\n        this.kind = kind;\n        this._styleExpression = expression;\n        this.isLightConstant = isLightConstant;\n        this.isLineProgressConstant = isLineProgressConstant;\n        this.isStateDependent = kind !== ('constant' as EvaluationKind) && !isConstant.isStateConstant(expression.expression);\n        this.configDependencies = expressionDependencies.getConfigDependencies(expression.expression);\n        this.isIndoorDependent = expressionDependencies.isIndoorDependent(expression.expression);\n    }\n\n    evaluateWithoutErrorHandling(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    ): any {\n        return this._styleExpression.evaluateWithoutErrorHandling(globals, feature, featureState, canonical, availableImages, formattedSection);\n    }\n\n    evaluate(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n        iconImageUseTheme?: string\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    ): any {\n        return this._styleExpression.evaluate(globals, feature, featureState, canonical, availableImages, formattedSection, undefined, undefined, iconImageUseTheme);\n    }\n}\n\nexport class ZoomDependentExpression<Kind extends EvaluationKind> {\n    kind: Kind;\n    zoomStops: Array<number>;\n    isStateDependent: boolean;\n    isIndoorDependent: boolean;\n    isLightConstant: boolean | null | undefined;\n    isLineProgressConstant: boolean | null | undefined;\n    configDependencies: Set<string>;\n\n    _styleExpression: StyleExpression;\n    interpolationType: InterpolationType | null | undefined;\n\n    constructor(kind: Kind, expression: StyleExpression, zoomStops: Array<number>, interpolationType?: InterpolationType, isLightConstant?: boolean | null, isLineProgressConstant?: boolean | null) {\n        this.kind = kind;\n        this.zoomStops = zoomStops;\n        this._styleExpression = expression;\n        this.isStateDependent = kind !== ('camera' as EvaluationKind) && !isConstant.isStateConstant(expression.expression);\n        this.isIndoorDependent = expressionDependencies.isIndoorDependent(expression.expression);\n        this.isLightConstant = isLightConstant;\n        this.isLineProgressConstant = isLineProgressConstant;\n        this.configDependencies = expressionDependencies.getConfigDependencies(expression.expression);\n        this.interpolationType = interpolationType;\n    }\n\n    evaluateWithoutErrorHandling(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    ): any {\n        return this._styleExpression.evaluateWithoutErrorHandling(globals, feature, featureState, canonical, availableImages, formattedSection);\n    }\n\n    evaluate(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    ): any {\n        return this._styleExpression.evaluate(globals, feature, featureState, canonical, availableImages, formattedSection);\n    }\n\n    interpolationFactor(input: number, lower: number, upper: number): number {\n        if (this.interpolationType) {\n            return Interpolate.interpolationFactor(this.interpolationType, input, lower, upper);\n        } else {\n            return 0;\n        }\n    }\n}\n\nexport type ConstantExpression = {\n    kind: 'constant';\n    configDependencies: Set<string>;\n    isIndoorDependent: boolean;\n    readonly evaluate: <T = unknown>(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n        iconImageUseTheme?: string\n    ) => T;\n};\n\nexport type SourceExpression = {\n    kind: 'source';\n    isStateDependent: boolean;\n    isIndoorDependent: boolean;\n    isLightConstant: boolean | null | undefined;\n    isLineProgressConstant: boolean | null | undefined;\n    configDependencies: Set<string>;\n    readonly evaluate: <T = unknown>(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n    ) => T;\n};\n\nexport type CameraExpression = {\n    kind: 'camera';\n    isStateDependent: boolean;\n    isIndoorDependent: boolean;\n    configDependencies: Set<string>;\n    readonly evaluate: <T = unknown>(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n    ) => T;\n    readonly interpolationFactor: (input: number, lower: number, upper: number) => number;\n    zoomStops: Array<number>;\n    interpolationType: InterpolationType | null | undefined;\n};\n\nexport interface CompositeExpression {\n    kind: 'composite';\n    isStateDependent: boolean;\n    isIndoorDependent: boolean;\n    isLightConstant: boolean | null | undefined;\n    isLineProgressConstant: boolean | null | undefined;\n    configDependencies: Set<string>;\n    readonly evaluate: <T = unknown>(\n        globals: GlobalProperties,\n        feature?: Feature,\n        featureState?: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection,\n        iconImageUseTheme?: string\n    ) => T;\n    readonly interpolationFactor: (input: number, lower: number, upper: number) => number;\n    zoomStops: Array<number>;\n    interpolationType: InterpolationType | null | undefined;\n}\n\nexport type StylePropertyExpression = ConstantExpression | SourceExpression | CameraExpression | CompositeExpression;\n\nexport function createPropertyExpression(\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    expression: any,\n    propertySpec: StylePropertySpecification,\n    scope?: string | null,\n    options?: ConfigOptions | null,\n    iconImageUseTheme?: string | null\n): Result<StylePropertyExpression, Array<ParsingError>> {\n    expression = createExpression(expression, propertySpec, scope, options, iconImageUseTheme);\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    if (expression.result === 'error') {\n        return expression as Result<StylePropertyExpression, Array<ParsingError>>;\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const parsed = expression.value.expression;\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    const isFeatureConstant = isConstant.isFeatureConstant(parsed);\n    if (!isFeatureConstant && !supportsPropertyExpression(propertySpec)) {\n        return error([new ParsingError('', 'data expressions not supported')]);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    const isZoomConstant = isConstant.isGlobalPropertyConstant(parsed, ['zoom', 'pitch', 'distance-from-center']);\n    if (!isZoomConstant && !supportsZoomExpression(propertySpec)) {\n        return error([new ParsingError('', 'zoom expressions not supported')]);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    const isLightConstant = isConstant.isGlobalPropertyConstant(parsed, ['measure-light']);\n    if (!isLightConstant && !supportsLightExpression(propertySpec)) {\n        return error([new ParsingError('', 'measure-light expression not supported')]);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    const isLineProgressConstant = isConstant.isGlobalPropertyConstant(parsed, ['line-progress']);\n    if (!isLineProgressConstant && !supportsLineProgressExpression(propertySpec)) {\n        return error([new ParsingError('', 'line-progress expression not supported')]);\n    }\n\n    const canRelaxZoomRestriction = propertySpec.expression && propertySpec.expression.relaxZoomRestriction;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    const zoomCurve = findZoomCurve(parsed);\n    if (!zoomCurve && !isZoomConstant && !canRelaxZoomRestriction) {\n        return error([new ParsingError('', '\"zoom\" expression may only be used as input to a top-level \"step\" or \"interpolate\" expression, or in the properties of atmosphere.')]);\n    } else if (zoomCurve instanceof ParsingError) {\n        return error([zoomCurve]);\n    } else if (zoomCurve instanceof Interpolate && !supportsInterpolation(propertySpec)) {\n        return error([new ParsingError('', '\"interpolate\" expressions cannot be used with this property')]);\n    }\n\n    if (!zoomCurve) {\n        return success((isFeatureConstant && isLineProgressConstant) ?\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n            (new ZoomConstantExpression('constant', expression.value, isLightConstant, isLineProgressConstant) as ConstantExpression) :\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n            (new ZoomConstantExpression('source', expression.value, isLightConstant, isLineProgressConstant) as SourceExpression));\n    }\n\n    const interpolationType = zoomCurve instanceof Interpolate ? zoomCurve.interpolation : undefined;\n\n    return success((isFeatureConstant && isLineProgressConstant) ?\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n        (new ZoomDependentExpression('camera', expression.value, zoomCurve.labels, interpolationType, isLightConstant, isLineProgressConstant) as CameraExpression) :\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n        (new ZoomDependentExpression('composite', expression.value, zoomCurve.labels, interpolationType, isLightConstant, isLineProgressConstant) as CompositeExpression));\n}\n\n// serialization wrapper for old-style stop functions normalized to the\n// expression interface\nexport class StylePropertyFunction<T> {\n    _parameters: PropertyValueSpecification<T>;\n    _specification: StylePropertySpecification;\n\n    kind!: EvaluationKind;\n    evaluate!: <T = unknown>(globals: GlobalProperties, feature?: Feature) => T;\n    interpolationFactor!: (input: number, lower: number, upper: number) => number | null | undefined;\n    zoomStops: Array<number> | null | undefined;\n\n    constructor(parameters: PropertyValueSpecification<T>, specification: StylePropertySpecification) {\n        this._parameters = parameters;\n        this._specification = specification;\n        Object.assign(this, createFunction(this._parameters, this._specification));\n    }\n\n    static deserialize<T>(\n        serialized: {\n            _parameters: PropertyValueSpecification<T>;\n            _specification: StylePropertySpecification;\n        },\n    ): StylePropertyFunction<T> {\n        return new StylePropertyFunction(serialized._parameters, serialized._specification);\n    }\n\n    static serialize<T>(input: StylePropertyFunction<T>): {\n        _parameters: PropertyValueSpecification<T>;\n        _specification: StylePropertySpecification;\n    } {\n        return {\n            _parameters: input._parameters,\n            _specification: input._specification\n        };\n    }\n}\n\nexport function normalizePropertyExpression<T>(\n    value: PropertyValueSpecification<T>,\n    specification: StylePropertySpecification,\n    scope?: string | null,\n    options?: ConfigOptions | null,\n    iconImageUseTheme?: string | null\n): StylePropertyExpression {\n    if (isFunction(value)) {\n        return new StylePropertyFunction(value, specification) as unknown as StylePropertyExpression;\n\n    } else if (isExpression(value) || (Array.isArray(value) && value.length > 0)) {\n        const expression = createPropertyExpression(value, specification, scope, options, iconImageUseTheme);\n        if (expression.result === 'error') {\n            // this should have been caught in validation\n            throw new Error(expression.value.map(err => `${err.key}: ${err.message}`).join(', '));\n        }\n        return expression.value;\n\n    } else {\n        let constant = value;\n        if (typeof value === 'string' && specification.type === 'color') {\n            constant = Color.parse(value) as PropertyValueSpecification<T>;\n        }\n        return {\n            kind: 'constant',\n            configDependencies: new Set(),\n            isIndoorDependent: false,\n            evaluate: () => constant\n        } as ConstantExpression;\n    }\n}\n\n// Zoom-dependent expressions may only use [\"zoom\"] as the input to a top-level \"step\" or \"interpolate\"\n// expression (collectively referred to as a \"curve\"). The curve may be wrapped in one or more \"let\" or\n// \"coalesce\" expressions.\nfunction findZoomCurve(expression: Expression): Step | Interpolate | ParsingError | null {\n    let result: Step | Interpolate | ParsingError | null = null;\n    if (expression instanceof Let) {\n        result = findZoomCurve(expression.result);\n\n    } else if (expression instanceof Coalesce) {\n        for (const arg of expression.args) {\n            result = findZoomCurve(arg);\n            if (result) {\n                break;\n            }\n        }\n\n    } else if ((expression instanceof Step || expression instanceof Interpolate) &&\n        expression.input instanceof CompoundExpression &&\n        expression.input.name === 'zoom') {\n\n        result = expression;\n    }\n\n    if (result instanceof ParsingError) {\n        return result;\n    }\n\n    expression.eachChild((child) => {\n        const childResult = findZoomCurve(child);\n        if (childResult instanceof ParsingError) {\n            result = childResult;\n        } else if (result && childResult && result !== childResult) {\n            result = new ParsingError('', 'Only one zoom-based \"step\" or \"interpolate\" subexpression may be used in an expression.');\n        }\n    });\n\n    return result;\n}\n\nfunction getExpectedType(spec: StylePropertySpecification): Type {\n    const types = {\n        color: ColorType,\n        string: StringType,\n        number: NumberType,\n        enum: StringType,\n        boolean: BooleanType,\n        formatted: FormattedType,\n        resolvedImage: ResolvedImageType,\n        object: ObjectType\n    };\n\n    if (spec.type === 'array') {\n        return array(types[spec.value] || ValueType, spec.length);\n    }\n\n    return types[spec.type];\n}\n\nfunction getDefaultValue(spec: StylePropertySpecification): Value {\n    if (spec.type === 'color' && (isFunction(spec.default) || Array.isArray(spec.default))) {\n        // Special case for heatmap-color: it uses the 'default:' to define a\n        // default color ramp, but createExpression expects a simple value to fall\n        // back to in case of runtime errors\n        return new Color(0, 0, 0, 0);\n    } else if (spec.type === 'color') {\n        return Color.parse(spec.default) || null;\n    } else if (spec.default === undefined) {\n        return null;\n    } else {\n        return spec.default;\n    }\n}\n","import type {Transferable} from '../types/transferable';\n\ntype GridItem<K> = {key: K; x1: number; y1: number; x2: number; y2: number};\n\ntype IntArray = Array<number> | Int32Array;\ntype CellArray = Array<IntArray | null>;\ntype KeyArray<K> = Array<K> | Int32Array;\ntype KeyPredicate<K> = (key: K) => boolean;\n\nconst HEADER_LEN = 6;\n\n/**\n * 2D spatial index for axis-aligned boxes and circles. Splits the plane into\n * cells; full geometry checks happen only on items that share a cell with the\n * query, so as long as items are reasonably uniformly distributed, queries are\n * fast. Supports `toArrayBuffer` / `ArrayBuffer` constructor for transfer\n * across worker boundaries; once deserialized, the grid is read-only.\n *\n * @private\n */\nclass GridIndex<K = number> {\n    width: number;\n    height: number;\n    xCellCount: number;\n    yCellCount: number;\n    xScale: number;\n    yScale: number;\n\n    boxKeys: KeyArray<K>;\n    circleKeys: KeyArray<K>;\n    boxCells: CellArray;\n    circleCells: CellArray;\n    bboxes: IntArray;\n    circles: IntArray;\n    boxUid: number;\n    circleUid: number;\n\n    // Per-uid \"seen this query\" tracking via a rolling generation counter\n    // (avoids allocating a fresh dedup map for every query).\n    boxSeen: Uint32Array;\n    circleSeen: Uint32Array;\n    generation: number;\n\n    constructor(width: number | ArrayBuffer, height?: number, cellSize?: number) {\n        this.boxSeen = new Uint32Array(0);\n        this.circleSeen = new Uint32Array(0);\n        this.generation = 0;\n\n        if (width instanceof ArrayBuffer) {\n            const a = new Int32Array(width);\n            this.width = a[0]!;\n            this.height = a[1]!;\n            this.xCellCount = a[2]!;\n            this.yCellCount = a[3]!;\n            this.boxUid = a[4]!;\n            this.circleUid = a[5]!;\n\n            const nCells = this.xCellCount * this.yCellCount;\n            const boxCells: CellArray = [];\n            for (let i = 0; i < nCells; i++) {\n                const start = a[HEADER_LEN + i]!;\n                const end = a[HEADER_LEN + i + 1]!;\n                boxCells.push(start === end ? null : a.subarray(start, end));\n            }\n            const circleTable = a[HEADER_LEN + nCells]!;\n            const circleCells: CellArray = [];\n            for (let i = 0; i < nCells; i++) {\n                const start = a[circleTable + i]!;\n                const end = a[circleTable + i + 1]!;\n                circleCells.push(start === end ? null : a.subarray(start, end));\n            }\n            let offset = a[circleTable + nCells]!;\n            this.boxCells = boxCells;\n            this.circleCells = circleCells;\n            this.boxKeys = a.subarray(offset, offset + this.boxUid);\n            offset += this.boxUid;\n            this.circleKeys = a.subarray(offset, offset + this.circleUid);\n            offset += this.circleUid;\n            this.bboxes = a.subarray(offset, offset + this.boxUid * 4);\n            offset += this.boxUid * 4;\n            this.circles = a.subarray(offset, offset + this.circleUid * 3);\n        } else {\n            this.width = width;\n            this.height = height!;\n            this.xCellCount = Math.ceil(width / cellSize!);\n            this.yCellCount = Math.ceil(height! / cellSize!);\n\n            const nCells = this.xCellCount * this.yCellCount;\n            const boxCells: CellArray = [];\n            const circleCells: CellArray = [];\n            for (let i = 0; i < nCells; i++) {\n                boxCells.push([]);\n                circleCells.push([]);\n            }\n            this.boxCells = boxCells;\n            this.circleCells = circleCells;\n            this.boxKeys = [];\n            this.circleKeys = [];\n            this.bboxes = [];\n            this.circles = [];\n            this.boxUid = 0;\n            this.circleUid = 0;\n        }\n        this.xScale = this.xCellCount / this.width;\n        this.yScale = this.yCellCount / this.height;\n    }\n\n    keysLength(): number {\n        return this.boxKeys.length + this.circleKeys.length;\n    }\n\n    clear() {\n        for (const cell of this.boxCells) if (cell) (cell as Array<number>).length = 0;\n        for (const cell of this.circleCells) if (cell) (cell as Array<number>).length = 0;\n        (this.circleKeys as Array<K>).length = 0;\n        (this.boxKeys as Array<K>).length = 0;\n        (this.bboxes as Array<number>).length = 0;\n        (this.circles as Array<number>).length = 0;\n        this.boxUid = 0;\n        this.circleUid = 0;\n    }\n\n    insert(key: K, x1: number, y1: number, x2: number, y2: number) {\n        const uid = this.boxUid++;\n        const cx1 = this._xCell(x1), cy1 = this._yCell(y1);\n        const cx2 = this._xCell(x2), cy2 = this._yCell(y2);\n        for (let cx = cx1; cx <= cx2; cx++) {\n            for (let cy = cy1; cy <= cy2; cy++) {\n                (this.boxCells[this.xCellCount * cy + cx] as Array<number>).push(uid);\n            }\n        }\n        (this.boxKeys as Array<K>).push(key);\n        (this.bboxes as Array<number>).push(x1, y1, x2, y2);\n    }\n\n    insertCircle(key: K, x: number, y: number, radius: number) {\n        // Insert into all cells in the circumscribing square. More than\n        // necessary (by 4/PI) but fast.\n        const uid = this.circleUid++;\n        const cx1 = this._xCell(x - radius), cy1 = this._yCell(y - radius);\n        const cx2 = this._xCell(x + radius), cy2 = this._yCell(y + radius);\n        for (let cx = cx1; cx <= cx2; cx++) {\n            for (let cy = cy1; cy <= cy2; cy++) {\n                (this.circleCells[this.xCellCount * cy + cx] as Array<number>).push(uid);\n            }\n        }\n        (this.circleKeys as Array<K>).push(key);\n        (this.circles as Array<number>).push(x, y, radius);\n    }\n\n    query(x1: number, y1: number, x2: number, y2: number, predicate?: KeyPredicate<K>): Array<GridItem<K>> {\n        const result: Array<GridItem<K>> = [];\n        if (x2 < 0 || x1 > this.width || y2 < 0 || y1 > this.height) return result;\n        const gen = this._nextGen();\n        const {boxCells, circleCells, boxKeys, circleKeys, bboxes, circles, boxSeen, circleSeen, xCellCount} = this;\n\n        const cx1 = this._xCell(x1), cy1 = this._yCell(y1);\n        const cx2 = this._xCell(x2), cy2 = this._yCell(y2);\n        for (let cx = cx1; cx <= cx2; cx++) {\n            for (let cy = cy1; cy <= cy2; cy++) {\n                const ci = xCellCount * cy + cx;\n                const bc = boxCells[ci];\n                if (bc) {\n                    for (let i = 0; i < bc.length; i++) {\n                        const uid = bc[i]!;\n                        if (boxSeen[uid] === gen) continue;\n                        boxSeen[uid] = gen;\n                        const o = uid * 4;\n                        const bx1 = bboxes[o]!, by1 = bboxes[o + 1]!, bx2 = bboxes[o + 2]!, by2 = bboxes[o + 3]!;\n                        if (x1 <= bx2 && y1 <= by2 && x2 >= bx1 && y2 >= by1 &&\n                            (!predicate || predicate(boxKeys[uid] as K))) {\n                            result.push({key: boxKeys[uid] as K, x1: bx1, y1: by1, x2: bx2, y2: by2});\n                        }\n                    }\n                }\n                const cc = circleCells[ci];\n                if (cc) {\n                    for (let i = 0; i < cc.length; i++) {\n                        const uid = cc[i]!;\n                        if (circleSeen[uid] === gen) continue;\n                        circleSeen[uid] = gen;\n                        const o = uid * 3;\n                        const x = circles[o]!, y = circles[o + 1]!, r = circles[o + 2]!;\n                        if (this._circleAndRectCollide(x, y, r, x1, y1, x2, y2) &&\n                            (!predicate || predicate(circleKeys[uid] as K))) {\n                            result.push({key: circleKeys[uid] as K, x1: x - r, y1: y - r, x2: x + r, y2: y + r});\n                        }\n                    }\n                }\n            }\n        }\n        return result;\n    }\n\n    // Box-only query returning a flat array of keys. The optional\n    // bbox-predicate is used to skip whole cells whose bounds don't intersect\n    // the query shape, then re-applied to each candidate's stored bbox in\n    // place of the simple AABB overlap test.\n    queryKeys(x1: number, y1: number, x2: number, y2: number, predicate?: (x1: number, y1: number, x2: number, y2: number) => boolean): Array<number> {\n        const result: Array<number> = [];\n        if (x2 < 0 || x1 > this.width || y2 < 0 || y1 > this.height) return result;\n        const gen = this._nextGen();\n        const {boxCells, boxKeys, bboxes, boxSeen, xCellCount, xScale, yScale} = this;\n\n        const cx1 = this._xCell(x1), cy1 = this._yCell(y1);\n        const cx2 = this._xCell(x2), cy2 = this._yCell(y2);\n        for (let cx = cx1; cx <= cx2; cx++) {\n            for (let cy = cy1; cy <= cy2; cy++) {\n                if (predicate && !predicate(cx / xScale, cy / yScale, (cx + 1) / xScale, (cy + 1) / yScale)) continue;\n                const bc = boxCells[xCellCount * cy + cx];\n                if (!bc) continue;\n                for (let i = 0; i < bc.length; i++) {\n                    const uid = bc[i]!;\n                    if (boxSeen[uid] === gen) continue;\n                    boxSeen[uid] = gen;\n                    const o = uid * 4;\n                    const bx1 = bboxes[o]!, by1 = bboxes[o + 1]!, bx2 = bboxes[o + 2]!, by2 = bboxes[o + 3]!;\n                    if (predicate ? predicate(bx1, by1, bx2, by2) :\n                        (x1 <= bx2 && y1 <= by2 && x2 >= bx1 && y2 >= by1)) {\n                        result.push(boxKeys[uid] as number);\n                    }\n                }\n            }\n        }\n        return result;\n    }\n\n    hitTest(x1: number, y1: number, x2: number, y2: number, predicate?: KeyPredicate<K>): boolean {\n        if (x2 < 0 || x1 > this.width || y2 < 0 || y1 > this.height) return false;\n        const gen = this._nextGen();\n        const {boxCells, circleCells, boxKeys, circleKeys, bboxes, circles, boxSeen, circleSeen, xCellCount} = this;\n\n        const cx1 = this._xCell(x1), cy1 = this._yCell(y1);\n        const cx2 = this._xCell(x2), cy2 = this._yCell(y2);\n        for (let cx = cx1; cx <= cx2; cx++) {\n            for (let cy = cy1; cy <= cy2; cy++) {\n                const ci = xCellCount * cy + cx;\n                const bc = boxCells[ci];\n                if (bc) {\n                    for (let i = 0; i < bc.length; i++) {\n                        const uid = bc[i]!;\n                        if (boxSeen[uid] === gen) continue;\n                        boxSeen[uid] = gen;\n                        const o = uid * 4;\n                        if (x1 <= bboxes[o + 2]! && y1 <= bboxes[o + 3]! && x2 >= bboxes[o]! && y2 >= bboxes[o + 1]! &&\n                            (!predicate || predicate(boxKeys[uid] as K))) return true;\n                    }\n                }\n                const cc = circleCells[ci];\n                if (cc) {\n                    for (let i = 0; i < cc.length; i++) {\n                        const uid = cc[i]!;\n                        if (circleSeen[uid] === gen) continue;\n                        circleSeen[uid] = gen;\n                        const o = uid * 3;\n                        if (this._circleAndRectCollide(circles[o]!, circles[o + 1]!, circles[o + 2]!, x1, y1, x2, y2) &&\n                            (!predicate || predicate(circleKeys[uid] as K))) return true;\n                    }\n                }\n            }\n        }\n        return false;\n    }\n\n    hitTestCircle(x: number, y: number, radius: number, predicate?: KeyPredicate<K>): boolean {\n        const x1 = x - radius, y1 = y - radius;\n        const x2 = x + radius, y2 = y + radius;\n        if (x2 < 0 || x1 > this.width || y2 < 0 || y1 > this.height) return false;\n        const gen = this._nextGen();\n        const {boxCells, circleCells, boxKeys, circleKeys, bboxes, circles, boxSeen, circleSeen, xCellCount} = this;\n\n        const cx1 = this._xCell(x1), cy1 = this._yCell(y1);\n        const cx2 = this._xCell(x2), cy2 = this._yCell(y2);\n        for (let cx = cx1; cx <= cx2; cx++) {\n            for (let cy = cy1; cy <= cy2; cy++) {\n                const ci = xCellCount * cy + cx;\n                const bc = boxCells[ci];\n                if (bc) {\n                    for (let i = 0; i < bc.length; i++) {\n                        const uid = bc[i]!;\n                        if (boxSeen[uid] === gen) continue;\n                        boxSeen[uid] = gen;\n                        const o = uid * 4;\n                        if (this._circleAndRectCollide(x, y, radius, bboxes[o]!, bboxes[o + 1]!, bboxes[o + 2]!, bboxes[o + 3]!) &&\n                            (!predicate || predicate(boxKeys[uid] as K))) return true;\n                    }\n                }\n                const cc = circleCells[ci];\n                if (cc) {\n                    for (let i = 0; i < cc.length; i++) {\n                        const uid = cc[i]!;\n                        if (circleSeen[uid] === gen) continue;\n                        circleSeen[uid] = gen;\n                        const o = uid * 3;\n                        if (this._circlesCollide(circles[o]!, circles[o + 1]!, circles[o + 2]!, x, y, radius) &&\n                            (!predicate || predicate(circleKeys[uid] as K))) return true;\n                    }\n                }\n            }\n        }\n        return false;\n    }\n\n    static serialize(grid: GridIndex<number>, transferables?: Set<Transferable>): {buffer: ArrayBuffer} {\n        const buffer = grid.toArrayBuffer();\n        if (transferables) transferables.add(buffer);\n        return {buffer};\n    }\n\n    static deserialize(serialized: {buffer: ArrayBuffer}): GridIndex<number> {\n        return new GridIndex<number>(serialized.buffer);\n    }\n\n    toArrayBuffer(): ArrayBuffer {\n        const nCells = this.xCellCount * this.yCellCount;\n        let totalBox = 0, totalCircle = 0;\n        for (let i = 0; i < nCells; i++) {\n            totalBox += this.boxCells[i]!.length;\n            totalCircle += this.circleCells[i]!.length;\n        }\n        const totalLen =\n            HEADER_LEN +\n            (nCells + 1) + totalBox +\n            (nCells + 1) + totalCircle +\n            this.boxUid + this.circleUid +\n            this.boxUid * 4 + this.circleUid * 3;\n\n        const a = new Int32Array(totalLen);\n        a[0] = this.width;\n        a[1] = this.height;\n        a[2] = this.xCellCount;\n        a[3] = this.yCellCount;\n        a[4] = this.boxUid;\n        a[5] = this.circleUid;\n\n        let offset = HEADER_LEN + (nCells + 1);\n        for (let i = 0; i < nCells; i++) {\n            a[HEADER_LEN + i] = offset;\n            const cell = this.boxCells[i] as Array<number>;\n            a.set(cell, offset);\n            offset += cell.length;\n        }\n        a[HEADER_LEN + nCells] = offset;\n\n        const circleTable = offset;\n        offset += nCells + 1;\n        for (let i = 0; i < nCells; i++) {\n            a[circleTable + i] = offset;\n            const cell = this.circleCells[i] as Array<number>;\n            a.set(cell, offset);\n            offset += cell.length;\n        }\n        a[circleTable + nCells] = offset;\n\n        a.set(this.boxKeys as KeyArray<K> & ArrayLike<number>, offset);\n        offset += this.boxUid;\n        a.set(this.circleKeys as KeyArray<K> & ArrayLike<number>, offset);\n        offset += this.circleUid;\n        a.set(this.bboxes, offset);\n        offset += this.boxUid * 4;\n        a.set(this.circles, offset);\n\n        return a.buffer;\n    }\n\n    _xCell(x: number): number {\n        return Math.max(0, Math.min(this.xCellCount - 1, Math.floor(x * this.xScale)));\n    }\n\n    _yCell(y: number): number {\n        return Math.max(0, Math.min(this.yCellCount - 1, Math.floor(y * this.yScale)));\n    }\n\n    _nextGen(): number {\n        if (this.boxSeen.length < this.boxUid) this.boxSeen = new Uint32Array(this.boxUid);\n        if (this.circleSeen.length < this.circleUid) this.circleSeen = new Uint32Array(this.circleUid);\n        this.generation = (this.generation + 1) >>> 0;\n        if (this.generation === 0) {\n            this.boxSeen.fill(0);\n            this.circleSeen.fill(0);\n            this.generation = 1;\n        }\n        return this.generation;\n    }\n\n    _circlesCollide(x1: number, y1: number, r1: number, x2: number, y2: number, r2: number): boolean {\n        const dx = x2 - x1;\n        const dy = y2 - y1;\n        const r = r1 + r2;\n        return r * r > dx * dx + dy * dy;\n    }\n\n    _circleAndRectCollide(cx: number, cy: number, r: number, x1: number, y1: number, x2: number, y2: number): boolean {\n        const halfW = (x2 - x1) / 2;\n        const distX = Math.abs(cx - (x1 + halfW));\n        if (distX > halfW + r) return false;\n\n        const halfH = (y2 - y1) / 2;\n        const distY = Math.abs(cy - (y1 + halfH));\n        if (distY > halfH + r) return false;\n\n        if (distX <= halfW || distY <= halfH) return true;\n\n        const dx = distX - halfW;\n        const dy = distY - halfH;\n        return dx * dx + dy * dy <= r * r;\n    }\n}\n\nexport default GridIndex;\n","import assert from '../style-spec/util/assert';\nimport Grid from '../symbol/grid_index';\nimport Color from '../style-spec/util/color';\nimport Point from '@mapbox/point-geometry';\nimport {StylePropertyFunction, StyleExpression, ZoomDependentExpression, ZoomConstantExpression} from '../style-spec/expression/index';\nimport CompoundExpression from '../style-spec/expression/compound_expression';\nimport expressions from '../style-spec/expression/definitions/index';\nimport ResolvedImage from '../style-spec/expression/types/resolved_image';\nimport {AJAXError} from './ajax';\nimport Formatted, {FormattedSection} from '../style-spec/expression/types/formatted';\nimport {ImageId} from '../style-spec/expression/types/image_id';\nimport {ImageVariant} from '../style-spec/expression/types/image_variant';\n\nimport type {Class} from '../types/class';\nimport type {Transferable} from '../types/transferable';\n\ntype SerializedObject = {\n    $name?: string;\n    message?: string;\n    [_: string]: Serialized;\n};\n\nexport type Serialized =\n    | null\n    | undefined\n    | boolean\n    | number\n    | string\n    | Date\n    | RegExp\n    | ArrayBuffer\n    | ArrayBufferView\n    | ImageData\n    | ImageBitmap\n    | Array<Serialized>\n    | SerializedObject;\n\n/**\n * A class that can be serialized and deserialized.\n */\ntype Klass<T extends Class<unknown> = Class<unknown>> = T & {\n    _classRegistryKey?: string;\n    serialize?: (input: unknown, transferables?: Set<Transferable>) => SerializedObject;\n    deserialize?: (input: Serialized) => unknown;\n};\n\ntype Registry = Record<string, {\n    klass: Klass;\n    omit: ReadonlyArray<string>;\n}>;\n\ntype RegisterOptions<T extends Class<unknown>> = {\n    omit?: ReadonlyArray<keyof InstanceType<T>>;\n};\n\nconst registry: Registry = {};\n\n/**\n * Register the given class as serializable.\n *\n * @param options\n * @param options.omit List of properties to omit from serialization (e.g., cached/computed properties)\n *\n * @private\n */\nexport function register<T extends Class<unknown>>(klass: T, name: string, options: RegisterOptions<T> = {}) {\n    assert(name, 'Can\\'t register a class without a name.');\n    assert(!registry[name], `Class \"${name}\" is already registered.`);\n\n    Object.defineProperty(klass, '_classRegistryKey', {\n        value: name,\n        writable: false\n    });\n\n    registry[name] = {\n        klass,\n        omit: options.omit || []\n    } as Registry[string];\n}\n\nregister(Object, 'Object');\n\nregister(Grid as Class<Grid>, 'Grid');\n\n// serialize points as objects\ndelete Point.prototype.constructor;\n\nregister(Color, 'Color');\nregister(Formatted, 'Formatted');\nregister(FormattedSection, 'FormattedSection');\nregister(ResolvedImage, 'ResolvedImage');\nregister(StylePropertyFunction, 'StylePropertyFunction');\nregister(StyleExpression, 'StyleExpression', {omit: ['_evaluator']});\nregister(ImageId, 'ImageId');\nregister(ImageVariant, 'ImageVariant');\n\nregister(ZoomDependentExpression, 'ZoomDependentExpression');\nregister(ZoomConstantExpression, 'ZoomConstantExpression');\nregister(CompoundExpression, 'CompoundExpression', {omit: ['_evaluate']});\nfor (const name in expressions) {\n    if (!registry[(expressions[name])._classRegistryKey]) register(expressions[name], `Expression${name}`);\n}\n\nfunction isArrayBuffer(val: unknown): val is ArrayBuffer {\n    return val && (val instanceof ArrayBuffer || (val.constructor && val.constructor.name === 'ArrayBuffer'));\n}\n\nconst ERROR_CTORS: Record<string, ErrorConstructor> = {\n    Error,\n    TypeError,\n    RangeError,\n    SyntaxError,\n    ReferenceError,\n    URIError,\n    EvalError\n};\n\nconst ERROR_PROPERTIES = new Set(['message', 'stack', 'cause', 'errors', 'name', 'class']);\n\n/**\n * Serialize the given object for transfer to or from a web worker.\n *\n * For non-builtin types, recursively serialize each property (possibly\n * omitting certain properties - see register()), and package the result along\n * with the constructor's `name` so that the appropriate constructor can be\n * looked up in `deserialize()`.\n *\n * If a `transferables` set is provided, add any transferable objects (i.e.,\n * any ArrayBuffers or ArrayBuffer views) to the list. (If a copy is needed,\n * this should happen in the client code, before using serialize().)\n *\n * @private\n */\nexport function serialize(input: unknown, transferables?: Set<Transferable> | null): Serialized {\n    if (input === null) return null;\n    const type = typeof input;\n    if (type !== 'object') {\n        if (type === 'bigint') return {$name: 'BigInt', value: (input as bigint).toString()};\n        return input as Serialized;\n    }\n\n    if (Array.isArray(input)) {\n        const length = input.length;\n        const serialized: Array<Serialized> = [];\n        serialized.length = length;\n        for (let i = 0; i < length; i++) {\n            serialized[i] = serialize(input[i], transferables);\n        }\n        return serialized;\n    }\n\n    if (ArrayBuffer.isView(input)) {\n        if (transferables) {\n            transferables.add(input.buffer as ArrayBuffer);\n        }\n        return input;\n    }\n\n    if (isArrayBuffer(input) || input instanceof ImageBitmap) {\n        if (transferables) {\n            transferables.add(input);\n        }\n        return input;\n    }\n\n    if (input instanceof ImageData) {\n        if (transferables) {\n            transferables.add(input.data.buffer);\n        }\n        return input;\n    }\n\n    if (input instanceof Map) {\n        const properties = {'$name': 'Map', entries: []} satisfies SerializedObject;\n        for (const [key, value] of input.entries()) {\n            properties.entries.push(serialize(key), serialize(value, transferables));\n        }\n        return properties;\n    }\n\n    if (input instanceof Headers) {\n        return {'$name': 'Headers', entries: [...input]} satisfies SerializedObject;\n    }\n\n    if (input instanceof Set) {\n        const properties: SerializedObject = {'$name': 'Set'};\n        let idx = 0;\n        for (const value of input.values()) {\n            properties[++idx] = serialize(value);\n        }\n        return properties;\n    }\n\n    if (input instanceof Date || input instanceof RegExp ||\n        input instanceof Boolean || input instanceof Number || input instanceof String) {\n        return input as Serialized;\n    }\n\n    if (input instanceof Error) {\n        const err = input as Error & {cause?: unknown};\n        const ctorName = (err.constructor && err.constructor.name) || 'Error';\n\n        const cls =\n            err instanceof AJAXError ? 'AJAXError' :\n            err instanceof DOMException ? 'DOMException' :\n            err instanceof AggregateError ? 'AggregateError' :\n            (ERROR_CTORS[ctorName] ? ctorName : 'Error');\n\n        const out: SerializedObject = {\n            $name: '$Error',\n            class: cls,\n            name: err.name,\n            message: err.message\n        };\n\n        if (err.stack) out.stack = err.stack;\n        if ('cause' in err && err.cause !== err) out.cause = serialize(err.cause, transferables);\n\n        if (err instanceof AggregateError) {\n            out.errors = (err.errors as unknown[])\n                .filter((e) => e !== err)\n                .map((e) => serialize(e, transferables));\n        }\n\n        const obj = err as unknown as Record<string, unknown>;\n        for (const key in obj) {\n            if (!Object.hasOwn(obj, key)) continue;\n            if (ERROR_PROPERTIES.has(key)) continue;\n            out[key] = serialize(obj[key], transferables);\n        }\n\n        return out;\n    }\n\n    // Null-prototype objects (e.g. Object.create(null)) have no inherited\n    // `constructor`, so fall back to the plain-Object codepath. They serialize\n    // as plain dicts and round-trip as regular {} on the worker side.\n    const klass = (input.constructor || Object) as Klass;\n    const name = klass._classRegistryKey;\n    if (!name) {\n        throw new Error(`Can't serialize object of unregistered class \"${klass.name}\".`);\n    }\n    assert(registry[name]);\n\n    const properties: SerializedObject = klass.serialize ?\n        // (Temporary workaround) allow a class to provide static\n        // `serialize()` and `deserialize()` methods to bypass the generic\n        // approach.\n        // This temporary workaround lets us use the generic serialization\n        // approach for objects whose members include instances of dynamic\n        // StructArray types. Once we refactor StructArray to be static,\n        // we can remove this complexity.\n        klass.serialize(input, transferables) : {};\n\n    if (!klass.serialize) {\n        const omit = registry[name].omit;\n        const obj = input as Record<string, unknown>;\n        for (const key in obj) {\n            if (!Object.hasOwn(obj, key)) continue;\n            if (omit.includes(key)) continue;\n            properties[key] = serialize(obj[key], transferables);\n        }\n    } else {\n        // make sure statically serialized object survives transfer of $name property\n        assert(!transferables || !transferables.has(properties as unknown as Transferable));\n    }\n\n    if (properties['$name']) {\n        throw new Error('$name property is reserved for worker serialization logic.');\n    }\n    if (name !== 'Object') {\n        properties['$name'] = name;\n    }\n\n    return properties;\n}\n\nexport function deserialize(input: Serialized): unknown {\n    if (input === null || typeof input !== 'object') return input;\n\n    if (Array.isArray(input)) {\n        for (let i = 0; i < input.length; i++) {\n            input[i] = deserialize(input[i]) as Serialized;\n        }\n        return input;\n    }\n\n    if (ArrayBuffer.isView(input) || isArrayBuffer(input) ||\n        input instanceof ImageBitmap || input instanceof ImageData ||\n        input instanceof Date || input instanceof RegExp ||\n        input instanceof Boolean || input instanceof Number || input instanceof String) {\n        return input;\n    }\n\n    const name = input.$name || 'Object';\n\n    if (name === 'Map') {\n        const entries = input.entries as Array<[Serialized, Serialized]> || [];\n        const map = new Map();\n        for (let i = 0; i < entries.length; i += 2) {\n            map.set(deserialize(entries[i]), deserialize(entries[i + 1]));\n        }\n        return map;\n    }\n\n    if (name === 'Headers') {\n        return new Headers(input.entries as HeadersInit);\n    }\n\n    if (name === 'Set') {\n        const set = new Set();\n        for (const key in input) {\n            if (key === '$name') continue;\n            set.add(deserialize(input[key]));\n        }\n        return set;\n    }\n\n    if (name === 'BigInt') {\n        return BigInt(input.value as string);\n    }\n\n    if (name === '$Error') {\n        const cls = (input.class as string) || 'Error';\n        const errName = (input.name as string) || cls;\n        const message = input.message || '';\n\n        let err: Error;\n        if (cls === 'DOMException') {\n            err = new DOMException(message, errName);\n        } else if (cls === 'AggregateError') {\n            err = new AggregateError(((input.errors as Serialized[]) || []).map(deserialize), message);\n        } else if (cls === 'AJAXError') {\n            err = new AJAXError(input.statusText as string, input.status as number, input.url as string);\n        } else {\n            const C = ERROR_CTORS[cls] || Error;\n            err = new C(message);\n        }\n\n        // DOMException.name is readonly\n        if (cls !== 'DOMException') err.name = errName;\n        if (input.stack) err.stack = input.stack as string;\n        if ('cause' in input) (err as Error & {cause?: unknown}).cause = deserialize(input.cause);\n\n        const obj = err as unknown as Record<string, unknown>;\n        for (const key in input) {\n            if (!Object.hasOwn(input, key)) continue;\n            if (key === '$name' || ERROR_PROPERTIES.has(key)) continue;\n            obj[key] = deserialize(input[key]);\n        }\n\n        return err;\n    }\n\n    const {klass} = registry[name];\n    if (!klass) {\n        throw new Error(`Can't deserialize unregistered class \"${name}\".`);\n    }\n\n    if (klass.deserialize) {\n        return klass.deserialize(input);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-argument\n    const result: Record<string, unknown> = Object.create(klass.prototype);\n\n    for (const key in input) {\n        if (key === '$name') continue;\n        result[key] = deserialize(input[key]);\n    }\n\n    return result;\n}\n","// The following table comes from <http://www.unicode.org/Public/12.0.0/ucd/Blocks.txt>.\n// Keep it synchronized with <http://www.unicode.org/Public/UCD/latest/ucd/Blocks.txt>.\n\nconst unicodeBlockLookup = {\n    // 'Basic Latin': (char) => char >= 0x0000 && char <= 0x007F,\n    'Latin-1 Supplement': (char) => char >= 0x0080 && char <= 0x00FF,\n    // 'Latin Extended-A': (char) => char >= 0x0100 && char <= 0x017F,\n    // 'Latin Extended-B': (char) => char >= 0x0180 && char <= 0x024F,\n    // 'IPA Extensions': (char) => char >= 0x0250 && char <= 0x02AF,\n    // 'Spacing Modifier Letters': (char) => char >= 0x02B0 && char <= 0x02FF,\n    // 'Combining Diacritical Marks': (char) => char >= 0x0300 && char <= 0x036F,\n    // 'Greek and Coptic': (char) => char >= 0x0370 && char <= 0x03FF,\n    // 'Cyrillic': (char) => char >= 0x0400 && char <= 0x04FF,\n    // 'Cyrillic Supplement': (char) => char >= 0x0500 && char <= 0x052F,\n    // 'Armenian': (char) => char >= 0x0530 && char <= 0x058F,\n    //'Hebrew': (char) => char >= 0x0590 && char <= 0x05FF,\n    'Arabic': (char) => char >= 0x0600 && char <= 0x06FF,\n    //'Syriac': (char) => char >= 0x0700 && char <= 0x074F,\n    'Arabic Supplement': (char) => char >= 0x0750 && char <= 0x077F,\n    // 'Thaana': (char) => char >= 0x0780 && char <= 0x07BF,\n    // 'NKo': (char) => char >= 0x07C0 && char <= 0x07FF,\n    // 'Samaritan': (char) => char >= 0x0800 && char <= 0x083F,\n    // 'Mandaic': (char) => char >= 0x0840 && char <= 0x085F,\n    // 'Syriac Supplement': (char) => char >= 0x0860 && char <= 0x086F,\n    'Arabic Extended-A': (char) => char >= 0x08A0 && char <= 0x08FF,\n    // 'Devanagari': (char) => char >= 0x0900 && char <= 0x097F,\n    // 'Bengali': (char) => char >= 0x0980 && char <= 0x09FF,\n    // 'Gurmukhi': (char) => char >= 0x0A00 && char <= 0x0A7F,\n    // 'Gujarati': (char) => char >= 0x0A80 && char <= 0x0AFF,\n    // 'Oriya': (char) => char >= 0x0B00 && char <= 0x0B7F,\n    // 'Tamil': (char) => char >= 0x0B80 && char <= 0x0BFF,\n    // 'Telugu': (char) => char >= 0x0C00 && char <= 0x0C7F,\n    // 'Kannada': (char) => char >= 0x0C80 && char <= 0x0CFF,\n    // 'Malayalam': (char) => char >= 0x0D00 && char <= 0x0D7F,\n    // 'Sinhala': (char) => char >= 0x0D80 && char <= 0x0DFF,\n    // 'Thai': (char) => char >= 0x0E00 && char <= 0x0E7F,\n    // 'Lao': (char) => char >= 0x0E80 && char <= 0x0EFF,\n    // 'Tibetan': (char) => char >= 0x0F00 && char <= 0x0FFF,\n    // 'Myanmar': (char) => char >= 0x1000 && char <= 0x109F,\n    // 'Georgian': (char) => char >= 0x10A0 && char <= 0x10FF,\n    'Hangul Jamo': (char) => char >= 0x1100 && char <= 0x11FF,\n    // 'Ethiopic': (char) => char >= 0x1200 && char <= 0x137F,\n    // 'Ethiopic Supplement': (char) => char >= 0x1380 && char <= 0x139F,\n    // 'Cherokee': (char) => char >= 0x13A0 && char <= 0x13FF,\n    'Unified Canadian Aboriginal Syllabics': (char) => char >= 0x1400 && char <= 0x167F,\n    // 'Ogham': (char) => char >= 0x1680 && char <= 0x169F,\n    // 'Runic': (char) => char >= 0x16A0 && char <= 0x16FF,\n    // 'Tagalog': (char) => char >= 0x1700 && char <= 0x171F,\n    // 'Hanunoo': (char) => char >= 0x1720 && char <= 0x173F,\n    // 'Buhid': (char) => char >= 0x1740 && char <= 0x175F,\n    // 'Tagbanwa': (char) => char >= 0x1760 && char <= 0x177F,\n    'Khmer': (char) => char >= 0x1780 && char <= 0x17FF,\n    // 'Mongolian': (char) => char >= 0x1800 && char <= 0x18AF,\n    'Unified Canadian Aboriginal Syllabics Extended': (char) => char >= 0x18B0 && char <= 0x18FF,\n    // 'Limbu': (char) => char >= 0x1900 && char <= 0x194F,\n    // 'Tai Le': (char) => char >= 0x1950 && char <= 0x197F,\n    // 'New Tai Lue': (char) => char >= 0x1980 && char <= 0x19DF,\n    // 'Khmer Symbols': (char) => char >= 0x19E0 && char <= 0x19FF,\n    // 'Buginese': (char) => char >= 0x1A00 && char <= 0x1A1F,\n    // 'Tai Tham': (char) => char >= 0x1A20 && char <= 0x1AAF,\n    // 'Combining Diacritical Marks Extended': (char) => char >= 0x1AB0 && char <= 0x1AFF,\n    // 'Balinese': (char) => char >= 0x1B00 && char <= 0x1B7F,\n    // 'Sundanese': (char) => char >= 0x1B80 && char <= 0x1BBF,\n    // 'Batak': (char) => char >= 0x1BC0 && char <= 0x1BFF,\n    // 'Lepcha': (char) => char >= 0x1C00 && char <= 0x1C4F,\n    // 'Ol Chiki': (char) => char >= 0x1C50 && char <= 0x1C7F,\n    // 'Cyrillic Extended-C': (char) => char >= 0x1C80 && char <= 0x1C8F,\n    // 'Georgian Extended': (char) => char >= 0x1C90 && char <= 0x1CBF,\n    // 'Sundanese Supplement': (char) => char >= 0x1CC0 && char <= 0x1CCF,\n    // 'Vedic Extensions': (char) => char >= 0x1CD0 && char <= 0x1CFF,\n    // 'Phonetic Extensions': (char) => char >= 0x1D00 && char <= 0x1D7F,\n    // 'Phonetic Extensions Supplement': (char) => char >= 0x1D80 && char <= 0x1DBF,\n    // 'Combining Diacritical Marks Supplement': (char) => char >= 0x1DC0 && char <= 0x1DFF,\n    // 'Latin Extended Additional': (char) => char >= 0x1E00 && char <= 0x1EFF,\n    // 'Greek Extended': (char) => char >= 0x1F00 && char <= 0x1FFF,\n    'General Punctuation': (char) => char >= 0x2000 && char <= 0x206F,\n    // 'Superscripts and Subscripts': (char) => char >= 0x2070 && char <= 0x209F,\n    // 'Currency Symbols': (char) => char >= 0x20A0 && char <= 0x20CF,\n    // 'Combining Diacritical Marks for Symbols': (char) => char >= 0x20D0 && char <= 0x20FF,\n    'Letterlike Symbols': (char) => char >= 0x2100 && char <= 0x214F,\n    'Number Forms': (char) => char >= 0x2150 && char <= 0x218F,\n    // 'Arrows': (char) => char >= 0x2190 && char <= 0x21FF,\n    // 'Mathematical Operators': (char) => char >= 0x2200 && char <= 0x22FF,\n    'Miscellaneous Technical': (char) => char >= 0x2300 && char <= 0x23FF,\n    'Control Pictures': (char) => char >= 0x2400 && char <= 0x243F,\n    'Optical Character Recognition': (char) => char >= 0x2440 && char <= 0x245F,\n    'Enclosed Alphanumerics': (char) => char >= 0x2460 && char <= 0x24FF,\n    // 'Box Drawing': (char) => char >= 0x2500 && char <= 0x257F,\n    // 'Block Elements': (char) => char >= 0x2580 && char <= 0x259F,\n    'Geometric Shapes': (char) => char >= 0x25A0 && char <= 0x25FF,\n    'Miscellaneous Symbols': (char) => char >= 0x2600 && char <= 0x26FF,\n    // 'Dingbats': (char) => char >= 0x2700 && char <= 0x27BF,\n    // 'Miscellaneous Mathematical Symbols-A': (char) => char >= 0x27C0 && char <= 0x27EF,\n    // 'Supplemental Arrows-A': (char) => char >= 0x27F0 && char <= 0x27FF,\n    // 'Braille Patterns': (char) => char >= 0x2800 && char <= 0x28FF,\n    // 'Supplemental Arrows-B': (char) => char >= 0x2900 && char <= 0x297F,\n    // 'Miscellaneous Mathematical Symbols-B': (char) => char >= 0x2980 && char <= 0x29FF,\n    // 'Supplemental Mathematical Operators': (char) => char >= 0x2A00 && char <= 0x2AFF,\n    'Miscellaneous Symbols and Arrows': (char) => char >= 0x2B00 && char <= 0x2BFF,\n    // 'Glagolitic': (char) => char >= 0x2C00 && char <= 0x2C5F,\n    // 'Latin Extended-C': (char) => char >= 0x2C60 && char <= 0x2C7F,\n    // 'Coptic': (char) => char >= 0x2C80 && char <= 0x2CFF,\n    // 'Georgian Supplement': (char) => char >= 0x2D00 && char <= 0x2D2F,\n    // 'Tifinagh': (char) => char >= 0x2D30 && char <= 0x2D7F,\n    // 'Ethiopic Extended': (char) => char >= 0x2D80 && char <= 0x2DDF,\n    // 'Cyrillic Extended-A': (char) => char >= 0x2DE0 && char <= 0x2DFF,\n    // 'Supplemental Punctuation': (char) => char >= 0x2E00 && char <= 0x2E7F,\n    'CJK Radicals Supplement': (char) => char >= 0x2E80 && char <= 0x2EFF,\n    'Kangxi Radicals': (char) => char >= 0x2F00 && char <= 0x2FDF,\n    'Ideographic Description Characters': (char) => char >= 0x2FF0 && char <= 0x2FFF,\n    'CJK Symbols and Punctuation': (char) => char >= 0x3000 && char <= 0x303F,\n    'Hiragana': (char) => char >= 0x3040 && char <= 0x309F,\n    'Katakana': (char) => char >= 0x30A0 && char <= 0x30FF,\n    'Bopomofo': (char) => char >= 0x3100 && char <= 0x312F,\n    'Hangul Compatibility Jamo': (char) => char >= 0x3130 && char <= 0x318F,\n    'Kanbun': (char) => char >= 0x3190 && char <= 0x319F,\n    'Bopomofo Extended': (char) => char >= 0x31A0 && char <= 0x31BF,\n    'CJK Strokes': (char) => char >= 0x31C0 && char <= 0x31EF,\n    'Katakana Phonetic Extensions': (char) => char >= 0x31F0 && char <= 0x31FF,\n    'Enclosed CJK Letters and Months': (char) => char >= 0x3200 && char <= 0x32FF,\n    'CJK Compatibility': (char) => char >= 0x3300 && char <= 0x33FF,\n    'CJK Unified Ideographs Extension A': (char) => char >= 0x3400 && char <= 0x4DBF,\n    'Yijing Hexagram Symbols': (char) => char >= 0x4DC0 && char <= 0x4DFF,\n    'CJK Unified Ideographs': (char) => char >= 0x4E00 && char <= 0x9FFF,\n    'Yi Syllables': (char) => char >= 0xA000 && char <= 0xA48F,\n    'Yi Radicals': (char) => char >= 0xA490 && char <= 0xA4CF,\n    // 'Lisu': (char) => char >= 0xA4D0 && char <= 0xA4FF,\n    // 'Vai': (char) => char >= 0xA500 && char <= 0xA63F,\n    // 'Cyrillic Extended-B': (char) => char >= 0xA640 && char <= 0xA69F,\n    // 'Bamum': (char) => char >= 0xA6A0 && char <= 0xA6FF,\n    // 'Modifier Tone Letters': (char) => char >= 0xA700 && char <= 0xA71F,\n    // 'Latin Extended-D': (char) => char >= 0xA720 && char <= 0xA7FF,\n    // 'Syloti Nagri': (char) => char >= 0xA800 && char <= 0xA82F,\n    // 'Common Indic Number Forms': (char) => char >= 0xA830 && char <= 0xA83F,\n    // 'Phags-pa': (char) => char >= 0xA840 && char <= 0xA87F,\n    // 'Saurashtra': (char) => char >= 0xA880 && char <= 0xA8DF,\n    // 'Devanagari Extended': (char) => char >= 0xA8E0 && char <= 0xA8FF,\n    // 'Kayah Li': (char) => char >= 0xA900 && char <= 0xA92F,\n    // 'Rejang': (char) => char >= 0xA930 && char <= 0xA95F,\n    'Hangul Jamo Extended-A': (char) => char >= 0xA960 && char <= 0xA97F,\n    // 'Javanese': (char) => char >= 0xA980 && char <= 0xA9DF,\n    // 'Myanmar Extended-B': (char) => char >= 0xA9E0 && char <= 0xA9FF,\n    // 'Cham': (char) => char >= 0xAA00 && char <= 0xAA5F,\n    // 'Myanmar Extended-A': (char) => char >= 0xAA60 && char <= 0xAA7F,\n    // 'Tai Viet': (char) => char >= 0xAA80 && char <= 0xAADF,\n    // 'Meetei Mayek Extensions': (char) => char >= 0xAAE0 && char <= 0xAAFF,\n    // 'Ethiopic Extended-A': (char) => char >= 0xAB00 && char <= 0xAB2F,\n    // 'Latin Extended-E': (char) => char >= 0xAB30 && char <= 0xAB6F,\n    // 'Cherokee Supplement': (char) => char >= 0xAB70 && char <= 0xABBF,\n    // 'Meetei Mayek': (char) => char >= 0xABC0 && char <= 0xABFF,\n    'Hangul Syllables': (char) => char >= 0xAC00 && char <= 0xD7AF,\n    'Hangul Jamo Extended-B': (char) => char >= 0xD7B0 && char <= 0xD7FF,\n    // 'High Surrogates': (char) => char >= 0xD800 && char <= 0xDB7F,\n    // 'High Private Use Surrogates': (char) => char >= 0xDB80 && char <= 0xDBFF,\n    // 'Low Surrogates': (char) => char >= 0xDC00 && char <= 0xDFFF,\n    'Private Use Area': (char) => char >= 0xE000 && char <= 0xF8FF,\n    'CJK Compatibility Ideographs': (char) => char >= 0xF900 && char <= 0xFAFF,\n    // 'Alphabetic Presentation Forms': (char) => char >= 0xFB00 && char <= 0xFB4F,\n    'Arabic Presentation Forms-A': (char) => char >= 0xFB50 && char <= 0xFDFF,\n    // 'Variation Selectors': (char) => char >= 0xFE00 && char <= 0xFE0F,\n    'Vertical Forms': (char) => char >= 0xFE10 && char <= 0xFE1F,\n    // 'Combining Half Marks': (char) => char >= 0xFE20 && char <= 0xFE2F,\n    'CJK Compatibility Forms': (char) => char >= 0xFE30 && char <= 0xFE4F,\n    'Small Form Variants': (char) => char >= 0xFE50 && char <= 0xFE6F,\n    'Arabic Presentation Forms-B': (char) => char >= 0xFE70 && char <= 0xFEFF,\n    'Halfwidth and Fullwidth Forms': (char) => char >= 0xFF00 && char <= 0xFFEF,\n    // 'Specials': (char) => char >= 0xFFF0 && char <= 0xFFFF,\n    // 'Linear B Syllabary': (char) => char >= 0x10000 && char <= 0x1007F,\n    // 'Linear B Ideograms': (char) => char >= 0x10080 && char <= 0x100FF,\n    // 'Aegean Numbers': (char) => char >= 0x10100 && char <= 0x1013F,\n    // 'Ancient Greek Numbers': (char) => char >= 0x10140 && char <= 0x1018F,\n    // 'Ancient Symbols': (char) => char >= 0x10190 && char <= 0x101CF,\n    // 'Phaistos Disc': (char) => char >= 0x101D0 && char <= 0x101FF,\n    // 'Lycian': (char) => char >= 0x10280 && char <= 0x1029F,\n    // 'Carian': (char) => char >= 0x102A0 && char <= 0x102DF,\n    // 'Coptic Epact Numbers': (char) => char >= 0x102E0 && char <= 0x102FF,\n    // 'Old Italic': (char) => char >= 0x10300 && char <= 0x1032F,\n    // 'Gothic': (char) => char >= 0x10330 && char <= 0x1034F,\n    // 'Old Permic': (char) => char >= 0x10350 && char <= 0x1037F,\n    // 'Ugaritic': (char) => char >= 0x10380 && char <= 0x1039F,\n    // 'Old Persian': (char) => char >= 0x103A0 && char <= 0x103DF,\n    // 'Deseret': (char) => char >= 0x10400 && char <= 0x1044F,\n    // 'Shavian': (char) => char >= 0x10450 && char <= 0x1047F,\n    // 'Osmanya': (char) => char >= 0x10480 && char <= 0x104AF,\n    'Osage': (char) => char >= 0x104B0 && char <= 0x104FF,\n    // 'Elbasan': (char) => char >= 0x10500 && char <= 0x1052F,\n    // 'Caucasian Albanian': (char) => char >= 0x10530 && char <= 0x1056F,\n    // 'Linear A': (char) => char >= 0x10600 && char <= 0x1077F,\n    // 'Cypriot Syllabary': (char) => char >= 0x10800 && char <= 0x1083F,\n    // 'Imperial Aramaic': (char) => char >= 0x10840 && char <= 0x1085F,\n    // 'Palmyrene': (char) => char >= 0x10860 && char <= 0x1087F,\n    // 'Nabataean': (char) => char >= 0x10880 && char <= 0x108AF,\n    // 'Hatran': (char) => char >= 0x108E0 && char <= 0x108FF,\n    // 'Phoenician': (char) => char >= 0x10900 && char <= 0x1091F,\n    // 'Lydian': (char) => char >= 0x10920 && char <= 0x1093F,\n    // 'Meroitic Hieroglyphs': (char) => char >= 0x10980 && char <= 0x1099F,\n    // 'Meroitic Cursive': (char) => char >= 0x109A0 && char <= 0x109FF,\n    // 'Kharoshthi': (char) => char >= 0x10A00 && char <= 0x10A5F,\n    // 'Old South Arabian': (char) => char >= 0x10A60 && char <= 0x10A7F,\n    // 'Old North Arabian': (char) => char >= 0x10A80 && char <= 0x10A9F,\n    // 'Manichaean': (char) => char >= 0x10AC0 && char <= 0x10AFF,\n    // 'Avestan': (char) => char >= 0x10B00 && char <= 0x10B3F,\n    // 'Inscriptional Parthian': (char) => char >= 0x10B40 && char <= 0x10B5F,\n    // 'Inscriptional Pahlavi': (char) => char >= 0x10B60 && char <= 0x10B7F,\n    // 'Psalter Pahlavi': (char) => char >= 0x10B80 && char <= 0x10BAF,\n    // 'Old Turkic': (char) => char >= 0x10C00 && char <= 0x10C4F,\n    // 'Old Hungarian': (char) => char >= 0x10C80 && char <= 0x10CFF,\n    // 'Hanifi Rohingya': (char) => char >= 0x10D00 && char <= 0x10D3F,\n    // 'Rumi Numeral Symbols': (char) => char >= 0x10E60 && char <= 0x10E7F,\n    // 'Old Sogdian': (char) => char >= 0x10F00 && char <= 0x10F2F,\n    // 'Sogdian': (char) => char >= 0x10F30 && char <= 0x10F6F,\n    // 'Elymaic': (char) => char >= 0x10FE0 && char <= 0x10FFF,\n    // 'Brahmi': (char) => char >= 0x11000 && char <= 0x1107F,\n    // 'Kaithi': (char) => char >= 0x11080 && char <= 0x110CF,\n    // 'Sora Sompeng': (char) => char >= 0x110D0 && char <= 0x110FF,\n    // 'Chakma': (char) => char >= 0x11100 && char <= 0x1114F,\n    // 'Mahajani': (char) => char >= 0x11150 && char <= 0x1117F,\n    // 'Sharada': (char) => char >= 0x11180 && char <= 0x111DF,\n    // 'Sinhala Archaic Numbers': (char) => char >= 0x111E0 && char <= 0x111FF,\n    // 'Khojki': (char) => char >= 0x11200 && char <= 0x1124F,\n    // 'Multani': (char) => char >= 0x11280 && char <= 0x112AF,\n    // 'Khudawadi': (char) => char >= 0x112B0 && char <= 0x112FF,\n    // 'Grantha': (char) => char >= 0x11300 && char <= 0x1137F,\n    // 'Newa': (char) => char >= 0x11400 && char <= 0x1147F,\n    // 'Tirhuta': (char) => char >= 0x11480 && char <= 0x114DF,\n    // 'Siddham': (char) => char >= 0x11580 && char <= 0x115FF,\n    // 'Modi': (char) => char >= 0x11600 && char <= 0x1165F,\n    // 'Mongolian Supplement': (char) => char >= 0x11660 && char <= 0x1167F,\n    // 'Takri': (char) => char >= 0x11680 && char <= 0x116CF,\n    // 'Ahom': (char) => char >= 0x11700 && char <= 0x1173F,\n    // 'Dogra': (char) => char >= 0x11800 && char <= 0x1184F,\n    // 'Warang Citi': (char) => char >= 0x118A0 && char <= 0x118FF,\n    // 'Nandinagari': (char) => char >= 0x119A0 && char <= 0x119FF,\n    // 'Zanabazar Square': (char) => char >= 0x11A00 && char <= 0x11A4F,\n    // 'Soyombo': (char) => char >= 0x11A50 && char <= 0x11AAF,\n    // 'Pau Cin Hau': (char) => char >= 0x11AC0 && char <= 0x11AFF,\n    // 'Bhaiksuki': (char) => char >= 0x11C00 && char <= 0x11C6F,\n    // 'Marchen': (char) => char >= 0x11C70 && char <= 0x11CBF,\n    // 'Masaram Gondi': (char) => char >= 0x11D00 && char <= 0x11D5F,\n    // 'Gunjala Gondi': (char) => char >= 0x11D60 && char <= 0x11DAF,\n    // 'Makasar': (char) => char >= 0x11EE0 && char <= 0x11EFF,\n    // 'Tamil Supplement': (char) => char >= 0x11FC0 && char <= 0x11FFF,\n    // 'Cuneiform': (char) => char >= 0x12000 && char <= 0x123FF,\n    // 'Cuneiform Numbers and Punctuation': (char) => char >= 0x12400 && char <= 0x1247F,\n    // 'Early Dynastic Cuneiform': (char) => char >= 0x12480 && char <= 0x1254F,\n    // 'Egyptian Hieroglyphs': (char) => char >= 0x13000 && char <= 0x1342F,\n    // 'Egyptian Hieroglyph Format Controls': (char) => char >= 0x13430 && char <= 0x1343F,\n    // 'Anatolian Hieroglyphs': (char) => char >= 0x14400 && char <= 0x1467F,\n    // 'Bamum Supplement': (char) => char >= 0x16800 && char <= 0x16A3F,\n    // 'Mro': (char) => char >= 0x16A40 && char <= 0x16A6F,\n    // 'Bassa Vah': (char) => char >= 0x16AD0 && char <= 0x16AFF,\n    // 'Pahawh Hmong': (char) => char >= 0x16B00 && char <= 0x16B8F,\n    // 'Medefaidrin': (char) => char >= 0x16E40 && char <= 0x16E9F,\n    // 'Miao': (char) => char >= 0x16F00 && char <= 0x16F9F,\n    // 'Ideographic Symbols and Punctuation': (char) => char >= 0x16FE0 && char <= 0x16FFF,\n    // 'Tangut': (char) => char >= 0x17000 && char <= 0x187FF,\n    // 'Tangut Components': (char) => char >= 0x18800 && char <= 0x18AFF,\n    // 'Kana Supplement': (char) => char >= 0x1B000 && char <= 0x1B0FF,\n    // 'Kana Extended-A': (char) => char >= 0x1B100 && char <= 0x1B12F,\n    // 'Small Kana Extension': (char) => char >= 0x1B130 && char <= 0x1B16F,\n    // 'Nushu': (char) => char >= 0x1B170 && char <= 0x1B2FF,\n    // 'Duployan': (char) => char >= 0x1BC00 && char <= 0x1BC9F,\n    // 'Shorthand Format Controls': (char) => char >= 0x1BCA0 && char <= 0x1BCAF,\n    // 'Byzantine Musical Symbols': (char) => char >= 0x1D000 && char <= 0x1D0FF,\n    // 'Musical Symbols': (char) => char >= 0x1D100 && char <= 0x1D1FF,\n    // 'Ancient Greek Musical Notation': (char) => char >= 0x1D200 && char <= 0x1D24F,\n    // 'Mayan Numerals': (char) => char >= 0x1D2E0 && char <= 0x1D2FF,\n    // 'Tai Xuan Jing Symbols': (char) => char >= 0x1D300 && char <= 0x1D35F,\n    // 'Counting Rod Numerals': (char) => char >= 0x1D360 && char <= 0x1D37F,\n    // 'Mathematical Alphanumeric Symbols': (char) => char >= 0x1D400 && char <= 0x1D7FF,\n    // 'Sutton SignWriting': (char) => char >= 0x1D800 && char <= 0x1DAAF,\n    // 'Glagolitic Supplement': (char) => char >= 0x1E000 && char <= 0x1E02F,\n    // 'Nyiakeng Puachue Hmong': (char) => char >= 0x1E100 && char <= 0x1E14F,\n    // 'Wancho': (char) => char >= 0x1E2C0 && char <= 0x1E2FF,\n    // 'Mende Kikakui': (char) => char >= 0x1E800 && char <= 0x1E8DF,\n    // 'Adlam': (char) => char >= 0x1E900 && char <= 0x1E95F,\n    // 'Indic Siyaq Numbers': (char) => char >= 0x1EC70 && char <= 0x1ECBF,\n    // 'Ottoman Siyaq Numbers': (char) => char >= 0x1ED00 && char <= 0x1ED4F,\n    // 'Arabic Mathematical Alphabetic Symbols': (char) => char >= 0x1EE00 && char <= 0x1EEFF,\n    // 'Mahjong Tiles': (char) => char >= 0x1F000 && char <= 0x1F02F,\n    // 'Domino Tiles': (char) => char >= 0x1F030 && char <= 0x1F09F,\n    // 'Playing Cards': (char) => char >= 0x1F0A0 && char <= 0x1F0FF,\n    // 'Enclosed Alphanumeric Supplement': (char) => char >= 0x1F100 && char <= 0x1F1FF,\n    // 'Enclosed Ideographic Supplement': (char) => char >= 0x1F200 && char <= 0x1F2FF,\n    // 'Miscellaneous Symbols and Pictographs': (char) => char >= 0x1F300 && char <= 0x1F5FF,\n    // 'Emoticons': (char) => char >= 0x1F600 && char <= 0x1F64F,\n    // 'Ornamental Dingbats': (char) => char >= 0x1F650 && char <= 0x1F67F,\n    // 'Transport and Map Symbols': (char) => char >= 0x1F680 && char <= 0x1F6FF,\n    // 'Alchemical Symbols': (char) => char >= 0x1F700 && char <= 0x1F77F,\n    // 'Geometric Shapes Extended': (char) => char >= 0x1F780 && char <= 0x1F7FF,\n    // 'Supplemental Arrows-C': (char) => char >= 0x1F800 && char <= 0x1F8FF,\n    // 'Supplemental Symbols and Pictographs': (char) => char >= 0x1F900 && char <= 0x1F9FF,\n    // 'Chess Symbols': (char) => char >= 0x1FA00 && char <= 0x1FA6F,\n    // 'Symbols and Pictographs Extended-A': (char) => char >= 0x1FA70 && char <= 0x1FAFF,\n    'CJK Unified Ideographs Extension B': (char) => char >= 0x20000 && char <= 0x2A6DF,\n    // 'CJK Unified Ideographs Extension C': (char) => char >= 0x2A700 && char <= 0x2B73F,\n    // 'CJK Unified Ideographs Extension D': (char) => char >= 0x2B740 && char <= 0x2B81F,\n    // 'CJK Unified Ideographs Extension E': (char) => char >= 0x2B820 && char <= 0x2CEAF,\n    // 'CJK Unified Ideographs Extension F': (char) => char >= 0x2CEB0 && char <= 0x2EBEF,\n    // 'CJK Compatibility Ideographs Supplement': (char) => char >= 0x2F800 && char <= 0x2FA1F,\n    // 'Tags': (char) => char >= 0xE0000 && char <= 0xE007F,\n    // 'Variation Selectors Supplement': (char) => char >= 0xE0100 && char <= 0xE01EF,\n    // 'Supplementary Private Use Area-A': (char) => char >= 0xF0000 && char <= 0xFFFFF,\n    // 'Supplementary Private Use Area-B': (char) => char >= 0x100000 && char <= 0x10FFFF,\n} satisfies Record<string, (char: number) => boolean>;\n\nexport default unicodeBlockLookup;\n","/* eslint-disable new-cap */\n\nimport isChar from './is_char_in_unicode_block';\n\nexport function allowsIdeographicBreaking(chars: string): boolean {\n    for (const char of chars) {\n        if (!charAllowsIdeographicBreaking(char.charCodeAt(0))) return false;\n    }\n    return true;\n}\n\nexport function allowsVerticalWritingMode(chars: string): boolean {\n    for (const char of chars) {\n        if (charHasUprightVerticalOrientation(char.charCodeAt(0))) return true;\n    }\n    return false;\n}\n\nexport function allowsLetterSpacing(chars: string): boolean {\n    for (const char of chars) {\n        if (!charAllowsLetterSpacing(char.charCodeAt(0))) return false;\n    }\n    return true;\n}\n\nexport function charAllowsLetterSpacing(char: number): boolean {\n    if (isChar['Arabic'](char)) return false;\n    if (isChar['Arabic Supplement'](char)) return false;\n    if (isChar['Arabic Extended-A'](char)) return false;\n    if (isChar['Arabic Presentation Forms-A'](char)) return false;\n    if (isChar['Arabic Presentation Forms-B'](char)) return false;\n\n    return true;\n}\n\nexport function charAllowsIdeographicBreaking(char: number): boolean {\n    // Return early for characters outside all ideographic ranges.\n    if (char < 0x2E80) return false;\n\n    if (isChar['Bopomofo Extended'](char)) return true;\n    if (isChar['Bopomofo'](char)) return true;\n    if (isChar['CJK Compatibility Forms'](char)) return true;\n    if (isChar['CJK Compatibility Ideographs'](char)) return true;\n    if (isChar['CJK Compatibility'](char)) return true;\n    if (isChar['CJK Radicals Supplement'](char)) return true;\n    if (isChar['CJK Strokes'](char)) return true;\n    if (isChar['CJK Symbols and Punctuation'](char)) return true;\n    if (isChar['CJK Unified Ideographs Extension A'](char)) return true;\n    if (isChar['CJK Unified Ideographs'](char)) return true;\n    if (isChar['Enclosed CJK Letters and Months'](char)) return true;\n    if (isChar['Halfwidth and Fullwidth Forms'](char)) return true;\n    if (isChar['Hiragana'](char)) return true;\n    if (isChar['Ideographic Description Characters'](char)) return true;\n    if (isChar['Kangxi Radicals'](char)) return true;\n    if (isChar['Katakana Phonetic Extensions'](char)) return true;\n    if (isChar['Katakana'](char)) return true;\n    if (isChar['Vertical Forms'](char)) return true;\n    if (isChar['Yi Radicals'](char)) return true;\n    if (isChar['Yi Syllables'](char)) return true;\n\n    return false;\n}\n\n// The following logic comes from\n// <http://www.unicode.org/Public/12.0.0/ucd/VerticalOrientation.txt>.\n// Keep it synchronized with\n// <http://www.unicode.org/Public/UCD/latest/ucd/VerticalOrientation.txt>.\n// The data file denotes with “U” or “Tu” any codepoint that may be drawn\n// upright in vertical text but does not distinguish between upright and\n// “neutral” characters.\n\n// Blocks in the Unicode supplementary planes are excluded from this module due\n// to <https://github.com/mapbox/mapbox-gl/issues/29>.\n\n/**\n * Returns true if the given Unicode codepoint identifies a character with\n * upright orientation.\n *\n * A character has upright orientation if it is drawn upright (unrotated)\n * whether the line is oriented horizontally or vertically, even if both\n * adjacent characters can be rotated. For example, a Chinese character is\n * always drawn upright. An uprightly oriented character causes an adjacent\n * “neutral” character to be drawn upright as well.\n * @private\n */\nexport function charHasUprightVerticalOrientation(char: number): boolean {\n    if (char === 0x02EA /* modifier letter yin departing tone mark */ ||\n        char === 0x02EB /* modifier letter yang departing tone mark */) {\n        return true;\n    }\n\n    // Return early for characters outside all ranges whose characters remain\n    // upright in vertical writing mode.\n    if (char < 0x1100) return false;\n\n    if (isChar['Bopomofo Extended'](char)) return true;\n    if (isChar['Bopomofo'](char)) return true;\n    if (isChar['CJK Compatibility Forms'](char)) {\n        if (!((char >= 0xFE49 /* dashed overline */ && char <= 0xFE4F) /* wavy low line */)) {\n            return true;\n        }\n    }\n    if (isChar['CJK Compatibility Ideographs'](char)) return true;\n    if (isChar['CJK Compatibility'](char)) return true;\n    if (isChar['CJK Radicals Supplement'](char)) return true;\n    if (isChar['CJK Strokes'](char)) return true;\n    if (isChar['CJK Symbols and Punctuation'](char)) {\n        if (!((char >= 0x3008 /* left angle bracket */ && char <= 0x3011) /* right black lenticular bracket */) &&\n            !((char >= 0x3014 /* left tortoise shell bracket */ && char <= 0x301F) /* low double prime quotation mark */) &&\n            char !== 0x3030 /* wavy dash */) {\n            return true;\n        }\n    }\n    if (isChar['CJK Unified Ideographs Extension A'](char)) return true;\n    if (isChar['CJK Unified Ideographs'](char)) return true;\n    if (isChar['Enclosed CJK Letters and Months'](char)) return true;\n    if (isChar['Hangul Compatibility Jamo'](char)) return true;\n    if (isChar['Hangul Jamo Extended-A'](char)) return true;\n    if (isChar['Hangul Jamo Extended-B'](char)) return true;\n    if (isChar['Hangul Jamo'](char)) return true;\n    if (isChar['Hangul Syllables'](char)) return true;\n    if (isChar['Hiragana'](char)) return true;\n    if (isChar['Ideographic Description Characters'](char)) return true;\n    if (isChar['Kanbun'](char)) return true;\n    if (isChar['Kangxi Radicals'](char)) return true;\n    if (isChar['Katakana Phonetic Extensions'](char)) return true;\n    if (isChar['Katakana'](char)) {\n        if (char !== 0x30FC /* katakana-hiragana prolonged sound mark */) {\n            return true;\n        }\n    }\n    if (isChar['Halfwidth and Fullwidth Forms'](char)) {\n        if (char !== 0xFF08 /* fullwidth left parenthesis */ &&\n            char !== 0xFF09 /* fullwidth right parenthesis */ &&\n            char !== 0xFF0D /* fullwidth hyphen-minus */ &&\n            !((char >= 0xFF1A /* fullwidth colon */ && char <= 0xFF1E) /* fullwidth greater-than sign */) &&\n            char !== 0xFF3B /* fullwidth left square bracket */ &&\n            char !== 0xFF3D /* fullwidth right square bracket */ &&\n            char !== 0xFF3F /* fullwidth low line */ &&\n            !(char >= 0xFF5B /* fullwidth left curly bracket */ && char <= 0xFFDF) &&\n            char !== 0xFFE3 /* fullwidth macron */ &&\n            !(char >= 0xFFE8 /* halfwidth forms light vertical */ && char <= 0xFFEF)) {\n            return true;\n        }\n    }\n    if (isChar['Small Form Variants'](char)) {\n        if (!((char >= 0xFE58 /* small em dash */ && char <= 0xFE5E) /* small right tortoise shell bracket */) &&\n            !((char >= 0xFE63 /* small hyphen-minus */ && char <= 0xFE66) /* small equals sign */)) {\n            return true;\n        }\n    }\n    if (isChar['Unified Canadian Aboriginal Syllabics'](char)) return true;\n    if (isChar['Unified Canadian Aboriginal Syllabics Extended'](char)) return true;\n    if (isChar['Vertical Forms'](char)) return true;\n    if (isChar['Yijing Hexagram Symbols'](char)) return true;\n    if (isChar['Yi Syllables'](char)) return true;\n    if (isChar['Yi Radicals'](char)) return true;\n\n    return false;\n}\n\n/**\n * Returns true if the given Unicode codepoint identifies a character with\n * neutral orientation.\n *\n * A character has neutral orientation if it may be drawn rotated or unrotated\n * when the line is oriented vertically, depending on the orientation of the\n * adjacent characters. For example, along a verticlly oriented line, the vulgar\n * fraction ½ is drawn upright among Chinese characters but rotated among Latin\n * letters. A neutrally oriented character does not influence whether an\n * adjacent character is drawn upright or rotated.\n * @private\n */\nexport function charHasNeutralVerticalOrientation(char: number): boolean {\n    if (isChar['Latin-1 Supplement'](char)) {\n        if (char === 0x00A7 /* section sign */ ||\n            char === 0x00A9 /* copyright sign */ ||\n            char === 0x00AE /* registered sign */ ||\n            char === 0x00B1 /* plus-minus sign */ ||\n            char === 0x00BC /* vulgar fraction one quarter */ ||\n            char === 0x00BD /* vulgar fraction one half */ ||\n            char === 0x00BE /* vulgar fraction three quarters */ ||\n            char === 0x00D7 /* multiplication sign */ ||\n            char === 0x00F7 /* division sign */) {\n            return true;\n        }\n    }\n    if (isChar['General Punctuation'](char)) {\n        if (char === 0x2016 /* double vertical line */ ||\n            char === 0x2020 /* dagger */ ||\n            char === 0x2021 /* double dagger */ ||\n            char === 0x2030 /* per mille sign */ ||\n            char === 0x2031 /* per ten thousand sign */ ||\n            char === 0x203B /* reference mark */ ||\n            char === 0x203C /* double exclamation mark */ ||\n            char === 0x2042 /* asterism */ ||\n            char === 0x2047 /* double question mark */ ||\n            char === 0x2048 /* question exclamation mark */ ||\n            char === 0x2049 /* exclamation question mark */ ||\n            char === 0x2051 /* two asterisks aligned vertically */) {\n            return true;\n        }\n    }\n    if (isChar['Letterlike Symbols'](char)) return true;\n    if (isChar['Number Forms'](char)) return true;\n    if (isChar['Miscellaneous Technical'](char)) {\n        if (((char >= 0x2300 /* diameter sign */ && char <= 0x2307) /* wavy line */) ||\n            ((char >= 0x230C /* bottom right crop */ && char <= 0x231F) /* bottom right corner */) ||\n            ((char >= 0x2324 /* up arrowhead between two horizontal bars */ && char <= 0x2328) /* keyboard */) ||\n            char === 0x232B /* erase to the left */ ||\n            ((char >= 0x237D /* shouldered open box */ && char <= 0x239A) /* clear screen symbol */) ||\n            ((char >= 0x23BE /* dentistry symbol light vertical and top right */ && char <= 0x23CD) /* square foot */) ||\n            char === 0x23CF /* eject symbol */ ||\n            ((char >= 0x23D1 /* metrical breve */ && char <= 0x23DB) /* fuse */) ||\n            (char >= 0x23E2 /* white trapezium */ && char <= 0x23FF)) {\n            return true;\n        }\n    }\n    if (isChar['Control Pictures'](char) && char !== 0x2423 /* open box */) return true;\n    if (isChar['Optical Character Recognition'](char)) return true;\n    if (isChar['Enclosed Alphanumerics'](char)) return true;\n    if (isChar['Geometric Shapes'](char)) return true;\n    if (isChar['Miscellaneous Symbols'](char)) {\n        if (!((char >= 0x261A /* black left pointing index */ && char <= 0x261F) /* white down pointing index */)) {\n            return true;\n        }\n    }\n    if (isChar['Miscellaneous Symbols and Arrows'](char)) {\n        if (((char >= 0x2B12 /* square with top half black */ && char <= 0x2B2F) /* white vertical ellipse */) ||\n            ((char >= 0x2B50 /* white medium star */ && char <= 0x2B59) /* heavy circled saltire */) ||\n            (char >= 0x2BB8 /* upwards white arrow from bar with horizontal bar */ && char <= 0x2BEB)) {\n            return true;\n        }\n    }\n    if (isChar['CJK Symbols and Punctuation'](char)) return true;\n    if (isChar['Katakana'](char)) return true;\n    if (isChar['Private Use Area'](char)) return true;\n    if (isChar['CJK Compatibility Forms'](char)) return true;\n    if (isChar['Small Form Variants'](char)) return true;\n    if (isChar['Halfwidth and Fullwidth Forms'](char)) return true;\n\n    if (char === 0x221E /* infinity */ ||\n        char === 0x2234 /* therefore */ ||\n        char === 0x2235 /* because */ ||\n        ((char >= 0x2700 /* black safety scissors */ && char <= 0x2767) /* rotated floral heart bullet */) ||\n        ((char >= 0x2776 /* dingbat negative circled digit one */ && char <= 0x2793) /* dingbat negative circled sans-serif number ten */) ||\n        char === 0xFFFC /* object replacement character */ ||\n        char === 0xFFFD /* replacement character */) {\n        return true;\n    }\n\n    return false;\n}\n\n/**\n * Returns true if the given Unicode codepoint should be drawn rotated when the line\n * is oriented vertically. These codepoints have a Neutral Vertical Orientation and\n * will return true when checked with the `hasNeutralVerticalOrientation` function.\n *\n *  This check currently covers only a limited set of Unicode codepoints but can be\n *  extended in the future if needed. The decision to rotate a character depends on\n *  regional conventions and the intended usage. Determining whether glyph rotation\n * is necessary—and selecting the appropriate vertical glyph—requires consideration\n * of these conventions.\n *\n * Based on https://www.unicode.org/Public/vertical/revision-17/VerticalOrientation-17.txt\n *\n * Currently, this check only covers CJK Symbols and Punctuation, as well as Katakana.\n * For characters with a `Tr` (Transformed typographically, with fallback to Rotated) Vertical Orientation, the final\n * decision follows web rendering conventions.\n *\n * In general, characters with `R` (Rotated 90 degrees clockwise compared to the code charts) or `Tr` orientations can\n * be rotated in vertical writing mode. However, regional conventions also influence whether rotation is appropriate.\n * For now, only a limited set of characters is covered, but we can extend the range if needed.\n */\n\nexport function needsRotationInVerticalMode(char: number): boolean {\n    // CJK Symbols and Punctuation range\n    // Characters in the range U+3014 - U+301F (`u'〔'` to `u'〟'`) are all classified as `Tr`.\n    // However, only U+3014 - U+3017 (`u'〔'` to `u'〗'`) have dedicated vertical replacements.\n    // The vertical appearance of the remaining glyphs depends on fonts and regional conventions.\n\n    // A proposed update to vertical writing mode is outlined in:\n    // https://www.unicode.org/reports/tr50/tr50-32.html#vertical_alternates\n    // This proposal suggests changes that slightly differ from current web rendering behavior.\n    // Since it is still in draft status, we currently adhere to web rendering results.\n    // To ensure compatibility, only those commonly accepted as rotated in vertical mode are marked as such.\n    if (char === 0x3013 /* geta mark */ ||\n        char === 0x3018 /* left white tortoise shell bracket */ ||\n        char === 0x3019 /* right white tortoise shell bracket */ ||\n        char === 0x301C /* wave dash */) {\n        return true;\n    }\n\n    // Katakana range\n    if (char === 0x30A0 /* katakana-hiragana double hyphen */ ||\n        char === 0x30FC /* katakana-hiragana prolonged sound mark */) {\n        return true;\n    }\n\n    // Basic directional arrows (U+2190–U+2193)\n    // ← and → were previously substituted to ↑ and ↓ via verticalize_punctuation.ts;\n    // rotation produces the same visual result (rotating ← 90° CW = ↑ appearance),\n    // so the substitution was removed in favour of handling all four here.\n    if (char >= 0x2190 /* leftwards arrow */ && char <= 0x2193 /* downwards arrow */) {\n        return true;\n    }\n\n    // General Punctuation — horizontal dashes and leaders defined in Shift JIS 2-byte code\n    // 0x2015 (HORIZONTAL BAR) is intentionally excluded here even though UAX #50 assigns it vo=R.\n    // It is the substitution target for both U+007C `|` and U+FF5C `｜` in verticalize_punctuation.ts\n    if (char === 0x2010 /* hyphen */ ||\n        char === 0x2025 /* two dot leader */) {\n        return true;\n    }\n\n    // Mathematical Operators\n    if (char === 0x2225 /* parallel to */) {\n        return true;\n    }\n\n    // Box Drawing characters — the whole block rotates so lines connect correctly in vertical labels\n    if (char >= 0x2500 /* box drawings light horizontal */ && char <= 0x254B /* box drawings heavy vertical and horizontal */) {\n        return true;\n    }\n\n    // Halfwidth and Fullwidth Forms — characters defined in Shift JIS 2-byte code that should rotate\n    if (char === 0xFF0E /* fullwidth full stop */ ||\n        char === 0xFF1D /* fullwidth equals sign */ ||\n        char === 0xFF5E /* fullwidth tilde */) {\n        return true;\n    }\n    if (char === 0xFFE3 /* fullwidth macron */) {\n        return true;\n    }\n\n    return false;\n}\n\n/**\n * Returns true if the given Unicode codepoint identifies a character with\n * rotated orientation.\n *\n * A character has rotated orientation if it is drawn rotated when the line is\n * oriented vertically, even if both adjacent characters are upright. For\n * example, a Latin letter is drawn rotated along a vertical line. A rotated\n * character causes an adjacent “neutral” character to be drawn rotated as well.\n * @private\n */\nexport function charHasRotatedVerticalOrientation(char: number): boolean {\n    return !(charHasUprightVerticalOrientation(char) ||\n             charHasNeutralVerticalOrientation(char));\n}\n\nexport function charInComplexShapingScript(char: number): boolean {\n    return isChar['Arabic'](char) ||\n           isChar['Arabic Supplement'](char) ||\n           isChar['Arabic Extended-A'](char) ||\n           isChar['Arabic Presentation Forms-A'](char) ||\n           isChar['Arabic Presentation Forms-B'](char);\n}\n\nexport function charInRTLScript(char: number): boolean {\n    // Main blocks for Hebrew, Arabic, Thaana and other RTL scripts\n    return (char >= 0x0590 && char <= 0x08FF) ||\n        isChar['Arabic Presentation Forms-A'](char) ||\n        isChar['Arabic Presentation Forms-B'](char);\n}\n\nexport function charInSupportedScript(char: number, canRenderRTL: boolean): boolean {\n    // This is a rough heuristic: whether we \"can render\" a script\n    // actually depends on the properties of the font being used\n    // and whether differences from the ideal rendering are considered\n    // semantically significant.\n\n    // Even in Latin script, we \"can't render\" combinations such as the fi\n    // ligature, but we don't consider that semantically significant.\n    if (!canRenderRTL && charInRTLScript(char)) {\n        return false;\n    }\n    if ((char >= 0x0900 && char <= 0x0DFF) ||\n        // Main blocks for Indic scripts and Sinhala\n        (char >= 0x0F00 && char <= 0x109F) ||\n        // Main blocks for Tibetan and Myanmar\n        isChar['Khmer'](char)) {\n        // These blocks cover common scripts that require\n        // complex text shaping, based on unicode script metadata:\n        // http://www.unicode.org/repos/cldr/trunk/common/properties/scriptMetadata.txt\n        // where \"Web Rank <= 32\" \"Shaping Required = YES\"\n        return false;\n    }\n    return true;\n}\n\nexport function stringContainsRTLText(chars: string): boolean {\n    for (const char of chars) {\n        if (charInRTLScript(char.charCodeAt(0))) {\n            return true;\n        }\n    }\n    return false;\n}\n\nexport function isStringInSupportedScript(chars: string, canRenderRTL: boolean): boolean {\n    for (const char of chars) {\n        if (!charInSupportedScript(char.charCodeAt(0), canRenderRTL)) {\n            return false;\n        }\n    }\n    return true;\n}\n","import {Event, Evented} from '../util/evented';\nimport {getArrayBuffer} from '../util/ajax';\nimport browser from '../util/browser';\nimport assert from '../style-spec/util/assert';\nimport {isWorker} from '../util/util';\n\nimport type {Callback} from '../types/callback';\n\nexport const rtlPluginStatus = {\n    unavailable: 'unavailable', // Not loaded\n    deferred: 'deferred', // The plugin URL has been specified, but loading has been deferred\n    loading: 'loading', // request in-flight\n    parsing: 'parsing',\n    parsed: 'parsed',\n    loaded: 'loaded',\n    error: 'error'\n};\n\nexport type PluginStatus = typeof rtlPluginStatus[keyof typeof rtlPluginStatus];\n\nexport type PluginState = {\n    pluginStatus: PluginStatus;\n    pluginURL: string | null | undefined;\n};\n\ntype PluginStateSyncCallback = (state: PluginState) => void;\nlet _completionCallback = null;\n\n//Variables defining the current state of the plugin\nlet pluginStatus: PluginStatus = rtlPluginStatus.unavailable;\nlet pluginURL: string | null | undefined = null;\n\nexport const triggerPluginCompletionEvent = function (error?: Error | string | null) {\n    // Reset plugin status on any error so the consumer's callback can retry\n    // `setRTLTextPlugin` without hitting the \"cannot be called multiple times\" guard.\n    if (error) {\n        pluginStatus = rtlPluginStatus.error;\n    }\n\n    if (_completionCallback) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n        _completionCallback(error);\n    }\n};\n\nfunction sendPluginStateToWorker() {\n    evented.fire(new Event('pluginStateChange', {pluginStatus, pluginURL}));\n}\n\ntype EventRegistry = {\n    'pluginStateChange': PluginState;\n};\n\nexport const evented = new Evented<EventRegistry>();\n\nexport const getRTLTextPluginStatus = function (): PluginStatus {\n    return pluginStatus;\n};\n\nexport const registerForPluginStateChange = function (callback: PluginStateSyncCallback): PluginStateSyncCallback {\n    // Do an initial sync of the state\n    callback({pluginStatus, pluginURL});\n    // Listen for all future state changes\n    evented.on('pluginStateChange', callback);\n    return callback;\n};\n\nexport const clearRTLTextPlugin = function () {\n    pluginStatus = rtlPluginStatus.unavailable;\n    pluginURL = null;\n};\n\nexport const setRTLTextPlugin = function (url: string, callback?: Callback<{\n    err: Error | null | undefined;\n}> | null, deferred: boolean = false) {\n    if (pluginStatus === rtlPluginStatus.deferred || pluginStatus === rtlPluginStatus.loading || pluginStatus === rtlPluginStatus.loaded) {\n        throw new Error('setRTLTextPlugin cannot be called multiple times.');\n    }\n    pluginURL = browser.resolveURL(url);\n    pluginStatus = rtlPluginStatus.deferred;\n    _completionCallback = callback;\n    sendPluginStateToWorker();\n\n    //Start downloading the plugin immediately if not intending to lazy-load\n    if (!deferred) {\n        downloadRTLTextPlugin();\n    }\n};\n\nexport const downloadRTLTextPlugin = function () {\n    if (pluginStatus !== rtlPluginStatus.deferred || !pluginURL) {\n        throw new Error('rtl-text-plugin cannot be downloaded unless a pluginURL is specified');\n    }\n    pluginStatus = rtlPluginStatus.loading;\n    sendPluginStateToWorker();\n    if (pluginURL) {\n        getArrayBuffer({url: pluginURL})\n            .then(() => {\n                pluginStatus = rtlPluginStatus.loaded;\n                sendPluginStateToWorker();\n            })\n            .catch((err: Error) => { triggerPluginCompletionEvent(err); });\n    }\n};\n\nexport type RtlTextPlugin = {\n    applyArabicShaping?: (arg1: string) => string;\n    processBidirectionalText?: (arg1: string, arg2: Array<number>) => Array<string>;\n    processStyledBidirectionalText?: (arg1: string, arg2: Array<number>, arg3: Array<number>) => Array<[string, Array<number>]>;\n    isLoaded: () => boolean;\n    isLoading: () => boolean;\n    setState: (state: PluginState) => void;\n    isParsing: () => boolean;\n    isParsed: () => boolean;\n    getPluginURL: () => string | null | undefined;\n};\n\nexport const plugin: RtlTextPlugin = {\n    applyArabicShaping: null,\n    processBidirectionalText: null,\n    processStyledBidirectionalText: null,\n    isLoaded() {\n        return pluginStatus === rtlPluginStatus.loaded || // Main Thread: loaded if the completion callback returned successfully\n            plugin.applyArabicShaping != null; // Web-worker: loaded if the plugin functions have been compiled\n    },\n    isLoading() { // Main Thread Only: query the loading status, this function does not return the correct value in the worker context.\n        return pluginStatus === rtlPluginStatus.loading;\n    },\n    setState(state: PluginState) { // Worker thread only: this tells the worker threads that the plugin is available on the Main thread\n        assert(isWorker(self), 'Cannot set the state of the rtl-text-plugin when not in the web-worker context');\n\n        pluginStatus = state.pluginStatus;\n        pluginURL = state.pluginURL;\n    },\n    isParsing(): boolean {\n        assert(isWorker(self), 'rtl-text-plugin is only parsed on the worker-threads');\n\n        return pluginStatus === rtlPluginStatus.parsing;\n    },\n    isParsed(): boolean {\n        assert(isWorker(self), 'rtl-text-plugin is only parsed on the worker-threads');\n\n        return pluginStatus === rtlPluginStatus.parsed;\n    },\n    getPluginURL(): string | null | undefined {\n        assert(isWorker(self), 'rtl-text-plugin url can only be queried from the worker threads');\n        return pluginURL;\n    }\n};\n\nexport const lazyLoadRTLTextPlugin = function () {\n    if (!plugin.isLoading() &&\n        !plugin.isLoaded() &&\n        getRTLTextPluginStatus() === 'deferred'\n    ) {\n        downloadRTLTextPlugin();\n    }\n};\n","import {isStringInSupportedScript} from '../util/script_detection';\nimport {plugin as rtlTextPlugin} from '../source/rtl_text_plugin';\n\nimport type {TransitionSpecification} from '../style-spec/types';\n\ntype EvaluationParametersOptions = {\n    pitch?: number;\n    now?: number;\n    fadeDuration?: number;\n    transition?: TransitionSpecification;\n    brightness?: number;\n    worldview?: string;\n    activeFloors?: Set<string>;\n};\n\nclass EvaluationParameters {\n    zoom: number;\n    pitch: number | undefined;\n    now: number;\n    fadeDuration: number;\n    transition: TransitionSpecification;\n    brightness: number | undefined;\n    worldview: string | undefined;\n    activeFloors: Set<string> | undefined;\n\n    constructor(zoom: number, options?: EvaluationParametersOptions) {\n        this.zoom = zoom;\n\n        if (options) {\n            this.now = options.now;\n            this.fadeDuration = options.fadeDuration;\n            this.transition = options.transition;\n            this.pitch = options.pitch;\n            this.brightness = options.brightness;\n            this.worldview = options.worldview;\n            this.activeFloors = options.activeFloors;\n        } else {\n            this.now = 0;\n            this.fadeDuration = 0;\n            this.transition = {};\n            this.pitch = 0;\n            this.brightness = 0;\n        }\n    }\n\n    isSupportedScript(str: string): boolean {\n        return isStringInSupportedScript(str, rtlTextPlugin.isLoaded());\n    }\n}\n\nexport default EvaluationParameters;\n","import assert from '../style-spec/util/assert';\nimport {clone, easeCubicInOut, sphericalDirectionToCartesian, sphericalPositionToCartesian} from '../util/util';\nimport * as interpolate from '../style-spec/util/interpolate';\nimport {number as interpolateValue} from '../style-spec/util/interpolate';\nimport {normalizePropertyExpression} from '../style-spec/expression/index';\nimport {register} from '../util/web_worker_transfer';\nimport EvaluationParameters from './evaluation_parameters';\n\nimport type Color from '../style-spec/util/color';\nimport type {Direction, Position} from '../util/util';\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type {StylePropertySpecification} from '../style-spec/style-spec';\nimport type {\n    TransitionSpecification,\n    PropertyValueSpecification\n} from '../style-spec/types';\nimport type {\n    Feature,\n    FeatureState,\n    StylePropertyExpression,\n    SourceExpression,\n    CompositeExpression\n} from '../style-spec/expression/index';\nimport type {ConfigOptions} from '../style-spec/types/config_options';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {Type} from '../style-spec/expression/types';\nimport type {FormattedSection} from '../style-spec/expression/types/formatted';\n\nexport type {ConfigOptions};\n\ntype TimePoint = number;\n\ntype Overrides = {\n    runtimeType: Type;\n    getOverride: (o: unknown) => unknown;\n    hasOverride: (o: unknown) => boolean;\n};\n\n/**\n * Implements a number of classes that define state and behavior for paint and layout properties, most\n * importantly their respective evaluation chains:\n *\n *       Transitionable paint property value\n *     → Transitioning paint property value\n *     → Possibly evaluated paint property value\n *     → Fully evaluated paint property value\n *\n *       Layout property value\n *     → Possibly evaluated layout property value\n *     → Fully evaluated layout property value\n *\n * @module\n * @private\n */\n\n/**\n *  Implementations of the `Property` interface:\n *\n *  * Hold metadata about a property that's independent of any specific value: stuff like the type of the value,\n *    the default value, etc. This comes from the style specification JSON.\n *  * Define behavior that needs to be polymorphic across different properties: \"possibly evaluating\"\n *    an input value (see below), and interpolating between two possibly-evaluted values.\n *\n *  The type `T` is the fully-evaluated value type (e.g. `number`, `string`, `Color`).\n *  The type `R` is the intermediate \"possibly evaluated\" value type. See below.\n *\n *  There are two main implementations of the interface -- one for properties that allow data-driven values,\n *  and one for properties that don't. There are a few \"special case\" implementations as well:\n *  one for `heatmap-color` and `line-gradient`, and one for `light-position`.\n *\n * @private\n */\nexport interface Property<T, R> {\n    specification: StylePropertySpecification;\n    possiblyEvaluate: (\n        value: PropertyValue<T, R>,\n        parameters: EvaluationParameters,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        iconImageUseTheme?: string\n    ) => R;\n    interpolate: (a: R, b: R, t: number) => R;\n}\n\n/**\n *  `PropertyValue` represents the value part of a property key-value unit. It's used to represent both\n *  paint and layout property values, and regardless of whether or not their property supports data-driven\n *  expressions.\n *\n *  `PropertyValue` stores the raw input value as seen in a style or a runtime styling API call, i.e. one of the\n *  following:\n *\n *    * A constant value of the type appropriate for the property\n *    * A function which produces a value of that type (but functions are quasi-deprecated in favor of expressions)\n *    * An expression which produces a value of that type\n *    * \"undefined\"/\"not present\", in which case the property is assumed to take on its default value.\n *\n *  In addition to storing the original input value, `PropertyValue` also stores a normalized representation,\n *  effectively treating functions as if they are expressions, and constant or default values as if they are\n *  (constant) expressions.\n *\n *  @private\n */\nexport class PropertyValue<T, R> {\n    property: Property<T, R>;\n    value: PropertyValueSpecification<T> | undefined;\n    expression: StylePropertyExpression;\n\n    constructor(property: Property<T, R>, value?: PropertyValueSpecification<T>, scope?: string | null, options?: ConfigOptions | null, iconImageUseTheme?: string | null) {\n        this.property = property;\n        this.value = value;\n        this.expression = normalizePropertyExpression(value === undefined ? property.specification.default : value, property.specification, scope, options, iconImageUseTheme);\n    }\n\n    isIndoorDependent(): boolean {\n        return this.expression.isIndoorDependent;\n    }\n\n    isDataDriven(): boolean {\n        return this.expression.kind === 'source' || this.expression.kind === 'composite';\n    }\n\n    possiblyEvaluate(\n        parameters: EvaluationParameters,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        iconImageUseTheme?: string\n    ): R {\n        return this.property.possiblyEvaluate(this, parameters, canonical, availableImages, iconImageUseTheme);\n    }\n}\n\n// ------- Transitionable -------\n\nexport type TransitionParameters = {\n    now: TimePoint;\n    transition: TransitionSpecification;\n};\n\n/**\n * Paint properties are _transitionable_: they can change in a fluid manner, interpolating or cross-fading between\n * old and new value. The duration of the transition, and the delay before it begins, is configurable.\n *\n * `TransitionablePropertyValue` is a compositional class that stores both the property value and that transition\n * configuration.\n *\n * A `TransitionablePropertyValue` can calculate the next step in the evaluation chain for paint property values:\n * `TransitioningPropertyValue`.\n *\n * @private\n */\nclass TransitionablePropertyValue<T, R> {\n    property: Property<T, R>;\n    value: PropertyValue<T, R>;\n    transition: TransitionSpecification | undefined;\n\n    constructor(property: Property<T, R>, scope?: string | null, options?: ConfigOptions | null, iconImageUseTheme?: string | null) {\n        this.property = property;\n        this.value = new PropertyValue(property, undefined, scope, options, iconImageUseTheme);\n    }\n\n    transitioned(parameters: TransitionParameters, prior: TransitioningPropertyValue<T, R>): TransitioningPropertyValue<T, R> {\n        return new TransitioningPropertyValue(this.property, this.value, prior,\n            ({...parameters.transition, ...this.transition}), parameters.now);\n    }\n\n    untransitioned(): TransitioningPropertyValue<T, R> {\n        return new TransitioningPropertyValue(this.property, this.value, null, {}, 0);\n    }\n}\n\n/**\n * A helper type: given an object type `Properties` whose values are each of type `Property<T, R>`, it calculates\n * an object type with the same keys and values of type `TransitionablePropertyValue<T, R>`.\n *\n * @private\n */\ntype TransitionablePropertyValues<Properties> = {\n    [Key in keyof Properties]: Properties[Key] extends Property<infer T, infer R> ?\n        TransitionablePropertyValue<T, R> :\n        never;\n};\n\n/**\n * `Transitionable` stores a map of all (property name, `TransitionablePropertyValue`) pairs for paint properties of a\n * given layer type. It can calculate the `TransitioningPropertyValue`s for all of them at once, producing a\n * `Transitioning` instance for the same set of properties.\n *\n * @private\n */\nexport class Transitionable<Props extends {[Key in keyof Props]: Props[Key]}> {\n    _properties: Properties<Props>;\n    _values: TransitionablePropertyValues<Props>;\n    _scope: string | null | undefined;\n    _options: ConfigOptions | null | undefined;\n    _iconImageUseTheme?: string | null;\n    _isIndoorDependent: boolean;\n    configDependencies: Set<string>;\n\n    constructor(properties: Properties<Props>, scope?: string | null, options?: ConfigOptions | null, iconImageUseTheme?: string | null) {\n        this._properties = properties;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this._values = (Object.create(properties.defaultTransitionablePropertyValues));\n        this._scope = scope;\n        this._options = options;\n        this._iconImageUseTheme = iconImageUseTheme;\n        this._isIndoorDependent = false;\n        this.configDependencies = new Set();\n    }\n\n    getValue<S extends keyof Props, T>(name: S): PropertyValueSpecification<T> | undefined {\n        return clone(this._values[name].value.value as PropertyValueSpecification<T> | undefined);\n    }\n\n    setValue<S extends keyof Props, T>(name: S, value?: PropertyValueSpecification<T>) {\n        if (!Object.hasOwn(this._values, name)) {\n            this._values[name] = new TransitionablePropertyValue(this._values[name].property, this._scope, this._options, this._iconImageUseTheme) as TransitionablePropertyValues<Props>[S];\n        }\n        // Note that we do not _remove_ an own property in the case where a value is being reset\n        // to the default: the transition might still be non-default.\n        this._values[name].value = new PropertyValue(this._values[name].property, value === null ? undefined : clone(value), this._scope, this._options, this._iconImageUseTheme);\n        if (this._values[name].value.expression.configDependencies) {\n            this.configDependencies = new Set([...this.configDependencies, ...this._values[name].value.expression.configDependencies]);\n            this._isIndoorDependent = this._isIndoorDependent || this._values[name].value.isIndoorDependent();\n        }\n    }\n\n    setTransitionOrValue<P extends PropertyValueSpecifications<Props>>(properties?: P, options?: ConfigOptions) {\n        if (options) this._options = options;\n\n        const specProperties = this._properties.properties;\n        if (properties) {\n            for (const name in properties) {\n                const value = properties[name];\n                if (name.endsWith('-transition')) {\n                    const propName = name.slice(0, -'-transition'.length) as keyof Props;\n                    if (specProperties[propName]) {\n                        this.setTransition(propName, value);\n                    }\n                } else if (Object.hasOwn(specProperties, name)) { // skip unrecognized properties\n                    this.setValue(name, value);\n                }\n            }\n        }\n    }\n\n    getTransition<S extends keyof Props>(name: S): TransitionSpecification | undefined {\n        return clone(this._values[name].transition);\n    }\n\n    setTransition<S extends keyof Props>(name: S, value?: TransitionSpecification) {\n        if (!Object.hasOwn(this._values, name)) {\n            this._values[name] = new TransitionablePropertyValue(this._values[name].property) as TransitionablePropertyValues<Props>[S];\n        }\n        this._values[name].transition = clone(value) || undefined;\n    }\n\n    serialize(): PropertyValueSpecifications<Props> {\n        const result = {} as PropertyValueSpecifications<Props>;\n        for (const property of Object.keys(this._values) as Array<keyof Props>) {\n            const value = this.getValue(property) as Props[keyof Props];\n            if (value !== undefined) {\n                result[property] = value;\n            }\n\n            const transition = this.getTransition(property);\n            if (transition !== undefined) {\n                result[`${property as string}-transition`] = transition;\n            }\n        }\n        return result;\n    }\n\n    transitioned(parameters: TransitionParameters, prior: Transitioning<Props>): Transitioning<Props> {\n        const result = new Transitioning(this._properties);\n        for (const property of Object.keys(this._values)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            result._values[property] = this._values[property].transitioned(parameters, prior._values[property]);\n        }\n        return result;\n    }\n\n    untransitioned(): Transitioning<Props> {\n        const result = new Transitioning(this._properties);\n        for (const property of Object.keys(this._values)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            result._values[property] = this._values[property].untransitioned();\n        }\n        return result;\n    }\n\n    isIndoorDependent(): boolean {\n        return this._isIndoorDependent;\n    }\n}\n\n// ------- Transitioning -------\n\n/**\n * `TransitioningPropertyValue` implements the first of two intermediate steps in the evaluation chain of a paint\n * property value. In this step, transitions between old and new values are handled: as long as the transition is in\n * progress, `TransitioningPropertyValue` maintains a reference to the prior value, and interpolates between it and\n * the new value based on the current time and the configured transition duration and delay. The product is the next\n * step in the evaluation chain: the \"possibly evaluated\" result type `R`. See below for more on this concept.\n *\n * @private\n */\nclass TransitioningPropertyValue<T, R> {\n    property: Property<T, R>;\n    value: PropertyValue<T, R>;\n    prior: TransitioningPropertyValue<T, R> | null | undefined;\n    begin: TimePoint;\n    end: TimePoint;\n\n    constructor(property: Property<T, R>,\n        value: PropertyValue<T, R>,\n        prior: TransitioningPropertyValue<T, R> | null | undefined,\n        transition: TransitionSpecification,\n        now: TimePoint) {\n        const delay = transition.delay || 0;\n        const duration = transition.duration || 0;\n        now = now || 0;\n        this.property = property;\n        this.value = value;\n        this.begin = now + delay;\n        this.end = this.begin + duration;\n        if (property.specification.transition && (transition.delay || transition.duration)) {\n            this.prior = prior;\n        }\n    }\n\n    possiblyEvaluate(\n        parameters: EvaluationParameters,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n    ): R {\n        const now = parameters.now || 0;\n        const finalValue = this.value.possiblyEvaluate(parameters, canonical, availableImages);\n        const prior = this.prior;\n        if (!prior) {\n            // No prior value.\n            return finalValue;\n        } else if (now > this.end) {\n            // Transition from prior value is now complete.\n            this.prior = null;\n            return finalValue;\n        } else if (this.value.isDataDriven()) {\n            // Transitions to data-driven properties are not supported.\n            // We snap immediately to the data-driven value so that, when we perform layout,\n            // we see the data-driven function and can use it to populate vertex buffers.\n            this.prior = null;\n            return finalValue;\n        } else if (now < this.begin) {\n            // Transition hasn't started yet.\n            return prior.possiblyEvaluate(parameters, canonical, availableImages);\n        } else {\n            // Interpolate between recursively-calculated prior value and final.\n            const t = (now - this.begin) / (this.end - this.begin);\n            return this.property.interpolate(prior.possiblyEvaluate(parameters, canonical, availableImages), finalValue, easeCubicInOut(t));\n        }\n    }\n}\n\n/**\n * A helper type: given an object type `Properties` whose values are each of type `Property<T, R>`, it calculates\n * an object type with the same keys and values of type `TransitioningPropertyValue<T, R>`.\n *\n * @private\n */\ntype TransitioningPropertyValues<Properties> = {\n    [Key in keyof Properties]: Properties[Key] extends Property<infer T, infer R> ?\n        TransitioningPropertyValue<T, R> :\n        never;\n};\n\n/**\n * `Transitioning` stores a map of all (property name, `TransitioningPropertyValue`) pairs for paint properties of a\n * given layer type. It can calculate the possibly-evaluated values for all of them at once, producing a\n * `PossiblyEvaluated` instance for the same set of properties.\n *\n * @private\n */\nexport class Transitioning<Props extends {\n    [Prop in keyof Props]: Props[Prop]\n}> {\n    _properties: Properties<Props>;\n    _values: TransitioningPropertyValues<Props>;\n\n    constructor(properties: Properties<Props>) {\n        this._properties = properties;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this._values = (Object.create(properties.defaultTransitioningPropertyValues));\n    }\n\n    possiblyEvaluate(\n        parameters: EvaluationParameters,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n    ): PossiblyEvaluated<Props> {\n        const result = new PossiblyEvaluated(this._properties);\n        for (const property of Object.keys(this._values)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            result._values[property] = this._values[property].possiblyEvaluate(parameters, canonical, availableImages);\n        }\n        return result;\n    }\n\n    hasTransition(): boolean {\n        for (const property of Object.keys(this._values)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            if (this._values[property].prior) {\n                return true;\n            }\n        }\n        return false;\n    }\n}\n\n// ------- Layout -------\n\n/**\n * A helper type: given an object type `Properties` whose values are each of type `Property<T, R>`, it calculates\n * an object type with the same keys and values of type `PropertyValue<T, R>`.\n *\n * @private\n */\ntype PropertyValues<Props> = {\n    [Key in keyof Props]: Props[Key] extends Property<infer T, infer R> ? PropertyValue<T, R> : never;\n};\n\n/**\n * A helper type: given an object type `Properties` whose values are each of type `Property<T, R>`, it calculates\n * an object type with the same keys and values of type `PropertyValueSpecification<T>`.\n *\n * @private\n */\nexport type PropertyValueSpecifications<Props> = Partial<{\n    [Key in keyof Props]: Props[Key] extends Property<infer T, unknown> ?\n        PropertyValueSpecification<T extends Color ? string : T> :\n        never;\n}>;\n\n/**\n * Because layout properties are not transitionable, they have a simpler representation and evaluation chain than\n * paint properties: `PropertyValue`s are possibly evaluated, producing possibly evaluated values, which are then\n * fully evaluated.\n *\n * `Layout` stores a map of all (property name, `PropertyValue`) pairs for layout properties of a\n * given layer type. It can calculate the possibly-evaluated values for all of them at once, producing a\n * `PossiblyEvaluated` instance for the same set of properties.\n *\n * @private\n */\nexport class Layout<Props extends {\n    [Prop in keyof Props]: Props[Prop]\n}> {\n    _properties: Properties<Props>;\n    _values: PropertyValues<Props>;\n    _scope: string;\n    _options: ConfigOptions | null | undefined;\n    _iconImageUseTheme: string | null | undefined;\n    _isIndoorDependent: boolean;\n    configDependencies: Set<string>;\n\n    constructor(properties: Properties<Props>, scope: string, options?: ConfigOptions | null, iconImageUseTheme?: string | null) {\n        this._properties = properties;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this._values = (Object.create(properties.defaultPropertyValues));\n        this._scope = scope;\n        this._options = options;\n        this._iconImageUseTheme = iconImageUseTheme;\n        this._isIndoorDependent = false;\n        this.configDependencies = new Set();\n    }\n\n    getValue<S extends keyof Props, T>(name: S): PropertyValueSpecification<T> | void {\n        return clone(this._values[name].value as PropertyValueSpecification<T> | void);\n    }\n\n    setValue<S extends keyof Props>(name: S, value: unknown) {\n        this._values[name] = new PropertyValue(this._values[name].property, value === null ? undefined : clone(value), this._scope, this._options, this._iconImageUseTheme) as PropertyValues<Props>[S];\n        if (this._values[name].expression.configDependencies) {\n            this.configDependencies = new Set([...this.configDependencies, ...this._values[name].expression.configDependencies]);\n            this._isIndoorDependent = this._isIndoorDependent || this._values[name].isIndoorDependent();\n        }\n    }\n\n    serialize(): PropertyValueSpecifications<Props> {\n        const result = {} as PropertyValueSpecifications<Props>;\n        for (const property of Object.keys(this._values) as Array<keyof Props>) {\n            const value = this.getValue(property) as Props[keyof Props];\n            if (value !== undefined) {\n                result[property] = value;\n            }\n        }\n        return result;\n    }\n\n    possiblyEvaluate(\n        parameters: EvaluationParameters,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        iconImageUseTheme?: string\n    ): PossiblyEvaluated<Props> {\n        const result = new PossiblyEvaluated(this._properties);\n        for (const property of Object.keys(this._values)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            result._values[property] = this._values[property].possiblyEvaluate(parameters, canonical, availableImages, iconImageUseTheme);\n        }\n        return result;\n    }\n\n    isIndoorDependent(): boolean {\n        return this._isIndoorDependent;\n    }\n}\n\n// ------- PossiblyEvaluated -------\n\n/**\n * \"Possibly evaluated value\" is an intermediate stage in the evaluation chain for both paint and layout property\n * values. The purpose of this stage is to optimize away unnecessary recalculations for data-driven properties. Code\n * which uses data-driven property values must assume that the value is dependent on feature data, and request that it\n * be evaluated for each feature. But when that property value is in fact a constant or camera function, the calculation\n * will not actually depend on the feature, and we can benefit from returning the prior result of having done the\n * evaluation once, ahead of time, in an intermediate step whose inputs are just the value and \"global\" parameters\n * such as current zoom level.\n *\n * `PossiblyEvaluatedValue` represents the three possible outcomes of this step: if the input value was a constant or\n * camera expression, then the \"possibly evaluated\" result is a constant value. Otherwise, the input value was either\n * a source or composite expression, and we must defer final evaluation until supplied a feature. We separate\n * the source and composite cases because they are handled differently when generating GL attributes, buffers, and\n * uniforms.\n *\n * Note that `PossiblyEvaluatedValue` (and `PossiblyEvaluatedPropertyValue`, below) are _not_ used for properties that\n * do not allow data-driven values. For such properties, we know that the \"possibly evaluated\" result is always a constant\n * scalar value. See below.\n *\n * @private\n */\nexport type PossiblyEvaluatedValue<T> = {kind: 'constant'; value: T} | SourceExpression | CompositeExpression;\n\n/**\n * `PossiblyEvaluatedPropertyValue` is used for data-driven paint and layout property values. It holds a\n * `PossiblyEvaluatedValue` and the `GlobalProperties` that were used to generate it. You're not allowed to supply\n * a different set of `GlobalProperties` when performing the final evaluation because they would be ignored in the\n * case where the input value was a constant or camera function.\n *\n * @private\n */\nexport class PossiblyEvaluatedPropertyValue<T> {\n    property: DataDrivenProperty<T>;\n    value: PossiblyEvaluatedValue<T>;\n    parameters: EvaluationParameters;\n    iconImageUseTheme: string | null | undefined;\n\n    constructor(property: DataDrivenProperty<T>, value: PossiblyEvaluatedValue<T>, parameters: EvaluationParameters, iconImageUseTheme?: string) {\n        this.property = property;\n        this.value = value;\n        this.parameters = parameters;\n        this.iconImageUseTheme = iconImageUseTheme;\n    }\n\n    isConstant(): boolean {\n        return this.value.kind === 'constant';\n    }\n\n    constantOr<U>(value: U): T | U {\n        if (this.value.kind === 'constant') {\n            return this.value.value;\n        } else {\n            return value;\n        }\n    }\n\n    evaluate(\n        feature: Feature,\n        featureState: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        formattedSection?: FormattedSection\n    ): T {\n        return this.property.evaluate(this.value, this.parameters, feature, featureState, canonical, availableImages, this.iconImageUseTheme, formattedSection);\n    }\n}\n\n/**\n * A helper type: given an object type `Properties` whose values are each of type `Property<T, R>`, it calculates\n * an object type with the same keys, and values of type `R`.\n *\n * For properties that don't allow data-driven values, `R` is a scalar type such as `number`, `string`, or `Color`.\n * For data-driven properties, it is `PossiblyEvaluatedPropertyValue`. Critically, the type definitions are set up\n * in a way that allows flow to know which of these two cases applies for any given property name, and if you attempt\n * to use a `PossiblyEvaluatedPropertyValue` as if it was a scalar, or vice versa, you will get a type error. (However,\n * there's at least one case in which flow fails to produce a type error that you should be aware of: in a context such\n * as `layer.paint.get('foo-opacity') === 0`, if `foo-opacity` is data-driven, than the left-hand side is of type\n * `PossiblyEvaluatedPropertyValue<number>`, but flow will not complain about comparing this to a number using `===`.\n * See https://github.com/facebook/flow/issues/2359.)\n *\n * @private\n */\ntype PossiblyEvaluatedPropertyValues<Properties> = {\n    [Key in keyof Properties]: Properties[Key] extends Property<unknown, infer R> ? R : never;\n};\n\n/**\n * `PossiblyEvaluated` stores a map of all (property name, `R`) pairs for paint or layout properties of a\n * given layer type.\n * @private\n */\nexport class PossiblyEvaluated<Props extends {[Prop in keyof Props]: Props[Prop]}> {\n    _properties: Properties<Props>;\n    _values: PossiblyEvaluatedPropertyValues<Props>;\n\n    constructor(properties: Properties<Props>) {\n        this._properties = properties;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this._values = Object.create(properties.defaultPossiblyEvaluatedValues);\n    }\n\n    get<S extends keyof Props>(name: S): PossiblyEvaluatedPropertyValues<Props>[S] {\n        return this._values[name];\n    }\n}\n\n/**\n * An implementation of `Property` for properties that do not permit data-driven (source or composite) expressions.\n * This restriction allows us to declare statically that the result of possibly evaluating this kind of property\n * is in fact always the scalar type `T`, and can be used without further evaluating the value on a per-feature basis.\n *\n * @private\n */\nexport class DataConstantProperty<T> implements Property<T, T> {\n    specification: StylePropertySpecification;\n\n    constructor(specification: StylePropertySpecification) {\n        this.specification = specification;\n    }\n\n    possiblyEvaluate(value: PropertyValue<T, T>, parameters: EvaluationParameters): T {\n        assert(!value.isDataDriven());\n        return value.expression.evaluate(parameters);\n    }\n\n    interpolate(a: T, b: T, t: number): T {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const interp: (a: T, b: T, t: number) => T | null | undefined = interpolate[this.specification.type];\n        if (interp) {\n            return interp(a, b, t);\n        } else {\n            return a;\n        }\n    }\n}\n\n/**\n * An implementation of `Property` for properties that permit data-driven (source or composite) expressions.\n * The result of possibly evaluating this kind of property is `PossiblyEvaluatedPropertyValue<T>`; obtaining\n * a scalar value `T` requires further evaluation on a per-feature basis.\n *\n * @private\n */\nexport class DataDrivenProperty<T> implements Property<T, PossiblyEvaluatedPropertyValue<T>> {\n    specification: StylePropertySpecification;\n    overrides?: Overrides;\n    useIntegerZoom: boolean | null | undefined;\n\n    constructor(specification: StylePropertySpecification, overrides?: Overrides) {\n        this.specification = specification;\n        this.overrides = overrides;\n    }\n\n    possiblyEvaluate(\n        value: PropertyValue<T, PossiblyEvaluatedPropertyValue<T>>,\n        parameters: EvaluationParameters,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        iconImageUseTheme?: string\n    ): PossiblyEvaluatedPropertyValue<T> {\n        if (value.expression.kind === 'constant' || value.expression.kind === 'camera') {\n            return new PossiblyEvaluatedPropertyValue<T>(this, {kind: 'constant', value: value.expression.evaluate(parameters, null, {}, canonical, availableImages, undefined, iconImageUseTheme)}, parameters);\n        } else {\n            return new PossiblyEvaluatedPropertyValue(this, value.expression, parameters, iconImageUseTheme);\n        }\n    }\n\n    interpolate(\n        a: PossiblyEvaluatedPropertyValue<T>,\n        b: PossiblyEvaluatedPropertyValue<T>,\n        t: number,\n    ): PossiblyEvaluatedPropertyValue<T> {\n        // If either possibly-evaluated value is non-constant, give up: we aren't able to interpolate data-driven values.\n        if (a.value.kind !== 'constant' || b.value.kind !== 'constant') {\n            return a;\n        }\n\n        // Special case hack solely for fill-outline-color. The undefined value is subsequently handled in\n        // FillStyleLayer#recalculate, which sets fill-outline-color to the fill-color value if the former\n        // is a PossiblyEvaluatedPropertyValue containing a constant undefined value. In addition to the\n        // return value here, the other source of a PossiblyEvaluatedPropertyValue containing a constant\n        // undefined value is the \"default value\" for fill-outline-color held in\n        // `Properties#defaultPossiblyEvaluatedValues`, which serves as the prototype of\n        // `PossiblyEvaluated#_values`.\n        if (a.value.value === undefined || b.value.value === undefined) {\n            return new PossiblyEvaluatedPropertyValue<T>(this, {kind: 'constant', value: undefined}, a.parameters);\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const interp: (a: T, b: T, t: number) => T | null | undefined = interpolate[this.specification.type];\n        if (interp) {\n            return new PossiblyEvaluatedPropertyValue(this, {kind: 'constant', value: interp(a.value.value, b.value.value, t)}, a.parameters);\n        } else {\n            return a;\n        }\n    }\n\n    evaluate(\n        value: PossiblyEvaluatedValue<T>,\n        parameters: EvaluationParameters,\n        feature: Feature,\n        featureState: FeatureState,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n        iconImageUseTheme?: string,\n        formattedSection?: FormattedSection\n    ): T {\n        if (value.kind === 'constant') {\n            return value.value;\n        } else {\n            return value.evaluate(parameters, feature, featureState, canonical, availableImages, formattedSection, iconImageUseTheme);\n        }\n    }\n}\n\n/**\n * An implementation of `Property` for `heatmap-color` and `line-gradient`. Interpolation is a no-op, and\n * evaluation returns a boolean value in order to indicate its presence, but the real\n * evaluation happens in StyleLayer classes.\n *\n * @private\n */\nexport class ColorRampProperty implements Property<Color, boolean> {\n    specification: StylePropertySpecification;\n\n    constructor(specification: StylePropertySpecification) {\n        this.specification = specification;\n    }\n\n    possiblyEvaluate(\n        value: PropertyValue<Color, boolean>,\n        parameters: EvaluationParameters,\n        canonical?: CanonicalTileID,\n        availableImages?: ImageId[],\n    ): boolean {\n        return !!value.expression.evaluate(parameters, null, {}, canonical, availableImages);\n    }\n\n    interpolate(): boolean { return false; }\n}\n\nexport class DirectionProperty implements Property<[number, number], Direction> {\n    specification: StylePropertySpecification;\n\n    constructor(specification: StylePropertySpecification) {\n        this.specification = specification;\n    }\n\n    possiblyEvaluate(\n        value: PropertyValue<[number, number], Direction>,\n        parameters: EvaluationParameters,\n    ): Direction {\n        return sphericalDirectionToCartesian(value.expression.evaluate(parameters));\n    }\n\n    interpolate(a: Direction, b: Direction, t: number): Direction {\n        return {\n            x: interpolateValue(a.x, b.x, t),\n            y: interpolateValue(a.y, b.y, t),\n            z: interpolateValue(a.z, b.z, t)\n        };\n    }\n}\n\nexport class PositionProperty implements Property<[number, number, number], Position> {\n    specification: StylePropertySpecification;\n\n    constructor(specification: StylePropertySpecification) {\n        this.specification = specification;\n    }\n\n    possiblyEvaluate(\n        value: PropertyValue<[number, number, number], Position>,\n        parameters: EvaluationParameters,\n    ): Position {\n        return sphericalPositionToCartesian(value.expression.evaluate(parameters));\n    }\n\n    interpolate(a: Position, b: Position, t: number): Position {\n        return {\n            x: interpolateValue(a.x, b.x, t),\n            y: interpolateValue(a.y, b.y, t),\n            z: interpolateValue(a.z, b.z, t),\n            azimuthal: interpolateValue(a.azimuthal, b.azimuthal, t),\n            polar: interpolateValue(a.polar, b.polar, t),\n        };\n    }\n}\n\n/**\n * `Properties` holds objects containing default values for the layout or paint property set of a given\n * layer type. These objects are immutable, and they are used as the prototypes for the `_values` members of\n * `Transitionable`, `Transitioning`, `Layout`, and `PossiblyEvaluated`. This allows these classes to avoid\n * doing work in the common case where a property has no explicit value set and should be considered to take\n * on the default value: using `for (const property of Object.keys(this._values))`, they can iterate over\n * only the _own_ properties of `_values`, skipping repeated calculation of transitions and possible/final\n * evaluations for defaults, the result of which will always be the same.\n *\n * @private\n */\nexport class Properties<Props extends {[Key in keyof Props]: Props[Key]}> {\n    properties: Props;\n    defaultPropertyValues: PropertyValues<Props>;\n    defaultTransitionablePropertyValues: TransitionablePropertyValues<Props>;\n    defaultTransitioningPropertyValues: TransitioningPropertyValues<Props>;\n    defaultPossiblyEvaluatedValues: PossiblyEvaluatedPropertyValues<Props>;\n    overridableProperties: Array<string>;\n\n    constructor(properties: Props) {\n        this.properties = properties;\n        this.defaultPropertyValues = {} as PropertyValues<Props>;\n        this.defaultTransitionablePropertyValues = {} as TransitionablePropertyValues<Props>;\n        this.defaultTransitioningPropertyValues = {} as TransitioningPropertyValues<Props>;\n        this.defaultPossiblyEvaluatedValues = {} as PossiblyEvaluatedPropertyValues<Props>;\n        this.overridableProperties = [] as Array<string>;\n\n        const defaultParameters = new EvaluationParameters(0, {});\n        for (const property in properties) {\n            const prop = properties[property];\n            const spec = (prop as {specification?: {overridable?: boolean}}).specification;\n            if (spec && spec.overridable) {\n                this.overridableProperties.push(property);\n            }\n\n            type PropertyValueType = typeof this.defaultPropertyValues[typeof property];\n            type TransitionablePropertyValueType = typeof this.defaultTransitionablePropertyValues[typeof property];\n            type TransitioningPropertyValueType = typeof this.defaultTransitioningPropertyValues[typeof property];\n            type PossiblyEvaluatedValueType = typeof this.defaultPossiblyEvaluatedValues[typeof property];\n\n            const defaultPropertyValue = this.defaultPropertyValues[property] =\n                new PropertyValue(prop, undefined) as PropertyValueType;\n\n            const defaultTransitionablePropertyValue = this.defaultTransitionablePropertyValues[property] =\n                new TransitionablePropertyValue(prop) as TransitionablePropertyValueType;\n\n            this.defaultTransitioningPropertyValues[property] =\n                defaultTransitionablePropertyValue.untransitioned() as TransitioningPropertyValueType;\n\n            this.defaultPossiblyEvaluatedValues[property] =\n                defaultPropertyValue.possiblyEvaluate(defaultParameters) as PossiblyEvaluatedValueType;\n        }\n    }\n}\n\nregister(DataDrivenProperty, 'DataDrivenProperty');\nregister(DataConstantProperty, 'DataConstantProperty');\nregister(ColorRampProperty, 'ColorRampProperty');\n","{\n  \"$version\": 8,\n  \"$root\": {\n    \"version\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": [\n        8\n      ],\n      \"doc\": \"Style specification version number. Must be 8.\",\n      \"example\": 8\n    },\n    \"fragment\": {\n      \"type\": \"boolean\",\n      \"doc\": \"Indicates that a style is a fragment style.\",\n      \"example\": true\n    },\n    \"name\": {\n      \"type\": \"string\",\n      \"doc\": \"A human-readable name for the style.\",\n      \"example\": \"Bright\"\n    },\n    \"metadata\": {\n      \"type\": \"*\",\n      \"doc\": \"Arbitrary properties useful to track with the stylesheet, but do not influence rendering. Properties should be prefixed to avoid collisions, like 'mapbox:'.\"\n    },\n    \"center\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"doc\": \"Default map center in longitude and latitude. The style center will be used only if the map has not been positioned by other means (e.g. map options or user interaction).\",\n      \"example\": [\n        -73.9749,\n        40.7736\n      ]\n    },\n    \"zoom\": {\n      \"type\": \"number\",\n      \"doc\": \"Default zoom level. The style zoom will be used only if the map has not been positioned by other means (e.g. map options or user interaction).\",\n      \"example\": 12.5\n    },\n    \"bearing\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"period\": 360,\n      \"units\": \"degrees\",\n      \"doc\": \"Default bearing, in degrees. The bearing is the compass direction that is \\\"up\\\"; for example, a bearing of 90° orients the map so that east is up. This value will be used only if the map has not been positioned by other means (e.g. map options or user interaction).\",\n      \"example\": 29\n    },\n    \"pitch\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"units\": \"degrees\",\n      \"doc\": \"Default pitch, in degrees. Zero is perpendicular to the surface, for a look straight down at the map, while a greater value like 60 looks ahead towards the horizon. The style pitch will be used only if the map has not been positioned by other means (e.g. map options or user interaction).\",\n      \"example\": 50\n    },\n    \"light\": {\n      \"type\": \"light\",\n      \"doc\": \"The global light source. Note: This API is deprecated. Prefer using `flat` light type instead in the `lights` API.\",\n      \"example\": {\n        \"anchor\": \"viewport\",\n        \"color\": \"white\",\n        \"intensity\": 0.4\n      }\n    },\n    \"lights\": {\n      \"required\": false,\n      \"type\": \"array\",\n      \"value\": \"light-3d\",\n      \"doc\": \"Array of light sources affecting the whole map and the default for 3D style, mutually exclusive with the light property\",\n      \"example\": [\n        {\n          \"id\": \"environment\",\n          \"type\": \"ambient\",\n          \"properties\": {\n            \"color\": \"rgba(255.0, 0.0, 0.0, 1.0)\",\n            \"intensity\": 0.4\n          }\n        },\n        {\n          \"id\": \"sun_light\",\n          \"type\": \"directional\",\n          \"properties\": {\n            \"color\": \"rgba(255.0, 0.0, 0.0, 1.0)\",\n            \"intensity\": 0.4,\n            \"direction\": [200.0, 40.0],\n            \"cast-shadows\": true,\n            \"shadow-intensity\": 0.2\n          }\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"terrain\": {\n      \"type\": \"terrain\",\n      \"optional\": true,\n      \"doc\": \"A global modifier that elevates layers and markers based on a DEM data source.\"\n    },\n    \"fog\": {\n      \"type\": \"fog\",\n      \"doc\": \"A global effect that fades layers and markers based on their distance to the camera. The fog can be used to approximate the effect of atmosphere on distant objects and enhance the depth perception of the map when used with terrain or 3D features. Note: fog is renamed to atmosphere in the Android and iOS SDKs and planned to be changed in GL-JS v.3.0.0.\"\n    },\n    \"snow\": {\n      \"type\": \"snow\",\n      \"doc\": \"Global precipitation particle-based snow. Having snow present in the style forces constant map repaint mode\",\n      \"experimental\": true\n    },\n    \"rain\": {\n      \"type\": \"rain\",\n      \"doc\": \"Global precipitation particle-based rain effect. Having rain present in the style forces constant map repaint mode.\",\n      \"experimental\": true\n    },\n    \"camera\": {\n      \"type\": \"camera\",\n      \"doc\": \"Global setting to control additional camera intrinsics parameters, e.g. projection type (perspective / orthographic).\"\n    },\n    \"color-theme\": {\n      \"type\": \"colorTheme\",\n      \"doc\": \"A global modifier for the colors of the style.\"\n    },\n    \"indoor\": {\n      \"type\": \"indoor\",\n      \"private\": true,\n      \"experimental\": true,\n      \"doc\": \"Controls the behaviour of indoor features.\"\n    },\n    \"imports\": {\n      \"type\": \"array\",\n      \"value\": \"import\",\n      \"doc\": \"Imports other styles into this style.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"iconsets\": {\n      \"experimental\": true,\n      \"type\": \"iconsets\",\n      \"doc\": \"A collection of icon sets\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.11.0\",\n          \"android\": \"11.11.0\",\n          \"ios\": \"11.11.0\"\n        }\n      }\n    },\n    \"schema\": {\n      \"type\": \"schema\",\n      \"doc\": \"Definition of the schema for configuration options.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"sources\": {\n      \"required\": true,\n      \"type\": \"sources\",\n      \"doc\": \"Data source specifications.\",\n      \"example\": {\n        \"mapbox-streets\": {\n          \"type\": \"vector\",\n          \"url\": \"mapbox://mapbox.mapbox-streets-v6\"\n        }\n      }\n    },\n    \"sprite\": {\n      \"type\": \"string\",\n      \"doc\": \"A base URL for retrieving the sprite image and metadata. The extensions `.png`, `.json` and scale factor `@2x.png` will be automatically appended. This property is required if any layer uses the `background-pattern`, `fill-pattern`, `line-pattern`, `fill-extrusion-pattern`, or `icon-image` properties. The URL must be absolute, containing the [scheme, authority and path components](https://en.wikipedia.org/wiki/URL#Syntax).\",\n      \"example\": \"mapbox://sprites/mapbox/bright-v8\"\n    },\n    \"glyphs\": {\n      \"type\": \"string\",\n      \"doc\": \"A URL template for loading signed-distance-field glyph sets in PBF format. The URL must include `{fontstack}` and `{range}` tokens. This property is required if any layer uses the `text-field` layout property. The URL must be absolute, containing the [scheme, authority and path components](https://en.wikipedia.org/wiki/URL#Syntax).\",\n      \"default\": \"mapbox://fonts/mapbox/{fontstack}/{range}.pbf\",\n      \"example\": \"mapbox://fonts/mapbox/{fontstack}/{range}.pbf\"\n    },\n    \"transition\": {\n      \"type\": \"transition\",\n      \"doc\": \"A global transition definition to use as a default across properties, to be used for timing transitions between one value and the next when no property-specific transition is set. Collision-based symbol fading is controlled independently of the style's `transition` property.\",\n      \"example\": {\n        \"duration\": 300,\n        \"delay\": 0\n      }\n    },\n    \"projection\": {\n      \"type\": \"projection\",\n      \"doc\": \"The projection the map should be rendered in. Supported projections are Mercator, Globe, Albers, Equal Earth, Equirectangular (WGS84), Lambert conformal conic, Natural Earth, and Winkel Tripel. Terrain, sky and fog are supported by only Mercator and globe. CustomLayerInterface is not supported outside of Mercator.\",\n      \"example\": {\n        \"name\": \"albers\",\n        \"center\": [-154, 50],\n        \"parallels\": [55, 65]\n      }\n    },\n    \"layers\": {\n      \"required\": true,\n      \"type\": \"array\",\n      \"value\": \"layer\",\n      \"doc\": \"Layers will be drawn in the order of this array.\",\n      \"example\": [\n        {\n          \"id\": \"water\",\n          \"source\": \"mapbox-streets\",\n          \"source-layer\": \"water\",\n          \"type\": \"fill\",\n          \"paint\": {\n            \"fill-color\": \"#00ffff\"\n          }\n        }\n      ]\n    },\n    \"models\": {\n      \"type\": \"models\",\n      \"doc\": \"Specification of models used in the style.\",\n      \"example\": {\n        \"spruce1-lod0\": \"asset://spruce1-lod0.glb\",\n        \"spruce1-lod1\": \"asset://spruce1-lod1.glb\",\n        \"spruce1-lod2\": \"asset://spruce1-lod2.glb\"\n      }\n    },\n   \"featuresets\": {\n      \"experimental\": true,\n      \"type\": \"featuresets\",\n      \"doc\": \"Defines sets of features for querying, interaction, and state management on the map, referencing individual layers or subsets of layers within the map's style.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.9.0\",\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"example\": {\n        \"poi\": {\n          \"selectors\": [\n            {\n              \"layer\": \"poi\",\n              \"properties\": {\n                \"type\": [\"get\", \"type\"],\n                \"name\": [\"get\", \"name\"],\n                \"brand\": \"ABC\"\n              }\n            }\n          ]\n        }\n      }\n    }\n  },\n  \"featuresets\": {\n    \"experimental\": true,\n    \"*\": {\n      \"type\": \"featureset\",\n      \"doc\": \"Defines a combined set of features from one or more underlying layers within the current style. Features in a style featureset can be queried, interacted with, and their states can be queried and updated.\"\n    }\n  },\n  \"featureset\": {\n    \"experimental\": true,\n    \"metadata\": {\n      \"experimental\": true,\n      \"type\": \"*\",\n      \"doc\": \"Arbitrary properties useful to track with the stylesheet, but do not influence rendering. Properties should be prefixed to avoid collisions, like 'mapbox:'.\"\n    },\n    \"selectors\": {\n      \"experimental\": true,\n      \"type\": \"array\",\n      \"value\": \"selector\",\n      \"doc\": \"A collection of categorized selectors.\"\n    }\n  },\n  \"selector\": {\n    \"experimental\": true,\n    \"layer\": {\n      \"experimental\": true,\n      \"type\": \"string\",\n      \"doc\": \"The ID of a layer that exists in the current style.\",\n      \"required\": true\n    },\n    \"properties\": {\n      \"experimental\": true,\n      \"type\": \"selectorProperty\",\n      \"required\": false,\n      \"doc\": \"Properties accessible to the end user through queried feautures. If properties are empty, no feature properties are exposed. If undefined, all original feature properties will be accessible.\"\n    },\n    \"featureNamespace\": {\n      \"experimental\": true,\n      \"type\": \"string\",\n      \"required\": false,\n      \"doc\": \"An optional field that represents the feature namespace defined by the selector within a featureset to which this feature belongs. If the underlying source is the same for multiple selectors within a featureset, the same featureNamespace should be used across those selectors.\"\n    },\n    \"_uniqueFeatureID\": {\n      \"experimental\": true,\n      \"type\": \"boolean\",\n      \"private\": true,\n      \"required\": false,\n      \"doc\": \"Internal flag used for standard style, in case multiple features sharing the same featureId, only one feature will be returned for feature query.\"\n    }\n  },\n  \"selectorProperty\": {\n    \"experimental\": true,\n    \"*\": {\n      \"experimental\": true,\n      \"type\": \"*\",\n      \"doc\": \"The value of the property. It can be an expression that generates the returned value from the feature, or a constant value specifying the returned value.\"\n    }\n  },\n  \"model\": {\n    \"type\": \"string\",\n    \"doc\": \"A URL to a model resource. Supported protocols are `http:`, `https:`, and `mapbox://<Model ID>`.\",\n    \"required\": true\n  },\n  \"import\": {\n    \"id\": {\n      \"type\": \"string\",\n      \"doc\": \"Unique import name.\",\n      \"required\": true\n    },\n    \"url\": {\n      \"type\": \"string\",\n      \"doc\": \"The URL of the style.\",\n      \"required\": true\n    },\n    \"config\": {\n      \"type\": \"config\",\n      \"doc\": \"Configuration values for the imported style's options.\"\n    },\n    \"data\": {\n      \"type\": \"$root\",\n      \"doc\": \"The inlined style that must correspond to the contents of the specified URL.\"\n    },\n    \"color-theme\": {\n      \"type\": \"colorTheme\",\n      \"optional\": true,\n      \"doc\": \"If specified, it overrides the color-theme of the imported style.\"\n    }\n  },\n  \"config\": {\n    \"*\": {\n      \"type\": \"*\",\n      \"doc\": \"Value of the imported style's configuration option.\"\n    }\n  },\n  \"schema\": {\n    \"*\": {\n      \"type\": \"option\",\n      \"doc\": \"Specification of a configuration option.\"\n    }\n  },\n  \"option\": {\n    \"default\": {\n      \"type\": \"*\",\n      \"doc\": \"Default configuration value for this option.\",\n      \"property-type\": \"data-constant\",\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"required\": true\n    },\n    \"type\": {\n      \"type\": \"enum\",\n      \"doc\": \"The type this value is coerced to after evaluating the expression. If unspecified, the result is returned as is and is not validated.\",\n      \"values\": {\n        \"string\": {\n          \"doc\": \"The result will be coerced to a string.\"\n        },\n        \"number\": {\n          \"doc\": \"The result will be coerced to a number.\"\n        },\n        \"boolean\": {\n          \"doc\": \"The result will be coerced to a boolean.\"\n        },\n        \"color\": {\n          \"doc\": \"The result will be coerced to a color.\"\n        },\n        \"object\": {\n          \"doc\": \"The result will be coerced to an object.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.29.0\",\n              \"android\": \"11.29.0\",\n              \"ios\": \"11.29.0\"\n            }\n          }\n        }\n      }\n    },\n    \"array\": {\n      \"type\": \"boolean\",\n      \"doc\": \"If true, this option is returned as an array\"\n    },\n    \"minValue\": {\n      \"type\": \"number\",\n      \"doc\": \"If this option is a number, this specifies the minimum allowed value. Values lower than this will be clamped to the minimum value.\"\n    },\n    \"maxValue\": {\n      \"type\": \"number\",\n      \"doc\": \"If this option is a number, this specifies the maximum allowed value. Values higher than this will be clamped to the maximum value.\"\n    },\n    \"stepValue\": {\n      \"type\": \"number\",\n      \"doc\": \"If this option is a number, this specifies the increment between allowed values. Values will be rounded towards the nearest allowed value.\"\n    },\n    \"values\": {\n      \"type\": \"array\",\n      \"value\": \"*\",\n      \"doc\": \"If this option is specified, the result must be one of the given values. Otherwise, the default value is used instead.\"\n    },\n    \"metadata\": {\n      \"type\": \"*\",\n      \"doc\": \"Arbitrary properties useful to track with the layer, but do not influence rendering. Properties should be prefixed to avoid collisions, like 'mapbox:'.\"\n    }\n  },\n  \"models\" : {\n    \"*\": {\n      \"type\": \"model\",\n      \"doc\": \"A URL to a model resource. Supported protocols are `http:`, `https:`, and `mapbox://<Model ID>`.\"\n    }\n  },\n  \"light-3d\": {\n    \"id\": {\n      \"type\": \"string\",\n      \"doc\": \"Unique light name.\",\n      \"required\": true\n    },\n    \"properties\": {\n      \"type\": \"properties\",\n      \"doc\": \"Properties of the light.\"\n    },\n    \"type\": {\n      \"type\": \"enum\",\n      \"doc\": \"Type of the light to be added\",\n      \"values\": {\n        \"ambient\": {\n          \"doc\": \"An indirect light affecting all objects in the map adding a constant amount of light on them. It has no explicit direction and cannot cast shadows.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.0.0\",\n              \"android\": \"11.0.0\",\n              \"ios\": \"11.0.0\"\n            }\n          }\n        },\n        \"directional\": {\n          \"doc\": \"A light that has a direction and is located at infinite distance, so its rays are parallel. It simulates the sun light and can cast shadows.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.0.0\",\n              \"android\": \"11.0.0\",\n              \"ios\": \"11.0.0\"\n            }\n          }\n        },\n        \"flat\": {\n          \"doc\": \"A global directional light source which is only applied on 3D and hillshade layers. Using this type disables other light sources.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.0.0\",\n              \"android\": \"11.0.0\",\n              \"ios\": \"11.0.0\"\n            }\n          }\n        }\n      }\n    }\n  },\n  \"properties\": [\n    \"properties_light_directional\",\n    \"properties_light_ambient\",\n    \"properties_light_flat\"\n  ],\n  \"properties_light_directional\": {\n    \"direction\": {\n      \"type\": \"array\",\n      \"default\": [210, 30],\n      \"minimum\": [0, 0],\n      \"maximum\": [360, 90],\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"Direction of the light source specified as [a azimuthal angle, p polar angle] where a indicates the azimuthal angle of the light relative to north (in degrees and proceeding clockwise), and p indicates polar angle of the light (from 0°, directly above, to 180°, directly below).\",\n      \"example\": [90, 40],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#ffffff\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Color of the directional light.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.5,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"A multiplier for the color of the directional light.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"cast-shadows\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"Enable/Disable shadow casting for this light\",\n      \"transition\": false,\n      \"property-type\": \"data-constant\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"shadow-quality\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": false,\n      \"doc\": \"Determines the quality of the shadows on the map. A value of 1 ensures the highest quality and is the default value.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"experimental\": true\n    },\n    \"shadow-intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 1.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"Determines the shadow strength, affecting the shadow receiver surfaces final color. Values near 0.0 reduce the shadow contribution to the final color. Values near to 1.0 make occluded surfaces receive almost no directional light. Designed to be used mostly for transitioning between values 0 and 1.\",\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"shadow-draw-before-layer\": {\n      \"type\": \"string\",\n      \"property-type\": \"data-constant\",\n      \"doc\": \"Specify a layer before which shadows are drawn on the ground. If not specified, shadows are drawn after the last 3D layer. This property does not affect shadows on terrain.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.18.0\",\n          \"android\": \"11.18.0\",\n          \"ios\": \"11.18.0\"\n        }\n      },\n      \"experimental\": true\n    }\n  },\n  \"properties_light_ambient\": {\n    \"color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#ffffff\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Color of the ambient light.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.5,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"A multiplier for the color of the ambient light.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    }\n  },\n  \"properties_light_flat\": {\n    \"anchor\": {\n      \"type\": \"enum\",\n      \"default\": \"viewport\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The position of the light source is aligned to the rotation of the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The position of the light source is aligned to the rotation of the viewport. If terrain is enabled, performance regressions may occur in certain scenarios, particularly on lower-end hardware. Ensure that you test your target scenarios on the appropriate hardware to verify performance.\"\n        }\n      },\n      \"property-type\": \"data-constant\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"Whether extruded geometries are lit relative to the map or viewport.\",\n      \"example\": \"map\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"position\": {\n      \"type\": \"array\",\n      \"default\": [\n        1.15,\n        210,\n        30\n      ],\n      \"length\": 3,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"Position of the light source relative to lit (extruded) geometries, in [r radial coordinate, a azimuthal angle, p polar angle] where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0° (0° when `light.anchor` is set to `viewport` corresponds to the top of the viewport, or 0° when `light.anchor` is set to `map` corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0°, directly above, to 180°, directly below).\",\n      \"example\": [\n        1.5,\n        90,\n        80\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#ffffff\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Color tint for lighting extruded geometries.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.5,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Intensity of lighting (on a scale from 0 to 1). Higher numbers will present as more extreme contrast.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    }\n  },\n  \"iconsets\": {\n    \"*\": {\n      \"type\": \"iconset\",\n      \"doc\": \"Specification of an icon set. For sprite icon set, a URL must be provided. For `raster-array` source icon set, a source name must be provided.\"\n    }\n  },\n  \"iconset\": [\n    \"iconset_sprite\",\n    \"iconset_source\"\n  ],\n  \"iconset_sprite\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"sprite\": {\n          \"doc\": \"A sprite icon set.\"\n        }\n      },\n      \"doc\": \"The type of the icon set.\"\n    },\n    \"url\": {\n      \"required\": true,\n      \"type\": \"string\",\n      \"doc\": \"A base URL for retrieving the icon set and metadata. The extension `.pbf` will be automatically appended. The URL must be absolute, containing the [scheme, authority and path components](https://en.wikipedia.org/wiki/URL#Syntax).\",\n      \"example\": \"mapbox://sprites/mapbox/bright\"\n    }\n  },\n  \"iconset_source\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"source\": {\n          \"doc\": \"A source icon set.\"\n        }\n      },\n      \"doc\": \"The type of the icon set.\"\n    },\n    \"source\": {\n      \"required\": true,\n      \"type\": \"string\",\n      \"doc\": \"Name of a source of `raster-array` type to be used for the icon set.\"\n    }\n  },\n  \"sources\": {\n    \"*\": {\n      \"type\": \"source\",\n      \"doc\": \"Specification of a data source. For vector and raster sources, either TileJSON or a URL to a TileJSON must be provided. For image and video sources, a URL must be provided. For GeoJSON sources, a URL or inline GeoJSON must be provided.\"\n    }\n  },\n  \"source\": [\n    \"source_vector\",\n    \"source_raster\",\n    \"source_raster_dem\",\n    \"source_raster_array\",\n    \"source_geojson\",\n    \"source_video\",\n    \"source_image\",\n    \"source_model\"\n  ],\n  \"source_vector\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"vector\": {\n          \"doc\": \"A vector tile source.\"\n        }\n      },\n      \"doc\": \"The type of the source.\"\n    },\n    \"url\": {\n      \"type\": \"string\",\n      \"doc\": \"A URL to a TileJSON resource. Supported protocols are `http:`, `https:`, and `mapbox://<Tileset ID>`. Required if `tiles` is not provided.\"\n    },\n    \"tiles\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"doc\": \"An array of one or more tile source URLs, as in the TileJSON spec. Required if `url` is not provided.\"\n    },\n    \"bounds\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 4,\n      \"default\": [\n        -180,\n        -85.051129,\n        180,\n        85.051129\n      ],\n      \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`. When this property is included in a source, no tiles outside of the given bounds are requested by Mapbox GL.\"\n    },\n    \"extra_bounds\": {\n      \"type\": \"array\",\n      \"value\": {\n        \"type\": \"array\",\n        \"value\": \"number\",\n        \"length\": 4,\n        \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`.\"\n      },\n      \"doc\": \"An array of additional discrete geographic regions where tiles are available. When used alongside the `bounds` property, these regions act as an additional filter - Mapbox GL will only request tiles that are both within the `bounds` and any of the regions defined in `extra_bounds`. When used independently (without `bounds`), Mapbox GL will request tiles that fall within any of the regions in `extra_bounds`. This allows for more fine-grained control over tile requests, particularly when dealing with sparse data coverage.\"\n    },\n    \"scheme\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"xyz\": {\n          \"doc\": \"Slippy map tilenames scheme.\"\n        },\n        \"tms\": {\n          \"doc\": \"OSGeo spec scheme.\"\n        }\n      },\n      \"default\": \"xyz\",\n      \"doc\": \"Influences the y direction of the tile coordinates. The global-mercator (aka Spherical Mercator) profile is assumed.\"\n    },\n    \"minzoom\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"Minimum zoom level for which tiles are available, as in the TileJSON spec.\"\n    },\n    \"maxzoom\": {\n      \"type\": \"number\",\n      \"default\": 22,\n      \"doc\": \"Maximum zoom level for which tiles are available, as in the TileJSON spec. Data from tiles at the maxzoom are used when displaying the map at higher zoom levels.\"\n    },\n    \"attribution\": {\n      \"type\": \"string\",\n      \"doc\": \"Contains an attribution to be displayed when the map is shown to a user.\"\n    },\n    \"promoteId\": {\n      \"type\": \"promoteId\",\n      \"doc\": \"A property to use as a feature id (for feature state). It can be a property name, or an expression to evaluate as the ID, or an object of the form `{<sourceLayer>: <propertyName/expression>}`. The expression can only be feature dependent if it is used. If specified as a string for a vector tile source, the same property is used across all its source layers. If specified as an object only specified source layers will have id overriden, others will fallback to original feature id\"\n    },\n    \"volatile\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"A setting to determine whether a source's tiles are cached locally.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"9.3.0\",\n          \"ios\": \"5.10.0\"\n        }\n      }\n    },\n    \"*\": {\n      \"type\": \"*\",\n      \"doc\": \"Other keys to configure the data source.\"\n    }\n  },\n  \"source_raster\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"raster\": {\n          \"doc\": \"A raster tile source.\"\n        }\n      },\n      \"doc\": \"The type of the source.\"\n    },\n    \"url\": {\n      \"type\": \"string\",\n      \"doc\": \"A URL to a TileJSON resource. Supported protocols are `http:`, `https:`, and `mapbox://<Tileset ID>`. Required if `tiles` is not provided.\"\n    },\n    \"tiles\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"doc\": \"An array of one or more tile source URLs, as in the TileJSON spec. Required if `url` is not provided.\"\n    },\n    \"bounds\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 4,\n      \"default\": [\n        -180,\n        -85.051129,\n        180,\n        85.051129\n      ],\n      \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`. When this property is included in a source, no tiles outside of the given bounds are requested by Mapbox GL.\"\n    },\n    \"extra_bounds\": {\n      \"type\": \"array\",\n      \"value\": {\n        \"type\": \"array\",\n        \"value\": \"number\",\n        \"length\": 4,\n        \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`.\"\n      },\n      \"doc\": \"An array of additional discrete geographic regions where tiles are available. When used alongside the `bounds` property, these regions act as an additional filter - Mapbox GL will only request tiles that are both within the `bounds` and any of the regions defined in `extra_bounds`. When used independently (without `bounds`), Mapbox GL will request tiles that fall within any of the regions in `extra_bounds`. This allows for more fine-grained control over tile requests, particularly when dealing with sparse data coverage.\"\n    },\n    \"minzoom\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"Minimum zoom level for which tiles are available, as in the TileJSON spec.\"\n    },\n    \"maxzoom\": {\n      \"type\": \"number\",\n      \"default\": 22,\n      \"doc\": \"Maximum zoom level for which tiles are available, as in the TileJSON spec. Data from tiles at the maxzoom are used when displaying the map at higher zoom levels.\"\n    },\n    \"tileSize\": {\n      \"type\": \"number\",\n      \"default\": 512,\n      \"units\": \"pixels\",\n      \"doc\": \"The minimum visual size to display tiles for this layer. Only configurable for raster layers.\"\n    },\n    \"scheme\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"xyz\": {\n          \"doc\": \"Slippy map tilenames scheme.\"\n        },\n        \"tms\": {\n          \"doc\": \"OSGeo spec scheme.\"\n        }\n      },\n      \"default\": \"xyz\",\n      \"doc\": \"Influences the y direction of the tile coordinates. The global-mercator (aka Spherical Mercator) profile is assumed.\"\n    },\n    \"attribution\": {\n      \"type\": \"string\",\n      \"doc\": \"Contains an attribution to be displayed when the map is shown to a user.\"\n    },\n    \"volatile\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"A setting to determine whether a source's tiles are cached locally.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"9.3.0\",\n          \"ios\": \"5.10.0\"\n        }\n      }\n    },\n    \"*\": {\n      \"type\": \"*\",\n      \"doc\": \"Other keys to configure the data source.\"\n    }\n  },\n  \"source_raster_dem\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"raster-dem\": {\n          \"doc\": \"A RGB-encoded raster DEM source\"\n        }\n      },\n      \"doc\": \"The type of the source.\"\n    },\n    \"url\": {\n      \"type\": \"string\",\n      \"doc\": \"A URL to a TileJSON resource. Supported protocols are `http:`, `https:`, and `mapbox://<Tileset ID>`. Required if `tiles` is not provided.\"\n    },\n    \"tiles\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"doc\": \"An array of one or more tile source URLs, as in the TileJSON spec. Required if `url` is not provided.\"\n    },\n    \"bounds\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 4,\n      \"default\": [\n        -180,\n        -85.051129,\n        180,\n        85.051129\n      ],\n      \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`. When this property is included in a source, no tiles outside of the given bounds are requested by Mapbox GL.\"\n    },\n    \"extra_bounds\": {\n      \"type\": \"array\",\n      \"value\": {\n        \"type\": \"array\",\n        \"value\": \"number\",\n        \"length\": 4,\n        \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`.\"\n      },\n      \"doc\": \"An array of additional discrete geographic regions where tiles are available. When used alongside the `bounds` property, these regions act as an additional filter - Mapbox GL will only request tiles that are both within the `bounds` and any of the regions defined in `extra_bounds`. When used independently (without `bounds`), Mapbox GL will request tiles that fall within any of the regions in `extra_bounds`. This allows for more fine-grained control over tile requests, particularly when dealing with sparse data coverage.\"\n    },\n    \"minzoom\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"Minimum zoom level for which tiles are available, as in the TileJSON spec.\"\n    },\n    \"maxzoom\": {\n      \"type\": \"number\",\n      \"default\": 22,\n      \"doc\": \"Maximum zoom level for which tiles are available, as in the TileJSON spec. Data from tiles at the maxzoom are used when displaying the map at higher zoom levels.\"\n    },\n    \"tileSize\": {\n      \"type\": \"number\",\n      \"default\": 512,\n      \"units\": \"pixels\",\n      \"doc\": \"The minimum visual size to display tiles for this layer. Only configurable for raster layers.\"\n    },\n    \"attribution\": {\n      \"type\": \"string\",\n      \"doc\": \"Contains an attribution to be displayed when the map is shown to a user.\"\n    },\n    \"encoding\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"terrarium\": {\n          \"doc\": \"Terrarium format PNG tiles. See https://aws.amazon.com/es/public-datasets/terrain/ for more info.\"\n        },\n        \"mapbox\": {\n          \"doc\": \"Mapbox Terrain RGB tiles. See https://www.mapbox.com/help/access-elevation-data/#mapbox-terrain-rgb for more info.\"\n        }\n      },\n      \"default\": \"mapbox\",\n      \"doc\": \"The encoding used by this source. Mapbox Terrain RGB is used by default\"\n    },\n    \"volatile\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"A setting to determine whether a source's tiles are cached locally.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"9.3.0\",\n          \"ios\": \"5.10.0\"\n        }\n      }\n    },\n    \"*\": {\n      \"type\": \"*\",\n      \"doc\": \"Other keys to configure the data source.\"\n    }\n  },\n  \"source_raster_array\": {\n    \"experimental\": true,\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"raster-array\": {\n          \"doc\": \"A raster array source\"\n        }\n      },\n      \"doc\": \"The type of the source.\"\n    },\n    \"url\": {\n      \"type\": \"string\",\n      \"doc\": \"A URL to a TileJSON resource. Supported protocols are `http:`, `https:`, and `mapbox://<Tileset ID>`. Required if `tiles` is not provided.\"\n    },\n    \"tiles\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"doc\": \"An array of one or more tile source URLs, as in the TileJSON spec. Required if `url` is not provided.\"\n    },\n    \"bounds\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 4,\n      \"default\": [\n        -180,\n        -85.051129,\n        180,\n        85.051129\n      ],\n      \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`. When this property is included in a source, no tiles outside of the given bounds are requested by Mapbox GL.\"\n    },\n    \"extra_bounds\": {\n      \"type\": \"array\",\n      \"value\": {\n        \"type\": \"array\",\n        \"value\": \"number\",\n        \"length\": 4,\n        \"doc\": \"An array containing the longitude and latitude of the southwest and northeast corners of the source's bounding box in the following order: `[sw.lng, sw.lat, ne.lng, ne.lat]`.\"\n      },\n      \"doc\": \"An array of additional discrete geographic regions where tiles are available. When used alongside the `bounds` property, these regions act as an additional filter - Mapbox GL will only request tiles that are both within the `bounds` and any of the regions defined in `extra_bounds`. When used independently (without `bounds`), Mapbox GL will request tiles that fall within any of the regions in `extra_bounds`. This allows for more fine-grained control over tile requests, particularly when dealing with sparse data coverage.\"\n    },\n    \"minzoom\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"Minimum zoom level for which tiles are available, as in the TileJSON spec.\"\n    },\n    \"maxzoom\": {\n      \"type\": \"number\",\n      \"default\": 22,\n      \"doc\": \"Maximum zoom level for which tiles are available, as in the TileJSON spec. Data from tiles at the maxzoom are used when displaying the map at higher zoom levels.\"\n    },\n    \"tileSize\": {\n      \"type\": \"number\",\n      \"default\": 512,\n      \"units\": \"pixels\",\n      \"doc\": \"The minimum visual size to display tiles for this layer. Only configurable for raster layers.\"\n    },\n    \"attribution\": {\n      \"type\": \"string\",\n      \"doc\": \"Contains an attribution to be displayed when the map is shown to a user.\"\n    },\n    \"rasterLayers\": {\n      \"type\": \"*\",\n      \"doc\": \"Contains the description of the raster data layers and the bands contained within the tiles.\"\n    },\n    \"volatile\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"A setting to determine whether a source's tiles are cached locally.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"9.3.0\",\n          \"ios\": \"5.10.0\"\n        }\n      }\n    },\n    \"*\": {\n      \"type\": \"*\",\n      \"doc\": \"Other keys to configure the data source.\"\n    }\n  },\n  \"source_geojson\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"geojson\": {\n          \"doc\": \"A GeoJSON data source.\"\n        }\n      },\n      \"doc\": \"The data type of the GeoJSON source.\"\n    },\n    \"data\": {\n      \"type\": \"*\",\n      \"doc\": \"A URL to a GeoJSON file, or inline GeoJSON.\"\n    },\n    \"maxzoom\": {\n      \"type\": \"number\",\n      \"default\": 18,\n      \"doc\": \"Maximum zoom level at which to create vector tiles (higher means greater detail at high zoom levels).\"\n    },\n    \"minzoom\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"Minimum zoom level at which to create vector tiles\"\n    },\n    \"attribution\": {\n      \"type\": \"string\",\n      \"doc\": \"Contains an attribution to be displayed when the map is shown to a user.\"\n    },\n    \"buffer\": {\n      \"type\": \"number\",\n      \"default\": 128,\n      \"maximum\": 512,\n      \"minimum\": 0,\n      \"doc\": \"Size of the tile buffer on each side. A value of 0 produces no buffer. A value of 512 produces a buffer as wide as the tile itself. Larger values produce fewer rendering artifacts near tile edges and slower performance.\"\n    },\n    \"filter\": {\n      \"type\": \"*\",\n      \"doc\": \"An expression for filtering features prior to processing them for rendering.\"\n    },\n    \"tolerance\": {\n      \"type\": \"number\",\n      \"default\": 0.375,\n      \"doc\": \"Douglas-Peucker simplification tolerance (higher means simpler geometries and faster performance).\"\n    },\n    \"cluster\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If the data is a collection of point features, setting this to true clusters the points by radius into groups. Cluster groups become new `Point` features in the source with additional properties:\\n * `cluster` Is `true` if the point is a cluster \\n * `cluster_id` A unqiue id for the cluster to be used in conjunction with the [cluster inspection methods](https://www.mapbox.com/mapbox-gl-js/api/#geojsonsource#getclusterexpansionzoom)\\n * `point_count` Number of original points grouped into this cluster\\n * `point_count_abbreviated` An abbreviated point count\"\n    },\n    \"clusterRadius\": {\n      \"type\": \"number\",\n      \"default\": 50,\n      \"minimum\": 0,\n      \"doc\": \"Radius of each cluster if clustering is enabled. A value of 512 indicates a radius equal to the width of a tile.\"\n    },\n    \"clusterMaxZoom\": {\n      \"type\": \"number\",\n      \"doc\": \"Max zoom on which to cluster points if clustering is enabled. Defaults to one zoom less than maxzoom (so that last zoom features are not clustered). Clusters are re-evaluated at integer zoom levels so setting clusterMaxZoom to 14 means the clusters will be displayed until z15.\"\n    },\n    \"clusterMinPoints\": {\n      \"type\": \"number\",\n      \"doc\": \"Minimum number of points necessary to form a cluster if clustering is enabled. Defaults to `2`.\"\n    },\n    \"clusterProperties\": {\n      \"type\": \"*\",\n      \"doc\": \"An object defining custom properties on the generated clusters if clustering is enabled, aggregating values from clustered points. Has the form `{\\\"property_name\\\": [operator, map_expression]}`. `operator` is any expression function that accepts at least 2 operands (e.g. `\\\"+\\\"` or `\\\"max\\\"`) — it accumulates the property value from clusters/points the cluster contains; `map_expression` produces the value of a single point.\\n\\nExample: `{\\\"sum\\\": [\\\"+\\\", [\\\"get\\\", \\\"scalerank\\\"]]}`.\\n\\nFor more advanced use cases, in place of `operator`, you can use a custom reduce expression that references a special `[\\\"accumulated\\\"]` value, e.g.:\\n`{\\\"sum\\\": [[\\\"+\\\", [\\\"accumulated\\\"], [\\\"get\\\", \\\"sum\\\"]], [\\\"get\\\", \\\"scalerank\\\"]]}`\"\n    },\n    \"lineMetrics\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"Whether to calculate line distance metrics. This is required for line layers that specify `line-gradient` values.\"\n    },\n    \"generateId\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"Whether to generate ids for the GeoJSON features. When enabled, the `feature.id` property will be auto assigned based on its index in the `features` array, over-writing any previous values.\"\n    },\n    \"promoteId\": {\n      \"type\": \"promoteId\",\n      \"doc\": \"A property to use as a feature id (for feature state). Either a property name, an expression to evaluate as the ID, or an object of the form `{<sourceLayer>: <propertyName/expression>}`. The expression can only be feature dependent if it is used.\"\n    },\n    \"dynamic\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"Whether to optimize this source for frequent data updates (e.g. animating features).\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.4.0\"\n        }\n      }\n    }\n  },\n  \"source_video\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"video\": {\n          \"doc\": \"A video data source.\"\n        }\n      },\n      \"doc\": \"The data type of the video source.\"\n    },\n    \"urls\": {\n      \"required\": true,\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"doc\": \"URLs to video content in order of preferred format.\"\n    },\n    \"coordinates\": {\n      \"required\": true,\n      \"doc\": \"Corners of video specified in longitude, latitude pairs.\",\n      \"type\": \"array\",\n      \"length\": 4,\n      \"value\": {\n        \"type\": \"array\",\n        \"length\": 2,\n        \"value\": \"number\",\n        \"doc\": \"A single longitude, latitude pair.\"\n      }\n    }\n  },\n  \"source_image\": {\n    \"type\": {\n      \"required\": true,\n      \"type\": \"enum\",\n      \"values\": {\n        \"image\": {\n          \"doc\": \"An image data source.\"\n        }\n      },\n      \"doc\": \"The data type of the image source.\"\n    },\n    \"url\": {\n      \"required\": false,\n      \"type\": \"string\",\n      \"doc\": \"URL that points to an image. If the URL is not specified, the image is expected to be loaded directly during runtime.\"\n    },\n    \"coordinates\": {\n      \"required\": true,\n      \"doc\": \"Corners of image specified in longitude, latitude pairs. Note: When using globe projection, the image will be centered at the North or South Pole in the respective hemisphere if the average latitude value exceeds 85 degrees or falls below -85 degrees.\",\n      \"type\": \"array\",\n      \"length\": 4,\n      \"value\": {\n        \"type\": \"array\",\n        \"length\": 2,\n        \"value\": \"number\",\n        \"doc\": \"A single longitude, latitude pair.\"\n      }\n    }\n  },\n  \"modelNodeOverride\": {\n       \"orientation\": {\n         \"type\": \"array\",\n         \"value\": \"number\",\n         \"length\": 3,\n         \"default\": [0, 0, 0],\n         \"period\": 360,\n         \"units\": \"degrees\",\n         \"doc\": \"Override the orientation of the model node in euler angles [x, y, z].\"\n       }\n  },\n   \"modelLightOverrides\": {\n    \"light-ambient-color\": {\n      \"type\": \"color\",\n      \"doc\": \"Override the color of ambient lights.\"\n    },\n    \"light-ambient-intensity\": {\n      \"type\": \"number\",\n      \"doc\": \"Override the intensity of light-ambient-color (on a scale from 0 to 1).\"\n    },\n     \"light-directional-color\": {\n      \"type\": \"color\",\n      \"doc\": \"Override the color of directional lights.\"\n    },\n    \"light-directional-intensity\": {\n      \"type\": \"number\",\n      \"doc\": \"Override the intensity of light-directional-color (on a scale from 0 to 1).\"\n    }\n  },\n  \"modelNodeOverrides\": {\n    \"*\": {\n       \"type\": \"modelNodeOverride\",\n       \"doc\": \"An object defining model node properties to override. Object key is the node name as defined in the model.\"\n    }\n  },\n  \"modelMaterialOverride\": {\n    \"model-color\": {\n      \"type\": \"color\",\n      \"doc\": \"Override the tint color of the material.\"\n    },\n    \"model-color-mix-intensity\": {\n      \"type\": \"number\",\n      \"doc\": \"Override the intensity of model-color (on a scale from 0 to 1) in color mix with original 3D model's colors.\"\n    },\n    \"model-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"Override the opacity of the material.\"\n    },\n    \"model-emissive-strength\": {\n      \"type\": \"number\",\n      \"units\": \"intensity\",\n      \"doc\": \"Override strength of the emission of material.\"\n    }\n  },\n  \"modelMaterialOverrides\": {\n    \"*\": {\n       \"type\": \"modelMaterialOverride\",\n        \"doc\": \"An object defining material properties to override. Object key is the material name as defined in the model.\"\n    }\n  },\n  \"modelSourceModel\": {\n      \"uri\": {\n        \"type\": \"string\",\n        \"required\": true,\n        \"doc\": \"A URL to a model resource. Supported protocols are `http:`, `https:`, and `mapbox://<Model ID>`.\"\n      },\n      \"position\": {\n        \"type\": \"array\",\n        \"value\": \"number\",\n        \"length\": 2,\n        \"required\": false,\n        \"default\": [0,0],\n        \"minimum\": [-180, -90],\n        \"maximum\": [180, 90],\n        \"doc\": \"Position of the model in longitude and latitude [lng, lat].\"\n      },\n      \"orientation\": {\n        \"type\": \"array\",\n        \"value\": \"number\",\n        \"length\": 3,\n        \"required\": false,\n        \"default\": [0,0,0],\n        \"period\": 360,\n        \"units\": \"degrees\",\n        \"doc\": \"Orientation of the model in euler angles [x, y, z].\"\n      },\n      \"lightOverrides\": {\n        \"type\": \"modelLightOverrides\",\n        \"required\": false,\n        \"doc\": \"A collection of light overrides.\"\n      },\n      \"nodeOverrides\": {\n        \"type\": \"modelNodeOverrides\",\n        \"required\": false,\n        \"doc\": \"A collection of node overrides.\"\n      },\n      \"materialOverrides\": {\n        \"type\": \"modelMaterialOverrides\",\n        \"required\": false,\n        \"doc\": \"A collection of material overrides.\"\n      },\n      \"nodeOverrideNames\": {\n        \"type\": \"array\",\n        \"value\": \"string\",\n        \"doc\" : \"An array of one or more model node names whose transform will be overridden from model layer paint properties.\",\n        \"required\": false\n      },\n      \"materialOverrideNames\": {\n        \"type\": \"array\",\n        \"value\": \"string\",\n        \"doc\" : \"An array of one or more model material names whose properties will be overridden from model layer paint properties.\",\n        \"required\": false\n      },\n      \"featureProperties\": {\n        \"type\": \"*\",\n        \"doc\": \"An object defining custom properties of the model. Properties are accessible as feature properties in expressions.\",\n        \"required\": false\n      }\n  },\n  \"modelSourceModels\": {\n    \"*\": {\n       \"type\": \"modelSourceModel\",\n       \"doc\": \"A 3D model and its properties.\"\n    }\n  },\n  \"source_model\" : {\n    \"type\": {\n      \"required\": true,\n        \"type\": \"enum\",\n        \"values\": {\n          \"model\": {\n            \"doc\": \"A collection of 3D models\"\n          },\n          \"batched-model\": {\n            \"doc\": \"A collection of 3D models with anchor data\"\n          }\n       },\n      \"doc\": \"Type of model source to be added. From single models to represent 2D layers to 3D tiled models covering a wide area.\"\n    },\n    \"url\": {\n      \"type\": \"string\",\n      \"doc\": \"A URL to a TileJSON resource. Supported protocols are `http:`, `https:`, and `mapbox://<Tileset ID>`. Required if `tiles` is not provided.\"\n    },\n    \"maxzoom\": {\n      \"type\": \"number\",\n      \"default\": 18,\n      \"doc\": \"Maximum zoom level at which to create batched model tiles. Data from tiles at the maxzoom are used when displaying the map at higher zoom levels.\"\n    },\n    \"minzoom\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"Minimum zoom level for which batched-model tiles are available\"\n    },\n    \"tiles\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"doc\": \"An array of one or more tile source URLs, as in the TileJSON spec. Requires `batched-model` source type.\"\n    },\n    \"models\": {\n      \"type\": \"modelSourceModels\",\n      \"doc\": \"Defines properties of 3D models in collection. Requires `model` source type.\"\n    }\n  },\n  \"layer\": {\n    \"id\": {\n      \"type\": \"string\",\n      \"doc\": \"Unique layer name.\",\n      \"required\": true\n    },\n    \"type\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"fill\": {\n          \"doc\": \"A filled polygon with an optional stroked border.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.10.0\",\n              \"android\": \"2.0.1\",\n              \"ios\": \"2.0.0\"\n            }\n          }\n        },\n        \"line\": {\n          \"doc\": \"A stroked line.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.10.0\",\n              \"android\": \"2.0.1\",\n              \"ios\": \"2.0.0\"\n            }\n          }\n        },\n        \"symbol\": {\n          \"doc\": \"An icon or a text label.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.10.0\",\n              \"android\": \"2.0.1\",\n              \"ios\": \"2.0.0\"\n            }\n          }\n        },\n        \"circle\": {\n          \"doc\": \"A filled circle.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.10.0\",\n              \"android\": \"2.0.1\",\n              \"ios\": \"2.0.0\"\n            }\n          }\n        },\n        \"heatmap\": {\n          \"doc\": \"A heatmap.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.41.0\",\n              \"android\": \"6.0.0\",\n              \"ios\": \"4.0.0\"\n            }\n          }\n        },\n        \"fill-extrusion\": {\n          \"doc\": \"An extruded (3D) polygon.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.27.0\",\n              \"android\": \"5.1.0\",\n              \"ios\": \"3.6.0\"\n            }\n          }\n        },\n        \"building\": {\n          \"doc\": \"A procedural 3D building.\",\n          \"sdk-support\": {\n            \"js\": \"3.16.0\",\n            \"android\": \"11.16.0\",\n            \"ios\": \"11.16.0\"\n          },\n          \"private\": true\n        },\n        \"raster\": {\n          \"doc\": \"Raster map textures such as satellite imagery.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.10.0\",\n              \"android\": \"2.0.1\",\n              \"ios\": \"2.0.0\"\n            }\n          }\n        },\n        \"raster-particle\": {\n          \"experimental\": true,\n          \"doc\": \"Particle animation driven by textures such as wind maps.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.3.0\",\n              \"android\": \"11.4.0\",\n              \"ios\": \"11.4.0\"\n            }\n          }\n        },\n        \"hillshade\": {\n          \"doc\": \"Client-side hillshading visualization based on DEM data. Currently, the implementation only supports Mapbox Terrain RGB and Mapzen Terrarium tiles.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.43.0\",\n              \"android\": \"6.0.0\",\n              \"ios\": \"4.0.0\"\n            }\n          }\n        },\n        \"model\": {\n          \"doc\": \"A 3D model\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.0.0\",\n              \"android\": \"11.0.0\",\n              \"ios\": \"11.0.0\"\n            }\n          }\n        },\n        \"background\": {\n          \"doc\": \"The background color or pattern of the map.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"0.10.0\",\n              \"android\": \"2.0.1\",\n              \"ios\": \"2.0.0\"\n            }\n          }\n        },\n        \"sky\": {\n          \"doc\": \"A spherical dome around the map that is always rendered behind all other layers.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"2.0.0\",\n              \"ios\": \"10.0.0\",\n              \"android\": \"10.0.0\"\n            }\n          }\n        },\n        \"slot\": {\n          \"doc\": \"Marks the position of a slot.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.0.0\",\n              \"android\": \"11.0.0\",\n              \"ios\": \"11.0.0\"\n            }\n          }\n        },\n        \"placement-group\": {\n          \"doc\": \"Marks a placement priority group relative to other layers, going from lower to higher priority. Symbols from groups with higher priorities will be placed first\",\n          \"sdk-support\": {\n            \"basic functionality\": {}\n          },\n          \"private\": true,\n          \"experimental\": true\n        },\n        \"clip\": {\n          \"doc\": \"Layer that removes 3D content from map.\",\n          \"sdk-support\": {\n            \"basic functionality\": {\n              \"js\": \"3.5.0\",\n              \"android\": \"11.6.0\",\n              \"ios\": \"11.6.0\"\n            }\n          }\n        }\n      },\n      \"doc\": \"Rendering type of this layer.\",\n      \"required\": true\n    },\n    \"metadata\": {\n      \"type\": \"*\",\n      \"doc\": \"Arbitrary properties useful to track with the layer, but do not influence rendering. Properties should be prefixed to avoid collisions, like 'mapbox:'.\"\n    },\n    \"source\": {\n      \"type\": \"string\",\n      \"doc\": \"Name of a source description to be used for this layer. Required for all layer types except `background`, `slot`, and `placement-group`.\"\n    },\n    \"source-layer\": {\n      \"type\": \"string\",\n      \"doc\": \"Layer to use from a vector tile source. Required for vector and raster-array sources; prohibited for all other source types, including GeoJSON sources.\"\n    },\n    \"slot\": {\n      \"type\": \"string\",\n      \"doc\": \"The slot this layer is assigned to. If specified, and a slot with that name exists, it will be placed at that position in the layer order.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"minzoom\": {\n      \"type\": \"number\",\n      \"minimum\": 0,\n      \"maximum\": 24,\n      \"doc\": \"The minimum zoom level for the layer. At zoom levels less than the minzoom, the layer will be hidden.\"\n    },\n    \"maxzoom\": {\n      \"type\": \"number\",\n      \"minimum\": 0,\n      \"maximum\": 24,\n      \"doc\": \"The maximum zoom level for the layer. At zoom levels equal to or greater than the maxzoom, the layer will be hidden.\"\n    },\n    \"filter\": {\n      \"type\": \"filter\",\n      \"doc\": \"An expression specifying conditions on source features. Only features that match the filter are displayed. Zoom expressions in filters are only evaluated at integer zoom levels. The `[\\\"feature-state\\\", ...]` expression is not supported in filter expressions. The `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions are supported only for filter expressions on the symbol layer.\"\n    },\n    \"layout\": {\n      \"type\": \"layout\",\n      \"doc\": \"Layout properties for the layer.\"\n    },\n    \"paint\": {\n      \"type\": \"paint\",\n      \"doc\": \"Default paint properties for this layer.\"\n    },\n    \"appearances\": {\n      \"type\": \"array\",\n      \"value\": \"appearance\",\n      \"supported-layer-types\": [\"symbol\"],\n      \"doc\": \"Conditional styling applied to symbol layer features based on dynamic conditions. If multiple conditions are true, only the first matching appearance will be applied. Only properties marked with 'Works with appearances' are supported. Known issue: at the moment having both `appearances` and `text-variable-anchor` in the same layer doesn't work correctly.\"\n    }\n  },\n  \"appearance\": {\n    \"condition\": {\n      \"type\": \"boolean\",\n      \"doc\": \"A boolean expression that determines when this appearance should be applied.\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"pitch\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\",\n          \"distance-from-center\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"name\": {\n      \"type\": \"string\",\n      \"doc\": \"Optional name for this appearance. Non-empty names should be unique within a layer.\",\n      \"property-type\": \"constant\"\n    },\n    \"properties\": {\n      \"type\": \"*\",\n      \"doc\": \"Style properties to apply when the condition is met.\"\n    }\n  },\n  \"layout\": [\n    \"layout_clip\",\n    \"layout_fill\",\n    \"layout_line\",\n    \"layout_circle\",\n    \"layout_heatmap\",\n    \"layout_fill-extrusion\",\n    \"layout_building\",\n    \"layout_symbol\",\n    \"layout_raster\",\n    \"layout_raster-particle\",\n    \"layout_hillshade\",\n    \"layout_background\",\n    \"layout_sky\",\n    \"layout_model\"\n  ],\n  \"layout_background\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_sky\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_model\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    },\n    \"model-id\": {\n      \"type\": \"string\",\n      \"default\": \"\",\n      \"doc\": \"Model to render. It can be either a string referencing an element to the models root property or an internal or external URL\",\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": false,\n      \"requires\": [\n        {\n          \"source\": [\n            \"geojson\",\n            \"vector\"\n          ]\n        }]\n    },\n    \"model-allow-density-reduction\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"transition\": false,\n      \"experimental\": true,\n      \"doc\": \"If true, the models will be reduced in density based on the zoom level. This is useful for large datasets that may be slow to render.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"layout_clip\": {\n    \"clip-layer-types\": {\n      \"type\": \"array\",\n      \"value\": \"enum\",\n      \"values\": {\n        \"model\": {\n          \"doc\": \"If present the clip layer would remove all 3d model layers below it. Currently only instanced models (e.g. trees) are removed.\"\n        },\n        \"symbol\": {\n          \"doc\": \"If present the clip layer would remove all symbol layers below it.\"\n        }\n      },\n      \"default\": [],\n      \"doc\": \"Layer types that will also be removed if fallen below this clip layer.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.6.0\",\n          \"ios\": \"11.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"clip-layer-scope\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"default\": [],\n      \"doc\": \"Removes content from layers with the specified scope. By default all layers are affected. For example specifying `basemap` will only remove content from the Mapbox Standard style layers which have the same scope\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.6.0\",\n          \"android\": \"11.7.0\",\n          \"ios\": \"11.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.18.0\",\n          \"android\": \"11.18.0\",\n          \"ios\": \"11.18.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"layout_fill\": {\n    \"fill-sort-key\": {\n      \"type\": \"number\",\n      \"doc\": \"Sorts features in ascending order based on this value. Features with a higher sort key will appear above features with a lower sort key.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"1.2.0\",\n          \"android\": \"9.1.0\",\n          \"ios\": \"5.8.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"1.2.0\",\n          \"android\": \"9.1.0\",\n          \"ios\": \"5.8.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    },\n    \"fill-elevation-reference\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the base of fill-elevation. Some modes might require precomputed elevation data in the tileset.\",\n      \"values\": {\n        \"none\": {\n          \"doc\": \"Elevated rendering is disabled.\"\n        },\n        \"hd-road-base\": {\n          \"doc\": \"Elevate geometry relative to HD roads. Use this mode to describe base polygons of the road networks.\"\n        },\n        \"hd-road-markup\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to describe additive and stackable features such as 'hatched areas' that should exist only on top of road polygons.\"\n      }\n      },\n      \"default\": \"none\",\n      \"experimental\": true,\n      \"private\": true,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-construct-bridge-guard-rail\": {\n      \"type\": \"boolean\",\n      \"doc\": \"Determines whether bridge guard rails are added for elevated roads.\",\n      \"default\": \"true\",\n      \"transition\": false,\n      \"experimental\": true,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n            \"android\": \"11.11.0\",\n            \"ios\": \"11.11.0\",\n            \"js\": \"3.14.0\"\n        },\n        \"data-driven styling\": {\n          \"android\": \"11.11.0\",\n          \"ios\": \"11.11.0\",\n          \"js\": \"3.14.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    }\n  },\n  \"layout_circle\": {\n    \"circle-sort-key\": {\n      \"type\": \"number\",\n      \"doc\": \"Sorts features in ascending order based on this value. Features with a higher sort key will appear above features with a lower sort key.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"1.2.0\",\n          \"android\": \"9.2.0\",\n          \"ios\": \"5.9.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"1.2.0\",\n          \"android\": \"9.2.0\",\n          \"ios\": \"5.9.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-elevation-reference\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the base of circle-elevation. Some modes might require precomputed elevation data in the tileset.\",\n      \"values\": {\n        \"none\": {\n          \"doc\": \"Elevated rendering is disabled.\"\n        },\n        \"hd-road-markup\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to describe additive and stackable features that should exist only on top of road polygons.\"\n        }\n      },\n      \"default\": \"none\",\n      \"experimental\": true,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.11.0\",\n          \"ios\": \"11.11.0\",\n          \"js\": \"3.14.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_heatmap\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.41.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_fill-extrusion\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    },\n    \"fill-extrusion-edge-radius\": {\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"Radius of a fill extrusion edge in meters. If not zero, rounds extrusion edges for a smoother appearance.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.7.0\",\n          \"ios\": \"10.7.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    },\n    \"source-max-zoom\": {\n      \"type\": \"number\",\n      \"minimum\": 0,\n      \"maximum\": 24,\n      \"private\": true,\n      \"experimental\": true,\n      \"doc\": \"The maximum zoom level at which to load and parse source tiles for this layer. When set, tiles are never loaded or re-parsed above this zoom level. At higher zoom levels, the renderer reuses tiles from this zoom level without creating overscaled variants. This reduces the number of tiles parsed and prevents tile-border artifacts for layers like fill-extrusion.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.21.0\",\n          \"android\": \"11.21.0\",\n          \"ios\": \"11.21.0\"\n        }\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_building\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    },\n    \"building-facade\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"Whether to render facade details on the buildings.\",\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"building-facade-floors\": {\n      \"type\": \"number\",\n      \"minimum\": 1,\n      \"maximum\": 200,\n      \"default\": 3,\n      \"doc\": \"Number of floors created when building-facade is enabled.\",\n      \"private\": true,\n      \"property-type\": \"data-driven\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"feature\"\n        ]\n      },\n      \"requires\": [\n        \"building-facade\"\n      ]\n    },\n    \"building-facade-unit-width\": {\n      \"type\": \"number\",\n      \"minimum\": 1.0,\n      \"maximum\": 20.0,\n      \"default\": 3.1,\n      \"doc\": \"Width of a floor. Think of this as measure how wide each unit should be. This effectively determines the number of units per each floor. Note that this does not affect the ground level facades (i.e. number of windows).\",\n      \"private\": true,\n      \"property-type\": \"data-driven\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"feature\"\n        ]\n      },\n      \"requires\": [\n        \"building-facade\"\n      ]\n    },\n    \"building-facade-window\": {\n      \"type\": \"array\",\n      \"length\": 2,\n      \"value\": \"number\",\n      \"minimum\": 0.1,\n      \"maximum\": 1.0,\n      \"default\": [0.9, 0.9],\n      \"doc\": \"Given as fractions, specifies the percentage of unit area covered by windows when building-facade is enabled. Note that the area of a unit is ultimately determined by `building-facade-unit-width` and `building-facade-floors`.\",\n      \"private\": true,\n      \"property-type\": \"data-driven\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"feature\"\n        ]\n      },\n      \"requires\": [\n        \"building-facade\"\n      ]\n    },\n    \"building-roof-shape\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"flat\": {\n          \"doc\": \"Use flat roof for the procedurally generated buildings.\"\n        },\n        \"hipped\": {\n          \"doc\": \"Use hipped roof for the procedurally generated buildings.\"\n        },\n        \"gabled\": {\n          \"doc\": \"Use gabled roof for the procedurally generated buildings.\"\n        },\n        \"parapet\": {\n          \"doc\": \"Use parapet roof for the procedurally generated buildings.\"\n        },\n        \"mansard\": {\n          \"doc\": \"Use mansard roof for the procedurally generated buildings.\"\n        },\n        \"skillion\": {\n          \"doc\": \"Use skillion roof for the procedurally generated buildings.\"\n        },\n        \"pyramidal\": {\n          \"doc\": \"Use pyramidal roof for the procedurally generated buildings.\"\n        }\n      },\n      \"default\": \"flat\",\n      \"doc\": \"Roof type to use for the procedural buildings.\",\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"building-height\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"units\": \"meters\",\n      \"doc\": \"The height of the procedural buildings.\",\n      \"transition\": true,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"building-base\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"units\": \"meters\",\n      \"doc\": \"The height with which to extrude the base of this layer. Must be less than or equal to `building-height`.\",\n      \"transition\": true,\n      \"requires\": [\n        \"building-height\"\n      ],\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"building-flood-light-wall-radius\": {\n      \"property-type\": \"data-driven\",\n      \"type\": \"number\",\n      \"private\": true,\n      \"units\": \"meters\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"doc\": \"The extent of the flood light effect on the walls of the buildings in meters.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-flood-light-ground-radius\": {\n      \"property-type\": \"data-driven\",\n      \"type\": \"number\",\n      \"private\": true,\n      \"units\": \"meters\",\n      \"default\": 0,\n      \"doc\": \"The extent of the flood light effect on the ground beneath the buildings in meters.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-flip-roof-orientation\": {\n      \"property-type\": \"data-driven\",\n      \"type\": \"boolean\",\n      \"private\": true,\n      \"units\": \"meters\",\n      \"default\": false,\n      \"doc\": \"Flips the orientation of the roofs for the buildings. This only affects simple geometries. Namely buildings whose footprints form a quadrilateral. By default (false), the roof ridge takes the direction of the longer edge of the quadrilateral.\",\n      \"transition\": true,\n      \"requires\": [\n        \"building-roof-shape\"\n      ],\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    }\n  },\n  \"layout_line\": {\n    \"line-cap\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"butt\": {\n          \"doc\": \"A cap with a squared-off end which is drawn to the exact endpoint of the line.\"\n        },\n        \"round\": {\n          \"doc\": \"A cap with a rounded end which is drawn beyond the endpoint of the line at a radius of one-half of the line's width and centered on the endpoint of the line.\"\n        },\n        \"square\": {\n          \"doc\": \"A cap with a squared-off end which is drawn beyond the endpoint of the line at a distance of one-half of the line's width.\"\n        }\n      },\n      \"default\": \"butt\",\n      \"doc\": \"The display of line endings.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"2.3.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-join\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"bevel\": {\n          \"doc\": \"A join with a squared-off end which is drawn beyond the endpoint of the line at a distance of one-half of the line's width.\"\n        },\n        \"round\": {\n          \"doc\": \"A join with a rounded end which is drawn beyond the endpoint of the line at a radius of one-half of the line's width and centered on the endpoint of the line.\"\n        },\n        \"miter\": {\n          \"doc\": \"A join with a sharp, angled corner which is drawn with the outer sides beyond the endpoint of the path until they meet.\"\n        },\n        \"none\": {\n          \"doc\": \"Line segments are not joined together, each one creates a separate line. Useful in combination with line-pattern. Line-cap property is not respected. Can't be used with data-driven styling.\"\n        }\n      },\n      \"default\": \"miter\",\n      \"doc\": \"The display of lines when joining.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.40.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        },\n        \"`none` value\": {\n          \"js\": \"3.4.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-miter-limit\": {\n      \"type\": \"number\",\n      \"default\": 2,\n      \"doc\": \"Used to automatically convert miter joins to bevel joins for sharp angles.\",\n      \"requires\": [\n        {\n          \"line-join\": \"miter\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-round-limit\": {\n      \"type\": \"number\",\n      \"default\": 1.05,\n      \"doc\": \"Used to automatically convert round joins to miter joins for shallow angles.\",\n      \"requires\": [\n        {\n          \"line-join\": \"round\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-sort-key\": {\n      \"type\": \"number\",\n      \"doc\": \"Sorts features in ascending order based on this value. Features with a higher sort key will appear above features with a lower sort key.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"1.2.0\",\n          \"android\": \"9.1.0\",\n          \"ios\": \"5.8.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"1.2.0\",\n          \"android\": \"9.1.0\",\n          \"ios\": \"5.8.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-z-offset\": {\n      \"type\": \"number\",\n      \"doc\": \"Vertical offset from ground, in meters. Not supported for globe projection at the moment.\",\n      \"default\": 0,\n      \"requires\": [\n        \"line-elevation-reference\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.5.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"line-progress\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-elevation-reference\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the base of line-elevation. Some modes might require precomputed elevation data in the tileset.\",\n      \"values\": {\n        \"none\": {\n          \"doc\": \"Elevated rendering is disabled.\"\n        },\n        \"sea\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to elevate lines relative to the sea level.\"\n        },\n        \"ground\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to elevate lines relative to the ground's height below them.\"\n        },\n        \"hd-road-markup\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to describe additive and stackable features that should exist only on top of road polygons.\"\n        }\n      },\n      \"default\": \"none\",\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.8.0\",\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-cross-slope\": {\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"doc\": \"Defines the slope of an elevated line. A value of 0 creates a horizontal line. A value of 1 creates a vertical line. Other values are currently not supported. If undefined, the line follows the terrain slope. This is an experimental property with some known issues:\\n * Vertical lines don't support line caps \\n * `line-join: round` is not supported with this property\",\n      \"requires\": [\n        \"line-z-offset\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.8.0\",\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    },\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    },\n    \"line-width-unit\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the unit of line-width. The same unit is automatically used for line-blur and line-offset. Note: This is an experimental property and might be removed in a future release.\",\n      \"values\": {\n        \"pixels\": {\n          \"doc\": \"Width is rendered in pixels.\"\n        },\n        \"meters\": {\n          \"doc\": \"Width is rendered in meters.\"\n        }\n      },\n      \"default\": \"pixels\",\n      \"experimental\": true,\n      \"private\": true,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.9.0\",\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-elevation-ground-scale\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"Controls how much the elevation of lines with `line-elevation-reference` set to `sea` scales with terrain exaggeration. A value of 0 keeps the line at a fixed altitude above sea level. A value of 1 scales the elevation proportionally with terrain exaggeration.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.19.0\",\n          \"android\": \"11.19.0\",\n          \"ios\": \"11.19.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.19.0\",\n          \"android\": \"11.19.0\",\n          \"ios\": \"11.19.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"line-progress\"\n        ]\n      },\n      \"requires\": [\n        \"line-z-offset\"\n      ],\n      \"transition\": true,\n      \"property-type\": \"data-driven\"\n    }\n  },\n  \"layout_symbol\": {\n    \"symbol-placement\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"point\": {\n          \"doc\": \"The label is placed at the point where the geometry is located.\"\n        },\n        \"line\": {\n          \"doc\": \"The label is placed along the line of the geometry. Can only be used on `LineString` and `Polygon` geometries.\"\n        },\n        \"line-center\": {\n          \"doc\": \"The label is placed at the center of the line of the geometry. Can only be used on `LineString` and `Polygon` geometries. Note that a single feature in a vector tile may contain multiple line geometries.\"\n        }\n      },\n      \"default\": \"point\",\n      \"doc\": \"Label placement relative to its geometry.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"`line-center` value\": {\n          \"js\": \"0.47.0\",\n          \"android\": \"6.4.0\",\n          \"ios\": \"4.3.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"symbol-spacing\": {\n      \"type\": \"number\",\n      \"default\": 250,\n      \"minimum\": 1,\n      \"units\": \"pixels\",\n      \"doc\": \"Distance between two symbol anchors.\",\n      \"requires\": [\n        {\n          \"symbol-placement\": \"line\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"symbol-avoid-edges\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, the symbols will not cross tile edges to avoid mutual collisions. Recommended in layers that don't have enough padding in the vector tile to prevent collisions, or if it is a point symbol layer placed after a line symbol layer. When using a client that supports global collision detection, like Mapbox GL JS version 0.42.0 or greater, enabling this property is not needed to prevent clipped labels at tile boundaries.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"symbol-sort-key\": {\n      \"type\": \"number\",\n      \"doc\": \"Sorts features in ascending order based on this value. Features with lower sort keys are drawn and placed first. When `icon-allow-overlap` or `text-allow-overlap` is `false`, features with a lower sort key will have priority during placement. When `icon-allow-overlap` or `text-allow-overlap` is set to `true`, features with a higher sort key will overlap over features with a lower sort key.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.53.0\",\n          \"android\": \"7.4.0\",\n          \"ios\": \"4.11.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.53.0\",\n          \"android\": \"7.4.0\",\n          \"ios\": \"4.11.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"symbol-z-order\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"auto\": {\n          \"doc\": \"Sorts symbols by `symbol-sort-key` if set. Otherwise, sorts symbols by their y-position relative to the viewport if `icon-allow-overlap` or `text-allow-overlap` is set to `true` or `icon-ignore-placement` or `text-ignore-placement` is `false`.\"\n        },\n        \"viewport-y\": {\n          \"doc\": \"Sorts symbols by their y-position relative to the viewport if any of the following is set to `true`: `icon-allow-overlap`, `text-allow-overlap`, `icon-ignore-placement`, `text-ignore-placement`.\"\n        },\n        \"source\": {\n          \"doc\": \"Sorts symbols by `symbol-sort-key` if set. Otherwise, no sorting is applied; symbols are rendered in the same order as the source data.\"\n        }\n      },\n      \"default\": \"auto\",\n      \"doc\": \"Determines whether overlapping symbols in the same layer are rendered in the order that they appear in the data source or by their y-position relative to the viewport. To control the order and prioritization of symbols otherwise, use `symbol-sort-key`.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.49.0\",\n          \"android\": \"6.6.0\",\n          \"ios\": \"4.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"symbol-z-elevate\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"Position symbol on buildings (both fill extrusions and models) rooftops. In order to have minimal impact on performance, this is supported only when `fill-extrusion-height` is not zoom-dependent and remains unchanged. For fading in buildings when zooming in, fill-extrusion-vertical-scale should be used and symbols would raise with building rooftops. Symbols are sorted by elevation, except in cases when `viewport-y` sorting or `symbol-sort-key` are applied.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"requires\": [\n        {\n          \"symbol-placement\": [\n            \"point\"\n          ]\n        },\n        {\n          \"symbol-z-order\": [\n            \"auto\"\n          ]\n        }\n      ],\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"symbol-elevation-reference\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the base of symbol-elevation.\",\n      \"values\": {\n        \"sea\": {\n          \"doc\": \"Elevate symbols relative to the sea level.\"\n        },\n        \"ground\": {\n          \"doc\": \"Elevate symbols relative to the ground's height below them.\"\n        },\n        \"hd-road-markup\": {\n          \"doc\": \"Use this mode to enable elevated behavior for features that are rendered on top of 3D road polygons. The feature is currently being developed.\"\n        }\n      },\n      \"default\": \"ground\",\n      \"experimental\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.7.0\",\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"requires\": [\n        {\n          \"symbol-z-elevate\": true\n        }\n      ],\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-allow-overlap\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, the icon will be visible even if it collides with other previously drawn symbols.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-ignore-placement\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, other symbols can be visible even if they collide with the icon.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-optional\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, text will display without their corresponding icons when the icon collides with other symbols and the text does not.\",\n      \"requires\": [\n        \"icon-image\",\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-rotation-alignment\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"When `symbol-placement` is set to `point`, aligns icons east-west. When `symbol-placement` is set to `line` or `line-center`, aligns icon x-axes with the line.\"\n        },\n        \"viewport\": {\n          \"doc\": \"Produces icons whose x-axes are aligned with the x-axis of the viewport, regardless of the value of `symbol-placement`.\"\n        },\n        \"auto\": {\n          \"doc\": \"When `symbol-placement` is set to `point`, this is equivalent to `viewport`. When `symbol-placement` is set to `line` or `line-center`, this is equivalent to `map`.\"\n        }\n      },\n      \"default\": \"auto\",\n      \"doc\": \"In combination with `symbol-placement`, determines the rotation behavior of icons.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"`auto` value\": {\n          \"js\": \"0.25.0\",\n          \"android\": \"4.2.0\",\n          \"ios\": \"3.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-size\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"units\": \"factor of the original icon size\",\n      \"doc\": \"Scales the original size of the icon by the provided factor. The new pixel size of the image will be the original pixel size multiplied by `icon-size`. 1 is the original size; 3 triples the size of the image.\",\n      \"appearance\": true,\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.35.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-size-scale-range\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0.8,\n        2\n      ],\n      \"doc\": \"Limits the possible scaling range for `icon-size`, `icon-halo-width`, `icon-halo-blur` properties to be within [min-scale, max-scale]\",\n      \"minimum\": [0.1, 0.1],\n      \"maximum\": [10, 10],\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.8.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-text-fit\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"none\": {\n          \"doc\": \"The icon is displayed at its intrinsic aspect ratio.\"\n        },\n        \"width\": {\n          \"doc\": \"The icon is scaled in the x-dimension to fit the width of the text.\"\n        },\n        \"height\": {\n          \"doc\": \"The icon is scaled in the y-dimension to fit the height of the text.\"\n        },\n        \"both\": {\n          \"doc\": \"The icon is scaled in both x- and y-dimensions.\"\n        }\n      },\n      \"default\": \"none\",\n      \"doc\": \"Scales the icon to fit around the associated text.\",\n      \"requires\": [\n        \"icon-image\",\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.21.0\",\n          \"android\": \"4.2.0\",\n          \"ios\": \"3.4.0\"\n        },\n        \"stretchable icons\": {\n          \"js\": \"1.6.0\",\n          \"android\": \"9.2.0\",\n          \"ios\": \"5.8.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-text-fit-padding\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 4,\n      \"default\": [\n        0,\n        0,\n        0,\n        0\n      ],\n      \"units\": \"pixels\",\n      \"doc\": \"Size of the additional area added to dimensions determined by `icon-text-fit`, in clockwise order: top, right, bottom, left.\",\n      \"requires\": [\n        \"icon-image\",\n        \"text-field\",\n        {\n          \"icon-text-fit\": [\n            \"both\",\n            \"width\",\n            \"height\"\n          ]\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.21.0\",\n          \"android\": \"4.2.0\",\n          \"ios\": \"3.4.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-image\": {\n      \"type\": \"resolvedImage\",\n      \"doc\": \"Name of image in sprite to use for drawing an image background.\",\n      \"tokens\": true,\n      \"appearance\": true,\n      \"use-theme\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.35.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-rotate\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"period\": 360,\n      \"units\": \"degrees\",\n      \"doc\": \"Rotates the icon clockwise.\",\n      \"appearance\": true,\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.21.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-padding\": {\n      \"type\": \"number\",\n      \"default\": 2,\n      \"minimum\": 0,\n      \"units\": \"pixels\",\n      \"doc\": \"Size of the additional area around the icon bounding box used for detecting symbol collisions.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-keep-upright\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, the icon may be flipped to prevent it from being rendered upside-down.\",\n      \"requires\": [\n        \"icon-image\",\n        {\n          \"icon-rotation-alignment\": \"map\"\n        },\n        {\n          \"symbol-placement\": [\n            \"line\",\n            \"line-center\"\n          ]\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-offset\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"doc\": \"Offset distance of icon from its anchor. Positive values indicate right and down, while negative values indicate left and up. Each component is multiplied by the value of `icon-size` to obtain the final offset in pixels. When combined with `icon-rotate` the offset will be as if the rotated direction was up.\",\n      \"appearance\": true,\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"center\": {\n          \"doc\": \"The center of the icon is placed closest to the anchor.\"\n        },\n        \"left\": {\n          \"doc\": \"The left side of the icon is placed closest to the anchor.\"\n        },\n        \"right\": {\n          \"doc\": \"The right side of the icon is placed closest to the anchor.\"\n        },\n        \"top\": {\n          \"doc\": \"The top of the icon is placed closest to the anchor.\"\n        },\n        \"bottom\": {\n          \"doc\": \"The bottom of the icon is placed closest to the anchor.\"\n        },\n        \"top-left\": {\n          \"doc\": \"The top left corner of the icon is placed closest to the anchor.\"\n        },\n        \"top-right\": {\n          \"doc\": \"The top right corner of the icon is placed closest to the anchor.\"\n        },\n        \"bottom-left\": {\n          \"doc\": \"The bottom left corner of the icon is placed closest to the anchor.\"\n        },\n        \"bottom-right\": {\n          \"doc\": \"The bottom right corner of the icon is placed closest to the anchor.\"\n        }\n      },\n      \"default\": \"center\",\n      \"doc\": \"Part of the icon placed closest to the anchor.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.40.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.40.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-pitch-alignment\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The icon is aligned to the plane of the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The icon is aligned to the plane of the viewport.\"\n        },\n        \"auto\": {\n          \"doc\": \"Automatically matches the value of `icon-rotation-alignment`.\"\n        }\n      },\n      \"default\": \"auto\",\n      \"doc\": \"Orientation of icon when map is pitched.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.39.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-pitch-alignment\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The text is aligned to the plane of the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The text is aligned to the plane of the viewport.\"\n        },\n        \"auto\": {\n          \"doc\": \"Automatically matches the value of `text-rotation-alignment`.\"\n        }\n      },\n      \"default\": \"auto\",\n      \"doc\": \"Orientation of text when map is pitched.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.21.0\",\n          \"android\": \"4.2.0\",\n          \"ios\": \"3.4.0\"\n        },\n        \"`auto` value\": {\n          \"js\": \"0.25.0\",\n          \"android\": \"4.2.0\",\n          \"ios\": \"3.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-rotation-alignment\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"When `symbol-placement` is set to `point`, aligns text east-west. When `symbol-placement` is set to `line` or `line-center`, aligns text x-axes with the line.\"\n        },\n        \"viewport\": {\n          \"doc\": \"Produces glyphs whose x-axes are aligned with the x-axis of the viewport, regardless of the value of `symbol-placement`.\"\n        },\n        \"auto\": {\n          \"doc\": \"When `symbol-placement` is set to `point`, this is equivalent to `viewport`. When `symbol-placement` is set to `line` or `line-center`, this is equivalent to `map`.\"\n        }\n      },\n      \"default\": \"auto\",\n      \"doc\": \"In combination with `symbol-placement`, determines the rotation behavior of the individual glyphs forming the text.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"`auto` value\": {\n          \"js\": \"0.25.0\",\n          \"android\": \"4.2.0\",\n          \"ios\": \"3.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-field\": {\n      \"type\": \"formatted\",\n      \"default\": \"\",\n      \"tokens\": true,\n      \"doc\": \"Value to use for a text label. If a plain `string` is provided, it will be treated as a `formatted` with default/inherited formatting options. SDF images are not supported in formatted text and will be ignored.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-font\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"default\": [\n        \"Open Sans Regular\",\n        \"Arial Unicode MS Regular\"\n      ],\n      \"doc\": \"Font stack to use for displaying text.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-size\": {\n      \"type\": \"number\",\n      \"default\": 16,\n      \"minimum\": 0,\n      \"units\": \"pixels\",\n      \"doc\": \"Font size.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"appearance\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.35.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-size-scale-range\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0.8,\n        2\n      ],\n      \"doc\": \"Limits the possible scaling range for `text-size`, `text-halo-width`, `text-halo-blur` properties to be within [min-scale, max-scale]\",\n      \"minimum\": [0.1, 0.1],\n      \"maximum\": [10, 10],\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.8.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-max-width\": {\n      \"type\": \"number\",\n      \"default\": 10,\n      \"minimum\": 0,\n      \"units\": \"ems\",\n      \"doc\": \"The maximum line width for text wrapping.\",\n      \"requires\": [\n        \"text-field\",\n        {\n          \"symbol-placement\": [\n            \"point\"\n          ]\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.40.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-line-height\": {\n      \"type\": \"number\",\n      \"default\": 1.2,\n      \"units\": \"ems\",\n      \"doc\": \"Text leading value for multi-line text.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"2.3.0\",\n          \"android\": \"10.0.0\",\n          \"ios\": \"10.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-letter-spacing\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"units\": \"ems\",\n      \"doc\": \"Text tracking amount.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.40.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-justify\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"auto\": {\n          \"doc\": \"The text is aligned towards the anchor position.\"\n        },\n        \"left\": {\n          \"doc\": \"The text is aligned to the left.\"\n        },\n        \"center\": {\n          \"doc\": \"The text is centered.\"\n        },\n        \"right\": {\n          \"doc\": \"The text is aligned to the right.\"\n        }\n      },\n      \"default\": \"center\",\n      \"doc\": \"Text justification options.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.39.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        },\n        \"auto\": {\n          \"js\": \"0.54.0\",\n          \"android\": \"7.4.0\",\n          \"ios\": \"4.10.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-radial-offset\": {\n      \"type\": \"number\",\n      \"units\": \"ems\",\n      \"default\": 0,\n      \"doc\": \"Radial offset of text, in the direction of the symbol's anchor. Useful in combination with `text-variable-anchor`, which defaults to using the two-dimensional `text-offset` if present.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.54.0\",\n          \"android\": \"7.4.0\",\n          \"ios\": \"4.10.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.54.0\",\n          \"android\": \"7.4.0\",\n          \"ios\": \"4.10.0\"\n        }\n      },\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      }\n    },\n    \"text-variable-anchor\": {\n      \"type\": \"array\",\n      \"value\": \"enum\",\n      \"values\": {\n        \"center\": {\n          \"doc\": \"The center of the text is placed closest to the anchor.\"\n        },\n        \"left\": {\n          \"doc\": \"The left side of the text is placed closest to the anchor.\"\n        },\n        \"right\": {\n          \"doc\": \"The right side of the text is placed closest to the anchor.\"\n        },\n        \"top\": {\n          \"doc\": \"The top of the text is placed closest to the anchor.\"\n        },\n        \"bottom\": {\n          \"doc\": \"The bottom of the text is placed closest to the anchor.\"\n        },\n        \"top-left\": {\n          \"doc\": \"The top left corner of the text is placed closest to the anchor.\"\n        },\n        \"top-right\": {\n          \"doc\": \"The top right corner of the text is placed closest to the anchor.\"\n        },\n        \"bottom-left\": {\n          \"doc\": \"The bottom left corner of the text is placed closest to the anchor.\"\n        },\n        \"bottom-right\": {\n          \"doc\": \"The bottom right corner of the text is placed closest to the anchor.\"\n        }\n      },\n      \"requires\": [\n        \"text-field\",\n        {\n          \"symbol-placement\": [\n            \"point\"\n          ]\n        }\n      ],\n      \"doc\": \"To increase the chance of placing high-priority labels on the map, you can provide an array of `text-anchor` locations: the renderer will attempt to place the label at each location, in order, before moving onto the next label. Use `text-justify: auto` to choose justification based on anchor position. To apply an offset, use the `text-radial-offset` or the two-dimensional `text-offset`. Known issue: at the moment having both `appearances` and `text-variable-anchor` in the same layer doesn't work correctly.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.54.0\",\n          \"android\": \"7.4.0\",\n          \"ios\": \"4.10.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"center\": {\n          \"doc\": \"The center of the text is placed closest to the anchor.\"\n        },\n        \"left\": {\n          \"doc\": \"The left side of the text is placed closest to the anchor.\"\n        },\n        \"right\": {\n          \"doc\": \"The right side of the text is placed closest to the anchor.\"\n        },\n        \"top\": {\n          \"doc\": \"The top of the text is placed closest to the anchor.\"\n        },\n        \"bottom\": {\n          \"doc\": \"The bottom of the text is placed closest to the anchor.\"\n        },\n        \"top-left\": {\n          \"doc\": \"The top left corner of the text is placed closest to the anchor.\"\n        },\n        \"top-right\": {\n          \"doc\": \"The top right corner of the text is placed closest to the anchor.\"\n        },\n        \"bottom-left\": {\n          \"doc\": \"The bottom left corner of the text is placed closest to the anchor.\"\n        },\n        \"bottom-right\": {\n          \"doc\": \"The bottom right corner of the text is placed closest to the anchor.\"\n        }\n      },\n      \"default\": \"center\",\n      \"doc\": \"Part of the text placed closest to the anchor.\",\n      \"requires\": [\n        \"text-field\",\n        {\n          \"!\": \"text-variable-anchor\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.39.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-max-angle\": {\n      \"type\": \"number\",\n      \"default\": 45,\n      \"units\": \"degrees\",\n      \"doc\": \"Maximum angle change between adjacent characters.\",\n      \"requires\": [\n        \"text-field\",\n        {\n          \"symbol-placement\": [\n            \"line\",\n            \"line-center\"\n          ]\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-writing-mode\": {\n      \"type\": \"array\",\n      \"value\": \"enum\",\n      \"values\": {\n        \"horizontal\": {\n          \"doc\": \"If a text's language supports horizontal writing mode, symbols would be laid out horizontally.\"\n        },\n        \"vertical\": {\n          \"doc\": \"If a text's language supports vertical writing mode, symbols would be laid out vertically.\"\n        }\n      },\n      \"doc\": \"The property allows control over a symbol's orientation. Note that the property values act as a hint, so that a symbol whose language doesn’t support the provided orientation will be laid out in its natural orientation. Example: English point symbol will be rendered horizontally even if array value contains single 'vertical' enum value. For symbol with point placement, the order of elements in an array define priority order for the placement of an orientation variant. For symbol with line placement, the default text writing mode is either ['horizontal', 'vertical'] or ['vertical', 'horizontal'], the order doesn't affect the placement.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"1.3.0\",\n          \"android\": \"8.3.0\",\n          \"ios\": \"5.3.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-rotate\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"period\": 360,\n      \"units\": \"degrees\",\n      \"doc\": \"Rotates the text clockwise.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"appearance\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.35.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-padding\": {\n      \"type\": \"number\",\n      \"default\": 2,\n      \"minimum\": 0,\n      \"units\": \"pixels\",\n      \"doc\": \"Size of the additional area around the text bounding box used for detecting symbol collisions.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-keep-upright\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"doc\": \"If true, the text may be flipped vertically to prevent it from being rendered upside-down.\",\n      \"requires\": [\n        \"text-field\",\n        {\n          \"text-rotation-alignment\": \"map\"\n        },\n        {\n          \"symbol-placement\": [\n            \"line\",\n            \"line-center\"\n          ]\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-transform\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"none\": {\n          \"doc\": \"The text is not altered.\"\n        },\n        \"uppercase\": {\n          \"doc\": \"Forces all letters to be displayed in uppercase.\"\n        },\n        \"lowercase\": {\n          \"doc\": \"Forces all letters to be displayed in lowercase.\"\n        }\n      },\n      \"default\": \"none\",\n      \"doc\": \"Specifies how to capitalize text, similar to the CSS `text-transform` property.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-offset\": {\n      \"type\": \"array\",\n      \"doc\": \"Offset distance of text from its anchor. Positive values indicate right and down, while negative values indicate left and up. If used with text-variable-anchor, input values will be taken as absolute values. Offsets along the x- and y-axis will be applied automatically based on the anchor position.\",\n      \"value\": \"number\",\n      \"units\": \"ems\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"requires\": [\n        \"text-field\",\n        {\n          \"!\": \"text-radial-offset\"\n        }\n      ],\n      \"appearance\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.35.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"text-allow-overlap\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, the text will be visible even if it collides with other previously drawn symbols.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-ignore-placement\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, other symbols can be visible even if they collide with the text.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-optional\": {\n      \"type\": \"boolean\",\n      \"default\": false,\n      \"doc\": \"If true, icons will display without their corresponding text when the text collides with other symbols and the icon does not.\",\n      \"requires\": [\n        \"text-field\",\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_raster\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_raster-particle\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"layout_hillshade\": {\n    \"visibility\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"visible\": {\n          \"doc\": \"The layer is shown.\"\n        },\n        \"none\": {\n          \"doc\": \"The layer is not shown.\"\n        }\n      },\n      \"default\": \"visible\",\n      \"doc\": \"Whether this layer is displayed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        },\n        \"expressions support\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"constant\"\n    }\n  },\n  \"filter\": {\n    \"type\": \"array\",\n    \"value\": \"*\",\n    \"doc\": \"A filter selects specific features from a layer.\"\n  },\n  \"filter_symbol\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to display a symbol. Symbols support dynamic filtering, meaning this expression can use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\", \"pitch\", \"distance-from-center\"]\n    }\n  },\n  \"filter_fill\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to display a polygon. Fill layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_hillshade\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to enable the hillshade layer. Hillshade layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_raster\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to enable the raster layer. Raster layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_raster-particle\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to enable the raster particle layer. Raster particle layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_clip\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to enable the clip layer. Clip layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_model\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to display a model. Model layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_line\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to display a Polygon or LineString. Line layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_circle\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to display a circle. Circle layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_fill-extrusion\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to display a Polygon. Fill-extrusion layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_building\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression which determines whether or not to display a Polygon. Building layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_heatmap\": {\n    \"type\": \"boolean\",\n    \"doc\": \"Expression used to determine whether a point is being displayed or not. Heatmap layer does NOT support dynamic filtering, meaning this expression can NOT use the `[\\\"pitch\\\"]` and `[\\\"distance-from-center\\\"]` expressions to reference the current state of the view.\",\n    \"default\": false,\n    \"transition\": false,\n    \"property-type\": \"data-driven\",\n    \"expression\": {\n      \"interpolated\": false,\n      \"parameters\": [\"zoom\", \"feature\"]\n    }\n  },\n  \"filter_operator\": {\n    \"type\": \"enum\",\n    \"values\": {\n      \"==\": {\n        \"doc\": \"`[\\\"==\\\", key, value]` equality: `feature[key] = value`\"\n      },\n      \"!=\": {\n        \"doc\": \"`[\\\"!=\\\", key, value]` inequality: `feature[key] ≠ value`\"\n      },\n      \">\": {\n        \"doc\": \"`[\\\">\\\", key, value]` greater than: `feature[key] > value`\"\n      },\n      \">=\": {\n        \"doc\": \"`[\\\">=\\\", key, value]` greater than or equal: `feature[key] ≥ value`\"\n      },\n      \"<\": {\n        \"doc\": \"`[\\\"<\\\", key, value]` less than: `feature[key] < value`\"\n      },\n      \"<=\": {\n        \"doc\": \"`[\\\"<=\\\", key, value]` less than or equal: `feature[key] ≤ value`\"\n      },\n      \"in\": {\n        \"doc\": \"`[\\\"in\\\", key, v0, ..., vn]` set inclusion: `feature[key] ∈ {v0, ..., vn}`\"\n      },\n      \"!in\": {\n        \"doc\": \"`[\\\"!in\\\", key, v0, ..., vn]` set exclusion: `feature[key] ∉ {v0, ..., vn}`\"\n      },\n      \"all\": {\n        \"doc\": \"`[\\\"all\\\", f0, ..., fn]` logical `AND`: `f0 ∧ ... ∧ fn`\"\n      },\n      \"any\": {\n        \"doc\": \"`[\\\"any\\\", f0, ..., fn]` logical `OR`: `f0 ∨ ... ∨ fn`\"\n      },\n      \"none\": {\n        \"doc\": \"`[\\\"none\\\", f0, ..., fn]` logical `NOR`: `¬f0 ∧ ... ∧ ¬fn`\"\n      },\n      \"has\": {\n        \"doc\": \"`[\\\"has\\\", key]` `feature[key]` exists\"\n      },\n      \"!has\": {\n        \"doc\": \"`[\\\"!has\\\", key]` `feature[key]` does not exist\"\n      }\n    },\n    \"doc\": \"The filter operator.\"\n  },\n  \"geometry_type\": {\n    \"type\": \"enum\",\n    \"values\": {\n      \"Point\": {\n        \"doc\": \"Filter to point geometries.\"\n      },\n      \"LineString\": {\n        \"doc\": \"Filter to line geometries.\"\n      },\n      \"Polygon\": {\n        \"doc\": \"Filter to polygon geometries.\"\n      }\n    },\n    \"doc\": \"The geometry type for the filter to select.\"\n  },\n  \"function\": {\n    \"expression\": {\n      \"type\": \"expression\",\n      \"doc\": \"An expression.\"\n    },\n    \"stops\": {\n      \"type\": \"array\",\n      \"doc\": \"An array of stops.\",\n      \"value\": \"function_stop\"\n    },\n    \"base\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"doc\": \"The exponential base of the interpolation curve. It controls the rate at which the result increases. Higher values make the result increase more towards the high end of the range. With `1` the stops are interpolated linearly.\"\n    },\n    \"property\": {\n      \"type\": \"string\",\n      \"doc\": \"The name of a feature property to use as the function input.\",\n      \"default\": \"$zoom\"\n    },\n    \"type\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"identity\": {\n          \"doc\": \"Return the input value as the output value.\"\n        },\n        \"exponential\": {\n          \"doc\": \"Generate an output by interpolating between stops just less than and just greater than the function input.\"\n        },\n        \"interval\": {\n          \"doc\": \"Return the output value of the stop just less than the function input.\"\n        },\n        \"categorical\": {\n          \"doc\": \"Return the output value of the stop equal to the function input.\"\n        }\n      },\n      \"doc\": \"The interpolation strategy to use in function evaluation.\",\n      \"default\": \"exponential\"\n    },\n    \"colorSpace\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"rgb\": {\n          \"doc\": \"Use the RGB color space to interpolate color values\"\n        },\n        \"lab\": {\n          \"doc\": \"Use the LAB color space to interpolate color values.\"\n        },\n        \"hcl\": {\n          \"doc\": \"Use the HCL color space to interpolate color values, interpolating the Hue, Chroma, and Luminance channels individually.\"\n        }\n      },\n      \"doc\": \"The color space in which colors interpolated. Interpolating colors in perceptual color spaces like LAB and HCL tend to produce color ramps that look more consistent and produce colors that can be differentiated more easily than those interpolated in RGB space.\",\n      \"default\": \"rgb\"\n    },\n    \"default\": {\n      \"type\": \"*\",\n      \"required\": false,\n      \"doc\": \"A value to serve as a fallback function result when a value isn't otherwise available. It is used in the following circumstances:\\n* In categorical functions, when the feature value does not match any of the stop domain values.\\n* In property and zoom-and-property functions, when a feature does not contain a value for the specified property.\\n* In identity functions, when the feature value is not valid for the style property (for example, if the function is being used for a `circle-color` property but the feature property value is not a string or not a valid color).\\n* In interval or exponential property and zoom-and-property functions, when the feature value is not numeric.\\nIf no default is provided, the style property's default is used in these circumstances.\"\n    }\n  },\n  \"function_stop\": {\n    \"type\": \"array\",\n    \"minimum\": 0,\n    \"maximum\": 24,\n    \"value\": [\n      \"number\",\n      \"color\"\n    ],\n    \"length\": 2,\n    \"doc\": \"Zoom level and value pair.\"\n  },\n  \"expression\": {\n    \"type\": \"array\",\n    \"value\": \"*\",\n    \"minimum\": 1,\n    \"doc\": \"An expression defines a function that can be used for data-driven style properties or feature filters.\"\n  },\n  \"expression_name\": {\n    \"doc\": \"\",\n    \"type\": \"enum\",\n    \"values\": {\n      \"let\": {\n        \"doc\": \"Binds expressions to named variables, which can then be referenced in the result expression using [\\\"var\\\", \\\"variable_name\\\"].\",\n        \"group\": \"Variable binding\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"var\": {\n        \"doc\": \"References variable bound using \\\"let\\\".\",\n        \"group\": \"Variable binding\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"config\": {\n        \"doc\": \"Retrieves the configuration value for the given option. Returns null if the requested option is missing.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.0.0\",\n            \"android\": \"11.0.0\",\n            \"ios\": \"11.0.0\"\n          }\n        }\n      },\n      \"literal\": {\n        \"doc\": \"Provides a literal array or object value.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"array\": {\n        \"doc\": \"Asserts that the input is an array (optionally with a specific item type and length). If, when the input expression is evaluated, it is not of the asserted type, then this assertion will cause the whole expression to be aborted.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"at\": {\n        \"doc\": \"Retrieves an item from an array.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"at-interpolated\": {\n        \"doc\": \"Retrieves an item from an array. If the array contains numeric values and the provided index is non-integer, the expression returns an interpolated value between adjacent items.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.11.0\",\n            \"android\": \"11.12.0\",\n            \"ios\": \"11.12.0\"\n          }\n        }\n      },\n      \"in\": {\n        \"doc\": \"Determines whether an item exists in an array or a substring exists in a string. In the specific case when the second and third arguments are string literals, you must wrap at least one of them in a [`literal`](#types-literal) expression to hint correct interpretation to the [type system](#type-system).\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"1.6.0\",\n            \"android\": \"9.1.0\",\n            \"ios\": \"5.8.0\"\n          }\n        }\n      },\n      \"index-of\": {\n        \"doc\": \"Returns the first position at which an item can be found in an array or a substring can be found in a string, or `-1` if the input cannot be found. Accepts an optional index from where to begin the search.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"1.10.0\",\n            \"android\": \"10.0.0\",\n            \"ios\": \"10.0.0\"\n          }\n        }\n      },\n      \"slice\": {\n        \"doc\": \"Returns an item from an array or a substring from a string from a specified start index, or between a start index and an end index if set. The return value is inclusive of the start index but not of the end index.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"1.10.0\",\n            \"android\": \"10.0.0\",\n            \"ios\": \"10.0.0\"\n          }\n        }\n      },\n      \"split\": {\n        \"doc\": \"Returns an array of substrings from a string, split by a delimiter parameter.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.14.0\",\n            \"android\": \"11.14.0\",\n            \"ios\": \"11.14.0\"\n          }\n        }\n      },\n      \"case\": {\n        \"doc\": \"Selects the first output whose corresponding test condition evaluates to true, or the fallback value otherwise.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"match\": {\n        \"doc\": \"Selects the output for which the label value matches the input value, or the fallback value if no match is found. The input can be any expression (for example, `[\\\"get\\\", \\\"building_type\\\"]`). Each label must be unique, and must be either:\\n - a single literal value; or\\n - an array of literal values, the values of which must be all strings or all numbers (for example `[100, 101]` or `[\\\"c\\\", \\\"b\\\"]`).\\n\\nThe input matches if any of the values in the array matches using strict equality, similar to the `\\\"in\\\"` operator.\\nIf the input type does not match the type of the labels, the result will be the fallback value.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"coalesce\": {\n        \"doc\": \"Evaluates each expression in turn until the first valid value is obtained. Invalid values are `null` and [`'image'`](#types-image) expressions that are unavailable in the style. If all values are invalid, `coalesce` returns the first value listed.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"step\": {\n        \"doc\": \"Produces discrete, stepped results by evaluating a piecewise-constant function defined by pairs of input and output values (\\\"stops\\\"). The `input` may be any numeric expression (e.g., `[\\\"get\\\", \\\"population\\\"]`). Stop inputs must be numeric literals in strictly ascending order. Returns the output value of the stop just less than the input, or the first output if the input is less than the first stop.\",\n        \"group\": \"Ramps, scales, curves\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.42.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"interpolate\": {\n        \"doc\": \"Produces continuous, smooth results by interpolating between pairs of input and output values (\\\"stops\\\"). The `input` may be any numeric expression (e.g., `[\\\"get\\\", \\\"population\\\"]`). Stop inputs must be numeric literals in strictly ascending order. The output type must be `number`, `array<number>`, or `color`.\\n\\nInterpolation types:\\n- `[\\\"linear\\\"]`: Interpolates linearly between the pair of stops just less than and just greater than the input.\\n- `[\\\"exponential\\\", base]`: Interpolates exponentially between the stops just less than and just greater than the input. `base` controls the rate at which the output increases: higher values make the output increase more towards the high end of the range. With values close to 1 the output increases linearly.\\n- `[\\\"cubic-bezier\\\", x1, y1, x2, y2]`: Interpolates using the cubic bezier curve defined by the given control points.\",\n        \"group\": \"Ramps, scales, curves\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.42.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"interpolate-hcl\": {\n        \"doc\": \"Produces continuous, smooth results by interpolating between pairs of input and output values (\\\"stops\\\"). Works like `interpolate`, but the output type must be `color`, and the interpolation is performed in the Hue-Chroma-Luminance color space.\",\n        \"group\": \"Ramps, scales, curves\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.49.0\"\n          }\n        }\n      },\n      \"interpolate-lab\": {\n        \"doc\": \"Produces continuous, smooth results by interpolating between pairs of input and output values (\\\"stops\\\"). Works like `interpolate`, but the output type must be `color`, and the interpolation is performed in the CIELAB color space.\",\n        \"group\": \"Ramps, scales, curves\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.49.0\"\n          }\n        }\n      },\n      \"ln2\": {\n        \"doc\": \"Returns mathematical constant ln(2).\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"pi\": {\n        \"doc\": \"Returns the mathematical constant pi.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"e\": {\n        \"doc\": \"Returns the mathematical constant e.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"typeof\": {\n        \"doc\": \"Returns a string describing the type of the given value.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"string\": {\n        \"doc\": \"Asserts that the input value is a string. If multiple values are provided, each one is evaluated in order until a string is obtained. If none of the inputs are strings, the expression is an error.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"number\": {\n        \"doc\": \"Asserts that the input value is a number. If multiple values are provided, each one is evaluated in order until a number is obtained. If none of the inputs are numbers, the expression is an error.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"boolean\": {\n        \"doc\": \"Asserts that the input value is a boolean. If multiple values are provided, each one is evaluated in order until a boolean is obtained. If none of the inputs are booleans, the expression is an error.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"object\": {\n        \"doc\": \"Asserts that the input value is an object. If multiple values are provided, each one is evaluated in order until an object is obtained. If none of the inputs are objects, the expression is an error.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"collator\": {\n        \"doc\": \"Returns a `collator` for use in locale-dependent comparison operations. The `case-sensitive` and `diacritic-sensitive` options default to `false`. The `locale` argument specifies the IETF language tag of the locale to use. If none is provided, the default locale is used. If the requested locale is not available, the `collator` will use a system-defined fallback locale. Use `resolved-locale` to test the results of locale fallback behavior.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \"format\": {\n        \"doc\": \"Returns a `formatted` string for displaying mixed-format text in the `text-field` property. The input may contain a string literal or expression, including an [`'image'`](#types-image) expression. Strings may be followed by a style override object that supports the following properties:\\n- `\\\"text-font\\\"`: Overrides the font stack specified by the root layout property.\\n- `\\\"text-color\\\"`: Overrides the color specified by the root paint property.\\n- `\\\"font-scale\\\"`: Applies a scaling factor on `text-size` as specified by the root layout property.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.48.0\",\n            \"android\": \"6.7.0\",\n            \"ios\": \"4.6.0\"\n          },\n          \"text-font\": {\n            \"js\": \"0.48.0\",\n            \"android\": \"6.7.0\",\n            \"ios\": \"4.6.0\"\n          },\n          \"font-scale\": {\n            \"js\": \"0.48.0\",\n            \"android\": \"6.7.0\",\n            \"ios\": \"4.6.0\"\n          },\n          \"text-color\": {\n            \"js\": \"1.3.0\",\n            \"android\": \"7.3.0\",\n            \"ios\": \"4.10.0\"\n          },\n          \"image\": {\n            \"js\": \"1.6.0\",\n            \"android\": \"8.6.0\",\n            \"ios\": \"5.7.0\"\n          }\n        }\n      },\n      \"image\": {\n        \"doc\": \"Returns a [`ResolvedImage`](/style-spec/reference/types/#resolvedimage) for use in [`icon-image`](/style-spec/reference/layers/#layout-symbol-icon-image), `*-pattern` entries, and as a section in the [`'format'`](#types-format) expression.\\n\\nA [`'coalesce'`](#coalesce) expression containing `image` expressions will evaluate to the first listed image that is currently in the style. This validation process is synchronous and requires the image to have been added to the style before requesting it in the `'image'` argument.\\n\\nEvery image name can be followed by an optional [`ImageOptions`](/style-spec/reference/types/#imageoptions) object, which will be used for vector images only.\\n\\nTo implement crossfading between two images within a symbol layer using the [`icon-image-cross-fade`](/style-spec/reference/layers/#paint-symbol-icon-image-cross-fade) attribute, include a second image as the second argument in the `'image'` expression.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"1.4.0\",\n            \"android\": \"8.6.0\",\n            \"ios\": \"5.7.0\"\n          }\n        }\n      },\n      \"number-format\": {\n        \"doc\": \"Converts the input number into a string representation using the providing formatting rules. If set, the `locale` argument specifies the locale to use, as a BCP 47 language tag. If set, the `currency` argument specifies an ISO 4217 code to use for currency-style formatting. If set, the `unit` argument specifies a [simple ECMAScript unit](https://tc39.es/proposal-unified-intl-numberformat/section6/locales-currencies-tz_proposed_out.html#sec-issanctionedsimpleunitidentifier) to use for unit-style formatting. If set, the `min-fraction-digits` and `max-fraction-digits` arguments specify the minimum and maximum number of fractional digits to include.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.54.0\",\n            \"android\" : \"8.4.0\",\n            \"ios\": \"5.4.0\"\n          }\n        }\n      },\n      \"to-string\": {\n        \"doc\": \"Converts the input value to a string. If the input is `null`, the result is `\\\"\\\"`. If the input is a [`boolean`](#types-boolean), the result is `\\\"true\\\"` or `\\\"false\\\"`. If the input is a number, it is converted to a string as specified by the [\\\"NumberToString\\\" algorithm](https://tc39.github.io/ecma262/#sec-tostring-applied-to-the-number-type) of the ECMAScript Language Specification. If the input is a [`color`](#color), it is converted to a string of the form `\\\"rgba(r,g,b,a)\\\"`, where `r`, `g`, and `b` are numerals ranging from 0 to 255, and `a` ranges from 0 to 1. If the input is an [`'image'`](#types-image) expression, `'to-string'` returns the image name. Otherwise, the input is converted to a string in the format specified by the [`JSON.stringify`](https://tc39.github.io/ecma262/#sec-json.stringify) function of the ECMAScript Language Specification.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"to-number\": {\n        \"doc\": \"Converts the input value to a number, if possible. If the input is `null` or `false`, the result is 0. If the input is `true`, the result is 1. If the input is a string, it is converted to a number as specified by the [\\\"ToNumber Applied to the String Type\\\" algorithm](https://tc39.github.io/ecma262/#sec-tonumber-applied-to-the-string-type) of the ECMAScript Language Specification. If multiple values are provided, each one is evaluated in order until the first successful conversion is obtained. If none of the inputs can be converted, the expression is an error.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"to-boolean\": {\n        \"doc\": \"Converts the input value to a boolean. The result is `false` when then input is an empty string, 0, `false`, `null`, or `NaN`; otherwise it is `true`.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"to-rgba\": {\n        \"doc\": \"Returns a four-element array containing the input color's red, green, blue, and alpha components, in that order.\",\n        \"group\": \"Color\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"to-hsla\": {\n        \"doc\": \"Returns a four-element array containing the input color's Hue, Saturation, Luminance and alpha components, in that order.\",\n        \"group\": \"Color\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.9.0\",\n            \"android\": \"11.9.0\",\n            \"ios\": \"11.9.0\"\n          }\n        }\n      },\n      \"to-color\": {\n        \"doc\": \"Converts the input value to a color. If multiple values are provided, each one is evaluated in order until the first successful conversion is obtained. If none of the inputs can be converted, the expression is an error.\",\n        \"group\": \"Types\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"rgb\": {\n        \"doc\": \"Creates a color value from red, green, and blue components, which must range between 0 and 255, and an alpha component of 1. If any component is out of range, the expression is an error.\",\n        \"group\": \"Color\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"rgba\": {\n        \"doc\": \"Creates a color value from red, green, blue components, which must range between 0 and 255, and an alpha component which must range between 0 and 1. If any component is out of range, the expression is an error.\",\n        \"group\": \"Color\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"hsl\": {\n        \"doc\": \"Creates a color value from hue (range 0-360), saturation and lightness components (range 0-100), and an alpha component of 1. If any component is out of range, the expression is an error.\",\n        \"group\": \"Color\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"2.12.1\",\n            \"android\": \"10.11.0\",\n            \"ios\": \"10.11.0\"\n          }\n        }\n      },\n      \"hsla\": {\n        \"doc\": \"Creates a color value from hue (range 0-360), saturation and lightness components (range 0-100), and an alpha component (range 0-1). If any component is out of range, the expression is an error.\",\n        \"group\": \"Color\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"2.12.1\",\n            \"android\": \"10.11.0\",\n            \"ios\": \"10.11.0\"\n          }\n        }\n      },\n      \"get\": {\n        \"doc\": \"Retrieves a property value from the current feature's properties, or from another object if a second argument is provided. Returns `null` if the requested property is missing.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"has\": {\n        \"doc\": \"Tests for the presence of an property value in the current feature's properties, or from another object if a second argument is provided.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"length\": {\n        \"doc\": \"Returns the length of an array or string.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"properties\": {\n        \"doc\": \"Returns the feature properties object. Note that in some cases, it may be more efficient to use `[\\\"get\\\", \\\"property_name\\\"]` directly.\",\n        \"group\": \"Feature data\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"feature-state\": {\n        \"doc\": \"Retrieves a property value from the current feature's state. Returns `null` if the requested property is not present on the feature's state. A feature's state is not part of the GeoJSON or vector tile data, and must be set programmatically on each feature. Features are identified by their `id` attribute, which must be an integer or a string that can be cast to an integer. Note that [\\\"feature-state\\\"] can only be used with paint properties that support data-driven styling.\",\n        \"group\": \"Feature data\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.46.0\",\n            \"android\": \"10.0.0\",\n            \"ios\": \"10.0.0\"\n          }\n        }\n      },\n      \"geometry-type\": {\n        \"doc\": \"Returns the feature's geometry type: `Point`, `LineString` or `Polygon`. `Multi*` feature types return the singular forms.\",\n        \"group\": \"Feature data\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"worldview\": {\n        \"doc\": \"Returns the current worldview being used.\",\n        \"group\": \"Lookup\",\n        \"experimental\": true,\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.13.0\",\n\t          \"android\": \"11.13.0\",\n\t          \"ios\": \"11.13.0\"\n          }\n        }\n      },\n      \"id\": {\n        \"doc\": \"Returns the feature's id, if it has one.\",\n        \"group\": \"Feature data\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"zoom\": {\n        \"doc\": \"Returns the current zoom level. Note that in style layout and paint properties, [\\\"zoom\\\"] may only appear as the input to a top-level \\\"step\\\" or \\\"interpolate\\\" expression.\",\n        \"group\": \"Camera\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"pitch\": {\n        \"doc\": \"Returns the current pitch in degrees. `[\\\"pitch\\\"]` may only be used in the `filter` expression for a `symbol` layer.\",\n        \"group\": \"Camera\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"2.6.0\",\n            \"android\": \"10.9.0\",\n            \"ios\": \"10.9.0\"\n          }\n        }\n      },\n      \"distance-from-center\": {\n        \"doc\": \"Returns the distance of a `symbol` instance from the center of the map. The distance is measured in pixels divided by the height of the map container. It measures 0 at the center, decreases towards the camera and increase away from the camera. For example, if the height of the map is 1000px, a value of -1 means 1000px away from the center towards the camera, and a value of 1 means a distance of 1000px away from the camera from the center. `[\\\"distance-from-center\\\"]` may only be used in the `filter` expression for a `symbol` layer.\",\n        \"group\": \"Camera\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"2.6.0\",\n            \"android\": \"10.9.0\",\n            \"ios\": \"10.9.0\"\n          }\n        }\n      },\n      \"measure-light\": {\n        \"doc\": \"Returns a requested property of the light configuration based on the supplied options. Currently the only supported option is `brightness` which returns the global brightness value of the lights on a scale of 0 to 1, where 0 means total darkness and 1 means full brightness. This expression works only with 3D light, i.e. when `lights` root property is defined.\",\n        \"group\": \"Lookup\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.0.0\",\n            \"android\": \"11.0.0\",\n            \"ios\": \"11.0.0\"\n          }\n        }\n      },\n      \"heatmap-density\": {\n        \"doc\": \"Returns the kernel density estimation of a pixel in a heatmap layer, which is a relative measure of how many data points are crowded around a particular pixel. Can only be used in the `heatmap-color` property.\",\n        \"group\": \"Heatmap\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"line-progress\": {\n        \"doc\": \"Returns the progress along a gradient line. Can only be used in the `line-gradient` and `line-z-offset` properties.\",\n        \"group\": \"Feature data\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.6.0\"\n          }\n        }\n      },\n      \"sky-radial-progress\": {\n        \"doc\": \"Returns the distance of a point on the sky from the sun position. Returns 0 at sun position and 1 when the distance reaches `sky-gradient-radius`. Can only be used in the `sky-gradient` property.\",\n        \"group\": \"sky\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"2.0.0\",\n            \"ios\": \"10.0.0\",\n            \"android\": \"10.0.0\"\n          }\n        }\n      },\n      \"accumulated\": {\n        \"doc\": \"Returns the value of a cluster property accumulated so far. Can only be used in the `clusterProperties` option of a clustered GeoJSON source.\",\n        \"group\": \"Feature data\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.53.0\",\n            \"android\": \"8.4.0\",\n            \"ios\": \"5.5.0\"\n          }\n        }\n      },\n      \"+\": {\n        \"doc\": \"Returns the sum of the inputs.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"*\": {\n        \"doc\": \"Returns the product of the inputs.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"-\": {\n        \"doc\": \"For two inputs, returns the result of subtracting the second input from the first. For a single input, returns the result of subtracting it from 0.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"/\": {\n        \"doc\": \"Returns the result of floating point division of the first input by the second.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"%\": {\n        \"doc\": \"Returns the remainder after integer division of the first input by the second.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"^\": {\n        \"doc\": \"Returns the result of raising the first input to the power specified by the second.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"sqrt\": {\n        \"doc\": \"Returns the square root of the input.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.42.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"log10\": {\n        \"doc\": \"Returns the base-ten logarithm of the input.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"ln\": {\n        \"doc\": \"Returns the natural logarithm of the input.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"log2\": {\n        \"doc\": \"Returns the base-two logarithm of the input.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"sin\": {\n        \"doc\": \"Returns the sine of the input, interpreted as radians.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"cos\": {\n        \"doc\": \"Returns the cosine of the input, interpreted as radians.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"tan\": {\n        \"doc\": \"Returns the tangent of the input, interpreted as radians.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"asin\": {\n        \"doc\": \"Returns the arcsine of the input, in radians between −π/2 and π/2.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"acos\": {\n        \"doc\": \"Returns the arccosine of the input, in radians between −π/2 and π/2.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"atan\": {\n        \"doc\": \"Returns the arctangent of the input, in radians between −π/2 and π/2.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"min\": {\n        \"doc\": \"Returns the minimum value of the inputs.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"max\": {\n        \"doc\": \"Returns the maximum value of the inputs.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"round\": {\n        \"doc\": \"Rounds the input to the nearest integer. Halfway values are rounded away from zero. For example, `[\\\"round\\\", -1.5]` evaluates to -2.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"abs\": {\n        \"doc\": \"Returns the absolute value of the input.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"ceil\": {\n        \"doc\": \"Returns the smallest integer that is greater than or equal to the input.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"floor\": {\n        \"doc\": \"Returns the largest integer that is less than or equal to the input.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"distance\": {\n        \"doc\": \"Returns the shortest distance in meters between the evaluated feature and the input geometry. The input value can be a valid GeoJSON of type `Point`, `MultiPoint`, `LineString`, `MultiLineString`, `Polygon`, `MultiPolygon`, `Feature`, or `FeatureCollection`, or expression that returns a valid GeoJSON. Distance values returned may vary in precision due to loss in precision from encoding geometries, particularly below zoom level 13.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.0.0\",\n            \"android\": \"9.2.0\",\n            \"ios\": \"5.9.0\"\n          },\n          \"expressions support\": {\n            \"js\": \"3.29.0\",\n            \"android\": \"11.29.0\",\n            \"ios\": \"11.29.0\"\n          }\n        }\n      },\n      \"==\": {\n        \"doc\": \"Returns `true` if the input values are equal, `false` otherwise. The comparison is strictly typed: values of different runtime types are always considered unequal. Cases where the types are known to be different at parse time are considered invalid and will produce a parse error. Accepts an optional `collator` argument to control locale-dependent string comparisons.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          },\n          \"collator\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \"!=\": {\n        \"doc\": \"Returns `true` if the input values are not equal, `false` otherwise. The comparison is strictly typed: values of different runtime types are always considered unequal. Cases where the types are known to be different at parse time are considered invalid and will produce a parse error. Accepts an optional `collator` argument to control locale-dependent string comparisons.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          },\n          \"collator\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \">\": {\n        \"doc\": \"Returns `true` if the first input is strictly greater than the second, `false` otherwise. The arguments are required to be either both strings or both numbers; if during evaluation they are not, expression evaluation produces an error. Cases where this constraint is known not to hold at parse time are considered in valid and will produce a parse error. Accepts an optional `collator` argument to control locale-dependent string comparisons.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          },\n          \"collator\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \"<\": {\n        \"doc\": \"Returns `true` if the first input is strictly less than the second, `false` otherwise. The arguments are required to be either both strings or both numbers; if during evaluation they are not, expression evaluation produces an error. Cases where this constraint is known not to hold at parse time are considered in valid and will produce a parse error. Accepts an optional `collator` argument to control locale-dependent string comparisons.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          },\n          \"collator\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \">=\": {\n        \"doc\": \"Returns `true` if the first input is greater than or equal to the second, `false` otherwise. The arguments are required to be either both strings or both numbers; if during evaluation they are not, expression evaluation produces an error. Cases where this constraint is known not to hold at parse time are considered in valid and will produce a parse error. Accepts an optional `collator` argument to control locale-dependent string comparisons.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          },\n          \"collator\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \"<=\": {\n        \"doc\": \"Returns `true` if the first input is less than or equal to the second, `false` otherwise. The arguments are required to be either both strings or both numbers; if during evaluation they are not, expression evaluation produces an error. Cases where this constraint is known not to hold at parse time are considered in valid and will produce a parse error. Accepts an optional `collator` argument to control locale-dependent string comparisons.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          },\n          \"collator\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \"all\": {\n        \"doc\": \"Returns `true` if all the inputs are `true`, `false` otherwise. The inputs are evaluated in order, and evaluation is short-circuiting: once an input expression evaluates to `false`, the result is `false` and no further input expressions are evaluated.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"any\": {\n        \"doc\": \"Returns `true` if any of the inputs are `true`, `false` otherwise. The inputs are evaluated in order, and evaluation is short-circuiting: once an input expression evaluates to `true`, the result is `true` and no further input expressions are evaluated.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"!\": {\n        \"doc\": \"Logical negation. Returns `true` if the input is `false`, and `false` if the input is `true`.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"within\": {\n        \"doc\": \"Returns `true` if the evaluated feature is fully contained inside a boundary of the input geometry, `false` otherwise. The input value can be a valid GeoJSON of type `Polygon`, `MultiPolygon`, `Feature`, or `FeatureCollection`. Supported features for evaluation:\\n- `Point`: Returns `false` if a point is on the boundary or falls outside the boundary.\\n- `LineString`: Returns `false` if any part of a line falls outside the boundary, the line intersects the boundary, or a line's endpoint is on the boundary.\",\n        \"group\": \"Decision\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"1.9.0\",\n            \"android\": \"9.1.0\",\n            \"ios\": \"5.8.0\"\n          }\n        }\n      },\n      \"is-supported-script\": {\n        \"doc\": \"Returns `true` if the input string is expected to render legibly. Returns `false` if the input string contains sections that cannot be rendered without potential loss of meaning (e.g. Indic scripts that require complex text shaping, or right-to-left scripts if the the `mapbox-gl-rtl-text` plugin is not in use in Mapbox GL JS).\",\n        \"group\": \"String\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.6.0\",\n            \"ios\": \"4.1.0\"\n          }\n        }\n      },\n      \"upcase\": {\n        \"doc\": \"Returns the input string converted to uppercase. Follows the Unicode Default Case Conversion algorithm and the locale-insensitive case mappings in the Unicode Character Database.\",\n        \"group\": \"String\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"downcase\": {\n        \"doc\": \"Returns the input string converted to lowercase. Follows the Unicode Default Case Conversion algorithm and the locale-insensitive case mappings in the Unicode Character Database.\",\n        \"group\": \"String\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"concat\": {\n        \"doc\": \"Returns a `string` consisting of the concatenation of the inputs. Each input is converted to a string as if by `to-string`.\",\n        \"group\": \"String\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.41.0\",\n            \"android\": \"6.0.0\",\n            \"ios\": \"4.0.0\"\n          }\n        }\n      },\n      \"resolved-locale\": {\n        \"doc\": \"Returns the IETF language tag of the locale being used by the provided `collator`. This can be used to determine the default system locale, or to determine if a requested locale was successfully loaded.\",\n        \"group\": \"String\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"0.45.0\",\n            \"android\": \"6.5.0\",\n            \"ios\": \"4.2.0\"\n          }\n        }\n      },\n      \"raster-value\": {\n        \"doc\": \"Returns the raster value of a pixel computed via `raster-color-mix`. Can only be used in the `raster-color` property.\",\n        \"group\": \"Raster Colorization\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.0.0\",\n            \"android\": \"11.0.0\",\n            \"ios\": \"11.0.0\"\n          }\n        }\n      },\n      \"raster-particle-speed\": {\n        \"doc\": \"Returns the length of the particle velocity vector. Can only be used in the `raster-particle-color` property.\",\n        \"group\": \"Raster Particle Animation\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.3.0\",\n            \"android\": \"11.4.0\",\n            \"ios\": \"11.4.0\"\n          }\n        }\n      },\n      \"is-active-floor\": {\n        \"doc\": \"Experimental. Returns `true` if the input floor id belongs to one of the active indoor floors, `false` otherwise. In case of array of strings, returns `true` if any of the input floor ids belongs to one of the active indoor floors, `false` otherwise. Only supported in filters.\",\n        \"group\": \"Indoor\",\n        \"experimental\": true,\n        \"private\": true,\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.16.0\",\n            \"android\": \"11.16.0\",\n            \"ios\": \"11.16.0\"\n          }\n        }\n      },\n      \"random\": {\n        \"doc\": \"Returns a random value in the specified range (first two input numbers) based on a supplied seed (third input). The seed can be an expression or a constant number or string value.\",\n        \"group\": \"Math\",\n        \"sdk-support\": {\n          \"basic functionality\": {\n            \"js\": \"3.0.0\",\n            \"android\": \"11.0.0\",\n            \"ios\": \"11.0.0\"\n          }\n        }\n      }\n    }\n  },\n  \"fog\": {\n    \"range\": {\n      \"type\": \"array\",\n      \"default\": [\n        0.5,\n        10\n      ],\n      \"minimum\": -20,\n      \"maximum\": 20,\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"doc\": \"The start and end distance range in which fog fades from fully transparent to fully opaque. The distance to the point at the center of the map is defined as zero, so that negative range values are closer to the camera, and positive values are farther away.\",\n      \"example\": [\n        0.5,\n        10\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.3.0\",\n          \"android\": \"10.6.0\",\n          \"ios\": \"10.6.0\"\n        }\n      }\n    },\n    \"color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#ffffff\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"The color of the atmosphere region immediately below the horizon and within the `range` and above the horizon and within `horizon-blend`. Using opacity is recommended only for smoothly transitioning fog on/off as anything less than 100% opacity results in more tiles loaded and drawn.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.3.0\",\n          \"android\": \"10.6.0\",\n          \"ios\": \"10.6.0\"\n        }\n      }\n    },\n    \"high-color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#245cdf\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"The color of the atmosphere region above the horizon, `high-color` extends further above the horizon than the `color` property and its spread can be controlled with `horizon-blend`. The opacity can be set to `0` to remove the high atmosphere color contribution.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.9.0\",\n          \"android\": \"10.6.0\",\n          \"ios\": \"10.6.0\"\n        }\n      }\n    },\n    \"space-color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\":\n      [\n        \"interpolate\",\n        [\n          \"linear\"\n        ],\n        [\n          \"zoom\"\n        ],\n        4,\n        \"#010b19\",\n        7,\n        \"#367ab9\"\n      ],\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"The color of the region above the horizon and after the end of the `horizon-blend` contribution. The opacity can be set to `0` to have a transparent background.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.9.0\",\n          \"android\": \"10.6.0\",\n          \"ios\": \"10.6.0\"\n        }\n      }\n    },\n    \"horizon-blend\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\":\n      [\n        \"interpolate\",\n        [\n          \"linear\"\n        ],\n        [\n          \"zoom\"\n        ],\n        4,\n        0.2,\n        7,\n        0.1\n      ],\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Horizon blend applies a smooth fade from the color of the atmosphere to the color of space. A value of zero leaves a sharp transition from atmosphere to space. Increasing the value blends the color of atmosphere into increasingly high angles of the sky.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.3.0\",\n          \"android\": \"10.6.0\",\n          \"ios\": \"10.6.0\"\n        }\n      }\n    },\n    \"star-intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\":\n      [\n        \"interpolate\",\n        [\n          \"linear\"\n        ],\n        [\n          \"zoom\"\n        ],\n        5,\n        0.35,\n        6,\n        0\n      ],\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"A value controlling the star intensity where `0` will show no stars and `1` will show stars at their maximum intensity.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.9.0\",\n          \"android\": \"10.6.0\",\n          \"ios\": \"10.6.0\"\n        }\n      }\n    },\n    \"vertical-range\": {\n      \"type\": \"array\",\n      \"default\": [0,0],\n      \"minimum\": 0,\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"doc\": \"An array of two number values, specifying the vertical range, measured in meters, over which the fog should gradually fade out. When both parameters are set to zero, the fog will be rendered without any vertical constraints.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    }\n  },\n  \"snow\": {\n    \"density\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": [\n        \"interpolate\",\n        [\"linear\"],\n        [\"zoom\"],\n        11,\n        0.0,\n        13,\n        0.85\n      ],\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Snow particles density. Controls the overall particles number.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Snow particles movement factor. Controls the overall particles movement speed.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#ffffff\",\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Snow particles color.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"opacity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 1.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Snow particles opacity.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"vignette\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": [\n        \"interpolate\",\n        [\"linear\"],\n        [\"zoom\"],\n        11,\n        0.0,\n        13,\n        0.3\n      ],\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Snow vignette screen-space effect. Adds snow tint to screen corners\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"vignette-color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#ffffff\",\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Snow vignette screen-space corners tint color.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"center-thinning\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.4,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Thinning factor of snow particles from center. 0 - no thinning. 1 - maximal central area thinning.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"direction\": {\n      \"type\": \"array\",\n      \"default\": [\n        0.0,\n        50.0\n      ],\n      \"minimum\": 0,\n      \"maximum\": 360,\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"doc\": \"Main snow particles direction. Azimuth and polar angles\",\n      \"example\": [\n        0,\n        45\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"flake-size\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.71,\n      \"minimum\": 0,\n      \"maximum\": 5,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Snow flake particle size. Correlates with individual particle screen size\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    }\n  },\n  \"rain\": {\n    \"density\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": [\n        \"interpolate\",\n        [\"linear\"],\n        [\"zoom\"],\n        11,\n        0.0,\n        13,\n        0.5\n      ],\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Rain particles density. Controls the overall screen density of the rain.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Rain particles movement factor. Controls the overall rain particles speed\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\":  [\n        \"interpolate\",\n        [\"linear\"],\n        [ \"measure-light\", \"brightness\" ],\n        0,\n        \"#03113d\",\n        0.3,\n        \"#a8adbc\"\n      ],\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Individual rain particle dorplets color.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"opacity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": [\n        \"interpolate\",\n        [\"linear\"],\n        [ \"measure-light\", \"brightness\" ],\n        0,\n        0.88,\n        1,\n        0.7\n      ],\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Rain particles opacity.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"vignette\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": [\n        \"interpolate\",\n        [\"linear\"],\n        [\"zoom\"],\n        11,\n        0.0,\n        13,\n        1.0\n      ],\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Screen-space vignette rain tinting effect intensity.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"vignette-color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": [\n        \"interpolate\",\n        [\"linear\"],\n        [ \"measure-light\", \"brightness\" ],\n        0,\n        \"#001736\",\n        0.3,\n        \"#464646\"\n      ],\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Rain vignette screen-space corners tint color.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"center-thinning\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.57,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Thinning factor of rain particles from center. 0 - no thinning. 1 - maximal central area thinning.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"direction\": {\n      \"type\": \"array\",\n      \"default\": [\n        0.0,\n        80.0\n      ],\n      \"minimum\": 0,\n      \"maximum\": 360,\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"doc\": \"Main rain particles direction. Azimuth and polar angles.\",\n      \"example\": [\n        0,\n        45\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"droplet-size\": {\n      \"type\": \"array\",\n      \"default\": [\n        2.6,\n        18.2\n      ],\n      \"minimum\": 0,\n      \"maximum\": 50,\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"doc\": \"Rain droplet size. x - normal to direction, y - along direction\",\n      \"example\": [\n        0,\n        45\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    },\n    \"distortion-strength\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.7,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"experimental\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ],\n        \"relaxZoomRestriction\": true\n      },\n      \"transition\": true,\n      \"doc\": \"Rain particles screen-space distortion strength.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\",\n          \"js\": \"3.9.0\"\n        }\n      }\n    }\n  },\n  \"camera\": {\n    \"camera-projection\" : {\n      \"doc\": \"Camera projection describes how 3D world geometry get projected into 2D screen\",\n      \"type\": \"enum\",\n      \"values\": {\n        \"perspective\": {\n          \"doc\": \"linear projection where distant objects appear smaller than closer objects. Lines that are parallel seem to converge towards a vanishing point\"\n        },\n        \"orthographic\": {\n          \"doc\": \"Projection where objects are of the same scale regardless of whether they are far away or near to the camera. Parallel lines remains parallel and there is no vanishing point.\"\n        }\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"default\": \"perspective\",\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"colorTheme\": {\n    \"data\": {\n      \"type\": \"string\",\n      \"doc\": \"Expects a base64 encoded PNG image which represents a cube strip LUT. The height of the image cannot exceed 32 pixels and the width must be equal to the height squared.\",\n      \"transition\": false,\n      \"property-type\": \"data-constant\",\n      \"expression\": {\n        \"interpolated\": false\n      }\n    }\n  },\n  \"indoor_source\": {\n    \"sourceId\": {\n      \"type\": \"string\",\n      \"doc\": \"Source ID of a source to be used to retrieve indoor data.\",\n      \"experimental\": true,\n      \"private\": true,\n      \"transition\": false,\n      \"property-type\": \"data-constant\"\n    },\n    \"sourceLayers\": {\n      \"type\": \"array\",\n      \"value\": \"string\",\n      \"doc\": \"An array of source layers to be used to retrieve indoor data.\",\n      \"experimental\": true,\n      \"private\": true,\n      \"transition\": false,\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"indoor\": {\n    \"*\": {\n      \"type\": \"indoor_source\",\n      \"private\": true,\n      \"experimental\": true,\n      \"doc\": \"Specification of an indoor source - sourceId and sourceLayer required for vector source, for GeoJSON sourceLayers should be omitted.\"\n    }\n  },\n  \"light\": {\n    \"anchor\": {\n      \"type\": \"enum\",\n      \"default\": \"viewport\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The position of the light source is aligned to the rotation of the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The position of the light source is aligned to the rotation of the viewport.\"\n        }\n      },\n      \"property-type\": \"data-constant\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"Whether extruded geometries are lit relative to the map or viewport.\",\n      \"example\": \"map\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      }\n    },\n    \"position\": {\n      \"type\": \"array\",\n      \"default\": [\n        1.15,\n        210,\n        30\n      ],\n      \"length\": 3,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"Position of the light source relative to lit (extruded) geometries, in [r radial coordinate, a azimuthal angle, p polar angle] where r indicates the distance from the center of the base of an object to its light, a indicates the position of the light relative to 0° (0° when `light.anchor` is set to `viewport` corresponds to the top of the viewport, or 0° when `light.anchor` is set to `map` corresponds to due north, and degrees proceed clockwise), and p indicates the height of the light (from 0°, directly above, to 180°, directly below).\",\n      \"example\": [\n        1.5,\n        90,\n        80\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      }\n    },\n    \"color\": {\n      \"type\": \"color\",\n      \"property-type\": \"data-constant\",\n      \"default\": \"#ffffff\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"Color tint for lighting extruded geometries.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      }\n    },\n    \"intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.5,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Intensity of lighting (on a scale from 0 to 1). Higher numbers will present as more extreme contrast.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      }\n    }\n  },\n  \"projection\": {\n    \"name\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"albers\": {\n          \"doc\": \"An Albers equal-area projection centered on the continental United States. You can configure the projection for a different region by setting `center` and `parallels` properties. You may want to set max bounds to constrain the map to the relevant region.\"\n        },\n        \"equalEarth\": {\n          \"doc\": \"An Equal Earth projection.\"\n        },\n        \"equirectangular\": {\n          \"doc\": \"An Equirectangular projection. This projection is very similar to the Plate Carrée projection.\"\n        },\n        \"lambertConformalConic\": {\n          \"doc\": \"A Lambert conformal conic projection. You can configure the projection for a region by setting `center` and `parallels` properties. You may want to set max bounds to constrain the map to the relevant region.\"\n        },\n        \"mercator\": {\n          \"doc\": \"The Mercator projection is the default projection.\"\n        },\n        \"naturalEarth\": {\n          \"doc\": \"A Natural Earth projection.\"\n        },\n        \"winkelTripel\": {\n          \"doc\": \"A Winkel Tripel projection.\"\n        },\n        \"globe\": {\n          \"doc\": \"A globe projection.\"\n        }\n      },\n      \"default\": \"mercator\",\n      \"doc\": \"The name of the projection to be used for rendering the map.\",\n      \"required\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.6.0\",\n          \"ios\": \"10.5.0\",\n          \"android\": \"10.5.0\"\n        }\n      }\n    },\n    \"center\": {\n      \"type\": \"array\",\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"minimum\": [-180, -90],\n      \"maximum\": [180, 90],\n      \"transition\": false,\n      \"doc\": \"The reference longitude and latitude of the projection. `center` takes the form of [lng, lat]. This property is only configurable for conic projections (Albers and Lambert Conformal Conic). All other projections are centered on [0, 0].\",\n      \"example\": [\n        -96,\n        37.5\n      ],\n      \"requires\": [\n        {\n          \"name\": [\n              \"albers\",\n              \"lambertConformalConic\"\n          ]\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.6.0\"\n        }\n      }\n    },\n    \"parallels\": {\n      \"type\": \"array\",\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"minimum\": [-90, -90],\n      \"maximum\": [90, 90],\n      \"transition\": false,\n      \"doc\": \"The standard parallels of the projection, denoting the desired latitude range with minimal distortion. `parallels` takes the form of [lat0, lat1]. This property is only configurable for conic projections (Albers and Lambert Conformal Conic).\",\n      \"example\": [\n        29.5,\n        45.5\n      ],\n      \"requires\": [\n        {\n          \"name\": [\n              \"albers\",\n              \"lambertConformalConic\"\n          ]\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.6.0\"\n        }\n      }\n    }\n  },\n  \"terrain\" : {\n    \"source\": {\n      \"type\": \"string\",\n      \"doc\": \"Name of a source of `raster_dem` type to be used for terrain elevation.\",\n      \"required\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      }\n    },\n    \"exaggeration\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 1.0,\n      \"minimum\": 0,\n      \"maximum\": 1000,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Exaggerates the elevation of the terrain by multiplying the data from the DEM with this value.\",\n      \"requires\": [\n        \"source\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      }\n    }\n  },\n  \"paint\": [\n    \"paint_fill\",\n    \"paint_line\",\n    \"paint_circle\",\n    \"paint_heatmap\",\n    \"paint_fill-extrusion\",\n    \"paint_building\",\n    \"paint_symbol\",\n    \"paint_raster\",\n    \"paint_raster-particle\",\n    \"paint_hillshade\",\n    \"paint_background\",\n    \"paint_sky\",\n    \"paint_model\"\n  ],\n  \"paint_fill\": {\n    \"fill-antialias\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"doc\": \"Whether or not the fill should be antialiased.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-opacity\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"The opacity of the entire fill layer. In contrast to the `fill-color`, this value will also affect the 1px stroke around the fill, if the stroke is used.\",\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.21.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"doc\": \"The color of the filled part of this layer. This color can be specified as `rgba` with an alpha component and the color's opacity will not affect the opacity of the 1px stroke, if it is used.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"requires\": [\n        {\n          \"!\": \"fill-pattern\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.19.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-outline-color\": {\n      \"type\": \"color\",\n      \"doc\": \"The outline color of the fill. Matches the value of `fill-color` if unspecified.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"requires\": [\n        {\n          \"!\": \"fill-pattern\"\n        },\n        {\n          \"fill-antialias\": true\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.19.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-translate\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"The geometry's offset. Values are [x, y] where negatives indicate left and up, respectively.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-translate-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The fill is translated relative to the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The fill is translated relative to the viewport.\"\n        }\n      },\n      \"doc\": \"Controls the frame of reference for `fill-translate`.\",\n      \"default\": \"map\",\n      \"requires\": [\n        \"fill-translate\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-pattern\": {\n      \"type\": \"resolvedImage\",\n      \"transition\": false,\n      \"doc\": \"Name of image in sprite to use for drawing image fills. For seamless patterns, image width and height must be a factor of two (2, 4, 8, ..., 512). Note that zoom-dependent expressions will be evaluated only at integer zoom levels.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.49.0\",\n          \"android\": \"6.5.0\",\n          \"ios\": \"4.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-pattern-cross-fade\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"requires\": [\n        \"line-pattern\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.12.0\",\n          \"android\": \"11.14.0\",\n          \"ios\": \"11.14.0\"\n        }\n      },\n      \"doc\": \"Controls the transition progress between the image variants of fill-pattern. Zero means the first variant is used, one is the second, and in between they are blended together. Both images should be the same size and have the same type (either raster or vector).\"\n    },\n    \"fill-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-z-offset\": {\n      \"type\": \"number\",\n      \"doc\": \"Specifies an uniform elevation in meters. Note: If the value is zero, the layer will be rendered on the ground. Non-zero values will elevate the layer from the sea level, which can cause it to be rendered below the terrain.\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"experimental\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.7.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-bridge-guard-rail-color\": {\n      \"type\": \"color\",\n      \"default\": \"rgba(241, 236, 225, 255)\",\n      \"doc\": \"The color of bridge guard rail.\",\n      \"experimental\": true,\n      \"private\": true,\n      \"use-theme\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.11.0\",\n          \"ios\": \"11.11.0\",\n          \"js\": \"3.14.0\"\n        },\n        \"data-driven styling\": {\n          \"android\": \"11.11.0\",\n          \"ios\": \"11.11.0\",\n          \"js\": \"3.14.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-tunnel-structure-color\": {\n      \"type\": \"color\",\n      \"default\": \"rgba(241, 236, 225, 255)\",\n      \"doc\": \"The color of tunnel structures (tunnel entrance and tunnel walls).\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"experimental\": true,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.11.0\",\n          \"ios\": \"11.11.0\",\n          \"js\": \"3.14.0\"\n        },\n        \"data-driven styling\": {\n          \"android\": \"11.11.0\",\n          \"ios\": \"11.11.0\",\n          \"js\": \"3.14.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    }\n  },\n  \"paint_fill-extrusion\": {\n    \"fill-extrusion-opacity\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"The opacity of the entire fill extrusion layer. This is rendered on a per-layer, not per-feature, basis, and data-driven styling is not available.\",\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-extrusion-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"doc\": \"The base color of the extruded fill. The extrusion's surfaces will be shaded differently based on this color in combination with the root `light` settings. If this color is specified as `rgba` with an alpha component, the alpha component will be ignored; use `fill-extrusion-opacity` to set layer opacity.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"requires\": [\n        {\n          \"!\": \"fill-extrusion-pattern\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-extrusion-translate\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"The geometry's offset. Values are [x, y] where negatives indicate left and up (on the flat plane), respectively.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-extrusion-translate-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The fill extrusion is translated relative to the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The fill extrusion is translated relative to the viewport.\"\n        }\n      },\n      \"doc\": \"Controls the frame of reference for `fill-extrusion-translate`.\",\n      \"default\": \"map\",\n      \"requires\": [\n        \"fill-extrusion-translate\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-extrusion-pattern\": {\n      \"type\": \"resolvedImage\",\n      \"transition\": false,\n      \"doc\": \"Name of image in sprite to use for drawing images on extruded fills. For seamless patterns, image width and height must be a factor of two (2, 4, 8, ..., 512). Note that zoom-dependent expressions will be evaluated only at integer zoom levels.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.49.0\",\n          \"android\": \"6.5.0\",\n          \"ios\": \"4.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-extrusion-pattern-cross-fade\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"requires\": [\n        \"line-pattern\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.12.0\",\n          \"android\": \"11.14.0\",\n          \"ios\": \"11.14.0\"\n        }\n      },\n      \"doc\": \"Controls the transition progress between the image variants of fill-extrusion-pattern. Zero means the first variant is used, one is the second, and in between they are blended together. Both images should be the same size and have the same type (either raster or vector).\"\n    },\n    \"fill-extrusion-height\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"units\": \"meters\",\n      \"doc\": \"The height with which to extrude this layer.\",\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-extrusion-base\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"units\": \"meters\",\n      \"doc\": \"The height with which to extrude the base of this layer. Must be less than or equal to `fill-extrusion-height`.\",\n      \"transition\": true,\n      \"requires\": [\n        \"fill-extrusion-height\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.27.0\",\n          \"android\": \"5.1.0\",\n          \"ios\": \"3.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-extrusion-height-alignment\": {\n      \"type\": \"enum\",\n      \"experimental\": true,\n      \"values\": {\n        \"terrain\": {\n          \"doc\": \"The fill extrusion height follows terrain slope.\"\n        },\n        \"flat\": {\n          \"doc\": \"The fill extrusion height is flat over terrain.\"\n        }\n      },\n      \"doc\": \"Controls the behavior of fill extrusion height over terrain\",\n      \"default\": \"flat\",\n      \"requires\": [\n        \"fill-extrusion-height\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.8.0\",\n          \"android\": \"11.8.0\",\n          \"ios\": \"11.8.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-extrusion-base-alignment\": {\n      \"type\": \"enum\",\n      \"experimental\": true,\n      \"values\": {\n        \"terrain\": {\n          \"doc\": \"The fill extrusion base follows terrain slope.\"\n        },\n        \"flat\": {\n          \"doc\": \"The fill extrusion base is flat over terrain.\"\n        }\n      },\n      \"doc\": \"Controls the behavior of fill extrusion base over terrain\",\n      \"default\": \"terrain\",\n      \"requires\": [\n        \"fill-extrusion-base\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.8.0\",\n          \"android\": \"11.8.0\",\n          \"ios\": \"11.8.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-extrusion-vertical-gradient\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"doc\": \"Whether to apply a vertical gradient to the sides of a fill-extrusion layer. If true, sides will be shaded slightly darker farther down.\",\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.50.0\",\n          \"android\": \"7.0.0\",\n          \"ios\": \"4.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-extrusion-ambient-occlusion-intensity\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Controls the intensity of shading near ground and concave angles between walls. Default value 0.0 disables ambient occlusion and values around 0.3 provide the most plausible results for buildings.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.7.0\",\n          \"ios\": \"10.7.0\"\n        }\n      }\n    },\n    \"fill-extrusion-ambient-occlusion-radius\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"default\": 3.0,\n      \"minimum\": 0,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Shades area near ground and concave angles between walls where the radius defines only vertical impact. Default value 3.0 corresponds to height of one floor and brings the most plausible results for buildings. This property works only with legacy light. When 3D lights are enabled `fill-extrusion-ambient-occlusion-wall-radius` and `fill-extrusion-ambient-occlusion-ground-radius` are used instead.\",\n      \"requires\": [\n        \"fill-extrusion-edge-radius\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.7.0\",\n          \"ios\": \"10.7.0\"\n        }\n      }\n    },\n    \"fill-extrusion-ambient-occlusion-wall-radius\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"default\": 3.0,\n      \"minimum\": 0,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Shades area near ground and concave angles between walls where the radius defines only vertical impact. Default value 3.0 corresponds to height of one floor and brings the most plausible results for buildings.\",\n      \"requires\": [\n        \"lights\",\n        \"fill-extrusion-edge-radius\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-ambient-occlusion-ground-radius\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"default\": 3.0,\n      \"minimum\": 0,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"The extent of the ambient occlusion effect on the ground beneath the extruded buildings in meters.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-ambient-occlusion-ground-attenuation\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"default\": 0.69,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"Provides a control to futher fine-tune the look of the ambient occlusion on the ground beneath the extruded buildings. Lower values give the effect a more solid look while higher values make it smoother.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-flood-light-color\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"color\",\n      \"experimental\": true,\n      \"default\": \"#ffffff\",\n      \"doc\": \"The color of the flood light effect on the walls of the extruded buildings.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"use-theme\": true,\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-flood-light-intensity\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"default\": 0.0,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"The intensity of the flood light color.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-flood-light-wall-radius\": {\n      \"property-type\": \"data-driven\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"units\": \"meters\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"doc\": \"The extent of the flood light effect on the walls of the extruded buildings in meters.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-flood-light-ground-radius\": {\n      \"property-type\": \"data-driven\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"units\": \"meters\",\n      \"default\": 0,\n      \"doc\": \"The extent of the flood light effect on the ground beneath the extruded buildings in meters. Note: this experimental property is evaluated once per tile, during tile initialization. Changing the property value could trigger tile reload. The `feature-state` styling is deprecated and will get removed soon.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-flood-light-ground-attenuation\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"default\": 0.69,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"Provides a control to futher fine-tune the look of the flood light on the ground beneath the extruded buildings. Lower values give the effect a more solid look while higher values make it smoother.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-vertical-scale\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"experimental\": true,\n      \"default\": 1.0,\n      \"minimum\": 0.0,\n      \"doc\": \"A global multiplier that can be used to scale base, height, AO, and flood light of the fill extrusions.\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"fill-extrusion-rounded-roof\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"experimental\": true,\n      \"doc\": \"Indicates whether top edges should be rounded when fill-extrusion-edge-radius has a value greater than 0. If false, rounded edges are only applied to the sides. Default is true.\",\n      \"requires\": [\n        \"fill-extrusion-edge-radius\"\n      ],\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.10.0\",\n          \"ios\": \"10.10.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      }\n    },\n    \"fill-extrusion-cutoff-fade-range\": {\n      \"type\": \"number\",\n      \"default\": 0.0,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"This parameter defines the range for the fade-out effect before an automatic content cutoff on pitched map views. Fade out is implemented by scaling down and removing buildings in the fade range in a staggered fashion. Opacity is not changed. The fade range is expressed in relation to the height of the map view. A value of 1.0 indicates that the content is faded to the same extent as the map's height in pixels, while a value close to zero represents a sharp cutoff. When the value is set to 0.0, the cutoff is completely disabled. Note: The property has no effect on the map if terrain is enabled.\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"fill-extrusion-front-cutoff\": {\n      \"type\": \"array\",\n      \"private\": true,\n      \"experimental\": true,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"zoom\"]\n      },\n      \"length\": 3,\n      \"default\": [0.0, 0.0, 1.0],\n      \"minimum\": [0.0, 0.0, 0.0],\n      \"maximum\": [1.0, 1.0, 1.0],\n      \"doc\": \"An array for configuring the fade-out effect for the front cutoff of content on pitched map views. It contains three values: start, range and final opacity. The start parameter defines the point at which the fade-out effect begins, with smaller values causing the effect to start earlier. The range parameter specifies how long the fade-out effect will last. A value of 0.0 for range makes content disappear immediately without a fade-out effect. The final opacity determines content opacity at the end of the fade-out effect. A value of 1.0 for final opacity means that the cutoff is completely disabled. Note: The property has no effect on the map if terrain or globe projection is enabled.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.21.0\",\n          \"android\": \"11.21.0\",\n          \"ios\": \"11.21.0\"\n        }\n      }\n    },\n    \"fill-extrusion-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.8.0\",\n          \"android\": \"11.8.0\",\n          \"ios\": \"11.8.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\",\n          \"feature-state\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-extrusion-line-width\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"experimental\": true,\n      \"units\": \"meters\",\n      \"doc\": \"If a non-zero value is provided, it sets the fill-extrusion layer into wall rendering mode. The value is used to render the feature with the given width over the outlines of the geometry. Note: This property is experimental and some other fill-extrusion properties might not be supported with non-zero line width.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.7.0\",\n          \"android\": \"11.7.0\",\n          \"ios\": \"11.7.0\"\n\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.7.0\",\n          \"android\": \"11.7.0\",\n          \"ios\": \"11.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"fill-extrusion-cast-shadows\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"doc\": \"Enable/Disable shadow casting for this layer\",\n      \"transition\": false,\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.7.0\",\n          \"android\": \"11.8.0\",\n          \"ios\": \"11.8.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_building\": {\n    \"building-opacity\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"The opacity of the entire procedural buildings layer. This is rendered on a per-layer, not per-feature, basis, and data-driven styling is not available.\",\n      \"transition\": true,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"building-ambient-occlusion-intensity\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"private\": true,\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Controls the intensity of ambient occlusion when shading concave angles between walls and roof crevices and windows.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-ambient-occlusion-ground-intensity\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"private\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"Controls the intensity of shading near ground\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-ambient-occlusion-ground-radius\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"private\": true,\n      \"default\": 3.0,\n      \"minimum\": 0,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"doc\": \"The extent of the ambient occlusion effect on the ground beneath the procedural buildings in meters.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-ambient-occlusion-ground-attenuation\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"private\": true,\n      \"default\": 0.69,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"Provides a control to further fine-tune the look of the ambient occlusion on the ground beneath the procedural buildings. Lower values give the effect a more solid look while higher values make it smoother.\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-vertical-scale\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"private\": true,\n      \"default\": 1.0,\n      \"minimum\": 0.0,\n      \"doc\": \"A global multiplier that can be used to scale base and height of the procedural buildings.\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-cast-shadows\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"doc\": \"Enable/Disable shadow casting for this layer\",\n      \"transition\": false,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"building-color\": {\n      \"type\": \"color\",\n      \"default\": \"rgba(193, 154, 127, 1)\",\n      \"doc\": \"Color buildings. This can be styled using different building parts (e.g. window, wall, roof).\",\n      \"private\": true,\n      \"use-theme\": true,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"building-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 5,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features. There is no emission for value 0. For value 1.0, only emissive component (no shading) is displayed and values above 1.0 produce light contribution to surrounding area, for some of the parts (e.g. doors).\",\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"building-facade-emissive-chance\": {\n      \"type\": \"number\",\n      \"default\": 0.35,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"Given as a fraction specifies the likelihood for the facades to be emissive when building-facade is enabled. A value of 0.0 means the window will never be emissive, while a value of 1.0 means the window will always be emissive. This can be used to create variations on a building where some windows are lit and some are not.\",\n      \"private\": true,\n      \"property-type\": \"data-constant\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"measure-light\",\n          \"zoom\"\n        ]\n      }\n    },\n    \"building-cutoff-fade-range\": {\n      \"type\": \"number\",\n      \"private\": true,\n      \"default\": 0.0,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"This parameter defines the range for the fade-out effect before an automatic content cutoff on pitched map views. Fade out is implemented by scaling down and removing buildings in the fade range in a staggered fashion. Opacity is not changed. The fade range is expressed in relation to the height of the map view. A value of 1.0 indicates that the content is faded to the same extent as the map's height in pixels, while a value close to zero represents a sharp cutoff. When the value is set to 0.0, the cutoff is completely disabled. Note: The property has no effect on the map if terrain is enabled.\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"building-front-cutoff\": {\n      \"type\": \"array\",\n      \"private\": true,\n      \"experimental\": true,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"zoom\"]\n      },\n      \"length\": 3,\n      \"default\": [0.0, 0.0, 1.0],\n      \"minimum\": [0.0, 0.0, 0.0],\n      \"maximum\": [1.0, 1.0, 1.0],\n      \"doc\": \"An array for configuring the fade-out effect for the front cutoff of content on pitched map views. It contains three values: start, range and final opacity. The start parameter defines the point at which the fade-out effect begins, with smaller values causing the effect to start earlier. The range parameter specifies how long the fade-out effect will last. A value of 0.0 for range makes content disappear immediately without a fade-out effect. The final opacity determines content opacity at the end of the fade-out effect. A value of 1.0 for final opacity means that the cutoff is completely disabled. Note: The property has no effect on the map if terrain or globe projection is enabled.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.21.0\",\n          \"android\": \"11.21.0\",\n          \"ios\": \"11.21.0\"\n        }\n      }\n    },\n    \"building-flood-light-color\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"color\",\n      \"private\": true,\n      \"default\": \"#ffffff\",\n      \"doc\": \"The color of the flood light effect on the walls of the buildings.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"use-theme\": true,\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-flood-light-intensity\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"private\": true,\n      \"default\": 0.0,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"The intensity of the flood light color.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    },\n    \"building-flood-light-ground-attenuation\": {\n      \"property-type\": \"data-constant\",\n      \"type\": \"number\",\n      \"private\": true,\n      \"default\": 0.69,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"Provides a control to futher fine-tune the look of the flood light on the ground beneath the buildings. Lower values give the effect a more solid look while higher values make it smoother.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.16.0\",\n          \"android\": \"11.16.0\",\n          \"ios\": \"11.16.0\"\n        }\n      }\n    }\n  },\n  \"paint_line\": {\n    \"line-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"The opacity at which the line will be drawn.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-color\": {\n      \"type\": \"color\",\n      \"doc\": \"The color with which the line will be drawn.\",\n      \"default\": \"#000000\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"requires\": [\n        {\n          \"!\": \"line-pattern\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.23.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-translate\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"The geometry's offset. Values are [x, y] where negatives indicate left and up, respectively.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-translate-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The line is translated relative to the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The line is translated relative to the viewport.\"\n        }\n      },\n      \"doc\": \"Controls the frame of reference for `line-translate`.\",\n      \"default\": \"map\",\n      \"requires\": [\n        \"line-translate\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-width\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Stroke thickness.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.39.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\",\n          \"line-progress\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-gap-width\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"doc\": \"Draws a line casing outside of a line's actual path. Value indicates the width of the inner gap.\",\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-offset\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"The line's offset. For linear features, a positive value offsets the line to the right, relative to the direction of the line, and a negative value to the left. For polygon features, a positive value results in an inset, and a negative value results in an outset.\",\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.12.1\",\n          \"android\": \"3.0.0\",\n          \"ios\": \"3.1.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-blur\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Blur applied to the line, in pixels.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-dasharray\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"doc\": \"Specifies the lengths of the alternating dashes and gaps that form the dash pattern. The lengths are later scaled by the line width. To convert a dash length to pixels, multiply the length by the current line width. Note that GeoJSON sources with `lineMetrics: true` specified won't render dashed lines to the expected scale. Also note that zoom-dependent expressions will be evaluated only at integer zoom levels.\",\n      \"minimum\": 0,\n      \"transition\": false,\n      \"units\": \"line widths\",\n      \"requires\": [\n        {\n          \"!\": \"line-pattern\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"2.3.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-pattern\": {\n      \"type\": \"resolvedImage\",\n      \"transition\": false,\n      \"doc\": \"Name of image in sprite to use for drawing image lines. For seamless patterns, image width must be a factor of two (2, 4, 8, ..., 512). Note that zoom-dependent expressions will be evaluated only at integer zoom levels.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.49.0\",\n          \"android\": \"6.5.0\",\n          \"ios\": \"4.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-pattern-cross-fade\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"requires\": [\n        \"line-pattern\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.12.0\",\n          \"android\": \"11.14.0\",\n          \"ios\": \"11.14.0\"\n        }\n      },\n      \"doc\": \"Controls the transition progress between the image variants of line-pattern. Zero means the first variant is used, one is the second, and in between they are blended together. Both images should be the same size and have the same type (either raster or vector).\"\n    },\n    \"line-gradient\": {\n      \"type\": \"color\",\n      \"doc\": \"A gradient used to color a line feature at various distances along its length. Defined using a `step` or `interpolate` expression which outputs a color for each corresponding `line-progress` input value. `line-progress` is a percentage of the line feature's total length as measured on the webmercator projected coordinate plane (a `number` between `0` and `1`). Can only be used with GeoJSON sources that specify `\\\"lineMetrics\\\": true`.\",\n      \"example\": [\n        \"interpolate\",\n        [ \"linear\" ],\n        [ \"line-progress\" ],\n        0,\n        \"blue\",\n        0.1,\n        \"royalblue\",\n        0.3,\n        \"cyan\",\n        0.5,\n        \"lime\",\n        0.7,\n        \"yellow\",\n        1,\n        \"red\"\n      ],\n      \"use-theme\": true,\n      \"transition\": false,\n      \"requires\": [\n        {\n          \"!\": \"line-pattern\"\n        },\n        {\n          \"source\": \"geojson\",\n          \"has\": {\n            \"lineMetrics\": true\n          }\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.45.0\",\n          \"android\": \"6.5.0\",\n          \"ios\": \"4.4.0\"\n        },\n        \"data-driven styling\": {}\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"line-progress\"\n        ]\n      },\n      \"property-type\": \"color-ramp\"\n    },\n    \"line-trim-offset\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"doc\": \"The line part between [trim-start, trim-end] will be painted using `line-trim-color,` which is transparent by default to produce a route vanishing effect. The line trim-off offset is based on the whole line range [0.0, 1.0].\",\n      \"length\": 2,\n      \"default\": [0.0, 0.0],\n      \"minimum\": [0.0, 0.0],\n      \"maximum\": [1.0, 1.0],\n      \"transition\": false,\n      \"requires\": [\n        {\n            \"source\": \"geojson\",\n            \"has\": {\n                \"lineMetrics\": true\n            }\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.9.0\",\n          \"android\": \"10.5.0\",\n          \"ios\": \"10.5.0\"\n        }\n      },\n      \"property-type\": \"constant\"\n    },\n    \"line-trim-fade-range\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"doc\": \"The fade range for the trim-start and trim-end points is defined by the `line-trim-offset` property. The first element of the array represents the fade range from the trim-start point toward the end of the line, while the second element defines the fade range from the trim-end point toward the beginning of the line. The fade result is achieved by interpolating between `line-trim-color` and the color specified by the `line-color` or the `line-gradient` property.\",\n      \"experimental\": true,\n      \"length\": 2,\n      \"default\": [0.0, 0.0],\n      \"minimum\": [0.0, 0.0],\n      \"maximum\": [1.0, 1.0],\n      \"transition\": false,\n      \"requires\": [\n        \"line-trim-offset\",\n        {\n          \"source\": \"geojson\",\n          \"has\": {\n            \"lineMetrics\": true\n          }\n        }\n      ],\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.6.0\",\n          \"android\": \"11.6.0\",\n          \"ios\": \"11.6.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-trim-color\": {\n      \"type\": \"color\",\n      \"doc\": \"The color to be used for rendering the trimmed line section that is defined by the `line-trim-offset` property.\",\n      \"experimental\": true,\n      \"default\": \"transparent\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"requires\": [\n        \"line-trim-offset\",\n        {\n          \"source\": \"geojson\",\n          \"has\": {\n              \"lineMetrics\": true\n          }\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.6.0\",\n          \"android\": \"11.6.0\",\n          \"ios\": \"11.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.17.0\",\n          \"android\": \"11.17.0\",\n          \"ios\": \"11.17.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\",\n          \"line-progress\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-border-width\": {\n      \"type\": \"number\",\n      \"doc\": \"The width of the line border. A value of zero means no border.\",\n      \"default\": 0.0,\n      \"minimum\": 0.0,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.9.0\",\n          \"ios\": \"10.9.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.9.0\",\n          \"ios\": \"10.9.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-border-color\": {\n      \"type\": \"color\",\n      \"doc\": \"The color of the line border. If line-border-width is greater than zero and the alpha value of this color is 0 (default), the color for the border will be selected automatically based on the line color.\",\n      \"default\": \"rgba(0, 0, 0, 0)\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.9.0\",\n          \"ios\": \"10.9.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"10.9.0\",\n          \"ios\": \"10.9.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"line-border-gradient\": {\n      \"type\": \"color\",\n      \"experimental\": true,\n      \"doc\": \"A gradient used to color the border of a line feature at various distances along its length. Defined using a `step` or `interpolate` expression which outputs a color for each corresponding `line-progress` input value. `line-progress` is a percentage of the line feature's total length as measured on the webmercator projected coordinate plane (a `number` between `0` and `1`). Takes precedence over `line-border-color`. Has no effect unless `line-border-width` is greater than zero. Can only be used with GeoJSON sources that specify `\\\"lineMetrics\\\": true`.\",\n      \"example\": [\n        \"step\",\n        [\n          \"line-progress\"\n        ],\n        \"blue\",\n        0.5,\n        \"gray\"\n      ],\n      \"use-theme\": true,\n      \"transition\": false,\n      \"requires\": [\n        {\n          \"!\": \"line-pattern\"\n        },\n        {\n          \"source\": \"geojson\",\n          \"has\": {\n            \"lineMetrics\": true\n          }\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.28.0\",\n          \"android\": \"11.28.0\",\n          \"ios\": \"11.28.0\"\n        },\n        \"data-driven styling\": {}\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"line-progress\"\n        ]\n      },\n      \"property-type\": \"color-ramp\"\n    },\n    \"line-occlusion-opacity\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"Opacity multiplier (multiplies line-opacity value) of the line part that is occluded by 3D objects. Value 0 hides occluded part, value 1 means the same opacity as non-occluded part. The property is not supported when `line-opacity` has data-driven styling.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"transition\": true,\n      \"property-type\": \"data-constant\"\n    },\n    \"line-blend-mode\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"default\": { \"doc\": \"Normal non-blended rendering mode.\" },\n        \"multiply\": { \"doc\": \"Line features are composited using multiply blending.\" },\n        \"additive\": { \"doc\": \"Line features are composited using additive density accumulation with tone mapping.\" }\n      },\n      \"doc\": \"Controls the blend mode used for rendering line features.\",\n      \"default\": \"default\",\n      \"experimental\": true,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.21.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-blend-additive-clamp\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"doc\": \"Controls the brightness of lines in additive blend mode. When set to 0 (the default), brightness is adjusted automatically based on the density of lines visible on screen. Increase this value if the lines appear too bright, or decrease it if they appear too faint.\",\n      \"experimental\": true,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.21.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"line-cutout-depth\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"units\": \"meters\",\n      \"doc\": \"Depth offset along the camera, in meters. When set to a non-zero value, applied cutout opacity is 0.\",\n      \"experimental\": true,\n      \"private\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"android\": \"11.29.0\",\n          \"ios\": \"11.29.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_circle\": {\n    \"circle-radius\": {\n      \"type\": \"number\",\n      \"default\": 5,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Circle radius.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.18.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"doc\": \"The fill color of the circle.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.18.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-blur\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"doc\": \"Amount to blur the circle. 1 blurs the circle such that only the centerpoint is full opacity. Setting a negative value renders the blur as an inner glow effect.\",\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.20.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"The opacity at which the circle will be drawn.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.20.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-translate\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"The geometry's offset. Values are [x, y] where negatives indicate left and up, respectively.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"circle-translate-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The circle is translated relative to the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The circle is translated relative to the viewport.\"\n        }\n      },\n      \"doc\": \"Controls the frame of reference for `circle-translate`.\",\n      \"default\": \"map\",\n      \"requires\": [\n        \"circle-translate\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"circle-pitch-scale\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"Circles are scaled according to their apparent distance to the camera.\"\n        },\n        \"viewport\": {\n          \"doc\": \"Circles are not scaled.\"\n        }\n      },\n      \"default\": \"map\",\n      \"doc\": \"Controls the scaling behavior of the circle when the map is pitched.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.21.0\",\n          \"android\": \"4.2.0\",\n          \"ios\": \"3.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"circle-pitch-alignment\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The circle is aligned to the plane of the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The circle is aligned to the plane of the viewport.\"\n        }\n      },\n      \"default\": \"viewport\",\n      \"doc\": \"Orientation of circle when map is pitched.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.39.0\",\n          \"android\": \"5.2.0\",\n          \"ios\": \"3.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"circle-stroke-width\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"The width of the circle's stroke. Strokes are placed outside of the `circle-radius`.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-stroke-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"doc\": \"The stroke color of the circle.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-stroke-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"The opacity of the circle's stroke.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.29.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"circle-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n   }\n  },\n  \"paint_heatmap\": {\n    \"heatmap-radius\": {\n      \"type\": \"number\",\n      \"default\": 30,\n      \"minimum\": 1,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Radius of influence of one heatmap point in pixels. Increasing the value makes the heatmap smoother, but less detailed. `queryRenderedFeatures` on heatmap layers will return points within this radius.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.41.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"heatmap-weight\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"transition\": false,\n      \"doc\": \"A measure of how much an individual point contributes to the heatmap. A value of 10 would be equivalent to having 10 points of weight 1 in the same spot. Especially useful when combined with clustering.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.41.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.41.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"heatmap-intensity\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"doc\": \"Similar to `heatmap-weight` but controls the intensity of the heatmap globally. Primarily used for adjusting the heatmap based on zoom level.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.41.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"heatmap-color\": {\n      \"type\": \"color\",\n      \"default\": [\n        \"interpolate\",\n        [\n          \"linear\"\n        ],\n        [\n          \"heatmap-density\"\n        ],\n        0,\n        \"rgba(0, 0, 255, 0)\",\n        0.1,\n        \"royalblue\",\n        0.3,\n        \"cyan\",\n        0.5,\n        \"lime\",\n        0.7,\n        \"yellow\",\n        1,\n        \"red\"\n      ],\n      \"doc\": \"Defines the color of each pixel based on its density value in a heatmap. Should be an expression that uses `[\\\"heatmap-density\\\"]` as input.\",\n      \"use-theme\": true,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.41.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        },\n        \"data-driven styling\": {}\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"heatmap-density\"\n        ]\n      },\n      \"property-type\": \"color-ramp\"\n    },\n    \"heatmap-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"The global opacity at which the heatmap layer will be drawn.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.41.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_symbol\": {\n    \"icon-opacity\": {\n      \"doc\": \"The opacity at which the icon will be drawn.\",\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-occlusion-opacity\": {\n      \"doc\": \"The opacity at which the icon will be drawn in case of being depth occluded. Absent value means full occlusion against terrain only.\",\n      \"type\": \"number\",\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"default\": 0,\n      \"transition\": true,\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.6.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\",\n          \"feature-state\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"text-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\",\n          \"feature-state\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"The color of the icon. This can only be used with [SDF icons](/help/troubleshooting/using-recolorable-images-in-mapbox-maps/).\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-halo-color\": {\n      \"type\": \"color\",\n      \"default\": \"rgba(0, 0, 0, 0)\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"The color of the icon's halo. Icon halos can only be used with [SDF icons](/help/troubleshooting/using-recolorable-images-in-mapbox-maps/).\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-halo-width\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Distance of halo to the icon outline.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-halo-blur\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Fade out the halo towards the outside.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"icon-translate\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"transition\": true,\n      \"appearance\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Distance that the icon's anchor is moved from its original placement. Positive values indicate right and down, while negative values indicate left and up.\",\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-translate-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"Icons are translated relative to the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"Icons are translated relative to the viewport.\"\n        }\n      },\n      \"doc\": \"Controls the frame of reference for `icon-translate`.\",\n      \"default\": \"map\",\n      \"requires\": [\n        \"icon-image\",\n        \"icon-translate\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-image-cross-fade\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"requires\": [\n        \"icon-image\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"doc\": \"Controls the transition progress between the image variants of icon-image. Zero means the first variant is used, one is the second, and in between they are blended together. . Both images should be the same size and have the same type (either raster or vector).\"\n    },\n    \"text-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"The opacity at which the text will be drawn.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"text-occlusion-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"The opacity at which the text will be drawn in case of being depth occluded. Absent value means full occlusion against terrain only.\",\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"default\": 0,\n      \"transition\": true,\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.6.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.6.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"text-color\": {\n      \"type\": \"color\",\n      \"doc\": \"The color with which the text will be drawn.\",\n      \"default\": \"#000000\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"overridable\": true,\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"text-halo-color\": {\n      \"type\": \"color\",\n      \"default\": \"rgba(0, 0, 0, 0)\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"doc\": \"The color of the text's halo, which helps it stand out from backgrounds.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"text-halo-width\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Distance of halo to the font outline. Max text halo width is 1/4 of the font-size.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"text-halo-blur\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"The halo's fadeout distance towards the outside.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"0.33.0\",\n          \"android\": \"5.0.0\",\n          \"ios\": \"3.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\"\n        ]\n      },\n      \"appearance\": true,\n      \"property-type\": \"data-driven\"\n    },\n    \"text-translate\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"default\": [\n        0,\n        0\n      ],\n      \"transition\": true,\n      \"appearance\": true,\n      \"units\": \"pixels\",\n      \"doc\": \"Distance that the text's anchor is moved from its original placement. Positive values indicate right and down, while negative values indicate left and up.\",\n      \"requires\": [\n        \"text-field\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"text-translate-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The text is translated relative to the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The text is translated relative to the viewport.\"\n        }\n      },\n      \"doc\": \"Controls the frame of reference for `text-translate`.\",\n      \"default\": \"map\",\n      \"requires\": [\n        \"text-field\",\n        \"text-translate\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-color-saturation\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": -1,\n      \"maximum\": 1,\n      \"transition\": false,\n      \"doc\": \"Increase or reduce the saturation of the symbol icon.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.1.0\",\n          \"android\": \"11.1.0\",\n          \"ios\": \"11.1.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-color-contrast\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": -1,\n      \"maximum\": 1,\n      \"transition\": false,\n      \"doc\": \"Increase or reduce the contrast of the symbol icon.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-color-brightness-min\": {\n      \"type\": \"number\",\n      \"doc\": \"Increase or reduce the brightness of the symbols. The value is the minimum brightness.\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"icon-color-brightness-max\": {\n      \"type\": \"number\",\n      \"doc\": \"Increase or reduce the brightness of the symbols. The value is the maximum brightness.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\",\n          \"android\": \"11.5.0\",\n          \"ios\": \"11.5.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"symbol-z-offset\": {\n      \"type\": \"number\",\n      \"doc\": \"Specifies an uniform elevation from the ground, in meters.\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"appearance\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.7.0\",\n          \"android\": \"11.7.0\",\n          \"ios\": \"11.7.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.7.0\",\n          \"android\": \"11.7.0\",\n          \"ios\": \"11.7.0\"\n        }\n      },\n      \"requires\": [\n        {\n          \"symbol-z-elevate\": true\n        }\n      ],\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"feature\"\n        ]\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"placement-priority\": {\n      \"type\": \"number\",\n      \"doc\": \"In-group placement priority. Higher values are placed first within the symbol's placement group.\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": false,\n      \"appearance\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"pitch\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\",\n          \"distance-from-center\"\n        ]\n      },\n      \"property-type\": \"data-driven\",\n      \"sdk-support\": {\n        \"basic functionality\": {},\n        \"data-driven styling\": {}\n      },\n      \"private\": true,\n      \"experimental\": true\n    },\n    \"placement-group\": {\n      \"type\": \"string\",\n      \"doc\": \"Assigns this symbol layer to the specified placement-group layer, placing its symbols as if they were drawn within that group. When unset, the layer's symbols use an implicitly created placement group located at the same position as the symbol layer.\",\n      \"transition\": false,\n      \"appearance\": true,\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\",\n          \"pitch\",\n          \"feature\",\n          \"feature-state\",\n          \"measure-light\",\n          \"distance-from-center\"\n        ]\n      },\n      \"property-type\": \"data-driven\",\n      \"sdk-support\": {\n        \"basic functionality\": {},\n        \"data-driven styling\": {}\n      },\n      \"private\": true,\n      \"experimental\": true\n    }\n  },\n  \"paint_raster\": {\n    \"raster-opacity\": {\n      \"type\": \"number\",\n      \"doc\": \"The opacity at which the image will be drawn.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-color\": {\n      \"type\": \"color\",\n      \"doc\": \"Defines the color ramp used to colorize a raster layer, parameterized by the `[\\\"raster-value\\\"]` expression and evaluated over the range specified by `raster-color-range`. Raster values are spaced evenly across the range by default.\",\n      \"use-theme\": true,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {}\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"raster-value\"\n        ]\n      },\n      \"property-type\": \"color-ramp\"\n    },\n    \"raster-color-mix\": {\n      \"type\": \"array\",\n      \"default\": [\n        0.2126,\n        0.7152,\n        0.0722,\n        0.0\n      ],\n      \"length\": 4,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"requires\": [\n        \"raster-color\"\n      ],\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"When `raster-color` is active, specifies how the raster value is computed from a non-`rasterarray` source's channels, using the equation `mix.r * src.r + mix.g * src.g + mix.b * src.b + mix.a`. The first three components weight the source's red, green, and blue channels; the fourth is a constant offset and is not multiplied by source alpha. Source alpha is carried through and applied as opacity to the colorized result. The default corresponds to RGB luminosity. `rasterarray` sources ignore this property, as their raster value is decoded directly from the source data.\",\n      \"example\": [\n        0.2126,\n        0.7152,\n        0.0722,\n        0.0\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"raster-color-range\": {\n      \"type\": \"array\",\n      \"length\": 2,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": true,\n      \"requires\": [\n        \"raster-color\"\n      ],\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"doc\": \"When `raster-color` is active, specifies the range of raster values mapped onto the color ramp, from the start of the ramp (low bound) to its end (high bound). For `rasterarray` sources the raster value is the decoded source data in the source's own units, and the source's stated data range is used when this property is unspecified. For other raster sources the raster value is computed from the source's channels via `raster-color-mix`. Defaults to `[0, 1]` when no range is otherwise available.\",\n      \"example\": [\n        0.5,\n        10\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      }\n    },\n    \"raster-color-scale\": {\n      \"type\": \"enum\",\n      \"doc\": \"When `raster-color` is active, specifies how raster values are distributed across the color ramp over the range specified by `raster-color-range`.\",\n      \"values\": {\n        \"linear\": {\n          \"doc\": \"Raster values are spaced evenly across the color ramp.\"\n        },\n        \"log\": {\n          \"doc\": \"Raster values are spaced logarithmically, giving more of the color ramp to smaller values. Useful for data concentrated near the low end of a wide range.\"\n        }\n      },\n      \"default\": \"linear\",\n      \"requires\": [\n        \"raster-color\",\n        {\"source\": \"raster-array\"}\n      ],\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": []\n      },\n      \"property-type\": \"data-constant\",\n      \"experimental\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.29.0\",\n          \"android\": \"11.30.0\",\n          \"ios\": \"11.30.0\"\n        }\n      }\n    },\n    \"raster-hue-rotate\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"period\": 360,\n      \"transition\": true,\n      \"units\": \"degrees\",\n      \"doc\": \"Rotates hues around the color wheel.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-brightness-min\": {\n      \"type\": \"number\",\n      \"doc\": \"Increase or reduce the brightness of the image. The value is the minimum brightness.\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-brightness-max\": {\n      \"type\": \"number\",\n      \"doc\": \"Increase or reduce the brightness of the image. The value is the maximum brightness.\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-saturation\": {\n      \"type\": \"number\",\n      \"doc\": \"Increase or reduce the saturation of the image.\",\n      \"default\": 0,\n      \"minimum\": -1,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-contrast\": {\n      \"type\": \"number\",\n      \"doc\": \"Increase or reduce the contrast of the image.\",\n      \"default\": 0,\n      \"minimum\": -1,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-resampling\": {\n      \"type\": \"enum\",\n      \"doc\": \"The resampling/interpolation method to use for overscaling, also known as texture magnification filter\",\n      \"values\": {\n        \"linear\": {\n          \"doc\": \"(Bi)linear filtering interpolates pixel values using the weighted average of the four closest original source pixels creating a smooth but blurry look when overscaled\"\n        },\n        \"nearest\": {\n          \"doc\": \"Nearest neighbor filtering interpolates pixel values using the nearest original source pixel creating a sharp but pixelated look when overscaled\"\n        }\n      },\n      \"default\": \"linear\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.47.0\",\n          \"android\": \"6.3.0\",\n          \"ios\": \"4.2.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-fade-duration\": {\n      \"type\": \"number\",\n      \"default\": 300,\n      \"minimum\": 0,\n      \"transition\": false,\n      \"units\": \"milliseconds\",\n      \"doc\": \"Fade duration when a new tile is added.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.1.0\",\n          \"android\": \"11.1.0\",\n          \"ios\": \"11.1.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-array-band\": {\n      \"type\": \"string\",\n      \"required\": false,\n      \"experimental\": true,\n      \"property-type\": \"data-constant\",\n      \"transition\": false,\n      \"requires\": [\n        {\n          \"source\": \"raster-array\"\n        }\n      ],\n      \"doc\": \"Displayed band of raster array source layer. Defaults to the first band if not set.\",\n      \"example\": \"band-name\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.1.0\",\n          \"android\": \"11.1.0\",\n          \"ios\": \"11.1.0\"\n        }\n      }\n    },\n    \"raster-elevation\": {\n      \"type\": \"number\",\n      \"doc\": \"Defines an uniform elevation from the base specified in raster-elevation-reference, in meters.\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"experimental\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.1.0\",\n          \"android\": \"11.2.0\",\n          \"ios\": \"11.2.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-elevation-reference\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the base of raster-elevation.\",\n      \"values\": {\n        \"sea\": {\n          \"doc\": \"Use this mode to elevate raster layers relative to the sea level.\"\n        },\n        \"ground\": {\n          \"doc\": \"Use this mode to elevate raster layers relative to the ground's height below them.\"\n        }\n      },\n      \"default\": \"sea\",\n      \"transition\": false,\n      \"experimental\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.19.0\",\n          \"android\": \"11.19.0\",\n          \"ios\": \"11.19.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_raster-particle\": {\n    \"raster-particle-array-band\": {\n      \"type\": \"string\",\n      \"required\": false,\n      \"property-type\": \"data-constant\",\n      \"transition\": false,\n      \"doc\": \"Displayed band of raster array source layer\",\n      \"example\": \"\\\"1713348000\\\"\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        }\n      }\n    },\n    \"raster-particle-count\": {\n      \"type\": \"number\",\n      \"doc\": \"Defines the amount of particles per tile.\",\n      \"default\": 512,\n      \"minimum\": 1,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-particle-color\": {\n      \"type\": \"color\",\n      \"doc\": \"Defines a color map by which to colorize a raster particle layer, parameterized by the `[\\\"raster-particle-speed\\\"]` expression and evaluated at 256 uniformly spaced steps over the range specified by `raster-particle-max-speed`.\",\n      \"use-theme\": true,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        },\n        \"data-driven styling\": {}\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"raster-particle-speed\"\n        ]\n      },\n      \"property-type\": \"color-ramp\"\n    },\n    \"raster-particle-max-speed\": {\n      \"type\": \"number\",\n      \"doc\": \"Defines the maximum speed for particles. Velocities with magnitudes equal to or exceeding this value are clamped to the max value.\",\n      \"default\": 1,\n      \"minimum\": 1,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-particle-speed-factor\": {\n      \"type\": \"number\",\n      \"doc\": \"Defines a coefficient for the speed of particles’ motion.\",\n      \"default\": 0.2,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-particle-fade-opacity-factor\": {\n      \"type\": \"number\",\n      \"doc\": \"Defines defines the opacity coefficient applied to the faded particles in each frame. In practice, this property controls the length of the particle tail.\",\n      \"default\": 0.98,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-particle-reset-rate-factor\": {\n      \"type\": \"number\",\n      \"doc\": \"Defines a coefficient for a time period at which particles will restart at a random position, to avoid degeneration (empty areas without particles).\",\n      \"default\": 0.8,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.3.0\",\n          \"android\": \"11.4.0\",\n          \"ios\": \"11.4.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"raster-particle-elevation\": {\n      \"type\": \"number\",\n      \"doc\": \"Defines an uniform elevation from sea level, in meters.\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.7.0\",\n          \"android\": \"11.7.0\",\n          \"ios\": \"11.7.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_hillshade\": {\n    \"hillshade-illumination-direction\": {\n      \"type\": \"number\",\n      \"default\": 335,\n      \"minimum\": 0,\n      \"maximum\": 359,\n      \"doc\": \"The direction of the light source used to generate the hillshading with 0 as the top of the viewport if `hillshade-illumination-anchor` is set to `viewport` and due north if `hillshade-illumination-anchor` is set to `map` and no 3d lights enabled. If `hillshade-illumination-anchor` is set to `map` and 3d lights enabled, the direction from 3d lights is used instead.\",\n      \"transition\": false,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"hillshade-illumination-anchor\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The hillshade illumination is relative to the north direction.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The hillshade illumination is relative to the top of the viewport.\"\n        }\n      },\n      \"default\": \"viewport\",\n      \"doc\": \"Direction of light source when map is rotated.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"hillshade-exaggeration\": {\n      \"type\": \"number\",\n      \"doc\": \"Intensity of the hillshade\",\n      \"default\": 0.5,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"hillshade-shadow-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"doc\": \"The shading color of areas that face away from the light source.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"hillshade-highlight-color\": {\n      \"type\": \"color\",\n      \"default\": \"#FFFFFF\",\n      \"doc\": \"The shading color of areas that faces towards the light source.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"hillshade-accent-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"doc\": \"The shading color used to accentuate rugged terrain like sharp cliffs and gorges.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.43.0\",\n          \"android\": \"6.0.0\",\n          \"ios\": \"4.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"hillshade-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_background\": {\n    \"background-pitch-alignment\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"map\": {\n          \"doc\": \"The background is aligned to the plane of the map.\"\n        },\n        \"viewport\": {\n          \"doc\": \"The background is aligned to the plane of the viewport, covering the whole screen. Note: This mode disables the automatic reordering of the layer when terrain or globe projection is used.\"\n        }\n      },\n      \"default\": \"map\",\n      \"doc\": \"Orientation of background layer.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.8.0\",\n          \"android\": \"11.8.0\",\n          \"ios\": \"11.8.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": []\n      },\n      \"experimental\": true,\n      \"property-type\": \"data-constant\"\n    },\n    \"background-color\": {\n      \"type\": \"color\",\n      \"default\": \"#000000\",\n      \"doc\": \"The color with which the background will be drawn.\",\n      \"use-theme\": true,\n      \"transition\": true,\n      \"requires\": [\n        {\n          \"!\": \"background-pattern\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"background-pattern\": {\n      \"type\": \"resolvedImage\",\n      \"transition\": false,\n      \"doc\": \"Name of image in sprite to use for drawing an image background. For seamless patterns, image width and height must be a factor of two (2, 4, 8, ..., 512). Note that zoom-dependent expressions will be evaluated only at integer zoom levels.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"background-opacity\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"The opacity at which the background will be drawn.\",\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"0.10.0\",\n          \"android\": \"2.0.1\",\n          \"ios\": \"2.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"background-emissive-strength\": {\n      \"type\": \"number\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"transition\": true,\n      \"units\": \"intensity\",\n      \"doc\": \"Controls the intensity of light emitted on the source features.\",\n      \"requires\": [\n        \"lights\"\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\",\n          \"measure-light\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_sky\": {\n    \"sky-type\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"gradient\": {\n          \"doc\": \"Renders the sky with a gradient that can be configured with `sky-gradient-radius` and `sky-gradient`.\"\n        },\n        \"atmosphere\": {\n          \"doc\": \"Renders the sky with a simulated atmospheric scattering algorithm, the sun direction can be attached to the light position or explicitly set through `sky-atmosphere-sun`.\"\n        }\n      },\n      \"default\": \"atmosphere\",\n      \"doc\": \"The type of the sky\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"sky-atmosphere-sun\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 2,\n      \"units\": \"degrees\",\n      \"minimum\": [0, 0],\n      \"maximum\": [360, 180],\n      \"transition\": false,\n      \"doc\": \"Position of the sun center [a azimuthal angle, p polar angle]. The azimuthal angle indicates the position of the sun relative to 0° north, where degrees proceed clockwise. The polar angle indicates the height of the sun, where 0° is directly above, at zenith, and 90° at the horizon. When this property is ommitted, the sun center is directly inherited from the light position.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"requires\": [\n        {\n          \"sky-type\": \"atmosphere\"\n        }\n      ],\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"sky-atmosphere-sun-intensity\": {\n      \"type\": \"number\",\n      \"requires\": [\n        {\n          \"sky-type\": \"atmosphere\"\n        }\n      ],\n      \"default\": 10,\n      \"minimum\": 0,\n      \"maximum\": 100,\n      \"transition\": false,\n      \"doc\": \"Intensity of the sun as a light source in the atmosphere (on a scale from 0 to a 100). Setting higher values will brighten up the sky.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"sky-gradient-center\": {\n      \"type\": \"array\",\n      \"requires\": [\n        {\n          \"sky-type\": \"gradient\"\n        }\n      ],\n      \"value\": \"number\",\n      \"default\": [\n        0,\n        0\n      ],\n      \"length\": 2,\n      \"units\": \"degrees\",\n      \"minimum\": [0, 0],\n      \"maximum\": [360, 180],\n      \"transition\": false,\n      \"doc\": \"Position of the gradient center [a azimuthal angle, p polar angle]. The azimuthal angle indicates the position of the gradient center relative to 0° north, where degrees proceed clockwise. The polar angle indicates the height of the gradient center, where 0° is directly above, at zenith, and 90° at the horizon.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"sky-gradient-radius\": {\n      \"type\": \"number\",\n      \"requires\": [\n        {\n          \"sky-type\": \"gradient\"\n        }\n      ],\n      \"default\": 90,\n      \"minimum\": 0,\n      \"maximum\": 180,\n      \"transition\": false,\n      \"doc\": \"The angular distance (measured in degrees) from `sky-gradient-center` up to which the gradient extends. A value of 180 causes the gradient to wrap around to the opposite direction from `sky-gradient-center`.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": false,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"sky-gradient\": {\n      \"type\": \"color\",\n      \"default\": [\n        \"interpolate\",\n        [\n          \"linear\"\n        ],\n        [\n          \"sky-radial-progress\"\n        ],\n        0.8,\n        \"#87ceeb\",\n        1,\n        \"white\"\n      ],\n      \"doc\": \"Defines a radial color gradient with which to color the sky. The color values can be interpolated with an expression using `sky-radial-progress`. The range [0, 1] for the interpolant covers a radial distance (in degrees) of [0, `sky-gradient-radius`] centered at the position specified by `sky-gradient-center`.\",\n      \"use-theme\": true,\n      \"transition\": false,\n      \"requires\": [\n        {\n          \"sky-type\": \"gradient\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        },\n        \"data-driven styling\": {}\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"sky-radial-progress\"\n        ]\n      },\n      \"property-type\": \"color-ramp\"\n    },\n    \"sky-atmosphere-halo-color\": {\n      \"type\": \"color\",\n      \"default\": \"white\",\n      \"doc\": \"A color applied to the atmosphere sun halo. The alpha channel describes how strongly the sun halo is represented in an atmosphere sky layer.\",\n      \"use-theme\": true,\n      \"transition\": false,\n      \"requires\": [\n        {\n          \"sky-type\": \"atmosphere\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"sky-atmosphere-color\": {\n      \"type\": \"color\",\n      \"default\": \"white\",\n      \"doc\": \"A color used to tweak the main atmospheric scattering coefficients. Using white applies the default coefficients giving the natural blue color to the atmosphere. This color affects how heavily the corresponding wavelength is represented during scattering. The alpha channel describes the density of the atmosphere, with 1 maximum density and 0 no density.\",\n      \"use-theme\": true,\n      \"transition\": false,\n      \"requires\": [\n        {\n          \"sky-type\": \"atmosphere\"\n        }\n      ],\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"sky-opacity\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"The opacity of the entire sky layer.\",\n      \"transition\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"2.0.0\",\n          \"ios\": \"10.0.0\",\n          \"android\": \"10.0.0\"\n        }\n      },\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\n          \"zoom\"\n        ]\n      },\n      \"property-type\": \"data-constant\"\n    }\n  },\n  \"paint_model\" : {\n    \"model-opacity\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"The opacity of the model layer. Except for zoom, expressions that are data-driven are not supported if using GeoJSON or vector tile as the model layer source.\",\n      \"transition\": true,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"zoom\"]\n      },\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.9.0\",\n          \"android\": \"11.9.0\",\n          \"ios\": \"11.9.0\"\n        }\n      },\n      \"property-type\": \"data-driven\"\n    },\n    \"model-rotation\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 3,\n      \"default\": [0, 0, 0],\n      \"period\": 360,\n      \"units\": \"degrees\",\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"zoom\"]\n      },\n      \"sdk-support\": {\n         \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": true,\n      \"doc\": \"The rotation of the model in euler angles [lon, lat, z].\"\n    },\n    \"model-scale\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 3,\n      \"default\": [1, 1, 1],\n      \"doc\": \"The scale of the model. Expressions that are zoom-dependent are not supported if using GeoJSON or vector tile as the model layer source.\",\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"zoom\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": true\n    },\n    \"model-translation\": {\n      \"type\": \"array\",\n      \"value\": \"number\",\n      \"length\": 3,\n      \"default\": [0, 0, 0],\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"zoom\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": true,\n      \"doc\": \"The translation of the model in meters in form of [longitudal, latitudal, altitude] offsets.\"\n    },\n    \"model-color\": {\n      \"type\": \"color\",\n      \"default\": \"#ffffff\",\n      \"doc\": \"The tint color of the model layer. model-color-mix-intensity (defaults to 0) defines tint(mix) intensity - this means that, this color is not used unless model-color-mix-intensity gets value greater than 0. Expressions that depend on measure-light are not supported when using GeoJSON or vector tile as the model layer source.\",\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"measure-light\", \"zoom\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"use-theme\": true,\n      \"transition\": true\n    },\n    \"model-color-mix-intensity\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-driven\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"Intensity of model-color (on a scale from 0 to 1) in color mix with original 3D model's colors. Higher number will present a higher model-color contribution in mix. Expressions that depend on measure-light are not supported when using GeoJSON or vector tile as the model layer source.\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"measure-light\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": true\n    },\n    \"model-type\": {\n      \"type\": \"enum\",\n      \"values\": {\n        \"common-3d\": {\n          \"doc\": \"Integrated to 3D scene, using depth testing, along with terrain, fill-extrusions and custom layer.\"\n        },\n        \"location-indicator\": {\n          \"doc\": \"Displayed over other 3D content, occluded by terrain.\"\n        }\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"default\": \"common-3d\",\n      \"doc\": \"Defines rendering behavior of model in respect to other 3D scene objects.\",\n      \"property-type\": \"data-constant\"\n    },\n    \"model-cast-shadows\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"doc\": \"Enable/Disable shadow casting for this layer\",\n      \"transition\": false,\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"model-receive-shadows\": {\n      \"type\": \"boolean\",\n      \"default\": true,\n      \"doc\": \"Enable/Disable shadow receiving for this layer\",\n      \"transition\": false,\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"model-ambient-occlusion-intensity\": {\n      \"type\": \"number\",\n      \"default\": 1.0,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"Intensity of the ambient occlusion if present in the 3D model.\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"zoom\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\",\n      \"transition\": true\n    },\n    \"model-emissive-strength\": {\n      \"type\": \"number\",\n      \"property-type\": \"data-driven\",\n      \"default\": 0.0,\n      \"minimum\": 0,\n      \"maximum\": 5,\n      \"units\": \"intensity\",\n      \"doc\": \"Strength of the emission. There is no emission for value 0. For value 1.0, only emissive component (no shading) is displayed and values above 1.0 produce light contribution to surrounding area, for some of the parts (e.g. doors). Expressions that depend on measure-light are only supported as a global layer value (and not for each feature) when using GeoJSON or vector tile as the model layer source.\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"measure-light\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": true\n    },\n    \"model-roughness\": {\n      \"type\": \"number\",\n      \"default\": 1,\n      \"minimum\": 0,\n      \"maximum\": 1,\n      \"doc\": \"Material roughness. Material is fully smooth for value 0, and fully rough for value 1. Affects only layers using batched-model source.\",\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": true\n    },\n    \"model-height-based-emissive-strength-multiplier\": {\n      \"type\": \"array\",\n      \"default\": [\n        1,\n        1,\n        1,\n        1,\n        0\n      ],\n      \"length\": 5,\n      \"value\": \"number\",\n      \"doc\": \"Emissive strength multiplier along model height (gradient begin, gradient end, value at begin, value at end, gradient curve power (logarithmic scale, curve power = pow(10, val)).\",\n      \"property-type\": \"data-driven\",\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"feature\", \"feature-state\", \"measure-light\"]\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        },\n        \"data-driven styling\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"transition\": true\n    },\n    \"model-cutoff-fade-range\": {\n      \"type\": \"number\",\n      \"default\": 0.0,\n      \"minimum\": 0.0,\n      \"maximum\": 1.0,\n      \"doc\": \"This parameter defines the range for the fade-out effect before an automatic content cutoff on pitched map views. The automatic cutoff range is calculated according to the minimum required zoom level of the source and layer. The fade range is expressed in relation to the height of the map view. A value of 1.0 indicates that the content is faded to the same extent as the map's height in pixels, while a value close to zero represents a sharp cutoff. When the value is set to 0.0, the cutoff is completely disabled. Note: The property has no effect on the map if terrain is enabled.\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"sdk-support\": {\n          \"basic functionality\": {\n          \"js\": \"3.0.0\",\n          \"android\": \"11.0.0\",\n          \"ios\": \"11.0.0\"\n        }\n      },\n      \"property-type\": \"data-constant\"\n    },\n    \"model-front-cutoff\": {\n      \"type\": \"array\",\n      \"private\": true,\n      \"value\": \"number\",\n      \"property-type\": \"data-constant\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": true,\n        \"parameters\": [\"zoom\"]\n      },\n      \"length\": 3,\n      \"default\": [0.0, 0.0, 1.0],\n      \"minimum\": [0.0, 0.0, 0.0],\n      \"maximum\": [1.0, 1.0, 1.0],\n      \"doc\": \"An array for configuring the fade-out effect for the front cutoff of content on pitched map views. It contains three values: start, range and final opacity. The start parameter defines the point at which the fade-out effect begins, with smaller values causing the effect to start earlier. The range parameter specifies how long the fade-out effect will last. A value of 0.0 for range makes content disappear immediately without a fade-out effect. The final opacity determines content opacity at the end of the fade-out effect. A value of 1.0 for final opacity means that the cutoff is completely disabled. Note: The property has no effect on the map if terrain or globe projection is enabled.\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.5.0\"\n        }\n      }\n    },\n    \"model-elevation-reference\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the base of the model. Some modes might require precomputed elevation data in the tileset. When using vector tiled source as the model layer source and hd-road-markup elevation reference, this property acts as layout property and elevation is evaluated only in tile loading time.\",\n      \"values\": {\n        \"sea\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to elevate models relative to the sea level.\"\n        },\n        \"ground\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to elevate models relative to the ground's height below them.\"\n        },\n        \"hd-road-markup\": {\n          \"doc\": \"Elevated rendering is enabled. Use this mode to describe additive and stackable features that should exist only on top of road polygons.\"\n        }\n      },\n      \"default\": \"ground\",\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\",\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.17.0\",\n          \"android\": \"11.10.0\",\n          \"ios\": \"11.10.0\"\n        }\n      }\n    },\n    \"model-line-cutout-mode\": {\n      \"type\": \"enum\",\n      \"doc\": \"Selects the way the line cutout effect is applied to the model.\",\n      \"default\": \"enabled\",\n      \"values\": {\n        \"enabled\": {\n          \"doc\": \"The model receives the cutout without any special handling.\"\n        },\n        \"disabled\": {\n          \"doc\": \"The cutout effect is disabled for the model.\"\n        },\n        \"enabled-above-cutout\": {\n          \"doc\": \"Only enabled if the model is above the cutout plane, such as for models above cut tunnels.\"\n        }\n      },\n      \"transition\": false,\n      \"expression\": {\n        \"interpolated\": false\n      },\n      \"property-type\": \"data-constant\",\n      \"experimental\": true,\n      \"private\": true,\n      \"sdk-support\": {\n        \"basic functionality\": {\n          \"js\": \"3.26.0\",\n          \"android\": \"11.26.0\",\n          \"ios\": \"11.26.0\"\n        }\n      }\n    }\n  },\n  \"transition\": {\n    \"duration\": {\n      \"type\": \"number\",\n      \"default\": 300,\n      \"minimum\": 0,\n      \"units\": \"milliseconds\",\n      \"doc\": \"Time allotted for transitions to complete.\"\n    },\n    \"delay\": {\n      \"type\": \"number\",\n      \"default\": 0,\n      \"minimum\": 0,\n      \"units\": \"milliseconds\",\n      \"doc\": \"Length of time before a transition begins.\"\n    }\n  },\n  \"property-type\": {\n    \"data-driven\": {\n      \"type\": \"property-type\",\n      \"doc\": \"Property is interpolable and can be represented using a property expression.\"\n    },\n    \"color-ramp\": {\n      \"type\": \"property-type\",\n      \"doc\": \"Property should be specified using a color ramp from which the output color can be sampled based on a property calculation.\"\n    },\n    \"data-constant\": {\n      \"type\": \"property-type\",\n      \"doc\": \"Property is interpolable but cannot be represented using a property expression.\"\n    },\n    \"constant\": {\n      \"type\": \"property-type\",\n      \"doc\": \"Property is constant across all zoom levels and property values.\"\n    }\n  },\n  \"promoteId\": {\n    \"*\": {\n      \"type\": \"*\",\n      \"doc\": \"A feature property name to use as the ID, or an expression to evaluate as the ID for feature state. The expression can only be feature dependent if it is used.\"\n    }\n  },\n  \"$doc\": {\n    \"transition\": {\n      \"type\": \"transition\",\n      \"doc\": \"Controls how a property transitions to a new value. Overrides the style's root `transition` for this property.\"\n    },\n    \"use-theme\": {\n      \"type\": \"enum\",\n      \"doc\": \"Controls whether the associated color property is affected by the global color theme. When set to \\\"none\\\", the color theme is ignored for this property. When set to \\\"default\\\", the color theme is applied.\",\n      \"values\": {\n        \"default\": {\n          \"doc\": \"The color theme is applied to this property (default behavior).\"\n        },\n        \"none\": {\n          \"doc\": \"The color theme is ignored for this property.\"\n        }\n      },\n      \"default\": \"default\"\n    }\n  }\n}\n","// Turn jsonlint-lines-primitives objects into primitive objects\nexport function unbundle(value: unknown): unknown {\n    if (value instanceof Number || value instanceof String || value instanceof Boolean) {\n        return value.valueOf();\n    } else {\n        return value;\n    }\n}\n\nexport function deepUnbundle(value: unknown): unknown {\n    if (Array.isArray(value)) {\n        return value.map(deepUnbundle);\n    } else if (value instanceof Object && !(value instanceof Number || value instanceof String || value instanceof Boolean)) {\n        const unbundledValue: {\n            [key: string]: unknown;\n        } = {};\n        const valueRec = value as Record<string, unknown>;\n        for (const key in valueRec) {\n            unbundledValue[key] = deepUnbundle(valueRec[key]);\n        }\n        return unbundledValue;\n    }\n\n    return unbundle(value);\n}\n","import latest from '../reference/latest';\nimport {deepUnbundle} from '../util/unbundle_jsonlint';\nimport {createExpression} from '../expression/index';\nimport {isFeatureConstant} from '../expression/is_constant';\nimport assert from '../util/assert';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {CanonicalTileID} from '../types/tile_id';\nimport type {GlobalProperties, Feature} from '../expression/index';\nimport type {FilterSpecification, ExpressionSpecification} from '../types';\nimport type {ConfigOptions} from '../types/config_options';\n\nexport type FeatureDistanceData = {\n    bearing: [number, number];\n    center: [number, number];\n    scale: number;\n};\nexport type FilterExpression = (\n    globalProperties: GlobalProperties,\n    feature: Feature,\n    canonical?: CanonicalTileID,\n    featureTileCoord?: Point,\n    featureDistanceData?: FeatureDistanceData,\n) => boolean;\n\nexport type FeatureFilter = {\n    filter: FilterExpression;\n    dynamicFilter?: FilterExpression;\n    needGeometry: boolean;\n    needFeature: boolean;\n};\n\nexport default createFilter;\nexport {isExpressionFilter, isDynamicFilter, extractStaticFilter};\n\nfunction isExpressionFilter(filter: unknown): boolean {\n    if (filter === true || filter === false) {\n        return true;\n    }\n\n    if (!Array.isArray(filter) || filter.length === 0) {\n        return false;\n    }\n    switch (filter[0]) {\n    case 'has':\n        return filter.length >= 2 && filter[1] !== '$id' && filter[1] !== '$type';\n\n    case 'in':\n        return filter.length >= 3 && (typeof filter[1] !== 'string' || Array.isArray(filter[2]));\n\n    case '!in':\n    case '!has':\n    case 'none':\n        return false;\n\n    case '==':\n    case '!=':\n    case '>':\n    case '>=':\n    case '<':\n    case '<=':\n        return filter.length !== 3 || (Array.isArray(filter[1]) || Array.isArray(filter[2]));\n\n    case 'any':\n    case 'all':\n        for (const f of filter.slice(1)) {\n            if (!isExpressionFilter(f) && typeof f !== 'boolean') {\n                return false;\n            }\n        }\n        return true;\n\n    default:\n        return true;\n    }\n}\n\n/**\n * Given a filter expressed as nested arrays, return a new function\n * that evaluates whether a given feature (with a .properties or .tags property)\n * passes its test.\n *\n * @private\n * @param {Array} filter mapbox gl filter\n * @param {string} layerType the type of the layer this filter will be applied to.\n * @returns {Function} filter-evaluating function\n */\nfunction createFilter(filter?: FilterSpecification, scope: string = \"\", options: ConfigOptions | null = null, layerType: string = 'fill'): FeatureFilter {\n    if (filter === null || filter === undefined) {\n        return {filter: () => true, needGeometry: false, needFeature: false};\n    }\n\n    if (!isExpressionFilter(filter)) {\n        filter = convertFilter(filter) as ExpressionSpecification;\n    }\n\n    const filterExp = (filter as string[] | string | boolean);\n\n    let staticFilter = true;\n    try {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        staticFilter = extractStaticFilter(filterExp);\n    } catch (e) {\n        console.warn(\n`Failed to extract static filter. Filter will continue working, but at higher memory usage and slower framerate.\nThis is most likely a bug, please report this via https://github.com/mapbox/mapbox-gl-js/issues/new?assignees=&labels=&template=Bug_report.md\nand paste the contents of this message in the report.\nThank you!\nFilter Expression:\n${JSON.stringify(filterExp, null, 2)}\n        `);\n    }\n\n    // Compile the static component of the filter\n    let filterFunc: PropertyDescriptor['value'] = null;\n    let filterSpec = null;\n    if (layerType !== 'background' && layerType !== 'sky' && layerType !== 'slot') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        filterSpec = latest[`filter_${layerType}`];\n        assert(filterSpec);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        const compiledStaticFilter = createExpression(staticFilter, filterSpec, scope, options);\n\n        if (compiledStaticFilter.result === 'error') {\n            throw new Error(compiledStaticFilter.value.map(err => `${err.key}: ${err.message}`).join(', '));\n        } else {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n            filterFunc = (globalProperties: GlobalProperties, feature: Feature, canonical?: CanonicalTileID) => compiledStaticFilter.value.evaluate(globalProperties, feature, {}, canonical);\n        }\n    }\n\n    // If the static component is not equal to the entire filter then we have a dynamic component\n    // Compile the dynamic component separately\n    let dynamicFilterFunc: PropertyDescriptor['value'] = null;\n    let needFeature = null;\n    if (staticFilter !== filterExp) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        const compiledDynamicFilter = createExpression(filterExp, filterSpec, scope, options);\n\n        if (compiledDynamicFilter.result === 'error') {\n            throw new Error(compiledDynamicFilter.value.map(err => `${err.key}: ${err.message}`).join(', '));\n        } else {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n            dynamicFilterFunc = (globalProperties: GlobalProperties, feature: Feature, canonical?: CanonicalTileID, featureTileCoord?: Point, featureDistanceData?: FeatureDistanceData) => compiledDynamicFilter.value.evaluate(globalProperties, feature, {}, canonical, undefined, undefined, featureTileCoord, featureDistanceData);\n            needFeature = !isFeatureConstant(compiledDynamicFilter.value.expression);\n        }\n    }\n\n    filterFunc = (filterFunc as FilterExpression);\n    const needGeometry = geometryNeeded(staticFilter);\n\n    return {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        filter: filterFunc,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        dynamicFilter: dynamicFilterFunc ? dynamicFilterFunc : undefined,\n        needGeometry,\n        needFeature: !!needFeature\n    };\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction extractStaticFilter(filter: unknown | unknown[]): any {\n    if (!isDynamicFilter(filter)) {\n        return filter;\n    }\n\n    // Shallow copy so we can replace expressions in-place\n    let result = deepUnbundle(filter);\n\n    // 1. Union branches\n    unionDynamicBranches(result as unknown[]);\n\n    // 2. Collapse dynamic conditions to  `true`\n    result = collapseDynamicBooleanExpressions(result);\n\n    return result;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction collapseDynamicBooleanExpressions(expression: any): any {\n    if (!Array.isArray(expression)) {\n        return expression;\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const collapsed = collapsedExpression(expression);\n    if (collapsed === true) {\n        return collapsed;\n    } else {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        return collapsed.map((subExpression: unknown) => collapseDynamicBooleanExpressions(subExpression));\n    }\n}\n\n/**\n * Traverses the expression and replaces all instances of branching on a\n * `dynamic` conditional (such as `['pitch']` or `['distance-from-center']`)\n * into an `any` expression.\n * This ensures that all possible outcomes of a `dynamic` branch are considered\n * when evaluating the expression upfront during filtering.\n *\n * @param {Array<any>} filter the filter expression mutated in-place.\n */\nfunction unionDynamicBranches(filter: unknown[]) {\n    let isBranchingDynamically = false;\n    const branches: unknown[] = [];\n    if (filter[0] === 'case') {\n        for (let i = 1; i < filter.length - 1; i += 2) {\n            isBranchingDynamically = isBranchingDynamically || isDynamicFilter(filter[i]);\n            branches.push(filter[i + 1]);\n        }\n        branches.push(filter.at(-1));\n    } else if (filter[0] === 'match') {\n        isBranchingDynamically = isBranchingDynamically || isDynamicFilter(filter[1]);\n        for (let i = 2; i < filter.length - 1; i += 2) {\n            branches.push(filter[i + 1]);\n        }\n        branches.push(filter.at(-1));\n    } else if (filter[0] === 'step') {\n        isBranchingDynamically = isBranchingDynamically || isDynamicFilter(filter[1]);\n        for (let i = 1; i < filter.length - 1; i += 2) {\n            branches.push(filter[i + 1]);\n        }\n    }\n\n    if (isBranchingDynamically) {\n        filter.length = 0;\n        filter.push('any', ...branches);\n    }\n\n    // traverse and recurse into children\n    for (let i = 1; i < filter.length; i++) {\n        unionDynamicBranches(filter[i] as unknown[]);\n    }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction isDynamicFilter(filter: any): boolean {\n    // Base Cases\n    if (!Array.isArray(filter)) {\n        return false;\n    }\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    if (isRootExpressionDynamic(filter[0])) {\n        return true;\n    }\n\n    for (let i = 1; i < filter.length; i++) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const child = filter[i];\n        if (isDynamicFilter(child)) {\n            return true;\n        }\n    }\n\n    return false;\n}\n\nfunction isRootExpressionDynamic(expression: string): boolean {\n    return expression === 'pitch' ||\n        expression === 'distance-from-center';\n}\n\nconst dynamicConditionExpressions = new Set([\n    'in',\n    '==',\n    '!=',\n    '>',\n    '>=',\n    '<',\n    '<=',\n    'to-boolean'\n]);\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction collapsedExpression(expression: any): any {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n    if (dynamicConditionExpressions.has(expression[0])) {\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        for (let i = 1; i < expression.length; i++) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            const param = expression[i];\n            if (isDynamicFilter(param)) {\n                return true;\n            }\n        }\n    }\n    return expression;\n}\n\n// Comparison function to sort numbers and strings\nfunction compare(a: number, b: number) {\n    return a < b ? -1 : a > b ? 1 : 0;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction geometryNeeded(filter: Array<any> | boolean) {\n    if (!Array.isArray(filter)) return false;\n    if (filter[0] === 'within' || filter[0] === 'distance') return true;\n    for (let index = 1; index < filter.length; index++) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        if (geometryNeeded(filter[index])) return true;\n    }\n    return false;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction convertFilter(filter?: Array<any> | null): unknown {\n    if (!filter) return true;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const op = filter[0];\n    if (filter.length <= 1) return (op !== 'any');\n    const converted =\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === '==' ? convertComparisonOp(filter[1], filter[2], '==') :\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === '!=' ? convertNegation(convertComparisonOp(filter[1], filter[2], '==')) :\n        op === '<' ||\n        op === '>' ||\n        op === '<=' ||\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === '>=' ? convertComparisonOp(filter[1], filter[2], op) :\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === 'any' ? convertDisjunctionOp(filter.slice(1)) :\n        op === 'all' ? (['all'] as unknown[]).concat(filter.slice(1).map(convertFilter)) :\n        op === 'none' ? (['all'] as unknown[]).concat(filter.slice(1).map(convertFilter).map(convertNegation)) :\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === 'in' ? convertInOp(filter[1], filter.slice(2)) :\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === '!in' ? convertNegation(convertInOp(filter[1], filter.slice(2))) :\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === 'has' ? convertHasOp(filter[1]) :\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        op === '!has' ? convertNegation(convertHasOp(filter[1])) :\n        true;\n    return converted;\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction convertComparisonOp(property: string, value: any, op: string) {\n    switch (property) {\n    case '$type':\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n        return [`filter-type-${op}`, value];\n    case '$id':\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n        return [`filter-id-${op}`, value];\n    default:\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n        return [`filter-${op}`, property, value];\n    }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction convertDisjunctionOp(filters: Array<Array<any>>) {\n    return (['any'] as unknown[]).concat(filters.map(convertFilter));\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction convertInOp(property: string, values: Array<any>) {\n    if (values.length === 0) { return false; }\n    switch (property) {\n    case '$type':\n        return [`filter-type-in`, ['literal', values]];\n    case '$id':\n        return [`filter-id-in`, ['literal', values]];\n    default:\n        if (values.length > 200 && !values.some(v => typeof v !== typeof values[0])) {\n            return ['filter-in-large', property, ['literal', values.sort(compare)]];\n        } else {\n            return ['filter-in-small', property, ['literal', values]];\n        }\n    }\n}\n\nfunction convertHasOp(property: string) {\n    switch (property) {\n    case '$type':\n        return true;\n    case '$id':\n        return [`filter-has-id`];\n    default:\n        return [`filter-has`, property];\n    }\n}\n\nfunction convertNegation(filter: unknown) {\n    return ['!', filter];\n}\n","import type {Brand} from '../style-spec/types/brand';\n\n/**\n * A Fully Qualified ID (FQID) is a string that contains some ID and a scope.\n */\nexport type FQID<T> = Brand<string, T>;\n\nconst FQIDSeparator = '\\u001F';\n\nexport function isFQID(id: string): boolean {\n    return id.includes(FQIDSeparator);\n}\n\nexport function makeFQID<T = string>(name: T, scope?: string | null): FQID<T> {\n    if (!scope) return name as FQID<T>;\n    return `${name}${FQIDSeparator}${scope}` as FQID<T>;\n}\n\nexport function getNameFromFQID<T>(fqid: FQID<T>): T;\nexport function getNameFromFQID(fqid: string): string;\nexport function getNameFromFQID<T>(fqid: FQID<T> | string): T | string {\n    const sep = fqid.indexOf(FQIDSeparator);\n    return (sep >= 0 ? fqid.slice(0, sep) : fqid);\n}\n\n/**\n * Extracts the scope portion from a Fully Qualified ID.\n * When dealing with nested scopes, returns the rightmost scope segment.\n * @param fqid - The Fully Qualified ID to extract from\n * @returns The scope part of the FQID, or an empty string if no separator is found\n * @example\n * getInnerScopeFromFQID('name scope1') // returns 'scope1'\n * getInnerScopeFromFQID('name scope2 scope1') // returns 'scope1'\n */\nexport function getInnerScopeFromFQID(fqid: string): string {\n    const sep = fqid.lastIndexOf(FQIDSeparator);\n    return sep >= 0 ? fqid.slice(sep + 1) : '';\n}\n\n/**\n * Extracts the full scope portion from a Fully Qualified ID.\n * When dealing with nested scopes, returns everything after the first separator, i.e. all nested scopes.\n * @param fqid - The Fully Qualified ID to extract from\n * @returns The full scope string, or an empty string if no separator is found\n * @example\n * getOuterScopeFromFQID('name scope1') // returns 'scope1'\n * getOuterScopeFromFQID('name scope2 scope1') // returns 'scope2 scope1'\n */\nexport function getOuterScopeFromFQID(fqid: string): string {\n    const sep = fqid.indexOf(FQIDSeparator);\n    return sep >= 0 ? fqid.slice(sep + 1) : '';\n}\n","// Runtime-only numeric identity for a style layer instance, used by placement\n// instead of a layer's string id, which can be reused if a\n// layer is removed and a new one is later added with the same id.\nlet nextLayerUID = 1;\n\nexport function createRuntimeLayerUID(): number {\n    return nextLayerUID++;\n}\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../src/style-spec/reference/latest';\n\nimport {\n    Properties,\n    DataDrivenProperty\n} from '../../src/style/properties';\n\nimport {\n    ColorType} from '../style-spec/expression/types';\n\nimport type Color from '../style-spec/util/color';\nimport type ResolvedImage from '../style-spec/expression/types/resolved_image';\n\nexport type AppearanceLayoutProps = {\n    \"icon-size\": DataDrivenProperty<number>;\n    \"icon-image\": DataDrivenProperty<ResolvedImage>;\n    \"icon-rotate\": DataDrivenProperty<number>;\n    \"icon-offset\": DataDrivenProperty<[number, number]>;\n    \"text-size\": DataDrivenProperty<number>;\n    \"text-rotate\": DataDrivenProperty<number>;\n    \"text-offset\": DataDrivenProperty<[number, number]>;\n};\n\nlet layoutPropertiesInstance: Properties<AppearanceLayoutProps>;\nexport const getAppearanceLayoutProperties = (): Properties<AppearanceLayoutProps> => layoutPropertiesInstance || (layoutPropertiesInstance = new Properties({\n    \"icon-size\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-size\"]),\n    \"icon-image\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-image\"]),\n    \"icon-rotate\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-rotate\"]),\n    \"icon-offset\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-offset\"]),\n    \"text-size\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-size\"]),\n    \"text-rotate\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-rotate\"]),\n    \"text-offset\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-offset\"]),\n}));\n\nexport type AppearancePaintProps = {\n    \"icon-opacity\": DataDrivenProperty<number>;\n    \"icon-occlusion-opacity\": DataDrivenProperty<number>;\n    \"icon-emissive-strength\": DataDrivenProperty<number>;\n    \"text-emissive-strength\": DataDrivenProperty<number>;\n    \"icon-color\": DataDrivenProperty<Color>;\n    \"icon-halo-color\": DataDrivenProperty<Color>;\n    \"icon-halo-width\": DataDrivenProperty<number>;\n    \"icon-halo-blur\": DataDrivenProperty<number>;\n    \"icon-translate\": DataDrivenProperty<[number, number]>;\n    \"text-opacity\": DataDrivenProperty<number>;\n    \"text-occlusion-opacity\": DataDrivenProperty<number>;\n    \"text-color\": DataDrivenProperty<Color>;\n    \"text-halo-color\": DataDrivenProperty<Color>;\n    \"text-halo-width\": DataDrivenProperty<number>;\n    \"text-halo-blur\": DataDrivenProperty<number>;\n    \"text-translate\": DataDrivenProperty<[number, number]>;\n    \"symbol-z-offset\": DataDrivenProperty<number>;\n    \"placement-priority\": DataDrivenProperty<number>;\n    \"placement-group\": DataDrivenProperty<string>;\n    \"icon-color-use-theme\": DataDrivenProperty<string>;\n    \"icon-halo-color-use-theme\": DataDrivenProperty<string>;\n    \"text-color-use-theme\": DataDrivenProperty<string>;\n    \"text-halo-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paintPropertiesInstance: Properties<AppearancePaintProps>;\nexport const getAppearancePaintProperties = (): Properties<AppearancePaintProps> => paintPropertiesInstance || (paintPropertiesInstance = new Properties({\n    \"icon-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-opacity\"]),\n    \"icon-occlusion-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-occlusion-opacity\"]),\n    \"icon-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-emissive-strength\"]),\n    \"text-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-emissive-strength\"]),\n    \"icon-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-color\"]),\n    \"icon-halo-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-halo-color\"]),\n    \"icon-halo-width\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-halo-width\"]),\n    \"icon-halo-blur\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-halo-blur\"]),\n    \"icon-translate\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-translate\"]),\n    \"text-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-opacity\"]),\n    \"text-occlusion-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-occlusion-opacity\"]),\n    \"text-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-color\"], { runtimeType: ColorType, getOverride: (o: Record<string, unknown>) => o.textColor, hasOverride: (o: Record<string, unknown>) => !!o.textColor }),\n    \"text-halo-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-halo-color\"]),\n    \"text-halo-width\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-halo-width\"]),\n    \"text-halo-blur\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-halo-blur\"]),\n    \"text-translate\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-translate\"]),\n    \"symbol-z-offset\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"symbol-z-offset\"]),\n    \"placement-priority\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"placement-priority\"]),\n    \"placement-group\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"placement-group\"]),\n    \"icon-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"icon-halo-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"text-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"text-halo-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n\n// Backwards-compatible aliases (layout-only, as before)\nexport type AppearanceProps = AppearanceLayoutProps;\nexport const getAppearanceProperties = getAppearanceLayoutProperties;\n","import {createExpression} from \"../style-spec/expression\";\nimport latest from \"../style-spec/reference/latest\";\nimport {PossiblyEvaluated, type ConfigOptions, Layout, type PossiblyEvaluatedPropertyValue} from \"./properties\";\nimport {getAppearanceLayoutProperties, type AppearanceLayoutProps, getAppearancePaintProperties, type AppearancePaintProps} from \"./appearance_properties\";\n\nimport type {Feature, FeatureState, GlobalProperties, StyleExpression} from \"../style-spec/expression\";\nimport type {AppearanceSpecification, ExpressionSpecification} from \"../style-spec/types\";\nimport type {StylePropertySpecification} from \"../style-spec/style-spec\";\nimport type ResolvedImage from \"../style-spec/expression/types/resolved_image\";\nimport type {CanonicalTileID} from \"../source/tile_id\";\nimport type EvaluationParameters from \"./evaluation_parameters\";\nimport type {ImageId} from \"../style-spec/expression/types/image_id\";\nimport type Color from \"../style-spec/util/color\";\n\nexport type ConditionCheckParams = {\n    globals: GlobalProperties,\n    feature?: Feature,\n    featureState?: FeatureState,\n    canonical?: CanonicalTileID,\n    isHidden?: boolean\n};\n\ntype AppearancePropertiesInput = Partial<Record<keyof AppearanceLayoutProps | keyof AppearancePaintProps, unknown>>;\n\nclass SymbolAppearance {\n    condition!: StyleExpression;\n    name?: string;\n    layoutProperties?: PossiblyEvaluated<AppearanceLayoutProps>;\n    unevaluatedLayout?: Layout<AppearanceLayoutProps>;\n    paintProperties?: PossiblyEvaluated<AppearancePaintProps>;\n    unevaluatedPaint?: Layout<AppearancePaintProps>;\n    private readonly _conditionSpec: AppearanceSpecification[\"condition\"];\n    private readonly _propertiesSpec: AppearancePropertiesInput | undefined;\n\n    constructor(condition: AppearanceSpecification[\"condition\"], name: string | undefined, properties: AppearancePropertiesInput | undefined, scope: string, options: ConfigOptions, iconImageUseTheme: string) {\n\n        this._conditionSpec = condition;\n        this._propertiesSpec = properties;\n\n        const conditionSpec = (latest['appearance'] as Record<string, unknown>)['condition'] as StylePropertySpecification;\n\n        const compiledExpression = createExpression(condition, conditionSpec);\n        if (compiledExpression.result === 'success') {\n            this.condition = compiledExpression.value;\n        }\n        this.name = name;\n\n        if (properties) {\n            this.layoutProperties = new PossiblyEvaluated(getAppearanceLayoutProperties());\n            this.unevaluatedLayout = new Layout(getAppearanceLayoutProperties(), scope, options, iconImageUseTheme);\n            this.paintProperties = new PossiblyEvaluated(getAppearancePaintProperties());\n            this.unevaluatedPaint = new Layout(getAppearancePaintProperties(), scope, options, '');\n\n            for (const property in properties) {\n                if (property in this.unevaluatedLayout._values) {\n                    this.unevaluatedLayout.setValue(property as keyof AppearanceLayoutProps, properties[property as keyof AppearanceLayoutProps]);\n                } else if (property in this.unevaluatedPaint._values) {\n                    this.unevaluatedPaint.setValue(property as keyof AppearancePaintProps, properties[property as keyof AppearancePaintProps]);\n                }\n            }\n        }\n    }\n\n    isActive(context: ConditionCheckParams): boolean {\n        if (!this.condition && context.isHidden && this.name === 'hidden') return true;\n        return this.condition.evaluate(context.globals, context.feature, context.featureState, context.canonical) as boolean;\n    }\n\n    getCondition(): StyleExpression {\n        return this.condition;\n    }\n\n    getName(): string {\n        return this.name;\n    }\n\n    getLayoutProperty(name: keyof AppearanceLayoutProps): PossiblyEvaluatedPropertyValue<ResolvedImage> | PossiblyEvaluatedPropertyValue<number> | PossiblyEvaluatedPropertyValue<[number, number]> {\n        return this.layoutProperties.get(name);\n    }\n\n    getPaintProperty(name: keyof AppearancePaintProps): PossiblyEvaluatedPropertyValue<Color> | PossiblyEvaluatedPropertyValue<number> | PossiblyEvaluatedPropertyValue<string> | PossiblyEvaluatedPropertyValue<[number, number]> {\n        return this.paintProperties.get(name);\n    }\n\n    getUnevaluatedLayoutProperties(): Layout<AppearanceLayoutProps> {\n        return this.unevaluatedLayout;\n    }\n\n    getUnevaluatedLayoutProperty(name: keyof AppearanceLayoutProps) {\n        return this.unevaluatedLayout._values[name];\n    }\n\n    getUnevaluatedPaintProperty(name: keyof AppearancePaintProps) {\n        return this.unevaluatedPaint._values[name];\n    }\n\n    recalculate(parameters: EvaluationParameters, availableImages: ImageId[], iconImageUseTheme?: string) {\n        if (this.unevaluatedLayout) {\n            (this as {layoutProperties: PossiblyEvaluated<AppearanceLayoutProps>}).layoutProperties = this.unevaluatedLayout.possiblyEvaluate(parameters, undefined, availableImages, iconImageUseTheme);\n        }\n        if (this.unevaluatedPaint) {\n            (this as {paintProperties: PossiblyEvaluated<AppearancePaintProps>}).paintProperties = this.unevaluatedPaint.possiblyEvaluate(parameters, undefined, availableImages, '');\n        }\n    }\n\n    serialize(): AppearanceSpecification {\n        const result = {} as AppearanceSpecification;\n\n        result['condition'] = this.condition.expression.serialize() as ExpressionSpecification;\n        if (this.name) result['name'] = this.name;\n\n        const layoutSerialized = this.unevaluatedLayout ? this.unevaluatedLayout.serialize() : {};\n        const paintSerialized = this.unevaluatedPaint ? this.unevaluatedPaint.serialize() : {};\n        const merged = {...layoutSerialized, ...paintSerialized};\n        if (Object.keys(merged).length > 0) {\n            result['properties'] = merged;\n        }\n\n        return result;\n    }\n\n    hasIconLayoutProperties() {\n        const iconImageProperty = this.hasLayoutProperty('icon-image');\n        const iconSizeProperty = this.hasLayoutProperty('icon-size');\n        const iconOffsetProperty = this.hasLayoutProperty('icon-offset');\n        const iconRotateProperty = this.hasLayoutProperty('icon-rotate');\n\n        return (iconImageProperty || iconSizeProperty || iconOffsetProperty || iconRotateProperty);\n    }\n\n    hasTextLayoutProperties() {\n        const textSizeProperty = this.hasLayoutProperty('text-size');\n        const textOffsetProperty = this.hasLayoutProperty('text-offset');\n        const textRotateProperty = this.hasLayoutProperty('text-rotate');\n\n        return (textSizeProperty || textOffsetProperty || textRotateProperty);\n    }\n\n    hasIconPaintProperties() {\n        if (!this.unevaluatedPaint) return false;\n        // Iterate appearance-only paint keys (excludes -use-theme secondaries).\n        // symbol-z-offset is shared between icon and text — included in both checks intentionally.\n        return (Object.keys(this.unevaluatedPaint._values) as Array<keyof AppearancePaintProps>)\n            .filter(k => !k.endsWith('-use-theme'))\n            .some(k => (k.startsWith('icon-') || k === 'symbol-z-offset') && this.hasPaintProperty(k));\n    }\n\n    hasTextPaintProperties() {\n        if (!this.unevaluatedPaint) return false;\n        // Iterate appearance-only paint keys (excludes -use-theme secondaries).\n        // symbol-z-offset is shared between icon and text — included in both checks intentionally.\n        return (Object.keys(this.unevaluatedPaint._values) as Array<keyof AppearancePaintProps>)\n            .filter(k => !k.endsWith('-use-theme'))\n            .some(k => (k.startsWith('text-') || k === 'symbol-z-offset') && this.hasPaintProperty(k));\n    }\n\n    hasLayoutProperty(name: keyof AppearanceLayoutProps) {\n        return this.unevaluatedLayout && this.unevaluatedLayout._values[name].value !== undefined;\n    }\n\n    hasPaintProperty(name: keyof AppearancePaintProps) {\n        return this.unevaluatedPaint && this.unevaluatedPaint._values[name].value !== undefined;\n    }\n}\n\nexport default SymbolAppearance;\n","import {filterObject} from '../util/util';\nimport {Evented} from '../util/evented';\nimport {Layout, Transitionable, PossiblyEvaluated, PossiblyEvaluatedPropertyValue} from './properties';\nimport {supportsPropertyExpression} from '../style-spec/util/properties';\nimport featureFilter from '../style-spec/feature_filter/index';\nimport {makeFQID} from '../util/fqid';\nimport {createRuntimeLayerUID} from '../placement/layer_uid';\nimport {type FeatureState} from '../style-spec/expression/index';\nimport {isStateConstant} from '../style-spec/expression/is_constant';\nimport assert from '../style-spec/util/assert';\nimport SymbolAppearance from './appearance';\n\nimport type {Bucket, BucketParameters} from '../data/bucket';\nimport type Point from '@mapbox/point-geometry';\nimport type {FeatureFilter, FilterExpression} from '../style-spec/feature_filter/index';\nimport type {TransitionParameters, PropertyValue, ConfigOptions, Transitioning, Properties} from './properties';\nimport type EvaluationParameters from './evaluation_parameters';\nimport type Transform from '../geo/transform';\nimport type {\n    LayerSpecification,\n    LayoutSpecification,\n    PaintSpecification,\n    FilterSpecification,\n    PropertyValueSpecification,\n    AppearanceSpecification\n} from '../style-spec/types';\nimport type {CustomLayerInterface} from './style_layer/custom_style_layer';\nimport type {Map as MapboxMap} from '../ui/map';\nimport type {QueryGeometry, TilespaceQueryGeometry} from './query_geometry';\nimport type {DEMSampler} from '../terrain/elevation';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {CreateProgramParams} from '../render/painter';\nimport type SourceCache from '../source/source_cache';\nimport type Tile from '../source/tile';\nimport type {SymbolPlacementParameters} from '../placement/symbol_placement_parameters';\nimport type Painter from '../render/painter';\nimport type {LUT} from '../util/lut';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {ProgramName} from '../render/program';\nimport type {QueryResult} from '../source/query_features';\n\nconst TRANSITION_SUFFIX = '-transition';\n\nexport type RuntimeModuleType = 'HD' | 'Standard' | 'Lite';\n\ntype LayerRenderingStats = {\n    numRenderedVerticesInTransparentPass: number;\n    numRenderedVerticesInShadowPass: number;\n};\n\n// Symbols are draped only on native and for certain cases only\nconst drapedLayers = new Set(['fill', 'line', 'background', 'hillshade', 'raster']);\n\nclass StyleLayer extends Evented {\n    id: string;\n    fqid: string;\n    readonly runtimeLayerUID: number;\n    scope: string;\n    lut: LUT | null;\n    metadata: unknown;\n    type: LayerSpecification['type'] | 'custom';\n    source!: string;\n    sourceLayer: string | null | undefined;\n    slot: string | null | undefined;\n    minzoom: number | null | undefined;\n    maxzoom: number | null | undefined;\n    filter: FilterSpecification | undefined;\n    visibility: 'visible' | 'none' | undefined;\n    iconImageUseTheme: string | null | undefined;\n    appearances: Array<SymbolAppearance>;\n    appearancesVersion: number;\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _unevaluatedLayout!: Layout<any>;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    readonly layout!: PossiblyEvaluated<any>;\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _transitionablePaint!: Transitionable<any>;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _transitioningPaint!: Transitioning<any>;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    readonly paint!: PossiblyEvaluated<any>;\n\n    _featureFilter: FeatureFilter;\n    _filterCompiled: boolean;\n\n    options: ConfigOptions | null | undefined;\n    _stats: LayerRenderingStats | null | undefined;\n\n    constructor(\n        layer: LayerSpecification | CustomLayerInterface,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        properties: Readonly<{layout?: Properties<any>; paint?: Properties<any>;}>,\n        scope: string,\n        lut: LUT | null,\n        options?: ConfigOptions | null,\n        iconImageUseTheme?: string | null\n    ) {\n        super();\n\n        this.id = layer.id;\n        this.fqid = makeFQID(this.id, scope);\n        this.runtimeLayerUID = createRuntimeLayerUID();\n        this.type = layer.type;\n        this.scope = scope;\n        this.lut = lut;\n        this.options = options;\n        this.iconImageUseTheme = iconImageUseTheme;\n        this.appearances = new Array<SymbolAppearance>();\n        this.appearancesVersion = 0;\n\n        this._featureFilter = {filter: () => true, needGeometry: false, needFeature: false};\n        this._filterCompiled = false;\n\n        if (layer.type === 'custom') return;\n\n        this.metadata = layer.metadata;\n        this.minzoom = layer.minzoom;\n        this.maxzoom = layer.maxzoom;\n\n        if (layer.type && layer.type !== 'background' && layer.type !== 'sky' && layer.type !== 'slot' && layer.type !== 'placement-group') {\n            this.source = layer.source;\n            this.sourceLayer = layer['source-layer'];\n            this.filter = layer.filter;\n        }\n\n        if (layer.slot) this.slot = layer.slot;\n\n        if (layer.appearances) {\n            this.setAppearances(layer.appearances);\n        }\n\n        if (properties.layout) {\n            this._unevaluatedLayout = new Layout(properties.layout, this.scope, options, this.iconImageUseTheme);\n        }\n\n        if (properties.paint) {\n            this._transitionablePaint = new Transitionable(properties.paint, this.scope, options);\n\n            for (const property in layer.paint) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                this.setPaintProperty(property as keyof PaintSpecification, layer.paint[property]);\n            }\n            for (const property in layer.layout) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                this.setLayoutProperty(property, layer.layout[property]);\n            }\n            this._transitioningPaint = this._transitionablePaint.untransitioned();\n            this.paint = new PossiblyEvaluated(properties.paint);\n        }\n    }\n\n    // No-op in the StyleLayer class, must be implemented by each concrete StyleLayer\n    onAdd(_map: MapboxMap): void {}\n\n    // No-op in the StyleLayer class, must be implemented by each concrete StyleLayer\n    onRemove(_map: MapboxMap): void {}\n\n    // Feeds this layer's placeable symbols into the given global placement run. No-op for\n    // non-symbol layers; overridden by SymbolStyleLayer.\n    placeSymbols(_parameters: SymbolPlacementParameters, _tiles: Array<Tile>, _styleLayerOrder: number, _sourceCache: SourceCache, _checkAgainstClipLayer: boolean): void {}\n\n    isDraped(_sourceCache?: SourceCache): boolean {\n        return !this.is3D(true) && drapedLayers.has(this.type);\n    }\n\n    getLayoutProperty<T extends keyof LayoutSpecification>(name: T): LayoutSpecification[T] | undefined {\n        if (name === 'visibility') {\n            return this.visibility as LayoutSpecification[T];\n        }\n\n        return this._unevaluatedLayout.getValue(name) as LayoutSpecification[T] | undefined;\n    }\n\n    setLayoutProperty<T extends keyof LayoutSpecification>(name: string, value: LayoutSpecification[T]): void {\n        if (this.type === 'custom' && name === 'visibility') {\n            this.visibility = value as 'visible' | 'none' | undefined;\n            return;\n        }\n\n        const layout = this._unevaluatedLayout;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const specProps = layout._properties.properties;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (!specProps[name]) return; // skip unrecognized properties\n\n        layout.setValue(name, value);\n        if (name === 'visibility') {\n            this.possiblyEvaluateVisibility();\n        }\n    }\n\n    setAppearances(appearances: AppearanceSpecification[]) {\n        this.appearances = [];\n        appearances.forEach(a => {\n            this.appearances.push(new SymbolAppearance(a.condition, a.name, a.properties, this.scope, this.options, this.iconImageUseTheme));\n        });\n        this.appearancesVersion++;\n    }\n\n    possiblyEvaluateVisibility() {\n        if (!this._unevaluatedLayout._values.visibility) {\n            // Early return for layers which don't have a visibility property.\n            return;\n        }\n        this.visibility = this._unevaluatedLayout._values.visibility.possiblyEvaluate({zoom: 0} as EvaluationParameters) as 'visible' | 'none' | undefined;\n    }\n\n    getPaintProperty<T extends keyof PaintSpecification>(name: T): PaintSpecification[T] | undefined {\n        if (name.endsWith(TRANSITION_SUFFIX)) {\n            return this._transitionablePaint.getTransition(name.slice(0, -TRANSITION_SUFFIX.length)) as PaintSpecification[T];\n        } else {\n            return this._transitionablePaint.getValue(name) as PaintSpecification[T];\n        }\n    }\n\n    isPaintProperty<T extends keyof PaintSpecification>(name: T): boolean {\n        const paint = this._transitionablePaint;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const specProps = paint._properties.properties;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        return !!specProps[name];\n    }\n\n    setPaintProperty<T extends keyof PaintSpecification>(name: T, value: PaintSpecification[T]): boolean {\n        const paint = this._transitionablePaint;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const specProps = paint._properties.properties;\n\n        if (name.endsWith(TRANSITION_SUFFIX)) {\n            const propName = name.slice(0, -TRANSITION_SUFFIX.length);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            if (specProps[propName]) { // skip unrecognized properties\n                // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-argument\n                paint.setTransition(propName, (value as any) || undefined);\n            }\n            return false;\n\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (!specProps[name]) return false; // skip unrecognized properties\n\n        const transitionable = paint._values[name];\n        const wasDataDriven = transitionable.value.isDataDriven();\n        const oldValue = transitionable.value;\n\n        paint.setValue(name, value as PropertyValueSpecification<unknown>);\n        this._handleSpecialPaintPropertyUpdate(name);\n\n        const newValue = paint._values[name].value;\n        const isDataDriven = newValue.isDataDriven();\n        const isPattern = name.endsWith('pattern') || name === 'line-dasharray';\n\n        // if a pattern value is changed, we need to make sure the new icons get added to each tile's iconAtlas\n        // so a call to _updateLayer is necessary, and we return true from this function so it gets called in\n        // Style#setPaintProperty\n        return isDataDriven || wasDataDriven || isPattern || this._handleOverridablePaintPropertyUpdate(name, oldValue, newValue);\n    }\n\n    _handleSpecialPaintPropertyUpdate(_: string) {\n        // No-op; can be overridden by derived classes.\n    }\n\n    getProgramIds(): ProgramName[] | null {\n        // No-op; can be overridden by derived classes.\n        return null;\n    }\n\n    getDefaultProgramParams(name: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        // No-op; can be overridden by derived classes.\n        return null;\n    }\n\n    _handleOverridablePaintPropertyUpdate<T, R>(name: string, oldValue: PropertyValue<T, R>, newValue: PropertyValue<T, R>): boolean {\n        // No-op; can be overridden by derived classes.\n        return false;\n    }\n\n    isHidden(zoom: number): boolean {\n        if (this.minzoom && zoom < this.minzoom) return true;\n        if (this.maxzoom && zoom >= this.maxzoom) return true;\n        return this.visibility === 'none';\n    }\n\n    updateTransitions(parameters: TransitionParameters) {\n        this._transitioningPaint = this._transitionablePaint.transitioned(parameters, this._transitioningPaint);\n    }\n\n    hasTransition(): boolean {\n        return this._transitioningPaint.hasTransition();\n    }\n\n    recalculate(parameters: EvaluationParameters, availableImages: ImageId[]) {\n        if (this._unevaluatedLayout) {\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-member-access\n            (this as any).layout = this._unevaluatedLayout.possiblyEvaluate(parameters, undefined, availableImages, this.iconImageUseTheme);\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-member-access\n        (this as any).paint = this._transitioningPaint.possiblyEvaluate(parameters, undefined, availableImages);\n    }\n\n    serialize(): LayerSpecification {\n        assert(this.type !== 'custom', 'Custom layers cannot be serialized');\n\n        const output = {\n            'id': this.id,\n            'type': this.type,\n            'slot': this.slot,\n            'source': this.source,\n            'source-layer': this.sourceLayer,\n            'metadata': this.metadata,\n            'minzoom': this.minzoom,\n            'maxzoom': this.maxzoom,\n            'filter': this.filter,\n            'layout': this._unevaluatedLayout && this._unevaluatedLayout.serialize(),\n            'paint': this._transitionablePaint && this._transitionablePaint.serialize()\n        } as LayerSpecification;\n\n        if (this.appearances.length !== 0) {\n            output['appearances'] = this.appearances.map(a => a.serialize());\n        }\n\n        return filterObject(output, (value, key) => {\n            return value !== undefined &&\n                !(key === 'layout' && !Object.keys(value).length) &&\n                !(key === 'paint' && !Object.keys(value).length);\n        });\n    }\n\n    // Determines if the layer is 3D based on whether terrain is enabled.\n    // If 'terrainEnabled' parameter is not provided, then the function\n    // should return true if the layer is potentially 3D.\n    is3D(terrainEnabled?: boolean): boolean {\n        return false;\n    }\n\n    hasElevation(): boolean {\n        return false;\n    }\n\n    // Conservative predicate used to preload a lazy module on both threads before the\n    // first relevant tile parses/deserializes. Reads the *raw* layout declaration via\n    // `_unevaluatedLayout` because this runs on the worker before layers have been\n    // recalculated, and on the main thread during recalculate. Data-driven expression\n    // declarations return true conservatively — the worst case is an unnecessary preload.\n    // Subclasses override this to indicate which module(s) they require.\n    mayUse(_type: RuntimeModuleType): boolean {\n        return false;\n    }\n\n    // Worker-side module preload hook. Default no-op; subclasses return the relevant\n    // `prepare*()` promise (from `modules/hd_worker` or `modules/standard_worker`) when\n    // their layer type needs async module loading before bucket creation.\n    // Main-side preload stays at call sites to avoid pulling main-only chunks into the\n    // worker bundle.\n    prepare(): Promise<void> {\n        return Promise.resolve();\n    }\n\n    isSky(): boolean {\n        return false;\n    }\n\n    isTileClipped(): boolean {\n        return false;\n    }\n\n    createBucket?(parameters: BucketParameters<this>): Bucket;\n\n    hasOffscreenPass(): boolean {\n        return false;\n    }\n\n    hasShadowPass(): boolean {\n        return false;\n    }\n\n    canCastShadows(): boolean {\n        return false;\n    }\n\n    hasLightBeamPass(): boolean {\n        return false;\n    }\n\n    cutoffRange(): number {\n        return 0.0;\n    }\n\n    tileCoverLift(): number {\n        return 0.0;\n    }\n\n    resize() {\n        // noop\n    }\n\n    _clear() {\n        // noop\n    }\n\n    isStateDependent(): boolean {\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-member-access\n        for (const property in (this as any).paint._values) {\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            const value = (this as any).paint.get(property);\n            if (!(value instanceof PossiblyEvaluatedPropertyValue) || !supportsPropertyExpression(value.property.specification)) {\n                continue;\n            }\n\n            if ((value.value.kind === 'source' || value.value.kind === 'composite') &&\n                value.value.isStateDependent) {\n                return true;\n            }\n        }\n\n        // Check if any appearance condition depends on feature state\n        for (const appearance of this.appearances) {\n            if (!isStateConstant(appearance.condition.expression)) {\n                return true;\n            }\n        }\n\n        return false;\n    }\n\n    compileFilter(options?: ConfigOptions | null) {\n        if (!this._filterCompiled) {\n            this._featureFilter = featureFilter(this.filter, this.scope, options);\n            this._filterCompiled = true;\n        }\n    }\n\n    invalidateCompiledFilter() {\n        this._filterCompiled = false;\n    }\n\n    dynamicFilter(): FilterExpression | null | undefined {\n        return this._featureFilter.dynamicFilter;\n    }\n\n    dynamicFilterNeedsFeature(): boolean {\n        return this._featureFilter.needFeature;\n    }\n\n    dynamicFilterNeedsGeometry(): boolean {\n        return this._featureFilter.needGeometry;\n    }\n\n    getLayerRenderingStats(): LayerRenderingStats | null | undefined {\n        return this._stats;\n    }\n\n    resetLayerRenderingStats(painter: Painter) {\n        if (this._stats) {\n            if (painter.renderPass === 'shadow') {\n                this._stats.numRenderedVerticesInShadowPass = 0;\n            } else {\n                this._stats.numRenderedVerticesInTransparentPass = 0;\n            }\n        }\n    }\n\n    getAppearances() {\n        return this.appearances;\n    }\n\n    queryRenderedFeatures(\n        queryGeometry: QueryGeometry,\n        sourceCache: SourceCache,\n        transform: Transform\n    ) : QueryResult { return {}; }\n\n    queryRadius(_bucket: Bucket): number | undefined { return undefined; }\n\n    queryIntersectsFeature(\n        _queryGeometry: TilespaceQueryGeometry,\n        _feature: VectorTileFeature,\n        _featureState: FeatureState,\n        _geometry: Array<Array<Point>>,\n        _zoom: number,\n        _transform: Transform,\n        _pixelPosMatrix: Float32Array,\n        _elevationHelper: DEMSampler | null | undefined,\n        _layoutVertexArrayOffset: number,\n        scope: string | undefined\n    ): boolean | number | undefined { return undefined; }\n}\n\n/**\n * Reads a raw layout declaration and evaluates `predicate` against it. Returns `true`\n * if the declaration is an expression (conservative — we can't evaluate without\n * feature/zoom context), `false` if the declaration is missing, otherwise defers to\n * `predicate`. Shared helper for `mayUse('HD')` implementations on subclasses.\n *\n * @private\n */\nexport function rawLayoutMayUseHD(layer: StyleLayer, propName: string, predicate: (v: string) => boolean): boolean {\n    if (!layer._unevaluatedLayout) return false;\n    const val = layer._unevaluatedLayout.getValue(propName);\n    if (val === undefined) return false;\n    if (typeof val !== 'string') return true;\n    return predicate(val);\n}\n\nexport default StyleLayer;\n","\nexport default function earcut(data, holeIndices, dim = 2) {\n\n    const hasHoles = holeIndices && holeIndices.length;\n    const outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n    let outerNode = linkedList(data, 0, outerLen, dim, true);\n    const triangles = [];\n\n    if (!outerNode || outerNode.next === outerNode.prev) return triangles;\n\n    let minX, minY, invSize;\n\n    if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);\n\n    // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox\n    if (data.length > 80 * dim) {\n        minX = data[0];\n        minY = data[1];\n        let maxX = minX;\n        let maxY = minY;\n\n        for (let i = dim; i < outerLen; i += dim) {\n            const x = data[i];\n            const y = data[i + 1];\n            if (x < minX) minX = x;\n            if (y < minY) minY = y;\n            if (x > maxX) maxX = x;\n            if (y > maxY) maxY = y;\n        }\n\n        // minX, minY and invSize are later used to transform coords into integers for z-order calculation\n        invSize = Math.max(maxX - minX, maxY - minY);\n        invSize = invSize !== 0 ? 32767 / invSize : 0;\n    }\n\n    earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);\n\n    return triangles;\n}\n\n// create a circular doubly linked list from polygon points in the specified winding order\nfunction linkedList(data, start, end, dim, clockwise) {\n    let last;\n\n    if (clockwise === (signedArea(data, start, end, dim) > 0)) {\n        for (let i = start; i < end; i += dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);\n    } else {\n        for (let i = end - dim; i >= start; i -= dim) last = insertNode(i / dim | 0, data[i], data[i + 1], last);\n    }\n\n    if (last && equals(last, last.next)) {\n        removeNode(last);\n        last = last.next;\n    }\n\n    return last;\n}\n\n// eliminate colinear or duplicate points\nfunction filterPoints(start, end) {\n    if (!start) return start;\n    if (!end) end = start;\n\n    let p = start,\n        again;\n    do {\n        again = false;\n\n        if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {\n            removeNode(p);\n            p = end = p.prev;\n            if (p === p.next) break;\n            again = true;\n\n        } else {\n            p = p.next;\n        }\n    } while (again || p !== end);\n\n    return end;\n}\n\n// main ear slicing loop which triangulates a polygon (given as a linked list)\nfunction earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {\n    if (!ear) return;\n\n    // interlink polygon nodes in z-order\n    if (!pass && invSize) indexCurve(ear, minX, minY, invSize);\n\n    let stop = ear;\n\n    // iterate through ears, slicing them one by one\n    while (ear.prev !== ear.next) {\n        const prev = ear.prev;\n        const next = ear.next;\n\n        if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {\n            triangles.push(prev.i, ear.i, next.i); // cut off the triangle\n\n            removeNode(ear);\n\n            // skipping the next vertex leads to less sliver triangles\n            ear = next.next;\n            stop = next.next;\n\n            continue;\n        }\n\n        ear = next;\n\n        // if we looped through the whole remaining polygon and can't find any more ears\n        if (ear === stop) {\n            // try filtering points and slicing again\n            if (!pass) {\n                earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);\n\n            // if this didn't work, try curing all small self-intersections locally\n            } else if (pass === 1) {\n                ear = cureLocalIntersections(filterPoints(ear), triangles);\n                earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);\n\n            // as a last resort, try splitting the remaining polygon into two\n            } else if (pass === 2) {\n                splitEarcut(ear, triangles, dim, minX, minY, invSize);\n            }\n\n            break;\n        }\n    }\n}\n\n// check whether a polygon node forms a valid ear with adjacent nodes\nfunction isEar(ear) {\n    const a = ear.prev,\n        b = ear,\n        c = ear.next;\n\n    if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n    // now make sure we don't have other points inside the potential ear\n    const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n    // triangle bbox\n    const x0 = Math.min(ax, bx, cx),\n        y0 = Math.min(ay, by, cy),\n        x1 = Math.max(ax, bx, cx),\n        y1 = Math.max(ay, by, cy);\n\n    let p = c.next;\n    while (p !== a) {\n        if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&\n            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) &&\n            area(p.prev, p, p.next) >= 0) return false;\n        p = p.next;\n    }\n\n    return true;\n}\n\nfunction isEarHashed(ear, minX, minY, invSize) {\n    const a = ear.prev,\n        b = ear,\n        c = ear.next;\n\n    if (area(a, b, c) >= 0) return false; // reflex, can't be an ear\n\n    const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;\n\n    // triangle bbox\n    const x0 = Math.min(ax, bx, cx),\n        y0 = Math.min(ay, by, cy),\n        x1 = Math.max(ax, bx, cx),\n        y1 = Math.max(ay, by, cy);\n\n    // z-order range for the current triangle bbox;\n    const minZ = zOrder(x0, y0, minX, minY, invSize),\n        maxZ = zOrder(x1, y1, minX, minY, invSize);\n\n    let p = ear.prevZ,\n        n = ear.nextZ;\n\n    // look for points inside the triangle in both directions\n    while (p && p.z >= minZ && n && n.z <= maxZ) {\n        if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n        p = p.prevZ;\n\n        if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n        n = n.nextZ;\n    }\n\n    // look for remaining points in decreasing z-order\n    while (p && p.z >= minZ) {\n        if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&\n            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;\n        p = p.prevZ;\n    }\n\n    // look for remaining points in increasing z-order\n    while (n && n.z <= maxZ) {\n        if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&\n            pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;\n        n = n.nextZ;\n    }\n\n    return true;\n}\n\n// go through all polygon nodes and cure small local self-intersections\nfunction cureLocalIntersections(start, triangles) {\n    let p = start;\n    do {\n        const a = p.prev,\n            b = p.next.next;\n\n        if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {\n\n            triangles.push(a.i, p.i, b.i);\n\n            // remove two nodes involved\n            removeNode(p);\n            removeNode(p.next);\n\n            p = start = b;\n        }\n        p = p.next;\n    } while (p !== start);\n\n    return filterPoints(p);\n}\n\n// try splitting polygon into two and triangulate them independently\nfunction splitEarcut(start, triangles, dim, minX, minY, invSize) {\n    // look for a valid diagonal that divides the polygon into two\n    let a = start;\n    do {\n        let b = a.next.next;\n        while (b !== a.prev) {\n            if (a.i !== b.i && isValidDiagonal(a, b)) {\n                // split the polygon in two by the diagonal\n                let c = splitPolygon(a, b);\n\n                // filter colinear points around the cuts\n                a = filterPoints(a, a.next);\n                c = filterPoints(c, c.next);\n\n                // run earcut on each half\n                earcutLinked(a, triangles, dim, minX, minY, invSize, 0);\n                earcutLinked(c, triangles, dim, minX, minY, invSize, 0);\n                return;\n            }\n            b = b.next;\n        }\n        a = a.next;\n    } while (a !== start);\n}\n\n// link every hole into the outer loop, producing a single-ring polygon without holes\nfunction eliminateHoles(data, holeIndices, outerNode, dim) {\n    const queue = [];\n\n    for (let i = 0, len = holeIndices.length; i < len; i++) {\n        const start = holeIndices[i] * dim;\n        const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n        const list = linkedList(data, start, end, dim, false);\n        if (list === list.next) list.steiner = true;\n        queue.push(getLeftmost(list));\n    }\n\n    queue.sort(compareXYSlope);\n\n    // process holes from left to right\n    for (let i = 0; i < queue.length; i++) {\n        outerNode = eliminateHole(queue[i], outerNode);\n    }\n\n    return outerNode;\n}\n\nfunction compareXYSlope(a, b) {\n    let result = a.x - b.x;\n    // when the left-most point of 2 holes meet at a vertex, sort the holes counterclockwise so that when we find\n    // the bridge to the outer shell is always the point that they meet at.\n    if (result === 0) {\n        result = a.y - b.y;\n        if (result === 0) {\n            const aSlope = (a.next.y - a.y) / (a.next.x - a.x);\n            const bSlope = (b.next.y - b.y) / (b.next.x - b.x);\n            result = aSlope - bSlope;\n        }\n    }\n    return result;\n}\n\n// find a bridge between vertices that connects hole with an outer ring and link it\nfunction eliminateHole(hole, outerNode) {\n    const bridge = findHoleBridge(hole, outerNode);\n    if (!bridge) {\n        return outerNode;\n    }\n\n    const bridgeReverse = splitPolygon(bridge, hole);\n\n    // filter collinear points around the cuts\n    filterPoints(bridgeReverse, bridgeReverse.next);\n    return filterPoints(bridge, bridge.next);\n}\n\n// David Eberly's algorithm for finding a bridge between hole and outer polygon\nfunction findHoleBridge(hole, outerNode) {\n    let p = outerNode;\n    const hx = hole.x;\n    const hy = hole.y;\n    let qx = -Infinity;\n    let m;\n\n    // find a segment intersected by a ray from the hole's leftmost point to the left;\n    // segment's endpoint with lesser x will be potential connection point\n    // unless they intersect at a vertex, then choose the vertex\n    if (equals(hole, p)) return p;\n    do {\n        if (equals(hole, p.next)) return p.next;\n        else if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {\n            const x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);\n            if (x <= hx && x > qx) {\n                qx = x;\n                m = p.x < p.next.x ? p : p.next;\n                if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint\n            }\n        }\n        p = p.next;\n    } while (p !== outerNode);\n\n    if (!m) return null;\n\n    // look for points inside the triangle of hole point, segment intersection and endpoint;\n    // if there are no points found, we have a valid connection;\n    // otherwise choose the point of the minimum angle with the ray as connection point\n\n    const stop = m;\n    const mx = m.x;\n    const my = m.y;\n    let tanMin = Infinity;\n\n    p = m;\n\n    do {\n        if (hx >= p.x && p.x >= mx && hx !== p.x &&\n                pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {\n\n            const tan = Math.abs(hy - p.y) / (hx - p.x); // tangential\n\n            if (locallyInside(p, hole) &&\n                (tan < tanMin || (tan === tanMin && (p.x > m.x || (p.x === m.x && sectorContainsSector(m, p)))))) {\n                m = p;\n                tanMin = tan;\n            }\n        }\n\n        p = p.next;\n    } while (p !== stop);\n\n    return m;\n}\n\n// whether sector in vertex m contains sector in vertex p in the same coordinates\nfunction sectorContainsSector(m, p) {\n    return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;\n}\n\n// interlink polygon nodes in z-order\nfunction indexCurve(start, minX, minY, invSize) {\n    let p = start;\n    do {\n        if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);\n        p.prevZ = p.prev;\n        p.nextZ = p.next;\n        p = p.next;\n    } while (p !== start);\n\n    p.prevZ.nextZ = null;\n    p.prevZ = null;\n\n    sortLinked(p);\n}\n\n// Simon Tatham's linked list merge sort algorithm\n// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html\nfunction sortLinked(list) {\n    let numMerges;\n    let inSize = 1;\n\n    do {\n        let p = list;\n        let e;\n        list = null;\n        let tail = null;\n        numMerges = 0;\n\n        while (p) {\n            numMerges++;\n            let q = p;\n            let pSize = 0;\n            for (let i = 0; i < inSize; i++) {\n                pSize++;\n                q = q.nextZ;\n                if (!q) break;\n            }\n            let qSize = inSize;\n\n            while (pSize > 0 || (qSize > 0 && q)) {\n\n                if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {\n                    e = p;\n                    p = p.nextZ;\n                    pSize--;\n                } else {\n                    e = q;\n                    q = q.nextZ;\n                    qSize--;\n                }\n\n                if (tail) tail.nextZ = e;\n                else list = e;\n\n                e.prevZ = tail;\n                tail = e;\n            }\n\n            p = q;\n        }\n\n        tail.nextZ = null;\n        inSize *= 2;\n\n    } while (numMerges > 1);\n\n    return list;\n}\n\n// z-order of a point given coords and inverse of the longer side of data bbox\nfunction zOrder(x, y, minX, minY, invSize) {\n    // coords are transformed into non-negative 15-bit integer range\n    x = (x - minX) * invSize | 0;\n    y = (y - minY) * invSize | 0;\n\n    x = (x | (x << 8)) & 0x00FF00FF;\n    x = (x | (x << 4)) & 0x0F0F0F0F;\n    x = (x | (x << 2)) & 0x33333333;\n    x = (x | (x << 1)) & 0x55555555;\n\n    y = (y | (y << 8)) & 0x00FF00FF;\n    y = (y | (y << 4)) & 0x0F0F0F0F;\n    y = (y | (y << 2)) & 0x33333333;\n    y = (y | (y << 1)) & 0x55555555;\n\n    return x | (y << 1);\n}\n\n// find the leftmost node of a polygon ring\nfunction getLeftmost(start) {\n    let p = start,\n        leftmost = start;\n    do {\n        if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;\n        p = p.next;\n    } while (p !== start);\n\n    return leftmost;\n}\n\n// check if a point lies within a convex triangle\nfunction pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {\n    return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&\n           (ax - px) * (by - py) >= (bx - px) * (ay - py) &&\n           (bx - px) * (cy - py) >= (cx - px) * (by - py);\n}\n\n// check if a point lies within a convex triangle but false if its equal to the first point of the triangle\nfunction pointInTriangleExceptFirst(ax, ay, bx, by, cx, cy, px, py) {\n    return !(ax === px && ay === py) && pointInTriangle(ax, ay, bx, by, cx, cy, px, py);\n}\n\n// check if a diagonal between two polygon nodes is valid (lies in polygon interior)\nfunction isValidDiagonal(a, b) {\n    return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // doesn't intersect other edges\n           (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible\n            (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors\n            equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case\n}\n\n// signed area of a triangle\nfunction area(p, q, r) {\n    return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);\n}\n\n// check if two points are equal\nfunction equals(p1, p2) {\n    return p1.x === p2.x && p1.y === p2.y;\n}\n\n// check if two segments intersect\nfunction intersects(p1, q1, p2, q2) {\n    const o1 = sign(area(p1, q1, p2));\n    const o2 = sign(area(p1, q1, q2));\n    const o3 = sign(area(p2, q2, p1));\n    const o4 = sign(area(p2, q2, q1));\n\n    if (o1 !== o2 && o3 !== o4) return true; // general case\n\n    if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1\n    if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1\n    if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2\n    if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2\n\n    return false;\n}\n\n// for collinear points p, q, r, check if point q lies on segment pr\nfunction onSegment(p, q, r) {\n    return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);\n}\n\nfunction sign(num) {\n    return num > 0 ? 1 : num < 0 ? -1 : 0;\n}\n\n// check if a polygon diagonal intersects any polygon segments\nfunction intersectsPolygon(a, b) {\n    let p = a;\n    do {\n        if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&\n                intersects(p, p.next, a, b)) return true;\n        p = p.next;\n    } while (p !== a);\n\n    return false;\n}\n\n// check if a polygon diagonal is locally inside the polygon\nfunction locallyInside(a, b) {\n    return area(a.prev, a, a.next) < 0 ?\n        area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :\n        area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;\n}\n\n// check if the middle point of a polygon diagonal is inside the polygon\nfunction middleInside(a, b) {\n    let p = a;\n    let inside = false;\n    const px = (a.x + b.x) / 2;\n    const py = (a.y + b.y) / 2;\n    do {\n        if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&\n                (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))\n            inside = !inside;\n        p = p.next;\n    } while (p !== a);\n\n    return inside;\n}\n\n// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;\n// if one belongs to the outer ring and another to a hole, it merges it into a single ring\nfunction splitPolygon(a, b) {\n    const a2 = createNode(a.i, a.x, a.y),\n        b2 = createNode(b.i, b.x, b.y),\n        an = a.next,\n        bp = b.prev;\n\n    a.next = b;\n    b.prev = a;\n\n    a2.next = an;\n    an.prev = a2;\n\n    b2.next = a2;\n    a2.prev = b2;\n\n    bp.next = b2;\n    b2.prev = bp;\n\n    return b2;\n}\n\n// create a node and optionally link it with previous one (in a circular doubly linked list)\nfunction insertNode(i, x, y, last) {\n    const p = createNode(i, x, y);\n\n    if (!last) {\n        p.prev = p;\n        p.next = p;\n\n    } else {\n        p.next = last.next;\n        p.prev = last;\n        last.next.prev = p;\n        last.next = p;\n    }\n    return p;\n}\n\nfunction removeNode(p) {\n    p.next.prev = p.prev;\n    p.prev.next = p.next;\n\n    if (p.prevZ) p.prevZ.nextZ = p.nextZ;\n    if (p.nextZ) p.nextZ.prevZ = p.prevZ;\n}\n\nfunction createNode(i, x, y) {\n    return {\n        i, // vertex index in coordinates array\n        x, y, // vertex coordinates\n        prev: null, // previous and next vertex nodes in a polygon ring\n        next: null,\n        z: 0, // z-order curve value\n        prevZ: null, // previous and next nodes in z-order\n        nextZ: null,\n        steiner: false // indicates whether this is a steiner point\n    };\n}\n\n// return a percentage difference between the polygon area and its triangulation area;\n// used to verify correctness of triangulation\nexport function deviation(data, holeIndices, dim, triangles) {\n    const hasHoles = holeIndices && holeIndices.length;\n    const outerLen = hasHoles ? holeIndices[0] * dim : data.length;\n\n    let polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));\n    if (hasHoles) {\n        for (let i = 0, len = holeIndices.length; i < len; i++) {\n            const start = holeIndices[i] * dim;\n            const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;\n            polygonArea -= Math.abs(signedArea(data, start, end, dim));\n        }\n    }\n\n    let trianglesArea = 0;\n    for (let i = 0; i < triangles.length; i += 3) {\n        const a = triangles[i] * dim;\n        const b = triangles[i + 1] * dim;\n        const c = triangles[i + 2] * dim;\n        trianglesArea += Math.abs(\n            (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -\n            (data[a] - data[b]) * (data[c + 1] - data[a + 1]));\n    }\n\n    return polygonArea === 0 && trianglesArea === 0 ? 0 :\n        Math.abs((trianglesArea - polygonArea) / polygonArea);\n}\n\nfunction signedArea(data, start, end, dim) {\n    let sum = 0;\n    for (let i = start, j = end - dim; i < end; i += dim) {\n        sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);\n        j = i;\n    }\n    return sum;\n}\n\n// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts\nexport function flatten(data) {\n    const vertices = [];\n    const holes = [];\n    const dimensions = data[0][0].length;\n    let holeIndex = 0;\n    let prevLen = 0;\n\n    for (const ring of data) {\n        for (const p of ring) {\n            for (let d = 0; d < dimensions; d++) vertices.push(p[d]);\n        }\n        if (prevLen) {\n            holeIndex += prevLen;\n            holes.push(holeIndex);\n        }\n        prevLen = ring.length;\n    }\n    return {vertices, holes, dimensions};\n}\n","import ResolvedImage from '../../style-spec/expression/types/resolved_image';\n\nimport type StyleLayer from '../../style/style_layer';\nimport type {PossiblyEvaluatedPropertyValue} from '../../style/properties';\nimport type FillStyleLayer from '../../style/style_layer/fill_style_layer';\nimport type FillExtrusionStyleLayer from '../../style/style_layer/fill_extrusion_style_layer';\nimport type LineStyleLayer from '../../style/style_layer/line_style_layer';\nimport type {\n    BucketFeature,\n    PopulateParameters,\n    ImageDependenciesMap\n} from '../bucket';\n\ntype PatternStyleLayers = Array<LineStyleLayer> | Array<FillStyleLayer> | Array<FillExtrusionStyleLayer>;\n\ntype AddPatternResult = {\n    primary: string | null;\n    secondary: string | null;\n};\n\nfunction addPattern(pattern: string | ResolvedImage, patterns: ImageDependenciesMap, pixelRatio: number = 1): AddPatternResult {\n    if (!pattern) {\n        return null;\n    }\n\n    const patternPrimary = typeof pattern === 'string' ? ResolvedImage.from(pattern).getPrimary() : pattern.getPrimary();\n    const patternSecondary = typeof pattern === 'string' ? null : pattern.getSecondary();\n\n    for (const pattern of [patternPrimary, patternSecondary]) {\n        if (!pattern) {\n            continue;\n        }\n\n        const id = pattern.id.toString();\n        if (!patterns.has(id)) {\n            patterns.set(id, []);\n        }\n\n        pattern.scaleSelf(pixelRatio);\n        patterns.get(id).push(pattern);\n    }\n\n    return {\n        primary: patternPrimary.toString(),\n        secondary: patternSecondary ? patternSecondary.toString() : null\n    };\n}\n\nexport function hasPattern(type: string, layers: PatternStyleLayers, pixelRatio: number, options: PopulateParameters): boolean {\n    const patterns = options.patternDependencies;\n    let hasPattern = false;\n\n    for (const layer of layers) {\n        const patternProperty = (layer as StyleLayer).paint.get(`${type}-pattern`) as PossiblyEvaluatedPropertyValue<ResolvedImage>;\n\n        if (!patternProperty.isConstant()) {\n            hasPattern = true;\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const constantPattern = patternProperty.constantOr(null);\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        if (addPattern(constantPattern, patterns, pixelRatio)) {\n            hasPattern = true;\n        }\n    }\n\n    return hasPattern;\n}\n\nexport function addPatternDependencies(\n    type: string,\n    layers: PatternStyleLayers,\n    patternFeature: BucketFeature,\n    zoom: number,\n    pixelRatio: number,\n    options: PopulateParameters,\n): BucketFeature {\n    const patterns = options.patternDependencies;\n    for (const layer of layers) {\n        const patternProperty = (layer as StyleLayer).paint.get(`${type}-pattern`) as PossiblyEvaluatedPropertyValue<ResolvedImage>;\n\n        const patternPropertyValue = patternProperty.value;\n        if (patternPropertyValue.kind !== \"constant\") {\n            const pattern: string | ResolvedImage = patternPropertyValue.evaluate({zoom}, patternFeature, {}, undefined, options.availableImages);\n\n            const patternResult = addPattern(pattern, patterns, pixelRatio);\n\n            if (!patternResult) {\n                continue;\n            }\n\n            const {\n                primary: primarySerialized,\n                secondary: secondarySerialized\n            } = patternResult;\n\n            // save for layout\n            if (primarySerialized) {\n                patternFeature.patterns[layer.id] = [primarySerialized, secondarySerialized].filter(Boolean);\n            }\n        }\n    }\n    return patternFeature;\n}\n","import EXTENT from '../../style-spec/data/extent';\n\nexport const GLOBE_RADIUS = EXTENT / Math.PI / 2.0;\n\nexport const GLOBE_ZOOM_THRESHOLD_MIN = 5;\nexport const GLOBE_ZOOM_THRESHOLD_MAX = 6;\n\n// At low zoom levels the globe gets rendered so that the scale at this\n// latitude matches it's scale in a mercator map. The choice of latitude is\n// a bit arbitrary. Different choices will match mercator more closely in different\n// views. 45 is a good enough choice because:\n// - it's half way from the pole to the equator\n// - matches most middle latitudes reasonably well\n// - biases towards increasing size rather than decreasing\n// - makes the globe slightly larger at very low zoom levels, where it already\n//   covers less pixels than mercator (due to the curved surface)\n//\n//   Changing this value will change how large a globe is rendered and could affect\n//   end users. This should only be done of the tradeoffs between change and improvement\n//   are carefully considered.\nexport const GLOBE_SCALE_MATCH_LATITUDE = 45;\n\nconst GLOBE_NORMALIZATION_BIT_RANGE = 15;\nexport const GLOBE_NORMALIZATION_MASK = (1 << (GLOBE_NORMALIZATION_BIT_RANGE - 1)) - 1;\nexport const GLOBE_VERTEX_GRID_SIZE = 64;\nexport const GLOBE_LATITUDINAL_GRID_LOD_TABLE = [GLOBE_VERTEX_GRID_SIZE, GLOBE_VERTEX_GRID_SIZE / 2, GLOBE_VERTEX_GRID_SIZE / 4] as const;\nexport const TILE_SIZE = 512;\n\nexport const GLOBE_MIN = -GLOBE_RADIUS;\nexport const GLOBE_MAX = GLOBE_RADIUS;\n","import assert from '../style-spec/util/assert';\nimport {wrap, degToRad, radToDeg} from '../util/util';\nimport {GLOBE_RADIUS} from '../geo/projection/globe_constants';\n\n/**\n * @private\n */\nexport function csLatLngToECEF(cosLat: number, sinLat: number, lng: number, radius: number = GLOBE_RADIUS): [number, number, number] {\n    lng = degToRad(lng);\n\n    // Convert lat & lng to spherical representation. Use zoom=0 as a reference\n    const sx = cosLat * Math.sin(lng) * radius;\n    const sy = -sinLat * radius;\n    const sz = cosLat * Math.cos(lng) * radius;\n\n    return [sx, sy, sz];\n}\n\n/**\n * @private\n */\nexport function ecefToLatLng([x, y, z]: [number, number, number]): LngLat {\n    const radius = Math.hypot(x, y, z);\n    const lng = Math.atan2(x, z);\n    const lat = Math.PI * 0.5 - Math.acos(-y / radius);\n\n    return new LngLat(radToDeg(lng), radToDeg(lat));\n}\n\n/**\n * @private\n */\nexport function latLngToECEF(lat: number, lng: number, radius?: number): [number, number, number] {\n    assert(lat <= 90 && lat >= -90, 'Lattitude must be between -90 and 90');\n    return csLatLngToECEF(Math.cos(degToRad(lat)), Math.sin(degToRad(lat)), lng, radius);\n}\n\n/*\n* Approximate radius of the earth in meters.\n* Uses the WGS-84 approximation. The radius at the equator is ~6378137 and at the poles is ~6356752. https://en.wikipedia.org/wiki/World_Geodetic_System#WGS84\n* 6371008.8 is one published \"average radius\" see https://en.wikipedia.org/wiki/Earth_radius#Mean_radius, or ftp://athena.fsv.cvut.cz/ZFG/grs80-Moritz.pdf p.4\n*/\nexport const earthRadius = 6371008.8;\n\n/*\n * The average circumference of the earth in meters.\n */\nexport const earthCircumference = 2 * Math.PI * earthRadius;\n\n/**\n * A `LngLat` object represents a given longitude and latitude coordinate, measured in degrees.\n * These coordinates use longitude, latitude coordinate order (as opposed to latitude, longitude)\n * to match the [GeoJSON specification](https://datatracker.ietf.org/doc/html/rfc7946#section-4),\n * which is equivalent to the OGC:CRS84 coordinate reference system.\n *\n * Note that any Mapbox GL method that accepts a `LngLat` object as an argument or option\n * can also accept an `Array` of two numbers and will perform an implicit conversion.\n * This flexible type is documented as {@link LngLatLike}.\n *\n * @param {number} lng Longitude, measured in degrees.\n * @param {number} lat Latitude, measured in degrees.\n * @example\n * const ll = new mapboxgl.LngLat(-123.9749, 40.7736);\n * console.log(ll.lng); // = -123.9749\n * @see [Example: Get coordinates of the mouse pointer](https://www.mapbox.com/mapbox-gl-js/example/mouse-position/)\n * @see [Example: Display a popup](https://www.mapbox.com/mapbox-gl-js/example/popup/)\n * @see [Example: Highlight features within a bounding box](https://www.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n * @see [Example: Create a timeline animation](https://www.mapbox.com/mapbox-gl-js/example/timeline-animation/)\n */\nclass LngLat {\n    lng: number;\n    lat: number;\n\n    constructor(lng: number, lat: number) {\n        if (isNaN(lng) || isNaN(lat)) {\n            throw new Error(`Invalid LngLat object: (${lng}, ${lat})`);\n        }\n        this.lng = +lng;\n        this.lat = +lat;\n        if (this.lat > 90 || this.lat < -90) {\n            throw new Error('Invalid LngLat latitude value: must be between -90 and 90');\n        }\n    }\n\n    /**\n     * Returns a new `LngLat` object whose longitude is wrapped to the range (-180, 180).\n     *\n     * @returns {LngLat} The wrapped `LngLat` object.\n     * @example\n     * const ll = new mapboxgl.LngLat(286.0251, 40.7736);\n     * const wrapped = ll.wrap();\n     * console.log(wrapped.lng); // = -73.9749\n     */\n    wrap(): LngLat {\n        return new LngLat(wrap(this.lng, -180, 180), this.lat);\n    }\n\n    /**\n     * Returns the coordinates represented as an array of two numbers.\n     *\n     * @returns {Array<number>} The coordinates represeted as an array of longitude and latitude.\n     * @example\n     * const ll = new mapboxgl.LngLat(-73.9749, 40.7736);\n     * ll.toArray(); // = [-73.9749, 40.7736]\n     */\n    toArray(): [number, number] {\n        return [this.lng, this.lat];\n    }\n\n    /**\n     * Returns the coordinates represent as a string.\n     *\n     * @returns {string} The coordinates represented as a string of the format `'LngLat(lng, lat)'`.\n     * @example\n     * const ll = new mapboxgl.LngLat(-73.9749, 40.7736);\n     * ll.toString(); // = \"LngLat(-73.9749, 40.7736)\"\n     */\n    toString(): string {\n        return `LngLat(${this.lng}, ${this.lat})`;\n    }\n\n    /**\n     * Returns the approximate distance between a pair of coordinates in meters.\n     * Uses the Haversine Formula (from R.W. Sinnott, \"Virtues of the Haversine\", Sky and Telescope, vol. 68, no. 2, 1984, p. 159).\n     *\n     * @param {LngLat} lngLat Coordinates to compute the distance to.\n     * @returns {number} Distance in meters between the two coordinates.\n     * @example\n     * const newYork = new mapboxgl.LngLat(-74.0060, 40.7128);\n     * const losAngeles = new mapboxgl.LngLat(-118.2437, 34.0522);\n     * newYork.distanceTo(losAngeles); // = 3935751.690893987, \"true distance\" using a non-spherical approximation is ~3966km\n     */\n    distanceTo(lngLat: LngLat): number {\n        const rad = Math.PI / 180;\n        const lat1 = this.lat * rad;\n        const lat2 = lngLat.lat * rad;\n        const a = Math.sin(lat1) * Math.sin(lat2) + Math.cos(lat1) * Math.cos(lat2) * Math.cos((lngLat.lng - this.lng) * rad);\n\n        const maxMeters = earthRadius * Math.acos(Math.min(a, 1));\n        return maxMeters;\n    }\n\n    /**\n     * Returns a `LngLatBounds` from the coordinates extended by a given `radius`. The returned `LngLatBounds` completely contains the `radius`.\n     *\n     * @param {number} [radius=0] Distance in meters from the coordinates to extend the bounds.\n     * @returns {LngLatBounds} A new `LngLatBounds` object representing the coordinates extended by the `radius`.\n     * @example\n     * const ll = new mapboxgl.LngLat(-73.9749, 40.7736);\n     * ll.toBounds(100).toArray(); // = [[-73.97501862141328, 40.77351016847229], [-73.97478137858673, 40.77368983152771]]\n     */\n    toBounds(radius: number = 0): LngLatBounds {\n        const earthCircumferenceInMetersAtEquator = 40075017;\n        const latAccuracy = 360 * radius / earthCircumferenceInMetersAtEquator,\n            lngAccuracy = latAccuracy / Math.cos((Math.PI / 180) * this.lat);\n\n        return new LngLatBounds({lng: this.lng - lngAccuracy, lat: this.lat - latAccuracy},\n            {lng: this.lng + lngAccuracy, lat: this.lat + latAccuracy});\n    }\n\n    toEcef(altitude: number): [number, number, number] {\n        const altInEcef = altitude * GLOBE_RADIUS / earthRadius;\n        const radius = GLOBE_RADIUS + altInEcef;\n        return latLngToECEF(this.lat, this.lng, radius);\n    }\n\n    /**\n     * Converts an array of two numbers or an object with `lng` and `lat` or `lon` and `lat` properties\n     * to a `LngLat` object.\n     *\n     * If a `LngLat` object is passed in, the function returns it unchanged.\n     *\n     * @param {LngLatLike} input An array of two numbers or object to convert, or a `LngLat` object to return.\n     * @returns {LngLat} A new `LngLat` object, if a conversion occurred, or the original `LngLat` object.\n     * @example\n     * const arr = [-73.9749, 40.7736];\n     * const ll = mapboxgl.LngLat.convert(arr);\n     * console.log(ll);   // = LngLat {lng: -73.9749, lat: 40.7736}\n     */\n    static convert(input: LngLatLike): LngLat {\n        if (input instanceof LngLat) {\n            return input;\n        }\n        if (Array.isArray(input) && (input.length === 2 || input.length === 3)) {\n            return new LngLat(Number(input[0]), Number(input[1]));\n        }\n        if (!Array.isArray(input) && typeof input === 'object' && input !== null) {\n            return new LngLat(\n                Number('lng' in input ? input.lng : input.lon),\n                Number(input.lat)\n            );\n        }\n        throw new Error(\"`LngLatLike` argument must be specified as a LngLat instance, an object {lng: <lng>, lat: <lat>}, an object {lon: <lng>, lat: <lat>}, or an array of [<lng>, <lat>]\");\n    }\n}\n\n/**\n * A {@link LngLat} object, an array of two numbers representing longitude and latitude,\n * or an object with `lng` and `lat` or `lon` and `lat` properties.\n *\n * @typedef {LngLat | {lng: number, lat: number} | {lon: number, lat: number} | [number, number]} LngLatLike\n * @example\n * const v1 = new mapboxgl.LngLat(-122.420679, 37.772537);\n * const v2 = [-122.420679, 37.772537];\n * const v3 = {lon: -122.420679, lat: 37.772537};\n */\nexport type LngLatLike = LngLat | {\n    lng: number;\n    lat: number;\n} | {\n    lon: number;\n    lat: number;\n} | [number, number];\n\nexport default LngLat;\n\n/**\n * A `LngLatBounds` object represents a geographical bounding box,\n * defined by its southwest and northeast points in [`longitude`](https://docs.mapbox.com/help/glossary/lat-lon/) and [`latitude`](https://docs.mapbox.com/help/glossary/lat-lon/).\n * `Longitude` values are typically set between `-180` to `180`, but can exceed this range if `renderWorldCopies` is set to `true`. `Latitude` values must be within `-85.051129` to `85.051129`.\n *\n * If no arguments are provided to the constructor, a `null` bounding box is created.\n *\n * Note that any Mapbox GL method that accepts a `LngLatBounds` object as an argument or option\n * can also accept an `Array` of two {@link LngLatLike} constructs and will perform an implicit conversion.\n * This flexible type is documented as {@link LngLatBoundsLike}.\n *\n * @param {LngLatLike} [sw] The southwest corner of the bounding box.\n * @param {LngLatLike} [ne] The northeast corner of the bounding box.\n * @example\n * const sw = new mapboxgl.LngLat(-73.9876, 40.7661);\n * const ne = new mapboxgl.LngLat(-73.9397, 40.8002);\n * const llb = new mapboxgl.LngLatBounds(sw, ne);\n */\nexport class LngLatBounds {\n    _ne!: LngLat;\n    _sw!: LngLat;\n\n    constructor(sw?: [number, number, number, number] | [LngLatLike, LngLatLike] | LngLatLike, ne?: LngLatLike) {\n        if (!sw) {\n            // noop\n        } else if (ne) {\n            this.setSouthWest((sw as LngLatLike)).setNorthEast(ne);\n        } else if (Array.isArray(sw) && sw.length === 4) {\n            this.setSouthWest([sw[0], sw[1]]).setNorthEast([sw[2], sw[3]]);\n        } else {\n            this.setSouthWest(sw[0] as LngLatLike).setNorthEast(sw[1] as LngLatLike);\n        }\n    }\n\n    /**\n     * Set the northeast corner of the bounding box.\n     *\n     * @param {LngLatLike} ne A {@link LngLatLike} object describing the northeast corner of the bounding box.\n     * @returns {LngLatBounds} Returns itself to allow for method chaining.\n     * @example\n     * const sw = new mapboxgl.LngLat(-73.9876, 40.7661);\n     * const ne = new mapboxgl.LngLat(-73.9397, 40.8002);\n     * const llb = new mapboxgl.LngLatBounds(sw, ne);\n     * llb.setNorthEast([-73.9397, 42.8002]);\n     */\n    setNorthEast(ne: LngLatLike): this {\n        this._ne = ne instanceof LngLat ? new LngLat(ne.lng, ne.lat) : LngLat.convert(ne);\n        return this;\n    }\n\n    /**\n     * Set the southwest corner of the bounding box.\n     *\n     * @param {LngLatLike} sw A {@link LngLatLike} object describing the southwest corner of the bounding box.\n     * @returns {LngLatBounds} Returns itself to allow for method chaining.\n     * @example\n     * const sw = new mapboxgl.LngLat(-73.9876, 40.7661);\n     * const ne = new mapboxgl.LngLat(-73.9397, 40.8002);\n     * const llb = new mapboxgl.LngLatBounds(sw, ne);\n     * llb.setSouthWest([-73.9876, 40.2661]);\n     */\n    setSouthWest(sw: LngLatLike): this {\n        this._sw = sw instanceof LngLat ? new LngLat(sw.lng, sw.lat) : LngLat.convert(sw);\n        return this;\n    }\n\n    /**\n     * Extend the bounds to include a given LngLatLike or LngLatBoundsLike.\n     *\n     * @param {LngLatLike|LngLatBoundsLike} obj Object to extend to.\n     * @returns {LngLatBounds} Returns itself to allow for method chaining.\n     * @example\n     * const sw = new mapboxgl.LngLat(-73.9876, 40.7661);\n     * const ne = new mapboxgl.LngLat(-73.9397, 40.8002);\n     * const llb = new mapboxgl.LngLatBounds(sw, ne);\n     * llb.extend([-72.9876, 42.2661]);\n     */\n    extend(obj: LngLatLike | LngLatBoundsLike): this {\n        const sw = this._sw,\n            ne = this._ne;\n        let sw2: LngLat | undefined;\n        let ne2: LngLat | undefined;\n\n        if (obj instanceof LngLat) {\n            sw2 = obj;\n            ne2 = obj;\n\n        } else if (obj instanceof LngLatBounds) {\n            sw2 = obj._sw;\n            ne2 = obj._ne;\n\n            if (!sw2 || !ne2) return this;\n\n        } else if (Array.isArray(obj)) {\n            if (obj.length === 4 || obj.every(Array.isArray)) {\n                const lngLatBoundsObj = (obj as LngLatBoundsLike);\n                return this.extend(LngLatBounds.convert(lngLatBoundsObj));\n            } else {\n                const lngLatObj = (obj as LngLatLike);\n                return this.extend(LngLat.convert(lngLatObj));\n            }\n        } else if (typeof obj === 'object' && obj !== null && Object.hasOwn(obj, \"lat\") && (Object.hasOwn(obj, \"lon\") || Object.hasOwn(obj, \"lng\"))) {\n            return this.extend(LngLat.convert(obj));\n        } else {\n            return this;\n        }\n\n        if (!sw && !ne) {\n            this._sw = new LngLat(sw2.lng, sw2.lat);\n            this._ne = new LngLat(ne2.lng, ne2.lat);\n\n        } else {\n            sw.lng = Math.min(sw2.lng, sw.lng);\n            sw.lat = Math.min(sw2.lat, sw.lat);\n            ne.lng = Math.max(ne2.lng, ne.lng);\n            ne.lat = Math.max(ne2.lat, ne.lat);\n        }\n\n        return this;\n    }\n\n    /**\n     * Returns the geographical coordinate equidistant from the bounding box's corners.\n     *\n     * @returns {LngLat} The bounding box's center.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getCenter(); // = LngLat {lng: -73.96365, lat: 40.78315}\n     */\n    getCenter(): LngLat {\n        return new LngLat((this._sw.lng + this._ne.lng) / 2, (this._sw.lat + this._ne.lat) / 2);\n    }\n\n    /**\n     * Returns the southwest corner of the bounding box.\n     *\n     * @returns {LngLat} The southwest corner of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getSouthWest(); // LngLat {lng: -73.9876, lat: 40.7661}\n     */\n    getSouthWest(): LngLat { return this._sw; }\n\n    /**\n     * Returns the northeast corner of the bounding box.\n     *\n     * @returns {LngLat} The northeast corner of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getNorthEast(); // LngLat {lng: -73.9397, lat: 40.8002}\n     */\n    getNorthEast(): LngLat { return this._ne; }\n\n    /**\n     * Returns the northwest corner of the bounding box.\n     *\n     * @returns {LngLat} The northwest corner of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getNorthWest(); // LngLat {lng: -73.9876, lat: 40.8002}\n     */\n    getNorthWest(): LngLat { return new LngLat(this.getWest(), this.getNorth()); }\n\n    /**\n     * Returns the southeast corner of the bounding box.\n     *\n     * @returns {LngLat} The southeast corner of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getSouthEast(); // LngLat {lng: -73.9397, lat: 40.7661}\n     */\n    getSouthEast(): LngLat { return new LngLat(this.getEast(), this.getSouth()); }\n\n    /**\n     * Returns the west edge of the bounding box.\n     *\n     * @returns {number} The west edge of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getWest(); // -73.9876\n     */\n    getWest(): number { return this._sw.lng; }\n\n    /**\n     * Returns the south edge of the bounding box.\n     *\n     * @returns {number} The south edge of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getSouth(); // 40.7661\n     */\n    getSouth(): number { return this._sw.lat; }\n\n    /**\n     * Returns the east edge of the bounding box.\n     *\n     * @returns {number} The east edge of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getEast(); // -73.9397\n     */\n    getEast(): number { return this._ne.lng; }\n\n    /**\n     * Returns the north edge of the bounding box.\n     *\n     * @returns {number} The north edge of the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.getNorth(); // 40.8002\n     */\n    getNorth(): number { return this._ne.lat; }\n\n    /**\n     * Returns the bounding box represented as an array.\n     *\n     * @returns {Array<Array<number>>} The bounding box represented as an array, consisting of the\n     * southwest and northeast coordinates of the bounding represented as arrays of numbers.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.toArray(); // = [[-73.9876, 40.7661], [-73.9397, 40.8002]]\n     */\n    toArray(): [[number, number], [number, number]] {\n        return [this._sw.toArray(), this._ne.toArray()];\n    }\n\n    /**\n     * Return the bounding box represented as a string.\n     *\n     * @returns {string} The bounding box represents as a string of the format\n     * `'LngLatBounds(LngLat(lng, lat), LngLat(lng, lat))'`.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n     * llb.toString(); // = \"LngLatBounds(LngLat(-73.9876, 40.7661), LngLat(-73.9397, 40.8002))\"\n     */\n    toString(): string {\n        return `LngLatBounds(${this._sw.toString()}, ${this._ne.toString()})`;\n    }\n\n    /**\n     * Check if the bounding box is an empty/`null`-type box.\n     *\n     * @returns {boolean} True if bounds have been defined, otherwise false.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds();\n     * llb.isEmpty(); // true\n     * llb.setNorthEast([-73.9876, 40.7661]);\n     * llb.setSouthWest([-73.9397, 40.8002]);\n     * llb.isEmpty(); // false\n     */\n    isEmpty(): boolean {\n        return !(this._sw && this._ne);\n    }\n\n    /**\n     * Check if the point is within the bounding box.\n     *\n     * @param {LngLatLike} lnglat Geographic point to check against.\n     * @returns {boolean} True if the point is within the bounding box.\n     * @example\n     * const llb = new mapboxgl.LngLatBounds(\n     *   new mapboxgl.LngLat(-73.9876, 40.7661),\n     *   new mapboxgl.LngLat(-73.9397, 40.8002)\n     * );\n     *\n     * const ll = new mapboxgl.LngLat(-73.9567, 40.7789);\n     *\n     * console.log(llb.contains(ll)); // = true\n     */\n    contains(lnglat: LngLatLike): boolean {\n        const {lng, lat} = LngLat.convert(lnglat);\n\n        const containsLatitude = this._sw.lat <= lat && lat <= this._ne.lat;\n        let containsLongitude = this._sw.lng <= lng && lng <= this._ne.lng;\n        if (this._sw.lng > this._ne.lng) { // wrapped coordinates\n            containsLongitude = this._sw.lng >= lng && lng >= this._ne.lng;\n        }\n\n        return containsLatitude && containsLongitude;\n    }\n\n    /**\n     * Converts an array to a `LngLatBounds` object.\n     *\n     * If a `LngLatBounds` object is passed in, the function returns it unchanged.\n     *\n     * Internally, the function calls `LngLat#convert` to convert arrays to `LngLat` values.\n     *\n     * @param {LngLatBoundsLike} input An array of two coordinates to convert, or a `LngLatBounds` object to return.\n     * @returns {LngLatBounds | void} A new `LngLatBounds` object, if a conversion occurred, or the original `LngLatBounds` object.\n     * @example\n     * const arr = [[-73.9876, 40.7661], [-73.9397, 40.8002]];\n     * const llb = mapboxgl.LngLatBounds.convert(arr);\n     * console.log(llb);   // = LngLatBounds {_sw: LngLat {lng: -73.9876, lat: 40.7661}, _ne: LngLat {lng: -73.9397, lat: 40.8002}}\n     */\n    static convert(input: LngLatBoundsLike): LngLatBounds {\n        if (!input) return;\n        if (input instanceof LngLatBounds) return input;\n        return new LngLatBounds(input);\n    }\n}\n\n/**\n * A {@link LngLatBounds} object, an array of {@link LngLatLike} objects in [sw, ne] order,\n * or an array of numbers in [west, south, east, north] order.\n *\n * @typedef {LngLatBounds | [LngLatLike, LngLatLike] | [number, number, number, number]} LngLatBoundsLike\n * @example\n * const v1 = new mapboxgl.LngLatBounds(\n *   new mapboxgl.LngLat(-73.9876, 40.7661),\n *   new mapboxgl.LngLat(-73.9397, 40.8002)\n * );\n * const v2 = new mapboxgl.LngLatBounds([-73.9876, 40.7661], [-73.9397, 40.8002]);\n * const v3 = [[-73.9876, 40.7661], [-73.9397, 40.8002]];\n */\nexport type LngLatBoundsLike = LngLatBounds | [LngLatLike, LngLatLike] | [number, number, number, number];\n","import LngLat, {earthCircumference} from '../geo/lng_lat';\nimport {clamp, degToRad} from '../util/util';\nimport EXTENT from '../style-spec/data/extent';\nimport {\n    mercatorXfromLng,\n    mercatorYfromLat,\n    lngFromMercatorX,\n    latFromMercatorY,\n} from '../style-spec/util/mercator';\n\nexport {mercatorXfromLng, mercatorYfromLat, lngFromMercatorX, latFromMercatorY};\n\nimport type {LngLatLike} from '../geo/lng_lat';\nimport type {CanonicalTileID} from '../source/tile_id';\n\nconst DEFAULT_MIN_ZOOM = 0;\nconst DEFAULT_MAX_ZOOM = 25.5;\n/**\n * The circumference at a line of latitude in meters.\n * @private\n */\nexport function circumferenceAtLatitude(latitude: number): number {\n    return earthCircumference * Math.cos(latitude * Math.PI / 180);\n}\n\n/**\n * @private\n */\nexport function mercatorZfromAltitude(altitude: number, lat: number): number {\n    return altitude / circumferenceAtLatitude(lat);\n}\n\n/**\n * @private\n */\nexport function altitudeFromMercatorZ(z: number, y: number): number {\n    return z * circumferenceAtLatitude(latFromMercatorY(y));\n}\n\nexport const MAX_MERCATOR_LATITUDE = 85.051129;\n\n/**\n * @private\n */\nexport function getLatitudeScale(lat: number): number {\n    return Math.cos(degToRad(clamp(lat, -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE)));\n}\n\n/**\n * @private\n */\nexport function getMetersPerPixelAtLatitude(lat: number, zoom: number): number {\n    const constrainedZoom = clamp(zoom, DEFAULT_MIN_ZOOM, DEFAULT_MAX_ZOOM);\n    const constrainedScale = Math.pow(2.0, constrainedZoom);\n    return getLatitudeScale(lat) * earthCircumference / (constrainedScale * 512.0);\n}\n\n/**\n * Determine the Mercator scale factor for a given latitude, see\n * https://en.wikipedia.org/wiki/Mercator_projection#Scale_factor\n *\n * At the equator the scale factor will be 1, which increases at higher latitudes.\n *\n * @param {number} lat Latitude\n * @returns {number} scale factor\n * @private\n */\nexport function mercatorScale(lat: number): number {\n    return 1 / Math.cos(lat * Math.PI / 180);\n}\n\n/**\n * @private\n */\nexport function tileToMeter(canonical: CanonicalTileID, tileYCoordinate: number = 0): number {\n    const circumferenceAtEquator = 40075017;\n    const mercatorY = (canonical.y + tileYCoordinate / EXTENT) / (1 << canonical.z);\n    const exp = Math.exp(Math.PI * (1 - 2 * mercatorY));\n    // simplify cos(2 * atan(e) - PI/2) from mercator_coordinate.js, remove trigonometrics.\n    return circumferenceAtEquator * 2 * exp / (exp * exp + 1) / EXTENT / (1 << canonical.z);\n}\n\n/**\n * A `MercatorCoordinate` object represents a projected three dimensional position.\n *\n * `MercatorCoordinate` uses the web mercator projection ([EPSG:3857](https://epsg.io/3857)) with slightly different units:\n * - the size of 1 unit is the width of the projected world instead of the \"mercator meter\"\n * - the origin of the coordinate space is at the north-west corner instead of the middle.\n *\n * For example, `MercatorCoordinate(0, 0, 0)` is the north-west corner of the mercator world and\n * `MercatorCoordinate(1, 1, 0)` is the south-east corner. If you are familiar with\n * [vector tiles](https://github.com/mapbox/vector-tile-spec) it may be helpful to think\n * of the coordinate space as the `0/0/0` tile with an extent of `1`.\n *\n * The `z` dimension of `MercatorCoordinate` is conformal. A cube in the mercator coordinate space would be rendered as a cube.\n *\n * @param {number} x The x component of the position.\n * @param {number} y The y component of the position.\n * @param {number} z The z component of the position.\n * @example\n * const nullIsland = new mapboxgl.MercatorCoordinate(0.5, 0.5, 0);\n *\n * @see [Example: Add a custom style layer](https://www.mapbox.com/mapbox-gl-js/example/custom-style-layer/)\n */\nclass MercatorCoordinate {\n    x: number;\n    y: number;\n    z: number;\n\n    constructor(x: number, y: number, z: number = 0) {\n        this.x = +x;\n        this.y = +y;\n        this.z = +z;\n    }\n\n    /**\n     * Project a `LngLat` to a `MercatorCoordinate`.\n     *\n     * @param {LngLatLike} lngLatLike The location to project.\n     * @param {number} altitude The altitude in meters of the position.\n     * @returns {MercatorCoordinate} The projected mercator coordinate.\n     * @example\n     * const coord = mapboxgl.MercatorCoordinate.fromLngLat({lng: 0, lat: 0}, 0);\n     * console.log(coord); // MercatorCoordinate(0.5, 0.5, 0)\n     */\n    static fromLngLat(lngLatLike: LngLatLike, altitude: number = 0): MercatorCoordinate {\n        const lngLat = LngLat.convert(lngLatLike);\n\n        return new MercatorCoordinate(\n                mercatorXfromLng(lngLat.lng),\n                mercatorYfromLat(lngLat.lat),\n                mercatorZfromAltitude(altitude, lngLat.lat));\n    }\n\n    /**\n     * Returns the `LngLat` for the coordinate.\n     *\n     * @returns {LngLat} The `LngLat` object.\n     * @example\n     * const coord = new mapboxgl.MercatorCoordinate(0.5, 0.5, 0);\n     * const lngLat = coord.toLngLat(); // LngLat(0, 0)\n     */\n    toLngLat(): LngLat {\n        return new LngLat(\n                lngFromMercatorX(this.x),\n                latFromMercatorY(this.y));\n    }\n\n    /**\n     * Returns the altitude in meters of the coordinate.\n     *\n     * @returns {number} The altitude in meters.\n     * @example\n     * const coord = new mapboxgl.MercatorCoordinate(0, 0, 0.02);\n     * coord.toAltitude(); // 6914.281956295339\n     */\n    toAltitude(): number {\n        return altitudeFromMercatorZ(this.z, this.y);\n    }\n\n    /**\n     * Returns the distance of 1 meter in `MercatorCoordinate` units at this latitude.\n     *\n     * For coordinates in real world units using meters, this naturally provides the scale\n     * to transform into `MercatorCoordinate`s.\n     *\n     * @returns {number} Distance of 1 meter in `MercatorCoordinate` units.\n     * @example\n     * // Calculate a new MercatorCoordinate that is 150 meters west of the other coord.\n     * const coord = new mapboxgl.MercatorCoordinate(0.5, 0.25, 0);\n     * const offsetInMeters = 150;\n     * const offsetInMercatorCoordinateUnits = offsetInMeters * coord.meterInMercatorCoordinateUnits();\n     * const westCoord = new mapboxgl.MercatorCoordinate(coord.x - offsetInMercatorCoordinateUnits, coord.y, coord.z);\n     */\n    meterInMercatorCoordinateUnits(): number {\n        // 1 meter / circumference at equator in meters * Mercator projection scale factor at this latitude\n        return 1 / earthCircumference * mercatorScale(latFromMercatorY(this.y));\n    }\n\n}\n\nexport default MercatorCoordinate;\n","import Point from '@mapbox/point-geometry';\n\nfunction pointToLineDist(px: number, py: number, ax: number, ay: number, bx: number, by: number) {\n    const dx = ax - bx;\n    const dy = ay - by;\n    return Math.abs((ay - py) * dx - (ax - px) * dy) / Math.hypot(dx, dy);\n}\n\nfunction addResampled(resampled: Array<Point>, mx0: number, my0: number, mx2: number, my2: number, start: Point, end: Point, reproject: (arg1: Point) => void, tolerance: number) {\n    const mx1 = (mx0 + mx2) / 2;\n    const my1 = (my0 + my2) / 2;\n    const mid = new Point(mx1, my1);\n    reproject(mid);\n    const err = pointToLineDist(mid.x, mid.y, start.x, start.y, end.x, end.y);\n\n    // if reprojected midPoint is too far from geometric midpoint, recurse into two halves\n    if (err >= tolerance) {\n        // we're very unlikely to hit max call stack exceeded here,\n        // but we might want to safeguard against it in the future\n        addResampled(resampled, mx0, my0, mx1, my1, start, mid, reproject, tolerance);\n        addResampled(resampled, mx1, my1, mx2, my2, mid, end, reproject, tolerance);\n\n    } else { // otherwise, just add the point\n        resampled.push(end);\n    }\n}\n\n// reproject and resample a line, adding point where necessary for lines that become curves;\n// note that this operation is mutable (modifying original points) for performance\nexport default function resample(line: Array<Point>, reproject: (arg1: Point) => void, tolerance: number): Array<Point> {\n    let prev = line[0]!;\n    let mx0 = prev.x;\n    let my0 = prev.y;\n    reproject(prev);\n    const resampled = [prev];\n\n    for (let i = 1; i < line.length; i++) {\n        const point = line[i]!;\n        const {x, y} = point;\n        reproject(point);\n        addResampled(resampled, mx0, my0, x, y, prev, point, reproject, tolerance);\n        mx0 = x;\n        my0 = y;\n        prev = point;\n    }\n\n    return resampled;\n}\n\nfunction addResampledPred(resampled: Point[], a: Point, b: Point, pred: (arg1: Point, arg2: Point) => boolean) {\n    const split = pred(a, b);\n\n    // if the predicate condition is met, recurse into two halves\n    if (split) {\n        const mid = a.add(b)._mult(0.5);\n        addResampledPred(resampled, a, mid, pred);\n        addResampledPred(resampled, mid, b, pred);\n\n    } else {\n        resampled.push(b);\n    }\n}\n\nexport function resamplePred(line: Point[], predicate: (arg1: Point, arg2: Point) => boolean): Point[] {\n    let prev = line[0]!;\n    const resampled = [prev];\n\n    for (let i = 1; i < line.length; i++) {\n        const point = line[i]!;\n        addResampledPred(resampled, prev, point, predicate);\n        prev = point;\n    }\n\n    return resampled;\n}\n","import {warnOnce, clamp} from '../util/util';\nimport EXTENT from '../style-spec/data/extent';\nimport {lngFromMercatorX, latFromMercatorY} from '../geo/mercator_coordinate';\nimport resample from '../geo/projection/resample';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type {TileTransform} from '../geo/projection/tile_transform';\n\n// These bounds define the minimum and maximum supported coordinate values.\n// While visible coordinates are within [0, EXTENT], tiles may theoretically\n// contain coordinates within [-Infinity, Infinity]. Our range is limited by the\n// number of bits used to represent the coordinate.\nconst BITS = 15;\nconst MAX = Math.pow(2, BITS - 1) - 1;\nconst MIN = -MAX - 1;\n\nfunction preparePoint(point: Point, scale: number) {\n    const x = Math.round(point.x * scale);\n    const y = Math.round(point.y * scale);\n    point.x = clamp(x, MIN, MAX);\n    point.y = clamp(y, MIN, MAX);\n    if (x < point.x || x > point.x + 1 || y < point.y || y > point.y + 1) {\n        // warn when exceeding allowed extent except for the 1-px-off case\n        // https://github.com/mapbox/mapbox-gl-js/issues/8992\n        warnOnce('Geometry exceeds allowed extent, reduce your vector tile buffer size');\n    }\n    return point;\n}\n\n// a subset of VectorTileGeometry\ninterface FeatureWithGeometry {\n    extent: number;\n    type: 0 | 1 | 2 | 3;\n    loadGeometry: () => Array<Array<Point>>;\n}\n\n/**\n * Loads a geometry from a VectorTileFeature and scales it to the common extent\n * used internally.\n * @param {VectorTileFeature} feature\n * @private\n */\nexport default function loadGeometry(\n    feature: FeatureWithGeometry,\n    canonical?: CanonicalTileID,\n    tileTransform?: TileTransform,\n): Array<Array<Point>> {\n    const geometry = feature.loadGeometry();\n    const extent = feature.extent;\n    const extentScale = EXTENT / extent;\n\n    if (canonical && tileTransform && tileTransform.projection.isReprojectedInTileSpace) {\n        const z2 = 1 << canonical.z;\n        const {scale, x, y, projection} = tileTransform;\n\n        const reproject = (p: Point) => {\n            const lng = lngFromMercatorX((canonical.x + p.x / extent) / z2);\n            const lat = latFromMercatorY((canonical.y + p.y / extent) / z2);\n            const p2 = projection.project(lng, lat);\n            p.x = (p2.x * scale - x) * extent;\n            p.y = (p2.y * scale - y) * extent;\n        };\n\n        for (let i = 0; i < geometry.length; i++) {\n            if (feature.type !== 1) {\n                geometry[i] = resample(geometry[i], reproject, 1); // resample lines and polygons\n\n            } else { // points\n                const line = [];\n                for (const p of geometry[i]) {\n                    // filter out point features outside tile boundaries now; it'd be harder to do later\n                    // when the coords are reprojected and no longer axis-aligned; ideally this would happen\n                    // or not depending on how the geometry is used, but we forego the complexity for now\n                    if (p.x < 0 || p.x >= extent || p.y < 0 || p.y >= extent) continue;\n                    reproject(p);\n                    line.push(p);\n                }\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                geometry[i] = line;\n            }\n        }\n    }\n\n    for (const line of geometry) {\n        for (const p of line) {\n            preparePoint(p, extentScale);\n        }\n    }\n\n    return geometry;\n}\n","import loadGeometry from './load_geometry';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\n\nexport type EvaluationFeature = {\n    readonly type: 0 | 1 | 2 | 3 | 'Unknown' | 'Point' | 'LineString' | 'Polygon';\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    readonly id?: any;\n    properties: {\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        [_: string]: any;\n    };\n    readonly patterns?: {\n        // Array<[primaryId, secondaryIs]>\n        [_: string]: string[];\n    };\n    geometry: Array<Array<Point>>;\n};\n\n/**\n * Construct a new feature based on a VectorTileFeature for expression evaluation, the geometry of which\n * will be loaded based on necessity.\n * @param {VectorTileFeature} feature\n * @param {boolean} needGeometry\n * @private\n */\nexport default function toEvaluationFeature(feature: VectorTileFeature, needGeometry: boolean): EvaluationFeature {\n    return {\n        type: feature.type,\n        id: feature.id,\n        properties: feature.properties,\n        geometry: needGeometry ? loadGeometry(feature) : []\n    };\n}\n","// Note: all \"sizes\" are measured in bytes\n\nimport assert from '../style-spec/util/assert';\n\nimport type {Transferable} from '../types/transferable';\n\nconst viewTypes = {\n    'Int8': Int8Array,\n    'Uint8': Uint8Array,\n    'Int16': Int16Array,\n    'Uint16': Uint16Array,\n    'Int32': Int32Array,\n    'Uint32': Uint32Array,\n    'Float32': Float32Array\n};\n\nexport type ViewType = keyof typeof viewTypes;\n\n/**\n * @private\n */\nclass Struct {\n    // When reading the ArrayBuffer as an array of different data types, arrays have different length\n    // depending on data type size. So to acess the same position,\n    // we need to read different indexes depending on array data size.\n    // _pos1 is the index reading an array with 1 byte data,\n    // _pos2 is reading 2 byte data, and so forth.\n    _pos1: number;\n    _pos2: number;\n    _pos4: number;\n    _pos8: number;\n    readonly _structArray: StructArray;\n\n    // The following properties are defined on the prototype of sub classes.\n    declare size: number;\n\n    /**\n     * @param {StructArray} structArray The StructArray the struct is stored in\n     * @param {number} index The index of the struct in the StructArray.\n     * @private\n     */\n    constructor(structArray: StructArray, index: number) {\n        this._structArray = structArray;\n        this._pos1 = index * this.size;\n        this._pos2 = this._pos1 / 2;\n        this._pos4 = this._pos1 / 4;\n        this._pos8 = this._pos1 / 8;\n    }\n}\n\nconst DEFAULT_CAPACITY = 128;\nconst RESIZE_MULTIPLIER = 5;\n\nexport type StructArrayMember = {\n    name: string;\n    type: ViewType;\n    components: number;\n    offset: number;\n    normalized?: boolean;\n};\n\nexport type StructArrayLayout = {\n    members: Array<StructArrayMember>;\n    size: number;\n    alignment: number | null | undefined;\n};\n\nexport interface IStructArrayLayout {\n    _refreshViews: () => void;\n    emplace: (...args: number[]) => number;\n    emplaceBack: (...args: number[]) => number;\n}\n\nexport type SerializedStructArray = {\n    length: number;\n    arrayBuffer: ArrayBuffer;\n};\n\nconst EMPTY_BUFFER = new ArrayBuffer(0);\n\n/**\n * `StructArray` provides an abstraction over `ArrayBuffer` and `TypedArray`\n * making it behave like an array of typed structs.\n *\n * Conceptually, a StructArray is comprised of elements, i.e., instances of its\n * associated struct type. Each particular struct type, together with an\n * alignment size, determines the memory layout of a StructArray whose elements\n * are of that type.  Thus, for each such layout that we need, we have\n * a corrseponding StructArrayLayout class, inheriting from StructArray and\n * implementing `emplaceBack()` and `_refreshViews()`.\n *\n * In some cases, where we need to access particular elements of a StructArray,\n * we implement a more specific subclass that inherits from one of the\n * StructArrayLayouts and adds a `get(i): T` accessor that returns a structured\n * object whose properties are proxies into the underlying memory space for the\n * i-th element.  This affords the convience of working with (seemingly) plain\n * Javascript objects without the overhead of serializing/deserializing them\n * into ArrayBuffers for efficient web worker transfer.\n *\n * @private\n */\nclass StructArray implements IStructArrayLayout {\n    capacity: number;\n    length: number;\n    arrayBuffer!: ArrayBuffer;\n    int8!: Int8Array;\n    uint8!: Uint8Array;\n    int16!: Int16Array;\n    uint16!: Uint16Array;\n    int32!: Int32Array;\n    uint32!: Uint32Array;\n    float32!: Float32Array;\n\n    // The following property is defined on the prototype.\n    declare bytesPerElement: number;\n\n    _reallocCount: number;\n\n    constructor() {\n        this._reallocCount = 0;\n        this.capacity = 0;\n        this.length = 0;\n    }\n\n    /**\n     * Serialize a StructArray instance.  Serializes both the raw data and the\n     * metadata needed to reconstruct the StructArray base class during\n     * deserialization.\n     * @private\n     */\n    static serialize(array: StructArray, transferables?: Set<Transferable>): SerializedStructArray {\n        array._trim();\n\n        if (transferables && array.arrayBuffer) {\n            transferables.add(array.arrayBuffer);\n        }\n\n        return {\n            length: array.length,\n            arrayBuffer: array.arrayBuffer,\n        };\n    }\n\n    static deserialize(input: SerializedStructArray): StructArray {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const structArray: StructArray = Object.create(this.prototype);\n        structArray.arrayBuffer = input.arrayBuffer;\n        structArray.length = input.length;\n        if (input.arrayBuffer) {\n            structArray.capacity = input.arrayBuffer.byteLength / structArray.bytesPerElement;\n        } else {\n            structArray.capacity = 0;\n            structArray.arrayBuffer = EMPTY_BUFFER;\n        }\n        structArray._refreshViews();\n        return structArray;\n    }\n\n    /**\n     * Resize the array to discard unused capacity.\n     */\n    _trim() {\n        if (this.length !== this.capacity) {\n            this.capacity = this.length;\n            this.arrayBuffer = this.arrayBuffer.slice(0, this.length * this.bytesPerElement);\n            this._refreshViews();\n        }\n    }\n\n    /**\n     * Resets the the length of the array to 0 without de-allocating capacity.\n     */\n    clear() {\n        this.length = 0;\n    }\n\n    /**\n     * Resize the array.\n     * If `n` is greater than the current length then additional elements with undefined values are added.\n     * If `n` is less than the current length then the array will be reduced to the first `n` elements.\n     * @param {number} n The new size of the array.\n     */\n    resize(n: number) {\n        this.reserve(n);\n        this.length = n;\n    }\n\n    /**\n     * Like `resize`, but allocates exactly `n` slots — no growth multiplier or\n     * default-capacity floor. Use when the final size is known up front.\n     * @param {number} n The new size of the array.\n     */\n    resizeExact(n: number) {\n        this.reserveExact(n);\n        this.length = n;\n    }\n\n    /**\n     * Indicate a planned increase in size, so that any necessary allocation may\n     * be done once, ahead of time.\n     * @param {number} n The expected size of the array.\n     */\n    reserve(n: number) {\n        if (n > this.capacity) {\n            this._allocate(Math.max(n, Math.floor(this.capacity * RESIZE_MULTIPLIER), DEFAULT_CAPACITY));\n        }\n    }\n\n    /**\n     * Like `reserve`, but allocates exactly `n` slots — no growth multiplier or\n     * default-capacity floor. Use when the final size is known up front, so the\n     * subsequent emplaceBacks fill the buffer exactly and no `_trim` is needed.\n     * @param {number} n The exact final size of the array.\n     */\n    reserveExact(n: number) {\n        if (n > this.capacity || !this.arrayBuffer) {\n            this._allocate(n);\n        }\n    }\n\n    _allocate(capacity: number) {\n        this._reallocCount++;\n        this.capacity = capacity;\n        this.arrayBuffer = new ArrayBuffer(this.capacity * this.bytesPerElement);\n\n        const oldUint8Array = this.uint8;\n        this._refreshViews();\n        if (oldUint8Array) this.uint8.set(oldUint8Array);\n    }\n\n    /**\n     * Indicate a planned increase in size, so that any necessary allocation may\n     * be done once, ahead of time.\n     * @param {number} n The expected number of additional elements added to the array.\n     */\n    reserveForAdditional(n: number) {\n        this.reserve(this.length + n);\n    }\n\n    /**\n     * Create TypedArray views for the current ArrayBuffer.\n     */\n    _refreshViews(): void {\n        throw new Error('StructArray#_refreshViews() must be implemented by each concrete StructArray layout');\n    }\n\n    emplace(..._: number[]): number {\n        throw new Error('StructArray#emplace() must be implemented by each concrete StructArray layout');\n    }\n\n    emplaceBack(..._: number[]): number {\n        throw new Error('StructArray#emplaceBack() must be implemented by each concrete StructArray layout');\n    }\n\n    destroy() {\n        this.int8 = this.uint8 = this.int16 = this.uint16 = this.int32 = this.uint32 = this.float32 = null!;\n        this.arrayBuffer = null!;\n    }\n}\n\n/**\n * Given a list of member fields, create a full StructArrayLayout, in\n * particular calculating the correct byte offset for each field.  This data\n * is used at build time to generate StructArrayLayout_*#emplaceBack() and\n * other accessors, and at runtime for binding vertex buffer attributes.\n *\n * @private\n */\nfunction createLayout(\n    members: Array<{\n        name: string;\n        type: ViewType;\n        readonly components?: number;\n        readonly normalized?: boolean;\n    }>,\n    alignment: number = 1,\n): StructArrayLayout {\n\n    let offset = 0;\n    let maxSize = 0;\n    const layoutMembers = members.map((member) => {\n        assert(member.name.length);\n        const typeSize = sizeOf(member.type);\n        const memberOffset = offset = align(offset, Math.max(alignment, typeSize));\n        const components = member.components || 1;\n\n        maxSize = Math.max(maxSize, typeSize);\n        offset += typeSize * components;\n\n        return {\n            name: member.name,\n            type: member.type,\n            components,\n            offset: memberOffset,\n            normalized: member.normalized,\n        };\n    });\n\n    const size = align(offset, Math.max(maxSize, alignment));\n\n    return {\n        members: layoutMembers,\n        size,\n        alignment\n    };\n}\n\nfunction sizeOf(type: ViewType): number {\n    return viewTypes[type].BYTES_PER_ELEMENT;\n}\n\nfunction align(offset: number, size: number): number {\n    return Math.ceil(offset / size) * size;\n}\n\nexport {StructArray, Struct, viewTypes, createLayout};\n","// This file is generated. Edit build/generate-struct-arrays.ts, then run `npm run codegen`.\n/* eslint-disable camelcase */\n\nimport assert from '../style-spec/util/assert';\nimport {Struct, StructArray} from '../util/struct_array';\nimport {register} from '../util/web_worker_transfer';\n\nimport type {IStructArrayLayout} from '../util/struct_array';\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[2]\n *\n * @private\n */\nclass StructArrayLayout2i4 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1);\n    }\n\n    override emplace(i: number, v0: number, v1: number): number {\n        const o2 = i * 2;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        return i;\n    }\n}\n\nStructArrayLayout2i4.prototype.bytesPerElement = 4;\nregister(StructArrayLayout2i4, 'StructArrayLayout2i4');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[3]\n *\n * @private\n */\nclass StructArrayLayout3i6 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number): number {\n        const o2 = i * 3;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        return i;\n    }\n}\n\nStructArrayLayout3i6.prototype.bytesPerElement = 6;\nregister(StructArrayLayout3i6, 'StructArrayLayout3i6');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[2]\n * [4]: Uint16[2]\n *\n * @private\n */\nclass StructArrayLayout2i2ui8 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number): number {\n        const o2 = i * 4;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.uint16[o2 + 2] = v2;\n        this.uint16[o2 + 3] = v3;\n        return i;\n    }\n}\n\nStructArrayLayout2i2ui8.prototype.bytesPerElement = 8;\nregister(StructArrayLayout2i2ui8, 'StructArrayLayout2i2ui8');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[1]\n *\n * @private\n */\nclass StructArrayLayout1f4 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0);\n    }\n\n    override emplace(i: number, v0: number): number {\n        const o4 = i * 1;\n        this.float32[o4 + 0] = v0;\n        return i;\n    }\n}\n\nStructArrayLayout1f4.prototype.bytesPerElement = 4;\nregister(StructArrayLayout1f4, 'StructArrayLayout1f4');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[2]\n * [4]: Float32[1]\n *\n * @private\n */\nclass StructArrayLayout2i1f8 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number): number {\n        const o2 = i * 4;\n        const o4 = i * 2;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.float32[o4 + 1] = v2;\n        return i;\n    }\n}\n\nStructArrayLayout2i1f8.prototype.bytesPerElement = 8;\nregister(StructArrayLayout2i1f8, 'StructArrayLayout2i1f8');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[3]\n *\n * @private\n */\nclass StructArrayLayout3i8 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number): number {\n        const o2 = i * 4;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        return i;\n    }\n}\n\nStructArrayLayout3i8.prototype.bytesPerElement = 8;\nregister(StructArrayLayout3i8, 'StructArrayLayout3i8');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[4]\n *\n * @private\n */\nclass StructArrayLayout4i8 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number): number {\n        const o2 = i * 4;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.int16[o2 + 3] = v3;\n        return i;\n    }\n}\n\nStructArrayLayout4i8.prototype.bytesPerElement = 8;\nregister(StructArrayLayout4i8, 'StructArrayLayout4i8');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[5]\n *\n * @private\n */\nclass StructArrayLayout5i10 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const o2 = i * 5;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.int16[o2 + 3] = v3;\n        this.int16[o2 + 4] = v4;\n        return i;\n    }\n}\n\nStructArrayLayout5i10.prototype.bytesPerElement = 10;\nregister(StructArrayLayout5i10, 'StructArrayLayout5i10');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[2]\n * [4]: Uint8[4]\n * [8]: Float32[1]\n *\n * @private\n */\nclass StructArrayLayout2i4ub1f12 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number): number {\n        const o2 = i * 6;\n        const o1 = i * 12;\n        const o4 = i * 3;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.uint8[o1 + 4] = v2;\n        this.uint8[o1 + 5] = v3;\n        this.uint8[o1 + 6] = v4;\n        this.uint8[o1 + 7] = v5;\n        this.float32[o4 + 2] = v6;\n        return i;\n    }\n}\n\nStructArrayLayout2i4ub1f12.prototype.bytesPerElement = 12;\nregister(StructArrayLayout2i4ub1f12, 'StructArrayLayout2i4ub1f12');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[3]\n *\n * @private\n */\nclass StructArrayLayout3f12 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number): number {\n        const o4 = i * 3;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        return i;\n    }\n}\n\nStructArrayLayout3f12.prototype.bytesPerElement = 12;\nregister(StructArrayLayout3f12, 'StructArrayLayout3f12');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint16[4]\n * [8]: Float32[1]\n *\n * @private\n */\nclass StructArrayLayout4ui1f12 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const o2 = i * 6;\n        const o4 = i * 3;\n        this.uint16[o2 + 0] = v0;\n        this.uint16[o2 + 1] = v1;\n        this.uint16[o2 + 2] = v2;\n        this.uint16[o2 + 3] = v3;\n        this.float32[o4 + 2] = v4;\n        return i;\n    }\n}\n\nStructArrayLayout4ui1f12.prototype.bytesPerElement = 12;\nregister(StructArrayLayout4ui1f12, 'StructArrayLayout4ui1f12');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint16[4]\n *\n * @private\n */\nclass StructArrayLayout4ui8 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number): number {\n        const o2 = i * 4;\n        this.uint16[o2 + 0] = v0;\n        this.uint16[o2 + 1] = v1;\n        this.uint16[o2 + 2] = v2;\n        this.uint16[o2 + 3] = v3;\n        return i;\n    }\n}\n\nStructArrayLayout4ui8.prototype.bytesPerElement = 8;\nregister(StructArrayLayout4ui8, 'StructArrayLayout4ui8');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[6]\n *\n * @private\n */\nclass StructArrayLayout6i12 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const o2 = i * 6;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.int16[o2 + 3] = v3;\n        this.int16[o2 + 4] = v4;\n        this.int16[o2 + 5] = v5;\n        return i;\n    }\n}\n\nStructArrayLayout6i12.prototype.bytesPerElement = 12;\nregister(StructArrayLayout6i12, 'StructArrayLayout6i12');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[4]\n * [8]: Uint16[4]\n * [16]: Int16[4]\n *\n * @private\n */\nclass StructArrayLayout4i4ui4i24 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number): number {\n        const o2 = i * 12;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.int16[o2 + 3] = v3;\n        this.uint16[o2 + 4] = v4;\n        this.uint16[o2 + 5] = v5;\n        this.uint16[o2 + 6] = v6;\n        this.uint16[o2 + 7] = v7;\n        this.int16[o2 + 8] = v8;\n        this.int16[o2 + 9] = v9;\n        this.int16[o2 + 10] = v10;\n        this.int16[o2 + 11] = v11;\n        return i;\n    }\n}\n\nStructArrayLayout4i4ui4i24.prototype.bytesPerElement = 24;\nregister(StructArrayLayout4i4ui4i24, 'StructArrayLayout4i4ui4i24');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[3]\n * [8]: Float32[3]\n *\n * @private\n */\nclass StructArrayLayout3i3f20 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const o2 = i * 10;\n        const o4 = i * 5;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.float32[o4 + 2] = v3;\n        this.float32[o4 + 3] = v4;\n        this.float32[o4 + 4] = v5;\n        return i;\n    }\n}\n\nStructArrayLayout3i3f20.prototype.bytesPerElement = 20;\nregister(StructArrayLayout3i3f20, 'StructArrayLayout3i3f20');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[4]\n *\n * @private\n */\nclass StructArrayLayout4f16 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number): number {\n        const o4 = i * 4;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.float32[o4 + 3] = v3;\n        return i;\n    }\n}\n\nStructArrayLayout4f16.prototype.bytesPerElement = 16;\nregister(StructArrayLayout4f16, 'StructArrayLayout4f16');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint32[1]\n *\n * @private\n */\nclass StructArrayLayout1ul4 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.uint32 = new Uint32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0);\n    }\n\n    override emplace(i: number, v0: number): number {\n        const o4 = i * 1;\n        this.uint32[o4 + 0] = v0;\n        return i;\n    }\n}\n\nStructArrayLayout1ul4.prototype.bytesPerElement = 4;\nregister(StructArrayLayout1ul4, 'StructArrayLayout1ul4');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint16[2]\n *\n * @private\n */\nclass StructArrayLayout2ui4 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1);\n    }\n\n    override emplace(i: number, v0: number, v1: number): number {\n        const o2 = i * 2;\n        this.uint16[o2 + 0] = v0;\n        this.uint16[o2 + 1] = v1;\n        return i;\n    }\n}\n\nStructArrayLayout2ui4.prototype.bytesPerElement = 4;\nregister(StructArrayLayout2ui4, 'StructArrayLayout2ui4');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[5]\n * [12]: Float32[4]\n * [28]: Int16[1]\n * [32]: Uint32[1]\n * [36]: Uint16[2]\n *\n * @private\n */\nclass StructArrayLayout5i4f1i1ul2ui40 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n        this.uint32 = new Uint32Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number): number {\n        const o2 = i * 20;\n        const o4 = i * 10;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.int16[o2 + 3] = v3;\n        this.int16[o2 + 4] = v4;\n        this.float32[o4 + 3] = v5;\n        this.float32[o4 + 4] = v6;\n        this.float32[o4 + 5] = v7;\n        this.float32[o4 + 6] = v8;\n        this.int16[o2 + 14] = v9;\n        this.uint32[o4 + 8] = v10;\n        this.uint16[o2 + 18] = v11;\n        this.uint16[o2 + 19] = v12;\n        return i;\n    }\n}\n\nStructArrayLayout5i4f1i1ul2ui40.prototype.bytesPerElement = 40;\nregister(StructArrayLayout5i4f1i1ul2ui40, 'StructArrayLayout5i4f1i1ul2ui40');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[3]\n * [8]: Int16[2]\n * [12]: Int16[2]\n *\n * @private\n */\nclass StructArrayLayout3i2i2i16 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number): number {\n        const o2 = i * 8;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.int16[o2 + 4] = v3;\n        this.int16[o2 + 5] = v4;\n        this.int16[o2 + 6] = v5;\n        this.int16[o2 + 7] = v6;\n        return i;\n    }\n}\n\nStructArrayLayout3i2i2i16.prototype.bytesPerElement = 16;\nregister(StructArrayLayout3i2i2i16, 'StructArrayLayout3i2i2i16');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[2]\n * [8]: Float32[1]\n * [12]: Int16[2]\n *\n * @private\n */\nclass StructArrayLayout2f1f2i16 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const o4 = i * 4;\n        const o2 = i * 8;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.int16[o2 + 6] = v3;\n        this.int16[o2 + 7] = v4;\n        return i;\n    }\n}\n\nStructArrayLayout2f1f2i16.prototype.bytesPerElement = 16;\nregister(StructArrayLayout2f1f2i16, 'StructArrayLayout2f1f2i16');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint8[2]\n * [4]: Float32[4]\n *\n * @private\n */\nclass StructArrayLayout2ub4f20 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const o1 = i * 20;\n        const o4 = i * 5;\n        this.uint8[o1 + 0] = v0;\n        this.uint8[o1 + 1] = v1;\n        this.float32[o4 + 1] = v2;\n        this.float32[o4 + 2] = v3;\n        this.float32[o4 + 3] = v4;\n        this.float32[o4 + 4] = v5;\n        return i;\n    }\n}\n\nStructArrayLayout2ub4f20.prototype.bytesPerElement = 20;\nregister(StructArrayLayout2ub4f20, 'StructArrayLayout2ub4f20');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint16[3]\n *\n * @private\n */\nclass StructArrayLayout3ui6 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number): number {\n        const o2 = i * 3;\n        this.uint16[o2 + 0] = v0;\n        this.uint16[o2 + 1] = v1;\n        this.uint16[o2 + 2] = v2;\n        return i;\n    }\n}\n\nStructArrayLayout3ui6.prototype.bytesPerElement = 6;\nregister(StructArrayLayout3ui6, 'StructArrayLayout3ui6');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[3]\n * [8]: Float32[2]\n * [16]: Uint16[2]\n * [20]: Uint32[3]\n * [32]: Uint16[3]\n * [40]: Float32[2]\n * [48]: Uint8[3]\n * [52]: Uint32[1]\n * [56]: Int16[1]\n * [58]: Uint8[1]\n *\n * @private\n */\nclass StructArrayLayout3i2f2ui3ul3ui2f3ub1ul1i1ub60 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n        this.uint32 = new Uint32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, v16: number, v17: number, v18: number, v19: number, v20: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, v16, v17, v18, v19, v20);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, v16: number, v17: number, v18: number, v19: number, v20: number): number {\n        const o2 = i * 30;\n        const o4 = i * 15;\n        const o1 = i * 60;\n        this.int16[o2 + 0] = v0;\n        this.int16[o2 + 1] = v1;\n        this.int16[o2 + 2] = v2;\n        this.float32[o4 + 2] = v3;\n        this.float32[o4 + 3] = v4;\n        this.uint16[o2 + 8] = v5;\n        this.uint16[o2 + 9] = v6;\n        this.uint32[o4 + 5] = v7;\n        this.uint32[o4 + 6] = v8;\n        this.uint32[o4 + 7] = v9;\n        this.uint16[o2 + 16] = v10;\n        this.uint16[o2 + 17] = v11;\n        this.uint16[o2 + 18] = v12;\n        this.float32[o4 + 10] = v13;\n        this.float32[o4 + 11] = v14;\n        this.uint8[o1 + 48] = v15;\n        this.uint8[o1 + 49] = v16;\n        this.uint8[o1 + 50] = v17;\n        this.uint32[o4 + 13] = v18;\n        this.int16[o2 + 28] = v19;\n        this.uint8[o1 + 58] = v20;\n        return i;\n    }\n}\n\nStructArrayLayout3i2f2ui3ul3ui2f3ub1ul1i1ub60.prototype.bytesPerElement = 60;\nregister(StructArrayLayout3i2f2ui3ul3ui2f3ub1ul1i1ub60, 'StructArrayLayout3i2f2ui3ul3ui2f3ub1ul1i1ub60');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[2]\n * [8]: Int16[9]\n * [26]: Uint16[15]\n * [56]: Uint32[1]\n * [60]: Float32[4]\n * [76]: Uint8[1]\n * [78]: Uint16[1]\n *\n * @private\n */\nclass StructArrayLayout2f9i15ui1ul4f1ub1ui80 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n        this.uint32 = new Uint32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, v16: number, v17: number, v18: number, v19: number, v20: number, v21: number, v22: number, v23: number, v24: number, v25: number, v26: number, v27: number, v28: number, v29: number, v30: number, v31: number, v32: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15, v16, v17, v18, v19, v20, v21, v22, v23, v24, v25, v26, v27, v28, v29, v30, v31, v32);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number, v16: number, v17: number, v18: number, v19: number, v20: number, v21: number, v22: number, v23: number, v24: number, v25: number, v26: number, v27: number, v28: number, v29: number, v30: number, v31: number, v32: number): number {\n        const o4 = i * 20;\n        const o2 = i * 40;\n        const o1 = i * 80;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.int16[o2 + 4] = v2;\n        this.int16[o2 + 5] = v3;\n        this.int16[o2 + 6] = v4;\n        this.int16[o2 + 7] = v5;\n        this.int16[o2 + 8] = v6;\n        this.int16[o2 + 9] = v7;\n        this.int16[o2 + 10] = v8;\n        this.int16[o2 + 11] = v9;\n        this.int16[o2 + 12] = v10;\n        this.uint16[o2 + 13] = v11;\n        this.uint16[o2 + 14] = v12;\n        this.uint16[o2 + 15] = v13;\n        this.uint16[o2 + 16] = v14;\n        this.uint16[o2 + 17] = v15;\n        this.uint16[o2 + 18] = v16;\n        this.uint16[o2 + 19] = v17;\n        this.uint16[o2 + 20] = v18;\n        this.uint16[o2 + 21] = v19;\n        this.uint16[o2 + 22] = v20;\n        this.uint16[o2 + 23] = v21;\n        this.uint16[o2 + 24] = v22;\n        this.uint16[o2 + 25] = v23;\n        this.uint16[o2 + 26] = v24;\n        this.uint16[o2 + 27] = v25;\n        this.uint32[o4 + 14] = v26;\n        this.float32[o4 + 15] = v27;\n        this.float32[o4 + 16] = v28;\n        this.float32[o4 + 17] = v29;\n        this.float32[o4 + 18] = v30;\n        this.uint8[o1 + 76] = v31;\n        this.uint16[o2 + 39] = v32;\n        return i;\n    }\n}\n\nStructArrayLayout2f9i15ui1ul4f1ub1ui80.prototype.bytesPerElement = 80;\nregister(StructArrayLayout2f9i15ui1ul4f1ub1ui80, 'StructArrayLayout2f9i15ui1ul4f1ub1ui80');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[6]\n *\n * @private\n */\nclass StructArrayLayout6f24 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number): number {\n        const o4 = i * 6;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.float32[o4 + 3] = v3;\n        this.float32[o4 + 4] = v4;\n        this.float32[o4 + 5] = v5;\n        return i;\n    }\n}\n\nStructArrayLayout6f24.prototype.bytesPerElement = 24;\nregister(StructArrayLayout6f24, 'StructArrayLayout6f24');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[5]\n *\n * @private\n */\nclass StructArrayLayout5f20 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number): number {\n        const o4 = i * 5;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.float32[o4 + 3] = v3;\n        this.float32[o4 + 4] = v4;\n        return i;\n    }\n}\n\nStructArrayLayout5f20.prototype.bytesPerElement = 20;\nregister(StructArrayLayout5f20, 'StructArrayLayout5f20');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[7]\n *\n * @private\n */\nclass StructArrayLayout7f28 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number): number {\n        const o4 = i * 7;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.float32[o4 + 3] = v3;\n        this.float32[o4 + 4] = v4;\n        this.float32[o4 + 5] = v5;\n        this.float32[o4 + 6] = v6;\n        return i;\n    }\n}\n\nStructArrayLayout7f28.prototype.bytesPerElement = 28;\nregister(StructArrayLayout7f28, 'StructArrayLayout7f28');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[11]\n *\n * @private\n */\nclass StructArrayLayout11f44 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number): number {\n        const o4 = i * 11;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.float32[o4 + 3] = v3;\n        this.float32[o4 + 4] = v4;\n        this.float32[o4 + 5] = v5;\n        this.float32[o4 + 6] = v6;\n        this.float32[o4 + 7] = v7;\n        this.float32[o4 + 8] = v8;\n        this.float32[o4 + 9] = v9;\n        this.float32[o4 + 10] = v10;\n        return i;\n    }\n}\n\nStructArrayLayout11f44.prototype.bytesPerElement = 44;\nregister(StructArrayLayout11f44, 'StructArrayLayout11f44');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[9]\n *\n * @private\n */\nclass StructArrayLayout9f36 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6, v7, v8);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number): number {\n        const o4 = i * 9;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.float32[o4 + 3] = v3;\n        this.float32[o4 + 4] = v4;\n        this.float32[o4 + 5] = v5;\n        this.float32[o4 + 6] = v6;\n        this.float32[o4 + 7] = v7;\n        this.float32[o4 + 8] = v8;\n        return i;\n    }\n}\n\nStructArrayLayout9f36.prototype.bytesPerElement = 36;\nregister(StructArrayLayout9f36, 'StructArrayLayout9f36');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[2]\n *\n * @private\n */\nclass StructArrayLayout2f8 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1);\n    }\n\n    override emplace(i: number, v0: number, v1: number): number {\n        const o4 = i * 2;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        return i;\n    }\n}\n\nStructArrayLayout2f8.prototype.bytesPerElement = 8;\nregister(StructArrayLayout2f8, 'StructArrayLayout2f8');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint32[1]\n * [4]: Uint16[3]\n *\n * @private\n */\nclass StructArrayLayout1ul3ui12 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.uint32 = new Uint32Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number): number {\n        const o4 = i * 3;\n        const o2 = i * 6;\n        this.uint32[o4 + 0] = v0;\n        this.uint16[o2 + 2] = v1;\n        this.uint16[o2 + 3] = v2;\n        this.uint16[o2 + 4] = v3;\n        return i;\n    }\n}\n\nStructArrayLayout1ul3ui12.prototype.bytesPerElement = 12;\nregister(StructArrayLayout1ul3ui12, 'StructArrayLayout1ul3ui12');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint16[1]\n *\n * @private\n */\nclass StructArrayLayout1ui2 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.uint16 = new Uint16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0);\n    }\n\n    override emplace(i: number, v0: number): number {\n        const o2 = i * 1;\n        this.uint16[o2 + 0] = v0;\n        return i;\n    }\n}\n\nStructArrayLayout1ui2.prototype.bytesPerElement = 2;\nregister(StructArrayLayout1ui2, 'StructArrayLayout1ui2');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int8[4]\n *\n * @private\n */\nclass StructArrayLayout4b4 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int8 = new Int8Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number): number {\n        const o1 = i * 4;\n        this.int8[o1 + 0] = v0;\n        this.int8[o1 + 1] = v1;\n        this.int8[o1 + 2] = v2;\n        this.int8[o1 + 3] = v3;\n        return i;\n    }\n}\n\nStructArrayLayout4b4.prototype.bytesPerElement = 4;\nregister(StructArrayLayout4b4, 'StructArrayLayout4b4');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Float32[16]\n *\n * @private\n */\nclass StructArrayLayout16f64 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.float32 = new Float32Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13, v14, v15);\n    }\n\n    override emplace(i: number, v0: number, v1: number, v2: number, v3: number, v4: number, v5: number, v6: number, v7: number, v8: number, v9: number, v10: number, v11: number, v12: number, v13: number, v14: number, v15: number): number {\n        const o4 = i * 16;\n        this.float32[o4 + 0] = v0;\n        this.float32[o4 + 1] = v1;\n        this.float32[o4 + 2] = v2;\n        this.float32[o4 + 3] = v3;\n        this.float32[o4 + 4] = v4;\n        this.float32[o4 + 5] = v5;\n        this.float32[o4 + 6] = v6;\n        this.float32[o4 + 7] = v7;\n        this.float32[o4 + 8] = v8;\n        this.float32[o4 + 9] = v9;\n        this.float32[o4 + 10] = v10;\n        this.float32[o4 + 11] = v11;\n        this.float32[o4 + 12] = v12;\n        this.float32[o4 + 13] = v13;\n        this.float32[o4 + 14] = v14;\n        this.float32[o4 + 15] = v15;\n        return i;\n    }\n}\n\nStructArrayLayout16f64.prototype.bytesPerElement = 64;\nregister(StructArrayLayout16f64, 'StructArrayLayout16f64');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Int16[1]\n *\n * @private\n */\nclass StructArrayLayout1i2 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n        this.int16 = new Int16Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0);\n    }\n\n    override emplace(i: number, v0: number): number {\n        const o2 = i * 1;\n        this.int16[o2 + 0] = v0;\n        return i;\n    }\n}\n\nStructArrayLayout1i2.prototype.bytesPerElement = 2;\nregister(StructArrayLayout1i2, 'StructArrayLayout1i2');\n\n/**\n * Implementation of the StructArray layout:\n * [0]: Uint8[1]\n *\n * @private\n */\nclass StructArrayLayout1ub1 extends StructArray implements IStructArrayLayout {\n\n    override _refreshViews() {\n        this.uint8 = new Uint8Array(this.arrayBuffer);\n    }\n\n    override emplaceBack(v0: number): number {\n        const i = this.length;\n        this.resize(i + 1);\n        return this.emplace(i, v0);\n    }\n\n    override emplace(i: number, v0: number): number {\n        const o1 = i * 1;\n        this.uint8[o1 + 0] = v0;\n        return i;\n    }\n}\n\nStructArrayLayout1ub1.prototype.bytesPerElement = 1;\nregister(StructArrayLayout1ub1, 'StructArrayLayout1ub1');\n\nclass CollisionBoxStruct extends Struct {\n    declare _structArray: CollisionBoxArray;\n    get projectedAnchorX(): number { return this._structArray.int16[this._pos2 + 0]; }\n    get projectedAnchorY(): number { return this._structArray.int16[this._pos2 + 1]; }\n    get projectedAnchorZ(): number { return this._structArray.int16[this._pos2 + 2]; }\n    get tileAnchorX(): number { return this._structArray.int16[this._pos2 + 3]; }\n    get tileAnchorY(): number { return this._structArray.int16[this._pos2 + 4]; }\n    get x1(): number { return this._structArray.float32[this._pos4 + 3]; }\n    get y1(): number { return this._structArray.float32[this._pos4 + 4]; }\n    get x2(): number { return this._structArray.float32[this._pos4 + 5]; }\n    get y2(): number { return this._structArray.float32[this._pos4 + 6]; }\n    get padding(): number { return this._structArray.int16[this._pos2 + 14]; }\n    get featureIndex(): number { return this._structArray.uint32[this._pos4 + 8]; }\n    get sourceLayerIndex(): number { return this._structArray.uint16[this._pos2 + 18]; }\n    get bucketIndex(): number { return this._structArray.uint16[this._pos2 + 19]; }\n}\n\nCollisionBoxStruct.prototype.size = 40;\n\nexport type CollisionBox = CollisionBoxStruct;\n\n/**\n * @private\n */\nexport class CollisionBoxArray extends StructArrayLayout5i4f1i1ul2ui40 {\n    /**\n     * Return the CollisionBoxStruct at the given location in the array.\n     * @param {number} index The index of the element.\n     * @private\n     */\n    get(index: number): CollisionBoxStruct {\n        assert(index >= 0);\n        assert(index < this.length);\n        return new CollisionBoxStruct(this, index);\n    }\n}\n\nregister(CollisionBoxArray, 'CollisionBoxArray');\n\nclass PlacedSymbolStruct extends Struct {\n    declare _structArray: PlacedSymbolArray;\n    get projectedAnchorX(): number { return this._structArray.int16[this._pos2 + 0]; }\n    get projectedAnchorY(): number { return this._structArray.int16[this._pos2 + 1]; }\n    get projectedAnchorZ(): number { return this._structArray.int16[this._pos2 + 2]; }\n    get tileAnchorX(): number { return this._structArray.float32[this._pos4 + 2]; }\n    get tileAnchorY(): number { return this._structArray.float32[this._pos4 + 3]; }\n    get glyphStartIndex(): number { return this._structArray.uint16[this._pos2 + 8]; }\n    get numGlyphs(): number { return this._structArray.uint16[this._pos2 + 9]; }\n    get vertexStartIndex(): number { return this._structArray.uint32[this._pos4 + 5]; }\n    get lineStartIndex(): number { return this._structArray.uint32[this._pos4 + 6]; }\n    get lineLength(): number { return this._structArray.uint32[this._pos4 + 7]; }\n    get segment(): number { return this._structArray.uint16[this._pos2 + 16]; }\n    get lowerSize(): number { return this._structArray.uint16[this._pos2 + 17]; }\n    get upperSize(): number { return this._structArray.uint16[this._pos2 + 18]; }\n    get lineOffsetX(): number { return this._structArray.float32[this._pos4 + 10]; }\n    get lineOffsetY(): number { return this._structArray.float32[this._pos4 + 11]; }\n    get writingMode(): number { return this._structArray.uint8[this._pos1 + 48]; }\n    get placedOrientation(): number { return this._structArray.uint8[this._pos1 + 49]; }\n    set placedOrientation(x: number) { this._structArray.uint8[this._pos1 + 49] = x; }\n    get hidden(): number { return this._structArray.uint8[this._pos1 + 50]; }\n    set hidden(x: number) { this._structArray.uint8[this._pos1 + 50] = x; }\n    get crossTileID(): number { return this._structArray.uint32[this._pos4 + 13]; }\n    set crossTileID(x: number) { this._structArray.uint32[this._pos4 + 13] = x; }\n    get associatedIconIndex(): number { return this._structArray.int16[this._pos2 + 28]; }\n    get flipState(): number { return this._structArray.uint8[this._pos1 + 58]; }\n    set flipState(x: number) { this._structArray.uint8[this._pos1 + 58] = x; }\n}\n\nPlacedSymbolStruct.prototype.size = 60;\n\nexport type PlacedSymbol = PlacedSymbolStruct;\n\n/**\n * @private\n */\nexport class PlacedSymbolArray extends StructArrayLayout3i2f2ui3ul3ui2f3ub1ul1i1ub60 {\n    /**\n     * Return the PlacedSymbolStruct at the given location in the array.\n     * @param {number} index The index of the element.\n     * @private\n     */\n    get(index: number): PlacedSymbolStruct {\n        assert(index >= 0);\n        assert(index < this.length);\n        return new PlacedSymbolStruct(this, index);\n    }\n}\n\nregister(PlacedSymbolArray, 'PlacedSymbolArray');\n\nclass SymbolInstanceStruct extends Struct {\n    declare _structArray: SymbolInstanceArray;\n    get tileAnchorX(): number { return this._structArray.float32[this._pos4 + 0]; }\n    get tileAnchorY(): number { return this._structArray.float32[this._pos4 + 1]; }\n    get projectedAnchorX(): number { return this._structArray.int16[this._pos2 + 4]; }\n    get projectedAnchorY(): number { return this._structArray.int16[this._pos2 + 5]; }\n    get projectedAnchorZ(): number { return this._structArray.int16[this._pos2 + 6]; }\n    get rightJustifiedTextSymbolIndex(): number { return this._structArray.int16[this._pos2 + 7]; }\n    get centerJustifiedTextSymbolIndex(): number { return this._structArray.int16[this._pos2 + 8]; }\n    get leftJustifiedTextSymbolIndex(): number { return this._structArray.int16[this._pos2 + 9]; }\n    get verticalPlacedTextSymbolIndex(): number { return this._structArray.int16[this._pos2 + 10]; }\n    get placedIconSymbolIndex(): number { return this._structArray.int16[this._pos2 + 11]; }\n    get verticalPlacedIconSymbolIndex(): number { return this._structArray.int16[this._pos2 + 12]; }\n    get key(): number { return this._structArray.uint16[this._pos2 + 13]; }\n    get textBoxStartIndex(): number { return this._structArray.uint16[this._pos2 + 14]; }\n    get textBoxEndIndex(): number { return this._structArray.uint16[this._pos2 + 15]; }\n    get verticalTextBoxStartIndex(): number { return this._structArray.uint16[this._pos2 + 16]; }\n    get verticalTextBoxEndIndex(): number { return this._structArray.uint16[this._pos2 + 17]; }\n    get iconBoxStartIndex(): number { return this._structArray.uint16[this._pos2 + 18]; }\n    get iconBoxEndIndex(): number { return this._structArray.uint16[this._pos2 + 19]; }\n    get verticalIconBoxStartIndex(): number { return this._structArray.uint16[this._pos2 + 20]; }\n    get verticalIconBoxEndIndex(): number { return this._structArray.uint16[this._pos2 + 21]; }\n    get featureIndex(): number { return this._structArray.uint16[this._pos2 + 22]; }\n    get numHorizontalGlyphVertices(): number { return this._structArray.uint16[this._pos2 + 23]; }\n    get numVerticalGlyphVertices(): number { return this._structArray.uint16[this._pos2 + 24]; }\n    get numIconVertices(): number { return this._structArray.uint16[this._pos2 + 25]; }\n    get numVerticalIconVertices(): number { return this._structArray.uint16[this._pos2 + 26]; }\n    get useRuntimeCollisionCircles(): number { return this._structArray.uint16[this._pos2 + 27]; }\n    get crossTileID(): number { return this._structArray.uint32[this._pos4 + 14]; }\n    set crossTileID(x: number) { this._structArray.uint32[this._pos4 + 14] = x; }\n    get textOffset0(): number { return this._structArray.float32[this._pos4 + 15]; }\n    get textOffset1(): number { return this._structArray.float32[this._pos4 + 16]; }\n    get collisionCircleDiameter(): number { return this._structArray.float32[this._pos4 + 17]; }\n    get zOffset(): number { return this._structArray.float32[this._pos4 + 18]; }\n    set zOffset(x: number) { this._structArray.float32[this._pos4 + 18] = x; }\n    get hasIconTextFit(): number { return this._structArray.uint8[this._pos1 + 76]; }\n    get elevationFeatureIndex(): number { return this._structArray.uint16[this._pos2 + 39]; }\n}\n\nSymbolInstanceStruct.prototype.size = 80;\n\nexport type SymbolInstance = SymbolInstanceStruct;\n\n/**\n * @private\n */\nexport class SymbolInstanceArray extends StructArrayLayout2f9i15ui1ul4f1ub1ui80 {\n    /**\n     * Return the SymbolInstanceStruct at the given location in the array.\n     * @param {number} index The index of the element.\n     * @private\n     */\n    get(index: number): SymbolInstanceStruct {\n        assert(index >= 0);\n        assert(index < this.length);\n        return new SymbolInstanceStruct(this, index);\n    }\n}\n\nregister(SymbolInstanceArray, 'SymbolInstanceArray');\n\n/**\n * @private\n */\nexport class GlyphOffsetArray extends StructArrayLayout1f4 {\n    getoffsetX(index: number): number { return this.float32[index * 1 + 0]; }\n}\n\nregister(GlyphOffsetArray, 'GlyphOffsetArray');\n\n/**\n * @private\n */\nexport class SymbolLineVertexArray extends StructArrayLayout2i4 {\n    getx(index: number): number { return this.int16[index * 2 + 0]; }\n    gety(index: number): number { return this.int16[index * 2 + 1]; }\n}\n\nregister(SymbolLineVertexArray, 'SymbolLineVertexArray');\n\nclass FeatureIndexStruct extends Struct {\n    declare _structArray: FeatureIndexArray;\n    get featureIndex(): number { return this._structArray.uint32[this._pos4 + 0]; }\n    get sourceLayerIndex(): number { return this._structArray.uint16[this._pos2 + 2]; }\n    get bucketIndex(): number { return this._structArray.uint16[this._pos2 + 3]; }\n    get layoutVertexArrayOffset(): number { return this._structArray.uint16[this._pos2 + 4]; }\n}\n\nFeatureIndexStruct.prototype.size = 12;\n\nexport type FeatureIndex = FeatureIndexStruct;\n\n/**\n * @private\n */\nexport class FeatureIndexArray extends StructArrayLayout1ul3ui12 {\n    /**\n     * Return the FeatureIndexStruct at the given location in the array.\n     * @param {number} index The index of the element.\n     * @private\n     */\n    get(index: number): FeatureIndexStruct {\n        assert(index >= 0);\n        assert(index < this.length);\n        return new FeatureIndexStruct(this, index);\n    }\n}\n\nregister(FeatureIndexArray, 'FeatureIndexArray');\n\n/**\n * @private\n */\nexport class FillExtrusionCentroidArray extends StructArrayLayout2ui4 {\n    geta_centroid_pos0(index: number): number { return this.uint16[index * 2 + 0]; }\n    geta_centroid_pos1(index: number): number { return this.uint16[index * 2 + 1]; }\n}\n\nregister(FillExtrusionCentroidArray, 'FillExtrusionCentroidArray');\n\nclass FillExtrusionWallStruct extends Struct {\n    declare _structArray: FillExtrusionWallArray;\n    get a_join_normal_inside0(): number { return this._structArray.int16[this._pos2 + 0]; }\n    get a_join_normal_inside1(): number { return this._structArray.int16[this._pos2 + 1]; }\n    get a_join_normal_inside2(): number { return this._structArray.int16[this._pos2 + 2]; }\n}\n\nFillExtrusionWallStruct.prototype.size = 6;\n\nexport type FillExtrusionWall = FillExtrusionWallStruct;\n\n/**\n * @private\n */\nexport class FillExtrusionWallArray extends StructArrayLayout3i6 {\n    /**\n     * Return the FillExtrusionWallStruct at the given location in the array.\n     * @param {number} index The index of the element.\n     * @private\n     */\n    get(index: number): FillExtrusionWallStruct {\n        assert(index >= 0);\n        assert(index < this.length);\n        return new FillExtrusionWallStruct(this, index);\n    }\n}\n\nregister(FillExtrusionWallArray, 'FillExtrusionWallArray');\n\nexport {\n    StructArrayLayout2i4,\n    StructArrayLayout3i6,\n    StructArrayLayout2i2ui8,\n    StructArrayLayout1f4,\n    StructArrayLayout2i1f8,\n    StructArrayLayout3i8,\n    StructArrayLayout4i8,\n    StructArrayLayout5i10,\n    StructArrayLayout2i4ub1f12,\n    StructArrayLayout3f12,\n    StructArrayLayout4ui1f12,\n    StructArrayLayout4ui8,\n    StructArrayLayout6i12,\n    StructArrayLayout4i4ui4i24,\n    StructArrayLayout3i3f20,\n    StructArrayLayout4f16,\n    StructArrayLayout1ul4,\n    StructArrayLayout2ui4,\n    StructArrayLayout5i4f1i1ul2ui40,\n    StructArrayLayout3i2i2i16,\n    StructArrayLayout2f1f2i16,\n    StructArrayLayout2ub4f20,\n    StructArrayLayout3ui6,\n    StructArrayLayout3i2f2ui3ul3ui2f3ub1ul1i1ub60,\n    StructArrayLayout2f9i15ui1ul4f1ub1ui80,\n    StructArrayLayout6f24,\n    StructArrayLayout5f20,\n    StructArrayLayout7f28,\n    StructArrayLayout11f44,\n    StructArrayLayout9f36,\n    StructArrayLayout2f8,\n    StructArrayLayout1ul3ui12,\n    StructArrayLayout1ui2,\n    StructArrayLayout4b4,\n    StructArrayLayout16f64,\n    StructArrayLayout1i2,\n    StructArrayLayout1ub1,\n    StructArrayLayout2i4 as PosArray,\n    StructArrayLayout3i6 as PosGlobeExtArray,\n    StructArrayLayout2i2ui8 as RasterBoundsArray,\n    StructArrayLayout2i4 as CircleLayoutArray,\n    StructArrayLayout1f4 as CircleExtLayoutArray,\n    StructArrayLayout2i4 as FillLayoutArray,\n    StructArrayLayout1f4 as FillExtLayoutArray,\n    StructArrayLayout2i1f8 as FillIntersectionsLayoutArray,\n    StructArrayLayout3i8 as FillIntersectionsNormalLayoutArray,\n    StructArrayLayout4i8 as FillExtrusionLayoutArray,\n    StructArrayLayout5i10 as FillExtrusionGroundLayoutArray,\n    StructArrayLayout1f4 as FillExtrusionGroundRadiusLayoutArray,\n    StructArrayLayout2i4 as HeatmapLayoutArray,\n    StructArrayLayout2i4ub1f12 as LineLayoutArray,\n    StructArrayLayout3f12 as LineExtLayoutArray,\n    StructArrayLayout3f12 as LinePatternLayoutArray,\n    StructArrayLayout4ui1f12 as PatternLayoutArray,\n    StructArrayLayout4ui8 as DashLayoutArray,\n    StructArrayLayout6i12 as FillExtrusionExtArray,\n    StructArrayLayout4i4ui4i24 as SymbolLayoutArray,\n    StructArrayLayout3i3f20 as SymbolGlobeExtArray,\n    StructArrayLayout4f16 as SymbolDynamicLayoutArray,\n    StructArrayLayout1ul4 as SymbolOpacityArray,\n    StructArrayLayout2ui4 as SymbolIconTransitioningArray,\n    StructArrayLayout3i2i2i16 as CollisionBoxLayoutArray,\n    StructArrayLayout2f1f2i16 as CollisionCircleLayoutArray,\n    StructArrayLayout2ub4f20 as CollisionVertexArray,\n    StructArrayLayout4f16 as CollisionVertexExtArray,\n    StructArrayLayout3ui6 as QuadTriangleArray,\n    StructArrayLayout1f4 as ZOffsetVertexArray,\n    StructArrayLayout1f4 as SymbolFeatureIdArray,\n    StructArrayLayout6f24 as SymbolOrientationArray,\n    StructArrayLayout5f20 as GlobeVertexArray,\n    StructArrayLayout5f20 as AtmosphereVertexArray,\n    StructArrayLayout7f28 as StarsVertexArray,\n    StructArrayLayout11f44 as SnowVertexArray,\n    StructArrayLayout9f36 as RainVertexArray,\n    StructArrayLayout2f8 as VignetteVertexArray,\n    StructArrayLayout3ui6 as TriangleIndexArray,\n    StructArrayLayout2ui4 as LineIndexArray,\n    StructArrayLayout1ui2 as LineStripIndexArray,\n    StructArrayLayout4f16 as LineZOffsetExtArray,\n    StructArrayLayout3f12 as LineElevationIdColArray,\n    StructArrayLayout1f4 as LineElevationGroundScaleArray,\n    StructArrayLayout3f12 as SkyboxVertexArray,\n    StructArrayLayout2i2ui8 as TileBoundsArray,\n    StructArrayLayout3f12 as ModelLayoutArray,\n    StructArrayLayout3f12 as Color3fLayoutArray,\n    StructArrayLayout4f16 as Color4fLayoutArray,\n    StructArrayLayout2f8 as TexcoordLayoutArray,\n    StructArrayLayout2ui4 as TexcoordNormalizedLayoutArray,\n    StructArrayLayout4b4 as NormalLayoutArray,\n    StructArrayLayout16f64 as InstanceVertexArray,\n    StructArrayLayout2ui4 as FeatureVertexArray,\n    StructArrayLayout1i2 as ParticleIndexLayoutArray,\n    StructArrayLayout1ub1 as FillExtrusionHiddenByLandmarkArray,\n    StructArrayLayout3f12 as BuildingPositionArray,\n    StructArrayLayout3i6 as BuildingNormalArray,\n    StructArrayLayout3i6 as BuildingCentroidArray,\n    StructArrayLayout2ui4 as BuildingColorArray,\n    StructArrayLayout2ui4 as BuildingFacadePaintArray,\n    StructArrayLayout4ui8 as BuildingFacadeDataArray,\n    StructArrayLayout2ui4 as BuildingFacadeVerticalRangeArray,\n    StructArrayLayout4f16 as BuildingBloomAttenuationArray,\n    StructArrayLayout1i2 as BuildingFloodLightWallRadiusArray,\n    StructArrayLayout6i12 as CircleGlobeExtArray\n};\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nexport const fillLayoutAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos', components: 2, type: 'Int16'}\n], 4);\n\nexport const fillLayoutAttributesExt: StructArrayLayout = createLayout([\n    {name: 'a_road_z_offset', components: 1, type: 'Float32'}\n], 4);\n\nexport const intersectionsAttributes = createLayout([\n    {name: 'a_pos', components: 2, type: 'Int16'},\n    {name: 'a_height', components: 1, type: 'Float32'}\n], 4);\n\nexport const intersectionNormalAttributes = createLayout([\n    {name: 'a_pos_normal_3', components: 3, type: 'Int16'}\n], 4);\n\nexport const {members, size, alignment} = fillLayoutAttributes;\n","import {warnOnce} from '../util/util';\nimport {register} from '../util/web_worker_transfer';\n\nimport type VertexArrayObject from '../render/vertex_array_object';\nimport type {StructArray} from '../util/struct_array';\n\nexport type Segment = {\n    sortKey: number | undefined;\n    vertexOffset: number;\n    primitiveOffset: number;\n    vertexLength: number;\n    primitiveLength: number;\n    vaos: {\n        [_: string]: VertexArrayObject;\n    };\n    batchIndex?: number; // UBO batch index for symbol batching\n};\n\nclass SegmentVector {\n    static MAX_VERTEX_ARRAY_LENGTH: number;\n    segments: Array<Segment>;\n\n    constructor(segments: Array<Segment> = []) {\n        this.segments = segments;\n    }\n\n    _prepareSegment(\n        numVertices: number,\n        vertexArrayLength: number,\n        indexArrayLength: number,\n        sortKey?: number,\n        batchIndex?: number,\n    ): Segment {\n        let segment: Segment = this.segments.at(-1);\n        if (numVertices > SegmentVector.MAX_VERTEX_ARRAY_LENGTH) warnOnce(`Max vertices per segment is ${SegmentVector.MAX_VERTEX_ARRAY_LENGTH}: bucket requested ${numVertices}`);\n        // Force new segment if batch index differs (for UBO batching)\n        const batchIndexDiffers = batchIndex !== undefined && segment && segment.batchIndex !== undefined && segment.batchIndex !== batchIndex;\n        if (!segment || segment.vertexLength + numVertices > SegmentVector.MAX_VERTEX_ARRAY_LENGTH || segment.sortKey !== sortKey || batchIndexDiffers) {\n            segment = {\n                vertexOffset: vertexArrayLength,\n                primitiveOffset: indexArrayLength,\n                vertexLength: 0,\n                primitiveLength: 0\n            } as Segment;\n            if (sortKey !== undefined) segment.sortKey = sortKey;\n            if (batchIndex !== undefined) segment.batchIndex = batchIndex;\n            this.segments.push(segment);\n        }\n        return segment;\n    }\n\n    prepareSegment(\n        numVertices: number,\n        layoutVertexArray: StructArray,\n        indexArray: StructArray,\n        sortKey?: number,\n        batchIndex?: number,\n    ): Segment {\n        return this._prepareSegment(numVertices, layoutVertexArray.length, indexArray.length, sortKey, batchIndex);\n    }\n\n    get(): Array<Segment> {\n        return this.segments;\n    }\n\n    destroy() {\n        for (const segment of this.segments) {\n            for (const k in segment.vaos) {\n                segment.vaos[k].destroy();\n            }\n        }\n    }\n\n    static simpleSegment(\n        vertexOffset: number,\n        primitiveOffset: number,\n        vertexLength: number,\n        primitiveLength: number,\n    ): SegmentVector {\n        return new SegmentVector([{\n            vertexOffset,\n            primitiveOffset,\n            vertexLength,\n            primitiveLength,\n            vaos: {},\n            sortKey: 0\n        }]);\n    }\n\n}\n\n/*\n * The maximum size of a vertex array. This limit is imposed by WebGL's 16 bit\n * addressing of vertex buffers.\n * @private\n * @readonly\n */\nSegmentVector.MAX_VERTEX_ARRAY_LENGTH = Math.pow(2, 16) - 1;\n\nregister(SegmentVector, 'SegmentVector');\nexport default SegmentVector;\n","import {clamp} from '../util/util';\n\n/**\n * Packs two numbers, interpreted as 8-bit unsigned integers, into a single\n * float.  Unpack them in the shader using the `unpack_float()` function,\n * defined in _prelude.vertex.glsl\n *\n * @private\n */\nexport function packUint8ToFloat(a: number, b: number): number {\n    // coerce a and b to 8-bit ints\n    a = clamp(Math.floor(a), 0, 255);\n    b = clamp(Math.floor(b), 0, 255);\n    return 256 * a + b;\n}\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nexport const patternAttributes: StructArrayLayout = createLayout([\n    // [tl.x, tl.y, br.x, br.y]\n    {name: 'a_pattern', components: 4, type: 'Uint16'},\n    {name: 'a_pixel_ratio', components: 1, type: 'Float32'}\n]);\n\nexport const patternTransitionAttributes: StructArrayLayout = createLayout([\n    // [tl.x, tl.y, br.x, br.y]\n    {name: 'a_pattern_b', components: 4, type: 'Uint16'},\n]);\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nconst dashAttributes: StructArrayLayout = createLayout([\n    {name: 'a_dash', components: 4, type: 'Uint16'} // [x, y, width, unused]\n]);\n\nexport default dashAttributes;\n","import murmur3 from '../util/murmur3';\nimport {register} from '../util/web_worker_transfer';\nimport assert from '../style-spec/util/assert';\n\ntype SerializedFeaturePositionMap = {\n    ids: Float64Array;\n    positions: Uint32Array;\n};\n\n// A transferable data structure that maps feature ids to their indices and buffer offsets\nexport default class FeaturePositionMap {\n    ids: Array<number>;\n    uniqueIds: Array<number>;\n    positions: Array<number>;\n    indexed: boolean;\n\n    constructor() {\n        this.ids = [];\n        this.uniqueIds = [];\n        this.positions = [];\n        this.indexed = false;\n    }\n\n    add(id: string | number, index: number, start: number, end: number) {\n        this.ids.push(getNumericId(id));\n        this.positions.push(index, start, end);\n    }\n\n    eachPosition(id: string | number, fn: (index: number, start: number, end: number) => void) {\n        assert(this.indexed);\n\n        const intId = getNumericId(id);\n\n        // binary search for the first occurrence of id in this.ids;\n        // relies on ids/positions being sorted by id, which happens in serialization\n        let i = 0;\n        let j = this.ids.length - 1;\n        while (i < j) {\n            const m = (i + j) >> 1;\n            if (this.ids[m] >= intId) {\n                j = m;\n            } else {\n                i = m + 1;\n            }\n        }\n        while (this.ids[i] === intId) {\n            const index = this.positions[3 * i];\n            const start = this.positions[3 * i + 1];\n            const end = this.positions[3 * i + 2];\n            fn(index, start, end);\n            i++;\n        }\n    }\n\n    static serialize(map: FeaturePositionMap, transferables: Set<ArrayBuffer>): SerializedFeaturePositionMap {\n        const ids = new Float64Array(map.ids);\n        const positions = new Uint32Array(map.positions);\n\n        sort(ids, positions, 0, ids.length - 1);\n\n        if (transferables) {\n            transferables.add(ids.buffer);\n            transferables.add(positions.buffer);\n        }\n\n        return {ids, positions};\n    }\n\n    static deserialize(obj: SerializedFeaturePositionMap): FeaturePositionMap {\n        const map = new FeaturePositionMap();\n        // after transferring, we only use these arrays statically (no pushes),\n        // so TypedArray vs Array distinction that TS points out doesn't matter\n        map.ids = obj.ids as unknown as number[];\n        map.positions = obj.positions as unknown as number[];\n        let prev: number | undefined;\n        for (const id of map.ids) {\n            if (id !== prev) map.uniqueIds.push(id);\n            prev = id;\n        }\n        map.indexed = true;\n        return map;\n    }\n}\n\nfunction getNumericId(value: string | number): number {\n    const numValue = +value;\n    if (Number.isSafeInteger(numValue)) {\n        return numValue;\n    }\n    return murmur3(String(value));\n}\n\n// custom quicksort that sorts ids, indices and offsets together (by ids)\n// uses Hoare partitioning & manual tail call optimization to avoid worst case scenarios\nfunction sort(ids: Float64Array, positions: Uint32Array, left: number, right: number) {\n    while (left < right) {\n        const pivot = ids[(left + right) >> 1];\n        let i = left - 1;\n        let j = right + 1;\n\n        while (true) {\n            do i++; while (ids[i] < pivot);\n            do j--; while (ids[j] > pivot);\n            if (i >= j) break;\n            swap(ids, i, j);\n            swap(positions, 3 * i, 3 * j);\n            swap(positions, 3 * i + 1, 3 * j + 1);\n            swap(positions, 3 * i + 2, 3 * j + 2);\n        }\n\n        if (j - left < right - j) {\n            sort(ids, positions, left, j);\n            left = j + 1;\n        } else {\n            sort(ids, positions, j + 1, right);\n            right = j;\n        }\n    }\n}\n\nfunction swap(arr: Uint32Array | Float64Array, i: number, j: number) {\n    const tmp = arr[i];\n    arr[i] = arr[j];\n    arr[j] = tmp;\n}\n\nregister(FeaturePositionMap, 'FeaturePositionMap');\n","import Color from '../style-spec/util/color';\n\nimport type {mat2, mat3, mat4} from 'gl-matrix';\nimport type Context from '../gl/context';\nimport type {PremultipliedRenderColor} from \"../style-spec/util/color\";\n\nexport type UniformValues<Us> = {\n    [Key in keyof Us]: Us[Key] extends IUniform<infer V> ? V : never;\n};\n\nexport interface IUniform<T> {\n    gl: WebGL2RenderingContext;\n    location: WebGLUniformLocation | null | undefined;\n    current: T;\n    initialized: boolean;\n    fetchUniformLocation: (program: WebGLProgram, name: string) => boolean;\n    set: (program: WebGLProgram, name: string, v: T) => void;\n}\n\nclass Uniform<T> implements IUniform<T> {\n    gl: WebGL2RenderingContext;\n    location: WebGLUniformLocation | null | undefined;\n    current!: T;\n    initialized: boolean;\n\n    constructor(context: Context) {\n        this.gl = context.gl;\n        this.initialized = false;\n    }\n\n    fetchUniformLocation(program: WebGLProgram, name: string): boolean {\n        if (!this.location && !this.initialized) {\n            this.location = this.gl.getUniformLocation(program, name);\n            this.initialized = true;\n        }\n        return !!this.location;\n    }\n\n    set(_program: WebGLProgram, _name: string, _v: T): void {\n        throw new Error('Uniform#set() must be implemented by each concrete Uniform');\n    }\n}\n\nclass Uniform1i extends Uniform<number> implements IUniform<number> {\n    constructor(context: Context) {\n        super(context);\n        this.current = 0;\n    }\n\n    override set(program: WebGLProgram, name: string, v: number): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        if (this.current !== v) {\n            this.current = v;\n            this.gl.uniform1i(this.location, v);\n        }\n    }\n}\n\nclass Uniform1f extends Uniform<number> implements IUniform<number> {\n    constructor(context: Context) {\n        super(context);\n        this.current = 0;\n    }\n\n    override set(program: WebGLProgram, name: string, v: number): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        if (this.current !== v) {\n            this.current = v;\n            this.gl.uniform1f(this.location, v);\n        }\n    }\n}\n\nclass Uniform2f extends Uniform<[number, number]> implements IUniform<[number, number]> {\n    constructor(context: Context) {\n        super(context);\n        this.current = [0, 0];\n    }\n\n    override set(program: WebGLProgram, name: string, v: [number, number]): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        if (v[0] !== this.current[0] || v[1] !== this.current[1]) {\n            this.current = v;\n            this.gl.uniform2f(this.location, v[0], v[1]);\n        }\n    }\n}\n\nclass Uniform3f extends Uniform<[number, number, number]> implements IUniform<[number, number, number]> {\n    constructor(context: Context) {\n        super(context);\n        this.current = [0, 0, 0];\n    }\n\n    override set(program: WebGLProgram, name: string, v: [number, number, number]): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        if (v[0] !== this.current[0] || v[1] !== this.current[1] || v[2] !== this.current[2]) {\n            this.current = v;\n            this.gl.uniform3f(this.location, v[0], v[1], v[2]);\n        }\n    }\n}\n\nclass Uniform4ui extends Uniform<[number, number, number, number]> implements IUniform<[number, number, number, number]> {\n    constructor(context: Context) {\n        super(context);\n        this.current = [0, 0, 0, 0];\n    }\n\n    override set(program: WebGLProgram, name: string, v: [number, number, number, number]): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        if (v[0] !== this.current[0] || v[1] !== this.current[1] ||\n            v[2] !== this.current[2] || v[3] !== this.current[3]) {\n            this.current = v;\n            this.gl.uniform4ui(this.location, v[0], v[1], v[2], v[3]);\n        }\n    }\n}\n\nclass Uniform4f extends Uniform<[number, number, number, number]> implements IUniform<[number, number, number, number]> {\n    constructor(context: Context) {\n        super(context);\n        this.current = [0, 0, 0, 0];\n    }\n\n    override set(program: WebGLProgram, name: string, v: [number, number, number, number]): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        if (v[0] !== this.current[0] || v[1] !== this.current[1] ||\n            v[2] !== this.current[2] || v[3] !== this.current[3]) {\n            this.current = v;\n            this.gl.uniform4f(this.location, v[0], v[1], v[2], v[3]);\n        }\n    }\n}\n\nclass UniformColor extends Uniform<PremultipliedRenderColor> implements IUniform<PremultipliedRenderColor> {\n    constructor(context: Context) {\n        super(context);\n        this.current = Color.transparent.toPremultipliedRenderColor(null);\n    }\n\n    override set(program: WebGLProgram, name: string, v: PremultipliedRenderColor): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        if (v.r !== this.current.r || v.g !== this.current.g ||\n            v.b !== this.current.b || v.a !== this.current.a) {\n            this.current = v;\n            this.gl.uniform4f(this.location, v.r, v.g, v.b, v.a);\n        }\n    }\n}\n\n// Matrix uniforms cache a Float32Array copy of the last uploaded value. This makes it safe\n// for callers to pass long-lived buffers (reused across frames, mutated in place) directly:\n// change detection compares against the private copy rather than `v` itself, so `v === cache`\n// can never silently skip an upload. Uploads always go through the Float32Array copy, so\n// Float64Array or plain-array inputs are implicitly converted (gl.uniformMatrix*fv requires Float32Array).\nclass UniformMatrix4f extends Uniform<mat4> implements IUniform<mat4> {\n    constructor(context: Context) {\n        super(context);\n        this.current = new Float32Array(16);\n    }\n\n    override set(program: WebGLProgram, name: string, v: mat4): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        const cache = this.current as Float32Array;\n        // The vast majority of matrix comparisons that will trip this set\n        // happen at i=12 or i=0, so we check those first to avoid lots of\n        // unnecessary iteration:\n        if (v[12] !== cache[12] || v[0] !== cache[0]) {\n            cache.set(v);\n            this.gl.uniformMatrix4fv(this.location, false, cache);\n            return;\n        }\n        for (let i = 1; i < 16; i++) {\n            if (v[i] !== cache[i]) {\n                cache.set(v);\n                this.gl.uniformMatrix4fv(this.location, false, cache);\n                break;\n            }\n        }\n    }\n}\n\nclass UniformMatrix3f extends Uniform<mat3> implements IUniform<mat3> {\n    constructor(context: Context) {\n        super(context);\n        this.current = new Float32Array(9);\n    }\n\n    override set(program: WebGLProgram, name: string, v: mat3): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        const cache = this.current as Float32Array;\n        for (let i = 0; i < 9; i++) {\n            if (v[i] !== cache[i]) {\n                cache.set(v);\n                this.gl.uniformMatrix3fv(this.location, false, cache);\n                break;\n            }\n        }\n    }\n}\n\nclass UniformMatrix2f extends Uniform<mat2> implements IUniform<mat2> {\n    constructor(context: Context) {\n        super(context);\n        this.current = new Float32Array(4);\n    }\n\n    override set(program: WebGLProgram, name: string, v: mat2): void {\n        if (!this.fetchUniformLocation(program, name)) return;\n        const cache = this.current as Float32Array;\n        for (let i = 0; i < 4; i++) {\n            if (v[i] !== cache[i]) {\n                cache.set(v);\n                this.gl.uniformMatrix2fv(this.location, false, cache);\n                break;\n            }\n        }\n    }\n}\n\nexport {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    Uniform3f,\n    Uniform4ui,\n    Uniform4f,\n    UniformColor,\n    UniformMatrix2f,\n    UniformMatrix3f,\n    UniformMatrix4f\n};\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nexport type UniformBindings = Record<PropertyKey, IUniform<any>>;\n","import {packUint8ToFloat} from '../shaders/encode_attribute';\nimport Color from '../style-spec/util/color';\nimport {supportsPropertyExpression} from '../style-spec/util/properties';\nimport {register} from '../util/web_worker_transfer';\nimport {PossiblyEvaluatedPropertyValue} from '../style/properties';\nimport {StructArrayLayout1f4, StructArrayLayout2f8, StructArrayLayout4f16, PatternLayoutArray, DashLayoutArray, StructArrayLayout4ui8} from './array_types';\nimport {clamp} from '../util/util';\nimport {patternAttributes, patternTransitionAttributes} from './bucket/pattern_attributes';\nimport dashAttributes from './bucket/dash_attributes';\nimport EvaluationParameters from '../style/evaluation_parameters';\nimport FeaturePositionMap from './feature_position_map';\nimport {\n    Uniform1f,\n    UniformColor,\n    Uniform4ui\n} from '../render/uniform_binding';\nimport assert from '../style-spec/util/assert';\n\nimport type {Class} from '../../src/types/class';\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type Context from '../gl/context';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type StyleLayer from '../style/style_layer';\nimport type {StructArray, StructArrayMember} from '../util/struct_array';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type {SpritePosition, SpritePositions} from '../util/image';\nimport type {\n    Feature,\n    FeatureState,\n    GlobalProperties,\n    SourceExpression,\n    CompositeExpression\n} from '../style-spec/expression/index';\nimport type {PossiblyEvaluated, PossiblyEvaluatedValue} from '../style/properties';\nimport type {FeatureStates} from '../source/source_state';\nimport type {FormattedSection} from '../style-spec/expression/types/formatted';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {IUniform} from '../render/uniform_binding';\nimport type {LUT} from \"../util/lut\";\nimport type {PremultipliedRenderColor} from \"../style-spec/util/color\";\nimport type {ImageId} from '../style-spec/expression/types/image_id';\n\nexport type BinderUniform = {\n    name: string;\n    property: string;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    binding: IUniform<any>;\n};\n\nexport type ProgramConfigurationContext = {\n    zoom: number;\n    lut: LUT | null;\n};\n\nfunction packColor(color: PremultipliedRenderColor): [number, number] {\n    return [\n        packUint8ToFloat(255 * color.r, 255 * color.g),\n        packUint8ToFloat(255 * color.b, 255 * color.a)\n    ];\n}\n\nfunction shouldIgnoreLut(\n    lutExpression: PossiblyEvaluatedValue<string>,\n    feature: Feature,\n    featureState: FeatureState,\n    availableImages: ImageId[],\n    canonical?: CanonicalTileID,\n    brightness?: number | null,\n    formattedSection?: FormattedSection,\n    worldview?: string\n): boolean {\n    if (!lutExpression) return false;\n\n    if (lutExpression.kind === 'composite' || lutExpression.kind === 'source') {\n        const value = lutExpression.evaluate(new EvaluationParameters(0, {brightness, worldview}), feature, featureState, canonical, availableImages, formattedSection);\n        return value === 'none';\n    }\n\n    return lutExpression.value === 'none';\n}\n\n/**\n *  `Binder` is the interface definition for the strategies for constructing,\n *  uploading, and binding paint property data as GLSL attributes. Most style-\n *  spec properties have a 1:1 relationship to shader attribute/uniforms, but\n *  some require multiple values per feature to be passed to the GPU, and in\n *  those cases we bind multiple attributes/uniforms.\n *\n *  It has three implementations, one for each of the three strategies we use:\n *\n *  * For _constant_ properties -- those whose value is a constant, or the constant\n *    result of evaluating a camera expression at a particular camera position -- we\n *    don't need a vertex attribute buffer, and instead use a uniform.\n *  * For data expressions, we use a vertex buffer with a single attribute value,\n *    the evaluated result of the source function for the given feature.\n *  * For composite expressions, we use a vertex buffer with two attributes: min and\n *    max values covering the range of zooms at which we expect the tile to be\n *    displayed. These values are calculated by evaluating the composite expression for\n *    the given feature at strategically chosen zoom levels. In addition to this\n *    attribute data, we also use a uniform value which the shader uses to interpolate\n *    between the min and max value at the final displayed zoom level. The use of a\n *    uniform allows us to cheaply update the value on every frame.\n *\n *  Note that the shader source varies depending on whether we're using a uniform or\n *  attribute. We dynamically compile shaders at runtime to accommodate this.\n *\n * @private\n */\n\ninterface AttributeBinder {\n    context: ProgramConfigurationContext;\n    lutExpression: PossiblyEvaluatedValue<string>;\n\n    populatePaintArray: (\n        length: number,\n        feature: Feature,\n        imagePositions: SpritePositions,\n        availableImages: ImageId[],\n        canonical?: CanonicalTileID,\n        brightness?: number | null,\n        formattedSection?: FormattedSection,\n        worldview?: string\n    ) => void;\n    updatePaintArray: (\n        start: number,\n        length: number,\n        feature: Feature,\n        featureState: FeatureState,\n        availableImages: ImageId[],\n        imagePositions: SpritePositions,\n        brightness: number,\n        worldview: string | undefined,\n    ) => void;\n    upload: (arg1: Context) => void;\n    destroy: () => void;\n}\n\ninterface UniformBinder {\n    uniformNames: Array<string>;\n    context: ProgramConfigurationContext;\n    lutExpression: PossiblyEvaluatedValue<string>;\n\n    setUniform: (\n        program: WebGLProgram,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        uniform: IUniform<any>,\n        globals: GlobalProperties,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        currentValue: PossiblyEvaluatedPropertyValue<any>,\n        uniformName: string,\n    ) => void;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    getBinding: (context: Context, name: string) => Partial<IUniform<any>>;\n}\nclass ConstantBinder implements UniformBinder {\n    value: unknown;\n    type: string;\n    uniformNames: Array<string>;\n    context: ProgramConfigurationContext;\n    lutExpression!: PossiblyEvaluatedValue<string>;\n\n    constructor(value: unknown, names: Array<string>, type: string, context: ProgramConfigurationContext) {\n        this.value = value;\n        this.uniformNames = names.map(name => `u_${name}`);\n        this.type = type;\n        this.context = context;\n    }\n\n    setUniform(\n        program: WebGLProgram,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        uniform: IUniform<any>,\n        globals: GlobalProperties,\n        currentValue: PossiblyEvaluatedPropertyValue<unknown>,\n        uniformName: string,\n    ): void {\n        const value = currentValue.constantOr(this.value);\n        if (value instanceof Color) {\n            const lut = this.lutExpression && this.lutExpression.kind === 'constant' && this.lutExpression.value === 'none' ? null : this.context.lut;\n            uniform.set(program, uniformName, value.toPremultipliedRenderColor(lut));\n        } else {\n            uniform.set(program, uniformName, value);\n        }\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    getBinding(context: Context, _: string): IUniform<any> {\n        return (this.type === 'color') ?\n            new UniformColor(context) :\n            new Uniform1f(context);\n    }\n}\n\nclass PatternConstantBinder implements UniformBinder {\n    uniformNames: Array<string>;\n    pattern: Array<number> | null | undefined;\n    pixelRatio: number;\n    patternTransition: Array<number> | null | undefined;\n    context!: ProgramConfigurationContext;\n    lutExpression!: PossiblyEvaluatedValue<string>;\n\n    constructor(value: unknown, names: Array<string>) {\n        this.uniformNames = names.map(name => `u_${name}`);\n        this.pattern = null;\n        this.patternTransition = null;\n        this.pixelRatio = 1;\n    }\n\n    setConstantPatternPositions(primaryPosTo: SpritePosition, secondaryPosTo?: SpritePosition) {\n        this.pixelRatio = primaryPosTo.pixelRatio || 1;\n        this.pattern = primaryPosTo.tl.concat(primaryPosTo.br);\n        this.patternTransition = secondaryPosTo ? secondaryPosTo.tl.concat(secondaryPosTo.br) : this.pattern;\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    setUniform(program: WebGLProgram, uniform: IUniform<any>, globals: GlobalProperties, currentValue: PossiblyEvaluatedPropertyValue<unknown>, uniformName: string) {\n        let pos: unknown = null;\n\n        if (uniformName === 'u_pattern' || uniformName === 'u_dash') {\n            pos = this.pattern;\n        }\n\n        if (uniformName === 'u_pattern_b') {\n            pos = this.patternTransition;\n        }\n\n        if (uniformName === 'u_pixel_ratio') {\n            pos = this.pixelRatio;\n        }\n\n        if (pos) uniform.set(program, uniformName, pos);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    getBinding(context: Context, name: string): IUniform<any> {\n        if (name === 'u_pattern' || name === 'u_pattern_b' || name === 'u_dash') {\n            return new Uniform4ui(context);\n        } else {\n            return new Uniform1f(context);\n        }\n    }\n}\n\nclass SourceExpressionBinder implements AttributeBinder {\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    expression: PossiblyEvaluatedValue<any> | SourceExpression;\n    type: string;\n    maxValue: number;\n    context!: ProgramConfigurationContext;\n    lutExpression!: PossiblyEvaluatedValue<string>;\n\n    paintVertexArray: StructArray;\n    paintVertexAttributes: Array<StructArrayMember>;\n    paintVertexBuffer: VertexBuffer | null | undefined;\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    constructor(expression: PossiblyEvaluatedValue<any>, names: Array<string>, type: string, PaintVertexArray: Class<StructArray>) {\n        this.expression = expression;\n        this.type = type;\n        this.maxValue = 0;\n        this.paintVertexAttributes = names.map((name) => ({\n            name: `a_${name}`,\n            type: 'Float32',\n            components: type === 'color' ? 2 : 1,\n            offset: 0\n        }));\n        this.paintVertexArray = new PaintVertexArray();\n    }\n\n    populatePaintArray(newLength: number, feature: Feature, imagePositions: SpritePositions, availableImages: ImageId[], canonical?: CanonicalTileID, brightness?: number | null, formattedSection?: FormattedSection, worldview?: string) {\n        const start = this.paintVertexArray.length;\n        assert(Array.isArray(availableImages));\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const value = (this.expression.kind === 'composite' || this.expression.kind === 'source') ? this.expression.evaluate(new EvaluationParameters(0, {brightness, worldview}), feature, {}, canonical, availableImages, formattedSection) : this.expression.kind === 'constant' && this.expression.value;\n        const ignoreLut = shouldIgnoreLut(this.lutExpression, feature, {}, availableImages, canonical, brightness, formattedSection, worldview);\n\n        this.paintVertexArray.resize(newLength);\n        this._setPaintValue(start, newLength, value, ignoreLut ? null : this.context.lut);\n    }\n\n    updatePaintArray(start: number, end: number, feature: Feature, featureState: FeatureState, availableImages: ImageId[], spritePositions: SpritePositions, brightness: number, worldview: string | undefined) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const value = (this.expression.kind === 'composite' || this.expression.kind === 'source') ? this.expression.evaluate({zoom: 0, brightness, worldview}, feature, featureState, undefined, availableImages) : this.expression.kind === 'constant' && this.expression.value;\n        const ignoreLut = shouldIgnoreLut(this.lutExpression, feature, featureState, availableImages, undefined, brightness, undefined, worldview);\n\n        this._setPaintValue(start, end, value, ignoreLut ? null : this.context.lut);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _setPaintValue(start: number, end: number, value: any, lut: LUT) {\n        if (this.type === 'color') {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            const color = packColor(value.toPremultipliedRenderColor(lut));\n            for (let i = start; i < end; i++) {\n                this.paintVertexArray.emplace(i, color[0], color[1]);\n            }\n        } else {\n            for (let i = start; i < end; i++) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                this.paintVertexArray.emplace(i, value);\n            }\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this.maxValue = Math.max(this.maxValue, Math.abs(value));\n        }\n    }\n\n    upload(context: Context) {\n        if (this.paintVertexArray && this.paintVertexArray.arrayBuffer) {\n            if (this.paintVertexBuffer && this.paintVertexBuffer.buffer) {\n                this.paintVertexBuffer.updateData(this.paintVertexArray);\n            } else {\n                const dynamicDraw = (this.lutExpression && this.lutExpression.kind !== 'constant' && (this.lutExpression.isStateDependent || !this.lutExpression.isLightConstant)) ||\n                                    (this.expression.kind !== 'constant' && (this.expression.isStateDependent || !this.expression.isLightConstant));\n\n                this.paintVertexBuffer = context.createVertexBuffer(this.paintVertexArray, this.paintVertexAttributes, dynamicDraw);\n            }\n        }\n    }\n\n    destroy() {\n        if (this.paintVertexBuffer) {\n            this.paintVertexBuffer.destroy();\n        }\n    }\n}\n\nclass CompositeExpressionBinder implements AttributeBinder, UniformBinder {\n    expression: CompositeExpression;\n    uniformNames: Array<string>;\n    type: string;\n    useIntegerZoom: boolean;\n    context: ProgramConfigurationContext;\n    maxValue: number;\n    lutExpression!: PossiblyEvaluatedValue<string>;\n\n    paintVertexArray: StructArray;\n    paintVertexAttributes: Array<StructArrayMember>;\n    paintVertexBuffer: VertexBuffer | null | undefined;\n\n    constructor(expression: CompositeExpression, names: Array<string>, type: string, useIntegerZoom: boolean, context: ProgramConfigurationContext, PaintVertexArray: Class<StructArray>) {\n        this.expression = expression;\n        this.uniformNames = names.map(name => `u_${name}_t`);\n        this.type = type;\n        this.useIntegerZoom = useIntegerZoom;\n        this.context = context;\n        this.maxValue = 0;\n        this.paintVertexAttributes = names.map((name) => ({\n            name: `a_${name}`,\n            type: 'Float32',\n            components: type === 'color' ? 4 : 2,\n            offset: 0\n        }));\n        this.paintVertexArray = new PaintVertexArray();\n    }\n\n    populatePaintArray(newLength: number, feature: Feature, imagePositions: SpritePositions, availableImages: ImageId[], canonical?: CanonicalTileID, brightness?: number | null, formattedSection?: FormattedSection, worldview?: string) {\n        const min = this.expression.evaluate(new EvaluationParameters(this.context.zoom, {brightness, worldview}), feature, {}, canonical, availableImages, formattedSection);\n        const max = this.expression.evaluate(new EvaluationParameters(this.context.zoom + 1, {brightness, worldview}), feature, {}, canonical, availableImages, formattedSection);\n        const ignoreLut = shouldIgnoreLut(this.lutExpression, feature, {}, availableImages, canonical, brightness, formattedSection, worldview);\n\n        const start = this.paintVertexArray.length;\n        this.paintVertexArray.resize(newLength);\n        this._setPaintValue(start, newLength, min, max, ignoreLut ? null : this.context.lut);\n    }\n\n    updatePaintArray(start: number, end: number, feature: Feature, featureState: FeatureState, availableImages: ImageId[], spritePositions: SpritePositions, brightness: number, worldview: string) {\n        const min = this.expression.evaluate({zoom: this.context.zoom, brightness, worldview}, feature, featureState, undefined, availableImages);\n        const max = this.expression.evaluate({zoom: this.context.zoom + 1, brightness, worldview}, feature, featureState, undefined, availableImages);\n        const ignoreLut = shouldIgnoreLut(this.lutExpression, feature, featureState, availableImages, undefined, brightness, undefined, worldview);\n\n        this._setPaintValue(start, end, min, max, ignoreLut ? null : this.context.lut);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _setPaintValue(start: number, end: number, min: any, max: any, lut?: LUT) {\n        if (this.type === 'color') {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            const minColor = packColor(min.toPremultipliedRenderColor(lut));\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            const maxColor = packColor(max.toPremultipliedRenderColor(lut));\n            for (let i = start; i < end; i++) {\n                this.paintVertexArray.emplace(i, minColor[0], minColor[1], maxColor[0], maxColor[1]);\n            }\n        } else {\n            for (let i = start; i < end; i++) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                this.paintVertexArray.emplace(i, min, max);\n            }\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this.maxValue = Math.max(this.maxValue, Math.abs(min), Math.abs(max));\n        }\n    }\n\n    upload(context: Context) {\n        if (this.paintVertexArray && this.paintVertexArray.arrayBuffer) {\n            if (this.paintVertexBuffer && this.paintVertexBuffer.buffer) {\n                this.paintVertexBuffer.updateData(this.paintVertexArray);\n            } else {\n                this.paintVertexBuffer = context.createVertexBuffer(this.paintVertexArray, this.paintVertexAttributes, this.expression.isStateDependent || !this.expression.isLightConstant);\n            }\n        }\n    }\n\n    destroy() {\n        if (this.paintVertexBuffer) {\n            this.paintVertexBuffer.destroy();\n        }\n    }\n\n    setUniform(\n        program: WebGLProgram,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        uniform: IUniform<any>,\n        globals: GlobalProperties,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        _: PossiblyEvaluatedPropertyValue<any>,\n        uniformName: string,\n    ): void {\n        const currentZoom = this.useIntegerZoom ? Math.floor(globals.zoom) : globals.zoom;\n        const factor = clamp(this.expression.interpolationFactor(currentZoom, this.context.zoom, this.context.zoom + 1), 0, 1);\n        uniform.set(program, uniformName, factor);\n    }\n\n    getBinding(context: Context, _: string): Uniform1f {\n        return new Uniform1f(context);\n    }\n}\n\nclass PatternCompositeBinder implements AttributeBinder {\n    expression: CompositeExpression;\n    layerId: string;\n    context!: ProgramConfigurationContext;\n    lutExpression!: PossiblyEvaluatedValue<string>;\n\n    paintVertexArray: StructArray;\n    paintVertexBuffer: VertexBuffer | null | undefined;\n    paintVertexAttributes: Array<StructArrayMember>;\n\n    paintTransitionVertexArray: StructArray;\n    paintTransitionVertexBuffer: VertexBuffer | null | undefined;\n\n    constructor(expression: CompositeExpression, names: Array<string>, type: string, PaintVertexArray: Class<StructArray>, layerId: string) {\n        this.expression = expression;\n        this.layerId = layerId;\n\n        this.paintVertexAttributes = (type === 'array' ? dashAttributes : patternAttributes).members;\n        for (let i = 0; i < names.length; ++i) {\n            assert(!this.paintVertexAttributes[i] || `a_${names[i]}` === this.paintVertexAttributes[i].name);\n        }\n\n        this.paintVertexArray = new PaintVertexArray();\n        this.paintTransitionVertexArray = new StructArrayLayout4ui8();\n    }\n\n    populatePaintArray(length: number, feature: Feature, imagePositions: SpritePositions, _availableImages: ImageId[]) {\n        const start = this.paintVertexArray.length;\n        this.paintVertexArray.resize(length);\n        this._setPaintValues(start, length, feature.patterns && feature.patterns[this.layerId], imagePositions);\n    }\n\n    updatePaintArray(start: number, end: number, feature: Feature, featureState: FeatureState, availableImages: ImageId[], imagePositions: SpritePositions, _?: number | null) {\n        this._setPaintValues(start, end, feature.patterns && feature.patterns[this.layerId], imagePositions);\n    }\n\n    _setPaintValues(start: number, end: number, patterns: string[] | null | undefined, positions: SpritePositions) {\n        if (!positions || !patterns) return;\n\n        const primaryPos = positions[patterns[0]];\n        const secondaryPos = positions[patterns[1]];\n        if (!primaryPos) return;\n\n        if (primaryPos) {\n            const {tl, br, pixelRatio} = primaryPos;\n            for (let i = start; i < end; i++) {\n                this.paintVertexArray.emplace(i, tl[0], tl[1], br[0], br[1], pixelRatio);\n            }\n        }\n\n        if (secondaryPos) {\n            this.paintTransitionVertexArray.resize(this.paintVertexArray.length);\n            const {tl, br} = secondaryPos;\n\n            for (let i = start; i < end; i++) {\n                this.paintTransitionVertexArray.emplace(i, tl[0], tl[1], br[0], br[1]);\n            }\n        }\n\n    }\n\n    upload(context: Context) {\n        const isDynamicDraw = this.expression.isStateDependent || !this.expression.isLightConstant;\n        if (this.paintVertexArray && this.paintVertexArray.arrayBuffer) {\n            this.paintVertexBuffer = context.createVertexBuffer(this.paintVertexArray, this.paintVertexAttributes, isDynamicDraw);\n        }\n\n        if (this.paintTransitionVertexArray && this.paintTransitionVertexArray.length) {\n            this.paintTransitionVertexBuffer = context.createVertexBuffer(this.paintTransitionVertexArray, patternTransitionAttributes.members, isDynamicDraw);\n        }\n    }\n\n    destroy() {\n        if (this.paintVertexBuffer) this.paintVertexBuffer.destroy();\n        if (this.paintTransitionVertexBuffer) this.paintTransitionVertexBuffer.destroy();\n    }\n}\n\n/**\n * ProgramConfiguration contains the logic for binding style layer properties and tile\n * layer feature data into GL program uniforms and vertex attributes.\n *\n * Non-data-driven property values are bound to shader uniforms. Data-driven property\n * values are bound to vertex attributes. In order to support a uniform GLSL syntax over\n * both, [Mapbox GL Shaders](https://github.com/mapbox/mapbox-gl-shaders) defines a `#pragma`\n * abstraction, which ProgramConfiguration is responsible for implementing. At runtime,\n * it examines the attributes of a particular layer, combines this with fixed knowledge\n * about how layers of the particular type are implemented, and determines which uniforms\n * and vertex attributes will be required. It can then substitute the appropriate text\n * into the shader source code, create and link a program, and bind the uniforms and\n * vertex attributes in preparation for drawing.\n *\n * When a vector tile is parsed, this same configuration information is used to\n * populate the attribute buffers needed for data-driven styling using the zoom\n * level and feature property data.\n *\n * @private\n */\nexport default class ProgramConfiguration {\n    binders: {\n        [_: string]: AttributeBinder | UniformBinder;\n    };\n    cacheKey: string;\n    context: ProgramConfigurationContext;\n\n    _buffers: Array<VertexBuffer>;\n\n    constructor(layer: TypedStyleLayer, context: ProgramConfigurationContext, filterProperties: (_: string) => boolean = () => true) {\n        this.binders = {};\n        this._buffers = [];\n        this.context = context;\n\n        const keys = [];\n        const baseLayer = layer as StyleLayer;\n        for (const property in layer.paint._values) {\n            const value = baseLayer.paint.get(property);\n\n            if (property.endsWith('-use-theme')) continue;\n            if (!filterProperties(property)) continue;\n            if (!(value instanceof PossiblyEvaluatedPropertyValue) || !supportsPropertyExpression(value.property.specification)) {\n                continue;\n            }\n            const names = paintAttributeNames(property, layer.type);\n            const expression = value.value;\n            const type = value.property.specification.type;\n            const useIntegerZoom = !!value.property.useIntegerZoom;\n            const isPattern = property === 'line-dasharray' || property.endsWith('pattern');\n\n            const valueUseTheme = baseLayer.paint.get(`${property}-use-theme`) as PossiblyEvaluatedPropertyValue<string>;\n            const isVariableLineCap = property === 'line-dasharray' && (baseLayer.layout.get('line-cap') as PossiblyEvaluatedPropertyValue<unknown>).value.kind !== 'constant';\n            const sourceException = isVariableLineCap || (valueUseTheme && valueUseTheme.value.kind !== 'constant');\n\n            if (expression.kind === 'constant' && !sourceException) {\n                this.binders[property] = isPattern ?\n                    new PatternConstantBinder(expression.value, names) :\n                    new ConstantBinder(expression.value, names, type, context);\n                keys.push(`/u_${property}`);\n\n            } else if (expression.kind === 'source' || sourceException || isPattern) {\n                const StructArrayLayout = layoutType(property, type, 'source');\n                this.binders[property] = isPattern ?\n                    new PatternCompositeBinder(expression as CompositeExpression, names, type, StructArrayLayout, layer.id) :\n                    new SourceExpressionBinder(expression, names, type, StructArrayLayout);\n\n                keys.push(`/a_${property}`);\n\n            } else {\n                const StructArrayLayout = layoutType(property, type, 'composite');\n                this.binders[property] = new CompositeExpressionBinder(expression as CompositeExpression, names, type, useIntegerZoom, context, StructArrayLayout);\n                keys.push(`/z_${property}`);\n            }\n\n            if (valueUseTheme) {\n                this.binders[property].lutExpression = valueUseTheme.value;\n            }\n        }\n\n        this.cacheKey = keys.sort().join('');\n    }\n\n    updateExpressions(layer: TypedStyleLayer) {\n        const baseLayer = layer as StyleLayer;\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            if (binder instanceof SourceExpressionBinder ||\n                binder instanceof CompositeExpressionBinder ||\n                binder instanceof PatternCompositeBinder) {\n                const value = baseLayer.paint.get(property) as PossiblyEvaluatedPropertyValue<unknown>;\n                // eslint-disable-next-line @typescript-eslint/no-explicit-any\n                (binder as {expression: any}).expression = value.value;\n            }\n        }\n    }\n\n    getMaxValue(property: string): number {\n        const binder = this.binders[property];\n        return binder instanceof SourceExpressionBinder || binder instanceof CompositeExpressionBinder ? binder.maxValue : 0;\n    }\n\n    populatePaintArrays(newLength: number, feature: Feature, imagePositions: SpritePositions, availableImages: ImageId[], canonical?: CanonicalTileID, brightness?: number | null, formattedSection?: FormattedSection, worldview?: string) {\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            binder.context = this.context;\n            if (binder instanceof SourceExpressionBinder || binder instanceof CompositeExpressionBinder || binder instanceof PatternCompositeBinder)\n                (binder as AttributeBinder).populatePaintArray(newLength, feature, imagePositions, availableImages, canonical, brightness, formattedSection, worldview);\n        }\n    }\n\n    setConstantPatternPositions(primaryPosTo: SpritePosition, secondaryPosTo?: SpritePosition) {\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            if (binder instanceof PatternConstantBinder)\n                binder.setConstantPatternPositions(primaryPosTo, secondaryPosTo);\n        }\n    }\n\n    getPatternTransitionVertexBuffer(property: string) {\n        const binder = this.binders[property];\n\n        if (binder instanceof PatternCompositeBinder) {\n            return binder.paintTransitionVertexBuffer;\n        }\n\n        return null;\n    }\n\n    updatePaintArrays(\n        featureStates: FeatureStates,\n        featureMap: FeaturePositionMap,\n        featureMapWithoutIds: FeaturePositionMap,\n        vtLayer: VectorTileLayer,\n        layer: TypedStyleLayer,\n        availableImages: ImageId[],\n        imagePositions: SpritePositions,\n        isBrightnessChanged: boolean,\n        brightness: number,\n        worldview: string | undefined\n    ): boolean {\n        let dirty: boolean = false;\n        const keys = Object.keys(featureStates);\n        const featureStateUpdate = (keys.length !== 0) && !isBrightnessChanged;\n        const ids = featureStateUpdate ? keys : featureMap.uniqueIds;\n        this.context.lut = layer.lut;\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            binder.context = this.context;\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-member-access\n            const isExpressionNotConst = (binder as any).expression && (binder as any).expression.kind && (binder as any).expression.kind !== 'constant';\n            if ((binder instanceof SourceExpressionBinder || binder instanceof CompositeExpressionBinder ||\n                 // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-member-access\n                 binder instanceof PatternCompositeBinder) && isExpressionNotConst && ((binder as any).expression.isStateDependent === true || (binder as any).expression.isLightConstant === false)) {\n                //AHM: Remove after https://github.com/mapbox/mapbox-gl-js/issues/6255\n                const baseLayer = layer as StyleLayer;\n                const value = baseLayer.paint.get(property) as PossiblyEvaluatedPropertyValue<unknown>;\n\n                // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-member-access\n                (binder as any).expression = value.value;\n                for (const id of ids) {\n                    const state = featureStates[id.toString()];\n                    featureMap.eachPosition(id, (index, start, end) => {\n                        const feature = vtLayer.feature(index);\n                        (binder as AttributeBinder).updatePaintArray(start, end, feature, state, availableImages, imagePositions, brightness, worldview);\n                    });\n                }\n                if (!featureStateUpdate) {\n                    for (const id of featureMapWithoutIds.uniqueIds) {\n                        const state = featureStates[id.toString()];\n                        featureMapWithoutIds.eachPosition(id, (index, start, end) => {\n                            const feature = vtLayer.feature(index);\n                            (binder as AttributeBinder).updatePaintArray(start, end, feature, state, availableImages, imagePositions, brightness, worldview);\n                        });\n                    }\n                }\n                dirty = true;\n            }\n        }\n        return dirty;\n    }\n\n    defines(): Array<string> {\n        const result: string[] = [];\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            if (binder instanceof ConstantBinder || binder instanceof PatternConstantBinder) {\n                result.push(...binder.uniformNames.map(name => `#define HAS_UNIFORM_${name}`));\n            }\n        }\n        return result;\n    }\n\n    getPaintVertexBuffers(): Array<VertexBuffer> {\n        // _buffers will be undefined here if updatePaintBuffers hasn't been called on the main thread yet\n        assert(this._buffers);\n        return this._buffers;\n    }\n\n    getUniforms(context: Context): Array<BinderUniform> {\n        const uniforms: BinderUniform[] = [];\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            if (binder instanceof ConstantBinder || binder instanceof PatternConstantBinder || binder instanceof CompositeExpressionBinder) {\n                for (const name of binder.uniformNames) {\n                    uniforms.push({name, property, binding: binder.getBinding(context, name)});\n                }\n            }\n        }\n        return uniforms;\n    }\n\n    setUniforms<Properties>(\n        program: WebGLProgram,\n        context: Context,\n        binderUniforms: Array<BinderUniform>,\n        properties: PossiblyEvaluated<Properties>,\n        globals: GlobalProperties,\n    ) {\n        // Uniform state bindings are owned by the Program, but we set them\n        // from within the ProgramConfiguration's binder members.\n        for (const {name, property, binding} of binderUniforms) {\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            (this.binders[property] as any).setUniform(program, binding, globals, properties.get(property as keyof Properties), name);\n        }\n    }\n\n    updatePaintBuffers() {\n        this._buffers = [];\n\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            if ((\n                binder instanceof SourceExpressionBinder ||\n                binder instanceof CompositeExpressionBinder ||\n                binder instanceof PatternCompositeBinder) && binder.paintVertexBuffer) {\n                this._buffers.push(binder.paintVertexBuffer);\n            }\n\n            if (binder instanceof PatternCompositeBinder && binder.paintTransitionVertexBuffer) {\n                this._buffers.push(binder.paintTransitionVertexBuffer);\n            }\n        }\n    }\n\n    upload(context: Context) {\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            if (binder instanceof SourceExpressionBinder || binder instanceof CompositeExpressionBinder || binder instanceof PatternCompositeBinder)\n                binder.upload(context);\n        }\n        this.updatePaintBuffers();\n    }\n\n    destroy() {\n        for (const property in this.binders) {\n            const binder = this.binders[property];\n            if (binder instanceof SourceExpressionBinder || binder instanceof CompositeExpressionBinder || binder instanceof PatternCompositeBinder)\n                binder.destroy();\n        }\n    }\n}\n\nexport class ProgramConfigurationSet<Layer extends TypedStyleLayer> {\n    programConfigurations: {\n        [_: string]: ProgramConfiguration;\n    };\n    needsUpload: boolean;\n    _featureMap: FeaturePositionMap;\n    _featureMapWithoutIds: FeaturePositionMap;\n    _bufferOffset: number;\n    _idlessCounter: number;\n\n    constructor(layers: ReadonlyArray<Layer>, context: ProgramConfigurationContext, filterProperties: (_: string) => boolean = () => true) {\n        this.programConfigurations = {};\n        for (const layer of layers) {\n            this.programConfigurations[layer.id] = new ProgramConfiguration(layer, context, filterProperties);\n        }\n        this.needsUpload = false;\n        this._featureMap = new FeaturePositionMap();\n        this._featureMapWithoutIds = new FeaturePositionMap();\n        this._bufferOffset = 0;\n        this._idlessCounter = 0;\n    }\n\n    populatePaintArrays(length: number, feature: Feature, index: number, imagePositions: SpritePositions, availableImages: ImageId[], canonical: CanonicalTileID, brightness?: number | null, formattedSection?: FormattedSection, worldview?: string) {\n        for (const key in this.programConfigurations) {\n            this.programConfigurations[key].populatePaintArrays(length, feature, imagePositions, availableImages, canonical, brightness, formattedSection, worldview);\n        }\n\n        if (feature.id !== undefined) {\n            this._featureMap.add(feature.id, index, this._bufferOffset, length);\n        } else {\n            this._featureMapWithoutIds.add(this._idlessCounter, index, this._bufferOffset, length);\n            this._idlessCounter += 1;\n        }\n        this._bufferOffset = length;\n\n        this.needsUpload = true;\n    }\n\n    updatePaintArrays(featureStates: FeatureStates, vtLayer: VectorTileLayer, layers: ReadonlyArray<TypedStyleLayer>, availableImages: ImageId[], imagePositions: SpritePositions, isBrightnessChanged: boolean, brightness?: number | null, worldview?: string) {\n        for (const layer of layers) {\n            this.needsUpload = this.programConfigurations[layer.id].updatePaintArrays(featureStates, this._featureMap, this._featureMapWithoutIds, vtLayer, layer, availableImages, imagePositions, isBrightnessChanged, brightness || 0, worldview) || this.needsUpload;\n        }\n    }\n\n    get(layerId: string): ProgramConfiguration {\n        return this.programConfigurations[layerId];\n    }\n\n    upload(context: Context) {\n        if (!this.needsUpload) return;\n        for (const layerId in this.programConfigurations) {\n            this.programConfigurations[layerId].upload(context);\n        }\n        this.needsUpload = false;\n    }\n\n    destroy() {\n        for (const layerId in this.programConfigurations) {\n            this.programConfigurations[layerId].destroy();\n        }\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>) {\n        const known = new Set<string>();\n        for (const layer of layers) {\n            const pc = this.programConfigurations[layer.id];\n            if (pc) {\n                pc.updateExpressions(layer);\n                known.add(layer.id);\n            }\n        }\n        // Drop entries for layers that were removed from the style between\n        // the worker building this bucket and the main thread receiving it;\n        // those binders no longer have an expression to reattach.\n        for (const layerId in this.programConfigurations) {\n            if (!known.has(layerId)) delete this.programConfigurations[layerId];\n        }\n    }\n}\n\nconst attributeNameExceptions: Record<string, string[]> = {\n    'text-opacity': ['opacity'],\n    'icon-opacity': ['opacity'],\n    'text-occlusion-opacity': ['occlusion_opacity'],\n    'icon-occlusion-opacity': ['occlusion_opacity'],\n    'text-color': ['fill_color'],\n    'icon-color': ['fill_color'],\n    'text-emissive-strength': ['emissive_strength'],\n    'icon-emissive-strength': ['emissive_strength'],\n    'text-halo-color': ['halo_color'],\n    'icon-halo-color': ['halo_color'],\n    'text-halo-blur': ['halo_blur'],\n    'icon-halo-blur': ['halo_blur'],\n    'text-halo-width': ['halo_width'],\n    'icon-halo-width': ['halo_width'],\n    'symbol-z-offset': ['z_offset'],\n    'line-gap-width': ['gapwidth'],\n    'line-pattern': ['pattern', 'pixel_ratio', 'pattern_b'],\n    'fill-pattern': ['pattern', 'pixel_ratio', 'pattern_b'],\n    'fill-extrusion-pattern': ['pattern', 'pixel_ratio', 'pattern_b'],\n    'line-dasharray': ['dash'],\n    'fill-bridge-guard-rail-color': ['structure_color'],\n    'fill-tunnel-structure-color': ['structure_color']\n};\n\nfunction paintAttributeNames(property: string, type: string): string[] {\n    return attributeNameExceptions[property] || [property.replace(`${type}-`, '').replace(/-/g, '_')];\n}\n\nconst propertyExceptions = {\n    'line-pattern': {\n        'source': PatternLayoutArray,\n        'composite': PatternLayoutArray\n    },\n    'fill-pattern': {\n        'source': PatternLayoutArray,\n        'composite': PatternLayoutArray\n    },\n    'fill-extrusion-pattern': {\n        'source': PatternLayoutArray,\n        'composite': PatternLayoutArray\n    },\n    'line-dasharray': { // temporary layout\n        'source': DashLayoutArray,\n        'composite': DashLayoutArray\n    }\n} as const;\n\nconst defaultLayouts = {\n    'color': {\n        'source': StructArrayLayout2f8,\n        'composite': StructArrayLayout4f16\n    },\n    'number': {\n        'source': StructArrayLayout1f4,\n        'composite': StructArrayLayout2f8\n    }\n} as const;\n\ntype LayoutType = 'array' | 'boolean' | 'color' | 'enum' | 'number' | 'resolvedImage' | 'string' | 'formatted';\n\nfunction layoutType(property: string, type: LayoutType, binderType: 'source' | 'composite'): Class<StructArray> {\n    const layoutException = propertyExceptions[property as keyof typeof propertyExceptions];\n    return (layoutException && layoutException[binderType]) || defaultLayouts[type as keyof typeof defaultLayouts][binderType];\n}\n\nregister(ConstantBinder, 'ConstantBinder');\nregister(PatternConstantBinder, 'PatternConstantBinder');\n// `expression` is omitted from transfer; reattached post-deserialize via updateBucketExpressions\nregister(SourceExpressionBinder, 'SourceExpressionBinder', {omit: ['expression']});\nregister(PatternCompositeBinder, 'PatternCompositeBinder', {omit: ['expression']});\nregister(CompositeExpressionBinder, 'CompositeExpressionBinder', {omit: ['expression']});\nregister(ProgramConfiguration, 'ProgramConfiguration', {omit: ['_buffers']});\nregister(ProgramConfigurationSet, 'ProgramConfigurationSet');\n","import {FillLayoutArray} from '../array_types';\nimport {fillLayoutAttributes} from './fill_attributes';\nimport SegmentVector from '../segment';\nimport {ProgramConfigurationSet} from '../program_configuration';\nimport {LineIndexArray, TriangleIndexArray} from '../index_array_type';\nimport {register} from '../../util/web_worker_transfer';\n\nimport type {CanonicalTileID} from '../../source/tile_id';\nimport type {BucketFeature} from '../bucket';\nimport type {FeatureStates} from '../../source/source_state';\nimport type {SpritePositions} from '../../util/image';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {LUT} from '../../util/lut';\nimport type {TypedStyleLayer} from '../../style/style_layer/typed_style_layer';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type FillStyleLayer from '../../style/style_layer/fill_style_layer';\nimport type Context from '../../gl/context';\nimport type IndexBuffer from '../../gl/index_buffer';\nimport type VertexBuffer from '../../gl/vertex_buffer';\n\nclass FillBufferData {\n    layoutVertexArray: FillLayoutArray;\n    layoutVertexBuffer: VertexBuffer | undefined;\n\n    indexArray: TriangleIndexArray;\n    indexBuffer: IndexBuffer | undefined;\n\n    lineIndexArray: LineIndexArray;\n    lineIndexBuffer: IndexBuffer | undefined;\n\n    triangleSegments: SegmentVector;\n    lineSegments: SegmentVector;\n\n    programConfigurations: ProgramConfigurationSet<FillStyleLayer>;\n    uploaded: boolean;\n\n    constructor(layers: Array<FillStyleLayer>, zoom: number, lut: LUT | null) {\n        this.layoutVertexArray = new FillLayoutArray();\n        this.indexArray = new TriangleIndexArray();\n        this.lineIndexArray = new LineIndexArray();\n        this.triangleSegments = new SegmentVector();\n        this.lineSegments = new SegmentVector();\n        this.programConfigurations = new ProgramConfigurationSet(layers, {zoom, lut});\n        this.uploaded = false;\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null, worldview?: string) {\n        this.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, worldview);\n    }\n\n    isEmpty(): boolean {\n        return this.layoutVertexArray.length === 0;\n    }\n\n    needsUpload(): boolean {\n        return this.programConfigurations.needsUpload;\n    }\n\n    upload(context: Context) {\n        if (!this.uploaded) {\n            this.layoutVertexBuffer = context.createVertexBuffer(this.layoutVertexArray, fillLayoutAttributes.members);\n            this.indexBuffer = context.createIndexBuffer(this.indexArray);\n            this.lineIndexBuffer = context.createIndexBuffer(this.lineIndexArray);\n        }\n        this.programConfigurations.upload(context);\n        this.uploaded = true;\n    }\n\n    destroy() {\n        if (!this.layoutVertexBuffer) return;\n        this.layoutVertexBuffer.destroy();\n        this.indexBuffer.destroy();\n        this.lineIndexBuffer.destroy();\n        this.programConfigurations.destroy();\n        this.triangleSegments.destroy();\n        this.lineSegments.destroy();\n    }\n\n    populatePaintArrays(feature: BucketFeature, index: number, imagePositions: SpritePositions, availableImages: ImageId[], canonical: CanonicalTileID, brightness?: number | null, worldview?: string) {\n        this.programConfigurations.populatePaintArrays(this.layoutVertexArray.length, feature, index, imagePositions, availableImages, canonical, brightness, undefined, worldview);\n    }\n}\n\nregister(FillBufferData, 'FillBufferData');\n\nexport default FillBufferData;\n","import earcut from 'earcut';\nimport classifyRings from '../../util/classify_rings';\nimport assert from '../../style-spec/util/assert';\nconst EARCUT_MAX_RINGS = 500;\nimport {register} from '../../util/web_worker_transfer';\nimport {hasPattern, addPatternDependencies} from './pattern_bucket_features';\nimport loadGeometry from '../load_geometry';\nimport toEvaluationFeature from '../evaluation_feature';\nimport EvaluationParameters from '../../style/evaluation_parameters';\nimport FillBufferData from './fill_buffer_data';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {CanonicalTileID, UnwrappedTileID} from '../../source/tile_id';\nimport type {\n    Bucket,\n    BucketParameters,\n    BucketFeature,\n    IndexedFeature,\n    PopulateParameters\n} from '../bucket';\nimport type FillStyleLayer from '../../style/style_layer/fill_style_layer';\nimport type Context from '../../gl/context';\nimport type {FeatureStates} from '../../source/source_state';\nimport type {SpritePositions} from '../../util/image';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {TileTransform} from '../../geo/projection/tile_transform';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {TileFootprint} from '../../../3d-style/util/conflation';\nimport type {TypedStyleLayer} from '../../style/style_layer/typed_style_layer';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {GlobalProperties} from \"../../style-spec/expression\";\nimport type {LUT} from '../../util/lut';\nimport type {ElevatedStructures} from '../../../3d-style/elevation/elevated_structures';\nimport type {ElevationFeature} from '../../../3d-style/elevation/elevation_feature';\nimport type {ElevationParams, FillHDExtension} from '../../../3d-style/data/bucket/fill_hd_extension';\nimport type ElevatedFillBufferData from '../../../3d-style/data/bucket/elevated_fill_buffer_data';\n\nclass FillBucket implements Bucket {\n    index: number;\n    zoom: number;\n    pixelRatio: number;\n    overscaling: number;\n    layers: Array<FillStyleLayer>;\n    layerIds: Array<string>;\n    stateDependentLayers!: Array<FillStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n    patternFeatures: Array<BucketFeature>;\n    lut: LUT | null;\n\n    bufferData: FillBufferData;\n\n    hasPattern: boolean;\n\n    uploaded: boolean;\n    projection: ProjectionSpecification;\n\n    sourceLayerIndex: number;\n    sourceLayerName: string;\n\n    worldview: string;\n    hasAppearances: boolean | null;\n\n    // Optional HD augmentation, populated by maybeAttachFillHDExt (3d-style/data/bucket/fill_hd_extension.ts)\n    // when the layer declares a non-'none' fill-elevation-reference. Owns all elevation-specific\n    // state (elevation buffer data, elevated structures, portal graph).\n    hdExt: FillHDExtension | undefined;\n\n    constructor(options: BucketParameters<FillStyleLayer>) {\n        this.zoom = options.zoom;\n        this.pixelRatio = options.pixelRatio;\n        this.overscaling = options.overscaling;\n        this.layers = options.layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.index = options.index;\n        this.hasPattern = false;\n        this.patternFeatures = [];\n        this.lut = options.lut;\n\n        this.bufferData = new FillBufferData(options.layers, options.zoom, options.lut);\n\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n        this.projection = options.projection;\n\n        this.sourceLayerIndex = options.sourceLayerIndex;\n        this.sourceLayerName = options.sourceLayerName || '';\n\n        this.worldview = options.worldview;\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(_id: UnwrappedTileID, _footprints: Array<TileFootprint>) {\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        this.hasPattern = hasPattern('fill', this.layers, this.pixelRatio, options);\n        const fillSortKey = this.layers[0].layout.get('fill-sort-key');\n        const bucketFeatures: BucketFeature[] = [];\n\n        for (const {feature, id, index, sourceLayerIndex} of features) {\n            const needGeometry = this.layers[0]._featureFilter.needGeometry;\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n\n            const passesFilter = this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom, {worldview: this.worldview, activeFloors: options.activeFloors}), evaluationFeature, canonical);\n\n            if (!passesFilter) continue;\n\n            const sortKey = fillSortKey ?\n\n                fillSortKey.evaluate(evaluationFeature, {}, canonical, options.availableImages) :\n                undefined;\n\n            const bucketFeature: BucketFeature = {\n                id,\n                properties: feature.properties,\n                type: feature.type,\n                sourceLayerIndex,\n                index,\n                geometry: needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform),\n                patterns: {},\n                sortKey\n            };\n\n            bucketFeatures.push(bucketFeature);\n        }\n\n        if (fillSortKey) {\n            bucketFeatures.sort((a, b) => {\n                // a.sortKey is always a number when fillSortKey is defined\n                return a.sortKey - b.sortKey;\n            });\n        }\n\n        for (const bucketFeature of bucketFeatures) {\n            const {geometry, index, sourceLayerIndex} = bucketFeature;\n\n            if (this.hasPattern) {\n                const patternFeature = addPatternDependencies('fill', this.layers, bucketFeature, this.zoom, this.pixelRatio, options);\n                // pattern features are added only once the pattern is loaded into the image atlas\n                // so are stored during populate until later updated with positions by tile worker in addFeatures\n                this.patternFeatures.push(patternFeature);\n            } else {\n                this.addFeature(bucketFeature, geometry, index, canonical, {}, options.availableImages, options.brightness, options.elevationFeatures);\n            }\n\n            const feature = features[index].feature;\n            options.featureIndex.insert(feature, geometry, index, sourceLayerIndex, this.index);\n        }\n\n        // Build per-FRC-level segments for non-pattern features (pattern features\n        // are handled in addFeatures separately). The extension early-returns when\n        // FRC tracking isn't enabled on this bucket.\n        if (!this.hasPattern && this.hdExt) {\n            this.hdExt.buildFrcSegments(this);\n        }\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null) {\n        this.bufferData.update(states, vtLayer, availableImages, imagePositions, layers, isBrightnessChanged, brightness, this.worldview);\n        if (this.hdExt) {\n            this.hdExt.update(states, vtLayer, availableImages, imagePositions, layers, isBrightnessChanged, brightness, this.worldview);\n        }\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>) {\n        this.bufferData.programConfigurations.updateExpressions(layers);\n        if (this.hdExt) {\n            this.hdExt.updateExpressions(layers);\n        }\n    }\n\n    addFeatures(options: PopulateParameters, canonical: CanonicalTileID, imagePositions: SpritePositions, availableImages: ImageId[], _: TileTransform, brightness?: number | null) {\n        for (const feature of this.patternFeatures) {\n            this.addFeature(feature, feature.geometry, feature.index, canonical, imagePositions, availableImages, brightness, options.elevationFeatures);\n        }\n        if (this.hdExt) {\n            this.hdExt.buildFrcSegments(this);\n        }\n    }\n\n    isEmpty(): boolean {\n        return this.bufferData.isEmpty() && (!this.hdExt || this.hdExt.isEmpty());\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded || this.bufferData.needsUpload() || (this.hdExt != null && this.hdExt.needsUpload());\n    }\n\n    upload(context: Context) {\n        this.bufferData.upload(context);\n        if (this.hdExt) {\n            this.hdExt.upload(context);\n        }\n    }\n\n    destroy() {\n        this.bufferData.destroy();\n        if (this.hdExt) {\n            this.hdExt.destroy();\n        }\n    }\n\n    addFeature(feature: BucketFeature, geometry: Array<Array<Point>>, index: number, canonical: CanonicalTileID, imagePositions: SpritePositions, availableImages: ImageId[] = [], brightness?: number | null, elevationFeatures?: ElevationFeature[]) {\n        const frc = this.hdExt ? this.hdExt.trackFeatureFrc(feature.properties) : null;\n        const triStartIndex = this.bufferData.indexArray.length;\n\n        const polygons = classifyRings(geometry, EARCUT_MAX_RINGS);\n\n        // Route through the HD extension first if present; it may consume the feature\n        // (writing to its own elevated buffer and structures) or decline and leave the\n        // feature for the core non-elevated path below.\n        const consumedByHD = this.hdExt != null && this.hdExt.handleFeature(feature, polygons, index, canonical, elevationFeatures, this);\n        if (!consumedByHD) {\n            this.addGeometry(polygons, this.bufferData);\n        }\n        this.bufferData.populatePaintArrays(feature, index, imagePositions, availableImages, canonical, brightness, this.worldview);\n        if (this.hdExt) {\n            this.hdExt.populatePaintArrays(feature, index, imagePositions, availableImages, canonical, brightness, this.worldview);\n        }\n\n        if (this.hdExt) {\n            this.hdExt.recordFeatureRange(this, triStartIndex, this.bufferData.indexArray.length, frc);\n        }\n    }\n\n    /**\n     * @private\n     */\n    addGeometry(polygons: Point[][][], bufferData: FillBufferData, elevationParams?: ElevationParams, elevatedStructures?: ElevatedStructures): [number, number] {\n        let min = Number.POSITIVE_INFINITY;\n        let max = Number.NEGATIVE_INFINITY;\n\n        let constantHeight: number = null;\n        if (elevationParams) {\n            constantHeight = elevationParams.elevationSampler.constantElevation(elevationParams.elevation, elevationParams.bias);\n            if (constantHeight != null) {\n                min = constantHeight;\n                max = constantHeight;\n            }\n        }\n\n        // Callers supply `elevationParams` only with an `ElevatedFillBufferData` instance\n        // (set up by `FillHDExtension`). The cast localises the invariant so the closure\n        // below can write to the elevated array without the whole core type knowing about it.\n        const elevatedBufferData = elevationParams ? bufferData as ElevatedFillBufferData : null;\n\n        const addElevatedVertex = (point: Point, points: Point[], heights: number[]) => {\n            if (elevationParams == null) return;\n\n            points.push(point);\n\n            // Sample elevation feature to find interpolated heights for each added vertex.\n            if (constantHeight != null) {\n                elevatedBufferData.elevatedLayoutVertexArray.emplaceBack(constantHeight);\n                heights.push(constantHeight);\n            } else {\n                const height = elevationParams.elevationSampler.pointElevation(point, elevationParams.elevation, elevationParams.bias);\n                elevatedBufferData.elevatedLayoutVertexArray.emplaceBack(height);\n                heights.push(height);\n                min = Math.min(min, height);\n                max = Math.max(max, height);\n            }\n        };\n\n        for (const polygon of polygons) {\n            let numVertices = 0;\n            for (const ring of polygon) {\n                numVertices += ring.length;\n            }\n\n            const triangleSegment = bufferData.triangleSegments.prepareSegment(numVertices, bufferData.layoutVertexArray, bufferData.indexArray);\n            const triangleIndex = triangleSegment.vertexLength;\n\n            const flattened = [];\n            const holeIndices = [];\n\n            const points: Point[] = [];\n            const heights: number[] = [];\n            // Track ring indices\n            const ringVertexOffsets: number[] = [];\n            const vOffset = bufferData.layoutVertexArray.length;\n\n            for (const ring of polygon) {\n                if (ring.length === 0) {\n                    continue;\n                }\n\n                if (ring !== polygon[0]) {\n                    holeIndices.push(flattened.length / 2);\n                }\n\n                const lineSegment = bufferData.lineSegments.prepareSegment(ring.length, bufferData.layoutVertexArray, bufferData.lineIndexArray);\n                const lineIndex = lineSegment.vertexLength;\n\n                if (elevationParams) {\n                    ringVertexOffsets.push(bufferData.layoutVertexArray.length - vOffset);\n                }\n\n                addElevatedVertex(ring[0], points, heights);\n                bufferData.layoutVertexArray.emplaceBack(ring[0].x, ring[0].y);\n                bufferData.lineIndexArray.emplaceBack(lineIndex + ring.length - 1, lineIndex);\n                flattened.push(ring[0].x);\n                flattened.push(ring[0].y);\n\n                for (let i = 1; i < ring.length; i++) {\n                    addElevatedVertex(ring[i], points, heights);\n                    bufferData.layoutVertexArray.emplaceBack(ring[i].x, ring[i].y);\n                    bufferData.lineIndexArray.emplaceBack(lineIndex + i - 1, lineIndex + i);\n                    flattened.push(ring[i].x);\n                    flattened.push(ring[i].y);\n                }\n\n                lineSegment.vertexLength += ring.length;\n                lineSegment.primitiveLength += ring.length;\n            }\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call\n            const indices: number[] = earcut(flattened, holeIndices);\n            assert(indices.length % 3 === 0);\n\n            for (let i = 0; i < indices.length; i += 3) {\n                bufferData.indexArray.emplaceBack(\n                    triangleIndex + indices[i],\n                    triangleIndex + indices[i + 1],\n                    triangleIndex + indices[i + 2]);\n            }\n\n            // elevatedStructures is supplied only for hd-road-base features; markup features\n            // use elevationParams without elevatedStructures and skip the portal/structure work.\n            if (indices.length > 0 && elevationParams && elevatedStructures) {\n                const isTunnel = elevationParams.elevation.isTunnel();\n                const safeArea = elevationParams.elevation.safeArea;\n                const vOffset = elevatedStructures.addVertices(points, heights);\n                elevatedStructures.addTriangles(indices, vOffset, isTunnel);\n\n                const ringCount = ringVertexOffsets.length;\n                if (ringCount > 0) {\n                    for (let i = 0; i < ringCount - 1; i++) {\n                        elevatedStructures.addRenderableRing(\n                            elevationParams.index, ringVertexOffsets[i] + vOffset, ringVertexOffsets[i + 1] - ringVertexOffsets[i], isTunnel, safeArea, elevationParams.featureInfo\n                        );\n                    }\n                    elevatedStructures.addRenderableRing(\n                        elevationParams.index, ringVertexOffsets[ringCount - 1] + vOffset, points.length - ringVertexOffsets[ringCount - 1], isTunnel, safeArea, elevationParams.featureInfo\n                    );\n                }\n            }\n\n            triangleSegment.vertexLength += numVertices;\n            triangleSegment.primitiveLength += indices.length / 3;\n        }\n\n        return [min, max];\n    }\n}\n\nregister(FillBucket, 'FillBucket', {omit: ['layers', 'patternFeatures']});\n\nexport default FillBucket;\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nexport const lineLayoutAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos_normal', components: 2, type: 'Int16'},\n    {name: 'a_data', components: 4, type: 'Uint8'},\n    {name: 'a_linesofar', components: 1, type: 'Float32'}\n], 4);\n\nexport const lineZOffsetAttributes: StructArrayLayout = createLayout([\n    {name: 'a_z_offset_width', components: 4, type: 'Float32'}\n], 4);\n\nexport const lineElevationIdColAttributes: StructArrayLayout = createLayout([\n    {name: 'a_elevation_id_col', components: 3, type: 'Float32'}\n], 4);\n\nexport const lineElevationGroundScaleAttributes: StructArrayLayout = createLayout([\n    {name: 'a_elevation_ground_scale', components: 1, type: 'Float32'}\n], 4);\n\nexport const {members, size, alignment} = lineLayoutAttributes;\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nconst lineLayoutAttributesExt: StructArrayLayout = createLayout([\n    {name: 'a_packed', components: 3, type: 'Float32'}\n]);\n\nexport default lineLayoutAttributesExt;\nexport const {members, size, alignment} = lineLayoutAttributesExt;\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nconst lineLayoutAttributesPattern: StructArrayLayout = createLayout([\n    {name: 'a_pattern_data', components: 3, type: 'Float32'}\n]);\n\nexport default lineLayoutAttributesPattern;\nexport const {members, size, alignment} = lineLayoutAttributesPattern;\n","\nimport Point from '@mapbox/point-geometry';\n\n/** @import {PbfReader} from 'pbf' */\n/** @import {Feature} from 'geojson' */\n\nexport class VectorTileFeature {\n    /**\n     * @param {PbfReader} pbf\n     * @param {number} end\n     * @param {number} extent\n     * @param {string[]} keys\n     * @param {(number | string | boolean)[]} values\n     */\n    constructor(pbf, end, extent, keys, values) {\n        // Public\n\n        /** @type {Record<string, number | string | boolean>} */\n        this.properties = Object.create(null);\n\n        this.extent = extent;\n        /** @type {0 | 1 | 2 | 3} */\n        this.type = 0;\n\n        /** @type {number | undefined} */\n        this.id = undefined;\n\n        /** @private */\n        this._pbf = pbf;\n        /** @private */\n        this._geometry = -1;\n        /** @private */\n        this._keys = keys;\n        /** @private */\n        this._values = values;\n\n        while (pbf.pos < end) {\n            const tag = pbf.readVarint();\n            if (tag === 8) this.id = pbf.readVarint();\n            else if (tag === 18) {\n                const tagsEnd = pbf.readVarint() + pbf.pos;\n                while (pbf.pos < tagsEnd) {\n                    const key = keys[pbf.readVarint()];\n                    const value = values[pbf.readVarint()];\n                    this.properties[key] = value;\n                }\n            } else if (tag === 24) this.type = /** @type {0 | 1 | 2 | 3} */ (pbf.readVarint());\n            else if (tag === 34) {\n                this._geometry = pbf.pos;\n                pbf.skip(tag);\n            } else pbf.skip(tag);\n        }\n    }\n\n    loadGeometry() {\n        if (this._geometry < 0) throw new Error('feature has no geometry');\n        const pbf = this._pbf;\n        pbf.pos = this._geometry;\n\n        const end = pbf.readVarint() + pbf.pos;\n\n        /** @type Point[][] */\n        const lines = [];\n\n        /** @type Point[] | undefined */\n        let line;\n\n        let cmd = 1;\n        let length = 0;\n        let x = 0;\n        let y = 0;\n\n        while (pbf.pos < end) {\n            if (length <= 0) {\n                const cmdLen = pbf.readVarint();\n                cmd = cmdLen & 0x7;\n                length = cmdLen >> 3;\n                if (length === 0) continue;\n            }\n\n            length--;\n\n            if (cmd === 1) { // moveTo\n                x += pbf.readSVarint();\n                y += pbf.readSVarint();\n                if (line) lines.push(line);\n                line = [new Point(x, y)];\n\n            } else if (cmd === 2) { // lineTo\n                x += pbf.readSVarint();\n                y += pbf.readSVarint();\n                if (line) line.push(new Point(x, y));\n\n            } else if (cmd === 7) {\n\n                // Workaround for https://github.com/mapbox/mapnik-vector-tile/issues/90\n                if (line) {\n                    line.push(line[0].clone()); // closePolygon\n                }\n\n            } else {\n                throw new Error(`unknown command ${cmd}`);\n            }\n        }\n\n        if (line) lines.push(line);\n\n        return lines;\n    }\n\n    bbox() {\n        if (this._geometry < 0) throw new Error('feature has no geometry');\n        const pbf = this._pbf;\n        pbf.pos = this._geometry;\n\n        const end = pbf.readVarint() + pbf.pos;\n        let cmd = 1,\n            length = 0,\n            x = 0,\n            y = 0,\n            x1 = Infinity,\n            x2 = -Infinity,\n            y1 = Infinity,\n            y2 = -Infinity;\n\n        while (pbf.pos < end) {\n            if (length <= 0) {\n                const cmdLen = pbf.readVarint();\n                cmd = cmdLen & 0x7;\n                length = cmdLen >> 3;\n                if (length === 0) continue;\n            }\n\n            length--;\n\n            if (cmd === 1 || cmd === 2) {\n                x += pbf.readSVarint();\n                y += pbf.readSVarint();\n                if (x < x1) x1 = x;\n                if (x > x2) x2 = x;\n                if (y < y1) y1 = y;\n                if (y > y2) y2 = y;\n\n            } else if (cmd !== 7) {\n                throw new Error(`unknown command ${cmd}`);\n            }\n        }\n\n        return [x1, y1, x2, y2];\n    }\n\n    /**\n     * @param {number} x\n     * @param {number} y\n     * @param {number} z\n     * @return {Feature}\n     */\n    toGeoJSON(x, y, z) {\n        const size = this.extent * Math.pow(2, z),\n            x0 = this.extent * x,\n            y0 = this.extent * y,\n            vtCoords = this.loadGeometry();\n\n        /** @param {Point} p */\n        function projectPoint(p) {\n            return [\n                (p.x + x0) * 360 / size - 180,\n                360 / Math.PI * Math.atan(Math.exp((1 - (p.y + y0) * 2 / size) * Math.PI)) - 90\n            ];\n        }\n\n        /** @param {Point[]} line */\n        function projectLine(line) {\n            return line.map(projectPoint);\n        }\n\n        /** @type {Feature[\"geometry\"]} */\n        let geometry;\n\n        if (this.type === 1) {\n            const points = [];\n            for (const line of vtCoords) {\n                points.push(line[0]);\n            }\n            const coordinates = projectLine(points);\n            geometry = points.length === 1 ?\n                {type: 'Point', coordinates: coordinates[0]} :\n                {type: 'MultiPoint', coordinates};\n\n        } else if (this.type === 2) {\n\n            const coordinates = vtCoords.map(projectLine);\n            geometry = coordinates.length === 1 ?\n                {type: 'LineString', coordinates: coordinates[0]} :\n                {type: 'MultiLineString', coordinates};\n\n        } else if (this.type === 3) {\n            const polygons = classifyRings(vtCoords);\n            const coordinates = [];\n            for (const polygon of polygons) {\n                coordinates.push(polygon.map(projectLine));\n            }\n            geometry = coordinates.length === 1 ?\n                {type: 'Polygon', coordinates: coordinates[0]} :\n                {type: 'MultiPolygon', coordinates};\n        } else {\n\n            throw new Error('unknown feature type');\n        }\n\n        /** @type {Feature} */\n        const result = {\n            type: 'Feature',\n            geometry,\n            properties: this.properties\n        };\n\n        if (this.id != null) {\n            result.id = this.id;\n        }\n\n        return result;\n    }\n}\n\n/** @type {['Unknown', 'Point', 'LineString', 'Polygon']} */\nVectorTileFeature.types = ['Unknown', 'Point', 'LineString', 'Polygon'];\n\n/** classifies an array of rings into polygons with outer rings and holes\n * @param {Point[][]} rings\n */\nexport function classifyRings(rings) {\n    const len = rings.length;\n\n    if (len <= 1) return [rings];\n\n    const polygons = [];\n    let polygon, ccw;\n\n    for (let i = 0; i < len; i++) {\n        const area = signedArea(rings[i]);\n        if (area === 0) continue;\n\n        if (ccw === undefined) ccw = area < 0;\n\n        if (ccw === area < 0) {\n            if (polygon) polygons.push(polygon);\n            polygon = [rings[i]];\n\n        } else if (polygon) {\n            polygon.push(rings[i]);\n        }\n    }\n    if (polygon) polygons.push(polygon);\n\n    return polygons;\n}\n\n/** @param {Point[]} ring */\nfunction signedArea(ring) {\n    let sum = 0;\n    for (let i = 0, len = ring.length, j = len - 1, p1, p2; i < len; j = i++) {\n        p1 = ring[i];\n        p2 = ring[j];\n        sum += (p2.x - p1.x) * (p1.y + p2.y);\n    }\n    return sum;\n}\n\nexport class VectorTileLayer {\n    /**\n     * @param {PbfReader} pbf\n     * @param {number} [end]\n     */\n    constructor(pbf, end) {\n        // Public\n        this.version = 1;\n        this.name = '';\n        this.extent = 4096;\n        this.length = 0;\n\n        /** @private */\n        this._pbf = pbf;\n\n        /** @private\n         * @type {string[]} */\n        this._keys = [];\n\n        /** @private\n         * @type {(number | string | boolean)[]} */\n        this._values = [];\n\n        /** @private\n         * @type {number[]} */\n        this._features = [];\n\n        if (end === undefined) end = pbf.length;\n        while (pbf.pos < end) {\n            const tag = pbf.readVarint();\n            if (tag === 10) this.name = pbf.readString();\n            else if (tag === 18) {\n                this._features.push(pbf.pos);\n                pbf.skip(tag);\n            } else if (tag === 26) this._keys.push(pbf.readString());\n            else if (tag === 34) this._values.push(readValueMessage(pbf));\n            else if (tag === 40) this.extent = pbf.readVarint();\n            else if (tag === 120) this.version = pbf.readVarint();\n            else pbf.skip(tag);\n        }\n\n        this.length = this._features.length;\n    }\n\n    /** return feature `i` from this layer as a `VectorTileFeature`\n     * @param {number} i\n     */\n    feature(i) {\n        if (i < 0 || i >= this._features.length) throw new Error('feature index out of bounds');\n\n        this._pbf.pos = this._features[i];\n\n        const end = this._pbf.readVarint() + this._pbf.pos;\n        return new VectorTileFeature(this._pbf, end, this.extent, this._keys, this._values);\n    }\n}\n\n/**\n * @param {PbfReader} pbf\n */\nfunction readValueMessage(pbf) {\n    let value = null;\n    const end = pbf.readVarint() + pbf.pos;\n\n    while (pbf.pos < end) {\n        const tag = pbf.readVarint();\n        value =\n            tag === 10 ? pbf.readString() :\n            tag === 21 ? pbf.readFloat() :\n            tag === 25 ? pbf.readDouble() :\n            tag === 32 ? pbf.readVarint(true) :\n            tag === 40 ? pbf.readVarint() :\n            tag === 48 ? pbf.readSVarint() :\n            tag === 56 ? pbf.readBoolean() :\n            (pbf.skip(tag), null);\n    }\n    if (value == null) {\n        throw new Error('unknown feature value');\n    }\n\n    return value;\n}\n\nexport class VectorTile {\n    /**\n     * @param {PbfReader} pbf\n     * @param {number} [end]\n     */\n    constructor(pbf, end = pbf.length) {\n        /** @type {Record<string, VectorTileLayer>} */\n        const layers = Object.create(null);\n        while (pbf.pos < end) {\n            const tag = pbf.readVarint();\n            if (tag === 26) {\n                const layer = new VectorTileLayer(pbf, pbf.readVarint() + pbf.pos);\n                if (layer.length) layers[layer.name] = layer;\n            } else pbf.skip(tag);\n        }\n        this.layers = layers;\n    }\n}\n","import {isCounterClockwise} from './util';\nimport Point from '@mapbox/point-geometry';\n\nexport {polygonIntersectsBufferedPoint, polygonIntersectsMultiPolygon, polygonIntersectsBufferedMultiLine, polygonIntersectsPolygon, distToSegmentSquared, polygonIntersectsBox, polygonContainsPoint, triangleIntersectsTriangle, segmentSegmentIntersection};\n\ntype Line = ReadonlyArray<Point>;\ntype MultiLine = ReadonlyArray<Line>;\ntype Ring = ReadonlyArray<Point>;\ntype Polygon = ReadonlyArray<Point>;\ntype MultiPolygon = ReadonlyArray<Polygon>;\n\nfunction polygonIntersectsPolygon(polygonA: Polygon, polygonB: Polygon): boolean {\n    for (let i = 0; i < polygonA.length; i++) {\n        if (polygonContainsPoint(polygonB, polygonA[i])) return true;\n    }\n\n    for (let i = 0; i < polygonB.length; i++) {\n        if (polygonContainsPoint(polygonA, polygonB[i])) return true;\n    }\n\n    if (lineIntersectsLine(polygonA, polygonB)) return true;\n\n    return false;\n}\n\nfunction polygonIntersectsBufferedPoint(polygon: Polygon, point: Point, radius: number): boolean {\n    if (polygonContainsPoint(polygon, point)) return true;\n    if (pointIntersectsBufferedLine(point, polygon, radius)) return true;\n    return false;\n}\n\nfunction polygonIntersectsMultiPolygon(polygon: Polygon, multiPolygon: MultiPolygon): boolean {\n\n    if (polygon.length === 1) {\n        return multiPolygonContainsPoint(multiPolygon, polygon[0]);\n    }\n\n    for (let m = 0; m < multiPolygon.length; m++) {\n        const ring = multiPolygon[m];\n        for (let n = 0; n < ring.length; n++) {\n            if (polygonContainsPoint(polygon, ring[n])) return true;\n        }\n    }\n\n    for (let i = 0; i < polygon.length; i++) {\n        if (multiPolygonContainsPoint(multiPolygon, polygon[i])) return true;\n    }\n\n    for (let k = 0; k < multiPolygon.length; k++) {\n        if (lineIntersectsLine(polygon, multiPolygon[k])) return true;\n    }\n\n    return false;\n}\n\nfunction polygonIntersectsBufferedMultiLine(polygon: Polygon, multiLine: MultiLine, radius: number): boolean {\n    for (let i = 0; i < multiLine.length; i++) {\n        const line = multiLine[i];\n\n        if (polygon.length >= 3) {\n            for (let k = 0; k < line.length; k++) {\n                if (polygonContainsPoint(polygon, line[k])) return true;\n            }\n        }\n\n        if (lineIntersectsBufferedLine(polygon, line, radius)) return true;\n    }\n    return false;\n}\n\nfunction lineIntersectsBufferedLine(lineA: Line, lineB: Line, radius: number) {\n\n    if (lineA.length > 1) {\n        if (lineIntersectsLine(lineA, lineB)) return true;\n\n        // Check whether any point in either line is within radius of the other line\n        for (let j = 0; j < lineB.length; j++) {\n            if (pointIntersectsBufferedLine(lineB[j], lineA, radius)) return true;\n        }\n    }\n\n    for (let k = 0; k < lineA.length; k++) {\n        if (pointIntersectsBufferedLine(lineA[k], lineB, radius)) return true;\n    }\n\n    return false;\n}\n\nfunction lineIntersectsLine(lineA: Line, lineB: Line) {\n    if (lineA.length === 0 || lineB.length === 0) return false;\n    for (let i = 0; i < lineA.length - 1; i++) {\n        const a0 = lineA[i];\n        const a1 = lineA[i + 1];\n        for (let j = 0; j < lineB.length - 1; j++) {\n            const b0 = lineB[j];\n            const b1 = lineB[j + 1];\n            if (lineSegmentIntersectsLineSegment(a0, a1, b0, b1)) return true;\n        }\n    }\n    return false;\n}\n\nfunction lineSegmentIntersectsLineSegment(a0: Point, a1: Point, b0: Point, b1: Point) {\n    return isCounterClockwise(a0, b0, b1) !== isCounterClockwise(a1, b0, b1) &&\n        isCounterClockwise(a0, a1, b0) !== isCounterClockwise(a0, a1, b1);\n}\n\nfunction signedAreaTriangle(a: Point, b: Point, c: Point): number {\n    return (a.x - c.x) * (b.y - c.y) - (a.y - c.y) * (b.x - c.x);\n}\n\n// Performs intersection between two line segments and returns the intersection point (t, s) along both segments if any\nfunction segmentSegmentIntersection(a0: Point, a1: Point, b0: Point, b1: Point): [number, number] | undefined {\n    const area0 = signedAreaTriangle(a0, a1, b1);\n    const area1 = signedAreaTriangle(a0, a1, b0);\n\n    if (Math.sign(area0) === Math.sign(area1)) {\n        return undefined;\n    }\n\n    const area2 = signedAreaTriangle(b0, b1, a0);\n    const area3 = area2 + area1 - area0;\n\n    if (Math.sign(area2) === Math.sign(area3)) {\n        return undefined;\n    }\n\n    return [area2 / (area2 - area3), area1 / (area1 - area0)];\n}\n\nfunction pointIntersectsBufferedLine(p: Point, line: Line, radius: number) {\n    const radiusSquared = radius * radius;\n\n    if (line.length === 1) return p.distSqr(line[0]) < radiusSquared;\n\n    for (let i = 1; i < line.length; i++) {\n        // Find line segments that have a distance <= radius^2 to p\n        // In that case, we treat the line as \"containing point p\".\n        const v = line[i - 1], w = line[i];\n        if (distToSegmentSquared(p, v, w) < radiusSquared) return true;\n    }\n    return false;\n}\n\n// Code from http://stackoverflow.com/a/1501725/331379.\nfunction distToSegmentSquared(p: Point, v: Point, w: Point): number {\n    const l2 = v.distSqr(w);\n    if (l2 === 0) return p.distSqr(v);\n    const t = ((p.x - v.x) * (w.x - v.x) + (p.y - v.y) * (w.y - v.y)) / l2;\n    if (t < 0) return p.distSqr(v);\n    if (t > 1) return p.distSqr(w);\n    return p.distSqr(w.sub(v)._mult(t)._add(v));\n}\n\n// point in polygon ray casting algorithm\nfunction multiPolygonContainsPoint(rings: MultiPolygon, p: Point) {\n    let c = false;\n    let ring: Polygon;\n    let p1: Point;\n    let p2: Point;\n\n    for (let k = 0; k < rings.length; k++) {\n        ring = rings[k];\n        for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {\n            p1 = ring[i];\n            p2 = ring[j];\n            if (((p1.y > p.y) !== (p2.y > p.y)) && (p.x < (p2.x - p1.x) * (p.y - p1.y) / (p2.y - p1.y) + p1.x)) {\n                c = !c;\n            }\n        }\n    }\n    return c;\n}\n\nfunction polygonContainsPoint(ring: Ring, p: Point): boolean {\n    let c = false;\n    for (let i = 0, j = ring.length - 1; i < ring.length; j = i++) {\n        const p1 = ring[i];\n        const p2 = ring[j];\n        if (((p1.y > p.y) !== (p2.y > p.y)) && (p.x < (p2.x - p1.x) * (p.y - p1.y) / (p2.y - p1.y) + p1.x)) {\n            c = !c;\n        }\n    }\n    return c;\n}\n\nfunction polygonIntersectsBox(ring: Ring, boxX1: number, boxY1: number, boxX2: number, boxY2: number): boolean {\n    for (const p of ring) {\n        if (boxX1 <= p.x &&\n            boxY1 <= p.y &&\n            boxX2 >= p.x &&\n            boxY2 >= p.y) return true;\n    }\n\n    const corners = [\n        new Point(boxX1, boxY1),\n        new Point(boxX1, boxY2),\n        new Point(boxX2, boxY2),\n        new Point(boxX2, boxY1)];\n\n    if (ring.length > 2) {\n        for (const corner of corners) {\n            if (polygonContainsPoint(ring, corner)) return true;\n        }\n    }\n\n    for (let i = 0; i < ring.length - 1; i++) {\n        const p1 = ring[i];\n        const p2 = ring[i + 1];\n        if (edgeIntersectsBox(p1, p2, corners)) return true;\n    }\n\n    return false;\n}\n\nexport function edgeIntersectsBox(e1: Point, e2: Point, corners: Array<Point>) {\n    const tl = corners[0];\n    const br = corners[2];\n    // the edge and box do not intersect in either the x or y dimensions\n    if (((e1.x < tl.x) && (e2.x < tl.x)) ||\n        ((e1.x > br.x) && (e2.x > br.x)) ||\n        ((e1.y < tl.y) && (e2.y < tl.y)) ||\n        ((e1.y > br.y) && (e2.y > br.y))) return false;\n\n    // check if all corners of the box are on the same side of the edge\n    const dir = isCounterClockwise(e1, e2, corners[0]);\n    return dir !== isCounterClockwise(e1, e2, corners[1]) ||\n        dir !== isCounterClockwise(e1, e2, corners[2]) ||\n        dir !== isCounterClockwise(e1, e2, corners[3]);\n}\n\n// Checks whether the triangle [p0, p1, p2] is on the left side of the edge [a, b].\nfunction triangleLeftSideOfEdge(\n    a: Point,\n    b: Point,\n    p0: Point,\n    p1: Point,\n    p2: Point,\n    padding?: number | null,\n): boolean {\n    let nx = b.y - a.y;\n    let ny = a.x - b.x;\n\n    padding = padding || 0;\n\n    if (padding) {\n        const nLenSq = nx * nx + ny * ny;\n        if (nLenSq === 0) {\n            return true;\n        }\n\n        const len = Math.sqrt(nLenSq);\n        nx /= len;\n        ny /= len;\n    }\n\n    if ((p0.x - a.x) * nx + (p0.y - a.y) * ny - padding < 0) {\n        return false;\n    } else if ((p1.x - a.x) * nx + (p1.y - a.y) * ny - padding < 0) {\n        return false;\n    } else if ((p2.x - a.x) * nx + (p2.y - a.y) * ny - padding < 0) {\n        return false;\n    }\n\n    return true;\n}\n\nfunction triangleIntersectsTriangle(\n    a0: Point,\n    b0: Point,\n    c0: Point,\n    a1: Point,\n    b1: Point,\n    c1: Point,\n    padding?: number | null,\n): boolean {\n    // Triangles are not intersecting if even one separating axis can be found\n    if (triangleLeftSideOfEdge(a0, b0, a1, b1, c1, padding)) {\n        return false;\n    } else if (triangleLeftSideOfEdge(b0, c0, a1, b1, c1, padding)) {\n        return false;\n    } else if (triangleLeftSideOfEdge(c0, a0, a1, b1, c1, padding)) {\n        return false;\n    } else if (triangleLeftSideOfEdge(a1, b1, a0, b0, c0, padding)) {\n        return false;\n    } else if (triangleLeftSideOfEdge(b1, c1, a0, b0, c0, padding)) {\n        return false;\n    } else if (triangleLeftSideOfEdge(c1, a1, a0, b0, c0, padding)) {\n        return false;\n    }\n    return true;\n}\n","import assert from '../style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\nimport {number as interpolate} from '../style-spec/util/interpolate';\nimport {segmentSegmentIntersection} from './intersection_tests';\n\nimport type {EdgeIterator, Range} from '../../3d-style/elevation/elevation_feature';\n\nexport interface LineInfo {\n    progress: Range;     // normalized range in the parent line\n    parentIndex: number; // index of the parent line this is clipped from\n    prevPoint: Point;\n    nextPoint: Point;\n}\n\nexport class Point3D extends Point {\n    z: number;\n\n    constructor(x: number, y: number, z: number) {\n        super(x, y);\n        this.z = z;\n    }\n}\n\nexport class Point4D extends Point3D {\n    w: number; // used for line progress and interpolated on clipping\n\n    constructor(x: number, y: number, z: number, w: number) {\n        super(x, y, z);\n        this.w = w;\n    }\n}\n\nfunction clipFirst(a: Point, b: Point, axis: string, clip: number): void {\n    const axis1 = axis === 'x' ? 'y' : 'x';\n    const ratio = (clip - a[axis]) / (b[axis] - a[axis]);\n    a[axis1] = Math.round(a[axis1] + (b[axis1] - a[axis1]) * ratio);\n    a[axis] = clip;\n    if (Object.hasOwn(a, 'z')) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        a['z'] = interpolate(a['z'], b['z'], ratio);\n    }\n    if (Object.hasOwn(a, 'w')) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        a['w'] = interpolate(a['w'], b['w'], ratio);\n    }\n}\n\nexport function clipLine(p0: Point, p1: Point, boundsMin: number, boundsMax: number): void {\n    const clipAxis1 = boundsMin;\n    const clipAxis2 = boundsMax;\n\n    for (const axis of [\"x\", \"y\"]) {\n        let a = p0;\n        let b = p1;\n        if (a[axis] >= b[axis]) {\n            a = p1;\n            b = p0;\n        }\n\n        if (a[axis] < clipAxis1 && b[axis] > clipAxis1) {\n            clipFirst(a, b, axis, clipAxis1);\n        }\n        if (a[axis] < clipAxis2 && b[axis] > clipAxis2) {\n            clipFirst(b, a, axis, clipAxis2);\n        }\n    }\n}\n\nexport function clipLines(lines: Point[][], x1: number, y1: number, x2: number, y2: number, linesInfo?: LineInfo[]): Point[][] {\n    const clippedLines: Point[][] = [];\n\n    for (let l = 0; l < lines.length; l++) {\n        const line = lines[l];\n        let clippedLine: Point[];\n\n        const startOffset = clippedLines.length;\n        let lineTotalLength = 0.0;\n\n        for (let i = 0; i < line.length - 1; i++) {\n            let p0 = line[i];\n            let p1 = line[i + 1];\n\n            let segLen = 0.0;\n            const lenSoFar = lineTotalLength;\n            let pStart: Point;\n            let pEnd: Point;\n\n            if (linesInfo) {\n                segLen = Math.hypot(p1.x - p0.x, p1.y - p0.y);\n                lineTotalLength += segLen;\n                pStart = p0;\n                pEnd = p1;\n            }\n\n            if (p0.x < x1 && p1.x < x1) {\n                continue;\n            } else if (p0.x < x1) {\n                p0 = new Point(x1, p0.y + (p1.y - p0.y) * ((x1 - p0.x) / (p1.x - p0.x)))._round();\n            } else if (p1.x < x1) {\n                p1 = new Point(x1, p0.y + (p1.y - p0.y) * ((x1 - p0.x) / (p1.x - p0.x)))._round();\n            }\n\n            if (p0.y < y1 && p1.y < y1) {\n                continue;\n            } else if (p0.y < y1) {\n                p0 = new Point(p0.x + (p1.x - p0.x) * ((y1 - p0.y) / (p1.y - p0.y)), y1)._round();\n            } else if (p1.y < y1) {\n                p1 = new Point(p0.x + (p1.x - p0.x) * ((y1 - p0.y) / (p1.y - p0.y)), y1)._round();\n            }\n\n            if (p0.x >= x2 && p1.x >= x2) {\n                continue;\n            } else if (p0.x >= x2) {\n                p0 = new Point(x2, p0.y + (p1.y - p0.y) * ((x2 - p0.x) / (p1.x - p0.x)))._round();\n            } else if (p1.x >= x2) {\n                p1 = new Point(x2, p0.y + (p1.y - p0.y) * ((x2 - p0.x) / (p1.x - p0.x)))._round();\n            }\n\n            if (p0.y >= y2 && p1.y >= y2) {\n                continue;\n            } else if (p0.y >= y2) {\n                p0 = new Point(p0.x + (p1.x - p0.x) * ((y2 - p0.y) / (p1.y - p0.y)), y2)._round();\n            } else if (p1.y >= y2) {\n                p1 = new Point(p0.x + (p1.x - p0.x) * ((y2 - p0.y) / (p1.y - p0.y)), y2)._round();\n            }\n\n            if (!clippedLine || !p0.equals(clippedLine.at(-1))) {\n                clippedLine = [p0];\n                clippedLines.push(clippedLine);\n\n                if (linesInfo) {\n                    linesInfo.push({\n                        progress: {min: lenSoFar + computeT(pStart, pEnd, p0) * segLen, max: 1.0},\n                        parentIndex: l,\n                        prevPoint: pStart,\n                        nextPoint: pEnd\n                    });\n                }\n            }\n\n            clippedLine.push(p1);\n\n            if (linesInfo) {\n                linesInfo.at(-1).progress.max = lenSoFar + computeT(pStart, pEnd, p1) * segLen;\n                linesInfo.at(-1).nextPoint = pEnd;\n            }\n        }\n\n        // Normalize progress values to range [0, 1]\n        if (linesInfo) {\n            if (lineTotalLength > 0.0) {\n                for (let i = startOffset; i < clippedLines.length; i++) {\n                    linesInfo[i].progress.min /= lineTotalLength;\n                    linesInfo[i].progress.max /= lineTotalLength;\n                }\n            }\n        }\n    }\n\n    assert(!linesInfo || clippedLines.length === linesInfo.length);\n\n    return clippedLines;\n}\n\nexport function lineSubdivision(subjectLine: Point[], edgeIterator: EdgeIterator, separateSegments: boolean, linesOut: Point[][], progressOut?: Range[]) {\n    interface IntersectionPoint {\n        t: number;\n        distance: number;\n        point: Point;\n    }\n\n    if (subjectLine.length < 2) {\n        linesOut.push(subjectLine);\n\n        if (progressOut) {\n            progressOut.push({min: 0, max: 1});\n        }\n\n        return;\n    }\n\n    const intersections: IntersectionPoint[] = [];\n\n    while (edgeIterator.valid()) {\n        const [c, d] = edgeIterator.get();\n\n        for (let i = 0; i < subjectLine.length - 1; i++) {\n            const a = subjectLine[i];\n            const b = subjectLine[i + 1];\n\n            const intersection = segmentSegmentIntersection(a, b, c, d);\n            if (intersection) {\n                const [t] = intersection;\n                const point = new Point(interpolate(a.x, b.x, t), interpolate(a.y, b.y, t));\n                intersections.push({t: i + t, distance: 0.0, point});\n            }\n        }\n\n        edgeIterator.next();\n    }\n\n    if (intersections.length === 0) {\n        linesOut.push(subjectLine);\n\n        if (progressOut) {\n            progressOut.push({min: 0, max: 1});\n        }\n\n        return;\n    }\n\n    intersections.sort((a, b) => a.t - b.t);\n\n    // Compute point distances for progress tracking\n    const pointDistances: number[] = [];\n\n    if (progressOut) {\n        pointDistances.push(0);\n        for (let i = 1; i < subjectLine.length; i++) {\n            const a = subjectLine[i - 1];\n            const b = subjectLine[i];\n\n            pointDistances.push(pointDistances[i - 1] + Math.hypot(a.x - b.x, a.y - b.y));\n        }\n    }\n\n    let subjIdx = 0;\n    let intrIdx = 0;\n\n    let output: Point[] = [];\n    linesOut.push(output);\n\n    if (progressOut) {\n        progressOut.push({min: 0, max: 1});\n    }\n\n    // Merge points from two sorted lists\n    while (subjIdx !== subjectLine.length) {\n        if (intrIdx === intersections.length) {\n            // No more intersection points. Copy remaining subject points\n            while (subjIdx !== subjectLine.length) {\n                if (output.length === 0 || !output.at(-1).equals(subjectLine[subjIdx])) {\n                    output.push(subjectLine[subjIdx]);\n                }\n                subjIdx++;\n            }\n            break;\n        }\n\n        if (intersections[intrIdx].t <= subjIdx) {\n            // Copy intersection point\n            if (output.length === 0 || !output.at(-1).equals(intersections[intrIdx].point)) {\n                output.push(intersections[intrIdx].point);\n            }\n\n            const pointIdx = Math.trunc(intersections[intrIdx].t);\n\n            if (separateSegments && output.length > 1 && pointIdx < subjectLine.length - 1) {\n                output = [intersections[intrIdx].point];\n                linesOut.push(output);\n\n                if (progressOut) {\n                    const fract = intersections[intrIdx].t - pointIdx;\n                    const distanceAtT = interpolate(pointDistances[pointIdx], pointDistances[pointIdx + 1], fract);\n                    const normT = distanceAtT / pointDistances.at(-1);\n\n                    progressOut.at(-1).max = normT;\n                    progressOut.push({min: normT, max: 1.0});\n                }\n            }\n\n            intrIdx++;\n        } else {\n            // Copy subject point\n            if (output.length === 0 || !output.at(-1).equals(subjectLine[subjIdx])) {\n                output.push(subjectLine[subjIdx]);\n            }\n            subjIdx++;\n        }\n    }\n\n    // Last point is always expected to be from the subject line\n    assert(intrIdx === intersections.length);\n}\n\nfunction computeT(a: Point, b: Point, p: Point) {\n    if (a.x !== b.x) {\n        return (p.x - a.x) / (b.x - a.x);\n    } else if (a.y !== b.y) {\n        return (p.y - a.y) / (b.y - a.y);\n    }\n    return 0.0;\n}\n","import assert from '../style-spec/util/assert';\nimport {register} from './web_worker_transfer';\nimport Color from '../style-spec/util/color';\n\nimport type {LUT} from \"./lut\";\n\nexport type Size = {\n    width: number;\n    height: number;\n};\n\nexport type SpritePosition = Readonly<{\n    tl: [number, number];\n    br: [number, number];\n    pixelRatio?: number;\n}>;\n\nexport type SpritePositions = {\n    [_: string]: SpritePosition;\n};\n\ntype Point = {\n    x: number;\n    y: number;\n};\n\nfunction createImage<T extends AlphaImage | RGBAImage>(\n    image: T,\n    {\n        width,\n        height,\n    }: Size,\n    channels: number,\n    data?: Uint8Array | Uint8ClampedArray,\n): T {\n    if (!data) {\n        data = new Uint8Array(width * height * channels);\n    } else if (data instanceof Uint8ClampedArray) {\n        data = new Uint8Array(data.buffer);\n    } else if (data.length !== width * height * channels) {\n        throw new RangeError('mismatched image size');\n    }\n    image.width = width;\n    image.height = height;\n    image.data = data;\n    return image;\n}\n\nfunction resizeImage<T extends AlphaImage | RGBAImage>(image: T, newImage: T, channels: number) {\n    const {width, height} = newImage;\n    if (width === image.width && height === image.height) {\n        return;\n    }\n\n    copyImage(image, newImage, {x: 0, y: 0}, {x: 0, y: 0}, {\n        width: Math.min(image.width, width),\n        height: Math.min(image.height, height)\n    }, channels, null);\n\n    image.width = width;\n    image.height = height;\n    image.data = newImage.data;\n}\n\nfunction copyImage<T extends RGBAImage | AlphaImage>(\n    srcImg: T | ImageData,\n    dstImg: T,\n    srcPt: Point,\n    dstPt: Point,\n    size: Size,\n    channels: number,\n    lut: LUT | null,\n    overrideRGBWithWhite?: boolean | null,\n): T {\n    if (size.width === 0 || size.height === 0) {\n        return dstImg;\n    }\n\n    if (size.width > srcImg.width ||\n        size.height > srcImg.height ||\n        srcPt.x > srcImg.width - size.width ||\n        srcPt.y > srcImg.height - size.height) {\n        throw new RangeError('out of range source coordinates for image copy');\n    }\n\n    if (size.width > dstImg.width ||\n        size.height > dstImg.height ||\n        dstPt.x > dstImg.width - size.width ||\n        dstPt.y > dstImg.height - size.height) {\n        throw new RangeError('out of range destination coordinates for image copy');\n    }\n\n    const srcData = srcImg.data;\n    const dstData = dstImg.data;\n    const overrideRGB = channels === 4 && overrideRGBWithWhite;\n\n    assert(srcData !== dstData);\n\n    for (let y = 0; y < size.height; y++) {\n        const srcOffset = ((srcPt.y + y) * srcImg.width + srcPt.x) * channels;\n        const dstOffset = ((dstPt.y + y) * dstImg.width + dstPt.x) * channels;\n        if (overrideRGB) {\n            for (let i = 0; i < size.width; i++) {\n                const srcByteOffset = srcOffset + i * channels + 3;\n                const dstPixelOffset = dstOffset + i * channels;\n                dstData[dstPixelOffset + 0] = 255;\n                dstData[dstPixelOffset + 1] = 255;\n                dstData[dstPixelOffset + 2] = 255;\n                dstData[dstPixelOffset + 3] = srcData[srcByteOffset];\n            }\n        } else if (lut) {\n            for (let i = 0; i < size.width; i++) {\n                const srcByteOffset = srcOffset + i * channels;\n                const dstPixelOffset = dstOffset + i * channels;\n\n                const alpha = srcData[srcByteOffset + 3];\n                const color = new Color(srcData[srcByteOffset + 0] / 255, srcData[srcByteOffset + 1] / 255, srcData[srcByteOffset + 2] / 255, alpha);\n                const shifted = color.toNonPremultipliedRenderColor(lut).toArray();\n\n                dstData[dstPixelOffset + 0] = shifted[0];\n                dstData[dstPixelOffset + 1] = shifted[1];\n                dstData[dstPixelOffset + 2] = shifted[2];\n                dstData[dstPixelOffset + 3] = shifted[3];\n            }\n        } else {\n            for (let i = 0; i < size.width * channels; i++) {\n                const srcByte = srcOffset + i;\n                dstData[dstOffset + i] = srcData[srcByte];\n            }\n        }\n    }\n    return dstImg;\n}\n\nexport class AlphaImage {\n    width!: number;\n    height!: number;\n    data!: Uint8Array;\n\n    constructor(size: Size, data?: Uint8Array | Uint8ClampedArray) {\n        createImage(this, size, 1, data);\n    }\n\n    resize(size: Size) {\n        resizeImage(this, new AlphaImage(size), 1);\n    }\n\n    clone(): AlphaImage {\n        return new AlphaImage({width: this.width, height: this.height}, new Uint8Array(this.data));\n    }\n\n    static copy(srcImg: AlphaImage, dstImg: AlphaImage, srcPt: Point, dstPt: Point, size: Size) {\n        copyImage(srcImg, dstImg, srcPt, dstPt, size, 1, null);\n    }\n}\n\n// Not premultiplied, because ImageData is not premultiplied.\n// UNPACK_PREMULTIPLY_ALPHA_WEBGL must be used when uploading to a texture.\nexport class RGBAImage {\n    width!: number;\n    height!: number;\n\n    // data must be a Uint8Array instead of Uint8ClampedArray because texImage2D does not\n    // support Uint8ClampedArray in all browsers\n    data!: Uint8Array;\n\n    constructor(size: Size, data?: Uint8Array | Uint8ClampedArray) {\n        createImage(this, size, 4, data);\n    }\n\n    resize(size: Size) {\n        resizeImage(this, new RGBAImage(size), 4);\n    }\n\n    replace(data: Uint8Array | Uint8ClampedArray, copy?: boolean) {\n        if (copy) {\n            this.data.set(data);\n        } else if (data instanceof Uint8ClampedArray) {\n            this.data = new Uint8Array(data.buffer);\n        } else {\n            this.data = data;\n        }\n    }\n\n    clone(): RGBAImage {\n        return new RGBAImage({width: this.width, height: this.height}, new Uint8Array(this.data));\n    }\n\n    static copy(srcImg: RGBAImage | ImageData, dstImg: RGBAImage, srcPt: Point, dstPt: Point, size: Size, lut: LUT | null, overrideRGBWithWhite?: boolean | null) {\n        copyImage(srcImg, dstImg, srcPt, dstPt, size, 4, lut, overrideRGBWithWhite);\n    }\n}\n\nexport class Float32Image {\n    width: number;\n    height: number;\n\n    data: Float32Array;\n\n    constructor(size: Size, data: Uint8Array | Float32Array) {\n        this.width = size.width;\n        this.height = size.height;\n\n        if (data instanceof Uint8Array) {\n            this.data = new Float32Array(data.buffer);\n        } else {\n            this.data = data;\n        }\n    }\n}\n\nregister(AlphaImage, 'AlphaImage');\nregister(RGBAImage, 'RGBAImage');\n","import {warnOnce, nextPowerOfTwo} from '../util/util';\nimport {AlphaImage} from '../util/image';\nimport {register} from '../util/web_worker_transfer';\n\nimport type {SpritePosition, SpritePositions} from '../util/image';\n\ntype DashRange = {\n    isDash: boolean;\n    left: number;\n    right: number;\n    zeroLength: boolean;\n};\n\n/**\n * A LineAtlas lets us reuse rendered dashed lines\n * by writing many of them to a texture and then fetching their positions\n * using .getDash.\n *\n * @param {number} width\n * @param {number} height\n * @private\n */\nclass LineAtlas {\n    width: number;\n    height: number;\n    nextRow: number;\n    image: AlphaImage;\n    positions: SpritePositions;\n    uploaded: boolean;\n\n    constructor(width: number, height: number) {\n        this.width = width;\n        this.height = height;\n        this.nextRow = 0;\n        this.image = new AlphaImage({width, height});\n        this.positions = {};\n        this.uploaded = false;\n    }\n\n    /**\n     * Get a dash line pattern.\n     *\n     * @param {Array<number>} dasharray\n     * @param {string} lineCap the type of line caps to be added to dashes\n     * @returns {Object} position of dash texture in { y, height, width }\n     * @private\n     */\n    getDash(dasharray: Array<number>, lineCap: string): SpritePosition {\n        const key = this.getKey(dasharray, lineCap);\n        return this.positions[key];\n    }\n\n    trim() {\n        const width = this.width;\n        const height = this.height = nextPowerOfTwo(this.nextRow);\n        this.image.resize({width, height});\n    }\n\n    getKey(dasharray: Array<number>, lineCap: string): string {\n        return dasharray.join(',') + lineCap;\n    }\n\n    getDashRanges(dasharray: Array<number>, lineAtlasWidth: number, stretch: number): Array<DashRange> {\n        // If dasharray has an odd length, both the first and last parts\n        // are dashes and should be joined seamlessly.\n        const oddDashArray = dasharray.length % 2 === 1;\n\n        const ranges: DashRange[] = [];\n\n        let left = oddDashArray ? -dasharray.at(-1) * stretch : 0;\n        let right = dasharray[0] * stretch;\n        let isDash = true;\n\n        ranges.push({left, right, isDash, zeroLength: dasharray[0] === 0});\n\n        let currentDashLength = dasharray[0];\n        for (let i = 1; i < dasharray.length; i++) {\n            isDash = !isDash;\n\n            const dashLength = dasharray[i];\n            left = currentDashLength * stretch;\n            currentDashLength += dashLength;\n            right = currentDashLength * stretch;\n\n            ranges.push({left, right, isDash, zeroLength: dashLength === 0});\n        }\n\n        return ranges;\n    }\n\n    addRoundDash(ranges: Array<DashRange>, stretch: number, n: number) {\n        const halfStretch = stretch / 2;\n\n        for (let y = -n; y <= n; y++) {\n            const row = this.nextRow + n + y;\n            const index = this.width * row;\n            let currIndex = 0;\n            let range = ranges[currIndex];\n\n            for (let x = 0; x < this.width; x++) {\n                if (x / range.right > 1) { range = ranges[++currIndex]; }\n\n                const distLeft = Math.abs(x - range.left);\n                const distRight = Math.abs(x - range.right);\n                const minDist = Math.min(distLeft, distRight);\n                let signedDistance: number;\n\n                const distMiddle =  y / n * (halfStretch + 1);\n                if (range.isDash) {\n                    const distEdge = halfStretch - Math.abs(distMiddle);\n                    signedDistance = Math.sqrt(minDist * minDist + distEdge * distEdge);\n                } else {\n                    signedDistance = halfStretch - Math.sqrt(minDist * minDist + distMiddle * distMiddle);\n                }\n\n                this.image.data[index + x] = Math.max(0, Math.min(255, signedDistance + 128));\n            }\n        }\n    }\n\n    addRegularDash(ranges: Array<DashRange>, capLength: number) {\n\n        // Collapse any zero-length range\n        // Collapse neighbouring same-type parts into a single part\n        for (let i = ranges.length - 1; i >= 0; --i) {\n            const part = ranges[i];\n            const next = ranges[i + 1];\n            if (part.zeroLength) {\n                ranges.splice(i, 1);\n            } else if (next && next.isDash === part.isDash) {\n                next.left = part.left;\n                ranges.splice(i, 1);\n            }\n        }\n\n        // Combine the first and last parts if possible\n        const first = ranges[0];\n        const last = ranges.at(-1);\n        if (first.isDash === last.isDash) {\n            first.left = last.left - this.width;\n            last.right = first.right + this.width;\n        }\n\n        const index = this.width * this.nextRow;\n        let currIndex = 0;\n        let range = ranges[currIndex];\n\n        for (let x = 0; x < this.width; x++) {\n            if (x / range.right > 1) {\n                range = ranges[++currIndex];\n            }\n\n            const distLeft = Math.abs(x - range.left);\n            const distRight = Math.abs(x - range.right);\n\n            const minDist = Math.min(distLeft, distRight);\n            const signedDistance = (range.isDash ? minDist : -minDist) + capLength;\n\n            this.image.data[index + x] = Math.max(0, Math.min(255, signedDistance + 128));\n        }\n    }\n\n    addDash(dasharray: Array<number>, lineCap: string): null | SpritePosition {\n        const key = this.getKey(dasharray, lineCap);\n        if (this.positions[key]) return this.positions[key];\n\n        const round = lineCap === 'round';\n        const n = round ? 7 : 0;\n        const height = 2 * n + 1;\n\n        if (this.nextRow + height > this.height) {\n            warnOnce('LineAtlas out of space');\n            return null;\n        }\n\n        // dasharray is empty, draws a full line (no dash or no gap length represented, default behavior)\n        if (dasharray.length === 0) {\n            // insert a single dash range in order to draw a full line\n            dasharray.push(1);\n        }\n\n        let length = 0;\n        for (let i = 0; i < dasharray.length; i++) {\n            if (dasharray[i] < 0) {\n                warnOnce('Negative value is found in line dasharray, replacing values with 0');\n                dasharray[i] = 0;\n            }\n            length += dasharray[i];\n        }\n\n        if (length !== 0) {\n            const stretch = this.width / length;\n            const ranges = this.getDashRanges(dasharray, this.width, stretch);\n\n            if (round) {\n                this.addRoundDash(ranges, stretch, n);\n            } else {\n                const capLength = lineCap === 'square' ? 0.5 * stretch : 0;\n                this.addRegularDash(ranges, capLength);\n            }\n        }\n\n        const y = this.nextRow + n;\n\n        // Fraction of the baked pattern covered by dashes, used as average\n        // coverage under minification. Measure the center row so caps and\n        // collapsed ranges are included (SDF >= 128 means inside a dash).\n        let onTexels = 0;\n        if (length !== 0) {\n            const rowIndex = this.width * y;\n            for (let x = 0; x < this.width; x++) {\n                if (this.image.data[rowIndex + x] >= 128) onTexels++;\n            }\n        }\n        // Quantize the dash coverage to 12 bits so it can share dash.y with the\n        // 4-bit SDF half-height.\n        const coverage12 = Math.round(onTexels / this.width * 4095);\n\n        this.nextRow += height;\n\n        const lengthInt = Math.floor(length);\n        const lengthFract = Math.round((length - lengthInt) * 65535);\n\n        const pos = {\n            // dash.y: low 4 bits = SDF half-height (0 or 7), high 12 bits = dash coverage.\n            tl: [y, n | (coverage12 << 4)],\n            br: [lengthInt, lengthFract]\n        } as SpritePosition;\n        this.positions[key] = pos;\n        return pos;\n    }\n}\n\nregister(LineAtlas, 'LineAtlas');\n\nexport default LineAtlas;\n","// Property for associating elevation features into regular features\nexport const PROPERTY_ELEVATION_ID = '3d_elevation_id';\n\n// Property for marking the zLevel of elevated road markups(like elevated lines and elevated circles)\nexport const PROPERTY_ELEVATION_ROAD_MARKUP_Z_LEVEL = 'zLevel';\n\n// Property for marking the zLevel for elevated base roads\nexport const PROPERTY_ELEVATION_ROAD_BASE_Z_LEVEL = 'level';\n\n// Hard coded source layer name for HD road elevation data.\nexport const HD_ELEVATION_SOURCE_LAYER = 'hd_road_elevation';\n\nexport const ELEVATION_CLIP_MARGIN = 1;\n\nexport const MARKUP_ELEVATION_BIAS = 0.05;\n\n// Fraction to extend subdivision edge endpoints in each direction to ensure the\n// strip fully crosses the road polygon. Without this, tight ramp geometry can\n// produce edges that don't span the full polygon width, causing invalid clipping output.\nexport const SUBDIVISION_EDGE_EXTENSION = 0.1;\n\nexport type ElevationType = 'none' | 'road' | 'offset';\n","import {\n    LineLayoutArray,\n    LineExtLayoutArray,\n    LinePatternLayoutArray,\n    LineZOffsetExtArray,\n    LineElevationIdColArray,\n    LineElevationGroundScaleArray,\n} from '../array_types';\nimport {members as layoutAttributes, lineZOffsetAttributes, lineElevationIdColAttributes, lineElevationGroundScaleAttributes} from './line_attributes';\nimport {members as layoutAttributesExt} from './line_attributes_ext';\nimport {members as layoutAttributesPattern} from './line_attributes_pattern';\nimport SegmentVector from '../segment';\nimport {ProgramConfigurationSet} from '../program_configuration';\nimport {TriangleIndexArray} from '../index_array_type';\nimport EXTENT from '../../style-spec/data/extent';\nimport {VectorTileFeature} from '@mapbox/vector-tile';\nconst vectorTileFeatureTypes = VectorTileFeature.types;\nimport {register} from '../../util/web_worker_transfer';\nimport {hasPattern, addPatternDependencies} from './pattern_bucket_features';\nimport loadGeometry from '../load_geometry';\nimport toEvaluationFeature from '../evaluation_feature';\nimport EvaluationParameters from '../../style/evaluation_parameters';\nimport assert from '../../style-spec/util/assert';\nimport {Point4D, clipLine} from '../../util/line_clipping';\nimport {mapRange, warnOnce} from '../../util/util';\nimport {tileToMeter} from '../../geo/mercator_coordinate';\n// Import LineAtlas as a module with side effects to ensure\n// it's registered as a serializable class on the main thread\nimport '../../render/line_atlas';\nimport {number as interpolate} from '../../style-spec/util/interpolate';\nimport {type ElevationType} from '../../../3d-style/elevation/elevation_constants';\n\nimport type Point from \"@mapbox/point-geometry\";\nimport type {ElevationFeature, Range} from '../../../3d-style/elevation/elevation_feature';\nimport type {ElevationParams} from '../../source/elevation_coverage_snapshot';\nimport type {LineHDExtension} from '../../../3d-style/data/bucket/line_hd_extension';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {CanonicalTileID, UnwrappedTileID} from '../../source/tile_id';\nimport type {\n    Bucket,\n    BucketParameters,\n    BucketFeature,\n    IndexedFeature,\n    PopulateParameters\n} from '../bucket';\nimport type LineStyleLayer from '../../style/style_layer/line_style_layer';\nimport type {Segment} from '../segment';\nimport type {RGBAImage, SpritePositions} from '../../util/image';\nimport type Context from '../../gl/context';\nimport type Texture from '../../render/texture';\nimport type IndexBuffer from '../../gl/index_buffer';\nimport type VertexBuffer from '../../gl/vertex_buffer';\nimport type {FeatureStates} from '../../source/source_state';\nimport type LineAtlas from '../../render/line_atlas';\nimport type {TileTransform} from '../../geo/projection/tile_transform';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {TileFootprint} from '../../../3d-style/util/conflation';\nimport type {PossiblyEvaluatedValue} from '../../style/properties';\nimport type {TypedStyleLayer} from '../../style/style_layer/typed_style_layer';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {GlobalProperties} from \"../../style-spec/expression\";\n\n// NOTE ON EXTRUDE SCALE:\n// scale the extrusion vector so that the normal length is this value.\n// contains the \"texture\" normals (-1..1). this is distinct from the extrude\n// normals for line joins, because the x-value remains 0 for the texture\n// normal array, while the extrude normal actually moves the vertex to create\n// the acute/bevelled line join.\nconst EXTRUDE_SCALE = 63;\n\n/*\n * Sharp corners cause dashed lines to tilt because the distance along the line\n * is the same at both the inner and outer corners. To improve the appearance of\n * dashed lines we add extra points near sharp corners so that a smaller part\n * of the line is tilted.\n *\n * COS_HALF_SHARP_CORNER controls how sharp a corner has to be for us to add an\n * extra vertex. The default is 75 degrees.\n */\nconst COS_HALF_SHARP_CORNER = Math.cos(75 / 2 * (Math.PI / 180));\n\n/*\n * Straight corners are used to reduce vertex count for line-join: none lines.\n * If corner angle is less than COS_STRAIGHT_CORNER, we use a miter joint,\n * instead of creating a new line segment. The default is 5 degrees.\n */\nconst COS_STRAIGHT_CORNER = Math.cos(5 * (Math.PI / 180));\n\n// Angle per triangle for approximating round line joins.\nconst DEG_PER_TRIANGLE = 20;\n\n// Multiplier for sharpCornerOffset to determine the threshold distance where\n// cap scaling begins for elevated bevel joins. Caps are scaled down linearly\n// when segment length is below this threshold to prevent overlap artifacts.\nconst CAP_SCALE_THRESHOLD_FACTOR = 4.0;\n\ntype LineClips = {\n    start: number;\n    end: number;\n};\n\nexport type GradientTexture = {\n    texture: Texture;\n    gradient: RGBAImage | null | undefined;\n    version: number;\n};\n\ntype LineProgressFeatures = {\n    zOffset: number;\n    variableWidth: number;\n    elevationGroundScale: number;\n    variableEmissiveStrength: number;\n};\n\nexport interface Subsegment {\n    progress: Range;\n    nextDir: Point | undefined;\n    prevDir: Point | undefined;\n}\n\n/**\n * @private\n */\nclass LineBucket implements Bucket {\n    distance!: number;\n    prevDistance!: number;\n    totalDistance!: number;\n    totalFeatureLength!: number;\n    maxLineLength: number;\n    scaledDistance!: number;\n    lineSoFar!: number;\n    lineClips: LineClips | null | undefined;\n    zOffsetValue!: PossiblyEvaluatedValue<number>;\n    variableWidthValue!: PossiblyEvaluatedValue<number>;\n    variableEmissiveStrengthValue!: PossiblyEvaluatedValue<number>;\n    elevationGroundScaleValue!: PossiblyEvaluatedValue<number>;\n    lineFeature!: BucketFeature;\n\n    e1!: number;\n    e2!: number;\n\n    patternJoinNone!: boolean;\n    currentLineJoinType!: string;\n    segmentStart!: number;\n    segmentStartf32!: number;\n    segmentPoints!: Array<number>;\n\n    index: number;\n    zoom: number;\n    overscaling: number;\n    pixelRatio: number;\n    layers: Array<LineStyleLayer>;\n    layerIds: Array<string>;\n    gradients: {\n        [key: string]: GradientTexture;\n    };\n    borderGradients: {\n        [key: string]: GradientTexture;\n    };\n    stateDependentLayers!: Array<LineStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n    patternFeatures: Array<BucketFeature>;\n    lineClipsArray: Array<LineClips>;\n\n    layoutVertexArray: LineLayoutArray;\n    layoutVertexBuffer!: VertexBuffer;\n    layoutVertexArray2: LineExtLayoutArray;\n    layoutVertexBuffer2!: VertexBuffer;\n    patternVertexArray: LinePatternLayoutArray;\n    patternVertexBuffer!: VertexBuffer;\n\n    zOffsetVertexArray: LineZOffsetExtArray;\n    zOffsetVertexBuffer!: VertexBuffer;\n    elevationIdColVertexArray: LineElevationIdColArray;\n    elevationIdColVertexBuffer!: VertexBuffer;\n\n    elevationGroundScaleVertexArray: LineElevationGroundScaleArray;\n    elevationGroundScaleVertexBuffer!: VertexBuffer;\n\n    indexArray: TriangleIndexArray;\n    indexBuffer!: IndexBuffer;\n\n    hasPattern: boolean;\n    tileToMeter!: number;\n    hasCrossSlope: boolean;\n    programConfigurations: ProgramConfigurationSet<LineStyleLayer>;\n    segments: SegmentVector;\n    sourceLayerName: string;\n    uploaded!: boolean;\n    projection: ProjectionSpecification;\n    currentVertex: Point4D | null | undefined;\n    currentVertexIsOutside!: boolean;\n    tessellationStep: number;\n\n    evaluationGlobals = {'zoom': 0, 'lineProgress': undefined};\n\n    elevationType: ElevationType = 'none';\n    isSeaLevelReference: boolean = false;\n    showElevationIdDebug: boolean = false;\n    terrainEnabled: boolean = false;\n\n    // Optional HD augmentation, populated by maybeAttachLineHDExt\n    // (3d-style/data/bucket/line_hd_extension.ts) when the layer declares\n    // `line-elevation-reference: 'hd-road-markup'`. Owns the (otherwise unread)\n    // heightRange tracking and the road-feature routing path.\n    hdExt: LineHDExtension | undefined;\n\n    worldview: string;\n    hasAppearances: boolean | null;\n\n    constructor(options: BucketParameters<LineStyleLayer>) {\n        this.zoom = options.zoom;\n        this.evaluationGlobals.zoom = this.zoom;\n        this.overscaling = options.overscaling;\n        this.pixelRatio = options.pixelRatio;\n        this.layers = options.layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.index = options.index;\n        this.projection = options.projection;\n        this.hasPattern = false;\n        this.hasCrossSlope = false;\n        this.patternFeatures = [];\n        this.lineClipsArray = [];\n        this.gradients = {};\n        this.borderGradients = {};\n        this.layers.forEach(layer => {\n            this.gradients[layer.id] = {} as GradientTexture;\n            this.borderGradients[layer.id] = {} as GradientTexture;\n        });\n\n        this.layoutVertexArray = new LineLayoutArray();\n        this.layoutVertexArray2 = new LineExtLayoutArray();\n        this.patternVertexArray = new LinePatternLayoutArray();\n        this.indexArray = new TriangleIndexArray();\n        this.programConfigurations = new ProgramConfigurationSet(options.layers, {zoom: options.zoom, lut: options.lut});\n        this.segments = new SegmentVector();\n        this.sourceLayerName = options.sourceLayerName || '';\n        this.maxLineLength = 0;\n        this.zOffsetVertexArray = new LineZOffsetExtArray();\n        this.elevationIdColVertexArray = new LineElevationIdColArray();\n        this.elevationGroundScaleVertexArray = new LineElevationGroundScaleArray();\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n        // A vector tile is usually rendered over 128x128 terrain grid. Half of that frequency (step is EXTENT / 64)\n        // should be enough since line elevation over terrain samples neighboring points.\n        // options.tessellationStep override is used for testing only.\n        this.tessellationStep = options.tessellationStep ? options.tessellationStep : (EXTENT / 64);\n\n        this.worldview = options.worldview;\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(_id: UnwrappedTileID, _footprints: Array<TileFootprint>) {\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        this.showElevationIdDebug = options.showElevationIdDebug;\n        this.terrainEnabled = options.terrainEnabled;\n        this.hasPattern = hasPattern('line', this.layers, this.pixelRatio, options);\n        const lineSortKey = this.layers[0].layout.get('line-sort-key');\n\n        this.tileToMeter = tileToMeter(canonical);\n\n        const elevationReference = this.layers[0].layout.get('line-elevation-reference');\n        if (elevationReference === 'hd-road-markup') {\n            this.elevationType = 'road';\n        } else {\n            const zOffset = this.layers[0].layout.get('line-z-offset');\n            const zOffsetZero = zOffset.isConstant() && !zOffset.constantOr(0);\n            const seaOrGroundReference = elevationReference === 'sea' || elevationReference === 'ground';\n            // The bucket has z-offset if elevationReference is 'sea' or 'ground'\n            // or when elevationReference is 'none' and z-offset property is non-zero.\n            this.elevationType = seaOrGroundReference || !zOffsetZero ? 'offset' : 'none';\n            if (this.elevationType === 'offset' && elevationReference === 'none') {\n                warnOnce(`line-elevation-reference: ground is used for the layer ${this.layerIds[0]} because non-zero line-z-offset value was found.`);\n            }\n            this.isSeaLevelReference = elevationReference === 'sea';\n        }\n\n        const crossSlope = this.layers[0].layout.get('line-cross-slope');\n        this.hasCrossSlope = this.elevationType === 'offset' && crossSlope !== undefined;\n\n        const bucketFeatures: BucketFeature[] = [];\n\n        for (const {feature, id, index, sourceLayerIndex} of features) {\n            const needGeometry = this.layers[0]._featureFilter.needGeometry;\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n\n            const passesFilter = this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom, {worldview: this.worldview, activeFloors: options.activeFloors}), evaluationFeature, canonical);\n\n            if (!passesFilter) continue;\n\n            const sortKey = lineSortKey ?\n                lineSortKey.evaluate(evaluationFeature, {}, canonical) :\n                undefined;\n\n            const bucketFeature: BucketFeature = {\n                id,\n                properties: feature.properties,\n                type: feature.type,\n                sourceLayerIndex,\n                index,\n                geometry: needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform),\n                patterns: {},\n                sortKey\n            };\n\n            bucketFeatures.push(bucketFeature);\n        }\n\n        if (lineSortKey) {\n            bucketFeatures.sort((a, b) => {\n                // a.sortKey is always a number when lineSortKey is defined\n                return a.sortKey - b.sortKey;\n            });\n        }\n\n        const {lineAtlas, featureIndex} = options;\n        const hasFeatureDashes = this.addConstantDashes(lineAtlas);\n\n        for (const bucketFeature of bucketFeatures) {\n            const {geometry, index, sourceLayerIndex} = bucketFeature;\n\n            if (hasFeatureDashes) {\n                this.addFeatureDashes(bucketFeature, lineAtlas);\n            }\n\n            if (this.hasPattern) {\n                const patternBucketFeature = addPatternDependencies('line', this.layers, bucketFeature, this.zoom, this.pixelRatio, options);\n                // pattern features are added only once the pattern is loaded into the image atlas\n                // so are stored during populate until later updated with positions by tile worker in addFeatures\n                this.patternFeatures.push(patternBucketFeature);\n\n            } else {\n                this.addFeature(bucketFeature, geometry, index, canonical, lineAtlas.positions, options.availableImages, options.brightness, options.elevationFeatures, options.elevationParams, options.crossSourceElevationEnabled);\n            }\n\n            const feature = features[index].feature;\n            featureIndex.insert(feature, geometry, index, sourceLayerIndex, this.index);\n        }\n\n        // Build per-FRC-level segments for non-pattern features (pattern features\n        // are handled in addFeatures separately). The extension early-returns when\n        // FRC tracking isn't enabled on this bucket.\n        if (!this.hasPattern && this.hdExt) {\n            this.hdExt.buildFrcSegments(this);\n        }\n        if (this.hdExt) this.hdExt.endPopulate();\n    }\n\n    addConstantDashes(lineAtlas: LineAtlas): boolean {\n        let hasFeatureDashes = false;\n\n        for (const layer of this.layers) {\n\n            const dashPropertyValue = layer.paint.get('line-dasharray').value;\n\n            const capPropertyValue = layer.layout.get('line-cap').value;\n\n            if (dashPropertyValue.kind !== 'constant' || capPropertyValue.kind !== 'constant') {\n                hasFeatureDashes = true;\n\n            } else {\n                const constCap = capPropertyValue.value;\n                const constDash = dashPropertyValue.value;\n                if (!constDash) continue;\n                lineAtlas.addDash(constDash, constCap);\n            }\n        }\n\n        return hasFeatureDashes;\n    }\n\n    addFeatureDashes(feature: BucketFeature, lineAtlas: LineAtlas) {\n\n        const zoom = this.zoom;\n\n        for (const layer of this.layers) {\n\n            const dashPropertyValue = layer.paint.get('line-dasharray').value;\n\n            const capPropertyValue = layer.layout.get('line-cap').value;\n\n            if (dashPropertyValue.kind === 'constant' && capPropertyValue.kind === 'constant') continue;\n\n            let dashArray: Array<number>;\n            let cap: string;\n\n            if (dashPropertyValue.kind === 'constant') {\n                dashArray = dashPropertyValue.value;\n                if (!dashArray) continue;\n\n            } else {\n                dashArray = dashPropertyValue.evaluate({zoom}, feature);\n            }\n\n            if (capPropertyValue.kind === 'constant') {\n                cap = capPropertyValue.value;\n\n            } else {\n                cap = capPropertyValue.evaluate({zoom}, feature);\n            }\n\n            lineAtlas.addDash(dashArray, cap);\n\n            // save positions for paint array\n            feature.patterns[layer.id] = [lineAtlas.getKey(dashArray, cap)];\n        }\n\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null, canonical?: CanonicalTileID, worldview?: string) {\n        this.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, worldview);\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>) {\n        this.programConfigurations.updateExpressions(layers);\n    }\n\n    addFeatures(options: PopulateParameters, canonical: CanonicalTileID, imagePositions: SpritePositions, availableImages: ImageId[], _: TileTransform, brightness?: number | null) {\n        for (const feature of this.patternFeatures) {\n            this.addFeature(feature, feature.geometry, feature.index, canonical, imagePositions, availableImages, brightness, options.elevationFeatures, options.elevationParams, options.crossSourceElevationEnabled);\n        }\n        if (this.hdExt) {\n            this.hdExt.buildFrcSegments(this);\n            this.hdExt.endPopulate();\n        }\n    }\n\n    isEmpty(): boolean {\n        return this.layoutVertexArray.length === 0;\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded || this.programConfigurations.needsUpload;\n    }\n\n    upload(context: Context) {\n        if (!this.uploaded) {\n            if (this.layoutVertexArray2.length !== 0) {\n                this.layoutVertexBuffer2 = context.createVertexBuffer(this.layoutVertexArray2, layoutAttributesExt);\n            }\n            if (this.patternVertexArray.length !== 0) {\n                this.patternVertexBuffer = context.createVertexBuffer(this.patternVertexArray, layoutAttributesPattern);\n            }\n\n            if (!this.zOffsetVertexBuffer && this.zOffsetVertexArray.length > 0) {\n                this.zOffsetVertexBuffer = context.createVertexBuffer(this.zOffsetVertexArray, lineZOffsetAttributes.members, true);\n            }\n            if (!this.elevationIdColVertexBuffer && this.elevationIdColVertexArray.length > 0) {\n                this.elevationIdColVertexBuffer = context.createVertexBuffer(this.elevationIdColVertexArray, lineElevationIdColAttributes.members, true);\n            }\n\n            if (!this.elevationGroundScaleVertexBuffer && this.elevationGroundScaleVertexArray.length > 0) {\n                this.elevationGroundScaleVertexBuffer = context.createVertexBuffer(this.elevationGroundScaleVertexArray, lineElevationGroundScaleAttributes.members, true);\n            }\n\n            this.layoutVertexBuffer = context.createVertexBuffer(this.layoutVertexArray, layoutAttributes);\n            this.indexBuffer = context.createIndexBuffer(this.indexArray);\n        }\n        this.programConfigurations.upload(context);\n        this.uploaded = true;\n    }\n\n    destroy() {\n        if (!this.layoutVertexBuffer) return;\n        if (this.zOffsetVertexBuffer) {\n            this.zOffsetVertexBuffer.destroy();\n        }\n        if (this.elevationIdColVertexBuffer) {\n            this.elevationIdColVertexBuffer.destroy();\n        }\n        if (this.elevationGroundScaleVertexBuffer) {\n            this.elevationGroundScaleVertexBuffer.destroy();\n        }\n        this.layoutVertexBuffer.destroy();\n        this.indexBuffer.destroy();\n        this.programConfigurations.destroy();\n        this.segments.destroy();\n    }\n\n    lineFeatureClips(feature: BucketFeature, multiLineMetricsIndex?: number): LineClips | null | undefined {\n        let startProp: string;\n        let endProp: string;\n        if (multiLineMetricsIndex && multiLineMetricsIndex > 0) {\n            // If a single line feature re-enters a tile, it may be split into multiple lines (MultiLineString).\n            // Each line has its own clip start and end keys, with a line index postfix appended\n            // starting from the 1st element in the array, e.g., mapbox_clip_start_1\n            startProp = `mapbox_clip_start_${multiLineMetricsIndex}`;\n            endProp = `mapbox_clip_end_${multiLineMetricsIndex}`;\n        } else {\n            startProp = 'mapbox_clip_start';\n            endProp = 'mapbox_clip_end';\n        }\n        if (!!feature.properties && Object.hasOwn(feature.properties, startProp) && Object.hasOwn(feature.properties, endProp)) {\n            const start = +feature.properties[startProp];\n            const end = +feature.properties[endProp];\n            return {start, end};\n        }\n    }\n\n    addFeature(feature: BucketFeature, geometry: Array<Array<Point>>, index: number, canonical: CanonicalTileID, imagePositions: SpritePositions, availableImages: ImageId[], brightness?: number | null, elevationFeatures?: ElevationFeature[], elevationParams?: ElevationParams | null, crossSourceElevationEnabled?: boolean) {\n        const layout = this.layers[0].layout;\n\n        const frc = this.hdExt ? this.hdExt.trackFeatureFrc(feature.properties) : null;\n        const triStartIndex = this.indexArray.length;\n\n        const join = layout.get('line-join').evaluate(feature, {});\n\n        const cap = layout.get('line-cap').evaluate(feature, {});\n        const miterLimit = layout.get('line-miter-limit');\n        const roundLimit = layout.get('line-round-limit');\n        this.lineClips = this.lineFeatureClips(feature);\n        this.lineFeature = feature;\n        // Flag indicating that the line metrics were calculated for the vector tile feature.\n        const hasMapboxLineMetrics = !!feature.properties && Object.hasOwn(feature.properties, 'mapbox_line_metrics') ? feature.properties['mapbox_line_metrics'] : false;\n        this.zOffsetValue = layout.get('line-z-offset').value;\n\n        const paint = this.layers[0].paint;\n        const lineWidth = paint.get('line-width').value;\n        if (lineWidth.kind !== 'constant' && lineWidth.isLineProgressConstant === false) {\n            this.variableWidthValue = lineWidth;\n        }\n\n        const lineEmissiveStrength = paint.get('line-emissive-strength').value;\n        if (lineEmissiveStrength.kind !== 'constant' && lineEmissiveStrength.isLineProgressConstant === false) {\n            this.variableEmissiveStrengthValue = lineEmissiveStrength;\n        }\n\n        // Only set elevationGroundScaleValue for sea level reference lines with non-default value\n        if (this.isSeaLevelReference) {\n            const elevationGroundScaleExpr = layout.get('line-elevation-ground-scale').value;\n            if (elevationGroundScaleExpr.kind !== 'constant' || elevationGroundScaleExpr.value !== 0) {\n                this.elevationGroundScaleValue = elevationGroundScaleExpr;\n            }\n        }\n\n        const handledByElevation = this.hdExt != null && this.hdExt.handleFeature(feature, geometry, canonical, elevationFeatures, elevationParams, !!crossSourceElevationEnabled, join, cap, miterLimit, roundLimit, this);\n        if (!handledByElevation) {\n            for (let i = 0; i < geometry.length; i++) {\n                const line = geometry[i];\n                const multiLineMetricsIndex = hasMapboxLineMetrics && i > 0 ? i : null;\n                this.addLine(line, feature, canonical, join, cap, miterLimit, roundLimit, undefined, multiLineMetricsIndex);\n            }\n        }\n\n        this.programConfigurations.populatePaintArrays(this.layoutVertexArray.length, feature, index, imagePositions, availableImages, canonical, brightness, undefined, this.worldview);\n\n        if (this.hdExt) {\n            this.hdExt.recordFeatureRange(this, triStartIndex, this.indexArray.length, frc);\n        }\n    }\n\n    /**\n     * @private\n     */\n    fillNonElevatedRoadSegment(vertexOffset: number) {\n        const firstMissingZOffset = Math.max(vertexOffset, this.zOffsetVertexArray.length);\n        for (let i = firstMissingZOffset; i < this.layoutVertexArray.length; i++) {\n            this.zOffsetVertexArray.emplaceBack(0, 0, 0, 0);\n            if (this.showElevationIdDebug) {\n                this.elevationIdColVertexArray.emplaceBack(0, 0, 0);\n            }\n        }\n    }\n\n    addLine(vertices: Array<Point>, feature: BucketFeature, canonical: CanonicalTileID, join: string, cap: string, miterLimit: number, roundLimit: number, subsegment?: Subsegment, multiLineMetricsIndex?: number) {\n        this.distance = 0;\n        this.prevDistance = 0;\n        this.scaledDistance = 0;\n        this.totalDistance = 0;\n        this.totalFeatureLength = 0;\n        this.lineSoFar = 0;\n        this.currentVertex = undefined;\n\n        this.lineClips = multiLineMetricsIndex ? this.lineFeatureClips(feature, multiLineMetricsIndex) : this.lineClips;\n\n        const joinNone = join === 'none';\n        this.patternJoinNone = this.hasPattern && joinNone;\n        this.currentLineJoinType = join;\n        this.segmentStart = 0;\n        this.segmentStartf32 = 0;\n        this.segmentPoints = [];\n\n        // End points of a sub-segment line are treated as middle vertices in some occasions.\n        // For example we don't want to place cap geometries at these locations.\n        const intermediateStartPoint = subsegment && subsegment.progress.min > 0.0;\n        const intermediateEndPoint = subsegment && subsegment.progress.max < 1.0;\n\n        if (this.lineClips) {\n            let range: Range = {min: this.lineClips.start, max: this.lineClips.end};\n            let clipRangeScale = 1.0;\n\n            // Preserve correct \"progress\" values for subsegments\n            if (subsegment) {\n                const clipRange = this.lineClips.end - this.lineClips.start;\n                range = mapRange(subsegment.progress, {min: 0.0, max: 1.0}, range);\n\n                if (clipRange > 0.0) {\n                    // Any clipping operations done to this feature have to be applied to\n                    // precomputed length variables as well.\n                    clipRangeScale = (range.max - range.min) / clipRange;\n                }\n            }\n\n            const featureLen = +feature.properties['mapbox_clip_feature_len'];\n            const segmentLen = +feature.properties['mapbox_clip_seg_len'];\n\n            // Check if precomputed feature and segment lengths are available. Computing them manually might\n            // result in some precision issues especially with longer lines.\n            if (!Number.isNaN(featureLen) && !Number.isNaN(segmentLen)) {\n                this.totalFeatureLength = featureLen;\n                this.totalDistance = segmentLen * clipRangeScale;\n                this.lineClips.start = range.min;\n                this.lineClips.end = range.max;\n                this.maxLineLength = Math.max(this.maxLineLength, this.totalDistance);\n            } else {\n                // Calculate the total distance, in tile units, of this tiled line feature\n                for (let i = 0; i < vertices.length - 1; i++) {\n                    this.totalDistance += vertices[i].dist(vertices[i + 1]);\n                }\n                const featureLen = this.totalDistance / (range.max - range.min);\n                this.totalFeatureLength = Number.isFinite(featureLen) ? featureLen : 0.0;\n                this.lineClips.start = range.min;\n                this.lineClips.end = range.max;\n                this.maxLineLength = Math.max(this.maxLineLength, this.totalDistance);\n            }\n\n            this.lineClipsArray.push(this.lineClips);\n            this.updateScaledDistance();\n        }\n\n        const isPolygon = vectorTileFeatureTypes[feature.type] === 'Polygon';\n\n        // If the line has duplicate vertices at the ends, adjust start/length to remove them.\n        let len = vertices.length;\n        while (len >= 2 && vertices[len - 1].equals(vertices[len - 2])) {\n            len--;\n        }\n        let first = 0;\n        while (first < len - 1 && vertices[first].equals(vertices[first + 1])) {\n            first++;\n        }\n\n        // Ignore invalid geometry.\n        if (len < (isPolygon ? 3 : 2)) return;\n\n        if (join === 'bevel') miterLimit = 1.05;\n\n        // we could be more precise, but it would only save a negligible amount of space\n        const segment = this.segments.prepareSegment(len * 10, this.layoutVertexArray, this.indexArray);\n\n        let currentVertex: Point | undefined;\n        let prevVertex: Point | undefined;\n        let nextVertex: Point | undefined;\n        let prevNormal: Point | undefined;\n        let nextNormal: Point | undefined;\n        let startNormal: Point | undefined;\n        let endNormal: Point | undefined;\n\n        // Preserve continuity between consecutive segments of the same line.\n        if (subsegment && subsegment.prevDir) {\n            startNormal = subsegment.prevDir.perp();\n        }\n        if (subsegment && subsegment.nextDir) {\n            endNormal = subsegment.nextDir.perp();\n        }\n\n        // the last two vertices added\n        this.e1 = this.e2 = -1;\n\n        if (isPolygon) {\n            currentVertex = vertices[len - 2];\n            nextNormal = vertices[first].sub(currentVertex)._unit()._perp();\n        }\n\n        let lineProgressFeatures: LineProgressFeatures | null;\n        for (let i = first; i < len; i++) {\n            nextVertex = i === len - 1 ?\n                (isPolygon ? vertices[first + 1] : undefined) : // if it's a polygon, treat the last vertex like the first\n                vertices[i + 1]; // just the next vertex\n\n            // if two consecutive vertices exist, skip the current one\n            if (nextVertex && vertices[i].equals(nextVertex)) continue;\n\n            if (nextNormal) prevNormal = nextNormal;\n            if (currentVertex) prevVertex = currentVertex;\n\n            currentVertex = vertices[i];\n            lineProgressFeatures = this.evaluateLineProgressFeatures(prevVertex ? prevVertex.dist(currentVertex) : 0);\n\n            // Calculate the normal towards the next vertex in this line. In case\n            // there is no next vertex, pretend that the line is continuing straight,\n            // meaning that we are just using the previous normal.\n            nextNormal = nextVertex ? nextVertex.sub(currentVertex)._unit()._perp() : prevNormal;\n\n            // If we still don't have a previous normal, this is the beginning of a\n            // non-closed line, so we're doing a straight \"join\".\n            prevNormal = prevNormal || nextNormal;\n\n            // The join if a middle vertex, otherwise the cap.\n            const middleVertex = prevVertex && nextVertex;\n            let currentJoin = middleVertex ? join : (isPolygon || joinNone) ? 'butt' : cap;\n\n            // calculate cosines of the angle (and its half) using dot product\n            const cosAngle = prevNormal.x * nextNormal.x + prevNormal.y * nextNormal.y;\n\n            if (joinNone) {\n                const endLineSegment = function (bucket: LineBucket) {\n                    if (bucket.patternJoinNone) {\n                        const pointCount = bucket.segmentPoints.length / 2;\n                        const segmentLength = bucket.lineSoFar - bucket.segmentStart;\n                        for (let idx = 0; idx < pointCount; ++idx) {\n                            const pos = bucket.segmentPoints[idx * 2];\n                            const offsetSign = bucket.segmentPoints[idx * 2 + 1];\n                            // Integer part contains position in tile units\n                            // Fractional part has offset sign 0.25 = -1, 0.5 = 0, 0.75 = 1\n                            const posAndOffset = Math.round(pos) + 0.5 + offsetSign * 0.25;\n                            bucket.patternVertexArray.emplaceBack(posAndOffset, segmentLength, bucket.segmentStart);\n                            bucket.patternVertexArray.emplaceBack(posAndOffset, segmentLength, bucket.segmentStart);\n                        }\n\n                        // Reset line segment\n                        bucket.segmentPoints.length = 0;\n                        assert(bucket.zOffsetVertexArray.length === bucket.patternVertexArray.length || bucket.elevationType !== 'offset');\n                    }\n\n                    bucket.e1 = bucket.e2 = -1;\n                };\n\n                if (middleVertex && cosAngle < COS_STRAIGHT_CORNER) { // Not straight corner, create separate line segment\n                    this.updateDistance(prevVertex, currentVertex);\n                    this.addCurrentVertex(currentVertex, prevNormal, 1, 1, segment, lineProgressFeatures);\n                    endLineSegment(this);\n\n                    // Start new segment\n                    this.addCurrentVertex(currentVertex, nextNormal, -1, -1, segment, lineProgressFeatures);\n\n                    continue; // Don't apply other geometry generation logic\n                } else if (prevVertex) {\n                    if (!nextVertex) { // End line string\n                        this.updateDistance(prevVertex, currentVertex);\n                        this.addCurrentVertex(currentVertex, prevNormal, 1, 1, segment, lineProgressFeatures);\n                        endLineSegment(this);\n\n                        continue; // Don't apply other geometry generation logic\n                    } else {\n                        currentJoin = 'miter';\n                    }\n                }\n            }\n\n            // Determine the normal of the join extrusion. It is the angle bisector\n            // of the segments between the previous line and the next line.\n            // In the case of 180° angles, the prev and next normals cancel each other out:\n            // prevNormal + nextNormal = (0, 0), its magnitude is 0, so the unit vector would be\n            // undefined. In that case, we're keeping the joinNormal at (0, 0), so that the cosHalfAngle\n            // below will also become 0 and miterLength will become Infinity.\n            let joinNormal = prevNormal.add(nextNormal);\n            if (joinNormal.x !== 0 || joinNormal.y !== 0) {\n                joinNormal._unit();\n            }\n            /*  joinNormal     prevNormal\n             *             ↖      ↑\n             *                .________. prevVertex\n             *                |\n             * nextNormal  ←  |  currentVertex\n             *                |\n             *     nextVertex !\n             *\n             */\n\n            const cosHalfAngle = joinNormal.x * nextNormal.x + joinNormal.y * nextNormal.y;\n\n            // Calculate the length of the miter (the ratio of the miter to the width)\n            // as the inverse of cosine of the angle between next and join normals\n            const miterLength = cosHalfAngle !== 0 ? 1 / cosHalfAngle : Infinity;\n\n            // approximate angle from cosine\n            const approxAngle = 2 * Math.sqrt(2 - 2 * cosHalfAngle);\n\n            const isSharpCorner = cosHalfAngle < COS_HALF_SHARP_CORNER && prevVertex && nextVertex;\n            const lineTurnsLeft = prevNormal.x * nextNormal.y - prevNormal.y * nextNormal.x > 0;\n            // Fixed offset from the corners to straighted up edges (require for pattern, gradient and trim-offset)\n            const SHARP_CORNER_OFFSET = 15;\n            const sharpCornerOffset = this.overscaling <= 16 ? SHARP_CORNER_OFFSET * EXTENT / (512 * this.overscaling) : 0;\n\n            if (middleVertex && currentJoin === 'round') {\n                if (miterLength < roundLimit) {\n                    currentJoin = 'miter';\n                } else if (miterLength <= 2) {\n                    const boundsMin = -10;\n                    const boundsMax = EXTENT + 10;\n                    const outside = pointOutsideBounds(currentVertex, boundsMin, boundsMax);\n                    // Disable 'fakeround' for line-z-offset when either outside tile bounds or when using line-cross-slope.\n                    // In these cases, using 'fakeround' either causes some rendering artifacts or doesn't look good.\n                    currentJoin = (this.elevationType === 'offset' && (outside || this.hasCrossSlope)) ? 'miter' : 'fakeround';\n                }\n            }\n\n            if (currentJoin === 'miter' && miterLength > miterLimit) {\n                currentJoin = 'bevel';\n            }\n\n            if (currentJoin === 'bevel') {\n                // The maximum extrude length is 128 / 63 = 2 times the width of the line\n                // so if miterLength >= 2 we need to draw a different type of bevel here.\n                if (miterLength > 2) currentJoin = 'flipbevel';\n\n                // If the miterLength is really small and the line bevel wouldn't be visible,\n                // just draw a miter join to save a triangle.\n                if (miterLength < miterLimit) currentJoin = 'miter';\n            }\n\n            const sharpMiter = currentJoin === 'miter' && isSharpCorner;\n\n            // Calculate how far along the line the currentVertex is\n            if (prevVertex && !sharpMiter) this.updateDistance(prevVertex, currentVertex);\n\n            if (currentJoin === 'miter') {\n                if (isSharpCorner) {\n                    const prevSegmentLength = currentVertex.dist(prevVertex);\n                    if (prevSegmentLength > 2 * sharpCornerOffset) {\n                        const newPrevVertex = currentVertex.sub(currentVertex.sub(prevVertex)._mult(sharpCornerOffset / prevSegmentLength)._round());\n                        this.updateDistance(prevVertex, newPrevVertex);\n                        this.addCurrentVertex(newPrevVertex, prevNormal, 0, 0, segment, lineProgressFeatures);\n                        prevVertex = newPrevVertex;\n                    }\n                    this.updateDistance(prevVertex, currentVertex);\n                    joinNormal._mult(miterLength);\n                    this.addCurrentVertex(currentVertex, joinNormal, 0, 0, segment, lineProgressFeatures);\n                    const nextSegmentLength = currentVertex.dist(nextVertex);\n                    if (nextSegmentLength > 2 * sharpCornerOffset) {\n                        const newCurrentVertex = currentVertex.add(nextVertex.sub(currentVertex)._mult(sharpCornerOffset / nextSegmentLength)._round());\n                        this.updateDistance(currentVertex, newCurrentVertex);\n                        this.addCurrentVertex(newCurrentVertex, nextNormal, 0, 0, segment, lineProgressFeatures);\n                        currentVertex = newCurrentVertex;\n                    }\n                } else {\n                    joinNormal._mult(miterLength);\n                    this.addCurrentVertex(currentVertex, joinNormal, 0, 0, segment, lineProgressFeatures);\n                }\n            } else if (currentJoin === 'flipbevel') {\n                // miter is too big, flip the direction to make a beveled join\n                if (miterLength > 100) {\n                    // Almost parallel lines\n                    joinNormal = nextNormal.mult(-1);\n\n                } else {\n                    const bevelLength = miterLength * prevNormal.add(nextNormal).mag() / prevNormal.sub(nextNormal).mag();\n                    joinNormal._perp()._mult(bevelLength * (lineTurnsLeft ? -1 : 1));\n                }\n                this.addCurrentVertex(currentVertex, joinNormal, 0, 0, segment, lineProgressFeatures);\n                this.addCurrentVertex(currentVertex, joinNormal.mult(-1), 0, 0, segment, lineProgressFeatures);\n\n            } else if (currentJoin === 'bevel' || currentJoin === 'fakeround') {\n                const dist = currentVertex.dist(prevVertex);\n\n                // Special handling for elevated bevel joins only\n                const isElevatedBevel = this.elevationType === 'offset' &&\n                                       currentJoin === 'bevel' &&\n                                       this.currentLineJoinType !== 'round' &&\n                                       !this.patternJoinNone;\n\n                // For elevated bevel joins at close corners, scale down rotation to prevent overlap\n                let capScale = 1.0;\n                if (isElevatedBevel && lineProgressFeatures != null && prevVertex && nextVertex) {\n                    const widthThreshold = CAP_SCALE_THRESHOLD_FACTOR * sharpCornerOffset;\n                    if (dist < widthThreshold) {\n                        capScale = Math.max(0.0, dist / widthThreshold);\n                    }\n                }\n\n                if (lineProgressFeatures != null && prevVertex) {\n                    // Close previous segment with butt\n                    this.addCurrentVertex(currentVertex, endNormal ? endNormal : prevNormal, -capScale, -capScale, segment, lineProgressFeatures);\n                }\n\n                // On short segments also pull the fake-round fan anchor from the miter point back to\n                // the unit circle: scaled by the line width, the miter point can land outside the\n                // geometry and its fan paints border color across neighbouring segments.\n                const skipStraightEdges = dist <= 1.0 * sharpCornerOffset && currentJoin !== 'bevel';\n                const joinExtent = skipStraightEdges ? 1.0 : miterLength;\n                const join = joinNormal.mult(lineTurnsLeft ? 1.0 : -1.0);\n                join._mult(joinExtent);\n                const next = nextNormal.mult(lineTurnsLeft ? -1.0 : 1.0);\n                const prev = prevNormal.mult(lineTurnsLeft ? -1.0 : 1.0);\n                const lpf = this.evaluateLineProgressFeatures(this.distance);\n\n                if (lineProgressFeatures == null) {\n                    // This vertex is placed at the inner side of the corner\n                    this.addHalfVertex(currentVertex, join.x, join.y, false, !lineTurnsLeft, 0, segment, lpf);\n                    if (!skipStraightEdges) {\n                        // This vertex is responsible to straighten up the line before the corner\n                        this.addHalfVertex(currentVertex, join.x + prev.x * 2.0, join.y + prev.y * 2.0, false, lineTurnsLeft, 0, segment, lpf);\n                    }\n                }\n\n                if (currentJoin === 'fakeround') {\n                    // The join angle is sharp enough that a round join would be visible.\n                    // Bevel joins fill the gap between segments with a single pie slice triangle.\n                    // Create a round join by adding multiple pie slices. The join isn't actually round, but\n                    // it looks like it is at the sizes we render lines at.\n\n                    // pick the number of triangles for approximating round join by based on the angle between normals\n                    const n = Math.round((approxAngle * 180 / Math.PI) / DEG_PER_TRIANGLE);\n\n                    this.addHalfVertex(currentVertex, prev.x, prev.y, false, lineTurnsLeft, 0, segment, lpf);\n                    for (let m = 0; m < n; m++) {\n                        let t = m / n;\n                        if (t !== 0.5) {\n                            // approximate spherical interpolation https://observablehq.com/@mourner/approximating-geometric-slerp\n                            const t2 = t - 0.5;\n                            const A = 1.0904 + cosAngle * (-3.2452 + cosAngle * (3.55645 - cosAngle * 1.43519));\n                            const B = 0.848013 + cosAngle * (-1.06021 + cosAngle * 0.215638);\n                            t = t + t * t2 * (t - 1) * (A * t2 * t2 + B);\n                        }\n                        const extrude = next.sub(prev)._mult(t)._add(prev)._unit();\n                        this.addHalfVertex(currentVertex, extrude.x, extrude.y, false, lineTurnsLeft, 0, segment, lpf);\n                    }\n                    // These vertices are placed on the outer side of the line\n                    this.addHalfVertex(currentVertex, next.x, next.y, false, lineTurnsLeft, 0, segment, lpf);\n                }\n\n                if (!skipStraightEdges && lineProgressFeatures == null) {\n                    // This vertex is responsible to straighten up the line after the corner\n                    this.addHalfVertex(currentVertex, join.x + next.x * 2.0, join.y + next.y * 2.0, false, lineTurnsLeft, 0, segment, lpf);\n                }\n\n                if (lineProgressFeatures != null && nextVertex) {\n                    // Start next segment with a butt\n                    this.addCurrentVertex(currentVertex, startNormal ? startNormal : nextNormal, capScale, capScale, segment, lineProgressFeatures);\n                }\n            } else if (currentJoin === 'butt') {\n                this.addCurrentVertex(currentVertex, joinNormal, 0, 0, segment, lineProgressFeatures); // butt cap\n\n            } else if (currentJoin === 'square') {\n                if (!prevVertex) {\n                    // Intermediate start & end points are using butt instead.\n                    const capExt = intermediateStartPoint ? 0 : -1;\n                    this.addCurrentVertex(currentVertex, joinNormal, capExt, capExt, segment, lineProgressFeatures);\n                }\n\n                // make the cap it's own quad to avoid the cap affecting the line distance\n                this.addCurrentVertex(currentVertex, joinNormal, 0, 0, segment, lineProgressFeatures);\n\n                if (prevVertex) {\n                    const capExt = intermediateEndPoint ? 0 : 1;\n                    this.addCurrentVertex(currentVertex, joinNormal, capExt, capExt, segment, lineProgressFeatures);\n                }\n\n            } else if (currentJoin === 'round') {\n\n                if (prevVertex) {\n                    const vertexNormal = !middleVertex && endNormal ? endNormal : prevNormal;\n\n                    // Close previous segment with butt\n                    this.addCurrentVertex(currentVertex, vertexNormal, 0, 0, segment, lineProgressFeatures);\n\n                    if (middleVertex || !intermediateEndPoint) {\n                        // Add round cap or linejoin at end of segment\n                        this.addCurrentVertex(currentVertex, vertexNormal, 1, 1, segment, lineProgressFeatures, true);\n                    }\n                }\n                if (nextVertex) {\n                    const vertexNormal = !middleVertex && startNormal ? startNormal : nextNormal;\n\n                    // Add round cap before first segment\n                    if (middleVertex || !intermediateStartPoint) {\n                        this.addCurrentVertex(currentVertex, vertexNormal, -1, -1, segment, lineProgressFeatures, true);\n                    }\n\n                    // Start next segment with a butt\n                    this.addCurrentVertex(currentVertex, vertexNormal, 0, 0, segment, lineProgressFeatures);\n                }\n            }\n        }\n    }\n\n    addVerticesTo(from: Point4D, to: Point4D, leftX: number, leftY: number, rightX: number, rightY: number, endLeft: number, endRight: number, segment: Segment, round: boolean) {\n        // one vector tile is usually rendered over 64x64 terrain grid. This should be enough for higher res grid, too.\n        const STEP = this.tessellationStep;\n        const steps = ((to.w - from.w) / STEP) | 0;\n        let stepsDistance = 0;\n        const scaledDistance = this.scaledDistance;\n\n        if (steps > 1) {\n            this.lineSoFar = from.w;\n            const stepX = (to.x - from.x) / steps;\n            const stepY = (to.y - from.y) / steps;\n            const stepZ = (to.z - from.z) / steps;\n            const stepW = (to.w - from.w) / steps;\n\n            // Calculate perpendicular normal directly from segment direction for interior vertices\n            const dx = to.x - from.x;\n            const dy = to.y - from.y;\n            const len = Math.sqrt(dx * dx + dy * dy);\n            // Degenerate segment, skip tessellation\n            if (len === 0) return;\n\n            const perpX = -dy / len;\n            const perpY = dx / len;\n            const interiorLeftX = perpX;\n            const interiorLeftY = perpY;\n            const interiorRightX = -perpX;\n            const interiorRightY = -perpY;\n\n            for (let i = 1; i < steps; ++i) {\n                from.x += stepX;\n                from.y += stepY;\n                from.z += stepZ;\n                this.lineSoFar += stepW;\n                stepsDistance += stepW;\n                const lpf = this.evaluateLineProgressFeatures(this.prevDistance + stepsDistance);\n                this.scaledDistance = (this.prevDistance + stepsDistance) / this.totalDistance;\n                // Use perpendicular extrusion for interior vertices\n                this.addHalfVertex(from, interiorLeftX, interiorLeftY, round, false, 0, segment, lpf);\n                this.addHalfVertex(from, interiorRightX, interiorRightY, round, true, 0, segment, lpf);\n            }\n        }\n        this.lineSoFar = to.w;\n        this.scaledDistance = scaledDistance;\n        const lpf = this.evaluateLineProgressFeatures(this.distance);\n\n        this.addHalfVertex(to, leftX, leftY, round, false, endLeft, segment, lpf);\n        this.addHalfVertex(to, rightX, rightY, round, true, -endRight, segment, lpf);\n    }\n\n    evaluateLineProgressFeatures(distance: number): LineProgressFeatures | null {\n        assert(distance >= 0);\n        if (!this.variableWidthValue && !this.variableEmissiveStrengthValue && this.elevationType !== 'offset') {\n            return null;\n        }\n        this.evaluationGlobals.lineProgress = 0;\n        if (this.lineClips) {\n            this.evaluationGlobals.lineProgress = Math.min(1.0, (this.totalFeatureLength * this.lineClips.start + distance) / this.totalFeatureLength);\n        } else {\n            warnOnce(`line-progress evaluation for ${this.layerIds[0]} requires enabling 'lineMetrics' for the source.`);\n        }\n        let variableWidth: number = 0.0;\n        if (this.variableWidthValue && this.variableWidthValue.kind !== 'constant') {\n            variableWidth = this.variableWidthValue.evaluate(this.evaluationGlobals, this.lineFeature) || 0.0;\n            variableWidth = variableWidth * 0.5;\n        }\n        let variableEmissiveStrength = 0.0;\n        if (this.variableEmissiveStrengthValue && this.variableEmissiveStrengthValue.kind !== 'constant') {\n            variableEmissiveStrength = this.variableEmissiveStrengthValue.evaluate(this.evaluationGlobals, this.lineFeature) || 0.0;\n        }\n        const elevationGroundScale = this.evaluateElevationGroundScale();\n        if (this.elevationType !== 'offset') {\n            return {zOffset: 0.0, variableWidth, elevationGroundScale, variableEmissiveStrength};\n        }\n        if (this.zOffsetValue.kind === 'constant') {\n            return {zOffset: this.zOffsetValue.value, variableWidth, elevationGroundScale, variableEmissiveStrength};\n        }\n        const zOffset: number = this.zOffsetValue.evaluate(this.evaluationGlobals, this.lineFeature) || 0.0;\n        return {zOffset, variableWidth, elevationGroundScale, variableEmissiveStrength};\n    }\n\n    evaluateElevationGroundScale(): number {\n        if (!this.elevationGroundScaleValue) {\n            return 0.0;\n        }\n        if (this.elevationGroundScaleValue.kind === 'constant') {\n            return this.elevationGroundScaleValue.value;\n        }\n        return this.elevationGroundScaleValue.evaluate(this.evaluationGlobals, this.lineFeature) || 0.0;\n    }\n\n    /**\n     * Add two vertices to the buffers.\n     *\n     * @param p the line vertex to add buffer vertices for\n     * @param normal vertex normal\n     * @param endLeft extrude to shift the left vertex along the line\n     * @param endRight extrude to shift the left vertex along the line\n     * @param segment the segment object to add the vertex to\n     * @param round whether this is a round cap\n     * @private\n     */\n    addCurrentVertex(p: Point, normal: Point, endLeft: number, endRight: number, segment: Segment, lineProgressFeatures?: LineProgressFeatures | null, round: boolean = false) {\n        // left and right extrude vectors, perpendicularly shifted by endLeft/endRight\n        const leftX = normal.x + normal.y * endLeft;\n        const leftY = normal.y - normal.x * endLeft;\n        const rightX = -normal.x + normal.y * endRight;\n        const rightY = -normal.y - normal.x * endRight;\n\n        if (lineProgressFeatures != null) {\n            const dropOutOfBounds = this.elevationType === 'offset';\n            const clipMargin = this.elevationType === 'offset' ? 2 : 10;\n            const boundsMin = -clipMargin;\n            const boundsMax = EXTENT + clipMargin;\n            const zOffset = lineProgressFeatures.zOffset;\n            const vertex = new Point4D(p.x, p.y, zOffset, this.lineSoFar);\n            // tesellated chunks outside tile borders are not added.\n            const outside = dropOutOfBounds ? pointOutsideBounds(p, boundsMin, boundsMax) : false;\n            const lineSoFar = this.lineSoFar;\n            const distance = this.distance;\n\n            if (!this.currentVertex) {\n                if (!outside) { // add the first point\n                    this.addHalfVertex(p, leftX, leftY, round, false, endLeft, segment, lineProgressFeatures);\n                    this.addHalfVertex(p, rightX, rightY, round, true, -endRight, segment, lineProgressFeatures);\n                }\n            } else if (outside) {\n                const prevOutside = this.currentVertexIsOutside;\n                const prev = this.currentVertex;\n                const next = new Point4D(p.x, p.y, zOffset, this.lineSoFar);\n                clipLine(prev, next, boundsMin, boundsMax);\n\n                if (!pointOutsideBounds(next, boundsMin, boundsMax)) { // otherwise, segment outside bounds\n                    if (prevOutside) {\n                        // add half vertex to start the segment\n                        this.e1 = this.e2 = -1;\n                        // Previously calculated distance is not correct after clipLine()\n                        this.distance -= prev.dist(vertex);\n                        this.lineSoFar = prev.w;\n                        const lpf = this.evaluateLineProgressFeatures(prev.w - this.totalFeatureLength * (this.lineClips ? this.lineClips.start : 0));\n                        this.addHalfVertex(prev, leftX, leftY, round, false, endLeft, segment, lpf);\n                        this.addHalfVertex(prev, rightX, rightY, round, true, -endRight, segment, lpf);\n                        this.prevDistance = this.distance;\n                    }\n                    this.distance = this.prevDistance + prev.dist(next);\n                    this.scaledDistance = this.distance / this.totalDistance;\n                    this.addVerticesTo(prev, next, leftX, leftY, rightX, rightY, endLeft, endRight, segment, round);\n                    this.distance = distance;\n                    this.scaledDistance = this.distance / this.totalDistance;\n                }\n            } else {\n                // inside\n                const prevOutside = this.currentVertexIsOutside;\n                const prev = this.currentVertex;\n                if (prevOutside) {\n                    clipLine(prev, vertex, boundsMin, boundsMax);\n                    assert(vertex.x === p.x && vertex.y === p.y);\n                    // add half vertex to start the segment\n                    this.e1 = this.e2 = -1;\n                    // Previously calculated distance is not correct after clipLine()\n                    this.distance -= prev.dist(vertex);\n                    this.scaledDistance = this.distance / this.totalDistance;\n                    this.lineSoFar = prev.w;\n                    const lpf = this.evaluateLineProgressFeatures(prev.w - this.totalFeatureLength * (this.lineClips ? this.lineClips.start : 0));\n                    this.addHalfVertex(prev, leftX, leftY, round, false, endLeft, segment, lpf);\n                    this.addHalfVertex(prev, rightX, rightY, round, true, -endRight, segment, lpf);\n                    this.prevDistance = this.distance;\n                    this.distance = distance;\n                    this.scaledDistance = this.distance / this.totalDistance;\n                }\n                this.addVerticesTo(prev, vertex, leftX, leftY, rightX, rightY, endLeft, endRight, segment, round);\n            }\n            this.currentVertex = vertex;\n            this.currentVertexIsOutside = outside;\n            this.lineSoFar = lineSoFar;\n        } else {\n            this.addHalfVertex(p, leftX, leftY, round, false, endLeft, segment, lineProgressFeatures);\n            this.addHalfVertex(p, rightX, rightY, round, true, -endRight, segment, lineProgressFeatures);\n        }\n    }\n\n    addHalfVertex({\n        x,\n        y,\n    }: Point, extrudeX: number, extrudeY: number, round: boolean, up: boolean, dir: number, segment: Segment, lineProgressFeatures?: LineProgressFeatures | null) {\n        if (this.patternJoinNone) {\n            if (this.segmentPoints.length === 0) {\n                this.segmentStart = this.lineSoFar;\n                this.segmentStartf32 = Math.fround(this.lineSoFar);\n            }\n\n            if (!up) { // Only add one segment point for each line point\n                // Real vertex data is inserted after each line segment is finished\n                this.segmentPoints.push(this.lineSoFar - this.segmentStart, dir);\n            }\n        }\n\n        this.layoutVertexArray.emplaceBack(\n            // a_pos_normal\n            // Encode round/up the least significant bits\n            (x << 1) + (round ? 1 : 0),\n            (y << 1) + (up ? 1 : 0),\n            // a_data\n            // add 128 to store a byte in an unsigned byte\n            Math.round(EXTRUDE_SCALE * extrudeX) + 128,\n            Math.round(EXTRUDE_SCALE * extrudeY) + 128,\n            ((dir === 0 ? 0 : (dir < 0 ? -1 : 1)) + 1),\n            0, // unused\n            // a_linesofar\n            this.lineSoFar - this.segmentStartf32);\n\n        // Constructs a second vertex buffer with higher precision line progress\n        if (this.lineClips) {\n            const lineProgress = interpolate(this.lineClips.start, this.lineClips.end, this.scaledDistance);\n            this.layoutVertexArray2.emplaceBack(this.scaledDistance, this.lineClipsArray.length, lineProgress);\n        }\n\n        const e = segment.vertexLength++;\n        if (this.e1 >= 0 && this.e2 >= 0) {\n            this.indexArray.emplaceBack(this.e1, this.e2, e);\n            segment.primitiveLength++;\n        }\n        if (up) {\n            this.e2 = e;\n        } else {\n            this.e1 = e;\n        }\n        if (lineProgressFeatures != null) {\n            this.zOffsetVertexArray.emplaceBack(\n                lineProgressFeatures.zOffset,\n                lineProgressFeatures.variableWidth,\n                lineProgressFeatures.variableWidth,\n                lineProgressFeatures.variableEmissiveStrength\n            );\n            if (this.showElevationIdDebug) {\n                this.elevationIdColVertexArray.emplaceBack(0.0, 0.0, 0.0);\n            }\n        }\n        // Populate elevationGroundScaleVertexArray only when the property is used\n        if (this.elevationGroundScaleValue) {\n            const elevationGroundScale = lineProgressFeatures ? lineProgressFeatures.elevationGroundScale : this.evaluateElevationGroundScale();\n            this.elevationGroundScaleVertexArray.emplaceBack(elevationGroundScale);\n        }\n        assert(this.zOffsetVertexArray.length === this.layoutVertexArray.length || this.elevationType !== 'offset');\n    }\n\n    updateScaledDistance() {\n        // Knowing the ratio of the full linestring covered by this tiled feature, as well\n        // as the total distance (in tile units) of this tiled feature, and the distance\n        // (in tile units) of the current vertex, we can determine the relative distance\n        // of this vertex along the full linestring feature.\n        if (this.lineClips) {\n            this.scaledDistance = this.distance / this.totalDistance;\n            this.lineSoFar = this.totalFeatureLength * this.lineClips.start + this.distance;\n        } else {\n            this.lineSoFar = this.distance;\n        }\n    }\n\n    updateDistance(prev: Point, next: Point) {\n        this.prevDistance = this.distance;\n        this.distance += prev.dist(next);\n        this.updateScaledDistance();\n    }\n}\n\nfunction pointOutsideBounds(p: Point, min: number, max: number) {\n    return (p.x < min || p.x > max || p.y < min || p.y > max);\n}\n\nregister(LineBucket, 'LineBucket', {omit: ['layers', 'patternFeatures', 'currentVertex', 'currentVertexIsOutside']});\n\nexport default LineBucket;\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nexport const circleAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos', components: 2, type: 'Int16'}\n], 4);\n\nexport const circleAttributesExt: StructArrayLayout = createLayout([\n    {name: 'a_circle_z_offset', components: 1, type: 'Float32'}\n], 4);\n\nexport const circleGlobeAttributesExt: StructArrayLayout = createLayout([\n    {name: 'a_pos_3', components: 3, type: 'Int16'},\n    {name: 'a_pos_normal_3', components: 3, type: 'Int16'}\n]);\n\nexport const {members, size, alignment} = circleAttributes;\n","import {CircleLayoutArray, CircleGlobeExtArray} from '../array_types';\nimport {circleAttributes, circleGlobeAttributesExt} from './circle_attributes';\nimport SegmentVector from '../segment';\nimport {ProgramConfigurationSet} from '../program_configuration';\nimport {TriangleIndexArray} from '../index_array_type';\nimport loadGeometry from '../load_geometry';\nimport toEvaluationFeature from '../evaluation_feature';\nimport EXTENT from '../../style-spec/data/extent';\nimport {register} from '../../util/web_worker_transfer';\nimport EvaluationParameters from '../../style/evaluation_parameters';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {ElevationFeature} from '../../../3d-style/elevation/elevation_feature';\nimport type {CircleHDExtension} from '../../../3d-style/data/bucket/circle_hd_extension';\nimport type {CanonicalTileID, UnwrappedTileID} from '../../source/tile_id';\nimport type {\n    Bucket,\n    BucketParameters,\n    BucketFeature,\n    IndexedFeature,\n    PopulateParameters\n} from '../bucket';\nimport type {TypedStyleLayer} from '../../style/style_layer/typed_style_layer';\nimport type CircleStyleLayer from '../../style/style_layer/circle_style_layer';\nimport type HeatmapStyleLayer from '../../style/style_layer/heatmap_style_layer';\nimport type Context from '../../gl/context';\nimport type IndexBuffer from '../../gl/index_buffer';\nimport type VertexBuffer from '../../gl/vertex_buffer';\nimport type {FeatureStates} from '../../source/source_state';\nimport type {SpritePositions} from '../../util/image';\nimport type {TileTransform} from '../../geo/projection/tile_transform';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type Projection from '../../geo/projection/projection';\nimport type {vec3} from 'gl-matrix';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {TileFootprint} from '../../../3d-style/util/conflation';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {GlobalProperties} from \"../../style-spec/expression\";\n\n/**\n * Circles are represented by two triangles.\n *\n * Each corner has a pos that is the center of the circle and an extrusion\n * vector that is where it points.\n * @private\n */\nclass CircleBucket<Layer extends CircleStyleLayer | HeatmapStyleLayer = CircleStyleLayer | HeatmapStyleLayer> implements Bucket {\n    index: number;\n    zoom: number;\n    overscaling: number;\n    layerIds: Array<string>;\n    layers: Array<Layer>;\n    stateDependentLayers!: Array<CircleStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n\n    layoutVertexArray: CircleLayoutArray;\n    layoutVertexBuffer!: VertexBuffer;\n    globeExtVertexArray: CircleGlobeExtArray | null | undefined;\n    globeExtVertexBuffer: VertexBuffer | null | undefined;\n\n    indexArray: TriangleIndexArray;\n    indexBuffer!: IndexBuffer;\n\n    hasPattern: boolean;\n    programConfigurations: ProgramConfigurationSet<Layer>;\n    segments: SegmentVector;\n    uploaded!: boolean;\n    projection: ProjectionSpecification;\n\n    worldview: string | undefined;\n    hasAppearances: boolean | null;\n\n    // Optional HD augmentation, populated by maybeAttachCircleHDExt\n    // (3d-style/data/bucket/circle_hd_extension.ts) when the layer declares\n    // `circle-elevation-reference: 'hd-road-markup'`. Owns the elevated vertex array\n    // and buffer; CircleBucket delegates per-feature / per-vertex elevation writes\n    // to it during addFeature.\n    hdExt: CircleHDExtension | undefined;\n\n    constructor(options: BucketParameters<Layer>) {\n        this.zoom = options.zoom;\n        this.overscaling = options.overscaling;\n        this.layers = options.layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.index = options.index;\n        this.hasPattern = false;\n        this.projection = options.projection;\n\n        this.layoutVertexArray = new CircleLayoutArray();\n        this.indexArray = new TriangleIndexArray();\n        this.segments = new SegmentVector();\n        this.programConfigurations = new ProgramConfigurationSet(options.layers, {zoom: options.zoom, lut: options.lut});\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n\n        this.worldview = options.worldview;\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(_id: UnwrappedTileID, _footprints: Array<TileFootprint>) {\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        const styleLayer = this.layers[0];\n        const bucketFeatures = [];\n        let circleSortKey = null;\n\n        // Heatmap layers are handled in this bucket and have no evaluated properties, so we check our access\n        if (styleLayer.type === 'circle') {\n            circleSortKey = styleLayer.layout.get('circle-sort-key');\n        }\n\n        for (const {feature, id, index, sourceLayerIndex} of features) {\n            const needGeometry = this.layers[0]._featureFilter.needGeometry;\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n\n            if (!this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom, {worldview: this.worldview, activeFloors: options.activeFloors}), evaluationFeature, canonical))\n                continue;\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const sortKey = circleSortKey ?\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                circleSortKey.evaluate(evaluationFeature, {}, canonical) :\n                undefined;\n\n            const bucketFeature: BucketFeature = {\n                id,\n                properties: feature.properties,\n                type: feature.type,\n                sourceLayerIndex,\n                index,\n                geometry: needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform),\n                patterns: {},\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                sortKey\n            };\n\n            bucketFeatures.push(bucketFeature);\n\n        }\n\n        if (circleSortKey) {\n            bucketFeatures.sort((a, b) => {\n                // a.sortKey is always a number when in use\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                return (a.sortKey as number) - (b.sortKey as number);\n            });\n        }\n\n        let globeProjection: Projection | null | undefined = null;\n\n        if (tileTransform.projection.name === 'globe') {\n            // Extend vertex attributes if the globe projection is enabled\n            this.globeExtVertexArray = new CircleGlobeExtArray();\n            globeProjection = tileTransform.projection;\n        }\n\n        for (const bucketFeature of bucketFeatures) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const {geometry, index, sourceLayerIndex} = bucketFeature;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const feature = features[index].feature;\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this.addFeature(bucketFeature, geometry, index, options.availableImages, canonical, globeProjection, options.brightness, options.elevationFeatures);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            options.featureIndex.insert(feature, geometry, index, sourceLayerIndex, this.index);\n        }\n\n        if (this.hdExt) this.hdExt.finalize();\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null) {\n        this.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, this.worldview);\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>) {\n        this.programConfigurations.updateExpressions(layers);\n    }\n\n    isEmpty(): boolean {\n        return this.layoutVertexArray.length === 0;\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded || this.programConfigurations.needsUpload;\n    }\n\n    upload(context: Context) {\n        if (!this.uploaded) {\n            this.layoutVertexBuffer = context.createVertexBuffer(this.layoutVertexArray, circleAttributes.members);\n            this.indexBuffer = context.createIndexBuffer(this.indexArray);\n\n            if (this.globeExtVertexArray) {\n                this.globeExtVertexBuffer = context.createVertexBuffer(this.globeExtVertexArray, circleGlobeAttributesExt.members);\n            }\n\n            if (this.hdExt) this.hdExt.upload(context);\n        }\n        this.programConfigurations.upload(context);\n        this.uploaded = true;\n    }\n\n    destroy() {\n        if (!this.layoutVertexBuffer) return;\n        this.layoutVertexBuffer.destroy();\n        this.indexBuffer.destroy();\n        this.programConfigurations.destroy();\n        this.segments.destroy();\n        if (this.globeExtVertexBuffer) {\n            this.globeExtVertexBuffer.destroy();\n        }\n        if (this.hdExt) this.hdExt.destroy();\n    }\n\n    addFeature(feature: BucketFeature, geometry: Array<Array<Point>>, index: number, availableImages: ImageId[], canonical: CanonicalTileID, projection?: Projection | null, brightness?: number | null, elevationFeatures?: ElevationFeature[]) {\n        if (this.hdExt) this.hdExt.beginFeature(feature, elevationFeatures, canonical);\n\n        for (const ring of geometry) {\n            for (const point of ring) {\n                const x = point.x;\n                const y = point.y;\n\n                // Do not include points that are outside the tile boundaries.\n                if (x < 0 || x >= EXTENT || y < 0 || y >= EXTENT) continue;\n\n                // this geometry will be of the Point type, and we'll derive\n                // two triangles from it.\n                //\n                // ┌─────────┐\n                // │ 3     2 │\n                // │         │\n                // │ 0     1 │\n                // └─────────┘\n\n                if (projection) {\n                    const projectedPoint = projection.projectTilePoint(x, y, canonical);\n                    const normal = projection.upVector(canonical, x, y);\n\n                    this.addGlobeExtVertex(projectedPoint, normal);\n                    this.addGlobeExtVertex(projectedPoint, normal);\n                    this.addGlobeExtVertex(projectedPoint, normal);\n                    this.addGlobeExtVertex(projectedPoint, normal);\n                }\n                const segment = this.segments.prepareSegment(4, this.layoutVertexArray, this.indexArray, feature.sortKey);\n                const index = segment.vertexLength;\n\n                this.addCircleVertex(x, y, -1, -1);\n                this.addCircleVertex(x, y, 1, -1);\n                this.addCircleVertex(x, y, 1, 1);\n                this.addCircleVertex(x, y, -1, 1);\n\n                if (this.hdExt) this.hdExt.writeVertexQuad(x, y);\n\n                this.indexArray.emplaceBack(index, index + 1, index + 2);\n                this.indexArray.emplaceBack(index, index + 2, index + 3);\n\n                segment.vertexLength += 4;\n                segment.primitiveLength += 2;\n            }\n        }\n\n        this.programConfigurations.populatePaintArrays(this.layoutVertexArray.length, feature, index, {}, availableImages, canonical, brightness, undefined, this.worldview);\n    }\n\n    private addCircleVertex(x: number, y: number, extrudeX: number, extrudeY: number) {\n        const circleX = (x * 2) + ((extrudeX + 1) / 2);\n        const circleY = (y * 2) + ((extrudeY + 1) / 2);\n        this.layoutVertexArray.emplaceBack(circleX, circleY);\n    }\n\n    private addGlobeExtVertex(pos: {\n        x: number;\n        y: number;\n        z: number;\n    }, normal: vec3) {\n        const encode = 1 << 14;\n        this.globeExtVertexArray.emplaceBack(\n            pos.x, pos.y, pos.z,\n            normal[0] * encode, normal[1] * encode, normal[2] * encode);\n    }\n}\n\nregister(CircleBucket, 'CircleBucket', {omit: ['layers']});\n\nexport default CircleBucket;\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nexport const symbolLayoutAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos_offset',   components: 4, type: 'Int16'},\n    {name: 'a_tex_size',     components: 4, type: 'Uint16'},\n    {name: 'a_pixeloffset',  components: 4, type: 'Int16'}\n], 4);\n\nexport const symbolGlobeExtAttributes: StructArrayLayout = createLayout([\n    {name: 'a_globe_anchor', components: 3, type: 'Int16'},\n    {name: 'a_globe_normal', components: 3, type: 'Float32'},\n], 4);\n\nexport const dynamicLayoutAttributes: StructArrayLayout = createLayout([\n    {name: 'a_projected_pos', components: 4, type: 'Float32'}\n], 4);\n\nexport const placementOpacityAttributes: StructArrayLayout = createLayout([\n    {name: 'a_fade_opacity', components: 1, type: 'Uint32'}\n], 4);\n\nexport const zOffsetAttributes: StructArrayLayout = createLayout([\n    {name: 'a_auto_z_offset', components: 1, type: 'Float32'}\n], 4);\n\nexport const featureIdAttributes: StructArrayLayout = createLayout([\n    {name: 'a_feature_index', components: 1, type: 'Float32'}\n], 4);\n\nexport const orientationAttributes: StructArrayLayout = createLayout([\n    {name: 'a_x_axis', components: 3, type: 'Float32'},\n    {name: 'a_y_axis', components: 3, type: 'Float32'}\n]);\n\nexport const iconTransitioningAttributes: StructArrayLayout = createLayout([\n    {name: 'a_texb', components: 2, type: 'Uint16'}\n]);\n\nexport const collisionVertexAttributes: StructArrayLayout = createLayout([\n    {name: 'a_placed', components: 2, type: 'Uint8'},\n    {name: 'a_shift', components: 2, type: 'Float32'},\n    {name: 'a_elevation_from_sea', components: 2, type: 'Float32'}\n]);\n\nexport const collisionVertexAttributesExt: StructArrayLayout = createLayout([\n    {name: 'a_size_scale', components: 1, type: 'Float32'},\n    {name: 'a_padding', components: 2, type: 'Float32'},\n    {name: 'a_auto_z_offset', components: 1, type: 'Float32'}\n]);\n\nexport const collisionBox: StructArrayLayout = createLayout([\n    // the box is centered around the anchor point\n    {type: 'Int16', name: 'projectedAnchorX'},\n    {type: 'Int16', name: 'projectedAnchorY'},\n    {type: 'Int16', name: 'projectedAnchorZ'},\n\n    {type: 'Int16', name: 'tileAnchorX'},\n    {type: 'Int16', name: 'tileAnchorY'},\n\n    // distances to the edges from the anchor\n    {type: 'Float32', name: 'x1'},\n    {type: 'Float32', name: 'y1'},\n    {type: 'Float32', name: 'x2'},\n    {type: 'Float32', name: 'y2'},\n\n    {type: 'Int16', name: 'padding'},\n\n    // the index of the feature in the original vectortile\n    {type: 'Uint32', name: 'featureIndex'},\n    // the source layer the feature appears in\n    {type: 'Uint16', name: 'sourceLayerIndex'},\n    // the bucket the feature appears in\n    {type: 'Uint16', name: 'bucketIndex'},\n]);\n\nexport const collisionBoxLayout: StructArrayLayout = createLayout([ // used to render collision boxes for debugging purposes\n    {name: 'a_pos',             components: 3, type: 'Int16'},\n    {name: 'a_anchor_pos',      components: 2, type: 'Int16'},\n    {name: 'a_extrude',         components: 2, type: 'Int16'}\n], 4);\n\nexport const collisionCircleLayout: StructArrayLayout = createLayout([ // used to render collision circles for debugging purposes\n    {name: 'a_pos_2f',     components: 2, type: 'Float32'},\n    {name: 'a_radius',     components: 1, type: 'Float32'},\n    {name: 'a_flags',      components: 2, type: 'Int16'}\n], 4);\n\nexport const quadTriangle: StructArrayLayout = createLayout([\n    {name: 'triangle', components: 3, type: 'Uint16'},\n]);\n\nexport const placement: StructArrayLayout = createLayout([\n    {type: 'Int16', name: 'projectedAnchorX'},\n    {type: 'Int16', name: 'projectedAnchorY'},\n    {type: 'Int16', name: 'projectedAnchorZ'},\n    {type: 'Float32', name: 'tileAnchorX'},\n    {type: 'Float32', name: 'tileAnchorY'},\n    {type: 'Uint16', name: 'glyphStartIndex'},\n    {type: 'Uint16', name: 'numGlyphs'},\n    {type: 'Uint32', name: 'vertexStartIndex'},\n    {type: 'Uint32', name: 'lineStartIndex'},\n    {type: 'Uint32', name: 'lineLength'},\n    {type: 'Uint16', name: 'segment'},\n    {type: 'Uint16', name: 'lowerSize'},\n    {type: 'Uint16', name: 'upperSize'},\n    {type: 'Float32', name: 'lineOffsetX'},\n    {type: 'Float32', name: 'lineOffsetY'},\n    {type: 'Uint8', name: 'writingMode'},\n    {type: 'Uint8', name: 'placedOrientation'},\n    {type: 'Uint8', name: 'hidden'},\n    {type: 'Uint32', name: 'crossTileID'},\n    {type: 'Int16', name: 'associatedIconIndex'},\n    {type: 'Uint8', name: 'flipState'}\n]);\n\nexport const symbolInstance: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'tileAnchorX'},\n    {type: 'Float32', name: 'tileAnchorY'},\n    {type: 'Int16', name: 'projectedAnchorX'},\n    {type: 'Int16', name: 'projectedAnchorY'},\n    {type: 'Int16', name: 'projectedAnchorZ'},\n    {type: 'Int16', name: 'rightJustifiedTextSymbolIndex'},\n    {type: 'Int16', name: 'centerJustifiedTextSymbolIndex'},\n    {type: 'Int16', name: 'leftJustifiedTextSymbolIndex'},\n    {type: 'Int16', name: 'verticalPlacedTextSymbolIndex'},\n    {type: 'Int16', name: 'placedIconSymbolIndex'},\n    {type: 'Int16', name: 'verticalPlacedIconSymbolIndex'},\n    {type: 'Uint16', name: 'key'},\n    {type: 'Uint16', name: 'textBoxStartIndex'},\n    {type: 'Uint16', name: 'textBoxEndIndex'},\n    {type: 'Uint16', name: 'verticalTextBoxStartIndex'},\n    {type: 'Uint16', name: 'verticalTextBoxEndIndex'},\n    {type: 'Uint16', name: 'iconBoxStartIndex'},\n    {type: 'Uint16', name: 'iconBoxEndIndex'},\n    {type: 'Uint16', name: 'verticalIconBoxStartIndex'},\n    {type: 'Uint16', name: 'verticalIconBoxEndIndex'},\n    {type: 'Uint16', name: 'featureIndex'},\n    {type: 'Uint16', name: 'numHorizontalGlyphVertices'},\n    {type: 'Uint16', name: 'numVerticalGlyphVertices'},\n    {type: 'Uint16', name: 'numIconVertices'},\n    {type: 'Uint16', name: 'numVerticalIconVertices'},\n    {type: 'Uint16', name: 'useRuntimeCollisionCircles'},\n    {type: 'Uint32', name: 'crossTileID'},\n    {type: 'Float32', components: 2, name: 'textOffset'},\n    {type: 'Float32', name: 'collisionCircleDiameter'},\n    {type: 'Float32', name: 'zOffset'},\n    {type: 'Uint8', name: 'hasIconTextFit'},\n    {type: 'Uint16', name: 'elevationFeatureIndex'},\n]);\n\nexport const glyphOffset: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'offsetX'}\n]);\n\nexport const lineVertex: StructArrayLayout = createLayout([\n    {type: 'Int16', name: 'x'},\n    {type: 'Int16', name: 'y'}\n]);\n","import assert from '../../style-spec/util/assert';\nimport {register} from '../../util/web_worker_transfer';\n\nimport type Context from '../../gl/context';\n\n/**\n * The UBO layout header is a flat Uint32Array of 16 dwords (4 uvec4), built once per layer by\n * SymbolPropertyBinderUBO.updateHeader() and uploaded to the GPU verbatim (matching GL Native and\n * the shader's header UBO). These constants name its dword slots:\n *\n *   [HEADER_DATA_DRIVEN_MASK]     bitmask: 1 = property goes in the per-feature data-driven block\n *   [HEADER_DZR_MASK]             bitmask (bit i per property): 1 = this property's own block slot\n *                                 carries a per-feature zoom range [zm, zM], rather than sharing one\n *                                 across the layer and read from HEADER_SHARED_ZOOM — and the block\n *                                 is 2 vec4 instead of 1. For colors this means appearances override\n *                                 the property with differing zoom stops (DifferentZoomRanges); for\n *                                 translate — which has no HEADER_SHARED_ZOOM slot to share — this\n *                                 means the property is zoom-dependent at all (SameZoomRange or\n *                                 DifferentZoomRanges). The shader reads bits 0/1 (fill_color/\n *                                 halo_color) to pick the zoom-range source branchlessly and bit 8\n *                                 (translate) to pick whether to mix at all; the bit doesn't\n *                                 otherwise affect block sizing/offsets beyond the 1-vs-2 vec4\n *                                 split above. The broader Independent/SameZoomRange/\n *                                 DifferentZoomRanges classification each property needs on the CPU\n *                                 lives in SymbolPropertyBinderUBO.zoomDependency, not here —\n *                                 matching GL Native, whose header likewise carries only the DZR\n *                                 bits the shader consumes.\n *   [HEADER_BLOCK_SIZE_VEC4]      size of the data-driven block in vec4 units (0 when no DD props)\n *   [HEADER_OFFSETS + i]          vec4-unit offset of property i within the data-driven block\n *                                 (only meaningful when property i's data-driven bit is set)\n *   [HEADER_SHARED_ZOOM + 0..3]   [fillZm, fillZM, haloZm, haloZM] (as raw float bits, see\n *                                 floatToBits) — the shared [zm, zM] zoom range for fill/halo color\n *                                 when NOT DifferentZoomRanges (Independent: {0,0}; SameZoomRange:\n *                                 the one range shared by every feature). Read by the shader instead\n *                                 of a per-feature block slot in that case.\n *\n * Property order (bit index 0-8): fill_color, halo_color, opacity, halo_width, halo_blur,\n * emissive_strength, occlusion_opacity, z_offset, translate.\n *\n * Every data-driven property occupies a fixed, zoom-ready slot so the shader decode is branchless\n * and uniform for constant / zoom-interpolated / appearance-zoom-stops cases alike (one `zoomFactor`\n * + one `mix`); non-zoom values simply duplicate min into max:\n *   float:                                  1 vec4  [min, max, zm, zM]\n *   translate (vec2), not zoom-dependent:   1 vec4  [tx, ty, tx, ty] (zoom range read as [0, 0])\n *   translate (vec2), zoom-dependent:       2 vec4  [tx_min, ty_min, tx_max, ty_max],\n *                                                    [zm, zM, pad, pad] (translate has no\n *                                                    HEADER_SHARED_ZOOM slot, so it always carries\n *                                                    its own zoom range when zoom-dependent)\n *   color, Independent/SameZoomRange:       1 vec4  [packMin0, packMin1, packMax0, packMax1]\n *                                                    (zoom range read from HEADER_SHARED_ZOOM)\n *   color, DifferentZoomRanges:             2 vec4  [packMin0, packMin1, packMax0, packMax1],\n *                                                    [zm, zM, pad, pad]\n */\nexport const HEADER_DATA_DRIVEN_MASK = 0;\nexport const HEADER_DZR_MASK = 1;\nexport const HEADER_BLOCK_SIZE_VEC4 = 2;\nexport const HEADER_OFFSETS = 3;\n// [fillZm, fillZM, haloZm, haloZM], packed as float bits — see HEADER_SHARED_ZOOM doc above.\nexport const HEADER_SHARED_ZOOM = 12;\n\n// Scratch buffer for reinterpreting a float's bit pattern as a uint32 (mirrors GLSL's\n// floatBitsToUint), so shared zoom ranges can be packed into the uint32 header alongside the\n// other integer fields.\nconst _floatBitsScratchF32 = new Float32Array(1);\nconst _floatBitsScratchU32 = new Uint32Array(_floatBitsScratchF32.buffer);\nexport function floatToBits(value: number): number {\n    _floatBitsScratchF32[0] = value;\n    return _floatBitsScratchU32[0];\n}\n\n/**\n * Manages Uniform Buffer Objects (UBOs) for symbol paint properties.\n *\n * Uses 3 separate GPU buffers per batch aligned with the GL Native UBO layout:\n *   - Header buffer  (SymbolPaintPropertiesHeaderUniform): 4 uvec4 layout descriptor\n *   - Properties buffer (SymbolPaintPropertiesUniform):   per-feature data-driven blocks\n *   - Block indices buffer (SymbolPaintPropertiesIndexUniform): feature→block index mapping\n *\n * Binding points: batchIndex*3 (header), batchIndex*3+1 (properties), batchIndex*3+2 (indices).\n *\n * Constant properties are NOT stored here — they are passed as u_spp_* uniforms.\n */\nexport class SymbolPropertiesUBO {\n    static readonly HEADER_DWORDS = 16; // 4 uvec4s (never changes)\n    static readonly HEADER_BYTES = 64;  // HEADER_DWORDS * 4\n\n    // Flat evaluation buffer layout — per-property start offset in a Float32Array(EVAL_FLAT_TOTAL),\n    // mirroring the data-driven block's zoom-ready slot shape exactly (see the layout doc above), so\n    // writeDataDrivenBlock/_copyFromFlat below are unconditional contiguous copies:\n    //   fill_color[0..7], halo_color[8..15]        — [value(4), zoomRange(4)] each\n    //   opacity[16..19], halo_width[20..23], halo_blur[24..27], emissive_strength[28..31],\n    //   occlusion_opacity[32..35], z_offset[36..39] — [min, max, zm, zM] each\n    //   translate[40..47]                           — [value(4), zoomRange(4)]\n    static readonly EVAL_FLAT_OFFSETS: readonly number[] = [0, 8, 16, 20, 24, 28, 32, 36, 40];\n    static readonly EVAL_FLAT_TOTAL = 48;\n\n    // The block-indices buffer is a pure identity mapping (blockIndices[i] = i): dedup currently\n    // happens at the vertex-attribute level (duplicate features get the same index written into the\n    // vertex buffer), so no indirection is needed here. Because it carries no per-instance state, all\n    // batches share one read-only template rather than each allocating — and serializing — its own\n    // 16 KB copy. When layout properties move to UBOs this will hold real per-layer indices and need\n    // to become per-instance again (it'll deduplicate paint properties, with a sibling array for\n    // layout properties); restore the per-instance copy then. uboSizeDwords is constant per session\n    // (derived from device limits), so a single template size is safe.\n    private static _blockIndicesTemplate: Uint32Array | null = null;\n\n    private static getBlockIndices(propsDwords: number): Uint32Array {\n        let template = SymbolPropertiesUBO._blockIndicesTemplate;\n        if (!template) {\n            template = SymbolPropertiesUBO._blockIndicesTemplate = new Uint32Array(propsDwords);\n            for (let i = 0; i < propsDwords; i++) template[i] = i;\n        }\n        assert(template.length === propsDwords, 'block-indices template size mismatch across batches');\n        return template;\n    }\n\n    propsDwords: number;           // dword count for u_properties\n    totalBytes: number;            // byte size of each of properties / block-indices buffers\n    headerData: Uint32Array;       // 16 uint32s (4 uvec4s)\n    propertiesData: Float32Array;  // propsDwords floats — data-driven blocks only\n    headerBuffer: WebGLBuffer | null;\n    propertiesBuffer: WebGLBuffer | null;\n    blockIndicesBuffer: WebGLBuffer | null;\n    batchIndex: number;\n    context: Context | null;\n    // Dirty tracking: each flag/range marks data that needs uploading to GPU.\n    // headerDirty: true after construction (triggers the first upload) and again whenever\n    // markHeaderDirty() is called — the HEADER_SHARED_ZOOM slots can change at runtime (see\n    // SymbolPropertyBinderUBO._recomputeSharedRanges), unlike the rest of the header.\n    // propsDirtyMin/Max: dword range touched by writeDataDrivenBlock; -1 means clean.\n    // blockIndicesDirty: the shared identity template is uploaded once per batch's GPU buffer,\n    // so this clears after the first upload and stays false.\n    _headerDirty: boolean;\n    _propsDirtyMin: number;\n    _propsDirtyMax: number;\n    _blockIndicesDirty: boolean;\n\n    constructor(context: Context | null, batchIndex: number, uboSizeDwords: number, header: Uint32Array) {\n        this.batchIndex = batchIndex;\n        this.headerBuffer = null;\n        this.propertiesBuffer = null;\n        this.blockIndicesBuffer = null;\n        this.context = context || null;\n        this.propsDwords = uboSizeDwords;\n        this.totalBytes = this.propsDwords * 4;\n        // The header is built once per layer and shared (read-only) across all batches.\n        this.headerData = header;\n        this.propertiesData = new Float32Array(this.propsDwords);\n\n        // Initial state: header and blockIndices need uploading on first upload(); properties\n        // gets dirtied as features are written.\n        this._headerDirty = true;\n        this._propsDirtyMin = -1;\n        this._propsDirtyMax = -1;\n        this._blockIndicesDirty = true;\n\n        if (context) {\n            this._initBuffers(context);\n        }\n    }\n\n    private _initBuffers(context: Context): void {\n        const gl = context.gl;\n\n        if (this.totalBytes > context.maxUniformBlockSize) {\n            throw new Error(`UBO size ${this.totalBytes} exceeds device limit ${context.maxUniformBlockSize}`);\n        }\n\n        // If the context is lost, the gl.createBuffer() calls below will return null and throw an error\n        // Instead, we check for context loss here and return early to avoid throwing.\n        // The Map will handle context restoration and recreate the buffers as needed.\n        if (gl.isContextLost()) return;\n\n        this.headerBuffer = gl.createBuffer();\n        gl.bindBuffer(gl.UNIFORM_BUFFER, this.headerBuffer);\n        gl.bufferData(gl.UNIFORM_BUFFER, SymbolPropertiesUBO.HEADER_BYTES, gl.DYNAMIC_DRAW);\n\n        this.propertiesBuffer = gl.createBuffer();\n        gl.bindBuffer(gl.UNIFORM_BUFFER, this.propertiesBuffer);\n        gl.bufferData(gl.UNIFORM_BUFFER, this.totalBytes, gl.DYNAMIC_DRAW);\n\n        this.blockIndicesBuffer = gl.createBuffer();\n        gl.bindBuffer(gl.UNIFORM_BUFFER, this.blockIndicesBuffer);\n        gl.bufferData(gl.UNIFORM_BUFFER, this.totalBytes, gl.DYNAMIC_DRAW);\n\n        gl.bindBuffer(gl.UNIFORM_BUFFER, null);\n    }\n\n    /**\n     * Marks the header buffer for re-upload. Call after mutating `headerData` in place post-\n     * construction (currently only HEADER_SHARED_ZOOM, refreshed by\n     * SymbolPropertyBinderUBO._recomputeSharedRanges on runtime paint-property changes).\n     */\n    markHeaderDirty(): void {\n        this._headerDirty = true;\n    }\n\n    /**\n     * Write all data-driven properties for one feature from a flat evaluation buffer.\n     *\n     * The feature's block starts at dword offset: featureIndex * dataDrivenBlockSizeDwords.\n     * (No constant block — constant properties are passed as u_spp_* uniforms at draw time.)\n     * `flat` is a Float32Array(EVAL_FLAT_TOTAL) produced by evaluateAllProperties().\n     */\n    writeDataDrivenBlock(flat: Float32Array, featureIndex: number): void {\n        const h = this.headerData;\n        const dataDrivenBlockSizeDwords = h[HEADER_BLOCK_SIZE_VEC4] * 4;\n        if (dataDrivenBlockSizeDwords === 0) return;\n        const base = featureIndex * dataDrivenBlockSizeDwords;\n        if (base + dataDrivenBlockSizeDwords > this.propertiesData.length) {\n            throw new Error(`UBO write out of bounds: feature index ${featureIndex} exceeds propertiesData capacity`);\n        }\n        const dataDrivenMask = h[HEADER_DATA_DRIVEN_MASK];\n        for (let i = 0; i < 9; i++) {\n            if ((dataDrivenMask & (1 << i)) === 0) continue;\n            this._copyFromFlat(base + h[HEADER_OFFSETS + i] * 4, i, flat);\n        }\n        // Track dword range touched so upload() can do a partial bufferSubData.\n        if (this._propsDirtyMin === -1 || base < this._propsDirtyMin) this._propsDirtyMin = base;\n        const end = base + dataDrivenBlockSizeDwords;\n        if (end > this._propsDirtyMax) this._propsDirtyMax = end;\n    }\n\n    /**\n     * Shrink `propertiesData` to just the dwords actually written, called once on the worker\n     * after all features are populated and before transfer. `propertiesData` is allocated at the\n     * full UBO capacity (we don't know the final feature count while streaming), but typically\n     * only a small prefix is used; slicing here keeps the dead tail off the worker→main wire.\n     *\n     * `totalBytes` / `propsDwords` stay at full capacity — the GPU buffer is sized from those, and\n     * `upload()` only ever uploads the touched `_propsDirty*` range, so the trimmed CPU array still\n     * covers every write (including later main-thread feature-state updates, which only rewrite\n     * existing in-range blocks). A `.slice()` (not `.subarray()`) is required so the transferred\n     * ArrayBuffer is the trimmed length rather than a view over the full backing buffer.\n     */\n    rightSizeForTransfer(): void {\n        const used = this._propsDirtyMax === -1 ? 0 : this._propsDirtyMax;\n        if (used < this.propertiesData.length) {\n            this.propertiesData = this.propertiesData.slice(0, used);\n        }\n    }\n\n    /**\n     * Copy one property's slot from the flat evaluation buffer into propertiesData. Scalars\n     * always copy 4 dwords (just the packed value). Colors and translate copy 4 dwords (just the\n     * value) unless this property's HEADER_DZR_MASK bit is set, where they copy 8 (value vec4 +\n     * [zm, zM, pad, pad]) — see the HEADER_DZR_MASK doc above. The flat buffer's layout (see\n     * EVAL_FLAT_OFFSETS) always has room for the full 8, so slicing a smaller prefix when not\n     * needed is safe.\n     */\n    private _copyFromFlat(dwordOffset: number, propIdx: number, flat: Float32Array): void {\n        const isColor = propIdx < 2;\n        const isTranslate = propIdx === 8;\n        let size = 4;\n        if (isColor || isTranslate) {\n            const isDzr = ((this.headerData[HEADER_DZR_MASK] >>> propIdx) & 1) !== 0;\n            size = isDzr ? 8 : 4;\n        }\n        const flatOffset = SymbolPropertiesUBO.EVAL_FLAT_OFFSETS[propIdx];\n        this.propertiesData.set(flat.subarray(flatOffset, flatOffset + size), dwordOffset);\n    }\n\n    /**\n     * Upload dirty buffer regions to GPU. Header and block-indices are uploaded\n     * at most once (they don't change after construction); properties uploads\n     * only the dword range touched by writeDataDrivenBlock since the last upload.\n     */\n    upload(context: Context): void {\n        if (!this.context) this.context = context;\n        const gl = context.gl;\n\n        if (!this.headerBuffer || !this.propertiesBuffer || !this.blockIndicesBuffer) {\n            this._initBuffers(context);\n        }\n\n        let didAny = false;\n\n        if (this._headerDirty) {\n            gl.bindBuffer(gl.UNIFORM_BUFFER, this.headerBuffer);\n            gl.bufferSubData(gl.UNIFORM_BUFFER, 0, this.headerData);\n            this._headerDirty = false;\n            didAny = true;\n        }\n\n        if (this._propsDirtyMin !== -1) {\n            const min = this._propsDirtyMin;\n            const max = this._propsDirtyMax; // exclusive\n            gl.bindBuffer(gl.UNIFORM_BUFFER, this.propertiesBuffer);\n            // bufferSubData(target, dstByteOffset, srcData, srcOffset, srcLength) — srcOffset/srcLength\n            // are in element units, not bytes.\n            gl.bufferSubData(gl.UNIFORM_BUFFER, min * 4, this.propertiesData, min, max - min);\n            this._propsDirtyMin = -1;\n            this._propsDirtyMax = -1;\n            didAny = true;\n        }\n\n        if (this._blockIndicesDirty) {\n            gl.bindBuffer(gl.UNIFORM_BUFFER, this.blockIndicesBuffer);\n            gl.bufferSubData(gl.UNIFORM_BUFFER, 0, SymbolPropertiesUBO.getBlockIndices(this.propsDwords));\n            this._blockIndicesDirty = false;\n            didAny = true;\n        }\n\n        if (didAny) gl.bindBuffer(gl.UNIFORM_BUFFER, null);\n    }\n\n    /**\n     * Bind all 3 UBOs to their binding points for the given shader program.\n     *\n     * Binding points: batchIndex*3 (header), batchIndex*3+1 (properties), batchIndex*3+2 (indices).\n     */\n    bind(context: Context, program: WebGLProgram): void {\n        const gl = context.gl;\n\n        const bindBlock = (blockName: string, buffer: WebGLBuffer | null, bindingPoint: number) => {\n            if (!buffer) return;\n            const blockIndex = gl.getUniformBlockIndex(program, blockName);\n            if (blockIndex === (gl.INVALID_INDEX as number)) return;\n            gl.uniformBlockBinding(program, blockIndex, bindingPoint);\n            gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPoint, buffer);\n        };\n\n        const base = this.batchIndex * 3;\n        bindBlock('SymbolPaintPropertiesHeaderUniform',  this.headerBuffer,       base);\n        bindBlock('SymbolPaintPropertiesUniform',        this.propertiesBuffer,   base + 1);\n        bindBlock('SymbolPaintPropertiesIndexUniform',   this.blockIndicesBuffer, base + 2);\n    }\n\n    /**\n     * Release GPU resources.\n     */\n    destroy(): void {\n        if (this.context) {\n            const gl = this.context.gl;\n            if (this.headerBuffer)       { gl.deleteBuffer(this.headerBuffer);       this.headerBuffer = null; }\n            if (this.propertiesBuffer)   { gl.deleteBuffer(this.propertiesBuffer);   this.propertiesBuffer = null; }\n            if (this.blockIndicesBuffer) { gl.deleteBuffer(this.blockIndicesBuffer); this.blockIndicesBuffer = null; }\n        }\n    }\n}\n\nregister(SymbolPropertiesUBO, 'SymbolPropertiesUBO', {omit: ['headerBuffer', 'propertiesBuffer', 'blockIndicesBuffer']});\n","import {SymbolPropertiesUBO, HEADER_DATA_DRIVEN_MASK, HEADER_DZR_MASK, HEADER_BLOCK_SIZE_VEC4, HEADER_OFFSETS, HEADER_SHARED_ZOOM, floatToBits} from './symbol_properties_ubo';\nimport Color from '../../style-spec/util/color';\nimport EvaluationParameters from '../../style/evaluation_parameters';\nimport {PossiblyEvaluatedPropertyValue} from '../../style/properties';\nimport {register} from '../../util/web_worker_transfer';\nimport {packUint8ToFloat} from '../../shaders/encode_attribute';\nimport {warnOnce} from '../../util/util';\n\nimport type {PossiblyEvaluatedValue} from '../../style/properties';\nimport type SymbolStyleLayer from '../../style/style_layer/symbol_style_layer';\nimport type {LUT} from '../../util/lut';\nimport type {Feature, FeatureState, CameraExpression, CompositeExpression, StylePropertyExpression} from '../../style-spec/expression';\nimport type {CanonicalTileID} from '../../source/tile_id';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type Context from '../../gl/context';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {FormattedSection} from '../../style-spec/expression/types/formatted';\nimport type {AppearancePaintProps} from '../../style/appearance_properties';\nimport type SymbolAppearance from '../../style/appearance';\n\n// WebGL2 minimum guaranteed value for MAX_UNIFORM_BUFFER_BINDINGS (OpenGL ES 3.0.6 table 6.33)\nconst WEBGL2_MIN_UNIFORM_BUFFER_BINDINGS = 24;\n\n/**\n * Determines if LUT should be ignored based on use-theme property.\n */\nfunction shouldIgnoreLut(\n    lutExpression: PossiblyEvaluatedValue<string> | undefined,\n    feature: Feature,\n    featureState: FeatureState,\n    availableImages: ImageId[],\n    canonical?: CanonicalTileID,\n    brightness?: number | null,\n    formattedSection?: FormattedSection,\n    worldview?: string\n): boolean {\n    if (!lutExpression) return false;\n\n    if (lutExpression.kind === 'constant') {\n        return lutExpression.value === 'none';\n    }\n\n    // Data-driven (source/composite) use-theme: evaluate against the feature.\n    const value = lutExpression.evaluate(\n        {zoom: 0, brightness, worldview},\n        feature,\n        featureState,\n        canonical,\n        availableImages,\n        formattedSection\n    );\n    return value === 'none';\n}\n\n/**\n * True iff `prop` is a data-driven paint property whose expression reads feature-state.\n * Constants and camera-only expressions return false.\n */\nfunction isPaintStateDependent(prop: unknown): boolean {\n    if (!(prop instanceof PossiblyEvaluatedPropertyValue)) return false;\n    const inner = prop.value;\n    return (inner.kind === 'source' || inner.kind === 'composite') && inner.isStateDependent;\n}\n\n/**\n * Shared context for property evaluation.\n */\ntype EvaluationContext = {\n    feature: Feature;\n    featureState: FeatureState;\n    canonical: CanonicalTileID;\n    availableImages: ImageId[];\n    params: EvaluationParameters;\n    paramsNext: EvaluationParameters;\n    formattedSection?: FormattedSection;\n    activeAppearance?: SymbolAppearance | null;\n};\n\n// Indexed [icon, text] to match `+isText` (false → 0 → icon, true → 1 → text).\nconst PROP_NAMES = ['icon', 'text'].map((p) => [\n    `${p}-color`,\n    `${p}-halo-color`,\n    `${p}-opacity`,\n    `${p}-halo-width`,\n    `${p}-halo-blur`,\n    `${p}-emissive-strength`,\n    `${p}-occlusion-opacity`,\n    'symbol-z-offset',\n    `${p}-translate`\n]);\n\nconst PROP_COUNT = 9; // paint properties, indexed by bit position. Must be less than 16 to coexist\n// with the appearance-zoom-stops mask\n\n// Flat scratch buffer for evaluateAllProperties — reused per call, eliminates per-feature inner array allocations.\nconst evalFlatScratch = new Float32Array(SymbolPropertiesUBO.EVAL_FLAT_TOTAL);\n\n// Shared read-only translate default; passed to constantOr to avoid a per-feature [0, 0] allocation.\nconst ZERO_VEC2: [number, number] = [0, 0];\nconst cameraWrapCache = new WeakMap<object, PossiblyEvaluatedPropertyValue<unknown>>();\n\ntype ZoomExpression = CameraExpression | CompositeExpression;\n\n// Per-property zoom classification (mirrors GL Native's ZoomDependency enum). CPU-side bookkeeping\n// that decides which zoom range the evaluator computes; the shader only receives the DZR bit via\n// the header (HEADER_DZR_MASK). Stored on the binder (SymbolPropertyBinderUBO.zoomDependency) and\n// serialized, so the main-thread instance — which omits `layer` — can read it after worker transfer\n// instead of recomputing from the (absent) layer.\nconst ZOOM_INDEPENDENT = 0;      // not zoom-dependent\nconst ZOOM_SAME_RANGE = 1;       // zoom-dependent; one [zm, zM] shared by every appearance\nconst ZOOM_DIFFERENT_RANGES = 2; // appearances disagree on stops → per-feature [zm, zM] (DZR)\n\n/**\n * Constant property values ready to be set as u_spp_* uniforms.\n */\nexport type ConstantUniformValues = {\n    fill_np_color: [number, number, number, number];\n    halo_np_color: [number, number, number, number];\n    opacity: number;\n    halo_width: number;\n    halo_blur: number;\n    emissive_strength: number;\n    occlusion_opacity: number;\n    z_offset: number;\n};\n\n/**\n * Manages UBO-based symbol paint properties.\n *\n * Uses the GL Native-aligned layout: header (4 uvec4) + per-feature data-driven blocks.\n * Constant properties are NOT stored in the UBO — they are passed as u_spp_* uniforms\n * at draw time via getConstantUniformValues().\n */\nexport class SymbolPropertyBinderUBO {\n    layer: SymbolStyleLayer;\n    zoom: number;\n    lut: LUT | null;\n    worldview: string;\n    maxUniformBufferBindings: number;\n\n    // Per-feature tracking, in insertion (populate) order. One entry per populateUBO call;\n    // the entry's index IS the feature's global index (see _writeFeatureBlock).\n    // These parallel arrays are the only feature-tracking state transferred worker→main,\n    // the lookup maps below are rebuilt lazily on the main thread.\n    allFeatureVtIndices: number[];                          // vector-tile feature index per entry\n    allFeatureIds: Array<string | number | undefined>;      // feature id per entry (if any)\n    allFormattedSections: Array<FormattedSection | null>;   // formatted section per entry (for per-section color overrides)\n\n    // Lazily built on the main thread (omitted from serialization). Map a featureId / vtFeatureIndex\n    // to the positions in allFeature* that reference it, for O(1) targeted updates.\n    // featureVertexRangesFromId backs feature-state updates; featureVertexRangesFromVtIndex backs\n    // appearance updates, which dispatch by vt index rather than featureId.\n    featureVertexRangesFromId: Map<string | number, number[]>;\n    featureVertexRangesFromVtIndex: Map<number, number[]>;\n\n    // UBO batches\n    ubos: SymbolPropertiesUBO[];\n    featureCount: number;       // Total across all batches\n\n    // Header (built once in the constructor, describes layout of each UBO batch). A flat Uint32Array\n    // of 16 dwords (4 uvec4) shared with every batch's headerData; index it with the HEADER_* constants.\n    header: Uint32Array;\n    maxFeaturesPerBatch: number; // computed from header\n\n    // True when no paint property is data-driven (dataDrivenMask === 0). Such binders carry no\n    // per-feature block — constants go through u_spp_* uniforms — so every feature shares entry 0.\n    isAllConstant: boolean;\n\n    isText: boolean;\n\n    // Cached result of getConstantUniformValues (main-thread only, excluded from serialization).\n    // Invalidated when the layer changes or when zoom/brightness change for camera expressions.\n    cachedConstantUniforms: ConstantUniformValues | null;\n    cachedConstantRenderZoom: number | null;\n    cachedConstantBrightness: number | null | undefined;\n    // Identity of the layer.paint object the cache was computed from. layer.recalculate() produces a\n    // fresh paint object on every Style.update() a paint/config change triggers, so an identity change\n    // means constant paint values may have changed. Guards against a stale cached color when a paint\n    // update does not come with a live transition (e.g. root transition {duration: 0}); see #13702.\n    cachedConstantPaint: object | null;\n\n    // Tracks current active appearance per vtFeatureIndex (main-thread only, excluded from serialization).\n    activeAppearanceByVtIndex?: Map<number, SymbolAppearance | null>;\n\n    uboSizeDwords: number;\n\n    // True when no data-driven property uses measure-light expressions.\n    // When true, updateDynamicExpressions can be skipped on brightness-only changes.\n    isLightConstant!: boolean;\n\n    // Bitmask: 1 = property is a constant camera (zoom-only) expression, computed in updateHeader.\n    // CPU-only — camera properties go through u_spp_* uniforms (re-evaluated at render zoom),\n    // not the GPU UBO, so this is not part of the header.\n    cameraMask!: number;\n\n    // Per-property zoom classification (ZOOM_* enum), one byte per property, computed in\n    // updateHeader. CPU-side bookkeeping that decides which zoom range the evaluator computes; the\n    // shader only gets the DZR bit through the header. Serialized (see register() below) so the\n    // main-thread instance can read it after worker transfer, since `layer` is omitted there.\n    zoomDependency: Uint8Array;\n\n    // [zm, zM] pairs per zoom-dep property (9 pairs = 18 floats), computed in updateHeader.\n    // evaluateAllProperties copies the shared pair into every feature's zoom-ready block slot;\n    // appearance-zoom-stops properties compute their [zm, zM] per feature instead.\n    sharedZoomRanges: Float32Array;\n    _zoomRangeScratch: Float32Array;\n    _floorZoom: number;\n\n    constructor(layer: SymbolStyleLayer, zoom: number, lut: LUT | null, isText: boolean, worldview: string = '', maxUniformBufferBindings?: number | null, uboSizeDwords?: number | null) {\n        this.layer = layer;\n        this.zoom = zoom;\n        this.lut = lut;\n        this.isText = isText;\n        this.worldview = worldview;\n        this.maxUniformBufferBindings = maxUniformBufferBindings || WEBGL2_MIN_UNIFORM_BUFFER_BINDINGS;\n        this.uboSizeDwords = uboSizeDwords || 4096;\n\n        this.allFeatureVtIndices = [];\n        this.allFeatureIds = [];\n        this.allFormattedSections = [];\n        this.featureVertexRangesFromId = null;\n        this.featureVertexRangesFromVtIndex = null;\n        this.ubos = [];\n        this.featureCount = 0;\n\n        this.cachedConstantUniforms = null;\n        this.cachedConstantRenderZoom = null;\n        this.cachedConstantBrightness = undefined;\n        this.cachedConstantPaint = null;\n\n        this.activeAppearanceByVtIndex = null;\n\n        this.zoomDependency = new Uint8Array(PROP_COUNT);\n        this.sharedZoomRanges = new Float32Array(PROP_COUNT * 2);\n        this._zoomRangeScratch = new Float32Array(2);\n        this._floorZoom = Math.floor(this.zoom);\n        this.header = new Uint32Array(SymbolPropertiesUBO.HEADER_DWORDS);\n        this.updateHeader();\n        this.isAllConstant = this.header[HEADER_DATA_DRIVEN_MASK] === 0;\n\n        // Max features per UBO batch = how many data-driven blocks fit in one buffer.\n        // All-constant layers have no per-feature block, so a single batch holds every feature.\n        const blockDwords = this.header[HEADER_BLOCK_SIZE_VEC4] * 4;\n        this.maxFeaturesPerBatch = blockDwords === 0 ? Number.MAX_SAFE_INTEGER : Math.floor(this.uboSizeDwords / blockDwords);\n    }\n\n    /**\n     * Update the 12-dword header array that describes the UBO layout for the current layer.\n     *\n     * Only data-driven properties have meaningful offsets — constant properties are passed\n     * as u_spp_* uniforms and their offsets in the header are unused (set to 0).\n     */\n    private updateHeader(): void {\n        const paint = this.layer.paint;\n\n        let dataDrivenMask = 0;\n        let dzrMask = 0;\n        let cameraMask = 0;\n        let dataDrivenOffsetVec4 = 0;\n        let allDataDrivenLightConstant = true;\n\n        const floorZoom = this._floorZoom;\n        const names = PROP_NAMES[+this.isText];\n        for (let i = 0; i < PROP_COUNT; i++) {\n            const name = names[i];\n            const isColor = i < 2;\n            const prop = paint.get(name as keyof typeof paint._values) as PossiblyEvaluatedPropertyValue<unknown> | undefined;\n\n            // DataConstantProperty returns a plain value (no isConstant method) — treat as constant.\n            const layerIsDataDriven = prop && typeof prop.isConstant === 'function' ? !prop.isConstant() : false;\n            // If any appearance defines this property, it must be in the UBO so per-feature values can differ.\n            const appearanceForceDataDriven = this._appearancesHavePaintProperties(name as keyof AppearancePaintProps);\n            const isDataDriven = layerIsDataDriven || appearanceForceDataDriven;\n\n            // Constant properties use u_spp_* uniforms — they get no data-driven block (offset 0).\n            if (!isDataDriven) {\n                const unevaluated = this._layerUnevaluated(name);\n                if (unevaluated && unevaluated.expression && unevaluated.expression.kind === 'camera') cameraMask |= (1 << i);\n                continue;\n            }\n\n            dataDrivenMask |= (1 << i);\n\n            // Examine the zoom ranges that can drive this property across the layer paint and every\n            // appearance overriding it. This is internal bookkeeping only (decides what\n            // evaluateAllProperties computes) — it no longer affects block sizing/offsets, since\n            // every data-driven property occupies a fixed, zoom-ready slot (see\n            // symbol_properties_ubo.ts):\n            //   not zoom-dependent → block stores [min, min] and [zm, zM] = [0, 0].\n            //   one shared range   → block stores the layer's shared [zm, zM] on every feature.\n            //   ranges disagree    → appearances disagree on the stops → store [zm, zM] per feature.\n            const zoom = this._collectZoomSignatures(name as keyof AppearancePaintProps, floorZoom);\n            const isZoomDep = zoom.hasZoom;\n            const hasAppearanceZoomStops = zoom.differs;\n            const isTranslate = i === 8;\n\n            this.zoomDependency[i] = hasAppearanceZoomStops ? ZOOM_DIFFERENT_RANGES : isZoomDep ? ZOOM_SAME_RANGE : ZOOM_INDEPENDENT;\n            // Colors get a per-feature zoom slot only for DifferentZoomRanges (SameZoomRange reads\n            // the header's shared range instead). Translate has no header slot to share its zoom\n            // range in, so it needs its own per-feature [zm, zM] whenever it's zoom-dependent at all.\n            const needsBlockZoom = hasAppearanceZoomStops || (isTranslate && isZoomDep);\n            if (needsBlockZoom) dzrMask |= (1 << i);\n\n            // Check if this data-driven expression depends on light/brightness.\n            // Same pattern as program_configuration.ts:313-314.\n            const expr = prop && prop.value as {isLightConstant?: boolean} | undefined;\n            if (expr && expr.isLightConstant === false) allDataDrivenLightConstant = false;\n\n            // Fixed, vec4-aligned slot size: scalars always take 1 vec4; colors and translate take\n            // 1 vec4 (Independent/SameZoomRange, zoom range read from the header — translate never\n            // needs this since it has no shared-zoom header slot) or 2 vec4 (DifferentZoomRanges,\n            // zoom range stored per feature — for translate, whenever it's zoom-dependent at all) —\n            // see HEADER_DZR_MASK.\n            this.header[HEADER_OFFSETS + i] = dataDrivenOffsetVec4;\n            dataDrivenOffsetVec4 += needsBlockZoom ? 2 : 1;\n\n            // Single-signature properties get their shared [zm, zM] now;\n            // appearance-zoom-stops properties compute it per feature.\n            if (isZoomDep && !hasAppearanceZoomStops && zoom.representative) {\n                this._computeZoomRange(zoom.representative, floorZoom, this.sharedZoomRanges, i * 2);\n                // Colors additionally get their shared range written into the header, since their\n                // block (when not DifferentZoomRanges) carries no per-feature zoom slot at all.\n                if (isColor) {\n                    this.header[HEADER_SHARED_ZOOM + i * 2] = floatToBits(this.sharedZoomRanges[i * 2]);\n                    this.header[HEADER_SHARED_ZOOM + i * 2 + 1] = floatToBits(this.sharedZoomRanges[i * 2 + 1]);\n                }\n            }\n        }\n\n        this.header[HEADER_DATA_DRIVEN_MASK] = dataDrivenMask;\n        this.header[HEADER_DZR_MASK] = dzrMask;\n        this.header[HEADER_BLOCK_SIZE_VEC4] = dataDrivenOffsetVec4;\n\n        this.isLightConstant = allDataDrivenLightConstant;\n        this.cameraMask = cameraMask;\n    }\n\n    /**\n     * Refresh sharedZoomRanges and cameraMask from the current layer's unevaluated expressions.\n     * Called after a runtime property change\n     */\n    private _recomputeSharedRanges(): void {\n        const floorZoom = this._floorZoom;\n        const names = PROP_NAMES[+this.isText];\n        let cameraMask = 0;\n        let colorHeaderChanged = false;\n\n        for (let i = 0; i < PROP_COUNT; i++) {\n            const name = names[i];\n            const isDataDriven = (this.header[HEADER_DATA_DRIVEN_MASK] & (1 << i)) !== 0;\n            const dep = this.zoomDependency[i];\n            const isZoomDep = dep !== ZOOM_INDEPENDENT;\n            const hasAppearanceZoomStops = dep === ZOOM_DIFFERENT_RANGES;\n\n            if (!isDataDriven) {\n                const unevaluated = this._layerUnevaluated(name);\n                if (unevaluated && unevaluated.expression && unevaluated.expression.kind === 'camera') cameraMask |= (1 << i);\n            } else if (isZoomDep && !hasAppearanceZoomStops) {\n                // Appearance-zoom-stops properties skip this because their per-feature\n                // [zm, zM] is recomputed in evaluateAllProperties._writeZoomRange.\n                const zoom = this._collectZoomSignatures(name as keyof AppearancePaintProps, floorZoom);\n                if (zoom.representative) {\n                    this._computeZoomRange(zoom.representative, floorZoom, this.sharedZoomRanges, i * 2);\n                    if (i < 2) {\n                        // Colors: also refresh the header's shared-zoom slot (see updateHeader) —\n                        // it's their only copy of the zoom range, unlike scalars/translate whose\n                        // per-feature block slot gets rewritten via evaluateAllProperties instead.\n                        this.header[HEADER_SHARED_ZOOM + i * 2] = floatToBits(this.sharedZoomRanges[i * 2]);\n                        this.header[HEADER_SHARED_ZOOM + i * 2 + 1] = floatToBits(this.sharedZoomRanges[i * 2 + 1]);\n                        colorHeaderChanged = true;\n                    }\n                }\n            }\n        }\n\n        this.cameraMask = cameraMask;\n        // The header buffer is shared by reference across every batch's UBO, so a color's shared-\n        // zoom slot changing here must be re-uploaded on the next upload() for every batch.\n        if (colorHeaderChanged) {\n            for (const ubo of this.ubos) ubo.markHeaderDirty();\n        }\n    }\n\n    /**\n     * Examine the zoom ranges that can drive property `name` across the layer paint and every appearance\n     * that overrides it:\n     *   hasZoom:  the property uses zoom interpolation\n     *   differs:  ≥2 sources bake DIFFERENT [zm, zM] ranges\n     *   representative: one zoom-dependent expression used to source the shared\n     *             uniform's range in the single-range case\n     */\n    private _collectZoomSignatures(\n        name: keyof AppearancePaintProps,\n        floorZoom: number\n    ): {hasZoom: boolean; differs: boolean; representative: ZoomExpression | null} {\n        let hasZoom = false;\n        let differs = false;\n        let representative: ZoomExpression | null = null;\n        let firstZm = 0;\n        let firstZM = 0;\n\n        const consider = (expr: ZoomExpression | null) => {\n            if (!expr) return;\n            this._computeZoomRange(expr, floorZoom, this._zoomRangeScratch, 0);\n            const zm = this._zoomRangeScratch[0];\n            const zM = this._zoomRangeScratch[1];\n            if (!hasZoom) {\n                hasZoom = true;\n                firstZm = zm;\n                firstZM = zM;\n                representative = expr;\n            } else if (zm !== firstZm || zM !== firstZM) {\n                differs = true;\n            }\n        };\n\n        consider(this._zoomExprOf(this._layerUnevaluated(name)));\n        for (const appearance of this.layer.getAppearances() || []) {\n            if (!appearance.hasPaintProperty(name)) continue;\n            consider(this._zoomExprOf(appearance.getUnevaluatedPaintProperty(name)));\n        }\n        return {hasZoom, differs, representative};\n    }\n\n    /**\n     * Evaluate all 9 properties and return their UBO-ready values.\n     *\n     * Color encoding (non-premultiplied — the fragment shader premultiplies):\n     *   non-zoom → [packed0, packed1, 0, 0]\n     *   zoom-dep → [packMin[0], packMin[1], packMax[0], packMax[1]]\n     * Float encoding:\n     *   non-zoom → single number\n     *   zoom-dep → [min, max]\n     */\n    evaluateAllProperties(\n        feature: Feature,\n        featureState: FeatureState,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n        brightness?: number | null,\n        formattedSection?: FormattedSection,\n        activeAppearance?: SymbolAppearance | null\n    ): Float32Array {\n        const options = {brightness, worldview: this.worldview};\n        const params = new EvaluationParameters(this.zoom, options);\n        const paramsNext = new EvaluationParameters(this.zoom + 1, options);\n        const ctx: EvaluationContext = {feature, featureState, canonical, availableImages, params, paramsNext, formattedSection, activeAppearance};\n\n        const names = PROP_NAMES[+this.isText];\n        for (let i = 0; i < PROP_COUNT; i++) {\n            const name = names[i];\n            const isColor = i < 2;\n            const isVec2 = i === 8;\n            const dep = this.zoomDependency[i];\n            const isZoomDep = dep !== ZOOM_INDEPENDENT;\n            const hasAppearanceZoomStops = dep === ZOOM_DIFFERENT_RANGES;\n            const flatOffset = SymbolPropertiesUBO.EVAL_FLAT_OFFSETS[i];\n            // The [zm, zM] pair immediately follows the value within the property's slot\n            // (4 floats for colors/translate, 2 for scalars) — see the flat-layout doc above.\n            const zoomFlatOffset = flatOffset + (isColor || isVec2 ? 4 : 2);\n\n            if (isColor) {\n                this._evaluateColorValue(name, i, isZoomDep, hasAppearanceZoomStops, zoomFlatOffset, ctx, flatOffset);\n            } else if (isVec2) {\n                this._evaluateTranslateValue(name, i, isZoomDep, hasAppearanceZoomStops, zoomFlatOffset, ctx, flatOffset);\n            } else {\n                this._evaluateFloatValue(name, i, isZoomDep, hasAppearanceZoomStops, zoomFlatOffset, ctx, flatOffset);\n            }\n        }\n\n        return evalFlatScratch;\n    }\n\n    /**\n     * Resolve a paint property by name, preferring the active appearance's override when it\n     * defines that property, otherwise the layer's paint\n     */\n    private _resolveProp<T>(propName: string, activeAppearance: SymbolAppearance | null | undefined, isUseTheme: boolean = false, formattedSection?: FormattedSection): PossiblyEvaluatedPropertyValue<T> | undefined {\n        const paint = this.layer.paint;\n        const layerProp = paint.get(propName as keyof typeof paint._values) as unknown as PossiblyEvaluatedPropertyValue<T>;\n        const appearanceName = propName as keyof AppearancePaintProps;\n        const fromAppearance = !!(activeAppearance && activeAppearance.hasPaintProperty(appearanceName));\n        const pe = (fromAppearance ?\n            (formattedSection && layerProp && layerProp.property.overrides && layerProp.property.overrides.hasOverride(formattedSection) ?\n                layerProp :\n                activeAppearance.paintProperties.get(appearanceName)) :\n            paint.get(propName as keyof typeof paint._values)) as unknown as PossiblyEvaluatedPropertyValue<T> | undefined;\n\n        // Only a zoom-only expression that possiblyEvaluate collapsed to a constant needs\n        // un-baking\n        if (isUseTheme || !pe || typeof pe.isConstant !== 'function' || !pe.isConstant()) return pe;\n        const source = fromAppearance ?\n            activeAppearance.getUnevaluatedPaintProperty(appearanceName) :\n            this._layerUnevaluated(propName);\n        return this._unbakeCamera(pe, source);\n    }\n\n    /**\n     * If `source` is a zoom-only expression, return a PossiblyEvaluatedPropertyValue wrapping\n     * the live expression so it interpolates across zoom like a composite     */\n    private _unbakeCamera<T>(pe: PossiblyEvaluatedPropertyValue<T>, source: unknown): PossiblyEvaluatedPropertyValue<T> {\n        const expr = source && (source as {expression?: {kind?: string}}).expression;\n        if (!expr || expr.kind !== 'camera') return pe;\n        let wrapped = cameraWrapCache.get(source as object) as PossiblyEvaluatedPropertyValue<T> | undefined;\n        if (!wrapped) {\n            wrapped = new PossiblyEvaluatedPropertyValue<T>(pe.property, expr as unknown as PossiblyEvaluatedValue<T>, pe.parameters, pe.iconImageUseTheme);\n            cameraWrapCache.set(source as object, wrapped);\n        }\n        return wrapped;\n    }\n\n    private _layerUnevaluated(propName: string): {expression?: StylePropertyExpression} | undefined {\n        const tv = (this.layer._transitionablePaint._values as Record<string, {value?: {expression?: StylePropertyExpression}}>)[propName];\n        return tv && tv.value;\n    }\n\n    /**\n     * The zoom-dependent expression behind an unevaluated PropertyValue or null if it isn't zoom-dependent\n     */\n    private _zoomExprOf(source: {expression?: StylePropertyExpression} | undefined): ZoomExpression | null {\n        const expr = source && source.expression;\n        if (!expr) return null;\n        return (expr.kind === 'composite' || expr.kind === 'camera') ? expr : null;\n    }\n\n    /** Evaluate a property at the given zoom params, with the verbose shared argument list filled in. */\n    private _evalAt<T>(prop: PossiblyEvaluatedPropertyValue<T>, params: EvaluationParameters, ctx: EvaluationContext): T {\n        return prop.property.evaluate(\n            prop.value, params, ctx.feature, ctx.featureState,\n            ctx.canonical, ctx.availableImages, prop.iconImageUseTheme, ctx.formattedSection\n        );\n    }\n\n    /**\n     * Evaluate a color property and write it into the flat buffer in UBO-ready, zoom-ready format\n     * (non-premultiplied, packed): flat[offset..offset+3] = [packMin0, packMin1, packMax0, packMax1].\n     * Non-zoom properties duplicate min into max so the shader's branchless mix degenerates to it.\n     */\n    private _evaluateColorValue(\n        propName: string,\n        i: number,\n        isZoomDep: boolean,\n        hasAppearanceZoomStops: boolean,\n        zoomFlatOffset: number,\n        ctx: EvaluationContext,\n        flatOffset: number\n    ): void {\n        const prop = this._resolveProp<Color>(propName, ctx.activeAppearance, false, ctx.formattedSection);\n\n        this._writePropertyZoomRange(i, isZoomDep, hasAppearanceZoomStops, prop, zoomFlatOffset);\n\n        if (!prop) {\n            evalFlatScratch[flatOffset] = 0;\n            evalFlatScratch[flatOffset + 1] = 0;\n            evalFlatScratch[flatOffset + 2] = 0;\n            evalFlatScratch[flatOffset + 3] = 1;\n            return;\n        }\n\n        // Use-theme: prefer appearance's value when it defines the color, fall back to layer's.\n        const useThemeProp = this._resolveProp<string>(`${propName}-use-theme`, ctx.activeAppearance, true);\n        const useThemeValue = useThemeProp && typeof useThemeProp !== 'string' ? useThemeProp.value : undefined;\n        const ignoreLut = shouldIgnoreLut(\n            useThemeValue,\n            ctx.feature, ctx.featureState, ctx.availableImages,\n            ctx.canonical, ctx.params.brightness, ctx.formattedSection, this.worldview\n        );\n        const effectiveLut = ignoreLut ? null : this.lut;\n\n        const colorMin = prop.isConstant() ? prop.constantOr(Color.transparent) : this._evalAt(prop, ctx.params, ctx) || Color.transparent;\n\n        // Non-premultiplied — the fragment shader does vec4(np_color.rgb * np_color.a, np_color.a).\n        // Inline packNonPremultColor to avoid allocating a [number, number] tuple.\n        const minNP = colorMin.toNonPremultipliedRenderColor(effectiveLut);\n        evalFlatScratch[flatOffset] = packUint8ToFloat(255 * minNP.r, 255 * minNP.g);\n        evalFlatScratch[flatOffset + 1] = packUint8ToFloat(255 * minNP.b, 255 * minNP.a);\n\n        if (isZoomDep) {\n            // zoom-dependent ⟹ data-driven composite (never constant), so evaluate the next-zoom color directly.\n            const maxNP = (this._evalAt(prop, ctx.paramsNext, ctx) || Color.transparent).toNonPremultipliedRenderColor(effectiveLut);\n            evalFlatScratch[flatOffset + 2] = packUint8ToFloat(255 * maxNP.r, 255 * maxNP.g);\n            evalFlatScratch[flatOffset + 3] = packUint8ToFloat(255 * maxNP.b, 255 * maxNP.a);\n        } else {\n            evalFlatScratch[flatOffset + 2] = evalFlatScratch[flatOffset];\n            evalFlatScratch[flatOffset + 3] = evalFlatScratch[flatOffset + 1];\n        }\n    }\n\n    /**\n     * Compute [zm, zM] for the zoom-interpolation range that contains floorZoom and write\n     * it into `out[outOffset..outOffset+1]`\n     *\n     * The shader (and getConstantUniformValues) mixes LINEARLY between the min/max sampled at the\n     * surrounding integer zooms, so the interpolation curve shape (exponential base, cubic-bezier) is\n     * approximated as linear within each integer zoom step\n     *\n     * For step expressions (interpolationType == null):\n     *   If a boundary falls in (floorZoom, floorZoom+1], write [t, t] where t = boundary - floorZoom.\n     *   The shader interprets zm == zM as a step: output = u_zoom >= zm ? max : min.\n     *   If no boundary in range, write [1.0, 1.0] (stays at floorZoom's value throughout).\n     *\n     * For interpolate expressions (interpolationType != null):\n     *   If a stop falls in (floorZoom, floorZoom+1), use zm = stop - floorZoom to delay the\n     *   transition start.\n     *   zM is always 1.0 (transition ends at the next integer zoom).\n     *\n     * Writes the pair into `out[outOffset..outOffset+1]`. `expr` is a live composite/camera\n     * expression (or anything else, which yields the default [0, 1]).\n     */\n    private _computeZoomRange(expr: unknown, floorZoom: number, out: Float32Array, outOffset: number): void {\n        // Default mix range: interpolate across the whole integer zoom step.\n        let zm = 0.0;\n        let zM = 1.0;\n\n        const e = expr as ZoomExpression | undefined;\n        const stops = e && (e.kind === 'composite' || e.kind === 'camera') ? e.zoomStops : null;\n\n        // zoomStops are validated to be in strictly ascending order, so stops[0] is the lowest.\n        if (stops && stops.length > 0) {\n            if (e.interpolationType == null) {\n                // Step expression: the value holds constant across the step (zm == zM == 1.0)\n                // unless a boundary falls strictly inside it, where it jumps at that normalized\n                // position (zm == zM == stop - floorZoom).\n                zm = zM = 1.0;\n                for (const stop of stops) {\n                    if (stop > floorZoom && stop < floorZoom + 1) {\n                        zm = zM = stop - floorZoom;\n                        break;\n                    }\n                }\n            } else if (stops[0] > floorZoom && stops[0] < floorZoom + 1) {\n                // Interpolation whose first stop falls inside this step: the value is clamped\n                // constant until that stop, so delay the transition start to its normalized\n                // position — e.g. [\"interpolate\", [\"linear\"], [\"zoom\"], 1.5, 0, 2, 1] at\n                // floorZoom=1 begins at zm=0.5. Otherwise the transition spans the whole step\n                // from zm=0, matching the plain mix(min, max, u_zoom) path.\n                zm = stops[0] - floorZoom;\n            }\n        }\n\n        out[outOffset] = zm;\n        out[outOffset + 1] = zM;\n    }\n\n    /**\n     * Compute the per-feature zoom range [zm, zM] for the resolved property and write it as two\n     * floats into the flat buffer at zoomFlatOffset/+1. The shader derives the interpolation factor\n     * from these and the current render-zoom fraction\n     */\n    private _writeZoomRange(prop: unknown, zoomFlatOffset: number): void {\n        const expr = prop && (prop as {value?: unknown}).value;\n        this._computeZoomRange(expr, this._floorZoom, evalFlatScratch, zoomFlatOffset);\n    }\n\n    /**\n     * Write a data-driven property's [zm, zM] range into the flat buffer:\n     *   appearance-zoom-stops → per-feature range, derived from this feature's resolved expression.\n     *   shared-stop zoom-dep  → the layer's shared range (computed once in updateHeader), so every\n     *                           feature's block carries the same [zm, zM] the shader mixes against.\n     *   non-zoom              → [0, 0] (irrelevant — the value slot duplicates min into max).\n     */\n    private _writePropertyZoomRange(i: number, isZoomDep: boolean, hasAppearanceZoomStops: boolean, prop: unknown, zoomFlatOffset: number): void {\n        if (hasAppearanceZoomStops) {\n            this._writeZoomRange(prop, zoomFlatOffset);\n        } else if (isZoomDep) {\n            evalFlatScratch[zoomFlatOffset] = this.sharedZoomRanges[i * 2];\n            evalFlatScratch[zoomFlatOffset + 1] = this.sharedZoomRanges[i * 2 + 1];\n        } else {\n            evalFlatScratch[zoomFlatOffset] = 0;\n            evalFlatScratch[zoomFlatOffset + 1] = 0;\n        }\n    }\n\n    /**\n     * Evaluate a float property and write it into the flat buffer in UBO-ready, zoom-ready format:\n     * flat[offset..offset+1] = [min, max]. Non-zoom properties duplicate min into max so the\n     * shader's branchless mix degenerates to it.\n     */\n    private _evaluateFloatValue(\n        propName: string,\n        i: number,\n        isZoomDep: boolean,\n        hasAppearanceZoomStops: boolean,\n        zoomFlatOffset: number,\n        ctx: EvaluationContext,\n        flatOffset: number\n    ): void {\n        const defaultVal = propName.endsWith('opacity') ? 1.0 : 0.0;\n        const prop = this._resolveProp<number>(propName, ctx.activeAppearance);\n\n        this._writePropertyZoomRange(i, isZoomDep, hasAppearanceZoomStops, prop, zoomFlatOffset);\n\n        // Constants (no prop / constant DataDrivenProperty) are never zoom-dependent, so they\n        // feed min and the max slot below duplicates it.\n        const min =\n            !prop ? defaultVal :\n            prop.isConstant() ? prop.constantOr(defaultVal) :\n            this._evalAt(prop, ctx.params, ctx);\n\n        const minVal = min ?? defaultVal;\n        evalFlatScratch[flatOffset] = minVal;\n\n        if (isZoomDep) {\n            const max = this._evalAt(prop, ctx.paramsNext, ctx);\n            evalFlatScratch[flatOffset + 1] = max ?? defaultVal;\n        } else {\n            evalFlatScratch[flatOffset + 1] = minVal;\n        }\n    }\n\n    /**\n     * Evaluate a translate property and write it into the flat buffer in UBO-ready, zoom-ready\n     * format: flat[offset..offset+3] = [tx_min, ty_min, tx_max, ty_max]. Non-zoom properties\n     * duplicate min into max so the shader's branchless mix degenerates to it.\n     */\n    private _evaluateTranslateValue(\n        propName: string,\n        i: number,\n        isZoomDep: boolean,\n        hasAppearanceZoomStops: boolean,\n        zoomFlatOffset: number,\n        ctx: EvaluationContext,\n        flatOffset: number\n    ): void {\n        const prop = this._resolveProp<[number, number]>(propName, ctx.activeAppearance);\n\n        this._writePropertyZoomRange(i, isZoomDep, hasAppearanceZoomStops, prop, zoomFlatOffset);\n\n        // translate is a DataConstantProperty at the layer level, so paint.get() returns the raw\n        // [number, number] with no isConstant() wrapper; the appearance path is a DataDrivenProperty\n        // (constant or not). A missing/null value falls back to 0 at the write below\n        const evaluatable = !!prop && typeof prop.isConstant === 'function' && !prop.isConstant();\n        const min =\n            !prop ? undefined :\n            typeof prop.isConstant !== 'function' ? (prop as unknown as [number, number]) :\n            evaluatable ? this._evalAt(prop, ctx.params, ctx) :\n            prop.constantOr(ZERO_VEC2);\n\n        evalFlatScratch[flatOffset] = min ? min[0] : 0;\n        evalFlatScratch[flatOffset + 1] = min ? min[1] : 0;\n\n        if (isZoomDep) {\n            const max = evaluatable ? this._evalAt(prop, ctx.paramsNext, ctx) : min;\n            evalFlatScratch[flatOffset + 2] = max ? max[0] : 0;\n            evalFlatScratch[flatOffset + 3] = max ? max[1] : 0;\n        } else {\n            evalFlatScratch[flatOffset + 2] = evalFlatScratch[flatOffset];\n            evalFlatScratch[flatOffset + 3] = evalFlatScratch[flatOffset + 1];\n        }\n    }\n\n    /**\n     * Returns true if any appearance defines the given paint property (which forces it data-driven\n     * so per-feature values can differ).\n     */\n    private _appearancesHavePaintProperties(propName: keyof AppearancePaintProps): boolean {\n        return this.layer.getAppearances().some(a => a.hasPaintProperty(propName));\n    }\n\n    /**\n     * Returns true if any layer paint property OR any appearance paint property read by\n     * this binder depends on feature-state. When false, feature-state changes alone\n     * cannot alter UBO contents (appearance condition flips are handled by\n     * updateAppearances), so updateFeatures can be skipped on feature-state updates.\n     *\n     * Called per bucket.update with the fresh layer so runtime setPaintProperty edits\n     * are picked up\n     */\n    hasStateDependentPaint(layer: SymbolStyleLayer): boolean {\n        const paint = layer.paint;\n        const names = PROP_NAMES[+this.isText];\n        for (const name of names) {\n            if (isPaintStateDependent(paint.get(name as keyof typeof paint._values))) return true;\n        }\n        for (const appearance of layer.getAppearances() || []) {\n            for (const name of names) {\n                const key = name as keyof AppearancePaintProps;\n                if (appearance.hasPaintProperty(key) && isPaintStateDependent(appearance.paintProperties.get(key))) {\n                    return true;\n                }\n            }\n        }\n        return false;\n    }\n\n    /**\n     * True when translate (property bit 8) is data-driven — its per-feature value lives in the UBO\n     * and is applied per-vertex in the shader, so the draw-time matrix must omit translate.\n     */\n    hasPerFeatureTranslate(): boolean {\n        return (this.header[HEADER_DATA_DRIVEN_MASK] & (1 << 8)) !== 0;\n    }\n\n    /**\n     * Get the current number of batches.\n     */\n    getCurrentBatchIndex(): number {\n        if (this.maxFeaturesPerBatch === 0) return 0;\n        return Math.floor(this.featureCount / this.maxFeaturesPerBatch);\n    }\n\n    /**\n     * Write an already-evaluated property set into the UBO slot for the feature at insertion\n     * position `i`, re-deriving its batch/local index inline. Returns whether a write happened.\n     *\n     * The feature's global index equals its insertion position in the data-driven case (populateUBO\n     * pushes once and increments featureCount once per feature) and is 0 in the all-constant case\n     * (every feature deduplicates to entry 0). batch/local then follow from maxFeaturesPerBatch, with\n     * the same device-limit clamp populateUBO applies — so this reproduces the slot populateUBO chose\n     * without storing it per feature.\n     */\n    private _writeFeatureBlock(i: number, allValues: Float32Array): boolean {\n        const globalFeatureIndex = this.isAllConstant ? 0 : i;\n        let batchIndex = Math.floor(globalFeatureIndex / this.maxFeaturesPerBatch);\n        let localFeatureIndex = globalFeatureIndex % this.maxFeaturesPerBatch;\n        if (this._batchExceedsDeviceLimit(batchIndex)) {\n            batchIndex = 0;\n            localFeatureIndex = 0;\n        }\n        const ubo = this.ubos[batchIndex];\n        if (!ubo) return false;\n        ubo.writeDataDrivenBlock(allValues, localFeatureIndex);\n        return true;\n    }\n\n    // Each UBO batch consumes 3 binding points (header, properties, block-indices), so a batch whose\n    // highest binding point exceeds the device limit can't be bound. Such features fall back to batch 0\n    // / local 0 (sharing slot 0). populateUBO (worker) and _writeFeatureBlock (main, on update) apply\n    // this identical rule so a feature's update lands in the slot populate originally chose.\n    private _batchExceedsDeviceLimit(batchIndex: number): boolean {\n        return batchIndex * 3 + 2 >= this.maxUniformBufferBindings;\n    }\n\n    /**\n     * Rebuild the Feature for the entry at insertion position `i` from the vector tile, re-evaluate\n     * its paint properties (honoring feature-state and the current active appearance), and write the\n     * result into its UBO slot. Shared by the feature-state and dynamic-expression update paths.\n     */\n    private _reevaluateAt(\n        i: number,\n        vtLayer: VectorTileLayer,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n        featureStates: {[key: string | number]: FeatureState},\n        brightness?: number | null\n    ): void {\n        if (!vtLayer) return;\n        const vtFeatureIndex = this.allFeatureVtIndices[i];\n        const vtFeature = vtLayer.feature(vtFeatureIndex);\n        if (!vtFeature) return;\n\n        const featureId = this.allFeatureIds[i];\n        const featureState = featureId != null ? (featureStates[featureId] || {}) : {};\n\n        const feature: Feature = {\n            type: vtFeature.type,\n            id: featureId,\n            properties: vtFeature.properties || {},\n            geometry: []\n        };\n\n        const activeAppearance = this.activeAppearanceByVtIndex ? this.activeAppearanceByVtIndex.get(vtFeatureIndex) : undefined;\n        const formattedSection = this.allFormattedSections ? this.allFormattedSections[i] : undefined;\n        const allValues = this.evaluateAllProperties(feature, featureState, canonical, availableImages, brightness, formattedSection || undefined, activeAppearance);\n        this._writeFeatureBlock(i, allValues);\n    }\n\n    /**\n     * Build the featureId / vtFeatureIndex → positions lookup maps from the insertion-order arrays.\n     * Both maps are omitted from serialization and rebuilt lazily here on first main-thread use.\n     */\n    private _ensureRangeMaps(): void {\n        if (this.featureVertexRangesFromId) return;\n        this.featureVertexRangesFromId = new Map();\n        this.featureVertexRangesFromVtIndex = new Map();\n        for (let i = 0; i < this.allFeatureVtIndices.length; i++) {\n            const featureId = this.allFeatureIds[i];\n            if (featureId != null) {\n                let byId = this.featureVertexRangesFromId.get(featureId);\n                if (!byId) this.featureVertexRangesFromId.set(featureId, byId = []);\n                byId.push(i);\n            }\n            const vtFeatureIndex = this.allFeatureVtIndices[i];\n            let byVtIndex = this.featureVertexRangesFromVtIndex.get(vtFeatureIndex);\n            if (!byVtIndex) this.featureVertexRangesFromVtIndex.set(vtFeatureIndex, byVtIndex = []);\n            byVtIndex.push(i);\n        }\n    }\n\n    /**\n     * Populates a UBO entry for a feature and returns its local index within the batch.\n     */\n    populateUBO(\n        feature: Feature,\n        vtFeatureIndex: number,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n        brightness?: number | null,\n        formattedSection?: FormattedSection\n    ): number {\n        const featureId = feature.id;\n        const header = this.header;\n\n        // Evaluate all properties\n        const allValues = this.evaluateAllProperties(feature, {}, canonical, availableImages, brightness, formattedSection);\n\n        // Resolve the global entry index. All-constant binders carry no per-feature block (constants\n        // go through u_spp_* uniforms), so every feature shares entry 0 and only the first allocates.\n        // Otherwise each feature gets a fresh entry.\n        let globalFeatureIndex: number;\n        let isNewEntry: boolean;\n        if (this.isAllConstant) {\n            globalFeatureIndex = 0;\n            isNewEntry = this.featureCount === 0;\n            if (isNewEntry) this.featureCount = 1;\n        } else {\n            globalFeatureIndex = this.featureCount++;\n            isNewEntry = true;\n        }\n\n        // Determine batch and local index\n        let batchIndex = Math.floor(globalFeatureIndex / this.maxFeaturesPerBatch);\n        let localIndex = globalFeatureIndex % this.maxFeaturesPerBatch;\n\n        if (isNewEntry) {\n            // Validate batch index against device limit before allocating.\n            if (this._batchExceedsDeviceLimit(batchIndex)) {\n                // Clamp gracefully instead of crashing the worker — overflow features share slot 0\n                // and render with the first feature's properties, but the tile still loads.\n                warnOnce(`Too many symbol features: batch ${batchIndex} requires binding points up to ${batchIndex * 3 + 2}, device limit ${this.maxUniformBufferBindings}. Some features will render incorrectly.`);\n                batchIndex = 0;\n                localIndex = 0;\n            } else {\n                // Create new batch if needed (shares the layer's header array). GPU buffers are\n                // allocated lazily on the main thread after transfer; the worker passes no context.\n                if (!this.ubos[batchIndex]) {\n                    this.ubos[batchIndex] = new SymbolPropertiesUBO(null, batchIndex, this.uboSizeDwords, header);\n                }\n\n                // Write data-driven block for this feature (no constant block — u_spp_* handles constants)\n                this.ubos[batchIndex].writeDataDrivenBlock(allValues, localIndex);\n            }\n        }\n\n        // Record the feature in insertion order. Its position is its global index, from which\n        // _writeFeatureBlock re-derives batch/local; the lookup maps are built lazily on the main thread.\n        this.allFeatureVtIndices.push(vtFeatureIndex);\n        this.allFeatureIds.push(featureId);\n        this.allFormattedSections.push(formattedSection || null);\n\n        return localIndex;\n    }\n\n    /**\n     * Update specific features when feature-state changes.\n     */\n    updateFeatures(\n        featureIds: Set<string | number>,\n        styleLayer: SymbolStyleLayer,\n        vtLayer: VectorTileLayer,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n        featureStates: {[key: string | number]: FeatureState},\n        brightness?: number | null\n    ): void {\n        this.layer = styleLayer;\n        // Layer changed — constant uniform values may have new paint property values.\n        this.cachedConstantUniforms = null;\n\n        this._ensureRangeMaps();\n        for (const featureId of featureIds) {\n            const positions = this.featureVertexRangesFromId.get(featureId);\n            if (!positions) continue;\n            for (const i of positions) {\n                this._reevaluateAt(i, vtLayer, canonical, availableImages, featureStates, brightness);\n            }\n        }\n    }\n\n    /**\n     * Update all features when dynamic expressions change (brightness, config, images, paint props).\n     *\n     * Constant property changes are reflected through getConstantUniformValues() at draw time,\n     * so only data-driven blocks need to be rewritten here.\n     */\n    updateDynamicExpressions(\n        styleLayer: SymbolStyleLayer,\n        vtLayer: VectorTileLayer,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n        featureStates: {[key: string | number]: FeatureState},\n        brightness?: number | null\n    ): void {\n        this.layer = styleLayer;\n        // Layer changed — constant uniform values may have new property values, and zoom\n        // stop values may have changed\n        this.cachedConstantUniforms = null;\n        this._recomputeSharedRanges();\n        // Skip per-feature re-evaluation when no data-driven properties: constant properties\n        // are read from this.layer at draw time via getConstantUniformValues(), which was\n        // already invalidated above.\n        if (this.header[HEADER_DATA_DRIVEN_MASK] === 0) return;\n\n        for (let i = 0; i < this.allFeatureVtIndices.length; i++) {\n            this._reevaluateAt(i, vtLayer, canonical, availableImages, featureStates, brightness);\n        }\n    }\n\n    /**\n     * Update UBO paint values for a single feature when its active appearance changes.\n     * Called from updateAppearances() in symbol_bucket.ts whenever a feature's active\n     * appearance transitions. Stores the appearance so updateDynamicExpressions/updateFeatures\n     * also evaluate with the correct appearance.\n     */\n    updateFeaturePaintForAppearance(\n        vtFeatureIndex: number,\n        feature: Feature,\n        featureState: FeatureState,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n        brightness: number | null | undefined,\n        activeAppearance: SymbolAppearance | null | undefined\n    ): boolean {\n        if (!this.layer) return false;\n        // activeAppearanceByVtIndex is omitted from serialization and must be lazily re-initialized\n        // on deserialized instances (worker → main thread transfer).\n        if (!this.activeAppearanceByVtIndex) this.activeAppearanceByVtIndex = new Map();\n        this.activeAppearanceByVtIndex.set(vtFeatureIndex, activeAppearance || null);\n        if (this.header[HEADER_DATA_DRIVEN_MASK] === 0) return false; // All constant — nothing per-feature to write\n\n        this._ensureRangeMaps();\n        const positions = this.featureVertexRangesFromVtIndex.get(vtFeatureIndex);\n        if (!positions) return false;\n\n        // Evaluate per slot: sections of a formatted text-field each have their own UBO entry\n        // and may have per-section paint overrides (e.g. text-color from format expression).\n        // Re-use the stored formattedSection so those overrides take precedence over the appearance.\n        let wrote = false;\n        for (const i of positions) {\n            const formattedSection = this.allFormattedSections ? this.allFormattedSections[i] : undefined;\n            const allValues = this.evaluateAllProperties(feature, featureState, canonical, availableImages, brightness, formattedSection || undefined, activeAppearance);\n            wrote = this._writeFeatureBlock(i, allValues) || wrote;\n        }\n        return wrote;\n    }\n\n    /**\n     * Return values for the u_spp_* constant-property uniforms.\n     *\n     * Called once per draw call in draw_symbol.ts. Evaluates at the current render zoom\n     * so that camera (zoom-only) expressions are up-to-date every frame.\n     *\n     * Result is cached: constant layers without camera or zoom-dep properties cache\n     * indefinitely until the layer changes; otherwise the cache invalidates on renderZoom\n     * or brightness change.\n     */\n    getConstantUniformValues(renderZoom: number, brightness?: number | null): ConstantUniformValues {\n        const hasCameraExpr = !!this.cameraMask;\n\n        // Cache hit: camera (zoom-only) expressions must be re-evaluated at the current render\n        // zoom, so invalidate on renderZoom change when one is present.\n        // cachedConstantPaint guards against stale constant colors when a paint update arrives without\n        // a live transition (e.g. root transition {duration: 0}); layer.recalculate() produces a fresh\n        // layer.paint object whenever a paint/config change is applied.\n        // Truthy check (not !== null) because the field may be undefined after worker→main\n        // transfer (constructor is not called during deserialization, omitted fields stay undefined).\n        if (this.cachedConstantUniforms &&\n                this.cachedConstantPaint === this.layer.paint &&\n                this.cachedConstantBrightness === brightness &&\n                (!hasCameraExpr || this.cachedConstantRenderZoom === renderZoom)) {\n            return this.cachedConstantUniforms;\n        }\n\n        const paint = this.layer.paint;\n        const renderParams = hasCameraExpr ?\n            new EvaluationParameters(renderZoom, {brightness, worldview: this.worldview}) :\n            null;\n        const emptyFeature: Feature = {type: 1, id: undefined, properties: {}, geometry: []};\n        const names = PROP_NAMES[+this.isText];\n\n        const getColor = (propIdx: number): [number, number, number, number] => {\n            const name = names[propIdx];\n            const prop = paint.get(name as keyof typeof paint._values) as PossiblyEvaluatedPropertyValue<Color> | undefined;\n            if (!prop) return [0, 0, 0, 1];\n\n            const useThemeProp = paint.get(`${name}-use-theme` as keyof typeof paint._values) as PossiblyEvaluatedPropertyValue<string> | undefined;\n            const useThemeValue = useThemeProp && typeof useThemeProp !== 'string' ? useThemeProp.value : undefined;\n            const ignoreLut = shouldIgnoreLut(useThemeValue, emptyFeature, {}, [], undefined, brightness, undefined, this.worldview);\n            const effectiveLut = ignoreLut ? null : this.lut;\n\n            // Camera expressions need re-evaluation at render zoom; constants use the\n            // already-evaluated value from the style layer (no EvaluationParameters needed).\n            const isCamera = !!(this.cameraMask & (1 << propIdx));\n            const color = isCamera && renderParams ?\n                prop.property.evaluate(prop.value, renderParams, emptyFeature, {}, undefined, []) || Color.transparent :\n                prop.constantOr(Color.transparent);\n            return color.toNonPremultipliedRenderColor(effectiveLut).toArray01();\n        };\n\n        const getFloat = (propIdx: number, defaultVal: number): number => {\n            const name = names[propIdx];\n            const prop = paint.get(name as keyof typeof paint._values) as PossiblyEvaluatedPropertyValue<number> | undefined;\n            if (!prop) return defaultVal;\n            const isCamera = !!(this.cameraMask & (1 << propIdx));\n            if (isCamera && renderParams) {\n                const evaluated = prop.property.evaluate(prop.value, renderParams, emptyFeature, {}, undefined, []);\n                return evaluated ?? defaultVal;\n            }\n            return prop.constantOr(defaultVal);\n        };\n\n        const result: ConstantUniformValues = {\n            'fill_np_color': getColor(0),\n            'halo_np_color': getColor(1),\n            opacity: getFloat(2, 1.0),\n            'halo_width': getFloat(3, 0.0),\n            'halo_blur': getFloat(4, 0.0),\n            'emissive_strength': getFloat(5, 0.0),\n            'occlusion_opacity': getFloat(6, 1.0),\n            'z_offset': getFloat(7, 0.0),\n        };\n\n        this.cachedConstantUniforms = result;\n        this.cachedConstantRenderZoom = renderZoom;\n        this.cachedConstantBrightness = brightness;\n        this.cachedConstantPaint = this.layer.paint;\n        return result;\n    }\n\n    /**\n     * Called once on the worker after all features are populated, before transfer. Trims each\n     * batch's oversized `propertiesData` staging array down to the bytes actually written so the\n     * dead tail doesn't cross the worker→main boundary.\n     */\n    finalize(): void {\n        for (const ubo of this.ubos) {\n            ubo.rightSizeForTransfer();\n        }\n    }\n\n    /**\n     * Upload all UBO batches to GPU.\n     */\n    upload(context: Context): void {\n        for (const ubo of this.ubos) {\n            ubo.upload(context);\n        }\n    }\n\n    /**\n     * Bind UBO for rendering.\n     */\n    bind(context: Context, program: WebGLProgram, batchIndex: number = 0): void {\n        if (this.ubos[batchIndex]) {\n            this.ubos[batchIndex].bind(context, program);\n        }\n    }\n\n    /**\n     * Release GPU resources and clear feature tracking data.\n     */\n    destroy(): void {\n        for (const ubo of this.ubos) {\n            ubo.destroy();\n        }\n        this.ubos = [];\n        this.featureVertexRangesFromId = null;\n        this.featureVertexRangesFromVtIndex = null;\n        this.allFeatureVtIndices = [];\n        this.allFeatureIds = [];\n        this.featureCount = 0;\n        this.maxFeaturesPerBatch = 0;\n    }\n}\n\n// 'layer' is omitted because SymbolStyleLayer is not serializable. It must be re-assigned on\n// the main thread before any main-thread method (getConstantUniformValues, bind, etc.) is called.\n// See draw_symbol.ts: `buffers.uboBinder.layer = layer` before drawSymbolElements().\nregister(SymbolPropertyBinderUBO, 'SymbolPropertyBinderUBO', {omit: ['layer', 'cachedConstantUniforms', 'cachedConstantRenderZoom', 'cachedConstantBrightness', 'cachedConstantPaint', 'activeAppearanceByVtIndex', 'featureVertexRangesFromId', 'featureVertexRangesFromVtIndex']});\n","// ONE_EM constant used to go between \"em\" units used in style spec and \"points\" used internally for layout\n\nconst ONE_EM: number = 24;\nexport default ONE_EM;\n","import {plugin as rtlTextPlugin} from '../source/rtl_text_plugin';\n\nimport type SymbolStyleLayer from '../style/style_layer/symbol_style_layer';\nimport type {Feature} from '../style-spec/expression/index';\nimport type Formatted from '../style-spec/expression/types/formatted';\n\nfunction transformText(text: string, layer: SymbolStyleLayer, feature: Feature) {\n\n    const transform = layer.layout.get('text-transform').evaluate(feature, {});\n    if (transform === 'uppercase') {\n        text = text.toLocaleUpperCase();\n    } else if (transform === 'lowercase') {\n        text = text.toLocaleLowerCase();\n    }\n\n    if (rtlTextPlugin.applyArabicShaping) {\n        text = rtlTextPlugin.applyArabicShaping(text);\n    }\n\n    return text;\n}\n\nexport default function (text: Formatted, layer: SymbolStyleLayer, feature: Feature): Formatted {\n    text.sections.forEach(section => {\n        section.text = transformText(section.text, layer, feature);\n    });\n    return text;\n}\n","import assert from '../style-spec/util/assert';\n\nimport type {GlyphMetrics} from '../style/style_glyph';\nimport type {ImagePosition} from '../render/image_atlas';\nimport type {GlyphRect} from '../render/glyph_atlas';\nimport type {ImageVariant} from '../style-spec/expression/types/image_variant';\n\nconst WritingMode = {\n    horizontal: 1,\n    vertical: 2,\n    horizontalOnly: 3\n} as const;\n\n/**\n * Represents the writing mode orientation.\n */\nexport type Orientation = typeof WritingMode[keyof typeof WritingMode];\n\nexport {shapeIcon, fitIconToText, getAnchorAlignment, WritingMode};\n\n// The position of a glyph relative to the text's anchor point.\nexport type PositionedGlyph = {\n    glyph: number;\n    image: ImageVariant | null;\n    x: number;\n    y: number;\n    vertical: boolean;\n    scale: number;\n    fontStack: string;\n    sectionIndex: number;\n    metrics: GlyphMetrics;\n    rect: GlyphRect | null;\n    localGlyph?: boolean;\n};\n\nexport type PositionedLine = {\n    positionedGlyphs: Array<PositionedGlyph>;\n    lineOffset: number;\n};\n\n// A collection of positioned glyphs and some metadata\nexport type Shaping = {\n    positionedLines: Array<PositionedLine>;\n    top: number;\n    bottom: number;\n    left: number;\n    right: number;\n    writingMode: Orientation;\n    text: string;\n    iconsInText: boolean;\n    verticalizable: boolean;\n    hasBaseline: boolean;\n};\n\nexport type AnchorAlignment = {\n    horizontalAlign: number;\n    verticalAlign: number;\n};\n\nexport type SymbolAnchor = 'center' | 'left' | 'right' | 'top' | 'bottom' | 'top-left' | 'top-right' | 'bottom-left' | 'bottom-right';\nexport type TextJustify = 'left' | 'center' | 'right';\n\nfunction getAnchorAlignment(anchor: SymbolAnchor): AnchorAlignment {\n    let horizontalAlign = 0.5, verticalAlign = 0.5;\n\n    switch (anchor) {\n    case 'right':\n    case 'top-right':\n    case 'bottom-right':\n        horizontalAlign = 1;\n        break;\n    case 'left':\n    case 'top-left':\n    case 'bottom-left':\n        horizontalAlign = 0;\n        break;\n    }\n\n    switch (anchor) {\n    case 'bottom':\n    case 'bottom-right':\n    case 'bottom-left':\n        verticalAlign = 1;\n        break;\n    case 'top':\n    case 'top-right':\n    case 'top-left':\n        verticalAlign = 0;\n        break;\n    }\n\n    return {horizontalAlign, verticalAlign};\n}\n\nexport type PositionedIcon = {\n    imagePrimary: ImagePosition;\n    imageSecondary: ImagePosition | null | undefined;\n    top: number;\n    bottom: number;\n    left: number;\n    right: number;\n    collisionPadding?: [number, number, number, number];\n};\n\nfunction shapeIcon(\n    imagePrimary: ImagePosition,\n    imageSecondary: ImagePosition | null | undefined,\n    iconOffset: [number, number],\n    iconAnchor: SymbolAnchor,\n): PositionedIcon {\n    const {horizontalAlign, verticalAlign} = getAnchorAlignment(iconAnchor);\n    const dx = iconOffset[0];\n    const dy = iconOffset[1];\n    const x1 = dx - imagePrimary.displaySize[0] * horizontalAlign;\n    const x2 = x1 + imagePrimary.displaySize[0];\n    const y1 = dy - imagePrimary.displaySize[1] * verticalAlign;\n    const y2 = y1 + imagePrimary.displaySize[1];\n    return {imagePrimary, imageSecondary, top: y1, bottom: y2, left: x1, right: x2};\n}\n\nfunction fitIconToText(\n    shapedIcon: PositionedIcon,\n    shapedText: Shaping,\n    textFit: string,\n    padding: [number, number, number, number],\n    iconOffset: [number, number],\n    fontScale: number,\n): PositionedIcon {\n    assert(textFit !== 'none');\n    assert(Array.isArray(padding) && padding.length === 4);\n    assert(Array.isArray(iconOffset) && iconOffset.length === 2);\n\n    const image = shapedIcon.imagePrimary;\n\n    let collisionPadding: [number, number, number, number] | undefined;\n    if (image.content) {\n        const content = image.content;\n        const pixelRatio = image.pixelRatio || 1;\n        collisionPadding = [\n            content[0] / pixelRatio,\n            content[1] / pixelRatio,\n            image.displaySize[0] - content[2] / pixelRatio,\n            image.displaySize[1] - content[3] / pixelRatio\n        ];\n    }\n\n    // We don't respect the icon-anchor, because icon-text-fit is set. Instead,\n    // the icon will be centered on the text, then stretched in the given\n    // dimensions.\n\n    const textLeft = shapedText.left * fontScale;\n    const textRight = shapedText.right * fontScale;\n\n    let top: number;\n    let right: number;\n    let bottom: number;\n    let left: number;\n    if (textFit === 'width' || textFit === 'both') {\n        // Stretched horizontally to the text width\n        left = iconOffset[0] + textLeft - padding[3];\n        right = iconOffset[0] + textRight + padding[1];\n    } else {\n        // Centered on the text\n        left = iconOffset[0] + (textLeft + textRight - image.displaySize[0]) / 2;\n        right = left + image.displaySize[0];\n    }\n\n    const textTop = shapedText.top * fontScale;\n    const textBottom = shapedText.bottom * fontScale;\n    if (textFit === 'height' || textFit === 'both') {\n        // Stretched vertically to the text height\n        top = iconOffset[1] + textTop - padding[0];\n        bottom = iconOffset[1] + textBottom + padding[2];\n    } else {\n        // Centered on the text\n        top = iconOffset[1] + (textTop + textBottom - image.displaySize[1]) / 2;\n        bottom = top + image.displaySize[1];\n    }\n\n    return {imagePrimary: image, imageSecondary: undefined, top, right, bottom, left, collisionPadding};\n}\n","import {charHasRotatedVerticalOrientation} from './script_detection';\n\nexport const verticalizedCharacterMap: Readonly<Partial<Record<string, string>>> = {\n    '!': '︕',\n    '#': '＃',\n    '$': '＄',\n    '%': '％',\n    '&': '＆',\n    '(': '︵',\n    ')': '︶',\n    '*': '＊',\n    '+': '＋',\n    ',': '︐',\n    '-': '︲',\n    '.': '・',\n    '/': '／',\n    ':': '︓',\n    ';': '︔',\n    '<': '︿',\n    '=': '＝',\n    '>': '﹀',\n    '?': '︖',\n    '@': '＠',\n    '[': '﹇',\n    '\\\\': '＼',\n    ']': '﹈',\n    '^': '＾',\n    '_': '︳',\n    '`': '｀',\n    '{': '︷',\n    '|': '―',\n    '}': '︸',\n    '~': '～',\n    '¢': '￠',\n    '£': '￡',\n    '¥': '￥',\n    '¦': '￤',\n    '¬': '￢',\n    '¯': '￣',\n    '–': '︲',\n    '—': '︱',\n    '‘': '﹃',\n    '’': '﹄',\n    '“': '﹁',\n    '”': '﹂',\n    '…': '︙',\n    '‧': '・',\n    '₩': '￦',\n    '、': '︑',\n    '。': '︒',\n    '〈': '︿',\n    '〉': '﹀',\n    '《': '︽',\n    '》': '︾',\n    '「': '﹁',\n    '」': '﹂',\n    '『': '﹃',\n    '』': '﹄',\n    '【': '︻',\n    '】': '︼',\n    '〔': '︹',\n    '〕': '︺',\n    '〖': '︗',\n    '〗': '︘',\n    '！': '︕',\n    '（': '︵',\n    '）': '︶',\n    '，': '︐',\n    '－': '︲',\n    '．': '・',\n    '：': '︓',\n    '；': '︔',\n    '＜': '︿',\n    '＞': '﹀',\n    '？': '︖',\n    '［': '﹇',\n    '］': '﹈',\n    '＿': '︳',\n    '｛': '︷',\n    '｜': '―',\n    '｝': '︸',\n    '｟': '︵',\n    '｠': '︶',\n    '｡': '︒',\n    '｢': '﹁',\n    '｣': '﹂',\n};\n\nexport default function verticalizePunctuation(input: string, skipContextChecking: boolean): string {\n    let output = '';\n\n    for (let i = 0; i < input.length; i++) {\n        const nextCharCode = input.charCodeAt(i + 1) || null;\n        const prevCharCode = input.charCodeAt(i - 1) || null;\n\n        const canReplacePunctuation = skipContextChecking || (\n            (!nextCharCode || !charHasRotatedVerticalOrientation(nextCharCode) || verticalizedCharacterMap[input[i + 1]!]) &&\n            (!prevCharCode || !charHasRotatedVerticalOrientation(prevCharCode) || verticalizedCharacterMap[input[i - 1]!])\n        );\n\n        if (canReplacePunctuation && verticalizedCharacterMap[input[i]!]) {\n            output += verticalizedCharacterMap[input[i]!]!;\n        } else {\n            output += input[i]!;\n        }\n    }\n\n    return output;\n}\n\nexport function isVerticalClosePunctuation(chr: string): boolean {\n    return chr === '︶' || chr === '﹈' || chr === '︸' || chr === '﹄' || chr === '﹂' || chr === '︾' ||\n           chr === '︼' || chr === '︺' || chr === '︘' || chr === '﹀' || chr === '︐' || chr === '︓' ||\n           chr === '︔' || chr === '｀' || chr === '￣' || chr === '︑' || chr === '︒';\n}\n\nexport function isVerticalOpenPunctuation(chr: string): boolean {\n    return chr === '︵' || chr === '﹇' || chr === '︷' || chr === '﹃' || chr === '﹁' || chr === '︽' ||\n           chr === '︻' || chr === '︹' || chr === '︗' || chr === '︿';\n}\n","import {number as interpolate} from '../style-spec/util/interpolate';\nimport Interpolate from '../style-spec/expression/definitions/interpolate';\nimport {clamp} from '../util/util';\nimport EvaluationParameters from '../style/evaluation_parameters';\n\nimport type {PropertyValue, PossiblyEvaluatedPropertyValue} from '../style/properties';\nimport type {InterpolationType} from '../style-spec/expression/definitions/interpolate';\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type {SymbolFeature} from '../data/bucket/symbol_bucket';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\n\nexport const SIZE_PACK_FACTOR = 128;\n\nexport type SizeData = {\n    kind: 'constant';\n    layoutSize: number;\n} | {\n    kind: 'source';\n} | {\n    kind: 'camera';\n    minZoom: number;\n    maxZoom: number;\n    minSize: number;\n    maxSize: number;\n    interpolationType: InterpolationType | null | undefined;\n} | {\n    kind: 'composite';\n    minZoom: number;\n    maxZoom: number;\n    interpolationType: InterpolationType | null | undefined;\n};\n\nexport type InterpolatedSize = {\n    uSize: number;\n    uSizeT: number;\n};\n\n// We need to rasterize vector icon with maximum possible size to avoid\n// scaling artifacts. This function calculates the maximum size of the\n// icon that will be rasterized for a given zoom level and with the given\n// icon-size value.\n// - For composite functions, we need to rasterize the icon at the given maximum size\n// - For camera functions, we need to rasterize the icon at the maximum size of closest zoom stops\n// - For constant functions, we need to rasterize the icon at the given size\nexport function getRasterizedIconSize(\n    sizeData: SizeData,\n    unevaluatedIconSize: PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>,\n    canonical: CanonicalTileID,\n    zoom: number,\n    feature: SymbolFeature,\n    worldview: string | undefined,\n    availableImages?: ImageId[]\n) {\n    if (sizeData.kind === 'camera') {\n        return sizeData.maxSize;\n    }\n\n    if (sizeData.kind === 'composite') {\n        const maxZoomSize = unevaluatedIconSize\n            .possiblyEvaluate(new EvaluationParameters(sizeData.maxZoom, {worldview}), canonical, availableImages)\n            .evaluate(feature, {}, canonical, availableImages);\n        const minZoomSize = unevaluatedIconSize\n            .possiblyEvaluate(new EvaluationParameters(sizeData.minZoom, {worldview}), canonical, availableImages)\n            .evaluate(feature, {}, canonical, availableImages);\n\n        return Math.max(maxZoomSize, minZoomSize);\n    }\n\n    return unevaluatedIconSize.possiblyEvaluate(new EvaluationParameters(zoom, {worldview}), canonical, availableImages).evaluate(feature, {}, canonical, availableImages);\n}\n\n// For {text,icon}-size, get the bucket-level data that will be needed by\n// the painter to set symbol-size-related uniforms\nexport function getSizeData(\n    tileZoom: number,\n    value: PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>,\n    worldview: string | undefined,\n    availableImages?: ImageId[]\n): SizeData {\n    const {expression} = value;\n\n    if (expression.kind === 'constant') {\n        const layoutSize: number = expression.evaluate(new EvaluationParameters(tileZoom + 1, {worldview}), undefined, undefined, undefined, availableImages);\n        return {kind: 'constant', layoutSize};\n\n    } else if (expression.kind === 'source') {\n        return {kind: 'source'};\n\n    } else {\n        const {zoomStops, interpolationType} = expression;\n\n        // calculate covering zoom stops for zoom-dependent values\n        let lower = 0;\n        while (lower < zoomStops.length && zoomStops[lower] <= tileZoom) lower++;\n        lower = Math.max(0, lower - 1);\n        let upper = lower;\n        while (upper < zoomStops.length && zoomStops[upper] < tileZoom + 1) upper++;\n        upper = Math.min(zoomStops.length - 1, upper);\n\n        const minZoom = zoomStops[lower];\n        const maxZoom = zoomStops[upper];\n\n        // We'd like to be able to use CameraExpression or CompositeExpression in these\n        // return types rather than ExpressionSpecification, but the former are not\n        // transferrable across Web Worker boundaries.\n        if (expression.kind === 'composite') {\n            return {kind: 'composite', minZoom, maxZoom, interpolationType};\n        }\n\n        // for camera functions, also save off the function values\n        // evaluated at the covering zoom levels\n        const minSize: number = expression.evaluate(new EvaluationParameters(minZoom, {worldview}), undefined, undefined, undefined, availableImages);\n        const maxSize: number = expression.evaluate(new EvaluationParameters(maxZoom, {worldview}), undefined, undefined, undefined, availableImages);\n\n        return {kind: 'camera', minZoom, maxZoom, minSize, maxSize, interpolationType};\n    }\n}\n\nexport function evaluateSizeForFeature(\n    sizeData: SizeData,\n    {\n        uSize,\n        uSizeT,\n    }: InterpolatedSize,\n    {\n        lowerSize,\n        upperSize,\n    }: {\n        readonly lowerSize: number;\n        readonly upperSize: number;\n    },\n): number {\n    if (sizeData.kind === 'source') {\n        return lowerSize / SIZE_PACK_FACTOR;\n    } else if (sizeData.kind === 'composite') {\n        return interpolate(lowerSize / SIZE_PACK_FACTOR, upperSize / SIZE_PACK_FACTOR, uSizeT);\n    }\n    return uSize;\n}\n\nexport function evaluateSizeForZoom(sizeData: SizeData, zoom: number, scaleFactor: number = 1): InterpolatedSize {\n    let uSizeT = 0;\n    let uSize = 0;\n\n    if (sizeData.kind === 'constant') {\n        uSize = sizeData.layoutSize * scaleFactor;\n\n    } else if (sizeData.kind !== 'source') {\n        const {interpolationType, minZoom, maxZoom} = sizeData;\n\n        // Even though we could get the exact value of the camera function\n        // at z = tr.zoom, we intentionally do not: instead, we interpolate\n        // between the camera function values at a pair of zoom stops covering\n        // [tileZoom, tileZoom + 1] in order to be consistent with this\n        // restriction on composite functions\n        const t = !interpolationType ? 0 : clamp(\n            Interpolate.interpolationFactor(interpolationType, zoom, minZoom, maxZoom), 0, 1);\n\n        if (sizeData.kind === 'camera') {\n            uSize = interpolate(sizeData.minSize, sizeData.maxSize, t) * scaleFactor;\n        } else {\n            uSizeT = t * scaleFactor;\n        }\n    }\n\n    return {uSizeT, uSize};\n}\n","import ONE_EM from './one_em';\nimport {getRasterizedIconSize, SIZE_PACK_FACTOR, type SizeData} from './symbol_size';\nimport {warnOnce} from '../util/util';\n\nimport type {TextJustify} from './shaping_shared';\nimport type {AppearanceLayoutProps} from '../style/appearance_properties';\nimport type {SymbolFeature} from '../data/bucket/symbol_bucket';\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type SymbolStyleLayer from '../style/style_layer/symbol_style_layer';\nimport type SymbolAppearance from '../style/appearance';\nimport type ResolvedImage from '../style-spec/expression/types/resolved_image';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {ImageVariant} from '../style-spec/expression/types/image_variant';\nimport type {PossiblyEvaluatedPropertyValue, PropertyValue} from '../style/properties';\n\nexport type TextAnchor = 'center' | 'left' | 'right' | 'top' | 'bottom' | 'top-left' | 'top-right' | 'bottom-left' | 'bottom-right';\n\n// The radial offset is to the edge of the text box\n// In the horizontal direction, the edge of the text box is where glyphs start\n// But in the vertical direction, the glyphs appear to \"start\" at the baseline\n// We don't actually load baseline data, but we assume an offset of ONE_EM - 17\n// (see \"yOffset\" in shaping.js)\nconst baselineOffset = 7;\nconst INVALID_TEXT_OFFSET = Number.POSITIVE_INFINITY;\nconst sqrt2 = Math.sqrt(2);\n\nconst MAX_GLYPH_ICON_SIZE = 255;\nconst MAX_PACKED_SIZE = MAX_GLYPH_ICON_SIZE * SIZE_PACK_FACTOR;\nexport {MAX_PACKED_SIZE};\n\nexport function evaluateVariableOffset(anchor: TextAnchor, [offsetX, offsetY]: [number, number]): [number, number] {\n    let x = 0, y = 0;\n\n    if (offsetY === INVALID_TEXT_OFFSET) { // radial offset\n        if (offsetX < 0) offsetX = 0; // Ignore negative offset.\n        // solve for r where r^2 + r^2 = offsetX^2\n        const hypotenuse = offsetX / sqrt2;\n        switch (anchor) {\n        case 'top-right':\n        case 'top-left':\n            y = hypotenuse - baselineOffset;\n            break;\n        case 'bottom-right':\n        case 'bottom-left':\n            y = -hypotenuse + baselineOffset;\n            break;\n        case 'bottom':\n            y = -offsetX + baselineOffset;\n            break;\n        case 'top':\n            y = offsetX - baselineOffset;\n            break;\n        }\n\n        switch (anchor) {\n        case 'top-right':\n        case 'bottom-right':\n            x = -hypotenuse;\n            break;\n        case 'top-left':\n        case 'bottom-left':\n            x = hypotenuse;\n            break;\n        case 'left':\n            x = offsetX;\n            break;\n        case 'right':\n            x = -offsetX;\n            break;\n        }\n\n    } else { // text offset\n        // Use absolute offset values.\n        offsetX = Math.abs(offsetX);\n        offsetY = Math.abs(offsetY);\n\n        switch (anchor) {\n        case 'top-right':\n        case 'top-left':\n        case 'top':\n            y = offsetY - baselineOffset;\n            break;\n        case 'bottom-right':\n        case 'bottom-left':\n        case 'bottom':\n            y = -offsetY + baselineOffset;\n            break;\n        }\n\n        switch (anchor) {\n        case 'top-right':\n        case 'bottom-right':\n        case 'right':\n            x = -offsetX;\n            break;\n        case 'top-left':\n        case 'bottom-left':\n        case 'left':\n            x = offsetX;\n            break;\n        }\n    }\n\n    return [x, y];\n}\n\n// Resolve an appearance-overridable layout property. The `fallback` doubles as the expected\n// runtime shape: a resolved value is accepted only if it matches the fallback (array vs number),\n// otherwise the fallback is returned. `transform` is applied to accepted values only.\nfunction getAppearanceLayoutValue<T extends number | [number, number]>(\n    appearance: SymbolAppearance, symbolLayer: SymbolStyleLayer, feature: SymbolFeature, canonical: CanonicalTileID,\n    prop: keyof AppearanceLayoutProps, fallback: T, transform?: (value: T) => T): T {\n    const value = appearance.hasLayoutProperty(prop) ?\n        symbolLayer.getAppearanceValueAndResolveTokens(appearance, prop, feature, canonical, []) :\n        null;\n    const accepted = Array.isArray(fallback) ? Array.isArray(value) : typeof value === typeof fallback;\n    if (!accepted) return fallback;\n    return transform ? transform(value as unknown as T) : value as unknown as T;\n}\n\nexport function getAppearanceIconValues(appearance: SymbolAppearance, symbolLayer: SymbolStyleLayer, feature: SymbolFeature,\n    canonical: CanonicalTileID, iconOffset: [number, number], baseIconRotate: number, layoutIconSize: number, iconScaleFactor: number) {\n    const appearanceIconOffset = getAppearanceLayoutValue(appearance, symbolLayer, feature, canonical, 'icon-offset', iconOffset);\n    const appearanceIconRotate = getAppearanceLayoutValue(appearance, symbolLayer, feature, canonical, 'icon-rotate', baseIconRotate);\n    const appearanceIconSize = getAppearanceLayoutValue(appearance, symbolLayer, feature, canonical, 'icon-size', layoutIconSize, size => size * iconScaleFactor);\n    return {appearanceIconOffset, appearanceIconRotate, appearanceIconSize};\n}\n\nexport function getAppearanceTextValues(appearance: SymbolAppearance, symbolLayer: SymbolStyleLayer, feature: SymbolFeature,\n    canonical: CanonicalTileID, textOffset: [number, number], baseTextRotate: number, layoutTextSize: number) {\n    const appearanceTextOffset = getAppearanceLayoutValue(appearance, symbolLayer, feature, canonical, 'text-offset', textOffset, ([x, y]) => [x * ONE_EM, y * ONE_EM]);\n    const appearanceTextRotate = getAppearanceLayoutValue(appearance, symbolLayer, feature, canonical, 'text-rotate', baseTextRotate);\n    const appearanceTextSize = getAppearanceLayoutValue(appearance, symbolLayer, feature, canonical, 'text-size', layoutTextSize);\n    return {appearanceTextOffset, appearanceTextRotate, appearanceTextSize};\n}\n\nfunction scaleImageVariant(image: ImageVariant | null, iconSizeData: SizeData, iconSize: PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>, tileID: CanonicalTileID, zoom: number, feature: SymbolFeature, pixelRatio: number, iconScaleFactor: number, worldview: string | undefined, availableImages?: ImageId[]) {\n    if (!image) return undefined;\n    const iconSizeFactor = getRasterizedIconSize(iconSizeData, iconSize, tileID, zoom, feature, worldview, availableImages);\n    const scaleFactor = iconSizeFactor * iconScaleFactor * pixelRatio;\n    return image.scaleSelf(scaleFactor);\n}\n\nexport function getScaledImageVariant(icon: ResolvedImage, iconSizeData: SizeData, iconSize: PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>, tileID: CanonicalTileID, zoom: number, feature: SymbolFeature, pixelRatio: number, iconScaleFactor: number, worldview: string | undefined, availableImages?: ImageId[]) {\n    const iconPrimary = scaleImageVariant(icon.getPrimary(), iconSizeData, iconSize, tileID, zoom, feature, pixelRatio, iconScaleFactor, worldview, availableImages);\n    const iconSecondary = scaleImageVariant(icon.getSecondary(), iconSizeData, iconSize, tileID, zoom, feature, pixelRatio, iconScaleFactor, worldview, availableImages);\n    return {iconPrimary, iconSecondary};\n}\n\nexport function getAnchorJustification(anchor: TextAnchor): TextJustify {\n    switch (anchor) {\n    case 'right':\n    case 'top-right':\n    case 'bottom-right':\n        return 'right';\n    case 'left':\n    case 'top-left':\n    case 'bottom-left':\n        return 'left';\n    }\n    return 'center';\n}\n\nexport function computeFontScale(textSize: number, textScaleFactor: number) {\n    const glyphSize = ONE_EM;\n    const fontScale = textSize * textScaleFactor / glyphSize;\n    return fontScale;\n}\n\nexport function packSizeForVertex(layerId: string, sizeData: SizeData, evaluatedTextSize: number,\n    scaleFactor: number, minZoomSize: number, maxZoomSize: number\n) {\n    let effectiveSizeData: number[] = null;\n\n    if (sizeData.kind === 'source') {\n        effectiveSizeData = [\n            SIZE_PACK_FACTOR * evaluatedTextSize * scaleFactor\n        ];\n        if (effectiveSizeData[0] > MAX_PACKED_SIZE) {\n            warnOnce(`${layerId}: Value for \"text-size\" or \"icon-size\" is >= ${MAX_GLYPH_ICON_SIZE}. Reduce your \"text-size\" or \"icon-size\".`);\n        }\n    } else if (sizeData.kind === 'composite') {\n        effectiveSizeData = [\n            SIZE_PACK_FACTOR * minZoomSize * scaleFactor,\n            SIZE_PACK_FACTOR * maxZoomSize * scaleFactor\n        ];\n        if (effectiveSizeData[0] > MAX_PACKED_SIZE || effectiveSizeData[1] > MAX_PACKED_SIZE) {\n            warnOnce(`${layerId}: Value for \"text-size\" or \"icon-size\" is >= ${MAX_GLYPH_ICON_SIZE}. Reduce your \"text-size\" or \"icon-size\".`);\n        }\n    }\n\n    return effectiveSizeData;\n}\n","import {createLayout} from '../util/struct_array';\n\nimport type {StructArrayLayout} from '../util/struct_array';\n\nconst layout: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'a_globe_pos', components: 3},\n    {type: 'Float32', name: 'a_uv', components: 2}\n]);\n\nexport default layout;\nexport const {members, size, alignment} = layout;\n","import {createLayout} from '../util/struct_array';\n\nimport type {StructArrayLayout} from '../util/struct_array';\n\nexport const posAttributesGlobeExt: StructArrayLayout = createLayout([\n    {name: 'a_pos_3', components: 3, type: 'Int16'},\n]);\n\nexport default createLayout([\n    {name: 'a_pos', type: 'Int16', components: 2}\n]);\n","import {vec2, vec3, vec4} from 'gl-matrix';\nimport assert from '../style-spec/util/assert';\nimport {register} from './web_worker_transfer';\n\nimport type {UnwrappedTileID} from '../source/tile_id';\nimport type {mat4} from 'gl-matrix';\n\nclass Ray2D {\n    pos: vec2;\n    dir: vec2;\n\n    constructor(pos_: vec2, dir_: vec2) {\n        this.pos = pos_;\n        this.dir = dir_;\n    }\n\n    intersectsPlane(pt: vec2, normal: vec2, out: vec2): boolean {\n        const D = vec2.dot(normal, this.dir);\n\n        // ray is parallel to plane, so it misses\n        if (Math.abs(D) < 1e-6) { return false; }\n\n        const t = (\n            (pt[0] - this.pos[0]) * normal[0] +\n            (pt[1] - this.pos[1]) * normal[1]) / D;\n\n        out[0] = this.pos[0] + this.dir[0] * t;\n        out[1] = this.pos[1] + this.dir[1] * t;\n\n        return true;\n    }\n}\n\nclass Ray {\n    pos: vec3;\n    dir: vec3;\n\n    constructor(pos_: vec3, dir_: vec3) {\n        this.pos = pos_;\n        this.dir = dir_;\n    }\n\n    intersectsPlane(pt: vec3, normal: vec3, out: vec3): boolean {\n        const D = vec3.dot(normal, this.dir);\n\n        // ray is parallel to plane, so it misses\n        if (Math.abs(D) < 1e-6) { return false; }\n\n        const t = (\n            (pt[0] - this.pos[0]) * normal[0] +\n            (pt[1] - this.pos[1]) * normal[1] +\n            (pt[2] - this.pos[2]) * normal[2]) / D;\n\n        out[0] = this.pos[0] + this.dir[0] * t;\n        out[1] = this.pos[1] + this.dir[1] * t;\n        out[2] = this.pos[2] + this.dir[2] * t;\n\n        return true;\n    }\n\n    closestPointOnSphere(center: vec3, r: number, out: vec3): boolean {\n        assert(vec3.squaredLength(this.dir) > 0.0 && r >= 0.0);\n\n        if (vec3.equals(this.pos, center) || r === 0.0) {\n            out[0] = out[1] = out[2] = 0;\n            return false;\n        }\n\n        const [dx, dy, dz] = this.dir;\n\n        const px = this.pos[0] - center[0];\n        const py = this.pos[1] - center[1];\n        const pz = this.pos[2] - center[2];\n\n        const a = dx * dx + dy * dy + dz * dz;\n        const b = 2.0 * (px * dx + py * dy + pz * dz);\n        const c = (px * px + py * py + pz * pz) - r * r;\n        const d = b * b - 4 * a * c;\n\n        if (d < 0.0) {\n            // No intersection, find distance between closest points\n            const t = Math.max(-b / 2, 0.0);\n            const gx = px + dx * t; // point to globe\n            const gy = py + dy * t;\n            const gz = pz + dz * t;\n            const glen = Math.hypot(gx, gy, gz);\n            out[0] = gx * r / glen;\n            out[1] = gy * r / glen;\n            out[2] = gz * r / glen;\n            return false;\n\n        } else {\n            assert(a > 0.0);\n            const t = (-b - Math.sqrt(d)) / (2.0 * a);\n\n            if (t < 0.0) {\n                // Ray is pointing away from the sphere\n                const plen = Math.hypot(px, py, pz);\n                out[0] = px * r / plen;\n                out[1] = py * r / plen;\n                out[2] = pz * r / plen;\n                return false;\n\n            } else {\n                out[0] = px + dx * t;\n                out[1] = py + dy * t;\n                out[2] = pz + dz * t;\n                return true;\n            }\n        }\n    }\n}\n\nclass FrustumCorners {\n    TL: [number, number, number];\n    TR: [number, number, number];\n    BR: [number, number, number];\n    BL: [number, number, number];\n    horizon: number;\n\n    constructor(TL_: [number, number, number], TR_: [number, number, number], BR_: [number, number, number], BL_: [number, number, number], horizon_: number) {\n        this.TL = TL_;\n        this.TR = TR_;\n        this.BR = BR_;\n        this.BL = BL_;\n        this.horizon = horizon_;\n    }\n\n    static fromInvProjectionMatrix(invProj: mat4, horizonFromTop: number, viewportHeight: number): FrustumCorners {\n        const TLClip: vec3 = [-1, 1, 1];\n        const TRClip: vec3 = [1, 1, 1];\n        const BRClip: vec3 = [1, -1, 1];\n        const BLClip: vec3 = [-1, -1, 1];\n\n        const TL = vec3.transformMat4(TLClip, TLClip, invProj) as [number, number, number];\n        const TR = vec3.transformMat4(TRClip, TRClip, invProj) as [number, number, number];\n        const BR = vec3.transformMat4(BRClip, BRClip, invProj) as [number, number, number];\n        const BL = vec3.transformMat4(BLClip, BLClip, invProj) as [number, number, number];\n\n        return new FrustumCorners(TL, TR, BR, BL, horizonFromTop / viewportHeight);\n    }\n}\n\nfunction projectPoints(points: Array<vec3>, origin: vec3, axis: vec3, out: [number, number]): [number, number] {\n    const ox = origin[0], oy = origin[1], oz = origin[2];\n    const ax = axis[0], ay = axis[1], az = axis[2];\n    let min = Infinity;\n    let max = -Infinity;\n\n    for (let i = 0; i < points.length; i++) {\n        const p = points[i];\n        const proj = (p[0] - ox) * ax + (p[1] - oy) * ay + (p[2] - oz) * az;\n        if (proj < min) min = proj;\n        if (proj > max) max = proj;\n    }\n\n    out[0] = min;\n    out[1] = max;\n    return out;\n}\n\nfunction intersectsFrustum(frustum: Frustum, aabbPoints: Array<vec3>): number {\n    let fullyInside = true;\n\n    for (let p = 0; p < frustum.planes.length; p++) {\n        const plane = frustum.planes[p];\n        let pointsInside = 0;\n\n        for (let i = 0; i < aabbPoints.length; i++) {\n            pointsInside += +(vec3.dot(plane, aabbPoints[i]) + plane[3] >= 0);\n        }\n\n        if (pointsInside === 0)\n            return 0;\n\n        if (pointsInside !== aabbPoints.length)\n            fullyInside = false;\n    }\n\n    return fullyInside ? 2 : 1;\n}\n\nconst preciseProjScratch: [number, number] = [0, 0];\n\nfunction intersectsFrustumPrecise(frustum: Frustum, aabbPoints: Array<vec3>): number {\n    for (const proj of frustum.projections) {\n        const projectedAabb = projectPoints(aabbPoints, frustum.points[0], proj.axis, preciseProjScratch);\n\n        if (proj.projection[1] < projectedAabb[0] || proj.projection[0] > projectedAabb[1]) {\n            return 0;\n        }\n    }\n\n    return 1;\n}\n\ntype Projection = {\n    axis: vec3;\n    projection: [number, number];\n};\n\ntype FrustumPoints = [vec3, vec3, vec3, vec3, vec3, vec3, vec3, vec3];\ntype FrustumPlanes = [vec4, vec4, vec4, vec4, vec4, vec4];\n\nconst NEAR_TL = 0;\nconst NEAR_TR = 1;\nconst NEAR_BR = 2;\nconst NEAR_BL = 3;\nconst FAR_TL = 4;\nconst FAR_TR = 5;\nconst FAR_BR = 6;\nconst FAR_BL = 7;\n\n// Returns true if at least one point satisfies a*x + b*y + c*z + d >= 0 (i.e. is on the plane's\n// inside). intersectsPrecise only cares about the zero-points-inside case, so we short-circuit\n// on the first inside point rather than counting.\nfunction anyPointInsideOfPlane(points: Array<vec3>, plane: vec4): boolean {\n    const a = plane[0], b = plane[1], c = plane[2], d = plane[3];\n    for (let i = 0; i < points.length; i++) {\n        const p = points[i];\n        if (a * p[0] + b * p[1] + c * p[2] + d >= 0) return true;\n    }\n    return false;\n}\n\nclass Frustum {\n    points: FrustumPoints;\n    planes: FrustumPlanes;\n    bounds: Aabb;\n    projections: Array<Projection>;\n    frustumEdges: Array<vec3>;\n\n    constructor(points_?: FrustumPoints | null, planes_?: FrustumPlanes | null) {\n        this.points = points_ || (new Array(8).fill([0, 0, 0]) as FrustumPoints);\n        this.planes = planes_ || (new Array(6).fill([0, 0, 0, 0]) as FrustumPlanes);\n        this.bounds = Aabb.fromPoints(this.points);\n        this.projections = [];\n\n        // Precompute a set of separating axis candidates for precise intersection tests.\n        // These axes are computed as follows: (edges of aabb) x (edges of frustum)\n        this.frustumEdges = [\n            vec3.sub([], this.points[NEAR_BR], this.points[NEAR_BL]),\n            vec3.sub([], this.points[NEAR_TL], this.points[NEAR_BL]),\n            vec3.sub([], this.points[FAR_TL], this.points[NEAR_TL]),\n            vec3.sub([], this.points[FAR_TR], this.points[NEAR_TR]),\n            vec3.sub([], this.points[FAR_BR], this.points[NEAR_BR]),\n            vec3.sub([], this.points[FAR_BL], this.points[NEAR_BL]),\n        ];\n\n        for (const edge of this.frustumEdges) {\n            // Cross product [1, 0, 0] x [a, b, c] == [0, -c, b]\n            // Cross product [0, 1, 0] x [a, b, c] == [c, 0, -a]\n            const axis0: vec3 = [0, -edge[2], edge[1]];\n            const axis1: vec3 = [edge[2], 0, -edge[0]];\n\n            this.projections.push({\n                axis: axis0,\n                projection: projectPoints(this.points, this.points[0], axis0, [0, 0])\n            });\n\n            this.projections.push({\n                axis: axis1,\n                projection: projectPoints(this.points, this.points[0], axis1, [0, 0])\n            });\n        }\n    }\n\n    static fromInvProjectionMatrix(invProj: mat4, worldSize: number, zoom: number, zInMeters: boolean): Frustum {\n        const clipSpaceCorners = [\n            [-1, 1, -1, 1],\n            [1, 1, -1, 1],\n            [1, -1, -1, 1],\n            [-1, -1, -1, 1],\n            [-1, 1, 1, 1],\n            [1, 1, 1, 1],\n            [1, -1, 1, 1],\n            [-1, -1, 1, 1]\n        ] as vec4[];\n\n        const scale = Math.pow(2, zoom);\n\n        // Transform frustum corner points from clip space to tile space\n        const frustumCoords: vec4[] = clipSpaceCorners\n            .map((v) => {\n                const s = vec4.transformMat4([], v, invProj);\n                const k = 1.0 / s[3] / worldSize * scale;\n                // Z scale in meters.\n                return vec4.mul(s, s, [k, k, zInMeters ? 1.0 / s[3] : k, k]);\n            });\n\n        const frustumPlanePointIndices: vec3[] = [\n            [NEAR_TL, NEAR_TR, NEAR_BR], // near\n            [FAR_BR, FAR_TR, FAR_TL],    // far\n            [NEAR_TL, NEAR_BL, FAR_BL],  // left\n            [NEAR_BR, NEAR_TR, FAR_TR],  // right\n            [NEAR_BL, NEAR_BR, FAR_BR],  // bottom\n            [NEAR_TL, FAR_TL, FAR_TR]    // top\n        ];\n\n        const frustumPlanes = frustumPlanePointIndices.map((p: vec3) => {\n            const a = vec3.sub([], frustumCoords[p[0]], frustumCoords[p[1]]);\n            const b = vec3.sub([], frustumCoords[p[2]], frustumCoords[p[1]]);\n            const n = vec3.normalize([], vec3.cross([], a, b)) as [number, number, number];\n            const d = -vec3.dot(n, frustumCoords[p[1]]);\n            return n.concat(d);\n        }) as FrustumPlanes;\n\n        const frustumPoints: vec3[] = [];\n        for (let i = 0; i < frustumCoords.length; i++) {\n            frustumPoints.push([frustumCoords[i][0], frustumCoords[i][1], frustumCoords[i][2]]);\n        }\n        return new Frustum(frustumPoints as FrustumPoints, frustumPlanes);\n    }\n\n    // Precise intersection test between the frustum and a convex hull (vertices + face planes\n    // + edges) via separating axis theorem. The SAT axis is not normalized — comparisons of\n    // projA/projB are invariant under a common positive scale, we only skip exact-zero axes\n    // where the two edges are parallel. Projection loops are inlined so the JIT keeps axis\n    // and origin components in registers across all points.\n    intersectsPrecise(vertices: Array<vec3>, faces: Array<vec4>, edges: Array<vec3>): number {\n        for (let i = 0; i < faces.length; i++) {\n            if (!anyPointInsideOfPlane(vertices, faces[i])) return 0;\n        }\n        for (let i = 0; i < this.planes.length; i++) {\n            if (!anyPointInsideOfPlane(vertices, this.planes[i])) return 0;\n        }\n\n        const points = this.points;\n        const ox = points[0][0], oy = points[0][1], oz = points[0][2];\n\n        for (const edge of edges) {\n            for (const frustumEdge of this.frustumEdges) {\n                // axis = edge × frustumEdge\n                const ax = edge[1] * frustumEdge[2] - edge[2] * frustumEdge[1];\n                const ay = edge[2] * frustumEdge[0] - edge[0] * frustumEdge[2];\n                const az = edge[0] * frustumEdge[1] - edge[1] * frustumEdge[0];\n                if (ax === 0 && ay === 0 && az === 0) continue;\n\n                let minA = Infinity, maxA = -Infinity;\n                for (let k = 0; k < points.length; k++) {\n                    const p = points[k];\n                    const d = (p[0] - ox) * ax + (p[1] - oy) * ay + (p[2] - oz) * az;\n                    if (d < minA) minA = d;\n                    if (d > maxA) maxA = d;\n                }\n                let minB = Infinity, maxB = -Infinity;\n                for (let k = 0; k < vertices.length; k++) {\n                    const v = vertices[k];\n                    const d = (v[0] - ox) * ax + (v[1] - oy) * ay + (v[2] - oz) * az;\n                    if (d < minB) minB = d;\n                    if (d > maxB) maxB = d;\n                }\n\n                if (minA > maxB || minB > maxA) return 0;\n            }\n        }\n        return 1;\n    }\n\n    containsPoint(point: vec3): boolean {\n        for (const plane of this.planes) {\n            const normal: vec3 = [plane[0], plane[1], plane[2]];\n            const distance = plane[3];\n\n            // If the point is behind any of the frustum's planes, it's outside the frustum\n            if (vec3.dot(normal, point) + distance < 0) {\n                return false;\n            }\n        }\n        return true;\n    }\n\n}\n\nclass Aabb {\n    min: vec3;\n    max: vec3;\n    center: vec3;\n\n    static fromPoints(points: Array<vec3>): Aabb {\n        const min : vec3 = [Infinity, Infinity, Infinity];\n        const max : vec3 = [-Infinity, -Infinity, -Infinity];\n\n        for (const p of points) {\n            vec3.min(min, min, p);\n            vec3.max(max, max, p);\n        }\n\n        return new Aabb(min, max);\n    }\n\n    static fromTileIdAndHeight(id: UnwrappedTileID, minHeight: number, maxHeight: number): Aabb {\n        const tiles = 1 << id.canonical.z;\n        const x = id.canonical.x;\n        const y = id.canonical.y;\n\n        return new Aabb([x / tiles, y / tiles, minHeight], [(x + 1) / tiles, (y + 1) / tiles, maxHeight]);\n    }\n\n    static applyTransform(aabb: Aabb, transform: mat4): Aabb {\n        const corners = aabb.getCorners();\n\n        for (let i = 0; i < corners.length; ++i) {\n            vec3.transformMat4(corners[i], corners[i], transform);\n        }\n        return Aabb.fromPoints(corners);\n    }\n\n    // A fast version of applyTransform. Note that it breaks down for non-uniform\n    // scale and complex projection matrices.\n    static applyTransformFast(aabb: Aabb, transform: mat4): Aabb {\n        const min : vec3 = [transform[12], transform[13], transform[14]];\n        const max : vec3 = [...min];\n\n        for (let i = 0; i < 3; i++) {\n            for (let j = 0; j < 3; j++) {\n                const value = transform[j * 4 + i];\n                const a = value * aabb.min[j];\n                const b = value * aabb.max[j];\n                min[i] += Math.min(a, b);\n                max[i] += Math.max(a, b);\n            }\n        }\n\n        return new Aabb(min, max);\n    }\n\n    static projectAabbCorners(aabb: Aabb, transform: mat4): Array<vec3> {\n        const corners = aabb.getCorners();\n\n        for (let i = 0; i < corners.length; ++i) {\n            vec3.transformMat4(corners[i], corners[i], transform);\n        }\n        return corners;\n    }\n\n    constructor(min_: vec3, max_: vec3) {\n        this.min = min_;\n        this.max = max_;\n        this.center = vec3.scale([], vec3.add([], this.min, this.max), 0.5);\n    }\n\n    quadrant(index: number): Aabb {\n        const split = [(index % 2) === 0, index < 2];\n        const qMin = vec3.clone(this.min);\n        const qMax = vec3.clone(this.max);\n        for (let axis = 0; axis < split.length; axis++) {\n            qMin[axis] = split[axis] ? this.min[axis] : this.center[axis];\n            qMax[axis] = split[axis] ? this.center[axis] : this.max[axis];\n        }\n        // Temporarily, elevation is constant, hence quadrant.max.z = this.max.z\n        qMax[2] = this.max[2];\n        return new Aabb(qMin, qMax);\n    }\n\n    distanceX(point: Array<number>): number {\n        const pointOnAabb = Math.max(Math.min(this.max[0], point[0]), this.min[0]);\n        return pointOnAabb - point[0];\n    }\n\n    distanceY(point: Array<number>): number {\n        const pointOnAabb = Math.max(Math.min(this.max[1], point[1]), this.min[1]);\n        return pointOnAabb - point[1];\n    }\n\n    distanceZ(point: Array<number>): number {\n        const pointOnAabb = Math.max(Math.min(this.max[2], point[2]), this.min[2]);\n        return pointOnAabb - point[2];\n    }\n\n    getCorners(): Array<vec3> {\n        const mn = this.min;\n        const mx = this.max;\n        return [\n            [mn[0], mn[1], mn[2]],\n            [mx[0], mn[1], mn[2]],\n            [mx[0], mx[1], mn[2]],\n            [mn[0], mx[1], mn[2]],\n            [mn[0], mn[1], mx[2]],\n            [mx[0], mn[1], mx[2]],\n            [mx[0], mx[1], mx[2]],\n            [mn[0], mx[1], mx[2]],\n        ];\n    }\n\n    // Performs conservative intersection test using separating axis theorem.\n    // Some accuracy is traded for better performance. False positive rate is < 1%.\n    // Flat intersection test checks only x and y dimensions of the aabb.\n    // Returns 0 if there's no intersection, 1 if shapes are intersecting and\n    // 2 if the aabb if fully inside the frustum.\n    intersects(frustum: Frustum): number {\n        // Execute separating axis test between two convex objects to find intersections\n        // Each frustum plane together with 3 major axes define the separating axes\n        // This implementation is conservative as it's not checking all possible axes.\n        // False positive rate is ~0.5% of all cases (see intersectsPrecise).\n        if (!this.intersectsAabb(frustum.bounds)) {\n            return 0;\n        }\n\n        return intersectsFrustum(frustum, this.getCorners());\n    }\n\n    intersectsFlat(frustum: Frustum): number {\n        if (!this.intersectsAabb(frustum.bounds)) {\n            return 0;\n        }\n\n        // Perform intersection test against flattened (z === 0) aabb\n        const aabbPoints: vec3[] = [\n            [this.min[0], this.min[1], 0.0],\n            [this.max[0], this.min[1], 0.0],\n            [this.max[0], this.max[1], 0.0],\n            [this.min[0], this.max[1], 0.0]\n        ];\n\n        return intersectsFrustum(frustum, aabbPoints);\n    }\n\n    // Performs precise intersection test using separating axis theorem.\n    // It is possible run only edge cases that were not covered in intersects().\n    // Flat intersection test checks only x and y dimensions of the aabb.\n    intersectsPrecise(frustum: Frustum, edgeCasesOnly?: boolean | null): number {\n        if (!edgeCasesOnly) {\n            const intersects = this.intersects(frustum);\n\n            if (!intersects) {\n                return 0;\n            }\n        }\n\n        return intersectsFrustumPrecise(frustum, this.getCorners());\n    }\n\n    intersectsPreciseFlat(frustum: Frustum, edgeCasesOnly?: boolean | null): number {\n        if (!edgeCasesOnly) {\n            const intersects = this.intersectsFlat(frustum);\n\n            if (!intersects) {\n                return 0;\n            }\n        }\n\n        // Perform intersection test against flattened (z === 0) aabb\n        const aabbPoints: vec3[] = [\n            [this.min[0], this.min[1], 0.0],\n            [this.max[0], this.min[1], 0.0],\n            [this.max[0], this.max[1], 0.0],\n            [this.min[0], this.max[1], 0.0]\n        ];\n\n        return intersectsFrustumPrecise(frustum, aabbPoints);\n    }\n\n    intersectsAabb(aabb: Aabb): boolean {\n        for (let axis = 0; axis < 3; ++axis) {\n            if (this.min[axis] > aabb.max[axis] || aabb.min[axis] > this.max[axis]) {\n                return false;\n            }\n        }\n        return true;\n    }\n\n    intersectsAabbXY(aabb: Aabb): boolean {\n        if (this.min[0] > aabb.max[0] || aabb.min[0] > this.max[0]) {\n            return false;\n        }\n        if (this.min[1] > aabb.max[1] || aabb.min[1] > this.max[1]) {\n            return false;\n        }\n        return true;\n    }\n\n    encapsulate(aabb: Aabb) {\n        for (let i = 0; i < 3; i++) {\n            this.min[i] = Math.min(this.min[i], aabb.min[i]);\n            this.max[i] = Math.max(this.max[i], aabb.max[i]);\n        }\n    }\n\n    encapsulatePoint(point: vec3) {\n        for (let i = 0; i < 3; i++) {\n            this.min[i] = Math.min(this.min[i], point[i]);\n            this.max[i] = Math.max(this.max[i], point[i]);\n        }\n    }\n\n    closestPoint(point: vec3): vec3 {\n        return [Math.max(Math.min(this.max[0], point[0]), this.min[0]),\n            Math.max(Math.min(this.max[1], point[1]), this.min[1]),\n            Math.max(Math.min(this.max[2], point[2]), this.min[2])];\n    }\n}\n\nregister(Aabb, 'Aabb');\n\nexport {\n    Aabb,\n    Frustum,\n    FrustumCorners,\n    Ray,\n    Ray2D,\n    NEAR_TL,\n    NEAR_TR,\n    NEAR_BR,\n    NEAR_BL,\n    FAR_TL,\n    FAR_TR,\n    FAR_BR,\n    FAR_BL\n};\n","import MercatorCoordinate, {\n    lngFromMercatorX,\n    latFromMercatorY,\n    mercatorZfromAltitude,\n    mercatorXfromLng,\n    mercatorYfromLat,\n    MAX_MERCATOR_LATITUDE,\n} from '../mercator_coordinate';\nimport EXTENT from '../../style-spec/data/extent';\nimport {number as interpolate} from '../../style-spec/util/interpolate';\nimport {degToRad, radToDeg, clamp, smoothstep, getColumn, shortestAngle} from '../../util/util';\nimport {vec3, vec4, mat3, mat4} from 'gl-matrix';\nimport SegmentVector from '../../data/segment';\nimport {members as globeLayoutAttributes} from '../../terrain/globe_attributes';\nimport posAttributes from '../../data/pos_attributes';\nimport {TriangleIndexArray, GlobeVertexArray, PosArray} from '../../data/array_types';\nimport {Aabb, Ray} from '../../util/primitives';\nimport LngLat, {earthRadius, csLatLngToECEF, latLngToECEF, LngLatBounds} from '../lng_lat';\nimport {\n    GLOBE_RADIUS,\n    GLOBE_MIN,\n    GLOBE_MAX,\n    TILE_SIZE,\n    GLOBE_NORMALIZATION_MASK,\n    GLOBE_ZOOM_THRESHOLD_MIN,\n    GLOBE_ZOOM_THRESHOLD_MAX,\n    GLOBE_VERTEX_GRID_SIZE,\n    GLOBE_LATITUDINAL_GRID_LOD_TABLE\n} from './globe_constants';\nimport Point from '@mapbox/point-geometry';\n\nimport type Painter from '../../render/painter';\nimport type {CanonicalTileID, UnwrappedTileID} from '../../source/tile_id';\nimport type Context from '../../gl/context';\nimport type IndexBuffer from '../../gl/index_buffer';\nimport type VertexBuffer from '../../gl/vertex_buffer';\nimport type Transform from '../transform';\n\nexport function globeMetersToEcef(d: number): number {\n    return d * GLOBE_RADIUS / earthRadius;\n}\n\nconst GLOBE_LOW_ZOOM_TILE_AABBS = [\n    // z == 0\n    new Aabb([GLOBE_MIN, GLOBE_MIN, GLOBE_MIN], [GLOBE_MAX, GLOBE_MAX, GLOBE_MAX]),\n    // z == 1\n    new Aabb([GLOBE_MIN, GLOBE_MIN, GLOBE_MIN], [0, 0, GLOBE_MAX]), // x=0, y=0\n    new Aabb([0, GLOBE_MIN, GLOBE_MIN], [GLOBE_MAX, 0, GLOBE_MAX]), // x=1, y=0\n    new Aabb([GLOBE_MIN, 0, GLOBE_MIN], [0, GLOBE_MAX, GLOBE_MAX]), // x=0, y=1\n    new Aabb([0, 0, GLOBE_MIN], [GLOBE_MAX, GLOBE_MAX, GLOBE_MAX])  // x=1, y=1\n];\n\nexport function globePointCoordinate(tr: Transform, x: number, y: number, clampToHorizon: boolean = true): MercatorCoordinate | null | undefined {\n    const point0 = vec3.scale([], tr._camera.position, tr.worldSize);\n    const point1: vec4 = [x, y, 1, 1];\n\n    vec4.transformMat4(point1, point1, tr.pixelMatrixInverse);\n    vec4.scale(point1, point1, 1 / point1[3]);\n\n    const p0p1 = vec3.sub([], point1, point0);\n    const dir = vec3.normalize([], p0p1);\n\n    // Find closest point on the sphere to the ray. This is a bit more involving operation\n    // if the ray is not intersecting with the sphere, in which case we \"clamp\" the ray\n    // to the surface of the sphere, i.e. find a tangent vector that originates from the camera position\n    const m = tr.globeMatrix;\n    const globeCenter: vec3 = [m[12], m[13], m[14]];\n    const p0toCenter = vec3.sub([], globeCenter, point0);\n    const p0toCenterDist = vec3.length(p0toCenter);\n    const centerDir = vec3.normalize([], p0toCenter);\n    const radius = tr.worldSize / (2.0 * Math.PI);\n    const cosAngle = vec3.dot(centerDir, dir);\n\n    const origoTangentAngle = Math.asin(radius / p0toCenterDist);\n    const origoDirAngle = Math.acos(cosAngle);\n\n    if (origoTangentAngle < origoDirAngle) {\n        if (!clampToHorizon) return null;\n\n        // Find the tangent vector by interpolating between camera-to-globe and camera-to-click vectors.\n        // First we'll find a point P1 on the clicked ray that forms a right-angled triangle with the camera position\n        // and the center of the globe. Angle of the tanget vector is then used as the interpolation factor\n        const clampedP1 = [];\n        const origoToP1 = [];\n\n        vec3.scale(clampedP1, dir, p0toCenterDist / cosAngle);\n        vec3.normalize(origoToP1, vec3.sub(origoToP1, clampedP1, p0toCenter));\n        vec3.normalize(dir, vec3.add(dir, p0toCenter, vec3.scale(dir, origoToP1, Math.tan(origoTangentAngle) * p0toCenterDist)));\n    }\n\n    const pointOnGlobe = [];\n    const ray = new Ray(point0, dir);\n\n    ray.closestPointOnSphere(globeCenter, radius, pointOnGlobe);\n\n    // Transform coordinate axes to find lat & lng of the position\n    const xa = vec3.normalize([], getColumn(m, 0));\n    const ya = vec3.normalize([], getColumn(m, 1));\n    const za = vec3.normalize([], getColumn(m, 2));\n\n    const xp = vec3.dot(xa, pointOnGlobe);\n    const yp = vec3.dot(ya, pointOnGlobe);\n    const zp = vec3.dot(za, pointOnGlobe);\n\n    const lat = radToDeg(Math.asin(-yp / radius));\n    let lng = radToDeg(Math.atan2(xp, zp));\n\n    // Check that the returned longitude angle is not wrapped\n    lng = tr.center.lng + shortestAngle(tr.center.lng, lng);\n\n    const mx = mercatorXfromLng(lng);\n    const my = clamp(mercatorYfromLat(lat), 0, 1);\n\n    return new MercatorCoordinate(mx, my);\n}\n\nexport class Arc {\n    constructor(p0: vec3, p1: vec3, center: vec3) {\n        this.a = vec3.sub([], p0, center);\n        this.b = vec3.sub([], p1, center);\n        this.center = center;\n        const an = vec3.normalize([], this.a);\n        const bn = vec3.normalize([], this.b);\n        this.angle = Math.acos(vec3.dot(an, bn));\n    }\n\n    a: vec3;\n    b: vec3;\n    center: vec3;\n    angle: number;\n}\n\nexport function slerp(a: number, b: number, angle: number, t: number): number {\n    const sina = Math.sin(angle);\n    return a * (Math.sin((1.0 - t) * angle) / sina) + b * (Math.sin(t * angle) / sina);\n}\n\n// Computes local extremum point of an arc on one of the dimensions (x, y or z),\n// i.e. value of a point where d/dt*f(x,y,t) == 0\nexport function localExtremum(arc: Arc, dim: number): number | null | undefined {\n    // d/dt*slerp(x,y,t) = 0\n    // => t = (1/a)*atan(y/(x*sin(a))-1/tan(a)), x > 0\n    // => t = (1/a)*(pi/2), x == 0\n    if (arc.angle === 0) {\n        return null;\n    }\n\n    let t: number;\n    if (arc.a[dim] === 0) {\n        t = (1.0 / arc.angle) * 0.5 * Math.PI;\n    } else {\n        t = 1.0 / arc.angle * Math.atan(arc.b[dim] / arc.a[dim] / Math.sin(arc.angle) - 1.0 / Math.tan(arc.angle));\n    }\n\n    if (t < 0 || t > 1) {\n        return null;\n    }\n\n    return slerp(arc.a[dim], arc.b[dim], arc.angle, clamp(t, 0.0, 1.0)) + arc.center[dim];\n}\n\nexport function globeTileBounds(id: CanonicalTileID): Aabb {\n    if (id.z <= 1) {\n        return GLOBE_LOW_ZOOM_TILE_AABBS[id.z + id.y * 2 + id.x];\n    }\n\n    // After zoom 1 surface function is monotonic for all tile patches\n    // => it is enough to project corner points\n    const bounds = tileCornersToBounds(id);\n    const corners = boundsToECEF(bounds);\n\n    return Aabb.fromPoints(corners);\n}\n\nexport function interpolateVec3(from: vec3, to: vec3, phase: number): vec3 {\n    vec3.scale(from, from, 1 - phase);\n    return vec3.scaleAndAdd(from, from, to, phase);\n}\n\n// Similar to globeTileBounds() but accounts for globe to Mercator transition.\nexport function transitionTileAABBinECEF(id: CanonicalTileID, tr: Transform): Aabb {\n    const phase = globeToMercatorTransition(tr.zoom);\n    if (phase === 0) {\n        return globeTileBounds(id);\n    }\n\n    const bounds = tileCornersToBounds(id);\n    const corners = boundsToECEF(bounds);\n\n    const w = mercatorXfromLng(bounds.getWest()) * tr.worldSize;\n    const e = mercatorXfromLng(bounds.getEast()) * tr.worldSize;\n    const n = mercatorYfromLat(bounds.getNorth()) * tr.worldSize;\n    const s = mercatorYfromLat(bounds.getSouth()) * tr.worldSize;\n    // Mercator bounds globeCorners in world/pixel space\n    const nw: vec3 = [w, n, 0];\n    const ne: vec3 = [e, n, 0];\n    const sw: vec3 = [w, s, 0];\n    const se: vec3 = [e, s, 0];\n    // Transform Mercator globeCorners to ECEF\n    const worldToECEFMatrix = mat4.invert([], tr.globeMatrix);\n    vec3.transformMat4(nw, nw, worldToECEFMatrix);\n    vec3.transformMat4(ne, ne, worldToECEFMatrix);\n    vec3.transformMat4(sw, sw, worldToECEFMatrix);\n    vec3.transformMat4(se, se, worldToECEFMatrix);\n    // Interpolate Mercator corners and globe corners\n    corners[0] = interpolateVec3(corners[0], sw, phase);\n    corners[1] = interpolateVec3(corners[1], se, phase);\n    corners[2] = interpolateVec3(corners[2], ne, phase);\n    corners[3] = interpolateVec3(corners[3], nw, phase);\n\n    return Aabb.fromPoints(corners);\n}\n\nfunction transformPoints(corners: Array<vec3>, globeMatrix: mat4, scale: number) {\n    for (const corner of corners) {\n        vec3.transformMat4(corner, corner, globeMatrix);\n        vec3.scale(corner, corner, scale);\n    }\n}\n\n// Returns AABB in world/camera space scaled by numTiles / tr.worldSize\n// extendToPoles - extend tiles neighboring to north / south pole segments with the north/south pole point\nexport function aabbForTileOnGlobe(\n    tr: Transform,\n    numTiles: number,\n    tileId: CanonicalTileID,\n    extendToPoles: boolean,\n): Aabb {\n    const scale = numTiles / tr.worldSize;\n    const m = tr.globeMatrix;\n\n    if (tileId.z <= 1) {\n        // Compute world/pixel space AABB that fully encapsulates\n        // transformed corners of the ECEF AABB\n        const corners = globeTileBounds(tileId).getCorners();\n        transformPoints(corners, m, scale);\n        return Aabb.fromPoints(corners);\n    }\n\n    // Find minimal aabb for a tile. Correct solution would be to compute bounding box that\n    // fully encapsulates the curved patch that represents the tile on globes surface.\n    // This can be simplified a bit as the globe transformation is constrained:\n    //  1. Camera always faces the center point on the map\n    //  2. Camera is always above (z-coordinate) all of the tiles\n    //  3. Up direction of the coordinate space (pixel space) is always +z. This means that\n    //     the \"highest\" point of the map is at the center.\n    //  4. z-coordinate of any point in any tile descends as a function of the distance from the center\n\n    // Simplified aabb is computed by first encapsulating 4 transformed corner points of the tile.\n    // The resulting aabb is not complete yet as curved edges of the tile might span outside of the boundaries.\n    // It is enough to extend the aabb to contain only the edge that's closest to the center point.\n    const bounds = tileCornersToBounds(tileId, extendToPoles);\n\n    const corners = boundsToECEF(bounds, GLOBE_RADIUS + globeMetersToEcef(tr._tileCoverLift));\n\n    // Transform the corners to world space\n    transformPoints(corners, m, scale);\n\n    const mx = Number.MAX_VALUE;\n    const cornerMax: vec3 = [-mx, -mx, -mx];\n    const cornerMin: vec3 = [mx, mx, mx];\n\n    // Extend the aabb by including the center point. There are some corner cases where center point is inside the\n    // tile but due to curvature aabb computed from corner points does not cover the curved area.\n    if (bounds.contains(tr.center)) {\n\n        for (const corner of corners) {\n            vec3.min(cornerMin, cornerMin, corner);\n            vec3.max(cornerMax, cornerMax, corner);\n        }\n        cornerMax[2] = 0.0;\n        const point = tr.point;\n        const center: vec3 = [point.x * scale, point.y * scale, 0];\n        vec3.min(cornerMin, cornerMin, center);\n        vec3.max(cornerMax, cornerMax, center);\n\n        return new Aabb(cornerMin, cornerMax);\n    }\n\n    if (tr._tileCoverLift > 0.0) {\n        // Early return for elevated globe tiles, where the tile cover optimization is ignored\n        for (const corner of corners) {\n            vec3.min(cornerMin, cornerMin, corner);\n            vec3.max(cornerMax, cornerMax, corner);\n        }\n        return new Aabb(cornerMin, cornerMax);\n    }\n\n    // Compute arcs describing edges of the tile on the globe surface.\n    // Vertical edges revolves around the globe origin whereas horizontal edges revolves around the y-axis.\n    const arcCenter: vec3 = [m[12] * scale, m[13] * scale, m[14] * scale];\n\n    const tileCenter = bounds.getCenter();\n    const centerLat = clamp(tr.center.lat, -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n    const tileCenterLat = clamp(tileCenter.lat, -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n    const camX = mercatorXfromLng(tr.center.lng);\n    const camY = mercatorYfromLat(centerLat);\n\n    let dx = camX - mercatorXfromLng(tileCenter.lng);\n    const dy = camY - mercatorYfromLat(tileCenterLat);\n\n    // Shortest distance might be across the antimeridian\n    if (dx > .5) {\n        dx -= 1;\n    } else if (dx < -.5) {\n        dx += 1;\n    }\n\n    // Here we determine the arc which is closest to the map center point.\n    // Horizontal arcs origin = globe center\n    // Vertical arcs origin = globe center + yAxis * shift.\n    // Where `shift` is determined by latitude.\n    let closestArcIdx = 0;\n    if (Math.abs(dx) > Math.abs(dy)) {\n        closestArcIdx = dx >= 0 ? 1 : 3;\n    } else {\n        closestArcIdx = dy >= 0 ? 0 : 2;\n        const yAxis: vec3 = [m[4] * scale, m[5] * scale, m[6] * scale];\n        const shift = -Math.sin(degToRad(dy >= 0 ? bounds.getSouth() : bounds.getNorth())) * GLOBE_RADIUS;\n        vec3.scaleAndAdd(arcCenter, arcCenter, yAxis, shift);\n    }\n\n    const arcStart = corners[closestArcIdx];\n    const arcEnd = corners[(closestArcIdx + 1) % 4];\n\n    const closestArc = new Arc(arcStart, arcEnd, arcCenter);\n    const arcExtremum: vec3 = [\n        (localExtremum(closestArc, 0) || arcStart[0]),\n        (localExtremum(closestArc, 1) || arcStart[1]),\n        (localExtremum(closestArc, 2) || arcStart[2])];\n\n    const phase = globeToMercatorTransition(tr.zoom);\n    if (phase > 0.0) {\n        const mercatorCorners = mercatorTileCornersInCameraSpace(tileId, numTiles, tr._pixelsPerMercatorPixel, camX, camY);\n        // Interpolate the four corners towards their world space location in mercator projection during transition.\n        for (let i = 0; i < corners.length; i++) {\n            interpolateVec3(corners[i], mercatorCorners[i], phase);\n        }\n        // Calculate the midpoint of the closest edge midpoint in Mercator\n        const mercatorMidpoint = vec3.add([], mercatorCorners[closestArcIdx], mercatorCorners[(closestArcIdx + 1) % 4]);\n        vec3.scale(mercatorMidpoint, mercatorMidpoint, .5);\n        // Interpolate globe extremum toward Mercator midpoint\n        interpolateVec3(arcExtremum, mercatorMidpoint, phase);\n    }\n\n    for (const corner of corners) {\n        vec3.min(cornerMin, cornerMin, corner);\n        vec3.max(cornerMax, cornerMax, corner);\n    }\n\n    // Reduce height of the aabb to match height of the closest arc. This reduces false positives\n    // of tiles farther away from the center as they would otherwise intersect with far end\n    // of the view frustum\n    cornerMin[2] = Math.min(arcStart[2], arcEnd[2]);\n\n    vec3.min(cornerMin, cornerMin, arcExtremum);\n    vec3.max(cornerMax, cornerMax, arcExtremum);\n\n    return new Aabb(cornerMin, cornerMax);\n}\n\nexport function tileCornersToBounds(\n    {\n        x,\n        y,\n        z,\n    }: CanonicalTileID,\n    extendToPoles: boolean = false,\n): LngLatBounds {\n    const s = 1.0 / (1 << z);\n    const sw = new LngLat(lngFromMercatorX(x * s), y === (1 << z) - 1 && extendToPoles ? -90 : latFromMercatorY((y + 1) * s));\n    const ne = new LngLat(lngFromMercatorX((x + 1) * s), y === 0 && extendToPoles ? 90 : latFromMercatorY(y * s));\n    return new LngLatBounds(sw, ne);\n}\n\nfunction mercatorTileCornersInCameraSpace(\n    {\n        x,\n        y,\n        z,\n    }: CanonicalTileID,\n    numTiles: number,\n    mercatorScale: number,\n    camX: number,\n    camY: number,\n): Array<vec3> {\n\n    const tileScale = 1.0 / (1 << z);\n    // Values in Mercator coordinates (0 - 1)\n    let w = x * tileScale;\n    let e = w + tileScale;\n    let n = y * tileScale;\n    let s = n + tileScale;\n\n    // // Ensure that the tile viewed is the nearest when across the antimeridian\n    let wrap = 0;\n    const tileCenterXFromCamera = (w + e) / 2 - camX;\n    if (tileCenterXFromCamera > .5) {\n        wrap = -1;\n    } else if (tileCenterXFromCamera < -.5) {\n        wrap = 1;\n    }\n\n    camX *= numTiles;\n    camY *= numTiles;\n\n    //  Transform Mercator coordinates to points on the plane tangent to the globe at cameraCenter.\n    w = ((w + wrap) * numTiles - camX) * mercatorScale + camX;\n    e = ((e + wrap) * numTiles - camX) * mercatorScale + camX;\n    n = (n * numTiles - camY) * mercatorScale + camY;\n    s = (s * numTiles - camY) * mercatorScale + camY;\n\n    return [[w, s, 0],\n        [e, s, 0],\n        [e, n, 0],\n        [w, n, 0]];\n}\n\nfunction boundsToECEF(bounds: LngLatBounds, radius: number = GLOBE_RADIUS): Array<vec3> {\n    const ny = degToRad(bounds.getNorth());\n    const sy = degToRad(bounds.getSouth());\n    const cosN = Math.cos(ny);\n    const cosS = Math.cos(sy);\n    const sinN = Math.sin(ny);\n    const sinS = Math.sin(sy);\n    const w = bounds.getWest();\n    const e = bounds.getEast();\n    return [\n        csLatLngToECEF(cosS, sinS, w, radius),\n        csLatLngToECEF(cosS, sinS, e, radius),\n        csLatLngToECEF(cosN, sinN, e, radius),\n        csLatLngToECEF(cosN, sinN, w, radius)\n    ];\n}\n\nexport function tileCoordToECEF(x: number, y: number, id: CanonicalTileID, radius?: number): [number, number, number] {\n    const tileCount = 1 << id.z;\n    const mercatorX = (x / EXTENT + id.x) / tileCount;\n    const mercatorY = (y / EXTENT + id.y) / tileCount;\n    const lat = latFromMercatorY(mercatorY);\n    const lng = lngFromMercatorX(mercatorX);\n    const pos = latLngToECEF(lat, lng, radius);\n    return pos;\n}\n\nexport function globeECEFOrigin(tileMatrix: mat4, id: UnwrappedTileID): [number, number, number] {\n    const origin: [number, number, number] = [0, 0, 0];\n    const bounds = globeTileBounds(id.canonical);\n    const normalizationMatrix = globeNormalizeECEF(bounds);\n    vec3.transformMat4(origin, origin, normalizationMatrix);\n    vec3.transformMat4(origin, origin, tileMatrix);\n    return origin;\n}\n\nexport function globeECEFNormalizationScale(\n    {\n        min,\n        max,\n    }: Aabb,\n): number {\n    return GLOBE_NORMALIZATION_MASK / Math.max(max[0] - min[0], max[1] - min[1], max[2] - min[2]);\n}\n\n// avoid redundant allocations by sharing the same typed array for normalization/denormalization matrices;\n// we never use multiple instances of these at the same time, but this might change, so let's be careful here!\nconst tempMatrix = new Float64Array(16);\n\nexport function globeNormalizeECEF(bounds: Aabb): mat4 {\n    const scale = globeECEFNormalizationScale(bounds);\n    const m = mat4.fromScaling(tempMatrix, [scale, scale, scale]);\n    return mat4.translate(m, m, vec3.negate([], bounds.min));\n}\n\nexport function globeDenormalizeECEF(bounds: Aabb): mat4 {\n    const scale = 1.0 / globeECEFNormalizationScale(bounds);\n    mat4.fromTranslation(tempMatrix, bounds.min);\n    return mat4.scale(tempMatrix, tempMatrix, [scale, scale, scale]);\n}\n\nexport function globeECEFUnitsToPixelScale(worldSize: number): number {\n    const localRadius = EXTENT / (2.0 * Math.PI);\n    const wsRadius = worldSize / (2.0 * Math.PI);\n    return wsRadius / localRadius;\n}\n\nexport function globePixelsToTileUnits(zoom: number, id: CanonicalTileID): number {\n    const ecefPerPixel = EXTENT / (TILE_SIZE * Math.pow(2, zoom));\n    const normCoeff = globeECEFNormalizationScale(globeTileBounds(id));\n\n    return ecefPerPixel * normCoeff;\n}\n\nfunction calculateGlobePosMatrix(x: number, y: number, worldSize: number, lng: number, lat: number): mat4 {\n    // transform the globe from reference coordinate space to world space\n    const scale = globeECEFUnitsToPixelScale(worldSize);\n    const offset: vec3 = [x, y, -worldSize / (2.0 * Math.PI)];\n    const m = mat4.identity(new Float64Array(16));\n    mat4.translate(m, m, offset);\n    mat4.scale(m, m, [scale, scale, scale]);\n    mat4.rotateX(m, m, degToRad(-lat));\n    mat4.rotateY(m, m, degToRad(-lng));\n    return m;\n}\n\nexport function calculateGlobeMatrix(tr: Transform): mat4 {\n    const {x, y} = tr.point;\n    const {lng, lat} = tr._center;\n    return calculateGlobePosMatrix(x, y, tr.worldSize, lng, lat);\n}\n\nexport function calculateGlobeLabelMatrix(tr: Transform, id: CanonicalTileID): mat4 {\n    const {x, y} = tr.point;\n\n    // Map aligned label space for globe view is the non-rotated globe itself in pixel coordinates.\n\n    // Camera is moved closer towards the ground near poles as part of\n    // compesanting the reprojection. This has to be compensated for the\n    // map aligned label space. Whithout this logic map aligned symbols\n    // would appear larger than intended.\n    const m = calculateGlobePosMatrix(x, y, tr.worldSize / tr._pixelsPerMercatorPixel, 0, 0);\n    return mat4.multiply(m, m, globeDenormalizeECEF(globeTileBounds(id)));\n}\n\nexport function calculateGlobeMercatorMatrix(tr: Transform): mat4 {\n    const zScale = tr.pixelsPerMeter;\n    const ws = zScale / mercatorZfromAltitude(1, tr.center.lat);\n\n    const posMatrix = mat4.identity(new Float64Array(16));\n    mat4.translate(posMatrix, posMatrix, [tr.point.x, tr.point.y, 0.0]);\n    mat4.scale(posMatrix, posMatrix, [ws, ws, zScale]);\n\n    return Float32Array.from(posMatrix);\n}\n\nexport function globeToMercatorTransition(zoom: number): number {\n    return smoothstep(GLOBE_ZOOM_THRESHOLD_MIN, GLOBE_ZOOM_THRESHOLD_MAX, zoom);\n}\n\nexport function globeMatrixForTile(id: CanonicalTileID, globeMatrix: mat4): mat4 {\n    const decode = globeDenormalizeECEF(globeTileBounds(id));\n    return mat4.mul(mat4.create(), globeMatrix, decode);\n}\n\nexport function globePoleMatrixForTile(z: number, x: number, tr: Transform): mat4 {\n    const poleMatrix = mat4.identity(new Float64Array(16));\n\n    // Rotate the pole triangle fan to the correct location\n    const numTiles = 1 << z;\n    const xOffsetAngle = (x / numTiles - 0.5) * Math.PI * 2.0;\n    mat4.rotateY(poleMatrix, tr.globeMatrix, xOffsetAngle);\n\n    return Float32Array.from(poleMatrix);\n}\n\nexport function globeUseCustomAntiAliasing(painter: Painter, context: Context, transform: Transform): boolean {\n    const transitionT = globeToMercatorTransition(transform.zoom);\n    const useContextAA = painter.style.map._antialias;\n    const disabled = painter.terrain && painter.terrain.exaggeration() > 0.0;\n    return transitionT === 0.0 && !useContextAA && !disabled;\n}\n\nexport function getGridMatrix(\n    id: CanonicalTileID,\n    bounds: LngLatBounds,\n    latitudinalLod: number,\n    worldSize: number,\n): mat4 {\n    const n = bounds.getNorth();\n    const s = bounds.getSouth();\n    const w = bounds.getWest();\n    const e = bounds.getEast();\n\n    // Construct transformation matrix for converting tile coordinates into LatLngs\n    const tiles = 1 << id.z;\n    const tileWidth = e - w;\n    const tileHeight = n - s;\n    const tileToLng = tileWidth / GLOBE_VERTEX_GRID_SIZE;\n    const tileToLat = -tileHeight / GLOBE_LATITUDINAL_GRID_LOD_TABLE[latitudinalLod];\n\n    const matrix: mat3 = [0, tileToLng, 0, tileToLat, 0, 0, n, w, 0];\n\n    if (id.z > 0) {\n        // Add slight padding to patch seams between tiles.\n        // This is done by extruding vertices by a fixed amount. Pixel padding\n        // is first converted to degrees and then to tile units before being\n        // applied to the final transformation matrix.\n        const pixelPadding = 0.5;\n        const padding = pixelPadding * 360.0 / worldSize;\n\n        const xScale = padding / tileWidth + 1;\n        const yScale = padding / tileHeight + 1;\n        const padMatrix: mat3 = [xScale, 0, 0, 0, yScale, 0, -0.5 * padding / tileToLng, 0.5 * padding / tileToLat, 1];\n\n        mat3.multiply(matrix, matrix, padMatrix);\n    }\n\n    // Embed additional variables to the last row of the matrix\n    matrix[2] = tiles;\n    matrix[5] = id.x;\n    matrix[8] = id.y;\n\n    return matrix;\n}\n\nexport function getLatitudinalLod(lat: number): number {\n    const UPPER_LATITUDE = MAX_MERCATOR_LATITUDE - 5.0;\n    lat = clamp(lat, -UPPER_LATITUDE, UPPER_LATITUDE) / UPPER_LATITUDE * 90.0;\n    // const t = Math.pow(1.0 - Math.cos(degToRad(lat)), 2);\n    const t = Math.pow(Math.abs(Math.sin(degToRad(lat))), 3);\n    const lod = Math.round(t * (GLOBE_LATITUDINAL_GRID_LOD_TABLE.length - 1));\n    return lod;\n}\n\nexport function globeCenterToScreenPoint(tr: Transform): Point {\n    const pos: vec3 = [0, 0, 0];\n    const matrix = mat4.identity(new Float64Array(16));\n    mat4.multiply(matrix, tr.pixelMatrix, tr.globeMatrix);\n    vec3.transformMat4(pos, pos, matrix);\n    return new Point(pos[0], pos[1]);\n}\n\nfunction cameraPositionInECEF(tr: Transform): vec3 {\n    // Here \"center\" is the center of the globe. We refer to transform._center\n    // (the surface of the map on the center of the screen) as \"pivot\" to avoid confusion.\n    const centerToPivot = latLngToECEF(tr._center.lat, tr._center.lng);\n\n    // Set axis to East-West line tangent to sphere at pivot\n    const south = vec3.fromValues(0, 1, 0);\n    let axis = vec3.cross([], south, centerToPivot);\n\n    // Rotate axis around pivot by bearing\n    const rotation = mat4.fromRotation([], -tr.angle, centerToPivot);\n    axis = vec3.transformMat4(axis, axis, rotation);\n\n    // Rotate camera around axis by pitch\n    mat4.fromRotation(rotation, -tr._pitch, axis);\n\n    const pivotToCamera = vec3.normalize([], centerToPivot);\n    vec3.scale(pivotToCamera, pivotToCamera, globeMetersToEcef(tr.cameraToCenterDistance / tr.pixelsPerMeter));\n    vec3.transformMat4(pivotToCamera, pivotToCamera, rotation);\n\n    return vec3.add([], centerToPivot, pivotToCamera);\n}\n\n// Return the angle of the normal vector at a point on the globe relative to the camera.\n// i.e. how much to tilt map-aligned markers.\nexport function globeTiltAtLngLat(tr: Transform, lngLat: LngLat): number {\n    const centerToPoint = latLngToECEF(lngLat.lat, lngLat.lng);\n    const centerToCamera = cameraPositionInECEF(tr);\n    const pointToCamera = vec3.subtract([], centerToCamera, centerToPoint);\n    return vec3.angle(pointToCamera, centerToPoint);\n}\n\nexport function isLngLatBehindGlobe(tr: Transform, lngLat: LngLat): boolean {\n    // We consider 1% past the horizon not occluded, this allows popups to be dragged around the globe edge without fading.\n    return (globeTiltAtLngLat(tr, lngLat) > Math.PI / 2 * 1.01);\n}\n\n/**\n * Check if poles are visible inside the current viewport\n *\n * @param {Transform} tr The current map transform.\n * @returns {[boolean, boolean]} A tuple of booleans [northInViewport, southInViewport]\n */\nexport function polesInViewport(tr: Transform): [boolean, boolean] {\n    // Create matrix from ECEF to screen coordinates\n    const ecefToScreenMatrix = mat4.identity(new Float64Array(16));\n    mat4.multiply(ecefToScreenMatrix, tr.pixelMatrix, tr.globeMatrix);\n\n    const north: vec3 = [0, GLOBE_MIN, 0];\n    const south: vec3 = [0, GLOBE_MAX, 0];\n\n    // Translate the poles from ECEF to screen coordinates\n    vec3.transformMat4(north, north, ecefToScreenMatrix);\n    vec3.transformMat4(south, south, ecefToScreenMatrix);\n\n    // Check if the poles are inside the viewport and not behind the globe surface\n    const northInViewport =\n        north[0] > 0 && north[0] <= tr.width &&\n        north[1] > 0 && north[1] <= tr.height &&\n        !isLngLatBehindGlobe(tr, new LngLat(tr.center.lat, 90));\n\n    const southInViewport =\n        south[0] > 0 && south[0] <= tr.width &&\n        south[1] > 0 && south[1] <= tr.height &&\n        !isLngLatBehindGlobe(tr, new LngLat(tr.center.lat, -90));\n\n    return [northInViewport, southInViewport];\n}\n\nconst POLE_RAD = degToRad(85.0);\nconst POLE_COS = Math.cos(POLE_RAD);\nconst POLE_SIN = Math.sin(POLE_RAD);\n\n// Generate terrain grid with embedded skirts\nconst EMBED_SKIRTS = true;\n\ntype GridLodSegments = {\n    withoutSkirts: SegmentVector;\n    withSkirts: SegmentVector;\n};\n\ntype GridWithLods = {\n    vertices: PosArray;\n    indices: TriangleIndexArray;\n    segments: Array<GridLodSegments>;\n};\n\nexport class GlobeSharedBuffers {\n    _poleNorthVertexBuffer!: VertexBuffer;\n    _poleSouthVertexBuffer!: VertexBuffer;\n    _texturedPoleNorthVertexBuffer!: VertexBuffer;\n    _texturedPoleSouthVertexBuffer!: VertexBuffer;\n    _poleIndexBuffer!: IndexBuffer;\n    _poleSegments!: Array<SegmentVector>;\n\n    _gridBuffer!: VertexBuffer;\n    _gridIndexBuffer!: IndexBuffer;\n    _gridSegments!: Array<GridLodSegments>;\n\n    constructor(context: Context) {\n        this._createGrid(context);\n        this._createPoles(context);\n    }\n\n    destroy() {\n        this._poleIndexBuffer.destroy();\n        this._gridBuffer.destroy();\n        this._gridIndexBuffer.destroy();\n        this._poleNorthVertexBuffer.destroy();\n        this._poleSouthVertexBuffer.destroy();\n        for (const segments of this._poleSegments) segments.destroy();\n        for (const segments of this._gridSegments) {\n            segments.withSkirts.destroy();\n            segments.withoutSkirts.destroy();\n        }\n    }\n\n    // Generate terrain grid vertices and indices for all LOD's\n    //\n    // Grid vertices memory layout:\n    //\n    //          First line Skirt\n    //          ┌───────────────┐\n    //          │┌─────────────┐│\n    // Left     ││┼┼┼┼┼┼┼┼┼┼┼┼┼││ Right\n    // Border   ││┼┼┼┼┼┼┼┼┼┼┼┼┼││ Border\n    // Skirt    │├─────────────┤│ Skirt\n    //          ││  Main Grid  ││\n    //          │├─────────────┤│\n    //          ││┼┼┼┼┼┼┼┼┼┼┼┼┼││\n    //          ││┼┼┼┼┼┼┼┼┼┼┼┼┼││\n    //          │└─────────────┘│\n    //          ├───────────────┤\n    //          ├───────────────┤\n    //          └───────────────┘\n    //      Bottom Skirt = Number of LOD's\n    //\n    _fillGridMeshWithLods(longitudinalCellsCount: number, latitudinalLods: number[]): GridWithLods {\n        const vertices = new PosArray();\n        const indices = new TriangleIndexArray();\n        const segments: Array<GridLodSegments> = [];\n\n        const xVertices = longitudinalCellsCount + 1 + 2 * (EMBED_SKIRTS ? 1 : 0);\n        const yVerticesHighLodNoStrip = latitudinalLods[0] + 1;\n        const yVerticesHighLodWithStrip = latitudinalLods[0] + 1 + (EMBED_SKIRTS ? 1 + latitudinalLods.length : 0);\n\n        // Index adjustment, used to make strip (x, y) vertex input attribute data\n        // to match same data on ordinary grid edges\n        const prepareVertex = (x: number, y: number, isSkirt: boolean): [number, number] => {\n            if (!EMBED_SKIRTS) return [x, y];\n\n            let adjustedX = (() => {\n                if (x === xVertices - 1) {\n                    return x - 2;\n                } else if (x === 0) {\n                    return x;\n                } else {\n                    return x - 1;\n                }\n            })();\n\n            // Skirt factor is introduces as an offset to the .x coordinate, similar to how it's done for mercator grids\n            const skirtOffset = 24575;\n            adjustedX += isSkirt ? skirtOffset : 0;\n\n            return [adjustedX, y];\n        };\n\n        // Add first horizontal strip if present\n        if (EMBED_SKIRTS) {\n            for (let x = 0; x < xVertices; ++x) {\n                vertices.emplaceBack(...prepareVertex(x, 0, true));\n            }\n        }\n\n        // Add main grid part with vertices strips embedded\n        for (let y = 0; y < yVerticesHighLodNoStrip; ++y) {\n            for (let x = 0; x < xVertices; ++x) {\n                const isSideBorder = (x === 0 || x === xVertices - 1);\n\n                vertices.emplaceBack(...prepareVertex(x, y, isSideBorder && EMBED_SKIRTS));\n            }\n        }\n\n        // Add bottom strips for each LOD\n        if (EMBED_SKIRTS) {\n            for (let lodIdx = 0; lodIdx < latitudinalLods.length; ++lodIdx) {\n                const lastYRowForLod = latitudinalLods[lodIdx];\n                for (let x = 0; x < xVertices; ++x) {\n                    vertices.emplaceBack(...prepareVertex(x, lastYRowForLod, true));\n                }\n            }\n        }\n\n        // Fill triangles\n        for (let lodIdx = 0; lodIdx < latitudinalLods.length; ++lodIdx) {\n            const indexOffset = indices.length;\n\n            const yVerticesLod = latitudinalLods[lodIdx] + 1 + 2 * (EMBED_SKIRTS ? 1 : 0);\n\n            const skirtsOnlyIndices = new TriangleIndexArray();\n\n            for (let y = 0; y < yVerticesLod - 1; y++) {\n                const isLastLine = (y === yVerticesLod - 2);\n                const offsetToNextRow =\n                    (isLastLine && EMBED_SKIRTS ?\n                        (xVertices * (yVerticesHighLodWithStrip - latitudinalLods.length + lodIdx - y)) :\n                        xVertices);\n\n                for (let x = 0; x < xVertices - 1; x++) {\n                    const idx = y * xVertices + x;\n\n                    const isSkirt = EMBED_SKIRTS && (y === 0 || isLastLine || x === 0 || x === xVertices - 2);\n\n                    if (isSkirt) {\n                        skirtsOnlyIndices.emplaceBack(idx + 1, idx, idx + offsetToNextRow);\n                        skirtsOnlyIndices.emplaceBack(idx + offsetToNextRow, idx + offsetToNextRow + 1, idx + 1);\n                    } else {\n                        indices.emplaceBack(idx + 1, idx, idx + offsetToNextRow);\n                        indices.emplaceBack(idx + offsetToNextRow, idx + offsetToNextRow + 1, idx + 1);\n                    }\n                }\n            }\n\n            // Segments grid only\n            const withoutSkirts = SegmentVector.simpleSegment(0, indexOffset, vertices.length, indices.length - indexOffset);\n\n            for (let i = 0; i < skirtsOnlyIndices.uint16.length; i += 3) {\n                indices.emplaceBack(skirtsOnlyIndices.uint16[i], skirtsOnlyIndices.uint16[i + 1], skirtsOnlyIndices.uint16[i + 2]);\n            }\n\n            // Segments grid + skirts only\n            const withSkirts = SegmentVector.simpleSegment(0, indexOffset, vertices.length, indices.length - indexOffset);\n            segments.push({withoutSkirts, withSkirts});\n        }\n\n        return {vertices, indices, segments};\n    }\n\n    _createGrid(context: Context) {\n        const gridWithLods = this._fillGridMeshWithLods(GLOBE_VERTEX_GRID_SIZE, GLOBE_LATITUDINAL_GRID_LOD_TABLE as unknown as number[]);\n        this._gridSegments = gridWithLods.segments;\n\n        this._gridBuffer = context.createVertexBuffer(gridWithLods.vertices, posAttributes.members);\n        this._gridIndexBuffer = context.createIndexBuffer(gridWithLods.indices, true);\n    }\n\n    _createPoles(context: Context) {\n        const poleIndices = new TriangleIndexArray();\n        for (let i = 0; i <= GLOBE_VERTEX_GRID_SIZE; i++) {\n            poleIndices.emplaceBack(0, i + 1, i + 2);\n        }\n        this._poleIndexBuffer = context.createIndexBuffer(poleIndices, true);\n\n        const northVertices = new GlobeVertexArray();\n        const southVertices = new GlobeVertexArray();\n        const texturedNorthVertices = new GlobeVertexArray();\n        const texturedSouthVertices = new GlobeVertexArray();\n        const polePrimitives = GLOBE_VERTEX_GRID_SIZE;\n        const poleVertices = GLOBE_VERTEX_GRID_SIZE + 2;\n        this._poleSegments = [];\n\n        for (let zoom = 0, offset = 0; zoom < GLOBE_ZOOM_THRESHOLD_MAX; zoom++) {\n            const tiles = 1 << zoom;\n            const endAngle = 360.0 / tiles;\n\n            northVertices.emplaceBack(0, -GLOBE_RADIUS, 0, 0.5, 0); // place the tip\n            southVertices.emplaceBack(0, -GLOBE_RADIUS, 0, 0.5, 1);\n            texturedNorthVertices.emplaceBack(0, -GLOBE_RADIUS, 0, 0.5, 0.5);\n            texturedSouthVertices.emplaceBack(0, -GLOBE_RADIUS, 0, 0.5, 0.5);\n\n            for (let i = 0; i <= GLOBE_VERTEX_GRID_SIZE; i++) {\n                let uvX = i / GLOBE_VERTEX_GRID_SIZE;\n                let uvY = 0.0;\n                const angle = interpolate(0, endAngle, uvX);\n                const [gx, gy, gz] = csLatLngToECEF(POLE_COS, POLE_SIN, angle, GLOBE_RADIUS);\n                northVertices.emplaceBack(gx, gy, gz, uvX, uvY);\n                southVertices.emplaceBack(gx, gy, gz, uvX, 1.0 - uvY);\n                const rad = degToRad(angle);\n                uvX = 0.5 + 0.5 * Math.sin(rad);\n                uvY = 0.5 + 0.5 * Math.cos(rad);\n                texturedNorthVertices.emplaceBack(gx, gy, gz, uvX, uvY);\n                texturedSouthVertices.emplaceBack(gx, gy, gz, uvX, 1.0 - uvY);\n            }\n\n            this._poleSegments.push(SegmentVector.simpleSegment(offset, 0, poleVertices, polePrimitives));\n\n            offset += poleVertices;\n        }\n\n        this._poleNorthVertexBuffer = context.createVertexBuffer(northVertices, globeLayoutAttributes, false);\n        this._poleSouthVertexBuffer = context.createVertexBuffer(southVertices, globeLayoutAttributes, false);\n        this._texturedPoleNorthVertexBuffer = context.createVertexBuffer(texturedNorthVertices, globeLayoutAttributes, false);\n        this._texturedPoleSouthVertexBuffer = context.createVertexBuffer(texturedSouthVertices, globeLayoutAttributes, false);\n    }\n\n    getGridBuffers(latitudinalLod: number, withSkirts: boolean): [VertexBuffer, IndexBuffer, SegmentVector] {\n        return [this._gridBuffer, this._gridIndexBuffer, withSkirts ? this._gridSegments[latitudinalLod].withSkirts : this._gridSegments[latitudinalLod].withoutSkirts];\n    }\n\n    getPoleBuffers(z: number, textured: boolean): [VertexBuffer, VertexBuffer, IndexBuffer, SegmentVector] {\n        return [\n            textured ? this._texturedPoleNorthVertexBuffer : this._poleNorthVertexBuffer,\n            textured ? this._texturedPoleSouthVertexBuffer : this._poleSouthVertexBuffer,\n            this._poleIndexBuffer,\n            this._poleSegments[z]\n        ];\n    }\n}\n","import {vec3} from 'gl-matrix';\nimport {Ray} from '../../util/primitives';\n\nimport type Transform from '../transform';\n\nexport function farthestPixelDistanceOnPlane(tr: Transform, pixelsPerMeter: number): number {\n    // Find the distance from the center point [width/2 + offset.x, height/2 + offset.y] to the\n    // center top point [width/2 + offset.x, 0] in Z units, using the law of sines.\n    // 1 Z unit is equivalent to 1 horizontal px at the center of the map\n    // (the distance between[width/2, height/2] and [width/2 + 1, height/2])\n    const fovAboveCenter = tr.fovAboveCenter;\n\n    // Adjust distance to MSL by the minimum possible elevation visible on screen,\n    // this way the far plane is pushed further in the case of negative elevation.\n    const demMinElev = tr.elevation ?\n        tr.elevation.getMinElevationBelowMSL() * pixelsPerMeter : 0;\n    // Road elevation adjustment only needed for orthographic where far plane\n    // is proportional to viewport height and can clip underground geometry.\n    // Use a fixed -10m extension which is sufficient for typical road tunnels.\n    const roadMinElev = tr.isOrthographic ? -10 * pixelsPerMeter : 0;\n    const minElevationInPixels = Math.min(demMinElev, roadMinElev);\n    const cameraToSeaLevelDistance = ((tr._camera.position[2] * tr.worldSize) - minElevationInPixels) / Math.cos(tr._pitch);\n    const topHalfSurfaceDistance = Math.sin(fovAboveCenter) * cameraToSeaLevelDistance / Math.sin(Math.max(Math.PI / 2.0 - tr._pitch - fovAboveCenter, 0.01));\n\n    // Calculate z distance of the farthest fragment that should be rendered.\n    let furthestDistance = Math.sin(tr._pitch) * topHalfSurfaceDistance + cameraToSeaLevelDistance;\n    const horizonDistance = cameraToSeaLevelDistance * (1 / tr._horizonShift);\n\n    // Add a bit extra to avoid precision problems when a fragment's distance is exactly `furthestDistance`\n    // Due to precision of sources with low maxZoom, content is prone to flickering on zoom above 18.\n    // Use larger furthest distance also on pitch before the horizon, especially on higher zoom to limit\n    // the performance and depth range resolution impact.\n    if (!tr.elevation || tr.elevation.exaggeration() === 0) {\n        let factor = Math.max(tr.zoom - 17, 0);\n        // In case of orthographic projection we don't want to extend the far clip plane that much as the\n        // depth is linear and we would be effectively decreasing precision.\n        if (tr.isOrthographic) {\n            factor /= 10.0;\n        }\n        furthestDistance *= (1.0 + factor);\n    }\n    return Math.min(furthestDistance * 1.01, horizonDistance);\n}\n\nexport function farthestPixelDistanceOnSphere(tr: Transform, pixelsPerMeter: number): number {\n    // Find farthest distance of the globe that is potentially visible to the camera.\n    // First check if the view frustum is fully covered by the map by casting a ray\n    // from the top left/right corner and see if it intersects with the globe. In case\n    // of no intersection we need to find distance to the horizon point where the\n    // surface normal is perpendicular to the camera forward direction.\n    const cameraDistance = tr.cameraToCenterDistance;\n    const centerPixelAltitude = tr._centerAltitude * pixelsPerMeter;\n\n    const camera = tr._camera;\n    const forward = tr._camera.forward();\n    const cameraPosition = vec3.add([], vec3.scale([], forward, -cameraDistance), [0, 0, centerPixelAltitude]);\n\n    const globeRadius = tr.worldSize / (2.0 * Math.PI);\n    const globeCenter: vec3 = [0, 0, -globeRadius];\n\n    const aspectRatio = tr.width / tr.height;\n    const tanFovAboveCenter = Math.tan(tr.fovAboveCenter);\n\n    const up = vec3.scale([], camera.up(), tanFovAboveCenter);\n    const right = vec3.scale([], camera.right(), tanFovAboveCenter * aspectRatio);\n    const dir = vec3.normalize([], vec3.add([], vec3.add([], forward, up), right));\n\n    const pointOnGlobe = [];\n    const ray = new Ray(cameraPosition, dir);\n\n    let pixelDistance: number;\n    if (ray.closestPointOnSphere(globeCenter, globeRadius, pointOnGlobe)) {\n        const p0 = vec3.add([], pointOnGlobe, globeCenter);\n        const p1 = vec3.sub([], p0, cameraPosition);\n        // Globe is fully covering the view frustum. Project the intersection\n        // point to the camera view vector in order to find the pixel distance\n        pixelDistance = Math.cos(tr.fovAboveCenter) * vec3.length(p1);\n    } else {\n        // Background space is visible. Find distance to the point of the\n        // globe where surface normal is parallel to the view vector\n        const globeCenterToCamera = vec3.sub([], cameraPosition, globeCenter);\n        const cameraToGlobe = vec3.sub([], globeCenter, cameraPosition);\n        vec3.normalize(cameraToGlobe, cameraToGlobe);\n\n        const cameraHeight = vec3.length(globeCenterToCamera) - globeRadius;\n        pixelDistance = Math.sqrt(cameraHeight * (cameraHeight + 2 * globeRadius));\n        const angle = Math.acos(pixelDistance / (globeRadius + cameraHeight)) - Math.acos(vec3.dot(forward, cameraToGlobe));\n        pixelDistance *= Math.cos(angle);\n    }\n\n    return pixelDistance * 1.01;\n}\n","import assert from '../style-spec/util/assert';\nimport {register} from '../util/web_worker_transfer';\n\nimport type {mat4} from 'gl-matrix';\n\nexport class CanonicalTileID {\n    z: number;\n    x: number;\n    y: number;\n    key: number;\n\n    constructor(z: number, x: number, y: number) {\n        assert(z >= 0 && z <= 25);\n        assert(x >= 0 && x < Math.pow(2, z));\n        assert(y >= 0 && y < Math.pow(2, z));\n        this.z = z;\n        this.x = x;\n        this.y = y;\n        this.key = calculateKey(0, z, z, x, y);\n    }\n\n    equals(id: CanonicalTileID): boolean {\n        return this.z === id.z && this.x === id.x && this.y === id.y;\n    }\n\n    isChildOf(parent: CanonicalTileID): boolean {\n        const zDifference = this.z - parent.z;\n        // We're first testing for z == 0, to avoid a 32 bit shift, which is undefined.\n        return parent.z === 0 || (\n            parent.z < this.z &&\n                parent.x === (this.x >> zDifference) &&\n                parent.y === (this.y >> zDifference));\n    }\n\n    // given a list of urls, choose a url template and return a tile URL\n    url(urls: Array<string>, scheme?: string | null): string {\n        const bbox = getTileBBox(this.x, this.y, this.z);\n        const quadkey = getQuadkey(this.z, this.x, this.y);\n\n        return urls[(this.x + this.y) % urls.length]\n            .replace('{prefix}', (this.x % 16).toString(16) + (this.y % 16).toString(16))\n            .replace(/{z}/g, String(this.z))\n            .replace(/{x}/g, String(this.x))\n            .replace(/{y}/g, String(scheme === 'tms' ? (Math.pow(2, this.z) - this.y - 1) : this.y))\n            .replace('{quadkey}', quadkey)\n            .replace('{bbox-epsg-3857}', bbox);\n    }\n\n    toString(): string {\n        return `${this.z}/${this.x}/${this.y}`;\n    }\n}\n\nexport class UnwrappedTileID {\n    wrap: number;\n    canonical: CanonicalTileID;\n    key: number;\n\n    constructor(wrap: number, canonical: CanonicalTileID) {\n        this.wrap = wrap;\n        this.canonical = canonical;\n        this.key = calculateKey(wrap, canonical.z, canonical.z, canonical.x, canonical.y);\n    }\n}\n\nexport class OverscaledTileID {\n    overscaledZ: number;\n    wrap: number;\n    canonical: CanonicalTileID;\n    key: number;\n    projMatrix!: mat4;\n    expandedProjMatrix!: mat4;\n    visibleQuadrants?: number;\n\n    constructor(overscaledZ: number, wrap: number, z: number, x: number, y: number) {\n        assert(overscaledZ >= z);\n        this.overscaledZ = overscaledZ;\n        this.wrap = wrap;\n        this.canonical = new CanonicalTileID(z, +x, +y);\n        this.key = wrap === 0 && overscaledZ === z ? this.canonical.key : calculateKey(wrap, overscaledZ, z, x, y);\n    }\n\n    equals(id: OverscaledTileID): boolean {\n        return this.overscaledZ === id.overscaledZ && this.wrap === id.wrap && this.canonical.equals(id.canonical);\n    }\n\n    scaledTo(targetZ: number): OverscaledTileID {\n        assert(targetZ <= this.overscaledZ);\n        const zDifference = this.canonical.z - targetZ;\n        if (targetZ > this.canonical.z) {\n            return new OverscaledTileID(targetZ, this.wrap, this.canonical.z, this.canonical.x, this.canonical.y);\n        } else {\n            return new OverscaledTileID(targetZ, this.wrap, targetZ, this.canonical.x >> zDifference, this.canonical.y >> zDifference);\n        }\n    }\n\n    /*\n     * calculateScaledKey is an optimization:\n     * when withWrap == true, implements the same as this.scaledTo(z).key,\n     * when withWrap == false, implements the same as this.scaledTo(z).wrapped().key.\n     */\n    calculateScaledKey(targetZ: number, withWrap: boolean = true): number {\n        if (this.overscaledZ === targetZ && withWrap) return this.key;\n        if (targetZ > this.canonical.z) {\n            return calculateKey(this.wrap * +withWrap, targetZ, this.canonical.z, this.canonical.x, this.canonical.y);\n        } else {\n            const zDifference = this.canonical.z - targetZ;\n            return calculateKey(this.wrap * +withWrap, targetZ, targetZ, this.canonical.x >> zDifference, this.canonical.y >> zDifference);\n        }\n    }\n\n    isChildOf(parent: OverscaledTileID): boolean {\n        if (parent.wrap !== this.wrap) {\n            // We can't be a child if we're in a different world copy\n            return false;\n        }\n        const zDifference = this.canonical.z - parent.canonical.z;\n        // We're first testing for z == 0, to avoid a 32 bit shift, which is undefined.\n        return parent.overscaledZ === 0 || (\n            parent.overscaledZ < this.overscaledZ &&\n                parent.canonical.z < this.canonical.z &&\n                parent.canonical.x === (this.canonical.x >> zDifference) &&\n                parent.canonical.y === (this.canonical.y >> zDifference));\n    }\n\n    children(sourceMaxZoom: number): Array<OverscaledTileID> {\n        if (this.overscaledZ >= sourceMaxZoom) {\n            // return a single tile coord representing a an overscaled tile\n            return [new OverscaledTileID(this.overscaledZ + 1, this.wrap, this.canonical.z, this.canonical.x, this.canonical.y)];\n        }\n\n        const z = this.canonical.z + 1;\n        const x = this.canonical.x * 2;\n        const y = this.canonical.y * 2;\n        return [\n            new OverscaledTileID(z, this.wrap, z, x, y),\n            new OverscaledTileID(z, this.wrap, z, x + 1, y),\n            new OverscaledTileID(z, this.wrap, z, x, y + 1),\n            new OverscaledTileID(z, this.wrap, z, x + 1, y + 1)\n        ];\n    }\n\n    isLessThan(rhs: OverscaledTileID): boolean {\n        if (this.wrap < rhs.wrap) return true;\n        if (this.wrap > rhs.wrap) return false;\n\n        if (this.overscaledZ < rhs.overscaledZ) return true;\n        if (this.overscaledZ > rhs.overscaledZ) return false;\n\n        if (this.canonical.x < rhs.canonical.x) return true;\n        if (this.canonical.x > rhs.canonical.x) return false;\n\n        if (this.canonical.y < rhs.canonical.y) return true;\n        return false;\n    }\n\n    wrapped(): OverscaledTileID {\n        return new OverscaledTileID(this.overscaledZ, 0, this.canonical.z, this.canonical.x, this.canonical.y);\n    }\n\n    unwrapTo(wrap: number): OverscaledTileID {\n        return new OverscaledTileID(this.overscaledZ, wrap, this.canonical.z, this.canonical.x, this.canonical.y);\n    }\n\n    overscaleFactor(): number {\n        return Math.pow(2, this.overscaledZ - this.canonical.z);\n    }\n\n    toUnwrapped(): UnwrappedTileID {\n        return new UnwrappedTileID(this.wrap, this.canonical);\n    }\n\n    toString(): string {\n        return `${this.overscaledZ}/${this.canonical.x}/${this.canonical.y}`;\n    }\n}\n\n/**\n * @private\n */\nexport function calculateKey(wrap: number, overscaledZ: number, z: number, x: number, y: number): number {\n    // only use 22 bits for x & y so that the key fits into MAX_SAFE_INTEGER\n    const dim = 1 << Math.min(z, 22);\n    let xy = dim * (y % dim) + (x % dim);\n\n    // zigzag-encode wrap if we have the room for it\n    if (wrap && z < 22) {\n        const bitsAvailable = 2 * (22 - z);\n        xy += dim * dim * ((wrap < 0 ? -2 * wrap - 1 : 2 * wrap) % (1 << bitsAvailable));\n    }\n\n    // encode z into 5 bits (24 max) and overscaledZ into 4 bits (10 max)\n    const key = ((xy * 32) + z) * 16 + (overscaledZ - z);\n    assert(key >= 0 && key <= Number.MAX_SAFE_INTEGER);\n\n    return key;\n}\n\nfunction getQuadkey(z: number, x: number, y: number) {\n    let quadkey = '', mask;\n    for (let i = z; i > 0; i--) {\n        mask = 1 << (i - 1);\n        quadkey += ((x & mask ? 1 : 0) + (y & mask ? 2 : 0));\n    }\n    return quadkey;\n}\n\nfunction getTileBBox(x: number, y: number, z: number) {\n    const z2 = 2 ** z;\n    const worldSize = 2 * Math.PI * 6378137;\n    const minX = worldSize * (x / z2 - 0.5);\n    const minY = worldSize * (0.5 - (y + 1) / z2);\n    const maxX = minX + worldSize / z2;\n    const maxY = minY + worldSize / z2;\n    return `${minX},${minY},${maxX},${maxY}`;\n}\n\n// For all four borders: 0 - left, 1, right, 2 - top, 3 - bottom\nexport const neighborCoord = [\n    (coord: OverscaledTileID): OverscaledTileID => {\n        let x = coord.canonical.x - 1;\n        let w = coord.wrap;\n        if (x < 0) {\n            x = (1 << coord.canonical.z) - 1;\n            w--;\n        }\n        return new OverscaledTileID(coord.overscaledZ, w, coord.canonical.z, x, coord.canonical.y);\n    },\n    (coord: OverscaledTileID): OverscaledTileID => {\n        let x = coord.canonical.x + 1;\n        let w = coord.wrap;\n        if (x === 1 << coord.canonical.z) {\n            x = 0;\n            w++;\n        }\n        return new OverscaledTileID(coord.overscaledZ, w, coord.canonical.z, x, coord.canonical.y);\n    },\n    (coord: OverscaledTileID): OverscaledTileID => new OverscaledTileID(coord.overscaledZ, coord.wrap, coord.canonical.z, coord.canonical.x,\n        (coord.canonical.y === 0 ? 1 << coord.canonical.z : coord.canonical.y) - 1),\n    (coord: OverscaledTileID): OverscaledTileID => new OverscaledTileID(coord.overscaledZ, coord.wrap, coord.canonical.z, coord.canonical.x,\n        coord.canonical.y === (1 << coord.canonical.z) - 1 ? 0 : coord.canonical.y + 1)\n] as const;\n\nregister(CanonicalTileID, 'CanonicalTileID');\nregister(OverscaledTileID, 'OverscaledTileID', {omit: ['projMatrix', 'expandedProjMatrix']});\n","import Point from '@mapbox/point-geometry';\nimport {altitudeFromMercatorZ, lngFromMercatorX, latFromMercatorY} from '../mercator_coordinate';\nimport EXTENT from '../../style-spec/data/extent';\nimport {vec3} from 'gl-matrix';\nimport {Aabb} from '../../util/primitives';\nimport {aabbForTileOnGlobe} from './globe_util';\nimport assert from '../../style-spec/util/assert';\nimport {CanonicalTileID} from '../../source/tile_id';\n\nimport type MercatorCoordinate from '../mercator_coordinate';\nimport type Projection from './projection';\nimport type {ProjectedPoint} from './projection';\nimport type Transform from '../transform';\n\nexport type TileTransform = {\n    scale: number;\n    x: number;\n    y: number;\n    x2: number;\n    y2: number;\n    projection: Projection;\n};\n\nexport default function tileTransform(id: {z: number; x: number; y: number}, projection: Projection): TileTransform {\n    if (!projection.isReprojectedInTileSpace) {\n        return {scale: 1 << id.z, x: id.x, y: id.y, x2: id.x + 1, y2: id.y + 1, projection};\n    }\n\n    const s = Math.pow(2, -id.z);\n\n    const x1 = (id.x) * s;\n    const x2 = (id.x + 1) * s;\n    const y1 = (id.y) * s;\n    const y2 = (id.y + 1) * s;\n\n    const lng1 = lngFromMercatorX(x1);\n    const lng2 = lngFromMercatorX(x2);\n    const lat1 = latFromMercatorY(y1);\n    const lat2 = latFromMercatorY(y2);\n\n    const p0 = projection.project(lng1, lat1);\n    const p1 = projection.project(lng2, lat1);\n    const p2 = projection.project(lng2, lat2);\n    const p3 = projection.project(lng1, lat2);\n\n    let minX = Math.min(p0.x, p1.x, p2.x, p3.x);\n    let minY = Math.min(p0.y, p1.y, p2.y, p3.y);\n    let maxX = Math.max(p0.x, p1.x, p2.x, p3.x);\n    let maxY = Math.max(p0.y, p1.y, p2.y, p3.y);\n\n    // we pick an error threshold for calculating the bbox that balances between performance and precision\n    const maxErr = s / 16;\n\n    function processSegment(pa: ProjectedPoint, pb: ProjectedPoint, ax: number, ay: number, bx: number, by: number) {\n        const mx = (ax + bx) / 2;\n        const my = (ay + by) / 2;\n\n        const pm = projection.project(lngFromMercatorX(mx), latFromMercatorY(my));\n        const err = Math.max(0, minX - pm.x, minY - pm.y, pm.x - maxX, pm.y - maxY);\n\n        minX = Math.min(minX, pm.x);\n        maxX = Math.max(maxX, pm.x);\n        minY = Math.min(minY, pm.y);\n        maxY = Math.max(maxY, pm.y);\n\n        if (err > maxErr) {\n            processSegment(pa, pm, ax, ay, mx, my);\n            processSegment(pm, pb, mx, my, bx, by);\n        }\n    }\n\n    processSegment(p0, p1, x1, y1, x2, y1);\n    processSegment(p1, p2, x2, y1, x2, y2);\n    processSegment(p2, p3, x2, y2, x1, y2);\n    processSegment(p3, p0, x1, y2, x1, y1);\n\n    // extend the bbox by max error to make sure coords don't go past tile extent\n    minX -= maxErr;\n    minY -= maxErr;\n    maxX += maxErr;\n    maxY += maxErr;\n\n    const max = Math.max(maxX - minX, maxY - minY);\n    const scale = 1 / max;\n\n    return {\n        scale,\n        x: minX * scale,\n        y: minY * scale,\n        x2: maxX * scale,\n        y2: maxY * scale,\n        projection\n    };\n}\n\nexport function tileAABB(\n    tr: Transform,\n    numTiles: number,\n    z: number,\n    x: number,\n    y: number,\n    wrap: number,\n    min: number,\n    max: number,\n    projection: Projection,\n): Aabb {\n    if (projection.name === 'globe') {\n        const tileId = new CanonicalTileID(z, x, y);\n        return aabbForTileOnGlobe(tr, numTiles, tileId, false);\n    }\n\n    const tt = tileTransform({z, x, y}, projection);\n    const tx = tt.x / tt.scale;\n    const ty = tt.y / tt.scale;\n    const tx2 = tt.x2 / tt.scale;\n    const ty2 = tt.y2 / tt.scale;\n\n    if (isNaN(tx) || isNaN(tx2) || isNaN(ty) || isNaN(ty2)) {\n        assert(false);\n    }\n\n    return new Aabb(\n        [(wrap + tx) * numTiles, numTiles * ty, min],\n        [(wrap  + tx2) * numTiles, numTiles * ty2, max]);\n}\n\nexport function getTilePoint(\n    tileTransform: TileTransform,\n    {\n        x,\n        y,\n    }: {\n        x: number;\n        y: number;\n    },\n    wrap: number = 0,\n): Point {\n    return new Point(\n        ((x - wrap) * tileTransform.scale - tileTransform.x) * EXTENT,\n        (y * tileTransform.scale - tileTransform.y) * EXTENT);\n}\n\nexport function getTileVec3(tileTransform: TileTransform, coord: MercatorCoordinate, wrap: number = 0): vec3 {\n    const x = ((coord.x - wrap) * tileTransform.scale - tileTransform.x) * EXTENT;\n    const y = (coord.y * tileTransform.scale - tileTransform.y) * EXTENT;\n    return vec3.fromValues(x, y, altitudeFromMercatorZ(coord.z, coord.y));\n}\n","import LngLat from '../lng_lat';\nimport {mercatorZfromAltitude} from '../mercator_coordinate';\nimport Point from '@mapbox/point-geometry';\nimport {farthestPixelDistanceOnPlane} from './far_z';\nimport {mat4} from 'gl-matrix';\nimport EXTENT from '../../style-spec/data/extent';\nimport tileTransform from './tile_transform';\n\nimport type {vec3} from 'gl-matrix';\nimport type Transform from '../../geo/transform';\nimport type MercatorCoordinate from '../mercator_coordinate';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {CanonicalTileID, UnwrappedTileID} from '../../source/tile_id';\n\nexport type ProjectedPoint = {\n    x: number;\n    y: number;\n    z: number;\n};\n\nexport type ElevationScale = {\n    // `metersToTile` converts meters to units used to describe elevation in tile space.\n    // Default units in mercator space are x & y: [0, 8192] and z: meters\n    metersToTile: number;\n};\n\nconst identity = mat4.identity(new Float32Array(16));\n\nexport default class Projection {\n    name: string;\n    wrap: boolean;\n    conic: boolean;\n    requiresDraping: boolean;\n    supportsWorldCopies: boolean;\n    supportsTerrain: boolean;\n    supportsFog: boolean;\n    supportsFreeCamera: boolean;\n    zAxisUnit: 'meters' | 'pixels';\n    isReprojectedInTileSpace: boolean;\n    center: [number, number];\n    range: [number, number] | null | undefined;\n    parallels: [number, number] | null | undefined;\n    unsupportedLayers: Array<string>;\n    spec: ProjectionSpecification;\n\n    constructor(options: ProjectionSpecification) {\n        this.spec = options;\n        this.name = options.name;\n        this.wrap = false;\n        this.requiresDraping = false;\n        this.supportsWorldCopies = false;\n        this.supportsTerrain = false;\n        this.supportsFog = false;\n        this.supportsFreeCamera = false;\n        this.zAxisUnit = 'meters';\n        this.isReprojectedInTileSpace = true;\n        this.unsupportedLayers = ['custom'];\n        this.center = [0, 0];\n        this.range = [3.5, 7];\n    }\n\n    project(lng: number, lat: number): ProjectedPoint {\n        return {x: 0, y: 0, z: 0}; // overriden in subclasses\n    }\n\n    unproject(x: number, y: number): LngLat {\n        return new LngLat(0, 0); // overriden in subclasses\n    }\n\n    projectTilePoint(x: number, y: number, _: CanonicalTileID): ProjectedPoint {\n        return {x, y, z: 0};\n    }\n\n    locationPoint(tr: Transform, lngLat: LngLat, altitude?: number, terrain: boolean = true): Point {\n        return tr._coordinatePoint(tr.locationCoordinate(lngLat, altitude), terrain);\n    }\n\n    pixelsPerMeter(lat: number, worldSize: number): number {\n        return mercatorZfromAltitude(1, lat) * worldSize;\n    }\n\n    // pixels-per-meter is used to describe relation between real world and pixel distances.\n    // `pixelSpaceConversion` can be used to convert the ratio from mercator projection to\n    // the currently active projection.\n    //\n    // `pixelSpaceConversion` is useful for converting between pixel spaces where some logic\n    // expects mercator pixels, such as raycasting where the scale is expected to be in\n    // mercator pixels.\n    pixelSpaceConversion(lat: number, worldSize: number, interpolationT: number): number {\n        return 1.0;\n    }\n\n    farthestPixelDistance(tr: Transform): number {\n        return farthestPixelDistanceOnPlane(tr, tr.pixelsPerMeter);\n    }\n\n    pointCoordinate(tr: Transform, x: number, y: number, z: number): MercatorCoordinate {\n        const horizonOffset = tr.horizonLineFromTop(false);\n        const clamped = new Point(x, Math.max(horizonOffset, y));\n        return tr.rayIntersectionCoordinate(tr.pointRayIntersection(clamped, z));\n    }\n\n    pointCoordinate3D(tr: Transform, x: number, y: number): vec3 | null | undefined {\n        const p = new Point(x, y);\n        if (tr.elevation) {\n            return tr.elevation.pointCoordinate(p);\n        } else {\n            const mc = this.pointCoordinate(tr, p.x, p.y, 0);\n            return [mc.x, mc.y, mc.z];\n        }\n    }\n\n    isPointAboveHorizon(tr: Transform, p: Point): boolean {\n        if (tr.elevation && tr.elevation.visibleDemTiles.length) {\n            const raycastOnTerrain = this.pointCoordinate3D(tr, p.x, p.y);\n            return !raycastOnTerrain;\n        }\n        const horizon = tr.horizonLineFromTop();\n        return p.y < horizon;\n    }\n\n    createInversionMatrix(tr: Transform, id: CanonicalTileID): mat4 {\n        return identity;\n    }\n\n    createTileMatrix(tr: Transform, worldSize: number, id: UnwrappedTileID): mat4 {\n        let scale: number;\n        let scaledX: number;\n        let scaledY: number;\n        const canonical = id.canonical;\n        const posMatrix = mat4.identity(new Float64Array(16));\n\n        if (this.isReprojectedInTileSpace) {\n            const cs = tileTransform(canonical, this);\n            scale = 1;\n            scaledX = cs.x + id.wrap * cs.scale;\n            scaledY = cs.y;\n            mat4.scale(posMatrix, posMatrix, [scale / cs.scale, scale / cs.scale, tr.pixelsPerMeter / worldSize]);\n        } else {\n            scale = worldSize / tr.zoomScale(canonical.z);\n            const unwrappedX = canonical.x + Math.pow(2, canonical.z) * id.wrap;\n            scaledX = unwrappedX * scale;\n            scaledY = canonical.y * scale;\n        }\n\n        mat4.translate(posMatrix, posMatrix, [scaledX, scaledY, 0]);\n        mat4.scale(posMatrix, posMatrix, [scale / EXTENT, scale / EXTENT, 1]);\n\n        return posMatrix;\n    }\n\n    upVector(id: CanonicalTileID, x: number, y: number): [number, number, number] {\n        return [0, 0, 1];\n    }\n\n    upVectorScale(id: CanonicalTileID, latitude: number, worldSize: number): ElevationScale {\n        return {metersToTile: 1};\n    }\n}\n","import LngLat from '../lng_lat';\nimport {clamp, wrap, degToRad, radToDeg} from '../../util/util';\nimport {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {ProjectedPoint} from './projection';\n\n// based on https://github.com/d3/d3-geo-projection, MIT-licensed\nexport default class Albers extends Projection {\n    n: number;\n    c: number;\n    r0: number;\n\n    constructor(options: ProjectionSpecification) {\n        super(options);\n        this.range = [4, 7];\n        this.center = options.center || [-96, 37.5];\n        const [lat0, lat1] = this.parallels = options.parallels || [29.5, 45.5];\n\n        const sy0 = Math.sin(degToRad(lat0));\n        this.n = (sy0 + Math.sin(degToRad(lat1))) / 2;\n        this.c = 1 + sy0 * (2 * this.n - sy0);\n        this.r0 = Math.sqrt(this.c) / this.n;\n    }\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        const {n, c, r0} = this;\n        const lambda = degToRad(lng - this.center[0]);\n        const phi = degToRad(lat);\n\n        const r = Math.sqrt(c - 2 * n * Math.sin(phi)) / n;\n        const x = r * Math.sin(lambda * n);\n        const y = r * Math.cos(lambda * n) - r0;\n        return {x, y, z: 0};\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        const {n, c, r0} = this;\n        const r0y = r0 + y;\n        let l = Math.atan2(x, Math.abs(r0y)) * Math.sign(r0y);\n        if (r0y * n < 0) {\n            l -= Math.PI * Math.sign(x) * Math.sign(r0y);\n        }\n        const dt = degToRad(this.center[0]) * n;\n        l = wrap(l, -Math.PI - dt, Math.PI - dt);\n\n        const lng = clamp(radToDeg(l / n) + this.center[0], -180, 180);\n        const phi = Math.asin(clamp((c - (x * x + r0y * r0y) * n * n) / (2 * n), -1, 1));\n        const lat = clamp(radToDeg(phi), -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n\n        return new LngLat(lng, lat);\n    }\n}\n","import LngLat from '../lng_lat';\nimport {clamp} from '../../util/util';\nimport {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectedPoint} from './projection';\n\nconst a1 = 1.340264;\nconst a2 = -0.081106;\nconst a3 = 0.000893;\nconst a4 = 0.003796;\nconst M = Math.sqrt(3) / 2;\n\nexport default class EqualEarth extends Projection {\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        // based on https://github.com/d3/d3-geo, MIT-licensed\n        lat = lat / 180 * Math.PI;\n        lng = lng / 180 * Math.PI;\n        const theta = Math.asin(M * Math.sin(lat));\n        const theta2 = theta * theta;\n        const theta6 = theta2 * theta2 * theta2;\n        const x = lng * Math.cos(theta) / (M * (a1 + 3 * a2 * theta2 + theta6 * (7 * a3 + 9 * a4 * theta2)));\n        const y = theta * (a1 + a2 * theta2 + theta6 * (a3 + a4 * theta2));\n\n        return {\n            x: (x / Math.PI + 0.5) * 0.5,\n            y: 1 - (y / Math.PI + 1) * 0.5,\n            z: 0\n        };\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        // based on https://github.com/d3/d3-geo, MIT-licensed\n        x = (2 * x - 0.5) * Math.PI;\n        y = (2 * (1 - y) - 1) * Math.PI;\n        let theta = y;\n        let theta2 = theta * theta;\n        let theta6 = theta2 * theta2 * theta2;\n\n        for (let i = 0, delta, fy, fpy; i < 12; ++i) {\n            fy = theta * (a1 + a2 * theta2 + theta6 * (a3 + a4 * theta2)) - y;\n            fpy = a1 + 3 * a2 * theta2 + theta6 * (7 * a3 + 9 * a4 * theta2);\n            delta = fy / fpy;\n            theta = clamp(theta - delta, -Math.PI / 3, Math.PI / 3);\n            theta2 = theta * theta;\n            theta6 = theta2 * theta2 * theta2;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            if (Math.abs(delta) < 1e-12) break;\n        }\n\n        const lambda = M * x * (a1 + 3 * a2 * theta2 + theta6 * (7 * a3 + 9 * a4 * theta2)) / Math.cos(theta);\n        const phi = Math.asin(Math.sin(theta) / M);\n        const lng = clamp(lambda * 180 / Math.PI, -180, 180);\n        const lat = clamp(phi * 180 / Math.PI, -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n\n        return new LngLat(lng, lat);\n    }\n}\n","import LngLat from '../lng_lat';\nimport {clamp} from '../../util/util';\nimport {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {ProjectedPoint} from './projection';\n\nexport default class Equirectangular extends Projection {\n\n    constructor(options: ProjectionSpecification) {\n        super(options);\n        this.wrap = true;\n        this.supportsWorldCopies = true;\n    }\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        const x = 0.5 + lng / 360;\n        const y = 0.5 - lat / 360;\n        return {x, y, z: 0};\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        const lng = (x - 0.5) * 360;\n        const lat = clamp((0.5 - y) * 360, -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n        return new LngLat(lng, lat);\n    }\n}\n","import LngLat from '../lng_lat';\nimport {clamp, degToRad, radToDeg} from '../../util/util';\nimport {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {ProjectedPoint} from './projection';\n\nconst halfPi = Math.PI / 2;\n\nfunction tany(y: number) {\n    return Math.tan((halfPi + y) / 2);\n}\n\n// based on https://github.com/d3/d3-geo, MIT-licensed\nexport default class LambertConformalConic extends Projection {\n    n: number;\n    f: number;\n    southernCenter: boolean;\n\n    constructor(options: ProjectionSpecification) {\n        super(options);\n        this.center = options.center || [0, 30];\n        const [lat0, lat1] = this.parallels = options.parallels || [30, 30];\n\n        let y0 = degToRad(lat0);\n        let y1 = degToRad(lat1);\n        // Run projection math on inverted lattitudes if the paralell lines are south of the equator\n        // This fixes divide by zero errors with a South polar projection\n        this.southernCenter = (y0 + y1) < 0;\n        if (this.southernCenter) {\n            y0 = -y0;\n            y1 = -y1;\n        }\n        const cy0 = Math.cos(y0);\n        const tany0 = tany(y0);\n\n        this.n = y0 === y1 ? Math.sin(y0) : Math.log(cy0 / Math.cos(y1)) / Math.log(tany(y1) / tany0);\n        this.f = cy0 * Math.pow(tany(y0), this.n) / this.n;\n    }\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        lat = degToRad(lat);\n        if (this.southernCenter) lat = -lat;\n        lng = degToRad(lng - this.center[0]);\n\n        const epsilon = 1e-6;\n        const {n, f} = this;\n\n        if (f > 0) {\n            if (lat < -halfPi + epsilon) lat = -halfPi + epsilon;\n        } else {\n            if (lat > halfPi - epsilon) lat = halfPi - epsilon;\n        }\n\n        const r = f / Math.pow(tany(lat), n);\n        let x = r * Math.sin(n * lng);\n        let y = f - r * Math.cos(n * lng);\n        x = (x / Math.PI + 0.5) * 0.5;\n        y = (y / Math.PI + 0.5) * 0.5;\n\n        return {\n            x,\n            y: this.southernCenter ? y : 1 - y,\n            z: 0\n        };\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        x = (2 * x - 0.5) * Math.PI;\n        if (this.southernCenter) y = 1 - y;\n        y = (2 * (1 - y) - 0.5) * Math.PI;\n        const {n, f} = this;\n        const fy = f - y;\n        const signFy = Math.sign(fy);\n        const r = Math.sign(n) * Math.sqrt(x * x + fy * fy);\n        let l = Math.atan2(x, Math.abs(fy)) * signFy;\n\n        if (fy * n < 0) l -= Math.PI * Math.sign(x) * signFy;\n\n        const lng = clamp(radToDeg(l / n) + this.center[0], -180, 180);\n        const phi = 2 * Math.atan(Math.pow(f / r, 1 / n)) - halfPi;\n        const lat = clamp(radToDeg(phi), -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n\n        return new LngLat(lng, this.southernCenter ? -lat : lat);\n    }\n}\n","import LngLat from '../lng_lat';\nimport {mercatorXfromLng, mercatorYfromLat, lngFromMercatorX, latFromMercatorY} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {ProjectedPoint} from './projection';\n\nexport default class Mercator extends Projection {\n\n    constructor(options: ProjectionSpecification) {\n        super(options);\n        this.wrap = true;\n        this.supportsWorldCopies = true;\n        this.supportsTerrain = true;\n        this.supportsFog = true;\n        this.supportsFreeCamera = true;\n        this.isReprojectedInTileSpace = false;\n        this.unsupportedLayers = [];\n        this.range = null;\n    }\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        const x = mercatorXfromLng(lng);\n        const y = mercatorYfromLat(lat);\n        return {x, y, z: 0};\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        const lng = lngFromMercatorX(x);\n        const lat = latFromMercatorY(y);\n        return new LngLat(lng, lat);\n    }\n}\n","import LngLat from '../lng_lat';\nimport {clamp, degToRad, radToDeg} from '../../util/util';\nimport {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectedPoint} from './projection';\n\nconst maxPhi = degToRad(MAX_MERCATOR_LATITUDE);\n\nexport default class NaturalEarth extends Projection {\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        // based on https://github.com/d3/d3-geo, MIT-licensed\n        lat = degToRad(lat);\n        lng = degToRad(lng);\n\n        const phi2 = lat * lat;\n        const phi4 = phi2 * phi2;\n        const x = lng * (0.8707 - 0.131979 * phi2 + phi4 * (-0.013791 + phi4 * (0.003971 * phi2 - 0.001529 * phi4)));\n        const y = lat * (1.007226 + phi2 * (0.015085 + phi4 * (-0.044475 + 0.028874 * phi2 - 0.005916 * phi4)));\n\n        return {\n            x: (x / Math.PI + 0.5) * 0.5,\n            y: 1 - (y / Math.PI + 1) * 0.5,\n            z: 0\n        };\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        // based on https://github.com/d3/d3-geo, MIT-licensed\n        x = (2 * x - 0.5) * Math.PI;\n        y = (2 * (1 - y) - 1) * Math.PI;\n        const epsilon = 1e-6;\n        let phi = y;\n        let i = 25;\n        let delta = 0;\n        let phi2 = phi * phi;\n\n        do {\n            phi2 = phi * phi;\n            const phi4 = phi2 * phi2;\n            delta = (phi * (1.007226 + phi2 * (0.015085 + phi4 * (-0.044475 + 0.028874 * phi2 - 0.005916 * phi4))) - y) /\n                (1.007226 + phi2 * (0.015085 * 3 + phi4 * (-0.044475 * 7 + 0.028874 * 9 * phi2 - 0.005916 * 11 * phi4)));\n            phi = clamp(phi - delta, -maxPhi, maxPhi);\n        } while (Math.abs(delta) > epsilon && --i > 0);\n\n        phi2 = phi * phi;\n        const lambda = x / (0.8707 + phi2 * (-0.131979 + phi2 * (-0.013791 + phi2 * phi2 * phi2 * (0.003971 - 0.001529 * phi2))));\n\n        const lng = clamp(radToDeg(lambda), -180, 180);\n        const lat = radToDeg(phi);\n\n        return new LngLat(lng, lat);\n    }\n}\n","import LngLat from '../lng_lat';\nimport {clamp, degToRad, radToDeg} from '../../util/util';\nimport {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectedPoint} from './projection';\n\nconst maxPhi = degToRad(MAX_MERCATOR_LATITUDE);\n\nexport default class WinkelTripel extends Projection {\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        lat = degToRad(lat);\n        lng = degToRad(lng);\n        const cosLat = Math.cos(lat);\n        const twoOverPi = 2 / Math.PI;\n        const alpha = Math.acos(cosLat * Math.cos(lng / 2));\n        const sinAlphaOverAlpha = Math.sin(alpha) / alpha;\n        const x = 0.5 * (lng * twoOverPi + (2 * cosLat * Math.sin(lng / 2)) / sinAlphaOverAlpha) || 0;\n        const y = 0.5 * (lat + Math.sin(lat) / sinAlphaOverAlpha) || 0;\n        return {\n            x: (x / Math.PI + 0.5) * 0.5,\n            y: 1 - (y / Math.PI + 1) * 0.5,\n            z: 0\n        };\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        // based on https://github.com/d3/d3-geo-projection, MIT-licensed\n        x = (2 * x - 0.5) * Math.PI;\n        y = (2 * (1 - y) - 1) * Math.PI;\n        let lambda = x;\n        let phi = y;\n        let i = 25;\n        const epsilon = 1e-6;\n        let dlambda = 0, dphi = 0;\n        do {\n            const cosphi = Math.cos(phi),\n                sinphi = Math.sin(phi),\n                sinphi2 = 2 * sinphi * cosphi,\n                sin2phi = sinphi * sinphi,\n                cos2phi = cosphi * cosphi,\n                coslambda2 = Math.cos(lambda / 2),\n                sinlambda2 = Math.sin(lambda / 2),\n                sinlambda = 2 * coslambda2 * sinlambda2,\n                sin2lambda2 = sinlambda2 * sinlambda2,\n                C = 1 - cos2phi * coslambda2 * coslambda2,\n                F = C ? 1 / C : 0,\n                E = C ? Math.acos(cosphi * coslambda2) * Math.sqrt(1 / C) : 0,\n                fx = 0.5 * (2 * E * cosphi * sinlambda2 + lambda * 2 / Math.PI) - x,\n                fy = 0.5 * (E * sinphi + phi) - y,\n                dxdlambda = 0.5 * F * (cos2phi * sin2lambda2 + E * cosphi * coslambda2 * sin2phi) + 1 / Math.PI,\n                dxdphi = F * (sinlambda * sinphi2 / 4 - E * sinphi * sinlambda2),\n                dydlambda = 0.125 * F * (sinphi2 * sinlambda2 - E * sinphi * cos2phi * sinlambda),\n                dydphi = 0.5 * F * (sin2phi * coslambda2 + E * sin2lambda2 * cosphi) + 0.5,\n                denominator = dxdphi * dydlambda - dydphi * dxdlambda;\n\n            dlambda = (fy * dxdphi - fx * dydphi) / denominator;\n            dphi = (fx * dydlambda - fy * dxdlambda) / denominator;\n            lambda = clamp(lambda - dlambda, -Math.PI, Math.PI);\n            phi = clamp(phi - dphi, -maxPhi, maxPhi);\n\n        } while ((Math.abs(dlambda) > epsilon || Math.abs(dphi) > epsilon) && --i > 0);\n\n        return new LngLat(radToDeg(lambda), radToDeg(phi));\n    }\n}\n","import LngLat from '../lng_lat';\nimport {clamp, degToRad, radToDeg} from '../../util/util';\nimport {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport Projection from './projection';\n\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {ProjectedPoint} from './projection';\n\nexport default class CylindricalEqualArea extends Projection {\n    cosPhi: number;\n    scale: number;\n\n    constructor(options: ProjectionSpecification) {\n        super(options);\n        this.center = options.center || [0, 0];\n        this.parallels = options.parallels || [0, 0];\n        this.cosPhi = Math.max(0.01, Math.cos(degToRad(this.parallels[0])));\n        // scale coordinates between 0 and 1 to avoid constraint issues\n        this.scale = 1 / (2 * Math.max(Math.PI * this.cosPhi, 1 / this.cosPhi));\n        this.wrap = true;\n        this.supportsWorldCopies = true;\n    }\n\n    override project(lng: number, lat: number): ProjectedPoint {\n        const {scale, cosPhi} = this;\n        const x = degToRad(lng) * cosPhi;\n        const y = Math.sin(degToRad(lat)) / cosPhi;\n\n        return {\n            x: (x * scale) + 0.5,\n            y: (-y * scale) + 0.5,\n            z: 0\n        };\n    }\n\n    override unproject(x: number, y: number): LngLat {\n        const {scale, cosPhi} = this;\n        const x_ = (x - 0.5) / scale;\n        const y_ = -(y - 0.5) / scale;\n        const lng = clamp(radToDeg(x_) / cosPhi, -180, 180);\n        const y2 = y_ * cosPhi;\n        const y3 = Math.asin(clamp(y2, -1, 1));\n        const lat = clamp(radToDeg(y3), -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n\n        return new LngLat(lng, lat);\n    }\n}\n","import {mat4, vec3} from 'gl-matrix';\nimport EXTENT from '../../style-spec/data/extent';\nimport {latLngToECEF} from '../lng_lat';\nimport {degToRad} from '../../util/util';\nimport MercatorCoordinate, {\n    mercatorZfromAltitude,\n} from '../mercator_coordinate';\nimport Mercator from './mercator';\nimport Point from '@mapbox/point-geometry';\nimport {farthestPixelDistanceOnPlane, farthestPixelDistanceOnSphere} from './far_z';\nimport {number as interpolate} from '../../style-spec/util/interpolate';\nimport {\n    globeTileBounds,\n    globeNormalizeECEF,\n    globeDenormalizeECEF,\n    globeECEFNormalizationScale,\n    globeToMercatorTransition,\n    globePointCoordinate,\n    tileCoordToECEF,\n    globeMetersToEcef\n} from './globe_util';\nimport {GLOBE_SCALE_MATCH_LATITUDE} from './globe_constants';\n\nimport type LngLat from '../lng_lat';\nimport type Transform from '../transform';\nimport type {ElevationScale} from './projection';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {CanonicalTileID, UnwrappedTileID} from '../../source/tile_id';\n\nexport default class Globe extends Mercator {\n\n    constructor(options: ProjectionSpecification) {\n        super(options);\n        this.requiresDraping = true;\n        this.supportsWorldCopies = false;\n        this.supportsFog = true;\n        this.zAxisUnit = \"pixels\";\n        this.unsupportedLayers = ['debug'];\n        this.range = [3, 5];\n    }\n\n    override projectTilePoint(x: number, y: number, id: CanonicalTileID): {\n        x: number;\n        y: number;\n        z: number;\n    } {\n        const pos = tileCoordToECEF(x, y, id);\n        const bounds = globeTileBounds(id);\n        const normalizationMatrix = globeNormalizeECEF(bounds);\n        vec3.transformMat4(pos, pos, normalizationMatrix);\n\n        return {x: pos[0], y: pos[1], z: pos[2]};\n    }\n\n    override locationPoint(tr: Transform, lngLat: LngLat, altitude?: number): Point {\n        const pos = latLngToECEF(lngLat.lat, lngLat.lng);\n        const up = vec3.normalize([], pos);\n\n        const elevation = altitude ?\n            tr._centerAltitude + altitude :\n            tr.elevation ?\n                tr.elevation.getAtPointOrZero(tr.locationCoordinate(lngLat), tr._centerAltitude) :\n                tr._centerAltitude;\n\n        const upScale = mercatorZfromAltitude(1, 0) * EXTENT * elevation;\n        vec3.scaleAndAdd(pos, pos, up, upScale);\n        const matrix = mat4.identity(new Float64Array(16));\n        mat4.multiply(matrix, tr.pixelMatrix, tr.globeMatrix);\n        vec3.transformMat4(pos, pos, matrix);\n\n        return new Point(pos[0], pos[1]);\n    }\n\n    override pixelsPerMeter(lat: number, worldSize: number): number {\n        return mercatorZfromAltitude(1, 0) * worldSize;\n    }\n\n    override pixelSpaceConversion(lat: number, worldSize: number, interpolationT: number): number {\n        // Using only the center latitude to determine scale causes the globe to rapidly change\n        // size as you pan up and down. As you approach the pole, the globe's size approaches infinity.\n        // This is because zoom levels are based on mercator.\n        //\n        // Instead, use a fixed reference latitude at lower zoom levels. And transition between\n        // this latitude and the center's latitude as you zoom in. This is a compromise that\n        // makes globe view more usable with existing camera parameters, styles and data.\n        const centerScale = mercatorZfromAltitude(1, lat) * worldSize;\n        const referenceScale = mercatorZfromAltitude(1, GLOBE_SCALE_MATCH_LATITUDE) * worldSize;\n        const combinedScale = interpolate(referenceScale, centerScale, interpolationT);\n        return this.pixelsPerMeter(lat, worldSize) / combinedScale;\n    }\n\n    override createTileMatrix(tr: Transform, worldSize: number, id: UnwrappedTileID): mat4 {\n        const decode = globeDenormalizeECEF(globeTileBounds(id.canonical));\n        return mat4.multiply(new Float64Array(16), tr.globeMatrix, decode);\n    }\n\n    override createInversionMatrix(tr: Transform, id: CanonicalTileID): Float32Array {\n        const {center} = tr;\n        const matrix = globeNormalizeECEF(globeTileBounds(id));\n        mat4.rotateY(matrix, matrix, degToRad(center.lng));\n        mat4.rotateX(matrix, matrix, degToRad(center.lat));\n        mat4.scale(matrix, matrix, [tr._pixelsPerMercatorPixel, tr._pixelsPerMercatorPixel, 1.0]);\n        return Float32Array.from(matrix);\n    }\n\n    override pointCoordinate(tr: Transform, x: number, y: number, _: number): MercatorCoordinate {\n        const coord = globePointCoordinate(tr, x, y, true);\n        if (!coord) { return new MercatorCoordinate(0, 0); } // This won't happen, is here for Flow\n        return coord;\n    }\n\n    override pointCoordinate3D(tr: Transform, x: number, y: number): vec3 | null | undefined {\n        const coord = this.pointCoordinate(tr, x, y, 0);\n        return [coord.x, coord.y, coord.z];\n    }\n\n    override isPointAboveHorizon(tr: Transform, p: Point): boolean {\n        const raycastOnGlobe = globePointCoordinate(tr, p.x, p.y, false);\n        return !raycastOnGlobe;\n    }\n\n    override farthestPixelDistance(tr: Transform): number {\n        const pixelsPerMeter = this.pixelsPerMeter(tr.center.lat, tr.worldSize);\n        const globePixelDistance = farthestPixelDistanceOnSphere(tr, pixelsPerMeter);\n        const t = globeToMercatorTransition(tr.zoom);\n        if (t > 0.0) {\n            const mercatorPixelsPerMeter = mercatorZfromAltitude(1, tr.center.lat) * tr.worldSize;\n            const mercatorPixelDistance = farthestPixelDistanceOnPlane(tr, mercatorPixelsPerMeter);\n            const pixelRadius = tr.worldSize / (2.0 * Math.PI);\n            const approxTileArcHalfAngle = Math.max(tr.width, tr.height) / tr.worldSize * Math.PI;\n            const padding = pixelRadius * (1.0 - Math.cos(approxTileArcHalfAngle));\n\n            // During transition to mercator we would like to keep\n            // the far plane lower to ensure that geometries (e.g. circles) that are far away and are not supposed\n            // to be rendered get culled out correctly. see https://github.com/mapbox/mapbox-gl-js/issues/11476\n            // To achieve this we dampen the interpolation.\n            return interpolate(globePixelDistance, mercatorPixelDistance + padding, Math.pow(t, 10.0));\n        }\n        return globePixelDistance;\n    }\n\n    override upVector(id: CanonicalTileID, x: number, y: number): [number, number, number] {\n        return tileCoordToECEF(x, y, id, 1);\n    }\n\n    override upVectorScale(id: CanonicalTileID): ElevationScale {\n        return {metersToTile: globeMetersToEcef(globeECEFNormalizationScale(globeTileBounds(id)))};\n    }\n}\n","import Albers from './albers';\nimport EqualEarth from './equal_earth';\nimport Equirectangular from './equirectangular';\nimport LambertConformalConic from './lambert';\nimport Mercator from './mercator';\nimport NaturalEarth from './natural_earth';\nimport WinkelTripel from './winkel_tripel';\nimport CylindricalEqualArea from './cylindrical_equal_area';\nimport Globe from './globe';\n\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type Projection from './projection';\n\nexport function getProjection(config: ProjectionSpecification): Projection {\n\n    const parallels = config.parallels;\n    const isDegenerateConic = parallels ? Math.abs(parallels[0] + parallels[1]) < 0.01 : false;\n\n    switch (config.name) {\n    case 'mercator':\n        return new Mercator(config);\n    case 'equirectangular':\n        return new Equirectangular(config);\n    case 'naturalEarth':\n        return new NaturalEarth(config);\n    case 'equalEarth':\n        return new EqualEarth(config);\n    case 'winkelTripel':\n        return new WinkelTripel(config);\n    case 'albers':\n        return isDegenerateConic ? new CylindricalEqualArea(config) : new Albers(config);\n    case 'lambertConformalConic':\n        return isDegenerateConic ? new CylindricalEqualArea(config) : new LambertConformalConic(config);\n    case 'globe':\n        return new Globe(config);\n    }\n\n    throw new Error(`Invalid projection name: ${config.name}`);\n}\n","import Point from '@mapbox/point-geometry';\nimport EXTENT from '../../src/style-spec/data/extent';\nimport {triangleIntersectsTriangle, polygonContainsPoint} from '../../src/util/intersection_tests';\nimport deepEqual from '../../src/style-spec/util/deep_equal';\nimport {getOuterScopeFromFQID} from '../../src/util/fqid';\n\nimport type {UnwrappedTileID, CanonicalTileID} from '../../src/source/tile_id';\nimport type {Bucket} from '../../src/data/bucket';\nimport type {Footprint, TileFootprint} from '../util/conflation';\nimport type SourceCache from '../../src/source/source_cache';\n\nexport const ReplacementOrderLandmark = Number.MAX_SAFE_INTEGER;\nexport const ReplacementOrderBuilding = ReplacementOrderLandmark - 1;\n\n// Abstract interface that acts as a source for footprints used in the replacement process\ninterface FootprintSource {\n    getSourceId: () => string;\n    getFootprints: () => Array<TileFootprint>;\n    getOrder: () => number;\n    getClipMask: () => number;\n    getClipScope: () => Array<string>;\n}\n\ntype Region = {\n    min: Point // in tile;\n    max: Point;\n    sourceId: string;\n    footprint: Footprint;\n    footprintTileId: UnwrappedTileID;\n    order: number;\n    clipMask: number;\n    clipScope: Array<string>;\n};\n\ntype RegionData = {\n    min: Point // in mercator;\n    max: Point;\n    hiddenByOverlap: boolean;\n    priority: number;\n    tileId: UnwrappedTileID;\n    footprint: Footprint;\n    order: number;\n    clipMask: number;\n    clipScope: Array<string>;\n};\n\nfunction scopeSkipsClipping(scope: string, scopes: Array<string>): boolean {\n    if (scopes.length === 0) return false;\n    let current: string = scope;\n    while (current !== '') {\n        if (scopes.includes(current)) return false;\n        current = getOuterScopeFromFQID(current);\n    }\n    return true;\n}\n\nexport function skipClipping(region: Region, layerIndex: number, mask: number, scope: string): boolean {\n    return region.order < layerIndex || region.order === ReplacementOrderLandmark || !(region.clipMask & mask) || scopeSkipsClipping(scope, region.clipScope);\n}\n\nclass ReplacementSource {\n    _updateTime: number;\n    _sourceIds: Array<string>;\n    _activeRegions: Array<RegionData>;\n    _prevRegions: Array<RegionData>;\n    _globalClipBounds: {\n        min: Point;\n        max: Point;\n    };\n\n    constructor() {\n        this._updateTime = 0;\n        this._sourceIds = [];\n        this._activeRegions = [];\n        this._prevRegions = [];\n        this._globalClipBounds = {min: new Point(Infinity, Infinity), max: new Point(-Infinity, -Infinity)};\n    }\n\n    clear() {\n        if (this._activeRegions.length > 0) {\n            ++this._updateTime;\n        }\n\n        this._activeRegions = [];\n        this._prevRegions = [];\n    }\n\n    get updateTime(): number {\n        return this._updateTime;\n    }\n\n    getReplacementRegionsForTile(id: UnwrappedTileID, checkAgainstGlobalClipBounds: boolean = false): Array<Region> {\n        const tileBounds = transformAabbToMerc(new Point(0, 0), new Point(EXTENT, EXTENT), id);\n        const result: Array<Region> = [];\n\n        if (checkAgainstGlobalClipBounds) {\n            if (!regionsOverlap(tileBounds, this._globalClipBounds))\n                return result;\n        }\n\n        for (const region of this._activeRegions) {\n            if (region.hiddenByOverlap) {\n                continue;\n            }\n\n            if (!regionsOverlap(tileBounds, region)) {\n                continue;\n            }\n\n            const bounds = transformAabbToTile(region.min, region.max, id);\n            result.push({\n                min: bounds.min,\n                max: bounds.max,\n                sourceId: this._sourceIds[region.priority],\n                footprint: region.footprint,\n                footprintTileId: region.tileId,\n                order: region.order,\n                clipMask: region.clipMask,\n                clipScope: region.clipScope\n            });\n        }\n\n        return result;\n    }\n\n    setSources(sources: Array<{\n        layer: string;\n        cache: SourceCache;\n        order: number;\n        clipMask: number;\n        clipScope: Array<string>;\n    }>) {\n        this._setSources(sources.map(source => {\n            return {\n                getSourceId: () => {\n                    return source.cache.id;\n                },\n                getFootprints: () => {\n                    const footprints: Array<TileFootprint> = [];\n\n                    for (const id of source.cache.getVisibleCoordinates()) {\n                        const tile = source.cache.getTile(id);\n                        const bucket: Bucket | null | undefined = tile.buckets[source.layer];\n                        if (bucket) {\n                            bucket.updateFootprints(id.toUnwrapped(), footprints);\n                        }\n                    }\n\n                    return footprints;\n                },\n                getOrder: () => {\n                    return source.order;\n                },\n                getClipMask: () => {\n                    return source.clipMask;\n                },\n                getClipScope: () => {\n                    return source.clipScope;\n                }\n            };\n        }));\n    }\n\n    _addSource(source: FootprintSource) {\n        const footprints = source.getFootprints();\n\n        if (footprints.length === 0) {\n            return;\n        }\n        const order = source.getOrder();\n        const clipMask = source.getClipMask();\n        const clipScope = source.getClipScope();\n\n        for (const fp of footprints) {\n            if (!fp.footprint) {\n                continue;\n            }\n\n            const bounds = transformAabbToMerc(fp.footprint.min, fp.footprint.max, fp.id);\n\n            this._activeRegions.push({\n                min: bounds.min,\n                max: bounds.max,\n                hiddenByOverlap: false,\n                priority: this._sourceIds.length,\n                tileId: fp.id,\n                footprint: fp.footprint,\n                order,\n                clipMask,\n                clipScope\n            });\n        }\n\n        this._sourceIds.push(source.getSourceId());\n    }\n\n    _computeReplacement() {\n        this._activeRegions.sort((a, b) => {\n            return a.priority - b.priority || comparePoint(a.min, b.min) || comparePoint(a.max, b.max) || a.order - b.order || a.clipMask - b.clipMask || compareClipScopes(a.clipScope, b.clipScope);\n        });\n\n        // Check if active regions have changed since last update\n        let regionsChanged = this._activeRegions.length !== this._prevRegions.length;\n\n        if (!regionsChanged) {\n            let idx = 0;\n\n            while (!regionsChanged && idx !== this._activeRegions.length) {\n                const curr = this._activeRegions[idx];\n                const prev = this._prevRegions[idx];\n\n                regionsChanged = curr.priority !== prev.priority || !boundsEquals(curr, prev) || (curr.order !== prev.order) || (curr.clipMask !== prev.clipMask || !deepEqual(curr.clipScope, prev.clipScope));\n                this._activeRegions[idx].hiddenByOverlap = prev.hiddenByOverlap;\n                ++idx;\n            }\n        }\n\n        if (regionsChanged) {\n            ++this._updateTime;\n\n            for (const region of this._activeRegions) {\n                if (region.order !== ReplacementOrderLandmark) {\n                    this._globalClipBounds.min.x = Math.min(this._globalClipBounds.min.x, region.min.x);\n                    this._globalClipBounds.min.y = Math.min(this._globalClipBounds.min.y, region.min.y);\n                    this._globalClipBounds.max.x = Math.max(this._globalClipBounds.max.x, region.max.x);\n                    this._globalClipBounds.max.y = Math.max(this._globalClipBounds.max.y, region.max.y);\n                }\n            }\n\n            const firstRegionOfNextPriority = (idx: number) => {\n                const regs = this._activeRegions;\n\n                if (idx >= regs.length) {\n                    return idx;\n                }\n\n                const priority = regs[idx].priority;\n                while (idx < regs.length && regs[idx].priority === priority) {\n                    ++idx;\n                }\n\n                return idx;\n            };\n\n            if (this._sourceIds.length > 1) {\n                // More than one replacement source exists in the style.\n                // Hide any overlapping regions in subsequent sources.\n\n                // Travel through all regions and hide regions overlapping with\n                // ones with higher priority.\n                let rangeBegin = 0;\n                let rangeEnd = firstRegionOfNextPriority(rangeBegin);\n\n                while (rangeBegin !== rangeEnd) {\n                    let idx = rangeBegin;\n                    const prevRangeEnd = rangeBegin;\n\n                    while (idx !== rangeEnd) {\n                        const active = this._activeRegions[idx];\n\n                        // Go through each footprint in the current priority level\n                        // and check whether they've been occluded by any other regions\n                        // with higher priority\n                        active.hiddenByOverlap = false;\n\n                        for (let prevIdx = 0; prevIdx < prevRangeEnd; prevIdx++) {\n                            const prev = this._activeRegions[prevIdx];\n\n                            if (prev.hiddenByOverlap) {\n                                continue;\n                            }\n\n                            if (active.order !== ReplacementOrderLandmark) {\n                                continue;\n                            }\n\n                            if (regionsOverlap(active, prev)) {\n                                active.hiddenByOverlap = footprintsIntersect(active.footprint, active.tileId, prev.footprint, prev.tileId);\n                                if (active.hiddenByOverlap) {\n                                    break;\n                                }\n                            }\n                        }\n\n                        ++idx;\n                    }\n\n                    rangeBegin = rangeEnd;\n                    rangeEnd = firstRegionOfNextPriority(rangeBegin);\n                }\n            }\n        }\n    }\n\n    _setSources(sources: Array<FootprintSource>) {\n        [this._prevRegions, this._activeRegions] = [this._activeRegions, []];\n        this._sourceIds = [];\n\n        for (let i = sources.length - 1; i >= 0; i--) {\n            this._addSource(sources[i]);\n        }\n\n        this._computeReplacement();\n    }\n}\n\nfunction comparePoint(a: Point, b: Point): number {\n    return a.x - b.x || a.y - b.y;\n}\n\nfunction compareClipScopes(a: string[], b: string[]) {\n    const concat = (t: string, n: string) => { return t + n; };\n    return a.length - b.length || a.reduce(concat, '').localeCompare(b.reduce(concat, ''));\n}\n\nfunction boundsEquals(\n    a: {\n        min: Point;\n        max: Point;\n    },\n    b: {\n        min: Point;\n        max: Point;\n    },\n): boolean {\n    return comparePoint(a.min, b.min) === 0 && comparePoint(a.max, b.max) === 0;\n}\n\nfunction regionsOverlap(\n    a: {\n        min: Point;\n        max: Point;\n    },\n    b: {\n        min: Point;\n        max: Point;\n    },\n): boolean {\n    if (a.min.x > b.max.x || a.max.x < b.min.x)\n        return false;\n    else if (a.min.y > b.max.y || a.max.y < b.min.y)\n        return false;\n    return true;\n}\n\nfunction regionsEquals(a: Array<Region>, b: Array<Region>): boolean {\n    if (a.length !== b.length) {\n        return false;\n    }\n\n    for (let i = 0; i < a.length; i++) {\n        if (a[i].sourceId !== b[i].sourceId || !boundsEquals(a[i], b[i]) || a[i].order !== b[i].order || a[i].clipMask !== b[i].clipMask || !deepEqual(a[i].clipScope, b[i].clipScope)) {\n            return false;\n        }\n    }\n\n    return true;\n}\n\nfunction transformAabbToMerc(min: Point, max: Point, id: UnwrappedTileID): {\n    min: Point;\n    max: Point;\n} {\n    const invExtent = 1.0 / EXTENT;\n    const invTiles = 1.0 / (1 << id.canonical.z);\n\n    const minx = (min.x * invExtent + id.canonical.x) * invTiles + id.wrap;\n    const maxx = (max.x * invExtent + id.canonical.x) * invTiles + id.wrap;\n    const miny = (min.y * invExtent + id.canonical.y) * invTiles;\n    const maxy = (max.y * invExtent + id.canonical.y) * invTiles;\n\n    return {\n        min: new Point(minx, miny),\n        max: new Point(maxx, maxy)\n    };\n}\n\nfunction transformAabbToTile(min: Point, max: Point, id: UnwrappedTileID): {\n    min: Point;\n    max: Point;\n} {\n    const tiles = 1 << id.canonical.z;\n\n    const minx = ((min.x - id.wrap) * tiles - id.canonical.x) * EXTENT;\n    const maxx = ((max.x - id.wrap) * tiles - id.canonical.x) * EXTENT;\n    const miny = (min.y * tiles - id.canonical.y) * EXTENT;\n    const maxy = (max.y * tiles - id.canonical.y) * EXTENT;\n\n    return {\n        min: new Point(minx, miny),\n        max: new Point(maxx, maxy)\n    };\n}\n\nfunction footprintTrianglesIntersect(\n    footprint: Footprint,\n    vertices: Array<Point>,\n    indices: Array<number> | Uint16Array | Uint32Array,\n    indexOffset: number,\n    indexCount: number,\n    baseVertex: number,\n    padding: number,\n): boolean {\n    const fpIndices = footprint.indices;\n    const fpVertices = footprint.vertices;\n    const candidateTriangles = [];\n\n    for (let i = indexOffset; i < indexOffset + indexCount; i += 3) {\n        const a = vertices[indices[i + 0] + baseVertex];\n        const b = vertices[indices[i + 1] + baseVertex];\n        const c = vertices[indices[i + 2] + baseVertex];\n\n        const mnx = Math.min(a.x, b.x, c.x);\n        const mxx = Math.max(a.x, b.x, c.x);\n        const mny = Math.min(a.y, b.y, c.y);\n        const mxy = Math.max(a.y, b.y, c.y);\n\n        candidateTriangles.length = 0;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        footprint.grid.query(new Point(mnx, mny), new Point(mxx, mxy), candidateTriangles);\n\n        for (let j = 0; j < candidateTriangles.length; j++) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const triIdx = candidateTriangles[j];\n            const v0 = fpVertices[fpIndices[triIdx * 3 + 0]];\n            const v1 = fpVertices[fpIndices[triIdx * 3 + 1]];\n            const v2 = fpVertices[fpIndices[triIdx * 3 + 2]];\n\n            if (triangleIntersectsTriangle(v0, v1, v2, a, b, c, padding)) {\n                return true;\n            }\n        }\n    }\n\n    return false;\n}\n\nfunction footprintsIntersect(a: Footprint, aTile: UnwrappedTileID, b: Footprint, bTile: UnwrappedTileID): boolean {\n    if (!a || !b) {\n        return false;\n    }\n\n    let queryVertices = a.vertices;\n\n    // Convert vertices of the smaller footprint to the coordinate space of the larger one\n    if (!aTile.canonical.equals(bTile.canonical) || aTile.wrap !== bTile.wrap) {\n        if (b.vertices.length < a.vertices.length) {\n            return footprintsIntersect(b, bTile, a, aTile);\n        }\n\n        const srcId = aTile.canonical;\n        const dstId = bTile.canonical;\n        const zDiff = Math.pow(2.0, dstId.z - srcId.z);\n\n        queryVertices = a.vertices.map(v => {\n            const x = (v.x + srcId.x * EXTENT) * zDiff - dstId.x * EXTENT;\n            const y = (v.y + srcId.y * EXTENT) * zDiff - dstId.y * EXTENT;\n            return new Point(x, y);\n        });\n    }\n\n    return footprintTrianglesIntersect(b, queryVertices, a.indices, 0, a.indices.length, 0, 0);\n}\n\nfunction transformPointToTile(x: number, y: number, src: CanonicalTileID, dst: CanonicalTileID): Point {\n    // convert a point in src tile coordinates to dst tile coordinates.\n    const zDiff = Math.pow(2.0, dst.z - src.z);\n    const xf = (x + src.x * EXTENT) * zDiff - dst.x * EXTENT;\n    const yf = (y + src.y * EXTENT) * zDiff - dst.y * EXTENT;\n    return new Point(xf, yf);\n}\n\nfunction pointInFootprint(p: Point, footprint: Footprint): boolean {\n    // get a list of all triangles that potentially cover this point.\n    const candidateTriangles = [];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    footprint.grid.queryPoint(p, candidateTriangles);\n\n    // finally check if the point is in any of the triangles.\n    const fpIndices = footprint.indices;\n    const fpVertices: Array<Point> = footprint.vertices;\n    for (let j = 0; j < candidateTriangles.length; j++) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const triIdx = candidateTriangles[j];\n        const triangle = [\n            fpVertices[fpIndices[triIdx * 3 + 0]],\n            fpVertices[fpIndices[triIdx * 3 + 1]],\n            fpVertices[fpIndices[triIdx * 3 + 2]]\n        ];\n\n        if (polygonContainsPoint(triangle, p)) {\n            return true;\n        }\n    }\n\n    return false;\n}\n\nexport type {TileFootprint, FootprintSource, Region};\nexport {ReplacementSource, regionsEquals, footprintTrianglesIntersect, transformPointToTile, pointInFootprint};\n","import type Point from '@mapbox/point-geometry';\nimport type TriangleGridIndex from '../../src/util/triangle_grid_index';\nimport type {UnwrappedTileID} from '../../src/source/tile_id';\n\nexport type Footprint = {\n    vertices: Array<Point>;\n    indices: Uint32Array | Array<number>;\n    grid: TriangleGridIndex;\n    min: Point;\n    max: Point;\n    buildingIds?: Set<number>;\n};\n\nexport type TileFootprint = {\n    footprint: Footprint;\n    id: UnwrappedTileID;\n};\n\nexport const LayerTypeMask = {\n    None: 0,\n    Model: 1,\n    Symbol: 2,\n    FillExtrusion: 4,\n    All: 7\n} as const;\n","import type {mat4, vec4} from 'gl-matrix';\n\n// For line label layout, we're not using z output and our w input is always 1\n// This custom matrix transformation ignores those components to make projection faster\nexport function xyTransformMat4(out: vec4, a: vec4, m: mat4): vec4 {\n    const x = a[0], y = a[1];\n    out[0] = m[0] * x + m[4] * y + m[12];\n    out[1] = m[1] * x + m[5] * y + m[13];\n    out[3] = m[3] * x + m[7] * y + m[15];\n    return out;\n}\n","import MercatorCoordinate, {mercatorZfromAltitude} from '../geo/mercator_coordinate';\nimport {number as interpolate} from '../style-spec/util/interpolate';\nimport EXTENT from '../style-spec/data/extent';\nimport {vec3} from 'gl-matrix';\nimport Point from '@mapbox/point-geometry';\nimport {OverscaledTileID} from '../source/tile_id';\nimport assert from '../style-spec/util/assert';\n\nimport type DEMData from '../data/dem_data';\nimport type {vec4} from 'gl-matrix';\nimport type SourceCache from '../source/source_cache';\nimport type Projection from '../geo/projection/projection';\nimport type Tile from '../source/tile';\nimport type {ElevationFeature} from '../../3d-style/elevation/elevation_feature';\n/**\n * Options common to {@link Map#queryTerrainElevation} and {@link Map#unproject3d}, used to control how elevation\n * data is returned.\n *\n * @typedef {Object} ElevationQueryOptions\n * @property {boolean} exaggerated When set to `true` returns the value of the elevation with the terrains `exaggeration` on the style already applied,\n * when`false` it returns the raw value of the underlying data without styling applied.\n */\nexport type ElevationQueryOptions = {\n    exaggerated: boolean;\n};\n\n/**\n * Provides access to elevation data from raster-dem source cache.\n */\nexport class Elevation {\n\n    /**\n     * Helper that checks whether DEM data is available at a given mercator coordinate.\n     * @param {MercatorCoordinate} point Mercator coordinate of the point to check against.\n     * @returns {boolean} `true` indicating whether the data is available at `point`, and `false` otherwise.\n     */\n    isDataAvailableAtPoint(point: MercatorCoordinate): boolean {\n        const sourceCache = this._source();\n        if (this.isUsingMockSource() || !sourceCache || point.y < 0.0 || point.y > 1.0) {\n            return false;\n        }\n\n        const cache: SourceCache = sourceCache;\n        const z = cache.getSource().maxzoom;\n        const tiles = 1 << z;\n        const wrap = Math.floor(point.x);\n        const px = point.x - wrap;\n        const x = Math.floor(px * tiles);\n        const y = Math.floor(point.y * tiles);\n        const demTile = this.findDEMTileFor(new OverscaledTileID(z, wrap, z, x, y));\n\n        return !!(demTile && demTile.dem);\n    }\n\n    /**\n     * Helper around `getAtPoint` that guarantees that a numeric value is returned.\n     * @param {MercatorCoordinate} point Mercator coordinate of the point.\n     * @param {number} defaultIfNotLoaded Value that is returned if the dem tile of the provided point is not loaded.\n     * @returns {number} Altitude in meters.\n     */\n    getAtPointOrZero(point: MercatorCoordinate, defaultIfNotLoaded: number = 0): number {\n        return this.getAtPoint(point, defaultIfNotLoaded) || 0;\n    }\n\n    /**\n     * Altitude above sea level in meters at specified point.\n     * @param {MercatorCoordinate} point Mercator coordinate of the point.\n     * @param {number} defaultIfNotLoaded Value that is returned if the DEM tile of the provided point is not loaded.\n     * @param {boolean} exaggerated `true` if styling exaggeration should be applied to the resulting elevation.\n     * @returns {number} Altitude in meters.\n     * If there is no loaded tile that carries information for the requested\n     * point elevation, returns `defaultIfNotLoaded`.\n     * Doesn't invoke network request to fetch the data.\n     */\n    getAtPoint(\n        point: MercatorCoordinate,\n        defaultIfNotLoaded?: number | null,\n        exaggerated: boolean = true,\n    ): number | null | undefined {\n        if (this.isUsingMockSource()) {\n            return null;\n        }\n\n        // Force a cast to null for both null and undefined\n        defaultIfNotLoaded ??= null;\n\n        const src = this._source();\n        if (!src) return defaultIfNotLoaded;\n        if (point.y < 0.0 || point.y > 1.0) {\n            return defaultIfNotLoaded;\n        }\n        const cache: SourceCache = src;\n        const z = cache.getSource().maxzoom;\n        const tiles = 1 << z;\n        const wrap = Math.floor(point.x);\n        const px = point.x - wrap;\n        const tileID = new OverscaledTileID(z, wrap, z, Math.floor(px * tiles), Math.floor(point.y * tiles));\n        const demTile = this.findDEMTileFor(tileID);\n        if (!(demTile && demTile.dem)) { return defaultIfNotLoaded; }\n        const dem: DEMData = demTile.dem;\n        const tilesAtTileZoom = 1 << demTile.tileID.canonical.z;\n        const x = (px * tilesAtTileZoom - demTile.tileID.canonical.x) * dem.dim;\n        const y = (point.y * tilesAtTileZoom - demTile.tileID.canonical.y) * dem.dim;\n        const i = Math.floor(x);\n        const j = Math.floor(y);\n        const exaggeration = exaggerated ? this.exaggeration() : 1;\n\n        return exaggeration * interpolate(\n            interpolate(dem.get(i, j), dem.get(i, j + 1), y - j),\n            interpolate(dem.get(i + 1, j), dem.get(i + 1, j + 1), y - j),\n            x - i);\n    }\n\n    /*\n     * point.x and point.y are offset within tile, in 0 .. EXTENT coordinate space.\n     */\n    static getAtTileOffset(tileID: OverscaledTileID, point: Point, elevation: Elevation | null, elevationFeature: ElevationFeature | null): number {\n        const tilesAtTileZoom = 1 << tileID.canonical.z;\n        if (elevationFeature) {\n            return elevationFeature.pointElevation(point);\n        } else if (elevation) {\n            return elevation.getAtPointOrZero(new MercatorCoordinate(\n                tileID.wrap + (tileID.canonical.x + point.x / EXTENT) / tilesAtTileZoom,\n                (tileID.canonical.y + point.y / EXTENT) / tilesAtTileZoom));\n        } else {\n            return 0.0;\n        }\n    }\n\n    static getAtTileOffsetFunc(\n        tileID: OverscaledTileID,\n        lat: number,\n        worldSize: number,\n        projection: Projection,\n    ): (arg1: Point, arg2: Elevation, arg3?: ElevationFeature) => [number, number, number] {\n        return ((p: Point, elevation: Elevation, elevationFeature?: ElevationFeature) => {\n            assert(p);\n            const z = this.getAtTileOffset(tileID, p, elevation, elevationFeature);\n            const upVector = projection.upVector(tileID.canonical, p.x, p.y);\n            const upVectorScale = projection.upVectorScale(tileID.canonical, lat, worldSize).metersToTile;\n            vec3.scale(upVector, upVector, z * upVectorScale);\n            return upVector;\n        });\n    }\n\n    /*\n     * Batch fetch for multiple tile points: points holds input and return value:\n     * vec3's items on index 0 and 1 define x and y offset within tile, in [0 .. EXTENT]\n     * range, respectively. vec3 item at index 2 is output value, in meters.\n     * If a DEM tile that covers tileID is loaded, true is returned, otherwise false.\n     * Nearest filter sampling on dem data is done (no interpolation).\n     */\n    getForTilePoints(\n        tileID: OverscaledTileID,\n        points: Array<vec3>,\n        interpolated?: boolean | null,\n        useDemTile?: Tile | null,\n    ): boolean {\n        if (this.isUsingMockSource()) {\n            return false;\n        }\n\n        const helper = DEMSampler.create(this, tileID, useDemTile);\n        if (!helper) { return false; }\n\n        points.forEach(p => {\n            p[2] = this.exaggeration() * helper.getElevationAt(p[0], p[1], interpolated, true);\n        });\n        return true;\n    }\n\n    /**\n     * Get elevation minimum and maximum for tile identified by `tileID`.\n     * @param {OverscaledTileID} tileID The `tileId` is a sub tile (or covers the same space) of the DEM tile we read the information from.\n     * @returns {?{min: number, max: number}} The min and max elevation.\n     */\n    getMinMaxForTile(tileID: OverscaledTileID): {\n        min: number;\n        max: number;\n    } | null | undefined {\n        if (this.isUsingMockSource()) {\n            return null;\n        }\n\n        const demTile = this.findDEMTileFor(tileID);\n\n        if (!(demTile && demTile.dem)) {\n            return null;\n        }\n\n        const dem: DEMData = demTile.dem;\n        const tree = dem.tree;\n        const demTileID = demTile.tileID;\n        const scale = 1 << tileID.canonical.z - demTileID.canonical.z;\n        let xOffset = tileID.canonical.x / scale - demTileID.canonical.x;\n        let yOffset = tileID.canonical.y / scale - demTileID.canonical.y;\n        let index = 0; // Start from DEM tree root.\n        for (let i = 0; i < tileID.canonical.z - demTileID.canonical.z; i++) {\n            if (tree.leaves[index]) break;\n            xOffset *= 2;\n            yOffset *= 2;\n            const childOffset = 2 * Math.floor(yOffset) + Math.floor(xOffset);\n            index = tree.childOffsets[index] + childOffset;\n            xOffset = xOffset % 1;\n            yOffset = yOffset % 1;\n        }\n        return {min: this.exaggeration() * tree.minimums[index], max: this.exaggeration() * tree.maximums[index]};\n    }\n\n    /**\n     * Get elevation minimum below MSL for the visible tiles. This function accounts\n     * for terrain exaggeration and is conservative based on the maximum DEM error,\n     * do not expect accurate values from this function.\n     * If no negative elevation is visible, this function returns 0.\n     * @returns {number} The min elevation below sea level of all visible tiles.\n     */\n    getMinElevationBelowMSL(): number {\n        throw new Error('Pure virtual method called.');\n    }\n\n    /**\n     * Performs raycast against visible DEM tiles on the screen and returns the distance travelled along the ray.\n     * `x` & `y` components of the position are expected to be in normalized mercator coordinates [0, 1] and z in meters.\n     * @param {vec3} position The ray origin.\n     * @param {vec3} dir The ray direction.\n     * @param {number} exaggeration The terrain exaggeration.\n    */\n    raycast(position: vec3, dir: vec3, exaggeration: number): number | null | undefined {\n        throw new Error('Pure virtual method called.');\n    }\n\n    /**\n     * Given a point on screen, returns 3D MercatorCoordinate on terrain.\n     * Helper function that wraps `raycast`.\n     *\n     * @param {Point} screenPoint Screen point in pixels in top-left origin coordinate system.\n     * @returns {vec4} If there is intersection with terrain, returns vec4(x, y, z, e), a\n     * 3D MercatorCoordinate's of intersection in its first 3 components, and elevation in meter in its 4th coordinate.\n     * Otherwise returns null.\n     */\n    pointCoordinate(screenPoint: Point): vec4 | null | undefined {\n        throw new Error('Pure virtual method called.');\n    }\n\n    /*\n     * Implementation provides SourceCache of raster-dem source type cache, in\n     * order to access already loaded cached tiles.\n     */\n    _source(): SourceCache | null | undefined {\n        throw new Error('Pure virtual method called.');\n    }\n\n    /*\n     * Whether the SourceCache instance is a mock source cache.\n     * This mock source cache is used solely for the Globe projection and with terrain disabled,\n     * where we only want to leverage the draping rendering pipeline without incurring DEM-tile\n     * download overhead. This function is useful to skip DEM processing as the mock data source\n     * placeholder contains only 0 height.\n     */\n    isUsingMockSource(): boolean {\n        throw new Error('Pure virtual method called.');\n    }\n\n    /*\n     * A multiplier defined by style as terrain exaggeration. Elevation provided\n     * by getXXXX methods is multiplied by this.\n     */\n    exaggeration(): number {\n        throw new Error('Pure virtual method called.');\n    }\n\n    /**\n     * Lookup DEM tile that corresponds to (covers) tileID.\n     * @private\n     */\n    findDEMTileFor(_: OverscaledTileID): Tile | null | undefined {\n        throw new Error('Pure virtual method called.');\n    }\n\n    /**\n     * Get list of DEM tiles used to render current frame.\n     * @private\n     */\n    get visibleDemTiles(): Array<Tile> {\n        throw new Error('Getter must be implemented in subclass.');\n    }\n\n    /**\n     * Get elevation minimum and maximum for tiles which are visible on the current frame.\n     */\n    getMinMaxForVisibleTiles(): {\n        min: number;\n        max: number;\n    } | null | undefined {\n        const visibleTiles = this.visibleDemTiles;\n        if (visibleTiles.length === 0) {\n            return null;\n        }\n\n        let found = false;\n        let min = Number.MAX_VALUE;\n        let max = Number.MIN_VALUE;\n        for (const tile of visibleTiles) {\n            const minmax = this.getMinMaxForTile(tile.tileID);\n            if (!minmax) {\n                continue;\n            }\n            min = Math.min(min, minmax.min);\n            max = Math.max(max, minmax.max);\n            found = true;\n        }\n\n        if (!found) {\n            return null;\n        }\n\n        return {min, max};\n    }\n}\n\n/**\n * Helper class computes and caches data required to lookup elevation offsets at the tile level.\n */\nexport class DEMSampler {\n    _demTile: Tile;\n    _dem: DEMData;\n    _scale: number;\n    _offset: [number, number];\n\n    constructor(demTile: Tile, scale: number, offset: [number, number]) {\n        this._demTile = demTile;\n        // demTile.dem will always exist because the factory method `create` does the check\n        this._dem = this._demTile.dem;\n        this._scale = scale;\n        this._offset = offset;\n    }\n\n    static create(elevation: Elevation, tileID: OverscaledTileID, useDemTile?: Tile | null): DEMSampler | null | undefined {\n        const demTile = useDemTile || elevation.findDEMTileFor(tileID);\n        if (!(demTile && demTile.dem)) { return; }\n        const dem: DEMData = demTile.dem;\n        const demTileID = demTile.tileID;\n        const scale = 1 << tileID.canonical.z - demTileID.canonical.z;\n        const xOffset = (tileID.canonical.x / scale - demTileID.canonical.x) * dem.dim;\n        const yOffset = (tileID.canonical.y / scale - demTileID.canonical.y) * dem.dim;\n        const k = dem.dim / EXTENT / scale;\n\n        return new DEMSampler(demTile, k, [xOffset, yOffset]);\n    }\n\n    tileCoordToPixel(x: number, y: number): Point {\n        const px = x * this._scale + this._offset[0];\n        const py = y * this._scale + this._offset[1];\n        const i = Math.floor(px);\n        const j = Math.floor(py);\n        return new Point(i, j);\n    }\n\n    getElevationAt(\n        x: number,\n        y: number,\n        interpolated?: boolean | null,\n        clampToEdge?: boolean | null,\n    ): number {\n        const px = x * this._scale + this._offset[0];\n        const py = y * this._scale + this._offset[1];\n        const i = Math.floor(px);\n        const j = Math.floor(py);\n        const dem = this._dem;\n\n        clampToEdge = !!clampToEdge;\n\n        return interpolated ? interpolate(\n            interpolate(dem.get(i, j, clampToEdge), dem.get(i, j + 1, clampToEdge), py - j),\n            interpolate(dem.get(i + 1, j, clampToEdge), dem.get(i + 1, j + 1, clampToEdge), py - j),\n            px - i) :\n            dem.get(i, j, clampToEdge);\n    }\n\n    getElevationAtPixel(x: number, y: number, clampToEdge?: boolean | null): number {\n        return this._dem.get(x, y, !!clampToEdge);\n    }\n\n    getMeterToDEM(lat: number): number {\n        return (1 << this._demTile.tileID.canonical.z) * mercatorZfromAltitude(1, lat) * this._dem.stride;\n    }\n}\n","import {vec3} from 'gl-matrix';\nimport MercatorCoordinate from '../geo/mercator_coordinate';\nimport {smoothstep} from '../util/util';\n\nimport type LngLat from '../geo/lng_lat';\nimport type {UnwrappedTileID} from '../source/tile_id';\nimport type Transform from '../geo/transform';\nimport type {mat4} from 'gl-matrix';\n\nexport const FOG_PITCH_START = 45;\nexport const FOG_PITCH_END = 65;\nexport const FOG_SYMBOL_CLIPPING_THRESHOLD = 0.9;\nexport const FOG_OPACITY_THRESHOLD = 0.05;  // Minimum opacity for the fog to be enabled for a tile\n\nexport type FogState = {\n    range: [number, number];\n    horizonBlend: number;\n    alpha: number;\n};\n\n// As defined in _prelude_fog.fragment.glsl#fog_opacity\nexport function getFogOpacity(state: FogState, depth: number, pitch: number): number {\n    const fogPitchOpacity = smoothstep(FOG_PITCH_START, FOG_PITCH_END, pitch);\n    const [start, end] = state.range;\n\n    // The output of this function must match _prelude_fog.fragment.glsl\n    // For further details, refer to the implementation in the shader code\n    const decay = 6;\n    const fogRange = (depth - start) / (end - start);\n    let falloff = 1.0 - Math.min(1, Math.exp(-decay * fogRange));\n\n    falloff *= falloff * falloff;\n    falloff = Math.min(1.0, 1.00747 * falloff);\n\n    return falloff * fogPitchOpacity * state.alpha;\n}\n\nexport function getFogOpacityAtTileCoord(\n    state: FogState,\n    x: number,\n    y: number,\n    z: number,\n    tileId: UnwrappedTileID,\n    transform: Transform,\n): number {\n    const mat = transform.calculateFogTileMatrix(tileId);\n    const pos = [x, y, z];\n    vec3.transformMat4(pos, pos, mat);\n\n    return getFogOpacity(state, vec3.length(pos), transform.pitch);\n}\n\nexport function getFogOpacityAtLngLat(state: FogState, lngLat: LngLat, transform: Transform): number {\n    const meters = MercatorCoordinate.fromLngLat(lngLat);\n    const elevation = transform.elevation ? transform.elevation.getAtPointOrZero(meters) : 0;\n    return getFogOpacityAtMercCoord(state, meters.x, meters.y, elevation, transform);\n}\n\nexport function getFogOpacityAtMercCoord(\n    state: FogState,\n    x: number,\n    y: number,\n    elevation: number,\n    transform: Transform,\n): number {\n    const pos = vec3.transformMat4([], [x, y, elevation], transform.mercatorFogMatrix);\n    return getFogOpacity(state, vec3.length(pos), transform.pitch);\n}\n\nexport function getFogOpacityForBounds(\n    state: FogState,\n    matrix: mat4,\n    x0: number,\n    y0: number,\n    x1: number,\n    y1: number,\n    transform: Transform,\n): [number, number] {\n    const points: vec3[] = [\n        [x0, y0, 0],\n        [x1, y0, 0],\n        [x1, y1, 0],\n        [x0, y1, 0]\n    ];\n\n    let min = Number.MAX_VALUE;\n    let max = -Number.MAX_VALUE;\n\n    for (const point of points) {\n        const transformedPoint = vec3.transformMat4([], point, matrix);\n        const distance = vec3.length(transformedPoint);\n\n        min = Math.min(min, distance);\n        max = Math.max(max, distance);\n    }\n\n    return [getFogOpacity(state, min, transform.pitch), getFogOpacity(state, max, transform.pitch)];\n}\n","import {mat4} from 'gl-matrix';\nimport assert from '../../style-spec/util/assert';\n\nimport type {OverscaledTileID} from '../../source/tile_id';\nimport type SymbolBucket from '../../data/bucket/symbol_bucket';\nimport type Transform from '../../geo/transform';\nimport type Projection from './projection';\n\n// Lower bound on the perspective ratio of a symbol still worth placing: clips at 10 times the\n// distance of the map center, where the label would draw at 10% the size of the features around\n// it. 0.55 === getPerspectiveRatio(cameraToCenter, cameraToCenter * 10). Refer:\n// https://github.com/mapbox/mapbox-gl-native/wiki/Text-Rendering#perspective-scaling\n// A point behind the camera also lands below it, so the same test rejects those.\nexport const MIN_COLLISION_PERSPECTIVE_RATIO = 0.55;\n\nfunction reconstructTileMatrix(transform: Transform, projection: Projection, coord: OverscaledTileID): mat4 {\n    // Bucket being rendered is built for different map projection\n    // than is currently being used. Reconstruct correct matrices.\n    // This code path may happen during a Globe - Mercator transition\n    const tileMatrix = projection.createTileMatrix(transform, transform.worldSize, coord.toUnwrapped());\n    return mat4.multiply(new Float32Array(16), transform.projMatrix, tileMatrix);\n}\n\nexport function getCollisionDebugTileProjectionMatrix(coord: OverscaledTileID, bucket: SymbolBucket, transform: Transform): mat4 {\n    if (bucket.projection.name === transform.projection.name) {\n        assert(coord.projMatrix);\n        return coord.projMatrix;\n    }\n    const tr = transform.clone();\n    tr.setProjection(bucket.projection);\n    return reconstructTileMatrix(tr, bucket.getProjection(), coord);\n}\n\nexport function getSymbolTileProjectionMatrix(\n    coord: OverscaledTileID,\n    bucketProjection: Projection,\n    transform: Transform,\n): mat4 {\n    if (bucketProjection.name === transform.projection.name) {\n        assert(coord.projMatrix);\n        return coord.projMatrix;\n    }\n    return reconstructTileMatrix(transform, bucketProjection, coord);\n}\n\nexport function getSymbolPlacementTileProjectionMatrix(\n    coord: OverscaledTileID,\n    bucketProjection: Projection,\n    transform: Transform,\n    runtimeProjection: string,\n): mat4 {\n    if (bucketProjection.name === runtimeProjection) {\n        return transform.calculateProjMatrix(coord.toUnwrapped());\n    }\n    assert(transform.projection.name === bucketProjection.name);\n    return reconstructTileMatrix(transform, bucketProjection, coord);\n}\n","// Origin of a symbol's identity: whether it was reused from a source feature ID or\n// generated because the feature had no stable ID of its own.\nexport const SymbolIdOrigin = {\n    REUSED_FROM_SOURCE_FEATURE: 0,\n    GENERATED: 1,\n} as const;\n\nexport type SymbolIdOriginValue = typeof SymbolIdOrigin[keyof typeof SymbolIdOrigin];\n\n/**\n * Unique ID of a symbol within an origin (see SymbolIdOrigin).\n *\n * Used to determine if a different variant of a symbol or the same symbol from a different\n * tile (including tiles from different zoom levels) was placed.\n *\n * Generated as follows:\n * - Feature has an ID and a source layer doesn't have repeated IDs for different features\n *   - Feature has a multipoint geometry\n *       We generate a unique ID for each point.\n *   - Symbols are repeated along/within a feature geometry\n *     - Features have additional metrics\n *         We generate a unique ID for each repetition.\n *     - Otherwise\n *         IDs are generated only if symbols have alternatives, as such symbols are never placed\n *         behind tile borders. Symbols are not stable across zoom levels.\n *   - Feature ID is a number\n *       We use it directly.\n *   - Otherwise\n *       We generate a unique ID.\n * - Otherwise\n *   - Symbol positions are fixed, i.e. a feature has a point or multipoint geometry,\n *     or anchor position is calculated stably from a feature geometry, like for symbols\n *     placed at line middle points\n *       We generate a unique ID.\n *       We will try to find matching features in parent/child tiles based on geometry and other\n *       parameters, but we can't guarantee the result. If we fail, symbols will not preserve visibility\n *       when switching between tiles from different zoom levels, and they may be displayed twice\n *       if both parent and child tiles are displayed at the same time.\n *   - Otherwise\n *       IDs are generated only if symbols have alternatives, as such symbols are never placed\n *       behind tile borders.\n *       Symbols do not preserve visibility when switching between tiles from different zoom levels,\n *       and they may be displayed twice if both parent and child tiles are displayed at the same time.\n */\nexport type SymbolId = {\n    styleLayerId: number;\n    symbolIdOrigin: SymbolIdOriginValue;\n    symbolId: number;\n};\n\n/**\n * Identity of a specific variant (alternative, or optional icon/text part) of a symbol.\n */\nexport type SymbolVariantId = {\n    symbolId: SymbolId;\n    variantIdx: number;\n};\n\n/**\n * Symbols repeated along line/polygon geometry are placed after symbols with a fixed\n * position that share the same priority and prior visibility\n */\nexport const SymbolPlacementType = {\n    REPEATED: 0,\n    FIXED: 1,\n} as const;\n\nexport type SymbolPlacementTypeValue = typeof SymbolPlacementType[keyof typeof SymbolPlacementType];\n\n// Ordered low-to-high: a variant that was already fully visible outranks one whose\n// symbol was visible but this variant wasn't, which outranks one that wasn't visible\n// at all. See `comparePriority` in global_placement_priority.ts.\nexport const SymbolVariantVisibility = {\n    SYMBOL_INVISIBLE: 0,\n    SYMBOL_VISIBLE_VARIANT_INVISIBLE: 1,\n    VARIANT_VISIBLE: 2,\n} as const;\n\nexport type SymbolVariantVisibilityValue = typeof SymbolVariantVisibility[keyof typeof SymbolVariantVisibility];\n","import type Transform from '../geo/transform';\nimport type BuildingIndex from '../source/building_index';\nimport type {FogState} from '../style/fog_helpers';\nimport type {GlobalPlacement} from './global_placement';\nimport type {SymbolIdRangeAllocator} from './symbol_id_range_allocator';\nimport type {ReplacementSource} from '../../3d-style/source/replacement_source';\n\n/**\n * Orders of the explicit placement groups, keyed by the `placement-group` layer's fqid\n */\nexport type PlacementGroupOrders = Map<string, number>;\n\n// Number of placement-subgroups reserved per placement group: one each for optional icons,\n// optional texts, and mandatory parts\nconst SUBGROUPS_PER_PLACEMENT_GROUP = 3;\n\nexport function subgroupOrderForLayerPosition(layerPosition: number): number {\n    return layerPosition * SUBGROUPS_PER_PLACEMENT_GROUP;\n}\n\n// Renderer-side state shared by every layer within one placement run\nexport type SymbolPlacementParameters = {\n    globalPlacement: GlobalPlacement;\n    idRangeAllocator: SymbolIdRangeAllocator;\n    transform: Transform;\n    buildingIndex: BuildingIndex;\n    fogState: FogState | null;\n    groupOrders: PlacementGroupOrders;\n    replacementSource: ReplacementSource;\n};\n","\nconst SHIFT_LEFT_32 = (1 << 16) * (1 << 16);\nconst SHIFT_RIGHT_32 = 1 / SHIFT_LEFT_32;\n\n// Threshold chosen based on both benchmarking and knowledge about browser string\n// data structures (which currently switch structure types at 12 bytes or more)\nconst TEXT_DECODER_MIN_LENGTH = 12;\nconst utf8TextDecoder = typeof TextDecoder === 'undefined' ? null : new TextDecoder('utf-8');\n\nconst PBF_VARINT  = 0; // varint: int32, int64, uint32, uint64, sint32, sint64, bool, enum\nconst PBF_FIXED64 = 1; // 64-bit: double, fixed64, sfixed64\nconst PBF_BYTES   = 2; // length-delimited: string, bytes, embedded messages, packed repeated fields\nconst PBF_FIXED32 = 5; // 32-bit: float, fixed32, sfixed32\n\nexport class PbfReader {\n    /**\n     * @param {Uint8Array | ArrayBuffer} buf\n     */\n    constructor(buf) {\n        this.buf = ArrayBuffer.isView(buf) ? buf : new Uint8Array(buf);\n        this.dataView = new DataView(this.buf.buffer, this.buf.byteOffset, this.buf.byteLength);\n        this.pos = 0;\n        this.type = 0;\n        this._valueStart = -1;\n        this.length = this.buf.length;\n    }\n\n    /**\n     * @template T\n     * @param {(tag: number, result: T, pbf: PbfReader) => void} readField\n     * @param {T} result\n     * @param {number} [end]\n     */\n    readFields(readField, result, end = this.length) {\n        let field;\n        while ((field = this.nextField(end))) {\n            readField(field, result, this);\n        }\n        return result;\n    }\n\n    /**\n     * @template T\n     * @param {(tag: number, result: T, pbf: PbfReader) => void} readField\n     * @param {T} result\n     */\n    readMessage(readField, result) {\n        return this.readFields(readField, result, this.readVarint() + this.pos);\n    }\n\n    readFixed32() {\n        const val = this.dataView.getUint32(this.pos, true);\n        this.pos += 4;\n        return val;\n    }\n\n    readSFixed32() {\n        const val = this.dataView.getInt32(this.pos, true);\n        this.pos += 4;\n        return val;\n    }\n\n    // 64-bit int handling is based on github.com/dpw/node-buffer-more-ints (MIT-licensed)\n\n    readFixed64() {\n        const val = this.dataView.getUint32(this.pos, true) + this.dataView.getUint32(this.pos + 4, true) * SHIFT_LEFT_32;\n        this.pos += 8;\n        return val;\n    }\n\n    readSFixed64() {\n        const val = this.dataView.getUint32(this.pos, true) + this.dataView.getInt32(this.pos + 4, true) * SHIFT_LEFT_32;\n        this.pos += 8;\n        return val;\n    }\n\n    readFloat() {\n        const val = this.dataView.getFloat32(this.pos, true);\n        this.pos += 4;\n        return val;\n    }\n\n    readDouble() {\n        const val = this.dataView.getFloat64(this.pos, true);\n        this.pos += 8;\n        return val;\n    }\n\n    /**\n     * @param {boolean} [isSigned]\n     */\n    readVarint(isSigned) {\n        const buf = this.buf;\n        const b0 = buf[this.pos++];\n        if (b0 < 0x80) return b0;\n\n        let val = b0 & 0x7f, b;\n        b = buf[this.pos++]; val |= (b & 0x7f) << 7;  if (b < 0x80) return val;\n        b = buf[this.pos++]; val |= (b & 0x7f) << 14; if (b < 0x80) return val;\n        b = buf[this.pos++]; val |= (b & 0x7f) << 21; if (b < 0x80) return val;\n        b = buf[this.pos];   val |= (b & 0x0f) << 28;\n\n        return readVarintRemainder(val, isSigned, this);\n    }\n\n    readSVarint() {\n        const num = this.readVarint();\n        return num % 2 === 1 ? (num + 1) / -2 : num / 2; // zigzag encoding\n    }\n\n    readBoolean() {\n        return Boolean(this.readVarint());\n    }\n\n    readString() {\n        const end = this.readVarint() + this.pos;\n        const pos = this.pos;\n        this.pos = end;\n\n        if (end - pos >= TEXT_DECODER_MIN_LENGTH && utf8TextDecoder) {\n            // longer strings are fast with the built-in browser TextDecoder API\n            return utf8TextDecoder.decode(this.buf.subarray(pos, end));\n        }\n        // short strings are fast with our custom implementation\n        return readUtf8(this.buf, pos, end);\n    }\n\n    readBytes() {\n        const end = this.readVarint() + this.pos,\n            buffer = this.buf.subarray(this.pos, end);\n        this.pos = end;\n        return buffer;\n    }\n\n    // verbose for performance reasons; doesn't affect gzipped size\n\n    /**\n     * @param {number[]} [arr]\n     * @param {boolean} [isSigned]\n     */\n    readPackedVarint(arr = [], isSigned) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readVarint(isSigned));\n        return arr;\n    }\n    /** @param {number[]} [arr] */\n    readPackedSVarint(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readSVarint());\n        return arr;\n    }\n    /** @param {boolean[]} [arr] */\n    readPackedBoolean(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readBoolean());\n        return arr;\n    }\n    /** @param {number[]} [arr] */\n    readPackedFloat(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readFloat());\n        return arr;\n    }\n    /** @param {number[]} [arr] */\n    readPackedDouble(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readDouble());\n        return arr;\n    }\n    /** @param {number[]} [arr] */\n    readPackedFixed32(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readFixed32());\n        return arr;\n    }\n    /** @param {number[]} [arr] */\n    readPackedSFixed32(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readSFixed32());\n        return arr;\n    }\n    /** @param {number[]} [arr] */\n    readPackedFixed64(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readFixed64());\n        return arr;\n    }\n    /** @param {number[]} [arr] */\n    readPackedSFixed64(arr = []) {\n        const end = this.readPackedEnd();\n        while (this.pos < end) arr.push(this.readSFixed64());\n        return arr;\n    }\n    readPackedEnd() {\n        return this.type === PBF_BYTES ? this.readVarint() + this.pos : this.pos + 1;\n    }\n\n    /**\n     * Advance to the next field. Returns the field number, or 0 at end-of-message.\n     * @param {number} [end]\n     */\n    nextField(end = this.length) {\n        if (this.pos === this._valueStart) this.skip(this.type);\n        if (this.pos >= end) return 0;\n        const tag = this.readVarint();\n        this.type = tag & 0x7;\n        this._valueStart = this.pos;\n        return tag >>> 3;\n    }\n\n    /** @param {number} val */\n    skip(val) {\n        const type = val & 0x7;\n        if (type === PBF_VARINT) while (this.buf[this.pos++] > 0x7f) {}\n        else if (type === PBF_BYTES) this.pos = this.readVarint() + this.pos;\n        else if (type === PBF_FIXED32) this.pos += 4;\n        else if (type === PBF_FIXED64) this.pos += 8;\n        else throw new Error(`Unimplemented type: ${type}`);\n    }\n}\n\nexport class PbfWriter {\n    /**\n     * @param {Uint8Array | ArrayBuffer} [buf]\n     */\n    constructor(buf = new Uint8Array(16)) {\n        this.buf = ArrayBuffer.isView(buf) ? buf : new Uint8Array(buf);\n        this.dataView = new DataView(this.buf.buffer, this.buf.byteOffset, this.buf.byteLength);\n        this.pos = 0;\n        this.length = this.buf.length;\n    }\n\n    /**\n     * @param {number} tag\n     * @param {number} type\n     */\n    writeTag(tag, type) {\n        this.writeVarint((tag << 3) | type);\n    }\n\n    /** @param {number} min */\n    realloc(min) {\n        let length = this.length || 16;\n\n        while (length < this.pos + min) length *= 2;\n\n        if (length !== this.length) {\n            const buf = new Uint8Array(length);\n            buf.set(this.buf);\n            this.buf = buf;\n            this.dataView = new DataView(buf.buffer);\n            this.length = length;\n        }\n    }\n\n    finish() {\n        this.length = this.pos;\n        this.pos = 0;\n        return this.buf.subarray(0, this.length);\n    }\n\n    /** @param {number} val */\n    writeFixed32(val) {\n        this.realloc(4);\n        this.dataView.setInt32(this.pos, val, true);\n        this.pos += 4;\n    }\n\n    /** @param {number} val */\n    writeSFixed32(val) {\n        this.realloc(4);\n        this.dataView.setInt32(this.pos, val, true);\n        this.pos += 4;\n    }\n\n    /** @param {number} val */\n    writeFixed64(val) {\n        this.realloc(8);\n        this.dataView.setInt32(this.pos, val & -1, true);\n        this.dataView.setInt32(this.pos + 4, Math.floor(val * SHIFT_RIGHT_32), true);\n        this.pos += 8;\n    }\n\n    /** @param {number} val */\n    writeSFixed64(val) {\n        this.realloc(8);\n        this.dataView.setInt32(this.pos, val & -1, true);\n        this.dataView.setInt32(this.pos + 4, Math.floor(val * SHIFT_RIGHT_32), true);\n        this.pos += 8;\n    }\n\n    /** @param {number} val */\n    writeVarint(val) {\n        val = +val || 0;\n\n        if (val >= 0 && val < 0x80) {\n            if (this.pos >= this.length) this.realloc(1);\n            this.buf[this.pos++] = val;\n            return;\n        }\n\n        if (val > 0xfffffff || val < 0) {\n            writeBigVarint(val, this);\n            return;\n        }\n\n        this.realloc(4);\n\n        this.buf[this.pos++] =           val & 0x7f  | (val > 0x7f ? 0x80 : 0); if (val <= 0x7f) return;\n        this.buf[this.pos++] = ((val >>>= 7) & 0x7f) | (val > 0x7f ? 0x80 : 0); if (val <= 0x7f) return;\n        this.buf[this.pos++] = ((val >>>= 7) & 0x7f) | (val > 0x7f ? 0x80 : 0); if (val <= 0x7f) return;\n        this.buf[this.pos++] =   (val >>> 7) & 0x7f;\n    }\n\n    /** @param {number} val */\n    writeSVarint(val) {\n        this.writeVarint(val < 0 ? -val * 2 - 1 : val * 2);\n    }\n\n    /** @param {boolean} val */\n    writeBoolean(val) {\n        this.writeVarint(+val);\n    }\n\n    /** @param {string} str */\n    writeString(str) {\n        str = String(str);\n        this.realloc(str.length * 4);\n\n        this.pos++; // reserve 1 byte for short string length\n\n        const startPos = this.pos;\n        // write the string directly to the buffer and see how much was written\n        this.pos = writeUtf8(this.buf, str, this.pos);\n        const len = this.pos - startPos;\n\n        if (len >= 0x80) makeRoomForExtraLength(startPos, len, this);\n\n        // finally, write the message length in the reserved place and restore the position\n        this.pos = startPos - 1;\n        this.writeVarint(len);\n        this.pos += len;\n    }\n\n    /** @param {number} val */\n    writeFloat(val) {\n        this.realloc(4);\n        this.dataView.setFloat32(this.pos, val, true);\n        this.pos += 4;\n    }\n\n    /** @param {number} val */\n    writeDouble(val) {\n        this.realloc(8);\n        this.dataView.setFloat64(this.pos, val, true);\n        this.pos += 8;\n    }\n\n    /** @param {Uint8Array} buffer */\n    writeBytes(buffer) {\n        const len = buffer.length;\n        this.writeVarint(len);\n        this.realloc(len);\n        this.buf.set(buffer, this.pos);\n        this.pos += len;\n    }\n\n    /**\n     * @template T\n     * @param {(obj: T, pbf: PbfWriter) => void} fn\n     * @param {T} obj\n     */\n    writeRawMessage(fn, obj) {\n        this.pos++; // reserve 1 byte for short message length\n\n        // write the message directly to the buffer and see how much was written\n        const startPos = this.pos;\n        fn(obj, this);\n        const len = this.pos - startPos;\n\n        if (len >= 0x80) makeRoomForExtraLength(startPos, len, this);\n\n        // finally, write the message length in the reserved place and restore the position\n        this.pos = startPos - 1;\n        this.writeVarint(len);\n        this.pos += len;\n    }\n\n    /**\n     * @template T\n     * @param {number} tag\n     * @param {(obj: T, pbf: PbfWriter) => void} fn\n     * @param {T} obj\n     */\n    writeMessage(tag, fn, obj) {\n        this.writeTag(tag, PBF_BYTES);\n        this.writeRawMessage(fn, obj);\n    }\n\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedVarint(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedVarint, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedSVarint(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedSVarint, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {boolean[]} arr\n     */\n    writePackedBoolean(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedBoolean, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedFloat(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedFloat, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedDouble(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedDouble, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedFixed32(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedFixed32, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedSFixed32(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedSFixed32, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedFixed64(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedFixed64, arr);\n    }\n    /**\n     * @param {number} tag\n     * @param {number[]} arr\n     */\n    writePackedSFixed64(tag, arr) {\n        if (arr.length) this.writeMessage(tag, writePackedSFixed64, arr);\n    }\n\n    /**\n     * @param {number} tag\n     * @param {Uint8Array} buffer\n     */\n    writeBytesField(tag, buffer) {\n        this.writeTag(tag, PBF_BYTES);\n        this.writeBytes(buffer);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeFixed32Field(tag, val) {\n        this.writeTag(tag, PBF_FIXED32);\n        this.writeFixed32(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeSFixed32Field(tag, val) {\n        this.writeTag(tag, PBF_FIXED32);\n        this.writeSFixed32(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeFixed64Field(tag, val) {\n        this.writeTag(tag, PBF_FIXED64);\n        this.writeFixed64(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeSFixed64Field(tag, val) {\n        this.writeTag(tag, PBF_FIXED64);\n        this.writeSFixed64(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeVarintField(tag, val) {\n        this.writeTag(tag, PBF_VARINT);\n        this.writeVarint(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeSVarintField(tag, val) {\n        this.writeTag(tag, PBF_VARINT);\n        this.writeSVarint(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {string} str\n     */\n    writeStringField(tag, str) {\n        this.writeTag(tag, PBF_BYTES);\n        this.writeString(str);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeFloatField(tag, val) {\n        this.writeTag(tag, PBF_FIXED32);\n        this.writeFloat(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {number} val\n     */\n    writeDoubleField(tag, val) {\n        this.writeTag(tag, PBF_FIXED64);\n        this.writeDouble(val);\n    }\n    /**\n     * @param {number} tag\n     * @param {boolean} val\n     */\n    writeBooleanField(tag, val) {\n        this.writeVarintField(tag, +val);\n    }\n}\n\n/**\n * @param {number} l\n * @param {boolean | undefined} s\n * @param {PbfReader} p\n */\nfunction readVarintRemainder(l, s, p) {\n    const buf = p.buf;\n    let h, b;\n\n    b = buf[p.pos++]; h  = (b & 0x70) >> 4;  if (b < 0x80) return toNum(l, h, s);\n    b = buf[p.pos++]; h |= (b & 0x7f) << 3;  if (b < 0x80) return toNum(l, h, s);\n    b = buf[p.pos++]; h |= (b & 0x7f) << 10; if (b < 0x80) return toNum(l, h, s);\n    b = buf[p.pos++]; h |= (b & 0x7f) << 17; if (b < 0x80) return toNum(l, h, s);\n    b = buf[p.pos++]; h |= (b & 0x7f) << 24; if (b < 0x80) return toNum(l, h, s);\n    b = buf[p.pos++]; h |= (b & 0x01) << 31; if (b < 0x80) return toNum(l, h, s);\n\n    throw new Error('Expected varint not more than 10 bytes');\n}\n\n/**\n * @param {number} low\n * @param {number} high\n * @param {boolean} [isSigned]\n */\nfunction toNum(low, high, isSigned) {\n    return isSigned ? high * 0x100000000 + (low >>> 0) : ((high >>> 0) * 0x100000000) + (low >>> 0);\n}\n\n/**\n * @param {number} val\n * @param {PbfWriter} pbf\n */\nfunction writeBigVarint(val, pbf) {\n    let low, high;\n\n    if (val >= 0) {\n        low  = (val % 0x100000000) | 0;\n        high = (val / 0x100000000) | 0;\n    } else {\n        low  = ~(-val % 0x100000000);\n        high = ~(-val / 0x100000000);\n\n        if (low ^ 0xffffffff) {\n            low = (low + 1) | 0;\n        } else {\n            low = 0;\n            high = (high + 1) | 0;\n        }\n    }\n\n    if (val >= 0x10000000000000000 || val < -0x10000000000000000) {\n        throw new Error('Given varint doesn\\'t fit into 10 bytes');\n    }\n\n    pbf.realloc(10);\n\n    writeBigVarintLow(low, high, pbf);\n    writeBigVarintHigh(high, pbf);\n}\n\n/**\n * @param {number} high\n * @param {number} low\n * @param {PbfWriter} pbf\n */\nfunction writeBigVarintLow(low, high, pbf) {\n    pbf.buf[pbf.pos++] = low & 0x7f | 0x80; low >>>= 7;\n    pbf.buf[pbf.pos++] = low & 0x7f | 0x80; low >>>= 7;\n    pbf.buf[pbf.pos++] = low & 0x7f | 0x80; low >>>= 7;\n    pbf.buf[pbf.pos++] = low & 0x7f | 0x80; low >>>= 7;\n    pbf.buf[pbf.pos]   = low & 0x7f;\n}\n\n/**\n * @param {number} high\n * @param {PbfWriter} pbf\n */\nfunction writeBigVarintHigh(high, pbf) {\n    const lsb = (high & 0x07) << 4;\n\n    pbf.buf[pbf.pos++] |= lsb         | ((high >>>= 3) ? 0x80 : 0); if (!high) return;\n    pbf.buf[pbf.pos++]  = high & 0x7f | ((high >>>= 7) ? 0x80 : 0); if (!high) return;\n    pbf.buf[pbf.pos++]  = high & 0x7f | ((high >>>= 7) ? 0x80 : 0); if (!high) return;\n    pbf.buf[pbf.pos++]  = high & 0x7f | ((high >>>= 7) ? 0x80 : 0); if (!high) return;\n    pbf.buf[pbf.pos++]  = high & 0x7f | ((high >>>= 7) ? 0x80 : 0); if (!high) return;\n    pbf.buf[pbf.pos++]  = high & 0x7f;\n}\n\n/**\n * @param {number} startPos\n * @param {number} len\n * @param {PbfWriter} pbf\n */\nfunction makeRoomForExtraLength(startPos, len, pbf) {\n    const extraLen =\n        len <= 0x3fff ? 1 :\n        len <= 0x1fffff ? 2 :\n        len <= 0xfffffff ? 3 : Math.floor(Math.log(len) / (Math.LN2 * 7));\n\n    // if 1 byte isn't enough for encoding message length, shift the data to the right\n    pbf.realloc(extraLen);\n    pbf.buf.copyWithin(startPos + extraLen, startPos, pbf.pos);\n}\n\n/**\n * Packed varints often dominate encode time, so write the bytes inline\n * through a local buffer pointer rather than calling writeVarint per element,\n * falling back to writeVarint only for negatives or near the buffer's end.\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedVarint(arr, pbf) {\n    const n = arr.length;\n    let buf = pbf.buf, pos = pbf.pos, limit = pbf.length;\n    for (let i = 0; i < n; i++) {\n        let val = arr[i];\n        if (val < 0 || pos + 10 > limit) { // slow path: grows the buffer, handles 10-byte values\n            pbf.pos = pos;\n            pbf.writeVarint(val);\n            buf = pbf.buf; pos = pbf.pos; limit = pbf.length;\n            continue;\n        }\n        while (val > 0x7f) { buf[pos++] = (val % 0x80) | 0x80; val = Math.floor(val / 0x80); }\n        buf[pos++] = val;\n    }\n    pbf.pos = pos;\n}\n/**\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedSVarint(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeSVarint(arr[i]);\n}\n/**\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedFloat(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeFloat(arr[i]);\n}\n/**\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedDouble(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeDouble(arr[i]);\n}\n/**\n * @param {boolean[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedBoolean(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeBoolean(arr[i]);\n}\n/**\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedFixed32(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeFixed32(arr[i]);\n}\n/**\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedSFixed32(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeSFixed32(arr[i]);\n}\n/**\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedFixed64(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeFixed64(arr[i]);\n}\n/**\n * @param {number[]} arr\n * @param {PbfWriter} pbf\n */\nfunction writePackedSFixed64(arr, pbf) {\n    for (let i = 0; i < arr.length; i++) pbf.writeSFixed64(arr[i]);\n}\n\n// Buffer code below from https://github.com/feross/buffer, MIT-licensed\n\n/**\n * @param {Uint8Array} buf\n * @param {number} pos\n * @param {number} end\n */\nfunction readUtf8(buf, pos, end) {\n    let str = '';\n    let i = pos;\n\n    while (i < end) {\n        const b0 = buf[i];\n        let c = null; // codepoint\n        let bytesPerSequence =\n            b0 > 0xEF ? 4 :\n            b0 > 0xDF ? 3 :\n            b0 > 0xBF ? 2 : 1;\n\n        if (i + bytesPerSequence > end) break;\n\n        let b1, b2, b3;\n\n        if (bytesPerSequence === 1) {\n            if (b0 < 0x80) {\n                c = b0;\n            }\n        } else if (bytesPerSequence === 2) {\n            b1 = buf[i + 1];\n            if ((b1 & 0xC0) === 0x80) {\n                c = (b0 & 0x1F) << 0x6 | (b1 & 0x3F);\n                if (c <= 0x7F) {\n                    c = null;\n                }\n            }\n        } else if (bytesPerSequence === 3) {\n            b1 = buf[i + 1];\n            b2 = buf[i + 2];\n            if ((b1 & 0xC0) === 0x80 && (b2 & 0xC0) === 0x80) {\n                c = (b0 & 0xF) << 0xC | (b1 & 0x3F) << 0x6 | (b2 & 0x3F);\n                if (c <= 0x7FF || (c >= 0xD800 && c <= 0xDFFF)) {\n                    c = null;\n                }\n            }\n        } else if (bytesPerSequence === 4) {\n            b1 = buf[i + 1];\n            b2 = buf[i + 2];\n            b3 = buf[i + 3];\n            if ((b1 & 0xC0) === 0x80 && (b2 & 0xC0) === 0x80 && (b3 & 0xC0) === 0x80) {\n                c = (b0 & 0xF) << 0x12 | (b1 & 0x3F) << 0xC | (b2 & 0x3F) << 0x6 | (b3 & 0x3F);\n                if (c <= 0xFFFF || c >= 0x110000) {\n                    c = null;\n                }\n            }\n        }\n\n        if (c === null) {\n            c = 0xFFFD;\n            bytesPerSequence = 1;\n\n        } else if (c > 0xFFFF) {\n            c -= 0x10000;\n            str += String.fromCharCode(c >>> 10 & 0x3FF | 0xD800);\n            c = 0xDC00 | c & 0x3FF;\n        }\n\n        str += String.fromCharCode(c);\n        i += bytesPerSequence;\n    }\n\n    return str;\n}\n\n/**\n * @param {Uint8Array} buf\n * @param {string} str\n * @param {number} pos\n */\nfunction writeUtf8(buf, str, pos) {\n    for (let i = 0, c, lead; i < str.length; i++) {\n        c = str.charCodeAt(i); // code point\n\n        if (c > 0xD7FF && c < 0xE000) {\n            if (lead) {\n                if (c < 0xDC00) {\n                    buf[pos++] = 0xEF;\n                    buf[pos++] = 0xBF;\n                    buf[pos++] = 0xBD;\n                    lead = c;\n                    continue;\n                } else {\n                    c = lead - 0xD800 << 10 | c - 0xDC00 | 0x10000;\n                    lead = null;\n                }\n            } else {\n                if (c > 0xDBFF || (i + 1 === str.length)) {\n                    buf[pos++] = 0xEF;\n                    buf[pos++] = 0xBF;\n                    buf[pos++] = 0xBD;\n                } else {\n                    lead = c;\n                }\n                continue;\n            }\n        } else if (lead) {\n            buf[pos++] = 0xEF;\n            buf[pos++] = 0xBF;\n            buf[pos++] = 0xBD;\n            lead = null;\n        }\n\n        if (c < 0x80) {\n            buf[pos++] = c;\n        } else {\n            if (c < 0x800) {\n                buf[pos++] = c >> 0x6 | 0xC0;\n            } else {\n                if (c < 0x10000) {\n                    buf[pos++] = c >> 0xC | 0xE0;\n                } else {\n                    buf[pos++] = c >> 0x12 | 0xF0;\n                    buf[pos++] = c >> 0xC & 0x3F | 0x80;\n                }\n                buf[pos++] = c >> 0x6 & 0x3F | 0x80;\n            }\n            buf[pos++] = c & 0x3F | 0x80;\n        }\n    }\n    return pos;\n}\n","import {AlphaImage} from '../util/image';\nimport {PbfReader} from 'pbf';\nconst border = 3;\n\nimport type {StyleGlyph} from './style_glyph';\n\nexport type GlyphData = {\n    glyphs: Array<StyleGlyph>;\n    ascender?: number;\n    descender?: number;\n};\n\nfunction readFontstacks(pbf: PbfReader): GlyphData {\n    const glyphData: GlyphData = {glyphs: []};\n    let field: number;\n    while ((field = pbf.nextField())) {\n        if (field === 1) readFontstack(pbf, pbf.readVarint() + pbf.pos, glyphData);\n    }\n    return glyphData;\n}\n\nfunction readFontstack(pbf: PbfReader, end: number, glyphData: GlyphData) {\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 3) glyphData.glyphs.push(readGlyph(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 4) glyphData.ascender = pbf.readSVarint();\n        else if (field === 5) glyphData.descender = pbf.readSVarint();\n    }\n}\n\nfunction readGlyph(pbf: PbfReader, end: number): StyleGlyph {\n    let id = 0, width = 0, height = 0, left = 0, top = 0, advance = 0;\n    let bitmap: Uint8Array;\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) id = pbf.readVarint();\n        else if (field === 2) bitmap = pbf.readBytes();\n        else if (field === 3) width = pbf.readVarint();\n        else if (field === 4) height = pbf.readVarint();\n        else if (field === 5) left = pbf.readSVarint();\n        else if (field === 6) top = pbf.readSVarint();\n        else if (field === 7) advance = pbf.readVarint();\n    }\n    return {\n        id,\n        bitmap: new AlphaImage({width: width + 2 * border, height: height + 2 * border}, bitmap),\n        metrics: {width, height, left, top, advance}\n    };\n}\n\nexport default function parseGlyphPbf(data: ArrayBuffer | Uint8Array): GlyphData {\n    return readFontstacks(new PbfReader(data));\n}\n\nexport const GLYPH_PBF_BORDER = border;\n","/**\n * @typedef {Object} PotpackBox\n * @property {number} w Box width.\n * @property {number} h Box height.\n * @property {number} [x] X coordinate in the resulting container.\n * @property {number} [y] Y coordinate in the resulting container.\n */\n\n/**\n * @typedef {Object} PotpackStats\n * @property {number} w Width of the resulting container.\n * @property {number} h Height of the resulting container.\n * @property {number} fill The space utilization value (0 to 1). Higher is better.\n */\n\n/**\n * Packs 2D rectangles into a near-square container.\n *\n * Mutates the {@link boxes} array: it's sorted (by height/width),\n * and box objects are augmented with `x`, `y` coordinates.\n *\n * @param {PotpackBox[]} boxes\n * @return {PotpackStats}\n */\nexport default function potpack(boxes) {\n\n    // calculate total box area and maximum box width\n    let area = 0;\n    let maxWidth = 0;\n\n    for (const box of boxes) {\n        area += box.w * box.h;\n        maxWidth = Math.max(maxWidth, box.w);\n    }\n\n    // sort the boxes for insertion by height, descending\n    boxes.sort((a, b) => b.h - a.h);\n\n    // aim for a squarish resulting container,\n    // slightly adjusted for sub-100% space utilization\n    const startWidth = Math.max(Math.ceil(Math.sqrt(area / 0.95)), maxWidth);\n\n    // start with a single empty space, unbounded at the bottom\n    const spaces = [{x: 0, y: 0, w: startWidth, h: Infinity}];\n\n    let width = 0;\n    let height = 0;\n\n    for (const box of boxes) {\n        // look through spaces backwards so that we check smaller spaces first\n        for (let i = spaces.length - 1; i >= 0; i--) {\n            const space = spaces[i];\n\n            // look for empty spaces that can accommodate the current box\n            if (box.w > space.w || box.h > space.h) continue;\n\n            // found the space; add the box to its top-left corner\n            // |-------|-------|\n            // |  box  |       |\n            // |_______|       |\n            // |         space |\n            // |_______________|\n            box.x = space.x;\n            box.y = space.y;\n\n            height = Math.max(height, box.y + box.h);\n            width = Math.max(width, box.x + box.w);\n\n            if (box.w === space.w && box.h === space.h) {\n                // space matches the box exactly; remove it\n                const last = spaces.pop();\n                if (last && i < spaces.length) spaces[i] = last;\n\n            } else if (box.h === space.h) {\n                // space matches the box height; update it accordingly\n                // |-------|---------------|\n                // |  box  | updated space |\n                // |_______|_______________|\n                space.x += box.w;\n                space.w -= box.w;\n\n            } else if (box.w === space.w) {\n                // space matches the box width; update it accordingly\n                // |---------------|\n                // |      box      |\n                // |_______________|\n                // | updated space |\n                // |_______________|\n                space.y += box.h;\n                space.h -= box.h;\n\n            } else {\n                // otherwise the box splits the space into two spaces\n                // |-------|-----------|\n                // |  box  | new space |\n                // |_______|___________|\n                // | updated space     |\n                // |___________________|\n                spaces.push({\n                    x: space.x + box.w,\n                    y: space.y,\n                    w: space.w - box.w,\n                    h: box.h\n                });\n                space.y += box.h;\n                space.h -= box.h;\n            }\n            break;\n        }\n    }\n\n    return {\n        w: width, // container width\n        h: height, // container height\n        fill: (area / (width * height)) || 0 // space utilization\n    };\n}\n","import {ImageVariant} from '../style-spec/expression/types/image_variant';\nimport {register} from '../util/web_worker_transfer';\n\nimport type {StyleImage, StyleImageMap} from '../style/style_image';\nimport type {StringifiedImageVariant} from '../style-spec/expression/types/image_variant';\nimport type {LUT} from '../util/lut';\n\ntype ImageDescriptor = {\n    id: string;\n    version: number;\n    sx: number;\n    sy: number;\n};\n\nfunction compareImageDescriptors(a: ImageDescriptor, b: ImageDescriptor): number {\n    if (a.id < b.id) return -1;\n    if (a.id > b.id) return 1;\n    if (a.version < b.version) return -1;\n    if (a.version > b.version) return 1;\n    if (a.sx < b.sx) return -1;\n    if (a.sx > b.sx) return 1;\n    if (a.sy < b.sy) return -1;\n    if (a.sy > b.sy) return 1;\n    return 0;\n}\n\nfunction hashCode(str: string): number {\n    let hash = 0;\n    for (let i = 0; i < str.length; i++) {\n        const char = str.charCodeAt(i);\n        hash = ((hash << 5) - hash) + char;\n        hash = hash & hash; // Convert to 32bit integer\n    }\n    return hash;\n}\n\nfunction combineHash(hash: number, value: number): number {\n    return ((hash << 5) - hash) + value;\n}\n\nfunction addDescriptors(images: Map<StringifiedImageVariant, StyleImage>, imageVersions: ImageVersionsMap, descriptors: ImageDescriptor[], variantCache?: Map<StringifiedImageVariant, ImageVariant>) {\n    for (const [id] of images.entries()) {\n        // Use cached variant if available to avoid re-parsing\n        const imageVariant = (variantCache && variantCache.get(id)) || ImageVariant.parse(id);\n        const imageId = imageVariant.id.toString();\n        const version = imageVersions.get(imageId) || 0;\n\n        // Use the full stringified variant (including color params) as the descriptor id.\n        // This ensures atlases built with different LUT-applied colors are never treated\n        // as matching, even if the base image name and scale are identical.\n        descriptors.push({\n            id,\n            version,\n            sx: imageVariant.sx,\n            sy: imageVariant.sy\n        });\n    }\n}\n\nexport type ImageVersionsMap = Map<string, number>;\n\n/**\n * Describes the content of an image atlas based on the requested images.\n * Used for caching and reusing atlases with the same content.\n */\nexport class AtlasContentDescriptor {\n    hash: number;\n    requiresMipMaps: boolean;\n    private scope: string;\n\n    private iconDescriptors: ImageDescriptor[];\n    private patternDescriptors: ImageDescriptor[];\n\n    constructor(\n        icons: StyleImageMap<StringifiedImageVariant>,\n        patterns: StyleImageMap<StringifiedImageVariant>,\n        imageVersions: ImageVersionsMap,\n        lut: LUT | null,\n        scope: string = '',\n        variantCache?: Map<StringifiedImageVariant, ImageVariant>\n    ) {\n        this.scope = scope;\n        this.iconDescriptors = [];\n        this.patternDescriptors = [];\n        // Mipmaps are required when patterns are present\n        this.requiresMipMaps = patterns.size > 0;\n\n        // Process icon images\n        addDescriptors(icons, imageVersions, this.iconDescriptors, variantCache);\n\n        // Process pattern images\n        addDescriptors(patterns, imageVersions, this.patternDescriptors, variantCache);\n\n        // Sort all descriptors to ensure stable hash\n        this.iconDescriptors.sort(compareImageDescriptors);\n        this.patternDescriptors.sort(compareImageDescriptors);\n\n        // Calculate combined hash\n        let seed = 0;\n        seed = combineHash(seed, hashCode(scope));\n        seed = combineHash(seed, 1); // separator\n        const lutData = lut ? lut.data : '';\n        if (lutData) {\n            seed = combineHash(seed, hashCode(lutData));\n        }\n        seed = combineHash(seed, 1); // separator\n\n        for (const descriptor of this.iconDescriptors) {\n            seed = combineHash(seed, hashCode(descriptor.id));\n            seed = combineHash(seed, descriptor.version);\n            seed = combineHash(seed, descriptor.sx);\n            seed = combineHash(seed, descriptor.sy);\n        }\n        seed = combineHash(seed, 1);\n        for (const descriptor of this.patternDescriptors) {\n            seed = combineHash(seed, hashCode(descriptor.id));\n            seed = combineHash(seed, descriptor.version);\n            seed = combineHash(seed, descriptor.sx);\n            seed = combineHash(seed, descriptor.sy);\n        }\n        this.hash = seed;\n    }\n\n    /**\n     * Checks if this descriptor's content is a subset of another descriptor's content.\n     * Returns true if all images in this descriptor are also present in the other descriptor.\n     */\n    subsetOf(other: AtlasContentDescriptor): boolean {\n        if (this.scope !== other.scope) return false;\n\n        return (\n            this.isSubsetArray(this.iconDescriptors, other.iconDescriptors, compareImageDescriptors) &&\n            this.isSubsetArray(this.patternDescriptors, other.patternDescriptors, compareImageDescriptors)\n        );\n    }\n\n    /**\n     * Checks if one sorted array is a subset of another sorted array.\n     * Both arrays must be sorted using the same comparator.\n     */\n    private isSubsetArray<T>(subset: T[], superset: T[], compareFn: (a: T, b: T) => number): boolean {\n        let i = 0;\n        let j = 0;\n        if (subset.length > superset.length) return false;\n        while (i < subset.length && j < superset.length) {\n            const cmp = compareFn(subset[i], superset[j]);\n            if (cmp === 0) {\n                // Found a match, advance both\n                i++;\n                j++;\n            } else if (cmp < 0) {\n                // Element in subset is not in superset\n                return false;\n            } else {\n                // Element in superset is larger, advance superset\n                j++;\n            }\n        }\n        // Subset is valid if we've matched all elements\n        return i === subset.length;\n    }\n\n}\n\nregister(AtlasContentDescriptor, \"AtlasContentDescriptor\");\n","import {Float32Image} from '../util/image';\nimport assert from '../style-spec/util/assert';\n\nimport type Context from '../gl/context';\nimport type {RGBAImage, AlphaImage} from '../util/image';\n\nexport type TextureFormat = WebGL2RenderingContext['RGBA8' | 'RGBA16F' | 'DEPTH_COMPONENT16' | 'DEPTH24_STENCIL8' | 'R8' | 'R32F'];\nexport type TextureType = WebGL2RenderingContext['UNSIGNED_BYTE' | 'UNSIGNED_SHORT' | 'UNSIGNED_INT_24_8' | 'FLOAT' | 'HALF_FLOAT'];\nexport type TextureFilter = WebGL2RenderingContext['LINEAR' | 'NEAREST_MIPMAP_NEAREST' | 'LINEAR_MIPMAP_NEAREST' | 'NEAREST_MIPMAP_LINEAR' | 'LINEAR_MIPMAP_LINEAR' | 'NEAREST'];\nexport type TextureWrap = WebGL2RenderingContext['REPEAT' | 'CLAMP_TO_EDGE' | 'MIRRORED_REPEAT'];\nexport type TextureCompareMode = WebGL2RenderingContext['LESS' | 'LEQUAL' | 'EQUAL' | 'GEQUAL' | 'GREATER' | 'NOTEQUAL' | 'ALWAYS' | 'NEVER'];\n\nfunction _getLegacyFormat(format: TextureFormat): number {\n    switch (format) {\n    case WebGL2RenderingContext['RGBA8']: return WebGL2RenderingContext['RGBA'];\n    case WebGL2RenderingContext['RGBA16F']: return WebGL2RenderingContext['RGBA'];\n    case WebGL2RenderingContext['DEPTH_COMPONENT16']: return WebGL2RenderingContext['DEPTH_COMPONENT'];\n    case WebGL2RenderingContext['DEPTH24_STENCIL8']: return WebGL2RenderingContext['DEPTH_STENCIL'];\n    case WebGL2RenderingContext['R8']: return WebGL2RenderingContext['RED'];\n    case WebGL2RenderingContext['R32F']: return WebGL2RenderingContext['RED'];\n    }\n}\nfunction _getType(format: TextureFormat): TextureType {\n    switch (format) {\n    case WebGL2RenderingContext['RGBA8']: return WebGL2RenderingContext['UNSIGNED_BYTE'];\n    case WebGL2RenderingContext['RGBA16F']: return WebGL2RenderingContext['HALF_FLOAT'];\n    case WebGL2RenderingContext['DEPTH_COMPONENT16']: return WebGL2RenderingContext['UNSIGNED_SHORT'];\n    case WebGL2RenderingContext['DEPTH24_STENCIL8']: return WebGL2RenderingContext['UNSIGNED_INT_24_8'];\n    case WebGL2RenderingContext['R8']: return WebGL2RenderingContext['UNSIGNED_BYTE'];\n    case WebGL2RenderingContext['R32F']: return WebGL2RenderingContext['FLOAT'];\n    }\n}\n\ntype EmptyImage = {\n    width: number;\n    height: number;\n    data: null;\n};\n\nexport type TextureImage = RGBAImage | AlphaImage | Float32Image | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | ImageData | EmptyImage | ImageBitmap;\n\nexport type TextureUpdateOptions = {\n    premultiply?: boolean;\n    position?: {x: number; y: number;};\n    recreateWhenResize?: boolean;\n};\n\nclass Texture {\n    context: Context;\n    size!: [number, number];\n    texture: WebGLTexture;\n    format: TextureFormat;\n    minFilter: TextureFilter | null | undefined;\n    magFilter: TextureFilter | null | undefined;\n    wrapS: TextureWrap | null | undefined;\n    wrapT: TextureWrap | null | undefined;\n    compareMode: TextureCompareMode | null | undefined;\n    useMipmap: boolean;\n\n    constructor(context: Context, image: TextureImage, format: TextureFormat, options?: {\n        useMipmap?: boolean;\n        premultiply?: boolean;\n    } | null) {\n        this.context = context;\n        this.format = format;\n        this.useMipmap = options && options.useMipmap;\n        this.texture = context.gl.createTexture();\n        this.update(image, {premultiply: options && options.premultiply});\n    }\n\n    update(image: TextureImage, options?: TextureUpdateOptions | null) {\n        const srcWidth = (image && image instanceof HTMLVideoElement && image.width === 0) ? image.videoWidth : image.width;\n        const srcHeight = (image && image instanceof HTMLVideoElement && image.height === 0) ? image.videoHeight : image.height;\n        const {context} = this;\n        const {gl} = context;\n        const {x, y} = options && options.position ? options.position : {x: 0, y: 0};\n        const recreateWhenResize = options && options.recreateWhenResize !== undefined ? options.recreateWhenResize : true;\n\n        const width = x + srcWidth;\n        const height = y + srcHeight;\n\n        if (this.size && (this.size[0] !== width || this.size[1] !== height) && recreateWhenResize) {\n            gl.bindTexture(gl.TEXTURE_2D, null);\n            gl.deleteTexture(this.texture);\n            this.texture = gl.createTexture();\n            this.size = null;\n        }\n        gl.bindTexture(gl.TEXTURE_2D, this.texture);\n\n        context.pixelStoreUnpackFlipY.set(false);\n        context.pixelStoreUnpack.set(1);\n        context.pixelStoreUnpackPremultiplyAlpha.set(this.format === gl.RGBA8 && (!options || options.premultiply !== false));\n\n        const externalImage = image instanceof HTMLImageElement || image instanceof HTMLCanvasElement || image instanceof HTMLVideoElement || image instanceof ImageData || (ImageBitmap && image instanceof ImageBitmap);\n        assert(!externalImage || this.format === gl.R8 || this.format === gl.RGBA8, \"Texture format needs to be RGBA8 when using external source\");\n\n        if (!this.size && width > 0 && height > 0) {\n            // from spec for texStorage2D\n            const numLevels = this.useMipmap ? Math.floor(Math.log2(Math.max(width, height))) + 1 : 1;\n            gl.texStorage2D(gl.TEXTURE_2D, numLevels, this.format, width, height);\n            this.size = [width, height];\n        }\n\n        if (this.size) {\n            if (externalImage) {\n                gl.texSubImage2D(gl.TEXTURE_2D, 0, x, y, _getLegacyFormat(this.format), _getType(this.format), image);\n            } else if ('data' in image && image.data) {\n                gl.texSubImage2D(gl.TEXTURE_2D, 0, x, y, srcWidth, srcHeight, _getLegacyFormat(this.format), _getType(this.format), image.data);\n            }\n        }\n\n        if (this.useMipmap) {\n            gl.generateMipmap(gl.TEXTURE_2D);\n        }\n    }\n\n    bind(filter: TextureFilter, wrap: TextureWrap, ignoreMipMap: boolean = false) {\n        const {context} = this;\n        const {gl} = context;\n        assert(this.texture, 'Texture.bind called after destroy — caller is holding a stale reference');\n        gl.bindTexture(gl.TEXTURE_2D, this.texture);\n\n        if (filter !== this.minFilter) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,\n                (this.useMipmap && !ignoreMipMap) ? (filter === gl.NEAREST ? gl.NEAREST_MIPMAP_NEAREST : gl.LINEAR_MIPMAP_LINEAR) : filter\n            );\n            this.minFilter = filter;\n        }\n\n        if (wrap !== this.wrapS) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n            this.wrapS = wrap;\n        }\n    }\n\n    bindExtraParam(minFilter: TextureFilter, magFilter: TextureFilter, wrapS: TextureWrap, wrapT: TextureWrap, compareMode?: TextureCompareMode) {\n        const {context} = this;\n        const {gl} = context;\n        gl.bindTexture(gl.TEXTURE_2D, this.texture);\n\n        if (magFilter !== this.magFilter) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, magFilter);\n            this.magFilter = magFilter;\n        }\n        if (minFilter !== this.minFilter) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER,\n                this.useMipmap ? (minFilter === gl.NEAREST ? gl.NEAREST_MIPMAP_NEAREST : gl.LINEAR_MIPMAP_LINEAR) : minFilter\n            );\n            this.minFilter = minFilter;\n        }\n\n        if (wrapS !== this.wrapS) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrapS);\n            this.wrapS = wrapS;\n        }\n\n        if (wrapT !== this.wrapT) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrapT);\n            this.wrapT = wrapT;\n        }\n\n        if (compareMode !== this.compareMode) {\n            if (compareMode) {\n                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.COMPARE_REF_TO_TEXTURE);\n                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_FUNC, compareMode);\n            } else {\n                gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_COMPARE_MODE, gl.NONE);\n            }\n            this.compareMode = compareMode;\n        }\n    }\n\n    destroy() {\n        const {gl} = this.context;\n        gl.deleteTexture(this.texture);\n        this.texture = null;\n    }\n}\n\nexport default Texture;\nexport class Texture3D {\n    context: Context;\n    size: [number, number, number];\n    texture: WebGLTexture;\n    format: TextureFormat;\n    minFilter: TextureFilter | null | undefined;\n    magFilter: TextureFilter | null | undefined;\n    wrapS: TextureWrap | null | undefined;\n    wrapT: TextureWrap | null | undefined;\n\n    constructor(context: Context, image: TextureImage, size: [number, number, number], format: TextureFormat) {\n        this.context = context;\n        this.format = format;\n        this.size = size;\n        this.texture = (context.gl.createTexture());\n\n        const [width, height, depth] = this.size;\n        const {gl} = context;\n\n        gl.bindTexture(gl.TEXTURE_3D, this.texture);\n\n        context.pixelStoreUnpackFlipY.set(false);\n        context.pixelStoreUnpack.set(1);\n        context.pixelStoreUnpackPremultiplyAlpha.set(false);\n\n        assert(this.format !== gl.R32F || image instanceof Float32Image);\n        assert(image.width === (image.height * image.height));\n        assert(image.height === height);\n        assert(image.width === width * depth);\n\n        if ('data' in image && image.data) {\n            gl.texImage3D(gl.TEXTURE_3D, 0, this.format, width, height, depth, 0, _getLegacyFormat(this.format), _getType(this.format), image.data);\n        }\n    }\n\n    bind(filter: TextureFilter, wrap: TextureWrap) {\n        const {context} = this;\n        const {gl} = context;\n        gl.bindTexture(gl.TEXTURE_3D, this.texture);\n\n        if (filter !== this.minFilter) {\n            gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MAG_FILTER, filter);\n            gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_MIN_FILTER, filter);\n            this.minFilter = filter;\n        }\n\n        if (wrap !== this.wrapS) {\n            gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_S, wrap);\n            gl.texParameteri(gl.TEXTURE_3D, gl.TEXTURE_WRAP_T, wrap);\n            this.wrapS = wrap;\n        }\n    }\n\n    destroy() {\n        const {gl} = this.context;\n        gl.deleteTexture(this.texture);\n        this.texture = null;\n    }\n}\n\nexport class UserManagedTexture {\n    context: Context;\n    texture: WebGLTexture;\n    minFilter: TextureFilter | null | undefined;\n    wrapS: TextureWrap | null | undefined;\n\n    constructor(context: Context, texture: WebGLTexture) {\n        this.context = context;\n        this.texture = texture;\n    }\n\n    bind(filter: TextureFilter, wrap: TextureWrap) {\n        const {context} = this;\n        const {gl} = context;\n        gl.bindTexture(gl.TEXTURE_2D, this.texture);\n\n        if (filter !== this.minFilter) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, filter);\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, filter);\n            this.minFilter = filter;\n        }\n\n        if (wrap !== this.wrapS) {\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, wrap);\n            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, wrap);\n            this.wrapS = wrap;\n        }\n    }\n\n}\n","import assert from '../style-spec/util/assert';\nimport {RGBAImage} from '../util/image';\nimport {register} from '../util/web_worker_transfer';\nimport {warnOnce} from '../util/util';\nimport potpack from 'potpack';\nimport {ImageId} from '../style-spec/expression/types/image_id';\nimport {ImageVariant} from '../style-spec/expression/types/image_variant';\nimport {AtlasContentDescriptor, type ImageVersionsMap} from './atlas_content_descriptor';\nimport Texture from './texture';\n\nimport type {StyleImage, StyleImageMap} from '../style/style_image';\nimport type ImageManager from './image_manager';\nimport type {SpritePosition} from '../util/image';\nimport type {LUT} from \"../util/lut\";\nimport type {StringifiedImageVariant} from '../style-spec/expression/types/image_variant';\nimport type Context from '../gl/context';\nimport type {TextureFormat} from './texture';\n\nconst ICON_PADDING: number = 1;\nconst PATTERN_PADDING: number = 2;\nexport {ICON_PADDING, PATTERN_PADDING};\n\ntype Rect = {\n    x: number;\n    y: number;\n    w: number;\n    h: number;\n};\n\ntype ImagePositionScale = {\n    x: number;\n    y: number;\n};\n\nexport type ImagePositionMap = Map<StringifiedImageVariant, ImagePosition>;\n\nexport class ImagePosition implements SpritePosition {\n    paddedRect: Rect;\n    pixelRatio: number;\n    version: number;\n    stretchY: Array<[number, number]> | null | undefined;\n    stretchX: Array<[number, number]> | null | undefined;\n    content: [number, number, number, number] | null | undefined;\n    padding: number;\n    sdf: boolean;\n    usvg: boolean;\n    scale: ImagePositionScale;\n\n    static getImagePositionScale(imageVariant: ImageVariant | undefined, usvg: boolean, pixelRatio: number): ImagePositionScale {\n        if (usvg && imageVariant) {\n            const {sx, sy} = imageVariant;\n            return {\n                x: sx,\n                y: sy\n            };\n        } else {\n            return {\n                x: pixelRatio,\n                y: pixelRatio\n            };\n        }\n    }\n\n    constructor(paddedRect: Rect, image: StyleImage, padding: number, imageVariant?: ImageVariant) {\n        this.paddedRect = paddedRect;\n        const {\n            pixelRatio,\n            version,\n            stretchX,\n            stretchY,\n            content,\n            sdf,\n            usvg,\n        } = image;\n\n        this.pixelRatio = pixelRatio;\n        this.stretchX = stretchX;\n        this.stretchY = stretchY;\n        this.content = content;\n        this.version = version;\n        this.padding = padding;\n        this.sdf = sdf;\n        this.usvg = usvg;\n        this.scale = ImagePosition.getImagePositionScale(imageVariant, usvg, pixelRatio);\n    }\n\n    get tl(): [number, number] {\n        return [\n            this.paddedRect.x + this.padding,\n            this.paddedRect.y + this.padding\n        ];\n    }\n\n    get br(): [number, number] {\n        return [\n            this.paddedRect.x + this.paddedRect.w - this.padding,\n            this.paddedRect.y + this.paddedRect.h - this.padding\n        ];\n    }\n\n    get displaySize(): [number, number] {\n        return [\n            (this.paddedRect.w - this.padding * 2) / this.scale.x,\n            (this.paddedRect.h - this.padding * 2) / this.scale.y\n        ];\n    }\n}\n\nfunction getImageBin(image: StyleImage, padding: number, scale: [number, number] = [1, 1]) {\n    // If it's a vector image, we set it's size as the natural one scaled\n    const imageWidth = image.data ? image.data.width : image.width * scale[0];\n    const imageHeight = image.data ? image.data.height : image.height * scale[1];\n    return {\n        x: 0,\n        y: 0,\n        w: imageWidth + 2 * padding,\n        h: imageHeight + 2 * padding,\n    };\n}\n\nexport function getImagePosition(id: StringifiedImageVariant, src: StyleImage, padding: number) {\n    const imageVariant = ImageVariant.parse(id);\n    const bin = getImageBin(src, padding, [imageVariant.sx, imageVariant.sy]);\n    return {bin, imagePosition: new ImagePosition(bin, src, padding, imageVariant), imageVariant};\n}\n\n/**\n * Sorts images deterministically by name and scale for consistent atlas packing.\n * Used by worker threads to sort images before checking atlas cache.\n * Optionally populates variantCache to avoid re-parsing variants later.\n */\nexport function sortImagesMap(\n    images: StyleImageMap<StringifiedImageVariant>,\n    variantCache?: Map<StringifiedImageVariant, ImageVariant>\n): StyleImageMap<StringifiedImageVariant> {\n    type ParsedEntry = {\n        key: StringifiedImageVariant;\n        value: StyleImage;\n        variant: ImageVariant;\n    };\n\n    const entries: ParsedEntry[] = [];\n    for (const [key, value] of images.entries()) {\n        const variant = ImageVariant.parse(key);\n        if (variant) {\n            entries.push({key, value, variant});\n            // Populate cache while parsing for sorting\n            if (variantCache) {\n                variantCache.set(key, variant);\n            }\n        }\n    }\n\n    // Sort using pre-parsed variants\n    entries.sort((a, b) => {\n        // Sort by image name first\n        const nameCompare = a.variant.id.toString().localeCompare(b.variant.id.toString());\n        if (nameCompare !== 0) return nameCompare;\n\n        // Same name, compare scale factors\n        if (a.variant.sx !== b.variant.sx) return a.variant.sx - b.variant.sx;\n        if (a.variant.sy !== b.variant.sy) return a.variant.sy - b.variant.sy;\n\n        return a.key.localeCompare(b.key);\n    });\n\n    const sorted = new Map<StringifiedImageVariant, StyleImage>();\n    for (const entry of entries) {\n        sorted.set(entry.key, entry.value);\n    }\n    return sorted;\n}\n\n/**\n * Lightweight reference to a cached atlas on main thread.\n * Worker sends this instead of full atlas when main thread already has it cached.\n */\nexport class ImageAtlasReference {\n    sourceAtlasHash: number;\n\n    constructor(sourceAtlasHash: number) {\n        this.sourceAtlasHash = sourceAtlasHash;\n    }\n}\n\nexport default class ImageAtlas {\n    image: RGBAImage;\n    iconPositions: ImagePositionMap;\n    patternPositions: ImagePositionMap;\n    haveRenderCallbacks: ImageId[];\n    uploaded: boolean | null | undefined;\n    lut: LUT | null;\n    contentDescriptor: AtlasContentDescriptor | null | undefined;\n\n    constructor(icons: StyleImageMap<StringifiedImageVariant>, patterns: StyleImageMap<StringifiedImageVariant>, lut: LUT | null, imageVersions?: ImageVersionsMap, scope: string = '') {\n        const iconPositions: ImagePositionMap = new Map();\n        const patternPositions: ImagePositionMap = new Map();\n        this.haveRenderCallbacks = [];\n\n        const bins = [];\n\n        const enableAtlasCaching = imageVersions !== undefined;\n\n        // Cache parsed variants to avoid re-parsing in AtlasContentDescriptor\n        // sortImagesMap will populate this cache while sorting\n        const variantCache = enableAtlasCaching ? new Map<StringifiedImageVariant, ImageVariant>() : undefined;\n\n        const sortedIcons = enableAtlasCaching ? sortImagesMap(icons, variantCache) : icons;\n        const sortedPatterns = enableAtlasCaching ? sortImagesMap(patterns, variantCache) : patterns;\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        this.addImages(sortedIcons, iconPositions, ICON_PADDING, bins);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        this.addImages(sortedPatterns, patternPositions, PATTERN_PADDING, bins);\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        const {w, h} = potpack(bins);\n        const image = new RGBAImage({width: w || 1, height: h || 1});\n\n        for (const [id, src] of sortedIcons.entries()) {\n            const bin = iconPositions.get(id).paddedRect;\n            // For SDF icons, we override the RGB channels with white.\n            // This is because we read the red channel in the shader and RGB channels will get alpha-premultiplied on upload.\n            const overrideRGB = src.sdf;\n            // We don't use the LUT here because it's applied on the GPU\n            RGBAImage.copy(src.data, image, {x: 0, y: 0}, {x: bin.x + ICON_PADDING, y: bin.y + ICON_PADDING}, src.data, null, overrideRGB);\n        }\n\n        for (const [id, src] of sortedPatterns.entries()) {\n            const patternPosition = patternPositions.get(id);\n            const bin = patternPosition.paddedRect;\n            let padding = patternPosition.padding;\n            const x = bin.x + padding,\n                y = bin.y + padding,\n                w = src.data.width,\n                h = src.data.height;\n\n            assert(padding > 1);\n            padding = padding > 1 ? padding - 1 : padding;\n\n            RGBAImage.copy(src.data, image, {x: 0, y: 0}, {x, y}, src.data, lut);\n            // Add wrapped padding on each side of the image.\n            // Leave one pixel transparent to avoid bleeding to neighbouring images\n            RGBAImage.copy(src.data, image, {x: 0, y: h - padding}, {x, y: y - padding}, {width: w, height: padding}, lut); // T\n            RGBAImage.copy(src.data, image, {x: 0, y: 0}, {x, y: y + h}, {width: w, height: padding}, lut); // B\n            RGBAImage.copy(src.data, image, {x: w - padding, y: 0}, {x: x - padding, y}, {width: padding, height: h}, lut); // L\n            RGBAImage.copy(src.data, image, {x: 0,     y: 0}, {x: x + w, y}, {width: padding, height: h}, lut); // R\n            // Fill corners\n            RGBAImage.copy(src.data, image, {x: w - padding, y: h - padding}, {x: x - padding, y: y - padding}, {width: padding, height: padding}, lut); // TL\n            RGBAImage.copy(src.data, image, {x: 0, y: h - padding}, {x: x + w, y: y - padding}, {width: padding, height: padding}, lut); // TR\n            RGBAImage.copy(src.data, image, {x: 0, y: 0}, {x: x + w, y: y + h}, {width: padding, height: padding}, lut); // BL\n            RGBAImage.copy(src.data, image, {x: w - padding, y: 0}, {x: x - padding, y: y + h}, {width: padding, height: padding}, lut); // BR\n        }\n\n        this.lut = lut;\n        this.image = image;\n        this.iconPositions = iconPositions;\n        this.patternPositions = patternPositions;\n\n        // Create content descriptor if atlas caching is enabled\n        if (enableAtlasCaching) {\n            this.contentDescriptor = new AtlasContentDescriptor(sortedIcons, sortedPatterns, imageVersions, lut, scope, variantCache);\n        }\n    }\n\n    addImages(images: StyleImageMap<StringifiedImageVariant>, positions: ImagePositionMap, padding: number, bins: Array<Rect>) {\n        for (const [id, src] of images.entries()) {\n            const {bin, imagePosition, imageVariant} = getImagePosition(id, src, padding);\n            positions.set(id, imagePosition);\n            bins.push(bin);\n\n            if (src.hasRenderCallback) {\n                this.haveRenderCallbacks.push(imageVariant.id);\n            }\n        }\n    }\n\n    patchUpdatedImages(imageManager: ImageManager, texture: Texture, scope: string, lut?: LUT | null) {\n        this.haveRenderCallbacks = this.haveRenderCallbacks.filter(id => imageManager.hasImage(id, scope));\n        imageManager.dispatchRenderCallbacks(this.haveRenderCallbacks, scope);\n\n        for (const imageId of imageManager.getUpdatedImages(scope)) {\n            for (const id of this.iconPositions.keys()) {\n                const imageVariant = ImageVariant.parse(id);\n                if (ImageId.isEqual(imageVariant.id, imageId)) {\n                    const image = imageManager.getImage(imageId, scope);\n                    // We don't use the LUT here because it's applied on the GPU\n                    this.patchUpdatedImage(this.iconPositions.get(id), image, texture, null);\n                }\n            }\n\n            for (const id of this.patternPositions.keys()) {\n                const imageVariant = ImageVariant.parse(id);\n                if (ImageId.isEqual(imageVariant.id, imageId)) {\n                    const image = imageManager.getImage(imageId, scope);\n                    this.patchUpdatedImage(this.patternPositions.get(id), image, texture, lut || this.lut);\n                }\n            }\n        }\n    }\n\n    patchUpdatedImage(position: ImagePosition | null | undefined, image: StyleImage | null | undefined, texture: Texture, lut: LUT | null = null) {\n        if (!position || !image) return;\n\n        if (position.version === image.version) return;\n\n        position.version = image.version;\n        const [x, y] = position.tl;\n        const overrideRGBWithWhite = position.sdf;\n        if (this.lut || overrideRGBWithWhite) {\n            const size = {width: image.data.width, height: image.data.height};\n            const imageToUpload = new RGBAImage(size);\n            RGBAImage.copy(image.data, imageToUpload, {x: 0, y: 0}, {x: 0, y: 0}, size, lut, overrideRGBWithWhite);\n            texture.update(imageToUpload, {position: {x, y}, recreateWhenResize: false});\n        } else {\n            texture.update(image.data, {position: {x, y}, recreateWhenResize: false});\n        }\n    }\n\n}\n\nexport class ImageAtlasCache {\n    private cache: Map<number, WeakRef<ImageAtlas>>;\n    private finalizationRegistry: FinalizationRegistry<number>;\n    private textures: Map<ImageAtlas, Texture>;\n    private textureAccessTimes: Map<ImageAtlas, number>;\n    private textureMemoryUsed: number;\n    private maxTextureMemory: number;\n    // Atlases handed out during the current frame. LRU eviction must not destroy\n    // textures still referenced by tiles already processed in this frame's prepare pass —\n    // doing so leaves Texture.texture === null and triggers \"no texture bound to target\"\n    // when the tile later tries to bind during draw.\n    private currentFrameAtlases: Set<ImageAtlas>;\n\n    constructor(options?: {maxTextureMemoryMB?: number}) {\n        this.cache = new Map();\n        this.textures = new Map();\n        this.textureAccessTimes = new Map();\n        this.textureMemoryUsed = 0;\n        this.maxTextureMemory = (options && options.maxTextureMemoryMB ? options.maxTextureMemoryMB : 256) * 1024 * 1024;\n        this.currentFrameAtlases = new Set();\n        // Use FinalizationRegistry to clean up cache entries when atlases are garbage collected\n        this.finalizationRegistry = new FinalizationRegistry((hash) => {\n            this.cache.delete(hash);\n            this.clearExpiredTextures();\n        });\n    }\n\n    beginFrame() {\n        this.currentFrameAtlases.clear();\n    }\n\n    /**\n     * Calculates GPU memory usage for an atlas texture.\n     * Includes base texture memory and mipmap overhead.\n     */\n    private calculateTextureMemory(atlas: ImageAtlas): number {\n        if (!atlas.image) return 0;\n\n        const width = atlas.image.width;\n        const height = atlas.image.height;\n        const bytesPerPixel = 4; // RGBA8\n        const baseMemory = width * height * bytesPerPixel;\n\n        // If mipmaps are used, they add ~33% more memory (geometric series: 1 + 1/4 + 1/16 + ... ≈ 1.33)\n        const hasMipmaps = atlas.patternPositions.size > 0;\n        const mipmapMultiplier = hasMipmaps ? 1.33 : 1;\n\n        return Math.ceil(baseMemory * mipmapMultiplier);\n    }\n\n    /**\n     * Evicts a specific texture from the cache to free GPU memory.\n     * The atlas remains in the CPU cache and can have its texture recreated later.\n     */\n    private evictTexture(atlas: ImageAtlas) {\n        const texture = this.textures.get(atlas);\n        if (texture) {\n            const memory = this.calculateTextureMemory(atlas);\n            texture.destroy();\n            this.textures.delete(atlas);\n            this.textureAccessTimes.delete(atlas);\n            this.textureMemoryUsed -= memory;\n            atlas.uploaded = false;\n        }\n    }\n\n    /**\n     * Evicts least recently used textures until enough memory is available.\n     * Uses LRU (Least Recently Used) eviction policy based on textureAccessTimes.\n     */\n    private evictTexturesIfNeeded(requiredMemory: number) {\n        while (this.textureMemoryUsed + requiredMemory > this.maxTextureMemory && this.textures.size > 0) {\n            // Find least recently used texture, skipping any already handed out this frame.\n            let lruAtlas: ImageAtlas | null = null;\n            let oldestTime = Infinity;\n\n            for (const [atlas,] of this.textures.entries()) {\n                if (this.currentFrameAtlases.has(atlas)) continue;\n                const accessTime = this.textureAccessTimes.get(atlas) || 0;\n                if (accessTime < oldestTime) {\n                    oldestTime = accessTime;\n                    lruAtlas = atlas;\n                }\n            }\n\n            if (lruAtlas) {\n                this.evictTexture(lruAtlas);\n            } else {\n                // Every cached texture is in use this frame — accept the temporary\n                // overshoot rather than tear down a texture a tile still references.\n                break;\n            }\n        }\n    }\n\n    /**\n     * Finds a cached atlas matching the given descriptor (exact or subset match).\n     * Returns the cached atlas if found, undefined otherwise.\n     */\n    findCachedAtlas(descriptor: AtlasContentDescriptor): ImageAtlas | undefined {\n        const hash = descriptor.hash;\n\n        // Check for exact match\n        const cachedRef = this.cache.get(hash);\n        if (cachedRef) {\n            const cachedAtlas = cachedRef.deref();\n            if (cachedAtlas && cachedAtlas.contentDescriptor &&\n                this.isMipmapCompatible(descriptor, cachedAtlas.contentDescriptor)) {\n                return cachedAtlas;\n            }\n        }\n\n        // Check for subset match\n        for (const [, ref] of this.cache.entries()) {\n            const cachedAtlas = ref.deref();\n            if (cachedAtlas && cachedAtlas.contentDescriptor) {\n                const isSubset = descriptor.subsetOf(cachedAtlas.contentDescriptor);\n                const isMipCompatible = this.isMipmapCompatible(descriptor, cachedAtlas.contentDescriptor);\n                if (isSubset && isMipCompatible) {\n                    return cachedAtlas;\n                }\n            }\n        }\n\n        return undefined;\n    }\n\n    /**\n     * Gets or creates a texture for the given atlas.\n     * Multiple tiles sharing the same atlas will share the same texture.\n     * Uses LRU eviction to stay within GPU memory budget.\n     */\n    getTextureForAtlas(atlas: ImageAtlas, context: Context, format: TextureFormat): Texture | null {\n        // Update access time for LRU tracking\n        this.textureAccessTimes.set(atlas, performance.now());\n        // Pin this atlas for the rest of the frame so subsequent uploads in the same\n        // prepare pass can't evict the texture we're about to hand out (or already have).\n        this.currentFrameAtlases.add(atlas);\n\n        // Check if we already have a texture for this atlas\n        let texture = this.textures.get(atlas);\n        if (texture) {\n            return texture;\n        }\n\n        // Create or recreate texture for this atlas\n        if (atlas.image) {\n            const textureMemory = this.calculateTextureMemory(atlas);\n\n            // Evict LRU textures if needed to stay within budget\n            this.evictTexturesIfNeeded(textureMemory);\n\n            const hasPattern = !!atlas.patternPositions.size;\n            texture = new Texture(context, atlas.image, format, {useMipmap: hasPattern});\n            this.textures.set(atlas, texture);\n            this.textureMemoryUsed += textureMemory;\n\n            // Note: We keep atlas.image around (unlike GL Native) because:\n            // 1. WebGL context restoration requires image data to recreate textures\n            // 2. Layout property changes may trigger new tile uploads\n            // 3. LRU eviction allows texture recreation when needed\n            return texture;\n        }\n\n        return null;\n    }\n\n    /**\n     * Clears textures for atlases that no longer exist.\n     */\n    private clearExpiredTextures() {\n        for (const [atlas,] of this.textures.entries()) {\n            // If the atlas is no longer referenced, remove its texture\n            if (!this.isAtlasCached(atlas)) {\n                const texture = this.textures.get(atlas);\n                if (texture) {\n                    const memory = this.calculateTextureMemory(atlas);\n                    texture.destroy();\n                    this.textureMemoryUsed -= memory;\n                }\n                this.textures.delete(atlas);\n                this.textureAccessTimes.delete(atlas);\n            }\n        }\n    }\n\n    private isAtlasCached(atlas: ImageAtlas): boolean {\n        // O(1) lookup using hash instead of O(N) scan\n        if (!atlas.contentDescriptor) return false;\n        const ref = this.cache.get(atlas.contentDescriptor.hash);\n        if (!ref) return false;\n        const cachedAtlas = ref.deref();\n        return cachedAtlas === atlas;\n    }\n\n    /**\n     * Adds an atlas to the cache or returns an existing one with the same content.\n     * @param atlas The atlas or reference to cache\n     * @returns The cached atlas with image data\n     */\n    getOrCache(atlas: ImageAtlas | ImageAtlasReference): ImageAtlas | null {\n        // If this is an ImageAtlasReference (from worker when cache hit),\n        // look up and return the source atlas\n        // Use property check instead of instanceof to avoid cross-context issues on Windows\n        if (!('image' in atlas)) {\n            const sourceRef = this.cache.get(atlas.sourceAtlasHash);\n            if (sourceRef) {\n                const sourceAtlas = sourceRef.deref();\n                if (sourceAtlas) {\n                    return sourceAtlas;\n                }\n            }\n            // Atlas was GC'd - this shouldn't happen in normal operation\n            // Worker should have received positions from a cached atlas that still exists\n            warnOnce('ImageAtlasReference points to GC\\'d atlas - atlas may have been evicted');\n            return null;\n        }\n\n        if (!atlas.contentDescriptor) {\n            // No content descriptor means this atlas can't be cached\n            return atlas;\n        }\n\n        const descriptor = atlas.contentDescriptor;\n        const hash = descriptor.hash;\n\n        // Check for exact match\n        const cachedRef = this.cache.get(hash);\n        if (cachedRef) {\n            const cachedAtlas = cachedRef.deref();\n            if (cachedAtlas && cachedAtlas.contentDescriptor &&\n                this.isMipmapCompatible(descriptor, cachedAtlas.contentDescriptor)) {\n                return cachedAtlas;\n            }\n        }\n\n        // IMPORTANT: Do NOT do subset matching here!\n        // Subset matching can only work if the worker already reconciled positions.\n        // If the worker created a fresh atlas, its buckets have UVs matching THIS atlas's layout.\n        // Substituting a different atlas would break UV coordinates.\n        // Subset matching only happens during worker's checkAtlasCache phase.\n\n        // No match found, add to cache\n        // At this point, atlas is guaranteed to be ImageAtlas (ImageAtlasReference was handled above)\n        this.cache.set(hash, new WeakRef(atlas));\n        this.finalizationRegistry.register(atlas, hash, atlas);\n        return atlas;\n    }\n\n    /**\n     * Checks if two atlases are compatible regarding mipmap requirements.\n     * A cached atlas can be reused only if:\n     * - The new atlas doesn't need mipmaps, OR\n     * - The cached atlas has mipmaps\n     */\n    private isMipmapCompatible(newDescriptor: AtlasContentDescriptor, cachedDescriptor: AtlasContentDescriptor): boolean {\n        return !newDescriptor.requiresMipMaps || cachedDescriptor.requiresMipMaps;\n    }\n\n    /**\n     * Destroys all cached textures (e.g., during WebGL context restoration).\n     * Atlas cache entries are preserved so textures can be recreated.\n     */\n    destroyTextures() {\n        for (const texture of this.textures.values()) {\n            if (texture) {\n                texture.destroy();\n            }\n        }\n        this.textures.clear();\n        this.textureAccessTimes.clear();\n        this.textureMemoryUsed = 0;\n    }\n\n    /**\n     * Clears the entire cache, including textures and tracking data.\n     */\n    clear() {\n        // Destroy all textures first\n        for (const texture of this.textures.values()) {\n            if (texture) {\n                texture.destroy();\n            }\n        }\n\n        // Clear all caches and tracking\n        this.cache.clear();\n        this.textures.clear();\n        this.textureAccessTimes.clear();\n        this.textureMemoryUsed = 0;\n    }\n}\n\nregister(ImagePosition, 'ImagePosition');\nregister(ImageAtlas, 'ImageAtlas', {omit: ['lut']});\nregister(ImageAtlasReference, 'ImageAtlasReference');\n","import {loadGlyphRange} from './load_glyph_range';\nimport browser from '../util/browser';\n\nimport type {GlyphRange} from './load_glyph_range';\nimport type {StyleGlyphs} from './style_glyph';\nimport type {RequestManager} from '../util/mapbox';\nimport type {Callback} from '../types/callback';\n\n/**\n * Controls how multi-font fontstacks are composited.\n *\n * - `'client'` (default): Each font in a comma-separated fontstack is loaded individually\n *   and missing glyphs are filled from subsequent fallback fonts on the client.\n * - `'server'`: The full fontstack string is passed as-is to the glyph server, which must\n *   support server-side fontstack composition.\n */\nexport type FontstackCompositing = 'client' | 'server';\n\ntype GlyphLoaderOptions = {\n    fontstackCompositing?: FontstackCompositing;\n};\n\n/*\n  GlyphLoader handles loading fonts individually and performing client-side\n  glyph fallback, rather than relying on the server font composition.\n\n  - Each font is loaded and processed in priority order\n  - Glyphs from the first font take priority\n  - Missing glyphs are filled from subsequent fallback fonts\n  - Requests for the same font/range are deduplicated across different fontstacks\n */\nclass GlyphLoader {\n    private pendingRequests: Map<string, Array<Callback<GlyphRange>>>;\n\n    private cachedRanges: Map<string, GlyphRange | null>;\n\n    private fontstackCompositing: FontstackCompositing;\n\n    // Exposed as static to enable stubbing in unit tests\n    static loadGlyphRange: typeof loadGlyphRange;\n\n    constructor(options?: GlyphLoaderOptions) {\n        this.pendingRequests = new Map();\n        this.cachedRanges = new Map();\n        this.fontstackCompositing = (options && options.fontstackCompositing) || 'client';\n    }\n\n    loadGlyphRange(\n        fontstack: string,\n        range: number,\n        urlTemplate: string,\n        requestManager: RequestManager,\n        callback: Callback<GlyphRange>\n    ): void {\n        if (this.fontstackCompositing === 'server') {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            GlyphLoader.loadGlyphRange(fontstack, range, urlTemplate, requestManager, callback);\n            return;\n        }\n\n        const fonts = fontstack.split(',').map(f => f.trim()).filter(f => f.length > 0);\n        if (fonts.length === 0) {\n            callback(new Error('Empty fontstack'));\n            return;\n        }\n\n        if (fonts.length === 1) {\n            this._loadFont(fonts[0], range, urlTemplate, requestManager, callback);\n            return;\n        }\n\n        this._loadMultipleFonts(fonts, range, urlTemplate, requestManager, callback);\n    }\n\n    private _loadMultipleFonts(\n        fonts: string[],\n        range: number,\n        urlTemplate: string,\n        requestManager: RequestManager,\n        callback: Callback<GlyphRange>\n    ): void {\n        const results: Array<GlyphRange | null> = fonts.map((): GlyphRange | null => null);\n        const state = {completed: 0, firstError: null as Error | null, callbackCalled: false};\n\n        const handleResult = (index: number, err: Error | null | undefined, result: GlyphRange | null | undefined) => {\n            if (state.callbackCalled) return;\n\n            if (err && !state.firstError) {\n                state.firstError = err;\n            }\n            if (result) {\n                results[index] = result;\n            }\n            state.completed++;\n\n            if (state.completed === fonts.length) {\n                state.callbackCalled = true;\n                // Filter out null results while preserving priority order\n                const validResults = results.filter((r): r is GlyphRange => r !== null);\n                if (validResults.length === 0) {\n                    callback(state.firstError || new Error('All fonts failed to load'));\n                    return;\n                }\n                const composed = this._composeGlyphs(validResults);\n                callback(null, composed);\n            }\n        };\n\n        for (let i = 0; i < fonts.length; i++) {\n            this._loadFont(fonts[i], range, urlTemplate, requestManager, (err, result) => {\n                handleResult(i, err, result);\n            });\n        }\n    }\n\n    private _loadFont(\n        font: string,\n        range: number,\n        urlTemplate: string,\n        requestManager: RequestManager,\n        callback: Callback<GlyphRange>\n    ): void {\n        const cacheKey = `${font}:${range}`;\n\n        if (this.cachedRanges.has(cacheKey)) {\n            const cached = this.cachedRanges.get(cacheKey);\n            browser.frame(() => callback(null, cached));\n            return;\n        }\n\n        const pending = this.pendingRequests.get(cacheKey);\n        if (pending) {\n            pending.push(callback);\n            return;\n        }\n\n        const callbacks: Array<Callback<GlyphRange>> = [callback];\n        this.pendingRequests.set(cacheKey, callbacks);\n\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        GlyphLoader.loadGlyphRange(font, range, urlTemplate, requestManager, (err, result) => {\n            // Cache the result (even null for failed requests, to avoid retrying)\n            if (!err) {\n                this.cachedRanges.set(cacheKey, result || null);\n            }\n\n            const pendingCallbacks = this.pendingRequests.get(cacheKey);\n            this.pendingRequests.delete(cacheKey);\n\n            if (pendingCallbacks) {\n                for (const cb of pendingCallbacks) {\n                    cb(err, result);\n                }\n            }\n        });\n    }\n\n    private _composeGlyphs(results: GlyphRange[]): GlyphRange {\n        const composedGlyphs: StyleGlyphs = {};\n        let ascender: number | undefined;\n        let descender: number | undefined;\n\n        for (const result of results) {\n            if (ascender === undefined && result.ascender !== undefined) {\n                ascender = result.ascender;\n            }\n            if (descender === undefined && result.descender !== undefined) {\n                descender = result.descender;\n            }\n\n            // Add glyphs that aren't already present (priority to earlier fonts)\n            if (result.glyphs) {\n                for (const id in result.glyphs) {\n                    if (composedGlyphs[id] === undefined) {\n                        composedGlyphs[id] = result.glyphs[id];\n                    }\n                }\n            }\n        }\n\n        return {\n            glyphs: composedGlyphs,\n            ascender,\n            descender\n        };\n    }\n}\n\nGlyphLoader.loadGlyphRange = loadGlyphRange;\n\nexport {GlyphLoader};\n","import {getArrayBuffer, ResourceType} from '../util/ajax';\nimport parseGlyphPBF from './parse_glyph_pbf';\n\nimport type {StyleGlyph, StyleGlyphs} from './style_glyph';\nimport type {RequestManager} from '../util/mapbox';\nimport type {Callback} from '../types/callback';\n\nexport type GlyphRange = {\n    glyphs?: StyleGlyphs;\n    ascender?: number;\n    descender?: number;\n};\n\nexport async function loadGlyphRange(\n    fontstack: string,\n    range: number,\n    urlTemplate: string,\n    requestManager: RequestManager,\n    callback: Callback<GlyphRange>\n) {\n    const begin = range * 256;\n    const end = begin + 255;\n\n    let result: GlyphRange;\n    try {\n        const request = await requestManager.transformRequest(\n            requestManager.normalizeGlyphsURL(urlTemplate)\n                .replace('{fontstack}', fontstack)\n                .replace('{range}', `${begin}-${end}`),\n            ResourceType.Glyphs);\n\n        const {data} = await getArrayBuffer(request);\n        const glyphs: Record<string, StyleGlyph> = {};\n        const glyphData = parseGlyphPBF(data);\n        for (const glyph of glyphData.glyphs) {\n            glyphs[glyph.id] = glyph;\n        }\n        result = {glyphs, ascender: glyphData.ascender, descender: glyphData.descender};\n    } catch (err) {\n        // No controller: every rejection must settle the callback, or the GlyphManager dedup entry blocks forever.\n        return callback(err as Error);\n    }\n    callback(null, result);\n}\n","const INF = 1e20;\n\n// lookup table for gamma-corrected, signed squared alpha distance values\nconst alphaTable = new Float64Array(256);\nfor (let i = 0; i < 256; i++) {\n    const d = 0.5 - Math.pow(i / 255, 1 / 2.2);\n    alphaTable[i] = d * Math.abs(d);\n}\nalphaTable[255] = -INF;\n\nexport default class TinySDF {\n    constructor({\n        fontSize = 24,\n        buffer = 3,\n        radius = 8,\n        cutoff = 0.25,\n        fontFamily = 'sans-serif',\n        fontWeight = 'normal',\n        fontStyle = 'normal',\n        lang = null\n    } = {}) {\n        this.buffer = buffer; // padding around a glyph's bounding box\n        this.radius = radius; // how many pixels around the glyph edge are encoded as signed distances\n        this.cutoff = cutoff; // how much of the SDF byte range represents inside vs outside the edge\n        this.lang = lang; // language of the Canvas drawing context\n\n        // make the canvas size big enough to both have the specified buffer around the glyph\n        // for \"halo\", and account for some glyphs possibly being larger than their font size\n        const size = this.size = fontSize + buffer * 4;\n\n        const canvas = this._createCanvas(size);\n        const ctx = this.ctx = canvas.getContext('2d', {willReadFrequently: true});\n        ctx.font = `${fontStyle} ${fontWeight} ${fontSize}px ${fontFamily}`;\n\n        ctx.textBaseline = 'alphabetic';\n        ctx.textAlign = 'left'; // Necessary so that RTL text doesn't have different alignment\n        ctx.fillStyle = 'black';\n\n        // two grids of squared distances: one for the outside of the glyph shape, one for the inside;\n        // the signed distance is derived as sqrt(outer) - sqrt(inner)\n        this.gridOuter = new Float64Array(size * size);\n        this.gridInner = new Float64Array(size * size);\n        this.f = new Float64Array(size);\n        this.z = new Float64Array(size + 1);\n        this.v = new Uint16Array(size);\n    }\n\n    _createCanvas(size) {\n        if (typeof OffscreenCanvas !== 'undefined') {\n            return new OffscreenCanvas(size, size);\n        }\n        const canvas = document.createElement('canvas');\n        canvas.width = canvas.height = size;\n        return canvas;\n    }\n\n    draw(char) {\n        const {\n            width: glyphAdvance,\n            actualBoundingBoxAscent,\n            actualBoundingBoxDescent,\n            actualBoundingBoxLeft,\n            actualBoundingBoxRight\n        } = this.ctx.measureText(char);\n\n        // The integer/pixel part of the alignment is encoded in metrics.glyphTop/glyphLeft\n        // The remainder is implicitly encoded in the rasterization\n        const glyphTop = Math.ceil(actualBoundingBoxAscent);\n        // actualBoundingBoxLeft is positive when ink extends LEFT of the origin (per spec),\n        // so negate to get the ink's left edge in canvas x-coords (positive = right of origin)\n        const glyphLeft = Math.floor(-actualBoundingBoxLeft);\n\n        // If the glyph overflows the canvas size, it will be clipped at the bottom/right\n        const glyphWidth = Math.max(0, Math.min(this.size - this.buffer, Math.ceil(actualBoundingBoxRight) - glyphLeft));\n        const glyphHeight = Math.max(0, Math.min(this.size - this.buffer, glyphTop + Math.ceil(actualBoundingBoxDescent)));\n\n        const width = glyphWidth + 2 * this.buffer;\n        const height = glyphHeight + 2 * this.buffer;\n\n        const len = Math.max(width * height, 0);\n        const data = new Uint8ClampedArray(len);\n        const glyph = {data, width, height, glyphWidth, glyphHeight, glyphTop, glyphLeft, glyphAdvance};\n        if (glyphWidth === 0 || glyphHeight === 0) return glyph;\n\n        const {ctx, buffer, gridInner, gridOuter} = this;\n        if (this.lang) ctx.lang = this.lang;\n        ctx.clearRect(buffer, buffer, glyphWidth, glyphHeight);\n        ctx.fillText(char, buffer - glyphLeft, buffer + glyphTop);\n        const imgData = ctx.getImageData(buffer, buffer, glyphWidth, glyphHeight);\n\n        // default: outside the glyph (INF distance) for outer, inside (0 distance) for inner\n        gridOuter.fill(INF, 0, len);\n        gridInner.fill(0, 0, len);\n\n        // for anti-aliased pixels, treat partial coverage as a distance approximation:\n        // a fully covered pixel gets 0 outer / INF inner; a partial pixel gets a small\n        // non-zero outer or inner distance based on how far its coverage deviates from 0.5\n        let imgIdx = 3; // start at the alpha channel of the first pixel\n        for (let y = 0; y < glyphHeight; y++) {\n            let j = (y + buffer) * width + buffer;\n            for (let x = 0; x < glyphWidth; x++, imgIdx += 4, j++) {\n                const a = imgData.data[imgIdx]; // alpha value\n                if (a === 0) continue; // empty pixels\n                const t = alphaTable[a];\n                gridOuter[j] = Math.max(0, t);\n                gridInner[j] = Math.max(0, -t);\n            }\n        }\n\n        edt(gridOuter, 0, 0, width, height, width, this.f, this.v, this.z);\n        // Pad the inner EDT region by 1 px so ink pixels touching the bbox edge can see the\n        // outside-ink seeds in the buffer region; clamp to buffer so we don't underflow when buffer=0\n        const pad = Math.min(buffer, 1);\n        edt(gridInner, buffer - pad, buffer - pad, glyphWidth + 2 * pad, glyphHeight + 2 * pad, width, this.f, this.v, this.z);\n\n        // encode signed distance as a byte: inside the glyph maps to high values, outside to low,\n        // with the edge gradient spanning [-radius * cutoff, radius * (1 - cutoff)] pixels around the edge;\n        // Uint8ClampedArray clamps beyond that\n        const scale = 255 / this.radius;\n        const base = 255 * (1 - this.cutoff);\n        for (let i = 0; i < len; i++) {\n            const d = Math.sqrt(gridOuter[i]) - Math.sqrt(gridInner[i]);\n            data[i] = Math.round(base - scale * d);\n        }\n\n        return glyph;\n    }\n}\n\n// 2D Euclidean squared distance transform by Felzenszwalb & Huttenlocher https://cs.brown.edu/~pff/papers/dt-final.pdf\nfunction edt(data, x0, y0, width, height, gridSize, f, v, z) {\n    for (let x = x0; x < x0 + width; x++) edt1d(data, y0 * gridSize + x, gridSize, height, f, v, z);\n    for (let y = y0; y < y0 + height; y++) edt1d(data, y * gridSize + x0, 1, width, f, v, z);\n}\n\n// 1D squared distance transform\nfunction edt1d(grid, offset, stride, length, f, v, z) {\n    v[0] = 0;\n    z[0] = -INF;\n    z[1] = INF;\n    f[0] = grid[offset];\n\n    for (let q = 1, k = 0, s = 0; q < length; q++) {\n        f[q] = grid[offset + q * stride];\n        const q2 = q * q;\n        do {\n            const r = v[k];\n            s = (f[q] - f[r] + q2 - r * r) / (q - r) / 2;\n        } while (s <= z[k] && --k > -1);\n\n        k++;\n        v[k] = q;\n        z[k] = s;\n        z[k + 1] = INF;\n    }\n\n    for (let q = 0, k = 0; q < length; q++) {\n        while (z[k + 1] < q) k++;\n        const r = v[k];\n        const qr = q - r;\n        grid[offset + q * stride] = f[r] + qr * qr;\n    }\n}\n","import {GlyphLoader} from '../style/glyph_loader';\nimport TinySDF from '@mapbox/tiny-sdf';\nimport isChar from '../util/is_char_in_unicode_block';\nimport config from '../util/config';\nimport {asyncAll, warnOnce} from '../util/util';\nimport {AlphaImage} from '../util/image';\n\nimport type {FontstackCompositing} from '../style/glyph_loader';\nimport type {Class} from '../types/class';\nimport type {GlyphRange} from '../style/load_glyph_range';\nimport type {StyleGlyph, StyleGlyphs} from '../style/style_glyph';\nimport type {RequestManager} from '../util/mapbox';\nimport type {Callback} from '../types/callback';\n\n/*\n  SDF_SCALE controls the pixel density of locally generated glyphs relative\n  to \"normal\" SDFs which are generated at 24pt font and a \"pixel ratio\" of 1.\n  The GlyphManager will generate glyphs SDF_SCALE times as large,\n  but with the same glyph metrics, and the quad generation code will scale them\n  back down so they display at the same size.\n\n  The choice of SDF_SCALE is a trade-off between performance and quality.\n  Glyph generation time grows quadratically with the the scale, while quality\n  improvements drop off rapidly when the scale is higher than the pixel ratio\n  of the device. The scale of 2 buys noticeable improvements on HDPI screens\n  at acceptable cost.\n\n  The scale can be any value, but in order to avoid small distortions, these\n  pixel-based values must come out to integers:\n   - \"localGlyphPadding\" in GlyphAtlas\n   - Font/Canvas/Buffer size for TinySDF\n  localGlyphPadding + buffer should equal 4 * SDF_SCALE. So if you wanted to\n  use an SDF_SCALE of 1.75, you could manually set localGlyphAdding to 2 and\n  buffer to 5.\n*/\nexport const SDF_SCALE = 2;\n\nconst BOLD_FONT_RE = /bold/i;\nconst MEDIUM_FONT_RE = /medium/i;\nconst LIGHT_FONT_RE = /light/i;\n\n// Only these four font weights are supported\ntype FontWeight = '200' | '400' | '500' | '900';\n\ntype FontStack = string;\nexport type FontStacks = Record<FontStack, number[]>;\n\ntype FontGlyph = {\n    id: number;\n    stack: FontStack;\n    glyph?: StyleGlyph;\n};\n\ntype Entry = {\n    // null means we've requested the range, but the glyph wasn't included in the result.\n    glyphs: StyleGlyphs;\n    requests: {[range: number]: Array<Callback<GlyphRange>>};\n    ranges: {[range: number]: boolean | null};\n    tinySDF?: TinySDF & {fontWeight: FontWeight};\n    ascender?: number;\n    descender?: number;\n};\n\nexport type GlyphMap = Record<FontStack, GlyphRange>;\n\nexport const LocalGlyphMode = {\n    none: 0,\n    ideographs: 1,\n    all: 2\n} as const;\n\nclass GlyphManager {\n    requestManager: RequestManager;\n    localFontFamily?: string;\n    localGlyphMode: number;\n    entries: Record<string, Entry>;\n    // Multiple fontstacks may share the same local glyphs, so keep an index\n    // into the glyphs based soley on font weight\n    localGlyphs: Record<FontWeight, GlyphRange>;\n    url: string;\n    glyphLoader: GlyphLoader;\n\n    static TinySDF: Class<TinySDF>;\n\n    constructor(requestManager: RequestManager, localGlyphMode: number, localFontFamily?: string, fontstackCompositing?: FontstackCompositing) {\n        this.requestManager = requestManager;\n        this.localGlyphMode = localGlyphMode;\n        this.localFontFamily = localFontFamily;\n        this.url = '';\n        this.entries = {};\n        this.localGlyphs = {\n            '200': {},\n            '400': {},\n            '500': {},\n            '900': {}\n        };\n        this.glyphLoader = new GlyphLoader({fontstackCompositing});\n    }\n\n    setURL(url: string) {\n        this.url = url;\n    }\n\n    prefetchRange(stack: string, range: number): void {\n        const url = this.url || config.GLYPHS_URL;\n        if (!url) return;\n        let entry = this.entries[stack];\n        if (!entry) {\n            entry = this.entries[stack] = {glyphs: {}, requests: {}, ranges: {}};\n        }\n        if (entry.ranges[range] || entry.requests[range]) return; // already done or in-flight\n        entry.requests[range] = [];\n        this.glyphLoader.loadGlyphRange(stack, range, url, this.requestManager, (err, response?: GlyphRange) => {\n            if (response) {\n                entry.ascender = response.ascender;\n                entry.descender = response.descender;\n                for (const id in response.glyphs) {\n                    if (!this._doesCharSupportLocalGlyph(+id)) entry.glyphs[+id] = response.glyphs[+id];\n                }\n                entry.ranges[range] = true;\n            }\n            for (const cb of entry.requests[range] || []) cb(err, response);\n            delete entry.requests[range];\n        });\n    }\n\n    getGlyphs(glyphs: FontStacks, callback: Callback<GlyphMap>) {\n        const all: Array<{id: number, stack: FontStack}> = [];\n\n        // Fallback to the default glyphs URL if none is specified\n        const url = this.url || config.GLYPHS_URL;\n\n        for (const stack in glyphs) {\n            for (const id of glyphs[stack]) {\n                all.push({stack, id});\n            }\n        }\n\n        asyncAll(all, ({stack, id}, fnCallback: Callback<FontGlyph>) => {\n            let entry = this.entries[stack];\n            if (!entry) {\n                entry = this.entries[stack] = {\n                    glyphs: {},\n                    requests: {},\n                    ranges: {},\n                    ascender: undefined,\n                    descender: undefined\n                };\n            }\n\n            let glyph = entry.glyphs[id];\n            if (glyph !== undefined) {\n                fnCallback(null, {stack, id, glyph});\n                return;\n            }\n\n            glyph = this._tinySDF(entry, stack, id);\n            if (glyph) {\n                entry.glyphs[id] = glyph;\n                fnCallback(null, {stack, id, glyph});\n                return;\n            }\n\n            const range = Math.floor(id / 256);\n            if (range * 256 > 65535) {\n                warnOnce('glyphs > 65535 not supported');\n                fnCallback(null, {stack, id, glyph});\n                return;\n            }\n\n            if (entry.ranges[range]) {\n                fnCallback(null, {stack, id, glyph});\n                return;\n            }\n\n            let requests = entry.requests[range];\n            if (!requests) {\n                requests = entry.requests[range] = [];\n                this.glyphLoader.loadGlyphRange(stack, range, url, this.requestManager,\n                    (err, response?: GlyphRange) => {\n                        if (response) {\n                            entry.ascender = response.ascender;\n                            entry.descender = response.descender;\n                            for (const id in response.glyphs) {\n                                if (!this._doesCharSupportLocalGlyph(+id)) {\n                                    entry.glyphs[+id] = response.glyphs[+id];\n                                }\n                            }\n                            entry.ranges[range] = true;\n                        }\n                        for (const cb of requests) {\n                            cb(err, response);\n                        }\n                        delete entry.requests[range];\n                    });\n            }\n\n            requests.push((err, result?: GlyphRange) => {\n                if (err) {\n                    fnCallback(err);\n                } else if (result) {\n                    fnCallback(null, {stack, id, glyph: result.glyphs[id] || null});\n                }\n            });\n        }, (err, glyphs?: Array<FontGlyph>) => {\n            if (err) {\n                callback(err);\n            } else if (glyphs) {\n                const result: GlyphMap = {};\n\n                for (const {stack, id, glyph} of glyphs) {\n                    // Clone the glyph so that our own copy of its ArrayBuffer doesn't get transferred.\n                    if (result[stack] === undefined) result[stack] = {};\n                    if (result[stack].glyphs === undefined) result[stack].glyphs = {};\n                    result[stack].glyphs[id] = glyph && {\n                        id: glyph.id,\n                        bitmap: glyph.bitmap.clone(),\n                        metrics: glyph.metrics\n                    };\n                    result[stack].ascender = this.entries[stack].ascender;\n                    result[stack].descender = this.entries[stack].descender;\n                }\n\n                callback(null, result);\n            }\n        });\n    }\n\n    _doesCharSupportLocalGlyph(id: number): boolean {\n        if (this.localGlyphMode === LocalGlyphMode.none) {\n            return false;\n        } else if (this.localGlyphMode === LocalGlyphMode.all) {\n            return !!this.localFontFamily;\n        } else {\n            /* eslint-disable new-cap */\n            return !!this.localFontFamily && (\n                (isChar['CJK Unified Ideographs'](id) ||\n                isChar['Hangul Syllables'](id) ||\n                isChar['Hiragana'](id) ||\n                isChar['Katakana'](id) ||\n                // gl-native parity: Extend Ideographs rasterization range to include CJK symbols and punctuations\n                isChar['CJK Symbols and Punctuation'](id) ||\n                isChar['CJK Unified Ideographs Extension A'](id) || isChar['CJK Unified Ideographs Extension B'](id)) || // very rare surrogate characters\n                isChar['Osage'](id)\n            );\n            /* eslint-enable new-cap */\n        }\n    }\n\n    _tinySDF(entry: Entry, stack: FontStack, id: number): StyleGlyph | null | undefined {\n        const fontFamily = this.localFontFamily;\n        if (!fontFamily || !this._doesCharSupportLocalGlyph(id)) return;\n\n        let tinySDF = entry.tinySDF;\n        if (!tinySDF) {\n            let fontWeight: FontWeight = '400';\n            if (BOLD_FONT_RE.test(stack)) {\n                fontWeight = '900';\n            } else if (MEDIUM_FONT_RE.test(stack)) {\n                fontWeight = '500';\n            } else if (LIGHT_FONT_RE.test(stack)) {\n                fontWeight = '200';\n            }\n\n            const fontSize = 24 * SDF_SCALE;\n            const buffer = 3 * SDF_SCALE;\n            const radius = 8 * SDF_SCALE;\n            tinySDF = entry.tinySDF = new GlyphManager.TinySDF({fontFamily, fontWeight, fontSize, buffer, radius}) as Entry['tinySDF'];\n            tinySDF.fontWeight = fontWeight;\n        }\n\n        const weight = tinySDF.fontWeight;\n\n        if (this.localGlyphs[weight][id]) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n            return this.localGlyphs[weight][id];\n        }\n\n        const char = String.fromCodePoint(id);\n        const {data, width, height, glyphWidth, glyphHeight, glyphLeft, glyphTop, glyphAdvance} = tinySDF.draw(char);\n        /*\n        TinySDF's \"top\" is the distance from the alphabetic baseline to the\n         top of the glyph.\n\n        Server-generated fonts specify \"top\" relative to an origin above the\n         em box (the origin comes from FreeType, but I'm unclear on exactly\n         how it's derived)\n          ref: https://github.com/mapbox/sdf-glyph-foundry\n\n        Server fonts don't yet include baseline information, so we can't line\n        up exactly with them (and they don't line up with each other)\n          ref: https://github.com/mapbox/node-fontnik/pull/160\n\n        To approximately align TinySDF glyphs with server-provided glyphs, we\n        use this baseline adjustment factor calibrated to be in between DIN Pro\n        and Arial Unicode (but closer to Arial Unicode)\n        */\n        const baselineAdjustment = 27;\n\n        const glyph = this.localGlyphs[weight][id] = {\n            id,\n            bitmap: new AlphaImage({width, height}, data),\n            metrics: {\n                width: glyphWidth / SDF_SCALE,\n                height: glyphHeight / SDF_SCALE,\n                left: glyphLeft / SDF_SCALE,\n                top: glyphTop / SDF_SCALE - baselineAdjustment,\n                advance: glyphAdvance / SDF_SCALE,\n                localGlyph: true\n            }\n        };\n        return glyph;\n    }\n}\n\nGlyphManager.TinySDF = TinySDF;\n\nexport type {GlyphRange};\n\nexport default GlyphManager;\n","import Point from '@mapbox/point-geometry';\nimport {GLYPH_PBF_BORDER} from '../style/parse_glyph_pbf';\nimport {ICON_PADDING} from '../render/image_atlas';\nimport {SDF_SCALE} from '../render/glyph_manager';\nimport {isVerticalClosePunctuation, isVerticalOpenPunctuation} from '../util/verticalize_punctuation';\nimport ONE_EM from './one_em';\n\nimport type {ImagePosition} from '../render/image_atlas';\nimport type Anchor from './anchor';\nimport type {PositionedIcon, Shaping} from './shaping_shared';\nimport type SymbolStyleLayer from '../style/style_layer/symbol_style_layer';\nimport type {Feature} from '../style-spec/expression/index';\nimport type {StyleImageMap} from '../style/style_image';\nimport type {StringifiedImageVariant} from '../style-spec/expression/types/image_variant';\n\nexport type TextureCoordinate = {\n    x: number;\n    y: number;\n    w: number;\n    h: number;\n};\n\ntype Size = {\n    fixed: number;\n    stretch: number;\n};\n\n/**\n * A textured quad for rendering a single icon or glyph.\n *\n * The zoom range the glyph can be shown is defined by minScale and maxScale.\n *\n * @param tl The offset of the top left corner from the anchor.\n * @param tr The offset of the top right corner from the anchor.\n * @param bl The offset of the bottom left corner from the anchor.\n * @param br The offset of the bottom right corner from the anchor.\n * @param texPrimary The texture coordinates of the primary image.\n * @param texSecondary The texture coordinates of an optional secondary image.\n *\n * @private\n */\nexport type SymbolQuad = {\n    tl: Point;\n    tr: Point;\n    bl: Point;\n    br: Point;\n    texPrimary: TextureCoordinate;\n    texSecondary: TextureCoordinate | null | undefined;\n    pixelOffsetTL: Point;\n    pixelOffsetBR: Point;\n    writingMode: Shaping['writingMode'];\n    glyphOffset: [number, number];\n    sectionIndex: number;\n    isSDF: boolean;\n    minFontScaleX: number;\n    minFontScaleY: number;\n};\n\n// If you have a 10px icon that isn't perfectly aligned to the pixel grid it will cover 11 actual\n// pixels. The quad needs to be padded to account for this, otherwise they'll look slightly clipped\n// on one edge in some cases.\nconst border = ICON_PADDING;\n\nfunction reduceRanges(sum: number, range: [number, number]) {\n    return sum + range[1] - range[0];\n}\n\n/**\n * Create the quads used for rendering an icon.\n * @private\n */\nexport function getIconQuads(\n    shapedIcon: PositionedIcon,\n    iconRotate: number,\n    isSDFIcon: boolean,\n    hasIconTextFit: boolean,\n    iconScale: number = 1,\n): Array<SymbolQuad> {\n    const quads: Array<SymbolQuad> = [];\n\n    const image = shapedIcon.imagePrimary;\n    const pixelRatio = image.pixelRatio;\n    const imageWidth = image.paddedRect.w - 2 * border;\n    const imageHeight = image.paddedRect.h - 2 * border;\n\n    const iconWidth = (shapedIcon.right - shapedIcon.left) * iconScale;\n    const iconHeight = (shapedIcon.bottom - shapedIcon.top) * iconScale;\n\n    const stretchX = image.stretchX || [[0, imageWidth]];\n    const stretchY = image.stretchY || [[0, imageHeight]];\n\n    const stretchWidth = stretchX.reduce(reduceRanges, 0);\n    const stretchHeight = stretchY.reduce(reduceRanges, 0);\n    const fixedWidth = imageWidth - stretchWidth;\n    const fixedHeight = imageHeight - stretchHeight;\n\n    let stretchOffsetX = 0;\n    let stretchContentWidth = stretchWidth;\n    let stretchOffsetY = 0;\n    let stretchContentHeight = stretchHeight;\n    let fixedOffsetX = 0;\n    let fixedContentWidth = fixedWidth;\n    let fixedOffsetY = 0;\n    let fixedContentHeight = fixedHeight;\n\n    if (image.content && hasIconTextFit) {\n        const content = image.content;\n        stretchOffsetX = sumWithinRange(stretchX, 0, content[0]);\n        stretchOffsetY = sumWithinRange(stretchY, 0, content[1]);\n        stretchContentWidth = sumWithinRange(stretchX, content[0], content[2]);\n        stretchContentHeight = sumWithinRange(stretchY, content[1], content[3]);\n        fixedOffsetX = content[0] - stretchOffsetX;\n        fixedOffsetY = content[1] - stretchOffsetY;\n        fixedContentWidth = content[2] - content[0] - stretchContentWidth;\n        fixedContentHeight = content[3] - content[1] - stretchContentHeight;\n    }\n\n    const makeBox = (left: Size, top: Size, right: Size, bottom: Size): SymbolQuad => {\n\n        const leftEm = getEmOffset(left.stretch - stretchOffsetX, stretchContentWidth, iconWidth, shapedIcon.left * iconScale);\n        const leftPx = getPxOffset(left.fixed - fixedOffsetX, fixedContentWidth, left.stretch, stretchWidth);\n\n        const topEm = getEmOffset(top.stretch - stretchOffsetY, stretchContentHeight, iconHeight, shapedIcon.top * iconScale);\n        const topPx = getPxOffset(top.fixed - fixedOffsetY, fixedContentHeight, top.stretch, stretchHeight);\n\n        const rightEm = getEmOffset(right.stretch - stretchOffsetX, stretchContentWidth, iconWidth, shapedIcon.left * iconScale);\n        const rightPx = getPxOffset(right.fixed - fixedOffsetX, fixedContentWidth, right.stretch, stretchWidth);\n\n        const bottomEm = getEmOffset(bottom.stretch - stretchOffsetY, stretchContentHeight, iconHeight, shapedIcon.top * iconScale);\n        const bottomPx = getPxOffset(bottom.fixed - fixedOffsetY, fixedContentHeight, bottom.stretch, stretchHeight);\n\n        const tl = new Point(leftEm, topEm);\n        const tr = new Point(rightEm, topEm);\n        const br = new Point(rightEm, bottomEm);\n        const bl = new Point(leftEm, bottomEm);\n        const pixelOffsetTL = new Point(leftPx / pixelRatio, topPx / pixelRatio);\n        const pixelOffsetBR = new Point(rightPx / pixelRatio, bottomPx / pixelRatio);\n\n        const angle = iconRotate * Math.PI / 180;\n\n        if (angle) {\n            const sin = Math.sin(angle),\n                cos = Math.cos(angle),\n                matrix: [number, number, number, number] = [cos, -sin, sin, cos];\n\n            tl._matMult(matrix);\n            tr._matMult(matrix);\n            bl._matMult(matrix);\n            br._matMult(matrix);\n        }\n\n        const x1 = left.stretch + left.fixed;\n        const x2 = right.stretch + right.fixed;\n        const y1 = top.stretch + top.fixed;\n        const y2 = bottom.stretch + bottom.fixed;\n\n        const subRect = {\n            x: image.paddedRect.x + border + x1,\n            y: image.paddedRect.y + border + y1,\n            w: x2 - x1,\n            h: y2 - y1\n        };\n\n        const imageSecondary = shapedIcon.imageSecondary;\n        const subRectB = imageSecondary ? {\n            x: imageSecondary.paddedRect.x + border + x1,\n            y: imageSecondary.paddedRect.y + border + y1,\n            w: x2 - x1,\n            h: y2 - y1\n        } : undefined;\n\n        const minFontScaleX = fixedContentWidth / pixelRatio / iconWidth;\n        const minFontScaleY = fixedContentHeight / pixelRatio / iconHeight;\n\n        // Icon quad is padded, so texture coordinates also need to be padded.\n        return {tl, tr, bl, br, texPrimary: subRect, texSecondary: subRectB, writingMode: undefined, glyphOffset: [0, 0], sectionIndex: 0, pixelOffsetTL, pixelOffsetBR, minFontScaleX, minFontScaleY, isSDF: isSDFIcon};\n    };\n\n    if (!image.stretchX && !image.stretchY) {\n        quads.push(makeBox(\n            {fixed: 0, stretch: -1},\n            {fixed: 0, stretch: -1},\n            {fixed: 0, stretch: imageWidth + 1},\n            {fixed: 0, stretch: imageHeight + 1}));\n    } else {\n        const xCuts = stretchZonesToCuts(stretchX, fixedWidth, stretchWidth);\n        const yCuts = stretchZonesToCuts(stretchY, fixedHeight, stretchHeight);\n\n        for (let xi = 0; xi < xCuts.length - 1; xi++) {\n            const x1 = xCuts[xi];\n            const x2 = xCuts[xi + 1];\n            for (let yi = 0; yi < yCuts.length - 1; yi++) {\n                const y1 = yCuts[yi];\n                const y2 = yCuts[yi + 1];\n                quads.push(makeBox(x1, y1, x2, y2));\n            }\n        }\n    }\n\n    return quads;\n}\n\nexport function getIconQuadsNumber(image: ImagePosition, hasIconTextFit: boolean): number {\n    const imageWidth = image.paddedRect.w - 2 * border;\n    const imageHeight = image.paddedRect.h - 2 * border;\n\n    const stretchX = image.stretchX || [[0, imageWidth]];\n    const stretchY = image.stretchY || [[0, imageHeight]];\n\n    if (!image.stretchX && !image.stretchY) {\n        return 1;\n    }\n\n    const xCuts = stretchZonesNumber(stretchX);\n    const yCuts = stretchZonesNumber(stretchY);\n    return xCuts * yCuts;\n}\n\nfunction sumWithinRange(ranges: Array<[number, number]>, min: number, max: number) {\n    let sum = 0;\n    for (const range of ranges) {\n        sum += Math.max(min, Math.min(max, range[1])) - Math.max(min, Math.min(max, range[0]));\n    }\n    return sum;\n}\n\nfunction stretchZonesToCuts(stretchZones: Array<[number, number]>, fixedSize: number, stretchSize: number) {\n    const cuts = [{fixed: -border, stretch: 0}];\n\n    for (const [c1, c2] of stretchZones) {\n        const last = cuts.at(-1);\n        cuts.push({\n            fixed: c1 - last.stretch,\n            stretch: last.stretch\n        });\n        cuts.push({\n            fixed: c1 - last.stretch,\n            stretch: last.stretch + (c2 - c1)\n        });\n    }\n    cuts.push({\n        fixed: fixedSize + border,\n        stretch: stretchSize\n    });\n    return cuts;\n}\n\nfunction stretchZonesNumber(stretchZones: Array<[number, number]>) {\n    // We create two cuts per stretch zone plus an extra one\n    // See stretchZonesToCuts\n    return 2 * stretchZones.length + 1;\n}\n\nfunction getEmOffset(stretchOffset: number, stretchSize: number, iconSize: number, iconOffset: number) {\n    return stretchOffset / stretchSize * iconSize + iconOffset;\n}\n\nfunction getPxOffset(fixedOffset: number, fixedSize: number, stretchOffset: number, stretchSize: number) {\n    return fixedOffset - fixedSize * stretchOffset / stretchSize;\n}\n\nfunction getRotateOffset(textOffset: [number, number]) {\n    const x = textOffset[0], y = textOffset[1];\n    const product = x * y;\n    if (product > 0) {\n        return [x, -y];\n    } else if (product < 0) {\n        return [-x, y];\n    } else if (x === 0) {\n        return [y, x];\n    } else {\n        return [y, -x];\n    }\n}\n\nfunction getMidlineOffset(shaping: Shaping, lineHeight: number, previousOffset: number, lineIndex: number) {\n    const currentLineHeight = (lineHeight + shaping.positionedLines[lineIndex].lineOffset);\n    if (lineIndex === 0) {\n        return previousOffset + currentLineHeight / 2.0;\n    }\n    const aboveLineHeight = (lineHeight + shaping.positionedLines[lineIndex - 1].lineOffset);\n    return previousOffset + (currentLineHeight + aboveLineHeight) / 2.0;\n}\n\n/**\n * Create the quads used for rendering a text label.\n * @private\n */\nexport function getGlyphQuads(\n    anchor: Anchor,\n    shaping: Shaping,\n    textOffset: [number, number],\n    layer: SymbolStyleLayer,\n    alongLine: boolean,\n    feature: Feature,\n    imageMap: StyleImageMap<StringifiedImageVariant>,\n    allowVerticalPlacement: boolean,\n    textRotate?: number,\n    textSizeFactor: number = 1,\n): Array<SymbolQuad> {\n    const quads = [];\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    if (shaping.positionedLines.length === 0) return quads;\n\n    const textRotateValue = textRotate !== undefined ? textRotate : layer.layout.get('text-rotate').evaluate(feature, {});\n    const textRotateRadians = textRotateValue * Math.PI / 180;\n    const rotateOffset = getRotateOffset(textOffset);\n\n    let shapingHeight = Math.abs(shaping.top - shaping.bottom);\n    for (const line of shaping.positionedLines) {\n        shapingHeight -= line.lineOffset;\n    }\n    const lineCounts = shaping.positionedLines.length;\n    const lineHeight = shapingHeight / lineCounts;\n    let currentOffset = shaping.top - textOffset[1];\n    for (let lineIndex = 0; lineIndex < lineCounts; ++lineIndex) {\n        const line = shaping.positionedLines[lineIndex];\n        currentOffset = getMidlineOffset(shaping, lineHeight, currentOffset, lineIndex);\n        for (const positionedGlyph of line.positionedGlyphs) {\n            if (!positionedGlyph.rect) continue;\n            const textureRect = positionedGlyph.rect || {};\n\n            // The rects have an additional buffer that is not included in their size.\n            const glyphPadding = 1.0;\n            let rectBuffer = GLYPH_PBF_BORDER + glyphPadding;\n            let isSDF = true;\n            let pixelRatio = 1.0;\n            let lineOffset = 0.0;\n            if (positionedGlyph.image) {\n                const image = imageMap.get(positionedGlyph.image.toString());\n                if (!image) continue;\n                isSDF = false;\n                pixelRatio = image.pixelRatio;\n                rectBuffer = ICON_PADDING / pixelRatio;\n                // For raster images (not vector/usvg), adjust pixelRatio by textSizeFactor\n                // to render at the correct physical size\n                if (!image.usvg) {\n                    pixelRatio = pixelRatio / textSizeFactor;\n                }\n            }\n\n            const rotateVerticalGlyph = (alongLine || allowVerticalPlacement) && positionedGlyph.vertical;\n            const halfAdvance = positionedGlyph.metrics.advance * positionedGlyph.scale / 2;\n            const metrics = positionedGlyph.metrics;\n            const rect = positionedGlyph.rect;\n            if (rect === null) continue;\n\n            // Align images and scaled glyphs in the middle of a vertical line.\n            if (allowVerticalPlacement && shaping.verticalizable) {\n                // image's advance for vertical shaping is its height, so that we have to take the difference into\n                // account after image glyph is rotated\n                lineOffset = positionedGlyph.image ? halfAdvance - positionedGlyph.metrics.width * positionedGlyph.scale / 2.0 : 0;\n            }\n\n            const glyphOffset = alongLine ?\n                [positionedGlyph.x + halfAdvance, positionedGlyph.y] :\n                [0, 0];\n\n            let builtInOffset = [0, 0];\n            let verticalizedLabelOffset: [number, number] = [0, 0];\n            let useRotateOffset = false;\n            if (!alongLine) {\n                if (rotateVerticalGlyph) {\n                // Vertical POI labels that are rotated 90deg CW and whose glyphs must preserve upright orientation\n                // need to be rotated 90deg CCW. After a quad is rotated, it is translated to the original built-in offset.\n                    verticalizedLabelOffset =\n                        [positionedGlyph.x + halfAdvance + rotateOffset[0], positionedGlyph.y + rotateOffset[1] - lineOffset];\n                    useRotateOffset = true;\n                } else {\n                    builtInOffset =  [positionedGlyph.x + halfAdvance + textOffset[0], positionedGlyph.y + textOffset[1] - lineOffset];\n                }\n            }\n\n            const paddedWidth =\n                rect.w * positionedGlyph.scale / (pixelRatio * (positionedGlyph.localGlyph ? SDF_SCALE : 1));\n            const  paddedHeight =\n                rect.h * positionedGlyph.scale / (pixelRatio * (positionedGlyph.localGlyph ? SDF_SCALE : 1));\n\n            let tl: Point;\n            let tr: Point;\n            let bl: Point;\n            let br: Point;\n            if (!rotateVerticalGlyph) {\n                const x1 = (metrics.left - rectBuffer) * positionedGlyph.scale - halfAdvance + builtInOffset[0];\n                const y1 = (-metrics.top - rectBuffer) * positionedGlyph.scale + builtInOffset[1];\n                const x2 = x1 + paddedWidth;\n                const y2 = y1 + paddedHeight;\n\n                tl = new Point(x1, y1);\n                tr = new Point(x2, y1);\n                bl = new Point(x1, y2);\n                br = new Point(x2, y2);\n            } else {\n                // For vertical glyph placement, follow the steps to put the glyph bitmap in right coordinates:\n                // 1. Rotate the glyph by using original glyph coordinates instead of padded coordinates, since the\n                // rotation center and xOffsetCorrection are all based on original glyph's size.\n                // 2. Do x offset correction so that 'tl' is shifted to the same x coordinate before rotation.\n                // 3. Adjust glyph positon for 'tl' by applying vertial padding and horizontal shift, now 'tl' is the\n                // coordinate where we draw the glyph bitmap.\n                // 4. Calculate other three bitmap coordinates.\n\n                // Vertical-supporting glyphs are laid out in 24x24 point boxes (1 square em)\n                // In horizontal orientation, the \"yShift\" is the negative value of the height that\n                // the glyph is above the horizontal midline.\n                // By rotating counter-clockwise around the point at the center of the left\n                // edge of a 24x24 layout box centered below the midline, we align the midline\n                // of the rotated glyphs with the horizontal midline, so the yShift is no longer\n                // necessary, but we also pull the glyph to the left along the x axis.\n                const yShift = (positionedGlyph.y - currentOffset);\n                const center = new Point(-halfAdvance, halfAdvance - yShift);\n                const verticalRotation = -Math.PI / 2;\n                const verticalOffsetCorrection = new Point(...verticalizedLabelOffset);\n                // Relative position before rotation\n                // tl ----- tr\n                //   |     |\n                //   |     |\n                // bl ----- br\n                tl = new Point(-halfAdvance + builtInOffset[0], builtInOffset[1]);\n\n                tl._rotateAround(verticalRotation, center)._add(verticalOffsetCorrection);\n\n                // Relative position after rotating\n                // tr ----- br\n                //   |     |\n                //   |     |\n                // tl ----- bl\n                // After rotation, glyph lies on the horizontal midline.\n                // Shift back to tl's original x coordinate before rotation by applying 'xOffsetCorrection'.\n\n                tl.x += -yShift + halfAdvance;\n\n                // Add padding for y coordinate's justification\n\n                tl.y -= (metrics.left - rectBuffer) * positionedGlyph.scale;\n\n                // Adjust x coordinate according to glyph bitmap's height and the vectical advance\n                const verticalAdvance = positionedGlyph.image ? metrics.advance * positionedGlyph.scale :\n                    ONE_EM * positionedGlyph.scale;\n                // Check wether the glyph is generated from server side or locally\n                const chr = String.fromCodePoint(positionedGlyph.glyph);\n                if (isVerticalClosePunctuation(chr)) {\n                    // Place vertical punctuation in right place, pull down 1 pixel's space for close punctuations\n\n                    tl.x += (-rectBuffer + 1) * positionedGlyph.scale;\n                } else if (isVerticalOpenPunctuation(chr)) {\n                    const xOffset = verticalAdvance - metrics.height * positionedGlyph.scale;\n                    // Place vertical punctuation in right place, pull up 1 pixel's space for open punctuations\n\n                    tl.x += xOffset + (-rectBuffer - 1) * positionedGlyph.scale;\n                } else if (!positionedGlyph.image &&\n                           ((metrics.width + rectBuffer * 2) !== rect.w || metrics.height + rectBuffer * 2 !== rect.h)) {\n                    // Locally generated glyphs' bitmap do not have exact 'rectBuffer' padded around the glyphs,\n                    // but the original tl do have distance of rectBuffer padded to the top of the glyph.\n                    const perfectPaddedHeight = (metrics.height + rectBuffer * 2) * positionedGlyph.scale;\n                    const delta = verticalAdvance - perfectPaddedHeight;\n\n                    tl.x += delta / 2;\n                } else {\n                    // Place the glyph bitmap right in the center of the 24x24 point boxes\n                    const delta = verticalAdvance - paddedHeight;\n\n                    tl.x += delta / 2;\n                }\n                // Calculate other three points\n\n                tr = new Point(tl.x, tl.y - paddedWidth);\n\n                bl = new Point(tl.x + paddedHeight, tl.y);\n\n                br = new Point(tl.x + paddedHeight, tl.y - paddedWidth);\n            }\n\n            if (textRotateRadians) {\n                let center: Point;\n                if (!alongLine) {\n                    if (useRotateOffset) {\n                        center = new Point(rotateOffset[0], rotateOffset[1]);\n                    } else {\n                        center = new Point(textOffset[0], textOffset[1]);\n                    }\n                } else {\n                    center = new Point(0, 0);\n                }\n                tl._rotateAround(textRotateRadians, center);\n                tr._rotateAround(textRotateRadians, center);\n                bl._rotateAround(textRotateRadians, center);\n                br._rotateAround(textRotateRadians, center);\n            }\n\n            const pixelOffsetTL = new Point(0, 0);\n            const pixelOffsetBR = new Point(0, 0);\n            const minFontScaleX = 0;\n            const minFontScaleY = 0;\n\n            quads.push({tl, tr, bl, br, texPrimary: textureRect, texSecondary: undefined, writingMode: shaping.writingMode, glyphOffset, sectionIndex: positionedGlyph.sectionIndex, isSDF, pixelOffsetTL, pixelOffsetBR, minFontScaleX, minFontScaleY});\n        }\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    return quads;\n}\n","import {isFeatureConstant, isStateConstant, isGlobalPropertyConstant} from '../../style-spec/expression/is_constant';\n\nimport type SymbolAppearance from '../../style/appearance';\nimport type {GlobalProperties} from '../../style-spec/expression';\n\n// Discriminated union returned by FeatureAppearances.update().\n// 'no-changes'   — nothing changed, skip the feature loop entirely.\n// 'all-features' — one appearance index applies to every feature (no per-feature condition eval needed).\n// 'per-feature'  — caller must evaluate conditions per feature.\nexport type AppearanceUpdateResult =\n    | {kind: 'no-changes'}\n    | {kind: 'all-features'; appearanceIndex: number}\n    | {kind: 'per-feature'};\n\ntype ConditionDeps = {\n    featureDependent: boolean;\n    stateDependent: boolean;\n    zoomDependent: boolean;\n    pitchDependent: boolean;\n    brightnessDependent: boolean;\n    worldviewDependent: boolean;\n};\n\ntype RuntimeParams = {\n    zoom: number;\n    pitch: number;\n    brightness: number;\n    worldview: string | undefined;\n};\n\n// Sentinel for \"not yet initialized\" appearance indices. Used by both FeatureAppearances\n// (lastAllFeaturesIndex) and AppearanceFeatureData (activeAppearanceIndex) to force a full\n// update on the first call. -2 is outside the range of valid indices (-1 = none, ≥0 = active).\nexport const UNINITIALIZED_APPEARANCE_INDEX = -2;\n\nfunction computeConditionDeps(appearance: SymbolAppearance): ConditionDeps {\n    if (!appearance.condition) {\n        // Null condition = \"hidden\" appearance; never active via the normal condition path.\n        return {featureDependent: false, stateDependent: false, zoomDependent: false,\n            pitchDependent: false, brightnessDependent: false, worldviewDependent: false};\n    }\n    const expr = appearance.condition.expression;\n    return {\n        featureDependent: !isFeatureConstant(expr),\n        stateDependent: !isStateConstant(expr),\n        zoomDependent: !isGlobalPropertyConstant(expr, ['zoom']),\n        pitchDependent: !isGlobalPropertyConstant(expr, ['pitch']),\n        brightnessDependent: !isGlobalPropertyConstant(expr, ['brightness', 'measure-light']),\n        worldviewDependent: !isGlobalPropertyConstant(expr, ['worldview']),\n    };\n}\n\n// Encapsulates \"which appearance is active?\" logic\n// Separated from property application so callers look up layer.appearances[index] themselves.\nexport class FeatureAppearances {\n    // Version of layer.appearances at construction — used by the bucket to detect staleness.\n    readonly appearancesVersion: number;\n\n    // Stored at construction; never changes while this instance is alive (a new instance is\n    // created whenever appearancesVersion changes).\n    private readonly appearances: SymbolAppearance[];\n\n    // True if ANY condition depends on feature properties or feature-state.\n    private readonly anyFeatureDependent: boolean;\n    private readonly anyStateDependent: boolean;\n\n    private lastParams: RuntimeParams | null = null;\n    // Last result from evaluateAllFeatures(); initialized to UNINITIALIZED_APPEARANCE_INDEX to force evaluation on first call.\n    private lastAllFeaturesIndex: number = UNINITIALIZED_APPEARANCE_INDEX;\n\n    constructor(appearances: SymbolAppearance[], version: number) {\n        this.appearancesVersion = version;\n        this.appearances = appearances;\n        const conditionDeps = appearances.map(a => computeConditionDeps(a));\n        this.anyFeatureDependent = conditionDeps.some(d => d.featureDependent);\n        this.anyStateDependent = conditionDeps.some(d => d.stateDependent);\n    }\n\n    // Returns what changed since the last call, allowing the bucket to skip or fast-path\n    // the per-feature update loop.\n    update(\n        globalProperties: GlobalProperties,\n        featureStateChanged: boolean,\n    ): AppearanceUpdateResult {\n        const p = globalProperties;\n        const last = this.lastParams;\n\n        // Determine whether any global input that at least one condition cares about changed.\n        const globalChanged = !last ||\n            last.zoom !== p.zoom ||\n            last.pitch !== (p.pitch || 0) ||\n            last.brightness !== (p.brightness || 0) ||\n            last.worldview !== p.worldview;\n\n        this.lastParams = {\n            zoom: p.zoom,\n            pitch: p.pitch || 0,\n            brightness: p.brightness || 0,\n            worldview: p.worldview,\n        };\n\n        const featureStateRelevant = featureStateChanged && this.anyStateDependent;\n        const isFirstCall = this.lastAllFeaturesIndex === UNINITIALIZED_APPEARANCE_INDEX;\n\n        if (!globalChanged && !featureStateRelevant && !isFirstCall) {\n            return {kind: 'no-changes'};\n        }\n\n        // Feature-independent fast path: all conditions depend only on global properties.\n        // Evaluate once — the result applies identically to every feature.\n        if (!this.anyFeatureDependent && !featureStateRelevant) {\n            const newIndex = this.evaluateAllFeatures(globalProperties);\n            if (newIndex === this.lastAllFeaturesIndex) return {kind: 'no-changes'};\n            this.lastAllFeaturesIndex = newIndex;\n            return {kind: 'all-features', appearanceIndex: newIndex};\n        }\n\n        // At least one condition depends on per-feature data — caller must evaluate per feature.\n        return {kind: 'per-feature'};\n    }\n\n    // Evaluates conditions without any feature context. Returns the index of the first active\n    // appearance, or -1 if none match (= default/no appearance).\n    private evaluateAllFeatures(globalProperties: GlobalProperties): number {\n        for (let i = 0; i < this.appearances.length; i++) {\n            const a = this.appearances[i];\n            if (!a.condition) continue;\n            if (a.condition.evaluate(globalProperties, undefined, undefined, undefined) as boolean) {\n                return i;\n            }\n        }\n        return -1;\n    }\n}\n","import {\n    symbolLayoutAttributes,\n    symbolGlobeExtAttributes,\n    collisionVertexAttributes,\n    collisionVertexAttributesExt,\n    collisionBoxLayout,\n    dynamicLayoutAttributes,\n    iconTransitioningAttributes,\n    zOffsetAttributes,\n    orientationAttributes,\n    featureIdAttributes\n} from './symbol_attributes';\nimport {SymbolLayoutArray,\n    SymbolGlobeExtArray,\n    SymbolDynamicLayoutArray,\n    SymbolOpacityArray,\n    CollisionBoxLayoutArray,\n    CollisionVertexExtArray,\n    CollisionVertexArray,\n    PlacedSymbolArray,\n    SymbolInstanceArray,\n    GlyphOffsetArray,\n    SymbolLineVertexArray,\n    SymbolIconTransitioningArray,\n    ZOffsetVertexArray,\n    StructArrayLayout1f4\n} from '../array_types';\nimport {SymbolPropertyBinderUBO} from './symbol_property_binder_ubo';\nimport ONE_EM from '../../symbol/one_em';\nimport Point from '@mapbox/point-geometry';\nimport SegmentVector, {type Segment} from '../segment';\nimport {ProgramConfigurationSet} from '../program_configuration';\nimport {TriangleIndexArray, LineIndexArray} from '../index_array_type';\nimport transformText from '../../symbol/transform_text';\nimport mergeLines from '../../symbol/mergelines';\nimport {allowsVerticalWritingMode, stringContainsRTLText} from '../../util/script_detection';\nimport {WritingMode, fitIconToText, shapeIcon, type Shaping} from '../../symbol/shaping_shared';\nimport loadGeometry from '../load_geometry';\nimport toEvaluationFeature, {type EvaluationFeature} from '../evaluation_feature';\nimport {VectorTileFeature} from '@mapbox/vector-tile';\nconst vectorTileFeatureTypes = VectorTileFeature.types;\nimport {verticalizedCharacterMap} from '../../util/verticalize_punctuation';\nimport {evaluateSizeForFeature, evaluateSizeForZoom, getSizeData, SIZE_PACK_FACTOR} from '../../symbol/symbol_size';\nimport {computeFontScale, getAppearanceIconValues, getAppearanceTextValues, getScaledImageVariant, packSizeForVertex, MAX_PACKED_SIZE} from '../../symbol/symbol_layout_shared';\nimport {register} from '../../util/web_worker_transfer';\nimport EvaluationParameters from '../../style/evaluation_parameters';\nimport Formatted from '../../style-spec/expression/types/formatted';\nimport ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport {ImageVariant as ImageVariantClass} from '../../style-spec/expression/types/image_variant';\nimport {plugin as globalRTLTextPlugin, getRTLTextPluginStatus} from '../../source/rtl_text_plugin';\nimport {resamplePred} from '../../geo/projection/resample';\nimport {tileCoordToECEF} from '../../geo/projection/globe_util';\nimport {getProjection} from '../../geo/projection/index';\nimport {mat4, vec3, vec4} from 'gl-matrix';\nimport assert from '../../style-spec/util/assert';\nimport {regionsEquals, skipClipping, pointInFootprint, transformPointToTile} from '../../../3d-style/source/replacement_source';\nimport {LayerTypeMask} from '../../../3d-style/util/conflation';\nimport {clamp, warnOnce} from '../../util/util';\nimport {makeFQID} from '../../util/fqid';\nimport {xyTransformMat4} from '../../util/mat4';\nimport {Elevation} from '../../terrain/elevation';\nimport {getFogOpacityAtTileCoord, FOG_SYMBOL_CLIPPING_THRESHOLD} from '../../style/fog_helpers';\nimport {MIN_COLLISION_PERSPECTIVE_RATIO} from '../../geo/projection/projection_util';\nimport {SymbolIdOrigin, SymbolPlacementType, SymbolVariantVisibility} from '../../placement/types';\nimport {defaultPlacementRules} from '../../placement/placement_rules';\nimport {subgroupOrderForLayerPosition} from '../../placement/symbol_placement_parameters';\nimport {type CollisionBoxArray, type CollisionBox, type SymbolInstance, SymbolOrientationArray} from '../array_types';\nimport {type SymbolQuad, getIconQuads, getGlyphQuads} from '../../symbol/quads';\nimport {FeatureAppearances} from './feature_appearances';\n\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type Anchor from '../../symbol/anchor';\nimport type {Region, ReplacementSource} from '../../../3d-style/source/replacement_source';\nimport type {PossiblyEvaluatedPropertyValue, PropertyValue} from '../../style/properties';\nimport type SymbolStyleLayer from '../../style/style_layer/symbol_style_layer';\nimport type {Class} from '../../types/class';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type Projection from '../../geo/projection/projection';\nimport type {CanonicalTileID, OverscaledTileID, UnwrappedTileID} from '../../source/tile_id';\nimport type {\n    Bucket,\n    BucketParameters,\n    IndexedFeature,\n    PopulateParameters\n} from '../bucket';\nimport type {StructArray, StructArrayMember} from '../../util/struct_array';\nimport type Context from '../../gl/context';\nimport type IndexBuffer from '../../gl/index_buffer';\nimport type VertexBuffer from '../../gl/vertex_buffer';\nimport type {SizeData, InterpolatedSize} from '../../symbol/symbol_size';\nimport type {FeatureStates} from '../../source/source_state';\nimport type {TileTransform} from '../../geo/projection/tile_transform';\nimport type {TileFootprint} from '../../../3d-style/util/conflation';\nimport type {LUT} from '../../util/lut';\nimport type {SpritePositions} from '../../util/image';\nimport type {TypedStyleLayer} from '../../style/style_layer/typed_style_layer';\nimport type {ElevationType} from '../../../3d-style/elevation/elevation_constants';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {SymbolHDExtension} from '../../../3d-style/data/bucket/symbol_hd_extension';\nimport type {ImageVariant, StringifiedImageVariant} from '../../style-spec/expression/types/image_variant';\nimport type {ImagePositionMap} from '../../render/image_atlas';\nimport type {StyleImage} from '../../style/style_image';\nimport type SymbolAppearance from '../../style/appearance';\nimport type {AppearanceProps} from '../../style/appearance_properties';\nimport type {FeatureState, GlobalProperties} from '../../style-spec/expression';\nimport type ImageManager from '../../render/image_manager';\nimport type {AppearanceUpdateResult} from './feature_appearances';\nimport type {SymbolSource} from '../../placement/symbol_source';\nimport type {SymbolVariantId} from '../../placement/types';\nimport type {GlobalPlacement} from '../../placement/global_placement';\nimport type {GlobalPlacementPriority} from '../../placement/global_placement_priority';\nimport type {SymbolIdRangeAllocator} from '../../placement/symbol_id_range_allocator';\nimport type {PlacementGroupOrders} from '../../placement/symbol_placement_parameters';\nimport type Transform from '../../geo/transform';\nimport type Tile from '../../source/tile';\nimport type {FogState} from '../../style/fog_helpers';\n\nexport type AppearanceFeatureData = {\n    // Identity — set during populate() on the worker thread, never mutated afterwards.\n    id?: string | number | null;\n    properties: Record<PropertyKey, unknown>;\n    usesAppearanceIconAsPlaceholder: boolean;\n\n    // Cached vertex snapshots — written on first appearance activation, restored on deactivation.\n    // Optional because these are only ever assigned on the main thread; the\n    // worker doesn't need to serialize empty placeholders.\n    layoutBasedIconVertexData?: Uint16Array;\n    layoutBasedIconTransitioningVertexData?: Uint16Array;\n    layoutBasedTextVertexData?: Uint16Array;\n\n    // Mutable render state — updated every frame by updateAppearances() on the main thread.\n    // Optional: absent ≡ false (walker-skipped on transfer). All readers either\n    // use a truthy check or a `!==` comparison, both of which behave identically\n    // whether the field is missing, undefined, or explicitly false.\n    isUsingAppearanceIconVertexData?: boolean;\n    isUsingAppearanceTextVertexData?: boolean;\n    // Index into layer.appearances[]; -1 means no appearance is active (default rendering).\n    // Optional: absent on first read ≡ no previous value, matching the purpose\n    // of the former `UNINITIALIZED_APPEARANCE_INDEX` sentinel.\n    activeAppearanceIndex?: number;\n\n    // Layout dependencies — written during worker-thread layout (addTextVertices), read on main thread.\n    textShaping?: Shaping;\n    iconTextFitPadding?: [number, number, number, number];\n    fontScale?: number;\n    textScaleFactor?: number;\n};\n\n// Per-frame context passed to updateSymbolInstanceIconVertices.\n// Groups the parameters that are fixed for the entire updateAppearances() call\n// or evaluated once per feature from layout, separating them from per-instance\n// identifiers (symbolInstance, featureData, activeAppearance, evaluationFeature, vertexOffset).\ntype AppearanceIconUpdateContext = {\n    // Shared fields (same order in both context types)\n    canonical: CanonicalTileID;\n    layer: SymbolStyleLayer;\n    featureState: FeatureState;\n    availableImages: Array<ImageId>;\n    // Icon-specific fields\n    globalProperties: GlobalProperties;\n    iconScaleFactor: number;\n    layoutIconOffset: [number, number];\n    layoutIconSize: number;\n    layoutIconRotate: number;\n};\n\n// Per-frame context passed to updateSymbolInstanceTextVertices.\ntype AppearanceTextUpdateContext = {\n    // Shared fields (same order in both context types)\n    canonical: CanonicalTileID;\n    layer: SymbolStyleLayer;\n    featureState: FeatureState;\n    availableImages: Array<ImageId>;\n    // Text-specific fields\n    textScaleFactor: number;\n    imageMap: Map<StringifiedImageVariant, StyleImage>;\n    layoutTextOffset: [number, number];\n    layoutTextSize: number;\n    layoutTextRotate: number;\n    layoutMinZoomSize: number;\n    layoutMaxZoomSize: number;\n    layoutTextSizeMinZoom: number;\n    layoutTextSizeMaxZoom: number;\n};\n\nexport type SingleCollisionBox = {\n    x1: number;\n    y1: number;\n    x2: number;\n    y2: number;\n    padding: number;\n    projectedAnchorX: number;\n    projectedAnchorY: number;\n    projectedAnchorZ: number;\n    tileAnchorX: number;\n    tileAnchorY: number;\n    elevation?: number;\n    tileID?: OverscaledTileID;\n};\n\nexport type CollisionArrays = {\n    textBox?: SingleCollisionBox;\n    verticalTextBox?: SingleCollisionBox;\n    iconBox?: SingleCollisionBox;\n    verticalIconBox?: SingleCollisionBox;\n    textFeatureIndex?: number;\n    verticalTextFeatureIndex?: number;\n    iconFeatureIndex?: number;\n    verticalIconFeatureIndex?: number;\n};\n\nexport type SymbolFeature = {\n    sortKey: number | undefined;\n    text: Formatted | undefined;\n    icon: ResolvedImage | null | undefined;\n    index: number;\n    sourceLayerIndex: number;\n    geometry: Array<Array<Point>>;\n    properties: VectorTileFeature[\"properties\"];\n    type: 'Unknown' | 'Point' | 'LineString' | 'Polygon';\n    id?: number | string | undefined;\n};\n\nexport type SortKeyRange = {\n    sortKey: number;\n    symbolInstanceStart: number;\n    symbolInstanceEnd: number;\n};\n\ntype LineVertexRange = {\n    lineLength: number;\n    lineStartIndex: number;\n};\n\ntype GlobeData = {\n    anchor: Anchor;\n    up: vec3;\n};\n\n// Opacity arrays are frequently updated but don't contain a lot of information, so we pack them\n// tight. Each Uint32 is actually four duplicate Uint8s for the four corners of a glyph\n// 7 bits are for the current opacity, and the lowest bit is the target opacity\n\n// actually defined in symbol_attributes.js\n// const placementOpacityAttributes = [\n//     { name: 'a_fade_opacity', components: 1, type: 'Uint32' }\n// ];\nconst shaderOpacityAttributes: ReadonlyArray<StructArrayMember> = [\n    {name: 'a_fade_opacity', components: 1, type: 'Uint8', offset: 0}\n];\n\nfunction addVertex(array: SymbolLayoutArray, tileAnchorX: number, tileAnchorY: number, ox: number, oy: number, tx: number, ty: number, sizeVertex: number[], isSDF: boolean, pixelOffsetX: number, pixelOffsetY: number, minFontScaleX: number, minFontScaleY: number) {\n    const aSizeX = sizeVertex ? Math.min(MAX_PACKED_SIZE, Math.round(sizeVertex[0])) : 0;\n    const aSizeY = sizeVertex ? Math.min(MAX_PACKED_SIZE, Math.round(sizeVertex[1])) : 0;\n\n    array.emplaceBack(\n        // a_pos_offset\n        tileAnchorX,\n        tileAnchorY,\n        Math.round(ox * 32),\n        Math.round(oy * 32),\n\n        // a_data\n        tx, // x coordinate of symbol on atlas texture\n        ty, // y coordinate of symbol on atlas texture\n        (aSizeX << 1) + (isSDF ? 1 : 0),\n        (aSizeY << 1) + 0,  // pack isAppearanceIcon flag in last bit, 0 for non-appearance icon\n        pixelOffsetX * 16,\n        pixelOffsetY * 16,\n        minFontScaleX * 256,\n        minFontScaleY * 256\n    );\n}\n\nfunction addTransitioningVertex(array: SymbolIconTransitioningArray, tx: number, ty: number) {\n    array.emplaceBack(tx, ty);\n}\n\nfunction addGlobeVertex(array: SymbolGlobeExtArray, projAnchorX: number, projAnchorY: number, projAnchorZ: number, normX: number, normY: number, normZ: number) {\n    array.emplaceBack(\n        // a_globe_anchor\n        projAnchorX,\n        projAnchorY,\n        projAnchorZ,\n\n        // a_globe_normal\n        normX,\n        normY,\n        normZ\n    );\n}\n\nfunction updateGlobeVertexNormal(array: SymbolGlobeExtArray, vertexIdx: number, normX: number, normY: number, normZ: number) {\n    // Modify float32 array directly. 20 bytes per entry, 3xInt16 for position, 3xfloat32 for normal\n    const offset = vertexIdx * 5 + 2;\n    array.float32[offset + 0] = normX;\n    array.float32[offset + 1] = normY;\n    array.float32[offset + 2] = normZ;\n}\n\nfunction addDynamicAttributes(dynamicLayoutVertexArray: StructArray, x: number, y: number, z: number, angle: number) {\n    dynamicLayoutVertexArray.emplaceBack(x, y, z, angle);\n    dynamicLayoutVertexArray.emplaceBack(x, y, z, angle);\n    dynamicLayoutVertexArray.emplaceBack(x, y, z, angle);\n    dynamicLayoutVertexArray.emplaceBack(x, y, z, angle);\n}\n\nfunction containsRTLText(formattedText: Formatted): boolean {\n    for (const section of formattedText.sections) {\n        if (stringContainsRTLText(section.text)) {\n            return true;\n        }\n    }\n    return false;\n}\n\ntype ProjectedAnchor = {\n    x: number;\n    y: number;\n    // Perspective foreshortening under pitch: distant anchors get a smaller ratio, matching the\n    // per-frame scaling the symbol shader applies. Screen density is deliberately not part of it.\n    perspectiveRatio: number;\n    occluded: boolean;\n};\n\n// Projects a tile-space anchor through the tile's posMatrix into logical (density-independent)\n// viewport pixels, mirroring CollisionIndex#projectAndGetPerspectiveRatio minus the legacy grid's\n// viewport-padding offset (the new placement grid, see src/placement/collision_grid.ts, expects\n// unpadded coordinates).\nfunction projectAnchor(posMatrix: mat4, x: number, y: number, z: number, transform: Transform, bucketProjection: Projection, checkOcclusion: boolean, fogState: FogState | null | undefined, unwrappedTileID: UnwrappedTileID): ProjectedAnchor {\n    const p: [number, number, number, number] = [x, y, z, 1];\n    let behindFog = false;\n    if (z || transform.pitch > 0) {\n        vec4.transformMat4(p, p, posMatrix);\n        if (fogState && bucketProjection.name !== 'globe') {\n            const fogOpacity = getFogOpacityAtTileCoord(fogState, x, y, z, unwrappedTileID, transform);\n            behindFog = fogOpacity > FOG_SYMBOL_CLIPPING_THRESHOLD;\n        }\n    } else {\n        xyTransformMat4(p, p, posMatrix);\n    }\n    const w = p[3];\n    return {\n        x: ((p[0] / w + 1) / 2) * transform.width,\n        y: ((-p[1] / w + 1) / 2) * transform.height,\n        perspectiveRatio: Math.min(0.5 + 0.5 * (transform.getCameraToCenterDistance(bucketProjection) / w), 1.5),\n        occluded: (checkOcclusion && p[2] > w) || behindFog,\n    };\n}\n\n// Number of uint16 values per vertex in SymbolLayoutArray.\n// Layout: [tileAnchorX, tileAnchorY, ox, oy, tx, ty, aSizeX, aSizeY, pixelOffsetX, pixelOffsetY, minFontScaleX, minFontScaleY]\nconst SYMBOL_VERTEX_STRIDE = 12;\n\n// Number of uint16 values per vertex in SymbolIconTransitioningArray (a_texb: [tx, ty]).\nconst ICON_TRANSITIONING_STRIDE = 2;\n\n// Packed opacity vertex values (see packOpacity in src/symbol/placement.ts): a glyph quad is either\n// fully hidden (opacity 0, not placed) or fully visible (opacity 1, placed) under new placement --\n// there is no smooth fade yet, so no intermediate packed value is ever needed.\nconst HIDDEN_PACKED_OPACITY = 0;\nconst VISIBLE_PACKED_OPACITY = 4294967295;\n\nconst EMPTY_FEATURE_STATE: FeatureState = {};\n\nexport class SymbolBuffers {\n    layoutVertexArray: SymbolLayoutArray;\n    layoutVertexBuffer!: VertexBuffer;\n\n    indexArray: TriangleIndexArray;\n    indexBuffer!: IndexBuffer;\n\n    programConfigurations: ProgramConfigurationSet<SymbolStyleLayer>;\n    segments: SegmentVector;\n\n    dynamicLayoutVertexArray: SymbolDynamicLayoutArray;\n    dynamicLayoutVertexBuffer!: VertexBuffer;\n\n    opacityVertexArray: SymbolOpacityArray;\n    opacityVertexBuffer!: VertexBuffer;\n\n    zOffsetVertexArray: ZOffsetVertexArray;\n    zOffsetVertexBuffer!: VertexBuffer;\n\n    orientationVertexArray: SymbolOrientationArray;\n    orientationVertexBuffer!: VertexBuffer;\n\n    iconTransitioningVertexArray: SymbolIconTransitioningArray;\n    iconTransitioningVertexBuffer: VertexBuffer | null | undefined;\n\n    globeExtVertexArray: SymbolGlobeExtArray;\n    globeExtVertexBuffer: VertexBuffer | null | undefined;\n\n    placedSymbolArray: PlacedSymbolArray;\n\n    symbolInstanceIndices: number[];\n\n    uboBinder: SymbolPropertyBinderUBO | null;\n    featureIdArray: StructArrayLayout1f4;\n    featureIdBuffer: VertexBuffer | null;\n\n    cachedBatchIndices: number[] | null;\n    cachedBatchSegments: Map<number, SegmentVector> | null;\n\n    constructor(programConfigurations: ProgramConfigurationSet<SymbolStyleLayer>) {\n        this.layoutVertexArray = new SymbolLayoutArray();\n        this.indexArray = new TriangleIndexArray();\n        this.programConfigurations = programConfigurations;\n        this.segments = new SegmentVector();\n        this.dynamicLayoutVertexArray = new SymbolDynamicLayoutArray();\n        this.opacityVertexArray = new SymbolOpacityArray();\n        this.placedSymbolArray = new PlacedSymbolArray();\n        this.iconTransitioningVertexArray = new SymbolIconTransitioningArray();\n        this.globeExtVertexArray = new SymbolGlobeExtArray();\n        this.zOffsetVertexArray = new ZOffsetVertexArray();\n        this.orientationVertexArray = new SymbolOrientationArray();\n        this.symbolInstanceIndices = [];\n        this.uboBinder = null;\n        this.featureIdArray = new StructArrayLayout1f4();\n        this.featureIdBuffer = null;\n        this.cachedBatchIndices = null;\n        this.cachedBatchSegments = null;\n    }\n\n    isEmpty(): boolean {\n        return this.layoutVertexArray.length === 0 &&\n            this.indexArray.length === 0 &&\n            this.dynamicLayoutVertexArray.length === 0 &&\n            this.opacityVertexArray.length === 0 &&\n            this.iconTransitioningVertexArray.length === 0;\n    }\n\n    /**\n     * Get cached batch grouping for UBO rendering.\n     * Computes and caches the grouping on first call, then reuses cached result.\n     *\n     * Note: Takes a SegmentVector parameter to detect if we're rendering all segments\n     * or just a subset (e.g., in sort-key path where segments are rendered individually).\n     * Cache is only used when rendering all segments.\n     */\n    getBatchGrouping(segments: SegmentVector): {batchIndices: number[]; batchSegments: Map<number, SegmentVector>} {\n        // Detect if we're rendering individual segments (sort-key path) vs all segments\n        // In sort-key path, each segment is wrapped in new SegmentVector([segment])\n        const isRenderingAllSegments = segments.get().length === this.segments.get().length;\n\n        if (isRenderingAllSegments && this.cachedBatchIndices && this.cachedBatchSegments) {\n            return {\n                batchIndices: this.cachedBatchIndices,\n                batchSegments: this.cachedBatchSegments\n            };\n        }\n\n        // Compute batch grouping from the provided segments (not this.segments)\n        // This ensures we respect sort-key reordering when present\n        const segmentsByBatch = new Map<number, Array<typeof segments.segments[0]>>();\n        for (const segment of segments.get()) {\n            const batchIndex = segment.batchIndex !== undefined ? segment.batchIndex : 0;\n            if (!segmentsByBatch.has(batchIndex)) {\n                segmentsByBatch.set(batchIndex, []);\n            }\n            segmentsByBatch.get(batchIndex).push(segment);\n        }\n\n        // Sort batch indices and create SegmentVectors\n        const batchIndices = Array.from(segmentsByBatch.keys()).sort((a, b) => a - b);\n        const batchSegments = new Map<number, SegmentVector>();\n        for (const batchIndex of batchIndices) {\n            const segs = segmentsByBatch.get(batchIndex);\n            batchSegments.set(batchIndex, new SegmentVector(segs));\n        }\n\n        // Only cache when rendering all segments\n        if (isRenderingAllSegments) {\n            this.cachedBatchIndices = batchIndices;\n            this.cachedBatchSegments = batchSegments;\n        }\n\n        return {batchIndices, batchSegments};\n    }\n\n    // Returns a copy of [numVertices] vertices starting at [offset] as a Uint16Array snapshot.\n    // Use restoreSymbolVertexData to write it back.\n    snapshotSymbolVertexData(offset: number, numVertices: number): Uint16Array {\n        assert(offset >= 0 && offset < this.layoutVertexArray.length, 'Invalid vertex offset');\n        const start = offset * SYMBOL_VERTEX_STRIDE;\n        return this.layoutVertexArray.uint16.slice(start, start + numVertices * SYMBOL_VERTEX_STRIDE);\n    }\n\n    // Writes a snapshot (produced by snapshotSymbolVertexData) back into the vertex array at [offset].\n    restoreSymbolVertexData(offset: number, snapshot: Uint16Array) {\n        assert(\n            offset >= 0 && offset * SYMBOL_VERTEX_STRIDE + snapshot.length <= this.layoutVertexArray.uint16.length,\n            'Invalid restore offset'\n        );\n        this.layoutVertexArray.uint16.set(snapshot, offset * SYMBOL_VERTEX_STRIDE);\n    }\n\n    snapshotIconTransitioningVertexData(offset: number, numVertices: number): Uint16Array {\n        const start = offset * ICON_TRANSITIONING_STRIDE;\n        return this.iconTransitioningVertexArray.uint16.slice(start, start + numVertices * ICON_TRANSITIONING_STRIDE);\n    }\n\n    restoreIconTransitioningVertexData(offset: number, snapshot: Uint16Array) {\n        this.iconTransitioningVertexArray.uint16.set(snapshot, offset * ICON_TRANSITIONING_STRIDE);\n    }\n\n    updateSymbolVertexData(vertexIndex: number, anchorX: number, anchorY: number, newOx: number, newOy: number, newTx: number, newTy: number, newSizeX: number, newSizeY: number, pixelOffsetX: number, pixelOffsetY: number, minFontScaleX: number, minFontScaleY: number) {\n        assert(vertexIndex >= 0 && vertexIndex < this.layoutVertexArray.length, 'Invalid vertex start index');\n\n        const uint16Array = this.layoutVertexArray.uint16;\n        const baseOffset = vertexIndex * SYMBOL_VERTEX_STRIDE;\n        uint16Array[baseOffset] = anchorX;\n        uint16Array[baseOffset + 1] = anchorY;\n        uint16Array[baseOffset + 2] = newOx;\n        uint16Array[baseOffset + 3] = newOy;\n        uint16Array[baseOffset + 4] = newTx;\n        uint16Array[baseOffset + 5] = newTy;\n        uint16Array[baseOffset + 6] = newSizeX;\n        uint16Array[baseOffset + 7] = newSizeY;\n        uint16Array[baseOffset + 8] = pixelOffsetX;\n        uint16Array[baseOffset + 9] = pixelOffsetY;\n        uint16Array[baseOffset + 10] = minFontScaleX;\n        uint16Array[baseOffset + 11] = minFontScaleY;\n    }\n\n    upload(context: Context, dynamicIndexBuffer: boolean, upload?: boolean, update?: boolean, createZOffsetBuffer?: boolean, hasAppearances?: boolean) {\n        if (this.isEmpty()) {\n            return;\n        }\n\n        if (upload) {\n            // Invalidate batch grouping cache: index buffer is being replaced, so\n            // any cached segment→batch mapping is stale.\n            this.cachedBatchIndices = null;\n            this.cachedBatchSegments = null;\n\n            this.layoutVertexBuffer = context.createVertexBuffer(this.layoutVertexArray, symbolLayoutAttributes.members, !!hasAppearances);\n            this.indexBuffer = context.createIndexBuffer(this.indexArray, dynamicIndexBuffer);\n            this.dynamicLayoutVertexBuffer = context.createVertexBuffer(this.dynamicLayoutVertexArray, dynamicLayoutAttributes.members, true);\n            this.opacityVertexBuffer = context.createVertexBuffer(this.opacityVertexArray, shaderOpacityAttributes, true);\n            if (this.iconTransitioningVertexArray.length > 0) {\n                this.iconTransitioningVertexBuffer = context.createVertexBuffer(this.iconTransitioningVertexArray, iconTransitioningAttributes.members, true);\n            }\n            if (this.globeExtVertexArray.length > 0) {\n                this.globeExtVertexBuffer = context.createVertexBuffer(this.globeExtVertexArray, symbolGlobeExtAttributes.members, true);\n            }\n            if (!this.zOffsetVertexBuffer && (this.zOffsetVertexArray.length > 0 || !!createZOffsetBuffer)) {\n                this.zOffsetVertexBuffer = context.createVertexBuffer(this.zOffsetVertexArray, zOffsetAttributes.members, true);\n            }\n            if (!this.orientationVertexBuffer && this.orientationVertexArray && this.orientationVertexArray.length > 0) {\n                this.orientationVertexBuffer = context.createVertexBuffer(this.orientationVertexArray, orientationAttributes.members, true);\n                assert(this.orientationVertexBuffer.length === this.layoutVertexBuffer.length);\n            }\n            // This is a performance hack so that we can write to opacityVertexArray with uint32s\n            // even though the shaders read uint8s\n            this.opacityVertexBuffer.itemSize = 1;\n\n            if (this.featureIdArray.length > 0) {\n                this.featureIdBuffer = context.createVertexBuffer(this.featureIdArray, featureIdAttributes.members, false);\n            }\n        }\n        if (upload || update) {\n            this.programConfigurations.upload(context);\n\n            if (this.uboBinder) {\n                this.uboBinder.upload(context);\n            }\n        }\n    }\n\n    destroy() {\n        if (!this.layoutVertexBuffer) return;\n\n        this.layoutVertexBuffer.destroy();\n        this.indexBuffer.destroy();\n        this.programConfigurations.destroy();\n        this.segments.destroy();\n        this.dynamicLayoutVertexBuffer.destroy();\n        this.opacityVertexBuffer.destroy();\n        if (this.iconTransitioningVertexBuffer) {\n            this.iconTransitioningVertexBuffer.destroy();\n        }\n        if (this.globeExtVertexBuffer) {\n            this.globeExtVertexBuffer.destroy();\n        }\n        if (this.zOffsetVertexBuffer) {\n            this.zOffsetVertexBuffer.destroy();\n        }\n        if (this.orientationVertexBuffer) {\n            this.orientationVertexBuffer.destroy();\n        }\n\n        if (this.featureIdBuffer) {\n            this.featureIdBuffer.destroy();\n        }\n        if (this.uboBinder) {\n            this.uboBinder.destroy();\n        }\n    }\n}\n\nregister(SymbolBuffers, 'SymbolBuffers', {omit: ['cachedBatchIndices', 'cachedBatchSegments']});\n\nclass CollisionBuffers {\n    layoutVertexArray: StructArray;\n    layoutAttributes: Array<StructArrayMember>;\n    layoutVertexBuffer!: VertexBuffer;\n\n    indexArray: TriangleIndexArray | LineIndexArray;\n    indexBuffer!: IndexBuffer;\n\n    segments: SegmentVector;\n\n    collisionVertexArray: CollisionVertexArray;\n    collisionVertexBuffer!: VertexBuffer;\n\n    collisionVertexArrayExt: CollisionVertexExtArray;\n    collisionVertexBufferExt!: VertexBuffer;\n\n    constructor(\n        LayoutArray: Class<StructArray>,\n        layoutAttributes: Array<StructArrayMember>,\n        IndexArray: Class<TriangleIndexArray | LineIndexArray>\n    ) {\n        this.layoutVertexArray = new LayoutArray();\n        this.layoutAttributes = layoutAttributes;\n        this.indexArray = new IndexArray();\n        this.segments = new SegmentVector();\n        this.collisionVertexArray = new CollisionVertexArray();\n        this.collisionVertexArrayExt = new CollisionVertexExtArray();\n    }\n\n    upload(context: Context) {\n        this.layoutVertexBuffer = context.createVertexBuffer(this.layoutVertexArray, this.layoutAttributes);\n        this.indexBuffer = context.createIndexBuffer(this.indexArray);\n        this.collisionVertexBuffer = context.createVertexBuffer(this.collisionVertexArray, collisionVertexAttributes.members, true);\n        this.collisionVertexBufferExt = context.createVertexBuffer(this.collisionVertexArrayExt, collisionVertexAttributesExt.members, true);\n    }\n\n    destroy() {\n        if (!this.layoutVertexBuffer) return;\n        this.layoutVertexBuffer.destroy();\n        this.indexBuffer.destroy();\n        this.segments.destroy();\n        this.collisionVertexBuffer.destroy();\n        this.collisionVertexBufferExt.destroy();\n    }\n}\n\nregister(CollisionBuffers, 'CollisionBuffers');\n\n/**\n * Unlike other buckets, which simply implement #addFeature with type-specific\n * logic for (essentially) triangulating feature geometries, SymbolBucket\n * requires specialized behavior:\n *\n * 1. WorkerTile#parse(), the logical owner of the bucket creation process,\n *    calls SymbolBucket#populate(), which resolves text and icon tokens on\n *    each feature, adds each glyphs and symbols needed to the passed-in\n *    collections options.glyphDependencies and options.iconDependencies, and\n *    stores the feature data for use in subsequent step (this.features).\n *\n * 2. WorkerTile asynchronously requests from the main thread all of the glyphs\n *    and icons needed (by this bucket and any others). When glyphs and icons\n *    have been received, the WorkerTile creates a CollisionIndex and invokes:\n *\n * 3. performSymbolLayout(bucket, stacks, icons) perform texts shaping and\n *    layout on a Symbol Bucket. This step populates:\n *      `this.symbolInstances`: metadata on generated symbols\n *      `collisionBoxArray`: collision data for use by foreground\n *      `this.text`: SymbolBuffers for text symbols\n *      `this.icons`: SymbolBuffers for icons\n *      `this.iconCollisionBox`: Debug SymbolBuffers for icon collision boxes\n *      `this.textCollisionBox`: Debug SymbolBuffers for text collision boxes\n *    The results are sent to the foreground for rendering\n *\n * 4. Placement.updateBucketOpacities() is run on the foreground,\n *    and uses the CollisionIndex along with current camera settings to determine\n *    which symbols can actually show on the map. Collided symbols are hidden\n *    using a dynamic \"OpacityVertexArray\".\n *\n * @private\n */\nclass SymbolBucket implements Bucket, SymbolSource {\n    static addDynamicAttributes: typeof addDynamicAttributes;\n\n    collisionBoxArray: CollisionBoxArray;\n    zoom: number;\n    lut: LUT | null;\n    overscaling: number;\n    layers: Array<SymbolStyleLayer>;\n    layerIds: Array<string>;\n    stateDependentLayers!: Array<SymbolStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n\n    index: number;\n    sdfIcons!: boolean;\n    iconsInText!: boolean;\n    iconsNeedLinear!: boolean;\n    bucketInstanceId!: number;\n    justReloaded!: boolean;\n    hasPattern: boolean;\n    fullyClipped: boolean;\n\n    textSizeData: SizeData;\n    iconSizeData: SizeData;\n\n    glyphOffsetArray!: GlyphOffsetArray;\n    lineVertexArray!: SymbolLineVertexArray;\n    features!: Array<SymbolFeature>;\n    featureAppearanceData: Map<number, AppearanceFeatureData>;\n    symbolInstances!: SymbolInstanceArray;\n    hasAnySecondaryIcon: boolean;\n    collisionArrays!: Array<CollisionArrays>;\n    sortKeyRanges: Array<SortKeyRange>;\n    // New placement pipeline (see addToPlacement). Start of this bucket's generated symbolId range;\n    // assigned on the first placement run and then stable. The variant for symbolInstances[i] uses\n    // symbolId (placementIdRangeStart + i).\n    placementIdRangeStart: number | null;\n    // Current per-instance visibility, fed back into placement next run as\n    // GlobalPlacementPriority.symbolVariantVisibility so it can detect visible<->hidden transitions\n    // and apply the right collision hysteresis. Parallel to symbolInstances; allocated (all hidden)\n    // alongside placementIdRangeStart.\n    placementVariantVisible: Array<boolean>;\n    pixelRatio: number;\n    tilePixelRatio!: number;\n    compareText!: {\n        [_: string]: Array<Point>;\n    };\n    fadeStartTime: number;\n    sortFeaturesByKey: boolean;\n    sortFeaturesByY: boolean;\n    canOverlap: boolean;\n    sortedAngle!: number;\n    featureSortOrder!: Array<number>;\n\n    collisionCircleArray: Array<number>;\n    placementInvProjMatrix: mat4;\n    placementViewportMatrix: mat4;\n\n    text!: SymbolBuffers;\n    icon!: SymbolBuffers;\n    textCollisionBox!: CollisionBuffers;\n    iconCollisionBox!: CollisionBuffers;\n    uploaded!: boolean;\n    sourceLayerIndex: number;\n    sourceID: string;\n    symbolInstanceIndexes!: Array<number>;\n    writingModes: Array<number>;\n    allowVerticalPlacement!: boolean;\n    hasRTLText: boolean;\n    projection: ProjectionSpecification;\n    projectionInstance: Projection | null | undefined;\n    hasAnyIconTextFit: boolean;\n    hasAnyZOffset: boolean;\n    symbolInstanceIndexesSortedZOffset!: Array<number>;\n    zOffsetSortDirty: boolean;\n    zOffsetBuffersNeedUpload: boolean;\n\n    elevationType: ElevationType;\n    hdExt?: SymbolHDExtension;\n\n    activeReplacements: Array<Region>;\n    replacementUpdateTime: number;\n\n    worldview: string;\n    localizable: boolean;\n    maxUniformBufferBindings: number | null | undefined;\n    maxUniformBlockSizeDwords: number | null | undefined;\n    iconAtlasPositions!: ImagePositionMap;\n    hasAppearances: boolean | null;\n    featureAppearances: FeatureAppearances | null;\n\n    constructor(options: BucketParameters<SymbolStyleLayer>) {\n        this.collisionBoxArray = options.collisionBoxArray;\n        this.zoom = options.zoom;\n        this.overscaling = options.overscaling;\n        this.layers = options.layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.index = options.index;\n        this.pixelRatio = options.pixelRatio;\n        this.sourceLayerIndex = options.sourceLayerIndex;\n        this.hasPattern = false;\n        this.hasRTLText = false;\n        this.fullyClipped = false;\n        this.hasAnyIconTextFit = false;\n        this.sortKeyRanges = [];\n        this.placementIdRangeStart = null;\n        this.placementVariantVisible = [];\n\n        this.collisionCircleArray = [];\n        this.placementInvProjMatrix = mat4.identity([]);\n        this.placementViewportMatrix = mat4.identity([]);\n\n        const layer = this.layers[0];\n        const unevaluatedLayoutValues = layer._unevaluatedLayout._values;\n\n        this.worldview = options.worldview;\n        this.localizable = options.localizable;\n        this.maxUniformBufferBindings = options.maxUniformBufferBindings;\n        this.maxUniformBlockSizeDwords = options.maxUniformBlockSizeDwords;\n\n        this.textSizeData = getSizeData(this.zoom, unevaluatedLayoutValues['text-size'], this.worldview, options.availableImages);\n\n        this.iconSizeData = getSizeData(this.zoom, unevaluatedLayoutValues['icon-size'], this.worldview, options.availableImages);\n\n        const layout = this.layers[0].layout;\n        const sortKey = layout.get('symbol-sort-key');\n        const zOrder = layout.get('symbol-z-order');\n\n        this.lut = options.lut;\n\n        this.canOverlap =\n            layout.get('text-allow-overlap') ||\n            layout.get('icon-allow-overlap') ||\n            layout.get('text-ignore-placement') ||\n            layout.get('icon-ignore-placement');\n\n        this.sortFeaturesByKey = zOrder !== 'viewport-y' && sortKey.constantOr(1) !== undefined;\n        const zOrderByViewportY = zOrder === 'viewport-y' || (zOrder === 'auto' && !this.sortFeaturesByKey);\n        this.sortFeaturesByY = zOrderByViewportY && this.canOverlap;\n\n        this.writingModes = layout.get('text-writing-mode').map(wm => WritingMode[wm]);\n\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n\n        this.sourceID = options.sourceID;\n        this.projection = options.projection;\n        this.hasAnyZOffset = false;\n        this.zOffsetSortDirty = false;\n\n        this.zOffsetBuffersNeedUpload = false;\n\n        this.elevationType = 'none';\n\n        this.activeReplacements = [];\n        this.replacementUpdateTime = 0;\n        this.hasAnySecondaryIcon = false;\n        this.hasAppearances = null;\n        this.featureAppearances = null;\n        this.featureAppearanceData = new Map();\n    }\n\n    hasAnyAppearanceLayoutProperty(properties: keyof AppearanceProps | (keyof AppearanceProps)[]): boolean {\n        const layer = this.layers[0];\n        const appearances = layer.getAppearances();\n        if (!appearances || appearances.length === 0) {\n            return false;\n        }\n\n        const propertiesToCheck = Array.isArray(properties) ? properties : [properties];\n        return appearances.some(appearance => {\n            return propertiesToCheck.some(propertyName => appearance.hasLayoutProperty(propertyName));\n        });\n    }\n\n    getAppearanceFeatureData(featureIndex: number): AppearanceFeatureData | undefined {\n        return this.featureAppearanceData.get(featureIndex);\n    }\n\n    createArrays() {\n        this.text = new SymbolBuffers(\n            new ProgramConfigurationSet(this.layers, {zoom: this.zoom, lut: this.lut}, (property) => {\n                return property.startsWith('text') || property.startsWith('symbol');\n            })\n        );\n        this.icon = new SymbolBuffers(\n            new ProgramConfigurationSet(this.layers, {zoom: this.zoom, lut: this.lut}, (property) => {\n                return property.startsWith('icon') || property.startsWith('symbol');\n            })\n        );\n\n        this.text.uboBinder = new SymbolPropertyBinderUBO(this.layers[0], this.zoom, this.lut, true, '', this.maxUniformBufferBindings, this.maxUniformBlockSizeDwords);\n        this.icon.uboBinder = new SymbolPropertyBinderUBO(this.layers[0], this.zoom, this.lut, false, '', this.maxUniformBufferBindings, this.maxUniformBlockSizeDwords);\n\n        this.glyphOffsetArray = new GlyphOffsetArray();\n        this.lineVertexArray = new SymbolLineVertexArray();\n        this.symbolInstances = new SymbolInstanceArray();\n    }\n\n    calculateGlyphDependencies(text: string, stack: Record<number, boolean>, textAlongLine: boolean, allowVerticalPlacement: boolean, doesAllowVerticalWritingMode: boolean) {\n        for (const char of text) {\n            const codePoint = char.codePointAt(0);\n            if (codePoint === undefined) break;\n            stack[codePoint] = true;\n            if (allowVerticalPlacement && doesAllowVerticalWritingMode && codePoint <= 65535) {\n                const verticalChar = verticalizedCharacterMap[char];\n                if (verticalChar) {\n                    stack[verticalChar.charCodeAt(0)] = true;\n                }\n            }\n        }\n    }\n\n    calculateEffectiveAppearanceIconSize(\n        activeAppearance: SymbolAppearance,\n        currentZoom: number,\n        evaluationFeature: EvaluationFeature,\n        canonical: CanonicalTileID,\n        availableImages: Array<ImageId>,\n        iconScaleFactor: number,\n        layoutIconSize: number\n    ): number {\n        // If appearance doesn't define icon-size, use layout value\n        if (!activeAppearance.hasLayoutProperty('icon-size')) {\n            return layoutIconSize * iconScaleFactor;\n        }\n\n        let effectiveIconSize = 1;\n        const unevaluatedIconSize = activeAppearance.getUnevaluatedLayoutProperty('icon-size') as PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>;\n        const iconSizeData = getSizeData(this.zoom, unevaluatedIconSize, this.worldview, availableImages);\n        const sizeValue = evaluateSizeForZoom(iconSizeData, currentZoom);\n        if (iconSizeData.kind === 'constant' || iconSizeData.kind === 'camera') {\n            effectiveIconSize = sizeValue.uSize;\n        }\n        if (iconSizeData.kind === 'composite') {\n            const {minZoom, maxZoom} = iconSizeData;\n            const possibleSizeMin = unevaluatedIconSize.possiblyEvaluate(new EvaluationParameters(minZoom, {worldview: this.worldview}), canonical);\n            const possibleSizeMax = unevaluatedIconSize.possiblyEvaluate(new EvaluationParameters(maxZoom, {worldview: this.worldview}), canonical);\n            const sizeMin = possibleSizeMin.evaluate(evaluationFeature, {}, canonical, availableImages);\n            const sizeMax = possibleSizeMax.evaluate(evaluationFeature, {}, canonical, availableImages);\n            effectiveIconSize = sizeMin + (sizeMax - sizeMin) * sizeValue.uSizeT;\n        }\n        if (iconSizeData.kind === 'source') {\n            const possibleSize = unevaluatedIconSize.possiblyEvaluate(new EvaluationParameters(this.zoom, {worldview: this.worldview}), canonical);\n            effectiveIconSize = possibleSize.evaluate(evaluationFeature, {}, canonical, availableImages);\n        }\n\n        return effectiveIconSize * iconScaleFactor;\n    }\n\n    updateFootprints(_id: UnwrappedTileID, _footprints: Array<TileFootprint>) {\n    }\n\n    // placement::SymbolSource visibility callbacks. New placement invokes these on a run's finalize,\n    // only when a variant's visibility changes. Visibility is applied instantly; a smooth fade would\n    // need a per-frame reapply and is deferred, so the run timestamp is unused for now.\n    hideSymbolVariant(variantId: SymbolVariantId, _placementRunTimestamp: number): void {\n        this._setSymbolVariantVisibility(variantId, false);\n    }\n\n    showSymbolVariant(variantId: SymbolVariantId, _placementRunTimestamp: number): void {\n        this._setSymbolVariantVisibility(variantId, true);\n    }\n\n    // Fills the (until-now-empty) opacity buffers with one hidden entry per glyph quad, matching the\n    // layout vertex buffers' length. Unlike the legacy pipeline, new placement never runs\n    // Placement#updateBucketOpacities to build these from scratch each run, so this bucket has to\n    // seed them itself, once, before the first upload.\n    _initPlacementOpacities(): void {\n        const fillHidden = (buffer: SymbolBuffers) => {\n            const quadCount = buffer.layoutVertexArray.length / 4;\n            for (let i = 0; i < quadCount; i++) buffer.opacityVertexArray.emplaceBack(HIDDEN_PACKED_OPACITY);\n        };\n        if (this.hasTextData()) fillHidden(this.text);\n        if (this.hasIconData()) fillHidden(this.icon);\n    }\n\n    // Instantly sets the variant's instance to visible (placed + full opacity) or hidden, recovering\n    // the instance index arithmetically from the generated id, and records it in\n    // placementVariantVisible. Mirrors the geometry fed in addToPlacement: the default text placement\n    // and the icon.\n    _setSymbolVariantVisibility(variantId: SymbolVariantId, visible: boolean): void {\n        assert(this.placementIdRangeStart !== null);\n        const index = variantId.symbolId.symbolId - this.placementIdRangeStart;\n        const instance = this.symbolInstances.get(index);\n\n        this.placementVariantVisible[index] = visible;\n\n        const packedOpacity = visible ? VISIBLE_PACKED_OPACITY : HIDDEN_PACKED_OPACITY;\n\n        // A placed symbol owns a contiguous run of glyph quads from its vertexStartIndex/4 (opacity\n        // has one entry per quad, the layout/dynamic buffers have 4 vertices per quad).\n        const setPlacedOpacity = (buffer: SymbolBuffers, placedIndex: number) => {\n            if (placedIndex < 0) return;\n            const placed = buffer.placedSymbolArray.get(placedIndex);\n            const quadStart = placed.vertexStartIndex / 4;\n            for (let i = 0; i < placed.numGlyphs; i++) buffer.opacityVertexArray.emplace(quadStart + i, packedOpacity);\n            if (buffer.opacityVertexBuffer) buffer.opacityVertexBuffer.updateData(buffer.opacityVertexArray);\n        };\n\n        if (this.hasTextData()) setPlacedOpacity(this.text, this.defaultPlacedTextSymbolIndex(instance, index));\n        if (this.hasIconData()) setPlacedOpacity(this.icon, instance.placedIconSymbolIndex);\n    }\n\n    // Drops what new placement decided about this bucket's symbols, hiding all of them. Called when\n    // the tile has been out of the render set (e.g. returning from the tile cache), so placement has\n    // not seen it and its decisions have gone stale -- keeping them would let a returning tile\n    // outrank the symbols that are actually on screen, since a visible symbol is placed first.\n    resetPlacementVisibility(): void {\n        if (this.placementIdRangeStart === null) {\n            // Never fed to new placement (legacy placement, or not placed yet), so there is no state to drop.\n            return;\n        }\n\n        this.placementVariantVisible.fill(false);\n\n        const hideAll = (buffer: SymbolBuffers) => {\n            for (let i = 0; i < buffer.opacityVertexArray.length; i++) buffer.opacityVertexArray.emplace(i, HIDDEN_PACKED_OPACITY);\n            if (buffer.opacityVertexBuffer) buffer.opacityVertexBuffer.updateData(buffer.opacityVertexArray);\n        };\n        if (this.hasTextData()) hideAll(this.text);\n        if (this.hasIconData()) hideAll(this.icon);\n    }\n\n    // New placement pipeline: walks symbolInstances and registers one placement variant per symbol,\n    // streaming its icon and/or text collision box(es) into the run. Only the minimal point-symbol\n    // case is handled -- icon-text-fit, appearances and along-line placement are skipped (with a\n    // one-time warning), and symbols with neither an icon nor a text collision box are skipped\n    // silently. `textPixelRatio` (tile.tileSize / EXTENT) converts tile-space offsets to CSS pixels,\n    // matching the legacy collision index formula (see CollisionIndex#placeCollisionBox).\n    addToPlacement(globalPlacement: GlobalPlacement, idRangeAllocator: SymbolIdRangeAllocator, layerUid: number, posMatrix: mat4, transform: Transform, textPixelRatio: number, tile: Tile, fogState: FogState | null | undefined, groupOrders: PlacementGroupOrders, styleLayerOrder: number, featureStates: FeatureStates, replacementSource: ReplacementSource | null): void {\n        if (this.symbolInstances.length === 0) return;\n\n        if (replacementSource) {\n            this.updateReplacement(tile.tileID, replacementSource);\n        }\n\n        if (!this.collisionArrays) {\n            if (!tile.collisionBoxArray) return;\n            this.deserializeCollisionBoxes(tile.collisionBoxArray);\n        }\n\n        if (this.placementIdRangeStart === null) {\n            this.placementIdRangeStart = idRangeAllocator.allocateRange(layerUid, this.symbolInstances.length);\n            this.placementVariantVisible = new Array<boolean>(this.symbolInstances.length).fill(false);\n            this._initPlacementOpacities();\n        }\n        const rangeStart = this.placementIdRangeStart;\n\n        const layer = this.layers[0];\n        if (layer.appearances && layer.appearances.length > 0) {\n            warnOnce('new placement: symbol appearances are not supported yet; hiding symbols');\n            return;\n        }\n        if (layer.layout.get('symbol-placement') !== 'point') {\n            warnOnce('new placement: along-line symbol placement is not supported yet; hiding symbols');\n            return;\n        }\n        const hasVariableTextAnchor = !!layer.layout.get('text-variable-anchor');\n\n        // Globe is not supported yet: this projects collision boxes in mercator space, while the globe\n        // pipeline deforms symbols in the vertex shader, so collisions would land in the wrong place.\n        // Feed no geometry on globe -- every begun variant is then dropped and a symbol that was visible\n        // gets hidden (see GlobalPlacement#finishVariantProcessing). This converges to no symbols on\n        // globe and recovers on its own once the projection switches back to mercator (rather than\n        // freezing whatever was last placed in mercator, which would linger through the transition).\n        const bucketProjection = this.getProjection();\n        const feedGeometry = bucketProjection.name !== 'globe';\n        if (!feedGeometry) warnOnce('new placement: globe projection is not supported yet; hiding symbols');\n\n        const unwrappedTileID = tile.tileID.toUnwrapped();\n        const pitched = transform.pitch > 0;\n        // Minimal first version: default collision rules (collide against, and insert into, the\n        // collision grid). Priority is built per instance below so its current visibility feeds back\n        // into placement.\n        const placementRules = defaultPlacementRules();\n\n        // Size is evaluated once per run for the current zoom (mirroring the shader's per-frame size\n        // interpolation); the per-feature value is read below via getSymbolInstance{Icon,Text}Size.\n        const zoom = transform.zoom;\n        const iconZoomSize = evaluateSizeForZoom(this.iconSizeData, zoom);\n        const textZoomSize = evaluateSizeForZoom(this.textSizeData, zoom);\n\n        // `symbol-elevation-reference` only decides what a box's z offset is measured from: `sea` from\n        // sea level, `ground`/`hd-road-markup` from the terrain under the anchor.\n        // The offset itself is `symbol-z-offset` plus `instance.zOffset`, the road/building height baked\n        // in ahead of this run\n        const symbolZOffsetProperty = layer.paint.get('symbol-z-offset');\n        const elevationFromSea = layer.layout.get('symbol-elevation-reference') === 'sea';\n        const needsFeatureForZOffset = !symbolZOffsetProperty.isConstant();\n        const constantSymbolZOffset: number = needsFeatureForZOffset ? 0 : symbolZOffsetProperty.evaluate(null, {});\n        const terrainElevation = transform.elevation;\n\n        // This layer's implicit group for symbols naming no group or an invalid one\n        const implicitGroupOrder = subgroupOrderForLayerPosition(styleLayerOrder);\n        const resolveGroupOrder = (groupName: string | null | undefined): number => {\n            if (!groupName) return implicitGroupOrder;\n            const order = groupOrders.get(makeFQID(groupName, layer.scope));\n            if (order !== undefined) return order;\n            warnOnce(`global placement: placement-group \"${groupName}\" does not match any placement-group layer; using the layer's implicit group`);\n            return implicitGroupOrder;\n        };\n\n        const placementPriorityProperty = layer.paint.get('placement-priority');\n        const placementGroupProperty = layer.paint.get('placement-group');\n        const needsFeatureForPlacementPriority = !placementPriorityProperty.isConstant();\n        const needsFeatureForPlacementGroup = !placementGroupProperty.isConstant();\n        const placementPriorityFallback: number = needsFeatureForPlacementPriority ? 0 : placementPriorityProperty.evaluate(null, {});\n        const placementSubgroupOrderFallback: number = needsFeatureForPlacementGroup ? implicitGroupOrder : resolveGroupOrder(placementGroupProperty.evaluate(null, {}));\n        const needsFeatureForPlacementState = needsFeatureForPlacementPriority || needsFeatureForPlacementGroup;\n        const needsFeature = needsFeatureForZOffset || needsFeatureForPlacementState;\n\n        const latestFeatureIndex = needsFeature ? tile.latestFeatureIndex : null;\n        if (latestFeatureIndex) latestFeatureIndex.loadVTLayers();\n        const sourceLayerName = latestFeatureIndex ? latestFeatureIndex.sourceLayerCoder.decode(this.sourceLayerIndex) : '';\n\n        // Raises a box's anchor to the height the symbol is drawn at, mirroring\n        // CollisionIndex#placeCollisionBox / Placement#placeLayerBucketPart's updateBoxData.\n        const elevateAnchor = (box: SingleCollisionBox, instance: SymbolInstance, symbolZOffsetValue: number): {x: number; y: number; z: number; elevated: boolean} => {\n            let boxElevation: number;\n            if (this.elevationType === 'road') {\n                boxElevation = elevationFromSea ? symbolZOffsetValue :\n                    symbolZOffsetValue + Elevation.getAtTileOffset(tile.tileID, new Point(box.tileAnchorX, box.tileAnchorY), terrainElevation, null);\n            } else {\n                const elevationFeature = this.hdExt ? this.hdExt.elevationFeatures[instance.elevationFeatureIndex] : undefined;\n                boxElevation = elevationFromSea ? symbolZOffsetValue :\n                    symbolZOffsetValue + Elevation.getAtTileOffset(tile.tileID, new Point(box.tileAnchorX, box.tileAnchorY), terrainElevation, elevationFeature);\n            }\n            boxElevation += instance.zOffset;\n\n            if (!boxElevation) {\n                return {x: box.projectedAnchorX, y: box.projectedAnchorY, z: box.projectedAnchorZ, elevated: false};\n            }\n            const [ux, uy, uz] = bucketProjection.upVector(tile.tileID.canonical, box.tileAnchorX, box.tileAnchorY);\n            const upScale = bucketProjection.upVectorScale(tile.tileID.canonical, transform.center.lat, transform.worldSize).metersToTile;\n            return {\n                x: box.projectedAnchorX + ux * boxElevation * upScale,\n                y: box.projectedAnchorY + uy * boxElevation * upScale,\n                z: box.projectedAnchorZ + uz * boxElevation * upScale,\n                elevated: true,\n            };\n        };\n\n        // Streams a collision box into the run as a screen-aligned viewport rectangle. The box is\n        // stored anchor-relative: `box.x1/y1/x2/y2` are unscaled offsets from\n        // `box.projectedAnchor{X,Y,Z}` in the feature's own layout units (shaping already baked the\n        // icon/text extent and *-offset/*-rotate into them). `scale` takes the offsets to the\n        // symbol's on-screen size at the current zoom. Absent, occluded and degenerate boxes\n        // contribute nothing.\n        // `getScale` is called only once `box` is known to exist: a symbol with no icon (or no text)\n        // has no valid placedIconSymbolIndex/placedSymbolArray entry to evaluate a size from.\n        const addCollisionBox = (box: SingleCollisionBox | undefined, instance: SymbolInstance, symbolZOffsetValue: number, getScale: () => number) => {\n            if (!box) return;\n            const {x, y, z, elevated} = elevateAnchor(box, instance, symbolZOffsetValue);\n            const anchor = projectAnchor(posMatrix, x, y, z, transform, bucketProjection, pitched || elevated, fogState, unwrappedTileID);\n            // Occluded, too far away to be worth a place or behind the camera\n            if (anchor.occluded || anchor.perspectiveRatio <= MIN_COLLISION_PERSPECTIVE_RATIO) return;\n            const scale = getScale();\n            const tileToViewport = textPixelRatio * anchor.perspectiveRatio;\n            const left = (box.x1 * scale - box.padding) * tileToViewport + anchor.x;\n            const top = (box.y1 * scale - box.padding) * tileToViewport + anchor.y;\n            const right = (box.x2 * scale + box.padding) * tileToViewport + anchor.x;\n            const bottom = (box.y2 * scale + box.padding) * tileToViewport + anchor.y;\n            if (!(left < right) || !(top < bottom)) return;\n            globalPlacement.addGeometry({kind: 'box', left, top, right, bottom});\n        };\n\n        for (let index = 0; index < this.symbolInstances.length; index++) {\n            const instance = this.symbolInstances.get(index);\n\n            if (instance.hasIconTextFit) {\n                warnOnce('new placement: icon-text-fit is not supported yet; skipping symbols');\n                continue;\n            }\n            const hasText = instance.numHorizontalGlyphVertices > 0 || instance.numVerticalGlyphVertices > 0;\n            if (hasVariableTextAnchor && hasText) {\n                warnOnce('new placement: text-variable-anchor is not supported yet; skipping symbols');\n                continue;\n            }\n            if (instance.numVerticalGlyphVertices > 0) {\n                warnOnce('new placement: vertical text-writing-mode is not supported yet; skipping symbols');\n                continue;\n            }\n\n            const collisionArrays = this.collisionArrays[index];\n            if (!collisionArrays.iconBox && !collisionArrays.textBox) {\n                // Neither icon nor text: the symbol contributes no collision geometry, so never begin a variant.\n                continue;\n            }\n\n            // Hides a symbol whose anchor falls under a 3D building/landmark/clip-layer footprint,\n            // mirroring legacy Placement#updateBucketOpacities\n            // Unlike the old algorithm, a clipped instance feeds no geometry at all, so its\n            // collision-grid slot is freed for other symbols\n            let clipped = false;\n            for (const region of this.activeReplacements) {\n                if (skipClipping(region, styleLayerOrder, LayerTypeMask.Symbol, layer.scope)) continue;\n                if (region.min.x > instance.tileAnchorX || instance.tileAnchorX > region.max.x ||\n                    region.min.y > instance.tileAnchorY || instance.tileAnchorY > region.max.y) continue;\n                const p = transformPointToTile(instance.tileAnchorX, instance.tileAnchorY, tile.tileID.canonical, region.footprintTileId.canonical);\n                clipped = pointInFootprint(p, region.footprint);\n                if (clipped) break;\n            }\n\n            const variantId: SymbolVariantId = {\n                symbolId: {styleLayerId: layerUid, symbolIdOrigin: SymbolIdOrigin.GENERATED, symbolId: rangeStart + index},\n                variantIdx: 0,\n            };\n\n            const feature = latestFeatureIndex ? latestFeatureIndex.loadFeature({\n                featureIndex: instance.featureIndex,\n                sourceLayerIndex: this.sourceLayerIndex,\n                bucketIndex: this.index,\n                layoutVertexArrayOffset: 0,\n            }) : null;\n\n            const featureId = needsFeatureForPlacementState && feature && latestFeatureIndex ? latestFeatureIndex.getId(feature, sourceLayerName) : undefined;\n            const featureState = (featureId !== undefined && featureStates[String(featureId)]) || EMPTY_FEATURE_STATE;\n            const symbolPlacementPriority = needsFeatureForPlacementPriority && feature ? placementPriorityProperty.evaluate(feature, featureState) : placementPriorityFallback;\n            const placementSubgroupOrder = needsFeatureForPlacementGroup && feature ? resolveGroupOrder(placementGroupProperty.evaluate(feature, featureState)) : placementSubgroupOrderFallback;\n\n            // Feed the instance's current visibility so placement can detect show/hide transitions\n            // and pick the matching collision hysteresis. Placement is Fixed: along-line symbols are\n            // skipped above, so every fed symbol has a fixed position.\n            const priority: GlobalPlacementPriority = {\n                placementSubgroupOrder,\n                symbolPlacementPriority,\n                symbolVariantVisibility: this.placementVariantVisible[index] ? SymbolVariantVisibility.VARIANT_VISIBLE : SymbolVariantVisibility.SYMBOL_INVISIBLE,\n                symbolPlacementType: SymbolPlacementType.FIXED,\n                styleLayerOrder,\n                symbolDisplayOrder: 0,\n            };\n\n            // A symbol contributes its icon and/or text collision boxes as one variant. On globe no\n            // geometry is fed, so the variant is dropped and a previously-visible symbol is hidden.\n            globalPlacement.startSymbolVariantProcessing(variantId, priority, placementRules);\n            if (feedGeometry && !clipped) {\n                const symbolZOffsetValue = needsFeatureForZOffset && feature ? symbolZOffsetProperty.evaluate(feature, {}) : constantSymbolZOffset;\n                addCollisionBox(collisionArrays.iconBox, instance, symbolZOffsetValue, () => this.getSymbolInstanceIconSize(iconZoomSize, zoom, instance.placedIconSymbolIndex));\n                addCollisionBox(collisionArrays.textBox, instance, symbolZOffsetValue, () => this.getSymbolInstanceTextSize(textZoomSize, instance, zoom, index));\n            }\n            globalPlacement.finishVariantProcessing();\n        }\n    }\n\n    updateReplacement(coord: OverscaledTileID, source: ReplacementSource): boolean {\n        // Replacement has to be re-checked if the source has been updated since last time\n        if (source.updateTime === this.replacementUpdateTime) {\n            return false;\n        }\n        this.replacementUpdateTime = source.updateTime;\n\n        // Check if replacements have changed\n        const newReplacements = source.getReplacementRegionsForTile(coord.toUnwrapped(), true);\n        if (regionsEquals(this.activeReplacements, newReplacements)) {\n            return false;\n        }\n        this.activeReplacements = newReplacements;\n        return true;\n    }\n\n    getResolvedImageFromTokens(tokens: string) {\n        // The type of tokens comes from layer.getValueAndResolveTokens\n        // But that type is wrong because we wouldn't need to do\n        // this otherwise\n        if (typeof tokens === \"string\") {\n            return ResolvedImage.build(tokens);\n        }\n        return tokens;\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        const layer = this.layers[0];\n        const layout = layer.layout;\n        const isGlobe = this.projection.name === 'globe';\n\n        const textFont = layout.get('text-font');\n        const textField = layout.get('text-field');\n        const iconImage = layout.get('icon-image');\n        const [iconSizeScaleRangeMin, iconSizeScaleRangeMax] = layout.get('icon-size-scale-range');\n        const iconScaleFactor = clamp(options.scaleFactor || 1, iconSizeScaleRangeMin, iconSizeScaleRangeMax);\n        const [textSizeScaleRangeMin, textSizeScaleRangeMax] = layout.get('text-size-scale-range');\n        const textScaleFactor = clamp(options.scaleFactor || 1, textSizeScaleRangeMin, textSizeScaleRangeMax);\n        const hasText =\n\n            (textField.value.kind !== 'constant' ||\n\n                (textField.value.value instanceof Formatted && !textField.value.value.isEmpty()) ||\n\n                textField.value.value.toString().length > 0) &&\n\n            (textFont.value.kind !== 'constant' || textFont.value.value.length > 0);\n        // we should always resolve the icon-image value if the property was defined in the style\n        // this allows us to fire the styleimagemissing event if image evaluation returns null\n        // the only way to distinguish between null returned from a coalesce statement with no valid images\n        // and null returned because icon-image wasn't defined is to check whether or not iconImage.parameters is an empty object\n\n        const hasIcon = iconImage.value.kind !== 'constant' || !!iconImage.value.value || Object.keys(iconImage.parameters).length > 0;\n        const hasAppearanceIcons = this.hasAnyAppearanceLayoutProperty('icon-image');\n\n        const symbolSortKey = layout.get('symbol-sort-key');\n\n        this.features = [];\n        this.featureAppearanceData = new Map();\n\n        if (!hasText && !hasIcon && !hasAppearanceIcons) {\n            return;\n        }\n\n        const icons = options.iconDependencies;\n        const stacks = options.glyphDependencies;\n        const availableImages = options.availableImages;\n        const globalProperties = new EvaluationParameters(this.zoom, {worldview: this.worldview, activeFloors: options.activeFloors});\n        const addImageVariantToIcons = (variant: ImageVariant) => {\n            const variantId = variant.id.toString();\n            if (icons.has(variantId)) {\n                icons.get(variantId).push(variant);\n            } else {\n                icons.set(variantId, [variant]);\n            }\n        };\n\n        for (const indexedFeature of features) {\n            const {feature, id, index, sourceLayerIndex} = indexedFeature;\n\n            const needGeometry = layer._featureFilter.needGeometry;\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n            if (!layer._featureFilter.filter(globalProperties, evaluationFeature, canonical)) {\n                continue;\n            }\n\n            if (!needGeometry) evaluationFeature.geometry = loadGeometry(feature, canonical, tileTransform);\n\n            if (isGlobe && feature.type !== 1 && canonical.z <= 5) {\n                // Resample long lines and polygons in globe view so that their length wont exceed ~0.19 radians (360/32 degrees).\n                // Otherwise lines could clip through the globe as the resolution is not enough to represent curved paths.\n                // The threshold value follows subdivision size used with fill extrusions\n                const geom = evaluationFeature.geometry;\n\n                // cos(11.25 degrees) = 0.98078528056\n                const cosAngleThreshold = 0.98078528056;\n                const predicate = (a: Point, b: Point) => {\n                    const v0 = tileCoordToECEF(a.x, a.y, canonical, 1);\n                    const v1 = tileCoordToECEF(b.x, b.y, canonical, 1);\n                    return vec3.dot(v0, v1) < cosAngleThreshold;\n                };\n\n                for (let i = 0; i < geom.length; i++) {\n                    geom[i] = resamplePred(geom[i], predicate);\n                }\n            }\n\n            let text: Formatted | undefined;\n            if (hasText) {\n                // Expression evaluation will automatically coerce to Formatted\n                // but plain string token evaluation skips that pathway so do the\n                // conversion here.\n                const resolvedTokens = layer.getValueAndResolveTokens('text-field', evaluationFeature, canonical, availableImages);\n                const formattedText = Formatted.factory(resolvedTokens);\n                if (containsRTLText(formattedText)) {\n                    this.hasRTLText = true;\n                }\n                if (\n                    !this.hasRTLText || // non-rtl text so can proceed safely\n                    getRTLTextPluginStatus() === 'unavailable' || // We don't intend to lazy-load the rtl text plugin, so proceed with incorrect shaping\n                    (this.hasRTLText && globalRTLTextPlugin.isParsed()) // Use the rtlText plugin to shape text\n                ) {\n                    text = transformText(formattedText, layer, evaluationFeature);\n                }\n            }\n\n            let icon: ResolvedImage | null | undefined;\n            if (hasIcon) {\n                // Expression evaluation will automatically coerce to Image\n                // but plain string token evaluation skips that pathway so do the\n                // conversion here.\n                const resolvedTokens = layer.getValueAndResolveTokens('icon-image', evaluationFeature, canonical, availableImages);\n                icon = this.getResolvedImageFromTokens(resolvedTokens);\n            }\n\n            const symbolLayer = this.layers[0];\n            let usesAppearanceIconAsFallback = false;\n            if (!icon && hasAppearanceIcons) {\n                const appearances = symbolLayer.getAppearances();\n                for (const appearance of appearances) {\n                    const iconImage = appearance.getLayoutProperty('icon-image');\n                    if (iconImage) {\n                        const resolvedTokens = symbolLayer.getAppearanceValueAndResolveTokens(appearance, 'icon-image', evaluationFeature, canonical, availableImages);\n                        if (resolvedTokens) {\n                            icon = this.getResolvedImageFromTokens(resolvedTokens as string);\n                            usesAppearanceIconAsFallback = true;\n                            break;\n                        }\n                    }\n                }\n            }\n\n            if (!text && !icon) {\n                continue;\n            }\n            const sortKey = this.sortFeaturesByKey ?\n\n                symbolSortKey.evaluate(evaluationFeature, {}, canonical) :\n                undefined;\n\n            const symbolFeature: SymbolFeature = {\n                id,\n                text,\n                icon,\n                index,\n                sourceLayerIndex,\n                geometry: evaluationFeature.geometry,\n                properties: feature.properties,\n                type: vectorTileFeatureTypes[feature.type],\n                sortKey\n            };\n            this.features.push(symbolFeature);\n\n            // Store minimal data needed for appearance evaluation\n            // Use the promoted ID from IndexedFeature (resolved in worker thread) instead of raw feature.id\n            this.featureAppearanceData.set(index, {\n                id, // This is already the promoted ID from IndexedFeature\n                properties: feature.properties,\n                usesAppearanceIconAsPlaceholder: usesAppearanceIconAsFallback,\n                // isUsingAppearance*VertexData / layoutBased*VertexData /\n                // activeAppearanceIndex intentionally unset — they're mutated\n                // exclusively on the main thread, so serializing defaults from\n                // the worker is pure overhead.\n            });\n\n            if (icon) {\n                const unevaluatedLayoutValues = symbolLayer._unevaluatedLayout._values;\n                const {iconPrimary, iconSecondary} = getScaledImageVariant(icon, this.iconSizeData, unevaluatedLayoutValues['icon-size'], canonical, this.zoom, symbolFeature, this.pixelRatio, iconScaleFactor, this.worldview, availableImages);\n                addImageVariantToIcons(iconPrimary);\n\n                if (iconSecondary) {\n                    this.hasAnySecondaryIcon = true;\n                    addImageVariantToIcons(iconSecondary);\n                }\n            }\n\n            const appearances = symbolLayer.getAppearances();\n            if (appearances.length !== 0) {\n                appearances.forEach(a => {\n                    const iconImage = a.getLayoutProperty('icon-image');\n                    if (!iconImage) return;\n                    const {iconPrimary, iconSecondary} = this.getCombinedIconVariants(a, symbolLayer, evaluationFeature, canonical, availableImages, symbolFeature, iconScaleFactor);\n                    if (!iconPrimary) return;\n                    addImageVariantToIcons(iconPrimary);\n                    if (iconSecondary) {\n                        this.hasAnySecondaryIcon = true;\n                        addImageVariantToIcons(iconSecondary);\n                    }\n                });\n            }\n\n            if (text) {\n                const fontStack = textFont.evaluate(evaluationFeature, {}, canonical).join(',');\n                const textAlongLine = layout.get('text-rotation-alignment') === 'map' && layout.get('symbol-placement') !== 'point';\n                this.allowVerticalPlacement = this.writingModes && this.writingModes.includes(WritingMode.vertical);\n                for (const section of text.sections) {\n                    if (!section.image) {\n                        const doesAllowVerticalWritingMode = allowsVerticalWritingMode(text.toString());\n                        const sectionFont = section.fontStack || fontStack;\n                        const sectionStack: Record<number, boolean> = stacks[sectionFont] = stacks[sectionFont] || {};\n                        this.calculateGlyphDependencies(section.text, sectionStack, textAlongLine, this.allowVerticalPlacement, doesAllowVerticalWritingMode);\n                    } else {\n                        const imagePrimary = section.image.getPrimary().scaleSelf(this.pixelRatio * textScaleFactor);\n                        const imagePrimaryId = imagePrimary.id.toString();\n                        const primaryIcons = icons.get(imagePrimaryId) || [];\n                        primaryIcons.push(imagePrimary);\n                        icons.set(imagePrimaryId, primaryIcons);\n                    }\n                }\n            }\n        }\n\n        if (layout.get('symbol-placement') === 'line') {\n            // Merge adjacent lines with the same text to improve labelling.\n            // It's better to place labels on one long line than on many short segments.\n            this.features = mergeLines(this.features);\n        }\n\n        if (layout.get('symbol-elevation-reference') === 'hd-road-markup') {\n            this.elevationType = 'road';\n            if (this.hdExt) {\n                this.hdExt.configureCrossSource(\n                    canonical,\n                    options.elevationParams,\n                    options.crossSourceElevationEnabled,\n                    options.terrainEnabled,\n                );\n                if (options.elevationFeatures && options.elevationFeatures.length > 0) {\n                    this.hdExt.addElevationFeatures(options.elevationFeatures, canonical);\n                }\n            }\n        } else if (layout.get('symbol-z-elevate')) {\n            this.elevationType = 'offset';\n        }\n        if (this.elevationType !== 'none') {\n            this.zOffsetBuffersNeedUpload = true;\n        }\n\n        if (this.sortFeaturesByKey) {\n            this.features.sort((a, b) => {\n                // a.sortKey is always a number when sortFeaturesByKey is true\n                return (a.sortKey) - (b.sortKey);\n            });\n        }\n    }\n\n    getCombinedIconVariants(appearance: SymbolAppearance, layer: SymbolStyleLayer, evaluationFeature: EvaluationFeature, canonical: CanonicalTileID, availableImages: ImageId[],\n        symbolFeature: SymbolFeature, iconScaleFactor: number\n    ): {iconPrimary: ImageVariant | undefined; iconSecondary: ImageVariant | undefined} {\n        let icon: ResolvedImage;\n        if (appearance.hasLayoutProperty('icon-image')) {\n            const resolvedTokens = layer.getAppearanceValueAndResolveTokens(appearance, 'icon-image', evaluationFeature, canonical, availableImages);\n            icon = this.getResolvedImageFromTokens(resolvedTokens as string);\n        } else {\n            const resolvedTokens = layer.getValueAndResolveTokens('icon-image', evaluationFeature, canonical, availableImages);\n            icon = this.getResolvedImageFromTokens(resolvedTokens);\n        }\n\n        if (icon) {\n            const unevaluatedIconSize = (appearance.hasLayoutProperty('icon-size') ?\n                appearance.getUnevaluatedLayoutProperty('icon-size') :\n                layer._unevaluatedLayout._values['icon-size']) as PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>;\n            const iconSizeData = getSizeData(this.zoom, unevaluatedIconSize, this.worldview, availableImages);\n            const {iconPrimary, iconSecondary} = getScaledImageVariant(icon, iconSizeData, unevaluatedIconSize, canonical, this.zoom, symbolFeature, this.pixelRatio, iconScaleFactor, this.worldview, availableImages);\n            return {iconPrimary, iconSecondary};\n        }\n\n        return {iconPrimary: undefined, iconSecondary: undefined};\n    }\n\n    getCombinedIconPrimary(appearance: SymbolAppearance, layer: SymbolStyleLayer, evaluationFeature: EvaluationFeature, canonical: CanonicalTileID, availableImages: ImageId[],\n        symbolFeature: SymbolFeature, iconScaleFactor: number\n    ): ImageVariant | undefined {\n        return this.getCombinedIconVariants(appearance, layer, evaluationFeature, canonical, availableImages, symbolFeature, iconScaleFactor).iconPrimary;\n    }\n\n    private updateSymbolInstanceIconVertices(\n        symbolInstance: SymbolInstance,\n        featureData: AppearanceFeatureData,\n        activeAppearanceIndex: number,\n        evaluationFeature: EvaluationFeature,\n        vertexOffset: number,\n        ctx: AppearanceIconUpdateContext,\n    ): {vertexOffsetDelta: number; hasChanges: boolean} {\n        const {canonical, availableImages, globalProperties, layer, iconScaleFactor, featureState, layoutIconOffset, layoutIconSize, layoutIconRotate} = ctx;\n        if (symbolInstance.placedIconSymbolIndex < 0) {\n            return {vertexOffsetDelta: 0, hasChanges: false};\n        }\n\n        if (featureData.activeAppearanceIndex === activeAppearanceIndex) {\n            return {vertexOffsetDelta: symbolInstance.numIconVertices, hasChanges: false};\n        }\n\n        const activeAppearance = activeAppearanceIndex >= 0 ? layer.appearances[activeAppearanceIndex] : null;\n        if (activeAppearance) {\n            const minimalFeature: SymbolFeature = {\n                sortKey: undefined,\n                text: undefined,\n                icon: null, // Will be resolved in getAppearanceIconPrimary\n                index: symbolInstance.featureIndex,\n                sourceLayerIndex: symbolInstance.featureIndex,\n                geometry: [],\n                properties: featureData.properties as Record<string, string | number | boolean>,\n                type: 'Point',\n                id: featureData.id\n            };\n\n            const {iconPrimary, iconSecondary} = this.getCombinedIconVariants(activeAppearance, layer, evaluationFeature, canonical, availableImages, minimalFeature, iconScaleFactor);\n            if (!iconPrimary) return {vertexOffsetDelta: 0, hasChanges: false};\n\n            const primaryImageSerialized = iconPrimary.toString();\n            const position = this.iconAtlasPositions && this.iconAtlasPositions.get(primaryImageSerialized);\n\n            if (position) {\n                // Get values from appearance and fallback to layout ones\n                const {appearanceIconOffset: iconOffset, appearanceIconRotate: iconRotate} = getAppearanceIconValues(activeAppearance, layer, evaluationFeature as SymbolFeature, canonical, layoutIconOffset, layoutIconRotate, layoutIconSize, iconScaleFactor);\n                const iconAnchor = layer.layout.get('icon-anchor').evaluate(evaluationFeature, featureState, canonical);\n\n                // Resolve secondary position for cross-fade support\n                const secondaryPosition = iconSecondary ? (this.iconAtlasPositions && this.iconAtlasPositions.get(iconSecondary.toString())) : undefined;\n                let shapedIcon = shapeIcon(position, secondaryPosition, iconOffset, iconAnchor);\n\n                const isSDFIcon = position.sdf;\n                // Get icon-text-fit from layout since we don't support it in appearances\n                const iconTextFit = layer.layout.get('icon-text-fit').constantOr('none');\n\n                // Note: This needs to happen after text has been updated in appearances since it can change featureData.textShaping\n                // Use featureData.fontScale which converts the glyph-space bounds to pixels at the appearance text-size\n                if (iconTextFit !== 'none' && featureData.textShaping && featureData.iconTextFitPadding && featureData.fontScale) {\n                    shapedIcon = fitIconToText(shapedIcon, featureData.textShaping, iconTextFit,\n                        featureData.iconTextFitPadding, iconOffset, featureData.fontScale);\n                }\n\n                // Get appearance-specific icon-size and calculate combined scale factor\n                const effectiveIconSize = this.calculateEffectiveAppearanceIconSize(\n                    activeAppearance,\n                    globalProperties.zoom,\n                    evaluationFeature,\n                    canonical,\n                    availableImages,\n                    iconScaleFactor,\n                    layoutIconSize\n                );\n                const newSizeX = 0; // Unused in appearances\n                const newSizeY = (Math.min(MAX_PACKED_SIZE, Math.round(effectiveIconSize * SIZE_PACK_FACTOR)) << 1) + 1; // pack isAppearance flag in lowest bit\n                // Generate new icon quads with updated texture coordinates and size\n                const iconQuads = getIconQuads(shapedIcon, iconRotate, isSDFIcon, iconTextFit !== 'none', iconScaleFactor);\n\n                const hasTransitioning = this.icon.iconTransitioningVertexArray.length > 0;\n\n                // Store the layout-based vertex data to restore it later if it's the first time we use an appearance for this feature\n                if (!featureData.isUsingAppearanceIconVertexData) {\n                    featureData.isUsingAppearanceIconVertexData = true;\n                    featureData.layoutBasedIconVertexData = this.icon.snapshotSymbolVertexData(vertexOffset, symbolInstance.numIconVertices);\n                    if (hasTransitioning) {\n                        featureData.layoutBasedIconTransitioningVertexData = this.icon.snapshotIconTransitioningVertexData(vertexOffset, symbolInstance.numIconVertices);\n                    }\n                }\n\n                // Update vertex data - only update as many quads as were allocated during layout\n                const maxQuads = Math.floor(symbolInstance.numIconVertices / 4);\n                const quadsToUpdate = Math.min(iconQuads.length, maxQuads);\n\n                let currentVertexOffset = vertexOffset;\n                const transitioningUint16 = hasTransitioning ? this.icon.iconTransitioningVertexArray.uint16 : null;\n                for (let j = 0; j < quadsToUpdate; ++j) {\n                    const quad = iconQuads[j];\n\n                    // Since icon-anchor is not supported in appearances we use the first layout quad one\n                    // Note that layout quads might not exist, in that case we use the symbolInstance\n                    // tileAnchor.\n                    const anchorX = featureData.layoutBasedIconVertexData[0] || symbolInstance.tileAnchorX;\n                    const anchorY = featureData.layoutBasedIconVertexData[1] || symbolInstance.tileAnchorY;\n                    const pixelOffsetTLX = quad.pixelOffsetTL.x * 16;\n                    const pixelOffsetTLY = quad.pixelOffsetTL.y * 16;\n                    const pixelOffsetBRX = quad.pixelOffsetBR.x * 16;\n                    const pixelOffsetBRY = quad.pixelOffsetBR.y * 16;\n                    const minFontScaleX = quad.minFontScaleX * 16;\n                    const minFontScaleY = quad.minFontScaleY * 16;\n\n                    this.icon.updateSymbolVertexData(currentVertexOffset, anchorX, anchorY, Math.round(quad.tl.x * 32), Math.round(quad.tl.y * 32), quad.texPrimary.x, quad.texPrimary.y, newSizeX, newSizeY, pixelOffsetTLX, pixelOffsetTLY, minFontScaleX, minFontScaleY);\n                    this.icon.updateSymbolVertexData(currentVertexOffset + 1, anchorX, anchorY, Math.round(quad.tr.x * 32), Math.round(quad.tr.y * 32), quad.texPrimary.x + quad.texPrimary.w, quad.texPrimary.y, newSizeX, newSizeY, pixelOffsetBRX, pixelOffsetTLY, minFontScaleX, minFontScaleY);\n                    this.icon.updateSymbolVertexData(currentVertexOffset + 2, anchorX, anchorY, Math.round(quad.bl.x * 32), Math.round(quad.bl.y * 32), quad.texPrimary.x, quad.texPrimary.y + quad.texPrimary.h, newSizeX, newSizeY, pixelOffsetTLX, pixelOffsetBRY, minFontScaleX, minFontScaleY);\n                    this.icon.updateSymbolVertexData(currentVertexOffset + 3, anchorX, anchorY, Math.round(quad.br.x * 32), Math.round(quad.br.y * 32), quad.texPrimary.x + quad.texPrimary.w, quad.texPrimary.y + quad.texPrimary.h, newSizeX, newSizeY, pixelOffsetBRX, pixelOffsetBRY, minFontScaleX, minFontScaleY);\n\n                    // Update secondary (cross-fade) texture coords: fall back to primary when no secondary.\n                    if (transitioningUint16) {\n                        const tex = quad.texSecondary ? quad.texSecondary : quad.texPrimary;\n                        const base = currentVertexOffset * ICON_TRANSITIONING_STRIDE;\n                        transitioningUint16[base]     = tex.x;\n                        transitioningUint16[base + 1] = tex.y;\n                        transitioningUint16[base + 2] = tex.x + tex.w;\n                        transitioningUint16[base + 3] = tex.y;\n                        transitioningUint16[base + 4] = tex.x;\n                        transitioningUint16[base + 5] = tex.y + tex.h;\n                        transitioningUint16[base + 6] = tex.x + tex.w;\n                        transitioningUint16[base + 7] = tex.y + tex.h;\n                    }\n\n                    currentVertexOffset += 4;\n                }\n\n                // Clear remaining vertices to prevent rendering stale data from previous appearances\n                const verticesUsed = quadsToUpdate * 4;\n                const remainingVertices = symbolInstance.numIconVertices - verticesUsed;\n                for (let k = 0; k < remainingVertices; ++k) {\n                    this.icon.updateSymbolVertexData(currentVertexOffset + k, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n                }\n\n                return {vertexOffsetDelta: symbolInstance.numIconVertices, hasChanges: true};\n            }\n        } else if (featureData.usesAppearanceIconAsPlaceholder) {\n            // Hide the placeholder icon when no appearance is active: zero out texture coordinates\n            // so the quad is invisible while the vertex buffer structure is preserved.\n            // usesAppearanceIconAsPlaceholder can only be true when appearances existed at populate() time.\n            this.icon.updateSymbolVertexData(vertexOffset, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n            this.icon.updateSymbolVertexData(vertexOffset + 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n            this.icon.updateSymbolVertexData(vertexOffset + 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n            this.icon.updateSymbolVertexData(vertexOffset + 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);\n            return {vertexOffsetDelta: symbolInstance.numIconVertices, hasChanges: true};\n        } else if (featureData.isUsingAppearanceIconVertexData) {\n            // No active appearance but vertex buffer still holds appearance data — restore original layout vertices.\n            this.icon.restoreSymbolVertexData(vertexOffset, featureData.layoutBasedIconVertexData);\n            if (featureData.layoutBasedIconTransitioningVertexData) {\n                this.icon.restoreIconTransitioningVertexData(vertexOffset, featureData.layoutBasedIconTransitioningVertexData);\n            }\n            featureData.isUsingAppearanceIconVertexData = false;\n            return {vertexOffsetDelta: featureData.layoutBasedIconVertexData.length / SYMBOL_VERTEX_STRIDE, hasChanges: true};\n        }\n        return {vertexOffsetDelta: symbolInstance.numIconVertices, hasChanges: false};\n    }\n\n    private updateSymbolInstanceTextVertices(\n        symbolInstance: SymbolInstance,\n        featureData: AppearanceFeatureData,\n        activeAppearanceIndex: number,\n        evaluationFeature: EvaluationFeature,\n        vertexOffset: number,\n        ctx: AppearanceTextUpdateContext,\n    ): {vertexOffsetDelta: number; hasChanges: boolean} {\n        const {canonical, layer, textScaleFactor, imageMap, featureState, layoutTextOffset, layoutTextSize, layoutTextRotate, layoutMinZoomSize, layoutMaxZoomSize, layoutTextSizeMinZoom, layoutTextSizeMaxZoom, availableImages} = ctx;\n        const hasHorizontalText = symbolInstance.numHorizontalGlyphVertices > 0;\n        const hasVerticalText = symbolInstance.numVerticalGlyphVertices > 0;\n        const hasText = hasHorizontalText || hasVerticalText;\n\n        if (!hasText) {\n            return {vertexOffsetDelta: hasText ? symbolInstance.numHorizontalGlyphVertices + symbolInstance.numVerticalGlyphVertices : 0, hasChanges: false};\n        }\n\n        if (featureData.activeAppearanceIndex === activeAppearanceIndex) {\n            return {vertexOffsetDelta: symbolInstance.numHorizontalGlyphVertices + symbolInstance.numVerticalGlyphVertices, hasChanges: false};\n        }\n\n        const activeAppearance = activeAppearanceIndex >= 0 ? layer.appearances[activeAppearanceIndex] : null;\n        if (activeAppearance && featureData.textShaping) {\n            // Get appearance-based text properties and fallback to layout ones\n            const {appearanceTextOffset: textOffset, appearanceTextRotate: textRotate, appearanceTextSize: textSizeValue} = getAppearanceTextValues(activeAppearance, layer, evaluationFeature as SymbolFeature, canonical, layoutTextOffset, layoutTextRotate, layoutTextSize);\n\n            // Recompute fontScale with appearance data so it will be correctly used during icon update later\n            featureData.fontScale = computeFontScale(textSizeValue, featureData.textScaleFactor);\n            const unevaluatedTextSize = activeAppearance.getUnevaluatedLayoutProperty('text-size') as PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>;\n            let textSizeData = this.textSizeData;\n            let minZoom = layoutTextSizeMinZoom;\n            let maxZoom = layoutTextSizeMaxZoom;\n            if (activeAppearance.hasLayoutProperty('text-size')) {\n                textSizeData = getSizeData(this.zoom, unevaluatedTextSize, this.worldview, availableImages);\n                minZoom = this.textSizeData.kind === 'composite' ? this.textSizeData.minZoom : 0;\n                maxZoom = this.textSizeData.kind === 'composite' ? this.textSizeData.maxZoom : 0;\n            }\n\n            // Update the shaped text offset\n            // When the text is not on lines, top/bottom/left/right are basically\n            // the layout offset. When text is on a line, it will have been translated\n            // and we need to compute the offset from the layout offset and apply it\n            // to the new textOffset\n            const topDiff = featureData.textShaping.top - layoutTextOffset[1];\n            const bottomDiff = featureData.textShaping.bottom - layoutTextOffset[1];\n            const leftDiff = featureData.textShaping.left - layoutTextOffset[0];\n            const rightDiff = featureData.textShaping.right - layoutTextOffset[0];\n\n            // Update the offset but DON'T scale the bounds - keep them in glyph space\n            // fitIconToText will apply the fontScale to convert to pixels at the new text size\n            featureData.textShaping.top = textOffset[1] + topDiff;\n            featureData.textShaping.bottom = textOffset[1] + bottomDiff;\n            featureData.textShaping.left = textOffset[0] + leftDiff;\n            featureData.textShaping.right = textOffset[0] + rightDiff;\n\n            // Generate new text quads with appearance properties\n            const textQuads = getGlyphQuads(\n                {x: symbolInstance.tileAnchorX, y: symbolInstance.tileAnchorY} as Anchor,\n                featureData.textShaping,\n                textOffset,\n                layer,\n                false,\n                evaluationFeature,\n                imageMap,\n                this.allowVerticalPlacement,\n                textRotate\n            );\n\n            // Calculate size vertex data with appearance text-size\n            const minZoomSize = textSizeValue && textSizeData.kind === 'composite' ? unevaluatedTextSize.possiblyEvaluate(new EvaluationParameters(minZoom, {}), canonical).evaluate(evaluationFeature, featureState, canonical) : layoutMinZoomSize;\n            const maxZoomSize = textSizeValue && textSizeData.kind === 'composite' ? unevaluatedTextSize.possiblyEvaluate(new EvaluationParameters(maxZoom, {}), canonical).evaluate(evaluationFeature, featureState, canonical) : layoutMaxZoomSize;\n            const textSizeDataKind = packSizeForVertex(activeAppearance.name, textSizeData, textSizeValue, textScaleFactor, minZoomSize, maxZoomSize);\n            const textSizeY = Array.isArray(textSizeDataKind) ? textSizeDataKind[1] : textSizeValue;\n            const symbolSizeX = 0; // Not used in appearances\n            const symbolSizeY = (Math.min(MAX_PACKED_SIZE, Math.round(textSizeY * SIZE_PACK_FACTOR)) << 1) + 1; // Appearance flag\n\n            // Store the layout-based vertex data to restore it later if it's the first time we use an appearance for this feature\n            if (!featureData.isUsingAppearanceTextVertexData) {\n                featureData.isUsingAppearanceTextVertexData = true;\n                featureData.layoutBasedTextVertexData = this.text.snapshotSymbolVertexData(vertexOffset, symbolInstance.numHorizontalGlyphVertices + symbolInstance.numVerticalGlyphVertices);\n            }\n\n            // Update vertex data for text quads\n            for (let j = 0; j < textQuads.length && j < (symbolInstance.numHorizontalGlyphVertices + symbolInstance.numVerticalGlyphVertices) / 4; ++j) {\n                const quad = textQuads[j];\n                const y = quad.glyphOffset[1];\n\n                const anchorX = symbolInstance.tileAnchorX;\n                const anchorY = symbolInstance.tileAnchorY;\n\n                // Update 4 vertices for this quad\n                const vertexIndex = vertexOffset + j * 4;\n                this.text.updateSymbolVertexData(vertexIndex, anchorX, anchorY, Math.round(quad.tl.x * 32), Math.round((y + quad.tl.y) * 32), quad.texPrimary.x, quad.texPrimary.y, symbolSizeX, symbolSizeY, quad.pixelOffsetTL.x, quad.pixelOffsetTL.y, quad.minFontScaleX, quad.minFontScaleY);\n                this.text.updateSymbolVertexData(vertexIndex + 1, anchorX, anchorY, Math.round(quad.tr.x * 32), Math.round((y + quad.tr.y) * 32), quad.texPrimary.x + quad.texPrimary.w, quad.texPrimary.y, symbolSizeX, symbolSizeY, quad.pixelOffsetBR.x, quad.pixelOffsetTL.y, quad.minFontScaleX, quad.minFontScaleY);\n                this.text.updateSymbolVertexData(vertexIndex + 2, anchorX, anchorY, Math.round(quad.bl.x * 32), Math.round((y + quad.bl.y) * 32), quad.texPrimary.x, quad.texPrimary.y + quad.texPrimary.h, symbolSizeX, symbolSizeY, quad.pixelOffsetTL.x, quad.pixelOffsetBR.y, quad.minFontScaleX, quad.minFontScaleY);\n                this.text.updateSymbolVertexData(vertexIndex + 3, anchorX, anchorY, Math.round(quad.br.x * 32), Math.round((y + quad.br.y) * 32), quad.texPrimary.x + quad.texPrimary.w, quad.texPrimary.y + quad.texPrimary.h, symbolSizeX, symbolSizeY, quad.pixelOffsetBR.x, quad.pixelOffsetBR.y, quad.minFontScaleX, quad.minFontScaleY);\n            }\n\n            return {vertexOffsetDelta: symbolInstance.numHorizontalGlyphVertices + symbolInstance.numVerticalGlyphVertices, hasChanges: true};\n        } else if (featureData.isUsingAppearanceTextVertexData) {\n            // No active appearance but vertex buffer still holds appearance data — restore original layout vertices.\n            this.text.restoreSymbolVertexData(vertexOffset, featureData.layoutBasedTextVertexData);\n            featureData.isUsingAppearanceTextVertexData = false;\n            return {vertexOffsetDelta: featureData.layoutBasedTextVertexData.length / SYMBOL_VERTEX_STRIDE, hasChanges: true};\n        } else {\n            return {vertexOffsetDelta: symbolInstance.numHorizontalGlyphVertices + symbolInstance.numVerticalGlyphVertices, hasChanges: false};\n        }\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>) {\n        if (this.text) this.text.programConfigurations.updateExpressions(layers);\n        if (this.icon) this.icon.programConfigurations.updateExpressions(layers);\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null, canonical?: CanonicalTileID) {\n        // Traditional attribute-based updates, skipped when UBO is active\n        if (!this.text.uboBinder) {\n            this.text.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, this.worldview);\n        }\n        if (!this.icon.uboBinder) {\n            this.icon.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, this.worldview);\n        }\n\n        // UBO-based updates\n        if (canonical) {\n            // Update all features when brightness or other dynamic expressions change.\n            // Skip when all data-driven properties are light-constant: brightness doesn't affect\n            // stored UBO values in that case (constant uniforms handle the rendering adjustment).\n            if (isBrightnessChanged) {\n                for (const binder of [this.text.uboBinder, this.icon.uboBinder]) {\n                    if (binder && !binder.isLightConstant) {\n                        binder.updateDynamicExpressions(layers[0] as SymbolStyleLayer, vtLayer, canonical, availableImages, states, brightness);\n                    }\n                }\n            } else if (Object.keys(states).length > 0) {\n                // Update specific features when feature-state changes.\n                // Skip when no paint property reads feature-state — appearance condition\n                // flips (which CAN depend on state) are written by updateAppearances →\n                // updateFeaturePaintForAppearance below, so updateFeatures would only\n                // re-evaluate values that are about to be overwritten with the same data.\n                const symbolLayer = layers[0] as SymbolStyleLayer;\n                const binders = [this.text.uboBinder, this.icon.uboBinder].filter(b => b && b.hasStateDependentPaint(symbolLayer));\n\n                if (binders.length > 0) {\n                    const featureIds = new Set<string | number>(Object.keys(states).map(id => {\n                        // Convert to number only if it's a safe integer to avoid precision loss\n                        const numId = Number(id);\n                        if (!isNaN(numId) && Number.isSafeInteger(numId) && String(numId) === id) {\n                            return numId;\n                        }\n                        return id;\n                    }));\n\n                    for (const binder of binders) {\n                        binder.updateFeatures(featureIds, symbolLayer, vtLayer, canonical, availableImages, states, brightness);\n                    }\n                }\n            }\n        }\n    }\n\n    updateZOffset() {\n        // z offset is expected to change less frequently than the placement opacity and, if values are the same,\n        // avoid uploading arrays to buffers.\n        const addZOffsetTextVertex = (array: ZOffsetVertexArray, numVertices: number, value: number) => {\n            currentTextZOffsetVertex += numVertices;\n            if (currentTextZOffsetVertex > array.length) {\n                array.resize(currentTextZOffsetVertex);\n            }\n            for (let i = -numVertices; i < 0; i++) {\n                array.emplace(i + currentTextZOffsetVertex, value);\n            }\n        };\n        const addZOffsetIconVertex = (array: ZOffsetVertexArray, numVertices: number, value: number) => {\n            currentIconZOffsetVertex += numVertices;\n            if (currentIconZOffsetVertex > array.length) {\n                array.resize(currentIconZOffsetVertex);\n            }\n            for (let i = -numVertices; i < 0; i++) {\n                array.emplace(i + currentIconZOffsetVertex, value);\n            }\n        };\n\n        const updateZOffset = this.zOffsetBuffersNeedUpload;\n        if (!updateZOffset) return;\n        this.zOffsetBuffersNeedUpload = false;\n        let currentTextZOffsetVertex = 0;\n        let currentIconZOffsetVertex = 0;\n        for (let s = 0; s < this.symbolInstances.length; s++) {\n            const symbolInstance = this.symbolInstances.get(s);\n            const {\n                numHorizontalGlyphVertices,\n                numVerticalGlyphVertices,\n                numIconVertices\n            } = symbolInstance;\n            const zOffset = symbolInstance.zOffset;\n            const hasText = numHorizontalGlyphVertices > 0 || numVerticalGlyphVertices > 0;\n            const hasIcon = numIconVertices > 0;\n            if (hasText) {\n                addZOffsetTextVertex(this.text.zOffsetVertexArray, numHorizontalGlyphVertices, zOffset);\n                addZOffsetTextVertex(this.text.zOffsetVertexArray, numVerticalGlyphVertices, zOffset);\n            }\n            if (hasIcon) {\n                const {placedIconSymbolIndex, verticalPlacedIconSymbolIndex} = symbolInstance;\n                if (placedIconSymbolIndex >= 0) {\n                    addZOffsetIconVertex(this.icon.zOffsetVertexArray, numIconVertices, zOffset);\n                }\n\n                if (verticalPlacedIconSymbolIndex >= 0) {\n                    addZOffsetIconVertex(this.icon.zOffsetVertexArray, symbolInstance.numVerticalIconVertices, zOffset);\n                }\n            }\n        }\n\n        if (this.text.zOffsetVertexBuffer) {\n            this.text.zOffsetVertexBuffer.updateData(this.text.zOffsetVertexArray);\n            assert(this.text.zOffsetVertexBuffer.length === this.text.layoutVertexArray.length);\n        }\n        if (this.icon.zOffsetVertexBuffer) {\n            this.icon.zOffsetVertexBuffer.updateData(this.icon.zOffsetVertexArray);\n            assert(this.icon.zOffsetVertexBuffer.length === this.icon.layoutVertexArray.length);\n        }\n\n    }\n\n    isEmpty(): boolean {\n        // When the bucket encounters only rtl-text but the plugin isn't loaded, no symbol instances will be created.\n        // In order for the bucket to be serialized, and not discarded as an empty bucket both checks are necessary.\n        return this.symbolInstances.length === 0 && !this.hasRTLText;\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded || this.text.programConfigurations.needsUpload || this.icon.programConfigurations.needsUpload;\n    }\n\n    upload(context: Context, canonical?: CanonicalTileID, featureState?: FeatureStates, availableImages?: Array<ImageId>, globalProperties?: GlobalProperties) {\n        if (!this.uploaded && this.hasDebugData()) {\n            this.textCollisionBox.upload(context);\n            this.iconCollisionBox.upload(context);\n        }\n\n        this.text.upload(context, this.sortFeaturesByY, !this.uploaded, this.text.programConfigurations.needsUpload, this.zOffsetBuffersNeedUpload, this.hasAppearances);\n\n        if (this.hasAppearances === null) {\n            this.hasAppearances = this.layers.some(layer => layer.appearances && layer.appearances.length > 0);\n        }\n        this.icon.upload(context, this.sortFeaturesByY, !this.uploaded, this.icon.programConfigurations.needsUpload, this.zOffsetBuffersNeedUpload, this.hasAppearances);\n        this.uploaded = true;\n    }\n\n    updateAppearances(canonical?: CanonicalTileID, featureState?: FeatureStates, availableImages?: Array<ImageId>, globalProperties?: GlobalProperties, imageManager?: ImageManager, featureStateChanged: boolean = false) {\n        // Note: featureState can be undefined or {} for features without feature-state\n        // Appearances can activate based on zoom/pitch alone without feature-state\n        const noChanges = {hasLayoutChanges: false, hasUboChanges: false};\n        if (!canonical || !availableImages || !this.featureAppearanceData) {\n            return noChanges;\n        }\n        // Ensure featureState is at least an empty object for property evaluation\n        const states = featureState || {};\n\n        const hasIconData = this.icon.layoutVertexArray && this.icon.layoutVertexArray.length > 0 && this.icon.layoutVertexArray.arrayBuffer;\n        const hasTextData = this.text.layoutVertexArray && this.text.layoutVertexArray.length > 0 && this.text.layoutVertexArray.arrayBuffer;\n\n        if (!hasIconData && !hasTextData) {\n            return noChanges;\n        }\n\n        const layer = this.layers[0];\n        const layout = layer.layout;\n\n        // Create or recreate FeatureAppearances when the layer's appearances change structurally.\n        if (!this.featureAppearances ||\n            this.featureAppearances.appearancesVersion !== layer.appearancesVersion) {\n            this.featureAppearances = new FeatureAppearances(layer.appearances, layer.appearancesVersion);\n        }\n\n        const appearanceUpdateResult: AppearanceUpdateResult = this.featureAppearances.update(\n            globalProperties, featureStateChanged\n        );\n        if (appearanceUpdateResult.kind === 'no-changes') return noChanges;\n\n        // Prepare icon parameters\n        let iconScaleFactor = 1;\n        let iconVertexOffset = 0;\n        let hasIconChanges = false;\n        let hasUboChanges = false;\n        if (hasIconData) {\n            const [iconSizeScaleRangeMin, iconSizeScaleRangeMax] = layout.get('icon-size-scale-range');\n            iconScaleFactor = clamp(1, iconSizeScaleRangeMin, iconSizeScaleRangeMax);\n        }\n\n        // Prepare text parameters\n        let textScaleFactor = 1;\n        let textVertexOffset = 0;\n        let hasTextChanges = false;\n        if (hasTextData) {\n            const [textSizeScaleRangeMin, textSizeScaleRangeMax] = layout.get('text-size-scale-range');\n            textScaleFactor = clamp(1, textSizeScaleRangeMin, textSizeScaleRangeMax);\n        }\n\n        // Construct imageMap from imageManager for inline images in formatted text\n        const imageMap = new Map<StringifiedImageVariant, StyleImage>();\n        if (imageManager && availableImages) {\n            for (const imageId of availableImages) {\n                const image = imageManager.getImage(imageId, layer.scope);\n                if (image) {\n                    // Create a default ImageVariant from the ImageId\n                    const imageVariant = new ImageVariantClass(imageId.toString());\n                    imageMap.set(imageVariant.toString(), image);\n                }\n            }\n        }\n\n        const uboBinders = [this.text.uboBinder, this.icon.uboBinder];\n\n        for (let s = 0; s < this.symbolInstances.length; s++) {\n            const symbolInstance = this.symbolInstances.get(s);\n            const featureData = this.getAppearanceFeatureData(symbolInstance.featureIndex);\n            if (!featureData) continue;\n\n            const featureId = featureData.id;\n            const featureStateForThis = featureId !== undefined ? states[String(featureId)] : undefined;\n\n            // Create a evaluation feature. Note that the only important parts are the id and properties\n            const evaluationFeature = {\n                type: 'Point' as const, // Type doesn't matter\n                id: featureData.id,\n                properties: featureData.properties,\n                geometry: [] // Geometry doesn't matter\n            };\n\n            let activeAppearanceIndex: number;\n            if (appearanceUpdateResult.kind === 'all-features') {\n                activeAppearanceIndex = appearanceUpdateResult.appearanceIndex;\n            } else {\n                // 'per-feature': evaluate conditions with feature context\n                const found = layer.appearances ? layer.appearances.findIndex(a => a.isActive({globals: globalProperties, feature: evaluationFeature, canonical, featureState: featureStateForThis})) : -1;\n                activeAppearanceIndex = found >= 0 ? found : -1;\n            }\n            const appearanceChanged = featureData.activeAppearanceIndex !== activeAppearanceIndex;\n\n            if (hasTextData) {\n                const layoutTextSizeExpression = layout.get('text-size');\n                const textSizeDataMinZoom = this.textSizeData.kind === 'composite' ? this.textSizeData.minZoom : 0;\n                const textSizeDataMaxZoom = this.textSizeData.kind === 'composite' ? this.textSizeData.maxZoom : 0;\n                const textCtx: AppearanceTextUpdateContext = {\n                    canonical,\n                    layer,\n                    featureState: featureStateForThis,\n                    availableImages,\n                    textScaleFactor,\n                    imageMap,\n                    layoutTextOffset: layout.get('text-offset').evaluate(evaluationFeature, featureStateForThis, canonical).map((v): number => v * ONE_EM) as [number, number],\n                    layoutTextSize: layoutTextSizeExpression.evaluate(evaluationFeature, featureStateForThis, canonical),\n                    layoutTextRotate: layout.get('text-rotate').evaluate(evaluationFeature, featureStateForThis, canonical),\n                    layoutMinZoomSize: layoutTextSizeExpression.evaluate(evaluationFeature, {zoom: textSizeDataMinZoom}, canonical),\n                    layoutMaxZoomSize: layoutTextSizeExpression.evaluate(evaluationFeature, {zoom: textSizeDataMaxZoom}, canonical),\n                    layoutTextSizeMinZoom: textSizeDataMinZoom,\n                    layoutTextSizeMaxZoom: textSizeDataMaxZoom,\n                };\n                const textResult = this.updateSymbolInstanceTextVertices(\n                    symbolInstance, featureData, activeAppearanceIndex, evaluationFeature, textVertexOffset, textCtx\n                );\n                textVertexOffset += textResult.vertexOffsetDelta;\n                hasTextChanges = hasTextChanges || textResult.hasChanges;\n            }\n\n            if (hasIconData) {\n                const iconCtx: AppearanceIconUpdateContext = {\n                    canonical,\n                    layer,\n                    featureState: featureStateForThis,\n                    availableImages,\n                    globalProperties,\n                    iconScaleFactor,\n                    layoutIconOffset: layout.get('icon-offset').evaluate(evaluationFeature, featureStateForThis, canonical),\n                    layoutIconSize: layout.get('icon-size').evaluate(evaluationFeature, featureStateForThis, canonical, availableImages),\n                    layoutIconRotate: layout.get('icon-rotate').evaluate(evaluationFeature, featureStateForThis, canonical),\n                };\n                const iconResult = this.updateSymbolInstanceIconVertices(\n                    symbolInstance, featureData, activeAppearanceIndex, evaluationFeature, iconVertexOffset, iconCtx\n                );\n                iconVertexOffset += iconResult.vertexOffsetDelta;\n                hasIconChanges = hasIconChanges || iconResult.hasChanges;\n            }\n\n            if (appearanceChanged) {\n                const vtFeatureIndex = symbolInstance.featureIndex;\n                const brightness = globalProperties ? globalProperties.brightness : null;\n                const fState = featureStateForThis || {};\n                const activeAppearance = activeAppearanceIndex >= 0 ? layer.appearances[activeAppearanceIndex] : null;\n                for (const binder of uboBinders) {\n                    if (!binder) continue;\n                    // updateDynamicExpressions/updateFeatures, which set the layer, may not have\n                    // been called for zoom/pitch-only condition changes so we do it here\n                    binder.layer = layer;\n                    hasUboChanges = binder.updateFeaturePaintForAppearance(vtFeatureIndex, evaluationFeature, fState, canonical, availableImages, brightness, activeAppearance) || hasUboChanges;\n                }\n            }\n\n            featureData.activeAppearanceIndex = activeAppearanceIndex;\n        }\n\n        // Update GPU buffers if there were changes\n        if (hasIconChanges && this.icon.layoutVertexBuffer && this.icon.layoutVertexArray.arrayBuffer !== null) {\n            if (this.icon.layoutVertexArray.length === this.icon.layoutVertexBuffer.length) {\n                this.icon.layoutVertexBuffer.updateData(this.icon.layoutVertexArray);\n            }\n        }\n\n        if (hasIconChanges && this.icon.iconTransitioningVertexBuffer && this.icon.iconTransitioningVertexArray.length > 0) {\n            if (this.icon.iconTransitioningVertexArray.length === this.icon.iconTransitioningVertexBuffer.length) {\n                this.icon.iconTransitioningVertexBuffer.updateData(this.icon.iconTransitioningVertexArray);\n            }\n        }\n\n        if (hasTextChanges && this.text.layoutVertexBuffer && this.text.layoutVertexArray.arrayBuffer !== null) {\n            if (this.text.layoutVertexArray.length === this.text.layoutVertexBuffer.length) {\n                this.text.layoutVertexBuffer.updateData(this.text.layoutVertexArray);\n            }\n        }\n\n        return {hasLayoutChanges: hasIconChanges || hasTextChanges, hasUboChanges};\n    }\n\n    destroyDebugData() {\n        this.textCollisionBox.destroy();\n        this.iconCollisionBox.destroy();\n    }\n\n    getProjection(): Projection {\n        if (!this.projectionInstance) {\n            this.projectionInstance = getProjection(this.projection);\n        }\n        return this.projectionInstance;\n    }\n\n    destroy() {\n        this.text.destroy();\n        this.icon.destroy();\n\n        if (this.hasDebugData()) {\n            this.destroyDebugData();\n        }\n    }\n\n    addToLineVertexArray(anchor: Anchor, line: Array<Point>): LineVertexRange {\n        const lineStartIndex = this.lineVertexArray.length;\n        if (anchor.segment !== undefined) {\n            for (const {x, y} of line) {\n                this.lineVertexArray.emplaceBack(x, y);\n            }\n        }\n        return {\n            lineStartIndex,\n            lineLength: this.lineVertexArray.length - lineStartIndex\n        };\n    }\n\n    addSymbols(\n        arrays: SymbolBuffers,\n        quads: Array<SymbolQuad>,\n        sizeVertex: number[],\n        lineOffset: [number, number],\n        alongLine: boolean,\n        feature: SymbolFeature,\n        writingMode: number | undefined,\n        globe: GlobeData | null | undefined,\n        tileAnchor: Anchor,\n        lineStartIndex: number,\n        lineLength: number,\n        associatedIconIndex: number,\n        availableImages: ImageId[],\n        canonical: CanonicalTileID,\n        brightness: number | null | undefined,\n        hasAnySecondaryIcon: boolean,\n        symbolInstanceIndex: number,\n        maxQuadCount: number\n    ) {\n        const indexArray = arrays.indexArray;\n        const layoutVertexArray = arrays.layoutVertexArray;\n        const globeExtVertexArray = arrays.globeExtVertexArray;\n\n        // Use maxQuadCount for segment preparation to ensure enough space for appearance variants\n        const quadCountForSegment = maxQuadCount;\n\n        // Get batch index before calling prepareSegment so it can force segment boundaries\n        const batchIndex = arrays.uboBinder ? arrays.uboBinder.getCurrentBatchIndex() : undefined;\n        const segment = arrays.segments.prepareSegment(4 * quadCountForSegment, layoutVertexArray, indexArray, this.canOverlap ? feature.sortKey : undefined, batchIndex);\n\n        const glyphOffsetArrayStart = this.glyphOffsetArray.length;\n        const vertexStartIndex = segment.vertexLength;\n\n        const angle = (this.allowVerticalPlacement && writingMode === WritingMode.vertical) ? Math.PI / 2 : 0;\n\n        const sections = feature.text && feature.text.sections;\n\n        // Track vertex count for UBO feature ID population\n        let lastPopulatedVertexCount = layoutVertexArray.length;\n        let lastUboIndex = -1; // Track the last UBO index for null vertex padding\n\n        for (let i = 0; i < quads.length; i++) {\n            const {tl, tr, bl, br, texPrimary, texSecondary, pixelOffsetTL, pixelOffsetBR, minFontScaleX, minFontScaleY, glyphOffset, isSDF, sectionIndex} = quads[i];\n            const index = segment.vertexLength;\n\n            const y = glyphOffset[1];\n            addVertex(layoutVertexArray, tileAnchor.x, tileAnchor.y, tl.x, y + tl.y, texPrimary.x, texPrimary.y, sizeVertex, isSDF, pixelOffsetTL.x, pixelOffsetTL.y, minFontScaleX, minFontScaleY);\n            addVertex(layoutVertexArray, tileAnchor.x, tileAnchor.y, tr.x, y + tr.y, texPrimary.x + texPrimary.w, texPrimary.y, sizeVertex, isSDF, pixelOffsetBR.x, pixelOffsetTL.y, minFontScaleX, minFontScaleY);\n            addVertex(layoutVertexArray, tileAnchor.x, tileAnchor.y, bl.x, y + bl.y, texPrimary.x, texPrimary.y + texPrimary.h, sizeVertex, isSDF, pixelOffsetTL.x, pixelOffsetBR.y, minFontScaleX, minFontScaleY);\n            addVertex(layoutVertexArray, tileAnchor.x, tileAnchor.y, br.x, y + br.y, texPrimary.x + texPrimary.w, texPrimary.y + texPrimary.h, sizeVertex, isSDF, pixelOffsetBR.x, pixelOffsetBR.y, minFontScaleX, minFontScaleY);\n\n            if (globe) {\n                const {x, y, z} = globe.anchor;\n                const [ux, uy, uz] = globe.up;\n                addGlobeVertex(globeExtVertexArray, x, y, z, ux, uy, uz);\n                addGlobeVertex(globeExtVertexArray, x, y, z, ux, uy, uz);\n                addGlobeVertex(globeExtVertexArray, x, y, z, ux, uy, uz);\n                addGlobeVertex(globeExtVertexArray, x, y, z, ux, uy, uz);\n\n                addDynamicAttributes(arrays.dynamicLayoutVertexArray, x, y, z, angle);\n            } else {\n                addDynamicAttributes(arrays.dynamicLayoutVertexArray, tileAnchor.x, tileAnchor.y, tileAnchor.z, angle);\n            }\n\n            // For data-driven cases if at least of one the icon has a transitionable variant\n            // we have to load the main variant in cases where the secondary image is not specified\n            if (hasAnySecondaryIcon) {\n                const tex = texSecondary ? texSecondary : texPrimary;\n                addTransitioningVertex(arrays.iconTransitioningVertexArray, tex.x, tex.y);\n                addTransitioningVertex(arrays.iconTransitioningVertexArray, tex.x + tex.w, tex.y);\n                addTransitioningVertex(arrays.iconTransitioningVertexArray, tex.x, tex.y + tex.h);\n                addTransitioningVertex(arrays.iconTransitioningVertexArray, tex.x + tex.w, tex.y + tex.h);\n            }\n\n            indexArray.emplaceBack(index, index + 1, index + 2);\n            indexArray.emplaceBack(index + 1, index + 2, index + 3);\n\n            segment.vertexLength += 4;\n            segment.primitiveLength += 2;\n\n            this.glyphOffsetArray.emplaceBack(glyphOffset[0]);\n\n            if (i === quads.length - 1 || sectionIndex !== quads[i + 1].sectionIndex) {\n                if (!arrays.uboBinder) {\n                    arrays.programConfigurations.populatePaintArrays(layoutVertexArray.length, feature, feature.index, {}, availableImages, canonical, brightness, sections && sections[sectionIndex], this.worldview);\n                }\n\n                if (arrays.uboBinder) {\n                    const uboIndex = arrays.uboBinder.populateUBO(\n                        feature,\n                        feature.index,\n                        canonical,\n                        availableImages,\n                        brightness,\n                        sections && sections[sectionIndex]\n                    );\n                    lastUboIndex = uboIndex; // Track for null vertex padding\n                    // Add feature ID for each vertex in this section\n                    const sectionVertexCount = layoutVertexArray.length - lastPopulatedVertexCount;\n                    for (let v = 0; v < sectionVertexCount; v++) {\n                        arrays.featureIdArray.emplaceBack(uboIndex);\n                    }\n                    // Update tracking for next section\n                    lastPopulatedVertexCount = layoutVertexArray.length;\n                }\n            }\n        }\n\n        // Add zero-padding for unused vertices to ensure consistent buffer structure for appearance variants\n        const remainingQuads = maxQuadCount - quads.length;\n        if (remainingQuads !== 0) {\n            this._addNullVertices(remainingQuads, layoutVertexArray, sizeVertex, globe, globeExtVertexArray, arrays, hasAnySecondaryIcon, segment, indexArray);\n\n            // Add feature IDs for null vertices so they share the last section's UBO entry\n            if (arrays.uboBinder && lastUboIndex >= 0) {\n                const nullVertexCount = remainingQuads * 4; // 4 vertices per quad\n                for (let v = 0; v < nullVertexCount; v++) {\n                    arrays.featureIdArray.emplaceBack(lastUboIndex);\n                }\n            }\n        }\n\n        const projectedAnchor = globe ? globe.anchor : tileAnchor;\n\n        arrays.placedSymbolArray.emplaceBack(projectedAnchor.x, projectedAnchor.y, projectedAnchor.z, tileAnchor.x, tileAnchor.y,\n            glyphOffsetArrayStart, this.glyphOffsetArray.length - glyphOffsetArrayStart, vertexStartIndex,\n            lineStartIndex, lineLength, tileAnchor.segment,\n            sizeVertex ? sizeVertex[0] : 0, sizeVertex ? sizeVertex[1] : 0,\n            lineOffset[0], lineOffset[1],\n            writingMode,\n            // placedOrientation is null initially; will be updated to horizontal(1)/vertical(2) if placed\n            0,\n            0,\n            // The crossTileID is only filled/used on the foreground for dynamic text anchors\n            0,\n            associatedIconIndex,\n            // flipState is unknown initially; will be updated to flipRequired(1)/flipNotRequired(2) during line label reprojection\n            0\n        );\n\n        arrays.symbolInstanceIndices.push(symbolInstanceIndex);\n    }\n\n    _addNullVertices(num: number, layoutVertexArray: SymbolLayoutArray, sizeVertex: number[], globe: GlobeData,\n        globeExtVertexArray: SymbolGlobeExtArray, arrays: SymbolBuffers, hasAnySecondaryIcon: boolean, segment: Segment,\n        indexArray: TriangleIndexArray) {\n        for (let i = 0; i < num; i++) {\n            // Add 4 vertices per remaining quad with zero values\n            for (let j = 0; j < 4; j++) {\n                addVertex(layoutVertexArray, 0, 0, 0, 0, 0, 0, sizeVertex, false, 0, 0, 0, 0);\n\n                if (globe) {\n                    addGlobeVertex(globeExtVertexArray, 0, 0, 0, 0, 0, 0);\n                    addDynamicAttributes(arrays.dynamicLayoutVertexArray, 0, 0, 0, 0);\n                } else {\n                    addDynamicAttributes(arrays.dynamicLayoutVertexArray, 0, 0, 0, 0);\n                }\n\n                if (hasAnySecondaryIcon) {\n                    addTransitioningVertex(arrays.iconTransitioningVertexArray, 0, 0);\n                }\n            }\n\n            const quadStartIndex = segment.vertexLength;\n            indexArray.emplaceBack(quadStartIndex, quadStartIndex + 1, quadStartIndex + 2);\n            indexArray.emplaceBack(quadStartIndex + 1, quadStartIndex + 2, quadStartIndex + 3);\n\n            segment.vertexLength += 4;\n            segment.primitiveLength += 2;\n\n            // Add zero glyph offset\n            this.glyphOffsetArray.emplaceBack(0);\n        }\n    }\n\n    _commitLayoutVertex(array: StructArray, boxTileAnchorX: number, boxTileAnchorY: number, boxTileAnchorZ: number, tileAnchorX: number, tileAnchorY: number, extrude: Point) {\n        array.emplaceBack(\n            // pos\n            boxTileAnchorX,\n            boxTileAnchorY,\n            boxTileAnchorZ,\n            // a_anchor_pos\n            tileAnchorX,\n            tileAnchorY,\n            // extrude\n            Math.round(extrude.x),\n            Math.round(extrude.y));\n    }\n\n    _addCollisionDebugVertices(box: CollisionBox, scale: number, arrays: CollisionBuffers, boxTileAnchorX: number, boxTileAnchorY: number, boxTileAnchorZ: number, symbolInstance: SymbolInstance) {\n        const segment = arrays.segments.prepareSegment(4, arrays.layoutVertexArray, arrays.indexArray);\n        const index = segment.vertexLength;\n        const symbolTileAnchorX = symbolInstance.tileAnchorX;\n        const symbolTileAnchorY = symbolInstance.tileAnchorY;\n\n        for (let i = 0; i < 4; i++) {\n            arrays.collisionVertexArray.emplaceBack(0, 0, 0, 0, 0, 0);\n        }\n\n        this._commitDebugCollisionVertexUpdate(arrays.collisionVertexArrayExt, scale, box.padding, symbolInstance.zOffset);\n\n        this._commitLayoutVertex(arrays.layoutVertexArray, boxTileAnchorX, boxTileAnchorY, boxTileAnchorZ, symbolTileAnchorX, symbolTileAnchorY, new Point(box.x1, box.y1));\n        this._commitLayoutVertex(arrays.layoutVertexArray, boxTileAnchorX, boxTileAnchorY, boxTileAnchorZ, symbolTileAnchorX, symbolTileAnchorY, new Point(box.x2, box.y1));\n        this._commitLayoutVertex(arrays.layoutVertexArray, boxTileAnchorX, boxTileAnchorY, boxTileAnchorZ, symbolTileAnchorX, symbolTileAnchorY, new Point(box.x2, box.y2));\n        this._commitLayoutVertex(arrays.layoutVertexArray, boxTileAnchorX, boxTileAnchorY, boxTileAnchorZ, symbolTileAnchorX, symbolTileAnchorY, new Point(box.x1, box.y2));\n\n        segment.vertexLength += 4;\n\n        const indexArray = arrays.indexArray as LineIndexArray;\n        indexArray.emplaceBack(index, index + 1);\n        indexArray.emplaceBack(index + 1, index + 2);\n        indexArray.emplaceBack(index + 2, index + 3);\n        indexArray.emplaceBack(index + 3, index);\n\n        segment.primitiveLength += 4;\n    }\n\n    _addTextDebugCollisionBoxes(size: InterpolatedSize, zoom: number, collisionBoxArray: CollisionBoxArray, startIndex: number, endIndex: number, instance: SymbolInstance) {\n        for (let b = startIndex; b < endIndex; b++) {\n            const box: CollisionBox = collisionBoxArray.get(b);\n            const scale = this.getSymbolInstanceTextSize(size, instance, zoom, b);\n\n            this._addCollisionDebugVertices(box, scale, this.textCollisionBox, box.projectedAnchorX, box.projectedAnchorY, box.projectedAnchorZ, instance);\n        }\n    }\n\n    _addIconDebugCollisionBoxes(size: InterpolatedSize, zoom: number, collisionBoxArray: CollisionBoxArray, startIndex: number, endIndex: number, instance: SymbolInstance) {\n        for (let b = startIndex; b < endIndex; b++) {\n            const box: CollisionBox = collisionBoxArray.get(b);\n            const scale = this.getSymbolInstanceIconSize(size, zoom, instance.placedIconSymbolIndex);\n\n            this._addCollisionDebugVertices(box, scale, this.iconCollisionBox, box.projectedAnchorX, box.projectedAnchorY, box.projectedAnchorZ, instance);\n        }\n    }\n\n    generateCollisionDebugBuffers(zoom: number, collisionBoxArray: CollisionBoxArray, textScaleFactor: number) {\n        if (this.hasDebugData()) {\n            this.destroyDebugData();\n        }\n\n        this.textCollisionBox = new CollisionBuffers(CollisionBoxLayoutArray, collisionBoxLayout.members, LineIndexArray);\n        this.iconCollisionBox = new CollisionBuffers(CollisionBoxLayoutArray, collisionBoxLayout.members, LineIndexArray);\n\n        const iconSize = evaluateSizeForZoom(this.iconSizeData, zoom);\n        const textSize = evaluateSizeForZoom(this.textSizeData, zoom, textScaleFactor);\n\n        for (let i = 0; i < this.symbolInstances.length; i++) {\n            const symbolInstance = this.symbolInstances.get(i);\n            this._addTextDebugCollisionBoxes(textSize, zoom, collisionBoxArray, symbolInstance.textBoxStartIndex, symbolInstance.textBoxEndIndex, symbolInstance);\n            this._addTextDebugCollisionBoxes(textSize, zoom, collisionBoxArray, symbolInstance.verticalTextBoxStartIndex, symbolInstance.verticalTextBoxEndIndex, symbolInstance);\n            this._addIconDebugCollisionBoxes(iconSize, zoom, collisionBoxArray, symbolInstance.iconBoxStartIndex, symbolInstance.iconBoxEndIndex, symbolInstance);\n            this._addIconDebugCollisionBoxes(iconSize, zoom, collisionBoxArray, symbolInstance.verticalIconBoxStartIndex, symbolInstance.verticalIconBoxEndIndex, symbolInstance);\n        }\n    }\n\n    // The default (non-vertical, non-variable-anchor) placed text entry for an instance: whichever\n    // horizontal justification was actually placed, falling back to vertical, then to `boxIndex`.\n    defaultPlacedTextSymbolIndex(instance: SymbolInstance, boxIndex: number): number {\n        return instance.rightJustifiedTextSymbolIndex >= 0 ?\n            instance.rightJustifiedTextSymbolIndex : instance.centerJustifiedTextSymbolIndex >= 0 ?\n                instance.centerJustifiedTextSymbolIndex : instance.leftJustifiedTextSymbolIndex >= 0 ?\n                    instance.leftJustifiedTextSymbolIndex : instance.verticalPlacedTextSymbolIndex >= 0 ?\n                        instance.verticalPlacedTextSymbolIndex : boxIndex;\n    }\n\n    getSymbolInstanceTextSize(textSize: InterpolatedSize, instance: SymbolInstance, zoom: number, boxIndex: number): number {\n        const symbolIndex = this.defaultPlacedTextSymbolIndex(instance, boxIndex);\n\n        const symbol = this.text.placedSymbolArray.get(symbolIndex);\n        const featureSize = evaluateSizeForFeature(this.textSizeData, textSize, symbol) / ONE_EM;\n\n        return this.tilePixelRatio * featureSize;\n    }\n\n    getSymbolInstanceIconSize(iconSize: InterpolatedSize, zoom: number, iconIndex: number): number {\n        const symbol = this.icon.placedSymbolArray.get(iconIndex);\n        const featureSize = evaluateSizeForFeature(this.iconSizeData, iconSize, symbol);\n\n        return this.tilePixelRatio * featureSize;\n    }\n\n    _commitDebugCollisionVertexUpdate(array: StructArray, scale: number, padding: number, zOffset: number) {\n        array.emplaceBack(scale, -padding, -padding, zOffset);\n        array.emplaceBack(scale,  padding, -padding, zOffset);\n        array.emplaceBack(scale,  padding,  padding, zOffset);\n        array.emplaceBack(scale, -padding,  padding, zOffset);\n    }\n\n    _updateTextDebugCollisionBoxes(size: InterpolatedSize, zoom: number, collisionBoxArray: CollisionBoxArray, startIndex: number, endIndex: number, instance: SymbolInstance, scaleFactor: number) {\n        for (let b = startIndex; b < endIndex; b++) {\n            const box: CollisionBox = collisionBoxArray.get(b);\n            const scale = this.getSymbolInstanceTextSize(size, instance, zoom, b);\n            const array = this.textCollisionBox.collisionVertexArrayExt;\n            this._commitDebugCollisionVertexUpdate(array, scale, box.padding, instance.zOffset);\n        }\n    }\n\n    _updateIconDebugCollisionBoxes(size: InterpolatedSize, zoom: number, collisionBoxArray: CollisionBoxArray, startIndex: number, endIndex: number, instance: SymbolInstance, iconScaleFactor: number) {\n        for (let b = startIndex; b < endIndex; b++) {\n            const box = (collisionBoxArray.get(b));\n            const scale = this.getSymbolInstanceIconSize(size, zoom, instance.placedIconSymbolIndex);\n            const array = this.iconCollisionBox.collisionVertexArrayExt;\n            this._commitDebugCollisionVertexUpdate(array, scale, box.padding, instance.zOffset);\n        }\n    }\n\n    updateCollisionDebugBuffers(zoom: number, collisionBoxArray: CollisionBoxArray, textScaleFactor: number, iconScaleFactor: number) {\n        if (!this.hasDebugData()) {\n            return;\n        }\n\n        if (this.hasTextCollisionBoxData()) this.textCollisionBox.collisionVertexArrayExt.clear();\n        if (this.hasIconCollisionBoxData()) this.iconCollisionBox.collisionVertexArrayExt.clear();\n\n        const iconSize = evaluateSizeForZoom(this.iconSizeData, zoom, iconScaleFactor);\n        const textSize = evaluateSizeForZoom(this.textSizeData, zoom, textScaleFactor);\n\n        for (let i = 0; i < this.symbolInstances.length; i++) {\n            const symbolInstance = this.symbolInstances.get(i);\n            this._updateTextDebugCollisionBoxes(textSize, zoom, collisionBoxArray, symbolInstance.textBoxStartIndex, symbolInstance.textBoxEndIndex, symbolInstance, textScaleFactor);\n            this._updateTextDebugCollisionBoxes(textSize, zoom, collisionBoxArray, symbolInstance.verticalTextBoxStartIndex, symbolInstance.verticalTextBoxEndIndex, symbolInstance, textScaleFactor);\n            this._updateIconDebugCollisionBoxes(iconSize, zoom, collisionBoxArray, symbolInstance.iconBoxStartIndex, symbolInstance.iconBoxEndIndex, symbolInstance, iconScaleFactor);\n            this._updateIconDebugCollisionBoxes(iconSize, zoom, collisionBoxArray, symbolInstance.verticalIconBoxStartIndex, symbolInstance.verticalIconBoxEndIndex, symbolInstance, iconScaleFactor);\n        }\n\n        if (this.hasTextCollisionBoxData() && this.textCollisionBox.collisionVertexBufferExt) {\n            this.textCollisionBox.collisionVertexBufferExt.updateData(this.textCollisionBox.collisionVertexArrayExt);\n        }\n        if (this.hasIconCollisionBoxData() && this.iconCollisionBox.collisionVertexBufferExt) {\n            this.iconCollisionBox.collisionVertexBufferExt.updateData(this.iconCollisionBox.collisionVertexArrayExt);\n        }\n    }\n\n    // These flat arrays are meant to be quicker to iterate over than the source\n    // CollisionBoxArray\n    _deserializeCollisionBoxesForSymbol(\n        collisionBoxArray: CollisionBoxArray,\n        textStartIndex: number,\n        textEndIndex: number,\n        verticalTextStartIndex: number,\n        verticalTextEndIndex: number,\n        iconStartIndex: number,\n        iconEndIndex: number,\n        verticalIconStartIndex: number,\n        verticalIconEndIndex: number,\n    ): CollisionArrays {\n\n        // Only one box allowed per instance\n        const collisionArrays: CollisionArrays = {};\n        if (textStartIndex < textEndIndex) {\n            const {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY, featureIndex} = collisionBoxArray.get(textStartIndex);\n            collisionArrays.textBox = {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY};\n            collisionArrays.textFeatureIndex = featureIndex;\n        }\n        if (verticalTextStartIndex < verticalTextEndIndex) {\n            const {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY, featureIndex} = collisionBoxArray.get(verticalTextStartIndex);\n            collisionArrays.verticalTextBox = {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY};\n            collisionArrays.verticalTextFeatureIndex = featureIndex;\n        }\n        if (iconStartIndex < iconEndIndex) {\n            const {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY, featureIndex} = collisionBoxArray.get(iconStartIndex);\n            collisionArrays.iconBox = {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY};\n            collisionArrays.iconFeatureIndex = featureIndex;\n        }\n        if (verticalIconStartIndex < verticalIconEndIndex) {\n            const {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY, featureIndex} = collisionBoxArray.get(verticalIconStartIndex);\n            collisionArrays.verticalIconBox = {x1, y1, x2, y2, padding, projectedAnchorX, projectedAnchorY, projectedAnchorZ, tileAnchorX, tileAnchorY};\n            collisionArrays.verticalIconFeatureIndex = featureIndex;\n        }\n        return collisionArrays;\n    }\n\n    deserializeCollisionBoxes(collisionBoxArray: CollisionBoxArray) {\n        this.collisionArrays = [];\n        for (let i = 0; i < this.symbolInstances.length; i++) {\n            const symbolInstance = this.symbolInstances.get(i);\n            this.collisionArrays.push(this._deserializeCollisionBoxesForSymbol(\n                collisionBoxArray,\n                symbolInstance.textBoxStartIndex,\n                symbolInstance.textBoxEndIndex,\n                symbolInstance.verticalTextBoxStartIndex,\n                symbolInstance.verticalTextBoxEndIndex,\n                symbolInstance.iconBoxStartIndex,\n                symbolInstance.iconBoxEndIndex,\n                symbolInstance.verticalIconBoxStartIndex,\n                symbolInstance.verticalIconBoxEndIndex\n            ));\n        }\n    }\n\n    hasTextData(): boolean {\n        return this.text.segments.get().length > 0;\n    }\n\n    hasIconData(): boolean {\n        return this.icon.segments.get().length > 0;\n    }\n\n    hasDebugData(): CollisionBuffers {\n        return this.textCollisionBox && this.iconCollisionBox;\n    }\n\n    hasTextCollisionBoxData(): boolean {\n        return this.hasDebugData() && this.textCollisionBox.segments.get().length > 0;\n    }\n\n    hasIconCollisionBoxData(): boolean {\n        return this.hasDebugData() && this.iconCollisionBox.segments.get().length > 0;\n    }\n\n    hasIconTextFit(): boolean {\n        return this.hasAnyIconTextFit;\n    }\n\n    addIndicesForPlacedSymbol(iconOrText: SymbolBuffers, placedSymbolIndex: number) {\n        const placedSymbol = iconOrText.placedSymbolArray.get(placedSymbolIndex);\n\n        const endIndex = placedSymbol.vertexStartIndex + placedSymbol.numGlyphs * 4;\n        for (let vertexIndex = placedSymbol.vertexStartIndex; vertexIndex < endIndex; vertexIndex += 4) {\n            iconOrText.indexArray.emplaceBack(vertexIndex, vertexIndex + 1, vertexIndex + 2);\n            iconOrText.indexArray.emplaceBack(vertexIndex + 1, vertexIndex + 2, vertexIndex + 3);\n        }\n    }\n\n    getSortedSymbolIndexes(angle: number): Array<number> {\n        if (this.sortedAngle === angle && this.symbolInstanceIndexes !== undefined) {\n            return this.symbolInstanceIndexes;\n        }\n        const sin = Math.sin(angle);\n        const cos = Math.cos(angle);\n        const rotatedYs: number[] = [];\n        const featureIndexes: number[] = [];\n        const result: number[] = [];\n\n        for (let i = 0; i < this.symbolInstances.length; ++i) {\n            result.push(i);\n            const symbolInstance = this.symbolInstances.get(i);\n            rotatedYs.push(Math.round(sin * symbolInstance.tileAnchorX + cos * symbolInstance.tileAnchorY) | 0);\n            featureIndexes.push(symbolInstance.featureIndex);\n        }\n\n        result.sort((aIndex, bIndex) => (rotatedYs[aIndex] - rotatedYs[bIndex]) || (featureIndexes[bIndex] - featureIndexes[aIndex]));\n\n        return result;\n    }\n\n    getSortedIndexesByZOffset(): Array<number> {\n        if (!this.zOffsetSortDirty) {\n            assert(this.symbolInstanceIndexesSortedZOffset.length === this.symbolInstances.length);\n            return this.symbolInstanceIndexesSortedZOffset;\n        }\n        if (!this.symbolInstanceIndexesSortedZOffset) {\n            this.symbolInstanceIndexesSortedZOffset = [];\n            for (let i = 0; i < this.symbolInstances.length; ++i) {\n                this.symbolInstanceIndexesSortedZOffset.push(i);\n            }\n        }\n        this.zOffsetSortDirty = false;\n        return this.symbolInstanceIndexesSortedZOffset.sort((aIndex, bIndex) => this.symbolInstances.get(bIndex).zOffset - this.symbolInstances.get(aIndex).zOffset);\n    }\n\n    addToSortKeyRanges(symbolInstanceIndex: number, sortKey: number) {\n        const last = this.sortKeyRanges.at(-1);\n        if (last && last.sortKey === sortKey) {\n            last.symbolInstanceEnd = symbolInstanceIndex + 1;\n        } else {\n            this.sortKeyRanges.push({\n                sortKey,\n                symbolInstanceStart: symbolInstanceIndex,\n                symbolInstanceEnd: symbolInstanceIndex + 1\n            });\n        }\n    }\n\n    sortFeatures(angle: number) {\n        if (!this.sortFeaturesByY) return;\n        if (this.sortedAngle === angle) return;\n\n        // If the symbols are allowed to overlap sort them by their vertical screen position.\n        // The index array buffer is rewritten to reference the (unchanged) vertices in the\n        // sorted order.\n\n        // Viewport-y sorting is not supported when symbols span multiple render segments.\n        // Multiple segments occur when a tile has enough symbols to overflow MAX_VERTEX_ARRAY_LENGTH.\n        if (this.text.segments.get().length > 1 || this.icon.segments.get().length > 1) {\n            this.sortFeaturesByY = false;\n            return;\n        }\n\n        // To avoid sorting the actual symbolInstance array we sort an array of indexes.\n        this.symbolInstanceIndexes = this.getSortedSymbolIndexes(angle);\n        this.sortedAngle = angle;\n\n        this.text.indexArray.clear();\n        this.icon.indexArray.clear();\n\n        this.featureSortOrder = [];\n\n        for (const i of this.symbolInstanceIndexes) {\n            const symbol = this.symbolInstances.get(i);\n            this.featureSortOrder.push(symbol.featureIndex);\n            const {\n                rightJustifiedTextSymbolIndex: right, centerJustifiedTextSymbolIndex: center,\n                leftJustifiedTextSymbolIndex: left, verticalPlacedTextSymbolIndex: vertical,\n                placedIconSymbolIndex: icon, verticalPlacedIconSymbolIndex: iconVertical\n            } = symbol;\n\n            // Only add a given index the first time it shows up, to avoid duplicate\n            // opacity entries when multiple justifications share the same glyphs.\n            if (right >= 0) this.addIndicesForPlacedSymbol(this.text, right);\n            if (center >= 0 && center !== right) this.addIndicesForPlacedSymbol(this.text, center);\n            if (left >= 0 && left !== center && left !== right) this.addIndicesForPlacedSymbol(this.text, left);\n\n            if (vertical >= 0) this.addIndicesForPlacedSymbol(this.text, vertical);\n            if (icon >= 0) this.addIndicesForPlacedSymbol(this.icon, icon);\n            if (iconVertical >= 0) this.addIndicesForPlacedSymbol(this.icon, iconVertical);\n        }\n\n        if (this.text.indexBuffer) this.text.indexBuffer.updateData(this.text.indexArray);\n        if (this.icon.indexBuffer) this.icon.indexBuffer.updateData(this.icon.indexArray);\n    }\n\n}\n\nregister(SymbolBucket, 'SymbolBucket', {\n    omit: ['layers', 'collisionBoxArray', 'compareText', 'features']\n});\n\nSymbolBucket.addDynamicAttributes = addDynamicAttributes;\n\nexport default SymbolBucket;\nexport {addDynamicAttributes, updateGlobeVertexNormal};\n","import type {SymbolVariantId} from './types';\n\n// More complex collision rules to be added later\n// https://docs.google.com/document/d/1FlJVwpQ8K7kq4qRTlZPktEawGgIiX3iV6cGshO8gsqo/edit?tab=t.50jxdmq297xl#heading=h.xslrpreq4esf\nexport type CollisionRules = {\n    // May contain the id of either a mandatory part or an optional text part\n    symbolVariantToIgnoreCollisionWith?: SymbolVariantId;\n    // If set, this variant is only eligible for placement if the referenced SymbolVariantId\n    // was placed in the same placement run.\n    // A reference to a variant from a different run does not make this variant eligible.\n    onlyIfPlaced?: SymbolVariantId;\n};\n\nexport type PlacementRules = {\n    // Undefined if `*-allow-overlap` is true.\n    // If present, we check collisions with previously placed symbol variants.\n    collisionRules?: CollisionRules;\n    // Inverted `*-ignore-placement` value.\n    // If false, all later placed symbol variants will ignore this symbol variant\n    // even if it's visible.\n    insertIntoCollisionGrid: boolean;\n};\n\nexport function defaultPlacementRules(): PlacementRules {\n    return {collisionRules: {}, insertIntoCollisionGrid: true};\n}\n","import type Point from '@mapbox/point-geometry';\nimport type {SymbolFeature} from '../data/bucket/symbol_bucket';\n\nexport default function (features: Array<SymbolFeature>): Array<SymbolFeature> {\n    const leftIndex: {\n        [_: string]: number;\n    } = {};\n    const rightIndex: {\n        [_: string]: number;\n    } = {};\n    const mergedFeatures: (SymbolFeature | undefined)[] = [];\n    let mergedIndex = 0;\n\n    function add(k: number) {\n        mergedFeatures.push(features[k]);\n        mergedIndex++;\n    }\n\n    function mergeFromRight(leftKey: string, rightKey: string, geom: Array<Array<Point>>) {\n        const i = rightIndex[leftKey];\n        delete rightIndex[leftKey];\n        rightIndex[rightKey] = i;\n\n        mergedFeatures[i].geometry[0].pop();\n\n        mergedFeatures[i].geometry[0] = mergedFeatures[i].geometry[0].concat(geom[0]);\n        return i;\n    }\n\n    function mergeFromLeft(leftKey: string, rightKey: string, geom: Array<Array<Point>>) {\n        const i = leftIndex[rightKey];\n        delete leftIndex[rightKey];\n        leftIndex[leftKey] = i;\n\n        mergedFeatures[i].geometry[0].shift();\n\n        mergedFeatures[i].geometry[0] = geom[0].concat(mergedFeatures[i].geometry[0]);\n        return i;\n    }\n\n    function getKey(text: string, geom: Array<Array<Point>>, onRight?: boolean | null) {\n        const point = onRight ? geom[0].at(-1) : geom[0][0];\n        return `${text}:${point.x}:${point.y}`;\n    }\n\n    for (let k = 0; k < features.length; k++) {\n        const feature = features[k];\n        const geom = feature.geometry;\n        const text = feature.text ? feature.text.toString() : null;\n\n        if (!text || geom.length > 1) {\n            add(k);\n            continue;\n        }\n\n        const leftKey = getKey(text, geom, false),\n            rightKey = getKey(text, geom, true);\n\n        if ((leftKey in rightIndex) && (rightKey in leftIndex) && (rightIndex[leftKey] !== leftIndex[rightKey])) {\n            // found lines with the same text adjacent to both ends of the current line, merge all three\n            const j = mergeFromLeft(leftKey, rightKey, geom);\n\n            const i = mergeFromRight(leftKey, rightKey, mergedFeatures[j].geometry);\n\n            delete leftIndex[leftKey];\n            delete rightIndex[rightKey];\n\n            rightIndex[getKey(text, mergedFeatures[i].geometry, true)] = i;\n\n            mergedFeatures[j].geometry = null;\n\n        } else if (leftKey in rightIndex) {\n            // found mergeable line adjacent to the start of the current line, merge\n            mergeFromRight(leftKey, rightKey, geom);\n\n        } else if (rightKey in leftIndex) {\n            // found mergeable line adjacent to the end of the current line, merge\n            mergeFromLeft(leftKey, rightKey, geom);\n\n        } else {\n            // no adjacent lines, add as a new item\n            add(k);\n            leftIndex[leftKey] = mergedIndex - 1;\n            rightIndex[rightKey] = mergedIndex - 1;\n        }\n    }\n\n    return mergedFeatures.filter((f) => f.geometry);\n}\n","import {FillExtLayoutArray} from '../../../src/data/array_types';\nimport {fillLayoutAttributesExt} from '../../../src/data/bucket/fill_attributes';\nimport FillBufferData from '../../../src/data/bucket/fill_buffer_data';\nimport assert from '../../../src/style-spec/util/assert';\nimport {register} from '../../../src/util/web_worker_transfer';\n\nimport type {Range} from '../../elevation/elevation_feature';\nimport type {LUT} from '../../../src/util/lut';\nimport type FillStyleLayer from '../../../src/style/style_layer/fill_style_layer';\nimport type Context from '../../../src/gl/context';\nimport type VertexBuffer from '../../../src/gl/vertex_buffer';\n\n/**\n * Subclass of `FillBufferData` carrying the elevated-only state used by the HD\n * road-elevation path. Lives in the HD module so the parallel vertex array, its\n * upload buffer, and the `heightRange` tracker don't pull `FillExtLayoutArray` /\n * `fillLayoutAttributesExt` into the core bundle.\n *\n * @private\n */\nclass ElevatedFillBufferData extends FillBufferData {\n    elevatedLayoutVertexArray: FillExtLayoutArray;\n    elevatedLayoutVertexBuffer: VertexBuffer | undefined;\n    heightRange: Range | undefined;\n\n    constructor(layers: Array<FillStyleLayer>, zoom: number, lut: LUT | null) {\n        super(layers, zoom, lut);\n        this.elevatedLayoutVertexArray = new FillExtLayoutArray();\n    }\n\n    override upload(context: Context) {\n        const wasUploaded = this.uploaded;\n        super.upload(context);\n        if (!wasUploaded && this.elevatedLayoutVertexArray.length > 0) {\n            assert(this.layoutVertexArray.length === this.elevatedLayoutVertexArray.length);\n            this.elevatedLayoutVertexBuffer = context.createVertexBuffer(this.elevatedLayoutVertexArray, fillLayoutAttributesExt.members);\n        }\n    }\n\n    override destroy() {\n        if (this.elevatedLayoutVertexBuffer) {\n            this.elevatedLayoutVertexBuffer.destroy();\n        }\n        super.destroy();\n    }\n}\n\nregister(ElevatedFillBufferData, 'ElevatedFillBufferData');\n\nexport default ElevatedFillBufferData;\n","import {register} from '../../src/util/web_worker_transfer';\nimport assert from '../../src/style-spec/util/assert';\nimport EXTENT from '../../src/style-spec/data/extent';\n\nimport type Point from \"@mapbox/point-geometry\";\nimport type {vec2} from \"gl-matrix\";\n\nexport type ElevationPortalType = 'unevaluated' | 'none' | 'tunnel' | 'polygon' | 'entrance' | 'border';\n\nexport interface ElevationPortalConnection {\n    a: number | undefined;\n    b: number | undefined;\n}\n\nexport interface ElevationPortalEdge {\n    connection: ElevationPortalConnection;  // connected edge indices\n    va: Point;                              // vertex a\n    vb: Point;                              // vertex b\n    vab: vec2;                              // b - a\n    length: number;\n    // the same as edge hash (order independent two endpoints coordinates hash)\n    hash: bigint;\n    isTunnel: boolean;\n    type: ElevationPortalType;\n}\n\nexport class ElevationPortalGraph {\n    portals: ElevationPortalEdge[] = [];\n\n    private static isOnBorder(a: number, b: number) {\n        return (a <= 0 && b <= 0) || (a >= EXTENT && b >= EXTENT);\n    }\n\n    // Constructs a single graph by combining portals of multiple graphs\n    static evaluate(unevaluatedPortals: ElevationPortalGraph[]): ElevationPortalGraph {\n        if (unevaluatedPortals.length === 0) return new ElevationPortalGraph();\n\n        let portals: ElevationPortalEdge[] = [];\n\n        // Copy all unevaluted portals into a single vector and evaluate the final graph structure\n        for (const unevalGraph of unevaluatedPortals) {\n            portals.push(...unevalGraph.portals);\n        }\n\n        if (portals.length === 0) return new ElevationPortalGraph();\n\n        // Find the final set of portals. An unevaluated portal is consider a final one if:\n        //  a) it is result of the border clip operation\n        //  b) it is on the ground acting as an \"entrance\" to the polygon\n        //  c) it belongs to multiple polygons\n\n        // Tag all border portals\n        for (const portal of portals) {\n            const a = portal.va;\n            const b = portal.vb;\n\n            if (ElevationPortalGraph.isOnBorder(a.x, b.x) || ElevationPortalGraph.isOnBorder(a.y, b.y)) {\n                portal.type = 'border';\n            }\n        }\n\n        const evaluatedGroup = portals.filter(p => p.type !== 'unevaluated');\n        const unevaluatedGroup = portals.filter(p => p.type === 'unevaluated');\n\n        if (unevaluatedGroup.length === 0) return new ElevationPortalGraph();\n\n        unevaluatedGroup.sort((a, b) => a.hash === b.hash ? (a.isTunnel === b.isTunnel ? 0 : a.isTunnel ? -1 : 1) : a.hash < b.hash ? 1 : -1);\n        portals = evaluatedGroup.concat(unevaluatedGroup);\n\n        // Tag all portals between polygons\n        let begin = evaluatedGroup.length;\n        let end = begin;\n        let out = begin;\n        assert(begin < portals.length);\n\n        do {\n            end++;\n\n            if (end === portals.length || portals[begin].hash !== portals[end].hash) {\n                assert(end - begin <= 2);\n\n                if (end - begin === 2) {\n                    // This edge is shared by two polygons and a portal should be created.\n                    // (More than two shared edges is undefined behavior.)\n                    if (out < begin) {\n                        portals[out] = portals[begin];\n                        portals[begin] = null;\n                    }\n\n                    const outPortal = portals[out];\n                    const endPortal = portals[end - 1];\n\n                    outPortal.type = outPortal.isTunnel !== endPortal.isTunnel ? 'tunnel' : 'polygon';\n                    outPortal.connection = {a: outPortal.connection.a, b: endPortal.connection.a};\n\n                    out++;\n                }\n\n                begin = end;\n            }\n        } while (begin !== portals.length);\n\n        portals.splice(out);\n\n        // Partitions are no longer required and all surviving portals can be sorted by their spatial hash\n        portals.sort((a, b) => a.hash < b.hash ? 1 : -1);\n\n        assert(portals.every(p => p.type !== 'unevaluated'));\n\n        return {portals};\n    }\n}\n\nregister(ElevationPortalGraph, 'ElevationPortalGraph');\n","import assert from '../../src/style-spec/util/assert';\nimport Point from \"@mapbox/point-geometry\";\nimport {ElevationPortalGraph, type ElevationPortalEdge, type ElevationPortalType} from \"./elevation_graph\";\nimport {vec2, vec3} from \"gl-matrix\";\nimport {tileToMeter} from '../../src/geo/mercator_coordinate';\nimport EXTENT from '../../src/style-spec/data/extent';\nimport {edgeIntersectsBox} from '../../src/util/intersection_tests';\nimport {FillIntersectionsLayoutArray, FillIntersectionsNormalLayoutArray, TriangleIndexArray} from '../../src/data/array_types';\nimport {intersectionNormalAttributes, intersectionsAttributes} from '../../src/data/bucket/fill_attributes';\nimport SegmentVector from '../../src/data/segment';\nimport {number as lerp} from '../../src/style-spec/util/interpolate';\nimport {ProgramConfigurationSet} from '../../src/data/program_configuration';\n\nimport type VertexBuffer from '../../src/gl/vertex_buffer';\nimport type IndexBuffer from '../../src/gl/index_buffer';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\nimport type {ElevationFeature, Range} from './elevation_feature';\nimport type {Segment} from '../../src/data/segment';\nimport type Context from '../../src/gl/context';\nimport type FillStyleLayer from '../../src/style/style_layer/fill_style_layer';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {ImageId} from '../../src/style-spec/expression/types/image_id';\nimport type {LUT} from '../../src/util/lut';\nimport type {FeatureStates} from '../../src/source/source_state';\nimport type {SpritePositions} from '../../src/util/image';\nimport type {TypedStyleLayer} from '../../src/style/style_layer/typed_style_layer';\nimport type {Bounds} from '../../src/style-spec/util/geometry_util';\n\nconst TUNNEL_ENTERANCE_HEIGHT = 4.0; // meters\n\ntype EdgePoints = [ElevatedPoint, ElevatedPoint];\n\ninterface ElevatedPoint {\n    coord: Point;\n    height: number;\n}\n\ninterface VertexConnection {\n    from?: number;\n    to?: number;\n}\n\nexport interface FeatureInfo {\n    guardRailEnabled: boolean;\n    featureIndex: number;\n}\ninterface Edge {\n    polygonIdx: number;\n    a: number;\n    b: number;\n    hash: bigint;\n    portalHash: bigint;\n    isTunnel: boolean;\n    type: ElevationPortalType;\n    // Track the information of the geometryfeature that the edge is originated from,\n    // used for later populate the vertex vectors of the paint property binders\n    featureInfo: FeatureInfo;\n}\n\ninterface VertexEdgeHashes {\n    prev: bigint;\n    next: bigint;\n}\n\nexport interface FeatureSection {\n    featureIndex: number;\n    vertexStart: number;\n}\n\nclass MeshBuilder {\n    private outPositions: FillIntersectionsLayoutArray;\n    private outNormals: FillIntersectionsNormalLayoutArray;\n    private outIndices: TriangleIndexArray;\n    private vertexLookup: Map<string, number>;\n\n    constructor(vertices: FillIntersectionsLayoutArray, normals: FillIntersectionsNormalLayoutArray, indices: TriangleIndexArray) {\n        this.outPositions = vertices;\n        this.outNormals = normals;\n        this.outIndices = indices;\n        this.vertexLookup = new Map();\n    }\n\n    addVertex(vertex: vec3, normal: vec3, tileToMeter?: number): number {\n        let height = vertex[2];\n        if (tileToMeter != null) {\n            height *= tileToMeter;\n        }\n\n        const lookup = `${vertex[0]},${vertex[1]},${vertex[2]},${normal[0]},${normal[1]},${normal[2]}`;\n        const result = this.vertexLookup.get(lookup);\n        if (result != null) {\n            return result;\n        }\n\n        const offset = this.outPositions.length;\n        this.vertexLookup.set(lookup, offset);\n\n        const normX = Math.trunc(normal[0] * (1 << 14));\n        const normY = Math.trunc(normal[1] * (1 << 14));\n        const normZ = Math.trunc(normal[2] * (1 << 14));\n\n        this.outPositions.emplaceBack(vertex[0], vertex[1], height);\n        this.outNormals.emplaceBack(normX, normY, normZ);\n\n        return offset;\n    }\n\n    addTriangle(i1: number, i2: number, i3: number) {\n        assert(i1 < this.outPositions.length && i2 < this.outPositions.length && i3 < this.outPositions.length);\n        this.outIndices.emplaceBack(i1, i2, i3);\n    }\n\n    addTriangles(indices: number[], vertices: Point[], heights: number[], heightOffset: number = 0) {\n        if (indices.length === 0) return;\n        assert(indices.length % 3 === 0);\n        assert(vertices.length === heights.length);\n\n        const tmpVec = vec3.create();\n        const normal = vec3.create();\n\n        for (let i = 0; i < indices.length; i += 3) {\n            const v0 = vertices[indices[i + 0]];\n            const v1 = vertices[indices[i + 1]];\n            const v2 = vertices[indices[i + 2]];\n            const h0 = heights[indices[i + 0]] + heightOffset;\n            const h1 = heights[indices[i + 1]] + heightOffset;\n            const h2 = heights[indices[i + 2]] + heightOffset;\n            vec3.set(tmpVec, v0.x, v0.y, h0);\n            const i0 = this.addVertex(tmpVec, normal);\n            vec3.set(tmpVec, v1.x, v1.y, h1);\n            const i1 = this.addVertex(tmpVec, normal);\n            vec3.set(tmpVec, v2.x, v2.y, h2);\n            const i2 = this.addVertex(tmpVec, normal);\n            this.outIndices.emplaceBack(i0, i1, i2);\n        }\n    }\n\n    addQuad(p1: vec3, p2: vec3, p3: vec3, p4: vec3, normal: vec3, tileToMeters?: number) {\n        const a = this.addVertex(p1, normal, tileToMeters);\n        const b = this.addVertex(p2, normal, tileToMeters);\n        const c = this.addVertex(p3, normal, tileToMeters);\n        const d = this.addVertex(p4, normal, tileToMeters);\n        this.addTriangle(a, b, c);\n        this.addTriangle(c, d, a);\n    }\n\n    getVertexCount(): number {\n        return this.outPositions.length;\n    }\n\n    clearVertexLookup(): void {\n        this.vertexLookup.clear();\n    }\n}\n\nexport class ElevatedStructures {\n    vertexBuffer: VertexBuffer | undefined;\n    vertexBufferNormal: VertexBuffer | undefined;\n    indexBuffer: IndexBuffer | undefined;\n\n    maskSegments: SegmentVector | undefined;\n    depthSegments: SegmentVector | undefined;\n    renderableBridgeSegments: SegmentVector | undefined;\n    renderableTunnelSegments: SegmentVector | undefined;\n    shadowCasterSegments: SegmentVector | undefined;\n\n    unevaluatedPortals = new ElevationPortalGraph();\n\n    // Tracks the rail/tunnel mesh same-feature vertex sections\n    // (within ElevatedStructure::vertexPositions).\n    // To be used for later populating the PaintPropertyBinder vertex vector\n    bridgeFeatureSections: FeatureSection[] = [];\n    tunnelFeatureSections: FeatureSection[] = [];\n\n    bridgeProgramConfigurations: ProgramConfigurationSet<FillStyleLayer>;\n    tunnelProgramConfigurations: ProgramConfigurationSet<FillStyleLayer>;\n\n    private vertexHashLookup: Map<number, VertexEdgeHashes> = new Map();\n\n    private unevalVertices: Point[] = [];\n    private unevalHeights: number[] = [];\n    private unevalTriangles: number[] = [];\n    private unevalTunnelTriangles: number[] = [];\n    private unevalEdges: Edge[] = [];\n\n    private tileToMeters: number;\n\n    private vertexPositions = new FillIntersectionsLayoutArray();\n    private vertexNormals = new FillIntersectionsNormalLayoutArray();\n    private indexArray = new TriangleIndexArray();\n\n    constructor(tileID: CanonicalTileID, layers: FillStyleLayer[], zoom: number, lut: LUT | null) {\n        this.tileToMeters = tileToMeter(tileID);\n        this.bridgeProgramConfigurations = new ProgramConfigurationSet(layers, {zoom, lut}, (name: string) => name !== 'fill-tunnel-structure-color');\n        this.tunnelProgramConfigurations = new ProgramConfigurationSet(layers, {zoom, lut}, (name: string) => name !== 'fill-bridge-guard-rail-color');\n    }\n\n    addVertices(vertices: Point[], heights: number[]): number {\n        assert(this.unevalVertices.length === this.unevalHeights.length);\n        assert(vertices.length > 0 && vertices.length === heights.length);\n\n        const offset = this.unevalVertices.length;\n\n        for (let i = 0; i < vertices.length; i++) {\n            this.unevalVertices.push(vertices[i]);\n            this.unevalHeights.push(heights[i]);\n        }\n\n        return offset;\n    }\n\n    addTriangles(indices: number[], offset: number, isTunnel: boolean) {\n        assert(indices.length > 0);\n        assert(offset >= 0);\n\n        // Separate triangles into tunnels and non-tunnels\n        const outTriangles = isTunnel ? this.unevalTunnelTriangles : this.unevalTriangles;\n\n        for (const i of indices) {\n            const idx = i + offset;\n            assert(idx < this.unevalVertices.length);\n\n            outTriangles.push(idx);\n        }\n    }\n\n    addRenderableRing(polygonIdx: number, vertexOffset: number, count: number, isTunnel: boolean, area: Bounds, featureInfo: FeatureInfo) {\n        assert(vertexOffset + count <= this.unevalVertices.length);\n\n        const corners = [\n            new Point(area.min.x, area.min.y),\n            new Point(area.max.x, area.min.y),\n            new Point(area.max.x, area.max.y),\n            new Point(area.min.x, area.max.y)\n        ];\n\n        for (let i = 0; i < count - 1; i++) {\n            const ai = vertexOffset + i;\n            const bi = ai + 1;\n\n            // Both vertices must be inside the provided area bounds\n            const va = this.unevalVertices[ai];\n            const vb = this.unevalVertices[bi];\n\n            // Check if either of the points is inside\n            const insideBounds =\n                (va.x >= area.min.x && va.x <= area.max.x && va.y >= area.min.y && va.y <= area.max.y) ||\n                (vb.x >= area.min.x && vb.x <= area.max.x && vb.y >= area.min.y && vb.y <= area.max.y);\n\n            if (!insideBounds && !edgeIntersectsBox(va, vb, corners)) {\n                continue;\n            }\n\n            if (this.isOnBorder(va.x, vb.x) || this.isOnBorder(va.y, vb.y)) {\n                continue;\n            }\n\n            // Compute two unique hashes for the edge: \"edgeHash\" to represent the renderable geometry and\n            // \"portalHash\" which represents the original edge this one originated from. The latter is required\n            // as the feature geometry might be split into smaller segments before being used for rendering.\n            const edgeHash = ElevatedStructures.computeEdgeHash(this.unevalVertices[ai], this.unevalVertices[bi]);\n            let portalHash: bigint;\n\n            let lookup = this.vertexHashLookup.get(ElevatedStructures.computePosHash(va));\n            if (lookup != null) {\n                portalHash = lookup.next;\n            } else {\n                lookup = this.vertexHashLookup.get(ElevatedStructures.computePosHash(vb));\n                portalHash = lookup != null ? lookup.prev : edgeHash;\n            }\n\n            this.unevalEdges.push({polygonIdx, a: ai, b: bi, hash: edgeHash, portalHash, isTunnel, type: 'unevaluated', featureInfo});\n        }\n    }\n\n    addPortalCandidates(id: number, polygons: Point[][][], isTunnel: boolean, elevation: ElevationFeature, zLevel: number) {\n        if (polygons.length === 0) return;\n\n        const pointsEqual = (a: Point, b: Point) => a.x === b.x && a.y === b.y;\n\n        this.vertexHashLookup.clear();\n\n        for (const polygon of polygons) {\n            if (polygon.length === 0) {\n                continue;\n            }\n            // Each edge of the exterior ring is a potential portal\n            const exterior = polygon[0];\n            assert(exterior.length > 1 && pointsEqual(exterior[0], exterior.at(-1)));\n\n            let prevEdgeHash = ElevatedStructures.computeEdgeHash(exterior[exterior.length - 2], exterior.at(-1));\n\n            for (let i = 0; i < exterior.length - 1; i++) {\n                const a = exterior[i + 0];\n                const b = exterior[i + 1];\n\n                const vavb = vec2.fromValues(b.x - a.x, b.y - a.y);\n                const length = vec2.length(vavb);\n\n                if (length === 0) continue;\n\n                let type: ElevationPortalType = 'unevaluated';\n\n                // \"Entrance\" portals are entry & exit points for the polygons\n                // from ground level\n                const ha = elevation.pointElevation(a);\n                const hb = elevation.pointElevation(b);\n                const onGround = Math.abs(ha) < 0.01 && Math.abs(hb) < 0.01;\n\n                if (onGround) {\n                    type = 'entrance';\n                } else {\n                    // Portals on tile borders describes connectivity between tiles\n                    if (this.isOnBorder(a.x, b.x) || this.isOnBorder(a.y, b.y)) {\n                        type = 'border';\n                    }\n                }\n\n                const edgeHash = ElevatedStructures.computeEdgeHash(a, b);\n                this.unevaluatedPortals.portals.push({\n                    connection: {a: id, b: undefined}, va: a, vb: b, vab: vavb, length, hash: edgeHash, isTunnel, type\n                });\n\n                // Construct a lookup table where vertex position maps to hashes of edges it's connected to\n                const posHash = ElevatedStructures.computePosHash(a);\n\n                if (!this.vertexHashLookup.has(posHash)) {\n                    this.vertexHashLookup.set(posHash, {prev: prevEdgeHash, next: edgeHash});\n                }\n\n                prevEdgeHash = edgeHash;\n            }\n        }\n    }\n\n    construct(evaluatedPortals: ElevationPortalGraph) {\n        if (this.unevalVertices.length === 0) return;\n\n        // Construct multi-purpose geometry for elevated rendering. This includes:\n        //  1. Renderable geometry of 3D structures such as road banks and bridge guard rails\n        //  2. All elevated triangles (including roads as well) for rebuilding depth buffer.\n        //  3. \"mask\" triangles used to carve holes to the depth buffer in order to render underground roads.\n        //\n        // The main idea is to store everything (3D structures and road polygons) as a single mesh and sort\n        // triangles into adjacent segments in memory that are renderable separately.\n        //\n        //                    memory: [---bridge_structures---|---tunnel_structures---|---non_tunnel_roads---|---tunnel_roads---|---tunnel_roofs---]\n        //              mask segment:                         [----------------------------------------------]\n        // bridge renderable segment: [----------------------]\n        // tunnel renderable segment:                         [----------------------]\n        //             depth segment: [-----------------------------------------------------------------------------------------]\n        //     shadow caster segment: [------------------------------------------------------------------------------------------------------------]\n        assert(this.vertexPositions.length === 0 && this.vertexNormals.length === 0 && this.indexArray.length === 0);\n\n        const beginSegment = () => ({vertexOffset: 0, primitiveOffset: this.indexArray.length} as Segment);\n        const endSegment = (segment: Segment) => { segment.primitiveLength = this.indexArray.length - segment.primitiveOffset; };\n\n        const builder = new MeshBuilder(this.vertexPositions, this.vertexNormals, this.indexArray);\n\n        // Prune and cleanup edges that should not receive additional geometry.\n        this.prepareEdges(evaluatedPortals.portals, this.unevalEdges);\n\n        const shadowCasterSegment = beginSegment();\n        const depthSegment = beginSegment();\n        const renderableBridgeSegment = beginSegment();\n\n        const partition = (edges: Edge[], type: ElevationPortalType): number => {\n            edges.sort((a, b) => {\n                if (a.type === type && b.type !== type) return -1;\n                else if (a.type !== type && b.type === type) return 1;\n                return 0;\n            });\n            const idx = edges.findIndex(e => e.type !== type);\n            return idx >= 0 ? idx : edges.length;\n        };\n\n        let wallEndIdx = 0;\n        if (this.unevalEdges.length > 0) {\n            wallEndIdx = partition(this.unevalEdges, 'none');\n            assert(wallEndIdx >= 0);\n\n            this.constructBridgeStructures(\n                builder, this.unevalVertices, this.unevalHeights, this.unevalEdges, {min: 0, max: wallEndIdx}, this.tileToMeters);\n        }\n\n        endSegment(renderableBridgeSegment);\n        const renderableTunnelSegment = beginSegment();\n        const maskSegment = beginSegment();\n\n        if (this.unevalEdges.length > 0) {\n            const afterWallEnd = this.unevalEdges.splice(wallEndIdx);\n            const tunnelEndIdx = partition(afterWallEnd, 'tunnel') + wallEndIdx;\n            this.unevalEdges.push(...afterWallEnd);\n            assert(wallEndIdx <= tunnelEndIdx && tunnelEndIdx >= 0 && tunnelEndIdx <= this.unevalEdges.length);\n\n            this.constructTunnelStructures(\n                builder, this.unevalVertices, this.unevalHeights, this.unevalEdges, {min: 0, max: wallEndIdx}, {min: wallEndIdx, max: tunnelEndIdx});\n        }\n\n        endSegment(renderableTunnelSegment);\n\n        // Generate triangles for non-tunnel roads\n        builder.addTriangles(this.unevalTriangles, this.unevalVertices, this.unevalHeights);\n        endSegment(maskSegment);\n\n        // Generate triangles for tunnel roads\n        builder.addTriangles(this.unevalTunnelTriangles, this.unevalVertices, this.unevalHeights);\n        endSegment(depthSegment);\n\n        // Include tunnel roofs as shadow casters\n        builder.addTriangles(this.unevalTunnelTriangles, this.unevalVertices, this.unevalHeights, TUNNEL_ENTERANCE_HEIGHT);\n        endSegment(shadowCasterSegment);\n\n        this.maskSegments = SegmentVector.simpleSegment(0, maskSegment.primitiveOffset, 0, maskSegment.primitiveLength);\n        this.depthSegments = SegmentVector.simpleSegment(0, depthSegment.primitiveOffset, 0, depthSegment.primitiveLength);\n        this.renderableBridgeSegments = SegmentVector.simpleSegment(0, renderableBridgeSegment.primitiveOffset, 0, renderableBridgeSegment.primitiveLength);\n        this.renderableTunnelSegments = SegmentVector.simpleSegment(0, renderableTunnelSegment.primitiveOffset, 0, renderableTunnelSegment.primitiveLength);\n        this.shadowCasterSegments = SegmentVector.simpleSegment(0, shadowCasterSegment.primitiveOffset, 0, shadowCasterSegment.primitiveLength);\n\n        assert(this.vertexPositions.length === this.vertexNormals.length);\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null, worldview?: string) {\n        this.bridgeProgramConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, worldview);\n        this.tunnelProgramConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, worldview);\n    }\n\n    upload(context: Context) {\n        if (this.vertexBuffer || this.vertexPositions.length === 0 || this.vertexNormals.length === 0 || this.indexArray.length === 0) {\n            return;\n        }\n\n        this.vertexBuffer = context.createVertexBuffer(this.vertexPositions, intersectionsAttributes.members);\n        this.vertexBufferNormal = context.createVertexBuffer(this.vertexNormals, intersectionNormalAttributes.members);\n        this.indexBuffer = context.createIndexBuffer(this.indexArray);\n\n        this.bridgeProgramConfigurations.upload(context);\n        this.tunnelProgramConfigurations.upload(context);\n    }\n\n    destroy() {\n        if (this.vertexBuffer) {\n            this.vertexBuffer.destroy();\n            this.vertexBufferNormal.destroy();\n            this.indexBuffer.destroy();\n        }\n\n        if (this.maskSegments) {\n            this.maskSegments.destroy();\n            this.depthSegments.destroy();\n            this.renderableBridgeSegments.destroy();\n            this.renderableTunnelSegments.destroy();\n            this.shadowCasterSegments.destroy();\n        }\n\n        this.bridgeProgramConfigurations.destroy();\n        this.tunnelProgramConfigurations.destroy();\n    }\n\n    populatePaintArrays(vtLayer: VectorTileLayer, canonical: CanonicalTileID, availableImages: ImageId[], brightness: number, worldview: string | undefined) {\n        const populate = (programConfigurations: ProgramConfigurationSet<FillStyleLayer>, sections: FeatureSection[]) => {\n            for (let i = 0; i < sections.length - 1; i++) {\n                const featureIndex = sections[i].featureIndex;\n                const length = sections[i + 1].vertexStart;\n                assert(Number.isFinite(featureIndex));\n\n                const feature = vtLayer.feature(featureIndex);\n                assert(feature);\n\n                programConfigurations.populatePaintArrays(length, feature, featureIndex, {}, availableImages, canonical, brightness, undefined, worldview);\n            }\n        };\n\n        populate(this.bridgeProgramConfigurations, this.bridgeFeatureSections);\n        populate(this.tunnelProgramConfigurations, this.tunnelFeatureSections);\n    }\n\n    private computeVertexConnections(vertices: Point[], heights: number[], edges: Edge[], startEdge: number, endEdge: number): Map<number, VertexConnection> {\n        assert(endEdge <= edges.length);\n        const map = new Map<number, VertexConnection>();\n\n        for (let i = startEdge; i < endEdge; i++) {\n            const edge = edges[i];\n            // a = from, b = to\n            const a = edge.a;\n            const b = edge.b;\n\n            const aHash = ElevatedStructures.computePosHash(vertices[a]);\n            const bHash = ElevatedStructures.computePosHash(vertices[b]);\n\n            let pA = map.get(aHash);\n            if (!pA) {\n                pA = {};\n                map.set(aHash, pA);\n            }\n            let pB = map.get(bHash);\n            if (!pB) {\n                pB = {};\n                map.set(bHash, pB);\n            }\n\n            // Do not create connectivity to edges that are not supposed\n            // to have guard rail geometry\n            if (heights[a] <= 0.0 && heights[b] <= 0.0) {\n                continue;\n            }\n\n            pA.to = b;\n            pB.from = a;\n        }\n\n        return map;\n    }\n\n    private isTerminalVertex(vertexIdx: number, connectivity: Map<number, VertexConnection>): boolean {\n        const posHash = ElevatedStructures.computePosHash(this.unevalVertices[vertexIdx]);\n        const conn = connectivity.get(posHash);\n        return !conn || !conn.from || !conn.to;\n    }\n\n    private constructBridgeStructures(builder: MeshBuilder, vertices: Point[], heights: number[], edges: Edge[], edgeRange: Range, tileToMeters: number) {\n        builder.clearVertexLookup();\n        // Compute connectivity graph for vertices in order to find\n        // forward and normal vectors for the geometry\n        const vertexConnectivity = this.computeVertexConnections(vertices, heights, edges, edgeRange.min, edgeRange.max);\n\n        const metersToTile = 1.0 / tileToMeters;\n        const scale = 0.5 * metersToTile;\n\n        const toTileVec = (v: vec3, vIdx: number) => vec3.set(v, vertices[vIdx].x, vertices[vIdx].y, heights[vIdx] * metersToTile);\n\n        const fromVec = vec3.create();\n        const midVec = vec3.create();\n        const toVec = vec3.create();\n        const fwd = vec3.create();\n        const sub = vec3.create();\n\n        const computeFwd = (out: vec3, vIdx: number): vec3 | undefined => {\n            // Use connectivity information to compute the vertex normal vector\n            const connectivity = vertexConnectivity.get(ElevatedStructures.computePosHash(vertices[vIdx]));\n            assert(connectivity);\n\n            const from = connectivity.from;\n            const to = connectivity.to;\n\n            if (!from || !to) return undefined;\n\n            toTileVec(fromVec, from);\n            toTileVec(midVec, vIdx);\n            toTileVec(toVec, to);\n\n            vec3.zero(fwd);\n\n            if (!vec3.exactEquals(fromVec, midVec)) {\n                vec3.sub(sub, midVec, fromVec);\n                vec3.normalize(fwd, sub);\n            }\n\n            if (!vec3.exactEquals(toVec, midVec)) {\n                vec3.sub(sub, toVec, midVec);\n                vec3.add(fwd, fwd, vec3.normalize(sub, sub));\n            }\n\n            const len = vec3.len(fwd);\n\n            return len > 0.0 ? vec3.scale(out, fwd, 1.0 / len) : undefined;\n        };\n\n        let lastFeatureIndex = Number.POSITIVE_INFINITY;\n\n        // Sort the edges according to the feature index, since this makes less fragmentation of vertex binder\n        // and facilitates more reusing of vertices during mesh construction.\n        this.sortSubarray<Edge>(edges, edgeRange.min, edgeRange.max, (a: Edge, b: Edge) => a.featureInfo.featureIndex - b.featureInfo.featureIndex);\n\n        // Pre-allocate vec3 objects that are used inside the loop\n        const va = vec3.create();\n        const vb = vec3.create();\n        const dir = vec3.create();\n        const aLeft = vec3.create();\n        const bLeft = vec3.create();\n        const aUp = vec3.create();\n        const bUp = vec3.create();\n        const tmpVec1 = vec3.create();\n        const tmpVec2 = vec3.create();\n        const aVertices: vec3[] = [vec3.create(), vec3.create(), vec3.create(), vec3.create()];\n        const bVertices: vec3[] = [vec3.create(), vec3.create(), vec3.create(), vec3.create()];\n        const bridgeEdge: EdgePoints = [{coord: new Point(0, 0), height: 0}, {coord: new Point(0, 0), height: 0}];\n        const compare = (a: number, b: number) => a > b;\n\n        // Generate bridge \"guard rails\"\n        for (let i = edgeRange.min; i < edgeRange.max; i++) {\n            const edge = edges[i];\n            if (!edge.featureInfo.guardRailEnabled) continue;\n\n            const result = this.prepareEdgePoints(bridgeEdge, vertices, heights, edge, compare);\n\n            if (!result) continue;\n\n            const [pa, pb] = bridgeEdge;\n\n            vec3.set(va, pa.coord.x, pa.coord.y, metersToTile * pa.height);\n            vec3.set(vb, pb.coord.x, pb.coord.y, metersToTile * pb.height);\n\n            if (vec3.exactEquals(va, vb)) continue;\n\n            vec3.sub(dir, vb, va);\n            vec3.normalize(dir, dir);\n\n            // Compute \"coordinate frame\", i.e. cross section of the bridge mesh at both points.\n            // These sections are the connected with triangles.\n            const aFwd = computeFwd(tmpVec1, edge.a) || dir;\n            const bFwd = computeFwd(tmpVec2, edge.b) || dir;\n\n            vec3.set(aLeft, aFwd[1], -aFwd[0], 0.0);\n            vec3.normalize(aLeft, aLeft);\n            vec3.set(bLeft, bFwd[1], -bFwd[0], 0.0);\n            vec3.normalize(bLeft, bLeft);\n\n            vec3.cross(tmpVec1, aLeft, aFwd);\n            vec3.normalize(aUp, tmpVec1);\n            vec3.cross(tmpVec1, bLeft, bFwd);\n            vec3.normalize(bUp, tmpVec1);\n\n            // Use metric units for the size in order to have zoom independent sizes.\n            // Construct \"outer\", \"top\" and \"inner\" sides of the guard rails\n            vec3.add(aVertices[0], va, vec3.scale(tmpVec1, vec3.sub(tmpVec1, aLeft, aUp), scale));\n            vec3.add(aVertices[1], va, vec3.scale(tmpVec1, vec3.add(tmpVec1, aLeft, aUp), scale));\n            vec3.add(aVertices[2], va, vec3.scale(tmpVec1, aUp, scale));\n            aVertices[3] = va;\n\n            vec3.add(bVertices[0], vb, vec3.scale(tmpVec1, vec3.sub(tmpVec1, bLeft, bUp), scale));\n            vec3.add(bVertices[1], vb, vec3.scale(tmpVec1, vec3.add(tmpVec1, bLeft, bUp), scale));\n            vec3.add(bVertices[2], vb, vec3.scale(tmpVec1, bUp, scale));\n            bVertices[3] = vb;\n\n            lastFeatureIndex = this.addFeatureSection(edge.featureInfo.featureIndex, lastFeatureIndex, this.bridgeFeatureSections, builder);\n\n            // Outer side\n            const ao0 = builder.addVertex(aVertices[0], aLeft, tileToMeters);\n            const ao1 = builder.addVertex(aVertices[1], aLeft, tileToMeters);\n            const bo0 = builder.addVertex(bVertices[0], bLeft, tileToMeters);\n            const bo1 = builder.addVertex(bVertices[1], bLeft, tileToMeters);\n\n            builder.addTriangle(ao0, ao1, bo0);\n            builder.addTriangle(ao1, bo1, bo0);\n\n            // Top side\n            const at0 = builder.addVertex(aVertices[1], aUp, tileToMeters);\n            const at1 = builder.addVertex(aVertices[2], aUp, tileToMeters);\n            const bt0 = builder.addVertex(bVertices[1], bUp, tileToMeters);\n            const bt1 = builder.addVertex(bVertices[2], bUp, tileToMeters);\n\n            builder.addTriangle(at0, at1, bt0);\n            builder.addTriangle(at1, bt1, bt0);\n\n            // Inner side\n            vec3.negate(aLeft, aLeft);\n            vec3.negate(bLeft, bLeft);\n            const ai0 = builder.addVertex(aVertices[2], aLeft, tileToMeters);\n            const ai1 = builder.addVertex(aVertices[3], aLeft, tileToMeters);\n            const bi0 = builder.addVertex(bVertices[2], bLeft, tileToMeters);\n            const bi1 = builder.addVertex(bVertices[3], bLeft, tileToMeters);\n\n            builder.addTriangle(ai0, ai1, bi0);\n            builder.addTriangle(ai1, bi1, bi0);\n\n            // Generate guard rail caps\n            const aIsTerminal = this.isTerminalVertex(edge.a, vertexConnectivity);\n            const bIsTerminal = this.isTerminalVertex(edge.b, vertexConnectivity);\n\n            if (pa.height < 0.01 && aIsTerminal) {\n                builder.addQuad(aVertices[3], aVertices[2], aVertices[1], aVertices[0], vec3.negate(aFwd, aFwd), tileToMeters);\n            }\n            if (pb.height < 0.01 && bIsTerminal) {\n                builder.addQuad(bVertices[0], bVertices[1], bVertices[2], bVertices[3], bFwd, tileToMeters);\n            }\n        }\n\n        this.bridgeFeatureSections.push({featureIndex: Number.POSITIVE_INFINITY, vertexStart: builder.getVertexCount()});\n\n        assert(this.bridgeFeatureSections.every((sec, i) => {\n            return i === 0 || this.bridgeFeatureSections[i - 1].vertexStart <= sec.vertexStart;\n        }));\n    }\n\n    private constructTunnelStructures(builder: MeshBuilder, vertices: Point[], heights: number[], edges: Edge[], wallRange: Range, entranceRange: Range) {\n        builder.clearVertexLookup();\n        const tunnelEntranceHeight = TUNNEL_ENTERANCE_HEIGHT;\n        let lastFeatureIndex = Number.POSITIVE_INFINITY;\n\n        // Sort the edges according to the feature index, since this makes less fragmentation of vertex binder\n        // and facilitates more reusing of vertices during mesh construction.\n        const sortFn = (a: Edge, b: Edge) => a.featureInfo.featureIndex - b.featureInfo.featureIndex;\n        this.sortSubarray<Edge>(edges, wallRange.min, wallRange.max, sortFn);\n        this.sortSubarray<Edge>(edges, entranceRange.min, entranceRange.max, sortFn);\n\n        const normalize = (v: vec3) => vec3.normalize(v, v);\n\n        const tunnelEdge: EdgePoints = [{coord: new Point(0, 0), height: 0}, {coord: new Point(0, 0), height: 0}];\n        const compare = (a: number, b: number) => a < b;\n\n        const v1 = vec3.create();\n        const v2 = vec3.create();\n        const v3 = vec3.create();\n        const v4 = vec3.create();\n        const tmpVec = vec3.create();\n\n        // Generate underground walls\n        for (let i = wallRange.min; i < wallRange.max; i++) {\n            const result = this.prepareEdgePoints(tunnelEdge, vertices, heights, edges[i], compare);\n\n            if (!result) continue;\n\n            const [a, b] = tunnelEdge;\n            // For tunnel walls, the normal dir points to the inside of the road polygon (left dir points to outside of the\n            // road polygon)\n            const norm = normalize(vec3.set(tmpVec, -(b.coord.y - a.coord.y), b.coord.x - a.coord.x, 0.0));\n\n            lastFeatureIndex = this.addFeatureSection(edges[i].featureInfo.featureIndex, lastFeatureIndex, this.tunnelFeatureSections, builder);\n\n            builder.addQuad(\n                vec3.set(v1, a.coord.x, a.coord.y, a.height),\n                vec3.set(v2, b.coord.x, b.coord.y, b.height),\n                vec3.set(v3, b.coord.x, b.coord.y, edges[i].isTunnel ? b.height + tunnelEntranceHeight : 0.0),\n                vec3.set(v4, a.coord.x, a.coord.y, edges[i].isTunnel ? a.height + tunnelEntranceHeight : 0.0),\n                norm);\n        }\n\n        // Generate tunnel enterances\n        for (let i = entranceRange.min; i < entranceRange.max; i++) {\n            const edge = edges[i];\n\n            // If the edge is tunnel, it is an edge of tunnel polygon, invert to get the overlapped edge of non-tunnel\n            // polygon\n            if (edge.isTunnel) {\n                [edge.a, edge.b] = [edge.b, edge.a];\n            }\n\n            const a = vertices[edge.a];\n            const b = vertices[edge.b];\n            // For tunnel walls, the normal dir points to the inside of the road polygon (left dir points to outside of the\n            // road polygon)\n            const norm = normalize(vec3.set(tmpVec, -(b.y - a.y), b.x - a.x, 0.0));\n\n            lastFeatureIndex = this.addFeatureSection(edge.featureInfo.featureIndex, lastFeatureIndex, this.tunnelFeatureSections, builder);\n\n            // 2 quads == double sided\n            builder.addQuad(\n                vec3.set(v1, b.x, b.y, 0.0),\n                vec3.set(v2, a.x, a.y, 0.0),\n                vec3.set(v3, a.x, a.y, heights[edge.a] + tunnelEntranceHeight),\n                vec3.set(v4, b.x, b.y, heights[edge.b] + tunnelEntranceHeight),\n                norm);\n\n            builder.addQuad(\n                vec3.set(v1, a.x, a.y, 0.0),\n                vec3.set(v2, b.x, b.y, 0.0),\n                vec3.set(v3, b.x, b.y, heights[edge.b] + tunnelEntranceHeight),\n                vec3.set(v4, a.x, a.y, heights[edge.a] + tunnelEntranceHeight),\n                norm);\n        }\n\n        this.tunnelFeatureSections.push({featureIndex: Number.POSITIVE_INFINITY, vertexStart: builder.getVertexCount()});\n\n        assert(this.tunnelFeatureSections.every((sec, i) => {\n            return i === 0 || this.tunnelFeatureSections[i - 1].vertexStart <= sec.vertexStart;\n        }));\n    }\n\n    private setElevatedPoint(out: ElevatedPoint, x: number, y: number, h: number) {\n        assert(out);\n        out.coord.x = x;\n        out.coord.y = y;\n        out.height = h;\n    }\n\n    private prepareEdgePoints(out: EdgePoints, vertices: Point[], heights: number[], edge: Edge, comp: (a: number, b: number) => boolean): boolean {\n        assert(out.length === 2);\n        // Prepare the edge by accepting only the segment that\n        // passes the comparison function. In practice either the part above or below ground.\n        let vax = vertices[edge.a].x;\n        let vay = vertices[edge.a].y;\n        let vbx = vertices[edge.b].x;\n        let vby = vertices[edge.b].y;\n        let ha = heights[edge.a];\n        let hb = heights[edge.b];\n        const aPass = comp(ha, 0.0);\n        const bPass = comp(hb, 0.0);\n\n        if (aPass && bPass) {\n            this.setElevatedPoint(out[0], vax, vay, ha);\n            this.setElevatedPoint(out[1], vbx, vby, hb);\n            return true;\n        } else if (!aPass && !bPass) {\n            return false;\n        }\n\n        // Interpolate the line so that both points passes the comparison function\n        if (!aPass) {\n            const t = ha / (ha - hb);\n            vax = lerp(vax, vbx, t);\n            vay = lerp(vay, vby, t);\n            ha = lerp(ha, hb, t);\n        } else if (!bPass) {\n            const t = hb / (hb - ha);\n            vbx = lerp(vbx, vax, t);\n            vby = lerp(vby, vay, t);\n            hb = lerp(hb, ha, t);\n        }\n\n        this.setElevatedPoint(out[0], vax, vay, ha);\n        this.setElevatedPoint(out[1], vbx, vby, hb);\n        return true;\n    }\n\n    private prepareEdges(portals: ElevationPortalEdge[], edges: Edge[]) {\n        // Preserve edges that meet one of the following criteria:\n        //  1. Non-shared road edges that should receive additional geometry such as guard rails.\n        //  2. Shared edges presenting portals between adjacent polygons.\n        if (edges.length === 0) return;\n\n        edges.sort((a: Edge, b: Edge) => a.hash === b.hash ? b.polygonIdx - a.polygonIdx : b.hash > a.hash ? 1 : -1);\n\n        let begin = 0;\n        let end = 0;\n        let out = 0;\n        let polygonIdx = edges[begin].polygonIdx;\n\n        // Prune edges that do not meet any of the aforementioned criteria.\n        do {\n            end++;\n\n            if (end === edges.length  || edges[begin].hash !== edges[end].hash) {\n                const occurrences = end - begin;\n                const differentOwner = edges[end - 1].polygonIdx !== polygonIdx;\n\n                if (occurrences === 1 || differentOwner) {\n                    if (out < begin) {\n                        edges[out] = edges[begin];\n                        edges[begin] = null;\n                    }\n\n                    edges[out].type = 'none';\n                    out++;\n                }\n\n                begin = end;\n\n                if (begin !== edges.length) {\n                    polygonIdx = edges[begin].polygonIdx;\n                }\n            }\n        } while (begin !== edges.length);\n\n        edges.splice(out);\n        assert(edges.every(e => e != null));\n\n        // Determine which surviving edges are portals and which are just regular road edges.\n        // This is done by comparing them against portals in the globally built portal graph that contains\n        // polygon connectivity information across different layers.\n        if (edges.length !== 0 && portals.length !== 0) {\n            assert(portals.every((portal, index) => {\n                return index === 0 || portals[index - 1].hash >= portal.hash;\n            }));\n\n            edges.sort((a, b) => a.portalHash < b.portalHash ? 1 : -1);\n\n            let eIndex = 0;\n            let pIndex = 0;\n\n            while (eIndex !== edges.length && pIndex !== portals.length) {\n                const edge = edges[eIndex];\n                const portal = portals[pIndex];\n                if (edge.portalHash > portal.hash) {\n                    eIndex++;\n                } else if (portal.hash > edge.portalHash) {\n                    pIndex++;\n                } else {\n                    edge.type = portal.type;\n                    eIndex++;\n                }\n            }\n        }\n    }\n\n    private isOnBorder(a: number, b: number): boolean {\n        return (a <= 0 && b <= 0) || (a >= EXTENT && b >= EXTENT);\n    }\n\n    private addFeatureSection(featureIndex: number, lastFeatureIndex: number, sections: FeatureSection[], builder: MeshBuilder): number {\n        if (featureIndex !== lastFeatureIndex) {\n            lastFeatureIndex = featureIndex;\n            sections.push({featureIndex, vertexStart: builder.getVertexCount()});\n            builder.clearVertexLookup();\n        }\n\n        return lastFeatureIndex;\n    }\n\n    private sortSubarray<T>(array: Array<T>, start: number, end: number, fn: (a: T, b: T) => number) {\n        const sub = array.slice(start, end);\n        sub.sort(fn);\n        array.splice(start, sub.length, ...sub);\n    }\n\n    static computeEdgeHash(pa: Point, pb: Point): bigint {\n        if ((pa.y === pb.y && pa.x > pb.x) || pa.y > pb.y) {\n            [pa, pb] = [pb, pa];\n        }\n\n        const aHash = BigInt(ElevatedStructures.computePosHash(pa));\n        const bHash = BigInt(ElevatedStructures.computePosHash(pb));\n\n        return (aHash << 32n) | bHash;\n    }\n\n    private static computePosHash(p: Point): number {\n        const x = p.x & 0xFFFF;\n        const y = p.y & 0xFFFF;\n        return ((x << 16) | y) >>> 0;\n    }\n}\n","import assert from '../../src/style-spec/util/assert';\nimport {VectorTileFeature, type VectorTileLayer} from \"@mapbox/vector-tile\";\nimport {warnOnce} from \"../../src/util/util\";\nimport {vec2} from \"gl-matrix\";\nimport {PROPERTY_ELEVATION_ID} from \"./elevation_constants\";\nimport {computeBounds, type Bounds} from \"../../src/style-spec/util/geometry_util\";\n\nimport type Point from \"@mapbox/point-geometry\";\n\nexport interface Vertex {\n    id: number;\n    idx: number;\n    position: vec2;\n    height: number;\n    extent: number;\n}\nexport interface Feature {\n    id: number;\n    bounds: Bounds;\n    constantHeight: number | undefined;\n}\n\nexport interface Result {\n    vertices: Vertex[];\n    features: Feature[];\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\ntype Convert = (value: any) => any;\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\ntype Setter = (value: any) => void;\n\nclass PropertyParser {\n    feature!: VectorTileFeature;\n    private _geometry!: Point[][];\n    private _valid = false;\n\n    reset(feature: VectorTileFeature): PropertyParser {\n        this.feature = feature;\n        this._valid = true;\n\n        // Geometry is required to exist\n        this._geometry = feature.loadGeometry();\n        if (this._geometry.length === 0 || this._geometry[0].length === 0) {\n            this._valid = false;\n        }\n\n        return this;\n    }\n\n    geometry(setter: Setter, convert: Convert) {\n        if (this._valid) {\n            setter(convert(this._geometry));\n        }\n\n        return this;\n    }\n\n    require(name: string, setter: Setter, convert?: Convert): PropertyParser {\n        return this.get(name, true, setter, convert);\n    }\n\n    optional(name: string, setter: Setter, convert?: Convert): PropertyParser {\n        return this.get(name, false, setter, convert);\n    }\n\n    success(): boolean {\n        return this._valid;\n    }\n\n    private get(name: string, required: boolean, setter: Setter, convert?: Convert): PropertyParser {\n        const value = Object.hasOwn(this.feature.properties, name) ? +this.feature.properties[name] : undefined;\n        if (this._valid && value !== undefined && !Number.isNaN(value)) {\n            if (convert) {\n                setter(convert(value));\n            } else {\n                setter(value);\n            }\n        } else if (required) {\n            this._valid = false;\n        }\n        return this;\n    }\n}\n\ntype FeatureFunc = (parser: PropertyParser, feature: VectorTileFeature, out: Feature) => boolean;\ntype VertexFunc = (parser: PropertyParser, feature: VectorTileFeature, out: Vertex) => boolean;\n\nclass VersionSchema {\n    featureFunc: FeatureFunc;\n    vertexFunc: VertexFunc;\n\n    constructor(feature: FeatureFunc, vertex: VertexFunc) {\n        this.featureFunc = feature;\n        this.vertexFunc = vertex;\n    }\n\n    parseFeature(parser: PropertyParser, feature: VectorTileFeature, out: Feature): boolean {\n        assert(this.featureFunc);\n        return this.featureFunc(parser, feature, out);\n    }\n\n    parseVertex(parser: PropertyParser, feature: VectorTileFeature, out: Vertex): boolean {\n        assert(this.vertexFunc);\n        return this.vertexFunc(parser, feature, out);\n    }\n}\n\n// Version parser definitions\n\n// v1.0.0 (default)\nconst schemaV100 = new VersionSchema(\n    (parser: PropertyParser, feature: VectorTileFeature, out: Feature) => {\n        return parser.reset(feature)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require(PROPERTY_ELEVATION_ID, value => { out.id = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .optional('fixed_height_relative', value => { out.constantHeight = value; }, ElevationFeatureParser.decodeRelativeHeight)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .geometry(value => { out.bounds = value; }, computeBounds)\n            .success();\n    },\n    (parser: PropertyParser, feature: VectorTileFeature, out: Vertex) => {\n        return parser.reset(feature)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require(PROPERTY_ELEVATION_ID, value => { out.id = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require('elevation_idx', value => { out.idx = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require('extent', value => { out.extent = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require(\"height_relative\", value => { out.height = value; }, ElevationFeatureParser.decodeRelativeHeight)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .geometry(value => { out.position = value; }, ElevationFeatureParser.getPoint)\n            .success();\n    }\n);\n\n// v1.0.1\n// Changes\n//  - all height values in meters\n//  - remove \"relative\" from property names\nconst schemaV101 = new VersionSchema(\n    (parser: PropertyParser, feature: VectorTileFeature, out: Feature) => {\n        return parser.reset(feature)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require(PROPERTY_ELEVATION_ID, value => { out.id = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .optional('fixed_height', value => { out.constantHeight = value; }, ElevationFeatureParser.decodeMetricHeight)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .geometry(value => { out.bounds = value; }, computeBounds)\n            .success();\n    },\n    (parser: PropertyParser, feature: VectorTileFeature, out: Vertex) => {\n        return parser.reset(feature)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require(PROPERTY_ELEVATION_ID, value => { out.id = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require('elevation_idx', value => { out.idx = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require('extent', value => { out.extent = value; })\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .require(\"height\", value => { out.height = value; }, ElevationFeatureParser.decodeMetricHeight)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            .geometry(value => { out.position = value; }, ElevationFeatureParser.getPoint)\n            .success();\n    }\n);\n\nexport abstract class ElevationFeatureParser {\n    static getPoint(points: Point[][]): vec2 {\n        return vec2.fromValues(points[0][0].x, points[0][0].y);\n    }\n\n    static decodeRelativeHeight(height: number) {\n        // Placeholder value for converting relative height values into meters.\n        // Chosen purely based on visual inspection and all values are expected to be in\n        // meters in future iterations\n        const RELATIVE_ELEVATION_TO_METERS = 5.0;\n        const scaler = 1.0 / 10000.0;\n        return (height * scaler) * RELATIVE_ELEVATION_TO_METERS;\n    }\n\n    static decodeMetricHeight(height: number) {\n        const scaler = 1.0 / 10000.0;\n        return height * scaler;\n    }\n\n    static getVersionSchema(version: unknown) {\n        if (!version) {\n            return schemaV100;\n        }\n\n        if (version === '1.0.1') {\n            return schemaV101;\n        }\n\n        return undefined;\n    };\n\n    static parse(data: VectorTileLayer): Result {\n        const vertices: Vertex[] = [];\n        const features: Feature[] = [];\n\n        // All elevation features should have a \"meta\" feature describing their common properties.\n        // In case of varying elevation, the feature might have a collection of individual points that together forms\n        // one or more continuous \"elevation curves\".\n        const featureCount = data.length;\n\n        const parser = new PropertyParser();\n\n        for (let index = 0; index < featureCount; index++) {\n            const feature = data.feature(index);\n\n            const version = feature.properties.version;\n\n            // Get correct schema for the version. undefined == no version defined -> use default schema\n            const schema = ElevationFeatureParser.getVersionSchema(version);\n            if (schema === undefined) {\n                warnOnce(`Unknown elevation feature version number ${version || '(unknown)'}`);\n                continue;\n            }\n\n            const type = feature.properties['type'];\n            if (!type) {\n                continue;\n            }\n\n            const featureType = VectorTileFeature.types[feature.type];\n\n            // Expect to find only \"curve_meta\" and \"curve_point\" features\n            if (featureType === 'Point' && type === 'curve_point') {\n                const out = {} as Vertex;\n\n                if (schema.parseVertex(parser, feature, out)) {\n                    vertices.push(out);\n                }\n            } else if (featureType === 'Polygon' && type === 'curve_meta') {\n                const out = {} as Feature;\n\n                if (schema.parseFeature(parser, feature, out)) {\n                    features.push(out);\n                }\n            }\n        }\n\n        return {vertices, features};\n    }\n}\n","import {vec2, vec3} from \"gl-matrix\";\nimport {register} from '../../src/util/web_worker_transfer';\nimport assert from '../../src/style-spec/util/assert';\nimport {ElevationFeatureParser} from \"./elevation_feature_parser\";\nimport {tileToMeter} from \"../../src/geo/mercator_coordinate\";\nimport {Ray2D} from \"../../src/util/primitives\";\nimport {clamp, smoothstep} from \"../../src/util/util\";\nimport {MARKUP_ELEVATION_BIAS} from \"./elevation_constants\";\nimport EXTENT from \"../../src/style-spec/data/extent\";\nimport Point from \"@mapbox/point-geometry\";\nimport {number as interpolate} from '../../src/style-spec/util/interpolate';\nimport {mulberry32} from '../../src/style-spec/util/random';\n\n// Module-level scratch: instance fields would be dropped by Object.create across the worker boundary.\nconst scratchVec2 = [vec2.create(), vec2.create(), vec2.create(), vec2.create(), vec2.create(), vec2.create(), vec2.create()];\n// Separate scratch pair — getClosestEdge may run during the merge.\nconst _mergeSafeMin = vec2.create();\nconst _mergeSafeMax = vec2.create();\n\nimport type {VectorTileLayer} from \"@mapbox/vector-tile\";\nimport type {CanonicalTileID} from \"../../src/source/tile_id\";\nimport type {Bounds} from \"../../src/style-spec/util/geometry_util\";\nimport type {Transferable} from '../../src/types/transferable';\n\ntype SerializedPoint = {x: number; y: number};\ntype SerializedSafeArea = {min: SerializedPoint; max: SerializedPoint};\ntype SerializedVec2Pair = [number, number];\n\ntype SerializedElevationFeature = {\n    id: number;\n    constantHeight?: number;\n    heightRange: Range;\n    safeArea: SerializedSafeArea;\n    vertices?: Array<{position: SerializedVec2Pair; height: number; extent: number; index?: number}>;\n    vertexProps?: Array<{dir: SerializedVec2Pair}>;\n    edges?: Array<Edge>;\n    edgeProps?: Array<{vec: SerializedVec2Pair; dir: SerializedVec2Pair; len: number}>;\n};\n\nfunction vec2ToPair(v: vec2): SerializedVec2Pair {\n    return [v[0], v[1]];\n}\n\nfunction pairToVec2(p: SerializedVec2Pair): vec2 {\n    return vec2.fromValues(p[0], p[1]);\n}\n\nfunction safeAreaToPayload(safeArea: Bounds): SerializedSafeArea {\n    return {\n        min: {x: safeArea.min.x, y: safeArea.min.y},\n        max: {x: safeArea.max.x, y: safeArea.max.y},\n    };\n}\n\nfunction safeAreaFromPayload(safeArea: SerializedSafeArea): Bounds {\n    return {\n        min: new Point(safeArea.min.x, safeArea.min.y),\n        max: new Point(safeArea.max.x, safeArea.max.y),\n    };\n}\n\nexport interface Vertex {\n    position: vec2;\n    height: number;\n    extent: number;\n    index?: number;\n}\n\nexport interface Edge {\n    a: number;\n    b: number;\n}\n\ninterface VertexProps {\n    dir: vec2;\n}\n\ninterface EdgeProps {\n    vec: vec2;      // a -> b\n    dir: vec2;      // norm(vec)\n    len: number;    // magnitude(vec)\n}\n\nexport interface Range {\n    min: number;\n    max: number;\n}\n\n// Hard-coded depth after which roads are rendered as tunnels\nconst TUNNEL_THRESHOLD_METERS = 5.0;\n\nexport class EdgeIterator {\n\n    feature: ElevationFeature;\n    metersToTile: number;\n    sampler: ElevationFeatureSampler | null;\n    index: number;\n\n    constructor(feature: ElevationFeature, metersToTile: number, sampler: ElevationFeatureSampler | null = null) {\n        this.feature = feature;\n        this.metersToTile = metersToTile;\n        this.sampler = sampler;\n        this.index = 0;\n    }\n\n    get(): [Point, Point] {\n        assert(this.index < this.feature.vertices.length);\n\n        const vertex = this.feature.vertices[this.index];\n        const dir = this.feature.vertexProps[this.index].dir;\n\n        // Compute perpendicular split line\n        const perpX = dir[1];\n        const perpY = -dir[0];\n        const dist = (vertex.extent + 1) * this.metersToTile;\n        const position = this.sampler ? this.sampler.pointTransform(vertex.position) : vertex.position;\n\n        const a = new Point(Math.trunc(position[0] + perpX * dist), Math.trunc(position[1] + perpY * dist));\n        const b = new Point(Math.trunc(position[0] - perpX * dist), Math.trunc(position[1] - perpY * dist));\n\n        return [a, b];\n    }\n\n    next(): void {\n        this.index++;\n    }\n\n    valid(): boolean {\n        return this.index < this.feature.vertices.length;\n    }\n}\n\n// ElevationFeature describes a three dimensional linestring that acts as a \"skeleton\"\n// for guiding elevation other features such as lines an polygons attached to it. Its\n// extended api supports elevation and slope normal queries at close proximity to it.\nexport class ElevationFeature {\n    id: number;\n    constantHeight: number | undefined;\n    heightRange: Range;\n    safeArea: Bounds;\n    vertices = new Array<Vertex>();\n    vertexProps = new Array<VertexProps>();\n    edges = new Array<Edge>();\n    edgeProps = new Array<EdgeProps>();\n\n    constructor(id: number, safeArea: Bounds, constantHeight?: number, vertices?: Vertex[], edges?: Edge[], metersToTile?: number) {\n        // Ensure that if constantHeight is not provided then vertices, edges, and metersToTile must be provided\n        assert(constantHeight == null ? vertices != null && edges != null && metersToTile != null : true);\n        this.id = id;\n        this.heightRange = {min: constantHeight, max: constantHeight};\n        this.safeArea = safeArea;\n        this.constantHeight = constantHeight;\n\n        if (this.constantHeight != null || (this.constantHeight == null && vertices.length === 0)) return;\n\n        this.vertices = vertices;\n        this.edges = edges;\n        for (let i = 0; i < this.vertices.length; i++) {\n            this.vertices[i].index = this.vertices[i].index !== undefined ? this.vertices[i].index : i;\n        }\n\n        // Check that edges are valid\n        this.edges = this.edges.filter(edge => edge.a < this.vertices.length &&\n            edge.b < this.vertices.length &&\n            !vec2.exactEquals(this.vertices[edge.a].position, this.vertices[edge.b].position)\n        );\n\n        this.heightRange = {min: Number.POSITIVE_INFINITY, max: Number.NEGATIVE_INFINITY};\n        for (const vertex of this.vertices) {\n            this.vertexProps.push({dir: vec2.fromValues(0, 0)});\n\n            this.heightRange.min = Math.min(this.heightRange.min, vertex.height);\n            this.heightRange.max = Math.max(this.heightRange.max, vertex.height);\n        }\n\n        for (const edge of this.edges) {\n            const a = this.vertices[edge.a].position;\n            const b = this.vertices[edge.b].position;\n\n            const vec = vec2.subtract(vec2.create(), b, a);\n            const len = vec2.length(vec);\n            const dir = vec2.scale(vec2.create(), vec, 1.0 / len);\n\n            this.edgeProps.push({vec, dir, len});\n\n            const dirA = this.vertexProps[edge.a].dir;\n            const dirB = this.vertexProps[edge.b].dir;\n\n            // Accumulate direction vectors for vertices\n            vec2.add(dirA, dirA, dir);\n            vec2.add(dirB, dirB, dir);\n        }\n\n        for (const props of this.vertexProps) {\n            if (props.dir[0] !== 0.0 || props.dir[1] !== 0.0) {\n                vec2.normalize(props.dir, props.dir);\n            }\n        }\n\n        // Perform additional tessellation step where edges are split into two\n        // if they would generate geometry that deviates too much from a planar surface.\n        // This is done to reduce z-clipping with between stackable polygons.\n        this.tessellate(metersToTile);\n    }\n\n    // Sample point at the provided location\n    pointElevation(point: Point): number {\n        if (this.constantHeight != null) {\n            return this.constantHeight;\n        }\n\n        const closestEdge = this.getClosestEdge(point);\n\n        if (closestEdge == null) {\n            return 0.0;\n        }\n\n        const [idx, t] = closestEdge;\n        const aIdx = this.edges[idx].a;\n        const bIdx = this.edges[idx].b;\n\n        return interpolate(this.vertices[aIdx].height, this.vertices[bIdx].height, t);\n    }\n\n    computeSlopeNormal(point: Point, metersToTile: number): vec3 {\n        const closestEdge = this.getClosestEdge(point);\n\n        if (!closestEdge) return vec3.fromValues(0, 0, 1);\n\n        const edgeIdx = closestEdge[0];\n        const edge = this.edges[edgeIdx];\n        const a = this.vertices[edge.a];\n        const b = this.vertices[edge.b];\n\n        const vec = this.edgeProps[edgeIdx].vec;\n        const edgeVec = vec3.fromValues(vec[0], vec[1], (b.height - a.height) * metersToTile);\n        const norm = vec3.fromValues(edgeVec[1], -edgeVec[0], 0.0);\n        vec3.cross(norm, norm, edgeVec);\n        const len = vec3.length(norm);\n\n        return len > 0.0 ? vec3.scale(norm, norm, 1.0 / len) : vec3.set(norm, 0, 0, 1);\n    }\n\n    // Safe area describes original tile boundaries of the elevation curve scaled to the current zoom level.\n    // This is useful in cases where e.g. a continuous bridge that's been initially split into adjacent tiles,\n    // and hence into two different elevation features, is cojoined into one on a lower zoom level tile.\n    getSafeArea() {\n        return this.safeArea;\n    }\n\n    // Returns true whether this elevation feature describes a tunnel\n    isTunnel() {\n        return this.heightRange.max <= -TUNNEL_THRESHOLD_METERS;\n    }\n\n    private getClosestEdge(point: Point): [number, number] | undefined {\n        if (this.edges.length === 0) {\n            return undefined;\n        }\n\n        let closestIdx = 0;\n        let closestDist = Number.POSITIVE_INFINITY;\n        let closestT = 0.0;\n\n        const [pa, pb, papb, paPoint, aPoint, perpDir, pointVec] = scratchVec2;\n\n        vec2.set(pointVec, point.x, point.y);\n        // The ray direction will be updated for each iteration of the loop.\n        const ray = new Ray2D(pointVec, null);\n\n        for (let i = 0; i < this.edges.length; i++) {\n            const edge = this.edges[i];\n            const edgeDir = this.edgeProps[i].dir;\n            ray.dir = edgeDir;\n\n            // Both end points of the edge have \"direction\" property which is the average direction\n            // of the connected edges. For this reason a simplified quadrilateral interpolation is required.\n            const a = this.vertices[edge.a].position;\n            const b = this.vertices[edge.b].position;\n\n            const paResult = ray.intersectsPlane(a, this.vertexProps[edge.a].dir, pa);\n            const pbResult = ray.intersectsPlane(b, this.vertexProps[edge.b].dir, pb);\n\n            if (!paResult || !pbResult) {\n                continue;\n            }\n\n            vec2.subtract(papb, pb, pa);\n            vec2.subtract(paPoint, pointVec, pa);\n            const papbLen = vec2.dot(papb, papb);\n            const t = papbLen > 0 ? vec2.dot(paPoint, papb) / papbLen : 0.0;\n            const clampedT = clamp(t, 0.0, 1.0);\n\n            // Use manhattan distance instead of euclidean one in order to distinguish the correct line.\n            const distAlongLine = Math.abs((t - clampedT) * this.edgeProps[i].len);\n            vec2.subtract(aPoint, pointVec, a);\n            vec2.set(perpDir, edgeDir[1], -edgeDir[0]);\n            const perpDist = Math.abs(vec2.dot(aPoint, perpDir));\n            const dist = distAlongLine + perpDist;\n\n            if (dist < closestDist) {\n                closestIdx = i;\n                closestDist = dist;\n                closestT = clampedT;\n            }\n        }\n\n        return [closestIdx, closestT];\n    }\n\n    private tessellate(metersToTile: number): void {\n        // Treshold value in meters after which an edge is split into two.\n        const splitDistanceThreshold = MARKUP_ELEVATION_BIAS;\n\n        const aPos = vec3.create();\n        const bPos = vec3.create();\n        const aPerp = vec3.create();\n        const bPerp = vec3.create();\n\n        for (let i = this.edges.length - 1; i >= 0; --i) {\n            const a = this.edges[i].a;\n            const b = this.edges[i].b;\n\n            // Try to approximate how much the surface generated by perpendicular vectors at both edge end points\n            // deviates from a planar surface. This is done by computing the closest distance between the two\n            // diagonal (i.e. shared) edges of a quad.\n            //\n            // This step is required to reduce z-fighting/z-clipping when using the elevation feature to compute\n            // elevation for multiple geometries (with different topology) stacked on top of each other\n            const {position: aTilePos, height: aHeight, extent: aExtent} = this.vertices[a];\n            const {position: bTilePos, height: bHeight, extent: bExtent} = this.vertices[b];\n            const aDir = this.vertexProps[a].dir;\n            const bDir = this.vertexProps[b].dir;\n\n            vec3.set(aPos, aTilePos[0] / metersToTile, aTilePos[1] / metersToTile, aHeight);\n            vec3.set(bPos, bTilePos[0] / metersToTile, bTilePos[1] / metersToTile, bHeight);\n            vec3.set(aPerp, aDir[1], -aDir[0], 0.0);\n            vec3.scale(aPerp, aPerp, aExtent);\n            vec3.set(bPerp, bDir[1], -bDir[0], 0.0);\n            vec3.scale(bPerp, bPerp, bExtent);\n\n            const lineDistSq = this.distSqLines(\n                vec3.fromValues(aPos[0] + 0.5 * aPerp[0], aPos[1] + 0.5 * aPerp[1], aPos[2] + 0.5 * aPerp[2]),\n                vec3.fromValues(bPos[0] - 0.5 * bPerp[0], bPos[1] - 0.5 * bPerp[1], bPos[2] - 0.5 * bPerp[2]),\n                vec3.fromValues(aPos[0] - 0.5 * aPerp[0], aPos[1] - 0.5 * aPerp[1], aPos[2] - 0.5 * aPerp[2]),\n                vec3.fromValues(bPos[0] + 0.5 * bPerp[0], bPos[1] + 0.5 * bPerp[1], bPos[2] + 0.5 * bPerp[2])\n            );\n\n            if (lineDistSq <= splitDistanceThreshold * splitDistanceThreshold) {\n                continue;\n            }\n\n            const mid = this.vertices.length;\n\n            const pos = vec2.add(vec2.create(), aTilePos, bTilePos);\n            this.vertices.push({\n                position: vec2.scale(pos, pos, 0.5),\n                height: 0.5 * (aHeight + bHeight),\n                extent: 0.5 * (aExtent + bExtent),\n                index: 0.5 * ((this.vertices[a].index !== undefined ? this.vertices[a].index : a) + (this.vertices[b].index !== undefined ? this.vertices[b].index : b)),\n            });\n\n            const dir = vec2.add(vec2.create(), aDir, bDir);\n            this.vertexProps.push({dir: vec2.normalize(dir, dir)});\n\n            this.edges.splice(i, 1);\n            this.edgeProps.splice(i, 1);\n\n            this.edges.push({a, b: mid});\n            this.edges.push({a: mid, b});\n\n            const edgeVec = vec2.subtract(vec2.create(), this.vertices[mid].position, aTilePos);\n            const edgeLen = vec2.length(edgeVec);\n            const edgeDir = vec2.scale(vec2.create(), edgeVec, 1.0 / edgeLen);\n            const props: EdgeProps = {\n                vec: edgeVec,\n                dir: edgeDir,\n                len: edgeLen\n            };\n\n            this.edgeProps.push(props);\n            this.edgeProps.push(props);\n\n            assert(this.edgeProps.length === this.edges.length);\n            assert(this.vertexProps.length === this.vertices.length);\n            assert(this.edges.every(e => e.a < this.vertices.length && e.b < this.vertices.length));\n        }\n    }\n\n    private distSqLines(aStart: vec3, aEnd: vec3, bStart: vec3, bEnd: vec3): number {\n        const aVec = vec3.subtract(vec3.create(), aEnd, aStart);\n        const bVec = vec3.subtract(vec3.create(), bEnd, bStart);\n        const abVec = vec3.subtract(vec3.create(), aStart, bStart);\n\n        const a = vec3.dot(aVec, aVec);\n        const b = vec3.dot(aVec, bVec);\n        const c = vec3.dot(aVec, abVec);\n        const d = vec3.dot(bVec, bVec);\n        const e = vec3.dot(bVec, abVec);\n\n        const det = a * d - b * b;\n        if (det === 0.0) {\n            // parallel lines\n            const t = vec3.dot(abVec, bVec) / vec3.dot(bVec, bVec);\n            const vec = vec3.lerp(aVec, bStart, bEnd, t);\n            return vec3.squaredDistance(vec, aStart);\n        }\n\n        const s = (b * e - c * d) / det;\n        const t = (a * e - b * c) / det;\n\n        const vecA = vec3.lerp(aVec, aStart, aEnd, s);\n        const vecB = vec3.lerp(bVec, bStart, bEnd, t);\n        return vec3.squaredDistance(vecA, vecB);\n    }\n\n    /// Encode as plain number pairs — structured-clone would detach the Float32Array backing buffers.\n    static serialize(feature: ElevationFeature, _transferables?: Set<Transferable>): SerializedElevationFeature {\n        const payload: SerializedElevationFeature = {\n            id: feature.id,\n            heightRange: {min: feature.heightRange.min, max: feature.heightRange.max},\n            safeArea: safeAreaToPayload(feature.safeArea),\n        };\n\n        if (feature.constantHeight != null) {\n            payload.constantHeight = feature.constantHeight;\n            return payload;\n        }\n\n        if (feature.vertices.length === 0) {\n            payload.vertices = [];\n            payload.vertexProps = [];\n            payload.edges = [];\n            payload.edgeProps = [];\n            return payload;\n        }\n\n        payload.vertices = feature.vertices.map((vertex) => ({\n            position: vec2ToPair(vertex.position),\n            height: vertex.height,\n            extent: vertex.extent,\n            index: vertex.index,\n        }));\n        payload.vertexProps = feature.vertexProps.map((props) => ({dir: vec2ToPair(props.dir)}));\n        payload.edges = feature.edges.map((edge) => ({a: edge.a, b: edge.b}));\n        payload.edgeProps = feature.edgeProps.map((props) => ({\n            vec: vec2ToPair(props.vec),\n            dir: vec2ToPair(props.dir),\n            len: props.len,\n        }));\n        return payload;\n    }\n\n    static deserialize(input: SerializedElevationFeature): ElevationFeature {\n        const safeArea = safeAreaFromPayload(input.safeArea);\n\n        if (input.constantHeight != null) {\n            return new ElevationFeature(input.id, safeArea, input.constantHeight);\n        }\n\n        if (!input.vertices || input.vertices.length === 0) {\n            const empty = Object.create(ElevationFeature.prototype) as ElevationFeature;\n            empty.id = input.id;\n            empty.constantHeight = undefined;\n            empty.heightRange = {min: input.heightRange.min, max: input.heightRange.max};\n            empty.safeArea = safeArea;\n            empty.vertices = [];\n            empty.vertexProps = [];\n            empty.edges = [];\n            empty.edgeProps = [];\n            return empty;\n        }\n\n        const copy = Object.create(ElevationFeature.prototype) as ElevationFeature;\n        copy.id = input.id;\n        copy.constantHeight = undefined;\n        copy.heightRange = {min: input.heightRange.min, max: input.heightRange.max};\n        copy.safeArea = safeArea;\n        copy.vertices = input.vertices.map((vertex) => ({\n            position: pairToVec2(vertex.position),\n            height: vertex.height,\n            extent: vertex.extent,\n            index: vertex.index,\n        }));\n        // Optional arrays: degrade to [] when absent (same as edges / edgeProps below).\n        copy.vertexProps = (input.vertexProps || []).map((props) => ({dir: pairToVec2(props.dir)}));\n        copy.edges = (input.edges || []).map((edge) => ({a: edge.a, b: edge.b}));\n        copy.edgeProps = (input.edgeProps || []).map((props) => ({\n            vec: pairToVec2(props.vec),\n            dir: pairToVec2(props.dir),\n            len: props.len,\n        }));\n        return copy;\n    }\n}\n\nexport abstract class ElevationFeatures {\n\n    static parseFrom(data: VectorTileLayer, tileID: CanonicalTileID): ElevationFeature[] {\n        const parsedFeatures = ElevationFeatureParser.parse(data);\n\n        if (!parsedFeatures) {\n            return [];\n        }\n\n        let {vertices, features} = parsedFeatures;\n\n        const metersToTile = 1.0 / tileToMeter(tileID);\n\n        features.sort((a, b) => a.id - b.id);\n\n        vertices.sort((a, b) => a.id - b.id || a.idx - b.idx);\n\n        vertices = vertices.filter((value, index, self) => index === self.findIndex((t) => (\n            t.id === value.id && t.idx === value.idx\n        ))\n        );\n\n        const elevationFeatures = new Array<ElevationFeature>();\n\n        let vCurrent = 0;\n        const vEnd = vertices.length;\n\n        for (const feature of features) {\n            if (feature.constantHeight) {\n                elevationFeatures.push(new ElevationFeature(feature.id, feature.bounds, feature.constantHeight));\n                continue;\n            }\n\n            // Match vertex range [vCurrent, vEnd) for this feature\n            while (vCurrent !== vEnd && vertices[vCurrent].id < feature.id) {\n                vCurrent++;\n            }\n\n            if (vCurrent === vEnd || vertices[vCurrent].id !== feature.id) {\n                continue;\n            }\n\n            const outVertices = new Array<Vertex>();\n            const outEdges = new Array<Edge>();\n\n            // Extract edges with adjacent index values\n            const vFirst = vCurrent;\n\n            while (vCurrent !== vEnd && vertices[vCurrent].id === feature.id) {\n                const vertex = vertices[vCurrent];\n                outVertices.push({position: vertex.position, height: vertex.height, extent: vertex.extent, index: vertex.idx});\n\n                if (vCurrent !== vFirst && vertices[vCurrent - 1].idx === vertex.idx - 1) {\n                    const idx = vCurrent - vFirst;\n                    outEdges.push({a: idx - 1, b: idx});\n                }\n\n                vCurrent++;\n            }\n\n            elevationFeatures.push(new ElevationFeature(\n                feature.id, feature.bounds, undefined, outVertices, outEdges, metersToTile\n            ));\n        }\n\n        // Ensure that features are sorted by id\n        assert(elevationFeatures.every((feature, index, array) => index === 0 || array[index - 1].id <= feature.id));\n\n        return elevationFeatures;\n    }\n\n}\n\nexport class ElevationFeatureSampler {\n    zScale: number;\n    xOffset: number;\n    yOffset: number;\n\n    constructor(sampleTileId: CanonicalTileID, elevationTileId: CanonicalTileID) {\n        this.zScale = 1.0;\n        this.xOffset = 0.0;\n        this.yOffset = 0.0;\n\n        if (sampleTileId.equals(elevationTileId)) return;\n\n        this.zScale = Math.pow(2.0, elevationTileId.z - sampleTileId.z);\n        this.xOffset = (sampleTileId.x * this.zScale - elevationTileId.x) * EXTENT;\n        this.yOffset = (sampleTileId.y * this.zScale - elevationTileId.y) * EXTENT;\n    }\n\n    pointTransform(point: vec2): vec2 {\n        return vec2.fromValues(point[0] * this.zScale + this.xOffset, point[1] * this.zScale + this.yOffset);\n    }\n\n    pointTransformInPlace(v: vec2): void {\n        v[0] = v[0] * this.zScale + this.xOffset;\n        v[1] = v[1] * this.zScale + this.yOffset;\n    }\n\n    constantElevation(elevation: ElevationFeature, bias: number): number | undefined {\n        if (elevation.constantHeight == null) return undefined;\n\n        return this.computeBiasedHeight(elevation.constantHeight, bias);\n    }\n\n    pointElevation(point: Point, elevation: ElevationFeature, bias: number): number {\n        const constantHeight = this.constantElevation(elevation, bias);\n        if (constantHeight != null) {\n            return constantHeight;\n        }\n\n        point.x = point.x * this.zScale + this.xOffset;\n        point.y = point.y * this.zScale + this.yOffset;\n\n        return this.computeBiasedHeight(elevation.pointElevation(point), bias);\n    }\n\n    private computeBiasedHeight(height: number, bias: number): number {\n        if (bias <= 0.0) return height;\n\n        const stepHeight = height >= 0.0 ? height : Math.abs(0.5 * height);\n        return height + bias * smoothstep(0.0, bias, stepHeight);\n    }\n}\n\n/// Merge elevation parts from multiple provider tiles into one curve in\n/// `consumerTileId` space. Each part only covers its own tile's slice —\n/// without merging, points outside that slice sample as ground (z=0).\n///\n/// `parts` must all share the same feature id and be non-empty. Higher-zoom parts take\n/// priority when deduplicating vertices by curve index.\nexport function mergeElevationFeatures(consumerTileId: CanonicalTileID, parts: {tileId: CanonicalTileID, feature: ElevationFeature}[]): ElevationFeature {\n    assert(parts.length > 0);\n\n    // Higher zoom level first so that duplicate curve indices keep the finer vertex.\n    const sorted = parts.slice().sort((a, b) => b.tileId.z - a.tileId.z);\n\n    const min = new Point(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);\n    const max = new Point(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);\n    const mergedVertices: Vertex[] = [];\n\n    for (const part of sorted) {\n        const sampler = new ElevationFeatureSampler(part.tileId, consumerTileId);\n        for (const vertex of part.feature.vertices) {\n            mergedVertices.push({\n                position: sampler.pointTransform(vertex.position),\n                height: vertex.height,\n                extent: vertex.extent,\n                index: vertex.index,\n            });\n        }\n\n        const safeArea = part.feature.safeArea;\n        _mergeSafeMin[0] = safeArea.min.x; _mergeSafeMin[1] = safeArea.min.y;\n        _mergeSafeMax[0] = safeArea.max.x; _mergeSafeMax[1] = safeArea.max.y;\n        sampler.pointTransformInPlace(_mergeSafeMin);\n        sampler.pointTransformInPlace(_mergeSafeMax);\n        min.x = Math.min(min.x, _mergeSafeMin[0], _mergeSafeMax[0]);\n        min.y = Math.min(min.y, _mergeSafeMin[1], _mergeSafeMax[1]);\n        max.x = Math.max(max.x, _mergeSafeMin[0], _mergeSafeMax[0]);\n        max.y = Math.max(max.y, _mergeSafeMin[1], _mergeSafeMax[1]);\n    }\n\n    const bounds: Bounds = {min, max};\n\n    if (sorted[0].feature.constantHeight != null) {\n        return new ElevationFeature(sorted[0].feature.id, bounds, sorted[0].feature.constantHeight);\n    }\n\n    // Sort by curve index, drop duplicates (first = highest zoom from the sort above).\n    mergedVertices.sort((a, b) => a.index - b.index);\n    const deduped: Vertex[] = [];\n    for (const vertex of mergedVertices) {\n        if (deduped.length === 0 || deduped.at(-1).index !== vertex.index) {\n            deduped.push(vertex);\n        }\n    }\n\n    // Connect consecutive vertices whose curve indices are adjacent (gaps mark separate spans).\n    const edges: Edge[] = [];\n    for (let i = 1; i < deduped.length; i++) {\n        if (deduped[i].index - deduped[i - 1].index <= 1.0) {\n            edges.push({a: i - 1, b: i});\n        }\n    }\n\n    const metersToTile = 1.0 / tileToMeter(consumerTileId);\n    return new ElevationFeature(sorted[0].feature.id, bounds, undefined, deduped, edges, metersToTile);\n}\n\nregister(ElevationFeature, 'ElevationFeature');\n\nexport function elevationIdDebugColor(id: number): [number, number, number] {\n    if (id === 0) return [0, 0, 0];\n    const rng = mulberry32(id);\n    return [rng(), rng(), rng()];\n}\n","import {PROPERTY_ELEVATION_ID} from './elevation_constants';\n\nimport type {ElevationTiledFeature} from '../../src/source/elevation_coverage_snapshot';\nimport type {BucketFeature} from '../../src/data/bucket';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\nimport type {ElevationFeature} from './elevation_feature';\n\n/**\n * Kept in its own file so core-path callers (currently `model_bucket`) don't drag the\n * ~500-line `elevation_feature.ts` (plus `elevation_feature_parser.ts`) into the shared\n * bundle just to call this helper. HD extensions route through the same lookup for\n * same-tile and cross-source elevation resolution.\n *\n * @private\n */\n/// First index with matching id in the sorted registry, or -1. Callers scan the id run from there.\nfunction firstRegistryIndexForId(registry: ElevationTiledFeature[], value: number): number {\n    let lo = 0, hi = registry.length - 1;\n    while (lo <= hi) {\n        const mid = (lo + hi) >> 1;\n        if (registry[mid].feature.id < value) lo = mid + 1;\n        else hi = mid - 1;\n    }\n    return (lo < registry.length && registry[lo].feature.id === value) ? lo : -1;\n}\n\nexport function getElevationFeature(\n    feature: BucketFeature,\n    sameTileFeatures: ElevationFeature[] | undefined,\n    registry?: ElevationTiledFeature[],\n    featureCanonical?: CanonicalTileID,\n): ElevationTiledFeature | undefined {\n    if (!feature.properties) return undefined;\n\n    const value = +feature.properties[PROPERTY_ELEVATION_ID];\n    if (Number.isNaN(value)) return undefined;\n\n    if (sameTileFeatures) {\n        const hit = sameTileFeatures.find(f => f.id === value);\n        if (hit && featureCanonical) {\n            return {tileId: featureCanonical, feature: hit};\n        }\n    }\n\n    if (!registry || registry.length === 0) return undefined;\n\n    // Find the first matching entry, then scan the contiguous id run for an exact-tile match.\n    const first = firstRegistryIndexForId(registry, value);\n    if (first < 0) return undefined;\n\n    if (featureCanonical) {\n        for (let i = first; i < registry.length && registry[i].feature.id === value; i++) {\n            if (registry[i].tileId.key === featureCanonical.key) return registry[i];\n        }\n    }\n    return registry[first];\n}\n\n/// All registry parts whose tiles overlap `featureCanonical` (ancestors or descendants).\n/// Caller merges them into one consumer-space curve via mergeElevationFeatures.\nexport function getOverlappingElevationParts(\n    feature: BucketFeature,\n    registry: ElevationTiledFeature[] | undefined,\n    featureCanonical: CanonicalTileID,\n): ElevationTiledFeature[] {\n    if (!feature.properties || !registry || registry.length === 0) return [];\n    const value = +feature.properties[PROPERTY_ELEVATION_ID];\n    if (Number.isNaN(value)) return [];\n    // Find the id range, then spatial-filter within it — no intermediate array.\n    const first = firstRegistryIndexForId(registry, value);\n    if (first < 0) return [];\n\n    const result: ElevationTiledFeature[] = [];\n    for (let i = first; i < registry.length && registry[i].feature.id === value; i++) {\n        const e = registry[i];\n        if (e.tileId.isChildOf(featureCanonical) ||\n            featureCanonical.isChildOf(e.tileId) ||\n            e.feature.constantHeight != null) {\n            result.push(e);\n        }\n    }\n    return result;\n}\n","function DEFAULT_COMPARE (a, b) { return a > b ? 1 : a < b ? -1 : 0; }\n\nexport default class SplayTree {\n\n  constructor(compare = DEFAULT_COMPARE, noDuplicates = false) {\n    this._compare = compare;\n    this._root = null;\n    this._size = 0;\n    this._noDuplicates = !!noDuplicates;\n  }\n\n\n  rotateLeft(x) {\n    var y = x.right;\n    if (y) {\n      x.right = y.left;\n      if (y.left) y.left.parent = x;\n      y.parent = x.parent;\n    }\n\n    if (!x.parent)                this._root = y;\n    else if (x === x.parent.left) x.parent.left = y;\n    else                          x.parent.right = y;\n    if (y) y.left = x;\n    x.parent = y;\n  }\n\n\n  rotateRight(x) {\n    var y = x.left;\n    if (y) {\n      x.left = y.right;\n      if (y.right) y.right.parent = x;\n      y.parent = x.parent;\n    }\n\n    if (!x.parent)               this._root = y;\n    else if(x === x.parent.left) x.parent.left = y;\n    else                         x.parent.right = y;\n    if (y) y.right = x;\n    x.parent = y;\n  }\n\n\n  _splay(x) {\n    while (x.parent) {\n      var p = x.parent;\n      if (!p.parent) {\n        if (p.left === x) this.rotateRight(p);\n        else              this.rotateLeft(p);\n      } else if (p.left === x && p.parent.left === p) {\n        this.rotateRight(p.parent);\n        this.rotateRight(p);\n      } else if (p.right === x && p.parent.right === p) {\n        this.rotateLeft(p.parent);\n        this.rotateLeft(p);\n      } else if (p.left === x && p.parent.right === p) {\n        this.rotateRight(p);\n        this.rotateLeft(p);\n      } else {\n        this.rotateLeft(p);\n        this.rotateRight(p);\n      }\n    }\n  }\n\n\n  splay(x) {\n    var p, gp, ggp, l, r;\n\n    while (x.parent) {\n      p = x.parent;\n      gp = p.parent;\n\n      if (gp && gp.parent) {\n        ggp = gp.parent;\n        if (ggp.left === gp) ggp.left  = x;\n        else                 ggp.right = x;\n        x.parent = ggp;\n      } else {\n        x.parent = null;\n        this._root = x;\n      }\n\n      l = x.left; r = x.right;\n\n      if (x === p.left) { // left\n        if (gp) {\n          if (gp.left === p) {\n            /* zig-zig */\n            if (p.right) {\n              gp.left = p.right;\n              gp.left.parent = gp;\n            } else gp.left = null;\n\n            p.right   = gp;\n            gp.parent = p;\n          } else {\n            /* zig-zag */\n            if (l) {\n              gp.right = l;\n              l.parent = gp;\n            } else gp.right = null;\n\n            x.left    = gp;\n            gp.parent = x;\n          }\n        }\n        if (r) {\n          p.left = r;\n          r.parent = p;\n        } else p.left = null;\n\n        x.right  = p;\n        p.parent = x;\n      } else { // right\n        if (gp) {\n          if (gp.right === p) {\n            /* zig-zig */\n            if (p.left) {\n              gp.right = p.left;\n              gp.right.parent = gp;\n            } else gp.right = null;\n\n            p.left = gp;\n            gp.parent = p;\n          } else {\n            /* zig-zag */\n            if (r) {\n              gp.left = r;\n              r.parent = gp;\n            } else gp.left = null;\n\n            x.right   = gp;\n            gp.parent = x;\n          }\n        }\n        if (l) {\n          p.right = l;\n          l.parent = p;\n        } else p.right = null;\n\n        x.left   = p;\n        p.parent = x;\n      }\n    }\n  }\n\n\n  replace(u, v) {\n    if (!u.parent) this._root = v;\n    else if (u === u.parent.left) u.parent.left = v;\n    else u.parent.right = v;\n    if (v) v.parent = u.parent;\n  }\n\n\n  minNode(u = this._root) {\n    if (u) while (u.left) u = u.left;\n    return u;\n  }\n\n\n  maxNode(u = this._root) {\n    if (u) while (u.right) u = u.right;\n    return u;\n  }\n\n\n  insert(key, data) {\n    var z = this._root;\n    var p = null;\n    var comp = this._compare;\n    var cmp;\n\n    if (this._noDuplicates) {\n      while (z) {\n        p = z;\n        cmp = comp(z.key, key);\n        if (cmp === 0) return;\n        else if (comp(z.key, key) < 0) z = z.right;\n        else z = z.left;\n      }\n    } else {\n      while (z) {\n        p = z;\n        if (comp(z.key, key) < 0) z = z.right;\n        else z = z.left;\n      }\n    }\n\n    z = { key, data, left: null, right: null, parent: p };\n\n    if (!p)                          this._root = z;\n    else if (comp(p.key, z.key) < 0) p.right = z;\n    else                             p.left  = z;\n\n    this.splay(z);\n    this._size++;\n    return z;\n  }\n\n\n  find (key) {\n    var z    = this._root;\n    var comp = this._compare;\n    while (z) {\n      var cmp = comp(z.key, key);\n      if      (cmp < 0) z = z.right;\n      else if (cmp > 0) z = z.left;\n      else              return z;\n    }\n    return null;\n  }\n\n  /**\n   * Whether the tree contains a node with the given key\n   * @param  {Key} key\n   * @return {boolean} true/false\n   */\n  contains (key) {\n    var node       = this._root;\n    var comparator = this._compare;\n    while (node)  {\n      var cmp = comparator(key, node.key);\n      if      (cmp === 0) return true;\n      else if (cmp < 0)   node = node.left;\n      else                node = node.right;\n    }\n\n    return false;\n  }\n\n\n  remove (key) {\n    var z = this.find(key);\n\n    if (!z) return false;\n\n    this.splay(z);\n\n    if (!z.left) this.replace(z, z.right);\n    else if (!z.right) this.replace(z, z.left);\n    else {\n      var y = this.minNode(z.right);\n      if (y.parent !== z) {\n        this.replace(y, y.right);\n        y.right = z.right;\n        y.right.parent = y;\n      }\n      this.replace(z, y);\n      y.left = z.left;\n      y.left.parent = y;\n    }\n\n    this._size--;\n    return true;\n  }\n\n\n  removeNode(z) {\n    if (!z) return false;\n\n    this.splay(z);\n\n    if (!z.left) this.replace(z, z.right);\n    else if (!z.right) this.replace(z, z.left);\n    else {\n      var y = this.minNode(z.right);\n      if (y.parent !== z) {\n        this.replace(y, y.right);\n        y.right = z.right;\n        y.right.parent = y;\n      }\n      this.replace(z, y);\n      y.left = z.left;\n      y.left.parent = y;\n    }\n\n    this._size--;\n    return true;\n  }\n\n\n  erase (key) {\n    var z = this.find(key);\n    if (!z) return;\n\n    this.splay(z);\n\n    var s = z.left;\n    var t = z.right;\n\n    var sMax = null;\n    if (s) {\n      s.parent = null;\n      sMax = this.maxNode(s);\n      this.splay(sMax);\n      this._root = sMax;\n    }\n    if (t) {\n      if (s) sMax.right = t;\n      else   this._root = t;\n      t.parent = sMax;\n    }\n\n    this._size--;\n  }\n\n  /**\n   * Removes and returns the node with smallest key\n   * @return {?Node}\n   */\n  pop () {\n    var node = this._root, returnValue = null;\n    if (node) {\n      while (node.left) node = node.left;\n      returnValue = { key: node.key, data: node.data };\n      this.remove(node.key);\n    }\n    return returnValue;\n  }\n\n\n  /* eslint-disable class-methods-use-this */\n\n  /**\n   * Successor node\n   * @param  {Node} node\n   * @return {?Node}\n   */\n  next (node) {\n    var successor = node;\n    if (successor) {\n      if (successor.right) {\n        successor = successor.right;\n        while (successor && successor.left) successor = successor.left;\n      } else {\n        successor = node.parent;\n        while (successor && successor.right === node) {\n          node = successor; successor = successor.parent;\n        }\n      }\n    }\n    return successor;\n  }\n\n\n  /**\n   * Predecessor node\n   * @param  {Node} node\n   * @return {?Node}\n   */\n  prev (node) {\n    var predecessor = node;\n    if (predecessor) {\n      if (predecessor.left) {\n        predecessor = predecessor.left;\n        while (predecessor && predecessor.right) predecessor = predecessor.right;\n      } else {\n        predecessor = node.parent;\n        while (predecessor && predecessor.left === node) {\n          node = predecessor;\n          predecessor = predecessor.parent;\n        }\n      }\n    }\n    return predecessor;\n  }\n  /* eslint-enable class-methods-use-this */\n\n\n  /**\n   * @param  {forEachCallback} callback\n   * @return {SplayTree}\n   */\n  forEach(callback) {\n    var current = this._root;\n    var s = [], done = false, i = 0;\n\n    while (!done) {\n      // Reach the left most Node of the current Node\n      if (current) {\n        // Place pointer to a tree node on the stack\n        // before traversing the node's left subtree\n        s.push(current);\n        current = current.left;\n      } else {\n        // BackTrack from the empty subtree and visit the Node\n        // at the top of the stack; however, if the stack is\n        // empty you are done\n        if (s.length > 0) {\n          current = s.pop();\n          callback(current, i++);\n\n          // We have visited the node and its left\n          // subtree. Now, it's right subtree's turn\n          current = current.right;\n        } else done = true;\n      }\n    }\n    return this;\n  }\n\n\n  /**\n   * Walk key range from `low` to `high`. Stops if `fn` returns a value.\n   * @param  {Key}      low\n   * @param  {Key}      high\n   * @param  {Function} fn\n   * @param  {*?}       ctx\n   * @return {SplayTree}\n   */\n  range(low, high, fn, ctx) {\n    const Q = [];\n    const compare = this._compare;\n    let node = this._root, cmp;\n\n    while (Q.length !== 0 || node) {\n      if (node) {\n        Q.push(node);\n        node = node.left;\n      } else {\n        node = Q.pop();\n        cmp = compare(node.key, high);\n        if (cmp > 0) {\n          break;\n        } else if (compare(node.key, low) >= 0) {\n          if (fn.call(ctx, node)) return this; // stop if smth is returned\n        }\n        node = node.right;\n      }\n    }\n    return this;\n  }\n\n  /**\n   * Returns all keys in order\n   * @return {Array<Key>}\n   */\n  keys () {\n    var current = this._root;\n    var s = [], r = [], done = false;\n\n    while (!done) {\n      if (current) {\n        s.push(current);\n        current = current.left;\n      } else {\n        if (s.length > 0) {\n          current = s.pop();\n          r.push(current.key);\n          current = current.right;\n        } else done = true;\n      }\n    }\n    return r;\n  }\n\n\n  /**\n   * Returns `data` fields of all nodes in order.\n   * @return {Array<Value>}\n   */\n  values () {\n    var current = this._root;\n    var s = [], r = [], done = false;\n\n    while (!done) {\n      if (current) {\n        s.push(current);\n        current = current.left;\n      } else {\n        if (s.length > 0) {\n          current = s.pop();\n          r.push(current.data);\n          current = current.right;\n        } else done = true;\n      }\n    }\n    return r;\n  }\n\n\n  /**\n   * Returns node at given index\n   * @param  {number} index\n   * @return {?Node}\n   */\n  at (index) {\n    // removed after a consideration, more misleading than useful\n    // index = index % this.size;\n    // if (index < 0) index = this.size - index;\n\n    var current = this._root;\n    var s = [], done = false, i = 0;\n\n    while (!done) {\n      if (current) {\n        s.push(current);\n        current = current.left;\n      } else {\n        if (s.length > 0) {\n          current = s.pop();\n          if (i === index) return current;\n          i++;\n          current = current.right;\n        } else done = true;\n      }\n    }\n    return null;\n  }\n\n  /**\n   * Bulk-load items. Both array have to be same size\n   * @param  {Array<Key>}    keys\n   * @param  {Array<Value>}  [values]\n   * @param  {Boolean}       [presort=false] Pre-sort keys and values, using\n   *                                         tree's comparator. Sorting is done\n   *                                         in-place\n   * @return {AVLTree}\n   */\n  load(keys = [], values = [], presort = false) {\n    if (this._size !== 0) throw new Error('bulk-load: tree is not empty');\n    const size = keys.length;\n    if (presort) sort(keys, values, 0, size - 1, this._compare);\n    this._root = loadRecursive(null, keys, values, 0, size);\n    this._size = size;\n    return this;\n  }\n\n\n  min() {\n    var node = this.minNode(this._root);\n    if (node) return node.key;\n    else      return null;\n  }\n\n\n  max() {\n    var node = this.maxNode(this._root);\n    if (node) return node.key;\n    else      return null;\n  }\n\n  isEmpty() { return this._root === null; }\n  get size() { return this._size; }\n\n\n  /**\n   * Create a tree and load it with items\n   * @param  {Array<Key>}          keys\n   * @param  {Array<Value>?}        [values]\n\n   * @param  {Function?}            [comparator]\n   * @param  {Boolean?}             [presort=false] Pre-sort keys and values, using\n   *                                               tree's comparator. Sorting is done\n   *                                               in-place\n   * @param  {Boolean?}             [noDuplicates=false]   Allow duplicates\n   * @return {SplayTree}\n   */\n  static createTree(keys, values, comparator, presort, noDuplicates) {\n    return new SplayTree(comparator, noDuplicates).load(keys, values, presort);\n  }\n}\n\n\nfunction loadRecursive (parent, keys, values, start, end) {\n  const size = end - start;\n  if (size > 0) {\n    const middle = start + Math.floor(size / 2);\n    const key    = keys[middle];\n    const data   = values[middle];\n    const node   = { key, data, parent };\n    node.left    = loadRecursive(node, keys, values, start, middle);\n    node.right   = loadRecursive(node, keys, values, middle + 1, end);\n    return node;\n  }\n  return null;\n}\n\n\nfunction sort(keys, values, left, right, compare) {\n  if (left >= right) return;\n\n  const pivot = keys[(left + right) >> 1];\n  let i = left - 1;\n  let j = right + 1;\n\n  while (true) {\n    do i++; while (compare(keys[i], pivot) < 0);\n    do j--; while (compare(keys[j], pivot) > 0);\n    if (i >= j) break;\n\n    let tmp = keys[i];\n    keys[i] = keys[j];\n    keys[j] = tmp;\n\n    tmp = values[i];\n    values[i] = values[j];\n    values[j] = tmp;\n  }\n\n  sort(keys, values,  left,     j, compare);\n  sort(keys, values, j + 1, right, compare);\n}\n","export const epsilon = 1.1102230246251565e-16;\nexport const splitter = 134217729;\nexport const resulterrbound = (3 + 8 * epsilon) * epsilon;\n\n// fast_expansion_sum_zeroelim routine from oritinal code\nexport function sum(elen, e, flen, f, h) {\n    let Q, Qnew, hh, bvirt;\n    let enow = e[0];\n    let fnow = f[0];\n    let eindex = 0;\n    let findex = 0;\n    if ((fnow > enow) === (fnow > -enow)) {\n        Q = enow;\n        enow = e[++eindex];\n    } else {\n        Q = fnow;\n        fnow = f[++findex];\n    }\n    let hindex = 0;\n    if (eindex < elen && findex < flen) {\n        if ((fnow > enow) === (fnow > -enow)) {\n            Qnew = enow + Q;\n            hh = Q - (Qnew - enow);\n            enow = e[++eindex];\n        } else {\n            Qnew = fnow + Q;\n            hh = Q - (Qnew - fnow);\n            fnow = f[++findex];\n        }\n        Q = Qnew;\n        if (hh !== 0) {\n            h[hindex++] = hh;\n        }\n        while (eindex < elen && findex < flen) {\n            if ((fnow > enow) === (fnow > -enow)) {\n                Qnew = Q + enow;\n                bvirt = Qnew - Q;\n                hh = Q - (Qnew - bvirt) + (enow - bvirt);\n                enow = e[++eindex];\n            } else {\n                Qnew = Q + fnow;\n                bvirt = Qnew - Q;\n                hh = Q - (Qnew - bvirt) + (fnow - bvirt);\n                fnow = f[++findex];\n            }\n            Q = Qnew;\n            if (hh !== 0) {\n                h[hindex++] = hh;\n            }\n        }\n    }\n    while (eindex < elen) {\n        Qnew = Q + enow;\n        bvirt = Qnew - Q;\n        hh = Q - (Qnew - bvirt) + (enow - bvirt);\n        enow = e[++eindex];\n        Q = Qnew;\n        if (hh !== 0) {\n            h[hindex++] = hh;\n        }\n    }\n    while (findex < flen) {\n        Qnew = Q + fnow;\n        bvirt = Qnew - Q;\n        hh = Q - (Qnew - bvirt) + (fnow - bvirt);\n        fnow = f[++findex];\n        Q = Qnew;\n        if (hh !== 0) {\n            h[hindex++] = hh;\n        }\n    }\n    if (Q !== 0 || hindex === 0) {\n        h[hindex++] = Q;\n    }\n    return hindex;\n}\n\nexport function sum_three(alen, a, blen, b, clen, c, tmp, out) {\n    return sum(sum(alen, a, blen, b, tmp), tmp, clen, c, out);\n}\n\n// scale_expansion_zeroelim routine from oritinal code\nexport function scale(elen, e, b, h) {\n    let Q, sum, hh, product1, product0;\n    let bvirt, c, ahi, alo, bhi, blo;\n\n    c = splitter * b;\n    bhi = c - (c - b);\n    blo = b - bhi;\n    let enow = e[0];\n    Q = enow * b;\n    c = splitter * enow;\n    ahi = c - (c - enow);\n    alo = enow - ahi;\n    hh = alo * blo - (Q - ahi * bhi - alo * bhi - ahi * blo);\n    let hindex = 0;\n    if (hh !== 0) {\n        h[hindex++] = hh;\n    }\n    for (let i = 1; i < elen; i++) {\n        enow = e[i];\n        product1 = enow * b;\n        c = splitter * enow;\n        ahi = c - (c - enow);\n        alo = enow - ahi;\n        product0 = alo * blo - (product1 - ahi * bhi - alo * bhi - ahi * blo);\n        sum = Q + product0;\n        bvirt = sum - Q;\n        hh = Q - (sum - bvirt) + (product0 - bvirt);\n        if (hh !== 0) {\n            h[hindex++] = hh;\n        }\n        Q = product1 + sum;\n        hh = sum - (Q - product1);\n        if (hh !== 0) {\n            h[hindex++] = hh;\n        }\n    }\n    if (Q !== 0 || hindex === 0) {\n        h[hindex++] = Q;\n    }\n    return hindex;\n}\n\nexport function negate(elen, e) {\n    for (let i = 0; i < elen; i++) e[i] = -e[i];\n    return elen;\n}\n\nexport function estimate(elen, e) {\n    let Q = e[0];\n    for (let i = 1; i < elen; i++) Q += e[i];\n    return Q;\n}\n\nexport function vec(n) {\n    return new Float64Array(n);\n}\n","import {epsilon, splitter, resulterrbound, estimate, vec, sum} from './util.js';\n\nconst ccwerrboundA = (3 + 16 * epsilon) * epsilon;\nconst ccwerrboundB = (2 + 12 * epsilon) * epsilon;\nconst ccwerrboundC = (9 + 64 * epsilon) * epsilon * epsilon;\n\nconst B = vec(4);\nconst C1 = vec(8);\nconst C2 = vec(12);\nconst D = vec(16);\nconst u = vec(4);\n\nfunction orient2dadapt(ax, ay, bx, by, cx, cy, detsum) {\n    let acxtail, acytail, bcxtail, bcytail;\n    let bvirt, c, ahi, alo, bhi, blo, _i, _j, _0, s1, s0, t1, t0, u3;\n\n    const acx = ax - cx;\n    const bcx = bx - cx;\n    const acy = ay - cy;\n    const bcy = by - cy;\n\n    s1 = acx * bcy;\n    c = splitter * acx;\n    ahi = c - (c - acx);\n    alo = acx - ahi;\n    c = splitter * bcy;\n    bhi = c - (c - bcy);\n    blo = bcy - bhi;\n    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);\n    t1 = acy * bcx;\n    c = splitter * acy;\n    ahi = c - (c - acy);\n    alo = acy - ahi;\n    c = splitter * bcx;\n    bhi = c - (c - bcx);\n    blo = bcx - bhi;\n    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);\n    _i = s0 - t0;\n    bvirt = s0 - _i;\n    B[0] = s0 - (_i + bvirt) + (bvirt - t0);\n    _j = s1 + _i;\n    bvirt = _j - s1;\n    _0 = s1 - (_j - bvirt) + (_i - bvirt);\n    _i = _0 - t1;\n    bvirt = _0 - _i;\n    B[1] = _0 - (_i + bvirt) + (bvirt - t1);\n    u3 = _j + _i;\n    bvirt = u3 - _j;\n    B[2] = _j - (u3 - bvirt) + (_i - bvirt);\n    B[3] = u3;\n\n    let det = estimate(4, B);\n    let errbound = ccwerrboundB * detsum;\n    if (det >= errbound || -det >= errbound) {\n        return det;\n    }\n\n    bvirt = ax - acx;\n    acxtail = ax - (acx + bvirt) + (bvirt - cx);\n    bvirt = bx - bcx;\n    bcxtail = bx - (bcx + bvirt) + (bvirt - cx);\n    bvirt = ay - acy;\n    acytail = ay - (acy + bvirt) + (bvirt - cy);\n    bvirt = by - bcy;\n    bcytail = by - (bcy + bvirt) + (bvirt - cy);\n\n    if (acxtail === 0 && acytail === 0 && bcxtail === 0 && bcytail === 0) {\n        return det;\n    }\n\n    errbound = ccwerrboundC * detsum + resulterrbound * Math.abs(det);\n    det += (acx * bcytail + bcy * acxtail) - (acy * bcxtail + bcx * acytail);\n    if (det >= errbound || -det >= errbound) return det;\n\n    s1 = acxtail * bcy;\n    c = splitter * acxtail;\n    ahi = c - (c - acxtail);\n    alo = acxtail - ahi;\n    c = splitter * bcy;\n    bhi = c - (c - bcy);\n    blo = bcy - bhi;\n    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);\n    t1 = acytail * bcx;\n    c = splitter * acytail;\n    ahi = c - (c - acytail);\n    alo = acytail - ahi;\n    c = splitter * bcx;\n    bhi = c - (c - bcx);\n    blo = bcx - bhi;\n    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);\n    _i = s0 - t0;\n    bvirt = s0 - _i;\n    u[0] = s0 - (_i + bvirt) + (bvirt - t0);\n    _j = s1 + _i;\n    bvirt = _j - s1;\n    _0 = s1 - (_j - bvirt) + (_i - bvirt);\n    _i = _0 - t1;\n    bvirt = _0 - _i;\n    u[1] = _0 - (_i + bvirt) + (bvirt - t1);\n    u3 = _j + _i;\n    bvirt = u3 - _j;\n    u[2] = _j - (u3 - bvirt) + (_i - bvirt);\n    u[3] = u3;\n    const C1len = sum(4, B, 4, u, C1);\n\n    s1 = acx * bcytail;\n    c = splitter * acx;\n    ahi = c - (c - acx);\n    alo = acx - ahi;\n    c = splitter * bcytail;\n    bhi = c - (c - bcytail);\n    blo = bcytail - bhi;\n    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);\n    t1 = acy * bcxtail;\n    c = splitter * acy;\n    ahi = c - (c - acy);\n    alo = acy - ahi;\n    c = splitter * bcxtail;\n    bhi = c - (c - bcxtail);\n    blo = bcxtail - bhi;\n    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);\n    _i = s0 - t0;\n    bvirt = s0 - _i;\n    u[0] = s0 - (_i + bvirt) + (bvirt - t0);\n    _j = s1 + _i;\n    bvirt = _j - s1;\n    _0 = s1 - (_j - bvirt) + (_i - bvirt);\n    _i = _0 - t1;\n    bvirt = _0 - _i;\n    u[1] = _0 - (_i + bvirt) + (bvirt - t1);\n    u3 = _j + _i;\n    bvirt = u3 - _j;\n    u[2] = _j - (u3 - bvirt) + (_i - bvirt);\n    u[3] = u3;\n    const C2len = sum(C1len, C1, 4, u, C2);\n\n    s1 = acxtail * bcytail;\n    c = splitter * acxtail;\n    ahi = c - (c - acxtail);\n    alo = acxtail - ahi;\n    c = splitter * bcytail;\n    bhi = c - (c - bcytail);\n    blo = bcytail - bhi;\n    s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);\n    t1 = acytail * bcxtail;\n    c = splitter * acytail;\n    ahi = c - (c - acytail);\n    alo = acytail - ahi;\n    c = splitter * bcxtail;\n    bhi = c - (c - bcxtail);\n    blo = bcxtail - bhi;\n    t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);\n    _i = s0 - t0;\n    bvirt = s0 - _i;\n    u[0] = s0 - (_i + bvirt) + (bvirt - t0);\n    _j = s1 + _i;\n    bvirt = _j - s1;\n    _0 = s1 - (_j - bvirt) + (_i - bvirt);\n    _i = _0 - t1;\n    bvirt = _0 - _i;\n    u[1] = _0 - (_i + bvirt) + (bvirt - t1);\n    u3 = _j + _i;\n    bvirt = u3 - _j;\n    u[2] = _j - (u3 - bvirt) + (_i - bvirt);\n    u[3] = u3;\n    const Dlen = sum(C2len, C2, 4, u, D);\n\n    return D[Dlen - 1];\n}\n\nexport function orient2d(ax, ay, bx, by, cx, cy) {\n    const detleft = (ay - cy) * (bx - cx);\n    const detright = (ax - cx) * (by - cy);\n    const det = detleft - detright;\n\n    if (detleft === 0 || detright === 0 || (detleft > 0) !== (detright > 0)) return det;\n\n    const detsum = Math.abs(detleft + detright);\n    if (Math.abs(det) >= ccwerrboundA * detsum) return det;\n\n    return -orient2dadapt(ax, ay, bx, by, cx, cy, detsum);\n}\n\nexport function orient2dfast(ax, ay, bx, by, cx, cy) {\n    return (ay - cy) * (bx - cx) - (ax - cx) * (by - cy);\n}\n","import K from \"splaytree\";\nimport { orient2d as X } from \"robust-predicates\";\nimport Y from \"tinyqueue\";\nconst U = 0, _ = 1, z = 2, G = 3, R = 0, y = 1, g = 2, T = 3;\nfunction P(n, t, e) {\n  t === null ? (n.inOut = !1, n.otherInOut = !0) : (n.isSubject === t.isSubject ? (n.inOut = !t.inOut, n.otherInOut = t.otherInOut) : (n.inOut = !t.otherInOut, n.otherInOut = t.isVertical() ? !t.inOut : t.inOut), t && (n.prevInResult = !F(t, e) || t.isVertical() ? t.prevInResult : t)), F(n, e) ? n.resultTransition = J(n, e) : n.resultTransition = 0;\n}\nfunction F(n, t) {\n  switch (n.type) {\n    case U:\n      switch (t) {\n        case R:\n          return !n.otherInOut;\n        case y:\n          return n.otherInOut;\n        case g:\n          return n.isSubject && n.otherInOut || !n.isSubject && !n.otherInOut;\n        case T:\n          return !0;\n      }\n      break;\n    case z:\n      return t === R || t === y;\n    case G:\n      return t === g;\n    case _:\n      return !1;\n  }\n  return !1;\n}\nfunction J(n, t) {\n  let e = !n.inOut, i = !n.otherInOut, o;\n  switch (t) {\n    case R:\n      o = e && i;\n      break;\n    case y:\n      o = e || i;\n      break;\n    case T:\n      o = e !== i;\n      break;\n    case g:\n      n.isSubject ? o = e && !i : o = i && !e;\n      break;\n  }\n  return o ? 1 : -1;\n}\nclass S {\n  /**\n   * Sweepline event\n   *\n   * @class {SweepEvent}\n   * @param {Position}        point\n   * @param {boolean}         left\n   * @param {SweepEvent=}     otherEvent\n   * @param {boolean}         isSubject\n   * @param {EdgeType}        edgeType\n   */\n  constructor(t, e, i, o, r) {\n    this.left = e, this.point = t, this.otherEvent = i, this.isSubject = o ?? !1, this.type = r || U, this.inOut = !1, this.otherInOut = !1, this.prevInResult = null, this.resultTransition = 0, this.otherPos = -1, this.outputContourId = -1, this.isExteriorRing = !0;\n  }\n  /**\n   * @param  {Position}  p\n   * @return {boolean}\n   */\n  isBelow(t) {\n    const e = this.point, i = this.otherEvent.point;\n    return this.left ? (e[0] - t[0]) * (i[1] - t[1]) - (i[0] - t[0]) * (e[1] - t[1]) > 0 : (i[0] - t[0]) * (e[1] - t[1]) - (e[0] - t[0]) * (i[1] - t[1]) > 0;\n  }\n  /**\n   * @param  {Position}  p\n   * @return {boolean}\n   */\n  isAbove(t) {\n    return !this.isBelow(t);\n  }\n  /**\n   * @return {boolean}\n   */\n  isVertical() {\n    return this.point[0] === this.otherEvent.point[0];\n  }\n  /**\n   * Does event belong to result?\n   * @return {boolean}\n   */\n  get inResult() {\n    return this.resultTransition !== 0;\n  }\n  clone() {\n    const t = new S(\n      this.point,\n      this.left,\n      this.otherEvent,\n      this.isSubject,\n      this.type\n    );\n    return t.contourId = this.contourId, t.resultTransition = this.resultTransition, t.prevInResult = this.prevInResult, t.isExteriorRing = this.isExteriorRing, t.inOut = this.inOut, t.otherInOut = this.otherInOut, t;\n  }\n}\nfunction v(n, t) {\n  return n[0] === t[0] ? n[1] === t[1] : !1;\n}\nfunction A(n, t, e) {\n  const i = X(n[0], n[1], t[0], t[1], e[0], e[1]);\n  return i > 0 ? -1 : i < 0 ? 1 : 0;\n}\nfunction w(n, t) {\n  const e = n.point, i = t.point;\n  return e[0] > i[0] ? 1 : e[0] < i[0] ? -1 : e[1] !== i[1] ? e[1] > i[1] ? 1 : -1 : W(n, t, e);\n}\nfunction W(n, t, e, i) {\n  return n.left !== t.left ? n.left ? 1 : -1 : A(e, n.otherEvent.point, t.otherEvent.point) !== 0 ? n.isBelow(t.otherEvent.point) ? -1 : 1 : !n.isSubject && t.isSubject ? 1 : -1;\n}\nfunction m(n, t, e) {\n  const i = new S(t, !1, n, n.isSubject), o = new S(t, !0, n.otherEvent, n.isSubject);\n  return v(n.point, n.otherEvent.point) && console.warn(\"what is that, a collapsed segment?\", n), i.contourId = o.contourId = n.contourId, w(o, n.otherEvent) > 0 && (n.otherEvent.left = !0, o.left = !1), n.otherEvent.otherEvent = o, n.otherEvent = i, e.push(o), e.push(i), e;\n}\nfunction k(n, t) {\n  return n[0] * t[1] - n[1] * t[0];\n}\nfunction M(n, t) {\n  return n[0] * t[0] + n[1] * t[1];\n}\nfunction Z(n, t, e, i, o) {\n  const r = [t[0] - n[0], t[1] - n[1]], s = [i[0] - e[0], i[1] - e[1]];\n  function l(d, O, B) {\n    return [\n      d[0] + O * B[0],\n      d[1] + O * B[1]\n    ];\n  }\n  const c = [e[0] - n[0], e[1] - n[1]];\n  let u = k(r, s), f = u * u;\n  const p = M(r, r);\n  if (f > 0) {\n    const d = k(c, s) / u;\n    if (d < 0 || d > 1)\n      return null;\n    const O = k(c, r) / u;\n    return O < 0 || O > 1 ? null : d === 0 || d === 1 ? [l(n, d, r)] : O === 0 || O === 1 ? [l(e, O, s)] : [l(n, d, r)];\n  }\n  if (u = k(c, r), f = u * u, f > 0)\n    return null;\n  const h = M(r, c) / p, E = h + M(r, s) / p, a = Math.min(h, E), I = Math.max(h, E);\n  return a <= 1 && I >= 0 ? a === 1 ? [l(n, a > 0 ? a : 0, r)] : I === 0 ? [l(n, I < 1 ? I : 1, r)] : [\n    l(n, a > 0 ? a : 0, r),\n    l(n, I < 1 ? I : 1, r)\n  ] : null;\n}\nfunction x(n, t, e) {\n  const i = Z(\n    n.point,\n    n.otherEvent.point,\n    t.point,\n    t.otherEvent.point\n  ), o = i ? i.length : 0;\n  if (o === 0 || o === 1 && (v(n.point, t.point) || v(n.otherEvent.point, t.otherEvent.point)) || o === 2 && n.isSubject === t.isSubject)\n    return 0;\n  if (o === 1)\n    return !v(n.point, i[0]) && !v(n.otherEvent.point, i[0]) && m(n, i[0], e), !v(t.point, i[0]) && !v(t.otherEvent.point, i[0]) && m(t, i[0], e), 1;\n  const r = [];\n  let s = !1, l = !1;\n  return v(n.point, t.point) ? s = !0 : w(n, t) === 1 ? r.push(t, n) : r.push(n, t), v(n.otherEvent.point, t.otherEvent.point) ? l = !0 : w(n.otherEvent, t.otherEvent) === 1 ? r.push(t.otherEvent, n.otherEvent) : r.push(n.otherEvent, t.otherEvent), s && l || s ? (t.type = _, n.type = t.inOut === n.inOut ? z : G, s && !l && m(r[1].otherEvent, r[0].point, e), 2) : l ? (m(r[0], r[1].point, e), 3) : r[0] !== r[3].otherEvent ? (m(r[0], r[1].point, e), m(r[1], r[2].point, e), 3) : (m(r[0], r[1].point, e), m(r[3].otherEvent, r[2].point, e), 3);\n}\nfunction $(n, t) {\n  if (n === t) return 0;\n  if (A(n.point, n.otherEvent.point, t.point) !== 0 || A(n.point, n.otherEvent.point, t.otherEvent.point) !== 0)\n    return v(n.point, t.point) ? n.isBelow(t.otherEvent.point) ? -1 : 1 : n.point[0] === t.point[0] ? n.point[1] < t.point[1] ? -1 : 1 : w(n, t) === 1 ? t.isAbove(n.point) ? -1 : 1 : n.isBelow(t.point) ? -1 : 1;\n  if (n.isSubject === t.isSubject) {\n    let e = n.point, i = t.point;\n    if (e[0] === i[0] && e[1] === i[1])\n      return e = n.otherEvent.point, i = t.otherEvent.point, e[0] === i[0] && e[1] === i[1] ? 0 : (n.contourId ?? 0) > (t.contourId ?? 0) ? 1 : -1;\n  } else\n    return n.isSubject ? -1 : 1;\n  return w(n, t) === 1 ? 1 : -1;\n}\nfunction Q(n, t, e, i, o, r) {\n  const s = new K($), l = [], c = Math.min(i[2], o[2]);\n  let u, f, p;\n  for (; n.length !== 0; ) {\n    let h = n.pop();\n    if (l.push(h), r === R && h.point[0] > c || r === g && h.point[0] > i[2])\n      break;\n    if (h.left) {\n      f = u = s.insert(h), p = s.minNode(), u !== p ? u = s.prev(u) : u = null, f = s.next(f);\n      const E = u ? u.key : null;\n      let a;\n      if (P(h, E, r), f && x(h, f.key, n) === 2 && (P(h, E, r), P(f.key, h, r)), u && x(u.key, h, n) === 2) {\n        let I = u;\n        I !== p ? I = s.prev(I) : I = null, a = I ? I.key : null, P(E, a, r), P(h, E, r);\n      }\n    } else\n      h = h.otherEvent, f = u = s.find(h), u && f && (u !== p ? u = s.prev(u) : u = null, f = s.next(f), s.remove(h), f && u && x(u.key, f.key, n));\n  }\n  return l;\n}\nclass H {\n  /**\n   * Contour\n   *\n   * @class {Contour}\n   */\n  constructor() {\n    this.points = [], this.holeIds = [], this.holeOf = null, this.depth = null;\n  }\n  isExterior() {\n    return this.holeOf == null;\n  }\n}\nfunction b(n) {\n  let t, e, i, o, r;\n  const s = [];\n  for (e = 0, i = n.length; e < i; e++)\n    t = n[e], (t.left && t.inResult || !t.left && t.otherEvent.inResult) && s.push(t);\n  let l = !1;\n  for (; !l; )\n    for (l = !0, e = 0, i = s.length; e < i; e++)\n      e + 1 < i && w(s[e], s[e + 1]) === 1 && (o = s[e], s[e] = s[e + 1], s[e + 1] = o, l = !1);\n  for (e = 0, i = s.length; e < i; e++)\n    t = s[e], t.otherPos = e;\n  for (e = 0, i = s.length; e < i; e++)\n    t = s[e], t.left || (r = t.otherPos, t.otherPos = t.otherEvent.otherPos, t.otherEvent.otherPos = r);\n  return s;\n}\nfunction q(n, t, e, i) {\n  let o = n + 1, r = t[n].point, s;\n  const l = t.length;\n  for (o < l && (s = t[o].point); o < l && s[0] === r[0] && s[1] === r[1]; ) {\n    if (e[o])\n      o++;\n    else\n      return o;\n    o < l && (s = t[o].point);\n  }\n  for (o = n - 1; e[o] && o > i; )\n    o--;\n  return o;\n}\nfunction tt(n, t, e) {\n  const i = new H();\n  if (n.prevInResult != null) {\n    const o = n.prevInResult, r = o.outputContourId;\n    if (o.resultTransition > 0) {\n      const l = t[r];\n      if (l.holeOf != null) {\n        const c = l.holeOf;\n        t[c].holeIds.push(e), i.holeOf = c, i.depth = t[r].depth;\n      } else\n        t[r].holeIds.push(e), i.holeOf = r, i.depth = t[r].depth + 1;\n    } else\n      i.holeOf = null, i.depth = t[r].depth;\n  } else\n    i.holeOf = null, i.depth = 0;\n  return i;\n}\nfunction nt(n) {\n  let t, e;\n  const i = b(n), o = {}, r = [];\n  for (t = 0, e = i.length; t < e; t++) {\n    if (o[t])\n      continue;\n    const s = r.length, l = tt(i[t], r, s), c = (h) => {\n      o[h] = !0, h < i.length && i[h] && (i[h].outputContourId = s);\n    };\n    let u = t, f = t;\n    const p = i[t].point;\n    for (l.points.push(p); c(u), u = i[u].otherPos, c(u), l.points.push(i[u].point), u = q(u, i, o, f), !(u == f || u >= i.length || !i[u]); )\n      ;\n    r.push(l);\n  }\n  return r;\n}\nconst L = Math.max, V = Math.min;\nlet N = 0;\nfunction D(n, t, e, i, o, r) {\n  let s, l, c, u, f, p;\n  for (s = 0, l = n.length - 1; s < l; s++) {\n    if (c = n[s], u = n[s + 1], f = new S(c, !1, void 0, t), p = new S(u, !1, f, t), f.otherEvent = p, c[0] === u[0] && c[1] === u[1])\n      continue;\n    f.contourId = p.contourId = e, r || (f.isExteriorRing = !1, p.isExteriorRing = !1), w(f, p) > 0 ? p.left = !0 : f.left = !0;\n    const h = c[0], E = c[1];\n    o[0] = V(o[0], h), o[1] = V(o[1], E), o[2] = L(o[2], h), o[3] = L(o[3], E), i.push(f), i.push(p);\n  }\n}\nfunction et(n, t, e, i, o) {\n  const r = new Y(void 0, w);\n  let s, l, c, u, f, p;\n  for (c = 0, u = n.length; c < u; c++)\n    for (s = n[c], f = 0, p = s.length; f < p; f++)\n      l = f === 0, l && N++, D(\n        s[f],\n        !0,\n        N,\n        r,\n        e,\n        l\n      );\n  for (c = 0, u = t.length; c < u; c++)\n    for (s = t[c], f = 0, p = s.length; f < p; f++)\n      l = f === 0, o === g && (l = !1), l && N++, D(\n        s[f],\n        !1,\n        N,\n        r,\n        i,\n        l\n      );\n  return r;\n}\nconst C = [];\nfunction it(n, t, e) {\n  let i = null;\n  return n.length * t.length === 0 && (e === R ? i = C : e === g ? i = n : (e === y || e === T) && (i = n.length === 0 ? t : n)), i;\n}\nfunction rt(n, t, e, i, o) {\n  let r = null;\n  return (e[0] > i[2] || i[0] > e[2] || e[1] > i[3] || i[1] > e[3]) && (o === R ? r = C : o === g ? r = n : (o === y || o === T) && (r = n.concat(t))), r;\n}\nfunction j(n, t, e) {\n  let i = n, o = t;\n  typeof n[0][0][0] == \"number\" && (i = [n]), typeof t[0][0][0] == \"number\" && (o = [t]);\n  let r = it(i, o, e);\n  if (r)\n    return r === C ? null : r;\n  const s = [1 / 0, 1 / 0, -1 / 0, -1 / 0], l = [1 / 0, 1 / 0, -1 / 0, -1 / 0], c = et(i, o, s, l, e);\n  if (r = rt(i, o, s, l, e), r)\n    return r === C ? null : r;\n  const u = Q(\n    c,\n    i,\n    o,\n    s,\n    l,\n    e\n  ), f = nt(u), p = [];\n  for (let h = 0; h < f.length; h++) {\n    let E = f[h];\n    if (E.isExterior()) {\n      let a = [E.points];\n      for (let I = 0; I < E.holeIds.length; I++) {\n        let d = E.holeIds[I];\n        a.push(f[d].points);\n      }\n      p.push(a);\n    }\n  }\n  return p;\n}\nfunction lt(n, t) {\n  return j(n, t, y);\n}\nfunction ft(n, t) {\n  return j(n, t, g);\n}\nfunction ht(n, t) {\n  return j(n, t, T);\n}\nfunction ct(n, t) {\n  return j(n, t, R);\n}\nconst pt = { UNION: y, DIFFERENCE: g, INTERSECTION: R, XOR: T };\nexport {\n  ft as diff,\n  ct as intersection,\n  pt as operations,\n  lt as union,\n  ht as xor\n};\n","import * as martinez from 'martinez-polygon-clipping';\nimport Point from '@mapbox/point-geometry';\n\nimport type {EdgeIterator} from '../elevation/elevation_feature';\n\n/**\n * Polygon clipping primitives that depend on the `martinez-polygon-clipping` library\n * (plus its transitive deps: `splaytree`, `tinyqueue`, `robust-predicates`). Only the\n * HD elevated-road path uses these — `clip` and `polygonSubdivision` are called from\n * `fill_hd_extension.ts`. Keeping them out of `src/util/polygon_clipping.ts` means the\n * ~30 KB martinez dep chain ships in the HD chunk instead of the core bundle.\n *\n * Non-martinez polygon helpers (`clipPolygon`, `gridSubdivision`) stay in core because\n * `fill_extrusion_bucket.ts` needs them on every tile regardless of HD.\n *\n * @private\n */\n\n// Canonicalization tolerance in tile units. Sized to comfortably exceed\n// martinez's per-vertex emission drift (~2e-5 observed in the MAPS3D-2108\n// case) while staying far below the n + 0.5 rounding boundary, so it\n// doesn't merge legitimately-distinct sub-pixel vertices.\nconst SUBDIVISION_ROUNDING_TOLERANCE = 1e-3;\n\nexport function clip(subjectPolygon: Point[][], clipRing: Point[]): Point[][][] {\n    const geom = toMultiPolygon(subjectPolygon);\n    const clipGeom = toMultiPolygon([clipRing]);\n\n    const polygons = martinez.intersection(geom, clipGeom) as martinez.MultiPolygon;\n    if (polygons == null) return [];\n\n    return fromMultiPolygon(polygons);\n}\n\nexport function polygonSubdivision(subjectPolygon: Point[][], subdivisionEdges: EdgeIterator, edgeExtension: number = 0): Point[][][] {\n    // Perform clipping temporarily in a 32bit space where few unit wide polygons are just\n    // lines when scaled back to 16bit.\n    const scale = 1 << 16;\n    let polygons = toMultiPolygon(subjectPolygon, scale);\n\n    const clipGeometry: martinez.Polygon[] = [];\n\n    // Split the polygon using edges from the iterator\n    for (; subdivisionEdges.valid(); subdivisionEdges.next()) {\n        const [a, b] = subdivisionEdges.get();\n\n        let ax = a.x * scale;\n        let ay = a.y * scale;\n        let bx = b.x * scale;\n        let by = b.y * scale;\n\n        const dx = bx - ax;\n        const dy = by - ay;\n        const len = Math.hypot(dx, dy);\n        if (len === 0) continue;\n\n        ax -= dx * edgeExtension;\n        ay -= dy * edgeExtension;\n        bx += dx * edgeExtension;\n        by += dy * edgeExtension;\n\n        // Expand the polygon towards the perpendicular vector by few units\n        const shiftX = Math.trunc(dy / len * 3.0);\n        const shiftY = -Math.trunc(dx / len * 3.0);\n\n        clipGeometry.push([\n            [\n                [ax, ay],\n                [bx, by],\n                [bx + shiftX, by + shiftY],\n                [ax + shiftX, ay + shiftY],\n                [ax, ay]\n            ]\n        ]);\n    }\n\n    if (clipGeometry.length > 0) {\n        polygons = martinez.diff(polygons, clipGeometry) as martinez.MultiPolygon;\n    }\n\n    // Martinez can emit nearly-identical floats for the same logical cut\n    // endpoint on the two sides of a cut. `fromMultiPolygon` canonicalizes\n    // pairs within `SUBDIVISION_ROUNDING_TOLERANCE` (in both axes) to one\n    // integer pair so shared cut edges keep identical endpoints.\n    return fromMultiPolygon(polygons, 1 / scale, SUBDIVISION_ROUNDING_TOLERANCE);\n}\n\nfunction toMultiPolygon(polygon: Point[][], scale: number = 1.0): martinez.MultiPolygon {\n    return [polygon.map(ring => ring.map(p => [p.x * scale, p.y * scale]))];\n}\n\n/**\n * Rounds `value` to an integer, but lifts values within `tolerance` of any\n * half-integer `n + 0.5` to `n + 1`. Used by `VertexCanonicalizer` to pick\n * the cluster integer for a new pre-round position.\n *\n * @private\n */\nexport function roundWithBoundaryTolerance(value: number, tolerance: number): number {\n    const floor = Math.floor(value);\n    const boundary = floor + 0.5;\n\n    if (Math.abs(value - boundary) <= tolerance) {\n        return Math.round(boundary);\n    }\n\n    return Math.round(value);\n}\n\n/**\n * Canonicalizes 2D scaled vertices into integer coordinates such that any two\n * inputs within `tolerance` in both x and y produce the same integer pair.\n * Used to collapse martinez precision noise — the same logical cut vertex\n * emitted as slightly different floats in different rings — into one integer\n * coord, eliminating rounding-rule discontinuities at `n + 0.5`.\n *\n * First-seen-wins: each new input either falls within `tolerance` of a prior\n * canonicalized vertex (and adopts its integer pair) or starts a new cluster\n * with its own `roundWithBoundaryTolerance` integer pair.\n *\n * @private\n */\nexport class VertexCanonicalizer {\n    private readonly tolerance: number;\n    // Parallel arrays for stored vertices — pre-round (xs/ys) and post-round\n    // (ixs/iys) — indexed by a per-vertex id. Buckets hold ids, not objects,\n    // so no per-vertex heap object is allocated.\n    private readonly xs: number[] = [];\n    private readonly ys: number[] = [];\n    private readonly ixs: number[] = [];\n    private readonly iys: number[] = [];\n    // Spatial hash: nested numeric Maps for `bx -> by -> ids`. Bucket size is\n    // `tolerance`, so any two points within Chebyshev distance `tolerance`\n    // lie in the same or an adjacent cell — bounding the lookup to the 9\n    // surrounding cells regardless of how many vertices have been seen.\n    private readonly buckets: Map<number, Map<number, number[]>> = new Map();\n\n    constructor(tolerance: number) {\n        this.tolerance = tolerance;\n    }\n\n    canonicalize(x: number, y: number): [number, number] {\n        const t = this.tolerance;\n        const bx = Math.floor(x / t);\n        const by = Math.floor(y / t);\n\n        for (let dx = -1; dx <= 1; dx++) {\n            const inner = this.buckets.get(bx + dx);\n            if (!inner) continue;\n            for (let dy = -1; dy <= 1; dy++) {\n                const bucket = inner.get(by + dy);\n                if (!bucket) continue;\n                for (const id of bucket) {\n                    if (Math.abs(this.xs[id] - x) <= t && Math.abs(this.ys[id] - y) <= t) {\n                        const ix = this.ixs[id];\n                        const iy = this.iys[id];\n                        // Store this input as an alias so subsequent points\n                        // within tolerance of it — but outside tolerance of\n                        // the cluster's first representative — can still\n                        // chain to the cluster's integer pair. Skip when the\n                        // match is an exact duplicate (e.g., ring closures):\n                        // no new chaining info, so the alias would be redundant.\n                        if (this.xs[id] !== x || this.ys[id] !== y) {\n                            this.store(x, y, ix, iy, bx, by);\n                        }\n                        return [ix, iy];\n                    }\n                }\n            }\n        }\n\n        const ix = roundWithBoundaryTolerance(x, t);\n        const iy = roundWithBoundaryTolerance(y, t);\n        this.store(x, y, ix, iy, bx, by);\n        return [ix, iy];\n    }\n\n    private store(x: number, y: number, ix: number, iy: number, bx: number, by: number): void {\n        const id = this.xs.length;\n        this.xs.push(x);\n        this.ys.push(y);\n        this.ixs.push(ix);\n        this.iys.push(iy);\n\n        let inner = this.buckets.get(bx);\n        if (!inner) {\n            inner = new Map();\n            this.buckets.set(bx, inner);\n        }\n        let bucket = inner.get(by);\n        if (!bucket) {\n            bucket = [];\n            inner.set(by, bucket);\n        }\n        bucket.push(id);\n    }\n}\n\nfunction fromMultiPolygon(geometry: martinez.MultiPolygon, scale: number = 1.0, roundingTolerance?: number): Point[][][] {\n    // Share one canonicalizer across all rings so close vertices in different\n    // sub-polygons (e.g., the two sides of a cut) collapse to the same integer.\n    const canonicalizer = roundingTolerance != null ? new VertexCanonicalizer(roundingTolerance) : null;\n    return geometry.map(poly => poly.map((ring, ringIdx) => {\n        const r = ring.map(p => {\n            const x = p[0] * scale;\n            const y = p[1] * scale;\n            if (canonicalizer) {\n                const [ix, iy] = canonicalizer.canonicalize(x, y);\n                return new Point(ix, iy);\n            }\n            return new Point(Math.round(x), Math.round(y));\n        });\n        if (ringIdx > 0) {\n            // Reverse holes\n            r.reverse();\n        }\n        return r;\n    }));\n}\n","import SegmentVector from '../../src/data/segment';\nimport {register} from '../../src/util/web_worker_transfer';\n\nimport type {Segment} from '../../src/data/segment';\nimport type {TriangleIndexArray} from '../../src/data/index_array_type';\n\n/// Per-feature triangle range with optional FRC level, used during bucket creation.\nexport interface FeatureTriSegment {\n    start: number; // start index in the triangle index array (element index, not byte)\n    end: number;   // end index\n    segIdx: number;\n    frc: number | null;\n}\n\n/// FRC segment data carried by the FRC bucket extensions (fill / line).\n/// Per-level segment vectors are pre-wrapped at bucket build time so the render-time\n/// path is a Map.get lookup with no allocation. Registered for cross-thread transfer;\n/// the deserialize gate (`anyBucketRequiresHD`) ensures HD is loaded on main before\n/// any tile carrying an FRC extension lands.\nexport class FrcSegmentData {\n    frcCoverage: Set<number>;\n    featureTriSegments: Array<FeatureTriSegment>;\n    frcPerLevel: Map<number, SegmentVector>;\n    frcNonRoadSegments: SegmentVector;\n\n    constructor() {\n        this.frcCoverage = new Set();\n        this.featureTriSegments = [];\n        this.frcPerLevel = new Map();\n        this.frcNonRoadSegments = new SegmentVector();\n    }\n\n    empty(): boolean { return this.frcCoverage.size === 0; }\n}\n\nregister(FrcSegmentData, 'FrcSegmentData');\n\n/// Sort triangles by FRC and build per-level segments.\n/// Called by the FRC bucket extensions at the end of `populate()` / `addFeatures()`.\nexport function buildFrcLevelSegments(\n    data: FrcSegmentData,\n    triangles: TriangleIndexArray,\n    segments: SegmentVector,\n) {\n    if (data.frcCoverage.size === 0 || data.featureTriSegments.length === 0) {\n        return;\n    }\n\n    const segArray = segments.get();\n    const triArray = triangles.uint16;\n    const sortedTriangles: number[] = [];\n\n    data.featureTriSegments.sort((a, b) => {\n        if (a.segIdx !== b.segIdx) return a.segIdx - b.segIdx;\n        if (a.frc === null && b.frc === null) return 0;\n        if (a.frc === null) return -1;\n        if (b.frc === null) return 1;\n        return b.frc - a.frc; // descending FRC\n    });\n\n    const frcSegments = new Map<number | null, Array<Segment>>();\n\n    let currentSegmentIdx = 0;\n    let currentFrc = data.featureTriSegments[0].frc;\n    let sortedSegment: Segment = {\n        vertexOffset: segArray[currentSegmentIdx].vertexOffset,\n        primitiveOffset: 0,\n        vertexLength: segArray[currentSegmentIdx].vertexLength,\n        primitiveLength: 0,\n        vaos: {},\n        sortKey: undefined,\n    };\n\n    const closeCurrentSegment = () => {\n        if (sortedSegment.primitiveLength > 0) {\n            if (!frcSegments.has(currentFrc)) {\n                frcSegments.set(currentFrc, []);\n            }\n            frcSegments.get(currentFrc).push({...sortedSegment});\n        }\n    };\n\n    for (const triSegment of data.featureTriSegments) {\n        if (triSegment.segIdx !== currentSegmentIdx) {\n            closeCurrentSegment();\n            currentSegmentIdx = triSegment.segIdx;\n            currentFrc = triSegment.frc;\n            sortedSegment = {\n                vertexOffset: segArray[currentSegmentIdx].vertexOffset,\n                primitiveOffset: sortedTriangles.length / 3,\n                vertexLength: segArray[currentSegmentIdx].vertexLength,\n                primitiveLength: 0,\n                vaos: {},\n                sortKey: undefined,\n            };\n        }\n\n        if (triSegment.frc !== currentFrc) {\n            closeCurrentSegment();\n            currentFrc = triSegment.frc;\n            sortedSegment = {\n                ...sortedSegment,\n                primitiveOffset: sortedTriangles.length / 3,\n                primitiveLength: 0,\n            };\n        }\n\n        for (let i = triSegment.start; i < triSegment.end; i++) {\n            sortedTriangles.push(triArray[i]);\n        }\n        sortedSegment.primitiveLength += (triSegment.end - triSegment.start) / 3;\n    }\n    closeCurrentSegment();\n\n    for (let i = 0; i < sortedTriangles.length; i++) {\n        triArray[i] = sortedTriangles[i];\n    }\n\n    for (const [key, segs] of frcSegments) {\n        if (key !== null) {\n            data.frcPerLevel.set(key, new SegmentVector(segs));\n        } else {\n            data.frcNonRoadSegments = new SegmentVector(segs);\n        }\n    }\n\n    data.featureTriSegments = [];\n}\n","/// Road class to FRC level mapping (motorway=0 .. pedestrian/path=8).\nconst roadTypeToFrcMap: Record<string, number> = {\n    'motorway': 0, 'motorway_link': 0,\n    'trunk': 1, 'trunk_link': 1,\n    'primary': 2, 'primary_link': 2,\n    'secondary': 3, 'secondary_link': 3,\n    'tertiary': 4, 'tertiary_link': 4,\n    'unclassified': 5, 'unclassified_link': 5,\n    'street': 6, 'street_limited': 6, 'residential': 6,\n    'service': 7, 'living_street': 7,\n    'pedestrian': 8, 'track': 8, 'path': 8,\n    'footway': 8, 'cycleway': 8, 'sidewalk': 8, 'crossing': 8,\n};\n\nexport function featureFrcLevel(featureProperties: Record<string, unknown>): number | null {\n    for (const key of ['class', 'incident_class']) {\n        const cls = featureProperties[key];\n        if (typeof cls !== 'string') continue;\n        const frc = roadTypeToFrcMap[cls];\n        if (frc !== undefined) return frc;\n    }\n    return null;\n}\n\nexport function isFeatureCoveredByFrcMask(featureProperties: Record<string, unknown>, frcMask: number): boolean {\n    const frc = featureFrcLevel(featureProperties);\n    return frc !== null && (frcMask & (1 << frc)) !== 0;\n}\n\n/// Check whether a source/sourceLayer pair is in the coverage list.\n/// Entry forms:\n///   \"sourceLayer\"              — matches any source\n///   \"(sourceId)sourceLayer\"    — matches specific source and source-layer\nexport function matchesCoverageSourceLayer(entries: string[], source: string, sourceLayer: string): boolean {\n    for (const entry of entries) {\n        if (entry.startsWith('(')) {\n            const close = entry.indexOf(')');\n            if (close === -1) continue;\n            if (entry.slice(1, close) === source && entry.slice(close + 1) === sourceLayer) return true;\n        } else {\n            if (entry === sourceLayer) return true;\n        }\n    }\n    return false;\n}\n","import assert from '../../../src/style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\nimport {register} from '../../../src/util/web_worker_transfer';\nimport ElevatedFillBufferData from './elevated_fill_buffer_data';\nimport {ElevatedStructures, type FeatureInfo} from '../../elevation/elevated_structures';\nimport {ElevationFeatureSampler, EdgeIterator, type ElevationFeature} from '../../elevation/elevation_feature';\nimport {getElevationFeature} from '../../elevation/get_elevation_feature';\nimport {ELEVATION_CLIP_MARGIN, MARKUP_ELEVATION_BIAS, PROPERTY_ELEVATION_ROAD_BASE_Z_LEVEL, SUBDIVISION_EDGE_EXTENSION} from '../../elevation/elevation_constants';\nimport {tileToMeter} from '../../../src/geo/mercator_coordinate';\nimport {clip, polygonSubdivision} from '../../util/polygon_clipping_hd';\nimport EXTENT from '../../../src/style-spec/data/extent';\nimport {computeBounds} from '../../../src/style-spec/util/geometry_util';\nimport {FrcSegmentData, buildFrcLevelSegments} from '../frc_segment_builder';\nimport {featureFrcLevel, matchesCoverageSourceLayer} from '../frc_road_classes';\n\nimport type {CanonicalTileID} from '../../../src/source/tile_id';\nimport type {BucketFeature} from '../../../src/data/bucket';\nimport type {FeatureStates} from '../../../src/source/source_state';\nimport type {SpritePositions} from '../../../src/util/image';\nimport type {ImageId} from '../../../src/style-spec/expression/types/image_id';\nimport type {TypedStyleLayer} from '../../../src/style/style_layer/typed_style_layer';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type Context from '../../../src/gl/context';\nimport type FillBucket from '../../../src/data/bucket/fill_bucket';\nimport type {ElevationPortalGraph} from '../../elevation/elevation_graph';\n\n/**\n * Parameters threaded from the HD extension's polygon pass into `FillBucket.addGeometry`\n * so the shared polygon triangulation can emit elevated vertices and update\n * `ElevatedStructures` without having to know about the extension class. Co-located with\n * the extension so core only sees it as a structural shape.\n *\n * @private\n */\nexport type ElevationParams = {\n    elevation: ElevationFeature;\n    elevationSampler: ElevationFeatureSampler;\n    bias: number;\n    index: number;\n    featureInfo: FeatureInfo;\n};\n\n/**\n * HD extension for FillBucket. Owns the elevated vertex buffer, elevated structures,\n * and the hd-road feature-routing path.\n *\n * @private\n */\nexport class FillHDExtension {\n    elevationMode: 'hd-road-base' | 'hd-road-markup' | null;\n    elevationBufferData: ElevatedFillBufferData | undefined;\n    elevatedStructures: ElevatedStructures | undefined;\n    frcData: FrcSegmentData | undefined;\n\n    constructor(bucket: FillBucket, elevationMode: 'hd-road-base' | 'hd-road-markup' | null, frcEnabled: boolean) {\n        this.elevationMode = elevationMode;\n        if (elevationMode) {\n            this.elevationBufferData = new ElevatedFillBufferData(bucket.layers, bucket.zoom, bucket.lut);\n        }\n        if (frcEnabled) {\n            this.frcData = new FrcSegmentData();\n        }\n    }\n\n    isEmpty(): boolean {\n        const elevEmpty = !this.elevationBufferData || this.elevationBufferData.isEmpty();\n        const frcEmpty = !this.frcData || this.frcData.empty();\n        return elevEmpty && frcEmpty;\n    }\n\n    needsUpload(): boolean {\n        return !!this.elevationBufferData && this.elevationBufferData.needsUpload();\n    }\n\n    /// Compute the feature's FRC level and record it in the coverage set. Returns the\n    /// level (or null) so the caller can pass it back to `recordFeatureRange`.\n    trackFeatureFrc(properties: Record<string, unknown> | null | undefined): number | null {\n        if (!this.frcData) return null;\n        const frc = featureFrcLevel(properties || {});\n        if (frc !== null) this.frcData.frcCoverage.add(frc);\n        return frc;\n    }\n\n    /// Record a feature's [triStart, triEnd) triangle range. Called after addGeometry.\n    recordFeatureRange(bucket: FillBucket, triStartIndex: number, triEndIndex: number, frc: number | null): void {\n        if (!this.frcData || triEndIndex <= triStartIndex) return;\n        const segArray = bucket.bufferData.triangleSegments.get();\n        this.frcData.featureTriSegments.push({\n            start: triStartIndex * 3,\n            end: triEndIndex * 3,\n            segIdx: segArray.length > 0 ? segArray.length - 1 : 0,\n            frc,\n        });\n    }\n\n    /// Sort triangles by FRC and emit per-level segment vectors. Called once at the\n    /// end of populate / addFeatures.\n    buildFrcSegments(bucket: FillBucket): void {\n        if (!this.frcData || this.frcData.empty()) return;\n        buildFrcLevelSegments(this.frcData, bucket.bufferData.indexArray, bucket.bufferData.triangleSegments);\n    }\n\n    /**\n     * Per-feature dispatch from `FillBucket.addFeature`. Consumes the feature (writes to\n     * the elevated buffer and optionally `elevatedStructures`) when tiled elevation data\n     * is available for it; returns `false` to let FillBucket route the feature through\n     * its normal non-elevated path — elevated-mode features with no tiled elevation\n     * coverage render flat rather than being dropped.\n     */\n    handleFeature(\n        feature: BucketFeature,\n        polygons: Point[][][],\n        index: number,\n        canonical: CanonicalTileID,\n        elevationFeatures: ElevationFeature[] | undefined,\n        bucket: FillBucket,\n    ): boolean {\n        interface ElevatedGeometry {\n            polygons: Point[][][];\n            elevationFeature: ElevationFeature;\n            elevationTileID: CanonicalTileID;\n        }\n\n        const elevatedGeometry = new Array<ElevatedGeometry>();\n\n        if (!this.elevationMode) return false;\n        const tiled = getElevationFeature(feature, elevationFeatures, undefined, canonical);\n        if (tiled) {\n            const clipped = this.clipPolygonsToTile(polygons, ELEVATION_CLIP_MARGIN);\n            if (clipped.length > 0) {\n                elevatedGeometry.push({polygons: clipped, elevationFeature: tiled.feature, elevationTileID: tiled.tileId});\n            }\n        } else {\n            // No elevation data — fall through to the core flat-fill path.\n            return false;\n        }\n\n        const constructBridgeGuardRail = bucket.layers[0].layout.get('fill-construct-bridge-guard-rail').evaluate(feature, {}, canonical);\n        const featureInfo: FeatureInfo = {guardRailEnabled: constructBridgeGuardRail, featureIndex: index};\n\n        for (const elevated of elevatedGeometry) {\n            if (elevated.elevationFeature) {\n                if (this.elevationMode === 'hd-road-base') {\n                    if (!this.elevatedStructures) {\n                        this.elevatedStructures = new ElevatedStructures(elevated.elevationTileID, bucket.layers, bucket.zoom, bucket.lut);\n                    }\n\n                    const isTunnel = elevated.elevationFeature.isTunnel();\n                    let zLevel = 0;\n                    if (Object.hasOwn(feature.properties, PROPERTY_ELEVATION_ROAD_BASE_Z_LEVEL)) {\n                        zLevel = +feature.properties[PROPERTY_ELEVATION_ROAD_BASE_Z_LEVEL];\n                    }\n\n                    // Create \"elevated structures\" for polygons using \"road\" elevation mode that\n                    // contains additional bridge and tunnel geometries for rendering. Additive \"markup\" features are\n                    // stacked on top of another elevated layers and do not need these structures of their own.\n                    // Overlapping edges between adjacent polygons form \"portals\", i.e. entry & exit points\n                    // useful for traversing elevated polygons\n                    this.elevatedStructures.addPortalCandidates(\n                        elevated.elevationFeature.id, elevated.polygons, isTunnel, elevated.elevationFeature, zLevel\n                    );\n                }\n\n                if (elevated.elevationFeature.constantHeight == null) {\n                    elevated.polygons = this.prepareElevatedPolygons(elevated.polygons, elevated.elevationFeature, elevated.elevationTileID);\n                }\n\n                const elevationSampler = new ElevationFeatureSampler(canonical, elevated.elevationTileID);\n                // Apply slight height bias to \"markup\" polygons to remove z-fighting against the base road surface.\n                const bias = this.elevationMode === 'hd-road-base' ? 0.0 : MARKUP_ELEVATION_BIAS;\n                this.addElevatedGeometry(bucket, elevated.polygons, elevationSampler, elevated.elevationFeature, bias, index, featureInfo);\n            }\n        }\n\n        return true;\n    }\n\n    populatePaintArrays(\n        feature: BucketFeature,\n        index: number,\n        imagePositions: SpritePositions,\n        availableImages: ImageId[],\n        canonical: CanonicalTileID,\n        brightness: number | null | undefined,\n        worldview: string,\n    ): void {\n        if (!this.elevationBufferData) return;\n        this.elevationBufferData.populatePaintArrays(feature, index, imagePositions, availableImages, canonical, brightness, worldview);\n    }\n\n    update(\n        states: FeatureStates,\n        vtLayer: VectorTileLayer,\n        availableImages: ImageId[],\n        imagePositions: SpritePositions,\n        layers: ReadonlyArray<TypedStyleLayer>,\n        isBrightnessChanged: boolean,\n        brightness: number | null | undefined,\n        worldview: string,\n    ): void {\n        if (this.elevationBufferData) {\n            this.elevationBufferData.update(states, vtLayer, availableImages, imagePositions, layers, isBrightnessChanged, brightness, worldview);\n        }\n        if (this.elevatedStructures) {\n            this.elevatedStructures.update(states, vtLayer, availableImages, imagePositions, layers, isBrightnessChanged, brightness, worldview);\n        }\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>): void {\n        if (this.elevationBufferData) {\n            this.elevationBufferData.programConfigurations.updateExpressions(layers);\n        }\n        if (this.elevatedStructures) {\n            this.elevatedStructures.bridgeProgramConfigurations.updateExpressions(layers);\n            this.elevatedStructures.tunnelProgramConfigurations.updateExpressions(layers);\n        }\n    }\n\n    upload(context: Context): void {\n        if (this.elevationBufferData) {\n            this.elevationBufferData.upload(context);\n        }\n        if (this.elevatedStructures) {\n            this.elevatedStructures.upload(context);\n        }\n    }\n\n    destroy(): void {\n        if (this.elevationBufferData) {\n            this.elevationBufferData.destroy();\n        }\n        if (this.elevatedStructures) {\n            this.elevatedStructures.destroy();\n        }\n    }\n\n    getUnevaluatedPortalGraph(): ElevationPortalGraph | undefined {\n        return this.elevatedStructures ? this.elevatedStructures.unevaluatedPortals : undefined;\n    }\n\n    setEvaluatedPortalGraph(\n        graph: ElevationPortalGraph,\n        vtLayer: VectorTileLayer,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n        brightness: number | null | undefined,\n        worldview: string,\n    ): void {\n        if (this.elevatedStructures) {\n            this.elevatedStructures.construct(graph);\n            this.elevatedStructures.populatePaintArrays(vtLayer, canonical, availableImages, brightness, worldview);\n        }\n    }\n\n    private addElevatedGeometry(\n        bucket: FillBucket,\n        polygons: Point[][][],\n        elevationSampler: ElevationFeatureSampler,\n        elevation: ElevationFeature,\n        bias: number,\n        index: number,\n        featureInfo: FeatureInfo,\n    ): void {\n        const elevationParams: ElevationParams = {elevation, elevationSampler, bias, index, featureInfo};\n        const [min, max] = bucket.addGeometry(polygons, this.elevationBufferData, elevationParams, this.elevatedStructures);\n\n        if (this.elevationBufferData.heightRange == null) {\n            this.elevationBufferData.heightRange = {min, max};\n        } else {\n            this.elevationBufferData.heightRange.min = Math.min(this.elevationBufferData.heightRange.min, min);\n            this.elevationBufferData.heightRange.max = Math.max(this.elevationBufferData.heightRange.max, max);\n        }\n    }\n\n    private prepareElevatedPolygons(polygons: Point[][][], elevation: ElevationFeature, tileID: CanonicalTileID): Point[][][] {\n        // Subdivide the polygon along the assigned elevation curve\n        const metersToTile = 1.0 / tileToMeter(tileID);\n        const clippedPolygons: Point[][][] = [];\n\n        for (const poly of polygons) {\n            const clippedPoly = polygonSubdivision(poly, new EdgeIterator(elevation, metersToTile), SUBDIVISION_EDGE_EXTENSION);\n            clippedPolygons.push(...clippedPoly);\n        }\n\n        return clippedPolygons;\n    }\n\n    private clipPolygonsToTile(polygons: Point[][][], margin: number): Point[][][] {\n        const minX = -margin;\n        const minY = -margin;\n        const maxX = EXTENT + margin;\n        const maxY = EXTENT + margin;\n\n        // Find polygons potentially intersecting with boundaries and hence requiring clipping\n        let clipIdx = 0;\n        const noClippingGroup: Point[][][] = [];\n        const clippingGroup: Point[][][] = [];\n\n        for (; clipIdx < polygons.length; clipIdx++) {\n            const polygon = polygons[clipIdx];\n            assert(polygon.length > 0);\n\n            const bounds = computeBounds(polygon);\n            const noClipping = bounds.min.x >= minX && bounds.max.x <= maxX && bounds.min.y >= minY && bounds.max.y <= maxY;\n            const dst = noClipping ? noClippingGroup : clippingGroup;\n            dst.push(polygon);\n        }\n\n        if (noClippingGroup.length === polygons.length) return polygons;\n\n        const clipPoly = [\n            new Point(minX, minY),\n            new Point(maxX, minY),\n            new Point(maxX, maxY),\n            new Point(minX, maxY),\n            new Point(minX, minY)\n        ];\n\n        const clippedPolygons = noClippingGroup;\n        for (const poly of clippingGroup) {\n            clippedPolygons.push(...clip(poly, clipPoly));\n        }\n\n        return clippedPolygons;\n    }\n}\n\n/**\n * Attach a `FillHDExtension` to the bucket when either HD elevation or FRC coverage\n * tracking applies to its layer. Elevation is gated on `fill-elevation-reference`;\n * FRC is gated on the bucket's source layer being in the configured\n * `coverageSourceLayers` set. The extension owns both feature sets internally so\n * core FillBucket carries no FRC fields.\n *\n * @private\n */\nexport function maybeAttachFillHDExt(bucket: FillBucket, coverageSourceLayers: string[] | null | undefined): void {\n    const layoutMode = bucket.layers[0].layout.get('fill-elevation-reference');\n    const elevationMode = (layoutMode === 'hd-road-base' || layoutMode === 'hd-road-markup') ? layoutMode : null;\n    const frcEnabled = !!coverageSourceLayers && coverageSourceLayers.length > 0 &&\n        matchesCoverageSourceLayer(coverageSourceLayers, bucket.layers[0].source, bucket.sourceLayerName);\n    if (!elevationMode && !frcEnabled) return;\n    bucket.hdExt = new FillHDExtension(bucket, elevationMode, frcEnabled);\n}\n\nregister(FillHDExtension, 'FillHDExtension');\n// ElevatedStructures is registered by the HD module because the class only lives in\n// the HD bundle — the register side effect belongs with the module that uses it.\nregister(ElevatedStructures, 'ElevatedStructures');\n","import assert from '../../../src/style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\nimport {register} from '../../../src/util/web_worker_transfer';\nimport {ELEVATION_CLIP_MARGIN, MARKUP_ELEVATION_BIAS, PROPERTY_ELEVATION_ID} from '../../elevation/elevation_constants';\nimport {ElevationFeatureSampler, EdgeIterator, elevationIdDebugColor, mergeElevationFeatures, type ElevationFeature, type Range} from '../../elevation/elevation_feature';\nimport {getElevationFeature, getOverlappingElevationParts} from '../../elevation/get_elevation_feature';\nimport {tileToMeter} from '../../../src/geo/mercator_coordinate';\nimport {clipLines, lineSubdivision, type LineInfo} from '../../../src/util/line_clipping';\nimport EXTENT from '../../../src/style-spec/data/extent';\nimport {FrcSegmentData, buildFrcLevelSegments} from '../frc_segment_builder';\nimport {featureFrcLevel, matchesCoverageSourceLayer} from '../frc_road_classes';\n\nimport type {ElevationParams} from '../../../src/source/elevation_coverage_snapshot';\nimport type {CanonicalTileID} from '../../../src/source/tile_id';\nimport type {BucketFeature} from '../../../src/data/bucket';\nimport type LineBucket from '../../../src/data/bucket/line_bucket';\nimport type {Subsegment} from '../../../src/data/bucket/line_bucket';\n\nfunction computeSegNextDir(info: LineInfo, line: Point[]) {\n    assert(line.length > 1);\n    return info.nextPoint.sub(line.at(-2)).unit();\n}\n\nfunction computeSegPrevDir(info: LineInfo, line: Point[]) {\n    assert(line.length > 1);\n    return line[1].sub(info.prevPoint).unit();\n}\n\n/**\n * HD extension for LineBucket. Owns the `heightRange` tracking and the road-feature\n * routing path.\n *\n * Much thinner than the fill counterpart: LineBucket's elevated vertex arrays\n * (`zOffsetVertexArray`, `elevationIdColVertexArray`, `elevationGroundScaleVertexArray`)\n * are dual-use — the 'offset' mode (Standard z-offset, sea/ground references) writes to\n * the same arrays. They stay on LineBucket. Only the `'road'` code path moves here.\n *\n * @private\n */\nexport class LineHDExtension {\n    elevationEnabled: boolean;\n    heightRange: Range | undefined;\n    frcData: FrcSegmentData | undefined;\n    hasDeferredElevationFeatures: boolean;\n    // Caches cross-zoom merged parts for features sharing an id; nulled after populate (endPopulate).\n    mergedFeatureCache: Map<number, ElevationFeature> | undefined;\n\n    constructor(elevationEnabled: boolean, frcEnabled: boolean) {\n        this.elevationEnabled = elevationEnabled;\n        this.hasDeferredElevationFeatures = false;\n        if (frcEnabled) {\n            this.frcData = new FrcSegmentData();\n        }\n    }\n\n    isEmpty(): boolean {\n        const elevEmpty = !this.elevationEnabled || this.heightRange === undefined;\n        const frcEmpty = !this.frcData || this.frcData.empty();\n        return elevEmpty && frcEmpty;\n    }\n\n    /// Compute the feature's FRC level and record it in the coverage set. Returns the\n    /// level (or null) so the caller can pass it back to `recordFeatureRange`.\n    trackFeatureFrc(properties: Record<string, unknown> | null | undefined): number | null {\n        if (!this.frcData) return null;\n        const frc = featureFrcLevel(properties || {});\n        if (frc !== null) this.frcData.frcCoverage.add(frc);\n        return frc;\n    }\n\n    /// Record a feature's [triStart, triEnd) triangle range. Called after addLine.\n    recordFeatureRange(bucket: LineBucket, triStartIndex: number, triEndIndex: number, frc: number | null): void {\n        if (!this.frcData || triEndIndex <= triStartIndex) return;\n        const segArray = bucket.segments.get();\n        this.frcData.featureTriSegments.push({\n            start: triStartIndex * 3,\n            end: triEndIndex * 3,\n            segIdx: segArray.length > 0 ? segArray.length - 1 : 0,\n            frc,\n        });\n    }\n\n    /// Sort triangles by FRC and emit per-level segment vectors. Called once at the\n    /// end of populate / addFeatures.\n    buildFrcSegments(bucket: LineBucket): void {\n        if (!this.frcData || this.frcData.empty()) return;\n        buildFrcLevelSegments(this.frcData, bucket.indexArray, bucket.segments);\n    }\n\n    /**\n     * Per-feature dispatch for HD road elevation. When tiled elevation covers the\n     * feature, writes vertices through `bucket.addLine` (the shared line-geometry\n     * pipeline) and populates `bucket.zOffsetVertexArray` / `elevationIdColVertexArray`\n     * with sampled heights / debug colors. Otherwise the feature is still part of an\n     * elevated bucket — clip it to the tile, route the segments through `addLine` with\n     * subsegment metadata, and let the bucket fill the elevated arrays with zeros via\n     * `fillNonElevatedRoadSegment`.\n     */\n    handleFeature(\n        feature: BucketFeature,\n        geometry: Array<Array<Point>>,\n        canonical: CanonicalTileID,\n        elevationFeatures: ElevationFeature[] | undefined,\n        elevationParams: ElevationParams | null | undefined,\n        crossSourceElevationEnabled: boolean,\n        join: string,\n        cap: string,\n        miterLimit: number,\n        roundLimit: number,\n        bucket: LineBucket,\n    ): boolean {\n        if (!this.elevationEnabled) return false;\n\n        // Under terrain, HD road-markup lines drape flat — skip elevation lookup.\n        if (!bucket.terrainEnabled) {\n            const tiled = getElevationFeature(feature, elevationFeatures, elevationParams ? elevationParams.registry : undefined, canonical);\n            const hasId = feature.properties != null &&\n                Object.hasOwn(feature.properties, PROPERTY_ELEVATION_ID) &&\n                !Number.isNaN(+feature.properties[PROPERTY_ELEVATION_ID]);\n\n            // Defer/hide only applies to lines; circle/fill render flat on a miss.\n\n            // Providers still loading — defer instead of hiding so the feature\n            // can appear once the right provider tile arrives.\n            if (!tiled && hasId && crossSourceElevationEnabled &&\n                (!elevationParams || !elevationParams.allProvidersReady)) {\n                this.hasDeferredElevationFeatures = true;\n                return true;\n            }\n\n            if (tiled) {\n                // When the consumer tile is coarser than the provider, the elevation curve is\n                // split across several finer tiles. Merge those parts so sampling covers the\n                // whole line instead of just one tile's slice.\n                let elevation = tiled.feature;\n                let elevationTileId = tiled.tileId;\n                if (!tiled.tileId.equals(canonical)) {\n                    const cached = this.mergedFeatureCache ? this.mergedFeatureCache.get(elevation.id) : undefined;\n                    if (cached) {\n                        elevation = cached;\n                        elevationTileId = canonical;\n                    } else {\n                        const parts = getOverlappingElevationParts(feature, elevationParams ? elevationParams.registry : undefined, canonical);\n                        if (parts.length > 1) {\n                            elevation = mergeElevationFeatures(canonical, parts);\n                            elevationTileId = canonical;\n                            if (!this.mergedFeatureCache) this.mergedFeatureCache = new Map();\n                            this.mergedFeatureCache.set(elevation.id, elevation);\n                        }\n                    }\n                }\n                const clippedLines = clipLines(geometry, -ELEVATION_CLIP_MARGIN, -ELEVATION_CLIP_MARGIN, EXTENT + ELEVATION_CLIP_MARGIN, EXTENT + ELEVATION_CLIP_MARGIN);\n                const preparedLines = this.prepareElevatedLines(clippedLines, elevation, elevationTileId, canonical);\n\n                for (const line of preparedLines) {\n                    const vertexOffset = bucket.layoutVertexArray.length;\n                    bucket.addLine(line, feature, canonical, join, cap, miterLimit, roundLimit);\n\n                    const sampler = new ElevationFeatureSampler(canonical, elevationTileId);\n                    const col = bucket.showElevationIdDebug ? elevationIdDebugColor(elevation.id) : null;\n                    for (let i = vertexOffset; i < bucket.layoutVertexArray.length; i++) {\n                        const point = new Point(bucket.layoutVertexArray.int16[i * 6] >> 1, bucket.layoutVertexArray.int16[i * 6 + 1] >> 1);\n\n                        const height = sampler.pointElevation(point, elevation, MARKUP_ELEVATION_BIAS);\n                        this.updateHeightRange(height);\n\n                        if (i < bucket.zOffsetVertexArray.length) {\n                            bucket.zOffsetVertexArray.float32[i * 4] = height;\n                        } else {\n                            bucket.zOffsetVertexArray.emplaceBack(height, 0.0, 0.0, 0.0);\n                        }\n                        if (col) {\n                            if (i < bucket.elevationIdColVertexArray.length) {\n                                bucket.elevationIdColVertexArray.float32[i * 3] = col[0];\n                                bucket.elevationIdColVertexArray.float32[i * 3 + 1] = col[1];\n                                bucket.elevationIdColVertexArray.float32[i * 3 + 2] = col[2];\n                            } else {\n                                bucket.elevationIdColVertexArray.emplaceBack(col[0], col[1], col[2]);\n                            }\n                        } else if (bucket.showElevationIdDebug) {\n                            if (i < bucket.elevationIdColVertexArray.length) {\n                                bucket.elevationIdColVertexArray.float32[i * 3] = 0.0;\n                                bucket.elevationIdColVertexArray.float32[i * 3 + 1] = 0.0;\n                                bucket.elevationIdColVertexArray.float32[i * 3 + 2] = 0.0;\n                            } else {\n                                bucket.elevationIdColVertexArray.emplaceBack(0.0, 0.0, 0.0);\n                            }\n                        }\n                    }\n\n                    assert(bucket.layoutVertexArray.length === bucket.zOffsetVertexArray.length);\n                }\n                return true;\n            }\n\n            if (hasId &&\n                crossSourceElevationEnabled &&\n                elevationParams &&\n                elevationParams.allProvidersReady &&\n                elevationParams.hasCoveringTile) {\n                // Provider tile covers this area but the id has no match — hide.\n                // (When no provider tile covers the area, fall through to flat below.)\n                return true;\n            }\n\n            // No elevation match — render flat. A later provider tile arrival will trigger reparse.\n        }\n\n        // Feature is not elevated but is rendered as part of (road) elevated bucket.\n        // Due to clipping we're actually passing (possibly) a slightly smaller subsegment\n        // of the original line.\n        const hasMapboxLineMetrics = !!feature.properties && Object.hasOwn(feature.properties, 'mapbox_line_metrics') ? feature.properties['mapbox_line_metrics'] : false;\n        const vertexOffset = bucket.layoutVertexArray.length;\n        const linesInfo: LineInfo[] = [];\n        const clippedLines = clipLines(geometry, -ELEVATION_CLIP_MARGIN, -ELEVATION_CLIP_MARGIN, EXTENT + ELEVATION_CLIP_MARGIN, EXTENT + ELEVATION_CLIP_MARGIN, linesInfo);\n        for (let i = 0; i < clippedLines.length; i++) {\n            const line = clippedLines[i];\n            const info = linesInfo[i];\n\n            const subseg: Subsegment = {\n                progress: {min: info.progress.min, max: info.progress.max},\n                nextDir: computeSegNextDir(info, line),\n                prevDir: computeSegPrevDir(info, line)\n            };\n\n            const multiLineMetricsIndex = hasMapboxLineMetrics && info.parentIndex > 0 ? info.parentIndex : null;\n            bucket.addLine(line, feature, canonical, join, cap, miterLimit, roundLimit, subseg, multiLineMetricsIndex);\n        }\n\n        bucket.fillNonElevatedRoadSegment(vertexOffset);\n        return true;\n    }\n\n    private prepareElevatedLines(lines: Point[][], elevation: ElevationFeature, elevationTileID: CanonicalTileID, tileID: CanonicalTileID): Point[][] {\n        if (elevation.constantHeight != null) {\n            return lines;\n        }\n\n        // Subdivide the lines along the assigned elevation curve\n        const splitLines: Point[][] = [];\n\n        const metersToTile = 1.0 / tileToMeter(tileID);\n        const sampler = elevationTileID.equals(tileID) ? null : new ElevationFeatureSampler(elevationTileID, tileID);\n\n        for (const line of lines) {\n            lineSubdivision(line, new EdgeIterator(elevation, metersToTile, sampler), false, splitLines);\n        }\n\n        return splitLines;\n    }\n\n    private updateHeightRange(height: number): void {\n        if (this.heightRange) {\n            this.heightRange.min = Math.min(this.heightRange.min, height);\n            this.heightRange.max = Math.max(this.heightRange.max, height);\n        } else {\n            this.heightRange = {min: height, max: height};\n        }\n    }\n\n    /// Clear the cross-zoom merge cache so it doesn't survive to serialization.\n    endPopulate(): void {\n        this.mergedFeatureCache = undefined;\n    }\n}\n\n/**\n * Attach a `LineHDExtension` when either HD road elevation or FRC coverage tracking\n * applies. Elevation is gated on `line-elevation-reference === 'hd-road-markup'`;\n * FRC is gated on the bucket's source layer being in the configured\n * `coverageSourceLayers` set. The extension owns both feature sets internally so\n * core LineBucket carries no FRC fields.\n *\n * Called by `worker_tile.ts` immediately after LineBucket construction (BEFORE\n * `populate()` runs).\n *\n * @private\n */\nexport function maybeAttachLineHDExt(bucket: LineBucket, coverageSourceLayers: string[] | null | undefined): void {\n    const elevationReference = bucket.layers[0].layout.get('line-elevation-reference');\n    const elevationEnabled = elevationReference === 'hd-road-markup';\n    const frcEnabled = !!coverageSourceLayers && coverageSourceLayers.length > 0 &&\n        matchesCoverageSourceLayer(coverageSourceLayers, bucket.layers[0].source, bucket.sourceLayerName);\n    if (!elevationEnabled && !frcEnabled) return;\n    bucket.hdExt = new LineHDExtension(elevationEnabled, frcEnabled);\n}\n\nregister(LineHDExtension, 'LineHDExtension');\n","import Point from '@mapbox/point-geometry';\nimport {register} from '../../../src/util/web_worker_transfer';\nimport {CircleExtLayoutArray} from '../../../src/data/array_types';\nimport {circleAttributesExt} from '../../../src/data/bucket/circle_attributes';\nimport {getElevationFeature} from '../../elevation/get_elevation_feature';\n\nimport type {ElevationFeature} from '../../elevation/elevation_feature';\nimport type {BucketFeature} from '../../../src/data/bucket';\nimport type {CanonicalTileID} from '../../../src/source/tile_id';\nimport type CircleBucket from '../../../src/data/bucket/circle_bucket';\nimport type CircleStyleLayer from '../../../src/style/style_layer/circle_style_layer';\nimport type HeatmapStyleLayer from '../../../src/style/style_layer/heatmap_style_layer';\nimport type Context from '../../../src/gl/context';\nimport type VertexBuffer from '../../../src/gl/vertex_buffer';\n\n/**\n * HD extension for CircleBucket. Owns the parallel elevated vertex array/buffer used\n * when a circle layer declares `circle-elevation-reference: 'hd-road-markup'`.\n *\n * Circle integrates differently from fill/line: the bucket keeps its own inner\n * point-iteration loop and calls into the extension per-point, rather than handing off\n * feature routing. The extension stashes the current feature's elevation in\n * `beginFeature` and consumes it in `writeVertexQuad` — a two-call dance that keeps HD\n * types out of the core bucket signatures.\n *\n * @private\n */\nexport class CircleHDExtension {\n    elevatedLayoutVertexArray: CircleExtLayoutArray | undefined;\n    elevatedLayoutVertexBuffer: VertexBuffer | undefined;\n    hasElevation: boolean;\n    private currentFeatureElevation: ElevationFeature | undefined;\n\n    constructor() {\n        this.elevatedLayoutVertexArray = new CircleExtLayoutArray();\n        this.hasElevation = false;\n    }\n\n    beginFeature(\n        feature: BucketFeature,\n        elevationFeatures: ElevationFeature[] | undefined,\n        canonical: CanonicalTileID,\n    ): void {\n        const tiled = getElevationFeature(feature, elevationFeatures, undefined, canonical);\n        this.currentFeatureElevation = tiled ? tiled.feature : undefined;\n    }\n\n    writeVertexQuad(x: number, y: number): void {\n        const z = this.currentFeatureElevation ? this.currentFeatureElevation.pointElevation(new Point(x, y)) : 0.0;\n        this.hasElevation = this.hasElevation || z !== 0.0;\n        for (let i = 0; i < 4; i++) {\n            this.elevatedLayoutVertexArray.emplaceBack(z);\n        }\n    }\n\n    /**\n     * Called after CircleBucket.populate() completes. Drops the elevated vertex array\n     * when no feature contributed a non-zero height so the unused allocation doesn't\n     * survive into the transferred bucket.\n     */\n    finalize(): void {\n        if (!this.hasElevation) {\n            this.elevatedLayoutVertexArray = undefined;\n        }\n    }\n\n    upload(context: Context): void {\n        if (this.elevatedLayoutVertexArray && !this.elevatedLayoutVertexBuffer) {\n            this.elevatedLayoutVertexBuffer = context.createVertexBuffer(this.elevatedLayoutVertexArray, circleAttributesExt.members);\n        }\n    }\n\n    destroy(): void {\n        if (this.elevatedLayoutVertexBuffer) {\n            this.elevatedLayoutVertexBuffer.destroy();\n        }\n    }\n}\n\n/**\n * Attach a `CircleHDExtension` to the bucket if its layer declares HD elevation.\n * Called by `worker_tile.ts` immediately after CircleBucket construction, BEFORE\n * `populate()` runs — so we inspect the raw layer property rather than a computed\n * bucket field (which isn't assigned yet at this point).\n *\n * HeatmapStyleLayer shares CircleBucket but has no `circle-elevation-reference`\n * property — the `.get()` falls back to the 'none' default, so heatmap buckets\n * never attach an extension.\n *\n * @private\n */\nexport function maybeAttachCircleHDExt(bucket: CircleBucket<CircleStyleLayer | HeatmapStyleLayer>): void {\n    const layer = bucket.layers[0];\n    if (layer.type !== 'circle') return;\n    const mode = layer.layout.get('circle-elevation-reference');\n    if (mode === 'hd-road-markup') {\n        bucket.hdExt = new CircleHDExtension();\n    }\n}\n\nregister(CircleHDExtension, 'CircleHDExtension');\n","import assert from '../../../src/style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\nimport {quat, vec3} from 'gl-matrix';\nimport {register} from '../../../src/util/web_worker_transfer';\nimport {tileToMeter} from '../../../src/geo/mercator_coordinate';\nimport {ElevationFeatureSampler} from '../../elevation/elevation_feature';\nimport {getElevationFeature} from '../../elevation/get_elevation_feature';\n\nimport type {CanonicalTileID, OverscaledTileID} from '../../../src/source/tile_id';\nimport type SymbolBucket from '../../../src/data/bucket/symbol_bucket';\nimport type {SymbolBuffers} from '../../../src/data/bucket/symbol_bucket';\nimport type {BucketFeature} from '../../../src/data/bucket';\nimport type {ElevationFeature} from '../../elevation/elevation_feature';\nimport type {SymbolOrientationArray} from '../../../src/data/array_types';\nimport type {ElevationParams as CoverageElevationParams} from '../../../src/source/elevation_coverage_snapshot';\nimport type {GetElevation, ElevationParams} from '../../../src/symbol/projection';\nimport type Projection from '../../../src/geo/projection/projection';\nimport type {Elevation} from '../../../src/terrain/elevation';\n\nfunction offsetVectorFromFeatureHeight(\n    height: number,\n    canonical: CanonicalTileID,\n    point: Point,\n    projection: Projection,\n    lat: number,\n    worldSize: number,\n): [number, number, number] {\n    const upVector = projection.upVector(canonical, point.x, point.y);\n    const upVectorScale = projection.upVectorScale(canonical, lat, worldSize).metersToTile;\n    vec3.scale(upVector, upVector, height * upVectorScale);\n    return [upVector[0], upVector[1], upVector[2]];\n}\n\nconst addOrientationVertex = (orientationArray: SymbolOrientationArray, numVertices: number, orientedXAxis: vec3, orientedYAxis: vec3) => {\n    for (let i = 0; i < numVertices; i++) {\n        orientationArray.emplaceBack(orientedXAxis[0], orientedXAxis[1], orientedXAxis[2], orientedYAxis[0], orientedYAxis[1], orientedYAxis[2]);\n    }\n};\n\n/**\n * HD extension for SymbolBucket. Owns the per-tile HD `ElevationFeature` references\n * and the routines that consume them.\n *\n * `elevationType` deliberately stays on the core bucket — its `'offset'` value is set by\n * the non-HD `symbol-z-elevate` branch, so it can't live here. The extension only\n * coordinates the `'road'` path, which is always paired with an attached extension.\n *\n * @private\n */\nexport class SymbolHDExtension {\n    elevationFeatures: Array<ElevationFeature>;\n    elevationFeatureTileIds: Array<CanonicalTileID>;\n    elevationFeatureIdToIndex: Map<number, number>;\n    elevationStateComplete: boolean;\n    hasDeferredElevationFeatures: boolean;\n    consumerCanonical: CanonicalTileID | undefined;\n    elevationParams: CoverageElevationParams | null | undefined;\n    crossSourceElevationEnabled: boolean;\n    terrainEnabled: boolean;\n\n    constructor() {\n        this.elevationFeatures = [];\n        this.elevationFeatureTileIds = [];\n        this.elevationFeatureIdToIndex = new Map<number, number>();\n        this.elevationStateComplete = false;\n        this.hasDeferredElevationFeatures = false;\n        this.elevationParams = null;\n        this.crossSourceElevationEnabled = false;\n        this.terrainEnabled = false;\n    }\n\n    configureCrossSource(\n        consumerCanonical: CanonicalTileID,\n        elevationParams: CoverageElevationParams | null | undefined,\n        crossSourceElevationEnabled: boolean,\n        terrainEnabled: boolean,\n    ): void {\n        this.consumerCanonical = consumerCanonical;\n        this.elevationParams = elevationParams;\n        this.crossSourceElevationEnabled = crossSourceElevationEnabled;\n        this.terrainEnabled = terrainEnabled;\n    }\n\n    addElevationFeatures(features: ElevationFeature[], tileId: CanonicalTileID): void {\n        for (const elevationFeature of features) {\n            this.elevationFeatureIdToIndex.set(elevationFeature.id, this.elevationFeatures.length);\n            this.elevationFeatures.push(elevationFeature);\n            this.elevationFeatureTileIds.push(tileId);\n        }\n    }\n\n    /**\n     * Resolve the elevation feature index for a symbol feature. Returns `'defer'` when\n     * cross-source providers are still loading; otherwise an index or `0xffff` (flat).\n     */\n    resolveRoadElevation(feature: {properties?: Record<string, unknown> | null}, elevationFeatureId: number): number | 'defer' {\n        assert(this.consumerCanonical);\n\n        const existing = this.elevationFeatureIdToIndex.get(elevationFeatureId);\n        if (existing !== undefined) {\n            return existing;\n        }\n\n        if (this.terrainEnabled || !this.crossSourceElevationEnabled) {\n            return 0xffff;\n        }\n\n        const tiled = getElevationFeature(\n            feature as BucketFeature,\n            undefined,\n            this.elevationParams ? this.elevationParams.registry : undefined,\n            this.consumerCanonical,\n        );\n\n        if (tiled) {\n            const index = this.elevationFeatures.length;\n            this.elevationFeatureIdToIndex.set(elevationFeatureId, index);\n            this.elevationFeatures.push(tiled.feature);\n            this.elevationFeatureTileIds.push(tiled.tileId);\n            return index;\n        }\n\n        if (!this.elevationParams || !this.elevationParams.allProvidersReady) {\n            this.hasDeferredElevationFeatures = true;\n            return 'defer';\n        }\n\n        return 0xffff;\n    }\n\n    private elevationFeatureSamplerCache: Map<number, ElevationFeatureSampler> | undefined;\n\n    private getElevationFeatureSampler(consumerCanonical: CanonicalTileID, providerTileId: CanonicalTileID): ElevationFeatureSampler {\n        if (providerTileId.equals(consumerCanonical)) {\n            return new ElevationFeatureSampler(consumerCanonical, providerTileId);\n        }\n        if (!this.elevationFeatureSamplerCache) {\n            this.elevationFeatureSamplerCache = new Map();\n        }\n        let sampler = this.elevationFeatureSamplerCache.get(providerTileId.key);\n        if (!sampler) {\n            sampler = new ElevationFeatureSampler(consumerCanonical, providerTileId);\n            this.elevationFeatureSamplerCache.set(providerTileId.key, sampler);\n        }\n        return sampler;\n    }\n\n    isCrossTileRoadElevation(elevationFeatureIndex: number, consumerCanonical: CanonicalTileID): boolean {\n        if (elevationFeatureIndex === 0xffff || elevationFeatureIndex >= this.elevationFeatures.length) {\n            return false;\n        }\n        const providerTileId = this.elevationFeatureTileIds[elevationFeatureIndex];\n        return providerTileId != null && !providerTileId.equals(consumerCanonical);\n    }\n\n    /**\n     * Sample road-markup feature height at an anchor in consumer-tile space. Uses\n     * `ElevationFeatureSampler` when the provider tile differs (mirrors `updateRoadElevation`).\n     */\n    getRoadFeatureHeightAtAnchor(\n        elevationFeatureIndex: number,\n        anchor: Point,\n        consumerCanonical: CanonicalTileID,\n    ): number | null {\n        if (elevationFeatureIndex === 0xffff || elevationFeatureIndex >= this.elevationFeatures.length) {\n            return null;\n        }\n        const elevationFeature = this.elevationFeatures[elevationFeatureIndex];\n        const providerTileId = this.elevationFeatureTileIds[elevationFeatureIndex];\n        if (providerTileId.equals(consumerCanonical)) {\n            return elevationFeature.pointElevation(anchor);\n        }\n        return this.getElevationFeatureSampler(consumerCanonical, providerTileId)\n            .pointElevation(new Point(anchor.x, anchor.y), elevationFeature, 0);\n    }\n\n    private sampleRoadFeatureHeight(\n        elevationFeatureIndex: number,\n        anchor: Point,\n        consumerCanonical: CanonicalTileID,\n    ): number | undefined {\n        const height = this.getRoadFeatureHeightAtAnchor(elevationFeatureIndex, anchor, consumerCanonical);\n        return height === null ? undefined : height;\n    }\n\n    /**\n     * Worker-only lookup state must not cross the worker→main transfer. Resolution\n     * completes during populate; the main thread only needs baked features + tile ids.\n     */\n    clearWorkerState(): void {\n        this.consumerCanonical = undefined;\n        this.elevationParams = null;\n        this.crossSourceElevationEnabled = false;\n        this.terrainEnabled = false;\n        // Keep hasDeferredElevationFeatures — worker_tile reads it after layout\n        // to schedule elevation-provider reparse.\n        this.elevationFeatureIdToIndex.clear();\n    }\n\n    /**\n     * Invoked once per bucket after placement resolves symbol positions. Reads per-symbol\n     * elevation from `elevationFeatures`, writes z-offsets into the bucket's text/icon\n     * `zOffset` field and computes per-vertex orientation that gets emplaced into the\n     * bucket's `orientationVertexArray`s.\n     */\n    updateRoadElevation(bucket: SymbolBucket, canonical: CanonicalTileID): void {\n        if (this.elevationStateComplete) {\n            // Road elevation is updated only once\n            return;\n        }\n\n        this.elevationStateComplete = true;\n        bucket.hasAnyZOffset = false;\n        let dataChanged = false;\n\n        const tileToMeters = tileToMeter(canonical);\n        const metersToTile = 1.0 / tileToMeters;\n        let hasTextOrientation = false;\n        let hasIconOrientation = false;\n\n        for (let s = 0; s < bucket.symbolInstances.length; s++) {\n            const symbolInstance = bucket.symbolInstances.get(s);\n            const orientedXAxis = vec3.fromValues(1, 0, 0);\n            const orientedYAxis = vec3.fromValues(0, 1, 0);\n\n            const {\n                numHorizontalGlyphVertices,\n                numVerticalGlyphVertices,\n                numIconVertices,\n                numVerticalIconVertices\n            } = symbolInstance;\n\n            const hasText = numHorizontalGlyphVertices > 0 || numVerticalGlyphVertices > 0;\n            const hasIcon = numIconVertices > 0;\n\n            const elevationFeatureIndex = symbolInstance.elevationFeatureIndex;\n            const elevationFeature = elevationFeatureIndex < this.elevationFeatures.length ?\n                this.elevationFeatures[elevationFeatureIndex] : undefined;\n            if (elevationFeature) {\n                // Add 7.5cm offset to reduce z-fighting issues\n                const anchor = new Point(symbolInstance.tileAnchorX, symbolInstance.tileAnchorY);\n                const roadHeight = this.sampleRoadFeatureHeight(elevationFeatureIndex, anchor, canonical);\n                const newZOffset = roadHeight !== undefined ? 0.075 + roadHeight : 0.075;\n                if (symbolInstance.zOffset !== newZOffset) {\n                    dataChanged = true;\n                    symbolInstance.zOffset = newZOffset;\n                }\n\n                if (newZOffset !== 0) {\n                    bucket.hasAnyZOffset = true;\n                }\n\n                const slopeNormal = elevationFeature.computeSlopeNormal(anchor, metersToTile);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const rotation = quat.rotationTo(quat.create(), vec3.fromValues(0, 0, 1), slopeNormal);\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                vec3.transformQuat(orientedXAxis, orientedXAxis, rotation);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                vec3.transformQuat(orientedYAxis, orientedYAxis, rotation);\n\n                orientedXAxis[2] *= tileToMeters;\n                orientedYAxis[2] *= tileToMeters;\n\n                // Check for existence of non-default orientation data\n                if (orientedXAxis[0] !== 1.0 || orientedXAxis[1] !== 0.0 || orientedXAxis[2] !== 0.0 ||\n                    orientedYAxis[0] !== 0.0 || orientedYAxis[1] !== 1.0 || orientedYAxis[2] !== 0.0) {\n                    hasTextOrientation = hasTextOrientation || hasText;\n                    hasIconOrientation = hasIconOrientation || hasIcon;\n                }\n            }\n\n            if (hasText) {\n                addOrientationVertex(bucket.text.orientationVertexArray, numHorizontalGlyphVertices, orientedXAxis, orientedYAxis);\n                addOrientationVertex(bucket.text.orientationVertexArray, numVerticalGlyphVertices, orientedXAxis, orientedYAxis);\n            }\n            if (hasIcon) {\n                const {placedIconSymbolIndex, verticalPlacedIconSymbolIndex} = symbolInstance;\n                if (placedIconSymbolIndex >= 0) {\n                    addOrientationVertex(bucket.icon.orientationVertexArray, numIconVertices, orientedXAxis, orientedYAxis);\n                }\n\n                if (verticalPlacedIconSymbolIndex >= 0) {\n                    addOrientationVertex(bucket.icon.orientationVertexArray, numVerticalIconVertices, orientedXAxis, orientedYAxis);\n                }\n            }\n        }\n\n        // If there is no orientation data, clear the vertex arrays so vertex buffers won't be created.\n        if (!hasTextOrientation) {\n            bucket.text.orientationVertexArray = undefined;\n        }\n        if (!hasIconOrientation) {\n            bucket.icon.orientationVertexArray = undefined;\n        }\n\n        if (dataChanged) {\n            bucket.zOffsetBuffersNeedUpload = true;\n            bucket.zOffsetSortDirty = true;\n        }\n    }\n\n    getRoadFeatureHeightForPlacedSymbol(\n        bucket: SymbolBucket,\n        buffers: SymbolBuffers,\n        placedSymbolIdx: number,\n        anchor: Point,\n        consumerCanonical: CanonicalTileID,\n    ): number | null {\n        assert(buffers.symbolInstanceIndices.length === buffers.placedSymbolArray.length);\n        const symbolInstanceIndex = buffers.symbolInstanceIndices[placedSymbolIdx];\n        const symbolInstance = bucket.symbolInstances.get(symbolInstanceIndex);\n        assert(symbolInstance);\n        return this.getRoadFeatureHeightAtAnchor(\n            symbolInstance.elevationFeatureIndex, anchor, consumerCanonical);\n    }\n\n    getElevationFeatureForPlacedSymbol(bucket: SymbolBucket, buffers: SymbolBuffers, placedSymbolIdx: number): ElevationFeature | undefined {\n        assert(buffers.symbolInstanceIndices.length === buffers.placedSymbolArray.length);\n        const symbolInstanceIndex = buffers.symbolInstanceIndices[placedSymbolIdx];\n        const symbolInstance = bucket.symbolInstances.get(symbolInstanceIndex);\n        assert(symbolInstance);\n        const elevationFeatureIndex = symbolInstance.elevationFeatureIndex;\n        assert(elevationFeatureIndex === 0xffff || elevationFeatureIndex < this.elevationFeatures.length);\n\n        if (elevationFeatureIndex < this.elevationFeatures.length) {\n            return this.elevationFeatures[elevationFeatureIndex];\n        }\n        return undefined;\n    }\n\n    /**\n     * Build `ElevationParams` for road-markup symbol CPU elevation. Same-tile symbols keep\n     * the legacy elevationFeature path; cross-tile uses the elevation feature sampler.\n     */\n    makeRoadSymbolElevationParams(\n        bucket: SymbolBucket,\n        buffers: SymbolBuffers,\n        placedSymbolIdx: number,\n        tileID: OverscaledTileID,\n        getElevation: GetElevation,\n        elevation: Elevation | null,\n        projection: Projection,\n        lat: number,\n        worldSize: number,\n    ): ElevationParams {\n        const elevationFeature = this.getElevationFeatureForPlacedSymbol(bucket, buffers, placedSymbolIdx);\n        const elevationFeatureOrNull = elevationFeature !== undefined ? elevationFeature : null;\n        const symbolInstance = bucket.symbolInstances.get(buffers.symbolInstanceIndices[placedSymbolIdx]);\n        if (!this.isCrossTileRoadElevation(symbolInstance.elevationFeatureIndex, tileID.canonical)) {\n            return {getElevation, elevation, elevationFeature: elevationFeatureOrNull};\n        }\n        return {\n            getElevation: (p: Point) => {\n                const roadHeight = this.getRoadFeatureHeightForPlacedSymbol(\n                    bucket, buffers, placedSymbolIdx, p, tileID.canonical);\n                const h = roadHeight !== null ? roadHeight : 0;\n                return offsetVectorFromFeatureHeight(h, tileID.canonical, p, projection, lat, worldSize);\n            },\n            elevation,\n            elevationFeature: null,\n        };\n    }\n}\n\n/**\n * Attach a `SymbolHDExtension` to the bucket if its layer declares\n * `symbol-elevation-reference: 'hd-road-markup'`. Called by `worker_tile.ts` immediately\n * after SymbolBucket construction, before `populate()` runs — reads the raw layout\n * property because `elevationType` hasn't been assigned yet at this point.\n *\n * @private\n */\nexport function maybeAttachSymbolHDExt(bucket: SymbolBucket): void {\n    const elevationReference = bucket.layers[0].layout.get('symbol-elevation-reference');\n    if (elevationReference === 'hd-road-markup') {\n        bucket.hdExt = new SymbolHDExtension();\n    }\n}\n\nregister(SymbolHDExtension, 'SymbolHDExtension', {\n    omit: [\n        'consumerCanonical',\n        'elevationParams',\n        'crossSourceElevationEnabled',\n        'terrainEnabled',\n        'hasDeferredElevationFeatures',\n        'elevationFeatureIdToIndex',\n    ],\n});\n","/* eslint-disable new-cap */\n\nimport assert from '../../src/style-spec/util/assert';\nimport {getDracoUrl, getMeshoptUrl} from '../../src/util/config';\nimport {warnOnce} from '../../src/util/util';\nimport {DracoDecoderModule} from './draco_decoder_gltf';\nimport {MeshoptDecoderModule} from './meshopt_decoder';\nimport {PerformanceUtils} from '../../src/util/performance';\nimport {getArrayBuffer} from '../../src/util/ajax';\n\nimport type {vec3, mat4, quat} from 'gl-matrix';\nimport type {TextureImage} from '../../src/render/texture';\nimport type {MaterialDescription, Sampler} from '../data/model';\n\ninterface DracoDecoder {\n    DecodeArrayToMesh: (data: Uint8Array, length: number, mesh: DracoMesh) => boolean;\n    GetTrianglesUInt16Array: (mesh: DracoMesh, size: number, ptr: number) => void;\n    GetTrianglesUInt32Array: (mesh: DracoMesh, size: number, ptr: number) => void;\n    GetAttributeByUniqueId: (mesh: DracoMesh, id: number) => unknown;\n    GetAttributeDataArrayForAllPoints: (mesh: DracoMesh, attr: unknown, type: unknown, size: number, ptr: number) => void;\n    destroy: () => void;\n}\n\ninterface DracoMesh {\n    destroy: () => void;\n}\n\ninterface DracoModule {\n    Decoder: new () => DracoDecoder;\n    Mesh: new () => DracoMesh;\n    memory: {buffer: ArrayBuffer};\n    _malloc: (size: number) => number;\n    _free: (ptr: number) => void;\n    [key: string]: unknown;\n}\n\ninterface MeshoptModule {\n    decodeGltfBuffer: (target: Uint8Array, count: number, stride: number, source: Uint8Array, mode: string, filter: string) => void;\n}\n\nlet draco: DracoModule | null = null;\nlet dracoLoading: Promise<void> | null = null;\nlet meshopt: MeshoptModule | null = null;\nlet meshoptLoading: Promise<void> | null = null;\n\nfunction waitForDraco() {\n    if (draco) return;\n    if (dracoLoading != null) return dracoLoading;\n    const startTime = PerformanceUtils.now();\n    dracoLoading = DracoDecoderModule(fetch(getDracoUrl())).then((module) => {\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        draco = module as any as DracoModule;\n        dracoLoading = null;\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, \"waitForDraco\", \"Models\", startTime);\n    });\n    return dracoLoading;\n}\n\nfunction waitForMeshopt() {\n    if (meshopt) return;\n    if (meshoptLoading != null) return meshoptLoading;\n    const startTime = PerformanceUtils.now();\n    meshoptLoading = MeshoptDecoderModule(fetch(getMeshoptUrl())).then((module) => {\n        meshopt = module;\n        meshoptLoading = null;\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, \"waitForMeshopt\", \"Models\", startTime);\n    });\n    return meshoptLoading;\n}\n\nexport const GLTF_BYTE = 5120;\nexport const GLTF_UBYTE = 5121;\nexport const GLTF_SHORT = 5122;\nexport const GLTF_USHORT = 5123;\nexport const GLTF_UINT = 5125;\nexport const GLTF_FLOAT = 5126;\n\nexport const GLTF_TO_ARRAY_TYPE: {\n    [type: number]: Int8ArrayConstructor | Uint8ArrayConstructor | Int16ArrayConstructor | Uint16ArrayConstructor | Uint32ArrayConstructor | Float32ArrayConstructor;\n} = {\n    [GLTF_BYTE]: Int8Array,\n    [GLTF_UBYTE]: Uint8Array,\n    [GLTF_SHORT]: Int16Array,\n    [GLTF_USHORT]: Uint16Array,\n    [GLTF_UINT]: Uint32Array,\n    [GLTF_FLOAT]: Float32Array\n};\n\nconst GLTF_TO_DRACO_TYPE = {\n    [GLTF_BYTE]: 'DT_INT8',\n    [GLTF_UBYTE]: 'DT_UINT8',\n    [GLTF_SHORT]: 'DT_INT16',\n    [GLTF_USHORT]: 'DT_UINT16',\n    [GLTF_UINT]: 'DT_UINT32',\n    [GLTF_FLOAT]: 'DT_FLOAT32'\n};\n\nexport const GLTF_COMPONENTS = {\n    SCALAR: 1,\n    VEC2: 2,\n    VEC3: 3,\n    VEC4: 4,\n    MAT2: 4,\n    MAT3: 9,\n    MAT4: 16\n} as const;\n\nexport type GLTFAccessor = {\n    count: number;\n    type: 'SCALAR' | 'VEC2' | 'VEC3' | 'VEC4' | 'MAT2' | 'MAT3' | 'MAT4';\n    componentType: number;\n    normalized?: boolean;\n    bufferView?: number;\n    byteOffset?: number;\n    min?: vec3;\n    max?: vec3;\n};\n\nexport type GLTFPrimitive = {\n    material?: number;\n    indices: number;\n    attributes: {\n        [id: string]: number;\n    };\n    extensions: {\n        KHR_draco_mesh_compression?: {\n            bufferView: number;\n            attributes: {\n                [id: string]: number;\n            };\n        };\n    };\n};\n\ntype Extension = {\n    buffer: number;\n    byteLength: number;\n    byteOffset: number;\n    byteStride: number;\n    count: number;\n    filter: string;\n    mode: 'ATTRIBUTES';\n};\n\ntype GLTFBufferView = {\n    buffer: number;\n    byteOffset?: number;\n    byteLength: number;\n    byteStride?: number;\n    extensions?: Record<string, Extension>;\n};\n\nexport type GLTFNode = {\n    matrix: mat4;\n    rotation: quat;\n    translation: vec3;\n    scale: vec3;\n    mesh: number;\n    extras: Record<string, unknown>;\n    children: number[];\n    name?: string;\n    extensions?: Record<string, unknown>;\n};\n\nexport type GLTF = {\n    json?: {\n        accessors: GLTFAccessor[];\n        asset?: {extras: Record<string, boolean>};\n        buffers?: Array<{uri: string; byteLength: number}>;\n        bufferViews: GLTFBufferView[];\n        extensionsUsed?: string[];\n        images?: Array<{uri?: string; bufferView?: number; mimeType: string}>;\n        materials: MaterialDescription[];\n        meshes?: Array<{primitives: GLTFPrimitive[]}>;\n        nodes: GLTFNode[];\n        samplers?: Sampler[];\n        scene: number;\n        scenes?: Array<{name?: string; nodes: number[]}>;\n        textures?: Array<{source?: number; sampler?: number}>;\n    };\n    images: TextureImage[];\n    buffers: ArrayBuffer[];\n};\n\nfunction setAccessorBuffer(buffer: ArrayBuffer, accessor: GLTFAccessor, gltf: GLTF) {\n    const bufferViewIndex = gltf.json.bufferViews.length;\n    const bufferIndex = gltf.buffers.length;\n    accessor.bufferView = bufferViewIndex;\n\n    gltf.json.bufferViews[bufferViewIndex] = {\n        buffer: bufferIndex,\n        byteLength: buffer.byteLength\n    };\n\n    gltf.buffers[bufferIndex] = buffer;\n}\n\nconst DRACO_EXT = 'KHR_draco_mesh_compression';\n\nfunction loadDracoMesh(primitive: GLTFPrimitive, gltf: GLTF) {\n    const config = primitive.extensions && primitive.extensions[DRACO_EXT];\n    if (!config) return;\n\n    const decoder = new draco.Decoder();\n    const bytes = getGLTFBytes(gltf, config.bufferView);\n\n    const mesh = new draco.Mesh();\n    const ok = decoder.DecodeArrayToMesh(bytes, bytes.byteLength, mesh);\n    if (!ok) throw new Error('Failed to decode Draco mesh');\n\n    const indexAccessor = gltf.json.accessors[primitive.indices];\n    const IndexArrayType = GLTF_TO_ARRAY_TYPE[indexAccessor.componentType];\n    const indicesSize = indexAccessor.count * IndexArrayType.BYTES_PER_ELEMENT;\n\n    const ptr = draco._malloc(indicesSize);\n    if (IndexArrayType === Uint16Array) {\n        decoder.GetTrianglesUInt16Array(mesh, indicesSize, ptr);\n    } else {\n        decoder.GetTrianglesUInt32Array(mesh, indicesSize, ptr);\n    }\n    const indicesBuffer = draco.memory.buffer.slice(ptr, ptr + indicesSize);\n    setAccessorBuffer(indicesBuffer, indexAccessor, gltf);\n    draco._free(ptr);\n\n    for (const attributeId of Object.keys(config.attributes)) {\n        const attribute = decoder.GetAttributeByUniqueId(mesh, config.attributes[attributeId]);\n        const accessor = gltf.json.accessors[primitive.attributes[attributeId]];\n        const ArrayType = GLTF_TO_ARRAY_TYPE[accessor.componentType];\n        const dracoTypeName = GLTF_TO_DRACO_TYPE[accessor.componentType] as string;\n\n        const numComponents = GLTF_COMPONENTS[accessor.type];\n\n        const numValues = accessor.count * numComponents;\n        const dataSize = numValues * ArrayType.BYTES_PER_ELEMENT;\n\n        const ptr = draco._malloc(dataSize);\n        decoder.GetAttributeDataArrayForAllPoints(mesh, attribute, draco[dracoTypeName], dataSize, ptr);\n        const buffer = draco.memory.buffer.slice(ptr, ptr + dataSize);\n        setAccessorBuffer(buffer, accessor, gltf);\n        draco._free(ptr);\n    }\n\n    decoder.destroy();\n    mesh.destroy();\n\n    delete primitive.extensions[DRACO_EXT];\n}\n\nconst MESHOPT_EXT = 'EXT_meshopt_compression';\n\nfunction loadMeshoptBuffer(bufferView: GLTFBufferView, gltf: GLTF) {\n    if (!(bufferView.extensions && bufferView.extensions[MESHOPT_EXT])) return;\n    const config = bufferView.extensions[MESHOPT_EXT];\n\n    const byteOffset = config.byteOffset || 0;\n    const byteLength = config.byteLength || 0;\n\n    const buffer = gltf.buffers[config.buffer];\n\n    const source = new Uint8Array(buffer, byteOffset, byteLength);\n\n    const target = new Uint8Array(config.count * config.byteStride);\n    meshopt.decodeGltfBuffer(target, config.count, config.byteStride, source, config.mode, config.filter);\n\n    bufferView.buffer = gltf.buffers.length;\n\n    bufferView.byteOffset = 0;\n\n    gltf.buffers[bufferView.buffer] = target.buffer;\n\n    delete bufferView.extensions[MESHOPT_EXT];\n}\n\nconst MAGIC_GLTF = 0x46546C67;\nconst GLB_CHUNK_TYPE_JSON = 0x4E4F534A;\nconst GLB_CHUNK_TYPE_BIN = 0x004E4942;\n\nconst textDecoder = new TextDecoder('utf8');\n\nfunction resolveUrl(url: string, baseUrl?: string) {\n    return (new URL(url, baseUrl)).href;\n}\n\nasync function loadBuffer(buffer: {uri: string; byteLength: number}, gltf: GLTF, index: number, baseUrl?: string, signal?: AbortSignal): Promise<void> {\n    const response = await fetch(resolveUrl(buffer.uri, baseUrl), {signal});\n    const arrayBuffer = await response.arrayBuffer();\n    assert(arrayBuffer.byteLength >= buffer.byteLength);\n    gltf.buffers[index] = arrayBuffer;\n}\n\nfunction getGLTFBytes(gltf: GLTF, bufferViewIndex: number): Uint8Array<ArrayBuffer> {\n    const bufferView = gltf.json.bufferViews[bufferViewIndex];\n    const buffer = gltf.buffers[bufferView.buffer];\n    return new Uint8Array<ArrayBuffer>(buffer, bufferView.byteOffset || 0, bufferView.byteLength);\n}\n\nasync function loadImage(img: {uri?: string; bufferView?: number; mimeType: string}, gltf: GLTF, index: number, baseUrl?: string, signal?: AbortSignal): Promise<void> {\n    if (img.uri) {\n        const uri = resolveUrl(img.uri, baseUrl);\n        const response = await fetch(uri, {signal});\n        const blob = await response.blob();\n        const imageBitmap = await createImageBitmap(blob);\n        gltf.images[index] = imageBitmap;\n    } else if (img.bufferView !== undefined) {\n        const bytes = getGLTFBytes(gltf, img.bufferView);\n        const blob = new Blob([bytes], {type: img.mimeType});\n        const imageBitmap = await createImageBitmap(blob);\n        gltf.images[index] = imageBitmap;\n    }\n}\n\nexport async function decodeGLTF(arrayBuffer: ArrayBuffer, byteOffset: number = 0, baseUrl?: string, signal?: AbortSignal): Promise<GLTF> {\n    const startTime = PerformanceUtils.now();\n\n    const gltf: GLTF = {json: null, images: [], buffers: []};\n\n    if (new Uint32Array(arrayBuffer, byteOffset, 1)[0] === MAGIC_GLTF) {\n        const view = new Uint32Array(arrayBuffer, byteOffset);\n        assert(view[1] === 2);\n\n        let pos = 2;\n        const glbLen = (view[pos++] >> 2) - 3;\n        const jsonLen = view[pos++] >> 2;\n        const jsonType = view[pos++];\n        assert(jsonType === GLB_CHUNK_TYPE_JSON);\n\n        gltf.json = JSON.parse(textDecoder.decode(view.subarray(pos, pos + jsonLen))) as GLTF['json'];\n        pos += jsonLen;\n\n        if (pos < glbLen) {\n            const byteLength = view[pos++];\n            const binType = view[pos++];\n            assert(binType === GLB_CHUNK_TYPE_BIN);\n            const start = byteOffset + (pos << 2);\n            gltf.buffers[0] = arrayBuffer.slice(start, start + byteLength);\n        }\n    } else {\n        gltf.json = JSON.parse(textDecoder.decode(new Uint8Array(arrayBuffer, byteOffset))) as GLTF['json'];\n    }\n\n    const {buffers, images, meshes, extensionsUsed, bufferViews} = gltf.json;\n\n    if (buffers) {\n        const bufferLoads: Promise<void>[] = [];\n        for (let i = 0; i < buffers.length; i++) {\n            const buffer = buffers[i];\n            if (buffer.uri) {\n                bufferLoads.push(loadBuffer(buffer, gltf, i, baseUrl, signal));\n            } else if (!gltf.buffers[i]) {\n                gltf.buffers[i] = null;\n            }\n        }\n        await Promise.all(bufferLoads);\n    }\n\n    if (signal) signal.throwIfAborted();\n\n    const assetLoads: Promise<unknown>[] = [];\n    const dracoUsed = extensionsUsed && extensionsUsed.includes(DRACO_EXT);\n    const meshoptUsed = extensionsUsed && extensionsUsed.includes(MESHOPT_EXT);\n\n    if (dracoUsed) {\n        assetLoads.push(waitForDraco());\n    }\n    if (meshoptUsed) {\n        assetLoads.push(waitForMeshopt());\n    }\n    if (images) {\n        for (let i = 0; i < images.length; i++) {\n            assetLoads.push(loadImage(images[i], gltf, i, baseUrl, signal));\n        }\n    }\n\n    if (assetLoads.length) {\n        await Promise.all(assetLoads);\n    }\n\n    if (signal) signal.throwIfAborted();\n\n    if (dracoUsed && meshes) {\n        for (const {primitives} of meshes) {\n            for (const primitive of primitives) {\n                loadDracoMesh(primitive, gltf);\n            }\n        }\n    }\n\n    if (meshoptUsed && meshes && bufferViews) {\n        for (const bufferView of bufferViews) {\n            loadMeshoptBuffer(bufferView, gltf);\n        }\n    }\n\n    PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, \"decodeGLTF\", \"Models\", startTime);\n\n    return gltf;\n}\n\nexport async function loadGLTF(url: string, signal?: AbortSignal): Promise<GLTF> {\n    const {data: buffer} = await getArrayBuffer({url}, signal);\n    return decodeGLTF(buffer, 0, url, signal);\n}\n\nexport function load3DTile(data: ArrayBuffer): Promise<GLTF> {\n    const magic = new Uint32Array(data, 0, 1)[0];\n    let gltfOffset = 0;\n    if (magic !== MAGIC_GLTF) {\n        const header = new Uint32Array(data, 0, 7);\n        const [/*magic*/, /*version*/, byteLen, featureTableJsonLen, featureTableBinLen, batchTableJsonLen/*, batchTableBinLen*/] = header;\n        gltfOffset = header.byteLength + featureTableJsonLen + featureTableBinLen + batchTableJsonLen + featureTableBinLen;\n        if (byteLen !== data.byteLength || gltfOffset >= data.byteLength) {\n            warnOnce('Invalid b3dm header information.');\n        }\n    }\n\n    return decodeGLTF(data, gltfOffset);\n}\n","/* eslint-disable @typescript-eslint/ban-ts-comment */\n// @ts-nocheck\n\n// Emscripten-based JavaScript wrapper for Google Draco WASM decoder, manually optimized for much smaller size\nexport function DracoDecoderModule(wasmPromise) {\n    let HEAPU8, wasmMemory = null;\n    function updateMemoryViews() {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        HEAPU8 = new Uint8Array(wasmMemory.buffer);\n    }\n    function abort() {\n        throw new Error(\"Unexpected Draco error.\");\n    }\n    function memcpyBig(dest, src, num) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        return HEAPU8.copyWithin(dest, src, src + num);\n    }\n    function resizeHeap(requestedSize) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n        const oldSize = HEAPU8.length;\n        const newSize = Math.max(requestedSize >>> 0, Math.ceil(oldSize * 1.2));\n        const pages = Math.ceil((newSize - oldSize) / 65536);\n        try {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            wasmMemory.grow(pages);\n            updateMemoryViews();\n            return true;\n        } catch (e: unknown) {\n            return false;\n        }\n    }\n\n    const wasmImports = {\n        a: {\n            a: abort,\n            d: memcpyBig,\n            c: resizeHeap,\n            b: abort\n        }\n    };\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    return WebAssembly.instantiateStreaming(wasmPromise, wasmImports).then(output => {\n        // minified exports values might change when recompiling Draco WASM, to be manually updated on version ugprade\n        const {\n            Rb: _free,\n            Qb: _malloc,\n            P: _Mesh,\n            T: _MeshDestroy,\n            X: _StatusOK,\n            Ja: _Decoder,\n            La: _DecoderDecodeArrayToMesh,\n            Qa: _DecoderGetAttributeByUniqueId,\n            Va: _DecoderGetTrianglesUInt16Array,\n            Wa: _DecoderGetTrianglesUInt32Array,\n            eb: _DecoderGetAttributeDataArrayForAllPoints,\n            jb: _DecoderDestroy,\n            f: initRuntime,\n            e: memory,\n            yb: getINT8,\n            zb: getUINT8,\n            Ab: getINT16,\n            Bb: getUINT16,\n            Db: getUINT32,\n            Gb: getFLOAT32\n        } = output.instance.exports;\n\n        wasmMemory = memory;\n\n        const ensureCache = (() => {\n            let buffer = 0;\n            let size = 0;\n            let needed = 0;\n            let temp = 0;\n\n            return (array) => {\n                if (needed) {\n                    _free(temp);\n                    _free(buffer);\n                    size += needed;\n                    needed = buffer = 0;\n                }\n                if (!buffer) {\n                    size += 128;\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                    buffer = _malloc(size);\n                }\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                const len = (array.length + 7) & -8;\n                let offset = buffer;\n                if (len >= size) {\n                    needed = len;\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                    offset = temp = _malloc(len);\n                }\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                for (let i = 0; i < array.length; i++) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    HEAPU8[offset + i] = array[i];\n                }\n\n                return offset;\n            };\n        })();\n\n        class Mesh {\n            constructor() {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                this.ptr = _Mesh();\n            }\n            destroy() {\n                _MeshDestroy(this.ptr);\n            }\n        }\n\n        class Decoder {\n            constructor() {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                this.ptr = _Decoder();\n            }\n            destroy() {\n                _DecoderDestroy(this.ptr);\n            }\n            DecodeArrayToMesh(data, dataSize, outMesh) {\n                const offset = ensureCache(data);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                const status = _DecoderDecodeArrayToMesh(this.ptr, offset, dataSize, outMesh.ptr);\n                return !!_StatusOK(status);\n            }\n            GetAttributeByUniqueId(pc, id) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                return {ptr: _DecoderGetAttributeByUniqueId(this.ptr, pc.ptr, id)};\n            }\n            GetTrianglesUInt16Array(m, outSize, outValues) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                _DecoderGetTrianglesUInt16Array(this.ptr, m.ptr, outSize, outValues);\n            }\n            GetTrianglesUInt32Array(m, outSize, outValues) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                _DecoderGetTrianglesUInt32Array(this.ptr, m.ptr, outSize, outValues);\n            }\n            GetAttributeDataArrayForAllPoints(pc, pa, dataType, outSize, outValues) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                _DecoderGetAttributeDataArrayForAllPoints(this.ptr, pc.ptr, pa.ptr, dataType, outSize, outValues);\n            }\n        }\n\n        updateMemoryViews();\n        initRuntime();\n\n        return {\n            memory,\n            _free,\n            _malloc,\n            Mesh,\n            Decoder,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            DT_INT8: getINT8(),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            DT_UINT8: getUINT8(),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            DT_INT16: getINT16(),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            DT_UINT16: getUINT16(),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            DT_UINT32: getUINT32(),\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            DT_FLOAT32: getFLOAT32()\n        };\n    });\n}\n","/* eslint-disable @typescript-eslint/ban-ts-comment */\n// @ts-nocheck\n\n// This file is part of meshoptimizer library and is distributed under the terms of MIT License.\n// Copyright (C) 2016-2023, by Arseny Kapoulkine (arseny.kapoulkine@gmail.com)\n\nexport function MeshoptDecoderModule(wasmPromise) {\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    return WebAssembly.instantiateStreaming(wasmPromise, {}).then((output) => {\n        const {\n            sbrk,\n            memory,\n            meshopt_decodeVertexBuffer: decodeVertexBuffer,\n            meshopt_decodeIndexBuffer: decodeIndexBuffer,\n            meshopt_decodeIndexSequence: decodeIndexSequence,\n            meshopt_decodeFilterOct: decodeFilterOct,\n            meshopt_decodeFilterQuat: decodeFilterQuat,\n            meshopt_decodeFilterExp: decodeFilterExp\n        } = output.instance.exports;\n\n        const decoders = {\n            ATTRIBUTES: decodeVertexBuffer,\n            TRIANGLES: decodeIndexBuffer,\n            INDICES: decodeIndexSequence\n        };\n        const filters = {\n            OCTAHEDRAL: decodeFilterOct,\n            QUATERNION: decodeFilterQuat,\n            EXPONENTIAL: decodeFilterExp,\n        };\n\n        output.instance.exports.__wasm_call_ctors();\n\n        return {\n            decodeGltfBuffer(target, count, size, source, mode, filter) {\n                const count4 = (count + 3) & ~3;\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const tp = sbrk(count4 * size);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                const sp = sbrk(source.length);\n                const heap = new Uint8Array(memory.buffer);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                heap.set(source, sp);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                const res = decoders[mode](tp, count, size, sp, source.length);\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                if (res === 0 && filters[filter]) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                    filters[filter](tp, count4, size);\n                }\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument\n                target.set(heap.subarray(tp, tp + count * size));\n                sbrk(tp - sbrk(0));\n                if (res !== 0) {\n                    throw new Error(`Malformed buffer data: ${res}`);\n                }\n            }\n        };\n    });\n}\n\n","import {triangleIntersectsTriangle} from './intersection_tests';\nimport Point from \"@mapbox/point-geometry\";\nimport {register} from './web_worker_transfer';\n\ntype Cell = {\n    start: number;\n    len: number;\n};\n\n/**\n * TriangleGridIndex is a specialized GridIndex data structure optimized\n * for querying potentially intersecting triangles in a 2d plane. Once built,\n * the data structure is immutable.\n *\n * @private\n */\nclass TriangleGridIndex {\n    triangleCount: number;\n    min: Point;\n    max: Point;\n    xScale: number;\n    yScale: number;\n    cellsX: number;\n    cellsY: number;\n    cells: Array<Cell | null | undefined>;\n    payload: Array<number>;\n    lookup: Uint8Array | null | undefined;\n\n    constructor(vertices: Array<Point>, indices: Array<number>, cellCount: number, maxCellSize?: number | null) {\n        this.triangleCount = indices.length / 3;\n        this.min = new Point(0, 0);\n        this.max = new Point(0, 0);\n        this.xScale = 0;\n        this.yScale = 0;\n        this.cellsX = 0;\n        this.cellsY = 0;\n        this.cells = [];\n        this.payload = [];\n\n        if (this.triangleCount === 0 || vertices.length === 0) {\n            return;\n        }\n\n        // Compute cell size from the input\n\n        const [min, max] = [vertices[0].clone(), vertices[0].clone()];\n        for (let i = 1; i < vertices.length; ++i) {\n            const v = vertices[i];\n            min.x = Math.min(min.x, v.x);\n            min.y = Math.min(min.y, v.y);\n            max.x = Math.max(max.x, v.x);\n            max.y = Math.max(max.y, v.y);\n        }\n\n        if (maxCellSize) {\n            const optimalCellCount = Math.ceil(Math.max(max.x - min.x, max.y - min.y) / maxCellSize);\n            cellCount = Math.max(cellCount, optimalCellCount);\n        }\n\n        if (cellCount === 0) {\n            return;\n        }\n\n        this.min = min;\n        this.max = max;\n\n        const size = this.max.sub(this.min);\n        size.x = Math.max(size.x, 1);\n        size.y = Math.max(size.y, 1);\n\n        const maxExt = Math.max(size.x, size.y);\n        const cellSize = maxExt / cellCount;\n\n        this.cellsX = Math.max(1, Math.ceil(size.x / cellSize));\n        this.cellsY = Math.max(1, Math.ceil(size.y / cellSize));\n        this.xScale = 1.0 / cellSize;\n        this.yScale = 1.0 / cellSize;\n\n        const associatedTriangles: Array<{cellIdx: number; triIdx: number}> = [];\n\n        // For each triangle find all intersecting cells\n        for (let t = 0; t < this.triangleCount; t++) {\n            const v0 = vertices[indices[t * 3 + 0]].sub(this.min);\n            const v1 = vertices[indices[t * 3 + 1]].sub(this.min);\n            const v2 = vertices[indices[t * 3 + 2]].sub(this.min);\n\n            const minx = toCellIdx(Math.floor(Math.min(v0.x, v1.x, v2.x)), this.xScale, this.cellsX);\n            const maxx = toCellIdx(Math.floor(Math.max(v0.x, v1.x, v2.x)), this.xScale, this.cellsX);\n            const miny = toCellIdx(Math.floor(Math.min(v0.y, v1.y, v2.y)), this.yScale, this.cellsY);\n            const maxy = toCellIdx(Math.floor(Math.max(v0.y, v1.y, v2.y)), this.yScale, this.cellsY);\n\n            // Pre-allocate corner points of a cell\n            const c00 = new Point(0, 0);\n            const c10 = new Point(0, 0);\n            const c01 = new Point(0, 0);\n            const c11 = new Point(0, 0);\n\n            for (let y = miny; y <= maxy; ++y) {\n                c00.y = c10.y = y * cellSize;\n                c01.y = c11.y = (y + 1) * cellSize;\n\n                for (let x = minx; x <= maxx; ++x) {\n                    c00.x = c01.x = x * cellSize;\n                    c10.x = c11.x = (x + 1) * cellSize;\n\n                    if (!triangleIntersectsTriangle(v0, v1, v2, c00, c10, c11) &&\n                        !triangleIntersectsTriangle(v0, v1, v2, c00, c11, c01)) {\n                        continue;\n                    }\n\n                    associatedTriangles.push({cellIdx: y * this.cellsX + x, triIdx: t});\n                }\n            }\n        }\n\n        if (associatedTriangles.length === 0) {\n            return;\n        }\n\n        // Store cell payload (a list of contained triangles) in adjacent memory cell by cell\n        associatedTriangles.sort((a, b) => a.cellIdx - b.cellIdx || a.triIdx - b.triIdx);\n\n        let idx = 0;\n        while (idx < associatedTriangles.length) {\n            const cellIdx = associatedTriangles[idx].cellIdx;\n            const cell = {start: this.payload.length, len: 0};\n\n            // Find all triangles belonging to the current cell\n            while (idx < associatedTriangles.length && associatedTriangles[idx].cellIdx === cellIdx) {\n                ++cell.len;\n                this.payload.push(associatedTriangles[idx++].triIdx);\n            }\n\n            this.cells[cellIdx] = cell;\n        }\n    }\n\n    _lazyInitLookup() {\n        if (!this.lookup) {\n            this.lookup = new Uint8Array(Math.ceil(this.triangleCount / 8));\n        }\n        this.lookup.fill(0);\n    }\n\n    queryPoint(p: Point, out: Array<number>): void {\n        if (this.triangleCount === 0 || this.cells.length === 0) {\n            return;\n        }\n\n        if (p.x > this.max.x || this.min.x > p.x || p.y > this.max.y || this.min.y > p.y) {\n            return;\n        }\n\n        const x = toCellIdx(p.x - this.min.x, this.xScale, this.cellsX);\n        const y = toCellIdx(p.y - this.min.y, this.yScale, this.cellsY);\n\n        const cell = this.cells[y * this.cellsX + x];\n\n        if (!cell) {\n            return;\n        }\n\n        // Use a bitset for lookups\n        this._lazyInitLookup();\n\n        for (let i = 0; i < cell.len; i++) {\n            const triIdx = this.payload[cell.start + i];\n\n            // Check the lookup bitset if the triangle has been visited already\n            const byte = Math.floor(triIdx / 8);\n            const bit = 1 << (triIdx % 8);\n\n            if (this.lookup[byte] & bit) {\n                continue;\n            }\n\n            this.lookup[byte] |= bit;\n            out.push(triIdx);\n\n            if (out.length === this.triangleCount) {\n                // All triangles visited already\n                return;\n            }\n        }\n    }\n\n    query(bbMin: Point, bbMax: Point, out: Array<number>): void {\n        if (this.triangleCount === 0 || this.cells.length === 0) {\n            return;\n        }\n\n        if (bbMin.x > this.max.x || this.min.x > bbMax.x) {\n            return;\n        } else if (bbMin.y > this.max.y || this.min.y > bbMax.y) {\n            return;\n        }\n\n        // Use a bitset for lookups\n        this._lazyInitLookup();\n\n        const mnx = toCellIdx(bbMin.x - this.min.x, this.xScale, this.cellsX);\n        const mxx = toCellIdx(bbMax.x - this.min.x, this.xScale, this.cellsX);\n        const mny = toCellIdx(bbMin.y - this.min.y, this.yScale, this.cellsY);\n        const mxy = toCellIdx(bbMax.y - this.min.y, this.yScale, this.cellsY);\n\n        for (let y = mny; y <= mxy; y++) {\n            for (let x = mnx; x <= mxx; x++) {\n                const cell = this.cells[y * this.cellsX + x];\n\n                if (!cell) {\n                    continue;\n                }\n\n                for (let i = 0; i < cell.len; i++) {\n                    const triIdx = this.payload[cell.start + i];\n\n                    // Check the lookup bitset if the triangle has been visited already\n                    const byte = Math.floor(triIdx / 8);\n                    const bit = 1 << (triIdx % 8);\n\n                    if (this.lookup[byte] & bit) {\n                        continue;\n                    }\n\n                    this.lookup[byte] |= bit;\n                    out.push(triIdx);\n\n                    if (out.length === this.triangleCount) {\n                        // All triangles visited already\n                        return;\n                    }\n                }\n            }\n        }\n    }\n}\n\nfunction toCellIdx(p: number, scale: number, cells: number): number {\n    return Math.max(0, Math.min(cells - 1, Math.floor(p * scale)));\n}\n\nregister(TriangleGridIndex, 'TriangleGridIndex');\n\nexport default TriangleGridIndex;\n","import {createLayout} from '../../src/util/struct_array';\n\nimport type {StructArrayLayout} from '../../src/util/struct_array';\n\nexport const modelAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos_3f',  components: 3, type: 'Float32'}\n]);\n\nexport const color3fAttributes: StructArrayLayout = createLayout([\n    {name: 'a_color_3f',  components: 3, type: 'Float32'}\n]);\n\nexport const color4fAttributes: StructArrayLayout = createLayout([\n    {name: 'a_color_4f',  components: 4, type: 'Float32'}\n]);\n\nexport const texcoordAttributes: StructArrayLayout = createLayout([\n    {name: 'a_uv_2f',  components: 2, type: 'Float32'}\n]);\n\n// Used instead of texcoordAttributes when the glTF accessor is already normalized. Coordinates\n// that are not normalized may fall outside [0, 1] and have to stay float.\nexport const texcoordNormalizedAttributes: StructArrayLayout = createLayout([\n    {name: 'a_uv_2f',  components: 2, type: 'Uint16', normalized: true}\n]);\n\nexport const normalAttributes: StructArrayLayout = createLayout([\n    {name: 'a_normal_4n',  components: 4, type: 'Int8', normalized: true}\n]);\n\nexport const instanceAttributes: StructArrayLayout = createLayout([\n    {name: 'a_normal_matrix0',  components: 4, type: 'Float32'},\n    {name: 'a_normal_matrix1',  components: 4, type: 'Float32'},\n    {name: 'a_normal_matrix2',  components: 4, type: 'Float32'},\n    {name: 'a_normal_matrix3',  components: 4, type: 'Float32'}\n]);\n\nexport const featureAttributes: StructArrayLayout = createLayout([\n    // .x vertex color, RGBA4444. .y feature id, whose low 4 bits select a part style.\n    {name: 'a_feature', components: 2, type: 'Uint16'}\n]);\n\nexport const {members, size, alignment} = modelAttributes;\n","import LngLat from '../lng_lat';\nimport MercatorCoordinate, {MAX_MERCATOR_LATITUDE} from '../mercator_coordinate';\nimport {mat4, mat2} from 'gl-matrix';\nimport {clamp, smoothstep} from '../../util/util';\n\nimport type Projection from './projection';\nimport type Transform from '../transform';\n\nexport default function getProjectionAdjustments(transform: Transform, withoutRotation?: boolean): number[] {\n    const interpT = getProjectionInterpolationT(transform.projection, transform.zoom, transform.width, transform.height);\n    const matrix = getShearAdjustment(transform.projection, transform.zoom, transform.center, interpT, withoutRotation);\n\n    const scaleAdjustment = getScaleAdjustment(transform);\n    mat4.scale(matrix, matrix, [scaleAdjustment, scaleAdjustment, 1]);\n\n    return matrix as number[];\n}\n\nexport function getScaleAdjustment(transform: Transform): number {\n    const projection = transform.projection;\n    const interpT = getProjectionInterpolationT(transform.projection, transform.zoom, transform.width, transform.height);\n    const zoomAdjustment = getZoomAdjustment(projection, transform.center);\n    const zoomAdjustmentOrigin = getZoomAdjustment(projection, LngLat.convert(projection.center));\n    const scaleAdjustment = Math.pow(2, zoomAdjustment * interpT + (1 - interpT) * zoomAdjustmentOrigin);\n    return scaleAdjustment;\n}\n\nexport function getProjectionAdjustmentInverted(transform: Transform): mat2 {\n    const m = getProjectionAdjustments(transform, true);\n    return mat2.invert([], [\n        m[0], m[1],\n        m[4], m[5]]\n    );\n}\n\nexport function getProjectionInterpolationT(\n    projection: Projection,\n    zoom: number,\n    width: number,\n    height: number,\n    maxSize: number = Infinity,\n): number {\n    const range = projection.range;\n    if (!range) return 0;\n\n    const size = Math.min(maxSize, Math.max(width, height));\n    // The interpolation ranges are manually defined based on what makes\n    // sense in a 1024px wide map. Adjust the ranges to the current size\n    // of the map. The smaller the map, the earlier you can start unskewing.\n    const rangeAdjustment = Math.log2(size / 1024);\n    const zoomA = range[0] + rangeAdjustment;\n    const zoomB = range[1] + rangeAdjustment;\n    const t = smoothstep(zoomA, zoomB, zoom);\n    return t;\n}\n\n// approx. kilometers per longitude degree at equator\nconst offset = 1 / 40000;\n\n/*\n * Calculates the scale difference between Mercator and the given projection at a certain location.\n */\nexport function getZoomAdjustment(projection: Projection, loc: LngLat) {\n    // make sure we operate within mercator space for adjustments (they can go over for other projections)\n    const lat = clamp(loc.lat, -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n\n    const loc1 = new LngLat(loc.lng - 180 * offset, lat);\n    const loc2 = new LngLat(loc.lng + 180 * offset, lat);\n\n    const p1 = projection.project(loc1.lng, lat);\n    const p2 = projection.project(loc2.lng, lat);\n\n    const m1 = MercatorCoordinate.fromLngLat(loc1);\n    const m2 = MercatorCoordinate.fromLngLat(loc2);\n\n    const pdx = p2.x - p1.x;\n    const pdy = p2.y - p1.y;\n    const mdx = m2.x - m1.x;\n    const mdy = m2.y - m1.y;\n\n    const scale = Math.sqrt((mdx * mdx + mdy * mdy) / (pdx * pdx + pdy * pdy));\n\n    return Math.log2(scale);\n}\n\nfunction getShearAdjustment(projection: Projection, zoom: number, loc: LngLat, interpT: number, withoutRotation?: boolean) {\n\n    // create two locations a tiny amount (~1km) east and west of the given location\n    const locw = new LngLat(loc.lng - 180 * offset, loc.lat);\n    const loce = new LngLat(loc.lng + 180 * offset, loc.lat);\n\n    const pw = projection.project(locw.lng, locw.lat);\n    const pe = projection.project(loce.lng, loce.lat);\n\n    const pdx = pe.x - pw.x;\n    const pdy = pe.y - pw.y;\n\n    // Calculate how much the map would need to be rotated to make east-west in\n    // projected coordinates be left-right\n    const angleAdjust = -Math.atan2(pdy, pdx);\n\n    // Pick a location identical to the original one except for poles to make sure we're within mercator bounds\n    const mc2 = MercatorCoordinate.fromLngLat(loc);\n    mc2.y = clamp(mc2.y, -1 + offset, 1 - offset);\n    const loc2 = mc2.toLngLat();\n    const p2 = projection.project(loc2.lng, loc2.lat);\n\n    // Find the projected coordinates of two locations, one slightly south and one slightly east.\n    // Then calculate the transform that would make the projected coordinates of the two locations be:\n    // - equal distances from the original location\n    // - perpendicular to one another\n    //\n    // Only the position of the coordinate to the north is adjusted.\n    // The coordinate to the east stays where it is.\n    const mc3 = MercatorCoordinate.fromLngLat(loc2);\n    mc3.x += offset;\n    const loc3 = mc3.toLngLat();\n    const p3 = projection.project(loc3.lng, loc3.lat);\n    const pdx3 = p3.x - p2.x;\n    const pdy3 = p3.y - p2.y;\n    const delta3 = rotate(pdx3, pdy3, angleAdjust);\n\n    const mc4 = MercatorCoordinate.fromLngLat(loc2);\n    mc4.y += offset;\n    const loc4 = mc4.toLngLat();\n    const p4 = projection.project(loc4.lng, loc4.lat);\n    const pdx4 = p4.x - p2.x;\n    const pdy4 = p4.y - p2.y;\n    const delta4 = rotate(pdx4, pdy4, angleAdjust);\n\n    const scale = Math.abs(delta3.x) / Math.abs(delta4.y);\n\n    const unrotate = mat4.identity([]);\n    mat4.rotateZ(unrotate, unrotate, (-angleAdjust) * (1 - (withoutRotation ? 0 : interpT)));\n\n    // unskew\n    const shear = mat4.identity([]);\n    mat4.scale(shear, shear, [1, 1 - (1 - scale) * interpT, 1]);\n    shear[4] = -delta4.x / delta4.y * interpT;\n\n    // unrotate\n    mat4.rotateZ(shear, shear, angleAdjust);\n\n    mat4.multiply(shear, unrotate, shear);\n\n    return shear;\n}\n\nfunction rotate(x: number, y: number, angle: number) {\n    const cos = Math.cos(angle);\n    const sin = Math.sin(angle);\n    return {\n        x: x * cos - y * sin,\n        y: x * sin + y * cos\n    };\n}\n","import {\n    lngFromMercatorX,\n    latFromMercatorY,\n    mercatorZfromAltitude,\n    getMetersPerPixelAtLatitude,\n} from '../../src/geo/mercator_coordinate';\nimport {getProjectionInterpolationT} from '../../src/geo/projection/adjustments';\nimport {mat4, vec3, quat} from 'gl-matrix';\nimport {degToRad} from '../../src/util/util';\nimport {\n    interpolateVec3,\n    globeToMercatorTransition,\n    globeECEFUnitsToPixelScale,\n} from '../../src/geo/projection/globe_util';\nimport {latLngToECEF} from '../../src/geo/lng_lat';\nimport {GLOBE_RADIUS} from '../../src/geo/projection/globe_constants';\nimport {number as interpolate} from '../../src/style-spec/util/interpolate';\nimport assert from '../../src/style-spec/util/assert';\nimport {Aabb} from '../../src/util/primitives';\nimport {polygonIntersectsPolygon} from '../../src/util/intersection_tests';\nimport Point from '@mapbox/point-geometry';\n\nimport type {vec2} from 'gl-matrix';\nimport type Transform from '../../src/geo/transform';\n\n// gltf spec uses right-handed coordinate space (+y up); this transforms to our left-handed space.\nconst COORD_SPACE_TRANSFORM: mat4 = new Float64Array([\n    1, 0, 0, 0,\n    0, 0, 1, 0,\n    0, 1, 0, 0,\n    0, 0, 0, 1\n]);\n\nexport function rotationScaleYZFlipMatrix(out: mat4, rotation: vec3, scale: vec3) {\n    mat4.identity(out);\n    mat4.rotateZ(out, out, degToRad(rotation[2]));\n    mat4.rotateX(out, out, degToRad(rotation[0]));\n    mat4.rotateY(out, out, degToRad(rotation[1]));\n\n    mat4.scale(out, out, scale);\n\n    // gltf spec uses right handed coordinate space where +y is up. Coordinate space transformation matrix\n    // has to be created for the initial transform to our left handed coordinate space\n    mat4.multiply(out, out, COORD_SPACE_TRANSFORM);\n}\n\ntype BoxFace = {\n    corners: [number, number, number, number];\n    dotProductWithUp: number;\n};\n\n// corners are in world coordinates.\nexport function getBoxBottomFace(corners: Array<vec3>, meterToMercator: number): [number, number, number, number] {\n    const zUp =  [0, 0, 1];\n    const boxFaces: BoxFace[] = [{corners: [0, 1, 3, 2], dotProductWithUp: 0},\n        {corners: [1, 5, 2, 6], dotProductWithUp: 0},\n        {corners: [0, 4, 1, 5], dotProductWithUp: 0},\n        {corners: [2, 6, 3, 7], dotProductWithUp: 0},\n        {corners: [4, 7, 5, 6], dotProductWithUp: 0},\n        {corners: [0, 3, 4, 7], dotProductWithUp: 0}];\n    for (const face of boxFaces) {\n        const p0 = corners[face.corners[0]];\n        const p1 = corners[face.corners[1]];\n        const p2 = corners[face.corners[2]];\n        const a: [number, number, number] = [p1[0] - p0[0], p1[1] - p0[1], meterToMercator * (p1[2] - p0[2])];\n        const b: [number, number, number] = [p2[0] - p0[0], p2[1] - p0[1], meterToMercator * (p2[2] - p0[2])];\n        const normal = vec3.cross(a, a, b);\n        vec3.normalize(normal, normal);\n        face.dotProductWithUp = vec3.dot(normal, zUp);\n    }\n\n    boxFaces.sort((a, b) => {\n        return a.dotProductWithUp - b.dotProductWithUp;\n    });\n    return boxFaces[0].corners;\n}\n\nexport function rotationFor3Points(\n    out: quat,\n    p0: vec3,\n    p1: vec3,\n    p2: vec3,\n    h0: number,\n    h1: number,\n    h2: number,\n    meterToMercator: number,\n): quat {\n    const p0p1: [number, number, number] = [p1[0] - p0[0], p1[1] - p0[1], 0.0];\n    const p0p2: [number, number, number] = [p2[0] - p0[0], p2[1] - p0[1], 0.0];\n    // If model scale is zero, all bounding box points are identical and no rotation can be calculated\n    if (vec3.length(p0p1) < 1e-12 || vec3.length(p0p2) < 1e-12) {\n        return quat.identity(out);\n    }\n    const from = vec3.cross([], p0p1, p0p2);\n    vec3.normalize(from, from);\n    vec3.subtract(p0p2, p2, p0);\n    p0p1[2] = (h1 - h0) * meterToMercator;\n    p0p2[2] = (h2 - h0) * meterToMercator;\n    const to = p0p1;\n    vec3.cross(to, p0p1, p0p2);\n    vec3.normalize(to, to);\n    return quat.rotationTo(out, from, to) as quat;\n}\n\nexport function coordinateFrameAtEcef(ecef: vec3): mat4 {\n    const zAxis: [number, number, number] = [ecef[0], ecef[1], ecef[2]];\n    let yAxis: [number, number, number] = [0.0, 1.0, 0.0];\n    const xAxis: vec3 = vec3.cross([], yAxis, zAxis);\n    vec3.cross(yAxis, zAxis, xAxis);\n    if (vec3.squaredLength(yAxis) === 0.0) {\n        // Coordinate space is ambiguous if the model is placed directly at north or south pole\n        yAxis = [0.0, 1.0, 0.0];\n        vec3.cross(xAxis, zAxis, yAxis);\n        assert(vec3.squaredLength(xAxis) > 0.0);\n    }\n    vec3.normalize(xAxis, xAxis);\n    vec3.normalize(yAxis, yAxis);\n    vec3.normalize(zAxis, zAxis);\n    return [xAxis[0], xAxis[1], xAxis[2], 0.0,\n        yAxis[0], yAxis[1], yAxis[2], 0.0,\n        zAxis[0], zAxis[1], zAxis[2], 0.0,\n        ecef[0], ecef[1], ecef[2], 1.0];\n}\n\nexport function convertModelMatrix(matrix: mat4, transform: Transform, scaleWithViewport: boolean): mat4 {\n    // The provided transformation matrix is expected to define model position and orientation in pixel units\n    // with the exception of z-axis being in meters. Converting this into globe-aware matrix requires following steps:\n    //  1. Take the (pixel) position from the last column of the matrix and convert it to lat&lng and then to\n    //     ecef-presentation.\n    //  2. Scale the model from (px, px, m) units to ecef-units and apply pixels-per-meter correction. Also\n    //     remove translation component from the matrix as it represents position in Mercator coordinates.\n    //  3. Compute coordinate frame at the desired lat&lng position by aligning coordinate axes x,y & z with\n    //     the tangent plane at the said location.\n    //  4. Prepend the original matrix with the new coordinate frame matrix and apply translation in ecef-units.\n    //     After this operation the matrix presents correct position in ecef-space\n    //  5. Multiply the matrix with globe matrix for getting the final pixel space position\n    const worldSize = transform.worldSize;\n    const position = [matrix[12], matrix[13], matrix[14]];\n    const lat = latFromMercatorY(position[1] / worldSize);\n    const lng = lngFromMercatorX(position[0] / worldSize);\n    // Construct a matrix for scaling the original one to ecef space and removing the translation in mercator space\n    const mercToEcef = mat4.identity([]);\n    const sourcePixelsPerMeter = mercatorZfromAltitude(1, lat) * worldSize;\n    const pixelsPerMeterConversion = mercatorZfromAltitude(1, 0) * worldSize * getMetersPerPixelAtLatitude(lat, transform.zoom);\n    const pixelsToEcef = 1.0 / globeECEFUnitsToPixelScale(worldSize);\n    let scale = pixelsPerMeterConversion * pixelsToEcef;\n    if (scaleWithViewport) {\n        // Keep the size relative to viewport\n        const t = getProjectionInterpolationT(transform.projection, transform.zoom, transform.width, transform.height, 1024);\n        const projectionScaler = transform.projection.pixelSpaceConversion(transform.center.lat, worldSize, t);\n        scale = pixelsToEcef * projectionScaler;\n    }\n    // Construct coordinate space matrix at the provided location in ecef space.\n    const ecefCoord = latLngToECEF(lat, lng);\n    // add altitude\n    vec3.add(ecefCoord, ecefCoord, vec3.scale([], vec3.normalize([], ecefCoord), sourcePixelsPerMeter * scale * position[2]));\n    const ecefFrame = coordinateFrameAtEcef(ecefCoord);\n    mat4.scale(mercToEcef, mercToEcef, [scale, scale, scale * sourcePixelsPerMeter]);\n    mat4.translate(mercToEcef, mercToEcef, [-position[0], -position[1], -position[2]]);\n    const result = mat4.multiply([], transform.globeMatrix, ecefFrame);\n    mat4.multiply(result, result, mercToEcef);\n    mat4.multiply(result, result, matrix);\n    return result;\n}\n\n// Computes a matrix for representing the provided transformation matrix (in mercator projection) in globe\nexport function mercatorToGlobeMatrix(matrix: mat4, transform: Transform): mat4 {\n    const worldSize = transform.worldSize;\n\n    const pixelsPerMeterConversion = mercatorZfromAltitude(1, 0) * worldSize * getMetersPerPixelAtLatitude(transform.center.lat, transform.zoom);\n    const pixelsToEcef = pixelsPerMeterConversion / globeECEFUnitsToPixelScale(worldSize);\n    const pixelsPerMeter = mercatorZfromAltitude(1, transform.center.lat) * worldSize;\n\n    const m = mat4.identity([]);\n    mat4.rotateY(m, m, degToRad(transform.center.lng));\n    mat4.rotateX(m, m, degToRad(transform.center.lat));\n\n    mat4.translate(m, m, [0, 0, GLOBE_RADIUS]);\n    mat4.scale(m, m, [pixelsToEcef, pixelsToEcef, pixelsToEcef * pixelsPerMeter]);\n\n    const transformPoint = transform.point;\n    mat4.translate(m, m, [-transformPoint.x, -transformPoint.y, 0.0]);\n    mat4.multiply(m, m, matrix);\n    return mat4.multiply(m, transform.globeMatrix, m);\n}\n\nfunction affineMatrixLerp(a: mat4, b: mat4, t: number): mat4 {\n    // Interpolate each of the coordinate axes separately while also preserving their length\n    const lerpAxis = (ax: vec3, bx: vec3, t: number) => {\n        const axLen  = vec3.length(ax);\n        const bxLen = vec3.length(bx);\n        const c = interpolateVec3(ax, bx, t);\n        return vec3.scale(c, c, 1.0 / vec3.length(c) * interpolate(axLen, bxLen, t));\n    };\n\n    const xAxis = lerpAxis([a[0], a[1], a[2]], [b[0], b[1], b[2]], t);\n    const yAxis = lerpAxis([a[4], a[5], a[6]], [b[4], b[5], b[6]], t);\n    const zAxis = lerpAxis([a[8], a[9], a[10]], [b[8], b[9], b[10]], t);\n    const pos = interpolateVec3([a[12], a[13], a[14]], [b[12], b[13], b[14]], t);\n\n    return [\n        xAxis[0], xAxis[1], xAxis[2], 0,\n        yAxis[0], yAxis[1], yAxis[2], 0,\n        zAxis[0], zAxis[1], zAxis[2], 0,\n        pos[0], pos[1], pos[2], 1\n    ];\n}\n\nexport function convertModelMatrixForGlobe(matrix: mat4, transform: Transform, scaleWithViewport: boolean = false): mat4 {\n    const t = globeToMercatorTransition(transform.zoom);\n    const modelMatrix = convertModelMatrix(matrix, transform, scaleWithViewport);\n    if (t > 0.0) {\n        const mercatorMatrix = mercatorToGlobeMatrix(matrix, transform);\n        return affineMatrixLerp(modelMatrix, mercatorMatrix, t);\n    }\n    return modelMatrix;\n}\n\n/**\n * Computes the convex hull from points using Jarvis's algorithm (Gift Wrapping).\n * The algorithm finds the leftmost point first and then iterates through\n * outermost points until the hull is closed.\n *\n * @param points Array of 2D points to compute convex hull for\n * @returns Array of Points forming the convex hull as a closed linear ring,\n *          or empty array if input has fewer than 3 points\n * @private\n */\n// Ported from gl-native: src/mbgl/util/bounding_volumes.cpp - convexPolygonFromPoints\nexport function convexPolygonFromPoints(points: Array<vec2>): Array<Point> {\n    assert(points.length >= 3, 'Polygon must have at least 3 points');\n\n    const ring: Array<Point> = [];\n\n    // Find the leftmost and bottommost point first\n    let leftmostIdx = 0;\n    for (let i = 1; i < points.length; i++) {\n        if (points[i][0] < points[leftmostIdx][0] ||\n            (points[i][0] === points[leftmostIdx][0] && points[i][1] < points[leftmostIdx][1])) {\n            leftmostIdx = i;\n        }\n    }\n\n    let current = leftmostIdx;\n    let next: number;\n    const visitedMap = new Uint8Array(points.length);\n\n    do {\n        // Return if the previous point is revisited, otherwise will end up with infinite loop\n        if (visitedMap[current]) {\n            break;\n        }\n\n        ring.push(new Point(points[current][0], points[current][1]));\n        visitedMap[current] = 1;\n\n        // Find the next most outmost point\n        next = (current + 1) % points.length;\n        for (let i = 0; i < points.length; i++) {\n            if ((points[i][0] === points[next][0] && points[i][1] === points[next][1]) ||\n                (points[i][0] === points[current][0] && points[i][1] === points[current][1])) {\n                continue;\n            }\n\n            // Sign of the result of the cross product tells the direction\n            const a: vec2 = [points[i][0] - points[current][0], points[i][1] - points[current][1]];\n            const b: vec2 = [points[next][0] - points[current][0], points[next][1] - points[current][1]];\n            const det = a[0] * b[1] - a[1] * b[0];\n            const dir = a[0] * b[0] + a[1] * b[1];\n\n            // Iterate over the points and select the rightmost point as 'next' relative to 'current'.\n            // If vectors a and b are collinear and point in the same direction, update 'next' to index i if i is\n            // further than next. If vectors a and b are collinear but point in opposite directions, index i is not\n            // considered rightmost but leftmost and is ignored. If next and current are overlapped, update 'next'\n            // to index i.\n            if (det > 0.0 || (det === 0.0 && dir >= 0.0 && (a[0] * a[0] + a[1] * a[1]) > (b[0] * b[0] + b[1] * b[1]))) {\n                next = i;\n            }\n        }\n\n        current = next;\n    } while (current !== leftmostIdx);\n\n    // Close the ring by adding the first point\n    if (ring.length > 0) {\n        ring.push(ring[0]);\n    }\n\n    return ring;\n}\n\n// In case of intersection, returns depth of the closest corner. Otherwise, returns undefined.\nexport function queryGeometryIntersectsProjectedAabb(\n    queryGeometry: Point[],\n    transform: Transform,\n    worldViewProjection: mat4,\n    aabb: Aabb,\n): number | null | undefined {\n    // Collision checks are performed in screen space. Corners are in ndc space.\n    const corners = Aabb.projectAabbCorners(aabb, worldViewProjection);\n    // convert to screen points\n    let minDepth = Number.MAX_VALUE;\n    for (let c = 0; c < corners.length; ++c) {\n        const corner = corners[c];\n        corner[0] = (0.5 * corner[0] + 0.5) * transform.width;\n        corner[1] = (0.5 - 0.5 * corner[1]) * transform.height;\n        if (corner[2] < minDepth) {\n            minDepth = corner[2]; // This is a rough aabb intersection check for now and no need to interpolate over aabb sides.\n        }\n    }\n\n    const convexPolygon = convexPolygonFromPoints(corners);\n\n    if (polygonIntersectsPolygon(queryGeometry, convexPolygon)) {\n        return minDepth;\n    }\n}\n","import LngLat from '../../src/geo/lng_lat';\nimport Texture from '../../src/render/texture';\nimport {Aabb} from '../../src/util/primitives';\nimport {mat4, vec4} from 'gl-matrix';\nimport {modelAttributes, normalAttributes, texcoordAttributes, texcoordNormalizedAttributes, color3fAttributes, color4fAttributes, featureAttributes} from './model_attributes';\nimport SegmentVector from '../../src/data/segment';\nimport {globeToMercatorTransition} from '../../src/geo/projection/globe_util';\nimport {number as interpolate} from '../../src/style-spec/util/interpolate';\nimport MercatorCoordinate, {getMetersPerPixelAtLatitude, getLatitudeScale, mercatorZfromAltitude} from '../../src/geo/mercator_coordinate';\nimport {rotationScaleYZFlipMatrix, getBoxBottomFace, rotationFor3Points, convertModelMatrixForGlobe} from '../util/model_util';\nimport {degToRad} from '../../src/util/util';\n\nimport type {StructArray} from '../../src/util/struct_array';\nimport type {ModelLayoutArray, TriangleIndexArray, NormalLayoutArray, TexcoordLayoutArray, TexcoordNormalizedLayoutArray, FeatureVertexArray} from '../../src/data/array_types';\nimport type Color from '../../src/style-spec/util/color';\nimport type {vec2, vec3, quat} from 'gl-matrix';\nimport type Context from '../../src/gl/context';\nimport type IndexBuffer from '../../src/gl/index_buffer';\nimport type Painter from '../../src/render/painter';\nimport type VertexBuffer from '../../src/gl/vertex_buffer';\nimport type {TextureImage, TextureWrap, TextureFilter} from '../../src/render/texture';\nimport type Transform from '../../src/geo/transform';\nimport type {Footprint} from '../util/conflation';\nimport type {ModelBVH} from '../source/model_bvh';\nimport type {LightOverrides} from '../render/lights';\n\nexport type Sampler = {\n    minFilter: TextureFilter;\n    magFilter: TextureFilter;\n    wrapS: TextureWrap;\n    wrapT: TextureWrap;\n};\n\nexport type ModelTexture = {\n    image: TextureImage;\n    sampler: Sampler;\n    gfxTexture?: Texture;\n    uploaded: boolean;\n    offsetScale?: [number, number, number, number];\n    index?: number;\n    extensions?: Record<string, {offset: [number, number], scale: [number, number]}>;\n};\n\nexport type PbrMetallicRoughness = {\n    baseColorFactor: Color;\n    metallicFactor: number;\n    roughnessFactor: number;\n    baseColorTexture: ModelTexture | null | undefined;\n    metallicRoughnessTexture: ModelTexture | null | undefined;\n};\n\nexport type MaterialDescription = {\n    name: string | undefined;\n    emissiveFactor: [number, number, number];\n    alphaMode: string;\n    alphaCutoff: number;\n    normalTexture: ModelTexture;\n    occlusionTexture: ModelTexture;\n    emissiveTexture: ModelTexture;\n    doubleSided: boolean;\n    pbrMetallicRoughness: PbrMetallicRoughness;\n    defined?: boolean;\n};\n\nexport type Material = {\n    name: string | undefined;\n    normalTexture: ModelTexture | null | undefined;\n    occlusionTexture: ModelTexture | null | undefined;\n    emissionTexture: ModelTexture | null | undefined;\n    pbrMetallicRoughness: PbrMetallicRoughness;\n    emissiveFactor: Color;\n    alphaMode: string;\n    alphaCutoff: number;\n    doubleSided: boolean;\n    defined: boolean;\n};\n\nexport type MaterialOverride = {\n    color: Color;\n    colorMix: number;\n    emissionStrength: number;\n    opacity: number;\n};\n\nexport type NodeOverride = {\n    orientation?: vec3; // euler ZXY\n    minZoom?: number;\n    maxZoom?: number;\n};\n\nexport const HEIGHTMAP_DIM = 64;\n\n// A vertex's feature id carries one of these in its low 4 bits, which selects the per-part style the\n// renderer evaluates for it.\nexport const PartIndices = {\n    wall: 1,\n    door: 2,\n    roof: 3,\n    window: 4,\n    lamp: 5,\n    logo: 6\n} as const;\n\nexport const PartNames = ['', 'wall', 'door', 'roof', 'window', 'lamp', 'logo'] as const;\n\nexport type Mesh = {\n    // eslint-disable-next-line no-warning-comments\n    indexArray: TriangleIndexArray // TODO: Add TriangleStrip, etc;\n    indexBuffer: IndexBuffer;\n    vertexArray: ModelLayoutArray;\n    vertexBuffer: VertexBuffer;\n    normalArray: NormalLayoutArray;\n    normalBuffer: VertexBuffer;\n    texcoordArray: TexcoordLayoutArray | TexcoordNormalizedLayoutArray;\n    texcoordBuffer: VertexBuffer;\n    colorArray: StructArray;\n    colorBuffer: VertexBuffer;\n    featureArray: FeatureVertexArray;\n    featureBuffer: VertexBuffer;\n    // featureArray is destroyed once uploaded, so gating reads this instead.\n    hasFeatureData: boolean;\n    // Vertex color of the first door-tagged vertex, cached while the feature data was loaded.\n    // Undefined for meshes with no door geometry. The door lights borrow it to style themselves.\n    doorVertexColor?: number;\n    material: Material;\n    aabb: Aabb;\n    transformedAabb: Aabb;\n    segments: SegmentVector;\n    centroid: vec3;\n    heightmap: Float32Array;\n};\n\n// A rectangle with 5 DoF, no rolling\nexport type AreaLight = {\n    pos: vec3;\n    normal: vec3;\n    width: number;\n    height: number;\n    depth: number;\n    points: vec4;\n};\n\nexport type ModelNode = {\n    id: string;\n    name: string | null | undefined;\n    globalMatrix: mat4;\n    localMatrix: mat4;\n    meshes: Array<Mesh>;\n    lodMeshes?: Array<Mesh>;\n    meshBVH?: ModelBVH;\n    children: Array<ModelNode>;\n    footprint: Footprint | null | undefined;\n    lights: Array<AreaLight>;\n    lightMeshIndex: number;\n    // Bounds of the mesh whose door geometry the lights mesh borrows its style from. The emissive\n    // height gradient of the lights resolves against these rather than their own bounds, which\n    // cover just the light quads.\n    lightsStyleAabb?: Aabb;\n    elevation: number | null | undefined;\n    anchor: vec2;\n    hidden: boolean;\n    isGeometryBloom: boolean;\n    minZoom?: number;\n    maxZoom?: number;\n    footprintDebugMesh?: {\n        vertexBuffer: VertexBuffer;\n        indexBuffer: IndexBuffer;\n        segments: SegmentVector;\n        color: Color;\n    };\n};\n\nexport const ModelTraits = {\n    CoordinateSpaceTile: 1,\n    CoordinateSpaceYUp: 2, // not used yet.\n    HasMapboxMeshFeatures: 1 << 2,\n    HasMeshoptCompression: 1 << 3\n} as const;\n\nexport const DefaultModelScale = [1, 1, 1] as const;\n\nfunction positionModelOnTerrain(\n    rotationOnTerrain: quat,\n    transform: Transform,\n    aabb: Aabb,\n    matrix: mat4,\n    position: LngLat,\n): number {\n    const elevation = transform.elevation;\n    if (!elevation) {\n        return 0.0;\n    }\n    const corners = Aabb.projectAabbCorners(aabb, matrix);\n    const meterToMercator = mercatorZfromAltitude(1, position.lat) * transform.worldSize;\n    const bottomFace = getBoxBottomFace(corners, meterToMercator);\n\n    const b0 = corners[bottomFace[0]];\n    const b1 = corners[bottomFace[1]];\n    const b2 = corners[bottomFace[2]];\n    const b3 = corners[bottomFace[3]];\n\n    const e0 = elevation.getAtPointOrZero(new MercatorCoordinate(b0[0] / transform.worldSize, b0[1] / transform.worldSize), 0);\n    const e1 = elevation.getAtPointOrZero(new MercatorCoordinate(b1[0] / transform.worldSize, b1[1] / transform.worldSize), 0);\n    const e2 = elevation.getAtPointOrZero(new MercatorCoordinate(b2[0] / transform.worldSize, b2[1] / transform.worldSize), 0);\n    const e3 = elevation.getAtPointOrZero(new MercatorCoordinate(b3[0] / transform.worldSize, b3[1] / transform.worldSize), 0);\n\n    const d03 = (e0 + e3) / 2;\n    const d12 = (e1 + e2) / 2;\n\n    if (d03 > d12) {\n        if (e1 < e2) {\n            rotationFor3Points(rotationOnTerrain, b1, b3, b0, e1, e3, e0, meterToMercator);\n        } else {\n            rotationFor3Points(rotationOnTerrain, b2, b0, b3, e2, e0, e3, meterToMercator);\n        }\n    } else {\n        if (e0 < e3) {\n            rotationFor3Points(rotationOnTerrain, b0, b1, b2, e0, e1, e2, meterToMercator);\n        } else {\n            rotationFor3Points(rotationOnTerrain, b3, b2, b1, e3, e2, e1, meterToMercator);\n        }\n    }\n    return Math.max(d03, d12);\n}\n\nexport function calculateModelMatrix(matrix: mat4, model: Readonly<Model>, state: Transform, position: LngLat, rotation: vec3, scale: vec3, translation: vec3, applyElevation: boolean, followTerrainSlope: boolean, viewportScale: boolean = false) {\n    const zoom = state.zoom;\n    const projectedPoint = state.project(position);\n    const modelMetersPerPixel = getMetersPerPixelAtLatitude(position.lat, zoom);\n    const modelPixelsPerMeter = 1.0 / modelMetersPerPixel;\n    mat4.identity(matrix);\n    const offset: [number, number, number] = [projectedPoint.x + translation[0] * modelPixelsPerMeter, projectedPoint.y + translation[1] * modelPixelsPerMeter, translation[2]];\n    mat4.translate(matrix, matrix, offset);\n    let scaleXY = 1.0;\n    let scaleZ = 1.0;\n    const worldSize = state.worldSize;\n    if (viewportScale) {\n        if (state.projection.name === 'mercator') {\n            let elevation = 0.0;\n            if (state.elevation) {\n                elevation = state.elevation.getAtPointOrZero(new MercatorCoordinate(projectedPoint.x / worldSize, projectedPoint.y / worldSize), 0.0);\n            }\n            const mercProjPos = vec4.transformMat4([], [projectedPoint.x, projectedPoint.y, elevation, 1.0], state.projMatrix);\n            const mercProjectionScale = mercProjPos[3] / state.cameraToCenterDistance;\n            const viewMetersPerPixel = getMetersPerPixelAtLatitude(state.center.lat, zoom);\n            scaleXY = mercProjectionScale;\n            scaleZ = mercProjectionScale * viewMetersPerPixel;\n        } else if (state.projection.name === 'globe') {\n            const globeMatrix = convertModelMatrixForGlobe(matrix, state);\n            const worldViewProjection = mat4.multiply([], state.projMatrix, globeMatrix);\n            const globeProjPos: [number, number, number, number] = [0, 0, 0, 1];\n            vec4.transformMat4(globeProjPos, globeProjPos, worldViewProjection);\n            const globeProjectionScale = globeProjPos[3] / state.cameraToCenterDistance;\n            const transition = globeToMercatorTransition(zoom);\n            const modelPixelConv = state.projection.pixelsPerMeter(position.lat, worldSize) * getMetersPerPixelAtLatitude(position.lat, zoom);\n            const viewPixelConv = state.projection.pixelsPerMeter(state.center.lat, worldSize) * getMetersPerPixelAtLatitude(state.center.lat, zoom);\n            const viewLatScale = getLatitudeScale(state.center.lat);\n            // Compensate XY size difference from model latitude, taking into account globe-mercator transition\n            scaleXY = globeProjectionScale / interpolate(modelPixelConv, viewLatScale, transition);\n            // Compensate height difference from model latitude.\n            // No interpolation, because the Z axis is fixed in globe projection.\n            scaleZ = globeProjectionScale * modelMetersPerPixel / modelPixelConv;\n            // In globe projection, zoom and scale do not match anymore.\n            // Use pixelScaleConversion to scale to correct worldSize.\n            scaleXY *= viewPixelConv;\n            scaleZ *= viewPixelConv;\n        }\n    } else {\n        scaleXY = modelPixelsPerMeter;\n    }\n\n    mat4.scale(matrix, matrix, [scaleXY, scaleXY, scaleZ]);\n\n    // When applying physics (rotation) we need to insert rotation matrix\n    // between model rotation and transforms above. Keep the intermediate results.\n    const modelMatrixBeforeRotationScaleYZFlip = [...matrix] as mat4;\n\n    const orientation = model.orientation;\n\n    const rotationScaleYZFlip = [];\n    rotationScaleYZFlipMatrix(\n        rotationScaleYZFlip,\n        [\n            orientation[0] + (rotation ? rotation[0] : 0),\n            orientation[1] + (rotation ? rotation[1] : 0),\n            orientation[2] + (rotation ? rotation[2] : 0)\n        ],\n        scale\n    );\n    mat4.multiply(matrix, modelMatrixBeforeRotationScaleYZFlip, rotationScaleYZFlip);\n\n    if (applyElevation && state.elevation) {\n        let elevate = 0;\n        const rotateOnTerrain = [];\n        if (followTerrainSlope && state.elevation) {\n            elevate = positionModelOnTerrain(rotateOnTerrain, state, model.aabb, matrix, position);\n            const rotationOnTerrain = mat4.fromQuat([], rotateOnTerrain);\n            const appendRotation = mat4.multiply([], rotationOnTerrain, rotationScaleYZFlip);\n            mat4.multiply(matrix, modelMatrixBeforeRotationScaleYZFlip, appendRotation);\n        } else {\n            elevate = state.elevation.getAtPointOrZero(new MercatorCoordinate(projectedPoint.x / worldSize, projectedPoint.y / worldSize), 0.0);\n        }\n        if (elevate !== 0) {\n            matrix[14] += elevate;\n        }\n    }\n}\n\nfunction rotationYZX(out: mat4, rotation: vec3) {\n    mat4.identity(out);\n    mat4.rotateY(out, out, degToRad(rotation[1]));\n    mat4.rotateZ(out, out, degToRad(rotation[2]));\n    mat4.rotateX(out, out, degToRad(rotation[0]));\n}\n\nexport type ModelMaterialOverrides = Map<string, MaterialOverride>;\nexport type ModelNodeOverrides = Map<string, NodeOverride>;\n\nexport default class Model {\n    id: string;\n    position: LngLat;\n    orientation: [number, number, number];\n    nodes: Array<ModelNode>;\n    matrix: mat4;\n    uploaded: boolean;\n    aabb: Aabb;\n\n    materialOverrides: ModelMaterialOverrides = new Map();\n    nodeOverrides: ModelNodeOverrides = new Map();\n\n    materialOverrideNames: string[] = [];\n    nodeOverrideNames: string[] = [];\n    featureProperties: Record<string, unknown> = {};\n    lightOverrides?: LightOverrides;\n\n    uri: string;\n\n    constructor(id: string, uri: string, position: [number, number] | null | undefined, orientation: [number, number, number] | null | undefined, nodes: Array<ModelNode>) {\n        this.id = id;\n        this.uri = uri;\n        this.position = position != null ? new LngLat(position[0], position[1]) : new LngLat(0, 0);\n\n        this.orientation = orientation ?? [0, 0, 0];\n        this.nodes = nodes;\n        this.uploaded = false;\n        this.aabb = new Aabb([Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity]);\n        this.matrix = [];\n    }\n\n    _applyTransformations(node: ModelNode, parentMatrix: mat4) {\n        // update local matrix\n        mat4.multiply(node.globalMatrix, parentMatrix, node.localMatrix);\n\n        const nodeOverride = this.nodeOverrides.get(node.name);\n        if (nodeOverride !== undefined) {\n            // Apply orientation override\n            if (nodeOverride.orientation) {\n                const m = [] as unknown as mat4;\n                rotationYZX(m, nodeOverride.orientation);\n                mat4.multiply(node.globalMatrix, node.globalMatrix, m);\n            }\n            if (nodeOverride.minZoom) {\n                node.minZoom = nodeOverride.minZoom;\n            }\n            if (nodeOverride.maxZoom) {\n                node.maxZoom = nodeOverride.maxZoom;\n            }\n        }\n\n        // apply local transform to bounding volume\n        if (node.meshes) {\n            for (const mesh of node.meshes) {\n                const enclosingBounds = Aabb.applyTransformFast(mesh.aabb, node.globalMatrix);\n                this.aabb.encapsulate(enclosingBounds);\n            }\n        }\n        if (node.children) {\n            for (const child of node.children) {\n                this._applyTransformations(child, node.globalMatrix);\n            }\n        }\n    }\n\n    computeBoundsAndApplyParent() {\n        const localMatrix = mat4.identity([]);\n        this.aabb = new Aabb([Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity]);\n        for (const node of this.nodes) {\n            this._applyTransformations(node, localMatrix);\n        }\n    }\n\n    computeModelMatrix(painter: Painter, rotation: vec3, scale: vec3, translation: vec3, applyElevation: boolean, followTerrainSlope: boolean, viewportScale: boolean = false) {\n        // calculate the model matrix for the single instance that uses the model.\n        calculateModelMatrix(this.matrix, this, painter.transform, this.position, rotation, scale, translation, applyElevation, followTerrainSlope, viewportScale);\n    }\n\n    upload(context: Context) {\n        if (this.uploaded) return;\n        for (const node of this.nodes) {\n            uploadNode(node, context);\n        }\n\n        // Now destroy all buffers\n        for (const node of this.nodes) {\n            destroyNodeArrays(node);\n        }\n\n        this.uploaded = true;\n    }\n\n    destroy() {\n        for (const node of this.nodes) {\n            destroyBuffers(node);\n        }\n    }\n}\n\nexport function uploadTexture(texture: ModelTexture, context: Context, useSingleChannelTexture: boolean = false) {\n    const textureFormat = useSingleChannelTexture ? context.gl.R8 : context.gl.RGBA8;\n    if (!texture.uploaded) {\n        const useMipmap = texture.sampler.minFilter >= context.gl.NEAREST_MIPMAP_NEAREST;\n        texture.gfxTexture = new Texture(context, texture.image, textureFormat, {useMipmap});\n        texture.uploaded = true;\n        texture.image = null;\n    }\n}\n\nexport function uploadMesh(mesh: Mesh, context: Context, useSingleChannelOcclusionTexture?: boolean) {\n    // Buffers\n    // Note: array buffers could reused for different nodes so destroy them in a later pass\n    mesh.indexBuffer = context.createIndexBuffer(mesh.indexArray, false, true);\n    mesh.vertexBuffer = context.createVertexBuffer(mesh.vertexArray, modelAttributes.members, false, true);\n    if (mesh.normalArray) {\n        mesh.normalBuffer = context.createVertexBuffer(mesh.normalArray, normalAttributes.members, false, true);\n    }\n    if (mesh.texcoordArray) {\n        const uvAttributes = mesh.texcoordArray.bytesPerElement === 8 ? texcoordAttributes : texcoordNormalizedAttributes;\n        mesh.texcoordBuffer = context.createVertexBuffer(mesh.texcoordArray, uvAttributes.members, false, true);\n    }\n    if (mesh.colorArray) {\n        const colorAttributes = mesh.colorArray.bytesPerElement === 12 ? color3fAttributes : color4fAttributes;\n        mesh.colorBuffer = context.createVertexBuffer(mesh.colorArray, colorAttributes.members, false, true);\n    }\n    if (mesh.featureArray) {\n        mesh.featureBuffer = context.createVertexBuffer(mesh.featureArray, featureAttributes.members, false, true);\n    }\n    mesh.segments = SegmentVector.simpleSegment(0, 0, mesh.vertexArray.length, mesh.indexArray.length);\n\n    // Textures\n    const material = mesh.material;\n    if (material.pbrMetallicRoughness.baseColorTexture) {\n        uploadTexture(material.pbrMetallicRoughness.baseColorTexture, context);\n    }\n    if (material.pbrMetallicRoughness.metallicRoughnessTexture) {\n        uploadTexture(material.pbrMetallicRoughness.metallicRoughnessTexture, context);\n    }\n    if (material.normalTexture) {\n        uploadTexture(material.normalTexture, context);\n    }\n    if (material.occlusionTexture) {\n        uploadTexture(material.occlusionTexture, context, useSingleChannelOcclusionTexture);\n    }\n    if (material.emissionTexture) {\n        uploadTexture(material.emissionTexture, context);\n    }\n}\n\nexport function uploadNode(node: ModelNode, context: Context, useSingleChannelOcclusionTexture?: boolean) {\n    if (node.meshes) {\n        for (const mesh of node.meshes) {\n            uploadMesh(mesh, context, useSingleChannelOcclusionTexture);\n        }\n    }\n    if (node.lodMeshes) {\n        for (const mesh of node.lodMeshes) {\n            uploadMesh(mesh, context, useSingleChannelOcclusionTexture);\n        }\n    }\n    if (node.children) {\n        for (const child of node.children) {\n            uploadNode(child, context, useSingleChannelOcclusionTexture);\n        }\n    }\n}\n\nfunction destroyMeshArrays(mesh: Mesh) {\n    mesh.indexArray.destroy();\n    mesh.vertexArray.destroy();\n    if (mesh.colorArray) mesh.colorArray.destroy();\n    if (mesh.normalArray) mesh.normalArray.destroy();\n    if (mesh.texcoordArray) mesh.texcoordArray.destroy();\n    if (mesh.featureArray) {\n        mesh.featureArray.destroy();\n    }\n}\n\nexport function destroyNodeArrays(node: ModelNode) {\n    if (node.meshes) {\n        for (const mesh of node.meshes) {\n            destroyMeshArrays(mesh);\n        }\n    }\n    if (node.lodMeshes) {\n        for (const mesh of node.lodMeshes) {\n            destroyMeshArrays(mesh);\n        }\n    }\n    if (node.children) {\n        for (const child of node.children) {\n            destroyNodeArrays(child);\n        }\n    }\n}\n\nexport function destroyTextures(material: Material) {\n    if (material.pbrMetallicRoughness.baseColorTexture && material.pbrMetallicRoughness.baseColorTexture.gfxTexture) {\n        material.pbrMetallicRoughness.baseColorTexture.gfxTexture.destroy();\n    }\n    if (material.pbrMetallicRoughness.metallicRoughnessTexture && material.pbrMetallicRoughness.metallicRoughnessTexture.gfxTexture) {\n        material.pbrMetallicRoughness.metallicRoughnessTexture.gfxTexture.destroy();\n    }\n    if (material.normalTexture && material.normalTexture.gfxTexture) {\n        material.normalTexture.gfxTexture.destroy();\n    }\n    if (material.emissionTexture && material.emissionTexture.gfxTexture) {\n        material.emissionTexture.gfxTexture.destroy();\n    }\n    if (material.occlusionTexture && material.occlusionTexture.gfxTexture) {\n        material.occlusionTexture.gfxTexture.destroy();\n    }\n}\n\nfunction destroyMeshBuffers(mesh: Mesh) {\n    if (!mesh.vertexBuffer) return;\n    mesh.vertexBuffer.destroy();\n    mesh.indexBuffer.destroy();\n    if (mesh.normalBuffer) {\n        mesh.normalBuffer.destroy();\n    }\n    if (mesh.texcoordBuffer) {\n        mesh.texcoordBuffer.destroy();\n    }\n    if (mesh.colorBuffer) {\n        mesh.colorBuffer.destroy();\n    }\n    if (mesh.featureBuffer) {\n        mesh.featureBuffer.destroy();\n    }\n    mesh.segments.destroy();\n    if (mesh.material) {\n        destroyTextures(mesh.material);\n    }\n}\n\nexport function destroyBuffers(node: ModelNode) {\n    if (node.meshes) {\n        for (const mesh of node.meshes) {\n            destroyMeshBuffers(mesh);\n        }\n    }\n    if (node.lodMeshes) {\n        for (const mesh of node.lodMeshes) {\n            destroyMeshBuffers(mesh);\n        }\n    }\n    if (node.footprintDebugMesh) {\n        node.footprintDebugMesh.vertexBuffer.destroy();\n        node.footprintDebugMesh.indexBuffer.destroy();\n        node.footprintDebugMesh.segments.destroy();\n    }\n    if (node.children) {\n        for (const child of node.children) {\n            destroyBuffers(child);\n        }\n    }\n}\n","import {register} from '../../src/util/web_worker_transfer';\n\ntype BvhNode = {\n    aabbMin: [number, number, number];\n    aabbMax: [number, number, number];\n    backChild: number;  // 0xFFFF for leaf nodes\n    indexCount: number; // 0 for interior nodes\n    indexOffset: number;\n};\n\nfunction aabbOverlap(\n    minA: [number, number, number], maxA: [number, number, number],\n    minB: [number, number, number], maxB: [number, number, number]\n): boolean {\n    return minA[0] <= maxB[0] && maxA[0] >= minB[0] &&\n           minA[1] <= maxB[1] && maxA[1] >= minB[1] &&\n           minA[2] <= maxB[2] && maxA[2] >= minB[2];\n}\n\n// Triangle-AABB intersection test using SAT (Separating Axis Theorem)\n// Based on \"Fast 3D Triangle-Box Overlap Testing\" by Tomas Akenine-Möller\nfunction triangleAABBIntersect(\n    v0x: number, v0y: number, v0z: number,\n    v1x: number, v1y: number, v1z: number,\n    v2x: number, v2y: number, v2z: number,\n    aabbMin: [number, number, number],\n    aabbMax: [number, number, number]\n): boolean {\n    // Move triangle so AABB is centered at origin\n    const cx = (aabbMin[0] + aabbMax[0]) * 0.5;\n    const cy = (aabbMin[1] + aabbMax[1]) * 0.5;\n    const cz = (aabbMin[2] + aabbMax[2]) * 0.5;\n    const hx = (aabbMax[0] - aabbMin[0]) * 0.5;\n    const hy = (aabbMax[1] - aabbMin[1]) * 0.5;\n    const hz = (aabbMax[2] - aabbMin[2]) * 0.5;\n\n    const tv0x = v0x - cx, tv0y = v0y - cy, tv0z = v0z - cz;\n    const tv1x = v1x - cx, tv1y = v1y - cy, tv1z = v1z - cz;\n    const tv2x = v2x - cx, tv2y = v2y - cy, tv2z = v2z - cz;\n\n    const e0x = tv1x - tv0x, e0y = tv1y - tv0y, e0z = tv1z - tv0z;\n    const e1x = tv2x - tv1x, e1y = tv2y - tv1y, e1z = tv2z - tv1z;\n    const e2x = tv0x - tv2x, e2y = tv0y - tv2y, e2z = tv0z - tv2z;\n\n    let p0: number, p1: number, p2: number, pmin: number, pmax: number, rad: number;\n\n    // 9 cross-product axes\n    p0 = tv0z * e0y - tv0y * e0z; p1 = tv1z * e0y - tv1y * e0z; p2 = tv2z * e0y - tv2y * e0z;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e0z) * hy + Math.abs(e0y) * hz;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0z * e1y - tv0y * e1z; p1 = tv1z * e1y - tv1y * e1z; p2 = tv2z * e1y - tv2y * e1z;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e1z) * hy + Math.abs(e1y) * hz;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0z * e2y - tv0y * e2z; p1 = tv1z * e2y - tv1y * e2z; p2 = tv2z * e2y - tv2y * e2z;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e2z) * hy + Math.abs(e2y) * hz;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0x * e0z - tv0z * e0x; p1 = tv1x * e0z - tv1z * e0x; p2 = tv2x * e0z - tv2z * e0x;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e0z) * hx + Math.abs(e0x) * hz;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0x * e1z - tv0z * e1x; p1 = tv1x * e1z - tv1z * e1x; p2 = tv2x * e1z - tv2z * e1x;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e1z) * hx + Math.abs(e1x) * hz;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0x * e2z - tv0z * e2x; p1 = tv1x * e2z - tv1z * e2x; p2 = tv2x * e2z - tv2z * e2x;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e2z) * hx + Math.abs(e2x) * hz;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0y * e0x - tv0x * e0y; p1 = tv1y * e0x - tv1x * e0y; p2 = tv2y * e0x - tv2x * e0y;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e0y) * hx + Math.abs(e0x) * hy;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0y * e1x - tv0x * e1y; p1 = tv1y * e1x - tv1x * e1y; p2 = tv2y * e1x - tv2x * e1y;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e1y) * hx + Math.abs(e1x) * hy;\n    if (pmin > rad || pmax < -rad) return false;\n\n    p0 = tv0y * e2x - tv0x * e2y; p1 = tv1y * e2x - tv1x * e2y; p2 = tv2y * e2x - tv2x * e2y;\n    pmin = Math.min(p0, p1, p2); pmax = Math.max(p0, p1, p2);\n    rad = Math.abs(e2y) * hx + Math.abs(e2x) * hy;\n    if (pmin > rad || pmax < -rad) return false;\n\n    // AABB face normals\n    pmin = Math.min(tv0x, tv1x, tv2x); pmax = Math.max(tv0x, tv1x, tv2x);\n    if (pmin > hx || pmax < -hx) return false;\n\n    pmin = Math.min(tv0y, tv1y, tv2y); pmax = Math.max(tv0y, tv1y, tv2y);\n    if (pmin > hy || pmax < -hy) return false;\n\n    pmin = Math.min(tv0z, tv1z, tv2z); pmax = Math.max(tv0z, tv1z, tv2z);\n    if (pmin > hz || pmax < -hz) return false;\n\n    // Triangle plane\n    const nx = e0y * e1z - e0z * e1y;\n    const ny = e0z * e1x - e0x * e1z;\n    const nz = e0x * e1y - e0y * e1x;\n    const d = -(nx * tv0x + ny * tv0y + nz * tv0z);\n    rad = hx * Math.abs(nx) + hy * Math.abs(ny) + hz * Math.abs(nz);\n    if (Math.abs(d) > rad) return false;\n\n    return true;\n}\n\n// Reused across findHighestPoint calls; calls are synchronous so a single shared array is safe.\nconst findHighestPointStack: number[] = [];\n\nexport class ModelBVH {\n    _nodes!: BvhNode[];\n    _indices!: Uint32Array;\n    _vertices!: Float32Array; // packed x,y,z per vertex\n\n    serializeFromGltf(binData: Uint8Array, posMinData: Float32Array, posMaxData: Float32Array, idxData: Uint32Array): void {\n        if (binData.length < 7) return;\n\n        let binOffset = 0;\n        if (binData[binOffset++] !== 0x6D || // 'm'\n            binData[binOffset++] !== 0x62 || // 'b'\n            binData[binOffset++] !== 0x78 || // 'x'\n            binData[binOffset++] !== 0x62 || // 'b'\n            binData[binOffset++] !== 0x76 || // 'v'\n            binData[binOffset++] !== 0x68) { // 'h'\n            return;\n        }\n\n        const version = binData[binOffset++];\n        if (version !== 43) return;\n\n        const dataView = new DataView(binData.buffer, binData.byteOffset);\n\n        const nodeCount = dataView.getUint16(binOffset, true);\n        binOffset += 2;\n        if (nodeCount === 0) return;\n\n        this._nodes = [];\n        let posOffset = 0;\n\n        for (let i = 0; i < nodeCount; i++) {\n            const aabbMin: [number, number, number] = [posMinData[posOffset * 3], posMinData[posOffset * 3 + 1], posMinData[posOffset * 3 + 2]];\n            const aabbMax: [number, number, number] = [posMaxData[posOffset * 3], posMaxData[posOffset * 3 + 1], posMaxData[posOffset * 3 + 2]];\n            posOffset++;\n\n            const backChild = dataView.getUint16(binOffset, true);\n            binOffset += 2;\n\n            let indexCount = 0;\n            let indexOffset = 0;\n            if (backChild === 0xFFFF) {\n                indexCount = dataView.getUint16(binOffset, true);\n                binOffset += 2;\n                indexOffset = dataView.getUint32(binOffset, true);\n                binOffset += 4;\n            }\n\n            this._nodes.push({aabbMin, aabbMax, backChild, indexCount, indexOffset});\n        }\n\n        const numIndices = dataView.getUint32(binOffset, true);\n        this._indices = idxData.slice(0, numIndices);\n    }\n\n    setVertices(data: Float32Array): void {\n        this._vertices = data;\n    }\n\n    findHighestPoint(aabbMin: [number, number, number], aabbMax: [number, number, number]): number | null {\n        if (!this._nodes || this._nodes.length === 0) return null;\n        if (!aabbOverlap(this._nodes[0].aabbMin, this._nodes[0].aabbMax, aabbMin, aabbMax)) return null;\n\n        const stack = findHighestPointStack;\n        stack.length = 0;\n        stack.push(0);\n        let highest = -Infinity;\n\n        while (stack.length > 0) {\n            const nodeIdx = stack.pop();\n            const node = this._nodes[nodeIdx];\n\n            if (node.aabbMax[2] <= highest) continue;\n\n            if (node.backChild === 0xFFFF) {\n                // Leaf: test all triangles\n                for (let tri = 0; tri < node.indexCount; tri += 3) {\n                    const i0 = this._indices[node.indexOffset + tri] * 3;\n                    const i1 = this._indices[node.indexOffset + tri + 1] * 3;\n                    const i2 = this._indices[node.indexOffset + tri + 2] * 3;\n                    if (triangleAABBIntersect(\n                        this._vertices[i0], this._vertices[i0 + 1], this._vertices[i0 + 2],\n                        this._vertices[i1], this._vertices[i1 + 1], this._vertices[i1 + 2],\n                        this._vertices[i2], this._vertices[i2 + 1], this._vertices[i2 + 2],\n                        aabbMin, aabbMax)) {\n                        highest = Math.max(highest, this._vertices[i0 + 2], this._vertices[i1 + 2], this._vertices[i2 + 2]);\n                    }\n                }\n                continue;\n            }\n\n            const frontIdx = nodeIdx + 1;\n            const backIdx = node.backChild;\n            const frontNode = this._nodes[frontIdx];\n            const backNode = this._nodes[backIdx];\n            const frontOverlap = aabbOverlap(frontNode.aabbMin, frontNode.aabbMax, aabbMin, aabbMax);\n            const backOverlap = aabbOverlap(backNode.aabbMin, backNode.aabbMax, aabbMin, aabbMax);\n\n            if (frontOverlap && backOverlap) {\n                // Push lower max Z first so higher max Z is popped (processed) first\n                if (frontNode.aabbMax[2] < backNode.aabbMax[2]) {\n                    stack.push(frontIdx);\n                    stack.push(backIdx);\n                } else {\n                    stack.push(backIdx);\n                    stack.push(frontIdx);\n                }\n            } else if (frontOverlap) {\n                stack.push(frontIdx);\n            } else if (backOverlap) {\n                stack.push(backIdx);\n            }\n        }\n\n        return highest >= 0 ? highest : null;\n    }\n}\n\nregister(ModelBVH, 'ModelBVH');\n","import Point from '@mapbox/point-geometry';\nimport assert from '../../src/style-spec/util/assert';\nimport earcut from 'earcut';\nimport {mat4, vec3} from 'gl-matrix';\nimport {Aabb} from '../../src/util/primitives';\nimport Color from '../../src/style-spec/util/color';\nimport {TriangleIndexArray,\n    ModelLayoutArray,\n    NormalLayoutArray,\n    TexcoordLayoutArray,\n    TexcoordNormalizedLayoutArray,\n    Color3fLayoutArray,\n    Color4fLayoutArray,\n    FeatureVertexArray\n} from '../../src/data/array_types';\nimport {loadGLTF, GLTF_TO_ARRAY_TYPE, GLTF_COMPONENTS} from '../util/loaders';\nimport {base64DecToArr} from '../../src/util/util';\nimport TriangleGridIndex from '../../src/util/triangle_grid_index';\nimport Model, {HEIGHTMAP_DIM, PartIndices} from '../data/model';\nimport {ModelBVH} from './model_bvh';\n\nimport type {vec2} from 'gl-matrix';\nimport type {Class} from '../../src/types/class';\nimport type {Footprint} from '../util/conflation';\nimport type {TextureImage} from '../../src/render/texture';\nimport type {GLTF, GLTFNode, GLTFAccessor, GLTFPrimitive} from '../util/loaders';\nimport type {Mesh, ModelNode, Material, MaterialDescription, ModelTexture, Sampler, AreaLight, PbrMetallicRoughness} from '../data/model';\n\nfunction convertTextures(gltf: GLTF, images: Array<TextureImage>): Array<ModelTexture> {\n    const textures: ModelTexture[] = [];\n    const gl = WebGL2RenderingContext;\n    if (gltf.json.textures) {\n        for (const textureDesc of gltf.json.textures) {\n            const sampler: Sampler = {\n                magFilter: gl.LINEAR,\n                minFilter: gl.NEAREST,\n                wrapS: gl.REPEAT,\n                wrapT: gl.REPEAT\n            };\n            if (textureDesc.sampler !== undefined) Object.assign(sampler, gltf.json.samplers[textureDesc.sampler]);\n            textures.push({\n                image: images[textureDesc.source],\n                sampler,\n                uploaded: false\n            });\n        }\n    }\n    return textures;\n}\n\nfunction convertMaterial(materialDesc: Partial<MaterialDescription>, textures: Array<ModelTexture>): Material {\n    const {\n        emissiveFactor = [0, 0, 0],\n        alphaMode = 'OPAQUE',\n        alphaCutoff = 0.5,\n        normalTexture,\n        occlusionTexture,\n        emissiveTexture,\n        doubleSided,\n        name\n    } = materialDesc;\n\n    const {\n        baseColorFactor = [1, 1, 1, 1],\n        metallicFactor = 1.0,\n        roughnessFactor = 1.0,\n        baseColorTexture,\n        metallicRoughnessTexture\n    } = materialDesc.pbrMetallicRoughness || {};\n\n    const modelOcclusionTexture = occlusionTexture ? textures[occlusionTexture.index] : undefined;\n    // Supporting texture transform only for occlusion (mbx landmarks)\n    // Check if KHR_Texture_transform is set.\n    if (occlusionTexture && occlusionTexture.extensions && occlusionTexture.extensions['KHR_texture_transform'] && modelOcclusionTexture) {\n        const transform = occlusionTexture.extensions['KHR_texture_transform'];\n        modelOcclusionTexture.offsetScale = [transform.offset[0], transform.offset[1], transform.scale[0], transform.scale[1]];\n    }\n\n    return {\n        name,\n        pbrMetallicRoughness: {\n            baseColorFactor: new Color(...baseColorFactor as [number, number, number, number]),\n            metallicFactor,\n            roughnessFactor,\n            baseColorTexture: baseColorTexture ? textures[baseColorTexture.index] : undefined,\n            metallicRoughnessTexture: metallicRoughnessTexture ? textures[metallicRoughnessTexture.index] : undefined\n        },\n        doubleSided,\n        emissiveFactor: new Color(...emissiveFactor),\n        alphaMode,\n        alphaCutoff,\n        normalTexture: normalTexture ? textures[normalTexture.index] : undefined,\n        occlusionTexture: modelOcclusionTexture,\n        emissionTexture: emissiveTexture ? textures[emissiveTexture.index] : undefined,\n        defined: materialDesc.defined === undefined // just to make the rendertests the same than native\n    };\n}\n\nfunction getNormalizedScale(arrayType: Class<ArrayBufferView>) {\n    switch (arrayType) {\n    case Int8Array:\n        return 1 / 127;\n    case Uint8Array:\n        return 1 / 255;\n    case Int16Array:\n        return 1 / 32767;\n    case Uint16Array:\n        return 1 / 65535;\n    default:\n        return 1;\n    }\n}\n\nfunction getBufferData(gltf: GLTF, accessor: GLTFAccessor): Uint32Array | Float32Array {\n    const bufferView = gltf.json.bufferViews[accessor.bufferView];\n    const buffer = gltf.buffers[bufferView.buffer];\n    const offset = (accessor.byteOffset || 0) + (bufferView.byteOffset || 0);\n    const ArrayType = GLTF_TO_ARRAY_TYPE[accessor.componentType] as Uint32ArrayConstructor | Float32ArrayConstructor;\n    const itemBytes = GLTF_COMPONENTS[accessor.type] * ArrayType.BYTES_PER_ELEMENT;\n\n    const stride: number = (bufferView.byteStride && bufferView.byteStride !== itemBytes) ?\n        bufferView.byteStride / ArrayType.BYTES_PER_ELEMENT :\n        GLTF_COMPONENTS[accessor.type];\n\n    const bufferData = new ArrayType(buffer, offset, accessor.count * stride);\n    return bufferData;\n}\n\n// The tiler packs a vertex color and a feature id into the two halves of one 32-bit word, but V1 and\n// V2 tiles use opposite halves. Store them the way the model shader reads a_feature: color in .x,\n// feature id in .y. The first door color is kept while the words are read, so that the door lights\n// can be styled without walking the array again.\nfunction setFeatureData(gltf: GLTF, accessor: GLTFAccessor, swapHalves: boolean, mesh: Mesh) {\n    const data = getBufferData(gltf, accessor);\n    // V2 encodes the word as a float, so it indexes per vertex. V1 stores it as raw bytes, which the\n    // accessor describes as two uint16 components, so it has to be read back as one word per vertex.\n    const words = data instanceof Float32Array ? data : new Uint32Array(data.buffer, data.byteOffset, accessor.count);\n    const featureArray = new FeatureVertexArray();\n    featureArray.reserveExact(accessor.count);\n    let doorVertexColor = -1;\n    for (let i = 0; i < accessor.count; i++) {\n        const word = swapHalves ? (words[i] >>> 16) | (words[i] << 16) : words[i];\n        const color = word & 0xffff;\n        const id = word >>> 16;\n        doorVertexColor = doorVertexColor < 0 && (id & 0xf) === PartIndices.door ? color : doorVertexColor;\n        featureArray.emplaceBack(color, id);\n    }\n    mesh.featureArray = featureArray;\n    if (doorVertexColor >= 0) {\n        mesh.doorVertexColor = doorVertexColor;\n    }\n}\n\n// Copies one accessor into a destination view. Normalized destinations hold floats in [0, 1] /\n// [-1, 1]; raw destinations keep the source's integers and let the vertex fetch normalize them.\nfunction setArrayData(gltf: GLTF, accessor: GLTFAccessor, dest: Float32Array | Uint16Array, buffer: ArrayLike<number>, normalize: boolean = true) {\n    const ArrayType = GLTF_TO_ARRAY_TYPE[accessor.componentType];\n    const components = GLTF_COMPONENTS[accessor.type];\n    assert(dest.length === accessor.count * components);\n\n    const norm = normalize ? getNormalizedScale(ArrayType) : 1;\n\n    const bufferView = gltf.json.bufferViews[accessor.bufferView];\n\n    const numElements = bufferView.byteStride ? bufferView.byteStride / ArrayType.BYTES_PER_ELEMENT : components;\n    const total = accessor.count * numElements;\n\n    for (let i = 0, count = 0;  i < total; i += numElements, count += components) {\n        for (let j = 0; j < components; j++) {\n            dest[count + j] = buffer[i + j] * norm;\n        }\n    }\n}\n\n// Quantizes normalized values onto signed bytes in [-127, 127]. Rounding and clamping are explicit\n// because Int8Array assignment truncates and wraps. The destination is wider than the source, and\n// the padding component the vertex fetch requires is left at zero.\nfunction setQuantizedArrayData(gltf: GLTF, accessor: GLTFAccessor, dest: Int8Array, buffer: ArrayLike<number>) {\n    const ArrayType = GLTF_TO_ARRAY_TYPE[accessor.componentType];\n    const norm = getNormalizedScale(ArrayType);\n\n    const bufferView = gltf.json.bufferViews[accessor.bufferView];\n\n    const srcComponents = GLTF_COMPONENTS[accessor.type];\n    const components = dest.length / accessor.count;\n\n    const numElements = bufferView.byteStride ? bufferView.byteStride / ArrayType.BYTES_PER_ELEMENT : srcComponents;\n    const total = accessor.count * numElements;\n\n    for (let i = 0, count = 0;  i < total; i += numElements, count += components) {\n        for (let j = 0; j < srcComponents; j++) {\n            const value = buffer[i + j] * norm;\n            dest[count + j] = Math.round(Math.min(1, Math.max(-1, value)) * 127);\n        }\n    }\n}\n\nfunction convertPrimitive(primitive: GLTFPrimitive, gltf: GLTF, textures: Array<ModelTexture>): Mesh {\n    const indicesIdx = primitive.indices;\n\n    const attributeMap = primitive.attributes;\n\n    const mesh: Mesh = {} as Mesh;\n\n    mesh.indexArray = new TriangleIndexArray();\n    const indexAccessor = gltf.json.accessors[indicesIdx];\n\n    const indexArrayBuffer = getBufferData(gltf, indexAccessor);\n    mesh.indexArray.resizeExact(indexAccessor.count / 3);\n    mesh.indexArray.uint16.set(indexArrayBuffer);\n\n    // vertices\n    mesh.vertexArray = new ModelLayoutArray();\n\n    const positionAccessor = gltf.json.accessors[attributeMap.POSITION];\n\n    const vertexArrayBuffer = getBufferData(gltf, positionAccessor);\n    mesh.vertexArray.resizeExact(positionAccessor.count);\n    mesh.vertexArray.float32.set(vertexArrayBuffer);\n    // bounding box\n    mesh.aabb = new Aabb(positionAccessor.min, positionAccessor.max);\n    const [minX, minY, minZ] = positionAccessor.min;\n    const [maxX, maxY, maxZ] = positionAccessor.max;\n    mesh.centroid = [(minX + maxX) * 0.5, (minY + maxY) * 0.5, (minZ + maxZ) * 0.5];\n\n    // colors\n    if (attributeMap.COLOR_0 !== undefined) {\n        const colorAccessor = gltf.json.accessors[attributeMap.COLOR_0];\n\n        const numElements = GLTF_COMPONENTS[colorAccessor.type];\n        const colorArrayBuffer = getBufferData(gltf, colorAccessor);\n        mesh.colorArray = numElements === 3 ? new Color3fLayoutArray() : new Color4fLayoutArray();\n\n        mesh.colorArray.resizeExact(colorAccessor.count);\n        setArrayData(gltf, colorAccessor, mesh.colorArray.float32, colorArrayBuffer);\n    }\n\n    // normals\n    if (attributeMap.NORMAL !== undefined) {\n        mesh.normalArray = new NormalLayoutArray();\n\n        const normalAccessor = gltf.json.accessors[attributeMap.NORMAL];\n\n        mesh.normalArray.resizeExact(normalAccessor.count);\n        const normalArrayBuffer = getBufferData(gltf, normalAccessor);\n        setQuantizedArrayData(gltf, normalAccessor, mesh.normalArray.int8, normalArrayBuffer);\n    }\n\n    // texcoord\n    if (attributeMap.TEXCOORD_0 !== undefined && textures.length > 0) {\n        const texcoordAccessor = gltf.json.accessors[attributeMap.TEXCOORD_0];\n        const texcoordArrayBuffer = getBufferData(gltf, texcoordAccessor);\n\n        if (texcoordAccessor.normalized && GLTF_TO_ARRAY_TYPE[texcoordAccessor.componentType] === Uint16Array) {\n            mesh.texcoordArray = new TexcoordNormalizedLayoutArray();\n            mesh.texcoordArray.resizeExact(texcoordAccessor.count);\n            setArrayData(gltf, texcoordAccessor, mesh.texcoordArray.uint16, texcoordArrayBuffer, false);\n        } else {\n            mesh.texcoordArray = new TexcoordLayoutArray();\n            mesh.texcoordArray.resizeExact(texcoordAccessor.count);\n            setArrayData(gltf, texcoordAccessor, mesh.texcoordArray.float32, texcoordArrayBuffer);\n        }\n    }\n\n    const isMeshoptCompressed = !!(gltf.json.extensionsUsed && gltf.json.extensionsUsed.includes('EXT_meshopt_compression'));\n\n    // V2 tiles\n    if (attributeMap._FEATURE_ID_RGBA4444 !== undefined) {\n        const featureAccesor = gltf.json.accessors[attributeMap._FEATURE_ID_RGBA4444];\n\n        if (isMeshoptCompressed) {\n            setFeatureData(gltf, featureAccesor, false, mesh);\n        }\n    }\n\n    // V1 tiles\n    if (attributeMap._FEATURE_RGBA4444 !== undefined) {\n        const featureAccesor = gltf.json.accessors[attributeMap._FEATURE_RGBA4444];\n        setFeatureData(gltf, featureAccesor, !isMeshoptCompressed, mesh);\n    }\n\n    mesh.hasFeatureData = !!mesh.featureArray;\n\n    // Material\n    const materialIdx = primitive.material;\n    const materialDesc: Partial<MaterialDescription> = materialIdx !== undefined ?\n        gltf.json.materials[materialIdx] :\n        {defined: false};\n\n    mesh.material = convertMaterial(materialDesc, textures);\n\n    return mesh;\n}\n\nfunction convertMeshes(gltf: GLTF, textures: Array<ModelTexture>): Array<Array<Mesh>> {\n    const meshes: Mesh[][] = [];\n    if (!gltf.json.meshes) return meshes;\n\n    for (const meshDesc of gltf.json.meshes) {\n        const primitives: Mesh[] = [];\n\n        for (const primitive of meshDesc.primitives) {\n            primitives.push(convertPrimitive(primitive, gltf, textures));\n        }\n        meshes.push(primitives);\n    }\n    return meshes;\n}\n\nfunction loadNodeBVH(gltf: GLTF, extData: Record<string, number>, meshIdx: number | undefined): ModelBVH | null {\n    const binAccIdx = extData['binaryAccessor'];\n    const posMinAccIdx = extData['positionMinAccessor'];\n    const posMaxAccIdx = extData['positionMaxAccessor'];\n    const idxAccIdx = extData['indexAccessor'];\n\n    if (!Number.isInteger(binAccIdx) || !Number.isInteger(posMinAccIdx) ||\n        !Number.isInteger(posMaxAccIdx) || !Number.isInteger(idxAccIdx)) return null;\n\n    const accessors = gltf.json.accessors;\n    if (binAccIdx >= accessors.length || posMinAccIdx >= accessors.length ||\n        posMaxAccIdx >= accessors.length || idxAccIdx >= accessors.length) return null;\n\n    const binAcc = accessors[binAccIdx];\n    const posMinAcc = accessors[posMinAccIdx];\n    const posMaxAcc = accessors[posMaxAccIdx];\n    const idxAcc = accessors[idxAccIdx];\n\n    if (binAcc.bufferView === undefined || posMinAcc.bufferView === undefined ||\n        posMaxAcc.bufferView === undefined || idxAcc.bufferView === undefined) return null;\n\n    const bv = gltf.json.bufferViews;\n    if (binAcc.bufferView >= bv.length || posMinAcc.bufferView >= bv.length ||\n        posMaxAcc.bufferView >= bv.length || idxAcc.bufferView >= bv.length) return null;\n\n    const binBV = bv[binAcc.bufferView];\n    const posMinBV = bv[posMinAcc.bufferView];\n    const posMaxBV = bv[posMaxAcc.bufferView];\n    const idxBV = bv[idxAcc.bufferView];\n\n    if (binBV.buffer >= gltf.buffers.length || posMinBV.buffer >= gltf.buffers.length ||\n        posMaxBV.buffer >= gltf.buffers.length || idxBV.buffer >= gltf.buffers.length) return null;\n\n    // Validate each accessor's [byteOffset, byteOffset + dataSize) lies within its buffer view.\n    const fits = (accByteOffset: number, dataSize: number, viewLen: number) => accByteOffset >= 0 && accByteOffset <= viewLen && dataSize <= viewLen - accByteOffset;\n\n    const binAccOffset = binAcc.byteOffset || 0;\n    const posMinAccOffset = posMinAcc.byteOffset || 0;\n    const posMaxAccOffset = posMaxAcc.byteOffset || 0;\n    const idxAccOffset = idxAcc.byteOffset || 0;\n\n    if (!fits(binAccOffset, 0, binBV.byteLength) ||\n        !fits(posMinAccOffset, posMinAcc.count * 3 * 4, posMinBV.byteLength) ||\n        !fits(posMaxAccOffset, posMaxAcc.count * 3 * 4, posMaxBV.byteLength) ||\n        !fits(idxAccOffset, idxAcc.count * 4, idxBV.byteLength)) return null;\n\n    const binData = new Uint8Array(gltf.buffers[binBV.buffer], (binBV.byteOffset || 0) + binAccOffset, binBV.byteLength - binAccOffset);\n\n    const posMinData = new Float32Array(gltf.buffers[posMinBV.buffer], (posMinBV.byteOffset || 0) + posMinAccOffset, posMinAcc.count * 3);\n\n    const posMaxData = new Float32Array(gltf.buffers[posMaxBV.buffer], (posMaxBV.byteOffset || 0) + posMaxAccOffset, posMaxAcc.count * 3);\n\n    const idxData = new Uint32Array(gltf.buffers[idxBV.buffer], (idxBV.byteOffset || 0) + idxAccOffset, idxAcc.count);\n\n    const bvh = new ModelBVH();\n    bvh.serializeFromGltf(binData, posMinData, posMaxData, idxData);\n\n    // Set vertex positions from the mesh's POSITION accessor\n    if (meshIdx !== undefined && gltf.json.meshes && gltf.json.meshes[meshIdx]) {\n        const primitive = gltf.json.meshes[meshIdx].primitives[0];\n        if (primitive && primitive.attributes.POSITION !== undefined &&\n            primitive.attributes.POSITION < accessors.length) {\n            const posAcc = accessors[primitive.attributes.POSITION];\n            if (posAcc.bufferView !== undefined && posAcc.bufferView < bv.length) {\n                const posBV = bv[posAcc.bufferView];\n                if (posBV.buffer < gltf.buffers.length) {\n                    const posAccOffset = posAcc.byteOffset || 0;\n                    const stride = posBV.byteStride ? posBV.byteStride / 4 : 3;\n                    const needed = posAcc.count * stride * 4;\n                    if (fits(posAccOffset, needed, posBV.byteLength)) {\n                        const byteOffset = (posBV.byteOffset || 0) + posAccOffset;\n                        if (stride === 3) {\n                            bvh.setVertices(new Float32Array(gltf.buffers[posBV.buffer], byteOffset, posAcc.count * 3));\n                        } else {\n                            const src = new Float32Array(gltf.buffers[posBV.buffer], byteOffset, posAcc.count * stride);\n                            const vertices = new Float32Array(posAcc.count * 3);\n                            for (let i = 0; i < posAcc.count; i++) {\n                                vertices[i * 3] = src[i * stride];\n                                vertices[i * 3 + 1] = src[i * stride + 1];\n                                vertices[i * 3 + 2] = src[i * stride + 2];\n                            }\n                            bvh.setVertices(vertices);\n                        }\n                    }\n                }\n            }\n        }\n    }\n\n    return bvh;\n}\n\nfunction convertNode(nodeDesc: GLTFNode, gltf: GLTF, meshes: Array<Array<Mesh>>): ModelNode {\n    const {matrix, rotation, translation, scale, mesh, extras, children, name} = nodeDesc;\n    const node = {} as ModelNode;\n    node.name = name;\n    node.localMatrix = matrix || mat4.fromRotationTranslationScale([], rotation || [0, 0, 0, 1], translation || [0, 0, 0], scale || [1, 1, 1]);\n    node.globalMatrix = mat4.clone(node.localMatrix);\n    if (mesh !== undefined) {\n        node.meshes = meshes[mesh];\n        const anchor: vec2 = node.anchor = [0, 0];\n        for (const mesh of node.meshes) {\n            const {min, max} = mesh.aabb;\n            anchor[0] += min[0] + max[0];\n            anchor[1] += min[1] + max[1];\n        }\n        anchor[0] = Math.floor(anchor[0] / node.meshes.length / 2);\n        anchor[1] = Math.floor(anchor[1] / node.meshes.length / 2);\n    }\n\n    if (extras) {\n        if (extras.id) {\n            node.id = extras.id as string;\n        }\n\n        if (extras.lights) {\n            node.lights = decodeLights(extras.lights as string);\n        }\n        if (extras['MAPBOX_geometry_bloom']) {\n            node.isGeometryBloom = extras['MAPBOX_geometry_bloom'] as boolean;\n        }\n        if (extras['MAPBOX_zoom_min']) {\n            node.minZoom = extras['MAPBOX_zoom_min'] as number;\n        }\n        if (extras['MAPBOX_zoom_max']) {\n            node.maxZoom = extras['MAPBOX_zoom_max'] as number;\n        }\n    }\n\n    if (children) {\n        const converted: ModelNode[] = [];\n        for (const childNodeIdx of children) {\n            converted.push(convertNode(gltf.json.nodes[childNodeIdx], gltf, meshes));\n        }\n        node.children = converted;\n    }\n\n    if (nodeDesc.extensions && nodeDesc.extensions['mbx_bvh']) {\n        node.meshBVH = loadNodeBVH(gltf, nodeDesc.extensions['mbx_bvh'] as Record<string, number>, mesh);\n    }\n\n    // Propagate meshBVH from children if this node has none\n    if (!node.meshBVH && node.children) {\n        for (const child of node.children) {\n            if (child.meshBVH) {\n                node.meshBVH = child.meshBVH;\n                break;\n            }\n        }\n    }\n\n    return node;\n}\n\ntype FootprintMesh = {\n    vertices: Array<Point>;\n    indices: Array<number>;\n};\n\nfunction convertFootprint(mesh: FootprintMesh): Footprint | null | undefined {\n    if (mesh.vertices.length === 0 || mesh.indices.length === 0) {\n        return null;\n    }\n\n    // Use a fixed size triangle grid (8x8 cells) for acceleration intersection queries\n    // with an exception that the cell size should never be larger than 256 tile units\n    // (equals to 32x32 subdivision).\n    const grid = new TriangleGridIndex(mesh.vertices, mesh.indices, 8, 256);\n    const [min, max] = [grid.min.clone(), grid.max.clone()];\n\n    return {\n        vertices: mesh.vertices,\n        indices: mesh.indices,\n        grid,\n        min,\n        max\n    };\n}\n\nfunction parseLegacyFootprintMesh(gltfNode: GLTFNode): FootprintMesh | null | undefined {\n    if (!gltfNode.extras || !gltfNode.extras.ground) {\n        return null;\n    }\n\n    const groundContainer = gltfNode.extras.ground as number[][][];\n    if (!groundContainer || !Array.isArray(groundContainer) || groundContainer.length === 0) {\n        return null;\n    }\n\n    const ground = groundContainer[0];\n    if (!ground || !Array.isArray(ground) || ground.length === 0) {\n        return null;\n    }\n\n    // Populate only the vertex list of the footprint mesh.\n    const vertices: Array<Point> = [];\n\n    for (const point of ground) {\n        if (!Array.isArray(point) || point.length !== 2) {\n            continue;\n        }\n\n        const x = point[0];\n        const y = point[1];\n\n        if (typeof x !== \"number\" || typeof y !== \"number\") {\n            continue;\n        }\n\n        vertices.push(new Point(x, y));\n    }\n\n    if (vertices.length < 3) {\n        return null;\n    }\n\n    if (vertices.length > 1 && vertices.at(-1).equals(vertices[0])) {\n        vertices.pop();\n    }\n\n    // Ensure that the vertex list is defined in CW order\n    let cross = 0;\n\n    for (let i = 0; i < vertices.length; i++) {\n        const a = vertices[i];\n        const b = vertices[(i + 1) % vertices.length];\n        const c = vertices[(i + 2) % vertices.length];\n\n        cross += (a.x - b.x) * (c.y - b.y) - (c.x - b.x) * (a.y - b.y);\n    }\n\n    if (cross > 0) {\n        vertices.reverse();\n    }\n\n    // Triangulate the footprint and compute grid acceleration structure for\n    // more performant intersection queries.\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call\n    const indices: number[] = earcut(vertices.flatMap(v => [v.x, v.y]), []);\n\n    if (indices.length === 0) {\n        return null;\n    }\n\n    return {vertices, indices};\n}\n\nfunction parseNodeFootprintMesh(meshes: Array<Mesh>, matrix: mat4): FootprintMesh | null | undefined {\n    const vertices: Array<Point> = [];\n    const indices: Array<number> = [];\n\n    let baseVertex = 0;\n\n    const tempVertex: number[] = [];\n    for (const mesh of meshes) {\n        baseVertex = vertices.length;\n\n        const vArray = mesh.vertexArray.float32;\n        const iArray = mesh.indexArray.uint16;\n\n        for (let i = 0; i < mesh.vertexArray.length; i++) {\n            tempVertex[0] = vArray[i * 3 + 0];\n            tempVertex[1] = vArray[i * 3 + 1];\n            tempVertex[2] = vArray[i * 3 + 2];\n            vec3.transformMat4(tempVertex, tempVertex, matrix);\n            vertices.push(new Point(tempVertex[0], tempVertex[1]));\n        }\n\n        for (let i = 0; i < mesh.indexArray.length * 3; i++) {\n            indices.push(iArray[i] + baseVertex);\n        }\n    }\n\n    if (indices.length % 3 !== 0) {\n        return null;\n    }\n\n    for (let i = 0; i < indices.length; i += 3) {\n        const a = vertices[indices[i + 0]];\n        const b = vertices[indices[i + 1]];\n        const c = vertices[indices[i + 2]];\n\n        if ((a.x - b.x) * (c.y - b.y) - (c.x - b.x) * (a.y - b.y) > 0) {\n            [indices[i + 1], indices[i + 2]] = [indices[i + 2], indices[i + 1]];\n        }\n    }\n\n    return {vertices, indices};\n}\n\nfunction convertFootprints(convertedNodes: ModelNode[], sceneNodes: number[], modelNodes: GLTFNode[]) {\n    // modelNodes == a list of nodes in the gltf file\n    // sceneNodes == an index array pointing to modelNodes being parsed\n    assert(convertedNodes.length === sceneNodes.length);\n\n    // Two different footprint formats are supported:\n    //  1) Legacy format where footprints are defined as a linestring json\n    //     inside extras-section of the node.\n    //  2) Version \"1\" where footprints are included as regular gltf meshes and\n    //     connected to correct models via matching ids.\n\n    // Find footprint-only nodes from the list.\n    const nodeFootprintLookup: Record<string, number> = {};\n    const footprintNodeIndices = new Set<number>();\n\n    for (let i = 0; i < convertedNodes.length; i++) {\n        const gltfNode = modelNodes[sceneNodes[i]];\n\n        if (!gltfNode.extras) {\n            continue;\n        }\n\n        const fpVersion = gltfNode.extras[\"mapbox:footprint:version\"] as string;\n        const fpId = gltfNode.extras[\"mapbox:footprint:id\"] as string;\n\n        if (fpVersion || fpId) {\n            footprintNodeIndices.add(i);\n        }\n\n        if (fpVersion !== \"1.0.0\" || !fpId) {\n            continue;\n        }\n\n        nodeFootprintLookup[fpId] = i;\n    }\n\n    // Go through nodes and see if either of the supported footprint formats are defined\n    for (let i = 0; i < convertedNodes.length; i++) {\n        if (footprintNodeIndices.has(i)) {\n            continue;\n        }\n\n        const node = convertedNodes[i];\n\n        const gltfNode = modelNodes[sceneNodes[i]];\n\n        if (!gltfNode.extras) {\n            continue;\n        }\n\n        // Prefer footprint nodes over the legacy format\n        let fpMesh: FootprintMesh | null | undefined = null;\n\n        if (node.id in nodeFootprintLookup) {\n            fpMesh = parseNodeFootprintMesh(convertedNodes[nodeFootprintLookup[node.id]].meshes, node.localMatrix);\n        }\n\n        if (!fpMesh) {\n            fpMesh = parseLegacyFootprintMesh(gltfNode);\n        }\n\n        if (fpMesh) {\n            node.footprint = convertFootprint(fpMesh);\n        }\n    }\n\n    // Remove footprint nodes as they serve no other purpose\n    if (footprintNodeIndices.size > 0) {\n        const nodesToRemove: number[] = Array.from(footprintNodeIndices.values()).sort((a, b) => a - b);\n\n        for (let i = nodesToRemove.length - 1; i >= 0; i--) {\n            convertedNodes.splice(nodesToRemove[i], 1);\n        }\n    }\n}\n\nfunction findScene(scenes: Array<{name?: string; nodes: number[]}>, name: string): number {\n    for (let i = 0; i < scenes.length; i++) {\n        if (scenes[i].name === name) return i;\n    }\n    return -1;\n}\n\nexport default function convertModel(gltf: GLTF): Array<ModelNode> {\n    const textures = convertTextures(gltf, gltf.images);\n    const meshes = convertMeshes(gltf, textures);\n\n    const {scenes, scene, nodes} = gltf.json;\n\n    // Find \"Default Scene\" by name; fall back to the GLTF default scene index\n    let sceneIndex = scenes ? findScene(scenes, \"Default Scene\") : -1;\n    if (sceneIndex < 0) sceneIndex = scene || 0;\n    const sceneNodes: number[] = scenes && scenes[sceneIndex] ? scenes[sceneIndex].nodes || [] : [...nodes.keys()];\n\n    const resultNodes: ModelNode[] = [];\n    for (const nodeIdx of sceneNodes) {\n        resultNodes.push(convertNode(nodes[nodeIdx], gltf, meshes));\n    }\n\n    convertFootprints(resultNodes, sceneNodes, gltf.json.nodes);\n\n    // Find \"LOD\" scene by name; match nodes to primary scene counterparts via extras.id\n    const lodSceneIndex = scenes ? findScene(scenes, \"LOD\") : -1;\n    if (lodSceneIndex >= 0) {\n        const lodSceneNodes = scenes[lodSceneIndex].nodes;\n        const lodNodeById: Map<string, ModelNode> = new Map();\n        for (const nodeIdx of lodSceneNodes) {\n            const lodNode = convertNode(nodes[nodeIdx], gltf, meshes);\n            if (lodNode.id) {\n                lodNodeById.set(lodNode.id, lodNode);\n            }\n        }\n        for (const node of resultNodes) {\n            if (node.id) {\n                const lodNode = lodNodeById.get(node.id);\n                if (lodNode && lodNode.meshes) {\n                    node.lodMeshes = lodNode.meshes;\n                    if (lodNode.meshBVH) {\n                        node.meshBVH = lodNode.meshBVH;\n                    }\n                }\n            }\n        }\n    }\n\n    return resultNodes;\n}\n\n// Fetches a glTF, converts it, and builds a Model. Reached from core `ModelManager` through the\n// `Standard` facade so that the glTF/draco/meshopt loaders stay out of core.\nexport async function loadModel(requestUrl: string, id: string, url: string): Promise<Model> {\n    const gltf = await loadGLTF(requestUrl);\n    const model = new Model(id, url, undefined, undefined, convertModel(gltf));\n    model.computeBoundsAndApplyParent();\n    return model;\n}\n\nexport function process3DTile(gltf: GLTF, zScale: number): Array<ModelNode> {\n    const nodes = convertModel(gltf);\n    for (const node of nodes) {\n        // A node without its own BVH picking mesh (own extension, or inherited from a child or LOD\n        // counterpart can't skip the expensive heightmap bake, otherwise there would be no height\n        // info for this model\n        if (!node.meshBVH) {\n            for (const mesh of node.meshes) {\n                parseHeightmap(mesh);\n            }\n        }\n        if (node.lights) {\n            // The door lights borrow the door part's style: the vertex color they blend the styled\n            // color over, and the bounds their emissive height gradient resolves against. The last\n            // mesh carrying door geometry wins, as it did when this was recomputed per evaluation.\n            let doorVertexColor = 0xffff;\n            for (const mesh of node.meshes) {\n                if (mesh.doorVertexColor !== undefined) {\n                    doorVertexColor = mesh.doorVertexColor;\n                    node.lightsStyleAabb = mesh.aabb;\n                }\n            }\n            node.lightMeshIndex = node.meshes.length;\n            node.meshes.push(createLightsMesh(node.lights, zScale, doorVertexColor));\n        }\n    }\n    return nodes;\n}\n\nfunction parseHeightmap(mesh: Mesh) {\n    // This is a temporary, best effort approach, implementation that's to be removed, for Mapbox landmarks,\n    // by a implementation in tiler. It would eventually still be used for 3d party models.\n    mesh.heightmap = new Float32Array(HEIGHTMAP_DIM * HEIGHTMAP_DIM);\n    mesh.heightmap.fill(-1);\n\n    const vertices = mesh.vertexArray.float32;\n    // implementation assumes tile coordinates for x and y and -1 and later +2\n    // are to prevent going out of range\n    const xMin = mesh.aabb.min[0] - 1;\n    const yMin = mesh.aabb.min[1] - 1;\n    const xMax = mesh.aabb.max[0];\n    const yMax = mesh.aabb.max[1];\n    const xRange = xMax - xMin + 2;\n    const yRange = yMax - yMin + 2;\n    const xCellInv = HEIGHTMAP_DIM / xRange;\n    const yCellInv = HEIGHTMAP_DIM / yRange;\n\n    for (let i = 0; i < vertices.length; i += 3) {\n        const px = vertices[i + 0];\n        const py = vertices[i + 1];\n        const pz = vertices[i + 2];\n        const x = ((px - xMin) * xCellInv) | 0;\n        const y = ((py - yMin) * yCellInv) | 0;\n        assert(x >= 0 && x < HEIGHTMAP_DIM);\n        assert(y >= 0 && y < HEIGHTMAP_DIM);\n        if (pz > mesh.heightmap[y * HEIGHTMAP_DIM + x]) {\n            mesh.heightmap[y * HEIGHTMAP_DIM + x] = pz;\n        }\n    }\n}\n\nexport function calculateLightsMesh(lights: Array<AreaLight>, zScale: number, indexArray: TriangleIndexArray, vertexArray: ModelLayoutArray, colorArray: Color4fLayoutArray) {\n    indexArray.reserve(indexArray.length + 4 * lights.length);\n    vertexArray.reserve(vertexArray.length + 10 * lights.length);\n    colorArray.reserve(colorArray.length + 10 * lights.length);\n\n    let currentVertex = vertexArray.length;\n    // Model layer color4 attribute is used for light offset: first three components are light's offset in tile space (z\n    // also in tile space) and 4th parameter is a decimal number that carries 2 parts: the distance to full light\n    // falloff is in the integer part, and the decimal part represents the ratio of distance where the falloff starts (saturated\n    // until it reaches that part).\n    for (const light of lights) {\n        // fallOff - light range from the door.\n        const fallOff = Math.min(10, Math.max(4, 1.3 * light.height)) * zScale;\n        const tangent = [-light.normal[1], light.normal[0], 0];\n        // 0---3  (at light.height above light.points)\n        // |   |\n        // 1-p-2  (p for light.position at bottom edge)\n\n        // horizontalSpread is tangent of the angle between light geometry and light normal.\n        // Cap it for doors with large inset (depth) to prevent intersecting door posts.\n        const horizontalSpread = Math.min(0.29, 0.1 * light.width / light.depth);\n        // A simple geometry, that starts at door, starts towards the centre of door to prevent intersecting\n        // door posts. Later, additional vertices at depth distance from door could be reconsidered.\n        // 0.01f to prevent intersection with door post.\n        const width = light.width - 2 * light.depth * zScale * (horizontalSpread + 0.01);\n        const v1 = vec3.scaleAndAdd([], light.pos, tangent, width / 2);\n        const v2 = vec3.scaleAndAdd([], light.pos, tangent, -width / 2);\n        const v0 = [v1[0], v1[1], v1[2] + light.height];\n        const v3 = [v2[0], v2[1], v2[2] + light.height];\n\n        const v1extrusion = vec3.scaleAndAdd([], light.normal, tangent, horizontalSpread);\n        vec3.scale(v1extrusion, v1extrusion, fallOff);\n        const v2extrusion = vec3.scaleAndAdd([], light.normal, tangent, -horizontalSpread);\n        vec3.scale(v2extrusion, v2extrusion, fallOff);\n\n        vec3.add(v1extrusion, v1, v1extrusion);\n        vec3.add(v2extrusion, v2, v2extrusion);\n\n        v1[2] += 0.1;\n        v2[2] += 0.1;\n        vertexArray.emplaceBack(v1extrusion[0], v1extrusion[1], v1extrusion[2]);\n        vertexArray.emplaceBack(v2extrusion[0], v2extrusion[1], v2extrusion[2]);\n        vertexArray.emplaceBack(v1[0], v1[1], v1[2]);\n        vertexArray.emplaceBack(v2[0], v2[1], v2[2]);\n        // side: top\n        vertexArray.emplaceBack(v0[0], v0[1], v0[2]);\n        vertexArray.emplaceBack(v3[0], v3[1], v3[2]);\n        // side\n        vertexArray.emplaceBack(v1[0], v1[1], v1[2]);\n        vertexArray.emplaceBack(v2[0], v2[1], v2[2]);\n        vertexArray.emplaceBack(v1extrusion[0], v1extrusion[1], v1extrusion[2]);\n        vertexArray.emplaceBack(v2extrusion[0], v2extrusion[1], v2extrusion[2]);\n        // Light doesnt include light coordinates - instead it includes offset to light area segment. Distances are\n        // normalized by dividing by fallOff. Normalized lighting coordinate system is used where center of\n        // coord system is on half of door and +Y is direction of extrusion.\n        // z includes half width - this is used to calculate distance to segment.\n\n        // 2 and 3 are bottom of the door, fully lit.\n        const halfWidth = width / fallOff / 2.0;\n        // right ground extruded looking out from door\n        // x Coordinate is used to model angle (for spot)\n        colorArray.emplaceBack(-halfWidth - horizontalSpread, -1, halfWidth, 0.8);\n        colorArray.emplaceBack(halfWidth + horizontalSpread, -1, halfWidth, 0.8);\n        // keep shine at bottom of door even for reduced emissive strength\n        colorArray.emplaceBack(-halfWidth, 0, halfWidth, 1.3);\n        colorArray.emplaceBack(halfWidth, 0, halfWidth, 1.3);\n        // for all vertices on the side, push the light origin behind the door top\n        colorArray.emplaceBack(halfWidth + horizontalSpread, -0.8, halfWidth, 0.7);\n        colorArray.emplaceBack(halfWidth + horizontalSpread, -0.8, halfWidth, 0.7);\n        // side at door, ground\n        colorArray.emplaceBack(0, 0, halfWidth, 1.3);\n        colorArray.emplaceBack(0, 0, halfWidth, 1.3);\n        // extruded side\n        colorArray.emplaceBack(halfWidth + horizontalSpread, -1.2, halfWidth, 0.8);\n        colorArray.emplaceBack(halfWidth + horizontalSpread, -1.2, halfWidth, 0.8);\n\n        // Finally, the triangle indices\n        indexArray.emplaceBack(6 + currentVertex, 4 + currentVertex, 8 + currentVertex);\n        indexArray.emplaceBack(7 + currentVertex, 9 + currentVertex, 5 + currentVertex);\n        indexArray.emplaceBack(0 + currentVertex, 1 + currentVertex, 2 + currentVertex);\n        indexArray.emplaceBack(1 + currentVertex, 3 + currentVertex, 2 + currentVertex);\n        currentVertex += 10;\n    }\n}\n\nfunction createLightsMesh(lights: Array<AreaLight>, zScale: number, doorVertexColor: number): Mesh {\n    const mesh = {} as Mesh;\n    mesh.indexArray = new TriangleIndexArray();\n    mesh.vertexArray = new ModelLayoutArray();\n    mesh.colorArray = new Color4fLayoutArray();\n\n    // calculateLightsMesh emits 4 triangles, 10 vertices, and 10 colors per light;\n    // pre-size exactly so so we don't overallocate for a known size\n    mesh.indexArray.reserveExact(lights.length * 4);\n    mesh.vertexArray.reserveExact(lights.length * 10);\n    mesh.colorArray.reserveExact(lights.length * 10);\n\n    calculateLightsMesh(lights, zScale, mesh.indexArray, mesh.vertexArray, mesh.colorArray);\n\n    // The door lights are drawn with the evaluated style of the door part, which they select by\n    // carrying its part id on every vertex, blended over the door geometry's own vertex color so\n    // that model-color-mix-intensity resolves the same way it does on the door itself.\n    mesh.featureArray = new FeatureVertexArray();\n    mesh.featureArray.reserveExact(mesh.vertexArray.length);\n    for (let i = 0; i < mesh.vertexArray.length; i++) {\n        mesh.featureArray.emplaceBack(doorVertexColor, PartIndices.door);\n    }\n    mesh.hasFeatureData = true;\n\n    const material = {} as Material;\n    material.defined = true;\n    material.emissiveFactor = Color.black;\n    const pbrMetallicRoughness = {} as PbrMetallicRoughness;\n    pbrMetallicRoughness.baseColorFactor = Color.white;\n    material.pbrMetallicRoughness = pbrMetallicRoughness;\n    mesh.material = material;\n    mesh.aabb = new Aabb([Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity]);\n    return mesh;\n}\n\nfunction decodeLights(base64: string): Array<AreaLight> {\n    if (!base64.length) return [];\n    const decoded = base64DecToArr(base64);\n    const lights: AreaLight[] = [];\n    const lightCount = decoded.length / 24; // 24 bytes (4 uint16 & 4 floats) per light\n    // Each door light is defined by two endpoiunts in tile coordinates, left and bottom right\n    // (where normal is implied from those two), depth and height.\n    // https://github.com/mapbox/mapbox-3dtile-tools/pull/100\n    const lightData = new Uint16Array(decoded.buffer);\n    const lightDataFloat = new Float32Array(decoded.buffer);\n    const stride = 6;\n    for (let i = 0; i < lightCount; i++) {\n        const height = lightData[i * 2 * stride] / 30;\n        const elevation = lightData[i * 2 * stride + 1] / 30;\n        const depth = lightData[i * 2 * stride + 10] / 100;\n        const x0 = lightDataFloat[i * stride + 1];\n        const y0 = lightDataFloat[i * stride + 2];\n        const x1 = lightDataFloat[i * stride + 3];\n        const y1 = lightDataFloat[i * stride + 4];\n        const dx = x1 - x0;\n        const dy = y1 - y0;\n        const width = Math.hypot(dx, dy);\n        const normal: [number, number, number] = [dy / width, -dx / width, 0];\n        const pos: [number, number, number] = [x0 + dx * 0.5, y0 + dy * 0.5, elevation];\n        const points: [number, number, number, number] = [x0, y0, x1, y1];\n        lights.push({pos, normal, width, height, depth, points});\n    }\n    return lights;\n}\n","import {createLayout} from '../../src/util/struct_array';\n\nimport type {StructArrayLayout} from '../../src/util/struct_array';\n\nexport const buildingPositionAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos_3f', components: 3, type: 'Float32'}\n]);\n\nexport const buildingNormalAttributes: StructArrayLayout = createLayout([\n    {name: 'a_normal_3', components: 3, type: 'Int16'}\n]);\n\nexport const buildingCentroidAttributes: StructArrayLayout = createLayout([\n    {name: 'a_centroid_3', components: 3, type: 'Int16'}\n]);\n\nexport const buildingColorAttributes: StructArrayLayout = createLayout([\n    {name: 'a_part_color_emissive', components: 2, type: 'Uint16'}\n]);\n\nexport const buildingFacadePaintAttributes: StructArrayLayout = createLayout([\n    {name: 'a_faux_facade_color_emissive', components: 2, type: 'Uint16'}\n]);\n\nexport const buildingFacadeDataAttributes: StructArrayLayout = createLayout([\n    {name: 'a_faux_facade_data',  components: 4, type: 'Uint16'}\n]);\n\nexport const buildingFacadeVerticalRangeAttributes: StructArrayLayout = createLayout([\n    {name: 'a_faux_facade_vertical_range',  components: 2, type: 'Uint16'}\n]);\n\nexport const buildingBloomAttenuationAttributes: StructArrayLayout = createLayout([\n    {name: 'a_bloom_attenuation',  components: 4, type: 'Float32'}\n]);\n\nexport const buildingFloodLightWallRadiusAttributes: StructArrayLayout = createLayout([\n    {name: 'a_flood_light_wall_radius_1i16',  components: 1, type: 'Int16'}\n]);\n\nexport const {members, size, alignment} = buildingPositionAttributes;\n","import {createLayout} from '../../util/struct_array';\n\nimport type {StructArrayLayout} from '../../util/struct_array';\n\nexport const fillExtrusionAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos_normal_ed', components: 4, type: 'Int16'}\n]);\n\nexport const fillExtrusionGroundAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos_end', components: 4, type: 'Int16'},\n    {name: 'a_angular_offset_factor', components: 1, type: 'Int16'}\n]);\n\nexport const fillExtrusionGroundRadiusAttributes: StructArrayLayout = createLayout([\n    {name: 'a_flood_light_ground_radius', components: 1, type: 'Float32'}\n]);\n\nexport const centroidAttributes: StructArrayLayout = createLayout([\n    {name: 'a_centroid_pos',  components: 2, type: 'Uint16'}\n]);\n\nexport const wallAttributes: StructArrayLayout = createLayout([\n    {name: 'a_join_normal_inside', components: 3, type: 'Int16'}\n]);\n\nexport const hiddenByLandmarkAttributes: StructArrayLayout = createLayout([\n    {name: 'a_hidden_by_landmark',  components: 1, type: 'Uint8'}\n]);\n\nexport const fillExtrusionAttributesExt: StructArrayLayout = createLayout([\n    {name: 'a_pos_3', components: 3, type: 'Int16'},\n    {name: 'a_pos_normal_3', components: 3, type: 'Int16'}\n]);\n\nexport const {members, size, alignment} = fillExtrusionAttributes;\n","import assert from '../style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\n\nexport type ClippedPolygon = {\n    polygon: Array<Array<Point>>;\n    bounds: [Point, Point];\n};\n\ntype PolygonArray = Array<Array<Array<Point>>>;\n\nfunction clipPolygon(polygons: PolygonArray, clipAxis1: number, clipAxis2: number, axis: number): PolygonArray {\n    const intersectX = (ring: Array<Point>, ax: number, ay: number, bx: number, by: number, x: number) => {\n        ring.push(new Point(x, ay + (by - ay) * ((x - ax) / (bx - ax))));\n    };\n    const intersectY = (ring: Array<Point>, ax: number, ay: number, bx: number, by: number, y: number) => {\n        ring.push(new Point(ax + (bx - ax) * ((y - ay) / (by - ay)), y));\n    };\n\n    const polygonsClipped: PolygonArray = [];\n    const intersect = axis === 0 ? intersectX : intersectY;\n    for (const polygon of polygons) {\n        const polygonClipped: Array<Array<Point>> = [];\n        for (const ring of polygon) {\n            if (ring.length <= 2) {\n                continue;\n            }\n\n            const clipped: Array<Point> = [];\n            for (let i = 0; i < ring.length - 1; i++) {\n                const ax = ring[i]!.x;\n                const ay = ring[i]!.y;\n                const bx = ring[i + 1]!.x;\n                const by = ring[i + 1]!.y;\n                const a = axis === 0 ? ax : ay;\n                const b = axis === 0 ? bx : by;\n                if (a < clipAxis1) {\n                    if (b > clipAxis1) {\n                        intersect(clipped, ax, ay, bx, by, clipAxis1);\n                    }\n                } else if (a > clipAxis2) {\n                    if (b < clipAxis2) {\n                        intersect(clipped, ax, ay, bx, by, clipAxis2);\n                    }\n                } else {\n                    clipped.push(ring[i]!);\n                }\n                if (b < clipAxis1 && a >= clipAxis1) {\n                    intersect(clipped, ax, ay, bx, by, clipAxis1);\n                }\n                if (b > clipAxis2 && a <= clipAxis2) {\n                    intersect(clipped, ax, ay, bx, by, clipAxis2);\n                }\n            }\n\n            let last = ring.at(-1)!;\n            const a = axis === 0 ? last.x : last.y;\n            if (a >= clipAxis1 && a <= clipAxis2) {\n                clipped.push(last);\n            }\n            if (clipped.length) {\n                last = clipped.at(-1)!;\n                if (clipped[0]!.x !== last.x || clipped[0]!.y !== last.y) {\n                    clipped.push(clipped[0]!);\n                }\n                polygonClipped.push(clipped);\n            }\n        }\n        if (polygonClipped.length) {\n            polygonsClipped.push(polygonClipped);\n        }\n    }\n\n    return polygonsClipped;\n}\n\nexport function gridSubdivision(\n    polygons: PolygonArray,\n    bounds: [Point, Point],\n    gridSizeX: number,\n    gridSizeY: number,\n    padding: number | null | undefined = 0.0,\n    splitFn: ((axis: number, min: number, max: number) => number) | null,\n): Array<ClippedPolygon> {\n    const outPolygons: Array<ClippedPolygon> = [];\n\n    if (!polygons.length || !gridSizeX || !gridSizeY) {\n        return outPolygons;\n    }\n\n    const addResult = (clipped: PolygonArray, bounds: [Point, Point]) => {\n        for (const polygon of clipped) {\n            outPolygons.push({polygon, bounds});\n        }\n    };\n\n    const hSplits = Math.ceil(Math.log2(gridSizeX));\n    const vSplits = Math.ceil(Math.log2(gridSizeY));\n\n    const initialSplits = hSplits - vSplits;\n\n    const splits: Array<number> = [];\n    for (let i = 0; i < Math.abs(initialSplits); i++) {\n        splits.push(initialSplits > 0 ? 0 : 1);\n    }\n\n    for (let i = 0; i < Math.min(hSplits, vSplits); i++) {\n        splits.push(0); // x\n        splits.push(1); // y\n    }\n\n    let split = polygons;\n\n    split = clipPolygon(split, bounds[0].y - padding!, bounds[1].y + padding!, 1);\n    split = clipPolygon(split, bounds[0].x - padding!, bounds[1].x + padding!, 0);\n\n    if (!split.length) {\n        return outPolygons;\n    }\n\n    const stack: Array<{polygons: PolygonArray; bounds: [Point, Point]; depth: number}> = [];\n    if (splits.length) {\n        stack.push({polygons: split, bounds, depth: 0});\n    } else {\n        addResult(split, bounds);\n    }\n\n    while (stack.length) {\n        const frame = stack.pop()!;\n\n        assert(frame.polygons.length > 0);\n\n        const depth = frame.depth;\n        const axis = splits[depth]!;\n\n        const bboxMin = frame.bounds[0];\n        const bboxMax = frame.bounds[1];\n\n        const splitMin = axis === 0 ? bboxMin.x : bboxMin.y;\n        const splitMax = axis === 0 ? bboxMax.x : bboxMax.y;\n\n        const splitMid = splitFn ? splitFn(axis, splitMin, splitMax) : 0.5 * (splitMin + splitMax);\n\n        const lclip = clipPolygon(frame.polygons, splitMin - padding!, splitMid + padding!, axis);\n        const rclip = clipPolygon(frame.polygons, splitMid - padding!, splitMax + padding!, axis);\n\n        if (lclip.length) {\n            const bbMaxX = axis === 0 ? splitMid : bboxMax.x;\n            const bbMaxY = axis === 1 ? splitMid : bboxMax.y;\n\n            const bbMax = new Point(bbMaxX, bbMaxY);\n\n            const lclipBounds: [Point, Point] = [bboxMin, bbMax];\n\n            if (splits.length > depth + 1) {\n                stack.push({polygons: lclip, bounds: lclipBounds, depth: depth + 1});\n            } else {\n                addResult(lclip, lclipBounds);\n            }\n        }\n\n        if (rclip.length) {\n            const bbMinX = axis === 0 ? splitMid : bboxMin.x;\n            const bbMinY = axis === 1 ? splitMid : bboxMin.y;\n\n            const bbMin = new Point(bbMinX, bbMinY);\n\n            const rclipBounds: [Point, Point] = [bbMin, bboxMax];\n\n            if (splits.length > depth + 1) {\n                stack.push({polygons: rclip, bounds: rclipBounds, depth: depth + 1});\n            } else {\n                addResult(rclip, rclipBounds);\n            }\n        }\n    }\n\n    return outPolygons;\n}\n\n","import Point from '@mapbox/point-geometry';\nimport EXTENT from '../style-spec/data/extent';\nimport {edgeIntersectsBox} from '../../src/util/intersection_tests';\n\nexport type WallGeometry = {\n    geometry: Array<Point>;\n    joinNormals: Array<Point>;\n    indices: Array<number>;\n};\n\nfunction isClockWise(vertices: Array<Point>) {\n    let signedArea = 0;\n    const n = vertices.length;\n\n    for (let i = 0; i < n; i++) {\n        const x1 = vertices[i].x;\n        const y1 = vertices[i].y;\n        const x2 = vertices[(i + 1) % n].x;\n        const y2 = vertices[(i + 1) % n].y;\n\n        signedArea += (x2 - x1) * (y2 + y1);\n    }\n\n    return signedArea >= 0;\n}\n\n// Note: This function mostly matches the geometry processing code of the line bucket.\nexport function createLineWallGeometry(vertices: Array<Point>): WallGeometry {\n    const isPolygon = vertices[0].x === vertices.at(-1).x && vertices[0].y === vertices.at(-1).y;\n    const isCW = isClockWise(vertices);\n    if (!isCW) {\n        vertices = vertices.reverse();\n    }\n    const wallGeometry: WallGeometry = {\n        geometry: [],\n        joinNormals: [],\n        indices: []\n    };\n    const innerWall: Point[] = [];\n    const outerWall: Point[] = [];\n    const joinNormals: Point[] = [];\n\n    // If the line has duplicate vertices at the ends, adjust start/length to remove them.\n    let len = vertices.length;\n    while (len >= 2 && vertices[len - 1].equals(vertices[len - 2])) {\n        len--;\n    }\n    if (len < (isPolygon ? 3 : 2)) return wallGeometry;\n    let first = 0;\n    while (first < len - 1 && vertices[first].equals(vertices[first + 1])) {\n        first++;\n    }\n\n    let currentVertex: Point | undefined;\n    let prevVertex: Point | undefined;\n    let nextVertex: Point | undefined;\n    let prevNormal: Point | undefined;\n    let nextNormal: Point | undefined;\n\n    if (isPolygon) {\n        currentVertex = vertices[len - 2];\n        nextNormal = vertices[first].sub(currentVertex)._unit()._perp();\n    }\n\n    for (let i = first; i < len; i++) {\n\n        nextVertex = i === len - 1 ?\n            (isPolygon ? vertices[first + 1] : undefined) : // if it's a polygon, treat the last vertex like the first\n            vertices[i + 1]; // just the next vertex\n\n        // if two consecutive vertices exist, skip the current one\n        if (nextVertex && vertices[i].equals(nextVertex)) continue;\n\n        if (nextNormal) prevNormal = nextNormal;\n        if (currentVertex) prevVertex = currentVertex;\n\n        currentVertex = vertices[i];\n\n        // Calculate the normal towards the next vertex in this line. In case\n        // there is no next vertex, pretend that the line is continuing straight,\n        // meaning that we are just using the previous normal.\n        nextNormal = nextVertex ? nextVertex.sub(currentVertex)._unit()._perp() : prevNormal;\n\n        // If we still don't have a previous normal, this is the beginning of a\n        // non-closed line, so we're doing a straight \"join\".\n        prevNormal = prevNormal || nextNormal;\n\n        // Determine the normal of the join extrusion. It is the angle bisector\n        // of the segments between the previous line and the next line.\n        // In the case of 180° angles, the prev and next normals cancel each other out:\n        // prevNormal + nextNormal = (0, 0), its magnitude is 0, so the unit vector would be\n        // undefined. In that case, we're keeping the joinNormal at (0, 0), so that the cosHalfAngle\n        // below will also become 0 and miterLength will become Infinity.\n        let joinNormal = prevNormal.add(nextNormal);\n        if (joinNormal.x !== 0 || joinNormal.y !== 0) {\n            joinNormal._unit();\n        }\n\n        const cosHalfAngle = joinNormal.x * nextNormal.x + joinNormal.y * nextNormal.y;\n\n        // Calculate the length of the miter (the ratio of the miter to the width)\n        // as the inverse of cosine of the angle between next and join normals\n        const miterLength = cosHalfAngle !== 0 ? 1 / cosHalfAngle : Infinity;\n\n        const lineTurnsLeft = prevNormal.x * nextNormal.y - prevNormal.y * nextNormal.x > 0;\n\n        // Note: Currently only mitter join is supported for walls,\n        // we can consider adding different join modes in later releases.\n        let currentJoin = 'miter';\n        const miterLimit = 2.0;\n\n        if (currentJoin === 'miter' && miterLength > miterLimit) {\n            currentJoin = 'bevel';\n        }\n\n        if (currentJoin === 'bevel') {\n            // Note: In contrast to line_bucket, only >100 miter length is handled\n            if (miterLength > 100) currentJoin = 'flipbevel';\n\n            // If the miterLength is really small and the line bevel wouldn't be visible,\n            // just draw a miter join to save a triangle.\n            if (miterLength < miterLimit) currentJoin = 'miter';\n        }\n\n        const addWallJoin = (vert: Point, normal: Point, outerOffset: number, innerOffset: number) => {\n            const innerPoint = new Point(vert.x, vert.y);\n            const outerPoint = new Point(vert.x, vert.y);\n            innerPoint.x += normal.x * innerOffset;\n            innerPoint.y += normal.y * innerOffset;\n            outerPoint.x -= normal.x * Math.max(outerOffset, 1.0);\n            outerPoint.y -= normal.y * Math.max(outerOffset, 1.0);\n\n            joinNormals.push(normal);\n            innerWall.push(innerPoint);\n            outerWall.push(outerPoint);\n        };\n\n        if (currentJoin === 'miter') {\n            joinNormal._mult(miterLength);\n            addWallJoin(currentVertex, joinNormal, 0, 0);\n        } else if (currentJoin === 'flipbevel') {\n            // miter is too big, flip the direction to make a beveled join\n            // Almost parallel lines\n            joinNormal = nextNormal.mult(-1);\n            addWallJoin(currentVertex, joinNormal, 0, 0);\n            addWallJoin(currentVertex, joinNormal.mult(-1), 0, 0);\n        } else { // bevel join\n            const offset = -Math.sqrt(miterLength * miterLength - 1);\n            const offsetA = lineTurnsLeft ? offset : 0;\n            const offsetB = lineTurnsLeft ? 0 : offset;\n\n            // Close previous segment with a bevel\n            if (prevVertex) {\n                addWallJoin(currentVertex, prevNormal, offsetA, offsetB);\n            }\n\n            if (nextVertex) {\n                addWallJoin(currentVertex, nextNormal, offsetA, offsetB);\n            }\n        }\n\n    }\n\n    wallGeometry.geometry = [...innerWall, ...outerWall.reverse(), innerWall[0]];\n\n    wallGeometry.joinNormals = [...joinNormals, ...joinNormals.reverse(), joinNormals.at(-1)];\n\n    // Build index buffer\n    const numPoints = wallGeometry.geometry.length - 1;\n    // Line points are in pairs on the inner and outer side, so we can build quads from them\n    for (let i = 0; i < numPoints / 2; i++) {\n        if (i + 1 < numPoints / 2) {\n            let indexA = i;\n            let indexB = i + 1;\n            let indexC = numPoints - 1 - i;\n            let indexD = numPoints - 2 - i;\n\n            // Shift it by the first element to match order in bucket\n            indexA = indexA === 0 ? numPoints - 1 : indexA - 1;\n            indexB = indexB === 0 ? numPoints - 1 : indexB - 1;\n            indexC = indexC === 0 ? numPoints - 1 : indexC - 1;\n            indexD = indexD === 0 ? numPoints - 1 : indexD - 1;\n\n            wallGeometry.indices.push(indexC);\n            wallGeometry.indices.push(indexB);\n            wallGeometry.indices.push(indexA);\n\n            wallGeometry.indices.push(indexC);\n            wallGeometry.indices.push(indexD);\n            wallGeometry.indices.push(indexB);\n        }\n    }\n\n    return wallGeometry;\n}\n\nconst tileCorners = [\n    new Point(0, 0),\n    new Point(EXTENT, 0),\n    new Point(EXTENT, EXTENT),\n    new Point(0, EXTENT)];\n\n// Removes connection lines outside of the tile bounds if they don't intersect with the original tile\nexport function dropBufferConnectionLines(polygon: Array<Point>, isPolygon: boolean): Array<Point[]> {\n    const lineSegments: Array<Point[]> = [];\n    let lineSegment: Point[] = [];\n    if (!isPolygon || polygon.length < 2) {\n        return [polygon];\n    } else if (polygon.length === 2) {\n        if (edgeIntersectsBox(polygon[0], polygon[1], tileCorners)) {\n            return [polygon];\n        }\n        return [];\n    } else {\n        for (let i = 0; i < polygon.length + 2; i++) {\n            const p0 = i === 0 ? polygon.at(-1) : polygon[(i - 1) % polygon.length];\n            const p1 = polygon[i % polygon.length];\n            const p2 = polygon[(i + 1) % polygon.length];\n            const intersectsPrev = edgeIntersectsBox(p0, p1, tileCorners);\n            const intersectsNext = edgeIntersectsBox(p1, p2, tileCorners);\n            const addPoint = intersectsPrev || intersectsNext;\n\n            if (addPoint) {\n                lineSegment.push(p1);\n            }\n            if (!addPoint || !intersectsNext) {\n                // Close segment and start new\n                if (lineSegment.length > 0) {\n                    if (lineSegment.length > 1) {\n                        lineSegments.push(lineSegment);\n                    }\n                    lineSegment = [];\n                }\n            }\n        }\n    }\n    if (lineSegment.length > 1) {\n        lineSegments.push(lineSegment);\n    }\n    return lineSegments;\n}\n","import {\n    FillExtrusionGroundLayoutArray,\n    FillExtrusionLayoutArray,\n    FillExtrusionExtArray,\n    FillExtrusionCentroidArray,\n    FillExtrusionHiddenByLandmarkArray,\n    PosArray,\n    FillExtrusionWallArray,\n} from '../array_types';\nimport {members as layoutAttributes, fillExtrusionGroundAttributes, fillExtrusionGroundRadiusAttributes, centroidAttributes, fillExtrusionAttributesExt, hiddenByLandmarkAttributes, wallAttributes} from './fill_extrusion_attributes';\nimport SegmentVector from '../segment';\nimport {ProgramConfigurationSet} from '../program_configuration';\nimport {TriangleIndexArray} from '../index_array_type';\nimport EXTENT from '../../style-spec/data/extent';\nimport {lerp} from '../../style-spec/util/lerp';\nimport earcut from 'earcut';\nimport {VectorTileFeature} from '@mapbox/vector-tile';\nconst vectorTileFeatureTypes = VectorTileFeature.types;\nimport classifyRings from '../../util/classify_rings';\nimport assert from '../../style-spec/util/assert';\nconst EARCUT_MAX_RINGS = 500;\nimport {register} from '../../util/web_worker_transfer';\nimport {hasPattern, addPatternDependencies} from './pattern_bucket_features';\nimport loadGeometry from '../load_geometry';\nimport toEvaluationFeature from '../evaluation_feature';\nimport EvaluationParameters from '../../style/evaluation_parameters';\nimport Point from '@mapbox/point-geometry';\nimport {number as interpolate} from '../../style-spec/util/interpolate';\nimport {lngFromMercatorX, latFromMercatorY, mercatorYfromLat, tileToMeter} from '../../geo/mercator_coordinate';\nimport {gridSubdivision} from '../../util/polygon_clipping';\nimport {regionsEquals, footprintTrianglesIntersect} from '../../../3d-style/source/replacement_source';\nimport {LayerTypeMask} from '../../../3d-style/util/conflation';\nimport {clamp, warnOnce} from '../../util/util';\nimport {earthRadius} from '../../geo/lng_lat';\nimport {Aabb} from '../../util/primitives';\nimport {dropBufferConnectionLines, createLineWallGeometry} from '../../geo/line_geometry';\nimport {PerformanceUtils} from '../../util/performance';\n\nimport type {Elevation} from '../../terrain/elevation';\nimport type {FillExtrusionGroundRadiusLayoutArray} from '../array_types';\nimport type {Frustum} from '../../util/primitives';\nimport type {Region, ReplacementSource} from '../../../3d-style/source/replacement_source';\nimport type {Feature, GlobalProperties} from \"../../style-spec/expression\";\nimport type {ClippedPolygon} from '../../util/polygon_clipping';\nimport type {vec3} from 'gl-matrix';\nimport type {CanonicalTileID, OverscaledTileID, UnwrappedTileID} from '../../source/tile_id';\nimport type {Segment} from '../segment';\nimport type {\n    BucketParameters,\n    BucketFeature,\n    IndexedFeature,\n    PopulateParameters\n} from '../bucket';\nimport type FillExtrusionStyleLayer from '../../style/style_layer/fill_extrusion_style_layer';\nimport type Context from '../../gl/context';\nimport type IndexBuffer from '../../gl/index_buffer';\nimport type VertexBuffer from '../../gl/vertex_buffer';\nimport type {FeatureStates} from '../../source/source_state';\nimport type {SpritePositions} from '../../util/image';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type {TileTransform} from '../../geo/projection/tile_transform';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {TileFootprint} from '../../../3d-style/util/conflation';\nimport type {WallGeometry} from '../../geo/line_geometry';\nimport type {TypedStyleLayer} from '../../style/style_layer/typed_style_layer';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {BucketWithGroundEffect} from '../../render/draw_fill_extrusion';\n\nexport const fillExtrusionDefaultDataDrivenProperties: Array<string> = [\n    'fill-extrusion-base',\n    'fill-extrusion-height',\n    'fill-extrusion-color',\n    'fill-extrusion-pattern',\n    'fill-extrusion-flood-light-wall-radius',\n    'fill-extrusion-line-width',\n    'fill-extrusion-emissive-strength'\n];\n\nexport const fillExtrusionGroundDataDrivenProperties: Array<string> = [\n    'fill-extrusion-flood-light-ground-radius'\n];\n\nconst FACTOR = Math.pow(2, 13);\nconst TANGENT_CUTOFF = 4;\nconst NORM = Math.pow(2, 15) - 1;\n\nconst QUAD_VERTS = 4;\nconst QUAD_TRIS = 2;\n// In flood lighting a line segment is extruded based on the flood light radius to form a quad.\n// The tile is divided into four regions (left, right, top and bottom).\n// As an example when a quad crosses the left border it belongs to the left region.\nconst TILE_REGIONS = 4;\n\nconst HIDDEN_CENTROID: Point = new Point(0, 1);\n// Hidden by replacement is used when we use landmarks\nexport const HIDDEN_BY_REPLACEMENT: number = 0x80000000;\n// Hidden by clip is used when fill extrusions are clipped by a clip layer\nexport const HIDDEN_BY_CLIP: number = 0x40000000;\n\n// Also declared in _prelude_terrain.vertex.glsl\n// Used to scale most likely elevation values to fit well in an uint16\n// (Elevation of Dead Sea + ELEVATION_OFFSET) * ELEVATION_SCALE is roughly 0\n// (Height of mt everest + ELEVATION_OFFSET) * ELEVATION_SCALE is roughly 64k\nexport const ELEVATION_SCALE = 7.0;\nexport const ELEVATION_OFFSET = 450;\n\nfunction addVertex(vertexArray: FillExtrusionLayoutArray, x: number, y: number, nxRatio: number, nySign: number, normalUp: number, top: number, e: number) {\n    vertexArray.emplaceBack(\n        // a_pos_normal_ed:\n        // Encode top and side/up normal using the least significant bits\n        (x << 1) + top,\n        (y << 1) + normalUp,\n        // dxdy is signed, encode quadrant info using the least significant bit\n        (Math.floor(nxRatio * FACTOR) << 1) + nySign,\n        // edgedistance (used for wrapping patterns around extrusion sides)\n        Math.round(e)\n    );\n}\n\nfunction addWallVertex(vertexArray: FillExtrusionWallArray, joinNormal: Point, inside: boolean) {\n    vertexArray.emplaceBack(\n        // a_join_normal_inside:\n        joinNormal.x * EXTENT,\n        joinNormal.y * EXTENT,\n        inside ? 1.0 : 0.0\n    );\n}\n\nfunction addGroundVertex(vertexArray: FillExtrusionGroundLayoutArray, p: Point, q: Point, start: number, bottom: number, angle: number) {\n    vertexArray.emplaceBack(\n        p.x,\n        p.y,\n        (q.x << 1) + start,\n        (q.y << 1) + bottom,\n        angle\n    );\n}\n\nfunction addGlobeExtVertex(vertexArray: FillExtrusionExtArray, pos: {\n    x: number;\n    y: number;\n    z: number;\n}, normal: vec3) {\n    const encode = 1 << 14;\n    vertexArray.emplaceBack(\n        pos.x, pos.y, pos.z,\n        normal[0] * encode, normal[1] * encode, normal[2] * encode);\n}\n\nclass FootprintSegment {\n    vertexOffset: number;\n    vertexCount: number;\n    indexOffset: number;\n    indexCount: number;\n    ringIndices!: Array<number>;\n    constructor() {\n        this.vertexOffset = 0;\n        this.vertexCount = 0;\n        this.indexOffset = 0;\n        this.indexCount = 0;\n    }\n}\n\ntype SerializedFootprintSegmentArray = {scalars: Uint32Array; rings: Array<Array<number>>};\n\n// Array-like container for `FootprintSegment` that transfers the 4 fixed\n// scalar fields as one Uint32Array instead of walking each FootprintSegment\n// through the generic serializer. `ringIndices` stays as a nested Array —\n// typical lengths are 1–2 entries per segment, and structured clone handles\n// small arrays natively much cheaper than our generic walker would.\nclass FootprintSegmentArray {\n    data: Array<FootprintSegment>;\n\n    constructor() {\n        this.data = [];\n    }\n\n    get length(): number { return this.data.length; }\n    push(s: FootprintSegment): void { this.data.push(s); }\n    get(i: number): FootprintSegment { return this.data[i]; }\n\n    static serialize(input: FootprintSegmentArray, transferables: Set<ArrayBuffer>): SerializedFootprintSegmentArray {\n        const n = input.data.length;\n        const scalars = new Uint32Array(n * 4);\n        const rings: Array<Array<number>> = [];\n        rings.length = n;\n        for (let i = 0; i < n; i++) {\n            const s = input.data[i];\n            const o = i * 4;\n            scalars[o]     = s.vertexOffset;\n            scalars[o + 1] = s.vertexCount;\n            scalars[o + 2] = s.indexOffset;\n            scalars[o + 3] = s.indexCount;\n            rings[i] = s.ringIndices;\n        }\n        if (transferables) transferables.add(scalars.buffer);\n        return {scalars, rings};\n    }\n\n    static deserialize(s: SerializedFootprintSegmentArray): FootprintSegmentArray {\n        const {scalars, rings} = s;\n        const n = scalars.length / 4;\n        const arr = new FootprintSegmentArray();\n        const data: Array<FootprintSegment> = [];\n        data.length = n;\n        arr.data = data;\n        for (let i = 0; i < n; i++) {\n            const o = i * 4;\n            const fs = new FootprintSegment();\n            fs.vertexOffset = scalars[o];\n            fs.vertexCount = scalars[o + 1];\n            fs.indexOffset = scalars[o + 2];\n            fs.indexCount = scalars[o + 3];\n            fs.ringIndices = rings[i];\n            arr.data[i] = fs;\n        }\n        return arr;\n    }\n}\n\n// Stores centroid buffer content (one entry per feature as opposite to one entry per\n// vertex in the buffer). This information is used to do conflation vs 3d model layers.\n// PartData and BorderCentroidData are split because PartData is stored for every\n// bucket feature and BorderCentroidData only for features that intersect border.\nexport class PartData {\n    centroidXY: Point;\n    vertexArrayOffset: number;\n    vertexCount: number;\n    groundVertexArrayOffset: number;\n    groundVertexCount: number;\n    flags: number;\n    footprintSegIdx: number;\n    footprintSegLen: number;\n    polygonSegIdx: number;\n    polygonSegLen: number;\n    min: Point;\n    max: Point;\n    height: number;\n    buildingId: number;\n    groupCentroidPos: Point;\n\n    constructor() {\n        this.centroidXY = new Point(0, 0);\n        this.vertexArrayOffset = 0;\n        this.vertexCount = 0;\n        this.groundVertexArrayOffset = 0;\n        this.groundVertexCount = 0;\n        this.flags = 0;\n        this.footprintSegIdx = -1;\n        this.footprintSegLen = 0;\n        this.polygonSegIdx = -1;\n        this.polygonSegLen = 0;\n        this.min = new Point(Number.MAX_VALUE, Number.MAX_VALUE);\n        this.max = new Point(-Number.MAX_VALUE, -Number.MAX_VALUE);\n        this.height = 0;\n        this.buildingId = 0;\n        this.groupCentroidPos = new Point(0, 0);\n    }\n\n    span(): Point {\n        return new Point(this.max.x - this.min.x, this.max.y - this.min.y);\n    }\n}\n\n// Fixed stride for PartData packed into PartDataArray's backing buffer.\n//  0-1 centroidXY.x/.y   2-3 min.x/.y       4-5 max.x/.y       6-7 groupCentroidPos.x/.y\n//  8   vertexArrayOffset 9   vertexCount    10  groundVertexArrayOffset 11 groundVertexCount\n//  12  footprintSegLen   13  height         14  buildingId\n// `flags` is always 0 at transfer time (only mutated on main during replacement).\n// `footprintSegIdx` is reconstructed on deserialize as a running sum of\n// `footprintSegLen` (centroids' segment ranges form a contiguous partition of\n// the bucket's footprintSegments array).\nconst PART_DATA_STRIDE = 15;\n\ntype SerializedPartDataArray = {buffer: Float64Array};\n\n// Array-like container for PartData whose transfer packs every instance into\n// one contiguous Float64Array rather than letting the generic walker visit\n// each PartData and its four nested Point objects.\nexport class PartDataArray {\n    data: Array<PartData>;\n    // Populated by deserialize(); hot main-thread scans (getHeightAtTileCoord)\n    // read immutable fields (min, max, height) straight out of this buffer\n    // without touching the PartData/Point objects.\n    buffer: Float64Array | null;\n\n    constructor() {\n        this.data = [];\n        this.buffer = null;\n    }\n\n    get length(): number { return this.data.length; }\n    push(p: PartData): void { this.data.push(p); }\n    get(i: number): PartData { return this.data[i]; }\n    find(fn: (p: PartData) => boolean): PartData | undefined { return this.data.find(fn); }\n    [Symbol.iterator](): IterableIterator<PartData> { return this.data[Symbol.iterator](); }\n\n    static serialize(input: PartDataArray, transferables: Set<ArrayBuffer>): SerializedPartDataArray {\n        const n = input.data.length;\n        const buffer = new Float64Array(n * PART_DATA_STRIDE);\n        for (let i = 0; i < n; i++) {\n            const p = input.data[i];\n            const o = i * PART_DATA_STRIDE;\n            buffer[o]      = p.centroidXY.x;\n            buffer[o + 1]  = p.centroidXY.y;\n            buffer[o + 2]  = p.min.x;\n            buffer[o + 3]  = p.min.y;\n            buffer[o + 4]  = p.max.x;\n            buffer[o + 5]  = p.max.y;\n            buffer[o + 6]  = p.groupCentroidPos.x;\n            buffer[o + 7]  = p.groupCentroidPos.y;\n            buffer[o + 8]  = p.vertexArrayOffset;\n            buffer[o + 9]  = p.vertexCount;\n            buffer[o + 10] = p.groundVertexArrayOffset;\n            buffer[o + 11] = p.groundVertexCount;\n            buffer[o + 12] = p.footprintSegLen;\n            buffer[o + 13] = p.height;\n            buffer[o + 14] = p.buildingId;\n        }\n        if (transferables) transferables.add(buffer.buffer);\n        return {buffer};\n    }\n\n    static deserialize(s: SerializedPartDataArray): PartDataArray {\n        const buf = s.buffer;\n        const n = buf.length / PART_DATA_STRIDE;\n        const arr = new PartDataArray();\n        arr.buffer = buf;\n        const data: Array<PartData> = [];\n        data.length = n;\n        arr.data = data;\n        let footprintSegCursor = 0;\n        for (let i = 0; i < n; i++) {\n            const o = i * PART_DATA_STRIDE;\n            const p = new PartData();\n            p.centroidXY = new Point(buf[o], buf[o + 1]);\n            p.min = new Point(buf[o + 2], buf[o + 3]);\n            p.max = new Point(buf[o + 4], buf[o + 5]);\n            p.groupCentroidPos = new Point(buf[o + 6], buf[o + 7]);\n            p.vertexArrayOffset = buf[o + 8];\n            p.vertexCount = buf[o + 9];\n            p.groundVertexArrayOffset = buf[o + 10];\n            p.groundVertexCount = buf[o + 11];\n            p.footprintSegLen = buf[o + 12];\n            p.height = buf[o + 13];\n            p.buildingId = buf[o + 14];\n            // flags is always 0 at transfer time (set via constructor) and\n            // gets mutated on the main thread during replacement.\n            // footprintSegIdx is reconstructed as a running cursor into\n            // the bucket's contiguous footprintSegments array.\n            p.footprintSegIdx = footprintSegCursor;\n            footprintSegCursor += p.footprintSegLen;\n            arr.data[i] = p;\n        }\n        return arr;\n    }\n}\n\n// Used for calculating centroid of a feature and intersections of a feature with tile borders.\n// Uses and extends data in PartData. References to PartData via centroidDataIndex.\nclass BorderCentroidData {\n    acc: Point;\n    accCount: number;\n    borders: Array<[number, number]> | null | undefined; // Array<[min, max]>\n    centroidDataIndex: number;\n    buildingId: number | undefined;\n\n    constructor() {\n        this.acc = new Point(0, 0);\n        this.accCount = 0;\n        this.centroidDataIndex = 0;\n    }\n\n    startRing(data: PartData, p: Point) {\n        if (data.min.x === Number.MAX_VALUE) {  // If not initialized.\n            data.min.x = data.max.x = p.x;\n            data.min.y = data.max.y = p.y;\n        }\n    }\n\n    appendEdge(data: PartData, p: Point, prev: Point) {\n        assert(data.min.x !== Number.MAX_VALUE);\n\n        this.accCount++;\n        this.acc._add(p);\n\n        let checkBorders = !!this.borders;\n\n        if (p.x < data.min.x) {\n            data.min.x = p.x;\n            checkBorders = true;\n        } else if (p.x > data.max.x) {\n            data.max.x = p.x;\n            checkBorders = true;\n        }\n\n        if (p.y < data.min.y) {\n            data.min.y = p.y;\n            checkBorders = true;\n        } else if (p.y > data.max.y) {\n            data.max.y = p.y;\n            checkBorders = true;\n        }\n\n        if (((p.x === 0 || p.x === EXTENT) && p.x === prev.x) !==\n            ((p.y === 0 || p.y === EXTENT) && p.y === prev.y)) {\n            // Custom defined geojson buildings are cut on borders. Points are\n            // repeated when edge cuts tile corner (reason for using xor).\n            this.processBorderOverlap(p, prev);\n        }\n\n        if (checkBorders) {\n            this.checkBorderIntersection(p, prev);\n        }\n    }\n\n    checkBorderIntersection(p: Point, prev: Point) {\n        if ((prev.x < 0) !== (p.x < 0)) {\n            this.addBorderIntersection(0, interpolate(prev.y, p.y, (0 - prev.x) / (p.x - prev.x)));\n        }\n        if ((prev.x > EXTENT) !== (p.x > EXTENT)) {\n            this.addBorderIntersection(1, interpolate(prev.y, p.y, (EXTENT - prev.x) / (p.x - prev.x)));\n        }\n        if ((prev.y < 0) !== (p.y < 0)) {\n            this.addBorderIntersection(2, interpolate(prev.x, p.x, (0 - prev.y) / (p.y - prev.y)));\n        }\n        if ((prev.y > EXTENT) !== (p.y > EXTENT)) {\n            this.addBorderIntersection(3, interpolate(prev.x, p.x, (EXTENT - prev.y) / (p.y - prev.y)));\n        }\n    }\n\n    addBorderIntersection(index: 0 | 1 | 2 | 3, i: number) {\n        if (!this.borders) {\n            this.borders = [\n                [Number.MAX_VALUE, -Number.MAX_VALUE],\n                [Number.MAX_VALUE, -Number.MAX_VALUE],\n                [Number.MAX_VALUE, -Number.MAX_VALUE],\n                [Number.MAX_VALUE, -Number.MAX_VALUE]\n            ];\n        }\n        const b = this.borders[index];\n        if (i < b[0]) b[0] = i;\n        if (i > b[1]) b[1] = i;\n    }\n\n    processBorderOverlap(p: Point, prev: Point) {\n        if (p.x === prev.x) {\n            if (p.y === prev.y) return; // custom defined geojson could have points repeated.\n            const index = p.x === 0 ? 0 : 1;\n            this.addBorderIntersection(index, prev.y);\n            this.addBorderIntersection(index, p.y);\n        } else {\n            assert(p.y === prev.y);\n            const index = p.y === 0 ? 2 : 3;\n            this.addBorderIntersection(index, prev.x);\n            this.addBorderIntersection(index, p.x);\n        }\n    }\n\n    centroid(): Point {\n        if (this.accCount === 0) {\n            return new Point(0, 0);\n        }\n        return new Point(\n            Math.floor(Math.max(0, this.acc.x) / this.accCount),\n            Math.floor(Math.max(0, this.acc.y) / this.accCount));\n    }\n\n    intersectsCount(): number {\n        if (!this.borders) {\n            return 0;\n        }\n        return this.borders.reduce((acc, p) => acc + +(p[0] !== Number.MAX_VALUE), 0);\n    }\n}\n\nfunction concavity(a: Point, b: Point) {\n    return a.x * b.y - a.y * b.x < 0 ? -1 : 1;\n}\n\nfunction tanAngleClamped(angle: number) {\n    return Math.min(TANGENT_CUTOFF, Math.max(-TANGENT_CUTOFF, Math.tan(angle))) / TANGENT_CUTOFF * NORM;\n}\n\nfunction getAngularOffsetFactor(na: Point, nb: Point): number {\n    const nm = na.add(nb)._unit();\n    const cosHalfAngle = clamp(na.x * nm.x + na.y * nm.y, -1, 1);\n    const factor = tanAngleClamped(Math.acos(cosHalfAngle)) * concavity(na, nb);\n    return factor;\n}\n\nconst borderCheck = [\n    (a: Point): boolean => { return a.x < 0; }, // left\n    (a: Point): boolean => { return a.x > EXTENT; }, // right\n    (a: Point): boolean => { return a.y < 0; }, // top\n    (a: Point): boolean => { return a.y > EXTENT; } // bottom\n];\n\n// Checks which region a quad belongs to. A quad belongs to left, right, top, bottom if\n// it intersects with the left, right, top, bottom borders of the tile respectively.\n// If a quad doesn't intersect any of the borders, it is assumed to be in the \"default\" region.\n// Ids 0, 1, 2, 3 and 4 are denoting, left, right, top, bottom and default regions respectively.\n// Note that a quad can also belong to more than one region (e.g. when it intersects with left and right borders).\nfunction getTileRegions(pa: Point, pb: Point, na: Point, maxRadius: number) {\n    const regions = [4];\n    if (maxRadius === 0) return regions;\n\n    // Approximate the position of the extruded points by using a quad.\n    na._mult(maxRadius);\n    const c = pa.sub(na);\n    const d = pb.sub(na);\n\n    const points = [pa, pb, c, d];\n    for (let i = 0; i < TILE_REGIONS; i++) {\n        for (const point of points) {\n            if (borderCheck[i](point)) {\n                regions.push(i);\n                break;\n            }\n        }\n    }\n    return regions;\n}\n\ntype GroundQuad = {\n    id: number;\n    region: number // 0 - left, 1 - right, 2 - top, 3 - bottom, 4 - rest;\n};\n\nexport class GroundEffect {\n    vertexArray: FillExtrusionGroundLayoutArray;\n    vertexBuffer!: VertexBuffer;\n\n    hiddenByLandmarkVertexArray: FillExtrusionHiddenByLandmarkArray;\n    hiddenByLandmarkVertexBuffer!: VertexBuffer;\n    _needsHiddenByLandmarkUpdate!: boolean;\n\n    indexArray: TriangleIndexArray;\n    indexBuffer!: IndexBuffer;\n\n    groundRadiusArray: FillExtrusionGroundRadiusLayoutArray = null;\n    groundRadiusBuffer: VertexBuffer = null;\n\n    _segments: SegmentVector;\n\n    _segmentToGroundQuads: {\n        [key: number]: Array<GroundQuad>;\n    };\n    _segmentToRegionTriCounts: {\n        [key: number]: Array<number>;\n    };\n    regionSegments: {\n        [key: number]: SegmentVector | null | undefined;\n    };\n\n    programConfigurations: ProgramConfigurationSet<TypedStyleLayer>;\n\n    constructor(options: BucketParameters<TypedStyleLayer>) {\n        this.vertexArray = new FillExtrusionGroundLayoutArray();\n        this.indexArray = new TriangleIndexArray();\n        const filtered = (property: string) => {\n            return fillExtrusionGroundDataDrivenProperties.includes(property);\n        };\n        this.programConfigurations = new ProgramConfigurationSet(options.layers, {zoom: options.zoom, lut: options.lut}, filtered);\n        this._segments = new SegmentVector();\n        this.hiddenByLandmarkVertexArray = new FillExtrusionHiddenByLandmarkArray();\n        this._segmentToGroundQuads = {};\n        this._segmentToGroundQuads[0] = [];\n        this._segmentToRegionTriCounts = {};\n        this._segmentToRegionTriCounts[0] = [0, 0, 0, 0, 0];\n        this.regionSegments = {};\n        this.regionSegments[4] = new SegmentVector();\n    }\n\n    getDefaultSegment(): SegmentVector {\n        return this.regionSegments[4];\n    }\n\n    hasData(): boolean { return this.vertexArray.length !== 0; }\n\n    addData(polyline: Array<Point>, bounds: [Point, Point], maxRadius: number, roundedEdges: boolean = false) {\n        const n = polyline.length;\n        if (n > 2) {\n            let sid = Math.max(0, this._segments.get().length - 1);\n            const numNewVerts = n * 4;\n            const numExistingVerts = this.vertexArray.length;\n            const numExistingTris = this._segmentToGroundQuads[sid].length * QUAD_TRIS;\n            const segment = this._segments._prepareSegment(numNewVerts, numExistingVerts, numExistingTris);\n            const newSegmentAdded = sid !== this._segments.get().length - 1;\n            if (newSegmentAdded) {\n                sid++;\n                this._segmentToGroundQuads[sid] = [];\n                this._segmentToRegionTriCounts[sid] = [0, 0, 0, 0, 0];\n            }\n            let prevFactor: number;\n            {\n                const pa = polyline[n - 1];\n                const pb = polyline[0];\n                const pc = polyline[1];\n                const na = pb.sub(pa)._perp()._unit();\n                const nb = pc.sub(pb)._perp()._unit();\n                prevFactor = getAngularOffsetFactor(na, nb);\n            }\n            for (let i = 0; i < n; i++) {\n                const j = i === n - 1 ? 0 : i + 1;\n                const k = j === n - 1 ? 0 : j + 1;\n\n                const pa = polyline[i];\n                const pb = polyline[j];\n                const pc = polyline[k];\n\n                const na = pb.sub(pa)._perp()._unit();\n                const nb = pc.sub(pb)._perp()._unit();\n                const factor = getAngularOffsetFactor(na, nb);\n                const a0 = prevFactor;\n                const a1 = factor;\n\n                if (isEdgeOutsideBounds(pa, pb, bounds) ||\n                    (roundedEdges && pointOutsideBounds(pa, bounds) && pointOutsideBounds(pb, bounds))) {\n                    prevFactor = factor;\n                    continue;\n                }\n\n                const idx = segment.vertexLength;\n\n                addGroundVertex(this.vertexArray, pa, pb, 1, 1, a0);\n\n                addGroundVertex(this.vertexArray, pa, pb, 1, 0, a0);\n                addGroundVertex(this.vertexArray, pa, pb, 0, 1, a1);\n                addGroundVertex(this.vertexArray, pa, pb, 0, 0, a1);\n                segment.vertexLength += QUAD_VERTS;\n\n                // When a tile belongs to more than one region it needs to be duplicated for that region.\n                const regions = getTileRegions(pa, pb, na, maxRadius); // Note: mutates na\n                for (const rid of regions) {\n                    this._segmentToGroundQuads[sid].push({\n                        id: idx,\n                        region: rid\n                    });\n                    this._segmentToRegionTriCounts[sid][rid] += QUAD_TRIS;\n                    segment.primitiveLength += QUAD_TRIS;\n                }\n                prevFactor = factor;\n            }\n        }\n    }\n\n    prepareBorderSegments() {\n        if (!this.hasData()) return;\n\n        assert(this._segments && this._segmentToGroundQuads && this._segmentToRegionTriCounts);\n        assert(!this.indexArray.length);\n\n        const segments = this._segments.get();\n        // Sort the geometry in this order: left, right, top, bottom and default regions.\n        const numSegments = segments.length;\n        for (let i = 0; i < numSegments; i++) {\n            const groundQuads = this._segmentToGroundQuads[i];\n            groundQuads.sort((a: GroundQuad, b: GroundQuad) => {\n                return a.region - b.region;\n            });\n        }\n\n        // Populate the index array.\n        for (let i = 0; i < numSegments; i++) {\n            const groundQuads = this._segmentToGroundQuads[i];\n            const segment = segments[i];\n            const regionTriCounts = this._segmentToRegionTriCounts[i];\n\n            const totalTriCount = regionTriCounts.reduce((acc: number, a: number) => { return acc + a; }, 0);\n            assert(segment.primitiveLength === totalTriCount);\n\n            // For each segment create 5 additional segments each representing a region.\n            let regionTriCountOffset = 0;\n            for (let k = 0; k <= TILE_REGIONS; k++) {\n                const triCount = regionTriCounts[k];\n                assert(triCount % QUAD_TRIS === 0);\n\n                if (triCount !== 0) {\n                    let segmentVector = this.regionSegments[k];\n                    // Lazy initialise the segment vector. During rendering if no such vector exists\n                    // it means that no geometry from this tile intersects the corresponding border.\n                    // We therefore can skip the said border to speed up rendering.\n                    if (!segmentVector) {\n                        segmentVector = this.regionSegments[k] = new SegmentVector();\n                    }\n\n                    const nSegment = {\n                        vertexOffset: segment.vertexOffset,\n                        primitiveOffset: segment.primitiveOffset + regionTriCountOffset,\n                        vertexLength: segment.vertexLength,\n                        primitiveLength: triCount\n                    } as Segment;\n                    segmentVector.get().push(nSegment);\n                }\n\n                regionTriCountOffset += triCount;\n            }\n            for (let j = 0; j < groundQuads.length; j++) {\n                const groundQuad = groundQuads[j];\n                const idx = groundQuad.id;\n                this.indexArray.emplaceBack(idx, idx + 1, idx + 3);\n                this.indexArray.emplaceBack(idx, idx + 3, idx + 2);\n            }\n        }\n\n        // Free up memory as we no longer need these.\n        this._segmentToGroundQuads = null;\n        this._segmentToRegionTriCounts = null;\n        this._segments.destroy();\n        this._segments = null;\n    }\n\n    addPaintPropertiesData(feature: Feature, index: number, imagePositions: SpritePositions, availableImages: ImageId[], canonical: CanonicalTileID, brightness?: number | null, worldview?: string) {\n        if (!this.hasData()) return;\n        this.programConfigurations.populatePaintArrays(this.vertexArray.length, feature, index, imagePositions, availableImages, canonical, brightness, undefined, worldview);\n    }\n\n    upload(context: Context) {\n        if (!this.hasData()) return;\n        this.vertexBuffer = context.createVertexBuffer(this.vertexArray, fillExtrusionGroundAttributes.members);\n        this.indexBuffer = context.createIndexBuffer(this.indexArray);\n        if (this.groundRadiusArray != null) {\n            this.groundRadiusBuffer = context.createVertexBuffer(this.groundRadiusArray, fillExtrusionGroundRadiusAttributes.members);\n        }\n    }\n\n    uploadPaintProperties(context: Context) {\n        if (!this.hasData()) return;\n        this.programConfigurations.upload(context);\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, layers: ReadonlyArray<TypedStyleLayer>, availableImages: ImageId[], imagePositions: SpritePositions, isBrightnessChanged: boolean, brightness?: number | null, worldview?: string) {\n        if (!this.hasData()) return;\n        this.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, worldview);\n    }\n\n    updateHiddenByLandmark(data: PartData) {\n        const hide = !!((data.flags & HIDDEN_BY_REPLACEMENT) || (data.flags & HIDDEN_BY_CLIP));\n        this.updateHiddenByLandmarkRange(data.groundVertexArrayOffset, data.groundVertexCount, hide);\n    }\n\n    updateHiddenByLandmarkRange(groundVertexArrayOffset: number, groundVertexCount: number, hide: boolean) {\n        if (!this.hasData()) return;\n        const offset = groundVertexArrayOffset;\n        const vertexArrayBounds = groundVertexCount + groundVertexArrayOffset;\n        assert(vertexArrayBounds <= this.hiddenByLandmarkVertexArray.length);\n        assert(this.hiddenByLandmarkVertexArray.length === this.vertexArray.length);\n        if (groundVertexCount === 0) return;\n        for (let i = offset; i < vertexArrayBounds; ++i) {\n            this.hiddenByLandmarkVertexArray.emplace(i, hide ? 1 : 0);\n        }\n        this._needsHiddenByLandmarkUpdate = true;\n    }\n\n    uploadHiddenByLandmark(context: Context) {\n        if (!this.hasData() || !this._needsHiddenByLandmarkUpdate) {\n            return;\n        }\n        if (!this.hiddenByLandmarkVertexBuffer && this.hiddenByLandmarkVertexArray.length > 0) {\n            // Create centroids vertex buffer\n            this.hiddenByLandmarkVertexBuffer = context.createVertexBuffer(this.hiddenByLandmarkVertexArray, hiddenByLandmarkAttributes.members, true);\n        } else if (this.hiddenByLandmarkVertexBuffer) {\n            this.hiddenByLandmarkVertexBuffer.updateData(this.hiddenByLandmarkVertexArray);\n        }\n        this._needsHiddenByLandmarkUpdate = false;\n    }\n\n    destroy() {\n        if (!this.vertexBuffer) return;\n        this.vertexBuffer.destroy();\n        this.indexBuffer.destroy();\n        if (this.hiddenByLandmarkVertexBuffer) {\n            this.hiddenByLandmarkVertexBuffer.destroy();\n        }\n        if (this.groundRadiusBuffer) {\n            this.groundRadiusBuffer.destroy();\n        }\n        if (this._segments) this._segments.destroy();\n        this.programConfigurations.destroy();\n        for (let i = 0; i <= TILE_REGIONS; i++) {\n            const segments = this.regionSegments[i];\n            if (segments) {\n                segments.destroy();\n            }\n        }\n    }\n}\n\ntype PolygonSegment = {\n    triangleArrayOffset: number;\n    triangleCount: number;\n    triangleSegIdx: number;\n};\n\ntype SegmentedFeature = {\n    centroidIdx: number;\n    subtile: number;\n    polygonSegmentIdx: number;\n    triangleSegmentIdx: number;\n};\n\ntype TriangleSubSegment = {\n    segment: Segment;\n    min: Point;\n    max: Point;\n};\n\nclass FillExtrusionBucket implements BucketWithGroundEffect {\n    index: number;\n    zoom: number;\n    canonical: CanonicalTileID;\n    overscaling: number;\n    layers: Array<FillExtrusionStyleLayer>;\n    layerIds: Array<string>;\n    stateDependentLayers!: Array<FillExtrusionStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n    pixelRatio: number;\n\n    layoutVertexArray: FillExtrusionLayoutArray;\n    layoutVertexBuffer!: VertexBuffer;\n\n    centroidVertexArray: FillExtrusionCentroidArray;\n    centroidVertexBuffer!: VertexBuffer;\n\n    wallVertexArray: FillExtrusionWallArray;\n    wallVertexBuffer!: VertexBuffer;\n\n    layoutVertexExtArray: FillExtrusionExtArray | null | undefined;\n    layoutVertexExtBuffer: VertexBuffer | null | undefined;\n\n    indexArray: TriangleIndexArray;\n    indexBuffer!: IndexBuffer;\n\n    footprintSegments: FootprintSegmentArray;\n    footprintVertices: PosArray;\n    footprintIndices: TriangleIndexArray;\n\n    hasPattern: boolean;\n    edgeRadius: number;\n    wallMode!: boolean;\n    programConfigurations: ProgramConfigurationSet<FillExtrusionStyleLayer>;\n    segments: SegmentVector;\n    uploaded!: boolean;\n    features!: Array<{featureId: number, feature: BucketFeature}>;\n\n    featuresOnBorder!: Array<BorderCentroidData>;\n    borderFeatureIndices!: Array<Array<number>>;\n    centroidData: PartDataArray;\n    buildingGroups: Map<number, {accX: number, accY: number, accCount: number, mergedMin: Point, mergedMax: Point, partIndices: Array<number>}>;\n    // borders / borderDoneWithNeighborZ: 0 - left, 1, right, 2 - top, 3 - bottom\n    borderDoneWithNeighborZ!: Array<number>;\n    selfDEMTileTimestamp!: number;\n    borderDEMTileTimestamp!: Array<number>;\n    needsCentroidUpdate!: boolean;\n    tileToMeter!: number; // cache conversion.\n    projection: ProjectionSpecification;\n    activeReplacements: Array<Region>;\n    replacementUpdateTime: number;\n\n    groundEffect: GroundEffect;\n    partLookup: {\n        [_: number]: PartData | null | undefined;\n    };\n\n    maxHeight: number;\n\n    triangleSubSegments: Array<TriangleSubSegment>;\n    polygonSegments: Array<PolygonSegment>;\n\n    worldview: string;\n    hasAppearances: boolean | null;\n\n    constructor(options: BucketParameters<FillExtrusionStyleLayer>) {\n        this.zoom = options.zoom;\n        this.canonical = options.canonical;\n        this.overscaling = options.overscaling;\n        this.layers = options.layers;\n        this.pixelRatio = options.pixelRatio;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.index = options.index;\n        this.hasPattern = false;\n        this.edgeRadius = 0;\n        this.projection = options.projection;\n        this.activeReplacements = [];\n        this.replacementUpdateTime = 0;\n        this.centroidData = new PartDataArray();\n        this.footprintIndices = new TriangleIndexArray();\n        this.footprintVertices = new PosArray();\n        this.footprintSegments = new FootprintSegmentArray();\n\n        this.layoutVertexArray = new FillExtrusionLayoutArray();\n        this.centroidVertexArray = new FillExtrusionCentroidArray();\n        this.wallVertexArray = new FillExtrusionWallArray();\n        this.indexArray = new TriangleIndexArray();\n        const filtered = (property: string) => {\n            return fillExtrusionDefaultDataDrivenProperties.includes(property);\n        };\n        this.programConfigurations = new ProgramConfigurationSet(options.layers, {zoom: options.zoom, lut: options.lut}, filtered);\n        this.segments = new SegmentVector();\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n        this.groundEffect = new GroundEffect(options);\n        this.maxHeight = 0;\n        this.partLookup = {};\n        this.triangleSubSegments = [];\n        this.polygonSegments = [];\n        this.buildingGroups = new Map();\n\n        this.worldview = options.worldview;\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(_id: UnwrappedTileID, _footprints: Array<TileFootprint>) {\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        this.features = [];\n        this.hasPattern = hasPattern('fill-extrusion', this.layers, this.pixelRatio, options);\n        this.featuresOnBorder = [];\n        this.borderFeatureIndices = [[], [], [], []];\n        this.borderDoneWithNeighborZ = [-1, -1, -1, -1];\n        this.selfDEMTileTimestamp = Number.MAX_VALUE;\n        this.borderDEMTileTimestamp = [Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE, Number.MAX_VALUE];\n        this.tileToMeter = tileToMeter(canonical);\n\n        this.edgeRadius = this.layers[0].layout.get('fill-extrusion-edge-radius') / this.tileToMeter;\n        this.wallMode = this.layers[0].paint.get('fill-extrusion-line-width').constantOr(1.0) !== 0.0;\n        for (const {feature, id, index, sourceLayerIndex} of features) {\n            const needGeometry = this.layers[0]._featureFilter.needGeometry;\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n\n            if (!this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom, {worldview: this.worldview, activeFloors: options.activeFloors}), evaluationFeature, canonical))\n                continue;\n            const bucketFeature: BucketFeature = {\n                id,\n                sourceLayerIndex,\n                index,\n                geometry: needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform),\n                properties: feature.properties,\n                type: feature.type,\n                patterns: {}\n            };\n\n            const vertexArrayOffset = this.layoutVertexArray.length;\n            const featureIsPolygon = vectorTileFeatureTypes[bucketFeature.type] === 'Polygon';\n            if (this.hasPattern) {\n                this.features.push({featureId: feature.id, feature: addPatternDependencies('fill-extrusion', this.layers, bucketFeature, this.zoom, this.pixelRatio, options)});\n            } else {\n                if (this.wallMode) {\n                    for (const polygon of bucketFeature.geometry) {\n                        for (const line of dropBufferConnectionLines(polygon, featureIsPolygon)) {\n                            this.addFeature(feature.id, bucketFeature, [line], index, canonical, {}, options.availableImages, tileTransform, options.brightness);\n                        }\n                    }\n                } else {\n                    this.addFeature(feature.id, bucketFeature, bucketFeature.geometry, index, canonical, {}, options.availableImages, tileTransform, options.brightness);\n                }\n            }\n\n            options.featureIndex.insert(feature, bucketFeature.geometry, index, sourceLayerIndex, this.index, vertexArrayOffset);\n        }\n        this._finalizeBuildingGroups();\n        this.sortBorders();\n        if (this.projection.name === \"mercator\") {\n            this.splitToSubtiles();\n        }\n        this.groundEffect.prepareBorderSegments();\n        // Clear polygon segment array\n        this.polygonSegments.length = 0;\n    }\n\n    addFeatures(options: PopulateParameters, canonical: CanonicalTileID, imagePositions: SpritePositions, availableImages: ImageId[], tileTransform: TileTransform, brightness?: number | null) {\n        for (const {featureId, feature} of this.features) {\n            const featureIsPolygon = vectorTileFeatureTypes[feature.type] === 'Polygon';\n            const {geometry} = feature;\n            if (this.wallMode) {\n                for (const polygon of geometry) {\n                    for (const line of dropBufferConnectionLines(polygon, featureIsPolygon)) {\n                        this.addFeature(featureId, feature, [line], feature.index, canonical, imagePositions, availableImages, tileTransform, brightness);\n                    }\n                }\n            } else {\n                this.addFeature(featureId, feature, geometry, feature.index, canonical, imagePositions, availableImages, tileTransform, brightness);\n            }\n        }\n        this._finalizeBuildingGroups();\n        this.sortBorders();\n        if (this.projection.name === \"mercator\") {\n            this.splitToSubtiles();\n        }\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null) {\n        this.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, this.worldview);\n        this.groundEffect.update(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness, this.worldview);\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>) {\n        this.programConfigurations.updateExpressions(layers);\n        this.groundEffect.programConfigurations.updateExpressions(layers);\n    }\n\n    isEmpty(): boolean {\n        return this.layoutVertexArray.length === 0;\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded || this.programConfigurations.needsUpload || this.groundEffect.programConfigurations.needsUpload;\n    }\n\n    upload(context: Context) {\n        if (!this.uploaded) {\n            this.layoutVertexBuffer = context.createVertexBuffer(this.layoutVertexArray, layoutAttributes);\n            this.indexBuffer = context.createIndexBuffer(this.indexArray);\n            this.wallVertexBuffer = context.createVertexBuffer(this.wallVertexArray, wallAttributes.members);\n\n            if (this.layoutVertexExtArray) {\n                this.layoutVertexExtBuffer = context.createVertexBuffer(this.layoutVertexExtArray, fillExtrusionAttributesExt.members, true);\n            }\n\n            this.groundEffect.upload(context);\n        }\n        this.groundEffect.uploadPaintProperties(context);\n        this.programConfigurations.upload(context);\n        this.uploaded = true;\n    }\n\n    uploadCentroid(context: Context) {\n        this.groundEffect.uploadHiddenByLandmark(context);\n        if (!this.needsCentroidUpdate) {\n            return;\n        }\n        if (!this.centroidVertexBuffer && this.centroidVertexArray.length > 0) {\n            // Create centroids vertex buffer\n            this.centroidVertexBuffer = context.createVertexBuffer(this.centroidVertexArray, centroidAttributes.members, true);\n        } else if (this.centroidVertexBuffer) {\n            this.centroidVertexBuffer.updateData(this.centroidVertexArray);\n        }\n        this.needsCentroidUpdate = false;\n    }\n\n    destroy() {\n        if (!this.layoutVertexBuffer) return;\n        this.layoutVertexBuffer.destroy();\n        if (this.centroidVertexBuffer) {\n            this.centroidVertexBuffer.destroy();\n        }\n        if (this.layoutVertexExtBuffer) {\n            this.layoutVertexExtBuffer.destroy();\n        }\n        this.groundEffect.destroy();\n        this.indexBuffer.destroy();\n        this.programConfigurations.destroy();\n        this.segments.destroy();\n    }\n\n    addFeature(featureId: number, feature: BucketFeature, geometry: Array<Array<Point>>, index: number, canonical: CanonicalTileID, imagePositions: SpritePositions, availableImages: ImageId[], tileTransform: TileTransform, brightness?: number | null) {\n\n        const floodLightRadius = this.layers[0].paint.get('fill-extrusion-flood-light-ground-radius').evaluate(feature, {});\n        const maxRadius = floodLightRadius / this.tileToMeter;\n\n        const tileBounds: [Point, Point] = [new Point(0, 0), new Point(EXTENT, EXTENT)];\n        const projection = tileTransform.projection;\n        const isGlobe = projection.name === 'globe';\n        // If wallMode is used, LineString geometries will be converted into polygons\n        const isPolygon = this.wallMode || vectorTileFeatureTypes[feature.type] === 'Polygon';\n\n        const borderCentroidData = new BorderCentroidData();\n        borderCentroidData.centroidDataIndex = this.centroidData.length;\n        const centroid = new PartData();\n        centroid.buildingId = featureId;\n        if (feature.properties && Object.hasOwn(feature.properties, 'building_id')) {\n            centroid.buildingId = Number(feature.properties['building_id']);\n        }\n        borderCentroidData.buildingId = centroid.buildingId;\n\n        const base = this.layers[0].paint.get('fill-extrusion-base').evaluate(feature, {}, canonical);\n        const onGround = base <= 0;\n\n        const height = this.layers[0].paint.get('fill-extrusion-height').evaluate(feature, {}, canonical);\n        centroid.height = height;\n        centroid.vertexArrayOffset = this.layoutVertexArray.length;\n        centroid.groundVertexArrayOffset = this.groundEffect.vertexArray.length;\n\n        if (isGlobe && !this.layoutVertexExtArray) {\n            this.layoutVertexExtArray = new FillExtrusionExtArray();\n        }\n\n        let wallGeometry: WallGeometry;\n        if (this.wallMode) {\n            if (isGlobe) {\n                warnOnce('Non zero fill-extrusion-line-width is not yet supported on globe.');\n                return;\n            }\n            if (geometry.length !== 1) {\n                // Walls require exactly one line per geometry\n                assert(false);\n                return;\n            }\n            wallGeometry = createLineWallGeometry(geometry[0]);\n            geometry = [wallGeometry.geometry];\n        }\n        const isPointOnInnerWall = (index: number, polygon: Array<Point>) => {\n            return index < ((polygon.length - 1) / 2.0) || index === polygon.length - 1;\n        };\n\n        const polygons = this.wallMode ? [geometry] : classifyRings(geometry, EARCUT_MAX_RINGS);\n\n        for (let i = polygons.length - 1; i >= 0; i--) {\n            const polygon = polygons[i];\n            if (polygon.length === 0 || isEntirelyOutside(polygon[0])) {\n                polygons.splice(i, 1);\n            }\n        }\n\n        let clippedPolygons: ClippedPolygon[];\n        if (isGlobe) {\n            // Perform tesselation for polygons of tiles in order to support long planar\n            // triangles on the curved surface of the globe. This is done for all polygons\n            // regardless of their size in order guarantee identical results on all sides of\n            // tile boundaries.\n            //\n            // The globe is subdivided into a 32x16 grid. The number of subdivisions done\n            // for a tile depends on the zoom level. For example tile with z=0 requires 2⁴\n            // subdivisions, tile with z=1 2³ etc. The subdivision is done in polar coordinates\n            // instead of tile coordinates.\n            clippedPolygons = resampleFillExtrusionPolygonsForGlobe(polygons, tileBounds, canonical);\n        } else {\n            clippedPolygons = [];\n            for (const polygon of polygons) {\n                clippedPolygons.push({polygon, bounds: tileBounds});\n            }\n        }\n\n        const edgeRadius = isPolygon ? this.edgeRadius : 0;\n        const optimiseGround = edgeRadius > 0 && this.zoom < 17;\n\n        const isDuplicate = (coords: Array<Point>, a: Point) => {\n            if (coords.length === 0) return false;\n            const b = coords.at(-1);\n            return a.x === b.x && a.y === b.y;\n        };\n\n        for (const {polygon, bounds} of clippedPolygons) {\n            // Only triangulate and draw the area of the feature if it is a polygon\n            // Other feature types (e.g. LineString) do not have area, so triangulation is pointless / undefined\n            let topIndex = 0;\n            let numVertices = 0;\n            for (const ring of polygon) {\n                // make sure the ring closes\n                if (isPolygon && !ring[0].equals(ring.at(-1))) ring.push(ring[0]);\n                numVertices += (isPolygon ? (ring.length - 1) : ring.length);\n            }\n\n            // We use \"(isPolygon ? 5 : 4) * numVertices\" as an estimate to ensure whether additional segments are needed or not (see SegmentVector.MAX_VERTEX_ARRAY_LENGTH).\n            const segment = this.segments.prepareSegment((isPolygon ? 5 : 4) * numVertices, this.layoutVertexArray, this.indexArray);\n\n            if (centroid.footprintSegIdx < 0) {\n                centroid.footprintSegIdx = this.footprintSegments.length;\n            }\n\n            if (centroid.polygonSegIdx < 0) {\n                centroid.polygonSegIdx = this.polygonSegments.length;\n            }\n\n            // Store location of generated triangles for the future use\n            const polygonSeg = {triangleArrayOffset: this.indexArray.length, triangleCount: 0, triangleSegIdx: this.segments.segments.length - 1};\n\n            const fpSegment = new FootprintSegment();\n            fpSegment.vertexOffset = this.footprintVertices.length;\n            fpSegment.indexOffset = this.footprintIndices.length * 3;\n            fpSegment.ringIndices = [];\n\n            if (isPolygon) {\n                const flattened = [];\n                const holeIndices = [];\n                topIndex = segment.vertexLength;\n\n                // First we offset (inset) the top vertices (i.e the vertices that make up the roof).\n                for (let r = 0; r < polygon.length; r++) {\n                    const ring = polygon[r];\n                    if (ring.length && r !== 0) {\n                        holeIndices.push(flattened.length / 2);\n                    }\n\n                    // Geometry used by ground flood light and AO.\n                    const groundPolyline: Array<Point> = [];\n\n                    // The following vectors are used to avoid duplicate normal calculations when going over the vertices.\n                    let na: Point;\n                    let nb: Point;\n                    {\n                        const p0 = ring[0];\n                        const p1 = ring[1];\n                        na = p1.sub(p0)._perp()._unit();\n                    }\n\n                    // Store index to the end of this ring, we substract one because we don't add the last point to the\n                    // footprint as it's the same as the first one\n                    fpSegment.ringIndices.push(ring.length - 1);\n\n                    for (let i = 1; i < ring.length; i++) {\n                        const p1 = ring[i];\n                        const p2 = ring[i === ring.length - 1 ? 1 : i + 1];\n\n                        const q = p1.clone();\n\n                        if (edgeRadius) {\n                            nb = getEdgeNormal(p1, p2, na);\n                            const nm = getBisector(na, nb);\n                            const cosHalfAngle = getCosHalfAngle(na, nb);\n                            const offset = edgeRadius * Math.min(4, 1 / cosHalfAngle);\n                            q.x += offset * nm.x;\n                            q.y += offset * nm.y;\n                            q.x = Math.round(q.x);\n                            q.y = Math.round(q.y);\n                            na = nb;\n                        }\n\n                        if (onGround && (edgeRadius === 0 || optimiseGround) && !isDuplicate(groundPolyline, q)) {\n                            groundPolyline.push(q);\n                        }\n\n                        addVertex(this.layoutVertexArray, q.x, q.y, 0, 0, 1, 1, 0);\n                        if (this.wallMode) {\n                            const isInside = isPointOnInnerWall(i, ring);\n                            const joinNormal = wallGeometry.joinNormals[i];\n                            addWallVertex(this.wallVertexArray, joinNormal, !isInside);\n                        }\n\n                        segment.vertexLength++;\n\n                        this.footprintVertices.emplaceBack(p1.x, p1.y);\n\n                        // triangulate as if vertices were not offset to ensure correct triangulation\n                        flattened.push(p1.x, p1.y);\n\n                        if (isGlobe) {\n                            const array = this.layoutVertexExtArray;\n                            const projectedP = projection.projectTilePoint(q.x, q.y, canonical);\n                            const n = projection.upVector(canonical, q.x, q.y);\n                            addGlobeExtVertex(array, projectedP, n);\n                        }\n                    }\n\n                    if (onGround && (edgeRadius === 0 || optimiseGround)) {\n                        if (groundPolyline.length !== 0 && isDuplicate(groundPolyline, groundPolyline[0])) {\n                            groundPolyline.pop();\n                        }\n                        this.groundEffect.addData(groundPolyline, bounds, maxRadius);\n                    }\n                }\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call\n                const indices = this.wallMode ? wallGeometry.indices : earcut(flattened, holeIndices);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                assert(indices.length % 3 === 0);\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                for (let j = 0; j < indices.length; j += 3) {\n                    this.footprintIndices.emplaceBack(\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n                        fpSegment.vertexOffset + indices[j + 0],\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n                        fpSegment.vertexOffset + indices[j + 1],\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n                        fpSegment.vertexOffset + indices[j + 2]);\n\n                    // clockwise winding order.\n                    this.indexArray.emplaceBack(\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n                        topIndex + indices[j],\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n                        topIndex + indices[j + 2],\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n                        topIndex + indices[j + 1]);\n                    segment.primitiveLength++;\n                }\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                fpSegment.indexCount += indices.length;\n                fpSegment.vertexCount += this.footprintVertices.length - fpSegment.vertexOffset;\n            }\n\n            for (let r = 0; r < polygon.length; r++) {\n                const ring = polygon[r];\n                borderCentroidData.startRing(centroid, ring[0]);\n                let isPrevCornerConcave = ring.length > 4 && isAOConcaveAngle(ring[ring.length - 2], ring[0], ring[1]);\n                let offsetPrev = edgeRadius ? getRoundedEdgeOffset(ring[ring.length - 2], ring[0], ring[1], edgeRadius) : 0;\n\n                // Geometry used by ground flood light and AO.\n                const groundPolyline: Array<Point> = [];\n\n                let kFirst: number | undefined;\n\n                // The following vectors are used to avoid duplicate normal calculations when going over the vertices.\n                let na: Point;\n                let nb: Point;\n                {\n                    const p0 = ring[0];\n                    const p1 = ring[1];\n                    na = p1.sub(p0)._perp()._unit();\n                }\n                let cap = true;\n                for (let i = 1, edgeDistance = 0; i < ring.length; i++) {\n                    let p0 = ring[i - 1];\n                    let p1 = ring[i];\n                    const p2 = ring[i === ring.length - 1 ? 1 : i + 1];\n\n                    borderCentroidData.appendEdge(centroid, p1, p0);\n\n                    if (isEdgeOutsideBounds(p1, p0, bounds)) {\n                        if (edgeRadius) {\n                            na = p2.sub(p1)._perp()._unit();\n                            cap = !cap;\n                        }\n                        continue;\n                    }\n\n                    const d = p1.sub(p0)._perp();\n                    // Given that nz === 0, encode nx / (abs(nx) + abs(ny)) and signs.\n                    // This information is sufficient to reconstruct normal vector in vertex shader.\n                    const nxRatio = d.x / (Math.abs(d.x) + Math.abs(d.y));\n                    const nySign = d.y > 0 ? 1 : 0;\n\n                    const dist = p0.dist(p1);\n                    if (edgeDistance + dist > 32768) edgeDistance = 0;\n\n                    // Next offset the vertices along the edges and create a chamfer space between them:\n                    // So if we have the following (where 'x' denotes a vertex)\n                    // x──────x\n                    // |      |\n                    // |      |\n                    // |      |\n                    // |      |\n                    // x──────x\n                    // we end up with:\n                    //  x────x\n                    // x      x\n                    // |      |\n                    // |      |\n                    // x      x\n                    //  x────x\n                    // (drawing isn't exact but hopefully gets the point across).\n\n                    if (edgeRadius) {\n                        nb = getEdgeNormal(p1, p2, na);\n\n                        const cosHalfAngle = getCosHalfAngle(na, nb);\n                        let offsetNext = _getRoundedEdgeOffset(p0, p1, p2, cosHalfAngle, edgeRadius);\n\n                        if (isNaN(offsetNext)) offsetNext = 0;\n                        const nEdge = getEdgeDirection(p0, p1, new Point(0, 0));\n                        p0 = p0.add(nEdge.mult(offsetPrev))._round();\n                        p1 = p1.add(nEdge.mult(-offsetNext))._round();\n                        offsetPrev = offsetNext;\n\n                        na = nb;\n\n                        if (onGround && this.zoom >= 17) {\n                            if (!isDuplicate(groundPolyline, p0)) groundPolyline.push(p0);\n                            if (!isDuplicate(groundPolyline, p1)) groundPolyline.push(p1);\n                        }\n                    }\n\n                    const k = segment.vertexLength;\n\n                    const isConcaveCorner = ring.length > 4 && isAOConcaveAngle(p0, p1, p2);\n                    let encodedEdgeDistance = encodeAOToEdgeDistance(edgeDistance, isPrevCornerConcave, cap);\n\n                    addVertex(this.layoutVertexArray, p0.x, p0.y, nxRatio, nySign, 0, 0, encodedEdgeDistance);\n                    addVertex(this.layoutVertexArray, p0.x, p0.y, nxRatio, nySign, 0, 1, encodedEdgeDistance);\n                    if (this.wallMode) {\n                        const isInside = isPointOnInnerWall(i - 1, ring);\n                        const joinNormal = wallGeometry.joinNormals[i - 1];\n                        addWallVertex(this.wallVertexArray, joinNormal, isInside);\n                        addWallVertex(this.wallVertexArray, joinNormal, isInside);\n                    }\n\n                    edgeDistance += dist;\n                    encodedEdgeDistance = encodeAOToEdgeDistance(edgeDistance, isConcaveCorner, !cap);\n                    isPrevCornerConcave = isConcaveCorner;\n\n                    addVertex(this.layoutVertexArray, p1.x, p1.y, nxRatio, nySign, 0, 0, encodedEdgeDistance);\n                    addVertex(this.layoutVertexArray, p1.x, p1.y, nxRatio, nySign, 0, 1, encodedEdgeDistance);\n                    if (this.wallMode) {\n                        const isInside = isPointOnInnerWall(i, ring);\n                        const joinNormal = wallGeometry.joinNormals[i];\n                        addWallVertex(this.wallVertexArray, joinNormal, isInside);\n                        addWallVertex(this.wallVertexArray, joinNormal, isInside);\n                    }\n\n                    segment.vertexLength += 4;\n\n                    // ┌──────┐\n                    // │ 1  3 │ clockwise winding order.\n                    // │      │ Triangle 1: 0 => 1 => 2\n                    // │ 0  2 │ Triangle 2: 1 => 3 => 2\n                    // └──────┘\n                    this.indexArray.emplaceBack(k + 0, k + 1, k + 2);\n                    this.indexArray.emplaceBack(k + 1, k + 3, k + 2);\n                    segment.primitiveLength += 2;\n\n                    if (edgeRadius) {\n                        // Note that in the previous for-loop we start from index 1 to add the top vertices which explains the next line.\n                        const t0 = topIndex + (i === 1 ? ring.length - 2 : i - 2);\n                        const t1 = i === 1 ? topIndex : t0 + 1;\n\n                        // top chamfer along the side (i.e. the space between the wall and the roof).\n                        this.indexArray.emplaceBack(k + 1, t0, k + 3);\n                        this.indexArray.emplaceBack(t0, t1, k + 3);\n                        segment.primitiveLength += 2;\n\n                        if (kFirst === undefined) {\n                            kFirst = k;\n                        }\n\n                        // Make sure to fill in the gap in the corner only when both corresponding edges are in tile bounds.\n                        if (!isEdgeOutsideBounds(p2, ring[i], bounds)) {\n                            const l = i === ring.length - 1 ? kFirst : segment.vertexLength;\n\n                            // vertical side chamfer i.e. the space between consecutive walls.\n                            this.indexArray.emplaceBack(k + 2, k + 3, l);\n                            this.indexArray.emplaceBack(k + 3, l + 1, l);\n\n                            // top corner where the top(roof) and two sides(walls) meet.\n                            this.indexArray.emplaceBack(k + 3, t1, l + 1);\n\n                            segment.primitiveLength += 3;\n                        }\n                        cap = !cap;\n                    }\n\n                    if (isGlobe) {\n                        const array = this.layoutVertexExtArray;\n\n                        const projectedP0 = projection.projectTilePoint(p0.x, p0.y, canonical);\n                        const projectedP1 = projection.projectTilePoint(p1.x, p1.y, canonical);\n\n                        const n0 = projection.upVector(canonical, p0.x, p0.y);\n                        const n1 = projection.upVector(canonical, p1.x, p1.y);\n\n                        addGlobeExtVertex(array, projectedP0, n0);\n                        addGlobeExtVertex(array, projectedP0, n0);\n                        addGlobeExtVertex(array, projectedP1, n1);\n                        addGlobeExtVertex(array, projectedP1, n1);\n                    }\n                }\n                if (isPolygon) topIndex += (ring.length - 1);\n                if (onGround && edgeRadius && this.zoom >= 17) {\n                    if (groundPolyline.length !== 0 && isDuplicate(groundPolyline, groundPolyline[0])) {\n                        groundPolyline.pop();\n                    }\n                    this.groundEffect.addData(groundPolyline, bounds, maxRadius, edgeRadius > 0);\n                }\n            }\n            this.footprintSegments.push(fpSegment);\n            polygonSeg.triangleCount = this.indexArray.length - polygonSeg.triangleArrayOffset;\n            this.polygonSegments.push(polygonSeg);\n            ++centroid.footprintSegLen;\n            ++centroid.polygonSegLen;\n        }\n\n        assert(!isGlobe || (this.layoutVertexExtArray && this.layoutVertexExtArray.length === this.layoutVertexArray.length));\n\n        centroid.vertexCount = this.layoutVertexArray.length - centroid.vertexArrayOffset;\n        centroid.groundVertexCount = this.groundEffect.vertexArray.length - centroid.groundVertexArrayOffset;\n        if (centroid.vertexCount === 0) {\n            return;\n        }\n\n        // hiddenCentroid {0, 1}: it is initially hidden as borders are processed later.\n        centroid.centroidXY = borderCentroidData.borders ? HIDDEN_CENTROID : this.encodeCentroid(borderCentroidData, centroid);\n\n        // Pass 1 of two-pass centroid grouping: accumulate building group data.\n        if (feature.properties && Object.hasOwn(feature.properties, 'building_id')) {\n            const bid = centroid.buildingId;\n            let group = this.buildingGroups.get(bid);\n            if (!group) {\n                group = {\n                    accX: 0, accY: 0, accCount: 0,\n                    mergedMin: new Point(Number.MAX_VALUE, Number.MAX_VALUE),\n                    mergedMax: new Point(-Number.MAX_VALUE, -Number.MAX_VALUE),\n                    partIndices: []\n                };\n                this.buildingGroups.set(bid, group);\n            }\n            group.accX += borderCentroidData.acc.x;\n            group.accY += borderCentroidData.acc.y;\n            group.accCount += borderCentroidData.accCount;\n            group.mergedMin.x = Math.min(group.mergedMin.x, centroid.min.x);\n            group.mergedMin.y = Math.min(group.mergedMin.y, centroid.min.y);\n            group.mergedMax.x = Math.max(group.mergedMax.x, centroid.max.x);\n            group.mergedMax.y = Math.max(group.mergedMax.y, centroid.max.y);\n            group.partIndices.push(this.centroidData.length);\n        }\n\n        this.centroidData.push(centroid);\n\n        if (borderCentroidData.borders) {\n            // When building is split between tiles, store information that enables joining.\n            // parts of building that layes in differentt buckets.\n            assert(borderCentroidData.centroidDataIndex === this.centroidData.length - 1);\n            this.featuresOnBorder.push(borderCentroidData);\n            const borderIndex = this.featuresOnBorder.length - 1;\n            for (let i = 0; i < borderCentroidData.borders.length; i++) {\n                if (borderCentroidData.borders[i][0] !== Number.MAX_VALUE) {\n                    this.borderFeatureIndices[i].push(borderIndex);\n                }\n            }\n        }\n\n        this.programConfigurations.populatePaintArrays(this.layoutVertexArray.length, feature, index, imagePositions, availableImages, canonical, brightness, undefined, this.worldview);\n        this.groundEffect.addPaintPropertiesData(feature, index, imagePositions, availableImages, canonical, brightness, this.worldview);\n        // compute maximum height of the bucket\n        this.maxHeight = Math.max(this.maxHeight, height);\n    }\n\n    // Pass 2 of two-pass centroid grouping: finalize shared centroids for building groups.\n    // All parts with the same building_id get an identical centroid computed from the\n    // union of all their geometries.\n    _finalizeBuildingGroups() {\n        for (const [, group] of this.buildingGroups) {\n            if (group.partIndices.length === 0) continue;\n\n            // Compute the shared centroid from accumulated data\n            const sharedBorderData = new BorderCentroidData();\n            sharedBorderData.acc = new Point(group.accX, group.accY);\n            sharedBorderData.accCount = group.accCount;\n\n            // Build a PartData with the merged bounding box for span computation\n            const sharedPartData = new PartData();\n            sharedPartData.min = group.mergedMin;\n            sharedPartData.max = group.mergedMax;\n\n            const sharedCentroidXY = this.encodeCentroid(sharedBorderData, sharedPartData);\n            const groupCentroid = sharedBorderData.centroid();\n\n            // Write the shared centroid to all non-border parts of this building\n            for (const idx of group.partIndices) {\n                const part = this.centroidData.get(idx);\n                // Don't overwrite border parts (they keep HIDDEN_CENTROID until border stitching)\n                if (part.centroidXY.x !== HIDDEN_CENTROID.x || part.centroidXY.y !== HIDDEN_CENTROID.y) {\n                    part.centroidXY = sharedCentroidXY;\n                }\n                // Update min/max to the merged bounding box so span is consistent\n                part.min = group.mergedMin;\n                part.max = group.mergedMax;\n                part.groupCentroidPos = groupCentroid;\n            }\n        }\n        this.buildingGroups.clear();\n    }\n\n    sortBorders() {\n        for (let i = 0; i < this.borderFeatureIndices.length; i++) {\n            const borders = this.borderFeatureIndices[i];\n            borders.sort((a, b) => this.featuresOnBorder[a].borders[i][0] - this.featuresOnBorder[b].borders[i][0]);\n        }\n    }\n\n    splitToSubtiles() {\n        // Split fill extrusion features into 4 \"sub-tiles\" each of which can\n        // be rendered separately. This allows more effective rendering as primitives\n        // sent to GPU can be reduced by a large margin if most of the tile is outside\n        // of the screen.\n        //\n        // Triangles of each feature are sorted into correct sub-tile based on their centroid\n        // positions. These tiles are in memory in clockwise order so it's possible to\n        // render almost every possible combination with just a single draw call.\n        const segmentedFeatures: Array<SegmentedFeature> = [];\n\n        for (let centroidIdx = 0; centroidIdx < this.centroidData.length; centroidIdx++) {\n            const part = this.centroidData.get(centroidIdx);\n            const right = +((part.min.x + part.max.x) > EXTENT);\n            const bottom = +((part.min.y + part.max.y) > EXTENT);\n            const subtile = bottom * 2 + (right ^ bottom);\n            for (let i = 0; i < part.polygonSegLen; i++) {\n                const polySegIdx = part.polygonSegIdx + i;\n                segmentedFeatures.push({centroidIdx, subtile, polygonSegmentIdx: polySegIdx, triangleSegmentIdx: this.polygonSegments[polySegIdx].triangleSegIdx});\n            }\n        }\n        // Sort features based on their subtile index. Triangles can't be moved across\n        // orignal segment boundaries due to different baseVertex values.\n        const sortedTriangles = new TriangleIndexArray();\n        segmentedFeatures.sort((a, b) => a.triangleSegmentIdx === b.triangleSegmentIdx ? a.subtile - b.subtile : a.triangleSegmentIdx - b.triangleSegmentIdx);\n        let segmentIdx = 0;\n        let segmentBeginIndex = 0;\n        let segmentEndIndex = 0;\n        for (const segmentedFeature of segmentedFeatures) {\n            if (segmentedFeature.triangleSegmentIdx !== segmentIdx) {\n                break;\n            }\n            segmentEndIndex++;\n        }\n\n        const segmentedFeaturesEndIndex = segmentedFeatures.length;\n\n        while (segmentBeginIndex !== segmentedFeatures.length) {\n            segmentIdx = segmentedFeatures[segmentBeginIndex].triangleSegmentIdx;\n            // For each feature of this triangle segment (as in all triangles in `Segments[triSegIdx]`),\n            // find the number of triangles in each subtile and construct new segments for rendering\n            let subTileIdx = 0;\n            let featuresBeginIndex = segmentBeginIndex;\n            let featuresEndIndex = segmentBeginIndex;\n\n            for (let seg = featuresBeginIndex; seg < segmentEndIndex; seg++) {\n                if (segmentedFeatures[seg].subtile !== subTileIdx) {\n                    break;\n                }\n                featuresEndIndex++;\n            }\n            while (featuresBeginIndex !== segmentEndIndex) {\n                const featuresBegin = segmentedFeatures[featuresBeginIndex];\n                subTileIdx = featuresBegin.subtile;\n                const subtileMin = this.centroidData.get(featuresBegin.centroidIdx).min.clone();\n                const subtileMax = this.centroidData.get(featuresBegin.centroidIdx).max.clone();\n\n                // Add triangles of this subtile and construct a segment for rendering\n                const segment: Segment = {\n                    vertexOffset: this.segments.segments[segmentIdx].vertexOffset,\n                    primitiveOffset: sortedTriangles.length,\n                    vertexLength: this.segments.segments[segmentIdx].vertexLength,\n                    primitiveLength: 0,\n                    sortKey: undefined,\n                    vaos: {}\n                };\n\n                for (let featureIdx = featuresBeginIndex; featureIdx < featuresEndIndex; featureIdx++) {\n\n                    const feature = segmentedFeatures[featureIdx];\n                    const data = this.polygonSegments[feature.polygonSegmentIdx];\n                    const centroidMin = this.centroidData.get(feature.centroidIdx).min;\n                    const centroidMax = this.centroidData.get(feature.centroidIdx).max;\n                    const iArray = this.indexArray.uint16;\n                    for (let i = data.triangleArrayOffset; i < data.triangleArrayOffset + data.triangleCount; i++) {\n                        sortedTriangles.emplaceBack(iArray[i * 3], iArray[i * 3 + 1], iArray[i * 3 + 2]);\n                    }\n                    segment.primitiveLength += data.triangleCount;\n                    subtileMin.x = Math.min(subtileMin.x, centroidMin.x);\n                    subtileMin.y = Math.min(subtileMin.y, centroidMin.y);\n                    subtileMax.x = Math.max(subtileMax.x, centroidMax.x);\n                    subtileMax.y = Math.max(subtileMax.y, centroidMax.y);\n                }\n                if (segment.primitiveLength > 0) {\n                    this.triangleSubSegments.push({segment, min: subtileMin, max: subtileMax});\n                }\n                featuresBeginIndex = featuresEndIndex;\n                for (let seg = featuresBeginIndex; seg < segmentEndIndex; seg++) {\n                    if (segmentedFeatures[seg].subtile !== segmentedFeatures[featuresBeginIndex].subtile) {\n                        break;\n                    }\n                    featuresEndIndex++;\n                }\n            }\n\n            segmentBeginIndex = segmentEndIndex;\n            for (let seg = segmentBeginIndex; seg < segmentedFeaturesEndIndex; seg++) {\n                if (segmentedFeatures[seg].triangleSegmentIdx !== segmentedFeatures[segmentBeginIndex].triangleSegmentIdx) {\n                    break;\n                }\n                segmentEndIndex++;\n            }\n        }\n        sortedTriangles._trim();\n        this.indexArray = sortedTriangles;\n    }\n\n    getVisibleSegments(\n        renderId: OverscaledTileID,\n        elevation: Elevation | null | undefined,\n        frustum: Frustum,\n    ): SegmentVector {\n        const outSegments = new SegmentVector();\n\n        if (this.wallMode) {\n            // Currently disabled for wall rendering.\n            // Can be re-enabled by considering the line-width in the aabb's size.\n            for (const subSegment of this.triangleSubSegments) {\n                outSegments.segments.push(subSegment.segment);\n            }\n\n            return outSegments;\n        }\n\n        let minZ = 0;\n        let maxZ = 0;\n        const tiles = 1 << renderId.canonical.z;\n\n        if (elevation) {\n            const minmax = elevation.getMinMaxForTile(renderId);\n            if (minmax) {\n                minZ = minmax.min;\n                maxZ = minmax.max;\n            }\n        }\n        maxZ += this.maxHeight;\n\n        const id = renderId.toUnwrapped();\n\n        // Go through sub-tiles and merge visible ones that are also adjacent in memory\n        // into single segments.\n        let activeSegment: Segment | null | undefined;\n        const tileMin = [(id.canonical.x / tiles) + id.wrap, (id.canonical.y / tiles)];\n        const tileMax = [((id.canonical.x + 1) / tiles) + id.wrap, ((id.canonical.y + 1) / tiles)];\n\n        const mix = (a: Array<number>, b: Array<number>, c: Array<number>): Array<number> => {\n            return [lerp(a[0], b[0], c[0]), lerp(a[1], b[1], c[1])];\n        };\n        const fracMin = [];\n        const fracMax = [];\n\n        for (const subSegment of this.triangleSubSegments) {\n            // Compute aabb of the subtile\n            fracMin[0] = subSegment.min.x / EXTENT;\n            fracMin[1] = subSegment.min.y / EXTENT;\n            fracMax[0] = subSegment.max.x / EXTENT;\n            fracMax[1] = subSegment.max.y / EXTENT;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            const aabbMin = mix(tileMin, tileMax, fracMin);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            const aabbMax = mix(tileMin, tileMax, fracMax);\n            const aabb = new Aabb([aabbMin[0], aabbMin[1], minZ], [aabbMax[0], aabbMax[1], maxZ]);\n            if (aabb.intersectsPrecise(frustum) === 0) {\n                if (activeSegment) {\n                    outSegments.segments.push(activeSegment);\n                    activeSegment = undefined;\n                }\n                continue;\n            }\n            const renderSegment = subSegment.segment;\n            if (activeSegment && activeSegment.vertexOffset !== renderSegment.vertexOffset) {\n                // vertex offset is different between adjacent segments => split to separate segments\n                outSegments.segments.push(activeSegment);\n                activeSegment = undefined;\n            }\n            if (!activeSegment) {\n                activeSegment = {\n                    vertexOffset: renderSegment.vertexOffset,\n                    primitiveLength: renderSegment.primitiveLength,\n                    vertexLength: renderSegment.vertexLength,\n                    primitiveOffset: renderSegment.primitiveOffset,\n                    sortKey: undefined,\n                    vaos: {}\n                };\n            } else {\n                activeSegment.vertexLength += renderSegment.vertexLength;\n                activeSegment.primitiveLength += renderSegment.primitiveLength;\n            }\n        }\n        if (activeSegment) {\n            outSegments.segments.push(activeSegment);\n        }\n        return outSegments;\n    }\n\n    // Encoded centroid x and y:\n    //     x     y\n    // ---------------------------------------------\n    //     0     0    Default, no flat roof.\n    //     0     1    Hide, used to hide parts of buildings on border while expecting the other side to get loaded\n    //    >0     0         Elevation encoded to uint16 word\n    //    >0    >0 y&7!=7  Encoded centroid position and x & y span\n    //    >0    >0 y&7==7  Border elevation + position (for front-cutoff across tiles)\n    encodeCentroid(borderCentroidData: BorderCentroidData, data: PartData): Point {\n        const c = borderCentroidData.centroid();\n        const span = data.span();\n        const spanX = Math.min(7, Math.round(span.x * this.tileToMeter / 10));\n        // Cap spanY at 6: value 7 is reserved as marker for border elevation+position encoding\n        const spanY = Math.min(6, Math.round(span.y * this.tileToMeter / 10));\n        return new Point((clamp(c.x, 1, EXTENT - 1) << 3) | spanX, (clamp(c.y, 1, EXTENT - 1) << 3) | spanY);\n    }\n\n    // Border centroid data is unreliable for elevating parts split on tile borders.\n    // It is used only for synchronous lowering of splits as the centroid (not the size information in split parts) is consistent.\n    encodeBorderCentroid(borderCentroidData: BorderCentroidData): Point {\n        assert(borderCentroidData.borders);\n        if (!borderCentroidData.borders) return new Point(0, 0);\n        const b = borderCentroidData.borders;\n        const notOnBorder = Number.MAX_VALUE;\n        const span = 0x6; // any non zero value since span in this is not used in shader\n        assert(borderCentroidData.intersectsCount() === 1);\n        if (b[0][0] !== notOnBorder || b[1][0] !== notOnBorder) {\n            const x = (b[0][0] !== notOnBorder ? 0 : (0x1FFF << 3)) | span;\n            const index = b[0][0] !== notOnBorder ? 0 : 1;\n            return new Point(x, (((((b[index][0] + b[index][1]) / 2) | 0) << 3) | span));\n        } else {\n            assert(b[2][0] !== notOnBorder || b[3][0] !== notOnBorder);\n            const y = (b[2][0] !== notOnBorder ? 0 : (0x1FFF << 3)) | span;\n            const index = b[2][0] !== notOnBorder ? 2 : 3;\n            return new Point((((((b[index][0] + b[index][1]) / 2) | 0) << 3) | span), y);\n        }\n    }\n\n    showCentroid(borderCentroidData: BorderCentroidData, borderJoin: 'keep' | 'discard') {\n        const c = this.centroidData.get(borderCentroidData.centroidDataIndex);\n        c.flags &= HIDDEN_BY_REPLACEMENT;\n        // A piece on a tile corner is joined on one border and can be unmatched on the other, when\n        // the diagonal tile has no piece of this building. The unmatched pass must not throw away\n        // the reference point the join established, or that quarter of the building loses the\n        // shared position the other quarters cut off against. y&7==7 is the border encoding,\n        // which only a join writes. A neighbour at another zoom cannot be joined at all, so\n        // there the encoding is stale and must go.\n        if (borderJoin === 'keep' && (c.centroidXY.y & 7) === 7) {\n            this.writeCentroidToBuffer(c);\n            return;\n        }\n        if (c.groupCentroidPos.x !== 0 || c.groupCentroidPos.y !== 0) {\n            const span = c.span();\n            const spanX = Math.min(7, Math.round(span.x * this.tileToMeter / 10));\n            const spanY = Math.min(6, Math.round(span.y * this.tileToMeter / 10));\n            c.centroidXY = new Point(\n                (clamp(c.groupCentroidPos.x, 1, EXTENT - 1) << 3) | spanX,\n                (clamp(c.groupCentroidPos.y, 1, EXTENT - 1) << 3) | spanY\n            );\n        } else {\n            c.centroidXY = new Point(0, 0);\n        }\n        this.writeCentroidToBuffer(c);\n    }\n\n    writeCentroidToBuffer(data: PartData) {\n        this.groundEffect.updateHiddenByLandmark(data);\n        const offset = data.vertexArrayOffset;\n        const vertexArrayBounds = data.vertexCount + data.vertexArrayOffset;\n        assert(vertexArrayBounds <= this.centroidVertexArray.length);\n        assert(this.centroidVertexArray.length === this.layoutVertexArray.length);\n        const c = data.flags & (HIDDEN_BY_REPLACEMENT | HIDDEN_BY_CLIP) ? HIDDEN_CENTROID : data.centroidXY;\n        // All the vertex data is the same, use the first to exit early if it is not needed to re-write all.\n        const firstX = this.centroidVertexArray.geta_centroid_pos0(offset);\n        const firstY = this.centroidVertexArray.geta_centroid_pos1(offset);\n\n        if (firstY === c.y && firstX === c.x) {\n            return;\n        }\n        for (let i = offset; i < vertexArrayBounds; ++i) {\n            this.centroidVertexArray.emplace(i, c.x, c.y);\n        }\n        this.needsCentroidUpdate = true;\n    }\n\n    createCentroidsBuffer() {\n        assert(this.centroidVertexArray.length === 0);\n        assert(this.groundEffect.hiddenByLandmarkVertexArray.length === 0);\n        this.centroidVertexArray.resize(this.layoutVertexArray.length);\n\n        this.groundEffect.hiddenByLandmarkVertexArray.resize(this.groundEffect.vertexArray.length);\n        for (const centroid of this.centroidData) {\n            this.writeCentroidToBuffer(centroid);\n        }\n    }\n\n    updateReplacement(coord: OverscaledTileID, source: ReplacementSource, layerIndex: number) {\n        const perfStartTime = PerformanceUtils.now();\n        // Replacement has to be re-checked if the source has been updated since last time\n        if (source.updateTime === this.replacementUpdateTime) {\n            return;\n        }\n        this.replacementUpdateTime = source.updateTime;\n\n        // Check if replacements have changed\n        const newReplacements = source.getReplacementRegionsForTile(coord.toUnwrapped());\n        if (regionsEquals(this.activeReplacements, newReplacements)) {\n            return;\n        }\n\n        this.activeReplacements = newReplacements;\n\n        if (this.centroidVertexArray.length === 0) {\n            this.createCentroidsBuffer();\n        } else {\n            for (const centroid of this.centroidData) {\n                centroid.flags &= ~(HIDDEN_BY_REPLACEMENT | HIDDEN_BY_CLIP);\n            }\n        }\n\n        const transformedVertices: Array<Point> = [];\n\n        // Hide all centroids that are overlapping with footprints from the replacement source\n        for (const region of this.activeReplacements) {\n            if ((region.order < layerIndex)) continue; // fill-extrusions always get removed. This will be separated (similar to symbol and model) in future.\n\n            // Apply slight padding to fill extrusion footprints. This reduces false positives where two adjacent lines\n            // would be reported overlapping due to limited precision (16 bit) of tile units.\n            const padding = Math.max(1.0, Math.pow(2.0, region.footprintTileId.canonical.z - coord.canonical.z));\n\n            if (region.footprint.buildingIds) {\n                for (const centroid of this.centroidData) {\n                    if (centroid.flags & HIDDEN_BY_REPLACEMENT) {\n                        continue;\n                    }\n                    if (centroid.flags & HIDDEN_BY_CLIP) {\n                        continue;\n                    }\n                    if (region.min.x > centroid.max.x || centroid.min.x > region.max.x) {\n                        continue;\n                    } else if (region.min.y > centroid.max.y || centroid.min.y > region.max.y) {\n                        continue;\n                    }\n                    if (region.footprint.buildingIds.has(centroid.buildingId)) {\n                        if (region.clipMask !== LayerTypeMask.None) {\n                            centroid.flags |= HIDDEN_BY_CLIP | HIDDEN_BY_REPLACEMENT;\n                        } else {\n                            centroid.flags |= HIDDEN_BY_REPLACEMENT;\n                        }\n                    }\n                }\n            } else {\n                for (const centroid of this.centroidData) {\n                    if (centroid.flags & HIDDEN_BY_REPLACEMENT) {\n                        continue;\n                    }\n                    if (centroid.flags & HIDDEN_BY_CLIP) {\n                        continue;\n                    }\n\n                    // Perform a quick aabb-aabb check to determine\n                    // whether a more precise check is required\n                    if (region.min.x > centroid.max.x || centroid.min.x > region.max.x) {\n                        continue;\n                    } else if (region.min.y > centroid.max.y || centroid.min.y > region.max.y) {\n                        continue;\n                    }\n\n                    for (let i = 0; i < centroid.footprintSegLen; i++) {\n                        const seg = this.footprintSegments.get(centroid.footprintSegIdx + i);\n\n                        // Transform vertices to footprint's coordinate space\n                        transformedVertices.length = 0;\n\n                        transformFootprintVertices(\n                                this.footprintVertices,\n                                seg.vertexOffset,\n                                seg.vertexCount,\n                                region.footprintTileId.canonical,\n                                coord.canonical,\n                                transformedVertices);\n\n                        if (footprintTrianglesIntersect(\n                                region.footprint,\n                                transformedVertices,\n                                this.footprintIndices.uint16,\n                                seg.indexOffset,\n                                seg.indexCount,\n                                -seg.vertexOffset,\n                                -padding)) {\n                            // Landmark and building replacements don't define which layers to clip.\n                            // We can use clipMask to check if it's a clip region or not.\n                            if (region.clipMask !== LayerTypeMask.None) {\n                                centroid.flags |= HIDDEN_BY_CLIP | HIDDEN_BY_REPLACEMENT;\n                            } else {\n                                centroid.flags |= HIDDEN_BY_REPLACEMENT;\n                            }\n                            break;\n                        }\n                    }\n                }\n            }\n        }\n\n        for (const centroid of this.centroidData) {\n            this.writeCentroidToBuffer(centroid);\n        }\n\n        this.borderDoneWithNeighborZ = [-1, -1, -1, -1];\n\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, \"FillExtrusionBucket.updateReplacement\", \"FillExtrusion\", perfStartTime);\n    }\n\n    footprintContainsPoint(x: number, y: number, centroid: PartData): boolean {\n        let c = false;\n        for (let s = 0; s < centroid.footprintSegLen; s++) {\n            const seg = this.footprintSegments.get(centroid.footprintSegIdx + s);\n            let startRing = 0;\n            for (const endRing of seg.ringIndices) {\n                for (let i = startRing, j = endRing + startRing - 1; i < endRing + startRing; j = i++) {\n                    const x1 = this.footprintVertices.int16[(i + seg.vertexOffset) * 2 + 0];\n                    const y1 = this.footprintVertices.int16[(i + seg.vertexOffset) * 2 + 1];\n                    const x2 = this.footprintVertices.int16[(j + seg.vertexOffset) * 2 + 0];\n                    const y2 = this.footprintVertices.int16[(j + seg.vertexOffset) * 2 + 1];\n                    if (((y1 > y) !== (y2 > y)) && (x < ((x2 - x1) * (y - y1) / (y2 - y1) + x1))) {\n                        c = !c;\n                    }\n                }\n                startRing = endRing;\n            }\n        }\n        return c;\n    }\n\n    getHeightAtTileCoord(x: number, y: number): {\n        height: number;\n        hidden: boolean;\n    } | null | undefined {\n        let height = Number.NEGATIVE_INFINITY;\n        let hidden = true;\n        assert(x > -EXTENT && y > -EXTENT && x < 2 * EXTENT && y < 2 * EXTENT);\n        const lookupKey = (x + EXTENT) * 4 * EXTENT + (y + EXTENT);\n        if (Object.hasOwn(this.partLookup, lookupKey)) {\n            const centroid = this.partLookup[lookupKey];\n            return centroid ? {height: centroid.height, hidden: !!(centroid.flags & HIDDEN_BY_REPLACEMENT)} : undefined;\n        }\n        // Hot path: scan the packed Float64Array for the aabb + height filter\n        // (those fields are immutable post-populate, so the buffer is\n        // authoritative). Only materialize the PartData for the rare hit that\n        // passes — footprintContainsPoint needs it, and `flags` can still be\n        // mutated on the main thread so we must read it from the object.\n        const buf = this.centroidData.buffer;\n        const n = this.centroidData.length;\n        for (let i = 0; i < n; i++) {\n            const o = i * PART_DATA_STRIDE;\n            if (x > buf[o + 4] || buf[o + 2] > x || y > buf[o + 5] || buf[o + 3] > y) continue;\n\n            const h = buf[o + 13];\n            if (h <= height) continue;\n\n            const centroid = this.centroidData.get(i);\n            if (this.footprintContainsPoint(x, y, centroid)) {\n                height = h;\n                this.partLookup[lookupKey] = centroid;\n                hidden = !!(centroid.flags & HIDDEN_BY_REPLACEMENT);\n            }\n        }\n        if (height === Number.NEGATIVE_INFINITY) {\n            // nothing found, cache that info too.\n            this.partLookup[lookupKey] = undefined;\n            return;\n        }\n        return {height, hidden};\n    }\n}\n\n// Unit vector from `from` to `to`, falling back to `fallback` when the two points coincide\nfunction getEdgeDirection(from: Point, to: Point, fallback: Point): Point {\n    return from.equals(to) ? fallback : to.sub(from)._unit();\n}\n\n// Normal of the edge from `from` to `to`, falling back to `fallback` when the two points coincide.\nfunction getEdgeNormal(from: Point, to: Point, fallback: Point): Point {\n    return from.equals(to) ? fallback : to.sub(from)._perp()._unit();\n}\n\n// Bisector of na and nb, falling back to na when they're exactly opposite\n// where the bisector would otherwise be a divide-by-zero\nfunction getBisector(na: Point, nb: Point): Point {\n    const sum = na.add(nb);\n    const mag = sum.mag();\n    return mag === 0 ? na : sum.div(mag);\n}\n\nfunction getCosHalfAngle(na: Point, nb: Point) {\n    const nm = getBisector(na, nb);\n    return na.x * nm.x + na.y * nm.y;\n}\n\nfunction getRoundedEdgeOffset(p0: Point, p1: Point, p2: Point, edgeRadius: number) {\n    // p0 can coincide with p1\n    // fall back to the other edge's normal rather than dividing by zero.\n    let na: Point;\n    let nb: Point;\n    if (p0.equals(p1)) {\n        nb = getEdgeNormal(p1, p2, new Point(0, 0));\n        na = nb;\n    } else {\n        na = p1.sub(p0)._perp()._unit();\n        nb = getEdgeNormal(p1, p2, na);\n    }\n    const cosHalfAngle = getCosHalfAngle(na, nb);\n    return _getRoundedEdgeOffset(p0, p1, p2, cosHalfAngle, edgeRadius);\n}\n\nfunction _getRoundedEdgeOffset(p0: Point, p1: Point, p2: Point, cosHalfAngle: number, edgeRadius: number) {\n    const sinHalfAngle = Math.sqrt(1 - cosHalfAngle * cosHalfAngle);\n    return Math.min(p0.dist(p1) / 3, p1.dist(p2) / 3, edgeRadius * sinHalfAngle / cosHalfAngle);\n}\n\nregister(FillExtrusionBucket, 'FillExtrusionBucket', {omit: ['layers', 'features']});\nregister(PartData, 'PartData');\nregister(PartDataArray, 'PartDataArray');\nregister(FootprintSegmentArray, 'FootprintSegmentArray');\nregister(BorderCentroidData, 'BorderCentroidData');\nregister(GroundEffect, 'GroundEffect');\n\nexport default FillExtrusionBucket;\n\n// Edges that are outside tile bounds are defined in tile across the border.\n// Rendering them twice often results with Z-fighting.\n// In case of globe and axis aligned bounds, it is also useful to\n// discard edges that have the both endpoints outside the same bound.\nfunction isEdgeOutsideBounds(p1: Point, p2: Point, bounds: [Point, Point]) {\n    return (p1.x < bounds[0].x && p2.x < bounds[0].x) ||\n           (p1.x > bounds[1].x && p2.x > bounds[1].x) ||\n           (p1.y < bounds[0].y && p2.y < bounds[0].y) ||\n           (p1.y > bounds[1].y && p2.y > bounds[1].y);\n}\n\nfunction pointOutsideBounds(p: Point, bounds: [Point, Point]) {\n    return ((p.x < bounds[0].x) || (p.x > bounds[1].x) ||\n            (p.y < bounds[0].y) || (p.y > bounds[1].y));\n}\n\nfunction isEntirelyOutside(ring: Array<Point>) {\n    // Discard rings with corners on border if all other vertices are outside: they get defined\n    // also in the tile across the border. Eventual zero area rings at border are discarded by classifyRings\n    // and there is no need to handle that case here.\n    return ring.every(p => p.x <= 0) ||\n        ring.every(p => p.x >= EXTENT) ||\n        ring.every(p => p.y <= 0) ||\n        ring.every(p => p.y >= EXTENT);\n}\n\nfunction isAOConcaveAngle(p2: Point, p1: Point, p3: Point) {\n    if (p2.x < 0 || p2.x >= EXTENT || p1.x < 0 || p1.x >= EXTENT || p3.x < 0 || p3.x >= EXTENT) {\n        return false; // angles are not processed for edges that extend over tile borders\n    }\n    const a = p3.sub(p1);\n    const an = a.perp();\n    const b = p2.sub(p1);\n    const ab = a.x * b.x + a.y * b.y;\n    const cosAB = ab / Math.sqrt(((a.x * a.x + a.y * a.y) * (b.x * b.x + b.y * b.y)));\n    const dotProductWithNormal = an.x * b.x + an.y * b.y;\n\n    // Heuristics: don't shade concave angles above 150° (arccos(-0.866)).\n    return cosAB > -0.866 && dotProductWithNormal < 0;\n}\n\nfunction encodeAOToEdgeDistance(edgeDistance: number, isConcaveCorner: boolean, edgeStart: boolean) {\n    // Encode concavity and edge start/end using the least significant bits.\n    // Second least significant bit 1 encodes concavity.\n    // The least significant bit 1 marks the edge start, 0 for edge end.\n    const encodedEdgeDistance = isConcaveCorner ? (edgeDistance | 2) : (edgeDistance & ~2);\n    return edgeStart ? (encodedEdgeDistance | 1) : (encodedEdgeDistance & ~1);\n}\n\nexport function fillExtrusionHeightLift(): number {\n    // A rectangle covering globe is subdivided into a grid of 32 cells\n    // This information can be used to deduce a minimum lift value so that\n    // fill extrusions with 0 height will never go below the ground.\n    const angle = Math.PI / 32.0;\n    const tanAngle = Math.tan(angle);\n    const r = earthRadius;\n    return r * Math.sqrt(1.0 + 2.0 * tanAngle * tanAngle) - r;\n}\n\n// Resamples fill extrusion polygons by subdividing them into 32x16 cells in mercator space.\n// The idea is to allow reprojection of large continuous planar shapes on the surface of the globe\nexport function resampleFillExtrusionPolygonsForGlobe(polygons: Point[][][], tileBounds: [Point, Point], tileID: CanonicalTileID): ClippedPolygon[] {\n    const cellCount = 360.0 / 32.0;\n    const tiles = 1 << tileID.z;\n    const leftLng = lngFromMercatorX(tileID.x / tiles);\n    const rightLng = lngFromMercatorX((tileID.x + 1) / tiles);\n    const topLat = latFromMercatorY(tileID.y / tiles);\n    const bottomLat = latFromMercatorY((tileID.y + 1) / tiles);\n    const cellCountOnXAxis = Math.ceil((rightLng - leftLng) / cellCount);\n    const cellCountOnYAxis = Math.ceil((topLat - bottomLat) / cellCount);\n\n    const splitFn = (axis: number, min: number, max: number) => {\n        if (axis === 0) {\n            return 0.5 * (min + max);\n        } else {\n            const maxLat = latFromMercatorY((tileID.y + min / EXTENT) / tiles);\n            const minLat = latFromMercatorY((tileID.y + max / EXTENT) / tiles);\n            const midLat = 0.5 * (minLat + maxLat);\n            return (mercatorYfromLat(midLat) * tiles - tileID.y) * EXTENT;\n        }\n    };\n\n    return gridSubdivision(polygons, tileBounds, cellCountOnXAxis, cellCountOnYAxis, 1.0, splitFn);\n}\n\nfunction transformFootprintVertices(vertices: PosArray, offset: number, count: number, footprintId: CanonicalTileID, centroidId: CanonicalTileID, out: Array<Point>) {\n    const zDiff = Math.pow(2.0, footprintId.z - centroidId.z);\n\n    for (let i = 0; i < count; i++) {\n        let x = vertices.int16[(i + offset) * 2 + 0];\n        let y = vertices.int16[(i + offset) * 2 + 1];\n\n        x = (x + centroidId.x * EXTENT) * zDiff - footprintId.x * EXTENT;\n        y = (y + centroidId.y * EXTENT) * zDiff - footprintId.y * EXTENT;\n\n        out.push(new Point(x, y));\n    }\n}\n","export type Style = {\n    normalScale: [number, number, number],\n    tileToMeters: number\n};\n\nexport type Feature = {\n    coordinates: number[],\n    ringIndices: number[],\n    height: number,\n    id: number,\n    minHeight: number,\n    roofType: RoofType,\n    sourceId: number\n};\n\nexport type Facade = {\n    coordinates: number[],\n    crossPerc: number,\n    distanceToRoad: number,\n    entrances: string,\n    sourceId: number\n};\n\nexport interface MeshBuffer {\n    positions?: Float32Array;\n    normals?: Float32Array;\n    ao?: Float32Array;\n    uv?: Float32Array;\n    isFauxFacade?: Uint8Array;\n    indices?: Int16Array;\n    buildingPart?: BuildingPart;\n}\n\nexport interface MeshCollection {\n    meshes: MeshBuffer[];\n    outerRingLength: number;\n    modifiedPolygonRings: Float32Array[];\n}\n\n// Roof type constants - these must match the enum in the building generation library\nexport const ROOF_TYPE_PARAPET = 0;\nexport const ROOF_TYPE_HIPPED = 1;\nexport const ROOF_TYPE_GABLED = 2;\nexport const ROOF_TYPE_FLAT = 3;\nexport const ROOF_TYPE_MANSARD = 4;\nexport const ROOF_TYPE_SKILLION = 5;\nexport const ROOF_TYPE_PYRAMIDAL = 6;\nexport type RoofType = number;\n\n// Building part constants - these must match the enum in the building generation library\nexport const BUILDING_PART_WALL = 0;\nexport const BUILDING_PART_ROOF = 1;\nexport const BUILDING_PART_FACADE_GLAZING = 2;\nexport const BUILDING_PART_ENTRANCE = 3;\nexport type BuildingPart = number;\n\nconst MEMORY_STACK_SIZE = 1024 * 4;\nexport class BuildingGen {\n    module: BuildingGenModule;\n    memoryStack: number;\n    memoryStackNextFree: number;\n\n    constructor(module: BuildingGenModule) {\n        this.module = module;\n        this.memoryStack = this.module.malloc(MEMORY_STACK_SIZE);\n        this.memoryStackNextFree = this.memoryStack;\n    }\n\n    createIntArray(data: ArrayLike<number>): number {\n        const positionsPtr = this.memoryStackNextFree;\n        this.memoryStackNextFree += data.length * Int32Array.BYTES_PER_ELEMENT;\n        if (this.memoryStackNextFree - this.memoryStack > MEMORY_STACK_SIZE) {\n            return -1;\n        }\n        const positionsArray = new Int32Array(this.module.heap32.buffer, positionsPtr, data.length);\n        positionsArray.set(data);\n\n        return positionsPtr;\n    }\n\n    createFloatArray(data: ArrayLike<number>): number {\n        const positionsPtr = this.memoryStackNextFree;\n        this.memoryStackNextFree += data.length * Float32Array.BYTES_PER_ELEMENT;\n        if (this.memoryStackNextFree - this.memoryStack > MEMORY_STACK_SIZE) {\n            return -1;\n        }\n        const positionsArray = new Float32Array(this.module.heapF32.buffer, positionsPtr, data.length);\n        positionsArray.set(data);\n\n        return positionsPtr;\n    }\n\n    readStringBuffer(ptr: number): string {\n        let str = '';\n        while (this.module.heapU8[ptr] !== 0) {\n            str += String.fromCharCode(this.module.heapU8[ptr]!);\n            ++ptr;\n        }\n        return str;\n    }\n\n    setStyle(style: Style) {\n        const normalScale = style.normalScale;\n        this.module.setStyle(\n            normalScale[0], normalScale[1], normalScale[2],\n            style.tileToMeters);\n    }\n\n    setAOOptions(bakeToVertices: boolean, parapetOcclusionDistance: number) {\n        this.module.setAOOptions(bakeToVertices ? 1 : 0, parapetOcclusionDistance);\n    }\n\n    setMetricOptions(convertToMeters: boolean, tileZoom: number) {\n        this.module.setMetricOptions(convertToMeters ? 1 : 0, tileZoom);\n    }\n\n    setStructuralOptions(simplifyInput: boolean) {\n        this.module.setStructuralOptions(simplifyInput ? 1 : 0);\n    }\n\n    setFacadeOptions(facadeHeight: number, createEaves: boolean) {\n        this.module.setFacadeOptions(facadeHeight, createEaves ? 1 : 0);\n    }\n\n    setFauxFacadeOptions(hasFacade: boolean, useUvXModifier: boolean, uvXModifier: number) {\n        this.module.setFauxFacadeOptions(hasFacade ? 1 : 0, useUvXModifier ? 1 : 0, uvXModifier);\n    }\n\n    setFacadeClassifierOptions(classificationDistance: number) {\n        this.module.setFacadeClassifierOptions(classificationDistance);\n    }\n\n    generateMesh(features: Feature[], facades: Facade[]): MeshCollection | string {\n        this.memoryStackNextFree = this.memoryStack;\n        for (const feature of features) {\n            const ringIndexPointer = this.createIntArray(feature.ringIndices);\n            const coordinatesPointer = this.createFloatArray(feature.coordinates);\n            if (ringIndexPointer === -1 || coordinatesPointer === -1) {\n                return `building_gen: Out of stack memory: ${this.memoryStackNextFree - this.memoryStack}/${MEMORY_STACK_SIZE}`;\n            }\n            this.module.addFeature(feature.id, feature.sourceId,\n                feature.minHeight, feature.height,\n                feature.roofType,\n                coordinatesPointer, ringIndexPointer, feature.ringIndices.length - 1);\n        }\n\n        for (const facade of facades) {\n            let entrances: number[];\n            if (facade.entrances) {\n                entrances = JSON.parse(facade.entrances) as number[];\n            } else {\n                entrances = [];\n            }\n            const entrancesPointer = this.createFloatArray(entrances);\n            const coordinatesPointer = this.createFloatArray(facade.coordinates);\n\n            if (entrancesPointer === -1 || coordinatesPointer === -1) {\n                return `building_gen: Out of stack memory: ${this.memoryStackNextFree - this.memoryStack}/${MEMORY_STACK_SIZE}`;\n            }\n\n            this.module.addFacade(facade.sourceId, facade.crossPerc, facade.distanceToRoad,\n                entrancesPointer, entrances.length,\n                coordinatesPointer, facade.coordinates.length);\n        }\n\n        const success = this.module.generateMesh();\n\n        if (!success) {\n            const errorPtr = this.module.getLastError();\n            return this.readStringBuffer(errorPtr);\n        }\n\n        const meshCount = this.module.getMeshCount();\n        const meshes = new Array<MeshBuffer>(meshCount);\n        for (let i = 0; i < meshCount; i++) {\n            const positionsPtr = this.module.getPositionsPtr(i);\n            const positionsLength = this.module.getPositionsLength(i);\n            const positionsArray = new Float32Array(this.module.heapF32.buffer, positionsPtr, positionsLength);\n\n            const normalsPtr = this.module.getNormalsPtr(i);\n            const normalsLength = this.module.getNormalsLength(i);\n            const normalsArray = new Float32Array(this.module.heapF32.buffer, normalsPtr, normalsLength);\n\n            const aoPtr = this.module.getAOPtr(i);\n            const aoLength = this.module.getAOLength(i);\n            const aoArray = new Float32Array(this.module.heapF32.buffer, aoPtr, aoLength);\n\n            const uvPtr = this.module.getUVPtr(i);\n            const uvLength = this.module.getUVLength(i);\n            const uvArray = new Float32Array(this.module.heapF32.buffer, uvPtr, uvLength);\n\n            const fauxFacadePtr = this.module.getFauxFacadePtr(i);\n            const fauxFacadeLength = this.module.getFauxFacadeLength(i);\n            const isFauxFacadeArray = new Uint8Array(this.module.heapU8.buffer, fauxFacadePtr, fauxFacadeLength);\n\n            const indicesPtr = this.module.getIndicesPtr(i);\n            const indicesLength = this.module.getIndicesLength(i);\n            const indicesArray = new Int16Array(this.module.heap16.buffer, indicesPtr, indicesLength);\n\n            const buildingPart = this.module.getBuildingPart(i);\n\n            meshes[i] = {\n                positions: positionsArray,\n                normals: normalsArray,\n                ao: aoArray,\n                uv: uvArray,\n                isFauxFacade: isFauxFacadeArray,\n                indices: indicesArray,\n                buildingPart\n            };\n        }\n\n        const ringCount = this.module.getRingCount();\n        const modifiedPolygonRings: Float32Array[] = [];\n\n        for (let i = 0; i < ringCount; i++) {\n            const ringPtr = this.module.getRingPtr(i);\n            const ringLength = this.module.getRingLength(i);\n            const ringArray = new Float32Array(this.module.heapF32.buffer, ringPtr, ringLength);\n            modifiedPolygonRings.push(ringArray);\n        }\n\n        const outerRingLength = this.module.getOuterRingLength();\n        return {meshes, outerRingLength, modifiedPolygonRings};\n    }\n}\n\ntype SetStyleFunction = (\n    normalScaleX: number, normalScaleY: number, normalScaleZ: number,\n    tileToMeters: number) => void;\ntype SetAOOptionsFunction = (bakeToVertices: number, parapetOcclusionDistance: number) => void;\ntype SetMetricOptionsFunction = (convertToMeters: number, tileZoom: number) => void;\ntype SetStructuralOptionsFunction = (simplifyInput: number) => void;\ntype SetFacadeOptionsFunction = (facadeHeight: number, createEaves: number) => void;\ntype SetFauxFacadeOptionsFunction = (hasFacade: number, useUvXModifier: number, uvXModifier: number) => void;\ntype SetFacadeClassifierOptionsFunction = (classificationDistance: number) => void;\ntype AddFeatureFunction = (id: number, sourceId: number, minHeight: number, height: number, roofShape: number,\n    coords: number, ringIndices: number, numRings: number) => void;\ntype AddFacadeFunction = (id: number, crossPerc: number, distanceToRoad: number, entrances: number, entrancesLength: number,\n    coords: number, numCoords: number) => void;\ntype GenerateMeshFunction = () => number;\ntype GetLastErrorFunction = () => number;\ntype GetOuterRingLengthFunction = () => number;\ntype GetMeshCountFunction = () => number;\ntype GetPositionsPtrFunction = (meshIndex: number) => number;\ntype GetPositionsLengthFunction = (meshIndex: number) => number;\ntype GetNormalsPtrFunction = (meshIndex: number) => number;\ntype GetNormalsLengthFunction = (meshIndex: number) => number;\ntype GetAOPtrFunction = (meshIndex: number) => number;\ntype GetAOLengthFunction = (meshIndex: number) => number;\ntype GetUVPtrFunction = (meshIndex: number) => number;\ntype GetUVLengthFunction = (meshIndex: number) => number;\ntype GetFauxFacadePtrFunction = (meshIndex: number) => number;\ntype GetFauxFacadeLengthFunction = (meshIndex: number) => number;\ntype GetIndicesPtrFunction = (meshIndex: number) => number;\ntype GetIndicesLengthFunction = (meshIndex: number) => number;\ntype GetBuildingPartFunction = (meshIndex: number) => number;\ntype GetRingCountFunction = () => number;\ntype GetRingPtrFunction = (ringIndex: number) => number;\ntype GetRingLengthFunction = (ringIndex: number) => number;\ntype FreeFunction = (ptr: number) => void;\ntype MallocFunction = (size: number) => number;\n\ninterface BuildingGenModule {\n    heapU8: Uint8Array;\n    heap16: Int16Array;\n    heap32: Int32Array;\n    heapF32: Float32Array;\n    setStyle: SetStyleFunction;\n    setAOOptions: SetAOOptionsFunction;\n    setMetricOptions: SetMetricOptionsFunction;\n    setStructuralOptions: SetStructuralOptionsFunction;\n    setFacadeOptions: SetFacadeOptionsFunction;\n    setFauxFacadeOptions: SetFauxFacadeOptionsFunction;\n    setFacadeClassifierOptions: SetFacadeClassifierOptionsFunction;\n    addFeature: AddFeatureFunction;\n    addFacade: AddFacadeFunction;\n    generateMesh: GenerateMeshFunction;\n    getLastError: GetLastErrorFunction;\n    getOuterRingLength: GetOuterRingLengthFunction;\n    getMeshCount: GetMeshCountFunction;\n    getPositionsPtr: GetPositionsPtrFunction;\n    getPositionsLength: GetPositionsLengthFunction;\n    getNormalsPtr: GetNormalsPtrFunction;\n    getNormalsLength: GetNormalsLengthFunction;\n    getAOPtr: GetAOPtrFunction;\n    getAOLength: GetAOLengthFunction;\n    getUVPtr: GetUVPtrFunction;\n    getUVLength: GetUVLengthFunction;\n    getFauxFacadePtr: GetFauxFacadePtrFunction;\n    getFauxFacadeLength: GetFauxFacadeLengthFunction;\n    getIndicesPtr: GetIndicesPtrFunction;\n    getIndicesLength: GetIndicesLengthFunction;\n    getBuildingPart: GetBuildingPartFunction;\n    getRingCount: GetRingCountFunction;\n    getRingPtr: GetRingPtrFunction;\n    getRingLength: GetRingLengthFunction;\n    free: FreeFunction;\n    malloc: MallocFunction;\n}\n\nexport function loadBuildingGen(wasmPromise: Promise<Response>): Promise<BuildingGen> {\n    let heapU8: Uint8Array;\n    let heap16: Int16Array;\n    let heap32: Int32Array;\n    let heapF32: Float32Array;\n    let wasmMemory: WebAssembly.Memory;\n\n    function updateMemoryViews() {\n        heapU8 = new Uint8Array(wasmMemory.buffer);\n        heap16 = new Int16Array(wasmMemory.buffer);\n        heap32 = new Int32Array(wasmMemory.buffer);\n        heapF32 = new Float32Array(wasmMemory.buffer);\n    }\n\n    function abort() {\n        throw new Error(\"Unexpected BuildingGen error.\");\n    }\n\n    function resizeHeap(requestedSize: number) {\n        const oldSize = heapU8.length;\n        const newSize = Math.max(requestedSize >>> 0, Math.ceil(oldSize * 1.2));\n        const pages = Math.ceil((newSize - oldSize) / 65536);\n        try {\n            wasmMemory.grow(pages);\n            updateMemoryViews();\n            return true;\n        } catch (_) {\n            return false;\n        }\n    }\n\n    const wasmVoid = () => { };\n\n    const wasmImports = {\n        a: {\n            a: abort,\n            f: resizeHeap,\n            g: abort,\n\n            // These are a regression in emscripten and mostly don't appear to\n            // be used/important.\n            // https://github.com/emscripten-core/emscripten/issues/22534\n            b: wasmVoid,\n            c: wasmVoid,\n            d: wasmVoid,\n            e: wasmVoid\n        }\n    };\n\n    const instantiateWasm = WebAssembly.instantiateStreaming ?\n        WebAssembly.instantiateStreaming(wasmPromise, wasmImports) :\n        wasmPromise.then(wasm => wasm.arrayBuffer()).then(buffer => WebAssembly.instantiate(buffer, wasmImports));\n\n    return instantiateWasm.then(output => {\n        const exports = output.instance.exports;\n\n        const initialiseRuntime = exports.g as () => void;\n        initialiseRuntime();\n\n        wasmMemory = exports.f as WebAssembly.Memory;\n        updateMemoryViews();\n\n        // Minified exports values might change when recompiling, these may need to be regenerated\n        // when the library changes. They can be found in the building_gen_lib.js file that is\n        // generated alongside the wasm.\n        return new BuildingGen({\n            setStyle: exports.h as SetStyleFunction,\n            setAOOptions: exports.i as SetAOOptionsFunction,\n            setMetricOptions: exports.j as SetMetricOptionsFunction,\n            setStructuralOptions: exports.k as SetStructuralOptionsFunction,\n            setFacadeOptions: exports.l as SetFacadeOptionsFunction,\n            setFauxFacadeOptions: exports.m as SetFauxFacadeOptionsFunction,\n            setFacadeClassifierOptions: exports.n as SetFacadeClassifierOptionsFunction,\n            addFeature: exports.o as AddFeatureFunction,\n            addFacade: exports.p as AddFacadeFunction,\n            generateMesh: exports.q as GenerateMeshFunction,\n            getLastError: exports.r as GetLastErrorFunction,\n            getOuterRingLength: exports.s as GetOuterRingLengthFunction,\n            getMeshCount: exports.t as GetMeshCountFunction,\n            getPositionsPtr: exports.u as GetPositionsPtrFunction,\n            getPositionsLength: exports.v as GetPositionsLengthFunction,\n            getNormalsPtr: exports.w as GetNormalsPtrFunction,\n            getNormalsLength: exports.x as GetNormalsLengthFunction,\n            getAOPtr: exports.y as GetAOPtrFunction,\n            getAOLength: exports.z as GetAOLengthFunction,\n            getUVPtr: exports.A as GetUVPtrFunction,\n            getUVLength: exports.B as GetUVLengthFunction,\n            getFauxFacadePtr: exports.C as GetFauxFacadePtrFunction,\n            getFauxFacadeLength: exports.D as GetFauxFacadeLengthFunction,\n            getIndicesPtr: exports.E as GetIndicesPtrFunction,\n            getIndicesLength: exports.F as GetIndicesLengthFunction,\n            getBuildingPart: exports.G as GetBuildingPartFunction,\n            getRingCount: exports.H as GetRingCountFunction,\n            getRingPtr: exports.I as GetRingPtrFunction,\n            getRingLength: exports.J as GetRingLengthFunction,\n            malloc: exports.K as MallocFunction,\n            free: exports.L as FreeFunction,\n            heapU8,\n            heap16,\n            heap32,\n            heapF32\n        });\n    });\n}\n","export const BUILDING_VISIBLE: number = 0x0;\nexport const BUILDING_HIDDEN_BY_REPLACEMENT: number = 0x1;\nexport const BUILDING_HIDDEN_BY_TILE_BORDER_DEDUPLICATION: number = 0x2;\nexport const BUILDING_HIDDEN_WITH_INCOMPLETE_PARTS: number = 0x4;\n","import {\n    BuildingPositionArray,\n    BuildingNormalArray,\n    BuildingCentroidArray,\n    BuildingColorArray,\n    BuildingFacadePaintArray,\n    BuildingFacadeDataArray,\n    BuildingFacadeVerticalRangeArray,\n    BuildingBloomAttenuationArray,\n    BuildingFloodLightWallRadiusArray,\n    FillExtrusionGroundRadiusLayoutArray,\n    StructArrayLayout1ub1,\n    StructArrayLayout2f8,\n    StructArrayLayout1ui2\n} from '../../../src/data/array_types';\nimport {calculateLightsMesh} from '../../source/model_loader';\nimport {clamp, warnOnce, isWorker} from '../../../src/util/util';\nimport EvaluationParameters from '../../../src/style/evaluation_parameters';\nimport {\n    buildingPositionAttributes,\n    buildingNormalAttributes,\n    buildingCentroidAttributes,\n    buildingColorAttributes,\n    buildingFacadePaintAttributes,\n    buildingFacadeDataAttributes,\n    buildingFacadeVerticalRangeAttributes,\n    buildingBloomAttenuationAttributes,\n    buildingFloodLightWallRadiusAttributes\n} from '../building_attributes';\nimport loadGeometry from '../../../src/data/load_geometry';\nimport {ProgramConfigurationSet} from '../../../src/data/program_configuration';\nimport {register} from '../../../src/util/web_worker_transfer';\nimport SegmentVector from '../../../src/data/segment';\nimport {tileToMeter} from '../../../src/geo/mercator_coordinate';\nimport toEvaluationFeature from '../../../src/data/evaluation_feature';\nimport {TriangleIndexArray} from '../../../src/data/index_array_type';\nimport {GroundEffect} from '../../../src/data/bucket/fill_extrusion_bucket';\nimport Point from '@mapbox/point-geometry';\nimport {VectorTileFeature} from '@mapbox/vector-tile';\nconst vectorTileFeatureTypes = VectorTileFeature.types;\nimport {footprintTrianglesIntersect, regionsEquals, type Region, type ReplacementSource} from '../../source/replacement_source';\nimport TriangleGridIndex from '../../../src/util/triangle_grid_index';\nimport earcut from 'earcut';\nimport assert from '../../../src/style-spec/util/assert';\nimport EXTENT from '../../../src/style-spec/data/extent';\nimport classifyRings from '../../../src/util/classify_rings';\nimport {PerformanceUtils} from '../../../src/util/performance';\nimport {\n    ROOF_TYPE_FLAT,\n    ROOF_TYPE_HIPPED,\n    ROOF_TYPE_GABLED,\n    ROOF_TYPE_PARAPET,\n    ROOF_TYPE_MANSARD,\n    ROOF_TYPE_SKILLION,\n    ROOF_TYPE_PYRAMIDAL,\n    BUILDING_PART_ROOF,\n    BUILDING_PART_WALL,\n    BUILDING_PART_FACADE_GLAZING,\n    BUILDING_PART_ENTRANCE,\n    loadBuildingGen,\n    type BuildingGen,\n    type Style,\n    type Feature,\n    type Facade,\n    type RoofType,\n    type BuildingPart\n} from '../../util/building_gen';\nimport {getBuildingGenUrl} from '../../../src/util/config';\nimport {\n    BUILDING_VISIBLE,\n    BUILDING_HIDDEN_BY_REPLACEMENT,\n    BUILDING_HIDDEN_WITH_INCOMPLETE_PARTS\n} from './building_bucket_flags';\n\nimport type {OverscaledTileID, UnwrappedTileID, CanonicalTileID} from '../../../src/source/tile_id';\nimport type {BucketParameters, IndexedFeature, PopulateParameters} from '../../../src/data/bucket';\nimport type BuildingStyleLayer from '../../style/style_layer/building_style_layer';\nimport type Context from '../../../src/gl/context';\nimport type {EvaluationFeature} from '../../../src/data/evaluation_feature';\nimport type {FeatureStates} from '../../../src/source/source_state';\nimport type {ImageId} from '../../../src/style-spec/expression/types/image_id';\nimport type {GlobalProperties} from \"../../../src/style-spec/expression\";\nimport type IndexBuffer from '../../../src/gl/index_buffer';\nimport type {LUT} from '../../../src/util/lut';\nimport type {SpritePositions} from '../../../src/util/image';\nimport type {Footprint, TileFootprint} from '../../util/conflation';\nimport type {TileTransform} from '../../../src/geo/projection/tile_transform';\nimport type {TypedStyleLayer} from '../../../src/style/style_layer/typed_style_layer';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type VertexBuffer from '../../../src/gl/vertex_buffer';\nimport type {ProjectionSpecification} from '../../../src/style-spec/types';\nimport type {BucketWithGroundEffect} from '../../../src/render/draw_fill_extrusion';\nimport type {AreaLight} from '../model';\nimport type {NonPremultipliedRenderColor} from '../../../src/style-spec/util/color';\n\nconst MAX_INT_16 = 32767.0;\n\n// Refer to https://github.com/mapbox/geodata-exports/blob/e863d358e04ade6301db95c6f96d1340560f7b93/pipelines/export_map_data/dags/mts_recipes/procedural_buildings_v1/procedural_buildings.json#L62\nconst BUILDING_TILE_PADDING = 163; // ~= 2.0% * 8192 according to the buffer_size used to generate the tile set.\nconst FLOOD_LIGHT_MAX_RADIUS_METER = 2048;\n\nfunction geometryFullyInsideTile(geometry: Point[][], padding: number): boolean {\n    const extentWithPadding = EXTENT + padding;\n    for (const polygon of geometry) {\n        for (const point of polygon) {\n            if (point.x < -padding || point.x > extentWithPadding || point.y < -padding || point.y > extentWithPadding) {\n                return false;\n            }\n        }\n    }\n    return true;\n}\n\ntype RoofShapeString = 'flat' | 'hipped' | 'gabled' | 'parapet' | 'mansard' | 'skillion' | 'pyramidal';\nfunction translateRoofType(roofShape: RoofShapeString): RoofType {\n    switch (roofShape) {\n    case 'flat':\n        return ROOF_TYPE_FLAT;\n    case 'hipped':\n        return ROOF_TYPE_HIPPED;\n    case 'gabled':\n        return ROOF_TYPE_GABLED;\n    case 'parapet':\n        return ROOF_TYPE_PARAPET;\n    case 'mansard':\n        return ROOF_TYPE_MANSARD;\n    case 'skillion':\n        return ROOF_TYPE_SKILLION;\n    case 'pyramidal':\n        return ROOF_TYPE_PYRAMIDAL;\n    default:\n        throw new Error(`Unknown roof shape: ${roofShape}`);\n    }\n}\n\ninterface BuildingFeaturePart {\n    part: BuildingPart,\n    vertexOffset: number;\n    vertexLength: number;\n};\n\ninterface BuildingFootprint {\n    hiddenFlags: number;\n    indicesOffset: number;\n    indicesLength: number;\n    bloomIndicesOffset: number;\n    bloomIndicesLength: number;\n    groundEffectVertexOffset: number;\n    groundEffectVertexLength: number;\n    footprintVertexOffset: number;\n    footprintVertexLength: number;\n    footprintIndexOffset: number;\n    footprintIndexLength: number;\n    hasFauxFacade: boolean,\n    height: number;\n    min: Point;\n    max: Point;\n    promoteId: string | number;\n    feature: EvaluationFeature,\n    parts: BuildingFeaturePart[],\n    buildingBloom: BuildingFeaturePart\n}\n\ntype BuildingFeatureOnBorder = {\n    featureId: number;\n    footprintIndex: number;\n};\n\nlet buildingGenLoading: Promise<void> | null = null;\nlet buildingGenError: Error = null;\nlet buildingGen: BuildingGen | null = null;\n\nexport function waitForBuildingGen(): Promise<void> {\n    if (!isWorker(self)) return null; // only load building WASM on the worker thread\n    if (buildingGen != null || buildingGenError != null) return null;\n    if (buildingGenLoading != null) return buildingGenLoading;\n    const m = PerformanceUtils.now();\n    const wasmData = fetch(getBuildingGenUrl());\n    buildingGenLoading = loadBuildingGen(wasmData).then((instance) => {\n        buildingGenLoading = null;\n        buildingGen = instance;\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, \"waitForBuildingGen\", \"BuildingBucket\", m);\n    }).catch((error) => {\n        warnOnce('Could not load building-gen');\n        buildingGenLoading = null;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        buildingGenError = error;\n    });\n    return buildingGenLoading;\n}\n\nclass BuildingBloomGeometry {\n    layoutVertexArray = new BuildingPositionArray();\n    layoutVertexBuffer!: VertexBuffer;\n\n    layoutAttenuationArray = new BuildingBloomAttenuationArray();\n    layoutAttenuationBuffer!: VertexBuffer;\n\n    layoutColorArray = new BuildingColorArray();\n    layoutColorBuffer!: VertexBuffer;\n\n    indexArray = new TriangleIndexArray();\n    indexArrayForConflation = new TriangleIndexArray();\n    indexBuffer!: IndexBuffer;\n\n    segmentsBucket = new SegmentVector();\n}\n\nexport class BuildingGeometry {\n    layoutVertexArray: BuildingPositionArray;\n    layoutVertexBuffer!: VertexBuffer;\n\n    layoutNormalArray: BuildingNormalArray;\n    layoutNormalBuffer!: VertexBuffer;\n\n    layoutCentroidArray: BuildingCentroidArray;\n    layoutCentroidBuffer!: VertexBuffer;\n\n    layoutColorArray: BuildingColorArray;\n    layoutColorBuffer!: VertexBuffer;\n\n    layoutFacadePaintArray: BuildingFacadePaintArray = null;\n    layoutFacadePaintBuffer!: VertexBuffer;\n\n    layoutFacadeDataArray: BuildingFacadeDataArray = null;\n    layoutFacadeDataBuffer!: VertexBuffer;\n\n    layoutFacadeVerticalRangeArray: BuildingFacadeVerticalRangeArray = null;\n    layoutFacadeVerticalRangeBuffer!: VertexBuffer;\n\n    layoutFloodLightDataArray: BuildingFloodLightWallRadiusArray;\n    layoutFloodLightDataBuffer!: VertexBuffer;\n\n    layoutAOArray: StructArrayLayout1ub1;\n\n    indexArray: TriangleIndexArray;\n    indexArrayForConflation: TriangleIndexArray;\n    indexBuffer!: IndexBuffer;\n\n    segmentsBucket = new SegmentVector();\n\n    entranceBloom = new BuildingBloomGeometry();\n\n    constructor(withFauxFacade: boolean) {\n        const initialVertexCapacity = 65 * 1024;\n        const initialIndexCapactiy = 65 * 1024;\n\n        this.layoutVertexArray = new BuildingPositionArray();\n        this.layoutVertexArray.reserve(initialVertexCapacity);\n\n        this.layoutNormalArray = new BuildingNormalArray();\n        this.layoutNormalArray.reserve(initialVertexCapacity);\n\n        this.layoutCentroidArray = new BuildingCentroidArray();\n        this.layoutCentroidArray.reserve(initialVertexCapacity);\n\n        this.layoutColorArray = new BuildingColorArray();\n        this.layoutColorArray.reserve(initialVertexCapacity);\n\n        this.layoutFloodLightDataArray = new BuildingFloodLightWallRadiusArray();\n        this.layoutFloodLightDataArray.reserve(initialVertexCapacity);\n\n        this.layoutAOArray = new StructArrayLayout1ub1();\n        this.layoutAOArray.reserve(initialVertexCapacity);\n\n        this.indexArray = new TriangleIndexArray();\n        this.indexArray.reserve(initialIndexCapactiy);\n        this.indexArrayForConflation = new TriangleIndexArray();\n        this.segmentsBucket = new SegmentVector();\n        this.entranceBloom = new BuildingBloomGeometry();\n        if (withFauxFacade) {\n            this.layoutFacadePaintArray = new BuildingFacadePaintArray();\n            this.layoutFacadeDataArray = new BuildingFacadeDataArray();\n            this.layoutFacadeVerticalRangeArray = new BuildingFacadeVerticalRangeArray();\n        }\n    }\n\n    reserve(numVertices: number, numIndices: number, withFauxFacade: boolean) {\n        this.layoutVertexArray.reserveForAdditional(numVertices);\n        this.layoutCentroidArray.reserveForAdditional(numVertices);\n        this.layoutFloodLightDataArray.reserveForAdditional(numVertices);\n        this.layoutNormalArray.reserveForAdditional(numVertices);\n        this.layoutAOArray.reserveForAdditional(numVertices);\n        this.layoutColorArray.reserveForAdditional(numVertices);\n\n        this.indexArray.reserveForAdditional(numIndices);\n\n        if (withFauxFacade) {\n            this.layoutFacadePaintArray.reserveForAdditional(numVertices);\n            this.layoutFacadeDataArray.reserveForAdditional(numVertices);\n            this.layoutFacadeVerticalRangeArray.reserveForAdditional(numVertices);\n        }\n    }\n}\n\nexport class BuildingBucket implements BucketWithGroundEffect {\n    // Signals to core's worker-side HD gate that any tile carrying this bucket class\n    // cannot be deserialized on main without the HD module loaded, because the class\n    // itself is defined and registered in the HD chunk. Checked via the class\n    // constructor so we don't need a statically-imported BuildingBucket reference.\n    requiresHDRuntime = true;\n\n    index: number;\n    zoom: number;\n    brightness: number | null | undefined;\n    canonical: CanonicalTileID;\n    layers: Array<BuildingStyleLayer>;\n    layerIds: Array<string>;\n    stateDependentLayers!: Array<BuildingStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n\n    hasPattern: boolean;\n    worldview: string;\n\n    programConfigurations: ProgramConfigurationSet<BuildingStyleLayer>;\n    uploaded!: boolean;\n    colorBufferUploaded = false;\n\n    maxHeight: number = 0;\n\n    projection: ProjectionSpecification;\n    tileToMeter!: number;\n    groundEffect: GroundEffect;\n    replacementUpdateTime: number = 0;\n    activeReplacements: Region[] = [];\n\n    footprints: Array<BuildingFootprint> = [];\n    footprintsVertices: StructArrayLayout2f8 = new StructArrayLayout2f8();\n    footprintsIndices: StructArrayLayout1ui2 = new StructArrayLayout1ui2();\n    footprintsMin: Point = new Point(Infinity, Infinity);\n    footprintsMax: Point = new Point(-Infinity, -Infinity);\n\n    featuresOnBorder: Array<BuildingFeatureOnBorder> = [];\n\n    buildingWithoutFacade: BuildingGeometry = new BuildingGeometry(false);\n    buildingWithFacade: BuildingGeometry = new BuildingGeometry(true);\n\n    indexArrayForConflationUploaded: boolean = false;\n\n    featureFootprintLookup = new Map<number, number>();\n    footprintLookup: {\n        [_: number]: BuildingFootprint | null | undefined;\n    };\n\n    buildingIds: Set<number> = new Set<number>();\n\n    lut: LUT;\n    hasAppearances: boolean | null;\n\n    constructor(options: BucketParameters<BuildingStyleLayer>) {\n\n        this.footprintLookup = {};\n\n        this.zoom = options.zoom;\n        this.canonical = options.canonical;\n        this.layers = options.layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.index = options.index;\n        this.hasPattern = false;\n        this.worldview = options.worldview;\n        this.lut = options.lut;\n\n        this.programConfigurations = new ProgramConfigurationSet(options.layers, {zoom: options.zoom, lut: options.lut});\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n        this.projection = options.projection;\n\n        this.groundEffect = new GroundEffect(options);\n        this.groundEffect.groundRadiusArray = new FillExtrusionGroundRadiusLayoutArray();\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(_id: UnwrappedTileID, _footprints: Array<TileFootprint>) {\n        const emptyGrid: TriangleGridIndex = new TriangleGridIndex([], [], 1);\n        const footprintForBucket: Footprint = {\n            vertices: [],\n            indices: new Uint32Array(0),\n            grid: emptyGrid,\n            min: this.footprintsMin,\n            max: this.footprintsMax,\n            buildingIds: this.buildingIds\n        };\n\n        _footprints.push({\n            footprint: footprintForBucket,\n            id: _id\n        });\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        const perfStartTime = PerformanceUtils.now();\n        let perfBuildingGenTime = 0;\n        let perfBuildingGenCount = 0;\n        let perfMeshLoopAccuTime = 0;\n\n        if (!buildingGen) {\n            return;\n        }\n\n        const tileToMeters = tileToMeter(canonical);\n        this.tileToMeter = tileToMeters;\n        this.brightness = options.brightness;\n\n        // Some parameters sent to building-gen were found experimentally, we need to decide\n        // what needs to be made configurable.\n        const style: Style = {\n            normalScale: [1.0, -1.0, tileToMeters],\n            tileToMeters\n        };\n        buildingGen.setStyle(style);\n        buildingGen.setAOOptions(false, 0.3);\n        buildingGen.setMetricOptions(false, 16);\n        buildingGen.setStructuralOptions(true);\n        buildingGen.setFacadeClassifierOptions(3.0);\n\n        // First, we process facade data. For building parts, facades are linked to the\n        // parent building, so we also create a map linking feature id to source id to\n        // query later.\n        const featureSourceIdMap = new Map<string | number, string | number | boolean>();\n        const facadeDataForFeature = new Map<string | number | boolean, Facade[]>();\n        let featuresFacadesCount = 0;\n        for (const {feature} of features) {\n            const isFacade = vectorTileFeatureTypes[feature.type] === 'LineString';\n            if (!isFacade) {\n                featureSourceIdMap.set(feature.id, feature.properties.source_id);\n                continue;\n            }\n\n            const needGeometry = this.layers[0]._featureFilter.needGeometry;\n            if (needGeometry && !this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom), feature, canonical))\n                continue;\n\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n            if (!needGeometry && !this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom), evaluationFeature, canonical))\n                continue;\n\n            const geometry = needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform);\n\n            const coordinates: number[] = [];\n            for (const polygon of geometry) {\n                for (const point of polygon) {\n                    coordinates.push(point.x);\n                    coordinates.push(point.y);\n                }\n            }\n\n            const facadeProperties: Facade = {\n                coordinates,\n                crossPerc: feature.properties.cross_perc as number,\n                distanceToRoad: feature.properties.distance_to_road as number,\n                entrances: feature.properties.entrances as string,\n                sourceId: 0\n            };\n\n            const sourceId = feature.properties.source_id;\n            let facades = facadeDataForFeature.get(sourceId);\n            if (!facades) {\n                facades = [];\n                facadeDataForFeature.set(sourceId, facades);\n            }\n\n            facades.push(facadeProperties);\n            ++featuresFacadesCount;\n        }\n\n        this.maxHeight = 0;\n\n        // We keep track of buildings which have been disabled because\n        // a building part was removed. When disabling a building, we\n        // remove all existing parts (via conflation) and stop adding\n        // new parts.\n        const disabledFootprintLookup = new Array<{buildingId: number, footprintIndex: number}>();\n        const disabledBuildings = new Set<number>();\n        const disableBuilding = (buildingId: number | null) => {\n            if (buildingId != null) {\n                disabledBuildings.add(buildingId);\n            }\n        };\n        const addBuildingFootprint = (buildingId: number | null, footprintIndex: number) => {\n            if (buildingId == null) {\n                return;\n            }\n            disabledFootprintLookup.push({buildingId, footprintIndex});\n        };\n\n        const estimatedVertexCapacity = (features.length - featuresFacadesCount) * 64;\n        const estimatedIndexCapacity = estimatedVertexCapacity / 2;\n        this.buildingWithFacade.reserve(estimatedVertexCapacity, estimatedIndexCapacity, true);\n        this.buildingWithoutFacade.reserve(estimatedVertexCapacity * 2, estimatedIndexCapacity * 2, false);\n        this.footprintsIndices.reserve((features.length - featuresFacadesCount) * 16);\n        this.footprintsVertices.reserve((features.length - featuresFacadesCount) * 8);\n\n        // Now we process the building footprints, and combine them\n        // with the facade data.\n        for (const {feature, id, index, sourceLayerIndex} of features) {\n            const isFacade = vectorTileFeatureTypes[feature.type] === 'LineString';\n            if (isFacade) {\n                continue;\n            }\n\n            const needGeometry = this.layers[0]._featureFilter.needGeometry;\n            if (needGeometry && !this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom), feature, canonical))\n                continue;\n\n            let buildingId: number | null = null;\n            if (feature.properties && Object.hasOwn(feature.properties, 'building_id')) {\n                buildingId = Number(feature.properties['building_id']);\n                if (disabledBuildings.has(buildingId)) {\n                    continue;\n                }\n            }\n\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n            if (!needGeometry && !this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom), evaluationFeature, canonical))\n                continue;\n\n            const geometry = needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform);\n\n            const EARCUT_MAX_RINGS = 500;\n            const classifiedRings = classifyRings(geometry, EARCUT_MAX_RINGS);\n\n            // We don't support complex buildings with holes for now. So we skip them, and fall back to fill-extrusions.\n            let hasHoles = false;\n            for (const ring of classifiedRings) {\n                if (ring.length !== 1) {\n                    hasHoles = true;\n                    break;\n                }\n            }\n            if (hasHoles) {\n                disableBuilding(buildingId);\n                continue;\n            }\n\n            // Do not render data beyond tile buffer/padding\n            if (!geometryFullyInsideTile(geometry, BUILDING_TILE_PADDING)) {\n                disableBuilding(buildingId);\n                continue;\n            }\n\n            const layer = this.layers[0];\n            const roofShapeString = layer.layout.get('building-roof-shape').evaluate(feature, {}, canonical);\n            const roofType = translateRoofType(roofShapeString);\n\n            const base = layer.layout.get('building-base').evaluate(feature, {}, canonical);\n            const height = layer.layout.get('building-height').evaluate(feature, {}, canonical);\n            const floodLightGroundRadius = layer.layout.get('building-flood-light-ground-radius').evaluate(feature, {}, canonical);\n            const aoIntensity = layer.paint.get('building-ambient-occlusion-intensity');\n            const maxRadius = floodLightGroundRadius / this.tileToMeter;\n\n            feature.properties['building-part'] = 'roof';\n            const roofColor = layer.paint.get('building-color').evaluate(feature, {}, this.canonical).toPremultipliedRenderColor(this.lut);\n            const roofEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, {}, this.canonical);\n\n            feature.properties['building-part'] = 'wall';\n            const wallsColor = layer.paint.get('building-color').evaluate(feature, {}, this.canonical).toPremultipliedRenderColor(this.lut);\n            const wallsEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, {}, this.canonical);\n\n            feature.properties['building-part'] = 'window';\n            const windowColor = layer.paint.get('building-color').evaluate(feature, {}, this.canonical).toPremultipliedRenderColor(this.lut);\n            const windowEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, {}, this.canonical);\n\n            feature.properties['building-part'] = 'door';\n            const entranceColor = layer.paint.get('building-color').evaluate(feature, {}, this.canonical).toPremultipliedRenderColor(this.lut);\n            const entranceEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, {}, this.canonical);\n\n            // Note: For procedural buildings we can set an upper limit for the radius walls.\n            // This is possible because procedural buildings are in practice visible at high zoom levels (i.e. no globe)\n            // and unlike fill-extrusions they are not repurposed to achieve different effects (e.g. gradient effect).\n            // This allows us to use a short integer which should give us more than enough precision and desireable visuals.\n            // In the case of ground flood lighting we're still using fill_extrusion_ground_effect shaders.\n            let floodLightWallRadius = layer.layout.get('building-flood-light-wall-radius').evaluate(feature, {}, canonical);\n            floodLightWallRadius = clamp(floodLightWallRadius, 0.0, FLOOD_LIGHT_MAX_RADIUS_METER);\n            const floodLightWallRadiusNormalized = floodLightWallRadius / FLOOD_LIGHT_MAX_RADIUS_METER * MAX_INT_16;\n\n            const sourceId = featureSourceIdMap.get(id);\n            const facades: Facade[] = facadeDataForFeature.get(sourceId) || [];\n\n            const hasFauxFacade = facades.length !== 0 && layer.layout.get('building-facade').evaluate(feature, {}, canonical);\n            buildingGen.setFacadeOptions(4.0, true);\n            buildingGen.setFauxFacadeOptions(hasFauxFacade, false, 1.0);\n\n            let windowXPerc = 0.0;\n            let windowYPerc = 0.0;\n            let floorXTile = 0.0;\n            let floorYTile = 0.0;\n            let startPositionTile = 0.0;\n            let endPositionTile = 0.0;\n            let normalizedStartTile = 0;\n            let normalizedEndTile = 0;\n            let g1 = 0;\n            let b1 = 0;\n            let a1 = 0;\n            if (hasFauxFacade) {\n                // Some of this data such as facadeHeights and floorWidths were chosen experimentally\n                // and hard-coded. These will be parameterised as style properties in a follow-up change.\n                let numFloors = Math.round(layer.layout.get('building-facade-floors').evaluate(feature, {}, canonical));\n                if (base === 0.0) {\n                    const facadeHintAvailable = facades.length > 0;\n                    // If base == 0 then \"one story\" is already modelled geometrically\n                    // so for better visuals, we can subtract one floor.\n                    numFloors = Math.max(1.0, numFloors - (facadeHintAvailable ? 1.0 : 0.0));\n\n                    // Rule is that with buildings with height < 100 we used default facadeHeight from\n                    // building-gen which is currently 4m.\n                    // If below building height is below 10 meters use 3 meters for facadeHeight.\n                    let facadeHeight = 4.0;\n                    if (height > 100) {\n                        const facadeHeights = [10.0, 13.0, 15.0];\n                        facadeHeight = facadeHeights[feature.id ? feature.id % facadeHeights.length : 0];\n                    } else if (height <= 10) {\n                        facadeHeight = 3.0;\n                    }\n                    buildingGen.setFacadeOptions(facadeHeight, true);\n\n                    // The buffer between geometric facades and the faux facades is based on the height\n                    // of the geometric facades multiplied by golden ratio.\n                    startPositionTile = (height < 15 ? 1.3 : 1.61803) * facadeHeight / tileToMeters;\n                } else {\n                    // No geometric facades when base > 0.\n                    startPositionTile = base / tileToMeters;\n                }\n                endPositionTile = height / tileToMeters;\n                startPositionTile = Math.min(startPositionTile, endPositionTile);\n\n                const unitWidth = layer.layout.get('building-facade-unit-width').evaluate(feature, {}, canonical);\n                floorXTile = unitWidth / tileToMeters;\n                floorYTile = (endPositionTile - startPositionTile) / numFloors;\n\n                buildingGen.setFauxFacadeOptions(true, true, floorXTile);\n\n                const window = layer.layout.get('building-facade-window').evaluate(feature, {}, canonical);\n                windowXPerc = window[0];\n                windowYPerc = window[1];\n\n                normalizedStartTile = Math.floor(Math.min(1.0, startPositionTile / EXTENT) * 0xFFFF);\n                normalizedEndTile = Math.floor(Math.min(1.0, endPositionTile / EXTENT) * 0xFFFF);\n                const windowX = Math.floor(windowXPerc * 255.0);\n                const windowY = Math.floor(windowYPerc * 255.0);\n                g1 = (windowX << 8) | windowY;\n                const normalizedFloorXTile = Math.floor(Math.min(1.0, floorXTile / EXTENT) * 0xFFFF);\n                b1 = normalizedFloorXTile;\n                const normalizedFloorYTile = Math.floor(Math.min(1.0, floorYTile / EXTENT) * 0xFFFF);\n                a1 = normalizedFloorYTile;\n            }\n\n            const buildingGenFeatures = Array(classifiedRings.length);\n            const bboxMin = {x: Infinity, y: Infinity};\n            const bboxMax = {x: -Infinity, y: -Infinity};\n            const centroid = {x: 0, y: 0};\n            let pointCount = 0;\n            for (let p = 0; p < classifiedRings.length; p++) {\n                const polygon = classifiedRings[p];\n                if (polygon.length > 0) {\n                    const coordinates = [];\n                    const ringIndices = Array<number>(polygon.length + 1);\n                    ringIndices[0] = 0;\n                    for (let r = 0; r < polygon.length; r++) {\n                        const ring = polygon[r];\n                        // We need to flip the footprint for now, but ideally\n                        // building-gen will support the winding received from\n                        // the source data.\n                        for (let i = 0; i < ring.length; i++) {\n                            const point = ring[ring.length - i - 1];\n                            bboxMin.x = Math.min(bboxMin.x, point.x);\n                            bboxMin.y = Math.min(bboxMin.y, point.y);\n                            bboxMax.x = Math.max(bboxMax.x, point.x);\n                            bboxMax.y = Math.max(bboxMax.y, point.y);\n\n                            centroid.x += point.x;\n                            centroid.y += point.y;\n                            pointCount++;\n\n                            coordinates.push(point.x);\n                            coordinates.push(point.y);\n                        }\n                        ringIndices[r + 1] = coordinates.length;\n                    }\n\n                    const featureInput: Feature = {\n                        id: feature.id ? feature.id : 0,\n                        height,\n                        minHeight: base,\n                        sourceId: 0,\n                        roofType,\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                        coordinates,\n                        ringIndices\n                    };\n                    buildingGenFeatures[p] = featureInput;\n                }\n            }\n            assert(pointCount > 0);\n            centroid.x /= pointCount || 1;\n            centroid.y /= pointCount || 1;\n\n            const perfBeforeGenMesh = PerformanceUtils.now();\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            const result = buildingGen.generateMesh(buildingGenFeatures, facades);\n            perfBuildingGenTime += PerformanceUtils.now() - perfBeforeGenMesh;\n            ++perfBuildingGenCount;\n\n            if (typeof result === 'string') {\n                warnOnce(`Unable to generate building ${feature.id}: ${result}`);\n                disableBuilding(buildingId);\n                continue;\n            }\n            if (result.meshes.length === 0 || result.modifiedPolygonRings.length === 0) {\n                disableBuilding(buildingId);\n                continue;\n            }\n\n            const building = hasFauxFacade ? this.buildingWithFacade : this.buildingWithoutFacade;\n\n            // Reserve memory upfront to reduce reallocations\n            let vertexCount = 0;\n            for (const mesh of result.meshes) {\n                vertexCount += mesh.positions.length / 3;\n            }\n\n            const segment = building.segmentsBucket.prepareSegment(vertexCount, building.layoutVertexArray, building.indexArray);\n            const buildingParts: BuildingFeaturePart[] = [];\n            let buildingBloom: BuildingFeaturePart = null;\n            let bloomIndicesOffset = 0;\n            let bloomIndicesLength = -1;\n\n            const vertexArrayOffset = building.layoutVertexArray.length;\n            const newVertexCount = vertexArrayOffset + vertexCount;\n            building.layoutVertexArray.resize(newVertexCount);\n            building.layoutCentroidArray.resize(newVertexCount);\n            building.layoutNormalArray.resize(newVertexCount);\n            building.layoutAOArray.resize(newVertexCount);\n            building.layoutColorArray.resize(newVertexCount);\n            building.layoutFloodLightDataArray.resize(newVertexCount);\n            if (hasFauxFacade) {\n                building.layoutFacadePaintArray.resize(newVertexCount);\n                building.layoutFacadeDataArray.resize(newVertexCount);\n                building.layoutFacadeVerticalRangeArray.resize(newVertexCount);\n            }\n\n            const indexArrayRangeStartOffset = building.indexArray.length;\n            let footprintHeight = 0;\n            const perfMeshLoopStartTime = PerformanceUtils.now();\n\n            let partVertexOffset = vertexArrayOffset;\n            for (const mesh of result.meshes) {\n                let partColor: NonPremultipliedRenderColor;\n                let emissive: number;\n                if (mesh.buildingPart === BUILDING_PART_ROOF) {\n                    partColor = roofColor;\n                    emissive = roofEmissive;\n                } else if (mesh.buildingPart === BUILDING_PART_WALL) {\n                    partColor = wallsColor;\n                    emissive = wallsEmissive;\n                } else if (mesh.buildingPart === BUILDING_PART_FACADE_GLAZING) {\n                    partColor = windowColor;\n                    emissive = windowEmissive;\n                } else if (mesh.buildingPart === BUILDING_PART_ENTRANCE) {\n                    partColor = entranceColor;\n                    emissive = entranceEmissive;\n                } else {\n                    continue;\n                }\n                // Clamp emissive so that it can be packed into 8-bit part of the\n                // paint buffer. We only use the unclamped value for bloom.\n                emissive = clamp(emissive, 0, 1);\n\n                if (mesh.buildingPart === BUILDING_PART_ENTRANCE) {\n                    const areaLights = new Array<AreaLight>();\n                    // Doors are represented as four vertices each, so we need to process them in\n                    // groups of 12 vertices (3 vertices per corner, 4 corners). The first two are\n                    // the bottom corners, and the other two are the top corners. We use the bottom\n                    // corners to calculate the position and normal of the area light, and only one\n                    // of the top vertices to calculate the door height.\n                    for (let i = 0; i < mesh.positions.length; i += 12) {\n                        const x0 = mesh.positions[i + 0];\n                        const y0 = mesh.positions[i + 1];\n                        const x1 = mesh.positions[i + 3];\n                        const y1 = mesh.positions[i + 4];\n\n                        const elevation = mesh.positions[i + 2];\n                        const height = mesh.positions[i + 8] - elevation;\n\n                        const depth = 1.0;\n\n                        const dx = x1 - x0;\n                        const dy = y1 - y0;\n                        const width = Math.hypot(dx, dy);\n                        const normal: [number, number, number] = [dy / width, -dx / width, 0];\n                        const pos: [number, number, number] = [x0 + dx * 0.5, y0 + dy * 0.5, elevation];\n                        const points: [number, number, number, number] = [x0, y0, x1, y1];\n                        areaLights.push({pos, normal, width, height, depth, points});\n                    }\n\n                    // The expected number of vertices is 10 per area light, as calculated in calculateLightsMesh\n                    const expectedLightVertices = areaLights.length * 10;\n                    const bloomSegment = building.entranceBloom.segmentsBucket.prepareSegment(\n                        expectedLightVertices,\n                        building.entranceBloom.layoutVertexArray,\n                        building.entranceBloom.indexArray\n                    );\n\n                    const bloomVertexOffset = building.entranceBloom.layoutVertexArray.length;\n                    bloomIndicesOffset = building.entranceBloom.indexArray.length;\n                    calculateLightsMesh(areaLights, 0.5 / this.tileToMeter, building.entranceBloom.indexArray, building.entranceBloom.layoutVertexArray, building.entranceBloom.layoutAttenuationArray);\n\n                    const bloomVertexLength = building.entranceBloom.layoutVertexArray.length - bloomVertexOffset;\n                    bloomIndicesLength = building.entranceBloom.indexArray.length - bloomIndicesOffset;\n\n                    for (let p = 0; p < bloomVertexLength; p++) {\n                        const r = entranceColor.r * 255;\n                        const g = entranceColor.g * 255;\n                        const b = entranceColor.b * 255;\n                        const e = entranceEmissive * 51; // The emission range [0,5] remapped to [0,255]\n                        const c1 = (r << 8) | g;\n                        const c2 = (b << 8) | e;\n\n                        building.entranceBloom.layoutColorArray.emplaceBack(c1, c2);\n                    }\n\n                    bloomSegment.vertexLength += bloomVertexLength;\n                    bloomSegment.primitiveLength += bloomIndicesLength;\n\n                    buildingBloom = {\n                        part: mesh.buildingPart,\n                        vertexOffset: bloomVertexOffset,\n                        vertexLength: bloomVertexLength\n                    };\n                }\n\n                building.layoutVertexArray.float32.set(mesh.positions, partVertexOffset * 3);\n                const partVertexCount = mesh.positions.length / 3;\n                for (let v = 0; v < partVertexCount; ++v) {\n                    const vertIdx = v * 3;\n                    footprintHeight = Math.max(footprintHeight, mesh.positions[vertIdx + 2]);\n\n                    const nx = mesh.normals[vertIdx] * MAX_INT_16;\n                    const ny = mesh.normals[vertIdx + 1] * MAX_INT_16;\n                    const nz = mesh.normals[vertIdx + 2] * MAX_INT_16;\n                    const nrmIdx = (partVertexOffset + v) * 3;\n                    building.layoutNormalArray.int16[nrmIdx] = nx;\n                    building.layoutNormalArray.int16[nrmIdx + 1] = ny;\n                    building.layoutNormalArray.int16[nrmIdx + 2] = nz;\n\n                    const ao = mesh.ao[v];\n                    building.layoutAOArray.uint8[partVertexOffset + v] = ao * 255;\n\n                    const colorFactor = 1.0 + (ao - 1.0) * aoIntensity;\n\n                    const r = partColor.r * 255 * colorFactor;\n                    const g = partColor.g * 255 * colorFactor;\n                    const b = partColor.b * 255 * colorFactor;\n                    const e = emissive * 255;\n\n                    const c1 = (r << 8) | g;\n                    const c2 = (b << 8) | e;\n                    building.layoutColorArray.uint16[(partVertexOffset + v) * 2] = c1;\n                    building.layoutColorArray.uint16[(partVertexOffset + v) * 2 + 1] = c2;\n                }\n\n                const cx = Math.min(8191, Math.max(0, Math.floor(centroid.x)));\n                const cy = Math.min(8191, Math.max(0, Math.floor(centroid.y)));\n                const ch = Math.floor(height);\n                // Encode span (2 bits per axis) into lower bits of cx/cy: encoded = cx * 4 + spanBits\n                // Each span bit represents ~20 meters; max 3 bits = ~60m\n                const spanBucketMeters = 20;\n                const spanX = Math.min(3, Math.round((bboxMax.x - bboxMin.x) * this.tileToMeter / spanBucketMeters));\n                const spanY = Math.min(3, Math.round((bboxMax.y - bboxMin.y) * this.tileToMeter / spanBucketMeters));\n                const cxEncoded = cx * 4 + spanX;\n                const cyEncoded = cy * 4 + spanY;\n                for (let v = 0; v < partVertexCount; ++v) {\n                    const idx = (partVertexOffset + v) * 3;\n                    building.layoutCentroidArray.int16[idx] = cxEncoded;\n                    building.layoutCentroidArray.int16[idx + 1] = cyEncoded;\n                    building.layoutCentroidArray.int16[idx + 2] = ch;\n                }\n\n                if (mesh.buildingPart === BUILDING_PART_WALL) {\n                    building.layoutFloodLightDataArray.int16.fill(floodLightWallRadiusNormalized, partVertexOffset, partVertexOffset + partVertexCount);\n                } else {\n                    building.layoutFloodLightDataArray.int16.fill(0, partVertexOffset, partVertexOffset + partVertexCount);\n                }\n\n                if (hasFauxFacade) {\n                    const r = windowColor.r * 255;\n                    const g = windowColor.g * 255;\n                    const b = windowColor.b * 255;\n                    const e = windowEmissive * 255;\n                    const c1 = (r << 8) | g;\n                    const c2 = (b << 8) | e;\n                    for (let v = 0; v < partVertexCount; ++v) {\n                        const i = (partVertexOffset + v) * 2;\n                        building.layoutFacadePaintArray.uint16[i] = c1;\n                        building.layoutFacadePaintArray.uint16[i + 1] = c2;\n                    }\n\n                    for (let v = 0; v < partVertexCount; ++v) {\n                        const uvIdx = v * 2;\n                        if (mesh.isFauxFacade[v]) {\n                            const edgeDistanceTile = mesh.uv[uvIdx] * result.outerRingLength;\n\n                            const normalizedEdgeDistance = Math.min(0xFFFF, Math.floor(edgeDistanceTile));\n                            const r1 = normalizedEdgeDistance | 0x1;\n\n                            building.layoutFacadeDataArray.emplace(partVertexOffset + v, r1, g1, b1, a1);\n                            building.layoutFacadeVerticalRangeArray.emplace(partVertexOffset + v, normalizedStartTile, normalizedEndTile);\n                        } else {\n                            building.layoutFacadeDataArray.emplace(partVertexOffset + v, 0, 0, 0, 0);\n                            building.layoutFacadeVerticalRangeArray.emplace(partVertexOffset + v, 0, 0);\n                        }\n                    }\n                }\n\n                const triangleIndex = segment.vertexLength;\n                const indexCount = mesh.indices.length / 3;\n                const indexOffset = building.indexArray.length;\n                building.indexArray.resize(indexOffset + indexCount);\n                for (let i = 0; i < indexCount; ++i) {\n                    const idx = i * 3;\n                    const o = indexOffset * 3 + idx;\n                    building.indexArray.uint16[o] = triangleIndex + mesh.indices[idx];\n                    building.indexArray.uint16[o + 1] = triangleIndex + mesh.indices[idx + 1];\n                    building.indexArray.uint16[o + 2] = triangleIndex + mesh.indices[idx + 2];\n                }\n\n                if (mesh.buildingPart === BUILDING_PART_ROOF || mesh.buildingPart === BUILDING_PART_WALL ||\n                    mesh.buildingPart === BUILDING_PART_FACADE_GLAZING || mesh.buildingPart === BUILDING_PART_ENTRANCE) {\n                    const buildingFeaturePart: BuildingFeaturePart = {\n                        part: mesh.buildingPart,\n                        vertexOffset: partVertexOffset,\n                        vertexLength: mesh.positions.length / 3\n                    };\n                    buildingParts.push(buildingFeaturePart);\n                }\n\n                partVertexOffset += partVertexCount;\n                segment.vertexLength += partVertexCount;\n                segment.primitiveLength += mesh.indices.length / 3;\n            }\n\n            perfMeshLoopAccuTime += PerformanceUtils.now() - perfMeshLoopStartTime;\n\n            this.maxHeight = Math.max(this.maxHeight, footprintHeight);\n\n            const indexArrayRangeLength = building.indexArray.length - indexArrayRangeStartOffset;\n\n            const footprintIndexOffset = this.footprintsIndices.length;\n            const footprintVertexOffset = this.footprintsVertices.length;\n\n            const footprintFlattened = [];\n            const footprintBoundsMin = new Point(Infinity, Infinity);\n            const footprintBoundsMax = new Point(-Infinity, -Infinity);\n\n            // Add ground effect data if feature is not elevated\n            const useGroundEffect = (base <= 0);\n            const groundEffectVertexOffset = this.groundEffect.vertexArray.length;\n\n            for (const ring of result.modifiedPolygonRings) {\n                const groundPolyline: Array<Point> = [];\n                const boundsMin = new Point(Infinity, Infinity);\n                const boundsMax = new Point(-Infinity, -Infinity);\n\n                for (let i = 0; i < ring.length; i += 2) {\n                    const reverseIdx = ring.length - i - 2;\n                    boundsMin.x = Math.min(boundsMin.x, ring[reverseIdx]);\n                    boundsMin.y = Math.min(boundsMin.y, ring[reverseIdx + 1]);\n                    boundsMax.x = Math.max(boundsMax.x, ring[reverseIdx]);\n                    boundsMax.y = Math.max(boundsMax.y, ring[reverseIdx + 1]);\n                    const point = new Point(ring[reverseIdx], ring[reverseIdx + 1]);\n                    if (useGroundEffect) {\n                        groundPolyline.push(point);\n                    }\n\n                    footprintFlattened.push(point.x, point.y);\n                    this.footprintsVertices.emplaceBack(point.x, point.y);\n                }\n\n                footprintBoundsMin.x = Math.min(footprintBoundsMin.x, boundsMin.x);\n                footprintBoundsMin.y = Math.min(footprintBoundsMin.y, boundsMin.y);\n                footprintBoundsMax.x = Math.max(footprintBoundsMax.x, boundsMax.x);\n                footprintBoundsMax.y = Math.max(footprintBoundsMax.y, boundsMax.y);\n\n                if (useGroundEffect) {\n                    this.groundEffect.addData(groundPolyline, [boundsMin, boundsMax], maxRadius);\n                }\n            }\n\n            const groundEffectVertexLength = this.groundEffect.vertexArray.length - groundEffectVertexOffset;\n            this.groundEffect.groundRadiusArray.reserveForAdditional(groundEffectVertexLength);\n            for (let v = 0; v < groundEffectVertexLength; v++) {\n                this.groundEffect.groundRadiusArray.emplaceBack(floodLightGroundRadius);\n            }\n\n            // Check if the feature crosses tile borders\n            if (bboxMin.x < 0 || bboxMax.x > EXTENT || bboxMin.y < 0 || bboxMax.y > EXTENT) {\n                this.featuresOnBorder.push({featureId: feature.id, footprintIndex: this.footprints.length});\n            }\n\n            // Store footprint data for later conflation with fill-extrusions and model layers\n            {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n                const indices = earcut(footprintFlattened, null, 2) as Array<number>;\n                assert(indices.length % 3 === 0);\n                assert(footprintFlattened.length / 2 < 0xFFFF); // enforce 16bit indices\n\n                this.footprintsIndices.resize(this.footprintsIndices.length + indices.length);\n                this.footprintsIndices.uint16.set(indices, footprintIndexOffset);\n\n                const buildingOrFeatureId = buildingId ?? feature.id;\n                this.buildingIds.add(buildingOrFeatureId);\n                this.footprintsMin.x = Math.min(this.footprintsMin.x, footprintBoundsMin.x);\n                this.footprintsMin.y = Math.min(this.footprintsMin.y, footprintBoundsMin.y);\n                this.footprintsMax.x = Math.max(this.footprintsMax.x, footprintBoundsMax.x);\n                this.footprintsMax.y = Math.max(this.footprintsMax.y, footprintBoundsMax.y);\n\n                const footprint: BuildingFootprint = {\n                    footprintVertexOffset,\n                    footprintVertexLength: this.footprintsVertices.length - footprintVertexOffset,\n                    footprintIndexOffset,\n                    footprintIndexLength: this.footprintsIndices.length - footprintIndexOffset,\n                    min: footprintBoundsMin,\n                    max: footprintBoundsMax,\n                    hiddenFlags: BUILDING_VISIBLE,\n                    indicesOffset: indexArrayRangeStartOffset,\n                    indicesLength: indexArrayRangeLength,\n                    bloomIndicesOffset,\n                    bloomIndicesLength,\n                    groundEffectVertexOffset,\n                    groundEffectVertexLength,\n                    hasFauxFacade,\n                    height: footprintHeight,\n                    promoteId: id,\n                    feature: evaluationFeature,\n                    parts: buildingParts,\n                    buildingBloom\n                };\n                const footprintIndex = this.footprints.length;\n                if (feature.id !== undefined) {\n                    this.featureFootprintLookup.set(feature.id, footprintIndex);\n                }\n                addBuildingFootprint(buildingId, footprintIndex);\n                this.footprints.push(footprint);\n            }\n\n            this.programConfigurations.populatePaintArrays(building.layoutVertexArray.length, feature, index, {}, options.availableImages, canonical, options.brightness);\n            this.groundEffect.addPaintPropertiesData(feature, index, {}, options.availableImages, canonical, options.brightness);\n\n            options.featureIndex.insert(feature, geometry, index, sourceLayerIndex, this.index, vertexArrayOffset);\n        }\n\n        disabledFootprintLookup.forEach(({buildingId, footprintIndex}) => {\n            if (disabledBuildings.has(buildingId)) {\n                const footprint = this.footprints[footprintIndex];\n                footprint.hiddenFlags |= BUILDING_HIDDEN_WITH_INCOMPLETE_PARTS;\n            }\n        });\n\n        const filteredBuildingIds = new Set<number>();\n        this.buildingIds.forEach((buildingId, value2, set) => {\n            if (!disabledBuildings.has(buildingId)) {\n                filteredBuildingIds.add(buildingId);\n            }\n        });\n        this.buildingIds = filteredBuildingIds;\n\n        this.groundEffect.prepareBorderSegments();\n\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, 'BuildingBucket.populate', 'BuildingBucket', perfStartTime, [\n            [\"buildingGen\", perfBuildingGenTime],\n            [\"buildingGenCount\", perfBuildingGenCount],\n            [\"buildingGenFeatPerMs\", features.length / perfBuildingGenTime],\n            [\"meshLoopAccuTime\", perfMeshLoopAccuTime]\n        ], \"primary-dark\");\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: Array<ImageId>, imagePositions: SpritePositions, layers: ReadonlyArray<TypedStyleLayer>, isBrightnessChanged: boolean, brightness?: number | null) {\n        const perfStartTime = PerformanceUtils.now();\n\n        this.programConfigurations.updatePaintArrays(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness);\n        this.groundEffect.update(states, vtLayer, layers, availableImages, imagePositions, isBrightnessChanged, brightness);\n\n        this.evaluate(this.layers[0], states);\n        this.colorBufferUploaded = false;\n\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, 'BuildingBucket.update', 'BuildingBucket', perfStartTime);\n    }\n\n    updateExpressions(layers: ReadonlyArray<TypedStyleLayer>) {\n        this.programConfigurations.updateExpressions(layers);\n        this.groundEffect.programConfigurations.updateExpressions(layers);\n    }\n\n    isEmpty(): boolean {\n        return this.buildingWithoutFacade.layoutVertexArray.length === 0 && this.buildingWithFacade.layoutVertexArray.length === 0;\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded || this.programConfigurations.needsUpload || this.groundEffect.programConfigurations.needsUpload;\n    }\n\n    upload(context: Context) {\n        const perfStartTime = PerformanceUtils.now();\n        const uploadBuilding = (building: BuildingGeometry) => {\n            building.layoutVertexBuffer = context.createVertexBuffer(building.layoutVertexArray, buildingPositionAttributes.members);\n            building.layoutNormalBuffer = context.createVertexBuffer(building.layoutNormalArray, buildingNormalAttributes.members);\n            building.layoutCentroidBuffer = context.createVertexBuffer(building.layoutCentroidArray, buildingCentroidAttributes.members);\n            building.layoutFloodLightDataBuffer = context.createVertexBuffer(building.layoutFloodLightDataArray, buildingFloodLightWallRadiusAttributes.members);\n\n            if (building.layoutFacadeDataArray && building.layoutFacadeDataArray.length) {\n                building.layoutFacadeDataBuffer = context.createVertexBuffer(building.layoutFacadeDataArray, buildingFacadeDataAttributes.members);\n            }\n            if (building.layoutFacadeVerticalRangeArray && building.layoutFacadeVerticalRangeArray.length) {\n                building.layoutFacadeVerticalRangeBuffer = context.createVertexBuffer(building.layoutFacadeVerticalRangeArray, buildingFacadeVerticalRangeAttributes.members);\n            }\n\n            if (building.entranceBloom.layoutVertexArray.length) {\n                building.entranceBloom.layoutVertexBuffer = context.createVertexBuffer(building.entranceBloom.layoutVertexArray, buildingPositionAttributes.members);\n                building.entranceBloom.layoutAttenuationBuffer = context.createVertexBuffer(building.entranceBloom.layoutAttenuationArray, buildingBloomAttenuationAttributes.members);\n            }\n            this.uploadUpdatedColorBuffer(context);\n            this.uploadUpdatedIndexBuffer(context);\n        };\n\n        if (!this.uploaded) {\n            uploadBuilding(this.buildingWithoutFacade);\n            uploadBuilding(this.buildingWithFacade);\n            this.groundEffect.upload(context);\n        }\n        this.groundEffect.uploadPaintProperties(context);\n        this.programConfigurations.upload(context);\n        this.uploaded = true;\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, 'BuildingBucket.upload', 'BuildingBucket', perfStartTime);\n    }\n\n    destroy() {\n        const destroyBuilding = (building: BuildingGeometry) => {\n            if (!building.layoutVertexBuffer) {\n                return;\n            }\n\n            building.layoutVertexBuffer.destroy();\n            building.layoutNormalBuffer.destroy();\n            building.layoutColorBuffer.destroy();\n            building.segmentsBucket.destroy();\n\n            if (building.indexBuffer) {\n                building.indexBuffer.destroy();\n            }\n\n            if (building.entranceBloom.layoutVertexBuffer) {\n                building.entranceBloom.layoutVertexBuffer.destroy();\n                building.entranceBloom.layoutColorBuffer.destroy();\n                building.entranceBloom.layoutAttenuationBuffer.destroy();\n                building.entranceBloom.indexBuffer.destroy();\n                building.entranceBloom.segmentsBucket.destroy();\n            }\n        };\n\n        destroyBuilding(this.buildingWithoutFacade);\n        destroyBuilding(this.buildingWithFacade);\n\n        this.groundEffect.destroy();\n        this.programConfigurations.destroy();\n    }\n\n    public updateFootprintHiddenFlags(footprintIndices: Array<number>, hiddenFlags: number, operationSetFlag = true) {\n        let changed = false;\n        const orMask = operationSetFlag ? hiddenFlags : 0;\n        const andMask = (operationSetFlag ? ~0 : ~hiddenFlags) | 0;\n\n        if (this.groundEffect.hiddenByLandmarkVertexArray.length === 0) {\n            this.groundEffect.hiddenByLandmarkVertexArray.resize(this.groundEffect.vertexArray.length);\n        }\n        for (const footprintIndex of footprintIndices) {\n            const footprint = this.footprints[footprintIndex];\n            const newHiddenFlags = (footprint.hiddenFlags & andMask) | orMask;\n            if (footprint.hiddenFlags !== newHiddenFlags) {\n                footprint.hiddenFlags = newHiddenFlags;\n                changed = true;\n                this.groundEffect.updateHiddenByLandmarkRange(footprint.groundEffectVertexOffset, footprint.groundEffectVertexLength, footprint.hiddenFlags !== BUILDING_VISIBLE);\n            }\n        }\n        if (changed) {\n            this.indexArrayForConflationUploaded = false;\n        }\n        return changed;\n    }\n\n    public uploadUpdatedIndexBuffer(context: Context) {\n        this.groundEffect.uploadHiddenByLandmark(context);\n\n        if (this.indexArrayForConflationUploaded) {\n            return;\n        }\n\n        const clearBuildingIndexBuffer = (building: BuildingGeometry) => {\n            if (building.indexArray.length === 0) {\n                return;\n            }\n\n            building.indexArrayForConflation.resize(building.indexArray.length);\n            building.indexArrayForConflation.uint16.set(building.indexArray.uint16);\n\n            building.entranceBloom.indexArrayForConflation.resize(building.entranceBloom.indexArray.length);\n            building.entranceBloom.indexArrayForConflation.uint16.set(building.entranceBloom.indexArray.uint16);\n        };\n        clearBuildingIndexBuffer(this.buildingWithoutFacade);\n        clearBuildingIndexBuffer(this.buildingWithFacade);\n\n        // Update segments after conflation\n        for (const footprint of this.footprints) {\n            const building = footprint.hasFauxFacade ? this.buildingWithFacade : this.buildingWithoutFacade;\n            const footprintIndicesEnd = footprint.indicesOffset + footprint.indicesLength;\n            const isVisible = footprint.hiddenFlags === BUILDING_VISIBLE;\n            // Instead of removing indices of hidden footprints, use [0,0,0] generate degenerated triangles\n            // Alternative would be removing hidden parts and patch segment array for rendering (primitive offsets and length  )\n            if (!isVisible) {\n                for (let idx = footprint.indicesOffset; idx < footprintIndicesEnd; idx++) {\n                    building.indexArrayForConflation.uint16[idx * 3 + 0] = 0;\n                    building.indexArrayForConflation.uint16[idx * 3 + 1] = 0;\n                    building.indexArrayForConflation.uint16[idx * 3 + 2] = 0;\n                }\n\n                const bloomIndicesEnd = footprint.bloomIndicesOffset + footprint.bloomIndicesLength;\n                for (let idx = footprint.bloomIndicesOffset; idx < bloomIndicesEnd; idx++) {\n                    building.entranceBloom.indexArrayForConflation.uint16[idx * 3 + 0] = 0;\n                    building.entranceBloom.indexArrayForConflation.uint16[idx * 3 + 1] = 0;\n                    building.entranceBloom.indexArrayForConflation.uint16[idx * 3 + 2] = 0;\n                }\n            }\n        }\n\n        const uploadBuildingIndexBuffer = (building: BuildingGeometry) => {\n            if (building.indexArray.length === 0) {\n                return;\n            }\n\n            if (!building.indexBuffer) {\n                building.indexBuffer = context.createIndexBuffer(building.indexArrayForConflation, true);\n            } else {\n                building.indexBuffer.updateData(building.indexArrayForConflation);\n            }\n\n            if (!building.entranceBloom.indexBuffer) {\n                building.entranceBloom.indexBuffer = context.createIndexBuffer(building.entranceBloom.indexArrayForConflation, true);\n            } else {\n                building.entranceBloom.indexBuffer.updateData(building.entranceBloom.indexArrayForConflation);\n            }\n        };\n        uploadBuildingIndexBuffer(this.buildingWithoutFacade);\n        uploadBuildingIndexBuffer(this.buildingWithFacade);\n\n        this.indexArrayForConflationUploaded = true;\n    }\n\n    public uploadUpdatedColorBuffer(context: Context) {\n        const uploadBuildingColorBuffer = (building: BuildingGeometry) => {\n            if (!building.layoutColorBuffer) {\n                building.layoutColorBuffer = context.createVertexBuffer(building.layoutColorArray, buildingColorAttributes.members, true);\n            } else {\n                building.layoutColorBuffer.updateData(building.layoutColorArray);\n            }\n\n            if (building.layoutFacadePaintArray) {\n                if (!building.layoutFacadePaintBuffer) {\n                    building.layoutFacadePaintBuffer = context.createVertexBuffer(building.layoutFacadePaintArray, buildingFacadePaintAttributes.members, true);\n                } else {\n                    building.layoutFacadePaintBuffer.updateData(building.layoutFacadePaintArray);\n                }\n            }\n\n            if (!building.entranceBloom.layoutColorBuffer) {\n                building.entranceBloom.layoutColorBuffer = context.createVertexBuffer(building.entranceBloom.layoutColorArray, buildingColorAttributes.members, true);\n            } else {\n                building.entranceBloom.layoutColorBuffer.updateData(building.entranceBloom.layoutColorArray);\n            }\n        };\n\n        uploadBuildingColorBuffer(this.buildingWithoutFacade);\n        uploadBuildingColorBuffer(this.buildingWithFacade);\n\n        this.colorBufferUploaded = true;\n    }\n\n    evaluate(layer: BuildingStyleLayer, featureState: FeatureStates) {\n        const perfStartTime = PerformanceUtils.now();\n\n        const aoIntensity = layer.paint.get('building-ambient-occlusion-intensity');\n        for (const buildingFeature of this.footprints) {\n            if (buildingFeature.hiddenFlags & BUILDING_HIDDEN_WITH_INCOMPLETE_PARTS) {\n                continue;\n            }\n            const state = featureState[buildingFeature.promoteId];\n            const feature = buildingFeature.feature;\n\n            feature.properties['building-part'] = 'roof';\n            const roofColor = layer.paint.get('building-color').evaluate(feature, state, this.canonical).toPremultipliedRenderColor(this.lut);\n            const roofEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, state, this.canonical);\n\n            feature.properties['building-part'] = 'wall';\n            const wallsColor = layer.paint.get('building-color').evaluate(feature, state, this.canonical).toPremultipliedRenderColor(this.lut);\n            const wallsEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, state, this.canonical);\n\n            feature.properties['building-part'] = 'window';\n            const windowColor = layer.paint.get('building-color').evaluate(feature, state, this.canonical).toPremultipliedRenderColor(this.lut);\n            const windowEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, state, this.canonical);\n\n            feature.properties['building-part'] = 'door';\n            const entranceColor = layer.paint.get('building-color').evaluate(feature, state, this.canonical).toPremultipliedRenderColor(this.lut);\n            const entranceEmissive = layer.paint.get('building-emissive-strength').evaluate(feature, state, this.canonical);\n\n            const building = buildingFeature.hasFauxFacade ? this.buildingWithFacade : this.buildingWithoutFacade;\n            for (const buildingPart of buildingFeature.parts) {\n                let color = roofColor;\n                let emissive: number;\n                if (buildingPart.part === BUILDING_PART_ROOF) {\n                    color = roofColor;\n                    emissive = roofEmissive;\n                } else if (buildingPart.part === BUILDING_PART_WALL) {\n                    color = wallsColor;\n                    emissive = wallsEmissive;\n                } else if (buildingPart.part === BUILDING_PART_FACADE_GLAZING) {\n                    color = windowColor;\n                    emissive = windowEmissive;\n                } else if (buildingPart.part === BUILDING_PART_ENTRANCE) {\n                    color = entranceColor;\n                    emissive = entranceEmissive;\n                }\n                // Clamp emissive so that it can be packed into 8-bit part of the\n                // paint buffer. We only use the unclamped value for bloom.\n                emissive = clamp(emissive, 0, 1);\n\n                for (let i = 0; i < buildingPart.vertexLength; i++) {\n                    const vertexOffset = buildingPart.vertexOffset + i;\n                    const colorFactor = 1.0 + (building.layoutAOArray.uint8[vertexOffset] / 255.0 - 1.0) * aoIntensity;\n\n                    const r = color.r * colorFactor * 255;\n                    const g = color.g * colorFactor * 255;\n                    const b = color.b * colorFactor * 255;\n                    const e = emissive * 255;\n                    const c1 = (r << 8) | g;\n                    const c2 = (b << 8) | e;\n\n                    building.layoutColorArray.emplace(vertexOffset, c1, c2);\n\n                    if (buildingFeature.hasFauxFacade) {\n                        const r = windowColor.r * 255;\n                        const g = windowColor.g * 255;\n                        const b = windowColor.b * 255;\n                        const e = windowEmissive * 255;\n                        const c1 = (r << 8) | g;\n                        const c2 = (b << 8) | e;\n\n                        building.layoutFacadePaintArray.emplace(vertexOffset, c1, c2);\n                    }\n                }\n            }\n\n            const buildingBloom = buildingFeature.buildingBloom;\n            if (buildingBloom) {\n                for (let i = 0; i < buildingBloom.vertexLength; i++) {\n                    const vertexOffset = buildingBloom.vertexOffset + i;\n\n                    const r = entranceColor.r * 255;\n                    const g = entranceColor.g * 255;\n                    const b = entranceColor.b * 255;\n                    const e = entranceEmissive * 51; // The emission range [0,5] remapped to [0,255]\n                    const c1 = (r << 8) | g;\n                    const c2 = (b << 8) | e;\n\n                    building.entranceBloom.layoutColorArray.emplace(vertexOffset, c1, c2);\n                }\n            }\n        }\n\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, 'BuildingBucket.evaluate', 'BuildingBucket', perfStartTime);\n    }\n\n    needsEvaluation(): boolean {\n        return !this.colorBufferUploaded;\n    }\n\n    updateReplacement(coord: OverscaledTileID, source: ReplacementSource, layerIndex: number) {\n        const perfStartTime = PerformanceUtils.now();\n\n        // Replacement has to be re-checked if the source has been updated since last time\n        if (source.updateTime === this.replacementUpdateTime) {\n            return;\n        }\n        this.replacementUpdateTime = source.updateTime;\n\n        // Check if replacements have changed\n        const newReplacements = source.getReplacementRegionsForTile(coord.toUnwrapped());\n        if (regionsEquals(this.activeReplacements, newReplacements)) {\n            return;\n        }\n        this.activeReplacements = newReplacements;\n\n        for (const footprint of this.footprints) {\n            footprint.hiddenFlags &= ~BUILDING_HIDDEN_BY_REPLACEMENT;\n        }\n\n        const transformedVertices: Array<Point> = [];\n\n        // Hide all centroids that are overlapping with footprints from the replacement source\n        for (const region of this.activeReplacements) {\n            if ((region.order < layerIndex)) continue;\n\n            // Apply slight padding to footprints. This reduces false positives where two adjacent lines\n            // would be reported overlapping due to limited precision (16 bit) of tile units.\n            const padding = Math.max(1.0, Math.pow(2.0, region.footprintTileId.canonical.z - coord.canonical.z));\n\n            for (const footprint of this.footprints) {\n                if (footprint.min.x > region.max.x || footprint.max.x < region.min.x) {\n                    continue;\n                } else if (footprint.min.y > region.max.y || footprint.max.y < region.min.y) {\n                    continue;\n                }\n\n                // Transform vertices to footprint's coordinate space\n                transformedVertices.length = 0;\n                transformFootprintVerticesFloat32(\n                    this.footprintsVertices,\n                    footprint.footprintVertexOffset,\n                    footprint.footprintVertexLength,\n                    region.footprintTileId.canonical,\n                    coord.canonical,\n                    transformedVertices);\n\n                if (footprintTrianglesIntersect(\n                    region.footprint,\n                    transformedVertices,\n                    this.footprintsIndices.uint16,\n                    footprint.footprintIndexOffset,\n                    footprint.footprintIndexLength,\n                    0,\n                    -padding)) {\n                    footprint.hiddenFlags |= BUILDING_HIDDEN_BY_REPLACEMENT;\n                }\n\n            }\n        }\n\n        // Update ground effect\n        if (this.groundEffect.hiddenByLandmarkVertexArray.length === 0) {\n            this.groundEffect.hiddenByLandmarkVertexArray.resize(this.groundEffect.vertexArray.length);\n        }\n        for (const footprint of this.footprints) {\n            this.groundEffect.updateHiddenByLandmarkRange(footprint.groundEffectVertexOffset, footprint.groundEffectVertexLength, footprint.hiddenFlags !== BUILDING_VISIBLE);\n        }\n\n        this.indexArrayForConflationUploaded = false;\n\n        PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_COMMON, 'BuildingBucket.updateReplacement', 'BuildingBucket', perfStartTime);\n    }\n\n    getFootprint(feature: VectorTileFeature) : BuildingFootprint | null {\n        if (feature.id !== undefined) {\n            assert(this.featureFootprintLookup.has(feature.id));\n            const footprintIndex = this.featureFootprintLookup.get(feature.id);\n            return this.footprints[footprintIndex];\n        }\n\n        return null;\n    }\n\n    getHeightAtTileCoord(x: number, y: number): {\n        height: number;\n        hidden: boolean;\n    } | null | undefined {\n        let height = Number.NEGATIVE_INFINITY;\n        let hidden = true;\n\n        // Follows approach taken by fill_extrusion_bucket to determine the height at a given tile coordinate x, y.\n        assert(x > -EXTENT && y > -EXTENT && x < 2 * EXTENT && y < 2 * EXTENT);\n\n        // We use a lookup table to cache the results of the footprint search\n        // to avoid searching through all footprints for every tile coordinate.\n        const lookupKey = (x + EXTENT) * 4 * EXTENT + (y + EXTENT);\n        if (Object.hasOwn(this.footprintLookup, lookupKey)) {\n            const footprint = this.footprintLookup[lookupKey];\n            return footprint ? {height: footprint.height, hidden: footprint.hiddenFlags !== BUILDING_VISIBLE} : undefined;\n        }\n        const pt = new Point(x, y);\n        for (const footprint of this.footprints) {\n            // Check if the point is inside the footprint's bounding box\n            if (x > footprint.max.x || footprint.min.x > x || y > footprint.max.y || footprint.min.y > y) {\n                continue;\n            }\n            if (footprint.height <= height) {\n                continue;\n            }\n            const footprintVertices = this.footprintsVertices.float32.subarray(footprint.footprintVertexOffset * 2, (footprint.footprintVertexOffset + footprint.footprintVertexLength) * 2);\n            const footprintIndices = this.footprintsIndices.uint16.subarray(footprint.footprintIndexOffset, footprint.footprintIndexOffset + footprint.footprintIndexLength);\n            if (pointInTriangleMesh(pt, footprintVertices, footprintIndices)) {\n                height = footprint.height;\n                this.footprintLookup[lookupKey] = footprint;\n                hidden = footprint.hiddenFlags !== BUILDING_VISIBLE;\n            }\n        }\n        if (height === Number.NEGATIVE_INFINITY) {\n            // nothing found, cache that info too.\n            this.footprintLookup[lookupKey] = undefined;\n            return;\n        }\n        return {height, hidden};\n    }\n}\n\n/*\npublic static bool PointInTriangle(Point p, Point p0, Point p1, Point p2)\n{\n    var s = (p0.X - p2.X) * (p.Y - p2.Y) - (p0.Y - p2.Y) * (p.X - p2.X);\n    var t = (p1.X - p0.X) * (p.Y - p0.Y) - (p1.Y - p0.Y) * (p.X - p0.X);\n\n    if ((s < 0) != (t < 0) && s != 0 && t != 0)\n        return false;\n\n    var d = (p2.X - p1.X) * (p.Y - p1.Y) - (p2.Y - p1.Y) * (p.X - p1.X);\n    return d == 0 || (d < 0) == (s + t <= 0);\n}\n*/\n\nfunction pointInTriangleMesh(pt: Point, vertices: Float32Array, indices: Uint32Array | Uint16Array) {\n    for (let triIndex = 0; triIndex < indices.length; triIndex += 3) {\n        const i0 = indices[triIndex];\n        const i1 = indices[triIndex + 1];\n        const i2 = indices[triIndex + 2];\n        const p0X = vertices[i0 * 2 + 0];\n        const p0Y = vertices[i0 * 2 + 1];\n        const p1X = vertices[i1 * 2 + 0];\n        const p1Y = vertices[i1 * 2 + 1];\n        const p2X = vertices[i2 * 2 + 0];\n        const p2Y = vertices[i2 * 2 + 1];\n\n        const s = (p0X - p2X) * (pt.y - p2Y) - (p0Y - p2Y) * (pt.x - p2X);\n        const t = (p1X - p0X) * (pt.y - p0Y) - (p1Y - p0Y) * (pt.x - p0X);\n\n        if ((s < 0) !== (t < 0) && s !== 0 && t !== 0)\n            continue;\n\n        const d = (p2X - p1X) * (pt.y - p1Y) - (p2Y - p1Y) * (pt.x - p1X);\n        if (d === 0 || (d < 0) === (s + t <= 0)) {\n            return true;\n        }\n    }\n    return false;\n}\n\nfunction transformFootprintVerticesFloat32(vertices: StructArrayLayout2f8, offset: number, count: number, footprintId: CanonicalTileID, centroidId: CanonicalTileID, out: Array<Point>) {\n    const zDiff = Math.pow(2.0, footprintId.z - centroidId.z);\n\n    for (let i = 0; i < count; i++) {\n        let x = vertices.float32[(i + offset) * 2 + 0];\n        let y = vertices.float32[(i + offset) * 2 + 1];\n\n        x = (x + centroidId.x * EXTENT) * zDiff - footprintId.x * EXTENT;\n        y = (y + centroidId.y * EXTENT) * zDiff - footprintId.y * EXTENT;\n\n        out.push(new Point(x, y));\n    }\n}\n\nregister(BuildingBucket, 'BuildingBucket', {omit: ['layers']});\nregister(BuildingGeometry, 'BuildingGeometry');\nregister(BuildingBloomGeometry, 'BuildingBloomGeometry');\n\nexport default BuildingBucket;\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"circle-sort-key\": DataDrivenProperty<number>;\n    \"circle-elevation-reference\": DataConstantProperty<\"none\" | \"hd-road-markup\">;\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"circle-sort-key\": new DataDrivenProperty(styleSpec[\"layout_circle\"][\"circle-sort-key\"]),\n    \"circle-elevation-reference\": new DataConstantProperty(styleSpec[\"layout_circle\"][\"circle-elevation-reference\"]),\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_circle\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"circle-radius\": DataDrivenProperty<number>;\n    \"circle-color\": DataDrivenProperty<Color>;\n    \"circle-blur\": DataDrivenProperty<number>;\n    \"circle-opacity\": DataDrivenProperty<number>;\n    \"circle-translate\": DataConstantProperty<[number, number]>;\n    \"circle-translate-anchor\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"circle-pitch-scale\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"circle-pitch-alignment\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"circle-stroke-width\": DataDrivenProperty<number>;\n    \"circle-stroke-color\": DataDrivenProperty<Color>;\n    \"circle-stroke-opacity\": DataDrivenProperty<number>;\n    \"circle-emissive-strength\": DataConstantProperty<number>;\n    \"circle-color-use-theme\": DataDrivenProperty<string>;\n    \"circle-stroke-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"circle-radius\": new DataDrivenProperty(styleSpec[\"paint_circle\"][\"circle-radius\"]),\n    \"circle-color\": new DataDrivenProperty(styleSpec[\"paint_circle\"][\"circle-color\"]),\n    \"circle-blur\": new DataDrivenProperty(styleSpec[\"paint_circle\"][\"circle-blur\"]),\n    \"circle-opacity\": new DataDrivenProperty(styleSpec[\"paint_circle\"][\"circle-opacity\"]),\n    \"circle-translate\": new DataConstantProperty(styleSpec[\"paint_circle\"][\"circle-translate\"]),\n    \"circle-translate-anchor\": new DataConstantProperty(styleSpec[\"paint_circle\"][\"circle-translate-anchor\"]),\n    \"circle-pitch-scale\": new DataConstantProperty(styleSpec[\"paint_circle\"][\"circle-pitch-scale\"]),\n    \"circle-pitch-alignment\": new DataConstantProperty(styleSpec[\"paint_circle\"][\"circle-pitch-alignment\"]),\n    \"circle-stroke-width\": new DataDrivenProperty(styleSpec[\"paint_circle\"][\"circle-stroke-width\"]),\n    \"circle-stroke-color\": new DataDrivenProperty(styleSpec[\"paint_circle\"][\"circle-stroke-color\"]),\n    \"circle-stroke-opacity\": new DataDrivenProperty(styleSpec[\"paint_circle\"][\"circle-stroke-opacity\"]),\n    \"circle-emissive-strength\": new DataConstantProperty(styleSpec[\"paint_circle\"][\"circle-emissive-strength\"]),\n    \"circle-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"circle-stroke-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","import {register} from '../util/web_worker_transfer';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {CanonicalTileID} from './tile_id';\n\n/// Source layer name for HD road coverage polygons.\nexport const HD_ROAD_COVERAGE_SOURCE_LAYER = 'hd_road_coverage';\n\n/// Coverage polygon data for a single feature in an hd_road_coverage tile.\n/// Multiple polygons per tile are supported, each with its own frcMask.\n/// Registered for cross-thread transfer; stays in core because the parsed\n/// polygons travel from worker to main on every tile load.\nexport class FrcCoveragePolygon {\n    frcMask: number; // bitmask of FRC levels covered (bit N = FRC level N)\n    rings: Array<Array<Point>>; // polygon rings in tile coordinates (0..EXTENT)\n\n    constructor(frcMask: number = 0, rings: Array<Array<Point>> = []) {\n        this.frcMask = frcMask;\n        this.rings = rings;\n    }\n\n    hasGeometry(): boolean {\n        return this.rings.length > 0 && this.rings[0].length > 0;\n    }\n}\n\nregister(FrcCoveragePolygon, 'FrcCoveragePolygon');\n\n/// Array of coverage polygons for a single tile.\nexport type FrcCoveragePolygons = Array<FrcCoveragePolygon>;\n\n/// Coverage parameters sent from main thread to tile worker on each loadTile/reloadTile.\n/// null when SD-HD conflation is not configured (no sdCoverageFadeRange in style).\nexport type FrcCoverageParams = {\n    frcMask: number | null;              // bitmask of fully-covered FRC levels at this tile; non-null triggers parse-time feature skip above fadeRange.max\n    resolved: boolean;                   // false = coverage tile still loading; worker defers road/structure source layers\n    sourceLayers: string[];              // source layers subject to conflation (from sdCoverageSourceLayers config)\n    polygons: FrcCoveragePolygons | null; // partial-coverage polygon geometry for stencil rendering and symbol anchor checks\n    tileZoom: number | null;             // zoom of the coverage tile (for coordinate scaling when road and coverage tile differ)\n};\n\nexport interface FrcCoverageTile {\n    tileId: CanonicalTileID;\n    polygons: FrcCoveragePolygons;\n    frcMask: number; // OR of all polygon masks (cached)\n}\n\n/// Main-thread view onto the loaded HD coverage tiles. The concrete class lives in the\n/// HD chunk (`3d-style/source/frc_coverage_snapshot`); core only sees this interface\n/// via `import type`, so the polygon-containment math and tile-lookup runtime stay in HD.\nexport interface FrcCoverageSnapshot {\n    tiles: Array<FrcCoverageTile>;\n    getTile: (id: CanonicalTileID) => FrcCoverageTile | null;\n    getTileOrParent: (id: CanonicalTileID) => FrcCoverageTile | null;\n    getFullCoverageMask: (childId: CanonicalTileID) => number | null;\n    equals: (other: Array<FrcCoverageTile>) => boolean;\n    empty: () => boolean;\n}\n\n","import {\n    BuildingBucket,\n    waitForBuildingGen,\n    parseElevationFeatures,\n    attachExtension,\n    postprocessTile,\n    parseFrcCoverageFromLayer,\n    isFeatureCoveredByFrcMask,\n    matchesCoverageSourceLayer,\n    symbolAnchorInFrcCoverage,\n    parseActiveFloors,\n    anyDeferredElevationFeatures,\n} from './hd_worker_imports';\n\nexport {\n    BuildingBucket,\n    parseElevationFeatures,\n    attachExtension,\n    postprocessTile,\n    parseFrcCoverageFromLayer,\n    isFeatureCoveredByFrcMask,\n    matchesCoverageSourceLayer,\n    symbolAnchorInFrcCoverage,\n    parseActiveFloors,\n    anyDeferredElevationFeatures,\n};\n\n// Live in UMD builds: HD is always loaded because all symbols are resolved\n// synchronously at bundle load time. ESM exposes the same shape but lazily.\nexport const loaded = true;\n\n// The HD JS chunk is always present in UMD, so `prepareHD` is a no-op. The building-gen\n// WASM is still fetched lazily on first use — only by the `building` layer via\n// `prepareBuildingGen`, matching the ESM split.\nexport async function prepareHD() {}\n\nexport async function prepareBuildingGen() { return waitForBuildingGen(); }\n","import Point from '@mapbox/point-geometry';\n\nimport type {PossiblyEvaluatedPropertyValue} from './properties';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type CircleBucket from '../data/bucket/circle_bucket';\nimport type LineBucket from '../data/bucket/line_bucket';\n\nexport function getMaximumPaintValue(\n    property: string,\n    layer: TypedStyleLayer,\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    bucket: CircleBucket<any> | LineBucket,\n): number {\n\n    const value = ((layer.paint as {get: (prop: string) => PossiblyEvaluatedPropertyValue<number>}).get(property)).value;\n    if (value.kind === 'constant') {\n        return value.value;\n    } else {\n        return bucket.programConfigurations.get(layer.id).getMaxValue(property);\n    }\n}\n\nexport function translateDistance(translate: [number, number]): number {\n    return Math.sqrt(translate[0] * translate[0] + translate[1] * translate[1]);\n}\n\nexport function translate(\n    queryGeometry: Array<Point>,\n    translate: [number, number],\n    translateAnchor: 'viewport' | 'map',\n    bearing: number,\n    pixelsToTileUnits: number,\n): Array<Point> {\n    if (!translate[0] && !translate[1]) {\n        return queryGeometry;\n    }\n    const pt = Point.convert(translate)._mult(pixelsToTileUnits);\n\n    if (translateAnchor === \"viewport\") {\n        pt._rotate(-bearing);\n    }\n\n    const translated: Point[] = [];\n    for (let i = 0; i < queryGeometry.length; i++) {\n        const point = queryGeometry[i];\n        translated.push(point.sub(pt));\n    }\n    return translated;\n}\n\nexport function tilespaceTranslate(\n    translate: [number, number],\n    translateAnchor: 'viewport' | 'map',\n    bearing: number,\n    pixelsToTileUnits: number,\n): Point {\n    const pt = Point.convert(translate)._mult(pixelsToTileUnits);\n\n    if (translateAnchor === \"viewport\") {\n        pt._rotate(-bearing);\n    }\n\n    return pt;\n}\n","import {Uniform1f, Uniform2f, Uniform3f, UniformMatrix2f, UniformMatrix4f} from '../uniform_binding';\nimport {CanonicalTileID} from '../../source/tile_id';\nimport browser from '../../util/browser';\nimport {mat4, type mat2} from 'gl-matrix';\nimport {globeToMercatorTransition, globePixelsToTileUnits} from '../../geo/projection/globe_util';\nimport EXTENT from '../../style-spec/data/extent';\n\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\nimport type {OverscaledTileID} from '../../source/tile_id';\nimport type Tile from '../../source/tile';\nimport type CircleStyleLayer from '../../style/style_layer/circle_style_layer';\nimport type Painter from '../painter';\n\nexport type CircleUniformsType = {\n    ['u_camera_to_center_distance']: Uniform1f;\n    ['u_extrude_scale']: UniformMatrix2f;\n    ['u_device_pixel_ratio']: Uniform1f;\n    ['u_matrix']: UniformMatrix4f;\n    ['u_inv_rot_matrix']: UniformMatrix4f;\n    ['u_merc_center']: Uniform2f;\n    ['u_tile_id']: Uniform3f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_up_dir']: Uniform3f;\n    ['u_emissive_strength']: Uniform1f;\n};\n\nexport type CircleDefinesType = 'PITCH_WITH_MAP' | 'SCALE_WITH_MAP';\n\nconst circleUniforms = (context: Context): CircleUniformsType => ({\n    'u_camera_to_center_distance': new Uniform1f(context),\n    'u_extrude_scale': new UniformMatrix2f(context),\n    'u_device_pixel_ratio': new Uniform1f(context),\n    'u_matrix': new UniformMatrix4f(context),\n    'u_inv_rot_matrix': new UniformMatrix4f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_tile_id': new Uniform3f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_up_dir': new Uniform3f(context),\n    'u_emissive_strength': new Uniform1f(context),\n});\n\nconst identityMatrix = mat4.create();\n\nconst circleUniformValues = (\n    painter: Painter,\n    coord: OverscaledTileID,\n    tile: Tile,\n    invMatrix: mat4,\n    mercatorCenter: [number, number],\n    layer: CircleStyleLayer,\n): UniformValues<CircleUniformsType> => {\n    const transform = painter.transform;\n    const isGlobe = transform.projection.name === 'globe';\n\n    let extrudeScale: Float32Array | mat2;\n    if (layer.paint.get('circle-pitch-alignment') === 'map') {\n        if (isGlobe) {\n            const s = globePixelsToTileUnits(transform.zoom, coord.canonical) * transform._pixelsPerMercatorPixel;\n            extrudeScale = Float32Array.from([s, 0, 0, s]);\n        } else {\n            extrudeScale = transform.calculatePixelsToTileUnitsMatrix(tile);\n        }\n    } else {\n        extrudeScale = new Float32Array([\n            transform.pixelsToGLUnits[0],\n            0,\n            0,\n            transform.pixelsToGLUnits[1]]);\n    }\n\n    const values = {\n        'u_camera_to_center_distance': painter.transform.getCameraToCenterDistance(transform.projection),\n        'u_matrix': painter.translatePosMatrix(\n            coord.projMatrix,\n            tile,\n            layer.paint.get('circle-translate'),\n            layer.paint.get('circle-translate-anchor')) as Float32Array,\n        'u_device_pixel_ratio': browser.devicePixelRatio,\n        'u_extrude_scale': extrudeScale,\n        'u_inv_rot_matrix': identityMatrix as Float32Array,\n        'u_merc_center': [0, 0] as [number, number],\n        'u_tile_id': [0, 0, 0] as [number, number, number],\n        'u_zoom_transition': 0,\n        'u_up_dir': [0, 0, 0] as [number, number, number],\n        'u_emissive_strength': layer.paint.get('circle-emissive-strength')\n    };\n\n    if (isGlobe) {\n        values['u_inv_rot_matrix'] = invMatrix as Float32Array;\n        values['u_merc_center'] = mercatorCenter;\n        values['u_tile_id'] = [coord.canonical.x, coord.canonical.y, 1 << coord.canonical.z];\n        values['u_zoom_transition'] = globeToMercatorTransition(transform.zoom);\n        const x = mercatorCenter[0] * EXTENT;\n        const y = mercatorCenter[1] * EXTENT;\n        values['u_up_dir'] = transform.projection.upVector(new CanonicalTileID(0, 0, 0), x, y);\n    }\n\n    return values;\n};\n\nconst circleDefinesValues = (layer: CircleStyleLayer): CircleDefinesType[] => {\n    const values: CircleDefinesType[] = [];\n    if (layer.paint.get('circle-pitch-alignment') === 'map') values.push('PITCH_WITH_MAP');\n    if (layer.paint.get('circle-pitch-scale') === 'map') values.push('SCALE_WITH_MAP');\n\n    return values;\n};\n\nexport {circleUniforms, circleUniformValues, circleDefinesValues};\n","import StyleLayer, {rawLayoutMayUseHD} from '../style_layer';\nimport {prepareHD} from '../../../modules/hd_worker';\nimport CircleBucket from '../../data/bucket/circle_bucket';\nimport {polygonIntersectsBufferedPoint} from '../../util/intersection_tests';\nimport {getMaximumPaintValue, translateDistance, tilespaceTranslate} from '../query_utils';\nimport {getLayoutProperties, getPaintProperties} from './circle_style_layer_properties';\nimport {vec4, vec3} from 'gl-matrix';\nimport Point from '@mapbox/point-geometry';\nimport ProgramConfiguration from '../../data/program_configuration';\nimport assert from '../../style-spec/util/assert';\nimport {latFromMercatorY, mercatorZfromAltitude} from '../../geo/mercator_coordinate';\nimport EXTENT from '../../style-spec/data/extent';\nimport {circleDefinesValues} from '../../render/program/circle_program';\n\nimport type {Transitionable, Transitioning, Layout, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {Ray} from '../../util/primitives';\nimport type {FeatureState} from '../../style-spec/expression/index';\nimport type Transform from '../../geo/transform';\nimport type {Bucket, BucketParameters} from '../../data/bucket';\nimport type {LayoutProps, PaintProps} from './circle_style_layer_properties';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {TilespaceQueryGeometry} from '../query_geometry';\nimport type {DEMSampler} from '../../terrain/elevation';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {RuntimeModuleType} from '../style_layer';\nimport type {CreateProgramParams} from '../../render/painter';\nimport type {DynamicDefinesType} from '../../render/program/program_uniforms';\nimport type {LUT} from \"../../util/lut\";\nimport type {ProgramName} from '../../render/program';\n\nclass CircleStyleLayer extends StyleLayer {\n    override type!: 'circle';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n    }\n\n    override createBucket(parameters: BucketParameters<this>): CircleBucket<CircleStyleLayer> {\n        return new CircleBucket(parameters);\n    }\n\n    override queryRadius(bucket: Bucket): number {\n        const circleBucket = bucket as CircleBucket<CircleStyleLayer>;\n        return getMaximumPaintValue('circle-radius', this, circleBucket) +\n            getMaximumPaintValue('circle-stroke-width', this, circleBucket) +\n\n            translateDistance(this.paint.get('circle-translate'));\n    }\n\n    override queryIntersectsFeature(\n        queryGeometry: TilespaceQueryGeometry,\n        feature: VectorTileFeature,\n        featureState: FeatureState,\n        geometry: Array<Array<Point>>,\n        zoom: number,\n        transform: Transform,\n        pixelPosMatrix: Float32Array,\n        elevationHelper?: DEMSampler | null,\n    ): boolean {\n        const translation = tilespaceTranslate(\n            this.paint.get('circle-translate'),\n            this.paint.get('circle-translate-anchor'),\n            transform.angle, queryGeometry.pixelToTileUnitsFactor\n        );\n\n        const size = this.paint.get('circle-radius').evaluate(feature, featureState) +\n            this.paint.get('circle-stroke-width').evaluate(feature, featureState);\n\n        return queryIntersectsCircle(queryGeometry, geometry, transform, pixelPosMatrix, elevationHelper,\n            this.paint.get('circle-pitch-alignment') === 'map',\n            this.paint.get('circle-pitch-scale') === 'map', translation, size);\n    }\n\n    override getProgramIds(): ProgramName[] {\n        return ['circle'];\n    }\n\n    override getDefaultProgramParams(_: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        const definesValues = (circleDefinesValues(this) as DynamicDefinesType[]);\n        return {\n            config: new ProgramConfiguration(this, {zoom, lut}),\n            defines: definesValues,\n            overrideFog: false\n        };\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        if (terrainEnabled) return false;\n\n        return !!this.layout && this.layout.get('circle-elevation-reference') !== 'none';\n    }\n\n    override hasElevation(): boolean {\n        return this.layout && this.layout.get('circle-elevation-reference') !== 'none';\n    }\n\n    override mayUse(type: RuntimeModuleType): boolean {\n        return type === 'HD' && rawLayoutMayUseHD(this, 'circle-elevation-reference', v => v === 'hd-road-markup');\n    }\n\n    override prepare(): Promise<void> {\n        return this.mayUse('HD') ? prepareHD() : Promise.resolve();\n    }\n}\n\nexport function queryIntersectsCircle(\n    queryGeometry: TilespaceQueryGeometry,\n    geometry: Array<Array<Point>>,\n    transform: Transform,\n    pixelPosMatrix: Float32Array,\n    elevationHelper: DEMSampler | null | undefined,\n    alignWithMap: boolean,\n    scaleWithMap: boolean,\n    translation: Point,\n    size: number,\n): boolean {\n    if (alignWithMap && queryGeometry.queryGeometry.isAboveHorizon) return false;\n\n    // For pitch-alignment: map, compare feature geometry to query geometry in the plane of the tile\n    // // Otherwise, compare geometry in the plane of the viewport\n    // // A circle with fixed scaling relative to the viewport gets larger in tile space as it moves into the distance\n    // // A circle with fixed scaling relative to the map gets smaller in viewport space as it moves into the distance\n    if (alignWithMap) size *= queryGeometry.pixelToTileUnitsFactor;\n\n    const tileId = queryGeometry.tileID.canonical;\n    const elevationScale = transform.projection.upVectorScale(tileId, transform.center.lat, transform.worldSize).metersToTile;\n\n    for (const ring of geometry) {\n        for (const point of ring) {\n            const translatedPoint = point.add(translation);\n            const z = (elevationHelper && transform.elevation) ?\n                transform.elevation.exaggeration() * elevationHelper.getElevationAt(translatedPoint.x, translatedPoint.y, true) :\n                0;\n\n            // Reproject tile coordinate to the local coordinate space used by the projection\n            const reproj = transform.projection.projectTilePoint(translatedPoint.x, translatedPoint.y, tileId);\n\n            if (z > 0) {\n                const dir = transform.projection.upVector(tileId, translatedPoint.x, translatedPoint.y);\n                reproj.x += dir[0] * elevationScale * z;\n                reproj.y += dir[1] * elevationScale * z;\n                reproj.z += dir[2] * elevationScale * z;\n            }\n\n            const transformedPoint = alignWithMap ? translatedPoint : projectPoint(reproj.x, reproj.y, reproj.z, pixelPosMatrix);\n            const transformedPolygon = alignWithMap ?\n                queryGeometry.tilespaceRays.map((r) => intersectAtHeight(r, z)) :\n                queryGeometry.queryGeometry.screenGeometry;\n\n            const projectedCenter = vec4.transformMat4([], [reproj.x, reproj.y, reproj.z, 1], pixelPosMatrix);\n            if (!scaleWithMap && alignWithMap) {\n                size *= projectedCenter[3] / transform.cameraToCenterDistance;\n            } else if (scaleWithMap && !alignWithMap) {\n                size *= transform.cameraToCenterDistance / projectedCenter[3];\n            }\n\n            if (alignWithMap) {\n                // Apply extra scaling to cover different pixelPerMeter ratios at different latitudes\n                const lat = latFromMercatorY((point.y / EXTENT + tileId.y) / (1 << tileId.z));\n                const scale = transform.projection.pixelsPerMeter(lat, 1) / mercatorZfromAltitude(1, lat);\n\n                size /= scale;\n            }\n\n            if (polygonIntersectsBufferedPoint(transformedPolygon, transformedPoint, size)) return true;\n        }\n    }\n\n    return false;\n}\n\nfunction projectPoint(x: number, y: number, z: number, pixelPosMatrix: Float32Array) {\n    const point = vec4.transformMat4([], [x, y, z, 1], pixelPosMatrix);\n    return new Point(point[0] / point[3], point[1] / point[3]);\n}\n\nconst origin = vec3.fromValues(0, 0, 0);\nconst up = vec3.fromValues(0, 0, 1);\n\nfunction intersectAtHeight(r: Ray, z: number): Point {\n    const intersectionPt = vec3.create();\n    origin[2] = z;\n    const intersects = r.intersectsPlane(origin, up, intersectionPt);\n    assert(intersects, 'tilespacePoint should always be below horizon, and since camera cannot have pitch >90, ray should always intersect');\n\n    return new Point(intersectionPt[0], intersectionPt[1]);\n}\n\nexport default CircleStyleLayer;\n","import CircleBucket from './circle_bucket';\nimport {register} from '../../util/web_worker_transfer';\n\nimport type HeatmapStyleLayer from '../../style/style_layer/heatmap_style_layer';\n\nclass HeatmapBucket extends CircleBucket<HeatmapStyleLayer> {\n    override layers!: Array<HeatmapStyleLayer>;\n}\n\nregister(HeatmapBucket, 'HeatmapBucket', {omit: ['layers']});\n\nexport default HeatmapBucket;\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_heatmap\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"heatmap-radius\": DataDrivenProperty<number>;\n    \"heatmap-weight\": DataDrivenProperty<number>;\n    \"heatmap-intensity\": DataConstantProperty<number>;\n    \"heatmap-color\": ColorRampProperty;\n    \"heatmap-opacity\": DataConstantProperty<number>;\n    \"heatmap-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"heatmap-radius\": new DataDrivenProperty(styleSpec[\"paint_heatmap\"][\"heatmap-radius\"]),\n    \"heatmap-weight\": new DataDrivenProperty(styleSpec[\"paint_heatmap\"][\"heatmap-weight\"]),\n    \"heatmap-intensity\": new DataConstantProperty(styleSpec[\"paint_heatmap\"][\"heatmap-intensity\"]),\n    \"heatmap-color\": new ColorRampProperty(styleSpec[\"paint_heatmap\"][\"heatmap-color\"]),\n    \"heatmap-opacity\": new DataConstantProperty(styleSpec[\"paint_heatmap\"][\"heatmap-opacity\"]),\n    \"heatmap-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","import {RGBAImage} from './image';\nimport {isPowerOfTwo} from './util';\nimport {lerp} from '../style-spec/util/lerp';\nimport assert from '../style-spec/util/assert';\n\nimport type {StylePropertyExpression, GlobalProperties} from '../style-spec/expression/index';\nimport type {default as Color} from '../style-spec/util/color';\nimport type {LUT} from './lut';\n\nexport type ColorRampScale = 'linear' | 'log';\n\nexport type ColorRampParams = {\n    expression: StylePropertyExpression;\n    evaluationKey: string;\n    resolution?: number;\n    scale?: ColorRampScale;\n    image?: RGBAImage;\n    clips?: Array<{start: number, end: number}>;\n    lut?: LUT | null;\n};\n\n/**\n * Map a normalized ramp position to an input value in the color range, spaced linearly or (for `log`) exponentially.\n * @param value Normalized ramp position [0, 1].\n * @param start Start of the color range to map into.\n * @param end End of the color range to map into.\n * @param scale `linear` for even spacing, `log` to give small values more of the ramp.\n * @returns Input value passed to the color expression.\n */\nconst mapValueToRange = (value: number, start: number, end: number, scale: ColorRampScale): number => {\n    // Spread texels exponentially across the range.\n    // The raster shader MUST undo this with the exact inverse, or every color is wrong.\n    const scaledValue = scale === 'log' ? (Math.pow(10, value) - 1) / (10 - 1) : value;\n    return lerp(start, end, scaledValue);\n};\n\n/**\n * Bake a color expression into an RGBA lookup-table image (a \"color ramp\"), one row per clip.\n * @param params Ramp options.\n * @param params.expression Color-ramp expression to evaluate.\n * @param params.evaluationKey Global the expression reads its input from (e.g. `rasterValue`).\n * @param params.resolution Ramp width in texels; defaults to 256 and must be a power of two.\n * @param params.scale `linear` (default) for even spacing, `log` to give small values more of the ramp.\n * @param params.clips Value ranges to bake, one ramp row each; defaults to a single [0, 1] row.\n * @param params.image Existing image to reuse; a new one is allocated if omitted.\n * @param params.lut Optional color-space lookup table.\n * @returns The baked RGBA ramp image.\n * @private\n */\nexport function renderColorRamp(params: ColorRampParams): RGBAImage {\n    const {\n        expression,\n        evaluationKey,\n        resolution: width = 256,\n        clips,\n        scale = 'linear',\n        lut = null,\n    } = params;\n\n    assert(isPowerOfTwo(width));\n\n    const height = clips ? clips.length : 1;\n    const image = params.image || new RGBAImage({width, height});\n    const evaluationGlobals = {} as GlobalProperties; // color ramps have no camera, so `zoom` (required by GlobalProperties) is left unset.\n\n    // Evaluate the expression at one value and write its RGBA to the texel at row `stride` + column `index`.\n    const renderTexel = (stride: number, index: number, evaluationValue: number) => {\n        evaluationGlobals[evaluationKey] = evaluationValue;\n        const color: Color = expression.evaluate(evaluationGlobals);\n        const texelColor = color?.toNonPremultipliedRenderColor(lut) ?? null;\n        if (!texelColor) return;\n\n        image.data[stride + index + 0] = Math.floor(texelColor.r * 255);\n        image.data[stride + index + 1] = Math.floor(texelColor.g * 255);\n        image.data[stride + index + 2] = Math.floor(texelColor.b * 255);\n        image.data[stride + index + 3] = Math.floor(texelColor.a * 255);\n    };\n\n    for (let clip = 0, stride = 0; clip < height; ++clip, stride += width * 4) {\n        const start = clips?.[clip].start ?? 0;\n        const end = clips?.[clip].end ?? 1;\n        for (let i = 0, j = 0; i < width; i++, j += 4) {\n            const evaluationValue = mapValueToRange(i / (width - 1), start, end, scale);\n            renderTexel(stride, j, evaluationValue);\n        }\n    }\n\n    return image;\n}\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_hillshade\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"hillshade-illumination-direction\": DataConstantProperty<number>;\n    \"hillshade-illumination-anchor\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"hillshade-exaggeration\": DataConstantProperty<number>;\n    \"hillshade-shadow-color\": DataConstantProperty<Color>;\n    \"hillshade-highlight-color\": DataConstantProperty<Color>;\n    \"hillshade-accent-color\": DataConstantProperty<Color>;\n    \"hillshade-emissive-strength\": DataConstantProperty<number>;\n    \"hillshade-shadow-color-use-theme\": DataDrivenProperty<string>;\n    \"hillshade-highlight-color-use-theme\": DataDrivenProperty<string>;\n    \"hillshade-accent-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"hillshade-illumination-direction\": new DataConstantProperty(styleSpec[\"paint_hillshade\"][\"hillshade-illumination-direction\"]),\n    \"hillshade-illumination-anchor\": new DataConstantProperty(styleSpec[\"paint_hillshade\"][\"hillshade-illumination-anchor\"]),\n    \"hillshade-exaggeration\": new DataConstantProperty(styleSpec[\"paint_hillshade\"][\"hillshade-exaggeration\"]),\n    \"hillshade-shadow-color\": new DataConstantProperty(styleSpec[\"paint_hillshade\"][\"hillshade-shadow-color\"]),\n    \"hillshade-highlight-color\": new DataConstantProperty(styleSpec[\"paint_hillshade\"][\"hillshade-highlight-color\"]),\n    \"hillshade-accent-color\": new DataConstantProperty(styleSpec[\"paint_hillshade\"][\"hillshade-accent-color\"]),\n    \"hillshade-emissive-strength\": new DataConstantProperty(styleSpec[\"paint_hillshade\"][\"hillshade-emissive-strength\"]),\n    \"hillshade-shadow-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"hillshade-highlight-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"hillshade-accent-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"fill-sort-key\": DataDrivenProperty<number>;\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n    \"fill-elevation-reference\": DataConstantProperty<\"none\" | \"hd-road-base\" | \"hd-road-markup\">;\n    \"fill-construct-bridge-guard-rail\": DataDrivenProperty<boolean>;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"fill-sort-key\": new DataDrivenProperty(styleSpec[\"layout_fill\"][\"fill-sort-key\"]),\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_fill\"][\"visibility\"]),\n    \"fill-elevation-reference\": new DataConstantProperty(styleSpec[\"layout_fill\"][\"fill-elevation-reference\"]),\n    \"fill-construct-bridge-guard-rail\": new DataDrivenProperty(styleSpec[\"layout_fill\"][\"fill-construct-bridge-guard-rail\"]),\n}));\n\nexport type PaintProps = {\n    \"fill-antialias\": DataConstantProperty<boolean>;\n    \"fill-opacity\": DataDrivenProperty<number>;\n    \"fill-color\": DataDrivenProperty<Color>;\n    \"fill-outline-color\": DataDrivenProperty<Color>;\n    \"fill-translate\": DataConstantProperty<[number, number]>;\n    \"fill-translate-anchor\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"fill-pattern\": DataDrivenProperty<ResolvedImage | null | undefined>;\n    \"fill-pattern-cross-fade\": DataConstantProperty<number>;\n    \"fill-emissive-strength\": DataConstantProperty<number>;\n    \"fill-z-offset\": DataDrivenProperty<number>;\n    \"fill-bridge-guard-rail-color\": DataDrivenProperty<Color>;\n    \"fill-tunnel-structure-color\": DataDrivenProperty<Color>;\n    \"fill-color-use-theme\": DataDrivenProperty<string>;\n    \"fill-outline-color-use-theme\": DataDrivenProperty<string>;\n    \"fill-bridge-guard-rail-color-use-theme\": DataDrivenProperty<string>;\n    \"fill-tunnel-structure-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"fill-antialias\": new DataConstantProperty(styleSpec[\"paint_fill\"][\"fill-antialias\"]),\n    \"fill-opacity\": new DataDrivenProperty(styleSpec[\"paint_fill\"][\"fill-opacity\"]),\n    \"fill-color\": new DataDrivenProperty(styleSpec[\"paint_fill\"][\"fill-color\"]),\n    \"fill-outline-color\": new DataDrivenProperty(styleSpec[\"paint_fill\"][\"fill-outline-color\"]),\n    \"fill-translate\": new DataConstantProperty(styleSpec[\"paint_fill\"][\"fill-translate\"]),\n    \"fill-translate-anchor\": new DataConstantProperty(styleSpec[\"paint_fill\"][\"fill-translate-anchor\"]),\n    \"fill-pattern\": new DataDrivenProperty(styleSpec[\"paint_fill\"][\"fill-pattern\"]),\n    \"fill-pattern-cross-fade\": new DataConstantProperty(styleSpec[\"paint_fill\"][\"fill-pattern-cross-fade\"]),\n    \"fill-emissive-strength\": new DataConstantProperty(styleSpec[\"paint_fill\"][\"fill-emissive-strength\"]),\n    \"fill-z-offset\": new DataDrivenProperty(styleSpec[\"paint_fill\"][\"fill-z-offset\"]),\n    \"fill-bridge-guard-rail-color\": new DataDrivenProperty(styleSpec[\"paint_fill\"][\"fill-bridge-guard-rail-color\"]),\n    \"fill-tunnel-structure-color\": new DataDrivenProperty(styleSpec[\"paint_fill\"][\"fill-tunnel-structure-color\"]),\n    \"fill-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"fill-outline-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"fill-bridge-guard-rail-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"fill-tunnel-structure-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"clip-layer-types\": DataConstantProperty<Array<\"model\" | \"symbol\">>;\n    \"clip-layer-scope\": DataConstantProperty<Array<string>>;\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"clip-layer-types\": new DataConstantProperty(styleSpec[\"layout_clip\"][\"clip-layer-types\"]),\n    \"clip-layer-scope\": new DataConstantProperty(styleSpec[\"layout_clip\"][\"clip-layer-scope\"]),\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_clip\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n    \"fill-extrusion-edge-radius\": DataConstantProperty<number>;\n    \"source-max-zoom\": DataConstantProperty<number>;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_fill-extrusion\"][\"visibility\"]),\n    \"fill-extrusion-edge-radius\": new DataConstantProperty(styleSpec[\"layout_fill-extrusion\"][\"fill-extrusion-edge-radius\"]),\n    \"source-max-zoom\": new DataConstantProperty(styleSpec[\"layout_fill-extrusion\"][\"source-max-zoom\"]),\n}));\n\nexport type PaintProps = {\n    \"fill-extrusion-opacity\": DataConstantProperty<number>;\n    \"fill-extrusion-color\": DataDrivenProperty<Color>;\n    \"fill-extrusion-translate\": DataConstantProperty<[number, number]>;\n    \"fill-extrusion-translate-anchor\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"fill-extrusion-pattern\": DataDrivenProperty<ResolvedImage | null | undefined>;\n    \"fill-extrusion-pattern-cross-fade\": DataConstantProperty<number>;\n    \"fill-extrusion-height\": DataDrivenProperty<number>;\n    \"fill-extrusion-base\": DataDrivenProperty<number>;\n    \"fill-extrusion-height-alignment\": DataConstantProperty<\"terrain\" | \"flat\">;\n    \"fill-extrusion-base-alignment\": DataConstantProperty<\"terrain\" | \"flat\">;\n    \"fill-extrusion-vertical-gradient\": DataConstantProperty<boolean>;\n    \"fill-extrusion-ambient-occlusion-intensity\": DataConstantProperty<number>;\n    \"fill-extrusion-ambient-occlusion-radius\": DataConstantProperty<number>;\n    \"fill-extrusion-ambient-occlusion-wall-radius\": DataConstantProperty<number>;\n    \"fill-extrusion-ambient-occlusion-ground-radius\": DataConstantProperty<number>;\n    \"fill-extrusion-ambient-occlusion-ground-attenuation\": DataConstantProperty<number>;\n    \"fill-extrusion-flood-light-color\": DataConstantProperty<Color>;\n    \"fill-extrusion-flood-light-intensity\": DataConstantProperty<number>;\n    \"fill-extrusion-flood-light-wall-radius\": DataDrivenProperty<number>;\n    \"fill-extrusion-flood-light-ground-radius\": DataDrivenProperty<number>;\n    \"fill-extrusion-flood-light-ground-attenuation\": DataConstantProperty<number>;\n    \"fill-extrusion-vertical-scale\": DataConstantProperty<number>;\n    \"fill-extrusion-rounded-roof\": DataConstantProperty<boolean>;\n    \"fill-extrusion-cutoff-fade-range\": DataConstantProperty<number>;\n    \"fill-extrusion-front-cutoff\": DataConstantProperty<[number, number, number]>;\n    \"fill-extrusion-emissive-strength\": DataDrivenProperty<number>;\n    \"fill-extrusion-line-width\": DataDrivenProperty<number>;\n    \"fill-extrusion-cast-shadows\": DataConstantProperty<boolean>;\n    \"fill-extrusion-color-use-theme\": DataDrivenProperty<string>;\n    \"fill-extrusion-flood-light-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"fill-extrusion-opacity\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-opacity\"]),\n    \"fill-extrusion-color\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-color\"]),\n    \"fill-extrusion-translate\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-translate\"]),\n    \"fill-extrusion-translate-anchor\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-translate-anchor\"]),\n    \"fill-extrusion-pattern\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-pattern\"]),\n    \"fill-extrusion-pattern-cross-fade\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-pattern-cross-fade\"]),\n    \"fill-extrusion-height\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-height\"]),\n    \"fill-extrusion-base\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-base\"]),\n    \"fill-extrusion-height-alignment\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-height-alignment\"]),\n    \"fill-extrusion-base-alignment\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-base-alignment\"]),\n    \"fill-extrusion-vertical-gradient\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-vertical-gradient\"]),\n    \"fill-extrusion-ambient-occlusion-intensity\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-ambient-occlusion-intensity\"]),\n    \"fill-extrusion-ambient-occlusion-radius\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-ambient-occlusion-radius\"]),\n    \"fill-extrusion-ambient-occlusion-wall-radius\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-ambient-occlusion-wall-radius\"]),\n    \"fill-extrusion-ambient-occlusion-ground-radius\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-ambient-occlusion-ground-radius\"]),\n    \"fill-extrusion-ambient-occlusion-ground-attenuation\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-ambient-occlusion-ground-attenuation\"]),\n    \"fill-extrusion-flood-light-color\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-flood-light-color\"]),\n    \"fill-extrusion-flood-light-intensity\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-flood-light-intensity\"]),\n    \"fill-extrusion-flood-light-wall-radius\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-flood-light-wall-radius\"]),\n    \"fill-extrusion-flood-light-ground-radius\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-flood-light-ground-radius\"]),\n    \"fill-extrusion-flood-light-ground-attenuation\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-flood-light-ground-attenuation\"]),\n    \"fill-extrusion-vertical-scale\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-vertical-scale\"]),\n    \"fill-extrusion-rounded-roof\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-rounded-roof\"]),\n    \"fill-extrusion-cutoff-fade-range\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-cutoff-fade-range\"]),\n    \"fill-extrusion-front-cutoff\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-front-cutoff\"]),\n    \"fill-extrusion-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-emissive-strength\"]),\n    \"fill-extrusion-line-width\": new DataDrivenProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-line-width\"]),\n    \"fill-extrusion-cast-shadows\": new DataConstantProperty(styleSpec[\"paint_fill-extrusion\"][\"fill-extrusion-cast-shadows\"]),\n    \"fill-extrusion-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"fill-extrusion-flood-light-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../../src/style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../../../src/style/properties';\n\n\nimport type Color from '../../../src/style-spec/util/color';\nimport type Formatted from '../../../src/style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../../src/style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../../src/style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n    \"building-facade\": DataDrivenProperty<boolean>;\n    \"building-facade-floors\": DataDrivenProperty<number>;\n    \"building-facade-unit-width\": DataDrivenProperty<number>;\n    \"building-facade-window\": DataDrivenProperty<[number, number]>;\n    \"building-roof-shape\": DataDrivenProperty<\"flat\" | \"hipped\" | \"gabled\" | \"parapet\" | \"mansard\" | \"skillion\" | \"pyramidal\">;\n    \"building-height\": DataDrivenProperty<number>;\n    \"building-base\": DataDrivenProperty<number>;\n    \"building-flood-light-wall-radius\": DataDrivenProperty<number>;\n    \"building-flood-light-ground-radius\": DataDrivenProperty<number>;\n    \"building-flip-roof-orientation\": DataDrivenProperty<boolean>;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_building\"][\"visibility\"]),\n    \"building-facade\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-facade\"]),\n    \"building-facade-floors\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-facade-floors\"]),\n    \"building-facade-unit-width\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-facade-unit-width\"]),\n    \"building-facade-window\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-facade-window\"]),\n    \"building-roof-shape\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-roof-shape\"]),\n    \"building-height\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-height\"]),\n    \"building-base\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-base\"]),\n    \"building-flood-light-wall-radius\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-flood-light-wall-radius\"]),\n    \"building-flood-light-ground-radius\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-flood-light-ground-radius\"]),\n    \"building-flip-roof-orientation\": new DataDrivenProperty(styleSpec[\"layout_building\"][\"building-flip-roof-orientation\"]),\n}));\n\nexport type PaintProps = {\n    \"building-opacity\": DataConstantProperty<number>;\n    \"building-ambient-occlusion-intensity\": DataConstantProperty<number>;\n    \"building-ambient-occlusion-ground-intensity\": DataConstantProperty<number>;\n    \"building-ambient-occlusion-ground-radius\": DataConstantProperty<number>;\n    \"building-ambient-occlusion-ground-attenuation\": DataConstantProperty<number>;\n    \"building-vertical-scale\": DataConstantProperty<number>;\n    \"building-cast-shadows\": DataConstantProperty<boolean>;\n    \"building-color\": DataDrivenProperty<Color>;\n    \"building-emissive-strength\": DataDrivenProperty<number>;\n    \"building-facade-emissive-chance\": DataConstantProperty<number>;\n    \"building-cutoff-fade-range\": DataConstantProperty<number>;\n    \"building-front-cutoff\": DataConstantProperty<[number, number, number]>;\n    \"building-flood-light-color\": DataConstantProperty<Color>;\n    \"building-flood-light-intensity\": DataConstantProperty<number>;\n    \"building-flood-light-ground-attenuation\": DataConstantProperty<number>;\n    \"building-color-use-theme\": DataDrivenProperty<string>;\n    \"building-flood-light-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"building-opacity\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-opacity\"]),\n    \"building-ambient-occlusion-intensity\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-ambient-occlusion-intensity\"]),\n    \"building-ambient-occlusion-ground-intensity\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-ambient-occlusion-ground-intensity\"]),\n    \"building-ambient-occlusion-ground-radius\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-ambient-occlusion-ground-radius\"]),\n    \"building-ambient-occlusion-ground-attenuation\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-ambient-occlusion-ground-attenuation\"]),\n    \"building-vertical-scale\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-vertical-scale\"]),\n    \"building-cast-shadows\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-cast-shadows\"]),\n    \"building-color\": new DataDrivenProperty(styleSpec[\"paint_building\"][\"building-color\"]),\n    \"building-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_building\"][\"building-emissive-strength\"]),\n    \"building-facade-emissive-chance\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-facade-emissive-chance\"]),\n    \"building-cutoff-fade-range\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-cutoff-fade-range\"]),\n    \"building-front-cutoff\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-front-cutoff\"]),\n    \"building-flood-light-color\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-flood-light-color\"]),\n    \"building-flood-light-intensity\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-flood-light-intensity\"]),\n    \"building-flood-light-ground-attenuation\": new DataConstantProperty(styleSpec[\"paint_building\"][\"building-flood-light-ground-attenuation\"]),\n    \"building-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"building-flood-light-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"line-cap\": DataDrivenProperty<\"butt\" | \"round\" | \"square\">;\n    \"line-join\": DataDrivenProperty<\"bevel\" | \"round\" | \"miter\" | \"none\">;\n    \"line-miter-limit\": DataConstantProperty<number>;\n    \"line-round-limit\": DataConstantProperty<number>;\n    \"line-sort-key\": DataDrivenProperty<number>;\n    \"line-z-offset\": DataDrivenProperty<number>;\n    \"line-elevation-reference\": DataConstantProperty<\"none\" | \"sea\" | \"ground\" | \"hd-road-markup\">;\n    \"line-cross-slope\": DataConstantProperty<number>;\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n    \"line-width-unit\": DataConstantProperty<\"pixels\" | \"meters\">;\n    \"line-elevation-ground-scale\": DataDrivenProperty<number>;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"line-cap\": new DataDrivenProperty(styleSpec[\"layout_line\"][\"line-cap\"]),\n    \"line-join\": new DataDrivenProperty(styleSpec[\"layout_line\"][\"line-join\"]),\n    \"line-miter-limit\": new DataConstantProperty(styleSpec[\"layout_line\"][\"line-miter-limit\"]),\n    \"line-round-limit\": new DataConstantProperty(styleSpec[\"layout_line\"][\"line-round-limit\"]),\n    \"line-sort-key\": new DataDrivenProperty(styleSpec[\"layout_line\"][\"line-sort-key\"]),\n    \"line-z-offset\": new DataDrivenProperty(styleSpec[\"layout_line\"][\"line-z-offset\"]),\n    \"line-elevation-reference\": new DataConstantProperty(styleSpec[\"layout_line\"][\"line-elevation-reference\"]),\n    \"line-cross-slope\": new DataConstantProperty(styleSpec[\"layout_line\"][\"line-cross-slope\"]),\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_line\"][\"visibility\"]),\n    \"line-width-unit\": new DataConstantProperty(styleSpec[\"layout_line\"][\"line-width-unit\"]),\n    \"line-elevation-ground-scale\": new DataDrivenProperty(styleSpec[\"layout_line\"][\"line-elevation-ground-scale\"]),\n}));\n\nexport type PaintProps = {\n    \"line-opacity\": DataDrivenProperty<number>;\n    \"line-color\": DataDrivenProperty<Color>;\n    \"line-translate\": DataConstantProperty<[number, number]>;\n    \"line-translate-anchor\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"line-width\": DataDrivenProperty<number>;\n    \"line-gap-width\": DataDrivenProperty<number>;\n    \"line-offset\": DataDrivenProperty<number>;\n    \"line-blur\": DataDrivenProperty<number>;\n    \"line-dasharray\": DataDrivenProperty<Array<number | null | undefined>>;\n    \"line-pattern\": DataDrivenProperty<ResolvedImage | null | undefined>;\n    \"line-pattern-cross-fade\": DataConstantProperty<number>;\n    \"line-gradient\": ColorRampProperty;\n    \"line-trim-offset\": DataConstantProperty<[number, number]>;\n    \"line-trim-fade-range\": DataConstantProperty<[number, number]>;\n    \"line-trim-color\": DataConstantProperty<Color>;\n    \"line-emissive-strength\": DataDrivenProperty<number>;\n    \"line-border-width\": DataDrivenProperty<number>;\n    \"line-border-color\": DataDrivenProperty<Color>;\n    \"line-border-gradient\": ColorRampProperty;\n    \"line-occlusion-opacity\": DataConstantProperty<number>;\n    \"line-blend-mode\": DataConstantProperty<\"default\" | \"multiply\" | \"additive\">;\n    \"line-blend-additive-clamp\": DataConstantProperty<number>;\n    \"line-cutout-depth\": DataConstantProperty<number>;\n    \"line-color-use-theme\": DataDrivenProperty<string>;\n    \"line-gradient-use-theme\": DataDrivenProperty<string>;\n    \"line-trim-color-use-theme\": DataDrivenProperty<string>;\n    \"line-border-color-use-theme\": DataDrivenProperty<string>;\n    \"line-border-gradient-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"line-opacity\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-opacity\"]),\n    \"line-color\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-color\"]),\n    \"line-translate\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-translate\"]),\n    \"line-translate-anchor\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-translate-anchor\"]),\n    \"line-width\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-width\"]),\n    \"line-gap-width\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-gap-width\"]),\n    \"line-offset\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-offset\"]),\n    \"line-blur\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-blur\"]),\n    \"line-dasharray\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-dasharray\"]),\n    \"line-pattern\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-pattern\"]),\n    \"line-pattern-cross-fade\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-pattern-cross-fade\"]),\n    \"line-gradient\": new ColorRampProperty(styleSpec[\"paint_line\"][\"line-gradient\"]),\n    \"line-trim-offset\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-trim-offset\"]),\n    \"line-trim-fade-range\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-trim-fade-range\"]),\n    \"line-trim-color\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-trim-color\"]),\n    \"line-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-emissive-strength\"]),\n    \"line-border-width\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-border-width\"]),\n    \"line-border-color\": new DataDrivenProperty(styleSpec[\"paint_line\"][\"line-border-color\"]),\n    \"line-border-gradient\": new ColorRampProperty(styleSpec[\"paint_line\"][\"line-border-gradient\"]),\n    \"line-occlusion-opacity\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-occlusion-opacity\"]),\n    \"line-blend-mode\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-blend-mode\"]),\n    \"line-blend-additive-clamp\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-blend-additive-clamp\"]),\n    \"line-cutout-depth\": new DataConstantProperty(styleSpec[\"paint_line\"][\"line-cutout-depth\"]),\n    \"line-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"line-gradient-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"line-trim-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"line-border-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"line-border-gradient-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","import earcut from 'earcut';\nimport classifyRings from '../../util/classify_rings';\nimport assert from '../../style-spec/util/assert';\nimport {register} from '../../util/web_worker_transfer';\nimport loadGeometry from '../load_geometry';\nimport toEvaluationFeature from '../evaluation_feature';\nimport EvaluationParameters from '../../style/evaluation_parameters';\nimport TriangleGridIndex from '../../util/triangle_grid_index';\nimport Point from \"@mapbox/point-geometry\";\n\nimport type {CanonicalTileID, UnwrappedTileID} from '../../source/tile_id';\nimport type {\n    Bucket,\n    BucketParameters,\n    BucketFeature,\n    IndexedFeature,\n    PopulateParameters\n} from '../bucket';\nimport type ClipStyleLayer from '../../style/style_layer/clip_style_layer';\nimport type Context from '../../gl/context';\nimport type {FeatureStates} from '../../source/source_state';\nimport type {TileTransform} from '../../geo/projection/tile_transform';\nimport type {Footprint, TileFootprint} from '../../../3d-style/util/conflation';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {SpritePositions} from '../../util/image';\nimport type {TypedStyleLayer} from '../../style/style_layer/typed_style_layer';\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {GlobalProperties} from '../../style-spec/expression';\n\nclass ClipBucket implements Bucket {\n    index: number;\n    zoom: number;\n    layers: Array<ClipStyleLayer>;\n    layerIds: Array<string>;\n    stateDependentLayers!: Array<ClipStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n    hasPattern: boolean;\n\n    footprints: Array<Footprint>;\n\n    worldview: string;\n    hasAppearances: boolean | null;\n\n    constructor(options: BucketParameters<ClipStyleLayer>) {\n        this.zoom = options.zoom;\n        this.layers = options.layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.index = options.index;\n        this.hasPattern = false;\n\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n        this.footprints = [];\n\n        this.worldview = options.worldview;\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(id: UnwrappedTileID, footprints: Array<TileFootprint>) {\n        for (const footprint of this.footprints) {\n            footprints.push({\n                footprint,\n                id\n            });\n        }\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        const bucketFeatures: BucketFeature[] = [];\n\n        for (const {feature, id, index, sourceLayerIndex} of features) {\n            const needGeometry = this.layers[0]._featureFilter.needGeometry;\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n\n            if (!this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom, {worldview: this.worldview, activeFloors: options.activeFloors}), evaluationFeature, canonical))\n                continue;\n\n            const bucketFeature: BucketFeature = {\n                id,\n                properties: feature.properties,\n                type: feature.type,\n                sourceLayerIndex,\n                index,\n                geometry: needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform),\n                patterns: {}\n            };\n\n            bucketFeatures.push(bucketFeature);\n        }\n\n        for (const bucketFeature of bucketFeatures) {\n            const {geometry, index, sourceLayerIndex} = bucketFeature;\n\n            this.addFeature(bucketFeature, geometry, index, canonical, {}, options.availableImages, options.brightness);\n            const feature = features[index].feature;\n            options.featureIndex.insert(feature, geometry, index, sourceLayerIndex, this.index);\n        }\n    }\n\n    isEmpty(): boolean {\n        return this.footprints.length === 0;\n    }\n\n    uploadPending(): boolean {\n        return false;\n    }\n\n    upload(_context: Context) {\n    }\n\n    update(_states: FeatureStates, _vtLayer: VectorTileLayer, _availableImages: ImageId[], _imagePositions: SpritePositions, _layers: ReadonlyArray<TypedStyleLayer>, _isBrightnessChanged: boolean, _brightness?: number | null) {\n    }\n\n    destroy() {\n    }\n\n    addFeature(feature: BucketFeature, geometry: Array<Array<Point>>, index: number, canonical: CanonicalTileID, imagePositions: SpritePositions, _availableImages: ImageId[] = [], _brightness?: number | null) {\n        for (const polygon of classifyRings(geometry, 2)) {\n            const points: Array<Point> = [];\n            const flattened = [];\n            const holeIndices = [];\n\n            const min = new Point(Infinity, Infinity);\n            const max = new Point(-Infinity, -Infinity);\n\n            for (const ring of polygon) {\n                if (ring.length === 0) {\n                    continue;\n                }\n\n                if (ring !== polygon[0]) {\n                    holeIndices.push(flattened.length / 2);\n                }\n\n                for (let i = 0; i < ring.length; i++) {\n                    flattened.push(ring[i].x);\n                    flattened.push(ring[i].y);\n                    points.push(ring[i]);\n\n                    min.x = Math.min(min.x, ring[i].x);\n                    min.y = Math.min(min.y, ring[i].y);\n                    max.x = Math.max(max.x, ring[i].x);\n                    max.y = Math.max(max.y, ring[i].y);\n                }\n            }\n\n            // earcut library lacks proper type definitions\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n            const indices = earcut(flattened, holeIndices) as number[];\n            assert(indices.length % 3 === 0);\n\n            const grid = new TriangleGridIndex(points, indices, 8, 256);\n            this.footprints.push({\n                vertices: points,\n                indices,\n                grid,\n                min,\n                max,\n            });\n        }\n    }\n}\n\nregister(ClipBucket, 'ClipBucket', {omit: ['layers']});\n\nexport default ClipBucket;\n","import StyleLayer from '../style_layer';\nimport FillExtrusionBucket, {ELEVATION_SCALE, ELEVATION_OFFSET, fillExtrusionHeightLift, resampleFillExtrusionPolygonsForGlobe, HIDDEN_BY_CLIP} from '../../data/bucket/fill_extrusion_bucket';\nimport {polygonIntersectsPolygon, polygonIntersectsMultiPolygon} from '../../util/intersection_tests';\nimport {translateDistance, tilespaceTranslate} from '../query_utils';\nimport {getLayoutProperties, getPaintProperties} from './fill_extrusion_style_layer_properties';\nimport Point from '@mapbox/point-geometry';\nimport {vec3, vec4} from 'gl-matrix';\nimport EXTENT from '../../style-spec/data/extent';\nimport {Point3D} from '../../util/line_clipping';\n\nimport type {Layout, Transitionable, Transitioning, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {CanonicalTileID} from '../../source/tile_id';\nimport type {FeatureState} from '../../style-spec/expression/index';\nimport type {BucketParameters} from '../../data/bucket';\nimport type {PaintProps, LayoutProps} from './fill_extrusion_style_layer_properties';\nimport type Transform from '../../geo/transform';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {TilespaceQueryGeometry} from '../query_geometry';\nimport type {DEMSampler} from '../../terrain/elevation';\nimport type {vec2} from 'gl-matrix';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {LUT} from \"../../../src/util/lut\";\nimport type {ProgramName} from '../../../src/render/program';\n\nclass FillExtrusionStyleLayer extends StyleLayer {\n    override type!: 'fill-extrusion';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n        this._stats = {numRenderedVerticesInShadowPass: 0, numRenderedVerticesInTransparentPass: 0};\n    }\n\n    override createBucket(parameters: BucketParameters<this>): FillExtrusionBucket {\n        return new FillExtrusionBucket(parameters);\n    }\n\n    override queryRadius(): number {\n        return translateDistance(this.paint.get('fill-extrusion-translate'));\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        return true;\n    }\n\n    override hasShadowPass(): boolean {\n        return this.paint.get('fill-extrusion-cast-shadows');\n    }\n\n    override cutoffRange(): number {\n        return this.paint.get('fill-extrusion-cutoff-fade-range');\n    }\n\n    override canCastShadows(): boolean {\n        return true;\n    }\n\n    override getProgramIds(): ProgramName[] {\n        const patternProperty = this.paint.get('fill-extrusion-pattern');\n\n        const image = patternProperty.constantOr(1);\n        return [image ? 'fillExtrusionPattern' : 'fillExtrusion'];\n    }\n\n    override queryIntersectsFeature(\n        queryGeometry: TilespaceQueryGeometry,\n        feature: VectorTileFeature,\n        featureState: FeatureState,\n        geometry: Array<Array<Point>>,\n        zoom: number,\n        transform: Transform,\n        pixelPosMatrix: Float32Array,\n        elevationHelper: DEMSampler | null | undefined,\n        layoutVertexArrayOffset: number,\n    ): boolean | number {\n        const translation = tilespaceTranslate(this.paint.get('fill-extrusion-translate'),\n                                this.paint.get('fill-extrusion-translate-anchor'),\n                                transform.angle,\n                                queryGeometry.pixelToTileUnitsFactor);\n        const height = this.paint.get('fill-extrusion-height').evaluate(feature, featureState);\n        const base = this.paint.get('fill-extrusion-base').evaluate(feature, featureState);\n\n        const centroid: [number, number] = [0, 0];\n        const terrainVisible = elevationHelper && transform.elevation;\n        const exaggeration = transform.elevation ? transform.elevation.exaggeration() : 1;\n        const bucket = queryGeometry.tile.getBucket(this);\n        if (bucket instanceof FillExtrusionBucket) {\n            const centroidData = bucket.centroidData.find(d => layoutVertexArrayOffset >= d.vertexArrayOffset && layoutVertexArrayOffset < d.vertexArrayOffset + d.vertexCount);\n            if (centroidData && (centroidData.flags & HIDDEN_BY_CLIP)) return false;\n            if (terrainVisible) {\n                const centroidVertexArray = bucket.centroidVertexArray;\n\n                // See FillExtrusionBucket#encodeCentroid(), centroid is inserted at vertexOffset + 1\n                const centroidOffset = layoutVertexArrayOffset + 1;\n                if (centroidOffset < centroidVertexArray.length) {\n                    centroid[0] = centroidVertexArray.geta_centroid_pos0(centroidOffset);\n                    centroid[1] = centroidVertexArray.geta_centroid_pos1(centroidOffset);\n                }\n            }\n        }\n\n        // Early exit if fill extrusion is still hidden while waiting for backfill\n        const isHidden = centroid[0] === 0 && centroid[1] === 1;\n        if (isHidden) return false;\n\n        if (transform.projection.name === 'globe') {\n            // Fill extrusion geometry has to be resampled so that large planar polygons\n            // can be rendered on the curved surface\n            const bounds: [Point, Point] = [new Point(0, 0), new Point(EXTENT, EXTENT)];\n            const resampledGeometry = resampleFillExtrusionPolygonsForGlobe([geometry], bounds, queryGeometry.tileID.canonical);\n            geometry = resampledGeometry.map(clipped => clipped.polygon).flat();\n        }\n\n        const demSampler = terrainVisible ? elevationHelper : null;\n        const [projectedBase, projectedTop] = projectExtrusion(transform, geometry, base, height, translation, pixelPosMatrix, demSampler, centroid, exaggeration, transform.center.lat, queryGeometry.tileID.canonical);\n\n        const screenQuery = queryGeometry.queryGeometry;\n        const projectedQueryGeometry = screenQuery.isPointQuery() ? screenQuery.screenBounds : screenQuery.screenGeometry;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return checkIntersection(projectedBase, projectedTop, projectedQueryGeometry);\n    }\n}\n\nfunction dot(a: Point, b: Point) {\n    return a.x * b.x + a.y * b.y;\n}\n\nexport function getIntersectionDistance(projectedQueryGeometry: Array<Point>, projectedFace: Array<Point3D>): number {\n\n    if (projectedQueryGeometry.length === 1) {\n        // For point queries calculate the z at which the point intersects the face\n        // using barycentric coordinates.\n\n        // Find the barycentric coordinates of the projected point within the first\n        // triangle of the face, using only the xy plane. It doesn't matter if the\n        // point is outside the first triangle because all the triangles in the face\n        // are in the same plane.\n        //\n        // Check whether points are coincident and use other points if they are.\n        let i = 0;\n        const a = projectedFace[i++];\n        let b: Point3D | undefined;\n        while (!b || a.equals(b)) {\n            b = projectedFace[i++];\n            if (!b) return Infinity;\n        }\n\n        // Loop until point `c` is not colinear with points `a` and `b`.\n        for (; i < projectedFace.length; i++) {\n            const c = projectedFace[i];\n\n            const p = projectedQueryGeometry[0];\n\n            const ab = b.sub(a);\n            const ac = c.sub(a);\n            const ap = p.sub(a);\n\n            const dotABAB = dot(ab, ab);\n\n            const dotABAC = dot(ab, ac);\n            const dotACAC = dot(ac, ac);\n\n            const dotAPAB = dot(ap, ab);\n            const dotAPAC = dot(ap, ac);\n            const denom = dotABAB * dotACAC - dotABAC * dotABAC;\n\n            const v = (dotACAC * dotAPAB - dotABAC * dotAPAC) / denom;\n            const w = (dotABAB * dotAPAC - dotABAC * dotAPAB) / denom;\n            const u = 1 - v - w;\n\n            // Use the barycentric weighting along with the original triangle z coordinates to get the point of intersection.\n            const distance = a.z * u + b.z * v + c.z * w;\n\n            if (isFinite(distance)) return distance;\n        }\n\n        return Infinity;\n\n    } else {\n        // The counts as closest is less clear when the query is a box. This\n        // returns the distance to the nearest point on the face, whether it is\n        // within the query or not. It could be more correct to return the\n        // distance to the closest point within the query box but this would be\n        // more complicated and expensive to calculate with little benefit.\n        let closestDistance = Infinity;\n        for (const p of projectedFace) {\n            closestDistance = Math.min(closestDistance, p.z);\n        }\n        return closestDistance;\n    }\n}\n\nexport function checkIntersection(projectedBase: Array<Array<Point3D>>, projectedTop: Array<Array<Point3D>>, projectedQueryGeometry: Array<Point>) {\n    let closestDistance = Infinity;\n\n    if (polygonIntersectsMultiPolygon(projectedQueryGeometry, projectedTop)) {\n        closestDistance = getIntersectionDistance(projectedQueryGeometry, projectedTop[0]);\n    }\n\n    for (let r = 0; r < projectedTop.length; r++) {\n        const ringTop = projectedTop[r];\n        const ringBase = projectedBase[r];\n        for (let p = 0; p < ringTop.length - 1; p++) {\n            const topA = ringTop[p];\n            const topB = ringTop[p + 1];\n            const baseA = ringBase[p];\n            const baseB = ringBase[p + 1];\n            const face = [topA, topB, baseB, baseA, topA];\n            if (polygonIntersectsPolygon(projectedQueryGeometry, face)) {\n                closestDistance = Math.min(closestDistance, getIntersectionDistance(projectedQueryGeometry, face));\n            }\n        }\n    }\n\n    return closestDistance === Infinity ? false : closestDistance;\n}\n\nexport function projectExtrusion(tr: Transform, geometry: Array<Array<Point>>, zBase: number, zTop: number, translation: Point, m: Float32Array, demSampler: DEMSampler | null | undefined, centroid: vec2, exaggeration: number, lat: number, tileID: CanonicalTileID) {\n    if (tr.projection.name === 'globe') {\n        return projectExtrusionGlobe(tr, geometry, zBase, zTop, translation, m, demSampler, centroid, exaggeration, lat, tileID);\n    } else {\n        if (demSampler) {\n            return projectExtrusion3D(geometry, zBase, zTop, translation, m, demSampler, centroid, exaggeration, lat);\n        } else {\n            return projectExtrusion2D(geometry, zBase, zTop, translation, m);\n        }\n    }\n}\n\nfunction projectExtrusionGlobe(tr: Transform, geometry: Array<Array<Point>>, zBase: number, zTop: number, translation: Point, m: Float32Array, demSampler: DEMSampler | null | undefined, centroid: vec2, exaggeration: number, lat: number, tileID: CanonicalTileID) {\n    const projectedBase = [];\n    const projectedTop = [];\n    const elevationScale = tr.projection.upVectorScale(tileID, tr.center.lat, tr.worldSize).metersToTile;\n    const basePoint: [number, number, number, number] = [0, 0, 0, 1];\n    const topPoint: [number, number, number, number] = [0, 0, 0, 1];\n\n    const setPoint = (point: Array<number>, x: number, y: number, z: number) => {\n        point[0] = x;\n        point[1] = y;\n        point[2] = z;\n        point[3] = 1;\n    };\n\n    // Fixed \"lift\" value is added to height so that 0-height fill extrusions wont clip with globe's surface\n    const lift = fillExtrusionHeightLift();\n\n    if (zBase > 0) {\n        zBase += lift;\n    }\n    zTop += lift;\n\n    for (const r of geometry) {\n        const ringBase = [];\n        const ringTop = [];\n        for (const p of r) {\n            const x = p.x + translation.x;\n            const y = p.y + translation.y;\n\n            // Reproject tile coordinate into ecef and apply elevation to correct direction\n            const reproj = tr.projection.projectTilePoint(x, y, tileID);\n            const dir = tr.projection.upVector(tileID, p.x, p.y);\n\n            let zBasePoint = zBase;\n            let zTopPoint = zTop;\n\n            if (demSampler) {\n                const offset = getTerrainHeightOffset(x, y, zBase, zTop, demSampler, centroid, exaggeration, lat);\n\n                zBasePoint += offset.base;\n                zTopPoint += offset.top;\n            }\n\n            if (zBase !== 0) {\n                setPoint(\n                    basePoint,\n                    reproj.x + dir[0] * elevationScale * zBasePoint,\n                    reproj.y + dir[1] * elevationScale * zBasePoint,\n                    reproj.z + dir[2] * elevationScale * zBasePoint);\n            } else {\n                setPoint(basePoint, reproj.x, reproj.y, reproj.z);\n            }\n\n            setPoint(\n                topPoint,\n                reproj.x + dir[0] * elevationScale * zTopPoint,\n                reproj.y + dir[1] * elevationScale * zTopPoint,\n                reproj.z + dir[2] * elevationScale * zTopPoint);\n\n            vec3.transformMat4(basePoint, basePoint, m);\n            vec3.transformMat4(topPoint, topPoint, m);\n\n            ringBase.push(new Point3D(basePoint[0], basePoint[1], basePoint[2]));\n            ringTop.push(new Point3D(topPoint[0], topPoint[1], topPoint[2]));\n        }\n        projectedBase.push(ringBase);\n        projectedTop.push(ringTop);\n    }\n\n    return [projectedBase, projectedTop];\n}\n\n/*\n * Project the geometry using matrix `m`. This is essentially doing\n * `vec4.transformMat4([], [p.x, p.y, z, 1], m)` but the multiplication\n * is inlined so that parts of the projection that are the same across\n * different points can only be done once. This produced a measurable\n * performance improvement.\n */\nfunction projectExtrusion2D(geometry: Array<Array<Point>>, zBase: number, zTop: number, translation: Point, m: Float32Array) {\n    const projectedBase = [];\n    const projectedTop = [];\n\n    const baseXZ = m[8] * zBase;\n    const baseYZ = m[9] * zBase;\n    const baseZZ = m[10] * zBase;\n    const baseWZ = m[11] * zBase;\n    const topXZ = m[8] * zTop;\n    const topYZ = m[9] * zTop;\n    const topZZ = m[10] * zTop;\n    const topWZ = m[11] * zTop;\n\n    for (const r of geometry) {\n        const ringBase = [];\n        const ringTop = [];\n        for (const p of r) {\n            const x = p.x + translation.x;\n            const y = p.y + translation.y;\n\n            const sX = m[0] * x + m[4] * y + m[12];\n            const sY = m[1] * x + m[5] * y + m[13];\n            const sZ = m[2] * x + m[6] * y + m[14];\n            const sW = m[3] * x + m[7] * y + m[15];\n\n            const baseX = sX + baseXZ;\n            const baseY = sY + baseYZ;\n            const baseZ = sZ + baseZZ;\n            const baseW = Math.max(sW + baseWZ, 0.00001);\n\n            const topX = sX + topXZ;\n            const topY = sY + topYZ;\n            const topZ = sZ + topZZ;\n            const topW = Math.max(sW + topWZ, 0.00001);\n\n            ringBase.push(new Point3D(baseX / baseW, baseY / baseW, baseZ / baseW));\n            ringTop.push(new Point3D(topX / topW, topY / topW, topZ / topW));\n        }\n        projectedBase.push(ringBase);\n        projectedTop.push(ringTop);\n    }\n    return [projectedBase, projectedTop];\n}\n\n/*\n * Projects a fill extrusion vertices to screen while accounting for terrain.\n * This and its dependent functions are ported directly from `fill_extrusion.vertex.glsl`\n * with a few co-ordinate space differences.\n *\n * - Matrix `m` projects to screen-pixel space instead of to gl-coordinates (NDC)\n * - Texture querying is performed in texture pixel coordinates instead of  normalized uv coordinates.\n * - Height offset calculation for fill-extrusion-base is offset with -1 instead of -5 to prevent underground picking.\n */\nfunction projectExtrusion3D(geometry: Array<Array<Point>>, zBase: number, zTop: number, translation: Point, m: Float32Array, demSampler: DEMSampler, centroid: vec2, exaggeration: number, lat: number) {\n    const projectedBase = [];\n    const projectedTop = [];\n    const v = [0, 0, 0, 1];\n\n    for (const r of geometry) {\n        const ringBase = [];\n        const ringTop = [];\n        for (const p of r) {\n            const x = p.x + translation.x;\n            const y = p.y + translation.y;\n            const heightOffset = getTerrainHeightOffset(x, y, zBase, zTop, demSampler, centroid, exaggeration, lat);\n\n            v[0] = x;\n            v[1] = y;\n            v[2] = heightOffset.base;\n            v[3] = 1;\n            vec4.transformMat4(v, v, m);\n            v[3] = Math.max(v[3], 0.00001);\n            const base = new Point3D(v[0] / v[3], v[1] / v[3], v[2] / v[3]);\n\n            v[0] = x;\n            v[1] = y;\n            v[2] = heightOffset.top;\n            v[3] = 1;\n            vec4.transformMat4(v, v, m);\n            v[3] = Math.max(v[3], 0.00001);\n            const top = new Point3D(v[0] / v[3], v[1] / v[3], v[2] / v[3]);\n\n            ringBase.push(base);\n            ringTop.push(top);\n        }\n        projectedBase.push(ringBase);\n        projectedTop.push(ringTop);\n    }\n    return [projectedBase, projectedTop];\n}\n\nfunction getTerrainHeightOffset(\n    x: number,\n    y: number,\n    zBase: number,\n    zTop: number,\n    demSampler: DEMSampler,\n    centroid: vec2,\n    exaggeration: number,\n    lat: number,\n): {\n    base: number;\n    top: number;\n} {\n    const ele = exaggeration * demSampler.getElevationAt(x, y, true, true);\n    const flatRoof = centroid[0] !== 0;\n    const centroidElevation = flatRoof ? centroid[1] === 0 ? exaggeration * elevationFromUint16(centroid[0]) : exaggeration * flatElevation(demSampler, centroid, lat) : ele;\n    return {\n        base: ele + ((zBase === 0) ? -1 : zBase), // Use -1 instead of -5 in shader to prevent picking underground\n        top: flatRoof ? Math.max(centroidElevation + zTop, ele + zBase + 2) : ele + zTop\n    };\n}\n\n// Elevation is encoded into unit16 in fill_extrusion_bucket.js FillExtrusionBucket#encodeCentroid\nfunction elevationFromUint16(n: number): number {\n    return n / ELEVATION_SCALE - ELEVATION_OFFSET;\n}\n\n// Equivalent GPU side function is in _prelude_terrain.vertex.glsl\nfunction flatElevation(demSampler: DEMSampler, centroid: vec2, lat: number): number {\n    // Span and pos are packed two 16 bit uint16 values in fill_extrusion_bucket.js FillExtrusionBucket#encodeCentroid\n    // pos is encoded by << by 3 bits thus dividing by 8 performs equivalent of right shifting it back.\n    const posX = Math.floor(centroid[0] / 8);\n    const posY = Math.floor(centroid[1] / 8);\n\n    // Span is stored in the lower three bits in multiples of 10\n    const spanX = 10 * (centroid[0] - posX * 8);\n    const spanY = 10 * (centroid[1] - posY * 8);\n\n    // Get height at centroid\n    const z = demSampler.getElevationAt(posX, posY, true, true);\n    const meterToDEM = demSampler.getMeterToDEM(lat);\n\n    const wX = Math.floor(0.5 * (spanX * meterToDEM - 1));\n    const wY = Math.floor(0.5 * (spanY * meterToDEM - 1));\n\n    const posPx = demSampler.tileCoordToPixel(posX, posY);\n\n    const offsetX = 2 * wX + 1;\n    const offsetY = 2 * wY + 1;\n    const corners = fourSample(demSampler, posPx.x - wX, posPx.y - wY, offsetX, offsetY);\n\n    const diffX = Math.abs(corners[0] - corners[1]);\n    const diffY = Math.abs(corners[2] - corners[3]);\n    const diffZ = Math.abs(corners[0] - corners[2]);\n    const diffW = Math.abs(corners[1] - corners[3]);\n\n    const diffSumX = diffX + diffY;\n    const diffSumY = diffZ + diffW;\n\n    const slopeX = Math.min(0.25, meterToDEM * 0.5 * diffSumX / offsetX);\n    const slopeY = Math.min(0.25, meterToDEM * 0.5 * diffSumY / offsetY);\n\n    return z + Math.max(slopeX * spanX, slopeY * spanY);\n}\n\nfunction fourSample(\n    demSampler: DEMSampler,\n    posX: number,\n    posY: number,\n    offsetX: number,\n    offsetY: number,\n): vec4 {\n    return [\n        demSampler.getElevationAtPixel(posX, posY, true),\n        demSampler.getElevationAtPixel(posX + offsetY, posY, true),\n        demSampler.getElevationAtPixel(posX, posY + offsetY, true),\n        demSampler.getElevationAtPixel(posX + offsetX, posY + offsetY, true)\n    ];\n}\n\nexport default FillExtrusionStyleLayer;\n","import EXTENT from '../style-spec/data/extent';\n\nimport type {mat2} from 'gl-matrix';\nimport type {OverscaledTileID} from './tile_id';\nimport type Transform from '../geo/transform';\nimport type {TileTransform} from '../geo/projection/tile_transform';\n\n/**\n * Converts a pixel value at a the given zoom level to tile units.\n *\n * The shaders mostly calculate everything in tile units so style\n * properties need to be converted from pixels to tile units using this.\n *\n * For example, a translation by 30 pixels at zoom 6.5 will be a\n * translation by pixelsToTileUnits(30, 6.5) tile units.\n *\n * @returns value in tile units\n * @private\n */\nexport default function (\n    tile: {\n        tileID: OverscaledTileID;\n        tileSize: number;\n    },\n    pixelValue: number,\n    z: number,\n): number {\n    return pixelValue * (EXTENT / (tile.tileSize * Math.pow(2, z - tile.tileID.overscaledZ)));\n}\n\n/**\n * @private\n */\nexport function getPixelsToTileUnitsMatrix(\n    tile: {\n        tileID: OverscaledTileID;\n        tileSize: number;\n        readonly tileTransform: TileTransform;\n    },\n    transform: Transform,\n): mat2 {\n    const {scale} = tile.tileTransform;\n    const s = scale * EXTENT / (tile.tileSize * Math.pow(2, transform.zoom - tile.tileID.overscaledZ + tile.tileID.canonical.z));\n    const m = transform.inverseAdjustmentMatrix;\n    return new Float32Array([m[0] * s, m[1] * s, m[2] * s, m[3] * s]);\n}\n","import {Uniform1i, Uniform1f, Uniform2f, Uniform3f, Uniform4f, UniformMatrix2f, UniformMatrix4f} from '../uniform_binding';\nimport pixelsToTileUnits from '../../source/pixels_to_tile_units';\nimport {clamp} from '../../../src/util/util';\nimport {lerp} from '../../../src/style-spec/util/lerp';\nimport {tileToMeter} from '../../../src/geo/mercator_coordinate';\n\nimport type {mat4} from 'gl-matrix';\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\nimport type Transform from '../../geo/transform';\nimport type Tile from '../../source/tile';\nimport type LineStyleLayer from '../../style/style_layer/line_style_layer';\nimport type Painter from '../painter';\n\nexport type LineUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_pixels_to_tile_units']: UniformMatrix2f;\n    ['u_device_pixel_ratio']: Uniform1f;\n    ['u_width_scale']: Uniform1f;\n    ['u_floor_width_scale']: Uniform1f;\n    ['u_units_to_pixels']: Uniform2f;\n    ['u_dash_image']: Uniform1i;\n    ['u_gradient_image']: Uniform1i;\n    ['u_border_gradient_image']: Uniform1i;\n    ['u_image_height']: Uniform1f;\n    ['u_texsize']: Uniform2f;\n    ['u_tile_units_to_pixels']: Uniform1f;\n    ['u_alpha_discard_threshold']: Uniform1f;\n    ['u_trim_offset']: Uniform2f;\n    ['u_trim_fade_range']: Uniform2f;\n    ['u_trim_gradient_mix_range']: Uniform2f;\n    ['u_trim_color']: Uniform4f;\n    ['u_zbias_factor']: Uniform1f;\n    ['u_road_view_depth_bias']: Uniform1f;\n    ['u_road_clip_to_view']: Uniform4f;\n    ['u_tile_to_meter']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type LinePatternUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_texsize']: Uniform2f;\n    ['u_pixels_to_tile_units']: UniformMatrix2f;\n    ['u_device_pixel_ratio']: Uniform1f;\n    ['u_width_scale']: Uniform1f;\n    ['u_floor_width_scale']: Uniform1f;\n    ['u_units_to_pixels']: Uniform2f;\n    ['u_image']: Uniform1i;\n    ['u_tile_units_to_pixels']: Uniform1f;\n    ['u_alpha_discard_threshold']: Uniform1f;\n    ['u_trim_offset']: Uniform2f;\n    ['u_trim_fade_range']: Uniform2f;\n    ['u_trim_gradient_mix_range']: Uniform2f;\n    ['u_trim_color']: Uniform4f;\n    ['u_zbias_factor']: Uniform1f;\n    ['u_tile_to_meter']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_pattern_transition']: Uniform1f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type LineDefinesType = 'RENDER_LINE_GRADIENT' | 'RENDER_LINE_BORDER_GRADIENT' | 'RENDER_LINE_DASH' | 'RENDER_LINE_TRIM_OFFSET' | 'RENDER_LINE_BORDER' | 'LINE_JOIN_NONE' | 'ELEVATED' | 'ELEVATED_ROADS' | 'VARIABLE_LINE_WIDTH' | 'VARIABLE_LINE_EMISSIVE_STRENGTH' | 'CROSS_SLOPE_VERTICAL' | 'CROSS_SLOPE_HORIZONTAL' | 'ELEVATION_REFERENCE_SEA' | 'ELEVATION_GROUND_SCALE' | 'LINE_PATTERN_TRANSITION' | 'USE_MRT1' | 'DUAL_SOURCE_BLENDING' | 'LINE_BLEND_MULTIPLY' | 'LINE_BLEND_ADDITIVE' | 'DEBUG_ELEVATION_ID';\n\nconst lineUniforms = (context: Context): LineUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_pixels_to_tile_units': new UniformMatrix2f(context),\n    'u_device_pixel_ratio': new Uniform1f(context),\n    'u_width_scale': new Uniform1f(context),\n    'u_floor_width_scale': new Uniform1f(context),\n    'u_units_to_pixels': new Uniform2f(context),\n    'u_dash_image': new Uniform1i(context),\n    'u_gradient_image': new Uniform1i(context),\n    'u_border_gradient_image': new Uniform1i(context),\n    'u_image_height': new Uniform1f(context),\n    'u_texsize': new Uniform2f(context),\n    'u_tile_units_to_pixels': new Uniform1f(context),\n    'u_alpha_discard_threshold': new Uniform1f(context),\n    'u_trim_offset': new Uniform2f(context),\n    'u_trim_fade_range': new Uniform2f(context),\n    'u_trim_gradient_mix_range': new Uniform2f(context),\n    'u_trim_color': new Uniform4f(context),\n    'u_zbias_factor': new Uniform1f(context),\n    'u_road_view_depth_bias': new Uniform1f(context),\n    'u_road_clip_to_view': new Uniform4f(context),\n    'u_tile_to_meter': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst linePatternUniforms = (context: Context): LinePatternUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_texsize': new Uniform2f(context),\n    'u_pixels_to_tile_units': new UniformMatrix2f(context),\n    'u_device_pixel_ratio': new Uniform1f(context),\n    'u_width_scale': new Uniform1f(context),\n    'u_floor_width_scale': new Uniform1f(context),\n    'u_image': new Uniform1i(context),\n    'u_units_to_pixels': new Uniform2f(context),\n    'u_tile_units_to_pixels': new Uniform1f(context),\n    'u_alpha_discard_threshold': new Uniform1f(context),\n    'u_trim_offset': new Uniform2f(context),\n    'u_trim_fade_range': new Uniform2f(context),\n    'u_trim_gradient_mix_range': new Uniform2f(context),\n    'u_trim_color': new Uniform4f(context),\n    'u_zbias_factor': new Uniform1f(context),\n    'u_tile_to_meter': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_pattern_transition': new Uniform1f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst lineUniformValues = (\n    painter: Painter,\n    tile: Tile,\n    layer: LineStyleLayer,\n    matrix: mat4 | null | undefined,\n    imageHeight: number,\n    pixelRatio: number,\n    widthScale: number,\n    floorWidthScale: number,\n    trimOffset: [number, number],\n    groundShadowFactor: [number, number, number],\n): UniformValues<LineUniformsType> => {\n    const transform = painter.transform;\n    const pixelsToTileUnits = transform.calculatePixelsToTileUnitsMatrix(tile);\n    const ignoreLut = layer.paint.get('line-trim-color-use-theme').constantOr(\"default\") === 'none';\n\n    // Increase zbias factor for low pitch values based on the zoom level. Lower zoom level increases the zbias factor.\n    // The values were found experimentally, to make an elevated line look good over a terrain with high elevation differences.\n    const zbiasFactor = transform.pitch < 15.0 ? lerp(0.07, 0.7, clamp((14.0 - transform.zoom) / (14.0 - 9.0), 0.0, 1.0)) : 0.07;\n    return {\n        'u_matrix': calculateMatrix(painter, tile, layer, matrix),\n        'u_pixels_to_tile_units': pixelsToTileUnits,\n        'u_device_pixel_ratio': pixelRatio,\n        'u_width_scale': widthScale,\n        'u_floor_width_scale': floorWidthScale,\n        'u_units_to_pixels': [\n            1 / transform.pixelsToGLUnits[0],\n            1 / transform.pixelsToGLUnits[1]\n        ],\n        'u_dash_image': 0,\n        'u_gradient_image': 1,\n        'u_border_gradient_image': 2,\n        'u_image_height': imageHeight,\n        'u_texsize': hasDash(layer) && tile.lineAtlasTexture ? tile.lineAtlasTexture.size : [0, 0],\n        'u_tile_units_to_pixels': calculateTileRatio(tile, painter.transform),\n        'u_alpha_discard_threshold': 0.0,\n        'u_trim_offset': trimOffset,\n        'u_trim_fade_range': layer.paint.get('line-trim-fade-range'),\n        'u_trim_gradient_mix_range': [1.0, 1.0],\n        'u_trim_color': layer.paint.get('line-trim-color').toPremultipliedRenderColor(ignoreLut ? null : layer.lut).toArray01(),\n        'u_zbias_factor': zbiasFactor,\n        'u_road_view_depth_bias': 0,\n        'u_road_clip_to_view': [0, 0, 0, 0],\n        'u_tile_to_meter': tileToMeter(tile.tileID.canonical, 0.0),\n        'u_ground_shadow_factor': groundShadowFactor,\n        'u_opacity_multiplier': 1,\n    };\n};\n\nconst linePatternUniformValues = (\n    painter: Painter,\n    tile: Tile,\n    layer: LineStyleLayer,\n    matrix: mat4 | null | undefined,\n    pixelRatio: number,\n    widthScale: number,\n    floorWidthScale: number,\n    trimOffset: [number, number],\n    groundShadowFactor: [number, number, number],\n    transition: number,\n): UniformValues<LinePatternUniformsType> => {\n    const transform = painter.transform;\n    const zbiasFactor = transform.pitch < 15.0 ? lerp(0.07, 0.7, clamp((14.0 - transform.zoom) / (14.0 - 9.0), 0.0, 1.0)) : 0.07;\n    const ignoreLut = layer.paint.get('line-trim-color-use-theme').constantOr(\"default\") === 'none';\n\n    // Increase zbias factor for low pitch values based on the zoom level. Lower zoom level increases the zbias factor.\n    // The values were found experimentally, to make an elevated line look good over a terrain with high elevation differences.\n    return {\n        'u_matrix': calculateMatrix(painter, tile, layer, matrix),\n        'u_texsize': tile.imageAtlasTexture ? tile.imageAtlasTexture.size : [0, 0],\n        // camera zoom ratio\n        'u_pixels_to_tile_units': transform.calculatePixelsToTileUnitsMatrix(tile),\n        'u_device_pixel_ratio': pixelRatio,\n        'u_width_scale': widthScale,\n        'u_floor_width_scale': floorWidthScale,\n        'u_image': 0,\n        'u_tile_units_to_pixels': calculateTileRatio(tile, transform),\n        'u_units_to_pixels': [\n            1 / transform.pixelsToGLUnits[0],\n            1 / transform.pixelsToGLUnits[1]\n        ],\n        'u_alpha_discard_threshold': 0.0,\n        'u_trim_offset': trimOffset,\n        'u_trim_fade_range': layer.paint.get('line-trim-fade-range'),\n        'u_trim_gradient_mix_range': [1.0, 1.0],\n        'u_trim_color': layer.paint.get('line-trim-color').toPremultipliedRenderColor(ignoreLut ? null : layer.lut).toArray01(),\n        'u_zbias_factor': zbiasFactor,\n        'u_tile_to_meter': tileToMeter(tile.tileID.canonical, 0.0),\n        'u_ground_shadow_factor': groundShadowFactor,\n        'u_pattern_transition': transition,\n        'u_opacity_multiplier': 1,\n    };\n};\n\nfunction calculateTileRatio(tile: Tile, transform: Transform) {\n    return 1 / pixelsToTileUnits(tile, 1, transform.tileZoom);\n}\n\nfunction calculateMatrix(painter: Painter, tile: Tile, layer: LineStyleLayer, matrix?: mat4) {\n    return painter.translatePosMatrix(\n        matrix ? matrix : tile.tileID.projMatrix,\n        tile,\n\n        layer.paint.get('line-translate'),\n        layer.paint.get('line-translate-anchor')\n    );\n}\n\nconst lineDefinesValues = (layer: LineStyleLayer): LineDefinesType[] => {\n    const values: LineDefinesType[] = [];\n    if (hasDash(layer)) values.push('RENDER_LINE_DASH');\n    if (layer.paint.get('line-gradient')) values.push('RENDER_LINE_GRADIENT');\n    if (layer.paint.get('line-blend-mode') === 'multiply') values.push('LINE_BLEND_MULTIPLY');\n    if (layer.paint.get('line-blend-mode') === 'additive') values.push('LINE_BLEND_ADDITIVE');\n\n    const trimOffset = layer.paint.get('line-trim-offset');\n    if (trimOffset[0] !== 0 || trimOffset[1] !== 0) {\n        values.push('RENDER_LINE_TRIM_OFFSET');\n    }\n\n    const hasBorder = layer.paint.get('line-border-width').constantOr(1.0) !== 0.0;\n    if (hasBorder) values.push('RENDER_LINE_BORDER');\n    if (hasBorder && layer.paint.get('line-border-gradient')) values.push('RENDER_LINE_BORDER_GRADIENT');\n\n    const hasJoinNone = layer.layout.get('line-join').constantOr('miter') === 'none';\n\n    const hasPattern = !!layer.paint.get('line-pattern').constantOr(1);\n    if (hasJoinNone && hasPattern) {\n        values.push('LINE_JOIN_NONE');\n    }\n\n    return values;\n};\n\nfunction hasDash(layer: LineStyleLayer) {\n    const dashPropertyValue = layer.paint.get('line-dasharray').value;\n    return dashPropertyValue.kind !== 'constant' || dashPropertyValue.value;\n}\n\nexport {\n    lineUniforms,\n    linePatternUniforms,\n    lineUniformValues,\n    linePatternUniformValues,\n    lineDefinesValues\n};\n","import Point from '@mapbox/point-geometry';\nimport StyleLayer, {rawLayoutMayUseHD} from '../style_layer';\nimport {prepareHD} from '../../../modules/hd_worker';\nimport LineBucket from '../../data/bucket/line_bucket';\nimport {polygonIntersectsBufferedMultiLine} from '../../util/intersection_tests';\nimport {getMaximumPaintValue, translateDistance, translate} from '../query_utils';\nimport {getLayoutProperties, getPaintProperties} from './line_style_layer_properties';\nimport EvaluationParameters from '../evaluation_parameters';\nimport {PossiblyEvaluated, DataDrivenProperty} from '../properties';\nimport ProgramConfiguration from '../../data/program_configuration';\nimport Step from '../../style-spec/expression/definitions/step';\nimport {lineDefinesValues} from '../../render/program/line_program';\n\nimport type {PossiblyEvaluatedValue, PropertyValue, PossiblyEvaluatedPropertyValue, ConfigOptions, Properties, Transitionable, Transitioning, Layout} from '../properties';\nimport type {Feature, FeatureState, ZoomConstantExpression, StylePropertyExpression} from '../../style-spec/expression/index';\nimport type {Bucket, BucketParameters} from '../../data/bucket';\nimport type {LayoutProps, PaintProps} from './line_style_layer_properties';\nimport type Transform from '../../geo/transform';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {TilespaceQueryGeometry} from '../query_geometry';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {RuntimeModuleType} from '../style_layer';\nimport type {CreateProgramParams} from '../../render/painter';\nimport type {Map as MapboxMap} from '../../ui/map';\nimport type {DynamicDefinesType} from '../../render/program/program_uniforms';\nimport type SourceCache from '../../source/source_cache';\nimport type {LUT} from \"../../util/lut\";\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {ProgramName} from '../../render/program';\nimport type {LineBlendDensityReadback, LineBlendFbos} from '../../render/draw_line';\n\nlet properties: {\n    layout: Properties<LayoutProps>;\n    paint: Properties<PaintProps>;\n};\n\nconst getProperties = () => {\n    if (properties) {\n        return properties;\n    }\n\n    properties = {\n        layout: getLayoutProperties(),\n        paint: getPaintProperties()\n    };\n\n    return properties;\n};\n\nclass LineFloorwidthProperty extends DataDrivenProperty<number> {\n    override useIntegerZoom: boolean | null | undefined;\n\n    override possiblyEvaluate(\n        value: PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>,\n        parameters: EvaluationParameters,\n    ): PossiblyEvaluatedPropertyValue<number> {\n        parameters = new EvaluationParameters(Math.floor(parameters.zoom), {\n            now: parameters.now,\n            fadeDuration: parameters.fadeDuration,\n            transition: parameters.transition,\n            worldview: parameters.worldview\n        });\n        return super.possiblyEvaluate(value, parameters);\n    }\n\n    override evaluate(\n        value: PossiblyEvaluatedValue<number>,\n        globals: EvaluationParameters,\n        feature: Feature,\n        featureState: FeatureState,\n    ): number {\n        globals = {...globals, zoom: Math.floor(globals.zoom)} as EvaluationParameters;\n        return super.evaluate(value, globals, feature, featureState);\n    }\n}\n\nlet lineFloorwidthProperty: LineFloorwidthProperty;\nconst getLineFloorwidthProperty = () => {\n    if (lineFloorwidthProperty) {\n        return lineFloorwidthProperty;\n    }\n\n    const properties = getProperties();\n\n    lineFloorwidthProperty = new LineFloorwidthProperty(properties.paint.properties['line-width'].specification);\n    lineFloorwidthProperty.useIntegerZoom = true;\n\n    return lineFloorwidthProperty;\n};\n\nclass LineStyleLayer extends StyleLayer {\n    override type!: 'line';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n\n    gradientVersion: number;\n    stepInterpolant!: boolean;\n    borderGradientVersion: number;\n    borderStepInterpolant!: boolean;\n\n    hasElevatedBuckets: boolean;\n    hasNonElevatedBuckets: boolean;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    lineBlendFbos: LineBlendFbos | null;\n    // Async GPU readback state for additive-mode density normalisation.\n    lineBlendDensityReadback: LineBlendDensityReadback | null;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = getProperties();\n        super(layer, properties, scope, lut, options);\n        if (properties.layout) {\n            this.layout = new PossiblyEvaluated(properties.layout);\n        }\n        this.gradientVersion = 0;\n        this.borderGradientVersion = 0;\n        this.hasElevatedBuckets = false;\n        this.hasNonElevatedBuckets = false;\n        this.lineBlendFbos = null;\n        this.lineBlendDensityReadback = null;\n    }\n\n    override _handleSpecialPaintPropertyUpdate(name: string) {\n        if (name === 'line-gradient') {\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-assignment\n            const expression: ZoomConstantExpression<'source'> = ((this._transitionablePaint._values['line-gradient'].value.expression) as any);\n            this.stepInterpolant = expression._styleExpression && expression._styleExpression.expression instanceof Step;\n            this.gradientVersion = (this.gradientVersion + 1) % Number.MAX_SAFE_INTEGER;\n        } else if (name === 'line-gradient-use-theme') {\n            // The gradient texture bakes in LUT-transformed colors; toggling\n            // use-theme changes the effective LUT and requires regeneration.\n            this.gradientVersion = (this.gradientVersion + 1) % Number.MAX_SAFE_INTEGER;\n        } else if (name === 'line-border-gradient') {\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-assignment\n            const expression: ZoomConstantExpression<'source'> = ((this._transitionablePaint._values['line-border-gradient'].value.expression) as any);\n            this.borderStepInterpolant = expression._styleExpression && expression._styleExpression.expression instanceof Step;\n            this.borderGradientVersion = (this.borderGradientVersion + 1) % Number.MAX_SAFE_INTEGER;\n        } else if (name === 'line-border-gradient-use-theme') {\n            this.borderGradientVersion = (this.borderGradientVersion + 1) % Number.MAX_SAFE_INTEGER;\n        }\n    }\n\n    gradientExpression(): StylePropertyExpression {\n        return this._transitionablePaint._values['line-gradient'].value.expression;\n    }\n\n    borderGradientExpression(): StylePropertyExpression {\n        return this._transitionablePaint._values['line-border-gradient'].value.expression;\n    }\n\n    widthExpression(): StylePropertyExpression {\n        return this._transitionablePaint._values['line-width'].value.expression;\n    }\n\n    emissiveStrengthExpression(): StylePropertyExpression {\n        return this._transitionablePaint._values['line-emissive-strength'].value.expression;\n    }\n\n    override recalculate(parameters: EvaluationParameters, availableImages: ImageId[]) {\n        super.recalculate(parameters, availableImages);\n\n        (this.paint._values as Record<string, unknown>)['line-floorwidth'] = getLineFloorwidthProperty().possiblyEvaluate(this._transitioningPaint._values['line-width'].value, parameters);\n    }\n\n    override createBucket(parameters: BucketParameters<this>): LineBucket {\n        return new LineBucket(parameters);\n    }\n\n    override getProgramIds(): ProgramName[] {\n        const patternProperty = this.paint.get('line-pattern');\n\n        const image = patternProperty.constantOr(1);\n        const programId = image ? 'linePattern' : 'line';\n        const ids: ProgramName[] = [programId];\n\n        const blendMode = this.paint.get('line-blend-mode');\n        if (blendMode !== 'default') {\n            ids.push('lineBlendComposite');\n        }\n\n        return ids;\n    }\n\n    override getDefaultProgramParams(name: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        if (name === 'lineBlendComposite') {\n            return {};\n        }\n        const definesValues = (lineDefinesValues(this) as DynamicDefinesType[]);\n        return {\n            config: new ProgramConfiguration(this, {zoom, lut}),\n            defines: definesValues,\n            overrideFog: false\n        };\n    }\n\n    override queryRadius(bucket: Bucket): number {\n        const lineBucket = bucket as LineBucket;\n        const width = getLineWidth(\n            getMaximumPaintValue('line-width', this, lineBucket),\n            getMaximumPaintValue('line-gap-width', this, lineBucket));\n        const offset = getMaximumPaintValue('line-offset', this, lineBucket);\n\n        return width / 2 + Math.abs(offset) + translateDistance(this.paint.get('line-translate'));\n    }\n\n    override queryIntersectsFeature(\n        queryGeometry: TilespaceQueryGeometry,\n        feature: VectorTileFeature,\n        featureState: FeatureState,\n        geometry: Array<Array<Point>>,\n        zoom: number,\n        transform: Transform,\n    ): boolean {\n        if (queryGeometry.queryGeometry.isAboveHorizon) return false;\n\n        const translatedPolygon = translate(queryGeometry.tilespaceGeometry,\n\n            this.paint.get('line-translate'),\n            this.paint.get('line-translate-anchor'),\n            transform.angle, queryGeometry.pixelToTileUnitsFactor);\n        const halfWidth = queryGeometry.pixelToTileUnitsFactor / 2 * getLineWidth(\n            this.paint.get('line-width').evaluate(feature, featureState),\n            this.paint.get('line-gap-width').evaluate(feature, featureState));\n        const lineOffset = this.paint.get('line-offset').evaluate(feature, featureState);\n        if (lineOffset) {\n\n            geometry = offsetLine(geometry, lineOffset * queryGeometry.pixelToTileUnitsFactor);\n        }\n\n        return polygonIntersectsBufferedMultiLine(translatedPolygon, geometry, halfWidth);\n    }\n\n    override isTileClipped(): boolean {\n        return this.hasNonElevatedBuckets;\n    }\n\n    override isDraped(_?: SourceCache | null): boolean {\n        return !this.hasElevatedBuckets || (this.layout && this.layout.get('line-elevation-reference') === 'hd-road-markup');\n    }\n\n    override hasElevation(): boolean {\n        return this.layout && this.layout.get('line-elevation-reference') !== 'none';\n    }\n\n    override mayUse(type: RuntimeModuleType): boolean {\n        if (type === 'HD') return rawLayoutMayUseHD(this, 'line-elevation-reference', v => v === 'hd-road-markup');\n        if (type === 'Lite') return lineMayUseLite(this);\n        return false;\n    }\n\n    override prepare(): Promise<void> {\n        return this.mayUse('HD') ? prepareHD() : Promise.resolve();\n    }\n\n    override hasOffscreenPass(): boolean {\n        const blendMode = this.paint.get('line-blend-mode');\n        return blendMode !== 'default' &&\n            this.paint.get('line-opacity').constantOr(1) !== 0 &&\n            this.paint.get('line-width').constantOr(1) !== 0 &&\n            this.visibility !== 'none';\n    }\n\n    override resize() {\n        this._destroyLineBlendFbo();\n    }\n\n    override onRemove(map: MapboxMap) {\n        const gl = map.painter && map.painter.context && map.painter.context.gl;\n        this._destroyLineBlendFbo(gl || undefined);\n    }\n\n    override _clear() {\n        this._destroyLineBlendFbo();\n    }\n\n    _destroyLineBlendFbo(gl?: WebGL2RenderingContext) {\n        if (this.lineBlendFbos) {\n            this.lineBlendFbos.destroy();\n            this.lineBlendFbos = null;\n        }\n\n        if (gl && this.lineBlendDensityReadback) {\n            this.lineBlendDensityReadback.destroy(gl);\n        }\n        this.lineBlendDensityReadback = null;\n    }\n}\n\nexport default LineStyleLayer;\n\nfunction lineMayUseLite(layer: LineStyleLayer): boolean {\n    if (!layer._unevaluatedLayout) return false;\n    const ref = layer._unevaluatedLayout.getValue('line-elevation-reference');\n    // Any explicit reference other than 'none' — including hd-road-markup and\n    // data-driven expressions (conservatively) — is treated as needing Lite. hd-road-markup\n    // technically never calls forceTerrainMode on its own, but styles that use it commonly\n    // combine it with other elevated features anyway, and an occasional unnecessary preload\n    // is a cheap, safe default.\n    if (ref !== undefined && (typeof ref !== 'string' || ref !== 'none')) return true;\n    // Reference is 'none' or unset: a non-zero line-z-offset still forces terrain\n    // mode, silently falling back to a ground reference (see LineBucket#populate).\n    const zOffset = layer._unevaluatedLayout.getValue('line-z-offset');\n    if (zOffset === undefined) return false;\n    if (typeof zOffset !== 'number') return true;\n    return zOffset !== 0;\n}\n\nfunction getLineWidth(lineWidth: number, lineGapWidth: number) {\n    if (lineGapWidth > 0) {\n        return lineGapWidth + 2 * lineWidth;\n    } else {\n        return lineWidth;\n    }\n}\n\nfunction offsetLine(rings: Array<Array<Point>>, offset: number): Array<Array<Point>> {\n    const newRings: Array<Array<Point>> = [];\n    const zero = new Point(0, 0);\n    for (let k = 0; k < rings.length; k++) {\n        const ring = rings[k];\n        const newRing: Array<Point> = [];\n        for (let i = 0; i < ring.length; i++) {\n            const a = ring[i - 1];\n            const b = ring[i];\n            const c = ring[i + 1];\n            const aToB = i === 0 ? zero : b.sub(a)._unit()._perp();\n            const bToC = i === ring.length - 1 ? zero : c.sub(b)._unit()._perp();\n            const extrude = aToB._add(bToC)._unit();\n\n            const cosHalfAngle = extrude.x * bToC.x + extrude.y * bToC.y;\n            extrude._mult(1 / cosHalfAngle);\n\n            newRing.push(extrude._mult(offset)._add(b));\n        }\n        newRings.push(newRing);\n    }\n    return newRings;\n}\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport {\n    ColorType} from '../../style-spec/expression/types';\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"symbol-placement\": DataConstantProperty<\"point\" | \"line\" | \"line-center\">;\n    \"symbol-spacing\": DataConstantProperty<number>;\n    \"symbol-avoid-edges\": DataConstantProperty<boolean>;\n    \"symbol-sort-key\": DataDrivenProperty<number>;\n    \"symbol-z-order\": DataConstantProperty<\"auto\" | \"viewport-y\" | \"source\">;\n    \"symbol-z-elevate\": DataConstantProperty<boolean>;\n    \"symbol-elevation-reference\": DataConstantProperty<\"sea\" | \"ground\" | \"hd-road-markup\">;\n    \"icon-allow-overlap\": DataConstantProperty<boolean>;\n    \"icon-ignore-placement\": DataConstantProperty<boolean>;\n    \"icon-optional\": DataConstantProperty<boolean>;\n    \"icon-rotation-alignment\": DataConstantProperty<\"map\" | \"viewport\" | \"auto\">;\n    \"icon-size\": DataDrivenProperty<number>;\n    \"icon-size-scale-range\": DataConstantProperty<[number, number]>;\n    \"icon-text-fit\": DataDrivenProperty<\"none\" | \"width\" | \"height\" | \"both\">;\n    \"icon-text-fit-padding\": DataDrivenProperty<[number, number, number, number]>;\n    \"icon-image\": DataDrivenProperty<ResolvedImage>;\n    \"icon-image-use-theme\": DataConstantProperty<string>;\n    \"icon-rotate\": DataDrivenProperty<number>;\n    \"icon-padding\": DataConstantProperty<number>;\n    \"icon-keep-upright\": DataConstantProperty<boolean>;\n    \"icon-offset\": DataDrivenProperty<[number, number]>;\n    \"icon-anchor\": DataDrivenProperty<\"center\" | \"left\" | \"right\" | \"top\" | \"bottom\" | \"top-left\" | \"top-right\" | \"bottom-left\" | \"bottom-right\">;\n    \"icon-pitch-alignment\": DataConstantProperty<\"map\" | \"viewport\" | \"auto\">;\n    \"text-pitch-alignment\": DataConstantProperty<\"map\" | \"viewport\" | \"auto\">;\n    \"text-rotation-alignment\": DataConstantProperty<\"map\" | \"viewport\" | \"auto\">;\n    \"text-field\": DataDrivenProperty<Formatted>;\n    \"text-font\": DataDrivenProperty<Array<string>>;\n    \"text-size\": DataDrivenProperty<number>;\n    \"text-size-scale-range\": DataConstantProperty<[number, number]>;\n    \"text-max-width\": DataDrivenProperty<number>;\n    \"text-line-height\": DataDrivenProperty<number>;\n    \"text-letter-spacing\": DataDrivenProperty<number>;\n    \"text-justify\": DataDrivenProperty<\"auto\" | \"left\" | \"center\" | \"right\">;\n    \"text-radial-offset\": DataDrivenProperty<number>;\n    \"text-variable-anchor\": DataConstantProperty<Array<\"center\" | \"left\" | \"right\" | \"top\" | \"bottom\" | \"top-left\" | \"top-right\" | \"bottom-left\" | \"bottom-right\">>;\n    \"text-anchor\": DataDrivenProperty<\"center\" | \"left\" | \"right\" | \"top\" | \"bottom\" | \"top-left\" | \"top-right\" | \"bottom-left\" | \"bottom-right\">;\n    \"text-max-angle\": DataConstantProperty<number>;\n    \"text-writing-mode\": DataConstantProperty<Array<\"horizontal\" | \"vertical\">>;\n    \"text-rotate\": DataDrivenProperty<number>;\n    \"text-padding\": DataConstantProperty<number>;\n    \"text-keep-upright\": DataConstantProperty<boolean>;\n    \"text-transform\": DataDrivenProperty<\"none\" | \"uppercase\" | \"lowercase\">;\n    \"text-offset\": DataDrivenProperty<[number, number]>;\n    \"text-allow-overlap\": DataConstantProperty<boolean>;\n    \"text-ignore-placement\": DataConstantProperty<boolean>;\n    \"text-optional\": DataConstantProperty<boolean>;\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"symbol-placement\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"symbol-placement\"]),\n    \"symbol-spacing\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"symbol-spacing\"]),\n    \"symbol-avoid-edges\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"symbol-avoid-edges\"]),\n    \"symbol-sort-key\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"symbol-sort-key\"]),\n    \"symbol-z-order\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"symbol-z-order\"]),\n    \"symbol-z-elevate\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"symbol-z-elevate\"]),\n    \"symbol-elevation-reference\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"symbol-elevation-reference\"]),\n    \"icon-allow-overlap\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-allow-overlap\"]),\n    \"icon-ignore-placement\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-ignore-placement\"]),\n    \"icon-optional\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-optional\"]),\n    \"icon-rotation-alignment\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-rotation-alignment\"]),\n    \"icon-size\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-size\"]),\n    \"icon-size-scale-range\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-size-scale-range\"]),\n    \"icon-text-fit\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-text-fit\"]),\n    \"icon-text-fit-padding\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-text-fit-padding\"]),\n    \"icon-image\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-image\"]),\n    \"icon-image-use-theme\": new DataConstantProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-constant\"}),\n    \"icon-rotate\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-rotate\"]),\n    \"icon-padding\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-padding\"]),\n    \"icon-keep-upright\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-keep-upright\"]),\n    \"icon-offset\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-offset\"]),\n    \"icon-anchor\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"icon-anchor\"]),\n    \"icon-pitch-alignment\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"icon-pitch-alignment\"]),\n    \"text-pitch-alignment\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-pitch-alignment\"]),\n    \"text-rotation-alignment\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-rotation-alignment\"]),\n    \"text-field\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-field\"]),\n    \"text-font\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-font\"]),\n    \"text-size\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-size\"]),\n    \"text-size-scale-range\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-size-scale-range\"]),\n    \"text-max-width\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-max-width\"]),\n    \"text-line-height\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-line-height\"]),\n    \"text-letter-spacing\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-letter-spacing\"]),\n    \"text-justify\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-justify\"]),\n    \"text-radial-offset\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-radial-offset\"]),\n    \"text-variable-anchor\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-variable-anchor\"]),\n    \"text-anchor\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-anchor\"]),\n    \"text-max-angle\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-max-angle\"]),\n    \"text-writing-mode\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-writing-mode\"]),\n    \"text-rotate\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-rotate\"]),\n    \"text-padding\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-padding\"]),\n    \"text-keep-upright\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-keep-upright\"]),\n    \"text-transform\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-transform\"]),\n    \"text-offset\": new DataDrivenProperty(styleSpec[\"layout_symbol\"][\"text-offset\"]),\n    \"text-allow-overlap\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-allow-overlap\"]),\n    \"text-ignore-placement\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-ignore-placement\"]),\n    \"text-optional\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"text-optional\"]),\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_symbol\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"icon-opacity\": DataDrivenProperty<number>;\n    \"icon-occlusion-opacity\": DataDrivenProperty<number>;\n    \"icon-emissive-strength\": DataDrivenProperty<number>;\n    \"text-emissive-strength\": DataDrivenProperty<number>;\n    \"icon-color\": DataDrivenProperty<Color>;\n    \"icon-halo-color\": DataDrivenProperty<Color>;\n    \"icon-halo-width\": DataDrivenProperty<number>;\n    \"icon-halo-blur\": DataDrivenProperty<number>;\n    \"icon-translate\": DataConstantProperty<[number, number]>;\n    \"icon-translate-anchor\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"icon-image-cross-fade\": DataConstantProperty<number>;\n    \"text-opacity\": DataDrivenProperty<number>;\n    \"text-occlusion-opacity\": DataDrivenProperty<number>;\n    \"text-color\": DataDrivenProperty<Color>;\n    \"text-halo-color\": DataDrivenProperty<Color>;\n    \"text-halo-width\": DataDrivenProperty<number>;\n    \"text-halo-blur\": DataDrivenProperty<number>;\n    \"text-translate\": DataConstantProperty<[number, number]>;\n    \"text-translate-anchor\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"icon-color-saturation\": DataConstantProperty<number>;\n    \"icon-color-contrast\": DataConstantProperty<number>;\n    \"icon-color-brightness-min\": DataConstantProperty<number>;\n    \"icon-color-brightness-max\": DataConstantProperty<number>;\n    \"symbol-z-offset\": DataDrivenProperty<number>;\n    \"placement-priority\": DataDrivenProperty<number>;\n    \"placement-group\": DataDrivenProperty<string>;\n    \"icon-color-use-theme\": DataDrivenProperty<string>;\n    \"icon-halo-color-use-theme\": DataDrivenProperty<string>;\n    \"text-color-use-theme\": DataDrivenProperty<string>;\n    \"text-halo-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"icon-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-opacity\"]),\n    \"icon-occlusion-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-occlusion-opacity\"]),\n    \"icon-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-emissive-strength\"]),\n    \"text-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-emissive-strength\"]),\n    \"icon-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-color\"]),\n    \"icon-halo-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-halo-color\"]),\n    \"icon-halo-width\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-halo-width\"]),\n    \"icon-halo-blur\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"icon-halo-blur\"]),\n    \"icon-translate\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"icon-translate\"]),\n    \"icon-translate-anchor\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"icon-translate-anchor\"]),\n    \"icon-image-cross-fade\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"icon-image-cross-fade\"]),\n    \"text-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-opacity\"]),\n    \"text-occlusion-opacity\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-occlusion-opacity\"]),\n    \"text-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-color\"], { runtimeType: ColorType, getOverride: (o: Record<string, unknown>) => o.textColor, hasOverride: (o: Record<string, unknown>) => !!o.textColor }),\n    \"text-halo-color\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-halo-color\"]),\n    \"text-halo-width\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-halo-width\"]),\n    \"text-halo-blur\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"text-halo-blur\"]),\n    \"text-translate\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"text-translate\"]),\n    \"text-translate-anchor\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"text-translate-anchor\"]),\n    \"icon-color-saturation\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"icon-color-saturation\"]),\n    \"icon-color-contrast\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"icon-color-contrast\"]),\n    \"icon-color-brightness-min\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"icon-color-brightness-min\"]),\n    \"icon-color-brightness-max\": new DataConstantProperty(styleSpec[\"paint_symbol\"][\"icon-color-brightness-max\"]),\n    \"symbol-z-offset\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"symbol-z-offset\"]),\n    \"placement-priority\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"placement-priority\"]),\n    \"placement-group\": new DataDrivenProperty(styleSpec[\"paint_symbol\"][\"placement-group\"]),\n    \"icon-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"icon-halo-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"text-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"text-halo-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","import {mat4} from 'gl-matrix';\nimport StyleLayer, {rawLayoutMayUseHD} from '../style_layer';\nimport {prepareHD} from '../../../modules/hd_worker';\nimport assert from '../../style-spec/util/assert';\nimport SymbolBucket from '../../data/bucket/symbol_bucket';\nimport resolveTokens from '../../util/resolve_tokens';\nimport {getLayoutProperties, getPaintProperties} from './symbol_style_layer_properties';\nimport {computeColorAdjustmentMatrix} from '../../util/util';\nimport {\n    PossiblyEvaluatedPropertyValue,\n} from '../properties';\nimport {\n    isExpression,\n    StyleExpression,\n    ZoomConstantExpression,\n    ZoomDependentExpression\n} from '../../style-spec/expression/index';\nimport {FormattedType} from '../../style-spec/expression/types';\nimport {typeOf} from '../../style-spec/expression/values';\nimport Formatted from '../../style-spec/expression/types/formatted';\nimport FormatSectionOverride from '../format_section_override';\nimport FormatExpression from '../../style-spec/expression/definitions/format';\nimport Literal from '../../style-spec/expression/definitions/literal';\nimport ProgramConfiguration from '../../data/program_configuration';\nimport EXTENT from '../../style-spec/data/extent';\nimport {getSymbolPlacementTileProjectionMatrix} from '../../geo/projection/projection_util';\n\nimport type {\n    PropertyValue,\n    ConfigOptions, Properties,\n    Transitionable,\n    Transitioning,\n    Layout,\n    PossiblyEvaluated\n} from '../properties';\nimport type {FormattedSection} from '../../style-spec/expression/types/formatted';\nimport type {FormattedSectionExpression} from '../../style-spec/expression/definitions/format';\nimport type {CreateProgramParams} from '../../render/painter';\nimport type {BucketParameters} from '../../data/bucket';\nimport type {LayoutProps, PaintProps} from './symbol_style_layer_properties';\nimport type EvaluationParameters from '../evaluation_parameters';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {Feature, SourceExpression, CompositeExpression} from '../../style-spec/expression/index';\nimport type {Expression} from '../../style-spec/expression/expression';\nimport type {CanonicalTileID} from '../../source/tile_id';\nimport type Tile from '../../source/tile';\nimport type {SymbolPlacementParameters} from '../../placement/symbol_placement_parameters';\nimport type {LUT} from \"../../util/lut\";\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {ProgramName} from '../../render/program';\nimport type SymbolAppearance from '../appearance';\nimport type {AppearanceProps} from '../appearance_properties';\nimport type {RuntimeModuleType} from '../style_layer';\nimport type SourceCache from '../../source/source_cache';\nimport type {FeatureStates} from '../../source/source_state';\n\nlet properties: {\n    layout: Properties<LayoutProps>;\n    paint: Properties<PaintProps>;\n};\n\nconst EMPTY_FEATURE_STATES: FeatureStates = {};\n\nfunction isStateDependent(value: PossiblyEvaluatedPropertyValue<unknown>): boolean {\n    return value.value.kind !== 'constant' && value.value.isStateDependent;\n}\n\nconst getProperties = () => {\n    if (properties) {\n        return properties;\n    }\n\n    properties = {\n        layout: getLayoutProperties(),\n        paint: getPaintProperties()\n    };\n\n    return properties;\n};\n\nclass SymbolStyleLayer extends StyleLayer {\n    override type!: 'symbol';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    _colorAdjustmentMatrix: mat4;\n    _saturation!: number;\n    _contrast!: number;\n    _brightnessMin!: number;\n    _brightnessMax!: number;\n\n    hasOcclusionOpacityProperties: boolean;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        super(layer, getProperties(), scope, lut, options, layer.layout ? layer.layout['icon-image-use-theme'] : null);\n        this._colorAdjustmentMatrix = mat4.identity([]);\n        this.hasOcclusionOpacityProperties = (layer.paint !== undefined) && (('icon-occlusion-opacity' in layer.paint) || ('text-occlusion-opacity' in layer.paint));\n    }\n\n    override _handleSpecialPaintPropertyUpdate(name: string) {\n        if (name === 'icon-occlusion-opacity' || name === 'text-occlusion-opacity') {\n            this.hasOcclusionOpacityProperties = true;\n        }\n    }\n\n    override recalculate(parameters: EvaluationParameters, availableImages: ImageId[]) {\n        super.recalculate(parameters, availableImages);\n\n        if (this.appearances) {\n            this.appearances.forEach(a => {\n                a.recalculate(parameters, availableImages, this.iconImageUseTheme);\n            });\n        }\n\n        if (this.appearances.length !== 0) {\n            // When text-variable-anchor is present, a proper unified bbox for appearances would be very large as it\n            // needs to cover texts for all appearances for all anchors.\n            // A better solution might be to have a separate bbox for each anchor, but it requires significant changes\n            // in stored data and placement logic.\n            // For now we disable text-variable-anchor when appearances are present.\n            // Deleting it here makes it use the default value\n            delete this.layout._values['text-variable-anchor'];\n        }\n\n        if (this.layout.get('icon-rotation-alignment') === 'auto') {\n            if (this.layout.get('symbol-placement') !== 'point') {\n                this.layout._values['icon-rotation-alignment'] = 'map';\n            } else {\n                this.layout._values['icon-rotation-alignment'] = 'viewport';\n            }\n        }\n\n        if (this.layout.get('text-rotation-alignment') === 'auto') {\n            if (this.layout.get('symbol-placement') !== 'point') {\n                this.layout._values['text-rotation-alignment'] = 'map';\n            } else {\n                this.layout._values['text-rotation-alignment'] = 'viewport';\n            }\n        }\n\n        // If unspecified, `*-pitch-alignment` inherits `*-rotation-alignment`\n        if (this.layout.get('text-pitch-alignment') === 'auto') {\n            this.layout._values['text-pitch-alignment'] = this.layout.get('text-rotation-alignment');\n        }\n        if (this.layout.get('icon-pitch-alignment') === 'auto') {\n            this.layout._values['icon-pitch-alignment'] = this.layout.get('icon-rotation-alignment');\n        }\n\n        const writingModes = this.layout.get('text-writing-mode');\n        if (writingModes) {\n            // remove duplicates, preserving order\n            const deduped = [];\n\n            for (const m of writingModes) {\n                if (!deduped.includes(m)) deduped.push(m);\n            }\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            this.layout._values['text-writing-mode'] = deduped;\n        } else if (this.layout.get('symbol-placement') === 'point') {\n            // default value for 'point' placement symbols\n            this.layout._values['text-writing-mode'] = ['horizontal'];\n        } else {\n            // default value for 'line' placement symbols\n            this.layout._values['text-writing-mode'] = ['horizontal', 'vertical'];\n        }\n\n        this._setPaintOverrides();\n    }\n\n    getColorAdjustmentMatrix(\n        saturation: number,\n        contrast: number,\n        brightnessMin: number,\n        brightnessMax: number,\n    ): mat4 {\n        if (this._saturation !== saturation ||\n            this._contrast !== contrast ||\n            this._brightnessMin !== brightnessMin ||\n            this._brightnessMax !== brightnessMax) {\n\n            this._colorAdjustmentMatrix = computeColorAdjustmentMatrix(saturation, contrast, brightnessMin, brightnessMax);\n\n            this._saturation = saturation;\n            this._contrast = contrast;\n            this._brightnessMin = brightnessMin;\n            this._brightnessMax = brightnessMax;\n        }\n        return this._colorAdjustmentMatrix;\n    }\n\n    getValueAndResolveTokens<T extends keyof LayoutProps>(\n        name: T,\n        feature: Feature,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n    ): string {\n        const property = this.layout.get(name) as unknown as PossiblyEvaluatedPropertyValue<LayoutProps[T]>;\n        const value = property.evaluate(feature, {}, canonical, availableImages) as unknown as string;\n        const unevaluated = this._unevaluatedLayout._values[name];\n        if (!unevaluated.isDataDriven() && !isExpression(unevaluated.value) && value) {\n            return resolveTokens(feature.properties, value);\n        }\n\n        return value;\n    }\n\n    getAppearanceValueAndResolveTokens<T extends keyof AppearanceProps>(\n        appearance: SymbolAppearance,\n        name: T,\n        feature: Feature,\n        canonical: CanonicalTileID,\n        availableImages: ImageId[],\n    ) {\n        const property = appearance.getLayoutProperty(name) as unknown as PossiblyEvaluatedPropertyValue<LayoutProps[T]>;\n        if (!property) return;\n\n        const value = property.evaluate(feature, {}, canonical, availableImages);\n        const unevaluated = appearance.getUnevaluatedLayoutProperties()._values[name];\n        if (!unevaluated.isDataDriven() && !isExpression(unevaluated.value) && value && typeof value === 'string') {\n            return resolveTokens(feature.properties, value);\n        }\n\n        return value;\n    }\n\n    override createBucket(parameters: BucketParameters<this>): SymbolBucket {\n        return new SymbolBucket(parameters);\n    }\n\n    override placeSymbols(parameters: SymbolPlacementParameters, tiles: Array<Tile>, styleLayerOrder: number, sourceCache: SourceCache, checkAgainstClipLayer: boolean): void {\n        const {globalPlacement, idRangeAllocator, transform, buildingIndex, fogState, groupOrders, replacementSource} = parameters;\n        const layerUid = this.runtimeLayerUID;\n\n        const statefulPlacement = isStateDependent(this.paint.get('placement-group')) ||\n            isStateDependent(this.paint.get('placement-priority'));\n        const featureStates: FeatureStates = statefulPlacement ?\n            sourceCache._state.getState(this.sourceLayer || '_geojsonTileLayer') : EMPTY_FEATURE_STATES;\n\n        for (const tile of tiles) {\n            const bucket = tile.getBucket(this) as SymbolBucket | undefined;\n            if (!bucket || this.fqid !== bucket.layerIds[0]) continue;\n\n            // Bakes road/building elevation into bucket.symbolInstances' zOffset ahead of the\n            // placement run\n            if (bucket.elevationType === 'offset' && buildingIndex) {\n                buildingIndex.updateZOffset(bucket, tile.tileID);\n            } else if (bucket.elevationType === 'road' && bucket.hdExt) {\n                bucket.hdExt.updateRoadElevation(bucket, tile.tileID.canonical);\n            }\n            bucket.updateZOffset();\n\n            globalPlacement.startSymbolSourceProcessing(bucket);\n            const posMatrix = getSymbolPlacementTileProjectionMatrix(tile.tileID, bucket.getProjection(), transform, transform.projection.name);\n            const textPixelRatio = tile.tileSize / EXTENT;\n            bucket.addToPlacement(globalPlacement, idRangeAllocator, layerUid, posMatrix, transform, textPixelRatio, tile, fogState, groupOrders, styleLayerOrder, featureStates, checkAgainstClipLayer ? replacementSource : null);\n            globalPlacement.finishSourceProcessing();\n        }\n    }\n\n    override queryRadius(): number {\n        return 0;\n    }\n\n    override queryIntersectsFeature(): boolean {\n        assert(false); // Should take a different path in FeatureIndex\n        return false;\n    }\n\n    _setPaintOverrides() {\n        for (const overridable of getProperties().paint.overridableProperties as Array<keyof PaintProps>) {\n            if (!SymbolStyleLayer.hasPaintOverride(this.layout, overridable)) {\n                continue;\n            }\n            const overriden = this.paint.get(overridable) as unknown as PossiblyEvaluatedPropertyValue<PaintProps>;\n            const override = new FormatSectionOverride(overriden);\n            const styleExpression = new StyleExpression(override, overriden.property.specification, this.scope, this.options, this.layout.get('icon-image-use-theme'));\n            let expression = null;\n            // eslint-disable-next-line no-warning-comments\n            // TODO: check why were the `isLightConstant` values omitted from the construction of these expressions\n            if (overriden.value.kind === 'constant' || overriden.value.kind === 'source') {\n                expression = (new ZoomConstantExpression('source', styleExpression) as SourceExpression);\n            } else {\n                expression = (new ZoomDependentExpression('composite',\n                                                          styleExpression,\n                                                          overriden.value.zoomStops,\n                                                          overriden.value.interpolationType) as CompositeExpression);\n            }\n            (this.paint._values as unknown as Record<string, PossiblyEvaluatedPropertyValue<unknown>>)[overridable] =\n                new PossiblyEvaluatedPropertyValue(overriden.property,\n                                                   // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                                                   expression,\n                                                   overriden.parameters);\n        }\n    }\n\n    override _handleOverridablePaintPropertyUpdate<T, R>(name: string, oldValue: PropertyValue<T, R>, newValue: PropertyValue<T, R>): boolean {\n        if (!this.layout || oldValue.isDataDriven() || newValue.isDataDriven()) {\n            return false;\n        }\n        return SymbolStyleLayer.hasPaintOverride(this.layout, name);\n    }\n\n    static hasPaintOverride(layout: PossiblyEvaluated<LayoutProps>, propertyName: string): boolean {\n        const textField = layout.get('text-field');\n\n        const property = getProperties().paint.properties[propertyName] as {overrides?: {hasOverride: (o: unknown) => boolean}};\n        let hasOverrides = false;\n\n        const checkSections = (sections: Array<FormattedSection> | Array<FormattedSectionExpression>) => {\n            for (const section of sections) {\n                if (property.overrides && property.overrides.hasOverride(section)) {\n                    hasOverrides = true;\n                    return;\n                }\n            }\n        };\n\n        if (textField.value.kind === 'constant' && textField.value.value instanceof Formatted) {\n\n            checkSections(textField.value.value.sections);\n\n        } else if (textField.value.kind === 'source') {\n\n            const checkExpression = (expression: Expression) => {\n                if (hasOverrides) return;\n\n                if (expression instanceof Literal && typeOf(expression.value) === FormattedType) {\n                    const formatted = (expression.value) as Formatted;\n                    checkSections(formatted.sections);\n                } else if (expression instanceof FormatExpression) {\n                    checkSections(expression.sections);\n                } else {\n                    expression.eachChild(checkExpression);\n                }\n            };\n\n            const expr = (textField.value) as ZoomConstantExpression<'source'>;\n            if (expr._styleExpression) {\n                checkExpression(expr._styleExpression.expression);\n            }\n        }\n\n        return hasOverrides;\n    }\n\n    override getProgramIds(): ProgramName[] {\n        return ['symbol'];\n    }\n\n    override getDefaultProgramParams(name: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        return {\n            config: new ProgramConfiguration(this, {zoom, lut}),\n            overrideFog: false\n        };\n    }\n\n    override hasElevation(): boolean {\n        return this.layout && this.layout.get('symbol-elevation-reference') === 'hd-road-markup';\n    }\n\n    override mayUse(type: RuntimeModuleType): boolean {\n        return type === 'HD' && rawLayoutMayUseHD(this, 'symbol-elevation-reference', v => v === 'hd-road-markup');\n    }\n\n    override prepare(): Promise<void> {\n        return this.mayUse('HD') ? prepareHD() : Promise.resolve();\n    }\n}\n\nexport default SymbolStyleLayer;\n","export default resolveTokens;\n\n/**\n * Replace tokens in a string template with values in an object\n *\n * @param properties a key/value relationship between tokens and replacements\n * @param text the template string\n * @returns the template with tokens replaced\n * @private\n */\nfunction resolveTokens(\n    properties: {\n        readonly [key: string]: unknown;\n    },\n    text: string,\n): string {\n    return text.replace(/{([^{}]+)}/g, (match, key: string) => {\n        return key in properties ? String(properties[key]) : '';\n    });\n}\n","import assert from '../style-spec/util/assert';\nimport {NullType} from '../style-spec/expression/types';\nimport {register} from '../util/web_worker_transfer';\n\nimport type {Expression} from '../style-spec/expression/expression';\nimport type EvaluationContext from '../style-spec/expression/evaluation_context';\nimport type {Type} from '../style-spec/expression/types';\nimport type {ZoomConstantExpression} from '../style-spec/expression/index';\nimport type {PossiblyEvaluatedPropertyValue} from './properties';\n\n// This is an internal expression class. It is only used in GL JS and\n// has GL JS dependencies which can break the standalone style-spec module\nexport default class FormatSectionOverride<T> implements Expression {\n    type: Type;\n    defaultValue: PossiblyEvaluatedPropertyValue<T>;\n\n    constructor(defaultValue: PossiblyEvaluatedPropertyValue<T>) {\n        assert(defaultValue.property.overrides !== undefined);\n        this.type = defaultValue.property.overrides ? defaultValue.property.overrides.runtimeType : NullType;\n        this.defaultValue = defaultValue;\n    }\n\n    evaluate(ctx: EvaluationContext): T {\n        if (ctx.formattedSection) {\n            const overrides = this.defaultValue.property.overrides;\n            if (overrides && overrides.hasOverride(ctx.formattedSection)) {\n                return overrides.getOverride(ctx.formattedSection) as T;\n            }\n        }\n\n        if (ctx.feature && ctx.featureState) {\n            return this.defaultValue.evaluate(ctx.feature, ctx.featureState);\n        }\n\n        // not sure how to make Flow refine the type properly here — will need investigation\n        return this.defaultValue.property.specification.default as T;\n    }\n\n    eachChild(fn: (_: Expression) => void) {\n        if (!this.defaultValue.isConstant()) {\n            const expr: ZoomConstantExpression<'source'> = this.defaultValue.value as ZoomConstantExpression<'source'>;\n            fn(expr._styleExpression.expression);\n        }\n    }\n\n    // Cannot be statically evaluated, as the output depends on the evaluation context.\n    outputDefined(): boolean {\n        return false;\n    }\n\n    serialize(): null {\n        return null;\n    }\n}\n\nregister(FormatSectionOverride, 'FormatSectionOverride', {omit: ['defaultValue']});\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_background\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"background-pitch-alignment\": DataConstantProperty<\"map\" | \"viewport\">;\n    \"background-color\": DataConstantProperty<Color>;\n    \"background-pattern\": DataConstantProperty<ResolvedImage | null | undefined>;\n    \"background-opacity\": DataConstantProperty<number>;\n    \"background-emissive-strength\": DataConstantProperty<number>;\n    \"background-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"background-pitch-alignment\": new DataConstantProperty(styleSpec[\"paint_background\"][\"background-pitch-alignment\"]),\n    \"background-color\": new DataConstantProperty(styleSpec[\"paint_background\"][\"background-color\"]),\n    \"background-pattern\": new DataConstantProperty(styleSpec[\"paint_background\"][\"background-pattern\"]),\n    \"background-opacity\": new DataConstantProperty(styleSpec[\"paint_background\"][\"background-opacity\"]),\n    \"background-emissive-strength\": new DataConstantProperty(styleSpec[\"paint_background\"][\"background-emissive-strength\"]),\n    \"background-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_raster\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"raster-opacity\": DataConstantProperty<number>;\n    \"raster-color\": ColorRampProperty;\n    \"raster-color-mix\": DataConstantProperty<[number, number, number, number]>;\n    \"raster-color-range\": DataConstantProperty<[number, number]>;\n    \"raster-color-scale\": DataConstantProperty<\"linear\" | \"log\">;\n    \"raster-hue-rotate\": DataConstantProperty<number>;\n    \"raster-brightness-min\": DataConstantProperty<number>;\n    \"raster-brightness-max\": DataConstantProperty<number>;\n    \"raster-saturation\": DataConstantProperty<number>;\n    \"raster-contrast\": DataConstantProperty<number>;\n    \"raster-resampling\": DataConstantProperty<\"linear\" | \"nearest\">;\n    \"raster-fade-duration\": DataConstantProperty<number>;\n    \"raster-emissive-strength\": DataConstantProperty<number>;\n    \"raster-array-band\": DataConstantProperty<string>;\n    \"raster-elevation\": DataConstantProperty<number>;\n    \"raster-elevation-reference\": DataConstantProperty<\"sea\" | \"ground\">;\n    \"raster-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"raster-opacity\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-opacity\"]),\n    \"raster-color\": new ColorRampProperty(styleSpec[\"paint_raster\"][\"raster-color\"]),\n    \"raster-color-mix\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-color-mix\"]),\n    \"raster-color-range\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-color-range\"]),\n    \"raster-color-scale\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-color-scale\"]),\n    \"raster-hue-rotate\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-hue-rotate\"]),\n    \"raster-brightness-min\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-brightness-min\"]),\n    \"raster-brightness-max\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-brightness-max\"]),\n    \"raster-saturation\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-saturation\"]),\n    \"raster-contrast\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-contrast\"]),\n    \"raster-resampling\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-resampling\"]),\n    \"raster-fade-duration\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-fade-duration\"]),\n    \"raster-emissive-strength\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-emissive-strength\"]),\n    \"raster-array-band\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-array-band\"]),\n    \"raster-elevation\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-elevation\"]),\n    \"raster-elevation-reference\": new DataConstantProperty(styleSpec[\"paint_raster\"][\"raster-elevation-reference\"]),\n    \"raster-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","import StyleLayer from '../style_layer';\nimport {getLayoutProperties, getPaintProperties} from './raster_style_layer_properties';\nimport {type ColorRampScale, renderColorRamp} from '../../util/color_ramp';\n\nimport type {Transitionable, Transitioning, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {RGBAImage} from '../../util/image';\nimport type {PaintProps} from './raster_style_layer_properties';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type Texture from '../../render/texture';\nimport type SourceCache from '../../source/source_cache';\nimport type ImageSource from '../../source/image_source';\nimport type {LUT} from \"../../util/lut\";\nimport type {ProgramName} from '../../render/program';\n\nexport const COLOR_RAMP_RES = 1024;\nexport const COLOR_MIX_FACTOR = (Math.pow(COLOR_RAMP_RES, 2) - 1) / (255 * COLOR_RAMP_RES * (COLOR_RAMP_RES + 3));\n\nclass RasterStyleLayer extends StyleLayer {\n    override type!: 'raster';\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    colorRamp!: RGBAImage;\n    colorRampTexture: Texture | null | undefined;\n\n    // Cache the currently-computed range so that we can call updateColorRamp\n    // during raster color rendering, at which point we can make use of the\n    // source's data range in case raster-color-range is not explicitly specified\n    // in the style. This allows us to call multiple times and only update if\n    // it's changed.\n    _curRampRange: [number, number];\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n        this.updateColorRamp();\n        this._curRampRange = [NaN, NaN];\n    }\n\n    override getProgramIds(): ProgramName[] {\n        return ['raster'];\n    }\n\n    hasColorMap(): boolean {\n        const expr = this._transitionablePaint._values['raster-color'].value;\n        return !!expr.value;\n    }\n\n    override tileCoverLift(): number {\n        return this.paint.get('raster-elevation');\n    }\n\n    override isDraped(sourceCache?: SourceCache | null): boolean {\n        // Special handling for raster, where the drapeability depends on the source\n        const source = sourceCache ? sourceCache._source : null;\n        // image/video/canvas sources (the only ones with pole flags) are not draped at the poles\n        if (source && (source.type === 'image' || source.type === 'video' || source.type === 'canvas')) {\n            // If tile ID is missing, it's rendered outside of the tile pyramid (eg. poles)\n            const imageSource = source as ImageSource;\n            if (imageSource.onNorthPole || imageSource.onSouthPole) {\n                return false;\n            }\n        }\n        return this.paint.get('raster-elevation') === 0.0;\n    }\n\n    override _handleSpecialPaintPropertyUpdate(name: string) {\n        if (name === 'raster-color' || name === 'raster-color-range' || name === 'raster-color-scale') {\n            // Force recomputation\n            this._curRampRange = [NaN, NaN];\n\n            this.updateColorRamp();\n        }\n    }\n\n    override _clear() {\n        if (this.colorRampTexture) {\n            this.colorRampTexture.destroy();\n            this.colorRampTexture = null;\n        }\n    }\n\n    updateColorRamp(overrideRange?: [number, number] | null) {\n        if (!this.hasColorMap()) return;\n        if (!this._curRampRange) return;\n\n        const expression = this._transitionablePaint._values['raster-color'].value.expression;\n        const [start, end] = overrideRange || this._transitionablePaint._values['raster-color-range'].value.expression.evaluate({zoom: 0}) || [NaN, NaN];\n\n        if (isNaN(start) && isNaN(end)) return;\n        if (start === this._curRampRange[0] && end === this._curRampRange[1]) return;\n\n        const scale = this._transitionablePaint._values['raster-color-scale'].value.expression.evaluate<undefined | ColorRampScale>({zoom: 0});\n\n        this.colorRamp = renderColorRamp({\n            expression,\n            evaluationKey: 'rasterValue',\n            image: this.colorRamp,\n            clips: [{start, end}],\n            resolution: COLOR_RAMP_RES,\n            scale\n        });\n        this.colorRampTexture = null;\n        this._curRampRange = [start, end];\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        return this.paint.get('raster-elevation') > 0;\n    }\n}\n\nexport default RasterStyleLayer;\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_raster-particle\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"raster-particle-array-band\": DataConstantProperty<string>;\n    \"raster-particle-count\": DataConstantProperty<number>;\n    \"raster-particle-color\": ColorRampProperty;\n    \"raster-particle-max-speed\": DataConstantProperty<number>;\n    \"raster-particle-speed-factor\": DataConstantProperty<number>;\n    \"raster-particle-fade-opacity-factor\": DataConstantProperty<number>;\n    \"raster-particle-reset-rate-factor\": DataConstantProperty<number>;\n    \"raster-particle-elevation\": DataConstantProperty<number>;\n    \"raster-particle-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"raster-particle-array-band\": new DataConstantProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-array-band\"]),\n    \"raster-particle-count\": new DataConstantProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-count\"]),\n    \"raster-particle-color\": new ColorRampProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-color\"]),\n    \"raster-particle-max-speed\": new DataConstantProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-max-speed\"]),\n    \"raster-particle-speed-factor\": new DataConstantProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-speed-factor\"]),\n    \"raster-particle-fade-opacity-factor\": new DataConstantProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-fade-opacity-factor\"]),\n    \"raster-particle-reset-rate-factor\": new DataConstantProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-reset-rate-factor\"]),\n    \"raster-particle-elevation\": new DataConstantProperty(styleSpec[\"paint_raster-particle\"][\"raster-particle-elevation\"]),\n    \"raster-particle-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_sky\"][\"visibility\"]),\n}));\n\nexport type PaintProps = {\n    \"sky-type\": DataConstantProperty<\"gradient\" | \"atmosphere\">;\n    \"sky-atmosphere-sun\": DataConstantProperty<[number, number]>;\n    \"sky-atmosphere-sun-intensity\": DataConstantProperty<number>;\n    \"sky-gradient-center\": DataConstantProperty<[number, number]>;\n    \"sky-gradient-radius\": DataConstantProperty<number>;\n    \"sky-gradient\": ColorRampProperty;\n    \"sky-atmosphere-halo-color\": DataConstantProperty<Color>;\n    \"sky-atmosphere-color\": DataConstantProperty<Color>;\n    \"sky-opacity\": DataConstantProperty<number>;\n    \"sky-gradient-use-theme\": DataDrivenProperty<string>;\n    \"sky-atmosphere-halo-color-use-theme\": DataDrivenProperty<string>;\n    \"sky-atmosphere-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"sky-type\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-type\"]),\n    \"sky-atmosphere-sun\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-atmosphere-sun\"]),\n    \"sky-atmosphere-sun-intensity\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-atmosphere-sun-intensity\"]),\n    \"sky-gradient-center\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-gradient-center\"]),\n    \"sky-gradient-radius\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-gradient-radius\"]),\n    \"sky-gradient\": new ColorRampProperty(styleSpec[\"paint_sky\"][\"sky-gradient\"]),\n    \"sky-atmosphere-halo-color\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-atmosphere-halo-color\"]),\n    \"sky-atmosphere-color\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-atmosphere-color\"]),\n    \"sky-opacity\": new DataConstantProperty(styleSpec[\"paint_sky\"][\"sky-opacity\"]),\n    \"sky-gradient-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"sky-atmosphere-halo-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n    \"sky-atmosphere-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\n\nexport type PaintProps = {};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../properties';\n\n\nimport type Color from '../../style-spec/util/color';\nimport type Formatted from '../../style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../style-spec/style-spec';\n\n\nexport type PaintProps = {};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../../src/style-spec/reference/latest';\n\nimport {\n    Properties,\n    ColorRampProperty,\n    DataDrivenProperty,\n    DataConstantProperty\n} from '../../../src/style/properties';\n\n\nimport type Color from '../../../src/style-spec/util/color';\nimport type Formatted from '../../../src/style-spec/expression/types/formatted';\nimport type ResolvedImage from '../../../src/style-spec/expression/types/resolved_image';\nimport type {StylePropertySpecification} from '../../../src/style-spec/style-spec';\n\nexport type LayoutProps = {\n    \"visibility\": DataConstantProperty<\"visible\" | \"none\">;\n    \"model-id\": DataDrivenProperty<string>;\n    \"model-allow-density-reduction\": DataConstantProperty<boolean>;\n};\nlet layout: Properties<LayoutProps>;\nexport const getLayoutProperties = (): Properties<LayoutProps> => layout || (layout = new Properties({\n    \"visibility\": new DataConstantProperty(styleSpec[\"layout_model\"][\"visibility\"]),\n    \"model-id\": new DataDrivenProperty(styleSpec[\"layout_model\"][\"model-id\"]),\n    \"model-allow-density-reduction\": new DataConstantProperty(styleSpec[\"layout_model\"][\"model-allow-density-reduction\"]),\n}));\n\nexport type PaintProps = {\n    \"model-opacity\": DataDrivenProperty<number>;\n    \"model-rotation\": DataDrivenProperty<[number, number, number]>;\n    \"model-scale\": DataDrivenProperty<[number, number, number]>;\n    \"model-translation\": DataDrivenProperty<[number, number, number]>;\n    \"model-color\": DataDrivenProperty<Color>;\n    \"model-color-mix-intensity\": DataDrivenProperty<number>;\n    \"model-type\": DataConstantProperty<\"common-3d\" | \"location-indicator\">;\n    \"model-cast-shadows\": DataConstantProperty<boolean>;\n    \"model-receive-shadows\": DataConstantProperty<boolean>;\n    \"model-ambient-occlusion-intensity\": DataConstantProperty<number>;\n    \"model-emissive-strength\": DataDrivenProperty<number>;\n    \"model-roughness\": DataDrivenProperty<number>;\n    \"model-height-based-emissive-strength-multiplier\": DataDrivenProperty<[number, number, number, number, number]>;\n    \"model-cutoff-fade-range\": DataConstantProperty<number>;\n    \"model-front-cutoff\": DataConstantProperty<[number, number, number]>;\n    \"model-elevation-reference\": DataConstantProperty<\"sea\" | \"ground\" | \"hd-road-markup\">;\n    \"model-line-cutout-mode\": DataConstantProperty<\"enabled\" | \"disabled\" | \"enabled-above-cutout\">;\n    \"model-color-use-theme\": DataDrivenProperty<string>;\n};\n\nlet paint: Properties<PaintProps>;\nexport const getPaintProperties = (): Properties<PaintProps> => paint || (paint = new Properties({\n    \"model-opacity\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-opacity\"]),\n    \"model-rotation\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-rotation\"]),\n    \"model-scale\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-scale\"]),\n    \"model-translation\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-translation\"]),\n    \"model-color\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-color\"]),\n    \"model-color-mix-intensity\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-color-mix-intensity\"]),\n    \"model-type\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-type\"]),\n    \"model-cast-shadows\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-cast-shadows\"]),\n    \"model-receive-shadows\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-receive-shadows\"]),\n    \"model-ambient-occlusion-intensity\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-ambient-occlusion-intensity\"]),\n    \"model-emissive-strength\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-emissive-strength\"]),\n    \"model-roughness\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-roughness\"]),\n    \"model-height-based-emissive-strength-multiplier\": new DataDrivenProperty(styleSpec[\"paint_model\"][\"model-height-based-emissive-strength-multiplier\"]),\n    \"model-cutoff-fade-range\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-cutoff-fade-range\"]),\n    \"model-front-cutoff\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-front-cutoff\"]),\n    \"model-elevation-reference\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-elevation-reference\"]),\n    \"model-line-cutout-mode\": new DataConstantProperty(styleSpec[\"paint_model\"][\"model-line-cutout-mode\"]),\n    \"model-color-use-theme\": new DataDrivenProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-driven\"}),\n}));\n","import StyleLayer from '../style_layer';\nimport browser from '../../util/browser';\nimport {getLayoutProperties, getPaintProperties} from './raster_particle_style_layer_properties';\nimport {renderColorRamp} from '../../util/color_ramp';\n\nimport type {RuntimeModuleType} from '../style_layer';\nimport type {PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {RGBAImage} from '../../util/image';\nimport type {Map as MapboxMap} from '../../ui/map';\nimport type {PaintProps} from './raster_particle_style_layer_properties';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type Texture from '../../render/texture';\nimport type Framebuffer from '../../gl/framebuffer';\nimport type SourceCache from '../../source/source_cache';\nimport type {LUT} from \"../../util/lut\";\nimport type {ProgramName} from '../../render/program';\n\nconst COLOR_RAMP_RES = 256;\n\nclass RasterParticleStyleLayer extends StyleLayer {\n    override type!: 'raster-particle';\n\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    // Shared rendering resources\n\n    colorRamp!: RGBAImage;\n    colorRampTexture: Texture | null | undefined;\n    tileFramebuffer!: Framebuffer;\n    particleFramebuffer!: Framebuffer;\n    particlePositionRGBAImage!: RGBAImage;\n\n    previousDrawTimestamp: number | null | undefined;\n    lastInvalidatedAt: number;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n        this._updateColorRamp();\n        this.lastInvalidatedAt = browser.now();\n    }\n\n    override mayUse(type: RuntimeModuleType): boolean {\n        return type === 'HD';\n    }\n\n    override _clear() {\n        if (this.colorRampTexture) {\n            this.colorRampTexture.destroy();\n            this.colorRampTexture = null;\n        }\n        if (this.tileFramebuffer) {\n            this.tileFramebuffer.destroy();\n            this.tileFramebuffer = null;\n        }\n        if (this.particleFramebuffer) {\n            this.particleFramebuffer.destroy();\n            this.particleFramebuffer = null;\n        }\n    }\n\n    override onRemove(_: MapboxMap): void {\n        if (this.colorRampTexture) {\n            this.colorRampTexture.destroy();\n        }\n\n        if (this.tileFramebuffer) {\n            this.tileFramebuffer.destroy();\n        }\n\n        if (this.particleFramebuffer) {\n            this.particleFramebuffer.destroy();\n        }\n    }\n\n    hasColorMap(): boolean {\n        const expr = this._transitionablePaint._values['raster-particle-color'].value;\n        return !!expr.value;\n    }\n\n    override getProgramIds(): ProgramName[] {\n        return ['rasterParticle'];\n    }\n\n    override hasOffscreenPass(): boolean {\n        return this.visibility !== 'none';\n    }\n\n    override isDraped(_?: SourceCache | null): boolean {\n        return false;\n    }\n\n    override _handleSpecialPaintPropertyUpdate(name: string) {\n        if (name === 'raster-particle-color' || name === 'raster-particle-max-speed') {\n            this._updateColorRamp();\n            this._invalidateAnimationState();\n        }\n\n        if (name === 'raster-particle-count') {\n            this._invalidateAnimationState();\n        }\n    }\n\n    _updateColorRamp() {\n        if (!this.hasColorMap()) return;\n\n        const expression = this._transitionablePaint._values['raster-particle-color'].value.expression;\n        const end: number = this._transitionablePaint._values['raster-particle-max-speed'].value.expression.evaluate({zoom: 0});\n\n        this.colorRamp = renderColorRamp({\n            expression,\n            evaluationKey: 'rasterParticleSpeed',\n            image: this.colorRamp,\n            clips: [{start: 0, end}],\n            resolution: COLOR_RAMP_RES,\n        });\n        this.colorRampTexture = null;\n    }\n\n    _invalidateAnimationState() {\n        this.lastInvalidatedAt = browser.now();\n    }\n\n    override tileCoverLift(): number {\n        return this.paint.get('raster-particle-elevation');\n    }\n}\n\nexport {COLOR_RAMP_RES};\nexport default RasterParticleStyleLayer;\n","import StyleLayer from '../style_layer';\nimport assert from '../../style-spec/util/assert';\n\nimport type {Map} from '../../ui/map';\nimport type {ValidationError, ValidationErrors} from '../validate_style';\nimport type {ProjectionSpecification} from '../../style-spec/types';\nimport type SourceCache from '../../source/source_cache';\n\ntype CustomLayerRenderMethod = (\n    gl: WebGL2RenderingContext,\n    matrix: Array<number>,\n    projection?: ProjectionSpecification,\n    projectionToMercatorMatrix?: Array<number>,\n    projectionToMercatorTransition?: number,\n    centerInMercator?: Array<number>,\n    pixelsPerMeterRatio?: number,\n) => void;\n\nexport type CustomLayerRenderEmissiveMode = undefined | 'dual-source-blending' | 'mrt' | 'mrt-rgba';\n\n/**\n * Interface for custom style layers. This is a specification for\n * implementers to model: it is not an exported method or class.\n *\n * Custom layers allow a user to render directly into the map's GL context using the map's camera.\n * These layers can be added between any regular layers using {@link Map#addLayer}.\n *\n * Custom layers must have a unique `id` and must have the `type` of `\"custom\"`.\n * They must implement `render` and may implement `prerender`, `onAdd` and `onRemove`.\n * They can trigger rendering using {@link Map#triggerRepaint}\n * and they should appropriately handle {@link Map.event:webglcontextlost} and\n * {@link Map.event:webglcontextrestored}.\n *\n * The `renderingMode` property controls whether the layer is treated as a `\"2d\"` or `\"3d\"` map layer. Use:\n * - `\"renderingMode\": \"3d\"` to use the depth buffer and share it with other layers\n * - `\"renderingMode\": \"2d\"` to add a layer with no depth. If you need to use the depth buffer for a `\"2d\"` layer you must use an offscreen\n *   framebuffer and {@link CustomLayerInterface#prerender}.\n *\n * @interface CustomLayerInterface\n * @property {string} id A unique layer id.\n * @property {string} type The layer's type. Must be `\"custom\"`.\n * @property {string} renderingMode Either `\"2d\"` or `\"3d\"`. Defaults to `\"2d\"`.\n * @property {boolean} wrapTileId If `renderWorldCopies` is enabled `renderToTile` of the custom layer method will be called with different `x` value of the tile rendered on different copies of the world unless `wrapTileId` is set to `true`. Defaults to `false`.\n * @example\n * // Custom layer implemented as ES6 class\n * class NullIslandLayer {\n *     constructor() {\n *         this.id = 'null-island';\n *         this.type = 'custom';\n *         this.renderingMode = '2d';\n *     }\n *\n *     onAdd(map, gl) {\n *         const vertexSource = `\n *         uniform mat4 u_matrix;\n *         void main() {\n *             gl_Position = u_matrix * vec4(0.5, 0.5, 0.0, 1.0);\n *             gl_PointSize = 20.0;\n *         }`;\n *\n *         const fragmentSource = `\n *         void main() {\n *             gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n *         }`;\n *\n *         const vertexShader = gl.createShader(gl.VERTEX_SHADER);\n *         gl.shaderSource(vertexShader, vertexSource);\n *         gl.compileShader(vertexShader);\n *         const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n *         gl.shaderSource(fragmentShader, fragmentSource);\n *         gl.compileShader(fragmentShader);\n *\n *         this.program = gl.createProgram();\n *         gl.attachShader(this.program, vertexShader);\n *         gl.attachShader(this.program, fragmentShader);\n *         gl.linkProgram(this.program);\n *     }\n *\n *     render(gl, matrix) {\n *         gl.useProgram(this.program);\n *         gl.uniformMatrix4fv(gl.getUniformLocation(this.program, \"u_matrix\"), false, matrix);\n *         gl.drawArrays(gl.POINTS, 0, 1);\n *     }\n * }\n *\n * map.on('load', () => {\n *     map.addLayer(new NullIslandLayer());\n * });\n * @example\n * // Custom layer that implements `supportsEmissiveMode` and renders draped over terrain/globe.\n * // A separate shader variant is compiled per `emissiveMode` so the fragment shader can declare\n * // the right outputs for whichever mode `renderToTile` is called with.\n * class EmissiveTriangleLayer {\n *     constructor() {\n *         this.id = 'emissive-triangle';\n *         this.type = 'custom';\n *         this.renderingMode = '3d';\n *     }\n *\n *     supportsEmissiveMode(emissiveMode) {\n *         // This layer's shaders declare an appropriate output for every mode.\n *         return true;\n *     }\n *\n *     onAdd(map, gl) {\n *         this.programs = {\n *             base: this._createProgram(gl, []),\n *             'mrt': this._createProgram(gl, ['EMISSIVE_MODE_MRT']),\n *             'mrt-rgba': this._createProgram(gl, ['EMISSIVE_MODE_MRT_RGBA'])\n *         };\n *\n *         const verts = new Float32Array([0, 0.5, 0.5, -0.5, -0.5, -0.5]);\n *         this.vertexBuffer = gl.createBuffer();\n *         gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n *         gl.bufferData(gl.ARRAY_BUFFER, verts, gl.STATIC_DRAW);\n *     }\n *\n *     _createProgram(gl, defines) {\n *         // `#version 300 es` is required so the fragment shader can declare a second,\n *         // location-1 output for the 'mrt' / 'mrt-rgba' modes.\n *         const defineBlock = defines.map((d) => `#define ${d}`).join('\\n');\n *\n *         const vertexSource = `#version 300 es\n *         ${defineBlock}\n *         in vec2 aPos;\n *         void main() {\n *             gl_Position = vec4(aPos, 1.0, 1.0);\n *         }`;\n *\n *         const fragmentSource = `#version 300 es\n *         ${defineBlock}\n *         precision highp float;\n *         layout(location = 0) out vec4 glFragColor;\n *         #if defined(EMISSIVE_MODE_MRT) || defined(EMISSIVE_MODE_MRT_RGBA)\n *         layout(location = 1) out vec4 out_Target1;\n *         #endif\n *         void main() {\n *             // Fully emissive, semi-transparent green triangle, written premultiplied.\n *             vec4 col_rgba = vec4(0.0, 0.5, 0.0, 0.5);\n *             glFragColor = vec4(col_rgba.rgb * col_rgba.a, col_rgba.a);\n *\n *             #ifdef EMISSIVE_MODE_MRT_RGBA\n *             out_Target1 = glFragColor;\n *             #endif\n *\n *             #ifdef EMISSIVE_MODE_MRT\n *             out_Target1 = vec4(glFragColor.a, 0.0, 0.0, glFragColor.a);\n *             #endif\n *         }`;\n *\n *         const vertexShader = gl.createShader(gl.VERTEX_SHADER);\n *         gl.shaderSource(vertexShader, vertexSource);\n *         gl.compileShader(vertexShader);\n *         const fragmentShader = gl.createShader(gl.FRAGMENT_SHADER);\n *         gl.shaderSource(fragmentShader, fragmentSource);\n *         gl.compileShader(fragmentShader);\n *\n *         const program = gl.createProgram();\n *         gl.attachShader(program, vertexShader);\n *         gl.attachShader(program, fragmentShader);\n *         gl.linkProgram(program);\n *         program.aPos = gl.getAttribLocation(program, 'aPos');\n *         return program;\n *     }\n *\n *     renderToTile(gl, tileId, emissiveMode) {\n *         // `undefined` and `'dual-source-blending'` both read emissive strength from the\n *         // regular color output's alpha channel, so they share the plain `base` program.\n *         const program = this.programs[emissiveMode] || this.programs.base;\n *         gl.useProgram(program);\n *         gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);\n *         gl.enableVertexAttribArray(program.aPos);\n *         gl.vertexAttribPointer(program.aPos, 2, gl.FLOAT, false, 0, 0);\n *         gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);\n *     }\n *\n *     render() {}\n * }\n * @see [Example: Add a custom style layer](https://docs.mapbox.com/mapbox-gl-js/example/custom-style-layer/)\n * @see [Example: Add a 3D model](https://docs.mapbox.com/mapbox-gl-js/example/add-3d-model/)\n */\n\n/**\n * Optional method called when the layer has been added to the Map with {@link Map#addLayer}. This\n * gives the layer a chance to initialize gl resources and register event listeners.\n *\n * @function\n * @memberof CustomLayerInterface\n * @instance\n * @name onAdd\n * @param {Map} map The Map this custom layer was just added to.\n * @param {WebGL2RenderingContext} gl The gl context for the map.\n */\n\n/**\n * Optional method called when the layer has been removed from the Map with {@link Map#removeLayer}. This\n * gives the layer a chance to clean up gl resources and event listeners.\n *\n * @function\n * @memberof CustomLayerInterface\n * @instance\n * @name onRemove\n * @param {Map} map The Map this custom layer was just added to.\n * @param {WebGL2RenderingContext} gl The gl context for the map.\n */\n\n/**\n * Optional method called during a render frame to allow a layer to prepare resources or render into a texture.\n *\n * The layer cannot make any assumptions about the current GL state and must bind a framebuffer before rendering.\n *\n * @function\n * @memberof CustomLayerInterface\n * @instance\n * @name prerender\n * @param {WebGL2RenderingContext} gl The map's gl context.\n * @param {Array<number>} matrix The map's camera matrix. It projects spherical mercator\n * coordinates to gl coordinates. The mercator coordinate `[0, 0]` represents the\n * top left corner of the mercator world and `[1, 1]` represents the bottom right corner. When\n * the `renderingMode` is `\"3d\"`, the z coordinate is conformal. A box with identical x, y, and z\n * lengths in mercator units would be rendered as a cube. {@link MercatorCoordinate#fromLngLat}\n * can be used to project a `LngLat` to a mercator coordinate.\n */\n\n/**\n * Called during a render frame allowing the layer to draw into the GL context.\n *\n * The layer can assume blending and depth state is set to allow the layer to properly\n * blend and clip other layers. The layer cannot make any other assumptions about the\n * current GL state.\n *\n * If the layer needs to render to a texture, it should implement the `prerender` method\n * to do this and only use the `render` method for drawing directly into the main framebuffer.\n *\n * The blend function is set to `gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA)`. This expects\n * colors to be provided in premultiplied alpha form where the `r`, `g` and `b` values are already\n * multiplied by the `a` value. If you are unable to provide colors in premultiplied form you\n * may want to change the blend function to\n * `gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA)`.\n *\n * @function\n * @memberof CustomLayerInterface\n * @instance\n * @name render\n * @param {WebGL2RenderingContext} gl The map's gl context.\n * @param {Array<number>} matrix The map's camera matrix. It projects spherical mercator\n * coordinates to gl coordinates. The spherical mercator coordinate `[0, 0]` represents the\n * top left corner of the mercator world and `[1, 1]` represents the bottom right corner. When\n * the `renderingMode` is `\"3d\"`, the z coordinate is conformal. A box with identical x, y, and z\n * lengths in mercator units would be rendered as a cube. {@link MercatorCoordinate#fromLngLat}\n * can be used to project a `LngLat` to a mercator coordinate.\n */\n\n/**\n * Optional method used to determine whether `renderToTile` writes an appropriate emissive\n * output for a given `emissiveMode` (see {@link CustomLayerInterface#renderToTile}). It is\n * called immediately before `renderToTile` whenever the map's compositing pipeline is tracking\n * per-fragment emissive contribution (`emissiveMode` `'mrt'` or `'mrt-rgba'`). If it is not\n * implemented, or returns `false` for a given mode, the layer is treated as emitting no light\n * of its own for that mode.\n *\n * @function\n * @memberof CustomLayerInterface\n * @instance\n * @name supportsEmissiveMode\n * @param {'dual-source-blending' | 'mrt' | 'mrt-rgba'} emissiveMode Identifies which emissive\n * tracking mode the map is currently using. See {@link CustomLayerInterface#renderToTile} for\n * the meaning of each value.\n * @returns {boolean} `true` if `renderToTile` writes an appropriate emissive output for\n * `emissiveMode`.\n */\n\n/**\n * Called for every tile of a map with enabled terrain or globe projection.\n * By default it passes the unwrapped tile ID of corresponding tile.\n * You can use `wrapTileId` to pass the wrapped tile ID.\n *\n * The layer can assume blending and depth state is set to allow the layer to properly\n * blend and clip other layers. The layer cannot make any other assumptions about the\n * current GL state.\n *\n * @function\n * @memberof CustomLayerInterface\n * @name renderToTile\n * @param {WebGL2RenderingContext} gl The map's gl context.\n * @param {{ z: number, x: number, y: number }} tileId Tile ID to render to.\n * @param {'dual-source-blending' | 'mrt' | 'mrt-rgba'} [emissiveMode] Identifies how the map is currently tracking draped layers' emissive contribution, and what — if anything — must be written in addition to the regular color output at location `0`. See {@link CustomLayerInterface#supportsEmissiveMode}.\n * - `undefined`: no per-fragment emissive tracking is active. Write only the regular premultiplied color.\n * - `'dual-source-blending'`: same as `undefined`. The color output's alpha channel is itself used as an approximation of emissive strength, so no extra output is required.\n * - `'mrt'`: a second render target with a single `R8` channel is bound at output location `1`. Write an approximation of the fragment's emissive contribution (e.g. alpha weighted by how emissive the fragment is) to its red channel.\n * - `'mrt-rgba'`: a second `RGBA8` render target is bound at output location `1`. Write the fragment's full emissive color there, premultiplied by alpha to match the default blend mode (see {@link CustomLayerInterface#render}).\n */\nexport interface CustomLayerInterface {\n    id: string;\n    type: 'custom';\n    slot?: string;\n    renderingMode?: '2d' | '3d';\n    wrapTileId?: boolean;\n    supportsEmissiveMode?: (emissiveMode: CustomLayerRenderEmissiveMode) => boolean;\n    render: CustomLayerRenderMethod;\n    prerender?: CustomLayerRenderMethod;\n    renderToTile?: (gl: WebGL2RenderingContext, tileId: {z: number, x: number, y: number}, emissiveMode?: CustomLayerRenderEmissiveMode) => void;\n    shouldRerenderTiles?: () => boolean;\n    onAdd?: (map: Map, gl: WebGL2RenderingContext) => void;\n    onRemove?: (map: Map, gl: WebGL2RenderingContext) => void;\n\n    source?: never;\n    'source-layer'?: never;\n    minzoom?: never;\n    maxzoom?: never;\n    filter?: never;\n    layout?: never;\n    paint?: never;\n}\n\nexport function validateCustomStyleLayer(layerObject: CustomLayerInterface): ValidationErrors {\n    const errors: ValidationError[] = [];\n    const id = layerObject.id;\n\n    if (id === undefined) {\n        errors.push({\n            message: `layers.${id}: missing required property \"id\"`\n        });\n    }\n\n    if (layerObject.render === undefined) {\n        errors.push({\n            message: `layers.${id}: missing required method \"render\"`\n        });\n    }\n\n    if (layerObject.renderingMode &&\n        layerObject.renderingMode !== '2d' &&\n        layerObject.renderingMode !== '3d') {\n        errors.push({\n            message: `layers.${id}: property \"renderingMode\" must be either \"2d\" or \"3d\"`\n        });\n    }\n\n    return errors;\n}\n\nclass CustomStyleLayer extends StyleLayer {\n    override type!: 'custom';\n\n    implementation: CustomLayerInterface;\n\n    constructor(implementation: CustomLayerInterface, scope: string) {\n        super(implementation, {}, scope, null);\n        this.implementation = implementation;\n        if (implementation.slot) this.slot = implementation.slot;\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        return this.implementation.renderingMode === '3d';\n    }\n\n    override hasOffscreenPass(): boolean {\n        return this.implementation.prerender !== undefined;\n    }\n\n    override isDraped(_?: SourceCache | null): boolean {\n        return this.implementation.renderToTile !== undefined;\n    }\n\n    shouldRedrape(): boolean {\n        return !!this.implementation.shouldRerenderTiles && this.implementation.shouldRerenderTiles();\n    }\n\n    override recalculate() {}\n    override updateTransitions() {}\n    override hasTransition(): boolean {\n        return false;\n    }\n\n    override serialize(): never {\n        assert(false, \"Custom layers cannot be serialized\");\n    }\n\n    override onAdd(map: Map) {\n        if (this.implementation.onAdd) {\n            this.implementation.onAdd(map, map.painter.context.gl);\n        }\n    }\n\n    override onRemove(map: Map) {\n        if (this.implementation.onRemove) {\n            this.implementation.onRemove(map, map.painter.context.gl);\n        }\n    }\n}\n\nexport default CustomStyleLayer;\n","import StyleLayer from '../style_layer';\nimport {getLayoutProperties, getPaintProperties} from './sky_style_layer_properties';\nimport {renderColorRamp} from '../../util/color_ramp';\nimport {warnOnce, degToRad} from '../../util/util';\nimport {vec3, quat} from 'gl-matrix';\nimport assert from '../../style-spec/util/assert';\n\nimport type {Transitionable, Transitioning, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {PaintProps} from './sky_style_layer_properties';\nimport type Texture from '../../render/texture';\nimport type Painter from '../../render/painter';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type Framebuffer from '../../gl/framebuffer';\nimport type {RGBAImage} from '../../util/image';\nimport type SkyboxGeometry from '../../render/skybox_geometry';\nimport type {Position} from '../../util/util';\nimport type {LUT} from \"../../util/lut\";\nimport type {ProgramName} from '../../render/program';\n\nfunction getCelestialDirection(azimuth: number, altitude: number, leftHanded: boolean): [number, number, number] {\n    const up: [number, number, number] = [0, 0, 1];\n    const rotation = quat.identity([]);\n\n    quat.rotateY(rotation, rotation, leftHanded ? -degToRad(azimuth) + Math.PI : degToRad(azimuth));\n    quat.rotateX(rotation, rotation, -degToRad(altitude));\n    vec3.transformQuat(up, up, rotation);\n\n    return vec3.normalize(up, up) as [number, number, number];\n}\n\nclass SkyLayer extends StyleLayer {\n    override type!: 'sky';\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n    _lightPosition!: Position;\n\n    skyboxFbo: Framebuffer | null | undefined;\n    skyboxTexture: WebGLTexture | null | undefined;\n    _skyboxInvalidated: boolean | null | undefined;\n\n    colorRamp!: RGBAImage;\n    colorRampTexture: Texture | null | undefined;\n\n    skyboxGeometry!: SkyboxGeometry;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n        this._updateColorRamp();\n    }\n\n    override _clear() {\n        if (this.skyboxFbo) {\n            this.skyboxFbo.destroy();\n            this.skyboxFbo = null;\n        }\n        if (this.colorRampTexture) {\n            this.colorRampTexture.destroy();\n            this.colorRampTexture = null;\n        }\n        this._skyboxInvalidated = true;\n    }\n\n    override _handleSpecialPaintPropertyUpdate(name: string) {\n        if (name === 'sky-gradient') {\n            this._updateColorRamp();\n        } else if (name === 'sky-atmosphere-sun' ||\n                   name === 'sky-atmosphere-halo-color' ||\n                   name === 'sky-atmosphere-color' ||\n                   name === 'sky-atmosphere-sun-intensity') {\n            this._skyboxInvalidated = true;\n        }\n    }\n\n    _updateColorRamp() {\n        const expression = this._transitionablePaint._values['sky-gradient'].value.expression;\n        this.colorRamp = renderColorRamp({\n            expression,\n            evaluationKey: 'skyRadialProgress'\n        });\n        if (this.colorRampTexture) {\n            this.colorRampTexture.destroy();\n            this.colorRampTexture = null;\n        }\n    }\n\n    needsSkyboxCapture(painter: Painter): boolean {\n        if (!!this._skyboxInvalidated || !this.skyboxTexture || !this.skyboxGeometry) {\n            return true;\n        }\n        if (!this.paint.get('sky-atmosphere-sun')) {\n            const lightPosition = painter.style.light.properties.get('position');\n            return this._lightPosition.azimuthal !== lightPosition.azimuthal ||\n                   this._lightPosition.polar !== lightPosition.polar;\n        }\n        return false;\n    }\n\n    getCenter(painter: Painter, leftHanded: boolean): [number, number, number] {\n        const type = this.paint.get('sky-type');\n        if (type === 'atmosphere') {\n            const sunPosition = this.paint.get('sky-atmosphere-sun');\n            const useLightPosition = !sunPosition;\n            const light = painter.style.light;\n            const lightPosition = light.properties.get('position');\n\n            if (useLightPosition && light.properties.get('anchor') === 'viewport') {\n                warnOnce('The sun direction is attached to a light with viewport anchor, lighting may behave unexpectedly.');\n            }\n\n            return useLightPosition ?\n                getCelestialDirection(lightPosition.azimuthal, -lightPosition.polar + 90, leftHanded) :\n                getCelestialDirection(sunPosition[0], -sunPosition[1] + 90, leftHanded);\n        }\n        assert(type === 'gradient');\n        const direction = this.paint.get('sky-gradient-center');\n        return getCelestialDirection(direction[0], -direction[1] + 90, leftHanded);\n    }\n\n    override isSky(): boolean {\n        return true;\n    }\n\n    markSkyboxValid(painter: Painter) {\n        this._skyboxInvalidated = false;\n\n        this._lightPosition = painter.style.light.properties.get('position');\n    }\n\n    override hasOffscreenPass(): boolean {\n        return true;\n    }\n\n    override getProgramIds(): ProgramName[] | null {\n        const type = this.paint.get('sky-type');\n        if (type === 'atmosphere') {\n            return ['skyboxCapture', 'skybox'];\n        } else if (type === 'gradient') {\n            return ['skyboxGradient'];\n        }\n        return null;\n    }\n}\n\nexport default SkyLayer;\n","import EXTENT from '../../../src/style-spec/data/extent';\nimport {register} from '../../../src/util/web_worker_transfer';\nimport loadGeometry from '../../../src/data/load_geometry';\nimport toEvaluationFeature from '../../../src/data/evaluation_feature';\nimport EvaluationParameters from '../../../src/style/evaluation_parameters';\nimport {vec3} from 'gl-matrix';\nimport {InstanceVertexArray} from '../../../src/data/array_types';\nimport assert from '../../../src/style-spec/util/assert';\nimport {warnOnce} from '../../../src/util/util';\nimport {rotationScaleYZFlipMatrix} from '../../util/model_util';\nimport {tileToMeter} from '../../../src/geo/mercator_coordinate';\nimport {instanceAttributes} from '../model_attributes';\nimport {regionsEquals, transformPointToTile, pointInFootprint, skipClipping} from '../../../3d-style/source/replacement_source';\nimport {LayerTypeMask} from '../../../3d-style/util/conflation';\nimport {type FeatureState, type GlobalProperties} from '../../../src/style-spec/expression/index';\nimport Point from '@mapbox/point-geometry';\nimport {getElevationFeature} from '../../elevation/get_elevation_feature';\n\nimport type {ElevationFeature} from '../../elevation/elevation_feature';\nimport type ModelStyleLayer from '../../style/style_layer/model_style_layer';\nimport type {ReplacementSource, Region} from '../../../3d-style/source/replacement_source';\nimport type {EvaluationFeature} from '../../../src/data/evaluation_feature';\nimport type {mat3, mat4} from 'gl-matrix';\nimport type {CanonicalTileID, OverscaledTileID, UnwrappedTileID} from '../../../src/source/tile_id';\nimport type {\n    Bucket,\n    BucketParameters,\n    BucketFeature,\n    IndexedFeature,\n    PopulateParameters\n} from '../../../src/data/bucket';\nimport type Context from '../../../src/gl/context';\nimport type VertexBuffer from '../../../src/gl/vertex_buffer';\nimport type {FeatureStates} from '../../../src/source/source_state';\nimport type {SpritePositions} from '../../../src/util/image';\nimport type {ProjectionSpecification} from '../../../src/style-spec/types';\nimport type {TileTransform} from '../../../src/geo/projection/tile_transform';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {TileFootprint} from '../../../3d-style/util/conflation';\nimport type {ImageId} from '../../../src/style-spec/expression/types/image_id';\nimport type {StyleModelMap} from '../../../src/style/style_mode';\n\nclass ModelFeature {\n    feature: EvaluationFeature;\n    featureStates: FeatureState;\n    instancedDataOffset: number;\n    instancedDataCount: number;\n\n    rotation: vec3;\n    scale: vec3;\n    translation: vec3;\n\n    constructor(feature: EvaluationFeature, offset: number) {\n        this.feature = feature;\n        this.instancedDataOffset = offset;\n        this.instancedDataCount = 0;\n        this.rotation = [0, 0, 0];\n        this.scale = [1, 1, 1];\n        this.translation = [0, 0, 0];\n    }\n}\n\nclass PerModelAttributes {\n    // If node has meshes, instancedDataArray gets an entry for each feature instance (used for all meshes or the node).\n    instancedDataArray: InstanceVertexArray;\n    instancedDataBuffer!: VertexBuffer;\n    instancesEvaluatedElevation: Array<number>; // Gets added to DEM elevation of the instance to produce value in instancedDataArray.\n    instancesRoadElevation: Array<number> | undefined;\n\n    features: Array<ModelFeature>;\n    idToFeaturesIndex: Partial<Record<string | number, number>>; // via this.features, enable lookup instancedDataArray based on feature ID.\n    maxScale: number = 1;\n    maxXYTranslationDistance: number = 0;\n\n    constructor() {\n        this.instancedDataArray = new InstanceVertexArray();\n        this.instancesEvaluatedElevation = [];\n        this.features = [];\n        this.idToFeaturesIndex = {};\n    }\n\n    colorForInstance(index: number): [number, number, number, number] {\n        const offset = index * 16;\n        const va = this.instancedDataArray.float32;\n\n        // Decompose: Math.round(100.0 * color.a) + color.b / 1.05;\n        let a = Math.floor(va[offset + 2]);\n        const b = (va[offset + 2] - a) * 1.05;\n        a /= 100.0;\n        // 0 & 1: tile coordinates stored in integer part of float, R and G color components,\n        // originally in range [0..1], scaled to range [0..0.952(arbitrary, just needs to be\n        // under 1)].\n        const r = (va[offset] % 1) * 1.05;\n        const g = (va[offset + 1] % 1) * 1.05;\n        return [r, g, b, a];\n    }\n\n    tileCoordinatesForInstance(index: number): Point {\n        const offset = index * 16;\n        const va = this.instancedDataArray.float32;\n        let x_ = va[offset + 0];\n        const wasHidden = x_ > EXTENT;\n        x_ = wasHidden ? x_ - EXTENT : x_;\n        // Position is stored in integer part of value, fractional part is used for color\n        const x = Math.trunc(x_);\n        const y = Math.trunc(va[offset + 1]);\n        return new Point(x, y);\n    }\n\n    translationForInstance(index: number): vec3 {\n        const offset = index * 16;\n        const va = this.instancedDataArray.float32;\n        return [va[offset + 4], va[offset + 5], va[offset + 6]];\n    }\n\n    rotationScaleForInstance(index: number): mat3 {\n        const offset = index * 16;\n        const va = this.instancedDataArray.float32;\n        return [va[offset + 7],\n            va[offset + 8],\n            va[offset + 9],\n            va[offset + 10],\n            va[offset + 11],\n            va[offset + 12],\n            va[offset + 13],\n            va[offset + 14],\n            va[offset + 15]];\n    }\n\n    transformForInstance(index: number): mat4 {\n        const offset = index * 16;\n        const va = this.instancedDataArray.float32;\n        return [\n            va[offset + 7], va[offset + 8], va[offset + 9], va[offset + 4],\n            va[offset + 10], va[offset + 11], va[offset + 12], va[offset + 5],\n            va[offset + 13], va[offset + 14], va[offset + 15], va[offset + 6],\n            0, 0, 0, 1.0];\n    }\n}\n\nclass ModelBucket implements Bucket {\n    requiresStandardRuntime = true;\n\n    zoom: number;\n    index: number;\n    canonical: CanonicalTileID;\n    overscaledZ: number;\n    layers: Array<ModelStyleLayer>;\n    layerIds: Array<string>;\n    stateDependentLayers!: Array<ModelStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n    hasPattern: boolean;\n    worldview: string | undefined;\n\n    instancesPerModel: Record<string, PerModelAttributes>;\n\n    uploaded!: boolean;\n\n    tileToMeter!: number;\n    projection: ProjectionSpecification;\n\n    // elevation is baked into vertex buffer together with evaluated instance translation\n    validForExaggeration: number;\n    validForDEMTile: {\n        id: OverscaledTileID | null | undefined;\n        timestamp: number;\n    };\n    maxVerticalOffset: number; // for tile AABB calculation\n    maxScale: number; // across all dimensions, for tile AABB calculation\n    maxHeight: number; // calculated from previous two, during rendering, when models are available.\n    isInsideFirstShadowMapFrustum!: boolean; // evaluated during first shadows pass and cached here for the second shadow pass.\n    lookup: Uint8Array | null | undefined;\n    lookupDim: number;\n    instanceCount: number;\n    // Bucket min/max terrain elevation among instance positions taking exaggeration value into account\n    terrainElevationMin: number;\n    terrainElevationMax: number;\n\n    hasZoomDependentProperties: boolean;\n    modelUris: Array<string>;\n    modelsRequested: boolean;\n\n    activeReplacements: Array<Region>;\n    replacementUpdateTime: number;\n    styleDefinedModelURLs: StyleModelMap;\n    hasAppearances: boolean | null;\n\n    constructor(options: BucketParameters<ModelStyleLayer>) {\n        this.zoom = options.zoom;\n        this.canonical = options.canonical;\n        this.overscaledZ = this.canonical.z + Math.log2(options.overscaling);\n        this.layers = options.layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.projection = options.projection;\n        this.index = options.index;\n        this.worldview = options.worldview;\n\n        this.hasZoomDependentProperties = this.layers[0].isZoomDependent();\n\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n        this.hasPattern = false;\n        this.instancesPerModel = {};\n        this.validForExaggeration = 0;\n        this.maxVerticalOffset = 0;\n        this.maxScale = 0;\n        this.maxHeight = 0;\n        // reduce density, more on lower zooms and almost no reduction in overscale range.\n        // Heuristics is related to trees performance. Disable density check after maxZoom + 2.\n        // For vector tiles this means:\n        // z15 and lower: lookup grid of size 75x75 per tile\n        // z16: 100x100, z17: 256x256, z18: no density reduction.\n        this.lookupDim = this.zoom > (this.canonical.z + 1) ? 0 : (this.zoom > this.canonical.z ? 256 : this.zoom > 15 ? 75 : 100);\n        this.instanceCount = 0;\n\n        this.terrainElevationMin = 0;\n        this.terrainElevationMax = 0;\n        this.validForDEMTile = {id: null, timestamp: 0};\n        this.modelUris = [];\n        this.modelsRequested = false;\n        this.activeReplacements = [];\n        this.replacementUpdateTime = 0;\n        this.styleDefinedModelURLs = options.styleDefinedModelURLs;\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(_id: UnwrappedTileID, _footprints: Array<TileFootprint>) {\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    populate(features: Array<IndexedFeature>, options: PopulateParameters, canonical: CanonicalTileID, tileTransform: TileTransform) {\n        this.tileToMeter = tileToMeter(canonical);\n        const needGeometry = this.layers[0]._featureFilter.needGeometry;\n        this.lookup = new Uint8Array(this.lookupDim * this.lookupDim);\n\n        // Only use elevation features when model-elevation-reference is set to hd-road-markup\n        const usesHdRoadMarkupElevation = this.layers[0].paint.get('model-elevation-reference') === 'hd-road-markup';\n        const elevationFeatures = usesHdRoadMarkupElevation ? options.elevationFeatures : undefined;\n\n        for (const {feature, id, index, sourceLayerIndex} of features) {\n            // use non numeric id, if in properties, too.\n            const featureId = id ?? ((feature.properties && Object.hasOwn(feature.properties, \"id\")) ? feature.properties[\"id\"] : undefined);\n            const evaluationFeature = toEvaluationFeature(feature, needGeometry);\n\n            if (!this.layers[0]._featureFilter.filter(new EvaluationParameters(this.zoom, {worldview: this.worldview, activeFloors: options.activeFloors}), evaluationFeature, canonical))\n                continue;\n\n            const bucketFeature: BucketFeature = {\n                id: featureId as number,\n                sourceLayerIndex,\n                index,\n                geometry: needGeometry ? evaluationFeature.geometry : loadGeometry(feature, canonical, tileTransform),\n                properties: feature.properties,\n                type: feature.type,\n                patterns: {}\n            };\n\n            const modelId = this.addFeature(bucketFeature, bucketFeature.geometry, evaluationFeature, elevationFeatures, canonical);\n\n            if (modelId) {\n                // Since 3D model geometry extends over footprint or point geometry, it is important\n                // to add some padding to envelope calculated for grid index lookup, in order to\n                // prevent false negatives in FeatureIndex's coarse check.\n                // Envelope padding is a half of featureIndex.grid cell size.\n\n                // Padding is just and estimated suitable for models only covering <= 1/16 of tile EXTENTS.\n                // Actual model bounds are not yet available at this stage. To compensate for larger models,\n                // 'maxFeatureQueryRadius()' is used to query largest model bounds\n                options.featureIndex.insert(feature, bucketFeature.geometry, index, sourceLayerIndex, this.index, this.instancesPerModel[modelId].instancedDataArray.length, EXTENT / 32);\n            }\n        }\n        this.lookup = null;\n    }\n\n    evaluateQueryRenderedFeaturePadding() {\n        const modelManager = this.layers[0].modelManager;\n        const scope = this.layers[0].scope;\n\n        let maxQueryRadius = 0;\n\n        for (const modelId of this.modelUris) {\n            const model = modelManager.getModel(modelId, scope);\n            if (!model) {\n                continue;\n            }\n\n            // Use max scaling of any instance of this model to ensure full extent is covered\n            const modelInstances = this.instancesPerModel[modelId];\n            if (modelInstances) {\n                const radius = vec3.distance(model.aabb.max, model.aabb.min) * 0.5 * modelInstances.maxScale + modelInstances.maxXYTranslationDistance;\n                const radiusInTileUnits = Math.min(EXTENT, Math.max(radius / this.tileToMeter, EXTENT / 32));\n\n                maxQueryRadius = Math.max(radiusInTileUnits, maxQueryRadius);\n            }\n        }\n        return maxQueryRadius;\n    }\n\n    update(states: FeatureStates, vtLayer: VectorTileLayer, availableImages: ImageId[], imagePositions: SpritePositions) {\n        // called when setFeature state API is used\n        for (const modelId in this.instancesPerModel) {\n            const instances: PerModelAttributes = this.instancesPerModel[modelId];\n            for (const id in states) {\n                if (Object.hasOwn(instances.idToFeaturesIndex, id)) {\n                    const feature = instances.features[instances.idToFeaturesIndex[id]];\n                    this.evaluate(feature, states[id], instances, true);\n                    this.uploaded = false;\n                }\n            }\n        }\n        this.maxHeight = 0; // needs to be recalculated.\n    }\n\n    updateZoomBasedPaintProperties(): boolean {\n        if (!this.hasZoomDependentProperties) {\n            return false;\n        }\n\n        // layer.paint.get('model-rotation').isZoom\n        let reuploadNeeded = false;\n        for (const modelId in this.instancesPerModel) {\n            const instances = this.instancesPerModel[modelId];\n            for (const feature of instances.features) {\n                const layer = this.layers[0];\n                const evaluationFeature = feature.feature;\n                const canonical = this.canonical;\n\n                const rotation = layer.paint.get('model-rotation').evaluate(evaluationFeature, {}, canonical);\n\n                const scale = layer.paint.get('model-scale').evaluate(evaluationFeature, {}, canonical);\n\n                const translation = layer.paint.get('model-translation').evaluate(evaluationFeature, {}, canonical);\n\n                if (!vec3.exactEquals(feature.rotation, rotation) ||\n                    !vec3.exactEquals(feature.scale, scale) ||\n                    !vec3.exactEquals(feature.translation, translation)) {\n                    this.evaluate(feature, feature.featureStates, instances, true);\n                    reuploadNeeded = true;\n                }\n            }\n        }\n        return reuploadNeeded;\n    }\n\n    updateReplacement(coord: OverscaledTileID, source: ReplacementSource, layerIndex: number, scope: string): boolean {\n        // Replacement has to be re-checked if the source has been updated since last time\n        if (source.updateTime === this.replacementUpdateTime) {\n            return false;\n        }\n        this.replacementUpdateTime = source.updateTime;\n\n        // Check if replacements have changed\n        const newReplacements = source.getReplacementRegionsForTile(coord.toUnwrapped(), true);\n        if (regionsEquals(this.activeReplacements, newReplacements)) {\n            return false;\n        }\n\n        this.activeReplacements = newReplacements;\n\n        let reuploadNeeded = false;\n        for (const modelId in this.instancesPerModel) {\n            const perModelVertexArray: PerModelAttributes = this.instancesPerModel[modelId];\n            const va = perModelVertexArray.instancedDataArray;\n\n            for (const feature of perModelVertexArray.features) {\n                const offset = feature.instancedDataOffset;\n                const count = feature.instancedDataCount;\n\n                for (let i = 0; i < count; i++) {\n                    const i16 = (i + offset) * 16;\n\n                    let x_ = va.float32[i16 + 0];\n                    const wasHidden = x_ > EXTENT;\n                    x_ = wasHidden ? x_ - EXTENT : x_;\n                    const x = Math.floor(x_);\n                    const y = Math.floor(va.float32[i16 + 1]);\n\n                    let hidden = false;\n                    for (const region of this.activeReplacements) {\n                        if (skipClipping(region, layerIndex, LayerTypeMask.Model, scope)) continue;\n\n                        if (region.min.x > x || x > region.max.x || region.min.y > y || y > region.max.y) {\n                            continue;\n                        }\n\n                        const p = transformPointToTile(x, y, coord.canonical, region.footprintTileId.canonical);\n                        hidden = pointInFootprint(p, region.footprint);\n\n                        if (hidden) break;\n                    }\n\n                    va.float32[i16] = hidden ? x_ + EXTENT : x_;\n                    reuploadNeeded = reuploadNeeded || (hidden !== wasHidden);\n                }\n            }\n        }\n\n        return reuploadNeeded;\n    }\n\n    isEmpty(): boolean {\n        for (const modelId in this.instancesPerModel) {\n            const perModelAttributes = this.instancesPerModel[modelId];\n            if (perModelAttributes.instancedDataArray.length !== 0) return false;\n        }\n        return true;\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded;\n    }\n\n    upload(context: Context) {\n        // if buffer size is less than the threshold, do not upload instance buffer.\n        // if instance buffer is not uploaded, instances are rendered one by one.\n        const useInstancingThreshold = 0;\n        if (!this.uploaded) {\n            for (const modelId in this.instancesPerModel) {\n                const perModelAttributes: PerModelAttributes = this.instancesPerModel[modelId];\n                if (perModelAttributes.instancedDataArray.length < useInstancingThreshold || perModelAttributes.instancedDataArray.length === 0) continue;\n                if (!perModelAttributes.instancedDataBuffer) {\n                    perModelAttributes.instancedDataBuffer = context.createVertexBuffer(perModelAttributes.instancedDataArray, instanceAttributes.members, true, undefined, this.instanceCount);\n                } else {\n                    perModelAttributes.instancedDataBuffer.updateData(perModelAttributes.instancedDataArray);\n                }\n            }\n        }\n        this.uploaded = true;\n    }\n\n    destroy(reload?: boolean) {\n        for (const modelId in this.instancesPerModel) {\n            const perModelAttributes: PerModelAttributes = this.instancesPerModel[modelId];\n            if (perModelAttributes.instancedDataArray.length === 0) continue;\n            if (perModelAttributes.instancedDataBuffer) {\n                perModelAttributes.instancedDataBuffer.destroy();\n            }\n        }\n        const modelManager = this.layers[0].modelManager;\n        if (reload && modelManager && this.modelUris && this.modelsRequested) {\n            for (const modelUri of this.modelUris) {\n                modelManager.removeModel(modelUri, \"\", true);\n            }\n        }\n    }\n\n    addFeature(\n        feature: BucketFeature,\n        geometry: Array<Array<Point>>,\n        evaluationFeature: EvaluationFeature,\n        elevationFeatures?: ElevationFeature[],\n        canonical?: CanonicalTileID,\n    ): string {\n        const layer = this.layers[0];\n        const modelIdProperty = layer.layout.get('model-id');\n        const modelAllowDensityReductionProperty = layer.layout.get('model-allow-density-reduction');\n        assert(modelIdProperty);\n\n        const modelId = modelIdProperty.evaluate(evaluationFeature, {}, this.canonical);\n        if (!modelId) {\n            warnOnce(`modelId is not evaluated for layer ${layer.id} and it is not going to get rendered.`);\n            return modelId;\n        }\n        if ((modelId.includes('://') || this.styleDefinedModelURLs[modelId]) && !this.modelUris.includes(modelId)) {\n            this.modelUris.push(modelId);\n        }\n        if (!this.instancesPerModel[modelId]) {\n            this.instancesPerModel[modelId] = new PerModelAttributes();\n        }\n\n        const perModelVertexArray: PerModelAttributes = this.instancesPerModel[modelId];\n        const instancedDataArray = perModelVertexArray.instancedDataArray;\n\n        const modelFeature = new ModelFeature(evaluationFeature, instancedDataArray.length);\n\n        // Query elevation feature once per feature\n        let tiledElevation: ElevationFeature | undefined;\n        if (elevationFeatures) {\n            const tiledResult = getElevationFeature(feature, elevationFeatures, undefined, canonical);\n            tiledElevation = tiledResult ? tiledResult.feature : undefined;\n        }\n\n        for (const geometries of geometry) {\n            for (const point of geometries) {\n                if (point.x < 0 || point.x >= EXTENT || point.y < 0 || point.y >= EXTENT) {\n                    continue; // Clip on tile borders to prevent duplicates\n                }\n                // reduce density\n                if (this.lookupDim !== 0 && modelAllowDensityReductionProperty) {\n                    const tileToLookup = (this.lookupDim - 1.0) / EXTENT;\n                    const lookupIndex = this.lookupDim * ((point.y * tileToLookup) | 0) + (point.x * tileToLookup) | 0;\n                    if (this.lookup) {\n                        if (this.lookup[lookupIndex] !== 0) {\n                            continue;\n                        }\n                        this.lookup[lookupIndex] = 1;\n                    }\n                }\n                this.instanceCount++;\n                const i = instancedDataArray.length;\n                instancedDataArray.resize(i + 1);\n\n                if (elevationFeatures) {\n                    if (!perModelVertexArray.instancesRoadElevation) {\n                        perModelVertexArray.instancesRoadElevation = [];\n                    }\n                    const roadElevation = tiledElevation ? tiledElevation.pointElevation(new Point(point.x, point.y)) : 0;\n                    perModelVertexArray.instancesRoadElevation.push(roadElevation);\n                }\n                perModelVertexArray.instancesEvaluatedElevation.push(0);\n                instancedDataArray.float32[i * 16] = point.x;\n                instancedDataArray.float32[i * 16 + 1] = point.y;\n            }\n        }\n        modelFeature.instancedDataCount = perModelVertexArray.instancedDataArray.length - modelFeature.instancedDataOffset;\n        if (modelFeature.instancedDataCount > 0) {\n            if (feature.id) {\n                perModelVertexArray.idToFeaturesIndex[feature.id] = perModelVertexArray.features.length;\n            }\n            perModelVertexArray.features.push(modelFeature);\n            this.evaluate(modelFeature, {}, perModelVertexArray, false);\n        }\n        return modelId;\n    }\n\n    getModelUris(): Array<string> {\n        return this.modelUris;\n    }\n\n    evaluate(feature: ModelFeature, featureState: FeatureState, perModelVertexArray: PerModelAttributes, update: boolean) {\n        const layer = this.layers[0];\n        const evaluationFeature = feature.feature;\n        const canonical = this.canonical;\n\n        const rotation = feature.rotation = layer.paint.get('model-rotation').evaluate(evaluationFeature, featureState, canonical);\n\n        const scale = feature.scale = layer.paint.get('model-scale').evaluate(evaluationFeature, featureState, canonical);\n\n        const translation = feature.translation = layer.paint.get('model-translation').evaluate(evaluationFeature, featureState, canonical);\n\n        // When layer.paint.get('model-color') is constant, evaluate returns the object defined in the spec.\n        // If we don't create a new object here we would be updating that, causing problems afterwards\n        const {r, g, b} = layer.paint.get('model-color').evaluate(evaluationFeature, featureState, canonical);\n        const a = layer.paint.get('model-color-mix-intensity').evaluate(evaluationFeature, featureState, canonical);\n\n        const rotationScaleYZFlip: mat4 = [];\n        if (this.maxVerticalOffset < translation[2]) this.maxVerticalOffset = translation[2];\n\n        // Track per model and per bucket maximum scaling as well as per instance translation\n        const translationDistanceXYSq = translation[0] * translation[0] + translation[1] * translation[1];\n        const translationDistanceXY = translationDistanceXYSq > 0 ? Math.sqrt(translationDistanceXYSq) : 0;\n        perModelVertexArray.maxScale = Math.max(Math.max(perModelVertexArray.maxScale, scale[0]), Math.max(scale[1], scale[2]));\n        perModelVertexArray.maxXYTranslationDistance = Math.max(perModelVertexArray.maxXYTranslationDistance, translationDistanceXY);\n        this.maxScale = Math.max(Math.max(this.maxScale, scale[0]), Math.max(scale[1], scale[2]));\n\n        rotationScaleYZFlipMatrix(rotationScaleYZFlip, rotation, scale);\n\n        // https://github.com/mapbox/mapbox-gl-native-internal/blob/c380f9492220906accbdca1f02cca5ee489d97fc/src/mbgl/renderer/layers/render_model_layer.cpp#L1282\n        const constantTileToMeterAcrossTile = 10;\n        assert(perModelVertexArray.instancedDataArray.bytesPerElement === 64);\n\n        const vaOffset2 = Math.round(100.0 * a) + b / 1.05;\n\n        for (let i = 0; i < feature.instancedDataCount; ++i) {\n            const instanceOffset = feature.instancedDataOffset + i;\n            const offset = instanceOffset * 16;\n\n            const va = perModelVertexArray.instancedDataArray.float32;\n            let terrainElevationContribution = 0;\n            if (update) {\n                terrainElevationContribution = va[offset + 6] - perModelVertexArray.instancesEvaluatedElevation[instanceOffset];\n            }\n\n            // All per-instance attributes are packed to one 4x4 float matrix. Data is not expected\n            // to change on every frame when e.g. camera or light changes.\n            // Column major order. Elements:\n            // 0 & 1: tile coordinates stored in integer part of float, R and G color components,\n            // originally in range [0..1], scaled to range [0..0.952(arbitrary, just needs to be\n            // under 1)].\n            const pointY = va[offset + 1] | 0; // point.y stored in integer part\n            va[offset] = (va[offset] | 0) + r / 1.05; // point.x stored in integer part\n            va[offset + 1] = pointY + g / 1.05;\n            // Element 2: packs color's alpha (as integer part) and blue component in fractional part.\n            va[offset + 2] = vaOffset2;\n            // tileToMeter is taken at center of tile. Prevent recalculating it over again for\n            // thousands of trees.\n            // Element 3: tileUnitsToMeter conversion.\n            va[offset + 3] = 1.0 / (canonical.z > constantTileToMeterAcrossTile ? this.tileToMeter : tileToMeter(canonical, pointY));\n            // Elements [4..6]: translation evaluated for the feature.\n            va[offset + 4] = translation[0];\n            va[offset + 5] = translation[1];\n            const roadElevationContribution = perModelVertexArray.instancesRoadElevation ? perModelVertexArray.instancesRoadElevation[instanceOffset] : 0;\n            va[offset + 6] = translation[2] + roadElevationContribution + terrainElevationContribution;\n            // Elements [7..16] Instance modelMatrix holds combined rotation and scale 3x3,\n            va[offset + 7]  = rotationScaleYZFlip[0];\n            va[offset + 8]  = rotationScaleYZFlip[1];\n            va[offset + 9]  = rotationScaleYZFlip[2];\n            va[offset + 10] = rotationScaleYZFlip[4];\n            va[offset + 11] = rotationScaleYZFlip[5];\n            va[offset + 12] = rotationScaleYZFlip[6];\n            va[offset + 13] = rotationScaleYZFlip[8];\n            va[offset + 14] = rotationScaleYZFlip[9];\n            va[offset + 15] = rotationScaleYZFlip[10];\n            perModelVertexArray.instancesEvaluatedElevation[instanceOffset] = translation[2];\n        }\n    }\n}\n\nregister(ModelBucket, 'ModelBucket', {omit: ['layers']});\nregister(PerModelAttributes, 'PerModelAttributes');\nregister(ModelFeature, 'ModelFeature');\n\nexport default ModelBucket;\n","import type Context from '../../../src/gl/context';\n\n// Must stay in step with MODEL_PART_COUNT in model.vertex.glsl, and with PartNames in\n// tiled_3d_model_bucket.ts.\nexport const MODEL_PART_COUNT = 7;\n\n// Four vec4 per part. Must stay in step with MODEL_PART_STYLE_SIZE_VEC4 in model.vertex.glsl.\nexport const MODEL_PART_STYLE_SIZE_VEC4 = MODEL_PART_COUNT * 4;\n\nexport const MODEL_PART_STYLE_FLOATS = MODEL_PART_STYLE_SIZE_VEC4 * 4;\n\nconst BLOCK_NAME = 'ModelPartStyleUniform';\nconst BINDING_POINT = 0;\n\n// Resolving the block and pointing it at a binding point is program state that lasts for the\n// program's lifetime, so gl-native does both once at link time. False means the variant optimized\n// the block out.\nconst hasBlockByProgram: WeakMap<WebGLProgram, boolean> = new WeakMap();\n\n/**\n * GPU buffer for one node's ModelPartStyleUniform block, the evaluated style of every building part.\n * Replaces the per-vertex PBR encoding: a vertex now carries only a part id, and the shader looks\n * the style up here.\n *\n * The values themselves live in Tiled3dModelFeature.partStyle, which evaluation fills without a\n * Context. Layout is 4 vec4 per part, indexed by part id, matching ModelPartStyle in\n * model.vertex.glsl:\n *   0 color_mix       model-color rgb, model-color-mix-intensity in w\n *   1 rmea            roughness, metallic, emissive strength, model-color alpha\n *   2 gradient        emissive gradient begin and finish as a fraction of the mesh z range, then\n *                     the multiplier at begin and its span up to finish\n *   3 gradient_power  x is pow(10, styled curve power); y to w unused\n */\nexport class ModelPartStyleUBO {\n    buffer: WebGLBuffer | null;\n    context: Context;\n\n    constructor(context: Context, data: Float32Array) {\n        const gl = context.gl;\n        this.context = context;\n        this.buffer = gl.createBuffer();\n        if (!this.buffer) throw new Error('Failed to create model part style UBO buffer');\n        gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);\n        gl.bufferData(gl.UNIFORM_BUFFER, data, gl.DYNAMIC_DRAW);\n        gl.bindBuffer(gl.UNIFORM_BUFFER, null);\n    }\n\n    update(data: Float32Array): void {\n        const gl = this.context.gl;\n        gl.bindBuffer(gl.UNIFORM_BUFFER, this.buffer);\n        gl.bufferSubData(gl.UNIFORM_BUFFER, 0, data);\n        gl.bindBuffer(gl.UNIFORM_BUFFER, null);\n    }\n\n    /**\n     * Binds the block for the given program. Call before each draw: symbol layers bind their own\n     * buffers over the same point, so the binding cannot be assumed to survive between draws.\n     */\n    bind(context: Context, program: WebGLProgram): void {\n        let hasBlock = hasBlockByProgram.get(program);\n        if (hasBlock === undefined) {\n            const gl = context.gl;\n            // A shader variant that never reads the block has it optimized out.\n            const blockIndex = gl.getUniformBlockIndex(program, BLOCK_NAME);\n            hasBlock = blockIndex !== (gl.INVALID_INDEX as number);\n            if (hasBlock) gl.uniformBlockBinding(program, blockIndex, BINDING_POINT);\n            hasBlockByProgram.set(program, hasBlock);\n        }\n        if (!hasBlock) return;\n\n        const gl = context.gl;\n        gl.bindBufferBase(gl.UNIFORM_BUFFER, BINDING_POINT, this.buffer);\n    }\n\n    destroy(): void {\n        if (this.buffer) {\n            this.context.gl.deleteBuffer(this.buffer);\n            this.buffer = null;\n        }\n    }\n}\n","import assert from '../../../src/style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\nimport browser from '../../../src/util/browser';\nimport {register} from '../../../src/util/web_worker_transfer';\nimport {uploadNode, destroyNodeArrays, destroyBuffers, ModelTraits, HEIGHTMAP_DIM, PartNames} from '../model';\nimport {ModelPartStyleUBO, MODEL_PART_COUNT, MODEL_PART_STYLE_FLOATS} from './model_part_style_ubo';\nimport {clamp} from '../../../src/util/util';\nimport {DEMSampler} from '../../../src/terrain/elevation';\nimport {ZoomConstantExpression} from '../../../src/style-spec/expression/index';\nimport {Aabb} from '../../../src/util/primitives';\nimport {vec3, mat4} from 'gl-matrix';\nimport deepEqual from '../../../src/style-spec/util/deep_equal';\nimport featureFilter, {type FeatureFilter} from '../../../src/style-spec/feature_filter/index';\nimport EvaluationParameters from '../../../src/style/evaluation_parameters';\n\nimport type {OverscaledTileID, CanonicalTileID, UnwrappedTileID} from '../../../src/source/tile_id';\nimport type ModelStyleLayer from '../../style/style_layer/model_style_layer';\nimport type {ReplacementSource} from '../../source/replacement_source';\nimport type {Bucket} from '../../../src/data/bucket';\nimport type {ModelNode} from '../model';\nimport type {EvaluationFeature} from '../../../src/data/evaluation_feature';\nimport type Context from '../../../src/gl/context';\nimport type {FilterSpecification, ProjectionSpecification} from '../../../src/style-spec/types';\nimport type Painter from '../../../src/render/painter';\nimport type {vec4} from 'gl-matrix';\nimport type {ITerrainRenderer} from '../../../src/render/terrain_plugin';\nimport type FeatureIndex from '../../../src/data/feature_index';\nimport type GridIndex from '../../../src/symbol/grid_index';\nimport type {TileFootprint} from '../../../3d-style/util/conflation';\nimport type {FeatureStates} from '../../../src/source/source_state';\nimport type {FeatureState, GlobalProperties} from '../../../src/style-spec/expression/index';\nimport type {PossiblyEvaluatedValue} from '../../../src/style/properties';\nimport type {ImageId} from '../../../src/style-spec/expression/types/image_id';\n\nconst lookup = new Float32Array(512 * 512);\nconst passLookup = new Uint8Array(512 * 512);\n\nconst heightQueryAabbMinScratch: [number, number, number] = [0, 0, 0];\nconst heightQueryAabbMaxScratch: [number, number, number] = [0, 0, 0];\n\nfunction getNodeHeight(node: ModelNode): number {\n    let height = 0;\n    if (node.meshes) {\n        for (const mesh of node.meshes) {\n            height = Math.max(height, mesh.aabb.max[2]);\n        }\n    }\n    if (node.children) {\n        for (const child of node.children) {\n            height = Math.max(height, getNodeHeight(child));\n        }\n    }\n    return height;\n}\n\nfunction addAABBsToGridIndex(node: ModelNode, key: number, grid: GridIndex) {\n    if (node.meshes) {\n        for (const mesh of node.meshes) {\n            if (mesh.aabb.min[0] === Infinity) continue;\n            const meshAabb = Aabb.applyTransform(mesh.aabb, node.globalMatrix);\n            grid.insert(key, meshAabb.min[0], meshAabb.min[1], meshAabb.max[0], meshAabb.max[1]);\n        }\n    }\n    if (node.children) {\n        for (const child of node.children) {\n            addAABBsToGridIndex(child, key, grid);\n        }\n    }\n}\n\nassert(PartNames.length === MODEL_PART_COUNT, 'the part style block must have one entry per part the tiler can tag');\n\nexport class Tiled3dModelFeature {\n    feature: EvaluationFeature;\n    evaluatedColor: Array<vec4>;\n    evaluatedRMEA: Array<vec4>;\n    evaluatedTranslation: [number, number, number];\n    evaluatedScale: [number, number, number];\n    hiddenByReplacement: boolean;\n    hasTranslucentParts!: boolean;\n    node: ModelNode;\n    aabb: Aabb;\n    emissionHeightBasedParams: Array<[number, number, number, number, number]>;\n    // The evaluated fields above, laid out as the shader's ModelPartStyleUniform block.\n    partStyle: Float32Array;\n    partStyleUBO: ModelPartStyleUBO | null;\n    needsPartStyleUBO: boolean;\n    cameraCollisionOpacity: number;\n    targetLod: number;\n    state: FeatureState | null;\n    constructor(node: ModelNode) {\n        this.node = node;\n        this.evaluatedRMEA = [[1, 0, 0, 1],\n            [1, 0, 0, 1],   // wall\n            [1, 0, 0, 1],   // door\n            [1, 0, 0, 1],   // roof\n            [0.4, 1, 0, 1], // window\n            [1, 0, 0, 1],   // lamp\n            [1, 0, 0, 1]];  // logo\n        this.hiddenByReplacement = false;\n        this.evaluatedTranslation = [0, 0, 0];\n        this.evaluatedScale = [1, 1, 1];\n        this.evaluatedColor = [];\n        this.emissionHeightBasedParams = [];\n        this.partStyle = new Float32Array(MODEL_PART_STYLE_FLOATS);\n        this.partStyleUBO = null;\n        this.needsPartStyleUBO = false;\n        this.cameraCollisionOpacity = 1;\n        this.targetLod = -1;\n        // Needs to calculate geometry\n        this.feature = {type: 'Point', id: node.id, geometry: [], properties: {'height': getNodeHeight(node)}};\n        this.aabb = this._getLocalBounds();\n        this.state = null;\n    }\n    _getLocalBounds(): Aabb {\n        if (!this.node.meshes) {\n            return new Aabb([Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity]);\n        }\n        if (!this.aabb) {\n            let i = 0;\n            const aabb = new Aabb([Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity]);\n            for (const mesh of this.node.meshes) {\n                if (this.node.lightMeshIndex !== i) {\n                    mesh.transformedAabb = Aabb.applyTransformFast(mesh.aabb, this.node.globalMatrix);\n                    aabb.encapsulate(mesh.transformedAabb);\n                }\n                i++;\n            }\n            this.aabb = aabb;\n        }\n        return this.aabb;\n    }\n}\n\nclass Tiled3dModelBucket implements Bucket {\n    requiresStandardRuntime = true;\n    // Discriminator tag so core code (feature_index) can identify this bucket type without a\n    // static value import of the class. Set as an own enumerable field, so it survives transfer.\n    readonly isTiled3dModelBucket = true;\n\n    id: OverscaledTileID;\n    uploaded: boolean;\n    modelTraits!: number;\n    hasPattern: boolean;\n    layers: Array<ModelStyleLayer>;\n    layerIds: Array<string>;\n    stateDependentLayers!: Array<ModelStyleLayer>;\n    stateDependentLayerIds: Array<string>;\n    nodesInfo: Array<Tiled3dModelFeature>;\n    zoom: number;\n    projection: ProjectionSpecification;\n    terrainTile: CanonicalTileID | null | undefined;\n    terrainExaggeration: number | null | undefined;\n    replacementUpdateTime: number;\n    elevationReadFromZ: number;\n    dirty: boolean;\n    brightness: number | null | undefined;\n    needsPartStyleUBOs: boolean;\n    states: FeatureStates;\n    filter: FeatureFilter | null;\n    worldview: string | undefined;\n    hasAppearances: boolean | null;\n    constructor(\n        layers: Array<ModelStyleLayer>,\n        nodes: Array<ModelNode>,\n        id: OverscaledTileID,\n        hasMbxMeshFeatures: boolean,\n        hasMeshoptCompression: boolean,\n        brightness: number | null | undefined,\n        featureIndex: FeatureIndex,\n        worldview: string | undefined,\n    ) {\n        this.id = id;\n        this.layers = layers;\n        this.layerIds = this.layers.map(layer => layer.fqid);\n        this.stateDependentLayerIds = this.layers.filter((l) => l.isStateDependent()).map((l) => l.id);\n        this.modelTraits |= ModelTraits.CoordinateSpaceTile;\n        this.uploaded = false;\n        this.hasPattern = false;\n        if (hasMbxMeshFeatures) {\n            this.modelTraits |= ModelTraits.HasMapboxMeshFeatures;\n        }\n        if (hasMeshoptCompression) {\n            this.modelTraits |= ModelTraits.HasMeshoptCompression;\n        }\n        this.zoom = -1;\n        this.terrainExaggeration = 1;\n        this.projection = {name: 'mercator'};\n        this.replacementUpdateTime = 0;\n        this.elevationReadFromZ = 0xff; // Re-read if underlying DEM zoom changes.\n        this.brightness = brightness;\n        this.worldview = worldview;\n        this.dirty = true;\n        this.needsPartStyleUBOs = false;\n        this.filter = null;\n\n        this.nodesInfo = [];\n        for (const node of nodes) {\n            this.nodesInfo.push(new Tiled3dModelFeature(node));\n            addAABBsToGridIndex(node, featureIndex.featureIndexArray.length, featureIndex.grid);\n            featureIndex.featureIndexArray.emplaceBack(this.nodesInfo.length - 1, 0 /*sourceLayerIndex*/, featureIndex.bucketLayerIDs.length - 1, 0);\n        }\n        this.states = {};\n        this.hasAppearances = null;\n    }\n\n    updateFootprints(id: UnwrappedTileID, footprints: Array<TileFootprint>) {\n        for (const nodeInfo of this.getNodesInfo()) {\n            const node = nodeInfo.node;\n            if (!node.footprint) {\n                continue;\n            }\n            footprints.push({\n                footprint: node.footprint,\n                id\n            });\n        }\n    }\n\n    updateAppearances(_canonical?: CanonicalTileID, _featureState?: FeatureStates, _availableImages?: Array<ImageId>, _globalProperties?: GlobalProperties) {\n        return {\n            hasLayoutChanges: false,\n            hasUboChanges: false\n        };\n    }\n\n    update(states: FeatureStates) {\n        const withStateUpdates = Object.keys(states).length !== 0;\n        if (withStateUpdates && !this.stateDependentLayers.length) return;\n        const layers = withStateUpdates ? this.stateDependentLayers : this.layers;\n        if (!deepEqual(states, this.states)) {\n            for (const layer of layers) {\n                this.evaluate(layer, states);\n            }\n        }\n        this.states = structuredClone(states);\n    }\n\n    populate() {\n        console.log(\"populate 3D model bucket\");\n    }\n\n    uploadPending(): boolean {\n        return !this.uploaded || this.needsPartStyleUBOs;\n    }\n\n    upload(context: Context) {\n        if (this.needsPartStyleUBOs) {\n            this.createPartStyleUBOs(context);\n            this.needsPartStyleUBOs = false;\n        }\n\n        if (!this.uploaded) {\n            const nodesInfo = this.getNodesInfo();\n            for (const nodeInfo of nodesInfo) {\n                uploadNode(nodeInfo.node, context, true);\n            }\n            // Now destroy all buffers\n            for (const nodeInfo of nodesInfo) {\n                destroyNodeArrays(nodeInfo.node);\n            }\n            this.uploaded = true;\n        }\n    }\n\n    createPartStyleUBOs(context: Context) {\n        for (const nodeInfo of this.getNodesInfo()) {\n            if (!nodeInfo.needsPartStyleUBO) continue;\n            assert(!nodeInfo.partStyleUBO);\n            nodeInfo.partStyleUBO = new ModelPartStyleUBO(context, nodeInfo.partStyle);\n            nodeInfo.needsPartStyleUBO = false;\n        }\n    }\n\n    needsReEvaluation(painter: Painter, zoom: number, layer: ModelStyleLayer): boolean {\n        const projection = painter.transform.projectionOptions;\n        const calculatedBrightness = painter.style.getBrightness();\n        const brightnessChanged = this.brightness !== calculatedBrightness;\n        if (!this.uploaded || this.dirty || projection.name !== this.projection.name ||\n\n            expressionRequiresReevaluation(layer.paint.get('model-color').value, brightnessChanged) ||\n\n            expressionRequiresReevaluation(layer.paint.get('model-color-mix-intensity').value, brightnessChanged) ||\n\n            expressionRequiresReevaluation(layer.paint.get('model-roughness').value, brightnessChanged) ||\n\n            expressionRequiresReevaluation(layer.paint.get('model-emissive-strength').value, brightnessChanged) ||\n\n            expressionRequiresReevaluation(layer.paint.get('model-height-based-emissive-strength-multiplier').value, brightnessChanged)) {\n            this.projection = projection;\n            this.brightness = calculatedBrightness;\n            // reset state so nodes get re-evaluated\n            const nodesInfo = this.getNodesInfo();\n            for (const nodeInfo of nodesInfo) {\n                nodeInfo.state = null;\n            }\n            return true;\n        }\n        return false;\n    }\n\n    evaluateTransform(painter: Painter, layer: ModelStyleLayer) {\n        if (painter.transform.zoom === this.zoom) return;\n        this.zoom = painter.transform.zoom;\n        const nodesInfo = this.getNodesInfo();\n        const canonical = this.id.canonical;\n        for (const nodeInfo of nodesInfo) {\n            const evaluationFeature = nodeInfo.feature;\n\n            nodeInfo.evaluatedTranslation = layer.paint.get('model-translation').evaluate(evaluationFeature, {}, canonical);\n            nodeInfo.evaluatedScale = layer.paint.get('model-scale').evaluate(evaluationFeature, {}, canonical);\n        }\n    }\n\n    evaluate(layer: ModelStyleLayer, states?: FeatureStates) {\n        const nodesInfo = this.getNodesInfo();\n        for (const nodeInfo of nodesInfo) {\n            if (!nodeInfo.node.meshes) continue;\n            const evaluationFeature = nodeInfo.feature;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const state = states && states[evaluationFeature.id];\n            if (deepEqual(state, nodeInfo.state)) continue;\n            nodeInfo.state = structuredClone(state);\n            const hasFeatures = nodeInfo.node.meshes && nodeInfo.node.meshes[0].hasFeatureData;\n            const canonical = this.id.canonical;\n            nodeInfo.hasTranslucentParts = false;\n\n            if (hasFeatures) {\n                for (let i = 0; i < PartNames.length; i++) {\n                    const part = PartNames[i];\n                    if (part.length) {\n                        evaluationFeature.properties['part'] = part;\n                    }\n\n                    const color = layer.paint.get('model-color').evaluate(evaluationFeature, state, canonical).toPremultipliedRenderColor(null);\n\n                    const colorMixIntensity = layer.paint.get('model-color-mix-intensity').evaluate(evaluationFeature, state, canonical);\n                    nodeInfo.evaluatedColor[i] = [color.r, color.g, color.b, colorMixIntensity];\n\n                    nodeInfo.evaluatedRMEA[i][0] = layer.paint.get('model-roughness').evaluate(evaluationFeature, state, canonical);\n                    // For the first version metallic is not styled\n\n                    nodeInfo.evaluatedRMEA[i][2] = layer.paint.get('model-emissive-strength').evaluate(evaluationFeature, state, canonical);\n                    nodeInfo.evaluatedRMEA[i][3] = color.a;\n\n                    nodeInfo.emissionHeightBasedParams[i] = layer.paint.get('model-height-based-emissive-strength-multiplier').evaluate(evaluationFeature, state, canonical);\n\n                    if (!nodeInfo.hasTranslucentParts && color.a < 1.0) {\n                        nodeInfo.hasTranslucentParts = true;\n                    }\n                }\n                delete evaluationFeature.properties['part'];\n            } else {\n\n                nodeInfo.evaluatedRMEA[0][2] = layer.paint.get('model-emissive-strength').evaluate(evaluationFeature, state, canonical);\n            }\n\n            nodeInfo.evaluatedTranslation = layer.paint.get('model-translation').evaluate(evaluationFeature, state, canonical);\n            nodeInfo.evaluatedScale = layer.paint.get('model-scale').evaluate(evaluationFeature, state, canonical);\n\n            // Last, so the block reflects everything this iteration evaluated.\n            if (hasFeatures) {\n                buildPartStyle(nodeInfo);\n                if (nodeInfo.partStyleUBO) {\n                    nodeInfo.partStyleUBO.update(nodeInfo.partStyle);\n                } else {\n                    nodeInfo.needsPartStyleUBO = true;\n                    this.needsPartStyleUBOs = true;\n                }\n            }\n        }\n        this.dirty = false;\n    }\n\n    elevationUpdate(terrain: ITerrainRenderer, exaggeration: number, coord: OverscaledTileID, source: string) {\n        assert(terrain);\n        const demTile = terrain.findDEMTileFor(coord);\n        if (!demTile) return;\n        if (demTile.tileID.canonical === this.terrainTile && exaggeration === this.terrainExaggeration) return;\n\n        if (demTile.dem && demTile.tileID.overscaledZ !== this.elevationReadFromZ) {\n            this.elevationReadFromZ = demTile.tileID.overscaledZ;\n            const dem = DEMSampler.create(terrain, coord, demTile);\n            if (!dem) return;\n            if (this.modelTraits & ModelTraits.HasMapboxMeshFeatures) {\n                this.updateDEM(terrain, dem, coord, source);\n            }\n            for (const nodeInfo of this.getNodesInfo()) {\n                const node = nodeInfo.node;\n                if (!node.footprint || !node.footprint.vertices || !node.footprint.vertices.length) {\n                    continue;\n                }\n                const vertices = node.footprint.vertices;\n                let elevation = dem.getElevationAt(vertices[0].x, vertices[0].y, true, true);\n                for (let i = 1; i < vertices.length; i++) {\n                    elevation = Math.min(elevation, dem.getElevationAt(vertices[i].x, vertices[i].y, true, true));\n                }\n                node.elevation = elevation;\n            }\n        }\n        this.terrainTile = demTile.tileID.canonical;\n        this.terrainExaggeration = exaggeration;\n    }\n\n    updateDEM(terrain: ITerrainRenderer, dem: DEMSampler, coord: OverscaledTileID, source: string) {\n        let tiles = dem._dem._modifiedForSources[source];\n        if (tiles === undefined) {\n            dem._dem._modifiedForSources[source] = [];\n            tiles = dem._dem._modifiedForSources[source];\n        }\n        if (tiles.includes(coord.canonical)) {\n            return;\n        }\n\n        // Resolution of the DEM data.\n        const demRes = dem._dem.dim;\n\n        tiles.push(coord.canonical);\n        assert(lookup.length <= demRes * demRes);\n\n        let changed = false;\n        for (const nodeInfo of this.getNodesInfo()) {\n            const node = nodeInfo.node;\n            if (!node.footprint || !node.footprint.grid) {\n                continue;\n            }\n\n            // Convert the bounds of the footprint for this node from its tile coordinates to DEM pixel coordinates.\n            const grid = node.footprint.grid;\n            const minDem = dem.tileCoordToPixel(grid.min.x, grid.min.y);\n            const maxDem = dem.tileCoordToPixel(grid.max.x, grid.max.y);\n\n            const distanceToBorder = Math.min(Math.min(demRes - maxDem.y, minDem.x), Math.min(minDem.y, demRes - maxDem.x));\n            if (distanceToBorder < 0) {\n                continue; // don't deal with neighbors and landmarks crossing tile borders, fix terrain only for buildings within the tile\n            }\n            // demAtt is a number of pixels we use to propagate attenuated change to surrounding pixels.\n            // this is clamped further when sampling near tile border.\n            // The footprint covers a certain region of DEM pixels as indicated with 'minDem' and 'maxDem' (region A).\n            // This region is further padded by demAtt pixels to form the region B.\n            // First mark all the DEM pixels in region B as unchanged (using 'passLookup' array).\n            // +------------+\n            // |  +-----+   |\n            // |  |  A  |   |\n            // |  +-----+ B |\n            // +------------+\n            const demAtt = clamp(distanceToBorder, 2, 5);\n            let minx = Math.max(0, minDem.x - demAtt);\n            let miny = Math.max(0, minDem.y - demAtt);\n            let maxx = Math.min(maxDem.x + demAtt, demRes - 1);\n            let maxy = Math.min(maxDem.y + demAtt, demRes - 1);\n            for (let y = miny; y <= maxy; ++y) {\n                for (let x = minx; x <= maxx; ++x) {\n                    passLookup[y * demRes + x] = 255;\n                }\n            }\n\n            // Next go through all eligible DEM pixels in region A, mark them as changed and calculate the average height(elevation).\n            // Some pixels may be skipped (and therefore aren't eligible) because no footprint geometry overlaps them.\n            // This is indicated by the existence of a 'Cell' at a given pixel's position.\n            let heightAcc = 0;\n            let count = 0;\n            for (let celly = 0; celly < grid.cellsY; ++celly) {\n                for (let cellx = 0; cellx < grid.cellsX; ++cellx) {\n                    const cell = grid.cells[celly * grid.cellsX + cellx];\n                    if (!cell) {\n                        continue;\n                    }\n                    const demP = dem.tileCoordToPixel(grid.min.x + cellx / grid.xScale, grid.min.y + celly / grid.yScale);\n                    const demPMax = dem.tileCoordToPixel(grid.min.x + (cellx + 1) / grid.xScale, grid.min.y + (celly + 1) / grid.yScale);\n                    for (let y = demP.y; y <= Math.min(demPMax.y + 1, demRes - 1); ++y) {\n                        for (let x = demP.x; x <= Math.min(demPMax.x + 1, demRes - 1); ++x) {\n                            if (passLookup[y * demRes + x] === 255) {\n                                passLookup[y * demRes + x] = 0;\n                                const height = dem.getElevationAtPixel(x, y);\n                                heightAcc += height;\n                                count++;\n                            }\n                        }\n                    }\n                }\n            }\n\n            assert(count);\n            const avgHeight = heightAcc / count;\n            // See https://github.com/mapbox/mapbox-gl-js-internal/pull/804#issuecomment-1738720351\n            // for explanation why bounds should be clamped to 1 and demRes - 2 respectively.\n            minx = Math.max(1, minDem.x - demAtt);\n            miny = Math.max(1, minDem.y - demAtt);\n            maxx = Math.min(maxDem.x + demAtt, demRes - 2);\n            maxy = Math.min(maxDem.y + demAtt, demRes - 2);\n\n            // Next, update the DEM pixels in region A (which the footprint overlaps with) by the average height.\n            // This effectively flattens the terrain for the given footprint/building.\n            // Store the difference of the original height with the average height in 'lookup' array.\n            changed = true;\n            for (let y = miny; y <= maxy; ++y) {\n                for (let x = minx; x <= maxx; ++x) {\n                    if (passLookup[y * demRes + x] === 0) {\n                        lookup[y * demRes + x] = dem._dem.set(x, y, avgHeight);\n                    }\n                }\n            }\n\n            // Finally propagate the flattened out values to the remaining surrounding pixels (as goverened by demAtt padding) in region B.\n            // This ensures a smooth transition between the flattened and the non-flattened regions.\n            for (let p = 1; p < demAtt; ++p) {\n                minx = Math.max(1, minDem.x - p);\n                miny = Math.max(1, minDem.y - p);\n                maxx = Math.min(maxDem.x + p, demRes - 2);\n                maxy = Math.min(maxDem.y + p, demRes - 2);\n                for (let y = miny; y <= maxy; ++y) {\n                    for (let x = minx; x <= maxx; ++x) {\n                        const indexThis = y * demRes + x;\n                        // If DEM pixel is not modified.\n                        if (passLookup[indexThis] === 255) {\n                            let maxDiff = 0;\n                            let maxDiffAbs = 0;\n                            let xoffset = -1;\n                            let yoffset = -1;\n                            for (let j = -1; j <= 1; ++j) {\n                                for (let i = -1; i <= 1; ++i) {\n                                    const index = (y + j) * demRes + x + i;\n                                    if (passLookup[index] >= p) {\n                                        continue;\n                                    }\n                                    const diff = lookup[index];\n                                    const diffAbs = Math.abs(diff);\n                                    if (diffAbs  > maxDiffAbs) {\n                                        maxDiff = diff;\n                                        maxDiffAbs = diffAbs;\n                                        xoffset = i;\n                                        yoffset = j;\n                                    }\n                                }\n                            }\n\n                            if (maxDiffAbs > 0.1) {\n                                const diagonalAttenuation = Math.abs(xoffset * yoffset) * 0.5;\n                                const attenuation = 1 - (p + diagonalAttenuation) / demAtt;\n                                assert(attenuation > 0);\n                                const prev = dem._dem.get(x, y);\n                                let next = prev + maxDiff * attenuation;\n\n                                // parent - child in the meaning of wave propagation\n                                const parent = dem._dem.get(x + xoffset, y + yoffset);\n                                const child = dem._dem.get(x - xoffset, y - yoffset, true);\n                                // prevent waves\n                                if ((next - parent) * (next - child) > 0) {\n                                    next = (parent + child) / 2;\n                                }\n                                lookup[indexThis] = dem._dem.set(x, y, next);\n                                passLookup[indexThis] = p;\n                            }\n                        }\n                    }\n                }\n            }\n        }\n        if (changed) {\n            dem._demTile.needsDEMTextureUpload = true;\n            dem._dem._timestamp = browser.now();\n        }\n    }\n\n    setFilter(filterSpec: FilterSpecification | null) {\n        this.filter = filterSpec ? featureFilter(filterSpec) : null;\n    }\n\n    getNodesInfo(): Array<Tiled3dModelFeature> {\n        if (this.filter) {\n            return this.nodesInfo.filter((node) => {\n                return this.filter.filter(new EvaluationParameters(this.id.overscaledZ, {worldview: this.worldview}), node.feature, this.id.canonical);\n            });\n        }\n        return this.nodesInfo;\n    }\n\n    destroy() {\n        const nodesInfo = this.getNodesInfo();\n        for (const nodeInfo of nodesInfo) {\n            destroyNodeArrays(nodeInfo.node);\n            destroyBuffers(nodeInfo.node);\n            if (nodeInfo.partStyleUBO) {\n                nodeInfo.partStyleUBO.destroy();\n                nodeInfo.partStyleUBO = null;\n            }\n        }\n    }\n\n    isEmpty(): boolean {\n        return !this.nodesInfo.length;\n    }\n\n    updateReplacement(coord: OverscaledTileID, source: ReplacementSource) {\n        // Replacement has to be re-checked if the source has been updated since last time\n        if (source.updateTime === this.replacementUpdateTime) {\n            return;\n        }\n\n        this.replacementUpdateTime = source.updateTime;\n        const activeReplacements = source.getReplacementRegionsForTile(coord.toUnwrapped());\n\n        for (const nodeInfo of this.getNodesInfo()) {\n            const footprint = nodeInfo.node.footprint;\n            // Node is visible if its footprint passes the replacement check\n            nodeInfo.hiddenByReplacement = !!footprint && !activeReplacements.some(region => region.footprint === footprint);\n        }\n    }\n\n    getHeightAtTileCoord(x: number, y: number): {\n        height: number | null | undefined;\n        maxHeight: number;\n        hidden: boolean;\n        verticalScale: number;\n    } | null | undefined {\n        const tmpVertex: [number, number, number] = [0, 0, 0];\n\n        const nodeInverse = mat4.identity([]);\n\n        for (const nodeInfo of this.getNodesInfo()) {\n            assert(nodeInfo.node.meshes.length > 0);\n            const mesh = nodeInfo.node.meshes[0];\n            const meshAabb = mesh.transformedAabb;\n            if (x < meshAabb.min[0] || y < meshAabb.min[1] || x > meshAabb.max[0] || y > meshAabb.max[1]) continue;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            if (nodeInfo.node.hidden === true) return {height: Infinity, maxHeight: nodeInfo.feature.properties[\"height\"], hidden: false, verticalScale: nodeInfo.evaluatedScale[2]};\n\n            mat4.invert(nodeInverse, nodeInfo.node.globalMatrix);\n            tmpVertex[0] = x;\n            tmpVertex[1] = y;\n            tmpVertex[2] = 0;\n            vec3.transformMat4(tmpVertex, tmpVertex, nodeInverse);\n\n            if (nodeInfo.node.meshBVH) {\n                const qx = tmpVertex[0];\n                const qy = tmpVertex[1];\n                heightQueryAabbMinScratch[0] = qx - 1;\n                heightQueryAabbMinScratch[1] = qy - 1;\n                heightQueryAabbMinScratch[2] = -1000;\n                heightQueryAabbMaxScratch[0] = qx + 1;\n                heightQueryAabbMaxScratch[1] = qy + 1;\n                heightQueryAabbMaxScratch[2] = 1000;\n                const height = nodeInfo.node.meshBVH.findHighestPoint(heightQueryAabbMinScratch, heightQueryAabbMaxScratch);\n                if (height !== null) {\n                    return {height, maxHeight: nodeInfo.feature.properties[\"height\"] as number, hidden: nodeInfo.hiddenByReplacement, verticalScale: nodeInfo.evaluatedScale[2]};\n                }\n                continue;\n            }\n\n            if (!mesh.heightmap) continue;\n\n            const xCell = ((tmpVertex[0] - mesh.aabb.min[0]) / (mesh.aabb.max[0] - mesh.aabb.min[0]) * HEIGHTMAP_DIM) | 0;\n            const yCell = ((tmpVertex[1] - mesh.aabb.min[1]) / (mesh.aabb.max[1] - mesh.aabb.min[1]) * HEIGHTMAP_DIM) | 0;\n            const heightmapIndex = Math.min(HEIGHTMAP_DIM - 1, yCell) * HEIGHTMAP_DIM + Math.min(HEIGHTMAP_DIM - 1, xCell);\n            const heightValue = mesh.heightmap[heightmapIndex];\n            if (heightValue < 0 && nodeInfo.node.footprint) {\n                // unpopulated cell. If it is in the building footprint, return undefined height\n                const candidates: number[] = [];\n                nodeInfo.node.footprint.grid.query(new Point(x, y), new Point(x, y), candidates);\n                if (candidates.length > 0) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                    return {height: undefined, maxHeight: nodeInfo.feature.properties[\"height\"], hidden: nodeInfo.hiddenByReplacement, verticalScale: nodeInfo.evaluatedScale[2]};\n                }\n                continue;\n            }\n            if (nodeInfo.hiddenByReplacement) return; // better luck with the next source\n            return {height: heightValue, maxHeight: nodeInfo.feature.properties[\"height\"] as number, hidden: false, verticalScale: nodeInfo.evaluatedScale[2]};\n        }\n    }\n}\n\nfunction expressionRequiresReevaluation<T>(e: PossiblyEvaluatedValue<T>, brightnessChanged: boolean): boolean {\n    assert(e.kind === 'constant' || e instanceof ZoomConstantExpression);\n\n    if (e instanceof ZoomConstantExpression) {\n        return !e.isLightConstant && brightnessChanged;\n    }\n\n    return false;\n}\n\n// Rounds a part's style back to the precision it had when packed into per-vertex bytes: roughness\n// and metallic to a nibble each, emissive strength and alpha to a byte, and the two gradient values\n// to a byte with the 255/256 scale the old decode used.\n//\n// TEMPORARY. The uniform block holds plain floats and needs none of this. It is here so this change\n// renders identically to the per-vertex encoding it replaces, which lets a render test run verify\n// the restructuring by itself. Deleting the function and its call is what picks up the better\n// precision, and requires updating the landmark baselines.\nfunction quantizeLikeLegacyEncoding(style: Float32Array, o: number) {\n    // Roughness and metallic were a nibble each, emissive a byte spanning [0, 2], alpha a byte.\n    style[o + 4] = Math.floor(style[o + 4] * 15) * 16 / 255;\n    style[o + 5] = Math.floor(style[o + 5] * 15) * 16 / 255;\n    style[o + 6] = Math.min(Math.floor(style[o + 6] * 127.5 + 0.5), 255) / 255 * 2;\n    style[o + 7] = Math.floor(style[o + 7] * 255) / 255;\n\n    // The two gradient values were a byte each, but were decoded with a 255/256 scale instead of\n    // 255/255, so a styled value of 1 read back as 0.99609. That also reproduces the neutral\n    // gradient, whose values were both 0xFF.\n    const valueBegin = Math.floor(style[o + 10] * 255) / 256;\n    const valueFinish = Math.floor((style[o + 10] + style[o + 11]) * 255) / 256;\n    style[o + 10] = valueBegin;\n    style[o + 11] = valueFinish - valueBegin;\n}\n\n// Generates the per-part style values, four vec4 each, that the model vertex shader reads as\n// ModelPartStyle.\nfunction buildPartStyle(nodeInfo: Tiled3dModelFeature) {\n    const style = nodeInfo.partStyle;\n    for (let part = 0; part < PartNames.length; part++) {\n        const colorMix = nodeInfo.evaluatedColor[part];\n        const rmea = nodeInfo.evaluatedRMEA[part];\n        const gradient = nodeInfo.emissionHeightBasedParams[part];\n\n        const begin = clamp(gradient[0], 0, 1);\n        const finish = clamp(gradient[1], 0, 1);\n\n        const o = part * 16;\n        style[o] = colorMix[0];\n        style[o + 1] = colorMix[1];\n        style[o + 2] = colorMix[2];\n        style[o + 3] = clamp(colorMix[3], 0, 1);\n\n        style[o + 4] = rmea[0];\n        style[o + 5] = rmea[1];\n        style[o + 6] = clamp(rmea[2], 0, 2);\n        style[o + 7] = rmea[3];\n\n        if (begin !== finish) {\n            style[o + 8] = begin;\n            style[o + 9] = finish;\n            style[o + 10] = clamp(gradient[2], 0, 1);\n            style[o + 11] = clamp(gradient[3], 0, 1) - style[o + 10];\n            style[o + 12] = Math.pow(10, clamp(gradient[4], -1, 1));\n        } else {\n            // Flat multiplier of 1 spanning the full mesh height. A zero span would divide by zero\n            // in the shader.\n            style[o + 8] = 0;\n            style[o + 9] = 1;\n            style[o + 10] = 1;\n            style[o + 11] = 0;\n            style[o + 12] = 1;\n        }\n\n        quantizeLikeLegacyEncoding(style, o);\n    }\n}\n\nregister(Tiled3dModelBucket, 'Tiled3dModelBucket', {omit: ['layers']});\nregister(Tiled3dModelFeature, 'Tiled3dModelFeature', {omit: ['partStyleUBO']});\n\nexport default Tiled3dModelBucket;\n","import assert from '../style-spec/util/assert';\n\nclass DictionaryCoder {\n    _stringToNumber: {\n        [_: string]: number;\n    };\n    _numberToString: Array<string>;\n\n    constructor(strings: Array<string>) {\n        this._stringToNumber = {};\n        this._numberToString = [];\n        for (let i = 0; i < strings.length; i++) {\n            const string = strings[i]!;\n            this._stringToNumber[string] = i;\n            this._numberToString[i] = string;\n        }\n    }\n\n    encode(string: string): number {\n        assert(string in this._stringToNumber);\n        return this._stringToNumber[string]!;\n    }\n\n    decode(n: number): string {\n        assert(n < this._numberToString.length);\n        return this._numberToString[n]!;\n    }\n}\n\nexport default DictionaryCoder;\n","import type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {FeatureState} from '../style-spec/expression/index';\nimport type {LayerSpecification} from '../style-spec/types';\n\nconst customProps = ['id', 'tile', 'layer', 'source', 'sourceLayer', 'state'] as const;\n\nexport interface GeoJSONFeature extends GeoJSON.Feature {\n    layer?: LayerSpecification;\n    source?: string;\n    sourceLayer?: string;\n    state?: FeatureState;\n    variants?: Record<string, FeatureVariant[]>;\n    clone: () => GeoJSONFeature;\n    toJSON: () => GeoJSON.Feature;\n}\n\nclass Feature implements GeoJSONFeature {\n    type: 'Feature';\n    id?: number | string;\n    properties: Record<string, string | number | boolean>;\n    tile?: {z: number; x: number; y: number};\n    _geometry?: GeoJSON.Geometry;\n    _vectorTileFeature: VectorTileFeature | null | undefined;\n    _x: number;\n    _y: number;\n    _z: number;\n\n    layer!: LayerSpecification;\n    source!: string;\n    sourceLayer?: string;\n    state?: FeatureState;\n    variants?: Record<string, FeatureVariant[]>;\n\n    constructor(vectorTileFeature: VectorTileFeature | null | undefined, z: number, x: number, y: number, id?: string | number) {\n        this.type = 'Feature';\n\n        this._vectorTileFeature = vectorTileFeature;\n        this._z = z;\n        this._x = x;\n        this._y = y;\n\n        this.properties = vectorTileFeature ? vectorTileFeature.properties : {};\n        this.id = id;\n    }\n\n    clone(): Feature {\n        const feature = new Feature(this._vectorTileFeature, this._z, this._x, this._y, this.id);\n        if (this.state) feature.state = {...this.state};\n        if (this.layer) feature.layer = {...this.layer};\n        if (this.source) feature.source = this.source;\n        if (this.sourceLayer) feature.sourceLayer = this.sourceLayer;\n        return feature;\n    }\n\n    get geometry(): GeoJSON.Geometry {\n        if (this._geometry === undefined && this._vectorTileFeature) {\n            this._geometry = this._vectorTileFeature.toGeoJSON(this._x, this._y, this._z).geometry;\n        }\n        return this._geometry!;\n    }\n\n    set geometry(g: GeoJSON.Geometry) {\n        this._geometry = g;\n    }\n\n    toJSON(): GeoJSON.Feature {\n        const json: GeoJSON.Feature & Partial<Pick<Feature, typeof customProps[number]>> = {\n            type: 'Feature',\n            state: undefined,\n            geometry: this.geometry,\n            properties: this.properties\n        };\n\n        for (const key of customProps) {\n            if (this[key] !== undefined) (json as Partial<Record<typeof key, Feature[typeof key]>>)[key] = this[key];\n        }\n\n        return json;\n    }\n}\n\n/**\n * `FeaturesetDescriptor` references a featureset in a style. If `importId` is not specified, the featureset is assumed to be in the root style.\n */\nexport type FeaturesetDescriptor = {featuresetId: string, importId?: string};\n\n/**\n * `TargetDescriptor` defines the target for a {@link Map#queryRenderedFeatures} query to inspect,\n * referencing either a [style layer ID](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layer-id) or a {@link FeaturesetDescriptor}.\n * It acts as a universal target for {@link Map#addInteraction} and {@link Map#queryRenderedFeatures}.\n */\nexport type TargetDescriptor =\n    | {layerId: string}\n    | FeaturesetDescriptor;\n\n/**\n * `FeatureVariant` represents a feature variant, allowing references to the feature from different featuresets.\n * In a {@link Map#queryRenderedFeatures} query, the original feature includes references to all its variants, grouped by the query target.\n */\nexport type FeatureVariant = {\n    target: TargetDescriptor;\n    namespace?: string;\n    properties?: Record<string, string | number | boolean>;\n    uniqueFeatureID?: boolean;\n};\n\n/**\n * `TargetFeature` is a [GeoJSON](http://geojson.org/) [Feature object](https://tools.ietf.org/html/rfc7946#section-3.2) representing a feature\n * associated with a specific query target in {@link Map#queryRenderedFeatures}. For featuresets in imports, `TargetFeature` includes a `target` reference as a {@link TargetDescriptor}\n * and may also include a `namespace` property to prevent feature ID collisions when layers defined in the query target reference multiple sources.\n * Unlike features returned for root style featuresets, `TargetFeature` omits the `layer`, `source`, and `sourceLayer` properties if the feature belongs to import style.\n */\nexport class TargetFeature extends Feature {\n    override variants!: never;\n\n    /**\n     * The target descriptor of the feature.\n     */\n    target?: TargetDescriptor;\n\n    /**\n     * The namespace of the feature.\n     */\n    namespace?: string;\n\n    /**\n     * @private\n     */\n    constructor(feature: Feature, variant: FeatureVariant) {\n        super(feature._vectorTileFeature, feature._z, feature._x, feature._y, feature.id);\n        if (feature.state) this.state = {...feature.state};\n\n        this.target = variant.target;\n        this.namespace = variant.namespace;\n        if (variant.properties) this.properties = variant.properties;\n\n        if (this.target && (('featuresetId' in this.target && !this.target.importId) || ('layerId' in this.target))) {\n            this.source = feature.source;\n            this.sourceLayer = feature.sourceLayer;\n            this.layer = feature.layer;\n        }\n    }\n\n    override toJSON(): GeoJSON.Feature & FeatureVariant {\n        const json = super.toJSON() as GeoJSON.Feature & FeatureVariant;\n\n        json.target = this.target!;\n        json.namespace = this.namespace;\n\n        return json;\n    }\n}\n\nexport default Feature;\n","const TextureSlots = {\n    BaseColor: 5,\n    MetallicRoughness: 6,\n    Normal: 7,\n    Occlusion: 8,\n    Emission: 9,\n    LUT: 10,\n    ShadowMap0: 11,\n};\n\nexport default TextureSlots;\n","import {mat3, mat4, vec3} from 'gl-matrix';\nimport {\n    Uniform1i,\n    Uniform1f,\n    Uniform3f,\n    Uniform4f,\n    UniformMatrix4f\n} from '../../../src/render/uniform_binding';\nimport Color from '../../../src/style-spec/util/color';\nimport TextureSlots from '../texture_slots';\n\nimport type ModelStyleLayer from '../../style/style_layer/model_style_layer';\nimport type {UniformValues} from '../../../src/render/uniform_binding';\nimport type Context from '../../../src/gl/context';\nimport type Painter from '../../../src/render/painter';\nimport type {Material, MaterialOverride} from '../../data/model';\n\nexport type ModelUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_lighting_matrix']: UniformMatrix4f;\n    ['u_normal_matrix']: UniformMatrix4f;\n    ['u_node_matrix']: UniformMatrix4f;\n    ['u_lightpos']: Uniform3f;\n    ['u_lightintensity']: Uniform1f;\n    ['u_lightcolor']: Uniform3f;\n    ['u_camera_pos']: Uniform3f;\n    ['u_opacity']: Uniform1f;\n    ['u_baseColorFactor']: Uniform4f;\n    ['u_emissiveFactor']: Uniform4f;\n    ['u_metallicFactor']: Uniform1f;\n    ['u_roughnessFactor']: Uniform1f;\n    ['u_baseTextureIsAlpha']: Uniform1i;\n    ['u_alphaMask']: Uniform1i;\n    ['u_alphaCutoff']: Uniform1f;\n    ['u_baseColorTexture']: Uniform1i;\n    ['u_metallicRoughnessTexture']: Uniform1i;\n    ['u_normalTexture']: Uniform1i;\n    ['u_occlusionTexture']: Uniform1i;\n    ['u_emissionTexture']: Uniform1i;\n    ['u_lutTexture']: Uniform1i;\n    ['u_color_mix']: Uniform4f;\n    ['u_aoIntensity']: Uniform1f;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_occlusionTextureTransform']: Uniform4f;\n    ['u_dithered_discard_threshold']: Uniform1f;\n    ['u_model_mesh_params']: Uniform4f;\n};\n\nexport type ModelDefinesType = 'DIFFUSE_SHADED' | 'SHADOWS_SINGLE_CASCADE' | 'OCCLUSION_TEXTURE_TRANSFORM' | 'DITHERED_DISCARD';\n\nconst modelUniforms = (context: Context): ModelUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_lighting_matrix': new UniformMatrix4f(context),\n    'u_normal_matrix': new UniformMatrix4f(context),\n    'u_node_matrix': new UniformMatrix4f(context),\n    'u_lightpos': new Uniform3f(context),\n    'u_lightintensity': new Uniform1f(context),\n    'u_lightcolor': new Uniform3f(context),\n    'u_camera_pos': new Uniform3f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_baseColorFactor': new Uniform4f(context),\n    'u_emissiveFactor': new Uniform4f(context),\n    'u_metallicFactor': new Uniform1f(context),\n    'u_roughnessFactor': new Uniform1f(context),\n    'u_baseTextureIsAlpha': new Uniform1i(context),\n    'u_alphaMask': new Uniform1i(context),\n    'u_alphaCutoff': new Uniform1f(context),\n    'u_baseColorTexture': new Uniform1i(context),\n    'u_metallicRoughnessTexture': new Uniform1i(context),\n    'u_normalTexture': new Uniform1i(context),\n    'u_occlusionTexture': new Uniform1i(context),\n    'u_emissionTexture': new Uniform1i(context),\n    'u_lutTexture': new Uniform1i(context),\n    'u_color_mix': new Uniform4f(context),\n    'u_aoIntensity': new Uniform1f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_occlusionTextureTransform': new Uniform4f(context),\n    'u_dithered_discard_threshold': new Uniform1f(context),\n    'u_model_mesh_params': new Uniform4f(context)\n});\n\nconst emptyMat4 = new Float32Array(mat4.identity([]));\n\nconst zeroVec3: [number, number, number] = [0, 0, 0];\n\nconst modelUniformValues = (\n    matrix: mat4,\n    lightingMatrix: mat4,\n    normalMatrix: mat4,\n    nodeMatrix: mat4,\n    painter: Painter,\n    opacity: number,\n    baseColorFactor: Color,\n    emissiveFactor: Color,\n    metallicFactor: number,\n    roughnessFactor: number,\n    material: Material,\n    emissiveStrength: number,\n    layer: ModelStyleLayer,\n    cameraPos: [number, number, number] = [0, 0, 0],\n    occlusionTextureTransform?: [number, number, number, number] | null,\n    materialOverride?: MaterialOverride | null,\n    modelColorMix?: [number, number, number, number],\n    ditheredDiscardThreshold: number = 1.0,\n    lighting3DMode: boolean = false,\n): UniformValues<ModelUniformsType> => {\n\n    let lightPos: [number, number, number] = zeroVec3;\n    let lightIntensity = 0;\n    let lightColorArr: [number, number, number] = zeroVec3;\n\n    if (!lighting3DMode) {\n        const light = painter.style.light;\n        const _lp = light.properties.get('position');\n        lightPos = [-_lp.x, -_lp.y, _lp.z];\n        const anchor = light.properties.get('anchor');\n        if (anchor === 'viewport') {\n            const lightMat = mat3.create();\n            mat3.fromRotation(lightMat, -painter.transform.angle);\n            vec3.transformMat3(lightPos, lightPos, lightMat);\n        }\n        const lightColor = light.properties.get('color').toNonPremultipliedRenderColor(null);\n        lightIntensity = light.properties.get('intensity');\n        lightColorArr = [lightColor.r, lightColor.g, lightColor.b];\n    }\n\n    const alphaMask = material.alphaMode === 'MASK';\n\n    const aoIntensity = layer.paint.get('model-ambient-occlusion-intensity');\n\n    const colorMix = layer.paint.get('model-color').constantOr(Color.white).toNonPremultipliedRenderColor(null);\n    colorMix.a = layer.paint.get('model-color-mix-intensity').constantOr(0.0);\n\n    if (modelColorMix) {\n        colorMix.r = modelColorMix[0];\n        colorMix.g = modelColorMix[1];\n        colorMix.b = modelColorMix[2];\n        colorMix.a = modelColorMix[3];\n    }\n\n    if (materialOverride) {\n        colorMix.r = materialOverride.color.r;\n        colorMix.g = materialOverride.color.g;\n        colorMix.b = materialOverride.color.b;\n        colorMix.a = materialOverride.colorMix;\n        emissiveStrength = materialOverride.emissionStrength;\n        opacity = materialOverride.opacity * opacity;\n    }\n\n    const uniformValues = {\n        'u_matrix': matrix as Float32Array,\n        'u_lighting_matrix': lightingMatrix as Float32Array,\n        'u_normal_matrix': normalMatrix as Float32Array,\n        'u_node_matrix': (nodeMatrix ? nodeMatrix : emptyMat4) as Float32Array,\n        'u_lightpos': lightPos,\n        'u_lightintensity': lightIntensity,\n        'u_lightcolor': lightColorArr,\n        'u_camera_pos': cameraPos,\n        'u_opacity': opacity,\n        'u_baseTextureIsAlpha': 0,\n        'u_alphaMask': +alphaMask,\n        'u_alphaCutoff': material.alphaCutoff,\n        'u_baseColorFactor': baseColorFactor.toNonPremultipliedRenderColor(null).toArray01(),\n        'u_emissiveFactor': emissiveFactor.toNonPremultipliedRenderColor(null).toArray01(),\n        'u_metallicFactor': metallicFactor,\n        'u_roughnessFactor': roughnessFactor,\n        'u_baseColorTexture': TextureSlots.BaseColor,\n        'u_metallicRoughnessTexture': TextureSlots.MetallicRoughness,\n        'u_normalTexture': TextureSlots.Normal,\n        'u_occlusionTexture': TextureSlots.Occlusion,\n        'u_emissionTexture': TextureSlots.Emission,\n        'u_lutTexture': TextureSlots.LUT,\n        'u_color_mix': colorMix.toArray01(),\n        'u_aoIntensity': aoIntensity,\n        'u_emissive_strength': emissiveStrength,\n        'u_occlusionTextureTransform': occlusionTextureTransform ? occlusionTextureTransform : [0, 0, 0, 0] as [number, number, number, number],\n        'u_dithered_discard_threshold': ditheredDiscardThreshold,\n        // Only the landmark path reads this; it overwrites the value after this call.\n        'u_model_mesh_params': [0, 1, 0, 0] as [number, number, number, number]\n    };\n\n    return uniformValues;\n};\n\nexport type ModelDepthUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_instance']: UniformMatrix4f;\n    ['u_node_matrix']: UniformMatrix4f;\n};\n\nconst modelDepthUniforms = (context: Context): ModelDepthUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_instance': new UniformMatrix4f(context),\n    'u_node_matrix': new UniformMatrix4f(context)\n});\n\nconst modelDepthUniformValues = (\n    matrix: mat4,\n    instance: mat4 = emptyMat4,\n    nodeMatrix: mat4 = emptyMat4,\n): UniformValues<ModelDepthUniformsType> => {\n    return {\n        'u_matrix': matrix,\n        'u_instance': instance,\n        'u_node_matrix': nodeMatrix\n    };\n};\n\nexport {\n    modelUniforms,\n    modelUniformValues,\n    modelDepthUniforms,\n    modelDepthUniformValues\n};\n","import type {StencilOpConstant, StencilTest} from './types';\n\nconst ALWAYS = 0x0207;\nconst KEEP = 0x1E00;\n\nclass StencilMode {\n    test: StencilTest;\n    ref: number;\n    mask: number;\n    fail: StencilOpConstant;\n    depthFail: StencilOpConstant;\n    pass: StencilOpConstant;\n\n    constructor(test: StencilTest, ref: number, mask: number, fail: StencilOpConstant,\n        depthFail: StencilOpConstant, pass: StencilOpConstant) {\n        this.test = test;\n        this.ref = ref;\n        this.mask = mask;\n        this.fail = fail;\n        this.depthFail = depthFail;\n        this.pass = pass;\n    }\n\n    static disabled: Readonly<StencilMode>;\n}\n\nStencilMode.disabled = new StencilMode({func: ALWAYS, mask: 0}, 0, 0, KEEP, KEEP, KEEP);\n\nexport default StencilMode;\n","import Color, {type NonPremultipliedRenderColor} from '../style-spec/util/color';\n\nimport type {BlendEquationType, BlendFuncType, ColorMaskType} from './types';\n\nexport const ZERO = 0x0000;\nexport const ONE = 0x0001;\nexport const SRC_ALPHA = 0x0302;\nexport const ONE_MINUS_SRC_ALPHA = 0x0303;\nexport const DST_COLOR = 0x0306;\nexport const ONE_MINUS_DST_ALPHA = 0x0305;\nexport const DST_ALPHA = 0x0304;\n\nexport default class ColorMode {\n    blendFunction: BlendFuncType;\n    blendColor: NonPremultipliedRenderColor;\n    mask: ColorMaskType;\n    blendEquation: BlendEquationType | null | undefined;\n\n    constructor(blendFunction: BlendFuncType, blendColor: Color, mask: ColorMaskType, blendEquation?: BlendEquationType | null) {\n        this.blendFunction = blendFunction;\n        this.blendColor = blendColor.toNonPremultipliedRenderColor(null);\n        this.mask = mask;\n        this.blendEquation = blendEquation;\n    }\n\n    static Replace: BlendFuncType;\n\n    static disabled: Readonly<ColorMode>;\n    static unblended: Readonly<ColorMode>;\n    static alphaBlended: Readonly<ColorMode>;\n    static alphaBlendedNonPremultiplied: Readonly<ColorMode>;\n    static multiply: Readonly<ColorMode>;\n    static multiplyAccumulateAlpha: Readonly<ColorMode>;\n    static additive: Readonly<ColorMode>;\n    static additiveAlphaWeighted: Readonly<ColorMode>;\n    static additiveAlphaWeightedUnboundedAlpha: Readonly<ColorMode>;\n}\n\nColorMode.Replace = [ONE, ZERO, ONE, ZERO];\n\nColorMode.disabled = new ColorMode(ColorMode.Replace, Color.transparent, [false, false, false, false]);\nColorMode.unblended = new ColorMode(ColorMode.Replace, Color.transparent, [true, true, true, true]);\nColorMode.alphaBlended = new ColorMode([ONE, ONE_MINUS_SRC_ALPHA, ONE, ONE_MINUS_SRC_ALPHA], Color.transparent, [true, true, true, true]);\nColorMode.alphaBlendedNonPremultiplied = new ColorMode([SRC_ALPHA, ONE_MINUS_SRC_ALPHA, SRC_ALPHA, ONE_MINUS_SRC_ALPHA], Color.transparent, [true, true, true, true]);\nColorMode.multiply = new ColorMode([DST_COLOR, ZERO, DST_COLOR, ZERO], Color.transparent, [true, true, true, true]);\nColorMode.multiplyAccumulateAlpha = new ColorMode([DST_COLOR, ZERO, ONE, ONE_MINUS_SRC_ALPHA], Color.transparent, [true, true, true, true]);\nColorMode.additive = new ColorMode([ONE, ONE, ONE, ONE], Color.transparent, [true, true, true, true]);\nColorMode.additiveAlphaWeighted = new ColorMode([SRC_ALPHA, ONE, ONE_MINUS_DST_ALPHA, ONE], Color.transparent, [true, true, true, true]);\nColorMode.additiveAlphaWeightedUnboundedAlpha = new ColorMode([SRC_ALPHA, ONE, ONE, ONE], Color.transparent, [true, true, true, true]);\n","import type {DepthFuncType, DepthMaskType, DepthRangeType} from './types';\n\nconst ALWAYS = 0x0207;\n\nclass DepthMode {\n    func: DepthFuncType;\n    mask: DepthMaskType;\n    range: DepthRangeType;\n\n    // DepthMask enums\n    static ReadOnly: boolean;\n    static ReadWrite: boolean;\n\n    constructor(depthFunc: DepthFuncType, depthMask: DepthMaskType, depthRange: DepthRangeType) {\n        this.func = depthFunc;\n        this.mask = depthMask;\n        this.range = depthRange;\n    }\n\n    static disabled: Readonly<DepthMode>;\n}\n\nDepthMode.ReadOnly = false;\nDepthMode.ReadWrite = true;\n\nDepthMode.disabled = new DepthMode(ALWAYS, DepthMode.ReadOnly, [0, 1]);\n\nexport default DepthMode;\n","import type {CullFaceModeType, FrontFaceType} from './types';\n\nconst BACK = 0x0405;\nconst FRONT = 0x0404;\nconst CCW = 0x0901;\nconst CW = 0x0900;\n\nclass CullFaceMode {\n    enable: boolean;\n    mode: CullFaceModeType;\n    frontFace: FrontFaceType;\n\n    constructor(enable: boolean, mode: CullFaceModeType, frontFace: FrontFaceType) {\n        this.enable = enable;\n        this.mode = mode;\n        this.frontFace = frontFace;\n    }\n\n    static disabled: Readonly<CullFaceMode>;\n    static backCCW: Readonly<CullFaceMode>;\n    static backCW: Readonly<CullFaceMode>;\n    static frontCW: Readonly<CullFaceMode>;\n    static frontCCW: Readonly<CullFaceMode>;\n}\n\nCullFaceMode.disabled = new CullFaceMode(false, BACK, CCW);\nCullFaceMode.backCCW = new CullFaceMode(true, BACK, CCW);\nCullFaceMode.backCW = new CullFaceMode(true, BACK, CW);\nCullFaceMode.frontCW = new CullFaceMode(true, FRONT, CW);\nCullFaceMode.frontCCW = new CullFaceMode(true, FRONT, CCW);\n\nexport default CullFaceMode;\n","import Point from \"@mapbox/point-geometry\";\nimport {clamp} from '../util/util';\nimport {number} from '../style-spec/util/interpolate';\n\n/**\n * An `EdgeInset` object represents screen space padding applied to the edges of the viewport.\n * This shifts the apparent center or the vanishing point of the map. This is useful for adding floating UI elements\n * on top of the map and having the vanishing point shift as UI elements resize.\n *\n * @private\n * @param {number} [top=0]\n * @param {number} [bottom=0]\n * @param {number} [left=0]\n * @param {number} [right=0]\n */\nclass EdgeInsets {\n    top: number;\n    bottom: number;\n    left: number;\n    right: number;\n\n    constructor(top: number = 0, bottom: number = 0, left: number = 0, right: number = 0) {\n        if (isNaN(top) || top < 0 ||\n            isNaN(bottom) || bottom < 0 ||\n            isNaN(left) || left < 0 ||\n            isNaN(right) || right < 0\n        ) {\n            throw new Error('Invalid value for edge-insets, top, bottom, left and right must all be numbers');\n        }\n\n        this.top = top;\n        this.bottom = bottom;\n        this.left = left;\n        this.right = right;\n    }\n\n    /**\n     * Interpolates the inset in-place.\n     * This maintains the current inset value for any inset not present in `target`.\n     *\n     * @private\n     * @param {PaddingOptions | EdgeInsets} start The initial padding options.\n     * @param {PaddingOptions} target The target padding options.\n     * @param {number} t The interpolation variable.\n     * @returns {EdgeInsets} The interpolated edge insets.\n     * @memberof EdgeInsets\n     */\n    interpolate(start: PaddingOptions | EdgeInsets, target: PaddingOptions, t: number): EdgeInsets {\n        if (target.top != null && start.top != null) this.top = number(start.top, target.top, t);\n        if (target.bottom != null && start.bottom != null) this.bottom = number(start.bottom, target.bottom, t);\n        if (target.left != null && start.left != null) this.left = number(start.left, target.left, t);\n        if (target.right != null && start.right != null) this.right = number(start.right, target.right, t);\n\n        return this;\n    }\n\n    /**\n     * Utility method that computes the new apprent center or vanishing point after applying insets.\n     * This is in pixels and with the top left being (0.0) and +y being downwards.\n     *\n     * @private\n     * @param {number} width The width of the map in pixels.\n     * @param {number} height The height of the map in pixels.\n     * @returns {Point} The apparent center or vanishing point of the map.\n     * @memberof EdgeInsets\n     */\n    getCenter(width: number, height: number): Point {\n        // Clamp insets so they never overflow width/height and always calculate a valid center\n        const x = clamp((this.left + width - this.right) / 2, 0, width);\n        const y = clamp((this.top + height - this.bottom) / 2, 0, height);\n\n        return new Point(x, y);\n    }\n\n    equals(other: PaddingOptions): boolean {\n        return this.top === other.top &&\n            this.bottom === other.bottom &&\n            this.left === other.left &&\n            this.right === other.right;\n    }\n\n    clone(): EdgeInsets {\n        return new EdgeInsets(this.top, this.bottom, this.left, this.right);\n    }\n\n    /**\n     * Returns the current state as json, useful when you want to have a\n     * read-only representation of the inset.\n     *\n     * @private\n     * @returns {PaddingOptions} The current padding options.\n     * @memberof EdgeInsets\n     */\n    toJSON(): PaddingOptions {\n        return {\n            top: this.top,\n            bottom: this.bottom,\n            left: this.left,\n            right: this.right\n        };\n    }\n}\n\nexport type PaddingOptions = {\n    readonly top?: number;\n    readonly bottom?: number;\n    readonly right?: number;\n    readonly left?: number;\n};\n\nexport default EdgeInsets;\n","import MercatorCoordinate, {mercatorZfromAltitude, latFromMercatorY} from '../geo/mercator_coordinate';\nimport {degToRad, wrap, getColumn, setColumn} from '../util/util';\nimport {vec3, quat, mat4} from 'gl-matrix';\n\nimport type {vec4} from 'gl-matrix';\nimport type {Elevation} from '../terrain/elevation';\nimport type {LngLatLike} from '../geo/lng_lat';\n\nfunction updateTransformOrientation(matrix: mat4, orientation: quat) {\n    // Take temporary copy of position to prevent it from being overwritten\n    const position: vec4 = getColumn(matrix, 3);\n\n    // Convert quaternion to rotation matrix\n    mat4.fromQuat(matrix, orientation);\n    setColumn(matrix, 3, position);\n}\n\nfunction updateTransformPosition(matrix: mat4, position: vec3) {\n    setColumn(matrix, 3, [position[0], position[1], position[2], 1.0]);\n}\n\nfunction orientationFromPitchBearing(pitch: number, bearing: number): quat {\n    // Both angles are considered to define CW rotation around their respective axes.\n    // Values have to be negated to achieve the proper quaternion in left handed coordinate space\n    const orientation = quat.identity([]);\n    quat.rotateZ(orientation, orientation, -bearing);\n    quat.rotateX(orientation, orientation, -pitch);\n    return orientation;\n}\n\n/**\n * @private\n */\nexport function orientationFromFrame(forward: vec3, up: vec3): quat | null | undefined {\n    // Find right-vector of the resulting coordinate frame. Up-vector has to be\n    // sanitized first in order to remove the roll component from the orientation\n    const xyForward = [forward[0], forward[1], 0];\n    const xyUp = [up[0], up[1], 0];\n\n    const epsilon = 1e-15;\n\n    if (vec3.length(xyForward) >= epsilon) {\n        // Roll rotation can be seen as the right vector not being on the xy-plane, ie. right[2] != 0.0.\n        // It can be negated by projecting the up vector on top of the forward vector.\n        const xyDir = vec3.normalize([], xyForward);\n        vec3.scale(xyUp, xyDir, vec3.dot(xyUp, xyDir));\n\n        up[0] = xyUp[0];\n        up[1] = xyUp[1];\n    }\n\n    const right = vec3.cross([], up, forward);\n    if (vec3.len(right) < epsilon) {\n        return null;\n    }\n\n    const bearing = Math.atan2(-right[1], right[0]);\n    const pitch = Math.atan2(Math.sqrt(forward[0] * forward[0] + forward[1] * forward[1]), -forward[2]);\n\n    return orientationFromPitchBearing(pitch, bearing);\n}\n\n/**\n * Options for accessing physical properties of the underlying camera entity.\n * Direct access to these properties allows more flexible and precise controlling of the camera.\n * These options are also fully compatible and interchangeable with CameraOptions. All fields are optional.\n * See {@link Map#setFreeCameraOptions} and {@link Map#getFreeCameraOptions}.\n *\n * @param {MercatorCoordinate} position Position of the camera in slightly modified web mercator coordinates.\n        - The size of 1 unit is the width of the projected world instead of the \"mercator meter\".\n          Coordinate [0, 0, 0] is the north-west corner and [1, 1, 0] is the south-east corner.\n        - Z coordinate is conformal and must respect minimum and maximum zoom values.\n        - Zoom is automatically computed from the altitude (z).\n * @param {quat} orientation Orientation of the camera represented as a unit quaternion [x, y, z, w] in a left-handed coordinate space.\n        Direction of the rotation is clockwise around the respective axis.\n        The default pose of the camera is such that the forward vector is looking up the -Z axis.\n        The up vector is aligned with north orientation of the map:\n          forward: [0, 0, -1]\n          up:      [0, -1, 0]\n          right    [1, 0, 0]\n        Orientation can be set freely but certain constraints still apply:\n         - Orientation must be representable with only pitch and bearing.\n         - Pitch has an upper limit.\n * @example\n * const camera = map.getFreeCameraOptions();\n *\n * const position = [138.72649, 35.33974];\n * const altitude = 3000;\n *\n * camera.position = mapboxgl.MercatorCoordinate.fromLngLat(position, altitude);\n * camera.lookAtPoint([138.73036, 35.36197]);\n *\n * map.setFreeCameraOptions(camera);\n * @see [Example: Animate the camera around a point in 3D terrain](https://docs.mapbox.com/mapbox-gl-js/example/free-camera-point/)\n * @see [Example: Animate the camera along a path](https://docs.mapbox.com/mapbox-gl-js/example/free-camera-path/)\n */\nclass FreeCameraOptions {\n    orientation: quat | null | undefined;\n    _position: MercatorCoordinate | null | undefined;\n    _elevation: Elevation | null | undefined;\n    _renderWorldCopies!: boolean;\n\n    constructor(position?: MercatorCoordinate | null, orientation?: quat | null) {\n        this.position = position;\n        this.orientation = orientation;\n    }\n\n    get position(): MercatorCoordinate | null | undefined {\n        return this._position;\n    }\n\n    set position(position: MercatorCoordinate | null | undefined | vec3) {\n        if (!position) {\n            this._position = null;\n        } else {\n            const mercatorCoordinate = position instanceof MercatorCoordinate ? position : new MercatorCoordinate(position[0], position[1], position[2]);\n            if (this._renderWorldCopies) {\n                mercatorCoordinate.x = wrap(mercatorCoordinate.x, 0, 1);\n            }\n            this._position = mercatorCoordinate;\n        }\n    }\n\n    /**\n     * Helper function for setting orientation of the camera by defining a focus point\n     * on the map.\n     *\n     * @param {LngLatLike} location Location of the focus point on the map.\n     * @param {vec3?} up Up vector of the camera is necessary in certain scenarios where bearing can't be deduced from the viewing direction.\n     * @param {number?} altitude Altitude of the focus point on the map. By default ground level is used.\n     * @example\n     * const camera = map.getFreeCameraOptions();\n     *\n     * const position = [138.72649, 35.33974];\n     * const altitude = 3000;\n     *\n     * camera.position = mapboxgl.MercatorCoordinate.fromLngLat(position, altitude);\n     * camera.lookAtPoint([138.73036, 35.36197]);\n     * // Apply camera changes\n     * map.setFreeCameraOptions(camera);\n     */\n    lookAtPoint(location: LngLatLike, up?: vec3, altitude?: number) {\n        this.orientation = null;\n        if (!this.position) {\n            return;\n        }\n\n        const pos: MercatorCoordinate = this.position;\n        const targetAltitude = altitude ? altitude : (this._elevation ? this._elevation.getAtPointOrZero(MercatorCoordinate.fromLngLat(location)) : 0);\n        const target = MercatorCoordinate.fromLngLat(location, targetAltitude);\n        const forward: vec3 = [target.x - pos.x, target.y - pos.y, target.z - pos.z];\n        if (!up)\n            up = [0, 0, 1];\n\n        // flip z-component if the up vector is pointing downwards\n        up[2] = Math.abs(up[2]);\n\n        this.orientation = orientationFromFrame(forward, up);\n    }\n\n    /**\n     * Helper function for setting the orientation of the camera as a pitch and a bearing.\n     *\n     * @param {number} pitch Pitch angle in degrees.\n     * @param {number} bearing Bearing angle in degrees.\n     * @example\n     * const camera = map.getFreeCameraOptions();\n     *\n     * // Update camera pitch and bearing\n     * camera.setPitchBearing(80, 90);\n     * // Apply changes\n     * map.setFreeCameraOptions(camera);\n     */\n    setPitchBearing(pitch: number, bearing: number) {\n        this.orientation = orientationFromPitchBearing(degToRad(pitch), degToRad(-bearing));\n    }\n}\n\n/**\n * While using the free camera API the outcome value of isZooming, isMoving and isRotating\n * is not a result of the free camera API.\n * If the user sets the map.interactive to true, there will be conflicting behaviors while\n * interacting with map via zooming or moving using mouse or/and keyboard which will result\n * in isZooming, isMoving and isRotating to return true while using free camera API. In order\n * to prevent the confilicting behavior please set map.interactive to false which will result\n * in muting the following events: zoom, zoomend, zoomstart, rotate, rotateend, rotatestart,\n * move, moveend, movestart, pitch, pitchend, pitchstart.\n */\n\nclass FreeCamera {\n    _transform: mat4;\n    _orientation!: quat;\n\n    constructor(position?: vec3 | null, orientation?: quat | null) {\n        this._transform = mat4.identity([]);\n        this.orientation = orientation;\n        this.position = position;\n    }\n\n    get mercatorPosition(): MercatorCoordinate {\n        const pos = this.position;\n        return new MercatorCoordinate(pos[0], pos[1], pos[2]);\n    }\n\n    get position(): vec3 {\n        const col: vec4 = getColumn(this._transform, 3);\n        return [col[0], col[1], col[2]];\n    }\n\n    set position(value: vec3 | null | undefined) {\n        if (value) {\n            updateTransformPosition(this._transform, value);\n        }\n    }\n\n    get orientation(): quat {\n        return this._orientation;\n    }\n\n    set orientation(value: quat | null | undefined) {\n        this._orientation = value || quat.identity([]);\n        if (value) {\n            updateTransformOrientation(this._transform, this._orientation);\n        }\n    }\n\n    getPitchBearing(): {pitch: number; bearing: number} {\n        const f = this.forward();\n        const r = this.right();\n\n        return {\n            bearing: Math.atan2(-r[1], r[0]),\n            pitch: Math.atan2(Math.sqrt(f[0] * f[0] + f[1] * f[1]), -f[2])\n        };\n    }\n\n    setPitchBearing(pitch: number, bearing: number) {\n        this._orientation = orientationFromPitchBearing(pitch, bearing);\n        updateTransformOrientation(this._transform, this._orientation);\n    }\n\n    forward(): vec3 {\n        const col: vec4 = getColumn(this._transform, 2);\n        // Forward direction is towards the negative Z-axis\n        return [-col[0], -col[1], -col[2]];\n    }\n\n    up(): vec3 {\n        const col: vec4 = getColumn(this._transform, 1);\n        // Up direction has to be flipped to point towards north\n        return [-col[0], -col[1], -col[2]];\n    }\n\n    right(): vec3 {\n        const col: vec4 = getColumn(this._transform, 0);\n        return [col[0], col[1], col[2]];\n    }\n\n    getCameraToWorld(worldSize: number, pixelsPerMeter: number): mat4 {\n        const cameraToWorld = new Float64Array(16);\n        mat4.invert(cameraToWorld, this.getWorldToCamera(worldSize, pixelsPerMeter));\n        return cameraToWorld;\n    }\n\n    getCameraToWorldMercator(): mat4 {\n        return this._transform;\n    }\n\n    getWorldToCameraPosition(worldSize: number, pixelsPerMeter: number, uniformScale: number): mat4 {\n        const invPosition = this.position;\n\n        vec3.scale(invPosition, invPosition, -worldSize);\n        const matrix = new Float64Array(16);\n        mat4.fromScaling(matrix, [uniformScale, uniformScale, uniformScale]);\n        mat4.translate(matrix, matrix, invPosition);\n\n        // Adjust scale on z (3rd column 3rd row)\n        matrix[10] *= pixelsPerMeter;\n\n        return matrix;\n    }\n\n    getWorldToCamera(worldSize: number, pixelsPerMeter: number): mat4 {\n        // transformation chain from world space to camera space:\n        // 1. Height value (z) of renderables is in meters. Scale z coordinate by pixelsPerMeter\n        // 2. Transform from pixel coordinates to camera space with cameraMatrix^-1\n        // 3. flip Y if required\n\n        // worldToCamera: flip * cam^-1 * zScale\n        // cameraToWorld: (flip * cam^-1 * zScale)^-1 => (zScale^-1 * cam * flip^-1)\n        const matrix = new Float64Array(16);\n\n        // Compute inverse of camera matrix and post-multiply negated translation\n        const invOrientation = new Float64Array(4);\n        const invPosition = this.position;\n\n        quat.conjugate(invOrientation, this._orientation);\n        vec3.scale(invPosition, invPosition, -worldSize);\n        mat4.fromQuat(matrix, invOrientation);\n        mat4.translate(matrix, matrix, invPosition);\n\n        // Pre-multiply y (2nd row)\n        matrix[1] *= -1.0;\n        matrix[5] *= -1.0;\n        matrix[9] *= -1.0;\n        matrix[13] *= -1.0;\n\n        // Post-multiply z (3rd column)\n        matrix[8] *= pixelsPerMeter;\n        matrix[9] *= pixelsPerMeter;\n        matrix[10] *= pixelsPerMeter;\n        matrix[11] *= pixelsPerMeter;\n\n        return matrix;\n    }\n\n    getCameraToClipPerspective(fovy: number, aspectRatio: number, nearZ: number, farZ: number): mat4 {\n        const matrix = new Float64Array(16);\n        mat4.perspective(matrix, fovy, aspectRatio, nearZ, farZ);\n        return matrix;\n    }\n\n    getCameraToClipOrthographic(\n        left: number,\n        right: number,\n        bottom: number,\n        top: number,\n        nearZ: number,\n        farZ: number,\n    ): mat4 {\n        const matrix = new Float64Array(16);\n        mat4.ortho(matrix, left, right, bottom, top, nearZ, farZ);\n        return matrix;\n    }\n\n    // The additional parameter needs to be removed. This was introduced because originally\n    // the value returned by this function was incorrect. Fixing it would break the fog visuals and needs to be\n    // communicated carefully first. Also see transform.cameraWorldSizeForFog.\n    getDistanceToElevation(elevationMeters: number, convert: boolean = false): number {\n        const z0 = elevationMeters === 0 ? 0 : mercatorZfromAltitude(elevationMeters, convert ? latFromMercatorY(this.position[1]) : this.position[1]);\n        const f = this.forward();\n        return (z0 - this.position[2]) / f[2];\n    }\n\n    clone(): FreeCamera {\n        return new FreeCamera([...this.position] as vec3, [...this.orientation] as quat);\n    }\n}\n\nexport {\n    FreeCamera,\n    FreeCameraOptions\n};\n","import Point from '@mapbox/point-geometry';\nimport {mat2, mat4, vec3, vec4} from 'gl-matrix';\nimport {addDynamicAttributes, updateGlobeVertexNormal} from '../data/bucket/symbol_bucket';\nimport {WritingMode} from '../symbol/shaping_shared';\nimport {calculateGlobeLabelMatrix, globeToMercatorTransition} from '../geo/projection/globe_util';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport EXTENT from '../style-spec/data/extent';\nimport {degToRad} from '../util/util';\nimport {xyTransformMat4} from '../util/mat4';\nimport {evaluateSizeForFeature, evaluateSizeForZoom} from './symbol_size';\n\nimport type {CanonicalTileID, OverscaledTileID} from '../source/tile_id';\nimport type {ElevationFeature} from '../../3d-style/elevation/elevation_feature';\nimport type Projection from '../geo/projection/projection';\nimport type Painter from '../render/painter';\nimport type Transform from '../geo/transform';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type {\n    GlyphOffsetArray,\n    SymbolLineVertexArray,\n    SymbolDynamicLayoutArray,\n    SymbolGlobeExtArray,\n    PlacedSymbol\n} from '../data/array_types';\nimport type {Elevation} from '../terrain/elevation';\n\nexport {updateLineLabels, hideGlyphs, getLabelPlaneMatrixForRendering, getLabelPlaneMatrixForPlacement, getGlCoordMatrix, project, projectClamped, getPerspectiveRatio, placeFirstAndLastGlyph, placeGlyphAlongLine};\n\nexport type GetElevation = (p: Point, elevation: Elevation | null, elevationFeature: ElevationFeature | null) => [number, number, number];\n\nexport type ElevationParams = {\n    getElevation: GetElevation;\n    elevation: Elevation | null,\n    elevationFeature: ElevationFeature | null;\n};\n\ntype PlacedGlyph = {\n    angle: number;\n    path: Array<vec3>;\n    point: vec3;\n    tilePath: Array<Point>;\n    up: vec3;\n};\ntype ProjectionCache = {\n    [_: number]: [number, number, number];\n};\n\n// Pre-computed per-tile data for globe-to-mercator blending of line label placement\ntype GlobeLineBlend = {\n    t: number;\n    invMatrix: mat4;\n    mercCenter: [number, number];\n};\n\ntype PlacementStatus = {\n    needsFlipping?: boolean;\n    notEnoughRoom?: boolean;\n    useVertical?: boolean;\n};\n\nconst FlipState = {\n    unknown: 0,\n    flipRequired: 1,\n    flipNotRequired: 2\n};\n\nconst maxTangent = Math.tan(85 * Math.PI / 180);\n\n/*\n * # Overview of coordinate spaces\n *\n * ## Tile coordinate spaces\n * Each label has an anchor. Some labels have corresponding line geometries.\n * The points for both anchors and lines are stored in tile units. Each tile has it's own\n * coordinate space going from (0, 0) at the top left to (EXTENT, EXTENT) at the bottom right.\n *\n * ## GL coordinate space\n * At the end of everything, the vertex shader needs to produce a position in GL coordinate space,\n * which is (-1, 1) at the top left and (1, -1) in the bottom right.\n *\n * ## Map pixel coordinate spaces\n * Each tile has a pixel coordinate space. It's just the tile units scaled so that one unit is\n * whatever counts as 1 pixel at the current zoom.\n * This space is used for pitch-alignment=map, rotation-alignment=map\n *\n * ## Rotated map pixel coordinate spaces\n * Like the above, but rotated so axis of the space are aligned with the viewport instead of the tile.\n * This space is used for pitch-alignment=map, rotation-alignment=viewport\n *\n * ## Viewport pixel coordinate space\n * (0, 0) is at the top left of the canvas and (pixelWidth, pixelHeight) is at the bottom right corner\n * of the canvas. This space is used for pitch-alignment=viewport\n *\n *\n * # Vertex projection\n * It goes roughly like this:\n * 1. project the anchor and line from tile units into the correct label coordinate space\n *      - map pixel space           pitch-alignment=map         rotation-alignment=map\n *      - rotated map pixel space   pitch-alignment=map         rotation-alignment=viewport\n *      - viewport pixel space      pitch-alignment=viewport    rotation-alignment=*\n * 2. if the label follows a line, find the point along the line that is the correct distance from the anchor.\n * 3. add the glyph's corner offset to the point from step 3\n * 4. convert from the label coordinate space to gl coordinates\n *\n * For horizontal labels we want to do step 1 in the shader for performance reasons (no cpu work).\n *      This is what `u_label_plane_matrix` is used for.\n * For labels aligned with lines we have to steps 1 and 2 on the cpu since we need access to the line geometry.\n *      This is what `updateLineLabels(...)` does.\n *      Since the conversion is handled on the cpu we just set `u_label_plane_matrix` to an identity matrix.\n *\n * Steps 3 and 4 are done in the shaders for all labels.\n */\n\n/*\n * Returns a matrix for converting from tile units to the correct label coordinate space.\n * This variation of the function returns a label space matrix specialized for rendering.\n * It transforms coordinates as-is to whatever the target space is (either 2D or 3D).\n * See also `getLabelPlaneMatrixForPlacement`\n */\nfunction getLabelPlaneMatrixForRendering(\n    posMatrix: mat4,\n    tileID: CanonicalTileID,\n    pitchWithMap: boolean,\n    rotateWithMap: boolean,\n    transform: Transform,\n    projection: Projection,\n    pixelsToTileUnits: mat2,\n): mat4 {\n    const m = mat4.create();\n\n    if (pitchWithMap) {\n        if (projection.name === 'globe') {\n            const lm = calculateGlobeLabelMatrix(transform, tileID);\n            mat4.multiply(m, m, lm);\n        } else {\n            const s = mat2.invert([], pixelsToTileUnits);\n            m[0] = s[0];\n            m[1] = s[1];\n            m[4] = s[2];\n            m[5] = s[3];\n            if (!rotateWithMap) {\n                mat4.rotateZ(m, m, transform.angle);\n            }\n        }\n    } else {\n        mat4.multiply(m, transform.labelPlaneMatrix, posMatrix);\n    }\n\n    return m;\n}\n\n/*\n * Returns a matrix for converting from tile units to the correct label coordinate space.\n * This variation of the function returns a matrix specialized for placement logic.\n * Coordinates will be clamped to x&y 2D plane which is used with viewport and map aligned placement\n * logic in most cases. Certain projections such as globe view will use 3D space for map aligned\n * label placement.\n */\nfunction getLabelPlaneMatrixForPlacement(\n    posMatrix: mat4,\n    tileID: CanonicalTileID,\n    pitchWithMap: boolean,\n    rotateWithMap: boolean,\n    transform: Transform,\n    projection: Projection,\n    pixelsToTileUnits: mat2,\n): mat4 {\n    const m = getLabelPlaneMatrixForRendering(posMatrix, tileID, pitchWithMap, rotateWithMap, transform, projection, pixelsToTileUnits);\n\n    // Symbol placement logic is performed in 2D in most scenarios.\n    // For this reason project all coordinates to the xy-plane by discarding the z-component\n    if (projection.name !== 'globe' || !pitchWithMap) {\n        // Pre-multiply by scaling z to 0\n        m[2] = m[6] = m[10] = m[14] = 0;\n    }\n\n    return m;\n}\n\n/*\n * Returns a matrix for converting from the correct label coordinate space to gl coords.\n */\nfunction getGlCoordMatrix(\n    posMatrix: mat4,\n    tileID: CanonicalTileID,\n    pitchWithMap: boolean,\n    rotateWithMap: boolean,\n    transform: Transform,\n    projection: Projection,\n    pixelsToTileUnits: mat2,\n): mat4 {\n    if (pitchWithMap) {\n        if (projection.name === 'globe') {\n            const m = getLabelPlaneMatrixForRendering(posMatrix, tileID, pitchWithMap, rotateWithMap, transform, projection, pixelsToTileUnits);\n            mat4.invert(m, m);\n            mat4.multiply(m, posMatrix, m);\n            return m;\n        } else {\n            const m = mat4.clone(posMatrix);\n            // Multiply m by the sparse 4x4 with only the upper-left 2x2 block non-trivial\n            // (equivalent to mat4.multiply with a near-identity matrix, but ~16x fewer ops).\n            const [p0, p1, p2, p3] = pixelsToTileUnits;\n            const [a0, a1, a2, a3, b0, b1, b2, b3] = m;\n            m[0] = p0 * a0 + p1 * b0; m[1] = p0 * a1 + p1 * b1; m[2] = p0 * a2 + p1 * b2; m[3] = p0 * a3 + p1 * b3;\n            m[4] = p2 * a0 + p3 * b0; m[5] = p2 * a1 + p3 * b1; m[6] = p2 * a2 + p3 * b2; m[7] = p2 * a3 + p3 * b3;\n            if (!rotateWithMap) {\n                mat4.rotateZ(m, m, -transform.angle);\n            }\n            return m;\n        }\n    } else {\n        return transform.glCoordMatrix;\n    }\n}\n\nfunction project(x: number, y: number, z: number, matrix: mat4): vec4 {\n    const pos: vec4 = [x, y, z, 1];\n    if (z) {\n        vec4.transformMat4(pos, pos, matrix);\n    } else {\n        xyTransformMat4(pos, pos, matrix);\n    }\n    const w = pos[3];\n    pos[0] /= w;\n    pos[1] /= w;\n    pos[2] /= w;\n    return pos;\n}\n\nfunction projectClamped([x, y, z]: vec3, matrix: mat4): vec4 {\n    const pos: vec4 = [x, y, z, 1];\n    vec4.transformMat4(pos, pos, matrix);\n\n    // Clamp distance to a positive value so we can avoid screen coordinate\n    // being flipped possibly due to perspective projection\n    const w = pos[3] = Math.max(pos[3], 0.000001);\n    pos[0] /= w;\n    pos[1] /= w;\n    pos[2] /= w;\n    return pos;\n}\n\nfunction getPerspectiveRatio(cameraToCenterDistance: number, signedDistanceFromCamera: number): number {\n    return Math.min(0.5 + 0.5 * (cameraToCenterDistance / signedDistanceFromCamera), 1.5);\n}\n\nfunction isVisible(anchorPos: [number, number, number, number],\n    clippingBuffer: [number, number]) {\n    const x = anchorPos[0] / anchorPos[3];\n    const y = anchorPos[1] / anchorPos[3];\n    const inPaddedViewport = (\n        x >= -clippingBuffer[0] &&\n        x <= clippingBuffer[0] &&\n        y >= -clippingBuffer[1] &&\n        y <= clippingBuffer[1]);\n    return inPaddedViewport;\n}\n\n/*\n *  Update the `dynamicLayoutVertexBuffer` for the buffer with the correct glyph positions for the current map view.\n *  This is only run on labels that are aligned with lines. Horizontal labels are handled entirely in the shader.\n */\nfunction updateLineLabels(bucket: SymbolBucket,\n    posMatrix: mat4,\n    painter: Painter,\n    isText: boolean,\n    labelPlaneMatrix: mat4,\n    glCoordMatrix: mat4,\n    pitchWithMap: boolean,\n    keepUpright: boolean,\n    getElevation: GetElevation | null | undefined,\n    tileID: OverscaledTileID,\n    scaleFactor: number = 1) {\n\n    const tr = painter.transform;\n    const sizeData = isText ? bucket.textSizeData : bucket.iconSizeData;\n    const partiallyEvaluatedSize = evaluateSizeForZoom(sizeData, painter.transform.zoom, scaleFactor);\n    const isGlobe = tr.projection.name === 'globe';\n\n    // Pre-compute the globe-to-mercator blend args once per tile so that the per-vertex\n    // hot path (elevatePointAndProject) never needs to call createInversionMatrix again.\n    const globeLineBlend: GlobeLineBlend | null = (() => {\n        if (!isGlobe) return null;\n        const t = globeToMercatorTransition(tr.zoom);\n        if (t === 0) return null;\n        return {\n            t,\n            invMatrix: tr.projection.createInversionMatrix(tr, tileID.canonical),\n            mercCenter: [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)] as [number, number],\n        };\n    })();\n\n    const clippingBuffer: [number, number] = [256 / painter.width * 2 + 1, 256 / painter.height * 2 + 1];\n\n    const dynamicLayoutVertexArray = isText ?\n        bucket.text.dynamicLayoutVertexArray :\n        bucket.icon.dynamicLayoutVertexArray;\n    dynamicLayoutVertexArray.clear();\n\n    let globeExtVertexArray: SymbolGlobeExtArray | null | undefined = null;\n    if (isGlobe) {\n        globeExtVertexArray = isText ?\n            bucket.text.globeExtVertexArray :\n            bucket.icon.globeExtVertexArray;\n    }\n\n    const lineVertexArray = bucket.lineVertexArray;\n    const placedSymbols = isText ? bucket.text.placedSymbolArray : bucket.icon.placedSymbolArray;\n\n    const aspectRatio = painter.transform.width / painter.transform.height;\n\n    let useVertical: boolean | null | undefined = false;\n    let prevWritingMode: number;\n\n    for (let s = 0; s < placedSymbols.length; s++) {\n        const symbol = placedSymbols.get(s);\n        const {numGlyphs, writingMode} = symbol;\n\n        // Normally, the 'Horizontal|Vertical' writing mode is followed by a 'Vertical' counterpart, this\n        // is not true for 'Vertical' only line labels. For this case, we'll have to overwrite the 'useVertical'\n        // status before further checks.\n        if (writingMode === WritingMode.vertical && !useVertical && prevWritingMode !== WritingMode.horizontal) {\n            useVertical = true;\n        }\n        prevWritingMode = writingMode;\n\n        // Don't do calculations for vertical glyphs unless the previous symbol was horizontal\n        // and we determined that vertical glyphs were necessary.\n        // Also don't do calculations for symbols that are collided and fully faded out\n        if ((symbol.hidden || writingMode === WritingMode.vertical) && !useVertical) {\n            hideGlyphs(numGlyphs, dynamicLayoutVertexArray);\n            continue;\n        }\n        // Awkward... but we're counting on the paired \"vertical\" symbol coming immediately after its horizontal counterpart\n        useVertical = false;\n\n        // Project tile anchor to globe anchor\n        const tileAnchorPoint = new Point(symbol.tileAnchorX, symbol.tileAnchorY);\n\n        const renderElevatedRoads = bucket.elevationType === 'road';\n        const hasElevation = !!tr.elevation || renderElevatedRoads;\n        let {x, y, z} = tr.projection.projectTilePoint(tileAnchorPoint.x, tileAnchorPoint.y, tileID.canonical);\n\n        // During the globe-to-mercator transition, blend the anchor position so it\n        // tracks with the blended tile geometry (mirrors the shader's mix_globe_mercator).\n        if (globeLineBlend) {\n            const [mx, my, mz] = getMercatorECEF(tileAnchorPoint, tileID.canonical, globeLineBlend);\n            x += (mx - x) * globeLineBlend.t;\n            y += (my - y) * globeLineBlend.t;\n            z += (mz - z) * globeLineBlend.t;\n        }\n\n        let elevationParams: ElevationParams | null = null;\n        if (hasElevation) {\n            if (renderElevatedRoads && bucket.hdExt) {\n                const symbolBuffers = isText ? bucket.text : bucket.icon;\n                elevationParams = bucket.hdExt.makeRoadSymbolElevationParams(\n                    bucket, symbolBuffers, s, tileID, getElevation, tr.elevation, tr.projection, tr.center.lat, tr.worldSize);\n            } else {\n                elevationParams = {\n                    getElevation,\n                    elevation: tr.elevation,\n                    elevationFeature: null,\n                };\n            }\n\n            const [dx, dy, dz] = elevationParams.getElevation(tileAnchorPoint, tr.elevation, elevationParams.elevationFeature);\n            x += dx;\n            y += dy;\n            z += dz;\n        }\n        const anchorPos: [number, number, number, number] = [x, y, z, 1.0];\n        vec4.transformMat4(anchorPos, anchorPos, posMatrix);\n\n        // Don't bother calculating the correct point for invisible labels.\n        if (!isVisible(anchorPos, clippingBuffer)) {\n            hideGlyphs(numGlyphs, dynamicLayoutVertexArray);\n            continue;\n        }\n        const cameraToAnchorDistance = anchorPos[3];\n        const perspectiveRatio = getPerspectiveRatio(painter.transform.getCameraToCenterDistance(tr.projection), cameraToAnchorDistance);\n\n        const fontSize = evaluateSizeForFeature(sizeData, partiallyEvaluatedSize, symbol);\n        const pitchScaledFontSize = pitchWithMap ? fontSize / perspectiveRatio : fontSize * perspectiveRatio;\n\n        const labelPlaneAnchorPoint = project(x, y, z, labelPlaneMatrix) as [number, number, number, number];\n\n        // Skip labels behind the camera\n        if (labelPlaneAnchorPoint[3] <= 0.0) {\n            hideGlyphs(numGlyphs, dynamicLayoutVertexArray);\n            continue;\n        }\n\n        let projectionCache: ProjectionCache = {};\n        const layout = bucket.layers[0].layout;\n        const textMaxAngle = degToRad(layout.get('text-max-angle'));\n        const textMaxAngleThreshold = Math.cos(textMaxAngle);\n\n        const elevationParamsForPlacement = pitchWithMap ? null : elevationParams; // When pitchWithMap, we're projecting to scaled tile coordinate space: there is no need to get elevation as it doesn't affect projection.\n        const placeUnflipped = placeGlyphsAlongLine(symbol, pitchScaledFontSize, false /*unflipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix,\n            bucket.glyphOffsetArray, lineVertexArray, dynamicLayoutVertexArray, globeExtVertexArray, labelPlaneAnchorPoint as unknown as [number, number, number], tileAnchorPoint, projectionCache, aspectRatio, elevationParamsForPlacement, tr.projection, tileID, pitchWithMap, textMaxAngleThreshold, globeLineBlend);\n\n        useVertical = placeUnflipped.useVertical;\n\n        if (elevationParamsForPlacement && placeUnflipped.needsFlipping) projectionCache = {}; // Truncated points should be recalculated.\n        if (placeUnflipped.notEnoughRoom || useVertical ||\n            (placeUnflipped.needsFlipping &&\n                placeGlyphsAlongLine(symbol, pitchScaledFontSize, true /*flipped*/, keepUpright, posMatrix, labelPlaneMatrix, glCoordMatrix,\n                    bucket.glyphOffsetArray, lineVertexArray, dynamicLayoutVertexArray, globeExtVertexArray, labelPlaneAnchorPoint as unknown as [number, number, number], tileAnchorPoint, projectionCache, aspectRatio, elevationParamsForPlacement, tr.projection, tileID, pitchWithMap, textMaxAngleThreshold, globeLineBlend).notEnoughRoom)) {\n            hideGlyphs(numGlyphs, dynamicLayoutVertexArray);\n        }\n    }\n\n    if (isText) {\n        bucket.text.dynamicLayoutVertexBuffer.updateData(dynamicLayoutVertexArray);\n        if (globeExtVertexArray && bucket.text.globeExtVertexBuffer) {\n            bucket.text.globeExtVertexBuffer.updateData(globeExtVertexArray);\n        }\n    } else {\n        bucket.icon.dynamicLayoutVertexBuffer.updateData(dynamicLayoutVertexArray);\n        if (globeExtVertexArray && bucket.icon.globeExtVertexBuffer) {\n            bucket.icon.globeExtVertexBuffer.updateData(globeExtVertexArray);\n        }\n    }\n}\n\nfunction placeFirstAndLastGlyph(\n    fontScale: number,\n    glyphOffsetArray: GlyphOffsetArray,\n    lineOffsetX: number,\n    lineOffsetY: number,\n    flip: boolean,\n    anchorPoint: [number, number, number],\n    tileAnchorPoint: Point,\n    symbol: PlacedSymbol,\n    lineVertexArray: SymbolLineVertexArray,\n    labelPlaneMatrix: mat4,\n    projectionCache: ProjectionCache,\n    elevationParams: ElevationParams | null,\n    returnPathInTileCoords: boolean | null | undefined,\n    projection: Projection,\n    tileID: OverscaledTileID,\n    pitchWithMap: boolean,\n    textMaxAngleThreshold: number,\n    blend?: GlobeLineBlend | null,\n): null | {\n    first: PlacedGlyph;\n    last: PlacedGlyph;\n} {\n\n    const {lineStartIndex, glyphStartIndex, segment} = symbol;\n    const glyphEndIndex = glyphStartIndex + symbol.numGlyphs;\n    const lineEndIndex = lineStartIndex + symbol.lineLength;\n\n    const firstGlyphOffset = glyphOffsetArray.getoffsetX(glyphStartIndex);\n    const lastGlyphOffset = glyphOffsetArray.getoffsetX(glyphEndIndex - 1);\n\n    const firstPlacedGlyph = placeGlyphAlongLine(fontScale * firstGlyphOffset, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, segment,\n        lineStartIndex, lineEndIndex, lineVertexArray, labelPlaneMatrix, projectionCache, elevationParams, returnPathInTileCoords, true, projection, tileID, pitchWithMap,\n        textMaxAngleThreshold, blend);\n    if (!firstPlacedGlyph)\n        return null;\n\n    const lastPlacedGlyph = placeGlyphAlongLine(fontScale * lastGlyphOffset, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, segment,\n        lineStartIndex, lineEndIndex, lineVertexArray, labelPlaneMatrix, projectionCache, elevationParams, returnPathInTileCoords, true, projection, tileID, pitchWithMap,\n        textMaxAngleThreshold, blend);\n    if (!lastPlacedGlyph)\n        return null;\n\n    return {first: firstPlacedGlyph, last: lastPlacedGlyph};\n}\n\n// Check in the glCoordinate space, the rough estimation of angle between the text line and the Y axis.\n// If the angle if less or equal to 5 degree, then keep the text glyphs unflipped even if it is required.\nfunction isInFlipRetainRange(dx: number, dy: number) {\n    return dx === 0 || Math.abs(dy / dx) > maxTangent;\n}\n\nfunction requiresOrientationChange(writingMode: number, flipState: number, dx: number, dy: number) {\n    if (writingMode === WritingMode.horizontal && Math.abs(dy) > Math.abs(dx)) {\n        // On top of choosing whether to flip, choose whether to render this version of the glyphs or the alternate\n        // vertical glyphs. We can't just filter out vertical glyphs in the horizontal range because the horizontal\n        // and vertical versions can have slightly different projections which could lead to angles where both or\n        // neither showed.\n        return {useVertical: true};\n    }\n    // Check if flipping is required for \"verticalOnly\" case.\n    if (writingMode === WritingMode.vertical) {\n        return dy > 0 ? {needsFlipping: true} : null;\n    }\n\n    // symbol's flipState stores the flip decision from the previous frame, and that\n    // decision is reused when the symbol is in the retain range.\n    if (flipState !== FlipState.unknown && isInFlipRetainRange(dx, dy)) {\n        return (flipState === FlipState.flipRequired) ? {needsFlipping: true} : null;\n    }\n\n    // Check if flipping is required for \"horizontal\" case.\n    return dx < 0 ? {needsFlipping: true} : null;\n}\n\nfunction placeGlyphsAlongLine(\n    symbol: PlacedSymbol,\n    fontSize: number,\n    flip: boolean,\n    keepUpright: boolean,\n    posMatrix: mat4,\n    labelPlaneMatrix: mat4,\n    glCoordMatrix: mat4,\n    glyphOffsetArray: GlyphOffsetArray,\n    lineVertexArray: SymbolLineVertexArray,\n    dynamicLayoutVertexArray: SymbolDynamicLayoutArray,\n    globeExtVertexArray: SymbolGlobeExtArray | null | undefined,\n    anchorPoint: [number, number, number],\n    tileAnchorPoint: Point,\n    projectionCache: ProjectionCache,\n    aspectRatio: number,\n    elevationParams: ElevationParams | null,\n    projection: Projection,\n    tileID: OverscaledTileID,\n    pitchWithMap: boolean,\n    textMaxAngleThreshold: number,\n    blend?: GlobeLineBlend | null,\n): PlacementStatus {\n    const fontScale = fontSize / 24;\n    const lineOffsetX = symbol.lineOffsetX * fontScale;\n    const lineOffsetY = symbol.lineOffsetY * fontScale;\n    const {lineStartIndex, glyphStartIndex, numGlyphs, segment, writingMode, flipState} = symbol;\n    const lineEndIndex = lineStartIndex + symbol.lineLength;\n\n    const addGlyph = (glyph: PlacedGlyph) => {\n        if (globeExtVertexArray) {\n            const [ux, uy, uz] = glyph.up;\n            const offset = dynamicLayoutVertexArray.length;\n            updateGlobeVertexNormal(globeExtVertexArray, offset + 0, ux, uy, uz);\n            updateGlobeVertexNormal(globeExtVertexArray, offset + 1, ux, uy, uz);\n            updateGlobeVertexNormal(globeExtVertexArray, offset + 2, ux, uy, uz);\n            updateGlobeVertexNormal(globeExtVertexArray, offset + 3, ux, uy, uz);\n        }\n        const [x, y, z] = glyph.point;\n        addDynamicAttributes(dynamicLayoutVertexArray, x, y, z, glyph.angle);\n    };\n\n    if (numGlyphs > 1) {\n        // Place the first and the last glyph in the label first, so we can figure out\n        // the overall orientation of the label and determine whether it needs to be flipped in keepUpright mode\n        const firstAndLastGlyph = placeFirstAndLastGlyph(fontScale, glyphOffsetArray, lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, symbol, lineVertexArray, labelPlaneMatrix, projectionCache, elevationParams, false, projection, tileID, pitchWithMap, textMaxAngleThreshold, blend);\n        if (!firstAndLastGlyph) {\n            return {notEnoughRoom: true};\n        }\n\n        if (keepUpright && !flip) {\n            let [x0, y0, z0] = firstAndLastGlyph.first.point;\n            let [x1, y1, z1] = firstAndLastGlyph.last.point;\n            [x0, y0] = project(x0, y0, z0, glCoordMatrix);\n            [x1, y1] = project(x1, y1, z1, glCoordMatrix);\n            const orientationChange = requiresOrientationChange(writingMode, flipState, (x1 - x0) * aspectRatio, y1 - y0);\n            symbol.flipState = orientationChange && orientationChange.needsFlipping ? FlipState.flipRequired : FlipState.flipNotRequired;\n            if (orientationChange) {\n                return orientationChange;\n            }\n        }\n\n        addGlyph(firstAndLastGlyph.first);\n        for (let glyphIndex = glyphStartIndex + 1; glyphIndex < glyphStartIndex + numGlyphs - 1; glyphIndex++) {\n            // Since first and last glyph fit on the line, the rest of the glyphs can be placed too, but check to make sure\n            const glyph = placeGlyphAlongLine(fontScale * glyphOffsetArray.getoffsetX(glyphIndex), lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, segment,\n                lineStartIndex, lineEndIndex, lineVertexArray, labelPlaneMatrix, projectionCache, elevationParams, false, false, projection, tileID, pitchWithMap, textMaxAngleThreshold, blend);\n            if (!glyph) {\n                // undo previous glyphs of the symbol if it doesn't fit; it will be filled with hideGlyphs instead\n                dynamicLayoutVertexArray.length -= 4 * (glyphIndex - glyphStartIndex);\n                return {notEnoughRoom: true};\n            }\n            addGlyph(glyph);\n        }\n        addGlyph(firstAndLastGlyph.last);\n    } else {\n        // Only a single glyph to place\n        // So, determine whether to flip based on projected angle of the line segment it's on\n        if (keepUpright && !flip) {\n            const a = project(tileAnchorPoint.x, tileAnchorPoint.y, 0, posMatrix);\n            const tileVertexIndex = lineStartIndex + segment + 1;\n            const tileSegmentEnd = new Point(lineVertexArray.getx(tileVertexIndex), lineVertexArray.gety(tileVertexIndex));\n            const projectedVertex = project(tileSegmentEnd.x, tileSegmentEnd.y, 0, posMatrix);\n            // We know the anchor will be in the viewport, but the end of the line segment may be\n            // behind the plane of the camera, in which case we can use a point at any arbitrary (closer)\n            // point on the segment.\n            const b = (projectedVertex[3] > 0) ?\n                projectedVertex :\n                projectTruncatedLineSegment(tileAnchorPoint, tileSegmentEnd, a, 1, posMatrix, undefined, projection, tileID.canonical);\n\n            const orientationChange = requiresOrientationChange(writingMode, flipState, (b[0] - a[0]) * aspectRatio, b[1] - a[1]);\n            symbol.flipState = orientationChange && orientationChange.needsFlipping ? FlipState.flipRequired : FlipState.flipNotRequired;\n            if (orientationChange) {\n                return orientationChange;\n            }\n        }\n        const singleGlyph = placeGlyphAlongLine(fontScale * glyphOffsetArray.getoffsetX(glyphStartIndex), lineOffsetX, lineOffsetY, flip, anchorPoint, tileAnchorPoint, segment,\n            lineStartIndex, lineEndIndex, lineVertexArray, labelPlaneMatrix, projectionCache, elevationParams, false, false, projection, tileID, pitchWithMap, textMaxAngleThreshold, blend);\n        if (!singleGlyph) {\n            return {notEnoughRoom: true};\n        }\n\n        addGlyph(singleGlyph);\n    }\n    return {};\n}\n\n// Computes the mercator-equivalent position in globe normalized ECEF space,\n// mirroring the vertex shader's mercator_tile_position() function.\n// blend.invMatrix and blend.mercCenter are pre-computed once per tile by updateLineLabels.\nfunction getMercatorECEF(\n    p: Point,\n    tileID: CanonicalTileID,\n    blend: GlobeLineBlend,\n): [number, number, number] {\n    const tiles = 1 << tileID.z;\n    let mercX = (p.x / EXTENT + tileID.x) / tiles - blend.mercCenter[0];\n    const mercY = (p.y / EXTENT + tileID.y) / tiles - blend.mercCenter[1];\n    // Wrap to [-0.5, 0.5] — matches shader: mercator.x = wrap(mercator.x, -0.5, 0.5)\n    mercX -= Math.round(mercX);\n    const mercTile: [number, number, number, number] = [mercX * EXTENT, mercY * EXTENT, EXTENT / (2 * Math.PI), 1.0];\n    vec4.transformMat4(mercTile, mercTile, blend.invMatrix);\n    return [mercTile[0], mercTile[1], mercTile[2]];\n}\n\nfunction elevatePointAndProject(p: Point, tileID: CanonicalTileID, posMatrix: mat4, projection: Projection, elevationParams: ElevationParams | null, blend?: GlobeLineBlend | null) {\n    let {x, y, z} = projection.projectTilePoint(p.x, p.y, tileID);\n\n    // During the globe-to-mercator transition the tile vertices are blended in the\n    // shader via mix(globe_ecef, mercator_ecef, u_zoom_transition).  Line-aligned\n    // label vertices are projected on the CPU, so we must apply the same blend here\n    // to keep them tracking with the underlying tile geometry.\n    if (blend) {\n        const [mx, my, mz] = getMercatorECEF(p, tileID, blend);\n        x += (mx - x) * blend.t;\n        y += (my - y) * blend.t;\n        z += (mz - z) * blend.t;\n    }\n\n    if (!elevationParams) {\n        return project(x, y, z, posMatrix);\n    }\n    const [dx, dy, dz] = elevationParams.getElevation(p, elevationParams.elevation, elevationParams.elevationFeature);\n    return project(x + dx, y + dy, z + dz, posMatrix);\n}\n\nfunction projectTruncatedLineSegment(\n    previousTilePoint: Point,\n    currentTilePoint: Point,\n    previousProjectedPoint: vec3,\n    minimumLength: number,\n    projectionMatrix: mat4,\n    elevationParams: ElevationParams,\n    projection: Projection,\n    tileID: CanonicalTileID,\n    blend?: GlobeLineBlend | null,\n): [number, number, number] {\n    // We are assuming \"previousTilePoint\" won't project to a point within one unit of the camera plane\n    // If it did, that would mean our label extended all the way out from within the viewport to a (very distant)\n    // point near the plane of the camera. We wouldn't be able to render the label anyway once it crossed the\n    // plane of the camera.\n    const unitVertex = previousTilePoint.sub(currentTilePoint)._unit()._add(previousTilePoint);\n    const projectedUnit = elevatePointAndProject(unitVertex, tileID, projectionMatrix, projection, elevationParams, blend);\n    vec3.sub(projectedUnit, previousProjectedPoint, projectedUnit);\n    vec3.normalize(projectedUnit, projectedUnit);\n\n    return vec3.scaleAndAdd(projectedUnit, previousProjectedPoint, projectedUnit, minimumLength) as [number, number, number];\n}\n\nfunction placeGlyphAlongLine(\n    offsetX: number,\n    lineOffsetX: number,\n    lineOffsetY: number,\n    flip: boolean,\n    anchorPoint: [number, number, number],\n    tileAnchorPoint: Point,\n    anchorSegment: number,\n    lineStartIndex: number,\n    lineEndIndex: number,\n    lineVertexArray: SymbolLineVertexArray,\n    labelPlaneMatrix: mat4,\n    projectionCache: ProjectionCache,\n    elevationParams: ElevationParams | null | undefined,\n    returnPathInTileCoords: boolean | null | undefined,\n    endGlyph: boolean | null | undefined,\n    reprojection: Projection,\n    tileID: OverscaledTileID,\n    pitchWithMap: boolean,\n    textMaxAngleThreshold: number,\n    blend?: GlobeLineBlend | null,\n): null | PlacedGlyph {\n\n    const combinedOffsetX = flip ?\n        offsetX - lineOffsetX :\n        offsetX + lineOffsetX;\n\n    let dir = combinedOffsetX > 0 ? 1 : -1;\n\n    let angle = 0;\n    if (flip) {\n        // The label needs to be flipped to keep text upright.\n        // Iterate in the reverse direction.\n        dir *= -1;\n        angle = Math.PI;\n    }\n\n    if (dir < 0) angle += Math.PI;\n\n    let currentIndex = lineStartIndex + anchorSegment + (dir > 0 ? 0 : 1) | 0;\n    let current = anchorPoint;\n    let prev = anchorPoint;\n    let distanceToPrev = 0;\n    let currentSegmentDistance = 0;\n    const absOffsetX = Math.abs(combinedOffsetX);\n    const pathVertices = [];\n    const tilePath = [];\n    let currentVertex = tileAnchorPoint;\n    let prevVertex = currentVertex;\n    let prevToCurrent = vec3.zero([]);\n\n    const getTruncatedLineSegment = () => {\n        return projectTruncatedLineSegment(prevVertex, currentVertex, prev, absOffsetX - distanceToPrev + 1, labelPlaneMatrix, elevationParams, reprojection, tileID.canonical, blend);\n    };\n\n    while (distanceToPrev + currentSegmentDistance <= absOffsetX) {\n        currentIndex += dir;\n\n        // offset does not fit on the projected line\n        if (currentIndex < lineStartIndex || currentIndex >= lineEndIndex)\n            return null;\n\n        prev = current;\n        prevVertex = currentVertex;\n\n        pathVertices.push(prev);\n        if (returnPathInTileCoords) tilePath.push(prevVertex);\n\n        currentVertex = new Point(lineVertexArray.getx(currentIndex), lineVertexArray.gety(currentIndex));\n        current = projectionCache[currentIndex];\n        if (!current) {\n            const projection = elevatePointAndProject(currentVertex, tileID.canonical, labelPlaneMatrix, reprojection, elevationParams, blend);\n            if (projection[3] > 0) {\n                current = projectionCache[currentIndex] = projection as unknown as [number, number, number];\n            } else {\n                // The vertex is behind the plane of the camera, so we can't project it\n                // Instead, we'll create a vertex along the line that's far enough to include the glyph\n                // Don't cache because the new vertex might not be far enough out for future glyphs on the same segment\n                current = getTruncatedLineSegment();\n            }\n        }\n\n        distanceToPrev += currentSegmentDistance;\n        const nextPrevToCurrent = vec3.sub([], current, prev);\n        const nextSegmentDistance = vec3.distance(prev, current);\n\n        if (lineOffsetY) {\n            if (nextSegmentDistance > 0 && currentSegmentDistance > 0) {\n                // Theta is the angle between two neighbor segments\n                const cosTheta = vec3.dot(prevToCurrent, nextPrevToCurrent) / (currentSegmentDistance * nextSegmentDistance);\n                if (cosTheta < textMaxAngleThreshold) {\n                    return null;\n                }\n            }\n        }\n\n        currentSegmentDistance = nextSegmentDistance;\n        prevToCurrent = nextPrevToCurrent;\n    }\n\n    if (endGlyph && elevationParams) {\n        // For terrain, always truncate end points in order to handle terrain curvature.\n        // If previously truncated, on signedDistanceFromCamera < 0, don't do it.\n        // Cache as end point. The cache is cleared if there is need for flipping in updateLineLabels.\n        if (projectionCache[currentIndex]) {\n            current = getTruncatedLineSegment();\n            currentSegmentDistance = vec3.distance(prev, current);\n            prevToCurrent = vec3.sub([], current, prev);\n        }\n        projectionCache[currentIndex] = current;\n    }\n\n    // The point is on the current segment. Interpolate to find it. Compute points on both label plane and tile space\n    const segmentInterpolationT = (absOffsetX - distanceToPrev) / currentSegmentDistance;\n    const tilePoint = currentVertex.sub(prevVertex)._mult(segmentInterpolationT)._add(prevVertex);\n    const labelPlanePoint = vec3.scaleAndAdd([], prev, prevToCurrent, segmentInterpolationT);\n\n    let axisZ: [number, number, number] = [0, 0, 1];\n    let diffX = prevToCurrent[0];\n    let diffY = prevToCurrent[1];\n\n    if (pitchWithMap) {\n        axisZ = reprojection.upVector(tileID.canonical, tilePoint.x, tilePoint.y);\n\n        if (axisZ[0] !== 0 || axisZ[1] !== 0 || axisZ[2] !== 1) {\n            // Compute coordinate frame that is aligned to the tangent of the surface\n            const axisX: [number, number, number] = [axisZ[2], 0, -axisZ[0]];\n            const axisY = vec3.cross([], axisZ, axisX);\n            vec3.normalize(axisX, axisX);\n            vec3.normalize(axisY, axisY);\n            diffX = vec3.dot(prevToCurrent, axisX);\n            diffY = vec3.dot(prevToCurrent, axisY);\n        }\n    }\n\n    // offset the point from the line to text-offset and icon-offset\n    if (lineOffsetY) {\n        // Find a coordinate frame for the vertical offset\n        const offsetDir = vec3.cross([], axisZ, prevToCurrent);\n        vec3.normalize(offsetDir, offsetDir);\n        vec3.scaleAndAdd(labelPlanePoint, labelPlanePoint, offsetDir, lineOffsetY * dir);\n    }\n\n    const segmentAngle = angle + Math.atan2(diffY, diffX);\n\n    pathVertices.push(labelPlanePoint);\n    if (returnPathInTileCoords) {\n        tilePath.push(tilePoint);\n    }\n\n    return {\n        point: labelPlanePoint,\n        angle: segmentAngle,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        path: pathVertices,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        tilePath,\n        up: axisZ\n    };\n}\n\n// Hide them by moving them offscreen. We still need to add them to the buffer\n// because the dynamic buffer is paired with a static buffer that doesn't get updated.\nfunction hideGlyphs(num: number, dynamicLayoutVertexArray: SymbolDynamicLayoutArray) {\n    const offset = dynamicLayoutVertexArray.length;\n    const end = offset + 4 * num;\n    dynamicLayoutVertexArray.resize(end);\n    // Since all hidden glyphs have the same attributes, we can build up the array faster with a single call to\n    // Float32Array.fill for all vertices, instead of calling addDynamicAttributes for each vertex.\n    dynamicLayoutVertexArray.float32.fill(-Infinity, offset * 4, end * 4);\n}\n\n","import LngLat, {LngLatBounds} from './lng_lat';\nimport MercatorCoordinate, {mercatorXfromLng, mercatorYfromLat, mercatorZfromAltitude, latFromMercatorY, MAX_MERCATOR_LATITUDE, circumferenceAtLatitude} from './mercator_coordinate';\nimport {getProjection} from './projection/index';\nimport {tileAABB} from '../geo/projection/tile_transform';\nimport Point from '@mapbox/point-geometry';\nimport {wrap, clamp, pick, radToDeg, degToRad, getAABBPointSquareDist, furthestTileCorner, warnOnce, deepEqual, easeIn} from '../util/util';\nimport {number as interpolate} from '../style-spec/util/interpolate';\nimport EXTENT from '../style-spec/data/extent';\nimport {vec4, mat4, vec3, quat} from 'gl-matrix';\nimport {FAR_BL, FAR_BR, FAR_TL, FAR_TR, Frustum, FrustumCorners, NEAR_BL, NEAR_BR, NEAR_TL, NEAR_TR, Ray} from '../util/primitives';\nimport EdgeInsets from './edge_insets';\nimport {FreeCamera, FreeCameraOptions, orientationFromFrame} from '../ui/free_camera';\nimport assert from '../style-spec/util/assert';\nimport getProjectionAdjustments, {getProjectionAdjustmentInverted, getScaleAdjustment, getProjectionInterpolationT} from './projection/adjustments';\nimport {getPixelsToTileUnitsMatrix} from '../source/pixels_to_tile_units';\nimport {UnwrappedTileID, OverscaledTileID, CanonicalTileID, calculateKey} from '../source/tile_id';\nimport {\n    GLOBE_ZOOM_THRESHOLD_MIN,\n    GLOBE_ZOOM_THRESHOLD_MAX,\n    GLOBE_SCALE_MATCH_LATITUDE\n} from '../geo/projection/globe_constants';\nimport {\n    calculateGlobeMatrix,\n    polesInViewport,\n    aabbForTileOnGlobe,\n} from '../geo/projection/globe_util';\nimport {projectClamped} from '../symbol/projection';\nimport {edgeIntersectsBox, polygonIntersectsBox} from '../util/intersection_tests';\n\nimport type {mat2} from 'gl-matrix';\nimport type {Aabb} from '../util/primitives';\nimport type Projection from '../geo/projection/projection';\nimport type {Elevation} from '../terrain/elevation';\nimport type {PaddingOptions} from './edge_insets';\nimport type Tile from '../source/tile';\nimport type {ProjectionSpecification} from '../style-spec/types';\nimport type {FeatureDistanceData} from '../style-spec/feature_filter/index';\n\nconst NUM_WORLD_COPIES = 3;\nexport const DEFAULT_MIN_ZOOM = 0;\nexport const DEFAULT_MAX_ZOOM = 25.5;\nexport const MIN_LOD_PITCH = 60.0;\n\ntype RayIntersectionResult = {\n    p0: vec4;\n    p1: vec4;\n    t: number;\n};\ntype ElevationReference = 'sea' | 'ground';\ntype RootTile = {\n    aabb: Aabb;\n    fullyVisible: boolean;\n    maxZ: number;\n    minZ: number;\n    shouldSplit?: boolean;\n    tileID?: OverscaledTileID;\n    wrap: number;\n    x: number;\n    y: number;\n    zoom: number;\n};\n\nexport const OrthographicPitchTranstionValue = 15;\n\nconst lerpMatrix = (out: mat4, a: mat4, b: mat4, value: number) => {\n    for (let i = 0; i < 16; i++) {\n        out[i] = interpolate(a[i], b[i], value);\n    }\n\n    return out;\n};\n\nconst QuadrantVisibility = {\n    None: 0,\n    TopLeft: 1,\n    TopRight: 2,\n    BottomLeft: 4,\n    BottomRight: 8,\n    All: 15\n} as const;\n\ntype QuadrantMask = typeof QuadrantVisibility[keyof typeof QuadrantVisibility];\n\n/**\n * A single transform, generally used for a single tile to be\n * scaled, rotated, and zoomed.\n * @private\n */\nclass Transform {\n    tileSize: number;\n    tileZoom!: number;\n    maxBounds: LngLatBounds | null | undefined;\n\n    // 2^zoom (worldSize = tileSize * scale)\n    scale!: number;\n\n    // Map viewport size (not including the pixel ratio)\n    width: number;\n    height: number;\n\n    // Bearing, radians, in [-pi, pi]\n    angle: number;\n\n    // 2D rotation matrix in the horizontal plane, as a function of bearing\n    rotationMatrix!: [number, number, number, number];\n\n    // Zoom, modulo 1\n    zoomFraction!: number;\n\n    // The scale factor component of the conversion from pixels ([0, w] x [h, 0]) to GL\n    // NDC ([1, -1] x [1, -1]) (note flipped y)\n    pixelsToGLUnits!: [number, number];\n\n    // Distance from camera to the center, in screen pixel units, independent of zoom\n    cameraToCenterDistance!: number;\n\n    // Projection from mercator coordinates ([0, 0] nw, [1, 1] se) to GL clip coordinates\n    mercatorMatrix: mat4;\n\n    // Translate points in mercator coordinates to be centered about the camera, with units chosen\n    // for screen-height-independent scaling of fog. Not affected by orientation of camera.\n    mercatorFogMatrix: mat4;\n\n    // Projection from world coordinates (mercator scaled by worldSize) to clip coordinates\n    projMatrix!: mat4;\n    invProjMatrix: mat4;\n\n    // Projection matrix with expanded farZ on globe projection\n    expandedFarZProjMatrix: mat4;\n\n    // Same as projMatrix, pixel-aligned to avoid fractional pixels for raster tiles\n    alignedProjMatrix: mat4;\n\n    // From world coordinates to screen pixel coordinates (projMatrix premultiplied by labelPlaneMatrix)\n    pixelMatrix: mat4;\n    pixelMatrixInverse: mat4;\n\n    worldToFogMatrix!: mat4;\n    skyboxMatrix: mat4;\n\n    starsProjMatrix: mat4;\n\n    // Transform from screen coordinates to GL NDC, [0, w] x [h, 0] --> [-1, 1] x [-1, 1]\n    // Roughly speaking, applies pixelsToGLUnits scaling with a translation\n    glCoordMatrix: mat4;\n\n    // Inverse of glCoordMatrix, from NDC to screen coordinates, [-1, 1] x [-1, 1] --> [0, w] x [h, 0]\n    labelPlaneMatrix: mat4;\n\n    // globe coordinate transformation matrix\n    globeMatrix!: mat4;\n\n    globeCenterInViewSpace: [number, number, number];\n    globeRadius: number;\n\n    inverseAdjustmentMatrix!: mat2;\n\n    mercatorFromTransition!: boolean;\n\n    minLng!: number;\n    maxLng!: number;\n    minLat!: number;\n    maxLat!: number;\n    worldMinX!: number;\n    worldMaxX!: number;\n    worldMinY!: number;\n    worldMaxY!: number;\n\n    cameraFrustum!: Frustum;\n    frustumCorners!: FrustumCorners;\n    _tileCoverLift: number;\n\n    freezeTileCoverage: boolean;\n    cameraElevationReference: ElevationReference;\n    fogCullDistSq: number | null | undefined;\n    _averageElevation: number;\n    projectionOptions!: ProjectionSpecification;\n    projection!: Projection;\n    _elevation: Elevation | null | undefined;\n    _fov: number;\n    _pitch: number;\n    _zoom!: number;\n    _seaLevelZoom: number | null | undefined;\n    _unmodified: boolean;\n    _renderWorldCopies: boolean;\n    _minZoom: number;\n    _maxZoom: number;\n    _minPitch: number;\n    _maxPitch: number;\n    _center: LngLat;\n    _edgeInsets: EdgeInsets;\n    _constraining!: boolean;\n    _projMatrixCache: {\n        [_: number]: mat4;\n    };\n    _alignedProjMatrixCache: {\n        [_: number]: mat4;\n    };\n    _pixelsToTileUnitsCache!: {\n        [_: number]: mat2;\n    };\n    _expandedProjMatrixCache: {\n        [_: number]: mat4;\n    };\n    _fogTileMatrixCache: {\n        [_: number]: mat4;\n    };\n    _distanceTileDataCache: {\n        [_: number]: FeatureDistanceData;\n    };\n    _camera: FreeCamera;\n    _centerAltitude: number;\n    _centerAltitudeValidForExaggeration: number | null | undefined;\n    _horizonShift: number;\n    _pixelsPerMercatorPixel: number;\n    _nearZ: number;\n    _farZ: number;\n    _nearClipOffset: number;\n    _mercatorScaleRatio!: number;\n    _isCameraConstrained!: boolean;\n\n    _orthographicProjectionAtLowPitch: boolean;\n\n    _allowWorldUnderZoom: boolean;\n\n    _mat4Scratch: mat4; // reused for non-overlapping intermediate computations in _calcMatrices\n    _expandedFarZProjMatrixBuf: mat4;\n\n    constructor(minZoom?: number | null, maxZoom?: number | null, minPitch?: number | null, maxPitch?: number | null, renderWorldCopies?: boolean, projection?: ProjectionSpecification | null, bounds?: LngLatBounds | null) {\n        this.tileSize = 512; // constant\n\n        this._renderWorldCopies = renderWorldCopies === undefined ? true : renderWorldCopies;\n        this._minZoom = minZoom || DEFAULT_MIN_ZOOM;\n        this._maxZoom = maxZoom || 22;\n\n        this._minPitch = minPitch ?? 0;\n        this._maxPitch = maxPitch ?? 60;\n\n        this.setProjection(projection);\n        this.setMaxBounds(bounds);\n\n        this.width = 0;\n        this.height = 0;\n        this._center = new LngLat(0, 0);\n        this.zoom = 0;\n        this.angle = 0;\n        this._fov = 0.6435011087932844;\n        this._pitch = 0;\n        this._nearZ = 0;\n        this._farZ = 0;\n        this._nearClipOffset = 0;\n        this._unmodified = true;\n        this._edgeInsets = new EdgeInsets();\n        this._projMatrixCache = {};\n        this._alignedProjMatrixCache = {};\n        this._fogTileMatrixCache = {};\n        this._expandedProjMatrixCache = {};\n        this._distanceTileDataCache = {};\n        this._camera = new FreeCamera();\n        this._centerAltitude = 0;\n        this._averageElevation = 0;\n        this.cameraElevationReference = \"ground\";\n        this._pixelsPerMercatorPixel = 1.0;\n        this.globeRadius = 0;\n        this.globeCenterInViewSpace = [0, 0, 0];\n        this._tileCoverLift = 0;\n        this.freezeTileCoverage = false;\n\n        // Move the horizon closer to the center. 0 would not shift the horizon. 1 would put the horizon at the center.\n        this._horizonShift = 0.1;\n\n        this._orthographicProjectionAtLowPitch = false;\n\n        this._allowWorldUnderZoom = false;\n\n        this.mercatorMatrix = new Float64Array(16);\n        this.mercatorFogMatrix = new Float32Array(16);\n        this.invProjMatrix = new Float64Array(16);\n        this._expandedFarZProjMatrixBuf = new Float64Array(16);\n        this.expandedFarZProjMatrix = this._expandedFarZProjMatrixBuf;\n        this.starsProjMatrix = new Float32Array(16);\n        this.skyboxMatrix = new Float32Array(16);\n        this._mat4Scratch = new Float64Array(16);\n        this.alignedProjMatrix = new Float64Array(16);\n        this.labelPlaneMatrix = new Float32Array(16);\n        this.glCoordMatrix = new Float32Array(16);\n        this.pixelMatrix = new Float64Array(16);\n        this.pixelMatrixInverse = new Float64Array(16);\n    }\n\n    clone(): Transform {\n        const clone = new Transform(this._minZoom, this._maxZoom, this._minPitch, this.maxPitch, this._renderWorldCopies, this.getProjection(), this.maxBounds);\n        clone._elevation = this._elevation;\n        clone._centerAltitude = this._centerAltitude;\n        clone._centerAltitudeValidForExaggeration = this._centerAltitudeValidForExaggeration;\n        clone.tileSize = this.tileSize;\n        clone.mercatorFromTransition = this.mercatorFromTransition;\n        clone.width = this.width;\n        clone.height = this.height;\n        clone.cameraElevationReference = this.cameraElevationReference;\n        clone._center = this._center;\n        clone._setZoom(this.zoom);\n        clone._seaLevelZoom = this._seaLevelZoom;\n        clone.angle = this.angle;\n        clone._fov = this._fov;\n        clone._pitch = this._pitch;\n        clone._nearZ = this._nearZ;\n        clone._farZ = this._farZ;\n        clone._nearClipOffset = this._nearClipOffset;\n        clone._averageElevation = this._averageElevation;\n        clone._orthographicProjectionAtLowPitch = this._orthographicProjectionAtLowPitch;\n        clone._unmodified = this._unmodified;\n        clone._edgeInsets = this._edgeInsets.clone();\n        clone._camera = this._camera.clone();\n        clone._calcMatrices();\n        clone.freezeTileCoverage = this.freezeTileCoverage;\n        clone.frustumCorners = this.frustumCorners;\n        clone._allowWorldUnderZoom = this._allowWorldUnderZoom;\n        return clone;\n    }\n\n    get isOrthographic(): boolean {\n        return this.projection.name !== 'globe' && this._orthographicProjectionAtLowPitch && this.pitch < OrthographicPitchTranstionValue;\n    }\n    get elevation(): Elevation | null | undefined { return this._elevation; }\n    set elevation(elevation: Elevation | null | undefined) {\n        if (this._elevation === elevation) return;\n        this._elevation = elevation;\n        this._updateCameraOnTerrain();\n        this._calcMatrices();\n    }\n\n    get nearClipOffset(): number {\n        return this._nearClipOffset;\n    }\n\n    set nearClipOffset(offset: number) {\n        this._nearClipOffset = offset;\n        this._calcMatrices();\n    }\n\n    get depthOcclusionForSymbolsAndCircles(): boolean {\n        return this.projection.name !== 'globe' && !this.isOrthographic;\n    }\n\n    updateElevation(constrainCameraOverTerrain: boolean, adaptCameraAltitude: boolean = false) {\n        const centerAltitudeChanged = this._elevation && this._elevation.exaggeration() !== this._centerAltitudeValidForExaggeration;\n        if (this._seaLevelZoom == null || centerAltitudeChanged) {\n            this._updateCameraOnTerrain();\n        }\n        if (constrainCameraOverTerrain || centerAltitudeChanged) {\n            this._constrainCamera(adaptCameraAltitude);\n        }\n        this._calcMatrices();\n    }\n\n    getProjection(): ProjectionSpecification {\n        return pick(this.projection, ['name', 'center', 'parallels']) as ProjectionSpecification;\n    }\n\n    // Returns whether the projection changes\n    setProjection(projection?: ProjectionSpecification | null): boolean {\n        this.projectionOptions = projection || {name: 'mercator'};\n\n        const oldProjection = this.projection ? this.getProjection() : undefined;\n        this.projection = getProjection(this.projectionOptions);\n        const newProjection = this.getProjection();\n\n        const projectionHasChanged = !deepEqual(oldProjection, newProjection);\n        if (projectionHasChanged) {\n            this._calcMatrices();\n        }\n        this.mercatorFromTransition = false;\n\n        return projectionHasChanged;\n    }\n\n    // Returns whether the projection need to be reevaluated\n    setOrthographicProjectionAtLowPitch(enabled: boolean): boolean {\n        if (this._orthographicProjectionAtLowPitch === enabled) {\n            return false;\n        }\n\n        this._orthographicProjectionAtLowPitch = enabled;\n        this._calcMatrices();\n\n        return true;\n    }\n\n    setMercatorFromTransition(): boolean {\n        const oldProjection = this.projection.name;\n        this.mercatorFromTransition = true;\n        this.projectionOptions = {name: 'mercator'};\n        this.projection = getProjection({name: 'mercator'});\n        const projectionHasChanged = oldProjection !== this.projection.name;\n        if (projectionHasChanged) {\n            this._calcMatrices();\n        }\n        return projectionHasChanged;\n    }\n\n    get minZoom(): number { return this._minZoom; }\n    set minZoom(zoom: number) {\n        if (this._minZoom === zoom) return;\n        this._minZoom = zoom;\n        this.zoom = Math.max(this.zoom, zoom);\n    }\n\n    get maxZoom(): number { return this._maxZoom; }\n    set maxZoom(zoom: number) {\n        if (this._maxZoom === zoom) return;\n        this._maxZoom = zoom;\n        this.zoom = Math.min(this.zoom, zoom);\n    }\n\n    get minPitch(): number { return this._minPitch; }\n    set minPitch(pitch: number) {\n        if (this._minPitch === pitch) return;\n        this._minPitch = pitch;\n        this.pitch = Math.max(this.pitch, pitch);\n    }\n\n    get maxPitch(): number { return this._maxPitch; }\n    set maxPitch(pitch: number) {\n        if (this._maxPitch === pitch) return;\n        this._maxPitch = pitch;\n        this.pitch = Math.min(this.pitch, pitch);\n    }\n\n    get renderWorldCopies(): boolean {\n        return this._renderWorldCopies && this.projection.supportsWorldCopies === true;\n    }\n    set renderWorldCopies(renderWorldCopies: boolean | null | undefined) {\n        if (renderWorldCopies === undefined) {\n            renderWorldCopies = true;\n        } else if (renderWorldCopies === null) {\n            renderWorldCopies = false;\n        }\n\n        this._renderWorldCopies = renderWorldCopies;\n    }\n\n    get worldSize(): number {\n        return this.tileSize * this.scale;\n    }\n\n    // This getter returns an incorrect value.\n    // It should eventually be removed and cameraWorldSize be used instead.\n    // See free_camera.getDistanceToElevation for the rationale.\n    get cameraWorldSizeForFog(): number {\n        const distance = Math.max(this._camera.getDistanceToElevation(this._averageElevation), Number.EPSILON);\n        return this._worldSizeFromZoom(this._zoomFromMercatorZ(distance));\n    }\n\n    get cameraWorldSize(): number {\n        const distance = Math.max(this._camera.getDistanceToElevation(this._averageElevation, true), Number.EPSILON);\n        return this._worldSizeFromZoom(this._zoomFromMercatorZ(distance));\n    }\n\n    // `pixelsPerMeter` is used to describe relation between real world and pixel distances.\n    // In mercator projection it is dependant on latitude value meaning that one meter covers\n    // less pixels at the equator than near polar regions. Globe projection in other hand uses\n    // fixed ratio everywhere.\n\n    get pixelsPerMeter(): number {\n        return this.projection.pixelsPerMeter(this.center.lat, this.worldSize);\n    }\n\n    get cameraPixelsPerMeter(): number {\n        return mercatorZfromAltitude(1, this.center.lat) * this.cameraWorldSizeForFog;\n    }\n\n    get centerOffset(): Point {\n        return this.centerPoint._sub(this.size._div(2));\n    }\n\n    get size(): Point {\n        return new Point(this.width, this.height);\n    }\n\n    get bearing(): number {\n        return wrap(this.rotation, -180, 180);\n    }\n\n    set bearing(bearing: number) {\n        this.rotation = bearing;\n    }\n\n    get rotation(): number {\n        return -this.angle / Math.PI * 180;\n    }\n\n    set rotation(rotation: number) {\n        const b = -rotation * Math.PI / 180;\n        if (this.angle === b) return;\n        this._unmodified = false;\n        this.angle = b;\n        this._calcMatrices();\n\n        // 2x2 matrix for rotating points\n        const s = Math.sin(this.angle), c = Math.cos(this.angle);\n        this.rotationMatrix = [c, s, -s, c];\n    }\n\n    get pitch(): number {\n        return this._pitch / Math.PI * 180;\n    }\n    set pitch(pitch: number) {\n        const p = clamp(pitch, this.minPitch, this.maxPitch) / 180 * Math.PI;\n        if (this._pitch === p) return;\n        this._unmodified = false;\n        this._pitch = p;\n        this._calcMatrices();\n    }\n\n    get aspect(): number {\n        return this.width / this.height;\n    }\n\n    get fov(): number {\n        return this._fov / Math.PI * 180;\n    }\n\n    set fov(fov: number) {\n        fov = Math.max(0.01, Math.min(60, fov));\n        if (this._fov === fov) return;\n        this._unmodified = false;\n        this._fov = degToRad(fov);\n        this._calcMatrices();\n    }\n\n    get fovX(): number {\n        return this._fov;\n    }\n\n    get fovY(): number {\n        const focalLength = 1.0 / Math.tan(this.fovX * 0.5);\n        return 2 * Math.atan((1.0 / this.aspect) / focalLength);\n    }\n\n    // `_fov` is the vertical field of view.\n    get horizontalFov(): number {\n        return radToDeg(2 * Math.atan(Math.tan(this._fov * 0.5) * this.aspect));\n    }\n\n    get averageElevation(): number {\n        return this._averageElevation;\n    }\n    set averageElevation(averageElevation: number) {\n        this._averageElevation = averageElevation;\n        this._calcFogMatrices();\n        this._distanceTileDataCache = {};\n    }\n\n    get zoom(): number { return this._zoom; }\n    set zoom(zoom: number) {\n        const z = Math.min(Math.max(zoom, this.minZoom), this.maxZoom);\n        if (this._zoom === z) return;\n        this._unmodified = false;\n        this._setZoom(z);\n        this._updateSeaLevelZoom();\n        this._constrain();\n        this._calcMatrices();\n    }\n    _setZoom(z: number) {\n        this._zoom = z;\n        this.scale = this.zoomScale(z);\n        this.tileZoom = Math.floor(z);\n        this.zoomFraction = z - this.tileZoom;\n    }\n\n    get tileCoverLift(): number { return this._tileCoverLift; }\n    set tileCoverLift(lift: number) {\n        if (this._tileCoverLift === lift) return;\n        this._tileCoverLift = lift;\n    }\n\n    _updateCameraOnTerrain() {\n        const elevationAtCenter = this.elevation ? this.elevation.getAtPoint(this.locationCoordinate(this.center), Number.NEGATIVE_INFINITY) : Number.NEGATIVE_INFINITY;\n        const usePreviousCenter = this.elevation && elevationAtCenter === Number.NEGATIVE_INFINITY && this.elevation.visibleDemTiles.length > 0 && this.elevation.exaggeration() > 0 &&\n            this._centerAltitudeValidForExaggeration;\n        if (!this._elevation || (elevationAtCenter === Number.NEGATIVE_INFINITY && !(usePreviousCenter && this._centerAltitude))) {\n            // Elevation data not loaded yet, reset\n            this._centerAltitude = 0;\n            this._seaLevelZoom = null;\n            this._centerAltitudeValidForExaggeration = undefined;\n            return;\n        }\n        const elevation: Elevation = this._elevation;\n        if (usePreviousCenter || (this._centerAltitude && this._centerAltitudeValidForExaggeration &&\n                                  elevation.exaggeration() && this._centerAltitudeValidForExaggeration !== elevation.exaggeration())) {\n            assert(this._centerAltitudeValidForExaggeration);\n            const previousExaggeration = this._centerAltitudeValidForExaggeration;\n            // scale down the centerAltitude\n            this._centerAltitude = this._centerAltitude / previousExaggeration * elevation.exaggeration();\n            this._centerAltitudeValidForExaggeration = elevation.exaggeration();\n        } else {\n            this._centerAltitude = elevationAtCenter || 0;\n            this._centerAltitudeValidForExaggeration = elevation.exaggeration();\n        }\n        this._updateSeaLevelZoom();\n    }\n\n    _updateSeaLevelZoom() {\n        if (this._centerAltitudeValidForExaggeration === undefined) {\n            return;\n        }\n        const height = this.cameraToCenterDistance;\n        const terrainElevation = this.pixelsPerMeter * this._centerAltitude;\n        const mercatorZ = Math.max(0, (terrainElevation + height) / this.worldSize);\n\n        // MSL (Mean Sea Level) zoom describes the distance of the camera to the sea level (altitude).\n        // It is used only for manipulating the camera location. The standard zoom (this._zoom)\n        // defines the camera distance to the terrain (height). Its behavior and conceptual\n        // meaning in determining which tiles to stream is same with or without the terrain.\n        this._seaLevelZoom = this._zoomFromMercatorZ(mercatorZ);\n    }\n\n    sampleAverageElevation(): number {\n        if (!this._elevation) return 0;\n        const elevation: Elevation = this._elevation;\n\n        const elevationSamplePoints = [\n            [0.5, 0.2],\n            [0.3, 0.5],\n            [0.5, 0.5],\n            [0.7, 0.5],\n            [0.5, 0.8]\n        ];\n\n        const horizon = this.horizonLineFromTop();\n\n        let elevationSum = 0.0;\n        let weightSum = 0.0;\n        for (let i = 0; i < elevationSamplePoints.length; i++) {\n            const pt = new Point(\n                elevationSamplePoints[i][0] * this.width,\n                horizon + elevationSamplePoints[i][1] * (this.height - horizon)\n            );\n            const hit = elevation.pointCoordinate(pt);\n            if (!hit) continue;\n\n            const distanceToHit = Math.hypot(hit[0] - this._camera.position[0], hit[1] - this._camera.position[1]);\n            const weight = 1 / distanceToHit;\n            elevationSum += hit[3] * weight;\n            weightSum += weight;\n        }\n\n        if (weightSum === 0) return NaN;\n        return elevationSum / weightSum;\n    }\n\n    get center(): LngLat { return this._center; }\n    set center(center: LngLat) {\n        if (center.lat === this._center.lat && center.lng === this._center.lng) return;\n\n        this._unmodified = false;\n        this._center = center;\n        if (this._terrainEnabled()) {\n            if (this.cameraElevationReference === \"ground\") {\n                this._updateCameraOnTerrain();\n            } else {\n                this._updateZoomFromElevation();\n            }\n        }\n        this._constrain();\n        this._calcMatrices();\n    }\n\n    _updateZoomFromElevation() {\n        if (this._seaLevelZoom == null || !this._elevation)\n            return;\n\n        // Compute zoom level from the height of the camera relative to the terrain\n        const seaLevelZoom: number = this._seaLevelZoom;\n        const elevationAtCenter = this._elevation.getAtPointOrZero(this.locationCoordinate(this.center));\n        const mercatorElevation = this.pixelsPerMeter / this.worldSize * elevationAtCenter;\n        const altitude  = this._mercatorZfromZoom(seaLevelZoom);\n        const minHeight = this._mercatorZfromZoom(this._maxZoom);\n        const height = Math.max(altitude - mercatorElevation, minHeight);\n\n        this._setZoom(this._zoomFromMercatorZ(height));\n    }\n\n    get padding(): PaddingOptions { return this._edgeInsets.toJSON(); }\n    set padding(padding: PaddingOptions) {\n        if (this._edgeInsets.equals(padding)) return;\n        this._unmodified = false;\n        //Update edge-insets inplace\n        this._edgeInsets.interpolate(this._edgeInsets, padding, 1);\n        this._calcMatrices();\n    }\n\n    equals(transform: Transform): boolean {\n        const lastElevation = this.elevation;\n        const newElevation = transform.elevation;\n        const elevationChanged = (lastElevation != null) !== (newElevation != null) ||\n                                 (lastElevation && newElevation && lastElevation.exaggeration() !== newElevation.exaggeration());\n\n        return this.width === transform.width &&\n               this.height === transform.height &&\n               this.center.lng === transform.center.lng &&\n               this.center.lat === transform.center.lat &&\n               this.zoom === transform.zoom &&\n               this.bearing === transform.bearing &&\n               this.pitch === transform.pitch &&\n               this.fov === transform.fov &&\n               this.projection.name === transform.projection.name &&\n               this._edgeInsets.equals(transform.padding) &&\n               !elevationChanged;\n    }\n\n    /**\n     * Computes a zoom value relative to a map plane that goes through the provided mercator position.\n     *\n     * @param {MercatorCoordinate} position A position defining the altitude of the the map plane.\n     * @returns {number} The zoom value.\n     */\n    computeZoomRelativeTo(position: MercatorCoordinate): number {\n        // Find map center position on the target plane by casting a ray from screen center towards the plane.\n        // Direct distance to the target position is used if the target position is above camera position.\n        const centerOnTargetAltitude = this.rayIntersectionCoordinate(this.pointRayIntersection(this.centerPoint, position.toAltitude()));\n\n        let targetPosition: vec3 | null | undefined;\n        if (position.z < this._camera.position[2]) {\n            targetPosition = [centerOnTargetAltitude.x, centerOnTargetAltitude.y, centerOnTargetAltitude.z];\n        } else {\n            targetPosition = [position.x, position.y, position.z];\n        }\n\n        const distToTarget = vec3.length(vec3.sub([], this._camera.position, targetPosition));\n        return clamp(this._zoomFromMercatorZ(distToTarget), this._minZoom, this._maxZoom);\n    }\n\n    setFreeCameraOptions(options: FreeCameraOptions) {\n        if (!this.height)\n            return;\n\n        if (!options.position && !options.orientation)\n            return;\n\n        // Camera state must be up-to-date before accessing its getters\n        this._updateCameraState();\n\n        let changed = false;\n        if (options.orientation && !quat.exactEquals(options.orientation, this._camera.orientation)) {\n            changed = this._setCameraOrientation(options.orientation);\n        }\n\n        if (options.position) {\n            const newPosition: [number, number, number] = [options.position.x, options.position.y, options.position.z];\n            if (!vec3.exactEquals(newPosition, this._camera.position)) {\n                this._setCameraPosition(newPosition);\n                changed = true;\n            }\n        }\n\n        if (changed) {\n            this._updateStateFromCamera();\n            this.recenterOnTerrain();\n        }\n    }\n\n    getFreeCameraOptions(): FreeCameraOptions {\n        this._updateCameraState();\n        const pos = this._camera.position;\n        const options = new FreeCameraOptions();\n        options.position = new MercatorCoordinate(pos[0], pos[1], pos[2]);\n        options.orientation = this._camera.orientation;\n        options._elevation = this.elevation;\n        options._renderWorldCopies = this.renderWorldCopies;\n\n        return options;\n    }\n\n    _setCameraOrientation(orientation: quat): boolean {\n        // zero-length quaternions are not valid\n        if (!quat.length(orientation))\n            return false;\n\n        quat.normalize(orientation, orientation);\n\n        // The new orientation must be sanitized by making sure it can be represented\n        // with a pitch and bearing. Roll-component must be removed and the camera can't be upside down\n        const forward = vec3.transformQuat([], [0, 0, -1], orientation);\n        const up = vec3.transformQuat([], [0, -1, 0], orientation);\n\n        if (up[2] < 0.0)\n            return false;\n\n        const updatedOrientation = orientationFromFrame(forward, up);\n        if (!updatedOrientation)\n            return false;\n\n        this._camera.orientation = updatedOrientation;\n        return true;\n    }\n\n    _setCameraPosition(position: vec3) {\n        // Altitude must be clamped to respect min and max zoom\n        const minWorldSize = this.zoomScale(this.minZoom) * this.tileSize;\n        const maxWorldSize = this.zoomScale(this.maxZoom) * this.tileSize;\n        const distToCenter = this.cameraToCenterDistance;\n\n        position[2] = clamp(position[2], distToCenter / maxWorldSize, distToCenter / minWorldSize);\n        this._camera.position = position;\n    }\n\n    /**\n     * The center of the screen in pixels with the top-left corner being (0,0)\n     * and +y axis pointing downwards. This accounts for padding.\n     *\n     * @readonly\n     * @type {Point}\n     * @memberof Transform\n     */\n    get centerPoint(): Point {\n        return this._edgeInsets.getCenter(this.width, this.height);\n    }\n\n    /**\n     * Returns the vertical half-fov, accounting for padding, in radians.\n     *\n     * @readonly\n     * @type {number}\n     * @private\n     */\n    get fovAboveCenter(): number {\n        return this._fov * (0.5 + this.centerOffset.y / this.height);\n    }\n\n    /**\n     * Returns true if the padding options are equal.\n     *\n     * @param {PaddingOptions} padding The padding options to compare.\n     * @returns {boolean} True if the padding options are equal.\n     * @memberof Transform\n     */\n    isPaddingEqual(padding: PaddingOptions): boolean {\n        return this._edgeInsets.equals(padding);\n    }\n\n    /**\n     * Helper method to update edge-insets inplace.\n     *\n     * @param {PaddingOptions} start The initial padding options.\n     * @param {PaddingOptions} target The target padding options.\n     * @param {number} t The interpolation variable.\n     * @memberof Transform\n     */\n    interpolatePadding(start: PaddingOptions, target: PaddingOptions, t: number) {\n        this._unmodified = false;\n        this._edgeInsets.interpolate(start, target, t);\n        this._constrain();\n        this._calcMatrices();\n    }\n\n    /**\n     * Return the highest zoom level that fully includes all tiles within the transform's boundaries.\n     * @param {Object} options Options.\n     * @param {number} options.tileSize Tile size, expressed in screen pixels.\n     * @param {boolean} options.roundZoom Target zoom level. If true, the value will be rounded to the closest integer. Otherwise the value will be floored.\n     * @returns {number} An integer zoom level at which all tiles will be visible.\n     */\n    coveringZoomLevel(\n        options: {\n            roundZoom?: boolean;\n            tileSize: number;\n        },\n    ): number {\n        const z = (options.roundZoom ? Math.round : Math.floor)(\n            this.zoom + this.scaleZoom(this.tileSize / options.tileSize)\n        );\n        // At negative zoom levels load tiles from z0 because negative tile zoom levels don't exist.\n        return Math.max(0, z);\n    }\n\n    /**\n     * Return any \"wrapped\" copies of a given tile coordinate that are visible\n     * in the current view.\n     *\n     * @private\n     */\n    getVisibleUnwrappedCoordinates(tileID: CanonicalTileID): Array<UnwrappedTileID> {\n        const result = [new UnwrappedTileID(0, tileID)];\n        if (this.renderWorldCopies) {\n            const utl = this.pointCoordinate(new Point(0, 0));\n            const utr = this.pointCoordinate(new Point(this.width, 0));\n            const ubl = this.pointCoordinate(new Point(this.width, this.height));\n            const ubr = this.pointCoordinate(new Point(0, this.height));\n            const w0 = Math.floor(Math.min(utl.x, utr.x, ubl.x, ubr.x));\n            const w1 = Math.floor(Math.max(utl.x, utr.x, ubl.x, ubr.x));\n\n            // Add an extra copy of the world on each side to properly render ImageSources and CanvasSources.\n            // Both sources draw outside the tile boundaries of the tile that \"contains them\" so we need\n            // to add extra copies on both sides in case offscreen tiles need to draw into on-screen ones.\n            const extraWorldCopy = 1;\n\n            for (let w = w0 - extraWorldCopy; w <= w1 + extraWorldCopy; w++) {\n                if (w === 0) continue;\n                result.push(new UnwrappedTileID(w, tileID));\n            }\n        }\n        return result;\n    }\n\n    isLODDisabled(checkPitch: boolean): boolean {\n        // No change of LOD behavior for pitch lower than 60 and when there is no top padding: return only tile ids from the requested zoom level\n        return (!checkPitch || this.pitch <= MIN_LOD_PITCH) && this._edgeInsets.top <= this._edgeInsets.bottom && !this._elevation && !this.projection.isReprojectedInTileSpace;\n    }\n\n    /**\n     * Extends tile coverage to include potential neighboring tiles using either a direction vector or quadrant visibility information.\n     * @param {Array<OverscaledTileID>} coveringTiles tile cover that is extended\n     * @param {number} maxZoom maximum zoom level\n     * @param {vec3} direction direction unit vector, if undefined quadrant visibility information is used\n     * @returns {Array<OverscaledTileID>} a set of extension tiles\n     */\n    extendTileCover(coveringTiles: Array<OverscaledTileID>, maxZoom: number, direction?: vec3, minZoom?: number): Array<OverscaledTileID> {\n        let out: OverscaledTileID[] = [];\n        const extendDirection = direction != null;\n        const extendQuadrants = !extendDirection;\n        if (extendQuadrants && this.zoom < maxZoom) return out;\n        if (extendDirection && direction[0] === 0.0 && direction[1] === 0.0) return out;\n\n        const addedTiles = new Set<number>();\n        const addTileId = (overscaledZ: number, wrap: number, z: number, x: number, y: number) => {\n            const key = calculateKey(wrap, overscaledZ, z, x, y);\n            if (!addedTiles.has(key)) {\n                out.push(new OverscaledTileID(overscaledZ, wrap, z, x, y));\n                addedTiles.add(key);\n            }\n        };\n\n        for (let i = 0; i < coveringTiles.length; i++) {\n            const id = coveringTiles[i];\n\n            // Skip if not at the specified zoom level\n            if (extendQuadrants && id.canonical.z !== maxZoom) continue;\n\n            // Skip shadow tiles below minimum zoom level\n            if (extendDirection && minZoom !== undefined && minZoom > id.canonical.z) continue;\n\n            const tileId = id.canonical;\n            const overscaledZ = id.overscaledZ;\n            const tileWrap = id.wrap;\n            const tiles = 1 << tileId.z;\n\n            const xMaxInsideRange = tileId.x + 1 < tiles;\n            const xMinInsideRange = tileId.x > 0;\n\n            const yMaxInsideRange = tileId.y + 1 < tiles;\n            const yMinInsideRange = tileId.y > 0;\n\n            const leftWrap = id.wrap - (xMinInsideRange ? 0 : 1);\n            const rightWrap = id.wrap + (xMaxInsideRange ? 0 : 1);\n\n            const leftTileX = xMinInsideRange ? tileId.x - 1 : tiles - 1;\n            const rightTileX = xMaxInsideRange ? tileId.x + 1 : 0;\n\n            if (extendDirection) {\n                if (direction[0] < 0.0) {\n                    addTileId(overscaledZ, rightWrap, tileId.z, rightTileX, tileId.y);\n                    if (direction[1] < 0.0 && yMaxInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y + 1);\n                        addTileId(overscaledZ, rightWrap, tileId.z, rightTileX, tileId.y + 1);\n                    }\n                    if (direction[1] > 0.0 && yMinInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y - 1);\n                        addTileId(overscaledZ, rightWrap, tileId.z, rightTileX, tileId.y - 1);\n                    }\n                } else if (direction[0] > 0.0) {\n                    addTileId(overscaledZ, leftWrap, tileId.z, leftTileX, tileId.y);\n                    if (direction[1] < 0.0 && yMaxInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y + 1);\n                        addTileId(overscaledZ, leftWrap, tileId.z, leftTileX, tileId.y + 1);\n                    }\n                    if (direction[1] > 0.0 && yMinInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y - 1);\n                        addTileId(overscaledZ, leftWrap, tileId.z, leftTileX, tileId.y - 1);\n                    }\n                } else {\n                    if (direction[1] < 0.0 && yMaxInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y + 1);\n                    } else if (yMinInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y - 1);\n                    }\n                }\n            } else {\n                const visibility = id.visibleQuadrants;\n                assert(visibility !== undefined);\n                // Check each quadrant and add neighboring tiles\n                if (visibility & QuadrantVisibility.TopLeft) {\n                    addTileId(overscaledZ, leftWrap, tileId.z, leftTileX, tileId.y);\n                    if (yMinInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y - 1);\n                        addTileId(overscaledZ, leftWrap, tileId.z, leftTileX, tileId.y - 1);\n                    }\n                }\n                if (visibility & QuadrantVisibility.TopRight) {\n                    addTileId(overscaledZ, rightWrap, tileId.z, rightTileX, tileId.y);\n                    if (yMinInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y - 1);\n                        addTileId(overscaledZ, rightWrap, tileId.z, rightTileX, tileId.y - 1);\n                    }\n                }\n                if (visibility & QuadrantVisibility.BottomLeft) {\n                    addTileId(overscaledZ, leftWrap, tileId.z, leftTileX, tileId.y);\n                    if (yMaxInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y + 1);\n                        addTileId(overscaledZ, leftWrap, tileId.z, leftTileX, tileId.y + 1);\n                    }\n                }\n                if (visibility & QuadrantVisibility.BottomRight) {\n                    addTileId(overscaledZ, rightWrap, tileId.z, rightTileX, tileId.y);\n                    if (yMaxInsideRange) {\n                        addTileId(overscaledZ, tileWrap, tileId.z, tileId.x, tileId.y + 1);\n                        addTileId(overscaledZ, rightWrap, tileId.z, rightTileX, tileId.y + 1);\n                    }\n                }\n            }\n        }\n\n        // Remove higher zoom new IDs that overlap with other new IDs\n        const nonOverlappingIds: OverscaledTileID[] = [];\n\n        for (const id of out) {\n            if (!out.some(ancestorCandidate => id.isChildOf(ancestorCandidate))) {\n                nonOverlappingIds.push(id);\n            }\n        }\n\n        // Remove identical IDs\n        out = nonOverlappingIds.filter(newId => !coveringTiles.some(oldId => {\n            if (newId.overscaledZ < maxZoom && oldId.isChildOf(newId)) {\n                return true;\n            }\n            // Remove identical IDs or children of existing IDs\n            return newId.equals(oldId) || newId.isChildOf(oldId);\n        }));\n\n        if (extendQuadrants) {\n            const numTiles = 1 << maxZoom;\n            const isGlobe = this.projection.name === 'globe';\n            const cameraCoord = isGlobe ? this._camera.mercatorPosition : this.pointCoordinate(this.getCameraPoint());\n            const cameraPoint = [numTiles * cameraCoord.x, numTiles * cameraCoord.y];\n\n            // Keep only closest tiles to the camera position\n            // Limit is found experimentally to fix landmark visibility issues in most cases without extending\n            // the tile cover too far in high pitch views\n            const limit = 4;\n            const limitSq = limit * limit;\n            out = out.filter(id => {\n                const tileCenterX = id.canonical.x + 0.5;\n                const tileCenterY = id.canonical.y + 0.5;\n                const dx = tileCenterX - cameraPoint[0];\n                const dy = tileCenterY - cameraPoint[1];\n                const distSq = dx * dx + dy * dy;\n                return distSq < limitSq;\n            });\n        }\n\n        return out;\n    }\n\n    /**\n     * Extend tile coverage to include tiles that are below the view frustum.\n     * @param {Array<OverscaledTileID>} tiles tile cover that is extended\n     * @param {Frustum} frustum view frustum\n     * @param {number} maxZoom maximum zoom level\n     * @returns {Array<OverscaledTileID>} a set of extension tiles\n     */\n    extendTileCoverToNearPlane(tiles: Array<OverscaledTileID>, frustum: Frustum, maxZoom: number): Array<OverscaledTileID> {\n        const out: OverscaledTileID[] = [];\n\n        const addedTiles = new Set<number>();\n        // Add existing tile keys to prevent having to remove duplicates later\n        for (const tile of tiles) {\n            addedTiles.add(tile.key);\n        }\n        const addTileId = (overscaledZ: number, wrap: number, z: number, x: number, y: number) => {\n            const key = calculateKey(wrap, overscaledZ, z, x, y);\n            if (!addedTiles.has(key)) {\n                out.push(new OverscaledTileID(overscaledZ, wrap, z, x, y));\n                addedTiles.add(key);\n            }\n        };\n\n        const overscaledZ = tiles.reduce((overscaledZ, tile) => {\n            return Math.max(overscaledZ, tile.overscaledZ);\n        }, maxZoom);\n\n        const numTiles = 1 << maxZoom;\n\n        const tileCorners = [\n            new Point(0, 0),\n            new Point(EXTENT, 0),\n            new Point(EXTENT, EXTENT),\n            new Point(0, EXTENT)\n        ];\n\n        const p1 = new Point(0, 0);\n        const p2 = new Point(0, 0);\n\n        const findTileIntersections = (e1: vec3, e2: vec3) => {\n            const e1X = Math.floor(e1[0]);\n            const e1Y = Math.floor(e1[1]);\n            const e1TileX = (e1[0] - e1X) * EXTENT;\n            const e1TileY = (e1[1] - e1Y) * EXTENT;\n\n            const e2X = Math.floor(e2[0]);\n            const e2Y = Math.floor(e2[1]);\n            const e2TileX = (e2[0] - e2X) * EXTENT;\n            const e2TileY = (e2[1] - e2Y) * EXTENT;\n\n            // Find tile intersections from a 3x3 grid around the starting point.\n            // This is enough to find the tiles needed for the tile cover extension.\n            for (let dx = -1; dx <= 1; dx++) {\n                const x = e1X + dx;\n                if (x < 0 || x >= numTiles) continue;\n\n                // Convert e1 and e2 (x coord) to the coordinate space of the current tile\n                p1.x = e1TileX - dx * EXTENT;\n                p2.x = e2TileX - (x - e2X) * EXTENT;\n\n                for (let dy = -1; dy <= 1; dy++) {\n                    const y = e1Y + dy;\n\n                    // Convert e1 and e2 (y coord) to the coordinate space of the current tile\n                    p1.y = e1TileY - dy * EXTENT;\n                    p2.y = e2TileY - (y - e2Y) * EXTENT;\n\n                    if (edgeIntersectsBox(p1, p2, tileCorners)) {\n                        addTileId(overscaledZ, 0, maxZoom, x, y);\n                    }\n                }\n            }\n        };\n\n        const points = frustum.points;\n        const nearBl = points[NEAR_BL];\n        const nearBr = points[NEAR_BR];\n        const farBl = this._projectToGround(nearBl, points[FAR_BL]);\n        const farBr = this._projectToGround(nearBr, points[FAR_BR]);\n\n        findTileIntersections(nearBl, farBl);\n        findTileIntersections(nearBr, farBr);\n\n        return out;\n    }\n\n    _projectToGround(near: vec3, far: vec3) {\n        assert(far[2] < near[2]);\n        return vec3.lerp(vec3.create(), near, far, near[2] / (near[2] - far[2]));\n    };\n\n    _projectToZ(near: vec3, far: vec3, z: number): vec3 {\n        const dz = near[2] - far[2];\n        if (Math.abs(dz) < 1e-6) return vec3.clone(near);\n        return vec3.lerp(vec3.create(), near, far, (near[2] - z) / dz);\n    }\n\n    /**\n     * Extend the tile cover beyond the ground-level horizon for underground tunnel geometry.\n     * At high pitch, line-of-sight can reach below z=0 in distant tiles. This finds the strip\n     * between the z=0 horizon and z=-tunnelDepth horizon of the top frustum edges.\n     *\n     * @param {Array<OverscaledTileID>} tiles tile cover that is extended\n     * @param {Frustum} frustum view frustum\n     * @param {number} maxZoom maximum zoom level\n     * @param {number} tunnelDepth maximum tunnel depth in meters\n     * @returns {Array<OverscaledTileID>} a set of extension tiles\n     */\n    extendTileCoverForTunnels(tiles: Array<OverscaledTileID>, frustum: Frustum, maxZoom: number, tunnelDepth: number): Array<OverscaledTileID> {\n        const TUNNEL_TILE_COVER_MIN_ZOOM = 18;\n        if (maxZoom < TUNNEL_TILE_COVER_MIN_ZOOM) {\n            return [];\n        }\n\n        const points = frustum.points;\n        const nearTl = points[NEAR_TL];\n        const nearTr = points[NEAR_TR];\n        const farTl = points[FAR_TL];\n        const farTr = points[FAR_TR];\n\n        // Only extend when at least one top edge reaches below ground and both near points\n        // are above ground.\n        if ((farTl[2] >= 0.0 && farTr[2] >= 0.0) || nearTl[2] <= 0.0 || nearTr[2] <= 0.0) {\n            return [];\n        }\n\n        // Ground intersection (z=0): if edge does not reach ground, use far point.\n        const groundTl = farTl[2] < 0.0 ? this._projectToZ(nearTl, farTl, 0.0) : farTl;\n        const groundTr = farTr[2] < 0.0 ? this._projectToZ(nearTr, farTr, 0.0) : farTr;\n\n        // Underground intersection (z=-tunnelDepth): if edge does not reach depth, use far point.\n        const depth = -tunnelDepth;\n        const undergroundTl = farTl[2] < depth ? this._projectToZ(nearTl, farTl, depth) : farTl;\n        const undergroundTr = farTr[2] < depth ? this._projectToZ(nearTr, farTr, depth) : farTr;\n\n        // The quad spans the full viewport width at the horizon, which can produce many tiles.\n        // Limit to the closest tiles (by distance from center) since tunnels are typically\n        // near the camera's forward direction during navigation.\n        const MAX_TUNNEL_EXTENSION_TILES = 3;\n\n        const result = this._findExtensionTilesInQuad(tiles, maxZoom, [undergroundTr, undergroundTl, groundTr, groundTl], [\n            0.5 * (groundTl[0] + groundTr[0]),\n            0.5 * (groundTl[1] + groundTr[1])\n        ]);\n        if (result.length > MAX_TUNNEL_EXTENSION_TILES) {\n            result.length = MAX_TUNNEL_EXTENSION_TILES;\n        }\n        return result;\n    }\n\n    /**\n     * Find tiles that intersect a projected frustum quad strip, excluding existing tiles.\n     */\n    _findExtensionTilesInQuad(\n        tiles: Array<OverscaledTileID>,\n        maxZoom: number,\n        corners: [vec3, vec3, vec3, vec3],\n        center: [number, number]\n    ): Array<OverscaledTileID> {\n        const out: OverscaledTileID[] = [];\n        const addedTiles = new Set<number>();\n        for (const tile of tiles) {\n            addedTiles.add(tile.key);\n        }\n\n        const overscaledZ = tiles.reduce((acc, tile) => Math.max(acc, tile.overscaledZ), maxZoom);\n        const numTiles = 1 << maxZoom;\n        const ring = [\n            new Point(corners[0][0], corners[0][1]),\n            new Point(corners[1][0], corners[1][1]),\n            new Point(corners[3][0], corners[3][1]),\n            new Point(corners[2][0], corners[2][1]),\n            new Point(corners[0][0], corners[0][1])\n        ];\n\n        const cx0 = corners[0][0], cx1 = corners[1][0], cx2 = corners[2][0], cx3 = corners[3][0];\n        const cy0 = corners[0][1], cy1 = corners[1][1], cy2 = corners[2][1], cy3 = corners[3][1];\n        const minX = Math.max(0, Math.floor(Math.min(cx0, cx1, cx2, cx3)));\n        const maxX = Math.min(numTiles - 1, Math.ceil(Math.max(cx0, cx1, cx2, cx3)) - 1);\n        const minY = Math.max(0, Math.floor(Math.min(cy0, cy1, cy2, cy3)));\n        const maxY = Math.min(numTiles - 1, Math.ceil(Math.max(cy0, cy1, cy2, cy3)) - 1);\n\n        for (let y = minY; y <= maxY; y++) {\n            for (let x = minX; x <= maxX; x++) {\n                if (!polygonIntersectsBox(ring, x, y, x + 1, y + 1)) continue;\n\n                const key = calculateKey(0, overscaledZ, maxZoom, x, y);\n                if (addedTiles.has(key)) continue;\n\n                out.push(new OverscaledTileID(overscaledZ, 0, maxZoom, x, y));\n                addedTiles.add(key);\n            }\n        }\n\n        const cx = center[0], cy = center[1];\n        out.sort((a, b) => {\n            const adx = a.canonical.x + 0.5 - cx, ady = a.canonical.y + 0.5 - cy;\n            const bdx = b.canonical.x + 0.5 - cx, bdy = b.canonical.y + 0.5 - cy;\n            return (adx * adx + ady * ady) - (bdx * bdx + bdy * bdy) || a.canonical.x - b.canonical.x || a.canonical.y - b.canonical.y;\n        });\n        return out;\n    }\n\n    /**\n     * Return all coordinates that could cover this transform for a covering\n     * zoom level.\n     * @param {Object} options\n     * @param {number} options.tileSize\n     * @param {number} options.minzoom\n     * @param {number} options.maxzoom\n     * @param {boolean} options.roundZoom\n     * @param {boolean} options.reparseOverscaled\n     * @returns {Array<OverscaledTileID>} OverscaledTileIDs\n     * @private\n     */\n    coveringTiles(\n        options: {\n            tileSize: number;\n            minzoom?: number;\n            maxzoom?: number;\n            roundZoom?: boolean;\n            reparseOverscaled?: boolean;\n            renderWorldCopies?: boolean;\n            isTerrainDEM?: boolean;\n            calculateQuadrantVisibility?: boolean;\n        },\n    ): Array<OverscaledTileID> {\n        let z = this.coveringZoomLevel(options);\n        const actualZ = z;\n\n        const hasExaggeration = this.elevation && this.elevation.exaggeration();\n        const useElevationData = hasExaggeration && !options.isTerrainDEM;\n        const isMercator = this.projection.name === 'mercator';\n\n        if (options.minzoom !== undefined && z < options.minzoom) return [];\n        if (options.maxzoom !== undefined && z > options.maxzoom) z = options.maxzoom;\n\n        const centerCoord = this.locationCoordinate(this.center);\n        const centerLatitude = this.center.lat;\n        const numTiles = 1 << z;\n        const centerPoint = [numTiles * centerCoord.x, numTiles * centerCoord.y, 0];\n        const isGlobe = this.projection.name === 'globe';\n        const zInMeters = !isGlobe;\n        const cameraFrustum = Frustum.fromInvProjectionMatrix(this.invProjMatrix, this.worldSize, z, zInMeters);\n        const cameraCoord = isGlobe ? this._camera.mercatorPosition : this.pointCoordinate(this.getCameraPoint());\n        const meterToTile = numTiles * mercatorZfromAltitude(1, this.center.lat);\n        const cameraAltitude = this._camera.position[2] / mercatorZfromAltitude(1, this.center.lat);\n        const cameraPoint = [numTiles * cameraCoord.x, numTiles * cameraCoord.y, cameraAltitude * (zInMeters ? 1 : meterToTile)];\n        const verticalFrustumIntersect = isGlobe || hasExaggeration;\n        // Let's consider an example for !roundZoom: e.g. tileZoom 16 is used from zoom 16 all the way to zoom 16.99.\n        // This would mean that the minimal distance to split would be based on distance from camera to center of 16.99 zoom.\n        // The same is already incorporated in logic behind roundZoom for raster (so there is no adjustment needed in following line).\n        // 0.02 added to compensate for precision errors, see \"coveringTiles for terrain\" test in transform.test.js.\n        const zoomSplitDistance = this.cameraToCenterDistance / options.tileSize * (options.roundZoom ? 1 : 0.502);\n\n        const minZoom = this.isLODDisabled(true) ? z : 0;\n\n        // When calculating tile cover for terrain, create deep AABB for nodes, to ensure they intersect frustum: for sources,\n        // other than DEM, use minimum of visible DEM tiles and center altitude as upper bound (pitch is always less than 90°).\n        let maxRange: number;\n        if (this._elevation && options.isTerrainDEM) {\n            maxRange = this._elevation.exaggeration() * 10000;\n        } else if (this._elevation) {\n            const minMaxOpt = this._elevation.getMinMaxForVisibleTiles();\n            maxRange = minMaxOpt ? minMaxOpt.max : this._centerAltitude;\n        } else {\n            maxRange = this._centerAltitude;\n        }\n        const minRange: number = options.isTerrainDEM ? -maxRange : this._elevation ? this._elevation.getMinElevationBelowMSL() : 0;\n\n        const scaleAdjustment = this.projection.isReprojectedInTileSpace ? getScaleAdjustment(this) : 1.0;\n\n        const relativeScaleAtMercatorCoord = (mc: MercatorCoordinate) => {\n            // Calculate how scale compares between projected coordinates and mercator coordinates.\n            // Returns a length. The units don't matter since the result is only\n            // used in a ratio with other values returned by this function.\n\n            // Construct a small square in Mercator coordinates.\n            const offset = 1 / 40000;\n            const mcEast = new MercatorCoordinate(mc.x + offset, mc.y, mc.z);\n            const mcSouth = new MercatorCoordinate(mc.x, mc.y + offset, mc.z);\n\n            // Convert the square to projected coordinates.\n            const ll = mc.toLngLat();\n            const llEast = mcEast.toLngLat();\n            const llSouth = mcSouth.toLngLat();\n            const p = this.locationCoordinate(ll);\n            const pEast = this.locationCoordinate(llEast);\n            const pSouth = this.locationCoordinate(llSouth);\n\n            // Calculate the size of each edge of the reprojected square\n            const dx = Math.hypot(pEast.x - p.x, pEast.y - p.y);\n            const dy = Math.hypot(pSouth.x - p.x, pSouth.y - p.y);\n\n            // Calculate the size of a projected square that would have the\n            // same area as the reprojected square.\n            return Math.sqrt(dx * dy) * scaleAdjustment / offset;\n        };\n\n        const newRootTile = (wrap: number): RootTile => {\n\n            const max = maxRange;\n            const min = minRange;\n            return {\n                // With elevation, this._elevation provides z coordinate values. For 2D:\n                // All tiles are on zero elevation plane => z difference is zero\n\n                aabb: tileAABB(this, numTiles, 0, 0, 0, wrap, min, max, this.projection),\n                zoom: 0,\n                x: 0,\n                y: 0,\n                minZ: min,\n\n                maxZ: max,\n                wrap,\n                fullyVisible: false\n            };\n        };\n\n        // Do a depth-first traversal to find visible tiles and proper levels of detail\n        const stack: RootTile[] = [];\n        let result: Array<{tileID: OverscaledTileID, distanceSq: number}> = [];\n        const maxZoom = z;\n        const overscaledZ = options.reparseOverscaled ? actualZ : z;\n        const cameraHeight = (cameraAltitude - this._centerAltitude) * meterToTile; // in tile coordinates.\n\n        const getAABBFromElevation = (it: RootTile) => {\n            assert(this._elevation);\n            if (!this._elevation || !it.tileID || !isMercator) return; // To silence flow.\n            const minmax = this._elevation.getMinMaxForTile(it.tileID);\n            const aabb = it.aabb;\n            if (minmax) {\n                aabb.min[2] = minmax.min;\n                aabb.max[2] = minmax.max;\n                aabb.center[2] = (aabb.min[2] + aabb.max[2]) / 2;\n            } else {\n                it.shouldSplit = shouldSplit(it);\n                if (!it.shouldSplit) {\n                    // At final zoom level, while corresponding DEM tile is not loaded yet,\n                    // assume center elevation. This covers ground to horizon and prevents\n                    // loading unnecessary tiles until DEM cover is fully loaded.\n                    aabb.min[2] = aabb.max[2] = aabb.center[2] = this._centerAltitude;\n                }\n            }\n        };\n\n        // Scale distance to split for acute angles.\n        // dzSqr: z component of camera to tile distance, square.\n        // dSqr: 3D distance of camera to tile, square.\n        const distToSplitScale = (dz: number, d: number) => {\n            // When the angle between camera to tile ray and tile plane is smaller\n            // than acuteAngleThreshold, scale the distance to split. Scaling is adaptive: smaller\n            // the angle, the scale gets lower value. Although it seems early to start at 45,\n            // it is not: scaling kicks in around 60 degrees pitch.\n            const acuteAngleThresholdSin = 0.707; // Math.sin(45)\n            const stretchTile = 1.1;\n            // Distances longer than 'dz / acuteAngleThresholdSin' gets scaled\n            // following geometric series sum: every next dz length in distance can be\n            // 'stretchTile times' longer. It is further, the angle is sharper. Total,\n            // adjusted, distance would then be:\n            // = dz / acuteAngleThresholdSin + (dz * stretchTile + dz * stretchTile ^ 2 + ... + dz * stretchTile ^ k),\n            // where k = (d - dz / acuteAngleThresholdSin) / dz = d / dz - 1 / acuteAngleThresholdSin;\n            // = dz / acuteAngleThresholdSin + dz * ((stretchTile ^ (k + 1) - 1) / (stretchTile - 1) - 1)\n            // or put differently, given that k is based on d and dz, tile on distance d could be used on distance scaled by:\n            // 1 / acuteAngleThresholdSin + (stretchTile ^ (k + 1) - 1) / (stretchTile - 1) - 1\n            if (d * acuteAngleThresholdSin < dz) return 1.0; // Early return, no scale.\n            const r = d / dz;\n            const k =  r - 1 / acuteAngleThresholdSin;\n            return r / (1 / acuteAngleThresholdSin + (Math.pow(stretchTile, k + 1) - 1) / (stretchTile - 1) - 1);\n        };\n\n        const shouldSplit = (it: RootTile) => {\n            if (it.zoom < minZoom) {\n                return true;\n            } else if (it.zoom === maxZoom) {\n                return false;\n            }\n            if (it.shouldSplit != null) {\n                return it.shouldSplit;\n            }\n            const dx = it.aabb.distanceX(cameraPoint);\n            const dy = it.aabb.distanceY(cameraPoint);\n            let dz = cameraHeight;\n\n            let tileScaleAdjustment = 1;\n            if (isGlobe) {\n                dz = it.aabb.distanceZ(cameraPoint);\n                // Compensate physical sizes of the tiles when determining which zoom level to use.\n                // In practice tiles closer to poles should use more aggressive LOD as their\n                // physical size is already smaller than size of tiles near the equator.\n                const tilesAtZoom = Math.pow(2, it.zoom);\n                const minLat = latFromMercatorY((it.y + 1) / tilesAtZoom);\n                const maxLat = latFromMercatorY((it.y) / tilesAtZoom);\n                const closestLat = Math.min(Math.max(centerLatitude, minLat), maxLat);\n\n                const relativeTileScale = circumferenceAtLatitude(closestLat) / circumferenceAtLatitude(centerLatitude);\n\n                // With globe, the rendered scale does not exactly match the mercator scale at low zoom levels.\n                // Account for this difference during LOD of loading so that you load the correct size tiles.\n                // We try to compromise between two conflicting requirements:\n                // - loading tiles at the camera's zoom level (for visual and styling consistency)\n                // - loading correct size tiles (to reduce the number of tiles loaded)\n                // These are arbitrarily balanced:\n                if (closestLat === centerLatitude) {\n                    // For tiles that are in the middle of the viewport, prioritize matching the camera\n                    // zoom and allow divergence from the true scale.\n                    const maxDivergence = 0.3;\n                    tileScaleAdjustment = 1 / Math.max(1, this._mercatorScaleRatio - maxDivergence);\n                } else {\n                    // For other tiles, use the real scale to reduce tile counts near poles.\n                    tileScaleAdjustment = Math.min(1, relativeTileScale / this._mercatorScaleRatio);\n                }\n\n                // Ensure that all tiles near the center have the same zoom level.\n                // With LOD tile loading, tile zoom levels can change when scale slightly changes.\n                // These differences can be pretty different in globe view. Work around this by\n                // making more tiles match the center tile's zoom level. If the tiles are nearly big enough,\n                // round up. Only apply this adjustment before the transition to mercator rendering has started.\n                if (this.zoom <= GLOBE_ZOOM_THRESHOLD_MIN && it.zoom === maxZoom - 1 && relativeTileScale >= 0.9) {\n                    return true;\n                }\n            } else {\n                assert(zInMeters);\n                if (useElevationData) {\n                    dz = it.aabb.distanceZ(cameraPoint) * meterToTile;\n                }\n                if (this.projection.isReprojectedInTileSpace && actualZ <= 5) {\n                    // In other projections, not all tiles are the same size.\n                    // Account for the tile size difference by adjusting the distToSplit.\n                    // Adjust by the ratio of the area at the tile center to the area at the map center.\n                    // Adjustments are only needed at lower zooms where tiles are not similarly sized.\n                    const numTiles = Math.pow(2, it.zoom);\n                    const relativeScale = relativeScaleAtMercatorCoord(new MercatorCoordinate((it.x + 0.5) / numTiles, (it.y + 0.5) / numTiles));\n                    // Fudge the ratio slightly so that all tiles near the center have the same zoom level.\n                    tileScaleAdjustment = relativeScale > 0.85 ? 1 : relativeScale;\n                }\n            }\n\n            if (!(isMercator || isGlobe)) {\n                const distance = Math.sqrt(dx * dx + dy * dy + dz * dz);\n                let distToSplit = (1 << (maxZoom - it.zoom)) * zoomSplitDistance * tileScaleAdjustment;\n                distToSplit = distToSplit * distToSplitScale(Math.max(dz, cameraHeight), distance);\n                return distance < distToSplit;\n            }\n\n            let closestDistance = Number.MAX_VALUE;\n            let closestElevation = 0.0;\n            const corners = it.aabb.getCorners();\n            const distanceXyz: [number, number, number] = [0, 0, 0];\n            for (const corner of corners) {\n                vec3.sub(distanceXyz, corner, cameraPoint);\n                if (!isGlobe) {\n                    if (useElevationData) {\n                        distanceXyz[2] *= meterToTile;\n                    } else {\n                        distanceXyz[2] = cameraHeight;\n                    }\n                }\n                const dist = vec3.dot(distanceXyz, this._camera.forward());\n                if (dist < closestDistance) {\n                    closestDistance = dist;\n                    closestElevation = Math.abs(distanceXyz[2]);\n                }\n            }\n\n            let distToSplit = (1 << (maxZoom - it.zoom)) * zoomSplitDistance * tileScaleAdjustment;\n            distToSplit *= distToSplitScale(Math.max(closestElevation, cameraHeight), closestDistance);\n\n            if (closestDistance < distToSplit) {\n                return true;\n            }\n            // Border case: with tilt of 85 degrees, center could be outside max zoom distance, due to scale.\n            // Ensure max zoom tiles over center.\n            const closestPointToCenter = it.aabb.closestPoint(centerPoint);\n            return (closestPointToCenter[0] === centerPoint[0] && closestPointToCenter[1] === centerPoint[1]);\n        };\n\n        if (this.renderWorldCopies) {\n            // Render copy of the globe thrice on both sides\n            for (let i = 1; i <= NUM_WORLD_COPIES; i++) {\n                stack.push(newRootTile(-i));\n                stack.push(newRootTile(i));\n            }\n        }\n\n        stack.push(newRootTile(0));\n\n        while (stack.length > 0) {\n            const it = stack.pop();\n            const x = it.x;\n            const y = it.y;\n            let fullyVisible = it.fullyVisible;\n\n            const isPoleNeighbourAndGlobeProjection = () => {\n                return this.projection.name === 'globe' && (it.y === 0 || it.y === (1 << it.zoom) - 1);\n            };\n\n            // Visibility of a tile is not required if any of its ancestor is fully inside the frustum\n            if (!fullyVisible) {\n                let intersectResult = verticalFrustumIntersect ? it.aabb.intersects(cameraFrustum) : it.aabb.intersectsFlat(cameraFrustum);\n\n                // For globe projection and pole neighboouring tiles - clip against pole segments as well\n                if (intersectResult === 0 && isPoleNeighbourAndGlobeProjection()) {\n                    const tileId = new CanonicalTileID(it.zoom, x, y);\n                    const poleAABB = aabbForTileOnGlobe(this, numTiles, tileId, true);\n                    intersectResult = poleAABB.intersects(cameraFrustum);\n                }\n\n                if (intersectResult === 0) {\n                    continue;\n                }\n                fullyVisible = intersectResult === 2;\n            }\n\n            // Have we reached the target depth or is the tile too far away to be any split further?\n            if (it.zoom === maxZoom || !shouldSplit(it)) {\n                const tileZoom = it.zoom === maxZoom ? overscaledZ : it.zoom;\n                if (!!options.minzoom && options.minzoom > tileZoom) {\n                    // Not within source tile range.\n                    continue;\n                }\n\n                let visibility: QuadrantMask = QuadrantVisibility.None;\n                if (!fullyVisible) {\n                    let intersectResult = verticalFrustumIntersect ? it.aabb.intersectsPrecise(cameraFrustum) : it.aabb.intersectsPreciseFlat(cameraFrustum);\n\n                    // For globe projection and pole neighboouring tiles - clip against pole segments as well\n                    if (intersectResult === 0 && isPoleNeighbourAndGlobeProjection()) {\n                        const tileId = new CanonicalTileID(it.zoom, x, y);\n                        const poleAABB = aabbForTileOnGlobe(this, numTiles, tileId, true);\n                        intersectResult = poleAABB.intersectsPrecise(cameraFrustum);\n                    }\n\n                    if (intersectResult === 0) {\n                        continue;\n                    }\n\n                    // Calculate quadrant visibility for tiles that are not fully visible\n                    if (options.calculateQuadrantVisibility) {\n                        // If the center point is visible, then all quadrants are as well\n                        if (cameraFrustum.containsPoint(it.aabb.center)) {\n                            visibility = QuadrantVisibility.All;\n                        } else {\n                            for (let i = 0; i < 4; i++) {\n                                const quadrantAabb = it.aabb.quadrant(i);\n                                if (quadrantAabb.intersects(cameraFrustum) !== 0) {\n                                    visibility |= 1 << i;\n                                }\n                            }\n                        }\n                    }\n                }\n\n                const dx = centerPoint[0] - ((0.5 + x + (it.wrap << it.zoom)) * (1 << (z - it.zoom)));\n                const dy = centerPoint[1] - 0.5 - y;\n                const id = it.tileID ? it.tileID : new OverscaledTileID(tileZoom, it.wrap, it.zoom, x, y);\n                if (options.calculateQuadrantVisibility) {\n                    id.visibleQuadrants = visibility;\n                }\n                result.push({tileID: id, distanceSq: dx * dx + dy * dy});\n\n                continue;\n            }\n\n            for (let i = 0; i < 4; i++) {\n                const childX = (x << 1) + (i % 2);\n                const childY = (y << 1) + (i >> 1);\n\n                const aabb = isMercator ? it.aabb.quadrant(i) : tileAABB(this, numTiles, it.zoom + 1, childX, childY, it.wrap, it.minZ, it.maxZ, this.projection);\n                const child: RootTile = {aabb, zoom: it.zoom + 1, x: childX, y: childY, wrap: it.wrap, fullyVisible, tileID: undefined, shouldSplit: undefined, minZ: it.minZ, maxZ: it.maxZ};\n                if (useElevationData && !isGlobe) {\n                    child.tileID = new OverscaledTileID(it.zoom + 1 === maxZoom ? overscaledZ : it.zoom + 1, it.wrap, it.zoom + 1, childX, childY);\n                    getAABBFromElevation(child);\n                }\n                stack.push(child);\n            }\n        }\n\n        if (this.fogCullDistSq) {\n            const fogCullDistSq = this.fogCullDistSq;\n            const horizonLineFromTop = this.horizonLineFromTop();\n            result = result.filter(entry => {\n                const tl: [number, number, number, number] = [0, 0, 0, 1];\n                const br: [number, number, number, number] = [EXTENT, EXTENT, 0, 1];\n\n                const fogTileMatrix = this.calculateFogTileMatrix(entry.tileID.toUnwrapped());\n\n                vec4.transformMat4(tl, tl, fogTileMatrix);\n                vec4.transformMat4(br, br, fogTileMatrix);\n\n                // the fog matrix can flip the min/max values, so we calculate them explicitly\n                const min = vec4.min([], tl, br) as number[];\n                const max = vec4.max([], tl, br) as number[];\n\n                const sqDist = getAABBPointSquareDist(min, max);\n\n                if (sqDist === 0) { return true; }\n\n                let overHorizonLine = false;\n\n                // Terrain loads at one zoom level lower than the raster data,\n                // so the following checks whether the terrain sits above the horizon and ensures that\n                // when mountains stick out above the fog (due to horizon-blend),\n                // we haven’t accidentally culled some of the raster tiles we need to draw on them.\n                // If we don’t do this, the terrain is default black color and may flash in and out as we move toward it.\n\n                const elevation = this._elevation;\n\n                if (elevation && sqDist > fogCullDistSq && horizonLineFromTop !== 0) {\n                    const projMatrix = this.calculateProjMatrix(entry.tileID.toUnwrapped());\n\n                    let minmax: {min: number; max: number} | null | undefined;\n                    if (!options.isTerrainDEM) {\n                        minmax = elevation.getMinMaxForTile(entry.tileID);\n                    }\n\n                    if (!minmax) { minmax = {min: minRange, max: maxRange}; }\n\n                    // ensure that we want `this.rotation` instead of `this.bearing` here\n                    const cornerFar = furthestTileCorner(this.rotation);\n\n                    const farX = cornerFar[0] * EXTENT;\n                    const farY = cornerFar[1] * EXTENT;\n\n                    const worldFar: [number, number, number] = [farX, farY, minmax.max];\n\n                    // World to NDC\n                    vec3.transformMat4(worldFar, worldFar, projMatrix);\n\n                    // NDC to Screen\n                    const screenCoordY = (1 - worldFar[1]) * this.height * 0.5;\n\n                    // Prevent cutting tiles crossing over the horizon line to\n                    // prevent pop-in and out within the fog culling range\n                    overHorizonLine = screenCoordY < horizonLineFromTop;\n                }\n\n                return sqDist < fogCullDistSq || overHorizonLine;\n            });\n        }\n\n        const cover = result.sort((a, b) => a.distanceSq - b.distanceSq).map(a => a.tileID);\n\n        // Relax the assertion on terrain, on high zoom we use distance to center of tile\n        // while camera might be closer to selected center of map.\n        assert(!cover.length || this.elevation || cover[0].overscaledZ === overscaledZ || !isMercator);\n        return cover;\n    }\n\n    resize(width: number, height: number) {\n        this.width = width;\n        this.height = height;\n\n        this.pixelsToGLUnits = [2 / width, -2 / height];\n        this._constrain();\n        this._calcMatrices();\n    }\n\n    get unmodified(): boolean { return this._unmodified; }\n\n    zoomScale(zoom: number): number { return Math.pow(2, zoom); }\n    scaleZoom(scale: number): number { return Math.log2(scale); }\n\n    // Transform from LngLat to Point in world coordinates [-180, 180] x [90, -90] --> [0, this.worldSize] x [0, this.worldSize]\n    project(lnglat: LngLat): Point {\n        const lat = clamp(lnglat.lat, -MAX_MERCATOR_LATITUDE, MAX_MERCATOR_LATITUDE);\n        const projectedLngLat = this.projection.project(lnglat.lng, lat);\n        return new Point(\n                projectedLngLat.x * this.worldSize,\n                projectedLngLat.y * this.worldSize);\n    }\n\n    // Transform from Point in world coordinates to LngLat [0, this.worldSize] x [0, this.worldSize] --> [-180, 180] x [90, -90]\n    unproject(point: Point): LngLat {\n        return this.projection.unproject(point.x / this.worldSize, point.y / this.worldSize);\n    }\n\n    // Point at center in world coordinates.\n    get point(): Point { return this.project(this.center); }\n\n    // Point at center in Mercator coordinates.\n    get pointMerc(): Point { return this.point._div(this.worldSize); }\n\n    // Ratio of pixelsPerMeter in the current projection to Mercator's.\n    get pixelsPerMeterRatio(): number { return this.pixelsPerMeter / mercatorZfromAltitude(1, this.center.lat) / this.worldSize; }\n\n    setLocationAtPoint(lnglat: LngLat, point: Point) {\n        let x: number;\n        let y: number;\n        const centerPoint = this.centerPoint;\n\n        if (this.projection.name === 'globe') {\n            // Pixel coordinates are applied directly to the globe\n            const worldSize = this.worldSize;\n            x = (point.x - centerPoint.x) / worldSize;\n            y = (point.y - centerPoint.y) / worldSize;\n        } else {\n            const a = this.pointCoordinate(point);\n            const b = this.pointCoordinate(centerPoint);\n            x = a.x - b.x;\n            y = a.y - b.y;\n        }\n\n        const loc = this.locationCoordinate(lnglat);\n        this.setLocation(new MercatorCoordinate(loc.x - x, loc.y - y));\n    }\n\n    setLocation(location: MercatorCoordinate) {\n        this.center = this.coordinateLocation(location);\n        if (this.projection.wrap) {\n            this.center = this.center.wrap();\n        }\n    }\n\n    /**\n     * Given a location, return the screen point that corresponds to it. In 3D mode\n     * (with terrain) this behaves the same as in 2D mode.\n     * This method is coupled with {@see pointLocation} in 3D mode to model map manipulation\n     * using flat plane approach to keep constant elevation above ground.\n     * @param {LngLat} lnglat location\n     * @param {number} altitude (optional) altitude above the map plane in meters.\n     * @returns {Point} screen point\n     * @private\n     */\n    locationPoint(lnglat: LngLat, altitude?: number): Point {\n        return this.projection.locationPoint(this, lnglat, altitude);\n    }\n\n    /**\n     * Given a location, return the screen point that corresponds to it\n     * In 3D mode (when terrain is enabled) elevation is sampled for the point before\n     * projecting it. In 2D mode, behaves the same locationPoint.\n     * @param {LngLat} lnglat location\n     * @param {number} altitude (optional) altitude above the map plane in meters.\n     * @returns {Point} screen point\n     * @private\n     */\n    locationPoint3D(lnglat: LngLat, altitude?: number): Point {\n        return this.projection.locationPoint(this, lnglat, altitude, true);\n    }\n\n    /**\n     * Given a point on screen, return its lnglat\n     * @param {Point} p screen point\n     * @returns {LngLat} lnglat location\n     * @private\n     */\n    pointLocation(p: Point): LngLat {\n        return this.coordinateLocation(this.pointCoordinate(p));\n    }\n\n    /**\n     * Given a point on screen, return its lnglat\n     * In 3D mode (map with terrain) returns location of terrain raycast point.\n     * In 2D mode, behaves the same as {@see pointLocation}.\n     * @param {Point} p screen point\n     * @param {number} altitude (optional) altitude above the map plane in meters.\n     * @returns {LngLat} lnglat location\n     * @private\n     */\n    pointLocation3D(p: Point, altitude?: number): LngLat {\n        return this.coordinateLocation(this.pointCoordinate3D(p, altitude));\n    }\n\n    /**\n     * Given a geographical lngLat, return an unrounded\n     * coordinate that represents it at this transform's zoom level.\n     * @param {LngLat} lngLat\n     * @param {number} altitude (optional) altitude above the map plane in meters.\n     * @returns {Coordinate}\n     * @private\n     */\n    locationCoordinate(lngLat: LngLat, altitude?: number): MercatorCoordinate {\n        const z = altitude ?\n            mercatorZfromAltitude(altitude, lngLat.lat) :\n            undefined;\n        const projectedLngLat = this.projection.project(lngLat.lng, lngLat.lat);\n        return new MercatorCoordinate(\n            projectedLngLat.x,\n            projectedLngLat.y,\n            z);\n    }\n\n    /**\n     * Given a Coordinate, return its geographical position.\n     * @param {Coordinate} coord\n     * @returns {LngLat} lngLat\n     * @private\n     */\n    coordinateLocation(coord: MercatorCoordinate): LngLat {\n        return this.projection.unproject(coord.x, coord.y);\n    }\n\n    /**\n     * Casts a ray from a point on screen and returns the Ray,\n     * and the extent along it, at which it intersects the map plane.\n     *\n     * @param {Point} p Viewport pixel co-ordinates.\n     * @param {number} z Optional altitude of the map plane, defaulting to elevation at center.\n     * @returns {{ p0: Vec4, p1: Vec4, t: number }} p0,p1 are two points on the ray.\n     * t is the fractional extent along the ray at which the ray intersects the map plane.\n     * @private\n     */\n    pointRayIntersection(p: Point, z?: number | null): RayIntersectionResult {\n        const targetZ = z ?? this._centerAltitude;\n        // Since we don't know the correct projected z value for the point,\n        // unproject two points to get a line and then find the point on that\n        // line with z=0.\n\n        const p0: [number, number, number, number] = [p.x, p.y, 0, 1];\n        const p1: [number, number, number, number] = [p.x, p.y, 1, 1];\n\n        vec4.transformMat4(p0, p0, this.pixelMatrixInverse);\n        vec4.transformMat4(p1, p1, this.pixelMatrixInverse);\n\n        const w0 = p0[3];\n        const w1 = p1[3];\n        vec4.scale(p0, p0, 1 / w0);\n        vec4.scale(p1, p1, 1 / w1);\n\n        const z0 = p0[2];\n        const z1 = p1[2];\n\n        const t = z0 === z1 ? 0 : (targetZ - z0) / (z1 - z0);\n\n        return {p0, p1, t};\n    }\n\n    screenPointToMercatorRay(p: Point): Ray {\n        const p0: [number, number, number, number] = [p.x, p.y, 0, 1];\n        const p1: [number, number, number, number] = [p.x, p.y, 1, 1];\n\n        vec4.transformMat4(p0, p0, this.pixelMatrixInverse);\n        vec4.transformMat4(p1, p1, this.pixelMatrixInverse);\n\n        vec4.scale(p0, p0, 1 / p0[3]);\n        vec4.scale(p1, p1, 1 / p1[3]);\n\n        // Convert altitude from meters to pixels.\n        p0[2] = mercatorZfromAltitude(p0[2], this._center.lat) * this.worldSize;\n        p1[2] = mercatorZfromAltitude(p1[2], this._center.lat) * this.worldSize;\n\n        vec4.scale(p0, p0, 1 / this.worldSize);\n        vec4.scale(p1, p1, 1 / this.worldSize);\n\n        return new Ray([p0[0], p0[1], p0[2]], vec3.normalize([], vec3.sub([], p1, p0)));\n    }\n\n    /**\n     *  Helper method to convert the ray intersection with the map plane to MercatorCoordinate.\n     *\n     * @param {RayIntersectionResult} rayIntersection\n     * @returns {MercatorCoordinate}\n     * @private\n     */\n    rayIntersectionCoordinate(rayIntersection: RayIntersectionResult): MercatorCoordinate {\n        const {p0, p1, t} = rayIntersection;\n\n        const z0 = mercatorZfromAltitude(p0[2], this._center.lat);\n        const z1 = mercatorZfromAltitude(p1[2], this._center.lat);\n\n        return new MercatorCoordinate(\n            interpolate(p0[0], p1[0], t) / this.worldSize,\n            interpolate(p0[1], p1[1], t) / this.worldSize,\n            interpolate(z0, z1, t));\n    }\n\n    /**\n     * Given a point on screen, returns MercatorCoordinate.\n     * @param {Point} p Top left origin screen point, in pixels.\n     * @param {number} z Optional altitude of the map plane, defaulting to elevation at center.\n     * @private\n     */\n    pointCoordinate(p: Point, z: number = this._centerAltitude): MercatorCoordinate {\n        return this.projection.pointCoordinate(this, p.x, p.y, z);\n    }\n\n    /**\n     * Given a point on screen, returns MercatorCoordinate.\n     * In 3D mode, raycast to terrain. In 2D mode, behaves the same as {@see pointCoordinate}.\n     * For p above terrain, don't return point behind camera but clamp p.y at the top of terrain.\n     * @param {Point} p top left origin screen point, in pixels.\n     * @param {number} altitude (optional) altitude above the map plane in meters.\n     * @private\n     */\n    pointCoordinate3D(p: Point, altitude?: number): MercatorCoordinate {\n        if (!this.elevation) return this.pointCoordinate(p, altitude);\n        let raycast: vec3 | null | undefined = this.projection.pointCoordinate3D(this, p.x, p.y);\n        if (raycast) return new MercatorCoordinate(raycast[0], raycast[1], raycast[2]);\n        let start = 0, end = this.horizonLineFromTop();\n        if (p.y > end) return this.pointCoordinate(p, altitude); // holes between tiles below horizon line or below bottom.\n        const samples = 10;\n        const threshold = 0.02 * end;\n        const r = p.clone();\n\n        for (let i = 0; i < samples && end - start > threshold; i++) {\n            r.y = interpolate(start, end, 0.66); // non uniform binary search favoring points closer to horizon.\n            const rCast = this.projection.pointCoordinate3D(this, r.x, r.y);\n            if (rCast) {\n                end = r.y;\n                raycast = rCast;\n            } else {\n                start = r.y;\n            }\n        }\n        return raycast ? new MercatorCoordinate(raycast[0], raycast[1], raycast[2]) : this.pointCoordinate(p);\n    }\n\n    /**\n     * Returns true if a screenspace Point p, is above the horizon.\n     * In non-globe projections, this approximates the map as an infinite plane and does not account for z0-z3\n     * wherein the map is small quad with whitespace above the north pole and below the south pole.\n     *\n     * @param {Point} p\n     * @returns {boolean}\n     * @private\n     */\n    isPointAboveHorizon(p: Point): boolean {\n        return this.projection.isPointAboveHorizon(this, p);\n    }\n\n    /**\n     * Determines if the given point is located on a visible map surface.\n     *\n     * @param {Point} p\n     * @returns {boolean}\n     * @private\n     */\n    isPointOnSurface(p: Point): boolean {\n        if (p.y < 0 || p.y > this.height || p.x < 0 || p.x > this.width) return false;\n        if (this.elevation || this.zoom >= GLOBE_ZOOM_THRESHOLD_MAX) return !this.isPointAboveHorizon(p);\n        const coord = this.pointCoordinate(p);\n        return coord.y >= 0 && coord.y <= 1;\n    }\n\n    /**\n     * Given a coordinate, return the screen point that corresponds to it\n     * @param {Coordinate} coord\n     * @param {boolean} sampleTerrainIn3D in 3D mode (terrain enabled), sample elevation for the point.\n     * If false, do the same as in 2D mode, assume flat camera elevation plane for all points.\n     * @returns {Point} screen point\n     * @private\n     */\n    _coordinatePoint(coord: MercatorCoordinate, sampleTerrainIn3D: boolean): Point {\n        const elevation = sampleTerrainIn3D && this.elevation ? this.elevation.getAtPointOrZero(coord, this._centerAltitude) : this._centerAltitude;\n        const p: [number, number, number, number] = [coord.x * this.worldSize, coord.y * this.worldSize, elevation + coord.toAltitude(), 1];\n        vec4.transformMat4(p, p, this.pixelMatrix);\n        return p[3] > 0 ?\n            new Point(p[0] / p[3], p[1] / p[3]) :\n            new Point(Number.MAX_VALUE, Number.MAX_VALUE);\n    }\n\n    // In Globe, conic and thematic projections, Lng/Lat extremes are not always at corners.\n    // This function additionally checks each screen edge midpoint.\n    // While midpoints continue to be extremes, it recursively checks midpoints of smaller segments.\n    _getBoundsNonRectangular(): LngLatBounds {\n        assert(!this.projection.supportsWorldCopies, \"Rectangular projections should use the simpler _getBoundsRectangular\");\n        const {top, left} = this._edgeInsets;\n        const bottom = this.height - this._edgeInsets.bottom;\n        const right = this.width - this._edgeInsets.right;\n\n        const tl = this.pointLocation3D(new Point(left, top));\n        const tr = this.pointLocation3D(new Point(right, top));\n        const br = this.pointLocation3D(new Point(right, bottom));\n        const bl = this.pointLocation3D(new Point(left, bottom));\n\n        let west = Math.min(tl.lng, tr.lng, br.lng, bl.lng);\n        let east = Math.max(tl.lng, tr.lng, br.lng, bl.lng);\n        let south = Math.min(tl.lat, tr.lat, br.lat, bl.lat);\n        let north = Math.max(tl.lat, tr.lat, br.lat, bl.lat);\n\n        // we pick an error threshold for calculating the bbox that balances between performance and precision\n        // Roughly emulating behavior of maxErr in tile_transform.js\n        const s = Math.pow(2, -this.zoom);\n        const maxErr = s / 16 * 270; // 270 = avg(180, 360) i.e. rough conversion between Mercator coords and Lat/Lng\n\n        // We check a minimum of 15 points on each side for Albers, etc.\n        // We check a minmum of one midpoint on each side per globe.\n        // Globe checks require raytracing and are slower\n        // and mising area near the horizon is highly compressed so not noticeable\n        const minRecursions = this.projection.name === \"globe\" ? 1 : 4;\n\n        const processSegment = (ax: number, ay: number, bx: number, by: number, depth: number) => {\n            const mx = (ax + bx) / 2;\n            const my = (ay + by) / 2;\n\n            const p = new Point(mx, my);\n            const {lng, lat} = this.pointLocation3D(p);\n\n            // The error metric is the maximum change to bounds from a given point\n            const err = Math.max(0, west - lng, south - lat, lng - east, lat - north);\n\n            west = Math.min(west, lng);\n            east = Math.max(east, lng);\n            south = Math.min(south, lat);\n            north = Math.max(north, lat);\n\n            if (depth < minRecursions || err > maxErr) {\n                processSegment(ax, ay, mx, my, depth + 1);\n                processSegment(mx, my, bx, by, depth + 1);\n            }\n        };\n\n        processSegment(left, top, right, top, 1);\n        processSegment(right, top, right, bottom, 1);\n        processSegment(right, bottom, left, bottom, 1);\n        processSegment(left, bottom, left, top, 1);\n\n        if (this.projection.name === \"globe\") {\n            const [northPoleIsVisible, southPoleIsVisible] = polesInViewport(this);\n            if (northPoleIsVisible) {\n                north = 90;\n                east = 180;\n                west = -180;\n            } else if (southPoleIsVisible) {\n                south = -90;\n                east = 180;\n                west = -180;\n            }\n        }\n\n        return new LngLatBounds(new LngLat(west, south), new LngLat(east, north));\n    }\n\n    _getBoundsRectangular(min: number, max: number): LngLatBounds {\n        assert(this.projection.supportsWorldCopies, \"_getBoundsRectangular only checks corners and works only on rectangular projections. Other projections should use _getBoundsNonRectangular\");\n\n        const {top, left} = this._edgeInsets;\n        const bottom = this.height - this._edgeInsets.bottom;\n        const right = this.width - this._edgeInsets.right;\n\n        const topLeft = new Point(left, top);\n        const topRight = new Point(right, top);\n        const bottomRight = new Point(right, bottom);\n        const bottomLeft = new Point(left, bottom);\n\n        // Consider far points at the maximum possible elevation\n        // and near points at the minimum to ensure full coverage.\n        let tl = this.pointCoordinate(topLeft, min);\n        let tr = this.pointCoordinate(topRight, min);\n        const br = this.pointCoordinate(bottomRight, max);\n        const bl = this.pointCoordinate(bottomLeft, max);\n\n        // If map pitch places top corners off map edge (latitude > 90 or < -90),\n        // place them at the intersection between the left/right screen edge and map edge.\n        const slope = (p1: MercatorCoordinate, p2: MercatorCoordinate) => (p2.y - p1.y) / (p2.x - p1.x);\n\n        if (tl.y > 1 && tr.y >= 0) tl = new MercatorCoordinate((1 - bl.y) / slope(bl, tl) + bl.x, 1);\n        else if (tl.y < 0 && tr.y <= 1) tl = new MercatorCoordinate(-bl.y / slope(bl, tl) + bl.x, 0);\n\n        if (tr.y > 1 && tl.y >= 0) tr = new MercatorCoordinate((1 - br.y) / slope(br, tr) + br.x, 1);\n        else if (tr.y < 0 && tl.y <= 1) tr = new MercatorCoordinate(-br.y / slope(br, tr) + br.x, 0);\n\n        return new LngLatBounds()\n            .extend(this.coordinateLocation(tl))\n            .extend(this.coordinateLocation(tr))\n            .extend(this.coordinateLocation(bl))\n            .extend(this.coordinateLocation(br));\n    }\n\n    _getBoundsRectangularTerrain(): LngLatBounds {\n        assert(this.elevation);\n        const elevation = (this.elevation);\n        if (!elevation.visibleDemTiles.length || elevation.isUsingMockSource()) { return this._getBoundsRectangular(0, 0); }\n        const minmax = elevation.visibleDemTiles.reduce((acc, t) => {\n            if (t.dem) {\n                const tree = t.dem.tree;\n                acc.min = Math.min(acc.min, tree.minimums[0]);\n                acc.max = Math.max(acc.max, tree.maximums[0]);\n            }\n            return acc;\n        }, {min: Number.MAX_VALUE, max: 0});\n        assert(minmax.min !== Number.MAX_VALUE);\n        return this._getBoundsRectangular(minmax.min * elevation.exaggeration(), minmax.max * elevation.exaggeration());\n    }\n\n    /**\n     * Returns the map's geographical bounds. When the bearing or pitch is non-zero, the visible region is not\n     * an axis-aligned rectangle, and the result is the smallest bounds that encompasses the visible region.\n     *\n     * @returns {LngLatBounds} Returns a {@link LngLatBounds} object describing the map's geographical bounds.\n     */\n    getBounds(): LngLatBounds {\n        if (this.projection.name === 'mercator' || this.projection.name === 'equirectangular') {\n            if (this._terrainEnabled()) return this._getBoundsRectangularTerrain();\n            return this._getBoundsRectangular(0, 0);\n        }\n        return this._getBoundsNonRectangular();\n    }\n\n    /**\n     * Returns position of horizon line from the top of the map in pixels.\n     * If horizon is not visible, returns 0 by default or a negative value if called with clampToTop = false.\n     * @private\n     */\n    horizonLineFromTop(clampToTop: boolean = true): number {\n        // h is height of space above map center to horizon.\n        const h = this.height / 2 / Math.tan(this._fov / 2) / Math.tan(Math.max(this._pitch, 0.1)) - this.centerOffset.y;\n        const offset = this.height / 2 - h * (1 - this._horizonShift);\n        return clampToTop ? Math.max(0, offset) : offset;\n    }\n\n    /**\n     * Returns the maximum geographical bounds the map is constrained to, or `null` if none set.\n     * @returns {LngLatBounds} {@link LngLatBounds}.\n     */\n    getMaxBounds(): LngLatBounds | null | undefined {\n        return this.maxBounds;\n    }\n\n    /**\n     * Sets or clears the map's geographical constraints.\n     *\n     * @param {LngLatBounds} bounds A {@link LngLatBounds} object describing the new geographic boundaries of the map.\n     */\n    setMaxBounds(bounds?: LngLatBounds | null) {\n        this.maxBounds = bounds;\n\n        this.minLat = -MAX_MERCATOR_LATITUDE;\n        this.maxLat = MAX_MERCATOR_LATITUDE;\n        this.minLng = -180;\n        this.maxLng = 180;\n\n        if (bounds) {\n            this.minLat = bounds.getSouth();\n            this.maxLat = bounds.getNorth();\n            this.minLng = bounds.getWest();\n            this.maxLng = bounds.getEast();\n            if (this.maxLng < this.minLng) this.maxLng += 360;\n        }\n\n        this.worldMinX = mercatorXfromLng(this.minLng) * this.tileSize;\n        this.worldMaxX = mercatorXfromLng(this.maxLng) * this.tileSize;\n        this.worldMinY = mercatorYfromLat(this.maxLat) * this.tileSize;\n        this.worldMaxY = mercatorYfromLat(this.minLat) * this.tileSize;\n\n        this._constrain();\n    }\n\n    calculatePosMatrix(unwrappedTileID: UnwrappedTileID, worldSize: number): mat4 {\n        return this.projection.createTileMatrix(this, worldSize, unwrappedTileID);\n    }\n\n    calculateDistanceTileData(unwrappedTileID: UnwrappedTileID): FeatureDistanceData {\n        const distanceDataKey = unwrappedTileID.key;\n        const cache = this._distanceTileDataCache;\n        if (cache[distanceDataKey]) {\n            return cache[distanceDataKey];\n        }\n\n        //Calculate the offset of the tile\n        const canonical = unwrappedTileID.canonical;\n        const windowScaleFactor = 1 / this.height;\n        const cws = this.cameraWorldSize;\n        const scale = cws / this.zoomScale(canonical.z);\n        const unwrappedX = canonical.x + Math.pow(2, canonical.z) * unwrappedTileID.wrap;\n        const tX = unwrappedX * scale;\n        const tY = canonical.y * scale;\n\n        const center = this.point;\n        // center is in world/pixel coordinate, ensure it's in the same coordinate space as tX and tY computed earlier.\n        center.x *= cws / this.worldSize;\n        center.y *= cws / this.worldSize;\n\n        // Calculate the bearing vector by rotating unit vector [0, -1] clockwise\n        const angle = this.angle;\n        const bX = Math.sin(-angle);\n        const bY = -Math.cos(-angle);\n\n        const cX = (center.x - tX) * windowScaleFactor;\n        const cY = (center.y - tY) * windowScaleFactor;\n        cache[distanceDataKey] = {\n            bearing: [bX, bY],\n            center: [cX, cY],\n            scale: (scale / EXTENT) * windowScaleFactor\n        };\n\n        return cache[distanceDataKey];\n    }\n\n    /**\n     * Calculate the fogTileMatrix that, given a tile coordinate, can be used to\n     * calculate its position relative to the camera in units of pixels divided\n     * by the map height. Used with fog for consistent computation of distance\n     * from camera.\n     *\n     * @param {UnwrappedTileID} unwrappedTileID;\n     * @private\n     */\n    calculateFogTileMatrix(unwrappedTileID: UnwrappedTileID): mat4 {\n        const fogTileMatrixKey = unwrappedTileID.key;\n        const cache = this._fogTileMatrixCache;\n        if (cache[fogTileMatrixKey]) {\n            return cache[fogTileMatrixKey];\n        }\n\n        const posMatrix = this.projection.createTileMatrix(this, this.cameraWorldSizeForFog, unwrappedTileID);\n        mat4.multiply(posMatrix, this.worldToFogMatrix, posMatrix);\n\n        cache[fogTileMatrixKey] = new Float32Array(posMatrix);\n        return cache[fogTileMatrixKey];\n    }\n\n    /**\n     * Calculate the projMatrix that, given a tile coordinate, would be used to display the tile on the screen.\n     * @param {UnwrappedTileID} unwrappedTileID;\n     * @private\n     */\n    calculateProjMatrix(\n        unwrappedTileID: UnwrappedTileID,\n        aligned: boolean = false,\n        expanded: boolean = false,\n    ): mat4 {\n        const projMatrixKey = unwrappedTileID.key;\n        let cache: Record<number, mat4>;\n        if (expanded) {\n            cache = this._expandedProjMatrixCache;\n        } else if (aligned) {\n            cache = this._alignedProjMatrixCache;\n        } else {\n            cache = this._projMatrixCache;\n        }\n        if (cache[projMatrixKey]) {\n            return cache[projMatrixKey];\n        }\n\n        const posMatrix = this.calculatePosMatrix(unwrappedTileID, this.worldSize);\n        let projMatrix: mat4;\n        if (this.projection.isReprojectedInTileSpace) {\n            projMatrix = this.mercatorMatrix;\n        } else if (expanded) {\n            assert(!aligned);\n            projMatrix = this.expandedFarZProjMatrix;\n        } else {\n            projMatrix = aligned ? this.alignedProjMatrix : this.projMatrix;\n        }\n        mat4.multiply(posMatrix, projMatrix, posMatrix);\n\n        cache[projMatrixKey] = new Float32Array(posMatrix);\n        return cache[projMatrixKey];\n    }\n\n    calculatePixelsToTileUnitsMatrix(tile: Tile): mat2 {\n        const key = tile.tileID.key;\n        const cache = this._pixelsToTileUnitsCache;\n        if (cache[key]) {\n            return cache[key];\n        }\n\n        const matrix = getPixelsToTileUnitsMatrix(tile, this);\n        cache[key] = matrix;\n        return cache[key];\n    }\n\n    customLayerMatrix(): mat4 {\n        return (this.mercatorMatrix as number[]).slice();\n    }\n\n    globeToMercatorMatrix(): Array<number> | null | undefined {\n        if (this.projection.name === 'globe') {\n            const pixelsToMerc = 1 / this.worldSize;\n            const m = mat4.fromScaling([], [pixelsToMerc, pixelsToMerc, pixelsToMerc]);\n            mat4.multiply(m, m, this.globeMatrix);\n            return m as number[];\n        }\n        return undefined;\n    }\n\n    recenterOnTerrain() {\n        if (!this._elevation || this.projection.name === 'globe')\n            return;\n\n        const elevation: Elevation = this._elevation;\n        this._updateCameraState();\n\n        // Cast a ray towards the sea level and find the intersection point with the terrain.\n        // We need to use a camera position that exists in the same coordinate space as the data.\n        // The default camera position might have been compensated by the active projection model.\n        const mercPixelsPerMeter = mercatorZfromAltitude(1, this._center.lat) * this.worldSize;\n        const start = this._computeCameraPosition(mercPixelsPerMeter);\n        const dir = this._camera.forward();\n\n        // The raycast function expects z-component to be in meters\n        const metersToMerc = mercatorZfromAltitude(1.0, this._center.lat);\n        start[2] /= metersToMerc;\n        dir[2] /= metersToMerc;\n        vec3.normalize(dir, dir);\n\n        const t = elevation.raycast(start, dir, elevation.exaggeration());\n\n        if (t) {\n            const point = vec3.scaleAndAdd([], start, dir, t);\n            const newCenter = new MercatorCoordinate(point[0], point[1], mercatorZfromAltitude(point[2], latFromMercatorY(point[1])));\n\n            const camToNew: [number, number, number] = [newCenter.x - start[0], newCenter.y - start[1], newCenter.z - start[2] * metersToMerc];\n            const maxAltitude = (newCenter.z + vec3.length(camToNew)) * this._pixelsPerMercatorPixel;\n            this._seaLevelZoom = this._zoomFromMercatorZ(maxAltitude);\n\n            // Camera zoom has to be updated as the orbit distance might have changed\n            this._centerAltitude = newCenter.toAltitude();\n            this._center = this.coordinateLocation(newCenter);\n            this._updateZoomFromElevation();\n            this._constrain();\n            this._calcMatrices();\n        }\n    }\n\n    _constrainCamera(adaptCameraAltitude: boolean = false) {\n        if (!this._elevation)\n            return;\n\n        const elevation: Elevation = this._elevation;\n\n        // Find uncompensated camera position for elevation sampling.\n        // The default camera position might have been compensated by the active projection model.\n        const mercPixelsPerMeter = mercatorZfromAltitude(1, this._center.lat) * this.worldSize;\n        const pos = this._computeCameraPosition(mercPixelsPerMeter);\n        const elevationAtCamera = elevation.getAtPointOrZero(new MercatorCoordinate(...pos));\n        const terrainElevation = this.pixelsPerMeter / this.worldSize * elevationAtCamera;\n        const minHeight = this._minimumHeightOverTerrain();\n        const cameraHeight = pos[2] - terrainElevation;\n\n        if (cameraHeight <= minHeight) {\n            if (cameraHeight < 0 || adaptCameraAltitude) {\n                const center = this.locationCoordinate(this._center, this._centerAltitude);\n                const cameraToCenter: [number, number, number] = [pos[0], pos[1], center.z - pos[2]];\n\n                const prevDistToCamera = vec3.length(cameraToCenter);\n                // Adjust the camera vector so that the camera is placed above the terrain.\n                // Distance between the camera and the center point is kept constant.\n                cameraToCenter[2] -= (minHeight - cameraHeight) / this._pixelsPerMercatorPixel;\n                const newDistToCamera = vec3.length(cameraToCenter);\n\n                if (newDistToCamera === 0)\n                    return;\n\n                vec3.scale(cameraToCenter, cameraToCenter, prevDistToCamera / newDistToCamera * this._pixelsPerMercatorPixel);\n                this._camera.position = [pos[0], pos[1], center.z * this._pixelsPerMercatorPixel - cameraToCenter[2]];\n                this._updateStateFromCamera();\n            } else {\n                this._isCameraConstrained = true;\n            }\n        }\n    }\n\n    _constrain() {\n        if (!this.center || !this.width || !this.height || this._constraining) return;\n\n        this._constraining = true;\n        const isGlobe = this.projection.name === 'globe' || this.mercatorFromTransition;\n\n        // alternate constraining for non-Mercator projections\n        if (this.projection.isReprojectedInTileSpace || isGlobe) {\n            const center = this.center;\n            center.lat = clamp(center.lat, this.minLat, this.maxLat);\n            if (this.maxBounds || !(this.renderWorldCopies || isGlobe)) center.lng = clamp(center.lng, this.minLng, this.maxLng);\n            this.center = center;\n            this._constraining = false;\n            return;\n        }\n\n        const unmodified = this._unmodified;\n        const {x, y} = this.point;\n        let s = 0;\n        let x2 = x;\n        let y2 = y;\n        const w2 = this.width / 2;\n        const h2 = this.height / 2;\n\n        const minY = this.worldMinY * this.scale;\n        const maxY = this.worldMaxY * this.scale;\n        if (y - h2 < minY) y2 = minY + h2;\n        if (y + h2 > maxY) y2 = maxY - h2;\n        if (maxY - minY < this.height) {\n            s = Math.max(s, this.height / (maxY - minY));\n            y2 = (maxY + minY) / 2;\n        }\n\n        if (this.maxBounds || !this._renderWorldCopies || !this.projection.wrap) {\n            const minX = this.worldMinX * this.scale;\n            const maxX = this.worldMaxX * this.scale;\n\n            // Translate to positive positions with the map center in the center position.\n            // This ensures that the map snaps to the correct edge.\n            const shift = this.worldSize / 2 - (minX + maxX) / 2;\n            x2 = (x + shift + this.worldSize) % this.worldSize - shift;\n\n            if (x2 - w2 < minX) x2 = minX + w2;\n            if (x2 + w2 > maxX) x2 = maxX - w2;\n            if (maxX - minX < this.width) {\n                s = Math.max(s, this.width / (maxX - minX));\n                x2 = (maxX + minX) / 2;\n            }\n        }\n\n        if ((x2 !== x || y2 !== y) && !this._allowWorldUnderZoom) { // pan the map to fit the range\n            this.center = this.unproject(new Point(x2, y2));\n        }\n        if (s && !this._allowWorldUnderZoom) { // scale the map to fit the range\n            this.zoom += this.scaleZoom(s);\n        }\n\n        this._constrainCamera();\n        this._unmodified = unmodified;\n        this._constraining = false;\n    }\n\n    /**\n     * Returns the minimum zoom at which `this.width` can fit max longitude range\n     * and `this.height` can fit max latitude range.\n     *\n     * @returns {number} The zoom value.\n     */\n    _minZoomForBounds(): number {\n        let minZoom = Math.max(0, this.scaleZoom(Math.max(0, this.height) / (this.worldMaxY - this.worldMinY)));\n        if (this.maxBounds) {\n            minZoom = Math.max(minZoom, this.scaleZoom(this.width / (this.worldMaxX - this.worldMinX)));\n        }\n        return minZoom;\n    }\n\n    /**\n     * Returns the maximum distance of the camera from the center of the bounds, such that\n     * `this.width` can fit max longitude range and `this.height` can fit max latitude range.\n     * In mercator units.\n     *\n     * @returns {number} The mercator z coordinate.\n     */\n    _maxCameraBoundsDistance(): number {\n        return this._mercatorZfromZoom(this._minZoomForBounds());\n    }\n\n    _calcMatrices(): void {\n        if (!this.height) return;\n\n        const offset = this.centerOffset;\n        const isGlobe = this.projection.name === 'globe';\n\n        // Z-axis uses pixel coordinates when globe mode is enabled\n        const pixelsPerMeter = this.pixelsPerMeter;\n\n        if (this.projection.name === 'globe') {\n            this._mercatorScaleRatio = mercatorZfromAltitude(1, this.center.lat) / mercatorZfromAltitude(1, GLOBE_SCALE_MATCH_LATITUDE);\n        }\n\n        const projectionT = getProjectionInterpolationT(this.projection, this.zoom, this.width, this.height, 1024);\n\n        // 'this._pixelsPerMercatorPixel' is the ratio between pixelsPerMeter in the current projection relative to Mercator.\n        // This is useful for converting e.g. camera position between pixel spaces as some logic\n        // such as raycasting expects the scale to be in mercator pixels\n        this._pixelsPerMercatorPixel = this.projection.pixelSpaceConversion(this.center.lat, this.worldSize, projectionT);\n\n        this.cameraToCenterDistance = 0.5 / Math.tan(this._fov * 0.5) * this.height * this._pixelsPerMercatorPixel;\n\n        this._updateCameraState();\n\n        this._farZ = this.projection.farthestPixelDistance(this);\n\n        // The larger the value of nearZ is\n        // - the more depth precision is available for features (good)\n        // - clipping starts appearing sooner when the camera is close to 3d features (bad)\n        //\n        // Smaller values worked well for mapbox-gl-js but deckgl was encountering precision issues\n        // when rendering it's layers using custom layers. This value was experimentally chosen and\n        // seems to solve z-fighting issues in deckgl while not clipping buildings too close to the camera.\n        this._nearZ = this.height / 50;\n\n        const zUnit = this.projection.zAxisUnit === \"meters\" ? pixelsPerMeter : 1.0;\n        const worldToCamera = this._camera.getWorldToCamera(this.worldSize, zUnit);\n\n        let cameraToClip: mat4;\n\n        const cameraToClipPerspective = this._camera.getCameraToClipPerspective(this._fov, this.width / this.height, this._nearZ, this._farZ);\n        // Apply offset/padding\n        cameraToClipPerspective[8] = -offset.x * 2 / this.width;\n        cameraToClipPerspective[9] = offset.y * 2 / this.height;\n\n        if (this.isOrthographic) {\n            const cameraToCenterDistance =  0.5 * this.height / Math.tan(this._fov / 2.0) * 1.0;\n\n            // Calculate bounds for orthographic view\n            let top = cameraToCenterDistance * Math.tan(this._fov * 0.5);\n            let right = top * this.aspect;\n            let left = -right;\n            let bottom = -top;\n            // Apply offset/padding\n            right -= offset.x;\n            left -= offset.x;\n            top += offset.y;\n            bottom += offset.y;\n\n            cameraToClip = this._camera.getCameraToClipOrthographic(left, right, bottom, top, this._nearZ + this._nearClipOffset, this._farZ);\n\n            const mixValue =\n                this.pitch >= OrthographicPitchTranstionValue ? 1.0 : this.pitch / OrthographicPitchTranstionValue;\n            lerpMatrix(cameraToClip, cameraToClip, cameraToClipPerspective, easeIn(mixValue));\n        } else {\n            cameraToClip = cameraToClipPerspective;\n        }\n\n        const worldToClipPerspective = mat4.mul([], cameraToClipPerspective, worldToCamera);\n        const m = mat4.mul([], cameraToClip, worldToCamera);\n\n        if (this.projection.isReprojectedInTileSpace) {\n            // Projections undistort as you zoom in (shear, scale, rotate).\n            // Apply the undistortion around the center of the map.\n            const mc = this.locationCoordinate(this.center);\n            mat4.identity(this._mat4Scratch);\n            const adjustments = this._mat4Scratch;\n            mat4.translate(adjustments, adjustments, [mc.x * this.worldSize, mc.y * this.worldSize, 0]);\n            mat4.multiply(adjustments, adjustments, getProjectionAdjustments(this));\n            mat4.translate(adjustments, adjustments, [-mc.x * this.worldSize, -mc.y * this.worldSize, 0]);\n            mat4.multiply(m, m, adjustments);\n            mat4.multiply(worldToClipPerspective, worldToClipPerspective, adjustments);\n            this.inverseAdjustmentMatrix = getProjectionAdjustmentInverted(this);\n        } else {\n            this.inverseAdjustmentMatrix = [1, 0, 0, 1];\n        }\n\n        // The mercatorMatrix can be used to transform points from mercator coordinates\n        // ([0, 0] nw, [1, 1] se) to GL coordinates. / zUnit compensates for scaling done in worldToCamera.\n        mat4.scale(this.mercatorMatrix, m, [this.worldSize, this.worldSize, this.worldSize / zUnit, 1.0]);\n\n        this.projMatrix = m;\n\n        // For tile cover calculation, use inverted of base (non elevated) matrix\n        // as tile elevations are in tile coordinates and relative to center elevation.\n        mat4.invert(this.invProjMatrix, this.projMatrix);\n\n        if (isGlobe) {\n            const expandedCameraToClipPerspective = this._camera.getCameraToClipPerspective(this._fov, this.width / this.height, this._nearZ, Infinity);\n            expandedCameraToClipPerspective[8] = -offset.x * 2 / this.width;\n            expandedCameraToClipPerspective[9] = offset.y * 2 / this.height;\n            mat4.mul(this._expandedFarZProjMatrixBuf, expandedCameraToClipPerspective, worldToCamera);\n            this.expandedFarZProjMatrix = this._expandedFarZProjMatrixBuf;\n        } else {\n            this.expandedFarZProjMatrix = this.projMatrix;\n        }\n\n        mat4.invert(this._mat4Scratch, cameraToClip);\n        const clipToCamera = this._mat4Scratch;\n        this.frustumCorners = FrustumCorners.fromInvProjectionMatrix(clipToCamera, this.horizonLineFromTop(), this.height);\n\n        // Create a camera frustum in mercator units\n        this.cameraFrustum = Frustum.fromInvProjectionMatrix(this.invProjMatrix, this.worldSize, 0.0, !isGlobe);\n\n        mat4.fromScaling(this.skyboxMatrix, [1, -1, 1]);\n        mat4.rotateX(this.skyboxMatrix, this.skyboxMatrix, this._pitch);\n        mat4.rotateZ(this.skyboxMatrix, this.skyboxMatrix, this.angle);\n\n        mat4.perspective(this.starsProjMatrix, this._fov, this.width / this.height, this._nearZ, this._farZ);\n\n        // The distance in pixels the skybox needs to be shifted down by to meet the shifted horizon.\n        const skyboxHorizonShift = (Math.PI / 2 - this._pitch) * (this.height / this._fov) * this._horizonShift;\n        // Apply center of perspective offset to skybox projection\n        mat4.copy(this._mat4Scratch, this.starsProjMatrix);\n        this._mat4Scratch[8] = -offset.x * 2 / this.width;\n        this._mat4Scratch[9] = (offset.y + skyboxHorizonShift) * 2 / this.height;\n        mat4.multiply(this.skyboxMatrix, this._mat4Scratch, this.skyboxMatrix);\n\n        // Make a second projection matrix that is aligned to a pixel grid for rendering raster tiles.\n        // We're rounding the (floating point) x/y values to achieve to avoid rendering raster images to fractional\n        // coordinates. Additionally, we adjust by half a pixel in either direction in case that viewport dimension\n        // is an odd integer to preserve rendering to the pixel grid. We're rotating this shift based on the angle\n        // of the transformation so that 0°, 90°, 180°, and 270° rasters are crisp, and adjust the shift so that\n        // it is always <= 0.5 pixels.\n        const point = this.point;\n        const x = point.x, y = point.y;\n        const xShift = (this.width % 2) / 2, yShift = (this.height % 2) / 2,\n            angleCos = Math.cos(this.angle), angleSin = Math.sin(this.angle),\n            dx = x - Math.round(x) + angleCos * xShift + angleSin * yShift,\n            dy = y - Math.round(y) + angleCos * yShift + angleSin * xShift;\n        mat4.copy(this.alignedProjMatrix, m);\n        mat4.translate(this.alignedProjMatrix, this.alignedProjMatrix, [dx > 0.5 ? dx - 1 : dx, dy > 0.5 ? dy - 1 : dy, 0]);\n\n        mat4.fromScaling(this.labelPlaneMatrix, [this.width / 2, -this.height / 2, 1]);\n        mat4.translate(this.labelPlaneMatrix, this.labelPlaneMatrix, [1, -1, 0]);\n\n        mat4.fromScaling(this.glCoordMatrix, [1, -1, 1]);\n        mat4.translate(this.glCoordMatrix, this.glCoordMatrix, [-1, -1, 0]);\n        mat4.scale(this.glCoordMatrix, this.glCoordMatrix, [2 / this.width, 2 / this.height, 1]);\n\n        // matrix for conversion from location to screen coordinates\n        mat4.multiply(this.pixelMatrix, this.labelPlaneMatrix, worldToClipPerspective);\n\n        this._calcFogMatrices();\n        this._distanceTileDataCache = {};\n\n        // inverse matrix for conversion from screen coordinates to location\n        if (!mat4.invert(this.pixelMatrixInverse, this.pixelMatrix)) throw new Error(\"failed to invert matrix\");\n\n        if (this.projection.name === 'globe' || this.mercatorFromTransition) {\n            this.globeMatrix = calculateGlobeMatrix(this);\n\n            const globeCenter: [number, number, number] = [this.globeMatrix[12], this.globeMatrix[13], this.globeMatrix[14]];\n            this.globeCenterInViewSpace = vec3.transformMat4(globeCenter, globeCenter, worldToCamera) as [number, number, number];\n            this.globeRadius = this.worldSize / 2.0 / Math.PI - 1.0;\n        } else {\n            this.globeMatrix = this.pixelMatrixInverse;\n        }\n\n        this._projMatrixCache = {};\n        this._alignedProjMatrixCache = {};\n        this._pixelsToTileUnitsCache = {};\n        this._expandedProjMatrixCache = {};\n    }\n\n    _calcFogMatrices() {\n        this._fogTileMatrixCache = {};\n\n        const cameraWorldSizeForFog = this.cameraWorldSizeForFog;\n        const cameraPixelsPerMeter = this.cameraPixelsPerMeter;\n        const cameraPos = this._camera.position;\n\n        // The mercator fog matrix encodes transformation necessary to transform a position to camera fog space (in meters):\n        // translates p to camera origin and transforms it from pixels to meters. The windowScaleFactor is used to have a\n        // consistent transformation across different window sizes.\n        // - p = p - cameraOrigin\n        // - p.xy = p.xy * cameraWorldSizeForFog * windowScaleFactor\n        // - p.z  = p.z  * cameraPixelsPerMeter * windowScaleFactor\n        const windowScaleFactor = 1 / this.height / this._pixelsPerMercatorPixel;\n        const metersToPixel: [number, number, number] = [cameraWorldSizeForFog, cameraWorldSizeForFog, cameraPixelsPerMeter];\n        vec3.scale(metersToPixel, metersToPixel, windowScaleFactor);\n        vec3.scale(cameraPos, cameraPos, -1);\n        vec3.multiply(cameraPos, cameraPos, metersToPixel);\n\n        mat4.fromTranslation(this.mercatorFogMatrix, cameraPos);\n        mat4.scale(this.mercatorFogMatrix, this.mercatorFogMatrix, metersToPixel);\n\n        // The worldToFogMatrix can be used for conversion from world coordinates to relative camera position in\n        // units of fractions of the map height. Later composed with tile position to construct the fog tile matrix.\n        this.worldToFogMatrix = this._camera.getWorldToCameraPosition(cameraWorldSizeForFog, cameraPixelsPerMeter, windowScaleFactor);\n    }\n\n    _computeCameraPosition(targetPixelsPerMeter?: number | null): [number, number, number] {\n        targetPixelsPerMeter = targetPixelsPerMeter || this.pixelsPerMeter;\n        const pixelSpaceConversion = targetPixelsPerMeter / this.pixelsPerMeter;\n\n        const dir = this._camera.forward();\n        const center = this.point;\n\n        // Compute camera position using the following vector math: camera.position = map.center - camera.forward * cameraToCenterDist\n        // Camera distance to the center can be found in mercator units by subtracting the center elevation from\n        // camera's zenith position (which can be deduced from the zoom level)\n        const zoom = this._seaLevelZoom ? this._seaLevelZoom : this._zoom;\n        const altitude = this._mercatorZfromZoom(zoom) * pixelSpaceConversion;\n        const distance = altitude - targetPixelsPerMeter / this.worldSize * this._centerAltitude;\n\n        return [\n            center.x / this.worldSize - dir[0] * distance,\n            center.y / this.worldSize - dir[1] * distance,\n            targetPixelsPerMeter / this.worldSize * this._centerAltitude - dir[2] * distance\n        ];\n    }\n\n    _updateCameraState() {\n        if (!this.height) return;\n\n        // Set camera orientation and move it to a proper distance from the map\n        this._camera.setPitchBearing(this._pitch, this.angle);\n        this._camera.position = this._computeCameraPosition();\n    }\n\n    /**\n     * Apply a 3d translation to the camera position, but clamping it so that\n     * it respects the maximum longitude and latitude range set.\n     *\n     * @param {vec3} translation The translation vector.\n     */\n    _translateCameraConstrained(translation: vec3) {\n        const maxDistance = this._maxCameraBoundsDistance();\n        // Define a ceiling in mercator Z\n        const maxZ = maxDistance * Math.cos(this._pitch);\n        const z = this._camera.position[2];\n        const deltaZ = translation[2];\n        let t = 1;\n\n        if (this.projection.wrap) this.center = this.center.wrap();\n\n        // we only need to clamp if the camera is moving upwards\n        if (deltaZ > 0) {\n            t = Math.min((maxZ - z) / deltaZ, 1);\n        }\n\n        this._camera.position = vec3.scaleAndAdd([], this._camera.position, translation, t);\n        this._updateStateFromCamera();\n    }\n\n    _updateStateFromCamera() {\n        const position = this._camera.position;\n        const dir = this._camera.forward();\n        const {pitch, bearing} = this._camera.getPitchBearing();\n\n        // Compute zoom from the distance between camera and terrain\n        const centerAltitude = mercatorZfromAltitude(this._centerAltitude, this.center.lat) * this._pixelsPerMercatorPixel;\n        const minHeight = this._mercatorZfromZoom(this._maxZoom) * Math.cos(degToRad(this._maxPitch));\n        const height = Math.max((position[2] - centerAltitude) / Math.cos(pitch), minHeight);\n        const zoom = this._zoomFromMercatorZ(height);\n\n        // Cast a ray towards the ground to find the center point\n        vec3.scaleAndAdd(position, position, dir, height);\n\n        this._pitch = clamp(pitch, degToRad(this.minPitch), degToRad(this.maxPitch));\n        this.angle = wrap(bearing, -Math.PI, Math.PI);\n        this._setZoom(clamp(zoom, this._minZoom, this._maxZoom));\n        this._updateSeaLevelZoom();\n\n        this._center = this.coordinateLocation(new MercatorCoordinate(position[0], position[1], position[2]));\n        this._unmodified = false;\n        this._constrain();\n        this._calcMatrices();\n    }\n\n    _worldSizeFromZoom(zoom: number): number {\n        return Math.pow(2.0, zoom) * this.tileSize;\n    }\n\n    _mercatorZfromZoom(zoom: number): number {\n        return this.cameraToCenterDistance / this._worldSizeFromZoom(zoom);\n    }\n\n    _minimumHeightOverTerrain(): number {\n        // Determine minimum height for the camera over the terrain related to current zoom.\n        // Values above 4 allow camera closer to e.g. top of the hill, exposing\n        // drape raster overscale artifacts or cut terrain (see under it) as it gets clipped on\n        // near plane. Returned value is in mercator coordinates.\n        const MAX_DRAPE_OVERZOOM = 4;\n        const zoom = Math.min((this._seaLevelZoom ?? this._zoom), this._maxZoom) + MAX_DRAPE_OVERZOOM;\n        return this._mercatorZfromZoom(zoom);\n    }\n\n    _zoomFromMercatorZ(z: number): number {\n        return this.scaleZoom(this.cameraToCenterDistance / (Math.max(0, z) * this.tileSize));\n    }\n\n    // This function is helpful to approximate true zoom given a mercator height with varying ppm.\n    // With Globe, since we use a fixed reference latitude at lower zoom levels and transition between this\n    // latitude and the center's latitude as you zoom in, camera to center distance varies dynamically.\n    // As the cameraToCenterDistance is a function of zoom, we need to approximate the true zoom\n    // given a mercator meter value in order to eliminate the zoom/cameraToCenterDistance dependency.\n    zoomFromMercatorZAdjusted(mercatorZ: number): number {\n        assert(this.projection.name === 'globe');\n        assert(mercatorZ !== 0);\n\n        let zoomLow = 0;\n        let zoomHigh = GLOBE_ZOOM_THRESHOLD_MAX;\n        let zoom = 0;\n        let minZoomDiff = Infinity;\n\n        const epsilon = 1e-6;\n\n        while (zoomHigh - zoomLow > epsilon && zoomHigh > zoomLow) {\n            const zoomMid = zoomLow + (zoomHigh - zoomLow) * 0.5;\n\n            const worldSize = this.tileSize * Math.pow(2, zoomMid);\n            const d = this.getCameraToCenterDistance(this.projection, zoomMid, worldSize);\n            const newZoom = this.scaleZoom(d / (Math.max(0, mercatorZ) * this.tileSize));\n\n            const diff = Math.abs(zoomMid - newZoom);\n\n            if (diff < minZoomDiff) {\n                minZoomDiff = diff;\n                zoom = zoomMid;\n            }\n\n            if (zoomMid < newZoom) {\n                zoomLow = zoomMid;\n            } else {\n                zoomHigh = zoomMid;\n            }\n        }\n\n        return zoom;\n    }\n\n    _terrainEnabled(): boolean {\n        if (!this._elevation) return false;\n        if (!this.projection.supportsTerrain) {\n            warnOnce('Terrain is not yet supported with alternate projections. Use mercator or globe to enable terrain.');\n            return false;\n        }\n        return true;\n    }\n\n    // Check if any of the four corners are off the edge of the rendered map\n    // This function will return `false` for all non-mercator projection\n    anyCornerOffEdge(p0: Point, p1: Point): boolean {\n        const minX = Math.min(p0.x, p1.x);\n        const maxX = Math.max(p0.x, p1.x);\n        const minY = Math.min(p0.y, p1.y);\n        const maxY = Math.max(p0.y, p1.y);\n\n        const horizon = this.horizonLineFromTop(false);\n        if (minY < horizon) return true;\n\n        if (this.projection.name !== 'mercator') {\n            return false;\n        }\n\n        const min = new Point(minX, minY);\n        const max = new Point(maxX, maxY);\n\n        const corners = [\n            min, max,\n            new Point(minX, maxY),\n            new Point(maxX, minY),\n        ];\n\n        const minWX = (this.renderWorldCopies) ? -NUM_WORLD_COPIES : 0;\n        const maxWX = (this.renderWorldCopies) ? 1 + NUM_WORLD_COPIES : 1;\n        const minWY = 0;\n        const maxWY = 1;\n\n        for (const corner of corners) {\n            const rayIntersection = this.pointRayIntersection(corner);\n            // Point is above the horizon\n            if (rayIntersection.t < 0) {\n                return true;\n            }\n            // Point is off the bondaries of the map\n            const coordinate = this.rayIntersectionCoordinate(rayIntersection);\n            if (coordinate.x < minWX || coordinate.y < minWY ||\n                coordinate.x > maxWX || coordinate.y > maxWY) {\n                return true;\n            }\n        }\n\n        return false;\n    }\n\n    // Checks the four corners of the frustum to see if they lie in the map's quad.\n    //\n    isHorizonVisible(): boolean {\n\n        // we consider the horizon as visible if the angle between\n        // a the top plane of the frustum and the map plane is smaller than this threshold.\n        const horizonAngleEpsilon = 2;\n        if (this.pitch + radToDeg(this.fovAboveCenter) > (90 - horizonAngleEpsilon)) {\n            return true;\n        }\n\n        return this.anyCornerOffEdge(new Point(0, 0), new Point(this.width, this.height));\n    }\n\n    /**\n     * Converts a zoom delta value into a physical distance travelled in web mercator coordinates.\n     *\n     * @param {vec3} center Destination mercator point of the movement.\n     * @param {number} zoomDelta Change in the zoom value.\n     * @returns {number} The distance in mercator coordinates.\n     */\n    zoomDeltaToMovement(center: vec3, zoomDelta: number): number {\n        const distance = vec3.length(vec3.sub([], this._camera.position, center));\n        const relativeZoom = this._zoomFromMercatorZ(distance) + zoomDelta;\n        return distance - this._mercatorZfromZoom(relativeZoom);\n    }\n\n    /*\n     * The camera looks at the map from a 3D (lng, lat, altitude) location. Let's use `cameraLocation`\n     * as the name for the location under the camera and on the surface of the earth (lng, lat, 0).\n     * `cameraPoint` is the projected position of the `cameraLocation`.\n     *\n     * This point is useful to us because only fill-extrusions that are between `cameraPoint` and\n     * the query point on the surface of the earth can extend and intersect the query.\n     *\n     * When the map is not pitched the `cameraPoint` is equivalent to the center of the map because\n     * the camera is right above the center of the map.\n     */\n    getCameraPoint(): Point {\n        if (this.projection.name === 'globe') {\n            // Find precise location of the projected camera position on the curved surface\n            const center: vec3 = [this.globeMatrix[12], this.globeMatrix[13], this.globeMatrix[14]];\n            const pos = projectClamped(center, this.pixelMatrix);\n            return new Point(pos[0], pos[1]);\n        } else {\n            const pitch = this._pitch;\n            const yOffset = Math.tan(pitch) * (this.cameraToCenterDistance || 1);\n            return this.centerPoint.add(new Point(0, yOffset));\n        }\n    }\n\n    getCameraToCenterDistance(\n        projection: Projection,\n        zoom: number = this.zoom,\n        worldSize: number = this.worldSize,\n    ): number {\n        const t = getProjectionInterpolationT(projection, zoom, this.width, this.height, 1024);\n        const projectionScaler = projection.pixelSpaceConversion(this.center.lat, worldSize, t);\n        let distance =  0.5 / Math.tan(this._fov * 0.5) * this.height * projectionScaler;\n\n        // In case we have orthographic transition we need to interpolate the distance value in the range [1, distance]\n        // to calculate correct perspective ratio values for symbols\n        if (this.isOrthographic) {\n            const mixValue = this.pitch >= OrthographicPitchTranstionValue ? 1.0 : this.pitch / OrthographicPitchTranstionValue;\n            distance = interpolate(1.0, distance, easeIn(mixValue));\n        }\n        return distance;\n    }\n\n    getWorldToCameraMatrix(): mat4 {\n        const zUnit = this.projection.zAxisUnit === \"meters\" ? this.pixelsPerMeter : 1.0;\n        const worldToCamera = this._camera.getWorldToCamera(this.worldSize, zUnit);\n\n        if (this.projection.name === 'globe') {\n            mat4.multiply(worldToCamera, worldToCamera, this.globeMatrix);\n        }\n\n        return worldToCamera;\n    }\n\n    getFrustum(zoom: number): Frustum {\n        const zInMeters = this.projection.zAxisUnit === 'meters';\n        return Frustum.fromInvProjectionMatrix(this.invProjMatrix, this.worldSize, zoom, zInMeters);\n    }\n}\n\nexport default Transform;\n","import {Uniform4f} from './uniform_binding';\nimport {smoothstep} from '../util/util';\nimport {lerp} from '../style-spec/util/lerp';\nimport {MIN_LOD_PITCH} from '../geo/transform';\n\nimport type {UniformValues} from './uniform_binding';\nimport type Context from '../gl/context';\nimport type Painter from './painter';\n\nexport type CutoffUniformsType = {\n    ['u_cutoff_params']: Uniform4f;\n};\n\nexport type CutoffParams = {\n    shouldRenderCutoff: boolean;\n    uniformValues: UniformValues<CutoffUniformsType>;\n};\n\nexport const cutoffUniforms = (context: Context): CutoffUniformsType => ({\n    'u_cutoff_params': new Uniform4f(context),\n});\n\n// Constants below are based on heuristics.\n// Multiplier applied to cutoffFadeRange * screenHeight to widen the visible fade band.\nconst FADE_RANGE_HEIGHT_SCALE = 1.3;\n// Exponent for zoom-based scaling: 2^(dz * exp). Values < 1 slow the exponential\n// growth so the cutoff line moves up slower (isn't achored to location) with zoom.\nconst ZOOM_SCALE_EXPONENT = 0.85;\n// Base multiplier on cameraToCenterDistance that sets the cutoff distance at the\n// activation pitch. Larger values push the cutoff farther from the camera.\nconst CUTOFF_DISTANCE_BASE_MULTIPLIER = 1.4;\n// Pitch in degrees over which the cutoff effect ramps from inactive to fully active.\nconst ACTIVATION_PITCH_RAMP_WIDTH = 15;\n\n// This function returns the parameters of the cutoff effect for the LOD content\n// (before the tileCover shows lower zoom level tiles).\n//\n// The returned vec4 u_cutoff_params contains:\n//   x: nearZ - near plane distance in pixels, used to linearize depth\n//   y: farZ  - far plane distance in pixels, used to linearize depth\n//   z: relativeCutoffDistance - normalized depth where content fully disappears\n//   w: relativeCutoffFadeDistance - normalized depth where fade begins (closer to camera than z)\n//\n// The cutoff distance is anchored to the ground-plane position where effective zoom\n// drops ~1 level below the source minzoom. It scales with a half-rate exponential\n// (2^(dz*0.5)) to move the cutoff line up on screen as you zoom in, while staying\n// bounded at high zoom deltas. The fade range (controlled by cutoffFadeRange) is\n// clamped so it never extends past the near plane.\n//\n// Activation is smoothly blended over a pitch range using the LOD pitch threshold\n// (which accounts for top padding via edge insets).\nexport const getCutoffParams = (painter: Painter, cutoffFadeRange: number): CutoffParams => {\n    // eslint-disable-next-line no-warning-comments\n    // TODO: Cutoff is currently disabled on terrain\n    // https://mapbox.atlassian.net/browse/MAPS3D-1288\n\n    if (cutoffFadeRange <= 0.0 || painter.terrain) {\n        return {\n            shouldRenderCutoff: false,\n            uniformValues: {\n                'u_cutoff_params': [0, 0, 0, 1]\n            }\n        };\n    }\n\n    const tr = painter.transform;\n    const pitch = tr.pitch;\n\n    // Activation threshold: padding-aware (MIN_LOD_PITCH) or fixed 30° for terrain exaggeration\n    const activationThreshold = tr.isLODDisabled(false) ? MIN_LOD_PITCH : 30;\n    if (pitch < activationThreshold - ACTIVATION_PITCH_RAMP_WIDTH) {\n        return {\n            shouldRenderCutoff: false,\n            uniformValues: {\n                'u_cutoff_params': [0, 0, 0, 1]\n            }\n        };\n    }\n\n    const zRange = tr._farZ - tr._nearZ;\n    const fadeRangePixels = cutoffFadeRange * tr.height * FADE_RANGE_HEIGHT_SCALE;\n\n    // Half-rate exponential zoom scaling: grows with zoom but stays bounded\n    const zoomScale = Math.pow(2.0, Math.max(tr._zoom - painter.minCutoffZoom, 0.0) * ZOOM_SCALE_EXPONENT);\n    const cutoffDistance = tr.cameraToCenterDistance * CUTOFF_DISTANCE_BASE_MULTIPLIER * zoomScale;\n\n    // Smooth activation over pitch range\n    const activation = smoothstep(activationThreshold - ACTIVATION_PITCH_RAMP_WIDTH, activationThreshold, pitch);\n    const effectiveCutoffDistance = lerp(tr._farZ + fadeRangePixels, cutoffDistance, activation);\n\n    // Clamp fade range to not extend past near plane\n    const clampedFadeRange = Math.min(fadeRangePixels, effectiveCutoffDistance - tr._nearZ);\n    const relativeCutoffDistance = (effectiveCutoffDistance - tr._nearZ) / zRange;\n    const relativeCutoffFadeDistance = (effectiveCutoffDistance - clampedFadeRange - tr._nearZ) / zRange;\n\n    return {\n        shouldRenderCutoff: activation > 0.0,\n        uniformValues: {\n            'u_cutoff_params': [\n                tr._nearZ,\n                tr._farZ,\n                relativeCutoffDistance,\n                relativeCutoffFadeDistance\n            ]\n        }\n    };\n};\n","import {mat4} from 'gl-matrix';\nimport {calculateModelMatrix} from '../../data/model';\nimport LngLat from '../../../src/geo/lng_lat';\nimport {latFromMercatorY, lngFromMercatorX} from '../../../src/geo/mercator_coordinate';\nimport EXTENT from '../../../src/style-spec/data/extent';\nimport {convertModelMatrixForGlobe, queryGeometryIntersectsProjectedAabb} from '../../util/model_util';\nimport Feature from '../../../src/util/vectortile_to_geojson';\nimport ModelBucket from '../../data/bucket/model_bucket';\n\nimport type ModelSource from '../../source/model_source';\nimport type Tiled3dModelBucket from '../../data/bucket/tiled_3d_model_bucket';\nimport type ModelStyleLayer from './model_style_layer';\nimport type Transform from '../../../src/geo/transform';\nimport type SourceCache from '../../../src/source/source_cache';\nimport type {QueryGeometry, TilespaceQueryGeometry} from '../../../src/style/query_geometry';\nimport type {QueryResult} from '../../../src/source/query_features';\nimport type {Feature as ExpressionEvalFeature, FeatureState} from '../../../src/style-spec/expression/index';\nimport type {EvaluationFeature} from '../../../src/data/evaluation_feature';\nimport type {ModelNode} from '../../data/model';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {CanonicalTileID} from '../../../src/source/tile_id';\n\nexport function tileToLngLat(id: CanonicalTileID, position: LngLat, pointX: number, pointY: number) {\n    const tileCount = 1 << id.z;\n    position.lat = latFromMercatorY((pointY / EXTENT + id.y) / tileCount);\n    position.lng = lngFromMercatorX((pointX / EXTENT + id.x) / tileCount);\n}\n\nexport function queryModelLayerRendered(\n    layer: ModelStyleLayer,\n    queryGeometry: QueryGeometry,\n    sourceCache: SourceCache,\n    transform: Transform\n): QueryResult {\n    const source = sourceCache.getSource<ModelSource>();\n    if (!source || source.type !== 'model') return {};\n    const modelSource = source;\n\n    const result: QueryResult = {};\n    result[layer.id] = [];\n    const layerResult = result[layer.id];\n\n    let modelFeatureIndex = 0;\n    for (const model of modelSource.models) {\n        const modelFeatureState = sourceCache.getFeatureState(layer.sourceLayer, model.id);\n\n        const modelFeatureForEval: ExpressionEvalFeature = {\n            type: 'Unknown',\n            id: model.id,\n            properties: model.featureProperties\n        };\n        const rotation = layer.paint.get('model-rotation').evaluate(modelFeatureForEval, modelFeatureState);\n        const scale = layer.paint.get('model-scale').evaluate(modelFeatureForEval, modelFeatureState);\n        const translation = layer.paint.get('model-translation').evaluate(modelFeatureForEval, modelFeatureState);\n        const elevationReference = layer.paint.get('model-elevation-reference');\n        const shouldFollowTerrainSlope = elevationReference === 'ground';\n        const shouldApplyElevation = elevationReference === 'ground';\n\n        let matrix: mat4 = [];\n        calculateModelMatrix(matrix,\n                                     model,\n                                     transform,\n                                     model.position,\n                                     rotation,\n                                     scale,\n                                     translation,\n                                     shouldApplyElevation,\n                                     shouldFollowTerrainSlope,\n                                     false);\n\n        if (transform.projection.name === 'globe') {\n            matrix = convertModelMatrixForGlobe(matrix, transform);\n        }\n        const worldViewProjection = mat4.multiply([], transform.projMatrix, matrix);\n\n        const projectedQueryGeometry = queryGeometry.isPointQuery() ? queryGeometry.screenBounds : queryGeometry.screenGeometry;\n\n        const depth = queryGeometryIntersectsProjectedAabb(projectedQueryGeometry, transform, worldViewProjection, model.aabb);\n        if (depth != null) {\n            const modelFeature: Feature = new Feature(undefined, 0, 0, 0, model.id);\n            modelFeature.layer = layer.layer;\n            // Use unsafe assignment for now, due to restriction of GeoJSON/Feature properties to number, string and boolean.\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-explicit-any\n            modelFeature.properties = structuredClone(model.featureProperties) as any;\n            modelFeature.properties['layer'] = layer.id;\n            modelFeature.properties['uri'] = model.uri;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-explicit-any\n            modelFeature.properties['orientation'] = model.orientation as any;\n            modelFeature.sourceLayer = layer.sourceLayer;\n            modelFeature.geometry = {\n                type: 'Point',\n                coordinates: [model.position.lng, model.position.lat]\n            };\n            modelFeature.state = modelFeatureState;\n            modelFeature.source = layer.source;\n            layerResult.push({featureIndex: modelFeatureIndex, feature: modelFeature, intersectionZ: depth});\n        }\n\n        ++modelFeatureIndex;\n    }\n\n    return result;\n}\n\nexport function queryModelLayerIntersectsFeature(\n    layer: ModelStyleLayer,\n    queryGeometry: TilespaceQueryGeometry,\n    feature: VectorTileFeature,\n    featureState: FeatureState,\n    transform: Transform,\n    scope: string | undefined\n): number | boolean {\n    if (!layer.modelManager) return false;\n    const modelManager = layer.modelManager;\n    const bucket = queryGeometry.tile.getBucket(layer);\n    if (!bucket || !(bucket instanceof ModelBucket)) return false;\n\n    for (const modelId in bucket.instancesPerModel) {\n        const instances = bucket.instancesPerModel[modelId];\n        const featureId = feature.id !== undefined ? feature.id :\n            (feature.properties && Object.hasOwn(feature.properties, \"id\")) ? (feature.properties[\"id\"] as string | number) : undefined;\n        if (Object.hasOwn(instances.idToFeaturesIndex, featureId)) {\n            const modelFeature = instances.features[instances.idToFeaturesIndex[featureId]];\n            const model = modelManager.getModel(modelId, scope || layer.scope);\n            if (!model) return false;\n\n            let matrix: mat4 = [];\n            const position = new LngLat(0, 0);\n            const id = bucket.canonical;\n            let minDepth = Number.MAX_VALUE;\n            for (let i = 0; i < modelFeature.instancedDataCount; ++i) {\n                const instanceOffset = modelFeature.instancedDataOffset + i;\n                const offset = instanceOffset * 16;\n\n                const va = instances.instancedDataArray.float32;\n                const translation: [number, number, number] = [va[offset + 4], va[offset + 5], va[offset + 6]];\n                const pointX = Math.floor(va[offset]); // point.x stored in integer part\n                const pointY = Math.floor(va[offset + 1]); // point.y stored in integer part\n\n                tileToLngLat(id, position, pointX, pointY);\n\n                calculateModelMatrix(matrix,\n                                     model,\n                                     transform,\n                                     position,\n                                     modelFeature.rotation,\n                                     modelFeature.scale,\n                                     translation,\n                                     false,\n                                     false,\n                                     false);\n                if (transform.projection.name === 'globe') {\n                    matrix = convertModelMatrixForGlobe(matrix, transform);\n                }\n                const worldViewProjection = mat4.multiply([], transform.projMatrix, matrix);\n                // Collision checks are performed in screen space. Corners are in ndc space.\n                const screenQuery = queryGeometry.queryGeometry;\n                const projectedQueryGeometry = screenQuery.isPointQuery() ? screenQuery.screenBounds : screenQuery.screenGeometry;\n                const depth = queryGeometryIntersectsProjectedAabb(projectedQueryGeometry, transform, worldViewProjection, model.aabb);\n                if (depth != null) {\n                    minDepth = Math.min(depth, minDepth);\n                }\n            }\n            if (minDepth !== Number.MAX_VALUE) {\n                return minDepth;\n            }\n            return false;\n        }\n    }\n    return false;\n}\n\nexport function loadMatchingModelFeature(bucket: Tiled3dModelBucket, featureIndex: number, tilespaceGeometry: TilespaceQueryGeometry, transform: Transform): {feature: EvaluationFeature, intersectionZ: number, position: LngLat} | undefined {\n    const nodeInfo = bucket.getNodesInfo()[featureIndex];\n\n    if (!nodeInfo || nodeInfo.hiddenByReplacement || !nodeInfo.node.meshes) return;\n\n    let intersectionZ = Number.MAX_VALUE;\n\n    // AABB check\n    const node = nodeInfo.node;\n    const tile = tilespaceGeometry.tile;\n    const tileMatrix = transform.calculatePosMatrix(tile.tileID.toUnwrapped(), transform.worldSize);\n    const modelMatrix = tileMatrix;\n    const scale = nodeInfo.evaluatedScale;\n    let elevation = 0;\n    if (transform.elevation && node.elevation) {\n        elevation = node.elevation * transform.elevation.exaggeration();\n    }\n    const anchorX = node.anchor ? node.anchor[0] : 0;\n    const anchorY = node.anchor ? node.anchor[1] : 0;\n\n    mat4.translate(modelMatrix, modelMatrix, [anchorX * (scale[0] - 1), anchorY * (scale[1] - 1), elevation]);\n    mat4.scale(modelMatrix, modelMatrix, scale);\n\n    // Collision checks are performed in screen space. Corners are in ndc space.\n    const screenQuery = tilespaceGeometry.queryGeometry;\n    const projectedQueryGeometry = screenQuery.isPointQuery() ? screenQuery.screenBounds : screenQuery.screenGeometry;\n\n    const checkNode = function (n: ModelNode) {\n        const worldViewProjectionForNode = mat4.multiply([], modelMatrix, n.globalMatrix);\n        mat4.multiply(worldViewProjectionForNode, transform.expandedFarZProjMatrix, worldViewProjectionForNode);\n        for (let i = 0; i < n.meshes.length; ++i) {\n            const mesh = n.meshes[i];\n            if (i === n.lightMeshIndex) {\n                continue;\n            }\n            const depth = queryGeometryIntersectsProjectedAabb(projectedQueryGeometry, transform, worldViewProjectionForNode, mesh.aabb);\n            if (depth != null) {\n                intersectionZ = Math.min(depth, intersectionZ);\n            }\n        }\n        if (n.children) {\n            for (const child of n.children) {\n                checkNode(child);\n            }\n        }\n    };\n\n    checkNode(node);\n    if (intersectionZ === Number.MAX_VALUE) return;\n\n    const position = new LngLat(0, 0);\n    tileToLngLat(tile.tileID.canonical, position, nodeInfo.node.anchor[0], nodeInfo.node.anchor[1]);\n\n    return {intersectionZ, position, feature: nodeInfo.feature};\n}\n","import {UniformColor, UniformMatrix4f, Uniform1i, Uniform1f} from '../uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\nimport type {PremultipliedRenderColor} from '../../style-spec/util/color';\n\nexport type DebugUniformsType = {\n    ['u_color']: UniformColor;\n    ['u_matrix']: UniformMatrix4f;\n    ['u_overlay']: Uniform1i;\n    ['u_overlay_scale']: Uniform1f;\n};\n\nconst debugUniforms = (context: Context): DebugUniformsType => ({\n    'u_color': new UniformColor(context),\n    'u_matrix': new UniformMatrix4f(context),\n    'u_overlay': new Uniform1i(context),\n    'u_overlay_scale': new Uniform1f(context),\n});\n\nconst debugUniformValues = (matrix: mat4, color: PremultipliedRenderColor, scaleRatio: number = 1): UniformValues<DebugUniformsType> => ({\n    'u_matrix': matrix,\n    'u_color': color,\n    'u_overlay': 0,\n    'u_overlay_scale': scaleRatio\n});\n\nexport {debugUniforms, debugUniformValues};\n\nexport type DebugDefinesType = 'PROJECTION_GLOBE_VIEW';\n","import {modelUniformValues, modelDepthUniformValues} from './program/model_program';\nimport {ModelTraits, DefaultModelScale, calculateModelMatrix} from '../data/model';\nimport EXTENT from '../../src/style-spec/data/extent';\nimport StencilMode from '../../src/gl/stencil_mode';\nimport ColorMode from '../../src/gl/color_mode';\nimport DepthMode from '../../src/gl/depth_mode';\nimport CullFaceMode from '../../src/gl/cull_face_mode';\nimport {mat4, quat, vec3, vec4} from 'gl-matrix';\nimport {getMetersPerPixelAtLatitude, mercatorZfromAltitude, tileToMeter} from '../../src/geo/mercator_coordinate';\nimport TextureSlots from './texture_slots';\nimport {convertModelMatrixForGlobe} from '../util/model_util';\nimport {clamp, warnOnce, esgtsaHash} from '../../src/util/util';\nimport assert from '../../src/style-spec/util/assert';\nimport {DEMSampler} from '../../src/terrain/elevation';\nimport {Aabb} from '../../src/util/primitives';\nimport {getCutoffParams} from '../../src/render/cutoff';\nimport {FOG_OPACITY_THRESHOLD} from '../../src/style/fog_helpers';\nimport {ZoomDependentExpression, type Feature, type FeatureState} from '../../src/style-spec/expression/index';\nimport {Texture3D} from '../../src/render/texture';\nimport {pointInFootprint} from '../../3d-style/source/replacement_source';\nimport Point from '@mapbox/point-geometry';\nimport LngLat from '../../src/geo/lng_lat';\nimport {tileToLngLat} from '../style/style_layer/model_layer_query';\nimport SegmentVector from '../../src/data/segment';\nimport {PosArray, TriangleIndexArray} from '../../src/data/array_types';\nimport posAttributes from '../../src/data/pos_attributes';\nimport {debugUniformValues} from '../../src/render/program/debug_program';\nimport Color from '../../src/style-spec/util/color';\nimport {lerp} from '../../src/style-spec/util/lerp';\n\nimport type EvaluationParameters from '../../src/style/evaluation_parameters';\nimport type Program from '../../src/render/program';\nimport type Transform from '../../src/geo/transform';\nimport type ModelBucket from '../data/bucket/model_bucket';\nimport type {UniformValues} from '../../src/render/uniform_binding';\nimport type {OverscaledTileID} from '../../src/source/tile_id';\nimport type {Tiled3dModelFeature} from '../data/bucket/tiled_3d_model_bucket';\nimport type Tiled3dModelBucket from '../data/bucket/tiled_3d_model_bucket';\nimport type Painter from '../../src/render/painter';\nimport type {CreateProgramParams} from '../../src/render/painter';\nimport type SourceCache from '../../src/source/source_cache';\nimport type ModelStyleLayer from '../style/style_layer/model_style_layer';\nimport type {MaterialOverride, Mesh, ModelMaterialOverrides, ModelNode, ModelNodeOverrides, ModelTexture, NodeOverride} from '../data/model';\nimport type {DynamicDefinesType} from '../../src/render/program/program_uniforms';\nimport type VertexBuffer from '../../src/gl/vertex_buffer';\nimport type {CutoffParams} from '../../src/render/cutoff';\nimport type {LUT} from \"../../src/util/lut\";\nimport type {ModelUniformsType, ModelDepthUniformsType} from '../render/program/model_program';\nimport type {LightOverrides} from './lights';\nimport type {ModelPartStyleUBO} from '../data/bucket/model_part_style_ubo';\n\nexport default drawModels;\n\n// Module-level scratch buffers reused across hot paths to avoid per-frame allocations.\n// Kept as Float64Array because mat4.invert + mat4.transpose on the normal matrix is sensitive\n// to precision; Float32 narrowing here caused visible PBR shading diffs (ANGLE/D3D on Windows).\n// UniformMatrix4f.set performs the Float32 conversion at upload time.\nconst lightingMatrixScratch = new Float64Array(16);\nconst normalMatrixScratch = new Float64Array(16);\nconst fogMatrixScratch = new Float64Array(16);\n// Per-tile caches used in drawBatchedModels: hold (M * tileMatrix) for the current tile,\n// then per-node we apply translate/scale on top instead of doing a full mat4.multiply.\nconst lightingTileMatrix = new Float64Array(16);\nconst projTileMatrix = new Float64Array(16);\n// transpose(invert(lightingTileMatrix)). Per node the normal matrix derives from this with a\n// single column scale: translate(t) drops out (upper-3x3 of column 3 is zero for affine M^-T)\n// and the per-node S(s) inverts to a column scale by 1/s. Avoids a per-node mat4.invert.\nconst lightingTileNormalMatrix = new Float64Array(16);\n// Per-mesh scratch holding the light-mesh worldViewProjection, rebuilt from projTileMatrix\n// before each program.draw. Can't share with the lighting/normal/fog scratches — those are\n// all alive at modelUniformValues time.\nconst wvpTileScratch = new Float64Array(16);\n// Per-node column scale applied to lightingTileNormalMatrix: 1/s with a Y-flip baked in.\nconst normalScaleScratch: vec3 = [0, 0, 0];\n// Placeholder passed to modelUniformValues for u_normal_matrix in the instanced path;\n// it's either overwritten per instance or unused (shader reads from instance attributes).\nconst instancedNormalMatrixPlaceholder = new Float32Array(16);\nconst lodNodeCenterScratch: vec3 = [0, 0, 0];\n// Passed as cameraPos to modelUniformValues for batched models (camera origin in tile-space\n// is implicitly at zero because tileMatrix already encodes camera translation).\nconst zeroCameraPos: [number, number, number] = [0, 0, 0];\n// Per-node per-cascade shadow light matrices, derived per node by layering translate+scale\n// on top of the per-tile cascade*tile cache. Lazily grown to the active cascade count.\nconst shadowLightMatrices: Float64Array[] = [];\n\ntype ModelParameters = {\n    zScaleMatrix: mat4;\n    negCameraPosMatrix: mat4;\n};\n\ntype SortedMesh = {\n    mesh: Mesh;\n    depth: number;\n    modelIndex: number;\n    worldViewProjection: mat4;\n    nodeModelMatrix: mat4;\n    isLightMesh: boolean;\n    modelOpacity: number;\n    materialOverride?: MaterialOverride;\n    modelColor?: [number, number, number, number];\n    lightOverrides?: LightOverrides;\n    node: ModelNode;\n    modelMatrix: mat4;\n};\n\ntype SortedNode = {\n    nodeInfo: Tiled3dModelFeature;\n    depth: number;\n    opacity: number;\n    wvpForNode: mat4;\n    nodeModelMatrix: mat4;\n    tileModelMatrix: mat4;\n    // Per-node tile-space translation; reused post-sort to rebuild the lighting matrix\n    // from the per-tile cache without doing a full mat4.multiply.\n    tileTranslation: vec3;\n};\n\ntype RenderData = {\n    shadowUniformsInitialized: boolean;\n    useSingleShadowCascade: boolean;\n    tileMatrix: Float64Array;\n    shadowTileMatrix: Float32Array;\n    aabb: Aabb;\n};\n\nfunction fogMatrixForModel(out: mat4, modelMatrix: mat4, transform: Transform): mat4 {\n    // convert model matrix from the default world size to the one used by the fog\n    const scale = transform.cameraWorldSizeForFog / transform.worldSize;\n    mat4.scale(out, transform.worldToFogMatrix, [scale, scale, 1]);\n    mat4.multiply(out, out, modelMatrix);\n    return out;\n}\n\n// Bake a per-tile (M * tileMatrix) into out, then apply the per-node anchor translation and\n// model scale on top. Replaces a full mat4.multiply(out, M, tileModelMatrix) with translate +\n// optional scale; mat4.translate doubles as the copy when out !== base.\nfunction applyTileTransform(out: mat4, base: mat4, translation: vec3, scale: vec3): mat4 {\n    mat4.translate(out, base, translation);\n    if (!vec3.exactEquals(scale, DefaultModelScale)) {\n        mat4.scale(out, out, scale);\n    }\n    return out;\n}\n\n// Local z bounds the emissive strength height gradient resolves against, packed as\n// u_model_mesh_params: min and range in xy, then whether the mesh is a LOD mesh, whose vertex color\n// alpha carries baked ambient occlusion.\n//\n// The lights borrow the door geometry's bounds, since they are styled as its part and their own\n// bounds cover just the light quads.\n//\n// Returns a fresh array per call: Uniform4f keeps a reference to the value it was handed as its\n// change-detection cache, so a reused scratch array would compare equal to itself and the uniform\n// would only ever be uploaded for the first mesh drawn.\nfunction modelMeshParams(mesh: Mesh, node: ModelNode, isLight: boolean, isLodMesh: boolean): [number, number, number, number] {\n    const aabb = isLight ? node.lightsStyleAabb : mesh.aabb;\n    const zMin = aabb ? aabb.min[2] : Infinity;\n    const zMax = aabb ? aabb.max[2] : -Infinity;\n\n    const zExtent = zMax - zMin;\n    // A zero range would divide by zero in the shader, and an empty aabb leaves it non-finite.\n    return [\n        isFinite(zMin) ? zMin : 0,\n        zExtent > 0 && isFinite(zExtent) ? zExtent : 1,\n        isLodMesh ? 1 : 0,\n        0\n    ];\n}\n\n// The node's part style block, but only for a mesh carrying the part id attribute that indexes it.\n// The two are compiled and bound as a pair, so this is the single gate for both.\nfunction partStyleUBOForMesh(nodeInfo: Tiled3dModelFeature, mesh: Mesh): ModelPartStyleUBO | null {\n    return mesh.featureBuffer ? nodeInfo.partStyleUBO : null;\n}\n\n// Collect defines and dynamic buffers (colors, normals, uv) and bind textures. Used for single mesh and instanced draw.\nfunction setupMeshDraw(definesValues: Array<string>, dynamicBuffers: Array<VertexBuffer | null | undefined>, mesh: Mesh, painter: Painter, lut: LUT | null, partStyleUBO: ModelPartStyleUBO | null = null) {\n    const material = mesh.material;\n    const context = painter.context;\n\n    const {baseColorTexture, metallicRoughnessTexture} = material.pbrMetallicRoughness;\n    const {normalTexture, occlusionTexture, emissionTexture} = material;\n\n    function setupTexture(texture: ModelTexture | null | undefined, define: string, slot: number) {\n        if (!texture) return;\n\n        definesValues.push(define);\n        context.activeTexture.set(context.gl.TEXTURE0 + slot);\n        if (texture.gfxTexture) {\n            const {minFilter, magFilter, wrapS, wrapT} = texture.sampler;\n            texture.gfxTexture.bindExtraParam(minFilter, magFilter, wrapS, wrapT);\n        }\n    }\n\n    // Textures\n    setupTexture(baseColorTexture, 'HAS_TEXTURE_u_baseColorTexture', TextureSlots.BaseColor);\n    setupTexture(metallicRoughnessTexture, 'HAS_TEXTURE_u_metallicRoughnessTexture', TextureSlots.MetallicRoughness);\n    setupTexture(normalTexture, 'HAS_TEXTURE_u_normalTexture', TextureSlots.Normal);\n    setupTexture(occlusionTexture, 'HAS_TEXTURE_u_occlusionTexture', TextureSlots.Occlusion);\n    setupTexture(emissionTexture, 'HAS_TEXTURE_u_emissionTexture', TextureSlots.Emission);\n\n    if (lut) {\n        if (!lut.texture) {\n            lut.texture = new Texture3D(painter.context, lut.image, [lut.image.height, lut.image.height, lut.image.height], context.gl.RGBA8);\n        }\n        context.activeTexture.set(context.gl.TEXTURE0 + TextureSlots.LUT);\n        if (lut.texture) {\n            lut.texture.bind(context.gl.LINEAR, context.gl.CLAMP_TO_EDGE);\n        }\n        definesValues.push('APPLY_LUT_ON_GPU');\n    }\n\n    if (mesh.texcoordBuffer) {\n        definesValues.push('HAS_ATTRIBUTE_a_uv_2f');\n        dynamicBuffers.push(mesh.texcoordBuffer);\n    }\n    if (mesh.colorBuffer) {\n        const colorDefine = (mesh.colorBuffer.itemSize === 12) ? 'HAS_ATTRIBUTE_a_color_3f' : 'HAS_ATTRIBUTE_a_color_4f';\n        definesValues.push(colorDefine);\n        dynamicBuffers.push(mesh.colorBuffer);\n    }\n    if (mesh.normalBuffer) {\n        definesValues.push('HAS_ATTRIBUTE_a_normal_4n');\n        dynamicBuffers.push(mesh.normalBuffer);\n    }\n\n    // The define is what compiles the block into the shader, so callers must pass the UBO only for a\n    // mesh that also has the attribute (see partStyleUBOForMesh). Without the block a vertex reads\n    // alpha 0 and the mesh disappears; without the attribute every vertex reads part 0 and a black\n    // vertex color. Only the batched path has a node to take the UBO from, so a mesh reaching the\n    // other callers with feature data would silently lose its part styling.\n    assert(partStyleUBO || !mesh.featureBuffer);\n    if (partStyleUBO) {\n        definesValues.push('HAS_ATTRIBUTE_a_feature');\n        dynamicBuffers.push(mesh.featureBuffer);\n    }\n\n    if (material.alphaMode === 'OPAQUE' || material.alphaMode === 'MASK') {\n        definesValues.push('UNPREMULT_TEXTURE_IN_SHADER');\n    }\n\n    // just to make the rendertests the same than native\n    if (!material.defined) {\n        definesValues.push('DIFFUSE_SHADED');\n    }\n\n    const shadowRenderer = painter.shadowRenderer;\n    if (shadowRenderer) {\n        definesValues.push('RENDER_SHADOWS');\n        if (shadowRenderer.useNormalOffset) {\n            definesValues.push('NORMAL_OFFSET');\n        }\n    }\n}\n\nfunction drawMesh(sortedMesh: SortedMesh, painter: Painter, layer: ModelStyleLayer, modelParameters: ModelParameters, stencilMode: StencilMode, colorMode: ColorMode) {\n    const opacity = sortedMesh.modelOpacity;\n\n    assert(opacity > 0);\n    const context = painter.context;\n    const depthMode = new DepthMode(painter.context.gl.LEQUAL, sortedMesh.isLightMesh ? DepthMode.ReadOnly : DepthMode.ReadWrite, painter.depthRangeFor3D);\n    const tr = painter.transform;\n\n    const mesh = sortedMesh.mesh;\n    const material = mesh.material;\n    const pbr = material.pbrMetallicRoughness;\n    const fog = painter.style.fog;\n\n    if (painter.transform.projection.zAxisUnit === \"pixels\") {\n        lightingMatrixScratch.set(sortedMesh.nodeModelMatrix);\n    } else {\n        mat4.multiply(lightingMatrixScratch, modelParameters.zScaleMatrix, sortedMesh.nodeModelMatrix);\n    }\n    mat4.multiply(lightingMatrixScratch, modelParameters.negCameraPosMatrix, lightingMatrixScratch);\n    mat4.invert(normalMatrixScratch, lightingMatrixScratch);\n    mat4.transpose(normalMatrixScratch, normalMatrixScratch);\n\n    const ignoreLut = layer.paint.get('model-color-use-theme').constantOr('default') === 'none';\n    const emissiveStrength = layer.paint.get('model-emissive-strength').constantOr(0.0);\n\n    const programOptions: CreateProgramParams = {\n        defines: []\n    };\n\n    // Extra buffers (colors, normals, texCoords)\n    const dynamicBuffers: (VertexBuffer | null | undefined)[] | undefined = [];\n\n    const shadowRenderer = painter.shadowRenderer;\n    if (shadowRenderer) { shadowRenderer.useNormalOffset = false; }\n\n    setupMeshDraw((programOptions.defines), dynamicBuffers, mesh, painter, ignoreLut ? null : layer.lut);\n\n    let fogMatrix: mat4 | null = null;\n    if (fog) {\n        fogMatrix = fogMatrixForModel(fogMatrixScratch, sortedMesh.nodeModelMatrix, painter.transform);\n\n        if (tr.projection.name !== 'globe') {\n            const min = mesh.aabb.min;\n            const max = mesh.aabb.max;\n            const [minOpacity, maxOpacity] = fog.getOpacityForBounds(fogMatrix, min[0], min[1], max[0], max[1]);\n            programOptions.overrideFog = minOpacity >= FOG_OPACITY_THRESHOLD || maxOpacity >= FOG_OPACITY_THRESHOLD;\n        }\n    }\n\n    const cutoffParams = getCutoffParams(painter, layer.paint.get('model-cutoff-fade-range'));\n    if (cutoffParams.shouldRenderCutoff) {\n        programOptions.defines.push('RENDER_CUTOFF');\n    }\n\n    const program = painter.getOrCreateProgram('model', programOptions);\n\n    const uniformValues = modelUniformValues(\n        sortedMesh.worldViewProjection,\n        lightingMatrixScratch,\n        normalMatrixScratch,\n        null,\n        painter,\n        opacity,\n        pbr.baseColorFactor,\n        material.emissiveFactor,\n        pbr.metallicFactor,\n        pbr.roughnessFactor,\n        material,\n        emissiveStrength,\n        layer,\n        undefined,\n        undefined,\n        sortedMesh.materialOverride,\n        sortedMesh.modelColor,\n        1.0,\n        program.fixedDefines.includes('LIGHTING_3D_MODE'));\n\n    painter.uploadCommonUniforms(context, program, null, fogMatrix, cutoffParams, sortedMesh.lightOverrides);\n\n    const isShadowPass = painter.renderPass === 'shadow';\n\n    if (!isShadowPass && shadowRenderer) {\n        shadowRenderer.setupShadowsFromMatrix(sortedMesh.nodeModelMatrix, program);\n    }\n\n    const cullFaceMode = mesh.material.doubleSided ? CullFaceMode.disabled : CullFaceMode.backCCW;\n\n    program.draw(painter, context.gl.TRIANGLES, depthMode, stencilMode, colorMode, cullFaceMode,\n            uniformValues, layer.id, mesh.vertexBuffer, mesh.indexBuffer, mesh.segments, layer.paint, painter.transform.zoom,\n\n            undefined, dynamicBuffers);\n}\n\nfunction getScope(painter: Painter, layer: ModelStyleLayer) {\n    return painter.style._importedAsBasemap ? \"basemap\" : layer.scope;\n}\n\nexport function prepare(layer: ModelStyleLayer, sourceCache: SourceCache, painter: Painter) {\n    const modelSource = sourceCache.getSource();\n    if (!modelSource.loaded()) return;\n\n    if (modelSource.type === 'vector' || modelSource.type === 'geojson') {\n        if (painter.modelManager) {\n            // Do it here, to prevent modelManager handling in Painter.\n            // geojson models are always set in the root scope to avoid model duplication\n            painter.modelManager.upload(painter, getScope(painter, layer));\n        }\n        return;\n    }\n\n    if (modelSource.type === 'batched-model') {\n        // batched models uploads happen in tile_3d_bucket\n        return;\n    }\n\n    if (modelSource.type !== 'model') return;\n\n    const models = modelSource.getModels();\n    // Upload models\n    for (const model of models) {\n        model.upload(painter.context);\n    }\n}\n\nfunction prepareMeshes(painter: Painter, node: ModelNode, modelMatrix: mat4, projectionMatrix: mat4, modelIndex: number, transparentMeshes: Array<SortedMesh>, opaqueMeshes: Array<SortedMesh>, materialOverrides: ModelMaterialOverrides, modelOpacity: number, modelColorMix?: [number, number, number, number], lightOverrides?: LightOverrides) {\n\n    const transform = painter.transform;\n\n    const isGlobe = transform.projection.name === 'globe';\n    const isShadowPass = painter.renderPass === 'shadow';\n    const isLightMesh = node.isGeometryBloom ? node.isGeometryBloom : false;\n\n    if (node.minZoom !== undefined) {\n        if (painter.transform.zoom < node.minZoom) return;\n    }\n    if (node.maxZoom !== undefined) {\n        if (painter.transform.zoom > node.maxZoom) return;\n    }\n\n    // Skip bloom geometry meshes for shadow pass\n    if (isLightMesh && isShadowPass) return;\n\n    const nodeModelMatrix = isGlobe ? convertModelMatrixForGlobe(modelMatrix, transform) : [...modelMatrix];\n\n    mat4.multiply(nodeModelMatrix, nodeModelMatrix, node.globalMatrix);\n    const worldViewProjection = mat4.multiply([], projectionMatrix, nodeModelMatrix);\n    if (node.meshes) {\n        for (const mesh of node.meshes) {\n            const materialOverride = materialOverrides.get(mesh.material.name);\n\n            if (materialOverride && materialOverride.opacity <= 0) continue;\n\n            if (mesh.material.alphaMode !== 'BLEND') {\n                const opaqueMesh: SortedMesh = {mesh, depth: 0.0, modelIndex, worldViewProjection, nodeModelMatrix, isLightMesh, materialOverride, modelOpacity, modelColor: modelColorMix, lightOverrides, node, modelMatrix};\n                opaqueMeshes.push(opaqueMesh);\n                continue;\n            }\n\n            const centroidPos = vec3.transformMat4([], mesh.centroid, worldViewProjection);\n            // Filter meshes behind the camera if in perspective mode\n            if (!transform.isOrthographic && centroidPos[2] <= 0.0) continue;\n            const transparentMesh: SortedMesh = {mesh, depth: centroidPos[2], modelIndex, worldViewProjection, nodeModelMatrix, isLightMesh, materialOverride, modelOpacity, modelColor: modelColorMix, lightOverrides, node, modelMatrix};\n            transparentMeshes.push(transparentMesh);\n        }\n    }\n    if (node.children) {\n        for (const child of node.children) {\n            prepareMeshes(painter, child, modelMatrix, projectionMatrix, modelIndex, transparentMeshes, opaqueMeshes, materialOverrides, modelOpacity, modelColorMix, lightOverrides);\n        }\n    }\n}\n\nfunction drawShadowCaster(mesh: Mesh, matrix: mat4, painter: Painter, layer: ModelStyleLayer, precomputedShadowMatrix?: mat4) {\n    const shadowRenderer = painter.shadowRenderer;\n    if (!shadowRenderer) return;\n    const depthMode = shadowRenderer.getShadowPassDepthMode();\n    const shadowMatrix = precomputedShadowMatrix || shadowRenderer.calculateShadowPassMatrixFromMatrix(matrix);\n    const uniformValues = modelDepthUniformValues(shadowMatrix);\n    const program = painter.getOrCreateProgram('modelDepth');\n    const context = painter.context;\n    program.draw(painter, context.gl.TRIANGLES, depthMode, StencilMode.disabled, ColorMode.disabled, CullFaceMode.disabled,\n        uniformValues, layer.id, mesh.vertexBuffer, mesh.indexBuffer, mesh.segments, layer.paint, painter.transform.zoom,\n        undefined, undefined);\n}\n\nfunction getOrCreateFootprintMesh(painter: Painter, node: ModelNode) {\n    if (node.footprintDebugMesh) return node.footprintDebugMesh;\n    if (!node.footprint) return null;\n\n    const context = painter.context;\n    const vertices = node.footprint.vertices;\n    const indices = node.footprint.indices;\n\n    const vertexArray = new PosArray();\n    vertexArray.reserve(vertices.length);\n    for (const v of vertices) {\n        vertexArray.emplaceBack(v.x, v.y);\n    }\n\n    const indexArray = new TriangleIndexArray();\n    indexArray.reserve(indices.length);\n    for (let i = 0; i < indices.length; i += 3) {\n        indexArray.emplaceBack(indices[i], indices[i + 1], indices[i + 2]);\n    }\n\n    const vertexBuffer = context.createVertexBuffer(vertexArray, posAttributes.members);\n    const indexBuffer = context.createIndexBuffer(indexArray);\n    const segments = SegmentVector.simpleSegment(0, 0, vertices.length, indices.length);\n\n    // Generate a deterministic color based on the node ID or name\n    const idStr = node.id || node.name || 'footprint';\n    let seed: number;\n\n    const numericId = parseInt(idStr, 10);\n    if (!isNaN(numericId)) {\n        seed = numericId;\n    } else {\n        seed = stringHash(idStr);\n    }\n\n    const r = esgtsaHash(seed);\n    const g = esgtsaHash(seed + 1);\n    const b = esgtsaHash(seed + 2);\n\n    node.footprintDebugMesh = {\n        vertexBuffer,\n        indexBuffer,\n        segments,\n        color: new Color(r, g, b, 0.5)\n    };\n\n    return node.footprintDebugMesh;\n}\n\nfunction stringHash(str: string): number {\n    let hash = 0;\n    for (let i = 0; i < str.length; i++) {\n        hash = (((hash << 5) - hash) + str.charCodeAt(i)) | 0;\n    }\n    return hash;\n}\n\nfunction drawFootprint(painter: Painter, layer: ModelStyleLayer, node: ModelNode, mvpMatrix: mat4) {\n    const mesh = getOrCreateFootprintMesh(painter, node);\n    if (!mesh) return;\n\n    const context = painter.context;\n    const gl = context.gl;\n\n    const program = painter.getOrCreateProgram('debug');\n\n    const color = mesh.color;\n    const depthMode = DepthMode.disabled;\n    // We bind the empty (transparent) texture to ensure no overlay is drawn.\n    context.activeTexture.set(gl.TEXTURE0);\n    painter.emptyTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n    program.draw(painter, gl.TRIANGLES, depthMode, StencilMode.disabled, ColorMode.alphaBlended, CullFaceMode.disabled,\n        debugUniformValues(mvpMatrix, color.toPremultipliedRenderColor(null)), '$debug',\n        mesh.vertexBuffer, mesh.indexBuffer, mesh.segments);\n}\n\n// Evaluate feature state for node names\nfunction evaluateFeatureStateForNodeOverrides(layer: ModelStyleLayer, featureId: string | number, featureState: FeatureState, featureProperties: Record<string, unknown>, nodeNamesToEvaluate: string[], nodeOverrides: ModelNodeOverrides) {\n    for (const nodeId of nodeNamesToEvaluate) {\n        const partProperties = {...featureProperties};\n        partProperties['part'] = nodeId;\n\n        const part: Feature = {\n            type: 'Unknown',\n            id: featureId,\n            properties: partProperties\n        };\n\n        const nodeOverride: NodeOverride = {\n            orientation: layer.paint.get('model-rotation').evaluate(part, featureState),\n        };\n        nodeOverrides.set(nodeId, nodeOverride);\n    }\n}\n\n// Evaluate feature state for material names\nfunction evaluateFeatureStateForMaterialOverrides(layer: ModelStyleLayer, featureId: string | number, featureState: FeatureState, featureProperties: Record<string, unknown>, materialNamesToEvaluate: string[], materialOverrides: ModelMaterialOverrides) {\n    for (const materialId of materialNamesToEvaluate) {\n        const partProperties = {...featureProperties};\n        partProperties['part'] = materialId;\n\n        const part: Feature = {\n            type: 'Unknown',\n            id: featureId,\n            properties: partProperties\n        };\n\n        const materialOverride: MaterialOverride = {\n            color: layer.paint.get('model-color').evaluate(part, featureState),\n            colorMix: layer.paint.get('model-color-mix-intensity').evaluate(part, featureState),\n            opacity: layer.paint.get('model-opacity').evaluate(part, featureState),\n            emissionStrength: layer.paint.get('model-emissive-strength').evaluate(part, featureState),\n        };\n        materialOverrides.set(materialId, materialOverride);\n    }\n}\n\nfunction drawModels(painter: Painter, sourceCache: SourceCache, layer: ModelStyleLayer, coords: Array<OverscaledTileID>) {\n    if (painter.renderPass === 'opaque') {\n        return;\n    }\n\n    // early return if totally transparent\n    const opacity = layer.paint.get('model-opacity').constantOr(1.0);\n\n    const elevationReference = layer.paint.get('model-elevation-reference');\n    const shouldFollowTerrainSlope = elevationReference === 'ground';\n    const shouldApplyElevation = elevationReference === 'ground';\n\n    if (opacity === 0) {\n        return;\n    }\n    const castShadows = layer.paint.get('model-cast-shadows');\n    if (painter.renderPass === 'shadow') {\n        if (!castShadows) {\n            return;\n        }\n        if (painter.terrain) {\n            const noShadowCutoff = 0.65;\n\n            if (opacity < noShadowCutoff) {\n                const expression = layer._transitionablePaint._values['model-opacity'].value.expression;\n                if (expression instanceof ZoomDependentExpression) {\n                    // avoid rendering shadows during fade in / fade out on terrain\n                    return;\n                }\n            }\n        }\n    }\n    const shadowRenderer = painter.shadowRenderer;\n    const receiveShadows = layer.paint.get('model-receive-shadows');\n    if (shadowRenderer) {\n        shadowRenderer.useNormalOffset = true;\n        if (!receiveShadows) {\n            shadowRenderer.enabled = false;\n        }\n    }\n    const cleanup = () => {\n        if (shadowRenderer) {\n            shadowRenderer.useNormalOffset = true;\n            if (!receiveShadows) {\n                shadowRenderer.enabled = true;\n            }\n        }\n    };\n\n    const modelSource = sourceCache.getSource();\n    if (painter.renderPass === 'light-beam' && modelSource.type !== 'batched-model') {\n        return;\n    }\n\n    if (modelSource.type === 'vector' || modelSource.type === 'geojson') {\n        drawVectorLayerModels(painter, sourceCache, layer, coords, getScope(painter, layer));\n        cleanup();\n        return;\n    }\n\n    if (!modelSource.loaded()) return;\n\n    if (modelSource.type === 'batched-model') {\n        drawBatchedModels(painter, sourceCache, layer, coords);\n        cleanup();\n        return;\n    }\n\n    if (modelSource.type !== 'model') return;\n\n    const models = modelSource.getModels();\n    const modelParametersVector: ModelParameters[] = [];\n\n    const mercCameraPos = painter.transform.getFreeCameraOptions().position;\n    const cameraPos = vec3.scale([], [mercCameraPos.x, mercCameraPos.y, mercCameraPos.z], painter.transform.worldSize);\n    vec3.negate(cameraPos, cameraPos);\n    const transparentMeshes: SortedMesh[] = [];\n    const opaqueMeshes: SortedMesh[] = [];\n    let modelIndex = 0;\n    // Draw models\n    for (const model of models) {\n        // Resolve feature-state based overrides\n        const modelFeatureState = sourceCache.getFeatureState('', model.id);\n\n        const modelFeature: Feature = {\n            type: 'Unknown',\n            id: model.id,\n            properties: model.featureProperties\n        };\n        const rotation = layer.paint.get('model-rotation').evaluate(modelFeature, modelFeatureState);\n        const scale = layer.paint.get('model-scale').evaluate(modelFeature, modelFeatureState);\n        const translation = layer.paint.get('model-translation').evaluate(modelFeature, modelFeatureState);\n        const modelOpacity = layer.paint.get('model-opacity').evaluate(modelFeature, modelFeatureState);\n\n        evaluateFeatureStateForNodeOverrides(layer, model.id, modelFeatureState, model.featureProperties, model.nodeOverrideNames, model.nodeOverrides);\n        evaluateFeatureStateForMaterialOverrides(layer, model.id, modelFeatureState, model.featureProperties, model.materialOverrideNames, model.materialOverrides);\n\n        // Update node transform with overrides (if any)\n        if (model.nodeOverrides.size > 0) {\n            model.computeBoundsAndApplyParent();\n        }\n        // update model matrices\n        model.computeModelMatrix(painter, rotation, scale, translation, shouldApplyElevation, shouldFollowTerrainSlope, false);\n\n        // compute model parameters matrices\n        const negCameraPosMatrix = mat4.fromTranslation([], cameraPos);\n        const modelMetersPerPixel = getMetersPerPixelAtLatitude(model.position.lat, painter.transform.zoom);\n        const modelPixelsPerMeter = 1.0 / modelMetersPerPixel;\n        const zScaleMatrix = mat4.fromScaling([], [1.0, 1.0, modelPixelsPerMeter]);\n        const modelParameters = {zScaleMatrix, negCameraPosMatrix};\n        modelParametersVector.push(modelParameters);\n        for (const node of model.nodes) {\n            prepareMeshes(painter, node, model.matrix, painter.transform.expandedFarZProjMatrix, modelIndex, transparentMeshes, opaqueMeshes, model.materialOverrides, modelOpacity, undefined, model.lightOverrides);\n        }\n        modelIndex++;\n    }\n    // Sort the transparent meshes by depth\n    transparentMeshes.sort((a, b) => {\n        return b.depth - a.depth;\n    });\n\n    if (painter.renderPass === 'shadow') {\n        for (const opaqueMesh of opaqueMeshes) {\n            drawShadowCaster(opaqueMesh.mesh, opaqueMesh.nodeModelMatrix, painter, layer);\n        }\n        // Draw transparent sorted meshes\n        for (const transparentMesh of transparentMeshes) {\n            drawShadowCaster(transparentMesh.mesh, transparentMesh.nodeModelMatrix, painter, layer);\n        }\n        // Finish the render pass\n        cleanup();\n        return;\n    }\n\n    if (painter._debugParams.show3DModelFootprints) {\n        const proj = painter.transform.projMatrix;\n        const footprints = new Map<string, {node: ModelNode, mvp: mat4}>();\n\n        const addFootprint = (node: ModelNode, matrix: mat4) => {\n            if (node.footprint) {\n                const id = node.id || node.name || 'footprint';\n                if (!footprints.has(id)) {\n                    const mvp = mat4.multiply([], proj, matrix);\n                    footprints.set(id, {node, mvp});\n                }\n            }\n        };\n\n        for (const opaqueMesh of opaqueMeshes) {\n            addFootprint(opaqueMesh.node, opaqueMesh.modelMatrix);\n        }\n        for (const transparentMesh of transparentMeshes) {\n            addFootprint(transparentMesh.node, transparentMesh.modelMatrix);\n        }\n\n        const sortedIds = Array.from(footprints.keys()).sort();\n\n        for (const id of sortedIds) {\n            const {node, mvp} = footprints.get(id);\n            drawFootprint(painter, layer, node, mvp);\n        }\n    }\n\n    drawSortedMeshes(painter, layer, transparentMeshes, opaqueMeshes, modelParametersVector);\n\n    cleanup();\n}\n\nfunction drawSortedMeshes(painter: Painter, layer: ModelStyleLayer, transparentMeshes: Array<SortedMesh>, opaqueMeshes: Array<SortedMesh>, modelParametersVector: Array<ModelParameters>) {\n    let needsStencilClear = false;\n\n    // Render opaque meshes first.\n    // The per-feature model-opacity can be less than 1.0 even for opaque meshes.\n    // In that case we need to render one extra pass to write into the depth buffer.\n    for (const opaqueMesh of opaqueMeshes) {\n        if (opaqueMesh.modelOpacity !== 1.0) {\n            // If we have layer opacity draw with two passes opaque meshes\n            drawMesh(opaqueMesh, painter, layer, modelParametersVector[opaqueMesh.modelIndex], StencilMode.disabled, ColorMode.disabled);\n            needsStencilClear = true;\n        }\n    }\n    for (const opaqueMesh of opaqueMeshes) {\n        if (opaqueMesh.modelOpacity !== 1.0) {\n            drawMesh(opaqueMesh, painter, layer, modelParametersVector[opaqueMesh.modelIndex], painter.stencilModeFor3D(), painter.colorModeForRenderPass());\n        } else {\n            drawMesh(opaqueMesh, painter, layer, modelParametersVector[opaqueMesh.modelIndex], StencilMode.disabled, painter.colorModeForRenderPass());\n        }\n    }\n\n    if (needsStencilClear) {\n        painter.resetStencilClippingMasks();\n    }\n\n    // Draw transparent sorted meshes\n    const additiveBlending = ColorMode.additive;\n    for (const transparentMesh of transparentMeshes) {\n        drawMesh(transparentMesh, painter, layer, modelParametersVector[transparentMesh.modelIndex], StencilMode.disabled, transparentMesh.isLightMesh ? additiveBlending : painter.colorModeForRenderPass());\n    }\n}\n\n// If terrain changes, update elevations (baked in translation).\nfunction updateModelBucketsElevation(painter: Painter, bucket: ModelBucket, bucketTileID: OverscaledTileID): boolean {\n    let exaggeration = painter.terrain ? painter.terrain.exaggeration() : 0;\n    let dem: DEMSampler | null | undefined;\n    if (painter.terrain && exaggeration > 0) {\n        const terrain = painter.terrain;\n        const demTile = terrain.findDEMTileFor(bucketTileID);\n        if (demTile && demTile.dem) {\n            dem = DEMSampler.create(terrain, bucketTileID, demTile);\n        } else {\n            exaggeration = 0;\n        }\n    }\n\n    if (exaggeration === 0) {\n        bucket.terrainElevationMin = 0;\n        bucket.terrainElevationMax = 0;\n    }\n\n    if (exaggeration === bucket.validForExaggeration &&\n        (exaggeration === 0 || (dem && dem._demTile && dem._demTile.tileID === bucket.validForDEMTile.id && dem._dem._timestamp === bucket.validForDEMTile.timestamp))) {\n        return false;\n    }\n\n    let elevationMin: number | null | undefined;\n    let elevationMax: number | null | undefined;\n\n    for (const modelId in bucket.instancesPerModel) {\n        const instances = bucket.instancesPerModel[modelId];\n        assert(instances.instancedDataArray.bytesPerElement === 64);\n        for (let i = 0; i < instances.instancedDataArray.length; ++i) {\n            const x = instances.instancedDataArray.float32[i * 16] | 0;\n            const y = instances.instancedDataArray.float32[i * 16 + 1] | 0;\n            const elevation = (dem ? exaggeration * dem.getElevationAt(x, y, true, true) : 0) + instances.instancesEvaluatedElevation[i];\n            instances.instancedDataArray.float32[i * 16 + 6] = elevation;\n            elevationMin = elevationMin ? Math.min(bucket.terrainElevationMin, elevation) : elevation;\n            elevationMax = elevationMax ? Math.max(bucket.terrainElevationMax, elevation) : elevation;\n        }\n    }\n\n    bucket.terrainElevationMin = elevationMin ? elevationMin : 0;\n    bucket.terrainElevationMax = elevationMax ? elevationMax : 0;\n\n    bucket.validForExaggeration = exaggeration;\n    bucket.validForDEMTile = dem && dem._demTile ? {id: dem._demTile.tileID, timestamp: dem._dem._timestamp} : {id: undefined, timestamp: 0};\n\n    return true;\n}\n\nfunction updateModelBucketData(painter: Painter, bucket: ModelBucket, bucketTileID: OverscaledTileID) {\n    const bucketContentsUpdatedByZoom = bucket.updateZoomBasedPaintProperties();\n    const bucketContentsUpdatedByElevation = updateModelBucketsElevation(painter, bucket, bucketTileID);\n\n    if (bucketContentsUpdatedByZoom || bucketContentsUpdatedByElevation) {\n        bucket.uploaded = false;\n        bucket.upload(painter.context);\n    }\n}\n\n// preallocate structure used to reduce re-allocation during rendering and flow checks\nconst renderData: RenderData = {\n    shadowUniformsInitialized: false,\n    useSingleShadowCascade: false,\n    tileMatrix: new Float64Array(16),\n    shadowTileMatrix: new Float32Array(16),\n    aabb: new Aabb([0, 0, 0], [EXTENT, EXTENT, 0])\n};\n\nfunction calculateTileZoom(id: OverscaledTileID, tr: Transform): number {\n    const tiles = 1 << id.canonical.z;\n    const cameraPos = tr.getFreeCameraOptions().position;\n    const elevation = tr.elevation;\n\n    // Compute tile zoom from the distance between the camera and\n    // the closest point on either tile's bottom plane or on a plane\n    // elevated to center altitude, whichever is higher. Using center altitude\n    // allows us to compensate tall tiles that have high variance in\n    // instance placement on z-axis.\n    const minx = id.canonical.x / tiles;\n    const maxx = (id.canonical.x + 1) / tiles;\n    const miny = id.canonical.y / tiles;\n    const maxy = (id.canonical.y + 1) / tiles;\n    let height = tr._centerAltitude;\n\n    if (elevation) {\n        const minmax = elevation.getMinMaxForTile(id);\n\n        if (minmax && minmax.max > height) {\n            height = minmax.max;\n        }\n    }\n\n    const distx = clamp(cameraPos.x, minx, maxx) - cameraPos.x;\n    const disty = clamp(cameraPos.y, miny, maxy) - cameraPos.y;\n    const distz = mercatorZfromAltitude(height, tr.center.lat) - cameraPos.z;\n\n    return tr._zoomFromMercatorZ(Math.sqrt(distx * distx + disty * disty + distz * distz));\n}\n\nfunction drawVectorLayerModels(painter: Painter, source: SourceCache, layer: ModelStyleLayer, coords: Array<OverscaledTileID>, scope: string) {\n    const tr = painter.transform;\n    const isGlobe = tr.projection.name === 'globe';\n\n    const mercCameraPos = tr.getFreeCameraOptions().position;\n    if (!painter.modelManager) return;\n    const modelManager = painter.modelManager;\n    layer.modelManager = modelManager;\n    const shadowRenderer = painter.shadowRenderer;\n\n    if (!Object.hasOwn(layer._unevaluatedLayout._values, 'model-id')) { return; }\n\n    const modelIdUnevaluatedProperty = layer._unevaluatedLayout._values['model-id'];\n\n    const evaluationParameters = {...layer.layout.get(\"model-id\").parameters} as EvaluationParameters;\n\n    const layerIndex = painter.style.order.indexOf(layer.fqid);\n\n    const layerOpacity = layer.paint.get('model-opacity').constantOr(1.0);\n\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        const bucket = tile.getBucket(layer) as ModelBucket | null | undefined;\n        if (!bucket || bucket.projection.name !== tr.projection.name) continue;\n        const modelUris = bucket.getModelUris();\n        if (modelUris && !bucket.modelsRequested) {\n            modelManager.addModelsFromBucket(modelUris, scope);\n            bucket.modelsRequested = true;\n        }\n\n        if (!isGlobe) {\n            const tileZoom = calculateTileZoom(coord, tr);\n            evaluationParameters.zoom = tileZoom;\n        } else {\n            evaluationParameters.zoom = coord.overscaledZ;\n        }\n        const modelIdProperty = modelIdUnevaluatedProperty.possiblyEvaluate(evaluationParameters);\n        updateModelBucketData(painter, bucket, coord);\n\n        renderData.shadowUniformsInitialized = false;\n        renderData.useSingleShadowCascade = !!shadowRenderer && shadowRenderer.getMaxCascadeForTile(coord.toUnwrapped()) === 0;\n        if (painter.renderPass === 'shadow' && shadowRenderer) {\n            if (painter.currentShadowCascade === 1 && bucket.isInsideFirstShadowMapFrustum) continue;\n\n            const tileMatrix = tr.calculatePosMatrix(coord.toUnwrapped(), tr.worldSize);\n            renderData.tileMatrix.set(tileMatrix);\n            renderData.shadowTileMatrix.set(shadowRenderer.calculateShadowPassMatrixFromMatrix(tileMatrix));\n            renderData.aabb.min = [0, 0, 0];\n            renderData.aabb.max[0] = renderData.aabb.max[1] = EXTENT;\n            renderData.aabb.max[2] = 0;\n            if (calculateTileShadowPassCulling(bucket, renderData, painter, layer.scope)) continue;\n        }\n\n        // camera position in the tile coordinates\n        const tiles = 1 << coord.canonical.z;\n        const cameraPos: [number, number, number] = [\n            ((mercCameraPos.x - coord.wrap) * tiles - coord.canonical.x) * EXTENT,\n            (mercCameraPos.y * tiles - coord.canonical.y) * EXTENT,\n            mercCameraPos.z * tiles * EXTENT\n        ];\n\n        const clippable = painter.conflationActive && Object.keys(bucket.instancesPerModel).length > 0 && painter.style.isLayerClipped(layer, source.getSource());\n        if (clippable) {\n            if (bucket.updateReplacement(coord, painter.replacementSource, layerIndex, layer.scope)) {\n                bucket.uploaded = false;\n                bucket.upload(painter.context);\n            }\n        }\n\n        let modelIndex = 0;\n        const transparentMeshes = new Array<SortedMesh>();\n        const opaqueMeshes = new Array<SortedMesh>();\n        const modelParametersVector = new Array<ModelParameters>();\n\n        for (let modelId in bucket.instancesPerModel) {\n            // From effective tile zoom (distance to camera) and calculate model to use.\n            const modelInstances = bucket.instancesPerModel[modelId];\n            if (modelInstances.features.length > 0 && !isGlobe) {\n                modelId = modelIdProperty.evaluate(modelInstances.features[0].feature, {});\n            }\n\n            const model = modelManager.getModel(modelId, scope);\n            if (!model && !modelManager.hasURLBeenRequested(modelId) && !bucket.modelUris.includes(modelId)) {\n                // We are asking for a model that's not yet on this bucket's model list\n                bucket.modelUris.push(modelId);\n                bucket.modelsRequested = false;\n            }\n            if (!model || !model.uploaded) continue;\n\n            if (isGlobe) {\n                const cameraPosGlobe = vec3.scale([], [mercCameraPos.x, mercCameraPos.y, mercCameraPos.z], painter.transform.worldSize);\n                vec3.negate(cameraPosGlobe, cameraPosGlobe);\n\n                for (let instanceIndex = 0; instanceIndex < modelInstances.instancedDataArray.length; ++instanceIndex) {\n                    const rotation = [0, 0, 0] as vec3;\n                    const scale = [1, 1, 1] as vec3;\n                    const rotationQuat = quat.create();\n\n                    const tilePosition = modelInstances.tileCoordinatesForInstance(instanceIndex);\n                    const instanceTransform = modelInstances.transformForInstance(instanceIndex);\n                    mat4.getScaling(scale, instanceTransform);\n                    mat4.getRotation(rotationQuat, instanceTransform);\n                    quat.getAxisAngle(rotation, rotationQuat);\n                    const translation = modelInstances.translationForInstance(instanceIndex);\n\n                    const position = new LngLat(0, 0);\n                    tileToLngLat(bucket.canonical, position, tilePosition.x, tilePosition.y);\n\n                    const modelMatrix = mat4.create();\n                    calculateModelMatrix(modelMatrix, model, painter.transform, position, rotation, scale, translation, true, false, false);\n\n                    const colorMix = modelInstances.colorForInstance(instanceIndex);\n\n                    // compute model parameters matrices\n                    const negCameraPosMatrix = mat4.fromTranslation([], cameraPosGlobe);\n                    const modelMetersPerPixel = getMetersPerPixelAtLatitude(position.lat, painter.transform.zoom);\n                    const modelPixelsPerMeter = 1.0 / modelMetersPerPixel;\n                    const zScaleMatrix = mat4.fromScaling([], [1.0, 1.0, modelPixelsPerMeter]);\n                    const modelParameters = {zScaleMatrix, negCameraPosMatrix};\n                    modelParametersVector.push(modelParameters);\n\n                    for (const node of model.nodes) {\n                        prepareMeshes(painter, node, modelMatrix, painter.transform.expandedFarZProjMatrix, modelIndex, transparentMeshes, opaqueMeshes, model.materialOverrides, layerOpacity, colorMix);\n                    }\n                    ++modelIndex;\n                }\n            } else {\n                for (const node of model.nodes) {\n                    drawInstancedNode(painter, layer, node, modelInstances, cameraPos, coord, renderData);\n                }\n            }\n        }\n\n        if (isGlobe) {\n            // Draw opaque and transparent meshes. Transparent meshes are not sorted in this case to ensure parity with native implementation.\n            if (painter.renderPass === 'shadow') {\n                for (const opaqueMesh of opaqueMeshes) {\n                    drawShadowCaster(opaqueMesh.mesh, opaqueMesh.nodeModelMatrix, painter, layer);\n                }\n                // Draw transparent sorted meshes\n                for (const transparentMesh of transparentMeshes) {\n                    drawShadowCaster(transparentMesh.mesh, transparentMesh.nodeModelMatrix, painter, layer);\n                }\n            } else {\n                drawSortedMeshes(painter, layer, transparentMeshes, opaqueMeshes, modelParametersVector);\n            }\n\n        }\n    }\n}\n\nconst minimumInstanceCount = 20;\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction drawInstancedNode(painter: Painter, layer: ModelStyleLayer, node: ModelNode, modelInstances: any, cameraPos: [number, number, number], coord: OverscaledTileID, renderData: RenderData) {\n    const context = painter.context;\n    const isShadowPass = painter.renderPass === 'shadow';\n    const shadowRenderer = painter.shadowRenderer;\n    const depthMode = isShadowPass && shadowRenderer ? shadowRenderer.getShadowPassDepthMode() : new DepthMode(context.gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n    const affectedByFog = painter.isTileAffectedByFog(coord);\n\n    const isGlobe = painter.transform.projection.name === 'globe';\n\n    if (node.meshes) {\n        for (const mesh of node.meshes) {\n            const definesValues = isGlobe ? [] : ['MODEL_POSITION_ON_GPU'];\n            const dynamicBuffers = [];\n            let program: Program<ModelUniformsType | ModelDepthUniformsType>;\n            let uniformValues: UniformValues<ModelUniformsType | ModelDepthUniformsType>;\n            let colorMode: ColorMode;\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            const useInstancing = !isGlobe && (modelInstances.instancedDataArray.length > minimumInstanceCount);\n\n            if (useInstancing) {\n                definesValues.push('INSTANCED_ARRAYS');\n            }\n\n            const cutoffParams = getCutoffParams(painter, layer.paint.get('model-cutoff-fade-range'));\n            if (cutoffParams.shouldRenderCutoff) {\n                definesValues.push('RENDER_CUTOFF');\n            }\n            if (isShadowPass && shadowRenderer) {\n                program = painter.getOrCreateProgram('modelDepth', {defines: (definesValues as DynamicDefinesType[])});\n                uniformValues = modelDepthUniformValues(renderData.shadowTileMatrix, renderData.shadowTileMatrix, node.globalMatrix);\n                colorMode = ColorMode.disabled;\n            } else {\n\n                const ignoreLut = layer.paint.get('model-color-use-theme').constantOr('default') === 'none';\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                setupMeshDraw(definesValues, dynamicBuffers, mesh, painter, ignoreLut ? null : layer.lut);\n                program = painter.getOrCreateProgram('model', {defines: (definesValues as DynamicDefinesType[]), overrideFog: affectedByFog});\n                const material = mesh.material;\n                const pbr = material.pbrMetallicRoughness;\n                const layerOpacity = layer.paint.get('model-opacity').constantOr(1.0);\n\n                const emissiveStrength = layer.paint.get('model-emissive-strength').constantOr(0.0);\n                uniformValues = modelUniformValues(\n                    coord.expandedProjMatrix,\n                    node.globalMatrix,\n                    instancedNormalMatrixPlaceholder,\n                    null,\n                    painter,\n                    layerOpacity,\n                    pbr.baseColorFactor,\n                    material.emissiveFactor,\n                    pbr.metallicFactor,\n                    pbr.roughnessFactor,\n                    material,\n                    emissiveStrength,\n                    layer,\n                    cameraPos,\n                    undefined,\n                    undefined,\n                    undefined,\n                    1.0,\n                    program.fixedDefines.includes('LIGHTING_3D_MODE')\n                );\n                if (shadowRenderer) {\n                    if (!renderData.shadowUniformsInitialized) {\n                        shadowRenderer.setupShadows(coord.toUnwrapped(), program, 'model-tile');\n                        renderData.shadowUniformsInitialized = true;\n                    } else {\n                        program.setShadowUniformValues(context, shadowRenderer.getShadowUniformValues());\n                    }\n                }\n\n                const needsBlending = cutoffParams.shouldRenderCutoff || layerOpacity < 1.0 || material.alphaMode !== 'OPAQUE';\n                colorMode = needsBlending ? ColorMode.alphaBlended : ColorMode.unblended;\n            }\n\n            painter.uploadCommonUniforms(context, program, coord.toUnwrapped(), null, cutoffParams);\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            assert(modelInstances.instancedDataArray.bytesPerElement === 64);\n            const cullFaceMode = mesh.material.doubleSided ? CullFaceMode.disabled : CullFaceMode.backCCW;\n            if (useInstancing) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                dynamicBuffers.push(modelInstances.instancedDataBuffer);\n                program.draw(painter, context.gl.TRIANGLES, depthMode, StencilMode.disabled, colorMode, cullFaceMode,\n                uniformValues, layer.id, mesh.vertexBuffer, mesh.indexBuffer, mesh.segments, layer.paint, painter.transform.zoom,\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n                undefined, dynamicBuffers, modelInstances.instancedDataArray.length);\n            } else {\n                const instanceUniform = isShadowPass ? \"u_instance\" : \"u_normal_matrix\";\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                for (let i = 0; i < modelInstances.instancedDataArray.length; ++i) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                    uniformValues[instanceUniform] = new Float32Array(modelInstances.instancedDataArray.arrayBuffer, i * 64, 16);\n                    program.draw(painter, context.gl.TRIANGLES, depthMode, StencilMode.disabled, colorMode, cullFaceMode,\n                    uniformValues, layer.id, mesh.vertexBuffer, mesh.indexBuffer, mesh.segments, layer.paint, painter.transform.zoom,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                    undefined, dynamicBuffers);\n                }\n            }\n        }\n    }\n    if (node.children) {\n        for (const child of node.children) {\n            drawInstancedNode(painter, layer, child, modelInstances, cameraPos, coord, renderData);\n        }\n    }\n}\n\nfunction prepareBatched(painter: Painter, source: SourceCache, layer: ModelStyleLayer, coords: Array<OverscaledTileID>) {\n    const exaggeration = painter.terrain ? painter.terrain.exaggeration() : 0;\n    const zoom = painter.transform.zoom;\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        const bucket = tile.getBucket(layer) as Tiled3dModelBucket | null | undefined;\n        if (!bucket) continue;\n        bucket.setFilter(layer.filter);\n        // Conflation\n        if (painter.conflationActive) bucket.updateReplacement(coord, painter.replacementSource);\n        bucket.evaluateTransform(painter, layer);\n        // Compute elevation\n        if (painter.terrain && exaggeration > 0) {\n            bucket.elevationUpdate(painter.terrain, exaggeration, coord, layer.source);\n        }\n        if (bucket.needsReEvaluation(painter, zoom, layer)) {\n            bucket.evaluate(layer);\n        }\n    }\n}\n\nfunction updateModelLod(nodeInfo: Tiled3dModelFeature, distanceToCamera: number, dtMs: number, switchDistance: number, fadeDuration: number) {\n    const node = nodeInfo.node;\n    if (node.lodMeshes && node.lodMeshes.length > 0) {\n        if (nodeInfo.targetLod < 0) {\n            // First time this node is LOD-evaluated: snap to the correct level\n            // instantly to avoid fading from a state the user never saw.\n            nodeInfo.targetLod = distanceToCamera > switchDistance ? 1.0 : 0.0;\n        } else {\n            const timePassed = dtMs / 1000.0; // milliseconds to seconds\n            // Convert seconds passed into LOD progress per frame. A duration of 0 means snap instantly.\n            const fadeStep = fadeDuration > 0.0 ? timePassed / fadeDuration : 1.0;\n            if (distanceToCamera > switchDistance) {\n                nodeInfo.targetLod = clamp(nodeInfo.targetLod + fadeStep, 0.0, 1.0);\n            } else {\n                nodeInfo.targetLod = clamp(nodeInfo.targetLod - fadeStep, 0.0, 1.0);\n            }\n        }\n    } else {\n        nodeInfo.targetLod = 0;\n    }\n}\n\nfunction drawBatchedModels(painter: Painter, source: SourceCache, layer: ModelStyleLayer, coords: Array<OverscaledTileID>) {\n    layer.resetLayerRenderingStats(painter);\n    const context = painter.context;\n    const tr = painter.transform;\n    const fog = painter.style.fog;\n    const shadowRenderer = painter.shadowRenderer;\n    if (tr.projection.name !== 'mercator') {\n        warnOnce(`Drawing 3D landmark models for ${tr.projection.name} projection is not yet implemented`);\n        return;\n    }\n\n    const mercCameraPos = painter.transform.getFreeCameraOptions().position;\n    const cameraPos = vec3.scale([], [mercCameraPos.x, mercCameraPos.y, mercCameraPos.z], painter.transform.worldSize);\n    const negCameraPos = vec3.negate([], cameraPos);\n    // compute model parameters matrices\n    const negCameraPosMatrix = mat4.fromTranslation([], negCameraPos);\n    const metersPerPixel = getMetersPerPixelAtLatitude(tr.center.lat, tr.zoom);\n    const pixelsPerMeter = 1.0 / metersPerPixel;\n    const zScaleMatrix = mat4.fromScaling([], [1.0, 1.0, pixelsPerMeter]);\n    // Precomputed once so the per-node lighting path can collapse two muls into one:\n    // (negCam * zScale) * tileModelMatrix == negCam * (zScale * tileModelMatrix).\n    const negCameraPosZScaleMatrix = mat4.multiply([], negCameraPosMatrix, zScaleMatrix);\n    const layerOpacity = layer.paint.get('model-opacity').constantOr(1.0);\n\n    const depthModeRW = new DepthMode(context.gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n    const depthModeRO = new DepthMode(context.gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n\n    const aabb = new Aabb([Infinity, Infinity, Infinity], [-Infinity, -Infinity, -Infinity]);\n    const isShadowPass = painter.renderPass === 'shadow';\n    const isLightBeamPass = painter.renderPass === 'light-beam';\n    const ignoreLut = layer.paint.get('model-color-use-theme').constantOr('default') === 'none';\n    const frustum = isShadowPass && shadowRenderer ? shadowRenderer.getCurrentCascadeFrustum() : tr.getFrustum(tr.scaleZoom(tr.worldSize));\n\n    const frontCutoffParams = layer.paint.get('model-front-cutoff');\n    const frontCutoffEnabled = frontCutoffParams[2] < 1.0;\n\n    const cutoffParams = getCutoffParams(painter, layer.paint.get('model-cutoff-fade-range'));\n\n    const stats = layer.getLayerRenderingStats();\n    const drawTiles = function () {\n        // Keyed by ID to deduplicate footprints across tiles\n        const footprints = new Map<string, {node: ModelNode, mvp: mat4}>();\n\n        let start: number;\n        let end: number;\n        let step: number;\n        // When front cutoff is enabled the tiles are iterated in back to front order\n        if (frontCutoffEnabled) {\n            start = coords.length - 1;\n            end = -1;\n            step = -1;\n        } else {\n            start = 0;\n            end = coords.length;\n            step = 1;\n        }\n\n        const cameraPosTileCoord = vec3.create();\n        const cameraPointTileCoord = new Point(0.0, 0.0);\n\n        for (let i = start; i !== end; i += step) {\n            const coord = coords[i];\n            const tile = source.getTile(coord);\n            const bucket = tile.getBucket(layer) as Tiled3dModelBucket | null | undefined;\n            if (!bucket || !bucket.uploaded) continue;\n\n            let singleCascade = false;\n            if (shadowRenderer) {\n                singleCascade = shadowRenderer.getMaxCascadeForTile(coord.toUnwrapped()) === 0;\n            }\n            const tileMatrix = tr.calculatePosMatrix(coord.toUnwrapped(), tr.worldSize);\n            const hasMapboxFeatures = !!(bucket.modelTraits & ModelTraits.HasMapboxMeshFeatures);\n            mat4.multiply(lightingTileMatrix, negCameraPosZScaleMatrix, tileMatrix);\n            mat4.multiply(projTileMatrix, tr.expandedFarZProjMatrix, tileMatrix);\n            // Pre-bake the tile-level normal matrix once. Per-node it just needs a column scale\n            // (1/evaluatedScale with a Y-flip baked in) — no per-node mat4.invert.\n            mat4.invert(lightingTileNormalMatrix, lightingTileMatrix);\n            mat4.transpose(lightingTileNormalMatrix, lightingTileNormalMatrix);\n            // Per-tile cache of cascade.matrix * tileMatrix; per-node setupShadowsFromTileCache\n            // applies translate + maybe scale instead of doing a fresh cascade-mul.\n            const cascadeTileMatrices = !isShadowPass && shadowRenderer && shadowRenderer.enabled ?\n                shadowRenderer.computeCascadeTileMatrices(tileMatrix) : null;\n\n            if (!isShadowPass && frontCutoffEnabled) {\n                // normalMatrixScratch is dead at this point — only written inside the post-sort node loop below.\n                mat4.invert(normalMatrixScratch, tileMatrix);\n                vec3.transformMat4(cameraPosTileCoord, cameraPos, normalMatrixScratch);\n                cameraPointTileCoord.x = cameraPosTileCoord[0];\n                cameraPointTileCoord.y = cameraPosTileCoord[1];\n            }\n\n            const sortedNodes: Array<SortedNode> = [];\n            bucket.setFilter(layer.filter);\n            for (const nodeInfo of bucket.getNodesInfo()) {\n                if (nodeInfo.hiddenByReplacement) continue;\n                if (!nodeInfo.node.meshes) continue;\n\n                const node = nodeInfo.node;\n                let elevation = 0;\n                if (painter.terrain && node.elevation) {\n                    elevation = node.elevation * painter.terrain.exaggeration();\n                }\n\n                const calculateNodeAabb = () => {\n                    const localBounds = nodeInfo.aabb;\n                    const min = aabb.min;\n                    const max = aabb.max;\n                    min[0] = localBounds.min[0];\n                    min[1] = localBounds.min[1];\n                    min[2] = localBounds.min[2] + elevation;\n                    max[0] = localBounds.max[0];\n                    max[1] = localBounds.max[1];\n                    max[2] = localBounds.max[2] + elevation;\n                    vec3.transformMat4(min, min, tileMatrix);\n                    vec3.transformMat4(max, max, tileMatrix);\n                    return aabb;\n                };\n                const nodeAabb = calculateNodeAabb();\n\n                const scale = nodeInfo.evaluatedScale;\n                if (scale[0] <= 1 && scale[1] <= 1 && scale[2] <= 1 && nodeAabb.intersects(frustum) === 0) {\n                    // While it is possible to use arbitrary scale for landmarks, it is highly unlikely\n                    // and frustum culling optimization could be skipped in that case.\n                    continue;\n                }\n\n                if (!isShadowPass) {\n                    const min = nodeAabb.min, max = nodeAabb.max;\n                    lodNodeCenterScratch[0] = (min[0] + max[0]) * 0.5;\n                    lodNodeCenterScratch[1] = (min[1] + max[1]) * 0.5;\n                    lodNodeCenterScratch[2] = (min[2] + max[2]) * 0.5;\n                    const distanceToCamera = vec3.distance(cameraPos, lodNodeCenterScratch) * metersPerPixel;\n\n                    const overrideDistance = painter._debugParams.lodSwitchDistance;\n                    const hasOverride = overrideDistance >= 0;\n\n                    if (hasOverride && overrideDistance >= 9999) {\n                        // LOD disabled: snap to full detail regardless of distance.\n                        nodeInfo.targetLod = 0;\n                    } else {\n                        let switchAtDistance: number;\n                        if (hasOverride) {\n                            switchAtDistance = overrideDistance;\n                        } else {\n                            // Size-based heuristics: derive switch distance from AABB dimensions,\n                            // matching gl-native constants (minDist=2000, range=3000).\n                            const physicalHeight = (max[2] - min[2]) * metersPerPixel * scale[2];\n                            const physicalWidth = Math.max(max[0] - min[0], max[1] - min[1]) * metersPerPixel * Math.max(scale[0], scale[1]);\n                            let sizeFactor: number;\n                            if (physicalHeight >= 30) {\n                                sizeFactor = 1.0;   // large\n                            } else if (physicalWidth >= 80) {\n                                sizeFactor = 0.5;   // flat (wide but not tall)\n                            } else if (Math.max(physicalHeight, physicalWidth) >= 20) {\n                                sizeFactor = 0.25;  // small\n                            } else {\n                                sizeFactor = 0.0;   // tiny\n                            }\n                            switchAtDistance = 2000 + sizeFactor * 3000;\n                        }\n                        // Rendering can get paused and thus the LOD transition may stop. Therefore don't use the full time-step,\n                        // such that when rendering is resumed, the transition smoothly continues.\n                        updateModelLod(nodeInfo, distanceToCamera, Math.min(painter.frameTimeDelta, 1000 / 30), switchAtDistance, painter._debugParams.lodSwitchFadeDuration);\n                    }\n                }\n\n                if (!isShadowPass && frontCutoffEnabled) {\n                    const opacityChangePerFrame = 1.0 / 6.0; // this is not driving animation evaluation, but is updated on change\n                    if (cameraPos[0] > nodeAabb.min[0] && cameraPos[0] < nodeAabb.max[0] &&\n                        cameraPos[1] > nodeAabb.min[1] && cameraPos[1] < nodeAabb.max[1] &&\n                        cameraPos[2] * metersPerPixel < nodeAabb.max[2] &&\n                        node.footprint && pointInFootprint(cameraPointTileCoord, node.footprint)) {\n                        nodeInfo.cameraCollisionOpacity = Math.max(nodeInfo.cameraCollisionOpacity - opacityChangePerFrame, 0.0);\n                    } else {\n                        nodeInfo.cameraCollisionOpacity = Math.min(1.0, nodeInfo.cameraCollisionOpacity + opacityChangePerFrame);\n                    }\n                }\n\n                const tileUnitsPerMeter = 1.0 / tileToMeter(coord.canonical);\n\n                const anchorX = node.anchor ? node.anchor[0] : 0;\n                const anchorY = node.anchor ? node.anchor[1] : 0;\n\n                const tileTranslation: vec3 = [\n                    anchorX * (scale[0] - 1) + nodeInfo.evaluatedTranslation[0] * tileUnitsPerMeter,\n                    anchorY * (scale[1] - 1) + nodeInfo.evaluatedTranslation[1] * tileUnitsPerMeter,\n                    elevation + nodeInfo.evaluatedTranslation[2]];\n                const tileModelMatrix = applyTileTransform(new Float64Array(16), tileMatrix, tileTranslation, scale);\n\n                // keep model and nodemodel matrices separate for rendering door lights\n                const nodeModelMatrix = mat4.multiply([], tileModelMatrix, node.globalMatrix);\n                const wvpForNode = mat4.multiply([], tr.expandedFarZProjMatrix, nodeModelMatrix);\n                // Only the z (depth) component of the projected anchor is used below; computing\n                // the full vec4.transformMat4 would do 3 unused mul-adds and allocate two arrays.\n                const depth = wvpForNode[2] * anchorX + wvpForNode[6] * anchorY + wvpForNode[10] * elevation + wvpForNode[14];\n\n                node.hidden = false;\n                let opacity = layerOpacity;\n                if (!isShadowPass) {\n                    if (frontCutoffEnabled) {\n                        opacity *= nodeInfo.cameraCollisionOpacity;\n                        opacity *= calculateFrontCutoffOpacity(tileModelMatrix, tr, nodeInfo.aabb, frontCutoffParams);\n                    }\n\n                    opacity *= calculateFarCutoffOpacity(cutoffParams, depth);\n                }\n                if (opacity === 0.0) {\n                    node.hidden = true;\n                    continue;\n                }\n\n                const sortedNode: SortedNode = {\n                    nodeInfo,\n                    depth,\n                    opacity,\n                    wvpForNode,\n                    nodeModelMatrix,\n                    tileModelMatrix,\n                    tileTranslation\n                };\n\n                sortedNodes.push(sortedNode);\n            }\n\n            if (!isShadowPass) {\n                // Sort nodes. Opaque nodes first in front to back order. Then non-opaque nodes in back to front order.\n                sortedNodes.sort((a, b) => {\n                    // Front to back order for opaque nodes, and for all nodes when front cutoff is disabled\n                    if (!frontCutoffEnabled || (a.opacity === 1.0 && b.opacity === 1.0)) {\n                        return a.depth < b.depth ? -1 : 1;\n                    }\n                    if (a.opacity === 1.0) {\n                        return -1;\n                    }\n                    if (b.opacity === 1.0) {\n                        return 1;\n                    }\n\n                    // Back to front order for non-opaque nodes\n                    return a.depth > b.depth ? -1 : 1;\n                });\n            }\n\n            for (const sortedNode of sortedNodes) {\n                const nodeInfo = sortedNode.nodeInfo;\n                const node = nodeInfo.node;\n                // Cascade matrices and shadow texture binds depend on (worldMatrix, normalOffset),\n                // both of which only change between meshes when normalOffset flips. Track the last\n                // value so we can skip the redundant work for subsequent meshes of this node.\n                let lastShadowsNormalOffset: boolean | null = null;\n\n                if (painter._debugParams.show3DModelFootprints && node.footprint) {\n                    const id = node.id || node.name || 'footprint';\n                    if (!footprints.has(id)) {\n                        // Footprints are consumed after the tile loop, so this needs its own allocation.\n                        const mvp = applyTileTransform(new Float64Array(16), projTileMatrix, sortedNode.tileTranslation, sortedNode.nodeInfo.evaluatedScale);\n                        footprints.set(id, {node, mvp});\n                    }\n                }\n\n                // negCameraPosZScale * tileMatrix is precomputed once per tile; rebuild the per-node\n                // lighting matrix on top of it via translate/scale instead of a full mat4.multiply.\n                const evaluatedScale = sortedNode.nodeInfo.evaluatedScale;\n                applyTileTransform(lightingMatrixScratch, lightingTileMatrix, sortedNode.tileTranslation, evaluatedScale);\n\n                // Normal matrix derives from the tile-level transpose-of-inverse with a single column scale:\n                // upper-3x3 of (lightingTileMatrix * T(t) * S(s))^-T equals upper-3x3(lightingTileMatrix^-T) * diag(1/s).\n                // Y-flip is baked into the same scale.\n                normalScaleScratch[0] = 1 / evaluatedScale[0];\n                normalScaleScratch[1] = -1 / evaluatedScale[1];\n                normalScaleScratch[2] = 1 / evaluatedScale[2];\n                mat4.scale(normalMatrixScratch, lightingTileNormalMatrix, normalScaleScratch);\n\n                // lighting matrix should take node.matrix into account\n                mat4.multiply(lightingMatrixScratch, lightingMatrixScratch, node.globalMatrix);\n\n                const emissiveStrength = hasMapboxFeatures ? 0.0 : nodeInfo.evaluatedRMEA[0][2];\n\n                const targetLod = nodeInfo.targetLod;\n                const hasLod = node.lodMeshes && node.lodMeshes.length > 0;\n                const inTransition = hasLod && targetLod > 0.0 && targetLod < 1.0;\n\n                if (isShadowPass && hasLod && Math.round(targetLod) === 1) {\n                    continue;\n                }\n\n                // Hoisted per-node: inputs (nodeModelMatrix, transform, current cascade) are mesh-invariant.\n                const nodeFogMatrix = (!isShadowPass && fog) ?\n                    fogMatrixForModel(fogMatrixScratch, sortedNode.nodeModelMatrix, painter.transform) : null;\n                const nodeShadowPassMatrix = (isShadowPass && shadowRenderer) ?\n                    shadowRenderer.calculateShadowPassMatrixFromMatrix(sortedNode.nodeModelMatrix) : null;\n\n                const passes = inTransition ? 2 : 1;\n                const useLodWhenNotTransitioning = hasLod && Math.round(targetLod) === 1;\n                for (let pass = 0; pass < passes; ++pass) {\n                    const isLodMeshes = inTransition ? pass === 1 : useLodWhenNotTransitioning;\n                    const meshes = isLodMeshes ? node.lodMeshes : node.meshes;\n                    const threshold = inTransition ? (isLodMeshes ? -targetLod : 1.0 - targetLod) : 1.0;\n                    for (let i = 0; i < meshes.length; ++i) {\n                        const mesh = meshes[i];\n                        // Light mesh only exists in the primary mesh array, not LOD meshes\n                        const isLight = !isLodMeshes && i === node.lightMeshIndex;\n                        let worldViewProjection = sortedNode.wvpForNode;\n                        if (isLight) {\n                            if (!isLightBeamPass && !painter.terrain && painter.shadowRenderer) {\n                                if (painter.currentLayer < painter.firstLightBeamLayer) {\n                                    painter.firstLightBeamLayer = painter.currentLayer;\n                                }\n                                continue;\n                            }\n                            // Lights come in tilespace, so wvp is built from the tile matrix without node transforms.\n                            // Scratch is safe to reuse across light meshes — program.draw uploads synchronously.\n                            worldViewProjection = applyTileTransform(wvpTileScratch, projTileMatrix, sortedNode.tileTranslation, sortedNode.nodeInfo.evaluatedScale);\n                        } else if (isLightBeamPass) {\n                            continue;\n                        }\n\n                        const programOptions: CreateProgramParams = {\n                            defines: []\n                        };\n                        const dynamicBuffers: (VertexBuffer | null | undefined)[] | undefined = [];\n\n                        const useNormalOffset = !!mesh.normalBuffer;\n                        if (!isShadowPass && shadowRenderer) {\n                            // setupMeshDraw reads this back to push the NORMAL_OFFSET define.\n                            shadowRenderer.useNormalOffset = useNormalOffset;\n                        }\n\n                        const partStyleUBO = partStyleUBOForMesh(nodeInfo, mesh);\n                        setupMeshDraw((programOptions.defines), dynamicBuffers, mesh, painter, ignoreLut ? null : layer.lut, partStyleUBO);\n                        if (!hasMapboxFeatures) {\n                            programOptions.defines.push('DIFFUSE_SHADED');\n                        }\n\n                        if (singleCascade) {\n                            programOptions.defines.push('SHADOWS_SINGLE_CASCADE');\n                        }\n\n                        if (stats) {\n                            if (!isShadowPass) {\n                                stats.numRenderedVerticesInTransparentPass += mesh.vertexArray.length;\n                            } else {\n                                stats.numRenderedVerticesInShadowPass += mesh.vertexArray.length;\n                            }\n                        }\n\n                        if (isShadowPass) {\n                            drawShadowCaster(mesh, sortedNode.nodeModelMatrix, painter, layer, nodeShadowPassMatrix);\n                            continue;\n                        }\n\n                        if (fog && tr.projection.name !== 'globe') {\n                            const min = mesh.aabb.min;\n                            const max = mesh.aabb.max;\n                            const [minOpacity, maxOpacity] = fog.getOpacityForBounds(nodeFogMatrix, min[0], min[1], max[0], max[1]);\n                            programOptions.overrideFog = minOpacity >= FOG_OPACITY_THRESHOLD || maxOpacity >= FOG_OPACITY_THRESHOLD;\n                        }\n\n                        const material = mesh.material;\n                        let occlusionTextureTransform: [number, number, number, number] | undefined;\n                        // Handle Texture transform\n                        if (material.occlusionTexture && material.occlusionTexture.offsetScale) {\n                            occlusionTextureTransform = material.occlusionTexture.offsetScale;\n                            programOptions.defines.push('OCCLUSION_TEXTURE_TRANSFORM');\n                        }\n\n                        if (inTransition) {\n                            programOptions.defines.push('DITHERED_DISCARD');\n                        }\n\n                        const program = painter.getOrCreateProgram('model', programOptions);\n\n                        if (!isShadowPass && shadowRenderer && shadowRenderer.enabled) {\n                            // The shadow matrix does not need to include node transforms,\n                            // as shadow_pos will be performing that transform in the shader\n                            if (lastShadowsNormalOffset !== useNormalOffset) {\n                                for (let c = 0; c < cascadeTileMatrices.length; c++) {\n                                    const out = shadowLightMatrices[c] = shadowLightMatrices[c] || new Float64Array(16);\n                                    applyTileTransform(out, cascadeTileMatrices[c], sortedNode.tileTranslation, sortedNode.nodeInfo.evaluatedScale);\n                                }\n                                shadowRenderer.setupShadowsFromCascadeMatrices(shadowLightMatrices, program, useNormalOffset);\n                                lastShadowsNormalOffset = useNormalOffset;\n                            } else {\n                                program.setShadowUniformValues(context, shadowRenderer.getShadowUniformValues());\n                            }\n                        }\n\n                        painter.uploadCommonUniforms(context, program, null, nodeFogMatrix);\n\n                        const pbr = material.pbrMetallicRoughness;\n                        // These values were taken from the tilesets used for testing\n                        pbr.metallicFactor = 0.9;\n                        pbr.roughnessFactor = 0.5;\n\n                        // Set emissive strength to zero for landmarks, as it is already used embedded in the PBR buffer.\n                        const uniformValues = modelUniformValues(\n                                worldViewProjection,\n                                lightingMatrixScratch,\n                                normalMatrixScratch,\n                                node.globalMatrix,\n                                painter,\n                                sortedNode.opacity,\n                                pbr.baseColorFactor,\n                                material.emissiveFactor,\n                                pbr.metallicFactor,\n                                pbr.roughnessFactor,\n                                material,\n                                emissiveStrength,\n                                layer,\n                                zeroCameraPos,\n                                occlusionTextureTransform,\n                                undefined,\n                                undefined,\n                                threshold,\n                                program.fixedDefines.includes('LIGHTING_3D_MODE')\n                        );\n\n                        uniformValues['u_model_mesh_params'] = modelMeshParams(mesh, node, isLight, isLodMeshes);\n                        if (partStyleUBO) {\n                            partStyleUBO.bind(context, program.program);\n                        }\n\n                        if (!isLight && (nodeInfo.hasTranslucentParts || sortedNode.opacity < 1.0)) {\n\n                            program.draw(painter, context.gl.TRIANGLES, depthModeRW, StencilMode.disabled, ColorMode.disabled, CullFaceMode.backCCW,\n                                uniformValues, layer.id, mesh.vertexBuffer, mesh.indexBuffer, mesh.segments, layer.paint, painter.transform.zoom,\n\n                                undefined, dynamicBuffers);\n                        }\n\n                        const meshNeedsBlending = isLight || sortedNode.opacity < 1.0 || nodeInfo.hasTranslucentParts;\n                        const colorMode = meshNeedsBlending ? ColorMode.alphaBlended : ColorMode.unblended;\n                        const depthMode = !isLight ? depthModeRW : depthModeRO;\n                        program.draw(painter, context.gl.TRIANGLES, depthMode, StencilMode.disabled, colorMode, CullFaceMode.backCCW,\n                            uniformValues, layer.id, mesh.vertexBuffer, mesh.indexBuffer, mesh.segments, layer.paint, painter.transform.zoom,\n\n                            undefined, dynamicBuffers);\n                    }\n                }\n            }\n        }\n\n        if (painter._debugParams.show3DModelFootprints && footprints.size > 0) {\n            const sortedIds = Array.from(footprints.keys()).sort();\n            for (const id of sortedIds) {\n                const {node, mvp} = footprints.get(id);\n                drawFootprint(painter, layer, node, mvp);\n            }\n        }\n    };\n\n    // Evaluate bucket and prepare for rendering\n    prepareBatched(painter, source, layer, coords);\n\n    drawTiles();\n}\n\nfunction calculateTileShadowPassCulling(bucket: ModelBucket, renderData: RenderData, painter: Painter, scope: string) {\n    if (!painter.modelManager) return true;\n    const modelManager = painter.modelManager;\n    if (!painter.shadowRenderer) return true;\n    const shadowRenderer = painter.shadowRenderer;\n    assert(painter.renderPass === 'shadow');\n    const aabb = renderData.aabb;\n    let allModelsLoaded = true;\n    let maxHeight = bucket.maxHeight;\n    if (maxHeight === 0) {\n        let maxDim = 0;\n        for (const modelId in bucket.instancesPerModel) {\n            const model = modelManager.getModel(modelId, scope);\n            if (!model) {\n                allModelsLoaded = false;\n                continue;\n            }\n            maxDim = Math.max(maxDim, Math.max(Math.max(model.aabb.max[0], model.aabb.max[1]), model.aabb.max[2]));\n        }\n        maxHeight = bucket.maxScale * maxDim * 1.41 + bucket.maxVerticalOffset;\n        if (allModelsLoaded) bucket.maxHeight = maxHeight;\n    }\n    aabb.max[2] = maxHeight;\n\n    // Take into account bucket placement on DEM\n    aabb.min[2] += bucket.terrainElevationMin;\n    aabb.max[2] += bucket.terrainElevationMax;\n\n    vec3.transformMat4(aabb.min, aabb.min, renderData.tileMatrix);\n    vec3.transformMat4(aabb.max, aabb.max, renderData.tileMatrix);\n    const intersection = aabb.intersects(shadowRenderer.getCurrentCascadeFrustum());\n    if (painter.currentShadowCascade === 0) {\n        bucket.isInsideFirstShadowMapFrustum = intersection === 2;\n    }\n    return intersection === 0;\n}\n\nfunction calculateFarCutoffOpacity(cutoffParams: CutoffParams, depth: number): number {\n    assert(cutoffParams.uniformValues.u_cutoff_params.length === 4);\n    const near = cutoffParams.uniformValues.u_cutoff_params[0];\n    const far = cutoffParams.uniformValues.u_cutoff_params[1];\n    const cutoffStart = cutoffParams.uniformValues.u_cutoff_params[2];\n    const cutoffEnd = cutoffParams.uniformValues.u_cutoff_params[3];\n\n    if (far === near || cutoffEnd === cutoffStart) {\n        return 1.0;\n    }\n\n    const linearDepth = (depth - near) / (far - near);\n    return clamp((linearDepth - cutoffStart) / (cutoffEnd - cutoffStart), 0.0, 1.0);\n}\n\nfunction calculateFrontCutoffOpacity(tileModelMatrix: mat4, tr: Transform, aabb: Aabb, cutoffParams: [number, number, number]) {\n    // The cutoff opacity is completely disabled when pitch is lower than 20.\n    const fullyOpaquePitch: number = 20.0;\n    const fullyTransparentPitch: number = 40.0;\n    assert(fullyOpaquePitch !== fullyTransparentPitch);\n    if (tr.pitch < fullyOpaquePitch) {\n        return 1.0;\n    }\n\n    const mat = tr.getWorldToCameraMatrix();\n    mat4.multiply(mat, mat, tileModelMatrix);\n\n    // The cutoff opacity is calculated based on how much below the view the AABB bottom corners are.\n    // For this, we find the AABB points with the highest and lowest y value in the view space.\n    const p = vec4.fromValues(aabb.min[0], aabb.min[1], aabb.min[2], 1.0);\n    let r = vec4.transformMat4(vec4.create(), p, mat);\n    let pMin = r;\n    let pMax = r;\n    p[1] = aabb.max[1];\n    r = vec4.transformMat4(vec4.create(), p, mat);\n    pMin = r[1] < pMin[1] ? r : pMin;\n    pMax = r[1] > pMax[1] ? r : pMax;\n    p[0] = aabb.max[0];\n    r = vec4.transformMat4(vec4.create(), p, mat);\n    pMin = r[1] < pMin[1] ? r : pMin;\n    pMax = r[1] > pMax[1] ? r : pMax;\n    p[1] = aabb.min[1];\n    r = vec4.transformMat4(vec4.create(), p, mat);\n    pMin = r[1] < pMin[1] ? r : pMin;\n    pMax = r[1] > pMax[1] ? r : pMax;\n\n    const cutoffStartParam = clamp(cutoffParams[0], 0.0, 1.0);\n    // 100.0 is used here just because it provides a nice looking maximum value for the fade effect.\n    // This value could be increased to allow longer fade ranges.\n    const cutoffRangeParam = 100.0 * tr.pixelsPerMeter * clamp(cutoffParams[1], 0.0, 1.0);\n    const finalOpacity = clamp(cutoffParams[2], 0.0, 1.0);\n    const cutoffStart = vec4.lerp(vec4.create(), pMin, pMax, cutoffStartParam);\n\n    const fovScale = Math.tan(tr.fovX * 0.5);\n    // Lowest y coordinate that's still visible at the depth of the cutoff start point.\n    const yMinLimit = -cutoffStart[2] * fovScale;\n    if (cutoffRangeParam === 0.0) {\n        return (cutoffStart[1] < -Math.abs(yMinLimit)) ? finalOpacity : 1.0;\n    }\n\n    const cutoffFactor = (-Math.abs(yMinLimit) - cutoffStart[1]) / cutoffRangeParam;\n    const opacity = clamp(lerp(1.0, finalOpacity, cutoffFactor), finalOpacity, 1.0);\n\n    return lerp(1.0, opacity, clamp((tr.pitch - fullyOpaquePitch) / (fullyTransparentPitch - fullyOpaquePitch), 0.0, 1.0));\n}\n","// IMPORTANT:\n// This prelude is injected in both vertex and fragment shader be wary\n// of precision qualifiers as vertex and fragment precision may differ\n\n#define EPSILON 0.0000001\n#define PI 3.141592653589793\n\n#ifdef RENDER_CUTOFF\n// Calculates cutoff and fade out based on the supplied params and depth value\nfloat cutoff_opacity(vec4 cutoff_params, float depth) {\n    float near = cutoff_params.x;\n    float far = cutoff_params.y;\n    float cutoffStart = cutoff_params.z;\n    float cutoffEnd = cutoff_params.w;\n\n    float linearDepth = (depth - near) / (far - near);\n    return clamp((linearDepth - cutoffStart) / (cutoffEnd - cutoffStart), 0.0, 1.0);\n}\n#endif\n","// NOTE: This prelude is injected in the fragment shader only\n\n// Normalized viewport UV from gl_FragCoord uses bottom-left origin by default.\n// Metal (VIEWPORT_ORIGIN_TOP_LEFT) and Vulkan (FLIP_Y) use top-left; flip Y when either is defined.\n#if defined(VIEWPORT_ORIGIN_TOP_LEFT) || defined(FLIP_Y)\n#define FLIP_VIEWPORT_UV_Y(uv) (uv).y = 1.0 - (uv).y\n#else\n#define FLIP_VIEWPORT_UV_Y(uv)\n#endif\n\n// DUAL_SOURCE_BLENDING and USE_MRT1 are mutually exclusive. Please define only one.\n#ifdef DUAL_SOURCE_BLENDING\nlayout(location = 0, index = 0) out vec4 glFragColor;\nlayout(location = 0, index = 1) out vec4 glFragColorSrc1;\n#elif defined(FLOAT_RENDER_TARGET)\nlayout(location = 0) out highp vec4 glFragColor;\n#else\nlayout(location = 0) out vec4 glFragColor;\n#endif\n\n#ifdef USE_MRT1\nlayout(location = 1) out vec4 out_Target1;\n#endif\n\nhighp float unpack_depth(highp vec4 rgba_depth)\n{\n    const highp vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n    return dot(rgba_depth, bit_shift) * 2.0 - 1.0;\n}\n\n// Pack depth to RGBA. A piece of code copied in various libraries and WebGL\n// shadow mapping examples.\n// https://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/\nhighp vec4 pack_depth(highp float ndc_z) {\n#ifdef CLIP_ZERO_TO_ONE\n    // ndc_z is already in [0, 1] (Metal's native clip-space z range), so skip the GL-style remap.\n    highp float depth = ndc_z;\n#else\n    highp float depth = ndc_z * 0.5 + 0.5;\n#endif\n    const highp vec4 bit_shift = vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0);\n    const highp vec4 bit_mask  = vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);\n    highp vec4 res = fract(depth * bit_shift);\n    res -= res.xxyz * bit_mask;\n    return res;\n}\n\nconst float DITHER_THRESHOLDS[16] = float[16](\n    1.0 / 17.0,  9.0 / 17.0,  3.0 / 17.0, 11.0 / 17.0,\n    13.0 / 17.0,  5.0 / 17.0, 15.0 / 17.0,  7.0 / 17.0,\n    4.0 / 17.0, 12.0 / 17.0,  2.0 / 17.0, 10.0 / 17.0,\n    16.0 / 17.0,  8.0 / 17.0, 14.0 / 17.0,  6.0 / 17.0\n);\n\n// Bayer dither index in gl_FragCoord framebuffer space (front-cutoff, GPU route cutout).\n// Top-origin backends reflect the Bayer row (height-free); OpenGL is bottom-left.\nint viewport_dither_index(vec2 fragCoordXY) {\n#if defined(VIEWPORT_ORIGIN_TOP_LEFT) || defined(FLIP_Y)\n    return (int(fragCoordXY.x) % 4) * 4 + (3 - int(fragCoordXY.y) % 4);\n#else\n    return (int(fragCoordXY.x) % 4) * 4 + (int(fragCoordXY.y) % 4);\n#endif\n}\n\n#ifdef DEBUG_WIREFRAME\n    // Debug wireframe uses premultiplied alpha blending (alpha channel is left unchanged)\n    #define HANDLE_WIREFRAME_DEBUG \\\n        glFragColor = vec4(0.7, 0.0, 0.0, 0.7); \\\n        gl_FragDepth = gl_FragCoord.z - 0.0001; // Apply depth for wireframe overlay to reduce z-fighting\n#else\n    #define HANDLE_WIREFRAME_DEBUG\n#endif\n\n#ifdef RENDER_CUTOFF\nuniform highp vec4 u_cutoff_params;\nin float v_cutoff_opacity;\n#endif\n\n// This function should be used in cases where mipmap usage is expected and\n// the sampling coordinates are not continous. The lod_parameter should be\n// a continous function derived from the sampling coordinates.\nvec4 textureLodCustom(sampler2D image, highp vec2 pos, highp vec2 lod_coord) {\n    highp vec2 size = vec2(textureSize(image, 0));\n    highp vec2 dx = dFdx(lod_coord.xy * size);\n    highp vec2 dy = dFdy(lod_coord.xy * size);\n    highp float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));\n    highp float lod = 0.5 * log2(delta_max_sqr);\n    // Note: textureLod doesn't support anisotropic filtering\n    // We could use textureGrad instead which supports it, but it's discouraged\n    // in the ARM Developer docs:\n    // \"Do not use textureGrad() unless absolutely necessary.\n    // It is much slower that texture() and textureLod()...\"\n    // https://developer.arm.com/documentation/101897/0301/Buffers-and-textures/Texture-sampling-performance\n    return textureLod(image, pos, lod);\n}\n\nvec4 premultiplyColor(vec3 nonPremultipliedColor, float a) {\n    return vec4(nonPremultipliedColor * a, a);\n}\n\nvec3 unpremultiplyColor(vec4 premultipliedColor) {\n    if (premultipliedColor.a > 0.0) {\n        return premultipliedColor.rgb / premultipliedColor.a;\n    }\n    return premultipliedColor.rgb;\n}\n\nvec3 applyLUT(highp sampler3D lut, vec3 col) {\n    vec3 size = vec3(textureSize(lut, 0));\n    // Sample from the center of the pixel in the LUT\n    vec3 uvw = (col.rbg * float(size - 1.0) + 0.5) / size;\n    return texture(lut, uvw).rgb;\n}\n\nvec4 applyLUT(highp sampler3D lut, vec4 premultipliedColor) {\n    return premultiplyColor(applyLUT(lut, unpremultiplyColor(premultipliedColor)), premultipliedColor.a);\n}\n\nvoid storeEmissiveColor(vec4 color, float emissiveStrength) {\n#ifdef DUAL_SOURCE_BLENDING\n    glFragColorSrc1 = vec4(vec3(0.0), emissiveStrength);\n#else\n\n#ifdef USE_MRT1 \n#ifdef USE_MRT1_RGBA\n    out_Target1 = vec4(color.rgb * emissiveStrength, color.a);\n#else\n    out_Target1 = vec4(emissiveStrength * color.a, 0.0, 0.0, glFragColor.a);\n#endif\n#endif\n\n#endif\n}","// NOTE: This prelude is injected in the vertex shader only\n\n#define EXTENT 8192.0\n#define RAD_TO_DEG 180.0 / PI\n#define DEG_TO_RAD PI / 180.0\n#define GLOBE_RADIUS EXTENT / PI / 2.0\n\nfloat wrap(float n, float min, float max) {\n    float d = max - min;\n    float w = mod(mod(n - min, d) + d, d) + min;\n    return (w == min) ? max : w;\n}\n\n#ifdef PROJECTION_GLOBE_VIEW\nvec3 mercator_tile_position(mat4 matrix, vec2 tile_anchor, vec3 tile_id, vec2 mercator_center) {\n#ifndef PROJECTED_POS_ON_VIEWPORT\n    // tile_id.z contains pow(2.0, coord.canonical.z)\n    float tiles = tile_id.z;\n\n    vec2 mercator = (tile_anchor / EXTENT + tile_id.xy) / tiles;\n    mercator -= mercator_center;\n    mercator.x = wrap(mercator.x, -0.5, 0.5);\n\n    vec4 mercator_tile = vec4(mercator.xy * EXTENT, EXTENT / (2.0 * PI), 1.0);\n    mercator_tile = matrix * mercator_tile;\n\n    return mercator_tile.xyz;\n#else\n    return vec3(0.0);\n#endif\n}\n\nvec3 mix_globe_mercator(vec3 globe, vec3 mercator, float t) {\n    return mix(globe, mercator, t);\n}\n\nmat3 globe_mercator_surface_vectors(vec3 pos_normal, vec3 up_dir, float zoom_transition) {\n    vec3 normal = zoom_transition == 0.0 ? pos_normal : normalize(mix(pos_normal, up_dir, zoom_transition));\n    vec3 xAxis = normalize(vec3(normal.z, 0.0, -normal.x));\n    vec3 yAxis = normalize(cross(normal, xAxis));\n    return mat3(xAxis, yAxis, normal);\n}\n#endif // GLOBE_VIEW_PROJECTION\n\n// Unpack a pair of values that have been packed into a single float.\n// The packed values are assumed to be 8-bit unsigned integers, and are\n// packed like so:\n// packedValue = floor(input[0]) * 256 + input[1],\nvec2 unpack_float(const float packedValue) {\n    int packedIntValue = int(packedValue);\n    int v0 = packedIntValue / 256;\n    return vec2(v0, packedIntValue - v0 * 256);\n}\n\n// To minimize the number of attributes needed, we encode a 4-component\n// color into a pair of floats (i.e. a vec2) as follows:\n// [ floor(color.r * 255) * 256 + color.g * 255,\n//   floor(color.b * 255) * 256 + color.g * 255 ]\nvec4 decode_color(const vec2 encodedColor) {\n    return vec4(\n        unpack_float(encodedColor[0]) / 255.0,\n        unpack_float(encodedColor[1]) / 255.0\n    );\n}\n\n// Unpack a pair of paint values and interpolate between them.\nfloat unpack_mix_vec2(const vec2 packedValue, const float t) {\n    return mix(packedValue[0], packedValue[1], t);\n}\n\n// Unpack a pair of paint values and interpolate between them.\nvec4 unpack_mix_color(const vec4 packedColors, const float t) {\n    vec4 minColor = decode_color(vec2(packedColors[0], packedColors[1]));\n    vec4 maxColor = decode_color(vec2(packedColors[2], packedColors[3]));\n    return mix(minColor, maxColor, t);\n}\n\n// The offset depends on how many pixels are between the world origin and the edge of the tile:\n// vec2 offset = mod(pixel_coord, size)\n//\n// At high zoom levels there are a ton of pixels between the world origin and the edge of the tile.\n// The glsl spec only guarantees 16 bits of precision for highp floats. We need more than that.\n//\n// The pixel_coord is passed in as two 16 bit values:\n// pixel_coord_upper = floor(pixel_coord / 2^16)\n// pixel_coord_lower = mod(pixel_coord, 2^16)\n//\n// The offset is calculated in a series of steps that should preserve this precision:\nvec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,\n    const vec2 pattern_size, const vec2 units_to_pixels, const vec2 pos) {\n\n    vec2 offset = mod(mod(mod(pixel_coord_upper, pattern_size) * 256.0, pattern_size) * 256.0 + pixel_coord_lower, pattern_size);\n    return (units_to_pixels * pos + offset) / pattern_size;\n}\n\nvec2 get_pattern_pos(const vec2 pixel_coord_upper, const vec2 pixel_coord_lower,\n    const vec2 pattern_size, const float tile_units_to_pixels, const vec2 pos) {\n    return get_pattern_pos(pixel_coord_upper, pixel_coord_lower, pattern_size, vec2(tile_units_to_pixels), pos);\n}\n\nfloat mercatorXfromLng(float lng) {\n    return (180.0 + lng) / 360.0;\n}\n\nfloat mercatorYfromLat(float lat) {\n    return (180.0 - (RAD_TO_DEG * log(tan(PI / 4.0 + lat / 2.0 * DEG_TO_RAD)))) / 360.0;\n}\n\nvec3 latLngToECEF(vec2 latLng) {\n    latLng = DEG_TO_RAD * latLng;\n    \n    float cosLat = cos(latLng[0]);\n    float sinLat = sin(latLng[0]);\n    float cosLng = cos(latLng[1]);\n    float sinLng = sin(latLng[1]);\n\n    // Convert lat & lng to spherical representation. Use zoom=0 as a reference\n    float sx = cosLat * sinLng * GLOBE_RADIUS;\n    float sy = -sinLat * GLOBE_RADIUS;\n    float sz = cosLat * cosLng * GLOBE_RADIUS;\n\n    return vec3(sx, sy, sz);\n}\n\n#ifdef RENDER_CUTOFF\nuniform vec4 u_cutoff_params;\nout float v_cutoff_opacity;\n#endif\n\nconst vec4 AWAY = vec4(-1000.0, -1000.0, -1000.0, 1); // Normalized device coordinate that is not rendered.\n\n// Handle skirt flag for terrain & globe shaders\nconst float skirtOffset = 24575.0;\nvec3 decomposeToPosAndSkirt(ivec2 posWithComposedSkirt)\n{\n    float skirt = float(float(posWithComposedSkirt.x) >= skirtOffset);\n    vec2 pos = vec2(posWithComposedSkirt) - vec2(skirt * skirtOffset, 0.0);\n    return vec3(pos, skirt);\n}\n\n\n\n#ifndef HAS_SHADER_STORAGE_BLOCK_material_buffer\n\n#define GET_ATTRIBUTE_float(attrib, matInfo, attrib_id) attrib\n#define GET_ATTRIBUTE_vec4(attrib, matInfo, attrib_id) attrib\n#define GET_ATTRIBUTE_vec2(attrib, matInfo, attrib_id) attrib\n#define DECLARE_MATERIAL_TABLE_INFO\n\n#endif","in highp vec3 a_pos_3f;\n\nuniform lowp mat4 u_matrix;\n\nout highp vec3 v_uv;\n\nvoid main() {\n    const mat3 half_neg_pi_around_x = mat3(1.0, 0.0,  0.0,\n                                           0.0, 0.0, -1.0,\n                                           0.0, 1.0,  0.0);\n\n    v_uv = half_neg_pi_around_x * a_pos_3f;\n    vec4 pos = u_matrix * vec4(a_pos_3f, 1.0);\n\n    // Enforce depth to be 1.0\n    gl_Position = pos.xyww;\n}\n","// Also declared in data/bucket/fill_extrusion_bucket.js\n#define ELEVATION_SCALE 7.0\n#define ELEVATION_OFFSET 450.0\n\n#ifdef PROJECTION_GLOBE_VIEW\n    uniform vec3 u_tile_tl_up;\n    uniform vec3 u_tile_tr_up;\n    uniform vec3 u_tile_br_up;\n    uniform vec3 u_tile_bl_up;\n    uniform float u_tile_up_scale;\n#endif // PROJECTION_GLOBE_VIEW\n\nvec3 elevationVector(vec2 pos) {\n#ifdef PROJECTION_GLOBE_VIEW\n    vec2 uv = pos / EXTENT;\n    vec3 up = normalize(mix(\n        mix(u_tile_tl_up, u_tile_tr_up, uv.xxx),\n        mix(u_tile_bl_up, u_tile_br_up, uv.xxx),\n        uv.yyy));\n    return up * u_tile_up_scale;\n#else // PROJECTION_GLOBE_VIEW\n    return vec3(0, 0, 1);\n#endif // PROJECTION_GLOBE_VIEW\n}\n\n#ifdef TERRAIN\n\n    uniform highp sampler2D u_dem;\n    uniform highp sampler2D u_dem_prev;\n\n    uniform vec2 u_dem_tl;\n    uniform vec2 u_dem_tl_prev;\n    uniform float u_dem_scale;\n    uniform float u_dem_scale_prev;\n    uniform float u_dem_size; // Texture size without 1px border padding\n    uniform float u_dem_lerp;\n    uniform float u_exaggeration;\n    uniform float u_meter_to_dem;\n    uniform mat4 u_label_plane_matrix_inv;\n\n    vec4 tileUvToDemSample(vec2 uv, float dem_size, float dem_scale, vec2 dem_tl) {\n        vec2 pos = dem_size * (uv * dem_scale + dem_tl) + 1.0;\n        vec2 f = fract(pos);\n        return vec4((pos - f + 0.5) / (dem_size + 2.0), f);\n    }\n\n    float currentElevation(vec2 apos) {\n        #ifdef TERRAIN_DEM_FLOAT_FORMAT\n            vec2 pos = (u_dem_size * (apos / 8192.0 * u_dem_scale + u_dem_tl) + 1.5) / (u_dem_size + 2.0);\n            return u_exaggeration * texture(u_dem, pos).r;\n        #else // TERRAIN_DEM_FLOAT_FORMAT\n            float dd = 1.0 / (u_dem_size + 2.0);\n            vec4 r = tileUvToDemSample(apos / 8192.0, u_dem_size, u_dem_scale, u_dem_tl);\n            vec2 pos = r.xy;\n            vec2 f = r.zw;\n\n            float tl = texture(u_dem, pos).r;\n            float tr = texture(u_dem, pos + vec2(dd, 0)).r;\n            float bl = texture(u_dem, pos + vec2(0, dd)).r;\n            float br = texture(u_dem, pos + vec2(dd, dd)).r;\n\n            return u_exaggeration * mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n        #endif // TERRAIN_DEM_FLOAT_FORMAT\n    }\n\n    float prevElevation(vec2 apos) {\n        #ifdef TERRAIN_DEM_FLOAT_FORMAT\n            vec2 pos = (u_dem_size * (apos / 8192.0 * u_dem_scale_prev + u_dem_tl_prev) + 1.5) / (u_dem_size + 2.0);\n            return u_exaggeration * texture(u_dem_prev, pos).r;\n        #else // TERRAIN_DEM_FLOAT_FORMAT\n            float dd = 1.0 / (u_dem_size + 2.0);\n            vec4 r = tileUvToDemSample(apos / 8192.0, u_dem_size, u_dem_scale_prev, u_dem_tl_prev);\n            vec2 pos = r.xy;\n            vec2 f = r.zw;\n\n            float tl = texture(u_dem_prev, pos).r;\n            float tr = texture(u_dem_prev, pos + vec2(dd, 0)).r;\n            float bl = texture(u_dem_prev, pos + vec2(0, dd)).r;\n            float br = texture(u_dem_prev, pos + vec2(dd, dd)).r;\n\n            return u_exaggeration * mix(mix(tl, tr, f.x), mix(bl, br, f.x), f.y);\n        #endif // TERRAIN_DEM_FLOAT_FORMAT\n    }\n\n    // BEGIN: code for fill-extrusion height offseting\n    // When making changes here please also update associated JS ports in src/style/style_layer/fill-extrusion-style-layer.js\n    // This is so that rendering changes are reflected on CPU side for feature querying.\n\n    vec4 fourSample(vec2 pos, vec2 off) {\n        float tl = texture(u_dem, pos).r;\n        float tr = texture(u_dem, pos + vec2(off.x, 0.0)).r;\n        float bl = texture(u_dem, pos + vec2(0.0, off.y)).r;\n        float br = texture(u_dem, pos + off).r;\n        return vec4(tl, tr, bl, br);\n    }\n\n    float flatElevation(vec2 pack) {\n        vec2 apos = floor(pack / 8.0);\n        vec2 span = 10.0 * (pack - apos * 8.0);\n\n        vec2 uvTex = (apos - vec2(1.0, 1.0)) / 8190.0;\n        float size = u_dem_size + 2.0;\n        float dd = 1.0 / size;\n\n        vec2 pos = u_dem_size * (uvTex * u_dem_scale + u_dem_tl) + 1.0;\n        vec2 f = fract(pos);\n        pos = (pos - f + 0.5) * dd;\n\n        // Get elevation of centroid.\n        vec4 h = fourSample(pos, vec2(dd));\n        float z = mix(mix(h.x, h.y, f.x), mix(h.z, h.w, f.x), f.y);\n\n        vec2 w = floor(0.5 * (span * u_meter_to_dem - 1.0));\n        vec2 d = dd * w;\n\n        // Get building wide sample, to get better slope estimate.\n        h = fourSample(pos - d, 2.0 * d + vec2(dd));\n\n        vec4 diff = abs(h.xzxy - h.ywzw);\n        vec2 slope = min(vec2(0.25), u_meter_to_dem * 0.5 * (diff.xz + diff.yw) / (2.0 * w + vec2(1.0)));\n        vec2 fix = slope * span;\n        float base = z + max(fix.x, fix.y);\n        return u_exaggeration * base;\n    }\n\n    float elevationFromUint16(float word) {\n        return u_exaggeration * (word / ELEVATION_SCALE - ELEVATION_OFFSET);\n    }\n\n    // END: code for fill-extrusion height offseting\n\n#endif // TERRAIN\n\nfloat elevation(vec2 apos) {\n#ifdef TERRAIN\n    #ifdef ZERO_EXAGGERATION\n        return 0.0;\n    #endif // ZERO_EXAGGERATION\n    #ifdef TERRAIN_VERTEX_MORPHING\n        float nextElevation = currentElevation(apos);\n        float prevElevation = prevElevation(apos);\n        return mix(prevElevation, nextElevation, u_dem_lerp);\n    #else // TERRAIN_VERTEX_MORPHING\n        return currentElevation(apos);\n    #endif // TERRAIN_VERTEX_MORPHING\n#else // TERRAIN\n    return 0.0;\n#endif // TERRAIN\n}\n\n#ifdef DEPTH_OCCLUSION\n\n    uniform highp sampler2D u_depth;\n    uniform highp vec2 u_depth_size_inv;\n    uniform highp vec2 u_depth_range_unpack;\n    uniform highp float u_occluder_half_size;\n    uniform highp float u_occlusion_depth_offset;\n\n    #ifdef DEPTH_D24\n        float unpack_depth(float depth) {\n            return depth * u_depth_range_unpack.x + u_depth_range_unpack.y;\n        }\n\n        vec4 unpack_depth4(vec4 depth) {\n            return depth * u_depth_range_unpack.x + vec4(u_depth_range_unpack.y);\n        }\n    #else // DEPTH_D24\n        // Unpack depth from RGBA. A piece of code copied in various libraries and WebGL\n        // shadow mapping examples.\n        // https://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/\n        highp float unpack_depth_rgba(vec4 rgba_depth)\n        {\n            const highp vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n            return dot(rgba_depth, bit_shift) * 2.0 - 1.0;\n        }\n    #endif // DEPTH_D24\n\n\n    bool isOccluded(vec4 frag) {\n        vec3 coord = frag.xyz / frag.w;\n\n        #ifdef CLIP_ZERO_TO_ONE\n            coord.z = -1.0 + 2.0 * coord.z; \n        #endif\n\n        #ifdef DEPTH_D24\n            float depth = unpack_depth(texture(u_depth, (coord.xy + 1.0) * 0.5).r);\n        #else // DEPTH_D24\n            float depth = unpack_depth_rgba(texture(u_depth, (coord.xy + 1.0) * 0.5));\n        #endif // DEPTH_D24\n\n        return coord.z + u_occlusion_depth_offset > depth;\n    }\n\n    highp vec4 getCornerDepths(vec2 coord) {\n        highp vec3 df = vec3(u_occluder_half_size * u_depth_size_inv, 0.0);\n        highp vec2 uv = 0.5 * coord.xy + 0.5;\n\n        #ifdef DEPTH_D24\n            highp vec4 depth = vec4(\n                texture(u_depth, uv - df.xz).r,\n                texture(u_depth, uv + df.xz).r,\n                texture(u_depth, uv - df.zy).r,\n                texture(u_depth, uv + df.zy).r\n            );\n            depth = unpack_depth4(depth);\n        #else // DEPTH_D24\n            highp vec4 depth = vec4(\n                unpack_depth_rgba(texture(u_depth, uv - df.xz)),\n                unpack_depth_rgba(texture(u_depth, uv + df.xz)),\n                unpack_depth_rgba(texture(u_depth, uv - df.zy)),\n                unpack_depth_rgba(texture(u_depth, uv + df.zy))\n            );\n        #endif // DEPTH_D24\n\n        return depth;\n    }\n\n    // Used by symbols layer\n    highp float occlusionFadeMultiSample(vec4 frag) {\n        highp vec3 coord = frag.xyz / frag.w;\n        highp vec2 uv = 0.5 * coord.xy + 0.5;\n\n        #ifdef CLIP_ZERO_TO_ONE\n            coord.z = -1.0 + 2.0 * coord.z; \n        #endif\n\n        int NX = 3;\n        int NY = 4;\n\n        // Half size offset\n        highp vec2 df = u_occluder_half_size * u_depth_size_inv;\n        highp vec2 oneStep = 2.0 * u_occluder_half_size * u_depth_size_inv / vec2(NX - 1, NY - 1);\n\n        highp float res = 0.0;\n\n        for (int y = 0; y < NY; ++y) {\n            for (int x = 0; x < NX; ++x) {\n                #ifdef DEPTH_D24\n                    highp float depth = unpack_depth(texture(u_depth, uv - df + vec2(float(x) * oneStep.x, float(y) * oneStep.y)).r);\n                #else // DEPTH_24\n                    highp float depth = unpack_depth_rgba(texture(u_depth, uv - df + vec2(float(x) * oneStep.x, float(y) * oneStep.y)));\n                #endif // DEPTH_24\n\n                res += 1.0 - clamp(300.0 * (coord.z + u_occlusion_depth_offset - depth), 0.0, 1.0);\n            }\n        }\n\n        res = clamp(2.0 * res / float(NX * NY) - 0.5, 0.0, 1.0);\n\n        return res;\n    }\n\n    // Used by circles layer\n    highp float occlusionFade(vec4 frag) {\n        highp vec3 coord = frag.xyz / frag.w;\n\n        #ifdef CLIP_ZERO_TO_ONE\n            coord.z = -1.0 + 2.0 * coord.z; \n        #endif\n\n        highp vec4 depth = getCornerDepths(coord.xy);\n\n        return dot(vec4(0.25), vec4(1.0) - clamp(300.0 * (vec4(coord.z + u_occlusion_depth_offset) - depth), 0.0, 1.0));\n    }\n\n#else // DEPTH_OCCLUSION\n\n    bool isOccluded(vec4 frag) { return false; }\n    highp float occlusionFade(vec4 frag) { return 1.0; }\n    highp float occlusionFadeMultiSample(vec4 frag) { return 1.0; }\n\n#endif // DEPTH_OCCLUSION\n\n","#ifdef FOG\n\nuniform mediump vec4 u_fog_color;\nuniform mediump vec2 u_fog_range;\nuniform mediump float u_fog_horizon_blend;\nuniform mediump mat4 u_fog_matrix;\nout vec3 v_fog_pos;\n\nfloat fog_range(float depth) {\n    // Map [near, far] to [0, 1] without clamping\n    return (depth - u_fog_range[0]) / (u_fog_range[1] - u_fog_range[0]);\n}\n\n// Assumes z up and camera_dir *normalized* (to avoid computing\n// its length multiple times for different functions).\nfloat fog_horizon_blending(vec3 camera_dir) {\n    float t = max(0.0, camera_dir.z / u_fog_horizon_blend);\n    // Factor of 3 chosen to roughly match smoothstep.\n    // See: https://www.desmos.com/calculator/pub31lvshf\n    return u_fog_color.a * exp(-3.0 * t * t);\n}\n\n// Compute a ramp for fog opacity\n//   - t: depth, rescaled to 0 at fogStart and 1 at fogEnd\n// See: https://www.desmos.com/calculator/3taufutxid\nfloat fog_opacity(float t) {\n    const float decay = 6.0;\n    float falloff = 1.0 - min(1.0, exp(-decay * t));\n\n    // Cube without pow() to smooth the onset\n    falloff *= falloff * falloff;\n\n    // Scale and clip to 1 at the far limit\n    return u_fog_color.a * min(1.0, 1.00747 * falloff);\n}\n\nvec3 fog_position(vec3 pos) {\n    // The following function requires that u_fog_matrix be affine and\n    // results in a vector with w = 1. Otherwise we must divide by w.\n    return (u_fog_matrix * vec4(pos, 1.0)).xyz;\n}\n\nvec3 fog_position(vec2 pos) {\n    return fog_position(vec3(pos, 0.0));\n}\n\nfloat fog(vec3 pos) {\n    float depth = length(pos);\n    float opacity = fog_opacity(fog_range(depth));\n    return opacity * fog_horizon_blending(pos / depth);\n}\n\n#endif\n","#ifdef FOG\n\nuniform mediump vec4 u_fog_color;\nuniform mediump vec2 u_fog_range;\nuniform mediump float u_fog_horizon_blend;\nuniform mediump vec2 u_fog_vertical_limit;\nuniform mediump float u_fog_temporal_offset;\nin vec3 v_fog_pos;\n\nuniform highp vec3 u_frustum_tl;\nuniform highp vec3 u_frustum_tr;\nuniform highp vec3 u_frustum_br;\nuniform highp vec3 u_frustum_bl;\nuniform highp vec3 u_globe_pos;\nuniform highp float u_globe_radius;\nuniform highp vec2 u_viewport;\nuniform float u_globe_transition;\nuniform int u_is_globe;\n\nfloat fog_range(float depth) {\n    // Map [near, far] to [0, 1] without clamping\n    return (depth - u_fog_range[0]) / (u_fog_range[1] - u_fog_range[0]);\n}\n\n// Assumes z up and camera_dir *normalized* (to avoid computing\n// its length multiple times for different functions).\nfloat fog_horizon_blending(vec3 camera_dir) {\n    float t = max(0.0, camera_dir.z / u_fog_horizon_blend);\n    // Factor of 3 chosen to roughly match smoothstep.\n    // See: https://www.desmos.com/calculator/pub31lvshf\n    return u_fog_color.a * exp(-3.0 * t * t);\n}\n\n// Compute a ramp for fog opacity\n//   - t: depth, rescaled to 0 at fogStart and 1 at fogEnd\n// See: https://www.desmos.com/calculator/3taufutxid\nfloat fog_opacity(float t) {\n    const float decay = 6.0;\n    float falloff = 1.0 - min(1.0, exp(-decay * t));\n\n    // Cube without pow() to smooth the onset\n    falloff *= falloff * falloff;\n\n    // Scale and clip to 1 at the far limit\n    return u_fog_color.a * min(1.0, 1.00747 * falloff);\n}\n\nfloat globe_glow_progress() {\n    highp vec2 uv = gl_FragCoord.xy / u_viewport;\n    FLIP_VIEWPORT_UV_Y(uv);\n    highp vec3 ray_dir = mix(\n        mix(u_frustum_tl, u_frustum_tr, uv.x),\n        mix(u_frustum_bl, u_frustum_br, uv.x),\n        1.0 - uv.y);\n    highp vec3 dir = normalize(ray_dir);\n    highp vec3 closest_point = dot(u_globe_pos, dir) * dir;\n    highp float sdf = length(closest_point - u_globe_pos) / u_globe_radius;\n    return sdf + PI * 0.5;\n}\n\n// This function is only used in rare places like heatmap where opacity is used\n// directly, outside the normal fog_apply method.\nfloat fog_opacity(vec3 pos) {\n    float depth = length(pos);\n    return fog_opacity(fog_range(depth));\n}\n\nvec3 fog_apply(vec3 color, vec3 pos, float opacity_limit) {\n    float depth = length(pos);\n    float opacity;\n    if (u_is_globe == 1) {\n        float glow_progress = globe_glow_progress();\n        float t = mix(glow_progress, depth, u_globe_transition);\n        opacity = fog_opacity(fog_range(t));\n    } else {\n        opacity = fog_opacity(fog_range(depth));\n        opacity *= fog_horizon_blending(pos / depth);\n    }\n    return mix(color, u_fog_color.rgb, min(opacity, opacity_limit));\n}\n\nvec3 fog_apply(vec3 color, vec3 pos) {\n    return fog_apply(color, pos, 1.0);\n}\n\n// Apply fog computed in the vertex shader\nvec4 fog_apply_from_vert(vec4 color, float fog_opac) {\n    float alpha = EPSILON + color.a;\n    color.rgb = mix(color.rgb / alpha, u_fog_color.rgb, fog_opac) * alpha;\n    return color;\n}\n\n// Assumes z up\nvec3 fog_apply_sky_gradient(vec3 camera_ray, vec3 sky_color) {\n    float horizon_blend = fog_horizon_blending(normalize(camera_ray));\n    return mix(sky_color, u_fog_color.rgb, horizon_blend);\n}\n\n// Un-premultiply the alpha, then blend fog, then re-premultiply alpha.\n// For use with colors using premultiplied alpha\nvec4 fog_apply_premultiplied(vec4 color, vec3 pos) {\n    float alpha = EPSILON + color.a;\n    color.rgb = fog_apply(color.rgb / alpha, pos) * alpha;\n    return color;\n}\n\nvec4 fog_apply_premultiplied(vec4 color, vec3 pos, float heightMeters) {\n    float verticalProgress = (u_fog_vertical_limit.x > 0.0 || u_fog_vertical_limit.y > 0.0) ? smoothstep(u_fog_vertical_limit.x, u_fog_vertical_limit.y, heightMeters) : 0.0;\n    // If the fog's opacity is above 90% the content needs to be faded out without the vertical visibility\n    // to avoid a hard cut when the content gets behind the cull distance\n    float opacityLimit = 1.0 - smoothstep(0.9, 1.0, fog_opacity(pos));\n    return mix(fog_apply_premultiplied(color, pos), color, min(verticalProgress, opacityLimit));\n}\n\nvec3 fog_dither(vec3 color) {\n    return color;\n}\n\nvec4 fog_dither(vec4 color) {\n    return vec4(fog_dither(color.rgb), color.a);\n}\n\n#endif\n","// IMPORTANT:\n// This prelude is injected in both vertex and fragment shader be wary\n// of precision qualifiers as vertex and fragment precision may differ\n\n#ifdef LIGHTING_3D_MODE\n\n// All color values are expected to be in linear color space\nuniform mediump vec3 u_lighting_ambient_color;\nuniform mediump vec3 u_lighting_directional_dir;        // Direction towards the light source\nuniform mediump vec3 u_lighting_directional_color;\nuniform mediump vec3 u_ground_radiance;\n\nfloat calculate_ambient_directional_factor(vec3 normal) {\n    // NdotL Used only for ambient directionality\n    float NdotL = dot(normal, u_lighting_directional_dir);\n\n    // Emulate sky being brighter close to the main light source\n\n    const float factor_reduction_max = 0.3;\n    float dir_luminance = dot(u_lighting_directional_color, vec3(0.2126, 0.7152, 0.0722));\n    float directional_factor_min = 1.0 - factor_reduction_max * min(dir_luminance, 1.0);\n    \n    // If u_lighting_directional_color is (1, 1, 1), then the return value range is\n    // NdotL=-1: 1.0 - factor_reduction_max\n    // NdotL>=0: 1.0\n    float ambient_directional_factor = mix(directional_factor_min, 1.0, min((NdotL + 1.0), 1.0));\n\n    // Emulate environmental light being blocked by other objects\n\n    // Value moves from vertical_factor_min at z=-1 to 1.0 at z=1\n    const float vertical_factor_min = 0.92;\n    float vertical_factor = mix(vertical_factor_min, 1.0, normal.z * 0.5 + 0.5);\n    return vertical_factor * ambient_directional_factor;\n}\n\n// equivalent to linearTosRGB(sRGBToLinear(srgbIn) * k)\nvec3 linearProduct(vec3 srgbIn, vec3 k) {\n    return srgbIn * pow(k, vec3(1./2.2));\n}\n\n// BEGIN Used for anisotropic ambient light\n\n// BEGIN Use with shadows, pass shadow light factor as dir_factor\n\nvec3 apply_lighting(vec3 color, vec3 normal, float dir_factor) {\n    // TODO: Use a cubemap to sample precalculated values\n    float ambient_directional_factor = calculate_ambient_directional_factor(normal);\n    vec3 ambient_contrib = ambient_directional_factor * u_lighting_ambient_color;\n    vec3 directional_contrib = u_lighting_directional_color * dir_factor;\n    return linearProduct(color, ambient_contrib + directional_contrib);\n}\n\nvec4 apply_lighting(vec4 color, vec3 normal, float dir_factor) {\n    return vec4(apply_lighting(color.rgb, normal, dir_factor), color.a);\n}\n\n// END Use with shadows\n\nvec3 apply_lighting(vec3 color, vec3 normal) {\n    float dir_factor = max(dot(normal, u_lighting_directional_dir), 0.0);\n    return apply_lighting(color.rgb, normal, dir_factor);\n}\n\nvec4 apply_lighting(vec4 color, vec3 normal) {\n    float dir_factor = max(dot(normal, u_lighting_directional_dir), 0.0);\n    return vec4(apply_lighting(color.rgb, normal, dir_factor), color.a);\n}\n\nvec3 apply_lighting_ground(vec3 color) {\n    return color * u_ground_radiance;\n}\n\nvec4 apply_lighting_ground(vec4 color) {\n    return vec4(apply_lighting_ground(color.rgb), color.a);\n}\n\n// END Used for anisotropic ambient light\n\nfloat calculate_NdotL(vec3 normal) {\n    // Use slightly modified dot product for lambertian diffuse shading. This increase the range of NdotL to cover surfaces facing up to 45 degrees away from the light source.\n    // This allows us to trade some realism for performance/usability as a single light source is enough to shade the scene.\n    const float ext = 0.70710678118; // acos(pi/4)\n    return (clamp(dot(normal, u_lighting_directional_dir), -ext, 1.0) + ext) / (1.0 + ext);\n}\n\nvec4 apply_lighting_with_emission_ground(vec4 color, float emissive_strength) {\n    return mix(apply_lighting_ground(color), color, emissive_strength);\n}\n\nvec3 compute_flood_lighting(vec3 flood_light_color, float fully_occluded_factor, float occlusion, vec3 ground_shadow_factor) {\n    // Compute final color by interpolating between the fully occluded\n    // and fully lit colors. Use a more steep ramp to avoid shadow acne on low angles.\n    vec3 fully_occluded_color = flood_light_color * mix(ground_shadow_factor, vec3(1.0), fully_occluded_factor);\n    float occlusion_ramp = smoothstep(0.0, 0.2, 1.0 - occlusion);\n    return mix(fully_occluded_color, flood_light_color, occlusion_ramp);\n}\n\nvec3 compute_emissive_draped(vec3 unlit_color, float fully_occluded_factor, float occlusion, vec3 ground_shadow_factor) {\n    vec3 fully_occluded_color = unlit_color * mix(ground_shadow_factor, vec3(1.0), fully_occluded_factor);\n    return mix(fully_occluded_color, unlit_color, 1.0 - occlusion);\n}\n\n#endif // LIGHTING_3D_MODE\n","#ifdef RASTER_ARRAY\nuniform highp sampler2D u_image0;\nuniform sampler2D u_image1;\n\nconst vec4 NODATA = vec4(1);\n\n// Decode raster array data and interpolate linearly using nearest neighbor samples\n// Returns: vec2(value, nodata_alpha)\nivec4 _raTexLinearCoord(highp vec2 texCoord, highp vec2 texResolution, out highp vec2 fxy) {\n    texCoord = texCoord * texResolution - 0.5;\n    fxy = fract(texCoord);\n    texCoord -= fxy;\n    return ivec4(texCoord.xxyy + vec2(1.5, 0.5).xyxy);\n}\n\nvec2 _raTexLinearMix(highp vec2 fxy, highp vec4 colorMix, highp float colorOffset, highp vec4 t00, highp vec4 t10, highp vec4 t01, highp vec4 t11) {\n    // Interpolate as a vec2: 1) the mixed value, and 2) a binary 0/1 mask.\n    vec2 c00 = t00 == NODATA ? vec2(0) : vec2(colorOffset + dot(t00, colorMix), 1);\n    vec2 c10 = t10 == NODATA ? vec2(0) : vec2(colorOffset + dot(t10, colorMix), 1);\n    vec2 c01 = t01 == NODATA ? vec2(0) : vec2(colorOffset + dot(t01, colorMix), 1);\n    vec2 c11 = t11 == NODATA ? vec2(0) : vec2(colorOffset + dot(t11, colorMix), 1);\n    return mix(mix(c01, c11, fxy.x), mix(c00, c10, fxy.x), fxy.y);\n}\n\n// Decode raster array data and interpolate linearly using nearest neighbor samples\n// Returns: vec2(value, nodata_alpha)\nvec2 raTexture2D_image0_linear(highp vec2 texCoord, highp vec2 texResolution, highp vec4 colorMix, highp float colorOffset) {\n    vec2 fxy;\n    ivec4 c = _raTexLinearCoord(texCoord, texResolution, fxy);\n    return _raTexLinearMix(fxy, colorMix, colorOffset,\n         texelFetch(u_image0, c.yz, 0),\n         texelFetch(u_image0, c.xz, 0),\n         texelFetch(u_image0, c.yw, 0),\n         texelFetch(u_image0, c.xw, 0)\n    );\n}\nvec2 raTexture2D_image1_linear(highp vec2 texCoord, highp vec2 texResolution, highp vec4 colorMix, highp float colorOffset) {\n    vec2 fxy;\n    ivec4 c = _raTexLinearCoord(texCoord, texResolution, fxy);\n    return _raTexLinearMix(fxy, colorMix, colorOffset,\n         texelFetch(u_image1, c.yz, 0),\n         texelFetch(u_image1, c.xz, 0),\n         texelFetch(u_image1, c.yw, 0),\n         texelFetch(u_image1, c.xw, 0)\n    );\n}\n\n// Decode raster array data and return nearest neighbor sample\n// Returns: vec2(value, nodata_alpha)\nvec2 raTexture2D_image0_nearest(highp vec2 texCoord, highp vec2 texResolution, highp vec4 colorMix, highp float colorOffset) {\n    vec4 t = texelFetch(u_image0, ivec2(texCoord * texResolution), 0);\n    return t == NODATA ? vec2(0) : vec2(colorOffset + dot(t, colorMix), 1);\n}\nvec2 raTexture2D_image1_nearest(highp vec2 texCoord, highp vec2 texResolution, highp vec4 colorMix, highp float colorOffset) {\n    vec4 t = texelFetch(u_image1, ivec2(texCoord * texResolution), 0);\n    return t == NODATA ? vec2(0) : vec2(colorOffset + dot(t, colorMix), 1);\n}\n\n#endif\n","#ifdef RENDER_SHADOWS\n\nuniform mediump vec3 u_shadow_direction;\nuniform highp vec3 u_shadow_normal_offset; // [tileToMeter, offsetCascade0, offsetCascade1]\n\nvec3 shadow_normal_offset(vec3 normal) {\n    float tileInMeters = u_shadow_normal_offset[0];\n    // -xy is because fill extrusion normals point toward inside. This is why\n    // e.g. vec3 transformed_normal = vec3(-normal.xy, normal.z) is used in 3D lighting\n    // for model layer when needed to apply the same lighting as for fill extrusions.\n    vec3 n = vec3(-normal.xy, tileInMeters * normal.z);\n    float dotScale = min(1.0 - dot(normal, u_shadow_direction), 1.0) * 0.5 + 0.5;\n    return n * dotScale;\n}\n\nvec3 shadow_normal_offset_model(vec3 normal) {\n    vec3 transformed_normal = vec3(-normal.xy, normal.z);\n    float NDotL = dot(normalize(transformed_normal), u_shadow_direction);\n    float dotScale = min(1.0 - NDotL, 1.0) * 0.5 + 0.5;\n    return normal * dotScale;\n}\n\nfloat shadow_normal_offset_multiplier0() {\n    return u_shadow_normal_offset[1];\n}\n\nfloat shadow_normal_offset_multiplier1() {\n    return u_shadow_normal_offset[2];\n}\n\n#endif // RENDER_SHADOWS\n","#ifdef RENDER_SHADOWS\n\nprecision highp sampler2DShadow;\nuniform sampler2DShadow u_shadowmap_0;\nuniform sampler2DShadow u_shadowmap_1;\n\nuniform float u_shadow_intensity;\nuniform float u_shadow_map_resolution;\nuniform float u_shadow_texel_size;\nuniform highp vec3 u_shadow_normal_offset; // [tileToMeter, offsetCascade0, offsetCascade1]\nuniform vec2 u_fade_range;\nuniform mediump vec3 u_shadow_direction;\nuniform highp vec3 u_shadow_bias;\n\n// Metal/SPIRV-Cross depth-compare sampling needs Y negated when mapping light-view NDC to\n// shadow-map UV. Vulkan and GL do not define SHADOW_MAP_FLIP_Y.\nhighp vec2 shadow_map_ndc_to_uv(highp vec2 ndc_xy) {\n#ifdef SHADOW_MAP_FLIP_Y\n    return ndc_xy * vec2(0.5, -0.5) + 0.5;\n#else\n    return ndc_xy * 0.5 + 0.5;\n#endif\n}\n\nhighp vec3 shadow_map_ndc_to_sample_space(highp vec3 ndc) {\n#ifdef CLIP_ZERO_TO_ONE\n    return vec3(shadow_map_ndc_to_uv(ndc.xy), ndc.z);\n#else\n    return vec3(shadow_map_ndc_to_uv(ndc.xy), ndc.z * 0.5 + 0.5);\n#endif\n}\n\nfloat shadow_sample(sampler2DShadow shadowmap, highp vec3 pos, highp float bias) {\n#ifdef CLIP_ZERO_TO_ONE\n    highp vec3 coord = vec3(shadow_map_ndc_to_uv(pos.xy), pos.z - bias);\n#else\n    highp vec3 coord = vec3(shadow_map_ndc_to_uv(pos.xy), pos.z * 0.5 + 0.5 - bias);\n#endif\n    return texture(shadowmap, coord);\n}\n\nfloat shadow_occlusion(highp vec4 light_view_pos0, highp vec4 light_view_pos1, float view_depth, highp float bias) {\n    light_view_pos0.xyz /= light_view_pos0.w;\n\n#ifdef SHADOWS_SINGLE_CASCADE\n    vec2 abs_bounds = abs(light_view_pos0.xy);\n    if (abs_bounds.x >= 1.0 || abs_bounds.y >= 1.0) {\n        return 0.0;\n    }\n    return shadow_sample(u_shadowmap_0, light_view_pos0.xyz, bias);\n\n#else // SHADOWS_SINGLE_CASCADE\n    light_view_pos1.xyz /= light_view_pos1.w;\n\n    vec4 abs_bounds = abs(vec4(light_view_pos0.xy, light_view_pos1.xy));\n    if (abs_bounds.x < 1.0 && abs_bounds.y < 1.0) {\n        return shadow_sample(u_shadowmap_0, light_view_pos0.xyz, bias);\n    }\n    if (abs_bounds.z >= 1.0 || abs_bounds.w >= 1.0) {\n        return 0.0;\n    }\n\n    float occlusion1 = shadow_sample(u_shadowmap_1, light_view_pos1.xyz, bias);\n\n    // If view_depth is within end fade range, fade out\n    return clamp(mix(occlusion1, 0.0, smoothstep(u_fade_range.x, u_fade_range.y, view_depth)), 0.0, 1.0);\n#endif  // SHADOWS_SINGLE_CASCADE\n}\n\nhighp float calculate_shadow_bias(float NDotL) {\n#ifdef NORMAL_OFFSET\n    return 0.5 * u_shadow_bias.x;\n#else\n    // Slope scale based on http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-16-shadow-mapping/\n    return 0.5 * (u_shadow_bias.x + clamp(u_shadow_bias.y * tan(acos(NDotL)), 0.0, u_shadow_bias.z));\n#endif\n}\n\nfloat shadowed_light_factor_normal(vec3 N, highp vec4 light_view_pos0, highp vec4 light_view_pos1, float view_depth) {\n    float NDotL = dot(N, u_shadow_direction);\n\n    float bias = calculate_shadow_bias(NDotL);\n    float occlusion = shadow_occlusion(light_view_pos0, light_view_pos1, view_depth, bias);\n\n    return mix(0.0, (1.0 - (u_shadow_intensity * occlusion)) * NDotL, step(0.0, NDotL));\n}\n\nfloat shadowed_light_factor_normal_opacity(vec3 N, highp vec4 light_view_pos0, highp vec4 light_view_pos1, float view_depth, float shadow_opacity) {\n    float NDotL = dot(N, u_shadow_direction);\n\n    float bias = calculate_shadow_bias(NDotL);\n    float occlusion = shadow_occlusion(light_view_pos0, light_view_pos1, view_depth, bias) * shadow_opacity;\n\n    return mix(0.0, (1.0 - (u_shadow_intensity * occlusion)) * NDotL, step(0.0, NDotL));\n}\n\nfloat shadowed_light_factor_normal_unbiased(vec3 N, highp vec4 light_view_pos0, highp vec4 light_view_pos1, float view_depth) {\n    float NDotL = dot(N, u_shadow_direction);\n\n    float bias = 0.0;\n    float occlusion = shadow_occlusion(light_view_pos0, light_view_pos1, view_depth, bias);\n\n    return mix(0.0, (1.0 - (u_shadow_intensity * occlusion)) * NDotL, step(0.0, NDotL));\n}\n\n// from https://archive.org/download/GDC2006Isidoro: Receiver Plane Depth Bias (slides 37 - 41)\nhighp vec2 compute_receiver_plane_depth_bias(highp vec3 pos_dx, highp vec3 pos_dy)\n{\n    highp vec2 biasUV = vec2(\n        pos_dy.y * pos_dx.z - pos_dx.y * pos_dy.z,\n        pos_dx.x * pos_dy.z - pos_dy.x * pos_dx.z);\n    biasUV *= 1.0 / ((pos_dx.x * pos_dy.y) - (pos_dx.y * pos_dy.x));\n    return biasUV;\n}\nfloat shadowed_light_factor_plane_bias(highp vec4 light_view_pos0, highp vec4 light_view_pos1, float view_depth) {\n    highp vec3 light_view_pos0_xyz = shadow_map_ndc_to_sample_space(light_view_pos0.xyz / light_view_pos0.w);\n    highp vec3 light_view_pos0_ddx = dFdx(light_view_pos0_xyz);\n    highp vec3 light_view_pos0_ddy = dFdy(light_view_pos0_xyz);\n    highp vec2 plane_depth_bias = compute_receiver_plane_depth_bias(light_view_pos0_ddx, light_view_pos0_ddy);\n    highp float bias = dot(vec2(u_shadow_texel_size, u_shadow_texel_size), plane_depth_bias) + 0.0001;\n\n    float occlusion = shadow_occlusion(light_view_pos0, light_view_pos1, view_depth, bias);\n\n    return 1.0 - (u_shadow_intensity * occlusion);\n}\n\nfloat shadowed_light_factor(highp vec4 light_view_pos0, highp vec4 light_view_pos1, float view_depth) {\n    float bias = 0.0;\n    float occlusion = shadow_occlusion(light_view_pos0, light_view_pos1, view_depth, bias);\n\n    return 1.0 - (u_shadow_intensity * occlusion);\n}\n\nfloat shadow_occlusion(float ndotl, highp vec4 light_view_pos0, highp vec4 light_view_pos1, float view_depth) {\n    float bias = calculate_shadow_bias(ndotl);\n    return shadow_occlusion(light_view_pos0, light_view_pos1, view_depth, bias);\n}\n\n#endif\n","// eslint-disable-next-line @typescript-eslint/triple-slash-reference\n/// <reference path=\"../types/glsl.d.ts\" />\n\nimport assert from '../style-spec/util/assert';\nimport preludeCommon from './_prelude.glsl';\nimport preludeFrag from './_prelude.fragment.glsl';\nimport preludeVert from './_prelude.vertex.glsl';\nimport backgroundFrag from './background.fragment.glsl';\nimport backgroundVert from './background.vertex.glsl';\nimport backgroundPatternFrag from './background_pattern.fragment.glsl';\nimport backgroundPatternVert from './background_pattern.vertex.glsl';\nimport circleFrag from './circle.fragment.glsl';\nimport circleVert from './circle.vertex.glsl';\nimport clippingMaskFrag from './clipping_mask.fragment.glsl';\nimport clippingMaskVert from './clipping_mask.vertex.glsl';\nimport heatmapFrag from './heatmap.fragment.glsl';\nimport heatmapVert from './heatmap.vertex.glsl';\nimport heatmapTextureFrag from './heatmap_texture.fragment.glsl';\nimport heatmapTextureVert from './heatmap_texture.vertex.glsl';\nimport collisionBoxFrag from './collision_box.fragment.glsl';\nimport collisionBoxVert from './collision_box.vertex.glsl';\nimport collisionCircleFrag from './collision_circle.fragment.glsl';\nimport collisionCircleVert from './collision_circle.vertex.glsl';\nimport debugFrag from './debug.fragment.glsl';\nimport debugVert from './debug.vertex.glsl';\nimport fillFrag from './fill.fragment.glsl';\nimport fillVert from './fill.vertex.glsl';\nimport fillOutlineFrag from './fill_outline.fragment.glsl';\nimport fillOutlineVert from './fill_outline.vertex.glsl';\nimport fillOutlinePatternFrag from './fill_outline_pattern.fragment.glsl';\nimport fillOutlinePatternVert from './fill_outline_pattern.vertex.glsl';\nimport fillPatternFrag from './fill_pattern.fragment.glsl';\nimport fillPatternVert from './fill_pattern.vertex.glsl';\nimport lineBlendCompositeFrag from './line_blend_composite.fragment.glsl';\nimport lineBlendCompositeVert from './line_blend_composite.vertex.glsl';\nimport lineBlendReduceFrag from './line_blend_reduce.fragment.glsl';\nimport lineBlendReduceVert from './line_blend_reduce.vertex.glsl';\nimport fillExtrusionFrag from './fill_extrusion.fragment.glsl';\nimport fillExtrusionVert from './fill_extrusion.vertex.glsl';\nimport fillExtrusionPatternFrag from './fill_extrusion_pattern.fragment.glsl';\nimport fillExtrusionPatternVert from './fill_extrusion_pattern.vertex.glsl';\nimport hillshadePrepareFrag from './hillshade_prepare.fragment.glsl';\nimport hillshadePrepareVert from './hillshade_prepare.vertex.glsl';\nimport hillshadeFrag from './hillshade.fragment.glsl';\nimport hillshadeVert from './hillshade.vertex.glsl';\nimport lineFrag from './line.fragment.glsl';\nimport lineVert from './line.vertex.glsl';\nimport linePatternFrag from './line_pattern.fragment.glsl';\nimport linePatternVert from './line_pattern.vertex.glsl';\nimport rasterFrag from './raster.fragment.glsl';\nimport rasterVert from './raster.vertex.glsl';\nimport symbolFrag from './symbol.fragment.glsl';\nimport symbolVert from './symbol.vertex.glsl';\nimport skyboxFrag from './skybox.fragment.glsl';\nimport skyboxGradientFrag from './skybox_gradient.fragment.glsl';\nimport skyboxVert from './skybox.vertex.glsl';\nimport preludeTerrainVert from './_prelude_terrain.vertex.glsl';\nimport preludeFogVert from './_prelude_fog.vertex.glsl';\nimport preludeFogFrag from './_prelude_fog.fragment.glsl';\nimport preludeLighting from './_prelude_lighting.glsl';\nimport preludeRasterArrayFrag from './_prelude_raster_array.glsl';\nimport preludeIndicatorCutoutFrag from './_prelude_indicator_cutout.fragment.glsl';\nimport skyboxCaptureFrag from './skybox_capture.fragment.glsl';\nimport skyboxCaptureVert from './skybox_capture.vertex.glsl';\nimport atmosphereFrag from './atmosphere.fragment.glsl';\nimport atmosphereVert from './atmosphere.vertex.glsl';\nimport starsFrag from './stars.fragment.glsl';\nimport starsVert from './stars.vertex.glsl';\nimport occlusionFrag from './occlusion.fragment.glsl';\nimport occlusionVert from './occlusion.vertex.glsl';\n// 3d-style related shaders\nimport preludeShadowVert from '../../3d-style/shaders/_prelude_shadow.vertex.glsl';\nimport preludeShadowFrag from '../../3d-style/shaders/_prelude_shadow.fragment.glsl';\nimport preludeMaterialTableVert from './_prelude_material_table.vertex.glsl';\n\nimport type {ShaderSource} from '../render/program';\nimport type {DynamicDefinesType} from '../render/program/program_uniforms';\n\nconst INCLUDE_REGEX = /^#include\\s+\"([^\"]+)\"\\s*\\r?\\n/gm;\nconst PRAGMA_REGEX = /#pragma mapbox: ([\\w\\-]+) ([\\w]+) ([\\w]+) ([\\w]+)/g;\n\nconst IDENTIFIER_REGEX = /\\b[A-Za-z_][A-Za-z0-9_]*\\b/g;\nconst PREPROCESSOR_KEYWORDS = new Set(['ifdef', 'ifndef', 'elif', 'if', 'defined']);\n\n// Feature cutout is gl-native only. Shared GLSL #includes this prelude, but gl-js never\n// enables FEATURE_CUTOUT, so a comment stub is enough for include resolution and define tracking.\nconst preludeFeatureCutoutFrag = '// feature cutout (gl-native only)\\n';\nconst preludeFeatureCutoutVert = '// feature cutout (gl-native only)\\n';\n\nconst commonDefines: Set<DynamicDefinesType> = new Set();\nparseUsedPreprocessorDefines(preludeCommon, commonDefines);\nparseUsedPreprocessorDefines(preludeVert, commonDefines);\nparseUsedPreprocessorDefines(preludeFrag, commonDefines);\n\nexport const includeMap: Record<string, string> = {\n    '_prelude_fog.vertex.glsl': preludeFogVert,\n    '_prelude_terrain.vertex.glsl': preludeTerrainVert,\n    '_prelude_shadow.vertex.glsl': preludeShadowVert,\n    '_prelude_material_table.vertex.glsl': preludeMaterialTableVert,\n    '_prelude_fog.fragment.glsl': preludeFogFrag,\n    '_prelude_shadow.fragment.glsl': preludeShadowFrag,\n    '_prelude_lighting.glsl': preludeLighting,\n    '_prelude_raster_array.glsl': preludeRasterArrayFrag,\n    '_prelude_indicator_cutout.fragment.glsl': preludeIndicatorCutoutFrag,\n    '_prelude_feature_cutout.fragment.glsl': preludeFeatureCutoutFrag,\n    '_prelude_feature_cutout.vertex.glsl': preludeFeatureCutoutVert\n};\n\n// Populated during precompilation\nconst defineMap: Record<string, Set<DynamicDefinesType>> = {};\nexport const preludeCommonSource = preludeCommon;\n\nconst preludeVertPrecisionQualifiers = `precision highp float;`;\nconst preludeFragPrecisionQualifiers = `precision mediump float;`;\n\nconst preludeFragExtensions = `\n#if defined(GL_EXT_blend_func_extended) && defined(DUAL_SOURCE_BLENDING)\n#extension GL_EXT_blend_func_extended : require\n#endif`;\n\nexport const preludeShaders = {\n    preludeTerrain: compile('', preludeTerrainVert),\n    preludeFog: compile(preludeFogFrag, preludeFogVert),\n    preludeShadow: compile(preludeShadowFrag, preludeShadowVert),\n    preludeRasterArray: compile(preludeRasterArrayFrag, ''),\n    preludeLighting: compile(preludeLighting, preludeLighting),\n    preludePrecisionQualifiers: compile(preludeFragPrecisionQualifiers, preludeVertPrecisionQualifiers),\n    prelude: compile(preludeFrag, preludeVert),\n    preludeExtensions: compile(preludeFragExtensions, ''),\n} as const;\n\nexport const FRAGMENT_PRELUDE_BLOCK = [\n    preludeFragExtensions,\n    preludeFragPrecisionQualifiers,\n    preludeCommon,\n    preludeShaders.prelude.fragmentSource\n].join('\\n');\n\nexport const VERTEX_PRELUDE_BLOCK = [\n    preludeVertPrecisionQualifiers,\n    preludeCommon,\n    preludeShaders.prelude.vertexSource\n].join('\\n');\n\nexport default {\n    background: compile(backgroundFrag, backgroundVert),\n    backgroundPattern: compile(backgroundPatternFrag, backgroundPatternVert),\n    circle: compile(circleFrag, circleVert),\n    clippingMask: compile(clippingMaskFrag, clippingMaskVert),\n    heatmap: compile(heatmapFrag, heatmapVert),\n    heatmapTexture: compile(heatmapTextureFrag, heatmapTextureVert),\n    collisionBox: compile(collisionBoxFrag, collisionBoxVert),\n    collisionCircle: compile(collisionCircleFrag, collisionCircleVert),\n    debug: compile(debugFrag, debugVert),\n    fill: compile(fillFrag, fillVert),\n    fillOutline: compile(fillOutlineFrag, fillOutlineVert),\n    fillOutlinePattern: compile(fillOutlinePatternFrag, fillOutlinePatternVert),\n    fillPattern: compile(fillPatternFrag, fillPatternVert),\n    lineBlendComposite: compile(lineBlendCompositeFrag, lineBlendCompositeVert),\n    lineBlendReduce: compile(lineBlendReduceFrag, lineBlendReduceVert),\n    fillExtrusion: compile(fillExtrusionFrag, fillExtrusionVert),\n    fillExtrusionPattern: compile(fillExtrusionPatternFrag, fillExtrusionPatternVert),\n    hillshadePrepare: compile(hillshadePrepareFrag, hillshadePrepareVert),\n    hillshade: compile(hillshadeFrag, hillshadeVert),\n    line: compile(lineFrag, lineVert),\n    linePattern: compile(linePatternFrag, linePatternVert),\n    raster: compile(rasterFrag, rasterVert),\n    symbol: compile(symbolFrag, symbolVert),\n    skybox: compile(skyboxFrag, skyboxVert),\n    skyboxGradient: compile(skyboxGradientFrag, skyboxVert),\n    skyboxCapture: compile(skyboxCaptureFrag, skyboxCaptureVert),\n    globeAtmosphere: compile(atmosphereFrag, atmosphereVert),\n    stars: compile(starsFrag, starsVert),\n    occlusion: compile(occlusionFrag, occlusionVert)\n} as const;\n\nexport function parseUsedPreprocessorDefines(source: string, defines: Set<DynamicDefinesType>): void {\n    const lines = source.split('\\n');\n    for (let line of lines) {\n        line = line.trimStart();\n        if (line[0] !== '#') continue;\n\n        if (!line.includes('if')) continue;\n        if (line.startsWith('#endif')) continue;\n\n        const matches = line.match(IDENTIFIER_REGEX);\n        if (!matches) continue;\n\n        for (const match of matches) {\n            if (!PREPROCESSOR_KEYWORDS.has(match)) {\n                defines.add(match as DynamicDefinesType);\n            }\n        }\n    }\n}\n\nfunction isIntegerType(type: string): boolean {\n    const intTypes = new Set(['uint', 'int', 'uvec2', 'ivec2', 'uvec3', 'ivec3', 'uvec4', 'ivec4']);\n    return intTypes.has(type);\n}\n\n// Expand #pragmas to #ifdefs.\nexport function compile(fragmentSource: string, vertexSource: string): ShaderSource {\n    const fragmentPragmas: Set<string> = new Set();\n    const vertexIncludes: string[] = [];\n    const fragmentIncludes: string[] = [];\n\n    fragmentSource = fragmentSource.replace(INCLUDE_REGEX, (_, name: string) => {\n        fragmentIncludes.push(name);\n        return '';\n    });\n\n    vertexSource = vertexSource.replace(INCLUDE_REGEX, (_, name: string) => {\n        vertexIncludes.push(name);\n        return '';\n    });\n\n    assert(!vertexSource.includes('flat out'), 'The usage of \"flat\" qualifier is disallowed, see: https://bugs.webkit.org/show_bug.cgi?id=268071');\n\n    let usedDefines: Set<DynamicDefinesType> = new Set(commonDefines);\n    parseUsedPreprocessorDefines(fragmentSource, usedDefines);\n    parseUsedPreprocessorDefines(vertexSource, usedDefines);\n\n    for (const includePath of [...vertexIncludes, ...fragmentIncludes]) {\n        // Check for *registration*, not truthiness: a prelude can legitimately be empty. The\n        // build's dead-branch elimination (build/glsl_dead_code.js) reduces preludes whose entire\n        // body is guarded by a gl-native-only define to the empty string — e.g.\n        // `_prelude_material_table.vertex.glsl`, which is wholly inside\n        // `#ifdef HAS_SHADER_STORAGE_BLOCK_material_buffer` (WebGL 2 has no SSBOs, and\n        // `_prelude.vertex.glsl` supplies the `#ifndef` fallback macros). A truthiness check\n        // reports those as \"Unknown include\" in dev builds, where asserts are not stripped.\n        assert(includeMap[includePath] !== undefined, `Unknown include: ${includePath}`);\n\n        if (!defineMap[includePath]) {\n            defineMap[includePath] = new Set();\n            parseUsedPreprocessorDefines(includeMap[includePath], defineMap[includePath]);\n        }\n\n        usedDefines = new Set([...usedDefines, ...defineMap[includePath]]);\n    }\n\n    fragmentSource = fragmentSource.replace(PRAGMA_REGEX, (_, operation, precision, type: string, name: string) => {\n        fragmentPragmas.add(name);\n        if (operation === 'define') {\n            const interpolation = isIntegerType(type) ? 'flat ' : '';\n            return `\n#ifndef HAS_UNIFORM_u_${name}\n${interpolation}in ${precision} ${type} ${name};\n#else\nuniform ${precision} ${type} u_${name};\n#endif\n`;\n        } else if (operation === 'initialize') {\n            return `\n#ifdef HAS_UNIFORM_u_${name}\n    ${precision} ${type} ${name} = u_${name};\n#endif\n`;\n        } else if (operation === 'define-attribute') {\n            return `\n#ifdef HAS_ATTRIBUTE_a_${name}\n    in ${precision} ${type} ${name};\n#endif\n`;\n        } else if (operation === 'initialize-attribute') {\n            return '';\n        }\n    });\n\n    vertexSource = vertexSource.replace(PRAGMA_REGEX, (_, operation, precision, type: string, name: string) => {\n\n        const materialOffsetNameDefineName = `MATERIAL_ATTRIBUTE_OFFSET_${name}`;\n        const attrType = type === 'float' ? 'vec2' : type;\n        const materialAttribExpression = `GET_ATTRIBUTE_${attrType}(a_${name}, materialInfo, ${materialOffsetNameDefineName})`;\n        const unpackType = name.includes('color') ? 'color' : attrType;\n\n        if (operation === 'define-attribute-vertex-shader-only') {\n            return `\n#ifdef HAS_ATTRIBUTE_a_${name}\nin ${precision} ${type} a_${name};\n#endif\n`;\n        } else if (fragmentPragmas.has(name)) {\n            if (operation === 'define') {\n                const interpolation = isIntegerType(type) ? 'flat ' : '';\n                return `\n#ifndef HAS_UNIFORM_u_${name}\nuniform lowp float u_${name}_t;\n    #if !defined(${materialOffsetNameDefineName})\n        in ${precision} ${attrType} a_${name};\n    #endif\n${interpolation}out ${precision} ${type} ${name};\n#else\nuniform ${precision} ${type} u_${name};\n#endif\n`;\n            } else if (operation === 'initialize') {\n                if (unpackType === 'vec4' || unpackType === 'uvec4') {\n                    // vec4 attributes are only used for cross-faded properties, and are not packed\n                    return `\n#ifndef HAS_UNIFORM_u_${name}\n    ${name} = a_${name};\n#else\n    ${precision} ${type} ${name} = u_${name};\n#endif\n`;\n                } else {\n                    return `\n#if !defined(HAS_UNIFORM_u_${name})\n    #ifdef ${materialOffsetNameDefineName}\n        ${name} = unpack_mix_${unpackType}(${materialAttribExpression}, u_${name}_t);\n    #else\n        ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t);\n    #endif\n#else\n    ${precision} ${type} ${name} = u_${name};\n#endif\n`;\n                }\n            } else if (operation === 'define-attribute') {\n                return `\n#ifdef HAS_ATTRIBUTE_a_${name}\n    in ${precision} ${type} a_${name};\n    out ${precision} ${type} ${name};\n#endif\n`;\n            } else if (operation === 'initialize-attribute') {\n                return `\n#ifdef HAS_ATTRIBUTE_a_${name}\n    ${name} = a_${name};\n#endif\n`;\n            }\n        } else {\n            if (operation === 'define') {\n                return `\n#ifndef HAS_UNIFORM_u_${name}\nuniform lowp float u_${name}_t;\n    #if !defined(${materialOffsetNameDefineName})\n        in ${precision} ${attrType} a_${name};\n    #endif\n#else\nuniform ${precision} ${type} u_${name};\n#endif\n`;\n            } else if (operation === 'define-instanced') {\n                if (unpackType === 'mat4') {\n                    return `\n#ifdef INSTANCED_ARRAYS\nin vec4 a_${name}0;\nin vec4 a_${name}1;\nin vec4 a_${name}2;\nin vec4 a_${name}3;\n#else\nuniform ${precision} ${type} u_${name};\n#endif\n`;\n                } else {\n                    return `\n#ifdef INSTANCED_ARRAYS\nin ${precision} ${attrType} a_${name};\n#else\nuniform ${precision} ${type} u_${name};\n#endif\n`;\n                }\n            } else if (operation === 'initialize-attribute-custom') {\n                return `\n#ifdef HAS_ATTRIBUTE_a_${name}\n    ${precision} ${type} ${name} = a_${name};\n#endif\n`;\n            } else /* if (operation === 'initialize') */ {\n                if (unpackType === 'vec4' || unpackType === 'uvec4') {\n                    // vec4 attributes are only used for cross-faded properties, and are not packed\n                    return `\n#ifndef HAS_UNIFORM_u_${name}\n    #ifdef ${materialOffsetNameDefineName}\n        ${precision} ${type} ${name} = ${materialAttribExpression};\n    #else\n        ${precision} ${type} ${name} = a_${name};\n    #endif\n#else\n    ${precision} ${type} ${name} = u_${name};\n#endif\n`;\n                } else /* */ {\n                    return `\n#ifndef HAS_UNIFORM_u_${name}\n    #ifdef ${materialOffsetNameDefineName}\n        ${precision} ${type} ${name} = unpack_mix_${unpackType}(${materialAttribExpression}, u_${name}_t);\n    #else\n        ${precision} ${type} ${name} = unpack_mix_${unpackType}(a_${name}, u_${name}_t);\n    #endif\n#else\n    ${precision} ${type} ${name} = u_${name};\n#endif\n`;\n                }\n            }\n        }\n    });\n\n    return {fragmentSource, vertexSource, usedDefines, vertexIncludes, fragmentIncludes};\n}\n","#ifdef HAS_SHADER_STORAGE_BLOCK_material_buffer\n\n#define MATERIAL_TABLE_DEBUG 0\n\nuniform int u_material_offset;\nuniform int u_vertex_offset;\nlayout(std140, binding = 0)readonly buffer material_buffer{\n    uvec4 material_data[];\n};\n\n///////////// Copy to CPU start ////////////////////\n\n\nstruct MaterialInfo{\n    uint dataOffset;\n#if MATERIAL_TABLE_DEBUG\n    vec4 colorDebug;\n#endif\n};\n\nuint read_buf_no_offset(uint iDword) {\n    return material_data[iDword / 4u][iDword % 4u];\n}\nuint read_buf(uint iDword) {\n    iDword += uint(u_material_offset / 4);\n    return read_buf_no_offset(iDword);\n}\n\nfloat read_buf_float(uint iDword){\n    return uintBitsToFloat(read_buf(iDword));\n}\n\nuint read_buf_uint8(uint iDword, uint iUint8){\n    uint dwordOffset = iDword + (iUint8 / 4u);\n    uint byteOffset = iUint8 & 3u;\n    uint bitOffset = 8u * byteOffset;\n    uint mask = 0xffu << bitOffset;\n    uint dwordVal = read_buf(dwordOffset);\n    return (dwordVal & mask) >> bitOffset;\n}\n\nuint read_buf_uint16(uint iDword, uint iUint16){\n    uint dwordOffset = iDword + (iUint16 >> 1u);\n    uint bitOffset = (iUint16 & 1u) * 16u;\n    uint mask = 0xffffu << bitOffset;\n    uint dwordVal = read_buf(dwordOffset);\n    return (dwordVal & mask) >> bitOffset;\n}\nuint nrDwordsForVertexIdEntries(uint nrMaterialLookupEntries) {\n    return nrMaterialLookupEntries;\n}\n\nuint nrDwordsForMaterialIdEntries(uint nrMaterialLookupEntries) {\n    return (nrMaterialLookupEntries * 2u + 3u) / 4u;\n}\n\nuint findRangeBinarySearch(uint vertexId, uint numRanges, uint dwordOffset) {\n    uint left = 0u;\n    uint right = numRanges - 1u;\n\n    for (uint i = 0u; i < 16u; i++) { \n        if (left > right) {\n            break;\n        }\n\n        uint mid = (left + right) / 2u;\n        uint start = read_buf(dwordOffset + mid);\n        uint nextStart = (mid + 1u < numRanges) ? read_buf(dwordOffset + mid + 1u) : 0xffffffffu; // UINT_MAX\n\n        if (vertexId >= start && vertexId < nextStart) {\n            return mid;\n        } else if (vertexId < start) {\n            if (mid == 0u) {\n                break;\n            }\n            right = mid - 1u;\n        } else {\n            left = mid + 1u;\n        }\n    }\n\n    return 0u; \n}\n\nuint readVertexId(uint dwordOffset, uint iMaterialLookupEntry) {\n    return read_buf(dwordOffset + iMaterialLookupEntry);\n}\n\nuint findRange(uint vertexId, uint numRanges, uint dwordOffset) {\n    uint iRange;\n    // linear search for less elements, binary search for bigger\n    if(numRanges <= 64u){\n        uint vertexBegin;\n        for(iRange = 0u; iRange < numRanges; ++iRange) {\n            vertexBegin = readVertexId(dwordOffset, iRange);\n            if(vertexBegin > vertexId) {\n                break;\n            }\n        }\n        iRange = iRange == 0u? 0u : iRange - 1u;\n    } else { \n        iRange = findRangeBinarySearch(vertexId, numRanges, dwordOffset);\n    }\n    return iRange;\n}\n\nMaterialInfo read_material_info(uint vertex_id) {\n    MaterialInfo info;\n#if MATERIAL_TABLE_DEBUG\n    const vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n    const vec4 orange = vec4(1.0, 0.5, 0.0, 1.0);\n    const vec4 yellow = vec4(1.0, 1.0, 0.0, 1.0);\n    const vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n    const vec4 indigo = vec4(0.294, 0.0, 0.510, 1.0);\n    const vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);\n    const vec4 purple = vec4(0.5, 0.0, 0.5, 1.0);\n    const vec4 pink = vec4(1.0, 0.0, 1.0, 1.0);\n    info.colorDebug = green;\n#endif\n\n    uint offset = 0u;\n#if MATERIAL_TABLE_DEBUG\n    bool keepFinding = true;\n    uint magic = read_buf(offset);\n    if(magic != 0xCAFEBABEu) {\n        info.colorDebug = red;\n        keepFinding = false;\n        //do not even continue\n        return info;\n    }\n#endif\n    offset++;\n\n#if MATERIAL_TABLE_DEBUG\n    uint nrMaterials = read_buf(offset);\n    uint nrVertices = read_buf(offset + 1u);\n    if(keepFinding && vertex_id >= nrVertices) {\n        info.colorDebug = red;\n        keepFinding = false;\n    }\n#endif\n    offset += 2u;\n    uint nrMaterialLookupEntries = read_buf(offset++);\n    uint perMaterialEntrySizeDwords = read_buf(offset++);\n#if MATERIAL_TABLE_DEBUG\n    if(keepFinding && perMaterialEntrySizeDwords != 1u) {\n        info.colorDebug = red;\n        keepFinding = false;\n    }\n#endif\n\n    uint iMaterialLookup = findRange(vertex_id, nrMaterialLookupEntries, offset);\n#if MATERIAL_TABLE_DEBUG\n    if(keepFinding)\n    {\n        uint vertexBeginCheck = readVertexId(offset, iMaterialLookup);\n        if(vertexBeginCheck > vertex_id) {\n            info.colorDebug = red;\n            keepFinding = false;\n        }\n        if(iMaterialLookup < nrMaterialLookupEntries - 1u) {\n            uint vertexEndCheck = readVertexId(offset, iMaterialLookup + 1u);\n            if(vertexEndCheck <= vertex_id) {\n                info.colorDebug = red;\n                keepFinding = false;\n            }\n        }\n    }\n#endif\n\n    offset += nrDwordsForVertexIdEntries(nrMaterialLookupEntries);\n    uint materialId = iMaterialLookup;\n    \n#if MATERIAL_TABLE_DEBUG\n    if(keepFinding) {\n        if(materialId >= nrMaterialLookupEntries) {\n            info.colorDebug = red;\n        }\n    }\n#endif\n    info.dataOffset = offset + materialId * perMaterialEntrySizeDwords;\n    return info;\n}\n\nuint get_data_location(const MaterialInfo matInfo, uint attribOffsetBytes)\n{\n    uint attribFieldOffsetDwords = attribOffsetBytes / 4u;\n    return matInfo.dataOffset + attribFieldOffsetDwords;\n}\n\nvec4 read_material_vec4(const MaterialInfo matInfo, uint attribOffsetBytes){\n    uint loc = get_data_location(matInfo, attribOffsetBytes);\n    return vec4(read_buf_float(loc), read_buf_float(loc+1u), read_buf_float(loc+2u), read_buf_float(loc+3u));\n}\n\nvec2 read_material_vec2(const MaterialInfo matInfo, uint attribOffsetBytes){\n    uint loc = get_data_location(matInfo, attribOffsetBytes);\n    return vec2(read_buf_float(loc), read_buf_float(loc+1u));\n}\n\nfloat read_material_float(const MaterialInfo matInfo, uint attribOffsetBytes){\n    uint loc = get_data_location(matInfo, attribOffsetBytes);\n    return read_buf_float(loc);\n}\n\n#define GET_ATTRIBUTE_float(attrib, matInfo, attrib_offset) read_material_float(matInfo, attrib_offset)\n#define GET_ATTRIBUTE_vec4(attrib, matInfo, attrib_offset) read_material_vec4(matInfo, attrib_offset)\n#define GET_ATTRIBUTE_vec2(attrib, matInfo, attrib_offset) read_material_vec2(matInfo, attrib_offset)\n#define DECLARE_MATERIAL_TABLE_INFO MaterialInfo materialInfo = read_material_info(uint(gl_VertexID));\n#define DECLARE_MATERIAL_TABLE_INFO_DEBUG(dbgColor) MaterialInfo materialInfo = read_material_info(uint(gl_VertexID)); dbgColor = materialInfo.colorDebug;\n\n/////////////Copy to cpu END\n#endif","// NOTE: Include explicitly in fragment shaders that use indicator cutout (applyCutout).\n\n#ifdef INDICATOR_CUTOUT\nuniform vec3 u_indicator_cutout_centers;\nuniform vec4 u_indicator_cutout_params;\n#endif\n\nvec4 applyCutout(vec4 color, float height) {\n#ifdef INDICATOR_CUTOUT\n    float verticalFadeRange = u_indicator_cutout_centers.z * 0.25; // Fade relative to the height of the indicator\n    float holeMinOpacity = mix(1.0, u_indicator_cutout_params.x, smoothstep(u_indicator_cutout_centers.z, u_indicator_cutout_centers.z + verticalFadeRange, height));\n    float holeRadius = max(u_indicator_cutout_params.y, 0.0);\n    float holeAspectRatio = u_indicator_cutout_params.z;\n    float fadeStart = u_indicator_cutout_params.w;\n    float distA = distance(vec2(gl_FragCoord.x, gl_FragCoord.y * holeAspectRatio), vec2(u_indicator_cutout_centers[0], u_indicator_cutout_centers[1] * holeAspectRatio));\n    return color * min(smoothstep(fadeStart, holeRadius, distA) + holeMinOpacity, 1.0);\n#else\n    return color;\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nuniform vec4 u_color;\nuniform float u_opacity;\nuniform mediump float u_emissive_strength;\n\n#ifdef LIGHTING_3D_MODE\nin vec4 v_color;\n#endif\n\nvoid main() {\n    vec4 out_color;\n\n#ifdef FEATURE_CUTOUT\n    // Here we only apply cutout when the background layer is rendered with viewport pitch alignment.\n    // So we don't need to consider the depth difference between the fragment and the cutout depth, \n    // and can directly use the cutout factor from texture to modulate the color.\n    vec2 uv = fragcoord_to_viewport_uv(gl_FragCoord.xy, u_inv_viewport_size.xy);\n    float factorTex = min(texture(u_cutout_factor_image, uv).r, 1.0);\n    float cutoutFactor = (1.0 - u_feature_cutout_params.x) * factorTex;\n    out_color = u_color * (1.0 - cutoutFactor);\n#else // FEATURE_CUTOUT\n#ifdef LIGHTING_3D_MODE\n    out_color = v_color;\n#else\n    out_color = u_color;\n#endif\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n#endif // FEATURE_CUTOUT\n\n    glFragColor = out_color * u_opacity;\n\n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_lighting.glsl\"\n\nin ivec2 a_pos;\n\nuniform mat4 u_matrix;\nuniform mediump float u_emissive_strength;\n\n#ifdef LIGHTING_3D_MODE\nuniform mediump vec4 u_color;\nout vec4 v_color;\n#endif\n\nvoid main() {\n    gl_Position = u_matrix * vec4(a_pos, 0, 1);\n\n// Feature cutout is only used in viewport pitch alignment mode,\n// and it doesn't require 3D lights or fog in that case.\n#ifndef FEATURE_CUTOUT\n#ifdef LIGHTING_3D_MODE\n    v_color = apply_lighting_with_emission_ground(u_color, u_emissive_strength);\n#endif\n#ifdef FOG\n    v_fog_pos = fog_position(vec2(a_pos));\n#endif\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n\nuniform vec2 u_pattern_tl;\nuniform vec2 u_pattern_br;\nuniform vec2 u_texsize;\nuniform float u_opacity;\nuniform float u_emissive_strength;\n\nuniform sampler2D u_image;\n\nin highp vec2 v_pos;\n\nvoid main() {\n    highp vec2 imagecoord = mod(v_pos, 1.0);\n    highp vec2 pos = mix(u_pattern_tl / u_texsize, u_pattern_br / u_texsize, imagecoord);\n    vec4 out_color = textureLodCustom(u_image, pos, v_pos);\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(out_color, u_emissive_strength);\n#endif\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n\n    glFragColor = out_color * u_opacity;\n    \n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform vec2 u_pattern_size;\nuniform vec2 u_pixel_coord_upper;\nuniform vec2 u_pixel_coord_lower;\nuniform vec2 u_pattern_units_to_pixels;\n\nin ivec2 a_pos;\n\nout highp vec2 v_pos;\n\nvoid main() {\n    vec2 pos = vec2(a_pos);\n    gl_Position = u_matrix * vec4(pos, 0, 1);\n\n    v_pos = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, u_pattern_size, u_pattern_units_to_pixels, pos);\n\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n\nin vec3 v_data;\nin float v_visibility;\n\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define mediump float radius\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define highp vec4 stroke_color\n#pragma mapbox: define mediump float stroke_width\n#pragma mapbox: define lowp float stroke_opacity\n\nuniform float u_emissive_strength;\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize mediump float radius\n    #pragma mapbox: initialize lowp float blur\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize highp vec4 stroke_color\n    #pragma mapbox: initialize mediump float stroke_width\n    #pragma mapbox: initialize lowp float stroke_opacity\n    vec2 extrude = v_data.xy;\n    float blur_positive = blur < 0.0 ? 0.0 : 1.0;\n    lowp float antialiasblur = v_data.z;\n    float extrude_length = length(extrude) + antialiasblur * (1.0 - blur_positive);\n    float antialiased_blur = -max(abs(blur), antialiasblur);\n    float antialiase_blur_opacity = smoothstep(0.0, antialiasblur, extrude_length - 1.0);\n    float opacity_t = blur_positive == 1.0 ? \n                        smoothstep(0.0, -antialiased_blur, 1.0 - extrude_length) : \n                        smoothstep(antialiased_blur, 0.0, extrude_length - 1.0) - antialiase_blur_opacity;\n    float color_t = stroke_width < 0.01 ? 0.0 : smoothstep(\n        antialiased_blur,\n        0.0,\n        extrude_length - radius / (radius + stroke_width)\n    );\n\n    vec4 out_color = mix(color * opacity, stroke_color * stroke_opacity, color_t);\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(out_color, u_emissive_strength);\n#endif\n#ifdef FOG\n    out_color = fog_apply_premultiplied(out_color, v_fog_pos);\n#endif\n\n    glFragColor = out_color * (v_visibility * opacity_t);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n\n#define NUM_VISIBILITY_RINGS 2\n#define INV_SQRT2 0.70710678\n#define ELEVATION_BIAS 0.0001\n\n#define NUM_SAMPLES_PER_RING 16\n\nuniform mat4 u_matrix;\nuniform mat2 u_extrude_scale;\nuniform lowp float u_device_pixel_ratio;\nuniform highp float u_camera_to_center_distance;\n\nin ivec2 a_pos;\n\n#ifdef PROJECTION_GLOBE_VIEW\nin ivec4 a_pos_3;         // Projected position on the globe\nin ivec4 a_pos_normal_3;  // Surface normal at the position\n\n// Uniforms required for transition between globe and mercator\nuniform mat4 u_inv_rot_matrix;\nuniform vec2 u_merc_center;\nuniform vec3 u_tile_id;\nuniform float u_zoom_transition;\nuniform vec3 u_up_dir;\n#endif\n\n#ifdef ELEVATED_ROADS\nin float a_circle_z_offset;\n#endif\n\nout vec3 v_data;\nout float v_visibility;\n\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define mediump float radius\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define highp vec4 stroke_color\n#pragma mapbox: define mediump float stroke_width\n#pragma mapbox: define lowp float stroke_opacity\n\nvec2 calc_offset(vec2 extrusion, float radius, float stroke_width,  float view_scale) {\n    return extrusion * (radius + stroke_width) * u_extrude_scale * view_scale;\n}\n\nfloat cantilevered_elevation(vec2 pos, float radius, float stroke_width, float view_scale) {\n    vec2 c1 = pos + calc_offset(vec2(-1.0, -1.0), radius, stroke_width, view_scale);\n    vec2 c2 = pos + calc_offset(vec2(1.0, -1.0), radius, stroke_width, view_scale);\n    vec2 c3 = pos + calc_offset(vec2(1.0, 1.0), radius, stroke_width, view_scale);\n    vec2 c4 = pos + calc_offset(vec2(-1.0, 1.0), radius, stroke_width, view_scale);\n    float h1 = elevation(c1) + ELEVATION_BIAS;\n    float h2 = elevation(c2) + ELEVATION_BIAS;\n    float h3 = elevation(c3) + ELEVATION_BIAS;\n    float h4 = elevation(c4) + ELEVATION_BIAS;\n    return max(h4, max(h3, max(h1,h2)));\n}\n\nfloat circle_elevation(vec2 pos) {\n#if defined(TERRAIN)\n    return elevation(pos) + ELEVATION_BIAS;\n#else\n    return 0.0;\n#endif\n}\n\nvec4 project_vertex(vec2 extrusion, vec4 world_center, vec4 projected_center, float radius, float stroke_width,  float view_scale, mat3 surface_vectors) {\n    vec2 sample_offset = calc_offset(extrusion, radius, stroke_width, view_scale);\n#ifdef PITCH_WITH_MAP\n    #ifdef PROJECTION_GLOBE_VIEW\n        return u_matrix * ( world_center + vec4(sample_offset.x * surface_vectors[0] + sample_offset.y * surface_vectors[1], 0) );\n    #else\n        return u_matrix * ( world_center + vec4(sample_offset, 0, 0) );\n    #endif\n#else\n    return projected_center + vec4(sample_offset, 0, 0);\n#endif\n}\n\nfloat get_sample_step() {\n#ifdef PITCH_WITH_MAP\n    return 2.0 * PI / float(NUM_SAMPLES_PER_RING);\n#else\n    // We want to only sample the top half of the circle when it is viewport-aligned.\n    // This is to prevent the circle from intersecting with the ground plane below it at high pitch.\n    return PI / float(NUM_SAMPLES_PER_RING);\n#endif\n}\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize mediump float radius\n    #pragma mapbox: initialize lowp float blur\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize highp vec4 stroke_color\n    #pragma mapbox: initialize mediump float stroke_width\n    #pragma mapbox: initialize lowp float stroke_opacity\n\n    // unencode the extrusion vector that we snuck into the a_pos vector\n    vec2 pos2 = vec2(a_pos);\n    vec2 extrude = vec2(mod(pos2, 2.0) * 2.0 - 1.0);\n\n    // multiply a_pos by 0.5, since we had it * 2 in order to sneak\n    // in extrusion data\n    vec2 circle_center = floor(pos2 * 0.5);\n\n    // extract height offset for terrain, this returns 0 if terrain is not active\n    float height = circle_elevation(circle_center);\n\n    vec4 world_center;\n    mat3 surface_vectors;\n#ifdef PROJECTION_GLOBE_VIEW\n    // Compute positions on both globe and mercator plane to support transition between the two modes\n    // Apply extra scaling to extrusion to cover different pixel space ratios (which is dependant on the latitude)\n    surface_vectors = globe_mercator_surface_vectors(vec3(a_pos_normal_3) / 16384.0, u_up_dir, u_zoom_transition);\n\n    vec3 surface_extrusion = extrude.x * surface_vectors[0] + extrude.y * surface_vectors[1];\n    vec3 globe_elevation = elevationVector(circle_center) * height;\n    vec3 globe_pos = vec3(a_pos_3) + surface_extrusion + globe_elevation;\n    vec3 mercator_elevation = u_up_dir * u_tile_up_scale * height;\n    vec3 merc_pos = mercator_tile_position(u_inv_rot_matrix, circle_center, u_tile_id, u_merc_center) + surface_extrusion + mercator_elevation;\n    vec3 pos = mix_globe_mercator(globe_pos, merc_pos, u_zoom_transition);\n    world_center = vec4(pos, 1);\n#else \n    surface_vectors = mat3(1.0);\n    world_center = vec4(circle_center, height, 1);\n#endif\n\n#ifdef ELEVATED_ROADS\n    world_center.z += a_circle_z_offset + ELEVATION_BIAS;\n#endif\n\n    vec4 projected_center = u_matrix * world_center;\n\n    float view_scale = 0.0;\n    #ifdef PITCH_WITH_MAP\n        #ifdef SCALE_WITH_MAP\n            view_scale = 1.0;\n        #else\n            // Pitching the circle with the map effectively scales it with the map\n            // To counteract the effect for pitch-scale: viewport, we rescale the\n            // whole circle based on the pitch scaling effect at its central point\n            view_scale = projected_center.w / u_camera_to_center_distance;\n        #endif\n    #else\n        #ifdef SCALE_WITH_MAP\n            view_scale = u_camera_to_center_distance;\n        #else\n            view_scale = projected_center.w;\n        #endif\n    #endif\n    gl_Position = project_vertex(extrude, world_center, projected_center, radius, stroke_width, view_scale, surface_vectors);\n\n    float visibility = 0.0;\n    #ifdef TERRAIN\n        float step = get_sample_step();\n        vec4 occlusion_world_center;\n        vec4 occlusion_projected_center;\n        #ifdef PITCH_WITH_MAP\n            // to prevent the circle from self-intersecting with the terrain underneath on a sloped hill,\n            // we calculate the elevation at each corner and pick the highest one when computing visibility.\n            float cantilevered_height = cantilevered_elevation(circle_center, radius, stroke_width, view_scale);\n            occlusion_world_center = vec4(circle_center, cantilevered_height, 1);\n            occlusion_projected_center = u_matrix * occlusion_world_center;\n        #else\n            occlusion_world_center = world_center;\n            occlusion_projected_center = projected_center;\n        #endif\n        for(int ring = 0; ring < NUM_VISIBILITY_RINGS; ring++) {\n            float scale = (float(ring) + 1.0)/float(NUM_VISIBILITY_RINGS);\n            for(int i = 0; i < NUM_SAMPLES_PER_RING; i++) {\n                vec2 extrusion = vec2(cos(step * float(i)), -sin(step * float(i))) * scale;\n                vec4 frag_pos = project_vertex(extrusion, occlusion_world_center, occlusion_projected_center, radius, stroke_width, view_scale, surface_vectors);\n                visibility += float(!isOccluded(frag_pos));\n            }\n        }\n        visibility /= float(NUM_VISIBILITY_RINGS) * float(NUM_SAMPLES_PER_RING);\n    #else\n        visibility = 1.0;\n    #endif\n    // This is a temporary overwrite until we add support for terrain occlusion for the globe view\n    // Having a separate overwrite here makes the metal shader generation simpler for the default case\n    #ifdef PROJECTION_GLOBE_VIEW\n        visibility = 1.0;\n    #endif\n    v_visibility = visibility;\n\n    // This is a minimum blur distance that serves as a faux-antialiasing for\n    // the circle. since blur is a ratio of the circle's size and the intent is\n    // to keep the blur at roughly 1px, the two are inversely related.\n    lowp float antialiasblur = 1.0 / u_device_pixel_ratio / (radius + stroke_width);\n\n    v_data = vec3(extrude.x, extrude.y, antialiasblur);\n\n#ifdef FOG\n    v_fog_pos = fog_position(world_center.xyz);\n#endif\n}\n","void main() {\n    glFragColor = vec4(1.0);\n}\n","in ivec2 a_pos;\n\nuniform mat4 u_matrix;\n\nvoid main() {\n    gl_Position = u_matrix * vec4(a_pos, 0, 1);\n}\n","#include \"_prelude_fog.fragment.glsl\"\n\nuniform highp float u_intensity;\n\nin vec2 v_extrude;\n\n#pragma mapbox: define highp float weight\n\n// Gaussian kernel coefficient: 1 / sqrt(2 * PI)\n#define GAUSS_COEF 0.3989422804014327\n\nvoid main() {\n    #pragma mapbox: initialize highp float weight\n\n    // Kernel density estimation with a Gaussian kernel of size 5x5\n    float d = -0.5 * 3.0 * 3.0 * dot(v_extrude, v_extrude);\n    float val = weight * u_intensity * GAUSS_COEF * exp(d);\n\n    glFragColor = vec4(val, 1.0, 1.0, 1.0);\n\n#ifdef FOG\n    // Globe uses a fixed range and heatmaps preserve\n    // their color with this thin atmosphere layer to\n    // prevent this layer from overly flickering\n    if (u_is_globe == 0) {\n        // Heatmaps work differently than other layers, so we operate on the accumulated\n        // density rather than a final color. The power is chosen so that the density\n        // fades into the fog at a reasonable rate.\n        glFragColor.r *= pow(1.0 - fog_opacity(v_fog_pos), 2.0);\n    }\n#endif\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_terrain.vertex.glsl\"\n#include \"_prelude_fog.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform float u_extrude_scale;\nuniform float u_intensity;\n\nin ivec2 a_pos;\n\n#ifdef PROJECTION_GLOBE_VIEW\nin ivec4 a_pos_3;         // Projected position on the globe\nin ivec4 a_pos_normal_3;  // Surface normal at the position\n\n// Uniforms required for transition between globe and mercator\nuniform mat4 u_inv_rot_matrix;\nuniform vec2 u_merc_center;\nuniform vec3 u_tile_id;\nuniform float u_zoom_transition;\nuniform vec3 u_up_dir;\n#endif\n\nout vec2 v_extrude;\n\n#pragma mapbox: define highp float weight\n#pragma mapbox: define mediump float radius\n\n// Effective \"0\" in the kernel density texture to adjust the kernel size to;\n// this empirically chosen number minimizes artifacts on overlapping kernels\n// for typical heatmap cases (assuming clustered source)\nconst highp float ZERO = 1.0 / 255.0 / 16.0;\n\n// Gaussian kernel coefficient: 1 / sqrt(2 * PI)\n#define GAUSS_COEF 0.3989422804014327\n\nvoid main() {\n    #pragma mapbox: initialize highp float weight\n    #pragma mapbox: initialize mediump float radius\n\n    // unencode the extrusion vector that we snuck into the a_pos vector\n    vec2 unscaled_extrude = vec2(mod(vec2(a_pos), 2.0) * 2.0 - 1.0);\n\n    // This 'extrude' comes in ranging from [-1, -1], to [1, 1].  We'll use\n    // it to produce the vertices of a square mesh framing the point feature\n    // we're adding to the kernel density texture.  We'll also pass it as\n    // a out, so that the fragment shader can determine the distance of\n    // each fragment from the point feature.\n    // Before we do so, we need to scale it up sufficiently so that the\n    // kernel falls effectively to zero at the edge of the mesh.\n    // That is, we want to know S such that\n    // weight * u_intensity * GAUSS_COEF * exp(-0.5 * 3.0^2 * S^2) == ZERO\n    // Which solves to:\n    // S = sqrt(-2.0 * log(ZERO / (weight * u_intensity * GAUSS_COEF))) / 3.0\n    float S = sqrt(-2.0 * log(ZERO / weight / u_intensity / GAUSS_COEF)) / 3.0;\n\n    // Pass the out in units of radius\n    v_extrude = S * unscaled_extrude;\n\n    // Scale by radius and the zoom-based scale factor to produce actual\n    // mesh position\n    vec2 extrude = v_extrude * radius * u_extrude_scale;\n\n    // multiply a_pos by 0.5, since we had it * 2 in order to sneak\n    // in extrusion data\n    vec2 tilePos = floor(vec2(a_pos) * 0.5);\n\n    vec3 pos;\n#ifdef PROJECTION_GLOBE_VIEW\n    // Compute positions on both globe and mercator plane to support transition between the two modes\n    // Apply extra scaling to extrusion to cover different pixel space ratios (which is dependant on the latitude)\n    vec3 pos_normal_3 = vec3(a_pos_normal_3) / 16384.0;\n    mat3 surface_vectors = globe_mercator_surface_vectors(pos_normal_3, u_up_dir, u_zoom_transition);\n    vec3 surface_extrusion = extrude.x * surface_vectors[0] + extrude.y * surface_vectors[1];\n    vec3 globe_elevation = elevationVector(tilePos) * elevation(tilePos);\n    vec3 globe_pos = vec3(a_pos_3) + surface_extrusion + globe_elevation;\n    vec3 mercator_elevation = u_up_dir * u_tile_up_scale * elevation(tilePos);\n    vec3 merc_pos = mercator_tile_position(u_inv_rot_matrix, tilePos, u_tile_id, u_merc_center) + surface_extrusion + mercator_elevation;\n    pos = mix_globe_mercator(globe_pos, merc_pos, u_zoom_transition);\n#else\n    pos = vec3(tilePos + extrude, elevation(tilePos));\n#endif\n\n    gl_Position = u_matrix * vec4(pos, 1);\n\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n#endif\n}\n","uniform sampler2D u_image;\nuniform sampler2D u_color_ramp;\nuniform float u_opacity;\nin vec2 v_pos;\n\nvoid main() {\n    float t = texture(u_image, v_pos).r;\n    vec4 color = texture(u_color_ramp, vec2(t, 0.5));\n\n    glFragColor = color * u_opacity;\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(0.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","in ivec2 a_pos;\nout vec2 v_pos;\n\nvoid main() {\n    gl_Position = vec4(a_pos, 0, 1);\n\n    v_pos = vec2(a_pos) * 0.5 + 0.5;\n}\n","in float v_placed;\nin float v_notUsed;\n\nvoid main() {\n    vec4 red  = vec4(1.0, 0.0, 0.0, 1.0); // Red = collision, hide label\n    vec4 blue = vec4(0.0, 0.0, 1.0, 0.5); // Blue = no collision, label is showing\n\n    glFragColor  = mix(red, blue, step(0.5, v_placed)) * 0.5;\n    glFragColor *= mix(1.0, 0.1, step(0.5, v_notUsed));\n}\n","#include \"_prelude_terrain.vertex.glsl\"\n\nin ivec4 a_pos;\nin ivec2 a_anchor_pos;\nin ivec2 a_extrude;\nin uvec2 a_placed;\nin vec2 a_shift;\nin vec2 a_elevation_from_sea;\nin float a_size_scale;\nin vec2 a_padding;\nin float a_auto_z_offset;\n\nuniform mat4 u_matrix;\nuniform vec2 u_extrude_scale;\nuniform float u_camera_to_center_distance;\n\n#ifdef PROJECTION_GLOBE_VIEW\nuniform vec3 u_tile_id;\nuniform mat4 u_inv_rot_matrix;\nuniform vec2 u_merc_center;\nuniform float u_zoom_transition;\n#endif\n\nout float v_placed;\nout float v_notUsed;\n\nvoid main() {\n    vec2 anchor_pos = vec2(a_anchor_pos);\n    float feature_elevation = a_elevation_from_sea.x + a_auto_z_offset;\n    float terrain_elevation = (a_elevation_from_sea.y == 1.0 ? 0.0 : elevation(anchor_pos));\n    vec3 proj_pos = vec3(a_pos) + elevationVector(anchor_pos) * (feature_elevation + terrain_elevation);\n#ifdef PROJECTION_GLOBE_VIEW\n#ifndef PROJECTED_POS_ON_VIEWPORT\n    vec3 globe_pos = proj_pos;\n    vec3 mercator_pos = mercator_tile_position(u_inv_rot_matrix, anchor_pos, u_tile_id, u_merc_center);\n    proj_pos = mix_globe_mercator(globe_pos, mercator_pos, u_zoom_transition);\n#endif\n#endif\n    vec4 projectedPoint = u_matrix * vec4(proj_pos, 1);\n\n    highp float camera_to_anchor_distance = projectedPoint.w;\n    highp float collision_perspective_ratio = clamp(\n        0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),\n        0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles\n        1.5);\n\n    gl_Position = projectedPoint;\n    gl_Position.xy += (vec2(a_extrude) * a_size_scale + a_shift + a_padding) * u_extrude_scale * gl_Position.w * collision_perspective_ratio;\n\n    v_placed = float(a_placed.x);\n    v_notUsed = float(a_placed.y);\n}\n","in float v_radius;\nin vec2 v_extrude;\nin float v_perspective_ratio;\nin float v_collision;\n\nvoid main() {\n    float alpha = 0.5 * min(v_perspective_ratio, 1.0);\n    float stroke_radius = 0.9 * max(v_perspective_ratio, 1.0);\n\n    float distance_to_center = length(v_extrude);\n    float distance_to_edge = abs(distance_to_center - v_radius);\n    float opacity_t = smoothstep(-stroke_radius, 0.0, -distance_to_edge);\n\n    vec4 color = mix(vec4(0.0, 0.0, 1.0, 0.5), vec4(1.0, 0.0, 0.0, 1.0), v_collision);\n\n    glFragColor = color * alpha * opacity_t;\n}\n","in vec2 a_pos_2f;\nin float a_radius;\nin ivec2 a_flags;\n\nuniform mat4 u_matrix;\nuniform mat4 u_inv_matrix;\nuniform vec2 u_viewport_size;\nuniform float u_camera_to_center_distance;\n\nout float v_radius;\nout vec2 v_extrude;\nout float v_perspective_ratio;\nout float v_collision;\n\nvec3 toTilePosition(vec2 screenPos) {\n    // Shoot a ray towards the ground to reconstruct the depth-value\n    vec4 rayStart = u_inv_matrix * vec4(screenPos, -1.0, 1.0);\n    vec4 rayEnd   = u_inv_matrix * vec4(screenPos,  1.0, 1.0);\n\n    rayStart.xyz /= rayStart.w;\n    rayEnd.xyz   /= rayEnd.w;\n\n    highp float t = (0.0 - rayStart.z) / (rayEnd.z - rayStart.z);\n    return mix(rayStart.xyz, rayEnd.xyz, t);\n}\n\nvoid main() {\n    vec2 quadCenterPos = a_pos_2f;\n    float radius = a_radius;\n    int vertexIdx = a_flags.y;\n\n    vec2 quadVertexOffset = vec2(\n        mix(-1.0, 1.0, float(vertexIdx >= 2)),\n        mix(-1.0, 1.0, float(vertexIdx >= 1 && vertexIdx <= 2)));\n\n    vec2 quadVertexExtent = quadVertexOffset * radius;\n\n    // Screen position of the quad might have been computed with different camera parameters.\n    // Transform the point to a proper position on the current viewport\n    vec3 tilePos = toTilePosition(quadCenterPos);\n    vec4 clipPos = u_matrix * vec4(tilePos, 1.0);\n\n    highp float camera_to_anchor_distance = clipPos.w;\n    highp float collision_perspective_ratio = clamp(\n        0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),\n        0.0, // Prevents oversized near-field circles in pitched/overzoomed tiles\n        4.0);\n\n    // Apply small padding for the anti-aliasing effect to fit the quad\n    // Note that v_radius and v_extrude are in screen coordinates already\n    float padding_factor = 1.2;\n    v_radius = radius;\n    v_extrude = quadVertexExtent * padding_factor;\n    v_perspective_ratio = collision_perspective_ratio;\n    v_collision = float(a_flags.x);\n\n    gl_Position = vec4(clipPos.xyz / clipPos.w, 1.0) + vec4(quadVertexExtent * padding_factor / u_viewport_size * 2.0, 0.0, 0.0);\n}\n","uniform highp vec4 u_color;\nuniform sampler2D u_overlay;\n\nin vec2 v_uv;\n\nvoid main() {\n    vec4 overlay_color = texture(u_overlay, v_uv);\n    glFragColor = mix(u_color, overlay_color, overlay_color.a);\n}\n","#include \"_prelude_terrain.vertex.glsl\"\n\nin ivec2 a_pos;\n#ifdef PROJECTION_GLOBE_VIEW\nin ivec4 a_pos_3;\n#endif\nout vec2 v_uv;\n\nuniform mat4 u_matrix;\nuniform float u_overlay_scale;\n\nvoid main() {\n    // This vertex shader expects a EXTENT x EXTENT quad,\n    // The UV co-ordinates for the overlay texture can be calculated using that knowledge\n    vec2 pos = vec2(a_pos);\n    float h = elevation(pos);\n    v_uv = pos / 8192.0;\n#ifdef PROJECTION_GLOBE_VIEW\n    gl_Position = u_matrix * vec4(vec3(a_pos_3) + elevationVector(pos) * h, 1);\n#else\n    gl_Position = u_matrix * vec4(pos * u_overlay_scale, h, 1);\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float opacity\n\nuniform float u_emissive_strength;\nuniform lowp float u_opacity_multiplier;\n\n#ifdef RENDER_SHADOWS\nuniform vec3 u_ground_shadow_factor;\n\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin highp float v_depth;\n#endif\n\n#ifdef ELEVATED_ROADS\nin highp float v_road_z_offset;\n#endif\n\n#ifdef INDICATOR_CUTOUT\nin highp float v_z_offset;\n#endif\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize lowp float opacity\n\n    vec2 cutout_factors = vec2(0.0);\n#ifdef FEATURE_CUTOUT\n    cutout_factors = get_cutout_factors(gl_FragCoord);\n#endif\n\n    vec4 out_color = color;\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(out_color, u_emissive_strength);\n#ifdef RENDER_SHADOWS\n    float light = shadowed_light_factor(v_pos_light_view_0, v_pos_light_view_1, v_depth);\n    light = mix(light, 1.0, cutout_factors.y);\n    out_color.rgb *= mix(u_ground_shadow_factor, vec3(1.0), light);\n#endif // RENDER_SHADOWS\n#endif // LIGHTING_3D_MODE\n\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n\n    out_color *= (opacity * u_opacity_multiplier);\n\n#ifdef INDICATOR_CUTOUT\n    // apply cutout if the fragment is not an underground polygon (no need)\n    if (v_z_offset >= 0.0) {\n        out_color = applyCutout(out_color, v_z_offset);\n    }\n#endif\n\n#ifdef FEATURE_CUTOUT\n    float z = 0.0;\n#ifdef ELEVATED_ROADS\n    z = v_road_z_offset;\n#endif\n    out_color = apply_feature_cutout(out_color, gl_FragCoord, cutout_factors.x, z);\n#endif\n\n    glFragColor = out_color;\n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n\nin ivec2 a_pos;\n#ifdef ELEVATED_ROADS\nin float a_road_z_offset;\nout highp float v_road_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout highp float v_depth;\n#endif\n\n#ifdef INDICATOR_CUTOUT\nout highp float v_z_offset;\n#endif\n\nuniform mat4 u_matrix;\nuniform lowp float u_opacity_multiplier;\n\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define highp float z_offset\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize highp float z_offset\n\n#ifdef ELEVATED_ROADS\n    z_offset += a_road_z_offset;\n    v_road_z_offset = z_offset;\n#endif\n    float hidden = float(opacity == 0.0);\n    gl_Position = mix(u_matrix * vec4(a_pos, z_offset, 1), AWAY, hidden);\n\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos0 = vec3(a_pos, z_offset);\n    vec3 shd_pos1 = vec3(a_pos, z_offset);\n#ifdef NORMAL_OFFSET\n    vec3 offset = shadow_normal_offset(vec3(0.0, 0.0, 1.0));\n    shd_pos0 += offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(vec2(a_pos));\n#endif\n#ifdef INDICATOR_CUTOUT\n    v_z_offset = z_offset;\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nin highp vec2 v_pos;\n\nuniform float u_emissive_strength;\nuniform lowp float u_opacity_multiplier;\n\n#ifdef ELEVATED_ROADS\nin highp float v_road_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform vec3 u_ground_shadow_factor;\n\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin highp float v_depth;\n#endif\n\n#pragma mapbox: define highp vec4 outline_color\n#pragma mapbox: define lowp float opacity\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 outline_color\n    #pragma mapbox: initialize lowp float opacity\n\n    float dist = length(v_pos - gl_FragCoord.xy);\n    float alpha = 1.0 - smoothstep(0.0, 1.0, dist);\n    vec4 out_color = outline_color;\n\n    vec2 cutout_factors = vec2(0.0);\n#ifdef FEATURE_CUTOUT\n    cutout_factors = get_cutout_factors(gl_FragCoord);\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(out_color, u_emissive_strength);\n#ifdef RENDER_SHADOWS\n    float light = shadowed_light_factor(v_pos_light_view_0, v_pos_light_view_1, v_depth);\n    light = mix(light, 1.0, cutout_factors.y);\n    out_color.rgb *= mix(u_ground_shadow_factor, vec3(1.0), light);\n#endif // RENDER_SHADOWS\n#endif // LIGHTING_3D_MODE\n\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n\n#ifdef FEATURE_CUTOUT\n    float z = 0.0;\n#ifdef ELEVATED_ROADS\n    z = v_road_z_offset;\n#endif\n    out_color = apply_feature_cutout(out_color, gl_FragCoord, cutout_factors.x, z);\n#endif\n\n    glFragColor = out_color * (alpha * opacity * u_opacity_multiplier);\n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n\nin ivec2 a_pos;\n#ifdef ELEVATED_ROADS\nin float a_road_z_offset;\nout highp float v_road_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout highp float v_depth;\n#endif\n\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform lowp float u_opacity_multiplier;\n\nout highp vec2 v_pos;\n\n#pragma mapbox: define highp vec4 outline_color\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define highp float z_offset\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 outline_color\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize highp float z_offset\n\n#ifdef ELEVATED_ROADS\n    z_offset += a_road_z_offset;\n    v_road_z_offset = z_offset;\n#endif\n    float hidden = float(opacity == 0.0);\n    gl_Position = mix(u_matrix * vec4(a_pos, z_offset, 1), AWAY, hidden);\n#ifdef FLIP_Y\n    v_pos = (vec2(gl_Position.x, -gl_Position.y) / gl_Position.w + 1.0) / 2.0 * u_world;\n#else\n    v_pos = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;\n#endif\n\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos0 = vec3(a_pos, z_offset);\n    vec3 shd_pos1 = vec3(a_pos, z_offset);\n#ifdef NORMAL_OFFSET\n    vec3 offset = shadow_normal_offset(vec3(0.0, 0.0, 1.0));\n    shd_pos0 += offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(vec2(a_pos));\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nuniform vec2 u_texsize;\nuniform sampler2D u_image;\n\n#ifdef FILL_PATTERN_TRANSITION\nuniform float u_pattern_transition;\n#endif\n\nuniform float u_emissive_strength;\nuniform lowp float u_opacity_multiplier;\n\n#ifdef APPLY_LUT_ON_GPU\nuniform highp sampler3D u_lutTexture;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform vec3 u_ground_shadow_factor;\n\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin highp float v_depth;\n#endif\n\n#ifdef ELEVATED_ROADS\nin highp float v_road_z_offset;\n#endif\n\nin highp vec2 v_pos;\nin highp vec2 v_pos_world;\n\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp uvec4 pattern\n#ifdef FILL_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n\nvoid main() {\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #ifdef FILL_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n\n    vec2 pattern_tl = vec2(pattern.xy);\n    vec2 pattern_br = vec2(pattern.zw);\n\n    highp vec2 imagecoord = mod(v_pos, 1.0);\n    highp vec2 pos = mix(pattern_tl / u_texsize, pattern_br / u_texsize, imagecoord);\n    highp vec2 lod_pos = mix(pattern_tl / u_texsize, pattern_br / u_texsize, v_pos);\n\n    // find distance to outline for alpha interpolation\n\n    float dist = length(v_pos_world - gl_FragCoord.xy);\n    float alpha = 1.0 - smoothstep(0.0, 1.0, dist);\n\n    vec4 out_color = textureLodCustom(u_image, pos, lod_pos);\n\n#ifdef APPLY_LUT_ON_GPU\n    out_color = applyLUT(u_lutTexture, out_color);\n#endif\n\n#ifdef FILL_PATTERN_TRANSITION\n    vec2 pattern_b_tl = vec2(pattern_b.xy);\n    vec2 pattern_b_br = vec2(pattern_b.zw);\n    highp vec2 pos_b = mix(pattern_b_tl / u_texsize, pattern_b_br / u_texsize, imagecoord);\n    vec4 color_b = textureLodCustom(u_image, pos_b, lod_pos);\n    out_color = out_color * (1.0 - u_pattern_transition) + color_b * u_pattern_transition;\n#endif\n\n    vec2 cutout_factors = vec2(0.0);\n#ifdef FEATURE_CUTOUT\n    cutout_factors = get_cutout_factors(gl_FragCoord);\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(out_color, u_emissive_strength);\n#ifdef RENDER_SHADOWS\n    float light = shadowed_light_factor(v_pos_light_view_0, v_pos_light_view_1, v_depth);\n    light = mix(light, 1.0, cutout_factors.y);\n    out_color.rgb *= mix(u_ground_shadow_factor, vec3(1.0), light);\n#endif // RENDER_SHADOWS\n#endif // LIGHTING_3D_MODE\n\n#ifdef FEATURE_CUTOUT\n    float z = 0.0;\n#ifdef ELEVATED_ROADS\n    z = v_road_z_offset;\n#endif\n    out_color = apply_feature_cutout(out_color, gl_FragCoord, cutout_factors.x, z);\n#endif\n\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n\n    glFragColor = out_color * (alpha * opacity * u_opacity_multiplier);\n\n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform vec2 u_world;\nuniform lowp float u_opacity_multiplier;\nuniform vec2 u_pixel_coord_upper;\nuniform vec2 u_pixel_coord_lower;\nuniform float u_tile_units_to_pixels;\n\nin ivec2 a_pos;\n#ifdef ELEVATED_ROADS\nin float a_road_z_offset;\nout highp float v_road_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout highp float v_depth;\n#endif\n\nout highp vec2 v_pos;\nout highp vec2 v_pos_world;\n\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp uvec4 pattern\n#ifdef FILL_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n#pragma mapbox: define lowp float pixel_ratio\n#pragma mapbox: define highp float z_offset\n\nvoid main() {\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #ifdef FILL_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n    #pragma mapbox: initialize lowp float pixel_ratio\n    #pragma mapbox: initialize highp float z_offset\n\n    vec2 pattern_tl = vec2(pattern.xy);\n    vec2 pattern_br = vec2(pattern.zw);\n\n#ifdef ELEVATED_ROADS\n    z_offset += a_road_z_offset;\n    v_road_z_offset = z_offset;\n#endif\n    float hidden = float(opacity == 0.0);\n    vec2 pos = vec2(a_pos);\n    gl_Position = mix(u_matrix * vec4(pos, z_offset, 1), AWAY, hidden);\n\n    vec2 display_size = (pattern_br - pattern_tl) / pixel_ratio;\n\n    v_pos = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, display_size, u_tile_units_to_pixels, pos);\n\n#ifdef FLIP_Y\n    v_pos_world = (vec2(gl_Position.x, -gl_Position.y) / gl_Position.w + 1.0) / 2.0 * u_world;\n#else\n    v_pos_world = (gl_Position.xy / gl_Position.w + 1.0) / 2.0 * u_world;\n#endif\n\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos0 = vec3(pos, z_offset);\n    vec3 shd_pos1 = vec3(pos, z_offset);\n#ifdef NORMAL_OFFSET\n    vec3 offset = shadow_normal_offset(vec3(0.0, 0.0, 1.0));\n    shd_pos0 += offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nuniform vec2 u_texsize;\n\nuniform sampler2D u_image;\n\n#ifdef FILL_PATTERN_TRANSITION\nuniform float u_pattern_transition;\n#endif\n\nin highp vec2 v_pos;\n\nuniform float u_emissive_strength;\nuniform lowp float u_opacity_multiplier;\n\n#ifdef RENDER_SHADOWS\nuniform vec3 u_ground_shadow_factor;\n\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin highp float v_depth;\n#endif\n\n#ifdef ELEVATED_ROADS\nin highp float v_road_z_offset;\n#endif\n\n#ifdef APPLY_LUT_ON_GPU\nuniform highp sampler3D u_lutTexture;\n#endif\n\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp uvec4 pattern\n#ifdef FILL_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n\nvoid main() {\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #ifdef FILL_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n\n    vec2 pattern_tl = vec2(pattern.xy);\n    vec2 pattern_br = vec2(pattern.zw);\n\n    highp vec2 imagecoord = mod(v_pos, 1.0);\n    highp vec2 pos = mix(pattern_tl / u_texsize, pattern_br / u_texsize, imagecoord);\n    highp vec2 lod_pos = mix(pattern_tl / u_texsize, pattern_br / u_texsize, v_pos);\n    vec4 out_color = textureLodCustom(u_image, pos, lod_pos);\n\n#ifdef APPLY_LUT_ON_GPU\n    out_color = applyLUT(u_lutTexture, out_color);\n#endif\n\n#ifdef FILL_PATTERN_TRANSITION\n    vec2 pattern_b_tl = vec2(pattern_b.xy);\n    vec2 pattern_b_br = vec2(pattern_b.zw);\n    highp vec2 pos_b = mix(pattern_b_tl / u_texsize, pattern_b_br / u_texsize, imagecoord);\n    vec4 color_b = textureLodCustom(u_image, pos_b, lod_pos);\n    out_color = out_color * (1.0 - u_pattern_transition) + color_b * u_pattern_transition;\n#endif\n\n    vec2 cutout_factors = vec2(0.0);\n#ifdef FEATURE_CUTOUT\n    cutout_factors = get_cutout_factors(gl_FragCoord);\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(out_color, u_emissive_strength);\n#ifdef RENDER_SHADOWS\n    float light = shadowed_light_factor(v_pos_light_view_0, v_pos_light_view_1, v_depth);\n    light = mix(light, 1.0, cutout_factors.y);\n#ifdef ELEVATED_ROADS\n    out_color.rgb *= mix(v_road_z_offset != 0.0 ? u_ground_shadow_factor : vec3(1.0), vec3(1.0), light);\n#else\n    out_color.rgb *= mix(u_ground_shadow_factor, vec3(1.0), light);\n#endif\n#endif // RENDER_SHADOWS\n#endif // LIGHTING_3D_MODE\n\n#ifdef FEATURE_CUTOUT\n    float z = 0.0;\n#ifdef ELEVATED_ROADS\n    z = v_road_z_offset;\n#endif\n    out_color = apply_feature_cutout(out_color, gl_FragCoord, cutout_factors.x, z);\n#endif\n\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n\n    glFragColor = out_color * (opacity * u_opacity_multiplier);\n\n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform lowp float u_opacity_multiplier;\nuniform vec2 u_pixel_coord_upper;\nuniform vec2 u_pixel_coord_lower;\nuniform float u_tile_units_to_pixels;\n\nin ivec2 a_pos;\n#ifdef ELEVATED_ROADS\nin float a_road_z_offset;\nout highp float v_road_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout highp float v_depth;\n#endif\n\nout highp vec2 v_pos;\n\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define lowp uvec4 pattern\n#ifdef FILL_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n#pragma mapbox: define lowp float pixel_ratio\n#pragma mapbox: define highp float z_offset\n\nvoid main() {\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #pragma mapbox: initialize lowp float pixel_ratio\n    #pragma mapbox: initialize highp float z_offset\n    #ifdef FILL_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n\n    vec2 pattern_tl = vec2(pattern.xy);\n    vec2 pattern_br = vec2(pattern.zw);\n\n    vec2 display_size = (pattern_br - pattern_tl) / pixel_ratio;\n#ifdef ELEVATED_ROADS\n    z_offset += a_road_z_offset;\n    v_road_z_offset = z_offset;\n#endif\n    float hidden = float(opacity == 0.0);\n    vec2 pos = vec2(a_pos);\n    gl_Position = mix(u_matrix * vec4(pos, z_offset, 1), AWAY, hidden);\n    v_pos = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, display_size, u_tile_units_to_pixels, pos);\n\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos0 = vec3(pos, z_offset);\n    vec3 shd_pos1 = vec3(pos, z_offset);\n#ifdef NORMAL_OFFSET\n    vec3 offset = shadow_normal_offset(vec3(0.0, 0.0, 1.0));\n    shd_pos0 += offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n#endif\n}\n","uniform highp sampler2D u_image;\nuniform float u_opacity;\nuniform int u_blend_mode;\nuniform highp float u_max_density;\nin vec2 v_pos;\n\n#define ADDITIVE 1\n\nvoid main() {\n    vec4 color = texture(u_image, v_pos);\n\n    if (u_blend_mode == ADDITIVE) {\n        // Additive mode: FBO is cleared to transparent black and alpha=0 means\n        // untouched, so discard those pixels.\n        if (color.a <= 0.0) {\n            discard;\n        }\n\n        // The FBO accumulates coverage-weighted colour and unbounded density:\n        //   RGB: SRC_ALPHA * src + dst  →  sum of (opacity * color) per line\n        //   Alpha: ONE * src + ONE * dst  →  sum of per-line opacities (density)\n        //\n        // Recover the average line colour by dividing out the accumulated alpha.\n        highp float density = color.a;\n        vec3 avgColor = color.rgb / max(density, 0.001);\n\n        // Normalise density against the anchor value and apply a smooth power\n        // curve that never hard-saturates:\n        //\n        //   n = density / u_max_density\n        //   t = (n / (n + 1)) ^ 0.5\n        //\n        // Unlike the previous Reinhard × 2 approach, this curve asymptotically\n        // approaches 1.0 rather than clamping to it — so the full density range\n        // always expresses visible variation regardless of dataset size:\n        //\n        //   n = 0.25  →  t ≈ 0.45   (sparse)\n        //   n = 1.00  →  t ≈ 0.71   (at anchor)\n        //   n = 4.00  →  t ≈ 0.89   (dense)\n        //   n = 100   →  t ≈ 0.99   (very dense, never fully clips)\n        //\n        // This means the exact value of u_max_density matters much less —\n        // shifting it by a constant factor just slides the curve along the\n        // density axis without crushing the contrast at the top end.\n        highp float n = density / max(u_max_density, 0.001);\n        highp float t = sqrt(n / (n + 1.0));\n\n        glFragColor = vec4(avgColor * t, t);\n    } else {\n        // Multiply mode: the FBO is cleared to opaque white (1,1,1,1) and each\n        // line fragment outputs its per-pixel multiply factor. The FBO accumulates\n        // these via ColorMode.multiply (DST_COLOR * ZERO), so color.rgb already\n        // holds the combined product of all line factors, with alpha=1 throughout.\n        //\n        // A pixel untouched by any line retains the clear value (1,1,1,1), which\n        // is a no-op under ColorMode.multiply composite — no discard needed.\n        //\n        // Scale the factor toward 1.0 (no-op) by u_opacity so that line-opacity\n        // modulates the strength of the multiply effect:\n        //   final_factor = lerp(1, fbo_factor, opacity) = fbo_factor*opacity + (1-opacity)\n        vec3 multiplyFactor = color.rgb * u_opacity + (1.0 - u_opacity);\n        glFragColor = vec4(multiplyFactor, 1.0);\n    }\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(0.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","in ivec2 a_pos;\nout vec2 v_pos;\n\nvoid main() {\n    gl_Position = vec4(a_pos, 0, 1);\n    v_pos = vec2(a_pos) * 0.5 + 0.5;\n}","uniform highp sampler2D u_image;\nuniform vec2 u_texel_size;\nuniform bool u_first_pass;\nin vec2 v_pos;\n\nvoid main() {\n    // Hierarchical reduce to compute the mean density of occupied pixels.\n    //\n    // We track two quantities, dividing by 4 at each pass to prevent overflow\n    // in RGBA16F (max ~65504) across the ~12 passes needed for a full-res FBO:\n    //   R: sum of density values for occupied pixels, divided by 4 each pass\n    //   G: count of occupied pixels, divided by 4 each pass\n    //\n    // The CPU reads the final 1×1 result and computes:\n    //   meanOccupiedDensity = R / G\n    //\n    // This is the true mean density of pixels actually touched by lines,\n    // with no dilution from empty pixels — so no large SCALE factor is needed.\n    // A small headroom multiplier (~2×) is enough to place the mean at a\n    // comfortable point on the Reinhard curve.\n    //\n    // Pass layout:\n    //   First pass  (u_first_pass=true):  source is the line FBO whose\n    //     accumulated density lives in alpha. Seed R and G from alpha.\n    //   Later passes (u_first_pass=false): source is a previous reduce output\n    //     where R and G already hold partial sums. Just add and divide by 4.\n\n    vec2 o = u_texel_size * 0.5;\n\n    vec4 s0 = texture(u_image, v_pos + vec2(-o.x, -o.y));\n    vec4 s1 = texture(u_image, v_pos + vec2( o.x, -o.y));\n    vec4 s2 = texture(u_image, v_pos + vec2(-o.x,  o.y));\n    vec4 s3 = texture(u_image, v_pos + vec2( o.x,  o.y));\n\n    float r0; float g0;\n    float r1; float g1;\n    float r2; float g2;\n    float r3; float g3;\n\n    if (u_first_pass) {\n        // Source is the line FBO: density lives in alpha, RG are unused.\n        float a0 = s0.a;\n        float a1 = s1.a;\n        float a2 = s2.a;\n        float a3 = s3.a;\n\n        // Seed R with density (0 for empty), G with occupancy (0 or 1).\n        r0 = a0; g0 = a0 > 0.0 ? 1.0 : 0.0;\n        r1 = a1; g1 = a1 > 0.0 ? 1.0 : 0.0;\n        r2 = a2; g2 = a2 > 0.0 ? 1.0 : 0.0;\n        r3 = a3; g3 = a3 > 0.0 ? 1.0 : 0.0;\n    } else {\n        // Source is a previous reduce output: R = partial density sum, G = partial count.\n        r0 = s0.r; g0 = s0.g;\n        r1 = s1.r; g1 = s1.g;\n        r2 = s2.r; g2 = s2.g;\n        r3 = s3.r; g3 = s3.g;\n    }\n\n    // Divide by 4 each pass to keep values bounded within RGBA16F range.\n    glFragColor = vec4((r0 + r1 + r2 + r3) * 0.25,\n                       (g0 + g1 + g2 + g3) * 0.25,\n                       0.0, 0.0);\n}","in ivec2 a_pos;\nout vec2 v_pos;\n\nvoid main() {\n    gl_Position = vec4(a_pos, 0, 1);\n    v_pos = vec2(a_pos) * 0.5 + 0.5;\n}","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nin vec4 v_color;\nin vec4 v_flat;\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\nin float v_dither_opacity;\n#endif\n\n#ifdef RENDER_SHADOWS\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\n#endif\n\nuniform lowp float u_opacity;\n\n#ifdef FAUX_AO\nuniform lowp vec2 u_ao;\nin vec2 v_ao;\n#endif\n\n#if defined(ZERO_ROOF_RADIUS) && !defined(LIGHTING_3D_MODE)\nin vec4 v_roof_color;\n#endif\n\n#if defined(ZERO_ROOF_RADIUS) || defined(RENDER_SHADOWS) || defined(LIGHTING_3D_MODE)\nin highp vec3 v_normal;\n#endif\n\nuniform vec3 u_flood_light_color;\nuniform highp float u_vertical_scale;\nuniform float u_flood_light_intensity;\nuniform vec3 u_ground_shadow_factor;\n\n#if defined(LIGHTING_3D_MODE) && defined(FLOOD_LIGHT)\nin float v_flood_radius;\nin float v_has_floodlight;\n#endif\n\nin float v_height;\n\n\n#pragma mapbox: define highp float emissive_strength\n\nvoid main() {\n    #pragma mapbox: initialize highp float emissive_strength\n\n#if defined(ZERO_ROOF_RADIUS) || defined(RENDER_SHADOWS) || defined(LIGHTING_3D_MODE)\n    vec3 normal = normalize(v_normal);\n#endif\n\nfloat z;\nvec4 color = v_color;\n#ifdef ZERO_ROOF_RADIUS\n    z = float(normal.z > 0.00001);\n#ifdef LIGHTING_3D_MODE\n    normal = mix(normal, vec3(0.0, 0.0, 1.0), z);\n#else // LIGHTING_3D_MODE\n    color = mix(v_color, v_roof_color, z);\n#endif // !LIGHTING_3D_MODE\n#endif // ZERO_ROOF_RADIUS\n\nfloat h = max(0.0, v_height);\nfloat ao_shade = 1.0;\n#ifdef FAUX_AO\n    float intensity = u_ao[0];\n    float h_floors = h / (u_ao[1] * u_vertical_scale);\n    float y_shade = 1.0 - 0.9 * intensity * min(v_ao.y, 1.0);\n    ao_shade = (1.0 - 0.08 * intensity) * (y_shade + (1.0 - y_shade) * (1.0 - pow(1.0 - min(h_floors / 16.0, 1.0), 16.0))) + 0.08 * intensity * min(h_floors / 160.0, 1.0);\n    // concave angle\n    float concave = v_ao.x * v_ao.x;\n#ifdef ZERO_ROOF_RADIUS\n    concave *= (1.0 - z);\n#endif\n    float x_shade = mix(1.0, mix(0.6, 0.75, min(h_floors / 30.0, 1.0)), intensity) + 0.1 * intensity * min(h, 1.0);\n    ao_shade *= mix(1.0, x_shade * x_shade * x_shade, concave);\n\n#ifdef LIGHTING_3D_MODE\n#ifdef FLOOD_LIGHT\n    color.rgb *= mix(ao_shade, 1.0, v_has_floodlight); // flood light and AO are mutually exclusive effects.\n#else // FLOOD_LIGHT\n    color.rgb *= ao_shade;\n#endif // !FLOOD_LIGHT\n#else // LIGHTING_3D_MODE\n    color.rgb *= ao_shade;\n#endif // !LIGHTING_3D_MODE\n\n#endif // FAUX_AO\n\n#ifdef LIGHTING_3D_MODE\n\nfloat flood_radiance = 0.0;\n#ifdef FLOOD_LIGHT\n    flood_radiance = (1.0 - min(h / v_flood_radius, 1.0)) * u_flood_light_intensity * v_has_floodlight;\n#endif // FLOOD_LIGHT\n#ifdef RENDER_SHADOWS\n#ifdef FLOOD_LIGHT\n    float ndotl_unclamped = dot(normal, u_shadow_direction);\n    float ndotl = max(0.0, ndotl_unclamped);\n    float occlusion = ndotl_unclamped < 0.0 ? 1.0 : shadow_occlusion(ndotl, v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w);\n\n    // Compute both FE and flood lights separately and interpolate between the two.\n    // \"litColor\" uses pretty much \"shadowed_light_factor_normal\" as the directional component.\n    vec3 litColor = apply_lighting(color.rgb, normal, (1.0 - u_shadow_intensity * occlusion) * ndotl);\n    vec3 floodLitColor = compute_flood_lighting(u_flood_light_color * u_opacity, 1.0 - u_shadow_intensity, occlusion, u_ground_shadow_factor);\n\n    color.rgb = mix(litColor, floodLitColor, flood_radiance);\n#else // FLOOD_LIGHT\n    float shadowed_lighting_factor;\n#ifdef RENDER_CUTOFF\n    shadowed_lighting_factor = shadowed_light_factor_normal_opacity(normal, v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w, v_cutoff_opacity);\n    if (v_cutoff_opacity == 0.0) {\n        discard;\n    }\n#else // RENDER_CUTOFF\n    shadowed_lighting_factor = shadowed_light_factor_normal(normal, v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w);\n#endif // RENDER_CUTOFF\n    color.rgb = apply_lighting(color.rgb, normal, shadowed_lighting_factor);\n#endif // !FLOOD_LIGHT \n#else // RENDER_SHADOWS\n    color.rgb = apply_lighting(color.rgb, normal);\n#ifdef FLOOD_LIGHT\n    color.rgb = mix(color.rgb, u_flood_light_color * u_opacity, flood_radiance);\n#endif // FLOOD_LIGHT\n#endif // !RENDER_SHADOWS\n\n    color.rgb = mix(color.rgb, v_flat.rgb, emissive_strength);\n    color *= u_opacity;\n#endif // LIGHTING_3D_MODE\n\n#ifdef FOG\n    color = fog_dither(fog_apply_premultiplied(color, v_fog_pos, h));\n#endif\n\n#ifdef INDICATOR_CUTOUT\n    color = applyCutout(color, h);\n#endif\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n    if (v_dither_opacity < 1.0) {\n        int index = viewport_dither_index(gl_FragCoord.xy);\n        if (v_dither_opacity < DITHER_THRESHOLDS[index]) {\n            discard;\n        }\n    }\n#endif\n\n#ifdef FEATURE_CUTOUT\n    color = apply_feature_cutout(color, gl_FragCoord, get_cutout_factors(gl_FragCoord).x, 0.0);\n#endif\n\n    glFragColor = color;\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_material_table.vertex.glsl\"\n#include \"_prelude_feature_cutout.vertex.glsl\"\n\nuniform mat4 u_matrix;\n#ifndef LIGHTING_3D_MODE\nuniform vec3 u_lightcolor;\nuniform lowp vec3 u_lightpos;\nuniform lowp float u_lightintensity;\n#endif\nuniform float u_vertical_gradient;\nuniform lowp float u_opacity;\nuniform float u_edge_radius;\nuniform float u_width_scale;\nin ivec4 a_pos_normal_ed;\n\n#if defined(HAS_CENTROID) || defined(TERRAIN)\nin uvec2 a_centroid_pos;\n#endif\n\n#ifdef RENDER_WALL_MODE\nin ivec4 a_join_normal_inside;\n#endif\n\n#ifdef PROJECTION_GLOBE_VIEW\nin ivec4 a_pos_3;         // Projected position on the globe\nin ivec4 a_pos_normal_3;  // Surface normal at the position\n\nuniform mat4 u_inv_rot_matrix;\nuniform vec2 u_merc_center;\nuniform vec3 u_tile_id;\nuniform float u_zoom_transition;\nuniform vec3 u_up_dir;\nuniform float u_height_lift;\n#endif\n\n#ifdef TERRAIN\nuniform int u_height_type;\nuniform int u_base_type;\n#endif\n\nuniform highp float u_vertical_scale;\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n#ifdef RENDER_FRONT_CUTOFF\nuniform vec3 u_front_cutoff_params; // [start, range, opacity]\n#endif\nout float v_dither_opacity;\n#endif\n#ifdef ROUTE_CORRIDOR\n#ifdef HAS_ATTRIBUTE_a_route_span\n// Packed AABB half-extents in meters: high byte = X, low byte = Y (0…255 each).\nin highp uint a_route_span;\n#endif\n#endif\n\nout vec4 v_color;\nout vec4 v_flat;\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\n\n#endif\n\n#if defined(ZERO_ROOF_RADIUS) && !defined(LIGHTING_3D_MODE)\nout vec4 v_roof_color;\n#endif\n\n#if defined(ZERO_ROOF_RADIUS) || defined(RENDER_SHADOWS) || defined(LIGHTING_3D_MODE)\nout highp vec3 v_normal;\n#endif\n\n#ifdef FAUX_AO\nuniform lowp vec2 u_ao;\nout vec2 v_ao;\n#endif\n\n#if defined(LIGHTING_3D_MODE) && defined(FLOOD_LIGHT)\nout float v_flood_radius;\nout float v_has_floodlight;\n#endif\n\nout float v_height;\n\n// linear to sRGB approximation\nvec3 linearTosRGB(vec3 color) {\n    return pow(color, vec3(1./2.2));\n}\nvec3 sRGBToLinear(vec3 srgbIn) {\n    return pow(srgbIn, vec3(2.2));\n}\n\n#pragma mapbox: define highp float base\n#pragma mapbox: define highp float height\n\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define highp float flood_light_wall_radius\n#pragma mapbox: define highp float line_width\n#pragma mapbox: define highp float emissive_strength\n\nvoid main() {\n\n    DECLARE_MATERIAL_TABLE_INFO\n\n    #pragma mapbox: initialize highp float base\n    #pragma mapbox: initialize highp float height\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize highp float flood_light_wall_radius\n    #pragma mapbox: initialize highp float line_width\n    #pragma mapbox: initialize highp float emissive_strength\n    \n    base *= u_vertical_scale;\n    height *= u_vertical_scale;\n    \n    vec4 top_up_ny_start = vec4(a_pos_normal_ed & 1);\n    vec4 pos_nx = vec4(a_pos_normal_ed >> 1);\n    // The least significant bits of a_pos_normal_ed hold:\n    // x is 1 if it's on top, 0 for ground.\n    // y is 1 if the normal points up, and 0 if it points to side.\n    // z is sign of ny: 1 for positive, 0 for values <= 0.\n    // w marks edge's start, 0 is for edge end, edgeDistance increases from start to end.\n\n    float x_normal = pos_nx.z / 8192.0;\n    vec3 normal = top_up_ny_start.y == 1.0 ? vec3(0.0, 0.0, 1.0) : normalize(vec3(x_normal, (2.0 * top_up_ny_start.z - 1.0) * (1.0 - abs(x_normal)), 0.0));\n#if defined(ZERO_ROOF_RADIUS) || defined(RENDER_SHADOWS) || defined(LIGHTING_3D_MODE)\n    v_normal = normal;\n#endif\n\n    base = max(0.0, base);\n\n    float attr_height = height;\n    height = max(0.0, top_up_ny_start.y == 0.0 && top_up_ny_start.x == 1.0 ? height - u_edge_radius : height);\n\n    float t = top_up_ny_start.x;\n\n    vec2 centroid_pos = vec2(0.0);\n#if defined(HAS_CENTROID) || defined(TERRAIN)\n    centroid_pos = vec2(a_centroid_pos);\n#endif\n\n    float ele = 0.0;\n    float h = 0.0;\n    float c_ele = 0.0;\n    vec3 pos;\n#ifdef TERRAIN\n    bool is_flat_height = centroid_pos.x != 0.0 && u_height_type == 1;\n    bool is_flat_base = centroid_pos.x != 0.0 && u_base_type == 1;\n    ele = elevation(pos_nx.xy);\n    // Elevation is in centroid_pos.x when y==0 (old encoding) or when y&7==7 (border elevation+position encoding)\n    bool is_elevation_encoded = centroid_pos.y == 0.0 || (centroid_pos.y > 0.0 && (int(centroid_pos.y) & 7) == 7);\n    c_ele = is_flat_height || is_flat_base ? (is_elevation_encoded ? elevationFromUint16(centroid_pos.x) : flatElevation(centroid_pos)) : ele;\n    float h_height = is_flat_height ? max(c_ele + height, ele + base + 2.0) : ele + height;\n    float h_base = is_flat_base ? max(c_ele + base, ele + base) : ele + (base == 0.0 ? -5.0 : base);\n    h = t > 0.0 ? max(h_base, h_height) : h_base;\n#else\n    h = t > 0.0 ? height : base;\n#endif\n    pos = vec3(pos_nx.xy, h);\n\n#ifdef PROJECTION_GLOBE_VIEW\n    // If t > 0 (top) we always add the lift, otherwise (ground) we only add it if base height is > 0\n    float lift = float((t + base) > 0.0) * u_height_lift;\n    h += lift;\n    vec3 globe_normal = normalize(mix(vec3(a_pos_normal_3) / 16384.0, u_up_dir, u_zoom_transition));\n    vec3 globe_pos = vec3(a_pos_3) + globe_normal * (u_tile_up_scale * h);\n    vec3 merc_pos = mercator_tile_position(u_inv_rot_matrix, pos.xy, u_tile_id, u_merc_center) + u_up_dir * u_tile_up_scale * pos.z;\n    pos = mix_globe_mercator(globe_pos, merc_pos, u_zoom_transition);\n#endif\n\n    float cutoff = 1.0;\n    vec3 scaled_pos = pos;\n\n#if defined(RENDER_CUTOFF) || defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n    vec2 centroid_decoded = pos.xy;\n    bool isBorderCentroid = false;\n    if (centroid_pos.x > 0.0 && centroid_pos.y > 0.0) {\n        int iy = int(centroid_pos.y);\n        int spanYbits = iy & 7;\n        if (spanYbits == 7) {\n            // Border elevation+position encoding: no span available\n            isBorderCentroid = true;\n            int borderID = (iy >> 3) & 3;\n            float coordAlongBorder = float(iy >> 5) * 4.0;\n            if (borderID == 0) centroid_decoded = vec2(0.0, coordAlongBorder);\n            else if (borderID == 1) centroid_decoded = vec2(EXTENT, coordAlongBorder);\n            else if (borderID == 2) centroid_decoded = vec2(coordAlongBorder, 0.0);\n            else centroid_decoded = vec2(coordAlongBorder, EXTENT);\n        } else {\n            centroid_decoded = floor(centroid_pos / 8.0);\n        }\n    }\n#endif\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n    float frontCutoffOpacity = 1.0;\n    float routeFade = 0.0;\n#endif\n\n#ifdef ROUTE_CORRIDOR\n    // uint16 pack: (halfXm << 8) | halfYm, each 0…255 meters → tile units.\n    float tileUnitsPerMeter = floor(u_route_corridor[3].w);\n    float sxHalf = 0.0;\n    float syHalf = 0.0;\n#ifdef HAS_ATTRIBUTE_a_route_span\n    int packedSpan = int(a_route_span);\n    sxHalf = float((packedSpan >> 8) & 255) * tileUnitsPerMeter;\n    syHalf = float(packedSpan & 255) * tileUnitsPerMeter;\n#endif\n    // Centroid-only column + AABB span (uniform per part). attr_height = uniform zt.\n    routeFade = computeRouteCorridorCentroidFade(centroid_decoded, attr_height, sxHalf, syHalf);\n#endif // ROUTE_CORRIDOR\n\n#if defined(RENDER_CUTOFF) || defined(RENDER_FRONT_CUTOFF)\n    vec4 ground = u_matrix * vec4(centroid_decoded, ele, 1.0);\n#endif\n\n#ifdef RENDER_CUTOFF\n#ifdef CLIP_ZERO_TO_ONE\n    cutoff = cutoff_opacity(u_cutoff_params, ground.z * 2.0 - ground.w);\n#else\n    cutoff = cutoff_opacity(u_cutoff_params, ground.z);\n#endif\n    if (centroid_pos.y != 0.0 && centroid_pos.x != 0.0) {\n        vec3 centroid_random = vec3(centroid_pos.xy, centroid_pos.x + centroid_pos.y + 1.0);\n        vec3 ground_pos = centroid_random / 8.0;\n        vec3 g = floor(ground_pos);\n        vec3 mod_ = centroid_random - g * 8.0;\n        float seed = min(1.0, 0.1 * (min(3.5, max(mod_.x + mod_.y, 0.2 * attr_height)) * 0.35 + mod_.z));\n        if (cutoff < 0.8 - seed) {\n            cutoff = 0.0;\n        }\n    }\n    float cutoff_scale = cutoff;\n    v_cutoff_opacity = cutoff;\n\n    scaled_pos.z = mix(c_ele, h, cutoff_scale);\n#endif\n    float hidden = float((centroid_pos.x == 0.0 && centroid_pos.y == 1.0) || (cutoff == 0.0 && centroid_pos.x != 0.0) || (color.a == 0.0));\n\n#ifdef RENDER_FRONT_CUTOFF\n    if (centroid_pos.x > 0.0 && centroid_pos.y > 0.0) {\n        hidden = max(hidden, float(ground.w <= 0.0));\n        float ndc_y = ground.y / max(ground.w, 0.001);\n        float threshold = u_front_cutoff_params.x * 2.0 - 1.0;\n        float range_ndc = u_front_cutoff_params.y * 2.0;\n        if (!isBorderCentroid) {\n            hidden = max(hidden, float(ndc_y < threshold - range_ndc));\n        }\n        float t = clamp((ndc_y - (threshold - range_ndc)) / max(range_ndc, 0.001), 0.0, 1.0);\n        frontCutoffOpacity = mix(u_front_cutoff_params.z, 1.0, t);\n    }\n#endif\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n    v_dither_opacity = 1.0;\n#ifdef ROUTE_CORRIDOR\n    v_dither_opacity = min(v_dither_opacity, 1.0 - routeFade);\n#endif\n#ifdef RENDER_FRONT_CUTOFF\n    v_dither_opacity = min(v_dither_opacity, frontCutoffOpacity);\n#endif\n#endif\n\n#ifdef RENDER_WALL_MODE\n    vec3 join_normal_inside = vec3(a_join_normal_inside);\n    vec2 wall_offset = u_width_scale * line_width * (join_normal_inside.xy / EXTENT);\n    scaled_pos.xy += (1.0 - join_normal_inside.z) * wall_offset * 0.5;\n    scaled_pos.xy -= join_normal_inside.z * wall_offset * 0.5;\n#endif\n    gl_Position = mix(u_matrix * vec4(scaled_pos, 1), AWAY, hidden);\n    h = h - ele;\n    v_height = h;\n\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos0 = pos;\n    vec3 shd_pos1 = pos;\n#ifdef NORMAL_OFFSET\n    vec3 offset = shadow_normal_offset(normal);\n    shd_pos0 += offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n#endif\n\n    float NdotL = 0.0;\n    float colorvalue = 0.0;\n#ifndef LIGHTING_3D_MODE\n    // Relative luminance (how dark/bright is the surface color?)\n    colorvalue = color.r * 0.2126 + color.g * 0.7152 + color.b * 0.0722;\n\n    // Add slight ambient lighting so no extrusions are totally black\n    vec4 ambientlight = vec4(0.03, 0.03, 0.03, 1.0);\n    color += ambientlight;\n\n    // Calculate cos(theta), where theta is the angle between surface normal and diffuse light ray\n    NdotL = clamp(dot(normal, u_lightpos), 0.0, 1.0);\n\n    // Adjust NdotL so that\n    // the range of values for highlight/shading is narrower\n    // with lower light intensity\n    // and with lighter/brighter surface colors\n    NdotL = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), NdotL);\n\n    // Add gradient along z axis of side surfaces\n    if (normal.y != 0.0) {\n        float r = 0.84;\n        r = mix(0.7, 0.98, 1.0 - u_lightintensity);\n        // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,\n        // and otherwise calculates the gradient based on base + height\n        NdotL *= (\n            (1.0 - u_vertical_gradient) +\n            (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), r, 1.0)));\n    }\n#endif // !LIGHTING_3D_MODE\n\n#ifdef FAUX_AO\n    // Documented at https://github.com/mapbox/mapbox-gl-js/pull/11926#discussion_r898496259\n    float concave = pos_nx.w - floor(pos_nx.w * 0.5) * 2.0;\n    float start = top_up_ny_start.w;\n    float y_ground = 1.0 - clamp(t + base, 0.0, 1.0);\n    float top_height = height;\n#ifdef TERRAIN\n    top_height = mix(max(c_ele + height, ele + base + 2.0), ele + height, float(centroid_pos.x == 0.0)) - ele;\n    y_ground += y_ground * 5.0 / max(3.0, top_height);\n#endif // TERRAIN\n    v_ao = vec2(mix(concave, -concave, start), y_ground);\n    NdotL *= (1.0 + 0.05 * (1.0 - top_up_ny_start.y) * u_ao[0]); // compensate sides faux ao shading contribution\n\n#ifdef PROJECTION_GLOBE_VIEW\n    top_height += u_height_lift;\n#endif // PROJECTION_GLOBE_VIEW\n    gl_Position.z -= (0.0000006 * (min(top_height, 500.) + 2.0 * min(base, 500.0) + 60.0 * concave + 3.0 * start)) * gl_Position.w;\n#endif // FAUX_AO\n\n#ifdef LIGHTING_3D_MODE\n\n#ifdef FLOOD_LIGHT\n    float is_wall = 1.0 - float(t > 0.0 && top_up_ny_start.y > 0.0);\n    v_has_floodlight = float(flood_light_wall_radius > 0.0 && is_wall > 0.0);\n    v_flood_radius = flood_light_wall_radius * u_vertical_scale;\n#endif // FLOOD_LIGHT\n\n    v_color = vec4(color.rgb, 1.0);\n    float ndotl = calculate_NdotL(normal);\n    v_flat.rgb = sRGBToLinear(color.rgb);\n    v_flat.rgb = v_flat.rgb * (ndotl + (1.0 - min(ndotl * 57.29, 1.0)) * emissive_strength);\n    v_flat = vec4(linearTosRGB(v_flat.rgb), 1.0);\n#else // LIGHTING_3D_MODE\n    // Assign final color based on surface + ambient light color, diffuse light NdotL, and light color\n    // with lower bounds adjusted to hue of light\n    // so that shading is tinted with the complementary (opposite) color to the light color\n    v_color = vec4(0.0, 0.0, 0.0, 1.0);\n    v_color.rgb += clamp(color.rgb * NdotL * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));\n    v_color *= u_opacity;\n#endif // !LIGHTING_3D_MODE\n\n#if defined(ZERO_ROOF_RADIUS) && !defined(LIGHTING_3D_MODE)\n    float roofNdotL = clamp(u_lightpos.z, 0.0, 1.0);\n    roofNdotL = mix((1.0 - u_lightintensity), max((1.0 - colorvalue + u_lightintensity), 1.0), roofNdotL);\n    v_roof_color = vec4(0.0, 0.0, 0.0, 1.0);\n    v_roof_color.rgb += clamp(color.rgb * roofNdotL * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));\n    v_roof_color *= u_opacity;\n#endif // defined(ZERO_ROOF_RADIUS) && !defined(LIGHTING_3D_MODE)\n\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n#endif\n\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n\nuniform vec2 u_texsize;\n\nuniform sampler2D u_image;\n\n#ifdef FILL_EXTRUSION_PATTERN_TRANSITION\nuniform float u_pattern_transition;\n#endif\n\n#ifdef FAUX_AO\nuniform lowp vec2 u_ao;\nin vec3 v_ao;\n#endif\n\n#ifdef LIGHTING_3D_MODE\nin vec3 v_normal;\n#endif\n\n#ifdef APPLY_LUT_ON_GPU\nuniform highp sampler3D u_lutTexture;\n#endif\n\nin highp vec2 v_pos;\nin vec4 v_lighting;\n\nuniform lowp float u_opacity;\n\n#pragma mapbox: define highp float base\n#pragma mapbox: define highp float height\n#pragma mapbox: define mediump uvec4 pattern\n#ifdef FILL_EXTRUSION_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n#pragma mapbox: define highp float pixel_ratio\n\nvoid main() {\n    #pragma mapbox: initialize highp float base\n    #pragma mapbox: initialize highp float height\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #ifdef FILL_EXTRUSION_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n    #pragma mapbox: initialize highp float pixel_ratio\n\n    vec2 pattern_tl = vec2(pattern.xy);\n    vec2 pattern_br = vec2(pattern.zw);\n\n    highp vec2 imagecoord = mod(v_pos, 1.0);\n    highp vec2 pos = mix(pattern_tl / u_texsize, pattern_br / u_texsize, imagecoord);\n    highp vec2 lod_pos = mix(pattern_tl / u_texsize, pattern_br / u_texsize, v_pos);\n    vec4 out_color = textureLodCustom(u_image, pos, lod_pos);\n\n#ifdef APPLY_LUT_ON_GPU\n    out_color = applyLUT(u_lutTexture, out_color);\n#endif\n\n#ifdef FILL_EXTRUSION_PATTERN_TRANSITION\n    vec2 pattern_b_tl = vec2(pattern_b.xy);\n    vec2 pattern_b_br = vec2(pattern_b.zw);\n    highp vec2 pos_b = mix(pattern_b_tl / u_texsize, pattern_b_br / u_texsize, imagecoord);\n    vec4 color_b = textureLodCustom(u_image, pos_b, lod_pos);\n    out_color = out_color * (1.0 - u_pattern_transition) + color_b * u_pattern_transition;\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting(out_color, normalize(v_normal)) * u_opacity;\n#else\n    out_color = out_color * v_lighting;\n#endif\n\n#ifdef FAUX_AO\n    float intensity = u_ao[0];\n    float h = max(0.0, v_ao.z);\n    float h_floors = h / u_ao[1];\n    float y_shade = 1.0 - 0.9 * intensity * min(v_ao.y, 1.0);\n    float shade = (1.0 - 0.08 * intensity) * (y_shade + (1.0 - y_shade) * (1.0 - pow(1.0 - min(h_floors / 16.0, 1.0), 16.0))) + 0.08 * intensity * min(h_floors / 160.0, 1.0);\n    // concave angle\n    float concave = v_ao.x * v_ao.x;\n    float x_shade = mix(1.0, mix(0.6, 0.75, min(h_floors / 30.0, 1.0)), intensity) + 0.1 * intensity * min(h, 1.0);\n    shade *= mix(1.0, x_shade * x_shade * x_shade, concave);\n    out_color.rgb = out_color.rgb * shade;\n#endif\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n\n#ifdef INDICATOR_CUTOUT\n    // TODO: maybe use height from vertex shader?\n    out_color = applyCutout(out_color, height);\n#endif\n\n    glFragColor = out_color;\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_material_table.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform vec2 u_pixel_coord_upper;\nuniform vec2 u_pixel_coord_lower;\nuniform float u_height_factor;\nuniform float u_tile_units_to_pixels;\nuniform float u_vertical_gradient;\nuniform lowp float u_opacity;\nuniform float u_width_scale;\n\n#ifndef LIGHTING_3D_MODE\nuniform vec3 u_lightcolor;\nuniform lowp vec3 u_lightpos;\nuniform lowp float u_lightintensity;\n#endif\n\nin ivec4 a_pos_normal_ed;\n\n#if defined(HAS_CENTROID) || defined(TERRAIN)\nin uvec2 a_centroid_pos;\n#endif\n\n#ifdef RENDER_WALL_MODE\nin ivec4 a_join_normal_inside;\n#endif\n\n#ifdef PROJECTION_GLOBE_VIEW\nin ivec4 a_pos_3;         // Projected position on the globe\nin ivec4 a_pos_normal_3;  // Surface normal at the position\n\nuniform mat4 u_inv_rot_matrix;\nuniform vec2 u_merc_center;\nuniform vec3 u_tile_id;\nuniform float u_zoom_transition;\nuniform vec3 u_up_dir;\nuniform float u_height_lift;\n#endif\n\n#ifdef TERRAIN\nuniform int u_height_type;\nuniform int u_base_type;\n#endif\n\nout highp vec2 v_pos;\nout vec4 v_lighting;\n\n#ifdef FAUX_AO\nuniform lowp vec2 u_ao;\nout vec3 v_ao;\n#endif\n\n#ifdef LIGHTING_3D_MODE\nout vec3 v_normal;\n#endif\n\n#pragma mapbox: define highp float base\n#pragma mapbox: define highp float height\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define mediump uvec4 pattern\n#ifdef FILL_EXTRUSION_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n#pragma mapbox: define highp float pixel_ratio\n#pragma mapbox: define highp float line_width\n\nvoid main() {\n\n    DECLARE_MATERIAL_TABLE_INFO\n\n    #pragma mapbox: initialize highp float base\n    #pragma mapbox: initialize highp float height\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #ifdef FILL_EXTRUSION_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n    #pragma mapbox: initialize highp float pixel_ratio\n    #pragma mapbox: initialize highp float line_width\n\n    vec2 pattern_tl = vec2(pattern.xy);\n    vec2 pattern_br = vec2(pattern.zw);\n\n    vec4 top_up_ny_start = vec4(a_pos_normal_ed & 1);\n    vec4 pos_nx = vec4(a_pos_normal_ed >> 1);\n    // The least significant bits of a_pos_normal_ed hold:\n    // x is 1 if it's on top, 0 for ground.\n    // y is 1 if the normal points up, and 0 if it points to side.\n    // z is sign of ny: 1 for positive, 0 for values <= 0.\n    // w marks edge's start, 0 is for edge end, edgeDistance increases from start to end.\n\n    float x_normal = pos_nx.z / 8192.0;\n    vec3 normal = top_up_ny_start.y == 1.0 ? vec3(0.0, 0.0, 1.0) : normalize(vec3(x_normal, (2.0 * top_up_ny_start.z - 1.0) * (1.0 - abs(x_normal)), 0.0));\n    float edgedistance = float(a_pos_normal_ed.w);\n\n    vec2 display_size = (pattern_br - pattern_tl) / pixel_ratio;\n\n    base = max(0.0, base);\n    height = max(0.0, height);\n\n    float t = top_up_ny_start.x;\n    float z = t > 0.0 ? height : base;\n\n    vec2 centroid_pos = vec2(0.0);\n#if defined(HAS_CENTROID) || defined(TERRAIN)\n    centroid_pos = vec2(a_centroid_pos);\n#endif\n\n    float ele = 0.0;\n    float h = z;\n    vec3 p;\n    float c_ele;\n#ifdef TERRAIN\n    bool is_flat_height = centroid_pos.x != 0.0 && u_height_type == 1;\n    bool is_flat_base = centroid_pos.x != 0.0 && u_base_type == 1;\n    ele = elevation(pos_nx.xy);\n    // Elevation is in centroid_pos.x when y==0 (old encoding) or when y&7==7 (border elevation+position encoding)\n    bool is_elevation_encoded = centroid_pos.y == 0.0 || (centroid_pos.y > 0.0 && int(centroid_pos.y) - (int(centroid_pos.y) / 8) * 8 == 7);\n    c_ele = is_flat_height || is_flat_base ? (is_elevation_encoded ? elevationFromUint16(centroid_pos.x) : flatElevation(centroid_pos)) : ele;\n    float h_height = is_flat_height ? max(c_ele + height, ele + base + 2.0) : ele + height;\n    float h_base = is_flat_base ? max(c_ele + base, ele + base) : ele + (base == 0.0 ? -5.0 : base);\n    h = t > 0.0 ? max(h_base, h_height) : h_base;\n    p = vec3(pos_nx.xy, h);\n#else\n    p = vec3(pos_nx.xy, z);\n#endif\n\n#ifdef PROJECTION_GLOBE_VIEW\n    // If t > 0 (top) we always add the lift, otherwise (ground) we only add it if base height is > 0\n    float lift = float((t + base) > 0.0) * u_height_lift;\n    h += lift;\n    vec3 globe_normal = normalize(mix(vec3(a_pos_normal_3) / 16384.0, u_up_dir, u_zoom_transition));\n    vec3 globe_pos = vec3(a_pos_3) + globe_normal * (u_tile_up_scale * (p.z + lift));\n    vec3 merc_pos = mercator_tile_position(u_inv_rot_matrix, p.xy, u_tile_id, u_merc_center) + u_up_dir * u_tile_up_scale * p.z;\n    p = mix_globe_mercator(globe_pos, merc_pos, u_zoom_transition);\n#endif\n\n#ifdef RENDER_WALL_MODE\n    vec3 join_normal_inside = vec3(a_join_normal_inside);\n    vec2 wall_offset = u_width_scale * line_width * (join_normal_inside.xy / EXTENT);\n    p.xy += (1.0 - join_normal_inside.z) * wall_offset * 0.5;\n    p.xy -= join_normal_inside.z * wall_offset * 0.5;\n#endif\n    float hidden = float((centroid_pos.x == 0.0 && centroid_pos.y == 1.0) || (color.a == 0.0));\n    gl_Position = mix(u_matrix * vec4(p, 1), AWAY, hidden);\n\n    vec2 pos = normal.z == 1.0\n        ? pos_nx.xy // extrusion top\n        : vec2(edgedistance, z * u_height_factor); // extrusion side\n\n    v_pos = get_pattern_pos(u_pixel_coord_upper, u_pixel_coord_lower, display_size, u_tile_units_to_pixels, pos);\n\n    v_lighting = vec4(0.0, 0.0, 0.0, 1.0);\n    float NdotL = 0.0;\n#ifdef LIGHTING_3D_MODE\n    NdotL = calculate_NdotL(normal);\n#else\n    NdotL = clamp(dot(normal, u_lightpos), 0.0, 1.0);\n    NdotL = mix((1.0 - u_lightintensity), max((0.5 + u_lightintensity), 1.0), NdotL);\n#endif\n\n    if (normal.y != 0.0) {\n        float r = 0.84;\n#ifndef LIGHTING_3D_MODE\n        r = mix(0.7, 0.98, 1.0 - u_lightintensity);\n#endif\n        // This avoids another branching statement, but multiplies by a constant of 0.84 if no vertical gradient,\n        // and otherwise calculates the gradient based on base + height\n        NdotL *= (\n            (1.0 - u_vertical_gradient) +\n            (u_vertical_gradient * clamp((t + base) * pow(height / 150.0, 0.5), r, 1.0)));\n    }\n\n#ifdef FAUX_AO\n    // Documented at https://github.com/mapbox/mapbox-gl-js/pull/11926#discussion_r898496259\n    float concave = pos_nx.w - floor(pos_nx.w * 0.5) * 2.0;\n    float start = top_up_ny_start.w;\n    float y_ground = 1.0 - clamp(t + base, 0.0, 1.0);\n    float top_height = height;\n#ifdef TERRAIN\n    top_height = mix(max(c_ele + height, ele + base + 2.0), ele + height, float(centroid_pos.x == 0.0)) - ele;\n    y_ground += y_ground * 5.0 / max(3.0, top_height);\n#endif\n    v_ao = vec3(mix(concave, -concave, start), y_ground, h - ele);\n    NdotL *= (1.0 + 0.05 * (1.0 - top_up_ny_start.y) * u_ao[0]); // compensate sides faux ao shading contribution\n\n#ifdef PROJECTION_GLOBE_VIEW\n    top_height += u_height_lift;\n#endif\n    gl_Position.z -= (0.0000006 * (min(top_height, 500.) + 2.0 * min(base, 500.0) + 60.0 * concave + 3.0 * start)) * gl_Position.w;\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    v_normal = normal;\n#else\n    v_lighting.rgb += clamp(NdotL * u_lightcolor, mix(vec3(0.0), vec3(0.3), 1.0 - u_lightcolor), vec3(1.0));\n    v_lighting *= u_opacity;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(p);\n#endif\n}\n","precision highp float;\n\nuniform highp sampler2D u_image;\nin vec2 v_pos;\nuniform vec2 u_dimension;\nuniform float u_zoom;\n\nfloat getElevation(vec2 coord) {\n    return texture(u_image, coord).r / 4.0;\n}\n\nvoid main() {\n    vec2 epsilon = 1.0 / u_dimension;\n\n    // queried pixels:\n    // +-----------+\n    // |   |   |   |\n    // | a | b | c |\n    // |   |   |   |\n    // +-----------+\n    // |   |   |   |\n    // | d |   | e |\n    // |   |   |   |\n    // +-----------+\n    // |   |   |   |\n    // | f | g | h |\n    // |   |   |   |\n    // +-----------+\n\n    float a = getElevation(v_pos + vec2(-epsilon.x, -epsilon.y));\n    float b = getElevation(v_pos + vec2(0, -epsilon.y));\n    float c = getElevation(v_pos + vec2(epsilon.x, -epsilon.y));\n    float d = getElevation(v_pos + vec2(-epsilon.x, 0));\n    float e = getElevation(v_pos + vec2(epsilon.x, 0));\n    float f = getElevation(v_pos + vec2(-epsilon.x, epsilon.y));\n    float g = getElevation(v_pos + vec2(0, epsilon.y));\n    float h = getElevation(v_pos + vec2(epsilon.x, epsilon.y));\n\n    // Here we divide the x and y slopes by 8 * pixel size\n    // where pixel size (aka meters/pixel) is:\n    // circumference of the world / (pixels per tile * number of tiles)\n    // which is equivalent to: 8 * 40075016.6855785 / (512 * pow(2, u_zoom))\n    // which can be reduced to: pow(2, 19.25619978527 - u_zoom).\n    // We want to vertically exaggerate the hillshading because otherwise\n    // it is barely noticeable at low zooms. To do this, we multiply this by\n    // a scale factor that is a function of zooms below 15, which is an arbitrary\n    // that corresponds to the max zoom level of Mapbox terrain-RGB tiles.\n    // See nickidlugash's awesome breakdown for more info:\n    // https://github.com/mapbox/mapbox-gl-js/pull/5286#discussion_r148419556\n\n    float exaggerationFactor = u_zoom < 2.0 ? 0.4 : u_zoom < 4.5 ? 0.35 : 0.3;\n    float exaggeration = u_zoom < 15.0 ? (u_zoom - 15.0) * exaggerationFactor : 0.0;\n\n    vec2 deriv = vec2(\n        (c + e + e + h) - (a + d + d + f),\n        (f + g + g + h) - (a + b + b + c)\n    ) / pow(2.0, exaggeration + (19.2562 - u_zoom));\n\n    glFragColor = clamp(vec4(\n        deriv.x / 2.0 + 0.5,\n        deriv.y / 2.0 + 0.5,\n        1.0,\n        1.0), 0.0, 1.0);\n}\n","uniform mat4 u_matrix;\nuniform vec2 u_dimension;\n\nin ivec2 a_pos;\nin uvec2 a_texture_pos;\n\nout vec2 v_pos;\n\nvoid main() {\n    gl_Position = u_matrix * vec4(a_pos, 0, 1);\n\n    highp vec2 epsilon = 1.0 / u_dimension;\n    float scale = (u_dimension.x - 2.0) / u_dimension.x;\n    v_pos = (vec2(a_texture_pos) / 8192.0) * scale + epsilon;\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n\nuniform sampler2D u_image;\nin vec2 v_pos;\n\nuniform vec2 u_latrange;\nuniform vec2 u_light;\nuniform vec4 u_shadow;\nuniform vec4 u_highlight;\nuniform vec4 u_accent;\nuniform float u_emissive_strength;\n\nvoid main() {\n    vec4 pixel = texture(u_image, v_pos);\n\n    vec2 deriv = ((pixel.rg * 2.0) - 1.0);\n\n    // We divide the slope by a scale factor based on the cosin of the pixel's approximate latitude\n    // to account for mercator projection distortion. see #4807 for details\n    float scaleFactor = cos(radians((u_latrange[0] - u_latrange[1]) * (1.0 - v_pos.y) + u_latrange[1]));\n    // We also multiply the slope by an arbitrary z-factor of 1.25\n    float slope = atan(1.25 * length(deriv) / scaleFactor);\n    float aspect = deriv.x != 0.0 ? atan(deriv.y, -deriv.x) : PI / 2.0 * (deriv.y > 0.0 ? 1.0 : -1.0);\n\n    float intensity = u_light.x;\n    // We add PI to make this property match the global light object, which adds PI/2 to the light's azimuthal\n    // position property to account for 0deg corresponding to north/the top of the viewport in the style spec\n    // and the original shader was written to accept (-illuminationDirection - 90) as the azimuthal.\n    float azimuth = u_light.y + PI;\n\n    // We scale the slope exponentially based on intensity, using a calculation similar to\n    // the exponential interpolation function in the style spec:\n    // src/style-spec/expression/definitions/interpolate.js#L217-L228\n    // so that higher intensity values create more opaque hillshading.\n    float base = 1.875 - intensity * 1.75;\n    float maxValue = 0.5 * PI;\n    float scaledSlope = intensity != 0.5 ? ((pow(base, slope) - 1.0) / (pow(base, maxValue) - 1.0)) * maxValue : slope;\n\n    // The accent color is calculated with the cosine of the slope while the shade color is calculated with the sine\n    // so that the accent color's rate of change eases in while the shade color's eases out.\n    float accent = cos(scaledSlope);\n    // We multiply both the accent and shade color by a clamped intensity value\n    // so that intensities >= 0.5 do not additionally affect the color values\n    // while intensity values < 0.5 make the overall color more transparent.\n    vec4 accent_color = (1.0 - accent) * u_accent * clamp(intensity * 2.0, 0.0, 1.0);\n    float shade = abs(mod((aspect + azimuth) / PI + 0.5, 2.0) - 1.0);\n    vec4 shade_color = mix(u_shadow, u_highlight, shade) * sin(scaledSlope) * clamp(intensity * 2.0, 0.0, 1.0);\n    glFragColor = accent_color * (1.0 - shade_color.a) + shade_color;\n\n#ifdef LIGHTING_3D_MODE\n    glFragColor = apply_lighting_with_emission_ground(glFragColor, u_emissive_strength);\n#endif\n#ifdef FOG\n    glFragColor = fog_dither(fog_apply_premultiplied(glFragColor, v_fog_pos));\n#endif\n\n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n\nuniform mat4 u_matrix;\n\nin ivec2 a_pos;\nin uvec2 a_texture_pos;\n\nout vec2 v_pos;\n\nvoid main() {\n    gl_Position = u_matrix * vec4(a_pos, 0, 1);\n    v_pos = vec2(a_texture_pos) / 8192.0;\n#ifdef VIEWPORT_ORIGIN_TOP_LEFT\n    v_pos.y = 1.0 - v_pos.y;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(vec2(a_pos));\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nuniform lowp float u_device_pixel_ratio;\nuniform highp float u_width_scale;\nuniform float u_alpha_discard_threshold;\nuniform lowp float u_opacity_multiplier;\nuniform bool u_clip_to_tile_borders;\n\nin vec4 v_width2_dilute;\nin vec2 v_normal;\nin float v_gamma_scale;\nin vec2 v_tile_pos;\n\n#ifdef ELEVATED_ROADS\nin highp float v_road_z_offset;\n#endif\n#ifdef VARIABLE_LINE_WIDTH\nin float stub_side;\n#endif\n\n#ifdef RENDER_LINE_DASH\nuniform sampler2D u_dash_image;\nuniform highp float u_floor_width_scale;\n\nin highp vec2 v_tex;\n#endif\n\n#ifdef DEBUG_ELEVATION_ID\nin vec3 v_elevation_id_col;\n#endif\n\n#if defined(RENDER_LINE_GRADIENT) || defined(RENDER_LINE_BORDER_GRADIENT) || defined(RENDER_LINE_TRIM_OFFSET)\nin highp vec3 v_uv;\n#endif\n\n#ifdef RENDER_LINE_GRADIENT\nuniform sampler2D u_gradient_image;\n#endif\n\n#ifdef RENDER_LINE_BORDER_GRADIENT\nuniform sampler2D u_border_gradient_image;\n#endif\n\n#ifdef RENDER_LINE_TRIM_OFFSET\nuniform highp vec2 u_trim_offset;\nuniform highp vec2 u_trim_fade_range;\nuniform highp vec2 u_trim_gradient_mix_range;\nuniform lowp vec4 u_trim_color;\n#endif\n\n#ifdef INDICATOR_CUTOUT\nin highp float v_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform bool u_emissive_in_shadows;\nuniform vec3 u_ground_shadow_factor;\n\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin highp float v_depth;\n#endif\n\nfloat luminance(vec3 c) {\n    // Digital ITU BT.601 (Y = 0.299 R + 0.587 G + 0.114 B) approximation\n    return (c.r + c.r + c.b + c.g + c.g + c.g) * 0.1667;\n}\n\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float floorwidth\n#pragma mapbox: define mediump uvec4 dash\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float side_z_offset\n#pragma mapbox: define lowp float border_width\n#pragma mapbox: define lowp vec4 border_color\n#pragma mapbox: define lowp float emissive_strength\n\nfloat linearstep(float edge0, float edge1, float x) {\n    return  clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0);\n}\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize lowp float floorwidth\n    #pragma mapbox: initialize mediump uvec4 dash\n    #pragma mapbox: initialize lowp float blur\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize mediump float side_z_offset\n    #pragma mapbox: initialize lowp float border_width\n    #pragma mapbox: initialize lowp vec4 border_color\n    #pragma mapbox: initialize lowp float emissive_strength\n\n    // Calculate the distance of the pixel from the line in pixels.\n    float dist = length(v_normal) * v_width2_dilute.x;\n\n    // The distance over which the line edge fades out.\n    // Note: the same ANTIALIASING value is used in the line vertex shader.\n    float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;\n#ifdef RENDER_LINE_BORDER\n#ifndef VARIABLE_LINE_WIDTH\n    ANTIALIASING *= 8.0;\n#endif\n#endif\n\n    // Calculate the antialiasing fade factor. This is either when fading in\n    // the line in case of an offset line (v_width2_dilute.y) or when fading out\n    // (v_width2_dilute.x)\n#ifdef VARIABLE_LINE_WIDTH\n    blur = mix(blur, 0.0, stub_side);\n#endif\n\n    float diluted_opacity = opacity * v_width2_dilute.z;\n\n    // Compute blur alpha factor.   \n    float blur2 = (u_width_scale * blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;\n    float alpha = clamp(min(dist - (v_width2_dilute.y - blur2), v_width2_dilute.x - dist) / blur2, 0.0, 1.0);\n\n    float pxStep;\n    float delta;\n#ifdef RENDER_LINE_BORDER\n#ifndef VARIABLE_LINE_WIDTH\n    // Calculate the rate of change of the distance across the line.\n    pxStep = fwidth(dist);\n    // Find the distance to the closer edge of the line.\n    // Note: outset (v_width2_dilute.x) and inset (v_width2_dilute.y) are computed in the\n    // line vertex shader with an extra ANTIALIASING gap. Take this into account when\n    // finding the exact inner and outer edge positions.\n    float out_edge = v_width2_dilute.x - dist;\n    float in_edge = dist - (v_width2_dilute.y - 2.0 * ANTIALIASING);\n    delta = v_width2_dilute.y > 0.0 ? min(in_edge, out_edge) : out_edge;\n    // Compute distance based anti-aliasing alpha factor to smooth line edges.\n    float edge = ANTIALIASING;\n    alpha = delta > 0.0 ? smoothstep(edge - pxStep, u_width_scale * blur + edge + pxStep, delta) : 0.0;\n#endif\n#endif\n\n#ifdef RENDER_LINE_DASH\n    // highp before /65535: that literal is Inf in mediump/FP16 (e.g. Mali-G71).\n    highp float dash_w = float(dash.w);\n    highp float dash_len = float(dash.z) + dash_w / 65535.0;\n    float sdfgamma = ANTIALIASING / float(dash_len);\n    float scaled_floorwidth = (floorwidth * u_floor_width_scale);\n\n    // Number of dash-pattern periods covered by one framebuffer pixel.\n    float periods_per_pixel = fwidth(v_tex.x);\n\n    // Dash coverage is the fraction of one pattern period covered by dashes,\n    // in [0, 1]. It is the average alpha of the fully minified pattern. Packed\n    // in dash.y bits [15:4]; bits [3:0] hold the SDF half-height.\n    float dash_coverage = float(dash.y >> 4u) / 4095.0;\n    // Fade to average dash coverage before the pattern becomes undersampled:\n    // start at 0.25 periods per pixel and finish at the Nyquist limit (0.5).\n    float fade = linearstep(0.25, 0.5, periods_per_pixel);\n\n    // Widen SDF AA as each pixel covers more of the pattern.\n    float gamma = max(sdfgamma / scaled_floorwidth, 0.5 * periods_per_pixel);\n\n    if (fade >= 1.0) {\n        // Too minified for sampling.\n        alpha *= dash_coverage;\n    } else if (periods_per_pixel < 0.1) {\n        // One tap.\n        float sdfdist = texture(u_dash_image, v_tex).r;\n        alpha *= linearstep(0.5 - gamma, 0.5 + gamma, sdfdist);\n    } else {\n        // Two midpoint samples approximate filtering over the pattern range\n        // covered by the pixel. Limit the range to one repeating period.\n        float span = min(periods_per_pixel, 1.0);\n        float tap_offset = span * 0.25;\n        float sdf0 = texture(u_dash_image, vec2(v_tex.x - tap_offset, v_tex.y)).r;\n        float sdf1 = texture(u_dash_image, vec2(v_tex.x + tap_offset, v_tex.y)).r;\n        alpha *= mix(0.5 * (\n            linearstep(0.5 - gamma, 0.5 + gamma, sdf0) +\n            linearstep(0.5 - gamma, 0.5 + gamma, sdf1)\n        ), dash_coverage, fade);\n    }\n#endif\n\n    highp vec4 out_color;\n#ifdef RENDER_LINE_GRADIENT\n    // For gradient lines, v_uv.xy are the coord specify where the texture will be sampled.\n    out_color = texture(u_gradient_image, v_uv.xy);\n#else\n    out_color = color;\n#endif\n\n    float trim_alpha = 1.0;\n#ifdef RENDER_LINE_TRIM_OFFSET\n    highp float trim_start = u_trim_offset[0];\n    highp float trim_end = u_trim_offset[1];\n    highp float line_progress = v_uv[2];\n    // Mark the pixel to be transparent when:\n    // 1. trim_offset range is valid\n    // 2. line_progress is within trim_offset range\n\n    // Nested conditionals fixes the issue\n    // https://github.com/mapbox/mapbox-gl-js/issues/12013\n    if (trim_end > trim_start) {\n        highp float start_transition = max(0.0, min(1.0, (line_progress - trim_start) / max(u_trim_fade_range[0], 1.0e-9)));\n        highp float end_transition = max(0.0, min(1.0, (trim_end - line_progress) / max(u_trim_fade_range[1], 1.0e-9)));\n        highp float transition_factor = min(start_transition, end_transition);\n        highp float gradient_trim_color_mix_factor = 0.0;\n#ifdef RENDER_LINE_GRADIENT\n        gradient_trim_color_mix_factor = smoothstep(u_trim_gradient_mix_range.x, u_trim_gradient_mix_range.y, line_progress);\n#endif\n        highp vec4 trim_color = mix(u_trim_color, out_color, gradient_trim_color_mix_factor);\n        // Note: if u_trim_gradient_mix_range.x < 1.0 the non-trimmed part will use the non-gradient color\n        // This sets the usage of line-gradient as a trim-color\n        out_color = mix(u_trim_gradient_mix_range.x < 1.0 ? color : out_color, trim_color, transition_factor);\n        trim_alpha = 1.0 - transition_factor;\n    }\n#endif\n\n    if (u_alpha_discard_threshold != 0.0) {\n        if (alpha < u_alpha_discard_threshold) {\n            discard;\n        }\n    }\n\n#ifdef RENDER_LINE_BORDER\n#ifndef VARIABLE_LINE_WIDTH\n    // Compute distance based anti-aliasing alpha factor to smooth line borders.\n    float edge2 = border_width * u_width_scale + ANTIALIASING;\n    float alpha2 = smoothstep(edge2 - pxStep, edge2 + pxStep, delta);\n    if (alpha2 < 1.) {\n#ifdef RENDER_LINE_BORDER_GRADIENT\n        // line-border-gradient takes precedence over border_color and the auto-derived border color.\n        vec4 border_gradient_color = texture(u_border_gradient_image, v_uv.xy);\n        out_color = mix(border_gradient_color * trim_alpha, out_color, alpha2);\n#else\n        if (border_color.a == 0.0) {\n#ifndef RENDER_LINE_GRADIENT\n            float Y = (out_color.a > 0.01) ? luminance(out_color.rgb / out_color.a) : 1.; // out_color is premultiplied\n            float adjustment = (Y > 0.) ? 0.5 / Y : 0.45;\n            if (out_color.a > 0.25 && Y < 0.25) {\n                vec3 borderColor = (Y > 0.) ? out_color.rgb : vec3(1, 1, 1) * out_color.a;\n                out_color.rgb = out_color.rgb + borderColor * (adjustment * (1.0 - alpha2));\n            } else {\n                out_color.rgb *= (0.6 + 0.4 * alpha2);\n            }\n#else\n            out_color.rgb *= (0.6 + 0.4 * alpha2);\n#endif\n        } else {\n            out_color = mix(border_color * trim_alpha, out_color, alpha2);\n        }\n#endif\n        out_color *= v_width2_dilute.w;\n    }\n#endif\n#endif\n\n    vec2 cutout_factors = vec2(0.0);\n#ifdef FEATURE_CUTOUT\n    cutout_factors = get_cutout_factors(gl_FragCoord);\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(out_color, emissive_strength);\n#ifdef RENDER_SHADOWS\n    float light = shadowed_light_factor(v_pos_light_view_0, v_pos_light_view_1, v_depth);\n    light = mix(light, 1.0, cutout_factors.y);\n    light = u_emissive_in_shadows ? mix(light, 1.0, emissive_strength) : light;\n#ifdef ELEVATED_ROADS\n    out_color.rgb *= mix(v_road_z_offset != 0.0 ? u_ground_shadow_factor : vec3(1.0), vec3(1.0), light);\n#else\n    out_color.rgb *= mix(u_ground_shadow_factor, vec3(1.0), light);\n#endif // ELEVATED_ROADS\n#endif // RENDER_SHADOWS\n#endif // LIGHTING_3D_MODE\n\n#ifdef FOG\n    out_color = fog_dither(fog_apply_premultiplied(out_color, v_fog_pos));\n#endif\n\n    out_color *= (alpha * diluted_opacity * u_opacity_multiplier);\n\n#ifdef INDICATOR_CUTOUT\n    out_color = applyCutout(out_color, v_z_offset);\n#endif\n#ifdef FEATURE_CUTOUT\n    float z = 0.0;\n#ifdef ELEVATED_ROADS\n    z = v_road_z_offset;\n#endif\n    out_color = apply_feature_cutout(out_color, gl_FragCoord, cutout_factors.x, z);\n#endif\n\n#ifdef LINE_BLEND_ADDITIVE\n    // In additive blend mode the FBO uses ColorMode.additiveAlphaWeighted ([SRC_ALPHA, ONE, ...]).\n    // out_color is fully premultiplied: rgb = C*fa*cov, a = fa*cov\n    // (fa = feature colour alpha, cov = AA coverage * opacity).\n    //\n    // coverage is then SRC_ALPHA weight, and C*fa (feature-premultiplied colour) is the value.\n    //\n    // Output rgb = color.rgb (= C*fa, before coverage was applied) and alpha = cov\n    {\n        float cov = alpha * diluted_opacity;\n        // color.rgb is the feature-alpha-premultiplied colour before coverage scaling.\n        // Recover it by dividing out the coverage factor, so the blend mode can apply it correctly.\n        glFragColor = vec4(cov > 0.0 ? out_color.rgb / cov : vec3(0.0), cov);\n    }\n#else\n#ifdef LINE_BLEND_MULTIPLY\n    // In multiply blend mode the FBO accumulates per-line multiply factors using\n    // ColorMode.multiply ([DST_COLOR, ZERO]).  Each fragment must therefore output\n    // the factor by which the background should be scaled for this line at this\n    // coverage level:\n    //   factor = 1 - a*(1 - C)  (lerp between 1=no-op and C=full multiply)\n    // out_color is premultiplied: out_color.rgb = C*a, out_color.a = a, so:\n    //   factor.rgb = out_color.rgb + (1.0 - out_color.a)\n    // Output alpha=1 so the DST_COLOR blend sees a solid factor with no alpha scaling.\n    glFragColor = vec4(out_color.rgb + (1.0 - out_color.a), 1.0);\n#else\n    glFragColor = out_color;\n#endif\n#endif\n\n    storeEmissiveColor(glFragColor, emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n#ifdef DEBUG_ELEVATION_ID\n    glFragColor = vec4(v_elevation_id_col, 1.0);\n#endif\n\n    if (u_clip_to_tile_borders) {\n        if (v_tile_pos.x > 1.0 || v_tile_pos.y > 1.0 || v_tile_pos.x < 0.0 || v_tile_pos.y < 0.0) {\n            discard;\n        }\n    }\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n\n// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define EXTRUDE_SCALE 0.015873016\n\nin ivec2 a_pos_normal;\nin uvec4 a_data;\n#if defined(ELEVATED) || defined(ELEVATED_ROADS) || defined(VARIABLE_LINE_WIDTH) || defined(VARIABLE_LINE_EMISSIVE_STRENGTH)\nin vec4 a_z_offset_width;\n#endif\n#ifdef DEBUG_ELEVATION_ID\nin vec3 a_elevation_id_col;\n#endif\n\n#ifdef DEBUG_ELEVATION_ID\nout vec3 v_elevation_id_col;\n#endif\n\n#ifdef ELEVATION_GROUND_SCALE\nin float a_elevation_ground_scale;\n#endif\n\n// Includes in order: a_uv_x, a_split_index, a_line_progress to reduce attribute count on older devices.\n// Only line-gradient, line-border-gradient and line-trim-offset will requires a_packed info.\n#if defined(RENDER_LINE_GRADIENT) || defined(RENDER_LINE_BORDER_GRADIENT) || defined(RENDER_LINE_TRIM_OFFSET) || defined(RENDER_LINE_CURVE)\nin highp vec3 a_packed;\n#endif\n\n#ifdef RENDER_LINE_DASH\nin float a_linesofar;\n#endif\n\nuniform mat4 u_matrix;\nuniform mat2 u_pixels_to_tile_units;\nuniform vec2 u_units_to_pixels;\nuniform lowp float u_device_pixel_ratio;\nuniform float u_width_scale;\n// Note: This value is zero if line-z-offset has feature dependencies,\n// in that case the value is passed as a vertex attribute instead of a uniform.\nuniform float u_z_offset;\n\n// Elevated-road VLW carpet: 0.5 m view-depth pull toward camera (0 when disabled).\n// Always declared so GL locations resolve on all line program variants.\nuniform highp float u_road_view_depth_bias;\nuniform highp vec4 u_road_clip_to_view; // a,b,c,d for view = (a*z+b)/(c*z+d)\n\n#ifdef RENDER_LINE_CURVE\n// Encodes curve control points in 3x3 matrices for x, y, z\n// Note: Could be replaced with an uniform array once Metal support is implemented\nuniform mat3 u_curve_points_x;\nuniform mat3 u_curve_points_y;\nuniform mat3 u_curve_points_z;\nuniform float u_curve_point_count;\n#endif\n\n#ifdef ELEVATED\nuniform lowp float u_zbias_factor;\nuniform lowp float u_tile_to_meter;\n\nfloat sample_elevation(vec2 apos) {\n#ifdef ELEVATION_REFERENCE_SEA\n    return 0.0;\n#else\n    return elevation(apos);\n#endif\n}\n#endif\n\nout vec2 v_normal;\nout vec4 v_width2_dilute; // xy fow width, z for dilute of whole line w for dilute of border\nout float v_gamma_scale;\nout vec2 v_tile_pos;\n\n#ifdef ELEVATED_ROADS\nout highp float v_road_z_offset;\n#endif\n#ifdef VARIABLE_LINE_WIDTH\nout float stub_side;\nuniform float u_width_addition;\n#endif\n\n#ifdef RENDER_LINE_DASH\nuniform highp float u_floor_width_scale;\nuniform vec2 u_texsize;\nuniform float u_tile_units_to_pixels;\nout highp vec2 v_tex;\n#endif\n\n#if defined(RENDER_LINE_GRADIENT) || defined(RENDER_LINE_BORDER_GRADIENT) || defined(RENDER_LINE_TRIM_OFFSET)\nout highp vec3 v_uv;\n#endif\n\n#if defined(RENDER_LINE_GRADIENT) || defined(RENDER_LINE_BORDER_GRADIENT)\nuniform float u_image_height;\n#endif\n\n#ifdef INDICATOR_CUTOUT\nout highp float v_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout highp float v_depth;\n#endif\n\n#pragma mapbox: define highp vec4 color\n#pragma mapbox: define lowp float floorwidth\n#pragma mapbox: define mediump uvec4 dash\n#pragma mapbox: define lowp float blur\n#pragma mapbox: define lowp float opacity\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define lowp float offset\n#pragma mapbox: define mediump float width\n#pragma mapbox: define mediump float side_z_offset\n#pragma mapbox: define lowp float border_width\n#pragma mapbox: define lowp vec4 border_color\n#pragma mapbox: define lowp float emissive_strength\n\n#ifdef RENDER_LINE_CURVE\n\nvec3 getCurvePoint(int index) {\n    int row = index / 3;\n    int col = index - row * 3;\n\n    float x = u_curve_points_x[row][col];\n    float y = u_curve_points_y[row][col];\n    float z = u_curve_points_z[row][col];\n\n    return vec3(x, y, z);\n}\n\nvec3 catmullRom(vec3 p0, vec3 p1, vec3 p2, vec3 p3, float t) {\n    float t2 = t * t;\n    float t3 = t2 * t;\n    return 0.5 * (\n        2.0 * p1 +\n        (-p0 + p2) * t +\n        (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 +\n        (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3\n    );\n}\n\nvec2 catmullRomTangent(vec2 p0, vec2 p1, vec2 p2, vec2 p3, float t) {\n    float t2 = t * t;\n    return 0.5 * (\n        (-p0 + p2) +\n        (2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * 2.0 * t +\n        (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * 3.0 * t2\n    );\n}\n\nstruct CurveResult {\n    vec3 point;      // x, y, elevation\n    vec2 tangent;    // tangent direction\n};\n\nCurveResult calculateCurve(float line_progress) {\n    float curve_progress = line_progress * (u_curve_point_count - 1.0);\n    float curve_progress_local = fract(curve_progress);\n    float curve_segment = floor(curve_progress);\n    int seg = int(curve_segment);\n\n    vec3 p1 = getCurvePoint(seg);\n    vec3 p2 = getCurvePoint(seg + 1);\n\n    float is_first_seg = step(curve_segment, 0.5);\n    vec3 p0_extrapolated = p1 - (p2 - p1);\n    vec3 p0_fetched = getCurvePoint(max(seg - 1, 0));\n    vec3 p0 = mix(p0_fetched, p0_extrapolated, is_first_seg);\n\n    int last_seg = int(u_curve_point_count) - 2;\n    float is_last_seg = step(float(last_seg) - 0.5, curve_segment);\n    vec3 p3_extrapolated = p2 + (p2 - p1);\n    vec3 p3_fetched = getCurvePoint(min(seg + 2, int(u_curve_point_count) - 1));\n    vec3 p3 = mix(p3_fetched, p3_extrapolated, is_last_seg);\n\n    vec3 point = catmullRom(p0, p1, p2, p3, curve_progress_local);\n    vec2 tangent = catmullRomTangent(p0.xy, p1.xy, p2.xy, p3.xy, curve_progress_local) * (u_curve_point_count - 1.0);\n\n    CurveResult result;\n    result.point = point;\n    result.tangent = tangent;\n    return result;\n}\n\n#endif\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 color\n    #pragma mapbox: initialize lowp float floorwidth\n    #pragma mapbox: initialize mediump uvec4 dash\n    #pragma mapbox: initialize lowp float blur\n    #pragma mapbox: initialize lowp float opacity\n    #pragma mapbox: initialize mediump float gapwidth\n    #pragma mapbox: initialize lowp float offset\n    #pragma mapbox: initialize mediump float width\n    #pragma mapbox: initialize mediump float side_z_offset\n    #pragma mapbox: initialize lowp float border_width\n    #pragma mapbox: initialize lowp vec4 border_color\n    #pragma mapbox: initialize lowp float emissive_strength\n\n#ifdef VARIABLE_LINE_EMISSIVE_STRENGTH\n    emissive_strength = a_z_offset_width.w;\n#endif\n\n    float a_z_offset = u_z_offset;\n#if defined(ELEVATED) || defined(ELEVATED_ROADS)\n    a_z_offset += a_z_offset_width.x;\n#endif\n#ifdef DEBUG_ELEVATION_ID\n    v_elevation_id_col = a_elevation_id_col;\n#endif\n\n    highp float line_progress = 0.0;\n#if defined(RENDER_LINE_GRADIENT) || defined(RENDER_LINE_BORDER_GRADIENT) || defined(RENDER_LINE_TRIM_OFFSET) || defined(RENDER_LINE_CURVE)\n    line_progress = a_packed[2];\n#endif\n\n    // The distance over which the line edge fades out.\n    // Retina devices need a smaller distance to avoid aliasing.\n    float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;\n#ifdef RENDER_LINE_BORDER\n#ifndef VARIABLE_LINE_WIDTH\n    // Increase distance for lines with border to improve distance based\n    // anti-aliasing (fwidth-based) of the border edges.\n    // The multiplier was determined experimentally to achieve pixel-perfect\n    // anti-aliasing of the border for extremely pitched lines near the\n    // horizon: lower values cause aliasing on the borders, while higher\n    // values yield no further visual improvement.\n    ANTIALIASING *= 8.0;\n#endif\n#endif\n\n    vec2 a_extrude = vec2(a_data.xy) - 128.0;\n    float a_direction = float(a_data.z & 3u) - 1.0;\n    vec2 pos_normal = vec2(a_pos_normal);\n    vec2 pos = floor(pos_normal * 0.5);\n\n    // x is 1 if it's a round cap, 0 otherwise\n    // y is 1 if the normal points up, and -1 if it points down\n    // We store these in the least significant bit of a_pos_normal\n    mediump vec2 normal = pos_normal - 2.0 * pos;\n    normal.y = normal.y * 2.0 - 1.0;\n\n    v_normal = normal;\n\n    offset = -1.0 * offset * u_width_scale;\n    bool left = normal.y == 1.0;\n\n#ifdef RENDER_LINE_CURVE\n    CurveResult curve = calculateCurve(line_progress);\n    pos = curve.point.xy * 8192.0;\n    a_extrude = length(a_extrude) * normalize(curve.tangent);\n    a_extrude = left ? vec2(-a_extrude.y, a_extrude.x) : vec2(a_extrude.y, -a_extrude.x);\n    a_z_offset += curve.point.z;\n#endif\n\n    // these transformations used to be applied in the JS and native code bases.\n    // moved them into the shader for clarity and simplicity.\n    gapwidth = gapwidth / 2.0;\n    float halfwidth;\n    float dilute_scale = 1.0;\n    float dilute_border_scale = 1.0;\n    float symmetric_outset = 0.0;\n#ifdef VARIABLE_LINE_WIDTH\n    float left_width = a_z_offset_width.y;\n    float right_width = a_z_offset_width.z;\n    bool zero_right_width = border_width == 0.0 && right_width == 0.0;\n    halfwidth = left ? left_width : right_width;\n    halfwidth += u_width_addition * (zero_right_width ? (left ? 1.0 : 0.0) : 0.5); \n    halfwidth *= u_width_scale;\n\n    if (side_z_offset != 0.0) {\n        // Lift the side of the line asymmetrically, based on the sign of side_z_offset\n        float left_f = step(1.0, normal.y);\n        float is_negative = step(side_z_offset, 0.0);\n        float apply = mix(1.0 - left_f, left_f, is_negative);\n\n        a_extrude *= apply;\n        a_z_offset += abs(side_z_offset) * apply;\n        v_normal *= apply;\n    }\n\n    // Variable width is used as an offset for non-zero border_widths case.\n    // Then the width of the visible part is defined by border_width.\n    offset = border_width > 0.0 ? (left_width + right_width + u_width_addition) * u_width_scale : offset;\n    halfwidth = border_width > 0.0 ? border_width * u_width_scale * 0.5 : halfwidth;\n\n    symmetric_outset = zero_right_width ? u_width_scale * (left_width + u_width_addition) : halfwidth;\n\n    // If the right width is 0, we are rendering an asymmetric line with a stub side\n    // We should disable antialiasing and blur on this side to be able to stich two lines together\n    stub_side = zero_right_width ? -normal.y : 0.0;\n    v_normal = !left && zero_right_width ? vec2(0.0) : v_normal;\n    ANTIALIASING = !left && zero_right_width ? 0.0 : ANTIALIASING;\n#else\n    halfwidth = (u_width_scale * width) / 2.0;\n#endif\n\n    float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);\n    float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth > 0.0 ? ANTIALIASING : 0.0);\n\n    // Scale the extrusion vector down to a normal and then up by the line width\n    // of this vertex.\n    mediump vec2 dist = outset * a_extrude * EXTRUDE_SCALE;\n\n    // Calculate the offset when drawing a line that is to the side of the actual line.\n    // We do this by creating a vector that points towards the extrude, but rotate\n    // it when we're drawing round end points (a_direction = -1 or 1) since their\n    // extrude vector points in another direction.\n    mediump float u = 0.5 * a_direction;\n    mediump float t = 1.0 - abs(u);\n    mediump vec2 offset2 = offset * a_extrude * EXTRUDE_SCALE * normal.y * mat2(t, -u, u, t);\n\n    float hidden = float(opacity == 0.0);\n    vec2 extrude = dist * u_pixels_to_tile_units;\n    vec4 projected_extrude = u_matrix * vec4(extrude, 0.0, 0.0);\n    vec2 projected_extrude_xy = projected_extrude.xy;\n#ifdef ELEVATED_ROADS\n    v_road_z_offset = a_z_offset;\n    v_tile_pos = pos + offset2 * u_pixels_to_tile_units;\n    gl_Position = u_matrix * vec4(v_tile_pos, a_z_offset, 1.0);\n#else\n#ifdef ELEVATED\n    vec2 offsetTile = offset2 * u_pixels_to_tile_units;\n    vec2 offset_pos = pos + offsetTile;\n    float ele = 0.0;\n    float scaled_z_offset = a_z_offset;\n#ifdef ELEVATION_GROUND_SCALE\n    scaled_z_offset = a_z_offset * mix(1.0, u_exaggeration, a_elevation_ground_scale);\n#endif\n#ifdef CROSS_SLOPE_VERTICAL\n    // Vertical line\n    // The least significant bit of a_pos_normal.y hold 1 if it's on top, 0 for bottom\n    float top = pos_normal.y - 2.0 * floor(pos_normal.y * 0.5);\n    float line_height = 2.0 * u_tile_to_meter * outset * top * u_pixels_to_tile_units[1][1] + scaled_z_offset;\n    ele = sample_elevation(offset_pos) + line_height;\n    // Ignore projected extrude for vertical lines\n    projected_extrude = vec4(0);\n#else // CROSS_SLOPE_VERTICAL\n#ifdef CROSS_SLOPE_HORIZONTAL\n    // Horizontal line\n    float ele0 = sample_elevation(offset_pos);\n    float ele1 = max(sample_elevation(offset_pos + extrude), sample_elevation(offset_pos + extrude / 2.0));\n    float ele2 = max(sample_elevation(offset_pos - extrude), sample_elevation(offset_pos - extrude / 2.0));\n    float ele_max = max(ele0, max(ele1, ele2));\n    ele = ele_max + scaled_z_offset;\n#else // CROSS_SLOPE_HORIZONTAL\n    // Line follows terrain slope\n    float ele0 = sample_elevation(offset_pos);\n    float ele1 = max(sample_elevation(offset_pos + extrude), sample_elevation(offset_pos + extrude / 2.0));\n    float ele2 = max(sample_elevation(offset_pos - extrude), sample_elevation(offset_pos - extrude / 2.0));\n    float ele_max = max(ele0, 0.5 * (ele1 + ele2));\n    ele = ele_max - ele0 + ele1 + scaled_z_offset;\n#endif // CROSS_SLOPE_HORIZONTAL\n#endif // CROSS_SLOPE_VERTICAL\n    v_tile_pos = offset_pos;\n    gl_Position = u_matrix * vec4(v_tile_pos, ele, 1.0) + projected_extrude;\n    float z = clamp(gl_Position.z / gl_Position.w, 0.5, 1.0);\n    float zbias = max(0.00005, (pow(z, 0.8) - z) * u_zbias_factor * u_exaggeration);\n    gl_Position.z -= (gl_Position.w * zbias);\n    gl_Position = mix(gl_Position, AWAY, hidden);\n#else // ELEVATED\n    v_tile_pos = pos + offset2 * u_pixels_to_tile_units;\n    gl_Position = u_matrix * vec4(v_tile_pos, 0.0, 1.0);\n#endif // ELEVATED\n#endif // ELEVATED_ROADS\n\n#ifndef ELEVATED\n#ifndef VARIABLE_LINE_WIDTH\n#ifndef RENDER_TO_TEXTURE\n    // Scale up sub-pixel extrusions of inner line width to ensure minimum half-pixel visibility.\n    // Only apply when line width >= 1px — lines intentionally styled < 1px should not be diluted.\n    float base_w = gl_Position.w;\n    vec2 screen_width = abs(projected_extrude.xy / base_w * u_units_to_pixels);\n    float max_extrude_component = max(screen_width.x, screen_width.y);\n    if (width >= 1.0 && base_w > 0.0 && max_extrude_component > 0.0001) {\n        float min_pixel = 1.05; // u_units_to_pixels is [2 / width, 2 / height], not using half pixel for halfwidth here\n        if (max_extrude_component < min_pixel) {\n            vec2 abs_pos = abs(gl_Position.xy);\n            float is_out = max(abs_pos.x, abs_pos.y) / base_w;\n            // smoothly disable dilute for a very long lines outside viewport (2.5 -> 4.5)\n            // bump width here and reduce opacity in fragment shader by dilute_scale factor\n            dilute_scale = mix(max_extrude_component / min_pixel, 1.0, smoothstep(2.5, 4.5, is_out));\n            projected_extrude /= dilute_scale;\n        }\n        else if (gapwidth > 0.0) {\n            // For case layers (line-gap-width > 0), the visible border is just halfwidth\n            // on each side. The overall extrusion is wide due to the gap, but the visible\n            // portion can still be sub-pixel and needs dilution to reduce aliasing.\n            float visible_ratio = (halfwidth + ANTIALIASING) / outset;\n            vec2 visible_screen_width = screen_width * visible_ratio;\n            float max_visible_component = max(visible_screen_width.x, visible_screen_width.y);\n            dilute_scale = min(1.0, max_visible_component / min_pixel);\n        }\n        else\n        {\n#ifdef RENDER_LINE_BORDER\n            // if line is wide enough, reduce opacity of thin borders only - no change of border width\n            float border_ratio = (border_width * u_width_scale + ANTIALIASING) / outset;\n            screen_width *= border_ratio;\n            float max_border_component = max(screen_width.x, screen_width.y);\n            dilute_border_scale = min(1.0, max_border_component / min_pixel);\n#endif\n        }\n    }\n#endif\n#endif\n    v_tile_pos = (v_tile_pos + extrude) / EXTENT;\n#ifdef ELEVATED_ROADS\n    gl_Position = gl_Position + projected_extrude;\n#ifdef VARIABLE_LINE_WIDTH\n#ifndef ELEVATED\n    // Depth-only pull toward camera (xy/w unchanged — no world-Z float).\n    // Cap: 0.5 m in view/camera Z. Ramped to 0 below -0.5 m so the tunnel seethrough\n    // comparison is unshifted (same range as the cutout route lift).\n    highp float road_view_depth_bias = u_road_view_depth_bias * smoothstep(-0.5, 0.0, a_z_offset);\n    if (road_view_depth_bias > 0.0) {\n        highp float z_in = gl_Position.z / gl_Position.w * 0.5 + 0.5;\n        highp float a = u_road_clip_to_view.x;\n        highp float b = u_road_clip_to_view.y;\n        highp float c = u_road_clip_to_view.z;\n        highp float d = u_road_clip_to_view.w;\n        highp float view = (a * z_in + b) / (c * z_in + d);\n        highp float view_new = view + road_view_depth_bias;\n        highp float z_new = (view_new * d - b) / (a - view_new * c);\n        z_new = clamp(z_new, 0.0, 1.0);\n        gl_Position.z = (z_new * 2.0 - 1.0) * gl_Position.w;\n    }\n#endif // ELEVATED\n#endif // VARIABLE_LINE_WIDTH\n#else\n    gl_Position = mix(gl_Position + projected_extrude, AWAY, hidden);\n#endif\n#endif\n\n#ifdef ELEVATED_ROADS\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos = vec3(pos + (offset2 + dist) * u_pixels_to_tile_units, a_z_offset);\n    vec3 shd_pos0 = shd_pos;\n    vec3 shd_pos1 = shd_pos;\n#ifdef NORMAL_OFFSET\n    vec3 shd_pos_offset = shadow_normal_offset(vec3(0.0, 0.0, 1.0));\n    shd_pos0 += shd_pos_offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += shd_pos_offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n#endif\n\n#ifndef RENDER_TO_TEXTURE\n    float epsilon = 0.0001;\n    // calculate how much the perspective view squishes or stretches the extrude\n    float extrude_length_without_perspective = max(length(dist), epsilon);\n    float extrude_length_with_perspective = max(length(projected_extrude_xy / gl_Position.w * u_units_to_pixels), epsilon);\n    v_gamma_scale = mix(extrude_length_without_perspective / extrude_length_with_perspective, 1.0, step(0.01, blur));\n#else\n    v_gamma_scale = 1.0;\n#endif\n\n#if defined(RENDER_LINE_GRADIENT) || defined(RENDER_LINE_BORDER_GRADIENT) || defined(RENDER_LINE_TRIM_OFFSET)\n    highp float a_uv_x = a_packed[0];\n    float a_split_index = a_packed[1];\n#if defined(RENDER_LINE_GRADIENT) || defined(RENDER_LINE_BORDER_GRADIENT)\n    highp float texel_height = 1.0 / u_image_height;\n    highp float half_texel_height = 0.5 * texel_height;\n\n    v_uv = vec3(a_uv_x, a_split_index * texel_height - half_texel_height, line_progress);\n#else\n    v_uv = vec3(a_uv_x, 0.0, line_progress);\n#endif\n#endif\n\n#ifdef RENDER_LINE_DASH\n    vec4 dashf = vec4(dash);\n    // highp before /65535: that literal is Inf in mediump/FP16 (e.g. Mali-G71).\n    highp float dash_w = float(dash.w);\n    highp float totalLength = float(dash.z) + dash_w / 65535.0;\n    float scale = totalLength == 0.0 ? 0.0 : u_tile_units_to_pixels / totalLength;\n\n    // Low 4 bits = half-height; high 12 = dash coverage (fragment only).\n    float dash_half_height = float(dash.y & 15u);\n    v_tex = vec2(a_linesofar * scale / (floorwidth * u_floor_width_scale), (-normal.y * dash_half_height + dashf.x + 0.5) / u_texsize.y);\n#endif\n\n    v_width2_dilute = vec4(outset, inset, dilute_scale, dilute_border_scale);\n#ifdef VARIABLE_LINE_WIDTH\n    v_width2_dilute.x = symmetric_outset;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n#endif\n\n#ifdef INDICATOR_CUTOUT\n    v_z_offset = a_z_offset;\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n\nuniform highp float u_device_pixel_ratio;\nuniform highp float u_width_scale;\nuniform highp float u_alpha_discard_threshold;\nuniform lowp float u_opacity_multiplier;\nuniform highp vec2 u_texsize;\nuniform highp float u_tile_units_to_pixels;\nuniform highp vec2 u_trim_offset;\nuniform highp vec2 u_trim_fade_range;\nuniform lowp vec4 u_trim_color;\n\nuniform sampler2D u_image;\n\n#ifdef APPLY_LUT_ON_GPU\nuniform highp sampler3D u_lutTexture;\n#endif\n\n#ifdef LINE_PATTERN_TRANSITION\nuniform float u_pattern_transition;\n#endif\n\nin vec2 v_normal;\nin vec2 v_width2;\nin highp float v_linesofar;\nin float v_gamma_scale;\nin float v_width;\n#ifdef RENDER_LINE_TRIM_OFFSET\nin highp vec3 v_uv;\n#endif\n#ifdef ELEVATED_ROADS\nin highp float v_road_z_offset;\n#endif\n\n#ifdef LINE_JOIN_NONE\nin vec2 v_pattern_data; // [pos_in_segment, segment_length];\n#endif\n\n#ifdef INDICATOR_CUTOUT\nin highp float v_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform vec3 u_ground_shadow_factor;\n\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin highp float v_depth;\n#endif\n\n#pragma mapbox: define mediump uvec4 pattern\n#ifdef LINE_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n#pragma mapbox: define mediump float pixel_ratio\n#pragma mapbox: define mediump float blur\n#pragma mapbox: define mediump float opacity\n#pragma mapbox: define lowp float emissive_strength\n\nvoid main() {\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #ifdef LINE_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n    #pragma mapbox: initialize mediump float pixel_ratio\n    #pragma mapbox: initialize mediump float blur\n    #pragma mapbox: initialize mediump float opacity\n    #pragma mapbox: initialize lowp float emissive_strength\n\n    vec2 pattern_tl = vec2(pattern.xy);\n    vec2 pattern_br = vec2(pattern.zw);\n\n    vec2 display_size = (pattern_br - pattern_tl) / pixel_ratio;\n\n    highp float pattern_size = display_size.x / u_tile_units_to_pixels;\n\n    float aspect = display_size.y / v_width;\n\n    // Calculate the distance of the pixel from the line in pixels.\n    float dist = length(v_normal) * v_width2.s;\n\n    // Calculate the antialiasing fade factor. This is either when fading in\n    // the line in case of an offset line (v_width2.t) or when fading out\n    // (v_width2.s)\n    float blur2 = (u_width_scale * blur + 1.0 / u_device_pixel_ratio) * v_gamma_scale;\n    float alpha = clamp(min(dist - (v_width2.t - blur2), v_width2.s - dist) / blur2, 0.0, 1.0);\n\n    highp float pattern_x = v_linesofar / pattern_size * aspect;\n    highp float x = mod(pattern_x, 1.0);\n\n    highp float y = 0.5 * v_normal.y + 0.5;\n\n    vec2 texel_size = 1.0 / u_texsize;\n\n    highp vec2 pos = mix(pattern_tl * texel_size - texel_size, pattern_br * texel_size + texel_size, vec2(x, y));\n    highp vec2 lod_pos = mix(pattern_tl * texel_size - texel_size, pattern_br * texel_size + texel_size, vec2(pattern_x, y));\n    vec4 color = textureLodCustom(u_image, pos, lod_pos);\n\n#ifdef APPLY_LUT_ON_GPU\n    color = applyLUT(u_lutTexture, color);\n#endif\n\n#ifdef LINE_PATTERN_TRANSITION\n    vec2 pattern_b_tl = vec2(pattern_b.xy);\n    vec2 pattern_b_br = vec2(pattern_b.zw);\n    highp vec2 pos_b = mix(pattern_b_tl * texel_size - texel_size, pattern_b_br * texel_size + texel_size, vec2(x, y));\n    vec4 color_b = textureLodCustom(u_image, pos_b, lod_pos);\n    color = color * (1.0 - u_pattern_transition) + color_b * u_pattern_transition;\n#endif\n\n#ifdef RENDER_LINE_TRIM_OFFSET\n    highp float trim_start = u_trim_offset[0];\n    highp float trim_end = u_trim_offset[1];\n    highp float line_progress = v_uv[2];\n    // Mark the pixel to be transparent when:\n    // 1. trim_offset range is valid\n    // 2. line_progress is within trim_offset range\n\n    // Nested conditionals fixes the issue\n    // https://github.com/mapbox/mapbox-gl-js/issues/12013\n    if (trim_end > trim_start) {\n        highp float start_transition = max(0.0, min(1.0, (line_progress - trim_start) / max(u_trim_fade_range[0], 1.0e-9)));\n        highp float end_transition = max(0.0, min(1.0, (trim_end - line_progress) / max(u_trim_fade_range[1], 1.0e-9)));\n        highp float transition_factor = min(start_transition, end_transition);\n        color = mix(color, color.a * u_trim_color, transition_factor);\n    }\n#endif\n\n#ifdef LINE_JOIN_NONE\n    // v_pattern_data = { x = pos_in_segment, y = segment_length }\n    // v_linesofar and v_pattern_data.x is offset in vertex shader based on segment overlap (v_pattern_data.x can be\n    // negative). v_pattern_data.y is not modified because we can't access overlap info for other end of the segment.\n    // All units are tile units.\n    // Distance from segment start point to start of first pattern instance\n    highp float pattern_len = pattern_size / aspect;\n    highp float segment_phase = pattern_len - mod(v_linesofar - v_pattern_data.x + pattern_len, pattern_len);\n    // Step is used to check if we can fit an extra pattern cycle when considering the segment overlap at the corner\n    highp float visible_start = segment_phase - step(pattern_len * 0.5, segment_phase) * pattern_len;\n    highp float visible_end = floor((v_pattern_data.y - segment_phase) / pattern_len) * pattern_len + segment_phase;\n    visible_end += step(pattern_len * 0.5, v_pattern_data.y - visible_end) * pattern_len;\n\n    if (v_pattern_data.x < visible_start || v_pattern_data.x >= visible_end) {\n        color = vec4(0.0);\n    }\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    color = apply_lighting_with_emission_ground(color, emissive_strength);\n#ifdef RENDER_SHADOWS\n    float light = shadowed_light_factor(v_pos_light_view_0, v_pos_light_view_1, v_depth);\n#ifdef ELEVATED_ROADS\n    color.rgb *= mix(v_road_z_offset != 0.0 ? u_ground_shadow_factor : vec3(1.0), vec3(1.0), light);\n#else\n    color.rgb *= mix(u_ground_shadow_factor, vec3(1.0), light);\n#endif // ELEVATED_ROADS\n#endif // RENDER_SHADOWS\n#endif\n#ifdef FOG\n    color = fog_dither(fog_apply_premultiplied(color, v_fog_pos));\n#endif\n\n    color *= (alpha * opacity * u_opacity_multiplier);\n\n    if (u_alpha_discard_threshold != 0.0) {\n        if (color.a < u_alpha_discard_threshold) {\n            discard;\n        }\n    }\n#ifdef INDICATOR_CUTOUT\n    color = applyCutout(color, v_z_offset);\n#endif\n\n    glFragColor = color;\n    storeEmissiveColor(glFragColor,emissive_strength);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n\n// floor(127 / 2) == 63.0\n// the maximum allowed miter limit is 2.0 at the moment. the extrude normal is\n// stored in a byte (-128..127). we scale regular normals up to length 63, but\n// there are also \"special\" normals that have a bigger length (of up to 126 in\n// this case).\n// #define scale 63.0\n#define scale 0.015873016\n\nin ivec2 a_pos_normal;\nin uvec4 a_data;\n#if defined(ELEVATED) || defined(ELEVATED_ROADS)\nin vec4 a_z_offset_width;\n#endif\n#ifdef ELEVATION_GROUND_SCALE\nin float a_elevation_ground_scale;\n#endif\n// Includes in order: a_uv_x, a_split_index, a_line_progress\n// to reduce attribute count on older devices.\n// Only line-trim-offset will requires a_packed info.\n#ifdef RENDER_LINE_TRIM_OFFSET\nin highp vec3 a_packed;\n#endif\nin highp float a_linesofar;\n\n#ifdef LINE_JOIN_NONE\nin highp vec3 a_pattern_data; // [position_in_segment & offset_sign, segment_length, linesofar_hi];\nout vec2 v_pattern_data; // [position_in_segment, segment_length]\n#endif\n\n#ifdef INDICATOR_CUTOUT\nout highp float v_z_offset;\n#endif\n\nuniform mat4 u_matrix;\nuniform float u_tile_units_to_pixels;\nuniform vec2 u_units_to_pixels;\nuniform mat2 u_pixels_to_tile_units;\nuniform float u_device_pixel_ratio;\nuniform float u_width_scale;\nuniform float u_floor_width_scale;\n\n#ifdef ELEVATED\nuniform lowp float u_zbias_factor;\nuniform lowp float u_tile_to_meter;\n\nfloat sample_elevation(vec2 apos) {\n#ifdef ELEVATION_REFERENCE_SEA\n    return 0.0;\n#else\n    return elevation(apos);\n#endif\n}\n#endif\n\nout vec2 v_normal;\nout vec2 v_width2;\nout highp float v_linesofar;\nout float v_gamma_scale;\nout float v_width;\n#ifdef RENDER_LINE_TRIM_OFFSET\nout highp vec3 v_uv;\n#endif\n#ifdef ELEVATED_ROADS\nout highp float v_road_z_offset;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout highp float v_depth;\n#endif\n\n#pragma mapbox: define mediump float blur\n#pragma mapbox: define mediump float opacity\n#pragma mapbox: define mediump float offset\n#pragma mapbox: define mediump float gapwidth\n#pragma mapbox: define mediump float width\n#pragma mapbox: define mediump float floorwidth\n#pragma mapbox: define mediump uvec4 pattern\n#ifdef LINE_PATTERN_TRANSITION\n#pragma mapbox: define mediump uvec4 pattern_b\n#endif\n#pragma mapbox: define mediump float pixel_ratio\n#pragma mapbox: define lowp float emissive_strength\n\nvoid main() {\n    #pragma mapbox: initialize mediump float blur\n    #pragma mapbox: initialize mediump float opacity\n    #pragma mapbox: initialize mediump float offset\n    #pragma mapbox: initialize mediump float gapwidth\n    #pragma mapbox: initialize mediump float width\n    #pragma mapbox: initialize mediump float floorwidth\n    #pragma mapbox: initialize mediump uvec4 pattern\n    #ifdef LINE_PATTERN_TRANSITION\n    #pragma mapbox: initialize mediump uvec4 pattern_b\n    #endif\n    #pragma mapbox: initialize mediump float pixel_ratio\n    #pragma mapbox: initialize lowp float emissive_strength\n\n    float a_z_offset;\n#if defined(ELEVATED) || defined(ELEVATED_ROADS)\n    a_z_offset = a_z_offset_width.x;\n#endif\n\n    // the distance over which the line edge fades out.\n    // Retina devices need a smaller distance to avoid aliasing.\n    float ANTIALIASING = 1.0 / u_device_pixel_ratio / 2.0;\n\n    vec2 a_extrude = vec2(a_data.xy) - 128.0;\n    float a_direction = float(a_data.z & 3u) - 1.0;\n\n    vec2 pos_normal = vec2(a_pos_normal);\n    vec2 pos = floor(pos_normal * 0.5);\n\n    // x is 1 if it's a round cap, 0 otherwise\n    // y is 1 if the normal points up, and -1 if it points down\n    // We store these in the least significant bit of a_pos_normal\n    vec2 normal = pos_normal - 2.0 * pos;\n    normal.y = normal.y * 2.0 - 1.0;\n    v_normal = normal;\n\n    // these transformations used to be applied in the JS and native code bases.\n    // moved them into the shader for clarity and simplicity.\n    gapwidth = gapwidth / 2.0;\n    float halfwidth = (u_width_scale * width) / 2.0;\n    offset = -1.0 * offset * u_width_scale;\n\n    float inset = gapwidth + (gapwidth > 0.0 ? ANTIALIASING : 0.0);\n    float outset = gapwidth + halfwidth * (gapwidth > 0.0 ? 2.0 : 1.0) + (halfwidth == 0.0 ? 0.0 : ANTIALIASING);\n\n    // Scale the extrusion vector down to a normal and then up by the line width\n    // of this vertex.\n    vec2 dist = outset * a_extrude * scale;\n\n    // Calculate the offset when drawing a line that is to the side of the actual line.\n    // We do this by creating a vector that points towards the extrude, but rotate\n    // it when we're drawing round end points (a_direction = -1 or 1) since their\n    // extrude vector points in another direction.\n    float u = 0.5 * a_direction;\n    float t = 1.0 - abs(u);\n    vec2 offset2 = offset * a_extrude * scale * normal.y * mat2(t, -u, u, t);\n\n    float hidden = float(opacity == 0.0);\n    vec2 extrude = dist * u_pixels_to_tile_units;\n    vec4 projected_extrude = u_matrix * vec4(extrude, 0.0, 0.0);\n    vec2 projected_extrude_xy = projected_extrude.xy;\n#ifdef ELEVATED_ROADS\n    v_road_z_offset = a_z_offset;\n    gl_Position = u_matrix * vec4(pos + offset2 * u_pixels_to_tile_units, a_z_offset, 1.0) + projected_extrude;\n#else\n#ifdef ELEVATED\n    vec2 offsetTile = offset2 * u_pixels_to_tile_units;\n    vec2 offset_pos = pos + offsetTile;\n    float ele = 0.0;\n    float scaled_z_offset = a_z_offset;\n#ifdef ELEVATION_GROUND_SCALE\n    scaled_z_offset = a_z_offset * mix(1.0, u_exaggeration, a_elevation_ground_scale);\n#endif\n#ifdef CROSS_SLOPE_VERTICAL\n    // Vertical line\n    // The least significant bit of a_pos_normal.y hold 1 if it's on top, 0 for bottom\n    float top = pos_normal.y - 2.0 * floor(pos_normal.y * 0.5);\n    float line_height = 2.0 * u_tile_to_meter * outset * top * u_pixels_to_tile_units[1][1] + scaled_z_offset;\n    ele = sample_elevation(offset_pos) + line_height;\n    // Ignore projected extrude for vertical lines\n    projected_extrude = vec4(0);\n#else // CROSS_SLOPE_VERTICAL\n#ifdef CROSS_SLOPE_HORIZONTAL\n    // Horizontal line\n    float ele0 = sample_elevation(offset_pos);\n    float ele1 = max(sample_elevation(offset_pos + extrude), sample_elevation(offset_pos + extrude / 2.0));\n    float ele2 = max(sample_elevation(offset_pos - extrude), sample_elevation(offset_pos - extrude / 2.0));\n    float ele_max = max(ele0, max(ele1, ele2));\n    ele = ele_max + scaled_z_offset;\n#else // CROSS_SLOPE_HORIZONTAL\n    // Line follows terrain slope\n    float ele0 = sample_elevation(offset_pos);\n    float ele1 = max(sample_elevation(offset_pos + extrude), sample_elevation(offset_pos + extrude / 2.0));\n    float ele2 = max(sample_elevation(offset_pos - extrude), sample_elevation(offset_pos - extrude / 2.0));\n    float ele_max = max(ele0, 0.5 * (ele1 + ele2));\n    ele = ele_max - ele0 + ele1 + scaled_z_offset;\n#endif // CROSS_SLOPE_HORIZONTAL\n#endif // CROSS_SLOPE_VERTICAL\n    gl_Position = u_matrix * vec4(offset_pos, ele, 1.0) + projected_extrude;\n    float z = clamp(gl_Position.z / gl_Position.w, 0.5, 1.0);\n    float zbias = max(0.00005, (pow(z, 0.8) - z) * u_zbias_factor * u_exaggeration);\n    gl_Position.z -= (gl_Position.w * zbias);\n    gl_Position = mix(gl_Position, AWAY, hidden);\n#else // ELEVATED\n    gl_Position = mix(u_matrix * vec4(pos + offset2 * u_pixels_to_tile_units, 0.0, 1.0) + projected_extrude, AWAY, hidden);\n#endif // ELEVATED\n#endif // ELEVATED_ROADS\n\n#ifdef ELEVATED_ROADS\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos = vec3(pos + (offset2 + dist) * u_pixels_to_tile_units, a_z_offset);\n    vec3 shd_pos0 = shd_pos;\n    vec3 shd_pos1 = shd_pos;\n#ifdef NORMAL_OFFSET\n    vec3 shd_pos_offset = shadow_normal_offset(vec3(0.0, 0.0, 1.0));\n    shd_pos0 += shd_pos_offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += shd_pos_offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n#endif\n\n#ifndef RENDER_TO_TEXTURE\n    // calculate how much the perspective view squishes or stretches the extrude\n    float extrude_length_without_perspective = length(dist);\n    float extrude_length_with_perspective = length(projected_extrude_xy / gl_Position.w * u_units_to_pixels);\n    v_gamma_scale = mix(extrude_length_without_perspective / extrude_length_with_perspective, 1.0, step(0.01, blur));\n#else\n    v_gamma_scale = 1.0;\n#endif\n\n#ifdef RENDER_LINE_TRIM_OFFSET\n    highp float a_uv_x = a_packed[0];\n    highp float line_progress = a_packed[2];\n    v_uv = vec3(a_uv_x, 0.0, line_progress);\n#endif\n\n    v_linesofar = a_linesofar;\n    v_width2 = vec2(outset, inset);\n    v_width = (floorwidth * u_floor_width_scale);\n\n#ifdef LINE_JOIN_NONE\n    // Needs to consider antialiasing width extension to get accurate pattern aspect ratio\n    v_width = (floorwidth * u_floor_width_scale) + ANTIALIASING;\n\n    mediump float pixels_to_tile_units = 1.0 / u_tile_units_to_pixels;\n    mediump float pixel_ratio_inverse = 1.0 / pixel_ratio;\n    mediump float aspect = v_width / (float(pattern.w - pattern.y) * pixel_ratio_inverse);\n    // Pattern length * 32 is chosen experimentally, seems to provide good quality\n    highp float subt_multiple = float(pattern.z - pattern.x) * pixel_ratio_inverse * pixels_to_tile_units * aspect * 32.0;\n    highp float subt = floor(a_pattern_data.z / subt_multiple) * subt_multiple;\n\n    // Offset caused by vertices extended forward or backward from line point\n    float offset_sign = (fract(a_pattern_data.x) - 0.5) * 4.0;\n    float line_progress_offset = offset_sign * v_width * 0.5 * pixels_to_tile_units;\n    v_linesofar = (a_pattern_data.z - subt) + a_linesofar + line_progress_offset;\n    v_pattern_data = vec2(a_pattern_data.x + line_progress_offset, a_pattern_data.y);\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n#endif\n\n#ifdef INDICATOR_CUTOUT\n    v_z_offset = a_z_offset;\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_raster_array.glsl\"\n\nuniform float u_fade_t;\nuniform float u_opacity;\nuniform highp float u_raster_elevation;\nuniform highp float u_zoom_transition;\n\nin vec2 v_pos0;\nin vec2 v_pos1;\nin float v_depth;\n#ifdef PROJECTION_GLOBE_VIEW\nin float v_split_fade;\n#endif\n\nuniform float u_brightness_low;\nuniform float u_brightness_high;\n\nuniform float u_saturation_factor;\nuniform float u_contrast_factor;\nuniform vec3 u_spin_weights;\n\nuniform float u_emissive_strength;\n\n#ifndef RASTER_ARRAY\n// Since samplers cannot be used as function parameters, they must be hard-coded. These\n// are therefore instead moved to the raster_array prelude when raster arrays are active.\nuniform highp sampler2D u_image0;\nuniform sampler2D u_image1;\n#endif\n\n#ifdef RASTER_COLOR\nuniform sampler2D u_color_ramp;\nuniform highp vec4 u_colorization_mix;\nuniform highp float u_colorization_offset;\nuniform vec2 u_texture_res;\nuniform highp float u_color_ramp_size;\n#endif\n\n\nvoid main() {\n    vec4 color0, color1, color;\n    vec2 value;\n\n#ifdef RASTER_COLOR\n\n#ifdef RASTER_ARRAY\n    // For raster-arrays, we take extra care to decode values strictly correctly,\n    // reimplementing linear interpolation in-shader, if necessary.\n#ifdef RASTER_ARRAY_LINEAR\n    value = mix(\n        raTexture2D_image0_linear(v_pos0, u_texture_res, u_colorization_mix, u_colorization_offset),\n        raTexture2D_image1_linear(v_pos1, u_texture_res, u_colorization_mix, u_colorization_offset),\n        u_fade_t\n    );\n#else\n    value = mix(\n        raTexture2D_image0_nearest(v_pos0, u_texture_res, u_colorization_mix, u_colorization_offset),\n        raTexture2D_image1_nearest(v_pos1, u_texture_res, u_colorization_mix, u_colorization_offset),\n        u_fade_t\n    );\n#endif\n    // Divide the scalar value by \"alpha\" to smoothly fade to no data\n    if (value.y > 0.0) value.x /= value.y;\n\n#ifdef RASTER_COLOR_SCALE_LOG\n    // Remap the texcoord as the ramp was baked with a log value distribution\n    // (with un-center and re-center before and after).\n    // MUST be the exact inverse used for baking the ramp — if the two diverge, every color is wrong.\n    float N = u_color_ramp_size;\n    float vNorm = max((value.x - 0.5 / N) * N / (N - 1.0), 0.0);\n    vNorm = log(vNorm * (10.0 - 1.0) + 1.0) / log(10.0);\n    value.x = 0.5 / N + vNorm * (N - 1.0) / N;\n#endif\n#else\n    color = mix(texture(u_image0, v_pos0), texture(u_image1, v_pos1), u_fade_t);\n    value = vec2(u_colorization_offset + dot(color.rgb, u_colorization_mix.rgb), color.a);\n#endif\n\n    color = texture(u_color_ramp, vec2(value.x, 0.5));\n\n    // Apply input alpha on top of color ramp alpha\n    if (color.a > 0.0) color.rgb /= color.a;\n\n    color.a *= value.y;\n\n#else\n    // read and cross-fade colors from the main and parent tiles\n    color0 = texture(u_image0, v_pos0);\n    color1 = texture(u_image1, v_pos1);\n\n    if (color0.a > 0.0) color0.rgb /= color0.a;\n    if (color1.a > 0.0) color1.rgb /= color1.a;\n    color = mix(color0, color1, u_fade_t);\n#endif\n\n    color.a *= u_opacity;\n#ifdef GLOBE_POLES\n    color.a *= 1.0 - smoothstep(0.0, 0.05, u_zoom_transition);\n#endif\n    vec3 rgb = color.rgb;\n\n    // spin\n    rgb = vec3(\n        dot(rgb, u_spin_weights.xyz),\n        dot(rgb, u_spin_weights.zxy),\n        dot(rgb, u_spin_weights.yzx));\n\n    // saturation\n    float average = (color.r + color.g + color.b) / 3.0;\n    rgb += (average - rgb) * u_saturation_factor;\n\n    // contrast\n    rgb = (rgb - 0.5) * u_contrast_factor + 0.5;\n\n    // brightness\n    vec3 u_high_vec = vec3(u_brightness_low, u_brightness_low, u_brightness_low);\n    vec3 u_low_vec = vec3(u_brightness_high, u_brightness_high, u_brightness_high);\n\n    vec3 out_color = mix(u_high_vec, u_low_vec, rgb);\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(vec4(out_color, 1.0), u_emissive_strength).rgb;\n#endif\n#ifdef FOG\n    highp float fog_limit_high_meters = 1000000.0;\n    highp float fog_limit_low_meters = 600000.0;\n    float fog_limit = 1.0 - smoothstep(fog_limit_low_meters, fog_limit_high_meters, u_raster_elevation);\n    out_color = fog_dither(fog_apply(out_color, v_fog_pos, fog_limit));\n#endif\n\n    glFragColor = vec4(out_color * color.a, color.a);\n#ifdef PROJECTION_GLOBE_VIEW\n    glFragColor *= mix(1.0, 1.0 - smoothstep(0.0, 0.05, u_zoom_transition), smoothstep(0.8, 0.9, v_split_fade));\n#endif\n\n#ifdef RENDER_CUTOFF\n    glFragColor = glFragColor * cutoff_opacity(u_cutoff_params, v_depth);\n#endif\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    storeEmissiveColor(glFragColor,u_emissive_strength);\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform mat4 u_normalize_matrix;\nuniform mat4 u_globe_matrix;\nuniform mat4 u_merc_matrix;\nuniform mat3 u_grid_matrix;\nuniform vec2 u_tl_parent;\nuniform float u_scale_parent;\nuniform vec2 u_perspective_transform;\nuniform vec2 u_texture_offset;\nuniform float u_raster_elevation;\nuniform float u_zoom_transition;\nuniform vec2 u_merc_center;\n\n#ifdef ELEVATED\nuniform lowp float u_zbias_factor;\n#endif\n\n#define GLOBE_UPSCALE GLOBE_RADIUS / 6371008.8\n\n#ifdef GLOBE_POLES\nin vec3 a_globe_pos;\nin vec2 a_uv;\n#else\nin ivec2 a_pos;\nin uvec2 a_texture_pos;\n#endif\n\nout vec2 v_pos0;\nout vec2 v_pos1;\nout float v_depth;\n#ifdef PROJECTION_GLOBE_VIEW\nout float v_split_fade;\n#endif\n\nvoid main() {\n    vec2 uv;\n#ifdef GLOBE_POLES\n    vec3 globe_pos = a_globe_pos;\n    uv = a_uv;\n    float ele = u_raster_elevation;\n#ifdef ELEVATION_REFERENCE_GROUND\n    ele += elevation(uv * EXTENT);\n#endif\n    globe_pos += normalize(globe_pos) * ele * GLOBE_UPSCALE;\n    gl_Position = u_matrix * u_globe_matrix * vec4(globe_pos, 1.0);\n\n#ifdef FOG\n    v_fog_pos = fog_position((u_normalize_matrix * vec4(a_globe_pos, 1.0)).xyz);\n#endif // FOG\n#else // else GLOBE_POLES\nvec4 world_pos;\n#ifdef PROJECTION_GLOBE_VIEW\n    vec2 texture_pos = vec2(a_texture_pos);\n    // We are using Int16 for texture position coordinates to give us enough precision for\n    // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer\n    // as an arbitrarily high number to preserve adequate precision when rendering.\n    // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,\n    // so math for modifying either is consistent.\n    uv = texture_pos / 8192.0;\n    vec3 decomposed_pos_and_skirt = decomposeToPosAndSkirt(a_pos);\n    vec3 latLng = u_grid_matrix * vec3(decomposed_pos_and_skirt.xy, 1.0);\n    float mercatorY = mercatorYfromLat(latLng[0]);\n    float mercatorX = mercatorXfromLng(latLng[1]);  \n    \n    float tiles = u_grid_matrix[0][2];\n    if (tiles > 0.0) {\n        float idx = u_grid_matrix[1][2];\n        float idy = u_grid_matrix[2][2];\n        float uvY = mercatorY * tiles - idy;\n        float uvX = mercatorX * tiles - idx;\n        uv = vec2(uvX, uvY);\n    }\n\n    float ele = u_raster_elevation;\n#ifdef ELEVATION_REFERENCE_GROUND\n    ele += elevation(uv * EXTENT) - decomposed_pos_and_skirt.z;\n#endif\n\n    vec4 merc_world_pos = vec4(0.0);   \n    v_split_fade = 0.0;\n    if (u_zoom_transition > 0.0) {\n        vec2 merc_pos = vec2(mercatorX, mercatorY);\n        merc_world_pos = vec4(merc_pos, ele, 1.0);\n        merc_world_pos.xy -= u_merc_center;\n        merc_world_pos.x = wrap(merc_world_pos.x, -0.5, 0.5);\n        merc_world_pos = u_merc_matrix * merc_world_pos;\n\n        float opposite_merc_center = mod(u_merc_center.x + 0.5, 1.0);\n        float dist_from_poles = (abs(mercatorY - 0.5) * 2.0);\n        float range = 0.1;\n        v_split_fade = abs(opposite_merc_center - mercatorX);\n        v_split_fade = clamp(1.0 - v_split_fade, 0.0, 1.0);\n        v_split_fade = max(smoothstep(1.0 - range, 1.0, dist_from_poles), max(smoothstep(1.0 - range, 1.0, v_split_fade), smoothstep(1.0 - range, 1.0, 1.0 - v_split_fade)));\n    }\n    \n    vec3 globe_pos = latLngToECEF(latLng.xy);\n    globe_pos += normalize(globe_pos) * ele * GLOBE_UPSCALE;\n    vec4 globe_world_pos = u_globe_matrix * vec4(globe_pos, 1.0);\n\n    world_pos = vec4(mix(globe_world_pos.xyz, merc_world_pos.xyz, u_zoom_transition), 1.0);\n#ifdef FOG\n    v_fog_pos = fog_position((u_normalize_matrix * vec4(globe_pos, 1.0)).xyz);\n#endif // FOG\n#else // else PROJECTION_GLOBE_VIEW\n    float ele = 0.0;\n    vec2 decodedPos = vec2(a_pos);\n#ifdef ELEVATION_REFERENCE_GROUND\n    vec3 decomposedPosAndSkirt = decomposeToPosAndSkirt(a_pos);\n    float skirt = decomposedPosAndSkirt.z;\n    decodedPos = decomposedPosAndSkirt.xy;\n    uv = decodedPos / 8192.0;\n    ele = elevation(decodedPos) - skirt;\n#else // else ELEVATION_REFERENCE_GROUND\n    uv = vec2(a_texture_pos) / 8192.0;\n#endif // ELEVATION_REFERENCE_GROUND\n    world_pos = vec4(decodedPos, (u_raster_elevation + ele), 1.0);\n#ifdef FOG\n    v_fog_pos = fog_position(decodedPos);\n#endif // FOG\n#endif // else PROJECTION_GLOBE_VIEW\n    float w = 1.0 + dot(uv*EXTENT, u_perspective_transform);\n    gl_Position = u_matrix * world_pos * w;\n#endif // else GLOBE_POLES\n\n    v_pos0 = uv;\n    v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;\n\n    // Correct the texture coord for a buffer, for example if tiles have a 1px buffer and\n    // are therefore 258 x 258 or 514 x 514.\n    v_pos0 = u_texture_offset.x + u_texture_offset.y * v_pos0;\n    v_pos1 = u_texture_offset.x + u_texture_offset.y * v_pos1;\n\n#ifdef ELEVATED\n    float z = clamp(gl_Position.z / gl_Position.w, 0.5, 1.0);\n    float zbias = max(0.00005, (pow(z, 0.8) - z) * u_zbias_factor);\n    gl_Position.z -= (gl_Position.w * zbias);\n#endif\n\n#ifdef RENDER_CUTOFF\n    v_depth = gl_Position.z;\n#endif\n}\n","#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\n#define SDF_PX 8.0\n#define SDF 1.0\n#define ICON 0.0\n\nuniform sampler2D u_texture;\n#ifdef RENDER_TEXT_AND_SYMBOL\nuniform sampler2D u_texture_icon;\n#endif\n\nuniform highp float u_gamma_scale;\nuniform lowp float u_device_pixel_ratio;\nuniform bool u_is_text;\nuniform bool u_is_sdf;\nuniform lowp float u_scale_factor;\n\n// Boolean-config transition fragment alpha multiplier (dual-pass: originals + deltas).\nuniform lowp float u_opacity_multiplier;\n#ifdef ICON_TRANSITION\nuniform float u_icon_transition;\n#endif\n\n#ifdef COLOR_ADJUSTMENT\nuniform mat4 u_color_adj_mat;\n#endif\n\n#ifdef INDICATOR_CUTOUT\nin highp float v_z_offset;\n#else\n#ifdef RENDER_SHADOWS\nin highp float v_z_offset;\n#endif\n#endif\n\nin vec2 v_tex_a;\n#ifdef ICON_TRANSITION\nin vec2 v_tex_b;\n#endif\n\nin float v_draw_halo;\nin vec3 v_gamma_scale_size_fade_opacity;\n#ifdef RENDER_TEXT_AND_SYMBOL\nin float is_sdf;\nin vec2 v_tex_a_icon;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform vec3 u_ground_shadow_factor;\n\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin highp float v_depth;\n#endif\n\n#ifdef APPLY_LUT_ON_GPU\nuniform highp sampler3D u_lutTexture;\n#endif\n\n/// Symbol paint properties.\nin lowp float v_opacity;\nin lowp vec4 v_fill_np_color;\nin lowp vec4 v_halo_np_color;\nin lowp float v_halo_width;\nin lowp float v_halo_blur;\n#ifdef LIGHTING_3D_MODE\nin lowp float v_emissive_strength;\n#endif\n\nvoid main() {\n    lowp float opacity = v_opacity;\n    lowp vec4 fill_color = vec4(0.0);\n    lowp vec4 halo_color = vec4(0.0);\n    lowp float halo_width = 0.0;\n    lowp float halo_blur = 0.0;\n    if (u_is_sdf) {\n        // Pre-multiply colors by alpha.\n        fill_color = vec4(v_fill_np_color.rgb * v_fill_np_color.a, v_fill_np_color.a);\n        halo_color = vec4(v_halo_np_color.rgb * v_halo_np_color.a, v_halo_np_color.a);\n        halo_width = v_halo_width;\n        halo_blur = v_halo_blur;\n    }\n    lowp float emissive_strength = 0.0;\n#ifdef LIGHTING_3D_MODE\n    emissive_strength = v_emissive_strength;\n#endif\n\n    vec4 out_color;\n    float fade_opacity = v_gamma_scale_size_fade_opacity[2];\n\n#ifdef RENDER_TEXT_AND_SYMBOL\n    if (is_sdf == ICON) {\n        vec2 tex_icon = v_tex_a_icon;\n        lowp float alpha = opacity * fade_opacity * u_opacity_multiplier;\n        glFragColor = texture(u_texture_icon, tex_icon) * alpha;\n\n#ifdef OVERDRAW_INSPECTOR\n        glFragColor = vec4(1.0);\n#endif\n        return;\n    }\n#endif\n\n    vec2 cutout_factors = vec2(0.0);\n#ifdef FEATURE_CUTOUT\n    cutout_factors = get_cutout_factors(gl_FragCoord);\n#endif\n\n    if (u_is_sdf) {\n        float EDGE_GAMMA = 0.105 / u_device_pixel_ratio;\n\n        float gamma_scale = v_gamma_scale_size_fade_opacity.x;\n        float size = v_gamma_scale_size_fade_opacity.y;\n\n        float fontScale = u_is_text ? size / 24.0 : size;\n\n        out_color = fill_color;\n        highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);\n        lowp float buff = (256.0 - 64.0) / 256.0;\n\n        bool draw_halo = v_draw_halo > 0.0;\n        if (draw_halo) {\n            out_color = halo_color;\n            gamma = (halo_blur * u_scale_factor * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);\n            buff = (6.0 - halo_width * u_scale_factor / fontScale) / SDF_PX;\n        }\n\n        lowp float dist = texture(u_texture, v_tex_a).r;\n        highp float gamma_scaled = gamma * gamma_scale;\n        highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);\n\n        out_color *= alpha;\n    } else {\n#ifdef ICON_TRANSITION\n        vec4 a = texture(u_texture, v_tex_a) * (1.0 - u_icon_transition);\n        vec4 b = texture(u_texture, v_tex_b) * u_icon_transition;\n        out_color = (a + b);\n#else\n        out_color = texture(u_texture, v_tex_a);\n#endif\n\n#ifdef APPLY_LUT_ON_GPU\n        out_color = applyLUT(u_lutTexture, out_color);\n#endif\n\n#ifdef COLOR_ADJUSTMENT\n        out_color = u_color_adj_mat * out_color;\n#endif\n    }\n\n    out_color *= opacity * fade_opacity * u_opacity_multiplier;\n\n    #ifdef LIGHTING_3D_MODE\n        out_color = apply_lighting_with_emission_ground(out_color, emissive_strength);\n        #ifdef RENDER_SHADOWS\n            float light = shadowed_light_factor(v_pos_light_view_0, v_pos_light_view_1, v_depth);\n            light = mix(light, 1.0, cutout_factors.y);\n            #ifdef TERRAIN\n                out_color.rgb *= mix(u_ground_shadow_factor, vec3(1.0), light);\n            #else\n                out_color.rgb *= mix(v_z_offset != 0.0 ? u_ground_shadow_factor : vec3(1.0), vec3(1.0), light);\n            #endif\n        #endif // RENDER_SHADOWS\n    #endif\n\n#ifdef INDICATOR_CUTOUT\n    out_color = applyCutout(out_color, v_z_offset);\n#endif\n\n#ifdef FEATURE_CUTOUT\n    out_color = apply_feature_cutout(out_color, gl_FragCoord, cutout_factors.x, 0.0);\n#endif\n\n    glFragColor = out_color;\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}","#include \"_prelude_terrain.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n\n#define USING_APPEARANCE 1.0\n\nin ivec4 a_pos_offset;\nin uvec4 a_tex_size;\nin ivec4 a_pixeloffset;\nin vec4 a_projected_pos;\nin uint a_fade_opacity;\n\n#ifdef Z_OFFSET\nin float a_auto_z_offset;\n#endif\n#ifdef PROJECTION_GLOBE_VIEW\nin ivec4 a_globe_anchor;\nin vec3 a_globe_normal;\n#endif\n\n#ifdef ICON_TRANSITION\nin uvec2 a_texb;\n#endif\n\n#ifdef OCCLUSION_QUERIES\nin float a_occlusion_query_opacity;\n#endif\n\n#ifdef ELEVATED_ROADS\nin vec3 a_x_axis;\nin vec3 a_y_axis;\n\nuniform float u_normal_scale;\n#endif\n\n#ifdef INDICATOR_CUTOUT\nout highp float v_z_offset;\n#else\n#ifdef RENDER_SHADOWS\nout highp float v_z_offset;\n#endif\n#endif\n\n// contents of a_size vary based on the type of property value\n// used for {text,icon}-size.\n// For constants, a_size is disabled.\n// For source functions, we bind only one value per vertex: the value of {text,icon}-size evaluated for the current feature.\n// For composite functions:\n// [ text-size(lowerZoomStop, feature),\n//   text-size(upperZoomStop, feature) ]\nuniform bool u_is_size_zoom_constant;\nuniform bool u_is_size_feature_constant;\nuniform highp float u_size_t; // used to interpolate between zoom stops when size is a composite function\nuniform highp float u_size; // used when size is both zoom and feature constant\nuniform mat4 u_matrix;\n#ifdef RENDER_SHADOWS\nuniform mat4 u_inv_matrix;\n#endif\nuniform mat4 u_label_plane_matrix;\nuniform mat4 u_coord_matrix;\nuniform bool u_is_text;\nuniform bool u_elevation_from_sea;\nuniform bool u_pitch_with_map;\nuniform bool u_rotate_symbol;\nuniform highp float u_aspect_ratio;\nuniform highp float u_camera_to_center_distance;\nuniform float u_fade_change;\nuniform vec2 u_texsize;\n#ifdef PROJECTION_GLOBE_VIEW\nuniform vec3 u_up_vector;\n#endif\n#ifdef RENDER_TEXT_AND_SYMBOL\nuniform vec2 u_texsize_icon;\n#endif\nuniform bool u_is_halo;\n\n#ifdef PROJECTION_GLOBE_VIEW\nuniform vec3 u_tile_id;\nuniform mat4 u_inv_rot_matrix;\nuniform vec2 u_merc_center;\nuniform vec3 u_camera_forward;\nuniform float u_zoom_transition;\nuniform vec3 u_ecef_origin;\nuniform mat4 u_tile_matrix;\n#endif\n\nout vec2 v_tex_a;\n#ifdef ICON_TRANSITION\nout vec2 v_tex_b;\n#endif\n\nout float v_draw_halo;\nout vec3 v_gamma_scale_size_fade_opacity;\n#ifdef RENDER_TEXT_AND_SYMBOL\nout float is_sdf;\nout vec2 v_tex_a_icon;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout highp float v_depth;\n#endif\n\n/// Maximum size of UBO (uniform buffer object).\n///\n/// Specs guarantees a minimum of 16KB, but some devices support larger UBOs,\n/// and this value can be set at runtime based on device capabilities.\n#ifndef MAX_UBO_SIZE_VEC4\n#define MAX_UBO_SIZE_VEC4 1024u\n#endif\n\n/// Symbol paint properties header size (in vec4 units).\n///\n/// Header size is determined by the number of properties and the information we need to\n/// store for each property.\n#define SPP_HEADER_SIZE_VEC4 4u\n\n/// Paint properties for a symbol layer.\nstruct SymbolPaintProperties {\n    /// Non-premultiplied render fill color.\n    vec4 fill_np_color;\n    /// Non-premultiplied render halo color.\n    vec4 halo_np_color;\n    float opacity;\n    float halo_width;\n    float halo_blur;\n    float emissive_strength;\n    float occlusion_opacity;\n    float z_offset;\n    /// Per-feature translate in label-plane (viewport pixel) units, before anchor rotation.\n    /// Rotated by u_spp_translate_rotation and added to pos before u_coord_matrix multiply.\n    vec2 translate;\n};\n\n/// Constant paint properties values shared for all features.\nuniform lowp vec4 u_spp_fill_np_color;\nuniform lowp vec4 u_spp_halo_np_color;\nuniform lowp float u_spp_opacity;\nuniform lowp float u_spp_halo_width;\nuniform lowp float u_spp_halo_blur;\nuniform lowp float u_spp_emissive_strength;\nuniform lowp float u_spp_occlusion_opacity;\nuniform highp float u_spp_z_offset;\n/// [cos(angle), sin(angle)] for translate-anchor rotation; [1,0] = no rotation (viewport anchor).\nuniform lowp vec2 u_spp_translate_rotation;\n\n/// Fractional part of the current render zoom used to derive every data-driven property's\n/// zoom-interpolation factor from its packed [zm, zM] range (see zoomFactor()).\nuniform highp float u_spp_zoom_fraction;\n\n/// Per-feature index used to look up the feature's data-driven paint property block in\n/// the u_properties uniform buffer.\nin float a_feature_index;\n\nlayout(std140) uniform SymbolPaintPropertiesHeaderUniform {\n    /// Header contains information about the following:\n    /// - Mask for which properties are data-driven (32-bit bitmask, 1 bit per property)\n    /// - DZR mask: which properties carry a per-feature zoom range in their own (2-vec4) block\n    ///   rather than a 1-vec4 block with no zoom range or a shared range from the header (1 bit\n    ///   per property; for color this means DifferentZoomRanges, for translate — which has no\n    ///   shared-zoom header slot — this means zoom-dependent at all)\n    /// - Size of a data-driven single block (in vec4 units)\n    /// - Slot offset of each property within a data-driven block (in vec4 units)\n    /// - Shared [zm, zM] zoom range for fill/halo color, used when that color's own block doesn't\n    ///   carry a per-feature zoom range\n    uvec4 header[SPP_HEADER_SIZE_VEC4];\n} u_spp_header;\n\n/// Fixed slot offset within the data-driven block, in vec4 units:\n/// - 1 vec4 for scalar properties: [min, max, zm, zM]\n/// - 1 vec4 for translate when not zoom-dependent: [tx, ty, tx, ty]\n/// - 2 vec4 for translate when zoom-dependent: [tx_min, ty_min, tx_max, ty_max], [zm, zM, pad, pad]\n/// - 1 vec4 for color when Independent/SameZoomRange: [packMin, packMax]\n/// - 2 vec4 for color when DifferentZoomRanges: [packMin, packMax], [zm, zM, pad, pad]\nlayout(std140) uniform SymbolPaintPropertiesUniform {\n    /// Buffer contains vec4 aligned data-driven blocks (a single block per feature,\n    /// multiple blocks for multiple features).\n    vec4 properties[MAX_UBO_SIZE_VEC4];\n} u_spp_properties;\n\nlayout(std140) uniform SymbolPaintPropertiesIndexUniform {\n    /// Maps each feature index to its corresponding data-driven block index within\n    /// the u_properties uniform buffer.\n    uvec4 block_indices[MAX_UBO_SIZE_VEC4];\n} u_spp_index;\n\n/// Symbol paint properties need to be interpolated and passed to the fragment shader.\nout lowp float v_opacity;\nout lowp vec4 v_fill_np_color;\nout lowp vec4 v_halo_np_color;\nout lowp float v_halo_width;\nout lowp float v_halo_blur;\n#ifdef LIGHTING_3D_MODE\nout lowp float v_emissive_strength;\n#endif\n\n/// Zoom-interpolation factor from a property's stored [zm, zM] range. Clamped to [0, 1]: unlike\n/// the old per-frame floor(renderZoom) fraction, u_spp_zoom_fraction is now the offset from the\n/// bucket's own (fixed) floor zoom, so it isn't bounded to [0, 1) by construction — a tile can\n/// keep rendering many zoom levels away from where its bucket was built (overscaling).\nfloat zoomFactor(float zm, float zM) {\n    if (zm == zM) return u_spp_zoom_fraction - zm >= 0.0 ? 1.0 : 0.0;\n    return clamp((u_spp_zoom_fraction - zm) / (zM - zm), 0.0, 1.0);\n}\n\n/// Read a data-driven color property: slot 0 always packs [minRG, minBA, maxRG, maxBA]. When\n/// dzr (DifferentZoomRanges) is 1, slot 1 packs this feature's own [zm, zM, pad, pad];\n/// otherwise the shared headerZoom range (from the header, same for every feature) is used.\n/// Falls back to the constant uniform when the property isn't data-driven.\n/// Branchless zoom-range selection: when dzr == 0u, base + offsetVec4 + dzr harmlessly\n/// re-reads the value slot (always in-bounds) and mix() picks headerZoom via the 0.0 factor.\nvec4 readColor(uint base, bool isDataDriven, uint offsetVec4, uint dzr, vec2 headerZoom, vec4 fallbackValue) {\n    if (!isDataDriven) return fallbackValue;\n    vec4 value = u_spp_properties.properties[base + offsetVec4];\n    vec2 blockZoom = u_spp_properties.properties[base + offsetVec4 + dzr].xy;\n    vec2 zr = mix(headerZoom, blockZoom, float(dzr));\n    return unpack_mix_color(value, zoomFactor(zr.x, zr.y));\n}\n\n/// Returns the component of a uvec4 at the given index.\n///\n/// Implemented with explicit swizzles to avoid old Adreno driver bugs with\n/// dynamic vector component indexing.\nuint uvec4At(uvec4 v, uint index) {\n    return (index == 0u) ? v.x :\n           (index == 1u) ? v.y :\n           (index == 2u) ? v.z : v.w;\n}\n\n/// Read a data-driven scalar property: one vec4 slot packing [min, max, zm, zM].\n/// Falls back to the constant uniform when the property isn't data-driven.\nfloat readScalar(uint base, bool isDataDriven, uint offsetVec4, float fallbackValue) {\n    if (!isDataDriven) return fallbackValue;\n    vec4 slot = u_spp_properties.properties[base + offsetVec4];\n    return unpack_mix_vec2(slot.xy, zoomFactor(slot.z, slot.w));\n}\n\n/// Read the data-driven translate property: slot 0 packs [tx_min, ty_min, tx_max, ty_max]. When\n/// dzr (this property is zoom-dependent) is 1, slot 1 packs this feature's own [zm, zM, pad, pad]\n/// and the value is zoom-mixed; otherwise (dzr == 0) the value is constant, min == max. Falls back\n/// to (0, 0) — translate has no constant-uniform fallback.\n/// Branchless zoom-range selection: when dzr == 0u, base + offsetVec4 + dzr harmlessly re-reads\n/// the value slot (always in-bounds) and the resulting t == 0.0 picks .xy (== .zw when non-zoom).\nvec2 readTranslate(uint base, bool isDataDriven, uint offsetVec4, uint dzr) {\n    if (!isDataDriven) return vec2(0.0);\n    vec4 value = u_spp_properties.properties[base + offsetVec4];\n    vec2 blockZoom = u_spp_properties.properties[base + offsetVec4 + dzr].xy;\n    float t = zoomFactor(blockZoom.x, blockZoom.y) * float(dzr);\n    return mix(value.xy, value.zw, t);\n}\n\nSymbolPaintProperties readSymbolPaintProperties() {\n    // Header dword layout: [0][0] = data-driven bitmask, [0][1] = DZR bitmask (one bit per\n    // property), [0][2] = block size in vec4 units, [0][3] and onward = per-property slot offsets\n    // within the block (in vec4 units). [3] = shared zoom range for fill/halo color.\n    uint dataDrivenMask = u_spp_header.header[0][0];\n    uint dzrMask        = u_spp_header.header[0][1];\n    uint blockSizeVec4  = u_spp_header.header[0][2];\n\n    // DZR (DifferentZoomRanges) bit per property: 1 if this feature's zoom range lives in its own\n    // block, 0 if it's shared for all features and read from the header instead.\n    uint fillColorDzr = dzrMask & 1u;\n    uint haloColorDzr = (dzrMask >> 1u) & 1u;\n    vec2 fillColorHeaderZoom = uintBitsToFloat(u_spp_header.header[3].xy);\n    vec2 haloColorHeaderZoom = uintBitsToFloat(u_spp_header.header[3].zw);\n\n    uint featureIndex = uint(a_feature_index);\n    uvec4 indexSlot = u_spp_index.block_indices[featureIndex / 4u];\n    uint base = uvec4At(indexSlot, featureIndex % 4u) * blockSizeVec4;\n\n    SymbolPaintProperties props;\n    props.fill_np_color     = readColor(base, (dataDrivenMask & (1u << 0u)) != 0u, u_spp_header.header[0][3], fillColorDzr, fillColorHeaderZoom, u_spp_fill_np_color);\n    props.halo_np_color     = readColor(base, (dataDrivenMask & (1u << 1u)) != 0u, u_spp_header.header[1][0], haloColorDzr, haloColorHeaderZoom, u_spp_halo_np_color);\n    props.opacity           = readScalar(base, (dataDrivenMask & (1u << 2u)) != 0u, u_spp_header.header[1][1], u_spp_opacity);\n    props.halo_width        = readScalar(base, (dataDrivenMask & (1u << 3u)) != 0u, u_spp_header.header[1][2], u_spp_halo_width);\n    props.halo_blur         = readScalar(base, (dataDrivenMask & (1u << 4u)) != 0u, u_spp_header.header[1][3], u_spp_halo_blur);\n    props.emissive_strength = readScalar(base, (dataDrivenMask & (1u << 5u)) != 0u, u_spp_header.header[2][0], u_spp_emissive_strength);\n    props.occlusion_opacity = readScalar(base, (dataDrivenMask & (1u << 6u)) != 0u, u_spp_header.header[2][1], u_spp_occlusion_opacity);\n    props.z_offset          = readScalar(base, (dataDrivenMask & (1u << 7u)) != 0u, u_spp_header.header[2][2], u_spp_z_offset);\n    uint translateDzr = (dzrMask >> 8u) & 1u;\n    props.translate         = readTranslate(base, (dataDrivenMask & (1u << 8u)) != 0u, u_spp_header.header[2][3], translateDzr);\n    return props;\n}\n\nvec2 unpack_opacity(uint packedOpacity) {\n    return vec2(float(packedOpacity / 2u) / 127.0, float(packedOpacity & 1u));\n}\n\nvoid main() {\n    // Paint property initializations.\n    SymbolPaintProperties paint_properties = readSymbolPaintProperties();\n    lowp float opacity = paint_properties.opacity;\n    v_opacity = opacity;\n    v_fill_np_color = paint_properties.fill_np_color;\n    v_halo_np_color = paint_properties.halo_np_color;\n    v_halo_width = paint_properties.halo_width;\n    v_halo_blur = paint_properties.halo_blur;\n#ifdef LIGHTING_3D_MODE\n    v_emissive_strength = paint_properties.emissive_strength;\n#endif\n    lowp float occlusion_opacity = paint_properties.occlusion_opacity;\n    highp float z_offset = paint_properties.z_offset;\n\n    vec2 a_pos = vec2(a_pos_offset.xy);\n    vec2 a_offset = vec2(a_pos_offset.zw);\n\n    vec2 a_tex = vec2(a_tex_size.xy);\n    vec2 a_size = vec2(a_tex_size.zw);\n\n    float a_size_min = floor(a_size[0] * 0.5);\n    float a_size_max =  floor(a_size[1] * 0.5);\n    float a_apperance = a_size[1] - 2.0 * a_size_max;\n    vec2 a_pxoffset = vec2(a_pixeloffset.xy);\n    vec2 a_min_font_scale = vec2(a_pixeloffset.zw) / 256.0;\n\n    highp float segment_angle = -a_projected_pos[3];\n    float size;\n\n    // When rendering appearances, we use a_size_max to store the size\n    if (a_apperance == USING_APPEARANCE) {\n        size = a_size_max / 128.0;\n    } else if (!u_is_size_zoom_constant && !u_is_size_feature_constant) {\n        size = mix(a_size_min, a_size_max, u_size_t) / 128.0;\n    } else if (u_is_size_zoom_constant && !u_is_size_feature_constant) {\n        size = a_size_min / 128.0;\n    } else {\n        size = u_size;\n    }\n\n    vec2 tile_anchor = a_pos;\n    float e = u_elevation_from_sea ? z_offset : z_offset + elevation(tile_anchor);\n#ifdef Z_OFFSET\n    e += a_auto_z_offset;\n#endif\n\n    vec3 h = elevationVector(tile_anchor) * e;\n\n    float globe_occlusion_fade;\n    vec3 world_pos;\n    vec3 mercator_pos;\n    vec3 world_pos_globe;\n#ifdef PROJECTION_GLOBE_VIEW\n    mercator_pos = mercator_tile_position(u_inv_rot_matrix, tile_anchor, u_tile_id, u_merc_center);\n    world_pos_globe = vec3(a_globe_anchor) + h;\n    world_pos = mix_globe_mercator(world_pos_globe, mercator_pos, u_zoom_transition);\n\n    vec4 ecef_point = u_tile_matrix * vec4(world_pos, 1.0);\n    vec3 origin_to_point = ecef_point.xyz - u_ecef_origin;\n\n    // Occlude symbols that are on the non-visible side of the globe sphere\n    globe_occlusion_fade = dot(origin_to_point, u_camera_forward) >= 0.0 ? 0.0 : 1.0;\n#else\n    world_pos = vec3(tile_anchor, 0) + h;\n    globe_occlusion_fade = 1.0;\n#endif\n\n    vec4 projected_point = u_matrix * vec4(world_pos, 1);\n\n    highp float camera_to_anchor_distance = projected_point.w;\n    // If the label is pitched with the map, layout is done in pitched space,\n    // which makes labels in the distance smaller relative to viewport space.\n    // We counteract part of that effect by multiplying by the perspective ratio.\n    // If the label isn't pitched with the map, we do layout in viewport space,\n    // which makes labels in the distance larger relative to the features around\n    // them. We counteract part of that effect by dividing by the perspective ratio.\n    highp float distance_ratio = u_pitch_with_map ?\n        camera_to_anchor_distance / u_camera_to_center_distance :\n        u_camera_to_center_distance / camera_to_anchor_distance;\n    highp float perspective_ratio = clamp(\n        0.5 + 0.5 * distance_ratio,\n        0.0, // Prevents oversized near-field symbols in pitched/overzoomed tiles\n        1.5);\n\n    size *= perspective_ratio;\n\n    float font_scale = u_is_text ? size / 24.0 : size;\n\n    highp float symbol_rotation = 0.0;\n    if (u_rotate_symbol) {\n        // Point labels with 'rotation-alignment: map' are horizontal with respect to tile units\n        // To figure out that angle in projected space, we draw a short horizontal line in tile\n        // space, project it, and measure its angle in projected space.\n        vec4 offsetprojected_point;\n        vec2 a;\n#ifdef PROJECTION_GLOBE_VIEW\n        // Use x-axis of the label plane for displacement (x_axis = cross(normal, vec3(0, -1, 0)))\n        vec3 displacement = vec3(a_globe_normal.z, 0, -a_globe_normal.x);\n        offsetprojected_point = u_matrix * vec4(vec3(a_globe_anchor) + displacement, 1);\n        vec4 projected_point_globe = u_matrix * vec4(world_pos_globe, 1);\n        a = projected_point_globe.xy / projected_point_globe.w;\n#else\n        offsetprojected_point = u_matrix * vec4(tile_anchor + vec2(1, 0), 0, 1);\n        a = projected_point.xy / projected_point.w;\n#endif\n        vec2 b = offsetprojected_point.xy / offsetprojected_point.w;\n\n        symbol_rotation = atan((b.y - a.y) / u_aspect_ratio, b.x - a.x);\n    }\n\n    vec4 projected_pos;\n#ifdef PROJECTION_GLOBE_VIEW\n#ifdef PROJECTED_POS_ON_VIEWPORT\n    projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xyz + h, 1.0);\n#else\n    vec3 proj_pos = mix_globe_mercator(a_projected_pos.xyz, mercator_pos, u_zoom_transition) + h;\n    projected_pos = u_label_plane_matrix * vec4(proj_pos, 1.0);\n#endif\n#else\n    projected_pos = u_label_plane_matrix * vec4(a_projected_pos.xy, h.z, 1.0);\n#endif\n\n    highp float angle_sin = sin(segment_angle + symbol_rotation);\n    highp float angle_cos = cos(segment_angle + symbol_rotation);\n    mat2 rotation_matrix = mat2(angle_cos, -1.0 * angle_sin, angle_sin, angle_cos);\n\n    float z = 0.0;\n    vec2 offset = rotation_matrix * (a_offset / 32.0 * max(a_min_font_scale, font_scale) + a_pxoffset / 16.0);\n#ifdef TERRAIN\n#ifdef PITCH_WITH_MAP_TERRAIN\n    vec4 tile_pos = u_label_plane_matrix_inv * vec4(a_projected_pos.xy + offset, 0.0, 1.0);\n    z = elevation(tile_pos.xy);\n#endif\n#endif\n\n#ifdef Z_OFFSET\n    z += u_pitch_with_map ? a_auto_z_offset + z_offset : 0.0;\n#else\n    z += u_pitch_with_map ? z_offset : 0.0;\n#endif\n\n    // Symbols might end up being behind the camera. Move them AWAY.\n    float occlusion_fade = globe_occlusion_fade;\n\n    vec2 fade_opacity = unpack_opacity(a_fade_opacity);\n    float fade_change = fade_opacity[1] > 0.5 ? u_fade_change : -u_fade_change;\n    float out_fade_opacity = max(0.0, min(occlusion_fade, fade_opacity[0] + fade_change));\n\n#ifdef DEPTH_OCCLUSION\n    float depth_occlusion = occlusionFadeMultiSample(projected_point);\n    float depth_occlusion_multplier = mix(occlusion_opacity, 1.0, depth_occlusion);\n    out_fade_opacity *= depth_occlusion_multplier;\n#endif\n\n#ifdef OCCLUSION_QUERIES\n    float occludedFadeMultiplier = mix(occlusion_opacity, 1.0, a_occlusion_query_opacity);\n    out_fade_opacity *= occludedFadeMultiplier;\n#endif\n\n#ifdef Z_TEST_OCCLUSION\n    out_fade_opacity *= occlusion_opacity;\n#endif\n\n    float alpha = opacity * out_fade_opacity;\n    float hidden = float(alpha == 0.0 || projected_point.w <= 0.0 || occlusion_fade == 0.0);\n\n    vec3 pos;\n#ifdef PROJECTION_GLOBE_VIEW\n    // Map aligned labels in globe view are aligned to the surface of the globe\n    vec3 xAxis = u_pitch_with_map ? normalize(cross(a_globe_normal, u_up_vector)) : vec3(1, 0, 0);\n    vec3 yAxis = u_pitch_with_map ? normalize(cross(a_globe_normal, xAxis)) : vec3(0, 1, 0);\n\n    pos = projected_pos.xyz / projected_pos.w + xAxis * offset.x + yAxis * offset.y;\n#else\n#ifdef ELEVATED_ROADS\n    vec3 xAxis = vec3(a_x_axis.xy, a_x_axis.z * u_normal_scale);\n    vec3 yAxis = vec3(a_y_axis.xy, a_y_axis.z * u_normal_scale);\n\n    pos = projected_pos.xyz / projected_pos.w + xAxis * offset.x + yAxis * offset.y;\n#else // ELEVATED_ROADS\n    pos = vec3(projected_pos.xy / projected_pos.w + offset, z);\n#endif // ELEVATED_ROADS\n#endif\n    gl_Position = mix(u_coord_matrix * vec4(pos, 1.0), AWAY, hidden);\n\n    // Apply per-feature translate (in label-plane / viewport-pixel units).\n    // Rotate by u_spp_translate_rotation to handle translate-anchor (identity for viewport anchor).\n    // Adding (u_coord_matrix * vec4(rotated_tr, 0, 0)).xy to gl_Position is equivalent to\n    // shifting pos.xy by rotated_tr before the u_coord_matrix multiply.\n    {\n        vec2 tr = paint_properties.translate;\n        vec2 rotated_tr = vec2(\n            u_spp_translate_rotation.x * tr.x - u_spp_translate_rotation.y * tr.y,\n            u_spp_translate_rotation.y * tr.x + u_spp_translate_rotation.x * tr.y\n        );\n        gl_Position.xy += (u_coord_matrix * vec4(rotated_tr, 0.0, 0.0)).xy;\n    }\n\n    float gamma_scale = gl_Position.w;\n\n    // Cast to float is required to fix a rendering error in Swiftshader\n    v_draw_halo = (u_is_halo && float(gl_InstanceID) == 0.0) ? 1.0 : 0.0;\n\n    v_gamma_scale_size_fade_opacity = vec3(gamma_scale, size, out_fade_opacity);\n    v_tex_a = a_tex / u_texsize;\n#ifdef RENDER_TEXT_AND_SYMBOL\n    is_sdf = a_size[0] - 2.0 * a_size_min;\n    v_tex_a_icon = a_tex / u_texsize_icon;\n#endif\n#ifdef ICON_TRANSITION\n    v_tex_b = vec2(a_texb) / u_texsize;\n#endif\n\n#ifdef RENDER_SHADOWS\n    vec4 shd_pos = u_inv_matrix * vec4(pos, 1.0);\n    vec3 shd_pos0 = shd_pos.xyz;\n    vec3 shd_pos1 = shd_pos.xyz;\n#ifdef NORMAL_OFFSET\n    vec3 shd_pos_offset = shadow_normal_offset(vec3(0.0, 0.0, 1.0));\n    shd_pos0 += shd_pos_offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += shd_pos_offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n\n#ifdef INDICATOR_CUTOUT\n    v_z_offset = e;\n#else\n#ifdef RENDER_SHADOWS\n    v_z_offset = e;\n#endif\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n\n// [1] Banding in games http://loopit.dk/banding_in_games.pdf\n\nin lowp vec3 v_uv;\n\nuniform lowp samplerCube u_cubemap;\nuniform lowp float u_opacity;\nuniform highp float u_temporal_offset;\nuniform highp vec3 u_sun_direction;\n\nfloat sun_disk(highp vec3 ray_direction, highp vec3 sun_direction) {\n    highp float cos_angle = dot(normalize(ray_direction), sun_direction);\n\n    // Sun angular angle is ~0.5°\n    const highp float cos_sun_angular_diameter = 0.99996192306;\n    const highp float smoothstep_delta = 1e-5;\n\n    return smoothstep(\n        cos_sun_angular_diameter - smoothstep_delta,\n        cos_sun_angular_diameter + smoothstep_delta,\n        cos_angle);\n}\n\nfloat map(float value, float start, float end, float new_start, float new_end) {\n    return ((value - start) * (new_end - new_start)) / (end - start) + new_start;\n}\n\nvoid main() {\n    vec3 uv = v_uv;\n\n    // Add a small offset to prevent black bands around areas where\n    // the scattering algorithm does not manage to gather lighting\n    const float y_bias = 0.015;\n    uv.y += y_bias;\n\n    // Inverse of the operation applied for non-linear UV parameterization\n    uv.y = pow(abs(uv.y), 1.0 / 5.0);\n\n    // To make better utilization of the visible range (e.g. over the horizon, UVs\n    // from 0.0 to 1.0 on the Y-axis in cubemap space), the UV range is remapped from\n    // (0.0,1.0) to (-1.0,1.0) on y. The inverse operation is applied when generating.\n    uv.y = map(uv.y, 0.0, 1.0, -1.0, 1.0);\n\n    vec3 sky_color = texture(u_cubemap, uv).rgb;\n\n#ifdef FOG\n    // Apply fog contribution if enabled\n    // Swizzle to put z-up (ignoring x-y mirror since fog does not depend on azimuth)\n    sky_color = fog_apply_sky_gradient(v_uv.xzy, sky_color);\n#endif\n\n    // Add sun disk\n    sky_color += 0.1 * sun_disk(v_uv, u_sun_direction);\n\n    glFragColor = vec4(sky_color * u_opacity, u_opacity);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n}\n","#include \"_prelude_fog.fragment.glsl\"\n\nin highp vec3 v_uv;\n\nuniform lowp sampler2D u_color_ramp;\nuniform highp vec3 u_center_direction;\nuniform lowp float u_radius;\nuniform lowp float u_opacity;\nuniform highp float u_temporal_offset;\n\nvoid main() {\n    float progress = acos(dot(normalize(v_uv), u_center_direction)) / u_radius;\n    vec4 color = texture(u_color_ramp, vec2(progress, 0.5));\n\n#ifdef FOG\n    // Apply fog contribution if enabled, make sure to un/post multiply alpha before/after\n    // applying sky gradient contribution, as color ramps are premultiplied-alpha colors.\n    // Swizzle to put z-up (ignoring x-y mirror since fog does not depend on azimuth)\n    color.rgb = fog_apply_sky_gradient(v_uv.xzy, color.rgb / color.a) * color.a;\n#endif\n\n    color *= u_opacity;\n\n    glFragColor = color;\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n}\n","// [1] Precomputed Atmospheric Scattering: https://hal.inria.fr/inria-00288758/document\n// [2] Earth Fact Sheet https://nssdc.gsfc.nasa.gov/planetary/factsheet/earthfact.html\n// [3] Tonemapping Operators http://filmicworlds.com/blog/filmic-tonemapping-operators\n\nin highp vec3 v_position;\n\nuniform highp float u_sun_intensity;\nuniform highp float u_luminance;\nuniform lowp vec3 u_sun_direction;\nuniform highp vec4 u_color_tint_r;\nuniform highp vec4 u_color_tint_m;\n\nprecision highp float;\n\n// [1] equation (1) section 2.1. for λ = (680, 550, 440) nm,\n// which corresponds to scattering coefficients at sea level\n#define BETA_R                  vec3(5.5e-6, 13.0e-6, 22.4e-6)\n// The following constants are from [1] Figure 6 and section 2.1\n#define BETA_M                  vec3(21e-6, 21e-6, 21e-6)\n#define MIE_G                   0.76\n#define DENSITY_HEIGHT_SCALE_R  8000.0 // m\n#define DENSITY_HEIGHT_SCALE_M  1200.0 // m\n// [1] and [2] section 2.1\n#define PLANET_RADIUS           6360e3 // m\n#define ATMOSPHERE_RADIUS       6420e3 // m\n#define SAMPLE_STEPS            10\n#define DENSITY_STEPS           4\n\nfloat ray_sphere_exit(vec3 orig, vec3 dir, float radius) {\n    float a = dot(dir, dir);\n    float b = 2.0 * dot(dir, orig);\n    float c = dot(orig, orig) - radius * radius;\n    float d = sqrt(b * b - 4.0 * a * c);\n    return (-b + d) / (2.0 * a);\n}\n\nvec3 extinction(vec2 density) {\n    return exp(-vec3(BETA_R * u_color_tint_r.a * density.x + BETA_M * u_color_tint_m.a * density.y));\n}\n\nvec2 local_density(vec3 point) {\n    float height = max(length(point) - PLANET_RADIUS, 0.0);\n    // Explicitly split in two shader statements, exp(vec2)\n    // did not behave correctly on specific arm mali arch.\n    float exp_r = exp(-height / DENSITY_HEIGHT_SCALE_R);\n    float exp_m = exp(-height / DENSITY_HEIGHT_SCALE_M);\n    return vec2(exp_r, exp_m);\n}\n\nfloat phase_ray(float cos_angle) {\n    return (3.0 / (16.0 * PI)) * (1.0 + cos_angle * cos_angle);\n}\n\nfloat phase_mie(float cos_angle) {\n    return (3.0 / (8.0 * PI)) * ((1.0 - MIE_G * MIE_G) * (1.0 + cos_angle * cos_angle)) /\n        ((2.0 + MIE_G * MIE_G) * pow(1.0 + MIE_G * MIE_G - 2.0 * MIE_G * cos_angle, 1.5));\n}\n\nvec2 density_to_atmosphere(vec3 point, vec3 light_dir) {\n    float ray_len = ray_sphere_exit(point, light_dir, ATMOSPHERE_RADIUS);\n    float step_len = ray_len / float(DENSITY_STEPS);\n\n    vec2 density_point_to_atmosphere = vec2(0.0);\n    for (int i = 0; i < DENSITY_STEPS; ++i) {\n        vec3 point_on_ray = point + light_dir * ((float(i) + 0.5) * step_len);\n        density_point_to_atmosphere += local_density(point_on_ray) * step_len;;\n    }\n\n    return density_point_to_atmosphere;\n}\n\nvec3 atmosphere(vec3 ray_dir, vec3 sun_direction, float sun_intensity) {\n    vec2 density_orig_to_point = vec2(0.0);\n    vec3 scatter_r = vec3(0.0);\n    vec3 scatter_m = vec3(0.0);\n    vec3 origin = vec3(0.0, PLANET_RADIUS, 0.0);\n\n    float ray_len = ray_sphere_exit(origin, ray_dir, ATMOSPHERE_RADIUS);\n    float step_len = ray_len / float(SAMPLE_STEPS);\n    for (int i = 0; i < SAMPLE_STEPS; ++i) {\n        vec3 point_on_ray = origin + ray_dir * ((float(i) + 0.5) * step_len);\n\n        // Local density\n        vec2 density = local_density(point_on_ray) * step_len;\n        density_orig_to_point += density;\n\n        // Density from point to atmosphere\n        vec2 density_point_to_atmosphere = density_to_atmosphere(point_on_ray, sun_direction);\n\n        // Scattering contribution\n        vec2 density_orig_to_atmosphere = density_orig_to_point + density_point_to_atmosphere;\n        vec3 extinction = extinction(density_orig_to_atmosphere);\n        scatter_r += density.x * extinction;\n        scatter_m += density.y * extinction;\n    }\n\n    // The mie and rayleigh phase functions describe how much light\n    // is scattered towards the eye when colliding with particles\n    float cos_angle = dot(ray_dir, sun_direction);\n    float phase_r = phase_ray(cos_angle);\n    float phase_m = phase_mie(cos_angle);\n\n    // Apply light color adjustments\n    vec3 beta_r = BETA_R * u_color_tint_r.rgb * u_color_tint_r.a;\n    vec3 beta_m = BETA_M * u_color_tint_m.rgb * u_color_tint_m.a;\n\n    return (scatter_r * phase_r * beta_r + scatter_m * phase_m * beta_m) * sun_intensity;\n}\n\nconst float A = 0.15;\nconst float B = 0.50;\nconst float C = 0.10;\nconst float D = 0.20;\nconst float E = 0.02;\nconst float F = 0.30;\n\nvec3 uncharted2_tonemap(vec3 x) {\n   return ((x * (A * x + C * B) + D * E) / (x * (A * x + B) + D * F)) - E / F;\n}\n\nvoid main() {\n    vec3 ray_direction = v_position;\n\n    // Non-linear UV parameterization to increase horizon events\n    ray_direction.y = pow(ray_direction.y, 5.0);\n\n    // Add a small offset to prevent black bands around areas where\n    // the scattering algorithm does not manage to gather lighting\n    const float y_bias = 0.015;\n    ray_direction.y += y_bias;\n\n    vec3 color = atmosphere(normalize(ray_direction), u_sun_direction, u_sun_intensity);\n\n    // Apply exposure [3]\n    float white_scale = 1.0748724675633854; // 1.0 / uncharted2_tonemap(1000.0)\n    color = uncharted2_tonemap((log2(2.0 / pow(u_luminance, 4.0))) * color) * white_scale;\n\n    glFragColor = vec4(color, 1.0);\n}\n","in highp vec3 a_pos_3f;\n\nuniform mat3 u_matrix_3f;\n\nout highp vec3 v_position;\n\nfloat map(float value, float start, float end, float new_start, float new_end) {\n    return ((value - start) * (new_end - new_start)) / (end - start) + new_start;\n}\n\nvoid main() {\n    vec4 pos = vec4(u_matrix_3f * a_pos_3f, 1.0);\n\n    v_position = pos.xyz;\n#ifndef VIEWPORT_ORIGIN_TOP_LEFT\n    // OpenGL cubemap faces use a bottom-left origin; Metal uses top-left (see flipV in\n    // render_sky_layer.cpp) so skip this flip when VIEWPORT_ORIGIN_TOP_LEFT is defined.\n    v_position.y *= -1.0;\n#endif\n\n    // To make better utilization of the visible range (e.g. over the horizon, UVs\n    // from 0.0 to 1.0 on the Y-axis in cubemap space), the UV range is remapped from\n    // (-1.0,1.0) to (0.0,1.0) on y. The inverse operation is applied when sampling.\n    v_position.y = map(v_position.y, -1.0, 1.0, 0.0, 1.0);\n\n    gl_Position = vec4(a_pos_3f.xy, 0.0, 1.0);\n}\n","#include \"_prelude_fog.fragment.glsl\"\n\nuniform float u_transition;\nuniform highp float u_fadeout_range;\nuniform highp float u_temporal_offset;\n\nuniform vec4 u_atmosphere_fog_color;\nuniform vec4 u_high_color;\nuniform vec4 u_space_color;\n\nuniform float u_horizon_angle;\n\nin highp vec3 v_ray_dir;\nin highp vec3 v_horizon_dir;\n\nvoid main() {\n    highp vec3 dir = normalize(v_ray_dir);\n\n    float globe_pos_dot_dir;\n#ifdef PROJECTION_GLOBE_VIEW\n    globe_pos_dot_dir = dot(u_globe_pos, dir);\n    highp vec3 closest_point_forward = abs(globe_pos_dot_dir) * dir;\n    float norm_dist_from_center = length(closest_point_forward - u_globe_pos) / u_globe_radius;\n\n    // Compare against 0.98 instead of 1.0 to give enough room for the custom\n    // antialiasing that might be applied from globe_raster.fragment.glsl\n    if (norm_dist_from_center < 0.98) {\n    #ifdef ALPHA_PASS\n            glFragColor = vec4(0, 0, 0, 0);\n            return;\n    #else\n        #ifdef NATIVE\n                // Needed for render test parity since white canvas is assumed\n                glFragColor = vec4(1, 1, 1, 1);\n        #else\n                glFragColor = vec4(0, 0, 0, 1);\n        #endif\n            return;\n    #endif\n    }\n#endif\n\n    highp vec3 horizon_dir = normalize(v_horizon_dir);\n    float horizon_angle_mercator = dir.y < horizon_dir.y ?\n        0.0 : max(acos(clamp(dot(dir, horizon_dir), -1.0, 1.0)), 0.0);\n\n    float horizon_angle;\n#ifdef PROJECTION_GLOBE_VIEW\n    // Angle between dir and globe center\n    highp vec3 closest_point = globe_pos_dot_dir * dir;\n    highp float closest_point_to_center = length(closest_point - u_globe_pos);\n    highp float theta = asin(clamp(closest_point_to_center / length(u_globe_pos), -1.0, 1.0));\n\n    // Backward facing closest point rays should be treated separately\n    horizon_angle = globe_pos_dot_dir < 0.0 ?\n        PI - theta - u_horizon_angle : theta - u_horizon_angle;\n\n    // Increase speed of change of the angle interpolation for\n    // a smoother visual transition between horizon angle mixing\n    float angle_t = pow(u_transition, 10.0);\n\n    horizon_angle = mix(horizon_angle, horizon_angle_mercator, angle_t);\n#else\n    horizon_angle = horizon_angle_mercator;\n#endif\n\n    // Normalize in [0, 1]\n    horizon_angle /= PI;\n\n    // exponential curve\n    // horizon_angle angle of [0.0, 1.0] == inside the globe, horizon_angle > 1.0 == outside of the globe\n    // https://www.desmos.com/calculator/l5v8lw9zby\n    float t = exp(-horizon_angle / u_fadeout_range);\n\n    float alpha_0 = u_atmosphere_fog_color.a;\n    float alpha_1 = u_high_color.a;\n    float alpha_2 = u_space_color.a;\n\n    vec3 color_stop_0 = u_atmosphere_fog_color.rgb;\n    vec3 color_stop_1 = u_high_color.rgb;\n    vec3 color_stop_2 = u_space_color.rgb;\n\n#ifdef ALPHA_PASS\n    // Blend alphas\n    float a0 = mix(alpha_2, 1.0, alpha_1);\n    float a1 = mix(a0, 1.0, alpha_0);\n    float a2 = mix(a0, a1, t);\n    float a  = mix(alpha_2, a2, t);\n\n    glFragColor = vec4(1.0, 1.0, 1.0, a);\n#else\n    vec3 c0 = mix(color_stop_2, color_stop_1, alpha_1);\n    vec3 c1 = mix(c0, color_stop_0, alpha_0);\n    vec3 c2 = mix(c0, c1, t);\n\n    vec3 c = c2;\n\n    // Blending with background space color\n    glFragColor = vec4(c * t, t);\n#endif\n}\n","in vec3 a_pos;\nin vec2 a_uv;\n\n// View frustum direction vectors pointing from the camera position to of each the corner points\nuniform vec3 u_frustum_tl;\nuniform vec3 u_frustum_tr;\nuniform vec3 u_frustum_br;\nuniform vec3 u_frustum_bl;\nuniform float u_horizon;\n\nout highp vec3 v_ray_dir;\nout highp vec3 v_horizon_dir;\n\nvoid main() {\n    v_ray_dir = mix(\n        mix(u_frustum_tl, u_frustum_tr, a_uv.x),\n        mix(u_frustum_bl, u_frustum_br, a_uv.x),\n        a_uv.y);\n\n    v_horizon_dir = mix(\n        mix(u_frustum_tl, u_frustum_bl, u_horizon),\n        mix(u_frustum_tr, u_frustum_br, u_horizon),\n        a_uv.x);\n\n    gl_Position = vec4(a_pos, 1.0);\n}\n","in highp vec2 v_uv;\nin mediump float v_intensity;\n\n// TODO:\n// - check other shapes compared to circle, e.g. astroid\n// - check the possibility to store a per-vertex index, that determines the shape (to have shape variety)\n// - for astroid shapes - check the possibility to pass a 2d rotation matrix per-star, so it could give more variety even for one shape\n\n// float shapeAstroid(in vec2 uv)\n// {\n//     float beginFade = 0.9;\n\n//     float param = pow(abs(v_uv.x), 2.0 / 3.0) + pow(abs(v_uv.y), 2.0 / 3.0);\n\n//     return 1.0 - clamp((param - beginFade) / (1.0 - beginFade), 0.0, 1.0);\n// }\n\nfloat shapeCircle(in vec2 uv)\n{\n    // Fade start, percentage of radius \n    float beginFade = 0.6;\n\n    // Linear fade to radius\n    float lengthFromCenter = length(v_uv);\n\n    return 1.0 - clamp((lengthFromCenter - beginFade) / (1.0 - beginFade), 0.0, 1.0);\n}\n\nvoid main() {\n    float alpha = shapeCircle(v_uv);\n    vec3 color = vec3(1.0, 1.0, 1.0);\n    alpha *= v_intensity;\n    glFragColor = vec4(color * alpha, alpha);\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","// Position\nin vec3 a_pos_3f;\n// Offset from center ([-1, -1], ...)\nin vec2 a_uv;\n// Per-star size multiplier\nin float a_size_scale;\n// Per-star transparency multiplier\nin float a_opacity;\n\n// mvp\nuniform mat4 u_matrix;\n\n// camera up & right vectors mulitplied by stars size\nuniform vec3 u_up;\nuniform vec3 u_right;\n\n// Global stars transparency multiplier\nuniform float u_intensity_multiplier;\n\nout highp vec2 v_uv;\nout mediump float v_intensity;\n\nvoid main() {\n    v_uv = a_uv;\n\n    v_intensity = a_opacity * u_intensity_multiplier;\n\n    vec3 pos = a_pos_3f;\n\n    pos += a_uv.x * u_right * a_size_scale;\n    pos += a_uv.y * u_up * a_size_scale;\n\n    gl_Position = u_matrix * vec4(pos, 1.0);\n}\n","uniform vec4 u_color;\n\nvoid main() {\n    glFragColor = u_color;\n}\n","#include \"_prelude_terrain.vertex.glsl\"\n\nin highp vec2 a_offset_xy;\n\nuniform highp vec3 u_anchorPos;\n\nuniform mat4 u_matrix;\nuniform vec2 u_screenSizePx;\nuniform vec2 u_occluderSizePx;\n\nvoid main() {\n    vec3 world_pos = u_anchorPos;\n\n#ifdef TERRAIN\n    float e = elevation(world_pos.xy);\n    world_pos.z += e;\n#endif\n\n    vec4 projected_point = u_matrix * vec4(world_pos, 1.0);\n\n    projected_point.xy += projected_point.w * a_offset_xy * 0.5 * u_occluderSizePx / u_screenSizePx;\n\n    gl_Position = projected_point;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n#include \"_prelude_feature_cutout.vertex.glsl\"\n\nin vec3 a_pos_3f;\n\n#pragma mapbox: define-attribute highp vec4 normal_4n\n#pragma mapbox: define-attribute highp vec2 uv_2f\n#pragma mapbox: define-attribute highp vec3 color_3f\n#pragma mapbox: define-attribute highp vec4 color_4f\n#pragma mapbox: define-attribute-vertex-shader-only highp uvec2 feature\n\n// a_feature, the tiler's two per-vertex fields, swapped at load time into one component order.\n// .x - vertex color, RGBA4444. Its alpha nibble is baked ambient occlusion, but only on LOD meshes\n// .y - feature id. The low 4 bits select a part style, the rest is unused by rendering.\n\n// Number of building parts a vertex can be tagged with. Must stay in step with PartNames in\n// tiled_3d_model_bucket.hpp\n#define MODEL_PART_COUNT 7u\n\n// Size of the per-part style block, 4 vec4 per part\n#define MODEL_PART_STYLE_SIZE_VEC4 28u\n\n#ifdef HAS_ATTRIBUTE_a_feature\n// Evaluated style of a single building part\nstruct ModelPartStyle {\n    vec4 color_mix;     // model-color rgb, with model-color-mix-intensity in a.\n    vec4 rmea;          // Roughness, metallic, emissive strength, model-color alpha.\n    // Emissive strength height gradient: begin and end height as a fraction of the mesh z range,\n    // then the multiplier value at the begin height and its span from begin to end.\n    vec4 gradient;\n    float gradient_power;   // Curve power of the emissive strength height gradient, already raised as pow(10, styled value).\n};\n\n// Style of every part, indexed by part id\nlayout(std140) uniform ModelPartStyleUniform {\n    vec4 part_style[MODEL_PART_STYLE_SIZE_VEC4];\n} u_model_part_style;\n\n// .xy - z bounds of the mesh being drawn, as min and range in meters.\n// .z - 1 for LOD meshes, whose vertex color alpha carries baked ambient occlusion\nuniform vec4 u_model_mesh_params;\n#endif\n\nuniform mat4 u_matrix;\nuniform mat4 u_node_matrix;\nuniform mat4 u_lighting_matrix;\nuniform vec3 u_camera_pos;\nuniform vec4 u_color_mix;\n\n#ifdef INSTANCED_ARRAYS\nin vec4 a_normal_matrix0;\nin vec4 a_normal_matrix1;\nin vec4 a_normal_matrix2;\nin vec4 a_normal_matrix3;\n#else\nuniform highp mat4 u_normal_matrix;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout float v_depth_shadows;\n#endif\n\nout vec4 v_position_height;\nout lowp vec4 v_color_mix;\n\n#ifdef TERRAIN_FRAGMENT_OCCLUSION\nout highp float v_depth;\n#endif\n\n#if defined(FEATURE_CUTOUT_VERTEX) || defined(ROUTE_CORRIDOR)\nout highp float v_cutout_factor;\n#endif\n\n#ifdef ROUTE_CORRIDOR\n// Local model AABB max.z (meters); multiplied by instance |scale.z| for column roof height.\nuniform float u_height;\n#endif\n\n#ifdef HAS_ATTRIBUTE_a_feature\nout lowp vec4 v_roughness_metallic_emissive_alpha;\nout mediump vec4 v_height_based_emission_params;\n// .x - height-based interpolation factor\n// .y - interpolation power\n// .z - min value\n// .w - max - min\n#endif\n\n// sRGB to linear approximation\nvec3 sRGBToLinear(vec3 srgbIn) {\n    return pow(srgbIn, vec3(2.2));\n}\n\n#ifdef HAS_ATTRIBUTE_a_feature\n// Part id a vertex is tagged with. Ids this version has no style for fall back to the default\n// part rather than wrapping, matching the CPU side.\nuint decodeModelPartId(uvec2 feature) {\n    uint partId = feature.y & 0xFu;\n    return partId < MODEL_PART_COUNT ? partId : 0u;\n}\n\n// Vertex color, unpacked from RGBA4444 by widening each nibble to a full byte.\nvec4 decodeModelVertexColor(uvec2 feature) {\n    uvec4 nibbles = uvec4(feature.x >> 12u, feature.x >> 8u, feature.x >> 4u, feature.x) & 0xFu;\n    return vec4(nibbles * 17u) / 255.0;\n}\n\nModelPartStyle readModelPartStyle(uint partId) {\n    uint base = partId * 4u;\n    ModelPartStyle style;\n    style.color_mix = u_model_part_style.part_style[base];\n    style.rmea = u_model_part_style.part_style[base + 1u];\n    style.gradient = u_model_part_style.part_style[base + 2u];\n    style.gradient_power = u_model_part_style.part_style[base + 3u].x;\n    return style;\n}\n\n// Blends the styled model-color over the vertex color by the styled mix intensity, then applies\n// the baked ambient occlusion that only LOD meshes carry in their vertex color alpha.\nvec3 modelAlbedo(ModelPartStyle style, vec4 vertexColor) {\n    float ambientOcclusion = mix(1.0, vertexColor.a, u_model_mesh_params.z);\n    return ambientOcclusion * mix(vertexColor.rgb, style.color_mix.rgb, style.color_mix.a);\n}\n\n// Emissive strength height gradient resolved against the z range of the mesh being drawn, packed\n// the way the fragment shader reads it: .x height along the gradient, .y curve power,\n// .z multiplier at the gradient begin, .w multiplier span across the gradient.\nvec4 resolveModelEmissiveGradient(ModelPartStyle style, float height) {\n    float begin = u_model_mesh_params.x + u_model_mesh_params.y * style.gradient.x;\n    float span = u_model_mesh_params.y * (style.gradient.y - style.gradient.x);\n    return vec4((height - begin) / span, style.gradient_power, style.gradient.z, style.gradient.w);\n}\n#endif\n\nvoid main() {\n    #pragma mapbox: initialize-attribute highp vec4 normal_4n\n    #pragma mapbox: initialize-attribute highp vec2 uv_2f\n    #pragma mapbox: initialize-attribute highp vec3 color_3f\n    #pragma mapbox: initialize-attribute highp vec4 color_4f\n    #pragma mapbox: initialize-attribute-custom highp uvec2 feature\n\n    highp mat4 normal_matrix;\n#ifdef INSTANCED_ARRAYS\n    normal_matrix = mat4(a_normal_matrix0, a_normal_matrix1, a_normal_matrix2, a_normal_matrix3);\n#else\n    normal_matrix = u_normal_matrix;\n#endif\n\n#if defined(FEATURE_CUTOUT_VERTEX) || defined(ROUTE_CORRIDOR)\n    v_cutout_factor = 1.0;\n#endif\n\n    vec3 local_pos;\n    mat3 rs;\n#ifdef MODEL_POSITION_ON_GPU\n    vec3 pos_color = normal_matrix[0].xyz;\n    vec4 translate = normal_matrix[1];\n    vec3 pos_a = floor(pos_color);\n    vec3 rgb = 1.05 * (pos_color - pos_a);\n    float hidden = float(pos_a.x > EXTENT);\n    float color_mix = pos_a.z / 100.0;\n    v_color_mix = vec4(sRGBToLinear(rgb), color_mix);\n\n    float meter_to_tile = normal_matrix[0].w;\n    vec4 pos = vec4(pos_a.xy, translate.z, 1.0);\n\n    rs[0].x = normal_matrix[1].w;\n    rs[0].yz = normal_matrix[2].xy;\n    rs[1].xy = normal_matrix[2].zw;\n    rs[1].z = normal_matrix[3].x;\n    rs[2].xyz = normal_matrix[3].yzw;\n\n    vec4 pos_node = u_lighting_matrix * vec4(a_pos_3f, 1.0);\n    vec3 rotated_pos_node = rs * pos_node.xyz;\n    vec3 pos_model_tile = (rotated_pos_node + vec3(translate.xy, 0.0)) * vec3(meter_to_tile, meter_to_tile, 1.0);\n\n    pos.xyz += pos_model_tile;\n    local_pos = pos.xyz;\n\n    gl_Position = mix(u_matrix * pos, AWAY, hidden);\n    pos.z *= meter_to_tile;\n    v_position_height.xyz = pos.xyz - u_camera_pos;\n\n#ifdef ROUTE_CORRIDOR\n    // Uniform centroid column: same fade for the whole instance (centroid XY + height, no span).\n    float roofZ = u_height * sqrt(max(dot(rs[2], rs[2]), 0.0));\n    float routeFade = computeRouteCorridorCentroidFade(pos_a.xy, roofZ, 0.0, 0.0);\n    v_cutout_factor = 1.0 - routeFade;\n#endif\n\n#ifdef FEATURE_CUTOUT_VERTEX\n    // Legacy above-cutout: sample cutout from the tile position of the feature\n    highp vec4 ground_pos = vec4(pos_a.xy, 0.0, 1.0);\n    highp vec4 cutout_clip_pos = mix(u_matrix * ground_pos, AWAY, hidden);\n    highp vec3 cutout_ndc = cutout_clip_pos.xyz / cutout_clip_pos.w;\n    vec2 uv = cutout_ndc.xy * 0.5 + 0.5;\n    highp float fragDepthNDC = cutout_ndc.z * 0.5 + 0.5;\n#ifdef FLIP_Y\n    fragDepthNDC = cutout_ndc.z;\n#endif\n    highp float cutoutFactor = get_cutout_factors_vert(uv).x;\n    highp float cutoutDepthNDC = sample_cutout_depth(u_cutout_depth_image, uv);\n    // Prevent cutting above ground\n    highp float groundThreshold = 0.001;\n    highp float groundLimit = clamp((fragDepthNDC + groundThreshold - cutoutDepthNDC) / groundThreshold + 0.5, 0.0, 1.0);\n    v_cutout_factor = mix(1.0 - cutoutFactor, 1.0, groundLimit);\n#endif\n\n#else\n    local_pos = a_pos_3f;\n    gl_Position = u_matrix * vec4(a_pos_3f, 1);\n    v_position_height.xyz = vec3(u_lighting_matrix * vec4(a_pos_3f, 1));\n    v_color_mix = vec4(sRGBToLinear(u_color_mix.rgb), u_color_mix.a);\n#endif\n    v_position_height.w = a_pos_3f.z;\n#ifdef HAS_ATTRIBUTE_a_feature\n    ModelPartStyle part_style = readModelPartStyle(decodeModelPartId(feature));\n\n    // Note: the resulting color is in linear color space\n    v_color_mix = vec4(modelAlbedo(part_style, decodeModelVertexColor(feature)), 1.0);\n    v_roughness_metallic_emissive_alpha = part_style.rmea;\n    v_height_based_emission_params = resolveModelEmissiveGradient(part_style, a_pos_3f.z);\n#endif\n#ifdef FOG\n    v_fog_pos = fog_position(local_pos);\n#endif\n\n#ifdef RENDER_CUTOFF\n    v_cutoff_opacity = cutoff_opacity(u_cutoff_params, gl_Position.z);\n#endif\n\n#ifdef TERRAIN_FRAGMENT_OCCLUSION\n    v_depth = gl_Position.z / gl_Position.w;\n\n    #ifdef CLIP_ZERO_TO_ONE\n        v_depth = -1.0 + 2.0 * v_depth; \n    #endif\n\n#endif\n\n\n\n#ifdef HAS_ATTRIBUTE_a_normal_4n\n#ifdef MODEL_POSITION_ON_GPU\n    float x_squared_scale = dot(rs[0], rs[0]);\n    float y_squared_scale = dot(rs[1], rs[1]);\n    float z_squared_scale = dot(rs[2], rs[2]);\n    // https://lxjk.github.io/2017/10/01/Stop-Using-Normal-Matrix.html\n    vec3 squared_scale = vec3(x_squared_scale, y_squared_scale, z_squared_scale);\n    normal_4n = vec4(rs * ((u_lighting_matrix * vec4(normal_4n.xyz, 0.0)).xyz / squared_scale), 0.0);\n    normal_4n = normalize(normal_4n);\n#else\n    normal_4n = vec4((normal_matrix * vec4(normal_4n.xyz, 0)).xyz, 0.0);\n#endif\n#endif\n\n#ifdef HAS_ATTRIBUTE_a_feature\n#ifdef HAS_ATTRIBUTE_a_color_4f\n    v_roughness_metallic_emissive_alpha.w = clamp(color_4f.a * v_roughness_metallic_emissive_alpha.w * (v_roughness_metallic_emissive_alpha.z - 1.0), 0.0, 1.0);\n#endif\n#endif\n\n#ifdef RENDER_SHADOWS\n    vec4 shadow_pos = u_node_matrix * vec4(local_pos, 1.0);\n#ifdef NORMAL_OFFSET\n#ifdef HAS_ATTRIBUTE_a_normal_4n\n#ifdef MODEL_POSITION_ON_GPU\n    // flip the xy to bring it to the same, wrong, fill extrusion normal orientation toward inside.\n    // See the explanation in shadow_normal_offset.\n    vec3 offset = shadow_normal_offset(vec3(-normal_4n.xy, normal_4n.z));\n    shadow_pos.xyz += offset * shadow_normal_offset_multiplier0();\n#else\n    vec3 offset = shadow_normal_offset_model(normal_4n.xyz);\n    shadow_pos.xyz += offset * shadow_normal_offset_multiplier0();\n#endif\n#endif // HAS_ATTRIBUTE_a_normal_4n\n#endif // NORMAL_OFFSET\n    v_pos_light_view_0 = u_light_matrix_0 * shadow_pos;\n    v_pos_light_view_1 = u_light_matrix_1 * shadow_pos;\n    v_depth_shadows = gl_Position.w;\n#endif // RENDER_SHADOWS\n}\n","import {compile} from '../../src/shaders/shaders';\nimport modelVert from './model.vertex.glsl';\nimport modelFrag from './model.fragment.glsl';\nimport modelDepthVert from './model_depth.vertex.glsl';\nimport modelDepthFrag from './model_depth.fragment.glsl';\nimport fillExtrusionDepthFrag from './fill_extrusion_depth.fragment.glsl';\nimport fillExtrusionDepthVert from './fill_extrusion_depth.vertex.glsl';\nimport fillExtrusionGroundEffectFrag from './fill_extrusion_ground_effect.fragment.glsl';\nimport fillExtrusionGroundEffectVert from './fill_extrusion_ground_effect.vertex.glsl';\nimport groundShadowFrag from './ground_shadow.fragment.glsl';\nimport groundShadowVert from './ground_shadow.vertex.glsl';\n\nexport default {\n    model: compile(modelFrag, modelVert),\n    modelDepth: compile(modelDepthFrag, modelDepthVert),\n    fillExtrusionDepth: compile(fillExtrusionDepthFrag, fillExtrusionDepthVert),\n    fillExtrusionGroundEffect: compile(fillExtrusionGroundEffectFrag, fillExtrusionGroundEffectVert),\n    groundShadow: compile(groundShadowFrag, groundShadowVert),\n} as const;\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nuniform float u_opacity;\n\n#ifdef DITHERED_DISCARD\nuniform float u_dithered_discard_threshold;\n#endif\n\n#ifndef LIGHTING_3D_MODE\nuniform vec3 u_lightcolor;\nuniform vec3 u_lightpos;\nuniform float u_lightintensity;\n#endif\n\nuniform vec4 u_baseColorFactor;\nuniform vec4 u_emissiveFactor;\nuniform float u_metallicFactor;\nuniform float u_roughnessFactor;\nuniform float u_emissive_strength;\n\n\nin highp vec4 v_position_height;\nin lowp vec4 v_color_mix;\n\n#ifdef RENDER_SHADOWS\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin float v_depth_shadows;\n#endif\n\n#ifdef OCCLUSION_TEXTURE_TRANSFORM\n// offset[0], offset[1], scale[0], scale[1]\nuniform vec4 u_occlusionTextureTransform;\n#endif\n\n#pragma mapbox: define-attribute highp vec4 normal_4n\n#pragma mapbox: define-attribute highp vec3 color_3f\n#pragma mapbox: define-attribute highp vec4 color_4f\n#pragma mapbox: define-attribute highp vec2 uv_2f\n\n#pragma mapbox: initialize-attribute highp vec4 normal_4n\n#pragma mapbox: initialize-attribute highp vec3 color_3f\n#pragma mapbox: initialize-attribute highp vec4 color_4f\n#pragma mapbox: initialize-attribute highp vec2 uv_2f\n\n#ifdef HAS_ATTRIBUTE_a_feature\nin lowp vec4 v_roughness_metallic_emissive_alpha;\nin mediump vec4 v_height_based_emission_params;\n#endif\n\n#ifdef HAS_TEXTURE_u_baseColorTexture\nuniform sampler2D u_baseColorTexture;\nuniform bool u_baseTextureIsAlpha;\nuniform bool u_alphaMask;\nuniform float u_alphaCutoff;\n#endif\n\n#ifdef HAS_TEXTURE_u_metallicRoughnessTexture\nuniform sampler2D u_metallicRoughnessTexture;\n#endif\n#ifdef HAS_TEXTURE_u_occlusionTexture\nuniform sampler2D u_occlusionTexture;\nuniform float u_aoIntensity;\n#endif\n#ifdef HAS_TEXTURE_u_normalTexture\nuniform sampler2D u_normalTexture;\n#endif\n#ifdef HAS_TEXTURE_u_emissionTexture\nuniform sampler2D u_emissionTexture;\n#endif\n#ifdef APPLY_LUT_ON_GPU\nuniform highp sampler3D u_lutTexture;\n#endif\n\n#if defined(FEATURE_CUTOUT_VERTEX) || defined(ROUTE_CORRIDOR)\nin highp float v_cutout_factor;\n#endif\n\n#ifdef TERRAIN_FRAGMENT_OCCLUSION\nin highp float v_depth;\nuniform highp sampler2D u_depthTexture;\nuniform highp vec2 u_inv_depth_size;\nuniform highp vec2 u_depth_range_unpack;\n\n#ifdef DEPTH_D24\n    highp float unpack_depth(highp float depth) {\n        return  depth * u_depth_range_unpack.x + u_depth_range_unpack.y;\n    }\n#else\n    // Unpack depth from RGBA. A piece of code copied in various libraries and WebGL\n    // shadow mapping examples.\n    // https://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/\n    highp float unpack_depth_rgba(highp vec4 rgba_depth)\n    {\n        const highp vec4 bit_shift = vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0);\n        return dot(rgba_depth, bit_shift) * 2.0 - 1.0;\n    }\n#endif\n\nbool isOccluded() {\n    highp vec2 coord = gl_FragCoord.xy * u_inv_depth_size;\n\n    #ifdef FLIP_Y\n        coord.y = 1.0 - coord.y;\n    #endif\n\n\n    #ifdef DEPTH_D24\n        highp float depth = unpack_depth(texture(u_depthTexture, coord).r);\n    #else\n        highp float depth = unpack_depth_rgba(texture(u_depthTexture, coord));\n    #endif\n\n    // Add some marging to avoid depth precision issues\n    return v_depth > depth + 0.0005;\n}\n#endif\n\n#define saturate(_x) clamp(_x, 0., 1.)\n\n// linear to sRGB approximation\nvec3 linearTosRGB(vec3 color) {\n    return pow(color, vec3(1./2.2));\n}\nvec3 sRGBToLinear(vec3 srgbIn) {\n    return pow(srgbIn, vec3(2.2));\n}\n\nfloat calculate_NdotL(vec3 normal, vec3 lightDir) {\n    // Use slightly modified dot product for lambertian diffuse shading. This increase the range of NdotL to cover surfaces facing up to 45 degrees away from the light source.\n    // This allows us to trade some realism for performance/usability as a single light source is enough to shade the scene.\n    const float ext = 0.70710678118; // acos(pi/4)\n    return (clamp(dot(normal, lightDir), -ext, 1.0) + ext) / (1.0 + ext);\n}\n\nvec3 getDiffuseShadedColor(vec3 albedo, vec3 normal, vec3 lightDir, vec3 lightColor)\n{\n#ifdef LIGHTING_3D_MODE\n    vec3 transformed_normal = vec3(-normal.xy, normal.z);\n    float lighting_factor;\n#ifdef RENDER_SHADOWS\n    lighting_factor = shadowed_light_factor_normal(transformed_normal, v_pos_light_view_0, v_pos_light_view_1, v_depth_shadows);\n#else // RENDER_SHADOWS\n    lighting_factor = saturate(dot(transformed_normal, u_lighting_directional_dir));\n#endif // !RENDER_SHADOWS\n    return apply_lighting(albedo, transformed_normal, lighting_factor);\n\n#else // LIGHTING_3D_MODE\n    vec3 n = normal;\n    // Computation from fill extrusion vertex shader\n    float colorvalue = ((albedo.x * 0.2126) + (albedo.y * 0.7152)) + (albedo.z * 0.0722);\n    vec3 c = vec3(0.03, 0.03, 0.03);\n    float directional = clamp(dot(n, vec3(lightDir)), 0.0, 1.0);\n    directional = mix(1.0 - u_lightintensity, max((1.0 - colorvalue) + u_lightintensity, 1.0), directional);\n    vec3 c3 = c + clamp((albedo * directional) * lightColor, mix(vec3(0.0), vec3(0.3), vec3(1.0) - lightColor), vec3(1.0));\n    return c3;\n#endif // !LIGHTING_3D_MODE\n}\n\nvec4 getBaseColor() {\n    vec4 albedo = u_baseColorFactor;\n    // vertexColor\n#ifdef HAS_ATTRIBUTE_a_color_3f\n    albedo *= vec4(color_3f, 1.0);\n#endif\n\n#ifdef HAS_ATTRIBUTE_a_feature\n#else\n#ifdef HAS_ATTRIBUTE_a_color_4f\n    albedo *= color_4f;\n#endif\n#endif\n\n    // texture Color\n#if defined (HAS_TEXTURE_u_baseColorTexture) && defined (HAS_ATTRIBUTE_a_uv_2f)\n    vec4 texColor = texture(u_baseColorTexture, uv_2f);\n    if(u_alphaMask) {\n        if (texColor.w < u_alphaCutoff) {\n            discard;\n        }\n    }\n\n#ifdef UNPREMULT_TEXTURE_IN_SHADER\n    // Unpremultiply alpha for decals and opaque materials.\n    texColor = vec4(unpremultiplyColor(texColor), 1.0);\n#endif\n\n    if(u_baseTextureIsAlpha) {\n        if (texColor.r < 0.5) {\n            discard;\n        }\n    } else {\n        // gltf material\n        texColor.rgb = sRGBToLinear(texColor.rgb);\n        albedo *= texColor;\n    }\n#endif\n\n    vec4 color = vec4(mix(albedo.rgb, v_color_mix.rgb, v_color_mix.a), albedo.a);\n#ifdef APPLY_LUT_ON_GPU\n    color = applyLUT(u_lutTexture, color);\n#endif\n    return color;\n}\n\n// From http://www.thetenthplanet.de/archives/1180\n// Normal mapping without precomputed tangents\nhighp mat3 cotangentFrame(highp vec3 N, highp vec3 p, highp vec2 uv ) {\n    #ifdef HAS_TEXTURE_u_normalTexture\n    // get edge vectors of the pixel triangle\n    highp vec3 dp1 = vec3(dFdx(p.x), dFdx(p.y), dFdx(p.z));\n    highp vec3 dp2 = vec3(dFdy(p.x), dFdy(p.y), dFdy(p.z));\n\n    highp vec2 duv1 = vec2(dFdx(uv.x), dFdx(uv.y));\n    highp vec2 duv2 = vec2(dFdy(uv.x), dFdy(uv.y));\n\n    // solve the linear system\n    highp vec3 dp2perp = cross( dp2, N );\n    highp vec3 dp1perp = cross( N, dp1 );\n    highp vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;\n    highp vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;\n#ifdef FLIP_Y\n    T = -T;\n    B = -B;\n#endif\n\n    // construct a scale-invariant frame\n    // Some Adrenos GPU needs to set explicitely highp\n    highp float lengthT = dot(T,T);\n    highp float lengthB = dot(B,B);\n    highp float maxLength = max(lengthT, lengthB);\n    highp float invmax = inversesqrt( maxLength );\n    highp mat3 res = mat3( T * invmax, B * invmax, N );\n    return res;\n    #else\n    return mat3(1.0);\n    #endif\n}\n\nhighp vec3 getNormal(){\n    highp vec3 n;\n#ifdef HAS_ATTRIBUTE_a_normal_4n\n    n = normalize(normal_4n.xyz);\n#else\n    // Workaround for Adreno GPUs not able to do dFdx( v_position_height )\n    // three.js/.../normal_fragment_begin.glsl.js\n    highp vec3 fdx = vec3(dFdx(v_position_height.x), dFdx(v_position_height.y), dFdx(v_position_height.z));\n    highp vec3 fdy = vec3(dFdy(v_position_height.x), dFdy(v_position_height.y), dFdy(v_position_height.z));\n    // Z flipped so it is towards the camera.\n#ifdef FLIP_Y\n    n = normalize(cross(fdx,fdy));\n#else\n    n = normalize(cross(fdx,fdy)) * -1.0;\n#endif\n#endif\n\n#if defined(HAS_TEXTURE_u_normalTexture) && defined(HAS_ATTRIBUTE_a_uv_2f)\n    // Perturb normal\n    vec3 nMap = texture( u_normalTexture, uv_2f).xyz;\n    nMap = normalize(2.0* nMap - vec3(1.0));\n    highp vec3 v = normalize(-v_position_height.xyz);\n    highp mat3 TBN = cotangentFrame(n, v, uv_2f);\n    n = normalize(TBN * nMap);\n#endif\n\n    return n;\n}\n\nstruct Material {\n    float perceptualRoughness;\n    float alphaRoughness;\n    float metallic;\n    vec3 f90;\n    vec4 baseColor;\n    vec3 diffuseColor;\n    vec3 specularColor;\n    highp vec3 normal;\n};\n\nMaterial getPBRMaterial() {\n    Material mat;\n    mat.baseColor = getBaseColor();\n    mat.perceptualRoughness = u_roughnessFactor;\n    mat.metallic = u_metallicFactor;\n#ifdef HAS_ATTRIBUTE_a_feature\n    mat.perceptualRoughness = v_roughness_metallic_emissive_alpha.x;\n    mat.metallic = v_roughness_metallic_emissive_alpha.y;\n    mat.baseColor.w *= v_roughness_metallic_emissive_alpha.w;\n#endif\n#if defined(HAS_TEXTURE_u_metallicRoughnessTexture) && defined(HAS_ATTRIBUTE_a_uv_2f)\n    vec4 mrSample = texture(u_metallicRoughnessTexture, uv_2f);\n    mat.perceptualRoughness *= mrSample.g;\n    mat.metallic *= mrSample.b;\n#endif\n    const float c_minRoughness = 0.04;\n    mat.perceptualRoughness = clamp(mat.perceptualRoughness, c_minRoughness, 1.0);\n    mat.metallic = saturate(mat.metallic);\n\n    mat.alphaRoughness = mat.perceptualRoughness * mat.perceptualRoughness;\n    // Default reflectance off dielectric materials on 0 angle\n    const vec3 f0 = vec3(0.04);\n\n    mat.diffuseColor = mat.baseColor.rgb * (vec3(1.0) - f0);\n    mat.diffuseColor *= 1.0 - mat.metallic;\n\n    mat.specularColor = mix(f0, mat.baseColor.rgb, mat.metallic);\n\n    highp float reflectance = max(max(mat.specularColor.r, mat.specularColor.g), mat.specularColor.b);\n    // For typical incident reflectance range (between 4% to 100%) set the grazing reflectance to 100% for typical fresnel effect.\n    // For very low reflectance range on highly diffuse objects (below 4%), incrementally reduce grazing reflecance to 0%.\n    highp float reflectance90 = saturate(reflectance * 25.0);\n    mat.f90 = vec3(reflectance90);\n\n    mat.normal = getNormal();\n    return mat;\n}\n\n// Smith Joint visibility for geometric occlusion term (V = G / (4 * NdotL * NdotV))\nfloat V_GGX(float NdotL, float NdotV, float roughness)\n{\n    float a2 = roughness * roughness;\n    float GGXV = NdotL * sqrt(NdotV * NdotV * (1.0 - a2) + a2);\n    float GGXL = NdotV * sqrt(NdotL * NdotL * (1.0 - a2) + a2);\n    return 0.5 / (GGXV + GGXL);\n}\n\n// From https://google.github.io/filament/Filament.md.html#materialsystem/specularbrdf/geometricshadowing\nfloat V_GGXFast(float NdotL, float NdotV, float roughness) {\n    float a = roughness;\n    float GGXV = NdotL * (NdotV * (1.0 - a) + a);\n    float GGXL = NdotV * (NdotL * (1.0 - a) + a);\n    return 0.5 / (GGXV + GGXL);\n}\n\n// The following equation models the Fresnel reflectance term of the spec equation (aka F())\n// If we are fill limited we could use the previous shlick approximation\nvec3 F_Schlick(vec3 specularColor, vec3 f90, float VdotH)\n{\n    return specularColor + (f90 - specularColor) * pow(clamp(1.0 - VdotH, 0.0, 1.0), 5.0);\n}\n\n// Shlick approximation for fresnel reflectance\nvec3 F_SchlickFast(vec3 specularColor, float VdotH)\n{\n    float x = 1.0 - VdotH;\n    float x4 = x * x * x * x;\n    return specularColor + (1.0 - specularColor) * x4 * x;\n}\n\n// Normal distribution function\nfloat D_GGX(highp float NdotH, float alphaRoughness)\n{\n    highp float a4 = alphaRoughness * alphaRoughness;\n    highp float f = (NdotH * a4 -NdotH) * NdotH + 1.0;\n    return a4 / (PI * f * f);\n}\n\n// Disney Implementation of diffuse from Physically-Based Shading at Disney by Brent Burley. See Section 5.3.\n// http://blog.selfshadow.com/publications/s2012-shading-course/burley/s2012_pbs_disney_brdf_notes_v3.pdf\nvec3 diffuseBurley(Material mat, float LdotH, float NdotL, float NdotV)\n{\n    float f90 = 2.0 * LdotH * LdotH * mat.alphaRoughness - 0.5;\n\n    return (mat.diffuseColor / PI) * (1.0 + f90 * pow((1.0 - NdotL), 5.0)) * (1.0 + f90 * pow((1.0 - NdotV), 5.0));\n}\n\nvec3 diffuseLambertian(Material mat)\n{\n\n#ifdef LIGHTING_3D_MODE\n    // remove the PI division to achieve more integrated colors\n    return mat.diffuseColor;\n#else\n    return mat.diffuseColor / PI;\n#endif\n\n}\n\n\n// Environment BRDF approximation (Unreal 4 approach)\nvec3 EnvBRDFApprox(vec3 specularColor, float roughness,highp float NdotV)\n{\n    vec4 c0 = vec4(-1, -0.0275, -0.572, 0.022);\n    vec4 c1 = vec4(1, 0.0425, 1.04, -0.04);\n    highp vec4 r = roughness * c0 + c1;\n    highp float a004 = min(r.x * r.x, exp2(-9.28 * NdotV)) * r.x + r.y;\n    vec2 AB = vec2(-1.04, 1.04) * a004 + r.zw;\n    return specularColor * AB.x + AB.y;\n}\n\nvec3 computeIndirectLightContribution(Material mat, float NdotV, vec3 normal)\n{\n    vec3 env_light = vec3(0.65, 0.65, 0.65);\n#ifdef LIGHTING_3D_MODE\n    float ambient_factor = calculate_ambient_directional_factor(normal);\n    env_light = u_lighting_ambient_color * ambient_factor;\n#endif\n    vec3 envBRDF = EnvBRDFApprox(mat.specularColor, mat.perceptualRoughness, NdotV);\n    vec3 indirectSpecular =  envBRDF * env_light;\n    vec3 indirectDiffuse = mat.diffuseColor * env_light;\n    return indirectSpecular + indirectDiffuse;\n}\n\n\nvec3 computeLightContribution(Material mat, vec3 lightPosition, vec3 lightColor)\n{\n    highp vec3 n = mat.normal;\n    highp vec3 v = normalize(-v_position_height.xyz);\n    highp vec3 l = normalize(lightPosition);\n    highp vec3 h = normalize(v + l);\n\n    // Avoid dividing by zero when the dot product is zero\n    float NdotV = clamp(abs(dot(n, v)), 0.001, 1.0);\n    float NdotL = saturate(dot(n, l));\n    highp float NdotH = saturate(dot(n, h));\n    float VdotH = saturate(dot(v, h));\n\n    // From https://google.github.io/filament/Filament.md.html#materialsystem/standardmodelsummary\n    // Cook-Torrance explanation:\n    // https://www.shadertoy.com/view/4sSfzK\n\n    // specular reflection\n    vec3 f = F_SchlickFast(mat.specularColor, VdotH);\n    // geometric occlusion\n    float g = V_GGXFast(NdotL, NdotV, mat.alphaRoughness);\n    // microfacet distribution\n    float d = D_GGX(NdotH, mat.alphaRoughness);\n    //float d = D_GGXFast(n, NdotH, mat.alphaRoughness, h);\n    // Lambertian diffuse brdf\n    vec3 diffuseTerm = (1.0 - f) * diffuseLambertian(mat);\n    // Cook-Torrance BRDF\n    vec3 specularTerm = f * g * d;\n\n    vec3 transformed_normal = vec3(-n.xy, n.z);\n\n    float lighting_factor;\n#ifdef RENDER_SHADOWS\n    lighting_factor = shadowed_light_factor_normal(transformed_normal, v_pos_light_view_0, v_pos_light_view_1, v_depth_shadows);\n#else\n    lighting_factor = NdotL;\n#endif // RENDER_SHADOWS\n\n    vec3 directLightColor = (specularTerm + diffuseTerm) * lighting_factor * lightColor;\n    vec3 indirectLightColor = computeIndirectLightContribution(mat, NdotV, transformed_normal);\n\n    vec3 color = (saturate(directLightColor) + indirectLightColor);\n\n    float intensityFactor = 1.0;\n#if !defined(LIGHTING_3D_MODE)\n    const vec3 luminosityFactor = vec3(0.2126, 0.7152, 0.0722);\n\n    // Calculate luminance\n    float luminance = dot(diffuseTerm, luminosityFactor);\n    // Adjust light intensity depending on light incidence\n    intensityFactor = mix((1.0 - u_lightintensity), max((1.0 - luminance + u_lightintensity), 1.0), NdotL);\n#endif // !defined(LIGHTING_3D_MODE)\n\n    color *= intensityFactor;\n    return color;\n}\n\nvoid main() {\n\n#ifdef TERRAIN_FRAGMENT_OCCLUSION\n    if (isOccluded()) {\n        discard;\n    }\n#endif\n\n    vec3 lightDir;\n    vec3 lightColor;\n\n#ifdef LIGHTING_3D_MODE\n    lightDir = u_lighting_directional_dir;\n    // invert xy  as they are flipped for fill extrusion normals (compared to expected here) and,\n    // as a new citizen, better to not change legacy code convention.\n    lightDir.xy = -lightDir.xy;\n    lightColor = u_lighting_directional_color;\n#else\n    lightDir = u_lightpos;\n    lightColor = u_lightcolor;\n#endif\n\nvec4 finalColor;\n#ifdef DIFFUSE_SHADED\n    vec3 N = getNormal();\n    vec3 baseColor = getBaseColor().rgb;\n    vec3 diffuse = getDiffuseShadedColor(baseColor, N, lightDir, lightColor);\n    // Ambient Occlusion\n#ifdef HAS_TEXTURE_u_occlusionTexture\n    // For b3dm tiles where models contains occlusion textures we interpret them similarly to how\n    // we handle baseColorTexture as an alpha mask (i.e one channel).\n    // This is why we read the alpha component here (refer to getBaseColor to see how baseColorTexture.w is used to implement alpha masking).\n    float ao = (texture(u_occlusionTexture, uv_2f).r - 1.0) * u_aoIntensity + 1.0;\n    diffuse *= ao;\n#endif\n    finalColor = vec4(mix(diffuse, baseColor, u_emissive_strength), 1.0) * u_opacity;\n#else // DIFFUSE_SHADED\n    Material mat = getPBRMaterial();\n    vec3 color = computeLightContribution(mat, lightDir, lightColor);\n\n    // Ambient Occlusion\n    float ao = 1.0;\n#if defined (HAS_TEXTURE_u_occlusionTexture) && defined(HAS_ATTRIBUTE_a_uv_2f)\n\n#ifdef OCCLUSION_TEXTURE_TRANSFORM\n    vec2 uv = uv_2f.xy * u_occlusionTextureTransform.zw + u_occlusionTextureTransform.xy;\n#else\n    vec2 uv = uv_2f;\n#endif\n    ao = (texture(u_occlusionTexture, uv).x - 1.0) * u_aoIntensity + 1.0;\n    color *= ao;\n#endif\n    // Emission\n    vec4 emissive = u_emissiveFactor;\n\n#if defined(HAS_TEXTURE_u_emissionTexture) && defined(HAS_ATTRIBUTE_a_uv_2f)\n    emissive.rgb *= sRGBToLinear(texture(u_emissionTexture, uv_2f).rgb);\n#endif\n#ifdef APPLY_LUT_ON_GPU\n    // Note: the color is multiplied by the length of u_emissiveFactor\n    // which avoids increasing the brightness if the LUT doesn't have pure black.\n    float emissiveFactorLength = max(length(u_emissiveFactor.rgb), 0.001);\n    emissive.rgb = sRGBToLinear(applyLUT(u_lutTexture, linearTosRGB(emissive.rgb / emissiveFactorLength).rbg)) * emissiveFactorLength;\n#endif\n    color += emissive.rgb;\n\n    // Apply transparency\n    float opacity = mat.baseColor.w * u_opacity;\n#ifdef HAS_ATTRIBUTE_a_feature\n    float resEmission = v_roughness_metallic_emissive_alpha.z;\n\n    resEmission *= v_height_based_emission_params.z + v_height_based_emission_params.w * pow(clamp(v_height_based_emission_params.x, 0.0, 1.0), v_height_based_emission_params.y);\n\n    vec3 color_mix = v_color_mix.rgb;\n#ifdef APPLY_LUT_ON_GPU\n    color_mix = applyLUT(u_lutTexture, color_mix);\n#endif\n    color = mix(color, color_mix, min(1.0, resEmission));\n#ifdef HAS_ATTRIBUTE_a_color_4f\n    // a_feature includes color. If a_feature is used, color_4f is used to pass information about light geometry.\n    // calculate distance to line segment, multiplier 1.3 additionally deattenuates towards extruded corners.\n    float distance = length(vec2(1.3 * max(0.0, abs(color_4f.x) - color_4f.z), color_4f.y));\n    distance +=  mix(0.5, 0.0, clamp(resEmission - 1.0, 0.0, 1.0));\n    opacity *= v_roughness_metallic_emissive_alpha.w * saturate(1.0 - distance * distance);\n#endif\n#endif\n    // Use emissive strength as interpolation between lit and unlit color\n    // for coherence with other layer types.\n    vec3 unlitColor = mat.baseColor.rgb * ao + emissive.rgb;\n    color = mix(color, unlitColor, u_emissive_strength);\n    color = linearTosRGB(color);\n    color *= opacity;\n    finalColor = vec4(color, opacity);\n#endif // !DIFFUSE_SHADED\n\n#ifdef DITHERED_DISCARD\n    // fade in/out using discard and 4x4 Bayer matrix for dithering\n    // creates a smooth transition without alpha blending\n    // if u_dithered_discard_threshold == 1 or -1, the model gets fully rendered, at 0 it is fully discarded\n    // values between 0 and +1/-1 get partically discarded, using the ditherValue or the negated dither value as the threshold\n    // this allows to cross-fade between two models\n    if (abs(u_dithered_discard_threshold) < 1.0) {\n\n        // Get dither value for pixel at coordinate using \"Interleaved gradient noise\"\n        float ditherValue = fract(52.9829189 * fract(0.06711056 * gl_FragCoord.x + 0.00583715 * gl_FragCoord.y));\n\n        // Fade in: discard if threshold < ditherValue\n        // Fade out: discard if -threshold < 1.0 - ditherValue\n        // Use mix to select values without branching\n        float compareValue = mix(1.0 - ditherValue, ditherValue, step(0.0, u_dithered_discard_threshold));\n        if (abs(u_dithered_discard_threshold) < compareValue) {\n            discard;\n        }\n    }\n#endif\n\n#ifdef FOG\n    finalColor = fog_dither(fog_apply_premultiplied(finalColor, v_fog_pos, v_position_height.w));\n#endif\n\n#ifdef RENDER_CUTOFF\n    finalColor *= v_cutoff_opacity;\n#endif\n\n#ifdef INDICATOR_CUTOUT\n    finalColor = applyCutout(finalColor, v_position_height.w);\n#endif\n\n#ifdef ROUTE_CORRIDOR\n    int index = viewport_dither_index(gl_FragCoord.xy);\n    if (v_cutout_factor < DITHER_THRESHOLDS[index]) {\n        discard;\n    }\n#else\n#ifdef FEATURE_CUTOUT_VERTEX\n    // Legacy above-cutout / texture path: apply pre-calculated cutout factor\n    apply_feature_cutout_dither(gl_FragCoord, v_cutout_factor);\n#else\n#ifdef FEATURE_CUTOUT\n    finalColor = apply_feature_cutout(finalColor, gl_FragCoord, get_cutout_factors(gl_FragCoord).x, 0.0);\n#endif\n#endif\n#endif\n\n    glFragColor = finalColor;\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","void main() {}","in vec3 a_pos_3f;\n\nuniform mat4 u_matrix;\n\n#ifdef MODEL_POSITION_ON_GPU\n#ifdef INSTANCED_ARRAYS\nin vec4 a_normal_matrix0;\nin vec4 a_normal_matrix1;\nin vec4 a_normal_matrix2;\nin vec4 a_normal_matrix3;\n#else\nuniform highp mat4 u_instance;\n#endif\nuniform highp mat4 u_node_matrix;\n#endif\n\nvoid main() {\n\n#ifdef MODEL_POSITION_ON_GPU\n    highp mat4 instance;\n#ifdef INSTANCED_ARRAYS\n    instance = mat4(a_normal_matrix0, a_normal_matrix1, a_normal_matrix2, a_normal_matrix3);\n#else\n    instance = u_instance;\n#endif\n    vec3 pos_color = instance[0].xyz;\n    vec4 translate = instance[1];\n    vec3 pos_a = floor(pos_color);\n\n    float hidden = float(pos_a.x > EXTENT);\n\n    float meter_to_tile = instance[0].w;\n    vec4 pos = vec4(pos_a.xy, translate.z, 1.0);\n    mat3 rs;\n    rs[0].x = instance[1].w;\n    rs[0].yz = instance[2].xy;\n    rs[1].xy = instance[2].zw;\n    rs[1].z = instance[3].x;\n    rs[2].xyz = instance[3].yzw;\n\n    vec4 pos_node = u_node_matrix * vec4(a_pos_3f, 1.0);\n    vec3 rotated_pos_node = rs * pos_node.xyz;\n    vec3 pos_model_tile = (rotated_pos_node + vec3(translate.xy, 0.0)) * vec3(meter_to_tile, meter_to_tile, 1.0);\n    pos.xyz += pos_model_tile;\n\n    gl_Position = mix(u_matrix * pos, AWAY, hidden);\n#else\n    gl_Position = u_matrix * vec4(a_pos_3f, 1);\n#endif\n}\n","void main() {}","#include \"_prelude_terrain.vertex.glsl\"\n#include \"_prelude_material_table.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform float u_edge_radius;\nuniform float u_width_scale;\nuniform float u_vertical_scale;\n\n#ifdef TERRAIN\nuniform int u_height_type;\nuniform int u_base_type;\n#endif\n\nin ivec4 a_pos_normal_ed;\n\n#if defined(HAS_CENTROID) || defined(TERRAIN)\nin uvec2 a_centroid_pos;\n#endif\n\n#ifdef RENDER_WALL_MODE\nin ivec4 a_join_normal_inside;\n#endif\n\n#pragma mapbox: define highp float base\n#pragma mapbox: define highp float height\n#pragma mapbox: define highp float line_width\n#pragma mapbox: define highp vec4 color\n\nvoid main() {\n\n    DECLARE_MATERIAL_TABLE_INFO\n    \n    #pragma mapbox: initialize highp float base\n    #pragma mapbox: initialize highp float height\n    #pragma mapbox: initialize highp float line_width\n    #pragma mapbox: initialize highp vec4 color\n\n    base *= u_vertical_scale;\n    height *= u_vertical_scale;\n\n    vec3 top_up_ny = vec3(a_pos_normal_ed.xyz & 1);\n    vec3 pos_nx = vec3(a_pos_normal_ed.xyz >> 1);\n    // The least significant bits of a_pos_normal_ed.xyz hold:\n    // x is 1 if it's on top, 0 for ground.\n    // y is 1 if the normal points up, and 0 if it points to side.\n    // z is sign of ny: 1 for positive, 0 for values <= 0.\n\n    base = max(0.0, base);\n    height = max(0.0, top_up_ny.y == 0.0 && top_up_ny.x == 1.0 ? height - u_edge_radius : height);\n\n    float t = top_up_ny.x;\n\n    vec2 centroid_pos = vec2(0.0);\n#if defined(HAS_CENTROID) || defined(TERRAIN)\n    centroid_pos = vec2(a_centroid_pos);\n#endif\n\nvec3 pos;\n#ifdef TERRAIN\n    bool is_flat_height = centroid_pos.x != 0.0 && u_height_type == 1;\n    bool is_flat_base = centroid_pos.x != 0.0 && u_base_type == 1;\n    float ele = elevation(pos_nx.xy);\n    bool is_elevation_encoded = centroid_pos.y == 0.0 || (centroid_pos.y > 0.0 && int(centroid_pos.y) - (int(centroid_pos.y) / 8) * 8 == 7);\n    float c_ele = is_flat_height || is_flat_base ? (is_elevation_encoded ? elevationFromUint16(centroid_pos.x) : flatElevation(centroid_pos)) : ele;\n    float h_height = is_flat_height ? max(c_ele + height, ele + base + 2.0) : ele + height;\n    float h_base = is_flat_base ? max(c_ele + base, ele + base) : ele + (base == 0.0 ? -5.0 : base);\n    float h = t > 0.0 ? max(h_base, h_height) : h_base;\n    pos = vec3(pos_nx.xy, h);\n#else\n    pos = vec3(pos_nx.xy, t > 0.0 ? height : base);\n#endif\n\n#ifdef RENDER_WALL_MODE\n    vec3 join_normal_inside = vec3(a_join_normal_inside);\n    vec2 wall_offset = u_width_scale * line_width * (join_normal_inside.xy / EXTENT);\n    pos.xy += (1.0 - join_normal_inside.z) * wall_offset * 0.5;\n    pos.xy -= join_normal_inside.z * wall_offset * 0.5;\n#endif\n    float hidden = float((centroid_pos.x == 0.0 && centroid_pos.y == 1.0) || (color.a == 0.0));\n    gl_Position = mix(u_matrix * vec4(pos, 1), AWAY, hidden);\n}\n","uniform highp float u_ao_pass;\nuniform highp float u_opacity;\n\nuniform highp float u_flood_light_intensity;\nuniform highp vec3 u_flood_light_color;\n\nuniform highp float u_attenuation;\n\nuniform sampler2D u_fb;\nuniform float u_fb_size;\n\n#ifdef SDF_SUBPASS\nin highp vec2 v_pos;\nin highp vec4 v_line_segment;\nin highp float v_flood_light_radius_tile;\nin highp vec2 v_ao;\n\nfloat line_df(highp vec2 a, highp vec2 b, highp vec2 p) {\n    highp vec2 ba = b - a;\n    highp vec2 pa = p - a;\n    highp float r = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);\n    return length(pa - r * ba);\n}\n\n#ifdef FOG\nin highp float v_fog;\n#endif // FOG\n#endif // SDF_SUBPASS\n\nvoid main() {\n// Note that these are used in only in draped mode. The simple clear to white is needed to ensure that the alpha channel is set to 1.\n// This is necessary because the subsequent steps in both ground flood light and AO\n// encode DF values in tandem with gl.MIN blending mode where a value of 0 indicates the effect is fully present.\n// Once an effect is rendered, it's necessary to mark the alpha channel correctly taking into account the original values (encoded in the texture) which\n// contain the layer emissive strength values.\n#ifdef CLEAR_SUBPASS\n    vec4 color = vec4(1.0);\n#ifdef CLEAR_FROM_TEXTURE\n    color = texture(u_fb, gl_FragCoord.xy / vec2(u_fb_size));\n#endif // CLEAR_FROM_TEXTURE\n    glFragColor = color;\n#else // CLEAR_SUBPASS\n#ifdef SDF_SUBPASS\n    highp float d = line_df(v_line_segment.xy, v_line_segment.zw, v_pos);\n    highp float effect_radius = mix(v_flood_light_radius_tile, v_ao.y, u_ao_pass);\n    d /= effect_radius;\n    d = min(d, 1.0);\n    d = 1.0 - pow(1.0 - d, u_attenuation);\n    highp float effect_intensity = mix(u_flood_light_intensity, v_ao.x, u_ao_pass);\n    highp float fog = 1.0;\n#ifdef FOG\n    fog = v_fog;\n#endif // FOG\n#ifdef RENDER_CUTOFF\n    fog *= v_cutoff_opacity;\n#endif\n    glFragColor = vec4(vec3(0.0), mix(1.0, d, effect_intensity * u_opacity * fog));\n#else // SDF_SUBPASS\n#ifdef USE_MRT1\n    out_Target1 = vec4(1.0 - texture(u_fb, gl_FragCoord.xy / vec2(u_fb_size)).a, 0.0, 0.0, 0.0);\n#else // USE_MRT1\n    vec4 color = mix(vec4(u_flood_light_color, 1.0), vec4(vec3(0.0), 1.0), u_ao_pass);\n#ifdef OVERDRAW_INSPECTOR\n    color = vec4(1.0);\n#endif\n    glFragColor = color;\n#endif // !USE_MRT1\n#endif // !SDF_SUBPASS\nHANDLE_WIREFRAME_DEBUG;\n#endif // !CLEAR_SUBPASS\n}\n","#include \"_prelude_fog.vertex.glsl\"\n\nin highp ivec4 a_pos_end;\nin highp int a_angular_offset_factor;\nin highp uint a_hidden_by_landmark;\n\n#ifdef SDF_SUBPASS\nout highp vec2 v_pos;\nout highp vec4 v_line_segment;\nout highp float v_flood_light_radius_tile;\nout highp vec2 v_ao;\n#ifdef FOG\nout highp float v_fog;\n#endif\n#endif\n\nuniform highp float u_flood_light_intensity;\n\nuniform highp mat4 u_matrix;\nuniform highp float u_ao_pass;\nuniform highp float u_meter_to_tile;\nuniform highp float u_edge_radius; // in tile coords\n\nuniform highp float u_dynamic_offset;\n\nuniform highp vec2 u_ao;\n\n\n#pragma mapbox: define highp float flood_light_ground_radius\n\nconst float TANGENT_CUTOFF = 4.0;\nconst float NORM = 32767.0;\n\nvoid main() {\n    #pragma mapbox: initialize highp float flood_light_ground_radius\n\n    vec4 pos_end = vec4(a_pos_end);\n    vec2 p = pos_end.xy;\n    vec2 q = floor(pos_end.zw * 0.5);\n    vec2 start_bottom = pos_end.zw - q * 2.0;\n\n    float fl_ground_radius = abs(flood_light_ground_radius);\n    float direction = flood_light_ground_radius < 0.0 ? -1.0 : 1.0;\n    float flood_radius_tile = fl_ground_radius * u_meter_to_tile;\n    vec2 v = normalize(q - p);\n    float ao_radius = u_ao.y / 3.5; // adjust AO radius slightly\n    float effect_radius = mix(flood_radius_tile, ao_radius, u_ao_pass) + u_edge_radius;\n\n    float angular_offset_factor = float(a_angular_offset_factor) / NORM * TANGENT_CUTOFF;\n    float angular_offset = direction * angular_offset_factor * effect_radius;\n\n    float top = 1.0 - start_bottom.y;\n\n    float side = (0.5 - start_bottom.x) * 2.0;\n\n    vec2 extrusion_parallel = v * side * mix(u_dynamic_offset, angular_offset, top);\n\n    vec2 perp = vec2(v.y, -v.x);\n    vec2 extrusion_perp = direction * perp * effect_radius * top;\n\n    vec3 pos = vec3(mix(q, p, start_bottom.x), 0.0);\n    pos.xy += extrusion_parallel + extrusion_perp;\n\n#ifdef SDF_SUBPASS\n    v_pos = pos.xy;\n    // Shift the line segment against which we compute the signed distance values.\n    // This allows us to achieve pleasant results without having to add additional\n    // vertices when fill-extrusion-edge-radius is non-zero.\n    v_line_segment = vec4(p, q) + perp.xyxy * u_edge_radius;\n    v_flood_light_radius_tile = flood_radius_tile;\n    v_ao = vec2(u_ao.x, ao_radius);\n#ifdef FOG\n    v_fog_pos = fog_position(pos);\n    v_fog = 1.0 - fog(v_fog_pos);\n#endif\n#endif\n\n    float hidden_by_landmark = 0.0;\n#ifdef HAS_CENTROID\n    hidden_by_landmark = float(a_hidden_by_landmark);\n#endif\n\n    float isFloodlit = float(fl_ground_radius > 0.0 && u_flood_light_intensity > 0.0);\n    float hidden = mix(1.0 - isFloodlit, isFloodlit, u_ao_pass);\n    hidden += hidden_by_landmark;\n\n    gl_Position = mix(u_matrix * vec4(pos, 1.0), AWAY, float(hidden > 0.0));\n\n#ifdef RENDER_CUTOFF\n    v_cutoff_opacity = cutoff_opacity(u_cutoff_params, gl_Position.z);\n#endif\n}\n","#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nprecision highp float;\n\nuniform vec3 u_ground_shadow_factor;\n\nin vec4 v_pos_light_view_0;\nin vec4 v_pos_light_view_1;\n\n#ifdef FOG\nin float v_fog_opacity;\n#endif\n\nvoid main() {\n    float light = shadowed_light_factor_plane_bias(v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w);\n    vec3 shadow = mix(u_ground_shadow_factor, vec3(1.0), light);\n\n#ifdef RENDER_CUTOFF\n    shadow = mix(vec3(1.0), shadow, cutoff_opacity(u_cutoff_params, 1.0 / gl_FragCoord.w));\n#endif\n#ifdef FOG\n    shadow = mix(shadow, vec3(1.0), v_fog_opacity);\n#endif\n\n#ifdef INDICATOR_CUTOUT\n    shadow = mix(shadow, vec3(1.0), 1.0 - applyCutout(vec4(1.0), 0.0).r);\n#endif\n#ifdef FEATURE_CUTOUT\n    vec2 uv = gl_FragCoord.xy * u_inv_viewport_size.xy;\n#ifdef FLIP_Y\n    uv.y = 1.0 - uv.y;\n#endif\n\n    highp float cutoutFactor = get_cutout_factors(gl_FragCoord).y;\n    highp float cutoutDepthNDC = sample_cutout_depth_bilinear(u_cutout_depth_image, uv);\n    highp float fragDepthNDC = gl_FragCoord.z / u_feature_cutout_params.w;\n    // Prevent cutting above ground\n    highp float groundThreshold = -0.001;\n    highp float groundLimit = clamp((fragDepthNDC + groundThreshold - cutoutDepthNDC) / groundThreshold + 0.5, 0.0, 1.0);\n    cutoutFactor = mix(0.0, cutoutFactor, groundLimit);\n\n    shadow = mix(shadow, vec3(1.0), cutoutFactor);\n#endif\n\n    glFragColor = vec4(shadow, 1.0);\n}\n","#include \"_prelude_fog.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nin ivec2 a_pos;\n\nout vec4 v_pos_light_view_0;\nout vec4 v_pos_light_view_1;\n\n#ifdef FOG\nout float v_fog_opacity;\n#endif\n\nvoid main() {\n    gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);\n\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(a_pos, 0.0, 1.0);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(a_pos, 0.0, 1.0);\n\n#ifdef FOG\n    v_fog_pos = fog_position(vec2(a_pos));\n    v_fog_opacity = fog(v_fog_pos);\n#endif\n}\n","import {UniformMatrix4f, Uniform3f} from '../../../src/render/uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type {UniformValues} from '../../../src/render/uniform_binding';\nimport type Context from '../../../src/gl/context';\n\nexport type GroundShadowUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_ground_shadow_factor']: Uniform3f;\n};\n\nconst groundShadowUniforms = (context: Context): GroundShadowUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_ground_shadow_factor': new Uniform3f(context)\n});\n\nconst groundShadowUniformValues = (matrix: mat4, shadowFactor: [number, number, number]): UniformValues<GroundShadowUniformsType> => ({\n    'u_matrix': matrix,\n    'u_ground_shadow_factor': shadowFactor\n});\n\nexport {\n    groundShadowUniforms,\n    groundShadowUniformValues\n};\n","import assert from '../../style-spec/util/assert';\nimport pixelsToTileUnits from '../../source/pixels_to_tile_units';\n\nimport type {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    UniformValues} from '../uniform_binding';\nimport type Painter from '../painter';\nimport type {OverscaledTileID} from '../../source/tile_id';\nimport type Tile from '../../source/tile';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {ImagePosition} from \"../image_atlas\";\n\ntype BackgroundPatternUniformsType = {\n    ['u_image']: Uniform1i;\n    ['u_pattern_tl']: Uniform2f;\n    ['u_pattern_br']: Uniform2f;\n    ['u_texsize']: Uniform2f;\n    ['u_pattern_size']: Uniform2f;\n    ['u_pixel_coord_upper']: Uniform2f;\n    ['u_pixel_coord_lower']: Uniform2f;\n    ['u_pattern_units_to_pixels']: Uniform2f;\n};\n\nexport type PatternUniformsType = {\n    ['u_image']: Uniform1i;\n    ['u_texsize']: Uniform2f;\n    ['u_tile_units_to_pixels']: Uniform1f;\n    ['u_pixel_coord_upper']: Uniform2f;\n    ['u_pixel_coord_lower']: Uniform2f;\n    ['u_pattern_transition']: Uniform1f;\n};\n\nfunction patternUniformValues(painter: Painter, tile: Tile, patternTransition: number = 0): UniformValues<PatternUniformsType> {\n\n    const numTiles = Math.pow(2, tile.tileID.overscaledZ);\n    const tileSizeAtNearestZoom = tile.tileSize * Math.pow(2, painter.transform.tileZoom) / numTiles;\n\n    const pixelX = tileSizeAtNearestZoom * (tile.tileID.canonical.x + tile.tileID.wrap * numTiles);\n    const pixelY = tileSizeAtNearestZoom * tile.tileID.canonical.y;\n\n    return {\n        'u_image': 0,\n        'u_texsize': tile.imageAtlasTexture ? tile.imageAtlasTexture.size : [0, 0],\n        'u_tile_units_to_pixels': 1 / pixelsToTileUnits(tile, 1, painter.transform.tileZoom),\n        // split the pixel coord into two pairs of 16 bit numbers. The glsl spec only guarantees 16 bits of precision.\n        'u_pixel_coord_upper': [pixelX >> 16, pixelY >> 16],\n        'u_pixel_coord_lower': [pixelX & 0xFFFF, pixelY & 0xFFFF],\n        'u_pattern_transition': patternTransition,\n    };\n}\n\nfunction bgPatternUniformValues(\n    image: ResolvedImage,\n    scope: string,\n    patternPosition: ImagePosition | null | undefined,\n    painter: Painter,\n    isViewport: boolean,\n    tile: {\n        tileID: OverscaledTileID;\n        tileSize: number;\n    },\n): UniformValues<BackgroundPatternUniformsType> {\n    assert(patternPosition);\n    const {width, height} = painter.imageManager.getPixelSize(scope);\n\n    const numTiles = Math.pow(2, tile.tileID.overscaledZ);\n    const tileSizeAtNearestZoom = tile.tileSize * Math.pow(2, painter.transform.tileZoom) / numTiles;\n\n    const pixelX = tileSizeAtNearestZoom * (tile.tileID.canonical.x + tile.tileID.wrap * numTiles);\n    const pixelY = tileSizeAtNearestZoom * tile.tileID.canonical.y;\n\n    return {\n        'u_image': 0,\n        'u_pattern_tl': patternPosition.tl,\n        'u_pattern_br': patternPosition.br,\n        'u_texsize': [width, height],\n        'u_pattern_size': patternPosition.displaySize,\n        'u_pattern_units_to_pixels': isViewport ? [painter.transform.width, -1.0 * painter.transform.height] : [1 / pixelsToTileUnits(tile, 1, painter.transform.tileZoom), 1 / pixelsToTileUnits(tile, 1, painter.transform.tileZoom)],\n        // split the pixel coord into two pairs of 16 bit numbers. The glsl spec only guarantees 16 bits of precision.\n        'u_pixel_coord_upper': [pixelX >> 16, pixelY >> 16],\n        'u_pixel_coord_lower': [pixelX & 0xFFFF, pixelY & 0xFFFF]\n    };\n}\nexport {bgPatternUniformValues, patternUniformValues};\n","import {patternUniformValues} from './pattern';\nimport {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    Uniform3f,\n    UniformMatrix4f\n} from '../uniform_binding';\nimport {mat3, mat4, vec3} from 'gl-matrix';\nimport {CanonicalTileID} from '../../source/tile_id';\nimport EXTENT from '../../style-spec/data/extent';\n\nimport type Context from '../../gl/context';\nimport type Painter from '../painter';\nimport type {UniformValues} from '../uniform_binding';\nimport type Tile from '../../source/tile';\nimport type {OverscaledTileID} from '../../source/tile_id';\n\nexport type FillExtrusionDefinesType =\n    | 'CLEAR_FROM_TEXTURE'\n    | 'CLEAR_SUBPASS'\n    | 'FAUX_AO'\n    | 'FLOOD_LIGHT'\n    | 'HAS_CENTROID'\n    | 'RENDER_FRONT_CUTOFF'\n    | 'RENDER_WALL_MODE'\n    | 'SDF_SUBPASS'\n    | 'ZERO_ROOF_RADIUS'\n    | 'FILL_EXTRUSION_PATTERN_TRANSITION'\n    | 'HAS_ATTRIBUTE_a_flood_light_ground_radius';\n\nconst fillExtrusionAlignmentType = {\n    'terrain': 0,\n    'flat': 1,\n};\n\nexport type FillExtrusionUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_lightpos']: Uniform3f;\n    ['u_lightintensity']: Uniform1f;\n    ['u_lightcolor']: Uniform3f;\n    ['u_vertical_gradient']: Uniform1f;\n    ['u_opacity']: Uniform1f;\n    ['u_height_type']: Uniform1i;\n    ['u_base_type']: Uniform1i;\n    // globe uniforms:\n    ['u_tile_id']: Uniform3f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_inv_rot_matrix']: UniformMatrix4f;\n    ['u_merc_center']: Uniform2f;\n    ['u_up_dir']: Uniform3f;\n    ['u_height_lift']: Uniform1f;\n    ['u_ao']: Uniform2f;\n    ['u_edge_radius']: Uniform1f;\n    ['u_width_scale']: Uniform1f;\n    ['u_flood_light_color']: Uniform3f;\n    ['u_vertical_scale']: Uniform1f;\n    ['u_flood_light_intensity']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_front_cutoff_params']: Uniform3f;\n};\n\nexport type FillExtrusionDepthUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_edge_radius']: Uniform1f;\n    ['u_width_scale']: Uniform1f;\n    ['u_vertical_scale']: Uniform1f;\n    ['u_height_type']: Uniform1i;\n    ['u_base_type']: Uniform1i;\n};\n\nexport type FillExtrusionPatternUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_lightpos']: Uniform3f;\n    ['u_lightintensity']: Uniform1f;\n    ['u_lightcolor']: Uniform3f;\n    ['u_height_factor']: Uniform1f;\n    ['u_vertical_gradient']: Uniform1f;\n    ['u_ao']: Uniform2f;\n    ['u_edge_radius']: Uniform1f;\n    ['u_width_scale']: Uniform1f;\n    ['u_height_type']: Uniform1i;\n    ['u_base_type']: Uniform1i;\n    // globe uniforms:\n    ['u_tile_id']: Uniform3f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_inv_rot_matrix']: UniformMatrix4f;\n    ['u_merc_center']: Uniform2f;\n    ['u_up_dir']: Uniform3f;\n    ['u_height_lift']: Uniform1f;\n    // pattern uniforms:\n    ['u_texsize']: Uniform2f;\n    ['u_image']: Uniform1i;\n    ['u_pixel_coord_upper']: Uniform2f;\n    ['u_pixel_coord_lower']: Uniform2f;\n    ['u_tile_units_to_pixels']: Uniform1f;\n    ['u_opacity']: Uniform1f;\n    ['u_pattern_transition']: Uniform1f\n};\n\nconst fillExtrusionUniforms = (context: Context): FillExtrusionUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_lightpos': new Uniform3f(context),\n    'u_lightintensity': new Uniform1f(context),\n    'u_lightcolor': new Uniform3f(context),\n    'u_vertical_gradient': new Uniform1f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_edge_radius': new Uniform1f(context),\n    'u_width_scale': new Uniform1f(context),\n    'u_ao': new Uniform2f(context),\n    'u_height_type': new Uniform1i(context),\n    'u_base_type': new Uniform1i(context),\n    // globe uniforms:\n    'u_tile_id': new Uniform3f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_inv_rot_matrix': new UniformMatrix4f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_up_dir': new Uniform3f(context),\n    'u_height_lift': new Uniform1f(context),\n    'u_flood_light_color': new Uniform3f(context),\n    'u_vertical_scale': new Uniform1f(context),\n    'u_flood_light_intensity': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_front_cutoff_params': new Uniform3f(context)\n});\n\nconst fillExtrusionDepthUniforms = (context: Context): FillExtrusionDepthUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_edge_radius': new Uniform1f(context),\n    'u_width_scale': new Uniform1f(context),\n    'u_vertical_scale': new Uniform1f(context),\n    'u_height_type': new Uniform1i(context),\n    'u_base_type': new Uniform1i(context),\n});\n\nconst fillExtrusionPatternUniforms = (context: Context): FillExtrusionPatternUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_lightpos': new Uniform3f(context),\n    'u_lightintensity': new Uniform1f(context),\n    'u_lightcolor': new Uniform3f(context),\n    'u_vertical_gradient': new Uniform1f(context),\n    'u_height_factor': new Uniform1f(context),\n    'u_edge_radius': new Uniform1f(context),\n    'u_width_scale': new Uniform1f(context),\n    'u_ao': new Uniform2f(context),\n    'u_height_type': new Uniform1i(context),\n    'u_base_type': new Uniform1i(context),\n    // globe uniforms:\n    'u_tile_id': new Uniform3f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_inv_rot_matrix': new UniformMatrix4f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_up_dir': new Uniform3f(context),\n    'u_height_lift': new Uniform1f(context),\n    // pattern uniforms\n    'u_image': new Uniform1i(context),\n    'u_texsize': new Uniform2f(context),\n    'u_pixel_coord_upper': new Uniform2f(context),\n    'u_pixel_coord_lower': new Uniform2f(context),\n    'u_tile_units_to_pixels': new Uniform1f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_pattern_transition': new Uniform1f(context)\n});\n\nconst identityMatrix = mat4.create();\nconst zeroVec3: [number, number, number] = [0, 0, 0];\n\nconst fillExtrusionUniformValues = (\n    matrix: mat4,\n    painter: Painter,\n    shouldUseVerticalGradient: boolean,\n    opacity: number,\n    aoIntensityRadius: [number, number],\n    edgeRadius: number,\n    lineWidthScale: number,\n    coord: OverscaledTileID,\n    heightLift: number,\n    heightAlignment: string,\n    baseAlignment: string,\n    zoomTransition: number,\n    mercatorCenter: [number, number],\n    invMatrix: mat4,\n    floodLightColor: [number, number, number],\n    verticalScale: number,\n    floodLightIntensity: number,\n    groundShadowFactor: [number, number, number],\n    frontCutoffParams: [number, number, number] = [0, 0, 1],\n    lighting3DMode: boolean = false,\n): UniformValues<FillExtrusionUniformsType> => {\n    let lightPos: [number, number, number] = zeroVec3;\n    let lightIntensity = 0;\n    let lightColor: [number, number, number] = zeroVec3;\n\n    if (!lighting3DMode) {\n        const light = painter.style.light;\n        const _lp = light.properties.get('position');\n        lightPos = [_lp.x, _lp.y, _lp.z];\n        const anchor = light.properties.get('anchor');\n        if (anchor === 'viewport') {\n            const lightMat = mat3.create();\n            mat3.fromRotation(lightMat, -painter.transform.angle);\n            vec3.transformMat3(lightPos, lightPos, lightMat);\n        }\n        const c = light.properties.get('color').toPremultipliedRenderColor(null);\n        lightIntensity = light.properties.get('intensity');\n        lightColor = [c.r, c.g, c.b];\n    }\n\n    const tr = painter.transform;\n\n    const uniformValues = {\n        'u_matrix': matrix as Float32Array,\n        'u_lightpos': lightPos,\n        'u_lightintensity': lightIntensity,\n        'u_lightcolor': lightColor,\n        'u_vertical_gradient': +shouldUseVerticalGradient,\n        'u_opacity': opacity,\n        'u_tile_id': [0, 0, 0] as [number, number, number],\n        'u_zoom_transition': 0,\n        'u_inv_rot_matrix': identityMatrix as Float32Array,\n        'u_merc_center': [0, 0] as [number, number],\n        'u_up_dir': [0, 0, 0] as [number, number, number],\n        'u_height_lift': 0,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        'u_height_type': fillExtrusionAlignmentType[heightAlignment],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        'u_base_type': fillExtrusionAlignmentType[baseAlignment],\n        'u_ao': aoIntensityRadius,\n        'u_edge_radius': edgeRadius,\n        'u_width_scale': lineWidthScale,\n        'u_flood_light_color': floodLightColor,\n        'u_vertical_scale': verticalScale,\n        'u_flood_light_intensity': floodLightIntensity,\n        'u_ground_shadow_factor': groundShadowFactor,\n        'u_front_cutoff_params': frontCutoffParams,\n    };\n\n    if (tr.projection.name === 'globe') {\n        uniformValues['u_tile_id'] = [coord.canonical.x, coord.canonical.y, 1 << coord.canonical.z];\n        uniformValues['u_zoom_transition'] = zoomTransition;\n        uniformValues['u_inv_rot_matrix'] = invMatrix as Float32Array;\n        uniformValues['u_merc_center'] = mercatorCenter;\n        uniformValues['u_up_dir'] = tr.projection.upVector(new CanonicalTileID(0, 0, 0), mercatorCenter[0] * EXTENT, mercatorCenter[1] * EXTENT);\n        uniformValues['u_height_lift'] = heightLift;\n    }\n\n    return uniformValues;\n};\n\nconst fillExtrusionDepthUniformValues = (matrix: mat4, edgeRadius: number, lineWidthScale: number, verticalScale: number, heightAlignment: string, baseAlignment: string): UniformValues<FillExtrusionDepthUniformsType> => {\n    return {\n        'u_matrix': matrix,\n        'u_edge_radius': edgeRadius,\n        'u_width_scale': lineWidthScale,\n        'u_vertical_scale': verticalScale,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        'u_height_type': fillExtrusionAlignmentType[heightAlignment],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        'u_base_type': fillExtrusionAlignmentType[baseAlignment],\n    };\n};\n\nconst fillExtrusionPatternUniformValues = (\n    matrix: mat4,\n    painter: Painter,\n    shouldUseVerticalGradient: boolean,\n    opacity: number,\n    aoIntensityRadius: [number, number],\n    edgeRadius: number,\n    lineWidthScale: number,\n    coord: OverscaledTileID,\n    tile: Tile,\n    heightLift: number,\n    heightAlignment: string,\n    baseAlignment: string,\n    zoomTransition: number,\n    mercatorCenter: [number, number],\n    invMatrix: mat4,\n    floodLightColor: [number, number, number],\n    verticalScale: number,\n    patternTransition: number,\n    lighting3DMode: boolean = false,\n): UniformValues<FillExtrusionPatternUniformsType> => {\n    const uniformValues = fillExtrusionUniformValues(\n        matrix, painter, shouldUseVerticalGradient, opacity, aoIntensityRadius, edgeRadius, lineWidthScale, coord,\n        heightLift, heightAlignment, baseAlignment, zoomTransition, mercatorCenter, invMatrix, floodLightColor, verticalScale, 1.0, [0, 0, 0], [0, 0, 1], lighting3DMode);\n    const heightFactorUniform = {\n        'u_height_factor': -Math.pow(2, coord.overscaledZ) / tile.tileSize / 8\n    };\n    return Object.assign(uniformValues, patternUniformValues(painter, tile, patternTransition), heightFactorUniform);\n};\n\nexport {\n    fillExtrusionUniforms,\n    fillExtrusionDepthUniforms,\n    fillExtrusionPatternUniforms,\n    fillExtrusionUniformValues,\n    fillExtrusionDepthUniformValues,\n    fillExtrusionPatternUniformValues,\n};\n","import EXTENT from '../../src/style-spec/data/extent';\nimport {neighborCoord} from '../../src/source/tile_id';\nimport {getCutoffParams} from '../../src/render/cutoff';\nimport {mat4} from 'gl-matrix';\nimport {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    Uniform3f,\n    UniformMatrix4f,\n} from '../../src/render/uniform_binding';\nimport assert from '../../src/style-spec/util/assert';\n\nimport type CullFaceMode from '../../src/gl/cull_face_mode';\nimport type ColorMode from '../../src/gl/color_mode';\nimport type StencilMode from '../../src/gl/stencil_mode';\nimport type DepthMode from '../../src/gl/depth_mode';\nimport type Context from '../../src/gl/context';\nimport type Painter from '../../src/render/painter';\nimport type SourceCache from '../../src/source/source_cache';\nimport type {UniformValues} from '../../src/render/uniform_binding';\nimport type {OverscaledTileID} from '../../src/source/tile_id';\nimport type Texture from '../../src/render/texture';\nimport type {GroundEffect} from '../../src/data/bucket/fill_extrusion_bucket';\nimport type SegmentVector from '../../src/data/segment';\nimport type {TypedStyleLayer} from '../../src/style/style_layer/typed_style_layer';\nimport type {BucketWithGroundEffect, GroundEffectProperties} from '../../src/render/draw_fill_extrusion';\nimport type VertexBuffer from '../../src/gl/vertex_buffer';\nimport type {DynamicDefinesType} from '../../src/render/program/program_uniforms';\n\nexport type FillExtrusionGroundEffectUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_opacity']: Uniform1f;\n    ['u_ao_pass']: Uniform1f;\n    ['u_meter_to_tile']: Uniform1f;\n    ['u_ao']: Uniform2f;\n    ['u_flood_light_intensity']: Uniform1f;\n    ['u_flood_light_color']: Uniform3f;\n    ['u_attenuation']: Uniform1f;\n    ['u_edge_radius']: Uniform1f;\n    ['u_fb']: Uniform1i;\n    ['u_fb_size']: Uniform1f;\n    ['u_dynamic_offset']: Uniform1f;\n};\n\nexport const fillExtrusionGroundEffectUniforms = (context: Context): FillExtrusionGroundEffectUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_ao_pass': new Uniform1f(context),\n    'u_meter_to_tile': new Uniform1f(context),\n    'u_ao': new Uniform2f(context),\n    'u_flood_light_intensity': new Uniform1f(context),\n    'u_flood_light_color': new Uniform3f(context),\n    'u_attenuation': new Uniform1f(context),\n    'u_edge_radius': new Uniform1f(context),\n    'u_fb': new Uniform1i(context),\n    'u_fb_size': new Uniform1f(context),\n    'u_dynamic_offset': new Uniform1f(context),\n});\n\nexport const fillExtrusionGroundEffectUniformValues = (\n    matrix: mat4,\n    opacity: number,\n    aoPass: boolean,\n    meterToTile: number,\n    ao: [number, number],\n    floodLightIntensity: number,\n    floodLightColor: [number, number, number],\n    attenuation: number,\n    edgeRadius: number,\n    fbSize: number,\n): UniformValues<FillExtrusionGroundEffectUniformsType> => ({\n    'u_matrix': matrix,\n    'u_opacity': opacity,\n    'u_ao_pass': aoPass ? 1 : 0,\n    'u_meter_to_tile': meterToTile,\n    'u_ao': ao,\n    'u_flood_light_intensity': floodLightIntensity,\n    'u_flood_light_color': floodLightColor,\n    'u_attenuation': attenuation,\n    'u_edge_radius': edgeRadius,\n    'u_fb': 0,\n    'u_fb_size': fbSize,\n    'u_dynamic_offset': 1,\n});\n\n// Scratch buffer reused across neighbour iterations in the ground-effect loop; safe because\n// the matrix is consumed synchronously by program.draw (UniformMatrix4f caches a copy).\nconst neighborProjScratch = new Float32Array(16);\n\ntype GroundEffectSubpassType = 'clear' | 'sdf' | 'color' | 'emissive';\n\nexport function drawGroundEffect<StyleLayerType extends TypedStyleLayer>(props: GroundEffectProperties, painter: Painter, source: SourceCache, layer: StyleLayerType, coords: Array<OverscaledTileID>, depthMode: DepthMode, stencilMode: StencilMode, colorMode: ColorMode, cullFaceMode: CullFaceMode, aoPass: boolean, subpass: GroundEffectSubpassType, opacity: number, aoIntensity: number, aoRadius: number, floodLightIntensity: number, floodLightColor: [number, number, number], attenuation: number, replacementActive: boolean, renderNeighbors: boolean, framebufferCopyTexture?: Texture | null, frontCutoffParams?: [number, number, number]) {\n    const context = painter.context;\n    const gl = context.gl;\n    const tr = painter.transform;\n    const zoom = painter.transform.zoom;\n    const defines: Array<DynamicDefinesType> = [];\n\n    const paintPropertyTranslate = props.translate;\n    const paintPropertyTranslateAnchor = props.translateAnchor;\n    const edgeRadius = props.edgeRadius;\n    const cutoffParams = getCutoffParams(painter, props.cutoffFadeRange);\n\n    if (subpass === 'clear') {\n        defines.push('CLEAR_SUBPASS');\n        if (framebufferCopyTexture) {\n            defines.push('CLEAR_FROM_TEXTURE');\n            context.activeTexture.set(gl.TEXTURE0);\n            framebufferCopyTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n        }\n    } else if (subpass === 'sdf') {\n        defines.push('SDF_SUBPASS');\n    } else if (subpass === 'emissive') {\n        defines.push('USE_MRT1');\n        context.activeTexture.set(gl.TEXTURE0);\n        framebufferCopyTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n    }\n    if (replacementActive) {\n        defines.push('HAS_CENTROID');\n    }\n    if (cutoffParams.shouldRenderCutoff) {\n        defines.push('RENDER_CUTOFF');\n    }\n\n    const renderGroundEffectTile = (coord: OverscaledTileID, groundEffect: GroundEffect, segments: SegmentVector, matrix: mat4, meterToTile: number) => {\n        let programDefines = defines;\n        if (groundEffect.groundRadiusBuffer != null) {\n            programDefines = defines.concat('HAS_ATTRIBUTE_a_flood_light_ground_radius');\n        }\n\n        const programConfiguration = groundEffect.programConfigurations.get(layer.id);\n        const affectedByFog = painter.isTileAffectedByFog(coord);\n        const program = painter.getOrCreateProgram('fillExtrusionGroundEffect', {config: programConfiguration, defines: programDefines, overrideFog: affectedByFog});\n\n        const ao: [number, number] = [aoIntensity, aoRadius * meterToTile];\n\n        const edgeRadiusTile = zoom >= 17 ? 0 : edgeRadius * meterToTile;\n        const fbSize = framebufferCopyTexture ? framebufferCopyTexture.size[0] : 0;\n        const uniformValues = fillExtrusionGroundEffectUniformValues(matrix, opacity, aoPass, meterToTile, ao, floodLightIntensity, floodLightColor, attenuation, edgeRadiusTile, fbSize);\n\n        const dynamicBuffers: Array<VertexBuffer | null | undefined> = [];\n        if (replacementActive) dynamicBuffers.push(groundEffect.hiddenByLandmarkVertexBuffer);\n\n        if (groundEffect.groundRadiusBuffer != null) {\n            dynamicBuffers.push(groundEffect.groundRadiusBuffer);\n        }\n        painter.uploadCommonUniforms(context, program, coord.toUnwrapped(), null, cutoffParams);\n\n        program.draw(painter, context.gl.TRIANGLES, depthMode, stencilMode, colorMode, cullFaceMode,\n            uniformValues, layer.id, groundEffect.vertexBuffer, groundEffect.indexBuffer,\n            segments, layer.paint, zoom,\n            programConfiguration, dynamicBuffers);\n    };\n\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-assignment\n        const bucket: BucketWithGroundEffect | null | undefined = (tile.getBucket(layer) as any);\n        if (!bucket || bucket.projection.name !== tr.projection.name || !bucket.groundEffect || (bucket.groundEffect && !bucket.groundEffect.hasData())) continue;\n\n        const groundEffect = bucket.groundEffect;\n        const meterToTile = 1 / bucket.tileToMeter;\n        {\n            const matrix = painter.translatePosMatrix(\n                coord.projMatrix,\n                tile,\n\n                paintPropertyTranslate,\n                paintPropertyTranslateAnchor);\n\n            const segments = groundEffect.getDefaultSegment();\n            renderGroundEffectTile(coord, groundEffect, segments, matrix, meterToTile);\n        }\n\n        if (renderNeighbors) {\n            for (let i = 0; i < 4; i++) {\n                const nCoord = neighborCoord[i](coord);\n                const nTile = source.getTile(nCoord);\n                if (!nTile) continue;\n\n                const nBucket = nTile.getBucket(layer) as BucketWithGroundEffect;\n                if (!nBucket || nBucket.projection.name !== tr.projection.name || !nBucket.groundEffect || (nBucket.groundEffect && !nBucket.groundEffect.hasData())) continue;\n\n                const nGroundEffect = nBucket.groundEffect;\n                assert(nGroundEffect.regionSegments);\n\n                let translation: [number, number, number];\n                let regionId: number;\n                if (i === 0) { // left\n                    translation = [-EXTENT, 0, 0];\n                    regionId = 1;\n                } else if (i === 1) { // right\n                    translation = [EXTENT, 0, 0];\n                    regionId = 0;\n                } else if (i === 2) { // top\n                    translation = [0, -EXTENT, 0];\n                    regionId = 3;\n                } else { // bottom\n                    translation = [0, EXTENT, 0];\n                    regionId = 2;\n                }\n\n                const segments = nGroundEffect.regionSegments[regionId];\n                // No geometry from the neighbour tile intersects the current tile.\n                if (!segments) continue;\n\n                mat4.translate(neighborProjScratch, coord.projMatrix, translation);\n                const matrix = painter.translatePosMatrix(\n                    neighborProjScratch,\n                    tile,\n\n                    paintPropertyTranslate,\n                    paintPropertyTranslateAnchor);\n                renderGroundEffectTile(coord, nGroundEffect, segments, matrix, meterToTile);\n            }\n        }\n    }\n}\n","import {modelUniforms, modelDepthUniforms} from './model_program';\nimport {groundShadowUniforms} from './ground_shadow_program';\nimport {fillExtrusionDepthUniforms} from '../../../src/render/program/fill_extrusion_program';\nimport {fillExtrusionGroundEffectUniforms} from '../draw_ground_effect';\n\nexport const programUniforms = {\n    model: modelUniforms,\n    modelDepth: modelDepthUniforms,\n    groundShadow: groundShadowUniforms,\n    fillExtrusionDepth: fillExtrusionDepthUniforms,\n    fillExtrusionGroundEffect: fillExtrusionGroundEffectUniforms,\n} as const;\n\nexport type ProgramUniformsStandardType = {\n    [K in keyof typeof programUniforms]: ReturnType<typeof programUniforms[K]>;\n};\n","import {vec3} from 'gl-matrix';\nimport {cartesianPositionToSpherical, sphericalPositionToCartesian, clamp, linearVec3TosRGB} from '../../src/util/util';\n\nimport type Style from '../../src/style/style';\nimport type Lights from '../style/lights';\nimport type {LightProps as Directional} from '../style/directional_light_properties';\nimport type {LightProps as Ambient} from '../style/ambient_light_properties';\n\nexport function shadowDirectionFromProperties(directionalLight: Lights<Directional>): vec3 {\n    const direction = directionalLight.properties.get('direction');\n\n    const spherical = cartesianPositionToSpherical(direction.x, direction.y, direction.z);\n\n    // Limit light position specifically for shadow rendering.\n    // If the polar coordinate goes very high, we get visual artifacts.\n    // We limit the position in order to avoid these issues.\n    // 75 degrees is an arbitrarily chosen value, based on a subjective assessment of the visuals.\n    const MaxPolarCoordinate = 75.0;\n    spherical[2] = clamp(spherical[2], 0.0, MaxPolarCoordinate);\n\n    const position = sphericalPositionToCartesian([spherical[0], spherical[1], spherical[2]]);\n\n    // Convert polar and azimuthal to cartesian\n    return vec3.fromValues(position.x, position.y, position.z);\n}\n\nexport function calculateGroundShadowFactor(\n    style: Style,\n    directionalLight: Lights<Directional>,\n    ambientLight: Lights<Ambient>,\n): [number, number, number] {\n    const dirColorIgnoreLut = directionalLight.properties.get('color-use-theme') === 'none';\n    const dirColor = directionalLight.properties.get('color');\n    const dirIntensity = directionalLight.properties.get('intensity');\n    const dirDirection = directionalLight.properties.get('direction');\n\n    const directionVec: [number, number, number] = [dirDirection.x, dirDirection.y, dirDirection.z];\n    const ambientColorIgnoreLut = ambientLight.properties.get('color-use-theme') === 'none';\n    const ambientColor = ambientLight.properties.get('color');\n    const ambientIntensity = ambientLight.properties.get('intensity');\n\n    const groundNormal: [number, number, number] = [0.0, 0.0, 1.0];\n    const dirDirectionalFactor = Math.max(vec3.dot(groundNormal, directionVec), 0.0);\n    const ambStrength: [number, number, number] = [0, 0, 0];\n    vec3.scale(ambStrength, ambientColor.toPremultipliedRenderColor(ambientColorIgnoreLut ? null : style.getLut(directionalLight.scope)).toArray01Linear().slice(0, 3), ambientIntensity);\n    const dirStrength: [number, number, number] = [0, 0, 0];\n    vec3.scale(dirStrength, dirColor.toPremultipliedRenderColor(dirColorIgnoreLut ? null : style.getLut(ambientLight.scope)).toArray01Linear().slice(0, 3), dirDirectionalFactor * dirIntensity);\n\n    // Multiplier X to get from lit surface color L to shadowed surface color S\n    // X = A / (A + D)\n    // A: Ambient light coming into the surface; taking into account color and intensity\n    // D: Directional light coming into the surface; taking into account color, intensity and direction\n    const shadow: [number, number, number] = [\n        ambStrength[0] > 0.0 ? ambStrength[0] / (ambStrength[0] + dirStrength[0]) : 0.0,\n        ambStrength[1] > 0.0 ? ambStrength[1] / (ambStrength[1] + dirStrength[1]) : 0.0,\n        ambStrength[2] > 0.0 ? ambStrength[2] / (ambStrength[2] + dirStrength[2]) : 0.0\n    ];\n\n    // Because blending will happen in sRGB space, convert the shadow factor to sRGB\n    return linearVec3TosRGB(shadow);\n}\n","import Texture from '../../src/render/texture';\nimport ColorMode from '../../src/gl/color_mode';\nimport DepthMode from '../../src/gl/depth_mode';\nimport StencilMode from '../../src/gl/stencil_mode';\nimport CullFaceMode from '../../src/gl/cull_face_mode';\nimport {Frustum, Aabb} from '../../src/util/primitives';\nimport Color from '../../src/style-spec/util/color';\nimport {FreeCamera} from '../../src/ui/free_camera';\nimport {mercatorZfromAltitude, tileToMeter} from '../../src/geo/mercator_coordinate';\nimport {clamp} from '../../src/util/util';\nimport {calculateGroundShadowFactor, shadowDirectionFromProperties} from './shadow_utils';\nimport {defaultShadowUniformValues} from '../render/shadow_uniforms';\nimport TextureSlots from './texture_slots';\nimport assert from '../../src/style-spec/util/assert';\nimport {mat4, vec3} from 'gl-matrix';\nimport {groundShadowUniformValues} from './program/ground_shadow_program';\nimport EXTENT from '../../src/style-spec/data/extent';\nimport {getCutoffParams} from '../../src/render/cutoff';\nimport {Debug} from '../../src/util/debug';\n\nimport type {vec4} from 'gl-matrix';\nimport type {DevToolsFolder} from '../../src/ui/control/devtools';\nimport type Lights from '../style/lights';\nimport type {OverscaledTileID, UnwrappedTileID} from '../../src/source/tile_id';\nimport type Transform from '../../src/geo/transform';\nimport type Framebuffer from '../../src/gl/framebuffer';\nimport type Painter from '../../src/render/painter';\nimport type Program from '../../src/render/program';\nimport type Style from '../../src/style/style';\nimport type {TypedStyleLayer} from '../../src/style/style_layer/typed_style_layer';\nimport type {UniformValues} from '../../src/render/uniform_binding';\nimport type {LightProps as Directional} from '../style/directional_light_properties';\nimport type {ShadowUniformsType} from '../render/shadow_uniforms';\nimport type {GroundShadowUniformsType} from '../render/program/ground_shadow_program';\nimport type {ModelUniformsType, ModelDepthUniformsType} from '../render/program/model_program';\nimport type {SymbolUniformsType} from '../../src/render/program/symbol_program';\nimport type {DynamicDefinesType} from '../../src/render/program/program_uniforms';\nimport type {\n    FillExtrusionDepthUniformsType,\n    FillExtrusionPatternUniformsType\n} from '../../src/render/program/fill_extrusion_program';\nimport type {BuildingUniformsType, BuildingDepthUniformsType} from './program/building_program';\n\ntype ShadowsUniformsType =\n    | ShadowUniformsType\n    | GroundShadowUniformsType\n    | SymbolUniformsType\n    | ModelUniformsType\n    | ModelDepthUniformsType\n    | FillExtrusionDepthUniformsType\n    | FillExtrusionPatternUniformsType\n    | BuildingUniformsType\n    | BuildingDepthUniformsType;\n\n// One scratch buffer per cascade; each assignment into the uniforms bag must keep a distinct\n// reference because the bag is consumed after the cascade loop completes. Grown lazily in case\n// the cascade count ever increases (currently capped at 2 by the u_light_matrix_0/1 uniforms).\nconst lightMatrixScratches: Float64Array[] = [];\nfunction getLightMatrixScratch(i: number): Float64Array {\n    const scratch = lightMatrixScratches[i] = lightMatrixScratches[i] || new Float64Array(16);\n    return scratch;\n}\n\n// Per-tile cache of cascade.matrix * tileMatrix, filled by computeCascadeTileMatrices and\n// consumed by setupShadowsFromTileCache. Module-level: the caller drains it per-node before\n// moving to the next tile.\nconst cascadeTileMatrixScratches: Float64Array[] = [];\n\n// Reused by calculateShadowPassMatrixFromMatrix. All callers consume the result synchronously\n// (uniform upload or .set() copy), so a single scratch is safe.\nconst shadowPassMatrixScratch = new Float32Array(16);\n\ntype ShadowCascade = {\n    framebuffer: Framebuffer;\n    texture: Texture;\n    matrix: mat4;\n    far: number;\n    boundingSphereRadius: number;\n    frustum: Frustum;\n    scale: number;\n};\n\n// Describes simplified shadow volume of a tile. Consists of eight corner\n// points of the aabb (possibly transformed) and four side planes. Top and bottom\n// planes are left out as they rarely contribute visibility.\nexport type TileShadowVolume = {\n    vertices: Array<vec3>;\n    planes: Array<vec4>;\n};\n\ntype ShadowNormalOffsetMode = 'vector-tile' | 'model-tile';\n\nfunction lerpClamp(x: number, x1: number, x2: number, y1: number, y2: number) {\n    const t = clamp((x - x1) / (x2 - x1), 0, 1);\n    return (1 - t) * y1 + t * y2;\n}\n\nclass ShadowReceiver {\n    constructor(aabb: Aabb, lastCascade?: number | null) {\n        this.aabb = aabb;\n        this.lastCascade = lastCascade;\n    }\n\n    aabb: Aabb;\n    lastCascade: number | null | undefined;\n}\n\nclass ShadowReceivers {\n    add(tileId: UnwrappedTileID, aabb: Aabb) {\n        const receiver = this.receivers[tileId.key];\n\n        if (receiver !== undefined) {\n            receiver.aabb.min[0] = Math.min(receiver.aabb.min[0], aabb.min[0]);\n            receiver.aabb.min[1] = Math.min(receiver.aabb.min[1], aabb.min[1]);\n            receiver.aabb.min[2] = Math.min(receiver.aabb.min[2], aabb.min[2]);\n            receiver.aabb.max[0] = Math.max(receiver.aabb.max[0], aabb.max[0]);\n            receiver.aabb.max[1] = Math.max(receiver.aabb.max[1], aabb.max[1]);\n            receiver.aabb.max[2] = Math.max(receiver.aabb.max[2], aabb.max[2]);\n        } else {\n            this.receivers[tileId.key] = new ShadowReceiver(aabb, null);\n        }\n    }\n\n    clear() {\n        this.receivers = {};\n    }\n\n    get(tileId: UnwrappedTileID): ShadowReceiver | null | undefined {\n        return this.receivers[tileId.key];\n    }\n\n    // Returns the number of cascades that need to be rendered based on visibility on screen.\n    // Cascades that need to be rendered always include the first cascade.\n    computeRequiredCascades(frustum: Frustum, worldSize: number, cascades: Array<ShadowCascade>): number {\n        const frustumAabb = Aabb.fromPoints(frustum.points);\n        let lastCascade = 0;\n\n        for (const receiverKey in this.receivers) {\n            const receiver = this.receivers[receiverKey];\n            if (!receiver) continue;\n\n            if (!frustumAabb.intersectsAabb(receiver.aabb)) continue;\n\n            receiver.aabb.min = frustumAabb.closestPoint(receiver.aabb.min);\n            receiver.aabb.max = frustumAabb.closestPoint(receiver.aabb.max);\n            const clampedTileAabbPoints = receiver.aabb.getCorners();\n\n            for (let i = 0; i < cascades.length; i++) {\n                let aabbInsideCascade = true;\n\n                for (const point of clampedTileAabbPoints) {\n                    const p: [number, number, number] = [point[0] * worldSize, point[1] * worldSize, point[2]];\n                    vec3.transformMat4(p, p, cascades[i].matrix);\n\n                    if (p[0] < -1.0 || p[0] > 1.0 || p[1] < -1.0 || p[1] > 1.0) {\n                        aabbInsideCascade = false;\n                        break;\n                    }\n                }\n\n                receiver.lastCascade = i;\n                lastCascade = Math.max(lastCascade, i);\n\n                if (aabbInsideCascade) {\n                    break;\n                }\n            }\n        }\n\n        return lastCascade + 1;\n    }\n\n    receivers!: Record<number, ShadowReceiver>;\n}\n\nexport class ShadowRenderer {\n    painter: Painter;\n    _enabled: boolean;\n    _drawShadowAfterLayer: number;\n    _numCascadesToRender: number;\n    _cascades: Array<ShadowCascade>;\n    _groundShadowTiles: Array<OverscaledTileID>;\n    _receivers: ShadowReceivers;\n    _depthMode: DepthMode;\n    _uniformValues: UniformValues<ShadowUniformsType>;\n    shadowDirection!: vec3;\n    useNormalOffset: boolean;\n\n    _forceDisable: boolean;\n    _devtoolsFolder: DevToolsFolder | null;\n\n    _shadowParameters: {\n        cascadeCount: number,\n        normalOffset: number,\n        shadowMapResolution: number\n    };\n\n    constructor(painter: Painter) {\n        this.painter = painter;\n        this._enabled = false;\n        this._drawShadowAfterLayer = -1;\n        this._numCascadesToRender = 0;\n        this._cascades = [];\n        this._groundShadowTiles = [];\n        this._receivers = new ShadowReceivers();\n        this._depthMode = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadWrite, [0, 1]);\n        this._uniformValues = defaultShadowUniformValues();\n        this._forceDisable = false;\n        this._devtoolsFolder = null;\n\n        this.useNormalOffset = false;\n\n        this._shadowParameters = {\n            cascadeCount: 2,\n            normalOffset: 3,\n            shadowMapResolution: 2048\n        };\n    }\n\n    destroy() {\n        Debug.run(() => {\n            if (this.painter._devtools) {\n                this.painter._devtools.removeFolder('Shadows');\n            }\n            this._devtoolsFolder = null;\n        });\n\n        for (const cascade of this._cascades) {\n            cascade.texture.destroy();\n            cascade.framebuffer.destroy();\n        }\n\n        this._cascades = [];\n    }\n\n    // Whether a layer contains a shader caster with its geometry available.\n    _hasCasterGeometry(layer: TypedStyleLayer, casterCoords: {\n        [_: string]: Array<OverscaledTileID>;\n    }): boolean {\n        const sourceCache = this.painter.style.getLayerSourceCache(layer);\n        if (!sourceCache) return false;\n\n        const source = sourceCache.getSource();\n        if (source.type === 'model') return source.getModels().length > 0;\n\n        const coords = casterCoords[sourceCache.id];\n        if (!coords) return false;\n\n        for (const coord of coords) {\n            const tile = sourceCache.getTile(coord);\n            if (tile && tile.getBucket(layer)) return true;\n        }\n\n        return false;\n    }\n\n    updateShadowParameters(transform: Transform, directionalLight: Lights<Directional> | null | undefined, casterCoords: {\n        [_: string]: Array<OverscaledTileID>;\n    }) {\n        const painter = this.painter;\n\n        Debug.run(() => {\n            if (painter._devtools && !this._devtoolsFolder) {\n                const folder = painter._devtools.addFolder('Shadows');\n                folder.addBinding(this, '_forceDisable', {label: 'forceDisable'}, () => painter.style.map.triggerRepaint());\n                folder.addBinding(this._shadowParameters, 'cascadeCount', {min: 1, max: 2, step: 1});\n                folder.addBinding(this._shadowParameters, 'normalOffset', {min: 0, max: 10, step: 0.05});\n                folder.addBinding(this._shadowParameters, 'shadowMapResolution', {min: 32, max: 2048, step: 32});\n                folder.addReadonly(this, '_numCascadesToRender', {label: 'numCascadesToRender'});\n                this._devtoolsFolder = folder;\n            }\n        });\n\n        this._enabled = false;\n        this._drawShadowAfterLayer = -1;\n        this._receivers.clear();\n\n        if (!directionalLight || !directionalLight.properties) {\n            return;\n        }\n\n        const shadowIntensity = directionalLight.properties.get('shadow-intensity');\n        const drawBeforeLayer = directionalLight.properties.get('shadow-draw-before-layer');\n\n        if (!directionalLight.shadowsEnabled() || shadowIntensity <= 0.0) {\n            return;\n        }\n\n        let lastShadowLayer = -1;\n\n        let layerIdx = 0;\n        for (const layerId of painter.style.order) {\n            const layer = painter.style._mergedLayers[layerId];\n            if (layer.hasShadowPass() && !layer.isHidden(transform.zoom) && this._hasCasterGeometry(layer, casterCoords)) {\n                lastShadowLayer = layerIdx;\n            }\n            // If drawBeforeLayer is specified, ground shadows will be rendered right before that layer.\n            // Check the exact match for the layer id or a match for a layer with the specific slot.\n            // Slots themselves are not included in layerRenderItems but if we have at least one layer\n            // which has a matching slot, then we will use that layer as the target.\n            if (drawBeforeLayer && (drawBeforeLayer === layerId || drawBeforeLayer === layer.slot)) {\n                // There should be no need to render shadows before the first layer, and it's not supported\n                this._drawShadowAfterLayer = layerIdx > 0 ? layerIdx - 1 : 0;\n            }\n            layerIdx += 1;\n        }\n\n        this._enabled = lastShadowLayer >= 0;\n\n        if (!this.enabled) {\n            return;\n        }\n\n        if (this._drawShadowAfterLayer < 0) {\n            this._drawShadowAfterLayer = lastShadowLayer;\n        }\n\n        const context = painter.context;\n        const width = this._shadowParameters.shadowMapResolution;\n        const height = this._shadowParameters.shadowMapResolution;\n\n        if (this._cascades.length === 0 || this._shadowParameters.shadowMapResolution !== this._cascades[0].texture.size[0]) {\n            this._cascades = [];\n            for (let i = 0; i < this._shadowParameters.cascadeCount; ++i) {\n                const gl = context.gl;\n                const fbo = context.createFramebuffer(width, height, 0, 'texture');\n                const depthTexture = new Texture(context, {width, height, data: null}, gl.DEPTH_COMPONENT16);\n                fbo.depthAttachment.set(depthTexture.texture);\n\n                this._cascades.push({\n                    framebuffer: fbo,\n                    texture: depthTexture,\n                    matrix: [],\n                    far: 0,\n                    boundingSphereRadius: 0,\n                    frustum: new Frustum(),\n                    scale: 0});\n            }\n        }\n\n        this.shadowDirection = shadowDirectionFromProperties(directionalLight);\n\n        let verticalRange = 0.0;\n        if (transform.elevation) {\n            const elevation = transform.elevation;\n            const range = [10000, -10000];\n            elevation.visibleDemTiles.filter(tile => tile.dem).forEach(tile => {\n                const minMaxTree = tile.dem.tree;\n                range[0] = Math.min(range[0], minMaxTree.minimums[0]);\n                range[1] = Math.max(range[1], minMaxTree.maximums[0]);\n            });\n            if (range[0] !== 10000) {\n                verticalRange = (range[1] - range[0]) * elevation.exaggeration();\n            }\n        }\n\n        const cascadeSplitDist = transform.cameraToCenterDistance * 1.5;\n        const shadowCutoutDist = cascadeSplitDist * 3.0;\n        const cameraInvProj = new Float64Array(16);\n        for (let cascadeIndex = 0; cascadeIndex < this._cascades.length; ++cascadeIndex) {\n            const cascade = this._cascades[cascadeIndex];\n\n            let near = transform.height / 50.0;\n            let far = 1.0;\n\n            if (this._shadowParameters.cascadeCount === 1) {\n                far = shadowCutoutDist;\n            } else {\n                if (cascadeIndex === 0) {\n                    far = cascadeSplitDist;\n                } else {\n                    near = cascadeSplitDist;\n                    far = shadowCutoutDist;\n                }\n            }\n\n            const [matrix, radius] = createLightMatrix(transform, this.shadowDirection, near, far, this._shadowParameters.shadowMapResolution, verticalRange);\n            cascade.scale = transform.scale;\n            cascade.matrix = matrix;\n            cascade.boundingSphereRadius = radius;\n\n            mat4.invert(cameraInvProj, cascade.matrix);\n            cascade.frustum = Frustum.fromInvProjectionMatrix(cameraInvProj, 1, 0, true);\n            cascade.far = far;\n        }\n        const fadeRangeIdx = this._cascades.length - 1;\n        this._uniformValues['u_fade_range'] = [this._cascades[fadeRangeIdx].far * 0.75, this._cascades[fadeRangeIdx].far];\n        this._uniformValues['u_shadow_intensity'] = shadowIntensity;\n        this._uniformValues['u_shadow_direction'] = [this.shadowDirection[0], this.shadowDirection[1], this.shadowDirection[2]];\n        this._uniformValues['u_shadow_texel_size'] = 1 / this._shadowParameters.shadowMapResolution;\n        this._uniformValues['u_shadow_map_resolution'] = this._shadowParameters.shadowMapResolution;\n        this._uniformValues['u_shadowmap_0'] = TextureSlots.ShadowMap0;\n        this._uniformValues['u_shadowmap_1'] = TextureSlots.ShadowMap0 + 1;\n\n        // Render shadows on the ground plane as an extra layer of blended \"tiles\"\n        const tileCoverOptions = {\n            tileSize: 512,\n            renderWorldCopies: true\n        };\n\n        this._groundShadowTiles = painter.transform.coveringTiles(tileCoverOptions);\n\n        const elevation = painter.transform.elevation;\n        for (const tileId of this._groundShadowTiles) {\n            let tileHeight = {min: 0, max: 0};\n            if (elevation) {\n                const minMax = elevation.getMinMaxForTile(tileId);\n                if (minMax) tileHeight = minMax;\n            }\n            this.addShadowReceiver(tileId.toUnwrapped(), tileHeight.min, tileHeight.max);\n        }\n    }\n\n    get enabled(): boolean {\n        return this._enabled && !this._forceDisable;\n    }\n\n    set enabled(enabled: boolean) {\n        // called on layer rendering to disable shadow receiving.\n        this._enabled = enabled;\n    }\n\n    drawShadowPass(style: Style, sourceCoords: {\n        [_: string]: Array<OverscaledTileID>;\n    }) {\n        if (!this.enabled) {\n            return;\n        }\n\n        const painter = this.painter;\n        const context = painter.context;\n\n        assert(painter.renderPass === 'shadow');\n\n        // For each shadow receiver, compute how many cascades would need to be\n        // sampled for the VISIBLE part of the receiver to be fully covered by\n        // shadows.\n        this._numCascadesToRender = this._receivers.computeRequiredCascades(painter.transform.getFrustum(0), painter.transform.worldSize, this._cascades);\n\n        context.viewport.set([0, 0, this._shadowParameters.shadowMapResolution, this._shadowParameters.shadowMapResolution]);\n\n        for (let cascade = 0; cascade < this._numCascadesToRender; ++cascade) {\n            painter.currentShadowCascade = cascade;\n\n            context.bindFramebuffer.set(this._cascades[cascade].framebuffer.framebuffer);\n            context.clear({color: Color.white, depth: 1});\n\n            for (const layerId of style.order) {\n                const layer = style._mergedLayers[layerId];\n                if (!layer.hasShadowPass() || layer.isHidden(painter.transform.zoom)) continue;\n\n                const sourceCache = style.getLayerSourceCache(layer);\n                const coords = sourceCache ? sourceCoords[sourceCache.id] : undefined;\n                if (layer.type !== 'model' && !(coords && coords.length)) continue;\n\n                painter.renderLayer(painter, sourceCache, layer, coords);\n            }\n        }\n\n        painter.currentShadowCascade = 0;\n    }\n\n    drawGroundShadows() {\n        if (!this.enabled) {\n            return;\n        }\n\n        const painter = this.painter;\n        const style = painter.style;\n        const context = painter.context;\n        const gl = context.gl;\n        const directionalLight = style.directionalLight;\n        const ambientLight = style.ambientLight;\n\n        if (!directionalLight || !ambientLight) {\n            return;\n        }\n\n        const baseDefines = [] as DynamicDefinesType[];\n        const cutoffParams = getCutoffParams(painter, painter.longestCutoffRange);\n        if (cutoffParams.shouldRenderCutoff) {\n            baseDefines.push('RENDER_CUTOFF');\n        }\n        baseDefines.push('RENDER_SHADOWS');\n        if (this.useNormalOffset) {\n            baseDefines.push('NORMAL_OFFSET');\n        }\n\n        const shadowColor = calculateGroundShadowFactor(style, directionalLight, ambientLight);\n\n        const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n        const stencilMode = new StencilMode({func: gl.EQUAL, mask: 0xFF}, 0x00, 0xFF, gl.KEEP, gl.KEEP, gl.KEEP);\n\n        for (const id of this._groundShadowTiles) {\n            const unwrapped = id.toUnwrapped();\n            const affectedByFog = painter.isTileAffectedByFog(id);\n            const program = painter.getOrCreateProgram('groundShadow', {defines: baseDefines, overrideFog: affectedByFog});\n\n            this.setupShadows(unwrapped, program);\n\n            painter.uploadCommonUniforms(context, program, unwrapped, null, cutoffParams);\n\n            const uniformValues = groundShadowUniformValues(painter.transform.calculateProjMatrix(unwrapped), shadowColor);\n\n            program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, ColorMode.multiply, CullFaceMode.disabled,\n                uniformValues, \"ground_shadow\", painter.tileExtentBuffer, painter.quadTriangleIndexBuffer,\n                painter.tileExtentSegments, null, painter.transform.zoom,\n                null, null);\n        }\n    }\n\n    getShadowPassDepthMode(): Readonly<DepthMode> {\n        return this._depthMode;\n    }\n\n    getGroundShadowLayerIndex(): number {\n        return this._drawShadowAfterLayer;\n    }\n\n    calculateShadowPassMatrixFromTile(unwrappedId: UnwrappedTileID): mat4 {\n        const tr = this.painter.transform;\n        const tileMatrix = tr.calculatePosMatrix(unwrappedId, tr.worldSize);\n        const lightMatrix = this._cascades[this.painter.currentShadowCascade].matrix;\n        mat4.multiply(tileMatrix, lightMatrix, tileMatrix);\n        return Float32Array.from(tileMatrix);\n    }\n\n    calculateShadowPassMatrixFromMatrix(matrix: mat4): mat4 {\n        const lightMatrix = this._cascades[this.painter.currentShadowCascade].matrix;\n        return mat4.multiply(shadowPassMatrixScratch, lightMatrix, matrix);\n    }\n\n    setupShadows(unwrappedTileID: UnwrappedTileID, program: Program<ShadowsUniformsType>, normalOffsetMode?: ShadowNormalOffsetMode | null) {\n        if (!this.enabled) {\n            return;\n        }\n\n        const transform = this.painter.transform;\n        const context = this.painter.context;\n        const gl = context.gl;\n        const uniforms = this._uniformValues;\n\n        const tileMatrix = transform.calculatePosMatrix(unwrappedTileID, transform.worldSize);\n\n        for (let i = 0; i < this._cascades.length; i++) {\n            const scratch = getLightMatrixScratch(i);\n            mat4.multiply(scratch, this._cascades[i].matrix, tileMatrix);\n            uniforms[i === 0 ? 'u_light_matrix_0' : 'u_light_matrix_1'] = scratch;\n            context.activeTexture.set(gl.TEXTURE0 + TextureSlots.ShadowMap0 + i);\n            this._cascades[i].texture.bindExtraParam(gl.LINEAR, gl.LINEAR, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.GREATER);\n        }\n\n        this.useNormalOffset = !!normalOffsetMode;\n\n        if (this.useNormalOffset) {\n            const meterInTiles = tileToMeter(unwrappedTileID.canonical);\n            const texelScale = 2.0 / transform.tileSize * EXTENT / this._shadowParameters.shadowMapResolution;\n            const shadowTexelInTileCoords0 = texelScale * this._cascades[0].boundingSphereRadius;\n            const shadowTexelInTileCoords1 = texelScale * this._cascades.at(-1).boundingSphereRadius;\n            // Instanced model tiles could have smoothened (shared among neighbor faces) normals. Normal is not surface normal\n            // and this is why it is needed to increase the offset. 3.0 in case of model-tile could be alternatively replaced by\n            // 2.0 if normal would not get scaled by dotScale in shadow_normal_offset().\n            const tileTypeMultiplier = (normalOffsetMode === 'vector-tile') ? 1.0 : 3.0;\n            // Scale is applied differently depending on zoom level to avoid shadow acne\n            // These values were determined empirically over the whole zoom range to be\n            // consistent with the old formula (see file history).\n            const scale = tileTypeMultiplier * lerpClamp(transform.zoom, 22, 0, 0.125, 4);\n            const offset0 = shadowTexelInTileCoords0 * scale;\n            const offset1 = shadowTexelInTileCoords1 * scale;\n            uniforms[\"u_shadow_normal_offset\"] = [meterInTiles, offset0, offset1];\n            uniforms[\"u_shadow_bias\"] = [0.00010, 0.0012, 0.012]; // Reduce constant offset\n        } else {\n            uniforms[\"u_shadow_bias\"] = [0.00036, 0.0012, 0.012];\n        }\n        program.setShadowUniformValues(context, uniforms);\n    }\n\n    // Precompute cascade.matrix * tileMatrix for each active cascade, returning per-cascade\n    // scratches. The caller layers per-node translate/scale on top before passing the result\n    // to setupShadowsFromCascadeMatrices — saves the per-node cascade-mul.\n    computeCascadeTileMatrices(tileMatrix: mat4): Float64Array[] {\n        const count = this._shadowParameters.cascadeCount;\n        for (let i = 0; i < count; i++) {\n            const out = cascadeTileMatrixScratches[i] = cascadeTileMatrixScratches[i] || new Float64Array(16);\n            mat4.multiply(out, this._cascades[i].matrix, tileMatrix);\n        }\n        cascadeTileMatrixScratches.length = count;\n        return cascadeTileMatrixScratches;\n    }\n\n    setupShadowsFromMatrix(worldMatrix: mat4, program: Program<ShadowUniformsType | ModelUniformsType | BuildingUniformsType>, normalOffset: boolean = false) {\n        if (!this.enabled) return;\n        const count = this._shadowParameters.cascadeCount;\n        for (let i = 0; i < count; i++) {\n            mat4.multiply(getLightMatrixScratch(i), this._cascades[i].matrix, worldMatrix);\n        }\n        lightMatrixScratches.length = count;\n        this.setupShadowsFromCascadeMatrices(lightMatrixScratches, program, normalOffset);\n    }\n\n    // Bind shadow textures and upload per-cascade light matrices already baked by the caller.\n    setupShadowsFromCascadeMatrices(perCascadeMatrices: mat4[], program: Program<ShadowUniformsType | ModelUniformsType | BuildingUniformsType>, normalOffset: boolean = false) {\n        if (!this.enabled) return;\n\n        const context = this.painter.context;\n        const gl = context.gl;\n        const uniforms = this._uniformValues;\n\n        for (let i = 0; i < this._shadowParameters.cascadeCount; i++) {\n            uniforms[i === 0 ? 'u_light_matrix_0' : 'u_light_matrix_1'] = perCascadeMatrices[i];\n            context.activeTexture.set(gl.TEXTURE0 + TextureSlots.ShadowMap0 + i);\n            this._cascades[i].texture.bindExtraParam(gl.LINEAR, gl.LINEAR, gl.CLAMP_TO_EDGE, gl.CLAMP_TO_EDGE, gl.GREATER);\n        }\n\n        this.useNormalOffset = normalOffset;\n\n        if (normalOffset) {\n            const s = this._shadowParameters.normalOffset;\n            uniforms[\"u_shadow_normal_offset\"] = [1.0, s, s]; // meterToTile isn't used\n            uniforms[\"u_shadow_bias\"] = [0.00006, 0.0012, 0.012]; // Reduce constant offset\n        } else {\n            uniforms[\"u_shadow_bias\"] = [0.00036, 0.0012, 0.012];\n        }\n\n        program.setShadowUniformValues(context, uniforms);\n    }\n\n    // When the same uniform values are used multiple times on different programs, it is sufficient\n    // to call program.setShadowUniformValues(context, uniforms) instead of calling setupShadowsFromMatrix multiple times.\n    getShadowUniformValues(): UniformValues<ShadowUniformsType> {\n        return this._uniformValues;\n    }\n\n    getCurrentCascadeFrustum(): Frustum {\n        return this._cascades[this.painter.currentShadowCascade].frustum;\n    }\n\n    computeSimplifiedTileShadowVolume(id: UnwrappedTileID, height: number, worldSize: number, lightDir: vec3): TileShadowVolume {\n        if (lightDir[2] >= 0.0) {\n            return {} as TileShadowVolume;\n        }\n        const corners = tileAabb(id, height, worldSize).getCorners();\n        const t = height / -lightDir[2];\n        // Project vertices of bottom edges belonging to sides facing away from the light.\n        if (lightDir[0] < 0.0) {\n            vec3.add(corners[0], corners[0], [lightDir[0] * t, 0.0, 0.0]);\n            vec3.add(corners[3], corners[3], [lightDir[0] * t, 0.0, 0.0]);\n        } else if (lightDir[0] > 0.0) {\n            vec3.add(corners[1], corners[1], [lightDir[0] * t, 0.0, 0.0]);\n            vec3.add(corners[2], corners[2], [lightDir[0] * t, 0.0, 0.0]);\n        }\n        if (lightDir[1] < 0.0) {\n            vec3.add(corners[0], corners[0], [0.0, lightDir[1] * t, 0.0]);\n            vec3.add(corners[1], corners[1], [0.0, lightDir[1] * t, 0.0]);\n        } else if (lightDir[1] > 0.0) {\n            vec3.add(corners[2], corners[2], [0.0, lightDir[1] * t, 0.0]);\n            vec3.add(corners[3], corners[3], [0.0, lightDir[1] * t, 0.0]);\n        }\n        const tileShadowVolume = {} as TileShadowVolume;\n        tileShadowVolume.vertices = corners;\n        tileShadowVolume.planes = [computePlane(corners[1], corners[0], corners[4]), // top\n            computePlane(corners[2], corners[1], corners[5]), // right\n            computePlane(corners[3], corners[2], corners[6]), // bottom\n            computePlane(corners[0], corners[3], corners[7])];\n        return tileShadowVolume;\n    }\n\n    addShadowReceiver(tileId: UnwrappedTileID, minHeight: number, maxHeight: number) {\n        this._receivers.add(tileId, Aabb.fromTileIdAndHeight(tileId, minHeight, maxHeight));\n    }\n\n    getMaxCascadeForTile(tileId: UnwrappedTileID): number {\n        const receiver = this._receivers.get(tileId);\n        return !!receiver && !!receiver.lastCascade ? receiver.lastCascade : 0;\n    }\n}\n\nfunction tileAabb(id: UnwrappedTileID, height: number, worldSize: number): Aabb {\n    const tileToWorld = worldSize / (1 << id.canonical.z);\n    const minx =  id.canonical.x * tileToWorld + id.wrap * worldSize;\n    const maxx =  (id.canonical.x + 1) * tileToWorld + id.wrap * worldSize;\n    const miny =  id.canonical.y * tileToWorld + id.wrap * worldSize;\n    const maxy =  (id.canonical.y + 1) * tileToWorld + id.wrap * worldSize;\n    return new Aabb([minx, miny, 0], [maxx, maxy, height]);\n\n}\n\nfunction computePlane(a: vec3, b: vec3, c: vec3): vec4 {\n    const bc = vec3.sub([], c, b);\n    const ba = vec3.sub([], a, b);\n\n    const normal = vec3.cross([], bc, ba);\n    const len = vec3.length(normal);\n\n    if (len === 0) {\n        return [0, 0, 1, 0];\n    }\n    vec3.scale(normal, normal, 1 / len);\n    return [normal[0], normal[1], normal[2], -vec3.dot(normal, b)];\n}\n\nfunction createLightMatrix(\n    transform: Transform,\n    shadowDirection: vec3,\n    near: number,\n    far: number,\n    resolution: number,\n    verticalRange: number,\n): [mat4, number] {\n    const zoom = transform.zoom;\n    const scale = transform.scale;\n    const ws = transform.worldSize;\n    const wsInverse = 1.0 / ws;\n\n    // Find the minimum shadow cascade bounding sphere to create a rotation invariant shadow volume\n    // https://lxjk.github.io/2017/04/15/Calculate-Minimal-Bounding-Sphere-of-Frustum.html\n    const aspectRatio = transform.aspect;\n    const k = Math.sqrt(1. + aspectRatio * aspectRatio) * Math.tan(transform.fovX * 0.5);\n    const k2 = k * k;\n    const farMinusNear = far - near;\n    const farPlusNear = far + near;\n\n    let centerDepth: number;\n    let radius: number;\n    if (k2 > farMinusNear / farPlusNear) {\n        centerDepth = far;\n        radius = far * k;\n    } else {\n        centerDepth = 0.5 * farPlusNear * (1. + k2);\n        radius = 0.5 * Math.sqrt(farMinusNear * farMinusNear + 2. * (far * far + near * near) * k2 + farPlusNear * farPlusNear * k2 * k2);\n    }\n\n    const pixelsPerMeter = transform.projection.pixelsPerMeter(transform.center.lat, ws);\n    const cameraToWorldMerc = transform._camera.getCameraToWorldMercator();\n    const sphereCenter: [number, number, number] = [0.0, 0.0, -centerDepth * wsInverse];\n    vec3.transformMat4(sphereCenter, sphereCenter, cameraToWorldMerc);\n    let sphereRadius = radius * wsInverse;\n\n    // Transform frustum bounds to mercator space\n    const frustumPointToMercator = function (point: vec3): vec3 {\n        point[0] /= scale;\n        point[1] /= scale;\n        point[2] = mercatorZfromAltitude(point[2], transform._center.lat);\n        return point;\n    };\n\n    // Check if we have padding we need to recalculate radii\n    const padding = transform._edgeInsets;\n\n    // If there is padding\n    if (padding.left !== 0 || padding.top !== 0 || padding.right !== 0 || padding.bottom !== 0) {\n        // and the padding is not symmetrical\n        if (padding.left !== padding.right || padding.top !== padding.bottom) {\n            const zUnit = transform.projection.zAxisUnit === \"meters\" ? pixelsPerMeter : 1.0;\n            const worldToCamera = transform._camera.getWorldToCamera(transform.worldSize, zUnit);\n            const cameraToClip = transform._camera.getCameraToClipPerspective(transform._fov, transform.width / transform.height, near, far);\n\n            // Apply center of perspective offset\n            cameraToClip[8] = -transform.centerOffset.x * 2 / transform.width;\n            cameraToClip[9] = transform.centerOffset.y * 2 / transform.height;\n\n            const cameraProj = new Float64Array(16);\n            mat4.mul(cameraProj, cameraToClip, worldToCamera);\n\n            const cameraInvProj = new Float64Array(16);\n            mat4.invert(cameraInvProj, cameraProj);\n\n            const frustum = Frustum.fromInvProjectionMatrix(cameraInvProj, ws, zoom, true);\n\n            // Iterate over the frustum points to get the furthest one from the center\n            for (const p of frustum.points) {\n                const fp = frustumPointToMercator(p);\n                sphereRadius = Math.max(sphereRadius, vec3.len(vec3.subtract([], sphereCenter, fp)));\n            }\n        }\n    }\n\n    const roundingMarginFactor = resolution / (resolution - 1.0);\n    sphereRadius *= roundingMarginFactor;\n\n    const pitch = Math.acos(shadowDirection[2]);\n    const bearing = Math.atan2(-shadowDirection[0], -shadowDirection[1]);\n\n    const camera = new FreeCamera();\n    camera.position = sphereCenter;\n    camera.setPitchBearing(pitch, bearing);\n\n    // Construct the light view matrix\n    const lightWorldToView = camera.getWorldToCamera(ws, pixelsPerMeter);\n\n    // The lightMatrixNearZ value is a bit arbitrary. Its magnitude needs to be high enough to fit features that would\n    // cast shadows into the view, but low enough to preserve depth precision in the shadow map.\n    // The mercatorZfromZoom term gets used for the first cascade when zoom level is very high.\n    // The radius term gets used for the second cascade in most cases and for the first cascade at lower zoom levels.\n    const radiusPx = sphereRadius * ws;\n    const lightMatrixNearZ = Math.min(transform._mercatorZfromZoom(17) * ws * -2.0, radiusPx * -2.0);\n    const lightMatrixFarZ = (radiusPx + verticalRange * pixelsPerMeter) / shadowDirection[2];\n\n    const lightViewToClip = camera.getCameraToClipOrthographic(-radiusPx, radiusPx, -radiusPx, radiusPx, lightMatrixNearZ, lightMatrixFarZ);\n    const lightWorldToClip = new Float64Array(16);\n    mat4.multiply(lightWorldToClip, lightViewToClip, lightWorldToView);\n\n    // Move light camera in discrete steps in order to reduce shimmering when translating\n    const alignedCenter = vec3.fromValues(Math.floor(sphereCenter[0] * 1e6) / 1e6 * ws, Math.floor(sphereCenter[1] * 1e6) / 1e6 * ws, 0.);\n\n    const halfResolution = 0.5 * resolution;\n    const projectedPoint: [number, number, number] = [0.0, 0.0, 0.0];\n    vec3.transformMat4(projectedPoint, alignedCenter, lightWorldToClip);\n    vec3.scale(projectedPoint, projectedPoint, halfResolution);\n\n    const roundedPoint: [number, number, number] = [Math.floor(projectedPoint[0]), Math.floor(projectedPoint[1]), Math.floor(projectedPoint[2])];\n    const offsetVec: [number, number, number] = [0.0, 0.0, 0.0];\n    vec3.sub(offsetVec, projectedPoint, roundedPoint);\n    vec3.scale(offsetVec, offsetVec, -1.0 / halfResolution);\n\n    const truncMatrix = new Float64Array(16);\n    mat4.identity(truncMatrix);\n    mat4.translate(truncMatrix, truncMatrix, offsetVec);\n    mat4.multiply(lightWorldToClip, truncMatrix, lightWorldToClip);\n\n    return [lightWorldToClip, radiusPx];\n}\n","import {Evented, ErrorEvent, Event} from '../../src/util/evented';\nimport {ResourceType} from '../../src/util/ajax';\nimport Model, {type MaterialOverride, type NodeOverride} from '../data/model';\nimport convertModel from './model_loader';\nimport {loadGLTF, type GLTF} from '../util/loaders';\nimport Color from '../../src/style-spec/util/color';\nimport {makeFQID} from '../../src/util/fqid';\nimport LngLat from '../../src/geo/lng_lat';\n\nimport type Tile from '../../src/source/tile';\nimport type Dispatcher from '../../src/util/dispatcher';\nimport type {Map as MapboxMap} from '../../src/ui/map';\nimport type {Callback} from '../../src/types/callback';\nimport type {ISource, SourceEvents} from '../../src/source/source';\nimport type {ColorSpecification, ModelMaterialOverrideSpecification, ModelNodeOverrideSpecification, ModelSourceModelSpecification, ModelSourceModelsSpecification, ModelSourceSpecification} from '../../src/style-spec/types';\n\ntype ModelSourceModelInfo = {\n    modelSpec: ModelSourceModelSpecification;\n    model: Model | null;\n};\n\n/**\n * A source containing single models.\n * See the [Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/#sources-model) for detailed documentation of options.\n *\n * @example\n * map.addSource('some id', {\n *   \"type\": \"model\",\n *   \"models\": {\n *     \"ego-car\" : {\n *          \"uri\": \"car.glb\",\n *          \"position\": [-74.0135, 40.7153],\n *          \"orientation\": [0, 0, 0],\n *          \"materialOverrides\": {\n *            \"body\": {\n *              \"model-color\": [0.00775, 0.03458, 0.43854],\n *              \"model-color-mix-intensity\": 1.0\n *            }\n *          },\n *          \"nodeOverrides\": {\n *            \"doors_front-left\": {\n *              \"orientation\": [0.0, -45.0, 0.0]\n *            }\n *          }\n *      }\n *   }\n * });\n *\n */\nclass ModelSource extends Evented<SourceEvents> implements ISource {\n    type: 'model';\n    id: string;\n    scope!: string;\n    minzoom!: number;\n    maxzoom!: number;\n    tileSize!: number;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    roundZoom: boolean | undefined;\n    reparseOverscaled: boolean | undefined;\n    attribution: string | undefined;\n    // eslint-disable-next-line camelcase\n    mapbox_logo: boolean | undefined;\n    vectorLayers?: never;\n    vectorLayerIds?: never;\n    rasterLayers?: never;\n    rasterLayerIds?: never;\n    map!: MapboxMap;\n    uri!: string;\n    models: Array<Model>;\n    _options: ModelSourceSpecification;\n    _abortController: AbortController | null;\n\n    abortTile: undefined;\n    unloadTile: undefined;\n    hasTile: undefined;\n    prepare: undefined;\n    afterUpdate: undefined;\n    _clear: undefined;\n    _modelsInfo: Map<string, ModelSourceModelInfo>;\n\n    /**\n     * @private\n     */\n    constructor(id: string, options: ModelSourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n        this.id = id;\n        this.type = 'model';\n        this.models = [];\n        this._options = options;\n        this._modelsInfo = new Map();\n        this._abortController = null;\n    }\n\n    private cancelModelRequests() {\n        if (this._abortController) {\n            this._abortController.abort();\n            this._abortController = null;\n        }\n    }\n\n    private async loadGLTFFromURI(uri: string, signal?: AbortSignal): Promise<GLTF> {\n        const request = await this.map._requestManager.transformRequest(uri, ResourceType.Model, signal);\n        return loadGLTF(request.url, signal);\n    }\n\n    private async loadModel(modelId: string, modelSpec: ModelSourceModelSpecification, signal: AbortSignal): Promise<void> {\n        try {\n            const gltf = await this.loadGLTFFromURI(modelSpec.uri, signal);\n            if (signal.aborted) return;\n\n            const modelInfo = this._modelsInfo.get(modelId);\n            if (!modelInfo) return; // source modified during async gap\n\n            const nodes = convertModel(gltf);\n            const currentSpec = modelInfo.modelSpec;\n            const model = new Model(modelId, currentSpec.uri, currentSpec.position, currentSpec.orientation, nodes);\n            ModelSource.applyModelSpecification(model, currentSpec);\n            model.computeBoundsAndApplyParent();\n\n            this.models.push(model);\n            modelInfo.model = model;\n        } catch (err: unknown) {\n            if (signal.aborted) return;\n            this.fire(new ErrorEvent(new Error(`Could not load model ${modelId} from ${modelSpec.uri}`, {cause: err})));\n        }\n    }\n\n    async load(): Promise<void> {\n        if (!this._abortController) {\n            this._abortController = new AbortController();\n        }\n        const signal = this._abortController.signal;\n\n        const loadPromises: Promise<void>[] = [];\n\n        for (const modelId in this._options.models) {\n            const modelSpec = this._options.models[modelId];\n\n            const existingInfo = this._modelsInfo.get(modelId);\n            if (existingInfo && existingInfo.model) {\n                existingInfo.modelSpec = modelSpec;\n                const model = existingInfo.model;\n                model.position = modelSpec.position != null ? new LngLat(modelSpec.position[0], modelSpec.position[1]) : new LngLat(0, 0);\n                model.orientation = modelSpec.orientation ?? [0, 0, 0];\n                ModelSource.applyModelSpecification(model, modelSpec);\n                model.computeBoundsAndApplyParent();\n                this.models.push(model);\n            } else if (!existingInfo) {\n                this._modelsInfo.set(modelId, {modelSpec, model: null});\n                loadPromises.push(this.loadModel(modelId, modelSpec, signal));\n            } else {\n                existingInfo.modelSpec = modelSpec;\n            }\n        }\n\n        if (loadPromises.length === 0) {\n            if (this.loaded()) {\n                this.fire(new Event('data', {dataType: 'source', sourceDataType: 'metadata'}));\n            }\n            return;\n        }\n\n        await Promise.allSettled(loadPromises);\n\n        if (signal.aborted) return; // new load will fire data event\n        this.fire(new Event('data', {dataType: 'source', sourceDataType: 'metadata'}));\n    }\n\n    private static arrayFromColorSpecification(colorSpec: ColorSpecification | undefined) : [number, number, number] | undefined {\n        const colorValue = colorSpec as number[] | string | undefined;\n        if (colorValue === undefined) return undefined;\n        if (Array.isArray(colorValue)) {\n            return [colorValue[0], colorValue[1], colorValue[2]];\n        }\n        const convertedColor = Color.parse(colorValue);\n        if (convertedColor) {\n            return [convertedColor.r, convertedColor.g, convertedColor.b];\n        }\n        return undefined;\n    }\n\n    private static applyModelSpecification(model: Model, modelSpec: ModelSourceModelSpecification) {\n        if (modelSpec.nodeOverrides) {\n            ModelSource.convertNodeOverrides(model, modelSpec.nodeOverrides);\n        }\n        if (modelSpec.materialOverrides) {\n            ModelSource.convertMaterialOverrides(model, modelSpec.materialOverrides);\n        }\n        if (modelSpec.nodeOverrideNames) {\n            model.nodeOverrideNames = [...modelSpec.nodeOverrideNames];\n        }\n        if (modelSpec.materialOverrideNames) {\n            model.materialOverrideNames = [...modelSpec.materialOverrideNames];\n        }\n        if (modelSpec.featureProperties) {\n            model.featureProperties = modelSpec.featureProperties as Record<string, unknown>;\n        }\n        if (modelSpec['lightOverrides']) {\n            const lo = modelSpec['lightOverrides'] as Record<string, unknown>;\n            const ambientColor = ModelSource.arrayFromColorSpecification(lo['light-ambient-color'] as ColorSpecification | undefined);\n            const directionalColor = ModelSource.arrayFromColorSpecification(lo['light-directional-color'] as ColorSpecification | undefined);\n\n            model.lightOverrides = {\n                ambientIntensity: lo['light-ambient-intensity'] as number | undefined,\n                ambientColor,\n                directionalIntensity: lo['light-directional-intensity'] as number | undefined,\n                directionalColor,\n            };\n        } else {\n            model.lightOverrides = undefined;\n        }\n    }\n\n    private static convertNodeOverrides(model: Model, overrides: ModelNodeOverrideSpecification) {\n        // Legacy support: Previously, 'nodeOverrides' allowed both direct property overrides and specifying\n        // node names to be overridden via feature states. The latter is now handled explicitly with 'nodeOverrideNames'.\n        // This block maintains compatibility with older styles.\n        if (Array.isArray(overrides) && overrides.every(item => typeof item === 'string')) {\n            model.nodeOverrideNames = [];\n            for (const nodeName of overrides) {\n                model.nodeOverrideNames.push(nodeName as string);\n            }\n            return;\n        }\n        Object.entries(overrides).forEach(([key, value]) => {\n\n            const nodeOverride: NodeOverride = {\n                orientation: [0, 0, 0],\n                minZoom: undefined,\n                maxZoom: undefined\n            };\n\n            if (Object.hasOwn(value, 'orientation')) {\n                const orientation = value['orientation'] as Float32Array;\n                if (orientation) {\n                    nodeOverride.orientation = orientation;\n                }\n            }\n            if (Object.hasOwn(value, 'minzoom')) {\n                nodeOverride.minZoom = value['minzoom'] as number;\n            }\n            if (Object.hasOwn(value, 'maxzoom')) {\n                nodeOverride.maxZoom = value['maxzoom'] as number;\n            }\n\n            model.nodeOverrides.set(key, nodeOverride);\n        });\n    }\n\n    private static convertMaterialOverrides(model: Model, overrides: ModelMaterialOverrideSpecification) {\n        // Legacy support: Previously, 'materialOverrides' allowed both direct property overrides and specifying\n        // material names to be overridden via feature states. The latter is now handled explicitly with 'materialOverrideNames'.\n        // This block maintains compatibility with older styles.\n        if (Array.isArray(overrides) && overrides.every(item => typeof item === 'string')) {\n            model.materialOverrideNames = [];\n            for (const materialName of overrides) {\n                model.materialOverrideNames.push(materialName as string);\n            }\n            return;\n        }\n        Object.entries(overrides).forEach(([key, value]) => {\n\n            const modelColor = ModelSource.arrayFromColorSpecification(value['model-color'] as ColorSpecification | undefined);\n            const materialOverride: MaterialOverride = {\n                color: modelColor !== undefined ? new Color(modelColor[0], modelColor[1], modelColor[2]) : new Color(1, 1, 1),\n                colorMix: 0,\n                emissionStrength: 0,\n                opacity: 1.0\n            };\n\n            const modelColorMixIntensity = value['model-color-mix-intensity'] as number;\n            if (modelColorMixIntensity !== undefined) {\n                materialOverride.colorMix = modelColorMixIntensity;\n            }\n\n            const modelEmissiveStrength = value['model-emissive-strength'] as number;\n            if (modelEmissiveStrength !== undefined) {\n                materialOverride.emissionStrength = modelEmissiveStrength;\n            }\n\n            const modelOpacity = value['model-opacity'] as number;\n            if (modelOpacity !== undefined) {\n                materialOverride.opacity = modelOpacity;\n            }\n\n            model.materialOverrides.set(key, materialOverride);\n        });\n    }\n\n    onAdd(map: MapboxMap) {\n        this.map = map;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.load();\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n\n    loaded(): boolean {\n        // Empty source is considered loaded\n        if (this._modelsInfo.size === 0) return true;\n        // If all info entries have a valid model, the source is considered fully loaded\n        for (const info of this._modelsInfo.values()) {\n            if (info.model === null || info.model === undefined) return false;\n        }\n        return true;\n    }\n\n    getModels(): Array<Model> {\n        return this.models;\n    }\n\n    loadTile(tile: Tile, callback: Callback<undefined>) { }\n\n    serialize(): ModelSourceSpecification {\n        return this._options;\n    }\n\n    setProperty(property: string, value: unknown): boolean {\n        return false;\n    }\n\n    reload() {\n        this.cancelModelRequests();\n        const fqid = makeFQID(this.id, this.scope);\n        this.map.style.clearSource(fqid);\n        this.models = [];\n        this._modelsInfo.clear();\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.load();\n    }\n\n    onRemove(_map: MapboxMap) {\n        this.cancelModelRequests();\n    }\n\n    /**\n     * Sets the list of models along with their properties.\n     *\n     * Updates are efficient as long as the model URIs remain unchanged.\n     * @param {ModelSourceModelsSpecification} modelSpecs Model specifications according to [Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/#sources-model).\n     * @example\n     * map.getSource('some id').setModels({\n     *     \"model-1\" : {\n     *          \"uri\": \"model_1.glb\",\n     *          \"position\": [-74.0135, 40.7153],\n     *          \"orientation\": [0, 0, 0]\n     *      }\n     * });\n     */\n    setModels(modelSpecs: ModelSourceModelsSpecification) {\n        this.models = [];\n\n        const updatedModelsInfo = new Map<string, ModelSourceModelInfo>();\n        for (const modelId in modelSpecs) {\n            const modelSpec = modelSpecs[modelId];\n            const entry = this._modelsInfo.get(modelId);\n            if (entry && entry.modelSpec.uri === modelSpec.uri) {\n                updatedModelsInfo.set(modelId, entry);\n            }\n        }\n\n        // Only cancel requests when models are actually removed or URIs change.\n        // Property-only updates (position, orientation) are high-frequency (animation)\n        // and should not restart in-flight model loads.\n        const modelsChanged = this._modelsInfo.size !== updatedModelsInfo.size;\n        if (modelsChanged) {\n            this.cancelModelRequests();\n            // Remove pending entries - their cancelled requests won't complete\n            for (const [id, info] of updatedModelsInfo) {\n                if (!info.model) updatedModelsInfo.delete(id);\n            }\n        }\n\n        this._modelsInfo = updatedModelsInfo;\n        this._options.models = modelSpecs;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.load();\n    }\n}\n\nexport default ModelSource;\n","import {pick} from '../util/util';\nimport {getJSON, ResourceType} from '../util/ajax';\nimport browser from '../util/browser';\n\nimport type {RequestManager} from '../util/mapbox';\nimport type {Callback} from '../types/callback';\nimport type {TileJSON} from '../types/tilejson';\nimport type {Cancelable} from '../types/cancelable';\nimport type {RequestParameters} from '../util/ajax';\nimport type {SourceSpecification} from '../style-spec/types';\n\nexport type TileJSONLike = {url?: string, tiles?: Array<string>};\n\nexport type Options = Extract<SourceSpecification, TileJSONLike> & TileJSONLike & {\n    data?: TileJSON\n};\n\n/**\n * Computes the transformed request URL and provider options from source options.\n * @private\n */\nexport async function parseTileJSONRequest(source: TileJSONLike, requestManager: RequestManager, signal?: AbortSignal): Promise<{options: TileJSONLike; request?: RequestParameters}> {\n    const request = (source.url && !source.tiles) ?\n        await requestManager.transformRequest(source.url, ResourceType.Source, signal) :\n        undefined;\n\n    const options: TileJSONLike = request ?\n        ({...source, url: request.url}) :\n        source;\n\n    return {request, options};\n}\n\nfunction getInlinedTileJSON(data?: TileJSON, language?: string, worldview?: string): TileJSON | undefined | null {\n    if (!data) {\n        return null;\n    }\n\n    if (!language && !worldview) {\n        return data;\n    }\n\n    worldview = worldview || data.worldview_default;\n\n    const tileJSONLanguages = Object.values(data.language || {});\n\n    if (tileJSONLanguages.length === 0) {\n        return null;\n    }\n\n    const tileJSONWorldviews = Object.values(data.worldview || {});\n\n    if (tileJSONWorldviews.length === 0) {\n        return null;\n    }\n\n    const isLanguageMatched = tileJSONLanguages.every(lang => lang === language);\n    const isWorldviewMatched = tileJSONWorldviews.every(vw => vw === worldview);\n\n    if (isLanguageMatched && isWorldviewMatched) {\n        return data;\n    }\n\n    // If we don't support this language and worldview in TileJSON\n    // or in the same time some of them is not defined\n    // we can safely use inlined default\n    if (!(language in (data.language_options || {})) && !(worldview in (data.worldview_options || {}))) {\n        // There is exception for empty language or worldview options:\n        // If we don't have any language or worldview options\n        // we should always request TileJSON\n        if (!data.language_options || !data.worldview_options) {\n            return null;\n        }\n\n        return data;\n    }\n\n    return null;\n}\n\n/**\n * Merges matching variant properties into the TileJSON.\n * Supports \"meshopt\" and \"meshopt-v2+lod\" capabilities; prefers \"meshopt-v2+lod\" when both are present.\n * A variant is only selected when its capabilities array contains exactly one recognized value,\n * so future TileJSONs advertising unknown capabilities won't break existing SDKs.\n * Throws on malformed variant data.\n * @private\n */\nexport function mergeVariants(tileJSON: Partial<TileJSON>): Partial<TileJSON> {\n    if (!tileJSON.variants) return tileJSON;\n    if (!Array.isArray(tileJSON.variants)) {\n        throw new Error(\"variants must be an array\");\n    }\n    let meshoptVariant: (typeof tileJSON.variants)[0] | null = null;\n    let meshoptLodVariant: (typeof tileJSON.variants)[0] | null = null;\n    for (const variant of tileJSON.variants) {\n        if (variant == null || typeof variant !== 'object' || variant.constructor !== Object) {\n            throw new Error(\"variant must be an object\");\n        }\n        if (!Array.isArray(variant.capabilities)) {\n            throw new Error(\"capabilities must be an array\");\n        }\n        if (variant.capabilities.length === 1) {\n            if (variant.capabilities[0] === \"meshopt-v2+lod\") {\n                meshoptLodVariant = variant;\n            } else if (variant.capabilities[0] === \"meshopt\") {\n                meshoptVariant = variant;\n            }\n        }\n    }\n    const selected = meshoptLodVariant !== null ? meshoptLodVariant : meshoptVariant;\n    if (selected !== null) {\n        return Object.assign(tileJSON, selected);\n    }\n    return tileJSON;\n}\n\n/**\n * Post-processes raw TileJSON: merges variants, picks relevant fields,\n * and canonicalizes tile URLs. Does not mutate `options`.\n * Returns an Error if variant data is malformed.\n * @private\n */\nexport function processTileJSON(options: Options, tileJSON: Partial<TileJSON>, requestManager: RequestManager): TileJSON | Error {\n    try {\n        tileJSON = mergeVariants(tileJSON);\n    } catch (e) {\n        return new Error('Failed to process TileJSON variants', {cause: e});\n    }\n\n    const result: TileJSON = pick(\n        // explicit source options take precedence over TileJSON\n        {...tileJSON as TileJSON, ...options},\n        ['tilejson', 'tiles', 'minzoom', 'maxzoom', 'attribution', 'mapbox_logo', 'bounds', 'extra_bounds', 'scheme', 'tileSize', 'encoding', 'vector_layers', 'raster_layers', 'worldview_options', 'worldview_default', 'worldview']\n    );\n\n    // Prefer TileJSON tiles when both url and tiles are set.\n    if (options.url && tileJSON.tiles && options.tiles) {\n        result.tiles = tileJSON.tiles;\n    }\n\n    result.tiles = requestManager.canonicalizeTileset(result, options.url);\n    return result;\n}\n\n/**\n * @private\n */\nexport default function loadTileJSON(\n    options: Options,\n    requestManager: RequestManager,\n    language: string | null | undefined,\n    worldview: string | null | undefined,\n    callback: Callback<TileJSON>,\n): Cancelable {\n    const loaded = function (err?: Error | null, tileJSON?: Partial<TileJSON>) {\n        if (err) {\n            return callback(err);\n        } else if (tileJSON) {\n            // Prefer TileJSON tiles: delete from options so serialize() reflects the change.\n            // processTileJSON also handles this for callers that don't mutate options.\n            if (options.url && tileJSON.tiles && options.tiles) delete options.tiles;\n\n            const result = processTileJSON(options, tileJSON, requestManager);\n            if (result instanceof Error) {\n                return callback(result);\n            }\n            callback(null, result);\n        }\n    };\n\n    const inlinedTileJSON = getInlinedTileJSON(options.data, language, worldview);\n\n    if (inlinedTileJSON) {\n        return browser.frame(() => loaded(null, inlinedTileJSON));\n    }\n\n    if (options.url) {\n        const controller = new AbortController();\n        const load = async () => {\n            const requestParameters = await requestManager.transformRequest(requestManager.normalizeSourceURL(options.url, null, language, worldview), ResourceType.Source, controller.signal);\n            const {data} = await getJSON<Partial<TileJSON>>(requestParameters, controller.signal);\n            loaded(null, data);\n        };\n        load().catch((err: Error) => { if (!controller.signal.aborted) loaded(err); });\n        return {cancel: () => controller.abort()};\n    } else {\n        return browser.frame(() => {\n            const {data, ...tileJSON} = options;\n            loaded(null, tileJSON);\n        });\n    }\n}\n","import {LngLatBounds} from '../geo/lng_lat';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\n\nimport type {TileJSON} from '../types/tilejson';\nimport type {CanonicalTileID} from './tile_id';\n\nfunction contains(bounds: LngLatBounds, tileID: CanonicalTileID): boolean {\n    const worldSize = Math.pow(2, tileID.z);\n\n    const minX = Math.floor(mercatorXfromLng(bounds.getWest()) * worldSize);\n    const minY = Math.floor(mercatorYfromLat(bounds.getNorth()) * worldSize);\n    const maxX = Math.ceil(mercatorXfromLng(bounds.getEast()) * worldSize);\n    const maxY = Math.ceil(mercatorYfromLat(bounds.getSouth()) * worldSize);\n\n    const hit = tileID.x >= minX && tileID.x < maxX && tileID.y >= minY && tileID.y < maxY;\n    return hit;\n}\n\nclass TileBounds {\n    bounds?: LngLatBounds;\n    extraBounds?: LngLatBounds[];\n    minzoom: number;\n    maxzoom: number;\n\n    constructor(bounds?: [number, number, number, number] | null, minzoom?: number | null, maxzoom?: number | null) {\n        this.bounds = bounds ? LngLatBounds.convert(this.validateBounds(bounds)) : null;\n        this.minzoom = minzoom || 0;\n        this.maxzoom = maxzoom || 24;\n    }\n\n    // left, bottom, right, top\n    validateBounds(bounds: [number, number, number, number]): [number, number, number, number] {\n        // make sure the bounds property contains valid longitude and latitudes\n        if (!Array.isArray(bounds) || bounds.length !== 4) return [-180, -90, 180, 90];\n        return [Math.max(-180, bounds[0]), Math.max(-90, bounds[1]), Math.min(180, bounds[2]), Math.min(90, bounds[3])];\n    }\n\n    addExtraBounds(extraBounds?: [number, number, number, number][] | null) {\n        if (!extraBounds) return;\n        if (!this.extraBounds) this.extraBounds = [];\n\n        for (const bounds of extraBounds) {\n            this.extraBounds.push(LngLatBounds.convert(this.validateBounds(bounds)));\n        }\n    }\n\n    contains(tileID: CanonicalTileID): boolean {\n        if (tileID.z > this.maxzoom || tileID.z < this.minzoom) {\n            return false;\n        }\n\n        if (this.bounds && !contains(this.bounds, tileID)) {\n            return false;\n        }\n\n        if (!this.extraBounds) {\n            return true;\n        }\n\n        for (const bounds of this.extraBounds) {\n            if (contains(bounds, tileID)) {\n                return true;\n            }\n        }\n\n        return false;\n    }\n\n    static fromTileJSON(tileJSON: Partial<TileJSON>): TileBounds | null {\n        if (!tileJSON.bounds && !tileJSON.extra_bounds) return null;\n\n        const tileBounds = new TileBounds(tileJSON.bounds, tileJSON.minzoom, tileJSON.maxzoom);\n        tileBounds.addExtraBounds(tileJSON.extra_bounds);\n\n        return tileBounds;\n    }\n}\n\nexport default TileBounds;\n","import drawModels, {prepare} from '../3d-style/render/draw_model';\nimport shaders from '../3d-style/shaders/shaders_standard';\nimport {programUniforms} from '../3d-style/render/program/program_uniforms_standard';\nimport {ShadowRenderer} from '../3d-style/render/shadow_renderer';\nimport {drawGroundEffect} from '../3d-style/render/draw_ground_effect';\nimport {queryModelLayerRendered, queryModelLayerIntersectsFeature, loadMatchingModelFeature} from '../3d-style/style/style_layer/model_layer_query';\nimport ModelSource from '../3d-style/source/model_source';\nimport Tiled3dModelSource from '../3d-style/source/tiled_3d_model_source';\nimport {loadModel} from '../3d-style/source/model_loader';\n// Side-effect imports: register() calls ensure main-thread deserialization works\n// when tiles carrying ModelBucket or Tiled3dModelBucket arrive from the worker.\nimport '../3d-style/data/bucket/model_bucket';\nimport '../3d-style/data/bucket/tiled_3d_model_bucket';\n\nexport const Standard = {\n    loaded: true,\n    drawModels,\n    prepare,\n    shaders,\n    programUniforms,\n    ShadowRenderer,\n    drawGroundEffect,\n    queryModelLayerRendered,\n    queryModelLayerIntersectsFeature,\n    loadMatchingModelFeature,\n    ModelSource,\n    Tiled3dModelSource,\n    loadModel,\n};\n","import {Uniform1f, Uniform1i, Uniform2f, Uniform3f, UniformMatrix4f} from '../../src/render/uniform_binding';\n\nimport type Context from '../../src/gl/context';\nimport type {UniformValues} from '../../src/render/uniform_binding';\n\nexport type ShadowUniformsType = {\n    ['u_light_matrix_0']: UniformMatrix4f;\n    ['u_light_matrix_1']: UniformMatrix4f;\n    ['u_shadow_intensity']: Uniform1f;\n    ['u_fade_range']: Uniform2f;\n    ['u_shadow_normal_offset']: Uniform3f // [tileToMeter, offsetCascade0, offsetCascade1];\n    ['u_shadow_texel_size']: Uniform1f;\n    ['u_shadow_map_resolution']: Uniform1f;\n    ['u_shadow_direction']: Uniform3f;\n    ['u_shadow_bias']: Uniform3f;\n    ['u_shadowmap_0']: Uniform1i;\n    ['u_shadowmap_1']: Uniform1i;\n};\n\nexport const shadowUniforms = (context: Context): ShadowUniformsType => ({\n    'u_light_matrix_0': new UniformMatrix4f(context),\n    'u_light_matrix_1': new UniformMatrix4f(context),\n    'u_fade_range': new Uniform2f(context),\n    'u_shadow_normal_offset': new Uniform3f(context),\n    'u_shadow_intensity': new Uniform1f(context),\n    'u_shadow_texel_size': new Uniform1f(context),\n    'u_shadow_map_resolution': new Uniform1f(context),\n    'u_shadow_direction': new Uniform3f(context),\n    'u_shadow_bias': new Uniform3f(context),\n    'u_shadowmap_0': new Uniform1i(context),\n    'u_shadowmap_1': new Uniform1i(context)\n});\n\nexport function defaultShadowUniformValues(): UniformValues<ShadowUniformsType> {\n    return {\n        'u_light_matrix_0': new Float32Array(16),\n        'u_light_matrix_1': new Float32Array(16),\n        'u_shadow_intensity': 0.0,\n        'u_fade_range': [0.0, 0.0],\n        'u_shadow_normal_offset': [1.0, 1.0, 1.0],\n        'u_shadow_texel_size': 1.0,\n        'u_shadow_map_resolution': 1.0,\n        'u_shadow_direction': [0.0, 0.0, 1.0],\n        'u_shadow_bias': [0.00036, 0.0012, 0.012],\n        'u_shadowmap_0': 0,\n        'u_shadowmap_1': 0\n    };\n}\n","import browser from '../../src/util/browser';\nimport {Evented, ErrorEvent, Event} from '../../src/util/evented';\nimport {ResourceType, isHttpNotFound} from '../../src/util/ajax';\nimport {parseExpiryData} from '../../src/util/util';\nimport loadTileJSON from '../../src/source/load_tilejson';\nimport TileBounds from '../../src/source/tile_bounds';\nimport {postTurnstileEvent} from '../../src/util/mapbox';\nimport {makeFQID} from '../../src/util/fqid';\n\n// Import Tiled3dModelBucket as a module with side effects to ensure\n// it's registered as a serializable class on the main thread\nimport '../data/bucket/tiled_3d_model_bucket';\n\nimport type Tile from '../../src/source/tile';\nimport type Dispatcher from '../../src/util/dispatcher';\nimport type Tiled3dModelBucket from '../data/bucket/tiled_3d_model_bucket';\nimport type {Map} from '../../src/ui/map';\nimport type {Callback} from '../../src/types/callback';\nimport type {Cancelable} from '../../src/types/cancelable';\nimport type {OverscaledTileID} from '../../src/source/tile_id';\nimport type {ISource, SourceEvents} from '../../src/source/source';\nimport type {ModelSourceSpecification, PromoteIdSpecification} from '../../src/style-spec/types';\nimport type {WorkerSourceTiled3dModelRequest, WorkerSourceVectorTileResult} from '../../src/source/worker_source';\nimport type {AJAXError} from '../../src/util/ajax';\n\nclass Tiled3DModelSource extends Evented<SourceEvents> implements ISource {\n    type: 'batched-model';\n    id: string;\n    scope!: string;\n    minzoom: number;\n    maxzoom: number;\n    tileBounds!: TileBounds;\n    roundZoom: boolean | undefined;\n    reparseOverscaled: boolean | undefined;\n    usedInConflation: boolean;\n    tileSize: number;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    attribution: string | undefined;\n    // eslint-disable-next-line camelcase\n    mapbox_logo: boolean | undefined;\n    promoteId?: PromoteIdSpecification | null;\n    vectorLayers?: never;\n    vectorLayerIds?: never;\n    rasterLayers?: never;\n    rasterLayerIds?: never;\n    tiles: Array<string>;\n    dispatcher: Dispatcher;\n    scheme: string;\n    _loaded: boolean;\n    _options: ModelSourceSpecification;\n    _tileJSONRequest: Cancelable | null | undefined;\n    map!: Map;\n\n    onRemove: undefined;\n    unloadTile: undefined;\n    prepare: undefined;\n    afterUpdate: undefined;\n    _clear: undefined;\n\n    /**\n     * @private\n     */\n    constructor(id: string, options: ModelSourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n        this.type = 'batched-model';\n        this.id = id;\n        this.tileSize = 512;\n\n        this._options = options;\n        this.tiles = this._options.tiles;\n        this.maxzoom = options.maxzoom || 19;\n        this.minzoom = options.minzoom || 0;\n        this.roundZoom = true;\n        this.usedInConflation = true;\n        this.dispatcher = dispatcher;\n        this.reparseOverscaled = false;\n        this.scheme = 'xyz';\n        this._loaded = false;\n        this.setEventedParent(eventedParent);\n    }\n    onAdd(map: Map) {\n        this.map = map;\n        this.load();\n    }\n\n    reload() {\n        this.cancelTileJSONRequest();\n        const fqid = makeFQID(this.id, this.scope);\n        this.load(() => this.map.style.clearSource(fqid));\n    }\n\n    cancelTileJSONRequest() {\n        if (!this._tileJSONRequest) return;\n        this._tileJSONRequest.cancel();\n        this._tileJSONRequest = null;\n    }\n\n    load(callback?: Callback<undefined>) {\n        this._loaded = false;\n        this.fire(new Event('dataloading', {dataType: 'source'}));\n        const language = Array.isArray(this.map._language) ? this.map._language.join() : this.map._language;\n        const worldview = this.map.getWorldview();\n        this._tileJSONRequest = loadTileJSON(this._options, this.map._requestManager, language, worldview, (err, tileJSON) => {\n            this._tileJSONRequest = null;\n            this._loaded = true;\n            if (err) {\n                if (language) console.warn(`Ensure that your requested language string is a valid BCP-47 code or list of codes. Found: ${language}`);\n                if (worldview && worldview.length !== 2) console.warn(`Requested worldview strings must be a valid ISO alpha-2 code. Found: ${worldview}`);\n\n                this.fire(new ErrorEvent(err));\n            } else if (tileJSON) {\n                Object.assign(this, tileJSON);\n                if (tileJSON.bounds) this.tileBounds = new TileBounds(tileJSON.bounds, this.minzoom, this.maxzoom);\n                postTurnstileEvent(tileJSON.tiles, this.map._requestManager._customAccessToken);\n\n                // `content` is included here to prevent a race condition where `Style#_updateSources` is called\n                // before the TileJSON arrives. this makes sure the tiles needed are loaded once TileJSON arrives\n                // ref: https://github.com/mapbox/mapbox-gl-js/pull/4347#discussion_r104418088\n                this.fire(new Event('data', {dataType: 'source', sourceDataType: 'metadata'}));\n                this.fire(new Event('data', {dataType: 'source', sourceDataType: 'content'}));\n            }\n\n            if (callback) callback(err);\n        });\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n\n    hasTile(tileID: OverscaledTileID): boolean {\n        return !this.tileBounds || this.tileBounds.contains(tileID.canonical);\n    }\n\n    loaded(): boolean {\n        return this._loaded;\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-misused-promises\n    async loadTile(tile: Tile, callback: Callback<undefined>): Promise<void> {\n        const url = this.map._requestManager.normalizeTileURL(tile.tileID.canonical.url(this.tiles, this.scheme));\n\n        // The actor/state branch stays synchronous so a re-entrant loadTile dedupes correctly.\n        const isFresh = !tile.actor || tile.state === 'expired';\n        if (isFresh) {\n            tile.actor = this.dispatcher.getActor();\n        } else {\n            if (tile.state === 'loading') {\n                // schedule tile reloading after it has been loaded\n                tile.reloadCallback = callback;\n                return;\n            }\n\n            // If the tile has already been parsed we may just need to reevaluate\n            if (tile.buckets) {\n                const buckets = Object.values(tile.buckets) as Tiled3dModelBucket[];\n                for (const bucket of buckets) {\n                    bucket.dirty = true;\n                }\n                tile.state = 'loaded';\n                return;\n            }\n        }\n\n        const messageType = isFresh ? 'loadTile' : 'reloadTile';\n        const controller = new AbortController();\n        tile.request = controller;\n\n        const done = (err?: AJAXError | null, data?: WorkerSourceVectorTileResult | null) => {\n            delete tile.request;\n            if (tile.aborted) return callback(null);\n            if (err && !isHttpNotFound(err)) return callback(err);\n            if (this.map._refreshExpiredTiles && data) tile.setExpiryData(parseExpiryData(data.headers));\n            tile.loadModelData(data, this.map.painter);\n            tile.state = 'loaded';\n            callback(null);\n\n            if (tile.reloadCallback) {\n                // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                this.loadTile(tile, tile.reloadCallback);\n                tile.reloadCallback = null;\n            }\n        };\n\n        try {\n            const request = await this.map._requestManager.transformRequest(url, ResourceType.Tile, controller.signal);\n            if (controller.signal.aborted) return callback(null);\n\n            const params: WorkerSourceTiled3dModelRequest = {\n                request,\n                data: undefined,\n                uid: tile.uid,\n                tileID: tile.tileID,\n                tileZoom: tile.tileZoom,\n                zoom: tile.tileID.overscaledZ,\n                tileSize: this.tileSize * tile.tileID.overscaleFactor(),\n                type: this.type,\n                source: this.id,\n                scope: this.scope,\n                showCollisionBoxes: this.map.showCollisionBoxes,\n                renderSourceType: tile.renderSourceType,\n                brightness: this.map.style ? (this.map.style.getBrightness() || 0.0) : 0.0,\n                pixelRatio: browser.devicePixelRatio,\n                promoteId: this.promoteId,\n            };\n\n            tile.request = tile.actor.sendCancelable(messageType, params, {}, done);\n        } catch (err) {\n            if (controller.signal.aborted) return callback(null);\n            callback(err as Error);\n        }\n    }\n\n    abortTile(tile: Tile) {\n        if (tile.request) {\n            tile.request.abort();\n            delete tile.request;\n        }\n        if (tile.actor) {\n            tile.actor.notify('abortTile', {uid: tile.uid, type: this.type, source: this.id, scope: this.scope});\n        }\n    }\n\n    serialize(): ModelSourceSpecification {\n        return {...this._options};\n    }\n}\n\nexport default Tiled3DModelSource;\n","import loadGeometry from './load_geometry';\nimport toEvaluationFeature from './evaluation_feature';\nimport EvaluationParameters from '../style/evaluation_parameters';\nimport EXTENT from '../style-spec/data/extent';\nimport Grid from '../symbol/grid_index';\nimport DictionaryCoder from '../util/dictionary_coder';\nimport {VectorTile} from '@mapbox/vector-tile';\nimport {PbfReader} from 'pbf';\nimport Feature from '../util/vectortile_to_geojson';\nimport {arraysIntersect, mapObject, warnOnce} from '../util/util';\nimport {register} from '../util/web_worker_transfer';\nimport {polygonIntersectsBox} from '../util/intersection_tests';\nimport {PossiblyEvaluated} from '../style/properties';\nimport {FeatureIndexArray} from './array_types';\nimport {DEMSampler} from '../terrain/elevation';\nimport {Standard} from '../../modules/standard_registry';\nimport {createExpression} from '../style-spec/expression/index';\n\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type Point from '@mapbox/point-geometry';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type {QrfQuery, QrfTarget, QueryResult} from '../source/query_features';\nimport type Transform from '../geo/transform';\nimport type {PromoteIdSpecification, LayerSpecification} from '../style-spec/types';\nimport type {TilespaceQueryGeometry} from '../style/query_geometry';\nimport type {FeatureIndex as FeatureIndexStruct} from './array_types';\nimport type {TileTransform} from '../geo/projection/tile_transform';\nimport type {VectorTileLayer, VectorTileFeature} from '@mapbox/vector-tile';\nimport type {FeatureState, StyleExpression} from '../style-spec/expression/index';\nimport type {FeatureVariant} from '../util/vectortile_to_geojson';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {PossiblyEvaluatedPropertyValue} from '../style/properties';\nimport type Tiled3dModelBucket from '../../3d-style/data/bucket/tiled_3d_model_bucket';\n\ntype QueryParameters = {\n    pixelPosMatrix: Float32Array;\n    transform: Transform;\n    tilespaceGeometry: TilespaceQueryGeometry;\n    tileTransform: TileTransform;\n    availableImages: ImageId[];\n    worldview: string | undefined;\n    queryRadius?: number;\n    scope?: string | undefined\n};\n\ntype FeatureIndices = FeatureIndexStruct | {\n    bucketIndex: number;\n    sourceLayerIndex: number;\n    featureIndex: number;\n    layoutVertexArrayOffset: number;\n};\n\ntype IntersectionTest = (feature: VectorTileFeature, styleLayer: TypedStyleLayer, featureState: FeatureState, layoutVertexArrayOffset: number) => boolean | number | undefined;\n\nclass FeatureIndex {\n    tileID: OverscaledTileID;\n    x: number;\n    y: number;\n    z: number;\n    grid: Grid;\n    featureIndexArray: FeatureIndexArray;\n    promoteId?: PromoteIdSpecification;\n    promoteIdExpression?: StyleExpression;\n\n    rawTileData!: ArrayBuffer;\n    bucketLayerIDs!: Array<Array<string>>;\n\n    vtLayers!: Record<string, VectorTileLayer>;\n    vtFeatures!: Record<string, VectorTileFeature[]>;\n    sourceLayerCoder!: DictionaryCoder;\n    is3DTile: boolean; // 3D tile has no vector source layers\n    serializedLayersCache: Map<string, LayerSpecification>;\n\n    constructor(tileID: OverscaledTileID, promoteId?: PromoteIdSpecification | null) {\n        this.tileID = tileID;\n        this.x = tileID.canonical.x;\n        this.y = tileID.canonical.y;\n        this.z = tileID.canonical.z;\n        this.grid = new Grid(EXTENT, EXTENT, EXTENT / 16);\n        this.featureIndexArray = new FeatureIndexArray();\n        this.promoteId = promoteId;\n        this.is3DTile = false;\n        this.serializedLayersCache = new Map();\n    }\n\n    insert(feature: VectorTileFeature, geometry: Array<Array<Point>>, featureIndex: number, sourceLayerIndex: number, bucketIndex: number, layoutVertexArrayOffset: number = 0, envelopePadding: number = 0) {\n        const key = this.featureIndexArray.length;\n        this.featureIndexArray.emplaceBack(featureIndex, sourceLayerIndex, bucketIndex, layoutVertexArrayOffset);\n\n        const grid = this.grid;\n\n        for (let r = 0; r < geometry.length; r++) {\n            const ring = geometry[r];\n\n            const bbox = [Infinity, Infinity, -Infinity, -Infinity];\n            for (let i = 0; i < ring.length; i++) {\n                const p = ring[i];\n                bbox[0] = Math.min(bbox[0], p.x);\n                bbox[1] = Math.min(bbox[1], p.y);\n                bbox[2] = Math.max(bbox[2], p.x);\n                bbox[3] = Math.max(bbox[3], p.y);\n            }\n\n            if (envelopePadding !== 0) {\n                bbox[0] -= envelopePadding;\n                bbox[1] -= envelopePadding;\n                bbox[2] += envelopePadding;\n                bbox[3] += envelopePadding;\n            }\n\n            if (bbox[0] < EXTENT &&\n                bbox[1] < EXTENT &&\n                bbox[2] >= 0 &&\n                bbox[3] >= 0) {\n                grid.insert(key, bbox[0], bbox[1], bbox[2], bbox[3]);\n            }\n        }\n    }\n\n    loadVTLayers(): Record<string, VectorTileLayer> {\n        if (!this.vtLayers) {\n            this.vtLayers = new VectorTile(new PbfReader(this.rawTileData)).layers;\n            this.sourceLayerCoder = new DictionaryCoder(this.vtLayers ? Object.keys(this.vtLayers).sort() : ['_geojsonTileLayer']);\n            this.vtFeatures = {};\n            for (const layer in this.vtLayers) {\n                this.vtFeatures[layer] = [];\n            }\n        }\n        return this.vtLayers;\n    }\n\n    // Finds non-symbol features in this tile at a particular position.\n    query(query: QrfQuery, params: QueryParameters): QueryResult {\n        const {tilespaceGeometry, transform, tileTransform, pixelPosMatrix, availableImages, worldview} = params;\n\n        this.loadVTLayers();\n        this.serializedLayersCache.clear();\n\n        const queryRadius = params.queryRadius ? params.queryRadius : 0;\n\n        const bounds = tilespaceGeometry.bufferedTilespaceBounds;\n        const queryPredicate = (bx1: number, by1: number, bx2: number, by2: number) => {\n            const isects = polygonIntersectsBox(tilespaceGeometry.bufferedTilespaceGeometry, bx1 - queryRadius, by1 - queryRadius, bx2 + queryRadius, by2 + queryRadius);\n            return isects;\n        };\n\n        const matching = this.grid.queryKeys(bounds.min.x, bounds.min.y, bounds.max.x, bounds.max.y, queryPredicate);\n        matching.sort(topDownFeatureComparator);\n\n        let elevationHelper = null;\n        if (transform.elevation && matching.length > 0) {\n            elevationHelper = DEMSampler.create(transform.elevation, this.tileID);\n        }\n\n        const result: QueryResult = {};\n        let previousIndex: number | undefined;\n        for (let k = 0; k < matching.length; k++) {\n            const index = matching[k];\n\n            // don't check the same feature more than once\n            if (index === previousIndex) continue;\n            previousIndex = index;\n\n            const match = this.featureIndexArray.get(index);\n            let featureGeometry: Point[][] | null = null;\n\n            if (this.is3DTile) {\n                this.loadMatchingModelFeature(result, match, query, tilespaceGeometry, transform, worldview);\n                continue;\n            }\n\n            const intersectionTest = (feature: VectorTileFeature, styleLayer: TypedStyleLayer, featureState: FeatureState, layoutVertexArrayOffset: number = 0) => {\n                if (!featureGeometry) {\n                    featureGeometry = loadGeometry(feature, this.tileID.canonical, tileTransform);\n                }\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                return styleLayer.queryIntersectsFeature(tilespaceGeometry, feature, featureState, featureGeometry, this.z, transform, pixelPosMatrix, elevationHelper, layoutVertexArrayOffset, params.scope);\n            };\n\n            this.loadMatchingFeature(\n                result,\n                match,\n                query,\n                availableImages,\n                worldview,\n                intersectionTest\n            );\n        }\n\n        return result;\n    }\n\n    loadMatchingFeature(\n        result: QueryResult,\n        featureIndexData: FeatureIndices,\n        query: QrfQuery,\n        availableImages: ImageId[],\n        worldview: string | undefined,\n        intersectionTest?: IntersectionTest\n    ): void {\n        const {featureIndex, bucketIndex, sourceLayerIndex, layoutVertexArrayOffset} = featureIndexData;\n\n        const layerIDs = this.bucketLayerIDs[bucketIndex];\n        const queryLayers = query.layers;\n        const queryLayerIDs = Object.keys(queryLayers);\n        if (queryLayerIDs.length && !arraysIntersect(queryLayerIDs, layerIDs)) {\n            return;\n        }\n\n        const querySourceCache = query.sourceCache;\n        const sourceLayerName = this.sourceLayerCoder.decode(sourceLayerIndex);\n        const sourceLayer = this.vtLayers[sourceLayerName];\n        const feature = sourceLayer.feature(featureIndex);\n\n        const id = this.getId(feature, sourceLayerName);\n        for (let l = 0; l < layerIDs.length; l++) {\n            const layerId = layerIDs[l];\n\n            if (!queryLayers[layerId]) continue;\n            const {styleLayer, targets} = queryLayers[layerId];\n\n            let featureState: FeatureState = {};\n            if (id !== undefined) {\n                // `feature-state` expression evaluation requires feature state to be available\n                featureState = querySourceCache.getFeatureState(styleLayer.sourceLayer, id);\n            }\n\n            const intersectionZ = (!intersectionTest || intersectionTest(feature, styleLayer, featureState, layoutVertexArrayOffset)) as number;\n            if (!intersectionZ) {\n                // Only applied for non-symbol features\n                continue;\n            }\n\n            const geojsonFeature = new Feature(feature, this.z, this.x, this.y, id);\n            geojsonFeature.tile = this.tileID.canonical;\n            geojsonFeature.state = featureState;\n\n            let serializedLayer = this.serializedLayersCache.get(layerId);\n            if (!serializedLayer) {\n                serializedLayer = styleLayer.serialize();\n                serializedLayer.id = layerId;\n                this.serializedLayersCache.set(layerId, serializedLayer);\n            }\n\n            geojsonFeature.source = serializedLayer.source;\n            geojsonFeature.sourceLayer = serializedLayer['source-layer'];\n\n            geojsonFeature.layer = {...serializedLayer};\n            geojsonFeature.layer.paint = evaluateProperties(serializedLayer.paint, styleLayer.paint, feature, featureState, availableImages);\n            geojsonFeature.layer.layout = evaluateProperties(serializedLayer.layout, styleLayer.layout, feature, featureState, availableImages);\n\n            // Iterate over all targets to check if the feature should be included and add feature variants if necessary\n            const evaluationParameters = new EvaluationParameters(this.tileID.overscaledZ, {worldview});\n            let shouldInclude = false;\n            for (const target of targets) {\n                this.updateFeatureProperties(geojsonFeature, target);\n                const {filter} = target;\n                if (filter) {\n                    feature.properties = geojsonFeature.properties;\n                    if (filter.needGeometry) {\n                        const evaluationFeature = toEvaluationFeature(feature, true);\n                        if (!filter.filter(evaluationParameters, evaluationFeature, this.tileID.canonical)) {\n                            continue;\n                        }\n                    } else if (!filter.filter(evaluationParameters, feature)) {\n                        continue;\n                    }\n                }\n\n                // Feature passes at least one target filter\n                shouldInclude = true;\n\n                // If the target has associated interaction id, add a feature variant for it\n                if (target.targetId) {\n                    this.addFeatureVariant(geojsonFeature, target);\n                }\n            }\n\n            if (shouldInclude) {\n                this.appendToResult(result, layerId, featureIndex, geojsonFeature, intersectionZ);\n            }\n        }\n    }\n\n    loadMatchingModelFeature(\n        result: QueryResult,\n        featureIndexData: FeatureIndices,\n        query: QrfQuery,\n        tilespaceGeometry: TilespaceQueryGeometry,\n        transform: Transform,\n        worldview: string | undefined,\n    ): void {\n        const {featureIndex, bucketIndex} = featureIndexData;\n\n        const layerIDs = this.bucketLayerIDs[bucketIndex];\n        const queryLayers = query.layers;\n        const queryLayerIDs = Object.keys(queryLayers);\n        if (queryLayerIDs.length && !arraysIntersect(queryLayerIDs, layerIDs)) {\n            return;\n        }\n\n        for (let l = 0; l < layerIDs.length; l++) {\n            const layerId = layerIDs[l];\n\n            const {styleLayer, targets} = queryLayers[layerId];\n            if (styleLayer.type !== 'model') continue;\n\n            const tile = tilespaceGeometry.tile;\n\n            const bucket = tile.getBucket(styleLayer) as Tiled3dModelBucket;\n            if (!bucket || !bucket.isTiled3dModelBucket) continue;\n            if (!Standard.loadMatchingModelFeature) continue;\n\n            const model = Standard.loadMatchingModelFeature(bucket, featureIndex, tilespaceGeometry, transform);\n            if (!model) continue;\n\n            const {z, x, y} = tile.tileID.canonical;\n            const {feature, intersectionZ, position} = model;\n\n            let featureState: FeatureState = {};\n            if (feature.id !== undefined) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                featureState = query.sourceCache.getFeatureState(styleLayer.sourceLayer, feature.id);\n            }\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            const geojsonFeature = new Feature({} as unknown as VectorTileFeature, z, x, y, feature.id);\n            geojsonFeature.tile = this.tileID.canonical;\n            geojsonFeature.state = featureState;\n\n            geojsonFeature.properties = feature.properties;\n            geojsonFeature.geometry = {type: 'Point', coordinates: [position.lng, position.lat]};\n\n            let serializedLayer = this.serializedLayersCache.get(layerId);\n            if (!serializedLayer) {\n                serializedLayer = styleLayer.serialize();\n                serializedLayer.id = layerId;\n                this.serializedLayersCache.set(layerId, serializedLayer);\n            }\n\n            geojsonFeature.source = serializedLayer.source;\n            geojsonFeature.sourceLayer = serializedLayer['source-layer'];\n\n            geojsonFeature.layer = {...serializedLayer};\n\n            // Iterate over all targets to check if the feature should be included and add feature variants if necessary\n            const evaluationParameters = new EvaluationParameters(this.tileID.overscaledZ, {worldview});\n            let shouldInclude = false;\n            for (const target of targets) {\n                this.updateFeatureProperties(geojsonFeature, target);\n                const {filter} = target;\n                if (filter) {\n                    feature.properties = geojsonFeature.properties;\n                    if (filter.needGeometry) {\n                        if (!filter.filter(evaluationParameters, feature, this.tileID.canonical)) {\n                            continue;\n                        }\n                    } else if (!filter.filter(evaluationParameters, feature)) {\n                        continue;\n                    }\n                }\n\n                // Feature passes at least one target filter\n                shouldInclude = true;\n\n                // If the target has associated interaction id, add a feature variant for it\n                if (target.targetId) {\n                    this.addFeatureVariant(geojsonFeature, target);\n                }\n            }\n\n            if (shouldInclude) {\n                this.appendToResult(result, layerId, featureIndex, geojsonFeature, intersectionZ);\n            }\n        }\n    }\n\n    updateFeatureProperties(feature: Feature, target: QrfTarget, availableImages?: ImageId[]) {\n        if (target.properties) {\n            const transformedProperties = {};\n            for (const name in target.properties) {\n                const expression = target.properties[name];\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const value = expression.evaluate(\n                    {zoom: this.z},\n                    feature._vectorTileFeature,\n                    feature.state,\n                    feature.tile,\n                    availableImages\n                );\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                if (value != null) transformedProperties[name] = value;\n            }\n            feature.properties = transformedProperties;\n        }\n    }\n\n    /**\n     * Create a feature variant for a query target and add it to the original feature.\n     *\n     * @param {Feature} feature The original feature.\n     * @param {QrfTarget} target The target to derive the feature for.\n     * @returns {Feature} The derived feature.\n     */\n    addFeatureVariant(feature: Feature, target: QrfTarget, availableImages?: ImageId[]) {\n        const variant: FeatureVariant = {\n            target: target.target,\n            namespace: target.namespace,\n            uniqueFeatureID: target.uniqueFeatureID,\n        };\n\n        if (target.properties) {\n            variant.properties = feature.properties;\n        }\n\n        feature.variants = feature.variants || {};\n        feature.variants[target.targetId] = feature.variants[target.targetId] || [];\n        feature.variants[target.targetId].push(variant);\n    }\n\n    appendToResult(result: QueryResult, layerID: string, featureIndex: number, geojsonFeature: Feature, intersectionZ?: number) {\n        let layerResult = result[layerID];\n        if (layerResult === undefined) {\n            layerResult = result[layerID] = [];\n        }\n\n        layerResult.push({featureIndex, feature: geojsonFeature, intersectionZ});\n    }\n\n    // Given a set of symbol indexes that have already been looked up,\n    // return a matching set of GeoJSONFeatures\n    lookupSymbolFeatures(\n        symbolFeatureIndexes: Array<number>,\n        bucketIndex: number,\n        sourceLayerIndex: number,\n        query: QrfQuery,\n        availableImages: ImageId[],\n        worldview: string | undefined\n    ): QueryResult {\n        const result: QueryResult = {};\n        this.loadVTLayers();\n\n        for (const symbolFeatureIndex of symbolFeatureIndexes) {\n            const featureIndexData = {bucketIndex, sourceLayerIndex, featureIndex: symbolFeatureIndex, layoutVertexArrayOffset: 0};\n            this.loadMatchingFeature(result, featureIndexData, query, availableImages, worldview);\n        }\n\n        return result;\n    }\n\n    loadFeature(featureIndexData: FeatureIndices): VectorTileFeature {\n        const {featureIndex, sourceLayerIndex} = featureIndexData;\n\n        this.loadVTLayers();\n        const sourceLayerName = this.sourceLayerCoder.decode(sourceLayerIndex);\n\n        const featureCache = this.vtFeatures[sourceLayerName];\n        if (featureCache[featureIndex]) {\n            return featureCache[featureIndex];\n        }\n        const sourceLayer = this.vtLayers[sourceLayerName];\n        const feature = sourceLayer.feature(featureIndex);\n        featureCache[featureIndex] = feature;\n\n        return feature;\n    }\n\n    hasLayer(id: string): boolean {\n        for (const layerIDs of this.bucketLayerIDs) {\n            for (const layerID of layerIDs) {\n                if (id === layerID) return true;\n            }\n        }\n\n        return false;\n    }\n\n    getId(feature: VectorTileFeature, sourceLayerId: string): string | number | undefined {\n        let id: string | number | undefined = feature.id;\n        if (this.promoteId) {\n            const propName = !Array.isArray(this.promoteId) && typeof this.promoteId === 'object' ? this.promoteId[sourceLayerId] : this.promoteId;\n            if (propName != null) {\n                if (Array.isArray(propName)) {\n                    if (!this.promoteIdExpression) {\n                        const expression = createExpression(propName);\n                        if (expression.result === 'success') {\n                            this.promoteIdExpression = expression.value;\n                        } else {\n                            const error = expression.value.map(err => `${err.key}: ${err.message}`).join(', ');\n                            warnOnce(`Failed to create expression for promoteId: ${error}`);\n                            return undefined;\n                        }\n                    }\n                    id = this.promoteIdExpression.evaluate({zoom: 0}, feature) as string | number;\n                } else {\n                    id = feature.properties[propName] as string | number;\n                }\n            }\n            if (typeof id === 'boolean') id = Number(id);\n        }\n        return id;\n    }\n}\n\nregister(FeatureIndex, 'FeatureIndex', {omit: ['rawTileData', 'sourceLayerCoder']});\n\nexport default FeatureIndex;\n\nfunction evaluateProperties(serializedProperties: Record<PropertyKey, unknown>, styleLayerProperties: unknown, feature: VectorTileFeature, featureState: FeatureState, availableImages: ImageId[]) {\n    return mapObject(serializedProperties, (_, key) => {\n        const prop = styleLayerProperties instanceof PossiblyEvaluated ?\n            styleLayerProperties.get(key) as PossiblyEvaluatedPropertyValue<unknown> :\n            null;\n\n        return prop && prop.evaluate ? prop.evaluate(feature, featureState, undefined, availableImages) : prop;\n    });\n}\n\nfunction topDownFeatureComparator(a: number, b: number) {\n    return b - a;\n}\n","export {ModelBucket, Tiled3dModelBucket, Tiled3dModelWorkerSource} from './standard_worker_imports';\n\n// Live in UMD builds: Standard is always loaded because all symbols are resolved\n// synchronously at bundle load time. ESM exposes the same shape but lazily.\nexport const loaded = true;\n\nexport async function prepareStandard(): Promise<void> { return Promise.resolve(); }\n","import circle from './style_layer/circle_style_layer';\nimport heatmap from './style_layer/heatmap_style_layer';\nimport hillshade from './style_layer/hillshade_style_layer';\nimport fill from './style_layer/fill_style_layer';\nimport clip from './style_layer/clip_style_layer';\nimport fillExtrusion from './style_layer/fill_extrusion_style_layer';\nimport building from '../../3d-style/style/style_layer/building_style_layer';\nimport line from './style_layer/line_style_layer';\nimport symbol from './style_layer/symbol_style_layer';\nimport background from './style_layer/background_style_layer';\nimport raster from './style_layer/raster_style_layer';\nimport rasterParticle from './style_layer/raster_particle_style_layer';\nimport CustomStyleLayer from './style_layer/custom_style_layer';\nimport sky from './style_layer/sky_style_layer';\nimport slot from './style_layer/slot_style_layer';\nimport placementGroup from './style_layer/placement_group_style_layer';\nimport model from '../../3d-style/style/style_layer/model_style_layer';\n\nimport type {LUT} from '../util/lut';\nimport type {ConfigOptions} from './properties';\nimport type {TypedStyleLayer, TypedStyleLayerConstructor} from './style_layer/typed_style_layer';\nimport type {LayerSpecification} from '../style-spec/types';\nimport type {CustomLayerInterface} from './style_layer/custom_style_layer';\n\nconst subclasses: Record<Exclude<TypedStyleLayer['type'], 'custom'>, TypedStyleLayerConstructor> = {\n    circle,\n    heatmap,\n    hillshade,\n    fill,\n    'fill-extrusion': fillExtrusion,\n    building,\n    line,\n    symbol,\n    background,\n    raster,\n    'raster-particle': rasterParticle,\n    sky,\n    slot,\n    'placement-group': placementGroup,\n    model,\n    clip,\n};\n\nexport default function createStyleLayer(\n    layer: LayerSpecification | CustomLayerInterface,\n    scope: string,\n    lut?: LUT | null,\n    options?: ConfigOptions | null,\n): TypedStyleLayer {\n    if (layer.type === 'custom') {\n        return new CustomStyleLayer(layer, scope);\n    } else {\n        return new subclasses[layer.type](layer, scope, lut, options);\n    }\n}\n","import StyleLayer from '../style_layer';\nimport HeatmapBucket from '../../data/bucket/heatmap_bucket';\nimport {getLayoutProperties, getPaintProperties} from './heatmap_style_layer_properties';\nimport {renderColorRamp} from '../../util/color_ramp';\nimport {queryIntersectsCircle} from './circle_style_layer';\nimport {getMaximumPaintValue} from '../query_utils';\nimport Point from '@mapbox/point-geometry';\nimport ProgramConfiguration from '../../data/program_configuration';\n\nimport type {RGBAImage} from '../../util/image';\nimport type {Transitionable, Transitioning, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {Bucket, BucketParameters} from '../../data/bucket';\nimport type Texture from '../../render/texture';\nimport type Framebuffer from '../../gl/framebuffer';\nimport type {PaintProps} from './heatmap_style_layer_properties';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {TilespaceQueryGeometry} from '../query_geometry';\nimport type {DEMSampler} from '../../terrain/elevation';\nimport type {FeatureState} from '../../style-spec/expression/index';\nimport type Transform from '../../geo/transform';\nimport type CircleBucket from '../../data/bucket/circle_bucket';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {CreateProgramParams} from '../../render/painter';\nimport type {LUT} from \"../../util/lut\";\nimport type {ProgramName} from '../../render/program';\n\nclass HeatmapStyleLayer extends StyleLayer {\n    override type!: 'heatmap';\n\n    heatmapFbo: Framebuffer | null | undefined;\n    colorRamp!: RGBAImage;\n    colorRampTexture: Texture | null | undefined;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    override createBucket(parameters: BucketParameters<this>): HeatmapBucket {\n        return new HeatmapBucket(parameters);\n    }\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n\n        // make sure color ramp texture is generated for default heatmap color too\n        this._updateColorRamp();\n    }\n\n    override _handleSpecialPaintPropertyUpdate(name: string) {\n        if (name === 'heatmap-color') {\n            this._updateColorRamp();\n        }\n    }\n\n    _updateColorRamp() {\n        const expression = this._transitionablePaint._values['heatmap-color'].value.expression;\n        this.colorRamp = renderColorRamp({\n            expression,\n            evaluationKey: 'heatmapDensity',\n            image: this.colorRamp\n        });\n        this.colorRampTexture = null;\n    }\n\n    override resize() {\n        if (this.heatmapFbo) {\n            this.heatmapFbo.destroy();\n            this.heatmapFbo = null;\n        }\n    }\n\n    override _clear() {\n        if (this.heatmapFbo) {\n            this.heatmapFbo.destroy();\n            this.heatmapFbo = null;\n        }\n        if (this.colorRampTexture) {\n            this.colorRampTexture.destroy();\n            this.colorRampTexture = null;\n        }\n    }\n\n    override queryRadius(bucket: Bucket): number {\n        return getMaximumPaintValue('heatmap-radius', this, (bucket as CircleBucket<HeatmapStyleLayer>));\n    }\n\n    override queryIntersectsFeature(\n        queryGeometry: TilespaceQueryGeometry,\n        feature: VectorTileFeature,\n        featureState: FeatureState,\n        geometry: Array<Array<Point>>,\n        zoom: number,\n        transform: Transform,\n        pixelPosMatrix: Float32Array,\n        elevationHelper?: DEMSampler | null,\n    ): boolean {\n        const size = this.paint.get('heatmap-radius').evaluate(feature, featureState);\n        return queryIntersectsCircle(\n            queryGeometry, geometry, transform, pixelPosMatrix, elevationHelper,\n            true, true, new Point(0, 0), size);\n    }\n\n    override hasOffscreenPass(): boolean {\n        return this.paint.get('heatmap-opacity') !== 0 && this.visibility !== 'none';\n    }\n\n    override getProgramIds(): ProgramName[] {\n        return ['heatmap', 'heatmapTexture'];\n    }\n\n    override getDefaultProgramParams(name: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        if (name === 'heatmap') {\n            return {\n                config: new ProgramConfiguration(this, {zoom, lut}),\n                overrideFog: false\n            };\n        }\n        return {};\n    }\n}\n\nexport default HeatmapStyleLayer;\n","import StyleLayer from '../style_layer';\nimport {getLayoutProperties, getPaintProperties} from './hillshade_style_layer_properties';\n\nimport type {Transitionable, Transitioning, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {PaintProps} from './hillshade_style_layer_properties';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {CreateProgramParams} from '../../render/painter';\nimport type {LUT} from \"../../util/lut\";\nimport type {ProgramName} from '../../render/program';\n\nclass HillshadeStyleLayer extends StyleLayer {\n    override type!: 'hillshade';\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n    }\n\n    shouldRedrape(): boolean {\n        return this.hasOffscreenPass() && this.paint.get('hillshade-illumination-anchor') === 'viewport';\n    }\n\n    override hasOffscreenPass(): boolean {\n        return this.paint.get('hillshade-exaggeration') !== 0 && this.visibility !== 'none';\n    }\n\n    override getProgramIds(): ProgramName[] {\n        return ['hillshade', 'hillshadePrepare'];\n    }\n\n    override getDefaultProgramParams(name: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        return {\n            overrideFog: false\n        };\n    }\n}\n\nexport default HillshadeStyleLayer;\n","import StyleLayer, {rawLayoutMayUseHD} from '../style_layer';\nimport {prepareHD} from '../../../modules/hd_worker';\nimport FillBucket from '../../data/bucket/fill_bucket';\nimport {polygonIntersectsMultiPolygon} from '../../util/intersection_tests';\nimport {translateDistance, translate} from '../query_utils';\nimport {getLayoutProperties, getPaintProperties} from './fill_style_layer_properties';\nimport ProgramConfiguration from '../../data/program_configuration';\n\nimport type {Transitionable, Transitioning, Layout, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {FeatureState} from '../../style-spec/expression/index';\nimport type {BucketParameters} from '../../data/bucket';\nimport type Point from '@mapbox/point-geometry';\nimport type {LayoutProps, PaintProps} from './fill_style_layer_properties';\nimport type EvaluationParameters from '../evaluation_parameters';\nimport type Transform from '../../geo/transform';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {TilespaceQueryGeometry} from '../query_geometry';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {RuntimeModuleType} from '../style_layer';\nimport type {CreateProgramParams} from '../../render/painter';\nimport type {LUT} from \"../../util/lut\";\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\nimport type {ProgramName} from '../../render/program';\n\nclass FillStyleLayer extends StyleLayer {\n    override type!: 'fill';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n    }\n\n    override getProgramIds(): ProgramName[] {\n        const pattern = this.paint.get('fill-pattern');\n\n        const image = pattern && pattern.constantOr(1);\n\n        const ids: ProgramName[] = [image ? 'fillPattern' : 'fill'];\n\n        if (this.paint.get('fill-antialias')) {\n            ids.push(image && !this.getPaintProperty('fill-outline-color') ? 'fillOutlinePattern' : 'fillOutline');\n        }\n\n        return ids;\n    }\n\n    override getDefaultProgramParams(name: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        return {\n            config: new ProgramConfiguration(this, {zoom, lut}),\n            overrideFog: false\n        };\n    }\n\n    override recalculate(parameters: EvaluationParameters, availableImages: ImageId[]) {\n        super.recalculate(parameters, availableImages);\n\n        const outlineColor = this.paint._values['fill-outline-color'];\n\n        if (outlineColor.value.kind === 'constant' && outlineColor.value.value === undefined) {\n            this.paint._values['fill-outline-color'] = this.paint._values['fill-color'];\n        }\n    }\n\n    override createBucket(parameters: BucketParameters<this>): FillBucket {\n        return new FillBucket(parameters);\n    }\n\n    override queryRadius(): number {\n        return translateDistance(this.paint.get('fill-translate'));\n    }\n\n    override queryIntersectsFeature(\n        queryGeometry: TilespaceQueryGeometry,\n        feature: VectorTileFeature,\n        featureState: FeatureState,\n        geometry: Array<Array<Point>>,\n        zoom: number,\n        transform: Transform,\n    ): boolean {\n        if (queryGeometry.queryGeometry.isAboveHorizon) return false;\n\n        const translatedPolygon = translate(queryGeometry.tilespaceGeometry,\n\n            this.paint.get('fill-translate'),\n            this.paint.get('fill-translate-anchor'),\n            transform.angle, queryGeometry.pixelToTileUnitsFactor);\n        return polygonIntersectsMultiPolygon(translatedPolygon, geometry);\n    }\n\n    override isTileClipped(): boolean {\n        return this.paint.get('fill-z-offset').constantOr(1.0) === 0.0;\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        if (this.paint.get('fill-z-offset').constantOr(1.0) !== 0.0) return true;\n\n        const potentially3D = this.layout && this.layout.get('fill-elevation-reference') !== 'none';\n        return terrainEnabled != null ? (potentially3D && !terrainEnabled) : potentially3D;\n    }\n\n    override hasElevation(): boolean {\n        return this.layout && this.layout.get('fill-elevation-reference') !== 'none';\n    }\n\n    override mayUse(type: RuntimeModuleType): boolean {\n        return type === 'HD' && rawLayoutMayUseHD(this, 'fill-elevation-reference', v => v !== 'none');\n    }\n\n    override prepare(): Promise<void> {\n        return this.mayUse('HD') ? prepareHD() : Promise.resolve();\n    }\n\n    override hasShadowPass(): boolean {\n        return this.layout && this.layout.get('fill-elevation-reference') !== 'none';\n    }\n}\n\nexport default FillStyleLayer;\n","import StyleLayer from '../../../src/style/style_layer';\nimport {BUILDING_VISIBLE} from '../../data/bucket/building_bucket_flags';\nimport {getLayoutProperties, getPaintProperties} from './building_style_layer_properties';\nimport {checkIntersection, projectExtrusion} from '../../../src/style/style_layer/fill_extrusion_style_layer';\nimport Point from '@mapbox/point-geometry';\nimport assert from '../../../src/style-spec/util/assert';\nimport {BuildingBucket, prepareBuildingGen} from '../../../modules/hd_worker';\n\nimport type {Layout, Transitionable, Transitioning, PossiblyEvaluated, ConfigOptions} from '../../../src/style/properties';\nimport type {Bucket, BucketParameters} from '../../../src/data/bucket';\nimport type {DEMSampler} from '../../../src/terrain/elevation';\nimport type {FeatureState} from '../../../src/style-spec/expression';\nimport type {PaintProps, LayoutProps} from './building_style_layer_properties';\nimport type {LayerSpecification} from '../../../src/style-spec/types';\nimport type {LUT} from \"../../../src/util/lut\";\nimport type {TilespaceQueryGeometry} from '../../../src/style/query_geometry';\nimport type Transform from '../../../src/geo/transform';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {RuntimeModuleType} from '../../../src/style/style_layer';\n\nclass BuildingStyleLayer extends StyleLayer {\n    override type!: 'building';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n        this._stats = {numRenderedVerticesInShadowPass: 0, numRenderedVerticesInTransparentPass: 0};\n    }\n\n    override mayUse(type: RuntimeModuleType): boolean {\n        return type === 'HD';\n    }\n\n    override prepare(): Promise<void> {\n        return prepareBuildingGen();\n    }\n\n    override createBucket(parameters: BucketParameters<this>): BuildingBucket {\n        return new BuildingBucket(parameters);\n    }\n\n    override cutoffRange(): number {\n        return this.paint.get('building-cutoff-fade-range');\n    }\n\n    override hasShadowPass(): boolean {\n        return this.paint.get('building-cast-shadows');\n    }\n\n    override hasLightBeamPass(): boolean {\n        return true;\n    }\n\n    override canCastShadows(): boolean {\n        return true;\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        return true;\n    }\n\n    override queryRadius(bucket: Bucket): number {\n        return 0;\n    }\n\n    override queryIntersectsFeature(\n        queryGeometry: TilespaceQueryGeometry,\n        feature: VectorTileFeature,\n        featureState: FeatureState,\n        geometry: Array<Array<Point>>,\n        zoom: number,\n        transform: Transform,\n        pixelPosMatrix: Float32Array,\n        elevationHelper: DEMSampler | null | undefined,\n        layoutVertexArrayOffset: number,\n        scope: string | undefined\n    ): boolean | number {\n        let height = this.layout.get('building-height').evaluate(feature, featureState);\n        const base = this.layout.get('building-base').evaluate(feature, featureState);\n\n        const bucket = queryGeometry.tile.getBucket(this);\n        assert(bucket instanceof BuildingBucket);\n        const footprint = bucket.getFootprint(feature);\n        if (footprint) {\n            if (footprint.hiddenFlags !== BUILDING_VISIBLE) {\n                return false;\n            }\n            height = footprint.height;\n        }\n\n        const demSampler: DEMSampler | null = null;\n        const centroid: [number, number] = [0, 0];\n        const exaggeration = 1;\n        const [projectedBase, projectedTop] = projectExtrusion(transform, geometry, base, height, new Point(0.0, 0.0), pixelPosMatrix, demSampler, centroid, exaggeration, transform.center.lat, queryGeometry.tileID.canonical);\n\n        const screenQuery = queryGeometry.queryGeometry;\n        const projectedQueryGeometry = screenQuery.isPointQuery() ? screenQuery.screenBounds : screenQuery.screenGeometry;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return checkIntersection(projectedBase, projectedTop, projectedQueryGeometry);\n    }\n}\n\nexport default BuildingStyleLayer;\n","import StyleLayer from '../style_layer';\nimport {getLayoutProperties, getPaintProperties} from './background_style_layer_properties';\n\nimport type {Transitionable, Transitioning, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {PaintProps} from './background_style_layer_properties';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {CreateProgramParams} from '../../render/painter';\nimport type {LUT} from \"../../util/lut\";\nimport type {ProgramName} from '../../render/program';\n\nclass BackgroundStyleLayer extends StyleLayer {\n    override type!: 'background';\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n    }\n\n    override getProgramIds(): ProgramName[] {\n        const image = this.paint.get('background-pattern');\n        return [image ? 'backgroundPattern' : 'background'];\n    }\n\n    override getDefaultProgramParams(name: string, zoom: number, lut: LUT | null): CreateProgramParams | null {\n        return {\n            overrideFog: false\n        };\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        return this.paint.get('background-pitch-alignment') === 'viewport';\n    }\n}\n\nexport default BackgroundStyleLayer;\n","import StyleLayer from '../style_layer';\nimport {getPaintProperties} from './slot_style_layer_properties';\n\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {LUT} from \"../../util/lut\";\n\nclass SlotStyleLayer extends StyleLayer {\n    override type!: 'slot';\n\n    constructor(layer: LayerSpecification, scope: string, _lut: LUT | null, _: unknown) {\n        const properties = {\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, null);\n    }\n}\n\nexport default SlotStyleLayer;\n","import StyleLayer from '../style_layer';\nimport {getPaintProperties} from './placement_group_style_layer_properties';\n\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {LUT} from \"../../util/lut\";\nimport type {ConfigOptions} from '../properties';\n\nclass PlacementGroupStyleLayer extends StyleLayer {\n    override type: 'placement-group';\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n    }\n}\n\nexport default PlacementGroupStyleLayer;\n","import StyleLayer from '../../../src/style/style_layer';\nimport {getLayoutProperties, getPaintProperties} from './model_style_layer_properties';\nimport {ZoomDependentExpression} from '../../../src/style-spec/expression/index';\nimport EXTENT from '../../../src/style-spec/data/extent';\nimport {ModelBucket, prepareStandard} from '../../../modules/standard_worker';\nimport {Standard} from '../../../modules/standard_registry';\n\nimport type Tiled3dModelBucket from '../../data/bucket/tiled_3d_model_bucket';\nimport type {Layout, Transitionable, Transitioning, PossiblyEvaluated, PropertyValue, ConfigOptions} from '../../../src/style/properties';\nimport type Point from '@mapbox/point-geometry';\nimport type {LayerSpecification, ModelLayerSpecification} from '../../../src/style-spec/types';\nimport type {PaintProps, LayoutProps} from './model_style_layer_properties';\nimport type {BucketParameters, Bucket} from '../../../src/data/bucket';\nimport type {QueryGeometry, TilespaceQueryGeometry} from '../../../src/style/query_geometry';\nimport type Transform from '../../../src/geo/transform';\nimport type ModelManager from '../../render/model_manager';\nimport type {FeatureState} from '../../../src/style-spec/expression/index';\nimport type {VectorTileFeature} from '@mapbox/vector-tile';\nimport type {RuntimeModuleType} from '../../../src/style/style_layer';\nimport type {LUT} from \"../../../src/util/lut\";\nimport type {ProgramName} from '../../../src/render/program';\nimport type {QueryResult} from '../../../src/source/query_features';\nimport type SourceCache from '../../../src/source/source_cache';\nimport type {DEMSampler} from '../../../src/terrain/elevation';\n\nclass ModelStyleLayer extends StyleLayer {\n    override type!: 'model';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n\n    override _transitionablePaint!: Transitionable<PaintProps>;\n    override _transitioningPaint!: Transitioning<PaintProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    modelManager!: ModelManager;\n    layer: ModelLayerSpecification;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n        this.layer = layer as ModelLayerSpecification;\n        this._stats = {numRenderedVerticesInShadowPass: 0, numRenderedVerticesInTransparentPass: 0};\n    }\n\n    override mayUse(type: RuntimeModuleType): boolean {\n        return type === 'Standard';\n    }\n\n    override prepare(): Promise<void> {\n        return prepareStandard();\n    }\n\n    override createBucket(parameters: BucketParameters<this>): ModelBucket {\n        return new ModelBucket(parameters);\n    }\n\n    override getProgramIds(): ProgramName[] {\n        return ['model'];\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        return true;\n    }\n\n    override hasShadowPass(): boolean {\n        return this.paint.get('model-cast-shadows');\n    }\n\n    override canCastShadows(): boolean {\n        return true;\n    }\n\n    override hasLightBeamPass(): boolean {\n        return true;\n    }\n\n    override cutoffRange(): number {\n        return this.paint.get('model-cutoff-fade-range');\n    }\n\n    override queryRadius(bucket: Bucket): number {\n        // Uses the discriminator tag rather than `instanceof`: in the ESM build the\n        // `Tiled3dModelBucket` live binding is undefined until the Standard module loads.\n        return (bucket as Tiled3dModelBucket).isTiled3dModelBucket ? EXTENT - 1 : 0;\n    }\n\n    override queryRenderedFeatures(\n        queryGeometry: QueryGeometry,\n        sourceCache: SourceCache,\n        transform: Transform\n    ): QueryResult {\n        if (!Standard.queryModelLayerRendered) return {};\n        return Standard.queryModelLayerRendered(this, queryGeometry, sourceCache, transform);\n    }\n\n    override queryIntersectsFeature(\n        queryGeometry: TilespaceQueryGeometry,\n        feature: VectorTileFeature,\n        featureState: FeatureState,\n        geometry: Array<Array<Point>>,\n        zoom: number,\n        transform: Transform,\n        pixelPosMatrix: Float32Array,\n        elevationHelper: DEMSampler | null | undefined,\n        layoutVertexArrayOffset: number,\n        scope: string | undefined\n    ): number | boolean {\n        if (!Standard.queryModelLayerIntersectsFeature) return false;\n        return Standard.queryModelLayerIntersectsFeature(this, queryGeometry, feature, featureState, transform, scope);\n    }\n\n    override _handleOverridablePaintPropertyUpdate<T, R>(name: string, oldValue: PropertyValue<T, R>, newValue: PropertyValue<T, R>): boolean {\n        if (!this.layout || oldValue.isDataDriven() || newValue.isDataDriven()) {\n            return false;\n        }\n        // relayout on programatically setPaintProperty for all non-data-driven properties that get baked into vertex data.\n        // Buckets could be updated without relayout later, if needed to optimize.\n        return name === \"model-color\" || name === \"model-color-mix-intensity\" || name === \"model-rotation\" || name === \"model-scale\" || name === \"model-translation\" || name === \"model-emissive-strength\";\n    }\n\n    _isPropertyZoomDependent(name: string): boolean {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const prop = this._transitionablePaint._values[name];\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        return prop != null && prop.value != null &&\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            prop.value.expression != null &&\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            prop.value.expression instanceof ZoomDependentExpression;\n    }\n\n    isZoomDependent(): boolean {\n        return this._isPropertyZoomDependent('model-scale') ||\n            this._isPropertyZoomDependent('model-rotation') ||\n            this._isPropertyZoomDependent('model-translation');\n    }\n}\n\nexport default ModelStyleLayer;\n","import StyleLayer from '../style_layer';\nimport ClipBucket from '../../data/bucket/clip_bucket';\nimport {getLayoutProperties, getPaintProperties} from './clip_style_layer_properties';\n\nimport type {Layout, PossiblyEvaluated, ConfigOptions} from '../properties';\nimport type {BucketParameters} from '../../data/bucket';\nimport type {LayoutProps, PaintProps} from './clip_style_layer_properties';\nimport type EvaluationParameters from '../evaluation_parameters';\nimport type {LayerSpecification} from '../../style-spec/types';\nimport type {LUT} from \"../../util/lut\";\nimport type {ImageId} from '../../style-spec/expression/types/image_id';\n\nclass ClipStyleLayer extends StyleLayer {\n    override type!: 'clip';\n\n    override _unevaluatedLayout!: Layout<LayoutProps>;\n    override layout!: PossiblyEvaluated<LayoutProps>;\n    override paint!: PossiblyEvaluated<PaintProps>;\n\n    constructor(layer: LayerSpecification, scope: string, lut: LUT | null, options?: ConfigOptions | null) {\n        const properties = {\n            layout: getLayoutProperties(),\n            paint: getPaintProperties()\n        };\n        super(layer, properties, scope, lut, options);\n    }\n\n    override recalculate(parameters: EvaluationParameters, availableImages: ImageId[]) {\n        super.recalculate(parameters, availableImages);\n    }\n\n    override createBucket(parameters: BucketParameters<this>): ClipBucket {\n        return new ClipBucket(parameters);\n    }\n\n    override is3D(terrainEnabled?: boolean): boolean {\n        return true;\n    }\n}\n\nexport default ClipStyleLayer;\n","import {register} from './web_worker_transfer';\n\nexport class LRUCache<T = object> {\n    private capacity: number;\n    private cache: Map<string, T>;\n    /**\n     * @param {number} capacity - max size of cache\n     */\n    constructor(capacity: number) {\n        this.capacity = capacity;\n        this.cache = new Map();\n    }\n\n    get(key: string): T | undefined {\n        if (!this.cache.has(key)) return undefined;\n        const value = this.cache.get(key);\n        this.cache.delete(key);\n        this.cache.set(key, value);\n        return value;\n    }\n\n    put(key: string, value: T): void {\n        if (this.cache.has(key)) {\n            this.cache.delete(key);\n        } else if (this.cache.size === this.capacity) {\n            this.cache.delete(this.cache.keys().next().value);\n        }\n        this.cache.set(key, value);\n    }\n\n    delete(key: string): void {\n        this.cache.delete(key);\n    }\n}\n\nregister(LRUCache, 'LRUCache');\n","/**\n * Invokes the wrapped function in a non-blocking way when trigger() is called. Invocation requests\n * are ignored until the function was actually invoked.\n *\n * @private\n */\nclass ThrottledInvoker {\n    _channel: MessageChannel | undefined;\n    _triggered: boolean;\n    _callback: () => void;\n\n    constructor(callback: () => void) {\n        this._callback = callback;\n        this._triggered = false;\n        if (typeof MessageChannel !== 'undefined') {\n            this._channel = new MessageChannel();\n            this._channel.port2.onmessage = () => {\n                this._triggered = false;\n                this._callback();\n            };\n        }\n    }\n\n    trigger() {\n        if (!this._triggered) {\n            this._triggered = true;\n            if (this._channel) {\n                this._channel.port1.postMessage(true);\n            } else {\n                setTimeout(() => {\n                    this._triggered = false;\n                    this._callback();\n                }, 0);\n            }\n        }\n    }\n\n    remove() {\n        if (this._channel) {\n            this._channel.port1.close();\n            this._channel.port2.close();\n        }\n        this._callback = () => {};\n    }\n}\n\nexport default ThrottledInvoker;\n","/**\n * Which render source partition this tile is parsed for.\n * Undefined/null = no filtering (single source, all layers).\n */\nexport const RenderSourceType = {\n    Other: 0,\n    Symbol: 1,\n    FillExtrusion: 2,\n    HdRoadCoverage: 3,\n} as const;\nexport type RenderSourceType = typeof RenderSourceType[keyof typeof RenderSourceType];\n","import ThrottledInvoker from './throttled_invoker';\nimport {bindAll, isWorker} from './util';\nimport {PerformanceUtils} from './performance';\nimport {RenderSourceType} from '../source/render_source_type';\n\nimport type {Cancelable} from '../types/cancelable';\n\nexport type TaskMetadata = {\n    type: 'message' | 'maybePrepare' | 'parseTile';\n    renderSourceType?: RenderSourceType | null;\n    zoom?: number;\n};\n\ntype TaskFunction = () => void;\n\ntype Task = {\n    fn: TaskFunction;\n    metadata: TaskMetadata;\n    priority: number;\n    id: number;\n};\n\nclass Scheduler {\n\n    tasks: Map<number, Task>;\n    invoker: ThrottledInvoker;\n    nextId: number;\n\n    constructor() {\n        this.tasks = new Map();\n        bindAll(['process'], this);\n        this.invoker = new ThrottledInvoker(this.process);\n        this.nextId = 0;\n    }\n\n    add(fn: TaskFunction, metadata: TaskMetadata): Cancelable | null {\n        const id = this.nextId++;\n        const priority = getPriority(metadata);\n\n        if (priority === 0) {\n            // Process tasks with priority 0 immediately. Do not yield to the event loop.\n            const m = isWorker(self) ? PerformanceUtils.beginMeasure('workerTask') : undefined;\n            try {\n                fn();\n            } finally {\n                if (m) PerformanceUtils.endMeasure(m);\n            }\n            // Don't return an empty cancel because we can't actually be cancelled\n            return null;\n        }\n\n        this.tasks.set(id, {fn, metadata, priority, id});\n        this.invoker.trigger();\n        return {\n            cancel: () => {\n                this.tasks.delete(id);\n            }\n        };\n    }\n\n    process() {\n        const m = isWorker(self) ? PerformanceUtils.beginMeasure('workerTask') : undefined;\n        try {\n            const task = this.pick();\n            if (!task) return;\n\n            this.tasks.delete(task.id);\n            // Schedule another process call if we know there's more to process _before_ invoking the\n            // current task. This is necessary so that processing continues even if the current task\n            // doesn't execute successfully.\n            if (this.tasks.size > 0) {\n                this.invoker.trigger();\n            }\n\n            task.fn();\n        } finally {\n            if (m) PerformanceUtils.endMeasure(m);\n        }\n    }\n\n    pick(): Task | null {\n        let result: Task | null = null;\n        let minPriority = Infinity;\n        for (const task of this.tasks.values()) {\n            if (task.priority < minPriority) {\n                minPriority = task.priority;\n                result = task;\n            }\n        }\n        return result;\n    }\n\n    remove() {\n        this.tasks.clear();\n        this.invoker.remove();\n    }\n}\n\nfunction getPriority({type, renderSourceType, zoom}: TaskMetadata): number {\n    zoom = zoom || 0;\n    const isSymbol = renderSourceType === RenderSourceType.Symbol;\n    if (type === 'message') return 0;\n    if (type === 'maybePrepare' && !isSymbol) return 100 - zoom;\n    if (type === 'parseTile' && !isSymbol) return 200 - zoom;\n    if (type === 'parseTile' && isSymbol) return 300 - zoom;\n    if (type === 'maybePrepare' && isSymbol) return 400 - zoom;\n    return 500;\n}\n\nexport default Scheduler;\n","import Scheduler from './scheduler';\nimport assert from '../style-spec/util/assert';\nimport {bindAll, isWorker} from './util';\nimport {serialize, deserialize} from './web_worker_transfer';\n\nimport type {Serialized} from './web_worker_transfer';\nimport type {Transferable} from '../types/transferable';\nimport type {TaskMetadata} from './scheduler';\nimport type {WorkerSource, WorkerSourceRequest, WorkerSourceType} from '../source/worker_source';\nimport type {ActorMessage, ActorInbox} from './actor_messages';\n\nexport type Task = {\n    type: ActorMessage | '<response>';\n    id?: string;\n    data?: Serialized;\n    error?: Serialized;\n    targetMapId?: number;\n    sourceMapId?: number;\n};\n\ntype PendingResponse = {\n    resolve: (value: unknown) => void;\n    reject: (err: Error) => void;\n    metadata: TaskMetadata;\n    detach?: () => void;\n};\n\nconst DEFAULT_METADATA: TaskMetadata = {type: 'message'};\n\n/**\n * Constraint that lets {@link Actor#send} index `Outbox[T]` generically.\n * @private\n */\ntype MessageMap = {[type: string]: {params: unknown; result: unknown}};\n\n/**\n * Dispatch-table view of the parent used by {@link Actor#processTask}: handlers\n * keyed by message name, plus `getWorkerSource` for dynamic `sourcetype.method`\n * messages. Each handler returns its result (or a Promise of it); `processTask`\n * awaits and posts a single `<response>`.\n * @private\n */\ntype ActorParent = {\n    [K in keyof ActorInbox]: (mapId: number, params: unknown) => unknown;\n} & {\n    getWorkerSource?: (mapId: number, params: WorkerSourceRequest) => WorkerSource;\n};\n\n/**\n * An implementation of the [Actor design pattern](http://en.wikipedia.org/wiki/Actor_model)\n * that maintains the relationship between asynchronous tasks and the objects\n * that spin them off - in this case, tasks like parsing parts of styles,\n * owned by the styles\n *\n * `Outbox` is the inbox this actor sends to: a worker-side actor (parent\n * {@link MapWorker}) is an `Actor<MainInbox>`; a main-side actor (parent\n * {@link Style}) is an `Actor<WorkerInbox>`.\n *\n * @param {WebWorker} target\n * @param {unknown} parent\n * @param {number} [mapId] A unique identifier for the Map instance using this Actor.\n * @private\n */\nclass Actor<Outbox extends MessageMap> {\n    target: Worker;\n    parent: ActorParent;\n    name?: string;\n    mapId?: number;\n    pendingResponses: Map<string, PendingResponse>;\n    scheduler: Scheduler;\n\n    constructor(target: Worker, parent: unknown, mapId?: number) {\n        this.target = target;\n        this.parent = parent as ActorParent;\n        this.mapId = mapId;\n        this.pendingResponses = new Map();\n        bindAll(['receive'], this);\n        this.target.addEventListener('message', this.receive, false);\n        this.scheduler = new Scheduler();\n    }\n\n    /**\n     * Sends a message from a main-thread map to a Worker or from a Worker back to a\n     * main-thread map instance, and resolves with the worker's result. Registers a pending\n     * response and is cancelable via `signal`. Use {@link Actor#notify} if you don't need a response.\n     *\n     * @param type The name of the target method to invoke or '[source-type].[source-name].name' for a method on a WorkerSource.\n     * @param data The message payload.\n     * @param options Optional send options (`signal` to cancel, `targetMapId`, scheduler `metadata`).\n     * @private\n     */\n    send<T extends keyof Outbox>(type: T, data: Outbox[T]['params'], options?: {signal?: AbortSignal; targetMapId?: number; metadata?: TaskMetadata}): Promise<Outbox[T]['result']> {\n        const {signal, targetMapId, metadata} = options || {};\n        // We're using a string ID instead of numbers because they are being used as object keys\n        // anyway, and thus stringified implicitly. We use random IDs because an actor may receive\n        // message from multiple other actors which could run in different execution context. A\n        // linearly increasing ID could produce collisions.\n        const id = Math.round((Math.random() * 1e18)).toString(36).substring(0, 10);\n        const buffers: Set<Transferable> = new Set();\n\n        if (signal && signal.aborted) {\n            return Promise.reject(signal.reason as Error);\n        }\n\n        this.target.postMessage({\n            id,\n            type: type as ActorMessage,\n            targetMapId,\n            sourceMapId: this.mapId,\n            data: serialize(data, buffers)\n        }, [...buffers]);\n\n        return new Promise((resolve, reject) => {\n            const entry: PendingResponse = {resolve, reject, metadata: metadata || DEFAULT_METADATA};\n\n            if (signal) {\n                const abortHandler = () => {\n                    this.pendingResponses.delete(id);\n                    reject(signal.reason as Error);\n                };\n                signal.addEventListener('abort', abortHandler, {once: true});\n                entry.detach = () => signal.removeEventListener('abort', abortHandler);\n            }\n\n            this.pendingResponses.set(id, entry);\n        });\n    }\n\n    /**\n     * Sends a message without awaiting for response. Use {@link Actor#send} if you need to await a response.\n     * @private\n     */\n    notify<T extends keyof Outbox>(type: T, data: Outbox[T]['params'], options?: {targetMapId?: number}): void {\n        const {targetMapId} = options || {};\n        const buffers: Set<Transferable> = new Set();\n\n        this.target.postMessage({\n            type: type as ActorMessage,\n            targetMapId,\n            sourceMapId: this.mapId,\n            data: serialize(data, buffers)\n        }, [...buffers]);\n    }\n\n    /**\n     * Convenience wrapper around {@link send} for the common callback + cancellation pattern:\n     * fires the message with a fresh AbortController, routes the result to a node-style callback,\n     * swallows AbortError, and returns the {@link AbortController} so the caller can abort the request.\n     *\n     * @private\n     */\n    sendCancelable<T extends keyof Outbox>(\n        type: T,\n        data: Outbox[T]['params'],\n        options: {targetMapId?: number; metadata?: TaskMetadata},\n        callback: (err?: Error | null, result?: Outbox[T]['result']) => void\n    ): AbortController {\n        const controller = new AbortController();\n        this.send(type, data, {...options, signal: controller.signal})\n            .then((result) => callback(null, result))\n            .catch((err: Error) => { if (err.name !== 'AbortError') callback(err); });\n        return controller;\n    }\n\n    /**\n     * A send-only view bound to `mapId`, for {@link WorkerSource}s. One worker-side\n     * actor serves many maps and has no `mapId` of its own, so its outbound messages\n     * must carry the owning map's id as `targetMapId`.\n     * @private\n     */\n    getWorkerSourceActor(mapId: number): Pick<Actor<Outbox>, 'send' | 'notify' | 'sendCancelable' | 'scheduler'> {\n        return {\n            scheduler: this.scheduler,\n            send: <T extends keyof Outbox>(type: T, data: Outbox[T]['params'], options?: {signal?: AbortSignal; metadata?: TaskMetadata}) => {\n                return this.send(type, data, {...options, targetMapId: mapId});\n            },\n            notify: <T extends keyof Outbox>(type: T, data: Outbox[T]['params']) => {\n                this.notify(type, data, {targetMapId: mapId});\n            },\n            sendCancelable: <T extends keyof Outbox>(type: T, data: Outbox[T]['params'], options: {metadata?: TaskMetadata}, callback: (err?: Error | null, result?: Outbox[T]['result']) => void) => {\n                return this.sendCancelable(type, data, {...options, targetMapId: mapId}, callback);\n            },\n        };\n    }\n\n    receive(message: MessageEvent<Task>) {\n        const data = message.data;\n        if (!data) return;\n\n        const id = data.id;\n        if (data.targetMapId && this.mapId !== data.targetMapId) {\n            return;\n        }\n\n        if (isWorker(self)) {\n            // Worker tasks go through the scheduler so they run in priority order and yield between\n            // each other instead of blocking the message loop. The worker's own glyph/image responses\n            // carry 'maybePrepare' metadata (from `metadata` on the originating `send`), deferring them\n            // onto the shared scheduler ahead of tile parsing.\n            const entry = this.pendingResponses.get(id);\n            const metadata = (entry && entry.metadata) || DEFAULT_METADATA;\n            this.scheduler.add(() => {\n                // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                this.processTask(id, data);\n            }, metadata);\n        } else {\n            // In the main thread, process messages immediately so that other work does not slip in\n            // between getting partial data back from workers.\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this.processTask(id, data);\n        }\n    }\n\n    async processTask(id: string, task: Task): Promise<void> {\n        if (task.type === '<response>') {\n            // The handler has resolved, and we are now resolving or rejecting\n            // the Promise in the originating actor, if there is one.\n            const entry = this.pendingResponses.get(id);\n            this.pendingResponses.delete(id);\n            if (entry) {\n                // If we get a response, but don't have a stored resolver, the request was canceled.\n                if (entry.detach) entry.detach();\n                // Deserialization can throw on a malformed payload; reject so the caller observes an\n                // error instead of hanging on a Promise that never settles.\n                try {\n                    if (task.error) {\n                        entry.reject(deserialize(task.error) as Error);\n                    } else {\n                        entry.resolve(deserialize(task.data));\n                    }\n                } catch (err) {\n                    entry.reject(err as Error);\n                }\n            }\n\n            return;\n        }\n\n        const buffers: Set<Transferable> = new Set();\n        const params = deserialize(task.data);\n\n        // `task.type` is either a MapWorker method name ('loadTile', etc.) or\n        // `<sourcetype>.<method>` addressing a WorkerSource method directly (only\n        // the `geojson.*` messages use this). Dispatch is by string either way.\n        try {\n            let result: unknown;\n            if (this.parent[task.type]) {\n                // task.type == 'loadTile', 'removeTile', etc.\n                result = await this.parent[task.type](task.sourceMapId, params);\n            } else if (this.parent.getWorkerSource) {\n                // task.type == sourcetype.method\n                const keys = task.type.split('.');\n                const {source, scope} = params as {source: string; scope: string};\n                const workerSource = this.parent.getWorkerSource(task.sourceMapId, {type: keys[0] as WorkerSourceType, source, scope});\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n                result = await workerSource[keys[1]](params);\n            } else {\n                throw new Error(`Could not find function ${task.type}`);\n            }\n\n            if (!id) return;\n\n            this.target.postMessage({\n                id,\n                type: '<response>',\n                sourceMapId: this.mapId,\n                error: null,\n                data: serialize(result, buffers)\n            }, [...buffers]);\n        } catch (err) {\n            if (!id) assert(false, `\"${task.type}\" threw: ${(err as Error).message}`);\n\n            this.target.postMessage({\n                id,\n                type: '<response>',\n                sourceMapId: this.mapId,\n                error: serialize(err),\n                data: null\n            }, []);\n        }\n    }\n\n    remove() {\n        // Reject any in-flight requests so their awaiters unwind instead of hanging forever once the\n        // message listener is detached and responses can no longer arrive.\n        for (const entry of this.pendingResponses.values()) {\n            if (entry.detach) entry.detach();\n            entry.reject(new DOMException('Actor removed', 'AbortError'));\n        }\n        this.pendingResponses.clear();\n        this.scheduler.remove();\n        this.target.removeEventListener('message', this.receive, false);\n    }\n}\n\nexport default Actor;\n","import config from '../util/config';\nimport browser from '../util/browser';\nimport {getURLExtension} from '../util/url';\nimport {processTileJSON as parseTileJson} from './load_tilejson';\n\nimport type {TileJSON} from '../types/tilejson';\nimport type {RequestManager} from '../util/mapbox';\nimport type {RequestParameters} from '../util/ajax';\nimport type {SourceSpecification} from '../style-spec/types';\nimport type {Options as TileJsonParserOptions} from './load_tilejson';\n\n/**\n * Response returned by {@link TileProvider.loadTile}.\n *\n * Raster and raster-dem sources accept `data: ArrayBuffer | ImageBitmap`. Vector\n * sources require `ArrayBuffer` and will reject `ImageBitmap` responses at runtime\n * with an error.\n *\n * Providers that hand DEM sources a pre-decoded `ImageBitmap` should construct it\n * with `createImageBitmap(blob, {premultiplyAlpha: 'none', colorSpaceConversion: 'none'})`\n * so the canvas round-trip preserves elevation byte fidelity.\n *\n * @property {T} data - The raw tile payload.\n * @property {string} [expires] - Expires header value for tile caching.\n * @property {string} [cacheControl] - Cache-Control header value for tile caching.\n * @experimental This API is experimental and subject to change in future versions.\n * @private\n */\nexport type TileDataResponse<T> = {\n    data: T;\n    expires?: string;\n    cacheControl?: string;\n};\n\n/**\n * Interface for a custom tile provider. Register a module URL with\n * {@link addTileProvider}, then reference it via `provider` in a source spec.\n * The module must default-export a class implementing this interface.\n *\n * Provider runs on the main thread for raster sources, in a Web Worker for\n * vector and raster-dem. Restrict to APIs available in both contexts (see\n * [worker-safe APIs](https://developer.mozilla.org/en-US/docs/Web/API/Web_Workers_API/Functions_and_classes_available_to_workers))\n * for portability across source types.\n * @experimental This API is experimental and subject to change in future versions.\n * @private\n *\n * @example\n * import type {RequestParameters, TileDataResponse, TileProvider, TileJSON, RasterSourceSpecification} from 'mapbox-gl';\n *\n * export default class MyTileProvider implements TileProvider<ArrayBuffer> {\n *     private url: string;\n *\n *     constructor(options: RasterSourceSpecification) {\n *         this.url = options.url;\n *     }\n *\n *     async load(): Promise<Partial<TileJSON>> {\n *         const response = await fetch(this.url);\n *         return await response.json();\n *     }\n *\n *     async loadTile(tile: {z: number; x: number; y: number}, options: {request: RequestParameters; signal: AbortSignal}): Promise<TileDataResponse<ArrayBuffer>> {\n *         const response = await fetch(options.request.url, {signal: options.signal});\n *         return {data: await response.arrayBuffer()};\n *     }\n * }\n *\n * @example\n * import type {RequestParameters, TileDataResponse, TileProvider} from 'mapbox-gl';\n *\n * export default class MyBitmapTileProvider implements TileProvider<ImageBitmap> {\n *     async loadTile(tile: {z: number; x: number; y: number}, options: {request: RequestParameters; signal: AbortSignal}): Promise<TileDataResponse<ImageBitmap>> {\n *         const response = await fetch(options.request.url, {signal: options.signal});\n *         const blob = await response.blob();\n *         return {data: await createImageBitmap(blob)};\n *     }\n * }\n */\nexport interface TileProvider<T> {\n    /**\n     * Returns TileJSON metadata for the source. Called once during initialization\n     * when the source has a `url` but no explicit `tiles`.\n     *\n     * @param options - Load options.\n     * @param options.request - {@link RequestParameters} for the request.\n     */\n    load?: (options: {request: RequestParameters}) => Promise<Partial<TileJSON>>;\n\n    /**\n     * Fetches raw tile data.\n     *\n     * @param {{ z: number, x: number, y: number }} tile Tile coordinates.\n     * @param {Object} options Load options.\n     * @param options.request - {@link RequestParameters} for the request.\n     * @param options.signal - Abort signal for cancellation.\n     * @returns {TileDataResponse | null | undefined} Tile data to render.\n     * Return `{data: null}` for an intentionally empty tile.\n     * Return nullish to overscale the parent tile.\n     */\n    loadTile: (tile: {z: number; x: number; y: number}, options: {request: RequestParameters; signal: AbortSignal}) => Promise<TileDataResponse<T | null> | null | undefined>;\n}\n\nexport type TileProviderConstructor = new (options: Partial<SourceSpecification>) => TileProvider<ArrayBuffer | ImageBitmap>;\n\n/**\n * Registers a tile provider module URL by name. Call this **before** creating\n * the {@link Map} or adding sources that reference the provider. Re-registering\n * a name overwrites the previous URL but won't affect already-loaded workers.\n *\n * @param name - Provider name (e.g. `'pmtiles'`).\n * @param url - URL to an ES module that default-exports a {@link TileProvider} class.\n * @experimental This API is experimental and subject to change in future versions.\n * @private\n */\nexport function addTileProvider(name: string, url: string): void {\n    if (!name || !url) {\n        throw new Error('TileProvider name and URL are required');\n    }\n\n    config.TILE_PROVIDER_URLS[name] = browser.resolveURL(url);\n}\n\nconst pendingLoads: Map<string, Promise<TileProviderConstructor>> = new Map();\nconst tileProviders: Map<string, TileProviderConstructor> = new Map();\n\n/**\n * Dynamically imports a provider module and caches its class.\n * Deduplicates concurrent imports for the same provider.\n * On failure the pending entry is cleared so the next call retries —\n * a transient network error should not permanently poison the cache.\n * @private\n */\nexport async function loadTileProvider(name: string, url: string): Promise<TileProviderConstructor> {\n    const cached = tileProviders.get(name);\n    if (cached) return cached;\n\n    const pending = pendingLoads.get(name);\n    if (pending !== undefined) return pending;\n\n    const load = import(/* webpackIgnore: true */ /* @vite-ignore */ url)\n        .catch((err) => {\n            throw new Error(`TileProvider \"${name}\" failed to load: ${err instanceof Error ? err.message : String(err)}`);\n        })\n        .then((mod: {default?: TileProviderConstructor}) => {\n            const TileProviderClass = mod.default;\n            if (typeof TileProviderClass !== 'function') {\n                throw new Error(`TileProvider \"${name}\" module must default-export a class`);\n            }\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            if (typeof TileProviderClass.prototype.loadTile !== 'function') {\n                throw new Error(`TileProvider \"${name}\" class must have a loadTile method`);\n            }\n            tileProviders.set(name, TileProviderClass);\n            return TileProviderClass;\n        })\n        .finally(() => {\n            pendingLoads.delete(name);\n        });\n\n    pendingLoads.set(name, load);\n    return load;\n}\n\n/**\n * Resolves a tile provider by explicit name or by auto-detecting from a source URL extension.\n * Returns the provider name and resolved module URL, null if no provider applies, or an Error\n * when a provider was matched but its URL is invalid.\n *\n * @private\n */\nexport function resolveTileProvider(options: SourceSpecification & {provider?: string | false}): {name: string; url: string} | Error | null {\n    if ('provider' in options && !options.provider) return null;\n\n    let name = options.provider;\n    if (!name && 'url' in options && options.url) {\n        name = getURLExtension(options.url);\n    }\n\n    if (!name) return null;\n\n    const rawUrl = config.TILE_PROVIDER_URLS[name];\n    if (!rawUrl) return null;\n\n    let url: string;\n    try {\n        url = new URL(rawUrl, config.API_URL).href;\n    } catch (e) {\n        return new Error(`TileProvider \"${name}\" has an invalid URL: \"${rawUrl}\"`);\n    }\n\n    return {name, url};\n}\n\n/**\n * Builds a TileJSON result from provider-returned metadata or falls back to\n * `options.tiles`. Returns an Error when neither source is available.\n * @private\n */\nexport function processTileJSON(options: TileJsonParserOptions, tileJSON: Partial<TileJSON> | null | undefined, requestManager: RequestManager): TileJSON | Error {\n    if (tileJSON) {\n        return parseTileJson(options, tileJSON, requestManager);\n    }\n\n    if (options.tiles && options.tiles.length > 0) {\n        return {tiles: options.tiles} as TileJSON;\n    }\n\n    return new Error(`TileJSON is missing required \"tiles\" property`);\n}\n","import {vec3} from 'gl-matrix';\nimport {number as interpolate} from '../style-spec/util/interpolate';\nimport {clamp} from '../util/util';\n\nimport type DEMData from './dem_data';\n\nclass MipLevel {\n    size: number;\n    minimums: Array<number>;\n    maximums: Array<number>;\n    leaves: Array<number>;\n\n    constructor(size_: number) {\n        this.size = size_;\n        this.minimums = [];\n        this.maximums = [];\n        this.leaves = [];\n    }\n\n    getElevation(x: number, y: number): {\n        min: number;\n        max: number;\n    } {\n        const idx = this.toIdx(x, y);\n        return {\n            min: this.minimums[idx],\n            max: this.maximums[idx]\n        };\n    }\n\n    isLeaf(x: number, y: number): number {\n        return this.leaves[this.toIdx(x, y)];\n    }\n\n    toIdx(x: number, y: number): number {\n        return y * this.size + x;\n    }\n}\n\nfunction aabbRayIntersect(min: vec3, max: vec3, pos: vec3, dir: vec3): number | null | undefined {\n    let tMin = 0;\n    let tMax = Number.MAX_VALUE;\n\n    const epsilon = 1e-15;\n\n    for (let i = 0; i < 3; i++) {\n        if (Math.abs(dir[i]) < epsilon) {\n            // Parallel ray\n            if (pos[i] < min[i] || pos[i] > max[i])\n                return null;\n        } else {\n            const ood = 1.0 / dir[i];\n            let t1 = (min[i] - pos[i]) * ood;\n            let t2 = (max[i] - pos[i]) * ood;\n            if (t1 > t2) {\n                const temp = t1;\n                t1 = t2;\n                t2 = temp;\n            }\n            if (t1 > tMin)\n                tMin = t1;\n            if (t2 < tMax)\n                tMax = t2;\n            if (tMin > tMax)\n                return null;\n        }\n    }\n\n    return tMin;\n}\n\nfunction triangleRayIntersect(\n    ax: number,\n    ay: number,\n    az: number,\n    bx: number,\n    by: number,\n    bz: number,\n    cx: number,\n    cy: number,\n    cz: number,\n    pos: vec3,\n    dir: vec3,\n): number | null | undefined {\n    // Compute barycentric coordinates u and v to find the intersection\n    const abX = bx - ax;\n    const abY = by - ay;\n    const abZ = bz - az;\n\n    const acX = cx - ax;\n    const acY = cy - ay;\n    const acZ = cz - az;\n\n    // pvec = cross(dir, a), det = dot(ab, pvec)\n    const pvecX = dir[1] * acZ - dir[2] * acY;\n    const pvecY = dir[2] * acX - dir[0] * acZ;\n    const pvecZ = dir[0] * acY - dir[1] * acX;\n    const det = abX * pvecX + abY * pvecY + abZ * pvecZ;\n\n    if (Math.abs(det) < 1e-15)\n        return null;\n\n    const invDet = 1.0 / det;\n    const tvecX = pos[0] - ax;\n    const tvecY = pos[1] - ay;\n    const tvecZ = pos[2] - az;\n    const u = (tvecX * pvecX + tvecY * pvecY + tvecZ * pvecZ) * invDet;\n\n    if (u < 0.0 || u > 1.0)\n        return null;\n\n    // qvec = cross(tvec, ab)\n    const qvecX = tvecY * abZ - tvecZ * abY;\n    const qvecY = tvecZ * abX - tvecX * abZ;\n    const qvecZ = tvecX * abY - tvecY * abX;\n    const v = (dir[0] * qvecX + dir[1] * qvecY + dir[2] * qvecZ) * invDet;\n\n    if (v < 0.0 || u + v > 1.0)\n        return null;\n\n    return (acX * qvecX + acY * qvecY + acZ * qvecZ) * invDet;\n}\n\nfunction decodeBounds(x: number, y: number, depth: number, boundsMinx: number, boundsMiny: number, boundsMaxx: number, boundsMaxy: number, outMin: Array<number>, outMax: Array<number>) {\n    const scale = 1 << depth;\n    const rangex = boundsMaxx - boundsMinx;\n    const rangey = boundsMaxy - boundsMiny;\n\n    const minX = (x + 0) / scale * rangex + boundsMinx;\n    const maxX = (x + 1) / scale * rangex + boundsMinx;\n    const minY = (y + 0) / scale * rangey + boundsMiny;\n    const maxY = (y + 1) / scale * rangey + boundsMiny;\n\n    outMin[0] = minX;\n    outMin[1] = minY;\n    outMax[0] = maxX;\n    outMax[1] = maxY;\n}\n\n// A small padding value is used with bounding boxes to extend the bottom below sea level\nconst aabbSkirtPadding = 100;\n\n// A sparse min max quad tree for performing accelerated queries against dem elevation data.\n// Each tree node stores the minimum and maximum elevation of its children nodes and a flag whether the node is a leaf.\n// Node data is stored in non-interleaved arrays where the root is at index 0.\nexport default class DemMinMaxQuadTree {\n    maximums: Array<number>;\n    minimums: Array<number>;\n    leaves: Array<number>;\n    childOffsets: Array<number>;\n    nodeCount: number;\n    dem: DEMData;\n    _siblingOffset: Array<Array<number>>;\n\n    constructor(dem_: DEMData) {\n        this.maximums = [];\n        this.minimums = [];\n        this.leaves = [];\n        this.childOffsets = [];\n        this.nodeCount = 0;\n        this.dem = dem_;\n\n        // Precompute the order of 4 sibling nodes in the memory. Top-left, top-right, bottom-left, bottom-right\n        this._siblingOffset = [\n            [0, 0],\n            [1, 0],\n            [0, 1],\n            [1, 1]\n        ];\n\n        if (!this.dem)\n            return;\n\n        const mips = buildDemMipmap(this.dem);\n        const maxLvl = mips.length - 1;\n\n        // Create the root node\n        const rootMip = mips[maxLvl];\n        const min = rootMip.minimums;\n        const max = rootMip.maximums;\n        const leaves = rootMip.leaves;\n        this._addNode(min[0], max[0], leaves[0]);\n\n        // Construct the rest of the tree recursively\n        this._construct(mips, 0, 0, maxLvl, 0);\n    }\n\n    // Performs raycast against the tree root only. Min and max coordinates defines the size of the root node\n    raycastRoot(\n        minx: number,\n        miny: number,\n        maxx: number,\n        maxy: number,\n        p: vec3,\n        d: vec3,\n        exaggeration: number = 1,\n    ): number | null | undefined {\n        const min: [number, number, number] = [minx, miny, -aabbSkirtPadding];\n        const max: [number, number, number] = [maxx, maxy, this.maximums[0] * exaggeration];\n        return aabbRayIntersect(min, max, p, d);\n    }\n\n    raycast(\n        rootMinx: number,\n        rootMiny: number,\n        rootMaxx: number,\n        rootMaxy: number,\n        p: vec3,\n        d: vec3,\n        exaggeration: number = 1,\n    ): number | null | undefined {\n        if (!this.nodeCount)\n            return null;\n\n        const t = this.raycastRoot(rootMinx, rootMiny, rootMaxx, rootMaxy, p, d, exaggeration);\n        if (t == null)\n            return null;\n\n        const tHits: number[] = [];\n        const sortedHits: number[] = [];\n        const boundsMin: number[] = [];\n        const boundsMax: number[] = [];\n\n        const stack = [{\n            idx: 0,\n            t,\n            nodex: 0,\n            nodey: 0,\n            depth: 0\n        }];\n\n        // Traverse the tree until something is hit or the ray escapes\n        while (stack.length > 0) {\n            const {idx, t, nodex, nodey, depth} = stack.pop();\n\n            if (this.leaves[idx]) {\n                // DDA over the leaf's DEM texels using the '/' diagonal (matching the terrain shader).\n                // Accurate because buildDemMipmap mip-0 now stores true texel max, so tEnter = t\n                // is the correct AABB entry point. Uses edge-sharing and a height-based skip.\n                decodeBounds(nodex, nodey, depth, rootMinx, rootMiny, rootMaxx, rootMaxy, boundsMin, boundsMax);\n\n                const scale = 1 << depth;\n                const minxUv = nodex / scale;\n                const maxxUv = (nodex + 1) / scale;\n                const minyUv = nodey / scale;\n                const maxyUv = (nodey + 1) / scale;\n\n                const {dim: demSz, floatView: fv, stride: st} = this.dem;\n                const txMin = Math.floor(minxUv * demSz);\n                const txMax = Math.ceil(maxxUv * demSz);\n                const tyMin = Math.floor(minyUv * demSz);\n                const tyMax = Math.ceil(maxyUv * demSz);\n                const txCount = txMax - txMin;\n                const tyCount = tyMax - tyMin;\n                if (txCount <= 0 || tyCount <= 0) continue;\n\n                const x0 = boundsMin[0];\n                const y0 = boundsMin[1];\n                const cellW = (boundsMax[0] - x0) / txCount;\n                const cellH = (boundsMax[1] - y0) / tyCount;\n\n                // Starting point on the ray (clamped to tile entry)\n                const tEnter = Math.max(0, t);\n                const entryX = p[0] + d[0] * tEnter;\n                const entryY = p[1] + d[1] * tEnter;\n\n                // Step direction\n                const hasX = Math.abs(d[0]) > 1e-10;\n                const hasY = Math.abs(d[1]) > 1e-10;\n                const stepI = d[0] >= 0 ? 1 : -1;\n                const stepJ = d[1] >= 0 ? 1 : -1;\n\n                let ci = Math.max(0, Math.min(txCount - 1, Math.floor((entryX - x0) / cellW)));\n                let cj = Math.max(0, Math.min(tyCount - 1, Math.floor((entryY - y0) / cellH)));\n\n                // Distance along ray to cross one cell\n                const tDeltaI = hasX ? Math.abs(cellW / d[0]) : Number.MAX_VALUE;\n                const tDeltaJ = hasY ? Math.abs(cellH / d[1]) : Number.MAX_VALUE;\n                // Distance to next cell boundary\n                let tNextI = hasX ? tEnter + (x0 + (d[0] >= 0 ? ci + 1 : ci) * cellW - entryX) / d[0] : Number.MAX_VALUE;\n                let tNextJ = hasY ? tEnter + (y0 + (d[1] >= 0 ? cj + 1 : cj) * cellH - entryY) / d[1] : Number.MAX_VALUE;\n\n                const elev = (tx: number, ty: number) => fv[(ty + 1) * st + tx + 1] * exaggeration;\n                let e00 = elev(txMin + ci,     tyMin + cj);\n                let e10 = elev(txMin + ci + 1, tyMin + cj);\n                let e01 = elev(txMin + ci,     tyMin + cj + 1);\n                let e11 = elev(txMin + ci + 1, tyMin + cj + 1);\n\n                let closestT: number | null = null;\n\n                // Traverse cells in order along the ray\n                for (let step = 0; step < txCount + tyCount; step++) {\n                    const tExit = Math.min(tNextI, tNextJ);\n\n                    // Height-based skip: for a downward ray, tExit is the lowest z the ray reaches in this cell\n                    if (d[2] >= 0 || p[2] + d[2] * tExit <= Math.max(e00, e10, e01, e11)) {\n                        const cx0 = x0 + ci * cellW;\n                        const cx1 = cx0 + cellW;\n                        const cy0 = y0 + cj * cellH;\n                        const cy1 = cy0 + cellH;\n                        // Triangle 1: (1,0) -> (0,0) -> (0,1)\n                        const t0 = triangleRayIntersect(cx1, cy0, e10, cx0, cy0, e00, cx0, cy1, e01, p, d);\n                        // Triangle 2: (0,1) -> (1,1) -> (1,0)\n                        const t1 = triangleRayIntersect(cx0, cy1, e01, cx1, cy1, e11, cx1, cy0, e10, p, d);\n                        if (t0 != null && t0 >= 0 && (closestT === null || t0 < closestT)) closestT = t0;\n                        if (t1 != null && t1 >= 0 && (closestT === null || t1 < closestT)) closestT = t1;\n                    }\n\n                    // Move to next cell\n                    const steppedI = tNextI < tNextJ;\n                    if (steppedI) { ci += stepI; tNextI += tDeltaI; } else { cj += stepJ; tNextJ += tDeltaJ; }\n\n                    // Check if we've exited the grid\n                    if (ci < 0 || ci >= txCount || cj < 0 || cj >= tyCount) break;\n                    // Early termination: found a hit and the ray has passed it in XY\n                    if (closestT !== null && tExit > closestT) break;\n\n                    // Update shared edges (reuse 2 corners, fetch 2 new ones)\n                    if (steppedI) {\n                        if (stepI > 0) { e00 = e10; e01 = e11; e10 = elev(txMin + ci + 1, tyMin + cj); e11 = elev(txMin + ci + 1, tyMin + cj + 1); } else { e10 = e00; e11 = e01; e00 = elev(txMin + ci, tyMin + cj); e01 = elev(txMin + ci, tyMin + cj + 1); }\n                    } else {\n                        if (stepJ > 0) { e00 = e01; e10 = e11; e01 = elev(txMin + ci, tyMin + cj + 1); e11 = elev(txMin + ci + 1, tyMin + cj + 1); } else { e01 = e00; e11 = e10; e00 = elev(txMin + ci, tyMin + cj); e10 = elev(txMin + ci + 1, tyMin + cj); }\n                    }\n                }\n\n                if (closestT !== null) return closestT || 0; // normalize -0 to +0\n\n                // Skirt fallback: handles rays that pass below the triangulated surface\n                // (e.g. horizontal rays through the gap between tiles at different zoom levels).\n                const hitPos = vec3.scaleAndAdd([], p, d, t);\n                const fracx = (hitPos[0] - boundsMin[0]) / (boundsMax[0] - boundsMin[0]);\n                const fracy = (hitPos[1] - boundsMin[1]) / (boundsMax[1] - boundsMin[1]);\n                const az = sampleElevation(minxUv, minyUv, this.dem) * exaggeration;\n                const bz = sampleElevation(maxxUv, minyUv, this.dem) * exaggeration;\n                const cz = sampleElevation(maxxUv, maxyUv, this.dem) * exaggeration;\n                const dz = sampleElevation(minxUv, maxyUv, this.dem) * exaggeration;\n                if (bilinearLerp(az, bz, dz, cz, fracx, fracy) >= hitPos[2])\n                    return t;\n\n                continue;\n            }\n\n            // Perform intersection tests agains each of the 4 child nodes and store results from closest to furthest.\n            let hitCount = 0;\n\n            for (let i = 0; i < this._siblingOffset.length; i++) {\n\n                const childNodeX = (nodex << 1) + this._siblingOffset[i][0];\n                const childNodeY = (nodey << 1) + this._siblingOffset[i][1];\n\n                // Decode node aabb from the morton code\n                decodeBounds(childNodeX, childNodeY, depth + 1, rootMinx, rootMiny, rootMaxx, rootMaxy, boundsMin, boundsMax);\n\n                boundsMin[2] = -aabbSkirtPadding;\n                boundsMax[2] = this.maximums[this.childOffsets[idx] + i] * exaggeration;\n\n                const result = aabbRayIntersect(boundsMin, boundsMax, p, d);\n                if (result != null) {\n                    // Build the result list from furthest to closest hit.\n                    // The order will be inversed when building the stack\n                    const tHit: number = result;\n                    tHits[i] = tHit;\n\n                    let added = false;\n                    for (let j = 0; j < hitCount && !added; j++) {\n                        if (tHit >= tHits[sortedHits[j]]) {\n                            sortedHits.splice(j, 0, i);\n                            added = true;\n                        }\n                    }\n                    if (!added)\n                        sortedHits[hitCount] = i;\n                    hitCount++;\n                }\n            }\n\n            // Continue recursion from closest to furthest\n            for (let i = 0; i < hitCount; i++) {\n                const hitIdx = sortedHits[i];\n                stack.push({\n                    idx: this.childOffsets[idx] + hitIdx,\n                    t: tHits[hitIdx],\n                    nodex: (nodex << 1) + this._siblingOffset[hitIdx][0],\n                    nodey: (nodey << 1) + this._siblingOffset[hitIdx][1],\n                    depth: depth + 1\n                });\n            }\n        }\n\n        return null;\n    }\n\n    _addNode(min: number, max: number, leaf: number): number {\n        this.minimums.push(min);\n        this.maximums.push(max);\n        this.leaves.push(leaf);\n        this.childOffsets.push(0);\n        return this.nodeCount++;\n    }\n\n    _construct(mips: Array<MipLevel>, x: number, y: number, lvl: number, parentIdx: number) {\n        if (mips[lvl].isLeaf(x, y) === 1) {\n            return;\n        }\n\n        // Update parent offset\n        if (!this.childOffsets[parentIdx])\n            this.childOffsets[parentIdx] = this.nodeCount;\n\n        // Construct all 4 children and place them next to each other in memory\n        const childLvl = lvl - 1;\n        const childMip = mips[childLvl];\n\n        let leafMask = 0;\n        let firstNodeIdx = 0;\n\n        for (let i = 0; i < this._siblingOffset.length; i++) {\n            const childX = x * 2 + this._siblingOffset[i][0];\n            const childY = y * 2 + this._siblingOffset[i][1];\n\n            const elevation = childMip.getElevation(childX, childY);\n            const leaf = childMip.isLeaf(childX, childY);\n            const nodeIdx = this._addNode(elevation.min, elevation.max, leaf);\n\n            if (leaf)\n                leafMask |= 1 << i;\n            if (!firstNodeIdx)\n                firstNodeIdx = nodeIdx;\n        }\n\n        // Continue construction of the tree recursively to non-leaf nodes.\n        for (let i = 0; i < this._siblingOffset.length; i++) {\n            if (!(leafMask & (1 << i))) {\n                this._construct(mips, x * 2 + this._siblingOffset[i][0], y * 2 + this._siblingOffset[i][1], childLvl, firstNodeIdx + i);\n            }\n        }\n    }\n}\n\nfunction bilinearLerp(p00: number, p10: number, p01: number, p11: number, x: number, y: number): number {\n    return interpolate(\n        interpolate(p00, p01, y),\n        interpolate(p10, p11, y),\n        x\n    );\n}\n\n// Sample elevation in normalized uv-space ([0, 0] is the top left)\n// This function does not account for exaggeration\nexport function sampleElevation(fx: number, fy: number, dem: DEMData): number {\n    // Sample position in texels\n    const demSize = dem.dim;\n    const x = clamp(fx * demSize - 0.5, 0, demSize - 1);\n    const y = clamp(fy * demSize - 0.5, 0, demSize - 1);\n\n    // Compute 4 corner points for bilinear interpolation\n    const ixMin = Math.floor(x);\n    const iyMin = Math.floor(y);\n    const ixMax = Math.min(ixMin + 1, demSize - 1);\n    const iyMax = Math.min(iyMin + 1, demSize - 1);\n\n    const e00 = dem.get(ixMin, iyMin);\n    const e10 = dem.get(ixMax, iyMin);\n    const e01 = dem.get(ixMin, iyMax);\n    const e11 = dem.get(ixMax, iyMax);\n\n    return bilinearLerp(e00, e10, e01, e11, x - ixMin, y - iyMin);\n}\n\nexport function buildDemMipmap(dem: DEMData): Array<MipLevel> {\n    const demSize = dem.dim;\n\n    const elevationDiffThreshold = 5;\n    const texelSizeOfMip0 = 8;\n    const levelCount = Math.ceil(Math.log2(demSize / texelSizeOfMip0));\n    const mips: Array<MipLevel> = [];\n\n    let blockCount = Math.ceil(Math.pow(2, levelCount));\n\n    const blockSamples = (x: number, y: number, size: number, exclusive: boolean, outBounds: Array<number>) => {\n        const padding = exclusive ? 1 : 0;\n        const minx = x * size;\n        const maxx = (x + 1) * size - padding;\n        const miny = y * size;\n        const maxy = (y + 1) * size - padding;\n\n        outBounds[0] = minx;\n        outBounds[1] = miny;\n        outBounds[2] = maxx;\n        outBounds[3] = maxy;\n    };\n\n    // Mip 0: use bilinear corner samples for MIN (preserves existing behaviour for\n    // getMinElevationBelowMSL and the rendering pipeline) but scan all raw DEM texels\n    // for MAX. The corner approach underestimates peaks between samples, so the AABB\n    // z-max was too low — causing the DDA to start at the wrong cell and miss hits.\n    let mip = new MipLevel(blockCount);\n    const blockSize = 1 / blockCount;\n    const {floatView, stride} = dem;\n    const blockBounds: number[] = [];\n\n    for (let idx = 0; idx < blockCount * blockCount; idx++) {\n        const by = Math.floor(idx / blockCount);\n        const bx = idx % blockCount;\n\n        // MIN: bilinear at the 4 corners (unchanged from original)\n\n        blockSamples(bx, by, blockSize, false, blockBounds);\n\n        const e0 = sampleElevation(blockBounds[0], blockBounds[1], dem);\n\n        const e1 = sampleElevation(blockBounds[2], blockBounds[1], dem);\n\n        const e2 = sampleElevation(blockBounds[2], blockBounds[3], dem);\n\n        const e3 = sampleElevation(blockBounds[0], blockBounds[3], dem);\n        const blockMin = Math.min(e0, e1, e2, e3);\n\n        // MAX: scan all raw texels (plus one border texel per edge) for true peak detection\n        const txStart = Math.max(0, bx * texelSizeOfMip0 - 1);\n        const txEnd   = Math.min(demSize - 1, (bx + 1) * texelSizeOfMip0);\n        const tyStart = Math.max(0, by * texelSizeOfMip0 - 1);\n        const tyEnd   = Math.min(demSize - 1, (by + 1) * texelSizeOfMip0);\n        let blockMax = -Infinity;\n        for (let ty = tyStart; ty <= tyEnd; ty++) {\n            const rowBase = (ty + 1) * stride;\n            for (let tx = txStart; tx <= txEnd; tx++) {\n                const v = floatView[rowBase + tx + 1];\n                if (v > blockMax) blockMax = v;\n            }\n        }\n\n        mip.minimums.push(blockMin);\n        mip.maximums.push(blockMax);\n        mip.leaves.push(1);\n    }\n\n    mips.push(mip);\n\n    // Construct the rest of the mip levels from bottom to up\n    for (blockCount /= 2; blockCount >= 1; blockCount /= 2) {\n        const prevMip = mips.at(-1);\n\n        mip = new MipLevel(blockCount);\n\n        for (let idx = 0; idx < blockCount * blockCount; idx++) {\n            const y = Math.floor(idx / blockCount);\n            const x = idx % blockCount;\n\n            // Sample elevation of all 4 children mip texels. 4 leaf nodes can be concatenated into a single\n            // leaf if the total elevation difference is below the threshold value\n\n            blockSamples(x, y, 2, true, blockBounds);\n\n            const e0 = prevMip.getElevation(blockBounds[0], blockBounds[1]);\n\n            const e1 = prevMip.getElevation(blockBounds[2], blockBounds[1]);\n\n            const e2 = prevMip.getElevation(blockBounds[2], blockBounds[3]);\n\n            const e3 = prevMip.getElevation(blockBounds[0], blockBounds[3]);\n\n            const l0 = prevMip.isLeaf(blockBounds[0], blockBounds[1]);\n\n            const l1 = prevMip.isLeaf(blockBounds[2], blockBounds[1]);\n\n            const l2 = prevMip.isLeaf(blockBounds[2], blockBounds[3]);\n\n            const l3 = prevMip.isLeaf(blockBounds[0], blockBounds[3]);\n\n            const minElevation = Math.min(e0.min, e1.min, e2.min, e3.min);\n            const maxElevation = Math.max(e0.max, e1.max, e2.max, e3.max);\n            const canConcatenate = l0 && l1 && l2 && l3;\n\n            mip.maximums.push(maxElevation);\n            mip.minimums.push(minElevation);\n\n            if (maxElevation - minElevation <= elevationDiffThreshold && canConcatenate) {\n                // All samples have uniform elevation. Mark this as a leaf\n                mip.leaves.push(1);\n            } else {\n                mip.leaves.push(0);\n            }\n        }\n\n        mips.push(mip);\n    }\n\n    return mips;\n}\n","import {Float32Image} from '../util/image';\nimport {warnOnce, clamp} from '../util/util';\nimport {register} from '../util/web_worker_transfer';\nimport DemMinMaxQuadTree from './dem_tree';\nimport assert from '../style-spec/util/assert';\nimport browser from '../util/browser';\n\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type {RGBAImage} from '../util/image';\n\nexport type DEMSourceEncoding = 'mapbox' | 'terrarium';\n\n// DEMData is a data structure for decoding, backfilling, and storing elevation data for processing in the hillshade shaders\n// data can be populated either from a pngraw image tile or from serliazed data sent back from a worker. When data is initially\n// loaded from a image tile, we decode the pixel values using the appropriate decoding formula, but we store the\n// elevation data as an Int32 value. we add 65536 (2^16) to eliminate negative values and enable the use of\n// integer overflow when creating the texture used in the hillshadePrepare step.\n\n// DEMData also handles the backfilling of data from a tile's neighboring tiles. This is necessary because we use a pixel's 8\n// surrounding pixel values to compute the slope at that pixel, and we cannot accurately calculate the slope at pixels on a\n// tile's edge without backfilling from neighboring tiles.\n\nconst unpackVectors = {\n    mapbox: [6553.6, 25.6, 0.1, 10000.0],\n    terrarium: [256.0, 1.0, 1.0 / 256.0, 32768.0]\n} as const;\n\nfunction unpackMapbox(r: number, g: number, b: number): number {\n    // unpacking formula for mapbox.terrain-rgb:\n    // https://www.mapbox.com/help/access-elevation-data/#mapbox-terrain-rgb\n    return ((r * 256 * 256 + g * 256.0 + b) / 10.0 - 10000.0);\n}\n\nfunction unpackTerrarium(r: number, g: number, b: number): number {\n    // unpacking formula for mapzen terrarium:\n    // https://aws.amazon.com/public-datasets/terrain/\n    return ((r * 256 + g + b / 256) - 32768.0);\n}\n\nexport default class DEMData {\n    uid: number;\n    stride!: number;\n    dim!: number;\n    borderReady!: boolean;\n    _tree!: DemMinMaxQuadTree;\n    _modifiedForSources!: {\n        [key: string]: Array<CanonicalTileID>;\n    };\n    _timestamp!: number;\n    pixels!: Uint8Array;\n    floatView!: Float32Array;\n    get tree(): DemMinMaxQuadTree {\n        if (!this._tree) this._buildQuadTree();\n        return this._tree;\n    }\n\n    // RGBAImage data has uniform 1px padding on all sides: square tile edge size defines stride\n    // and dim is calculated as stride - 2.\n    constructor(\n        uid: number,\n        data: ImageData,\n        sourceEncoding: DEMSourceEncoding,\n        borderReady: boolean = false,\n    ) {\n        // debugger;\n        this.uid = uid;\n        if (data.height !== data.width) throw new RangeError('DEM tiles must be square');\n        if (sourceEncoding && sourceEncoding !== \"mapbox\" && sourceEncoding !== \"terrarium\") {\n            warnOnce(`\"${sourceEncoding}\" is not a valid encoding type. Valid types include \"mapbox\" and \"terrarium\".`);\n            return;\n        }\n\n        this.stride = data.height;\n        const dim = this.dim = data.height - 2;\n        const values = new Uint32Array(data.data.buffer);\n        this.pixels = new Uint8Array(data.data.buffer);\n        this.floatView = new Float32Array(data.data.buffer);\n        this.borderReady = borderReady;\n        this._modifiedForSources = {};\n\n        if (!borderReady) {\n            // in order to avoid flashing seams between tiles, here we are initially populating a 1px border of pixels around the image\n            // with the data of the nearest pixel from the image. this data is eventually replaced when the tile's neighboring\n            // tiles are loaded and the accurate data can be backfilled using DEMData#backfillBorder\n            for (let x = 0; x < dim; x++) {\n                // left vertical border\n                values[this._idx(-1, x)] = values[this._idx(0, x)];\n                // right vertical border\n                values[this._idx(dim, x)] = values[this._idx(dim - 1, x)];\n                // left horizontal border\n                values[this._idx(x, -1)] = values[this._idx(x, 0)];\n                // right horizontal border\n                values[this._idx(x, dim)] = values[this._idx(x, dim - 1)];\n            }\n            // corners\n            values[this._idx(-1, -1)] = values[this._idx(0, 0)];\n            values[this._idx(dim, -1)] = values[this._idx(dim - 1, 0)];\n            values[this._idx(-1, dim)] = values[this._idx(0, dim - 1)];\n            values[this._idx(dim, dim)] = values[this._idx(dim - 1, dim - 1)];\n        }\n\n        const unpack = sourceEncoding === \"terrarium\" ? unpackTerrarium : unpackMapbox;\n        for (let i = 0; i < values.length; ++i) {\n            const byteIdx = i * 4;\n            this.floatView[i] = unpack(this.pixels[byteIdx], this.pixels[byteIdx + 1], this.pixels[byteIdx + 2]);\n        }\n\n        this._timestamp = browser.now();\n    }\n\n    _buildQuadTree() {\n        assert(!this._tree);\n        // Construct the implicit sparse quad tree by traversing mips from top to down\n        this._tree = new DemMinMaxQuadTree(this);\n    }\n\n    get(x: number, y: number, clampToEdge: boolean = false): number {\n        if (clampToEdge) {\n            x = clamp(x, -1, this.dim);\n            y = clamp(y, -1, this.dim);\n        }\n        const idx = this._idx(x, y);\n\n        return this.floatView[idx];\n    }\n\n    set(x: number, y: number, v: number): number {\n        const idx = this._idx(x, y);\n        const p = this.floatView[idx];\n        this.floatView[idx] = v;\n        return v - p;\n    }\n\n    static getUnpackVector(encoding: DEMSourceEncoding) {\n        return unpackVectors[encoding];\n    }\n\n    _idx(x: number, y: number): number {\n        if (x < -1 || x >= this.dim + 1 || y < -1 || y >= this.dim + 1) throw new RangeError('out of range source coordinates for DEM data');\n        return (y + 1) * this.stride + (x + 1);\n    }\n\n    static pack(altitude: number, encoding: DEMSourceEncoding): [number, number, number, number] {\n        const color: [number, number, number, number] = [0, 0, 0, 0];\n        const vector = DEMData.getUnpackVector(encoding);\n        let v = Math.floor((altitude + vector[3]) / vector[2]);\n        color[2] = v % 256;\n        v = Math.floor(v / 256);\n        color[1] = v % 256;\n        v = Math.floor(v / 256);\n        color[0] = v;\n        return color;\n    }\n\n    getPixels(): RGBAImage | Float32Image {\n        return new Float32Image({width: this.stride, height: this.stride}, this.pixels);\n    }\n\n    backfillBorder(borderTile: DEMData, dx: number, dy: number): void {\n        if (this.dim !== borderTile.dim) throw new Error('dem dimension mismatch');\n\n        let xMin = dx * this.dim,\n            xMax = dx * this.dim + this.dim,\n            yMin = dy * this.dim,\n            yMax = dy * this.dim + this.dim;\n\n        switch (dx) {\n        case -1:\n            xMin = xMax - 1;\n            break;\n        case 1:\n            xMax = xMin + 1;\n            break;\n        }\n\n        switch (dy) {\n        case -1:\n            yMin = yMax - 1;\n            break;\n        case 1:\n            yMax = yMin + 1;\n            break;\n        }\n\n        const ox = -dx * this.dim;\n        const oy = -dy * this.dim;\n        for (let y = yMin; y < yMax; y++) {\n            for (let x = xMin; x < xMax; x++) {\n                const i = 4 * this._idx(x, y);\n                const j = 4 * this._idx(x + ox, y + oy);\n                this.pixels[i + 0] = borderTile.pixels[j + 0];\n                this.pixels[i + 1] = borderTile.pixels[j + 1];\n                this.pixels[i + 2] = borderTile.pixels[j + 2];\n                this.pixels[i + 3] = borderTile.pixels[j + 3];\n            }\n        }\n    }\n\n    onDeserialize() {\n        if (this._tree) this._tree.dem = this;\n    }\n}\n\nregister(DEMData, 'DEMData');\nregister(DemMinMaxQuadTree, 'DemMinMaxQuadTree', {omit: ['dem']});\n","/* eslint-disable */\n// @ts-nocheck\n\nimport {LRUCache} from '../../util/lru';\n\nfunction readTileHeader(pbf, end) {\n  const obj = {\n    headerLength: 0,\n    x: 0,\n    y: 0,\n    z: 0,\n    layers: []\n  };\n  let field;\n  while ((field = pbf.nextField(end))) {\n    if (field === 1) obj.headerLength = pbf.readFixed32();else if (field === 2) obj.x = pbf.readVarint();else if (field === 3) obj.y = pbf.readVarint();else if (field === 4) obj.z = pbf.readVarint();else if (field === 5) obj.layers.push(readLayer(pbf, pbf.readVarint() + pbf.pos));\n  }\n  return obj;\n}\nfunction readFilter(pbf, end) {\n  const obj = {};\n  let field;\n  while ((field = pbf.nextField(end))) {\n    if (field === 1) {\n      obj.delta_filter = readFilterDelta(pbf, pbf.readVarint() + pbf.pos);\n      obj.filter = 'delta_filter';\n    } else if (field === 2) {\n      pbf.readVarint();\n      obj.filter = 'zigzag_filter';\n    } else if (field === 3) {\n      pbf.readVarint();\n      obj.filter = 'bitshuffle_filter';\n    } else if (field === 4) {\n      pbf.readVarint();\n      obj.filter = 'byteshuffle_filter';\n    }\n  }\n  return obj;\n}\nfunction readFilterDelta(pbf, end) {\n  const obj = {\n    blockSize: 0\n  };\n  let field;\n  while ((field = pbf.nextField(end))) {\n    if (field === 1) obj.blockSize = pbf.readVarint();\n  }\n  return obj;\n}\nfunction readCodec(pbf, end) {\n  const obj = {};\n  let field;\n  while ((field = pbf.nextField(end))) {\n    if (field === 1) {\n      pbf.readVarint();\n      obj.codec = 'gzip_data';\n    } else if (field === 2) {\n      pbf.readVarint();\n      obj.codec = 'jpeg_image';\n    } else if (field === 3) {\n      pbf.readVarint();\n      obj.codec = 'webp_image';\n    } else if (field === 4) {\n      pbf.readVarint();\n      obj.codec = 'png_image';\n    }\n  }\n  return obj;\n}\nfunction readDataIndexEntry(pbf, end) {\n  const obj = {\n    firstByte: 0,\n    lastByte: 0,\n    filters: [],\n    codec: null,\n    offset: 0,\n    scale: 0,\n    bands: []\n  };\n  let deprecated_scale = 0;\n  let deprecated_offset = 0;\n  let field;\n  while ((field = pbf.nextField(end))) {\n    if (field === 1) obj.firstByte = pbf.readFixed64();else if (field === 2) obj.lastByte = pbf.readFixed64();else if (field === 3) obj.filters.push(readFilter(pbf, pbf.readVarint() + pbf.pos));else if (field === 4) obj.codec = readCodec(pbf, pbf.readVarint() + pbf.pos);else if (field === 5) deprecated_offset = pbf.readFloat();else if (field === 6) deprecated_scale = pbf.readFloat();else if (field === 7) obj.bands.push(pbf.readString());else if (field === 8) obj.offset = pbf.readDouble();else if (field === 9) obj.scale = pbf.readDouble();\n  }\n\n  // Overwrite these values if they're zero. Scale can never be zero, so this could only\n  // mean it's being overwritten with something that is potentially valid (or at least\n  // not any more invalid). For offset, the same situation applies except that it could\n  // technically have been affirmatively set to zero to begin with. However, it would then\n  // be overwritten with the deprecated float32 value, which is identically zero whether\n  // or not it was actually set. At the end of the day, it only achieves some increased\n  // robustness for historical tilesets written during early beta, before the field type\n  // was upgraded to double precision.\n  if (obj.offset === 0) obj.offset = deprecated_offset;\n  if (obj.scale === 0) obj.scale = deprecated_scale;\n  return obj;\n}\nfunction readLayer(pbf, end) {\n  const obj = {\n    version: 0,\n    name: '',\n    units: '',\n    tileSize: 0,\n    buffer: 0,\n    pixelFormat: 0,\n    dataIndex: []\n  };\n  let field;\n  while ((field = pbf.nextField(end))) {\n    if (field === 1) obj.version = pbf.readVarint();else if (field === 2) obj.name = pbf.readString();else if (field === 3) obj.units = pbf.readString();else if (field === 4) obj.tileSize = pbf.readVarint();else if (field === 5) obj.buffer = pbf.readVarint();else if (field === 6) obj.pixelFormat = pbf.readVarint();else if (field === 7) obj.dataIndex.push(readDataIndexEntry(pbf, pbf.readVarint() + pbf.pos));\n  }\n  return obj;\n}\nfunction readNumericData(pbf, values) {\n  let field;\n  while ((field = pbf.nextField())) {\n    if (field === 2) {\n      readUint32Values(pbf, pbf.readVarint() + pbf.pos, values);\n    } else if (field === 3) {\n      throw new Error('Not implemented');\n    }\n  }\n}\nfunction readUint32Values(pbf, end, values) {\n  let field;\n  while ((field = pbf.nextField(end))) {\n    if (field === 1) {\n      let i = 0;\n      const valuesEnd = pbf.readVarint() + pbf.pos;\n      while (pbf.pos < valuesEnd) {\n        values[i++] = pbf.readVarint();\n      }\n    }\n  }\n  return values;\n}\n\n/**\n * Decode difference-encoded data using a cumulative sum operation along\n * the last two (raster row and column) axes.\n *\n * @param {TArrayLike} data - flat array of input data\n * @param {number[]} shape - array dimensions, *including* the pixel dimension,\n *                           i.e. 1, 2, or 4 reflecting whether the data is\n *                           uint32, uint16, or uint8, respectively.\n * @return {TArrayLike} - differenced ndarray\n */\nfunction deltaDecode(data, shape) {\n  if (shape.length !== 4) {\n    throw new Error(`Expected data of dimension 4 but got ${shape.length}.`);\n  }\n\n  // Sum over dimensions 1 and 2 of 0, 1, 2, 3\n  let axisOffset = shape[3];\n  for (let axis = 2; axis >= 1; axis--) {\n    const start1 = axis === 1 ? 1 : 0;\n    const start2 = axis === 2 ? 1 : 0;\n    for (let i0 = 0; i0 < shape[0]; i0++) {\n      const offset0 = shape[1] * i0;\n      for (let i1 = start1; i1 < shape[1]; i1++) {\n        const offset1 = shape[2] * (i1 + offset0);\n        for (let i2 = start2; i2 < shape[2]; i2++) {\n          const offset2 = shape[3] * (i2 + offset1);\n          for (let i3 = 0; i3 < shape[3]; i3++) {\n            const offset3 = offset2 + i3;\n            data[offset3] += data[offset3 - axisOffset];\n          }\n        }\n      }\n    }\n    axisOffset *= shape[axis];\n  }\n  return data;\n}\n\n/**\n * Perform zigzag decoding.\n *\n * The purpose of this operation is to turn two's complement signed 32-bit\n * integers into small positive integers. It does this by performing a\n * circular shift and rotating the sign bit all the way over to the least\n * significant bit. At the same time, it inverts the bits of negative numbers\n * so that all those two's complement ones turn into zeros.\n *\n * This operation is a bitwise equivalent of the mathematical operation\n *\n *     x % 2 === 1\n *       ? (x + 1) / -2\n *       : x / 2\n *\n * Unlike the bitwise version though, it works throughout the entire 32-bit\n * unsigned range without overflow.\n *\n * Note that this imlementation works on Uint32Array, Uint16Array, and\n * Uint8Array input without needing to specially handle the different types.\n *\n * @param {TArrayLike} data - flat array of input data\n * @return {TArrayLike} - zigzag-decoded array\n */\nfunction zigzagDecode(data) {\n  for (let i = 0, n = data.length; i < n; i++) {\n    data[i] = data[i] >>> 1 ^ -(data[i] & 1);\n  }\n  return data;\n}\n\n/**\n * Perform bitshuffle decoding.\n *\n * @param {TArrayLike} data - flat array of input data\n * @param {TPixelFormat} pixelFormat - pixel format of data\n * @return {TArrayLike} - zigzag-decoded array\n */\nfunction bitshuffleDecode(data, pixelFormat) {\n  switch (pixelFormat) {\n    case 'uint32':\n      return data;\n    case 'uint16':\n      for (let i = 0; i < data.length; i += 2) {\n        const a = data[i];\n        const b = data[i + 1];\n        data[i] = (a & 0xf0) >> 4 | (a & 0xf000) >> 8 | (b & 0xf0) << 4 | b & 0xf000;\n        data[i + 1] = a & 0xf | (a & 0xf00) >> 4 | (b & 0xf) << 8 | (b & 0xf00) << 4;\n      }\n      return data;\n    case 'uint8':\n      for (let i = 0; i < data.length; i += 4) {\n        const a = data[i];\n        const b = data[i + 1];\n        const c = data[i + 2];\n        const d = data[i + 3];\n        data[i + 0] = (a & 0xc0) >> 6 | (b & 0xc0) >> 4 | (c & 0xc0) >> 2 | (d & 0xc0) >> 0;\n        data[i + 1] = (a & 0x30) >> 4 | (b & 0x30) >> 2 | (c & 0x30) >> 0 | (d & 0x30) << 2;\n        data[i + 2] = (a & 0x0c) >> 2 | (b & 0x0c) >> 0 | (c & 0x0c) << 2 | (d & 0x0c) << 4;\n        data[i + 3] = (a & 0x03) >> 0 | (b & 0x03) << 2 | (c & 0x03) << 4 | (d & 0x03) << 6;\n      }\n      return data;\n    default:\n      throw new Error(`Invalid pixel format, \"${pixelFormat}\"`);\n  }\n}\n\n// DEFLATE is a complex format; to read this code, you should probably check the RFC first:\n\n// aliases for shorter compressed code (most minifers don't do this)\nvar u8 = Uint8Array,\n  u16 = Uint16Array,\n  i32 = Int32Array;\n// fixed length extra bits\nvar fleb = new u8([0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 0, /* unused */0, 0, /* impossible */0]);\n// fixed distance extra bits\nvar fdeb = new u8([0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, /* unused */0, 0]);\n// code length index map\nvar clim = new u8([16, 17, 18, 0, 8, 7, 9, 6, 10, 5, 11, 4, 12, 3, 13, 2, 14, 1, 15]);\n// get base, reverse index map from extra bits\nvar freb = function (eb, start) {\n  var b = new u16(31);\n  for (var i = 0; i < 31; ++i) {\n    b[i] = start += 1 << eb[i - 1];\n  }\n  // numbers here are at max 18 bits\n  var r = new i32(b[30]);\n  for (var i = 1; i < 30; ++i) {\n    for (var j = b[i]; j < b[i + 1]; ++j) {\n      r[j] = j - b[i] << 5 | i;\n    }\n  }\n  return {\n    b: b,\n    r: r\n  };\n};\nvar _a = freb(fleb, 2),\n  fl = _a.b,\n  revfl = _a.r;\n// we can ignore the fact that the other numbers are wrong; they never happen anyway\nfl[28] = 258, revfl[258] = 28;\nvar _b = freb(fdeb, 0),\n  fd = _b.b;\n// map of value to reverse (assuming 16 bits)\nvar rev = new u16(32768);\nfor (var i = 0; i < 32768; ++i) {\n  // reverse table algorithm from SO\n  var x = (i & 0xAAAA) >> 1 | (i & 0x5555) << 1;\n  x = (x & 0xCCCC) >> 2 | (x & 0x3333) << 2;\n  x = (x & 0xF0F0) >> 4 | (x & 0x0F0F) << 4;\n  rev[i] = ((x & 0xFF00) >> 8 | (x & 0x00FF) << 8) >> 1;\n}\n// create huffman tree from u8 \"map\": index -> code length for code index\n// mb (max bits) must be at most 15\n// TODO: optimize/split up?\nvar hMap = function (cd, mb, r) {\n  var s = cd.length;\n  // index\n  var i = 0;\n  // u16 \"map\": index -> # of codes with bit length = index\n  var l = new u16(mb);\n  // length of cd must be 288 (total # of codes)\n  for (; i < s; ++i) {\n    if (cd[i]) ++l[cd[i] - 1];\n  }\n  // u16 \"map\": index -> minimum code for bit length = index\n  var le = new u16(mb);\n  for (i = 1; i < mb; ++i) {\n    le[i] = le[i - 1] + l[i - 1] << 1;\n  }\n  var co;\n  if (r) {\n    // u16 \"map\": index -> number of actual bits, symbol for code\n    co = new u16(1 << mb);\n    // bits to remove for reverser\n    var rvb = 15 - mb;\n    for (i = 0; i < s; ++i) {\n      // ignore 0 lengths\n      if (cd[i]) {\n        // num encoding both symbol and bits read\n        var sv = i << 4 | cd[i];\n        // free bits\n        var r_1 = mb - cd[i];\n        // start value\n        var v = le[cd[i] - 1]++ << r_1;\n        // m is end value\n        for (var m = v | (1 << r_1) - 1; v <= m; ++v) {\n          // every 16 bit value starting with the code yields the same result\n          co[rev[v] >> rvb] = sv;\n        }\n      }\n    }\n  } else {\n    co = new u16(s);\n    for (i = 0; i < s; ++i) {\n      if (cd[i]) {\n        co[i] = rev[le[cd[i] - 1]++] >> 15 - cd[i];\n      }\n    }\n  }\n  return co;\n};\n// fixed length tree\nvar flt = new u8(288);\nfor (var i = 0; i < 144; ++i) flt[i] = 8;\nfor (var i = 144; i < 256; ++i) flt[i] = 9;\nfor (var i = 256; i < 280; ++i) flt[i] = 7;\nfor (var i = 280; i < 288; ++i) flt[i] = 8;\n// fixed distance tree\nvar fdt = new u8(32);\nfor (var i = 0; i < 32; ++i) fdt[i] = 5;\n// fixed length map\nvar flrm = /*#__PURE__*/hMap(flt, 9, 1);\n// fixed distance map\nvar fdrm = /*#__PURE__*/hMap(fdt, 5, 1);\n// find max of array\nvar max = function (a) {\n  var m = a[0];\n  for (var i = 1; i < a.length; ++i) {\n    if (a[i] > m) m = a[i];\n  }\n  return m;\n};\n// read d, starting at bit p and mask with m\nvar bits = function (d, p, m) {\n  var o = p / 8 | 0;\n  return (d[o] | d[o + 1] << 8) >> (p & 7) & m;\n};\n// read d, starting at bit p continuing for at least 16 bits\nvar bits16 = function (d, p) {\n  var o = p / 8 | 0;\n  return (d[o] | d[o + 1] << 8 | d[o + 2] << 16) >> (p & 7);\n};\n// get end of byte\nvar shft = function (p) {\n  return (p + 7) / 8 | 0;\n};\n// typed array slice - allows garbage collector to free original reference,\n// while being more compatible than .slice\nvar slc = function (v, s, e) {\n  if (s == null || s < 0) s = 0;\n  if (e == null || e > v.length) e = v.length;\n  // can't use .constructor in case user-supplied\n  return new u8(v.subarray(s, e));\n};\n// error codes\nvar ec = ['unexpected EOF', 'invalid block type', 'invalid length/literal', 'invalid distance', 'stream finished', 'no stream handler',, 'no callback', 'invalid UTF-8 data', 'extra field too long', 'date not in range 1980-2099', 'filename too long', 'stream finishing', 'invalid zip data'\n// determined by unknown compression method\n];\nvar err = function (ind, msg, nt) {\n  var e = new Error(msg || ec[ind]);\n  e.code = ind;\n  if (Error.captureStackTrace) Error.captureStackTrace(e, err);\n  if (!nt) throw e;\n  return e;\n};\n// expands raw DEFLATE data\nvar inflt = function (dat, st, buf, dict) {\n  // source length       dict length\n  var sl = dat.length,\n    dl = dict ? dict.length : 0;\n  if (!sl || st.f && !st.l) return buf || new u8(0);\n  var noBuf = !buf;\n  // have to estimate size\n  var resize = noBuf || st.i != 2;\n  // no state\n  var noSt = st.i;\n  // Assumes roughly 33% compression ratio average\n  if (noBuf) buf = new u8(sl * 3);\n  // ensure buffer can fit at least l elements\n  var cbuf = function (l) {\n    var bl = buf.length;\n    // need to increase size to fit\n    if (l > bl) {\n      // Double or set to necessary, whichever is greater\n      var nbuf = new u8(Math.max(bl * 2, l));\n      nbuf.set(buf);\n      buf = nbuf;\n    }\n  };\n  //  last chunk         bitpos           bytes\n  var final = st.f || 0,\n    pos = st.p || 0,\n    bt = st.b || 0,\n    lm = st.l,\n    dm = st.d,\n    lbt = st.m,\n    dbt = st.n;\n  // total bits\n  var tbts = sl * 8;\n  do {\n    if (!lm) {\n      // BFINAL - this is only 1 when last chunk is next\n      final = bits(dat, pos, 1);\n      // type: 0 = no compression, 1 = fixed huffman, 2 = dynamic huffman\n      var type = bits(dat, pos + 1, 3);\n      pos += 3;\n      if (!type) {\n        // go to end of byte boundary\n        var s = shft(pos) + 4,\n          l = dat[s - 4] | dat[s - 3] << 8,\n          t = s + l;\n        if (t > sl) {\n          if (noSt) err(0);\n          break;\n        }\n        // ensure size\n        if (resize) cbuf(bt + l);\n        // Copy over uncompressed data\n        buf.set(dat.subarray(s, t), bt);\n        // Get new bitpos, update byte count\n        st.b = bt += l, st.p = pos = t * 8, st.f = final;\n        continue;\n      } else if (type == 1) lm = flrm, dm = fdrm, lbt = 9, dbt = 5;else if (type == 2) {\n        //  literal                            lengths\n        var hLit = bits(dat, pos, 31) + 257,\n          hcLen = bits(dat, pos + 10, 15) + 4;\n        var tl = hLit + bits(dat, pos + 5, 31) + 1;\n        pos += 14;\n        // length+distance tree\n        var ldt = new u8(tl);\n        // code length tree\n        var clt = new u8(19);\n        for (var i = 0; i < hcLen; ++i) {\n          // use index map to get real code\n          clt[clim[i]] = bits(dat, pos + i * 3, 7);\n        }\n        pos += hcLen * 3;\n        // code lengths bits\n        var clb = max(clt),\n          clbmsk = (1 << clb) - 1;\n        // code lengths map\n        var clm = hMap(clt, clb, 1);\n        for (var i = 0; i < tl;) {\n          var r = clm[bits(dat, pos, clbmsk)];\n          // bits read\n          pos += r & 15;\n          // symbol\n          var s = r >> 4;\n          // code length to copy\n          if (s < 16) {\n            ldt[i++] = s;\n          } else {\n            //  copy   count\n            var c = 0,\n              n = 0;\n            if (s == 16) n = 3 + bits(dat, pos, 3), pos += 2, c = ldt[i - 1];else if (s == 17) n = 3 + bits(dat, pos, 7), pos += 3;else if (s == 18) n = 11 + bits(dat, pos, 127), pos += 7;\n            while (n--) ldt[i++] = c;\n          }\n        }\n        //    length tree                 distance tree\n        var lt = ldt.subarray(0, hLit),\n          dt = ldt.subarray(hLit);\n        // max length bits\n        lbt = max(lt);\n        // max dist bits\n        dbt = max(dt);\n        lm = hMap(lt, lbt, 1);\n        dm = hMap(dt, dbt, 1);\n      } else err(1);\n      if (pos > tbts) {\n        if (noSt) err(0);\n        break;\n      }\n    }\n    // Make sure the buffer can hold this + the largest possible addition\n    // Maximum chunk size (practically, theoretically infinite) is 2^17\n    if (resize) cbuf(bt + 131072);\n    var lms = (1 << lbt) - 1,\n      dms = (1 << dbt) - 1;\n    var lpos = pos;\n    for (;; lpos = pos) {\n      // bits read, code\n      var c = lm[bits16(dat, pos) & lms],\n        sym = c >> 4;\n      pos += c & 15;\n      if (pos > tbts) {\n        if (noSt) err(0);\n        break;\n      }\n      if (!c) err(2);\n      if (sym < 256) buf[bt++] = sym;else if (sym == 256) {\n        lpos = pos, lm = null;\n        break;\n      } else {\n        var add = sym - 254;\n        // no extra bits needed if less\n        if (sym > 264) {\n          // index\n          var i = sym - 257,\n            b = fleb[i];\n          add = bits(dat, pos, (1 << b) - 1) + fl[i];\n          pos += b;\n        }\n        // dist\n        var d = dm[bits16(dat, pos) & dms],\n          dsym = d >> 4;\n        if (!d) err(3);\n        pos += d & 15;\n        var dt = fd[dsym];\n        if (dsym > 3) {\n          var b = fdeb[dsym];\n          dt += bits16(dat, pos) & (1 << b) - 1, pos += b;\n        }\n        if (pos > tbts) {\n          if (noSt) err(0);\n          break;\n        }\n        if (resize) cbuf(bt + 131072);\n        var end = bt + add;\n        if (bt < dt) {\n          var shift = dl - dt,\n            dend = Math.min(dt, end);\n          if (shift + bt < 0) err(3);\n          for (; bt < dend; ++bt) buf[bt] = dict[shift + bt];\n        }\n        for (; bt < end; ++bt) buf[bt] = buf[bt - dt];\n      }\n    }\n    st.l = lm, st.p = lpos, st.b = bt, st.f = final;\n    if (lm) final = 1, st.m = lbt, st.d = dm, st.n = dbt;\n  } while (!final);\n  // don't reallocate for streams or user buffers\n  return bt != buf.length && noBuf ? slc(buf, 0, bt) : buf.subarray(0, bt);\n};\n// empty\nvar et = /*#__PURE__*/new u8(0);\n// gzip footer: -8 to -4 = CRC, -4 to -0 is length\n// gzip start\nvar gzs = function (d) {\n  if (d[0] != 31 || d[1] != 139 || d[2] != 8) err(6, 'invalid gzip data');\n  var flg = d[3];\n  var st = 10;\n  if (flg & 4) st += (d[10] | d[11] << 8) + 2;\n  for (var zs = (flg >> 3 & 1) + (flg >> 4 & 1); zs > 0; zs -= !d[st++]);\n  return st + (flg & 2);\n};\n// gzip length\nvar gzl = function (d) {\n  var l = d.length;\n  return (d[l - 4] | d[l - 3] << 8 | d[l - 2] << 16 | d[l - 1] << 24) >>> 0;\n};\n/**\n * Expands GZIP data\n * @param data The data to decompress\n * @param opts The decompression options\n * @returns The decompressed version of the data\n */\nfunction gunzipSync(data, opts) {\n  var st = gzs(data);\n  if (st + 8 > data.length) err(6, 'invalid gzip data');\n  return inflt(data.subarray(st, -8), {\n    i: 2\n  }, opts && opts.out || new u8(gzl(data)), opts && opts.dictionary);\n}\n// text decoder\nvar td = typeof TextDecoder != 'undefined' && /*#__PURE__*/new TextDecoder();\n// text decoder stream\nvar tds = 0;\ntry {\n  td.decode(et, {\n    stream: true\n  });\n  tds = 1;\n} catch (e) {}\n\n/* global Response */\n\n/** @type { { [key: string]: string } } */\nconst DS_TYPES = {\n  gzip_data: 'gzip'\n};\n\n/**\n * Decompress a n array of bytes\n *\n * @param {Buffer | Uint8Array} bytes - input bytes\n * @param {TCodec} codec - codec with which data is compressed\n * @return {Promise<Uint8Array | ArrayBuffer>} Promise which resolves with unzipped data\n */\nfunction decompress(bytes, codec) {\n  // @ts-ignore\n  if (!globalThis.DecompressionStream) {\n    switch (codec) {\n      case 'gzip_data':\n        return Promise.resolve(gunzipSync(bytes));\n    }\n  }\n  const decompressionStreamType = DS_TYPES[codec];\n  if (!decompressionStreamType) {\n    throw new Error(`Unhandled codec: ${codec}`);\n  }\n\n  /** @ts-ignore */\n  const ds = new globalThis.DecompressionStream(decompressionStreamType);\n  return new Response(new Blob([bytes]).stream().pipeThrough(ds)).arrayBuffer().then(buf => new Uint8Array(buf));\n}\n\n/**\n * An error class for MRT modules.\n *\n * MRTError should be thrown only for user input errors and not for\n * internal inconsistencies or assertions. The class is designed to\n * facilitate catching and responding to the end user with meaningful\n * error messages.\n */\nclass MRTError extends Error {\n  /**\n   * @param {string} message - error message\n   */\n  constructor(message) {\n    super(message);\n    this.name = 'MRTError';\n  }\n}\n\nconst VERSION = '2.0.1';\n\n/** @typedef { import(\"pbf\").default } Pbf; */\n/** @typedef { import(\"./types\").TCodec } TCodec */\n/** @typedef { import(\"./types\").TArrayLike } TArrayLike; */\n/** @typedef { import(\"./types\").TDataRange } TDataRange; */\n/** @typedef { import(\"./types\").TBlockReference } TBlockReference; */\n/** @typedef { import(\"./types\").TRasterLayerConfig } TRasterLayerConfig; */\n/** @typedef { import(\"./types\").TBandViewRGBA } TBandViewRGBA; */\n/** @typedef { import(\"./types\").TPbfRasterTileData } TPbfRasterTileData */\n/** @typedef { import(\"./types\").TProcessingTask } TProcessingTask */\n/** @typedef { import(\"./types\").TProcessingBatch } TProcessingBatch */\n/** @typedef { import(\"./types\").TDecodingResult } TDecodingResult */\n/** @typedef { import(\"./types\").TPbfDataIndexEntry } TPbfDataIndexEntry */\n/** @typedef { import(\"./types\").TPixelFormat } TPixelFormat */\n\nconst MRT_VERSION = 1;\n\n/** @type { { [key: number]: TPixelFormat } } */\nconst PIXEL_FORMAT = {\n  0: 'uint32',\n  1: 'uint32',\n  2: 'uint16',\n  3: 'uint8'\n};\nconst PIXEL_FORMAT_TO_DIM_LEN = {\n  uint32: 1,\n  uint16: 2,\n  uint8: 4\n};\nconst PIXEL_FORMAT_TO_CTOR = {\n  uint32: Uint32Array,\n  uint16: Uint16Array,\n  uint8: Uint8Array\n};\n\n/** @type {Pbf} */\nlet Pbf;\nclass MapboxRasterTile {\n  /**\n   * @param {number} cacheSize - number of decoded data chunks cached\n   */\n  constructor(cacheSize = 5) {\n    this.x = NaN;\n    this.y = NaN;\n    this.z = NaN;\n\n    /** @type { { [key: string]: MapboxRasterLayer } } */\n    this.layers = {};\n    this._cacheSize = cacheSize;\n  }\n\n  /**\n   * Get a layer instance by name\n   * @param {string} layerName - name of requested layer\n   * @return {MapboxRasterLayer} layer instance\n   */\n  getLayer(layerName) {\n    const layer = this.layers[layerName];\n    if (!layer) throw new MRTError(`Layer '${layerName}' not found`);\n    return layer;\n  }\n\n  /**\n   * Get the length of the header from MRT bytes\n   * @param {ArrayBuffer} buf - data buffer\n   * @return {number} - length of header, in bytes\n   */\n  getHeaderLength(buf) {\n    const bytes = new Uint8Array(buf);\n    const view = new DataView(buf);\n    if (bytes[0] !== 0x0d) throw new MRTError('File is not a valid MRT.');\n    return view.getUint32(1, true);\n  }\n\n  /**\n   * @param {ArrayBuffer} buf - data buffer\n   * @return {MapboxRasterTile} raster tile instance\n   */\n  parseHeader(buf) {\n    // Validate the magic number\n    const bytes = new Uint8Array(buf);\n    const headerLength = this.getHeaderLength(buf);\n    if (bytes.length < headerLength) {\n      throw new MRTError(`Expected header with length >= ${headerLength} but got buffer of length ${bytes.length}`);\n    }\n\n    /** @type {Pbf} */\n    const pbf = new Pbf(bytes.subarray(0, headerLength));\n\n    /** @type {TPbfRasterTileData} */\n    const meta = readTileHeader(pbf);\n\n    // Validate the incoming tile z/x/y matches, if already initialized\n    if (!isNaN(this.x) && (this.x !== meta.x || this.y !== meta.y || this.z !== meta.z)) {\n      throw new MRTError(`Invalid attempt to parse header ${meta.z}/${meta.x}/${meta.y} for tile ${this.z}/${this.x}/${this.y}`);\n    }\n    this.x = meta.x;\n    this.y = meta.y;\n    this.z = meta.z;\n    for (const layer of meta.layers) {\n      this.layers[layer.name] = new MapboxRasterLayer(layer, {cacheSize: this._cacheSize});\n    }\n    return this;\n  }\n\n  /**\n   * Create a serializable representation of a data parsing task\n   * @param {TDataRange} range - range of fetched data\n   * @return {MRTDecodingBatch} processing task description\n   */\n  createDecodingTask(range) {\n    /** @type {TProcessingTask[]} */\n    const tasks = [];\n    const layer = this.getLayer(range.layerName);\n    for (let blockIndex of range.blockIndices) {\n      const block = layer.dataIndex[blockIndex];\n      const firstByte = block.firstByte - range.firstByte;\n      const lastByte = block.lastByte - range.firstByte;\n      if (layer._blocksInProgress.has(blockIndex)) continue;\n      const task = {\n        layerName: layer.name,\n        firstByte,\n        lastByte,\n        pixelFormat: layer.pixelFormat,\n        blockIndex,\n        blockShape: [block.bands.length].concat(layer.bandShape),\n        buffer: layer.buffer,\n        codec: block.codec.codec,\n        filters: block.filters.map(f => f.filter)\n      };\n      layer._blocksInProgress.add(blockIndex);\n      tasks.push(task);\n    }\n    const onCancel = () => {\n      tasks.forEach(task => layer._blocksInProgress.delete(task.blockIndex));\n    };\n\n    /** @type {(err: Error, results: TDecodingResult[]) => void} */\n    const onComplete = (err, results) => {\n      tasks.forEach(task => layer._blocksInProgress.delete(task.blockIndex));\n      if (err) throw err;\n      results.forEach(result => {\n        this.getLayer(result.layerName).processDecodedData(result);\n      });\n    };\n    return new MRTDecodingBatch(tasks, onCancel, onComplete);\n  }\n}\nclass MapboxRasterLayer {\n  /**\n   * @param {object} pbf - layer configuration\n   * @param {number} pbf.version - major version of MRT specification with which tile was encoded\n   * @param {string} pbf.name - layer name\n   * @param {string} pbf.units - layer units\n   * @param {number} pbf.tileSize - number of rows and columns in raster data\n   * @param {number} pbf.buffer - number of pixels around the edge of each tile\n   * @param {number} pbf.pixelFormat - encoded pixel format enum indicating uint32, uint16, or uint8\n   * @param {TPbfDataIndexEntry[]} pbf.dataIndex - index of data chunk byte offsets\n   * @param {TRasterLayerConfig} [config] - Additional configuration parameters\n   */\n  constructor({\n    version,\n    name,\n    units,\n    tileSize,\n    pixelFormat,\n    buffer,\n    dataIndex\n  }, config) {\n    // Take these directly from decoded Pbf\n    this.version = version;\n    if (this.version !== MRT_VERSION) {\n      throw new MRTError(`Cannot parse raster layer encoded with MRT version ${version}`);\n    }\n    this.name = name;\n    this.units = units;\n    this.tileSize = tileSize;\n    this.buffer = buffer;\n    this.pixelFormat = PIXEL_FORMAT[pixelFormat];\n    this.dataIndex = dataIndex;\n    this.bandShape = [tileSize + 2 * buffer, tileSize + 2 * buffer, PIXEL_FORMAT_TO_DIM_LEN[this.pixelFormat]];\n\n    // Type script is creating more problems than it solves here:\n    const cacheSize = config ? config.cacheSize : 5;\n    this._decodedBlocks = new LRUCache(cacheSize);\n    this._blocksInProgress = new Set();\n  }\n\n  /**\n   * Get the dimensionality of data based on pixelFormat\n   * @return {number} length of vector dimension\n   */\n  get dimension() {\n    return PIXEL_FORMAT_TO_DIM_LEN[this.pixelFormat];\n  }\n\n  /**\n   * Return the layer cache size (readonly)\n   * @return {number} cache size\n   */\n  get cacheSize() {\n    return this._decodedBlocks.capacity;\n  }\n\n  /**\n   * List all bands\n   * @return {Array<string>} - list of bands\n   */\n  getBandList() {\n    return this.dataIndex.map(({\n      bands\n    }) => bands).flat();\n  }\n\n  /**\n   * Assimilate results of data loading task\n   * @param {TDecodingResult} result - result of processing task\n   */\n  processDecodedData(result) {\n    const key = result.blockIndex.toString();\n    if (this._decodedBlocks.get(key)) return;\n    this._decodedBlocks.put(key, result.data);\n  }\n\n  /**\n   * Find block for a band sequence index\n   * @param {string|number} band - label or integer index of desired band\n   * @return {TBlockReference} - index of block and index of band within block\n   */\n  getBlockForBand(band) {\n    let blockBandStart = 0;\n    switch (typeof band) {\n      case 'string':\n        for (const [blockIndex, block] of this.dataIndex.entries()) {\n          for (const [blockBandIndex, bandName] of block.bands.entries()) {\n            if (bandName !== band) continue;\n            return {\n              bandIndex: blockBandStart + blockBandIndex,\n              blockIndex,\n              blockBandIndex\n            };\n          }\n          blockBandStart += block.bands.length;\n        }\n        break;\n      case 'number':\n        for (const [blockIndex, block] of this.dataIndex.entries()) {\n          if (band >= blockBandStart && band < blockBandStart + block.bands.length) {\n            return {\n              bandIndex: band,\n              blockIndex,\n              blockBandIndex: band - blockBandStart\n            };\n          }\n          blockBandStart += block.bands.length;\n        }\n        break;\n      default:\n        throw new MRTError(`Invalid band \\`${JSON.stringify(band)}\\`. Expected string or integer.`);\n    }\n\n    // If we reach here, the band was not found\n    return {blockIndex: -1, blockBandIndex: -1};\n  }\n\n  /**\n   * Get the byte range of a data slice, for performing a HTTP Range fetch\n   * @param {Array<number | string>} bandList - list of slices to be covered\n   * @return {TDataRange} range of data\n   */\n  getDataRange(bandList) {\n    let firstByte = Infinity;\n    let lastByte = -Infinity;\n    /** @type {Array<number>} */\n    const blockIndices = [];\n    const allBlocks = new Set();\n    for (const band of bandList) {\n      const {\n        blockIndex\n      } = this.getBlockForBand(band);\n      if (blockIndex < 0) {\n        throw new MRTError(`Invalid band: ${JSON.stringify(band)}`);\n      }\n      const block = this.dataIndex[blockIndex];\n      if (!blockIndices.includes(blockIndex)) {\n        blockIndices.push(blockIndex);\n      }\n      allBlocks.add(blockIndex);\n      firstByte = Math.min(firstByte, block.firstByte);\n      lastByte = Math.max(lastByte, block.lastByte);\n    }\n    if (allBlocks.size > this.cacheSize) {\n      throw new MRTError(`Number of blocks to decode (${allBlocks.size}) exceeds cache size (${this.cacheSize}).`);\n    }\n    return {\n      layerName: this.name,\n      firstByte,\n      lastByte,\n      blockIndices\n    };\n  }\n\n  /**\n   * Check if the specified band is valid\n   * @param {number | string} band - sequence band\n   * @return {boolean} - true if band exists in layer\n   */\n  hasBand(band) {\n    const {\n      blockIndex\n    } = this.getBlockForBand(band);\n    return blockIndex >= 0;\n  }\n\n  /**\n   * Check if the layer has data for a given sequence band\n   * @param {number | string} band - sequence band\n   * @return {boolean} true if data is already available\n   */\n  hasDataForBand(band) {\n    const {\n      blockIndex\n    } = this.getBlockForBand(band);\n    return blockIndex >= 0 && !!this._decodedBlocks.get(blockIndex.toString());\n  }\n\n  /**\n   * Get a typed array view of data\n   * @param {number | string} band - sequence band\n   * @return {TBandViewRGBA} view of raster layer\n   */\n  getBandView(band) {\n    const {\n      blockIndex,\n      blockBandIndex\n    } = this.getBlockForBand(band);\n\n    if (blockIndex < 0) {\n        throw new MRTError(`Band not found: ${JSON.stringify(band)}`);\n    }\n\n    /** @type {Uint8Array} */\n    const blockData = this._decodedBlocks.get(blockIndex.toString());\n    if (!blockData) {\n      throw new MRTError(`Data for band ${JSON.stringify(band)} of layer \"${this.name}\" not decoded.`);\n    }\n    const block = this.dataIndex[blockIndex];\n    const bandDataLength = this.bandShape.reduce((a, b) => a * b, 1);\n    const start = blockBandIndex * bandDataLength;\n    const data = blockData.subarray(start, start + bandDataLength);\n    const bytes = new Uint8Array(data.buffer).subarray(data.byteOffset, data.byteOffset + data.byteLength);\n    return {\n      data,\n      bytes,\n      tileSize: this.tileSize,\n      buffer: this.buffer,\n      pixelFormat: this.pixelFormat,\n      dimension: this.dimension,\n      offset: block.offset,\n      scale: block.scale\n    };\n  }\n}\n\n/**\n * Set library for decoding protobuf content\n * @param {typeof Pbf} _Pbf - 'pbf' libaray\n */\nMapboxRasterTile.setPbf = function (_Pbf) {\n  Pbf = _Pbf;\n};\nclass MRTDecodingBatch {\n  /**\n   * @param {TProcessingTask[]} tasks - processing tasks\n   * @param {() => void} onCancel - callback invoked on cancel\n   * @param {(err: Error, results: TDecodingResult[]) => void} onComplete - callback invoked on completion\n   */\n  constructor(tasks, onCancel, onComplete) {\n    this.tasks = tasks;\n    this._onCancel = onCancel;\n    this._onComplete = onComplete;\n    this._finalized = false;\n  }\n\n  /**\n   * Cancel a processing task\n   * return {void}\n   */\n  cancel() {\n    if (this._finalized) return;\n    this._onCancel();\n    this._finalized = true;\n  }\n\n  /**\n   * Complete a processing task\n   * @param {Error} err - processing error, if encountered\n   * @param {TDecodingResult[]} result - result of processing\n   * return {void}\n   */\n  complete(err, result) {\n    if (this._finalized) return;\n    this._onComplete(err, result);\n    this._finalized = true;\n  }\n}\n\n/**\n * Process a data parsing task\n * @param {ArrayBufferLike} buf - data buffer\n * @param {TProcessingBatch} decodingBatch - data processing task\n * @return {Promise<TDecodingResult[]>} output of processing task\n */\nMapboxRasterTile.performDecoding = function (buf, decodingBatch) {\n  const bytes = new Uint8Array(buf);\n  return Promise.all(decodingBatch.tasks.map(task => {\n    const {\n      layerName,\n      firstByte,\n      lastByte,\n      pixelFormat,\n      blockShape,\n      blockIndex,\n      filters,\n      codec\n    } = task;\n    const taskBuf = bytes.subarray(firstByte, lastByte + 1);\n    const dataLength = blockShape[0] * blockShape[1] * blockShape[2];\n    const values = new Uint32Array(dataLength);\n    let decoded;\n    switch (codec) {\n      case 'gzip_data':\n        {\n          decoded = decompress(taskBuf, codec).then(bytes => {\n            readNumericData(new Pbf(bytes), values);\n            const Ctor = PIXEL_FORMAT_TO_CTOR[pixelFormat];\n            return new Ctor(values.buffer);\n          });\n          break;\n        }\n      default:\n        throw new MRTError(`Unhandled codec: ${codec}`);\n    }\n    return decoded.then(data => {\n      // Decode filters, one at a time, in reverse order\n      for (let i = filters.length - 1; i >= 0; i--) {\n        switch (filters[i]) {\n          case 'delta_filter':\n            deltaDecode(data, blockShape);\n            break;\n          case 'zigzag_filter':\n            zigzagDecode(data);\n            break;\n          case 'bitshuffle_filter':\n            bitshuffleDecode(data, pixelFormat);\n            break;\n          default:\n            throw new MRTError(`Unhandled filter \"${filters[i]}\"`);\n        }\n      }\n      return {\n        layerName,\n        blockIndex,\n        data\n      };\n    }).catch(err => {\n      throw err;\n    });\n  }));\n};\n\nexport { MRTDecodingBatch, MRTError, MapboxRasterTile, MapboxRasterLayer, VERSION, deltaDecode };\n","import {register} from '../util/web_worker_transfer';\nimport {MapboxRasterTile, MapboxRasterLayer, MRTDecodingBatch} from './mrt/mrt.esm.js';\n\nregister(MRTDecodingBatch, 'MRTDecodingBatch', {omit: ['_onCancel', '_onComplete']});\nregister(MapboxRasterTile, 'MapboxRasterTile');\nregister(MapboxRasterLayer, 'MapboxRasterLayer', {omit: ['_blocksInProgress']});\n","\nconst ARRAY_TYPES = [\n    Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array,\n    Int32Array, Uint32Array, Float32Array, Float64Array\n];\n\n/** @typedef {Int8ArrayConstructor | Uint8ArrayConstructor | Uint8ClampedArrayConstructor | Int16ArrayConstructor | Uint16ArrayConstructor | Int32ArrayConstructor | Uint32ArrayConstructor | Float32ArrayConstructor | Float64ArrayConstructor} TypedArrayConstructor */\n/** @typedef {Int8Array | Uint8Array | Uint8ClampedArray | Int16Array | Uint16Array | Int32Array | Uint32Array | Float32Array | Float64Array} TypedArray */\n\nconst VERSION = 1; // serialized format version\nconst HEADER_SIZE = 8;\n\n// Shared scratch stack for iterative DFS in range/within. Sized for the worst case:\n// 3 ints per frame * (treeHeight + 1), with treeHeight ≤ ceil(log2(2^32 / 3)) ≈ 31.\nconst STACK = new Uint32Array(96);\n\nexport default class KDBush {\n\n    /**\n     * Creates an index from raw `ArrayBuffer` data.\n     * @param {ArrayBufferLike} data\n     */\n    static from(data) {\n        // @ts-expect-error duck typing array buffers\n        if (!data || data.byteLength === undefined || data.buffer) {\n            throw new Error('Data must be an instance of ArrayBuffer or SharedArrayBuffer.');\n        }\n        const [magic, versionAndType] = new Uint8Array(data, 0, 2);\n        if (magic !== 0xdb) {\n            throw new Error('Data does not appear to be in a KDBush format.');\n        }\n        const version = versionAndType >> 4;\n        if (version !== VERSION) {\n            throw new Error(`Got v${version} data when expected v${VERSION}.`);\n        }\n        const ArrayType = ARRAY_TYPES[versionAndType & 0x0f];\n        if (!ArrayType) {\n            throw new Error('Unrecognized array type.');\n        }\n        const [nodeSize] = new Uint16Array(data, 2, 1);\n        const [numItems] = new Uint32Array(data, 4, 1);\n\n        return new KDBush(numItems, nodeSize, ArrayType, undefined, data);\n    }\n\n    /**\n     * Creates an index that will hold a given number of items.\n     * @param {number} numItems\n     * @param {number} [nodeSize=64] Size of the KD-tree node (64 by default).\n     * @param {TypedArrayConstructor} [ArrayType=Float64Array] The array type used for coordinates storage (`Float64Array` by default).\n     * @param {ArrayBufferConstructor | SharedArrayBufferConstructor} [ArrayBufferType=ArrayBuffer] The array buffer type used for storage (`ArrayBuffer` by default).\n     * @param {ArrayBufferLike} [data] (For internal use only)\n     */\n    constructor(numItems, nodeSize = 64, ArrayType = Float64Array, ArrayBufferType = ArrayBuffer, data) {\n        if (isNaN(numItems) || numItems < 0) throw new Error(`Unexpected numItems value: ${numItems}.`);\n\n        this.numItems = +numItems;\n        this.nodeSize = Math.min(Math.max(+nodeSize, 2), 65535);\n        this.ArrayType = ArrayType;\n        this.IndexArrayType = numItems < 65536 ? Uint16Array : Uint32Array;\n\n        const arrayTypeIndex = ARRAY_TYPES.indexOf(this.ArrayType);\n        const coordsByteSize = numItems * 2 * this.ArrayType.BYTES_PER_ELEMENT;\n        const idsByteSize = numItems * this.IndexArrayType.BYTES_PER_ELEMENT;\n        const padCoords = (8 - idsByteSize % 8) % 8;\n\n        if (arrayTypeIndex < 0) {\n            throw new Error(`Unexpected typed array class: ${ArrayType}.`);\n        }\n\n        if (data) { // reconstruct an index from a buffer\n            this.data = data;\n            // @ts-expect-error TS can't handle SharedArrayBuffer overloads\n            this.ids = new this.IndexArrayType(data, HEADER_SIZE, numItems);\n            // @ts-expect-error TS can't handle SharedArrayBuffer overloads\n            this.coords = new ArrayType(data, HEADER_SIZE + idsByteSize + padCoords, numItems * 2);\n            this._pos = numItems * 2;\n            this._finished = true;\n\n        } else { // initialize a new index\n            const data = this.data = new ArrayBufferType(HEADER_SIZE + coordsByteSize + idsByteSize + padCoords);\n            // @ts-expect-error TS can't handle SharedArrayBuffer overloads\n            this.ids = new this.IndexArrayType(data, HEADER_SIZE, numItems);\n            // @ts-expect-error TS can't handle SharedArrayBuffer overloads\n            this.coords = new ArrayType(data, HEADER_SIZE + idsByteSize + padCoords, numItems * 2);\n            this._pos = 0;\n            this._finished = false;\n\n            // set header\n            new Uint8Array(data, 0, 2).set([0xdb, (VERSION << 4) + arrayTypeIndex]);\n            new Uint16Array(data, 2, 1)[0] = nodeSize;\n            new Uint32Array(data, 4, 1)[0] = numItems;\n        }\n    }\n\n    /**\n     * Add a point to the index.\n     * @param {number} x\n     * @param {number} y\n     * @returns {number} An incremental index associated with the added item (starting from `0`).\n     */\n    add(x, y) {\n        const index = this._pos >> 1;\n        this.ids[index] = index;\n        this.coords[this._pos++] = x;\n        this.coords[this._pos++] = y;\n        return index;\n    }\n\n    /**\n     * Perform indexing of the added points.\n     */\n    finish() {\n        const numAdded = this._pos >> 1;\n        if (numAdded !== this.numItems) {\n            throw new Error(`Added ${numAdded} items when expected ${this.numItems}.`);\n        }\n        // kd-sort both arrays for efficient search\n        sort(this.ids, this.coords, this.nodeSize, 0, this.numItems - 1, 0);\n\n        this._finished = true;\n        return this;\n    }\n\n    /**\n     * Search the index for items within a given bounding box.\n     * @param {number} minX\n     * @param {number} minY\n     * @param {number} maxX\n     * @param {number} maxY\n     * @returns {number[]} An array of indices correponding to the found items.\n     */\n    range(minX, minY, maxX, maxY) {\n        if (!this._finished) throw new Error('Data not yet indexed - call index.finish().');\n\n        const {ids, coords, nodeSize} = this;\n        STACK[0] = 0;\n        STACK[1] = ids.length - 1;\n        STACK[2] = 0;\n        let sp = 3;\n        const result = [];\n\n        // recursively search for items in range in the kd-sorted arrays\n        while (sp > 0) {\n            const axis = STACK[--sp];\n            const right = STACK[--sp];\n            const left = STACK[--sp];\n\n            // if we reached \"tree node\", search linearly\n            if (right - left <= nodeSize) {\n                for (let i = left; i <= right; i++) {\n                    const x = coords[2 * i];\n                    const y = coords[2 * i + 1];\n                    if (x >= minX && x <= maxX && y >= minY && y <= maxY) result.push(ids[i]);\n                }\n                continue;\n            }\n\n            // otherwise find the middle index\n            const m = (left + right) >> 1;\n\n            // include the middle item if it's in range\n            const x = coords[2 * m];\n            const y = coords[2 * m + 1];\n            if (x >= minX && x <= maxX && y >= minY && y <= maxY) result.push(ids[m]);\n\n            // queue search in halves that intersect the query\n            if (axis === 0 ? minX <= x : minY <= y) {\n                STACK[sp++] = left;\n                STACK[sp++] = m - 1;\n                STACK[sp++] = 1 - axis;\n            }\n            if (axis === 0 ? maxX >= x : maxY >= y) {\n                STACK[sp++] = m + 1;\n                STACK[sp++] = right;\n                STACK[sp++] = 1 - axis;\n            }\n        }\n\n        return result;\n    }\n\n    /**\n     * Search the index for items within a given radius.\n     * @param {number} qx\n     * @param {number} qy\n     * @param {number} r Query radius.\n     * @returns {number[]} An array of indices correponding to the found items.\n     */\n    within(qx, qy, r) {\n        const result = /** @type {number[]} */ ([]);\n        this.withinInto(qx, qy, r, result);\n        return result;\n    }\n\n    /**\n     * Search the index for items within a given radius, writing matching ids into `out`\n     * via indexed assignment (`out[i] = id`). Accepts any indexed-writable container —\n     * a typed array sized to the expected upper bound (allocation-free, fast) or a plain\n     * `Array` (which will grow as needed). Returns the number of matches written.\n     * @param {number} qx\n     * @param {number} qy\n     * @param {number} r Query radius.\n     * @param {number[] | TypedArray} out Container to write matching ids into.\n     * @returns {number} The number of matches written to `out`.\n     */\n    withinInto(qx, qy, r, out) {\n        if (!this._finished) throw new Error('Data not yet indexed - call index.finish().');\n\n        const {ids, coords, nodeSize} = this;\n        STACK[0] = 0;\n        STACK[1] = ids.length - 1;\n        STACK[2] = 0;\n        let sp = 3;\n        let count = 0;\n        const r2 = r * r;\n\n        // recursively search for items within radius in the kd-sorted arrays\n        while (sp > 0) {\n            const axis = STACK[--sp];\n            const right = STACK[--sp];\n            const left = STACK[--sp];\n\n            // if we reached \"tree node\", search linearly\n            if (right - left <= nodeSize) {\n                for (let i = left; i <= right; i++) {\n                    if (sqDist(coords[2 * i], coords[2 * i + 1], qx, qy) <= r2) out[count++] = ids[i];\n                }\n                continue;\n            }\n\n            // otherwise find the middle index\n            const m = (left + right) >> 1;\n\n            // include the middle item if it's in range\n            const x = coords[2 * m];\n            const y = coords[2 * m + 1];\n            if (sqDist(x, y, qx, qy) <= r2) out[count++] = ids[m];\n\n            // queue search in halves that intersect the query\n            if (axis === 0 ? qx - r <= x : qy - r <= y) {\n                STACK[sp++] = left;\n                STACK[sp++] = m - 1;\n                STACK[sp++] = 1 - axis;\n            }\n            if (axis === 0 ? qx + r >= x : qy + r >= y) {\n                STACK[sp++] = m + 1;\n                STACK[sp++] = right;\n                STACK[sp++] = 1 - axis;\n            }\n        }\n\n        return count;\n    }\n}\n\n/**\n * @param {Uint16Array | Uint32Array} ids\n * @param {TypedArray} coords\n * @param {number} nodeSize\n * @param {number} left\n * @param {number} right\n * @param {number} axis\n */\nfunction sort(ids, coords, nodeSize, left, right, axis) {\n    if (right - left <= nodeSize) return;\n\n    const m = (left + right) >> 1; // middle index\n\n    // sort ids and coords around the middle index so that the halves lie\n    // either left/right or top/bottom correspondingly (taking turns)\n    select(ids, coords, m, left, right, axis);\n\n    // recursively kd-sort first half and second half on the opposite axis\n    sort(ids, coords, nodeSize, left, m - 1, 1 - axis);\n    sort(ids, coords, nodeSize, m + 1, right, 1 - axis);\n}\n\n/**\n * Custom Floyd-Rivest selection algorithm: sort ids and coords so that\n * [left..k-1] items are smaller than k-th item (on either x or y axis)\n * @param {Uint16Array | Uint32Array} ids\n * @param {TypedArray} coords\n * @param {number} k\n * @param {number} left\n * @param {number} right\n * @param {number} axis\n */\nfunction select(ids, coords, k, left, right, axis) {\n\n    while (right > left) {\n        if (right - left > 600) {\n            const n = right - left + 1;\n            const m = k - left + 1;\n            const z = Math.log(n);\n            const s = 0.5 * Math.exp(2 * z / 3);\n            const sd = 0.5 * Math.sqrt(z * s * (n - s) / n) * (m - n / 2 < 0 ? -1 : 1);\n            const newLeft = Math.max(left, Math.floor(k - m * s / n + sd));\n            const newRight = Math.min(right, Math.floor(k + (n - m) * s / n + sd));\n            select(ids, coords, k, newLeft, newRight, axis);\n        }\n\n        const t = coords[2 * k + axis];\n        let i = left;\n        let j = right;\n\n        swapItem(ids, coords, left, k);\n        if (coords[2 * right + axis] > t) swapItem(ids, coords, left, right);\n\n        while (i < j) {\n            swapItem(ids, coords, i, j);\n            i++;\n            j--;\n            while (coords[2 * i + axis] < t) i++;\n            while (coords[2 * j + axis] > t) j--;\n        }\n\n        if (coords[2 * left + axis] === t) swapItem(ids, coords, left, j);\n        else {\n            j++;\n            swapItem(ids, coords, j, right);\n        }\n\n        if (j <= k) left = j + 1;\n        if (k <= j) right = j - 1;\n    }\n}\n\n/**\n * @param {Uint16Array | Uint32Array} ids\n * @param {TypedArray} coords\n * @param {number} i\n * @param {number} j\n */\nfunction swapItem(ids, coords, i, j) {\n    swap(ids, i, j);\n    swap(coords, 2 * i, 2 * j);\n    swap(coords, 2 * i + 1, 2 * j + 1);\n}\n\n/**\n * @param {TypedArray} arr\n * @param {number} i\n * @param {number} j\n */\nfunction swap(arr, i, j) {\n    const tmp = arr[i];\n    arr[i] = arr[j];\n    arr[j] = tmp;\n}\n\n/**\n * @param {number} ax\n * @param {number} ay\n * @param {number} bx\n * @param {number} by\n */\nfunction sqDist(ax, ay, bx, by) {\n    const dx = ax - bx;\n    const dy = ay - by;\n    return dx * dx + dy * dy;\n}\n","import type {IndoorBuilding} from '../../src/style/indoor_data';\n\nexport class IndoorActiveFloorStrategy {\n    static calculate(\n        buildings: Record<string, IndoorBuilding>,\n        selectedFloorId: string | null,\n        lastActiveFloors: Set<string> | null\n    ): Set<string> {\n        const newActiveFloors = new Set<string>();\n        const floorIdToConflicts = new Map<string, Set<string>>();\n        const allFloors = new Set<string>();\n        const allDefaultFloors = new Set<string>();\n\n        // Build graph from all loaded buildings\n        for (const building of Object.values(buildings)) {\n            for (const [floorId, floor] of Object.entries(building.floors)) {\n                allFloors.add(floorId);\n                if (floor.isDefault) allDefaultFloors.add(floorId);\n                if (floor.conflicts) floorIdToConflicts.set(floorId, floor.conflicts);\n\n                // Add selected floor and its connections\n                const isSelected = (floorId === selectedFloorId);\n                const isConnected = floor.connections && selectedFloorId && floor.connections.has(selectedFloorId);\n                if (isSelected || isConnected) {\n                    newActiveFloors.add(floorId);\n                }\n            }\n        }\n\n        const conflictsWithActive = (candidateId: string): boolean => {\n            const candidateConflicts = floorIdToConflicts.get(candidateId) || new Set<string>();\n            for (const activeId of newActiveFloors) {\n                const activeConflicts = floorIdToConflicts.get(activeId) || new Set<string>();\n                if (activeConflicts.has(candidateId) || candidateConflicts.has(activeId)) return true;\n            }\n            return false;\n        };\n\n        // Add last active floors that still exist and don't conflict\n        if (lastActiveFloors) {\n            for (const lastActiveFloorId of lastActiveFloors) {\n                if (!allFloors.has(lastActiveFloorId)) continue;\n                if (!conflictsWithActive(lastActiveFloorId)) {\n                    newActiveFloors.add(lastActiveFloorId);\n                }\n            }\n        }\n\n        // Add default floors that don't conflict\n        for (const defaultFloorId of allDefaultFloors) {\n            if (newActiveFloors.has(defaultFloorId)) continue;\n            if (!conflictsWithActive(defaultFloorId)) {\n                newActiveFloors.add(defaultFloorId);\n            }\n        }\n\n        return newActiveFloors;\n    }\n}\n","import {VectorTile} from '@mapbox/vector-tile';\nimport {PbfReader} from 'pbf';\nimport {getArrayBuffer, isHttpNotFound} from '../util/ajax';\n\nimport type {Callback} from '../types/callback';\nimport type {Cancelable} from '../types/cancelable';\nimport type {WorkerSourceVectorTileRequest} from './worker_source';\nimport type {default as Scheduler, TaskMetadata} from '../util/scheduler';\n\nexport type LoadVectorTileResult = {\n    rawData: ArrayBuffer;\n    vectorTile?: VectorTile;\n    headers?: Headers;\n};\n\n/**\n * Callback for vector tile data loading with a three-state contract:\n * - `(null, data)` — tile has data, render normally\n * - `(null, null)` — tile intentionally empty, render as empty (e.g. HTTP 404 on a sparse tileset)\n * - `(err)` — real error, propagate further (e.g. network error, invalid tile data)\n *\n * @private\n */\nexport type LoadVectorDataCallback = Callback<LoadVectorTileResult | null>;\n\nexport type LoadVectorData = (params: WorkerSourceVectorTileRequest, callback: LoadVectorDataCallback) => Cancelable['cancel'];\n\ntype VectorDataRequest = (callback: LoadVectorDataCallback) => Cancelable['cancel'];\n\ntype DedupedRequestEntry = {\n    result?: [Error | null, LoadVectorTileResult | null];\n    cancel?: Cancelable['cancel'];\n    callbacks?: LoadVectorDataCallback[];\n};\n\nexport class DedupedRequest {\n    scheduler?: Scheduler;\n    entries: {[key: string]: DedupedRequestEntry;};\n\n    constructor(scheduler?: Scheduler) {\n        this.entries = {};\n        this.scheduler = scheduler;\n    }\n\n    request(key: string, metadata: TaskMetadata, request: VectorDataRequest, callback: LoadVectorDataCallback): Cancelable['cancel'] {\n        const entry = this.entries[key] = this.entries[key] || {callbacks: []};\n\n        if (entry.result) {\n            const [err, result] = entry.result;\n            if (this.scheduler) {\n                this.scheduler.add(() => {\n                    callback(err, result);\n                }, metadata);\n            } else {\n                callback(err, result);\n            }\n            return () => {};\n        }\n\n        entry.callbacks.push(callback);\n\n        if (!entry.cancel) {\n            entry.cancel = request((err: Error | null, result: LoadVectorTileResult | null) => {\n                entry.result = [err, result];\n                for (const cb of entry.callbacks) {\n                    if (this.scheduler) {\n                        this.scheduler.add(() => {\n                            cb(err, result);\n                        }, metadata);\n                    } else {\n                        cb(err, result);\n                    }\n                }\n                setTimeout(() => delete this.entries[key], 1000 * 3);\n            });\n        }\n\n        return () => {\n            if (entry.result) return;\n            entry.callbacks = entry.callbacks.filter(cb => cb !== callback);\n            if (!entry.callbacks.length) {\n                entry.cancel();\n                delete this.entries[key];\n            }\n        };\n    }\n}\n\n/**\n * @private\n */\nexport function loadVectorTile(\n    this: {deduped: DedupedRequest},\n    params: WorkerSourceVectorTileRequest,\n    callback: LoadVectorDataCallback,\n    skipParse?: boolean,\n): Cancelable['cancel'] {\n    const key = JSON.stringify(params.request);\n\n    const makeRequest: VectorDataRequest = (callback: LoadVectorDataCallback) => {\n        const controller = new AbortController();\n        getArrayBuffer(params.request, controller.signal)\n            .then(({data, headers}) => {\n                callback(null, {\n                    rawData: data,\n                    vectorTile: skipParse ? undefined : new VectorTile(new PbfReader(data)),\n                    headers\n                });\n            })\n            .catch((err: Error) => {\n                if (controller.signal.aborted) return;\n                // HTTP 404 on a sparse tileset: the tile intentionally doesn't exist.\n                // Convert to empty result — no parent fallback for HTTP sources.\n                if (isHttpNotFound(err)) {\n                    callback(null, null);\n                } else {\n                    callback(err);\n                }\n            });\n        return () => {\n            controller.abort();\n            callback(null, null);\n        };\n    };\n\n    if (params.data) {\n        // if we already got the result earlier (on the main thread), return it directly\n        this.deduped.entries[key] = {result: [null, params.data]};\n    }\n\n    const metadata: TaskMetadata = {type: 'parseTile', renderSourceType: params.renderSourceType, zoom: params.tileZoom};\n    return this.deduped.request(key, metadata, makeRequest, callback);\n}\n","export default ['type', 'source', 'source-layer', 'minzoom', 'maxzoom', 'filter', 'layout'];\n","import {isWorker} from '../util/util';\nimport {LivePerformanceMarkers} from '../util/live_performance';\n\nimport type {RequestParameters} from '../util/ajax';\n\nexport const PerformanceMarkers = {\n    libraryEvaluate: 'library-evaluate',\n    frameGPU: 'frame-gpu',\n    frame: 'frame'\n} as const;\n\nexport type PerformanceMarker =\n    | typeof PerformanceMarkers[keyof typeof PerformanceMarkers]\n    | typeof LivePerformanceMarkers[keyof typeof LivePerformanceMarkers];\n\nexport type PerformanceMark = {\n    mark: string;\n    name: string;\n};\n\nexport type PerformanceMarkDetail = {\n    gpuTime?: number;\n    cpuTime?: number;\n    timestamp?: number\n    isRenderFrame?: boolean;\n};\n\ntype PerformanceMarkOptions = {\n    detail?: PerformanceMarkDetail;\n    startTime?: number;\n};\n\nexport type PerformanceMeasureDevToolsColor =\n  \"primary\" | \"primary-light\" | \"primary-dark\"\n  | \"secondary\" | \"secondary-light\" | \"secondary-dark\"\n  | \"tertiary\" | \"tertiary-light\" | \"tertiary-dark\"\n  | \"error\";\n\n// To ensure there is not overlap in zones, use worker name or 'Main' as track and actual track name as trackgroup\nfunction trackNameOrDefault() {\n    return (isWorker(self) && self.name) ? `${self.name}` : \"Main\";\n}\n\nlet performanceUtilsGroupsMask: number = 0;\n\nexport const PerformanceUtils = {\n    GROUP_NONE: 0,\n    GROUP_COMMON: 1 << 1,\n    GROUP_RENDERING: 1 << 2,\n    GROUP_RENDERING_DETAILED: 1 << 3,\n\n    now() {\n        return performance.now();\n    },\n\n    mark(marker: PerformanceMarker, markOptions?: PerformanceMarkOptions) {\n        performance.mark(marker, markOptions);\n    },\n\n    // Bitmask to enable profiling groups\n    // e.g. PerformanceUtils.GROUP_COMMON | PerformanceUtils.GROUP_RENDERING\n    setEnabledGroupsMask(mask: number) {\n        performanceUtilsGroupsMask = mask;\n    },\n\n    enabledGroupsMask(): number {\n        return performanceUtilsGroupsMask;\n    },\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    measureWithDetails(grpMask: number, name: string, track: string, startTime: number, properties?: any[][], color?: PerformanceMeasureDevToolsColor) {\n        if ((grpMask & performanceUtilsGroupsMask) === 0) return;\n        performance.measure(name, {start: startTime, detail: {\n            devtools: {\n                trackGroup: track,\n                track: trackNameOrDefault(),\n                properties,\n                color\n            }\n        }});\n    },\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    markWithDetails(grpMask: number, name: string, properties?: any[][], color?: PerformanceMeasureDevToolsColor) {\n        if ((grpMask & performanceUtilsGroupsMask) === 0) return;\n        performance.mark(name, {\n            detail: {\n                devtools: {\n                    dataType: \"marker\",\n                    color,\n                    properties,\n                }\n            }\n        });\n    },\n\n    // Based on console.timeStamp()\n    // Records timing measures to DevTools performance panel only\n    // Low overhead, but not recorded on Chrome timeline.\n    measureLowOverhead(\n        grpMask: number,\n        label: string,\n        start?: string | number,\n        end?: string | number,\n        trackName?: string\n    ) {\n        if ((grpMask & performanceUtilsGroupsMask) === 0) return;\n        console.timeStamp(label, start, end !== undefined ? end : performance.now(), trackNameOrDefault());\n    },\n\n    measure(name: string, begin?: string, end?: string) {\n        performance.measure(name, begin, end);\n    },\n    beginMeasure(name: string): PerformanceMark {\n        const mark = name;\n        performance.mark(mark);\n        return {\n            mark,\n            name\n        };\n    },\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    endMeasure(m: PerformanceMark, properties?: any[][]) {\n        performance.measure(m.name, {\n            start: m.mark,\n            detail: {\n                devtools: {\n                    track: trackNameOrDefault(),\n                    properties\n                }\n            }\n        });\n    },\n    frame(timestamp: number, isRenderFrame: boolean) {\n        performance.mark(PerformanceMarkers.frame, {\n            detail: {\n                timestamp,\n                isRenderFrame\n            }\n        });\n    },\n    clearMetrics() {\n        for (const marker in LivePerformanceMarkers) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            performance.clearMarks(LivePerformanceMarkers[marker]);\n        }\n    }\n} as const;\n\nPerformanceUtils.mark(PerformanceMarkers.libraryEvaluate);\n\nexport function getPerformanceMeasurement(request?: RequestParameters | null): Array<PerformanceEntry> {\n    const url = request ? request.url.toString() : undefined;\n    if (!url) {\n        return [];\n    }\n    return performance.getEntriesByName(url);\n}\n\nexport default performance;\n","import {ElevationFeatures, type ElevationFeature} from './elevation_feature';\nimport {HD_ELEVATION_SOURCE_LAYER} from './elevation_constants';\n\nimport type {VectorTile} from '@mapbox/vector-tile';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\n\n/**\n * Parses the HD elevation source layer (if present) into an array of elevation features.\n * Returns `undefined` when the tile has no HD elevation source layer, letting callers\n * short-circuit without touching `PopulateParameters.elevationFeatures`.\n *\n * @private\n */\nexport function parseElevationFeatures(data: VectorTile, canonical: CanonicalTileID): ElevationFeature[] | undefined {\n    if (!Object.hasOwn(data.layers, HD_ELEVATION_SOURCE_LAYER)) {\n        return undefined;\n    }\n    return ElevationFeatures.parseFrom(data.layers[HD_ELEVATION_SOURCE_LAYER], canonical);\n}\n","import assert from '../../src/style-spec/util/assert';\nimport FillBucket from '../../src/data/bucket/fill_bucket';\nimport {ElevationPortalGraph} from './elevation_graph';\n\nimport type {VectorTile} from '@mapbox/vector-tile';\nimport type {Bucket, PopulateParameters} from '../../src/data/bucket';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\nimport type DictionaryCoder from '../../src/util/dictionary_coder';\n\n/**\n * Context object for post-populate HD tile work. Using a named shape keeps the\n * core → HD boundary stable as more HD features plug into the same hook.\n *\n * @private\n */\nexport type PostprocessTileContext = {\n    buckets: {[_: string]: Bucket};\n    data: VectorTile;\n    sourceLayerCoder: DictionaryCoder;\n    canonical: CanonicalTileID;\n    options: PopulateParameters;\n};\n\n/**\n * Cross-bucket portal graph evaluation pass.\n *\n * Multiple layers in a tile may contribute to the elevation of the same geometry, so\n * the unevaluated portal graphs from each `FillBucket` are merged into a single graph\n * describing polygon connectivity across the tile. The evaluated graph is then pushed\n * back into each contributing bucket so per-bucket elevation queries can resolve\n * connections that span layer boundaries.\n *\n * No-op when `options.elevationFeatures` is unset or empty — tiles with no HD elevation\n * features do not allocate portal graph state on any bucket.\n *\n * @private\n */\nexport function evaluatePortalGraphs({buckets, data, sourceLayerCoder, canonical, options}: PostprocessTileContext): void {\n    if (!options.elevationFeatures || options.elevationFeatures.length === 0) {\n        return;\n    }\n\n    const unevaluatedPortals = [];\n    for (const bucket of Object.values(buckets)) {\n        if (bucket instanceof FillBucket && bucket.hdExt) {\n            const graph = bucket.hdExt.getUnevaluatedPortalGraph();\n            if (graph) {\n                unevaluatedPortals.push(graph);\n            }\n        }\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    const evaluatedPortals = ElevationPortalGraph.evaluate(unevaluatedPortals);\n\n    for (const bucket of Object.values(buckets)) {\n        if (bucket instanceof FillBucket && bucket.hdExt) {\n            const vtLayer = data.layers[sourceLayerCoder.decode(bucket.sourceLayerIndex)];\n            assert(vtLayer);\n            bucket.hdExt.setEvaluatedPortalGraph(evaluatedPortals, vtLayer, canonical, options.availableImages, options.brightness, bucket.worldview);\n        }\n    }\n}\n","import EXTENT from '../../src/style-spec/data/extent';\nimport {FrcCoveragePolygon} from '../../src/source/frc_coverage_snapshot';\n\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {FrcCoveragePolygons} from '../../src/source/frc_coverage_snapshot';\n\n/**\n * Parse FrcCoveragePolygons from an `hd_road_coverage` VectorTileLayer.\n * @param {VectorTileLayer} layer Source layer to parse polygons from.\n * @returns {FrcCoveragePolygons} Array of parsed coverage polygons.\n * @private\n */\nexport function parseFrcCoverageFromLayer(layer: VectorTileLayer): FrcCoveragePolygons {\n    const result: FrcCoveragePolygons = [];\n    for (let i = 0; i < layer.length; i++) {\n        const feature = layer.feature(i);\n        const frcMaskRaw = feature.properties['frc_mask'];\n        if (frcMaskRaw == null) continue;\n        const frcMask = Number(frcMaskRaw);\n        if (!frcMask) continue;\n        const rings = feature.loadGeometry();\n        // Skip neighbor-tile features: all points should be within [0, EXTENT]\n        if (rings.length > 0) {\n            let isNeighbor = false;\n            for (const pt of rings[0]) {\n                if (pt.x < 0 || pt.x > EXTENT || pt.y < 0 || pt.y > EXTENT) {\n                    isNeighbor = true;\n                    break;\n                }\n            }\n            if (isNeighbor) continue;\n        }\n        // Full-tile polygon: no rings stored (frcMask only)\n        const isFull = rings.length === 1 && rings[0].length === 5 &&\n            rings[0].some(p => p.x <= 0 && p.y <= 0) &&\n            rings[0].some(p => p.x >= EXTENT && p.y <= 0) &&\n            rings[0].some(p => p.x >= EXTENT && p.y >= EXTENT) &&\n            rings[0].some(p => p.x <= 0 && p.y >= EXTENT);\n        result.push(new FrcCoveragePolygon(frcMask, isFull ? [] : rings));\n    }\n    return result;\n}\n","import {pointWithinPolygon} from '../../src/style-spec/util/geometry_util';\nimport {featureFrcLevel} from '../data/frc_road_classes';\nimport EXTENT from '../../src/style-spec/data/extent';\n\nimport type {FrcCoveragePolygons} from '../../src/source/frc_coverage_snapshot';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\n\n/**\n * Anchor-in-polygon check for symbol placement under partial HD coverage. Each polygon\n * carries its own frcMask — no dependency on coverageFrcMask (which may be null for\n * partial coverage since getFullCoverageMask requires full containment).\n *\n * @returns true if the symbol should be skipped (anchor lies inside a covering polygon).\n * @private\n */\nexport function symbolAnchorInFrcCoverage(\n    coveragePolygons: FrcCoveragePolygons,\n    properties: Record<string, unknown>,\n    anchor: {x: number; y: number},\n    canonical: CanonicalTileID,\n    coverageTileZoom: number | null,\n): boolean {\n    const frc = featureFrcLevel(properties);\n    if (frc === null) return false;\n\n    // Transform anchor from symbol tile coords to coverage tile coords\n    let px = anchor.x, py = anchor.y;\n    const covZ = coverageTileZoom ?? canonical.z;\n    if (canonical.z !== covZ) {\n        const dz = canonical.z - covZ;\n        const scale = 1 << dz;\n        const localX = canonical.x % scale;\n        const localY = canonical.y % scale;\n        const cellSize = EXTENT / scale;\n        px = localX * cellSize + anchor.x / scale;\n        py = localY * cellSize + anchor.y / scale;\n    }\n\n    for (const poly of coveragePolygons) {\n        if (!poly.hasGeometry() || (poly.frcMask & (1 << frc)) === 0) continue;\n        const positionRings = poly.rings.map(ring => ring.map(p => [p.x, p.y] as GeoJSON.Position));\n        if (pointWithinPolygon([px, py], positionRings)) {\n            return true;\n        }\n    }\n    return false;\n}\n","import {warnOnce} from \"../../src/util/util\";\nimport {getLngLatPoint} from \"../../src/style-spec/expression/definitions/distance\";\nimport {IndoorActiveFloorStrategy} from \"../style/indoor_active_floor_strategy\";\n\nimport type {VectorTile, VectorTileFeature} from \"@mapbox/vector-tile\";\nimport type {IndoorBuilding, IndoorData, IndoorTileOptions} from \"../../src/style/indoor_data\";\nimport type {CanonicalTileID} from \"../../src/source/tile_id\";\nimport type {WorkerSourceActor} from \"../../src/source/worker_source\";\nimport type {Polygon, MultiPolygon} from \"geojson\";\n\nexport function parseActiveFloors(data: VectorTile, indoorTileOptions: IndoorTileOptions, actor: WorkerSourceActor, tileID: CanonicalTileID): Set<string> | undefined {\n    const activeFloorsVisible = indoorTileOptions.indoorState.activeFloorsVisible;\n    if (!indoorTileOptions.sourceLayers) {\n        return activeFloorsVisible ? indoorTileOptions.indoorState.activeFloors : undefined;\n    }\n    const sourceLayers = calculateIndoorSourceLayers(indoorTileOptions.sourceLayers, new Set(Object.keys(data.layers)));\n    const indoorState = indoorTileOptions.indoorState;\n    const indoorData = parseData(data, sourceLayers, indoorState.activeFloors, indoorState.selectedFloorId, tileID);\n    actor.notify('setIndoorData', indoorData);\n    return activeFloorsVisible ? indoorData.activeFloors : undefined;\n}\n\nfunction parseData(\n    data: VectorTile,\n    sourceLayers: Set<string>,\n    lastActiveFloors: Set<string>,\n    selectedFloorId: string,\n    tileID: CanonicalTileID\n): IndoorData {\n    const buildings: Record<string, IndoorBuilding> = {};\n\n    for (const layerId of sourceLayers) {\n        const sourceLayer = data.layers[layerId];\n        if (!sourceLayer) {\n            warnOnce(`indoor source layer not found: ${layerId}`);\n            continue;\n        }\n\n        for (let index = 0; index < sourceLayer.length; index++) {\n            const feature = sourceLayer.feature(index);\n\n            if (isValidBuildingFeature(feature)) {\n                const {id, center} = parseBuilding(feature);\n                upsertBuilding(buildings, id, center);\n                continue;\n            }\n\n            // Next step: Introduce better logging in case of invalid feature with valid type\n            if (isValidFloorFeature(feature)) {\n                const floor = parseFloor(feature, tileID);\n                assignFloorToBuildings(buildings, floor.buildings, floor.id, floor);\n            }\n        }\n    }\n\n    const activeFloors = IndoorActiveFloorStrategy.calculate(buildings, selectedFloorId, lastActiveFloors);\n    return {\n        buildings,\n        activeFloors\n    };\n}\n\nfunction upsertBuilding(\n    buildings: Record<string, IndoorBuilding>,\n    buildingId: string,\n    center?: [number, number]\n): void {\n    if (!buildings[buildingId]) {\n        buildings[buildingId] = {\n            floorIds: new Set(),\n            center: center ? center : [0, 0],\n            floors: {},\n        };\n    } else if (center) {\n        buildings[buildingId].center = center;\n    }\n}\n\nfunction assignFloorToBuildings(\n    buildings: Record<string, IndoorBuilding>,\n    buildingIds: Set<string>,\n    floorId: string,\n    floor: {name: string, zIndex: number, connections: Set<string>, conflicts: Set<string>, isDefault: boolean, buildings: Set<string>}\n): void {\n    for (const buildingId of buildingIds) {\n        upsertBuilding(buildings, buildingId);\n        buildings[buildingId].floors[floorId] = floor;\n        buildings[buildingId].floorIds.add(floorId);\n    }\n}\n\nfunction parseBuilding(feature: VectorTileFeature): {id: string, center: [number, number]} {\n    const id = feature.properties.id.toString();\n    const lon = feature.properties.center_lon as number || 0;\n    const lat = feature.properties.center_lat as number || 0;\n    const center: [number, number] = [lon, lat];\n    return {id, center};\n}\n\nfunction parseFloor(feature: VectorTileFeature, tileID: CanonicalTileID): {id: string, isDefault: boolean, connections: Set<string>, conflicts: Set<string>, buildings: Set<string>, zIndex: number, name: string, geometry: Polygon | MultiPolygon | undefined} {\n    const id = feature.properties.id.toString();\n    const isDefault = feature.properties.is_default ?\n        feature.properties.is_default as boolean :\n        false;\n    const connections: Set<string> = feature.properties.connected_floor_ids ?\n        new Set(feature.properties.connected_floor_ids.toString().split(\";\")) :\n        new Set();\n    const conflicts: Set<string> = feature.properties.conflicted_floor_ids ?\n        new Set(feature.properties.conflicted_floor_ids.toString().split(\";\")) :\n        new Set();\n    const buildings: Set<string> = feature.properties.structure_ids ?\n        new Set(feature.properties.structure_ids.toString().split(\";\")) :\n        new Set();\n    const name = feature.properties.name.toString();\n    const zIndex = feature.properties.z_index as number;\n    const geometry = extractGeometry(feature, tileID);\n    return {id, isDefault, connections, conflicts, buildings, name, zIndex, geometry};\n}\n\nfunction extractGeometry(feature: VectorTileFeature, tileID: CanonicalTileID): Polygon | MultiPolygon | undefined {\n    const geometry = feature.loadGeometry();\n    if (!geometry || geometry.length === 0) return undefined;\n\n    const coordinates = geometry.map(ring => {\n        return ring.map(p => {\n            return getLngLatPoint(p, tileID, feature.extent);\n        });\n    });\n    if (coordinates.length === 0) return undefined;\n\n    // Just construct a Polygon with the first ring as exterior.\n    return {type: 'Polygon', coordinates: [coordinates[0]]};\n}\n\nfunction hasRequiredProperties(feature: VectorTileFeature, requiredProps: string[]): boolean {\n    return requiredProps.every(prop => feature.properties && feature.properties[prop] !== undefined && feature.properties[prop] !== null);\n}\n\nfunction isValidBuildingFeature(feature: VectorTileFeature): boolean {\n    return hasRequiredProperties(feature, ['type', 'id', 'name']) &&\n            feature.properties.type === \"structure\";\n}\n\nfunction isValidFloorFeature(feature: VectorTileFeature): boolean {\n    return hasRequiredProperties(feature, ['type', 'id', 'name', 'z_index']) &&\n            feature.properties.type === \"floor\";\n}\n\nfunction calculateIndoorSourceLayers(sourceLayers: Set<string> | null, actualSourceLayers: Set<string>): Set<string> {\n    if (!sourceLayers) {\n        warnOnce('No source layers defined in indoor specification');\n        return actualSourceLayers;\n    }\n\n    // This is a valid case for GeoJSON, where we have single sourceLayer with special id, which we don't want to rely explicitly\n    if (sourceLayers.size === 0) {\n        return actualSourceLayers;\n    }\n\n    const missingSourceLayers = sourceLayers.difference(actualSourceLayers);\n    for (const missingSourceLayer of missingSourceLayers) {\n        warnOnce(`Missing source layer required in indoor specification: ${missingSourceLayer}`);\n    }\n\n    return actualSourceLayers.intersection(actualSourceLayers);\n}\n","import FillBucket from '../src/data/bucket/fill_bucket';\nimport LineBucket from '../src/data/bucket/line_bucket';\nimport CircleBucket from '../src/data/bucket/circle_bucket';\nimport SymbolBucket from '../src/data/bucket/symbol_bucket';\nimport {maybeAttachFillHDExt} from '../3d-style/data/bucket/fill_hd_extension';\nimport {maybeAttachLineHDExt} from '../3d-style/data/bucket/line_hd_extension';\nimport {maybeAttachCircleHDExt} from '../3d-style/data/bucket/circle_hd_extension';\nimport {maybeAttachSymbolHDExt} from '../3d-style/data/bucket/symbol_hd_extension';\n\nimport type {Bucket} from '../src/data/bucket';\n\nexport {\n    BuildingBucket,\n    waitForBuildingGen\n} from '../3d-style/data/bucket/building_bucket';\nexport {parseElevationFeatures} from '../3d-style/elevation/parse_elevation_features';\nexport {evaluatePortalGraphs as postprocessTile} from '../3d-style/elevation/evaluate_portal_graphs';\nexport {parseFrcCoverageFromLayer} from '../3d-style/source/frc_coverage_parser';\nexport {isFeatureCoveredByFrcMask, matchesCoverageSourceLayer} from '../3d-style/data/frc_road_classes';\nexport {symbolAnchorInFrcCoverage} from '../3d-style/symbol/frc_symbol_filter';\n\nexport {parseActiveFloors} from '../3d-style/source/indoor_parser';\n\n/**\n * Dispatches HD extension attachment to the bucket-type-specific helper. Called from\n * `WorkerTile.parse` immediately after `layer.createBucket()` so the relevance check\n * and the concrete extension class stay out of core.\n *\n * @private\n */\nexport function attachExtension(bucket: Bucket, coverageSourceLayers: string[] | null | undefined): void {\n    if (bucket instanceof FillBucket) {\n        maybeAttachFillHDExt(bucket, coverageSourceLayers);\n    } else if (bucket instanceof LineBucket) {\n        maybeAttachLineHDExt(bucket, coverageSourceLayers);\n    } else if (bucket instanceof CircleBucket) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        maybeAttachCircleHDExt(bucket);\n    } else if (bucket instanceof SymbolBucket) {\n        maybeAttachSymbolHDExt(bucket);\n    }\n}\n\n/**\n * True when any bucket deferred elevation lookup pending provider readiness.\n *\n * @private\n */\nexport function anyDeferredElevationFeatures(buckets: Record<string, Bucket>): boolean {\n    for (const key in buckets) {\n        const bucket = buckets[key];\n        if (bucket instanceof LineBucket && bucket.hdExt && bucket.hdExt.hasDeferredElevationFeatures) {\n            return true;\n        }\n        if (bucket instanceof SymbolBucket && bucket.hdExt && bucket.hdExt.hasDeferredElevationFeatures) {\n            return true;\n        }\n    }\n    return false;\n}\n","import {getArrayBuffer} from '../../src/util/ajax';\nimport FeatureIndex from '../../src/data/feature_index';\nimport {process3DTile} from './model_loader';\nimport {tileToMeter} from '../../src/geo/mercator_coordinate';\nimport Tiled3dModelBucket from '../data/bucket/tiled_3d_model_bucket';\nimport {OverscaledTileID} from '../../src/source/tile_id';\nimport {load3DTile} from '../util/loaders';\nimport EvaluationParameters from '../../src/style/evaluation_parameters';\nimport {makeFQID} from \"../../src/util/fqid\";\n\nimport type {CanonicalTileID} from '../../src/source/tile_id';\nimport type StyleLayerIndex from '../../src/style/style_layer_index';\nimport type {\n    WorkerSource,\n    WorkerSourceOptions,\n    WorkerSourceTileRequest,\n    WorkerSourceTiled3dModelRequest,\n    WorkerSourceVectorTileCallback,\n    WorkerSourceVectorTileResult,\n    WorkerSourceActor\n} from '../../src/source/worker_source';\nimport type Projection from '../../src/geo/projection/projection';\nimport type ModelStyleLayer from '../style/style_layer/model_style_layer';\nimport type {ImageId} from '../../src/style-spec/expression/types/image_id';\nimport type {StyleModelMap} from '../../src/style/style_mode';\n\nclass Tiled3dWorkerTile {\n    tileID: OverscaledTileID;\n    uid: number;\n    zoom: number;\n    tileZoom: number;\n    canonical: CanonicalTileID;\n    pixelRatio: number;\n    tileSize: number;\n    source: string;\n    overscaling: number;\n    projection: Projection;\n    status!: 'parsing' | 'done';\n    reloadCallback: WorkerSourceVectorTileCallback | null | undefined;\n    brightness: number | null | undefined;\n    worldview: string | undefined;\n    abort?: () => void;\n\n    constructor(params: WorkerSourceTiled3dModelRequest, brightness?: number | null, worldview?: string) {\n        this.tileID = new OverscaledTileID(params.tileID.overscaledZ, params.tileID.wrap, params.tileID.canonical.z, params.tileID.canonical.x, params.tileID.canonical.y);\n        this.tileZoom = params.tileZoom;\n        this.uid = params.uid;\n        this.zoom = params.zoom;\n        this.canonical = params.tileID.canonical;\n        this.pixelRatio = params.pixelRatio;\n        this.tileSize = params.tileSize;\n        this.source = params.source;\n        this.overscaling = this.tileID.overscaleFactor();\n        this.projection = params.projection;\n        this.brightness = brightness;\n        this.worldview = worldview;\n    }\n\n    async parse(\n        data: ArrayBuffer,\n        layerIndex: StyleLayerIndex,\n        params: WorkerSourceTiled3dModelRequest,\n    ): Promise<WorkerSourceVectorTileResult> {\n        this.status = 'parsing';\n        const tileID = new OverscaledTileID(params.tileID.overscaledZ, params.tileID.wrap, params.tileID.canonical.z, params.tileID.canonical.x, params.tileID.canonical.y);\n        const buckets: Tiled3dModelBucket[] = [];\n        const layerFamilies = layerIndex.familiesBySource[params.source];\n        const featureIndex = new FeatureIndex(tileID, params.promoteId);\n        featureIndex.bucketLayerIDs = [];\n        featureIndex.is3DTile = true;\n\n        const gltf = await load3DTile(data);\n\n        const hasMapboxMeshFeatures: boolean =\n            (gltf.json.extensionsUsed && gltf.json.extensionsUsed.includes('MAPBOX_mesh_features')) ||\n            (gltf.json.asset.extras && gltf.json.asset.extras['MAPBOX_mesh_features']);\n\n        const hasMeshoptCompression = gltf.json.extensionsUsed && gltf.json.extensionsUsed.includes('EXT_meshopt_compression');\n\n        const parameters = new EvaluationParameters(this.zoom, {brightness: this.brightness, worldview: this.worldview});\n        for (const sourceLayerId in layerFamilies) {\n            for (const family of layerFamilies[sourceLayerId]) {\n                const layer = family[0] as ModelStyleLayer;\n                featureIndex.bucketLayerIDs.push(family.map((l) => makeFQID(l.id, l.scope)));\n                layer.recalculate(parameters, []);\n                // Nodes are created per layer which allows styling when multiple model layers are referencing the same source\n                const nodes = process3DTile(gltf, 1.0 / tileToMeter(params.tileID.canonical));\n\n                const bucket = new Tiled3dModelBucket(family as Array<ModelStyleLayer>, nodes, tileID, hasMapboxMeshFeatures, hasMeshoptCompression, this.brightness, featureIndex, this.worldview);\n                buckets.push(bucket);\n                // do the first evaluation in the worker to avoid stuttering\n                bucket.evaluate(layer);\n            }\n        }\n\n        this.status = 'done';\n\n        return {\n            buckets,\n            featureIndex,\n            collisionBoxArray: null,\n            glyphAtlasImage: null,\n            lineAtlas: null,\n            imageAtlas: null,\n            brightness: null,\n        };\n    }\n}\n\nclass Tiled3dModelWorkerSource implements WorkerSource {\n    actor: WorkerSourceActor;\n    layerIndex: StyleLayerIndex;\n    availableImages: ImageId[];\n    availableModels: StyleModelMap;\n    loading: Record<number, Tiled3dWorkerTile>;\n    loaded: Record<number, Tiled3dWorkerTile>;\n    brightness?: number;\n    worldview: string | undefined;\n\n    constructor({actor, layerIndex, availableImages, availableModels, brightness, worldview}: WorkerSourceOptions) {\n        this.actor = actor;\n        this.layerIndex = layerIndex;\n        this.availableImages = availableImages;\n        this.availableModels = availableModels;\n        this.brightness = brightness;\n        this.loading = {};\n        this.loaded = {};\n\n        this.worldview = worldview;\n    }\n\n    /**\n     * Implements {@link WorkerSource#loadTile}.\n     * @private\n     */\n    async loadTile(params: WorkerSourceTiled3dModelRequest): Promise<WorkerSourceVectorTileResult | null | undefined> {\n        const uid = params.uid;\n        const controller = new AbortController();\n        const workerTile = this.loading[uid] = new Tiled3dWorkerTile(params, this.brightness, this.worldview);\n        workerTile.abort = () => controller.abort();\n\n        const reload = (err: Error | null, result?: WorkerSourceVectorTileResult | null) => {\n            const reloadCallback = workerTile.reloadCallback;\n            if (!reloadCallback) return;\n            delete workerTile.reloadCallback;\n            reloadCallback(err, result);\n        };\n\n        let data: ArrayBuffer | null | undefined;\n        try {\n            const response = await getArrayBuffer(params.request, controller.signal);\n            data = response.data;\n        } catch (err) {\n            delete this.loading[uid];\n            workerTile.status = 'done';\n            this.loaded[uid] = workerTile;\n            if (controller.signal.aborted) return null;\n            throw err;\n        }\n\n        delete this.loading[uid];\n\n        if (!data || data.byteLength === 0) {\n            workerTile.status = 'done';\n            this.loaded[uid] = workerTile;\n            return null;\n        }\n\n        try {\n            const result = await workerTile.parse(data, this.layerIndex, params);\n            this.loaded[uid] = workerTile;\n            reload(null, result);\n            return result;\n        } catch (err) {\n            this.loaded[uid] = workerTile;\n            reload(err as Error);\n            throw err;\n        }\n    }\n\n    /**\n     * Implements {@link WorkerSource#reloadTile}.\n     * Re-parses a tile that has already been loaded. Yields the same data as {@link WorkerSource#loadTile}.\n     * @private\n     */\n    async reloadTile(params: WorkerSourceTiled3dModelRequest): Promise<WorkerSourceVectorTileResult | null | undefined> {\n        const workerTile = this.loaded && this.loaded[params.uid];\n        if (!workerTile) return;\n\n        workerTile.projection = params.projection;\n        workerTile.brightness = params.brightness;\n\n        if (workerTile.status === 'parsing') {\n            // Wait for the in-flight parse to finish before reloading.\n            await new Promise<void>((resolve, reject) => {\n                workerTile.reloadCallback = (err) => { if (err) reject(err); else resolve(); };\n            });\n        }\n\n        return this.loadTile(params);\n    }\n\n    /**\n     * Implements {@link WorkerSource#abortTile}.\n     * Aborts loading a tile that is in progress.\n     * @private\n     */\n    abortTile(params: WorkerSourceTileRequest): void {\n        const uid = params.uid;\n        const tile = this.loading[uid];\n        if (tile) {\n            if (tile.abort) tile.abort();\n            delete this.loading[uid];\n        }\n    }\n\n    /**\n     * Implements {@link WorkerSource#removeTile}.\n     * Removes this tile from any local caches.\n     * @private\n     */\n    removeTile(params: WorkerSourceTileRequest): void {\n        const loaded = this.loaded,\n            uid = params.uid;\n        if (loaded && loaded[uid]) {\n            delete loaded[uid];\n        }\n    }\n\n}\n\nexport default Tiled3dModelWorkerSource;\n","import refProperties from './util/ref_properties';\n\nimport type {LayerSpecification} from './types';\n\ntype IndexableLayer = LayerSpecification & Record<string, unknown>;\n\nfunction stringify(obj: unknown) {\n    if (typeof obj === 'number' || typeof obj === 'boolean' || typeof obj === 'string' || obj === undefined || obj === null)\n        return JSON.stringify(obj);\n\n    if (Array.isArray(obj)) {\n        let str = '[';\n        for (const val of obj) {\n            str += `${stringify(val)},`;\n        }\n        return `${str}]`;\n    }\n\n    let str = '{';\n    for (const key of Object.keys(obj).sort()) {\n        str += `${key}:${stringify((obj as Record<string, unknown>)[key])},`;\n    }\n    return `${str}}`;\n}\n\nfunction getKey(layer: IndexableLayer) {\n    let key = '';\n    for (const k of refProperties) {\n        key += `/${stringify(layer[k])}`;\n    }\n    return key;\n}\n\nfunction containsKey(obj: unknown, key: string) {\n    function recursiveSearch(item: unknown): boolean {\n        if (typeof item === 'string' && item === key) {\n            return true;\n        }\n\n        if (Array.isArray(item)) {\n            return item.some(recursiveSearch);\n        }\n\n        if (item && typeof item === 'object') {\n            return Object.values(item).some(recursiveSearch);\n        }\n\n        return false;\n    }\n    return recursiveSearch(obj);\n}\n\n/**\n * Given an array of layers, return an array of arrays of layers where all\n * layers in each group have identical layout-affecting properties. These\n * are the properties that were formerly used by explicit `ref` mechanism\n * for layers: 'type', 'source', 'source-layer', 'minzoom', 'maxzoom',\n * 'filter', and 'layout'.\n *\n * The input is not modified. The output layers are references to the\n * input layers.\n *\n * @private\n * @param {Array<Layer>} layers\n * @param {Object} [cachedKeys] - an object to keep already calculated keys.\n * @returns {Array<Array<Layer>>}\n */\nexport default function groupByLayout(\n    layers: Array<LayerSpecification>,\n    cachedKeys: {\n        [id: string]: string;\n    },\n): Array<Array<LayerSpecification>> {\n    const groups = Object.create(null) as Record<string, LayerSpecification[]>;\n\n    for (let i = 0; i < layers.length; i++) {\n        const layer = layers[i]!;\n        let k = cachedKeys && cachedKeys[layer.id];\n\n        if (!k) {\n            // Do not group symbol layers together, as their paint properties affect placement\n            if (layer.type === 'symbol') {\n                k = layer.id;\n            } else {\n                k =  getKey(layer);\n                // The usage of \"line-progress\" inside \"line-width\" or \"line-emissive-strength\"\n                // makes the property act like a layout property: the bucket needs to evaluate it\n                // per-vertex against the first layer's paint, so layers that disagree on whether\n                // line-progress is used can't share a bucket.\n                if (layer.type === 'line' && layer[\"paint\"]) {\n                    const lineWidth = layer[\"paint\"]['line-width'];\n                    if (containsKey(lineWidth, 'line-progress')) {\n                        k += `/${stringify(layer[\"paint\"]['line-width'])}`;\n                    }\n                    const lineEmissiveStrength = layer[\"paint\"]['line-emissive-strength'];\n                    if (containsKey(lineEmissiveStrength, 'line-progress')) {\n                        k += `/${stringify(layer[\"paint\"]['line-emissive-strength'])}`;\n                    }\n                }\n            }\n        }\n\n        // update the cache if there is one\n        if (cachedKeys)\n            cachedKeys[layer.id] = k;\n\n        let group = groups[k];\n        if (!group) {\n            group = groups[k] = [];\n        }\n        group.push(layer);\n    }\n\n    const result: LayerSpecification[][] = [];\n\n    for (const k in groups) {\n        result.push(groups[k]!);\n    }\n\n    return result;\n}\n","import createStyleLayer from './create_style_layer';\nimport groupByLayout from '../style-spec/group_by_layout';\n\nimport type {TypedStyleLayer} from './style_layer/typed_style_layer';\nimport type {LayerSpecification} from '../style-spec/types';\nimport type {ConfigOptions} from './properties';\n\nexport type LayerConfigs = Record<string, LayerSpecification>;\n\nexport type Family<Layer extends TypedStyleLayer> = Array<Layer>;\n\nclass StyleLayerIndex {\n    scope!: string;\n    familiesBySource!: Record<string, Record<string, Array<Family<TypedStyleLayer>>>>;\n    keyCache: Record<string, string>;\n\n    _layerConfigs: LayerConfigs;\n    _layers: Record<string, TypedStyleLayer>;\n    _options: ConfigOptions | null | undefined;\n\n    constructor(layerConfigs?: Array<LayerSpecification> | null) {\n        this.keyCache = Object.create(null) as Record<string, string>;\n        this._layers = Object.create(null) as Record<string, TypedStyleLayer>;\n        this._layerConfigs = Object.create(null) as LayerConfigs;\n        if (layerConfigs) {\n            this.replace(layerConfigs);\n        }\n    }\n\n    replace(layerConfigs: Array<LayerSpecification>, options?: ConfigOptions | null) {\n        this._layerConfigs = Object.create(null) as LayerConfigs;\n        this._layers = Object.create(null) as Record<string, TypedStyleLayer>;\n        this.update(layerConfigs, [], options);\n    }\n\n    update(layerConfigs: Array<LayerSpecification>, removedIds: Array<string>, options?: ConfigOptions | null) {\n        this._options = options;\n\n        for (const layerConfig of layerConfigs) {\n            this._layerConfigs[layerConfig.id] = layerConfig;\n\n            const layer = this._layers[layerConfig.id] = createStyleLayer(layerConfig, this.scope, null, this._options);\n            layer.compileFilter(options);\n            if (this.keyCache[layerConfig.id])\n                delete this.keyCache[layerConfig.id];\n        }\n        for (const id of removedIds) {\n            delete this.keyCache[id];\n            delete this._layerConfigs[id];\n            delete this._layers[id];\n        }\n\n        this.familiesBySource = Object.create(null) as StyleLayerIndex['familiesBySource'];\n\n        const groups = groupByLayout(Object.values(this._layerConfigs), this.keyCache);\n\n        for (const layerConfigs of groups) {\n            const layers = layerConfigs.map((layerConfig) => this._layers[layerConfig.id]);\n\n            const layer = layers[0];\n            if (layer.visibility === 'none') {\n                continue;\n            }\n\n            const sourceId = layer.source || '';\n            let sourceGroup = this.familiesBySource[sourceId];\n            if (!sourceGroup) {\n                sourceGroup = this.familiesBySource[sourceId] = Object.create(null) as Record<string, Array<Family<TypedStyleLayer>>>;\n            }\n\n            const sourceLayerId = layer.sourceLayer || '_geojsonTileLayer';\n            let sourceLayerFamilies = sourceGroup[sourceLayerId];\n            if (!sourceLayerFamilies) {\n                sourceLayerFamilies = sourceGroup[sourceLayerId] = [];\n            }\n\n            sourceLayerFamilies.push(layers);\n        }\n    }\n}\n\nexport default StyleLayerIndex;\n","import Point from '@mapbox/point-geometry';\nimport {register} from '../util/web_worker_transfer';\n\nclass Anchor extends Point {\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    override angle: any;\n    z: number;\n    segment: number | undefined;\n\n    constructor(x: number, y: number, z: number, angle: number, segment?: number) {\n        super(x, y);\n        this.angle = angle;\n        this.z = z;\n        if (segment !== undefined) {\n            this.segment = segment;\n        }\n    }\n\n    override clone(): Anchor {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return new Anchor(this.x, this.y, this.z, this.angle, this.segment);\n    }\n}\n\nregister(Anchor, 'Anchor');\n\nexport default Anchor;\n","export default checkMaxAngle;\n\nimport type Point from '@mapbox/point-geometry';\nimport type Anchor from './anchor';\n\n/**\n * Labels placed around really sharp angles aren't readable. Check if any\n * part of the potential label has a combined angle that is too big.\n *\n * @param line\n * @param anchor The point on the line around which the label is anchored.\n * @param labelLength The length of the label in geometry units.\n * @param windowSize The check fails if the combined angles within a part of the line that is `windowSize` long is too big.\n * @param maxAngle The maximum combined angle that any window along the label is allowed to have.\n *\n * @returns {boolean} whether the label should be placed\n * @private\n */\nfunction checkMaxAngle(\n    line: Array<Point>,\n    anchor: Anchor,\n    labelLength: number,\n    windowSize: number,\n    maxAngle: number,\n): boolean {\n\n    // horizontal labels always pass\n    if (anchor.segment === undefined) return true;\n\n    let p: Point = anchor;\n    let index = anchor.segment + 1;\n    let anchorDistance = 0;\n\n    // move backwards along the line to the first segment the label appears on\n    while (anchorDistance > -labelLength / 2) {\n        index--;\n\n        // there isn't enough room for the label after the beginning of the line\n        if (index < 0) return false;\n\n        anchorDistance -= line[index].dist(p);\n        p = line[index];\n    }\n\n    anchorDistance += line[index].dist(line[index + 1]);\n    index++;\n\n    // store recent corners and their total angle difference\n    const recentCorners: Array<{distance: number; angleDelta: number}> = [];\n    let recentAngleDelta = 0;\n\n    // move forwards by the length of the label and check angles along the way\n    while (anchorDistance < labelLength / 2) {\n        const prev = line[index - 1];\n        const current = line[index];\n        const next = line[index + 1];\n\n        // there isn't enough room for the label before the end of the line\n        if (!next) return false;\n\n        let angleDelta = prev.angleTo(current) - current.angleTo(next);\n        // restrict angle to -pi..pi range\n        angleDelta = Math.abs(((angleDelta + 3 * Math.PI) % (Math.PI * 2)) - Math.PI);\n\n        recentCorners.push({\n            distance: anchorDistance,\n            angleDelta\n        });\n        recentAngleDelta += angleDelta;\n\n        // remove corners that are far enough away from the list of recent anchors\n        while (anchorDistance - recentCorners[0].distance > windowSize) {\n            recentAngleDelta -= recentCorners.shift().angleDelta;\n        }\n\n        // the sum of angles within the window area exceeds the maximum allowed value. check fails.\n        if (recentAngleDelta > maxAngle) return false;\n\n        index++;\n        anchorDistance += current.dist(next);\n    }\n\n    // no part of the line had an angle greater than the maximum allowed. check passes.\n    return true;\n}\n","import {number as interpolate} from '../style-spec/util/interpolate';\nimport Anchor from '../symbol/anchor';\nimport checkMaxAngle from './check_max_angle';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Shaping, PositionedIcon} from './shaping_shared';\n\nexport {getAnchors, getCenterAnchor};\n\nfunction getLineLength(line: Array<Point>): number {\n    let lineLength = 0;\n    for (let k = 0; k < line.length - 1; k++) {\n        lineLength += line[k].dist(line[k + 1]);\n    }\n    return lineLength;\n}\n\nfunction getAngleWindowSize(\n    shapedText: Shaping | null | undefined,\n    glyphSize: number,\n    boxScale: number,\n): number {\n    return shapedText ?\n        3 / 5 * glyphSize * boxScale :\n        0;\n}\n\nfunction getShapedLabelLength(shapedText?: Shaping | null, shapedIcon?: PositionedIcon | null): number {\n    return Math.max(\n        shapedText ? shapedText.right - shapedText.left : 0,\n        shapedIcon ? shapedIcon.right - shapedIcon.left : 0);\n}\n\nfunction getCenterAnchor(\n    line: Array<Point>,\n    maxAngle: number,\n    shapedText: Shaping | null | undefined,\n    shapedIcon: PositionedIcon | null | undefined,\n    glyphSize: number,\n    boxScale: number,\n): Anchor | null | undefined {\n    const angleWindowSize = getAngleWindowSize(shapedText, glyphSize, boxScale);\n    const labelLength = getShapedLabelLength(shapedText, shapedIcon) * boxScale;\n\n    let prevDistance = 0;\n    const centerDistance = getLineLength(line) / 2;\n\n    for (let i = 0; i < line.length - 1; i++) {\n\n        const a = line[i],\n            b = line[i + 1];\n\n        const segmentDistance = a.dist(b);\n\n        if (prevDistance + segmentDistance > centerDistance) {\n            // The center is on this segment\n            const t = (centerDistance - prevDistance) / segmentDistance,\n                x = interpolate(a.x, b.x, t),\n                y = interpolate(a.y, b.y, t);\n\n            const anchor = new Anchor(x, y, 0, b.angleTo(a), i);\n            if (!angleWindowSize || checkMaxAngle(line, anchor, labelLength, angleWindowSize, maxAngle)) {\n                return anchor;\n            } else {\n                return;\n            }\n        }\n\n        prevDistance += segmentDistance;\n    }\n}\n\nfunction getAnchors(\n    line: Array<Point>,\n    spacing: number,\n    maxAngle: number,\n    shapedText: Shaping | null | undefined,\n    shapedIcon: PositionedIcon | null | undefined,\n    glyphSize: number,\n    boxScale: number,\n    overscaling: number,\n    tileExtent: number,\n): Array<Anchor> {\n\n    // Resample a line to get anchor points for labels and check that each\n    // potential label passes text-max-angle check and has enough froom to fit\n    // on the line.\n\n    const angleWindowSize = getAngleWindowSize(shapedText, glyphSize, boxScale);\n    const shapedLabelLength = getShapedLabelLength(shapedText, shapedIcon);\n    const labelLength = shapedLabelLength * boxScale;\n\n    // Is the line continued from outside the tile boundary?\n    const isLineContinued = line[0].x === 0 || line[0].x === tileExtent || line[0].y === 0 || line[0].y === tileExtent;\n\n    // Is the label long, relative to the spacing?\n    // If so, adjust the spacing so there is always a minimum space of `spacing / 4` between label edges.\n    if (spacing - labelLength < spacing / 4) {\n        spacing = labelLength + spacing / 4;\n    }\n\n    // Offset the first anchor by:\n    // Either half the label length plus a fixed extra offset if the line is not continued\n    // Or half the spacing if the line is continued.\n\n    // For non-continued lines, add a bit of fixed extra offset to avoid collisions at T intersections.\n    const fixedExtraOffset = glyphSize * 2;\n\n    const offset = !isLineContinued ?\n        ((shapedLabelLength / 2 + fixedExtraOffset) * boxScale * overscaling) % spacing :\n        (spacing / 2 * overscaling) % spacing;\n\n    return resample(line, offset, spacing, angleWindowSize, maxAngle, labelLength, isLineContinued, false, tileExtent);\n}\n\nfunction resample(line: Array<Point>, offset: number, spacing: number, angleWindowSize: number, maxAngle: number, labelLength: number, isLineContinued: boolean, placeAtMiddle: boolean, tileExtent: number): Anchor[] {\n\n    const halfLabelLength = labelLength / 2;\n    const lineLength = getLineLength(line);\n\n    let distance = 0,\n        markedDistance = offset - spacing;\n\n    let anchors: Anchor[] = [];\n\n    for (let i = 0; i < line.length - 1; i++) {\n\n        const a = line[i],\n            b = line[i + 1];\n\n        const segmentDist = a.dist(b),\n            angle = b.angleTo(a);\n\n        while (markedDistance + spacing < distance + segmentDist) {\n            markedDistance += spacing;\n\n            const t = (markedDistance - distance) / segmentDist,\n                x = interpolate(a.x, b.x, t),\n                y = interpolate(a.y, b.y, t);\n\n            // Check that the point is within the tile boundaries and that\n            // the label would fit before the beginning and end of the line\n            // if placed at this point.\n            if (x >= 0 && x < tileExtent && y >= 0 && y < tileExtent &&\n                    markedDistance - halfLabelLength >= 0 &&\n                    markedDistance + halfLabelLength <= lineLength) {\n                const anchor = new Anchor(x, y, 0, angle, i);\n\n                if (!angleWindowSize || checkMaxAngle(line, anchor, labelLength, angleWindowSize, maxAngle)) {\n                    anchors.push(anchor);\n                }\n            }\n        }\n\n        distance += segmentDist;\n    }\n\n    if (!placeAtMiddle && !anchors.length && !isLineContinued) {\n        // The first attempt at finding anchors at which labels can be placed failed.\n        // Try again, but this time just try placing one anchor at the middle of the line.\n        // This has the most effect for short lines in overscaled tiles, since the\n        // initial offset used in overscaled tiles is calculated to align labels with positions in\n        // parent tiles instead of placing the label as close to the beginning as possible.\n        anchors = resample(line, distance / 2, spacing, angleWindowSize, maxAngle, labelLength, isLineContinued, true, tileExtent);\n    }\n\n    return anchors;\n}\n","import {\n    charHasUprightVerticalOrientation,\n    charAllowsIdeographicBreaking,\n    charInComplexShapingScript,\n    needsRotationInVerticalMode\n} from '../util/script_detection';\nimport verticalizePunctuation from '../util/verticalize_punctuation';\nimport {plugin as rtlTextPlugin} from '../source/rtl_text_plugin';\nimport ONE_EM from './one_em';\nimport {warnOnce} from '../util/util';\nimport {GLYPH_PBF_BORDER} from '../style/parse_glyph_pbf';\nimport {WritingMode, getAnchorAlignment} from './shaping_shared';\n\nimport type {GlyphMap} from '../render/glyph_manager';\nimport type {ImagePositionMap} from '../render/image_atlas';\nimport type {GlyphPositions} from '../render/glyph_atlas';\nimport type {FormattedSection} from '../style-spec/expression/types/formatted';\nimport type Formatted from '../style-spec/expression/types/formatted';\nimport type {ImageVariant} from '../style-spec/expression/types/image_variant';\nimport type {Shaping, PositionedGlyph, PositionedLine, SymbolAnchor, TextJustify, Orientation} from './shaping_shared';\n\nconst SHAPING_DEFAULT_OFFSET = -17;\nexport {shapeText};\n\nfunction isEmpty(positionedLines: Array<PositionedLine>) {\n    for (const line of positionedLines) {\n        if (line.positionedGlyphs.length !== 0) {\n            return false;\n        }\n    }\n    return true;\n}\n\n// Max number of images in label is 6401 U+E000–U+F8FF that covers\n// Basic Multilingual Plane Unicode Private Use Area (PUA).\nconst PUAbegin = 0xE000;\nconst PUAend = 0xF8FF;\n\nclass SectionOptions {\n    // Text options\n    scale: number;\n    fontStack: string;\n    // Image options\n    image: ImageVariant | null;\n\n    constructor() {\n        this.scale = 1.0;\n        this.fontStack = \"\";\n        this.image = null;\n    }\n\n    static forText(scale: number | null | undefined, fontStack: string): SectionOptions {\n        const textOptions = new SectionOptions();\n        textOptions.scale = scale || 1;\n        textOptions.fontStack = fontStack;\n        return textOptions;\n    }\n\n    static forImage(image: ImageVariant | null): SectionOptions {\n        const imageOptions = new SectionOptions();\n        imageOptions.image = image;\n        return imageOptions;\n    }\n\n}\n\nclass TaggedString {\n    text: string;\n    sectionIndex: Array<number>; // maps each character in 'text' to its corresponding entry in 'sections'\n    sections: Array<SectionOptions>;\n    imageSectionID: number | null;\n\n    constructor() {\n        this.text = \"\";\n        this.sectionIndex = [];\n        this.sections = [];\n        this.imageSectionID = null;\n    }\n\n    static fromFeature(text: Formatted, defaultFontStack: string, pixelRatio: number, textSizeFactor: number = 1): TaggedString {\n        const result = new TaggedString();\n        for (let i = 0; i < text.sections.length; i++) {\n            const section = text.sections[i];\n            if (!section.image) {\n                result.addTextSection(section, defaultFontStack);\n            } else {\n                result.addImageSection(section, pixelRatio, textSizeFactor);\n            }\n        }\n        return result;\n    }\n\n    length(): number {\n        return this.text.length;\n    }\n\n    getSection(index: number): SectionOptions {\n        return this.sections[this.sectionIndex[index]];\n    }\n\n    getSections(): Array<SectionOptions> {\n        return this.sections;\n    }\n\n    getSectionIndex(index: number): number {\n        return this.sectionIndex[index];\n    }\n\n    getCodePoint(index: number): number {\n        return this.text.codePointAt(index);\n    }\n\n    verticalizePunctuation(skipContextChecking: boolean) {\n        this.text = verticalizePunctuation(this.text, skipContextChecking);\n    }\n\n    trim() {\n        let beginningWhitespace = 0;\n        for (let i = 0;\n            i < this.text.length && whitespace[this.text.charCodeAt(i)];\n            i++) {\n            beginningWhitespace++;\n        }\n        let trailingWhitespace = this.text.length;\n        for (let i = this.text.length - 1;\n            i >= 0 && i >= beginningWhitespace && whitespace[this.text.charCodeAt(i)];\n            i--) {\n            trailingWhitespace--;\n        }\n        this.text = this.text.substring(beginningWhitespace, trailingWhitespace);\n        this.sectionIndex = this.sectionIndex.slice(beginningWhitespace, trailingWhitespace);\n    }\n\n    substring(start: number, end: number): TaggedString {\n        const substring = new TaggedString();\n        substring.text = this.text.substring(start, end);\n        substring.sectionIndex = this.sectionIndex.slice(start, end);\n        substring.sections = this.sections;\n        return substring;\n    }\n\n    toString(): string {\n        return this.text;\n    }\n\n    getMaxScale(): number {\n        return this.sectionIndex.reduce((max, index) => Math.max(max, this.sections[index].scale), 0);\n    }\n\n    addTextSection(section: FormattedSection, defaultFontStack: string) {\n        this.text += section.text;\n        this.sections.push(SectionOptions.forText(section.scale, section.fontStack || defaultFontStack));\n        const index = this.sections.length - 1;\n        for (let i = 0; i < section.text.length; ++i) {\n            this.sectionIndex.push(index);\n        }\n    }\n\n    addImageSection(section: FormattedSection, pixelRatio: number, textSizeFactor: number = 1) {\n        const image = section.image ? section.image.getPrimary() : null;\n        if (!image) {\n            warnOnce(`Can't add FormattedSection with an empty image.`);\n            return;\n        }\n\n        // Scale image by both pixelRatio and textSizeFactor\n        // This ensures the correct sized image is requested from the atlas\n        image.scaleSelf(pixelRatio * textSizeFactor);\n        const nextImageSectionCharCode = this.getNextImageSectionCharCode();\n        if (!nextImageSectionCharCode) {\n            warnOnce(`Reached maximum number of images ${PUAend - PUAbegin + 2}`);\n            return;\n        }\n\n        this.text += String.fromCodePoint(nextImageSectionCharCode);\n        this.sections.push(SectionOptions.forImage(image));\n        this.sectionIndex.push(this.sections.length - 1);\n    }\n\n    getNextImageSectionCharCode(): number | null {\n        if (!this.imageSectionID) {\n            this.imageSectionID = PUAbegin;\n            return this.imageSectionID;\n        }\n\n        if (this.imageSectionID >= PUAend) return null;\n        return ++this.imageSectionID;\n    }\n}\n\nfunction isUnsupportedImageSection(section: SectionOptions, imagePositions: ImagePositionMap): boolean {\n    if (!section.image) return false;\n    const imagePosition = imagePositions.get(section.image.toString());\n    return !!imagePosition && imagePosition.sdf;\n}\n\n// Returns early when there is nothing to drop, so a text without an SDF image is left untouched.\n//\n// The section options stay in place. That keeps the section indices of the surviving characters valid, and\n// those indices are how the rest of layout reaches the original format sections -- per-section text colours\n// are looked up through them, so renumbering would mis-colour text rather than merely shift indices.\nfunction dropUnsupportedImages(input: TaggedString, imagePositions: ImagePositionMap) {\n    // Droppability is a property of a section, so it is resolved per section rather than per character: a text\n    // without image sections then costs one pass over a handful of options and touches no character at all.\n    const firstDropped = input.sections.findIndex((section) => isUnsupportedImageSection(section, imagePositions));\n    if (firstDropped === -1) return;\n\n    warnOnce(`SDF image ${input.sections[firstDropped].image.id.name} is not supported in text-field`);\n\n    const droppedSections = input.sections.map((section) => isUnsupportedImageSection(section, imagePositions));\n\n    let text = \"\";\n    const sectionIndex: Array<number> = [];\n    for (let index = 0; index < input.length(); index++) {\n        const section = input.sectionIndex[index];\n        if (droppedSections[section]) continue;\n        text += input.text[index];\n        sectionIndex.push(section);\n    }\n    input.text = text;\n    input.sectionIndex = sectionIndex;\n}\n\nfunction breakLines(input: TaggedString, lineBreakPoints: Array<number>): Array<TaggedString> {\n    const lines: TaggedString[] = [];\n    const text = input.text;\n    let start = 0;\n    for (const lineBreak of lineBreakPoints) {\n        lines.push(input.substring(start, lineBreak));\n        start = lineBreak;\n    }\n\n    if (start < text.length) {\n        lines.push(input.substring(start, text.length));\n    }\n    return lines;\n}\n\nfunction shapeText(\n    text: Formatted,\n    glyphMap: GlyphMap,\n    glyphPositions: GlyphPositions,\n    imagePositions: ImagePositionMap,\n    defaultFontStack: string,\n    maxWidth: number,\n    lineHeight: number,\n    textAnchor: SymbolAnchor,\n    textJustify: TextJustify,\n    spacing: number,\n    translate: [number, number],\n    writingMode: Orientation,\n    allowVerticalPlacement: boolean,\n    layoutTextSize: number,\n    layoutTextSizeThisZoom: number,\n    pixelRatio: number = 1,\n    textSizeFactor: number = 1\n): Shaping {\n    const logicalInput = TaggedString.fromFeature(text, defaultFontStack, pixelRatio, textSizeFactor);\n\n    if (writingMode === WritingMode.vertical) {\n        logicalInput.verticalizePunctuation(allowVerticalPlacement);\n    }\n\n    // Identity stays on the authored text: `shaping.text` feeds the murmur3 symbol key and the\n    // text-repeat-distance dedupe, and gl-native keys those off the unfiltered string. What follows changes\n    // what gets measured, not which labels count as the same label.\n    const shapingText = logicalInput.toString();\n\n    // An SDF image in `text-field` is never drawn, so it must not be measured either. Dropping it ahead of the\n    // line breaking and of TaggedString#trim is what makes break decisions and edge trimming see the string\n    // that will actually be drawn -- a trailing space in front of a dropped image would otherwise survive.\n    dropUnsupportedImages(logicalInput, imagePositions);\n\n    // A `text-field` of nothing but an SDF image is left with no characters, which the BiDi processing cannot\n    // take: ICU's ubidi_setLine rejects an empty range. Undefined is what the callers already expect for text\n    // nothing is drawn for.\n    if (logicalInput.length() === 0) return undefined;\n\n    let lines: Array<TaggedString> = [];\n\n    const lineBreaks = determineLineBreaks(logicalInput, spacing, maxWidth, glyphMap, imagePositions, layoutTextSize, textSizeFactor);\n\n    const {processBidirectionalText, processStyledBidirectionalText} = rtlTextPlugin;\n    if (processBidirectionalText && logicalInput.sections.length === 1) {\n        // Bidi doesn't have to be style-aware\n        const untaggedLines = processBidirectionalText(logicalInput.toString(), lineBreaks);\n        for (const line of untaggedLines) {\n            const taggedLine = new TaggedString();\n            taggedLine.text = line;\n            taggedLine.sections = logicalInput.sections;\n            for (let i = 0; i < line.length; i++) {\n                taggedLine.sectionIndex.push(0);\n            }\n            lines.push(taggedLine);\n        }\n    } else if (processStyledBidirectionalText) {\n        // Need version of mapbox-gl-rtl-text with style support for combining RTL text with formatting\n        const processedLines = processStyledBidirectionalText(logicalInput.text, logicalInput.sectionIndex, lineBreaks);\n        for (const line of processedLines) {\n            const taggedLine = new TaggedString();\n            taggedLine.text = line[0];\n            taggedLine.sectionIndex = line[1];\n            taggedLine.sections = logicalInput.sections;\n            lines.push(taggedLine);\n        }\n    } else {\n        lines = breakLines(logicalInput, lineBreaks);\n    }\n\n    const positionedLines: PositionedLine[] = [];\n    const shaping = {\n        positionedLines,\n        text: shapingText,\n        top: translate[1],\n        bottom: translate[1],\n        left: translate[0],\n        right: translate[0],\n        writingMode,\n        iconsInText: false,\n        verticalizable: false,\n        hasBaseline: false\n    };\n\n    shapeLines(shaping, glyphMap, glyphPositions, imagePositions, lines, lineHeight, textAnchor, textJustify, writingMode, spacing, allowVerticalPlacement, layoutTextSizeThisZoom, textSizeFactor);\n\n    if (isEmpty(positionedLines)) return undefined;\n\n    return shaping;\n}\n\n// using computed properties due to https://github.com/facebook/flow/issues/380\n/* eslint no-useless-computed-key: 0 */\n\nconst whitespace: {\n    [_: number]: boolean;\n} = {\n    [0x09]: true, // tab\n    [0x0a]: true, // newline\n    [0x0b]: true, // vertical tab\n    [0x0c]: true, // form feed\n    [0x0d]: true, // carriage return\n    [0x20]: true, // space\n};\n\nconst breakable: {\n    [_: number]: boolean;\n} = {\n    [0x0a]: true, // newline\n    [0x20]: true, // space\n    [0x26]: true, // ampersand\n    [0x28]: true, // left parenthesis\n    [0x29]: true, // right parenthesis\n    [0x2b]: true, // plus sign\n    [0x2d]: true, // hyphen-minus\n    [0x2f]: true, // solidus\n    [0xad]: true, // soft hyphen\n    [0xb7]: true, // middle dot\n    [0x200b]: true, // zero-width space\n    [0x2010]: true, // hyphen\n    [0x2013]: true, // en dash\n    [0x2027]: true  // interpunct\n    // Many other characters may be reasonable breakpoints\n    // Consider \"neutral orientation\" characters at scriptDetection.charHasNeutralVerticalOrientation\n    // See https://github.com/mapbox/mapbox-gl-js/issues/3658\n};\n\nfunction getGlyphAdvance(\n    codePoint: number,\n    section: SectionOptions,\n    glyphMap: GlyphMap,\n    imagePositions: ImagePositionMap,\n    spacing: number,\n    layoutTextSize: number,\n    textSizeFactor: number,\n): number {\n    if (!section.image) {\n        const positions = glyphMap[section.fontStack];\n        const glyph = positions && positions.glyphs[codePoint];\n        if (!glyph) return 0;\n        return glyph.metrics.advance * section.scale + spacing;\n    } else {\n        const imagePosition = imagePositions.get(section.image.toString());\n        if (!imagePosition) return 0;\n        return imagePosition.displaySize[0] * textSizeFactor * section.scale * ONE_EM / layoutTextSize + spacing;\n    }\n}\n\nfunction determineAverageLineWidth(logicalInput: TaggedString,\n                                   spacing: number,\n                                   maxWidth: number,\n                                   glyphMap: GlyphMap,\n                                   imagePositions: ImagePositionMap,\n                                   layoutTextSize: number,\n                                   textSizeFactor: number) {\n    let totalWidth = 0;\n\n    for (let index = 0; index < logicalInput.length(); index++) {\n        const section = logicalInput.getSection(index);\n        totalWidth += getGlyphAdvance(logicalInput.getCodePoint(index), section, glyphMap, imagePositions, spacing, layoutTextSize, textSizeFactor);\n    }\n\n    const lineCount = Math.max(1, Math.ceil(totalWidth / maxWidth));\n    return totalWidth / lineCount;\n}\n\nfunction calculateBadness(lineWidth: number,\n                          targetWidth: number,\n                          penalty: number,\n                          isLastBreak: boolean) {\n    const raggedness = Math.pow(lineWidth - targetWidth, 2);\n    if (isLastBreak) {\n        // Favor finals lines shorter than average over longer than average\n        if (lineWidth < targetWidth) {\n            return raggedness / 2;\n        } else {\n            return raggedness * 2;\n        }\n    }\n\n    return raggedness + Math.abs(penalty) * penalty;\n}\n\nfunction calculatePenalty(codePoint: number, nextCodePoint: number, penalizableIdeographicBreak: boolean) {\n    let penalty = 0;\n    // Force break on newline\n    if (codePoint === 0x0a) {\n        penalty -= 10000;\n    }\n    // Penalize breaks between characters that allow ideographic breaking because\n    // they are less preferable than breaks at spaces (or zero width spaces).\n    if (penalizableIdeographicBreak) {\n        penalty += 150;\n    }\n\n    // Penalize open parenthesis at end of line\n    if (codePoint === 0x28 || codePoint === 0xff08) {\n        penalty += 50;\n    }\n\n    // Penalize close parenthesis at beginning of line\n    if (nextCodePoint === 0x29 || nextCodePoint === 0xff09) {\n        penalty += 50;\n    }\n    return penalty;\n}\n\ntype Break = {\n    index: number;\n    x: number;\n    priorBreak: Break | null | undefined;\n    badness: number;\n};\n\nfunction evaluateBreak(\n    breakIndex: number,\n    breakX: number,\n    targetWidth: number,\n    potentialBreaks: Array<Break>,\n    penalty: number,\n    isLastBreak: boolean,\n): Break {\n    // We could skip evaluating breaks where the line length (breakX - priorBreak.x) > maxWidth\n    //  ...but in fact we allow lines longer than maxWidth (if there's no break points)\n    //  ...and when targetWidth and maxWidth are close, strictly enforcing maxWidth can give\n    //     more lopsided results.\n\n    let bestPriorBreak: Break | null | undefined = null;\n    let bestBreakBadness = calculateBadness(breakX, targetWidth, penalty, isLastBreak);\n\n    for (const potentialBreak of potentialBreaks) {\n        const lineWidth = breakX - potentialBreak.x;\n        const breakBadness =\n            calculateBadness(lineWidth, targetWidth, penalty, isLastBreak) + potentialBreak.badness;\n        if (breakBadness <= bestBreakBadness) {\n            bestPriorBreak = potentialBreak;\n            bestBreakBadness = breakBadness;\n        }\n    }\n\n    return {\n        index: breakIndex,\n        x: breakX,\n        priorBreak: bestPriorBreak,\n        badness: bestBreakBadness\n    };\n}\n\nfunction leastBadBreaks(lastLineBreak?: Break | null): Array<number> {\n    if (!lastLineBreak) {\n        return [];\n    }\n    return leastBadBreaks(lastLineBreak.priorBreak).concat(lastLineBreak.index);\n}\n\nfunction determineLineBreaks(\n    logicalInput: TaggedString,\n    spacing: number,\n    maxWidth: number,\n    glyphMap: GlyphMap,\n    imagePositions: ImagePositionMap,\n    layoutTextSize: number,\n    textSizeFactor: number,\n): Array<number> {\n    if (!logicalInput)\n        return [];\n\n    const potentialLineBreaks: Break[] = [];\n    const targetWidth = determineAverageLineWidth(logicalInput, spacing, maxWidth, glyphMap, imagePositions, layoutTextSize, textSizeFactor);\n\n    const hasServerSuggestedBreakpoints = logicalInput.text.includes(\"\\u200b\");\n\n    let currentX = 0;\n\n    for (let i = 0; i < logicalInput.length(); i++) {\n        const section = logicalInput.getSection(i);\n        const codePoint = logicalInput.getCodePoint(i);\n        if (!whitespace[codePoint]) currentX += getGlyphAdvance(codePoint, section, glyphMap, imagePositions, spacing, layoutTextSize, textSizeFactor);\n\n        // Ideographic characters, spaces, and word-breaking punctuation that often appear without\n        // surrounding spaces.\n        if ((i < logicalInput.length() - 1)) {\n            const ideographicBreak = charAllowsIdeographicBreaking(codePoint);\n            if (breakable[codePoint] || ideographicBreak || section.image) {\n\n                potentialLineBreaks.push(\n                    evaluateBreak(\n                        i + 1,\n                        currentX,\n                        targetWidth,\n\n                        potentialLineBreaks,\n                        calculatePenalty(codePoint, logicalInput.getCodePoint(i + 1), ideographicBreak && hasServerSuggestedBreakpoints),\n                        false));\n            }\n        }\n    }\n\n    return leastBadBreaks(\n        evaluateBreak(\n            logicalInput.length(),\n            currentX,\n            targetWidth,\n\n            potentialLineBreaks,\n            0,\n            true));\n}\n\nfunction shapeLines(shaping: Shaping,\n                    glyphMap: GlyphMap,\n                    glyphPositions: GlyphPositions,\n                    imagePositions: ImagePositionMap,\n                    lines: Array<TaggedString>,\n                    lineHeight: number,\n                    textAnchor: SymbolAnchor,\n                    textJustify: TextJustify,\n                    writingMode: Orientation,\n                    spacing: number,\n                    allowVerticalPlacement: boolean,\n                    layoutTextSizeThisZoom: number,\n                    textSizeFactor: number) {\n\n    let x = 0;\n    let y = 0;\n\n    let maxLineLength = 0;\n    let maxLineHeight = 0;\n\n    const justify =\n        textJustify === 'right' ? 1 :\n        textJustify === 'left' ? 0 : 0.5;\n\n    let hasBaseline = false;\n    for (const line of lines) {\n        const sections = line.getSections();\n        for (const section of sections) {\n            if (section.image) continue;\n\n            const glyphData = glyphMap[section.fontStack];\n            if (!glyphData) continue;\n\n            hasBaseline = glyphData.ascender !== undefined && glyphData.descender !== undefined;\n            if (!hasBaseline) break;\n        }\n        if (!hasBaseline) break;\n    }\n\n    let lineIndex = 0;\n    for (const line of lines) {\n        line.trim();\n\n        const lineMaxScale = line.getMaxScale();\n        const maxLineOffset = (lineMaxScale - 1) * ONE_EM;\n        const positionedLine = {positionedGlyphs: [], lineOffset: 0};\n        shaping.positionedLines[lineIndex] = positionedLine;\n        const positionedGlyphs = positionedLine.positionedGlyphs;\n        let lineOffset = 0.0;\n\n        if (!line.length()) {\n            y += lineHeight; // Still need a line feed after empty line\n            ++lineIndex;\n            continue;\n        }\n\n        let biggestHeight = 0;\n        let baselineOffset = 0;\n        for (let i = 0; i < line.length(); i++) {\n            const section = line.getSection(i);\n            const sectionIndex = line.getSectionIndex(i);\n            const codePoint = line.getCodePoint(i);\n\n            let sectionScale = section.scale;\n            let metrics = null;\n            let rect = null;\n            let image = null;\n            let verticalAdvance = ONE_EM;\n            let glyphOffset = 0;\n            let glyphWritingMode = writingMode;\n\n            // In vertical writing mode, glyphs are rotated 90 degrees counterclockwise when preparing the glyph quads.\n            //\n            // For glyphs with a `Tr` vertical orientation that need to be rotated 90 degrees clockwise\n            // (following regional convention), we achieve this by forcing their writing mode to be horizontal.\n            // However, they are still inserted into the vertical shaping process,\n            // which ultimately results in the same effect as rotating them 90 degrees clockwise during glyph quad\n            // preparation.\n            if (glyphWritingMode === WritingMode.vertical && needsRotationInVerticalMode(codePoint)) {\n                glyphWritingMode = WritingMode.horizontal;\n            }\n\n            const vertical = !(glyphWritingMode === WritingMode.horizontal ||\n                // Don't verticalize glyphs that have no upright orientation if vertical placement is disabled.\n                (!allowVerticalPlacement && !charHasUprightVerticalOrientation(codePoint)) ||\n                // If vertical placement is enabled, don't verticalize glyphs that\n                // are from complex text layout script, or whitespaces.\n                (allowVerticalPlacement && (whitespace[codePoint] || charInComplexShapingScript(codePoint))));\n\n            if (!section.image) {\n                // Find glyph position in the glyph atlas, if bitmap is null,\n                // glyphPosition will not exit in the glyphPosition map\n                const glyphPositionData = glyphPositions[section.fontStack];\n                if (!glyphPositionData) continue;\n                if (glyphPositionData[codePoint]) {\n                    rect = glyphPositionData[codePoint];\n                }\n                const glyphData = glyphMap[section.fontStack];\n                if (!glyphData) continue;\n                const glyph = glyphData.glyphs[codePoint];\n                if (!glyph) continue;\n\n                metrics = glyph.metrics;\n                verticalAdvance = codePoint !== 0x200b ? ONE_EM : 0;\n\n                // In order to make different fonts aligned, they must share a general baseline that aligns with every\n                // font's real baseline. Glyph's offset is counted from the top left corner, where the ascender line\n                // starts.\n                // First of all, each glyph's baseline lies on the center line of the shaping line. Since ascender\n                // is above the baseline, the glyphOffset is the negative shift. Then, in order to make glyphs fit in\n                // the shaping box, for each line, we shift the glyph with biggest height(with scale) to make its center\n                // lie on the center line of the line, which will lead to a baseline shift. Then adjust the whole line\n                // with the baseline offset we calculated from the shift.\n                if (hasBaseline) {\n                    const ascender = glyphData.ascender !== undefined ? Math.abs(glyphData.ascender) : 0;\n                    const descender = glyphData.descender !== undefined ? Math.abs(glyphData.descender) : 0;\n                    const value = (ascender + descender) * sectionScale;\n                    if (biggestHeight < value) {\n                        biggestHeight = value;\n                        baselineOffset = (ascender - descender) / 2 * sectionScale;\n                    }\n                    glyphOffset = -ascender * sectionScale;\n                } else {\n                    // If font's baseline is not applicable, fall back to use a default baseline offset, see\n                    // Shaping::yOffset. Since we're laying out at 24 points, we need also calculate how much it will\n                    // move when we scale up or down.\n                    glyphOffset = SHAPING_DEFAULT_OFFSET + (lineMaxScale - sectionScale) * ONE_EM;\n                }\n            } else {\n                const imagePosition = imagePositions.get(section.image.toString());\n                if (!imagePosition) continue;\n                image = section.image;\n                shaping.iconsInText = true;\n                rect = imagePosition.paddedRect;\n                const size = imagePosition.displaySize;\n                // Apply textSizeFactor to image dimensions for proper scaling\n                const scaledWidth = size[0] * textSizeFactor;\n                const scaledHeight = size[1] * textSizeFactor;\n                // If needed, allow to set scale factor for an image using\n                // alias \"image-scale\" that could be alias for \"font-scale\"\n                // when FormattedSection is an image section.\n                sectionScale = sectionScale * ONE_EM / layoutTextSizeThisZoom;\n\n                metrics = {width: scaledWidth,\n                    height: scaledHeight,\n                    left: 0,\n                    top: -GLYPH_PBF_BORDER,\n                    advance: vertical ? scaledHeight : scaledWidth,\n                    localGlyph: false};\n\n                if (!hasBaseline) {\n                    glyphOffset = SHAPING_DEFAULT_OFFSET + lineMaxScale * ONE_EM - scaledHeight * sectionScale;\n                } else {\n                    // Based on node-fontnik: 'top = heightAboveBaseline - Ascender'(it is not valid for locally\n                    // generated glyph). Since the top is a constant: glyph's borderSize. So if we set image glyph with\n                    // 'ascender = height', it means we pull down the glyph under baseline with a distance of glyph's borderSize.\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    const imageAscender = metrics.height;\n                    glyphOffset = -imageAscender * sectionScale;\n\n                }\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                verticalAdvance = metrics.advance;\n\n                // Difference between height of an image and one EM at max line scale.\n                // Pushes current line down if an image size is over 1 EM at max line scale.\n                const offset = (vertical ? scaledWidth : scaledHeight) * sectionScale - ONE_EM * lineMaxScale;\n                if (offset > 0 && offset > lineOffset) {\n                    lineOffset = offset;\n                }\n            }\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            positionedGlyphs.push({glyph: codePoint, image, x, y: y + glyphOffset, vertical, scale: sectionScale, localGlyph: metrics.localGlyph, fontStack: section.fontStack, sectionIndex, metrics, rect});\n            if (!vertical) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                x += metrics.advance * sectionScale + spacing;\n            } else {\n                shaping.verticalizable = true;\n                x += verticalAdvance * sectionScale + spacing;\n            }\n        }\n\n        // Only justify if we placed at least one glyph\n        if (positionedGlyphs.length !== 0) {\n            const lineLength = x - spacing;\n            maxLineLength = Math.max(lineLength, maxLineLength);\n            // Justify the line so that its top is aligned with the current height of y, and its horizontal coordinates\n            // are justified according to the TextJustifyType\n            if (hasBaseline) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                justifyLine(positionedGlyphs, justify, lineOffset, baselineOffset, lineHeight * lineMaxScale / 2);\n            } else {\n                // Scaled line height offset is counted in glyphOffset, so here just use an unscaled line height\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                justifyLine(positionedGlyphs, justify, lineOffset, 0, lineHeight / 2);\n            }\n        }\n\n        x = 0;\n        const currentLineHeight = lineHeight * lineMaxScale + lineOffset;\n        positionedLine.lineOffset = Math.max(lineOffset, maxLineOffset);\n        y += currentLineHeight;\n        maxLineHeight = Math.max(currentLineHeight, maxLineHeight);\n        ++lineIndex;\n    }\n\n    const height = y;\n    const {horizontalAlign, verticalAlign} = getAnchorAlignment(textAnchor);\n    align(shaping.positionedLines, justify, horizontalAlign, verticalAlign, maxLineLength, height);\n    // Calculate the bounding box\n    shaping.top += -verticalAlign * height;\n    shaping.bottom = shaping.top + height;\n    shaping.left += -horizontalAlign * maxLineLength;\n    shaping.right = shaping.left + maxLineLength;\n    shaping.hasBaseline = hasBaseline;\n}\n\n// justify right = 1, left = 0, center = 0.5\nfunction justifyLine(positionedGlyphs: Array<PositionedGlyph>,\n                     justify: 1 | 0 | 0.5,\n                     lineOffset: number,\n                     baselineOffset: number,\n                     halfLineHeight: number) {\n    if (!justify && !lineOffset && !baselineOffset && !halfLineHeight) {\n        return;\n    }\n    const end = positionedGlyphs.length - 1;\n    const lastGlyph = positionedGlyphs[end];\n    const lastAdvance = lastGlyph.metrics.advance * lastGlyph.scale;\n    const lineIndent = (lastGlyph.x + lastAdvance) * justify;\n\n    for (let j = 0; j <= end; j++) {\n        positionedGlyphs[j].x -= lineIndent;\n        positionedGlyphs[j].y += lineOffset + baselineOffset + halfLineHeight;\n    }\n}\n\nfunction align(positionedLines: Array<PositionedLine>,\n               justify: number,\n               horizontalAlign: number,\n               verticalAlign: number,\n               maxLineLength: number,\n               blockHeight: number) {\n    const shiftX = (justify - horizontalAlign) * maxLineLength;\n\n    const shiftY = -blockHeight * verticalAlign;\n    for (const line of positionedLines) {\n        for (const positionedGlyph of line.positionedGlyphs) {\n            positionedGlyph.x += shiftX;\n            positionedGlyph.y += shiftY;\n        }\n    }\n}\n","import Queue from 'tinyqueue';\nimport Point from '@mapbox/point-geometry';\nimport {distToSegmentSquared} from './intersection_tests';\n\n/**\n * Finds an approximation of a polygon's Pole Of Inaccessibility https://en.wikipedia.org/wiki/Pole_of_inaccessibility\n * This is a copy of http://github.com/mapbox/polylabel adapted to use Points\n *\n * @param polygonRings first item in array is the outer ring followed optionally by the list of holes, should be an element of the result of util/classify_rings\n * @param precision Specified in input coordinate units. If 0 returns after first run, if > 0 repeatedly narrows the search space until the radius of the area searched for the best pole is less than precision\n * @param debug Print some statistics to the console during execution\n * @returns Pole of Inaccessibility.\n * @private\n */\nexport default function (\n    polygonRings: Array<Array<Point>>,\n    precision: number = 1,\n    debug: boolean = false,\n): Point {\n    // find the bounding box of the outer ring\n    let minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity;\n    const outerRing = polygonRings[0];\n    for (let i = 0; i < outerRing.length; i++) {\n        const p = outerRing[i];\n        if (!i || p.x < minX) minX = p.x;\n        if (!i || p.y < minY) minY = p.y;\n        if (!i || p.x > maxX) maxX = p.x;\n        if (!i || p.y > maxY) maxY = p.y;\n    }\n\n    const width = maxX - minX;\n    const height = maxY - minY;\n    const cellSize = Math.min(width, height);\n    let h = cellSize / 2;\n\n    // a priority queue of cells in order of their \"potential\" (max distance to polygon)\n    const cellQueue = new Queue([], compareMax);\n\n    if (cellSize === 0) return new Point(minX, minY);\n\n    // cover polygon with initial cells\n    for (let x = minX; x < maxX; x += cellSize) {\n        for (let y = minY; y < maxY; y += cellSize) {\n            cellQueue.push(new Cell(x + h, y + h, h, polygonRings));\n        }\n    }\n\n    // take centroid as the first best guess\n    let bestCell = getCentroidCell(polygonRings);\n    let numProbes = cellQueue.length;\n\n    while (cellQueue.length) {\n        // pick the most promising cell from the queue\n        const cell = cellQueue.pop();\n\n        // update the best cell if we found a better one\n        if (cell.d > bestCell.d || !bestCell.d) {\n            bestCell = cell;\n            if (debug) console.log('found best %d after %d probes', Math.round(1e4 * cell.d) / 1e4, numProbes);\n        }\n\n        // do not drill down further if there's no chance of a better solution\n        if (cell.max - bestCell.d <= precision) continue;\n\n        // split the cell into four cells\n        h = cell.h / 2;\n        cellQueue.push(new Cell(cell.p.x - h, cell.p.y - h, h, polygonRings));\n        cellQueue.push(new Cell(cell.p.x + h, cell.p.y - h, h, polygonRings));\n        cellQueue.push(new Cell(cell.p.x - h, cell.p.y + h, h, polygonRings));\n        cellQueue.push(new Cell(cell.p.x + h, cell.p.y + h, h, polygonRings));\n        numProbes += 4;\n    }\n\n    if (debug) {\n        console.log(`num probes: ${numProbes}`);\n        console.log(`best distance: ${bestCell.d}`);\n    }\n\n    return bestCell.p;\n}\n\nfunction compareMax(a: Cell, b: Cell) {\n    return b.max - a.max;\n}\n\nclass Cell {\n    p: Point;\n    h: number;\n    d: number;\n    max: number;\n\n    constructor(x: number, y: number, h: number, polygon: Array<Array<Point>>) {\n        this.p = new Point(x, y);\n        this.h = h; // half the cell size\n        this.d = pointToPolygonDist(this.p, polygon); // distance from cell center to polygon\n        this.max = this.d + this.h * Math.SQRT2; // max distance to polygon within a cell\n    }\n}\n\n// signed distance from point to polygon outline (negative if point is outside)\nfunction pointToPolygonDist(p: Point, polygon: Array<Array<Point>>) {\n    let inside = false;\n    let minDistSq = Infinity;\n\n    for (let k = 0; k < polygon.length; k++) {\n        const ring = polygon[k];\n\n        for (let i = 0, len = ring.length, j = len - 1; i < len; j = i++) {\n            const a = ring[i];\n            const b = ring[j];\n\n            if ((a.y > p.y !== b.y > p.y) &&\n                (p.x < (b.x - a.x) * (p.y - a.y) / (b.y - a.y) + a.x)) inside = !inside;\n\n            minDistSq = Math.min(minDistSq, distToSegmentSquared(p, a, b));\n        }\n    }\n\n    return (inside ? 1 : -1) * Math.sqrt(minDistSq);\n}\n\n// get polygon centroid\nfunction getCentroidCell(polygon: Array<Array<Point>>) {\n    let area = 0;\n    let x = 0;\n    let y = 0;\n    const points = polygon[0];\n    for (let i = 0, len = points.length, j = len - 1; i < len; j = i++) {\n        const a = points[i];\n        const b = points[j];\n        const f = a.x * b.y - b.x * a.y;\n        x += (a.x + b.x) * f;\n        y += (a.y + b.y) * f;\n        area += f * 3;\n    }\n    return new Cell(x / area, y / area, 0, polygon);\n}\n","export const keys = Object.keys as <T extends object>(obj: T) => Array<Exclude<keyof T, number>>;\n","import Anchor from './anchor';\nimport {getAnchors, getCenterAnchor} from './get_anchors';\nimport {shapeText} from './shaping';\nimport {shapeIcon, WritingMode, fitIconToText} from './shaping_shared';\nimport {evaluateVariableOffset, getAppearanceIconValues, getAppearanceTextValues, getScaledImageVariant, getAnchorJustification, computeFontScale, packSizeForVertex} from './symbol_layout_shared';\nimport {getGlyphQuads, getIconQuads, getIconQuadsNumber, type SymbolQuad} from './quads';\nimport {warnOnce, degToRad, clamp} from '../util/util';\nimport {\n    allowsVerticalWritingMode,\n    allowsLetterSpacing\n} from '../util/script_detection';\nimport findPoleOfInaccessibility from '../util/find_pole_of_inaccessibility';\nimport classifyRings from '../util/classify_rings';\nimport EXTENT from '../style-spec/data/extent';\nimport EvaluationParameters from '../style/evaluation_parameters';\nimport {getSizeData} from './symbol_size';\nimport ONE_EM from './one_em';\nimport Point from '@mapbox/point-geometry';\nimport murmur3 from '../util/murmur3';\nimport {PROPERTY_ELEVATION_ID} from '../../3d-style/elevation/elevation_constants';\nimport {clipLines} from '../util/line_clipping';\nimport {keys} from '../util/object';\nimport {getImagePosition, ICON_PADDING, type ImagePositionMap, type ImagePosition} from '../render/image_atlas';\n\nimport type {FrcCoveragePolygons} from '../source/frc_coverage_snapshot';\nimport type {SymbolFeature} from '../data/bucket/symbol_bucket';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type {Shaping, PositionedIcon, TextJustify, SymbolAnchor} from './shaping_shared';\nimport type {GlyphMap} from '../render/glyph_manager';\nimport type {CollisionBoxArray} from '../data/array_types';\nimport type {StyleImage, StyleImageMap} from '../style/style_image';\nimport type SymbolStyleLayer from '../style/style_layer/symbol_style_layer';\nimport type {GlyphPositions} from '../render/glyph_atlas';\nimport type {PossiblyEvaluated, PossiblyEvaluatedPropertyValue, PropertyValue} from '../style/properties';\nimport type Projection from '../geo/projection/projection';\nimport type {vec3} from 'gl-matrix';\nimport type {LayoutProps} from '../style/style_layer/symbol_style_layer_properties';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {ImageVariant, StringifiedImageVariant} from '../style-spec/expression/types/image_variant';\nimport type {ImageRasterizationTasks} from '../render/image_manager';\nimport type SymbolAppearance from '../style/appearance';\n\nfunction isPositionedIcon(icon: unknown): icon is PositionedIcon {\n    return icon[\"imagePrimary\"] !== undefined &&\n        icon[\"top\"] !== undefined &&\n        icon[\"bottom\"] !== undefined &&\n        icon[\"left\"] !== undefined &&\n        icon[\"right\"] !== undefined;\n}\n\nfunction isFullyStretchableX(icon: PositionedIcon) {\n    const imagePrimary = icon.imagePrimary;\n    return !imagePrimary.stretchX;\n}\n\nfunction isFullyStretchableY(icon: PositionedIcon) {\n    const imagePrimary = icon.imagePrimary;\n    return !imagePrimary.stretchY;\n}\n\nfunction getPositionedIconSize(icon: PositionedIcon) {\n    const width = icon.right - icon.left;\n    const height = icon.bottom - icon.top;\n    return {width, height};\n}\n\n// The symbol layout process needs `text-size` evaluated at up to five different zoom levels, and\n// `icon-size` at up to three:\n//\n//   1. `text-size` at the zoom level of the bucket. Used to calculate a per-feature size for source `text-size`\n//       expressions, and to calculate the box dimensions for icon-text-fit.\n//   2. `icon-size` at the zoom level of the bucket. Used to calculate a per-feature size for source `icon-size`\n//       expressions.\n//   3. `text-size` and `icon-size` at the zoom level of the bucket, plus one. Used to calculate collision boxes.\n//   4. `text-size` at zoom level 18. Used for something line-symbol-placement-related.\n//   5.  For composite `*-size` expressions: two zoom levels of curve stops that \"cover\" the zoom level of the\n//       bucket. These go into a vertex buffer and are used by the shader to interpolate the size at render time.\n//\n// (1) and (2) are stored in `bucket.layers[0].layout`. The remainder are below.\n//\nexport type Sizes = {\n    scaleFactor: number,\n    textScaleFactor: number\n    iconScaleFactor: number\n    textSizeScaleRange: [number, number]\n    iconSizeScaleRange: [number, number]\n    layoutTextSize: PossiblyEvaluatedPropertyValue<number> // (3);\n    layoutIconSize: PossiblyEvaluatedPropertyValue<number> // (3);\n    textMaxSize: PossiblyEvaluatedPropertyValue<number>    // (4);\n    compositeTextSizes: [PossiblyEvaluatedPropertyValue<number>, PossiblyEvaluatedPropertyValue<number>] // (5);\n    compositeIconSizes: [PossiblyEvaluatedPropertyValue<number>, PossiblyEvaluatedPropertyValue<number>] // (5);\n};\n\nconst INVALID_TEXT_OFFSET = Number.POSITIVE_INFINITY;\n\nexport const SymbolBucketConstants = {\n    // this constant is based on the size of StructArray indexes used in a symbol\n    // bucket--namely, glyphOffsetArrayStart\n    // eg the max valid UInt16 is 65,535\n    // See https://github.com/mapbox/mapbox-gl-js/issues/2907 for motivation\n    // lineStartIndex and textBoxStartIndex could potentially be concerns\n    // but we expect there to be many fewer boxes/lines than glyphs\n    MAX_GLYPHS: 65535\n} as const;\n\n/**\n * Represents a bounding box for symbols that can cover all the symbol variants\n * in either layout or appearances. Used for collision detection calculations.\n */\nexport type SymbolBoundingBox = {\n    top: number;\n    bottom: number;\n    left: number;\n    right: number;\n    scaled: boolean;\n};\n\n/**\n * Scale a SymbolBoundingBox by the given factor\n */\nfunction scaleBoundingBox(bbox: SymbolBoundingBox, scale: number): void {\n    bbox.top *= scale;\n    bbox.bottom *= scale;\n    bbox.left *= scale;\n    bbox.right *= scale;\n    bbox.scaled = true;\n}\n\n/**\n * Rotate a SymbolBoundingBox by the given angle in degrees around the given center.\n * For text, pass the text offset as the center so rotation matches evaluateBoxCollisionFeature.\n * For icons, omit center to rotate around the symbol anchor (0, 0).\n */\nfunction rotateBoundingBox(bbox: SymbolBoundingBox, rotateDegrees: number, center?: [number, number]): void {\n    if (!rotateDegrees) return;\n\n    const rotateRadians = degToRad(rotateDegrees);\n    const rotateCenter = new Point(center ? center[0] : 0, center ? center[1] : 0);\n\n    // Create the four corners of the bounding box\n    const tl = new Point(bbox.left, bbox.top);\n    const tr = new Point(bbox.right, bbox.top);\n    const bl = new Point(bbox.left, bbox.bottom);\n    const br = new Point(bbox.right, bbox.bottom);\n\n    tl._rotateAround(rotateRadians, rotateCenter);\n    tr._rotateAround(rotateRadians, rotateCenter);\n    bl._rotateAround(rotateRadians, rotateCenter);\n    br._rotateAround(rotateRadians, rotateCenter);\n\n    // Take the envelope of the rotated geometry\n    bbox.left = Math.min(tl.x, tr.x, bl.x, br.x);\n    bbox.right = Math.max(tl.x, tr.x, bl.x, br.x);\n    bbox.top = Math.min(tl.y, tr.y, bl.y, br.y);\n    bbox.bottom = Math.max(tl.y, tr.y, bl.y, br.y);\n}\n\n/**\n * Computes a bounding box from a shaped icon or text shaping, applies transformations,\n * and merges with the existing bounding box.\n *\n * For text: shaped.top/bottom/left/right already include the text-offset (since shapeText\n * bakes it in via translate). Pass the text-offset as rotateCenter so rotation matches the\n * behavior of evaluateBoxCollisionFeature (which also rotates around the text-offset point).\n * Do NOT pass textOffset as an additional translation — it's already included in the shaping.\n *\n * For appearance text with a different text-offset: pass offsetDelta to shift the bbox from\n * the base text-offset position to the appearance text-offset position. Compute it as:\n *   offsetDelta = appearanceTextOffset - baseTextOffset * textSizeScale\n * This accounts for the fact that the base shaping's baked-in offset also gets scaled.\n *\n * For icons: omit rotateCenter to rotate around the symbol anchor (0, 0).\n *\n * For icons with appearances: pass scale = appearanceIconSize / layoutIconSize so the\n * merged bbox stays in displaySize units (the placement system applies iconSize at runtime).\n */\nfunction getUpdateSymbolBoundingBox(\n    shaped: PositionedIcon | Shaping,\n    existingBBox: SymbolBoundingBox | null | undefined,\n    rotate: number,\n    scale?: number,\n    rotateCenter?: [number, number],\n    offsetDelta?: [number, number]\n): SymbolBoundingBox {\n    // Extract collision padding if available (only for PositionedIcon)\n    const collisionPadding = isPositionedIcon(shaped) && shaped.collisionPadding ? shaped.collisionPadding : [0, 0, 0, 0];\n\n    // Calculate bounding box from shaped icon or text.\n    // Note: for text, shaped.top/bottom/left/right already include the text-offset.\n    const top = shaped.top - collisionPadding[1];\n    const bottom = shaped.bottom + collisionPadding[3];\n    const left = shaped.left - collisionPadding[0];\n    const right = shaped.right + collisionPadding[2];\n\n    const newBBox: SymbolBoundingBox = {\n        top,\n        bottom,\n        left,\n        right,\n        scaled: false\n    };\n\n    if (scale !== undefined) {\n        scaleBoundingBox(newBBox, scale);\n    }\n\n    // Apply offset delta after scaling: shifts bbox from base text-offset position\n    // to appearance text-offset position when the appearance uses a different offset.\n    if (offsetDelta) {\n        newBBox.left += offsetDelta[0];\n        newBBox.right += offsetDelta[0];\n        newBBox.top += offsetDelta[1];\n        newBBox.bottom += offsetDelta[1];\n    }\n\n    if (rotate) {\n        rotateBoundingBox(newBBox, rotate, rotateCenter);\n    }\n\n    // Merge with existing bounding box or return the new one\n    if (!existingBBox) {\n        return newBBox;\n    } else {\n        return {\n            top: Math.min(existingBBox.top, newBBox.top),\n            bottom: Math.max(existingBBox.bottom, newBBox.bottom),\n            left: Math.min(existingBBox.left, newBBox.left),\n            right: Math.max(existingBBox.right, newBBox.right),\n            scaled: existingBBox.scaled || newBBox.scaled\n        };\n    }\n}\n\ntype ShapedTextOrientations = {horizontal: Partial<Record<PlacementTypes, Shaping>>, vertical?: Shaping};\nexport type SymbolFeatureData = {\n    feature: SymbolFeature,\n    shapedTextOrientations: ShapedTextOrientations,\n    shapedText: Shaping,\n    shapedIcon: PositionedIcon,\n    iconPrimary: ImageVariant,\n    iconSecondary: ImageVariant,\n    verticallyShapedIcon: PositionedIcon,\n    layoutTextSize: number,\n    layoutIconSize: number,\n    textOffset: [number, number],\n    isSDFIcon: boolean,\n    iconTextFit: \"none\" | \"width\" | \"height\" | \"both\",\n    iconOffset: [number, number],\n    iconAnchor: SymbolAnchor,\n    iconCollisionBounds?: SymbolBoundingBox | null,\n    iconVerticalCollisionBounds?: SymbolBoundingBox | null,\n    textCollisionBounds?: SymbolBoundingBox | null,\n    textVerticalCollisionBounds?: SymbolBoundingBox | null,\n    elevationFeatureIndex?: number,\n};\n\nexport type SymbolBucketData = {\n    featureData: SymbolFeatureData[],\n    sizes: Sizes,\n    hasAnySecondaryIcon: boolean,\n    textAlongLine: boolean,\n    symbolPlacement: \"point\" | \"line\" | \"line-center\",\n    coverageFrcMask?: number | null,\n    coveragePolygons?: FrcCoveragePolygons | null,\n    coverageTileZoom?: number | null,\n    isFeatureCoveredByFrcMask?: ((featureProperties: Record<string, unknown>, frcMask: number) => boolean) | null,\n    symbolAnchorInFrcCoverage?: ((coveragePolygons: FrcCoveragePolygons, properties: Record<string, unknown>, anchor: Anchor, canonical: CanonicalTileID, coverageTileZoom: number | null) => boolean) | null,\n};\n\nexport function performSymbolLayout(bucket: SymbolBucket,\n                             glyphMap: GlyphMap,\n                             glyphPositions: GlyphPositions,\n                             imageMap: StyleImageMap<StringifiedImageVariant>,\n                             imagePositions: ImagePositionMap,\n                             canonical: CanonicalTileID,\n                             tileZoom: number,\n                             scaleFactor: number = 1,\n                             pixelRatio: number,\n                             imageRasterizationTasks: ImageRasterizationTasks,\n                             worldview: string | undefined,\n                             availableImages?: ImageId[],\n                             coverageFrcMask?: number | null,\n                             coveragePolygons?: FrcCoveragePolygons | null,\n                             coverageTileZoom?: number | null,\n                             isFeatureCoveredByFrcMask?: ((featureProperties: Record<string, unknown>, frcMask: number) => boolean) | null,\n                             symbolAnchorInFrcCoverage?: ((coveragePolygons: FrcCoveragePolygons, properties: Record<string, unknown>, anchor: Anchor, canonical: CanonicalTileID, coverageTileZoom: number | null) => boolean) | null): SymbolBucketData {\n    bucket.createArrays();\n\n    const tileSize = 512 * bucket.overscaling;\n    bucket.tilePixelRatio = EXTENT / tileSize;\n    bucket.compareText = {};\n    bucket.iconsNeedLinear = false;\n\n    const layout = bucket.layers[0].layout;\n    const unevaluatedLayoutValues = bucket.layers[0]._unevaluatedLayout._values;\n\n    const sizes = {} as Sizes;\n\n    sizes.scaleFactor = scaleFactor;\n    sizes.textSizeScaleRange = layout.get('text-size-scale-range');\n    sizes.iconSizeScaleRange = layout.get('icon-size-scale-range');\n    const [textSizeScaleRangeMin, textSizeScaleRangeMax] = sizes.textSizeScaleRange;\n    const [iconSizeScaleRangeMin, iconSizeScaleRangeMax] = sizes.iconSizeScaleRange;\n    sizes.textScaleFactor = clamp(sizes.scaleFactor, textSizeScaleRangeMin, textSizeScaleRangeMax);\n    sizes.iconScaleFactor = clamp(sizes.scaleFactor, iconSizeScaleRangeMin, iconSizeScaleRangeMax);\n    const unevaluatedTextSize = unevaluatedLayoutValues['text-size'];\n    const unevaluatedIconSize = unevaluatedLayoutValues['icon-size'];\n\n    if (bucket.textSizeData.kind === 'composite') {\n        const {minZoom, maxZoom} = bucket.textSizeData;\n        sizes.compositeTextSizes = [\n            unevaluatedTextSize.possiblyEvaluate(new EvaluationParameters(minZoom, {worldview}), canonical),\n            unevaluatedTextSize.possiblyEvaluate(new EvaluationParameters(maxZoom, {worldview}), canonical)\n        ];\n    }\n\n    if (bucket.iconSizeData.kind === 'composite') {\n        const {minZoom, maxZoom} = bucket.iconSizeData;\n        sizes.compositeIconSizes = [\n            unevaluatedIconSize.possiblyEvaluate(new EvaluationParameters(minZoom, {worldview}), canonical, availableImages),\n            unevaluatedIconSize.possiblyEvaluate(new EvaluationParameters(maxZoom, {worldview}), canonical, availableImages)\n        ];\n    }\n\n    sizes.layoutTextSize = unevaluatedTextSize.possiblyEvaluate(new EvaluationParameters(tileZoom + 1, {worldview}), canonical);\n    sizes.layoutIconSize = unevaluatedIconSize.possiblyEvaluate(new EvaluationParameters(tileZoom + 1, {worldview}), canonical, availableImages);\n    sizes.textMaxSize = unevaluatedTextSize.possiblyEvaluate(new EvaluationParameters(18, {worldview}), canonical);\n\n    const symbolPlacement = layout.get('symbol-placement');\n    const textAlongLine = layout.get('text-rotation-alignment') === 'map' && symbolPlacement !== 'point';\n    const textSize = layout.get('text-size');\n\n    let hasAnySecondaryIcon = false;\n    const featureData: SymbolFeatureData[] = [];\n\n    const checkFrcCoverage = coverageFrcMask != null && coverageFrcMask !== 0;\n    for (const feature of bucket.features) {\n\n        // Skip features covered by FRC mask (symbol-level filtering from fadeRange[0]).\n        // Only buckets whose source/source-layer are in sdCoverageSourceLayers receive a mask (see worker_tile).\n        if (checkFrcCoverage && feature.properties && isFeatureCoveredByFrcMask &&\n            isFeatureCoveredByFrcMask(feature.properties, coverageFrcMask)) {\n            continue;\n        }\n\n        let elevationFeatureIndex = 0xffff;\n        if (bucket.hdExt && feature.properties && Object.hasOwn(feature.properties, PROPERTY_ELEVATION_ID)) {\n            const elevationFeatureId = +feature.properties[PROPERTY_ELEVATION_ID];\n            if (!Number.isNaN(elevationFeatureId)) {\n                const resolved = bucket.hdExt.resolveRoadElevation(feature, elevationFeatureId);\n                if (resolved === 'defer') {\n                    continue;\n                }\n                elevationFeatureIndex = resolved;\n            }\n        }\n\n        const fontstack = layout.get('text-font').evaluate(feature, {}, canonical).join(',');\n\n        const layoutTextSizeThisZoom = textSize.evaluate(feature, {}, canonical) * sizes.textScaleFactor;\n        const layoutTextSize = sizes.layoutTextSize.evaluate(feature, {}, canonical) * sizes.textScaleFactor;\n        const layoutIconSize = sizes.layoutIconSize.evaluate(feature, {}, canonical, availableImages) * sizes.iconScaleFactor;\n\n        const shapedTextOrientations: ShapedTextOrientations = {\n            horizontal: {},\n            vertical: undefined\n        };\n        const text = feature.text;\n        let textOffset: [number, number] = [0, 0];\n        if (text) {\n            const unformattedText = text.toString();\n\n            const spacing = layout.get('text-letter-spacing').evaluate(feature, {}, canonical) * ONE_EM;\n\n            const lineHeight = layout.get('text-line-height').evaluate(feature, {}, canonical) * ONE_EM;\n            const spacingIfAllowed = allowsLetterSpacing(unformattedText) ? spacing : 0;\n\n            const textAnchor = layout.get('text-anchor').evaluate(feature, {}, canonical);\n            const variableTextAnchor = layout.get('text-variable-anchor');\n\n            if (!variableTextAnchor) {\n                const radialOffset = layout.get('text-radial-offset').evaluate(feature, {}, canonical);\n                // Layers with variable anchors use the `text-radial-offset` property and the [x, y] offset vector\n                // is calculated at placement time instead of layout time\n                if (radialOffset) {\n                    // The style spec says don't use `text-offset` and `text-radial-offset` together\n                    // but doesn't actually specify what happens if you use both. We go with the radial offset.\n                    textOffset = evaluateVariableOffset(textAnchor, [radialOffset * ONE_EM, INVALID_TEXT_OFFSET]);\n                } else {\n                    const evaluatedTextOffset = layout.get('text-offset').evaluate(feature, {}, canonical);\n                    textOffset = [evaluatedTextOffset[0] * ONE_EM, evaluatedTextOffset[1] * ONE_EM];\n                }\n            }\n\n            let textJustify = textAlongLine ?\n                \"center\" :\n                layout.get('text-justify').evaluate(feature, {}, canonical);\n\n            const isPointPlacement = symbolPlacement === 'point';\n            const maxWidth = isPointPlacement ?\n                layout.get('text-max-width').evaluate(feature, {}, canonical) * ONE_EM :\n                Infinity;\n\n            const addVerticalShapingIfNeeded = (textJustify: TextJustify) => {\n                if (bucket.allowVerticalPlacement && allowsVerticalWritingMode(unformattedText)) {\n                    // Vertical POI label placement is meant to be used for scripts that support vertical\n                    // writing mode, thus, default left justification is used. If Latin\n                    // scripts would need to be supported, this should take into account other justifications.\n                    shapedTextOrientations.vertical = shapeText(text, glyphMap, glyphPositions, imagePositions, fontstack, maxWidth, lineHeight, textAnchor,\n                                                                textJustify, spacingIfAllowed, textOffset, WritingMode.vertical, true, layoutTextSize, layoutTextSizeThisZoom, pixelRatio, sizes.textScaleFactor);\n                }\n            };\n\n            // If this layer uses text-variable-anchor, generate shapings for all justification possibilities.\n            if (!textAlongLine && variableTextAnchor) {\n                const justifications = textJustify === \"auto\" ?\n\n                    variableTextAnchor.map(a => getAnchorJustification(a)) :\n                    [textJustify];\n\n                let singleLine = false;\n                for (let i = 0; i < justifications.length; i++) {\n                    const justification: TextJustify = justifications[i];\n                    if (shapedTextOrientations.horizontal[justification]) continue;\n                    if (singleLine) {\n                        // If the shaping for the first justification was only a single line, we\n                        // can re-use it for the other justifications\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                        shapedTextOrientations.horizontal[justification] = shapedTextOrientations.horizontal[0];\n                    } else {\n                        // If using text-variable-anchor for the layer, we use a center anchor for all shapings and apply\n                        // the offsets for the anchor in the placement step.\n                        const shaping = shapeText(text, glyphMap, glyphPositions, imagePositions, fontstack, maxWidth, lineHeight, 'center',\n                                                  justification, spacingIfAllowed, textOffset, WritingMode.horizontal, false, layoutTextSize, layoutTextSizeThisZoom, pixelRatio, sizes.textScaleFactor);\n                        if (shaping) {\n                            shapedTextOrientations.horizontal[justification] = shaping;\n                            singleLine = shaping.positionedLines.length === 1;\n                        }\n                    }\n                }\n\n                addVerticalShapingIfNeeded('left');\n            } else {\n                if (textJustify === \"auto\") {\n                    textJustify = getAnchorJustification(textAnchor);\n                }\n                // Add horizontal shaping for all point labels and line labels that need horizontal writing mode.\n\n                if (isPointPlacement || ((layout.get(\"text-writing-mode\").includes('horizontal')) || !allowsVerticalWritingMode(unformattedText))) {\n                    const shaping = shapeText(text, glyphMap, glyphPositions, imagePositions, fontstack, maxWidth, lineHeight, textAnchor, textJustify, spacingIfAllowed,\n                                            textOffset, WritingMode.horizontal, false, layoutTextSize, layoutTextSizeThisZoom, pixelRatio, sizes.textScaleFactor);\n                    if (shaping) shapedTextOrientations.horizontal[textJustify] = shaping;\n                }\n\n                // Vertical point label (if allowVerticalPlacement is enabled).\n                addVerticalShapingIfNeeded(isPointPlacement ? 'left' : textJustify);\n            }\n        }\n\n        let shapedIcon: PositionedIcon;\n        let isSDFIcon = false;\n        let iconPrimary: ImageVariant;\n        let primaryImage: StyleImage;\n        let iconSecondary: ImageVariant;\n        let secondaryImage: StyleImage;\n        let iconOffset: [number, number];\n        let iconAnchor: SymbolAnchor;\n        const iconTextFit = layout.get('icon-text-fit').evaluate(feature, {}, canonical);\n        if (feature.icon && feature.icon.hasPrimary()) {\n            const icons = getScaledImageVariant(feature.icon, bucket.iconSizeData, unevaluatedLayoutValues['icon-size'], canonical, bucket.zoom, feature, pixelRatio, sizes.iconScaleFactor, worldview, availableImages);\n            iconPrimary = icons.iconPrimary;\n            iconSecondary = icons.iconSecondary;\n            const primaryImageSerialized = iconPrimary.toString();\n            primaryImage = imageMap.get(primaryImageSerialized);\n            if (primaryImage) {\n                iconOffset = layout.get('icon-offset').evaluate(feature, {}, canonical);\n                iconAnchor = layout.get('icon-anchor').evaluate(feature, {}, canonical);\n                shapedIcon = shapeIcon(\n                    imagePositions.get(primaryImageSerialized),\n                    iconSecondary ? imagePositions.get(iconSecondary.toString()) : undefined,\n                    iconOffset,\n                    iconAnchor\n                );\n                isSDFIcon = primaryImage.sdf;\n                if (bucket.sdfIcons === undefined) {\n                    bucket.sdfIcons = primaryImage.sdf;\n                } else if (bucket.sdfIcons !== primaryImage.sdf) {\n                    warnOnce('Style sheet warning: Cannot mix SDF and non-SDF icons in one buffer');\n                }\n                if (primaryImage.pixelRatio !== bucket.pixelRatio) {\n                    bucket.iconsNeedLinear = true;\n\n                } else if (layout.get('icon-rotate').constantOr(1) !== 0) {\n                    bucket.iconsNeedLinear = true;\n                }\n            }\n\n            if (iconSecondary) {\n                const secondaryImageSerialized = iconSecondary.toString();\n                secondaryImage = imageMap.get(secondaryImageSerialized);\n            }\n        }\n\n        hasAnySecondaryIcon = hasAnySecondaryIcon || !!(feature.icon && feature.icon.hasSecondary());\n\n        const shapedText = getDefaultHorizontalShaping(shapedTextOrientations.horizontal) || shapedTextOrientations.vertical;\n        if (!bucket.iconsInText) {\n            bucket.iconsInText = shapedText ? shapedText.iconsInText : false;\n        }\n\n        const fontScale = computeFontScale(layoutTextSize, sizes.textScaleFactor);\n        const {defaultShapedIcon, verticallyShapedIcon} = fitIconsToText(bucket, shapedIcon, layout, feature, canonical, shapedTextOrientations, fontScale, iconOffset, iconTextFit);\n\n        if (iconTextFit !== 'none' && shapedIcon && (isFullyStretchableX(shapedIcon) || isFullyStretchableY(shapedIcon))) {\n            // For fully stretchable icons, we can rasterize them at the full resolution now that we know it\n            scaleShapedIconImage(primaryImage, iconPrimary, shapedIcon, defaultShapedIcon, iconTextFit, imageRasterizationTasks, imageMap, imagePositions);\n            scaleShapedIconImage(secondaryImage, iconSecondary, shapedIcon, defaultShapedIcon, iconTextFit, imageRasterizationTasks, imageMap, imagePositions);\n            if (verticallyShapedIcon) {\n                scaleShapedIconImage(primaryImage, iconPrimary, shapedIcon, verticallyShapedIcon, iconTextFit, imageRasterizationTasks, imageMap, imagePositions);\n                scaleShapedIconImage(secondaryImage, iconSecondary, shapedIcon, verticallyShapedIcon, iconTextFit, imageRasterizationTasks, imageMap, imagePositions);\n            }\n        }\n\n        shapedIcon = defaultShapedIcon;\n\n        const {iconBBox, iconVerticalBBox, textBBox, textVerticalBBox} = mergeAppearancesBboxes(bucket, shapedIcon, verticallyShapedIcon,\n            layout, feature, canonical, layoutIconSize, iconOffset, sizes, imagePositions, iconAnchor, shapedTextOrientations, layoutTextSize, textOffset, availableImages);\n\n        featureData.push({\n            feature,\n            shapedTextOrientations,\n            shapedText,\n            shapedIcon,\n            iconPrimary,\n            iconSecondary,\n            iconOffset,\n            iconAnchor,\n            verticallyShapedIcon,\n            layoutTextSize,\n            layoutIconSize,\n            textOffset,\n            isSDFIcon,\n            iconTextFit,\n            iconCollisionBounds: iconBBox,\n            iconVerticalCollisionBounds: iconVerticalBBox,\n            textCollisionBounds: textBBox,\n            textVerticalCollisionBounds: textVerticalBBox,\n            elevationFeatureIndex,\n        });\n\n    }\n\n    if (bucket.hdExt) bucket.hdExt.clearWorkerState();\n\n    return {featureData, sizes, hasAnySecondaryIcon, textAlongLine, symbolPlacement, coverageFrcMask, coveragePolygons, coverageTileZoom, isFeatureCoveredByFrcMask, symbolAnchorInFrcCoverage};\n\n}\n\nfunction getLayoutProperties(layout: PossiblyEvaluated<LayoutProps>, feature: SymbolFeature, canonical: CanonicalTileID) {\n    const baseIconRotate = layout.get('icon-rotate').evaluate(feature, {}, canonical);\n    const baseTextRotate = layout.get('text-rotate').evaluate(feature, {}, canonical);\n    const [iconSizeScaleRangeMin, iconSizeScaleRangeMax] = layout.get('icon-size-scale-range');\n    const iconScaleFactor = clamp(1, iconSizeScaleRangeMin, iconSizeScaleRangeMax);\n    return {baseIconRotate, baseTextRotate, iconScaleFactor};\n}\n\nfunction mergeAppearancesBboxes(bucket: SymbolBucket, shapedIcon: PositionedIcon, verticallyShapedIcon: PositionedIcon, layout: PossiblyEvaluated<LayoutProps>,\n    feature: SymbolFeature, canonical: CanonicalTileID, layoutIconSize: number, iconOffset: [number, number], sizes: Sizes, imagePositions: ImagePositionMap,\n    iconAnchor: SymbolAnchor, shapedTextOrientations: ShapedTextOrientations, layoutTextSize: number, textOffset: [number, number], availableImages: ImageId[]\n) {\n    const symbolLayer = bucket.layers[0];\n    const appearances = symbolLayer.appearances;\n    if (appearances.length === 0) {\n        return {iconBBox: null, iconVerticalBBox: null, textBBox: null, textVerticalBBox: null};\n    }\n\n    // Calculate combined icon and text bounding boxes that encompass the main icon and all appearance variants\n    const iconBBoxes: {\n        iconBBox: SymbolBoundingBox | null,\n        iconVerticalBBox: SymbolBoundingBox | null\n    } = {\n        iconBBox: null,\n        iconVerticalBBox: null\n    };\n    const textBBoxes: {\n        textBBox: SymbolBoundingBox | null,\n        textVerticalBBox: SymbolBoundingBox | null\n    } = {\n        textBBox: null,\n        textVerticalBBox: null\n    };\n    const {baseIconRotate, baseTextRotate, iconScaleFactor} = getLayoutProperties(layout, feature, canonical);\n\n    // Compute the base bbox using layout properties.\n    // Icons: no pre-scaling — keep coordinates in displaySize units so the placement system\n    // can apply iconSize scaling at runtime (same as the no-appearances code path).\n    // Text: pass textOffset as the rotation center (matching evaluateBoxCollisionFeature).\n    // The shaping already has textOffset baked in, so do NOT add it as a translation.\n    if (shapedIcon) {\n        iconBBoxes.iconBBox = getUpdateSymbolBoundingBox(shapedIcon, iconBBoxes.iconBBox, baseIconRotate);\n\n        if (verticallyShapedIcon) {\n            const verticalIconRotate = baseIconRotate + 90.0;\n            iconBBoxes.iconVerticalBBox = getUpdateSymbolBoundingBox(verticallyShapedIcon, iconBBoxes.iconVerticalBBox, verticalIconRotate);\n        }\n    }\n\n    const defaultHorizontalShaping = getDefaultHorizontalShaping(shapedTextOrientations.horizontal);\n    if (defaultHorizontalShaping) {\n        textBBoxes.textBBox = getUpdateSymbolBoundingBox(defaultHorizontalShaping, textBBoxes.textBBox, baseTextRotate, 1.0, textOffset);\n    }\n\n    if (shapedTextOrientations.vertical) {\n        const verticalTextRotate = baseTextRotate + 90.0;\n        textBBoxes.textVerticalBBox = getUpdateSymbolBoundingBox(shapedTextOrientations.vertical, textBBoxes.textVerticalBBox, verticalTextRotate, 1.0, textOffset);\n    }\n\n    for (const appearance of appearances) {\n\n        if (appearance.hasIconLayoutProperties()) {\n            updateIconBoundingBoxes(iconBBoxes, bucket, symbolLayer, appearance, feature, canonical, iconOffset, baseIconRotate,\n                layoutIconSize, sizes, shapedIcon, imagePositions, iconScaleFactor, iconAnchor, availableImages);\n        }\n\n        if (appearance.hasTextLayoutProperties()) {\n            updateTextBoundingBoxes(textBBoxes, symbolLayer, appearance, feature, canonical, textOffset, baseTextRotate,\n                layoutTextSize, defaultHorizontalShaping, shapedTextOrientations.vertical);\n        }\n    }\n\n    return {iconBBox: iconBBoxes.iconBBox, iconVerticalBBox: iconBBoxes.iconVerticalBBox, textBBox: textBBoxes.textBBox, textVerticalBBox: textBBoxes.textVerticalBBox};\n}\n\n// Updates the icon bounding boxes with the appearance ones\nfunction updateIconBoundingBoxes(input : {iconBBox: SymbolBoundingBox | null, iconVerticalBBox: SymbolBoundingBox | null}, bucket: SymbolBucket, symbolLayer: SymbolStyleLayer, appearance: SymbolAppearance, feature: SymbolFeature, canonical: CanonicalTileID,\n    iconOffset: [number, number], baseIconRotate: number, layoutIconSize: number, sizes: Sizes, shapedIcon: PositionedIcon, imagePositions: ImagePositionMap, iconScaleFactor: number,\n    iconAnchor: SymbolAnchor, availableImages: ImageId[]) {\n\n    const {appearanceIconOffset, appearanceIconRotate, appearanceIconSize} = getAppearanceIconValues(appearance, symbolLayer, feature, canonical, iconOffset, baseIconRotate, layoutIconSize, sizes.iconScaleFactor);\n\n    let appearanceShapedIcon: PositionedIcon | null = null;\n    let appearanceVerticallyShapedIcon: PositionedIcon | null = null;\n\n    let imagePositionToUse: ImagePosition = null;\n    if (appearance.hasLayoutProperty('icon-image')) {\n        imagePositionToUse = getAppearanceImagePosition(bucket, symbolLayer, appearance, feature, canonical, imagePositions, iconScaleFactor, availableImages);\n    } else if (shapedIcon) {\n        imagePositionToUse = shapedIcon.imagePrimary;\n    }\n\n    if (imagePositionToUse) {\n        appearanceShapedIcon = shapeIcon(imagePositionToUse, null, appearanceIconOffset, iconAnchor);\n        // Vertical placement uses the same shaped icon (no icon-text-fit here, so no divergence);\n        // getUpdateSymbolBoundingBox only reads the shape, so sharing the object is safe.\n        if (bucket.allowVerticalPlacement) {\n            appearanceVerticallyShapedIcon = appearanceShapedIcon;\n        }\n    }\n\n    // Add this appearance's contribution to the unified bounding boxes.\n    // Scale by appearanceIconSize / layoutIconSize so the bbox stays in displaySize units:\n    // the placement system multiplies by iconSize at runtime, so pre-scaling by the full\n    // appearanceIconSize would cause the collision box to be double-scaled.\n    const iconSizeRatio = layoutIconSize > 0 ? appearanceIconSize / layoutIconSize : 1;\n    if (appearanceShapedIcon) {\n        input.iconBBox = getUpdateSymbolBoundingBox(appearanceShapedIcon, input.iconBBox, appearanceIconRotate, iconSizeRatio !== 1 ? iconSizeRatio : undefined);\n    }\n    if (appearanceVerticallyShapedIcon) {\n        const verticalAppearanceIconRotate = appearanceIconRotate + 90.0;\n        input.iconVerticalBBox = getUpdateSymbolBoundingBox(appearanceVerticallyShapedIcon, input.iconVerticalBBox, verticalAppearanceIconRotate, iconSizeRatio !== 1 ? iconSizeRatio : undefined);\n    }\n}\n\n// --- Appearance property evaluation helpers ---\n// Used by both the worker-thread layout phase and main-thread updateAppearances().\n// Not moved to appearance.ts because they depend on SymbolStyleLayer for token resolution,\n// which would create a circular import.\n\nfunction getAppearanceImagePosition(bucket: SymbolBucket, symbolLayer: SymbolStyleLayer, appearance: SymbolAppearance, feature: SymbolFeature, canonical: CanonicalTileID,\n    imagePositions: ImagePositionMap, iconScaleFactor: number, availableImages: ImageId[]) {\n    let imagePositionToUse: ImagePosition = null;\n    const appearanceIconImage = symbolLayer.getAppearanceValueAndResolveTokens(appearance, 'icon-image', feature, canonical, availableImages);\n    if (appearanceIconImage) {\n        const icon = bucket.getResolvedImageFromTokens(appearanceIconImage as string);\n        // Use the appearance's icon-size if defined, otherwise fall back to the layout's icon-size.\n        // This must match getCombinedIconPrimary's logic (used when building iconDependencies),\n        // so that the image variant key matches what was stored in iconPositions.\n        const unevaluatedIconSize = (appearance.hasLayoutProperty('icon-size') ?\n            appearance.getUnevaluatedLayoutProperty('icon-size') :\n            symbolLayer._unevaluatedLayout._values['icon-size']) as PropertyValue<number, PossiblyEvaluatedPropertyValue<number>>;\n        const iconSizeData = getSizeData(bucket.zoom, unevaluatedIconSize, bucket.worldview, availableImages);\n        const imageVariant = getScaledImageVariant(icon, iconSizeData, unevaluatedIconSize, canonical, bucket.zoom, feature, bucket.pixelRatio, iconScaleFactor, bucket.worldview, availableImages);\n        imagePositionToUse = imagePositions.get(imageVariant.iconPrimary.toString());\n    }\n    return imagePositionToUse;\n}\n\nfunction updateTextBoundingBoxes(input: {textBBox: SymbolBoundingBox | null, textVerticalBBox: SymbolBoundingBox | null}, symbolLayer: SymbolStyleLayer, appearance: SymbolAppearance, feature: SymbolFeature, canonical: CanonicalTileID,\n    textOffset: [number, number], baseTextRotate: number, layoutTextSize: number, defaultHorizontalShaping: Shaping, defaultVerticalShaping: Shaping) {\n    const {appearanceTextOffset, appearanceTextRotate, appearanceTextSize} = getAppearanceTextValues(appearance, symbolLayer, feature, canonical, textOffset, baseTextRotate, layoutTextSize);\n    // Calculate scale ratio between appearance text size and base text size\n    const textSizeScale = appearanceTextSize / layoutTextSize;\n\n    // When the appearance uses a different text-offset, the bbox must shift from the layout\n    // shaping's baked-in textOffset to the appearance textOffset.\n    // The collision debug box is rendered with scale = layoutSize/ONE_EM, while the actual text\n    // renders with scale = appearanceSize/ONE_EM. For them to align, the delta shift must also\n    // be scaled by textSizeScale: offsetDelta = (appearanceTextOffset - textOffset) * textSizeScale.\n    const offsetDelta: [number, number] = [\n        (appearanceTextOffset[0] - textOffset[0]) * textSizeScale,\n        (appearanceTextOffset[1] - textOffset[1]) * textSizeScale\n    ];\n    const hasOffsetDelta = offsetDelta[0] !== 0 || offsetDelta[1] !== 0;\n\n    // Add this appearance's text contribution to the unified bounding boxes\n    if (defaultHorizontalShaping) {\n        input.textBBox = getUpdateSymbolBoundingBox(defaultHorizontalShaping, input.textBBox, appearanceTextRotate, textSizeScale, appearanceTextOffset, hasOffsetDelta ? offsetDelta : undefined);\n    }\n\n    if (defaultVerticalShaping) {\n        const verticalAppearanceTextRotate = appearanceTextRotate + 90.0;\n        input.textVerticalBBox = getUpdateSymbolBoundingBox(defaultVerticalShaping, input.textVerticalBBox, verticalAppearanceTextRotate, textSizeScale, appearanceTextOffset, hasOffsetDelta ? offsetDelta : undefined);\n    }\n}\n\nfunction scaleShapedIconImage(image: StyleImage, variant: ImageVariant, beforeFitIcon: PositionedIcon, afterFitIcon: PositionedIcon,\n    iconTextFit: IconTextFit, imageRasterizationTasks: ImageRasterizationTasks, imageMap: StyleImageMap<StringifiedImageVariant>, imagePositions: ImagePositionMap) {\n    if (!image || !image.usvg) return;\n\n    const beforeFitIconSize = getPositionedIconSize(beforeFitIcon);\n    const afterFitIconSize = getPositionedIconSize(afterFitIcon);\n    const widthMultiplier = (iconTextFit === 'both' || iconTextFit === 'width') && isFullyStretchableX(beforeFitIcon) ? (afterFitIconSize.width / beforeFitIconSize.width) : 1;\n    const heightMultiplier = (iconTextFit === 'both' || iconTextFit === 'height') && isFullyStretchableY(beforeFitIcon) ?  (afterFitIconSize.height / beforeFitIconSize.height) : 1;\n    variant.scaleSelf(widthMultiplier, heightMultiplier);\n\n    const scaledIconId = variant.toString();\n    imageRasterizationTasks.set(scaledIconId, variant);\n    imageMap.set(scaledIconId, image);\n    const {imagePosition} = getImagePosition(scaledIconId, image, ICON_PADDING);\n    imagePositions.set(scaledIconId, imagePosition);\n}\n\nexport function checkCrossFadeImagePositions(primary: ImageVariant, secondary: ImageVariant, iconPositions: ImagePositionMap) {\n    if (!secondary) return;\n    const primaryPosition = iconPositions.get(primary.toString());\n    const secondaryPosition = iconPositions.get(secondary.toString());\n\n    if (!primaryPosition || !secondaryPosition) {\n        return;\n    }\n\n    if (primaryPosition.paddedRect.w !== secondaryPosition.paddedRect.w ||\n        primaryPosition.paddedRect.h !== secondaryPosition.paddedRect.h) {\n        warnOnce(`Mismatch in icon variant sizes: ${primary.toString()} and ${secondary.toString()}`);\n    }\n\n    if (primaryPosition.usvg !== secondaryPosition.usvg) {\n        warnOnce(`Mismatch in icon variant image types: ${primary.id} and ${secondary.id}`);\n    }\n}\n\nexport function postRasterizationSymbolLayout(bucket: SymbolBucket, bucketData: SymbolBucketData, showCollisionBoxes: boolean,\n    availableImages: ImageId[], canonical: CanonicalTileID, tileZoom: number, projection: Projection, brightness: number | null, imageMap: StyleImageMap<StringifiedImageVariant>, imageAtlas: {iconPositions: ImagePositionMap}) {\n\n    bucket.iconAtlasPositions = imageAtlas.iconPositions;\n    const {featureData, sizes, textAlongLine, symbolPlacement, coverageFrcMask, coveragePolygons, coverageTileZoom, symbolAnchorInFrcCoverage} = bucketData;\n    // An appearance may introduce a secondary icon even when the layout icon has\n    // no secondary. Include bucket.hasAnySecondaryIcon so transitioning vertices are created and the\n    // iconTransitioningVertexBuffer is populated for appearance-driven cross-fades.\n    const hasAnySecondaryIcon = bucketData.hasAnySecondaryIcon || bucket.hasAnySecondaryIcon;\n\n    for (const data of featureData) {\n        const {shapedIcon, verticallyShapedIcon, feature, shapedTextOrientations, shapedText, layoutTextSize, layoutIconSize,\n            textOffset, isSDFIcon, iconPrimary, iconSecondary, iconTextFit, iconOffset, iconCollisionBounds, iconVerticalCollisionBounds,\n            textCollisionBounds, textVerticalCollisionBounds, elevationFeatureIndex} = data;\n\n        // Image positions in shapedIcon and shapedText need to be updated since after rasterization, positions in the atlas will have\n        // changed\n        reconcileImagePosition(shapedIcon, imageAtlas.iconPositions, iconPrimary, iconSecondary);\n        reconcileImagePosition(verticallyShapedIcon, imageAtlas.iconPositions, iconPrimary, iconSecondary);\n        reconcileTextImagePositions(shapedTextOrientations, imageAtlas.iconPositions);\n        checkCrossFadeImagePositions(iconPrimary, iconSecondary, imageAtlas.iconPositions);\n\n        if (shapedText || shapedIcon) {\n            addFeature(bucket, feature, shapedTextOrientations, shapedIcon, verticallyShapedIcon, imageMap, sizes, layoutTextSize,\n                layoutIconSize, textOffset, isSDFIcon, availableImages, canonical, projection, brightness, hasAnySecondaryIcon, iconTextFit,\n                iconOffset, textAlongLine, symbolPlacement, iconCollisionBounds, iconVerticalCollisionBounds, textCollisionBounds, textVerticalCollisionBounds,\n                coverageFrcMask, coveragePolygons, coverageTileZoom, symbolAnchorInFrcCoverage, elevationFeatureIndex);\n        }\n    }\n\n    if (showCollisionBoxes) {\n        bucket.generateCollisionDebugBuffers(tileZoom, bucket.collisionBoxArray, sizes.textScaleFactor);\n    }\n\n    // All features are populated now — trim the UBO staging arrays before the bucket is transferred.\n    if (bucket.text.uboBinder) bucket.text.uboBinder.finalize();\n    if (bucket.icon.uboBinder) bucket.icon.uboBinder.finalize();\n}\n\nfunction reconcileImagePosition(shapedIcon: PositionedIcon, atlasIconPositions: ImagePositionMap, iconPrimary: ImageVariant, iconSecondary: ImageVariant) {\n    if (!shapedIcon) return;\n\n    const primaryImagePosition = atlasIconPositions.get(iconPrimary.toString());\n    if (primaryImagePosition) {\n        shapedIcon.imagePrimary = primaryImagePosition;\n    }\n    if (iconSecondary) {\n        const secondaryImagePosition = atlasIconPositions.get(iconSecondary.toString());\n        shapedIcon.imageSecondary = secondaryImagePosition;\n    }\n}\n\nfunction reconcileTextImagePositions(shapedTextOrientations: ShapedTextOrientations, atlasIconPositions: ImagePositionMap) {\n    // Image position in shapedIcon needs to be updated since after rasterization, positions in the atlas might have\n    // changed\n\n    for (const orientation in shapedTextOrientations.horizontal) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        reconcileTextOrientationImagePositions(shapedTextOrientations.horizontal[orientation], atlasIconPositions);\n    }\n\n    reconcileTextOrientationImagePositions(shapedTextOrientations.vertical, atlasIconPositions);\n}\n\nfunction reconcileTextOrientationImagePositions(shapedText: Shaping | null, atlasIconPositions: ImagePositionMap) {\n    if (!shapedText) return;\n\n    for (const line of shapedText.positionedLines) {\n        for (const glyph of line.positionedGlyphs) {\n            if (glyph.image !== null) {\n                const imageId = glyph.image.toString();\n                glyph.rect = atlasIconPositions.get(imageId).paddedRect;\n            }\n        }\n    }\n}\n\n// Choose the justification that matches the direction of the TextAnchor\n/**\n * for \"very\" overscaled tiles (overscaleFactor > 2) on high zoom levels (z > 18)\n * we use the tile pixel ratio from the previous zoom level and clamp it to 1\n * in order to thin out labels density and save memory and CPU .\n * @private\n */\nfunction tilePixelRatioForSymbolSpacing(overscaleFactor: number, overscaledZ: number) {\n    if (overscaledZ > 18 && overscaleFactor > 2) {\n        overscaleFactor >>= 1;\n    }\n    const tilePixelRatio = EXTENT / (512 * overscaleFactor);\n    return Math.max(tilePixelRatio, 1);\n}\n\ntype IconTextFit = \"none\" | \"height\" | \"width\" | \"both\";\n\nfunction fitIconsToText(bucket: SymbolBucket, shapedIcon: PositionedIcon | undefined, layout: PossiblyEvaluated<LayoutProps>, feature: SymbolFeature,\n    canonical: CanonicalTileID, shapedTextOrientations: ShapedTextOrientations, fontScale: number,\n    iconOffset: [number, number], iconTextFit: IconTextFit): {defaultShapedIcon: PositionedIcon, verticallyShapedIcon: PositionedIcon | undefined} {\n    const defaultShaping = getDefaultHorizontalShaping(shapedTextOrientations.horizontal) || shapedTextOrientations.vertical;\n    const iconTextFitPadding = layout.get('icon-text-fit-padding').evaluate(feature, {}, canonical);\n    const hasIconTextFit = iconTextFit !== 'none';\n    let defaultShapedIcon = shapedIcon;\n    let verticallyShapedIcon: PositionedIcon | undefined;\n    if (shapedIcon && hasIconTextFit) {\n        if (bucket.allowVerticalPlacement && shapedTextOrientations.vertical) {\n            verticallyShapedIcon = fitIconToText(shapedIcon, shapedTextOrientations.vertical, iconTextFit,\n                iconTextFitPadding, iconOffset, fontScale);\n        }\n        if (defaultShaping) {\n            defaultShapedIcon = fitIconToText(shapedIcon, defaultShaping, iconTextFit,\n                                       iconTextFitPadding, iconOffset, fontScale);\n        }\n    }\n    return {defaultShapedIcon, verticallyShapedIcon};\n}\n\n/**\n * Given a feature and its shaped text and icon data, add a 'symbol\n * instance' for each _possible_ placement of the symbol feature.\n * (At render time Placement.updateBucketOpacities() selects which of these\n * instances to show or hide based on collisions with symbols in other layers.)\n * @private\n */\nfunction addFeature(bucket: SymbolBucket,\n                    feature: SymbolFeature,\n                    shapedTextOrientations: ShapedTextOrientations,\n                    shapedIcon: PositionedIcon | undefined,\n                    verticallyShapedIcon: PositionedIcon | undefined,\n                    imageMap: StyleImageMap<StringifiedImageVariant>,\n                    sizes: Sizes,\n                    layoutTextSize: number,\n                    layoutIconSize: number,\n                    textOffset: [number, number],\n                    isSDFIcon: boolean,\n                    availableImages: ImageId[],\n                    canonical: CanonicalTileID,\n                    projection: Projection,\n                    brightness: number | null | undefined,\n                    hasAnySecondaryIcon: boolean,\n                    iconTextFit: \"none\" | \"width\" | \"height\" | \"both\",\n                    iconOffset: [number, number],\n                    textAlongLine: boolean,\n                    symbolPlacement: \"point\" | \"line\" | \"line-center\",\n                    iconCollisionBounds?: SymbolBoundingBox | null,\n                    iconVerticalCollisionBounds?: SymbolBoundingBox | null,\n                    textCollisionBounds?: SymbolBoundingBox | null,\n                    textVerticalCollisionBounds?: SymbolBoundingBox | null,\n                    coverageFrcMask?: number | null,\n                    coveragePolygons?: FrcCoveragePolygons | null,\n                    coverageTileZoom?: number | null,\n                    symbolAnchorInFrcCoverage?: ((coveragePolygons: FrcCoveragePolygons, properties: Record<string, unknown>, anchor: Anchor, canonical: CanonicalTileID, coverageTileZoom: number | null) => boolean) | null,\n                    elevationFeatureIndex: number = 0xffff) {\n    // To reduce the number of labels that jump around when zooming we need\n    // to use a text-size value that is the same for all zoom levels.\n    // bucket calculates text-size at a high zoom level so that all tiles can\n    // use the same value when calculating anchor positions.\n    let textMaxSize = sizes.textMaxSize.evaluate(feature, {}, canonical);\n    if (textMaxSize === undefined) {\n        textMaxSize = layoutTextSize * sizes.textScaleFactor;\n    } else {\n        textMaxSize *= sizes.textScaleFactor;\n    }\n    const layout = bucket.layers[0].layout;\n\n    const glyphSize = ONE_EM;\n    const fontScale = computeFontScale(layoutTextSize, sizes.textScaleFactor);\n\n    const defaultShaping = getDefaultHorizontalShaping(shapedTextOrientations.horizontal) || shapedTextOrientations.vertical;\n\n    // Store text shaping data for icon-text-fit and text appearance updates\n    const hasTextAppearances = bucket.hasAnyAppearanceLayoutProperty(['text-size', 'text-offset', 'text-rotate']);\n    const featureData = bucket.getAppearanceFeatureData(feature.index);\n    if ((iconTextFit !== 'none' || hasTextAppearances) && featureData) {\n        featureData.textShaping = defaultShaping;\n        featureData.iconTextFitPadding = layout.get('icon-text-fit-padding').evaluate(feature, {}, canonical);\n        featureData.fontScale = fontScale;\n        featureData.textScaleFactor = sizes.textScaleFactor;\n    }\n    const isGlobe = projection.name === 'globe';\n\n    const textMaxBoxScale = bucket.tilePixelRatio * textMaxSize / glyphSize,\n        iconBoxScale = bucket.tilePixelRatio * layoutIconSize,\n        symbolMinDistance = tilePixelRatioForSymbolSpacing(bucket.overscaling, bucket.zoom) * layout.get('symbol-spacing'),\n        textPadding = layout.get('text-padding') * bucket.tilePixelRatio,\n        iconPadding = layout.get('icon-padding') * bucket.tilePixelRatio,\n        textMaxAngle = degToRad(layout.get('text-max-angle')),\n        iconAlongLine = layout.get('icon-rotation-alignment') === 'map' && symbolPlacement !== 'point',\n        textRepeatDistance = symbolMinDistance / 2;\n\n    const hasIconTextFit = iconTextFit !== 'none';\n    if (bucket.hasAnyIconTextFit === false && hasIconTextFit) {\n        bucket.hasAnyIconTextFit = true;\n    }\n\n    const addSymbolAtAnchor = (line: Array<Point>, anchor: Anchor, canonicalId: CanonicalTileID) => {\n        if (anchor.x < 0 || anchor.x >= EXTENT || anchor.y < 0 || anchor.y >= EXTENT) {\n            // Symbol layers are drawn across tile boundaries, We filter out symbols\n            // outside our tile boundaries (which may be included in vector tile buffers)\n            // to prevent double-drawing symbols.\n            return;\n        }\n\n        // Anchor-in-polygon check for partial coverage: skip symbols inside coverage polygons.\n        if (coveragePolygons && coveragePolygons.length > 0 && feature.properties && symbolAnchorInFrcCoverage &&\n            symbolAnchorInFrcCoverage(coveragePolygons, feature.properties, anchor, canonical, coverageTileZoom)) {\n            return;\n        }\n\n        let globe: {\n            anchor: Anchor;\n            up: vec3;\n        } | null | undefined = null;\n        if (isGlobe) {\n            const {x, y, z} = projection.projectTilePoint(anchor.x, anchor.y, canonicalId);\n            globe = {\n                anchor: new Anchor(x, y, z, 0, undefined),\n                up: projection.upVector(canonicalId, anchor.x, anchor.y)\n            };\n        }\n\n        addSymbol(bucket, anchor, globe, line, shapedTextOrientations,\n            shapedIcon, imageMap, verticallyShapedIcon, bucket.layers[0],\n            bucket.collisionBoxArray, feature.index, feature.sourceLayerIndex,\n            bucket.index, textPadding, textAlongLine, textOffset,\n            iconBoxScale, iconPadding, iconAlongLine, iconOffset,\n            feature, sizes, isSDFIcon, availableImages, canonical,\n            brightness, hasAnySecondaryIcon, iconTextFit, elevationFeatureIndex,\n            iconCollisionBounds, iconVerticalCollisionBounds,\n            textCollisionBounds, textVerticalCollisionBounds);\n    };\n\n    if (symbolPlacement === 'line') {\n        for (const line of clipLines(feature.geometry, 0, 0, EXTENT, EXTENT)) {\n            const anchors = getAnchors(\n                line,\n                symbolMinDistance,\n                textMaxAngle,\n                shapedTextOrientations.vertical || defaultShaping,\n                shapedIcon,\n                glyphSize,\n                textMaxBoxScale,\n                bucket.overscaling,\n                EXTENT\n            );\n            for (const anchor of anchors) {\n                const shapedText = defaultShaping;\n                if (!shapedText || !anchorIsTooClose(bucket, shapedText.text, textRepeatDistance, anchor)) {\n                    addSymbolAtAnchor(line, anchor, canonical);\n                }\n            }\n        }\n    } else if (symbolPlacement === 'line-center') {\n        // No clipping, multiple lines per feature are allowed\n        // \"lines\" with only one point are ignored as in clipLines\n        for (const line of feature.geometry) {\n            if (line.length > 1) {\n                const anchor = getCenterAnchor(\n                    line,\n                    textMaxAngle,\n                    shapedTextOrientations.vertical || defaultShaping,\n                    shapedIcon,\n                    glyphSize,\n                    textMaxBoxScale);\n                if (anchor) {\n                    addSymbolAtAnchor(line, anchor, canonical);\n                }\n            }\n        }\n    } else if (feature.type === 'Polygon') {\n        for (const polygon of classifyRings(feature.geometry, 0)) {\n            // 16 here represents 2 pixels\n            const poi = findPoleOfInaccessibility(polygon, 16);\n            addSymbolAtAnchor(polygon[0], new Anchor(poi.x, poi.y, 0, 0, undefined), canonical);\n        }\n    } else if (feature.type === 'LineString') {\n        // https://github.com/mapbox/mapbox-gl-js/issues/3808\n        for (const line of feature.geometry) {\n            addSymbolAtAnchor(line, new Anchor(line[0].x, line[0].y, 0, 0, undefined), canonical);\n        }\n    } else if (feature.type === 'Point') {\n        for (const points of feature.geometry) {\n            for (const point of points) {\n                addSymbolAtAnchor([point], new Anchor(point.x, point.y, 0, 0, undefined), canonical);\n            }\n        }\n    }\n}\n\ntype PlacementTypes = 'vertical' | 'center' | 'left' | 'right';\n\nfunction addTextVertices(bucket: SymbolBucket,\n                         globe: {\n                             anchor: Anchor;\n                             up: vec3;\n                         } | null | undefined,\n                         tileAnchor: Anchor,\n                         shapedText: Shaping,\n                         imageMap: StyleImageMap<StringifiedImageVariant>,\n                         layer: SymbolStyleLayer,\n                         textAlongLine: boolean,\n                         feature: SymbolFeature,\n                         textOffset: [number, number],\n                         lineArray: {\n                             lineStartIndex: number;\n                             lineLength: number;\n                         },\n                         writingMode: number,\n                         placementTypes: Array<PlacementTypes>,\n                         placedTextSymbolIndices: Record<string, number>,\n                         placedIconIndex: number,\n                         sizes: Sizes,\n                         availableImages: ImageId[],\n                         canonical: CanonicalTileID,\n                         symbolInstanceIndex: number,\n                         brightness?: number | null) {\n    const glyphQuads = getGlyphQuads(tileAnchor, shapedText, textOffset,\n                            layer, textAlongLine, feature, imageMap, bucket.allowVerticalPlacement, undefined, sizes.textScaleFactor);\n\n    const evaluatedTextSize = layer.layout.get('text-size').evaluate(feature, {}, canonical);\n    const minZoomSize = sizes.compositeTextSizes ? sizes.compositeTextSizes[0].evaluate(feature, {}, canonical) : 0;\n    const maxZoomSize = sizes.compositeTextSizes ? sizes.compositeTextSizes[1].evaluate(feature, {}, canonical) : 0;\n    const textSizeData = packSizeForVertex(bucket.layerIds[0], bucket.textSizeData, evaluatedTextSize, sizes.textScaleFactor, minZoomSize, maxZoomSize);\n\n    bucket.addSymbols(\n        bucket.text,\n        glyphQuads,\n        textSizeData,\n        textOffset,\n        textAlongLine,\n        feature,\n        writingMode,\n        globe,\n        tileAnchor,\n        lineArray.lineStartIndex,\n        lineArray.lineLength,\n        placedIconIndex,\n        availableImages,\n        canonical,\n        brightness,\n        false,\n        symbolInstanceIndex,\n        glyphQuads.length);\n\n    // The placedSymbolArray is used at render time in drawTileSymbols\n    // These indices allow access to the array at collision detection time\n    for (const placementType of placementTypes) {\n        placedTextSymbolIndices[placementType] = bucket.text.placedSymbolArray.length - 1;\n    }\n\n    return glyphQuads.length * 4;\n}\n\nfunction getDefaultHorizontalShaping(horizontalShaping: Partial<Record<TextJustify, Shaping>>): Shaping | null {\n    // We don't care which shaping we get because this is used for collision purposes\n    // and all the justifications have the same collision box\n    // eslint-disable-next-line no-unreachable-loop\n    for (const justification in horizontalShaping) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n        return horizontalShaping[justification];\n    }\n    return null;\n}\n\nexport function evaluateBoxCollisionFeature(\n    collisionBoxArray: CollisionBoxArray,\n    projectedAnchor: Anchor,\n    tileAnchor: Anchor,\n    featureIndex: number,\n    sourceLayerIndex: number,\n    bucketIndex: number,\n    shaped: Shaping | PositionedIcon,\n    padding: number,\n    rotate: number,\n    textOffset?: [number, number] | null,\n    collisionBounds?: SymbolBoundingBox\n): number {\n    let y1: number, y2: number, x1: number, x2: number;\n\n    y1 = collisionBounds ? collisionBounds.top : shaped.top;\n    y2 = collisionBounds ? collisionBounds.bottom : shaped.bottom;\n    x1 = collisionBounds ? collisionBounds.left : shaped.left;\n    x2 = collisionBounds ? collisionBounds.right : shaped.right;\n\n    if (isPositionedIcon(shaped) && shaped.collisionPadding) {\n        const collisionPadding = shaped.collisionPadding;\n        x1 -= collisionPadding[0];\n        y1 -= collisionPadding[1];\n        x2 += collisionPadding[2];\n        y2 += collisionPadding[3];\n    }\n\n    if (rotate) {\n        // Account for *-rotate in point collision boxes\n        // See https://github.com/mapbox/mapbox-gl-js/issues/6075\n        // Doesn't account for icon-text-fit\n\n        const tl = new Point(x1, y1);\n        const tr = new Point(x2, y1);\n        const bl = new Point(x1, y2);\n        const br = new Point(x2, y2);\n\n        const rotateRadians = degToRad(rotate);\n        let rotateCenter = new Point(0, 0);\n\n        if (textOffset) {\n            rotateCenter = new Point(textOffset[0], textOffset[1]);\n        }\n\n        tl._rotateAround(rotateRadians, rotateCenter);\n        tr._rotateAround(rotateRadians, rotateCenter);\n        bl._rotateAround(rotateRadians, rotateCenter);\n        br._rotateAround(rotateRadians, rotateCenter);\n\n        // Collision features require an \"on-axis\" geometry,\n        // so take the envelope of the rotated geometry\n        // (may be quite large for wide labels rotated 45 degrees)\n        x1 = Math.min(tl.x, tr.x, bl.x, br.x);\n        x2 = Math.max(tl.x, tr.x, bl.x, br.x);\n        y1 = Math.min(tl.y, tr.y, bl.y, br.y);\n        y2 = Math.max(tl.y, tr.y, bl.y, br.y);\n    }\n\n    collisionBoxArray.emplaceBack(projectedAnchor.x, projectedAnchor.y, projectedAnchor.z, tileAnchor.x, tileAnchor.y, x1, y1, x2, y2, padding, featureIndex, sourceLayerIndex, bucketIndex);\n\n    return collisionBoxArray.length - 1;\n}\n\nexport function evaluateCircleCollisionFeature(shaped: Shaping | PositionedIcon): number | null {\n    if (isPositionedIcon(shaped) && shaped.collisionPadding) {\n        // Compute height of the shape in glyph metrics and apply padding.\n        // Note that the pixel based 'text-padding' is applied at runtime\n        shaped.top -= shaped.collisionPadding[1];\n        shaped.bottom += shaped.collisionPadding[3];\n    }\n\n    // Set minimum box height to avoid very many small labels\n    const height = shaped.bottom - shaped.top;\n    return height > 0 ? Math.max(10, height) : null;\n}\n\n/**\n * Add a single label & icon placement.\n *\n * @private\n */\nfunction addSymbol(bucket: SymbolBucket,\n                    anchor: Anchor,\n                    globe: {\n                        anchor: Anchor;\n                        up: vec3;\n                    } | null | undefined,\n                    line: Array<Point>,\n                    shapedTextOrientations: ShapedTextOrientations,\n                    shapedIcon: PositionedIcon | undefined,\n                    imageMap: StyleImageMap<StringifiedImageVariant>,\n                    verticallyShapedIcon: PositionedIcon | undefined,\n                    layer: SymbolStyleLayer,\n                    collisionBoxArray: CollisionBoxArray,\n                    featureIndex: number,\n                    sourceLayerIndex: number,\n                    bucketIndex: number,\n                    textPadding: number,\n                    textAlongLine: boolean,\n                    textOffset: [number, number],\n                    iconBoxScale: number,\n                    iconPadding: number,\n                    iconAlongLine: boolean,\n                    iconOffset: [number, number],\n                    feature: SymbolFeature,\n                    sizes: Sizes,\n                    isSDFIcon: boolean,\n                    availableImages: ImageId[],\n                    canonical: CanonicalTileID,\n                    brightness: number | null | undefined,\n                    hasAnySecondaryIcon: boolean,\n                    iconTextFit: \"none\" | \"width\" | \"height\" | \"both\",\n                    elevationFeatureIndex: number,\n                    iconCollisionBounds?: SymbolBoundingBox | null,\n                    iconVerticalCollisionBounds?: SymbolBoundingBox | null,\n                    textCollisionBounds?: SymbolBoundingBox | null,\n                    textVerticalCollisionBounds?: SymbolBoundingBox | null) {\n    const lineArray = bucket.addToLineVertexArray(anchor, line);\n    let textBoxIndex: number | undefined;\n    let iconBoxIndex: number | undefined;\n    let verticalTextBoxIndex: number | undefined;\n    let verticalIconBoxIndex: number | undefined;\n    let textCircle: number | null | undefined;\n    let verticalTextCircle: number | null | undefined;\n    let verticalIconCircle: number | null | undefined;\n\n    let numIconVertices = 0;\n    let numVerticalIconVertices = 0;\n    let numHorizontalGlyphVertices = 0;\n    let numVerticalGlyphVertices = 0;\n    let placedIconSymbolIndex = -1;\n    let verticalPlacedIconSymbolIndex = -1;\n    const placedTextSymbolIndices: Record<string, number> = {};\n    let key = murmur3('');\n    const collisionFeatureAnchor: Anchor = globe ? globe.anchor : anchor;\n\n    const hasIconTextFit = iconTextFit !== 'none';\n\n    let textOffset0 = 0;\n    let textOffset1 = 0;\n    if (layer._unevaluatedLayout.getValue('text-radial-offset') === undefined) {\n        const evaluatedTextOffset = layer.layout.get('text-offset').evaluate(feature, {}, canonical);\n        textOffset0 = evaluatedTextOffset[0] * ONE_EM;\n        textOffset1 = evaluatedTextOffset[1] * ONE_EM;\n    } else {\n        textOffset0 = layer.layout.get('text-radial-offset').evaluate(feature, {}, canonical) * ONE_EM;\n        textOffset1 = INVALID_TEXT_OFFSET;\n    }\n\n    if (bucket.allowVerticalPlacement && shapedTextOrientations.vertical) {\n        const verticalShaping = shapedTextOrientations.vertical;\n        if (textAlongLine) {\n            verticalTextCircle = evaluateCircleCollisionFeature(verticalShaping);\n            if (verticallyShapedIcon) {\n                verticalIconCircle = evaluateCircleCollisionFeature(verticallyShapedIcon);\n            }\n        } else {\n            const textRotation = layer.layout.get('text-rotate').evaluate(feature, {}, canonical);\n            const verticalTextRotation = textRotation + 90.0;\n            verticalTextBoxIndex = evaluateBoxCollisionFeature(collisionBoxArray, collisionFeatureAnchor, anchor, featureIndex, sourceLayerIndex, bucketIndex, verticalShaping, textPadding, verticalTextRotation, textOffset, textCollisionBounds);\n            if (verticallyShapedIcon) {\n                verticalIconBoxIndex = evaluateBoxCollisionFeature(collisionBoxArray, collisionFeatureAnchor, anchor, featureIndex, sourceLayerIndex, bucketIndex, verticallyShapedIcon, iconPadding, verticalTextRotation, null, iconVerticalCollisionBounds);\n            }\n        }\n    }\n\n    // Place icon first, so text can have a reference to its index in the placed symbol array.\n    // Text symbols can lazily shift at render-time because of variable anchor placement.\n    // If the style specifies an `icon-text-fit` then the icon would have to shift along with it.\n    // For more info check `updateVariableAnchors` in `draw_symbol.js` .\n\n    if (shapedIcon) {\n        const iconRotate = layer.layout.get('icon-rotate').evaluate(feature, {}, canonical);\n        const iconQuads = getIconQuads(shapedIcon, iconRotate, isSDFIcon, hasIconTextFit, sizes.iconScaleFactor);\n        const verticalIconQuads = verticallyShapedIcon ? getIconQuads(verticallyShapedIcon, iconRotate, isSDFIcon, hasIconTextFit, sizes.iconScaleFactor) : undefined;\n        iconBoxIndex = evaluateBoxCollisionFeature(collisionBoxArray, collisionFeatureAnchor, anchor, featureIndex, sourceLayerIndex, bucketIndex, shapedIcon, iconPadding, iconRotate, null, iconCollisionBounds);\n        // Calculate maximum quads needed across layout icon and all appearance variants\n        // to prevent vertex buffer overflow during appearance updates\n        const maxQuadCount = calculateMaxIconQuadCount(bucket, iconQuads, verticalIconQuads,\n            layer.layout, feature, canonical, bucket.iconAtlasPositions,\n            hasIconTextFit, availableImages);\n        numIconVertices = maxQuadCount * 4;\n\n        const evaluatedIconSize = layer.layout.get('icon-size').evaluate(feature, {}, canonical, availableImages);\n        const minZoomSize = sizes.compositeIconSizes ? sizes.compositeIconSizes[0].evaluate(feature, {}, canonical, availableImages) : 0;\n        const maxZoomSize = sizes.compositeIconSizes ? sizes.compositeIconSizes[1].evaluate(feature, {}, canonical, availableImages) : 0;\n        // Vector image is already rasterized at iconScaleFactor, pass scaleFactor=1 to avoid double scaling in shader.\n        const iconScaleFactor = shapedIcon.imagePrimary.usvg ? 1 : sizes.iconScaleFactor;\n        const iconSizeData = packSizeForVertex(bucket.layerIds[0], bucket.iconSizeData, evaluatedIconSize, iconScaleFactor, minZoomSize, maxZoomSize);\n\n        bucket.addSymbols(\n            bucket.icon,\n            iconQuads,\n            iconSizeData,\n            iconOffset,\n            iconAlongLine,\n            feature,\n            undefined,\n            globe,\n            anchor,\n            lineArray.lineStartIndex,\n            lineArray.lineLength,\n            // The icon itself does not have an associated symbol since the text isnt placed yet\n            -1,\n            availableImages,\n            canonical,\n            brightness,\n            hasAnySecondaryIcon,\n            bucket.symbolInstances.length,\n            maxQuadCount);\n\n        placedIconSymbolIndex = bucket.icon.placedSymbolArray.length - 1;\n\n        if (verticalIconQuads) {\n            numVerticalIconVertices = maxQuadCount * 4;\n\n            bucket.addSymbols(\n                bucket.icon,\n                verticalIconQuads,\n                iconSizeData,\n                iconOffset,\n                iconAlongLine,\n                feature,\n                WritingMode.vertical,\n                globe,\n                anchor,\n                lineArray.lineStartIndex,\n                lineArray.lineLength,\n                // The icon itself does not have an associated symbol since the text isnt placed yet\n                -1,\n                availableImages,\n                canonical,\n                brightness,\n                hasAnySecondaryIcon,\n                bucket.symbolInstances.length,\n                maxQuadCount);\n\n            verticalPlacedIconSymbolIndex = bucket.icon.placedSymbolArray.length - 1;\n        }\n    }\n\n    for (const placement in shapedTextOrientations.horizontal) {\n        const justification = placement as PlacementTypes;\n        const shaping = shapedTextOrientations.horizontal[justification];\n\n        if (!textBoxIndex) {\n            key = murmur3(shaping.text);\n            // As a collision approximation, we can use either the vertical or any of the horizontal versions of the feature\n            // We're counting on all versions having similar dimensions\n            if (textAlongLine) {\n                textCircle = evaluateCircleCollisionFeature(shaping);\n            } else {\n\n                const textRotate = layer.layout.get('text-rotate').evaluate(feature, {}, canonical);\n                textBoxIndex = evaluateBoxCollisionFeature(collisionBoxArray, collisionFeatureAnchor, anchor, featureIndex, sourceLayerIndex, bucketIndex, shaping, textPadding, textRotate, textOffset, textCollisionBounds);\n            }\n        }\n\n        const singleLine = shaping.positionedLines.length === 1;\n        numHorizontalGlyphVertices += addTextVertices(\n            bucket, globe, anchor, shaping, imageMap, layer, textAlongLine, feature, textOffset, lineArray,\n            shapedTextOrientations.vertical ? WritingMode.horizontal : WritingMode.horizontalOnly,\n            singleLine ? keys(shapedTextOrientations.horizontal) : [justification],\n            placedTextSymbolIndices, placedIconSymbolIndex, sizes, availableImages, canonical, bucket.symbolInstances.length, brightness);\n\n        if (singleLine) {\n            break;\n        }\n    }\n\n    if (shapedTextOrientations.vertical) {\n        numVerticalGlyphVertices += addTextVertices(\n            bucket, globe, anchor, shapedTextOrientations.vertical, imageMap, layer, textAlongLine, feature,\n            textOffset, lineArray, WritingMode.vertical, ['vertical'], placedTextSymbolIndices,\n            verticalPlacedIconSymbolIndex, sizes, availableImages, canonical, bucket.symbolInstances.length, brightness);\n    }\n\n    // Check if runtime collision circles should be used for any of the collision features.\n    // It is enough to choose the tallest feature shape as circles are always placed on a line.\n    // All measurements are in glyph metrics and later converted into pixels using proper font size \"layoutTextSize\"\n    let collisionCircleDiameter = -1;\n\n    const getCollisionCircleHeight = (diameter: number | null | undefined, prevHeight: number): number => {\n        return diameter ? Math.max(diameter, prevHeight) : prevHeight;\n    };\n\n    collisionCircleDiameter = getCollisionCircleHeight(textCircle, collisionCircleDiameter);\n    collisionCircleDiameter = getCollisionCircleHeight(verticalTextCircle, collisionCircleDiameter);\n    collisionCircleDiameter = getCollisionCircleHeight(verticalIconCircle, collisionCircleDiameter);\n    const useRuntimeCollisionCircles = (collisionCircleDiameter > -1) ? 1 : 0;\n\n    if (bucket.glyphOffsetArray.length >= SymbolBucketConstants.MAX_GLYPHS) warnOnce(\n        \"Too many glyphs being rendered in a tile. See https://github.com/mapbox/mapbox-gl-js/issues/2907\"\n    );\n\n    if (feature.sortKey !== undefined) {\n        bucket.addToSortKeyRanges(bucket.symbolInstances.length, feature.sortKey);\n    }\n\n    const projectedAnchor = collisionFeatureAnchor;\n\n    bucket.symbolInstances.emplaceBack(\n        anchor.x,\n        anchor.y,\n        projectedAnchor.x,\n        projectedAnchor.y,\n        projectedAnchor.z,\n        placedTextSymbolIndices.right >= 0 ? placedTextSymbolIndices.right : -1,\n        placedTextSymbolIndices.center >= 0 ? placedTextSymbolIndices.center : -1,\n        placedTextSymbolIndices.left >= 0 ? placedTextSymbolIndices.left : -1,\n        placedTextSymbolIndices.vertical  >= 0 ? placedTextSymbolIndices.vertical : -1,\n        placedIconSymbolIndex,\n        verticalPlacedIconSymbolIndex,\n        key,\n        textBoxIndex !== undefined ? textBoxIndex : bucket.collisionBoxArray.length,\n        textBoxIndex !== undefined ? textBoxIndex + 1 : bucket.collisionBoxArray.length,\n        verticalTextBoxIndex !== undefined ? verticalTextBoxIndex : bucket.collisionBoxArray.length,\n        verticalTextBoxIndex !== undefined ? verticalTextBoxIndex + 1 : bucket.collisionBoxArray.length,\n        iconBoxIndex !== undefined ? iconBoxIndex : bucket.collisionBoxArray.length,\n        iconBoxIndex !== undefined ? iconBoxIndex + 1 : bucket.collisionBoxArray.length,\n        verticalIconBoxIndex ? verticalIconBoxIndex : bucket.collisionBoxArray.length,\n        verticalIconBoxIndex ? verticalIconBoxIndex + 1 : bucket.collisionBoxArray.length,\n        featureIndex,\n        numHorizontalGlyphVertices,\n        numVerticalGlyphVertices,\n        numIconVertices,\n        numVerticalIconVertices,\n        useRuntimeCollisionCircles,\n        0,\n        textOffset0,\n        textOffset1,\n        collisionCircleDiameter,\n        0,\n        hasIconTextFit ? 1 : 0,\n        elevationFeatureIndex,\n    );\n}\n\nfunction anchorIsTooClose(bucket: SymbolBucket, text: string, repeatDistance: number, anchor: Point) {\n    const compareText = bucket.compareText;\n    if (!(text in compareText)) {\n        compareText[text] = [];\n    } else {\n        const otherAnchors = compareText[text];\n        for (let k = otherAnchors.length - 1; k >= 0; k--) {\n            if (anchor.dist(otherAnchors[k]) < repeatDistance) {\n                // If it's within repeatDistance of one anchor, stop looking\n                return true;\n            }\n        }\n    }\n    // If anchor is not within repeatDistance of any other anchor, add to array\n    compareText[text].push(anchor);\n    return false;\n}\n\nfunction calculateMaxIconQuadCount(\n    bucket: SymbolBucket,\n    iconQuads: Array<SymbolQuad>,\n    verticalIconQuads: Array<SymbolQuad> | undefined,\n    layout: PossiblyEvaluated<LayoutProps>,\n    feature: SymbolFeature,\n    canonical: CanonicalTileID,\n    imagePositions: ImagePositionMap,\n    hasIconTextFit: boolean,\n    availableImages: ImageId[],\n): number {\n    const symbolLayer = bucket.layers[0];\n    const appearances = symbolLayer.appearances;\n\n    // Start with the layout icon quad count\n    let maxQuadCount = iconQuads.length;\n\n    // Check vertical icon quads if they exist\n    if (verticalIconQuads) {\n        maxQuadCount = Math.max(maxQuadCount, verticalIconQuads.length);\n    }\n\n    if (appearances.length === 0) {\n        return maxQuadCount;\n    }\n\n    const [iconSizeScaleRangeMin, iconSizeScaleRangeMax] = layout.get('icon-size-scale-range');\n    const iconScaleFactor = clamp(1, iconSizeScaleRangeMin, iconSizeScaleRangeMax);\n\n    // Check each appearance that has an icon to find maximum quad count needed.\n    // The image variant is recomputed (rather than reused) because imagePositions is keyed by the\n    // stringified sized icon, so we need getAppearanceImagePosition's exact same resolution here.\n    for (const appearance of appearances) {\n        if (appearance.hasLayoutProperty('icon-image')) {\n            const imagePosition = getAppearanceImagePosition(bucket, symbolLayer, appearance, feature, canonical, imagePositions, iconScaleFactor, availableImages);\n            if (imagePosition) {\n                maxQuadCount = Math.max(maxQuadCount, getIconQuadsNumber(imagePosition, hasIconTextFit));\n            }\n        }\n    }\n\n    return maxQuadCount;\n}\n\n","import {SDF_SCALE} from '../render/glyph_manager';\nimport {AlphaImage} from '../util/image';\nimport {register} from '../util/web_worker_transfer';\nimport potpack from 'potpack';\n\nimport type {GlyphMap} from './glyph_manager';\n\nconst glyphPadding = 1;\n/*\n    The glyph padding is just to prevent sampling errors at the boundaries between\n    glyphs in the atlas texture, and for that purpose there's no need to make it\n    bigger with high-res SDFs. However, layout is done based on the glyph size\n    including this padding, so scaling this padding is the easiest way to keep\n    layout exactly the same as the SDF_SCALE changes.\n*/\nconst localGlyphPadding = glyphPadding * SDF_SCALE;\n\nexport type GlyphRect = {\n    x: number;\n    y: number;\n    w: number;\n    h: number;\n};\n// {glyphID: glyphRect}\nexport type GlyphPositionMap = {\n    [_: number]: GlyphRect;\n};\n\n// {fontStack: glyphPoistionMap}\nexport type GlyphPositions = {\n    [_: string]: GlyphPositionMap;\n};\n\nexport default class GlyphAtlas {\n    image: AlphaImage;\n    positions: GlyphPositions;\n\n    constructor(stacks: GlyphMap) {\n        const positions: GlyphPositions = {};\n        const bins = [];\n\n        for (const stack in stacks) {\n            const glyphData = stacks[stack];\n            const glyphPositionMap = positions[stack] = {};\n\n            for (const id in glyphData.glyphs) {\n                const src = glyphData.glyphs[+id];\n                if (!src || src.bitmap.width === 0 || src.bitmap.height === 0) continue;\n\n                const padding = src.metrics.localGlyph ? localGlyphPadding : glyphPadding;\n                const bin = {\n                    x: 0,\n                    y: 0,\n                    w: src.bitmap.width + 2 * padding,\n                    h: src.bitmap.height + 2 * padding\n                };\n                bins.push(bin);\n                glyphPositionMap[id] = bin;\n            }\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        const {w, h} = potpack(bins);\n        const image = new AlphaImage({width: w || 1, height: h || 1});\n\n        for (const stack in stacks) {\n            const glyphData = stacks[stack];\n\n            for (const id in glyphData.glyphs) {\n                const src = glyphData.glyphs[+id];\n                if (!src || src.bitmap.width === 0 || src.bitmap.height === 0) continue;\n                const bin = positions[stack][id];\n                const padding = src.metrics.localGlyph ? localGlyphPadding : glyphPadding;\n                AlphaImage.copy(src.bitmap, image, {x: 0, y: 0}, {x: bin.x + padding, y: bin.y + padding}, src.bitmap);\n            }\n        }\n\n        this.image = image;\n        this.positions = positions;\n    }\n}\n\nregister(GlyphAtlas, 'GlyphAtlas');\n","import FeatureIndex from '../data/feature_index';\nimport {performSymbolLayout, postRasterizationSymbolLayout, type SymbolBucketData} from '../symbol/symbol_layout';\nimport {CollisionBoxArray} from '../data/array_types';\nimport DictionaryCoder from '../util/dictionary_coder';\nimport SymbolBucket from '../data/bucket/symbol_bucket';\nimport LineBucket from '../data/bucket/line_bucket';\nimport FillBucket from '../data/bucket/fill_bucket';\nimport FillExtrusionBucket from '../data/bucket/fill_extrusion_bucket';\nimport {warnOnce, mapObject} from '../util/util';\nimport assert from '../style-spec/util/assert';\nimport LineAtlas from '../render/line_atlas';\nimport ImageAtlas, {ImageAtlasReference, getImagePosition, ICON_PADDING, sortImagesMap} from '../render/image_atlas';\nimport {AtlasContentDescriptor} from '../render/atlas_content_descriptor';\nimport GlyphAtlas from '../render/glyph_atlas';\nimport EvaluationParameters from '../style/evaluation_parameters';\nimport {OverscaledTileID} from './tile_id';\nimport {PerformanceUtils, type PerformanceMark} from '../util/performance';\nimport tileTransform from '../geo/projection/tile_transform';\nimport {makeFQID} from \"../util/fqid\";\nimport {type SpritePositions} from '../util/image';\nimport {PROPERTY_ELEVATION_ID} from '../../3d-style/elevation/elevation_constants';\nimport * as HD from '../../modules/hd_worker';\nimport * as Standard from '../../modules/standard_worker';\nimport {ImageId} from '../style-spec/expression/types/image_id';\nimport {RenderSourceType} from './render_source_type';\nimport {HD_ROAD_COVERAGE_SOURCE_LAYER} from './frc_coverage_snapshot';\n\nimport type {FrcCoveragePolygons, FrcCoverageParams} from './frc_coverage_snapshot';\nimport type {ElevationParams} from './elevation_coverage_snapshot';\nimport type {VectorTile} from '@mapbox/vector-tile';\nimport type {CanonicalTileID} from './tile_id';\nimport type Projection from '../geo/projection/projection';\nimport type {Bucket, PopulateParameters, ImageDependenciesMap, IndexedFeature} from '../data/bucket';\nimport type StyleLayer from '../style/style_layer';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type StyleLayerIndex from '../style/style_layer_index';\nimport type {StyleImageMap} from '../style/style_image';\nimport type {\n    WorkerSourceVectorTileRequest,\n    WorkerSourceVectorTileCallback,\n    WorkerSourceActor,\n} from '../source/worker_source';\nimport type {PromoteIdSpecification} from '../style-spec/types';\nimport type {TileTransform} from '../geo/projection/tile_transform';\nimport type {LUT} from \"../util/lut\";\nimport type {GlyphMap} from '../render/glyph_manager';\nimport type {ImagePositionMap} from '../render/image_atlas';\nimport type {ImageRasterizationTasks} from '../render/image_manager';\nimport type {StringifiedImageId} from '../style-spec/expression/types/image_id';\nimport type {ImageVariant, StringifiedImageVariant} from '../style-spec/expression/types/image_variant';\nimport type {StyleModelMap} from '../style/style_mode';\nimport type {IndoorTileOptions} from '../style/indoor_data';\n\n// Check whether any bucket in a tile needs the HD module loaded on main before it can\n// be deserialized. Covers two cases:\n//   1. Fill/line/circle/symbol buckets carrying an `hdExt` — the extension class lives\n//      only in the HD module, so `deserialize` throws \"unregistered class\" without it.\n//   2. Buckets that advertise `requiresHDRuntime = true` — classes that live entirely\n//      in the HD chunk (e.g. `BuildingBucket`) and cannot be reconstructed on main\n//      without HD.\nfunction anyBucketRequiresHD(buckets: Array<Bucket>): boolean {\n    for (const bucket of buckets) {\n        if ((bucket as {hdExt?: unknown}).hdExt != null) return true;\n        if (bucket.requiresHDRuntime) return true;\n    }\n    return false;\n}\n\nfunction anyBucketRequiresStandard(buckets: Array<Bucket>): boolean {\n    for (const bucket of buckets) {\n        if (bucket.requiresStandardRuntime) return true;\n    }\n    return false;\n}\n\nfunction symbolFrcCoverageForLayer(\n    frcCoverage: FrcCoverageParams | null,\n    tileSource: string,\n    sourceLayer: string,\n): {\n    applies: boolean;\n    frcMask: number | null;\n    polygons: FrcCoveragePolygons | null | undefined;\n    tileZoom: number | null | undefined;\n} {\n    const applies = frcCoverage != null && !!HD.matchesCoverageSourceLayer &&\n        HD.matchesCoverageSourceLayer(frcCoverage.sourceLayers, tileSource, sourceLayer);\n    return {\n        applies,\n        frcMask: applies && frcCoverage ? frcCoverage.frcMask : null,\n        polygons: applies && frcCoverage ? frcCoverage.polygons : null,\n        tileZoom: applies && frcCoverage ? frcCoverage.tileZoom : null,\n    };\n}\n\nclass WorkerTile {\n    tileID: OverscaledTileID;\n    uid: number;\n    zoom: number;\n    lut: LUT | null;\n    tileZoom: number;\n    canonical: CanonicalTileID;\n    pixelRatio: number;\n    tileSize: number;\n    source: string;\n    scope: string;\n    promoteId: PromoteIdSpecification | null | undefined;\n    overscaling: number;\n    showCollisionBoxes: boolean;\n    showElevationIdDebug: boolean;\n    collectResourceTiming: boolean;\n    renderSourceType: RenderSourceType | null | undefined;\n    frcCoverage: FrcCoverageParams | null;\n    elevation: ElevationParams | null;\n    crossSourceElevationEnabled: boolean;\n    terrainEnabled: boolean;\n    deferRoadStructure: boolean;\n    extraShadowCaster: boolean | null | undefined;\n    tessellationStep: number | null | undefined;\n    projection: Projection;\n    worldview?: string | null;\n    localizableLayerIds?: Set<string>;\n    tileTransform: TileTransform;\n    brightness: number;\n    scaleFactor: number;\n    indoor: IndoorTileOptions | null;\n    maxUniformBufferBindings: number | null | undefined;\n    maxUniformBlockSizeDwords: number | null | undefined;\n\n    status!: 'parsing' | 'done';\n    data!: VectorTile;\n    collisionBoxArray!: CollisionBoxArray;\n\n    abort!: () => void | null | undefined;\n    reloadCallback?: WorkerSourceVectorTileCallback | null | undefined;\n    vectorTile!: VectorTile;\n    rasterizeTask: AbortController | null | undefined;\n\n    constructor(params: WorkerSourceVectorTileRequest) {\n        this.tileID = new OverscaledTileID(params.tileID.overscaledZ, params.tileID.wrap, params.tileID.canonical.z, params.tileID.canonical.x, params.tileID.canonical.y);\n        this.tileZoom = params.tileZoom;\n        this.uid = params.uid;\n        this.zoom = params.zoom;\n        this.lut = params.lut;\n        this.canonical = params.tileID.canonical;\n        this.pixelRatio = params.pixelRatio;\n        this.tileSize = params.tileSize;\n        this.source = params.source;\n        this.scope = params.scope;\n        this.overscaling = this.tileID.overscaleFactor();\n        this.showCollisionBoxes = params.showCollisionBoxes;\n        this.showElevationIdDebug = params.showElevationIdDebug;\n        this.collectResourceTiming = params.request ? params.request.collectResourceTiming : false;\n        this.promoteId = params.promoteId;\n        this.renderSourceType = params.renderSourceType;\n        this.frcCoverage = params.frcCoverage || null;\n        this.elevation = params.elevation || null;\n        this.crossSourceElevationEnabled = !!params.crossSourceElevationEnabled;\n        this.terrainEnabled = !!params.terrainEnabled;\n        this.deferRoadStructure = false;\n        this.tileTransform = tileTransform(params.tileID.canonical, params.projection);\n        this.projection = params.projection;\n        this.worldview = params.worldview;\n        this.localizableLayerIds = params.localizableLayerIds;\n        this.brightness = params.brightness;\n        this.extraShadowCaster = !!params.extraShadowCaster;\n        this.tessellationStep = params.tessellationStep;\n        this.scaleFactor = params.scaleFactor;\n        this.worldview = params.worldview;\n        this.indoor = params.indoor;\n    }\n\n    // Whether a layer would actually produce a bucket for this tile. Used to avoid\n    // doing work (HD module load, bucket creation) for layers that are hidden, out of\n    // zoom range, or irrelevant to this tile's render source type.\n    isLayerActiveForTile(layer: TypedStyleLayer): boolean {\n        if (this.renderSourceType === RenderSourceType.Symbol && layer.type !== 'symbol') return false;\n        if (this.renderSourceType === RenderSourceType.FillExtrusion && layer.type !== 'fill-extrusion') return false;\n        if (this.renderSourceType === RenderSourceType.Other && (layer.type === 'symbol' || layer.type === 'fill-extrusion')) return false;\n        if (layer.minzoom && this.zoom < Math.floor(layer.minzoom)) return false;\n        if (layer.maxzoom && this.zoom >= layer.maxzoom) return false;\n        if (layer.visibility === 'none') return false;\n        return true;\n    }\n\n    parse(data: VectorTile, layerIndex: StyleLayerIndex, availableImages: ImageId[], availableModels: StyleModelMap, actor: WorkerSourceActor, callback: WorkerSourceVectorTileCallback) {\n        // Tile-level HD gate. If any layer in this tile's source may use HD and the HD\n        // module hasn't loaded yet on this worker, wait for it before parsing. Otherwise\n        // the bucket creation loop would skip `HD.attachExtension` and any features that\n        // rely on HD would render without elevation. Non-HD tiles bypass the gate\n        // entirely and stay fully synchronous.\n        const layerFamilies = layerIndex.familiesBySource[this.source];\n        if ((layerFamilies || this.indoor) && (!HD.loaded || !Standard.loaded)) {\n            let needsHD = !!this.indoor || !!this.frcCoverage; // Indoor needs HD.parseActiveFloors; FRC needs HD.attachExtension\n            let needsStandard = false;\n            for (const sourceLayerId in layerFamilies || {}) {\n                for (const family of layerFamilies[sourceLayerId]) {\n                    const layer = family[0];\n                    // Layers that won't actually parse for this tile shouldn't force a\n                    // module load. The same predicate is applied inside `_parseAfterHD`.\n                    if (!this.isLayerActiveForTile(layer)) continue;\n                    if (!HD.loaded && layer.mayUse('HD')) needsHD = true;\n                    if (!Standard.loaded && layer.mayUse('Standard')) needsStandard = true;\n                }\n            }\n            if (needsHD || needsStandard) {\n                const proceed = () => this._parseAfterHD(data, layerIndex, availableImages, availableModels, actor, callback);\n                const loads: Array<Promise<void>> = [];\n                if (needsHD) loads.push(HD.prepareHD());\n                if (needsStandard) loads.push(Standard.prepareStandard());\n                Promise.all(loads).then(proceed, proceed);\n                return;\n            }\n        }\n        this._parseAfterHD(data, layerIndex, availableImages, availableModels, actor, callback);\n    }\n\n    _parseAfterHD(data: VectorTile, layerIndex: StyleLayerIndex, availableImages: ImageId[], availableModels: StyleModelMap, actor: WorkerSourceActor, callback: WorkerSourceVectorTileCallback) {\n        const m = PerformanceUtils.beginMeasure('parseTile1');\n        this.status = 'parsing';\n        this.data = data;\n\n        // Parse FRC coverage polygons early (before normal bucket creation).\n        // Coverage tiles also create normal buckets so layers like hd-coverage-helper render.\n        let frcCoveragePolygons: FrcCoveragePolygons | undefined;\n        if (this.renderSourceType === RenderSourceType.HdRoadCoverage) {\n            const coverageLayer = data.layers[HD_ROAD_COVERAGE_SOURCE_LAYER];\n            frcCoveragePolygons = coverageLayer && HD.parseFrcCoverageFromLayer ? HD.parseFrcCoverageFromLayer(coverageLayer) : [];\n        }\n\n        this.collisionBoxArray = new CollisionBoxArray();\n        const sourceLayerCoder = new DictionaryCoder(Object.keys(data.layers).sort());\n\n        const featureIndex = new FeatureIndex(this.tileID, this.promoteId);\n        featureIndex.bucketLayerIDs = [];\n\n        const buckets: Record<string, Bucket> = {};\n\n        // we initially reserve space for a 256x256 atlas, but trim it after processing all line features\n        const lineAtlas = new LineAtlas(256, 256);\n\n        const options: PopulateParameters = {\n            featureIndex,\n            iconDependencies: new Map(),\n            patternDependencies: new Map(),\n            glyphDependencies: {},\n            lineAtlas,\n            availableImages,\n            brightness: this.brightness,\n            scaleFactor: this.scaleFactor,\n            showElevationIdDebug: this.showElevationIdDebug,\n            elevationFeatures: undefined,\n            elevationParams: this.elevation,\n            crossSourceElevationEnabled: this.crossSourceElevationEnabled,\n            terrainEnabled: this.terrainEnabled,\n            activeFloors: undefined,\n        };\n\n        if (this.indoor && HD.parseActiveFloors) {\n            options.activeFloors = HD.parseActiveFloors(data, this.indoor, actor, this.canonical);\n        }\n\n        const asyncBucketLoads: Promise<unknown>[] = [];\n        const layerFamilies = layerIndex.familiesBySource[this.source];\n\n        // Defer configured coverage source layers when HD coverage hasn't resolved yet.\n        // When coverage arrives, tiles are reparsed with coverageFrcMask set,\n        // allowing fully covered features to be skipped at parse time.\n        this.deferRoadStructure = false;\n        if (this.renderSourceType !== RenderSourceType.HdRoadCoverage &&\n            this.frcCoverage != null &&\n            !this.frcCoverage.resolved &&\n            this.frcCoverage.frcMask === null) {\n            for (const sourceLayerId in layerFamilies) {\n                if (HD.matchesCoverageSourceLayer && HD.matchesCoverageSourceLayer(this.frcCoverage.sourceLayers, this.source, sourceLayerId)) {\n                    this.deferRoadStructure = true;\n                    break;\n                }\n            }\n        }\n\n        for (const sourceLayerId in layerFamilies) {\n            const sourceLayer = data.layers[sourceLayerId];\n            if (!sourceLayer) {\n                continue;\n            }\n\n            let anySymbolLayers = false;\n            let anyFillExtrusionLayers = false;\n            let anyOtherLayers = false;\n            let any3DLayer = false;\n\n            for (const family of layerFamilies[sourceLayerId]) {\n                if (family[0].type === 'symbol') {\n                    anySymbolLayers = true;\n                } else if (family[0].type === 'fill-extrusion') {\n                    anyFillExtrusionLayers = true;\n                } else {\n                    anyOtherLayers = true;\n                }\n                if (family[0].is3D() && family[0].type !== 'model') {\n                    any3DLayer = true;\n                }\n            }\n\n            if (this.extraShadowCaster && !any3DLayer) {\n                continue;\n            }\n\n            // Source-layer level filtering: skip entire source layers that have no relevant layer types\n            if (this.renderSourceType === RenderSourceType.Symbol && !anySymbolLayers) {\n                continue;\n            } else if (this.renderSourceType === RenderSourceType.FillExtrusion && !anyFillExtrusionLayers) {\n                continue;\n            } else if ((this.renderSourceType === RenderSourceType.Other ||\n                        this.renderSourceType === RenderSourceType.HdRoadCoverage) && !anyOtherLayers) {\n                continue;\n            }\n\n            // Defer configured coverage source layers when coverage hasn't resolved.\n            const isRoadOrStructureLayer = this.frcCoverage != null && !!HD.matchesCoverageSourceLayer && HD.matchesCoverageSourceLayer(this.frcCoverage.sourceLayers, this.source, sourceLayerId);\n            if (this.deferRoadStructure && isRoadOrStructureLayer) {\n                continue;\n            }\n\n            if (sourceLayer.version === 1) {\n                warnOnce(`Vector tile source \"${this.source}\" layer \"${sourceLayerId}\" ` +\n                    `does not use vector tile spec v2 and therefore may have some rendering errors.`);\n            }\n\n            const sourceLayerIndex = sourceLayerCoder.encode(sourceLayerId);\n            const features: IndexedFeature[] = [];\n\n            const localizable = this.localizableLayerIds && this.localizableLayerIds.has(sourceLayerId);\n\n            let elevationDependency = false;\n            for (let index = 0, currentFeatureIndex = 0; index < sourceLayer.length; index++) {\n                const feature = sourceLayer.feature(index);\n                const id = featureIndex.getId(feature, sourceLayerId);\n                const worldview = feature.properties ? feature.properties.worldview : null;\n\n                // Handle feature localization based on the map worldview:\n                // 1. If the feature layer is localizable, check if it has a 'worldview' property\n                // 2. Check if the feature worldview is 'all' (visible in all worldviews) or matches the current map worldview\n                // 3. Mark the feature with '$localized' property or skip it otherwise\n                if (localizable && this.worldview && typeof worldview === 'string') {\n                    if (worldview === 'all') {\n                        feature.properties['$localized'] = true;\n                    } else if (worldview.split(',').includes(this.worldview)) {\n                        feature.properties['$localized'] = true;\n                        feature.properties['worldview'] = this.worldview;\n                    } else {\n                        continue; // Skip features that don't match the current worldview\n                    }\n                }\n\n                if (!elevationDependency && feature.properties && Object.hasOwn(feature.properties, PROPERTY_ELEVATION_ID)) {\n                    elevationDependency = true;\n                }\n\n                // Skip features fully covered by FRC mask on road/structure source layers\n                if (isRoadOrStructureLayer && this.frcCoverage && this.frcCoverage.frcMask && feature.properties && HD.isFeatureCoveredByFrcMask &&\n                    HD.isFeatureCoveredByFrcMask(feature.properties, this.frcCoverage.frcMask)) {\n                    continue;\n                }\n\n                features.push({feature, id, index: currentFeatureIndex, sourceLayerIndex});\n                currentFeatureIndex++;\n            }\n\n            if (elevationDependency && !options.elevationFeatures && HD.parseElevationFeatures) {\n                options.elevationFeatures = HD.parseElevationFeatures(data, this.canonical);\n            }\n\n            for (const family of layerFamilies[sourceLayerId]) {\n                const layer = family[0];\n\n                if (this.extraShadowCaster && (!layer.is3D() || layer.type === 'model')) {\n                    // avoid to spend resources in 2D layers or 3D model layers (trees) for extra shadow casters\n                    continue;\n                }\n                // Three-way render source type filtering:\n                if (this.renderSourceType === RenderSourceType.Symbol && layer.type !== 'symbol') continue;\n                if (this.renderSourceType === RenderSourceType.FillExtrusion && layer.type !== 'fill-extrusion') continue;\n                if ((this.renderSourceType === RenderSourceType.Other ||\n                     this.renderSourceType === RenderSourceType.HdRoadCoverage) &&\n                    (layer.type === 'symbol' || layer.type === 'fill-extrusion')) continue;\n                assert(layer.source === this.source);\n                if (!this.isLayerActiveForTile(layer)) continue;\n\n                // Assign bucket.index and register the layer-id mapping synchronously in\n                // style order. The async prepare() chain below can resolve out of order\n                // (HD layers add a microtask tick for the dynamic-import await), and\n                // queryRenderedFeatures / hit-testing rely on bucket.index reflecting the\n                // layer's position in the style.\n                const bucketIndex = featureIndex.bucketLayerIDs.length;\n                featureIndex.bucketLayerIDs.push(family.map((l) => makeFQID(l.id, l.scope)));\n\n                const processBucket = () => {\n                    // Recalculate right before populate: `family` layers are shared across tiles and recalculate\n                    // mutates their zoom-dependent layout in place. On the async prepare() path another tile could\n                    // otherwise recalculate at a different zoom in between, giving wrong zoom-stepped values (e.g. model-id).\n                    recalculateLayers(family, this.zoom, options.brightness, availableImages, this.worldview, options.activeFloors);\n                    const styleLayer: StyleLayer = layer;\n                    assert(styleLayer.createBucket);\n                    const bucket: Bucket = buckets[layer.id] = styleLayer.createBucket({\n                        index: bucketIndex,\n                        layers: family,\n                        zoom: this.zoom,\n                        lut: this.lut,\n                        canonical: this.canonical,\n                        pixelRatio: this.pixelRatio,\n                        overscaling: this.overscaling,\n                        collisionBoxArray: this.collisionBoxArray,\n                        sourceLayerIndex,\n                        sourceLayerName: sourceLayerId,\n                        sourceID: this.source,\n                        projection: this.projection.spec,\n                        tessellationStep: this.tessellationStep,\n                        styleDefinedModelURLs: availableModels,\n                        worldview: this.worldview,\n                        localizable,\n                        availableImages,\n                        maxUniformBufferBindings: this.maxUniformBufferBindings,\n                        maxUniformBlockSizeDwords: this.maxUniformBlockSizeDwords\n                    });\n\n                    assert(this.tileTransform.projection.name === this.projection.name);\n\n                    // Attach HD extension when the layer declares HD elevation OR when the\n                    // bucket's source layer participates in FRC coverage. Dispatching through\n                    // HD.attachExtension keeps the relevance checks and the concrete extension\n                    // classes in the HD module — core stays unaware of which bucket types are\n                    // HD-augmentable.\n                    if (HD.attachExtension) HD.attachExtension(bucket, this.frcCoverage ? this.frcCoverage.sourceLayers : null);\n\n                    bucket.populate(features, options, this.tileID.canonical, this.tileTransform);\n                };\n\n                // Only module-relevant layers go through the async prepare() path; everything\n                // else stays fully synchronous so non-HD/Standard tiles pay no microtask overhead.\n                if (layer.mayUse('HD') || layer.mayUse('Standard')) {\n                    asyncBucketLoads.push(layer.prepare().then(() => processBucket()));\n                } else {\n                    processBucket();\n                }\n            }\n        }\n\n        const prepareTile = () => {\n            lineAtlas.trim();\n            const hasTunnelGeometry = !!(options.elevationFeatures && options.elevationFeatures.some((feature) => feature.heightRange.min < 0.0));\n\n            // While cross-source elevation is on, always report a parsed sidecar (`[]` if none);\n            // ingest treats `undefined` as not-yet-parsed.\n            let elevationSidecar = options.elevationFeatures;\n            if (this.crossSourceElevationEnabled && HD.parseElevationFeatures) {\n                elevationSidecar = elevationSidecar || HD.parseElevationFeatures(data, this.canonical) || [];\n            }\n\n            let error: Error | null | undefined;\n            let glyphMap: GlyphMap;\n            let iconMap: StyleImageMap<StringifiedImageVariant>;\n            let patternMap: StyleImageMap<StringifiedImageVariant>;\n            let iconRasterizationTasks: ImageRasterizationTasks;\n            let patternRasterizationTasks: ImageRasterizationTasks;\n            let imageVersions: Map<string, number>;\n            const taskMetadata = {type: 'maybePrepare', renderSourceType: this.renderSourceType, zoom: this.zoom} as const;\n\n            const maybePrepare = () => {\n                if (error) {\n                    this.status = 'done';\n                    return callback(error);\n                } else if (this.extraShadowCaster) {\n                    const m = PerformanceUtils.beginMeasure('parseTile2');\n                    this.status = 'done';\n                    const transferredBuckets = Object.values(buckets).filter(b => !b.isEmpty());\n                    callback(null, {\n                        buckets: transferredBuckets,\n                        containsHdExt: anyBucketRequiresHD(transferredBuckets),\n                        containsStandardExt: anyBucketRequiresStandard(transferredBuckets),\n                        featureIndex,\n                        collisionBoxArray: null,\n                        hasTunnelGeometry,\n                        glyphAtlasImage: null,\n                        lineAtlas: null,\n                        imageAtlas: null,\n                        brightness: options.brightness,\n                        hasDeferredElevationFeatures: HD.anyDeferredElevationFeatures ? HD.anyDeferredElevationFeatures(buckets) : false,\n                        parsedElevationFeatures: elevationSidecar,\n                        // Only used for benchmarking:\n                        glyphMap: null,\n                        iconMap: null,\n                        glyphPositions: null\n                    });\n                    PerformanceUtils.endMeasure(m, [[\"tileID\", this.tileID.toString()], [\"source\", this.source]]);\n                } else if (glyphMap && iconMap && patternMap && imageVersions) {\n                    const m = PerformanceUtils.beginMeasure('parseTile2');\n                    const glyphAtlas = new GlyphAtlas(glyphMap);\n\n                    const iconPositions: ImagePositionMap = new Map();\n                    for (const [id, icon] of iconMap.entries()) {\n                        const {imagePosition} = getImagePosition(id, icon, ICON_PADDING);\n                        iconPositions.set(id, imagePosition);\n                    }\n\n                    const symbolLayoutData: Record<string, SymbolBucketData> = {};\n                    for (const key in buckets) {\n                        const bucket = buckets[key];\n                        if (bucket instanceof SymbolBucket) {\n                            recalculateLayers(bucket.layers, this.zoom, options.brightness, availableImages, this.worldview, options.activeFloors);\n                            const layer = bucket.layers[0];\n                            const frc = symbolFrcCoverageForLayer(this.frcCoverage, this.source, layer.sourceLayer);\n                            symbolLayoutData[key] = performSymbolLayout(\n                                bucket,\n                                glyphMap,\n                                glyphAtlas.positions,\n                                iconMap,\n                                iconPositions,\n                                this.tileID.canonical,\n                                this.tileZoom,\n                                this.scaleFactor,\n                                this.pixelRatio,\n                                iconRasterizationTasks,\n                                this.worldview,\n                                availableImages,\n                                frc.frcMask,\n                                frc.polygons,\n                                frc.tileZoom,\n                                HD.isFeatureCoveredByFrcMask || null,\n                                HD.symbolAnchorInFrcCoverage || null);\n                        }\n                    }\n\n                    if (iconRasterizationTasks.size || patternRasterizationTasks.size) {\n                        this.rasterizeTask = actor.sendCancelable('rasterizeImages', {scope: this.scope, iconTasks: iconRasterizationTasks, patternTasks: patternRasterizationTasks}, {}, (err, rasterizedImages) => {\n                            if (!err) {\n                                for (const [id, data] of rasterizedImages.entries()) {\n                                    if (iconMap.has(id)) iconMap.set(id, Object.assign(iconMap.get(id), {data}));\n                                    if (patternMap.has(id)) patternMap.set(id, Object.assign(patternMap.get(id), {data}));\n                                }\n                            }\n                            postRasterizationLayout(symbolLayoutData, glyphAtlas, m, imageVersions);\n                        });\n                    } else {\n                        postRasterizationLayout(symbolLayoutData, glyphAtlas, m, imageVersions);\n                    }\n\n                }\n            };\n\n            const postRasterizationLayout = (symbolLayoutData: Record<string, SymbolBucketData>, glyphAtlas: GlyphAtlas, m: PerformanceMark, imageVersions?: Map<string, number>) => {\n\n                // Check if we have any images - if not, skip atlas caching to avoid extra round-trips\n                const hasImages = iconMap.size > 0 || patternMap.size > 0;\n                const hasSymbolLayout = Object.keys(symbolLayoutData).length > 0;\n\n                // If no images and no symbol layout, we can complete synchronously\n                if (!hasImages && !hasSymbolLayout) {\n                    this.status = 'done';\n                    const transferredBuckets = Object.values(buckets).filter(b => !b.isEmpty());\n                    callback(null, {\n                        buckets: transferredBuckets,\n                        containsHdExt: anyBucketRequiresHD(transferredBuckets),\n                        containsStandardExt: anyBucketRequiresStandard(transferredBuckets),\n                        featureIndex,\n                        collisionBoxArray: this.collisionBoxArray,\n                        hasTunnelGeometry,\n                        glyphAtlasImage: glyphAtlas.image,\n                        lineAtlas,\n                        imageAtlas: null,\n                        brightness: options.brightness,\n                        hasDeferredRoadStructure: this.deferRoadStructure,\n                        frcCoveragePolygons,\n                        hasDeferredElevationFeatures: HD.anyDeferredElevationFeatures ? HD.anyDeferredElevationFeatures(buckets) : false,\n                        parsedElevationFeatures: elevationSidecar,\n                    });\n                    PerformanceUtils.endMeasure(m, [[\"tileID\", this.tileID.toString()], [\"source\", this.source]]);\n                    return;\n                }\n\n                const completeBucketProcessing = (imageAtlasForTransfer: ImageAtlas | ImageAtlasReference | null, positions: {iconPositions: ImagePositionMap; patternPositions: ImagePositionMap}) => {\n                    // Process buckets using positions\n                    for (const key in buckets) {\n                        const bucket = buckets[key];\n                        if (key in symbolLayoutData) {\n                            postRasterizationSymbolLayout(bucket as SymbolBucket, symbolLayoutData[key], this.showCollisionBoxes, availableImages, this.tileID.canonical, this.tileZoom, this.projection, this.brightness, iconMap, positions);\n                        } else if (bucket.hasPattern &&\n                            (bucket instanceof LineBucket ||\n                                bucket instanceof FillBucket ||\n                                bucket instanceof FillExtrusionBucket)) {\n                            recalculateLayers(bucket.layers, this.zoom, options.brightness, availableImages, this.worldview, options.activeFloors);\n                            const imagePositions: SpritePositions = Object.fromEntries(positions.patternPositions);\n                            bucket.addFeatures(options, this.tileID.canonical, imagePositions, availableImages, this.tileTransform, this.brightness);\n                        }\n                    }\n\n                    this.status = 'done';\n                    const transferredBuckets = Object.values(buckets).filter(b => !b.isEmpty());\n                    callback(null, {\n                        buckets: transferredBuckets,\n                        containsHdExt: anyBucketRequiresHD(transferredBuckets),\n                        containsStandardExt: anyBucketRequiresStandard(transferredBuckets),\n                        featureIndex,\n                        collisionBoxArray: this.collisionBoxArray,\n                        hasTunnelGeometry,\n                        glyphAtlasImage: glyphAtlas.image,\n                        lineAtlas,\n                        imageAtlas: imageAtlasForTransfer,\n                        brightness: options.brightness,\n                        hasDeferredRoadStructure: this.deferRoadStructure,\n                        frcCoveragePolygons,\n                        hasDeferredElevationFeatures: HD.anyDeferredElevationFeatures ? HD.anyDeferredElevationFeatures(buckets) : false,\n                        parsedElevationFeatures: elevationSidecar,\n                    });\n                    PerformanceUtils.endMeasure(m, [[\"tileID\", this.tileID.toString()], [\"source\", this.source]]);\n                };\n\n                // If we have images, do atlas caching\n                if (hasImages) {\n                    // Phase 1: Create descriptor and check cache on main thread BEFORE creating atlas\n                    // This ensures subsequent tiles can reuse the cached atlas from the first tile\n                    // Cache parsed variants to avoid re-parsing in AtlasContentDescriptor\n                    const variantCache = new Map<StringifiedImageVariant, ImageVariant>();\n                    const sortedIcons = sortImagesMap(iconMap, variantCache);\n                    const sortedPatterns = sortImagesMap(patternMap, variantCache);\n                    const descriptor = new AtlasContentDescriptor(sortedIcons, sortedPatterns, imageVersions, this.lut, this.scope, variantCache);\n\n                    actor.send('checkAtlasCache', {descriptor, scope: this.scope})\n                        .then((cachedPositions) => {\n                            let imageAtlasForTransfer: ImageAtlas | ImageAtlasReference;\n                            let positions: {iconPositions: ImagePositionMap; patternPositions: ImagePositionMap};\n\n                            if (cachedPositions) {\n                                imageAtlasForTransfer = new ImageAtlasReference(cachedPositions.sourceHash);\n                                positions = cachedPositions;\n                            } else {\n                                const imageAtlas = new ImageAtlas(iconMap, patternMap, this.lut, imageVersions, this.scope);\n                                imageAtlasForTransfer = imageAtlas;\n                                positions = imageAtlas;\n                            }\n\n                            completeBucketProcessing(imageAtlasForTransfer, positions);\n                        })\n                        .catch((err: Error) => {\n                            if (err.name !== 'AbortError') warnOnce(`[Worker] Error checking atlas cache: ${err.message}`);\n                            const imageAtlas = new ImageAtlas(iconMap, patternMap, this.lut, imageVersions, this.scope);\n                            completeBucketProcessing(imageAtlas, imageAtlas);\n                        });\n                } else {\n                    // No images but has symbol layout (text-only symbols) - complete synchronously\n                    // Provide empty position maps for text-only symbols\n                    const emptyPositions = {\n                        iconPositions: new Map(),\n                        patternPositions: new Map()\n                    };\n                    completeBucketProcessing(null, emptyPositions);\n                }\n            };\n\n            if (!this.extraShadowCaster) {\n                const stacks = mapObject(options.glyphDependencies, (glyphs) => Object.keys(glyphs).map(Number));\n                if (Object.keys(stacks).length) {\n                    actor.send('getGlyphs', {uid: this.uid, stacks}, {metadata: taskMetadata})\n                        .then((result: GlyphMap) => {\n                            if (!error) {\n                                glyphMap = result;\n                                maybePrepare();\n                            }\n                        })\n                        .catch((err: Error) => {\n                            if (!error) {\n                                error = err;\n                                maybePrepare();\n                            }\n                        });\n                } else {\n                    glyphMap = {};\n                }\n\n                imageVersions = new Map();\n\n                const icons = Array.from(options.iconDependencies.keys()).map((id) => ImageId.parse(id));\n                const patterns = Array.from(options.patternDependencies.keys()).map((id) => ImageId.parse(id));\n                if (icons.length || patterns.length) {\n                    actor.send('getImages', {icons, patterns, source: this.source, scope: this.scope, tileID: this.tileID}, {metadata: taskMetadata})\n                        .then((getImagesResult) => {\n                            if (error) return;\n                            iconMap = new Map();\n                            patternMap = new Map();\n                            iconRasterizationTasks = this.updateImageMapAndGetImageTaskQueue(iconMap, getImagesResult.images, options.iconDependencies);\n                            patternRasterizationTasks = this.updateImageMapAndGetImageTaskQueue(patternMap, getImagesResult.images, options.patternDependencies);\n                            for (const [id, version] of getImagesResult.versions.entries()) {\n                                imageVersions.set(id, version);\n                            }\n                            maybePrepare();\n                        })\n                        .catch((err: Error) => {\n                            if (!error) {\n                                error = err;\n                                maybePrepare();\n                            }\n                        });\n                } else {\n                    iconMap = new Map();\n                    patternMap = new Map();\n                    iconRasterizationTasks = new Map();\n                    patternRasterizationTasks = new Map();\n                }\n            }\n\n            if (HD.postprocessTile) HD.postprocessTile({buckets, data, sourceLayerCoder, canonical: this.tileID.canonical, options});\n\n            PerformanceUtils.endMeasure(m, [[\"tileID\", this.tileID.toString()], [\"source\", this.source]]);\n\n            maybePrepare();\n        };\n\n        if (asyncBucketLoads.length > 0) {\n            Promise.allSettled(asyncBucketLoads)\n                .then(prepareTile)\n                .catch(callback);\n        } else {\n            prepareTile();\n        }\n    }\n\n    updateParameters(params: WorkerSourceVectorTileRequest) {\n        this.scaleFactor = params.scaleFactor;\n        this.showCollisionBoxes = params.showCollisionBoxes;\n        this.showElevationIdDebug = params.showElevationIdDebug;\n        this.projection = params.projection;\n        this.brightness = params.brightness;\n        this.tileTransform = tileTransform(params.tileID.canonical, params.projection);\n        this.extraShadowCaster = params.extraShadowCaster;\n        this.lut = params.lut;\n        this.worldview = params.worldview;\n        this.indoor = params.indoor;\n        this.frcCoverage = params.frcCoverage || null;\n        this.elevation = params.elevation || null;\n        this.crossSourceElevationEnabled = !!params.crossSourceElevationEnabled;\n        this.terrainEnabled = !!params.terrainEnabled;\n    }\n\n    updateImageMapAndGetImageTaskQueue(imageMap: StyleImageMap<StringifiedImageVariant>, images: StyleImageMap<StringifiedImageId>, imageDependencies: ImageDependenciesMap): ImageRasterizationTasks {\n        const imageRasterizationTasks: ImageRasterizationTasks = new Map();\n        for (const imageName of images.keys()) {\n            const requiredImageVariants = imageDependencies.get(imageName) || [];\n            for (const imageVariant of requiredImageVariants) {\n                const imageVariantStr = imageVariant.toString();\n                const image = images.get(imageVariant.id.toString());\n                if (!image.usvg) {\n                    imageMap.set(imageVariantStr, image);\n                } else if (!imageRasterizationTasks.has(imageVariantStr)) {\n                    imageRasterizationTasks.set(imageVariantStr, imageVariant);\n                    imageMap.set(imageVariantStr, {...image});\n                }\n            }\n        }\n\n        return imageRasterizationTasks;\n    }\n\n    cancelRasterize() {\n        if (this.rasterizeTask) {\n            this.rasterizeTask.abort();\n        }\n    }\n}\n\nfunction recalculateLayers(layers: ReadonlyArray<TypedStyleLayer>, zoom: number, brightness: number, availableImages: ImageId[], worldview: string | undefined, activeFloors: Set<string> | undefined) {\n    // Layers are shared and may have been used by a WorkerTile with a different zoom.\n    const parameters = new EvaluationParameters(zoom, {brightness, worldview, activeFloors});\n    for (const layer of layers) {\n        layer.recalculate(parameters, availableImages);\n    }\n}\n\nexport default WorkerTile;\n","import {VectorTile} from '@mapbox/vector-tile';\nimport {PbfReader} from 'pbf';\nimport WorkerTile from './worker_tile';\nimport {getPerformanceMeasurement} from '../util/performance';\nimport {Evented} from '../util/evented';\nimport {loadVectorTile, DedupedRequest} from './load_vector_tile';\n\nimport type {\n    WorkerSource,\n    WorkerSourceOptions,\n    WorkerSourceTileRequest,\n    WorkerSourceVectorTileRequest,\n    WorkerSourceVectorTileResult,\n    WorkerSourceVectorTileCallback,\n    WorkerSourceActor,\n} from './worker_source';\nimport type StyleLayerIndex from '../style/style_layer_index';\nimport type Scheduler from '../util/scheduler';\nimport type {TaskMetadata} from '../util/scheduler';\nimport type {LoadVectorData, LoadVectorDataCallback, LoadVectorTileResult} from './load_vector_tile';\nimport type {Cancelable} from '../types/cancelable';\nimport type {TileProvider} from './tile_provider';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {StyleModelMap} from '../style/style_mode';\n\n/**\n * The {@link WorkerSource} implementation that supports {@link VectorTileSource}.\n * This class is designed to be easily reused to support custom source types\n * for data formats that can be parsed/converted into an in-memory VectorTile\n * representation.\n *\n * @private\n */\nclass VectorTileWorkerSource extends Evented implements WorkerSource {\n    actor: WorkerSourceActor;\n    layerIndex: StyleLayerIndex;\n    availableImages: ImageId[];\n    availableModels: StyleModelMap;\n    loadVectorData: LoadVectorData;\n    tileProvider?: TileProvider<ArrayBuffer | ImageBitmap>;\n    loading: Record<number, WorkerTile>;\n    loaded: Record<number, WorkerTile>;\n    deduped: DedupedRequest;\n    isSpriteLoaded: boolean;\n    scheduler?: Scheduler | null;\n    brightness?: number | null;\n    maxUniformBufferBindings?: number | null;\n    maxUniformBlockSizeDwords?: number | null;\n\n    /**\n     * @private\n     */\n    constructor({actor, layerIndex, availableImages, availableModels, isSpriteLoaded, tileProvider, brightness, maxUniformBufferBindings, maxUniformBlockSizeDwords}: WorkerSourceOptions) {\n        super();\n        this.actor = actor;\n        this.layerIndex = layerIndex;\n        this.availableImages = availableImages;\n        this.availableModels = availableModels;\n        this.loadVectorData = loadVectorTile;\n        this.tileProvider = tileProvider;\n        this.loading = {};\n        this.loaded = {};\n        this.deduped = new DedupedRequest(actor.scheduler);\n        this.isSpriteLoaded = isSpriteLoaded;\n        this.scheduler = actor.scheduler;\n        this.brightness = brightness;\n        this.maxUniformBufferBindings = maxUniformBufferBindings;\n        this.maxUniformBlockSizeDwords = maxUniformBlockSizeDwords;\n    }\n\n    /**\n     * Loads tile data using the provider if available, otherwise falls back to loadVectorData.\n     * @private\n     */\n    loadTileData(params: WorkerSourceVectorTileRequest, callback: LoadVectorDataCallback): Cancelable['cancel'] {\n        if (!this.tileProvider) {\n            return this.loadVectorData(params, callback);\n        }\n\n        const controller = new AbortController();\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.loadTileWithProvider(this.tileProvider, params, controller, callback);\n        return () => controller.abort();\n    }\n\n    async loadTileWithProvider(provider: TileProvider<ArrayBuffer | ImageBitmap>, params: WorkerSourceVectorTileRequest, controller: AbortController, callback: LoadVectorDataCallback) {\n        const {z, x, y} = params.tileID.canonical;\n        try {\n            const response = await provider.loadTile({z, x, y}, {request: params.request, signal: controller.signal});\n\n            if (controller.signal.aborted) return;\n\n            // Produce a 404 error so SourceCache triggers parent tile lookup for the missing tile\n            if (response == null) {\n                const err: Error & {status?: number} = new Error('Tile not found');\n                err.status = 404;\n                return callback(err);\n            }\n\n            // Intentionally empty tile\n            if (response.data == null) return callback(null, null);\n\n            if (response.data instanceof ImageBitmap) {\n                return callback(new Error('Vector tiles require ArrayBuffer data'));\n            }\n\n            const headers = new Headers();\n            if (response.expires) headers.set('expires', response.expires);\n            if (response.cacheControl) headers.set('cache-control', response.cacheControl);\n\n            callback(null, {rawData: response.data, headers});\n        } catch (err) {\n            if (controller.signal.aborted) return;\n            // eslint-disable-next-line @typescript-eslint/no-base-to-string\n            callback(err instanceof Error ? err : new Error(String(err)));\n        }\n    }\n\n    /**\n     * Implements {@link WorkerSource#loadTile}. Delegates to\n     * {@link VectorTileWorkerSource#loadTileData} for fetching raw tile data.\n     * @private\n     */\n    _fetchTileData(workerTile: WorkerTile, params: WorkerSourceVectorTileRequest): Promise<LoadVectorTileResult | null | undefined> {\n        return new Promise((resolve, reject) => {\n            workerTile.abort = this.loadTileData(params, (err, response) => {\n                if (err) reject(err);\n                else resolve(response);\n            });\n        });\n    }\n\n    async _parse(workerTile: WorkerTile, params: WorkerSourceVectorTileRequest): Promise<WorkerSourceVectorTileResult | null | undefined> {\n        // When the sprite isn't ready, defer until Style emits 'spriteLoaded' (surfaced here as 'isSpriteLoaded').\n        const deferred = !this.isSpriteLoaded;\n        if (deferred) {\n            await this.once('isSpriteLoaded');\n        }\n\n        return new Promise<WorkerSourceVectorTileResult | null | undefined>((resolve, reject) => {\n            const runParse = () => workerTile.parse(workerTile.vectorTile, this.layerIndex, this.availableImages, this.availableModels, this.actor, (err, result) => {\n                if (err) reject(err);\n                else resolve(result);\n            });\n\n            // Tiles that waited for the sprite are routed through the scheduler so parsing is prioritized by zoom/type.\n            if (deferred && this.scheduler) {\n                const metadata: TaskMetadata = {type: 'parseTile', renderSourceType: params.renderSourceType, zoom: params.tileZoom};\n                this.scheduler.add(runParse, metadata);\n            } else {\n                runParse();\n            }\n        });\n    }\n\n    async loadTile(params: WorkerSourceVectorTileRequest): Promise<WorkerSourceVectorTileResult | null> {\n        const uid = params.uid;\n        const requestParam = params && params.request;\n        const perf = requestParam && requestParam.collectResourceTiming;\n\n        const workerTile = this.loading[uid] = new WorkerTile(params);\n        workerTile.maxUniformBufferBindings = this.maxUniformBufferBindings;\n        workerTile.maxUniformBlockSizeDwords = this.maxUniformBlockSizeDwords;\n\n        const reload = (err: Error | null, result?: WorkerSourceVectorTileResult | null) => {\n            const reloadCallback = workerTile.reloadCallback;\n            if (!reloadCallback) return;\n            delete workerTile.reloadCallback;\n            if (err || !result) {\n                reloadCallback(err, null);\n            } else {\n                workerTile.parse(workerTile.vectorTile, this.layerIndex, this.availableImages, this.availableModels, this.actor, reloadCallback);\n            }\n        };\n\n        let response: LoadVectorTileResult | null | undefined;\n        let dataErr: unknown;\n        try {\n            response = await this._fetchTileData(workerTile, params);\n        } catch (err) {\n            dataErr = err;\n        }\n\n        const aborted = !this.loading[uid];\n        delete this.loading[uid];\n        workerTile.cancelRasterize();\n\n        if (dataErr || aborted || !response) {\n            workerTile.status = 'done';\n            if (!aborted) this.loaded[uid] = workerTile;\n            if (dataErr) throw dataErr;\n            return null;\n        }\n\n        const rawTileData = response.rawData;\n\n        // response.vectorTile will be present in the GeoJSON worker case (which inherits from this class)\n        // because we stub the vector tile interface around JSON data instead of parsing it directly\n        workerTile.vectorTile = response.vectorTile || new VectorTile(new PbfReader(rawTileData));\n\n        this.loaded = this.loaded || {};\n        this.loaded[uid] = workerTile;\n\n        let result: WorkerSourceVectorTileResult | null | undefined;\n        try {\n            result = await this._parse(workerTile, params);\n        } catch (err) {\n            reload(err as Error);\n            throw err;\n        }\n\n        if (!result) {\n            reload(null, null);\n            return null;\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const resourceTiming: Record<string, any> = {};\n        if (perf) {\n            // Transferring a copy of rawTileData because the worker needs to retain its copy.\n            const resourceTimingData = getPerformanceMeasurement(requestParam);\n            // it's necessary to eval the result of getEntriesByName() here via parse/stringify\n            // late evaluation in the main thread causes TypeError: illegal invocation\n            if (resourceTimingData.length > 0) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                resourceTiming.resourceTiming = JSON.parse(JSON.stringify(resourceTimingData));\n            }\n        }\n\n        const finalResult = {rawTileData: rawTileData.slice(0), headers: response.headers, ...result, ...resourceTiming} as WorkerSourceVectorTileResult;\n\n        reload(null, result);\n\n        return finalResult;\n    }\n\n    /**\n     * Implements {@link WorkerSource#reloadTile}.\n     * @private\n     */\n    async reloadTile(params: WorkerSourceVectorTileRequest): Promise<WorkerSourceVectorTileResult | undefined | null> {\n        const loaded = this.loaded;\n        const uid = params.uid;\n\n        if (loaded && loaded[uid]) {\n            return new Promise((resolve, reject) => {\n                const workerTile = loaded[uid];\n                workerTile.updateParameters(params);\n                const done: WorkerSourceVectorTileCallback = (err, data) => {\n                    const reloadCallback = workerTile.reloadCallback;\n                    if (reloadCallback) {\n                        delete workerTile.reloadCallback;\n                        workerTile.parse(workerTile.vectorTile, this.layerIndex, this.availableImages, this.availableModels, this.actor, reloadCallback);\n                    }\n                    if (err) reject(err);\n                    else resolve(data);\n                };\n\n                if (workerTile.status === 'parsing') {\n                    workerTile.reloadCallback = done;\n                } else if (workerTile.status === 'done') {\n                    // if there was no vector tile data on the initial load, don't try and re-parse tile\n                    if (workerTile.vectorTile) {\n                        workerTile.parse(workerTile.vectorTile, this.layerIndex, this.availableImages, this.availableModels, this.actor, done);\n                    } else {\n                        done();\n                    }\n                } else {\n                    resolve(undefined);\n                }\n            });\n        }\n    }\n\n    /**\n     * Implements {@link WorkerSource#abortTile}.\n     * @private\n     */\n    abortTile(params: WorkerSourceTileRequest): void {\n        const uid = params.uid;\n        const tile = this.loading[uid];\n        if (tile) {\n            if (tile.abort) tile.abort();\n            delete this.loading[uid];\n        }\n    }\n\n    /**\n     * Implements {@link WorkerSource#removeTile}.\n     * @private\n     */\n    removeTile(params: WorkerSourceTileRequest): void {\n        const loaded = this.loaded,\n            uid = params.uid;\n        if (loaded && loaded[uid]) {\n            delete loaded[uid];\n        }\n    }\n}\n\nexport default VectorTileWorkerSource;\n","import DEMData from '../data/dem_data';\nimport {getArrayBuffer} from '../util/ajax';\nimport {prevPowerOfTwo} from '../util/util';\n\nimport type {TileProvider} from './tile_provider';\nimport type {DEMSourceEncoding} from '../data/dem_data';\nimport type {Cancelable} from '../../src/types/cancelable';\nimport type {\n    WorkerSource,\n    WorkerSourceOptions,\n    WorkerSourceTileRequest,\n    WorkerSourceDEMTileRequest,\n    WorkerSourceDEMTileResult,\n} from './worker_source';\n\nclass RasterDEMTileWorkerSource implements WorkerSource {\n    tileProvider?: TileProvider<ArrayBuffer | ImageBitmap>;\n    loading: Record<number, Cancelable>;\n    offscreenCanvas!: OffscreenCanvas;\n    offscreenCanvasContext!: OffscreenCanvasRenderingContext2D;\n\n    constructor(options: WorkerSourceOptions) {\n        this.tileProvider = options.tileProvider;\n        this.loading = {};\n    }\n\n    async loadTile(params: WorkerSourceDEMTileRequest): Promise<WorkerSourceDEMTileResult | null> {\n        const uid = params.uid;\n        const controller = new AbortController();\n        this.loading[uid] = {cancel: () => controller.abort()};\n\n        if (this.tileProvider) {\n            return this.loadTileWithProvider(this.tileProvider, uid, params, controller);\n        }\n\n        try {\n            const {data, headers} = await getArrayBuffer(params.request, controller.signal);\n            if (!data) return null;\n            const result = await this.decodeTile(uid, data, params.encoding) as WorkerSourceDEMTileResult;\n            result.headers = headers;\n            return result;\n        } catch (err) {\n            if (controller.signal.aborted) return null;\n            throw err;\n        } finally {\n            delete this.loading[uid];\n        }\n    }\n\n    async decodeTile(uid: number, buffer: ArrayBuffer | ImageBitmap, encoding: DEMSourceEncoding): Promise<{dem: DEMData; borderReady: boolean}> {\n        const imgBitmap = buffer instanceof ImageBitmap ?\n            buffer :\n            await createImageBitmap(new Blob([new Uint8Array(buffer)], {type: 'image/png'}));\n        const imgBuffer = (imgBitmap.width - prevPowerOfTwo(imgBitmap.width)) / 2;\n        const padding = 1 - imgBuffer;\n        const borderReady = padding < 1;\n        const imagePixels = this.getImageData(imgBitmap, padding);\n        imgBitmap.close();\n\n        const dem = new DEMData(uid, imagePixels, encoding, borderReady);\n        return {dem, borderReady};\n    }\n\n    async loadTileWithProvider(provider: TileProvider<ArrayBuffer | ImageBitmap>, uid: number, params: WorkerSourceDEMTileRequest, controller: AbortController): Promise<WorkerSourceDEMTileResult | null> {\n        const {z, x, y} = params.tileID.canonical;\n        try {\n            const response = await provider.loadTile({z, x, y}, {request: params.request, signal: controller.signal});\n\n            if (controller.signal.aborted) return null;\n\n            if (response == null) {\n                const err: Error & {status?: number} = new Error('Tile not found');\n                err.status = 404;\n                throw err;\n            }\n\n            if (response.data == null) return null;\n\n            const result = await this.decodeTile(uid, response.data, params.encoding) as WorkerSourceDEMTileResult;\n\n            if (controller.signal.aborted) return null;\n\n            const headers = new Headers();\n            if (response.expires) headers.set('expires', response.expires);\n            if (response.cacheControl) headers.set('cache-control', response.cacheControl);\n            result.headers = headers;\n            return result;\n        } catch (err) {\n            if (controller.signal.aborted) return null;\n            throw err;\n        } finally {\n            delete this.loading[uid];\n        }\n    }\n\n    async reloadTile(_params: WorkerSourceDEMTileRequest) {\n        // No-op: DEM tiles have no persistent worker-side state to reload\n    }\n\n    abortTile(params: WorkerSourceTileRequest): void {\n        const uid = params.uid;\n        const tile = this.loading[uid];\n        if (tile) {\n            tile.cancel();\n            delete this.loading[uid];\n        }\n    }\n\n    removeTile(_params: WorkerSourceTileRequest): void {\n        // No-op in the RasterDEMTileWorkerSource class\n    }\n\n    getImageData(imgBitmap: ImageBitmap, padding: number): ImageData {\n        // Lazily initialize OffscreenCanvas\n        if (!this.offscreenCanvas || !this.offscreenCanvasContext) {\n            // Dem tiles are typically 256x256\n            this.offscreenCanvas = new OffscreenCanvas(imgBitmap.width, imgBitmap.height);\n            this.offscreenCanvasContext = this.offscreenCanvas.getContext('2d', {willReadFrequently: true});\n        }\n\n        this.offscreenCanvas.width = imgBitmap.width;\n        this.offscreenCanvas.height = imgBitmap.height;\n\n        this.offscreenCanvasContext.drawImage(imgBitmap, 0, 0, imgBitmap.width, imgBitmap.height);\n        // Insert or remove defined padding around the image to allow backfilling for neighboring data.\n        const imgData = this.offscreenCanvasContext.getImageData(-padding, -padding, imgBitmap.width + 2 * padding, imgBitmap.height + 2 * padding);\n        this.offscreenCanvasContext.clearRect(0, 0, this.offscreenCanvas.width, this.offscreenCanvas.height);\n        return imgData;\n    }\n}\n\nexport default RasterDEMTileWorkerSource;\n","import Point from '@mapbox/point-geometry';\nimport {VectorTileFeature} from '@mapbox/vector-tile';\nconst toGeoJSON = VectorTileFeature.prototype.toGeoJSON;\nimport EXTENT from '../style-spec/data/extent';\n\nimport type {VectorTile, VectorTileLayer} from '@mapbox/vector-tile';\n\ntype VectorTileFeatureLike = Pick<VectorTileFeature, 'properties' | 'extent' | 'type' | 'id' | 'loadGeometry' | 'toGeoJSON'>;\ntype VectorTileLayerLike = Pick<VectorTileLayer, 'name' | 'extent' | 'length' | 'feature'>;\n\n// The raw tile envelope produced by geojson-vt's and supercluster's `getTileRaw`, and by\n// `geojson_rt.ts` in dynamic mode: coordinates are flat `[x, y, x, y, …]` typed arrays, one per\n// ring, and a lone point keeps its coordinates inline as `type: 4` instead of allocating an array.\nexport type Feature = {\n    id?: number | string;\n    tags: Record<string, unknown> | null | undefined;\n} & ({\n    type: 4;\n    x: number;\n    y: number;\n} | {\n    type: 1;\n    geometry: Int16Array | Int32Array;\n} | {\n    type: 2 | 3;\n    geometry: (Int16Array | Int32Array)[];\n});\n\nclass FeatureWrapper implements VectorTileFeatureLike {\n    _feature: Feature;\n\n    extent: number;\n    type: 1 | 2 | 3;\n    id: number | undefined;\n    properties: {\n        [_: string]: string | number | boolean;\n    };\n\n    constructor(feature: Feature) {\n        this._feature = feature;\n\n        this.extent = EXTENT;\n        // a lone point (type 4) is still a vector tile point; only its storage differs\n        this.type = feature.type === 4 ? 1 : feature.type;\n        this.properties = (feature.tags || {}) as {[_: string]: string | number | boolean};\n\n        // If the feature has a top-level `id` property, copy it over, but only\n        // if it can be coerced to an integer, because this wrapper is used for\n        // serializing geojson feature data into vector tile PBF data, and the\n        // vector tile spec only supports integer values for feature ids --\n        // allowing non-integer values here results in a non-compliant PBF\n        // that causes an exception when it is parsed with vector-tile-js\n        if ('id' in feature && !isNaN(feature.id as number)) {\n            this.id = parseInt(feature.id as string, 10);\n        }\n    }\n\n    loadGeometry(): Array<Array<Point>> {\n        const feature = this._feature;\n        const geometry: Array<Array<Point>> = [];\n\n        if (feature.type === 4) {\n            geometry.push([new Point(feature.x, feature.y)]);\n\n        } else if (feature.type === 1) {\n            // multipoints are one point per part, matching the vector tile spec's point encoding\n            for (let i = 0; i < feature.geometry.length; i += 2) {\n                geometry.push([new Point(feature.geometry[i]!, feature.geometry[i + 1]!)]);\n            }\n\n        } else {\n            for (const ring of feature.geometry) {\n                const newRing: Array<Point> = [];\n                for (let i = 0; i < ring.length; i += 2) {\n                    newRing.push(new Point(ring[i]!, ring[i + 1]!));\n                }\n                geometry.push(newRing);\n            }\n        }\n        return geometry;\n    }\n\n    toGeoJSON(x: number, y: number, z: number): GeoJSON.Feature {\n        return toGeoJSON.call(this, x, y, z);\n    }\n}\n\nclass LayerWrapper implements VectorTileLayerLike {\n    name: string;\n    extent: number;\n    length: number;\n    _jsonFeatures: readonly Feature[];\n\n    constructor(name: string, features: readonly Feature[]) {\n        this.name = name;\n        this.extent = EXTENT;\n        this.length = features.length;\n        this._jsonFeatures = features;\n    }\n\n    feature(i: number): VectorTileFeature {\n        return new FeatureWrapper(this._jsonFeatures[i]!) as unknown as VectorTileFeature;\n    }\n}\n\nclass GeoJSONWrapper implements VectorTile {\n    layers: Record<string, VectorTileLayer>;\n    extent: number;\n\n    constructor(layers: {[_: string]: readonly Feature[]}) {\n        this.layers = {};\n        this.extent = EXTENT;\n\n        for (const name of Object.keys(layers)) {\n            this.layers[name] = new LayerWrapper(name, layers[name]!) as unknown as VectorTileLayer;\n        }\n    }\n}\n\nexport default GeoJSONWrapper;\n","import EXTENT from '../style-spec/data/extent';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\n\nimport type WorkerTile from './worker_tile';\nimport type {Feature} from './geojson_wrapper';\n\ntype BBox = {\n    minX: number,\n    minY: number,\n    maxX: number,\n    maxY: number\n};\n\ntype InternalFeature = BBox & {\n    id: string | number,\n    tags: {[_: string]: string | number | boolean},\n    type: 1 | 2 | 3,\n    geometry: number[] | number[][]\n};\n\n// tile clip padding, as a fraction of tile size and in EXTENT units respectively; intentionally much\n// tighter than the EXTENT / 4 buffer gl-js configures for geojson-vt in the static case\nconst PAD = 64 / 4096;\nconst PAD_PX = 128;\n\n/*\n * A GeoJSON index tailored to \"small data, updated frequently\" use cases\n * which gets used with GeoJSON sources in `dynamic` mode\n */\nexport default class GeoJSONRT {\n    features: Map<number | string, InternalFeature>;\n\n    constructor() {\n        this.features = new Map();\n    }\n\n    clear() {\n        this.features.clear();\n    }\n\n    load(features: GeoJSON.Feature[] = [], cache: {[_: number]: WorkerTile}) {\n        for (const feature of features) {\n            const id = feature.id;\n            if (id == null) continue;\n\n            // a feature can move, so tiles covering both where it was and where it lands are stale\n            const existing = this.features.get(id);\n            if (existing) this.updateCache(existing, cache);\n\n            if (!feature.geometry) {\n                this.features.delete(id);\n            } else {\n                const updated = convertFeature(feature);\n                this.updateCache(updated, cache);\n                this.features.set(id, updated);\n            }\n        }\n    }\n\n    // clear all tiles that contain a given feature from the tile cache\n    updateCache(feature: InternalFeature, cache: {[_: number]: WorkerTile}) {\n        for (const {canonical, uid} of Object.values(cache)) {\n            const {z, x, y} = canonical;\n            const z2 = Math.pow(2, z);\n\n            if (intersectsTile(feature, z2, x, y)) {\n                delete cache[uid];\n            }\n        }\n    }\n\n    // return all features that fit in the tile (plus a small padding) by bbox; since dynamic mode is\n    // for \"small data, frequently updated\" case, linear loop through all features should be fast enough\n    getTileRaw(z: number, tx: number, ty: number) {\n        const z2 = Math.pow(2, z);\n        const features: Feature[] = [];\n        for (const feature of this.features.values()) {\n            if (intersectsTile(feature, z2, tx, ty)) {\n                features.push(outputFeature(feature, z2, tx, ty));\n            }\n        }\n        return {features};\n    }\n\n    getFeatures() {\n        return [...this.features.values()];\n    }\n}\n\nfunction intersectsTile({minX, minY, maxX, maxY}: BBox, z2: number, tx: number, ty: number) {\n    const x0 = (tx - PAD) / z2;\n    const y0 = (ty - PAD) / z2;\n    const x1 = (tx + 1 + PAD) / z2;\n    const y1 = (ty + 1 + PAD) / z2;\n    return minX < x1 && minY < y1 && maxX > x0 && maxY > y0;\n}\n\nfunction convertFeature(originalFeature: GeoJSON.Feature): InternalFeature {\n    const {id, geometry, properties} = originalFeature;\n    if (geometry.type === 'GeometryCollection') {\n        throw new Error('GeometryCollection not supported in dynamic mode.');\n    }\n    const {type, coordinates} = geometry;\n\n    const feature: InternalFeature = {\n        id,\n        type: 1,\n        geometry: [],\n        tags: properties,\n        minX: Infinity,\n        minY: Infinity,\n        maxX: -Infinity,\n        maxY: -Infinity\n    };\n    const geom = feature.geometry;\n\n    if (type === 'Point') {\n        convertPoint(coordinates, geom as number[], feature);\n\n    } else if (type === 'MultiPoint') {\n        for (const p of coordinates) {\n            convertPoint(p, geom as number[], feature);\n        }\n\n    } else if (type === 'LineString') {\n        feature.type = 2;\n        convertLine(coordinates, geom as number[][], feature);\n\n    } else if (type === 'MultiLineString') {\n        feature.type = 2;\n        convertLines(coordinates, geom as number[][], feature);\n\n    } else if (type === 'Polygon') {\n        feature.type = 3;\n        convertLines(coordinates, geom as number[][], feature, true);\n\n    } else if (type === 'MultiPolygon') {\n        feature.type = 3;\n        for (const polygon of coordinates) {\n            convertLines(polygon, geom as number[][], feature, true);\n        }\n\n    } else {\n        throw new Error('Input data is not a valid GeoJSON object.');\n    }\n\n    return feature;\n}\n\nfunction convertPoint([lng, lat]: GeoJSON.Position, out: number[], bbox: BBox) {\n    const x = mercatorXfromLng(lng);\n    let y = mercatorYfromLat(lat);\n    y = y < 0 ? 0 : y > 1 ? 1 : y;\n    out.push(x, y);\n\n    bbox.minX = Math.min(bbox.minX, x);\n    bbox.minY = Math.min(bbox.minY, y);\n    bbox.maxX = Math.max(bbox.maxX, x);\n    bbox.maxY = Math.max(bbox.maxY, y);\n}\n\nfunction convertLine(ring: GeoJSON.Position[], out: number[][], bbox: BBox, isPolygon: boolean = false, isOuter: boolean = false) {\n    const newLine: number[] = [];\n    for (const p of ring) {\n        convertPoint(p, newLine, bbox);\n    }\n    out.push(newLine);\n    if (isPolygon) rewind(newLine, isOuter);\n}\n\nfunction convertLines(lines: GeoJSON.Position[][], out: number[][], bbox: BBox, isPolygon: boolean = false) {\n    for (let i = 0; i < lines.length; i++) {\n        convertLine(lines[i], out, bbox, isPolygon, i === 0);\n    }\n}\n\n// EXTENT-scaled tile-local coordinate from a normalized [0, 1] world coordinate\nfunction tileCoord(v: number, z2: number, t: number): number {\n    return Math.round(EXTENT * (v * z2 - t));\n}\n\nfunction outputFeature(feature: InternalFeature, z2: number, tx: number, ty: number): Feature {\n    const {id, type, geometry, tags} = feature;\n\n    if (type === 1) {\n        const points = geometry as number[];\n        if (points.length === 2) {\n            return {\n                id,\n                type: 4,\n                x: tileCoord(points[0], z2, tx),\n                y: tileCoord(points[1], z2, ty),\n                tags\n            };\n        }\n        const out = new Int32Array(points.length);\n        for (let i = 0; i < points.length; i += 2) {\n            out[i] = tileCoord(points[i], z2, tx);\n            out[i + 1] = tileCoord(points[i + 1], z2, ty);\n        }\n        return {id, type: 1, geometry: out, tags};\n    }\n\n    const parts: Int32Array[] = [];\n\n    if (type === 2) {\n        // line clipping grows parts vertex by vertex, so their length is only known at the end\n        const lines: number[][] = [];\n        for (const ring of geometry as number[][]) transformAndClipLine(ring, z2, tx, ty, lines);\n        for (const line of lines) parts.push(new Int32Array(line));\n    } else {\n        for (const ring of geometry as number[][]) transformAndClipPolygon(ring, z2, tx, ty, parts);\n    }\n    return {id, type, geometry: parts, tags};\n}\n\nfunction transformAndClipLine(line: number[], z2: number, tx: number, ty: number, out: number[][]) {\n    const min = -PAD_PX;\n    const max = EXTENT + PAD_PX;\n    let part: number[];\n\n    for (let i = 0; i < line.length - 2; i += 2) {\n        let x0 = tileCoord(line[i + 0], z2, tx);\n        let y0 = tileCoord(line[i + 1], z2, ty);\n        let x1 = tileCoord(line[i + 2], z2, tx);\n        let y1 = tileCoord(line[i + 3], z2, ty);\n        const dx = x1 - x0;\n        const dy = y1 - y0;\n\n        if (x0 < min && x1 < min) {\n            continue;\n        } else if (x0 < min) {\n            y0 = y0 + Math.round(dy * ((min - x0) / dx));\n            x0 = min;\n        } else if (x1 < min) {\n            y1 = y0 + Math.round(dy * ((min - x0) / dx));\n            x1 = min;\n        }\n\n        if (y0 < min && y1 < min) {\n            continue;\n        } else if (y0 < min) {\n            x0 = x0 + Math.round(dx * ((min - y0) / dy));\n            y0 = min;\n        } else if (y1 < min) {\n            x1 = x0 + Math.round(dx * ((min - y0) / dy));\n            y1 = min;\n        }\n\n        if (x0 >= max && x1 >= max) {\n            continue;\n        } else if (x0 >= max) {\n            y0 = y0 + Math.round(dy * ((max - x0) / dx));\n            x0 = max;\n        } else if (x1 >= max) {\n            y1 = y0 + Math.round(dy * ((max - x0) / dx));\n            x1 = max;\n        }\n\n        if (y0 >= max && y1 >= max) {\n            continue;\n        } else if (y0 >= max) {\n            x0 = x0 + Math.round(dx * ((max - y0) / dy));\n            y0 = max;\n        } else if (y1 >= max) {\n            x1 = x0 + Math.round(dx * ((max - y0) / dy));\n            y1 = max;\n        }\n\n        if (!part || x0 !== part.at(-2) || y0 !== part.at(-1)) {\n            part = [x0, y0];\n            out.push(part);\n        }\n\n        part.push(x1, y1);\n    }\n}\n\nfunction transformAndClipPolygon(input: number[], z2: number, tx: number, ty: number, out: Int32Array[]) {\n    const minX = (tx - PAD) / z2;\n    const minY = (ty - PAD) / z2;\n    const maxX = (tx + 1 + PAD) / z2;\n    const maxY = (ty + 1 + PAD) / z2;\n\n    function bitCode(x: number, y: number) {\n        let code = 0;\n\n        if (x < minX) code |= 1; // left\n        else if (x > maxX) code |= 2; // right\n\n        if (y < minY) code |= 4; // top\n        else if (y > maxY) code |= 8; // bottom\n\n        return code;\n    }\n\n    let clipped: number[] = [];\n\n    // clip against each side of the clip rectangle\n    for (let edge = 1; edge <= 8; edge *= 2) {\n        let x0 = input.at(-2);\n        let y0 = input.at(-1);\n        let prevInside = !(bitCode(x0, y0) & edge);\n\n        for (let i = 0; i < input.length; i += 2) {\n            const x1 = input[i];\n            const y1 = input[i + 1];\n            const inside = !(bitCode(x1, y1) & edge);\n\n            // if segment goes through the clip window, add an intersection\n            if (inside !== prevInside) {\n                if (edge & 8) clipped.push(x0 + (x1 - x0) * (maxY - y0) / (y1 - y0), maxY); // bottom\n                else if (edge & 4) clipped.push(x0 + (x1 - x0) * (minY - y0) / (y1 - y0), minY); // top\n                else if (edge & 2) clipped.push(maxX, y0 + (y1 - y0) * (maxX - x0) / (x1 - x0)); // right\n                else if (edge & 1) clipped.push(minX, y0 + (y1 - y0) * (minX - x0) / (x1 - x0)); // left\n            }\n\n            if (inside) clipped.push(x1, y1); // add a point if it's inside\n\n            x0 = x1;\n            y0 = y1;\n            prevInside = inside;\n        }\n\n        input = clipped;\n\n        if (!input.length || edge === 8) break;\n        clipped = [];\n    }\n\n    if (!clipped.length) return;\n\n    const ring = new Int32Array(clipped.length);\n    for (let i = 0; i < clipped.length; i += 2) {\n        ring[i] = tileCoord(clipped[i], z2, tx);\n        ring[i + 1] = tileCoord(clipped[i + 1], z2, ty);\n    }\n    out.push(ring);\n}\n\n// rewind a polygon ring to a given winding order (clockwise or anti-clockwise)\nfunction rewind(ring: number[], clockwise: boolean) {\n    let area = 0;\n    for (let i = 0, len = ring.length, j = len - 2; i < len; j = i, i += 2) {\n        area += (ring[i] - ring[j]) * (ring[i + 1] + ring[j + 1]);\n    }\n    if (area > 0 === clockwise) {\n        for (let i = 0, len = ring.length; i < len / 2; i += 2) {\n            const x = ring[i];\n            const y = ring[i + 1];\n            ring[i] = ring[len - 2 - i];\n            ring[i + 1] = ring[len - 1 - i];\n            ring[len - 2 - i] = x;\n            ring[len - 1 - i] = y;\n        }\n    }\n}\n","import EXTENT from '../style-spec/data/extent';\nimport {PbfWriter} from 'pbf';\n\nimport type {Feature} from './geojson_wrapper';\n\n/**\n * Encodes a set of GeoJSON-like features as vector tiles.\n * @private\n */\nexport default function writeFeatures(layers: Record<string, readonly Feature[]>) {\n    const pbf = new PbfWriter();\n    for (const name of Object.keys(layers)) {\n        const features = layers[name]!;\n        pbf.writeMessage(3, writeLayer, {name, features});\n    }\n    return pbf.finish();\n}\n\nfunction writeLayer({name, features}: {name: string, features: readonly Feature[]}, pbf: PbfWriter) {\n    pbf.writeStringField(1, name);\n    pbf.writeVarintField(5, EXTENT);\n\n    const keys = new Map<string, number>();\n    const values = new Map<unknown, number>();\n\n    const context: FeatureContext = {\n        keys,\n        values,\n        feature: null\n    };\n    for (const feature of features) {\n        context.feature = feature;\n        pbf.writeMessage(2, writeFeature, context);\n    }\n    for (const key of keys.keys()) {\n        pbf.writeStringField(3, key);\n    }\n    for (const value of values.keys()) {\n        pbf.writeMessage(4, writeValue, value);\n    }\n}\n\ntype FeatureContext = {keys: Map<string, number>, values: Map<unknown, number>, feature: Feature | null};\n\nfunction writeFeature(context: FeatureContext, pbf: PbfWriter) {\n    const feature = context.feature!;\n\n    // vector tile spec only supports integer values for feature ids -\n    // allowing non-integer values here results in a non-compliant PBF\n    // that causes an exception when it is parsed with vector-tile-js\n    if (feature.id !== undefined && Number.isSafeInteger(+feature.id)) {\n        pbf.writeVarintField(1, +feature.id);\n    }\n\n    if (feature.tags) pbf.writeMessage(2, writeProperties, context);\n    pbf.writeVarintField(3, feature.type === 4 ? 1 : feature.type);\n    pbf.writeMessage(4, writeGeometry, feature);\n}\n\nfunction writeProperties({keys, values, feature}: FeatureContext, pbf: PbfWriter) {\n    const tags = feature!.tags!;\n    for (const key of Object.keys(tags)) {\n        let value = tags[key];\n        if (value === null) continue; // don't encode null value properties\n\n        let keyIndex = keys.get(key);\n\n        if (keyIndex === undefined) {\n            keyIndex = keys.size;\n            keys.set(key, keyIndex);\n        }\n        pbf.writeVarint(keyIndex);\n\n        const type = typeof value;\n        if (type !== 'string' && type !== 'boolean' && type !== 'number') {\n            value = JSON.stringify(value);\n        }\n\n        let valueIndex = values.get(value);\n\n        if (valueIndex === undefined) {\n            valueIndex = values.size;\n            values.set(value, valueIndex);\n        }\n        pbf.writeVarint(valueIndex);\n    }\n}\n\nfunction command(cmd: number, length: number): number {\n    return (length << 3) + (cmd & 0x7);\n}\n\nfunction zigzag(num: number): number {\n    return (num << 1) ^ (num >> 31);\n}\n\nfunction writeGeometry(feature: Feature, pbf: PbfWriter) {\n    if (feature.type === 4) {\n        pbf.writeVarint(command(1, 1)); // moveto\n        pbf.writeVarint(zigzag(feature.x));\n        pbf.writeVarint(zigzag(feature.y));\n        return;\n    }\n\n    let x = 0;\n    let y = 0;\n\n    if (feature.type === 1) {\n        const {geometry} = feature;\n        pbf.writeVarint(command(1, geometry.length >> 1)); // moveto\n\n        for (let i = 0; i < geometry.length; i += 2) {\n            const dx = geometry[i]! - x;\n            const dy = geometry[i + 1]! - y;\n            pbf.writeVarint(zigzag(dx));\n            pbf.writeVarint(zigzag(dy));\n            x += dx;\n            y += dy;\n        }\n\n    } else {\n        const isPolygon = feature.type === 3;\n        for (const ring of feature.geometry) {\n            if (ring.length === 0) continue;\n            pbf.writeVarint(command(1, 1));\n            const lineCount = (ring.length >> 1) - (isPolygon ? 1 : 0); // do not write polygon closing path as lineto\n            for (let i = 0; i < lineCount; i++) {\n                if (i === 1) pbf.writeVarint(command(2, lineCount - 1));\n                const dx = ring[2 * i]! - x;\n                const dy = ring[2 * i + 1]! - y;\n                pbf.writeVarint(zigzag(dx));\n                pbf.writeVarint(zigzag(dy));\n                x += dx;\n                y += dy;\n            }\n            if (isPolygon) {\n                pbf.writeVarint(command(7, 1)); // closepath\n            }\n        }\n    }\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction writeValue(value: any, pbf: PbfWriter) {\n    const type = typeof value;\n    if (type === 'string') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        pbf.writeStringField(1, value);\n    } else if (type === 'boolean') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        pbf.writeBooleanField(7, value);\n    } else if (type === 'number') {\n        if (value % 1 !== 0) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            pbf.writeDoubleField(3, value);\n        } else if (value < 0) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            pbf.writeSVarintField(6, value);\n        } else {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            pbf.writeVarintField(5, value);\n        }\n    }\n}\n","\nimport KDBush from 'kdbush';\n\nconst defaultOptions = {\n    minZoom: 0,   // min zoom to generate clusters on\n    maxZoom: 16,  // max zoom level to cluster the points on\n    minPoints: 2, // minimum points to form a cluster\n    radius: 40,   // cluster radius in pixels\n    extent: 512,  // tile extent (radius is calculated relative to it)\n    nodeSize: 64, // size of the KD-tree leaf node, affects performance\n    log: false,   // whether to log timing info\n\n    // whether to generate numeric ids for input features (in vector tiles)\n    generateId: false,\n\n    // a reduce function for calculating custom cluster properties\n    reduce: null, // (accumulated, props) => { accumulated.sum += props.sum; }\n\n    // properties to use for individual points when running the reducer\n    map: props => props // props => ({sum: props.my_value})\n};\n\n// Int32 encoding of source coords in [0, 1]: (coord - 0.5) * SCALE in [-2^29, 2^29].\n// Keeps every stored value AND sqDist subtractions inside V8's 31-bit SMI fast path.\nconst SCALE = 0x40000000; // 2^30\nconst INV_SCALE = 1 / SCALE;\nconst encode = c => (c - 0.5) * SCALE;\nconst decode = v => v * INV_SCALE + 0.5;\n\nconst OFFSET_ZOOM = 2;\nconst OFFSET_ID = 3;\nconst OFFSET_PARENT = 4;\nconst OFFSET_NUM = 5;\nconst OFFSET_PROP = 6;\n\nexport default class Supercluster {\n    constructor(options) {\n        const opts = this.options = Object.assign(Object.create(defaultOptions), options);\n        opts.maxZoom = Math.min(opts.maxZoom, 30);\n        opts.minZoom = Math.min(opts.minZoom, opts.maxZoom);\n        this.trees = new Array(opts.maxZoom + 1);\n        this.stride = opts.reduce ? 7 : 6;\n        this.clusterProps = [];\n    }\n\n    load(points) {\n        const {log, minZoom, maxZoom} = this.options;\n\n        if (log) console.time('total time');\n\n        const notProcessed = maxZoom + 1; // sentinel for \"not yet processed at any zoom\"\n        const timerId = `z${notProcessed}: ${points.length} points`;\n        if (log) console.time(timerId);\n\n        const stride = this.stride;\n\n        // MultiPoint features expand into one internal point per coordinate, so count first\n        let numPoints = points.length;\n        for (const p of points) {\n            const g = p.geometry;\n            if (g && g.type === 'MultiPoint') numPoints += g.coordinates.length - 1;\n        }\n        this.numPoints = numPoints;\n\n        // retain only per-point fields used by output paths; drop the GeoJSON wrappers\n        const props = this.props = new Array(numPoints);\n        // original Float64 mercator coords for drift-free single-point output\n        const coords = this.coords = new Float64Array(numPoints * 2);\n        let ids = null;\n\n        // generate a cluster object for each point and index input points into a KD-tree\n        const data = new Int32Array(numPoints * stride);\n        let w = 0;\n        let i = 0; // index of the individual point (multiple per MultiPoint feature)\n        for (const p of points) {\n            const g = p.geometry;\n            if (!g) { // keep the slot so point indices stay aligned with input features\n                i++;\n                continue;\n            }\n            const cs = g.coordinates;\n            const multi = g.type === 'MultiPoint';\n\n            for (let c = 0, n = multi ? cs.length : 1; c < n; c++, i++) {\n                const [lng, lat] = multi ? cs[c] : cs;\n                const px = lngX(lng);\n                const py = latY(lat);\n                coords[2 * i] = px;\n                coords[2 * i + 1] = py;\n                // store internal point/cluster data in flat typed arrays for performance\n                data[w] = encode(px);\n                data[w + 1] = encode(py);\n                data[w + OFFSET_ZOOM] = notProcessed;\n                data[w + OFFSET_ID] = i;\n                data[w + OFFSET_PARENT] = -1;\n                data[w + OFFSET_NUM] = 1;\n                props[i] = p.properties;\n                if (p.id !== undefined) {\n                    if (!ids) ids = new Array(numPoints);\n                    ids[i] = p.id;\n                }\n                w += stride;\n            }\n        }\n        this.ids = ids;\n        let prev = w === data.length ? data : data.subarray(0, w);\n        let prevNum = w / stride;\n        this.trees[maxZoom + 1] = this._createTree(prev, prevNum);\n\n        if (log) console.timeEnd(timerId);\n\n        // cluster points on max zoom, then cluster the results on previous zoom, etc.;\n        // results in a cluster hierarchy across zoom levels\n        let recycled = null;\n        for (let z = maxZoom; z >= minZoom; z--) {\n            const now = performance.now();\n\n            // allocate a tight Int32 slab for this zoom; output is strictly <= input length.\n            // on a plateau zoom prev/prevNum don't advance, so the slab is the right size\n            // for the next iteration too — carry it forward instead of re-allocating.\n            const out = recycled || new Int32Array(prevNum * stride);\n            recycled = null;\n            const written = this._cluster(prev, prevNum, z, out);\n\n            if (written === prevNum) {\n                // No clusters formed: output coords are bit-identical to input. Reuse the\n                // parent tree (same coords, same order) and recycle the out slab — its\n                // only differences vs prev are OFFSET_ZOOM mutations that query paths\n                // don't read, and _cluster overwrites every slot it uses on next call.\n                this.trees[z] = this.trees[z + 1];\n                recycled = out;\n            } else {\n                this.trees[z] = this._createTree(out, written);\n                prev = out;\n                prevNum = written;\n            }\n\n            if (log) console.log(`z${z}: ${this.trees[z].numItems} clusters in ${(performance.now() - now).toFixed(2)}ms`);\n        }\n\n        if (log) console.timeEnd('total time');\n\n        return this;\n    }\n\n    getClusters(bbox, zoom) {\n        let minLng = ((bbox[0] + 180) % 360 + 360) % 360 - 180;\n        const minLat = Math.max(-90, Math.min(90, bbox[1]));\n        let maxLng = bbox[2] === 180 ? 180 : ((bbox[2] + 180) % 360 + 360) % 360 - 180;\n        const maxLat = Math.max(-90, Math.min(90, bbox[3]));\n\n        if (bbox[2] - bbox[0] >= 360) {\n            minLng = -180;\n            maxLng = 180;\n        } else if (minLng > maxLng) {\n            const easternHem = this.getClusters([minLng, minLat, 180, maxLat], zoom);\n            const westernHem = this.getClusters([-180, minLat, maxLng, maxLat], zoom);\n            return easternHem.concat(westernHem);\n        }\n\n        const tree = this.trees[this._limitZoom(zoom)];\n        const ids = tree.range(encode(lngX(minLng)), encode(latY(maxLat)), encode(lngX(maxLng)), encode(latY(minLat)));\n        const data = tree.data;\n        const clusters = [];\n        for (const id of ids) clusters.push(this._featureJSON(data, this.stride * id));\n        return clusters;\n    }\n\n    getChildren(clusterId) {\n        const originId = this._getOriginId(clusterId);\n        const originZoom = this._getOriginZoom(clusterId);\n        const errorMsg = 'No cluster with the specified id.';\n\n        const tree = this.trees[originZoom];\n        if (!tree) throw new Error(errorMsg);\n\n        const data = tree.data;\n        if (originId >= tree.numItems) throw new Error(errorMsg);\n\n        const r = this.options.radius / (this.options.extent * Math.pow(2, originZoom - 1));\n        const x = data[originId * this.stride];\n        const y = data[originId * this.stride + 1];\n        const ids = tree.within(x, y, r * SCALE);\n        const children = [];\n        for (const id of ids) {\n            const k = id * this.stride;\n            if (data[k + OFFSET_PARENT] === clusterId) children.push(this._featureJSON(data, k));\n        }\n\n        if (children.length === 0) throw new Error(errorMsg);\n\n        return children;\n    }\n\n    getLeaves(clusterId, limit, offset) {\n        limit = limit || 10;\n        offset = offset || 0;\n\n        const leaves = [];\n        this._appendLeaves(leaves, clusterId, limit, offset, 0);\n\n        return leaves;\n    }\n\n    getTile(z, x, y) {\n        return this._getTile(z, x, y, false);\n    }\n\n    // Same tiles as getTile, but with each feature's coords inline (`type: 4`, `x`/`y`) instead of\n    // wrapped in a nested `geometry` array — the shape geojson-vt's getTileRaw produces.\n    getTileRaw(z, x, y) {\n        return this._getTile(z, x, y, true);\n    }\n\n    _getTile(z, x, y, raw) {\n        const tree = this.trees[this._limitZoom(z)];\n        const z2 = Math.pow(2, z);\n        const {extent, radius} = this.options;\n        const p = radius / extent;\n        const top = encode((y - p) / z2);\n        const bottom = encode((y + 1 + p) / z2);\n\n        const tile = {features: []};\n\n        this._addTileFeatures(\n            tree.range(encode((x - p) / z2), top, encode((x + 1 + p) / z2), bottom),\n            tree.data, x, y, z2, tile, raw);\n\n        if (x === 0) {\n            this._addTileFeatures(\n                tree.range(encode(1 - p / z2), top, encode(1), bottom),\n                tree.data, z2, y, z2, tile, raw);\n        }\n        if (x === z2 - 1) {\n            this._addTileFeatures(\n                tree.range(encode(0), top, encode(p / z2), bottom),\n                tree.data, -1, y, z2, tile, raw);\n        }\n\n        return tile.features.length ? tile : null;\n    }\n\n    getClusterExpansionZoom(clusterId) {\n        let expansionZoom = this._getOriginZoom(clusterId) - 1;\n        while (expansionZoom <= this.options.maxZoom) {\n            const children = this.getChildren(clusterId);\n            expansionZoom++;\n            if (children.length !== 1) break;\n            clusterId = children[0].properties.cluster_id;\n        }\n        return expansionZoom;\n    }\n\n    _appendLeaves(result, clusterId, limit, offset, skipped) {\n        const children = this.getChildren(clusterId);\n\n        for (const child of children) {\n            const props = child.properties;\n\n            if (props && props.cluster) {\n                if (skipped + props.point_count <= offset) {\n                    // skip the whole cluster\n                    skipped += props.point_count;\n                } else {\n                    // enter the cluster\n                    skipped = this._appendLeaves(result, props.cluster_id, limit, offset, skipped);\n                    // exit the cluster\n                }\n            } else if (skipped < offset) {\n                // skip a single point\n                skipped++;\n            } else {\n                // add a single point\n                result.push(child);\n            }\n            if (result.length === limit) break;\n        }\n\n        return skipped;\n    }\n\n    _createTree(data, numItems) {\n        const tree = new KDBush(numItems, this.options.nodeSize, Int32Array);\n        const stride = this.stride;\n        for (let i = 0; i < numItems; i++) tree.add(data[i * stride], data[i * stride + 1]);\n        tree.finish();\n        tree.data = data;\n        return tree;\n    }\n\n    _addTileFeatures(ids, data, x, y, z2, tile, raw) {\n        for (const i of ids) {\n            const k = i * this.stride;\n            const isCluster = data[k + OFFSET_NUM] > 1;\n\n            let tags, px, py;\n            if (isCluster) {\n                tags = getClusterProperties(data, k, this.clusterProps);\n                px = decode(data[k]);\n                py = decode(data[k + 1]);\n            } else {\n                const origIndex = data[k + OFFSET_ID];\n                tags = this.props[origIndex];\n                px = this.coords[2 * origIndex];\n                py = this.coords[2 * origIndex + 1];\n            }\n\n            const tx = Math.round(this.options.extent * (px * z2 - x));\n            const ty = Math.round(this.options.extent * (py * z2 - y));\n            const f = raw ? {type: 4, x: tx, y: ty, tags} : {type: 1, geometry: [[tx, ty]], tags};\n\n            // assign id: cluster id, generated point id, or original input id\n            const origIndex = data[k + OFFSET_ID];\n            const id = isCluster || this.options.generateId ? origIndex :\n                this.ids ? this.ids[origIndex] : undefined;\n            if (id !== undefined) f.id = id;\n\n            tile.features.push(f);\n        }\n    }\n\n    _limitZoom(z) {\n        return Math.max(this.options.minZoom, Math.min(Math.floor(+z), this.options.maxZoom + 1));\n    }\n\n    _cluster(data, numItems, zoom, out) {\n        const {radius, extent, reduce, minPoints, maxZoom} = this.options;\n        const r = radius / (extent * (1 << zoom)) * SCALE;\n        const notProcessed = maxZoom + 1;\n        const tree = this.trees[zoom + 1];\n        const stride = this.stride;\n        const limit = numItems * stride;\n        const neighborIds = new Uint32Array(numItems);\n        let cursor = 0;\n\n        // loop through each point\n        for (let i = 0; i < limit; i += stride) {\n            // if we've already visited the point at this zoom level, skip it\n            if (data[i + OFFSET_ZOOM] <= zoom) continue;\n            data[i + OFFSET_ZOOM] = zoom;\n\n            // find all nearby points\n            const x = data[i];\n            const y = data[i + 1];\n            const neighborCount = tree.withinInto(x, y, r, neighborIds);\n\n            const numPointsOrigin = data[i + OFFSET_NUM];\n            let numPoints = numPointsOrigin;\n\n            // count the number of points in a potential cluster\n            for (let n = 0; n < neighborCount; n++) {\n                const k = neighborIds[n] * stride;\n                // filter out neighbors that are already processed\n                if (data[k + OFFSET_ZOOM] > zoom) numPoints += data[k + OFFSET_NUM];\n            }\n\n            // if there were neighbors to merge, and there are enough points to form a cluster\n            if (numPoints > numPointsOrigin && numPoints >= minPoints) {\n                let wx = x * numPointsOrigin;\n                let wy = y * numPointsOrigin;\n\n                let clusterProperties;\n                let clusterPropIndex = -1;\n\n                // encode both zoom and point index on which the cluster originated -- offset by total length of features\n                const id = ((i / stride | 0) << 5) + (zoom + 1) + this.numPoints;\n\n                for (let n = 0; n < neighborCount; n++) {\n                    const k = neighborIds[n] * stride;\n\n                    if (data[k + OFFSET_ZOOM] <= zoom) continue;\n                    data[k + OFFSET_ZOOM] = zoom; // save the zoom (so it doesn't get processed twice)\n\n                    const numPoints2 = data[k + OFFSET_NUM];\n                    wx += data[k] * numPoints2; // accumulate coordinates for calculating weighted center\n                    wy += data[k + 1] * numPoints2;\n\n                    data[k + OFFSET_PARENT] = id;\n\n                    if (reduce) {\n                        if (!clusterProperties) {\n                            clusterProperties = this._map(data, i, true);\n                            clusterPropIndex = this.clusterProps.length;\n                            this.clusterProps.push(clusterProperties);\n                        }\n                        reduce(clusterProperties, this._map(data, k));\n                    }\n                }\n\n                data[i + OFFSET_PARENT] = id;\n                out[cursor] = wx / numPoints;\n                out[cursor + 1] = wy / numPoints;\n                out[cursor + OFFSET_ZOOM] = notProcessed;\n                out[cursor + OFFSET_ID] = id;\n                out[cursor + OFFSET_PARENT] = -1;\n                out[cursor + OFFSET_NUM] = numPoints;\n                if (reduce) out[cursor + OFFSET_PROP] = clusterPropIndex;\n                cursor += stride;\n\n            } else { // left points as unclustered\n                for (let j = 0; j < stride; j++) out[cursor + j] = data[i + j];\n                cursor += stride;\n\n                if (numPoints > 1) {\n                    for (let n = 0; n < neighborCount; n++) {\n                        const k = neighborIds[n] * stride;\n                        if (data[k + OFFSET_ZOOM] <= zoom) continue;\n                        data[k + OFFSET_ZOOM] = zoom;\n                        for (let j = 0; j < stride; j++) out[cursor + j] = data[k + j];\n                        cursor += stride;\n                    }\n                }\n            }\n        }\n\n        return cursor / stride;\n    }\n\n    // get index of the point from which the cluster originated\n    _getOriginId(clusterId) {\n        return (clusterId - this.numPoints) >> 5;\n    }\n\n    // get zoom of the point from which the cluster originated\n    _getOriginZoom(clusterId) {\n        return (clusterId - this.numPoints) % 32;\n    }\n\n    _featureJSON(data, k) {\n        const i = data[k + OFFSET_ID];\n        const isCluster = data[k + OFFSET_NUM] > 1;\n        const id = isCluster ? i : this.ids ? this.ids[i] : undefined;\n        const properties = isCluster ? getClusterProperties(data, k, this.clusterProps) : this.props[i];\n        const coordinates = isCluster ?\n            [xLng(decode(data[k])), yLat(decode(data[k + 1]))] :\n            [xLng(this.coords[2 * i]), yLat(this.coords[2 * i + 1])];\n        const f = {type: 'Feature', properties, geometry: {type: 'Point', coordinates}};\n        if (id !== undefined) f.id = id;\n        return f;\n    }\n\n    _map(data, i, clone) {\n        if (data[i + OFFSET_NUM] > 1) {\n            const props = this.clusterProps[data[i + OFFSET_PROP]];\n            return clone ? Object.assign({}, props) : props;\n        }\n        const original = this.props[data[i + OFFSET_ID]];\n        const result = this.options.map(original);\n        return clone && result === original ? Object.assign({}, result) : result;\n    }\n}\n\nfunction getClusterProperties(data, i, clusterProps) {\n    const count = data[i + OFFSET_NUM];\n    const abbrev =\n        count >= 10000 ? `${Math.round(count / 1000)  }k` :\n        count >= 1000 ? `${Math.round(count / 100) / 10  }k` : count;\n    const propIndex = data[i + OFFSET_PROP];\n    const properties = propIndex === -1 ? {} : Object.assign({}, clusterProps[propIndex]);\n\n    return Object.assign(properties, {\n        cluster: true,\n        'cluster_id': data[i + OFFSET_ID],\n        'point_count': count,\n        'point_count_abbreviated': abbrev\n    });\n}\n\n// longitude/latitude to spherical mercator in [0..1] range\nfunction lngX(lng) {\n    return lng / 360 + 0.5;\n}\nfunction latY(lat) {\n    const sin = Math.sin(lat * Math.PI / 180);\n    const y = (0.5 - 0.25 * Math.log((1 + sin) / (1 - sin)) / Math.PI);\n    return y < 0 ? 0 : y > 1 ? 1 : y;\n}\n\n// spherical mercator to longitude/latitude\nfunction xLng(x) {\n    return (x - 0.5) * 360;\n}\nfunction yLat(y) {\n    const y2 = (180 - y * 360) * Math.PI / 180;\n    return 360 * Math.atan(Math.exp(y2)) / Math.PI - 90;\n}\n","\n// Internal feature type tags. The first three match MVT output types (and the legacy envelope's numeric\n// `type` field); SINGLE_POINT is an internal-only specialization that tile.js maps back to POINT in public output.\n//\n//   POINT (1)        — MultiPoint (and Point with >1 coord): flat [x,y,z, ...]\n//   LINE (2)         — LineString / MultiLineString:         inline-header rings\n//   POLYGON (3)      — Polygon / MultiPolygon:               inline-header rings\n//   SINGLE_POINT (4) — single-Point specialization:          {x, y} on the feature\n//\n// Polygon outer-vs-hole is encoded by winding order (canonicalized in convert) AND by the sign of the\n// ring's stored `ringSize` — so Polygon and MultiPolygon share one flat ring list.\n//\n// Inline-header layout for LINE / POLYGON geometry:\n//     [ringLen, ringSize, x,y,z, ..., ringLen, ringSize, x,y,z, ..., ...]\n// where `ringLen` is the coord-triple count and `ringSize` is the ring's length (LINE, unsigned) or\n// signed area (POLYGON). The whole feature lives in a single Float64Array — no per-ring sub-arrays.\n//\n// When lineMetrics is on, LINE features always have a single ring, and `feature.start` / `feature.end` /\n// `feature.size` carry the clip metrics (in storage-length units) — the slice's span and the full line's\n// length. All three are Float64 on the feature, never read back out of the Int32 geometry buffer. They are\n// absent otherwise.\n\nexport const POINT = 1;\nexport const LINE = 2;\nexport const POLYGON = 3;\nexport const SINGLE_POINT = 4;\n\n/** @import {CoordArray, Feature, SinglePointFeature, FeatureId, Tags} from './internal.d.ts' */\n\n// Z-slot sentinel marking a coord as \"always kept\" by simplify (exceeds any tolerance at any zoom);\n// Int32 max so it survives ToInt32 on Int32Array.\nexport const KEEP_Z = 0x7FFFFFFF;\n\n// Specialized 5-slot wrapper for single-Point features. No geometry array, no bbox slots (x/y are the bbox).\n/** @param {FeatureId|undefined} id @param {number} x @param {number} y @param {Tags} tags @returns {SinglePointFeature} */\nexport function createSinglePoint(id, x, y, tags) {\n    return {\n        id,\n        type: SINGLE_POINT,\n        x,\n        y,\n        tags\n    };\n}\n\n// LINE features with `options.lineMetrics` get `start`/`end`/`size` attached later (in convert.js for\n// full lines, in clip.js for per-slice features). Absent on all other feature types.\n/** @param {FeatureId|undefined} id @param {1|2|3} type @param {CoordArray} geom @param {Tags} tags @returns {Feature} */\nexport function createFeature(id, type, geom, tags) {\n    const feature = {\n        id,\n        type,\n        geometry: geom,\n        tags,\n        minX: Infinity,\n        minY: Infinity,\n        maxX: -Infinity,\n        maxY: -Infinity\n    };\n    if (type === POINT) {\n        calcBBox(feature, geom, 0, geom.length);\n    } else {\n        // polygon holes lie inside their outer ring — skip bbox update (ringSize < 0 after canonical winding)\n        const outerOnly = type === POLYGON;\n        for (let i = 0; i < geom.length;) {\n            const ringLen = geom[i];\n            const ringSize = geom[i + 1];\n            const coords0 = i + 2;\n            const coordsEnd = coords0 + ringLen * 3;\n            if (!outerOnly || ringSize >= 0) calcBBox(feature, geom, coords0, coordsEnd);\n            i = coordsEnd;\n        }\n    }\n    return feature;\n}\n\n/** @param {Feature} feature @param {CoordArray} coords @param {number} start @param {number} end */\nfunction calcBBox(feature, coords, start, end) {\n    for (let i = start; i < end; i += 3) {\n        const x = coords[i];\n        const y = coords[i + 1];\n        if (x < feature.minX) feature.minX = x;\n        if (y < feature.minY) feature.minY = y;\n        if (x > feature.maxX) feature.maxX = x;\n        if (y > feature.maxY) feature.maxY = y;\n    }\n}\n","\n// Calculate simplification data using optimized Douglas-Peucker algorithm. Stored z-slot is sqrt(maxSqDist)\n// (linear) so it fits Int32 quanta on the Int32 source-coord path, and unifies tile.js's keep-or-drop\n// comparison to `> tolerance` (linear) across both paths.\n\nimport {KEEP_Z} from './feature.js';\n\n/** @import {CoordArray} from './internal.d.ts' */\n\n/** @param {CoordArray} coords @param {number} first @param {number} last @param {number} sqTolerance */\nexport default function simplify(coords, first, last, sqTolerance) {\n    let maxSqDist = sqTolerance;\n    const mid = first + ((last - first) >> 1);\n    let minPosToMid = last - first;\n    let index;\n\n    const ax = coords[first];\n    const ay = coords[first + 1];\n    const bx = coords[last];\n    const by = coords[last + 1];\n\n    for (let i = first + 3; i < last; i += 3) {\n        const d = getSqSegDist(coords[i], coords[i + 1], ax, ay, bx, by);\n\n        if (d > maxSqDist) {\n            index = i;\n            maxSqDist = d;\n\n        } else if (d === maxSqDist) {\n            // a workaround to ensure we choose a pivot close to the middle of the list,\n            // reducing recursion depth, for certain degenerate inputs\n            // https://github.com/mapbox/geojson-vt/issues/104\n            const posToMid = Math.abs(i - mid);\n            if (posToMid < minPosToMid) {\n                index = i;\n                minPosToMid = posToMid;\n            }\n        }\n    }\n\n    if (maxSqDist > sqTolerance) {\n        // maxSqDist > sqTolerance implies index was assigned\n        const i = /** @type {number} */ (index);\n        if (i - first > 3) simplify(coords, first, i, sqTolerance);\n        // clamp to KEEP_Z: at near-2^32 world spans the max perpendicular distance (~span/sqrt(2)) exceeds\n        // Int32 range and would wrap negative on store, dropping a vertex that should always be kept\n        coords[i + 2] = Math.min(Math.sqrt(maxSqDist), KEEP_Z);\n        if (last - i > 3) simplify(coords, i, last, sqTolerance);\n    }\n}\n\n// square distance from a point to a segment\n/** @param {number} px @param {number} py @param {number} x @param {number} y @param {number} bx @param {number} by */\nfunction getSqSegDist(px, py, x, y, bx, by) {\n\n    let dx = bx - x;\n    let dy = by - y;\n\n    if (dx !== 0 || dy !== 0) {\n\n        const t = ((px - x) * dx + (py - y) * dy) / (dx * dx + dy * dy);\n\n        if (t > 1) {\n            x = bx;\n            y = by;\n\n        } else if (t > 0) {\n            x += dx * t;\n            y += dy * t;\n        }\n    }\n\n    dx = px - x;\n    dy = py - y;\n\n    return dx * dx + dy * dy;\n}\n","\nimport simplify from './simplify.js';\nimport {createFeature, createSinglePoint, POINT, LINE, POLYGON, KEEP_Z} from './feature.js';\n\n/** @import {AnyFeature, CoordArray, InternalOptions as Options, Tags, FeatureId as Id} from './internal.d.ts' */\n/** @import {Feature, GeoJSON} from 'geojson' */\n\n// Converts a GeoJSON feature into an intermediate projected JSON vector format with simplification data.\n//\n// Source coords are projected once here into \"storage space\" and stay there through clip / wrap / tile.\n// Storage space is parameterized by the Int32 gating on options:\n//   - useInt32 = true: coords centered and scaled to integer maxZoom-pixel quanta, rounded to nearest\n//     before the Int32Array store (spec ToInt32 would truncate toward zero, which is a half-quantum bias\n//     versus the Math.round that tile projection and downstream consumers use). The world [0, 1] source-x\n//     → storage [-W/2, W/2] where W = extent * 2^maxZoom.\n//   - useInt32 = false: storage = source ([0, 1] uncentered), stored in Float64Array unrounded.\n//     Equivalent to the historical encoding.\n// Single Points are kept unquantized on both paths: they live in plain object fields, not a typed array.\n// The z-slot (simplification weight) and POLYGON ringSize are stored sqrt-linear so they stay in Int32 range\n// and tile.js's keep-or-drop comparison is `> tolerance` (linear) for both paths.\n\nconst INVALID_GEOJSON = 'Input data is not a valid GeoJSON object.';\n\n/** @param {GeoJSON} data @param {Options} options @returns {AnyFeature[]} */\nexport default function convert(data, options) {\n    /** @type {AnyFeature[]} */\n    const features = [];\n    if (data.type === 'FeatureCollection') {\n        for (let i = 0; i < data.features.length; i++) {\n            convertFeature(features, data.features[i], options, i);\n        }\n    } else if (data.type === 'Feature') {\n        convertFeature(features, data, options);\n    } else {\n        // bare geometry (incl. GeometryCollection): wrap in a Feature so the recursion sees a uniform shape\n        convertFeature(features, {type: 'Feature', geometry: data, properties: null}, options);\n    }\n    return features;\n}\n\n/** @param {AnyFeature[]} features @param {Feature} geojson @param {Options} options @param {number} [index] */\nfunction convertFeature(features, geojson, options, index) {\n    const geom = geojson.geometry;\n    if (!geom) return;\n    // GeometryCollection has `geometries` instead of `coordinates`. Absent either way means malformed\n    // input, including an unrecognized type, which is how that reaches the error below.\n    const parts = geom.type === 'GeometryCollection' ? geom.geometries : geom.coordinates;\n    if (!parts) throw new Error(INVALID_GEOJSON);\n    if (!parts.length) return;\n\n    // tolerance is given in pixels-at-tile-extent; convert to storage-space distance at maxZoom\n    // and square it for simplify's internal comparison.\n    const tolerance = options.tolerance * options.worldScale / ((1 << options.maxZoom) * options.extent);\n    const sqTolerance = tolerance * tolerance;\n    const tags = geojson.properties;\n    const CoordArray = options.CoordArray;\n    const S = options.worldScale;\n    const O = options.originShift;\n    const R = options.useInt32;\n\n    let id = geojson.id;\n    if (options.promoteId) id = geojson.properties?.[options.promoteId];\n    else if (options.generateId) id = index || 0;\n\n    if (geom.type === 'Point') {\n        features.push(createSinglePoint(id, projectX(geom.coordinates[0], S, O), projectY(geom.coordinates[1], S, O), tags));\n\n    } else if (geom.type === 'MultiPoint') {\n        const coords = geom.coordinates;\n        const out = new CoordArray(coords.length * 3);\n        for (let i = 0; i < coords.length; i++) {\n            out[i * 3]     = quantize(projectX(coords[i][0], S, O), R);\n            out[i * 3 + 1] = quantize(projectY(coords[i][1], S, O), R);\n        }\n        pushFeature(features, id, POINT, out, tags, options);\n\n    } else if (geom.type === 'LineString') {\n        pushLine(features, id, geom.coordinates, tags, sqTolerance, options);\n\n    } else if (geom.type === 'MultiLineString' && options.lineMetrics) {\n        // explode into separate features so each carries its own metrics\n        for (const lineCoords of geom.coordinates) pushLine(features, id, lineCoords, tags, sqTolerance, options);\n\n    } else if (geom.type === 'MultiLineString' || geom.type === 'Polygon' || geom.type === 'MultiPolygon') {\n        // MultiLineString and Polygon are a single group of rings; MultiPolygon is several. All rings of a feature\n        // are flattened into one buffer: for polygons, the first ring of each group is outer (per GeoJSON spec) and\n        // the rest are holes, distinguished after canonical winding by the sign of ringSize.\n        const isPolygon = geom.type !== 'MultiLineString';\n        const groups = geom.type === 'MultiPolygon' ? geom.coordinates : [geom.coordinates];\n        let total = 0;\n        for (const rings of groups) total += ringsBufferSize(rings);\n        const out = new CoordArray(total);\n        let idx = 0;\n        for (const rings of groups) {\n            for (let i = 0; i < rings.length; i++) {\n                idx = writeLine(out, idx, rings[i], sqTolerance, isPolygon, isPolygon && i === 0, S, O, R);\n            }\n        }\n        pushFeature(features, id, isPolygon ? POLYGON : LINE, out, tags, options);\n\n    } else if (geom.type === 'GeometryCollection') {\n        for (const g of geom.geometries) {\n            convertFeature(features, {type: 'Feature', id, geometry: g, properties: geojson.properties}, options, index);\n        }\n    } else {\n        throw new Error(INVALID_GEOJSON);\n    }\n}\n\n/** @param {number[][][]} rings */\nfunction ringsBufferSize(rings) {\n    let n = 0;\n    for (const ring of rings) if (ring.length > 0) n += 2 + ring.length * 3;\n    return n;\n}\n\n// Unrounded length of the last LINE ring `writeLine` wrote, in storage units — read by `pushLine`, which is\n// the only path lineMetrics features take (LineString directly, MultiLineString exploded into one per part).\nlet lastLineSize = 0;\n\n/** @param {AnyFeature[]} features @param {Id|undefined} id @param {1|2|3} type @param {CoordArray} geom @param {Tags} tags @param {Options} options @param {number} [size] */\nfunction pushFeature(features, id, type, geom, tags, options, size) {\n    const feature = createFeature(id, type, geom, tags);\n    if (type === LINE && options.lineMetrics) {\n        feature.start = 0;\n        feature.end = feature.size = /** @type {number} */ (size);\n    }\n    features.push(feature);\n}\n\n/** @param {AnyFeature[]} features @param {Id|undefined} id @param {number[][]} coords @param {Tags} tags @param {number} sqTolerance @param {Options} options */\nfunction pushLine(features, id, coords, tags, sqTolerance, options) {\n    const out = new options.CoordArray(2 + coords.length * 3);\n    writeLine(out, 0, coords, sqTolerance, false, false, options.worldScale, options.originShift, options.useInt32);\n    pushFeature(features, id, LINE, out, tags, options, lastLineSize);\n}\n\n// Write one ring (header + coords) at `idx` into the pre-sized geometry buffer. Returns the next write position.\n// `ringSize` is stored sqrt-linear for POLYGON (sign(area) * sqrt(|area|)) and clamped linear length for LINE.\n/** @param {CoordArray} out @param {number} idx @param {number[][]} ring @param {number} sqTolerance @param {boolean} isPolygon @param {boolean} isOuter @param {number} S @param {number} O @param {boolean} R @returns {number} */\nfunction writeLine(out, idx, ring, sqTolerance, isPolygon, isOuter, S, O, R) {\n    // empty rings are skipped at the call sites; this guard prevents KEEP_Z scribbling past the reserved header into the next ring\n    if (ring.length === 0) return idx;\n    const headerIdx = idx;\n    idx += 2; // reserve [ringLen, ringSize]; backfilled below\n    const coords0 = idx;\n\n    let x0 = 0, y0 = 0;\n    let size = 0;\n\n    for (let j = 0; j < ring.length; j++) {\n        // quantized before the size accumulation so ringSize describes the geometry actually stored\n        const x = quantize(projectX(ring[j][0], S, O), R);\n        const y = quantize(projectY(ring[j][1], S, O), R);\n\n        out[idx]     = x;\n        out[idx + 1] = y;\n        idx += 3;\n\n        if (j > 0) {\n            if (isPolygon) {\n                size += (x0 * y - x * y0) / 2; // signed area (storage² units; Float64 intermediate)\n            } else {\n                const dx = x - x0, dy = y - y0;\n                size += Math.sqrt(dx * dx + dy * dy); // length (storage units)\n            }\n        }\n        x0 = x;\n        y0 = y;\n    }\n\n    const coordsEnd = idx;\n\n    // canonical winding: outer rings get one orientation, holes the opposite, determined structurally\n    // from GeoJSON nesting (not from input winding)\n    if (isPolygon && ((isOuter && size < 0) || (!isOuter && size >= 0))) {\n        const nCoords = coordsEnd - coords0;\n        for (let k = 0; k < nCoords / 2; k += 3) {\n            const i = coords0 + k;\n            const j = coordsEnd - 3 - k;\n            const x = out[i];\n            const y = out[i + 1];\n            const z = out[i + 2];\n            out[i]     = out[j];\n            out[i + 1] = out[j + 1];\n            out[i + 2] = out[j + 2];\n            out[j]     = x;\n            out[j + 1] = y;\n            out[j + 2] = z;\n        }\n        size = -size; // sign now matches canonical winding (outer positive, hole negative)\n    }\n\n    const lastIdx = coordsEnd - 3;\n    out[coords0 + 2] = KEEP_Z;\n    simplify(out, coords0, lastIdx, sqTolerance);\n    out[lastIdx + 2] = KEEP_Z;\n\n    // Backfill the header. POLYGON stores sign(area)*sqrt(|area|), keeping the sign for the outer/hole\n    // distinction; it fits the Int32 slot because |area| ≤ (W/2)² over the centered range, so sqrt ≤ W/2 < 2^31.\n    // LINE stores linear length, which a line longer than one world span overflows — clamped rather than\n    // widened because the slot is only ever compared against a tolerance by magnitude, and a wrapped length\n    // could land near zero and drop the whole ring. Line metrics need the true value and read `lastLineSize`.\n    out[headerIdx] = (coordsEnd - coords0) / 3;\n    if (isPolygon) {\n        out[headerIdx + 1] = Math.sign(size) * Math.sqrt(Math.abs(size));\n    } else {\n        lastLineSize = size;\n        out[headerIdx + 1] = Math.min(size, KEEP_Z);\n    }\n\n    return idx;\n}\n\n// Round-half-up to the storage quantum on the Int32 path; identity on the Float64 path. Bit-identical to\n// Math.round for coordinate magnitudes, but Math.floor compiles to a single instruction where Math.round\n// is a builtin call — Math.round here cost +27–34% on convert for polygon datasets, this variant is free.\n/** @param {number} v @param {boolean} R */\nfunction quantize(v, R) {\n    return R ? Math.floor(v + 0.5) : v;\n}\n\n/** @param {number} x @param {number} S @param {number} O */\nfunction projectX(x, S, O) {\n    return (x / 360 + 0.5 - O) * S;\n}\n\n/** @param {number} y @param {number} S @param {number} O */\nfunction projectY(y, S, O) {\n    const sin = Math.sin(y * Math.PI / 180);\n    const y2 = 0.5 - 0.25 * Math.log((1 + sin) / (1 - sin)) / Math.PI;\n    const yc = y2 < 0 ? 0 : y2 > 1 ? 1 : y2;\n    return (yc - O) * S;\n}\n","\nimport {createFeature, POINT, LINE, POLYGON, SINGLE_POINT, KEEP_Z} from './feature.js';\n\n/** @import {AnyFeature, Feature, CoordArray, CoordArrayCtor, InternalOptions as Options} from './internal.d.ts' */\n\n/* clip features between two vertical or horizontal axis-parallel lines:\n *     |        |\n *  ___|___     |     /\n * /   |   \\____|____/\n *     |        |\n *\n * k1, k2: storage-space clip-line coordinates (caller has already converted\n *         from tile-grid units, multiplied by worldScale, shifted by\n *         originShift). Same scale as feature coords.\n * axis: 0 for x, 1 for y\n * minAll, maxAll: storage-space bbox bounds across all features\n */\n/** @param {AnyFeature[]} features @param {number} k1 @param {number} k2 @param {0|1} axis @param {number} minAll @param {number} maxAll @param {Options} options @returns {AnyFeature[]|null} */\nexport default function clip(features, k1, k2, axis, minAll, maxAll, options) {\n    if (minAll >= k1 && maxAll < k2) return features; // trivial accept\n    if (maxAll < k1 || minAll >= k2) return null;     // trivial reject\n\n    const isMetrics = options.lineMetrics;\n    const CoordArray = options.CoordArray;\n    // Lazy-init: stay null while every feature so far trivially accepts. As soon as any feature rejects\n    // or needs clipping, materialize `clipped` by copying the accepted prefix.\n    /** @type {AnyFeature[]|null} */\n    let clipped = null;\n\n    for (let fi = 0; fi < features.length; fi++) {\n        const feature = features[fi];\n        const type = feature.type;\n\n        if (type === SINGLE_POINT) {\n            // x/y stored directly on the feature; no geometry array, no bbox.\n            const a = axis === 0 ? feature.x : feature.y;\n            if (a >= k1 && a < k2) {\n                if (clipped !== null) clipped.push(feature);\n            } else if (clipped === null) {\n                clipped = features.slice(0, fi);\n            }\n            continue;\n        }\n\n        const geometry = feature.geometry;\n        const min = axis === 0 ? feature.minX : feature.minY;\n        const max = axis === 0 ? feature.maxX : feature.maxY;\n\n        if (min >= k1 && max < k2) { // trivial accept\n            if (clipped !== null) clipped.push(feature);\n            continue;\n        }\n        if (max < k1 || min >= k2) { // trivial reject\n            if (clipped === null) clipped = features.slice(0, fi);\n            continue;\n        }\n        if (clipped === null) clipped = features.slice(0, fi);\n\n        if (type === POINT) {\n            clipPoint(geometry, k1, k2, axis, feature, clipped, CoordArray);\n            continue;\n        }\n        clipLinesOrPolygons(geometry, type, k1, k2, axis, feature, clipped, isMetrics, CoordArray);\n    }\n\n    if (clipped === null) return features; // every feature trivially accepted\n    return clipped.length ? clipped : null;\n}\n\n/** @param {CoordArray} geometry @param {number} k1 @param {number} k2 @param {0|1} axis @param {Feature} feature @param {AnyFeature[]} clipped @param {CoordArrayCtor} CoordArray */\nfunction clipPoint(geometry, k1, k2, axis, feature, clipped, CoordArray) {\n    let n = 0;\n    for (let i = 0; i < geometry.length; i += 3) {\n        if (geometry[i + axis] >= k1 && geometry[i + axis] < k2) n += 3;\n    }\n    if (n === 0) return;\n    const out = new CoordArray(n);\n    let w = 0;\n    for (let i = 0; i < geometry.length; i += 3) {\n        if (geometry[i + axis] >= k1 && geometry[i + axis] < k2) {\n            out[w]     = geometry[i];\n            out[w + 1] = geometry[i + 1];\n            out[w + 2] = geometry[i + 2];\n            w += 3;\n        }\n    }\n    clipped.push(createFeature(feature.id, POINT, out, feature.tags));\n}\n\n/** @param {CoordArray} geometry @param {1|2|3} type @param {number} k1 @param {number} k2 @param {0|1} axis @param {Feature} feature @param {AnyFeature[]} clipped @param {boolean} isMetrics @param {CoordArrayCtor} CoordArray */\nfunction clipLinesOrPolygons(geometry, type, k1, k2, axis, feature, clipped, isMetrics, CoordArray) {\n    const isPolygon = type === POLYGON;\n\n    // Two passes: precount the exact output size, then allocate once and write all rings/slices into a\n    // single inline-header buffer.\n    let total = 0;\n    for (let i = 0; i < geometry.length;) {\n        const coordsEnd = i + 2 + geometry[i] * 3;\n        total += countClipRing(geometry, i + 2, coordsEnd, k1, k2, axis, isPolygon);\n        i = coordsEnd;\n    }\n    if (total === 0) return;\n\n    let out = new CoordArray(total);\n    // Interpolated coords are rounded only into integer storage, where the array would otherwise truncate\n    // them toward zero. Float64 storage is the uncentered [0, 1] source space, where rounding would snap\n    // every intersection to a world corner. Math.floor(v + 0.5) is round-half-up, same as Math.round for\n    // these magnitudes, but a single instruction rather than a builtin call.\n    const round = CoordArray === Int32Array;\n    // line-metrics mode collects a (start, end) pair per emitted slice; such features always have a single ring\n    const metrics = isMetrics && type === LINE ? /** @type {number[]} */ ([]) : null;\n    let w = 0;\n    for (let i = 0; i < geometry.length;) {\n        const coordsEnd = i + 2 + geometry[i] * 3;\n        w = clipRing(geometry, i + 2, coordsEnd, geometry[i + 1], out, w, k1, k2, axis, isPolygon, round, metrics, feature.start || 0);\n        i = coordsEnd;\n    }\n\n    // The polygon precount reserves a closing point whenever a ring crossed a clip line, but the ring is only\n    // closed when its endpoints differ, so the buffer may have unused slack at the end: trim it away.\n    if (w < total) out = out.subarray(0, w);\n\n    if (metrics === null) {\n        clipped.push(createFeature(feature.id, type, out, feature.tags));\n        return;\n    }\n    // split the packed slices into separate features so each carries its own metrics\n    for (let i = 0, n = 0; i < out.length; n += 2) {\n        const coordsEnd = i + 2 + out[i] * 3;\n        const f = createFeature(feature.id, LINE, out.slice(i, coordsEnd), feature.tags);\n        f.start = metrics[n];\n        f.end = metrics[n + 1];\n        f.size = feature.size;\n        clipped.push(f);\n        i = coordsEnd;\n    }\n}\n\n// Count exact output slot count (headers + coords) for one input ring, mirroring `clipRing`'s topology without\n// intersect math. The polygon-close decision uses the crossing count: close is needed iff at least one segment\n// crossed a clip line (the output then ends in an intersection, differing from the entry point). Zero crossings\n// means the ring is verbatim-copied and remains naturally closed.\n/** @param {CoordArray} geom @param {number} coords0 @param {number} coordsEnd @param {number} k1 @param {number} k2 @param {0|1} axis @param {boolean} isPolygon */\nfunction countClipRing(geom, coords0, coordsEnd, k1, k2, axis, isPolygon) {\n    let slices = 0;\n    let coordsTotal = 0;\n    let sliceCoords = 0;\n    let crossings = 0;\n\n    for (let i = coords0; i < coordsEnd - 3; i += 3) {\n        const a = geom[i + axis];\n        const b = geom[i + 3 + axis];\n        let exited = false;\n\n        if (a < k1) {\n            if (b >= k1) { sliceCoords++; crossings++; }\n        } else if (a > k2) {\n            if (b <= k2) { sliceCoords++; crossings++; }\n        } else {\n            sliceCoords++;\n        }\n        if (b < k1 && a >= k1) { sliceCoords++; crossings++; exited = true; }\n        if (b > k2 && a <= k2) { sliceCoords++; crossings++; exited = true; }\n\n        if (!isPolygon && exited) {\n            if (sliceCoords > 0) {\n                coordsTotal += sliceCoords;\n                slices++;\n            }\n            sliceCoords = 0;\n        }\n    }\n\n    const lastA = geom[coordsEnd - 3 + axis];\n    if (lastA >= k1 && lastA <= k2) sliceCoords++;\n    if (isPolygon && sliceCoords >= 2 && crossings >= 1) sliceCoords++;\n\n    if (sliceCoords > 0) {\n        coordsTotal += sliceCoords;\n        slices++;\n    }\n\n    return coordsTotal * 3 + slices * 2;\n}\n\n// Sutherland–Hodgman clipping (for polygon rings) or split-into-segments (for linestrings). Reads one ring's\n// coords from `geom[coords0..coordsEnd]` and writes inline-header ring(s) into `out` starting at writer\n// position `w`. For polygons: at most one output ring per input ring; for linestrings: any number. Returns `w`.\n// In line-metrics mode `metrics` receives a (start, end) pair per emitted slice, measured from `start`.\n/** @param {CoordArray} geom @param {number} coords0 @param {number} coordsEnd @param {number} ringSize @param {CoordArray} out @param {number} w @param {number} k1 @param {number} k2 @param {0|1} axis @param {boolean} isPolygon @param {boolean} round @param {number[]|null} metrics @param {number} start */\nfunction clipRing(geom, coords0, coordsEnd, ringSize, out, w, k1, k2, axis, isPolygon, round, metrics, start) {\n    const trackMetrics = metrics !== null;\n    let headerIdx = w;\n    out[w]     = 0;        // ringLen, backfilled below\n    out[w + 1] = ringSize;\n    w += 2;\n    let sliceWriteStart = w;\n\n    let len = start;\n    let sliceMetricStart = len;\n    let segLen = 0, t = 0;\n\n    for (let i = coords0; i < coordsEnd - 3; i += 3) {\n        const ax = geom[i];\n        const ay = geom[i + 1];\n        const az = geom[i + 2];\n        const bx = geom[i + 3];\n        const by = geom[i + 4];\n        const a = axis === 0 ? ax : ay;\n        const b = axis === 0 ? bx : by;\n        let exited = false;\n\n        if (trackMetrics) segLen = Math.sqrt((ax - bx) * (ax - bx) + (ay - by) * (ay - by));\n\n        if (a < k1) {\n            // ---|-->  | (line enters the clip region from the left)\n            if (b >= k1) {\n                t = intersect(out, w, ax, ay, bx, by, k1, axis, round); w += 3;\n                if (trackMetrics) sliceMetricStart = len + segLen * t;\n            }\n        } else if (a > k2) {\n            // |  <--|--- (line enters the clip region from the right)\n            if (b <= k2) {\n                t = intersect(out, w, ax, ay, bx, by, k2, axis, round); w += 3;\n                if (trackMetrics) sliceMetricStart = len + segLen * t;\n            }\n        } else {\n            out[w]     = ax;\n            out[w + 1] = ay;\n            out[w + 2] = az;\n            w += 3;\n        }\n        if (b < k1 && a >= k1) {\n            // <--|---  | or <--|-----|--- (line exits the clip region on the left)\n            t = intersect(out, w, ax, ay, bx, by, k1, axis, round); w += 3;\n            exited = true;\n        }\n        if (b > k2 && a <= k2) {\n            // |  ---|--> or ---|-----|--> (line exits the clip region on the right)\n            t = intersect(out, w, ax, ay, bx, by, k2, axis, round); w += 3;\n            exited = true;\n        }\n\n        if (!isPolygon && exited) {\n            // finalize current slice, start a new one\n            const sliceLen = (w - sliceWriteStart) / 3;\n            if (sliceLen > 0) {\n                out[headerIdx] = sliceLen;\n                if (trackMetrics) /** @type {number[]} */ (metrics).push(sliceMetricStart, len + segLen * t);\n                headerIdx = w;\n                out[w]     = 0;\n                out[w + 1] = ringSize;\n                w += 2;\n                sliceWriteStart = w;\n            }\n            // else: empty slice; reuse the reserved header for the next one\n        }\n\n        if (trackMetrics) len += segLen;\n    }\n\n    // add the last point\n    const last = coordsEnd - 3;\n    const ax = geom[last];\n    const ay = geom[last + 1];\n    const az = geom[last + 2];\n    const a = axis === 0 ? ax : ay;\n    if (a >= k1 && a <= k2) {\n        out[w]     = ax;\n        out[w + 1] = ay;\n        out[w + 2] = az;\n        w += 3;\n    }\n\n    // close the polygon if its endpoints are not the same after clipping\n    if (isPolygon && (w - sliceWriteStart) >= 6 &&\n        (out[w - 3] !== out[sliceWriteStart] || out[w - 2] !== out[sliceWriteStart + 1])) {\n        out[w]     = out[sliceWriteStart];\n        out[w + 1] = out[sliceWriteStart + 1];\n        out[w + 2] = out[sliceWriteStart + 2];\n        w += 3;\n    }\n\n    // finalize the final slice — backfill ringLen, or roll back the reserved\n    // header if the slice ended up empty\n    const sliceLen = (w - sliceWriteStart) / 3;\n    if (sliceLen > 0) {\n        out[headerIdx] = sliceLen;\n        if (trackMetrics) /** @type {number[]} */ (metrics).push(sliceMetricStart, len);\n    } else {\n        w = headerIdx;\n    }\n\n    return w;\n}\n\n// Compute the segment/clip-line intersection point at axis-parallel value `k`, write its (x, y, z=KEEP) triple\n// into `out` at position `w`, and return parametric `t` for the metrics path. The axis component is `k` itself;\n// the non-axis component is a real intersection, rounded to the nearest quantum when `round` is set so that\n// integer storage doesn't truncate it toward zero. The KEEP sentinel keeps the point out of simplification.\n/** @param {CoordArray} out @param {number} w @param {number} ax @param {number} ay @param {number} bx @param {number} by @param {number} k @param {0|1} axis @param {boolean} round @returns {number} */\nfunction intersect(out, w, ax, ay, bx, by, k, axis, round) {\n    let t;\n    if (axis === 0) {\n        t = (k - ax) / (bx - ax);\n        const y = ay + (by - ay) * t;\n        out[w]     = k;\n        out[w + 1] = round ? Math.floor(y + 0.5) : y;\n    } else {\n        t = (k - ay) / (by - ay);\n        const x = ax + (bx - ax) * t;\n        out[w]     = round ? Math.floor(x + 0.5) : x;\n        out[w + 1] = k;\n    }\n    out[w + 2] = KEEP_Z;\n    return t;\n}\n","\nimport clip from './clip.js';\nimport {createFeature, createSinglePoint, POINT, SINGLE_POINT} from './feature.js';\n\n/** @import {AnyFeature, CoordArray, InternalOptions as Options} from './internal.d.ts' */\n\n// All thresholds and feature coords here live in storage space (centered Int32 quanta when the gate passed,\n// source [0,1] doubles otherwise). The wrap shift (one full world width) is `worldScale` in storage units.\n\n/** @param {AnyFeature[]} features @param {Options} options @returns {AnyFeature[]} */\nexport default function wrap(features, options) {\n    const S = options.worldScale;\n    const O = options.originShift;\n    // buffer width in storage units\n    const buf = options.buffer * S / options.extent;\n    // world [0, 1] in storage units: [-O*S, (1-O)*S]\n    const w0 = -O * S;\n    const w1 = (1 - O) * S;\n    let merged = features;\n    const left  = clip(features, w0 - S - buf, w0 + buf, 0, w0 - S, w1 + S, options); // left world copy\n    const right = clip(features, w1 - buf,     w1 + S + buf, 0, w0 - S, w1 + S, options); // right world copy\n\n    if (left || right) {\n        merged = clip(features, w0 - buf, w1 + buf, 0, w0 - S, w1 + S, options) || []; // center world copy\n\n        if (left)  merged = shiftFeatureCoords(left,  S).concat(merged); // merge left into center\n        if (right) merged = merged.concat(shiftFeatureCoords(right, -S)); // merge right into center\n    }\n    return merged;\n}\n\n/** @param {AnyFeature[]} features @param {number} offset @returns {AnyFeature[]} */\nfunction shiftFeatureCoords(features, offset) {\n    const out = [];\n    for (const feature of features) {\n        if (feature.type === SINGLE_POINT) {\n            out.push(createSinglePoint(feature.id, feature.x + offset, feature.y, feature.tags));\n            continue;\n        }\n        const newGeom = shiftGeom(feature.geometry, feature.type, offset);\n        const shifted = createFeature(feature.id, feature.type, newGeom, feature.tags);\n        if (feature.start !== undefined) {\n            shifted.start = feature.start;\n            shifted.end = feature.end;\n            shifted.size = feature.size;\n        }\n        out.push(shifted);\n    }\n    return out;\n}\n\n// Build a shifted copy of a feature's geometry: copy the buffer, then offset the x slot of every coord,\n// skipping the inline ring headers of LINE / POLYGON geometry.\n/** @param {CoordArray} geom @param {1|2|3} type @param {number} offset @returns {CoordArray} */\nfunction shiftGeom(geom, type, offset) {\n    const out = geom.slice();\n    if (type === POINT) {\n        for (let i = 0; i < out.length; i += 3) out[i] += offset;\n    } else {\n        for (let i = 0; i < out.length;) {\n            const coordsEnd = i + 2 + out[i] * 3;\n            for (let j = i + 2; j < coordsEnd; j += 3) out[j] += offset;\n            i = coordsEnd;\n        }\n    }\n    return out;\n}\n","\nimport {POINT, LINE, POLYGON, SINGLE_POINT} from './feature.js';\n\n/** @import {AnyFeature, CoordArray, InternalOptions as Options, Tile, TileCoordArray, TileCoordArrayCtor, TileFeature, TileFeatureSinglePoint} from './internal.d.ts' */\n\n// `createTile` reads features in *storage space* (the units convert.js established — centered Int32 quanta when\n// the Int32 gate passed, or uncentered Float64 source [0,1] otherwise) and projects each coord into the public\n// per-tile extent space. `tolerance` is in storage units at the current zoom (linear; z-slot and POLYGON ringSize\n// were stored sqrt-linear at convert).\n\n/** @param {AnyFeature[]} features @param {number} z @param {number} tx @param {number} ty @param {Options} options @returns {Tile} */\nexport default function createTile(features, z, tx, ty, options) {\n    const extent = options.extent;\n    const S = options.worldScale;\n    const O = options.originShift;\n    // storage-space tolerance at this zoom: pixel-tolerance scaled to quanta, then narrowed by the current\n    // zoom factor. At z=maxZoom this equals options.tolerance in storage units (1 pixel = 1 quantum on the\n    // Int32 path; equivalent ratio on the Float64 path).\n    const tolerance = z === options.maxZoom ? 0 : options.tolerance * S / ((1 << z) * extent);\n    const z2 = 1 << z;\n    // Committed-tile coord type: smallest typed-array dtype that fits the tile-extent projected range [-buffer, extent+buffer].\n    const CoordArray = (extent + options.buffer) <= 32767 ? Int16Array : Int32Array;\n    /** @type {Tile} */\n    const tile = {\n        features: [],\n        numPoints: 0,\n        numSimplified: 0,\n        numFeatures: features.length,\n        source: null,\n        x: tx,\n        y: ty,\n        z,\n        minX: Infinity,\n        minY: Infinity,\n        maxX: -Infinity,\n        maxY: -Infinity\n    };\n    for (const feature of features) {\n        addFeature(tile, feature, tolerance, options, z2, tx, ty, extent, CoordArray, S, O);\n    }\n    return tile;\n}\n\n// Project a storage-space coordinate back to tile-extent integer space along either axis (t = tx or ty).\n// storage / S + O = source ∈ [0, 1]; then (source * z2 - t) * extent.\n/** @param {number} v @param {number} z2 @param {number} t @param {number} extent @param {number} S @param {number} O */\nfunction project(v, z2, t, extent, S, O) {\n    return Math.round(extent * ((v / S + O) * z2 - t));\n}\n\n/** @param {Tile} tile @param {AnyFeature} feature @param {number} tolerance @param {Options} options @param {number} z2 @param {number} tx @param {number} ty @param {number} extent @param {TileCoordArrayCtor} CoordArray @param {number} S @param {number} O */\nfunction addFeature(tile, feature, tolerance, options, z2, tx, ty, extent, CoordArray, S, O) {\n    const type = feature.type;\n\n    if (type === SINGLE_POINT) {\n        const x = feature.x;\n        const y = feature.y;\n        if (x < tile.minX) tile.minX = x;\n        if (y < tile.minY) tile.minY = y;\n        if (x > tile.maxX) tile.maxX = x;\n        if (y > tile.maxY) tile.maxY = y;\n\n        tile.numPoints++;\n        tile.numSimplified++;\n\n        /** @type {TileFeatureSinglePoint} */\n        const tileFeature = {\n            x: project(x, z2, tx, extent, S, O),\n            y: project(y, z2, ty, extent, S, O),\n            type: SINGLE_POINT,\n            tags: feature.tags || null\n        };\n        if (feature.id !== undefined) tileFeature.id = feature.id;\n        tile.features.push(tileFeature);\n        return;\n    }\n\n    const geom = feature.geometry;\n    /** @type {TileCoordArray | TileCoordArray[]} */\n    let simplified;\n\n    if (feature.minX < tile.minX) tile.minX = feature.minX;\n    if (feature.minY < tile.minY) tile.minY = feature.minY;\n    if (feature.maxX > tile.maxX) tile.maxX = feature.maxX;\n    if (feature.maxY > tile.maxY) tile.maxY = feature.maxY;\n\n    if (type === POINT) {\n        const n = geom.length / 3;\n        simplified = new CoordArray(n * 2);\n        for (let i = 0, j = 0; i < geom.length; i += 3, j += 2) {\n            simplified[j] = project(geom[i], z2, tx, extent, S, O);\n            simplified[j + 1] = project(geom[i + 1], z2, ty, extent, S, O);\n        }\n        tile.numPoints += n;\n        tile.numSimplified += n;\n        if (!simplified.length) return;\n\n    } else {\n        simplified = [];\n        const isPolygon = type === POLYGON;\n        for (let i = 0; i < geom.length;) {\n            const ringLen = geom[i];\n            const ringSize = geom[i + 1];\n            const coords0 = i + 2;\n            const coordsEnd = coords0 + ringLen * 3;\n            addLine(simplified, geom, coords0, coordsEnd, ringSize, tile, tolerance, isPolygon, z2, tx, ty, extent, CoordArray, S, O);\n            i = coordsEnd;\n        }\n        if (!simplified.length) return;\n    }\n\n    let tags = feature.tags || null;\n    if (type === LINE && options.lineMetrics) {\n        tags = {};\n        for (const key in feature.tags) tags[key] = feature.tags[key];\n        // start/end/size are set together by convert/clip on lineMetrics LINE features\n        const start = /** @type {number} */ (feature.start);\n        const end = /** @type {number} */ (feature.end);\n        const size = /** @type {number} */ (feature.size);\n        // Clamp to the [0, 1] the metrics are defined on: size and start/end are independently accumulated\n        // Float64 sums, so a slice at either extreme can land a rounding step outside. A degenerate line has\n        // size 0 and is all of itself, hence the 0 and the `end >= size` arm.\n        // Storage units -> tile units at this zoom; an exact power of two on the Int32 path. The lengths are\n        // emitted alongside the ratios (matching geojson-vt-cpp) because consumers that recover the feature\n        // length as distance/(clip_end - clip_start) divide by a range that collapses on a line's terminal\n        // tile, amplifying a rounding step in the ratios into hundreds of pixels of pattern phase error.\n        const lenScale = extent * z2 / S;\n        /* eslint-disable camelcase */\n        tags.mapbox_clip_feature_len = size * lenScale;\n        tags.mapbox_clip_seg_len = (end - start) * lenScale;\n        tags.mapbox_clip_start = size > 0 ? Math.max(0, start / size) : 0;\n        tags.mapbox_clip_end = end >= size ? 1 : end / size;\n        /* eslint-enable camelcase */\n    }\n\n    // internal type values are intentionally identical to the public ones; the cast bridges the parallel narrowing\n    // of `type` (POINT vs LINE/POLYGON) and `simplified` (flat vs ring-array) that TS can't follow across branches.\n    const tileFeature = /** @type {TileFeature} */ ({geometry: simplified, type, tags});\n    if (feature.id !== undefined) tileFeature.id = feature.id;\n    tile.features.push(tileFeature);\n}\n\n/** @param {TileCoordArray[]} result @param {CoordArray} geom @param {number} coords0 @param {number} coordsEnd @param {number} ringSize @param {Tile} tile @param {number} tolerance @param {boolean} isPolygon @param {number} z2 @param {number} tx @param {number} ty @param {number} extent @param {TileCoordArrayCtor} CoordArray @param {number} S @param {number} O */\nfunction addLine(result, geom, coords0, coordsEnd, ringSize, tile, tolerance, isPolygon, z2, tx, ty, extent, CoordArray, S, O) {\n    const ringLen = (coordsEnd - coords0) / 3;\n\n    // z-slot and POLYGON ringSize are stored sqrt-linear, LINE ringSize linear, so both ringSize and per-coord\n    // weight compare linearly against tolerance.\n    if (Math.abs(ringSize) < tolerance) {\n        tile.numPoints += ringLen;\n        return;\n    }\n\n    // Pre-count kept points so the retained ring is allocated at exact size\n    let kept = 0;\n    if (tolerance === 0) {\n        kept = ringLen;\n    } else {\n        for (let i = coords0; i < coordsEnd; i += 3) {\n            if (geom[i + 2] > tolerance) kept++;\n        }\n    }\n    tile.numPoints += ringLen;\n    tile.numSimplified += kept;\n\n    const ring = new CoordArray(kept * 2);\n    let w = 0;\n    for (let i = coords0; i < coordsEnd; i += 3) {\n        if (tolerance === 0 || geom[i + 2] > tolerance) {\n            ring[w++] = project(geom[i], z2, tx, extent, S, O);\n            ring[w++] = project(geom[i + 1], z2, ty, extent, S, O);\n        }\n    }\n    result.push(ring);\n}\n","\nimport convert from './convert.js'; // GeoJSON conversion and preprocessing\nimport clip from './clip.js';       // stripe clipping algorithm\nimport wrap from './wrap.js';       // date line processing\nimport createTile from './tile.js'; // final simplified tile generation\nimport {POINT, SINGLE_POINT} from './feature.js';\n\n/** @import {AnyFeature, InternalOptions, Tile} from './internal.d.ts' */\n/** @import {Options, LegacyTile, LegacyFeature, RawTile, TileCoord} from './index.d.ts' */\n\n/** @type {Required<Options>} */\nconst defaultOptions = {\n    maxZoom: 14,            // max zoom to preserve detail on\n    indexMaxZoom: 5,        // max zoom in the tile index\n    indexMaxPoints: 100000, // max number of points per tile in the tile index\n    tolerance: 3,           // simplification tolerance (higher means simpler)\n    extent: 4096,           // tile extent\n    buffer: 64,             // tile buffer on each side\n    lineMetrics: false,     // whether to calculate line metrics\n    promoteId: null,        // name of a feature property to be promoted to feature.id\n    generateId: false,      // whether to generate feature ids. Cannot be used with promoteId\n    debug: 0                // logging level (0, 1 or 2)\n};\n\nexport default class GeoJSONVT {\n    /** @param {import('geojson').GeoJSON} data @param {Options} [options] */\n    constructor(data, options) {\n        /** @type {InternalOptions} */\n        const opts = this.options = Object.assign(Object.create(defaultOptions), options);\n\n        const debug = opts.debug;\n\n        if (debug) console.time('preprocess data');\n\n        if (opts.maxZoom < 0 || opts.maxZoom > 24) throw new Error('maxZoom should be in the 0-24 range');\n        if (opts.promoteId && opts.generateId) throw new Error('promoteId and generateId cannot be used together.');\n\n        // Int32 source-coord gate: world + wrap buffer must fit signed 32-bit. When the gate fails, fall\n        // back to Float64Array storage (uncentered [0, 1] source space — historical encoding).\n        const worldSpan = (opts.extent + 2 * opts.buffer) * (1 << opts.maxZoom);\n        const useInt32 = worldSpan < 0x100000000; // 2^32; strict — centered range is [-2^31, +2^31), and +2^31 wraps under ToInt32.\n        opts.useInt32 = useInt32;\n        opts.CoordArray = useInt32 ? Int32Array : Float64Array;\n        opts.worldScale = useInt32 ? opts.extent * (1 << opts.maxZoom) : 1;\n        opts.originShift = useInt32 ? 0.5 : 0;\n\n        // projects and adds simplification info\n        let features = convert(data, opts);\n\n        // tiles and tileCoords are part of the public API\n        /** @type {Record<number, Tile>} */\n        this.tiles = {};\n        /** @type {TileCoord[]} */\n        this.tileCoords = [];\n        /** @type {Record<string, number>} */\n        this.stats = {};\n        this.total = 0;\n\n        if (debug) {\n            console.timeEnd('preprocess data');\n            console.log('index: maxZoom: %d, maxPoints: %d', opts.indexMaxZoom, opts.indexMaxPoints);\n            console.time('generate tiles');\n        }\n\n        // wraps features (ie extreme west and extreme east)\n        features = wrap(features, opts);\n\n        // start slicing from the top tile down\n        if (features.length) this.splitTile(features, 0, 0, 0);\n\n        if (debug) {\n            const top = this.tiles[0];\n            if (top) console.log(`features: ${top.numFeatures}, points: ${top.numPoints}`);\n            console.timeEnd('generate tiles');\n            console.log('tiles generated:', this.total, JSON.stringify(this.stats));\n        }\n    }\n\n    // Splits features from a parent tile to sub-tiles. z/x/y: parent tile coords; cz/cx/cy: target tile coords.\n    //\n    // If no target tile is specified, splitting stops when we reach the maximum zoom or when the\n    // number of points is low as specified in the options.\n    /** @param {AnyFeature[]} features @param {number} z @param {number} x @param {number} y @param {number} [cz] @param {number} [cx] @param {number} [cy] */\n    splitTile(features, z, x, y, cz, cx, cy) {\n\n        /** @type {AnyFeature[][]} */\n        const featStack = [features];\n        /** @type {number[]} */\n        const numStack = [z, x, y];\n        const options = /** @type {InternalOptions} */ (this.options);\n        const debug = options.debug;\n\n        // avoid recursion by using a processing queue\n        while (featStack.length) {\n            y = /** @type {number} */ (numStack.pop());\n            x = /** @type {number} */ (numStack.pop());\n            z = /** @type {number} */ (numStack.pop());\n            features = /** @type {AnyFeature[]} */ (featStack.pop());\n\n            const z2 = 1 << z;\n            const id = toID(z, x, y);\n            let tile = this.tiles[id];\n\n            if (!tile) {\n                if (debug > 1) console.time('creation');\n\n                tile = this.tiles[id] = createTile(features, z, x, y, options);\n                this.tileCoords.push({z, x, y});\n                this.stats[z] = (this.stats[z] || 0) + 1;\n                this.total++;\n\n                if (debug > 1) {\n                    console.log(`tile z${z}-${x}-${y} (features: ${tile.numFeatures}, points: ${tile.numPoints}, simplified: ${tile.numSimplified})`);\n                    console.timeEnd('creation');\n                }\n            }\n\n            // save reference to original geometry in tile so that we can drill down later if we stop now\n            tile.source = features;\n\n            // if it's the first-pass tiling\n            if (cz == null) {\n                // stop tiling if we reached max zoom, or if the tile is too simple\n                if (z === options.indexMaxZoom || tile.numPoints <= options.indexMaxPoints) continue;\n            // if a drilldown to a specific tile\n            } else if (z === options.maxZoom || z === cz) {\n                // stop tiling if we reached base zoom or our target tile zoom\n                continue;\n            } else {\n                // cx, cy are always passed together with cz; stop tiling if it's not an ancestor of the target tile\n                const zoomSteps = cz - z;\n                if (x !== /** @type {number} */(cx) >> zoomSteps || y !== /** @type {number} */(cy) >> zoomSteps) continue;\n            }\n\n            // if we slice further down, no need to keep source geometry\n            tile.source = null;\n\n            if (features.length === 0) continue;\n\n            if (debug > 1) console.time('clipping');\n\n            // Convert tile-grid clip thresholds to storage space:\n            //   source = (gridCoord ± k) / z2\n            //   storage = (source - originShift) * worldScale\n            // (b is the half-buffer in storage units; tile-step in storage = S/z2.)\n            const S = options.worldScale;\n            const O = options.originShift;\n            const step = S / z2;\n            const b = 0.5 * options.buffer * S / (z2 * options.extent);\n            const xc = (x / z2 - O) * S; // tile's left edge in storage\n            const yc = (y / z2 - O) * S; // tile's top edge in storage\n\n            let tl = null;\n            let bl = null;\n            let tr = null;\n            let br = null;\n\n            const left  = clip(features, xc - b, xc + step / 2 + b, 0, tile.minX, tile.maxX, options);\n            const right = clip(features, xc + step / 2 - b, xc + step + b, 0, tile.minX, tile.maxX, options);\n\n            if (left) {\n                tl = clip(left, yc - b, yc + step / 2 + b, 1, tile.minY, tile.maxY, options);\n                bl = clip(left, yc + step / 2 - b, yc + step + b, 1, tile.minY, tile.maxY, options);\n            }\n\n            if (right) {\n                tr = clip(right, yc - b, yc + step / 2 + b, 1, tile.minY, tile.maxY, options);\n                br = clip(right, yc + step / 2 - b, yc + step + b, 1, tile.minY, tile.maxY, options);\n            }\n\n            if (debug > 1) console.timeEnd('clipping');\n\n            featStack.push(tl || [], bl || [], tr || [], br || []);\n            numStack.push(\n                z + 1, x * 2, y * 2,\n                z + 1, x * 2, y * 2 + 1,\n                z + 1, x * 2 + 1, y * 2,\n                z + 1, x * 2 + 1, y * 2 + 1);\n        }\n    }\n\n    // Returns the tile as nested [x, y] coordinate pairs — the historical shape, built fresh on every call.\n    /** @param {number|string} z @param {number|string} x @param {number|string} y @returns {LegacyTile|null} */\n    getTile(z, x, y) {\n        const tile = this.findTile(z, x, y);\n        return tile ? materializeTile(tile) : null;\n    }\n\n    // Returns the tile as stored — flat typed coord arrays, no per-coordinate objects. Zero-copy, so the\n    // arrays are the index's own: treat them as read-only, and don't hold them past the index's lifetime.\n    /** @param {number|string} z @param {number|string} x @param {number|string} y @returns {RawTile|null} */\n    getTileRaw(z, x, y) {\n        const tile = this.findTile(z, x, y);\n        return tile ? {features: tile.features} : null;\n    }\n\n    // Internal tile lookup shared by both getTile flavors: drills down from the nearest indexed parent\n    // when the tile isn't built yet. Returns the retained tile, not a public envelope.\n    /** @param {number|string} z @param {number|string} x @param {number|string} y @returns {Tile|null} */\n    findTile(z, x, y) {\n        z = +z;\n        x = +x;\n        y = +y;\n\n        const options = /** @type {InternalOptions} */ (this.options);\n        const debug = options.debug;\n\n        if (z < 0 || z > 24) return null;\n\n        const z2 = 1 << z;\n        x = (x + z2) & (z2 - 1); // wrap tile x coordinate\n\n        const id = toID(z, x, y);\n        if (this.tiles[id]) return this.tiles[id];\n\n        if (debug > 1) console.log('drilling down to z%d-%d-%d', z, x, y);\n\n        let z0 = z;\n        let x0 = x;\n        let y0 = y;\n        let parent;\n\n        while (!parent && z0 > 0) {\n            z0--;\n            x0 = x0 >> 1;\n            y0 = y0 >> 1;\n            parent = this.tiles[toID(z0, x0, y0)];\n        }\n\n        if (!parent || !parent.source) return null;\n\n        // if we found a parent tile containing the original geometry, we can drill down from it\n        if (debug > 1) {\n            console.log('found parent tile z%d-%d-%d', z0, x0, y0);\n            console.time('drilling down');\n        }\n        this.splitTile(parent.source, z0, x0, y0, z, x, y);\n        if (debug > 1) console.timeEnd('drilling down');\n\n        return this.tiles[id] ?? null;\n    }\n}\n\n// Walks the retained internal tile (flat integer coord arrays) into the legacy nested envelope: [x, y] pairs\n// grouped per ring. The tile is immutable; each call produces a fresh envelope.\n/** @param {Tile} tile @returns {LegacyTile} */\nfunction materializeTile(tile) {\n    /** @type {LegacyFeature[]} */\n    const features = [];\n    for (const f of tile.features) {\n        /** @type {LegacyFeature} */\n        let legacy;\n        if (f.type === SINGLE_POINT) { // narrow to public POINT envelope\n            legacy = {type: POINT, geometry: [[f.x, f.y]], tags: f.tags ?? null};\n        } else if (f.type === POINT) {\n            legacy = {type: POINT, geometry: flatToPairs(f.geometry), tags: f.tags ?? null};\n        } else {\n            legacy = {type: f.type, geometry: f.geometry.map(flatToPairs), tags: f.tags ?? null};\n        }\n        if (f.id != null) legacy.id = f.id;\n        features.push(legacy);\n    }\n    return {features};\n}\n\n/** @param {import('./internal.d.ts').TileCoordArray} flat @returns {[number, number][]} */\nfunction flatToPairs(flat) {\n    /** @type {[number, number][]} */\n    const pairs = [];\n    for (let i = 0; i < flat.length; i += 2) pairs.push([flat[i], flat[i + 1]]);\n    return pairs;\n}\n\n/** @param {number} z @param {number} x @param {number} y */\nfunction toID(z, x, y) {\n    return (((1 << z) * y + x) * 32) + z;\n}\n","import {getJSON} from '../util/ajax';\nimport {getPerformanceMeasurement} from '../util/performance';\nimport GeoJSONWrapper from './geojson_wrapper';\nimport GeoJSONRT from './geojson_rt';\nimport writePbf from './vector_tile_to_pbf';\nimport Supercluster from 'supercluster';\nimport GeoJSONVT from 'geojson-vt';\nimport assert from '../style-spec/util/assert';\nimport VectorTileWorkerSource from './vector_tile_worker_source';\nimport {createExpression} from '../style-spec/expression/index';\n\nimport type {\n    WorkerSourceOptions,\n    WorkerSourceVectorTileRequest,\n    WorkerSourceVectorTileResult,\n} from '../source/worker_source';\nimport type {Feature} from './geojson_wrapper';\nimport type {Feature as ExpressionFeature} from '../style-spec/expression/index';\nimport type {LoadVectorDataCallback} from './load_vector_tile';\nimport type {RequestParameters, ResponseCallback} from '../util/ajax';\nimport type {Options as GeoJSONVTOptions} from 'geojson-vt';\n\nexport type GeoJSONWorkerOptions = {\n    source: string;\n    scope: string;\n    cluster: boolean;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    superclusterOptions?: any;\n    geojsonVtOptions?: GeoJSONVTOptions;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    clusterProperties?: any;\n    filter?: Array<unknown>;\n    dynamic?: boolean;\n};\n\nexport type LoadGeoJSONParameters = GeoJSONWorkerOptions & {\n    request?: RequestParameters;\n    data?: string;\n    append?: boolean;\n};\n\ntype FeatureCollectionOrFeature = GeoJSON.FeatureCollection | GeoJSON.Feature;\n\ntype ResourceTiming = Record<string, PerformanceResourceTiming[]>;\n\nexport type LoadGeoJSONResult = FeatureCollectionOrFeature & {resourceTiming?: ResourceTiming};\n\nexport interface GeoJSONIndex {\n    getTileRaw: (z: number, x: number, y: number) => {features: readonly Feature[]} | null;\n    // supercluster methods\n    getClusterExpansionZoom?: (clusterId: number) => number;\n    getChildren?: (clusterId: number) => Array<GeoJSON.Feature>;\n    getLeaves?: (clusterId: number, limit: number, offset: number) => Array<GeoJSON.Feature>;\n}\n\nfunction loadGeoJSONTile(this: GeoJSONWorkerSource, params: WorkerSourceVectorTileRequest, callback: LoadVectorDataCallback): undefined {\n    const canonical = params.tileID.canonical;\n\n    if (!this._geoJSONIndex) {\n        callback(null, null); // we couldn't load the file\n        return;\n    }\n\n    const geoJSONTile = this._geoJSONIndex.getTileRaw(canonical.z, canonical.x, canonical.y);\n    if (!geoJSONTile) {\n        callback(null, null); // nothing in the given tile\n        return;\n    }\n\n    // HACK: separate elevation features into separate layer\n    const isElevationfeature = (f: Feature) => f.tags && '3d_elevation_id' in f.tags && 'source' in f.tags && f.tags.source === 'elevation';\n    const elevationFeatures = geoJSONTile.features.filter(isElevationfeature);\n\n    let layers: Record<string, readonly Feature[]> = {\n        _geojsonTileLayer: geoJSONTile.features\n    };\n\n    if (elevationFeatures.length > 0) {\n        layers = {\n            _geojsonTileLayer: geoJSONTile.features.filter(f => !isElevationfeature(f)),\n            'hd_road_elevation': elevationFeatures\n        };\n    }\n    const vectorTile = new GeoJSONWrapper(layers);\n\n    // Encode the geojson-vt tile into binary vector tile form.  This\n    // is a convenience that allows `FeatureIndex` to operate the same way\n    // across `VectorTileSource` and `GeoJSONSource` data.\n    const rawData = writePbf(layers).buffer as ArrayBuffer;\n\n    callback(null, {vectorTile, rawData, headers: new Headers()});\n}\n\n/**\n * The {@link WorkerSource} implementation that supports {@link GeoJSONSource}.\n * This class is designed to be easily reused to support custom source types\n * for data formats that can be parsed/converted into an in-memory GeoJSON\n * representation.\n *\n * @private\n */\nclass GeoJSONWorkerSource extends VectorTileWorkerSource {\n    _geoJSONIndex!: GeoJSONIndex;\n    _dynamicIndex: GeoJSONRT;\n\n    /**\n     * @private\n     */\n    constructor(options: WorkerSourceOptions) {\n        super(options);\n        this.loadVectorData = loadGeoJSONTile;\n        this._dynamicIndex = new GeoJSONRT();\n    }\n\n    /**\n     * Fetches (if appropriate), parses, and index geojson data into tiles. This\n     * preparatory method must be called before {@link GeoJSONWorkerSource#loadTile}\n     * can correctly serve up tiles.\n     *\n     * Defers to {@link GeoJSONWorkerSource#loadGeoJSON} for the fetching/parsing,\n     * expecting the callback to be called with either an error or a\n     * parsed GeoJSON object.\n     *\n     * When `loadData` requests come in faster than they can be processed,\n     * they are coalesced into a single request using the latest data.\n     * See {@link GeoJSONWorkerSource#coalesce}\n     *\n     * @private\n     */\n    async loadData(params: LoadGeoJSONParameters): Promise<{resourceTiming?: ResourceTiming}> {\n        const requestParam = params && params.request;\n        const perf = requestParam && requestParam.collectResourceTiming;\n\n        this._geoJSONIndex = null;\n\n        let data = await new Promise<FeatureCollectionOrFeature | undefined>((resolve, reject) => {\n            this.loadGeoJSON(params, (err?: Error, data?: FeatureCollectionOrFeature) => {\n                if (err) reject(err);\n                else resolve(data);\n            });\n        });\n\n        if (!data) return {};\n        if (typeof data !== 'object') throw new Error(`Input data given to '${params.source}' is not a valid GeoJSON object.`);\n\n        if (params.filter) {\n            const compiled = createExpression(params.filter, {type: 'boolean', 'property-type': 'data-driven', overridable: false, transition: false});\n            if (compiled.result === 'error')\n                throw new Error(compiled.value.map(err => `${err.key}: ${err.message}`).join(', '));\n\n            (data as GeoJSON.FeatureCollection).features = (data as GeoJSON.FeatureCollection).features.filter(feature => compiled.value.evaluate({zoom: 0}, feature as unknown as ExpressionFeature));\n        }\n\n        // for GeoJSON sources that are marked as dynamic, we retain the GeoJSON data\n        // as a id-to-feature map so that we can later update features by id individually\n        if (params.dynamic) {\n            if (data.type === 'Feature') data = {type: 'FeatureCollection', features: [data]};\n\n            if (!params.append) {\n                this._dynamicIndex.clear();\n                this.loaded = {};\n            }\n\n            this._dynamicIndex.load(data.features, this.loaded);\n\n            if (params.cluster) data.features = this._dynamicIndex.getFeatures() as unknown as GeoJSON.Feature[];\n\n        } else {\n            this.loaded = {};\n        }\n\n        this._geoJSONIndex =\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            params.cluster ? new Supercluster(getSuperclusterOptions(params)).load((data as GeoJSON.FeatureCollection).features as Array<GeoJSON.Feature<GeoJSON.Point, object>>) :\n            params.dynamic ? this._dynamicIndex :\n            new GeoJSONVT(data, params.geojsonVtOptions);\n\n        const result: {resourceTiming?: ResourceTiming} = {};\n        if (perf) {\n            const resourceTimingData = getPerformanceMeasurement(requestParam);\n            // it's necessary to eval the result of getEntriesByName() here via parse/stringify\n            // late evaluation in the main thread causes TypeError: illegal invocation\n            if (resourceTimingData) {\n                result.resourceTiming = {};\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                result.resourceTiming[params.source] = JSON.parse(JSON.stringify(resourceTimingData));\n            }\n        }\n        return result;\n    }\n\n    /**\n    * Implements {@link WorkerSource#reloadTile}.\n    *\n    * If the tile is loaded, uses the implementation in VectorTileWorkerSource.\n    * Otherwise, such as after a setData() call, we load the tile fresh.\n    *\n    * @private\n    */\n    override async reloadTile(params: WorkerSourceVectorTileRequest): Promise<WorkerSourceVectorTileResult | undefined | null> {\n        const loaded = this.loaded,\n            uid = params.uid;\n\n        if (loaded && loaded[uid]) {\n            if (params.partial) {\n                return;\n            }\n            return super.reloadTile(params);\n        } else {\n            return this.loadTile(params);\n        }\n    }\n\n    /**\n     * Fetch and parse GeoJSON according to the given params.\n     *\n     * GeoJSON is loaded and parsed from `params.url` if it exists, or else\n     * expected as a literal (string or object) `params.data`.\n     *\n     * @private\n     */\n    loadGeoJSON(params: LoadGeoJSONParameters, callback: ResponseCallback<FeatureCollectionOrFeature>): void {\n        // Because of same origin issues, urls must either include an explicit\n        // origin or absolute path.\n        // ie: /foo/bar.json or http://example.com/bar.json\n        // but not ../foo/bar.json\n        if (params.request) {\n            getJSON<FeatureCollectionOrFeature>(params.request)\n                .then(({data}) => callback(null, data))\n                .catch((err: Error) => callback(err));\n        } else if (typeof params.data === 'string') {\n            // delay loading by one tick to hopefully let GC clean up the previous index (if present)\n            setTimeout(() => {\n                try {\n                    return callback(null, JSON.parse(params.data) as FeatureCollectionOrFeature);\n                } catch (e) {\n                    return callback(new Error(`Input data given to '${params.source}' is not a valid GeoJSON object.`));\n                }\n            }, 0);\n        } else {\n            return callback(new Error(`Input data given to '${params.source}' is not a valid GeoJSON object.`));\n        }\n    }\n\n    getClusterExpansionZoom(params: {\n        clusterId: number;\n    }): number {\n        return this._geoJSONIndex.getClusterExpansionZoom(params.clusterId);\n    }\n\n    getClusterChildren(params: {\n        clusterId: number;\n    }): Array<GeoJSON.Feature> {\n        return this._geoJSONIndex.getChildren(params.clusterId);\n    }\n\n    getClusterLeaves(params: {\n        clusterId: number;\n        limit: number;\n        offset: number;\n    }): Array<GeoJSON.Feature> {\n        return this._geoJSONIndex.getLeaves(params.clusterId, params.limit, params.offset);\n    }\n}\n\nfunction getSuperclusterOptions({\n    superclusterOptions,\n    clusterProperties,\n}: LoadGeoJSONParameters) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    if (!clusterProperties || !superclusterOptions) return superclusterOptions;\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    const mapExpressions: Record<string, any> = {};\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    const reduceExpressions: Record<string, any> = {};\n    const globals = {accumulated: null, zoom: 0};\n    const feature = {properties: null};\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n    const propertyNames = Object.keys(clusterProperties);\n\n    for (const key of propertyNames) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n        const [operator, mapExpression] = clusterProperties[key];\n\n        const mapExpressionParsed = createExpression(mapExpression);\n        const reduceExpressionParsed = createExpression(\n            typeof operator === 'string' ? [operator, ['accumulated'], ['get', key]] : operator);\n\n        assert(mapExpressionParsed.result === 'success');\n        assert(reduceExpressionParsed.result === 'success');\n\n        mapExpressions[key] = mapExpressionParsed.value;\n        reduceExpressions[key] = reduceExpressionParsed.value;\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    superclusterOptions.map = (pointProperties) => {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        feature.properties = pointProperties;\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const properties: Record<string, any> = {};\n        for (const key of propertyNames) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n            properties[key] = mapExpressions[key].evaluate(globals, feature);\n        }\n        return properties;\n    };\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    superclusterOptions.reduce = (accumulated, clusterProperties) => {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        feature.properties = clusterProperties;\n        for (const key of propertyNames) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            globals.accumulated = accumulated[key];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-call\n            accumulated[key] = reduceExpressions[key].evaluate(globals, feature);\n        }\n    };\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-return\n    return superclusterOptions;\n}\n\nexport default GeoJSONWorkerSource;\n","import '../data/mrt_data';\nimport {PbfReader} from 'pbf';\nimport {getArrayBuffer} from '../util/ajax';\nimport {MapboxRasterTile} from '../data/mrt/mrt.esm.js';\n\nimport type {WorkerInbox} from '../util/actor_messages';\nimport type {OverscaledTileID} from './tile_id';\nimport type {\n    WorkerSource,\n    WorkerSourceOptions,\n    WorkerSourceTileRequest,\n    WorkerSourceRasterArrayTileRequest,\n    WorkerSourceActor,\n} from './worker_source';\n\nMapboxRasterTile.setPbf(PbfReader);\n\nexport type RasterArrayTileLoadResult = {\n    mrt: MapboxRasterTile;\n    headers: Headers;\n};\n\nconst MRT_DECODED_BAND_CACHE_SIZE = 30;\n\nclass RasterArrayWorkerTile {\n    tileID: OverscaledTileID;\n    uid: number;\n    source: string;\n    status!: 'parsing' | 'done';\n\n    _mrt: MapboxRasterTile;\n    _isHeaderLoaded: boolean;\n    _entireBuffer?: ArrayBuffer;\n\n    abort!: () => void;\n\n    constructor(params: WorkerSourceRasterArrayTileRequest) {\n        // If the tile request is partial, set the cacheSize to MRT_DECODED_BAND_CACHE_SIZE.\n        // Otherwise, keep all decoded bands in memory.\n        const cacheSize = params.partial ? MRT_DECODED_BAND_CACHE_SIZE : Infinity;\n        this._mrt = new MapboxRasterTile(cacheSize);\n        this._isHeaderLoaded = false;\n\n        this.uid = params.uid;\n        this.tileID = params.tileID;\n        this.source = params.source;\n    }\n\n    async parse(buffer: ArrayBuffer): Promise<MapboxRasterTile> {\n        const mrt = this._mrt;\n        this.status = 'parsing';\n        this._entireBuffer = buffer;\n\n        mrt.parseHeader(buffer);\n        this._isHeaderLoaded = true;\n\n        const decodingTasks = [];\n        for (const layerId in mrt.layers) {\n            const layer = mrt.getLayer(layerId);\n            const range = layer.getDataRange(layer.getBandList());\n            const task = mrt.createDecodingTask(range);\n\n            const bufferSlice = buffer.slice(range.firstByte, range.lastByte + 1);\n            decodingTasks.push(\n                MapboxRasterTile.performDecoding(bufferSlice, task)\n                    .then(result => task.complete(null, result))\n                    .catch((error: Error) => task.complete(error, null))\n            );\n        }\n\n        await Promise.allSettled(decodingTasks);\n        return mrt;\n    }\n}\n\nclass RasterArrayTileWorkerSource implements WorkerSource {\n    actor: WorkerSourceActor;\n    loading: Record<number, RasterArrayWorkerTile>;\n    loaded: Record<number, RasterArrayWorkerTile>;\n\n    constructor({actor}: WorkerSourceOptions) {\n        this.actor = actor;\n        this.loading = {};\n        this.loaded = {};\n    }\n\n    async loadTile(params: WorkerSourceRasterArrayTileRequest): Promise<RasterArrayTileLoadResult | null | undefined> {\n        const uid = params.uid;\n        const controller = new AbortController();\n        const workerTile = this.loading[uid] = new RasterArrayWorkerTile(params);\n        workerTile.abort = () => controller.abort();\n\n        try {\n            const {data, headers} = await getArrayBuffer(params.request, controller.signal);\n            if (!data) {\n                workerTile.status = 'done';\n                this.loaded[uid] = workerTile;\n                return null;\n            }\n            this.loaded[uid] = workerTile;\n            const mrt = await workerTile.parse(data);\n            return {mrt, headers};\n        } catch (err) {\n            if (controller.signal.aborted) return null;\n            workerTile.status = 'done';\n            this.loaded[uid] = workerTile;\n            throw err;\n        } finally {\n            delete this.loading[uid];\n        }\n    }\n\n    async reloadTile(_params: WorkerSourceRasterArrayTileRequest) {\n        // No-op in the RasterArrayTileWorkerSource class\n    }\n\n    abortTile(params: WorkerSourceTileRequest): void {\n        const uid = params.uid;\n        const workerTile = this.loading[uid];\n        if (workerTile) {\n            if (workerTile.abort) workerTile.abort();\n            delete this.loading[uid];\n        }\n    }\n\n    removeTile(params: WorkerSourceTileRequest): void {\n        const uid = params.uid;\n        if (this.loaded[uid]) {\n            delete this.loaded[uid];\n        }\n    }\n\n    async decodeRasterArray(params: WorkerInbox['decodeRasterArray']['params']): Promise<WorkerInbox['decodeRasterArray']['result']> {\n        return MapboxRasterTile.performDecoding(params.buffer, params.task);\n    }\n}\n\nexport default RasterArrayTileWorkerSource;\n","import Actor from '../util/actor';\nimport StyleLayerIndex from '../style/style_layer_index';\nimport VectorTileWorkerSource from './vector_tile_worker_source';\nimport RasterDEMTileWorkerSource from './raster_dem_tile_worker_source';\nimport GeoJSONWorkerSource from './geojson_worker_source';\nimport * as Standard from '../../modules/standard_worker';\nimport * as RasterArrayWorker from '../../modules/raster_array_worker';\nimport assert from '../style-spec/util/assert';\nimport {plugin as globalRTLTextPlugin, rtlPluginStatus} from './rtl_text_plugin';\nimport {enforceCacheSizeLimit} from '../util/tile_request_cache';\n// `LRUCache` is used eagerly on the main thread but only lazily on the worker (via the MRT\n// decoder), which puts it in its own tiny chunk. Referencing it from the worker entry folds\n// it into the shared chunk both entries already load.\nimport '../util/lru';\nimport {PerformanceUtils} from '../util/performance';\nimport {Event} from '../util/evented';\nimport {getProjection} from '../geo/projection/index';\nimport {isWorker} from '../util/util';\nimport config from '../util/config';\nimport {loadTileProvider} from './tile_provider';\n\nimport type Projection from '../geo/projection/projection';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {RtlTextPlugin} from './rtl_text_plugin';\nimport type {MainInbox, WorkerInbox} from '../util/actor_messages';\nimport type RasterArrayTileWorkerSource from './raster_array_tile_worker_source';\nimport type {WorkerSourceType, WorkerSource, WorkerSourceConstructor, WorkerSourceRequest} from './worker_source';\nimport type {TileProvider} from './tile_provider';\nimport type {StyleModelMap} from '../style/style_mode';\n\n/**\n * Generic type for grouping items by mapId and style scope.\n */\ntype WorkerScopeRegistry<T> = Record<string, Record<string, T>>;\n\n/**\n * WorkerSources grouped by mapId, style scope, sourceType, and sourceId.\n */\ntype WorkerSourceRegistry = WorkerScopeRegistry<Record<string, Record<string, WorkerSource>>>;\n\ntype RTLParsingListener = {\n    resolve: (value: boolean) => void;\n    reject: (err: Error) => void;\n};\n\n/**\n * @private\n */\nexport default class MapWorker {\n    self: Worker;\n    actor: Actor<MainInbox>;\n    layerIndexes: WorkerScopeRegistry<StyleLayerIndex>;\n    availableImages: WorkerScopeRegistry<ImageId[]>;\n    availableModels: WorkerScopeRegistry<StyleModelMap>;\n    workerSourceTypes: Partial<Record<WorkerSourceType, WorkerSourceConstructor>>;\n    workerSources: WorkerSourceRegistry;\n    projections: Record<string, Projection>;\n    defaultProjection: Projection;\n    isSpriteLoaded: WorkerScopeRegistry<boolean>;\n    referrer: string | null | undefined;\n    brightness: number | null | undefined;\n    maxUniformBufferBindings: number | null | undefined;\n    maxUniformBlockSizeDwords: number | null | undefined;\n    worldview: string | undefined;\n    rtlPluginParsingListeners: Array<RTLParsingListener>;\n\n    constructor(self: Worker) {\n        PerformanceUtils.measure('workerEvaluateScript');\n        this.self = self;\n        this.actor = new Actor<MainInbox>(self, this);\n\n        this.layerIndexes = {};\n        this.availableImages = {};\n        this.availableModels = {};\n        this.isSpriteLoaded = {};\n        this.rtlPluginParsingListeners = [];\n\n        this.projections = {};\n        this.defaultProjection = getProjection({name: 'mercator'});\n\n        this.workerSourceTypes = {\n            'vector': VectorTileWorkerSource,\n            'geojson': GeoJSONWorkerSource,\n            'raster-dem': RasterDEMTileWorkerSource,\n            // 'raster-array' and 'batched-model' are registered lazily on first `loadTile`\n            // (see below): the raster-array worker source drags in the MRT decoder, and the\n            // 'batched-model' worker source lives in the Standard module.\n        };\n\n        // [mapId][scope][sourceType][sourceName] => worker source instance\n        this.workerSources = {};\n\n        // The RTL text plugin self-registers here during module eval.\n        this.self.registerRTLTextPlugin = (rtlTextPlugin: RtlTextPlugin) => {\n            if (globalRTLTextPlugin.isParsed()) {\n                throw new Error('RTL text plugin already registered.');\n            }\n            globalRTLTextPlugin.setState({\n                pluginStatus: rtlPluginStatus.parsed,\n                pluginURL: globalRTLTextPlugin.getPluginURL()\n            });\n            globalRTLTextPlugin['applyArabicShaping'] = rtlTextPlugin.applyArabicShaping;\n            globalRTLTextPlugin['processBidirectionalText'] = rtlTextPlugin.processBidirectionalText;\n            globalRTLTextPlugin['processStyledBidirectionalText'] = rtlTextPlugin.processStyledBidirectionalText;\n\n            for (const {resolve} of this.rtlPluginParsingListeners) {\n                resolve(true);\n            }\n            this.rtlPluginParsingListeners = [];\n        };\n    }\n\n    clearCaches(mapId: number, _params: WorkerInbox['clearCaches']['params']) {\n        delete this.layerIndexes[mapId];\n        delete this.availableImages[mapId];\n        delete this.availableModels[mapId];\n        delete this.workerSources[mapId];\n        delete this.isSpriteLoaded[mapId];\n    }\n\n    checkIfReady(_mapId: number, _params: WorkerInbox['checkIfReady']['params']) {\n        // noop, used to check if a worker is fully set up and ready to receive messages\n    }\n\n    spriteLoaded(mapId: number, params: WorkerInbox['spriteLoaded']['params']) {\n        const {scope} = params;\n        if (!this.isSpriteLoaded[mapId])\n            this.isSpriteLoaded[mapId] = {};\n\n        this.isSpriteLoaded[mapId][scope] = true;\n\n        if (!this.workerSources[mapId] || !this.workerSources[mapId][scope]) {\n            return;\n        }\n\n        for (const workerSource in this.workerSources[mapId][scope]) {\n            const ws = this.workerSources[mapId][scope][workerSource];\n            for (const source in ws) {\n                const workerSource = ws[source];\n                if (workerSource instanceof VectorTileWorkerSource) {\n                    workerSource.isSpriteLoaded = true;\n                    workerSource.fire(new Event('isSpriteLoaded'));\n                }\n            }\n        }\n    }\n\n    setImages(mapId: number, params: WorkerInbox['setImages']['params']) {\n        if (!this.availableImages[mapId]) {\n            this.availableImages[mapId] = {};\n        }\n\n        const {scope, images} = params;\n        this.availableImages[mapId][scope] = images;\n\n        if (params.isSpriteLoaded) {\n            this.spriteLoaded(mapId, {scope});\n        }\n\n        if (!this.workerSources[mapId] || !this.workerSources[mapId][scope]) {\n            return;\n        }\n\n        for (const workerSource in this.workerSources[mapId][scope]) {\n            const ws = this.workerSources[mapId][scope][workerSource];\n            for (const source in ws) {\n                ws[source].availableImages = images;\n            }\n        }\n    }\n\n    setModels(mapId: number, {scope, models}: WorkerInbox['setModels']['params']) {\n        if (!this.availableModels[mapId]) {\n            this.availableModels[mapId] = {};\n        }\n\n        this.availableModels[mapId][scope] = models;\n\n        if (!this.workerSources[mapId] || !this.workerSources[mapId][scope]) {\n            return;\n        }\n\n        for (const workerSource in this.workerSources[mapId][scope]) {\n            const ws = this.workerSources[mapId][scope][workerSource];\n            for (const source in ws) {\n                ws[source].availableModels = models;\n            }\n        }\n    }\n\n    setProjection(mapId: number, config: WorkerInbox['setProjection']['params']) {\n        this.projections[mapId] = getProjection(config);\n    }\n\n    setGlobalParams(mapId: number, params: WorkerInbox['setGlobalParams']['params']) {\n        this.referrer = params.referrer;\n        Object.assign(config, params.config);\n\n        if (params.contextOptions) {\n            const {maxBindingPoints, maxUniformBlockSizeDwords} = params.contextOptions;\n            this.maxUniformBufferBindings = maxBindingPoints;\n            this.maxUniformBlockSizeDwords = maxUniformBlockSizeDwords;\n        }\n    }\n\n    upsertRenderParams(mapId: number, params: WorkerInbox['upsertRenderParams']['params']) {\n        if (params.brightness !== undefined) {\n            this.brightness = params.brightness;\n        }\n        if (params.worldview !== undefined) {\n            this.worldview = params.worldview;\n        }\n    }\n\n    setLayers(mapId: number, params: WorkerInbox['setLayers']['params']) {\n        this.getLayerIndex(mapId, params.scope).replace(params.layers, params.options);\n    }\n\n    updateLayers(mapId: number, params: WorkerInbox['updateLayers']['params']) {\n        this.getLayerIndex(mapId, params.scope).update(params.layers, params.removedIds, params.options);\n    }\n\n    async loadTile(mapId: number, params: WorkerInbox['loadTile']['params']): Promise<WorkerInbox['loadTile']['result']> {\n        assert(params.type);\n        params.projection = this.projections[mapId] || this.defaultProjection;\n        // The `batched-model` worker source lives in the lazily-loaded Standard module; make\n        // sure it's registered before the first tile of such a source is parsed. `loadTile`\n        // is already async, so an await-gate here mirrors the main-thread `worker_tile` gate.\n        if (params.type === 'batched-model' && !this.workerSourceTypes['batched-model']) {\n            await Standard.prepareStandard();\n            if (!Standard.Tiled3dModelWorkerSource) {\n                throw new Error('Could not load Standard module for \"batched-model\" source.');\n            }\n            this.workerSourceTypes['batched-model'] = Standard.Tiled3dModelWorkerSource;\n        }\n        if (params.type === 'raster-array') {\n            await this.ensureRasterArrayWorkerSource();\n        }\n        return this.getWorkerSource(mapId, params).loadTile(params);\n    }\n\n    // Preload gate broadcast by the main-thread `RasterArrayTileSource` before any band fetch\n    // (see `ensureRasterArraySource` in actor_messages for why it must precede `decodeRasterArray`).\n    async ensureRasterArraySource(_mapId: number, _params: WorkerInbox['ensureRasterArraySource']['params']): Promise<void> {\n        await this.ensureRasterArrayWorkerSource();\n    }\n\n    // Loads the raster-array worker source (and, transitively, the MRT decoder) on demand,\n    // keeping it out of the always-loaded worker bundle. Idempotent and safe to call\n    // concurrently — `import()` is module-cached.\n    async ensureRasterArrayWorkerSource(): Promise<void> {\n        if (this.workerSourceTypes['raster-array']) return;\n        await RasterArrayWorker.prepareRasterArray();\n        if (!RasterArrayWorker.RasterArrayTileWorkerSource) {\n            throw new Error('Could not load raster-array module for \"raster-array\" source.');\n        }\n        this.workerSourceTypes['raster-array'] = RasterArrayWorker.RasterArrayTileWorkerSource;\n    }\n\n    async decodeRasterArray(mapId: number, params: WorkerInbox['decodeRasterArray']['params']): Promise<WorkerInbox['decodeRasterArray']['result']> {\n        await this.ensureRasterArrayWorkerSource();\n        return (this.getWorkerSource(mapId, params) as RasterArrayTileWorkerSource).decodeRasterArray(params);\n    }\n\n    reloadTile(mapId: number, params: WorkerInbox['reloadTile']['params']): Promise<WorkerInbox['reloadTile']['result']> {\n        assert(params.type);\n        // No lazy gate needed for 'batched-model': a reload implies the tile was previously\n        // loaded in this worker's lifetime, so the Standard module is already registered.\n        params.projection = this.projections[mapId] || this.defaultProjection;\n        return this.getWorkerSource(mapId, params).reloadTile(params);\n    }\n\n    abortTile(mapId: number, params: WorkerInbox['abortTile']['params']): Promise<void> | void {\n        assert(params.type);\n        // Look up an existing worker source rather than creating one: a source whose\n        // type is registered lazily (e.g. 'batched-model' from the Standard module) may\n        // not exist yet when a tile is aborted before its `loadTile` runs. No instance\n        // means no in-flight tile to abort.\n        const workerSource = this.getExistingWorkerSource(mapId, params);\n        return workerSource ? workerSource.abortTile(params) : undefined;\n    }\n\n    removeTile(mapId: number, params: WorkerInbox['removeTile']['params']): Promise<void> | void {\n        assert(params.type);\n        // As with `abortTile`, only act on an already-created worker source.\n        const workerSource = this.getExistingWorkerSource(mapId, params);\n        return workerSource ? workerSource.removeTile(params) : undefined;\n    }\n\n    getExistingWorkerSource(mapId: number, params: WorkerSourceRequest): WorkerSource | undefined {\n        const {type, source, scope} = params;\n        const forMap = this.workerSources[mapId];\n        if (!forMap || !forMap[scope] || !forMap[scope][type]) return undefined;\n        return forMap[scope][type][source];\n    }\n\n    async removeSource(mapId: number, params: WorkerInbox['removeSource']['params']): Promise<void> {\n        const {type, source, scope} = params;\n        assert(type);\n        // The root style's scope is the empty string, so only `undefined` is a bad value.\n        assert(scope !== undefined);\n        assert(source);\n\n        const forType = this.workerSources[mapId] && this.workerSources[mapId][scope] && this.workerSources[mapId][scope][type];\n        // Source types with no worker implementation ('raster', 'image', 'custom', …) have no entry.\n        const workerSource = forType && forType[source];\n        if (!workerSource) return;\n\n        delete forType[source];\n\n        if (workerSource.removeSource) {\n            await workerSource.removeSource({source});\n        }\n    }\n\n    /**\n     * Imports a tile provider module, creates an instance,\n     * pre-creates the WorkerSource, and optionally loads TileJSON.\n     * Called via broadcast from the main thread.\n     * @private\n     */\n    async loadTileProvider(mapId: number, params: WorkerInbox['loadTileProvider']['params']): Promise<WorkerInbox['loadTileProvider']['result']> {\n        const ProviderClass = await loadTileProvider(params.name, params.url);\n        const tileProvider = new ProviderClass(params.options);\n\n        this.getWorkerSource(mapId, {\n            type: params.type,\n            source: params.source,\n            scope: params.scope,\n        }, tileProvider);\n\n        if (tileProvider.load && params.request) {\n            return tileProvider.load({request: params.request});\n        }\n\n        return null;\n    }\n\n    async syncRTLPluginState(_mapId: number, state: WorkerInbox['syncRTLPluginState']['params']): Promise<WorkerInbox['syncRTLPluginState']['result']> {\n        if (globalRTLTextPlugin.isParsed()) {\n            return true;\n        }\n        if (globalRTLTextPlugin.isParsing()) {\n            return new Promise((resolve, reject) => {\n                this.rtlPluginParsingListeners.push({resolve, reject});\n            });\n        }\n\n        globalRTLTextPlugin.setState(state);\n        const pluginURL = globalRTLTextPlugin.getPluginURL();\n        if (!globalRTLTextPlugin.isLoaded() || globalRTLTextPlugin.isParsed() || globalRTLTextPlugin.isParsing()) {\n            return false;\n        }\n\n        globalRTLTextPlugin.setState({pluginStatus: rtlPluginStatus.parsing, pluginURL});\n        try {\n            await import(/* webpackIgnore: true */ /* @vite-ignore */ pluginURL);\n            if (globalRTLTextPlugin.isParsed()) {\n                // registerRTLTextPlugin (the only path to `parsed`) already resolved\n                // and cleared the waiting listeners during import eval.\n                return true;\n            }\n            return new Promise<boolean>((resolve, reject) => {\n                this.rtlPluginParsingListeners.push({resolve, reject});\n            });\n        } catch (e: unknown) {\n            globalRTLTextPlugin.setState({pluginStatus: rtlPluginStatus.error, pluginURL});\n            for (const {reject} of this.rtlPluginParsingListeners) reject(e as Error);\n            this.rtlPluginParsingListeners = [];\n            throw e;\n        }\n    }\n\n    getAvailableImages(mapId: number, scope: string): ImageId[] {\n        if (!this.availableImages[mapId]) {\n            this.availableImages[mapId] = {};\n        }\n\n        let availableImages = this.availableImages[mapId][scope];\n\n        if (!availableImages) {\n            availableImages = [];\n        }\n\n        return availableImages;\n    }\n\n    getAvailableModels(mapId: number, scope: string): StyleModelMap {\n        if (!this.availableModels[mapId]) {\n            this.availableModels[mapId] = {};\n        }\n\n        let availableModels = this.availableModels[mapId][scope];\n\n        if (!availableModels) {\n            availableModels = {};\n        }\n\n        return availableModels;\n    }\n\n    getLayerIndex(mapId: number, scope: string): StyleLayerIndex {\n        if (!this.layerIndexes[mapId]) {\n            this.layerIndexes[mapId] = {};\n        }\n\n        let layerIndex = this.layerIndexes[mapId][scope];\n\n        if (!layerIndex) {\n            layerIndex = this.layerIndexes[mapId][scope] = new StyleLayerIndex();\n            layerIndex.scope = scope;\n        }\n\n        return layerIndex;\n    }\n\n    getWorkerSource(mapId: number, params: WorkerSourceRequest, tileProvider?: TileProvider<ArrayBuffer | ImageBitmap>): WorkerSource {\n        const {type, source, scope} = params;\n        const workerSources = this.workerSources;\n\n        if (!workerSources[mapId])\n            workerSources[mapId] = {};\n        if (!workerSources[mapId][scope])\n            workerSources[mapId][scope] = {};\n        if (!workerSources[mapId][scope][type])\n            workerSources[mapId][scope][type] = {};\n\n        if (!this.isSpriteLoaded[mapId])\n            this.isSpriteLoaded[mapId] = {};\n\n        if (!this.getExistingWorkerSource(mapId, params)) {\n            // One worker actor serves many maps; bind the owning mapId so the\n            // WorkerSource's replies route back to the right map.\n            const actor = this.actor.getWorkerSourceActor(mapId);\n\n            const WorkerSourceConstructor = this.workerSourceTypes[type];\n            if (!WorkerSourceConstructor) {\n                throw new Error(`Unknown worker source type \"${type}\".`);\n            }\n\n            workerSources[mapId][scope][type][source] = new WorkerSourceConstructor({\n                actor,\n                layerIndex: this.getLayerIndex(mapId, scope),\n                availableImages: this.getAvailableImages(mapId, scope),\n                availableModels: this.getAvailableModels(mapId, scope),\n                isSpriteLoaded: this.isSpriteLoaded[mapId][scope],\n                tileProvider,\n                brightness: this.brightness,\n                worldview: this.worldview,\n                maxUniformBufferBindings: this.maxUniformBufferBindings,\n                maxUniformBlockSizeDwords: this.maxUniformBlockSizeDwords,\n            });\n        } else if (tileProvider) {\n            // Reload (e.g. setUrl/setTiles) re-broadcasts loadTileProvider with\n            // a fresh provider instance; update the existing worker source so it\n            // doesn't keep using the stale provider with stale options.\n            workerSources[mapId][scope][type][source].tileProvider = tileProvider;\n        }\n\n        return workerSources[mapId][scope][type][source];\n    }\n\n    enforceCacheSizeLimit(_mapId: number, limit: WorkerInbox['enforceCacheSizeLimit']['params']) {\n        enforceCacheSizeLimit(limit);\n    }\n\n}\n\nif (isWorker(self)) {\n    self.worker = new MapWorker(self);\n}\n","// UMD (and untranspiled unit tests): the worker source is resolved synchronously at bundle\n// load time. ESM exposes the same shape but lazily.\nexport {RasterArrayTileWorkerSource} from './raster_array_worker_imports';\n\nexport async function prepareRasterArray(): Promise<void> { return Promise.resolve(); }\n","/**\n * Test whether the current browser supports Mapbox GL JS.\n * @param {boolean} [failIfMajorPerformanceCaveat=false] Return `false`\n *   if the performance of Mapbox GL JS would be dramatically worse than\n *   expected (i.e. a software renderer would be used).\n * @returns {boolean}\n */\nexport function isSupported(failIfMajorPerformanceCaveat) {\n    return !notSupportedReason(failIfMajorPerformanceCaveat);\n}\n\n/**\n * Return the reason the current browser does not support Mapbox GL JS,\n * or an empty string if it is supported.\n * @param {boolean} [failIfMajorPerformanceCaveat=false]\n * @returns {string}\n */\nexport function notSupportedReason(failIfMajorPerformanceCaveat) {\n    if (!isBrowser()) return 'not a browser';\n    if (!Object.hasOwn) return 'Object.hasOwn not supported';\n    if (typeof Worker === 'undefined') return 'Web Workers not supported';\n    if (!isCanvasGetImageDataSupported()) return 'insufficient Canvas/getImageData support';\n    if (!isWebGL2Supported(failIfMajorPerformanceCaveat)) return 'insufficient WebGL2 support';\n    return '';\n}\n\n/** @type {WebGLContextAttributes} */\nexport const webGLContextAttributes = {\n    antialias: false,\n    alpha: true,\n    stencil: true,\n    depth: true\n};\n\nfunction isBrowser() {\n    return typeof window !== 'undefined' && typeof document !== 'undefined';\n}\n\n// Some browsers or browser extensions block access to canvas data to prevent fingerprinting.\n// Mapbox GL uses this API to load sprites and images in general.\nfunction isCanvasGetImageDataSupported() {\n    const canvas = document.createElement('canvas');\n    canvas.width = canvas.height = 1;\n    const context = canvas.getContext('2d');\n    if (!context) {\n        return false;\n    }\n    return context.getImageData(0, 0, 1, 1).width === canvas.width;\n}\n\n/** @type {boolean | undefined} */\nlet webGL2Cached;\n/** @type {boolean | undefined} */\nlet webGL2CachedStrict;\n\n/** @param {boolean} [failIfMajorPerformanceCaveat] */\nfunction isWebGL2Supported(failIfMajorPerformanceCaveat) {\n    if (failIfMajorPerformanceCaveat) {\n        if (webGL2CachedStrict === undefined) webGL2CachedStrict = checkWebGL2(true);\n        return webGL2CachedStrict;\n    }\n    if (webGL2Cached === undefined) webGL2Cached = checkWebGL2(false);\n    return webGL2Cached;\n}\n\n/** @param {boolean} failIfMajorPerformanceCaveat */\nfunction checkWebGL2(failIfMajorPerformanceCaveat) {\n    const canvas = document.createElement('canvas');\n    const attributes = Object.create(webGLContextAttributes);\n    attributes.failIfMajorPerformanceCaveat = failIfMajorPerformanceCaveat;\n    const gl = /** @type {WebGL2RenderingContext | null} */ (canvas.getContext('webgl2', attributes));\n    if (!gl) return false;\n\n    // Try compiling a shader and get its compile status. Some browsers like Brave block this API\n    // to prevent fingerprinting. Unfortunately, this also means that Mapbox GL won't work.\n    let shader;\n    try {\n        shader = gl.createShader(gl.VERTEX_SHADER);\n    } catch (e) {\n        return false;\n    }\n\n    if (!shader || gl.isContextLost()) return false;\n\n    gl.shaderSource(shader, 'void main() {}');\n    gl.compileShader(shader);\n    return gl.getShaderParameter(shader, gl.COMPILE_STATUS) === true;\n}\n","import Point from '@mapbox/point-geometry';\nimport assert from '../style-spec/util/assert';\n\nconst FIREFOX_UA_RE = /firefox/i;\nconst MACINTOSH_UA_RE = /macintosh/i;\n\n// refine the return type based on tagName, e.g. 'button' -> HTMLButtonElement\nexport function create<T extends keyof HTMLElementTagNameMap>(tagName: T, className?: string | null, container?: HTMLElement) {\n    const el = document.createElement<T>(tagName);\n    if (className !== undefined && className !== null) el.className = className;\n    if (container) container.appendChild(el);\n    return el;\n}\n\nexport function createSVG(\n    tagName: string,\n    attributes: {\n        [key: string]: string | number;\n    },\n    container?: Element,\n): Element {\n    const el = document.createElementNS('http://www.w3.org/2000/svg', tagName);\n    for (const name of Object.keys(attributes)) {\n        el.setAttributeNS(null, name, String(attributes[name]));\n    }\n    if (container) container.appendChild(el);\n    return el;\n}\n\ntype UserSelectStyle = {\n    userSelect: string | undefined;\n    WebkitUserSelect?: string;\n};\n\nconst docStyle: UserSelectStyle | null = typeof document !== 'undefined' ? document.documentElement && document.documentElement.style : null;\nconst selectProp: keyof UserSelectStyle = docStyle && docStyle.userSelect !== undefined ? 'userSelect' : 'WebkitUserSelect';\nlet userSelect: string | undefined;\n\nexport function disableDrag() {\n    if (docStyle && selectProp) {\n        userSelect = docStyle[selectProp];\n        docStyle[selectProp] = 'none';\n    }\n}\n\nexport function enableDrag() {\n    if (docStyle && selectProp) {\n        docStyle[selectProp] = userSelect;\n    }\n}\n\n// Suppress the next click, but only if it's immediate.\nfunction suppressClickListener(e: Event) {\n    e.preventDefault();\n    e.stopPropagation();\n    window.removeEventListener('click', suppressClickListener, true);\n}\n\nexport function suppressClick() {\n    window.addEventListener('click', suppressClickListener, true);\n    window.setTimeout(() => {\n        window.removeEventListener('click', suppressClickListener, true);\n    }, 0);\n}\n\nexport function mousePos(el: HTMLElement, e: MouseEvent | WheelEvent): Point {\n    const rect = el.getBoundingClientRect();\n    return getScaledPoint(el, rect, e);\n}\n\nexport function touchPos(el: HTMLElement, touches: TouchList): Array<Point> {\n    const rect = el.getBoundingClientRect();\n    const points: Point[] = [];\n\n    for (let i = 0; i < touches.length; i++) {\n        points.push(getScaledPoint(el, rect, touches[i]!));\n    }\n    return points;\n}\n\nexport function mouseButton(e: MouseEvent): number {\n    assert(e.type === 'mousedown' || e.type === 'mouseup');\n    if (FIREFOX_UA_RE.test(navigator.userAgent) && MACINTOSH_UA_RE.test(navigator.userAgent) && e.button === 2 && e.ctrlKey) {\n        // Fix for https://github.com/mapbox/mapbox-gl-js/issues/3131:\n        // Firefox on Mac (detected by user agent) determines e.button = 2 when\n        // using Control + left click\n        return 0;\n    }\n    return e.button;\n}\n\nfunction getScaledPoint(el: HTMLElement, rect: ClientRect, e: MouseEvent | WheelEvent | Touch) {\n    // Until we get support for pointer events (https://developer.mozilla.org/en-US/docs/Web/API/PointerEvent)\n    // we use this dirty trick which would not work for the case of rotated transforms, but works well for\n    // the case of simple scaling.\n    // Note: `el.offsetWidth === rect.width` eliminates the `0/0` case.\n    const scaling = el.offsetWidth === rect.width ? 1 : el.offsetWidth / rect.width;\n    return new Point(\n        (e.clientX - rect.left) * scaling,\n        (e.clientY - rect.top) * scaling\n    );\n}\n","import {ImageId} from '../style-spec/expression/types/image_id';\n\nimport type {TypedStyleLayer} from './style_layer/typed_style_layer';\nimport type {StringifiedImageId} from '../style-spec/expression/types/image_id';\n\n/**\n * Class for tracking style changes by scope, shared between all style instances.\n */\nclass StyleChanges {\n    _changed: boolean;\n    _updatedLayers: {\n        [_: string]: Set<string>;\n    };\n    _removedLayers: {\n        [_: string]: {\n            [_: string]: TypedStyleLayer;\n        };\n    };\n    _updatedPaintProps: Set<string>;\n    _updatedImages: {\n        [_: string]: Set<StringifiedImageId>;\n    };\n    _updatedSourceCaches: {\n        [_: string]: 'clear' | 'reload';\n    };\n\n    constructor() {\n        this._changed = false;\n\n        this._updatedLayers = Object.create(null) as typeof this._updatedLayers;\n        this._removedLayers = Object.create(null) as typeof this._removedLayers;\n\n        this._updatedSourceCaches = Object.create(null) as typeof this._updatedSourceCaches;\n        this._updatedPaintProps = new Set();\n\n        this._updatedImages = Object.create(null) as typeof this._updatedImages;\n    }\n\n    isDirty(): boolean {\n        return this._changed;\n    }\n\n    /**\n     * Mark changes as dirty.\n     */\n    setDirty() {\n        this._changed = true;\n    }\n\n    getUpdatedSourceCaches(): Record<string, 'clear' | 'reload'> {\n        return this._updatedSourceCaches;\n    }\n\n    /**\n     * Mark that a source cache needs to be cleared or reloaded.\n     * @param {string} id\n     * @param {'clear' | 'reload'} action\n     */\n    updateSourceCache(id: string, action: 'clear' | 'reload') {\n        this._updatedSourceCaches[id] = action;\n        this.setDirty();\n    }\n\n    /**\n     * Discards updates to the source cache with the given id.\n     * @param {string} id\n     */\n    discardSourceCacheUpdate(id: string) {\n        delete this._updatedSourceCaches[id];\n    }\n\n    /**\n     * Mark a layer as having changes and needs to be rerendered.\n     * @param {TypedStyleLayer} layer\n     */\n    updateLayer(layer: TypedStyleLayer) {\n        const scope = layer.scope;\n        this._updatedLayers[scope] = this._updatedLayers[scope] || new Set();\n        this._updatedLayers[scope].add(layer.id);\n        this.setDirty();\n    }\n\n    /**\n     * Mark a layer as having been removed and needing to be cleaned up.\n     * @param {TypedStyleLayer} layer\n     */\n    removeLayer(layer: TypedStyleLayer) {\n        const scope = layer.scope;\n        this._removedLayers[scope] = this._removedLayers[scope] || {};\n        this._updatedLayers[scope] = this._updatedLayers[scope] || new Set();\n\n        this._removedLayers[scope][layer.id] = layer;\n        this._updatedLayers[scope].delete(layer.id);\n        this._updatedPaintProps.delete(layer.fqid);\n\n        this.setDirty();\n    }\n\n    /**\n     * Returns StyleLayer if layer needs to be removed.\n     * @param {TypedStyleLayer} layer\n     */\n    getRemovedLayer(layer: TypedStyleLayer): TypedStyleLayer | null | undefined {\n        if (!this._removedLayers[layer.scope]) return null;\n        return this._removedLayers[layer.scope][layer.id];\n    }\n\n    /**\n     * Eliminate layer from the list of layers that need to be removed.\n     * @param {TypedStyleLayer} layer\n     */\n    discardLayerRemoval(layer: TypedStyleLayer) {\n        if (!this._removedLayers[layer.scope]) return;\n        delete this._removedLayers[layer.scope][layer.id];\n    }\n\n    /**\n     * Returns a list of layer ids that have been updated or removed grouped by the scope.\n     * @returns {{[scope: string]: {updatedIds: Array<string>, removedIds: Array<string>}}}}\n     */\n    getLayerUpdatesByScope(): Record<string, {updatedIds?: Array<string>; removedIds?: Array<string>}> {\n        const updatesByScope: Record<string, {updatedIds?: Array<string>; removedIds?: Array<string>}> = {};\n\n        for (const scope in this._updatedLayers) {\n            updatesByScope[scope] = updatesByScope[scope] || {};\n            updatesByScope[scope].updatedIds = Array.from(this._updatedLayers[scope].values());\n        }\n\n        for (const scope in this._removedLayers) {\n            updatesByScope[scope] = updatesByScope[scope] || {};\n            updatesByScope[scope].removedIds = Object.keys(this._removedLayers[scope]);\n        }\n\n        return updatesByScope;\n    }\n\n    getUpdatedPaintProperties(): Set<string> {\n        return this._updatedPaintProps;\n    }\n\n    /**\n     * Mark a layer as having a changed paint properties.\n     * @param {TypedStyleLayer} layer\n     */\n    updatePaintProperties(layer: TypedStyleLayer) {\n        this._updatedPaintProps.add(layer.fqid);\n        this.setDirty();\n    }\n\n    getUpdatedImages(scope: string): StringifiedImageId[] {\n        return this._updatedImages[scope] ? Array.from(this._updatedImages[scope].values()) : [];\n    }\n\n    /**\n     * Mark an image as having changes.\n     * @param {ImageId} id\n     */\n    updateImage(id: ImageId, scope: string) {\n        this._updatedImages[scope] = this._updatedImages[scope] || new Set();\n        this._updatedImages[scope].add(ImageId.toString(id));\n        this.setDirty();\n    }\n\n    resetUpdatedImages(scope: string) {\n        if (this._updatedImages[scope]) {\n            this._updatedImages[scope].clear();\n        }\n    }\n\n    /**\n     * Reset all style changes.\n     */\n    reset() {\n        this._changed = false;\n\n        this._updatedLayers = Object.create(null) as typeof this._updatedLayers;\n        this._removedLayers = Object.create(null) as typeof this._removedLayers;\n\n        this._updatedSourceCaches = Object.create(null) as typeof this._updatedSourceCaches;\n        this._updatedPaintProps.clear();\n\n        this._updatedImages = Object.create(null) as typeof this._updatedImages;\n    }\n}\n\nexport default StyleChanges;\n","import {createExpression} from '../style-spec/expression/index';\nimport latest from '../style-spec/reference/latest';\nimport assert from '../style-spec/util/assert';\n\nimport type StyleLayer from './style_layer';\n\ntype ExpressionDependencies = {\n    configDependencies: Set<string>;\n    isIndoorDependent: boolean;\n};\n\n/**\n * A read-through view over the config options and other dynamic inputs a\n * layer's expressions depend on. Layout and paint dependencies are read live\n * from the layer's `Layout` and `Transitionable` containers, which track them\n * as property values are set. Dependencies of the layer's filter are computed\n * here, lazily on first query (compiling the static filter is not free), and\n * can be dropped with {@link invalidateFilter} when the filter changes.\n *\n * Lives outside `StyleLayer` on purpose: only `Style` queries dependencies,\n * so worker-side layers carry no dependency-tracking state or work.\n *\n * @private\n */\nexport class LayerExpressionDependencies {\n    _layer: StyleLayer;\n    // undefined = not yet computed; null = computed, layer's filter has no dependencies\n    _filterDependencies: ExpressionDependencies | null | undefined;\n\n    constructor(layer: StyleLayer) {\n        this._layer = layer;\n        this._filterDependencies = undefined;\n    }\n\n    invalidateFilter() {\n        this._filterDependencies = undefined;\n    }\n\n    get _filterDeps(): ExpressionDependencies | null {\n        if (this._filterDependencies === undefined) {\n            this._filterDependencies = this._computeFilterDependencies();\n        }\n        return this._filterDependencies;\n    }\n\n    _computeFilterDependencies(): ExpressionDependencies | null {\n        const layer = this._layer;\n        if (!layer.type || layer.type === 'custom' || layer.type === 'background' || layer.type === 'sky' || layer.type === 'slot' || layer.type === 'placement-group') return null;\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const filterSpec = latest[`filter_${layer.type}`];\n        assert(filterSpec);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        const compiledStaticFilter = createExpression(layer.filter, filterSpec);\n        if (compiledStaticFilter.result === 'error') return null;\n\n        return {\n            configDependencies: compiledStaticFilter.value.configDependencies,\n            isIndoorDependent: compiledStaticFilter.value.isIndoorDependent\n        };\n    }\n\n    hasConfigDependency(key: string): boolean {\n        const {_unevaluatedLayout, _transitionablePaint} = this._layer;\n        if (_unevaluatedLayout && _unevaluatedLayout.configDependencies.has(key)) return true;\n        if (_transitionablePaint && _transitionablePaint.configDependencies.has(key)) return true;\n        const filterDeps = this._filterDeps;\n        return filterDeps ? filterDeps.configDependencies.has(key) : false;\n    }\n\n    get isConfigDependent(): boolean {\n        const {_unevaluatedLayout, _transitionablePaint} = this._layer;\n        if (_unevaluatedLayout && _unevaluatedLayout.configDependencies.size !== 0) return true;\n        if (_transitionablePaint && _transitionablePaint.configDependencies.size !== 0) return true;\n        const filterDeps = this._filterDeps;\n        return filterDeps ? filterDeps.configDependencies.size !== 0 : false;\n    }\n\n    get isIndoorDependent(): boolean {\n        const {_unevaluatedLayout, _transitionablePaint} = this._layer;\n        if (_unevaluatedLayout && _unevaluatedLayout.isIndoorDependent()) return true;\n        if (_transitionablePaint && _transitionablePaint.isIndoorDependent()) return true;\n        const filterDeps = this._filterDeps;\n        return filterDeps ? filterDeps.isIndoorDependent : false;\n    }\n}\n","import type {RGBAImage} from '../util/image';\nimport type {Map as MapboxMap} from '../ui/map';\nimport type {Icon} from '../data/usvg/usvg_pb_decoder';\n\nexport type StyleImageData = {\n    data?: RGBAImage;\n    icon?: Icon;\n    version?: number;\n    hasRenderCallback?: boolean;\n    userImage?: StyleImageInterface;\n};\n\nexport type StyleImageMetadata = {\n    pixelRatio: number;\n    sdf: boolean;\n    usvg: boolean;\n    width?: number;\n    height?: number;\n    stretchX?: Array<[number, number]>;\n    stretchY?: Array<[number, number]>;\n    content?: [number, number, number, number];\n};\n\nexport type StyleImage = StyleImageData & StyleImageMetadata;\n\nexport type StyleImages = Record<string, StyleImage>;\n\n/**\n * A Map of `StyleImages` indexed by some type `T`.\n */\nexport type StyleImageMap<T> = Map<T, StyleImage>;\n\nexport type StyleImageInterface = {\n    width: number;\n    height: number;\n    data: Uint8Array | Uint8ClampedArray;\n    render?: () => boolean;\n    onAdd?: (map: MapboxMap, id: string) => void;\n    onRemove?: () => void;\n};\n\nexport function renderStyleImage(image: StyleImage): boolean {\n    const {userImage} = image;\n    if (userImage && userImage.render) {\n        const updated = userImage.render();\n        if (updated) {\n            image.data.replace(new Uint8Array(userImage.data.buffer));\n            return true;\n        }\n    }\n    return false;\n}\n\n/**\n * Interface for dynamically generated style images. This is a specification for\n * implementers to model: it is not an exported method or class.\n *\n * Images implementing this interface can be redrawn for every frame. They can be used to animate\n * icons and patterns or make them respond to user input. Style images can implement a\n * {@link StyleImageInterface#render} method. The method is called every frame and\n * can be used to update the image.\n *\n * @interface StyleImageInterface\n * @property {number} width Width in pixels.\n * @property {number} height Height in pixels.\n * @property {Uint8Array | Uint8ClampedArray} data Byte array representing the image. To ensure space for all four channels in an RGBA color, size must be width × height × 4.\n *\n * @see [Example: Add an animated icon to the map.](https://docs.mapbox.com/mapbox-gl-js/example/add-image-animated/)\n *\n * @example\n * const flashingSquare = {\n *     width: 64,\n *     height: 64,\n *     data: new Uint8Array(64 * 64 * 4),\n *\n *     onAdd(map) {\n *         this.map = map;\n *     },\n *\n *     render() {\n *         // keep repainting while the icon is on the map\n *         this.map.triggerRepaint();\n *\n *         // alternate between black and white based on the time\n *         const value = Math.round(Date.now() / 1000) % 2 === 0  ? 255 : 0;\n *\n *         // check if image needs to be changed\n *         if (value !== this.previousValue) {\n *             this.previousValue = value;\n *\n *             const bytesPerPixel = 4;\n *             for (let x = 0; x < this.width; x++) {\n *                 for (let y = 0; y < this.height; y++) {\n *                     const offset = (y * this.width + x) * bytesPerPixel;\n *                     this.data[offset + 0] = value;\n *                     this.data[offset + 1] = value;\n *                     this.data[offset + 2] = value;\n *                     this.data[offset + 3] = 255;\n *                 }\n *             }\n *\n *             // return true to indicate that the image changed\n *             return true;\n *         }\n *     }\n * };\n *\n * map.addImage('flashing_square', flashingSquare);\n */\n\n/**\n * This method is called once before every frame where the icon will be used.\n * The method can optionally update the image's `data` member with a new image.\n *\n * If the method updates the image it must return `true` to commit the change.\n * If the method returns `false` or nothing the image is assumed to not have changed.\n *\n * If updates are infrequent it maybe easier to use {@link Map#updateImage} to update\n * the image instead of implementing this method.\n *\n * @function\n * @memberof StyleImageInterface\n * @instance\n * @name render\n * @returns {boolean} `true` if this method updated the image. `false` if the image was not changed.\n */\n\n/**\n * Optional method called when the layer has been added to the Map with {@link Map#addImage}.\n *\n * @function\n * @memberof StyleImageInterface\n * @instance\n * @name onAdd\n * @param {Map} map The Map this custom layer was just added to.\n */\n\n/**\n * Optional method called when the icon is removed from the map with {@link Map#removeImage}.\n * This gives the image a chance to clean up resources and event listeners.\n *\n * @function\n * @memberof StyleImageInterface\n * @instance\n * @name onRemove\n */\n","/* eslint-disable camelcase, @stylistic/brace-style */\n\nimport Color from \"../../style-spec/util/color\";\n\nimport type {PbfReader} from \"pbf\";\n\nconst defaultColor = new Color(0, 0, 0);\n\nexport const PathRule = {\n    PATH_RULE_UNSPECIFIED: 0,\n    PATH_RULE_NON_ZERO: 1,\n    PATH_RULE_EVEN_ODD: 2\n} as const;\n\ntype PathRuleValue = typeof PathRule[keyof typeof PathRule];\n\nexport const LineCap = {\n    LINE_CAP_UNSPECIFIED: 0,\n    LINE_CAP_BUTT: 1,\n    LINE_CAP_ROUND: 2,\n    LINE_CAP_SQUARE: 3\n} as const;\n\ntype LineCapValue = typeof LineCap[keyof typeof LineCap];\n\nexport const LineJoin = {\n    LINE_JOIN_UNSPECIFIED: 0,\n    LINE_JOIN_MITER: 1,\n    LINE_JOIN_MITER_CLIP: 2,\n    LINE_JOIN_ROUND: 3,\n    LINE_JOIN_BEVEL: 4\n} as const;\n\ntype LineJoinValue = typeof LineJoin[keyof typeof LineJoin];\n\nexport const PaintOrder = {\n    PAINT_ORDER_UNSPECIFIED: 0,\n    PAINT_ORDER_FILL_AND_STROKE: 1,\n    PAINT_ORDER_STROKE_AND_FILL: 2\n} as const;\n\ntype PaintOrderValue = typeof PaintOrder[keyof typeof PaintOrder];\n\nexport const PathCommand = {\n    PATH_COMMAND_UNSPECIFIED: 0,\n    PATH_COMMAND_MOVE: 1,\n    PATH_COMMAND_LINE: 2,\n    PATH_COMMAND_QUAD: 3,\n    PATH_COMMAND_CUBIC: 4,\n    PATH_COMMAND_CLOSE: 5\n} as const;\n\ntype PathCommandValue = typeof PathCommand[keyof typeof PathCommand];\n\nexport const SpreadMethod = {\n    SPREAD_METHOD_UNSPECIFIED: 0,\n    SPREAD_METHOD_PAD: 1,\n    SPREAD_METHOD_REFLECT: 2,\n    SPREAD_METHOD_REPEAT: 3\n} as const;\n\ntype SpreadMethodValue = typeof SpreadMethod[keyof typeof SpreadMethod];\n\nexport const MaskType = {\n    MASK_TYPE_UNSPECIFIED: 0,\n    MASK_TYPE_LUMINANCE: 1,\n    MASK_TYPE_ALPHA: 2\n} as const;\n\ntype MaskTypeValue = typeof MaskType[keyof typeof MaskType];\n\nexport interface IconSet {\n    icons: Icon[];\n}\n\nexport function readIconSet(pbf: PbfReader, end?: number): IconSet {\n    const obj: IconSet = {icons: []};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.icons.push(readIcon(pbf, pbf.readVarint() + pbf.pos));\n    }\n    return obj;\n}\n\ntype StretchMetadata = {\n    stretch_x?: number[] | null;\n    stretch_x_areas?: [number, number][] | null;\n    stretch_y?: number[] | null;\n    stretch_y_areas?: [number, number][] | null;\n};\n\nexport function buildStretchedAreas(metadata: StretchMetadata, axis: \"x\" | \"y\"): void {\n    const areas: Array<[number, number]> = [];\n    const stretch = metadata[`stretch_${axis}`]!;\n    let left: number | null = null;\n\n    for (let i = 0; i < stretch.length; i++) {\n        if (left === null) {\n            if (areas.length === 0) {\n                left = stretch[0]!;\n            } else {\n                left = areas.at(-1)![1] + stretch[i]!;\n            }\n        } else {\n            const right = left + stretch[i]!;\n            areas.push([left, right]);\n            left = null;\n        }\n    }\n\n    metadata[`stretch_${axis}_areas`] = areas;\n}\n\nexport function postProcessIcon(icon: Icon): Icon {\n    if (!icon.usvg_tree!.height) {\n        icon.usvg_tree!.height = icon.usvg_tree!.width;\n    }\n\n    if (!icon.metadata) {\n        return icon;\n    }\n\n    const {metadata} = icon;\n\n    if (metadata.content_area) {\n        const {content_area: contentArea} = metadata;\n\n        contentArea.left ??= 0;\n\n        contentArea.top ??= contentArea.left;\n\n        contentArea.width ??= icon.usvg_tree!.width;\n\n        contentArea.height ??= contentArea.width;\n    }\n\n    if (metadata.text_placeholder) {\n        const {text_placeholder: textPlaceholder} = metadata;\n\n        textPlaceholder.top ??= textPlaceholder.left;\n\n        textPlaceholder.height ??= textPlaceholder.width;\n    }\n\n    if (metadata.stretch_x && metadata.stretch_x.length) {\n        buildStretchedAreas(metadata, \"x\");\n    }\n\n    if (metadata.stretch_y && metadata.stretch_y.length) {\n        buildStretchedAreas(metadata, \"y\");\n    }\n\n    return icon;\n}\n\nexport interface Icon {\n    name: string;\n    metadata?: IconMetadata;\n    usvg_tree?: UsvgTree;\n    data?: \"usvg_tree\";\n}\n\nexport function readIcon(pbf: PbfReader, end?: number): Icon {\n    const obj: Icon = {name: undefined!};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.name = pbf.readString();\n        else if (field === 2) obj.metadata = readIconMetadata(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 3) { obj.usvg_tree = readUsvgTree(pbf, pbf.readVarint() + pbf.pos); obj.data = \"usvg_tree\"; }\n    }\n    return postProcessIcon(obj);\n}\n\nexport interface IconMetadata {\n    stretch_x: number[] | null | undefined;\n    stretch_x_areas: [number, number][] | null | undefined;\n    stretch_y: number[] | null | undefined;\n    stretch_y_areas: [number, number][] | null | undefined;\n    content_area?: NonEmptyArea;\n    text_placeholder?: NonEmptyArea;\n    variables: Variable[];\n}\n\nexport function readIconMetadata(pbf: PbfReader, end?: number): IconMetadata {\n    const obj: IconMetadata = {\n        stretch_x: null,\n        stretch_y: null,\n        stretch_x_areas: null,\n        stretch_y_areas: null,\n        variables: []\n    };\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.stretch_x = pbf.readPackedVarint();\n        else if (field === 2) obj.stretch_y = pbf.readPackedVarint();\n        else if (field === 3) obj.content_area = readNonEmptyArea(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 4) obj.variables.push(readVariable(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 5) obj.text_placeholder = readNonEmptyArea(pbf, pbf.readVarint() + pbf.pos);\n    }\n    return obj;\n}\n\nexport interface NonEmptyArea {\n    left: number;\n    width: number;\n    top: number;\n    height: number;\n}\n\nexport function readNonEmptyArea(pbf: PbfReader, end?: number): NonEmptyArea {\n    const obj = {} as NonEmptyArea;\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.left = pbf.readVarint();\n        else if (field === 2) obj.width = pbf.readVarint();\n        else if (field === 3) obj.top = pbf.readVarint();\n        else if (field === 4) obj.height = pbf.readVarint();\n    }\n    return obj;\n}\n\nexport interface Variable {\n    name: string;\n    rgb_color?: Color;\n    value?: \"rgb_color\";\n}\n\nexport function readVariable(pbf: PbfReader, end?: number): Variable {\n    const obj: Variable = {name: undefined!};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.name = pbf.readString();\n        else if (field === 2) { obj.rgb_color = readColor(pbf.readVarint()); obj.value = \"rgb_color\"; }\n    }\n    return obj;\n}\n\nexport interface UsvgTree {\n    width: number;\n    height: number;\n    children: Node[];\n    linear_gradients: LinearGradient[];\n    radial_gradients: RadialGradient[];\n    clip_paths: ClipPath[];\n    masks: Mask[];\n}\n\nexport function readUsvgTree(pbf: PbfReader, end?: number): UsvgTree {\n    const obj = {width: 20, children: [], linear_gradients: [], radial_gradients: [], clip_paths: [], masks: [], height: 20} as UsvgTree;\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.width = obj.height = pbf.readVarint();\n        else if (field === 2) obj.height = pbf.readVarint();\n        else if (field === 3) obj.children.push(readNode(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 4) obj.linear_gradients.push(readLinearGradient(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 5) obj.radial_gradients.push(readRadialGradient(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 7) obj.clip_paths.push(readClipPath(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 8) obj.masks.push(readMask(pbf, pbf.readVarint() + pbf.pos));\n    }\n    return obj;\n}\n\nexport interface Node {\n    group?: Group;\n    path?: Path;\n    node?: \"group\" | \"path\";\n}\n\nexport function readNode(pbf: PbfReader, end?: number): Node {\n    const obj: Node = {};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) { obj.group = readGroup(pbf, pbf.readVarint() + pbf.pos); obj.node = \"group\"; }\n        else if (field === 2) { obj.path = readPath(pbf, pbf.readVarint() + pbf.pos); obj.node = \"path\"; }\n    }\n    return obj;\n}\n\nexport interface Group {\n    transform?: Transform;\n    opacity?: number;\n    clip_path_idx?: number;\n    mask_idx?: number;\n    children: Node[];\n}\n\nexport function readGroup(pbf: PbfReader, end?: number): Group {\n    const obj: Group = {opacity: 255, children: []};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.transform = readTransform(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 2) obj.opacity = pbf.readVarint();\n        else if (field === 5) obj.clip_path_idx = pbf.readVarint();\n        else if (field === 6) obj.mask_idx = pbf.readVarint();\n        else if (field === 7) obj.children.push(readNode(pbf, pbf.readVarint() + pbf.pos));\n    }\n    return obj;\n}\n\nexport interface Transform {\n    sx?: number;\n    ky?: number;\n    kx?: number;\n    sy?: number;\n    tx?: number;\n    ty?: number;\n}\n\nexport function readTransform(pbf: PbfReader, end?: number): Transform {\n    const obj: Transform = {sx: 1, ky: 0, kx: 0, sy: 1, tx: 0, ty: 0};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.sx = pbf.readFloat();\n        else if (field === 2) obj.ky = pbf.readFloat();\n        else if (field === 3) obj.kx = pbf.readFloat();\n        else if (field === 4) obj.sy = pbf.readFloat();\n        else if (field === 5) obj.tx = pbf.readFloat();\n        else if (field === 6) obj.ty = pbf.readFloat();\n    }\n    return obj;\n}\n\nexport interface Path {\n    fill?: Fill;\n    stroke?: Stroke;\n    paint_order?: PaintOrderValue;\n    commands: PathCommandValue[];\n    step?: number;\n    diffs: number[];\n    rule?: PathRuleValue;\n}\n\nexport function readPath(pbf: PbfReader, end?: number): Path {\n    const obj: Path = {paint_order: 1, commands: [], step: 1, diffs: [], rule: PathRule.PATH_RULE_NON_ZERO};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.fill = readFill(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 2) obj.stroke = readStroke(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 3) obj.paint_order = pbf.readVarint() as PaintOrderValue;\n        else if (field === 5) pbf.readPackedVarint(obj.commands);\n        else if (field === 6) obj.step = pbf.readFloat();\n        else if (field === 7) pbf.readPackedSVarint(obj.diffs);\n        else if (field === 8) obj.rule = pbf.readVarint() as PathRuleValue;\n    }\n    return obj;\n}\n\nexport interface Fill {\n    rgb_color?: Color;\n    linear_gradient_idx?: number;\n    radial_gradient_idx?: number;\n    opacity?: number;\n    paint?: \"rgb_color\" | \"linear_gradient_idx\" | \"radial_gradient_idx\";\n}\n\nexport function readFill(pbf: PbfReader, end?: number): Fill {\n    const obj: Fill = {rgb_color: defaultColor, paint: \"rgb_color\", opacity: 255};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) { obj.rgb_color = readColor(pbf.readVarint()); obj.paint = \"rgb_color\"; }\n        else if (field === 2) { obj.linear_gradient_idx = pbf.readVarint(); obj.paint = \"linear_gradient_idx\"; }\n        else if (field === 3) { obj.radial_gradient_idx = pbf.readVarint(); obj.paint = \"radial_gradient_idx\"; }\n        else if (field === 5) obj.opacity = pbf.readVarint();\n    }\n    return obj;\n}\n\nexport interface Stroke {\n    rgb_color?: Color;\n    linear_gradient_idx?: number;\n    radial_gradient_idx?: number;\n    dasharray: number[];\n    dashoffset?: number;\n    miterlimit?: number;\n    opacity?: number;\n    width?: number;\n    linecap?: LineCapValue;\n    linejoin?: LineJoinValue;\n    paint?: \"rgb_color\" | \"linear_gradient_idx\" | \"radial_gradient_idx\";\n}\n\nexport function readStroke(pbf: PbfReader, end?: number): Stroke {\n    const obj: Stroke = {rgb_color: defaultColor, paint: \"rgb_color\", dasharray: [], dashoffset: 0, miterlimit: 4, opacity: 255, width: 1, linecap: 1, linejoin: 1};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) { obj.rgb_color = readColor(pbf.readVarint()); obj.paint = \"rgb_color\"; }\n        else if (field === 2) { obj.linear_gradient_idx = pbf.readVarint(); obj.paint = \"linear_gradient_idx\"; }\n        else if (field === 3) { obj.radial_gradient_idx = pbf.readVarint(); obj.paint = \"radial_gradient_idx\"; }\n        else if (field === 5) pbf.readPackedFloat(obj.dasharray);\n        else if (field === 6) obj.dashoffset = pbf.readFloat();\n        else if (field === 7) obj.miterlimit = pbf.readFloat();\n        else if (field === 8) obj.opacity = pbf.readVarint();\n        else if (field === 9) obj.width = pbf.readFloat();\n        else if (field === 10) obj.linecap = pbf.readVarint() as LineCapValue;\n        else if (field === 11) obj.linejoin = pbf.readVarint() as LineJoinValue;\n    }\n    return obj;\n}\n\nexport function readColor(number: number): Color {\n    return new Color(((number >> 16) & 255) / 255, ((number >> 8) & 255) / 255, (number & 255) / 255, 1);\n}\n\nexport interface LinearGradient {\n    transform?: Transform;\n    spread_method?: SpreadMethodValue;\n    stops: Stop[];\n    x1?: number;\n    y1?: number;\n    x2?: number;\n    y2?: number;\n}\n\nexport function readLinearGradient(pbf: PbfReader, end?: number): LinearGradient {\n    const obj: LinearGradient = {spread_method: 1, stops: [], x1: 0, y1: 0, x2: 1, y2: 0};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.transform = readTransform(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 2) obj.spread_method = pbf.readVarint() as SpreadMethodValue;\n        else if (field === 3) obj.stops.push(readStop(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 4) obj.x1 = pbf.readFloat();\n        else if (field === 5) obj.y1 = pbf.readFloat();\n        else if (field === 6) obj.x2 = pbf.readFloat();\n        else if (field === 7) obj.y2 = pbf.readFloat();\n    }\n    return obj;\n}\n\nexport interface Stop {\n    offset?: number;\n    opacity?: number;\n    rgb_color?: Color;\n}\n\nexport function readStop(pbf: PbfReader, end?: number): Stop {\n    const obj: Stop = {offset: 0, opacity: 255, rgb_color: defaultColor};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.offset = pbf.readFloat();\n        else if (field === 2) obj.opacity = pbf.readVarint();\n        else if (field === 3) obj.rgb_color = readColor(pbf.readVarint());\n    }\n    return obj;\n}\n\nexport interface RadialGradient {\n    transform?: Transform;\n    spread_method?: SpreadMethodValue;\n    stops: Stop[];\n    cx?: number;\n    cy?: number;\n    r?: number;\n    fx?: number;\n    fy?: number;\n    fr?: number;\n}\n\nexport function readRadialGradient(pbf: PbfReader, end?: number): RadialGradient {\n    const obj: RadialGradient = {spread_method: 1, stops: [], cx: 0.5, cy: 0.5, r: 0.5, fx: 0.5, fy: 0.5, fr: 0};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.transform = readTransform(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 2) obj.spread_method = pbf.readVarint() as SpreadMethodValue;\n        else if (field === 3) obj.stops.push(readStop(pbf, pbf.readVarint() + pbf.pos));\n        else if (field === 4) obj.cx = pbf.readFloat();\n        else if (field === 5) obj.cy = pbf.readFloat();\n        else if (field === 6) obj.r = pbf.readFloat();\n        else if (field === 7) obj.fx = pbf.readFloat();\n        else if (field === 8) obj.fy = pbf.readFloat();\n        else if (field === 9) obj.fr = pbf.readFloat();\n    }\n    return obj;\n}\n\nexport interface ClipPath {\n    transform?: Transform;\n    clip_path_idx?: number;\n    children: Node[];\n}\n\nexport function readClipPath(pbf: PbfReader, end?: number): ClipPath {\n    const obj: ClipPath = {children: []};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) obj.transform = readTransform(pbf, pbf.readVarint() + pbf.pos);\n        else if (field === 2) obj.clip_path_idx = pbf.readVarint();\n        else if (field === 3) obj.children.push(readNode(pbf, pbf.readVarint() + pbf.pos));\n    }\n    return obj;\n}\n\nexport interface Mask {\n    left?: number;\n    width?: number;\n    top?: number;\n    height?: number;\n    mask_type?: MaskTypeValue;\n    mask_idx?: number;\n    children: Node[];\n}\n\nexport function readMask(pbf: PbfReader, end?: number): Mask {\n    const mask: Mask = {left: 0, width: 20, mask_type: MaskType.MASK_TYPE_LUMINANCE, children: []};\n    let field: number;\n    while ((field = pbf.nextField(end))) {\n        if (field === 1) mask.left = mask.top = pbf.readFloat();\n        else if (field === 2) mask.width = mask.height = pbf.readFloat();\n        else if (field === 3) mask.top = pbf.readFloat();\n        else if (field === 4) mask.height = pbf.readFloat();\n        else if (field === 5) mask.mask_type = pbf.readVarint() as MaskTypeValue;\n        else if (field === 6) mask.mask_idx = pbf.readVarint();\n        else if (field === 7) mask.children.push(readNode(pbf, pbf.readVarint() + pbf.pos));\n    }\n\n    mask.height ??= mask.width;\n\n    mask.top ??= mask.left;\n\n    return mask;\n}\n","import {PaintOrder, PathCommand, LineCap, LineJoin, PathRule, MaskType} from './usvg_pb_decoder';\nimport Color from '../../style-spec/util/color';\nimport offscreenCanvasSupported from '../../util/offscreen_canvas_supported';\n\nimport type {RasterizationOptions} from '../../style-spec/expression/types/image_variant';\nimport type {UsvgTree, Icon, Group, Node, Path, Transform, ClipPath, Mask, LinearGradient, RadialGradient, Variable} from './usvg_pb_decoder';\n\nclass ColorReplacements {\n    static calculate(params: RasterizationOptions['params'] = {}, variables: Variable[] = []): Map<string, Color> {\n        const replacements = new Map<string, Color>();\n        const variablesMap = new Map<string, Color>();\n\n        if (Object.keys(params).length === 0) {\n            return replacements;\n        }\n\n        variables.forEach((variable) => {\n            variablesMap.set(variable.name, variable.rgb_color || new Color(0, 0, 0));\n        });\n\n        for (const [key, value] of Object.entries(params)) {\n            if (variablesMap.has(key)) {\n                replacements.set(variablesMap.get(key)!.toString(), value);\n            } else {\n                console.warn(`Ignoring unknown image variable \"${key}\"`);\n            }\n        }\n\n        return replacements;\n    }\n}\n\nfunction getStyleColor(iconColor: Color, opacity: number = 255, colorReplacements: Map<string, Color>) {\n    const color = colorReplacements.get(iconColor.toString()) || iconColor;\n    if (opacity === 255) return color.toString();\n    return new Color(color.r, color.g, color.b, color.a * opacity / 255).toString();\n}\n\ntype Context = OffscreenCanvasRenderingContext2D | CanvasRenderingContext2D;\n\n// Pool of 2D contexts reused across renderIcon calls, indexed by nesting depth.\n// Rendering is synchronous, so only one context per depth is live at a time.\nconst contextPool: Context[] = [];\nlet contextDepth = 0;\n\nfunction acquireContext(width: number, height: number): Context {\n    if (contextDepth >= contextPool.length) {\n        const ctx = offscreenCanvasSupported() ?\n            new OffscreenCanvas(width, height).getContext('2d', {willReadFrequently: true})! :\n            document.createElement('canvas').getContext('2d', {willReadFrequently: true})!;\n        contextPool.push(ctx);\n    }\n    const ctx = contextPool[contextDepth++]!;\n    ctx.canvas.width = width;\n    ctx.canvas.height = height;\n    return ctx;\n}\n\nfunction releaseContext() {\n    contextDepth--;\n}\n\n/**\n * Renders a uSVG icon to an ImageData object.\n *\n * @param icon uSVG icon.\n * @param options Rasterization options.\n * @returns ImageData object.\n */\nexport function renderIcon(icon: Icon, options: RasterizationOptions): ImageData {\n    const colorReplacements = ColorReplacements.calculate(options.params, icon.metadata ? icon.metadata.variables : []);\n    const tree = icon.usvg_tree!;\n\n    const naturalWidth = tree.width;\n    const naturalHeight = tree.height;\n\n    const renderedWidth = Math.max(1, Math.round(naturalWidth * options.sx!)); // transform.sx\n    const renderedHeight = Math.max(1, Math.round(naturalHeight * options.sy!)); // transform.sy\n\n    // We need to apply transform to reflect icon size change\n    const finalTr = new DOMMatrix([\n        renderedWidth / naturalWidth, 0,\n        0, renderedHeight / naturalHeight,\n        0, 0\n    ]);\n\n    const context = acquireContext(renderedWidth, renderedHeight);\n\n    renderNodes(context, finalTr, tree, tree, colorReplacements);\n    const imageData = context.getImageData(0, 0, renderedWidth, renderedHeight);\n    releaseContext();\n    return imageData;\n}\n\nfunction renderNodes(context: Context, transform: DOMMatrix, tree: UsvgTree, parent: Group, colorReplacements: Map<string, Color>) {\n    for (const node of parent.children) {\n        renderNode(context, transform, tree, node, colorReplacements);\n    }\n}\n\nfunction renderNode(context: Context, transform: DOMMatrix, tree: UsvgTree, node: Node, colorReplacements: Map<string, Color>) {\n    if (node.group) {\n        context.save();\n        renderGroup(context, transform, tree, node.group, colorReplacements);\n        context.restore();\n    } else if (node.path) {\n        context.save();\n        renderPath(context, transform, tree, node.path, colorReplacements);\n        context.restore();\n    } else {\n        assert(false, 'Not implemented');\n    }\n}\n\nfunction shouldIsolate(group: Group, hasClipPath: boolean, hasMask: boolean): boolean {\n    return group.opacity !== 255 || hasClipPath || hasMask;\n}\n\nfunction renderGroup(context: Context, transform: DOMMatrix, tree: UsvgTree, group: Group, colorReplacements: Map<string, Color>) {\n    const mask = group.mask_idx != null ? tree.masks[group.mask_idx] : null;\n    const clipPath = group.clip_path_idx != null ? tree.clip_paths[group.clip_path_idx] : null;\n\n    if (group.transform) {\n        transform = makeTransform(group.transform).preMultiplySelf(transform);\n    }\n\n    if (!shouldIsolate(group, clipPath != null, mask != null)) {\n        renderNodes(context, transform, tree, group, colorReplacements);\n        return;\n    }\n\n    const groupContext = acquireContext(context.canvas.width, context.canvas.height);\n\n    renderNodes(groupContext, transform, tree, group, colorReplacements);\n\n    if (clipPath) {\n        applyClipPath(groupContext, transform, tree, clipPath);\n    }\n    if (mask) {\n        applyMask(groupContext, transform, tree, mask, colorReplacements);\n    }\n\n    context.globalAlpha = group.opacity! / 255;\n    context.drawImage(groupContext.canvas, 0, 0);\n    releaseContext();\n}\n\nfunction renderPath(context: Context, transform: DOMMatrix, tree: UsvgTree, path: Path, colorReplacements: Map<string, Color>) {\n    context.setTransform(transform);\n\n    if (path.paint_order === PaintOrder.PAINT_ORDER_FILL_AND_STROKE) {\n        fillPath(context, tree, path, colorReplacements);\n        strokePath(context, tree, path, colorReplacements);\n    } else {\n        strokePath(context, tree, path, colorReplacements);\n        fillPath(context, tree, path, colorReplacements);\n    }\n}\n\nfunction fillPath(context: Context, tree: UsvgTree, path: Path, colorReplacements: Map<string, Color>) {\n    const fill = path.fill;\n    if (!fill) return;\n\n    const alpha = fill.opacity! / 255;\n\n    context.save();\n\n    context.beginPath();\n    buildPath(path, context);\n\n    switch (fill.paint) {\n    case 'rgb_color': {\n        context.fillStyle = getStyleColor(fill.rgb_color!, fill.opacity, colorReplacements);\n        break;\n    }\n    case 'linear_gradient_idx': {\n        const linearGradient = tree.linear_gradients[fill.linear_gradient_idx!]!;\n        if (linearGradient.transform) {\n            context.setTransform(makeTransform(linearGradient.transform).preMultiplySelf(context.getTransform()));\n        }\n        context.fillStyle = convertLinearGradient(context, linearGradient, alpha, colorReplacements);\n        break;\n    }\n    case 'radial_gradient_idx': {\n        const radialGradient = tree.radial_gradients[fill.radial_gradient_idx!]!;\n        if (radialGradient.transform) {\n            context.setTransform(makeTransform(radialGradient.transform).preMultiplySelf(context.getTransform()));\n        }\n        context.fillStyle = convertRadialGradient(context, radialGradient, alpha, colorReplacements);\n    }\n    }\n\n    context.fill(getFillRule(path));\n    context.restore();\n}\n\nfunction getFillRule(path: Path): CanvasFillRule | undefined {\n    return path.rule === PathRule.PATH_RULE_NON_ZERO ? 'nonzero' :\n        path.rule === PathRule.PATH_RULE_EVEN_ODD ? 'evenodd' : undefined;\n}\n\nfunction strokePath(context: Context, tree: UsvgTree, path: Path, colorReplacements: Map<string, Color>) {\n    const stroke = path.stroke;\n    if (!stroke) return;\n\n    const path2d = makePath2d(path);\n    context.lineWidth = stroke.width!;\n    context.miterLimit = stroke.miterlimit!;\n    context.setLineDash(stroke.dasharray);\n    context.lineDashOffset = stroke.dashoffset!;\n\n    const alpha = stroke.opacity! / 255;\n\n    switch (stroke.paint) {\n    case 'rgb_color': {\n        context.strokeStyle = getStyleColor(stroke.rgb_color!, stroke.opacity, colorReplacements);\n        break;\n    }\n    case 'linear_gradient_idx':\n        context.strokeStyle = convertLinearGradient(context, tree.linear_gradients[stroke.linear_gradient_idx!]!, alpha, colorReplacements, true);\n        break;\n    case 'radial_gradient_idx':\n        context.strokeStyle = convertRadialGradient(context, tree.radial_gradients[stroke.radial_gradient_idx!]!, alpha, colorReplacements, true);\n    }\n\n    switch (stroke.linejoin) {\n    case LineJoin.LINE_JOIN_MITER_CLIP:\n    case LineJoin.LINE_JOIN_MITER:\n        context.lineJoin = 'miter';\n        break;\n    case LineJoin.LINE_JOIN_ROUND:\n        context.lineJoin = 'round';\n        break;\n    case LineJoin.LINE_JOIN_BEVEL:\n        context.lineJoin = 'bevel';\n    }\n\n    switch (stroke.linecap) {\n    case LineCap.LINE_CAP_BUTT:\n        context.lineCap = 'butt';\n        break;\n    case LineCap.LINE_CAP_ROUND:\n        context.lineCap = 'round';\n        break;\n    case LineCap.LINE_CAP_SQUARE:\n        context.lineCap = 'square';\n    }\n\n    context.stroke(path2d);\n}\n\nfunction convertLinearGradient(context: Context, gradient: LinearGradient, alpha: number, colorReplacements: Map<string, Color>, transformGradient: boolean = false): CanvasGradient | string {\n    if (gradient.stops.length === 1) {\n        const stop = gradient.stops[0]!;\n        return getStyleColor(stop.rgb_color!, stop.opacity! * alpha, colorReplacements);\n    }\n\n    const {x1, y1, x2, y2} = gradient;\n    let start = new DOMPoint(x1, y1);\n    let end = new DOMPoint(x2, y2);\n\n    if (transformGradient) {\n        const tr = makeTransform(gradient.transform);\n        start = tr.transformPoint(start);\n        end = tr.transformPoint(end);\n    }\n\n    const linearGradient = context.createLinearGradient(start.x, start.y, end.x, end.y);\n    for (const stop of gradient.stops) {\n        linearGradient.addColorStop(stop.offset!, getStyleColor(stop.rgb_color!, stop.opacity! * alpha, colorReplacements));\n    }\n\n    return linearGradient;\n}\n\nfunction convertRadialGradient(context: Context, gradient: RadialGradient, alpha: number, colorReplacements: Map<string, Color>, transformGradient: boolean = false): CanvasGradient | string {\n    if (gradient.stops.length === 1) {\n        const stop = gradient.stops[0]!;\n        return getStyleColor(stop.rgb_color!, stop.opacity! * alpha, colorReplacements);\n    }\n\n    const tr = makeTransform(gradient.transform);\n    const {fx, fy, fr, cx, cy, r} = gradient;\n    let start = new DOMPoint(fx, fy);\n    let end = new DOMPoint(cx, cy);\n    let r1 = fr!;\n    let r2 = r!;\n\n    if (transformGradient) {\n        start = tr.transformPoint(start);\n        end = tr.transformPoint(end);\n        const uniformScale = (tr.a + tr.d) / 2;\n        r1 = fr! * uniformScale;\n        r2 = gradient.r! * uniformScale;\n    }\n\n    const radialGradient = context.createRadialGradient(start.x, start.y, r1, end.x, end.y, r2);\n    for (const stop of gradient.stops) {\n        radialGradient.addColorStop(stop.offset!, getStyleColor(stop.rgb_color!, stop.opacity! * alpha, colorReplacements));\n    }\n\n    return radialGradient;\n}\n\nfunction renderClipPath(context: Context, transform: DOMMatrix, tree: UsvgTree, clipPath: ClipPath) {\n    const tr = clipPath.transform ? makeTransform(clipPath.transform).preMultiplySelf(transform) : transform;\n    const groupContext = acquireContext(context.canvas.width, context.canvas.height);\n\n    for (const node of clipPath.children) {\n        if (node.group) {\n            renderClipPath(groupContext, tr, tree, node.group);\n\n        } else if (node.path) {\n            const path = node.path;\n            const path2d = new Path2D();\n            path2d.addPath(makePath2d(path), tr);\n            groupContext.fill(path2d, getFillRule(path));\n        }\n    }\n\n    const selfClipPath = clipPath.clip_path_idx != null ? tree.clip_paths[clipPath.clip_path_idx] : null;\n    if (selfClipPath) {\n        applyClipPath(groupContext, tr, tree, selfClipPath);\n    }\n\n    context.globalCompositeOperation = 'source-over';\n    context.drawImage(groupContext.canvas, 0, 0);\n    releaseContext();\n}\n\nfunction applyClipPath(context: Context, transform: DOMMatrix, tree: UsvgTree, clipPath: ClipPath) {\n    const maskContext = acquireContext(context.canvas.width, context.canvas.height);\n\n    renderClipPath(maskContext, transform, tree, clipPath);\n\n    // Canvas doesn't support mixed fill rules in a single clip path, so we'll use masking via canvas compositing instead of context.clip\n    context.globalCompositeOperation = 'destination-in';\n    context.drawImage(maskContext.canvas, 0, 0);\n    releaseContext();\n}\n\nfunction applyMask(context: Context, transform: DOMMatrix, tree: UsvgTree, mask: Mask, colorReplacements: Map<string, Color>) {\n    if (mask.children.length === 0) {\n        return;\n    }\n\n    const childMask = mask.mask_idx != null ? tree.masks[mask.mask_idx] : null;\n    if (childMask) {\n        applyMask(context, transform, tree, childMask, colorReplacements);\n    }\n\n    const width = context.canvas.width;\n    const height = context.canvas.height;\n\n    const maskContext = acquireContext(width, height);\n\n    // clip mask to its defined size\n    const maskWidth = mask.width;\n    const maskHeight = mask.height;\n    const maskLeft = mask.left;\n    const maskTop = mask.top;\n    const clipPath = new Path2D();\n    const rect = new Path2D();\n    rect.rect(maskLeft!, maskTop!, maskWidth!, maskHeight!);\n    clipPath.addPath(rect, transform);\n    maskContext.clip(clipPath);\n\n    for (const node of mask.children) {\n        renderNode(maskContext, transform, tree, node, colorReplacements);\n    }\n\n    const maskImageData = maskContext.getImageData(0, 0, width, height);\n    const maskData = maskImageData.data;\n\n    if (mask.mask_type === MaskType.MASK_TYPE_LUMINANCE) {\n        // Set alpha to luminance\n        for (let i = 0; i < maskData.length; i += 4) {\n            const r = maskData[i]!;\n            const g = maskData[i + 1]!;\n            const b = maskData[i + 2]!;\n            const a = maskData[i + 3]! / 255;\n            const luminance = 0.2126 * r + 0.7152 * g + 0.0722 * b;\n            maskData[i + 3] = luminance * a;\n        }\n    }\n\n    maskContext.putImageData(maskImageData, 0, 0);\n\n    context.globalCompositeOperation = 'destination-in';\n    context.drawImage(maskContext.canvas, 0, 0);\n    releaseContext();\n}\n\n// Transform\n// sx kx tx\n// ky sy ty\n//  0  0  1\nfunction makeTransform(transform?: Transform) {\n    return transform ?\n        new DOMMatrix([transform.sx!, transform.ky!, transform.kx!, transform.sy!, transform.tx!, transform.ty!]) :\n        new DOMMatrix();\n}\n\nfunction buildPath<T extends CanvasPath = Path2D>(path: Path, path2d: T): T {\n    const step = path.step!;\n\n    let x = path.diffs[0]! * step;\n    let y = path.diffs[1]! * step;\n    path2d.moveTo(x, y);\n\n    for (let i = 0, j = 2; i < path.commands.length; i++) {\n        switch (path.commands[i]) {\n        case PathCommand.PATH_COMMAND_MOVE: {\n            x += path.diffs[j++]! * step;\n            y += path.diffs[j++]! * step;\n            path2d.moveTo(x, y);\n            break;\n        }\n        case PathCommand.PATH_COMMAND_LINE: {\n            x += path.diffs[j++]! * step;\n            y += path.diffs[j++]! * step;\n            path2d.lineTo(x, y);\n            break;\n        }\n        case PathCommand.PATH_COMMAND_QUAD: {\n            const cpx = x + path.diffs[j++]! * step;\n            const cpy = y + path.diffs[j++]! * step;\n            x = cpx + path.diffs[j++]! * step;\n            y = cpy + path.diffs[j++]! * step;\n            path2d.quadraticCurveTo(cpx, cpy, x, y);\n            break;\n        }\n        case PathCommand.PATH_COMMAND_CUBIC: {\n            const cp1x = x + path.diffs[j++]! * step;\n            const cp1y = y + path.diffs[j++]! * step;\n            const cp2x = cp1x + path.diffs[j++]! * step;\n            const cp2y = cp1y + path.diffs[j++]! * step;\n            x = cp2x + path.diffs[j++]! * step;\n            y = cp2y + path.diffs[j++]! * step;\n            path2d.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);\n            break;\n        }\n        case PathCommand.PATH_COMMAND_CLOSE: {\n            path2d.closePath();\n            break;\n        }\n        default:\n            assert(false, `Unknown path command \"${path.commands[i]}\"`);\n        }\n    }\n\n    return path2d;\n}\n\nfunction makePath2d(path: Path): Path2D {\n    return buildPath(path, new Path2D());\n}\n\nfunction assert(condition: boolean, message: string) {\n    console.assert(condition, message);\n}\n","import {renderIcon} from '../data/usvg/usvg_pb_renderer';\nimport {RGBAImage} from '../util/image';\nimport {LRUCache} from '../util/lru';\nimport {makeFQID} from '../util/fqid';\n\nimport type {FQID} from '../util/fqid';\nimport type {StyleImage} from '../style/style_image';\nimport type {ImageId, StringifiedImageId} from '../style-spec/expression/types/image_id';\nimport type {ImageVariant, StringifiedImageVariant} from '../style-spec/expression/types/image_variant';\n\nconst MAX_CACHE_SIZE = 150;\n\nexport class ImageRasterizer {\n    cacheMap: Map<number, LRUCache<RGBAImage>>;\n    cacheDependenciesMap: Map<number, Map<FQID<StringifiedImageId>, Set<StringifiedImageVariant>>>;\n\n    constructor() {\n        this.cacheMap = new Map();\n        this.cacheDependenciesMap = new Map();\n    }\n\n    static _getImage(imageData: ImageData): RGBAImage {\n        return new RGBAImage(imageData, imageData.data);\n    }\n\n    getFromCache(imageVariant: ImageVariant, scope: string, mapId: number): RGBAImage | undefined {\n        if (!this.cacheMap.has(mapId)) {\n            this.cacheMap.set(mapId, new LRUCache(MAX_CACHE_SIZE));\n        }\n\n        return this.cacheMap.get(mapId).get(makeFQID(imageVariant.toString(), scope));\n    }\n\n    setInCache(imageVariant: ImageVariant, image: RGBAImage, scope: string, mapId: number): void {\n        if (!this.cacheDependenciesMap.has(mapId)) {\n            this.cacheDependenciesMap.set(mapId, new Map());\n        }\n\n        if (!this.cacheMap.has(mapId)) {\n            this.cacheMap.set(mapId, new LRUCache(MAX_CACHE_SIZE));\n        }\n\n        const cacheDependencies = this.cacheDependenciesMap.get(mapId);\n\n        const fqid = makeFQID(imageVariant.id.toString(), scope);\n\n        if (!cacheDependencies.get(fqid)) {\n            cacheDependencies.set(fqid, new Set());\n        }\n\n        const cache = this.cacheMap.get(mapId);\n        const serializedId = imageVariant.toString();\n\n        cacheDependencies.get(fqid).add(serializedId);\n        cache.put(makeFQID(imageVariant.toString(), scope), image);\n    }\n\n    removeImagesFromCacheByIds(ids: ImageId[], scope: string, mapId: number = 0): void {\n        if (!this.cacheMap.has(mapId) || !this.cacheDependenciesMap.has(mapId)) {\n            return;\n        }\n\n        const cache = this.cacheMap.get(mapId);\n        const cacheDependencies = this.cacheDependenciesMap.get(mapId);\n        for (const id of ids) {\n            const fqid = makeFQID(id.toString(), scope);\n            if (cacheDependencies.has(fqid)) {\n                for (const dependency of cacheDependencies.get(fqid)) {\n                    cache.delete(dependency);\n                }\n                cacheDependencies.delete(fqid);\n            }\n        }\n    }\n\n    rasterize(imageVariant: ImageVariant, image: StyleImage, scope: string, mapId: number): RGBAImage {\n        const cachedImage = this.getFromCache(imageVariant, scope, mapId);\n        if (cachedImage) {\n            return cachedImage.clone();\n        }\n\n        const imageData = renderIcon(image.icon, imageVariant);\n        const imageResult = ImageRasterizer._getImage(imageData);\n\n        this.setInCache(imageVariant, imageResult, scope, mapId);\n\n        return imageResult.clone();\n    }\n}\n","import potpack from 'potpack';\nimport {Event, ErrorEvent, Evented} from '../util/evented';\nimport {RGBAImage} from '../util/image';\nimport {ImagePosition, PATTERN_PADDING, ImageAtlasCache} from './image_atlas';\nimport Texture from './texture';\nimport assert from '../style-spec/util/assert';\nimport {renderStyleImage} from '../style/style_image';\nimport {warnOnce} from '../util/util';\nimport {ImageRasterizer} from './image_rasterizer';\nimport browser from '../util/browser';\nimport {makeFQID} from '../util/fqid';\nimport {ImageId} from '../style-spec/expression/types/image_id';\nimport {ImageVariant} from '../style-spec/expression/types/image_variant';\n\nimport type Context from '../gl/context';\nimport type {StyleImage, StyleImageMap} from '../style/style_image';\nimport type {PotpackBox} from 'potpack';\nimport type {Callback} from '../types/callback';\nimport type {Size} from '../util/image';\nimport type {LUT} from '../util/lut';\nimport type {FQID} from '../util/fqid';\nimport type {StringifiedImageId} from '../style-spec/expression/types/image_id';\nimport type {StringifiedImageVariant} from '../style-spec/expression/types/image_variant';\nimport type {ImageProvider} from '../render/image_provider';\nimport type {MainInbox} from '../util/actor_messages';\n\ntype Pattern = {\n    bin: PotpackBox;\n    position: ImagePosition;\n};\n\nexport type PatternMap = Record<string, Pattern>;\n\nexport type ImageRasterizationTasks = Map<StringifiedImageVariant, ImageVariant>;\n\nexport type ImageRasterizationWorkerTask = {\n    image: StyleImage,\n    imageVariant: ImageVariant\n};\n\nexport type ImageRasterizationWorkerTasks = Map<StringifiedImageVariant, ImageRasterizationWorkerTask>;\n\nexport type RasterizedImageMap = Map<StringifiedImageVariant, RGBAImage>;\n\nexport type SpriteFormat = 'auto' | 'icon_set' | 'raster';\n\ntype ImageRequestor = {\n    ids: ImageId[];\n    scope: string;\n    callback: Callback<{images: StyleImageMap<StringifiedImageId>; versions: Map<string, number>}>;\n};\n\n/*\n    ImageManager does three things:\n\n        1. Tracks requests for icon images from tile workers and sends responses when the requests are fulfilled.\n        2. Builds a texture atlas for pattern images.\n        3. Rerenders renderable images once per frame\n\n    These are disparate responsibilities and should eventually be handled by different classes. When we implement\n    data-driven support for `*-pattern`, we'll likely use per-bucket pattern atlases, and that would be a good time\n    to refactor this.\n*/\nclass ImageManager extends Evented {\n    dirty: boolean;\n    spriteFormat: SpriteFormat;\n    imageProviders: Map<string, Map<ImageProvider['id'], ImageProvider>>;\n\n    loaded: Map<string, boolean>;\n    requestors: ImageRequestor[];\n\n    images: Map<string, Map<StringifiedImageId, StyleImage>>;\n    updatedImages: Map<string, Set<ImageId>>;\n    callbackDispatchedThisFrame: Map<string, Set<StringifiedImageId>>;\n    imageVersions: Map<string, Map<StringifiedImageId, number>>;\n\n    patterns: Map<string, Map<StringifiedImageId, Pattern>>;\n    patternsInFlight: Set<FQID<StringifiedImageId>>;\n\n    atlasImage: Map<string, RGBAImage>;\n    atlasTexture: Map<string, Texture | null | undefined>;\n    imageAtlasCache: ImageAtlasCache;\n\n    imageRasterizer: ImageRasterizer;\n\n    constructor(spriteFormat: SpriteFormat) {\n        super();\n        this.imageProviders = new Map();\n        this.images = new Map();\n        this.updatedImages = new Map();\n        this.callbackDispatchedThisFrame = new Map();\n        this.imageVersions = new Map();\n        this.loaded = new Map();\n        this.requestors = [];\n\n        this.patterns = new Map();\n        this.patternsInFlight = new Set();\n        this.atlasImage = new Map();\n        this.atlasTexture = new Map();\n        this.imageAtlasCache = new ImageAtlasCache();\n        this.dirty = true;\n\n        this.spriteFormat = spriteFormat;\n        this.imageRasterizer = new ImageRasterizer();\n    }\n\n    addScope(scope: string) {\n        this.loaded.set(scope, false);\n        this.imageProviders.set(scope, new Map());\n        this.images.set(scope, new Map());\n        this.updatedImages.set(scope, new Set());\n        this.callbackDispatchedThisFrame.set(scope, new Set());\n        this.imageVersions.set(scope, new Map());\n        this.patterns.set(scope, new Map());\n        this.atlasImage.set(scope, new RGBAImage({width: 1, height: 1}));\n    }\n\n    removeScope(scope: string) {\n        this.loaded.delete(scope);\n        this.imageProviders.delete(scope);\n        this.images.delete(scope);\n        this.updatedImages.delete(scope);\n        this.callbackDispatchedThisFrame.delete(scope);\n        this.imageVersions.delete(scope);\n        this.patterns.delete(scope);\n        this.atlasImage.delete(scope);\n\n        const atlasTexture = this.atlasTexture.get(scope);\n        if (atlasTexture) {\n            atlasTexture.destroy();\n            this.atlasTexture.delete(scope);\n        }\n    }\n\n    addImageProvider(imageProvider: ImageProvider, scope: string) {\n        if (!this.imageProviders.has(scope)) {\n            this.imageProviders.set(scope, new Map());\n        }\n\n        assert(!this.imageProviders.get(scope).has(imageProvider.id), 'ImageProvider already exists');\n        this.imageProviders.get(scope).set(imageProvider.id, imageProvider);\n    }\n\n    removeImageProvider(imageProviderId: ImageProvider['id'], scope: string) {\n        if (this.imageProviders.has(scope)) {\n            this.imageProviders.get(scope).delete(imageProviderId);\n        }\n    }\n\n    getPendingImageProviders(): ImageProvider[] {\n        const pendingImageProviders: ImageProvider[] = [];\n        for (const imageProviders of this.imageProviders.values()) {\n            for (const imageProvider of imageProviders.values()) {\n                if (imageProvider.hasPendingRequests()) {\n                    pendingImageProviders.push(imageProvider);\n                }\n            }\n        }\n        return pendingImageProviders;\n    }\n\n    isLoaded(): boolean {\n        for (const scope of this.loaded.keys()) {\n            if (!this.loaded.get(scope)) return false;\n        }\n        return true;\n    }\n\n    setLoaded(loaded: boolean, scope: string) {\n        if (this.loaded.get(scope) === loaded) {\n            return;\n        }\n\n        this.loaded.set(scope, loaded);\n\n        if (loaded) {\n            for (const {ids, callback} of this.requestors) {\n                this._notify(ids, scope, callback);\n            }\n            this.requestors = [];\n        }\n    }\n\n    hasImage(id: ImageId, scope: string): boolean {\n        return !!this.getImage(id, scope);\n    }\n\n    getImage(id: ImageId, scope: string): StyleImage | null | undefined {\n        return this.images.get(scope).get(id.toString());\n    }\n\n    addImage(id: ImageId, scope: string, image: StyleImage) {\n        assert(!this.images.get(scope).has(id.toString()), `Image \"${id.toString()}\" already exists in scope \"${scope}\"`);\n        if (this._validate(id, image)) {\n            this.images.get(scope).set(id.toString(), image);\n            const versions = this.imageVersions.get(scope);\n            const currentVersion = versions.get(id.toString()) || 0;\n            versions.set(id.toString(), currentVersion + 1);\n        }\n    }\n\n    _validate(id: ImageId, image: StyleImage): boolean {\n        let valid = true;\n        if (!this._validateStretch(image.stretchX, image.data && image.data.width)) {\n            this.fire(new ErrorEvent(new Error(`Image \"${id.name}\" has invalid \"stretchX\" value`)));\n            valid = false;\n        }\n        if (!this._validateStretch(image.stretchY, image.data && image.data.height)) {\n            this.fire(new ErrorEvent(new Error(`Image \"${id.name}\" has invalid \"stretchY\" value`)));\n            valid = false;\n        }\n        if (!this._validateContent(image.content, image)) {\n            this.fire(new ErrorEvent(new Error(`Image \"${id.name}\" has invalid \"content\" value`)));\n            valid = false;\n        }\n        return valid;\n    }\n\n    _validateStretch(\n        stretch: Array<[number, number]> | null | undefined,\n        size: number,\n    ): boolean {\n        if (!stretch) return true;\n        let last = 0;\n        for (const part of stretch) {\n            if (part[0] < last || part[1] < part[0] || size < part[1]) return false;\n            last = part[1];\n        }\n        return true;\n    }\n\n    _validateContent(\n        content: [number, number, number, number] | null | undefined,\n        image: StyleImage,\n    ): boolean {\n        if (!content) return true;\n        if (content.length !== 4) return false;\n        if (!image.usvg) {\n            if (content[0] < 0 || image.data.width < content[0]) return false;\n            if (content[1] < 0 || image.data.height < content[1]) return false;\n            if (content[2] < 0 || image.data.width < content[2]) return false;\n            if (content[3] < 0 || image.data.height < content[3]) return false;\n        }\n        if (content[2] < content[0]) return false;\n        if (content[3] < content[1]) return false;\n        return true;\n    }\n\n    updateImage(id: ImageId, scope: string, image: StyleImage) {\n        const oldImage = this.images.get(scope).get(id.toString());\n        assert(oldImage, `Image \"${id.toString()}\" does not exist in scope \"${scope}\"`);\n        assert(oldImage.data.width === image.data.width && oldImage.data.height === image.data.height, `Image \"${id.toString()}\" dimensions mismatch`);\n        image.version = oldImage.version + 1;\n        this.images.get(scope).set(id.toString(), image);\n        this.updatedImages.get(scope).add(id);\n        const versions = this.imageVersions.get(scope);\n        const currentVersion = versions.get(id.toString()) || 0;\n        versions.set(id.toString(), currentVersion + 1);\n        this.removeFromImageRasterizerCache(id, scope);\n    }\n\n    clearUpdatedImages(scope: string) {\n        this.updatedImages.get(scope).clear();\n    }\n\n    removeFromImageRasterizerCache(id: ImageId, scope: string) {\n        if (this.spriteFormat === 'raster') {\n            return;\n        }\n        this.imageRasterizer.removeImagesFromCacheByIds([id], scope);\n    }\n\n    removeImage(id: ImageId, scope: string) {\n        const images = this.images.get(scope);\n        assert(images.has(id.toString()), `Image \"${id.toString()}\" does not exist in scope \"${scope}\"`);\n        const image = images.get(id.toString());\n        images.delete(id.toString());\n        // Increment version on removal\n        // This ensures that if the same image ID is added again, it gets a new version\n        // and won't incorrectly reuse cached atlases from the old image\n        const versions = this.imageVersions.get(scope);\n        const currentVersion = versions.get(id.toString()) || 0;\n        versions.set(id.toString(), currentVersion + 1);\n        this.patterns.get(scope).delete(id.toString());\n        this.removeFromImageRasterizerCache(id, scope);\n        if (image.userImage && image.userImage.onRemove) {\n            image.userImage.onRemove();\n        }\n    }\n\n    listImages(scope: string): ImageId[] {\n        return Array.from(this.images.get(scope).keys()).map((id) => ImageId.from(id));\n    }\n\n    getImageVersions(scope: string): Map<string, number> {\n        const versions = this.imageVersions.get(scope);\n        if (!versions) {\n            return new Map();\n        }\n        return versions;\n    }\n\n    hasImageProviderForSource(sourceId: string, scope: string): boolean {\n        const imageProviders = this.imageProviders.get(scope);\n        if (!imageProviders) return false;\n        for (const imageProvider of imageProviders.values()) {\n            if (imageProvider.sourceCache.getSource().id === sourceId) return true;\n        }\n        return false;\n    }\n\n    getImages(ids: ImageId[], scope: string, callback: Callback<{images: StyleImageMap<StringifiedImageId>; versions: Map<string, number>}>) {\n        const images: ImageId[] = [];\n        const resolvedImages: ImageId[] = [];\n        const imageProviders = this.imageProviders.get(scope);\n        for (const id of ids) {\n            // Populate `images` with all image ids that are not part of an iconset.\n            if (!id.iconsetId) {\n                images.push(id);\n                continue;\n            }\n\n            const imageProvider = imageProviders.get(id.iconsetId);\n            if (!imageProvider) continue;\n\n            const image = this.getImage(id, scope);\n            if (image) resolvedImages.push(id);\n            else imageProvider.addPendingRequest(id);\n        }\n\n        // Skip the request if all images are part of an iconset.\n        // Requested images will be resolved during the imageProvider update.\n        if (images.length === 0) {\n            // Notify the requestor with the resolved images.\n            // Missing images will be provided after the\n            // ImageProvider#resolvePendingRequests and Style#_updateTilesForChangedImages.\n            this._notify(resolvedImages, scope, callback);\n            return;\n        }\n\n        // If the sprite has been loaded, or if all the icon dependencies are already present\n        // (i.e. if they've been added via runtime styling), then notify the requestor immediately.\n        // Otherwise, delay notification until the sprite is loaded. At that point, if any of the\n        // dependencies are still unavailable, we'll just assume they are permanently missing.\n        let hasAllDependencies = true;\n        const isLoaded = !!this.loaded.get(scope);\n        const imagesInScope = this.images.get(scope);\n        if (!isLoaded) {\n            for (const id of images) {\n                if (!imagesInScope.has(id.toString())) {\n                    hasAllDependencies = false;\n                }\n            }\n        }\n        if (isLoaded || hasAllDependencies) {\n            this._notify(images, scope, callback);\n        } else {\n            this.requestors.push({ids: images, scope, callback});\n        }\n    }\n\n    rasterizeImages(params: MainInbox['rasterizeImages']['params'], callback: Callback<MainInbox['rasterizeImages']['result']>) {\n        const imageWorkerTasks: ImageRasterizationWorkerTasks = new Map();\n\n        const {iconTasks, patternTasks, scope} = params;\n        for (const tasks of [iconTasks, patternTasks]) {\n            for (const [id, imageVariant] of tasks.entries()) {\n                const image = this.getImage(imageVariant.id, scope);\n                if (image) {\n                    imageWorkerTasks.set(id, {image, imageVariant});\n                }\n            }\n        }\n\n        const rasterized = this._rasterizeImages(scope, imageWorkerTasks);\n        callback(null, rasterized);\n    }\n\n    _rasterizeImages(scope: string, tasks: ImageRasterizationWorkerTasks): RasterizedImageMap {\n        const rasterizedImages: RasterizedImageMap = new Map();\n        for (const [id, {image, imageVariant}] of tasks.entries()) {\n            rasterizedImages.set(id, this.imageRasterizer.rasterize(imageVariant, image, scope, 0));\n        }\n        return rasterizedImages;\n    }\n\n    getUpdatedImages(scope: string): Set<ImageId> {\n        return this.updatedImages.get(scope) || new Set();\n    }\n\n    _notify(ids: ImageId[], scope: string, callback: Callback<{images: StyleImageMap<StringifiedImageId>; versions: Map<string, number>}>) {\n        const imagesInScope = this.images.get(scope);\n        const images: StyleImageMap<StringifiedImageId> = new Map();\n\n        for (const id of ids) {\n            if (!imagesInScope.get(id.toString())) {\n                // Don't fire the `styleimagemissing` event if the image is a part of an iconset\n                if (id.iconsetId) continue;\n\n                this.fire(new Event('styleimagemissing', {id: id.name}));\n            }\n\n            // Check if the image was added to the map after the `styleimagemissing` event was fired\n            const image = imagesInScope.get(id.toString());\n            if (!image) {\n                warnOnce(`Image \"${id.name}\" could not be loaded. Please make sure you have added the image with map.addImage() or a \"sprite\" property in your style. You can provide missing images by listening for the \"styleimagemissing\" map event.`);\n                continue;\n            }\n\n            // Clone the image so that our own copy of its ArrayBuffer doesn't get transferred.\n            const styleImage = {\n                data: image.usvg ? null : image.data.clone(),\n                pixelRatio: image.pixelRatio,\n                sdf: image.sdf,\n                usvg: image.usvg,\n                stretchX: image.stretchX,\n                stretchY: image.stretchY,\n                content: image.content,\n                hasRenderCallback: Boolean(image.userImage && image.userImage.render)\n            };\n\n            if (image.usvg) {\n                // Since vector images don't have any data, we add the width and height from the source svg\n                // so that we can compute the scale factor later if needed\n                Object.assign(styleImage, {\n                    width: image.icon.usvg_tree.width,\n                    height: image.icon.usvg_tree.height\n                });\n            }\n\n            images.set(ImageId.toString(id), styleImage);\n        }\n\n        // Include image versions for atlas caching\n        const versions = this.getImageVersions(scope);\n        callback(null, {images, versions});\n    }\n\n    // Pattern stuff\n\n    getPixelSize(scope: string): Size {\n        const {width, height} = this.atlasImage.get(scope);\n        return {width, height};\n    }\n\n    getPattern(id: ImageId, scope: string, lut: LUT | null): ImagePosition | null | undefined {\n        const strImageId = id.toString();\n        const patternsInScope = this.patterns.get(scope);\n        const pattern = patternsInScope.get(strImageId);\n\n        const image = this.getImage(id, scope);\n        if (!image) {\n            return null;\n        }\n\n        if (pattern) {\n            if (pattern.position.version === image.version) {\n                return pattern.position;\n            } else {\n                pattern.position.version = image.version;\n            }\n        } else {\n            if (image.usvg && !image.data) {\n                const patternInFlightId = this.getPatternInFlightId(strImageId, scope);\n                if (this.patternsInFlight.has(patternInFlightId)) {\n                    return null;\n                }\n\n                this.patternsInFlight.add(patternInFlightId);\n                const imageVariant = new ImageVariant(id).scaleSelf(browser.devicePixelRatio);\n                const tasks: ImageRasterizationWorkerTasks = new Map([[imageVariant.toString(), {image, imageVariant}]]);\n                const rasterizedImages = this._rasterizeImages(scope, tasks);\n                this.storePatternImage(imageVariant, scope, image, lut, rasterizedImages);\n                return null;\n            } else {\n                this.storePattern(id, scope, image);\n            }\n        }\n\n        this._updatePatternAtlas(scope, lut);\n        return patternsInScope.get(strImageId).position;\n    }\n\n    getPatternInFlightId(id: StringifiedImageId, scope: string): FQID<StringifiedImageId> {\n        return makeFQID(id, scope);\n    }\n\n    hasPatternsInFlight() {\n        return this.patternsInFlight.size !== 0;\n    }\n\n    storePatternImage(imageVariant: ImageVariant, scope: string, image: StyleImage, lut: LUT, rasterizedImages?: RasterizedImageMap | null) {\n        const id = imageVariant.toString();\n        const imageData = rasterizedImages ? rasterizedImages.get(id) : undefined;\n        if (!imageData) return;\n\n        image.data = imageData;\n        this.storePattern(imageVariant.id, scope, image);\n        this._updatePatternAtlas(scope, lut);\n        this.patternsInFlight.delete(this.getPatternInFlightId(imageVariant.id.toString(), scope));\n    }\n\n    storePattern(id: ImageId, scope: string, image: StyleImage) {\n        const w = image.data.width + PATTERN_PADDING * 2;\n        const h = image.data.height + PATTERN_PADDING * 2;\n        const bin = {w, h, x: 0, y: 0};\n        const position = new ImagePosition(bin, image, PATTERN_PADDING);\n        this.patterns.get(scope).set(id.toString(), {bin, position});\n    }\n\n    destroyAtlasTextures() {\n        for (const atlasTexture of this.atlasTexture.values()) {\n            if (atlasTexture) {\n                atlasTexture.destroy();\n            }\n        }\n        this.atlasTexture.clear();\n    }\n\n    bind(context: Context, scope: string) {\n        const gl = context.gl;\n        let atlasTexture = this.atlasTexture.get(scope);\n\n        if (!atlasTexture) {\n            atlasTexture = new Texture(context, this.atlasImage.get(scope), gl.RGBA8);\n            this.atlasTexture.set(scope, atlasTexture);\n        } else if (this.dirty) {\n            atlasTexture.update(this.atlasImage.get(scope));\n            this.dirty = false;\n        }\n\n        atlasTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n    }\n\n    _updatePatternAtlas(scope: string, lut: LUT | null) {\n        const patternsInScope = this.patterns.get(scope);\n        const bins = Array.from(patternsInScope.values()).map(({bin}) => bin);\n        const {w, h} = potpack(bins);\n\n        const dst = this.atlasImage.get(scope);\n        dst.resize({width: w || 1, height: h || 1});\n\n        const imagesInScope = this.images.get(scope);\n        for (const [id, {bin, position}] of patternsInScope.entries()) {\n            let padding = position.padding;\n            const x = bin.x + padding;\n            const y = bin.y + padding;\n            const src = imagesInScope.get(id).data;\n            const w = src.width;\n            const h = src.height;\n\n            assert(padding > 1);\n            padding = padding > 1 ? padding - 1 : padding;\n\n            RGBAImage.copy(src, dst, {x: 0, y: 0}, {x, y}, {width: w, height: h}, lut);\n\n            // Add wrapped padding on each side of the image.\n            // Leave one pixel transparent to avoid bleeding to neighbouring images\n            RGBAImage.copy(src, dst, {x: 0, y: h - padding}, {x, y: y - padding}, {width: w, height: padding}, lut); // T\n            RGBAImage.copy(src, dst, {x: 0, y: 0}, {x, y: y + h}, {width: w, height: padding}, lut); // B\n            RGBAImage.copy(src, dst, {x: w - padding, y: 0}, {x: x - padding, y}, {width: padding, height: h}, lut); // L\n            RGBAImage.copy(src, dst, {x: 0,     y: 0}, {x: x + w, y}, {width: padding, height: h}, lut); // R\n            // Fill corners\n            RGBAImage.copy(src, dst, {x: w - padding, y: h - padding}, {x: x - padding, y: y - padding}, {width: padding, height: padding}, lut); // TL\n            RGBAImage.copy(src, dst, {x: 0, y: h - padding}, {x: x + w, y: y - padding}, {width: padding, height: padding}, lut); // TR\n            RGBAImage.copy(src, dst, {x: 0, y: 0}, {x: x + w, y: y + h}, {width: padding, height: padding}, lut); // BL\n            RGBAImage.copy(src, dst, {x: w - padding, y: 0}, {x: x - padding, y: y + h}, {width: padding, height: padding}, lut); // BR\n        }\n\n        this.dirty = true;\n    }\n\n    beginFrame() {\n        for (const scope of this.images.keys()) {\n            this.callbackDispatchedThisFrame.set(scope, new Set());\n        }\n        this.imageAtlasCache.beginFrame();\n    }\n\n    dispatchRenderCallbacks(ids: ImageId[], scope: string) {\n        const imagesInScope = this.images.get(scope);\n        for (const id of ids) {\n            // the callback for the image was already dispatched for a different frame\n            if (this.callbackDispatchedThisFrame.get(scope).has(id.toString())) continue;\n            this.callbackDispatchedThisFrame.get(scope).add(id.toString());\n\n            const image = imagesInScope.get(id.toString());\n            assert(image, `Image \"${id.toString()}\" does not exist in scope \"${scope}\"`);\n\n            const updated = renderStyleImage(image);\n            if (updated) {\n                this.updateImage(id, scope, image);\n            }\n        }\n    }\n\n}\n\nexport default ImageManager;\n","// Note: Do not inherit from Error. It breaks when transpiling to ES5.\n\nexport default class ValidationError {\n    message: string;\n    identifier: string | null | undefined;\n    line: number | null | undefined;\n\n    constructor(key: string | null | undefined, value: unknown, message: string, identifier?: string | null) {\n        this.message = (key ? `${key}: ` : '') + message;\n        if (identifier) this.identifier = identifier;\n\n        if (value !== null && value !== undefined && (value as {__line__?: number}).__line__) {\n            this.line = (value as {__line__?: number}).__line__;\n        }\n    }\n}\n\nexport class ValidationWarning extends ValidationError {}\n","import {getType, isObject} from '../util/get_type';\nimport validate from './validate';\nimport ValidationError from '../error/validation_error';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\nexport type ArraySpec = {\n    value?: unknown;\n    values?: unknown[] | {[_: string]: unknown};\n    length?: number;\n    minimum?: number;\n    maximum?: number;\n    function?: unknown;\n    'min-length'?: number;\n};\n\ntype ArrayElementSpec<T = unknown> = {\n    type: string;\n    values?: T[] | {[_: string]: unknown};\n    minimum?: number;\n    maximum?: number;\n    function: unknown;\n};\n\ntype ArrayValidatorOptions<T = unknown> = {\n    key: string;\n    value: T;\n    valueSpec: ArraySpec;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    arrayElementValidator: (...args: unknown[]) => ValidationError[];\n};\n\nexport default function validateArray(options: ArrayValidatorOptions): ValidationError[] {\n    const array = options.value;\n    const arraySpec = options.valueSpec;\n    const style = options.style;\n    const styleSpec = options.styleSpec;\n    const key = options.key;\n    const validateArrayElement = options.arrayElementValidator || validate;\n\n    if (!Array.isArray(array)) {\n        return [new ValidationError(key, array, `array expected, ${getType(array)} found`)];\n    }\n\n    if (arraySpec.length && array.length !== arraySpec.length) {\n        return [new ValidationError(key, array, `array length ${arraySpec.length} expected, length ${array.length} found`)];\n    }\n\n    if (arraySpec['min-length'] && array.length < arraySpec['min-length']) {\n        return [new ValidationError(key, array, `array length at least ${arraySpec['min-length']} expected, length ${array.length} found`)];\n    }\n\n    let arrayElementSpec: ArrayElementSpec = {\n        type: arraySpec.value as string,\n        values: arraySpec.values,\n        minimum: arraySpec.minimum,\n        maximum: arraySpec.maximum,\n        function: undefined\n    };\n\n    if (styleSpec.$version < 7) {\n        arrayElementSpec.function = arraySpec.function;\n    }\n\n    if (isObject(arraySpec.value)) {\n        arrayElementSpec = arraySpec.value as ArrayElementSpec;\n    }\n\n    let errors: ValidationError[] = [];\n    for (let i = 0; i < array.length; i++) {\n        errors = errors.concat(validateArrayElement({\n            array,\n            arrayIndex: i,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            value: array[i],\n            valueSpec: arrayElementSpec,\n            style,\n            styleSpec,\n            key: `${key}[${i}]`\n        }, true));\n    }\n\n    return errors;\n}\n","import {isNumber, getType} from '../util/get_type';\nimport ValidationError from '../error/validation_error';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\nimport type {NumberPropertySpecification} from '../style-spec';\n\ntype NumberValueSpecification = Omit<NumberPropertySpecification, 'minimum' | 'maximum'> & {\n    minimum?: number | number[];\n    maximum?: number | number[];\n};\n\ntype NumberValidatorOptions = {\n    key: string;\n    value: unknown;\n    valueSpec: NumberValueSpecification;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    arrayIndex: number;\n};\n\nexport default function validateNumber(options: NumberValidatorOptions): ValidationError[] {\n    const key = options.key;\n    const value = options.value;\n    const valueSpec = options.valueSpec;\n\n    if (!isNumber(value)) {\n        return [new ValidationError(key, value, `number expected, ${getType(value)} found`)];\n    }\n\n    // eslint-disable-next-line no-self-compare\n    if (value !== value) {\n        return [new ValidationError(key, value, `number expected, NaN found`)];\n    }\n\n    if ('minimum' in valueSpec) {\n        let specMin = valueSpec.minimum as number;\n        if (Array.isArray(valueSpec.minimum)) {\n            const i = options.arrayIndex;\n            specMin = valueSpec.minimum[i]!;\n        }\n        if (value < specMin) {\n            return [new ValidationError(key, value, `${value} is less than the minimum value ${specMin}`)];\n        }\n    }\n\n    if ('maximum' in valueSpec) {\n        let specMax = valueSpec.maximum as number;\n        if (Array.isArray(valueSpec.maximum)) {\n            const i = options.arrayIndex;\n            specMax = valueSpec.maximum[i]!;\n        }\n        if (value > specMax) {\n            return [new ValidationError(key, value, `${value} is greater than the maximum value ${specMax}`)];\n        }\n    }\n\n    return [];\n}\n","import ValidationError from '../error/validation_error';\nimport {getType, isObject} from '../util/get_type';\nimport validate from './validate';\nimport validateObject from './validate_object';\nimport validateArray from './validate_array';\nimport validateNumber from './validate_number';\nimport {isExpression} from '../expression/index';\nimport {unbundle, deepUnbundle} from '../util/unbundle_jsonlint';\nimport {\n    supportsPropertyExpression,\n    supportsZoomExpression,\n    supportsInterpolation\n} from '../util/properties';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\nimport type {StylePropertySpecification} from '../style-spec';\nimport type {ArraySpec} from './validate_array';\n\nfunction hasObjectStops(value: Record<PropertyKey, unknown>): value is {stops: Array<Record<PropertyKey, unknown>>} {\n    const stops = value['stops'];\n    return Array.isArray(stops) && Array.isArray(stops[0]) && isObject(stops[0][0]);\n}\n\nexport type FunctionValidatorOptions = {\n    key: string;\n    value: unknown;\n    valueSpec?: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\ntype FunctionValidator = (options: FunctionValidatorOptions) => ValidationError[];\n\nexport default function validateFunction(options: FunctionValidatorOptions): ValidationError[] {\n    const key = options.key;\n    const value = options.value;\n\n    if (!isObject(value)) {\n        return [new ValidationError(key, value, `object expected, ${getType(value)} found`)];\n    }\n\n    const functionValueSpec = options.valueSpec as StylePropertySpecification;\n    const functionType = unbundle(value.type);\n    let stopKeyType: string | undefined;\n    let stopDomainValues: Partial<Record<string | number, boolean>> = {};\n    let previousStopDomainValue: unknown;\n    let previousStopDomainZoom: number | undefined;\n\n    const isZoomFunction = functionType !== 'categorical' && value.property === undefined;\n    const isPropertyFunction = !isZoomFunction;\n    const isZoomAndPropertyFunction = hasObjectStops(value);\n\n    const errors = validateObject({\n        key: options.key,\n        value: options.value,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: options.styleSpec.function,\n        style: options.style,\n        styleSpec: options.styleSpec,\n        objectElementValidators: {\n            stops: validateFunctionStops,\n            default: validateFunctionDefault\n        }\n    });\n\n    if (functionType === 'identity' && isZoomFunction) {\n        errors.push(new ValidationError(options.key, options.value, 'missing required property \"property\"'));\n    }\n\n    if (functionType !== 'identity' && !value.stops) {\n        errors.push(new ValidationError(options.key, options.value, 'missing required property \"stops\"'));\n    }\n\n    if (functionType === 'exponential' && functionValueSpec.expression && !supportsInterpolation(functionValueSpec)) {\n        errors.push(new ValidationError(options.key, options.value, 'exponential functions not supported'));\n    }\n\n    if (options.styleSpec.$version >= 8) {\n        if (isPropertyFunction && !supportsPropertyExpression(functionValueSpec)) {\n            errors.push(new ValidationError(options.key, options.value, 'property functions not supported'));\n        } else if (isZoomFunction && !supportsZoomExpression(functionValueSpec)) {\n            errors.push(new ValidationError(options.key, options.value, 'zoom functions not supported'));\n        }\n    }\n\n    if ((functionType === 'categorical' || isZoomAndPropertyFunction) && (value as {property?: string}).property === undefined) {\n        errors.push(new ValidationError(options.key, options.value, '\"property\" property is required'));\n    }\n\n    return errors;\n\n    function validateFunctionStops(options: FunctionValidatorOptions): ValidationError[] {\n        if (functionType === 'identity') {\n            return [new ValidationError(options.key, options.value, 'identity function may not have a \"stops\" property')];\n        }\n\n        let errors: ValidationError[] = [];\n        const value = options.value;\n\n        errors = errors.concat(validateArray({\n            key: options.key,\n            value,\n            valueSpec: options.valueSpec as ArraySpec,\n            style: options.style,\n            styleSpec: options.styleSpec,\n            arrayElementValidator: validateFunctionStop as (...args: unknown[]) => ValidationError[]\n        }));\n\n        if (Array.isArray(value) && value.length === 0) {\n            errors.push(new ValidationError(options.key, value, 'array must have at least one stop'));\n        }\n\n        return errors;\n    }\n\n    function validateFunctionStop(options: FunctionValidatorOptions): ValidationError[] {\n        let errors: ValidationError[] = [];\n        const value = options.value;\n        const key = options.key;\n\n        if (!Array.isArray(value)) {\n            return [new ValidationError(key, value, `array expected, ${getType(value)} found`)];\n        }\n\n        if (value.length !== 2) {\n            return [new ValidationError(key, value, `array length 2 expected, length ${value.length} found`)];\n        }\n\n        if (isZoomAndPropertyFunction) {\n            if (!isObject(value[0])) {\n                return [new ValidationError(key, value, `object expected, ${getType(value[0])} found`)];\n            }\n\n            const stopKey = value[0];\n            if (stopKey.zoom === undefined) {\n                return [new ValidationError(key, value, 'object stop key must have zoom')];\n            }\n            if (stopKey.value === undefined) {\n                return [new ValidationError(key, value, 'object stop key must have value')];\n            }\n\n            const nextStopDomainZoom = unbundle(stopKey.zoom);\n            if (typeof nextStopDomainZoom !== 'number') {\n                return [new ValidationError(key, stopKey.zoom, 'stop zoom values must be numbers')];\n            }\n\n            if (previousStopDomainZoom && previousStopDomainZoom > nextStopDomainZoom) {\n                return [new ValidationError(key, stopKey.zoom, 'stop zoom values must appear in ascending order')];\n            }\n            if (nextStopDomainZoom !== previousStopDomainZoom) {\n                previousStopDomainZoom = nextStopDomainZoom;\n                previousStopDomainValue = undefined;\n                stopDomainValues = {};\n            }\n            errors = errors.concat(validateObject({\n                key: `${key}[0]`,\n                value: value[0],\n                valueSpec: {zoom: {}},\n                style: options.style,\n                styleSpec: options.styleSpec,\n                objectElementValidators: {zoom: validateNumber as FunctionValidator, value: validateStopDomainValue}\n            }));\n        } else {\n            errors = errors.concat(validateStopDomainValue({\n                key: `${key}[0]`,\n                value: value[0],\n                valueSpec: {},\n                style: options.style,\n                styleSpec: options.styleSpec\n            }, value));\n        }\n\n        if (isExpression(deepUnbundle(value[1]))) {\n            return errors.concat([new ValidationError(`${key}[1]`, value[1], 'expressions are not allowed in function stops.')]);\n        }\n\n        return errors.concat(validate({\n            key: `${key}[1]`,\n            value: value[1],\n            valueSpec: functionValueSpec,\n            style: options.style,\n            styleSpec: options.styleSpec\n        }));\n    }\n\n    function validateStopDomainValue(options: FunctionValidatorOptions, stop?: object): ValidationError[] {\n        const type = getType(options.value);\n        const value = unbundle(options.value);\n\n        const reportValue = options.value !== null ? options.value : stop;\n\n        if (!stopKeyType) {\n            stopKeyType = type;\n        } else if (type !== stopKeyType) {\n            return [new ValidationError(options.key, reportValue, `${type} stop domain type must match previous stop domain type ${stopKeyType}`)];\n        }\n\n        if (type !== 'number' && type !== 'string' && type !== 'boolean' && typeof value !== 'number' && typeof value !== 'string' && typeof value !== 'boolean') {\n            return [new ValidationError(options.key, reportValue, 'stop domain value must be a number, string, or boolean')];\n        }\n\n        if (type !== 'number' && functionType !== 'categorical') {\n            let message = `number expected, ${type} found`;\n            if (supportsPropertyExpression(functionValueSpec) && functionType === undefined) {\n                message += '\\nIf you intended to use a categorical function, specify `\"type\": \"categorical\"`.';\n            }\n            return [new ValidationError(options.key, reportValue, message)];\n        }\n\n        if (functionType === 'categorical' && type === 'number' && (typeof value !== 'number' || !isFinite(value) || Math.floor(value) !== value)) {\n            return [new ValidationError(options.key, reportValue, `integer expected, found ${String(value)}`)];\n        }\n\n        if (functionType !== 'categorical' && type === 'number' && typeof value === 'number' && typeof previousStopDomainValue === 'number' && previousStopDomainValue !== undefined && value < previousStopDomainValue) {\n            return [new ValidationError(options.key, reportValue, 'stop domain values must appear in ascending order')];\n        } else {\n            previousStopDomainValue = value;\n        }\n\n        if (functionType === 'categorical' && (value as string) in stopDomainValues) {\n            return [new ValidationError(options.key, reportValue, 'stop domain values must be unique')];\n        } else {\n            stopDomainValues[(value as string)] = true;\n        }\n\n        return [];\n    }\n\n    function validateFunctionDefault(options: FunctionValidatorOptions) {\n        return validate({\n            key: options.key,\n            value: options.value,\n            valueSpec: functionValueSpec,\n            style: options.style,\n            styleSpec: options.styleSpec\n        });\n    }\n}\n","import ValidationError from '../error/validation_error';\nimport {createExpression, createPropertyExpression} from '../expression/index';\nimport {deepUnbundle} from '../util/unbundle_jsonlint';\nimport {isStateConstant, isGlobalPropertyConstant, isFeatureConstant} from '../expression/is_constant';\nimport CompoundExpression from '../expression/compound_expression';\n\nimport type {StylePropertySpecification} from '../style-spec';\nimport type {Expression} from '../expression/expression';\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\nexport type ExpressionValidatorOptions = {\n    key: string;\n    value: unknown;\n    valueSpec?: Partial<StylePropertySpecification>;\n    propertyKey?: 'text-font';\n    propertyType?: 'layout' | 'paint' | 'filter';\n    style?: Partial<StyleSpecification>;\n    styleSpec?: StyleReference;\n    expressionContext?: 'property' | 'filter' | 'cluster-initial' | 'cluster-reduce' | 'cluster-map' | 'appearance';\n};\n\nexport default function validateExpression(options: ExpressionValidatorOptions): ValidationError[] {\n    const expression = (options.expressionContext === 'property' ? createPropertyExpression : createExpression)(deepUnbundle(options.value), options.valueSpec as StylePropertySpecification);\n    if (expression.result === 'error') {\n        return expression.value.map((error) => {\n            return new ValidationError(`${options.key}${error.key}`, options.value, error.message);\n        });\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n    const expressionObj = (expression.value as any).expression || (expression.value as any)._styleExpression.expression;\n\n    if (options.expressionContext === 'property' && (options.propertyKey === 'text-font') &&\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        !expressionObj.outputDefined()) {\n        return [new ValidationError(options.key, options.value, `Invalid data expression for \"${options.propertyKey}\". Output values must be contained as literals within the expression.`)];\n    }\n\n    if (options.expressionContext === 'property' && options.propertyType === 'layout' &&\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        (!isStateConstant(expressionObj))) {\n        return [new ValidationError(options.key, options.value, '\"feature-state\" data expressions are not supported with layout properties.')];\n    }\n\n    if (options.expressionContext === 'filter') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return disallowedFilterParameters(expressionObj, options);\n    }\n\n    if (options.expressionContext === 'appearance') {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        return checkDisallowedAppearancesParameters(expressionObj, options);\n    }\n\n    if (options.expressionContext && options.expressionContext.indexOf('cluster') === 0) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        if (!isGlobalPropertyConstant(expressionObj, ['zoom', 'feature-state'])) {\n            return [new ValidationError(options.key, options.value, '\"zoom\" and \"feature-state\" expressions are not supported with cluster properties.')];\n        }\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        if (options.expressionContext === 'cluster-initial' && !isFeatureConstant(expressionObj)) {\n            return [new ValidationError(options.key, options.value, 'Feature data expressions are not supported with initial expression part of cluster properties.')];\n        }\n    }\n\n    return [];\n}\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nexport function disallowedFilterParameters(e: Expression, options: any): ValidationError[] {\n    const disallowedParameters = new Set([\n        'zoom',\n        'feature-state',\n        'pitch',\n        'distance-from-center'\n    ]);\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    if (options.valueSpec && options.valueSpec.expression) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        for (const param of options.valueSpec.expression.parameters) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            disallowedParameters.delete(param);\n        }\n    }\n\n    if (disallowedParameters.size === 0) {\n        return [];\n    }\n    const errors: ValidationError[] = [];\n\n    if (e instanceof CompoundExpression) {\n        if (disallowedParameters.has(e.name)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n            return [new ValidationError(options.key, options.value, `[\"${e.name}\"] expression is not supported in a filter for a ${options.object.type} layer with id: ${options.object.id}`)];\n        }\n    }\n    e.eachChild((arg) => {\n        errors.push(...disallowedFilterParameters(arg, options));\n    });\n\n    return errors;\n}\n\nconst FEATURE_OPERATORS = new Set(['get', 'has', 'properties', 'geometry-type', 'id']);\nconst APPEARANCES_DISALLOWED_PARAMETERS = new Set([\n    'zoom', 'pitch', 'distance-from-center',\n    'feature', 'feature-state',\n    'measure-light',\n    'heatmap-density', 'line-progress',\n    'raster-value', 'raster-particle-speed', 'sky-radial-progress',\n]);\n\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nfunction checkDisallowedAppearancesParameters(e: Expression, options: any): ValidationError[] {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n    if (options.valueSpec && options.valueSpec.expression) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        for (const param of options.valueSpec.expression.parameters) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            APPEARANCES_DISALLOWED_PARAMETERS.delete(param);\n        }\n    }\n\n    if (APPEARANCES_DISALLOWED_PARAMETERS.size === 0) {\n        return [];\n    }\n    const errors: ValidationError[] = [];\n\n    if (e instanceof CompoundExpression) {\n        const param = FEATURE_OPERATORS.has(e.name) ? 'feature' : e.name;\n        if (APPEARANCES_DISALLOWED_PARAMETERS.has(param)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-member-access\n            return [new ValidationError(options.key, options.value, `[\"${e.name}\"] is not an allowed parameter`)];\n        }\n    }\n    e.eachChild((arg) => {\n        errors.push(...checkDisallowedAppearancesParameters(arg, options));\n    });\n\n    return errors;\n}\n","import ValidationError from '../error/validation_error';\nimport {unbundle} from '../util/unbundle_jsonlint';\n\nimport type {EnumPropertySpecification} from '../style-spec';\n\ntype EnumValidatorOptions = {\n    key: string;\n    value: unknown;\n    valueSpec: EnumPropertySpecification | {values: unknown[] | {[_: string]: unknown}};\n};\n\nexport default function validateEnum(options: EnumValidatorOptions): ValidationError[] {\n    const key = options.key;\n    const value = options.value;\n    const valueSpec = options.valueSpec;\n\n    const errors: ValidationError[] = [];\n    if (Array.isArray(valueSpec.values)) { // <=v7\n        if (!valueSpec.values.includes(unbundle(value))) {\n            errors.push(new ValidationError(key, value, `expected one of [${valueSpec.values.join(', ')}], ${JSON.stringify(value)} found`));\n        }\n    } else { // >=v8\n        if (!Object.keys(valueSpec.values!).includes(unbundle(value) as string)) {\n            errors.push(new ValidationError(key, value, `expected one of [${Object.keys(valueSpec.values!).join(', ')}], ${JSON.stringify(value)} found`));\n        }\n    }\n\n    return errors;\n}\n","import ValidationError from '../error/validation_error';\nimport validateExpression from './validate_expression';\nimport validateEnum from './validate_enum';\nimport {getType, isString, isNumber, isBoolean} from '../util/get_type';\nimport {unbundle, deepUnbundle} from '../util/unbundle_jsonlint';\nimport {isExpressionFilter} from '../feature_filter/index';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\ntype FilterValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    layerType?: string;\n    object?: {\n        type?: string,\n        id?: string\n    }\n};\n\nexport default function validateFilter(options: FilterValidatorOptions): ValidationError[] {\n    if (isExpressionFilter(deepUnbundle(options.value))) {\n        // We default to a layerType of `fill` because that points to a non-dynamic filter definition within the style-spec.\n        const layerType = options.layerType || 'fill';\n\n        return validateExpression({\n            ...options,\n            expressionContext: 'filter' as const,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            valueSpec: options.styleSpec[`filter_${layerType}`]\n        });\n    } else {\n        return validateNonExpressionFilter(options);\n    }\n}\n\nfunction validateNonExpressionFilter(options: FilterValidatorOptions): ValidationError[] {\n    const value = options.value;\n    const key = options.key;\n\n    if (!Array.isArray(value)) {\n        return [new ValidationError(key, value, `array expected, ${getType(value)} found`)];\n    }\n\n    if (value.length < 1) {\n        return [new ValidationError(key, value, 'filter array must have at least 1 element')];\n    }\n\n    const styleSpec = options.styleSpec;\n    let errors: ValidationError[] = validateEnum({\n        key: `${key}[0]`,\n        value: value[0],\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: styleSpec.filter_operator\n    });\n\n    const validate = () => {\n        if (value.length >= 2) {\n            if (!isString(value[1])) {\n                errors.push(new ValidationError(`${key}[1]`, value[1], `string expected, ${getType(value[1])} found`));\n            }\n        }\n        for (let i = 2; i < value.length; i++) {\n            if (unbundle(value[1]) === '$type') {\n                errors = errors.concat(validateEnum({\n                    key: `${key}[${i}]`,\n                    value: value[i],\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                    valueSpec: styleSpec.geometry_type\n                }));\n            } else if (!isString(value[i]) && !isNumber(value[i]) && !isBoolean(value[i])) {\n                errors.push(new ValidationError(`${key}[${i}]`, value[i], `string, number, or boolean expected, ${getType(value[i])} found.`));\n            }\n        }\n    };\n\n    switch (unbundle(value[0])) {\n    case '<':\n    case '<=':\n    case '>':\n    case '>=':\n        if (value.length >= 2 && unbundle(value[1]) === '$type') {\n            errors.push(new ValidationError(key, value, `\"$type\" cannot be use with operator \"${value[0]}\"`));\n        }\n        if (value.length !== 3) {\n            errors.push(new ValidationError(key, value, `filter array for operator \"${value[0]}\" must have 3 elements`));\n        }\n        validate();\n        break;\n\n    case '==':\n    case '!=':\n        if (value.length !== 3) {\n            errors.push(new ValidationError(key, value, `filter array for operator \"${value[0]}\" must have 3 elements`));\n        }\n        validate();\n        break;\n\n    case 'in':\n    case '!in':\n        validate();\n        break;\n\n    case 'any':\n    case 'all':\n    case 'none':\n        for (let i = 1; i < value.length; i++) {\n            errors = errors.concat(validateNonExpressionFilter({\n                key: `${key}[${i}]`,\n                value: value[i],\n                style: options.style,\n                styleSpec: options.styleSpec\n            }));\n        }\n        break;\n\n    case 'has':\n    case '!has':\n        if (value.length !== 2) {\n            errors.push(new ValidationError(key, value, `filter array for \"${value[0]}\" operator must have 2 elements`));\n        } else if (!isString(value[1])) {\n            errors.push(new ValidationError(`${key}[1]`, value[1], `string expected, ${getType(value[1])} found`));\n        }\n        break;\n    }\n\n    return errors;\n}\n","import validate from './validate';\nimport {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport {isString} from '../util/get_type';\nimport {isFunction} from '../function/index';\nimport {unbundle, deepUnbundle} from '../util/unbundle_jsonlint';\nimport {supportsLightExpression, supportsPropertyExpression, supportsZoomExpression, TRANSITION_KEY_RE, USE_THEME_KEY_RE} from '../util/properties';\nimport {isGlobalPropertyConstant, isFeatureConstant, isStateConstant} from '../expression/is_constant';\nimport {createPropertyExpression, isExpression} from '../expression/index';\n\nimport type {Expression} from '../expression/expression';\nimport type {StyleReference} from '../reference/latest';\nimport type {StylePropertySpecification} from '../style-spec';\nimport type {StyleSpecification, LayerSpecification} from '../types';\n\nconst TOKEN_PATTERN_RE = /^{([^}]+)}$/;\n\nexport type PropertyValidatorOptions = {\n    key: string;\n    value: unknown;\n    valueSpec?: StylePropertySpecification;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    objectKey?: string;\n    layerType: string;\n    layer?: Partial<LayerSpecification>;\n};\n\nexport default function validateProperty(options: PropertyValidatorOptions, propertyType: string): ValidationError[] {\n    const key = options.key;\n    const style = options.style;\n    const layer = options.layer;\n    const styleSpec = options.styleSpec;\n    const value = options.value;\n    const propertyKey = options.objectKey!;\n    const layerSpec = styleSpec[`${propertyType}_${options.layerType}`] as Record<string, StylePropertySpecification> | undefined;\n\n    if (!layerSpec) return [];\n\n    const useThemeMatch = propertyKey.match(USE_THEME_KEY_RE);\n    if (useThemeMatch && layerSpec[useThemeMatch[1]!]) {\n        if (isExpression(deepUnbundle(value))) {\n            const errors: ValidationError[] = [];\n            return errors.concat(validate({\n                key,\n                value,\n                valueSpec: {\n                    type: 'string',\n                    expression: {\n                        interpolated: false,\n                        parameters: ['zoom', 'feature']\n                    },\n                    'property-type': 'data-driven'\n                },\n                style,\n                styleSpec,\n                expressionContext: 'property',\n                propertyType,\n                propertyKey\n            }));\n        }\n\n        return validate({\n            key,\n            value,\n            valueSpec: {type: 'string'},\n            style,\n            styleSpec\n        });\n    }\n\n    const transitionMatch = propertyKey.match(TRANSITION_KEY_RE);\n    if (propertyType === 'paint' && transitionMatch && layerSpec[transitionMatch[1]!] && layerSpec[transitionMatch[1]!]!.transition) {\n        return validate({\n            key,\n            value,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            valueSpec: styleSpec.transition,\n            style,\n            styleSpec\n        });\n    }\n\n    const valueSpec = options.valueSpec || layerSpec[propertyKey];\n    if (!valueSpec) {\n        return [new ValidationWarning(key, value, `unknown property \"${propertyKey}\"`)];\n    }\n\n    let tokenMatch: RegExpExecArray | null | undefined;\n    if (isString(value) && supportsPropertyExpression(valueSpec) && !valueSpec.tokens && (tokenMatch = TOKEN_PATTERN_RE.exec(value))) {\n        const example = `\\`{ \"type\": \"identity\", \"property\": ${tokenMatch ? JSON.stringify(tokenMatch[1]) : '\"_\"'} }\\``;\n        return [new ValidationError(\n            key, value,\n            `\"${propertyKey}\" does not support interpolation syntax\\n` +\n                `Use an identity property function instead: ${example}.`)];\n    }\n\n    const errors: ValidationError[] = [];\n\n    if (options.layerType === 'symbol') {\n        if (propertyKey === 'text-field' && style && !style.glyphs && !style.imports) {\n            errors.push(new ValidationError(key, value, 'use of \"text-field\" requires a style \"glyphs\" property'));\n        }\n        if (propertyKey === 'text-font' && isFunction(deepUnbundle(value)) && unbundle((value as {type: unknown}).type) === 'identity') {\n            errors.push(new ValidationError(key, value, '\"text-font\" does not support identity functions'));\n        }\n    } else if (options.layerType === 'model' && propertyType === 'paint' && layer && layer.layout && Object.hasOwn(layer.layout, 'model-id')) {\n        if (supportsPropertyExpression(valueSpec) && (supportsLightExpression(valueSpec) || supportsZoomExpression(valueSpec))) {\n            // Performance related style spec limitation: zoom and light expressions are not allowed for e.g. trees.\n            const expression = createPropertyExpression(deepUnbundle(value), valueSpec);\n\n            const expressionValue = expression.value as {expression?: Expression} | {_styleExpression?: {expression?: Expression}};\n            const expressionObj = ('expression' in expressionValue && expressionValue.expression) ||\n                                  ('_styleExpression' in expressionValue && expressionValue._styleExpression && expressionValue._styleExpression.expression);\n\n            if (expressionObj && !isGlobalPropertyConstant(expressionObj, ['measure-light'])) {\n                if (propertyKey !== 'model-emissive-strength' || (!isFeatureConstant(expressionObj) || !isStateConstant(expressionObj))) {\n                    errors.push(new ValidationError(key, value, `${propertyKey} does not support measure-light expressions when the model layer source is vector tile or GeoJSON.`));\n                }\n            }\n        }\n    }\n\n    return errors.concat(validate({\n        key: options.key,\n        value,\n        valueSpec,\n        style,\n        styleSpec,\n        expressionContext: 'property',\n        propertyType,\n        propertyKey\n    }));\n}\n","import validateProperty from './validate_property';\n\nimport type ValidationError from '../error/validation_error';\nimport type {PropertyValidatorOptions} from './validate_property';\n\nexport default function validatePaintProperty(options: PropertyValidatorOptions): ValidationError[] {\n    return validateProperty(options, 'paint');\n}\n","import validateProperty from './validate_property';\n\nimport type ValidationError from '../error/validation_error';\nimport type {PropertyValidatorOptions} from './validate_property';\n\nexport default function validateLayoutProperty(options: PropertyValidatorOptions): ValidationError[] {\n    return validateProperty(options, 'layout');\n}\n","import ValidationError from '../error/validation_error';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport validateArray from './validate_array';\nimport validateObject from './validate_object';\nimport validateFilter from './validate_filter';\nimport validateAppearance, {type AppearanceValidatorOptions} from './validate_appearance';\nimport validatePaintProperty from './validate_paint_property';\nimport validateLayoutProperty from './validate_layout_property';\nimport validateSpec from './validate';\nimport {isObject, isString} from '../util/get_type';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {PropertyValidatorOptions} from './validate_property';\nimport type {ArraySpec} from './validate_array';\nimport type {StyleSpecification, LayerSpecification, GeoJSONSourceSpecification} from '../types';\n\ntype LayerValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    arrayIndex: number;\n};\n\nexport default function validateLayer(options: LayerValidatorOptions): ValidationError[] {\n    let errors: ValidationError[] = [];\n\n    const layer = options.value;\n    const key = options.key;\n    const style = options.style;\n    const styleSpec = options.styleSpec;\n\n    if (!isObject(layer)) {\n        return [new ValidationError(key, layer, `object expected`)];\n    }\n\n    if (!layer.type && !layer.ref) {\n        errors.push(new ValidationError(key, layer, 'either \"type\" or \"ref\" is required'));\n    }\n\n    let type = unbundle(layer.type) as string;\n    const ref = unbundle(layer.ref);\n\n    if (layer.id) {\n        const layerId = unbundle(layer.id) as string;\n        for (let i = 0; i < options.arrayIndex; i++) {\n            const otherLayer = style.layers![i]!;\n            if (unbundle(otherLayer.id) === layerId) {\n                errors.push(new ValidationError(key, layer.id, `duplicate layer id \"${layerId}\", previously used at line ${(otherLayer.id as {__line__?: number}).__line__}`));\n            }\n        }\n    }\n\n    if ('ref' in layer) {\n        ['type', 'source', 'source-layer', 'filter', 'layout'].forEach((p) => {\n            if (p in layer) {\n                errors.push(new ValidationError(key, layer[p], `\"${p}\" is prohibited for ref layers`));\n            }\n        });\n\n        let parent: LayerSpecification | undefined;\n\n        style.layers!.forEach((layer) => {\n            if (unbundle(layer.id) === ref) parent = layer;\n        });\n\n        if (!parent) {\n            if (typeof ref === 'string')\n                errors.push(new ValidationError(key, layer.ref, `ref layer \"${ref}\" not found`));\n        } else if ((parent as LayerSpecification & {ref?: unknown}).ref) {\n            errors.push(new ValidationError(key, layer.ref, 'ref cannot reference another ref layer'));\n        } else {\n            type = unbundle(parent.type) as string;\n        }\n    } else if (!(type === 'background' || type === 'sky' || type === 'slot' || type === 'placement-group')) {\n        if (!layer.source) {\n            errors.push(new ValidationError(key, layer, 'missing required property \"source\"'));\n        } else if (!isString(layer.source)) {\n            errors.push(new ValidationError(`${key}.source`, layer.source, '\"source\" must be a string'));\n        } else {\n            // Object.hasOwn: a bare lookup like `style.sources[layer.source]` would\n            // find inherited keys from Object.prototype (e.g. \"constructor\", \"toString\")\n            // and treat them as valid sources.\n            const source = style.sources && Object.hasOwn(style.sources, layer.source) ? style.sources[layer.source] : undefined;\n            const sourceType = source && unbundle(source.type);\n            if (!source) {\n                errors.push(new ValidationError(key, layer.source, `source \"${layer.source}\" not found`));\n            } else if (sourceType === 'vector' && type === 'raster') {\n                errors.push(new ValidationError(key, layer.source, `layer \"${layer.id as string}\" requires a raster source`));\n            } else if (sourceType === 'raster' && type !== 'raster') {\n                errors.push(new ValidationError(key, layer.source, `layer \"${layer.id as string}\" requires a vector source`));\n            } else if (sourceType === 'vector' && !layer['source-layer']) {\n                errors.push(new ValidationError(key, layer, `layer \"${layer.id as string}\" must specify a \"source-layer\"`));\n            } else if (sourceType === 'raster-dem' && type !== 'hillshade') {\n                errors.push(new ValidationError(key, layer.source, 'raster-dem source can only be used with layer type \\'hillshade\\'.'));\n            } else if (sourceType === 'raster-array' && !['raster', 'raster-particle'].includes(type)) {\n                errors.push(new ValidationError(key, layer.source, `raster-array source can only be used with layer type \\'raster\\'.`));\n            } else if (type === 'line' && layer.paint && (layer.paint as Record<string, unknown>)['line-gradient'] &&\n                    (sourceType === 'geojson' && !(source as GeoJSONSourceSpecification).lineMetrics)) {\n                errors.push(new ValidationError(key, layer, `layer \"${layer.id as string}\" specifies a line-gradient, which requires the GeoJSON source to have \\`lineMetrics\\` enabled.`));\n            } else if (type === 'line' && layer.paint && (layer.paint as Record<string, unknown>)['line-trim-offset'] &&\n                    (sourceType === 'geojson' && !(source as GeoJSONSourceSpecification).lineMetrics)) {\n                errors.push(new ValidationError(key, layer, `layer \"${layer.id as string}\" specifies a line-trim-offset, which requires the GeoJSON source to have \\`lineMetrics\\` enabled.`));\n            } else if (type === 'raster-particle' && sourceType !== 'raster-array') {\n                errors.push(new ValidationError(key, layer.source, `layer \"${layer.id as string}\" requires a \\'raster-array\\' source.`));\n            }\n        }\n    }\n\n    errors = errors.concat(validateObject({\n        key,\n        value: layer,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: styleSpec.layer,\n        style: options.style,\n        styleSpec: options.styleSpec,\n        objectElementValidators: {\n            '*'() {\n                return [];\n            },\n            // We don't want to enforce the spec's `\"requires\": true` for backward compatibility with refs;\n            // the actual requirement is validated above. See https://github.com/mapbox/mapbox-gl-js/issues/5772.\n            type() {\n                return validateSpec({\n                    key: `${key}.type`,\n                    value: layer.type,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    valueSpec: styleSpec.layer.type,\n                    style: options.style,\n                    styleSpec: options.styleSpec,\n                    object: layer,\n                    objectKey: 'type'\n                });\n            },\n            filter(options) {\n                return validateFilter({layerType: type, ...options});\n            },\n            layout(options) {\n                return validateObject({\n                    layer: layer as LayerSpecification,\n                    key: options.key,\n                    value: options.value,\n                    valueSpec: {},\n                    style: options.style,\n                    styleSpec: options.styleSpec,\n                    objectElementValidators: {\n                        '*'(options) {\n                            return validateLayoutProperty({layerType: type, ...options} as PropertyValidatorOptions);\n                        }\n                    }\n                });\n            },\n            paint(options) {\n                return validateObject({\n                    layer: layer as LayerSpecification,\n                    key: options.key,\n                    value: options.value,\n                    valueSpec: {},\n                    style: options.style,\n                    styleSpec: options.styleSpec,\n                    objectElementValidators: {\n                        '*'(options) {\n                            return validatePaintProperty({layerType: type, layer, ...options} as PropertyValidatorOptions);\n                        }\n                    }\n                });\n            },\n            appearances(options) {\n                const validationErrors = validateArray({\n                    key: options.key,\n                    value: options.value,\n\n                    valueSpec: options.valueSpec as ArraySpec,\n                    style: options.style,\n                    styleSpec: options.styleSpec,\n                    arrayElementValidator: (options) => validateAppearance(({layerType: type, layer, ...(options as object)}) as AppearanceValidatorOptions)\n                });\n                // Check non-repeated names on a given layer\n                const appearances = Array.isArray(options.value) ? options.value : [];\n                const dedupedNames = new Set<string>();\n                appearances.forEach((a, index) => {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                    const name: string | undefined = unbundle(a.name) as string | undefined;\n                    if (name) {\n                        if (dedupedNames.has(name)) {\n                            const layerId = unbundle((layer as LayerSpecification).id) as string;\n                            validationErrors.push(new ValidationError(options.key, name, `Duplicated appearance name \"${name}\" for layer \"${layerId}\"`));\n                        } else {\n                            dedupedNames.add(name);\n                        }\n                    }\n                });\n\n                return validationErrors;\n            }\n        }\n    }));\n\n    return errors;\n}\n","import validateObject from './validate_object';\nimport ValidationError from '../error/validation_error';\nimport validateProperty from './validate_property';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport validateExpression from './validate_expression';\nimport latest from '../reference/latest';\n\nimport type {StyleSpecification, LayerSpecification, AppearanceSpecification} from '../types';\nimport type {StyleReference} from '../reference/latest';\nimport type {StylePropertySpecification} from '../style-spec';\n\nexport type AppearanceValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    object?: object;\n    objectKey?: string;\n    layer: LayerSpecification;\n    layerType: string;\n};\n\nexport default function validateAppearance(options: AppearanceValidatorOptions): Array<ValidationError> {\n    const {key, layer, layerType} = options;\n    const value = unbundle(options.value) as AppearanceSpecification;\n    const name = unbundle(value.name);\n    const condition = unbundle(value.condition);\n\n    const errors = validateObject({\n        key,\n        value,\n        valueSpec: options.styleSpec.appearance as Record<PropertyKey, unknown>,\n        style: options.style,\n        styleSpec: options.styleSpec,\n        objectElementValidators: {\n            condition: (options) => validateCondition({layer, layerType, ...options}),\n            properties: (options) => validateProperties({layer, layerType, ...options}),\n        }\n    });\n\n    if (name !== 'hidden' && condition === undefined) {\n        errors.push(new ValidationError(options.key, 'name', `Appearance with name different than \"hidden\" must have a condition`));\n    }\n\n    return errors;\n}\n\nfunction validateProperties(options: AppearanceValidatorOptions): Array<ValidationError> {\n    const errors: Array<ValidationError> = [];\n\n    const {styleSpec, layer, layerType} = options;\n\n    const paintProperties = styleSpec[`paint_${layerType}`] as Record<string, StylePropertySpecification> | undefined;\n    const layoutProperties = styleSpec[`layout_${layerType}`] as Record<string, StylePropertySpecification> | undefined;\n    const properties = (options.object as Record<string, unknown>)[options.objectKey!] as Record<string, unknown>;\n\n    for (const propertyKey in properties) {\n        const propertyType =\n            propertyKey in paintProperties! ? 'paint' :\n            propertyKey in layoutProperties! ? 'layout' :\n            undefined;\n\n        if (!propertyType) {\n            errors.push(new ValidationError(options.key, propertyKey, `unknown property \"${propertyKey}\" for layer type \"${layerType}\"`));\n            continue;\n        }\n\n        const propertyValidationOptions = {\n            ...options,\n            key: `${options.key}.${propertyKey}`,\n            object: properties,\n            objectKey: propertyKey,\n            layer,\n            layerType,\n            value: properties[propertyKey],\n            valueSpec: (propertyType === 'paint' ? paintProperties![propertyKey] : layoutProperties![propertyKey]),\n        };\n\n        errors.push(...validateProperty(propertyValidationOptions, propertyType));\n    }\n\n    return errors;\n}\n\nfunction validateCondition(options: AppearanceValidatorOptions): Array<ValidationError> {\n    const errors: Array<ValidationError> = [];\n\n    const appearance = options.object as AppearanceSpecification;\n    const condition = appearance.condition;\n\n    errors.push(...validateExpression({\n        key: options.key,\n        value: condition,\n        valueSpec: (latest['appearance'] as Record<string, Partial<StylePropertySpecification>>)['condition'],\n        expressionContext: 'appearance'\n    }));\n\n    return errors;\n}\n","import {getType, isString} from '../util/get_type';\nimport ValidationError from '../error/validation_error';\n\ntype StringValidatorOptions = {\n    key: string;\n    value: unknown;\n};\n\nexport default function validateString({key, value}: StringValidatorOptions): ValidationError[] {\n    if (isString(value)) {\n        return [];\n    }\n\n    return [new ValidationError(key, value, `string expected, ${getType(value)} found`)];\n}\n","import {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport {unbundle, deepUnbundle} from '../util/unbundle_jsonlint';\nimport validateObject from './validate_object';\nimport validateEnum from './validate_enum';\nimport validateExpression from './validate_expression';\nimport validateString from './validate_string';\nimport {getType, isObject, isString} from '../util/get_type';\nimport {createExpression} from '../expression/index';\nimport * as isConstant from '../expression/is_constant';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\nconst objectElementValidators = {\n    promoteId: validatePromoteId\n};\n\ntype SourceValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateSource(options: SourceValidatorOptions): ValidationError[] {\n    const value = options.value;\n    const key = options.key;\n    const styleSpec = options.styleSpec;\n    const style = options.style;\n\n    if (!isObject(value)) {\n        return [new ValidationError(key, value, `object expected, ${getType(value)} found`)];\n    }\n\n    if (!('type' in value)) {\n        return [new ValidationError(key, value, '\"type\" is required')];\n    }\n\n    const type = unbundle(value.type) as string;\n    let errors: ValidationError[] = [];\n\n    if (['vector', 'raster', 'raster-dem', 'raster-array'].includes(type)) {\n        if (!('url' in value) && !('tiles' in value)) {\n            errors.push(new ValidationWarning(key, value, 'Either \"url\" or \"tiles\" is required.'));\n        }\n    }\n\n    switch (type) {\n    case 'vector':\n    case 'raster':\n    case 'raster-dem':\n    case 'raster-array':\n        errors = errors.concat(validateObject({\n            key,\n            value,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            valueSpec: styleSpec[`source_${type.replace('-', '_')}`],\n            style: options.style,\n            styleSpec,\n            objectElementValidators\n        }));\n        return errors;\n    case 'geojson':\n        errors = validateObject({\n            key,\n            value,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            valueSpec: styleSpec.source_geojson,\n            style,\n            styleSpec,\n            objectElementValidators\n        });\n\n        if ('cluster' in value && 'clusterProperties' in value) {\n            if (!isObject(value.clusterProperties)) {\n                return [new ValidationError(`${key}.clusterProperties`, value, `object expected, ${getType(value)} found`)];\n            }\n\n            for (const prop in value.clusterProperties) {\n                const propValue = value.clusterProperties[prop];\n                if (!Array.isArray(propValue)) {\n                    return [new ValidationError(`${key}.clusterProperties.${prop}`, propValue, 'array expected')];\n                }\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const [operator, mapExpr] = propValue;\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const reduceExpr = typeof operator === 'string' ? [operator, ['accumulated'], ['get', prop]] : operator;\n\n                errors.push(...validateExpression({\n                    key: `${key}.${prop}.map`,\n                    value: mapExpr,\n                    expressionContext: 'cluster-map'\n                }));\n\n                errors.push(...validateExpression({\n                    key: `${key}.${prop}.reduce`,\n                    value: reduceExpr,\n                    expressionContext: 'cluster-reduce'\n                }));\n            }\n        }\n\n        return errors;\n    case 'video':\n        return validateObject({\n            key,\n            value,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            valueSpec: styleSpec.source_video,\n            style,\n            styleSpec\n        });\n\n    case 'image':\n        return validateObject({\n            key,\n            value,\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            valueSpec: styleSpec.source_image,\n            style,\n            styleSpec\n        });\n\n    case 'canvas':\n        return [new ValidationError(key, null, `Please use runtime APIs to add canvas sources, rather than including them in stylesheets.`, 'source.canvas')];\n\n    default:\n        return validateEnum({\n            key: `${key}.type`,\n            value: (value as {type: unknown}).type,\n            valueSpec: {values: getSourceTypeValues(styleSpec)}\n        });\n    }\n}\n\nfunction getSourceTypeValues(styleSpec: StyleReference): string[] {\n    const sourceArray = styleSpec.source as string[];\n    return sourceArray.reduce((memo: string[], source: string) => {\n\n        const sourceType = (styleSpec as Record<string, unknown>)[source] as {type: {type: string; values?: Record<string, unknown>}};\n        if (sourceType.type.type === 'enum') {\n            memo = memo.concat(Object.keys(sourceType.type.values || {}));\n        }\n        return memo;\n    }, []);\n}\n\ntype PromoteIdValidatorOptions = {\n    key: string;\n    value: unknown;\n};\n\nfunction validatePromoteId({key, value}: PromoteIdValidatorOptions) {\n    if (isString(value)) {\n        return validateString({key, value});\n    }\n\n    if (Array.isArray(value)) {\n        const errors: ValidationError[] = [];\n        const unbundledValue = deepUnbundle(value);\n        const expression = createExpression(unbundledValue);\n        if (expression.result === 'error') {\n            expression.value.forEach((err) => {\n                errors.push(new ValidationError(`${key}${err.key}`, null, `${err.message}`));\n            });\n            return errors;\n        }\n\n        const parsed = expression.value.expression;\n        const onlyFeatureDependent = isConstant.isGlobalPropertyConstant(parsed, ['zoom', 'heatmap-density', 'line-progress', 'raster-value', 'sky-radial-progress', 'accumulated', 'is-supported-script', 'pitch', 'distance-from-center', 'measure-light', 'raster-particle-speed']);\n        if (!onlyFeatureDependent) {\n            errors.push(new ValidationError(`${key}`, null, 'promoteId expression should be only feature dependent'));\n        }\n\n        return errors;\n    }\n\n    if (!isObject(value)) {\n        return [new ValidationError(key, value, `string, expression or object expected, \"${getType(value)}\" found`)];\n    }\n\n    const errors: ValidationError[] = [];\n    for (const prop in (value as object)) {\n        errors.push(...validatePromoteId({key: `${key}.${prop}`, value: value[prop]}));\n    }\n\n    return errors;\n}\n","import ValidationError from '../error/validation_error';\nimport {getType, isString} from '../util/get_type';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\n// Allow any URL, use dummy base, if it's a relative URL\nexport function isValidUrl(str: string, allowRelativeUrls: boolean): boolean {\n    const isRelative = !str.includes('://');\n    try {\n        new URL(str, isRelative && allowRelativeUrls ? 'http://example.com' : undefined);\n        return true;\n    } catch (_: unknown) {\n        return false;\n    }\n}\n\ntype ModelValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateModel(options: ModelValidatorOptions): ValidationError[] {\n    const url = options.value;\n\n    if (!url) {\n        return [];\n    }\n\n    if (!isString(url)) {\n        return [new ValidationError(options.key, url, `string expected, \"${getType(url)}\" found`)];\n    }\n\n    if (!isValidUrl(url, true)) {\n        return [new ValidationError(options.key, url, `invalid url \"${url}\"`)];\n    }\n\n    return [];\n}\n","import ValidationError from '../error/validation_error';\nimport {getType, isObject} from '../util/get_type';\nimport validate from './validate';\nimport {TRANSITION_KEY_RE, USE_THEME_KEY_RE} from '../util/properties';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\ntype LightValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateLight(options: LightValidatorOptions): ValidationError[] {\n    const light = options.value;\n    const styleSpec = options.styleSpec;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const lightSpec = styleSpec.light;\n    const style = options.style;\n\n    if (light === undefined) {\n        return [];\n    }\n\n    if (!isObject(light)) {\n        return [new ValidationError('light', light, `object expected, ${getType(light)} found`)];\n    }\n\n    let errors: ValidationError[] = [];\n    for (const key in light) {\n        const transitionMatch = key.match(TRANSITION_KEY_RE);\n        const useThemeMatch = key.match(USE_THEME_KEY_RE);\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (useThemeMatch && lightSpec[useThemeMatch[1]!]) {\n            errors = errors.concat(validate({\n                key,\n                value: light[key],\n                valueSpec: {type: 'string'},\n                style,\n                styleSpec\n            }));\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        } else if (transitionMatch && lightSpec[transitionMatch[1]!] && lightSpec[transitionMatch[1]!]!.transition) {\n            errors = errors.concat(validate({\n                key,\n                value: light[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                valueSpec: styleSpec.transition,\n                style,\n                styleSpec\n            }));\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        } else if (lightSpec[key]) {\n            errors = errors.concat(validate({\n                key,\n                value: light[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                valueSpec: lightSpec[key],\n                style,\n                styleSpec\n            }));\n        } else {\n            errors = errors.concat([new ValidationError(key, light[key], `unknown property \"${key}\"`)]);\n        }\n    }\n\n    return errors;\n}\n","import {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport {getType, isObject, isString} from '../util/get_type';\nimport validate from './validate';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport {TRANSITION_KEY_RE, USE_THEME_KEY_RE} from '../util/properties';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\ntype LightsValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    arrayIndex: number;\n};\n\nexport default function validateLights(options: LightsValidatorOptions): ValidationError[] {\n    const light = options.value;\n\n    if (!light) {\n        return [];\n    }\n\n    const key = options.key;\n    if (!isObject(light)) {\n        return [new ValidationError(key, light, `object expected, ${getType(light)} found`)];\n    }\n\n    let errors: ValidationError[] = [];\n    const styleSpec = options.styleSpec;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const lightSpec = styleSpec['light-3d'];\n    const style = options.style;\n    const lights = options.style.lights;\n\n    for (const prop of ['type', 'id'] as const) {\n        if (!(prop in light)) {\n            errors = errors.concat([new ValidationError(key, light, `missing property \"${prop}\"`)]);\n            return errors;\n        }\n    }\n\n    if (!isString(light.type)) {\n        errors = errors.concat([new ValidationError(`${key}.type`, light.type, `string expected`)]);\n        return errors;\n    }\n\n    if (lights) {\n        for (let i = 0; i < options.arrayIndex; i++) {\n            const lightType = unbundle(light.type);\n            const otherLight = lights[i]!;\n            if (unbundle(otherLight.type) === lightType) {\n                errors.push(new ValidationError(key, light.id, `duplicate light type \"${light.type}\", previously defined at line ${(otherLight.id as {__line__?: number}).__line__}`));\n            }\n        }\n    }\n\n    const lightType = `properties_light_${light.type}`;\n    if (!(lightType in styleSpec)) {\n        errors = errors.concat([new ValidationError(`${key}.type`, light, `Invalid light type ${light.type}`)]);\n        return errors;\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const lightPropertySpec = styleSpec[lightType];\n\n    for (const key in light) {\n        if (key === 'properties') {\n            const properties = light[key];\n            if (!isObject(properties)) {\n                errors = errors.concat([new ValidationError('properties', properties, `object expected, ${getType(properties)} found`)]);\n                return errors;\n            }\n            for (const propertyKey in properties) {\n                const transitionMatch = propertyKey.match(TRANSITION_KEY_RE);\n                const useThemeMatch = propertyKey.match(USE_THEME_KEY_RE);\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                if (useThemeMatch && lightPropertySpec[useThemeMatch[1]!]) {\n                    errors = errors.concat(validate({\n                        key: propertyKey,\n                        value: properties[propertyKey],\n                        valueSpec: {type: 'string'},\n                        style,\n                        styleSpec\n                    }));\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                } else if (transitionMatch && lightPropertySpec[transitionMatch[1]!] && lightPropertySpec[transitionMatch[1]!].transition) {\n                    errors = errors.concat(validate({\n                        key: propertyKey,\n                        value: properties[propertyKey],\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                        valueSpec: styleSpec.transition,\n                        style,\n                        styleSpec\n                    }));\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                } else if (!lightPropertySpec[propertyKey]) {\n                    errors = errors.concat([new ValidationWarning(options.key, properties[propertyKey], `unknown property \"${propertyKey}\"`)]);\n                } else {\n                    errors = errors.concat(validate({\n                        key: propertyKey,\n                        value: properties[propertyKey],\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                        valueSpec: lightPropertySpec[propertyKey],\n                        style,\n                        styleSpec\n                    }));\n                }\n            }\n        } else {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            if (lightSpec[key]) {\n                errors = errors.concat(validate({\n                    key,\n                    value: light[key],\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    valueSpec: lightSpec[key],\n                    style,\n                    styleSpec\n                }));\n            } else {\n                errors = errors.concat([new ValidationWarning(key, light[key], `unknown property \"${key}\"`)]);\n            }\n        }\n    }\n\n    return errors;\n}\n","import {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport validate from './validate';\nimport {getType, isObject, isString} from '../util/get_type';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport {TRANSITION_KEY_RE, USE_THEME_KEY_RE} from '../util/properties';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\ntype TerrainValidatorOptions = {\n    key: string;\n    value: unknown;\n    styleSpec: StyleReference;\n    style: Partial<StyleSpecification>;\n};\n\nexport default function validateTerrain(options: TerrainValidatorOptions): ValidationError[] {\n    const terrain = options.value;\n    const key = options.key;\n    const style = options.style;\n    const styleSpec = options.styleSpec;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const terrainSpec = styleSpec.terrain;\n\n    if (terrain == null) {\n        return [];\n    }\n\n    if (!isObject(terrain)) {\n        return [new ValidationError('terrain', terrain, `object expected, ${getType(terrain)} found`)];\n    }\n\n    let errors: ValidationError[] = [];\n    for (const key in terrain) {\n        const transitionMatch = key.match(TRANSITION_KEY_RE);\n        const useThemeMatch = key.match(USE_THEME_KEY_RE);\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (useThemeMatch && terrainSpec[useThemeMatch[1]!]) {\n            errors = errors.concat(validate({\n                key,\n                value: terrain[key],\n                valueSpec: {type: 'string'},\n                style,\n                styleSpec\n            }));\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        } else if (transitionMatch && terrainSpec[transitionMatch[1]!] && terrainSpec[transitionMatch[1]!].transition) {\n            errors = errors.concat(validate({\n                key,\n                value: terrain[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                valueSpec: styleSpec.transition,\n                style,\n                styleSpec\n            }));\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        } else if (terrainSpec[key]) {\n            errors = errors.concat(validate({\n                key,\n                value: terrain[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                valueSpec: terrainSpec[key],\n                style,\n                styleSpec\n            }));\n        } else {\n            errors = errors.concat([new ValidationWarning(key, terrain[key], `unknown property \"${key}\"`)]);\n        }\n    }\n\n    if (!terrain.source) {\n        errors.push(new ValidationError(key, terrain, `terrain is missing required property \"source\"`));\n    } else if (!isString(terrain.source)) {\n        errors.push(new ValidationError(`${key}.source`, terrain.source, `source must be a string`));\n    } else {\n        const source = style.sources && Object.hasOwn(style.sources, terrain.source) ? style.sources[terrain.source] : undefined;\n        const sourceType = source && unbundle(source.type) as string;\n        if (!source) {\n            errors.push(new ValidationError(`${key}.source`, terrain.source, `source \"${terrain.source}\" not found`));\n        } else if (sourceType !== 'raster-dem') {\n            errors.push(new ValidationError(`${key}.source`, terrain.source, `terrain cannot be used with a source of type ${sourceType}, it only be used with a \"raster-dem\" source type`));\n        }\n    }\n\n    return errors;\n}\n","import {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport validate from './validate';\nimport {getType, isObject} from '../util/get_type';\nimport {TRANSITION_KEY_RE, USE_THEME_KEY_RE} from '../util/properties';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\ntype FogValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateFog(options: FogValidatorOptions): ValidationError[] {\n    const fog = options.value;\n    const style = options.style;\n    const styleSpec = options.styleSpec;\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const fogSpec = styleSpec.fog;\n\n    if (fog === undefined) {\n        return [];\n    }\n\n    if (!isObject(fog)) {\n        return [new ValidationError('fog', fog, `object expected, ${getType(fog)} found`)];\n    }\n\n    let errors: ValidationError[] = [];\n    for (const key in fog) {\n        const transitionMatch = key.match(TRANSITION_KEY_RE);\n        const useThemeMatch = key.match(USE_THEME_KEY_RE);\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (useThemeMatch && fogSpec[useThemeMatch[1]!]) {\n            errors = errors.concat(validate({\n                key,\n                value: fog[key],\n                valueSpec: {type: 'string'},\n                style,\n                styleSpec\n            }));\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        } else if (transitionMatch && fogSpec[transitionMatch[1]!] && fogSpec[transitionMatch[1]!].transition) {\n            errors = errors.concat(validate({\n                key,\n                value: fog[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                valueSpec: styleSpec.transition,\n                style,\n                styleSpec\n            }));\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        } else if (fogSpec[key]) {\n            errors = errors.concat(validate({\n                key,\n                value: fog[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                valueSpec: fogSpec[key],\n                style,\n                styleSpec\n            }));\n        } else {\n            errors = errors.concat([new ValidationWarning(key, fog[key], `unknown property \"${key}\"`)]);\n        }\n    }\n\n    return errors;\n}\n","import {unbundle, deepUnbundle} from '../util/unbundle_jsonlint';\nimport {isExpression} from '../expression/index';\nimport {isFunction} from '../function/index';\nimport validateImport from './validate_import';\nimport validateOption from './validate_option';\nimport validateFunction from './validate_function';\nimport validateExpression from './validate_expression';\nimport validateObject from './validate_object';\nimport validateArray from './validate_array';\nimport validateBoolean from './validate_boolean';\nimport validateNumber from './validate_number';\nimport validateColor from './validate_color';\nimport validateEnum from './validate_enum';\nimport validateFilter from './validate_filter';\nimport validateLayer from './validate_layer';\nimport validateSource from './validate_source';\nimport validateModel from './validate_model';\nimport validateLight from './validate_light';\nimport validateLights from './validate_lights';\nimport validateTerrain from './validate_terrain';\nimport validateFog from './validate_fog';\nimport validateString from './validate_string';\nimport validateFormatted from './validate_formatted';\nimport validateImage from './validate_image';\nimport validateProjection from './validate_projection';\nimport validateIconset from './validate_iconset';\n\nimport type ValidationError from '../error/validation_error';\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\nimport type {StylePropertySpecification} from '../style-spec';\nimport type {ExpressionValidatorOptions} from './validate_expression';\n\ntype Validator = {\n    // eslint-disable-next-line @typescript-eslint/method-signature-style\n    validate(options: {\n        key: string;\n        value: unknown;\n        valueSpec?: unknown;\n        style?: Partial<StyleSpecification>;\n        styleSpec?: StyleReference;\n    }): ValidationError[];\n}['validate'];\n\nconst VALIDATORS: Record<string, Validator> = {\n    '*': () => [],\n    'array': validateArray,\n    'boolean': validateBoolean,\n    'number': validateNumber,\n    'color': validateColor,\n    'enum': validateEnum,\n    'filter': validateFilter,\n    'function': validateFunction,\n    'layer': validateLayer,\n    'object': validateObject,\n    'source': validateSource,\n    'model': validateModel,\n    'light': validateLight,\n    'light-3d': validateLights,\n    'terrain': validateTerrain,\n    'fog': validateFog,\n    'string': validateString,\n    'formatted': validateFormatted,\n    'resolvedImage': validateImage,\n    'projection': validateProjection,\n    'import': validateImport,\n    'iconset': validateIconset,\n    'option': validateOption,\n};\n\nexport type ValidatorOptions = {\n    /**\n     * String representing location of validation in style tree. Used only\n     * for more informative error reporting.\n     */\n    key: string;\n\n    /**\n     * Current value from style being evaluated. May be anything from a\n     * high level object that needs to be descended into deeper or a simple\n     * scalar value.\n     */\n    value: unknown;\n\n    /**\n     * Current spec being evaluated. Tracks value.\n     */\n    valueSpec?: Partial<StylePropertySpecification>;\n\n    /**\n     * Current full spec being evaluated.\n     */\n    styleSpec: StyleReference;\n\n    /**\n     * Current style being validated.\n     */\n    style: Partial<StyleSpecification>;\n\n    object?: object;\n    objectKey?: string;\n    propertyKey?: string;\n    propertyType?: string;\n    expressionContext?: string;\n};\n\n/**\n * Main recursive validation function.\n */\nexport default function validate(options: ValidatorOptions, arrayAsExpression: boolean = false): ValidationError[] {\n    const value = options.value;\n    const valueSpec = options.valueSpec!;\n    const styleSpec = options.styleSpec;\n\n    if (valueSpec.expression) {\n        if (isFunction(unbundle(value))) return validateFunction(options);\n        if (isExpression(deepUnbundle(value))) return validateExpression(options as unknown as ExpressionValidatorOptions);\n    }\n\n    if (valueSpec.type && VALIDATORS[valueSpec.type]) {\n        const errors = VALIDATORS[valueSpec.type]!(options);\n        if (arrayAsExpression === true && errors.length > 0 && Array.isArray(options.value)) {\n            // Try to validate as an expression\n            return validateExpression(options as unknown as ExpressionValidatorOptions);\n        }\n\n        return errors;\n    }\n\n    const errors = validateObject({\n        ...options,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: valueSpec.type ? styleSpec[valueSpec.type] : valueSpec\n    });\n\n    return errors;\n}\n","import {getType, isBoolean} from '../util/get_type';\nimport ValidationError from '../error/validation_error';\n\ntype BooleanValidatorOptions = {\n    key: string;\n    value: unknown;\n};\n\nexport default function validateBoolean(options: BooleanValidatorOptions): ValidationError[] {\n    const value = options.value;\n    const key = options.key;\n    if (!isBoolean(value)) {\n        return [new ValidationError(key, value, `boolean expected, ${getType(value)} found`)];\n    }\n\n    return [];\n}\n","import ValidationError from '../error/validation_error';\nimport {getType, isString} from '../util/get_type';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport Color from '../util/color';\n\ntype ColorValidatorOptions = {\n    key: string;\n    value: unknown;\n};\n\nexport default function validateColor({key, value}: ColorValidatorOptions): ValidationError[] {\n    if (!isString(value)) {\n        return [new ValidationError(key, value, `color expected, ${getType(value)} found`)];\n    }\n\n    // `value` may be a jsonlint-lines-primitives `String` wrapper; unbundle to a\n    // primitive so `Color.parse`'s `typeof input === 'string'` check passes.\n    if (Color.parse(unbundle(value) as string) === undefined) {\n        return [new ValidationError(key, value, `color expected, \"${value}\" found`)];\n    }\n\n    return [];\n}\n","import validateExpression from './validate_expression';\nimport validateString from './validate_string';\n\nimport type ValidationError from '../error/validation_error';\n\ntype FormattedValidatorOptions = {\n    key: string;\n    value: unknown;\n};\n\nexport default function validateFormatted(options: FormattedValidatorOptions): ValidationError[] {\n    const errors = validateString(options);\n    if (errors.length === 0) {\n        return [];\n    }\n\n    return validateExpression(options);\n}\n","import validateExpression from './validate_expression';\nimport validateString from './validate_string';\n\nimport type ValidationError from '../error/validation_error';\n\ntype ImageValidatorOptions = {\n    key: string;\n    value: unknown;\n};\n\nexport default function validateImage(options: ImageValidatorOptions): ValidationError[] {\n    const errors = validateString(options);\n    if (errors.length === 0) {\n        return [];\n    }\n\n    return validateExpression(options);\n}\n","import ValidationError from '../error/validation_error';\nimport {getType, isObject, isString} from '../util/get_type';\nimport validate from './validate';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\nimport type {StylePropertySpecification} from '../style-spec';\n\ntype ProjectionValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateProjection(options: ProjectionValidatorOptions): ValidationError[] {\n    const projection = options.value;\n    const styleSpec = options.styleSpec;\n    const projectionSpec = styleSpec.projection as Record<PropertyKey, StylePropertySpecification>;\n    const style = options.style;\n\n    if (isObject(projection)) {\n        let errors: ValidationError[] = [];\n\n        for (const key in projection) {\n            errors = errors.concat(validate({\n                key,\n                value: projection[key],\n\n                valueSpec: projectionSpec[key],\n                style,\n                styleSpec\n            }));\n        }\n\n        return errors;\n    }\n\n    if (!isString(projection)) {\n        return [new ValidationError('projection', projection, `object or string expected, ${getType(projection)} found`)];\n    }\n\n    return [];\n}\n","import validateStyle from './validate_style';\nimport validateObject from './validate_object';\nimport ValidationError from '../error/validation_error';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport {isObject} from '../util/get_type';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\ntype ImportValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateImport(options: ImportValidatorOptions): ValidationError[] {\n    const key = options.key;\n    const {value, styleSpec} = options;\n\n    if (!isObject(value)) {\n        return [new ValidationError(key, value, `import must be an object`)];\n    }\n\n    const {data, ...importSpec} = value;\n\n    // Preserve __line__ from the value\n    Object.defineProperty(importSpec, '__line__', {\n        value: value.__line__,\n        enumerable: false\n    });\n\n    let errors = validateObject({\n        ...options,\n        value: importSpec,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: styleSpec.import\n    });\n\n    // Empty string is reserved for the root style id\n    if (unbundle(importSpec.id) === '') {\n        const key = `${options.key}.id`;\n        errors.push(new ValidationError(key, importSpec, `import id can't be an empty string`));\n    }\n\n    // Reject reserved prototype-pollution keys\n    const importId = unbundle(importSpec.id);\n    if (importId === '__proto__' || importId === 'constructor' || importId === 'prototype') {\n        const key = `${options.key}.id`;\n        errors.push(new ValidationError(key, importSpec, `import id can't be \"${String(importId)}\"`));\n    }\n\n    if (data) {\n        const key = `${options.key}.data`;\n        errors = errors.concat(validateStyle(data, styleSpec, {key}));\n    }\n\n    return errors;\n}\n","import validateObject from './validate_object';\nimport {default as ValidationError} from '../error/validation_error';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport {isObject} from '../util/get_type';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification, IconsetSpecification} from '../types';\n\ntype IconsetValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nfunction isSourceIconset(type: IconsetSpecification['type'], iconset: Record<PropertyKey, unknown>): iconset is Extract<IconsetSpecification, {type: 'source'}> {\n    return !!(type === 'source' && iconset.source);\n}\n\nexport default function validateIconset(options: IconsetValidatorOptions): ValidationError[] {\n    const iconset = options.value;\n    const key = options.key;\n    const styleSpec = options.styleSpec;\n    const style = options.style;\n\n    if (!isObject(iconset)) {\n        return [new ValidationError(key, iconset, 'object expected')];\n    }\n\n    if (!iconset.type) {\n        return [new ValidationError(key, iconset, '\"type\" is required')];\n    }\n\n    const type = unbundle(iconset.type) as IconsetSpecification['type'];\n\n    let errors: ValidationError[] = [];\n\n    errors = errors.concat(validateObject({\n        key,\n        value: iconset,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: styleSpec[`iconset_${type}`],\n        style,\n        styleSpec\n    }));\n\n    if (isSourceIconset(type, iconset)) {\n        const source = style.sources && Object.hasOwn(style.sources, iconset.source) ? style.sources[iconset.source] : undefined;\n        const sourceType = source && unbundle(source.type) as string;\n        if (!source) {\n            errors.push(new ValidationError(key, iconset.source, `source \"${iconset.source}\" not found`));\n        } else if (sourceType !== 'raster-array') {\n            errors.push(new ValidationError(key, iconset.source, `iconset cannot be used with a source of type ${String(sourceType)}, it only be used with a \"raster-array\" source type`));\n        }\n    }\n\n    return errors;\n}\n","import validateSpec from './validate';\nimport validateObject from './validate_object';\nimport {unbundle} from '../util/unbundle_jsonlint';\nimport {isObject} from '../util/get_type';\n\nimport type ValidationError from '../error/validation_error';\nimport type {ValidatorOptions} from './validate';\nimport type {ObjectElementValidator} from './validate_object';\n\n// Validator for a single config option (one entry in `schema`). Wraps the\n// generic object validator to inherit the option's declared `type` when\n// validating its `default`, so expressions in the default are checked against\n// the option's expected type instead of `*` (any).\nexport default function validateOption(options: ValidatorOptions): ValidationError[] {\n    const styleSpec = options.styleSpec;\n    const optionValue = options.value as {type?: unknown; array?: unknown} | null | undefined;\n    // Don't propagate the declared type for array options: `getExpectedType`\n    // doesn't model the schema's `array: true` flag, so forcing a scalar type\n    // here would reject an array-of-T default that previously validated fine.\n    const isArrayOption = isObject(optionValue) && unbundle(optionValue.array) === true;\n    const declaredType = !isArrayOption && isObject(optionValue) ? unbundle(optionValue.type) : undefined;\n\n    const validateDefault = (elementOptions: ValidatorOptions): ValidationError[] => {\n        const defaultValue = elementOptions.value;\n        if (isObject(defaultValue)) {\n            // A plain object default (e.g. a GeoJSON geometry for an\n            // `object`-typed option) isn't an expression or a legacy\n            // function spec -- validate it as a bare value like a runtime\n            // `config` value, instead of running it through\n            // validateFunction()/validateExpression() (see `validate()`).\n            return validateSpec({...elementOptions, valueSpec: {...elementOptions.valueSpec, type: '*', expression: undefined} as unknown as typeof elementOptions.valueSpec});\n        }\n        // Only propagate the declared type when the default is an\n        // expression (array-form). Primitive defaults keep the previous\n        // permissive validation, mirroring the runtime parser's narrowing\n        // in style.ts/parser.cpp.\n        if (declaredType && Array.isArray(defaultValue)) {\n            return validateSpec({...elementOptions, valueSpec: {...elementOptions.valueSpec, type: declaredType} as typeof elementOptions.valueSpec});\n        }\n        return validateSpec(elementOptions);\n    };\n\n    return validateObject({\n        ...options,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: styleSpec.option,\n        objectElementValidators: {\n            default: validateDefault,\n        } as Record<string, ObjectElementValidator>,\n    });\n}\n","import {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport {getType, isObject} from '../util/get_type';\nimport validateSpec from './validate';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification, LayerSpecification} from '../types';\n\ntype ObjectElementValidatorOptions = {\n    key: string;\n    value: unknown;\n    valueSpec?: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    object?: object;\n    objectKey?: string;\n};\n\nexport type ObjectElementValidator = (options: ObjectElementValidatorOptions, object?: object) => ValidationError[];\n\ntype ObjectValidatorOptions = {\n    key: string;\n    value: unknown;\n    valueSpec?: Record<PropertyKey, unknown>;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n    object?: object;\n    objectKey?: string;\n    layer?: LayerSpecification;\n    objectElementValidators?: Record<string, ObjectElementValidator>;\n};\n\nexport default function validateObject(options: ObjectValidatorOptions): ValidationError[] {\n    const key = options.key;\n    const object = options.value;\n    const elementSpecs = options.valueSpec || {};\n    const elementValidators = options.objectElementValidators || {};\n    const style = options.style;\n    const styleSpec = options.styleSpec;\n\n    if (!isObject(object)) {\n        return [new ValidationError(key, object, `object expected, ${getType(object)} found`)];\n    }\n\n    let errors: ValidationError[] = [];\n    for (const objectKey in object) {\n        // Skip inherited keys: a hostile style JSON parsed with JSON.parse can\n        // have an own \"__proto__\" key, but downstream consumers may have mutated\n        // the prototype of `object` upstream. We never want to validate\n        // inherited properties as if they were user-supplied.\n        if (!Object.hasOwn(object, objectKey)) continue;\n\n        const elementSpecKey = objectKey.split('.')[0]!; // treat 'paint.*' as 'paint'\n        // Object.hasOwn: a bare lookup like `elementSpecs[objectKey]` would\n        // find inherited keys from Object.prototype (e.g. \"__proto__\",\n        // \"constructor\", \"toString\") when the user-supplied key matches one,\n        // returning a non-spec value that then fails as a validator.\n        const hasSpec = Object.hasOwn(elementSpecs, elementSpecKey);\n        const hasWildcardSpec = Object.hasOwn(elementSpecs, '*');\n        const elementSpec = hasSpec ? elementSpecs[elementSpecKey] : (hasWildcardSpec ? elementSpecs['*'] : undefined);\n\n        let validateElement: ObjectElementValidator | undefined;\n        if (Object.hasOwn(elementValidators, elementSpecKey)) {\n            validateElement = elementValidators[elementSpecKey]!;\n        } else if (hasSpec) {\n            validateElement = validateSpec as ObjectElementValidator;\n        } else if (Object.hasOwn(elementValidators, '*')) {\n            validateElement = elementValidators['*']!;\n        } else if (hasWildcardSpec) {\n            validateElement = validateSpec as ObjectElementValidator;\n        }\n\n        if (!validateElement) {\n            errors.push(new ValidationWarning(key, object[objectKey], `unknown property \"${objectKey}\"`));\n            continue;\n        }\n\n        errors = errors.concat(validateElement({\n            key: (key ? `${key}.` : key) + objectKey,\n            value: object[objectKey],\n            valueSpec: elementSpec,\n            style,\n            styleSpec,\n            object,\n            objectKey\n        }, object));\n    }\n\n    for (const elementSpecKey in elementSpecs) {\n        if (!Object.hasOwn(elementSpecs, elementSpecKey)) continue;\n        // Don't check `required` when there's a custom validator for that property.\n        if (Object.hasOwn(elementValidators, elementSpecKey)) {\n            continue;\n        }\n\n        const elementSpec = elementSpecs[elementSpecKey]! as {required?: boolean; default?: unknown};\n        if (elementSpec.required && elementSpec['default'] === undefined && (!Object.hasOwn(object, elementSpecKey) || object[elementSpecKey] === undefined)) {\n            errors.push(new ValidationError(key, object, `missing required property \"${elementSpecKey}\"`));\n        }\n    }\n\n    return errors;\n}\n","import ValidationError from '../error/validation_error';\nimport validateString from './validate_string';\n\ntype GlyphsUrlValidatorOptions = {\n    key: string;\n    value: unknown;\n};\n\nexport default function validateGlyphsUrl({key, value}: GlyphsUrlValidatorOptions): ValidationError[] {\n    const errors = validateString({key, value});\n    if (errors.length) return errors;\n\n    const str = value as string;\n    if (!str.includes('{fontstack}')) {\n        errors.push(new ValidationError(key, value, '\"glyphs\" url must include a \"{fontstack}\" token'));\n    }\n\n    if (!str.includes('{range}')) {\n        errors.push(new ValidationError(key, value, '\"glyphs\" url must include a \"{range}\" token'));\n    }\n\n    return errors;\n}\n","import validateObject from './validate_object';\nimport latestStyleSpec from '../reference/latest';\nimport validateGlyphsURL from './validate_glyphs_url';\n\nimport type ValidationError from '../error/validation_error';\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\n\ntype StyleValidatorOptions = {\n    key?: string;\n};\n\nexport default function validateStyle(style: unknown, styleSpec: StyleReference = latestStyleSpec, options: StyleValidatorOptions = {}): ValidationError[] {\n    const errors = validateObject({\n        key: options.key || '',\n        value: style,\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        valueSpec: {\n            ...styleSpec.$root,\n            // Skip validation of the root properties that are not defined in the style spec (e.g. 'owner').\n            '*': {type: '*'},\n        },\n        styleSpec,\n        style: style as Partial<StyleSpecification>,\n        objectElementValidators: {\n            glyphs: validateGlyphsURL\n        }\n    });\n\n    return errors;\n}\n","import latestStyleSpec from './reference/latest';\nimport _validateStyle from './validate/validate_style';\nimport _validateSource from './validate/validate_source';\nimport _validateLight from './validate/validate_light';\nimport _validateLights from './validate/validate_lights';\nimport _validateTerrain from './validate/validate_terrain';\nimport _validateFog from './validate/validate_fog';\nimport _validateSnow from './validate/validate_snow';\nimport _validateRain from './validate/validate_rain';\nimport _validateLayer from './validate/validate_layer';\nimport _validateFilter from './validate/validate_filter';\nimport _validatePaintProperty from './validate/validate_paint_property';\nimport _validateLayoutProperty from './validate/validate_layout_property';\nimport _validateModel from './validate/validate_model';\n\nimport type {StyleReference} from './reference/latest';\nimport type {StyleSpecification} from './types';\n\nexport type ValidationError = {\n    message: string;\n    identifier?: string | null | undefined;\n    line?: number | null | undefined;\n};\n\nexport type ValidationErrors = ReadonlyArray<ValidationError>;\n// eslint-disable-next-line @typescript-eslint/no-explicit-any\nexport type Validator<T extends (...args: any[]) => unknown = (...args: unknown[]) => unknown> = (...args: Parameters<T>) => ValidationErrors;\n\n/**\n * Validate a Mapbox GL style against the style specification. This entrypoint,\n * `mapbox-gl-style-spec/lib/validate_style.min`, is designed to produce as\n * small a browserify bundle as possible by omitting unnecessary functionality\n * and legacy style specifications.\n *\n * @private\n * @param {Object} style The style to be validated.\n * @param {Object} [styleSpec] The style specification to validate against.\n *     If omitted, the latest style spec is used.\n * @returns {Array<ValidationError>}\n * @example\n *   var validate = require('mapbox-gl-style-spec/lib/validate_style.min');\n *   var errors = validate(style);\n */\nexport function validateStyle(style: StyleSpecification, styleSpec: StyleReference = latestStyleSpec): ValidationErrors {\n    const errors = _validateStyle(style, styleSpec);\n    return sortErrors(errors);\n}\n\nexport const validateSource: Validator<typeof _validateSource> = opts => sortErrors(_validateSource(opts));\nexport const validateLight: Validator<typeof _validateLight> = opts => sortErrors(_validateLight(opts));\nexport const validateLights: Validator<typeof _validateLights> = opts => sortErrors(_validateLights(opts));\nexport const validateTerrain: Validator<typeof _validateTerrain> = opts => sortErrors(_validateTerrain(opts));\nexport const validateFog: Validator<typeof _validateFog> = opts => sortErrors(_validateFog(opts));\nexport const validateSnow: Validator<typeof _validateSnow> = opts => sortErrors(_validateSnow(opts));\nexport const validateRain: Validator<typeof _validateRain> = opts => sortErrors(_validateRain(opts));\nexport const validateLayer: Validator<typeof _validateLayer> = opts => sortErrors(_validateLayer(opts));\nexport const validateFilter: Validator<typeof _validateFilter> = opts => sortErrors(_validateFilter(opts));\nexport const validatePaintProperty: Validator<typeof _validatePaintProperty> = opts => sortErrors(_validatePaintProperty(opts));\nexport const validateLayoutProperty: Validator<typeof _validateLayoutProperty> = opts => sortErrors(_validateLayoutProperty(opts));\nexport const validateModel: Validator<typeof _validateModel> = opts => sortErrors(_validateModel(opts));\n\nfunction sortErrors(errors: ValidationErrors): ValidationErrors {\n    return errors.slice().sort((a, b) => a.line && b.line ? a.line - b.line : 0);\n}\n","import isEqual from './util/deep_equal';\n\nimport type {StyleSpecification, ImportSpecification, SourceSpecification, LayerSpecification, IconsetsSpecification} from './types';\n\ntype Source = SourceSpecification & Record<string, unknown>;\n\ntype Sources = {\n    [key: string]: Source;\n};\n\ntype LayerProperties = (LayerSpecification['paint'] | LayerSpecification['layout']) & Record<string, unknown>;\n\ntype Indexed<T> = T extends LayerSpecification ? T & Record<string, LayerSpecification['paint']> : T;\n\ntype DiffLayer = Indexed<LayerSpecification>;\n\ntype Command = {\n    command: string;\n    args: unknown[];\n};\n\nexport const operations = {\n\n    /*\n     * { command: 'setStyle', args: [stylesheet] }\n     */\n    setStyle: 'setStyle',\n\n    /*\n     * { command: 'addLayer', args: [layer, 'beforeLayerId'] }\n     */\n    addLayer: 'addLayer',\n\n    /*\n     * { command: 'removeLayer', args: ['layerId'] }\n     */\n    removeLayer: 'removeLayer',\n\n    /*\n     * { command: 'setPaintProperty', args: ['layerId', 'prop', value] }\n     */\n    setPaintProperty: 'setPaintProperty',\n\n    /*\n     * { command: 'setLayoutProperty', args: ['layerId', 'prop', value] }\n     */\n    setLayoutProperty: 'setLayoutProperty',\n\n    /*\n     * { command: 'setSlot', args: ['layerId', slot] }\n     */\n    setSlot: 'setSlot',\n\n    /*\n     * { command: 'setFilter', args: ['layerId', filter] }\n     */\n    setFilter: 'setFilter',\n\n    /*\n     * { command: 'addSource', args: ['sourceId', source] }\n     */\n    addSource: 'addSource',\n\n    /*\n     * { command: 'removeSource', args: ['sourceId'] }\n     */\n    removeSource: 'removeSource',\n\n    /*\n     * { command: 'setGeoJSONSourceData', args: ['sourceId', data] }\n     */\n    setGeoJSONSourceData: 'setGeoJSONSourceData',\n\n    /*\n     * { command: 'setLayerZoomRange', args: ['layerId', 0, 22] }\n     */\n    setLayerZoomRange: 'setLayerZoomRange',\n\n    /*\n     * { command: 'setLayerProperty', args: ['layerId', 'prop', value] }\n     */\n    setLayerProperty: 'setLayerProperty',\n\n    /*\n     * { command: 'setCenter', args: [[lon, lat]] }\n     */\n    setCenter: 'setCenter',\n\n    /*\n     * { command: 'setZoom', args: [zoom] }\n     */\n    setZoom: 'setZoom',\n\n    /*\n     * { command: 'setBearing', args: [bearing] }\n     */\n    setBearing: 'setBearing',\n\n    /*\n     * { command: 'setPitch', args: [pitch] }\n     */\n    setPitch: 'setPitch',\n\n    /*\n     * { command: 'setSprite', args: ['spriteUrl'] }\n     */\n    setSprite: 'setSprite',\n\n    /*\n     * { command: 'setGlyphs', args: ['glyphsUrl'] }\n     */\n    setGlyphs: 'setGlyphs',\n\n    /*\n     * { command: 'setTransition', args: [transition] }\n     */\n    setTransition: 'setTransition',\n\n    /*\n     * { command: 'setLighting', args: [lightProperties] }\n     */\n    setLight: 'setLight',\n\n    /*\n     * { command: 'setTerrain', args: [terrainProperties] }\n     */\n    setTerrain: 'setTerrain',\n\n    /*\n     *  { command: 'setFog', args: [fogProperties] }\n     */\n    setFog: 'setFog',\n\n    /*\n     *  { command: 'setSnow', args: [snowProperties] }\n     */\n    setSnow: 'setSnow',\n\n    /*\n     *  { command: 'setRain', args: [rainProperties] }\n     */\n    setRain: 'setRain',\n\n    /*\n     *  { command: 'setCamera', args: [cameraProperties] }\n     */\n    setCamera: 'setCamera',\n\n    /*\n     *  { command: 'setLights', args: [{light-3d},...] }\n     */\n    setLights: 'setLights',\n\n    /*\n     *  { command: 'setProjection', args: [projectionProperties] }\n     */\n    setProjection: 'setProjection',\n\n    /*\n     *  { command: 'addImport', args: [import] }\n     */\n    addImport: 'addImport',\n\n    /*\n     *  { command: 'removeImport', args: [importId] }\n     */\n    removeImport: 'removeImport',\n\n    /**\n     * { command: 'updateImport', args: [importId, importSpecification | styleUrl] }\n     */\n    updateImport: 'updateImport',\n\n    /*\n     *  { command: 'addIconset', args: [iconsetId, IconsetSpecification] }\n     */\n    addIconset: 'addIconset',\n\n    /*\n     *  { command: 'removeIconset', args: [iconsetId] }\n     */\n    removeIconset: 'removeIconset'\n} as const;\n\nfunction addSource(sourceId: string, after: Sources, commands: Array<Command>) {\n    commands.push({command: operations.addSource, args: [sourceId, after[sourceId]]});\n}\n\nfunction removeSource(sourceId: string, commands: Array<Command>, sourcesRemoved: {\n    [key: string]: true;\n}) {\n    commands.push({command: operations.removeSource, args: [sourceId]});\n    sourcesRemoved[sourceId] = true;\n}\n\nfunction updateSource(sourceId: string, after: Sources, commands: Array<Command>, sourcesRemoved: {\n    [key: string]: true;\n}) {\n    removeSource(sourceId, commands, sourcesRemoved);\n    addSource(sourceId, after, commands);\n}\n\nfunction canUpdateGeoJSON(before: Sources, after: Sources, sourceId: string) {\n    let prop: string;\n    for (prop in before[sourceId]!) {\n        if (!Object.hasOwn(before[sourceId]!, prop)) continue;\n        if (prop !== 'data' && !isEqual(before[sourceId]![prop], after[sourceId]![prop])) {\n            return false;\n        }\n    }\n    for (prop in after[sourceId]!) {\n        if (!Object.hasOwn(after[sourceId]!, prop)) continue;\n        if (prop !== 'data' && !isEqual(before[sourceId]![prop], after[sourceId]![prop])) {\n            return false;\n        }\n    }\n    return true;\n}\n\nfunction diffSources(before: Sources, after: Sources, commands: Array<Command>, sourcesRemoved: {[key: string]: true}) {\n    before = before || {};\n    after = after || {};\n\n    let sourceId: string;\n\n    // look for sources to remove\n    for (sourceId in before) {\n        if (!Object.hasOwn(before, sourceId)) continue;\n        if (!Object.hasOwn(after, sourceId)) {\n            removeSource(sourceId, commands, sourcesRemoved);\n        }\n    }\n\n    // look for sources to add/update\n    for (sourceId in after) {\n        if (!Object.hasOwn(after, sourceId)) continue;\n        const source = after[sourceId]!;\n        if (!Object.hasOwn(before, sourceId)) {\n            addSource(sourceId, after, commands);\n        } else if (!isEqual(before[sourceId], source)) {\n            if (before[sourceId]!.type === 'geojson' && source.type === 'geojson' && canUpdateGeoJSON(before, after, sourceId)) {\n                commands.push({command: operations.setGeoJSONSourceData, args: [sourceId, source.data]});\n            } else {\n                // no update command, must remove then add\n                updateSource(sourceId, after, commands, sourcesRemoved);\n            }\n        }\n    }\n}\n\nfunction diffLayerPropertyChanges(\n    before: LayerProperties | null | undefined,\n    after: LayerProperties | null | undefined,\n    commands: Command[],\n    layerId: string,\n    klass: string | null | undefined,\n    command: string\n) {\n    before = before || {};\n    after = after || {};\n\n    let prop: string;\n\n    for (prop in before) {\n        if (!Object.hasOwn(before, prop)) continue;\n        if (!isEqual(before[prop], after[prop])) {\n            commands.push({command, args: [layerId, prop, after[prop], klass]});\n        }\n    }\n    for (prop in after) {\n        if (!Object.hasOwn(after, prop) || Object.hasOwn(before, prop)) continue;\n        if (!isEqual(before[prop], after[prop])) {\n            commands.push({command, args: [layerId, prop, after[prop], klass]});\n        }\n    }\n}\n\nfunction pluckId<T extends {id: string}>(item: T): string {\n    return item.id;\n}\n\nfunction indexById<T extends {id: string}>(group: {[key: string]: Indexed<T>}, item: T): {[id: string]: Indexed<T>} {\n    group[item.id] = item as Indexed<T>;\n    return group;\n}\n\nfunction diffLayers(before: Array<LayerSpecification>, after: Array<LayerSpecification>, commands: Array<Command>) {\n    before = before || [];\n    after = after || [];\n\n    // order of layers by id\n    const beforeOrder = before.map(pluckId);\n    const afterOrder = after.map(pluckId);\n\n    // index of layer by id\n    const beforeIndex = before.reduce<Record<string, DiffLayer>>(indexById, {});\n    const afterIndex = after.reduce<Record<string, DiffLayer>>(indexById, {});\n\n    // track order of layers as if they have been mutated\n    const tracker = beforeOrder.slice();\n\n    // layers that have been added do not need to be diffed\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const clean: Record<string, true> = Object.create(null);\n\n    let i: number;\n    let d: number;\n    let layerId: string;\n    let beforeLayer: DiffLayer;\n    let afterLayer: DiffLayer;\n    let insertBeforeLayerId: string | undefined;\n    let prop: string;\n\n    // remove layers\n    for (i = 0, d = 0; i < beforeOrder.length; i++) {\n        layerId = beforeOrder[i]!;\n        if (!Object.hasOwn(afterIndex, layerId)) {\n            commands.push({command: operations.removeLayer, args: [layerId]});\n            tracker.splice(tracker.indexOf(layerId, d), 1);\n        } else {\n            // limit where in tracker we need to look for a match\n            d++;\n        }\n    }\n\n    // add/reorder layers\n    for (i = 0, d = 0; i < afterOrder.length; i++) {\n        // work backwards as insert is before an existing layer\n        layerId = afterOrder[afterOrder.length - 1 - i]!;\n\n        if (tracker[tracker.length - 1 - i] === layerId) continue;\n\n        if (Object.hasOwn(beforeIndex, layerId)) {\n            // remove the layer before we insert at the correct position\n            commands.push({command: operations.removeLayer, args: [layerId]});\n            tracker.splice(tracker.lastIndexOf(layerId, tracker.length - d), 1);\n        } else {\n            // limit where in tracker we need to look for a match\n            d++;\n        }\n\n        // add layer at correct position\n        insertBeforeLayerId = tracker[tracker.length - i];\n        commands.push({command: operations.addLayer, args: [afterIndex[layerId], insertBeforeLayerId]});\n        tracker.splice(tracker.length - i, 0, layerId);\n        clean[layerId] = true;\n    }\n\n    // update layers\n    for (i = 0; i < afterOrder.length; i++) {\n        layerId = afterOrder[i]!;\n        beforeLayer = beforeIndex[layerId]!;\n        afterLayer = afterIndex[layerId]!;\n\n        // no need to update if previously added (new or moved)\n        if (clean[layerId] || isEqual(beforeLayer, afterLayer)) continue;\n\n        // If source, source-layer, or type have changes, then remove the layer\n        // and add it back 'from scratch'.\n        if (!isEqual(beforeLayer.source, afterLayer.source) || !isEqual(beforeLayer['source-layer'], afterLayer['source-layer']) || !isEqual(beforeLayer.type, afterLayer.type)) {\n            commands.push({command: operations.removeLayer, args: [layerId]});\n            // we add the layer back at the same position it was already in, so\n            // there's no need to update the `tracker`\n            insertBeforeLayerId = tracker[tracker.lastIndexOf(layerId) + 1];\n            commands.push({command: operations.addLayer, args: [afterLayer, insertBeforeLayerId]});\n            continue;\n        }\n\n        // layout, paint, filter, minzoom, maxzoom\n        diffLayerPropertyChanges(beforeLayer.layout, afterLayer.layout, commands, layerId, null, operations.setLayoutProperty);\n        diffLayerPropertyChanges(beforeLayer.paint, afterLayer.paint, commands, layerId, null, operations.setPaintProperty);\n        if (!isEqual(beforeLayer.slot, afterLayer.slot)) {\n            commands.push({command: operations.setSlot, args: [layerId, afterLayer.slot]});\n        }\n        if (!isEqual(beforeLayer.filter, afterLayer.filter)) {\n            commands.push({command: operations.setFilter, args: [layerId, afterLayer.filter]});\n        }\n        if (!isEqual(beforeLayer.minzoom, afterLayer.minzoom) || !isEqual(beforeLayer.maxzoom, afterLayer.maxzoom)) {\n            commands.push({command: operations.setLayerZoomRange, args: [layerId, afterLayer.minzoom, afterLayer.maxzoom]});\n        }\n\n        // handle all other layer props, including paint.*\n        for (prop in beforeLayer) {\n            if (!Object.hasOwn(beforeLayer, prop)) continue;\n            if (prop === 'layout' || prop === 'paint' || prop === 'filter' ||\n                prop === 'metadata' || prop === 'minzoom' || prop === 'maxzoom' || prop === 'slot') continue;\n            if (prop.indexOf('paint.') === 0) {\n                diffLayerPropertyChanges(beforeLayer[prop], afterLayer[prop], commands, layerId, prop.slice(6), operations.setPaintProperty);\n            } else if (!isEqual(beforeLayer[prop], afterLayer[prop])) {\n                commands.push({command: operations.setLayerProperty, args: [layerId, prop, afterLayer[prop]]});\n            }\n        }\n        for (prop in afterLayer) {\n            if (!Object.hasOwn(afterLayer, prop) || Object.hasOwn(beforeLayer, prop)) continue;\n            if (prop === 'layout' || prop === 'paint' || prop === 'filter' ||\n                prop === 'metadata' || prop === 'minzoom' || prop === 'maxzoom' || prop === 'slot') continue;\n            if (prop.indexOf('paint.') === 0) {\n                diffLayerPropertyChanges(beforeLayer[prop], afterLayer[prop], commands, layerId, prop.slice(6), operations.setPaintProperty);\n            } else if (!isEqual(beforeLayer[prop], afterLayer[prop])) {\n                commands.push({command: operations.setLayerProperty, args: [layerId, prop, afterLayer[prop]]});\n            }\n        }\n    }\n}\n\nexport function diffImports(before: Array<ImportSpecification> | null | undefined = [], after: Array<ImportSpecification> | null | undefined = [], commands: Array<Command>) {\n    before = before || [];\n    after = after || [];\n\n    // order imports by id\n    const beforeOrder = before.map(pluckId);\n    const afterOrder = after.map(pluckId);\n\n    // index imports by id\n    const beforeIndex = before.reduce<Record<string, ImportSpecification>>(indexById, {});\n    const afterIndex = after.reduce<Record<string, ImportSpecification>>(indexById, {});\n\n    // track order of imports as if they have been mutated\n    const tracker = beforeOrder.slice();\n\n    let i: number;\n    let d: number;\n    let importId: string;\n    let insertBefore: string | undefined;\n\n    // remove imports\n    for (i = 0, d = 0; i < beforeOrder.length; i++) {\n        importId = beforeOrder[i]!;\n        if (!Object.hasOwn(afterIndex, importId)) {\n            commands.push({command: operations.removeImport, args: [importId]});\n            tracker.splice(tracker.indexOf(importId, d), 1);\n        } else {\n            // limit where in tracker we need to look for a match\n            d++;\n        }\n    }\n\n    // add/reorder imports\n    for (i = 0, d = 0; i < afterOrder.length; i++) {\n        // work backwards as insert is before an existing import\n        importId = afterOrder[afterOrder.length - 1 - i]!;\n\n        if (tracker[tracker.length - 1 - i] === importId) continue;\n\n        if (Object.hasOwn(beforeIndex, importId)) {\n            // remove the import before we insert at the correct position\n            commands.push({command: operations.removeImport, args: [importId]});\n            tracker.splice(tracker.lastIndexOf(importId, tracker.length - d), 1);\n        } else {\n            // limit where in tracker we need to look for a match\n            d++;\n        }\n\n        // add import at correct position\n        insertBefore = tracker[tracker.length - i];\n        commands.push({command: operations.addImport, args: [afterIndex[importId], insertBefore]});\n        tracker.splice(tracker.length - i, 0, importId);\n    }\n\n    // update imports\n    for (const afterImport of after) {\n        const beforeImport = beforeIndex[afterImport.id];\n        if (!beforeImport) continue;\n        delete beforeImport.data;\n        if (isEqual(beforeImport, afterImport)) continue;\n\n        commands.push({command: operations.updateImport, args: [afterImport.id, afterImport]});\n    }\n}\n\nfunction diffIconsets(before: IconsetsSpecification | undefined, after: IconsetsSpecification | undefined, commands: Array<Command>) {\n    before = before || {};\n    after = after || {};\n\n    let iconsetId: string;\n\n    // look for iconsets to remove\n    for (iconsetId in before) {\n        if (!Object.hasOwn(before, iconsetId)) continue;\n        if (!Object.hasOwn(after, iconsetId)) {\n            commands.push({command: operations.removeIconset, args: [iconsetId]});\n        }\n    }\n\n    // look for iconsets to add/update\n    for (iconsetId in after) {\n        if (!Object.hasOwn(after, iconsetId)) continue;\n        const iconset = after[iconsetId];\n        if (!Object.hasOwn(before, iconsetId)) {\n            commands.push({command: operations.addIconset, args: [iconsetId, iconset]});\n        } else if (!isEqual(before[iconsetId], iconset)) {\n            commands.push({command: operations.removeIconset, args: [iconsetId]});\n            commands.push({command: operations.addIconset, args: [iconsetId, iconset]});\n        }\n    }\n}\n\n/**\n * Diff two stylesheet\n *\n * Creates semanticly aware diffs that can easily be applied at runtime.\n * Operations produced by the diff closely resemble the mapbox-gl-js API. Any\n * error creating the diff will fall back to the 'setStyle' operation.\n *\n * Example diff:\n * [\n *     { command: 'setConstant', args: ['@water', '#0000FF'] },\n *     { command: 'setPaintProperty', args: ['background', 'background-color', 'black'] }\n * ]\n *\n * @private\n * @param {*} [before] stylesheet to compare from\n * @param {*} after stylesheet to compare to\n * @returns Array list of changes\n */\nexport default function diffStyles(before: StyleSpecification, after: StyleSpecification): Array<Command> {\n    if (!before) return [{command: operations.setStyle, args: [after]}];\n\n    let commands: Array<Command> = [];\n\n    try {\n        // Handle changes to top-level properties\n        if (!isEqual(before.version, after.version)) {\n            return [{command: operations.setStyle, args: [after]}];\n        }\n        if (!isEqual(before.center, after.center)) {\n            commands.push({command: operations.setCenter, args: [after.center]});\n        }\n        if (!isEqual(before.zoom, after.zoom)) {\n            commands.push({command: operations.setZoom, args: [after.zoom]});\n        }\n        if (!isEqual(before.bearing, after.bearing)) {\n            commands.push({command: operations.setBearing, args: [after.bearing]});\n        }\n        if (!isEqual(before.pitch, after.pitch)) {\n            commands.push({command: operations.setPitch, args: [after.pitch]});\n        }\n        if (!isEqual(before.sprite, after.sprite)) {\n            commands.push({command: operations.setSprite, args: [after.sprite]});\n        }\n        if (!isEqual(before.glyphs, after.glyphs)) {\n            commands.push({command: operations.setGlyphs, args: [after.glyphs]});\n        }\n        // Handle changes to `imports` before other mergable top-level properties\n        if (!isEqual(before.imports, after.imports)) {\n            diffImports(before.imports, after.imports, commands);\n        }\n        if (!isEqual(before.transition, after.transition)) {\n            commands.push({command: operations.setTransition, args: [after.transition]});\n        }\n        if (!isEqual(before.light, after.light)) {\n            commands.push({command: operations.setLight, args: [after.light]});\n        }\n        if (!isEqual(before.fog, after.fog)) {\n            commands.push({command: operations.setFog, args: [after.fog]});\n        }\n        if (!isEqual(before.snow, after.snow)) {\n            commands.push({command: operations.setSnow, args: [after.snow]});\n        }\n        if (!isEqual(before.rain, after.rain)) {\n            commands.push({command: operations.setRain, args: [after.rain]});\n        }\n        if (!isEqual(before.projection, after.projection)) {\n            commands.push({command: operations.setProjection, args: [after.projection]});\n        }\n        if (!isEqual(before.lights, after.lights)) {\n            commands.push({command: operations.setLights, args: [after.lights]});\n        }\n        if (!isEqual(before.camera, after.camera)) {\n            commands.push({command: operations.setCamera, args: [after.camera]});\n        }\n        if (!isEqual(before.iconsets, after.iconsets)) {\n            diffIconsets(before.iconsets, after.iconsets, commands);\n        }\n        if (!isEqual(before[\"color-theme\"], after[\"color-theme\"])) {\n            // Update this to setColorTheme after\n            // https://mapbox.atlassian.net/browse/GLJS-842 is implemented\n            return [{command: operations.setStyle, args: [after]}];\n        }\n\n        // Handle changes to `sources`\n        // If a source is to be removed, we also--before the removeSource\n        // command--need to remove all the style layers that depend on it.\n        const sourcesRemoved: Record<string, true> = {};\n\n        // First collect the {add,remove}Source commands\n        const removeOrAddSourceCommands: Command[] = [];\n        diffSources(before.sources, after.sources, removeOrAddSourceCommands, sourcesRemoved);\n\n        // Push a removeLayer command for each style layer that depends on a\n        // source that's being removed.\n        // Also, exclude any such layers them from the input to `diffLayers`\n        // below, so that diffLayers produces the appropriate `addLayers`\n        // command\n        const beforeLayers: LayerSpecification[] = [];\n        if (before.layers) {\n            before.layers.forEach((layer) => {\n                if (layer.source && sourcesRemoved[layer.source]) {\n                    commands.push({command: operations.removeLayer, args: [layer.id]});\n                } else {\n                    beforeLayers.push(layer);\n                }\n            });\n        }\n\n        // Remove the terrain if the source for that terrain is being removed\n        let beforeTerrain = before.terrain;\n        if (beforeTerrain) {\n            if (sourcesRemoved[beforeTerrain.source]) {\n                commands.push({command: operations.setTerrain, args: [undefined]});\n                beforeTerrain = undefined;\n            }\n        }\n\n        commands = commands.concat(removeOrAddSourceCommands);\n\n        // Even though terrain is a top-level property\n        // Its like a layer in the sense that it depends on a source being present.\n        if (!isEqual(beforeTerrain, after.terrain)) {\n            commands.push({command: operations.setTerrain, args: [after.terrain]});\n        }\n\n        // Handle changes to `layers`\n\n        diffLayers(beforeLayers, after.layers, commands);\n    } catch (e) {\n        // fall back to setStyle\n        console.warn('Unable to compute style diff:', e);\n        commands = [{command: operations.setStyle, args: [after]}];\n    }\n\n    return commands;\n}\n","import DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {debugUniformValues} from './program/debug_program';\nimport Color from '../style-spec/util/color';\nimport ColorMode from '../gl/color_mode';\nimport browser from '../util/browser';\nimport {globeDenormalizeECEF, transitionTileAABBinECEF, globeToMercatorTransition} from '../geo/projection/globe_util';\nimport {mat4} from 'gl-matrix';\n\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {DynamicDefinesType} from './program/program_uniforms';\n\nconst topColor = new Color(1, 0, 0, 1);\nconst btmColor = new Color(0, 1, 0, 1);\nconst leftColor = new Color(0, 0, 1, 1);\nconst rightColor = new Color(1, 0, 1, 1);\nconst centerColor = new Color(0, 1, 1, 1);\n\nexport default function drawDebug(painter: Painter, sourceCache: SourceCache, coords: Array<OverscaledTileID>, color: Color, silhouette: boolean, showParseStatus: boolean) {\n    for (let i = 0; i < coords.length; i++) {\n        if (silhouette) {\n            const radius = 1;\n            const darkenFactor = 0.8;\n            const colorMiddle = new Color(color.r * darkenFactor, color.g * darkenFactor, color.b * darkenFactor, 1.0);\n            drawDebugTile(painter, sourceCache, coords[i], color, -radius, -radius, showParseStatus);\n            drawDebugTile(painter, sourceCache, coords[i], color, -radius, radius, showParseStatus);\n            drawDebugTile(painter, sourceCache, coords[i], color, radius, radius, showParseStatus);\n            drawDebugTile(painter, sourceCache, coords[i], color, radius, -radius, showParseStatus);\n            drawDebugTile(painter, sourceCache, coords[i], colorMiddle, 0, 0, showParseStatus);\n        } else {\n            drawDebugTile(painter, sourceCache, coords[i], color, 0, 0, showParseStatus);\n        }\n    }\n}\n\nexport function drawDebugPadding(painter: Painter) {\n    const padding = painter.transform.padding;\n    const lineWidth = 3;\n    // Top\n    drawHorizontalLine(painter, painter.transform.height - (padding.top || 0), lineWidth, topColor);\n    // Bottom\n    drawHorizontalLine(painter, padding.bottom || 0, lineWidth, btmColor);\n    // Left\n    drawVerticalLine(painter, padding.left || 0, lineWidth, leftColor);\n    // Right\n    drawVerticalLine(painter, painter.transform.width - (padding.right || 0), lineWidth, rightColor);\n    // Center\n    const center = painter.transform.centerPoint;\n    drawCrosshair(painter, center.x, painter.transform.height - center.y, centerColor);\n}\n\nexport function drawDebugQueryGeometry(painter: Painter, sourceCache: SourceCache, coords: Array<OverscaledTileID>) {\n    for (let i = 0; i < coords.length; i++) {\n        drawTileQueryGeometry(painter, sourceCache, coords[i]);\n    }\n}\n\nfunction drawDebugTile(painter: Painter, sourceCache: SourceCache, coord: OverscaledTileID, color: Color, offsetX: number, offsetY: number, showParseStatus: boolean) {\n    const context = painter.context;\n    const tr = painter.transform;\n    const gl = context.gl;\n\n    const isGlobeProjection = tr.projection.name === 'globe';\n    const definesValues: DynamicDefinesType[] = isGlobeProjection ? ['PROJECTION_GLOBE_VIEW'] : [];\n\n    let posMatrix = mat4.clone(coord.projMatrix);\n\n    if (isGlobeProjection && globeToMercatorTransition(tr.zoom) > 0) {\n        // We use a custom tile matrix here in order to handle the globe-to-mercator transition\n        // the following is equivalent to transform.calculatePosMatrix,\n        // except we use transitionTileAABBinECEF instead of globeTileBounds to account for the transition.\n        const bounds = transitionTileAABBinECEF(coord.canonical, tr);\n        const decode = globeDenormalizeECEF(bounds);\n        posMatrix = mat4.multiply(new Float32Array(16), tr.globeMatrix, decode);\n\n        mat4.multiply(posMatrix, tr.projMatrix, posMatrix);\n    }\n\n    const jitterMatrix = mat4.create();\n    jitterMatrix[12] += 2 * offsetX / (browser.devicePixelRatio * tr.width);\n    jitterMatrix[13] += 2 * offsetY / (browser.devicePixelRatio * tr.height);\n\n    mat4.multiply(posMatrix, jitterMatrix, posMatrix);\n\n    const program = painter.getOrCreateProgram('debug', {defines: definesValues});\n    const tile = sourceCache.getTileByID(coord.key);\n    if (painter.terrain) painter.terrain.setupElevationDraw(tile, program);\n\n    const depthMode = DepthMode.disabled;\n    const stencilMode = StencilMode.disabled;\n    const colorMode = painter.colorModeForRenderPass();\n    const id = '$debug';\n\n    context.activeTexture.set(gl.TEXTURE0);\n    // Bind the empty texture for drawing outlines\n    painter.emptyTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n    if (isGlobeProjection) {\n        tile._makeGlobeTileDebugBuffers(painter.context, tr);\n    } else {\n        tile._makeDebugTileBoundsBuffers(painter.context, tr.projection);\n    }\n\n    const debugBuffer = tile._tileDebugBuffer || painter.debugBuffer;\n    const debugIndexBuffer = tile._tileDebugIndexBuffer || painter.debugIndexBuffer;\n    const debugSegments = tile._tileDebugSegments || painter.debugSegments;\n\n    program.draw(painter, gl.LINE_STRIP, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n        debugUniformValues(posMatrix, color.toPremultipliedRenderColor(null)), id,\n        debugBuffer, debugIndexBuffer, debugSegments,\n        null, null, null, [tile._globeTileDebugBorderBuffer]);\n\n    if (showParseStatus) {\n        const tileRawData = tile.latestRawTileData;\n        const tileByteLength = (tileRawData && tileRawData.byteLength) || 0;\n        const tileSizeKb = Math.floor(tileByteLength / 1024);\n        let tileLabel = coord.canonical.toString();\n        if (coord.overscaledZ !== coord.canonical.z) {\n            tileLabel += ` => ${coord.overscaledZ}`;\n        }\n        tileLabel += ` ${tile.state}`;\n        tileLabel += ` ${tileSizeKb}kb`;\n        drawTextToOverlay(painter, tileLabel);\n    }\n\n    const tileSize = sourceCache.getTile(coord).tileSize;\n    const scaleRatio = (512 / Math.min(tileSize, 512) * (coord.overscaledZ / tr.zoom)) * 0.5;\n    const debugTextBuffer = tile._tileDebugTextBuffer || painter.debugBuffer;\n    const debugTextIndexBuffer = tile._tileDebugTextIndexBuffer || painter.quadTriangleIndexBuffer;\n    const debugTextSegments = tile._tileDebugTextSegments || painter.debugSegments;\n\n    program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, ColorMode.alphaBlended, CullFaceMode.disabled,\n        debugUniformValues(posMatrix, Color.transparent.toPremultipliedRenderColor(null), scaleRatio), id,\n        debugTextBuffer, debugTextIndexBuffer, debugTextSegments,\n        null, null, null, [tile._globeTileDebugTextBuffer]);\n}\n\nfunction drawCrosshair(painter: Painter, x: number, y: number, color: Color) {\n    const size = 20;\n    const lineWidth = 2;\n    //Vertical line\n    drawDebugSSRect(painter, x - lineWidth / 2, y - size / 2, lineWidth, size, color);\n    //Horizontal line\n    drawDebugSSRect(painter, x - size / 2, y - lineWidth / 2, size, lineWidth, color);\n}\n\nfunction drawHorizontalLine(painter: Painter, y: number, lineWidth: number, color: Color) {\n    drawDebugSSRect(painter, 0, y  + lineWidth / 2, painter.transform.width,  lineWidth, color);\n}\n\nfunction drawVerticalLine(painter: Painter, x: number, lineWidth: number, color: Color) {\n    drawDebugSSRect(painter, x - lineWidth / 2, 0, lineWidth,  painter.transform.height, color);\n}\n\nfunction drawDebugSSRect(painter: Painter, x: number, y: number, width: number, height: number, color: Color) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    gl.enable(gl.SCISSOR_TEST);\n    gl.scissor(x * browser.devicePixelRatio, y * browser.devicePixelRatio, width * browser.devicePixelRatio, height * browser.devicePixelRatio);\n    context.clear({color});\n    gl.disable(gl.SCISSOR_TEST);\n}\n\nfunction drawTileQueryGeometry(painter: Painter, sourceCache: SourceCache, coord: OverscaledTileID) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    const posMatrix = coord.projMatrix;\n    const program = painter.getOrCreateProgram('debug');\n    const tile = sourceCache.getTileByID(coord.key);\n    if (painter.terrain) painter.terrain.setupElevationDraw(tile, program);\n\n    const depthMode = DepthMode.disabled;\n    const stencilMode = StencilMode.disabled;\n    const colorMode = painter.colorModeForRenderPass();\n    const id = '$debug';\n\n    context.activeTexture.set(gl.TEXTURE0);\n    // Bind the empty texture for drawing outlines\n    painter.emptyTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n    const queryViz = tile.queryGeometryDebugViz;\n    const boundsViz = tile.queryBoundsDebugViz;\n\n    if (queryViz && queryViz.vertices.length > 0) {\n        queryViz.lazyUpload(context);\n        const vertexBuffer = queryViz.vertexBuffer;\n        const indexBuffer = queryViz.indexBuffer;\n        const segments = queryViz.segments;\n        if (vertexBuffer != null && indexBuffer != null && segments != null) {\n            program.draw(painter, gl.LINE_STRIP, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n                debugUniformValues(posMatrix, queryViz.color.toPremultipliedRenderColor(null)), id,\n                vertexBuffer, indexBuffer, segments);\n        }\n    }\n\n    if (boundsViz && boundsViz.vertices.length > 0) {\n        boundsViz.lazyUpload(context);\n        const vertexBuffer = boundsViz.vertexBuffer;\n        const indexBuffer = boundsViz.indexBuffer;\n        const segments = boundsViz.segments;\n        if (vertexBuffer != null && indexBuffer != null && segments != null) {\n            program.draw(painter, gl.LINE_STRIP, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n                debugUniformValues(posMatrix, boundsViz.color.toPremultipliedRenderColor(null)), id,\n                vertexBuffer, indexBuffer, segments);\n        }\n    }\n}\n\nfunction drawTextToOverlay(painter: Painter, text: string) {\n    painter.initDebugOverlayCanvas();\n    const canvas = painter.debugOverlayCanvas;\n    const gl = painter.context.gl;\n    const ctx2d = painter.debugOverlayCanvas.getContext('2d');\n    ctx2d.clearRect(0, 0, canvas.width, canvas.height);\n\n    ctx2d.shadowColor = 'white';\n    ctx2d.shadowBlur = 2;\n    ctx2d.lineWidth = 1.5;\n    ctx2d.strokeStyle = 'white';\n    ctx2d.textBaseline = 'top';\n    ctx2d.font = `bold ${36}px Open Sans, sans-serif`;\n    ctx2d.fillText(text, 5, 5);\n    ctx2d.strokeText(text, 5, 5);\n\n    painter.debugOverlayTexture.update(canvas);\n    painter.debugOverlayTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n}\n","import {Uniform1f, Uniform2f, UniformMatrix4f} from '../uniform_binding';\nimport EXTENT from '../../style-spec/data/extent';\nimport {Uniform3f, type UniformValues} from '../uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type Context from '../../gl/context';\nimport type Transform from '../../geo/transform';\nimport type Tile from '../../source/tile';\nimport type Projection from '../../geo/projection/projection';\n\nexport type CollisionDebugDefinesType =\n    | 'PROJECTION_GLOBE_VIEW'\n    | 'PROJECTED_POS_ON_VIEWPORT';\n\nexport type CollisionUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_inv_rot_matrix']: UniformMatrix4f;\n    ['u_camera_to_center_distance']: Uniform1f;\n    ['u_extrude_scale']: Uniform2f;\n    ['u_zoom_transition']: Uniform1f\n    ['u_merc_center']: Uniform2f\n    ['u_tile_id']: Uniform3f\n};\n\nexport type CollisionCircleUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_inv_matrix']: UniformMatrix4f;\n    ['u_camera_to_center_distance']: Uniform1f;\n    ['u_viewport_size']: Uniform2f;\n};\n\nconst collisionUniforms = (context: Context): CollisionUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_inv_rot_matrix': new UniformMatrix4f(context),\n    'u_camera_to_center_distance': new Uniform1f(context),\n    'u_extrude_scale': new Uniform2f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_tile_id': new Uniform3f(context),\n});\n\nconst collisionCircleUniforms = (context: Context): CollisionCircleUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_inv_matrix': new UniformMatrix4f(context),\n    'u_camera_to_center_distance': new Uniform1f(context),\n    'u_viewport_size': new Uniform2f(context)\n});\n\nconst collisionUniformValues = (\n    matrix: mat4,\n    invMatrix: mat4,\n    transform: Transform,\n    globeToMercator: number,\n    mercatorCenter: [number, number],\n    tile: Tile,\n    tileId: [number, number, number],\n    projection: Projection,\n): UniformValues<CollisionUniformsType> => {\n    const pixelRatio = EXTENT / tile.tileSize;\n\n    return {\n        'u_matrix': matrix,\n        'u_inv_rot_matrix': invMatrix,\n        'u_camera_to_center_distance': transform.getCameraToCenterDistance(projection),\n        'u_extrude_scale': [transform.pixelsToGLUnits[0] / pixelRatio,\n            transform.pixelsToGLUnits[1] / pixelRatio],\n        'u_zoom_transition': globeToMercator,\n        'u_tile_id': tileId,\n        'u_merc_center': mercatorCenter\n    };\n};\n\nconst collisionCircleUniformValues = (\n    matrix: mat4,\n    invMatrix: mat4,\n    transform: Transform,\n    projection: Projection,\n): UniformValues<CollisionCircleUniformsType> => {\n    return {\n        'u_matrix': matrix,\n        'u_inv_matrix': invMatrix,\n        'u_camera_to_center_distance': transform.getCameraToCenterDistance(projection),\n        'u_viewport_size': [transform.width, transform.height]\n    };\n};\n\nexport {collisionUniforms, collisionUniformValues, collisionCircleUniforms, collisionCircleUniformValues};\n","import DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {collisionUniformValues, collisionCircleUniformValues, type CollisionDebugDefinesType} from './program/collision_program';\nimport {QuadTriangleArray, CollisionCircleLayoutArray} from '../data/array_types';\nimport {collisionCircleLayout} from '../data/bucket/symbol_attributes';\nimport SegmentVector from '../data/segment';\nimport {mat4} from 'gl-matrix';\nimport {getCollisionDebugTileProjectionMatrix} from '../geo/projection/projection_util';\nimport {globeToMercatorTransition} from '../geo/projection/globe_util';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\n\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type Projection from '../geo/projection/projection';\nimport type SymbolStyleLayer from '../style/style_layer/symbol_style_layer';\n\nexport default drawCollisionDebug;\n\ntype TileBatch = {\n    circleArray: Array<number>;\n    circleOffset: number;\n    transform: mat4;\n    invTransform: mat4;\n    projection: Projection;\n};\n\nlet quadTriangles: QuadTriangleArray | null | undefined;\n\nfunction drawCollisionDebug(painter: Painter, sourceCache: SourceCache, layer: SymbolStyleLayer, coords: Array<OverscaledTileID>, translate: [number, number], translateAnchor: 'map' | 'viewport', isText: boolean) {\n    const context = painter.context;\n    const gl = context.gl;\n    const tr = painter.transform;\n    const mercatorCenter: [number, number] = [\n        mercatorXfromLng(tr.center.lng),\n        mercatorYfromLat(tr.center.lat)\n    ];\n    const symbolPlacement = layer.layout.get('symbol-placement');\n    const textVariableAnchor = layer.layout.get('text-variable-anchor');\n    const iconRotateWithMap = layer.layout.get('icon-rotation-alignment') === 'map';\n    const textRotateWithMap = layer.layout.get('text-rotation-alignment') === 'map';\n\n    const alongLine = symbolPlacement !== 'point';\n    const tileBatches: Array<TileBatch> = [];\n    let circleCount = 0;\n    let circleOffset = 0;\n\n    for (let i = 0; i < coords.length; i++) {\n        const coord = coords[i];\n        const tile = sourceCache.getTile(coord);\n        const bucket = tile.getBucket(layer) as SymbolBucket;\n        if (!bucket) continue;\n\n        const invMatrix = bucket.getProjection().createInversionMatrix(tr, coord.canonical);\n        const defines: CollisionDebugDefinesType[] = [];\n        const tileMatrix = getCollisionDebugTileProjectionMatrix(coord, bucket, tr);\n        const isIconPlacedAlongLine = !isText && iconRotateWithMap && alongLine;\n        const isTextPlacedAlongLine = isText && textRotateWithMap && alongLine;\n        const hasVariableAnchors = textVariableAnchor && bucket.hasTextData();\n        const updateIconTextFit = bucket.hasIconTextFit() && hasVariableAnchors && bucket.hasIconData();\n        const projectedPosOnLabelSpace = isIconPlacedAlongLine || isTextPlacedAlongLine || (isText && hasVariableAnchors) || updateIconTextFit;\n        const bucketIsGlobeProjection = bucket.projection.name === 'globe';\n        const globeToMercator = bucketIsGlobeProjection ? globeToMercatorTransition(tr.zoom) : 0.0;\n\n        if (bucketIsGlobeProjection) {\n            defines.push('PROJECTION_GLOBE_VIEW');\n\n            if (projectedPosOnLabelSpace) {\n                defines.push('PROJECTED_POS_ON_VIEWPORT');\n            }\n        }\n\n        const program = painter.getOrCreateProgram('collisionBox', {defines});\n\n        let posMatrix = tileMatrix;\n        if (translate[0] !== 0 || translate[1] !== 0) {\n            posMatrix = painter.translatePosMatrix(tileMatrix, tile, translate, translateAnchor);\n        }\n        const buffers = isText ? bucket.textCollisionBox : bucket.iconCollisionBox;\n        // Get collision circle data of this bucket\n        const circleArray: Array<number> = bucket.collisionCircleArray;\n        if (circleArray.length > 0) {\n            // We need to know the projection matrix that was used for projecting collision circles to the screen.\n            // This might vary between buckets as the symbol placement is a continous process. This matrix is\n            // required for transforming points from previous screen space to the current one\n            const invTransform = mat4.create();\n            const transform = posMatrix;\n\n            mat4.mul(invTransform, bucket.placementInvProjMatrix, tr.glCoordMatrix);\n            mat4.mul(invTransform, invTransform, bucket.placementViewportMatrix);\n\n            tileBatches.push({\n                circleArray,\n                circleOffset,\n                transform,\n                invTransform,\n                projection: bucket.getProjection()\n            });\n\n            circleCount += circleArray.length / 4;  // 4 values per circle\n            circleOffset = circleCount;\n        }\n        if (!buffers) continue;\n        if (painter.terrain) painter.terrain.setupElevationDraw(tile, program);\n        const tileId: [number, number, number] = bucketIsGlobeProjection ? [coord.canonical.x, coord.canonical.y, 1 << coord.canonical.z] : [0, 0, 0];\n        program.draw(painter, gl.LINES,\n            DepthMode.disabled, StencilMode.disabled,\n            painter.colorModeForRenderPass(),\n            CullFaceMode.disabled,\n            collisionUniformValues(posMatrix, invMatrix, tr, globeToMercator, mercatorCenter, tile, tileId, bucket.getProjection()),\n            layer.id, buffers.layoutVertexBuffer, buffers.indexBuffer,\n            buffers.segments, null, tr.zoom, null,\n            [buffers.collisionVertexBuffer, buffers.collisionVertexBufferExt]);\n    }\n\n    if (!isText || !tileBatches.length) {\n        return;\n    }\n\n    // Render collision circles\n    const circleProgram = painter.getOrCreateProgram('collisionCircle');\n\n    // Construct vertex data\n    const vertexData = new CollisionCircleLayoutArray();\n    vertexData.resize(circleCount * 4);\n    vertexData._trim();\n\n    let vertexOffset = 0;\n\n    for (const batch of tileBatches) {\n        for (let i = 0; i < batch.circleArray.length / 4; i++) {\n            const circleIdx = i * 4;\n            const x = batch.circleArray[circleIdx + 0];\n            const y = batch.circleArray[circleIdx + 1];\n            const radius = batch.circleArray[circleIdx + 2];\n            const collision = batch.circleArray[circleIdx + 3];\n\n            // 4 floats per vertex, 4 vertices per quad\n            vertexData.emplace(vertexOffset++, x, y, radius, collision, 0);\n            vertexData.emplace(vertexOffset++, x, y, radius, collision, 1);\n            vertexData.emplace(vertexOffset++, x, y, radius, collision, 2);\n            vertexData.emplace(vertexOffset++, x, y, radius, collision, 3);\n        }\n    }\n    if (!quadTriangles || quadTriangles.length < circleCount * 2) {\n        quadTriangles = createQuadTriangles(circleCount);\n    }\n\n    const indexBuffer: IndexBuffer = context.createIndexBuffer(quadTriangles, true);\n    const vertexBuffer: VertexBuffer = context.createVertexBuffer(vertexData, collisionCircleLayout.members, true);\n\n    // Render batches\n    for (const batch of tileBatches) {\n        const uniforms = collisionCircleUniformValues(batch.transform, batch.invTransform, tr, batch.projection);\n\n        circleProgram.draw(\n            painter,\n            gl.TRIANGLES,\n            DepthMode.disabled,\n            StencilMode.disabled,\n            painter.colorModeForRenderPass(),\n            CullFaceMode.disabled,\n            uniforms,\n            layer.id,\n            vertexBuffer,\n            indexBuffer,\n            SegmentVector.simpleSegment(0, batch.circleOffset * 2, batch.circleArray.length, batch.circleArray.length / 2),\n            null,\n            tr.zoom);\n    }\n\n    vertexBuffer.destroy();\n    indexBuffer.destroy();\n}\n\nfunction createQuadTriangles(quadCount: number): QuadTriangleArray {\n    const triCount = quadCount * 2;\n    const array = new QuadTriangleArray();\n\n    array.resize(triCount);\n    array._trim();\n\n    // Two triangles and 4 vertices per quad.\n    for (let i = 0; i < triCount; i++) {\n        const idx = i * 6;\n\n        array.uint16[idx + 0] = i * 4 + 0;\n        array.uint16[idx + 1] = i * 4 + 1;\n        array.uint16[idx + 2] = i * 4 + 2;\n        array.uint16[idx + 3] = i * 4 + 2;\n        array.uint16[idx + 4] = i * 4 + 3;\n        array.uint16[idx + 5] = i * 4 + 0;\n    }\n\n    return array;\n}\n","// Non-production code paths: style-spec validators, the style-diff algorithm,\n// and the debug-overlay draw functions. Lifted out of `core.js` so consumers\n// that disable validation (`{validate: false}`), never call\n// `setStyle(..., {diff: true})` after initial load, and never toggle any\n// `map.show*` debug flag never download these ~25KB gz.\n//\n// Importing this file is what causes Rollup to emit the `debug.js` chunk\n// (see chunkFileNames in rollup.config.esm.ts).\nimport {\n    validateStyle,\n    validateSource,\n    validateLight,\n    validateLights,\n    validateTerrain,\n    validateFog,\n    validateSnow,\n    validateRain,\n    validateLayer,\n    validateFilter,\n    validatePaintProperty,\n    validateLayoutProperty,\n    validateModel,\n} from '../src/style-spec/validate_style.min';\nimport diffStyles from '../src/style-spec/diff';\nimport drawDebug, {drawDebugPadding, drawDebugQueryGeometry} from '../src/render/draw_debug';\nimport drawCollisionDebug from '../src/render/draw_collision_debug';\n\n// Named `DebugModule` (not `Debug`) so call sites aren't stripped out by the\n// Rollup config for prod builds.\nexport const DebugModule = {\n    loaded: true,\n    validateStyle,\n    validateSource,\n    validateLight,\n    validateLights,\n    validateTerrain,\n    validateFog,\n    validateSnow,\n    validateRain,\n    validateLayer,\n    validateFilter,\n    validatePaintProperty,\n    validateLayoutProperty,\n    validateModel,\n    diffStyles,\n    drawDebug,\n    drawDebugPadding,\n    drawDebugQueryGeometry,\n    drawCollisionDebug,\n};\n","import {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport validate from './validate';\nimport {getType, isObject} from '../util/get_type';\nimport {TRANSITION_KEY_RE} from '../util/properties';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\nimport type {StylePropertySpecification} from '../style-spec';\n\ntype SnowValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateSnow(options: SnowValidatorOptions): ValidationError[] {\n    const snow = options.value;\n    const style = options.style;\n    const styleSpec = options.styleSpec;\n    const snowSpec = styleSpec.snow as Record<PropertyKey, StylePropertySpecification>;\n\n    if (snow === undefined) {\n        return [];\n    }\n\n    if (!isObject(snow)) {\n        return [new ValidationError('snow', snow, `object expected, ${getType(snow)} found`)];\n    }\n\n    let errors: ValidationError[] = [];\n    for (const key in snow) {\n        const transitionMatch = key.match(TRANSITION_KEY_RE);\n\n        if (transitionMatch && snowSpec[transitionMatch[1]!] && snowSpec[transitionMatch[1]!]!.transition) {\n            errors = errors.concat(validate({\n                key,\n                value: snow[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                valueSpec: styleSpec.transition,\n                style,\n                styleSpec\n            }));\n        } else if (snowSpec[key]) {\n            errors = errors.concat(validate({\n                key,\n                value: snow[key],\n\n                valueSpec: snowSpec[key],\n                style,\n                styleSpec\n            }));\n        } else {\n            errors = errors.concat([new ValidationWarning(key, snow[key], `unknown property \"${key}\"`)]);\n        }\n    }\n\n    return errors;\n}\n","import {default as ValidationError, ValidationWarning} from '../error/validation_error';\nimport validate from './validate';\nimport {getType, isObject} from '../util/get_type';\nimport {TRANSITION_KEY_RE} from '../util/properties';\n\nimport type {StyleReference} from '../reference/latest';\nimport type {StyleSpecification} from '../types';\nimport type {StylePropertySpecification} from '../style-spec';\n\ntype RainValidatorOptions = {\n    key: string;\n    value: unknown;\n    style: Partial<StyleSpecification>;\n    styleSpec: StyleReference;\n};\n\nexport default function validateRain(options: RainValidatorOptions): ValidationError[] {\n    const rain = options.value;\n    const style = options.style;\n    const styleSpec = options.styleSpec;\n    const rainSpec = styleSpec.rain as Record<PropertyKey, StylePropertySpecification>;\n\n    if (rain === undefined) {\n        return [];\n    }\n\n    if (!isObject(rain)) {\n        return [new ValidationError('rain', rain, `object expected, ${getType(rain)} found`)];\n    }\n\n    let errors: ValidationError[] = [];\n    for (const key in rain) {\n        const transitionMatch = key.match(TRANSITION_KEY_RE);\n\n        if (transitionMatch && rainSpec[transitionMatch[1]!] && rainSpec[transitionMatch[1]!]!.transition) {\n            errors = errors.concat(validate({\n                key,\n                value: rain[key],\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                valueSpec: styleSpec.transition,\n                style,\n                styleSpec\n            }));\n        } else if (rainSpec[key]) {\n            errors = errors.concat(validate({\n                key,\n                value: rain[key],\n\n                valueSpec: rainSpec[key],\n                style,\n                styleSpec\n            }));\n        } else {\n            errors = errors.concat([new ValidationWarning(key, rain[key], `unknown property \"${key}\"`)]);\n        }\n    }\n\n    return errors;\n}\n","// UMD/CDN entry: the Debug namespace is available synchronously at import time,\n// and `prepareDebug()` is a no-op that resolves immediately. The Rollup\n// `esm-substitution-resolver` plugin swaps this file for `debug_esm.ts` in ESM\n// builds, where the debug chunk is dynamically imported instead.\nexport {DebugModule} from './debug_imports';\n\nexport async function prepareDebug() { return Promise.resolve(); }\n","import {ErrorEvent} from '../util/evented';\nimport {warnOnce} from '../util/util';\nimport {ValidationWarning} from '../style-spec/error/validation_error';\nimport {DebugModule} from '../../modules/debug';\n\nimport type {Evented} from '../util/evented';\nimport type {ValidationErrors as _ValidationErrors} from '../style-spec/validate_style.min';\n\nexport type {Validator, ValidationError, ValidationErrors} from '../style-spec/validate_style.min';\n\nexport function emitValidationErrors(emitter: Evented, errors?: _ValidationErrors | null): boolean {\n    let hasErrors = false;\n    if (errors && errors.length) {\n        for (const error of errors) {\n            // do not fail rendering when seeing unknown properties, just skip them\n            if (error instanceof ValidationWarning) {\n                warnOnce(error.message);\n            } else {\n                emitter.fire(new ErrorEvent(new Error(error.message)));\n                hasErrors = true;\n            }\n        }\n    }\n    return hasErrors;\n}\n\n// Validators are read from `DebugModule` lazily. On UMD/CDN `DebugModule` is populated at\n// module-load. On ESM it's populated when `prepareDebug()` resolves; until\n// then `pick()` returns a no-op validator. Callers that race ahead of the\n// dev-chunk fetch skip validation for that one call — the common-case path\n// (initial `setStyle`) awaits the chunk before validating, see Style#loadJSON.\nconst noop = () => [] as _ValidationErrors;\nfunction pick<K extends keyof typeof DebugModule>(name: K): NonNullable<(typeof DebugModule)[K]> {\n    // Bound at call time, not at module-load time, so it tracks `DebugModule` after\n    // `prepareDebug()` populates it.\n    return ((...args: unknown[]) => {\n        const fn = DebugModule[name];\n        return fn ? (fn as (...a: unknown[]) => unknown)(...args) : noop();\n    }) as NonNullable<(typeof DebugModule)[K]>;\n}\n\nexport const validateStyle = pick('validateStyle');\nexport const validateSource = pick('validateSource');\nexport const validateLight = pick('validateLight');\nexport const validateLights = pick('validateLights');\nexport const validateTerrain = pick('validateTerrain');\nexport const validateFog = pick('validateFog');\nexport const validateSnow = pick('validateSnow');\nexport const validateRain = pick('validateRain');\nexport const validateLayer = pick('validateLayer');\nexport const validateFilter = pick('validateFilter');\nexport const validatePaintProperty = pick('validatePaintProperty');\nexport const validateLayoutProperty = pick('validateLayoutProperty');\nexport const validateModel = pick('validateModel');\n","import styleSpec from '../style-spec/reference/latest';\nimport {Evented} from '../util/evented';\nimport {\n    validateStyle,\n    validateLight,\n    emitValidationErrors\n} from './validate_style';\nimport {\n    Properties,\n    Transitionable,\n    DataConstantProperty,\n    PositionProperty\n} from './properties';\n\nimport type {Validator} from './validate_style';\nimport type Color from '../style-spec/util/color';\nimport type EvaluationParameters from './evaluation_parameters';\nimport type {StyleSetterOptions} from '../style/style';\nimport type {TransitionParameters,\n    Transitioning,\n    PossiblyEvaluated} from './properties';\nimport type {LightSpecification} from '../style-spec/types';\nimport type {StylePropertySpecification} from '../style-spec/style-spec';\n\ntype Props = {\n    [\"anchor\"]: DataConstantProperty<'map' | 'viewport'>;\n    [\"position\"]: PositionProperty;\n    [\"color\"]: DataConstantProperty<Color>;\n    [\"intensity\"]: DataConstantProperty<number>;\n};\n\nconst lightReference = styleSpec.light as Record<string, StylePropertySpecification>;\n\nlet properties: Properties<Props>;\nconst getProperties = (): Properties<Props> => properties || (properties = new Properties({\n    \"anchor\": new DataConstantProperty(lightReference.anchor),\n    \"position\": new PositionProperty(lightReference.position),\n    \"color\": new DataConstantProperty(lightReference.color),\n    \"intensity\": new DataConstantProperty(lightReference.intensity),\n}));\n\n/*\n * Represents the light used to light extruded features.\n * Note that these lights are part of the legacy light API.\n */\nclass Light extends Evented {\n    _transitionable: Transitionable<Props>;\n    _transitioning: Transitioning<Props>;\n    properties!: PossiblyEvaluated<Props>;\n    id!: string;\n\n    constructor(lightOptions?: LightSpecification, id: string = \"flat\") {\n        super();\n        this._transitionable = new Transitionable(getProperties());\n        this.setLight(lightOptions, id);\n        this._transitioning = this._transitionable.untransitioned();\n    }\n\n    getLight(): LightSpecification {\n        return this._transitionable.serialize();\n    }\n\n    setLight(light: LightSpecification | null | undefined, id: string, options: StyleSetterOptions = {}) {\n        if (this._validate(validateLight, light, options)) {\n            return;\n        }\n        this._transitionable.setTransitionOrValue(light);\n        this.id = id;\n    }\n\n    updateTransitions(parameters: TransitionParameters) {\n        this._transitioning = this._transitionable.transitioned(parameters, this._transitioning);\n    }\n\n    hasTransition(): boolean {\n        return this._transitioning.hasTransition();\n    }\n\n    recalculate(parameters: EvaluationParameters) {\n        this.properties = this._transitioning.possiblyEvaluate(parameters);\n    }\n\n    _validate(\n        validate: Validator,\n        value: unknown,\n        options?: {\n            validate?: boolean;\n        },\n    ): boolean {\n        if (options && options.validate === false) {\n            return false;\n        }\n\n        return emitValidationErrors(this, validate.call(validateStyle, {value,\n            // Workaround for https://github.com/mapbox/mapbox-gl-js/issues/2407\n            style: {glyphs: true, sprite: true},\n            styleSpec}));\n    }\n}\n\nexport default Light;\n","import styleSpec from '../style-spec/reference/latest';\nimport {Evented} from '../util/evented';\nimport {Properties, Transitionable, DataConstantProperty} from './properties';\nimport EvaluationParameters from './evaluation_parameters';\nimport {ZoomDependentExpression} from '../style-spec/expression/index';\n\nimport type {ConfigOptions, TransitionParameters, Transitioning, PossiblyEvaluated} from './properties';\nimport type {TerrainSpecification, TerrainSpecificationUpdate} from '../style-spec/types';\nimport type {StylePropertySpecification} from '../style-spec/style-spec';\n\ntype Props = {\n    [\"source\"]: DataConstantProperty<string>;\n    [\"exaggeration\"]: DataConstantProperty<number>;\n};\n\nconst terrainSpecification = styleSpec.terrain as Record<string, StylePropertySpecification>;\n\nexport const DrapeRenderMode = {\n    deferred: 0,\n    elevated: 1\n} as const;\n\nclass Terrain extends Evented {\n    scope: string;\n    _transitionable: Transitionable<Props>;\n    _transitioning: Transitioning<Props>;\n    properties!: PossiblyEvaluated<Props>;\n    drapeRenderMode: number;\n\n    worldview: string | undefined;\n\n    constructor(terrainOptions: TerrainSpecification, drapeRenderMode: number, scope: string, configOptions?: ConfigOptions | null, worldview?: string) {\n        super();\n        this.scope = scope;\n        this._transitionable = new Transitionable(new Properties({\n            \"source\": new DataConstantProperty(terrainSpecification.source),\n            \"exaggeration\": new DataConstantProperty(terrainSpecification.exaggeration),\n        }), scope, configOptions);\n\n        this._transitionable.setTransitionOrValue(terrainOptions, configOptions);\n        this._transitioning = this._transitionable.untransitioned();\n        this.drapeRenderMode = drapeRenderMode;\n\n        this.worldview = worldview;\n    }\n\n    get(): TerrainSpecification {\n        return this._transitionable.serialize() as TerrainSpecification;\n    }\n\n    set(terrain: TerrainSpecification | TerrainSpecificationUpdate, configOptions?: ConfigOptions | null) {\n        this._transitionable.setTransitionOrValue(terrain, configOptions);\n    }\n\n    updateTransitions(parameters: TransitionParameters) {\n        this._transitioning = this._transitionable.transitioned(parameters, this._transitioning);\n    }\n\n    hasTransition(): boolean {\n        return this._transitioning.hasTransition();\n    }\n\n    recalculate(parameters: EvaluationParameters) {\n        this.properties = this._transitioning.possiblyEvaluate(parameters);\n    }\n\n    getExaggeration(atZoom: number): number {\n\n        return this._transitioning.possiblyEvaluate(new EvaluationParameters(atZoom, {worldview: this.worldview})).get('exaggeration');\n    }\n\n    // For dynamic terrain, this is the zoom range when the terrain flattening (disabling) starts\n    // and ends. At zoom above attenuationRange->max, terrain exaggeration is evaluated to 0.\n    // The exaggeration used in terrain is smoothened from this value, and as terrain gets disabled\n    // using smoothened curve, it effectivelly gets disabled at some value above attenuationRange->max\n    // but that value is capped at ceil(attenuationRange->max).\n    getAttenuationRange(): [number, number] | null {\n        if (!this.isZoomDependent()) {\n            return null;\n        }\n\n        const exaggeration = this._transitionable._values['exaggeration'];\n        if (!exaggeration) {\n            return null;\n        }\n\n        const expression = exaggeration.value.expression as ZoomDependentExpression<'camera'>;\n        if (!expression) {\n            return null;\n        }\n\n        let zoomBeforeDrop = -1.0; // at this zoom, if above zero, terrain flattening starts.\n        let fullyDisabledZoom = -1.0; // at this zoom, at the end of the zoom curve, terrain exaggeration expression disables the zoom.\n        let theLastExaggeration = 1.0;\n        const zeroExaggerationCutoff = 0.01; // ~0 exaggeration\n        for (const zoom of expression.zoomStops) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            theLastExaggeration = expression.evaluate(new EvaluationParameters(zoom, {worldview: this.worldview}));\n            if (theLastExaggeration > zeroExaggerationCutoff) {\n                zoomBeforeDrop = zoom;\n                fullyDisabledZoom = -1;\n            } else {\n                fullyDisabledZoom = zoom;\n            }\n        }\n        if (theLastExaggeration < zeroExaggerationCutoff && zoomBeforeDrop > 0.0 && fullyDisabledZoom > zoomBeforeDrop) {\n            return [zoomBeforeDrop, fullyDisabledZoom];\n        }\n        return null;\n    }\n\n    isZoomDependent(): boolean {\n        const exaggeration = this._transitionable._values['exaggeration'];\n        return exaggeration != null && exaggeration.value != null &&\n            exaggeration.value.expression != null &&\n            exaggeration.value.expression instanceof ZoomDependentExpression;\n    }\n}\n\nexport default Terrain;\n\n/// True when terrain is enabled at the current zoom.\n/// Zero exaggeration on zoom-dependent terrain counts as disabled.\nexport function terrainEnabled(\n    style: {terrain?: Terrain | null} | null | undefined,\n    transform: {zoom: number; projection: {requiresDraping: boolean}} | null | undefined,\n): boolean {\n    const terrain = style ? style.terrain : null;\n    if (!terrain) return false;\n    if (!transform) return true; // conservative: can't evaluate exaggeration, assume active\n    if (transform.projection.requiresDraping) return true;\n    if (!terrain.isZoomDependent()) return true;\n    return terrain.getExaggeration(transform.zoom) > 0;\n}\n","import styleSpec from '../style-spec/reference/latest';\nimport {smoothstep} from '../util/util';\nimport {Evented} from '../util/evented';\nimport {validateStyle, validateFog, emitValidationErrors} from './validate_style';\nimport {Properties, Transitionable, PossiblyEvaluated, DataConstantProperty} from './properties';\nimport {FOG_PITCH_START, FOG_PITCH_END, FOG_OPACITY_THRESHOLD, getFogOpacityAtLngLat, getFogOpacityAtMercCoord, getFogOpacityForBounds} from './fog_helpers';\nimport {number as interpolate, array as vecInterpolate} from '../style-spec/util/interpolate';\nimport {globeToMercatorTransition} from '../geo/projection/globe_util';\nimport EXTENT from '../style-spec/data/extent';\n\nimport type {mat4, vec3} from 'gl-matrix';\nimport type {Validator} from './validate_style';\nimport type {Frustum} from '../util/primitives';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type Color from '../style-spec/util/color';\nimport type {FogSpecification} from '../style-spec/types';\nimport type EvaluationParameters from './evaluation_parameters';\nimport type {TransitionParameters, ConfigOptions, Transitioning} from './properties';\nimport type LngLat from '../geo/lng_lat';\nimport type Transform from '../geo/transform';\nimport type {StyleSetterOptions} from '../style/style';\nimport type {FogState} from './fog_helpers';\nimport type {StylePropertySpecification} from '../style-spec/style-spec';\n\ntype Props = {\n    [\"range\"]: DataConstantProperty<[number, number]>;\n    [\"color\"]: DataConstantProperty<Color>;\n    [\"color-use-theme\"]: DataConstantProperty<string>;\n    [\"high-color\"]: DataConstantProperty<Color>;\n    [\"high-color-use-theme\"]: DataConstantProperty<string>;\n    [\"space-color\"]: DataConstantProperty<Color>;\n    [\"space-color-use-theme\"]: DataConstantProperty<string>;\n    [\"horizon-blend\"]: DataConstantProperty<number>;\n    [\"star-intensity\"]: DataConstantProperty<number>;\n    [\"vertical-range\"]: DataConstantProperty<[number, number]>;\n};\n\nconst fogReference = styleSpec.fog as Record<string, StylePropertySpecification>;\n\nclass Fog extends Evented {\n    _transitionable: Transitionable<Props>;\n    _transitioning: Transitioning<Props>;\n    properties: PossiblyEvaluated<Props>;\n    _options!: FogSpecification;\n    scope: string;\n\n    // Alternate projections do not yet support fog.\n    // Hold on to transform so that we know whether a projection is set.\n    _transform: Transform;\n\n    constructor(fogOptions: FogSpecification | null | undefined, transform: Transform, scope: string, configOptions?: ConfigOptions | null) {\n        super();\n\n        const fogProperties: Properties<Props> = new Properties({\n            \"range\": new DataConstantProperty(fogReference.range),\n            \"color\": new DataConstantProperty(fogReference.color),\n            \"color-use-theme\": new DataConstantProperty({\"type\": \"string\", \"property-type\": \"data-constant\", \"default\": \"default\"}),\n            \"high-color\": new DataConstantProperty(fogReference[\"high-color\"]),\n            \"high-color-use-theme\": new DataConstantProperty({\"type\": \"string\", \"property-type\": \"data-constant\", \"default\": \"default\"}),\n            \"space-color\": new DataConstantProperty(fogReference[\"space-color\"]),\n            \"space-color-use-theme\": new DataConstantProperty({\"type\": \"string\", \"property-type\": \"data-constant\", \"default\": \"default\"}),\n            \"horizon-blend\": new DataConstantProperty(fogReference[\"horizon-blend\"]),\n            \"star-intensity\": new DataConstantProperty(fogReference[\"star-intensity\"]),\n            \"vertical-range\": new DataConstantProperty(fogReference[\"vertical-range\"]),\n        });\n\n        // Hold a live reference to the shared `configOptions` Map (matching the\n        // pattern used by `StyleLayer`'s `Layout`/`Transitionable`). Property\n        // expressions read config values via `EvaluationContext.options.get(fqid)`,\n        // so as long as the Map identity is stable, runtime mutations to config\n        // are picked up automatically without an explicit refresh step.\n        this._transitionable = new Transitionable(fogProperties, scope, configOptions);\n        this.set(fogOptions, configOptions);\n        this._transitioning = this._transitionable.untransitioned();\n        this._transform = transform;\n        this.properties = new PossiblyEvaluated(fogProperties);\n        this.scope = scope;\n    }\n\n    get state(): FogState {\n        const tr = this._transform;\n        const isGlobe = tr.projection.name === 'globe';\n        const transitionT = globeToMercatorTransition(tr.zoom);\n        const range = this.properties.get('range');\n        const globeFixedFogRange = [2, 4.5];\n        const shift = 0.5 / Math.tan(tr._fov * 0.5);\n        const fovAdjustedRange: [number, number] = [range[0] + shift, range[1] + shift];\n        return {\n\n            range: isGlobe ? [\n                interpolate(globeFixedFogRange[0], fovAdjustedRange[0], transitionT),\n                interpolate(globeFixedFogRange[1], fovAdjustedRange[1], transitionT)\n            ] : fovAdjustedRange,\n\n            horizonBlend: this.properties.get('horizon-blend'),\n\n            alpha: this.properties.get('color').a\n        };\n    }\n\n    get(): FogSpecification {\n        return this._transitionable.serialize();\n    }\n\n    set(fog?: FogSpecification, configOptions?: ConfigOptions | null, options: StyleSetterOptions = {}) {\n        if (this._validate(validateFog, fog, options)) {\n            return;\n        }\n\n        const properties = {...fog};\n        for (const name of Object.keys(fogReference)) {\n            if (properties[name] === undefined) {\n                properties[name] = fogReference[name].default;\n            }\n        }\n\n        this._options = properties;\n        this._transitionable.setTransitionOrValue(this._options, configOptions);\n    }\n\n    getOpacity(pitch: number): number {\n        if (!this._transform.projection.supportsFog) return 0;\n\n        const fogColor = (this.properties && this.properties.get('color')) || 1.0;\n        const isGlobe = this._transform.projection.name === 'globe';\n        const pitchFactor = isGlobe ? 1.0 : smoothstep(FOG_PITCH_START, FOG_PITCH_END, pitch);\n        return pitchFactor * (fogColor as Color).a;\n    }\n\n    getOpacityAtLatLng(lngLat: LngLat, transform: Transform): number {\n        if (!this._transform.projection.supportsFog) return 0;\n\n        return getFogOpacityAtLngLat(this.state, lngLat, transform);\n    }\n\n    getOpacityForTile(id: OverscaledTileID): [number, number] {\n        if (!this._transform.projection.supportsFog) return [1, 1];\n\n        const fogMatrix = this._transform.calculateFogTileMatrix(id.toUnwrapped());\n        return getFogOpacityForBounds(this.state, fogMatrix, 0, 0, EXTENT, EXTENT, this._transform);\n    }\n\n    getOpacityForBounds(matrix: mat4, x0: number, y0: number, x1: number, y1: number): [number, number] {\n        if (!this._transform.projection.supportsFog) return [1, 1];\n\n        return getFogOpacityForBounds(this.state, matrix, x0, y0, x1, y1, this._transform);\n    }\n\n    getRangeForProjection(): [number, number] {\n        // We can return any arbitrary range because we expect opacity=0 to clean it up\n        if (!this._transform.projection.supportsFog) return [0, 1];\n\n        return this.state.range;\n    }\n\n    isVisibleOnFrustum(frustum: Frustum): boolean {\n        if (!this._transform.projection.supportsFog) return false;\n\n        // Compute locations where frustum edges intersects with the ground plane\n        // and determine if all of these points are closer to the camera than\n        // the starting point (near range) of the fog.\n        const farPoints = [4, 5, 6, 7];\n\n        for (const pointIdx of farPoints) {\n            const farPoint = frustum.points[pointIdx];\n            let flatPoint: vec3 | null | undefined;\n\n            if (farPoint[2] >= 0.0) {\n                flatPoint = farPoint;\n            } else {\n                const nearPoint = frustum.points[pointIdx - 4];\n                flatPoint = vecInterpolate(nearPoint as number[], farPoint as number[], nearPoint[2] / (nearPoint[2] - farPoint[2]));\n            }\n\n            if (getFogOpacityAtMercCoord(this.state, flatPoint[0], flatPoint[1], 0, this._transform) >= FOG_OPACITY_THRESHOLD) {\n                return true;\n            }\n        }\n\n        return false;\n    }\n\n    updateConfig(configOptions?: ConfigOptions | null) {\n        this._transitionable.setTransitionOrValue(this._options, configOptions);\n    }\n\n    updateTransitions(parameters: TransitionParameters) {\n        this._transitioning = this._transitionable.transitioned(parameters, this._transitioning);\n    }\n\n    hasTransition(): boolean {\n        return this._transitioning.hasTransition();\n    }\n\n    recalculate(parameters: EvaluationParameters) {\n        this.properties = this._transitioning.possiblyEvaluate(parameters);\n    }\n\n    _validate(\n        validate: Validator,\n        value: unknown,\n        options?: {\n            validate?: boolean;\n        },\n    ): boolean {\n        if (options && options.validate === false) {\n            return false;\n        }\n\n        return emitValidationErrors(this, validate.call(validateStyle, {\n            value,\n            style: {glyphs: true, sprite: true},\n            styleSpec\n        }));\n    }\n}\n\nexport default Fog;\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../src/style-spec/reference/latest';\n\nimport {\n    Properties,\n    DataConstantProperty\n} from '../../src/style/properties';\n\nimport type Color from '../../src/style-spec/util/color';\n\nexport type SnowProps = {\n    \"density\": DataConstantProperty<number>;\n    \"intensity\": DataConstantProperty<number>;\n    \"color\": DataConstantProperty<Color>;\n    \"opacity\": DataConstantProperty<number>;\n    \"vignette\": DataConstantProperty<number>;\n    \"vignette-color\": DataConstantProperty<Color>;\n    \"center-thinning\": DataConstantProperty<number>;\n    \"direction\": DataConstantProperty<[number, number]>;\n    \"flake-size\": DataConstantProperty<number>;\n};\n\nlet properties: Properties<SnowProps>;\nexport const getProperties = (): Properties<SnowProps> => properties || (properties = new Properties({\n    \"density\": new DataConstantProperty(styleSpec[\"snow\"][\"density\"]),\n    \"intensity\": new DataConstantProperty(styleSpec[\"snow\"][\"intensity\"]),\n    \"color\": new DataConstantProperty(styleSpec[\"snow\"][\"color\"]),\n    \"opacity\": new DataConstantProperty(styleSpec[\"snow\"][\"opacity\"]),\n    \"vignette\": new DataConstantProperty(styleSpec[\"snow\"][\"vignette\"]),\n    \"vignette-color\": new DataConstantProperty(styleSpec[\"snow\"][\"vignette-color\"]),\n    \"center-thinning\": new DataConstantProperty(styleSpec[\"snow\"][\"center-thinning\"]),\n    \"direction\": new DataConstantProperty(styleSpec[\"snow\"][\"direction\"]),\n    \"flake-size\": new DataConstantProperty(styleSpec[\"snow\"][\"flake-size\"]),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../src/style-spec/reference/latest';\n\nimport {\n    Properties,\n    DataConstantProperty\n} from '../../src/style/properties';\n\nimport type Color from '../../src/style-spec/util/color';\n\nexport type RainProps = {\n    \"density\": DataConstantProperty<number>;\n    \"intensity\": DataConstantProperty<number>;\n    \"color\": DataConstantProperty<Color>;\n    \"opacity\": DataConstantProperty<number>;\n    \"vignette\": DataConstantProperty<number>;\n    \"vignette-color\": DataConstantProperty<Color>;\n    \"center-thinning\": DataConstantProperty<number>;\n    \"direction\": DataConstantProperty<[number, number]>;\n    \"droplet-size\": DataConstantProperty<[number, number]>;\n    \"distortion-strength\": DataConstantProperty<number>;\n};\n\nlet properties: Properties<RainProps>;\nexport const getProperties = (): Properties<RainProps> => properties || (properties = new Properties({\n    \"density\": new DataConstantProperty(styleSpec[\"rain\"][\"density\"]),\n    \"intensity\": new DataConstantProperty(styleSpec[\"rain\"][\"intensity\"]),\n    \"color\": new DataConstantProperty(styleSpec[\"rain\"][\"color\"]),\n    \"opacity\": new DataConstantProperty(styleSpec[\"rain\"][\"opacity\"]),\n    \"vignette\": new DataConstantProperty(styleSpec[\"rain\"][\"vignette\"]),\n    \"vignette-color\": new DataConstantProperty(styleSpec[\"rain\"][\"vignette-color\"]),\n    \"center-thinning\": new DataConstantProperty(styleSpec[\"rain\"][\"center-thinning\"]),\n    \"direction\": new DataConstantProperty(styleSpec[\"rain\"][\"direction\"]),\n    \"droplet-size\": new DataConstantProperty(styleSpec[\"rain\"][\"droplet-size\"]),\n    \"distortion-strength\": new DataConstantProperty(styleSpec[\"rain\"][\"distortion-strength\"]),\n}));\n","import styleSpec from '../style-spec/reference/latest';\nimport {degToRad} from '../util/util';\nimport {Evented} from '../util/evented';\nimport {validateStyle, validateSnow, emitValidationErrors} from './validate_style';\nimport {Transitionable, PossiblyEvaluated} from './properties';\nimport Color from '../style-spec/util/color';\nimport {getProperties, type SnowProps as Props} from '../../3d-style/style/snow_properties';\n\nimport type {vec3} from 'gl-matrix';\nimport type {Validator} from './validate_style';\nimport type {SnowSpecification} from '../style-spec/types';\nimport type EvaluationParameters from './evaluation_parameters';\nimport type {TransitionParameters, ConfigOptions, Transitioning} from './properties';\nimport type Transform from '../geo/transform';\nimport type {StyleSetterOptions} from '../style/style';\nimport type {StylePropertySpecification} from '../style-spec/style-spec';\n\ninterface SnowState {\n    density: number;\n    intensity: number;\n    color: Color;\n    direction: vec3;\n    centerThinning: number;\n    flakeSize: number;\n    vignetteColor: Color;\n}\n\nclass Snow extends Evented {\n    _transitionable: Transitionable<Props>;\n    _transitioning: Transitioning<Props>;\n    properties: PossiblyEvaluated<Props>;\n    _options!: SnowSpecification;\n    scope: string;\n\n    constructor(snowOptions: SnowSpecification | null | undefined, transform: Transform, scope: string, configOptions?: ConfigOptions | null) {\n        super();\n\n        const snowProperties = getProperties();\n        this._transitionable = new Transitionable(snowProperties, scope, configOptions);\n        this.set(snowOptions, configOptions);\n        this._transitioning = this._transitionable.untransitioned();\n        this.properties = new PossiblyEvaluated(snowProperties);\n        this.scope = scope;\n    }\n\n    get state(): SnowState {\n        const opacity = this.properties.get('opacity');\n        const color = this.properties.get('color');\n        const directionAngles = this.properties.get('direction');\n        const heading = degToRad(directionAngles[0]);\n        const pitch = -Math.max(degToRad(directionAngles[1]), 0.01);\n\n        const direction: vec3 = [Math.cos(heading) * Math.cos(pitch), Math.sin(heading) * Math.cos(pitch), Math.sin(pitch)];\n\n        const vignetteIntensity = this.properties.get('vignette');\n        const baseVignetteColor = this.properties.get('vignette-color');\n        const vignetteColor = new Color(baseVignetteColor.r, baseVignetteColor.g, baseVignetteColor.b, vignetteIntensity);\n\n        return {\n            density: this.properties.get('density'),\n            intensity: this.properties.get('intensity'),\n            color: new Color(color.r, color.g, color.b, color.a * opacity),\n            direction,\n            centerThinning: this.properties.get('center-thinning'),\n            flakeSize: this.properties.get('flake-size'),\n            vignetteColor\n        };\n    }\n\n    get(): SnowSpecification {\n        return this._transitionable.serialize();\n    }\n\n    set(snow?: SnowSpecification, configOptions?: ConfigOptions | null, options: StyleSetterOptions = {}) {\n        if (this._validate(validateSnow, snow, options)) {\n            return;\n        }\n\n        const properties = {...snow};\n        const snowSpec = styleSpec.snow as Record<PropertyKey, StylePropertySpecification>;\n        for (const name of Object.keys(snowSpec)) {\n            // Fallback to use default style specification when the properties wasn't set\n            if (properties[name] === undefined) {\n                properties[name] = snowSpec[name].default;\n            }\n        }\n\n        this._options = properties;\n        this._transitionable.setTransitionOrValue(this._options, configOptions);\n    }\n\n    updateConfig(configOptions?: ConfigOptions | null) {\n        this._transitionable.setTransitionOrValue(this._options, configOptions);\n    }\n\n    updateTransitions(parameters: TransitionParameters) {\n        this._transitioning = this._transitionable.transitioned(parameters, this._transitioning);\n    }\n\n    hasTransition(): boolean {\n        return this._transitioning.hasTransition();\n    }\n\n    recalculate(parameters: EvaluationParameters) {\n        this.properties = this._transitioning.possiblyEvaluate(parameters);\n    }\n\n    _validate(\n        validate: Validator,\n        value: unknown,\n        options?: {\n            validate?: boolean;\n        },\n    ): boolean {\n        if (options && options.validate === false) {\n            return false;\n        }\n\n        return emitValidationErrors(this, validate.call(validateStyle, {value,\n            style: {glyphs: true, sprite: true},\n            styleSpec}));\n    }\n}\n\nexport default Snow;\n","import styleSpec from '../style-spec/reference/latest';\nimport {degToRad} from '../util/util';\nimport {Evented} from '../util/evented';\nimport {validateStyle, validateRain, emitValidationErrors} from './validate_style';\nimport {Transitionable, PossiblyEvaluated} from './properties';\nimport Color from '../style-spec/util/color';\nimport {getProperties, type RainProps as Props} from '../../3d-style/style/rain_properties';\n\nimport type {vec2, vec3} from 'gl-matrix';\nimport type {Validator} from './validate_style';\nimport type {RainSpecification} from '../style-spec/types';\nimport type EvaluationParameters from './evaluation_parameters';\nimport type {TransitionParameters, ConfigOptions, Transitioning} from './properties';\nimport type Transform from '../geo/transform';\nimport type {StyleSetterOptions} from '../style/style';\nimport type {StylePropertySpecification} from '../style-spec/style-spec';\n\ninterface RainState {\n    density: number;\n    intensity: number;\n    color: Color;\n    direction: vec3;\n    centerThinning: number;\n    dropletSize: vec2;\n    distortionStrength: number;\n    vignetteColor: Color;\n}\n\nclass Rain extends Evented {\n    _transitionable: Transitionable<Props>;\n    _transitioning: Transitioning<Props>;\n    properties: PossiblyEvaluated<Props>;\n    _options!: RainSpecification;\n    scope: string;\n\n    constructor(rainOptions: RainSpecification | null | undefined, transform: Transform, scope: string, configOptions?: ConfigOptions | null) {\n        super();\n\n        const rainProperties = getProperties();\n\n        this._transitionable = new Transitionable(rainProperties, scope, configOptions);\n        this.set(rainOptions, configOptions);\n        this._transitioning = this._transitionable.untransitioned();\n        this.properties = new PossiblyEvaluated(rainProperties);\n        this.scope = scope;\n    }\n\n    get state(): RainState {\n        const opacity = this.properties.get('opacity');\n        const color = this.properties.get('color');\n        const directionAngles = this.properties.get('direction');\n        const heading = degToRad(directionAngles[0]);\n        const pitch = -Math.max(degToRad(directionAngles[1]), 0.01);\n\n        const direction: vec3 = [Math.cos(heading) * Math.cos(pitch), Math.sin(heading) * Math.cos(pitch), Math.sin(pitch)];\n\n        const baseVignetteColor = this.properties.get('vignette-color');\n        const vignetteColor = new Color(baseVignetteColor.r, baseVignetteColor.g, baseVignetteColor.b, this.properties.get('vignette'));\n\n        return {\n            density: this.properties.get('density'),\n            intensity: this.properties.get('intensity'),\n            color: new Color(color.r, color.g, color.b, color.a * opacity),\n            direction,\n            centerThinning: this.properties.get('center-thinning'),\n            dropletSize: this.properties.get('droplet-size'),\n            distortionStrength: this.properties.get('distortion-strength'),\n            vignetteColor\n        };\n    }\n\n    get(): RainSpecification {\n        return this._transitionable.serialize();\n    }\n\n    set(rain?: RainSpecification, configOptions?: ConfigOptions | null, options: StyleSetterOptions = {}) {\n        if (this._validate(validateRain, rain, options)) {\n            return;\n        }\n\n        const properties = {...rain};\n        const rainSpec = styleSpec.rain as Record<PropertyKey, StylePropertySpecification>;\n        for (const name of Object.keys(rainSpec)) {\n            // Fallback to use default style specification when the properties wasn't set\n            if (properties[name] === undefined) {\n                properties[name] = rainSpec[name].default;\n            }\n        }\n\n        this._options = properties;\n        this._transitionable.setTransitionOrValue(this._options, configOptions);\n    }\n\n    updateConfig(configOptions?: ConfigOptions | null) {\n        this._transitionable.setTransitionOrValue(this._options, configOptions);\n    }\n\n    updateTransitions(parameters: TransitionParameters) {\n        this._transitioning = this._transitionable.transitioned(parameters, this._transitioning);\n    }\n\n    hasTransition(): boolean {\n        return this._transitioning.hasTransition();\n    }\n\n    recalculate(parameters: EvaluationParameters) {\n        this.properties = this._transitioning.possiblyEvaluate(parameters);\n    }\n\n    _validate(\n        validate: Validator,\n        value: unknown,\n        options?: {\n            validate?: boolean;\n        },\n    ): boolean {\n        if (options && options.validate === false) {\n            return false;\n        }\n\n        return emitValidationErrors(this, validate.call(validateStyle, {value,\n            style: {glyphs: true, sprite: true},\n            styleSpec}));\n    }\n}\n\nexport default Rain;\n","import type {Class} from '../types/class';\n\ntype WorkerState = {\n    workerUrl: string;\n    workerClass: Class<Worker> | null;\n    workerParams?: WorkerOptions; // Internal, test-only: extra options passed to `new Worker()`\n};\n\nconst WorkerClass: WorkerState = {\n    workerUrl: '',\n    workerClass: null,\n    workerParams: undefined,\n};\n\n/**\n * Sets the URL from which the WebWorker bundle is loaded. Must be set once,\n * before the first `new Map(...)`. Used by both the UMD and ESM bundles to\n * override the default worker location — for example to load the worker from a\n * same-origin trampoline when GL JS is served cross-origin.\n *\n * @param {string} url A URL hosting the GL JS WebWorker bundle.\n */\nexport function setWorkerUrl(url: string) {\n    WorkerClass.workerUrl = url;\n}\n\nexport default WorkerClass;\n","import WorkerClass from './worker_class';\n\nexport function createWorker(name?: string): Worker {\n    // eslint-disable-next-line new-cap\n    if (WorkerClass.workerClass != null) return new WorkerClass.workerClass();\n    // The worker bundle is valid as classic or module, but only the\n    // module form permits `import.meta`. Downstream bundlers (Vite, Rolldown,\n    // webpack5+) instrument every dynamic import() they see by injecting\n    // `import.meta.url`.\n    // In a classic worker that throws \"Cannot use 'import.meta' outside a module\"\n    // the instant it parses, killing the worker silently while the main thread keeps\n    // running normally.\n    return new self.Worker(WorkerClass.workerUrl, ({name, type: 'module', ...WorkerClass.workerParams}));\n}\n","import {createWorker} from './web_worker';\n\nexport const PRELOAD_POOL_ID = 'mapboxgl_preloaded_worker_pool';\n\n/**\n * Constructs a worker pool.\n * @private\n */\nexport default class WorkerPool {\n    static workerCount: number;\n\n    active: Partial<Record<number | string, boolean>>;\n    workers: Array<Worker> | null;\n    name?: string;\n    constructor(name?: string) {\n        this.active = {};\n        this.workers = null;\n        this.name = name;\n    }\n\n    acquire(mapId: number | string, count = WorkerPool.workerCount): Array<Worker> {\n        if (!this.workers) {\n            // Lazily look up the value of mapboxgl.workerCount so that\n            // client code has had a chance to set it.\n            this.workers = [];\n            while (this.workers.length < count) {\n                const w = createWorker(`${this.name || ''}WorkerPool: ${mapId}-${this.workers.length}`);\n                this.workers.push(w);\n            }\n        }\n\n        this.active[mapId] = true;\n        return this.workers.slice();\n    }\n\n    release(mapId: number | string) {\n        delete this.active[mapId];\n        if (this.workers && this.numActive() === 0) {\n            this.workers.forEach((w) => {\n                w.terminate();\n            });\n            this.workers = null;\n        }\n    }\n\n    isPreloaded(): boolean {\n        return !!this.active[PRELOAD_POOL_ID];\n    }\n\n    numActive(): number {\n        return Object.keys(this.active).length;\n    }\n}\n\n// extensive benchmarking showed 2 to be the best default for both desktop and mobile devices;\n// we can't rely on hardwareConcurrency because of wild inconsistency of reported numbers between browsers\nWorkerPool.workerCount = 2;\n\nexport function getWorkerCount(): number {\n    return WorkerPool.workerCount;\n}\n\nexport function setWorkerCount(count: number) {\n    WorkerPool.workerCount = count;\n}\n","import {uniqueId} from './util';\nimport Actor from './actor';\nimport assert from '../style-spec/util/assert';\nimport WorkerPool from './worker_pool';\n\nimport type Style from '../style/style';\nimport type {WorkerInbox} from './actor_messages';\n\n/**\n * Responsible for sending messages from a {@link Style} to an associated\n * {@link WorkerSource}.\n *\n * @private\n */\nclass Dispatcher {\n    id: number;\n    ready: boolean;\n    actors: Actor<WorkerInbox>[];\n    workerPool: WorkerPool;\n    currentActor: number;\n\n    // exposed to allow stubbing in unit tests\n    static Actor: typeof Actor;\n\n    constructor(workerPool: WorkerPool, style: Style, name = 'Worker', count = WorkerPool.workerCount) {\n        this.workerPool = workerPool;\n        this.actors = [];\n        this.currentActor = 0;\n        this.id = uniqueId();\n\n        const workers = this.workerPool.acquire(this.id, count);\n        for (let i = 0; i < workers.length; i++) {\n            const worker = workers[i];\n            const actor = new Dispatcher.Actor<WorkerInbox>(worker, style, this.id);\n            actor.name = `${name} ${i}`;\n            this.actors.push(actor);\n        }\n\n        assert(this.actors.length);\n\n        // track whether all workers are instantiated and ready to receive messages;\n        // used for optimizations on initial map load\n        this.ready = false;\n        this.send('checkIfReady', null).then(() => { this.ready = true; }).catch(() => {});\n    }\n\n    /**\n     * Sends a message to every Worker and resolves with the per-worker results in actor order.\n     * Use {@link Dispatcher#broadcast} when you don't need the results.\n     *\n     * @private\n     */\n    send<T extends keyof WorkerInbox>(type: T, data: WorkerInbox[T]['params'], options?: {signal?: AbortSignal}): Promise<Array<WorkerInbox[T]['result']>> {\n        assert(this.actors.length);\n        return Promise.all(this.actors.map(actor => actor.send(type, data, options)));\n    }\n\n    /**\n     * Broadcasts a fire-and-forget message to every Worker.\n     * Use {@link Dispatcher#send} when you need the results.\n     *\n     * @private\n     */\n    broadcast<T extends keyof WorkerInbox>(type: T, data?: WorkerInbox[T]['params']): void {\n        assert(this.actors.length);\n        for (const actor of this.actors) {\n            actor.notify(type, data);\n        }\n    }\n\n    /**\n     * Acquires an actor to dispatch messages to. The actors are distributed in round-robin fashion.\n     * @returns {Actor} An actor object backed by a web worker for processing messages.\n     */\n    getActor(): Actor<WorkerInbox> {\n        assert(this.actors.length);\n        this.currentActor = (this.currentActor + 1) % this.actors.length;\n        return this.actors[this.currentActor];\n    }\n\n    remove() {\n        this.actors.forEach((actor) => { actor.remove(); });\n        this.actors = [];\n        this.workerPool.release(this.id);\n    }\n}\n\nDispatcher.Actor = Actor;\n\nexport default Dispatcher;\n","import {Evented} from '../../src/util/evented';\nimport {Transitionable, PossiblyEvaluated} from '../../src/style/properties';\n\nimport type EvaluationParameters from '../../src/style/evaluation_parameters';\nimport type {LightsSpecification} from '../../src/style-spec/types';\nimport type {TransitionParameters, ConfigOptions, Properties, PropertyValueSpecifications, Transitioning} from '../../src/style/properties';\nimport type {LightProps as FlatLightProps} from './flat_light_properties';\nimport type {LightProps as AmbientLightProps} from './ambient_light_properties';\nimport type {LightProps as DirectionalLightProps} from './directional_light_properties';\n\ntype LightProps = FlatLightProps | AmbientLightProps | DirectionalLightProps;\n\nclass Lights<P extends LightProps> extends Evented {\n    scope: string;\n    properties: PossiblyEvaluated<P>;\n    _transitionable: Transitionable<P>;\n    _transitioning: Transitioning<P>;\n    _options: LightsSpecification;\n\n    constructor(options: LightsSpecification, properties: Properties<P>, scope: string, configOptions?: ConfigOptions | null) {\n        super();\n        this.scope = scope;\n        this._options = options;\n        this.properties = new PossiblyEvaluated(properties);\n\n        this._transitionable = new Transitionable(properties, scope, configOptions);\n        this._transitionable.setTransitionOrValue(options.properties as PropertyValueSpecifications<P>);\n        this._transitioning = this._transitionable.untransitioned();\n    }\n\n    updateConfig(configOptions?: ConfigOptions | null) {\n        this._transitionable.setTransitionOrValue(this._options.properties as PropertyValueSpecifications<P>, configOptions);\n    }\n\n    updateTransitions(parameters: TransitionParameters) {\n        this._transitioning = this._transitionable.transitioned(parameters, this._transitioning);\n    }\n\n    hasTransition(): boolean {\n        return this._transitioning.hasTransition();\n    }\n\n    recalculate(parameters: EvaluationParameters) {\n        this.properties = this._transitioning.possiblyEvaluate(parameters);\n    }\n\n    get(): LightsSpecification {\n        this._options.properties = this._transitionable.serialize() as LightsSpecification['properties'];\n        return this._options;\n    }\n\n    set(options: LightsSpecification, configOptions?: ConfigOptions | null) {\n        this._options = options;\n        this._transitionable.setTransitionOrValue(options.properties as PropertyValueSpecifications<P>, configOptions);\n    }\n\n    shadowsEnabled(): boolean {\n        if (!this.properties) return false;\n        return this.properties.get('cast-shadows' as keyof P) === true;\n    }\n}\n\nexport default Lights;\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../src/style-spec/reference/latest';\n\nimport {\n    Properties,\n    DirectionProperty,\n    DataConstantProperty\n} from '../../src/style/properties';\n\nimport type Color from '../../src/style-spec/util/color';\nimport type {StylePropertySpecification} from '../../src/style-spec/style-spec';\n\nexport type LightProps = {\n    \"color\": DataConstantProperty<Color>;\n    \"color-use-theme\": DataConstantProperty<string>;\n    \"intensity\": DataConstantProperty<number>;\n};\n\nlet properties: Properties<LightProps>;\nexport const getProperties = (): Properties<LightProps> => properties || (properties = new Properties({\n    \"color\": new DataConstantProperty(styleSpec[\"properties_light_ambient\"][\"color\"]),\n    \"color-use-theme\": new DataConstantProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-constant\"}),\n    \"intensity\": new DataConstantProperty(styleSpec[\"properties_light_ambient\"][\"intensity\"]),\n}));\n","// This file is generated. Edit build/generate-style-code.ts, then run `npm run codegen`.\n/* eslint-disable */\n\nimport styleSpec from '../../src/style-spec/reference/latest';\n\nimport {\n    Properties,\n    DirectionProperty,\n    DataConstantProperty\n} from '../../src/style/properties';\n\nimport type Color from '../../src/style-spec/util/color';\nimport type {StylePropertySpecification} from '../../src/style-spec/style-spec';\n\nexport type LightProps = {\n    \"direction\": DirectionProperty;\n    \"color\": DataConstantProperty<Color>;\n    \"color-use-theme\": DataConstantProperty<string>;\n    \"intensity\": DataConstantProperty<number>;\n    \"cast-shadows\": DataConstantProperty<boolean>;\n    \"shadow-quality\": DataConstantProperty<number>;\n    \"shadow-intensity\": DataConstantProperty<number>;\n    \"shadow-draw-before-layer\": DataConstantProperty<string>;\n};\n\nlet properties: Properties<LightProps>;\nexport const getProperties = (): Properties<LightProps> => properties || (properties = new Properties({\n    \"direction\": new DirectionProperty(styleSpec[\"properties_light_directional\"][\"direction\"]),\n    \"color\": new DataConstantProperty(styleSpec[\"properties_light_directional\"][\"color\"]),\n    \"color-use-theme\": new DataConstantProperty({\"type\":\"string\",\"default\":\"default\",\"property-type\":\"data-constant\"}),\n    \"intensity\": new DataConstantProperty(styleSpec[\"properties_light_directional\"][\"intensity\"]),\n    \"cast-shadows\": new DataConstantProperty(styleSpec[\"properties_light_directional\"][\"cast-shadows\"]),\n    \"shadow-quality\": new DataConstantProperty(styleSpec[\"properties_light_directional\"][\"shadow-quality\"]),\n    \"shadow-intensity\": new DataConstantProperty(styleSpec[\"properties_light_directional\"][\"shadow-intensity\"]),\n    \"shadow-draw-before-layer\": new DataConstantProperty(styleSpec[\"properties_light_directional\"][\"shadow-draw-before-layer\"]),\n}));\n","import {Uniform1f, Uniform3f, UniformMatrix4f} from '../../../src/render/uniform_binding';\n\nimport type Context from '../../../src/gl/context';\nimport type {mat4} from 'gl-matrix';\nimport type {UniformValues} from '../../../src/render/uniform_binding';\n\nexport type BuildingUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_normal_matrix']: UniformMatrix4f;\n    ['u_opacity']: Uniform1f;\n    ['u_faux_facade_ao_intensity']: Uniform1f;\n    ['u_camera_pos']: Uniform3f;\n    ['u_tile_to_meter']: Uniform1f;\n    ['u_facade_emissive_chance']: Uniform1f;\n    ['u_flood_light_color']: Uniform3f;\n    ['u_flood_light_intensity']: Uniform1f;\n    ['u_front_cutoff_params']: Uniform3f;\n};\n\nexport type BuildingDefinesType = 'DEBUG_SHOW_NORMALS' | 'HAS_ATTRIBUTE_a_part_color_emissive' | 'HAS_ATTRIBUTE_a_bloom_attenuation' | 'BUILDING_FAUX_FACADE' | 'HAS_ATTRIBUTE_a_faux_facade_color_emissive' | 'RENDER_FRONT_CUTOFF';\n\nconst buildingUniforms = (context: Context): BuildingUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_normal_matrix': new UniformMatrix4f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_faux_facade_ao_intensity': new Uniform1f(context),\n    'u_camera_pos': new Uniform3f(context),\n    'u_tile_to_meter': new Uniform1f(context),\n    'u_facade_emissive_chance': new Uniform1f(context),\n    'u_flood_light_color': new Uniform3f(context),\n    'u_flood_light_intensity': new Uniform1f(context),\n    'u_front_cutoff_params': new Uniform3f(context),\n});\n\nconst buildingUniformValues = (matrix: mat4, normalMatrix: mat4, opacity: number, aoIntensity: number, cameraPos: [number, number, number], tileToMeter: number, emissiveChance: number, floodLightColor: [number, number, number], floodLightIntensity: number, frontCutoffParams: [number, number, number] = [0, 0, 1]): UniformValues<BuildingUniformsType> => {\n    const uniformValues = {\n        'u_matrix': matrix as Float32Array,\n        'u_normal_matrix': normalMatrix as Float32Array,\n        'u_opacity': opacity,\n        'u_faux_facade_ao_intensity': aoIntensity,\n        'u_camera_pos': cameraPos,\n        'u_tile_to_meter': tileToMeter,\n        'u_facade_emissive_chance': emissiveChance,\n        'u_flood_light_color': floodLightColor,\n        'u_flood_light_intensity': floodLightIntensity,\n        'u_front_cutoff_params': frontCutoffParams,\n    };\n\n    return uniformValues;\n};\n\nexport type BuildingBloomUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n};\n\nconst buildingBloomUniforms = (context: Context): BuildingBloomUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n});\n\nconst buildingBloomUniformValues = (matrix: mat4): UniformValues<BuildingBloomUniformsType> => {\n    const uniformValues = {\n        'u_matrix': matrix as Float32Array,\n    };\n\n    return uniformValues;\n};\n\nexport type BuildingDepthUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n};\n\nconst buildingDepthUniforms = (context: Context): BuildingDepthUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n});\n\nconst buildingDepthUniformValues = (matrix: mat4): UniformValues<BuildingDepthUniformsType> => {\n    const uniformValues = {\n        'u_matrix': matrix as Float32Array,\n    };\n\n    return uniformValues;\n};\n\nexport {\n    buildingUniforms,\n    buildingUniformValues,\n    buildingBloomUniforms,\n    buildingBloomUniformValues,\n    buildingDepthUniforms,\n    buildingDepthUniformValues,\n};\n","import * as module from './standard_main_imports';\n\nexport const Standard: Partial<typeof module.Standard> = module.Standard;\n\nexport async function prepareStandard(): Promise<void> { return Promise.resolve(); }\n","import DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport ColorMode from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport EXTENT from '../style-spec/data/extent';\nimport ResolvedImage from '../style-spec/expression/types/resolved_image';\nimport FillExtrusionBucket, {\n    fillExtrusionHeightLift,\n    ELEVATION_SCALE,\n    ELEVATION_OFFSET,\n    HIDDEN_BY_REPLACEMENT,\n} from '../data/bucket/fill_extrusion_bucket';\nimport {\n    fillExtrusionUniformValues,\n    fillExtrusionDepthUniformValues,\n    fillExtrusionPatternUniformValues,\n} from './program/fill_extrusion_program';\nimport Point from '@mapbox/point-geometry';\nimport {neighborCoord} from '../source/tile_id';\nimport assert from '../style-spec/util/assert';\nimport {mercatorXfromLng, mercatorYfromLat, getMetersPerPixelAtLatitude} from '../geo/mercator_coordinate';\nimport {globeToMercatorTransition} from '../geo/projection/globe_util';\nimport Color from '../style-spec/util/color';\nimport {lerp} from '../style-spec/util/lerp';\nimport {calculateGroundShadowFactor} from '../../3d-style/render/shadow_utils';\nimport {RGBAImage} from '../util/image';\nimport Texture from './texture';\nimport {getCutoffParams} from './cutoff';\nimport {Standard, prepareStandard} from '../../modules/standard_main';\nimport {Frustum} from '../util/primitives';\nimport {ZoomDependentExpression} from '../style-spec/expression/index';\nimport browser from '../util/browser';\nimport {PerformanceUtils} from '../util/performance';\n\nimport type {vec3} from 'gl-matrix';\nimport type {UniformValues} from './uniform_binding';\nimport type {DynamicDefinesType} from './program/program_uniforms';\nimport type FillExtrusionStyleLayer from '../style/style_layer/fill_extrusion_style_layer';\nimport type SourceCache from '../source/source_cache';\nimport type Painter from './painter';\nimport type Tile from '../source/tile';\nimport type {ITerrainRenderer} from './terrain_plugin';\nimport type Context from '../gl/context';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {GroundEffect, PartData} from '../data/bucket/fill_extrusion_bucket';\nimport type {\n    FillExtrusionDepthUniformsType,\n    FillExtrusionPatternUniformsType,\n} from './program/fill_extrusion_program';\nimport type {ProjectionSpecification} from '../style-spec/types';\nimport type {Bucket} from '../data/bucket';\n\nexport default draw;\n\nfunction draw(painter: Painter, source: SourceCache, layer: FillExtrusionStyleLayer, coords: Array<OverscaledTileID>) {\n    const perfStartTime = PerformanceUtils.now();\n    const opacity = layer.paint.get('fill-extrusion-opacity');\n    const context = painter.context;\n    const gl = context.gl;\n    const terrain = painter.terrain;\n    const rtt = terrain && terrain.renderingToTexture;\n    if (opacity === 0) {\n        return;\n    }\n\n    const mrt = painter.isEmissiveMrtActive();\n\n    // Update replacement used with model layer conflation\n    const conflateLayer = painter.conflationActive && painter.style.isLayerClipped(layer, source.getSource());\n    const layerIdx = painter.style.order.indexOf(layer.fqid);\n    if (conflateLayer) {\n        updateReplacement(painter, source, layer, coords, layerIdx);\n    }\n\n    if (terrain || conflateLayer) {\n        for (const coord of coords) {\n            const tile = source.getTile(coord);\n            const bucket = tile.getBucket(layer) as FillExtrusionBucket;\n            if (!bucket) {\n                continue;\n            }\n\n            updateBorders(painter.context, source, coord, bucket, layer, terrain, conflateLayer);\n        }\n    }\n\n    if (painter.renderPass === 'shadow' && painter.shadowRenderer) {\n        const shadowRenderer = painter.shadowRenderer;\n        if (terrain) {\n            const noShadowCutoff = 0.65;\n\n            if (opacity < noShadowCutoff) {\n                const expression = layer._transitionablePaint._values['fill-extrusion-opacity'].value.expression;\n                if (expression instanceof ZoomDependentExpression) {\n                    // avoid rendering shadows during fade in / fade out on terrain\n                    return;\n                }\n            }\n        }\n        const depthMode = shadowRenderer.getShadowPassDepthMode();\n\n        drawExtrusionTiles(painter, source, layer, coords, depthMode, StencilMode.disabled, ColorMode.disabled, conflateLayer);\n    } else if (painter.renderPass === 'translucent') {\n\n        const noPattern = !layer.paint.get('fill-extrusion-pattern').constantOr(1);\n\n        const color = layer.paint.get('fill-extrusion-color').constantOr(Color.white);\n\n        if (!rtt && color.a !== 0.0) {\n            const depthMode = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n\n            if (opacity === 1 && noPattern) {\n                drawExtrusionTiles(painter, source, layer, coords, depthMode, StencilMode.disabled, ColorMode.unblended, conflateLayer);\n            } else {\n                // Draw transparent buildings in two passes so that only the closest surface is drawn.\n                // First draw all the extrusions into only the depth buffer. No colors are drawn.\n                drawExtrusionTiles(painter, source, layer, coords, depthMode,\n                    StencilMode.disabled,\n                    ColorMode.disabled,\n                    conflateLayer);\n\n                // Then draw all the extrusions a second type, only coloring fragments if they have the\n                // same depth value as the closest fragment in the previous pass. Use the stencil buffer\n                // to prevent the second draw in cases where we have coincident polygons.\n                drawExtrusionTiles(painter, source, layer, coords, depthMode,\n                    painter.stencilModeFor3D(),\n                    painter.colorModeForRenderPass(),\n                    conflateLayer);\n\n                painter.resetStencilClippingMasks();\n            }\n        }\n\n        // Note that when rendering ground effects in immediate mode the implementation below assumes that the alpha channel of the main framebuffer is unused and set to 1.\n        // In draped mode this assumption no longer holds (since layer emissiveness is also encoded in the alpha channel) and therefore few more steps are required to implement the ground flood light and AO correctly.\n        const lighting3DMode = painter.style.enable3dLights();\n        const noTerrain = !terrain;\n        const noGlobe = painter.transform.projection.name !== 'globe';\n        const immediateMode = noTerrain && noGlobe;\n\n        const useGroundEffects = lighting3DMode && noPattern && (immediateMode || rtt);\n        if (useGroundEffects && !Standard.drawGroundEffect) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            prepareStandard();\n        }\n        if (useGroundEffects && Standard.drawGroundEffect) {\n            assert(immediateMode ? !rtt : !!rtt);\n\n            const opacity = layer.paint.get('fill-extrusion-opacity');\n            const aoIntensity = layer.paint.get('fill-extrusion-ambient-occlusion-intensity');\n            const aoRadius = layer.paint.get('fill-extrusion-ambient-occlusion-ground-radius');\n            const floodLightIntensity = layer.paint.get('fill-extrusion-flood-light-intensity');\n\n            const floodLightIgnoreLut = layer.paint.get('fill-extrusion-flood-light-color-use-theme').constantOr(\"default\") === 'none';\n\n            const floodLightColor = layer.paint.get('fill-extrusion-flood-light-color').toNonPremultipliedRenderColor(floodLightIgnoreLut ? null : layer.lut).toArray01().slice(0, 3) as [number, number, number];\n\n            const aoEnabled = aoIntensity > 0 && aoRadius > 0;\n\n            const floodLightEnabled = floodLightIntensity > 0;\n\n            const groundEffectProps = new GroundEffectProperties();\n            groundEffectProps.translate = layer.paint.get('fill-extrusion-translate');\n            groundEffectProps.translateAnchor = layer.paint.get('fill-extrusion-translate-anchor');\n            groundEffectProps.edgeRadius = layer.layout.get('fill-extrusion-edge-radius');\n            groundEffectProps.cutoffFadeRange = layer.paint.get('fill-extrusion-cutoff-fade-range');\n\n            const passImmediate = (aoPass: boolean) => {\n                const depthMode = painter.depthModeForSublayer(1, DepthMode.ReadOnly, gl.LEQUAL, true);\n                const t = aoPass ? layer.paint.get('fill-extrusion-ambient-occlusion-ground-attenuation') : layer.paint.get('fill-extrusion-flood-light-ground-attenuation');\n\n                const attenuation = lerp(0.1, 3, t);\n                const showOverdraw = painter._showOverdrawInspector;\n\n                if (!showOverdraw) {\n                    // Mark the alpha channel with the DF values (that determine the intensity of the effects). No color is written.\n                    const stencilSdfPass = new StencilMode({func: gl.ALWAYS, mask: 0xFF}, 0xFF, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);\n                    const colorSdfPass = new ColorMode([gl.ONE, gl.ONE, gl.ONE, gl.ONE], Color.transparent, [false, false, false, true], gl.MIN);\n\n                    Standard.drawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, stencilSdfPass, colorSdfPass, CullFaceMode.disabled, aoPass, 'sdf', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, false);\n                }\n\n                {\n                    // Draw the effects.\n                    const stencilColorPass = showOverdraw ? StencilMode.disabled : new StencilMode({func: gl.EQUAL, mask: 0xFF}, 0xFF, 0xFF, gl.KEEP, gl.DECR, gl.DECR);\n                    const colorColorPass = showOverdraw ? painter.colorModeForRenderPass() : new ColorMode([gl.ONE_MINUS_DST_ALPHA, gl.DST_ALPHA, gl.ONE, gl.ONE], Color.transparent, [true, true, true, true]);\n\n                    Standard.drawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, stencilColorPass, colorColorPass, CullFaceMode.disabled, aoPass, 'color', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, false);\n                }\n            };\n\n            if (rtt) {\n                const createFramebufferCopyTexture = () => {\n                    const width = terrain.drapeBufferSize[0];\n                    const height = terrain.drapeBufferSize[1];\n                    let framebufferCopyTexture = terrain.framebufferCopyTexture;\n                    if (!framebufferCopyTexture || (framebufferCopyTexture && (framebufferCopyTexture.size[0] !== width || framebufferCopyTexture.size[1] !== height))) {\n                        if (framebufferCopyTexture) framebufferCopyTexture.destroy();\n                        framebufferCopyTexture = terrain.framebufferCopyTexture = new Texture(context,\n                            new RGBAImage({width, height}), gl.RGBA8);\n                    }\n                    framebufferCopyTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n                    gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, width, height);\n                    return framebufferCopyTexture;\n                };\n\n                const passDraped = (aoPass: boolean, renderNeighbors: boolean, framebufferCopyTexture?: Texture) => {\n                    const depthMode = painter.depthModeForSublayer(1, DepthMode.ReadOnly, gl.LEQUAL, false);\n                    const t = aoPass ? layer.paint.get('fill-extrusion-ambient-occlusion-ground-attenuation') : layer.paint.get('fill-extrusion-flood-light-ground-attenuation');\n\n                    const attenuation = lerp(0.1, 3, t);\n\n                    {\n                        // Clear framebuffer's alpha channel to 1 since we're using gl.MIN blend operation in the subsequent steps.\n                        const colorMode = new ColorMode([gl.ONE, gl.ONE, gl.ONE, gl.ONE], Color.transparent, [false, false, false, true]);\n\n                        Standard.drawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, StencilMode.disabled, colorMode, CullFaceMode.disabled, aoPass, 'clear', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, renderNeighbors);\n                    }\n\n                    {\n                        // Mark the alpha channel with the DF values (that determine the intensity of the effects). No color is written.\n                        const stencilSdfPass = new StencilMode({func: gl.ALWAYS, mask: 0xFF}, 0xFF, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);\n                        const colorSdfPass = new ColorMode([gl.ONE, gl.ONE, gl.ONE, gl.ONE], Color.transparent, [false, false, false, true], gl.MIN);\n\n                        Standard.drawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, stencilSdfPass, colorSdfPass, CullFaceMode.disabled, aoPass, 'sdf', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, renderNeighbors);\n                    }\n\n                    if (mrt && !aoPass) {\n                        // Save the alpha channel with the DF values, so it can be used later in the 'emissive' pass.\n                        framebufferCopyTexture = createFramebufferCopyTexture();\n                    }\n                    assert(framebufferCopyTexture);\n\n                    {\n                        // Draw the effects. The inverse of the alpha channel is used so that in the next pass we can correctly incorporate it with the emissive strength values that are also encoded in the alpha channel (now present in the texture).\n                        const srcColorFactor = aoPass ? gl.ZERO : gl.ONE_MINUS_DST_ALPHA; // For AO, it's enough to multiply the color with the intensity.\n                        const stencilColorPass = new StencilMode({func: gl.EQUAL, mask: 0xFF}, 0xFF, 0xFF, gl.KEEP, gl.DECR, gl.DECR);\n                        const colorColorPass = new ColorMode([srcColorFactor, gl.DST_ALPHA, gl.ONE_MINUS_DST_ALPHA, gl.ZERO], Color.transparent, [true, true, true, true]);\n\n                        Standard.drawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, stencilColorPass, colorColorPass, CullFaceMode.disabled, aoPass, 'color', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, renderNeighbors);\n                    }\n\n                    if (!mrt || aoPass) {\n                        // Re-write to the alpha channel of the framebuffer based on existing values (of ground effects) and emissive values (saved to texture in earlier step).\n                        // Note that in draped mode an alpha value of 1 indicates fully emissiveness for a fragment and a value of 0 means fully lit (3d lighting).\n\n                        // We don't really need to encode the alpha values for AO as the layers have already been multiplied by its intensity. The gl.FUNC_ADD (as blending equation) and gl.ZERO (as dest alpha factor) would ensure this.\n                        const dstAlphaFactor = aoPass ? gl.ZERO : gl.ONE;\n                        const blendEquation = aoPass ? gl.FUNC_ADD : gl.MAX;\n                        const colorMode = new ColorMode([gl.ONE, gl.ONE, gl.ONE, dstAlphaFactor], Color.transparent, [false, false, false, true], blendEquation);\n\n                        Standard.drawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, StencilMode.disabled, colorMode, CullFaceMode.disabled, aoPass, 'clear', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, renderNeighbors, framebufferCopyTexture);\n                    } else {\n                        // Write emissive values to the secondary render target. This is a fallback for dual-source blending not being available.\n                        // The emissive strength values are read from the 'framebufferCopyTexture' and are blended with the existing emissive values using gl.MAX.\n                        // This pass is required because it's not possible to render to multiple render targets with different blend modes.\n                        gl.drawBuffers([gl.NONE, gl.COLOR_ATTACHMENT1]);\n                        const stencilColorPass = new StencilMode({func: gl.EQUAL, mask: 0xFF}, 0xFE, 0xFF, gl.KEEP, gl.DECR, gl.DECR);\n                        const colorColorPass = new ColorMode([gl.ONE, gl.ONE, gl.ONE, gl.ONE], Color.transparent, [true, false, false, false], gl.MAX);\n\n                        Standard.drawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, stencilColorPass, colorColorPass, CullFaceMode.disabled, aoPass, 'emissive', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, renderNeighbors, framebufferCopyTexture);\n                        gl.drawBuffers([gl.COLOR_ATTACHMENT0]);\n                    }\n                };\n\n                if (aoEnabled || floodLightEnabled) {\n                    painter.prepareDrawTile();\n\n                    let framebufferCopyTexture: Texture | undefined;\n                    if (!mrt || aoEnabled) {\n                        // Save the alpha channel of the framebuffer used by emissive layers.\n                        framebufferCopyTexture = createFramebufferCopyTexture();\n                    }\n\n                    // Render ground AO.\n                    if (aoEnabled) {\n                        passDraped(true, false, framebufferCopyTexture);\n                    }\n                    // Render ground flood light.\n                    if (floodLightEnabled) {\n                        passDraped(false, true, framebufferCopyTexture);\n                    }\n                }\n            } else { // immediate mode\n                // Render ground AO.\n                if (aoEnabled) {\n                    passImmediate(true);\n                }\n                // Render ground flood light.\n                if (floodLightEnabled) {\n                    passImmediate(false);\n                }\n\n                if (aoEnabled || floodLightEnabled) {\n                    // Reset clipping masks so follow-up rendering code can reliably use the stencil buffer.\n                    painter.resetStencilClippingMasks();\n                }\n            }\n        }\n    }\n\n    PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_RENDERING, `FillExtrusion.draw(${painter.renderPass})`, \"FillExtrusion\", perfStartTime);\n}\n\nfunction drawExtrusionTiles(painter: Painter, source: SourceCache, layer: FillExtrusionStyleLayer, coords: Array<OverscaledTileID>, depthMode: DepthMode, stencilMode: StencilMode, colorMode: ColorMode, replacementActive: boolean) {\n    layer.resetLayerRenderingStats(painter);\n    const context = painter.context;\n    const gl = context.gl;\n    const tr = painter.transform;\n    const patternProperty = layer.paint.get('fill-extrusion-pattern');\n    const patternTransition = layer.paint.get('fill-extrusion-pattern-cross-fade');\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const constantPattern = patternProperty.constantOr(null);\n\n    const image = patternProperty.constantOr(1);\n    const opacity = layer.paint.get('fill-extrusion-opacity');\n    const lighting3DMode = painter.style.enable3dLights();\n    const aoRadius = (lighting3DMode && !image) ? layer.paint.get('fill-extrusion-ambient-occlusion-wall-radius') : layer.paint.get('fill-extrusion-ambient-occlusion-radius');\n    const ao: [number, number] = [layer.paint.get('fill-extrusion-ambient-occlusion-intensity'), aoRadius];\n    const edgeRadius = layer.layout.get('fill-extrusion-edge-radius');\n\n    const zeroRoofRadius = edgeRadius > 0 && !layer.paint.get('fill-extrusion-rounded-roof');\n    const roofEdgeRadius = zeroRoofRadius ? 0.0 : edgeRadius;\n    const heightLift = tr.projection.name === 'globe' ? fillExtrusionHeightLift() : 0;\n    const isGlobeProjection = tr.projection.name === 'globe';\n    const globeToMercator = isGlobeProjection ? globeToMercatorTransition(tr.zoom) : 0.0;\n    const mercatorCenter: [number, number] = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];\n\n    const floodLightColorUseTheme = layer.paint.get('fill-extrusion-flood-light-color-use-theme').constantOr('default') === 'none';\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-assignment\n    const floodLightColor = (layer.paint.get('fill-extrusion-flood-light-color').toNonPremultipliedRenderColor(floodLightColorUseTheme ? null : layer.lut).toArray01().slice(0, 3) as any);\n    const floodLightIntensity = layer.paint.get('fill-extrusion-flood-light-intensity');\n    const verticalScale = layer.paint.get('fill-extrusion-vertical-scale');\n    const wallMode = layer.paint.get('fill-extrusion-line-width').constantOr(1.0) !== 0.0;\n    const heightAlignment = layer.paint.get('fill-extrusion-height-alignment');\n    const baseAlignment = layer.paint.get('fill-extrusion-base-alignment');\n\n    const cutoffParams = getCutoffParams(painter, layer.paint.get('fill-extrusion-cutoff-fade-range'));\n    const frontCutoffArray = layer.paint.get('fill-extrusion-front-cutoff');\n    const frontCutoffParams = computeFrontCutoffParams(tr.pitch, frontCutoffArray, !!painter.terrain);\n    const frontCutoffEnabled = frontCutoffParams[2] < 1.0;\n    if (frontCutoffEnabled) {\n        painter.maxFrontCutoffRawStart = Math.max(painter.maxFrontCutoffRawStart, frontCutoffArray[0]);\n    }\n\n    const baseDefines: DynamicDefinesType[] = [];\n    if (isGlobeProjection) {\n        baseDefines.push('PROJECTION_GLOBE_VIEW');\n    }\n\n    if (ao[0] > 0) { // intensity\n        baseDefines.push('FAUX_AO');\n    }\n    if (zeroRoofRadius) {\n        baseDefines.push('ZERO_ROOF_RADIUS');\n    }\n    if (replacementActive) {\n        baseDefines.push('HAS_CENTROID');\n    }\n\n    if (floodLightIntensity > 0) {\n        baseDefines.push('FLOOD_LIGHT');\n    }\n    if (cutoffParams.shouldRenderCutoff) {\n        baseDefines.push('RENDER_CUTOFF');\n    }\n    if (frontCutoffEnabled) {\n        baseDefines.push('RENDER_FRONT_CUTOFF');\n    }\n    if (wallMode) {\n        baseDefines.push('RENDER_WALL_MODE');\n    }\n\n    let singleCascadeDefines: DynamicDefinesType[] | undefined;\n\n    const isShadowPass = painter.renderPass === 'shadow';\n    const shadowRenderer = painter.shadowRenderer;\n    const drawDepth = isShadowPass && !!shadowRenderer;\n    const cullFaceMode = isShadowPass ? CullFaceMode.disabled : CullFaceMode.backCCW;\n    if (painter.shadowRenderer) painter.shadowRenderer.useNormalOffset = true;\n\n    let groundShadowFactor: [number, number, number] = [0, 0, 0];\n    if (shadowRenderer) {\n        const directionalLight = painter.style.directionalLight;\n        const ambientLight = painter.style.ambientLight;\n        if (directionalLight && ambientLight) {\n            groundShadowFactor = calculateGroundShadowFactor(painter.style, directionalLight, ambientLight);\n        }\n\n        if (!isShadowPass) {\n            baseDefines.push('RENDER_SHADOWS');\n            if (shadowRenderer.useNormalOffset) {\n                baseDefines.push('NORMAL_OFFSET');\n            }\n        }\n        singleCascadeDefines = baseDefines.concat(['SHADOWS_SINGLE_CASCADE']);\n    }\n\n    const programName = drawDepth ? 'fillExtrusionDepth' : (image ? 'fillExtrusionPattern' : 'fillExtrusion');\n    const stats = layer.getLayerRenderingStats();\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        const bucket = tile.getBucket(layer) as FillExtrusionBucket;\n        if (!bucket || bucket.projection.name !== tr.projection.name) continue;\n\n        let singleCascade = false;\n        if (shadowRenderer) {\n            singleCascade = shadowRenderer.getMaxCascadeForTile(coord.toUnwrapped()) === 0;\n        }\n\n        const affectedByFog = painter.isTileAffectedByFog(coord);\n        const programConfiguration = bucket.programConfigurations.get(layer.id);\n\n        let transitionableConstantPattern = false;\n        if (constantPattern && tile.imageAtlas) {\n            const atlas = tile.imageAtlas;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            const pattern = ResolvedImage.from(constantPattern);\n            const primaryPatternImage = pattern.getPrimary().scaleSelf(browser.devicePixelRatio).toString();\n            const secondaryPatternImageVariant = pattern.getSecondary();\n            const primaryPosTo = atlas.patternPositions.get(primaryPatternImage);\n            const secondaryPosTo = secondaryPatternImageVariant ? atlas.patternPositions.get(secondaryPatternImageVariant.scaleSelf(browser.devicePixelRatio).toString()) : null;\n\n            transitionableConstantPattern = !!primaryPosTo && !!secondaryPosTo;\n\n            if (primaryPosTo) programConfiguration.setConstantPatternPositions(primaryPosTo, secondaryPosTo);\n        }\n\n        if (patternTransition > 0 && (transitionableConstantPattern || !!programConfiguration.getPatternTransitionVertexBuffer('fill-extrusion-pattern'))) {\n            baseDefines.push('FILL_EXTRUSION_PATTERN_TRANSITION');\n        }\n\n        const program = painter.getOrCreateProgram(programName,\n            {config: programConfiguration, defines: singleCascade ? singleCascadeDefines : baseDefines, overrideFog: affectedByFog});\n\n        if (painter.terrain) {\n            const terrain = painter.terrain;\n            terrain.setupElevationDraw(tile, program, {useMeterToDem: true});\n        }\n\n        if (!bucket.centroidVertexBuffer) {\n            const attrIndex = program.getAttributeLocation(gl, 'a_centroid_pos');\n            if (attrIndex !== -1) gl.vertexAttribI4ui(attrIndex, 0, 0, 0, 0);\n        }\n\n        if (!isShadowPass && shadowRenderer) {\n            shadowRenderer.setupShadows(tile.tileID.toUnwrapped(), program, 'vector-tile');\n        }\n\n        if (image) {\n            painter.context.activeTexture.set(gl.TEXTURE0);\n            if (tile.imageAtlasTexture) {\n                tile.imageAtlasTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            }\n            programConfiguration.updatePaintBuffers();\n        }\n\n        const shouldUseVerticalGradient = layer.paint.get('fill-extrusion-vertical-gradient');\n        const lineWidthScale = 1.0 / bucket.tileToMeter;\n        let uniformValues: UniformValues<FillExtrusionDepthUniformsType | FillExtrusionPatternUniformsType>;\n        if (isShadowPass && shadowRenderer) {\n            if (frustumCullShadowCaster(tile.tileID, bucket.maxHeight, painter)) {\n                continue;\n            }\n            const tileMatrix = shadowRenderer.calculateShadowPassMatrixFromTile(tile.tileID.toUnwrapped());\n\n            uniformValues = fillExtrusionDepthUniformValues(tileMatrix, roofEdgeRadius, lineWidthScale, verticalScale, heightAlignment, baseAlignment);\n        } else {\n            const matrix = painter.translatePosMatrix(\n                coord.expandedProjMatrix,\n                tile,\n\n                layer.paint.get('fill-extrusion-translate'),\n                layer.paint.get('fill-extrusion-translate-anchor'));\n\n            const invMatrix = tr.projection.createInversionMatrix(tr, coord.canonical);\n            const lighting3DMode = program.fixedDefines.includes('LIGHTING_3D_MODE');\n            if (image) {\n                uniformValues = fillExtrusionPatternUniformValues(matrix, painter, shouldUseVerticalGradient, opacity, ao, roofEdgeRadius, lineWidthScale, coord,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                    tile, heightLift, heightAlignment, baseAlignment, globeToMercator, mercatorCenter, invMatrix, floodLightColor, verticalScale, patternTransition, lighting3DMode);\n            } else {\n                uniformValues = fillExtrusionUniformValues(matrix, painter, shouldUseVerticalGradient, opacity, ao, roofEdgeRadius, lineWidthScale, coord,\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                    heightLift, heightAlignment, baseAlignment, globeToMercator, mercatorCenter, invMatrix, floodLightColor, verticalScale, floodLightIntensity, groundShadowFactor, frontCutoffParams, lighting3DMode);\n            }\n        }\n\n        painter.uploadCommonUniforms(context, program, coord.toUnwrapped(), null, cutoffParams);\n\n        assert(!isGlobeProjection || bucket.layoutVertexExtBuffer);\n\n        let segments = bucket.segments;\n        if (tr.projection.name === 'mercator' && !isShadowPass) {\n            segments = bucket.getVisibleSegments(tile.tileID, painter.terrain, painter.transform.getFrustum(0));\n            if (!segments.get().length) {\n                continue;\n            }\n        }\n        if (stats) {\n            if (!isShadowPass) {\n                for (const segment of segments.get()) {\n                    stats.numRenderedVerticesInTransparentPass += segment.primitiveLength;\n                }\n            } else {\n                for (const segment of segments.get()) {\n                    stats.numRenderedVerticesInShadowPass += segment.primitiveLength;\n                }\n            }\n        }\n        const dynamicBuffers: Array<VertexBuffer | null | undefined> = [];\n        if (painter.terrain || replacementActive) dynamicBuffers.push(bucket.centroidVertexBuffer);\n        if (isGlobeProjection) dynamicBuffers.push(bucket.layoutVertexExtBuffer);\n        if (wallMode) dynamicBuffers.push(bucket.wallVertexBuffer);\n\n        program.draw(painter, context.gl.TRIANGLES, depthMode, stencilMode, colorMode, cullFaceMode,\n            uniformValues, layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer,\n            segments, layer.paint, painter.transform.zoom,\n            programConfiguration, dynamicBuffers);\n    }\n\n    if (painter.shadowRenderer) painter.shadowRenderer.useNormalOffset = false;\n}\n\nfunction updateReplacement(painter: Painter, source: SourceCache, layer: FillExtrusionStyleLayer, coords: Array<OverscaledTileID>, layerIndex: number) {\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        const bucket = tile.getBucket(layer) as FillExtrusionBucket;\n        if (!bucket) {\n            continue;\n        }\n        bucket.updateReplacement(coord, painter.replacementSource, layerIndex);\n        bucket.uploadCentroid(painter.context);\n    }\n}\n\nexport class GroundEffectProperties {\n    translate: [number, number] = [0, 0];\n    translateAnchor: 'map' | 'viewport' = 'map';\n    edgeRadius: number = 0;\n    cutoffFadeRange: number = 0;\n}\n\nexport interface BucketWithGroundEffect extends Bucket {\n    groundEffect: GroundEffect;\n    tileToMeter: number;\n    projection: ProjectionSpecification;\n}\n\nexport function computeFrontCutoffParams(pitchRad: number, frontCutoffArray: [number, number, number], terrainActive: boolean): [number, number, number] {\n    const frontCutoffEnabled = frontCutoffArray[2] < 1.0 && !terrainActive;\n    if (!frontCutoffEnabled) return [0, 0, 1];\n    const pitchDeg = pitchRad * 180 / Math.PI;\n    if (pitchDeg < 15) return [-0.5, frontCutoffArray[1], frontCutoffArray[2]];\n    const t = Math.min(1, Math.max(0, (pitchDeg - 15) / 5));\n    const pitchBlend = t * t * (3 - 2 * t);\n    return [\n        -0.5 * (1 - pitchBlend) + frontCutoffArray[0] * pitchBlend,\n        frontCutoffArray[1],\n        frontCutoffArray[2]\n    ];\n}\n\n// Flat roofs array is prepared in the bucket, except for buildings that are on tile borders.\n// For them, join pieces, calculate joined size here, and then upload data.\nfunction updateBorders(context: Context, source: SourceCache, coord: OverscaledTileID, bucket: FillExtrusionBucket, layer: FillExtrusionStyleLayer, terrain: ITerrainRenderer | null | undefined, reconcileReplacementState: boolean) {\n    if (bucket.centroidVertexArray.length === 0) {\n        bucket.createCentroidsBuffer();\n    }\n\n    const demTile = terrain ? terrain.findDEMTileFor(coord) : null;\n    if ((!demTile || !demTile.dem) && !reconcileReplacementState) {\n        return;     // defer update until an elevation tile is available.\n    }\n    // invalidate border computation if DEM tile has updated since last border update\n    if (terrain && demTile && demTile.dem) {\n        if (bucket.selfDEMTileTimestamp !== demTile.dem._timestamp) {\n            bucket.borderDoneWithNeighborZ = [-1, -1, -1, -1];\n            bucket.selfDEMTileTimestamp = demTile.dem._timestamp;\n        }\n    }\n\n    const reconcileReplacement = (centroid1: PartData, centroid2: PartData) => {\n        const hiddenFlag = (centroid1.flags | centroid2.flags) & HIDDEN_BY_REPLACEMENT;\n        if (hiddenFlag) {\n            centroid1.flags |= HIDDEN_BY_REPLACEMENT;\n            centroid2.flags |= HIDDEN_BY_REPLACEMENT;\n        } else {\n            centroid1.flags &= ~HIDDEN_BY_REPLACEMENT;\n            centroid2.flags &= ~HIDDEN_BY_REPLACEMENT;\n        }\n    };\n\n    const encodeHeightAsCentroid = (height: number) => {\n        return new Point(Math.ceil((height + ELEVATION_OFFSET) * ELEVATION_SCALE), 0);\n    };\n\n    // Encode both elevation (in x) and border position (in y) for border-crossing buildings.\n    // y uses marker y&7==7: bits 0-2=7, bits 3-4=borderID, bits 5-15=coord/4\n    const encodeBorderElevationWithPosition = (height: number, borderIndex: number, coordAlongBorder: number) => {\n        const x = Math.ceil((height + ELEVATION_OFFSET) * ELEVATION_SCALE);\n        const coord = Math.floor(Math.max(0, Math.min(EXTENT - 1, coordAlongBorder)) / 4);\n        const y = (coord << 5) | ((borderIndex & 0x3) << 3) | 7;\n        return new Point(x, y);\n    };\n\n    // A piece that also runs off a perpendicular edge meets its neighbours at a tile corner, and\n    // that corner lies on the border they share. Pinning the shared coordinate to it makes every\n    // piece of the building resolve to the same world point, so pieces joined across different\n    // borders agree without any join having to see the diagonal piece. Returns undefined when the\n    // second edge is parallel (a building wider than a tile), where there is no common corner.\n    const cornerCoordAlongBorder = (borderIndex: number, borders: Array<[number, number]>) => {\n        const notOnBorder = Number.MAX_VALUE;\n        const onLeft = borders[0][0] !== notOnBorder;\n        const onRight = borders[1][0] !== notOnBorder;\n        const onTop = borders[2][0] !== notOnBorder;\n        const onBottom = borders[3][0] !== notOnBorder;\n        if ((onLeft ? 1 : 0) + (onRight ? 1 : 0) + (onTop ? 1 : 0) + (onBottom ? 1 : 0) > 2) {\n            return undefined;\n        }\n        if (borderIndex < 2) {\n            return onTop === onBottom ? undefined : (onTop ? 0 : EXTENT - 1);\n        }\n        return onLeft === onRight ? undefined : (onLeft ? 0 : EXTENT - 1);\n    };\n\n    const cornerAlongSharedBorder = (\n        borderA: number,\n        bordersA: Array<[number, number]> | null | undefined,\n        borderB: number,\n        bordersB: Array<[number, number]> | null | undefined,\n    ): number | undefined => {\n        return (bordersA ? cornerCoordAlongBorder(borderA, bordersA) : undefined) ??\n            (bordersB ? cornerCoordAlongBorder(borderB, bordersB) : undefined);\n    };\n\n    const getLoadedBucket = (nid: OverscaledTileID) => {\n        const minzoom = source.getSource().minzoom;\n        const getBucket = (key: number) => {\n            const n = source.getTileByID(key);\n            if (n && n.hasData()) {\n                return n.getBucket(layer);\n            }\n        };\n        // Look one tile zoom above and under. We do this to avoid flickering and\n        // use the content in Z-1 and Z+1 buckets until Z bucket is loaded or handle\n        // behavior on borders between different zooms.\n        const zoomLevels = [0, -1, 1];\n        for (const i of zoomLevels) {\n            const z = nid.overscaledZ + i;\n            if (z < minzoom) continue;\n            const key = nid.calculateScaledKey(nid.overscaledZ + i);\n            const b = getBucket(key);\n            if (b) {\n                return b;\n            }\n        }\n    };\n\n    const projectedToBorder = [0, 0, 0]; // [min, max, maxOffsetFromBorder]\n    const xjoin = (a: PartData, b: PartData) => {\n        projectedToBorder[0] = Math.min(a.min.y, b.min.y);\n        projectedToBorder[1] = Math.max(a.max.y, b.max.y);\n        projectedToBorder[2] = EXTENT - b.min.x > a.max.x ? b.min.x - EXTENT : a.max.x;\n        return projectedToBorder;\n    };\n    const yjoin = (a: PartData, b: PartData) => {\n        projectedToBorder[0] = Math.min(a.min.x, b.min.x);\n        projectedToBorder[1] = Math.max(a.max.x, b.max.x);\n        projectedToBorder[2] = EXTENT - b.min.y > a.max.y ? b.min.y - EXTENT : a.max.y;\n        return projectedToBorder;\n    };\n    const projectCombinedSpanToBorder = [\n        (a: PartData, b: PartData) => xjoin(a, b),\n        (a: PartData, b: PartData) => xjoin(b, a),\n        (a: PartData, b: PartData) => yjoin(a, b),\n        (a: PartData, b: PartData) => yjoin(b, a)\n    ];\n\n    const error = 3; // Allow intrusion of a building to the building with adjacent wall.\n\n    const flatBase = (min: number, max: number, edge: number, neighborDEMTile: Tile, neighborTileID: OverscaledTileID, verticalEdge: boolean, maxOffsetFromBorder: number) => {\n        if (!terrain) {\n            return 0;\n        }\n        const points: vec3[] = [[verticalEdge ? edge : min, verticalEdge ? min : edge, 0], [verticalEdge ? edge : max, verticalEdge ? max : edge, 0]];\n\n        const coord3 = maxOffsetFromBorder < 0 ? EXTENT + maxOffsetFromBorder : maxOffsetFromBorder;\n        const thirdPoint: vec3 = [verticalEdge ? coord3 : (min + max) / 2, verticalEdge ? (min + max) / 2 : coord3, 0];\n        if ((edge === 0 && maxOffsetFromBorder < 0) || (edge !== 0 && maxOffsetFromBorder > 0)) {\n            // Third point is inside neighbor tile, not in the |coord| tile.\n            terrain.getForTilePoints(neighborTileID, [thirdPoint], true, neighborDEMTile);\n        } else {\n            points.push(thirdPoint);\n        }\n        terrain.getForTilePoints(coord, points, true, demTile);\n        return Math.max(points[0][2], points[1][2], thirdPoint[2]) / terrain.exaggeration();\n    };\n\n    // Process all four borders: get neighboring tile\n    for (let i = 0; i < 4; i++) {\n        // sorted by border intersection area minimums, ascending.\n        const a = bucket.borderFeatureIndices[i];\n        if (a.length === 0) {\n            continue;\n        }\n\n        // Look up the neighbor tile's bucket\n        const nid = neighborCoord[i](coord);\n        const nBucket = getLoadedBucket(nid);\n        if (!nBucket || !(nBucket instanceof FillExtrusionBucket)) {\n            continue;\n        }\n\n        // Look up the neighbor DEM tile\n        const neighborDEMTile = terrain ? terrain.findDEMTileFor(nid) : null;\n        if ((!neighborDEMTile || !neighborDEMTile.dem) && !reconcileReplacementState) {\n            continue;\n        }\n\n        // invalidate border computation if neighbour DEM tile has updated since last border update\n        if (terrain && neighborDEMTile && neighborDEMTile.dem) {\n            if (bucket.borderDEMTileTimestamp[i] !== neighborDEMTile.dem._timestamp) {\n                bucket.borderDoneWithNeighborZ[i] = -1;\n                bucket.borderDEMTileTimestamp[i] = neighborDEMTile.dem._timestamp;\n            }\n        }\n\n        if (bucket.borderDoneWithNeighborZ[i] === nBucket.canonical.z) {\n            continue;\n        }\n\n        if (nBucket.centroidVertexArray.length === 0) {\n            nBucket.createCentroidsBuffer();\n        }\n\n        const j = (i < 2 ? 1 : 5) - i;\n        const updateNeighbor = nBucket.borderDoneWithNeighborZ[j] !== bucket.canonical.z;\n        const b = nBucket.borderFeatureIndices[j];\n        let ib = 0;\n\n        // If neighbors are of different canonical z, we cannot join parts but show\n        // all without flat roofs.\n        if (bucket.canonical.z !== nBucket.canonical.z) {\n            for (const index of a) {\n                bucket.showCentroid(bucket.featuresOnBorder[index], 'discard');\n            }\n            if (updateNeighbor) {\n                for (const index of b) {\n                    nBucket.showCentroid(nBucket.featuresOnBorder[index], 'discard');\n                }\n            }\n            bucket.borderDoneWithNeighborZ[i] = nBucket.canonical.z;\n            nBucket.borderDoneWithNeighborZ[j] = bucket.canonical.z;\n            continue;\n        }\n\n        // Try building_id-based matching first\n        const neighborBuildingIdMap: Map<number, number> = new Map();\n        const matchedByBuildingIdA: Set<number> = new Set();\n        const matchedByBuildingIdB: Set<number> = new Set();\n        for (let bi = 0; bi < b.length; bi++) {\n            const nPartB = nBucket.featuresOnBorder[b[bi]];\n            if (nPartB.buildingId !== undefined) {\n                neighborBuildingIdMap.set(nPartB.buildingId, bi);\n            }\n        }\n\n        // Match border features by building_id\n        for (const ia of a) {\n            const partA = bucket.featuresOnBorder[ia];\n            const centroidA = bucket.centroidData.get(partA.centroidDataIndex);\n            if (partA.buildingId === undefined) continue;\n\n            const bi = neighborBuildingIdMap.get(partA.buildingId);\n            if (bi === undefined) continue;\n\n            const partB = nBucket.featuresOnBorder[b[bi]];\n            const centroidB = nBucket.centroidData.get(partB.centroidDataIndex);\n\n            matchedByBuildingIdA.add(ia);\n            matchedByBuildingIdB.add(bi);\n\n            if (reconcileReplacementState) {\n                reconcileReplacement(centroidA, centroidB);\n            }\n\n            // Average both tiles' centroid positions along the border for consistent front cutoff.\n            // Fall back to BorderCentroidData's own centroid when groupCentroidPos is unset\n            // (features without building_id property that are stitched by feature ID).\n            const posA = (centroidA.groupCentroidPos.x !== 0 || centroidA.groupCentroidPos.y !== 0) ?\n                centroidA.groupCentroidPos : partA.centroid();\n            const posB = (centroidB.groupCentroidPos.x !== 0 || centroidB.groupCentroidPos.y !== 0) ?\n                centroidB.groupCentroidPos : partB.centroid();\n            // Front-cutoff only; fill-extrusion disables it when terrain is on, and moving the\n            // anchor off the sampled midpoint would shift where the roof attaches to the DEM.\n            const corner = terrain ? undefined : cornerAlongSharedBorder(i, partA.borders, j, partB.borders);\n            const coordAlongBorder = corner !== undefined ? corner : ((i < 2) ?\n                Math.round((posA.y + posB.y) / 2) :\n                Math.round((posA.x + posB.x) / 2));\n            const moreThanOneBorderIntersected = partA.intersectsCount() > 1 || partB.intersectsCount() > 1;\n\n            {\n                let height = 0;\n                if (neighborDEMTile && neighborDEMTile.dem && !moreThanOneBorderIntersected) {\n                    const span = projectCombinedSpanToBorder[i](centroidA, centroidB);\n                    const edge = (i % 2) ? EXTENT - 1 : 0;\n                    height = flatBase(span[0], Math.min(EXTENT - 1, span[1]), edge, neighborDEMTile, nid, i < 2, span[2]);\n                }\n                // Each half encodes its own border index so the shader reconstructs\n                // the correct tile-local position that maps to the same world point.\n                centroidA.centroidXY = encodeBorderElevationWithPosition(height, i, coordAlongBorder);\n                centroidB.centroidXY = encodeBorderElevationWithPosition(height, j, coordAlongBorder);\n            }\n            bucket.writeCentroidToBuffer(centroidA);\n            nBucket.writeCentroidToBuffer(centroidB);\n\n            // Propagate the same encoded centroid to all parts of this building,\n            // including hidden border children that weren't directly matched.\n            if (partA.buildingId !== undefined) {\n                for (const part of bucket.centroidData) {\n                    if (part.buildingId === partA.buildingId && part !== centroidA) {\n                        part.centroidXY = centroidA.centroidXY;\n                        bucket.writeCentroidToBuffer(part);\n                    }\n                }\n                for (const part of nBucket.centroidData) {\n                    if (part.buildingId === partA.buildingId && part !== centroidB) {\n                        part.centroidXY = centroidB.centroidXY;\n                        nBucket.writeCentroidToBuffer(part);\n                    }\n                }\n            }\n        }\n\n        // Fallback: geometric overlap matching for parts NOT matched by building_id\n        for (const ia of a) {\n            if (matchedByBuildingIdA.has(ia)) continue;\n\n            const partA = bucket.featuresOnBorder[ia];\n            const centroidA = bucket.centroidData.get(partA.centroidDataIndex);\n            assert(partA.borders);\n            const partABorderRange = partA.borders[i];\n\n            // Find all nBucket parts that share the border overlap\n            /* eslint-disable @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-explicit-any */\n            let partB: any;\n            while (ib < b.length) {\n                if (matchedByBuildingIdB.has(ib)) { ib++; continue; }\n                // Pass all that are before the overlap\n                partB = nBucket.featuresOnBorder[b[ib]];\n                assert(partB.borders);\n                const partBBorderRange = (partB.borders)[j] as [number, number];\n                if (partBBorderRange[1] > partABorderRange[0] + error ||\n                    partBBorderRange[0] > partABorderRange[0] - error) {\n                    break;\n                }\n                nBucket.showCentroid(partB, 'keep');\n                ib++;\n            }\n\n            if (partB && ib < b.length) {\n                let saveIb = ib;\n                let count = 0;\n                // Collect all overlapping parts on the edge, to make sure it is only one.\n                while (true) {\n                    if (matchedByBuildingIdB.has(ib)) { if (++ib === b.length) break; partB = nBucket.featuresOnBorder[b[ib]]; continue; }\n                    assert(partB.borders);\n                    const partBBorderRange = (partB.borders)[j] as [number, number];\n                    if (partBBorderRange[0] > partABorderRange[1] - error) {\n                        break;\n                    }\n                    count++;\n                    if (++ib === b.length) {\n                        break;\n                    }\n                    partB = nBucket.featuresOnBorder[b[ib]];\n                }\n                // Find first non-matched saveIb\n                while (saveIb < b.length && matchedByBuildingIdB.has(saveIb)) saveIb++;\n                if (saveIb >= b.length) { bucket.showCentroid(partA, 'keep'); continue; }\n                partB = nBucket.featuresOnBorder[b[saveIb]];\n                let doReconcile = false;\n                if (count >= 1) {\n                    // If it can be concluded that it is the piece of the same feature,\n                    // use it, even if following features (inner details) overlap on border edge.\n                    assert(partB.borders);\n                    const partBBorderRange = (partB.borders)[j] as [number, number];\n                    if (Math.abs(partABorderRange[0] - partBBorderRange[0]) < error &&\n                        Math.abs(partABorderRange[1] - partBBorderRange[1]) < error) {\n                        count = 1;\n                        // In some cases count could be 1 but a different feature, here we make sure\n                        // we are reconciling the same feature\n                        doReconcile = true;\n                        ib = saveIb + 1;\n                    }\n                } else if (count === 0) {\n                    // No B for A, show it, no flat roofs.\n                    bucket.showCentroid(partA, 'keep');\n                    continue;\n                }\n\n                const centroidB = nBucket.centroidData.get(partB.centroidDataIndex);\n                if (reconcileReplacementState && doReconcile) {\n                    reconcileReplacement(centroidA, centroidB);\n                }\n\n                const moreThanOneBorderIntersected = partA.intersectsCount() > 1 || partB.intersectsCount() > 1;\n                if (count > 1) {\n                    ib = saveIb; // rewind unprocessed ib so that it is processed again for the next ia\n                    centroidA.centroidXY = centroidB.centroidXY = new Point(0, 0);\n                } else if (neighborDEMTile && neighborDEMTile.dem && !moreThanOneBorderIntersected) {\n                    // If any of a or b crosses more than one tile edge, don't support flat roof.\n                    // Now we have 1-1 matching of parts in both tiles that share the edge. Calculate flat base\n                    // elevation as average of three points: 2 are edge points (combined span projected to border) and\n                    // one is point of span that has maximum offset to border.\n                    const span = projectCombinedSpanToBorder[i](centroidA, centroidB);\n                    const edge = (i % 2) ? EXTENT - 1 : 0;\n                    const height = flatBase(span[0], Math.min(EXTENT - 1, span[1]), edge, neighborDEMTile, nid, i < 2, span[2]);\n                    centroidA.centroidXY = centroidB.centroidXY = encodeHeightAsCentroid(height);\n                } else if (moreThanOneBorderIntersected) {\n                    // Off terrain there is no sampled height to give up, so a corner piece can carry\n                    // the corner it shares with its neighbours and stay consistent with the rest of\n                    // the building instead of every piece falling back to its own vertex positions.\n                    const corner = terrain ? undefined : cornerAlongSharedBorder(i, partA.borders, j, partB.borders);\n                    if (corner !== undefined) {\n                        centroidA.centroidXY = encodeBorderElevationWithPosition(0, i, corner);\n                        centroidB.centroidXY = encodeBorderElevationWithPosition(0, j, corner);\n                    } else {\n                        centroidA.centroidXY = centroidB.centroidXY = new Point(0, 0);\n                    }\n                } else {\n                    centroidA.centroidXY = bucket.encodeBorderCentroid(partA);\n                    centroidB.centroidXY = nBucket.encodeBorderCentroid(partB);\n                }\n\n                bucket.writeCentroidToBuffer(centroidA);\n                nBucket.writeCentroidToBuffer(centroidB);\n            } else {\n                bucket.showCentroid(partA, 'keep');\n            }\n            /* eslint-enable @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-explicit-any */\n        }\n\n        bucket.borderDoneWithNeighborZ[i] = nBucket.canonical.z;\n        nBucket.borderDoneWithNeighborZ[j] = bucket.canonical.z;\n    }\n\n    if (bucket.needsCentroidUpdate || (!bucket.centroidVertexBuffer && bucket.centroidVertexArray.length !== 0)) {\n        bucket.uploadCentroid(context);\n    }\n}\n\nconst XAxis: vec3 = [1, 0, 0];\nconst YAxis: vec3 = [0, 1, 0];\nconst ZAxis: vec3 = [0, 0, 1];\n\n// Pass-invariant state for frustumCullShadowCaster. Within a shadow pass the camera frustum,\n// shadow direction, SAT edge set, and world size are all fixed — only per-tile height/volume\n// change. Cached on the Painter (per-Map) and keyed by frameCounter and cascade index.\nexport type ShadowCullCache = {\n    frame: number;\n    cascade: number;\n    cameraFrustum: Frustum;\n    edges: vec3[];\n    shadowDir: vec3;\n    ws: number;\n    zoom: number;\n};\n\nexport function frustumCullShadowCaster(id: OverscaledTileID, bucketMaxHeight: number, painter: Painter): boolean {\n    const transform = painter.transform;\n    const shadowRenderer = painter.shadowRenderer;\n    if (!shadowRenderer) return true;\n\n    const frame = painter.frameCounter;\n    const cascade = painter.currentShadowCascade;\n    let cache = painter._shadowCullCache;\n    if (!cache || cache.frame !== frame || cache.cascade !== cascade) {\n        const ws = transform.tileSize * shadowRenderer._cascades[cascade].scale;\n        const zoom = transform.scaleZoom(ws);\n        const sd = shadowRenderer.shadowDirection;\n        const shadowDir: vec3 = [sd[0], sd[1], -sd[2]];\n        const edges: vec3[] = [XAxis, YAxis, ZAxis, shadowDir, [shadowDir[0], 0, shadowDir[2]], [0, shadowDir[1], shadowDir[2]]];\n        const isGlobe = transform.projection.name === 'globe';\n        const cameraFrustum = Frustum.fromInvProjectionMatrix(transform.invProjMatrix, transform.worldSize, zoom, !isGlobe);\n        cache = {frame, cascade, cameraFrustum, edges, shadowDir, ws, zoom};\n        painter._shadowCullCache = cache;\n    }\n    const {cameraFrustum, edges, shadowDir, ws, zoom} = cache;\n\n    let height = bucketMaxHeight;\n    if (transform.elevation) {\n        const minmax = transform.elevation.getMinMaxForTile(id);\n        if (minmax) height += minmax.max;\n    }\n    height /= getMetersPerPixelAtLatitude(transform.center.lat, zoom);\n\n    const tileShadowVolume = shadowRenderer.computeSimplifiedTileShadowVolume(id.toUnwrapped(), height, ws, shadowDir);\n    if (!tileShadowVolume) return false;\n\n    const {vertices, planes} = tileShadowVolume;\n    if (cameraFrustum.intersectsPrecise(vertices, planes, edges) === 0) return true;\n    if (shadowRenderer.getCurrentCascadeFrustum().intersectsPrecise(vertices, planes, edges) === 0) return true;\n    return false;\n}\n","import {buildingBloomUniformValues, buildingDepthUniformValues, buildingUniformValues} from '../render/program/building_program';\nimport CullFaceMode from '../../src/gl/cull_face_mode';\nimport DepthMode from '../../src/gl/depth_mode';\nimport EXTENT from '../../src/style-spec/data/extent';\nimport {getCutoffParams} from '../../src/render/cutoff';\nimport {mat4} from 'gl-matrix';\nimport StencilMode from '../../src/gl/stencil_mode';\nimport {getMetersPerPixelAtLatitude} from '../../src/geo/mercator_coordinate';\nimport {Debug} from '../../src/util/debug';\nimport {drawGroundEffect as fillExtrusionDrawGroundEffect} from './draw_ground_effect';\nimport {GroundEffectProperties, frustumCullShadowCaster, computeFrontCutoffParams} from '../../src/render/draw_fill_extrusion';\nimport Color from '../../src/style-spec/util/color';\nimport {lerp} from '../../src/style-spec/util/lerp';\nimport ColorMode from '../../src/gl/color_mode';\nimport {PerformanceUtils} from '../../src/util/performance';\n\nimport type {BuildingBucket, BuildingGeometry} from '../data/bucket/building_bucket';\nimport type {OverscaledTileID} from '../../src/source/tile_id';\nimport type Painter from '../../src/render/painter';\nimport type BuildingStyleLayer from '../style/style_layer/building_style_layer';\nimport type SourceCache from '../../src/source/source_cache';\nimport type {DynamicDefinesType} from '../../src/render/program/program_uniforms';\n\nexport default draw;\n\n// Reused per-tile; safe to pass directly to uniforms because UniformMatrix4f caches a copy.\nconst matrixScratch = new Float32Array(16);\nconst normalMatrixScratch = new Float32Array(16);\n\ninterface DrawParams {\n    painter: Painter;\n    source: SourceCache;\n    layer: BuildingStyleLayer;\n    coords: Array<OverscaledTileID>;\n    defines: Array<DynamicDefinesType>;\n    blendMode: Readonly<ColorMode>;\n    depthMode: Readonly<DepthMode>;\n    opacity: number;\n    verticalScale: number;\n    facadeEmissiveChance: number;\n    facadeAOIntensity: number;\n    floodLightIntensity: number;\n    floodLightColor: [number, number, number];\n    depthOnly?: boolean;\n}\n\nfunction drawTiles(params: DrawParams) {\n    const {painter, source, layer, coords} = params;\n    let defines = params.defines;\n    const context = painter.context;\n\n    const isShadowPass = painter.renderPass === 'shadow';\n    const isBloomPass = painter.renderPass === 'light-beam';\n    const shadowRenderer = painter.shadowRenderer;\n\n    const metersPerPixel = getMetersPerPixelAtLatitude(painter.transform.center.lat, painter.transform.zoom);\n\n    const cutoffParams = getCutoffParams(painter, layer.paint.get('building-cutoff-fade-range'));\n    if (cutoffParams.shouldRenderCutoff) {\n        defines = defines.concat('RENDER_CUTOFF');\n    }\n\n    const frontCutoffArray = layer.paint.get('building-front-cutoff');\n    const frontCutoffEnabled = frontCutoffArray[2] < 1.0 && !painter.terrain;\n    const frontCutoffParams = computeFrontCutoffParams(painter.transform.pitch, frontCutoffArray, !!painter.terrain);\n    if (frontCutoffEnabled) {\n        defines = defines.concat('RENDER_FRONT_CUTOFF');\n        painter.maxFrontCutoffRawStart = Math.max(painter.maxFrontCutoffRawStart, frontCutoffArray[0]);\n    }\n\n    if (params.floodLightIntensity > 0.0) {\n        defines = defines.concat('FLOOD_LIGHT');\n    }\n\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        const bucket = tile.getBucket(layer) as BuildingBucket;\n        if (!bucket) {\n            continue;\n        }\n\n        if (shadowRenderer) {\n            const singleCascade = shadowRenderer.getMaxCascadeForTile(coord.toUnwrapped()) === 0;\n            if (singleCascade) {\n                defines = defines.concat('SHADOWS_SINGLE_CASCADE');\n            }\n        }\n\n        const programConfiguration = bucket.programConfigurations.get(layer.id);\n        let programWithFacades;\n        let programWithoutFacades;\n\n        const translated = painter.translatePosMatrix(\n            coord.expandedProjMatrix,\n            tile,\n            [0, 0],\n            'map');\n\n        mat4.scale(matrixScratch, translated, [1.0, 1.0, params.verticalScale]);\n        const matrix = matrixScratch;\n\n        let uniformValues;\n\n        if (isShadowPass && shadowRenderer) {\n            const bucketMaxHeight = bucket.maxHeight * metersPerPixel;\n            if (frustumCullShadowCaster(tile.tileID, bucketMaxHeight, painter)) {\n                continue;\n            }\n            const tileShadowPassMatrix = shadowRenderer.calculateShadowPassMatrixFromTile(tile.tileID.toUnwrapped());\n            mat4.scale(tileShadowPassMatrix, tileShadowPassMatrix, [1.0, 1.0, params.verticalScale]);\n\n            uniformValues = buildingDepthUniformValues(tileShadowPassMatrix);\n\n            programWithFacades = programWithoutFacades = painter.getOrCreateProgram('buildingDepth',\n                {config: programConfiguration, defines, overrideFog: false});\n        } else if (!isBloomPass) {\n\n            const tileMatrix = painter.transform.calculatePosMatrix(coord.toUnwrapped(), painter.transform.worldSize);\n            mat4.scale(tileMatrix, tileMatrix, [1, 1, params.verticalScale]);\n\n            // For tilespace XY, normals are ZUp. Flip Y to follow tile coordinate system orientation.\n            // Take vertical scale into account and convert Z to meters.\n            mat4.scale(normalMatrixScratch, tileMatrix, [1, -1, 1.0 / metersPerPixel]);\n            mat4.invert(normalMatrixScratch, normalMatrixScratch);\n            mat4.transpose(normalMatrixScratch, normalMatrixScratch);\n            const normalMatrix = normalMatrixScratch;\n\n            // camera position in the tile coordinates\n            const mercCameraPos = painter.transform.getFreeCameraOptions().position;\n            const tiles = 1 << coord.canonical.z;\n            const cameraPos: [number, number, number] = [\n                ((mercCameraPos.x - coord.wrap) * tiles - coord.canonical.x) * EXTENT,\n                (mercCameraPos.y * tiles - coord.canonical.y) * EXTENT,\n                mercCameraPos.z * tiles * EXTENT\n            ];\n\n            uniformValues = buildingUniformValues(matrix, normalMatrix, params.opacity, params.facadeAOIntensity, cameraPos, bucket.tileToMeter, params.facadeEmissiveChance, params.floodLightColor, params.floodLightIntensity, frontCutoffParams);\n\n            programWithoutFacades =  painter.getOrCreateProgram('building',\n                {config: programConfiguration, defines, overrideFog: false});\n\n            // Use cheaper non-facade shader for depth-only pass (used by two pass translucent rendering)\n            if (params.depthOnly === true) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                programWithFacades = programWithoutFacades;\n            } else {\n                const facadeDefines = defines.concat([\"BUILDING_FAUX_FACADE\", \"HAS_ATTRIBUTE_a_faux_facade_color_emissive\"]);\n                programWithFacades =  painter.getOrCreateProgram('building',\n                {config: programConfiguration, defines: facadeDefines, overrideFog: false});\n            }\n\n            if (shadowRenderer) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                shadowRenderer.setupShadowsFromMatrix(tileMatrix, programWithoutFacades, true);\n\n                if (programWithFacades !== programWithoutFacades) {\n                    // Same shadow uniforms for both programs — skip the redundant cascade muls + texture binds.\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                    programWithFacades.setShadowUniformValues(context, shadowRenderer.getShadowUniformValues());\n                }\n            }\n        } else {\n            programWithFacades = programWithoutFacades =  painter.getOrCreateProgram('buildingBloom',\n            {config: programConfiguration, defines, overrideFog: false});\n\n            uniformValues = buildingBloomUniformValues(matrix);\n        }\n\n        const renderBuilding = (building: BuildingGeometry, program) => {\n            if (!isBloomPass) {\n                const segments = building.segmentsBucket;\n                let dynamicBuffers = [building.layoutNormalBuffer, building.layoutCentroidBuffer, building.layoutColorBuffer, building.layoutFloodLightDataBuffer];\n                if (building.layoutFacadePaintBuffer) {\n                    dynamicBuffers = dynamicBuffers.concat([building.layoutFacadeDataBuffer, building.layoutFacadeVerticalRangeBuffer, building.layoutFacadePaintBuffer]);\n                }\n                const stencilMode = StencilMode.disabled;\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                program.draw(painter, context.gl.TRIANGLES, params.depthMode, stencilMode, params.blendMode, isShadowPass ? CullFaceMode.disabled : CullFaceMode.backCW,\n                    uniformValues, layer.id, building.layoutVertexBuffer, building.indexBuffer,\n                    segments, layer.paint, painter.transform.zoom,\n                    programConfiguration, dynamicBuffers);\n            } else {\n                const bloomGeometry = building.entranceBloom;\n                const dynamicBuffers = [bloomGeometry.layoutAttenuationBuffer, bloomGeometry.layoutColorBuffer];\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                program.draw(painter, context.gl.TRIANGLES, params.depthMode, StencilMode.disabled, params.blendMode, CullFaceMode.disabled,\n                    uniformValues, layer.id, bloomGeometry.layoutVertexBuffer, bloomGeometry.indexBuffer,\n                    bloomGeometry.segmentsBucket, layer.paint, painter.transform.zoom,\n                    programConfiguration, dynamicBuffers);\n            }\n        };\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        painter.uploadCommonUniforms(context, programWithoutFacades, coord.toUnwrapped(), null, cutoffParams);\n        if (bucket.buildingWithoutFacade) {\n            renderBuilding(bucket.buildingWithoutFacade, programWithoutFacades);\n        }\n\n        if (bucket.buildingWithFacade) {\n            if (programWithFacades !== programWithoutFacades) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                painter.uploadCommonUniforms(context, programWithFacades, coord.toUnwrapped(), null, cutoffParams);\n            }\n            renderBuilding(bucket.buildingWithFacade, programWithFacades);\n        }\n    }\n}\n\nfunction drawGroundEffect(painter: Painter, source: SourceCache, layer: BuildingStyleLayer, coords: Array<OverscaledTileID>, aoPass: boolean, opacity: number, aoIntensity: number, aoRadius: number, floodLightIntensity: number, floodLightColor: [number, number, number], attenuationFactor: number, replacementActive: boolean, renderNeighbors: boolean, frontCutoffParams?: [number, number, number]) {\n    const gl = painter.context.gl;\n    const depthMode = painter.depthModeForSublayer(1, DepthMode.ReadOnly, gl.LEQUAL, true);\n\n    const attenuation = lerp(0.1, 3, attenuationFactor);\n    const showOverdraw = painter._showOverdrawInspector;\n\n    const conflateLayer = replacementActive;\n    const groundEffectProps = new GroundEffectProperties();\n\n    if (!showOverdraw) {\n        // Mark the alpha channel with the DF values (that determine the intensity of the effects). No color is written.\n        const stencilSdfPass = new StencilMode({func: gl.ALWAYS, mask: 0xFF}, 0xFF, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);\n        const colorSdfPass = new ColorMode([gl.ONE, gl.ONE, gl.ONE, gl.ONE], Color.transparent, [false, false, false, true], gl.MIN);\n\n        fillExtrusionDrawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, stencilSdfPass, colorSdfPass, CullFaceMode.disabled, aoPass, 'sdf', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, false, undefined, frontCutoffParams);\n    }\n\n    {\n        // Draw the effects.\n        const stencilColorPass = showOverdraw ? StencilMode.disabled : new StencilMode({func: gl.EQUAL, mask: 0xFF}, 0xFF, 0xFF, gl.KEEP, gl.DECR, gl.DECR);\n        const colorColorPass = showOverdraw ? painter.colorModeForRenderPass() : new ColorMode([gl.ONE_MINUS_DST_ALPHA, gl.DST_ALPHA, gl.ONE, gl.ONE], Color.transparent, [true, true, true, true]);\n\n        fillExtrusionDrawGroundEffect(groundEffectProps, painter, source, layer, coords, depthMode, stencilColorPass, colorColorPass, CullFaceMode.disabled, aoPass, 'color', opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, attenuation, conflateLayer, false, undefined, frontCutoffParams);\n    }\n}\n\nfunction evaluateBucket(painter: Painter, source: SourceCache, layer: BuildingStyleLayer, coords: Array<OverscaledTileID>) {\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        const bucket = tile.getBucket(layer) as BuildingBucket | null | undefined;\n        if (!bucket) {\n            continue;\n        }\n        if (bucket.needsEvaluation()) {\n            bucket.uploadUpdatedColorBuffer(painter.context);\n        }\n    }\n}\n\nfunction updateBuildingReplacementsAndTileBorderVisibility(painter: Painter, source: SourceCache, layer: BuildingStyleLayer, layerIndex: number, layerConflate: boolean, coords: Array<OverscaledTileID>) {\n    for (const coord of coords) {\n        const tile = source.getTile(coord);\n        const bucket = tile.getBucket(layer) as BuildingBucket;\n        if (!bucket) {\n            continue;\n        }\n        if (layerConflate) {\n            bucket.updateReplacement(coord, painter.replacementSource, layerIndex);\n        }\n        bucket.uploadUpdatedIndexBuffer(painter.context);\n    }\n}\n\nfunction draw(painter: Painter, source: SourceCache, layer: BuildingStyleLayer, coords: Array<OverscaledTileID>) {\n    const perfStartTime = PerformanceUtils.now();\n\n    if (painter.currentLayer < painter.firstLightBeamLayer) {\n        painter.firstLightBeamLayer = painter.currentLayer;\n    }\n\n    const aoIntensity = layer.paint.get('building-ambient-occlusion-ground-intensity');\n    const aoRadius = layer.paint.get('building-ambient-occlusion-ground-radius');\n    const aoGroundAttenuation = layer.paint.get('building-ambient-occlusion-ground-attenuation');\n    const opacity = layer.paint.get('building-opacity');\n    if (opacity <= 0) {\n        return;\n    }\n\n    let aoEnabled = aoIntensity > 0 && aoRadius > 0;\n    let castsShadowsEnabled = true;\n    let receiveShadowsEnabled = true;\n\n    let drawLayer = true;\n\n    const verticalScale = layer.paint.get('building-vertical-scale');\n    if (verticalScale <= 0) {\n        return;\n    }\n\n    Debug.run(() => {\n        aoEnabled = aoEnabled && painter._debugParams.buildingsDrawGroundAO;\n        castsShadowsEnabled = castsShadowsEnabled && painter._debugParams.buildingsDrawShadowPass;\n        drawLayer = drawLayer && painter._debugParams.buildingsDrawTranslucentPass;\n    });\n\n    if (!painter.shadowRenderer) {\n        receiveShadowsEnabled = false;\n    }\n\n    // Update building layer conflation and ensure single drawing of features crossing tile borders\n    const conflateLayer = painter.conflationActive && painter.style.isLayerClipped(layer, source.getSource());\n    const layerIndex = painter.style.order.indexOf(layer.fqid);\n\n    updateBuildingReplacementsAndTileBorderVisibility(painter, source, layer, layerIndex, conflateLayer, coords);\n\n    evaluateBucket(painter, source, layer, coords);\n\n    layer.resetLayerRenderingStats(painter);\n\n    if (painter.shadowRenderer) painter.shadowRenderer.useNormalOffset = true;\n\n    if (painter.renderPass === 'shadow' && painter.shadowRenderer && castsShadowsEnabled) {\n        const shadowRenderer = painter.shadowRenderer;\n        const definesForPass: Array<DynamicDefinesType> = [\n        ];\n\n        const depthMode = shadowRenderer.getShadowPassDepthMode();\n\n        drawTiles({\n            painter,\n            source,\n            layer,\n            coords,\n            defines: definesForPass,\n            blendMode: ColorMode.disabled,\n            depthMode,\n            opacity,\n            verticalScale,\n            facadeEmissiveChance: 0,\n            facadeAOIntensity: 0,\n            floodLightIntensity: 0,\n            floodLightColor: [0, 0, 0]\n        });\n\n    } else if (painter.renderPass === 'translucent' && drawLayer) {\n        let definesForPass: Array<DynamicDefinesType> = [\n            \"HAS_ATTRIBUTE_a_part_color_emissive\",\n            \"LIGHTING_3D_MODE\"\n        ];\n\n        if (receiveShadowsEnabled) {\n            definesForPass = definesForPass.concat(\"RENDER_SHADOWS\");\n        }\n\n        if (painter.shadowRenderer && painter.shadowRenderer.useNormalOffset) {\n            definesForPass = definesForPass.concat(\"NORMAL_OFFSET\");\n        }\n\n        Debug.run(() => {\n            if (painter._debugParams.buildingsShowNormals) {\n                definesForPass = definesForPass.concat(\"DEBUG_SHOW_NORMALS\");\n            }\n        });\n\n        const facadeEmissiveChance = layer.paint.get('building-facade-emissive-chance');\n        const facadeAOIntensity = layer.paint.get('building-ambient-occlusion-intensity');\n\n        const floodLightIntensity = layer.paint.get('building-flood-light-intensity');\n        const ignoreLut = layer.paint.get('building-flood-light-color-use-theme').constantOr('default') === \"none\";\n        const floodLightColor = layer.paint.get('building-flood-light-color').toNonPremultipliedRenderColor(ignoreLut ? null : layer.lut).toArray01().slice(0, 3) as [number, number, number];\n        const floodLightGroundAttenuation = layer.paint.get('building-flood-light-ground-attenuation');\n        const floodLightEnabled = floodLightIntensity > 0;\n\n        const depthMode = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n        if (opacity < 1.0) {\n            // Draw transparent buildings in two passes so that only the closest surface is drawn.\n            // Insert a draw call to draw all the buildings into only the depth buffer. No colors are drawn.\n            drawTiles({\n                painter,\n                source,\n                layer,\n                coords,\n                defines: definesForPass,\n                blendMode: ColorMode.disabled,\n                depthMode,\n                opacity,\n                verticalScale,\n                facadeEmissiveChance,\n                facadeAOIntensity,\n                floodLightIntensity,\n                floodLightColor,\n                depthOnly: true\n            });\n        }\n\n        const blendMode = painter.colorModeForRenderPass();\n        drawTiles({\n            painter,\n            source,\n            layer,\n            coords,\n            defines: definesForPass,\n            blendMode,\n            depthMode,\n            opacity,\n            verticalScale,\n            facadeEmissiveChance,\n            facadeAOIntensity,\n            floodLightIntensity,\n            floodLightColor\n        });\n\n        const geFrontCutoffArray = layer.paint.get('building-front-cutoff');\n        const geFrontCutoffParams = computeFrontCutoffParams(painter.transform.pitch, geFrontCutoffArray, !!painter.terrain);\n\n        if (aoEnabled) {\n            drawGroundEffect(painter, source, layer, coords, true, opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, aoGroundAttenuation, conflateLayer, false, geFrontCutoffParams);\n        }\n        if (floodLightEnabled) {\n            drawGroundEffect(painter, source, layer, coords, false, opacity, aoIntensity, aoRadius, floodLightIntensity, floodLightColor, floodLightGroundAttenuation, conflateLayer, false, geFrontCutoffParams);\n        }\n    } else if (painter.renderPass === 'light-beam' && drawLayer) {\n        const definesForPass: Array<DynamicDefinesType> = [\n            \"HAS_ATTRIBUTE_a_part_color_emissive\",\n            \"HAS_ATTRIBUTE_a_bloom_attenuation\"\n        ];\n\n        const depthMode = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n        const blendMode = ColorMode.alphaBlended;\n\n        drawTiles({\n            painter,\n            source,\n            layer,\n            coords,\n            defines: definesForPass,\n            blendMode,\n            depthMode,\n            opacity,\n            verticalScale,\n            facadeEmissiveChance: 0,\n            facadeAOIntensity: 0,\n            floodLightIntensity: 0,\n            floodLightColor: [0, 0, 0]\n        });\n    }\n\n    if (painter.shadowRenderer) painter.shadowRenderer.useNormalOffset = false;\n    painter.resetStencilClippingMasks();\n\n    PerformanceUtils.measureWithDetails(PerformanceUtils.GROUP_RENDERING, `Building.draw(${painter.renderPass})`, \"Building\", perfStartTime);\n\n}\n","import Point from '@mapbox/point-geometry';\nimport {polygonIntersectsPolygon, polygonIntersectsMultiPolygon} from '../../src/util/intersection_tests';\n\nimport type LngLat from '../../src/geo/lng_lat';\nimport type {LngLatBounds} from '../../src/geo/lng_lat';\nimport type {IndoorBuilding} from '../../src/style/indoor_data';\n\nexport class ViewportIntersectionStrategy {\n    _previousClosestBuildingId: string | null = null;\n    _hysteresisRatio: number = 0.8;\n    _indoorMinimumZoom: number = 16.0;\n\n    findClosestBuilding(\n        buildings: Record<string, IndoorBuilding>,\n        mapCenter: LngLat,\n        zoom: number,\n        mapBounds: LngLatBounds,\n        viewportPolygon?: Point[]\n    ): string | null {\n        if (zoom < this._indoorMinimumZoom) {\n            this._previousClosestBuildingId = null;\n            return null;\n        }\n\n        let nextClosestBuildingId: string | null = null;\n        let minDistance = Number.MAX_VALUE;\n\n        let currentBuildingDistance = Number.MAX_VALUE;\n        let currentInBounds = false;\n\n        const previousBuilding = this._previousClosestBuildingId ? buildings[this._previousClosestBuildingId] : null;\n\n        if (this._previousClosestBuildingId && previousBuilding) {\n            const isVisible = this._isBuildingVisible(previousBuilding, mapBounds, viewportPolygon);\n            if (isVisible) {\n                currentInBounds = true;\n                currentBuildingDistance = this._calculateDistance(mapCenter, previousBuilding);\n            }\n        }\n\n        for (const [id, building] of Object.entries(buildings)) {\n            const isVisible = this._isBuildingVisible(building, mapBounds, viewportPolygon);\n            if (!isVisible) continue;\n\n            const distance = this._calculateDistance(mapCenter, building);\n\n            if (distance < minDistance) {\n                minDistance = distance;\n                nextClosestBuildingId = id;\n            }\n        }\n\n        // Switch to a new closest building only if it is significantly closer (hysteresis)\n        if (currentInBounds && nextClosestBuildingId && this._previousClosestBuildingId && nextClosestBuildingId !== this._previousClosestBuildingId) {\n            if (minDistance > currentBuildingDistance * this._hysteresisRatio) {\n                nextClosestBuildingId = this._previousClosestBuildingId;\n            }\n        } else if (currentInBounds && !nextClosestBuildingId) {\n            nextClosestBuildingId = this._previousClosestBuildingId;\n        }\n\n        this._previousClosestBuildingId = nextClosestBuildingId;\n        return nextClosestBuildingId;\n    }\n\n    _calculateDistance(mapCenter: LngLat, building: IndoorBuilding): number {\n        if (!building.center) return Number.MAX_VALUE;\n        // Simple squared euclidean distance\n        const dLat = mapCenter.lat - building.center[1];\n        const dLng = mapCenter.lng - building.center[0];\n        return dLat * dLat + dLng * dLng;\n    }\n\n    _isBuildingVisible(building: IndoorBuilding, mapBounds: LngLatBounds, viewportPolygon?: Point[]): boolean {\n        if (!viewportPolygon) {\n            return false;\n        }\n\n        // Check intersection with viewport polygon, if any floor is visible\n        for (const floorId of building.floorIds) {\n            const floor = building.floors[floorId];\n            if (!floor.geometry) continue;\n\n            const geometry = floor.geometry;\n            if (geometry.type === 'Polygon') {\n                const floorPoly = this._convertRingToPoints(geometry.coordinates[0]);\n                if (polygonIntersectsPolygon(floorPoly, viewportPolygon)) {\n                    return true;\n                }\n            } else if (geometry.type === 'MultiPolygon') {\n                const floorMultiPoly = this._convertMultiPolygonToPoints(geometry.coordinates);\n                if (polygonIntersectsMultiPolygon(viewportPolygon, floorMultiPoly)) {\n                    return true;\n                }\n            }\n        }\n\n        return false;\n    }\n\n    _convertRingToPoints(ring: number[][]): Point[] {\n        return ring.map(c => new Point(c[0], c[1]));\n    }\n\n    _convertMultiPolygonToPoints(multiPoly: number[][][][]): Point[][] {\n        // Convert each polygon's exterior ring\n        return multiPoly.map(poly => {\n            if (poly.length === 0) return [];\n            return poly[0].map(c => new Point(c[0], c[1]));\n        });\n    }\n}\n","import {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    Uniform4f,\n    UniformMatrix3f,\n    UniformMatrix4f,\n} from '../uniform_binding';\n\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\n\nexport const RASTER_PARTICLE_POS_OFFSET: number = 0.05;\nexport const RASTER_PARTICLE_POS_SCALE: number = 1.0 + 2.0 * RASTER_PARTICLE_POS_OFFSET;\n\nexport type RasterParticleUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_normalize_matrix']: UniformMatrix4f;\n    ['u_globe_matrix']: UniformMatrix4f;\n    ['u_merc_matrix']: UniformMatrix4f;\n    ['u_grid_matrix']: UniformMatrix3f;\n    ['u_tl_parent']: Uniform2f;\n    ['u_scale_parent']: Uniform1f;\n    ['u_fade_t']: Uniform1f;\n    ['u_opacity']: Uniform1f;\n    ['u_image0']: Uniform1i;\n    ['u_image1']: Uniform1i;\n    ['u_raster_elevation']: Uniform1f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_merc_center']: Uniform2f;\n    ['u_cutoff_params']: Uniform4f;\n};\n\nexport type RasterParticleDefinesType = 'RASTER_ARRAY' | 'RENDER_CUTOFF' | 'DATA_FORMAT_UINT32' | 'DATA_FORMAT_UINT16' | 'DATA_FORMAT_UINT8';\n\nconst rasterParticleUniforms = (context: Context): RasterParticleUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_normalize_matrix': new UniformMatrix4f(context),\n    'u_globe_matrix': new UniformMatrix4f(context),\n    'u_merc_matrix': new UniformMatrix4f(context),\n    'u_grid_matrix': new UniformMatrix3f(context),\n    'u_tl_parent': new Uniform2f(context),\n    'u_scale_parent': new Uniform1f(context),\n    'u_fade_t': new Uniform1f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_image0': new Uniform1i(context),\n    'u_image1': new Uniform1i(context),\n    'u_raster_elevation': new Uniform1f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_cutoff_params': new Uniform4f(context)\n});\n\nconst rasterParticleUniformValues = (\n    matrix: Float32Array,\n    normalizeMatrix: Float32Array,\n    globeMatrix: Float32Array,\n    mercMatrix: Float32Array,\n    gridMatrix: Float32Array,\n    parentTL: [number, number],\n    zoomTransition: number,\n    mercatorCenter: [number, number],\n    cutoffParams: [number, number, number, number],\n    parentScaleBy: number,\n    fade: {\n        mix: number;\n        opacity: number;\n    },\n    elevation: number,\n): UniformValues<RasterParticleUniformsType> => ({\n    'u_matrix': matrix,\n    'u_normalize_matrix': normalizeMatrix,\n    'u_globe_matrix': globeMatrix,\n    'u_merc_matrix': mercMatrix,\n    'u_grid_matrix': gridMatrix,\n    'u_tl_parent': parentTL,\n    'u_scale_parent': parentScaleBy,\n    'u_fade_t': fade.mix,\n    'u_opacity': fade.opacity,\n    'u_image0': 0,\n    'u_image1': 1,\n    'u_raster_elevation': elevation,\n    'u_zoom_transition': zoomTransition,\n    'u_merc_center': mercatorCenter,\n    'u_cutoff_params': cutoffParams\n});\n\nexport type RasterParticleTextureUniforms = {\n    ['u_texture']: Uniform1i;\n    ['u_opacity']: Uniform1f;\n};\n\nconst rasterParticleTextureUniforms = (context: Context): RasterParticleTextureUniforms => ({\n    'u_texture': new Uniform1i(context),\n    'u_opacity': new Uniform1f(context)\n});\n\nconst rasterParticleTextureUniformValues = (textureUnit: number, opacity: number): UniformValues<RasterParticleTextureUniforms> => ({\n    'u_texture': textureUnit,\n    'u_opacity': opacity\n});\n\nexport type RasterParticleDrawUniformsType = {\n    ['u_particle_texture']: Uniform1i;\n    ['u_particle_texture_side_len']: Uniform1f;\n    ['u_tile_offset']: Uniform2f;\n    ['u_velocity']: Uniform1i;\n    ['u_color_ramp']: Uniform1i;\n    ['u_velocity_res']: Uniform2f;\n    ['u_max_speed']: Uniform1f;\n    ['u_uv_offset']: Uniform2f;\n    ['u_data_scale']: Uniform2f;\n    ['u_data_offset']: Uniform1f;\n    ['u_particle_pos_scale']: Uniform1f;\n    ['u_particle_pos_offset']: Uniform2f;\n};\n\nconst rasterParticleDrawUniforms = (context: Context): RasterParticleDrawUniformsType => ({\n    'u_particle_texture': new Uniform1i(context),\n    'u_particle_texture_side_len': new Uniform1f(context),\n    'u_tile_offset': new Uniform2f(context),\n    'u_velocity': new Uniform1i(context),\n    'u_color_ramp': new Uniform1i(context),\n    'u_velocity_res': new Uniform2f(context),\n    'u_max_speed': new Uniform1f(context),\n    'u_uv_offset': new Uniform2f(context),\n    'u_data_scale': new Uniform2f(context),\n    'u_data_offset': new Uniform1f(context),\n    'u_particle_pos_scale': new Uniform1f(context),\n    'u_particle_pos_offset': new Uniform2f(context)\n});\n\nconst rasterParticleDrawUniformValues = (\n    particleTextureUnit: number,\n    particleTextureSideLen: number,\n    tileOffset: [number, number],\n    velocityTextureUnit: number,\n    velocityTextureSize: [number, number],\n    colorRampUnit: number,\n    maxSpeed: number,\n    textureOffset: [number, number],\n    dataScale: [number, number, number, number],\n    dataOffset: number,\n): UniformValues<RasterParticleDrawUniformsType> => ({\n    'u_particle_texture': particleTextureUnit,\n    'u_particle_texture_side_len': particleTextureSideLen,\n    'u_tile_offset': tileOffset,\n    'u_velocity': velocityTextureUnit,\n    'u_color_ramp': colorRampUnit,\n    'u_velocity_res': velocityTextureSize,\n    'u_max_speed': maxSpeed,\n    'u_uv_offset': textureOffset,\n    'u_data_scale': [\n        255.0 * dataScale[0],\n        255.0 * dataScale[1]\n    ],\n    'u_data_offset': dataOffset,\n    'u_particle_pos_scale': RASTER_PARTICLE_POS_SCALE,\n    'u_particle_pos_offset': [RASTER_PARTICLE_POS_OFFSET, RASTER_PARTICLE_POS_OFFSET]\n});\n\nexport type RasterParticleUpdateUniformsType = {\n    ['u_particle_texture']: Uniform1i;\n    ['u_particle_texture_side_len']: Uniform1f;\n    ['u_velocity']: Uniform1i;\n    ['u_velocity_res']: Uniform2f;\n    ['u_max_speed']: Uniform1f;\n    ['u_speed_factor']: Uniform1f;\n    ['u_reset_rate']: Uniform1f;\n    ['u_rand_seed']: Uniform1f;\n    ['u_uv_offset']: Uniform2f;\n    ['u_data_scale']: Uniform2f;\n    ['u_data_offset']: Uniform1f;\n    ['u_particle_pos_scale']: Uniform1f;\n    ['u_particle_pos_offset']: Uniform2f;\n};\n\nconst rasterParticleUpdateUniforms = (context: Context): RasterParticleUpdateUniformsType => ({\n    'u_particle_texture': new Uniform1i(context),\n    'u_particle_texture_side_len': new Uniform1f(context),\n    'u_velocity': new Uniform1i(context),\n    'u_velocity_res': new Uniform2f(context),\n    'u_max_speed': new Uniform1f(context),\n    'u_speed_factor': new Uniform1f(context),\n    'u_reset_rate': new Uniform1f(context),\n    'u_rand_seed': new Uniform1f(context),\n    'u_uv_offset': new Uniform2f(context),\n    'u_data_scale': new Uniform2f(context),\n    'u_data_offset': new Uniform1f(context),\n    'u_particle_pos_scale': new Uniform1f(context),\n    'u_particle_pos_offset': new Uniform2f(context)\n});\n\nconst rasterParticleUpdateUniformValues = (\n    particleTextureUnit: number,\n    particleTextureSideLen: number,\n    velocityTextureUnit: number,\n    velocityTextureSize: [number, number],\n    maxSpeed: number,\n    speedFactor: number,\n    resetRate: number,\n    textureOffset: [number, number],\n    dataScale: [number, number, number, number],\n    dataOffset: number,\n): UniformValues<RasterParticleUpdateUniformsType> => ({\n    'u_particle_texture': particleTextureUnit,\n    'u_particle_texture_side_len': particleTextureSideLen,\n    'u_velocity': velocityTextureUnit,\n    'u_velocity_res': velocityTextureSize,\n    'u_max_speed': maxSpeed,\n    'u_speed_factor': speedFactor,\n    'u_reset_rate': resetRate,\n    'u_rand_seed': Math.random(),\n    'u_uv_offset': textureOffset,\n    'u_data_scale': [\n        255.0 * dataScale[0],\n        255.0 * dataScale[1]\n    ],\n    'u_data_offset': dataOffset,\n    'u_particle_pos_scale': RASTER_PARTICLE_POS_SCALE,\n    'u_particle_pos_offset': [RASTER_PARTICLE_POS_OFFSET, RASTER_PARTICLE_POS_OFFSET]\n});\n\nexport {rasterParticleUniforms, rasterParticleUniformValues, rasterParticleTextureUniforms, rasterParticleTextureUniformValues, rasterParticleDrawUniforms, rasterParticleDrawUniformValues, rasterParticleUpdateUniforms, rasterParticleUpdateUniformValues};\n","function computeRasterColorMix(\n    colorRampRes: number,\n    [mixR, mixG, mixB, mixA]: [number, number, number, number],\n    [min, max]: [number, number],\n): [number, number, number, number] {\n    if (min === max) return [0, 0, 0, 0];\n\n    // Together with the `offset`, the mix vector transforms the encoded integer\n    // input into a numeric value. To minimize work, we modify this vector to\n    // perform extra steps on the CPU, before rendering.\n    //\n    // To a first cut, we map `min` to the texture coordinate 0, and `max` to texture\n    // coordinate 1. However, this would align the samples with the *edges* of\n    // tabulated texels rather than the centers. This  makes it difficult to precisely\n    // position values relative to the tabulated colors.\n    //\n    // Therefore given color map resolution N, we actually map `min` to 1 / 2N and\n    // `max` to 1 - 1 / 2N. When you work out a few lines of algebra, the scale factor\n    // below is the result.\n    //\n    // Similarly, computerRasterColorOffset contains the counterpart of this equation\n    // by which the constant offset is adjusted.\n    const factor = 255 * (colorRampRes - 1) / (colorRampRes * (max - min));\n\n    return [\n        mixR * factor,\n        mixG * factor,\n        mixB * factor,\n        mixA * factor\n    ];\n}\n\nfunction computeRasterColorOffset(colorRampRes: number, offset: number, [min, max]: [number, number]): number {\n    if (min === max) return 0;\n\n    // See above for an explanation.\n    return 0.5 / colorRampRes + (offset - min) * (colorRampRes - 1) / (colorRampRes * (max - min));\n}\n\nexport {computeRasterColorMix, computeRasterColorOffset};\n","import {createLayout} from '../util/struct_array';\n\nexport default createLayout([\n    {name: 'a_index', type: 'Int16', components: 1}\n]);\n","import browser from '../util/browser';\nimport {ParticleIndexLayoutArray} from '../data/array_types';\nimport particleAttributes from '../data/particle_attributes';\nimport SegmentVector from '../data/segment';\nimport Texture from './texture';\nimport assert from '../style-spec/util/assert';\n\nimport type Context from '../gl/context';\nimport type {OverscaledTileID} from \"../source/tile_id\";\nimport type {TextureImage} from './texture';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type {RGBAImage} from \"../util/image\";\n\nclass RasterParticleState {\n    context: Context;\n    particleTexture0!: Texture;\n    particleTexture1!: Texture;\n    particleIndexBuffer!: VertexBuffer;\n    particleSegment!: SegmentVector;\n    targetColorTexture: Texture;\n    backgroundColorTexture: Texture;\n    particleTextureDimension!: number;\n    lastInvalidatedAt: number;\n\n    constructor(\n        context: Context,\n        id: OverscaledTileID,\n        textureSize: [number, number],\n        RGBAPositions: RGBAImage,\n    ) {\n        const emptyImage: TextureImage = {\n            width: textureSize[0],\n            height: textureSize[1],\n            data: null\n        };\n        const gl = context.gl;\n        this.targetColorTexture = new Texture(context, emptyImage, gl.RGBA8, {useMipmap: false});\n        this.backgroundColorTexture = new Texture(context, emptyImage, gl.RGBA8, {useMipmap: false});\n        this.context = context;\n\n        this.updateParticleTexture(id, RGBAPositions);\n        this.lastInvalidatedAt = 0;\n    }\n\n    updateParticleTexture(id: OverscaledTileID, RGBAPositions: RGBAImage) {\n        assert(RGBAPositions.width === RGBAPositions.height);\n        if (this.particleTextureDimension === RGBAPositions.width) {\n            return;\n        }\n\n        if (this.particleTexture0 || this.particleTexture1 || this.particleIndexBuffer || this.particleSegment) {\n            assert(this.particleTexture0 && this.particleTexture1 && this.particleIndexBuffer && this.particleSegment);\n            this.particleTexture0.destroy();\n            this.particleTexture1.destroy();\n            this.particleIndexBuffer.destroy();\n            this.particleSegment.destroy();\n        }\n\n        const gl = this.context.gl;\n\n        const numParticles = RGBAPositions.width * RGBAPositions.height;\n\n        this.particleTexture0 = new Texture(this.context, RGBAPositions, gl.RGBA8, {premultiply: false, useMipmap: false});\n        this.particleTexture1 = new Texture(this.context, RGBAPositions, gl.RGBA8, {premultiply: false, useMipmap: false});\n\n        const particleIndices = new ParticleIndexLayoutArray();\n        particleIndices.reserve(numParticles);\n        for (let i = 0; i < numParticles; i++) {\n            particleIndices.emplaceBack(i);\n        }\n        this.particleIndexBuffer = this.context.createVertexBuffer(particleIndices, particleAttributes.members, true);\n\n        this.particleSegment = SegmentVector.simpleSegment(0, 0, this.particleIndexBuffer.length, 0);\n        this.particleTextureDimension = RGBAPositions.width;\n    }\n\n    update(layerLastInvalidatedAt: number): boolean {\n        if (this.lastInvalidatedAt < layerLastInvalidatedAt) {\n            this.lastInvalidatedAt = browser.now();\n            return false;\n        }\n\n        return true;\n    }\n\n    destroy() {\n        this.targetColorTexture.destroy();\n        this.backgroundColorTexture.destroy();\n        this.particleIndexBuffer.destroy();\n        this.particleTexture0.destroy();\n        this.particleTexture1.destroy();\n        this.particleSegment.destroy();\n    }\n}\n\nexport default RasterParticleState;\n","import {clamp} from '../util/util';\nimport browser from '../util/browser';\n\nimport type SourceCache from '../source/source_cache';\nimport type Tile from '../source/tile';\nimport type Transform from '../geo/transform';\n\nexport type RasterFade = {\n    opacity: number;\n    mix: number;\n    isFading: boolean;\n};\n\nfunction rasterFade(\n    tile: Tile,\n    parentTile: Tile | null | undefined,\n    sourceCache: SourceCache,\n    transform: Transform,\n    fadeDuration: number,\n): RasterFade {\n    if (fadeDuration > 0) {\n        const now = browser.now();\n        const sinceTile = (now - tile.timeAdded) / fadeDuration;\n        const sinceParent = parentTile ? (now - parentTile.timeAdded) / fadeDuration : -1;\n\n        const source = sourceCache.getSource();\n        const idealZ = transform.coveringZoomLevel({\n            tileSize: source.tileSize,\n            roundZoom: source.roundZoom\n        });\n\n        // if no parent or parent is older, fade in; if parent is younger, fade out\n        const fadeIn = !parentTile || Math.abs(parentTile.tileID.overscaledZ - idealZ) > Math.abs(tile.tileID.overscaledZ - idealZ);\n\n        const childOpacity = (fadeIn && tile.refreshedUponExpiration) ? 1 : clamp(fadeIn ? sinceTile : 1 - sinceParent, 0, 1);\n\n        if (parentTile) {\n            return {\n                opacity: 1,\n                mix: 1 - childOpacity,\n                isFading: sinceTile < 1\n            };\n        } else {\n            return {\n                opacity: childOpacity,\n                mix: 0,\n                isFading: sinceTile < 1\n            };\n        }\n    } else {\n        return {\n            opacity: 1,\n            mix: 0,\n            isFading: false\n        };\n    }\n}\n\nexport default rasterFade;\n","import browser from '../util/browser';\nimport Color from '../style-spec/util/color';\nimport ColorMode from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport {rasterParticleUniformValues, rasterParticleTextureUniformValues, rasterParticleDrawUniformValues, rasterParticleUpdateUniformValues,\n    RASTER_PARTICLE_POS_OFFSET,\n    RASTER_PARTICLE_POS_SCALE,\n} from './program/raster_particle_program';\nimport {computeRasterColorMix, computeRasterColorOffset} from './raster';\nimport {COLOR_RAMP_RES} from '../style/style_layer/raster_particle_style_layer';\nimport {neighborCoord} from '../source/tile_id';\nimport {\n    calculateGlobeMercatorMatrix,\n    getGridMatrix,\n    globeNormalizeECEF,\n    globeTileBounds,\n    globeToMercatorTransition,\n    getLatitudinalLod,\n    tileCornersToBounds} from '../geo/projection/globe_util';\nimport RasterParticleState from './raster_particle_state';\nimport Texture from './texture';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport rasterFade from './raster_fade';\nimport assert from '../style-spec/util/assert';\nimport {RGBAImage} from '../util/image';\nimport {smoothstep, esgtsaHash} from '../util/util';\nimport {GLOBE_ZOOM_THRESHOLD_MAX} from '../geo/projection/globe_constants';\n\nimport type Transform from '../geo/transform';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type RasterArrayTile from '../source/raster_array_tile';\nimport type RasterArrayTileSource from '../source/raster_array_tile_source';\nimport type RasterParticleStyleLayer from '../style/style_layer/raster_particle_style_layer';\nimport type SourceCache from '../source/source_cache';\nimport type Painter from './painter';\nimport type {DynamicDefinesType} from './program/program_uniforms';\n\nexport default drawRasterParticle;\n\nconst VELOCITY_TEXTURE_UNIT = 0;\nconst RASTER_PARTICLE_TEXTURE_UNIT = 1;\nconst RASTER_COLOR_TEXTURE_UNIT = 2;\nconst SPEED_MAX_VALUE = 0.15;\n\nfunction drawRasterParticle(painter: Painter, sourceCache: SourceCache, layer: RasterParticleStyleLayer, tileIDs: Array<OverscaledTileID>, _: unknown, isInitialLoad: boolean) {\n    if (painter.renderPass === 'offscreen') {\n        renderParticlesToTexture(painter, sourceCache, layer, tileIDs);\n    }\n\n    if (painter.renderPass === 'translucent') {\n        renderTextureToMap(painter, sourceCache, layer, tileIDs, isInitialLoad);\n        painter.style.map.triggerRepaint();\n    }\n}\n\nfunction createPositionRGBAData(textureDimension: number): Uint8Array {\n    const numParticles = textureDimension * textureDimension;\n    const RGBAPositions = new Uint8Array(4 * numParticles);\n    // Pack random positions in [0, 1] into RGBA pixels. Matches the GLSL\n    // `pack_pos_to_rgba` behavior.\n    const invScale = 1.0 / RASTER_PARTICLE_POS_SCALE;\n    for (let i = 0; i < numParticles; i++) {\n        const x = invScale * (esgtsaHash(2 * i + 0) + RASTER_PARTICLE_POS_OFFSET);\n        const y = invScale * (esgtsaHash(2 * i + 1) + RASTER_PARTICLE_POS_OFFSET);\n\n        const rx = x;\n        const ry = (x * 255.0) % 1;\n        const rz = y;\n        const rw = (y * 255.0) % 1;\n\n        const px = rx - ry / 255.0;\n        const py = ry;\n        const pz = rz - rw / 255.0;\n        const pw = rw;\n\n        RGBAPositions[4 * i + 0] = 255.0 * px;\n        RGBAPositions[4 * i + 1] = 255.0 * py;\n        RGBAPositions[4 * i + 2] = 255.0 * pz;\n        RGBAPositions[4 * i + 3] = 255.0 * pw;\n    }\n\n    return RGBAPositions;\n}\n\nfunction renderParticlesToTexture(painter: Painter, sourceCache: SourceCache, layer: RasterParticleStyleLayer, tileIDs: Array<OverscaledTileID>) {\n    if (!tileIDs.length) {\n        return;\n    }\n\n    const context = painter.context;\n    const gl = context.gl;\n    const source = sourceCache.getSource();\n    if (source.type !== 'raster-array') return;\n\n    // update layer resources\n\n    const particleTextureDimension = Math.ceil(Math.sqrt(layer.paint.get('raster-particle-count')));\n\n    let particlePositionRGBAImage = layer.particlePositionRGBAImage;\n    if (!particlePositionRGBAImage || particlePositionRGBAImage.width !== particleTextureDimension) {\n        const RGBAData = createPositionRGBAData(particleTextureDimension);\n        const imageSize = {width: particleTextureDimension, height: particleTextureDimension};\n        particlePositionRGBAImage = layer.particlePositionRGBAImage = new RGBAImage(imageSize, RGBAData);\n    }\n\n    let particleFramebuffer = layer.particleFramebuffer;\n    if (!particleFramebuffer) {\n        particleFramebuffer = layer.particleFramebuffer = context.createFramebuffer(particleTextureDimension, particleTextureDimension, 1, null);\n    } else if (particleFramebuffer.width !== particleTextureDimension) {\n        assert(particleFramebuffer.width === particleFramebuffer.height);\n        particleFramebuffer.destroy();\n        particleFramebuffer = layer.particleFramebuffer = context.createFramebuffer(particleTextureDimension, particleTextureDimension, 1, null);\n    }\n\n    // acquire and update tiles\n\n    const tiles: Array<[OverscaledTileID, TileData, RasterParticleState, boolean]> = [];\n    for (const id of tileIDs) {\n        const tile = sourceCache.getTile(id) as RasterArrayTile;\n        if (!tile) continue;\n\n        const data = getTileData(tile, source, layer);\n        if (!data) continue;\n        assert(data.texture);\n\n        const textureSize: [number, number] = [tile.tileSize, tile.tileSize];\n        let tileFramebuffer = layer.tileFramebuffer;\n        if (!tileFramebuffer) {\n            const fbWidth = textureSize[0];\n            const fbHeight = textureSize[1];\n            tileFramebuffer = layer.tileFramebuffer = context.createFramebuffer(fbWidth, fbHeight, 1, null);\n        }\n        assert(tileFramebuffer.width === textureSize[0] && tileFramebuffer.height === textureSize[1]);\n\n        let state = tile.rasterParticleState;\n        if (!state) {\n            state = tile.rasterParticleState = new RasterParticleState(context, id, textureSize, particlePositionRGBAImage);\n        }\n\n        const renderBackground = state.update(layer.lastInvalidatedAt);\n\n        if (state.particleTextureDimension !== particleTextureDimension) {\n            state.updateParticleTexture(id, particlePositionRGBAImage);\n        }\n\n        const t = state.targetColorTexture;\n        state.targetColorTexture = state.backgroundColorTexture;\n        state.backgroundColorTexture = t;\n\n        const p = state.particleTexture0;\n        state.particleTexture0 = state.particleTexture1;\n        state.particleTexture1 = p;\n\n        tiles.push([id, data, state, renderBackground]);\n    }\n\n    if (tiles.length === 0) {\n        return;\n    }\n\n    const now = browser.now();\n    const frameDeltaSeconds = layer.previousDrawTimestamp ? 0.001 * (now - layer.previousDrawTimestamp) : 0.0167;\n    layer.previousDrawTimestamp = now;\n\n    if (layer.hasColorMap()) {\n        // Allocate a texture if not allocated\n        context.activeTexture.set(gl.TEXTURE0 + RASTER_COLOR_TEXTURE_UNIT);\n        let tex = layer.colorRampTexture;\n        if (!tex) tex = layer.colorRampTexture = new Texture(context, layer.colorRamp, gl.RGBA8);\n        tex.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n    }\n\n    // render and update the particle state\n\n    context.bindFramebuffer.set(layer.tileFramebuffer.framebuffer);\n    renderBackground(painter, layer, tiles);\n    renderParticles(painter, sourceCache, layer, tiles);\n    context.bindFramebuffer.set(layer.particleFramebuffer.framebuffer);\n    updateParticles(painter, layer, tiles, frameDeltaSeconds);\n}\n\ntype TileData = {\n    texture: Texture;\n    textureOffset: [number, number];\n    tileSize: number;\n    scalarData: boolean;\n    scale: [number, number, number, number];\n    offset: number;\n    defines: DynamicDefinesType[];\n};\n\nfunction getTileData(\n    tile: RasterArrayTile,\n    source: RasterArrayTileSource,\n    layer: RasterParticleStyleLayer,\n): TileData | null | undefined {\n    if (!tile) {\n        return null;\n    }\n\n    const textureDesc = source.getTextureDescriptor(tile, layer, true);\n\n    if (!textureDesc) {\n        return null;\n    }\n    let {texture, mix, offset, tileSize, buffer, format} = textureDesc;\n    if (!texture || !format) {\n        return null;\n    }\n\n    let scalarData = false;\n    if (format === 'uint32') {\n        scalarData = true;\n        mix[3] = 0;\n        mix = computeRasterColorMix(COLOR_RAMP_RES, mix, [0, layer.paint.get('raster-particle-max-speed')]);\n        offset = computeRasterColorOffset(COLOR_RAMP_RES, offset, [0, layer.paint.get('raster-particle-max-speed')]);\n    }\n    const dataFormatDefine = {\n        uint8: 'DATA_FORMAT_UINT8',\n        uint16: 'DATA_FORMAT_UINT16',\n        uint32: 'DATA_FORMAT_UINT32',\n    }[format] as DynamicDefinesType;\n\n    return {\n        texture,\n        textureOffset: [buffer / (tileSize + 2 * buffer), tileSize / (tileSize + 2 * buffer)],\n        tileSize,\n        scalarData,\n        scale: mix,\n        offset,\n        defines: ['RASTER_ARRAY', dataFormatDefine]\n    };\n}\n\nfunction renderBackground(painter: Painter, layer: RasterParticleStyleLayer, tiles: Array<[OverscaledTileID, TileData, RasterParticleState, boolean]>) {\n    const context = painter.context;\n    const gl = context.gl;\n    const framebuffer = layer.tileFramebuffer;\n\n    context.activeTexture.set(gl.TEXTURE0);\n\n    const textureUnit = 0;\n\n    const opacityValue = fadeOpacityCurve(layer.paint.get('raster-particle-fade-opacity-factor'));\n    const uniforms = rasterParticleTextureUniformValues(textureUnit, opacityValue);\n    const program = painter.getOrCreateProgram('rasterParticleTexture', {defines: [], overrideFog: false});\n\n    for (const tile of tiles) {\n        const [, , particleState, renderBackground] = tile;\n        framebuffer.colorAttachment0.set(particleState.targetColorTexture.texture);\n        context.viewport.set([0, 0, framebuffer.width, framebuffer.height]);\n        context.clear({color: Color.transparent});\n        if (!renderBackground) continue;\n        particleState.backgroundColorTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE);\n        program.draw(\n            painter,\n            gl.TRIANGLES,\n            DepthMode.disabled,\n            StencilMode.disabled,\n            ColorMode.alphaBlended,\n            CullFaceMode.disabled,\n            uniforms,\n            layer.id,\n            painter.viewportBuffer,\n            painter.quadTriangleIndexBuffer,\n            painter.viewportSegments);\n    }\n}\n\nfunction fadeOpacityCurve(fadeOpacityFactor: number): number {\n    // The opacity factor has a very non-linear visual effect in its linear [0, 1] range. Particle trails\n    // are visible only roughly after a value of 0.7. Applying a curve which significantly boosts values\n    // close to 0 ensures that linearly increasing the fade opacity factor from 0 to 1 results in a visually\n    // linear increase in trail length.\n    //\n    // A curve of the form (1 + a)(x / (x + a)) boosts values close to 0, and results in a number in the\n    // [0, 1] range.\n\n    const x = fadeOpacityFactor;\n    const a = 0.05;\n    return (1.0 + a) * x / (x + a);\n}\n\nfunction resetRateCurve(resetRate: number): number {\n    // Even small reset rates (close to zero) result in fast reset period. Values at >0.4 visually appear to\n    // respawn very fast. Applying a power curve (x^n) to the reset rate ensures that we can linearly increase\n    // the reset rate from 0 to 1 and see a more gradual increase in the reset rate.\n\n    return Math.pow(resetRate, 6.0);\n}\n\nfunction renderParticles(painter: Painter, sourceCache: SourceCache, layer: RasterParticleStyleLayer, tiles: Array<[OverscaledTileID, TileData, RasterParticleState, boolean]>) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    const framebuffer = layer.tileFramebuffer;\n    const isGlobeProjection = painter.transform.projection.name === 'globe';\n    const maxSpeed = layer.paint.get('raster-particle-max-speed');\n    for (const targetTile of tiles) {\n        const [targetTileID, targetTileData, targetTileState,] = targetTile;\n\n        context.activeTexture.set(gl.TEXTURE0 + VELOCITY_TEXTURE_UNIT);\n        targetTileData.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n        framebuffer.colorAttachment0.set(targetTileState.targetColorTexture.texture);\n        const defines = targetTileData.defines;\n        const program = painter.getOrCreateProgram('rasterParticleDraw', {defines, overrideFog: false});\n\n        context.activeTexture.set(gl.TEXTURE0 + RASTER_PARTICLE_TEXTURE_UNIT);\n        const tileIDs = targetTileData.scalarData ? [] : [0, 1, 2, 3].map(idx => neighborCoord[idx](targetTileID));\n        tileIDs.push(targetTileID);\n        const x = targetTileID.canonical.x;\n        const y = targetTileID.canonical.y;\n        for (const tileID of tileIDs) {\n            const tile = sourceCache.getTile(isGlobeProjection ? tileID.wrapped() : tileID);\n            if (!tile) continue;\n            const state = tile.rasterParticleState;\n            if (!state) continue;\n\n            // NOTE: tiles adjacent to the antimeridian need their x coordinates shifted by (2^z) in order for (nx - x)\n            // to be contained in [-1, 1].\n            const wrapDelta = tileID.wrap - targetTileID.wrap;\n            const nx = tileID.canonical.x + (1 << tileID.canonical.z) * wrapDelta;\n            const ny = tileID.canonical.y;\n\n            state.particleTexture0.bind(gl.NEAREST, gl.CLAMP_TO_EDGE);\n            const rasterParticleTextureRes = state.particleTexture0.size;\n            assert(rasterParticleTextureRes[0] === rasterParticleTextureRes[1]);\n            const rasterParticleTextureSideLen = rasterParticleTextureRes[0];\n            const tileOffset: [number, number] = [nx - x, ny - y];\n            const uniforms = rasterParticleDrawUniformValues(\n                RASTER_PARTICLE_TEXTURE_UNIT,\n                rasterParticleTextureSideLen,\n                tileOffset,\n                VELOCITY_TEXTURE_UNIT,\n                targetTileData.texture.size,\n                RASTER_COLOR_TEXTURE_UNIT,\n                maxSpeed,\n                targetTileData.textureOffset,\n                targetTileData.scale,\n                targetTileData.offset\n            );\n            program.draw(\n                painter,\n                gl.POINTS,\n                DepthMode.disabled,\n                StencilMode.disabled,\n                ColorMode.alphaBlended,\n                CullFaceMode.disabled,\n                uniforms,\n                layer.id,\n                state.particleIndexBuffer,\n                undefined,\n                state.particleSegment\n            );\n        }\n    }\n}\n\nfunction updateParticles(painter: Painter, layer: RasterParticleStyleLayer, tiles: Array<[OverscaledTileID, TileData, RasterParticleState, boolean]>, frameDeltaSeconds: number) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    const maxSpeed = layer.paint.get('raster-particle-max-speed');\n\n    const speedFactor = frameDeltaSeconds * layer.paint.get('raster-particle-speed-factor') * SPEED_MAX_VALUE;\n    const resetRateFactor = layer.paint.get('raster-particle-reset-rate-factor');\n\n    const resetRate = resetRateCurve(0.01 + resetRateFactor * 1.0);\n    const particleFramebuffer = layer.particleFramebuffer;\n    context.viewport.set([0, 0, particleFramebuffer.width, particleFramebuffer.height]);\n\n    for (const tile of tiles) {\n        const [, data, state,] = tile;\n\n        context.activeTexture.set(gl.TEXTURE0 + VELOCITY_TEXTURE_UNIT);\n        data.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n        context.activeTexture.set(gl.TEXTURE0 + RASTER_PARTICLE_TEXTURE_UNIT);\n        const particleTexture = state.particleTexture0;\n        particleTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE);\n        const uniforms = rasterParticleUpdateUniformValues(\n            RASTER_PARTICLE_TEXTURE_UNIT,\n            particleTexture.size[0],\n            VELOCITY_TEXTURE_UNIT,\n            data.texture.size,\n\n            maxSpeed,\n            speedFactor,\n            resetRate,\n            data.textureOffset,\n            data.scale,\n            data.offset\n        );\n        particleFramebuffer.colorAttachment0.set(state.particleTexture1.texture);\n        context.clear({color: Color.transparent});\n        const updateProgram = painter.getOrCreateProgram('rasterParticleUpdate', {defines: data.defines});\n        updateProgram.draw(\n            painter,\n            gl.TRIANGLES,\n            DepthMode.disabled,\n            StencilMode.disabled,\n            ColorMode.unblended,\n            CullFaceMode.disabled,\n            uniforms,\n            layer.id,\n            painter.viewportBuffer,\n            painter.quadTriangleIndexBuffer,\n            painter.viewportSegments);\n    }\n}\n\nfunction renderTextureToMap(painter: Painter, sourceCache: SourceCache, layer: RasterParticleStyleLayer, tileIDs: Array<OverscaledTileID>, _: boolean) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    // Add minimum elevation for globe zoom level to avoid clipping with globe tiles\n    const tileSize = sourceCache.getSource().tileSize;\n    const minLiftForZoom = (1.0 - smoothstep(GLOBE_ZOOM_THRESHOLD_MAX, GLOBE_ZOOM_THRESHOLD_MAX + 1.0, painter.transform.zoom)) * 5.0 * tileSize;\n    const rasterElevation = minLiftForZoom + layer.paint.get('raster-particle-elevation');\n    const align = !painter.options.moving;\n    const isGlobeProjection = painter.transform.projection.name === 'globe';\n\n    if (!tileIDs.length) {\n        return;\n    }\n    const [stencilModes, coords] = painter.stencilConfigForOverlap(tileIDs);\n\n    const defines: DynamicDefinesType[] = [];\n    if (isGlobeProjection) {\n        defines.push(\"PROJECTION_GLOBE_VIEW\");\n    }\n\n    const stencilMode = painter.stencilModeFor3D();\n\n    for (const coord of coords) {\n        const unwrappedTileID = coord.toUnwrapped();\n        const tile = sourceCache.getTile(coord);\n        if (!tile.rasterParticleState) continue;\n        const particleState = tile.rasterParticleState;\n\n        // NOTE: workaround for https://mapbox.atlassian.net/browse/GLJS-675\n        const rasterFadeDuration = 100;\n        tile.registerFadeDuration(rasterFadeDuration);\n\n        const parentTile = sourceCache.findLoadedParent(coord, 0);\n        const fade = rasterFade(tile, parentTile, sourceCache, painter.transform, rasterFadeDuration);\n        if (painter.terrain) painter.terrain.prepareDrawTile();\n\n        context.activeTexture.set(gl.TEXTURE0);\n        particleState.targetColorTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n        context.activeTexture.set(gl.TEXTURE1);\n\n        let parentScaleBy: number | undefined;\n        let parentTL: [number, number] | undefined;\n        if (parentTile && parentTile.rasterParticleState) {\n            parentTile.rasterParticleState.targetColorTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            parentScaleBy = Math.pow(2, parentTile.tileID.overscaledZ - tile.tileID.overscaledZ);\n            parentTL = [tile.tileID.canonical.x * parentScaleBy % 1, tile.tileID.canonical.y * parentScaleBy % 1];\n        } else  {\n            particleState.targetColorTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n        }\n\n        const projMatrix = isGlobeProjection ? painter.transform.expandedFarZProjMatrix : painter.transform.calculateProjMatrix(unwrappedTileID, align);\n\n        const tr = painter.transform;\n        const cutoffParams = cutoffParamsForElevation(tr);\n        const tileBounds = tileCornersToBounds(coord.canonical);\n        const latitudinalLod = getLatitudinalLod(tileBounds.getCenter().lat);\n\n        let normalizeMatrix: Float32Array;\n        let globeMatrix: Float32Array;\n        let globeMercatorMatrix: Float32Array;\n        let mercatorCenter: [number, number];\n        let gridMatrix: Float32Array;\n\n        if (isGlobeProjection) {\n            normalizeMatrix = Float32Array.from(globeNormalizeECEF(globeTileBounds(coord.canonical)));\n            globeMatrix = Float32Array.from(tr.globeMatrix);\n            globeMercatorMatrix = Float32Array.from(calculateGlobeMercatorMatrix(tr));\n            mercatorCenter = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];\n            gridMatrix = Float32Array.from(getGridMatrix(coord.canonical, tileBounds, latitudinalLod, tr.worldSize / tr._pixelsPerMercatorPixel));\n        } else {\n            normalizeMatrix = new Float32Array(16);\n            globeMatrix = new Float32Array(9);\n            globeMercatorMatrix = new Float32Array(16);\n            mercatorCenter = [0, 0];\n            gridMatrix = new Float32Array(9);\n        }\n\n        const uniformValues = rasterParticleUniformValues(\n            projMatrix as Float32Array,\n            normalizeMatrix,\n            globeMatrix,\n            globeMercatorMatrix,\n            gridMatrix,\n            parentTL || [0, 0],\n            globeToMercatorTransition(painter.transform.zoom),\n            mercatorCenter,\n            cutoffParams,\n            parentScaleBy || 1,\n            fade,\n            rasterElevation\n        );\n        const overrideFog = painter.isTileAffectedByFog(coord);\n        const program = painter.getOrCreateProgram('rasterParticle', {defines, overrideFog});\n\n        painter.uploadCommonUniforms(context, program, unwrappedTileID);\n\n        if (isGlobeProjection) {\n            const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n            const skirtHeightValue = 0;\n            const sharedBuffers = painter.globeSharedBuffers;\n            if (sharedBuffers) {\n                const [buffer, indexBuffer, segments] = sharedBuffers.getGridBuffers(latitudinalLod, skirtHeightValue !== 0);\n                assert(buffer);\n                assert(indexBuffer);\n                assert(segments);\n                program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, ColorMode.alphaBlended, painter.renderElevatedRasterBackface ? CullFaceMode.frontCCW : CullFaceMode.backCCW, uniformValues, layer.id, buffer, indexBuffer, segments);\n            }\n        } else {\n            const depthMode = painter.depthModeForSublayer(0, DepthMode.ReadOnly);\n            const stencilMode = stencilModes[coord.overscaledZ];\n            const {tileBoundsBuffer, tileBoundsIndexBuffer, tileBoundsSegments} = painter.getTileBoundsBuffers(tile);\n\n            program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, ColorMode.alphaBlended, CullFaceMode.disabled,\n                uniformValues, layer.id, tileBoundsBuffer,\n                tileBoundsIndexBuffer, tileBoundsSegments);\n        }\n    }\n\n    painter.resetStencilClippingMasks();\n}\n\nfunction cutoffParamsForElevation(tr: Transform): [number, number, number, number] {\n    const near = tr._nearZ;\n    const far = tr.projection.farthestPixelDistance(tr);\n    const zRange = far - near;\n    const fadeRangePixels = tr.height * 0.2;\n    const cutoffDistance = near + fadeRangePixels;\n    const relativeCutoffDistance = ((cutoffDistance - near) / zRange);\n    const relativeCutoffFadeDistance = ((cutoffDistance - fadeRangePixels - near) / zRange);\n    return [near, far, relativeCutoffFadeDistance, relativeCutoffDistance];\n}\n\nexport function prepare(layer: RasterParticleStyleLayer, sourceCache: SourceCache, _: Painter): void {\n    const source = sourceCache.getSource();\n    if (source.type !== 'raster-array' || !source.loaded()) return;\n\n    const sourceLayer = layer.sourceLayer || (source.rasterLayerIds && source.rasterLayerIds[0]);\n    if (!sourceLayer) return;\n\n    const band = layer.paint.get('raster-particle-array-band') || source.getInitialBand(sourceLayer);\n    if (band == null) return;\n\n    const tiles = sourceCache.getIds().map(id => sourceCache.getTileByID(id) as RasterArrayTile);\n    for (const tile of tiles) {\n        // Only call prepareTile if the tile header is loaded (or will be loaded via overzoom)\n        // This avoids infinite loop of calling prepareTile every frame while tile is loading\n        if (tile.updateNeeded(layer.id, band) && (tile._isHeaderLoaded || tile.parentTile)) {\n            source.prepareTile(tile, sourceLayer, layer.id, band);\n        }\n    }\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nconst float window_depth = 0.5; // meters\nconst float ao_radius = 0.2; // meters\n\nin vec4 v_color;\nin highp vec3 v_normal;\nin highp vec3 v_pos;\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\nin float v_dither_opacity;\n#endif\n\n#ifdef BUILDING_FAUX_FACADE\nin lowp float v_faux_facade;\nin highp float v_faux_facade_ed;\nin highp vec2 v_faux_facade_window;\nin highp vec2 v_faux_facade_floor;\nin highp vec2 v_faux_facade_range;\nin highp float v_aspect;\nin highp vec3 v_tbn_0;\nin highp vec3 v_tbn_1;\nin highp vec3 v_tbn_2;\nin highp vec4 v_faux_color_emissive;\nuniform float u_faux_facade_ao_intensity;\n#endif\n\n#ifdef RENDER_SHADOWS\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\n#endif\n\n#ifdef FLOOD_LIGHT\nin highp float v_flood_radius; // in meter\nin float v_has_flood_light;\n#endif\n\nuniform lowp float u_opacity;\nuniform vec3 u_camera_pos; // in tile coordinates\nuniform highp float u_tile_to_meter;\n\nuniform float u_facade_emissive_chance;\n\nuniform vec3 u_flood_light_color;\nuniform float u_flood_light_intensity;\n\nvec3 linearTosRGB(in vec3 color) {\n    return pow(color, vec3(1./2.2));\n}\n\n#ifdef BUILDING_FAUX_FACADE\n// From https://www.shadertoy.com/view/4djSRW by David Hoskins.\n// A shader Hash function that is the same on all systems and doesn't rely on trig functions.\nhighp float hash12(in highp vec2 p) {\n\thighp vec3 p3  = fract(vec3(p.xyx) * 0.1031);\n    p3 += dot(p3, p3.yzx + 33.33);\n    return fract((p3.x + p3.y) * p3.z);\n}\n\nfloat min3(in vec3 v) {\n    return min(min(v.x, v.y), v.z);\n}\n\n// q is in meters.\nhighp vec2 get_uv_mask_id(in highp vec2 q, out highp float mask, out highp vec2 id) {\n    highp vec2 p = q;\n    // Only shade with facades if in range.\n    mask = step(v_faux_facade_range.x, p.y) * step(p.y, v_faux_facade_range.y);\n    // Compute UVs for windows.\n    p.y = p.y - v_faux_facade_range.x;\n    highp vec2 uv = modf(p / v_faux_facade_floor, id);\n\n    highp vec4 d = (v_faux_facade_floor.xyxy + vec4(-v_faux_facade_window, v_faux_facade_window)) * 0.5;\n    highp vec4 edge = d / v_faux_facade_floor.xyxy;\n\n    highp vec2 m = step(edge.xy, uv) * step(uv, edge.zw);\n    mask *= m.x * m.y;\n    uv -= vec2(0.5);\n    uv *= vec2(0.5) / (vec2(0.5) - edge.xy);\n    uv += vec2(0.5);\n    return uv;\n}\n\nhighp float ray_unit_box(in highp vec3 ray_o, in highp vec3 ray_d, in highp vec3 bmin, in highp vec3 bmax) {\n    highp vec3 planes = mix(bmin, bmax, step(0.0, ray_d));\n    highp vec3 t = (planes - ray_o) / ray_d;\n    return min3(t);\n}\n\nfloat get_emissive(in vec2 id) {\n    if (u_facade_emissive_chance > 0.0) {\n        return (step(hash12(id), u_facade_emissive_chance) + 0.05) * v_faux_color_emissive.a;\n    }\n    return 0.0;\n}\n\n// v.x is in [-v_faux_facade_window.x / 2, v_faux_facade_window.x / 2] range.\n// v.y is in [-v_faux_facade_window.y / 2, v_faux_facade_window.y / 2] range.\n// v.z is in [-window_depth / 2, window_depth / 2] range.\n// All values are in meters.\nvec3 get_shade_info(in highp vec3 v,\n                    in highp vec3 v_normalized,\n                    in vec3 color,\n                    in vec2 id,\n                    in mat3 tbn,\n                    inout vec3 out_normal,\n                    inout float out_emissive) {\n    vec3 out_color = color;\n    highp vec3 abs_v = abs(v_normalized);\n    bool x_major = abs_v.x >= abs_v.y && abs_v.x >= abs_v.z;\n    bool y_major = abs_v.y >= abs_v.x && abs_v.y >= abs_v.z;\n    bool z_major = abs_v.z >= abs_v.x && abs_v.z >= abs_v.y;\n#if 0 // For debugging only.\n    if (x_major) {\n        out_color = v.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 1.0);\n    } else if (y_major) {\n        out_color = v.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(1.0, 0.0, 1.0);\n    } else if (z_major) {\n        out_color = v.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 1.0, 0.0);\n    }\n    out_emissive = 1.0;\n#else\n    if (x_major) {\n        out_normal = -sign(v.x) * tbn[0];\n    } else if (y_major) {\n        out_normal = vec3(0.0, 0.0, -sign(v.y));\n    } else if (z_major) {\n        out_color = v_faux_color_emissive.rgb;\n        out_emissive = v.z <= 0.0 ? get_emissive(id) : out_emissive;\n    }\n\n    float ao = 1.0;\n    if (u_faux_facade_ao_intensity > 0.0) {\n        vec4 ao_range = v_faux_facade_window.xxyy * 0.5 - vec4(0, ao_radius, 0, ao_radius);\n        vec2 ao_range_z = vec2(window_depth * 0.5) - vec2(0.0, ao_radius);\n        if (x_major || y_major) {\n            ao *= smoothstep(-ao_range_z.x, -ao_range_z.y, v.z);\n        } else if (z_major) {\n            ao *= smoothstep(-ao_range.x, -ao_range.y, v.x) * (1.0 - smoothstep(ao_range.y, ao_range.x, v.x));\n            ao *= smoothstep(-ao_range.z, -ao_range.w, v.y) * (1.0 - smoothstep(ao_range.w, ao_range.z, v.y));\n        }\n        ao = mix(1.0, min(1.0, ao + 0.25), u_faux_facade_ao_intensity);\n    }\n\n    out_color *= ao;\n#endif\n    return out_color;\n}\n#endif // BUILDING_FAUX_FACADE\n\n\nvec3 apply_lighting_linear(in vec3 color, in vec3 normal, in float dir_factor) {\n    float ambient_directional_factor = calculate_ambient_directional_factor(normal);\n    vec3 ambient_contrib = ambient_directional_factor * u_lighting_ambient_color;\n    vec3 directional_contrib = u_lighting_directional_color * dir_factor;\n    return color * (ambient_contrib + directional_contrib);\n}\n\nvoid main() {\n    vec3 normal = normalize(v_normal);\n    vec3 base_color = v_color.rgb;\n    float emissive = v_color.a;\n#ifdef BUILDING_FAUX_FACADE\n    if (v_faux_facade > 0.0) {\n        highp mat3 tbn = mat3(v_tbn_0, v_tbn_1, v_tbn_2);\n\n        // v_pos.z is in meters.\n        highp vec3 v = vec3(v_pos.xy, v_pos.z / u_tile_to_meter) - u_camera_pos;\n        highp vec3 view_tangent = transpose(tbn) * v; // TBN guaranteed to be orthonormal, so we can use transpose.\n\n        highp vec2 q = vec2(v_faux_facade_ed, v_pos.z);\n        float mask = 0.0;\n        vec2 id = vec2(0.0);\n        highp vec2 uv = get_uv_mask_id(q, mask, id);\n        uv *= v_faux_facade_window;\n\n        // Perform ray intersection with a box defined by bmin and bmax.\n        highp vec3 bmin = vec3(0.0, 0.0, -window_depth);\n        highp vec3 bmax = bmin + vec3(v_faux_facade_window, window_depth);\n        highp vec3 ray_o = vec3(uv, 0.0);\n        highp vec3 ray_d = normalize(view_tangent);\n        highp float t_min = ray_unit_box(ray_o, ray_d, bmin, bmax);\n        highp vec3 hit = ray_o + t_min * ray_d;\n\n        highp vec3 r = vec3(v_faux_facade_window, -window_depth);\n        hit -= r * 0.5;\n        highp vec3 normalized = hit / r;\n\n        vec3 out_normal = normal;\n        float out_emissive = emissive;\n        vec3 room_color = get_shade_info(hit, normalized, base_color, id, tbn, out_normal, out_emissive);\n\n        base_color = mix(base_color, room_color, mask);\n        normal = mix(normal, out_normal, mask);\n        emissive = mix(emissive, out_emissive, mask);\n    }\n#endif // BUILDING_FAUX_FACADE\n\n    vec4 color = vec4(base_color, 1.0);\n    vec3 xy_flipped_normal = vec3(-normal.xy, normal.z);\n\n    float shadowed_lighting_factor = 0.0;\n#ifdef RENDER_SHADOWS\n#ifdef RENDER_CUTOFF\n    shadowed_lighting_factor = shadowed_light_factor_normal_opacity(xy_flipped_normal, v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w, v_cutoff_opacity);\n    if (v_cutoff_opacity == 0.0) {\n        discard;\n    }\n#else // RENDER_CUTOFF\n    shadowed_lighting_factor = shadowed_light_factor_normal(xy_flipped_normal, v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w);\n#endif // RENDER_CUTOFF\n#else\n    shadowed_lighting_factor = max(0.0, dot(xy_flipped_normal, u_lighting_directional_dir));\n#endif\n    color.rgb = apply_lighting_linear(color.rgb, xy_flipped_normal, shadowed_lighting_factor);\n    color.rgb = linearTosRGB(color.rgb);\n#ifdef FLOOD_LIGHT\n    float flood_radiance = (1.0 - min(v_pos.z / v_flood_radius, 1.0)) * u_flood_light_intensity * v_has_flood_light;\n    color.rgb = mix(color.rgb, u_flood_light_color, flood_radiance);\n#endif\n\n    color.rgb = mix(color.rgb, linearTosRGB(base_color.rgb), emissive);\n\n#ifdef FOG\n    color = fog_dither(fog_apply_premultiplied(color, v_fog_pos, v_pos.z));\n#endif\n\n    color *= u_opacity;\n\n#ifdef INDICATOR_CUTOUT\n    color = applyCutout(color, v_pos.z);\n#endif\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n    if (v_dither_opacity < 1.0) {\n        int index = viewport_dither_index(gl_FragCoord.xy);\n        if (v_dither_opacity < DITHER_THRESHOLDS[index]) {\n            discard;\n        }\n    }\n#endif\n\n#ifdef FEATURE_CUTOUT\n    color = apply_feature_cutout(color, gl_FragCoord, get_cutout_factors(gl_FragCoord).x, 0.0);\n#endif\n\n    glFragColor = color;\n\n#ifdef DEBUG_SHOW_NORMALS\n    color.rgb = xy_flipped_normal * 0.5 + vec3(0.5, 0.5, 0.5);\n    color.a = 1.0;\n    glFragColor = color;\n#endif\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#ifdef RASTER_ARRAY\nuniform sampler2D u_velocity;\nuniform mediump vec2 u_velocity_res;\nuniform mediump float u_max_speed;\n\nconst vec4 NO_DATA = vec4(1);\nconst vec2 INVALID_VELOCITY = vec2(-1);\n\nuniform highp vec2 u_uv_offset;\nuniform highp float u_data_offset;\nuniform highp vec2 u_data_scale;\n\nivec4 rasterArrayLinearCoord(highp vec2 texCoord, highp vec2 texResolution, out highp vec2 fxy) {\n    texCoord = texCoord * texResolution - 0.5;\n    fxy = fract(texCoord);\n    texCoord -= fxy;\n    return ivec4(texCoord.xxyy + vec2(1.5, 0.5).xyxy);\n}\n\nhighp vec2 lookup_velocity(highp vec2 uv) {\n    uv = u_uv_offset.x + u_uv_offset.y * uv;\n    highp vec2 fxy;\n    ivec4 c = rasterArrayLinearCoord(uv, u_velocity_res, fxy);\n    highp vec4 tl = texelFetch(u_velocity, c.yz, 0);\n    highp vec4 tr = texelFetch(u_velocity, c.xz, 0);\n    highp vec4 bl = texelFetch(u_velocity, c.yw, 0);\n    highp vec4 br = texelFetch(u_velocity, c.xw, 0);\n\n    if (tl == NO_DATA) {\n        return INVALID_VELOCITY;\n    }\n    if (tr == NO_DATA) {\n        return INVALID_VELOCITY;\n    }\n    if (bl == NO_DATA) {\n        return INVALID_VELOCITY;\n    }\n    if (br == NO_DATA) {\n        return INVALID_VELOCITY;\n    }\n\n    highp vec4 t = mix(mix(bl, br, fxy.x), mix(tl, tr, fxy.x), fxy.y);\n\n    highp vec2 velocity = u_data_offset + vec2(dot(t.rg, u_data_scale), dot(t.ba, u_data_scale));\n    velocity.y = -velocity.y;\n    velocity /= max(u_max_speed, length(velocity));\n    return velocity;\n}\n#endif\n\nuniform highp float u_particle_pos_scale;\nuniform highp vec2 u_particle_pos_offset;\n\n// Fixed packing code from: https://github.com/mrdoob/three.js/pull/17935\nhighp vec4 pack_pos_to_rgba(highp vec2 p) {\n    highp vec2 v = (p + u_particle_pos_offset) / u_particle_pos_scale;\n\thighp vec4 r = vec4(v.x, fract(v.x * 255.0), v.y, fract(v.y * 255.0));\n\treturn vec4(r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w);\n}\n\nhighp vec2 unpack_pos_from_rgba(highp vec4 v) {\n\tv = floor(v * 255.0 + 0.5) / 255.0;\n\thighp vec2 p = vec2(v.x + (v.y / 255.0), v.z + (v.w / 255.0));\n    return u_particle_pos_scale * p - u_particle_pos_offset;\n}\n","// eslint-disable-next-line @typescript-eslint/triple-slash-reference\n/// <reference path=\"../../src/types/glsl.d.ts\" />\n\nimport buildingFrag from './building.fragment.glsl';\nimport snowFrag from '../../src/shaders/snow_particle.fragment.glsl';\nimport snowVert from '../../src/shaders/snow_particle.vertex.glsl';\nimport rainFrag from '../../src/shaders/rain_particle.fragment.glsl';\nimport rainVert from '../../src/shaders/rain_particle.vertex.glsl';\nimport vignetteFrag from '../../src/shaders/vignette.fragment.glsl';\nimport vignetteVert from '../../src/shaders/vignette.vertex.glsl';\nimport buildingVert from './building.vertex.glsl';\nimport buildingBloomFrag from './building_bloom.fragment.glsl';\nimport buildingBloomVert from './building_bloom.vertex.glsl';\nimport buildingDepthFrag from './building_depth.fragment.glsl';\nimport buildingDepthVert from './building_depth.vertex.glsl';\nimport elevatedStructuresDepthFrag from './elevated_structures_depth.fragment.glsl';\nimport elevatedStructuresDepthVert from './elevated_structures_depth.vertex.glsl';\nimport elevatedStructuresModelFrag from './elevated_structures_model.fragment.glsl';\nimport elevatedStructuresModelVert from './elevated_structures_model.vertex.glsl';\nimport elevatedStructuresDepthReconstructFrag from './elevated_structures_depth_reconstruct.fragment.glsl';\nimport elevatedStructuresDepthReconstructVert from './elevated_structures_depth_reconstruct.vertex.glsl';\nimport rasterParticleFrag from '../../src/shaders/raster_particle.fragment.glsl';\nimport rasterParticleVert from '../../src/shaders/raster_particle.vertex.glsl';\nimport rasterParticleDrawFrag from '../../src/shaders/raster_particle_draw.fragment.glsl';\nimport rasterParticleDrawVert from '../../src/shaders/raster_particle_draw.vertex.glsl';\nimport rasterParticleTextureFrag from '../../src/shaders/raster_particle_texture.fragment.glsl';\nimport rasterParticleTextureVert from '../../src/shaders/raster_particle_texture.vertex.glsl';\nimport rasterParticleUpdateFrag from '../../src/shaders/raster_particle_update.fragment.glsl';\nimport rasterParticleUpdateVert from '../../src/shaders/raster_particle_update.vertex.glsl';\nimport preludeRasterParticleFrag from '../../src/shaders/_prelude_raster_particle.glsl';\nimport {compile, includeMap} from '../../src/shaders/shaders';\n\n// Register raster particle prelude in includeMap when HD module loads\nif (!includeMap['_prelude_raster_particle.glsl']) {\n    includeMap['_prelude_raster_particle.glsl'] = preludeRasterParticleFrag;\n}\n\nexport default {\n    building: compile(buildingFrag, buildingVert),\n    buildingBloom: compile(buildingBloomFrag, buildingBloomVert),\n    buildingDepth: compile(buildingDepthFrag, buildingDepthVert),\n    rasterParticle: compile(rasterParticleFrag, rasterParticleVert),\n    rasterParticleDraw: compile(rasterParticleDrawFrag, rasterParticleDrawVert),\n    rasterParticleTexture: compile(rasterParticleTextureFrag, rasterParticleTextureVert),\n    rasterParticleUpdate: compile(rasterParticleUpdateFrag, rasterParticleUpdateVert),\n    snowParticle: compile(snowFrag, snowVert),\n    rainParticle: compile(rainFrag, rainVert),\n    vignette: compile(vignetteFrag, vignetteVert),\n    elevatedStructuresDepth: compile(elevatedStructuresDepthFrag, elevatedStructuresDepthVert),\n    elevatedStructures: compile(elevatedStructuresModelFrag, elevatedStructuresModelVert),\n    elevatedStructuresDepthReconstruct: compile(elevatedStructuresDepthReconstructFrag, elevatedStructuresDepthReconstructVert),\n};\n\nexport const preludeShaders = {\n    preludeRasterParticle: compile(preludeRasterParticleFrag, ''),\n} as const;\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n#include \"_prelude_feature_cutout.vertex.glsl\"\n\nin vec3 a_pos_3f;\nin ivec4 a_normal_3;\nin ivec4 a_centroid_3;\n\n#ifdef FLOOD_LIGHT\nin int a_flood_light_wall_radius_1i16;\n#endif\n\n#ifdef BUILDING_FAUX_FACADE\nin uvec4 a_faux_facade_data;\nin uvec2 a_faux_facade_vertical_range;\n#endif\n\nuniform mat4 u_matrix;\nuniform mat4 u_normal_matrix;\nuniform highp float u_tile_to_meter;\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n#ifdef RENDER_FRONT_CUTOFF\nuniform vec3 u_front_cutoff_params; // [start, range, opacity]\n#endif\nout float v_dither_opacity;\n#endif\n\nout vec4 v_color;\nout vec3 v_normal;\nout highp vec3 v_pos;\n\n\n#ifdef BUILDING_FAUX_FACADE\nout lowp float v_faux_facade;\nout highp float v_faux_facade_ed;\nout highp vec2 v_faux_facade_window;\nout highp vec2 v_faux_facade_floor;\nout highp vec2 v_faux_facade_range;\nout highp float v_aspect;\nout highp vec3 v_tbn_0;\nout highp vec3 v_tbn_1;\nout highp vec3 v_tbn_2;\nout highp vec4 v_faux_color_emissive;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\n#endif\n\n#ifdef FLOOD_LIGHT\nout highp float v_flood_radius; // in tile coordinates\nout float v_has_flood_light;\n#endif\n\nconst float MAX_UINT_16 = 65535.0;\nconst float MAX_INT_16 = 32767.0;\nconst float MAX_UINT_8 = 255.0;\nconst float TWO_POW_8 = 256.0;\nconst float FLOOD_LIGHT_MAX_RADIUS_METER = 2048.0;\n\nvec3 sRGBToLinear(vec3 srgbIn) {\n    return pow(srgbIn, vec3(2.2));\n}\n\n#ifdef BUILDING_FAUX_FACADE\nmat3 get_tbn(in vec3 normal) {\n    const vec3 bitangent = vec3(0.0, 0.0, 1.0);\n    vec3 tangent = normalize(vec3(normal.y, -normal.x, 0.0)); // -cross(bitangent, normal);\n    return mat3(tangent, bitangent, normal);\n}\n#endif\n#pragma mapbox: define-attribute-vertex-shader-only highp uvec2 part_color_emissive\n#pragma mapbox: define-attribute-vertex-shader-only highp uvec2 faux_facade_color_emissive\n\nvoid main() {\n    #pragma mapbox: initialize-attribute-custom highp uvec2 part_color_emissive\n    #pragma mapbox: initialize-attribute-custom highp uvec2 faux_facade_color_emissive\n\n#ifdef FLOOD_LIGHT\n    v_flood_radius = (float(a_flood_light_wall_radius_1i16) / MAX_INT_16 * FLOOD_LIGHT_MAX_RADIUS_METER);\n    v_has_flood_light = step(0.0, v_flood_radius);\n#endif\n\n    vec4 color_emissive = decode_color(vec2(part_color_emissive));\n    v_color = vec4(sRGBToLinear(color_emissive.rgb), color_emissive.a);\n\n    vec3 a_normal_3f = vec3(a_normal_3) / MAX_INT_16;\n    v_normal = vec3(u_normal_matrix * vec4(a_normal_3f, 0.0));\n\n    float hidden = 0.0;\n    float depth_offset = 0.0;\n    // Declared at function scope so lifted FUNC_CONST if-blocks share them (shader-pipeline).\n    float frontCutoffOpacity = 1.0;\n    float routeFade = 0.0;\n\n    // Decode centroid position and span from packed attribute.\n    // Encoding: cx_encoded = clamp(cx, 0, 8191) * 4 + spanXbits (2 bits per axis)\n    vec2 centroid_xy = vec2(a_centroid_3.xy >> 2);\n    vec2 spanBits = vec2(a_centroid_3.xy & 3);\n\n#ifdef BUILDING_FAUX_FACADE\n    vec4 faux_facade_data = vec4(a_faux_facade_data);\n    v_faux_facade = faux_facade_data.x;\n    if (v_faux_facade > 0.0) {\n        v_faux_facade_ed = faux_facade_data.x  * u_tile_to_meter;\n\n        float window_x_perc = floor(faux_facade_data.y / TWO_POW_8);\n        float window_y_perc = faux_facade_data.y - TWO_POW_8 * window_x_perc;\n        vec2 window_perc = vec2(window_x_perc, window_y_perc) / MAX_UINT_8;\n\n        v_faux_facade_floor = (faux_facade_data.zw / MAX_UINT_16 * EXTENT) * u_tile_to_meter;\n        v_faux_facade_window = window_perc * v_faux_facade_floor;\n\n        v_faux_facade_range = (vec2(a_faux_facade_vertical_range) / MAX_UINT_16 * EXTENT) * u_tile_to_meter;\n\n        v_aspect = v_faux_facade_window.x / v_faux_facade_window.y;\n\n        mat3 tbn = get_tbn(normalize(v_normal));\n        v_tbn_0 = tbn[0];\n        v_tbn_1 = tbn[1];\n        v_tbn_2 = tbn[2];\n\n        v_faux_color_emissive = decode_color(vec2(faux_facade_color_emissive));\n        v_faux_color_emissive.rgb = sRGBToLinear(v_faux_color_emissive.rgb);\n\n        depth_offset = min(1000.0, float(a_centroid_3.z)) * 0.0000002;\n    }\n#endif\n    v_pos = a_pos_3f;\n\n#if defined(RENDER_CUTOFF) || defined(RENDER_FRONT_CUTOFF)\n    float halfSpanX = spanBits.x * 10.0 / u_tile_to_meter;\n    float halfSpanY = spanBits.y * 10.0 / u_tile_to_meter;\n    vec2 screenUpInTile = vec2(u_matrix[0][1], u_matrix[1][1]);\n    vec2 spanOffset = vec2(halfSpanX, halfSpanY) * sign(screenUpInTile);\n    vec2 cutoff_highestCorner = centroid_xy + spanOffset;\n    vec2 cutoff_lowestCorner = centroid_xy - spanOffset;\n#endif\n\n#if defined(RENDER_CUTOFF) || defined(RENDER_FRONT_CUTOFF)\n    vec4 ground = u_matrix * vec4(centroid_xy, 0.0, 1.0);\n#endif\n\n#ifdef RENDER_CUTOFF\n    v_cutoff_opacity = cutoff_opacity(u_cutoff_params, ground.z);\n    hidden = float(v_cutoff_opacity == 0.0);\n    v_pos.z *= v_cutoff_opacity;\n#endif\n\n#ifdef RENDER_SHADOWS\n    vec3 shadow_pos = v_pos;\n#ifdef NORMAL_OFFSET\n    vec3 offset = shadow_normal_offset_model(v_normal);\n    shadow_pos += offset * shadow_normal_offset_multiplier0();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shadow_pos, 1.0);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shadow_pos, 1.0);\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(v_pos);\n#endif\n\n#ifdef RENDER_FRONT_CUTOFF\n    {\n        hidden = max(hidden, float(ground.w <= 0.0));\n        float ndc_y = ground.y / max(ground.w, 0.001);\n        float threshold = u_front_cutoff_params.x * 2.0 - 1.0;\n        float range_ndc = u_front_cutoff_params.y * 2.0;\n        hidden = max(hidden, float(ndc_y < threshold - range_ndc));\n        float t = clamp((ndc_y - (threshold - range_ndc)) / max(range_ndc, 0.001), 0.0, 1.0);\n        frontCutoffOpacity = mix(u_front_cutoff_params.z, 1.0, t);\n    }\n#endif\n\n    gl_Position = mix(u_matrix * vec4(v_pos, 1), AWAY, hidden);\n    gl_Position.z -= depth_offset * gl_Position.w;\n\n#if defined(RENDER_FRONT_CUTOFF) || defined(ROUTE_CORRIDOR)\n#ifdef ROUTE_CORRIDOR\n    float tileUnitsPerMeter = floor(u_route_corridor[3].w);\n    // a_centroid_3.w: packed AABB half-meters (high byte X, low byte Y).\n    uint packedSpan = uint(a_centroid_3.w) & 0xFFFFu;\n    float sxHalf = float((packedSpan >> 8u) & 255u) * tileUnitsPerMeter;\n    float syHalf = float(packedSpan & 255u) * tileUnitsPerMeter;\n    float roofZ = float(a_centroid_3.z);\n    routeFade = computeRouteCorridorCentroidFade(centroid_xy, roofZ, sxHalf, syHalf);\n#endif\n    v_dither_opacity = 1.0;\n#ifdef ROUTE_CORRIDOR\n    v_dither_opacity = min(v_dither_opacity, 1.0 - routeFade);\n#endif\n#ifdef RENDER_FRONT_CUTOFF\n    v_dither_opacity = min(v_dither_opacity, frontCutoffOpacity);\n#endif\n#endif\n\n}\n","in vec4 v_color_emissive;\n\n#pragma mapbox: define-attribute highp vec4 bloom_attenuation\n\nfloat saturate(float val) {\n    return clamp(val, 0.0, 1.0);\n}\n\nvoid main() {\n    #pragma mapbox: initialize-attribute highp vec4 bloom_attenuation\n\n    float emission = v_color_emissive.a;\n    float opacity = 1.0;\n\n#ifdef HAS_ATTRIBUTE_a_bloom_attenuation\n    // a_bloom_attenuation is used to pass information about light geometry.\n    // calculate distance to line segment, multiplier 1.3 additionally deattenuates towards extruded corners.\n    float distance = length(vec2(1.3 * max(0.0, abs(bloom_attenuation.x) - bloom_attenuation.z), bloom_attenuation.y));\n    distance +=  mix(0.5, 0.0, clamp(emission - 1.0, 0.0, 1.0));\n    opacity *= saturate(1.0 - distance * distance);\n#endif\n\n#ifdef RENDER_CUTOFF\n    opacity *= v_cutoff_opacity;\n#endif\n\n    glFragColor = vec4(v_color_emissive.rgb, 1.0) * opacity;\n}\n","in vec3 a_pos_3f;\n\n#pragma mapbox: define-attribute-vertex-shader-only highp uvec2 part_color_emissive\n#pragma mapbox: define-attribute highp vec4 bloom_attenuation\n\nout vec4 v_color_emissive;\n\nuniform mat4 u_matrix;\n\nvec3 sRGBToLinear(vec3 srgbIn) {\n    return pow(srgbIn, vec3(2.2));\n}\n\nvoid main() {\n    #pragma mapbox: initialize-attribute-custom highp uvec2 part_color_emissive\n    #pragma mapbox: initialize-attribute highp vec4 bloom_attenuation\n\n#ifdef HAS_ATTRIBUTE_a_part_color_emissive\n    vec4 color_emissive = decode_color(vec2(part_color_emissive));\n    float part_emissive = color_emissive.a * 5.0; // The emissive value was compressed from [0,5] to [0,1]\n    v_color_emissive = vec4(sRGBToLinear(color_emissive.rgb), part_emissive);\n#else\n    v_color_emissive = vec4(1.0);\n#endif\n\n    gl_Position = u_matrix * vec4(a_pos_3f, 1.0);\n\n#ifdef RENDER_CUTOFF\n    v_cutoff_opacity = cutoff_opacity(u_cutoff_params, gl_Position.z);\n#endif\n}\n","void main() {}","in vec3 a_pos_3f;\n\nuniform mat4 u_matrix;\n\nvoid main() {\n    gl_Position = u_matrix * vec4(a_pos_3f, 1.0);\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n\nuniform float u_fade_t;\nuniform float u_opacity;\nuniform highp float u_raster_elevation;\n\nin vec2 v_pos0;\nin vec2 v_pos1;\n\nuniform sampler2D u_image0;\nuniform sampler2D u_image1;\n\nvoid main() {\n    vec4 color0, color1, color;\n\n    // read and cross-fade colors from the main and parent tiles\n    color0 = texture(u_image0, v_pos0);\n    color1 = texture(u_image1, v_pos1);\n\n    if (color0.a > 0.0) color0.rgb /= color0.a;\n    if (color1.a > 0.0) color1.rgb /= color1.a;\n    color = mix(color0, color1, u_fade_t);\n    color.a *= u_opacity;\n\n    vec3 out_color = color.rgb;\n\n#ifdef LIGHTING_3D_MODE\n    out_color = apply_lighting_with_emission_ground(vec4(out_color, 1.0), 1.0).rgb;\n#endif\n#ifdef FOG\n    highp float fog_limit_high_meters = 1000000.0;\n    highp float fog_limit_low_meters = 600000.0;\n    float fog_limit = 1.0 - smoothstep(fog_limit_low_meters, fog_limit_high_meters, u_raster_elevation);\n    out_color = fog_dither(fog_apply(out_color, v_fog_pos, fog_limit));\n#endif\n\n    glFragColor = vec4(out_color * color.a, color.a);\n\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform mat4 u_normalize_matrix;\nuniform mat4 u_globe_matrix;\nuniform mat4 u_merc_matrix;\nuniform mat3 u_grid_matrix;\nuniform vec2 u_tl_parent;\nuniform float u_scale_parent;\nuniform float u_raster_elevation;\nuniform float u_zoom_transition;\nuniform vec2 u_merc_center;\n\n#define GLOBE_UPSCALE GLOBE_RADIUS / 6371008.8\n\nin ivec2 a_pos;\nin uvec2 a_texture_pos;\n\nout vec2 v_pos0;\nout vec2 v_pos1;\n\nvoid main() {\n    float w = 1.0;\n    vec2 uv;\n#ifdef PROJECTION_GLOBE_VIEW\n    vec3 decomposed_pos_and_skirt = decomposeToPosAndSkirt(a_pos);\n    vec3 latLng = u_grid_matrix * vec3(decomposed_pos_and_skirt.xy, 1.0);\n    float mercatorY = mercatorYfromLat(latLng[0]);\n    float mercatorX = mercatorXfromLng(latLng[1]);\n\n    // The 3rd row of u_grid_matrix is only used as a spare space to \n    // pass the following 3 uniforms to avoid explicitly introducing new ones.\n    float tiles = u_grid_matrix[0][2];\n    float idx = u_grid_matrix[1][2];\n    float idy = u_grid_matrix[2][2];\n    float uvX = mercatorX * tiles - idx;\n    float uvY = mercatorY * tiles - idy;\n    uv = vec2(uvX, uvY);\n\n    vec3 globe_pos = latLngToECEF(latLng.xy);\n    globe_pos += normalize(globe_pos) * u_raster_elevation * GLOBE_UPSCALE;\n    vec4 globe_world_pos = u_globe_matrix * vec4(globe_pos, 1.0);\n    vec4 merc_world_pos = vec4(0.0);\n    if (u_zoom_transition > 0.0) {\n        vec2 merc_pos = vec2(mercatorX, mercatorY);\n        merc_world_pos = vec4(merc_pos, u_raster_elevation, 1.0);\n        merc_world_pos.xy -= u_merc_center;\n        merc_world_pos.x = wrap(merc_world_pos.x, -0.5, 0.5);\n        merc_world_pos = u_merc_matrix * merc_world_pos;\n    }\n\n    vec4 interpolated_pos = vec4(mix(globe_world_pos.xyz, merc_world_pos.xyz, u_zoom_transition) * w, w);\n\n    gl_Position = u_matrix * interpolated_pos;\n#ifdef FOG\n    v_fog_pos = fog_position((u_normalize_matrix * vec4(globe_pos, 1.0)).xyz);\n#endif // FOG\n#else // else PROJECTION_GLOBE_VIEW\n    // We are using Int16 for texture position coordinates to give us enough precision for\n    // fractional coordinates. We use 8192 to scale the texture coordinates in the buffer\n    // as an arbitrarily high number to preserve adequate precision when rendering.\n    // This is also the same value as the EXTENT we are using for our tile buffer pos coordinates,\n    // so math for modifying either is consistent.\n    uv = vec2(a_texture_pos) / 8192.0;\n    gl_Position = u_matrix * vec4(vec2(a_pos) * w, u_raster_elevation * w, w);\n#ifdef FOG\n    v_fog_pos = fog_position(vec2(a_pos));\n#endif // FOG\n#endif // endif PROJECTION_GLOBE_VIEW\n\n    v_pos0 = uv;\n#ifdef VIEWPORT_ORIGIN_TOP_LEFT\n    v_pos0.y = 1.0 - v_pos0.y;\n#endif\n    v_pos1 = (v_pos0 * u_scale_parent) + u_tl_parent;\n}\n","uniform sampler2D u_color_ramp;\n\nin float v_particle_speed;\n\nvoid main() {\n    glFragColor = texture(u_color_ramp, vec2(v_particle_speed, 0.5));\n}\n","#include \"_prelude_raster_particle.glsl\"\n\nin int a_index;\n\nuniform sampler2D u_particle_texture;\nuniform float u_particle_texture_side_len;\nuniform vec2 u_tile_offset;\n\nout float v_particle_speed;\n\nvoid main() {\n    ivec2 pixel_coord = ivec2(\n        mod(float(a_index), u_particle_texture_side_len),\n        float(a_index) / u_particle_texture_side_len);\n    vec4 pixel = texelFetch(u_particle_texture, pixel_coord, 0);\n    vec2 pos = unpack_pos_from_rgba(pixel) + u_tile_offset;\n\n    vec2 tex_coord = fract(pos);\n    vec2 velocity = lookup_velocity(tex_coord);\n    if (velocity == INVALID_VELOCITY) {\n        gl_Position = AWAY;\n        v_particle_speed = 0.0;\n    } else {\n        gl_Position = vec4(2.0 * pos - 1.0, 0, 1);\n        v_particle_speed = length(velocity);\n    }\n    gl_PointSize = 1.0;\n}\n","uniform sampler2D u_texture;\nuniform float u_opacity;\n\nin vec2 v_tex_pos;\n\nvoid main() {\n    vec4 color = texture(u_texture, v_tex_pos);\n    // a hack to guarantee opacity fade out even with a value close to 1.0\n    glFragColor = vec4(floor(255.0 * color * u_opacity) / 255.0);\n}\n","in ivec2 a_pos;\n\nout vec2 v_tex_pos;\n\nvoid main() {\n    vec2 uv = 0.5 * vec2(a_pos) + vec2(0.5);\n    v_tex_pos = uv;\n#ifdef VIEWPORT_ORIGIN_TOP_LEFT\n    v_tex_pos.y = 1.0 - v_tex_pos.y;\n#endif\n    gl_Position = vec4(a_pos, 0.0, 1.0);\n}\n","#include \"_prelude_raster_particle.glsl\"\n\nuniform sampler2D u_particle_texture;\nuniform mediump float u_particle_texture_side_len;\nuniform mediump float u_speed_factor;\nuniform highp float u_reset_rate;\nuniform highp float u_rand_seed;\n\nin highp vec2 v_tex_coord;\n\nvec2 linearstep(vec2 edge0, vec2 edge1, vec2 x) {\n    return  clamp((x - edge0) / (edge1 - edge0), vec2(0), vec2(1));\n}\n\n// pseudo-random generator\nconst highp vec3 rand_constants = vec3(12.9898, 78.233, 4375.85453);\nhighp float rand(const highp vec2 co) {\n    highp float t = dot(rand_constants.xy, co);\n    return fract(sin(t) * (rand_constants.z + t));\n}\n\nvoid main() {\n    ivec2 pixel_coord = ivec2(v_tex_coord * u_particle_texture_side_len);\n    highp vec4 pixel = texelFetch(u_particle_texture, pixel_coord, 0);\n    highp vec2 pos = unpack_pos_from_rgba(pixel);\n    highp vec2 velocity = lookup_velocity(clamp(pos, 0.0, 1.0));\n    highp vec2 dp = velocity == INVALID_VELOCITY ? vec2(0) : velocity * u_speed_factor;\n    pos = pos + dp;\n\n    highp vec2 seed = (pos + v_tex_coord) * u_rand_seed;\n    highp vec2 random_pos = vec2(rand(seed + 1.3), rand(seed + 2.1));\n\n    // An ad hoc mask that's 1 inside the tile and ramps to zero outside the\n    // boundary. The constant power of 4 is tuned to cause particles to traverse\n    // roughly the width of the boundary before dropping.\n    highp vec2 persist_rate = pow(\n      linearstep(vec2(-u_particle_pos_offset), vec2(0), pos) *\n      linearstep(vec2(1.0 + u_particle_pos_offset), vec2(1), pos),\n      vec2(4)\n    );\n\n    // Raise the persist rate to the inverse power of the number of steps\n    // taken to traverse the boundary. This yields a per-frame persist\n    // rate which gives the overall chance of dropping by the time it\n    // traverses the entire boundary buffer.\n    highp vec2 per_frame_persist = pow(persist_rate, abs(dp) / u_particle_pos_offset);\n\n    // Combine drop probability wrt x-boundary and y-boundary into a single drop rate\n    highp float drop_rate = 1.0 - per_frame_persist.x * per_frame_persist.y;\n\n    // Apply a hard drop cutoff outside the boundary of what we encode\n    drop_rate = any(greaterThanEqual(abs(pos - 0.5), vec2(0.5 + u_particle_pos_offset))) ? 1.0 : drop_rate;\n\n    highp float drop = step(1.0 - drop_rate - u_reset_rate, rand(seed));\n    highp vec2 next_pos = mix(pos, random_pos, drop);\n\n    glFragColor = pack_pos_to_rgba(next_pos);\n}\n","in ivec2 a_pos;\n\nout vec2 v_tex_coord;\n\nvoid main() {\n    v_tex_coord = 0.5 * vec2(a_pos + ivec2(1));\n    gl_Position = vec4(a_pos, 0.0, 1.0);\n}\n","in highp vec2 uv;\nin highp float alphaMultiplier;\n\nuniform vec4 u_particleColor;\nuniform vec2 u_simpleShapeParameters;\n// .x - simple shape fade start\n// .y - simple shape fade power\n\nvoid main() {\n    float t = clamp((length(uv) - u_simpleShapeParameters.x) / (1.0 - u_simpleShapeParameters.x), 0.0, 1.0);\n    float alpha = 1.0 - pow(t, pow(10.0, u_simpleShapeParameters.y));\n\n    alpha *= alphaMultiplier;\n    alpha *= u_particleColor.a;\n\n    vec3 color = u_particleColor.rgb * alpha;\n    glFragColor = vec4(color, alpha) ;\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","// Position\nin highp vec3 a_pos_3f;\n// Offset from center ([-1, -1], ...)\nin highp vec2 a_uv;\n\nin highp vec4 a_snowParticleData;\n// .x - relative index [0, 1]\n// .y - velocity scale multiplier\n// .z - velocity cone angle scale\n// .w - velocity cone pitch scale\n\nin highp vec4 a_snowParticleDataHorizontalOscillation;\n// .x - radius scale\n// .y - velocity scale\n\n// mvp\nuniform mat4 u_modelview;\nuniform mat4 u_projection;\n\nuniform vec3 u_cam_pos;\n\nuniform vec2 u_screenSize;\n\nuniform float u_time;\n\nuniform float u_boxSize;\n\nuniform float u_velocityConeAperture; \n\nuniform float u_velocity; \n\n// Main direction\nuniform vec3 u_direction;\n\n\nuniform float u_horizontalOscillationRadius; \nuniform float u_horizontalOscillationRate; \n\nuniform float u_billboardSize;\n\n// Thinning \nuniform vec2 u_thinningCenterPos;\nuniform vec3 u_thinningShape;\n// .x - start\n// .y - range\n// .z - fade power\n\n// Ratio of particles subject to thinning\nuniform float u_thinningAffectedRatio;\n\n// Particle-based thinning shape offset\n// Needed in order to make thinning shape less uniform\nuniform float u_thinningParticleOffset;\n\nout highp vec2 uv;\nout highp float alphaMultiplier;\n\nvoid main() {\n    vec3 pos = a_pos_3f;\n\n    float halfBoxSize = 0.5 * u_boxSize;\n\n    pos.xyz *= halfBoxSize;\n\n    pos += u_cam_pos;\n\n    //\n    // Movement animation\n    //\n\n    // Cone angle\n    float velocityConeApertureRad = radians(u_velocityConeAperture * 0.5);\n    float coneAnglePichRad = velocityConeApertureRad * a_snowParticleData.z;\n\n    float coneAngleHeadingRad = a_snowParticleData.w * radians(360.0);\n\n    vec3 localZ = normalize(u_direction);\n    vec3 localX = normalize(cross(localZ, vec3(1, 0, 0)));\n    vec3 localY = normalize(cross(localZ, localX));\n\n    // Direction in local coordinate system\n    vec3 direction;\n    direction.x = cos(coneAngleHeadingRad) * sin(coneAnglePichRad);\n    direction.y = sin(coneAngleHeadingRad) * sin(coneAnglePichRad);\n    direction.z = cos(coneAnglePichRad);\n\n    direction = normalize(direction);\n\n    vec3 simPosLocal = vec3(0, 0, 0);\n\n    float velocityScale = (1.0 + 3.0 * a_snowParticleData.y) * u_velocity;\n    simPosLocal += direction * velocityScale * u_time;\n\n    // Horizontal oscillation\n    float horizontalOscillationRadius = u_horizontalOscillationRadius * a_snowParticleDataHorizontalOscillation.x;\n    float horizontalOscillationAngle = u_horizontalOscillationRate * u_time * (-1.0 + 2.0 * a_snowParticleDataHorizontalOscillation.y);\n    simPosLocal.xy += horizontalOscillationRadius * vec2(cos(horizontalOscillationAngle), sin(horizontalOscillationAngle));\n\n    vec3 simPos = localX * simPosLocal.x + \n                  localY * simPosLocal.y +\n                  localZ * simPosLocal.z;\n\n    pos += simPos;\n\n\n    // Wrap against box around camera\n\n    pos = fract((pos + vec3(halfBoxSize)) / vec3(u_boxSize)) * u_boxSize - vec3(halfBoxSize);\n\n    float clipZ = -u_cam_pos.z + pos.z;\n\n    vec4 posView = u_modelview * vec4(pos, 1.0);\n\n    //\n    // Billboarding\n    //\n\n    float size = u_billboardSize;\n\n    alphaMultiplier = 1.0;\n\n    vec4 posScreen = u_projection * posView;\n    posScreen /= posScreen.w;\n    posScreen.xy = vec2(0.5) + posScreen.xy * 0.5;\n    posScreen.xy *= u_screenSize;\n\n    vec2 thinningCenterPos = u_thinningCenterPos.xy;\n    thinningCenterPos.y = u_screenSize.y - thinningCenterPos.y;\n\n    float screenDist = length((thinningCenterPos - posScreen.xy) / (0.5 * u_screenSize));\n    screenDist += a_snowParticleData.x * u_thinningParticleOffset;\n    float scaleFactorMode = 0.0;\n    float thinningShapeDist = u_thinningShape.x + u_thinningShape.y;\n    if (screenDist < thinningShapeDist) {\n        float thinningFadeRatio = clamp((screenDist - u_thinningShape.x) / u_thinningShape.y, 0.0, 1.0);\n        thinningFadeRatio = pow(thinningFadeRatio, u_thinningShape.z);\n        if (a_snowParticleData.x < u_thinningAffectedRatio) {\n            scaleFactorMode = 1.0 - thinningFadeRatio;\n            alphaMultiplier = thinningFadeRatio;\n        }\n    }\n\n    vec4 posScreen1 = u_projection * vec4(posView.x - size, posView.yzw);\n    posScreen1 /= posScreen1.w;\n\n    vec4 posScreen2 = u_projection * vec4(posView.x + size, posView.yzw);\n    posScreen2 /= posScreen2.w;\n\n\n    posScreen1.xy = vec2(0.5) + posScreen1.xy * 0.5;\n    posScreen1.xy *= u_screenSize;\n    posScreen2.xy = vec2(0.5) + posScreen2.xy * 0.5;\n    posScreen2.xy *= u_screenSize;\n\n    float screenLength = length(posScreen1.xy - posScreen2.xy);\n\n    // Min size restriction in pixels\n    float screenEpsilon = 3.0;\n    float scaleFactor = 1.0;\n    if (screenLength < screenEpsilon) {\n        scaleFactor = screenEpsilon / max(screenLength, 0.01);\n        scaleFactor = mix(scaleFactor, 1.0, scaleFactorMode);\n    }\n\n    // Max size restriction in pixels\n    float screenEpsilon2 = 15.0;\n    if (screenLength > screenEpsilon2) {\n        scaleFactor = screenEpsilon2 / max(screenLength, 0.01);\n    }\n\n    size *= scaleFactor;\n\n    vec2 right = size * vec2(1, 0);\n    vec2 up = size * vec2(0, 1);\n\n    posView.xy += right * a_uv.x;\n    posView.xy += up * a_uv.y;\n\n    //\n    // Pass attributes\n    //\n\n    uv = a_uv;\n\n    //\n    // Projection\n    //\n\n    gl_Position = u_projection * posView;\n}\n","in highp vec2 uv;\nin highp float particleRandomValue;\n\nuniform sampler2D u_texScreen;\n\nuniform float u_distortionStrength;\n\nuniform vec4 u_color;\n\n// Thinning \nuniform vec2 u_thinningCenterPos;\nuniform vec3 u_thinningShape;\n// .x - start\n// .y - range\n// .z - fade power\nuniform float u_thinningAffectedRatio;\nuniform float u_thinningParticleOffset;\n\nuniform float u_shapeDirectionalPower;\n\nuniform float u_mode;\n// 0 - distortion only\n// 1 - alpha blend only\n\nvoid main() {\n    vec2 st = uv * 0.5 + vec2(0.5);\n\n\n    vec2 uvm = uv;\n    uvm.y = -1.0 + 2.0 * pow(st.y, u_shapeDirectionalPower);\n\n    float shape = clamp(1.0 - length(uvm), 0.0, 1.0);\n\n    float alpha = abs(shape) * u_color.a;\n\n\n    vec2 screenSize = vec2(textureSize(u_texScreen, 0));\n\n    vec2 thinningCenterPos = u_thinningCenterPos.xy;\n    thinningCenterPos.y = screenSize.y - thinningCenterPos.y;\n\n    float screenDist = length((thinningCenterPos - gl_FragCoord.xy) / (0.5 * screenSize));\n    screenDist += (0.5 + 0.5 * particleRandomValue) * u_thinningParticleOffset;\n\n    float thinningShapeDist = u_thinningShape.x + u_thinningShape.y;\n    float thinningAlpha = 1.0;\n    if (screenDist < thinningShapeDist) {\n        float thinningFadeRatio = clamp((screenDist - u_thinningShape.x) / u_thinningShape.y, 0.0, 1.0);\n        thinningFadeRatio = pow(thinningFadeRatio, u_thinningShape.z);\n        thinningAlpha *= thinningFadeRatio;\n    }\n\n    vec2 offsetXY = normalize(uvm) * abs(shape);\n    vec2 stScreen = (gl_FragCoord.xy + offsetXY * u_distortionStrength * thinningAlpha) / screenSize;\n    vec3 colorScreen = texture(u_texScreen, stScreen).rgb;\n\n    alpha *= thinningAlpha;\n\n    glFragColor = mix(vec4(colorScreen, 1.0), vec4(u_color.rgb * alpha, alpha), u_mode);\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","// Position\nin highp vec3 a_pos_3f;\n// Offset from center ([-1, -1], ...)\nin highp vec2 a_uv;\n\nin highp vec4 a_rainParticleData;\n// .x - random value\n// .y - velocity scale multiplier\n// .z - velocity cone angle pitch scale\n// .w - velocity cone angle heading scale\n\n// mvp\nuniform mat4 u_modelview;\nuniform mat4 u_projection;\n\n// camera up & right vectors mulitplied by size\nuniform vec3 u_cam_pos;\n\nuniform float u_time;\n\nuniform float u_boxSize;\n\nuniform float u_velocityConeAperture; \n\nuniform float u_velocity; \n\nuniform vec2 u_rainDropletSize;\n\nuniform vec3 u_rainDirection;\n\n\nout highp vec2 uv;\nout highp float particleRandomValue;\n\nvoid main() {\n    vec3 pos = a_pos_3f;\n\n    float halfBoxSize = 0.5 * u_boxSize;\n\n    pos *= halfBoxSize; \n    pos += u_cam_pos;\n\n    //\n    // Movement animation\n    //\n\n    // Cone angle\n    float velocityConeApertureRad = radians(u_velocityConeAperture * 0.5);\n    float coneAnglePichRad = velocityConeApertureRad * a_rainParticleData.z;\n\n    float coneAngleHeadingRad = a_rainParticleData.w * radians(360.0);\n\n    // vec3 direction = u_rainDirection;\n\n    vec3 localZ = normalize(u_rainDirection);\n    vec3 localX = normalize(cross(localZ, vec3(1, 0, 0)));\n    vec3 localY = normalize(cross(localZ, localX));\n\n    // Direction in local coordinate system\n    vec3 directionLocal;\n    directionLocal.x = cos(coneAngleHeadingRad) * sin(coneAnglePichRad);\n    directionLocal.y = sin(coneAngleHeadingRad) * sin(coneAnglePichRad);\n    directionLocal.z = cos(coneAnglePichRad);\n\n    directionLocal = normalize(directionLocal);\n\n    vec3 directionWorld = localX * directionLocal.x + localY * directionLocal.y + localZ * directionLocal.z;\n\n    float velocityScale = (1.0 + 3.0 * a_rainParticleData.y) * u_velocity;\n\n    vec3 simPosLocal = vec3(0, 0, 0);\n    simPosLocal += directionLocal * velocityScale * u_time;\n\n    vec3 simPos = localX * simPosLocal.x + \n                  localY * simPosLocal.y +\n                  localZ * simPosLocal.z;\n\n    pos += simPos;\n\n    // Wrap against box around camera\n    pos = fract((pos + vec3(halfBoxSize)) / vec3(u_boxSize)) * u_boxSize - vec3(halfBoxSize);\n\n    vec4 posView = u_modelview * vec4(pos, 1.0);\n\n    //\n    // Billboarding\n    //\n\n    vec3 directionView = normalize((u_modelview * vec4(directionWorld, 0.0)).xyz);\n    vec3 side = cross(directionView, normalize(posView.xyz));\n\n    posView.xyz += side * a_uv.x * u_rainDropletSize.x;\n    posView.xyz += directionView * a_uv.y * u_rainDropletSize.y;\n\n\n    //\n    // Pass attributes\n    //\n\n    uv = a_uv;\n    particleRandomValue = a_rainParticleData.x;\n\n    //\n    // Projection\n    //\n\n    gl_Position = u_projection * posView;\n}\n","uniform vec3 u_vignetteShape;\n// .x - begin\n// .y - range\n// .z - power\n\nuniform vec4 u_vignetteColor;\n\n\nin vec2 st;\n\nvoid main() {\n\n    float screenDist = length(st);\n\n    float alpha = clamp((screenDist - u_vignetteShape.x) / u_vignetteShape.y, 0.0, 1.0);\n    alpha = pow(alpha, u_vignetteShape.z) * u_vignetteColor.a;\n\n    vec3 color = u_vignetteColor.rgb;\n    glFragColor = vec4(color * alpha, alpha) ;\n}\n","in vec2 a_pos_2f;\n\nout vec2 st;\n\nvoid main() {\n    st = a_pos_2f;\n\n    gl_Position = vec4(a_pos_2f, 0, 1);\n}\n","void main() {\n}","in ivec2 a_pos;\nin float a_height;\n\nuniform mat4 u_matrix;\nuniform float u_depth_bias;\n\nvoid main() {\n    gl_Position = u_matrix * vec4(a_pos, a_height, 1);\n    gl_Position.z = gl_Position.z + u_depth_bias;\n}","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_indicator_cutout.fragment.glsl\"\n#include \"_prelude_feature_cutout.fragment.glsl\"\n\nin vec3 v_normal;\nin float v_height;\n\n#ifdef RENDER_SHADOWS\nin highp vec4 v_pos_light_view_0;\nin highp vec4 v_pos_light_view_1;\nin float v_depth;\n#endif\n\n// linear to sRGB approximation\nvec3 linearTosRGB(vec3 color) {\n    return pow(color, vec3(1./2.2));\n}\nvec3 sRGBToLinear(vec3 srgbIn) {\n    return pow(srgbIn, vec3(2.2));\n}\n\nvec3 compute_view_dependent_emissive_color(float ndotl, float emissive_strength, vec3 color)\n{\n    color = sRGBToLinear(color);\n    color = color * (ndotl + (1.0 - min(ndotl * 57.29, 1.0)) * emissive_strength);\n    color = linearTosRGB(color.rgb);\n    return color;\n}\n\nuniform float u_emissive_strength;\nuniform float u_opacity_multiplier;\n\n#pragma mapbox: define highp vec4 structure_color\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 structure_color\n    vec3 color = structure_color.xyz;\n\n    vec2 cutout_factors = vec2(0.0);\n#ifdef FEATURE_CUTOUT\n    cutout_factors = get_cutout_factors(gl_FragCoord);\n#endif\n\n#ifdef LIGHTING_3D_MODE\n    vec3 normal = normalize(v_normal);\n    vec3 transformed_normal = vec3(-normal.xy, normal.z);\n    float ndotl = calculate_NdotL(transformed_normal);\n\n    float emissive_strength = u_emissive_strength;\n    // todo, we will wait on the designer for deciding which property to be used for the emissive_strength;\n    emissive_strength = 0.0;\n    vec3 emissive_color = compute_view_dependent_emissive_color(ndotl, emissive_strength, color.xyz);\n#ifdef RENDER_SHADOWS\n    float light = shadowed_light_factor_normal(transformed_normal, v_pos_light_view_0, v_pos_light_view_1, v_depth);\n    light = mix(light, 1.0, cutout_factors.y);\n    color.rgb = apply_lighting(color.rgb, transformed_normal, light);\n#else // RENDER_SHADOWS\n    color = apply_lighting(color, transformed_normal);\n#endif // RENDER_SHADOWS\n    color = mix(color, emissive_color, emissive_strength);\n\n    if (v_height < 0.0) {\n        // HACK: compute temporary non-linear underground occlusion down to -7.5 meters\n        float penetration = max(v_height + 7.5, 0.0);\n        float occlusion = 1.0 - 1.0 / PI * acos(1.0 - penetration / 4.0);\n\n        color = color * (1.0 - pow(occlusion, 2.0) * 0.3);\n    }\n#endif // LIGHTING_3D_MODE\n#ifdef FOG\n    color = fog_apply(color, v_fog_pos);\n#endif\n    vec4 out_color = vec4(color, 1.0);\n#ifdef INDICATOR_CUTOUT\n    out_color = applyCutout(out_color, v_height);\n#endif\n\n#ifdef FEATURE_CUTOUT\n    out_color = apply_feature_cutout(out_color, gl_FragCoord, cutout_factors.x, v_height);\n#endif\n\n    // Premultiplied alpha output for (One, OneMinusSrcAlpha) translucent blend.\n    out_color *= u_opacity_multiplier;\n\n    glFragColor = out_color;\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_shadow.vertex.glsl\"\n\nin ivec2 a_pos;\nin float a_height;\nin ivec4 a_pos_normal_3;\n\nuniform mat4 u_matrix;\n\nout vec3 v_normal;\nout float v_height;\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\n\nout highp vec4 v_pos_light_view_0;\nout highp vec4 v_pos_light_view_1;\nout float v_depth;\n#endif\n\n#pragma mapbox: define highp vec4 structure_color\n\nvoid main() {\n    #pragma mapbox: initialize highp vec4 structure_color\n\n    v_normal = vec3(a_pos_normal_3) / 16384.0;\n    v_height = a_height;\n\n    vec3 pos = vec3(vec2(a_pos), a_height);\n    gl_Position = u_matrix * vec4(pos, 1);\n\n#ifdef RENDER_SHADOWS\n    vec3 shd_pos0 = pos;\n    vec3 shd_pos1 = pos;\n#ifdef NORMAL_OFFSET\n    vec3 offset = shadow_normal_offset(vec3(-v_normal.xy, v_normal.z));\n    shd_pos0 += offset * shadow_normal_offset_multiplier0();\n    shd_pos1 += offset * shadow_normal_offset_multiplier1();\n#endif\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(shd_pos0, 1);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(shd_pos1, 1);\n    v_depth = gl_Position.w;\n#endif\n\n#ifdef FOG\n    v_fog_pos = fog_position(vec2(a_pos));\n#endif\n}\n","#include \"_prelude_feature_cutout.fragment.glsl\"\n\n#ifdef DEPTH_RECONSTRUCTION\nin float v_height;\n#endif\n\nvoid main() {\n#ifdef DEPTH_RECONSTRUCTION\n    if (v_height >= 0.0)\n        discard;\n#else\n#ifdef FEATURE_CUTOUT\n    apply_feature_cutout(vec4(0.0, 0.0, 0.0, 1.0), gl_FragCoord, get_cutout_factors(gl_FragCoord).x, 0.0);\n#endif\n#endif\n    glFragColor = vec4(1.0, 0.0, 0.0, 1.0);\n}","in ivec2 a_pos;\nin float a_height;\n\nuniform mat4 u_matrix;\nuniform vec3 u_camera_pos;\nuniform highp float u_depth_bias;\nuniform lowp float u_height_scale;\nuniform lowp float u_reset_depth;\n\n#ifdef DEPTH_RECONSTRUCTION\nout float v_height;\n#endif\n\nvoid main() {\n    vec3 vpos = vec3(a_pos, a_height * u_height_scale);\n\n#ifdef DEPTH_RECONSTRUCTION\n    // Project vertex to z = 0 plane. Ignore vertices above the camera\n    // as they would be projected behind the camera\n    if (u_camera_pos.z > vpos.z) {\n        vpos -= (u_camera_pos - vpos) * (vpos.z / (u_camera_pos.z - vpos.z));\n    }\n\n    v_height = a_height;\n#endif\n\n    gl_Position = u_matrix * vec4(vpos, 1);\n\n    // Reset depth by setting z to 1, otherwise render with a slight bias\n    gl_Position.z = u_reset_depth == 1.0 ? gl_Position.w : gl_Position.z + u_depth_bias;\n}","import {\n    Uniform4f,\n    Uniform3f,\n    Uniform2f,\n    UniformMatrix4f,\n    Uniform1f,\n    Uniform1i,\n} from '../render/uniform_binding.js';\n\nimport type Context from '../gl/context.js';\nimport type {UniformValues} from '../render/uniform_binding.js';\nimport type {mat4} from 'gl-matrix';\n\nexport type RainUniformsType = {\n    'u_modelview': UniformMatrix4f,\n    'u_projection': UniformMatrix4f,\n    'u_time': Uniform1f,\n    'u_cam_pos': Uniform3f,\n    'u_texScreen': Uniform1i,\n    'u_velocityConeAperture': Uniform1f,\n    'u_velocity': Uniform1f,\n    'u_boxSize': Uniform1f,\n    'u_rainDropletSize': Uniform2f,\n    'u_distortionStrength': Uniform1f,\n    'u_rainDirection': Uniform3f,\n    'u_color': Uniform4f,\n    'u_screenSize': Uniform2f,\n    'u_thinningCenterPos': Uniform2f,\n    'u_thinningShape': Uniform3f,\n    'u_thinningAffectedRatio': Uniform1f,\n    'u_thinningParticleOffset': Uniform1f,\n    'u_shapeDirectionalPower': Uniform1f,\n    'u_shapeNormalPower': Uniform1f,\n    'u_mode': Uniform1f,\n};\n\nconst rainUniforms = (context: Context): RainUniformsType => ({\n    'u_modelview': new UniformMatrix4f(context),\n    'u_projection': new UniformMatrix4f(context),\n    'u_time': new Uniform1f(context),\n    'u_cam_pos': new Uniform3f(context),\n    'u_texScreen': new Uniform1i(context),\n    'u_velocityConeAperture': new Uniform1f(context),\n    'u_velocity': new Uniform1f(context),\n    'u_boxSize': new Uniform1f(context),\n    'u_rainDropletSize': new Uniform2f(context),\n    'u_distortionStrength': new Uniform1f(context),\n    'u_rainDirection': new Uniform3f(context),\n    'u_color': new Uniform4f(context),\n    'u_screenSize': new Uniform2f(context),\n    'u_thinningCenterPos': new Uniform2f(context),\n    'u_thinningShape': new Uniform3f(context),\n    'u_thinningAffectedRatio': new Uniform1f(context),\n    'u_thinningParticleOffset': new Uniform1f(context),\n    'u_shapeDirectionalPower': new Uniform1f(context),\n    'u_shapeNormalPower': new Uniform1f(context),\n    'u_mode': new Uniform1f(context),\n});\n\nconst rainUniformValues = (values: {\n    modelview: mat4,\n    projection: mat4,\n    time: number,\n    camPos: [number, number, number],\n    velocityConeAperture: number,\n    velocity: number,\n    boxSize: number,\n    rainDropletSize: [number, number],\n    distortionStrength: number,\n    rainDirection: [number, number, number],\n    color: [number, number, number, number],\n    screenSize: [number, number],\n    thinningCenterPos: [number, number],\n    thinningShape: [number, number, number],\n    thinningAffectedRatio: number,\n    thinningParticleOffset: number,\n    shapeDirectionalPower: number,\n    shapeNormalPower: number,\n    mode: number,\n}\n): UniformValues<RainUniformsType> => ({\n    'u_modelview': Float32Array.from(values.modelview),\n    'u_projection': Float32Array.from(values.projection),\n    'u_time': values.time,\n    'u_cam_pos': values.camPos,\n    'u_texScreen': 0,\n    'u_velocityConeAperture': values.velocityConeAperture,\n    'u_velocity': values.velocity,\n    'u_boxSize': values.boxSize,\n    'u_rainDropletSize': values.rainDropletSize,\n    'u_distortionStrength': values.distortionStrength,\n    'u_rainDirection': values.rainDirection,\n    'u_color': values.color,\n    'u_screenSize': values.screenSize,\n    'u_thinningCenterPos': values.thinningCenterPos,\n    'u_thinningShape': values.thinningShape,\n    'u_thinningAffectedRatio': values.thinningAffectedRatio,\n    'u_thinningParticleOffset': values.thinningParticleOffset,\n    'u_shapeDirectionalPower': values.shapeDirectionalPower,\n    'u_shapeNormalPower': values.shapeNormalPower,\n    'u_mode': values.mode,\n});\n\nexport {rainUniforms, rainUniformValues};\n","import {createLayout} from '../util/struct_array.js';\n\nimport type {StructArrayLayout} from '../util/struct_array.js';\n\nexport const rainLayout: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'a_pos_3f', components: 3},\n    {type: 'Float32', name: 'a_uv', components: 2},\n    {type: 'Float32', name: 'a_rainParticleData', components: 4},\n]);\n","import {createLayout} from '../util/struct_array.js';\n\nimport type {StructArrayLayout} from '../util/struct_array.js';\n\nexport const vignetteLayout: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'a_pos_2f', components: 2},\n]);\n","import StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport {default as ColorMode} from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport SegmentVector from '../data/segment';\nimport {TriangleIndexArray, VignetteVertexArray} from '../data/array_types';\nimport {vignetteUniformValues} from './vignette_program';\nimport {vignetteLayout} from \"./vignette_attributes\";\n\nimport type Painter from '../render/painter';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type VertexBuffer from '../gl/vertex_buffer';\n\nexport type VignetteParams = {\n    strength: number,\n    start: number,\n    range: number,\n    fadePower: number,\n    color: {r: number, g: number, b: number, a: number},\n};\n\nexport class Vignette {\n    vignetteVx: VertexBuffer | null | undefined;\n    vignetteIdx: IndexBuffer | null | undefined;\n\n    destroy() {\n        if (this.vignetteVx) {\n            this.vignetteVx.destroy();\n        }\n        if (this.vignetteIdx) {\n            this.vignetteIdx.destroy();\n        }\n    }\n\n    draw(painter: Painter, params: VignetteParams) {\n        const program = painter.getOrCreateProgram('vignette');\n\n        if (!this.vignetteVx || !this.vignetteIdx) {\n            const vertices = new VignetteVertexArray();\n            const triangles = new TriangleIndexArray();\n\n            vertices.emplaceBack(-1, -1);\n            vertices.emplaceBack(1, -1);\n            vertices.emplaceBack(1, 1);\n            vertices.emplaceBack(-1, 1);\n\n            triangles.emplaceBack(0, 1, 2);\n            triangles.emplaceBack(0, 2, 3);\n\n            this.vignetteVx = painter.context.createVertexBuffer(vertices, vignetteLayout.members);\n            this.vignetteIdx = painter.context.createIndexBuffer(triangles);\n        }\n\n        const vignetteSegments = SegmentVector.simpleSegment(0, 0, 4, 6);\n\n        if (this.vignetteVx && this.vignetteIdx) {\n            painter.uploadCommonUniforms(painter.context, program);\n\n            const uniforms = vignetteUniformValues({\n                vignetteShape: [params.start, params.range, Math.pow(10.0, params.fadePower)],\n                vignetteColor: [params.color.r, params.color.g, params.color.b, params.color.a * params.strength],\n            });\n\n            const gl = painter.context.gl;\n\n            program.draw(painter, gl.TRIANGLES, DepthMode.disabled, StencilMode.disabled,\n                    ColorMode.alphaBlended, CullFaceMode.disabled, uniforms, \"vignette\",\n                    this.vignetteVx, this.vignetteIdx, vignetteSegments);\n        }\n    }\n}\n","import {\n    Uniform4f,\n    Uniform3f,\n} from '../render/uniform_binding.js';\n\nimport type Context from '../gl/context.js';\nimport type {UniformValues} from '../render/uniform_binding.js';\n\nexport type VignetteUniformsType = {\n    'u_vignetteShape': Uniform3f,\n    'u_vignetteColor': Uniform4f,\n};\n\nconst vignetteUniforms = (context: Context): VignetteUniformsType => ({\n    'u_vignetteShape': new Uniform3f(context),\n    'u_vignetteColor': new Uniform4f(context),\n});\n\nconst vignetteUniformValues = (values: {\n    vignetteShape: [number, number, number],\n    vignetteColor: [number, number, number, number],\n}\n): UniformValues<VignetteUniformsType> => ({\n    'u_vignetteShape': values.vignetteShape,\n    'u_vignetteColor': values.vignetteColor,\n});\n\nexport {vignetteUniforms, vignetteUniformValues};\n","import {earthRadius} from '../geo/lng_lat.js';\nimport {degToRad, clamp} from '../util/util.js';\nimport {lerp} from '../style-spec/util/lerp';\nimport {mulberry32} from '../style-spec/util/random';\nimport {vec3, quat, mat4} from 'gl-matrix';\nimport {Vignette} from './vignette';\n\nimport type Transform from \"../geo/transform\";\nimport type IndexBuffer from '../gl/index_buffer';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type Painter from '../render/painter';\n\nexport class Movement {\n    _offsetXPrev: number | undefined;\n    _offsetYPrev: number | undefined;\n    _elevationPrev: number | undefined;\n\n    _accumulatedOffsetX: number;\n    _accumulatedOffsetY: number;\n    _accumulatedElevation: number;\n\n    constructor() {\n        this._accumulatedOffsetX = 0;\n        this._accumulatedOffsetY = 0;\n        this._accumulatedElevation = 0;\n    }\n\n    update(tr: Transform, ppmScaleFactor: number) {\n        const options = tr.getFreeCameraOptions();\n        const cameraMercatorPos = options.position;\n\n        const elevation = cameraMercatorPos.toAltitude();\n\n        const latLng = cameraMercatorPos.toLngLat();\n        const lng = degToRad(latLng.lng);\n        const lat = degToRad(latLng.lat);\n\n        // Mercator meters\n        const ppmScale = tr.pixelsPerMeter / ppmScaleFactor;\n\n        const offsetXCur = lng * earthRadius;\n        const offsetYCur = earthRadius * Math.log(Math.tan(Math.PI / 4 + lat / 2));\n\n        if (this._offsetXPrev === undefined) {\n            this._offsetXPrev = 0;\n            this._offsetYPrev = 0;\n            this._elevationPrev = 0;\n\n            this._accumulatedOffsetX = 0;\n            this._accumulatedOffsetY = 0;\n            this._accumulatedElevation = 0;\n        } else {\n            const deltaX = -this._offsetXPrev + offsetXCur;\n            const deltaY = -this._offsetYPrev + offsetYCur;\n            const deltaE = -this._elevationPrev + elevation;\n\n            this._accumulatedOffsetX += deltaX * ppmScale;\n            this._accumulatedOffsetY += deltaY * ppmScale;\n            this._accumulatedElevation += deltaE * ppmScale;\n\n            this._offsetXPrev = offsetXCur;\n            this._offsetYPrev = offsetYCur;\n            this._elevationPrev = elevation;\n        }\n    }\n\n    getPosition(): vec3 {\n        return [this._accumulatedOffsetX, this._accumulatedOffsetY, this._accumulatedElevation];\n    }\n}\n\nexport function boxWrap(unwrappedPos: vec3, boxSize: number): vec3 {\n    const wrappedOffsetX = unwrappedPos[0] - Math.floor(unwrappedPos[0] / boxSize) * boxSize;\n    const wrappedOffsetY = unwrappedPos[1] - Math.floor(unwrappedPos[1] / boxSize) * boxSize;\n    const wrappedOffsetZ = unwrappedPos[2] - Math.floor(unwrappedPos[2] / boxSize) * boxSize;\n\n    return [-wrappedOffsetX, -wrappedOffsetY, -wrappedOffsetZ];\n\n}\n\nexport function generateUniformDistributedPointsInsideCube(pointsCount: number): Array<vec3> {\n    const sRand = mulberry32(1323123451230);\n\n    const points: Array<vec3> = [];\n    for (let i = 0; i < pointsCount; ++i) {\n        const vx = -1 + 2 * sRand();\n        const vy = -1 + 2 * sRand();\n        const vz = -1 + 2 * sRand();\n\n        points.push(vec3.fromValues(vx, vy, vz));\n    }\n\n    return points;\n}\n\nexport function lerpClamp(a: number, b: number, t1: number, t2: number, tMid: number) {\n    const t = clamp((tMid - t1) / (t2 - t1), 0, 1);\n    return lerp(a, b, t);\n}\n\nclass DrawParams {\n    projectionMatrix: mat4;\n    modelviewMatrix: mat4;\n}\n\nexport class PrecipitationBase {\n    particlesVx: VertexBuffer | null | undefined;\n    particlesIdx: IndexBuffer | null | undefined;\n    particlesCount!: number;\n\n    _movement: Movement;\n\n    _prevTime: number;\n    _accumulatedTimeFromStart: number;\n\n    _vignette: Vignette;\n\n    _ppmScaleFactor: number;\n\n    constructor(ppmScaleFactor: number) {\n        this._movement = new Movement();\n\n        this._accumulatedTimeFromStart = 0;\n        this._prevTime = Date.now() / 1000;\n\n        this._vignette = new Vignette();\n\n        this._ppmScaleFactor = ppmScaleFactor;\n    }\n\n    destroy() {\n        if (this.particlesVx) {\n            this.particlesVx.destroy();\n        }\n\n        if (this.particlesIdx) {\n            this.particlesIdx.destroy();\n        }\n\n        if (this._vignette) {\n            this._vignette.destroy();\n        }\n    }\n\n    updateOnRender(painter: Painter, timeFactor: number) : DrawParams {\n        const tr = painter.transform;\n\n        this._movement.update(tr, this._ppmScaleFactor);\n\n        const projectionMatrix = tr.starsProjMatrix;\n\n        const orientation = quat.identity([]);\n\n        quat.rotateX(orientation, orientation, degToRad(90) - tr._pitch);\n        quat.rotateZ(orientation, orientation, -tr.angle);\n\n        const rotationMatrix = mat4.fromQuat(new Float32Array(16), orientation);\n\n        const swapAxesT = new Float32Array([\n            1,  0, 0, 0,\n            0,  0, 1, 0,\n            0, -1, 0, 0,\n            0,  0, 0, 1]);\n        const swapAxes = mat4.transpose([], swapAxesT);\n\n        const modelviewMatrix = mat4.multiply([], swapAxes, rotationMatrix);\n\n        const curTime = Date.now() / 1000;\n        this._accumulatedTimeFromStart += (curTime - this._prevTime) * timeFactor;\n        this._prevTime = curTime;\n\n        return {projectionMatrix, modelviewMatrix};\n    }\n}\n","import {\n    Uniform4f,\n    Uniform3f,\n    Uniform2f,\n    UniformMatrix4f,\n    Uniform1f\n} from '../render/uniform_binding.js';\n\nimport type Context from '../gl/context.js';\nimport type {UniformValues} from '../render/uniform_binding.js';\nimport type {mat4} from 'gl-matrix';\n\nexport type SnowDefinesType = 'TERRAIN';\n\nexport type SnowUniformsType = {\n    'u_modelview': UniformMatrix4f,\n    'u_projection': UniformMatrix4f,\n    'u_time': Uniform1f,\n    'u_cam_pos': Uniform3f,\n    'u_velocityConeAperture': Uniform1f,\n    'u_velocity': Uniform1f,\n    'u_horizontalOscillationRadius': Uniform1f,\n    'u_horizontalOscillationRate': Uniform1f,\n    'u_boxSize': Uniform1f,\n    'u_billboardSize': Uniform1f,\n    'u_simpleShapeParameters': Uniform2f,\n    'u_screenSize': Uniform2f,\n    'u_thinningCenterPos': Uniform2f,\n    'u_thinningShape': Uniform3f,\n    'u_thinningAffectedRatio': Uniform1f,\n    'u_thinningParticleOffset': Uniform1f,\n    'u_particleColor': Uniform4f,\n    'u_direction': Uniform3f,\n};\n\nconst snowUniforms = (context: Context): SnowUniformsType => ({\n    'u_modelview': new UniformMatrix4f(context),\n    'u_projection': new UniformMatrix4f(context),\n    'u_time': new Uniform1f(context),\n    'u_cam_pos': new Uniform3f(context),\n    'u_velocityConeAperture': new Uniform1f(context),\n    'u_velocity': new Uniform1f(context),\n    'u_horizontalOscillationRadius': new Uniform1f(context),\n    'u_horizontalOscillationRate': new Uniform1f(context),\n    'u_boxSize': new Uniform1f(context),\n    'u_billboardSize': new Uniform1f(context),\n    'u_simpleShapeParameters': new Uniform2f(context),\n    'u_screenSize': new Uniform2f(context),\n    'u_thinningCenterPos': new Uniform2f(context),\n    'u_thinningShape': new Uniform3f(context),\n    'u_thinningAffectedRatio': new Uniform1f(context),\n    'u_thinningParticleOffset': new Uniform1f(context),\n    'u_particleColor': new Uniform4f(context),\n    'u_direction': new Uniform3f(context),\n});\n\nconst snowUniformValues = (values: {\n    modelview: mat4,\n    projection: mat4,\n    time: number,\n    camPos: [number, number, number],\n    velocityConeAperture: number,\n    velocity: number,\n    horizontalOscillationRadius: number,\n    horizontalOscillationRate: number,\n    boxSize: number,\n    billboardSize: number,\n    simpleShapeParameters: [number, number],\n    screenSize: [number, number],\n    thinningCenterPos: [number, number],\n    thinningShape: [number, number, number],\n    thinningAffectedRatio: number,\n    thinningParticleOffset: number,\n    color: [number, number, number, number],\n    direction: [number, number, number],\n}\n): UniformValues<SnowUniformsType> => ({\n    'u_modelview': Float32Array.from(values.modelview),\n    'u_projection': Float32Array.from(values.projection),\n    'u_time': values.time,\n    'u_cam_pos': values.camPos,\n    'u_velocityConeAperture': values.velocityConeAperture,\n    'u_velocity': values.velocity,\n    'u_horizontalOscillationRadius': values.horizontalOscillationRadius,\n    'u_horizontalOscillationRate': values.horizontalOscillationRate,\n    'u_boxSize': values.boxSize,\n    'u_billboardSize': values.billboardSize,\n    'u_simpleShapeParameters': values.simpleShapeParameters,\n    'u_screenSize': values.screenSize,\n    'u_thinningCenterPos': values.thinningCenterPos,\n    'u_thinningShape': values.thinningShape,\n    'u_thinningAffectedRatio': values.thinningAffectedRatio,\n    'u_thinningParticleOffset': values.thinningParticleOffset,\n    'u_particleColor': values.color,\n    'u_direction': values.direction\n});\n\nexport {snowUniforms, snowUniformValues};\n","import {createLayout} from '../util/struct_array.js';\n\nimport type {StructArrayLayout} from '../util/struct_array.js';\n\nexport const snowLayout: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'a_pos_3f', components: 3},\n    {type: 'Float32', name: 'a_uv', components: 2},\n    {type: 'Float32', name: 'a_snowParticleData', components: 4},\n    {type: 'Float32', name: 'a_snowParticleDataHorizontalOscillation', components: 2}\n]);\n","import {\n    Uniform1f,\n    Uniform3f,\n    UniformMatrix4f,\n    type UniformValues\n} from '../../../src/render/uniform_binding';\n\nimport type {mat4, vec3} from 'gl-matrix';\nimport type Context from '../../../src/gl/context';\n\nexport type ElevatedStructuresDepthUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_depth_bias']: Uniform1f;\n};\n\nexport type ElevatedStructuresUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type ElevatedStructuresDepthReconstructUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_camera_pos']: Uniform3f;\n    ['u_depth_bias']: Uniform1f;\n    ['u_height_scale']: Uniform1f;\n    ['u_reset_depth']: Uniform1f;\n};\n\nconst elevatedStructuresDepthUniforms = (context: Context): ElevatedStructuresDepthUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_depth_bias': new Uniform1f(context)\n});\n\nconst elevatedStructuresUniforms = (context: Context): ElevatedStructuresUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst elevatedStructuresDepthReconstructUniforms = (context: Context): ElevatedStructuresDepthReconstructUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_camera_pos': new Uniform3f(context),\n    'u_depth_bias': new Uniform1f(context),\n    'u_height_scale': new Uniform1f(context),\n    'u_reset_depth': new Uniform1f(context)\n});\n\nconst elevatedStructuresDepthUniformValues = (matrix: mat4, depthBias: number): UniformValues<ElevatedStructuresDepthUniformsType> => ({\n    'u_matrix': matrix,\n    'u_depth_bias': depthBias,\n});\n\nconst elevatedStructuresUniformValues = (matrix: mat4, groundShadowFactor: [number, number, number]): UniformValues<ElevatedStructuresUniformsType> => ({\n    'u_matrix': matrix,\n    'u_ground_shadow_factor': groundShadowFactor,\n    'u_opacity_multiplier': 1.0,\n});\n\nconst elevatedStructuresDepthReconstructUniformValues = (\n    tileMatrix: mat4,\n    cameraTilePos: vec3,\n    depthBias: number,\n    heightScale: number,\n    resetDepth: number\n): UniformValues<ElevatedStructuresDepthReconstructUniformsType> => ({\n    'u_matrix': tileMatrix,\n    'u_camera_pos': [cameraTilePos[0], cameraTilePos[1], cameraTilePos[2]],\n    'u_depth_bias': depthBias,\n    'u_height_scale': heightScale,\n    'u_reset_depth': resetDepth\n});\n\nexport {\n    elevatedStructuresDepthUniforms,\n    elevatedStructuresUniforms,\n    elevatedStructuresDepthReconstructUniforms,\n    elevatedStructuresDepthUniformValues,\n    elevatedStructuresUniformValues,\n    elevatedStructuresDepthReconstructUniformValues,\n};\n","import {buildingUniforms, buildingBloomUniforms, buildingDepthUniforms} from './building_program';\nimport {elevatedStructuresDepthUniforms, elevatedStructuresUniforms, elevatedStructuresDepthReconstructUniforms} from './elevated_structures_program';\nimport {rasterParticleUniforms, rasterParticleTextureUniforms, rasterParticleDrawUniforms, rasterParticleUpdateUniforms} from '../../../src/render/program/raster_particle_program';\nimport {snowUniforms} from '../../../src/precipitation/snow_program';\nimport {rainUniforms} from \"../../../src/precipitation/rain_program\";\nimport {vignetteUniforms} from \"../../../src/precipitation/vignette_program\";\n\nexport const programUniforms = {\n    building: buildingUniforms,\n    buildingBloom: buildingBloomUniforms,\n    buildingDepth: buildingDepthUniforms,\n    elevatedStructuresDepth: elevatedStructuresDepthUniforms,\n    elevatedStructures: elevatedStructuresUniforms,\n    elevatedStructuresDepthReconstruct: elevatedStructuresDepthReconstructUniforms,\n    rasterParticle: rasterParticleUniforms,\n    rasterParticleTexture: rasterParticleTextureUniforms,\n    rasterParticleDraw: rasterParticleDrawUniforms,\n    rasterParticleUpdate: rasterParticleUpdateUniforms,\n    snowParticle: snowUniforms,\n    rainParticle: rainUniforms,\n    vignette: vignetteUniforms\n} as const;\n\nexport type ProgramUniformsHDType = {\n    [K in keyof typeof programUniforms]: ReturnType<typeof programUniforms[K]>;\n};\n\n","import assert from '../../src/style-spec/util/assert';\nimport {vec3} from 'gl-matrix';\nimport DepthMode from '../../src/gl/depth_mode';\nimport CullFaceMode from '../../src/gl/cull_face_mode';\nimport StencilMode from '../../src/gl/stencil_mode';\nimport ColorMode from '../../src/gl/color_mode';\nimport EXTENT from '../../src/style-spec/data/extent';\nimport {altitudeFromMercatorZ} from '../../src/geo/mercator_coordinate';\nimport {easeIn} from '../../src/util/util';\nimport {OrthographicPitchTranstionValue} from '../../src/geo/transform';\nimport {number as lerp} from '../../src/style-spec/util/interpolate';\nimport {calculateGroundShadowFactor} from './shadow_utils';\nimport {\n    elevatedStructuresDepthUniformValues,\n    elevatedStructuresUniformValues,\n    elevatedStructuresDepthReconstructUniformValues,\n} from './program/elevated_structures_program';\n\nimport type Painter from '../../src/render/painter';\nimport type Program from '../../src/render/program';\nimport type SourceCache from '../../src/source/source_cache';\nimport type FillStyleLayer from '../../src/style/style_layer/fill_style_layer';\nimport type FillBucket from '../../src/data/bucket/fill_bucket';\nimport type ProgramConfiguration from '../../src/data/program_configuration';\nimport type SegmentVector from '../../src/data/segment';\nimport type Transform from '../../src/geo/transform';\nimport type MercatorCoordinate from '../../src/geo/mercator_coordinate';\nimport type {OverscaledTileID, UnwrappedTileID} from '../../src/source/tile_id';\nimport type {DepthPrePass} from '../../src/render/painter';\nimport type {DrawFillParams} from '../../src/render/draw_fill';\nimport type {DynamicDefinesType} from '../../src/render/program/program_uniforms';\nimport type {UniformValues} from '../../src/render/uniform_binding';\nimport type {ElevatedStructuresDepthReconstructUniformsType} from './program/elevated_structures_program';\n\n/**\n * Renders the 3D bridge/tunnel geometry produced by `ElevatedStructures`. Core dispatches\n * to this from `drawFill` via the `HD.drawElevatedStructures` hook — lives here so the\n * concrete elevated geometry program and its uniform helpers don't pull the\n * `ElevatedStructures` class into the core bundle. Core continues to own the fill-layer\n * draw entry point and the non-elevated fill path.\n *\n * @private\n */\nexport function drawElevatedStructures(params: DrawFillParams) {\n    const {painter, sourceCache, layer, coords, colorMode} = params;\n    const gl = painter.context.gl;\n\n    const programName = 'elevatedStructures';\n    const shadowRenderer = params.painter.shadowRenderer;\n    const renderWithShadows = !!shadowRenderer && shadowRenderer.enabled;\n    const depthMode = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n    let groundShadowFactor: [number, number, number] = [0, 0, 0];\n    if (renderWithShadows) {\n        const directionalLight = painter.style.directionalLight;\n        const ambientLight = painter.style.ambientLight;\n        if (directionalLight && ambientLight) {\n            groundShadowFactor = calculateGroundShadowFactor(painter.style, directionalLight, ambientLight);\n        }\n    }\n\n    const draw = (drawBridges: boolean) => {\n        for (const coord of coords) {\n            const tile = sourceCache.getTile(coord);\n            const bucket = tile.getBucket(layer) as FillBucket;\n            if (!bucket) continue;\n\n            const elevatedStructures = bucket.hdExt ? bucket.hdExt.elevatedStructures : undefined;\n            if (!elevatedStructures) continue;\n\n            let renderableSegments: SegmentVector;\n            let programConfiguration: ProgramConfiguration;\n            if (drawBridges) {\n                renderableSegments = elevatedStructures.renderableBridgeSegments;\n                programConfiguration = elevatedStructures.bridgeProgramConfigurations.get(layer.id);\n            } else {\n                renderableSegments = elevatedStructures.renderableTunnelSegments;\n                programConfiguration = elevatedStructures.tunnelProgramConfigurations.get(layer.id);\n            }\n\n            if (!renderableSegments || renderableSegments.segments[0].primitiveLength === 0) continue;\n\n            assert(elevatedStructures.vertexBuffer && elevatedStructures.vertexBufferNormal && elevatedStructures.indexBuffer);\n\n            programConfiguration.updatePaintBuffers();\n\n            painter.prepareDrawTile();\n\n            const affectedByFog = painter.isTileAffectedByFog(coord);\n\n            const dynamicDefines: DynamicDefinesType[] = [];\n            if (renderWithShadows) {\n                dynamicDefines.push('RENDER_SHADOWS', 'NORMAL_OFFSET');\n            }\n            const program = painter.getOrCreateProgram(programName, {config: programConfiguration, overrideFog: affectedByFog, defines: dynamicDefines});\n\n            const tileMatrix = painter.translatePosMatrix(coord.projMatrix, tile,\n                layer.paint.get('fill-translate'), layer.paint.get('fill-translate-anchor'));\n\n            if (renderWithShadows) {\n                shadowRenderer.setupShadows(tile.tileID.toUnwrapped(), program, 'vector-tile');\n            }\n\n            const uniformValues = elevatedStructuresUniformValues(tileMatrix, groundShadowFactor);\n\n            painter.uploadCommonUniforms(painter.context, program, coord.toUnwrapped());\n\n            program.draw(painter, gl.TRIANGLES, depthMode,\n                StencilMode.disabled, colorMode, CullFaceMode.backCCW, uniformValues,\n                layer.id, elevatedStructures.vertexBuffer, elevatedStructures.indexBuffer, renderableSegments,\n                layer.paint, painter.transform.zoom, programConfiguration, [elevatedStructures.vertexBufferNormal]);\n        }\n    };\n\n    // Draw bridge structures\n    draw(true);\n    // Draw tunnel structures\n    draw(false);\n}\n\n/**\n * Renders the shadow-pass depth for elevated structures. Core dispatches to this from\n * `drawFill` during `painter.renderPass === 'shadow'` via `HD.drawElevatedFillShadows`.\n *\n * @private\n */\nexport function drawElevatedFillShadows(params: DrawFillParams) {\n    assert(!params.terrainEnabled);\n    assert(params.painter.renderPass === 'shadow');\n    assert(params.painter.shadowRenderer);\n\n    const {painter, sourceCache, layer, coords} = params;\n    const gl = painter.context.gl;\n\n    const shadowRenderer = params.painter.shadowRenderer;\n    const programName = 'elevatedStructuresDepth';\n\n    for (const coord of coords) {\n        const tile = sourceCache.getTile(coord);\n        const bucket = tile.getBucket(layer) as FillBucket;\n        if (!bucket) continue;\n\n        const elevatedStructures = bucket.hdExt ? bucket.hdExt.elevatedStructures : undefined;\n        if (!elevatedStructures) {\n            continue;\n        }\n        if (!elevatedStructures.shadowCasterSegments || elevatedStructures.shadowCasterSegments.segments[0].primitiveLength === 0) {\n            continue;\n        }\n\n        assert(elevatedStructures.vertexBuffer && elevatedStructures.indexBuffer);\n\n        painter.prepareDrawTile();\n\n        const programConfiguration = bucket.bufferData.programConfigurations.get(layer.id);\n        const affectedByFog = painter.isTileAffectedByFog(coord);\n\n        const program = painter.getOrCreateProgram(programName, {config: programConfiguration, overrideFog: affectedByFog});\n\n        const tileMatrix = shadowRenderer.calculateShadowPassMatrixFromTile(tile.tileID.toUnwrapped());\n\n        painter.uploadCommonUniforms(painter.context, program, coord.toUnwrapped());\n\n        const uniformValues = elevatedStructuresDepthUniformValues(tileMatrix, 0.0);\n\n        program.draw(painter, gl.TRIANGLES, shadowRenderer.getShadowPassDepthMode(),\n            StencilMode.disabled, ColorMode.disabled, CullFaceMode.disabled, uniformValues, layer.id,\n            elevatedStructures.vertexBuffer, elevatedStructures.indexBuffer, elevatedStructures.shadowCasterSegments,\n            layer.paint, painter.transform.zoom, programConfiguration);\n    }\n}\n\nfunction computeCameraPositionInTile(id: UnwrappedTileID, cameraMercPos: MercatorCoordinate): vec3 {\n    const tiles = 1 << id.canonical.z;\n\n    const x = (cameraMercPos.x * tiles - id.canonical.x - id.wrap * tiles) * EXTENT;\n    const y = (cameraMercPos.y * tiles - id.canonical.y) * EXTENT;\n    const z = altitudeFromMercatorZ(cameraMercPos.z, cameraMercPos.y);\n\n    return vec3.fromValues(x, y, z);\n}\n\nfunction computeDepthBias(tr: Transform): number {\n    let bias = 0.01;\n\n    if (tr.isOrthographic) {\n        const mixValue = tr.pitch >= OrthographicPitchTranstionValue ? 1.0 : tr.pitch / OrthographicPitchTranstionValue;\n        bias = lerp(0.0001, bias, easeIn(mixValue));\n    }\n\n    // The post-projection bias is originally computed for Metal, so we must compensate\n    // for different depth ranges between OpenGL and Metal ([-1, 1] and [0, 1] respectively)\n    return 2.0 * bias;\n}\n\n/**\n * Renders the elevated-road depth pre-pass (and its initialize/reset subpasses). Core\n * dispatches to this via `HD.drawDepthPrepass` — lives here alongside `drawGroundShadowMask`\n * and the `elevatedStructuresDepthReconstruct` shader so the reconstruction program\n * only ships with the HD bundle.\n *\n * @private\n */\nexport function drawDepthPrepass(painter: Painter, sourceCache: SourceCache | undefined, layer: FillStyleLayer, coords: Array<OverscaledTileID>, pass: DepthPrePass) {\n    if (!sourceCache) return;\n    if (!layer.layout || layer.layout.get('fill-elevation-reference') === 'none' || layer.paint.get('fill-opacity').constantOr(1) === 0) return;\n\n    const gl = painter.context.gl;\n\n    assert(!(painter.terrain && painter.terrain.enabled));\n\n    // Perform a separate depth rendering pass for elevated road structues in order to:\n    //  1. Support rendering of underground polygons. Ground plane (z=0) has to be included\n    //     in the depth buffer for ground occlusion to work with tunnels\n    //  2. Support stacking of multiple elevatated layers which is necessary to avoid z-fighting\n    //\n    // The depth prepass for HD roads involves depth value reconstruction for affected pixels as\n    // the depth buffer might not contain valid occlusion especially for underground geometries\n    // prior to rendering. All layers contributing to the HD road network are gathered togther\n    // and used to construct the final depth information in few separate passes.\n\n    // Step 1 (Initialize): Render underground geometries by projecting them towards the camera to the ground level (z=0).\n    // Step 2 (Reset):      Carve \"see-through\" holes to the ground by lifting undergound polygons (excluding tunnels)\n    //                      to the ground plane (z=0) and setting depth value to maximum.\n    // Step 3 (Geometry):   Render road geometries to the depth buffer\n    const depthModeFor3D = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n    const depthModeReset = new DepthMode(painter.context.gl.GREATER, DepthMode.ReadWrite, painter.depthRangeFor3D);\n    const depthBias = computeDepthBias(painter.transform);\n    const cameraMercPos = painter.transform.getFreeCameraOptions().position;\n\n    // Create the depth program lazily (below) and reuse it across tiles: the prepass fires seconds\n    // before its HD road tiles arrive, so linking here would block the load window for a pass that\n    // draws nothing. `pass` is fixed per call, so one memo holds the single variant this call uses.\n    const programName = 'elevatedStructuresDepthReconstruct';\n    let program: Program<ElevatedStructuresDepthReconstructUniformsType>;\n\n    for (const coord of coords) {\n        const tile = sourceCache.getTile(coord);\n        const bucket = tile.getBucket(layer) as FillBucket;\n        if (!bucket) continue;\n\n        if (!bucket.hdExt) continue;\n        const elevatedStructures = bucket.hdExt.elevatedStructures;\n        const elevationBufferData = bucket.hdExt.elevationBufferData;\n        if (!elevatedStructures || !elevatedStructures.depthSegments || !elevationBufferData) {\n            continue;\n        }\n\n        const heightRange = elevationBufferData.heightRange;\n        const unwrappedTileID = coord.toUnwrapped();\n        const cameraTilePos = computeCameraPositionInTile(unwrappedTileID, cameraMercPos);\n        const tileMatrix = painter.translatePosMatrix(coord.projMatrix, tile,\n            layer.paint.get('fill-translate'), layer.paint.get('fill-translate-anchor'));\n\n        let uniformValues: UniformValues<ElevatedStructuresDepthReconstructUniformsType>;\n        let depthMode: DepthMode;\n        let segments: SegmentVector;\n\n        if (pass === 'initialize') {\n            // Depth reconstruction is required only for underground models. Use a slight margin\n            // to include surface models that might have some outlier vertices below the ground plane.\n            const heightMargin = 1.0;\n            if (!heightRange || heightRange.min >= heightMargin || elevatedStructures.depthSegments.segments[0].primitiveLength === 0) continue;\n            uniformValues = elevatedStructuresDepthReconstructUniformValues(tileMatrix, cameraTilePos, depthBias, 1.0, 0.0);\n            depthMode = depthModeFor3D;\n            segments = elevatedStructures.depthSegments;\n            program = program || painter.getOrCreateProgram(programName, {defines: ['DEPTH_RECONSTRUCTION']});\n        } else if (pass === 'reset') {\n            // Carve holes for underground polygons only\n            if (!heightRange || heightRange.min >= 0.0 || elevatedStructures.maskSegments.segments[0].primitiveLength === 0) continue;\n            uniformValues = elevatedStructuresDepthReconstructUniformValues(tileMatrix, cameraTilePos, 0.0, 0.0, 1.0);\n            depthMode = depthModeReset;\n            segments = elevatedStructures.maskSegments;\n            program = program || painter.getOrCreateProgram(programName, {defines: ['DEPTH_RECONSTRUCTION']});\n        } else if (pass === 'geometry') {\n            if (elevatedStructures.depthSegments.segments[0].primitiveLength === 0) continue;\n            uniformValues = elevatedStructuresDepthReconstructUniformValues(tileMatrix, cameraTilePos, depthBias, 1.0, 0.0);\n            depthMode = depthModeFor3D;\n            segments = elevatedStructures.depthSegments;\n            program = program || painter.getOrCreateProgram(programName);\n        }\n\n        assert(uniformValues && depthMode && segments && program);\n        assert(elevatedStructures.vertexBuffer && elevatedStructures.indexBuffer);\n\n        program.draw(painter, gl.TRIANGLES, depthMode,\n            StencilMode.disabled, ColorMode.disabled, CullFaceMode.disabled, uniformValues,\n            layer.id, elevatedStructures.vertexBuffer, elevatedStructures.indexBuffer, segments,\n            layer.paint, painter.transform.zoom);\n    }\n}\n\n/**\n * Stencil-writes the elevated-road depth reconstruction to tag ground pixels that need\n * shadow-masking. Core dispatches to this via `HD.drawGroundShadowMask`.\n *\n * @private\n */\nexport function drawGroundShadowMask(painter: Painter, sourceCache: SourceCache | undefined, layer: FillStyleLayer, coords: Array<OverscaledTileID>) {\n    if (!sourceCache) return;\n    if (!layer.layout || layer.layout.get('fill-elevation-reference') === 'none' || layer.paint.get('fill-opacity').constantOr(1) === 0) return;\n\n    assert(!(painter.terrain && painter.terrain.enabled));\n\n    const gl = painter.context.gl;\n    const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n    const stencilMode = new StencilMode({func: gl.ALWAYS, mask: 0xFF}, 0xFF, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);\n    const cameraMercPos = painter.transform.getFreeCameraOptions().position;\n    // Link lazily (below) and reuse across tiles; stays unlinked while the mask has no geometry to draw.\n    let program: Program<ElevatedStructuresDepthReconstructUniformsType>;\n\n    for (const coord of coords) {\n        const tile = sourceCache.getTile(coord);\n        const bucket = tile.getBucket(layer) as FillBucket;\n        if (!bucket) continue;\n\n        const elevatedStructures = bucket.hdExt ? bucket.hdExt.elevatedStructures : undefined;\n        if (!elevatedStructures || !elevatedStructures.depthSegments || elevatedStructures.depthSegments.segments[0].primitiveLength === 0) {\n            continue;\n        }\n\n        const unwrappedTileID = coord.toUnwrapped();\n        const cameraTilePos = computeCameraPositionInTile(unwrappedTileID, cameraMercPos);\n        const tileMatrix = painter.translatePosMatrix(coord.projMatrix, tile,\n            layer.paint.get('fill-translate'), layer.paint.get('fill-translate-anchor'));\n\n        program = program || painter.getOrCreateProgram('elevatedStructuresDepthReconstruct');\n        const uniformValues = elevatedStructuresDepthReconstructUniformValues(tileMatrix, cameraTilePos, 0.0, 1.0, 0.0);\n        program.draw(painter, gl.TRIANGLES, depthMode,\n            stencilMode, ColorMode.disabled, CullFaceMode.disabled, uniformValues,\n            layer.id, elevatedStructures.vertexBuffer, elevatedStructures.indexBuffer, elevatedStructures.depthSegments,\n            layer.paint, painter.transform.zoom);\n    }\n}\n\n","import EXTENT from '../../src/style-spec/data/extent';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\nimport type {FrcCoveragePolygons, FrcCoverageTile, FrcCoverageSnapshot as IFrcCoverageSnapshot} from '../../src/source/frc_coverage_snapshot';\n\n/**\n * Compute combined frcMask from an array of polygons.\n * @param {FrcCoveragePolygons} polygons Polygons to OR-combine masks of.\n * @returns {number} Bitwise OR of all polygon frcMask values.\n * @private\n */\nexport function combinedFrcMask(polygons: FrcCoveragePolygons): number {\n    let mask = 0;\n    for (const p of polygons) {\n        mask |= p.frcMask;\n    }\n    return mask;\n}\n\nexport class FrcCoverageSnapshot implements IFrcCoverageSnapshot {\n    tiles: Array<FrcCoverageTile>;\n\n    constructor(tiles: Array<FrcCoverageTile> = []) {\n        this.tiles = tiles;\n    }\n\n    getTile(id: CanonicalTileID): FrcCoverageTile | null {\n        for (const tile of this.tiles) {\n            if (tile.tileId.z === id.z && tile.tileId.x === id.x && tile.tileId.y === id.y) {\n                return tile;\n            }\n        }\n        return null;\n    }\n\n    getTileOrParent(id: CanonicalTileID): FrcCoverageTile | null {\n        for (let z = id.z; z > 0; --z) {\n            const scaledX = Math.floor(id.x / (1 << (id.z - z)));\n            const scaledY = Math.floor(id.y / (1 << (id.z - z)));\n            for (const tile of this.tiles) {\n                if (tile.tileId.z === z && tile.tileId.x === scaledX && tile.tileId.y === scaledY && tile.frcMask !== 0) {\n                    return tile;\n                }\n            }\n        }\n        return null;\n    }\n\n    /// Returns the frcMask if the child tile is fully covered.\n    /// For multi-polygon: OR the masks of all polygons that fully contain the child quad.\n    getFullCoverageMask(childId: CanonicalTileID): number | null {\n        let coverageTile: FrcCoverageTile | null = null;\n        let coverageTileZ = 0;\n\n        for (let z = childId.z; z > 0; --z) {\n            const scaledX = Math.floor(childId.x / (1 << (childId.z - z)));\n            const scaledY = Math.floor(childId.y / (1 << (childId.z - z)));\n            for (const tile of this.tiles) {\n                if (tile.tileId.z === z && tile.tileId.x === scaledX && tile.tileId.y === scaledY) {\n                    coverageTile = tile;\n                    coverageTileZ = z;\n                    break;\n                }\n            }\n            if (coverageTile) break;\n        }\n\n        if (!coverageTile || coverageTile.frcMask === 0) return null;\n\n        // Compute child tile's quad in coverage tile coordinates\n        const dz = childId.z - coverageTileZ;\n        const scale = 1 << dz;\n        const localX = childId.x % scale;\n        const localY = childId.y % scale;\n        const cellSize = EXTENT / scale;\n        const rx0 = localX * cellSize;\n        const ry0 = localY * cellSize;\n        const rx1 = rx0 + cellSize;\n        const ry1 = ry0 + cellSize;\n\n        // For each polygon, test if child quad is fully inside.\n        // OR the masks of polygons that fully contain the child.\n        let containingMask = 0;\n        for (const poly of coverageTile.polygons) {\n            if (poly.frcMask === 0) continue;\n\n            // Full-tile polygon — trivially contains child\n            if (!poly.hasGeometry()) {\n                containingMask |= poly.frcMask;\n                continue;\n            }\n\n            if (poly.rings.length === 0 || childId.z <= coverageTileZ) continue;\n\n            // Check if child quad is fully inside this polygon\n            if (isQuadInsidePolygon(poly.rings, rx0, ry0, rx1, ry1)) {\n                containingMask |= poly.frcMask;\n            }\n        }\n\n        return containingMask !== 0 ? containingMask : null;\n    }\n\n    equals(other: Array<FrcCoverageTile>): boolean {\n        if (this.tiles.length !== other.length) return false;\n        for (let i = 0; i < this.tiles.length; ++i) {\n            const a = this.tiles[i], b = other[i];\n            if (a.tileId.z !== b.tileId.z || a.tileId.x !== b.tileId.x || a.tileId.y !== b.tileId.y ||\n                a.frcMask !== b.frcMask || a.polygons.length !== b.polygons.length) {\n                return false;\n            }\n        }\n        return true;\n    }\n\n    empty(): boolean { return this.tiles.length === 0; }\n}\n\nfunction isQuadInsidePolygon(rings: Array<Array<Point>>,\n                              rx0: number, ry0: number, rx1: number, ry1: number): boolean {\n    const windCount = [0, 0, 0, 0];\n    const cx = [rx0, rx1, rx1, rx0];\n    const cy = [ry0, ry0, ry1, ry1];\n\n    for (const ring of rings) {\n        const n = ring.length;\n        if (n < 2) continue;\n        for (let i = 0, j = n - 1; i < n; j = i++) {\n            const ax = ring[j].x, ay = ring[j].y;\n            const bx = ring[i].x, by = ring[i].y;\n\n            for (let c = 0; c < 4; ++c) {\n                if ((ay > cy[c]) !== (by > cy[c])) {\n                    const xIntersect = ax + (bx - ax) * (cy[c] - ay) / (by - ay);\n                    if (cx[c] < xIntersect) {\n                        windCount[c]++;\n                    }\n                }\n            }\n\n            let codeA = 0, codeB = 0;\n            if (ax < rx0) codeA |= 1; else if (ax > rx1) codeA |= 2;\n            if (ay < ry0) codeA |= 4; else if (ay > ry1) codeA |= 8;\n            if (bx < rx0) codeB |= 1; else if (bx > rx1) codeB |= 2;\n            if (by < ry0) codeB |= 4; else if (by > ry1) codeB |= 8;\n\n            if (codeA & codeB) continue;\n            if (codeA === 0 || codeB === 0) return false;\n            if (edgeCrossesRect(ax, ay, bx, by, rx0, ry0, rx1, ry1)) return false;\n        }\n    }\n    for (let c = 0; c < 4; ++c) {\n        if ((windCount[c] & 1) === 0) return false;\n    }\n    return true;\n}\n\nfunction edgeCrossesRect(ax: number, ay: number, bx: number, by: number,\n                         rx0: number, ry0: number, rx1: number, ry1: number): boolean {\n    const crosses = (p0x: number, p0y: number, p1x: number, p1y: number,\n        q0x: number, q0y: number, q1x: number, q1y: number): boolean => {\n        const d1 = (p1x - p0x) * (q0y - p0y) - (p1y - p0y) * (q0x - p0x);\n        const d2 = (p1x - p0x) * (q1y - p0y) - (p1y - p0y) * (q1x - p0x);\n        if ((d1 > 0 && d2 > 0) || (d1 < 0 && d2 < 0)) return false;\n        const d3 = (q1x - q0x) * (p0y - q0y) - (q1y - q0y) * (p0x - q0x);\n        const d4 = (q1x - q0x) * (p1y - q0y) - (q1y - q0y) * (p1x - q0x);\n        if ((d3 > 0 && d4 > 0) || (d3 < 0 && d4 < 0)) return false;\n        return true;\n    };\n    if (crosses(ax, ay, bx, by, rx0, ry0, rx1, ry0)) return true;\n    if (crosses(ax, ay, bx, by, rx1, ry0, rx1, ry1)) return true;\n    if (crosses(ax, ay, bx, by, rx0, ry1, rx1, ry1)) return true;\n    if (crosses(ax, ay, bx, by, rx0, ry0, rx0, ry1)) return true;\n    return false;\n}\n","import {FrcCoverageSnapshot, combinedFrcMask} from './frc_coverage_snapshot';\n\nimport type {FrcCoverageTile, FrcCoveragePolygons} from '../../src/source/frc_coverage_snapshot';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\n\n/// Collects FRC coverage polygons from visible tiles during render tree creation.\n/// Builds an immutable snapshot that can be passed to the renderer.\nexport class FrcCoverageManager {\n    _tileCoverages: Array<FrcCoverageTile>;\n    _snapshot: FrcCoverageSnapshot;\n\n    constructor() {\n        this._tileCoverages = [];\n        this._snapshot = new FrcCoverageSnapshot();\n    }\n\n    clear() {\n        this._tileCoverages = [];\n    }\n\n    addTileCoverage(tileId: CanonicalTileID, polygons: FrcCoveragePolygons) {\n        this._tileCoverages.push({\n            tileId,\n            polygons,\n            frcMask: combinedFrcMask(polygons),\n        });\n    }\n\n    empty(): boolean { return this._tileCoverages.length === 0; }\n\n    updateSnapshotIfNeeded(): FrcCoverageSnapshot {\n        if (this._snapshot.equals(this._tileCoverages)) {\n            return this._snapshot;\n        }\n        const tiles: Array<FrcCoverageTile> = this._tileCoverages.map(tc => ({\n            tileId: tc.tileId,\n            polygons: tc.polygons,\n            frcMask: tc.frcMask,\n        }));\n        this._snapshot = new FrcCoverageSnapshot(tiles);\n        return this._snapshot;\n    }\n}\n","// Import FeatureIndex as a module with side effects to ensure\n// it's registered as a serializable class on the main thread\nimport './feature_index';\n\nimport type {CollisionBoxArray} from './array_types';\nimport type Style from '../style/style';\nimport type StyleLayer from '../style/style_layer';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type FeatureIndex from './feature_index';\nimport type Context from '../gl/context';\nimport type {FeatureStates} from '../source/source_state';\nimport type {SpritePositions} from '../util/image';\nimport type LineAtlas from '../render/line_atlas';\nimport type {CanonicalTileID, UnwrappedTileID} from '../source/tile_id';\nimport type {TileTransform} from '../geo/projection/tile_transform';\nimport type Point from '@mapbox/point-geometry';\nimport type {ProjectionSpecification} from '../style-spec/types';\nimport type {VectorTileFeature, VectorTileLayer} from '@mapbox/vector-tile';\nimport type {TileFootprint} from '../../3d-style/util/conflation';\nimport type {LUT} from \"../util/lut\";\nimport type {ImageVariant} from '../style-spec/expression/types/image_variant';\nimport type {ElevationFeature} from '../../3d-style/elevation/elevation_feature';\nimport type {ElevationParams} from '../source/elevation_coverage_snapshot';\nimport type {ImageId, StringifiedImageId} from '../style-spec/expression/types/image_id';\nimport type {StyleModelMap} from '../style/style_mode';\nimport type {GlobalProperties} from '../style-spec/expression';\nimport type ImageManager from '../render/image_manager';\n\nexport type BucketParameters<Layer extends StyleLayer> = {\n    index: number;\n    layers: Array<Layer>;\n    zoom: number;\n    lut: LUT | null;\n    canonical: CanonicalTileID;\n    pixelRatio: number;\n    overscaling: number;\n    collisionBoxArray: CollisionBoxArray;\n    sourceLayerIndex: number;\n    sourceLayerName?: string;\n    sourceID: string;\n    projection: ProjectionSpecification;\n    tessellationStep: number | null | undefined;\n    styleDefinedModelURLs: StyleModelMap;\n    worldview: string | undefined;\n    localizable: boolean;\n    availableImages: ImageId[];\n    maxUniformBufferBindings?: number | null;\n    maxUniformBlockSizeDwords?: number | null;\n};\n\nexport type ImageDependenciesMap = Map<StringifiedImageId, Array<ImageVariant>>;\n\nexport type GlyphDependencies = Record<string, Record<number, boolean>>;\n\nexport type PopulateParameters = {\n    featureIndex: FeatureIndex;\n    iconDependencies: ImageDependenciesMap;\n    patternDependencies: ImageDependenciesMap;\n    glyphDependencies: GlyphDependencies;\n    availableImages: ImageId[];\n    lineAtlas: LineAtlas;\n    brightness: number | null | undefined;\n    scaleFactor: number;\n    showElevationIdDebug: boolean;\n    elevationFeatures: ElevationFeature[] | undefined;\n    /// Cross-source elevation registry (line and symbol layers).\n    elevationParams: ElevationParams | null | undefined;\n    /// True when cross-source elevation is active for this style.\n    crossSourceElevationEnabled: boolean;\n    // True when terrain is enabled — HD road-markup lines drape flat.\n    terrainEnabled: boolean;\n    activeFloors: Set<string> | undefined;\n};\n\nexport type IndexedFeature = {\n    feature: VectorTileFeature;\n    id: number | string | undefined;\n    index: number;\n    sourceLayerIndex: number;\n};\n\nexport type BucketFeature = {\n    index: number;\n    sourceLayerIndex: number;\n    geometry: Array<Array<Point>>;\n    properties: Record<PropertyKey, unknown>;\n    type: 0 | 1 | 2 | 3;\n    id?: string | number | null;\n    // Array<[primaryId, secondaryIs]>\n    readonly patterns: Record<string, string[]>;\n    sortKey?: number;\n};\n\nexport type AppearanceUpdateResult = {\n    hasLayoutChanges: boolean,\n    hasUboChanges: boolean\n};\n\n/**\n * The `Bucket` interface is the single point of knowledge about turning vector\n * tiles into WebGL buffers.\n *\n * `Bucket` is an abstract interface. An implementation exists for each style layer type.\n * Create a bucket via the `StyleLayer#createBucket` method.\n *\n * The concrete bucket types, using layout options from the style layer,\n * transform feature geometries into vertex and index data for use by the\n * vertex shader.  They also (via `ProgramConfiguration`) use feature\n * properties and the zoom level to populate the attributes needed for\n * data-driven styling.\n *\n * Buckets are designed to be built on a worker thread and then serialized and\n * transferred back to the main thread for rendering.  On the worker side, a\n * bucket's vertex, index, and attribute data is stored in `bucket.arrays:\n * ArrayGroup`.  When a bucket's data is serialized and sent back to the main\n * thread, is gets deserialized (using `new Bucket(serializedBucketData)`, with\n * the array data now stored in `bucket.buffers: BufferGroup`.  BufferGroups\n * hold the same data as ArrayGroups, but are tuned for consumption by WebGL.\n *\n * @private\n */\nexport interface Bucket {\n    layerIds: Array<string>;\n    hasPattern: boolean;\n    layers: TypedStyleLayer[];\n    stateDependentLayers: Array<TypedStyleLayer>;\n    hasAppearances: boolean | null;\n    readonly stateDependentLayerIds: Array<string>;\n    readonly worldview: string | undefined;\n    evaluateQueryRenderedFeaturePadding?: () => number;\n    populate: (\n        features: Array<IndexedFeature>,\n        options: PopulateParameters,\n        canonical: CanonicalTileID,\n        tileTransform: TileTransform,\n    ) => void;\n    update: (\n        states: FeatureStates,\n        vtLayer: VectorTileLayer,\n        availableImages: ImageId[],\n        imagePositions: SpritePositions,\n        layers: ReadonlyArray<TypedStyleLayer>,\n        isBrightnessChanged: boolean,\n        brightness?: number | null,\n        canonical?: CanonicalTileID\n    ) => void;\n    isEmpty: () => boolean;\n    upload: (context: Context, canonical?: CanonicalTileID, featureState?: FeatureStates, availableImages?: Array<ImageId>, globalProperties?: GlobalProperties) => void;\n    uploadPending: () => boolean;\n    /**\n     * Release the WebGL resources associated with the buffers. Note that because\n     * buckets are shared between layers having the same layout properties, they\n     * must be destroyed in groups (all buckets for a tile, or all symbol buckets).\n     *\n     * @private\n     */\n    destroy: (reload?: boolean) => void;\n    updateFootprints: (id: UnwrappedTileID, footprints: Array<TileFootprint>) => void;\n    updateAppearances: (canonical?: CanonicalTileID, featureState?: FeatureStates, availableImages?: Array<ImageId>, globalProperties?: GlobalProperties, imageManager?: ImageManager, featureStateChanged?: boolean) => AppearanceUpdateResult;\n    requiresStandardRuntime?: boolean;\n    requiresHDRuntime?: boolean;\n    // Called after deserialize on the main thread to reattach `expression` refs\n    // on attribute binders (omitted from transfer — see `register()` calls in\n    // program_configuration.ts). Each bucket iterates its own\n    // ProgramConfigurationSet instances so nested locations (symbol text/icon,\n    // fill elevatedStructures, fill-extrusion groundEffect) stay covered.\n    // Buckets without binders (ClipBucket, model buckets) don't need it.\n    updateExpressions?: (layers: ReadonlyArray<TypedStyleLayer>) => void;\n    // Drops what new placement decided about this bucket's symbols, hiding all of them. Called when\n    // the tile has been out of the render set, so placement has not seen it and its decisions have\n    // gone stale (see SourceCache#_addTile's cache-return branch). Only SymbolBucket implements it.\n    resetPlacementVisibility?: () => void;\n}\n\nexport function deserialize(input: Array<Bucket>, style: Style): Record<string, Bucket> {\n    const output: Record<string, Bucket> = {};\n\n    // Guard against the case where the map's style has been set to null while\n    // this bucket has been parsing.\n    if (!style) return output;\n\n    for (const bucket of input) {\n        const layers = bucket.layerIds\n            .map((id) => style.getLayer(id))\n            .filter(Boolean);\n\n        if (layers.length === 0) {\n            continue;\n        }\n\n        // look up StyleLayer objects from layer ids (since we don't\n        // want to waste time serializing/copying them from the worker)\n        bucket.layers = layers;\n        if (bucket.stateDependentLayerIds) {\n            bucket.stateDependentLayers = bucket.stateDependentLayerIds.map((lId) => layers.filter((l) => l.id === lId)[0]);\n        }\n        if (bucket.updateExpressions) bucket.updateExpressions(layers);\n        for (const layer of layers) {\n            output[layer.fqid] = bucket;\n        }\n    }\n\n    return output;\n}\n","// logic for generating non-Mercator adaptive raster tile reprojection meshes with MARTINI\n\nimport tileTransform from '../geo/projection/tile_transform';\nimport EXTENT from '../style-spec/data/extent';\nimport {lngFromMercatorX, latFromMercatorY} from '../geo/mercator_coordinate';\nimport {TileBoundsArray, TriangleIndexArray} from '../data/array_types';\n\nimport type {CanonicalTileID} from './tile_id';\nimport type Projection from '../geo/projection/projection';\n\nconst meshSize = 32;\nconst gridSize = meshSize + 1;\n\nconst numTriangles = meshSize * meshSize * 2 - 2;\nconst numParentTriangles = numTriangles - meshSize * meshSize;\n\nconst coords = new Uint16Array(numTriangles * 4);\n\n// precalculate RTIN triangle coordinates\nfor (let i = 0; i < numTriangles; i++) {\n    let id = i + 2;\n    let ax = 0, ay = 0, bx = 0, by = 0, cx = 0, cy = 0;\n\n    if (id & 1) {\n        bx = by = cx = meshSize; // bottom-left triangle\n\n    } else {\n        ax = ay = cy = meshSize; // top-right triangle\n    }\n\n    while ((id >>= 1) > 1) {\n        const mx = (ax + bx) >> 1;\n        const my = (ay + by) >> 1;\n\n        if (id & 1) { // left half\n            bx = ax; by = ay;\n            ax = cx; ay = cy;\n\n        } else { // right half\n            ax = bx; ay = by;\n            bx = cx; by = cy;\n        }\n\n        cx = mx; cy = my;\n    }\n\n    const k = i * 4;\n    coords[k + 0] = ax;\n    coords[k + 1] = ay;\n    coords[k + 2] = bx;\n    coords[k + 3] = by;\n}\n\n// temporary arrays we'll reuse for MARTINI mesh code\nconst reprojectedCoords = new Uint16Array(gridSize * gridSize * 2);\nconst used = new Uint8Array(gridSize * gridSize);\nconst indexMap = new Uint16Array(gridSize * gridSize);\n\ntype TileMesh = {\n    vertices: TileBoundsArray;\n    indices: TriangleIndexArray;\n};\n\n// There can be visible seams between neighbouring tiles because of precision issues\n// and resampling differences. Adding a bit of padding around the edges of tiles hides\n// most of these issues.\nconst commonRasterTileSize = 256;\nconst paddingSize = meshSize / commonRasterTileSize / 4;\nfunction seamPadding(n: number) {\n    if (n === 0) return -paddingSize;\n    else if (n === gridSize - 1) return paddingSize;\n    else return 0;\n}\n\n/**\n * @private\n */\nexport default function getTileMesh(canonical: CanonicalTileID, projection: Projection): TileMesh {\n    const cs = tileTransform(canonical, projection);\n    const z2 = Math.pow(2, canonical.z);\n\n    for (let y = 0; y < gridSize; y++) {\n        for (let x = 0; x < gridSize; x++) {\n            const lng = lngFromMercatorX((canonical.x + (x + seamPadding(x)) / meshSize) / z2);\n            const lat = latFromMercatorY((canonical.y + (y + seamPadding(y)) / meshSize) / z2);\n            const p = projection.project(lng, lat);\n            const k = y * gridSize + x;\n            reprojectedCoords[2 * k + 0] = Math.round((p.x * cs.scale - cs.x) * EXTENT);\n            reprojectedCoords[2 * k + 1] = Math.round((p.y * cs.scale - cs.y) * EXTENT);\n        }\n    }\n\n    used.fill(0);\n    indexMap.fill(0);\n\n    // iterate over all possible triangles, starting from the smallest level\n    for (let i = numTriangles - 1; i >= 0; i--) {\n        const k = i * 4;\n        const ax = coords[k + 0];\n        const ay = coords[k + 1];\n        const bx = coords[k + 2];\n        const by = coords[k + 3];\n        const mx = (ax + bx) >> 1;\n        const my = (ay + by) >> 1;\n        const cx = mx + my - ay;\n        const cy = my + ax - mx;\n\n        const aIndex = ay * gridSize + ax;\n        const bIndex = by * gridSize + bx;\n        const mIndex = my * gridSize + mx;\n\n        // calculate error in the middle of the long edge of the triangle\n        const rax = reprojectedCoords[2 * aIndex + 0];\n        const ray = reprojectedCoords[2 * aIndex + 1];\n        const rbx = reprojectedCoords[2 * bIndex + 0];\n        const rby = reprojectedCoords[2 * bIndex + 1];\n        const rmx = reprojectedCoords[2 * mIndex + 0];\n        const rmy = reprojectedCoords[2 * mIndex + 1];\n\n        // raster tiles are typically 512px, and we use 1px as an error threshold; 8192 / 512 = 16\n        const isUsed = Math.hypot((rax + rbx) / 2 - rmx, (ray + rby) / 2 - rmy) >= 16;\n\n        used[mIndex] = used[mIndex] || (isUsed ? 1 : 0);\n\n        if (i < numParentTriangles) { // bigger triangles; accumulate error with children\n            const leftChildIndex = ((ay + cy) >> 1) * gridSize + ((ax + cx) >> 1);\n            const rightChildIndex = ((by + cy) >> 1) * gridSize + ((bx + cx) >> 1);\n            used[mIndex] = used[mIndex] || used[leftChildIndex] || used[rightChildIndex];\n        }\n    }\n\n    const vertices = new TileBoundsArray();\n    const indices = new TriangleIndexArray();\n\n    let numVertices = 0;\n\n    function addVertex(x: number, y: number) {\n        const k = y * gridSize + x;\n\n        if (indexMap[k] === 0) {\n            vertices.emplaceBack(\n                reprojectedCoords[2 * k + 0],\n                reprojectedCoords[2 * k + 1],\n                x * EXTENT / meshSize,\n                y * EXTENT / meshSize);\n\n            // save new vertex index so that we can reuse it\n            indexMap[k] = ++numVertices;\n        }\n\n        return indexMap[k] - 1;\n    }\n\n    function addTriangles(ax: number, ay: number, bx: number, by: number, cx: number, cy: number) {\n        const mx = (ax + bx) >> 1;\n        const my = (ay + by) >> 1;\n\n        if (Math.abs(ax - cx) + Math.abs(ay - cy) > 1 && used[my * gridSize + mx]) {\n            // triangle doesn't approximate the surface well enough; drill down further\n            addTriangles(cx, cy, ax, ay, mx, my);\n            addTriangles(bx, by, cx, cy, mx, my);\n\n        } else {\n            const ai = addVertex(ax, ay);\n            const bi = addVertex(bx, by);\n            const ci = addVertex(cx, cy);\n            indices.emplaceBack(ai, bi, ci);\n        }\n    }\n\n    addTriangles(0, 0, meshSize, meshSize, meshSize, 0);\n    addTriangles(meshSize, meshSize, 0, 0, 0, meshSize);\n\n    return {vertices, indices};\n}\n","import {createLayout} from '../util/struct_array';\n\nexport default createLayout([\n    {name: 'a_pos', type: 'Int16', components: 2},\n    {name: 'a_texture_pos', type: 'Uint16', components: 2}\n]);\n","import {uniqueId, parseCacheControl} from '../util/util';\nimport {deserialize as deserializeBucket} from '../data/bucket';\nimport Feature from '../util/vectortile_to_geojson';\nimport featureFilter from '../style-spec/feature_filter/index';\nimport SymbolBucket from '../data/bucket/symbol_bucket';\nimport FillBucket from '../data/bucket/fill_bucket';\nimport LineBucket from '../data/bucket/line_bucket';\nimport {CollisionBoxArray, TileBoundsArray, PosArray, TriangleIndexArray, LineStripIndexArray, PosGlobeExtArray} from '../data/array_types';\nimport Texture from '../render/texture';\nimport browser from '../util/browser';\nimport {Debug} from '../util/debug';\nimport toEvaluationFeature from '../data/evaluation_feature';\nimport EvaluationParameters from '../style/evaluation_parameters';\nimport {lazyLoadRTLTextPlugin} from './rtl_text_plugin';\nimport {TileSpaceDebugBuffer} from '../data/debug_viz';\nimport Color from '../style-spec/util/color';\nimport loadGeometry from '../data/load_geometry';\nimport earcut from 'earcut';\nimport getTileMesh from './tile_mesh';\nimport tileTransform from '../geo/projection/tile_transform';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport boundsAttributes from '../data/bounds_attributes';\nimport posAttributes, {posAttributesGlobeExt} from '../data/pos_attributes';\nimport EXTENT from '../style-spec/data/extent';\nimport Point from '@mapbox/point-geometry';\nimport SegmentVector from '../data/segment';\nimport {transitionTileAABBinECEF, globeNormalizeECEF, tileCoordToECEF, globeToMercatorTransition, interpolateVec3} from '../geo/projection/globe_util';\nimport {vec3, mat4} from 'gl-matrix';\n\nimport type RasterParticleState from '../render/raster_particle_state';\nimport type {RenderSourceType} from './render_source_type';\nimport type FeatureIndex from '../data/feature_index';\nimport type {Bucket} from '../data/bucket';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type {WorkerSourceVectorTileResult, WorkerSourceVectorTileCallback} from './worker_source';\nimport type {FrcCoveragePolygons} from './frc_coverage_snapshot';\nimport type {ElevationFeature} from '../../3d-style/elevation/elevation_feature';\nimport type Actor from '../util/actor';\nimport type {WorkerInbox} from '../util/actor_messages';\nimport type DEMData from '../data/dem_data';\nimport type {AlphaImage, SpritePositions} from '../util/image';\nimport type ImageAtlas from '../render/image_atlas';\nimport type LineAtlas from '../render/line_atlas';\nimport type ImageManager from '../render/image_manager';\nimport type Context from '../gl/context';\nimport type {CanonicalTileID, OverscaledTileID} from './tile_id';\nimport type Framebuffer from '../gl/framebuffer';\nimport type Transform from '../geo/transform';\nimport type {FeatureStates, LayerFeatureStates} from './source_state';\nimport type {FilterSpecification} from '../style-spec/types';\nimport type {TilespaceQueryGeometry} from '../style/query_geometry';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type Projection from '../geo/projection/projection';\nimport type {TileTransform} from '../geo/projection/tile_transform';\nimport type Painter from '../render/painter';\nimport type {QrfQuery, QueryResult} from '../source/query_features';\nimport type {UserManagedTexture, TextureImage} from '../render/texture';\nimport type {VectorTileLayer} from '@mapbox/vector-tile';\nimport type {ImageId, StringifiedImageId} from '../style-spec/expression/types/image_id';\n\nconst CLOCK_SKEW_RETRY_TIMEOUT = 30000;\nexport type TileState =\n    | 'loading'   // Tile data is in the process of loading.\n    | 'loaded'    // Tile data has been loaded. Tile can be rendered.\n    | 'empty'     // Tile data has been loaded but has no content for rendering.\n    | 'reloading' // Tile data has been loaded and is being updated. Tile can be rendered.\n    | 'unloaded'  // Tile data has been deleted.\n    | 'errored'   // Tile data was not loaded because of an error.\n    | 'expired';  // Tile data was previously loaded, but has expired per its HTTP headers and is in the process of refreshing.\n\nexport type ExpiryData = {\n    cacheControl?: string;\n    expires?: Date | string;\n};\n\n// a tile bounds outline used for getting reprojected tile geometry in non-mercator projections\nconst BOUNDS_FEATURE = (() => {\n    return {\n        type: 2 as const,\n        extent: EXTENT,\n        loadGeometry() {\n            return [[\n                new Point(0, 0),\n                new Point(EXTENT + 1, 0),\n                new Point(EXTENT + 1, EXTENT + 1),\n                new Point(0, EXTENT + 1),\n                new Point(0, 0)\n            ]];\n        }\n    };\n})();\n\n/*\n * Returns a matrix that can be used to convert from tile coordinates to viewport pixel coordinates.\n */\nfunction getPixelPosMatrix(transform: Transform, tileID: OverscaledTileID) {\n    const t = mat4.fromScaling([], [transform.width * 0.5, -transform.height * 0.5, 1]);\n    mat4.translate(t, t, [1, -1, 0]);\n    mat4.multiply(t, t, transform.calculateProjMatrix(tileID.toUnwrapped()));\n    return Float32Array.from(t);\n}\n\n// Assigned on main thread (single-threaded) so generations are unique across workers.\nlet _elevationGenerationCounter = 0;\n\n/**\n * A tile object is the combination of a Coordinate, which defines\n * its place, as well as a unique ID and data tracking for its content\n *\n * @private\n */\nclass Tile {\n    tileID: OverscaledTileID;\n    uid: number;\n    uses: number;\n    tileSize: number;\n    tileZoom: number;\n    /**\n     * overscaledZ of the ideal cover tile this tile stands in for.\n     * Equals `tileID.overscaledZ` for ideal tiles; for retained parents/children\n     * while an ideal tile loads, equals that ideal tile's overscaledZ.\n     * Used to re-anchor dashed line floorwidth without affecting pitched LOD rings.\n     * @private\n     */\n    dashIdealZ: number;\n    buckets: {\n        [_: string]: Bucket;\n    };\n    latestFeatureIndex: FeatureIndex | null | undefined;\n    latestRawTileData: ArrayBuffer | null | undefined;\n    imageAtlas: ImageAtlas | null | undefined;\n    imageAtlasTexture: Texture | null | undefined;\n    lineAtlas: LineAtlas | null | undefined;\n    lineAtlasTexture: Texture | null | undefined;\n    glyphAtlasImage: AlphaImage | null | undefined;\n    glyphAtlasTexture: Texture | null | undefined;\n    expirationTime: number | null;\n    expiredRequestCount: number;\n    state: TileState;\n    timeAdded!: number | null;\n    fadeEndTime: number | undefined;\n    collisionBoxArray: CollisionBoxArray | null | undefined;\n    redoWhenDone: boolean;\n    showCollisionBoxes!: boolean;\n    placementSource: unknown;\n    actor: Actor<WorkerInbox> | null | undefined;\n    vtLayers!: {\n        [_: string]: VectorTileLayer;\n    };\n    renderSourceType: RenderSourceType | null | undefined;\n    frcCoveragePolygons: FrcCoveragePolygons | null | undefined;\n    hasDeferredRoadStructure!: boolean;\n    parsedElevationFeatures: ElevationFeature[] | undefined;\n    // Monotonic parse generation for change detection (avoids content comparison).\n    parsedElevationGeneration!: number;\n    hasDeferredElevationFeatures!: boolean;\n    isExtraShadowCaster: boolean | null | undefined;\n    isRaster: boolean | null | undefined;\n    _tileTransform!: TileTransform;\n\n    neighboringTiles?: {\n        [key: number]: {backfilled: boolean}\n    };\n    dem: DEMData | null | undefined;\n    aborted: boolean | null | undefined;\n    needsHillshadePrepare: boolean | null | undefined;\n    needsDEMTextureUpload: boolean | null | undefined;\n    request: AbortController | null | undefined;\n    texture: Texture | null | undefined | UserManagedTexture;\n    emissiveTexture: Texture | null | undefined | UserManagedTexture;\n    hillshadeFBO: Framebuffer | null | undefined;\n    demTexture: Texture | null | undefined;\n    refreshedUponExpiration!: boolean;\n    reloadCallback: WorkerSourceVectorTileCallback | null | undefined;\n    resourceTiming: Array<PerformanceResourceTiming> | null | undefined;\n    queryPadding: number;\n    rasterParticleState: RasterParticleState | null | undefined;\n\n    symbolFadeHoldUntil: number | null | undefined;\n    hasSymbolBuckets: boolean;\n    hasTunnelGeometry: boolean;\n    hasRTLText: boolean;\n    dependencies: Record<string, Record<StringifiedImageId, boolean>>;\n    projection!: Projection;\n\n    queryGeometryDebugViz: TileSpaceDebugBuffer | null | undefined;\n    queryBoundsDebugViz: TileSpaceDebugBuffer | null | undefined;\n\n    _tileDebugBuffer: VertexBuffer | null | undefined;\n    _tileBoundsBuffer: VertexBuffer | null | undefined;\n    _tileDebugIndexBuffer: IndexBuffer | null | undefined;\n    _tileBoundsIndexBuffer!: IndexBuffer;\n    _tileDebugSegments!: SegmentVector;\n    _tileBoundsSegments!: SegmentVector;\n    _globeTileDebugBorderBuffer: VertexBuffer | null | undefined;\n    _tileDebugTextBuffer: VertexBuffer | null | undefined;\n    _tileDebugTextSegments!: SegmentVector;\n    _tileDebugTextIndexBuffer!: IndexBuffer;\n    _globeTileDebugTextBuffer: VertexBuffer | null | undefined;\n    _lastUpdatedBrightness: number | null | undefined;\n    _hasAppearances: boolean | null;\n    _lastAvailableImagesCount: number;\n    _firstPrepareComplete: boolean;\n\n    worldview: string | undefined;\n\n    /**\n     * @param {OverscaledTileID} tileID\n     * @param size\n     * @private\n     */\n    constructor(tileID: OverscaledTileID, size: number, tileZoom: number, painter?: Painter | null, isRaster?: boolean, worldview?: string) {\n        this.tileID = tileID;\n        this.uid = uniqueId();\n        this.uses = 0;\n        this.tileSize = size;\n        this.tileZoom = tileZoom;\n        this.dashIdealZ = tileID.overscaledZ;\n        this.buckets = {};\n        this.expirationTime = null;\n        this.queryPadding = 0;\n        this.hasSymbolBuckets = false;\n        this.hasTunnelGeometry = false;\n        this.hasRTLText = false;\n        this.dependencies = {};\n        this.isRaster = isRaster;\n        if (painter && painter.style) {\n            this._lastUpdatedBrightness = painter.style.getBrightness();\n        }\n        this._lastAvailableImagesCount = 0;\n        this._firstPrepareComplete = false;\n\n        // Counts the number of times a response was already expired when\n        // received. We're using this to add a delay when making a new request\n        // so we don't have to keep retrying immediately in case of a server\n        // serving expired tiles.\n        this.expiredRequestCount = 0;\n\n        this.state = 'loading';\n\n        if (painter && painter.transform) {\n            this.projection = painter.transform.projection;\n        }\n\n        this.worldview = worldview;\n        this._hasAppearances = null;\n    }\n\n    registerFadeDuration(duration: number) {\n        const fadeEndTime = duration + this.timeAdded;\n        if (fadeEndTime < browser.now()) return;\n        if (this.fadeEndTime !== undefined && fadeEndTime < this.fadeEndTime) return;\n\n        this.fadeEndTime = fadeEndTime;\n    }\n\n    wasRequested(): boolean {\n        return this.state === 'errored' || this.state === 'loaded' || this.state === 'reloading';\n    }\n\n    get tileTransform(): TileTransform {\n        if (!this._tileTransform) {\n            this._tileTransform = tileTransform(this.tileID.canonical, this.projection);\n        }\n        return this._tileTransform;\n    }\n\n    /**\n     * Given a data object with a 'buffers' property, load it into\n     * this tile's elementGroups and buffers properties and set loaded\n     * to true. If the data is null, like in the case of an empty\n     * GeoJSON tile, no-op but still set loaded to true.\n     * @param {Object} data\n     * @param painter\n     * @returns {undefined}\n     * @private\n     */\n    loadVectorData(data: WorkerSourceVectorTileResult | null | undefined, painter: Painter, justReloaded?: boolean | null) {\n        this.unloadVectorData();\n\n        this.state = 'loaded';\n\n        // empty GeoJSON tile\n        if (!data) {\n            this.collisionBoxArray = new CollisionBoxArray();\n            return;\n        }\n\n        if (data.featureIndex) {\n            this.latestFeatureIndex = data.featureIndex;\n            if (data.rawTileData) {\n                // Only vector tiles have rawTileData, and they won't update it for\n                // 'reloadTile'\n                this.latestRawTileData = data.rawTileData;\n                this.latestFeatureIndex.rawTileData = data.rawTileData;\n            } else if (this.latestRawTileData) {\n                // If rawTileData hasn't updated, hold onto a pointer to the last\n                // one we received\n                this.latestFeatureIndex.rawTileData = this.latestRawTileData;\n            }\n        }\n        this.collisionBoxArray = data.collisionBoxArray;\n        this.buckets = deserializeBucket(data.buckets, painter.style);\n\n        if (data.frcCoveragePolygons && data.frcCoveragePolygons.length > 0) {\n            this.frcCoveragePolygons = data.frcCoveragePolygons;\n        }\n        this.hasDeferredRoadStructure = !!data.hasDeferredRoadStructure;\n        if (data.parsedElevationFeatures !== undefined) {\n            this.parsedElevationFeatures = data.parsedElevationFeatures;\n            // Fresh generation on every parse result (empty array = content too).\n            this.parsedElevationGeneration = ++_elevationGenerationCounter;\n        }\n        this.hasDeferredElevationFeatures = !!data.hasDeferredElevationFeatures;\n\n        this.hasSymbolBuckets = false;\n        this.hasTunnelGeometry = !!data.hasTunnelGeometry;\n        for (const id in this.buckets) {\n            const bucket = this.buckets[id];\n            if (bucket instanceof SymbolBucket) {\n                this.hasSymbolBuckets = true;\n                if (justReloaded) {\n                    bucket.justReloaded = true;\n                } else {\n                    break;\n                }\n            }\n        }\n\n        this.hasRTLText = false;\n        if (this.hasSymbolBuckets) {\n            for (const id in this.buckets) {\n                const bucket = this.buckets[id];\n                if (bucket instanceof SymbolBucket) {\n                    if (bucket.hasRTLText) {\n                        this.hasRTLText = true;\n                        lazyLoadRTLTextPlugin();\n                        break;\n                    }\n                }\n            }\n        }\n\n        this.queryPadding = 0;\n        for (const id in this.buckets) {\n            const bucket = this.buckets[id];\n            const layer = painter.style.getOwnLayer(id);\n            if (!layer) continue;\n            const queryRadius = layer.queryRadius(bucket) || 0;\n            this.queryPadding = Math.max(this.queryPadding, queryRadius);\n        }\n\n        if (data.imageAtlas) {\n            // Use the cache to reuse atlases with same content across tiles\n            this.imageAtlas = painter.style.imageManager.imageAtlasCache.getOrCache(data.imageAtlas);\n        }\n        if (data.glyphAtlasImage) {\n            this.glyphAtlasImage = data.glyphAtlasImage;\n        }\n        if (data.lineAtlas) {\n            this.lineAtlas = data.lineAtlas;\n        }\n        this._lastUpdatedBrightness = data.brightness;\n    }\n\n    // Drops what new placement decided about this tile's symbols (see Bucket#resetPlacementVisibility).\n    // Called when the tile enters the render set again after placement has stopped seeing it, e.g. when\n    // it comes back from the tile cache.\n    resetPlacementVisibility() {\n        for (const id in this.buckets) {\n            this.buckets[id].resetPlacementVisibility?.();\n        }\n    }\n\n    /**\n     * Release any data or WebGL resources referenced by this tile.\n     * @returns {undefined}\n     * @private\n     */\n    unloadVectorData() {\n        if (!this.hasData()) return;\n\n        for (const id in this.buckets) {\n            this.buckets[id].destroy();\n        }\n        this.buckets = {};\n\n        if (this.imageAtlas) {\n            this.imageAtlas = null;\n        }\n\n        if (this.lineAtlas) {\n            this.lineAtlas = null;\n        }\n\n        if (this.imageAtlasTexture) {\n            // Don't destroy the texture here - it may be shared across tiles via atlas caching.\n            // The ImageAtlasCache is responsible for destroying textures when atlases are GC'd.\n            this.imageAtlasTexture = null;\n        }\n\n        if (this.glyphAtlasTexture) {\n            this.glyphAtlasTexture.destroy();\n        }\n\n        if (this.lineAtlasTexture) {\n            this.lineAtlasTexture.destroy();\n        }\n\n        if (this._tileBoundsBuffer) {\n            this._tileBoundsBuffer.destroy();\n            this._tileBoundsIndexBuffer.destroy();\n            this._tileBoundsSegments.destroy();\n            this._tileBoundsBuffer = null;\n        }\n\n        if (this._tileDebugBuffer) {\n            this._tileDebugBuffer.destroy();\n            this._tileDebugSegments.destroy();\n            this._tileDebugBuffer = null;\n        }\n\n        if (this._tileDebugIndexBuffer) {\n            this._tileDebugIndexBuffer.destroy();\n            this._tileDebugIndexBuffer = null;\n        }\n\n        if (this._globeTileDebugBorderBuffer) {\n            this._globeTileDebugBorderBuffer.destroy();\n            this._globeTileDebugBorderBuffer = null;\n        }\n\n        if (this._tileDebugTextBuffer) {\n            this._tileDebugTextBuffer.destroy();\n            this._tileDebugTextSegments.destroy();\n            this._tileDebugTextIndexBuffer.destroy();\n            this._tileDebugTextBuffer = null;\n        }\n\n        if (this._globeTileDebugTextBuffer) {\n            this._globeTileDebugTextBuffer.destroy();\n            this._globeTileDebugTextBuffer = null;\n        }\n\n        Debug.run(() => {\n            if (this.queryGeometryDebugViz) {\n                this.queryGeometryDebugViz.unload();\n                delete this.queryGeometryDebugViz;\n            }\n            if (this.queryBoundsDebugViz) {\n                this.queryBoundsDebugViz.unload();\n                delete this.queryBoundsDebugViz;\n            }\n        });\n        this.latestFeatureIndex = null;\n        this.state = 'unloaded';\n    }\n\n    loadModelData(data: WorkerSourceVectorTileResult | null | undefined, painter: Painter, justReloaded?: boolean | null) {\n        if (!data) {\n            return;\n        }\n\n        if (data.resourceTiming) this.resourceTiming = data.resourceTiming;\n\n        this.buckets = {...this.buckets, ...deserializeBucket(data.buckets, painter.style)};\n\n        if (data.featureIndex) {\n            this.latestFeatureIndex = data.featureIndex;\n        }\n    }\n\n    getBucket(layer: TypedStyleLayer): Bucket {\n        return this.buckets[layer.fqid];\n    }\n\n    upload(context: Context, painter?: Painter) {\n        for (const id in this.buckets) {\n            const bucket = this.buckets[id];\n            if (bucket.uploadPending()) {\n                let featureStates: FeatureStates = {};\n                let availableImages: ImageId[] = [];\n                let globalProperties = {\n                    zoom: 0,\n                    pitch: 0,\n                    brightness: 0,\n                    worldview: \"\"\n                };\n\n                if (painter) {\n                    if (painter.style) {\n                        availableImages = painter.style.listImages();\n\n                        const bucketLayer = bucket.layers[0];\n                        const sourceLayerId = bucketLayer['sourceLayer'] || '_geojsonTileLayer';\n                        const sourceCache = painter.style.getLayerSourceCache(bucketLayer);\n\n                        if (sourceCache) {\n                            featureStates = sourceCache._state.getState(sourceLayerId, undefined) as FeatureStates;\n                        }\n                    }\n\n                    globalProperties = {\n                        zoom: painter.transform.zoom || 0,\n                        pitch: painter.transform.pitch || 0,\n                        brightness: painter.style.getBrightness() || 0,\n                        worldview: painter.worldview || \"\"\n                    };\n                }\n\n                bucket.upload(context, this.tileID.canonical, featureStates, availableImages, globalProperties);\n            }\n        }\n\n        const gl = context.gl;\n        const atlas = this.imageAtlas;\n        if (atlas && painter) {\n            // Always go through the cache so the atlas is pinned for this frame and\n            // its texture can't be LRU-evicted by another tile's upload before render.\n            // This also picks up a fresh texture if a previous LRU eviction destroyed\n            // the one we were holding.\n            //\n            // Don't destroy old texture - it may be shared with other tiles via atlas caching.\n            // The ImageAtlasCache owns destruction.\n            this.imageAtlasTexture = painter.style.imageManager.imageAtlasCache.getTextureForAtlas(atlas, context, gl.RGBA8);\n            atlas.uploaded = true;\n        }\n\n        if (this.glyphAtlasImage) {\n            this.glyphAtlasTexture = new Texture(context, this.glyphAtlasImage, gl.R8);\n            this.glyphAtlasImage = null;\n        }\n\n        if (this.lineAtlas && !this.lineAtlas.uploaded) {\n            this.lineAtlasTexture = new Texture(context, this.lineAtlas.image, gl.R8);\n            (this.lineAtlas).uploaded = true;\n        }\n    }\n\n    prepare(imageManager: ImageManager, painter: Painter | null | undefined, scope: string) {\n        if (this.imageAtlas && this.imageAtlasTexture && painter) {\n            const lut = painter.style.getLut(scope);\n            this.imageAtlas.patchUpdatedImages(imageManager, this.imageAtlasTexture, scope, lut);\n        }\n\n        if (!painter || !this.latestFeatureIndex || !this.latestFeatureIndex.rawTileData) {\n            return;\n        }\n        const brightness = painter.style.getBrightness();\n        const availableImages = painter.style.listImages();\n        const currentImagesCount = availableImages.length;\n\n        // Check for paint property updates\n        const updatedPaintProps = painter.style._changes.getUpdatedPaintProperties();\n        const hasPaintUpdate = Object.keys(this.buckets).some(id => {\n            const bucket = this.buckets[id];\n            return bucket.layers.some(layer => updatedPaintProps.has(layer.fqid));\n        });\n\n        // Check for transitions (e.g., opacity animations)\n        const hasTransition = Object.keys(this.buckets).some(id => {\n            const bucket = this.buckets[id];\n            return bucket.layers.some(layer => layer.hasTransition && layer.hasTransition());\n        });\n\n        // Track image count changes (only after first prepare to avoid sprite loading false positives)\n        const hasImageCountChanged = this._firstPrepareComplete && currentImagesCount !== this._lastAvailableImagesCount;\n\n        if (this._hasAppearances === null) {\n            this._hasAppearances = this.hasAppearances(painter);\n        }\n\n        // Update tracking state BEFORE early returns to ensure consistent state\n        const isBrightnessChanged = this._lastUpdatedBrightness !== brightness;\n        this._lastAvailableImagesCount = currentImagesCount;\n        this._firstPrepareComplete = true;\n\n        if (!this._lastUpdatedBrightness && !brightness && !this._hasAppearances && !hasPaintUpdate && !hasTransition && !hasImageCountChanged) {\n            return;\n        }\n        if (!this._hasAppearances && !hasPaintUpdate && !hasTransition && !hasImageCountChanged && this._lastUpdatedBrightness && brightness && Math.abs(this._lastUpdatedBrightness - brightness) < 0.001) {\n            return;\n        }\n        this.updateBuckets(painter, isBrightnessChanged, undefined, hasImageCountChanged || hasPaintUpdate || hasTransition, updatedPaintProps, availableImages);\n        this._lastUpdatedBrightness = brightness;\n    }\n\n    // Evaluate maximum query padding required for all buckets of this tile\n    evaluateQueryRenderedFeaturePadding() {\n        let maxRadius = 0;\n        for (const bucketId in this.buckets) {\n            const bucket = this.buckets[bucketId];\n            if (bucket.evaluateQueryRenderedFeaturePadding) {\n                maxRadius = Math.max(maxRadius, bucket.evaluateQueryRenderedFeaturePadding());\n            }\n        }\n        return maxRadius;\n    }\n\n    // Queries non-symbol features rendered for this tile.\n    // Symbol features are queried globally\n    queryRenderedFeatures(\n        query: QrfQuery,\n        tilespaceGeometry: TilespaceQueryGeometry,\n        availableImages: ImageId[],\n        transform: Transform,\n        sourceCacheTransform: Transform,\n        visualizeQueryGeometry: boolean,\n        scope: string | undefined\n    ): QueryResult {\n        Debug.run(() => {\n            if (visualizeQueryGeometry) {\n                let geometryViz = this.queryGeometryDebugViz;\n                let boundsViz = this.queryBoundsDebugViz;\n                if (!geometryViz) {\n                    geometryViz = this.queryGeometryDebugViz = new TileSpaceDebugBuffer(this.tileSize);\n                }\n                if (!boundsViz) {\n                    boundsViz = this.queryBoundsDebugViz = new TileSpaceDebugBuffer(this.tileSize, Color.blue);\n                }\n\n                geometryViz.addPoints(tilespaceGeometry.tilespaceGeometry);\n                boundsViz.addPoints(tilespaceGeometry.bufferedTilespaceGeometry);\n            }\n        });\n\n        if (!this.latestFeatureIndex || !(this.latestFeatureIndex.rawTileData || this.latestFeatureIndex.is3DTile)) {\n            return {};\n        }\n\n        const maxFeatureQueryRadius = this.evaluateQueryRenderedFeaturePadding();\n\n        const pixelPosMatrix = getPixelPosMatrix(sourceCacheTransform, this.tileID);\n\n        return this.latestFeatureIndex.query(\n            query,\n            {\n                tilespaceGeometry,\n                pixelPosMatrix,\n                transform,\n                availableImages,\n                tileTransform: this.tileTransform,\n                worldview: this.worldview,\n                queryRadius: maxFeatureQueryRadius,\n                scope\n            }\n        );\n    }\n\n    querySourceFeatures(result: Array<Feature>, params?: {\n        sourceLayer?: string;\n        filter?: FilterSpecification;\n        validate?: boolean;\n    }) {\n        const featureIndex = this.latestFeatureIndex;\n        if (!featureIndex || !featureIndex.rawTileData) return;\n\n        const vtLayers = featureIndex.loadVTLayers();\n\n        const sourceLayer = params ? params.sourceLayer : '';\n        const layer = vtLayers._geojsonTileLayer || vtLayers[sourceLayer];\n\n        if (!layer) return;\n\n        const filter = featureFilter(params && params.filter);\n        const {z, x, y} = this.tileID.canonical;\n        const coord = {z, x, y};\n\n        for (let i = 0; i < layer.length; i++) {\n            const feature = layer.feature(i);\n            if (filter.needGeometry) {\n                const evaluationFeature = toEvaluationFeature(feature, true);\n                if (!filter.filter(new EvaluationParameters(this.tileID.overscaledZ, {worldview: this.worldview}), evaluationFeature, this.tileID.canonical))\n                    continue;\n            } else if (!filter.filter(new EvaluationParameters(this.tileID.overscaledZ, {worldview: this.worldview}), feature)) {\n                continue;\n            }\n            const id = featureIndex.getId(feature, sourceLayer);\n            const geojsonFeature = new Feature(feature, z, x, y, id);\n            geojsonFeature.tile = coord;\n\n            result.push(geojsonFeature);\n        }\n    }\n\n    loaded(): boolean {\n        return this.state === 'loaded' || this.state === 'errored';\n    }\n\n    hasData(): boolean {\n        return this.state === 'loaded' || this.state === 'reloading' || this.state === 'expired';\n    }\n\n    patternsLoaded(): boolean {\n        return !!this.imageAtlas && !!this.imageAtlas.patternPositions.size;\n    }\n\n    setExpiryData(data: ExpiryData) {\n        const prior = this.expirationTime;\n\n        if (data.cacheControl) {\n            const parsedCC = parseCacheControl(data.cacheControl);\n            if (parsedCC['max-age']) this.expirationTime = Date.now() + parsedCC['max-age'] * 1000;\n        } else if (data.expires) {\n            this.expirationTime = new Date(data.expires).getTime();\n        }\n\n        if (this.expirationTime) {\n            const now = Date.now();\n            let isExpired = false;\n\n            if (this.expirationTime > now) {\n                isExpired = false;\n            } else if (!prior) {\n                isExpired = true;\n            } else if (this.expirationTime < prior) {\n                // Expiring date is going backwards:\n                // fall back to exponential backoff\n                isExpired = true;\n\n            } else {\n                const delta = this.expirationTime - prior;\n\n                if (!delta) {\n                    // Server is serving the same expired resource over and over: fall\n                    // back to exponential backoff.\n                    isExpired = true;\n\n                } else {\n                    // Assume that either the client or the server clock is wrong and\n                    // try to interpolate a valid expiration date (from the client POV)\n                    // observing a minimum timeout.\n                    this.expirationTime = now + Math.max(delta, CLOCK_SKEW_RETRY_TIMEOUT);\n\n                }\n            }\n\n            if (isExpired) {\n                this.expiredRequestCount++;\n                this.state = 'expired';\n            } else {\n                this.expiredRequestCount = 0;\n            }\n        }\n    }\n\n    getExpiryTimeout(): void | number {\n        if (this.expirationTime) {\n            if (this.expiredRequestCount) {\n                return 1000 * (1 << Math.min(this.expiredRequestCount - 1, 31));\n            } else {\n                // Max value for `setTimeout` implementations is a 32 bit integer; cap this accordingly\n                return Math.min(this.expirationTime - Date.now(), Math.pow(2, 31) - 1);\n            }\n        }\n    }\n\n    refreshFeatureState(painter?: Painter, states?: LayerFeatureStates) {\n        if (!this.latestFeatureIndex || !(this.latestFeatureIndex.rawTileData || this.latestFeatureIndex.is3DTile) || !painter) {\n            return;\n        }\n\n        const availableImages = painter.style.listImages();\n        this.updateBuckets(painter, false, states, undefined, undefined, availableImages);\n    }\n\n    hasAppearances(painter: Painter) {\n        for (const id in this.buckets) {\n            if (!painter.style.hasLayer(id)) continue;\n            const bucket = this.buckets[id];\n            const hasAppearances = bucket.layers.some(layer => layer.appearances && layer.appearances.length > 0);\n            if (hasAppearances) return true;\n        }\n        return false;\n    }\n\n    updateBuckets(painter: Painter, isBrightnessChanged?: boolean, states?: LayerFeatureStates, needsSymbolUBOUpdate?: boolean, updatedPaintProps?: Set<string>, availableImages?: ImageId[]) {\n        if (!this.latestFeatureIndex) return;\n        if (!painter.style) return;\n\n        const images = availableImages || painter.style.listImages();\n        const brightness = painter.style.getBrightness();\n\n        const paintProps = updatedPaintProps || new Set<string>();\n\n        for (const id in this.buckets) {\n            if (!painter.style.hasLayer(id)) continue;\n\n            const bucket = this.buckets[id];\n            const bucketLayer = bucket.layers[0];\n            // Buckets are grouped by common source-layer\n            const sourceLayerId = bucketLayer['sourceLayer'] || '_geojsonTileLayer';\n            const sourceCache = painter.style.getLayerSourceCache(bucketLayer);\n\n            const hasPaintUpdate = bucket.layers.some(layer => paintProps.has(layer.fqid));\n\n            // Get fresh layer reference for UBO updates when paint properties or images changed.\n            const freshLayerFromStyle = ((needsSymbolUBOUpdate || hasPaintUpdate) && bucket instanceof SymbolBucket) ? painter.style.getOwnLayer(id) : undefined;\n\n            let sourceLayerStates: FeatureStates = (states && states[sourceLayerId]) || {};\n            if (sourceCache && !states) { // only fetch the full state if it's not an incremental state update\n                sourceLayerStates = sourceCache._state.getState(sourceLayerId, undefined) as FeatureStates;\n            }\n\n            const imagePositions: SpritePositions = this.imageAtlas ? Object.fromEntries(this.imageAtlas.patternPositions) : {};\n            const withStateUpdates = Object.keys(sourceLayerStates).length > 0 && !isBrightnessChanged;\n            bucket.hasAppearances = bucket.layers.some(layer => layer.appearances && layer.appearances.length > 0);\n            const layers = withStateUpdates ? bucket.stateDependentLayers : bucket.layers;\n            if ((withStateUpdates && bucket.stateDependentLayers.length !== 0) || isBrightnessChanged || hasPaintUpdate || needsSymbolUBOUpdate) {\n                const vtLayers = this.latestFeatureIndex.loadVTLayers();\n                const sourceLayer = vtLayers[sourceLayerId];\n                bucket.update(sourceLayerStates, sourceLayer, images, imagePositions, layers, isBrightnessChanged, brightness, this.tileID.canonical);\n\n                // Handle UBO updates for paint/image property changes in symbol buckets.\n                // Normally skipped when isBrightnessChanged because bucket.update() calls updateDynamicExpressions.\n                // Exception: when all data-driven properties are light-constant, bucket.update() skips the\n                // brightness re-evaluation, so we must handle any concurrent paint/image updates here instead.\n                const brightnessUpdateSkipped = isBrightnessChanged && bucket instanceof SymbolBucket &&\n                    ((bucket.text.uboBinder ? bucket.text.uboBinder.isLightConstant : true) ||\n                     (bucket.icon.uboBinder ? bucket.icon.uboBinder.isLightConstant : true));\n                if ((needsSymbolUBOUpdate || hasPaintUpdate) && (!isBrightnessChanged || brightnessUpdateSkipped) && bucket instanceof SymbolBucket && freshLayerFromStyle && freshLayerFromStyle.type === 'symbol') {\n                    const symbolBucket = bucket;\n\n                    // Re-evaluate all features with fresh paint properties or new images\n                    // TypeScript narrows freshLayerFromStyle to SymbolStyleLayer based on .type check\n                    if (symbolBucket.text && symbolBucket.text.uboBinder) {\n                        symbolBucket.text.uboBinder.updateDynamicExpressions(\n                            freshLayerFromStyle,\n                            sourceLayer,\n                            this.tileID.canonical,\n                            images,\n                            sourceLayerStates,\n                            brightness\n                        );\n                    }\n                    if (symbolBucket.icon && symbolBucket.icon.uboBinder) {\n                        symbolBucket.icon.uboBinder.updateDynamicExpressions(\n                            freshLayerFromStyle,\n                            sourceLayer,\n                            this.tileID.canonical,\n                            images,\n                            sourceLayerStates,\n                            brightness\n                        );\n                    }\n                }\n\n                // Upload updated UBO data for symbol buckets\n                if (bucket instanceof SymbolBucket) {\n                    const symbolBucket = bucket;\n                    const context = painter.context;\n                    if (symbolBucket.text && symbolBucket.text.uboBinder) {\n                        symbolBucket.text.uboBinder.upload(context);\n                    }\n                    if (symbolBucket.icon && symbolBucket.icon.uboBinder) {\n                        symbolBucket.icon.uboBinder.upload(context);\n                    }\n                }\n            }\n            if ((withStateUpdates && bucket.stateDependentLayers.length !== 0) || isBrightnessChanged || bucket.hasAppearances) {\n                const globalProperties = {\n                    zoom: painter.transform.zoom,\n                    pitch: painter.transform.pitch,\n                    brightness: painter.style.getBrightness() || 0,\n                    worldview: painter.worldview\n                };\n                const featureStateChanged = withStateUpdates && bucket.stateDependentLayers.length !== 0;\n                const result = bucket.updateAppearances(this.tileID.canonical, sourceLayerStates, images, globalProperties, painter.imageManager, featureStateChanged);\n                if (result && result.hasUboChanges) {\n                    const context = painter.context;\n                    if (bucket instanceof SymbolBucket && bucket.text && bucket.text.uboBinder) {\n                        bucket.text.uboBinder.upload(context);\n                    }\n                    if (bucket instanceof SymbolBucket && bucket.icon && bucket.icon.uboBinder) {\n                        bucket.icon.uboBinder.upload(context);\n                    }\n                }\n            }\n            if (bucket instanceof LineBucket || bucket instanceof FillBucket) {\n                if (painter._terrain && painter._terrain.enabled && sourceCache && bucket.uploadPending()) {\n                    painter._terrain._clearRenderCacheForTile(sourceCache.id, this.tileID);\n                }\n            }\n            const layer = painter && painter.style && painter.style.getOwnLayer(id);\n            if (layer) {\n                this.queryPadding = Math.max(this.queryPadding, layer.queryRadius(bucket) || 0);\n            }\n        }\n    }\n\n    holdingForFade(): boolean {\n        return this.symbolFadeHoldUntil !== undefined;\n    }\n\n    symbolFadeFinished(): boolean {\n        return !this.symbolFadeHoldUntil || this.symbolFadeHoldUntil < browser.now();\n    }\n\n    clearFadeHold() {\n        this.symbolFadeHoldUntil = undefined;\n    }\n\n    setHoldDuration(duration: number) {\n        this.symbolFadeHoldUntil = browser.now() + duration;\n    }\n\n    setTexture(img: TextureImage, painter: Painter) {\n        const context = painter.context;\n        const gl = context.gl;\n        this.texture = this.texture || painter.getTileTexture(img.width);\n        if (this.texture && this.texture instanceof Texture) {\n            this.texture.update(img);\n        } else {\n            this.texture = new Texture(context, img, gl.RGBA8, {useMipmap: true});\n            this.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n        }\n    }\n\n    setDependencies(namespace: string, dependencies: StringifiedImageId[]) {\n        const index: Record<string, boolean> = {};\n        for (const dep of dependencies) {\n            index[dep] = true;\n        }\n        this.dependencies[namespace] = index;\n    }\n\n    hasDependency(namespaces: Array<string>, keys: StringifiedImageId[]): boolean {\n        for (const namespace of namespaces) {\n            const dependencies = this.dependencies[namespace];\n            if (dependencies) {\n                for (const key of keys) {\n                    if (dependencies[key]) {\n                        return true;\n                    }\n                }\n            }\n        }\n        return false;\n    }\n\n    clearQueryDebugViz() {\n        Debug.run(() => {\n            if (this.queryGeometryDebugViz) {\n                this.queryGeometryDebugViz.clearPoints();\n            }\n            if (this.queryBoundsDebugViz) {\n                this.queryBoundsDebugViz.clearPoints();\n            }\n        });\n    }\n\n    _makeDebugTileBoundsBuffers(context: Context, projection: Projection) {\n        if (!projection || projection.name === 'mercator' || this._tileDebugBuffer) return;\n\n        // reproject tile outline with adaptive resampling\n        const boundsLine = loadGeometry(BOUNDS_FEATURE, this.tileID.canonical, this.tileTransform)[0];\n\n        // generate vertices for debugging tile boundaries\n        const debugVertices = new PosArray();\n        const debugIndices = new LineStripIndexArray();\n\n        for (let i = 0; i < boundsLine.length; i++) {\n            const {x, y} = boundsLine[i];\n            debugVertices.emplaceBack(x, y);\n            debugIndices.emplaceBack(i);\n        }\n        debugIndices.emplaceBack(0);\n\n        this._tileDebugIndexBuffer = context.createIndexBuffer(debugIndices);\n        this._tileDebugBuffer = context.createVertexBuffer(debugVertices, posAttributes.members);\n        this._tileDebugSegments = SegmentVector.simpleSegment(0, 0, debugVertices.length, debugIndices.length);\n    }\n\n    _makeTileBoundsBuffers(context: Context, projection: Projection) {\n        if (this._tileBoundsBuffer || !projection || projection.name === 'mercator') return;\n\n        // reproject tile outline with adaptive resampling\n        const boundsLine = loadGeometry(BOUNDS_FEATURE, this.tileID.canonical, this.tileTransform)[0];\n\n        let boundsVertices: TileBoundsArray;\n        let boundsIndices: TriangleIndexArray;\n        if (this.isRaster) {\n            // for raster tiles, generate an adaptive MARTINI mesh\n            const mesh = getTileMesh(this.tileID.canonical, projection);\n            boundsVertices = mesh.vertices;\n            boundsIndices = mesh.indices;\n\n        } else {\n            // for vector tiles, generate an Earcut triangulation of the outline\n            boundsVertices = new TileBoundsArray();\n            boundsIndices = new TriangleIndexArray();\n\n            for (const {x, y} of boundsLine) {\n                boundsVertices.emplaceBack(x, y, 0, 0);\n            }\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call\n            const indices = earcut(boundsVertices.int16.subarray(0, boundsVertices.length * 4), undefined, 4);\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            for (let i = 0; i < indices.length; i += 3) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-argument\n                boundsIndices.emplaceBack(indices[i], indices[i + 1], indices[i + 2]);\n            }\n        }\n        this._tileBoundsBuffer = context.createVertexBuffer(boundsVertices, boundsAttributes.members);\n        this._tileBoundsIndexBuffer = context.createIndexBuffer(boundsIndices);\n        this._tileBoundsSegments = SegmentVector.simpleSegment(0, 0, boundsVertices.length, boundsIndices.length);\n    }\n\n    _makeGlobeTileDebugBuffers(context: Context, transform: Transform) {\n        const projection = transform.projection;\n        if (!projection || projection.name !== 'globe' || transform.freezeTileCoverage) return;\n\n        const id = this.tileID.canonical;\n        const bounds = transitionTileAABBinECEF(id, transform);\n        const normalizationMatrix = globeNormalizeECEF(bounds);\n\n        const phase = globeToMercatorTransition(transform.zoom);\n        let worldToECEFMatrix: mat4 | undefined;\n        if (phase > 0.0) {\n            worldToECEFMatrix = mat4.invert(new Float64Array(16), transform.globeMatrix);\n        }\n\n        this._makeGlobeTileDebugBorderBuffer(context, id, transform, normalizationMatrix, worldToECEFMatrix, phase);\n        this._makeGlobeTileDebugTextBuffer(context, id, transform, normalizationMatrix, worldToECEFMatrix, phase);\n    }\n\n    _globePoint(\n        x: number,\n        y: number,\n        id: CanonicalTileID,\n        tr: Transform,\n        normalizationMatrix: mat4,\n        worldToECEFMatrix: mat4 | null | undefined,\n        phase: number,\n    ): vec3 {\n        // The following is equivalent to doing globe.projectTilePoint.\n        // This way we don't recompute the normalization matrix everytime since it remains the same for all points.\n        let ecef = tileCoordToECEF(x, y, id) as vec3;\n        if (worldToECEFMatrix) {\n            // When in globe-to-Mercator transition, interpolate between globe and Mercator positions in ECEF\n            const tileCount = 1 << id.z;\n\n            // Wrap tiles to ensure that that Mercator interpolation is in the right direction\n            const camX = mercatorXfromLng(tr.center.lng);\n            const camY = mercatorYfromLat(tr.center.lat);\n\n            const tileCenterX = (id.x + .5) / tileCount;\n            const dx = tileCenterX - camX;\n            let wrap = 0;\n            if (dx > .5) {\n                wrap = -1;\n            } else if (dx < -.5) {\n                wrap = 1;\n            }\n\n            let mercatorX = (x / EXTENT + id.x) / tileCount + wrap;\n            let mercatorY = (y / EXTENT + id.y) / tileCount;\n            mercatorX = (mercatorX - camX) * tr._pixelsPerMercatorPixel + camX;\n            mercatorY = (mercatorY - camY) * tr._pixelsPerMercatorPixel + camY;\n            const mercatorPos: vec3 = [mercatorX * tr.worldSize, mercatorY * tr.worldSize, 0];\n            vec3.transformMat4(mercatorPos, mercatorPos, worldToECEFMatrix);\n            ecef = interpolateVec3(ecef, mercatorPos, phase);\n        }\n        const gp = vec3.transformMat4(ecef, ecef, normalizationMatrix);\n        return gp;\n    }\n\n    _makeGlobeTileDebugBorderBuffer(context: Context, id: CanonicalTileID, tr: Transform, normalizationMatrix: mat4, worldToECEFMatrix: mat4 | null | undefined, phase: number) {\n        const vertices = new PosArray();\n        const indices = new LineStripIndexArray();\n        const extraGlobe = new PosGlobeExtArray();\n\n        const addLine = (sx: number, sy: number, ex: number, ey: number, pointCount: number) => {\n            const stepX = (ex - sx) / (pointCount - 1);\n            const stepY = (ey - sy) / (pointCount - 1);\n\n            const vOffset = vertices.length;\n\n            for (let i = 0; i < pointCount; i++) {\n                const x = sx + i * stepX;\n                const y = sy + i * stepY;\n                vertices.emplaceBack(x, y);\n\n                const gp = this._globePoint(x, y, id, tr, normalizationMatrix, worldToECEFMatrix, phase);\n\n                extraGlobe.emplaceBack(gp[0], gp[1], gp[2]);\n                indices.emplaceBack(vOffset + i);\n            }\n        };\n\n        const e = EXTENT;\n        addLine(0, 0, e, 0, 16);\n        addLine(e, 0, e, e, 16);\n        addLine(e, e, 0, e, 16);\n        addLine(0, e, 0, 0, 16);\n\n        this._tileDebugIndexBuffer = context.createIndexBuffer(indices);\n        this._tileDebugBuffer = context.createVertexBuffer(vertices, posAttributes.members);\n        this._globeTileDebugBorderBuffer = context.createVertexBuffer(extraGlobe, posAttributesGlobeExt.members);\n        this._tileDebugSegments = SegmentVector.simpleSegment(0, 0, vertices.length, indices.length);\n    }\n\n    _makeGlobeTileDebugTextBuffer(context: Context, id: CanonicalTileID, tr: Transform, normalizationMatrix: mat4, worldToECEFMatrix: mat4 | null | undefined, phase: number) {\n        const SEGMENTS = 4;\n        const numVertices = SEGMENTS + 1;\n        const step = EXTENT / SEGMENTS;\n\n        const vertices = new PosArray();\n        const indices = new TriangleIndexArray();\n        const extraGlobe = new PosGlobeExtArray();\n\n        const totalVertices = numVertices * numVertices;\n        const totalTriangles = SEGMENTS * SEGMENTS * 2;\n        indices.reserve(totalTriangles);\n        vertices.reserve(totalVertices);\n        extraGlobe.reserve(totalVertices);\n\n        const toIndex = (j: number, i: number): number => {\n            return totalVertices * j + i;\n        };\n\n        // add vertices.\n        for (let j = 0; j < totalVertices; j++) {\n            const y = j * step;\n            for (let i = 0; i < totalVertices; i++) {\n                const x = i * step;\n                vertices.emplaceBack(x, y);\n\n                const gp = this._globePoint(x, y, id, tr, normalizationMatrix, worldToECEFMatrix, phase);\n                extraGlobe.emplaceBack(gp[0], gp[1], gp[2]);\n            }\n        }\n\n        // add indices.\n        for (let j = 0; j < SEGMENTS; j++) {\n            for (let i = 0; i < SEGMENTS; i++) {\n                const tl = toIndex(j, i);\n                const tr = toIndex(j, i + 1);\n                const bl = toIndex(j + 1, i);\n                const br = toIndex(j + 1, i + 1);\n\n                // first triangle of the sub-patch.\n                indices.emplaceBack(tl, tr, bl);\n\n                // second triangle of the sub-patch.\n                indices.emplaceBack(bl, tr, br);\n            }\n        }\n\n        this._tileDebugTextIndexBuffer = context.createIndexBuffer(indices);\n        this._tileDebugTextBuffer = context.createVertexBuffer(vertices, posAttributes.members);\n        this._globeTileDebugTextBuffer = context.createVertexBuffer(extraGlobe, posAttributesGlobeExt.members);\n        this._tileDebugTextSegments = SegmentVector.simpleSegment(0, 0, totalVertices, totalTriangles);\n    }\n\n    /**\n     * Release data and WebGL resources referenced by this tile.\n     * @returns {undefined}\n     * @private\n     */\n    destroy(reload: boolean = true) {\n        for (const id in this.buckets) {\n            this.buckets[id].destroy(reload);\n        }\n\n        this.buckets = {};\n\n        if (this.imageAtlas) {\n            this.imageAtlas = null;\n        }\n\n        if (this.lineAtlas) {\n            this.lineAtlas = null;\n        }\n\n        if (this.imageAtlasTexture) {\n            // Don't destroy the texture - it may be shared with other tiles via atlas caching.\n            // The ImageAtlasCache is responsible for destroying textures when atlases are GC'd.\n            delete this.imageAtlasTexture;\n        }\n\n        if (this.glyphAtlasTexture) {\n            this.glyphAtlasTexture.destroy();\n            delete this.glyphAtlasTexture;\n        }\n\n        if (this.lineAtlasTexture) {\n            this.lineAtlasTexture.destroy();\n            delete this.lineAtlasTexture;\n        }\n\n        if (this._tileBoundsBuffer) {\n            this._tileBoundsBuffer.destroy();\n            this._tileBoundsIndexBuffer.destroy();\n            this._tileBoundsSegments.destroy();\n            this._tileBoundsBuffer = null;\n        }\n\n        if (this._tileDebugBuffer) {\n            this._tileDebugBuffer.destroy();\n            this._tileDebugSegments.destroy();\n            this._tileDebugBuffer = null;\n        }\n\n        if (this._tileDebugIndexBuffer) {\n            this._tileDebugIndexBuffer.destroy();\n            this._tileDebugIndexBuffer = null;\n        }\n\n        if (this._globeTileDebugBorderBuffer) {\n            this._globeTileDebugBorderBuffer.destroy();\n            this._globeTileDebugBorderBuffer = null;\n        }\n\n        if (this._tileDebugTextBuffer) {\n            this._tileDebugTextBuffer.destroy();\n            this._tileDebugTextSegments.destroy();\n            this._tileDebugTextIndexBuffer.destroy();\n            this._tileDebugTextBuffer = null;\n        }\n\n        if (this._globeTileDebugTextBuffer) {\n            this._globeTileDebugTextBuffer.destroy();\n            this._globeTileDebugTextBuffer = null;\n        }\n\n        if (reload && this.texture && this.texture instanceof Texture) {\n            this.texture.destroy();\n            delete this.texture;\n        }\n\n        if (this.emissiveTexture && this.emissiveTexture instanceof Texture) {\n            this.emissiveTexture.destroy();\n            delete this.emissiveTexture;\n        }\n\n        if (this.hillshadeFBO) {\n            this.hillshadeFBO.destroy();\n            delete this.hillshadeFBO;\n        }\n\n        if (this.dem) {\n            delete this.dem;\n        }\n\n        if (this.neighboringTiles) {\n            delete this.neighboringTiles;\n        }\n\n        if (this.demTexture) {\n            this.demTexture.destroy();\n            delete this.demTexture;\n        }\n\n        if (this.rasterParticleState) {\n            this.rasterParticleState.destroy();\n            delete this.rasterParticleState;\n        }\n\n        Debug.run(() => {\n            if (this.queryGeometryDebugViz) {\n                this.queryGeometryDebugViz.unload();\n                delete this.queryGeometryDebugViz;\n            }\n            if (this.queryBoundsDebugViz) {\n                this.queryBoundsDebugViz.unload();\n                delete this.queryBoundsDebugViz;\n            }\n        });\n        this.latestFeatureIndex = null;\n        this.state = 'unloaded';\n    }\n}\n\nexport default Tile;\n","import type {OverscaledTileID} from './tile_id';\nimport type Painter from '../render/painter';\nimport type RasterArrayTile from './raster_array_tile';\n\n// Factory seam for the lazily-loaded raster-array module. `RasterArrayTile` is constructed by\n// core-resident generic code (`SourceCache`), but the class itself lives in the raster-array\n// chunk — a static value import here would re-anchor that whole graph (MRT decoder included)\n// into core. The lazy module registers its constructor via `registerRasterArrayTile` on load;\n// core builds tiles through `createRasterArrayTile`. `import type` above is erased by tsc, so\n// nothing here anchors the chunk.\n\ntype RasterArrayTileFactory = (\n    tileID: OverscaledTileID,\n    size: number,\n    tileZoom: number,\n    painter?: Painter | null,\n    isRaster?: boolean\n) => RasterArrayTile;\n\nlet factory: RasterArrayTileFactory | undefined;\n\n/**\n * Registers the `RasterArrayTile` constructor. Called as a side effect of loading the\n * raster-array module so `createRasterArrayTile` can build tiles without core statically\n * importing the class.\n * @private\n */\nexport function registerRasterArrayTile(create: RasterArrayTileFactory) {\n    factory = create;\n}\n\n/**\n * Builds a `RasterArrayTile` through the registered factory. Throws if the raster-array module\n * has not been loaded yet (should never happen: the source type load precedes tile creation).\n * @private\n */\nexport function createRasterArrayTile(\n    tileID: OverscaledTileID,\n    size: number,\n    tileZoom: number,\n    painter?: Painter | null,\n    isRaster?: boolean\n): RasterArrayTile {\n    if (!factory) {\n        throw new Error('Raster-array module is not loaded.');\n    }\n    return factory(tileID, size, tileZoom, painter, isRaster);\n}\n","import type {OverscaledTileID} from './tile_id';\nimport type Tile from './tile';\n\n/**\n * A [least-recently-used cache](http://en.wikipedia.org/wiki/Cache_algorithms)\n * with hash lookup made possible by keeping a list of keys in parallel to\n * an array of dictionary of values\n *\n * @private\n */\nclass TileCache {\n    max: number;\n    data!: Partial<Record<string | number, Array<{\n        value: Tile;\n        timeout: number | null | undefined;\n    }>>>;\n    order!: Array<number>;\n    onRemove: (element: Tile) => void;\n    /**\n     * @param {number} max The max number of permitted values.\n     * @private\n     * @param {Function} onRemove The callback called with items when they expire.\n     */\n    constructor(max: number, onRemove: (element: Tile) => void) {\n        this.max = max;\n        this.onRemove = onRemove;\n        this.reset();\n    }\n\n    /**\n     * Clear the cache.\n     *\n     * @returns {TileCache} Returns itself to allow for method chaining.\n     * @private\n     */\n    reset(): this {\n        for (const key in this.data) {\n            for (const removedData of this.data[key]) {\n                if (removedData.timeout) clearTimeout(removedData.timeout);\n                this.onRemove(removedData.value);\n            }\n        }\n\n        this.data = {};\n        this.order = [];\n\n        return this;\n    }\n\n    /**\n     * Add a key, value combination to the cache, trimming its size if this pushes\n     * it over max length.\n     *\n     * @param {OverscaledTileID} tileID lookup key for the item\n     * @param {*} data any value\n     *\n     * @returns {TileCache} Returns itself to allow for method chaining.\n     * @private\n     */\n    add(tileID: OverscaledTileID, data: Tile, expiryTimeout?: number): this {\n        const key = tileID.wrapped().key;\n        if (this.data[key] === undefined) {\n            this.data[key] = [];\n        }\n\n        const dataWrapper = {\n            value: data,\n            timeout: undefined\n        };\n\n        if (expiryTimeout !== undefined) {\n            dataWrapper.timeout = setTimeout(() => {\n                this.remove(tileID, dataWrapper);\n            }, expiryTimeout);\n        }\n\n        this.data[key].push(dataWrapper);\n        this.order.push(key);\n\n        if (this.order.length > this.max) {\n            const removedData = this._getAndRemoveByKey(this.order[0]);\n            if (removedData) this.onRemove(removedData);\n        }\n\n        return this;\n    }\n\n    /**\n     * Determine whether the value attached to `key` is present\n     *\n     * @param {OverscaledTileID} tileID the key to be looked-up\n     * @returns {boolean} whether the cache has this value\n     * @private\n     */\n    has(tileID: OverscaledTileID): boolean {\n        return tileID.wrapped().key in this.data;\n    }\n\n    /**\n     * Get the value attached to a specific key and remove data from cache.\n     * If the key is not found, returns `null`\n     *\n     * @param {OverscaledTileID} tileID the key to look up\n     * @returns {*} the data, or null if it isn't found\n     * @private\n     */\n    getAndRemove(tileID: OverscaledTileID): Tile | null | undefined {\n        if (!this.has(tileID)) { return null; }\n        return this._getAndRemoveByKey(tileID.wrapped().key);\n    }\n\n    /*\n     * Get and remove the value with the specified key.\n     */\n    _getAndRemoveByKey(key: number): Tile | null | undefined {\n        const data = this.data[key].shift();\n        if (data.timeout) clearTimeout(data.timeout);\n\n        if (this.data[key].length === 0) {\n            delete this.data[key];\n        }\n        this.order.splice(this.order.indexOf(key), 1);\n\n        return data.value;\n    }\n\n    /*\n     * Get the value with the specified (wrapped tile) key.\n     */\n    getByKey(key: number): Tile | null | undefined {\n        const data = this.data[key];\n        return data ? data[0].value : null;\n    }\n\n    /**\n     * Get the value attached to a specific key without removing data\n     * from the cache. If the key is not found, returns `null`\n     *\n     * @param {OverscaledTileID} tileID the key to look up\n     * @returns {*} the data, or null if it isn't found\n     * @private\n     */\n    get(tileID: OverscaledTileID): Tile | null | undefined {\n        if (!this.has(tileID)) { return null; }\n\n        const data = this.data[tileID.wrapped().key][0];\n        return data.value;\n    }\n\n    /**\n     * Remove a key/value combination from the cache.\n     *\n     * @param {OverscaledTileID} tileID the key for the pair to delete\n     * @param {Tile} value If a value is provided, remove that exact version of the value.\n     * @returns {TileCache} this cache\n     * @private\n     */\n    remove(\n        tileID: OverscaledTileID,\n        value?: {\n            value: Tile;\n            timeout: number | null | undefined;\n        } | null,\n    ): this {\n        if (!this.has(tileID)) { return this; }\n        const key = tileID.wrapped().key;\n\n        const dataIndex = value === undefined ? 0 : this.data[key].indexOf(value);\n        const data = this.data[key][dataIndex];\n        this.data[key].splice(dataIndex, 1);\n        if (data.timeout) clearTimeout(data.timeout);\n        if (this.data[key].length === 0) {\n            delete this.data[key];\n        }\n        this.onRemove(data.value);\n        this.order.splice(this.order.indexOf(key), 1);\n\n        return this;\n    }\n\n    /**\n     * Change the max size of the cache.\n     *\n     * @param {number} max the max size of the cache\n     * @returns {TileCache} this cache\n     * @private\n     */\n    setMaxSize(max: number): TileCache {\n        this.max = max;\n\n        while (this.order.length > this.max) {\n            const removedData = this._getAndRemoveByKey(this.order[0]);\n            if (removedData) this.onRemove(removedData);\n        }\n\n        return this;\n    }\n\n    /**\n     * Remove entries that do not pass a filter function. Used for removing\n     * stale tiles from the cache.\n     *\n     * @private\n     * @param {function} filterFn Determines whether the tile is filtered. If the supplied function returns false, the tile will be filtered out.\n     */\n    filter(filterFn: (tile: Tile) => boolean) {\n        const removed: Array<{value: Tile; timeout: number | null | undefined}> = [];\n        for (const key in this.data) {\n            for (const entry of this.data[key]) {\n                if (!filterFn(entry.value)) {\n                    removed.push(entry);\n                }\n            }\n        }\n        for (const r of removed) {\n            this.remove(r.value.tileID, r);\n        }\n    }\n}\n\nexport default TileCache;\n","\nimport type Tile from './tile';\nimport type Painter from '../render/painter';\nimport type {FeatureState} from '../style-spec/expression/index';\n\nexport type FeatureStates = {\n    [feature_id: string]: FeatureState;\n};\n\nexport type LayerFeatureStates = {\n    [layer: string]: FeatureStates;\n};\n\n/**\n * SourceFeatureState manages the state and pending changes\n * to features in a source, separated by source layer.\n * stateChanges and deletedStates batch all changes to the tile (updates and removes, respectively)\n * between coalesce() events. addFeatureState() and removeFeatureState() also update their counterpart's\n * list of changes, such that coalesce() can apply the proper state changes while agnostic to the order of operations.\n * In deletedStates, all null's denote complete removal of state at that scope\n * @private\n*/\nclass SourceFeatureState {\n    state: LayerFeatureStates;\n    stateChanges: LayerFeatureStates;\n    deletedStates: LayerFeatureStates;\n\n    constructor() {\n        // Feature IDs flow in from public API calls like `map.setFeatureState`\n        // and can be attacker-controlled via `promoteId` against hostile\n        // GeoJSON/vector source data. With plain `{}` registries, a feature\n        // id of \"__proto__\" resolves through the prototype chain to\n        // Object.prototype, and the subsequent `Object.assign` writes\n        // attacker properties globally. Use null-prototype storage at every\n        // level (registry, per-source-layer map, per-feature map) so those\n        // lookups produce own properties instead.\n        this.state = Object.create(null) as LayerFeatureStates;\n        this.stateChanges = Object.create(null) as LayerFeatureStates;\n        this.deletedStates = Object.create(null) as LayerFeatureStates;\n    }\n\n    updateState(sourceLayer: string, featureId: number | string, newState: FeatureState) {\n        const feature = String(featureId);\n        this.stateChanges[sourceLayer] = this.stateChanges[sourceLayer] || Object.create(null) as FeatureStates;\n        this.stateChanges[sourceLayer][feature] = this.stateChanges[sourceLayer][feature] || Object.create(null) as FeatureState;\n        Object.assign(this.stateChanges[sourceLayer][feature], newState);\n\n        if (this.deletedStates[sourceLayer] === null) {\n            this.deletedStates[sourceLayer] = Object.create(null) as FeatureStates;\n            for (const ft in this.state[sourceLayer]) {\n                if (ft !== feature) this.deletedStates[sourceLayer][ft] = null;\n            }\n        } else {\n            const featureDeletionQueued = this.deletedStates[sourceLayer] && this.deletedStates[sourceLayer][feature] === null;\n            if (featureDeletionQueued) {\n                this.deletedStates[sourceLayer][feature] = Object.create(null) as FeatureState;\n                for (const prop in this.state[sourceLayer][feature]) {\n                    if (!newState[prop]) this.deletedStates[sourceLayer][feature][prop] = null;\n                }\n            } else {\n                for (const key in newState) {\n                    const deletionInQueue = this.deletedStates[sourceLayer] && this.deletedStates[sourceLayer][feature] && this.deletedStates[sourceLayer][feature][key] === null;\n                    if (deletionInQueue) delete this.deletedStates[sourceLayer][feature][key];\n                }\n            }\n        }\n    }\n\n    removeFeatureState(sourceLayer: string, featureId?: number | string, key?: string) {\n        const sourceLayerDeleted = this.deletedStates[sourceLayer] === null;\n        if (sourceLayerDeleted) return;\n\n        const feature = String(featureId);\n\n        this.deletedStates[sourceLayer] = this.deletedStates[sourceLayer] || Object.create(null) as FeatureStates;\n\n        if (key && featureId !== undefined) {\n            if (this.deletedStates[sourceLayer][feature] !== null) {\n                this.deletedStates[sourceLayer][feature] = this.deletedStates[sourceLayer][feature] || Object.create(null) as FeatureState;\n                this.deletedStates[sourceLayer][feature][key] = null;\n            }\n        } else if (featureId !== undefined) {\n            const updateInQueue = this.stateChanges[sourceLayer] && this.stateChanges[sourceLayer][feature];\n            if (updateInQueue) {\n                this.deletedStates[sourceLayer][feature] = Object.create(null) as FeatureState;\n                for (key in this.stateChanges[sourceLayer][feature]) this.deletedStates[sourceLayer][feature][key] = null;\n\n            } else {\n                this.deletedStates[sourceLayer][feature] = null;\n            }\n        } else {\n            this.deletedStates[sourceLayer] = null;\n        }\n    }\n\n    getState(sourceLayer: string): FeatureStates;\n    getState(sourceLayer: string, featureId: number | string): FeatureState;\n    getState(sourceLayer: string, featureId?: number | string): FeatureState | FeatureStates {\n        const base = this.state[sourceLayer] || (Object.create(null) as FeatureStates);\n        const changes = this.stateChanges[sourceLayer] || (Object.create(null) as FeatureStates);\n        const deletedStates = this.deletedStates[sourceLayer];\n        // return empty object if the whole source layer is awaiting deletion\n        if (deletedStates === null) return Object.create(null) as FeatureStates;\n\n        if (featureId !== undefined) {\n            const feature = String(featureId);\n            // Null-prototype target: if `base[feature]` or `changes[feature]`\n            // has an own \"__proto__\" key (from a hostile newState payload\n            // parsed via JSON.parse), Object.assign onto a plain `{}` would\n            // invoke the inherited setter and rewrite the result's prototype.\n            const reconciledState = Object.assign(Object.create(null) as FeatureState, base[feature], changes[feature]);\n\n            if (deletedStates) {\n                const featureDeletions = deletedStates[featureId];\n                if (featureDeletions === null) return Object.create(null) as FeatureState;\n                for (const prop in featureDeletions) delete reconciledState[prop];\n            }\n\n            return reconciledState;\n        }\n\n        const reconciledState = Object.assign(Object.create(null) as FeatureStates, base, changes);\n        if (deletedStates) {\n            for (const feature in deletedStates) delete reconciledState[feature];\n        }\n\n        return reconciledState;\n    }\n\n    initializeTileState(tile: Tile, painter?: Painter | null) {\n        tile.refreshFeatureState(painter);\n    }\n\n    coalesceChanges(tiles: Record<string | number, Tile>, painter: Painter) {\n        //track changes with full state objects, but only for features that got modified\n        const featuresChanged: LayerFeatureStates = Object.create(null) as LayerFeatureStates;\n\n        for (const sourceLayer in this.stateChanges) {\n            this.state[sourceLayer] = this.state[sourceLayer] || (Object.create(null) as FeatureStates);\n            const layerStates: Record<string, FeatureState> = Object.create(null) as Record<string, FeatureState>;\n            for (const feature in this.stateChanges[sourceLayer]) {\n                if (!this.state[sourceLayer][feature]) this.state[sourceLayer][feature] = Object.create(null) as FeatureState;\n                Object.assign(this.state[sourceLayer][feature], this.stateChanges[sourceLayer][feature]);\n                layerStates[feature] = this.state[sourceLayer][feature];\n            }\n            featuresChanged[sourceLayer] = layerStates;\n        }\n\n        for (const sourceLayer in this.deletedStates) {\n            this.state[sourceLayer] = this.state[sourceLayer] || (Object.create(null) as FeatureStates);\n            const layerStates: Record<string, FeatureState> = Object.create(null) as Record<string, FeatureState>;\n\n            if (this.deletedStates[sourceLayer] === null) {\n                for (const ft in this.state[sourceLayer]) {\n                    layerStates[ft] = Object.create(null) as FeatureState;\n                    this.state[sourceLayer][ft] = Object.create(null) as FeatureState;\n                }\n            } else {\n                for (const feature in this.deletedStates[sourceLayer]) {\n                    const deleteWholeFeatureState = this.deletedStates[sourceLayer][feature] === null;\n                    if (deleteWholeFeatureState) this.state[sourceLayer][feature] = Object.create(null) as FeatureState;\n                    else if (this.state[sourceLayer][feature]) {\n                        for (const key of Object.keys(this.deletedStates[sourceLayer][feature])) {\n                            delete this.state[sourceLayer][feature][key];\n                        }\n                    }\n                    layerStates[feature] = this.state[sourceLayer][feature];\n                }\n            }\n\n            featuresChanged[sourceLayer] = featuresChanged[sourceLayer] || (Object.create(null) as Record<string, FeatureState>);\n            Object.assign(featuresChanged[sourceLayer], layerStates);\n        }\n\n        this.stateChanges = Object.create(null) as LayerFeatureStates;\n        this.deletedStates = Object.create(null) as LayerFeatureStates;\n\n        if (Object.keys(featuresChanged).length === 0) return;\n\n        for (const id in tiles) {\n            const tile = tiles[id];\n            tile.refreshFeatureState(painter, featuresChanged);\n        }\n    }\n}\n\nexport default SourceFeatureState;\n","import assert from '../style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\nimport Tile from './tile';\nimport {RenderSourceType} from './render_source_type';\nimport {createRasterArrayTile} from './raster_array_plugin';\nimport {Event, ErrorEvent, Evented} from '../util/evented';\nimport TileCache from './tile_cache';\nimport {asyncAll, keysDifference, clamp} from '../util/util';\nimport browser from '../util/browser';\nimport {OverscaledTileID} from './tile_id';\nimport SourceFeatureState from './source_state';\nimport MercatorCoordinate, {mercatorXfromLng} from '../geo/mercator_coordinate';\nimport {isHttpNotFound} from '../util/ajax';\n\nimport type {CanonicalTileID} from './tile_id';\nimport type Context from '../gl/context';\nimport type {vec3} from 'gl-matrix';\nimport type {ISource, Source} from './source';\nimport type RasterArrayTileSource from './raster_array_tile_source';\nimport type {SourceSpecification} from '../style-spec/types';\nimport type {Map as MapboxMap} from '../ui/map';\nimport type Transform from '../geo/transform';\nimport type {TileState} from './tile';\nimport type {Callback} from '../types/callback';\nimport type {FeatureState} from '../style-spec/expression/index';\nimport type {QueryGeometry, TilespaceQueryGeometry} from '../style/query_geometry';\nimport type {StringifiedImageId} from '../style-spec/expression/types/image_id';\nimport type {LoadVectorTileResult} from './load_vector_tile';\nimport type RasterArrayTile from './raster_array_tile';\n\n/**\n * `SourceCache` is responsible for\n *\n *  - creating an instance of `Source`\n *  - forwarding events from `Source`\n *  - caching tiles loaded from an instance of `Source`\n *  - loading the tiles needed to render a given viewport\n *  - unloading the cached tiles not needed to render a given viewport\n *\n * @private\n */\nclass SourceCache extends Evented {\n    id: string;\n    map!: MapboxMap;\n\n    _source!: ISource;\n    _sourceLoaded!: boolean;\n    _sourceErrored!: boolean;\n    _tiles: Partial<Record<string | number, Tile>>;\n    _prevLng: number | undefined;\n    _cache: TileCache;\n    _timers: Partial<Record<number, number>>;\n    _cacheTimers: Partial<Record<number, number>>;\n    _minTileCacheSize?: number;\n    _maxTileCacheSize?: number;\n    _paused!: boolean;\n    _isRaster: boolean;\n    _supportsFading: boolean;\n    _isRasterElevatedOverTerrain: boolean;\n    _shouldReloadOnResume!: boolean;\n    _coveredTiles: Partial<Record<number | string, boolean>>;\n    transform!: Transform;\n    used!: boolean;\n    usedForTerrain!: boolean;\n    castsShadows: boolean;\n    tileCoverLift: number;\n    _state: SourceFeatureState;\n    _loadedParentTiles: Partial<Record<number | string, Tile | null | undefined>>;\n    _renderSourceType: RenderSourceType | null | undefined;\n    _maxzoomOverride: number | null;\n    _shadowCasterTiles: {\n        [_: number]: boolean;\n    };\n\n    static maxUnderzooming: number;\n    static maxOverzooming: number;\n\n    constructor(id: string, source: Source, renderSourceType?: RenderSourceType | null) {\n        super();\n        this.id = id;\n        this._renderSourceType = renderSourceType;\n        this._maxzoomOverride = null;\n\n        this.setSource(source);\n        this._tiles = {};\n\n        this._cache = new TileCache(0, this._unloadTile.bind(this));\n        this._timers = {};\n        this._cacheTimers = {};\n        this._minTileCacheSize = source.minTileCacheSize;\n        this._maxTileCacheSize = source.maxTileCacheSize;\n        this._loadedParentTiles = {};\n        this.castsShadows = false;\n        this.tileCoverLift = 0.0;\n\n        this._coveredTiles = {};\n        this._shadowCasterTiles = {};\n        this._state = new SourceFeatureState();\n\n        // Sources that use tiled raster data\n        this._isRaster =\n            this._source.type === 'raster' ||\n            this._source.type === 'raster-dem' ||\n            this._source.type === 'raster-array' ||\n            (this._source.type === 'custom' && '_dataType' in this._source && this._source._dataType === 'raster');\n\n        // Sources that use fade transitions between zoom levels\n        this._supportsFading =\n            this._source.type === 'raster' ||\n            this._source.type === 'raster-array' ||\n            this._source.type === 'image' ||\n            this._source.type === 'video' ||\n            this._source.type === 'custom';\n\n        this._isRasterElevatedOverTerrain = false;\n    }\n\n    onAdd(map: MapboxMap) {\n        this.map = map;\n        this._minTileCacheSize = this._minTileCacheSize === undefined && map ? map._minTileCacheSize : this._minTileCacheSize;\n        this._maxTileCacheSize = this._maxTileCacheSize === undefined && map ? map._maxTileCacheSize : this._maxTileCacheSize;\n    }\n\n    /**\n     * Set the source backing this cache and subscribe to its lifecycle events. Called at\n     * construction, and again when a lazily-loaded module replaces a {@link LazySource}\n     * placeholder with the real source — keeping the `SourceCache` identity stable. Such an\n     * upgrade is only valid from a placeholder of the same source `type` (so the raster/fading\n     * flags derived at construction still hold); the real source's `onAdd` (which begins\n     * loading) is the caller's responsibility, mirroring the normal `addSource` flow.\n     * @private\n     */\n    setSource(source: ISource) {\n        source.on('data', (e: {dataType?: string; sourceDataType?: string}) => {\n            // this._sourceLoaded signifies that the TileJSON is loaded if applicable.\n            // if the source type does not come with a TileJSON, the flag signifies the\n            // source data has loaded (in other words, GeoJSON has been tiled on the worker and is ready)\n            if (e.dataType === 'source' && e.sourceDataType === 'metadata') this._sourceLoaded = true;\n\n            // for sources with mutable data, this event fires when the underlying data\n            // to a source is changed (for example, using [GeoJSONSource#setData](https://docs.mapbox.com/mapbox-gl-js/api/sources/#geojsonsource#setdata) or [ImageSource#setCoordinates](https://docs.mapbox.com/mapbox-gl-js/api/sources/#imagesource#setcoordinates))\n            if (this._sourceLoaded && !this._paused && e.dataType === \"source\" && e.sourceDataType === 'content') {\n                this.reload();\n                if (this.transform) {\n                    this.update(this.transform);\n                }\n            }\n        });\n\n        source.on('error', () => {\n            this._sourceErrored = true;\n        });\n\n        this._source = source;\n    }\n\n    /**\n     * Return true if no tile data is pending, tiles will not change unless\n     * an additional API call is received.\n     * @private\n     */\n    loaded(): boolean {\n        if (this._sourceErrored) { return true; }\n        if (!this._sourceLoaded) { return false; }\n        if (!this._source.loaded()) { return false; }\n        for (const t in this._tiles) {\n            const tile = this._tiles[t];\n            if (!tile.loaded()) return false;\n        }\n        return true;\n    }\n\n    getSource<T extends Source>(): T {\n        return this._source as T;\n    }\n\n    pause() {\n        this._paused = true;\n    }\n\n    resume() {\n        if (!this._paused) return;\n        const shouldReload = this._shouldReloadOnResume;\n        this._paused = false;\n        this._shouldReloadOnResume = false;\n        if (shouldReload) this.reload();\n        if (this.transform) this.update(this.transform);\n    }\n\n    setMaxzoomOverride(maxzoom: number | null) {\n        this._maxzoomOverride = maxzoom;\n    }\n\n    _loadTile(tile: Tile, callback: Callback<undefined>): void {\n        tile.renderSourceType = this._renderSourceType;\n        tile.isExtraShadowCaster = this._shadowCasterTiles[tile.tileID.key];\n        return this._source.loadTile(tile, callback);\n    }\n\n    _unloadTile(tile: Tile): void {\n        if (this._source.unloadTile)\n            return this._source.unloadTile(tile);\n    }\n\n    _abortTile(tile: Tile): void {\n        if (this._source.abortTile)\n            return this._source.abortTile(tile);\n    }\n\n    serialize(): SourceSpecification | {type: 'custom', [key: string]: unknown} {\n        return this._source.serialize();\n    }\n\n    prepare(context: Context) {\n        if (this._source.prepare) {\n            this._source.prepare();\n        }\n\n        this._state.coalesceChanges(this._tiles, this.map ? this.map.painter : null);\n\n        for (const i in this._tiles) {\n            const tile = this._tiles[i];\n            tile.upload(context, this.map ? this.map.painter : undefined);\n            tile.prepare(this.map.style.imageManager, this.map ? this.map.painter : null, this._source.scope);\n        }\n    }\n\n    /**\n     * Return all tile ids ordered with z-order, and cast to numbers\n     * @private\n     */\n    getIds(): Array<number> {\n        return Object.values(this._tiles).map((tile: Tile) => tile.tileID).sort(compareTileId).map(id => id.key);\n    }\n\n    getRenderableIds(symbolLayer?: boolean, includeShadowCasters?: boolean): Array<number> {\n        const renderables: Array<Tile> = [];\n        for (const id in this._tiles) {\n            if (this._isIdRenderable(+id, symbolLayer, includeShadowCasters)) renderables.push(this._tiles[id]);\n        }\n        if (symbolLayer) {\n            return renderables.sort((a_: Tile, b_: Tile) => {\n                const a = a_.tileID;\n                const b = b_.tileID;\n                const rotatedA = (new Point(a.canonical.x, a.canonical.y))._rotate(this.transform.angle);\n                const rotatedB = (new Point(b.canonical.x, b.canonical.y))._rotate(this.transform.angle);\n                return a.overscaledZ - b.overscaledZ || rotatedB.y - rotatedA.y || rotatedB.x - rotatedA.x;\n            }).map(tile => tile.tileID.key);\n        }\n        return renderables.map(tile => tile.tileID).sort(compareTileId).map(id => id.key);\n    }\n\n    hasRenderableParent(tileID: OverscaledTileID): boolean {\n        const parentTile = this.findLoadedParent(tileID, 0);\n        if (parentTile) {\n            return this._isIdRenderable(parentTile.tileID.key);\n        }\n        return false;\n    }\n\n    _isIdRenderable(id: number, symbolLayer?: boolean, includeShadowCasters?: boolean): boolean {\n        return this._tiles[id] && this._tiles[id].hasData() &&\n            !this._coveredTiles[id] && (symbolLayer || !this._tiles[id].holdingForFade()) &&\n            (includeShadowCasters || !this._shadowCasterTiles[id]);\n    }\n\n    reload() {\n        if (this._paused) {\n            this._shouldReloadOnResume = true;\n            return;\n        }\n\n        this._cache.reset();\n\n        for (const i in this._tiles) {\n            if (this._tiles[i].state !== \"errored\") this._reloadTile(+i, 'reloading');\n        }\n    }\n\n    _reloadTile(id: number, state: TileState) {\n        const tile = this._tiles[id];\n\n        // this potentially does not address all underlying\n        // issues https://github.com/mapbox/mapbox-gl-js/issues/4252\n        // - hard to tell without repro steps\n        if (!tile) return;\n\n        // The difference between \"loading\" tiles and \"reloading\" or \"expired\"\n        // tiles is that \"reloading\"/\"expired\" tiles are \"renderable\".\n        // Therefore, a \"loading\" tile cannot become a \"reloading\" tile without\n        // first becoming a \"loaded\" tile.\n        if (tile.state !== 'loading') {\n            tile.state = state;\n        }\n\n        this._loadTile(tile, this._tileLoaded.bind(this, tile, id, state));\n    }\n\n    _tileLoaded(tile: Tile, id: number, previousState: TileState, err?: Error | null, data?: LoadVectorTileResult | null) {\n        if (err) {\n            tile.state = 'errored';\n            if (isHttpNotFound(err)) {\n                // If the requested tile is missing, try to load the parent tile\n                // to use it as an overscaled tile instead of the missing one.\n                // Fire a `data` event with an `error` source data type to trigger map render\n                this._source.fire(new Event('data', {dataType: 'source', sourceDataType: 'error', sourceId: this._source.id, tile}));\n\n                // If there are no parent tiles to load, stop tiles loading fallback\n                const hasParent = tile.tileID.key in this._loadedParentTiles;\n                if (!hasParent) return;\n\n                // Otherwise, continue trying to load the parent tile until we find one that loads successfully\n                const updateForTerrain = this._source.type === 'raster-dem' && this.usedForTerrain;\n                if (updateForTerrain && this.map.painter.terrain) {\n                    const terrain = this.map.painter.terrain;\n                    this.update(this.transform, terrain.getScaledDemTileSize(), true);\n                    terrain.resetTileLookupCache(this.id);\n                } else {\n                    this.update(this.transform);\n                }\n            } else {\n                this._source.fire(new ErrorEvent(err, {tile}));\n            }\n            return;\n        }\n\n        tile.timeAdded = browser.now();\n        if (previousState === 'expired') tile.refreshedUponExpiration = true;\n        this._setTileReloadTimer(id, tile);\n        if (this._source.type === 'raster-dem' && tile.dem) this._backfillDEM(tile);\n        this._state.initializeTileState(tile, this.map ? this.map.painter : null);\n\n        let responseHeaders: Headers = new Headers();\n        if (data && data.headers) responseHeaders = data.headers;\n\n        this._source.fire(new Event('data', {dataType: 'source', tile, coord: tile.tileID, 'sourceCacheId': this.id, responseHeaders}));\n    }\n\n    _hasTunnelGeometry(): boolean {\n        for (const key in this._tiles) {\n            const tile = this._tiles[key];\n            if (tile && tile.hasTunnelGeometry) return true;\n        }\n        return false;\n    }\n\n    /**\n    * For raster terrain source, backfill DEM to eliminate visible tile boundaries\n    * @private\n    */\n    _backfillDEM(tile: Tile) {\n        const renderables = this.getRenderableIds();\n        for (let i = 0; i < renderables.length; i++) {\n            const borderId = renderables[i];\n            if (tile.neighboringTiles && tile.neighboringTiles[borderId]) {\n                const borderTile = this.getTileByID(borderId);\n                fillBorder(tile, borderTile);\n                fillBorder(borderTile, tile);\n            }\n        }\n\n        function fillBorder(tile: Tile, borderTile: Tile) {\n            if (!tile.dem || tile.dem.borderReady) return;\n            tile.needsHillshadePrepare = true;\n            tile.needsDEMTextureUpload = true;\n            let dx = borderTile.tileID.canonical.x - tile.tileID.canonical.x;\n            const dy = borderTile.tileID.canonical.y - tile.tileID.canonical.y;\n            const dim = Math.pow(2, tile.tileID.canonical.z);\n            const borderId = borderTile.tileID.key;\n            if (dx === 0 && dy === 0) return;\n\n            if (Math.abs(dy) > 1) {\n                return;\n            }\n            if (Math.abs(dx) > 1) {\n                // Adjust the delta coordinate for world wraparound.\n                if (Math.abs(dx + dim) === 1) {\n                    dx += dim;\n                } else if (Math.abs(dx - dim) === 1) {\n                    dx -= dim;\n                }\n            }\n            if (!borderTile.dem || !tile.dem) return;\n            tile.dem.backfillBorder(borderTile.dem, dx, dy);\n            if (tile.neighboringTiles && tile.neighboringTiles[borderId])\n                tile.neighboringTiles[borderId].backfilled = true;\n        }\n    }\n    /**\n     * Get a specific tile by TileID\n     * @private\n     */\n    getTile(tileID: OverscaledTileID): Tile {\n        return this.getTileByID(tileID.key);\n    }\n\n    /**\n     * Get a specific tile by id\n     * @private\n     */\n    getTileByID(id: number): Tile {\n        return this._tiles[id];\n    }\n\n    /**\n     * For a given set of tiles, retain children that are loaded and have a zoom\n     * between `zoom` (exclusive) and `maxCoveringZoom` (inclusive)\n     * @private\n     */\n    _retainLoadedChildren(\n        idealTiles: Partial<Record<number | string, OverscaledTileID>>,\n        zoom: number,\n        maxCoveringZoom: number,\n        retain: Partial<Record<number | string, OverscaledTileID>>\n    ) {\n        const isRasterArray = this._source.type === 'raster-array';\n        for (const id in this._tiles) {\n            let tile = this._tiles[id];\n\n            // only consider renderable tiles up to maxCoveringZoom\n            if (retain[id] ||\n                !tile.hasData() ||\n                tile.tileID.overscaledZ <= zoom ||\n                tile.tileID.overscaledZ > maxCoveringZoom\n            ) continue;\n\n            // Client-side overzoomed raster-array tiles are synthetic crops of\n            // a lower-zoom parent — not authoritative data at their zoom. If\n            // we retain them as \"loaded children\" of a missing lower-zoom\n            // ideal tile, the renderer keeps painting them on top of the new\n            // ideal tile after the user zooms out, doubling raster-particle\n            // density and causing ghosting.\n            if (isRasterArray && (tile as RasterArrayTile).parentTile) continue;\n\n            // loop through parents and retain the topmost loaded one if found\n            let topmostLoadedID = tile.tileID;\n            while (tile && tile.tileID.overscaledZ > zoom + 1) {\n                const parentID = tile.tileID.scaledTo(tile.tileID.overscaledZ - 1);\n\n                tile = this._tiles[parentID.key];\n\n                if (tile && tile.hasData()) {\n                    topmostLoadedID = parentID;\n                }\n            }\n\n            // loop through ancestors of the topmost loaded child to see if there's one that needed it\n            let tileID = topmostLoadedID;\n            while (tileID.overscaledZ > zoom) {\n                tileID = tileID.scaledTo(tileID.overscaledZ - 1);\n\n                if (idealTiles[tileID.key]) {\n                    // found a parent that needed a loaded child; retain that child\n                    retain[topmostLoadedID.key] = topmostLoadedID;\n                    const standIn = this._tiles[topmostLoadedID.key];\n                    if (standIn) standIn.dashIdealZ = tileID.overscaledZ;\n                    break;\n                }\n            }\n        }\n    }\n\n    /**\n     * Find a loaded parent of the given tile (up to minCoveringZoom)\n     * @private\n     */\n    findLoadedParent(tileID: OverscaledTileID, minCoveringZoom: number): Tile | null | undefined {\n        if (tileID.key in this._loadedParentTiles) {\n            const parent = this._loadedParentTiles[tileID.key];\n            if (parent && parent.tileID.overscaledZ >= minCoveringZoom) {\n                return parent;\n            } else {\n                return null;\n            }\n        }\n        for (let z = tileID.overscaledZ - 1; z >= minCoveringZoom; z--) {\n            const parentTileID = tileID.scaledTo(z);\n            const tile = this._getLoadedTile(parentTileID);\n            if (tile) {\n                return tile;\n            }\n        }\n    }\n\n    _getLoadedTile(tileID: OverscaledTileID): Tile | null | undefined {\n        const tile = this._tiles[tileID.key];\n        if (tile && tile.hasData()) {\n            return tile;\n        }\n        // TileCache ignores wrap in lookup.\n        const cachedTile = this._cache.getByKey(this._source.reparseOverscaled ? tileID.wrapped().key : tileID.canonical.key);\n        return cachedTile;\n    }\n\n    /**\n     * Resizes the tile cache based on the current viewport's size\n     * or the minTileCacheSize and maxTileCacheSize options passed during map creation\n     *\n     * Larger viewports use more tiles and need larger caches. Larger viewports\n     * are more likely to be found on devices with more memory and on pages where\n     * the map is more important.\n     * @private\n     */\n    updateCacheSize(transform: Transform, tileSize?: number) {\n        tileSize = tileSize || this._source.tileSize;\n        const widthInTiles = Math.ceil(transform.width / tileSize) + 1;\n        const heightInTiles = Math.ceil(transform.height / tileSize) + 1;\n        const approxTilesInView = widthInTiles * heightInTiles;\n        const commonZoomRange = 5;\n\n        const viewDependentMaxSize = Math.floor(approxTilesInView * commonZoomRange);\n        const minSize = typeof this._minTileCacheSize === 'number' ? Math.max(this._minTileCacheSize, viewDependentMaxSize) : viewDependentMaxSize;\n        const maxSize = typeof this._maxTileCacheSize === 'number' ? Math.min(this._maxTileCacheSize, minSize) : minSize;\n\n        this._cache.setMaxSize(maxSize);\n    }\n\n    handleWrapJump(lng: number) {\n        // On top of the regular z/x/y values, TileIDs have a `wrap` value that specify\n        // which copy of the world the tile belongs to. For example, at `lng: 10` you\n        // might render z/x/y/0 while at `lng: 370` you would render z/x/y/1.\n        //\n        // When lng values get wrapped (going from `lng: 370` to `long: 10`) you expect\n        // to see the same thing on the screen (370 degrees and 10 degrees is the same\n        // place in the world) but all the TileIDs will have different wrap values.\n        //\n        // In order to make this transition seamless, we calculate the rounded difference of\n        // \"worlds\" between the last frame and the current frame. If the map panned by\n        // a world, then we can assign all the tiles new TileIDs with updated wrap values.\n        // For example, assign z/x/y/1 a new id: z/x/y/0. It is the same tile, just rendered\n        // in a different position.\n        //\n        // This enables us to reuse the tiles at more ideal locations and prevent flickering.\n        const prevLng = this._prevLng === undefined ? lng : this._prevLng;\n        const lngDifference = lng - prevLng;\n        const worldDifference = lngDifference / 360;\n        const wrapDelta = Math.round(worldDifference);\n        this._prevLng = lng;\n\n        if (wrapDelta) {\n            const tiles: Partial<Record<string | number, Tile>> = {};\n            for (const key in this._tiles) {\n                const tile = this._tiles[key];\n                tile.tileID = tile.tileID.unwrapTo(tile.tileID.wrap + wrapDelta);\n                tiles[tile.tileID.key] = tile;\n            }\n            this._tiles = tiles;\n\n            // Reset tile reload timers\n            for (const id in this._timers) {\n                clearTimeout(this._timers[id]);\n                delete this._timers[id];\n            }\n            for (const id in this._tiles) {\n                const tile = this._tiles[id];\n                this._setTileReloadTimer(+id, tile);\n            }\n        }\n    }\n\n    /**\n     * Removes tiles that are outside the viewport and adds new tiles that\n     * are inside the viewport.\n     * @private\n     * @param {boolean} updateForTerrain Signals to update tiles even if the\n     * source is not used (this.used) by layers: it is used for terrain.\n     * @param {tileSize} tileSize If needed to get lower resolution ideal cover,\n     * override source.tileSize used in tile cover calculation.\n     */\n    update(transform: Transform, tileSize?: number, updateForTerrain?: boolean, directionalLight?: vec3, elevatedLayers?: boolean) {\n        this.transform = transform;\n        if (!this._sourceLoaded || this._paused || this.transform.freezeTileCoverage) { return; }\n        assert(!(updateForTerrain && !this.usedForTerrain));\n        if (this.usedForTerrain && !updateForTerrain) {\n            // If source is used for both terrain and hillshade, don't update it twice.\n            return;\n        }\n\n        this.updateCacheSize(transform, tileSize);\n        if (this.transform.projection.name !== 'globe') {\n            this.handleWrapJump(this.transform.center.lng);\n        }\n\n        // Tiles acting as shadow casters can be included in the ideal set\n        // even though they might not be visible on the screen.\n        this._shadowCasterTiles = {};\n\n        // Covered is a list of retained tiles who's areas are fully covered by other,\n        // better, retained tiles. They are not drawn separately.\n        this._coveredTiles = {};\n\n        const isBatchedModelType = this._source.type === 'batched-model';\n        let idealTileIDs: OverscaledTileID[];\n\n        let maxZoom = this._source.maxzoom;\n        // Apply max-source-zoom override (prevents loading tiles above this zoom)\n        if (this._maxzoomOverride !== null) {\n            maxZoom = Math.min(maxZoom, this._maxzoomOverride);\n        }\n        const terrain = this.map && this.map.painter ? this.map.painter._terrain : null;\n        const sourceUsedForTerrain = terrain && terrain.sourceCache === this;\n        if (sourceUsedForTerrain && terrain.attenuationRange()) {\n            const minAttenuationZoom = terrain.attenuationRange()[0];\n            const demMaxZoom = Math.floor(minAttenuationZoom) - Math.log2(terrain.getDemUpscale());\n            if (maxZoom > demMaxZoom) {\n                maxZoom = demMaxZoom;\n            }\n        }\n\n        // When maxzoom override is set, prevent overscaling (don't create overscaledZ > canonical.z tiles)\n        const reparseOverscaled = this._maxzoomOverride !== null ? false : this._source.reparseOverscaled;\n\n        if (!this.used && !this.usedForTerrain) {\n            idealTileIDs = [];\n        } else if (this._source.tileID) {\n            idealTileIDs = transform.getVisibleUnwrappedCoordinates((this._source.tileID))\n                .map((unwrapped) => new OverscaledTileID(unwrapped.canonical.z, unwrapped.wrap, unwrapped.canonical.z, unwrapped.canonical.x, unwrapped.canonical.y));\n        } else if (this.tileCoverLift !== 0.0) {\n            // Extended tile cover to load elevated tiles\n            const modifiedTransform = transform.clone();\n            modifiedTransform.tileCoverLift = this.tileCoverLift;\n            idealTileIDs = modifiedTransform.coveringTiles({\n                tileSize: tileSize || this._source.tileSize,\n                minzoom: this._source.minzoom,\n                maxzoom: maxZoom,\n                roundZoom: this._source.roundZoom && !updateForTerrain,\n                reparseOverscaled,\n                isTerrainDEM: this.usedForTerrain,\n                calculateQuadrantVisibility: isBatchedModelType\n            });\n\n            // Add zoom level 1 tiles to cover area behind globe\n            if (this._source.minzoom <= 1.0 && transform.projection.name === 'globe') {\n                idealTileIDs.push(new OverscaledTileID(1, 0, 1, 0, 0));\n                idealTileIDs.push(new OverscaledTileID(1, 0, 1, 1, 0));\n                idealTileIDs.push(new OverscaledTileID(1, 0, 1, 0, 1));\n                idealTileIDs.push(new OverscaledTileID(1, 0, 1, 1, 1));\n            }\n        } else {\n            idealTileIDs = transform.coveringTiles({\n                tileSize: tileSize || this._source.tileSize,\n                minzoom: this._source.minzoom,\n                maxzoom: maxZoom,\n                roundZoom: this._source.roundZoom && !updateForTerrain,\n                reparseOverscaled,\n                isTerrainDEM: this.usedForTerrain,\n                calculateQuadrantVisibility: isBatchedModelType\n            });\n\n            if (this._source.hasTile) {\n\n                const hasTile = this._source.hasTile.bind(this._source);\n\n                idealTileIDs = idealTileIDs.filter((coord) => hasTile(coord));\n            }\n        }\n\n        if (idealTileIDs.length > 0 && this.transform.projection.name !== 'globe' &&\n            !this.usedForTerrain && !this._supportsFading) {\n            // compute desired max zoom level\n            const coveringZoom = transform.coveringZoomLevel({\n                tileSize: tileSize || this._source.tileSize,\n                roundZoom: this._source.roundZoom && !updateForTerrain\n            });\n            const idealZoom = Math.min(coveringZoom, maxZoom);\n\n            if (isBatchedModelType) {\n                const batchedModelTileIDs = transform.extendTileCover(idealTileIDs, idealZoom);\n                for (const id of batchedModelTileIDs) {\n                    idealTileIDs.push(id);\n                }\n            } else if (elevatedLayers) {\n                const frustum = this.transform.getFrustum(idealZoom);\n\n                const elevatedTileIDs = transform.extendTileCoverToNearPlane(idealTileIDs, frustum, idealZoom);\n                for (const id of elevatedTileIDs) {\n                    idealTileIDs.push(id);\n                }\n\n                // Extend tile cover beyond the ground-level horizon for underground tunnel geometry.\n                // Only extend if zoom >= 18 and any already-loaded tile contains tunnel features.\n                if (idealZoom >= 18 && this._hasTunnelGeometry()) {\n                    const TUNNEL_TILE_COVER_DEPTH = 20.0; // meters\n                    const tunnelTileIDs = transform.extendTileCoverForTunnels(idealTileIDs, frustum, idealZoom, TUNNEL_TILE_COVER_DEPTH);\n                    for (const id of tunnelTileIDs) {\n                        idealTileIDs.push(id);\n                    }\n                }\n            } else if (this.castsShadows && directionalLight) {\n                // find shadowCasterTiles\n                // Start adding shadow caster extra tiles on zoom 16 to reduce the number of tiles in zoom 15.\n                // With this we eliminate extra shadows requests on zoom 15 at the price of a small (tiny)\n                // visual deffect.\n                const SHADOWS_MIN_ZOOM_EXTRA_TILES = 16.0;\n                const shadowCasterTileIDs = transform.extendTileCover(idealTileIDs, idealZoom, directionalLight, SHADOWS_MIN_ZOOM_EXTRA_TILES);\n                for (const id of shadowCasterTileIDs) {\n                    this._shadowCasterTiles[id.key] = true;\n                    idealTileIDs.push(id);\n                }\n            }\n        }\n\n        // Reset dash stand-in anchoring; _updateRetainedTiles marks retained\n        // parents/children with the ideal overscaledZ they substitute for.\n        for (const id in this._tiles) {\n            const tile = this._tiles[id];\n            tile.dashIdealZ = tile.tileID.overscaledZ;\n        }\n\n        // Retain is a list of tiles that we shouldn't delete, even if they are not\n        // the most ideal tile for the current viewport. This may include tiles like\n        // parent or child tiles that are *already* loaded.\n        const retain = this._updateRetainedTiles(idealTileIDs);\n\n        if (this._supportsFading && idealTileIDs.length !== 0) {\n            const parentsForFading: Partial<Record<string | number, OverscaledTileID>> = {};\n            const fadingTiles: Record<string, OverscaledTileID> = {};\n            const now = browser.now();\n            const ids = Object.keys(retain);\n            for (const id of ids) {\n                const tileID = retain[id];\n                assert(tileID.key === +id);\n\n                const tile = this._tiles[id];\n                if (!tile || (tile.fadeEndTime !== undefined && tile.fadeEndTime <= now)) continue;\n\n                // if the tile is loaded but still fading in, find parents to cross-fade with it\n                const parentTile = this.findLoadedParent(tileID, Math.max(tileID.overscaledZ - SourceCache.maxOverzooming, this._source.minzoom));\n                if (parentTile) {\n                    this._addTile(parentTile.tileID);\n                    parentsForFading[parentTile.tileID.key] = parentTile.tileID;\n                }\n\n                fadingTiles[id] = tileID;\n            }\n\n            // for children tiles with parent tiles still fading in,\n            // retain the children so the parent can fade on top\n            const minZoom = idealTileIDs.at(-1).overscaledZ;\n            for (const id in this._tiles) {\n                const childTile = this._tiles[id];\n                if (retain[id] || !childTile.hasData()) {\n                    continue;\n                }\n\n                let parentID = childTile.tileID;\n                while (parentID.overscaledZ > minZoom) {\n                    parentID = parentID.scaledTo(parentID.overscaledZ - 1);\n                    const tile = this._tiles[parentID.key];\n                    if (tile && tile.hasData() && fadingTiles[parentID.key]) {\n                        retain[id] = childTile.tileID;\n                        break;\n                    }\n                }\n            }\n\n            for (const id in parentsForFading) {\n                if (!retain[id]) {\n                    // If a tile is only needed for fading, mark it as covered so that it isn't rendered on it's own.\n                    this._coveredTiles[id] = true;\n                    retain[id] = parentsForFading[id];\n                }\n            }\n        }\n\n        for (const retainedId in retain) {\n            // Make sure retained tiles always clear any existing fade holds\n            // so that if they're removed again their fade timer starts fresh.\n            this._tiles[retainedId].clearFadeHold();\n        }\n\n        // Remove the tiles we don't need anymore.\n        const remove = keysDifference(this._tiles, retain);\n        for (const tileID of remove) {\n            const tile = this._tiles[tileID];\n            if (tile.hasSymbolBuckets && !tile.holdingForFade()) {\n                tile.setHoldDuration(this.map._fadeDuration);\n            } else if (!tile.hasSymbolBuckets || tile.symbolFadeFinished()) {\n                this._removeTile(+tileID);\n            }\n        }\n\n        // Construct a cache of loaded parents\n        this._updateLoadedParentTileCache();\n\n        if (this._renderSourceType === RenderSourceType.Symbol && this._source.afterUpdate) {\n            this._source.afterUpdate();\n        }\n    }\n\n    releaseSymbolFadeTiles() {\n        for (const id in this._tiles) {\n            if (this._tiles[id].holdingForFade()) {\n                this._removeTile(+id);\n            }\n        }\n    }\n\n    _updateRetainedTiles(idealTileIDs: Array<OverscaledTileID>): Partial<Record<number | string, OverscaledTileID>> {\n        const retain: Partial<Record<number | string, OverscaledTileID>> = {};\n        if (idealTileIDs.length === 0) { return retain; }\n\n        const checked: Partial<Record<number | string, boolean>> = {};\n        const minZoom = idealTileIDs.reduce((min, id) => Math.min(min, id.overscaledZ), Infinity);\n        const maxZoom = idealTileIDs[0].overscaledZ;\n        assert(minZoom <= maxZoom);\n        const minCoveringZoom = Math.max(maxZoom - SourceCache.maxOverzooming, this._source.minzoom);\n        const maxCoveringZoom = Math.max(maxZoom + SourceCache.maxUnderzooming,  this._source.minzoom);\n\n        const missingTiles: Record<string, OverscaledTileID> = {};\n        for (const tileID of idealTileIDs) {\n            const tile = this._addTile(tileID);\n\n            // retain the tile even if it's not loaded because it's an ideal tile.\n            retain[tileID.key] = tileID;\n\n            if (tile.hasData()) continue;\n\n            if (minZoom < this._source.maxzoom) {\n                // save missing tiles that potentially have loaded children\n                missingTiles[tileID.key] = tileID;\n            }\n        }\n\n        // retain any loaded children of ideal tiles up to maxCoveringZoom\n        this._retainLoadedChildren(missingTiles, minZoom, maxCoveringZoom, retain);\n\n        // Retain parent tiles that client-side overzoomed raster-array tiles depend on.\n        if (this._source.type === 'raster-array') {\n            const rasterArraySource = this._source as RasterArrayTileSource;\n            const tiles = this._tiles as Partial<Record<string | number, RasterArrayTile>>;\n            for (const id of rasterArraySource.collectOverzoomParentTileIDs(tiles, idealTileIDs)) {\n                retain[id.key] = id;\n            }\n        }\n\n        for (const tileID of idealTileIDs) {\n            let tile = this._tiles[tileID.key];\n\n            if (tile.hasData()) continue;\n\n            // The tile we require is not yet loaded or does not exist;\n            // Attempt to find children that fully cover it.\n\n            if (tileID.canonical.z >= this._source.maxzoom) {\n                // We're looking for an overzoomed child tile.\n                const childCoord = tileID.children(this._source.maxzoom)[0];\n                const childTile = this.getTile(childCoord);\n                if (!!childTile && childTile.hasData()) {\n                    retain[childCoord.key] = childCoord;\n                    childTile.dashIdealZ = tileID.overscaledZ;\n                    continue; // tile is covered by overzoomed child\n                }\n            } else {\n                // Check if all 4 immediate children are loaded (in other words, the missing ideal tile is covered)\n                const children = tileID.children(this._source.maxzoom);\n\n                if (retain[children[0].key] &&\n                    retain[children[1].key] &&\n                    retain[children[2].key] &&\n                    retain[children[3].key]) continue; // tile is covered by children\n            }\n\n            // We couldn't find child tiles that entirely cover the ideal tile; look for parents now.\n\n            // As we ascend up the tile pyramid of the ideal tile, we check whether the parent\n            // tile has been previously requested (and errored because we only loop over tiles with no data)\n            // in order to determine if we need to request its parent.\n            let parentWasRequested = tile.wasRequested();\n\n            for (let overscaledZ = tileID.overscaledZ - 1; overscaledZ >= minCoveringZoom; --overscaledZ) {\n                const parentId = tileID.scaledTo(overscaledZ);\n\n                // Break parent tile ascent if this route has been previously checked by another child.\n                if (checked[parentId.key]) break;\n                checked[parentId.key] = true;\n\n                tile = this.getTile(parentId);\n                if (!tile && parentWasRequested) {\n                    tile = this._addTile(parentId);\n                }\n                if (tile) {\n                    retain[parentId.key] = parentId;\n                    tile.dashIdealZ = tileID.overscaledZ;\n                    // Save the current values, since they're the parent of the next iteration\n                    // of the parent tile ascent loop.\n                    parentWasRequested = tile.wasRequested();\n                    if (tile.hasData()) break;\n                }\n            }\n        }\n\n        return retain;\n    }\n\n    _updateLoadedParentTileCache() {\n        this._loadedParentTiles = {};\n\n        for (const tileKey in this._tiles) {\n            const path: number[] = [];\n            let parentTile: Tile | null | undefined;\n            let currentId = this._tiles[tileKey].tileID;\n\n            // Find the closest loaded ancestor by traversing the tile tree towards the root and\n            // caching results along the way\n            while (currentId.overscaledZ > 0) {\n\n                // Do we have a cached result from previous traversals?\n                if (currentId.key in this._loadedParentTiles) {\n                    parentTile = this._loadedParentTiles[currentId.key];\n                    break;\n                }\n\n                path.push(currentId.key);\n\n                // Is the parent loaded?\n                const parentId = currentId.scaledTo(currentId.overscaledZ - 1);\n                parentTile = this._getLoadedTile(parentId);\n                if (parentTile) {\n                    break;\n                }\n\n                currentId = parentId;\n            }\n\n            // Cache the result of this traversal to all newly visited tiles\n            for (const key of path) {\n                this._loadedParentTiles[key] = parentTile;\n            }\n        }\n    }\n\n    /**\n     * Add a tile, given its coordinate, to the pyramid.\n     * @private\n     */\n    _addTile(tileID: OverscaledTileID): Tile {\n        let tile: Tile | null | undefined = this._tiles[tileID.key];\n        const isExtraShadowCaster = !!this._shadowCasterTiles[tileID.key];\n        if (tile) {\n            if (tile.isExtraShadowCaster === true && !isExtraShadowCaster) {\n                // If the tile changed shadow visibility we need to relayout\n                this._reloadTile(tileID.key, 'reloading');\n            }\n            return tile;\n        }\n        tile = this._cache.getAndRemove(tileID);\n        if (tile) {\n            this._setTileReloadTimer(tileID.key, tile);\n            // set the tileID because the cached tile could have had a different wrap value\n            tile.tileID = tileID;\n            this._state.initializeTileState(tile, this.map ? this.map.painter : null);\n            if (this._cacheTimers[tileID.key]) {\n                clearTimeout(this._cacheTimers[tileID.key]);\n                delete this._cacheTimers[tileID.key];\n                this._setTileReloadTimer(tileID.key, tile);\n            }\n            // The tile was out of the render set while cached, so new placement has not seen it and\n            // its symbols' visibility has gone stale (see Tile#resetPlacementVisibility).\n            tile.resetPlacementVisibility();\n        }\n\n        const cached = Boolean(tile);\n        if (!cached) {\n            const painter = this.map ? this.map.painter : null;\n            const size = this._source.tileSize * tileID.overscaleFactor();\n            const isRasterArray = this._source.type === 'raster-array';\n\n            tile = isRasterArray ?\n                createRasterArrayTile(tileID, size, this.transform.tileZoom, painter, this._isRaster) :\n                new Tile(tileID, size, this.transform.tileZoom, painter, this._isRaster, this._source.worldview);\n\n            this._loadTile(tile, this._tileLoaded.bind(this, tile, tileID.key, tile.state));\n        }\n\n        tile.uses++;\n        this._tiles[tileID.key] = tile;\n        if (!cached) this._source.fire(new Event('dataloading', {tile, coord: tile.tileID, dataType: 'source'}));\n\n        return tile;\n    }\n\n    _setTileReloadTimer(id: number, tile: Tile) {\n        if (id in this._timers) {\n            clearTimeout(this._timers[id]);\n            delete this._timers[id];\n        }\n\n        const expiryTimeout = tile.getExpiryTimeout();\n        if (expiryTimeout) {\n            // Browser setTimeout returns number; cast needed because TS sees Node's Timeout type\n            this._timers[id] = setTimeout(() => {\n                this._reloadTile(id, 'expired');\n                delete this._timers[id];\n            }, expiryTimeout);\n        }\n    }\n\n    /**\n     * Remove a tile, given its id, from the pyramid\n     * @private\n     */\n    _removeTile(id: number) {\n        const tile = this._tiles[id];\n        if (!tile)\n            return;\n\n        tile.uses--;\n        delete this._tiles[id];\n        if (this._timers[id]) {\n            clearTimeout(this._timers[id]);\n            delete this._timers[id];\n        }\n\n        if (tile.uses > 0)\n            return;\n\n        if ((tile.hasData() && tile.state !== 'reloading') || tile.state === 'empty') {\n            this._cache.add(tile.tileID, tile, tile.getExpiryTimeout() as number | undefined);\n        } else {\n            tile.aborted = true;\n            this._abortTile(tile);\n            this._unloadTile(tile);\n        }\n    }\n\n    /**\n     * Remove all tiles from this pyramid.\n     * @private\n     */\n    clearTiles() {\n        this._shouldReloadOnResume = false;\n        this._paused = false;\n\n        for (const id in this._tiles)\n            this._removeTile(+id);\n\n        if (this._source._clear)\n            this._source._clear();\n\n        this._cache.reset();\n\n        if (this.map && this.usedForTerrain && this.map.painter.terrain) {\n            this.map.painter.terrain.resetTileLookupCache(this.id);\n        }\n    }\n\n    /**\n     * Search through our current tiles and attempt to find the tiles that cover the given `queryGeometry`.\n     *\n     * @param {QueryGeometry} queryGeometry\n     * @param {boolean} [visualizeQueryGeometry=false]\n     * @param {boolean} use3DQuery\n     * @returns\n     * @private\n     */\n    tilesIn(\n        queryGeometry: QueryGeometry,\n        use3DQuery: boolean,\n        visualizeQueryGeometry: boolean,\n    ): TilespaceQueryGeometry[] {\n        const tileResults: TilespaceQueryGeometry[] = [];\n\n        const transform = this.transform;\n        if (!transform) return tileResults;\n\n        const isGlobe = transform.projection.name === 'globe';\n        const centerX = mercatorXfromLng(transform.center.lng);\n        // Camera position is constant across the query; compute it once rather than per tile.\n        const cameraMercator = transform.getFreeCameraOptions().position || new MercatorCoordinate(0, 0, 0);\n\n        for (const tileID in this._tiles) {\n            const tile = this._tiles[tileID];\n            if (visualizeQueryGeometry) {\n                tile.clearQueryDebugViz();\n            }\n            if (tile.holdingForFade()) {\n                // Tiles held for fading are covered by tiles that are closer to ideal\n                continue;\n            }\n\n            // An array of wrap values for the tile [-1, 0, 1]. The default value is 0 but -1 or 1 wrapping\n            // might be required in globe view due to globe's surface being continuous.\n            let tilesToCheck: number[];\n\n            if (isGlobe) {\n                // Compare distances to copies of the tile to see if a wrapped one should be used.\n                const id = tile.tileID.canonical;\n                assert(tile.tileID.wrap === 0);\n\n                if (id.z === 0) {\n                    // Render the zoom level 0 tile twice as the query polygon might span over the antimeridian\n                    const distances = [\n                        Math.abs(clamp(centerX, ...tileBoundsX(id, -1)) - centerX),\n                        Math.abs(clamp(centerX, ...tileBoundsX(id, 1)) - centerX)\n                    ];\n\n                    tilesToCheck = [0, distances.indexOf(Math.min(...distances)) * 2 - 1];\n                } else {\n                    const distances = [\n                        Math.abs(clamp(centerX, ...tileBoundsX(id, -1)) - centerX),\n                        Math.abs(clamp(centerX, ...tileBoundsX(id, 0)) - centerX),\n                        Math.abs(clamp(centerX, ...tileBoundsX(id, 1)) - centerX)\n                    ];\n\n                    tilesToCheck = [distances.indexOf(Math.min(...distances)) - 1];\n                }\n            } else {\n                tilesToCheck = [0];\n            }\n\n            for (const wrap of tilesToCheck) {\n                const tileResult = queryGeometry.containsTile(tile, transform, use3DQuery, wrap, cameraMercator);\n                if (tileResult) {\n                    tileResults.push(tileResult);\n                }\n            }\n        }\n        return tileResults;\n    }\n\n    getShadowCasterCoordinates(): Array<OverscaledTileID> {\n        return this._getRenderableCoordinates(false, true);\n    }\n\n    getVisibleCoordinates(symbolLayer?: boolean): Array<OverscaledTileID> {\n        return this._getRenderableCoordinates(symbolLayer);\n    }\n\n    _getRenderableCoordinates(symbolLayer?: boolean, includeShadowCasters?: boolean): Array<OverscaledTileID> {\n        if (!this.transform) return []; // HdRoadCoverage caches are created before the first update() sets transform\n        const coords = this.getRenderableIds(symbolLayer, includeShadowCasters).map((id) => this._tiles[id].tileID);\n        const isGlobe = this.transform.projection.name === 'globe';\n        for (const coord of coords) {\n            coord.projMatrix = this.transform.calculateProjMatrix(coord.toUnwrapped());\n            if (isGlobe) {\n                coord.expandedProjMatrix = this.transform.calculateProjMatrix(coord.toUnwrapped(), false, true);\n            } else {\n                coord.expandedProjMatrix = coord.projMatrix;\n            }\n        }\n        return coords;\n    }\n\n    sortCoordinatesByDistance(coords: Array<OverscaledTileID>): Array<OverscaledTileID> {\n        if (!this.transform) return coords.slice(); // dedicated provider caches may exist before the first update() sets transform\n        const sortedCoords = coords.slice();\n\n        const camPos = this.transform._camera.position;\n        const camFwd = this.transform._camera.forward();\n\n        const precomputedDistances: {\n            [key: number]: number;\n        } = {};\n\n        // Precompute distances of tile center points to the camera plane\n        for (const id of sortedCoords) {\n            const invTiles = 1.0 / (1 << id.canonical.z);\n            const centerX = (id.canonical.x + 0.5) * invTiles + id.wrap;\n            const centerY = (id.canonical.y + 0.5) * invTiles;\n\n            precomputedDistances[id.key] = (centerX - camPos[0]) * camFwd[0] + (centerY - camPos[1]) * camFwd[1] - camPos[2] * camFwd[2];\n        }\n\n        sortedCoords.sort((a, b) => { return precomputedDistances[a.key] - precomputedDistances[b.key]; });\n        return sortedCoords;\n    }\n\n    hasTransition(): boolean {\n        if (this._source.hasTransition()) {\n            return true;\n        }\n\n        if (this._supportsFading) {\n            const now = browser.now();\n            for (const id in this._tiles) {\n                const tile = this._tiles[id];\n                if (tile.fadeEndTime !== undefined && tile.fadeEndTime >= now) {\n                    return true;\n                }\n            }\n        }\n\n        return false;\n    }\n\n    /**\n     * Set the value of a particular state for a feature\n     * @private\n     */\n    setFeatureState(sourceLayer: string | null | undefined, featureId: number | string, state: FeatureState) {\n        sourceLayer = sourceLayer || '_geojsonTileLayer';\n        this._state.updateState(sourceLayer, featureId, state);\n    }\n\n    /**\n     * Resets the value of a particular state key for a feature\n     * @private\n     */\n    removeFeatureState(sourceLayer?: string, featureId?: number | string, key?: string) {\n        sourceLayer = sourceLayer || '_geojsonTileLayer';\n        this._state.removeFeatureState(sourceLayer, featureId, key);\n    }\n\n    /**\n     * Get the entire state object for a feature\n     * @private\n     */\n    getFeatureState(sourceLayer: string | null | undefined, featureId: number | string): FeatureState {\n        sourceLayer = sourceLayer || '_geojsonTileLayer';\n        return this._state.getState(sourceLayer, featureId);\n    }\n\n    /**\n     * Sets the set of keys that the tile depends on. This allows tiles to\n     * be reloaded when their dependencies change.\n     * @private\n     */\n    setDependencies(tileKey: number, namespace: string, dependencies: StringifiedImageId[]) {\n        const tile = this._tiles[tileKey];\n        if (tile) {\n            tile.setDependencies(namespace, dependencies);\n        }\n    }\n\n    /**\n     * Reloads all tiles that depend on the given keys.\n     * @private\n     */\n    reloadTilesForDependencies(namespaces: Array<string>, keys: StringifiedImageId[]) {\n        for (const id in this._tiles) {\n            const tile = this._tiles[id];\n            if (tile.hasDependency(namespaces, keys)) {\n                this._reloadTile(+id, 'reloading');\n            }\n        }\n        this._cache.filter(tile => !tile.hasDependency(namespaces, keys));\n    }\n\n    /**\n     * Preloads all tiles that will be requested for one or a series of transformations\n     *\n     * @private\n     * @returns {Object} Returns `this` | Promise.\n     */\n    _preloadTiles(transform: Transform | Array<Transform>, callback: Callback<Tile[]>) {\n        if (!this._sourceLoaded) {\n            const waitUntilSourceLoaded = () => {\n                if (!this._sourceLoaded) return;\n                this._source.off('data', waitUntilSourceLoaded);\n                this._preloadTiles(transform, callback);\n            };\n\n            this._source.on('data', waitUntilSourceLoaded);\n            return;\n        }\n\n        const coveringTilesIDs: Map<number, OverscaledTileID> = new Map();\n        const transforms = Array.isArray(transform) ? transform : [transform];\n\n        const terrain = this.map.painter.terrain;\n        const tileSize = this.usedForTerrain && terrain ? terrain.getScaledDemTileSize() : this._source.tileSize;\n\n        for (const tr of transforms) {\n            const tileIDs = tr.coveringTiles({\n                tileSize,\n                minzoom: this._source.minzoom,\n                maxzoom: this._source.maxzoom,\n                roundZoom: this._source.roundZoom && !this.usedForTerrain,\n                reparseOverscaled: this._source.reparseOverscaled,\n                isTerrainDEM: this.usedForTerrain\n            });\n\n            for (const tileID of tileIDs) {\n                coveringTilesIDs.set(tileID.key, tileID);\n            }\n\n            if (this.usedForTerrain) {\n                tr.updateElevation(false);\n            }\n        }\n\n        const tileIDs = Array.from(coveringTilesIDs.values());\n\n        asyncAll(tileIDs, (tileID, done) => {\n            const tile = new Tile(tileID, this._source.tileSize * tileID.overscaleFactor(), this.transform.tileZoom, this.map.painter, this._isRaster, this._source.worldview);\n            this._loadTile(tile, (err) => {\n                if (this._source.type === 'raster-dem' && tile.dem) this._backfillDEM(tile);\n                done(err, tile);\n            });\n        }, callback);\n    }\n}\n\nSourceCache.maxOverzooming = 10;\nSourceCache.maxUnderzooming = 3;\n\nfunction compareTileId(a: OverscaledTileID, b: OverscaledTileID): number {\n    // Different copies of the world are sorted based on their distance to the center.\n    // Wrap values are converted to unsigned distances by reserving odd number for copies\n    // with negative wrap and even numbers for copies with positive wrap.\n    const aWrap = Math.abs(a.wrap * 2) - +(a.wrap < 0);\n    const bWrap = Math.abs(b.wrap * 2) - +(b.wrap < 0);\n    return a.overscaledZ - b.overscaledZ || bWrap - aWrap || b.canonical.y - a.canonical.y || b.canonical.x - a.canonical.x;\n}\n\nfunction tileBoundsX(id: CanonicalTileID, wrap: number): [number, number] {\n    const tiles = 1 << id.z;\n    return [id.x / tiles + wrap, (id.x + 1) / tiles + wrap];\n}\n\nexport default SourceCache;\n","import {terrainEnabled} from '../../src/style/terrain';\n\nimport type {\n    ElevationCoverageSnapshot as IElevationCoverageSnapshot,\n    ElevationCoverageTile,\n    ElevationParams,\n    ElevationTiledFeature,\n} from '../../src/source/elevation_coverage_snapshot';\nimport type Tile from '../../src/source/tile';\nimport type {Map as MapboxMap} from '../../src/ui/map';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\n\n// True when one canonical tile is the other or an ancestor of it (either direction).\nfunction tilesIntersect(a: CanonicalTileID, b: CanonicalTileID): boolean {\n    if (a.z <= b.z) {\n        const dz = b.z - a.z;\n        return (b.x >> dz) === a.x && (b.y >> dz) === a.y;\n    }\n    const dz = a.z - b.z;\n    return (a.x >> dz) === b.x && (a.y >> dz) === b.y;\n}\n\nexport function compareCoverageTiles(a: ElevationCoverageTile, b: ElevationCoverageTile): number {\n    if (a.sourceFQID !== b.sourceFQID) return a.sourceFQID < b.sourceFQID ? -1 : 1;\n    if (a.tileId.z !== b.tileId.z) return a.tileId.z - b.tileId.z;\n    if (a.tileId.x !== b.tileId.x) return a.tileId.x - b.tileId.x;\n    return a.tileId.y - b.tileId.y;\n}\n\nexport class ElevationCoverageSnapshot implements IElevationCoverageSnapshot {\n    tiles: ElevationCoverageTile[];\n\n    constructor(tiles: ElevationCoverageTile[] = []) {\n        this.tiles = tiles;\n    }\n\n    // All snapshot tiles overlapping `featureTile` (ancestors and descendants).\n    getTilesIntersecting(featureTile: CanonicalTileID): ElevationCoverageTile[] {\n        const result: ElevationCoverageTile[] = [];\n        for (const tile of this.tiles) {\n            if (tilesIntersect(tile.tileId, featureTile)) result.push(tile);\n        }\n        return result;\n    }\n\n    // Compares by source + canonical + generation; a generation advance catches any content change.\n    equals(other: ElevationCoverageTile[]): boolean {\n        if (this.tiles.length !== other.length) return false;\n        for (let i = 0; i < this.tiles.length; ++i) {\n            const a = this.tiles[i];\n            const b = other[i];\n            if (a.sourceFQID !== b.sourceFQID ||\n                a.tileId.z !== b.tileId.z || a.tileId.x !== b.tileId.x || a.tileId.y !== b.tileId.y ||\n                a.generation !== b.generation) {\n                return false;\n            }\n        }\n        return true;\n    }\n\n    empty(): boolean {\n        return this.tiles.length === 0;\n    }\n}\n\nexport function sortElevationCoverageTiles(tiles: ElevationCoverageTile[]): ElevationCoverageTile[] {\n    return tiles.slice().sort(compareCoverageTiles);\n}\n\n/// Build cross-source elevation payload for a feature tile. Workers can't read provider caches.\nexport function buildElevationParamsForTile(\n    snapshot: IElevationCoverageSnapshot,\n    featureTile: CanonicalTileID,\n    allProvidersReady: boolean,\n): ElevationParams {\n    const covering = snapshot.getTilesIntersecting(featureTile);\n    if (covering.length === 0) {\n        return {registry: [], hasCoveringTile: false, allProvidersReady};\n    }\n\n    const registry: ElevationTiledFeature[] = [];\n    for (const tile of covering) {\n        for (const feature of tile.features) {\n            registry.push({tileId: tile.tileId, feature});\n        }\n    }\n    registry.sort((a, b) => a.feature.id - b.feature.id);\n    return {registry, hasCoveringTile: true, allProvidersReady};\n}\n\n/// Build the cross-source elevation payload for a feature tile, or null when no elevation applies.\nexport function buildElevationRequestParams(\n    map: MapboxMap,\n    tile: Tile,\n    crossSourceElevationEnabled: boolean,\n): ElevationParams | null {\n    // Active terrain: lines drape flat instead of using the snapshot.\n    if (terrainEnabled(map.style, map.transform)) return null;\n    if (!crossSourceElevationEnabled) return null;\n    const snapshot = map.painter ? map.painter.elevationCoverageSnapshot : null;\n    // Defaults false (defer) until providers settle.\n    const ready = !!(map.painter && map.painter.elevationProvidersReady);\n    if (snapshot) {\n        return buildElevationParamsForTile(snapshot, tile.tileID.canonical, ready);\n    }\n    // HD loaded but no snapshot → stub with readiness flag so the worker can tell\n    // \"providers still streaming\" (defer) from \"no coverage here\" (render flat, e.g. below minzoom).\n    return {registry: [], hasCoveringTile: false, allProvidersReady: ready};\n}\n","import {\n    ElevationCoverageSnapshot,\n    compareCoverageTiles,\n} from './elevation_coverage_snapshot';\n\nimport type {ElevationCoverageTile} from '../../src/source/elevation_coverage_snapshot';\nimport type {ElevationFeature} from '../elevation/elevation_feature';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\n\n/// Collects elevation features from HD road elevation provider tiles on the main thread.\nexport class ElevationCoverageManager {\n    _tiles: ElevationCoverageTile[];\n    _snapshot: ElevationCoverageSnapshot;\n    _snapshotChanged: boolean;\n\n    constructor() {\n        this._tiles = [];\n        this._snapshot = new ElevationCoverageSnapshot();\n        this._snapshotChanged = false;\n    }\n\n    clear() {\n        this._tiles.length = 0;\n    }\n\n    consumeSnapshotChanged(): boolean {\n        const changed = this._snapshotChanged;\n        this._snapshotChanged = false;\n        return changed;\n    }\n\n    addTileElevation(sourceFQID: string, tileId: CanonicalTileID, features: ElevationFeature[], generation: number) {\n        this._tiles.push({sourceFQID, tileId, features, generation});\n    }\n\n    updateSnapshotIfNeeded(): ElevationCoverageSnapshot {\n        // Sort in-place; only copy on change (snapshot owns its array).\n        this._tiles.sort(compareCoverageTiles);\n        if (this._snapshot.equals(this._tiles)) {\n            return this._snapshot;\n        }\n        this._snapshot = new ElevationCoverageSnapshot(this._tiles.slice());\n        this._snapshotChanged = true;\n        return this._snapshot;\n    }\n}\n","import {ElevationCoverageManager} from '../source/elevation_coverage_manager';\nimport {makeFQID} from '../../src/util/fqid';\nimport {terrainEnabled} from '../../src/style/terrain';\n\nimport type SourceCache from '../../src/source/source_cache';\nimport type Tile from '../../src/source/tile';\nimport type {TypedStyleLayer} from '../../src/style/style_layer/typed_style_layer';\nimport type Style from '../../src/style/style';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\nimport type {ElevationCoverageSnapshot} from '../../src/source/elevation_coverage_snapshot';\n\ntype SourceCacheTiles = {_tiles: Record<string, Tile>; _sourceLoaded?: boolean; used?: boolean};\n\n/// Signature of provider tiles covering featureTile; changes on add, remove, or reparse.\nfunction coverageSignature(snapshot: ElevationCoverageSnapshot, featureTile: CanonicalTileID): string {\n    const parts: string[] = [];\n    for (const tile of snapshot.getTilesIntersecting(featureTile)) {\n        parts.push(`${tile.tileId.z}/${tile.tileId.x}/${tile.tileId.y}:${tile.generation}`);\n    }\n    parts.sort();\n    return parts.join('|');\n}\n\n/// True when the provider tiles covering `featureTile` changed between two snapshots.\nfunction coveringChanged(prev: ElevationCoverageSnapshot, next: ElevationCoverageSnapshot, featureTile: CanonicalTileID): boolean {\n    return coverageSignature(prev, featureTile) !== coverageSignature(next, featureTile);\n}\n\nfunction resolveIngestSourceCache(style: Style, fqid: string): SourceCache | undefined {\n    return style._mergedOtherSourceCaches[fqid] ||\n        style._mergedSymbolSourceCaches[fqid];\n}\n\n/// True for a visible `hd-road-base` fill on a vector source. Markup layers only\n/// consume elevation. GeoJSON fills carry their own elevation and never produce\n/// the `hd_road_elevation` sidecar, so they are excluded via the source-layer check.\n/// Checks layout visibility, not zoom: below minzoom the cache keeps its tiles.\nfunction layerContributesHdRoadElevation(layer: TypedStyleLayer): boolean {\n    if (layer.visibility === 'none' || !layer.sourceLayer) return false;\n    return layer.type === 'fill' && !!layer.layout &&\n        layer.layout.get('fill-elevation-reference') === 'hd-road-base';\n}\n\n/// True when every provider-only source has finished loading.\nfunction areElevationProvidersReady(style: Style, providerFQIDs: Set<string>): boolean {\n    for (const fqid of providerFQIDs) {\n        const sc = resolveIngestSourceCache(style, fqid) as unknown as SourceCacheTiles | undefined;\n        if (!sc) return false;\n        if (!sc._sourceLoaded) return false;\n        for (const key in sc._tiles) {\n            const tile = sc._tiles[key];\n            if (tile && (tile.state === 'loading' || tile.state === 'reloading')) return false;\n        }\n    }\n    return true;\n}\n\n/// True when a layer uses an hd-road-markup elevation reference.\nexport function layerHasMvtRoadElevation(layer: TypedStyleLayer): boolean {\n    if (!layer.layout) return false;\n    if (layer.type === 'line' && layer.layout.get('line-elevation-reference') === 'hd-road-markup') {\n        return true;\n    }\n    if (layer.type === 'circle' && layer.layout.get('circle-elevation-reference') === 'hd-road-markup') {\n        return true;\n    }\n    if (layer.type === 'symbol' && layer.layout.get('symbol-elevation-reference') === 'hd-road-markup') {\n        return true;\n    }\n    if (layer.type === 'fill' && layer.layout.get('fill-elevation-reference') === 'hd-road-markup') {\n        return true;\n    }\n    return false;\n}\n\nfunction hasElevationConsumers(style: Style): boolean {\n    for (const layerId in style._mergedLayers) {\n        if (layerHasMvtRoadElevation(style._mergedLayers[layerId])) return true;\n    }\n    return false;\n}\n\n/// Source FQIDs with hd-road-markup consumer layers.\nexport function collectElevationConsumerSourceFQIDs(style: Style): Set<string> {\n    const consumers = new Set<string>();\n    for (const layerId in style._mergedLayers) {\n        const layer = style._mergedLayers[layerId];\n        if (layerHasMvtRoadElevation(layer)) {\n            consumers.add(makeFQID(layer.source, layer.scope));\n        }\n    }\n    return consumers;\n}\n\n/// Sources that contribute elevation and are not also consumers.\nexport function collectElevationProviderSourceFQIDs(style: Style): Set<string> {\n    const consumerFQIDs = collectElevationConsumerSourceFQIDs(style);\n    const providers = new Set<string>();\n    for (const layerId in style._mergedLayers) {\n        const layer = style._mergedLayers[layerId];\n        if (!layer.source || !layerContributesHdRoadElevation(layer)) continue;\n        const fqid = makeFQID(layer.source, layer.scope);\n        if (consumerFQIDs.has(fqid)) continue;\n        providers.add(fqid);\n    }\n    return providers;\n}\n\n/// True when a consumer gets elevation from a different source.\nexport function needsCrossSourceElevation(style: Style): boolean {\n    const consumers = collectElevationConsumerSourceFQIDs(style);\n    if (consumers.size === 0) return false;\n    const ingest = collectElevationIngestSourceFQIDs(style);\n    for (const consumer of consumers) {\n        for (const source of ingest) {\n            if (consumer !== source) return true;\n        }\n    }\n    return false;\n}\n\n/// Recompute the cached cross-source gate after a source change.\nexport function updateCrossSourceElevationGate(style: Style): void {\n    style._crossSourceElevationActive = needsCrossSourceElevation(style);\n}\n\n/// Cached cross-source gate; refreshed on source change and each frame.\nexport function crossSourceElevationEnabledForStyle(style: Style): boolean {\n    return style._crossSourceElevationActive === true;\n}\n\n/// Sources whose tiles are scanned to build the cross-source snapshot.\nexport function collectElevationIngestSourceFQIDs(style: Style): Set<string> {\n    const ingest = new Set<string>();\n    for (const layerId in style._mergedLayers) {\n        const layer = style._mergedLayers[layerId];\n        if (!layer.source || !layerContributesHdRoadElevation(layer)) continue;\n        ingest.add(makeFQID(layer.source, layer.scope));\n    }\n    return ingest;\n}\n\n/// Reload hd-road-markup consumer tiles.\n/// Only sources with a visible consumer layer are reloaded; showing a hidden\n/// layer reloads the source itself.\nexport function reparseElevationConsumerTiles(\n    style: Style,\n    shouldReload?: (tile: Tile) => boolean,\n    includeSameSourceConsumers?: boolean,\n): void {\n    const consumerFQIDs = new Set<string>();\n    for (const layerId in style._mergedLayers) {\n        const layer = style._mergedLayers[layerId];\n        if (layer.visibility !== 'none' && layerHasMvtRoadElevation(layer)) {\n            consumerFQIDs.add(makeFQID(layer.source, layer.scope));\n        }\n    }\n    if (consumerFQIDs.size === 0) return;\n    if (!includeSameSourceConsumers) {\n        // Same-source: elevation is parsed from the consumer tile itself.\n        const ingestFQIDs = collectElevationIngestSourceFQIDs(style);\n        for (const fqid of ingestFQIDs) consumerFQIDs.delete(fqid);\n    }\n    if (consumerFQIDs.size === 0) return;\n\n    const caches = [style._mergedOtherSourceCaches, style._mergedSymbolSourceCaches];\n    for (const cacheMap of caches) {\n        for (const cacheFqid in cacheMap) {\n            if (!consumerFQIDs.has(cacheFqid)) continue;\n            const sc = cacheMap[cacheFqid] as unknown as SourceCacheTiles & {_reloadTile: (id: number, state: string) => void};\n            for (const key in sc._tiles) {\n                const tile = sc._tiles[key];\n                if (!tile) continue;\n                if (shouldReload && !shouldReload(tile)) continue;\n                tile.hasDeferredElevationFeatures = false;\n                sc._reloadTile(+key, 'reloading');\n            }\n        }\n    }\n}\n\n/// Per-Style state for cross-source HD road elevation.\nexport class HdElevationState {\n    manager: ElevationCoverageManager;\n    _needsCrossSourceElevation: boolean;\n    _ingestFQIDs: Set<string>;\n    _terrainActiveLast: boolean | undefined;\n\n    constructor() {\n        this.manager = new ElevationCoverageManager();\n        this._needsCrossSourceElevation = false;\n        this._ingestFQIDs = new Set();\n        this._terrainActiveLast = undefined;\n    }\n}\n\nfunction clearElevationCoverageState(style: Style): void {\n    if (style.map && style.map.painter) {\n        style.map.painter.elevationCoverageSnapshot = null;\n        style.map.painter.elevationProvidersReady = undefined;\n    }\n}\n\nfunction crossSourceElevationAlreadyInactive(style: Style): boolean {\n    const state = style._hdElevation;\n    const painterHasSnapshot = !!(style.map && style.map.painter && style.map.painter.elevationCoverageSnapshot);\n    if (!state) {\n        return !painterHasSnapshot;\n    }\n    return !state._needsCrossSourceElevation &&\n        state._ingestFQIDs.size === 0 &&\n        state.manager._tiles.length === 0 &&\n        !painterHasSnapshot;\n}\n\n/// Clear the snapshot first, then reparse consumers so they do not keep the old elevation.\nfunction deactivateCrossSourceElevation(style: Style): void {\n    style._crossSourceElevationActive = false;\n    if (crossSourceElevationAlreadyInactive(style)) return;\n    const wasActive = !!style._hdElevation && style._hdElevation._needsCrossSourceElevation;\n    clearElevationCoverageState(style);\n    if (!style._hdElevation) return;\n    style._hdElevation._needsCrossSourceElevation = false;\n    style._hdElevation._ingestFQIDs.clear();\n    style._hdElevation.manager.clear();\n    style._hdElevation._terrainActiveLast = undefined;\n    if (wasActive) reparseElevationConsumerTiles(style, undefined, true);\n}\n\n/// Ingest provider tiles and reparse consumers when cross-source elevation is active.\nexport function setupAndUpdateElevationCoverage(style: Style): void {\n    if (!hasElevationConsumers(style)) {\n        deactivateCrossSourceElevation(style);\n        return;\n    }\n\n    const terrainActive = terrainEnabled(style, style.map && style.map.transform);\n    if (!style._hdElevation) style._hdElevation = new HdElevationState();\n    const prevTerrainActive = style._hdElevation._terrainActiveLast;\n    style._hdElevation._terrainActiveLast = terrainActive;\n    const flipped = prevTerrainActive !== undefined && prevTerrainActive !== terrainActive;\n    if (flipped) {\n        reparseElevationConsumerTiles(style, undefined, true);\n    }\n\n    if (terrainActive) {\n        if (style.map.painter) style.map.painter.elevationCoverageSnapshot = null;\n        return;\n    }\n\n    const crossSource = needsCrossSourceElevation(style);\n    if (!crossSource) {\n        deactivateCrossSourceElevation(style);\n        return;\n    }\n\n    // First frame with cross-source active and terrain inactive: reparse consumers so they\n    // pick up elevation immediately rather than waiting for a snapshot change.\n    if (prevTerrainActive === undefined) {\n        reparseElevationConsumerTiles(style, undefined, true);\n    }\n\n    const state = style._hdElevation;\n    state._needsCrossSourceElevation = true;\n    style._crossSourceElevationActive = true;\n    state._ingestFQIDs = collectElevationIngestSourceFQIDs(style);\n\n    updateElevationCoverage(style, state);\n}\n\n/// Ingest provider tiles and reparse consumers whose covering changed.\nexport function updateElevationCoverage(style: Style, state: HdElevationState) {\n    // Active terrain: markup lines drape flat, no snapshot.\n    if (terrainEnabled(style, style.map && style.map.transform)) {\n        state.manager.clear();\n        if (style.map.painter) style.map.painter.elevationCoverageSnapshot = null;\n        return;\n    }\n\n    if (!state._needsCrossSourceElevation) {\n        clearElevationCoverageState(style);\n        return;\n    }\n\n    state.manager.clear();\n\n    // Readiness waits for parsedElevationFeatures (undefined = not parsed yet, [] = parsed empty),\n    // not just loaded() — checked on parsed state only, so a reparsing tile can't pin readiness false.\n    let allIngestElevationParsed = true;\n    for (const fqid of state._ingestFQIDs) {\n        const sourceCache = resolveIngestSourceCache(style, fqid);\n        if (!sourceCache) continue;\n        const tiles = (sourceCache as unknown as SourceCacheTiles)._tiles;\n        for (const key in tiles) {\n            const tile = tiles[key];\n            if (!tile || !tile.loaded()) continue;\n            const features = tile.parsedElevationFeatures;\n            if (features === undefined) {\n                allIngestElevationParsed = false;\n                continue;\n            }\n            state.manager.addTileElevation(fqid, tile.tileID.canonical, features, tile.parsedElevationGeneration);\n        }\n    }\n\n    const prevSnapshot = state.manager._snapshot;\n    const snapshot = state.manager.updateSnapshotIfNeeded();\n    if (style.map.painter) {\n        style.map.painter.elevationCoverageSnapshot = snapshot.empty() ? null : snapshot;\n    }\n\n    const providersReady = allIngestElevationParsed &&\n        areElevationProvidersReady(style, collectElevationProviderSourceFQIDs(style));\n    if (style.map.painter) {\n        style.map.painter.elevationProvidersReady = providersReady;\n    }\n    const snapshotChanged = state.manager.consumeSnapshotChanged();\n    // Reparse when ready even if snapshot unchanged — consumer may have deferred first.\n    if (!snapshotChanged && !providersReady) return;\n\n    reparseElevationConsumerTiles(style, (tile) => {\n        if (tile.hasDeferredElevationFeatures) return true;\n        return snapshotChanged && coveringChanged(prevSnapshot, snapshot, tile.tileID.canonical);\n    });\n}\n","import {UniformMatrix4f} from '../uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\n\nexport type ClippingMaskUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n};\n\nconst clippingMaskUniforms = (context: Context): ClippingMaskUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context)\n});\n\nconst clippingMaskUniformValues = (matrix: mat4): UniformValues<ClippingMaskUniformsType> => ({\n    'u_matrix': matrix\n});\n\nexport {clippingMaskUniforms, clippingMaskUniformValues};\n","import {MAX_FRC_LEVELS} from './frc_coverage_renderer';\nimport StencilMode from '../../src/gl/stencil_mode';\nimport ColorMode from '../../src/gl/color_mode';\nimport DepthMode from '../../src/gl/depth_mode';\nimport CullFaceMode from '../../src/gl/cull_face_mode';\nimport {clippingMaskUniformValues} from '../../src/render/program/clipping_mask_program';\nimport {CanonicalTileID, UnwrappedTileID} from '../../src/source/tile_id';\n\nimport type {OverscaledTileID} from '../../src/source/tile_id';\nimport type Painter from '../../src/render/painter';\n\n/// Stencil mode for rendering outside coverage polygon (covered roads not inside polygon).\n/// Equal to tileClipID means we're outside the polygon (polygon inverted stencil).\nexport function stencilModeForFrcCoverage(painter: Painter, tileID: OverscaledTileID): Readonly<StencilMode> {\n    const gl = painter.context.gl;\n    const clipId = painter._tileClippingMaskIDs[tileID.key] || 0;\n    return new StencilMode({func: gl.EQUAL, mask: 0xFF}, clipId, 0x00, gl.KEEP, gl.KEEP, gl.KEEP);\n}\n\n/// Stencil mode for rendering inside coverage polygon (faded roads inside polygon).\n/// Inside polygon has stencil = ~clipId (after INVERT carve in renderFrcCoverageMasks).\nfunction stencilModeInsideFrcCoverage(painter: Painter, tileID: OverscaledTileID): Readonly<StencilMode> {\n    const gl = painter.context.gl;\n    const clipId = painter._tileClippingMaskIDs[tileID.key] || 0;\n    return new StencilMode({func: gl.EQUAL, mask: 0xFF}, ~clipId & 0xFF, 0x00, gl.KEEP, gl.KEEP, gl.KEEP);\n}\n\n/// Scale a road tile's canonical ID to coverage zoom and find coverage buffers.\n/// Mirrors C++ drawFrcCoveragePolygons: renderTile.id.canonical.scaledTo(coverageZoom).\nfunction getCoverageBuffersForTile(painter: Painter, coord: OverscaledTileID) {\n    if (!painter.frcCoverageSnapshot || !painter.frcCoverageRenderer) return null;\n    const coverageTile = painter.frcCoverageSnapshot.getTileOrParent(coord.canonical);\n    if (!coverageTile || coverageTile.frcMask === 0) return null;\n\n    const buffers = painter.frcCoverageRenderer.getBuffers(coverageTile.tileId);\n    if (!buffers) return null;\n\n    const coverageCanonical = new CanonicalTileID(coverageTile.tileId.z, coverageTile.tileId.x, coverageTile.tileId.y);\n    const coverageUnwrapped = new UnwrappedTileID(coord.wrap, coverageCanonical);\n    const projMatrix = painter.transform.calculateProjMatrix(coverageUnwrapped);\n\n    return {buffers, projMatrix, coverageTile};\n}\n\n/// Render coverage polygons for a specific FRC level into the stencil buffer.\n/// Uses per-FRC-level segments so only polygons covering that level are drawn.\n/// After this, pixels inside polygon have stencil = clipID ^ 0xFF, outside = clipID.\nfunction renderFrcCoverageMasks(painter: Painter, coords: Array<OverscaledTileID>, frcLevel: number) {\n    if (!painter.frcCoverageSnapshot) return;\n    const context = painter.context;\n    const gl = context.gl;\n    const program = painter.getOrCreateProgram('clippingMask');\n\n    context.setColorMode(ColorMode.disabled);\n    context.setDepthMode(DepthMode.disabled);\n\n    for (const coord of coords) {\n        const info = getCoverageBuffersForTile(painter, coord);\n        if (!info) continue;\n\n        const levelSegments = info.buffers.frcLevelSegments[frcLevel];\n        if (!levelSegments) continue;\n\n        const clipId = painter._tileClippingMaskIDs[coord.key] || 0;\n        program.draw(painter, gl.TRIANGLES, DepthMode.disabled,\n            new StencilMode({func: gl.EQUAL, mask: 0xFF}, clipId, 0xFF, gl.KEEP, gl.KEEP, gl.INVERT),\n            ColorMode.disabled, CullFaceMode.disabled,\n            clippingMaskUniformValues(info.projMatrix),\n            `$frc_coverage_${frcLevel}`, info.buffers.vertexBuffer, info.buffers.indexBuffer, levelSegments);\n    }\n}\n\n/// Restore stencil for a specific FRC level by inverting inside-polygon pixels back to clipId.\nfunction restoreFrcCoverageMasks(painter: Painter, coords: Array<OverscaledTileID>, frcLevel: number) {\n    if (!painter.frcCoverageSnapshot) return;\n    const context = painter.context;\n    const gl = context.gl;\n    const program = painter.getOrCreateProgram('clippingMask');\n\n    context.setColorMode(ColorMode.disabled);\n    context.setDepthMode(DepthMode.disabled);\n\n    for (const coord of coords) {\n        const info = getCoverageBuffersForTile(painter, coord);\n        if (!info) continue;\n\n        const levelSegments = info.buffers.frcLevelSegments[frcLevel];\n        if (!levelSegments) continue;\n\n        const clipId = painter._tileClippingMaskIDs[coord.key] || 0;\n        program.draw(painter, gl.TRIANGLES, DepthMode.disabled,\n            new StencilMode({func: gl.EQUAL, mask: 0xFF}, ~clipId & 0xFF, 0xFF, gl.KEEP, gl.KEEP, gl.INVERT),\n            ColorMode.disabled, CullFaceMode.disabled,\n            clippingMaskUniformValues(info.projMatrix),\n            `$frc_coverage_restore_${frcLevel}`, info.buffers.vertexBuffer, info.buffers.indexBuffer, levelSegments);\n    }\n}\n\n/**\n * Per-FRC-level stencil pass for partial-coverage tiles. Mirrors the C++\n * `renderFrcCoverageSecondPass` helper in `frc_coverage_render.hpp`. Consumers\n * (draw_line, draw_fill) supply the per-tile draw callbacks; this helper owns\n * the stencil setup, the per-FRC iteration and the outside / inside dispatch.\n *\n * @param painter        Painter (for stencil mask helpers).\n * @param tiles          Tiles to render in the second pass; each carries its frcMask.\n * @param fadeFactor     Multiplier (0..1) for the inside-polygon overpaint. 0 skips it.\n * @param drawOutside    Per-tile draw outside the polygon (full opacity). null = skip.\n * @param drawInside     Per-tile draw inside the polygon (faded). Called only when fadeFactor > 0.\n * @private\n */\nexport function renderFrcCoverageSecondPass<TileInfo extends {coord: OverscaledTileID; frcMask: number}>(\n    painter: Painter,\n    tiles: Array<TileInfo>,\n    fadeFactor: number,\n    drawOutside: ((info: TileInfo, frc: number, stencilMode: Readonly<StencilMode>) => void) | null,\n    drawInside: ((info: TileInfo, frc: number, stencilMode: Readonly<StencilMode>) => void) | null,\n): void {\n    if (tiles.length === 0) return;\n\n    let allMasks = 0;\n    for (const info of tiles) {\n        allMasks |= info.frcMask;\n    }\n    const coverageCoords = tiles.map(t => t.coord);\n\n    for (let frc = 0; frc < MAX_FRC_LEVELS; ++frc) {\n        if ((allMasks & (1 << frc)) === 0) continue;\n\n        renderFrcCoverageMasks(painter, coverageCoords, frc);\n\n        if (drawOutside) {\n            for (const info of tiles) {\n                if ((info.frcMask & (1 << frc)) === 0) continue;\n                drawOutside(info, frc, stencilModeForFrcCoverage(painter, info.coord));\n            }\n        }\n\n        if (fadeFactor > 0 && drawInside) {\n            for (const info of tiles) {\n                if ((info.frcMask & (1 << frc)) === 0) continue;\n                drawInside(info, frc, stencilModeInsideFrcCoverage(painter, info.coord));\n            }\n        }\n\n        restoreFrcCoverageMasks(painter, coverageCoords, frc);\n    }\n}\n","import SegmentVector from '../../src/data/segment';\nimport {PosArray, TriangleIndexArray} from '../../src/data/array_types';\nimport posAttributes from '../../src/data/pos_attributes';\nimport earcut from 'earcut';\n\n// FRC level bound (0..8 — motorway..pedestrian; bit position in coverage mask).\nexport const MAX_FRC_LEVELS = 9;\n\nimport type Context from '../../src/gl/context';\nimport type VertexBuffer from '../../src/gl/vertex_buffer';\nimport type IndexBuffer from '../../src/gl/index_buffer';\nimport type {FrcCoverageTile} from '../../src/source/frc_coverage_snapshot';\nimport type {CanonicalTileID} from '../../src/source/tile_id';\n\nexport interface CoverageTileBuffers {\n    vertexBuffer: VertexBuffer;\n    indexBuffer: IndexBuffer;\n    /// Per-FRC-level segments for drawing only polygons covering that level\n    frcLevelSegments: Array<SegmentVector | null>;\n}\n\n/// Maintains per-tile GPU buffers for FRC coverage polygon rendering.\n/// Supports multiple polygons per tile with different frcMask values.\n/// One shared vertex/index buffer per tile, with per-FRC-level segment ranges.\nexport class FrcCoverageRenderer {\n    tileBuffers: Map<string, CoverageTileBuffers>;\n    _context: Context | null;\n\n    constructor() {\n        this.tileBuffers = new Map();\n        this._context = null;\n    }\n\n    update(context: Context, coverageTiles: Array<FrcCoverageTile>) {\n        this._context = context;\n\n        const newKeys = new Set<string>();\n        for (const tile of coverageTiles) {\n            if (tile.frcMask === 0) continue;\n            let anyGeometry = false;\n            for (const p of tile.polygons) {\n                if (p.hasGeometry()) { anyGeometry = true; break; }\n            }\n            if (!anyGeometry) continue;\n\n            const key = `${tile.tileId.z}/${tile.tileId.x}/${tile.tileId.y}`;\n            newKeys.add(key);\n\n            if (!this.tileBuffers.has(key)) {\n                const buffers = this._createBuffers(context, tile);\n                if (buffers) {\n                    this.tileBuffers.set(key, buffers);\n                }\n            }\n        }\n\n        for (const key of this.tileBuffers.keys()) {\n            if (!newKeys.has(key)) {\n                const buffers = this.tileBuffers.get(key);\n                buffers.vertexBuffer.destroy();\n                buffers.indexBuffer.destroy();\n                for (const seg of buffers.frcLevelSegments) {\n                    if (seg) seg.destroy();\n                }\n                this.tileBuffers.delete(key);\n            }\n        }\n    }\n\n    getBuffers(tileId: CanonicalTileID): CoverageTileBuffers | null {\n        const key = `${tileId.z}/${tileId.x}/${tileId.y}`;\n        return this.tileBuffers.get(key) || null;\n    }\n\n    destroy() {\n        for (const buffers of this.tileBuffers.values()) {\n            buffers.vertexBuffer.destroy();\n            buffers.indexBuffer.destroy();\n            for (const seg of buffers.frcLevelSegments) {\n                if (seg) seg.destroy();\n            }\n        }\n        this.tileBuffers.clear();\n    }\n\n    _createBuffers(context: Context, tile: FrcCoverageTile): CoverageTileBuffers | null {\n        const vertexArray = new PosArray();\n        const indexArray = new TriangleIndexArray();\n\n        // Track per-polygon ranges for building per-FRC-level segments\n        interface PolyRange {\n            vertexOffset: number;\n            indexOffset: number;\n            vertexCount: number;\n            indexCount: number;\n            frcMask: number;\n        }\n        const ranges: PolyRange[] = [];\n\n        // Concatenate all polygon vertices and indices into shared buffers\n        for (const poly of tile.polygons) {\n            if (!poly.hasGeometry() || poly.rings.length === 0) continue;\n\n            const vOffset = vertexArray.length;\n            const iOffset = indexArray.length;\n\n            // Add all ring vertices\n            const polyBaseVertex = vertexArray.length;\n            const flatCoords: number[] = [];\n            const holeIndices: number[] = [];\n            let vertCount = 0;\n            for (let ri = 0; ri < poly.rings.length; ri++) {\n                const ring = poly.rings[ri];\n                if (ring.length < 3) continue;\n                if (ri > 0) holeIndices.push(vertCount);\n                for (const p of ring) {\n                    vertexArray.emplaceBack(p.x, p.y);\n                    flatCoords.push(p.x, p.y);\n                    vertCount++;\n                }\n            }\n            // Use earcut for proper triangulation (handles concave and multi-ring polygons)\n            // earcut library lacks proper type definitions\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n            const triangles = earcut(flatCoords, holeIndices.length > 0 ? holeIndices : undefined) as number[];\n            for (let i = 0; i < triangles.length; i += 3) {\n                indexArray.emplaceBack(\n                    polyBaseVertex + triangles[i],\n                    polyBaseVertex + triangles[i + 1],\n                    polyBaseVertex + triangles[i + 2]);\n            }\n\n            ranges.push({\n                vertexOffset: vOffset,\n                indexOffset: iOffset,\n                vertexCount: vertexArray.length - vOffset,\n                indexCount: indexArray.length - iOffset,\n                frcMask: poly.frcMask,\n            });\n        }\n\n        if (vertexArray.length === 0) return null;\n\n        // Build per-FRC-level segments\n        const frcLevelSegments: Array<SegmentVector | null> = new Array<SegmentVector | null>(MAX_FRC_LEVELS).fill(null);\n        for (let frc = 0; frc < MAX_FRC_LEVELS; ++frc) {\n            const bit = 1 << frc;\n            if ((tile.frcMask & bit) === 0) continue;\n\n            let minIndex = Infinity;\n            let maxIndex = 0;\n            let maxVertex = 0;\n            let found = false;\n\n            for (const r of ranges) {\n                if ((r.frcMask & bit) === 0) continue;\n                minIndex = Math.min(minIndex, r.indexOffset);\n                maxIndex = Math.max(maxIndex, r.indexOffset + r.indexCount);\n                maxVertex = Math.max(maxVertex, r.vertexOffset + r.vertexCount);\n                found = true;\n            }\n\n            if (found) {\n                // vertexOffset=0 because indices contain absolute vertex positions.\n                // vertexLength covers all vertices up to the last one referenced.\n                frcLevelSegments[frc] = SegmentVector.simpleSegment(\n                    0, minIndex, maxVertex, maxIndex - minIndex);\n            }\n        }\n\n        const vertexBuffer = context.createVertexBuffer(vertexArray, posAttributes.members);\n        const indexBuffer = context.createIndexBuffer(indexArray);\n\n        return {\n            vertexBuffer,\n            indexBuffer,\n            frcLevelSegments,\n        };\n    }\n}\n","import CullFaceMode from '../../src/gl/cull_face_mode';\nimport {renderFrcCoverageSecondPass} from './frc_coverage_second_pass';\n\nimport type {OverscaledTileID} from '../../src/source/tile_id';\nimport type Painter from '../../src/render/painter';\nimport type Program from '../../src/render/program';\nimport type ProgramConfiguration from '../../src/data/program_configuration';\nimport type IndexBuffer from '../../src/gl/index_buffer';\nimport type VertexBuffer from '../../src/gl/vertex_buffer';\nimport type StencilMode from '../../src/gl/stencil_mode';\nimport type SegmentVector from '../../src/data/segment';\nimport type DepthMode from '../../src/gl/depth_mode';\nimport type ColorMode from '../../src/gl/color_mode';\nimport type FillStyleLayer from '../../src/style/style_layer/fill_style_layer';\nimport type LineStyleLayer from '../../src/style/style_layer/line_style_layer';\nimport type FillBucket from '../../src/data/bucket/fill_bucket';\nimport type LineBucket from '../../src/data/bucket/line_bucket';\nimport type {UniformValues, UniformBindings} from '../../src/render/uniform_binding';\nimport type {DrawMode} from '../../src/render/program';\nimport type FillBufferData from '../../src/data/bucket/fill_buffer_data';\nimport type ElevatedFillBufferData from '../data/bucket/elevated_fill_buffer_data';\nimport type {FrcCoveragePolygons, FrcCoverageTile} from '../../src/source/frc_coverage_snapshot';\n\n/// Check if any polygon in the array has geometry (partial coverage).\n/// Lives in HD so core's draw_fill/draw_line stop pulling frc_coverage_snapshot\n/// runtime when FRC is inactive.\nfunction polygonsHaveGeometry(polygons: FrcCoveragePolygons): boolean {\n    for (const p of polygons) {\n        if (p.rings.length > 0 && p.rings[0].length > 0) return true;\n    }\n    return false;\n}\n\n/// Compute the FRC-coverage opacity multiplier for the inside-polygon overpaint.\n/// 1.0 = fully opaque, 0 = fully transparent (no overpaint needed).\nexport function frcCoverageFadeFactor(painter: Painter): number {\n    const fr = painter.frcCoverageFadeRange;\n    if (!fr || fr[1] <= fr[0]) return 0;\n    const zoom = painter.transform.zoom;\n    return 1.0 - Math.max(0, Math.min(1, (zoom - fr[0]) / (fr[1] - fr[0])));\n}\n\ninterface FillCoverageTileInfo {\n    coord: OverscaledTileID;\n    bufferData: FillBufferData;\n    program: Program<UniformBindings>;\n    programConfiguration: ProgramConfiguration;\n    uniformValues: UniformValues<UniformBindings>;\n    depthMode: Readonly<DepthMode>;\n    dynamicBuffers: VertexBuffer[];\n    indexBuffer: IndexBuffer;\n    segments: SegmentVector;\n    frcMask: number;\n}\n\n/// Outside-full + inside-faded second pass for partial-coverage structure fills.\n/// Mirrors C++ `render_fill_layer` second pass.\nexport function drawFillFrcCoverageSecondPass(\n    painter: Painter,\n    layer: FillStyleLayer,\n    tiles: FillCoverageTileInfo[],\n    drawMode: DrawMode,\n    colorMode: Readonly<ColorMode>,\n): void {\n    if (tiles.length === 0) return;\n    const fadeFactor = frcCoverageFadeFactor(painter);\n    const zoom = painter.transform.zoom;\n\n    const drawAt = (info: FillCoverageTileInfo, stencilMode: Readonly<StencilMode>, opacityMul: number) => {\n        if (opacityMul !== 1.0) info.uniformValues['u_opacity_multiplier'] = opacityMul;\n        info.program.draw(painter, drawMode, info.depthMode,\n            stencilMode, colorMode, CullFaceMode.disabled, info.uniformValues,\n            layer.id, info.bufferData.layoutVertexBuffer, info.indexBuffer, info.segments,\n            layer.paint, zoom, info.programConfiguration, info.dynamicBuffers);\n        if (opacityMul !== 1.0) info.uniformValues['u_opacity_multiplier'] = 1.0;\n    };\n\n    renderFrcCoverageSecondPass(painter, tiles, fadeFactor,\n        (info, _frc, stencilMode) => drawAt(info, stencilMode, 1.0),\n        (info, _frc, stencilMode) => drawAt(info, stencilMode, fadeFactor));\n}\n\ninterface LineCoverageTileInfo {\n    coord: OverscaledTileID;\n    bucket: LineBucket;\n    uniformValues: UniformValues<UniformBindings>;\n    programConfiguration: ProgramConfiguration;\n    program: Program<UniformBindings>;\n    depthMode: Readonly<DepthMode>;\n    colorMode: Readonly<ColorMode>;\n    frcMask: number;\n}\n\n/// Outside-full + inside-faded second pass for partial-coverage line tiles. Per-FRC-level\n/// segments are looked up from `bucket.hdExt.frcData.frcPerLevel`. Mirrors C++\n/// `render_line_layer` second pass.\nexport function drawLineFrcCoverageSecondPass(\n    painter: Painter,\n    layer: LineStyleLayer,\n    tiles: LineCoverageTileInfo[],\n): void {\n    if (tiles.length === 0) return;\n    const gl = painter.context.gl;\n    const fadeFactor = frcCoverageFadeFactor(painter);\n    const zoom = painter.transform.zoom;\n\n    const drawAt = (info: LineCoverageTileInfo, frc: number, stencilMode: Readonly<StencilMode>, opacityMul: number) => {\n        const frcData = info.bucket.hdExt && info.bucket.hdExt.frcData;\n        const segs = frcData && frcData.frcPerLevel.get(frc);\n        if (!segs || segs.segments.length === 0) return;\n        if (opacityMul !== 1.0) info.uniformValues['u_opacity_multiplier'] = opacityMul;\n        info.program.draw(painter, gl.TRIANGLES, info.depthMode,\n            stencilMode, info.colorMode, CullFaceMode.disabled, info.uniformValues,\n            layer.id, info.bucket.layoutVertexBuffer, info.bucket.indexBuffer, segs,\n            layer.paint, zoom, info.programConfiguration,\n            [info.bucket.layoutVertexBuffer2, info.bucket.patternVertexBuffer, info.bucket.zOffsetVertexBuffer, info.bucket.elevationIdColVertexBuffer, info.bucket.elevationGroundScaleVertexBuffer]);\n        if (opacityMul !== 1.0) info.uniformValues['u_opacity_multiplier'] = 1.0;\n    };\n\n    renderFrcCoverageSecondPass(painter, tiles, fadeFactor,\n        (info, frc, stencilMode) => drawAt(info, frc, stencilMode, 1.0),\n        (info, frc, stencilMode) => drawAt(info, frc, stencilMode, fadeFactor));\n}\n\n/// Outcome of `drawFillFrcCoverageFirstPass` — instructs core whether to\n/// skip the default draw and/or skip the tile entirely.\n///   'drawn': HD performed per-level draws → core skips default draw.\n///   'deferred': HD pushed the tile to the second-pass collector → core skips default draw.\n///   'skip': structure tile is fully covered → core skips draw without falling through.\n///   'fallthrough': FRC not applicable → core does its default draw.\nexport type FillFrcFirstPassResult = 'drawn' | 'deferred' | 'skip' | 'fallthrough';\n\nexport interface FillFrcCoverageFirstPassParams {\n    painter: Painter;\n    layer: FillStyleLayer;\n    bucket: FillBucket;\n    coord: OverscaledTileID;\n    elevatedGeometry: boolean;\n    program: Program<UniformBindings>;\n    programConfiguration: ProgramConfiguration;\n    uniformValues: UniformValues<UniformBindings>;\n    drawMode: DrawMode;\n    depthMode: Readonly<DepthMode>;\n    stencilMode: Readonly<StencilMode>;\n    colorMode: Readonly<ColorMode>;\n    bufferData: FillBufferData | ElevatedFillBufferData;\n    indexBuffer: IndexBuffer;\n    segments: SegmentVector;\n    dynamicBuffers: VertexBuffer[];\n    polygonCoverageTiles: FillCoverageTileInfo[];\n}\n\n/// First-pass FRC coverage handling for fill (road / structure source layers).\n/// Owns: snapshot lookup, polygon-geometry probe, structure skip/defer routing, road\n/// per-FRC-level dispatch. See `FillFrcFirstPassResult` for the contract with core.\nexport function drawFillFrcCoverageFirstPass(p: FillFrcCoverageFirstPassParams): FillFrcFirstPassResult {\n    const {painter, bucket, coord, elevatedGeometry} = p;\n    const isRoadLayer = bucket.sourceLayerName === 'road';\n    const isStructureLayer = bucket.sourceLayerName === 'structure';\n    if (!isRoadLayer && !isStructureLayer) return 'fallthrough';\n    if (!painter.frcCoverageSnapshot || elevatedGeometry) return 'fallthrough';\n    const coverageTile = painter.frcCoverageSnapshot.getTileOrParent(coord.canonical);\n    if (!coverageTile || coverageTile.frcMask === 0) return 'fallthrough';\n\n    const frcData = bucket.hdExt && bucket.hdExt.frcData;\n    const hasFrcData = !!frcData && !frcData.empty();\n    const hasPolygonGeometry = polygonsHaveGeometry(coverageTile.polygons);\n\n    if (isStructureLayer && !hasPolygonGeometry) {\n        // Full-tile structure coverage — skip entirely.\n        return 'skip';\n    }\n    if (isStructureLayer && hasPolygonGeometry) {\n        // Partial polygon coverage — defer to outside/inside second pass.\n        p.polygonCoverageTiles.push({\n            coord: p.coord, bufferData: p.bufferData, program: p.program,\n            programConfiguration: p.programConfiguration, uniformValues: p.uniformValues,\n            depthMode: p.depthMode, dynamicBuffers: p.dynamicBuffers,\n            indexBuffer: p.indexBuffer, segments: p.segments,\n            frcMask: coverageTile.frcMask,\n        });\n        return 'deferred';\n    }\n    if (isRoadLayer && hasFrcData && frcData) {\n        const mask = coverageTile.frcMask;\n        const zoom = painter.transform.zoom;\n        for (const [level, levelSegs] of frcData.frcPerLevel) {\n            if ((mask & (1 << level)) !== 0) continue;\n            if (levelSegs.segments.length === 0) continue;\n            p.program.draw(painter, p.drawMode, p.depthMode,\n                p.stencilMode, p.colorMode, CullFaceMode.disabled, p.uniformValues,\n                p.layer.id, p.bufferData.layoutVertexBuffer, p.indexBuffer, levelSegs,\n                p.layer.paint, zoom, p.programConfiguration, p.dynamicBuffers);\n        }\n        if (frcData.frcNonRoadSegments.segments.length > 0) {\n            p.program.draw(painter, p.drawMode, p.depthMode,\n                p.stencilMode, p.colorMode, CullFaceMode.disabled, p.uniformValues,\n                p.layer.id, p.bufferData.layoutVertexBuffer, p.indexBuffer, frcData.frcNonRoadSegments,\n                p.layer.paint, zoom, p.programConfiguration, p.dynamicBuffers);\n        }\n        return 'drawn';\n    }\n    return 'fallthrough';\n}\n\n/// Per-tile FRC state computed in `drawLineFrcCoverageFirstPass`. Carried by core so\n/// it can pass into per-renderLine-call dispatch (`drawLineFrcRenderLine`) and the\n/// post-renderLine fade pass (`drawLineFrcFadePass`). Treated as opaque by core.\nexport interface LineFrcCoverageContext {\n    coverageTile: FrcCoverageTile;\n    frcMask: number;\n    active: boolean;            // true when zoom is at/above fade range start (per-level dispatch)\n    hasPolygonGeometry: boolean; // true when partial coverage — disables fade pass; deferred to second pass\n}\n\n/// Detect FRC coverage state for a line tile and (when partial coverage applies)\n/// register it for the second-pass collector. Returns `null` when FRC is not\n/// applicable (snapshot empty, elevated geometry, no bucket frcData, or\n/// coverageTile mask is 0). Returns a context for per-renderLine dispatch otherwise.\nexport function drawLineFrcCoverageDetect(\n    painter: Painter,\n    bucket: LineBucket,\n    coord: OverscaledTileID,\n    elevated: boolean,\n    uniformValues: UniformValues<UniformBindings>,\n    programConfiguration: ProgramConfiguration,\n    program: Program<UniformBindings>,\n    depthMode: Readonly<DepthMode>,\n    colorMode: Readonly<ColorMode>,\n    polygonCoverageTiles: LineCoverageTileInfo[],\n): LineFrcCoverageContext | null {\n    const frcData = bucket.hdExt && bucket.hdExt.frcData;\n    if (!frcData || frcData.frcPerLevel.size === 0) return null;\n    if (!painter.frcCoverageSnapshot || elevated) return null;\n    const coverageTile = painter.frcCoverageSnapshot.getTileOrParent(coord.canonical);\n    if (!coverageTile || coverageTile.frcMask === 0) return null;\n\n    const hasPolygonGeometry = polygonsHaveGeometry(coverageTile.polygons);\n    const fadeRange = painter.frcCoverageFadeRange;\n    const zoom = painter.transform.zoom;\n    // Coverage active only at or above fade range start zoom. Matches C++ frcActive.\n    const active = fadeRange != null && zoom >= fadeRange[0];\n\n    if (hasPolygonGeometry && active) {\n        let hasAnyCovered = false;\n        for (const frcLevel of frcData.frcPerLevel.keys()) {\n            if ((coverageTile.frcMask & (1 << frcLevel)) !== 0) { hasAnyCovered = true; break; }\n        }\n        if (hasAnyCovered) {\n            polygonCoverageTiles.push({\n                coord, bucket,\n                uniformValues, programConfiguration, program, depthMode, colorMode,\n                frcMask: coverageTile.frcMask,\n            });\n        }\n    }\n    return {coverageTile, frcMask: coverageTile.frcMask, active, hasPolygonGeometry};\n}\n\n/// FRC-aware per-level dispatch for line render. Called by core's `renderLine` closure\n/// in place of the default `drawWithSegments(stencilMode, bucket.segments)` when the\n/// detect call returned an active context. Zero-alloc — iterates `frcPerLevel` directly.\nexport function drawLineFrcRenderLine(\n    bucket: LineBucket,\n    ctx: LineFrcCoverageContext,\n    stencilMode: Readonly<StencilMode>,\n    drawWithSegments: (stencilMode: Readonly<StencilMode>, segs: SegmentVector | undefined, opacityMultiplier?: number) => void,\n): void {\n    const frcData = bucket.hdExt && bucket.hdExt.frcData;\n    if (!frcData) return;\n    const mask = ctx.frcMask;\n    for (const [level, segs] of frcData.frcPerLevel) {\n        if ((mask & (1 << level)) !== 0) continue;\n        drawWithSegments(stencilMode, segs);\n    }\n    const nonRoad = frcData.frcNonRoadSegments;\n    if (nonRoad.segments.length > 0) drawWithSegments(stencilMode, nonRoad);\n}\n\n/// Render covered FRC segments at faded opacity for full-tile coverage (Case A).\n/// Called by core AFTER the renderLine paths complete. No-op when partial polygon\n/// coverage (handled by second pass) or fade range absent.\nexport function drawLineFrcFadePass(\n    painter: Painter,\n    bucket: LineBucket,\n    coord: OverscaledTileID,\n    ctx: LineFrcCoverageContext,\n    elevated: boolean,\n    stencilMode3D: Readonly<StencilMode>,\n    drawWithSegments: (stencilMode: Readonly<StencilMode>, segs: SegmentVector | undefined, opacityMultiplier?: number) => void,\n): void {\n    if (ctx.hasPolygonGeometry) return; // handled by second pass\n    const frcData = bucket.hdExt && bucket.hdExt.frcData;\n    if (!frcData || !painter.frcCoverageFadeRange) return;\n    const [fadeStart, fadeEnd] = painter.frcCoverageFadeRange;\n    if (fadeStart >= fadeEnd) return;\n    const zoom = painter.transform.zoom;\n    const fadeFactor = 1.0 - Math.max(0, Math.min(1, (zoom - fadeStart) / (fadeEnd - fadeStart)));\n    if (fadeFactor <= 0) return;\n    const fadeStencil = elevated ? stencilMode3D : painter.stencilModeForClipping(coord);\n    const mask = ctx.frcMask;\n    for (const [level, segs] of frcData.frcPerLevel) {\n        if ((mask & (1 << level)) === 0) continue;\n        drawWithSegments(fadeStencil, segs, fadeFactor);\n    }\n}\n","import drawBuilding from '../3d-style/render/draw_building';\nimport {BuildingTileBorderManager} from '../3d-style/render/building_tile_border_manager';\nimport IndoorManager from '../3d-style/style/indoor_manager';\nimport drawRasterParticle, {prepare as prepareRasterParticle} from '../src/render/draw_raster_particle';\nimport shaders from '../3d-style/shaders/shaders_hd';\nimport {Rain} from '../src/precipitation/draw_rain';\nimport {Snow} from '../src/precipitation/draw_snow';\nimport {programUniforms} from '../3d-style/render/program/program_uniforms_hd';\nimport {drawElevatedStructures, drawElevatedFillShadows, drawDepthPrepass, drawGroundShadowMask} from '../3d-style/render/draw_elevated_fill';\nimport {HdCoverageState, updateFrcCoverage, updateHdCoverageSourceCache, updateFrcCoverageFadeRange} from '../3d-style/style/frc_coverage_style';\nimport {HdElevationState, setupAndUpdateElevationCoverage, updateElevationCoverage, updateCrossSourceElevationGate} from '../3d-style/style/elevation_coverage_style';\nimport {buildElevationRequestParams} from '../3d-style/source/elevation_coverage_snapshot';\nimport {FrcCoverageRenderer} from '../3d-style/render/frc_coverage_renderer';\nimport {\n    drawFillFrcCoverageFirstPass,\n    drawFillFrcCoverageSecondPass,\n    drawLineFrcCoverageDetect,\n    drawLineFrcRenderLine,\n    drawLineFrcFadePass,\n    drawLineFrcCoverageSecondPass,\n} from '../3d-style/render/draw_frc_coverage';\n// Side-effect imports: extension class files call `register(...)` at module load.\n// Including them here ensures main-thread registration happens when the HD module\n// loads, before any tile carrying hdExt data is deserialized.\nimport '../3d-style/data/bucket/fill_hd_extension';\nimport '../3d-style/data/bucket/line_hd_extension';\nimport '../3d-style/data/bucket/circle_hd_extension';\nimport '../3d-style/data/bucket/symbol_hd_extension';\n// `BuildingBucket` also lives entirely in the HD module — the class itself (unlike the\n// fill/line/circle/symbol core buckets that carry an `hdExt`) isn't registered by core.\n// Without this import, deserializing any tile containing a BuildingBucket would throw.\nimport '../3d-style/data/bucket/building_bucket';\nimport '../3d-style/elevation/elevation_feature';\n\nexport const HD = {\n    loaded: true,\n    drawBuilding,\n    BuildingTileBorderManager,\n    drawRasterParticle,\n    prepareRasterParticle,\n    Rain,\n    Snow,\n    shaders,\n    programUniforms,\n    drawElevatedStructures,\n    drawElevatedFillShadows,\n    drawDepthPrepass,\n    drawGroundShadowMask,\n    IndoorManager,\n    HdCoverageState,\n    updateFrcCoverage,\n    updateHdCoverageSourceCache,\n    updateFrcCoverageFadeRange,\n    HdElevationState,\n    setupAndUpdateElevationCoverage,\n    updateElevationCoverage,\n    updateCrossSourceElevationGate,\n    buildElevationRequestParams,\n    FrcCoverageRenderer,\n    drawFillFrcCoverageFirstPass,\n    drawFillFrcCoverageSecondPass,\n    drawLineFrcCoverageDetect,\n    drawLineFrcRenderLine,\n    drawLineFrcFadePass,\n    drawLineFrcCoverageSecondPass,\n};\n","import {BUILDING_HIDDEN_BY_TILE_BORDER_DEDUPLICATION, BUILDING_HIDDEN_WITH_INCOMPLETE_PARTS} from \"../data/bucket/building_bucket_flags\";\n\nimport type BuildingBucket from \"../data/bucket/building_bucket\";\nimport type SourceCache from \"../../src/source/source_cache\";\nimport type {CanonicalTileID} from \"../../src/source/tile_id\";\nimport type BuildingStyleLayer from \"../style/style_layer/building_style_layer\";\n\nexport class BuildingTileBorderManager {\n    private visibleTiles: Array<number> = [];\n\n    public updateBorders(source: SourceCache, layer: BuildingStyleLayer) {\n        const visibleTiles: Array<number> = [];\n        const buckets: Array<{bucket: BuildingBucket, tileID: CanonicalTileID}> = [];\n\n        const coords = source._getRenderableCoordinates(false, true);\n        for (const coord of coords) {\n            const tile = source.getTile(coord);\n            if (!tile.hasData()) {\n                continue;\n            }\n            const bucket = tile.getBucket(layer) as BuildingBucket;\n            if (!bucket) {\n                continue;\n            }\n            if (bucket.isEmpty()) {\n                continue;\n            }\n            visibleTiles.push(coord.key);\n            buckets.push({bucket, tileID: coord.canonical});\n        }\n\n        // Check if the visible tiles have changed\n        let bordersChanged = visibleTiles.length !== this.visibleTiles.length;\n        if (!bordersChanged) {\n            // Sort the visible tiles to ensure consistent ordering\n            visibleTiles.sort();\n            for (let i = 0; i < visibleTiles.length; i++) {\n                if (visibleTiles[i] !== this.visibleTiles[i]) {\n                    bordersChanged = true;\n                    break;\n                }\n            }\n        }\n\n        if (!bordersChanged) {\n            return;\n        }\n\n        const uniqueFeatureIDInstances = new Set<number>();\n        this.visibleTiles = visibleTiles;\n\n        // Sort buckets by tile id to ensure consistent results\n        // Ensure same sorting criteria is used on gl-native side to ensure parity\n        buckets.sort((lhs, rhs) => {\n            // Strict weak ordering\n            return (lhs.tileID.z - rhs.tileID.z) || (lhs.tileID.x - rhs.tileID.x) || (lhs.tileID.y - rhs.tileID.y);\n        });\n\n        for (const bucketAndTileID of buckets) {\n            const footprintsToShowIndices = new Array<number>();\n            const footprintsToHideIndices = new Array<number>();\n\n            const bucket = bucketAndTileID.bucket;\n\n            for (const featureOnBorder of bucket.featuresOnBorder) {\n                // Buildings disabled due to missing parts are already flagged on their footprint;\n                // skip them so an incomplete instance can't win the cross-tile dedup below.\n                if (bucket.footprints[featureOnBorder.footprintIndex].hiddenFlags & BUILDING_HIDDEN_WITH_INCOMPLETE_PARTS) {\n                    continue;\n                }\n                if (!uniqueFeatureIDInstances.has(featureOnBorder.featureId)) {\n                    uniqueFeatureIDInstances.add(featureOnBorder.featureId);\n                    footprintsToShowIndices.push(featureOnBorder.footprintIndex);\n                } else {\n                    footprintsToHideIndices.push(featureOnBorder.footprintIndex);\n                }\n            }\n\n            // Clear BUILDING_HIDDEN_BY_TILE_BORDER_DEDUPLICATION flag of footprints which should be shown\n            bucket.updateFootprintHiddenFlags(footprintsToShowIndices, BUILDING_HIDDEN_BY_TILE_BORDER_DEDUPLICATION, false);\n            // Set BUILDING_HIDDEN_BY_TILE_BORDER_DEDUPLICATION flag of footprints which should be hidden\n            bucket.updateFootprintHiddenFlags(footprintsToHideIndices, BUILDING_HIDDEN_BY_TILE_BORDER_DEDUPLICATION, true);\n        }\n    }\n}\n","import StencilMode from '../gl/stencil_mode.js';\nimport DepthMode from '../gl/depth_mode.js';\nimport {default as ColorMode} from '../gl/color_mode.js';\nimport CullFaceMode from '../gl/cull_face_mode.js';\nimport {vec3} from 'gl-matrix';\nimport SegmentVector from '../data/segment.js';\nimport {TriangleIndexArray, RainVertexArray} from '../data/array_types.js';\nimport {rainUniformValues} from './rain_program.js';\nimport {mulberry32} from '../style-spec/util/random.js';\nimport {rainLayout} from \"./rain_attributes.js\";\nimport Texture from '../render/texture.js';\nimport {PrecipitationBase, boxWrap, generateUniformDistributedPointsInsideCube, lerpClamp} from './common';\nimport {createDefaultRevealParams} from './precipitation_reveal_params.js';\nimport {Debug} from '../util/debug';\n\nimport type {DevToolsFolder} from '../ui/control/devtools';\nimport type {PrecipitationRevealParams} from './precipitation_reveal_params.js';\nimport type Painter from '../render/painter';\nimport type {VignetteParams} from './vignette';\n\ntype RainDrawParams = {\n    params: RainParams;\n    vignetteParams: VignetteParams;\n    revealParams: PrecipitationRevealParams;\n    direction: vec3;\n};\n\nexport type RainParams = {\n    intensity: number;\n    timeFactor: number;\n    velocityConeAperture: number;\n    velocity: number;\n    boxSize: number;\n    dropletSizeX: number;\n    dropletSizeYScale: number;\n    distortionStrength: number;\n    screenThinning: {\n        intensity: number;\n        start: number;\n        range: number;\n        fadePower: number;\n        affectedRatio: number;\n        particleOffset: number;\n    };\n    color: {r: number; g: number; b: number; a: number};\n    direction: {x: number; y: number};\n    shapeDirPower: number;\n    shapeNormalPower: number;\n};\n\nexport function createDefaultRainParams(): RainParams {\n    return {\n        intensity: 0.5,\n        timeFactor: 1.0,\n        velocityConeAperture: 0.0,\n        velocity: 300.0,\n        boxSize: 2500,\n        dropletSizeX: 1.0,\n        dropletSizeYScale: 10.0,\n        distortionStrength: 70.0,\n        screenThinning: {\n            intensity: 0.57,\n            start: 0.46,\n            range: 1.17,\n            fadePower: 0.17,\n            affectedRatio: 1.0,\n            particleOffset: -0.2\n        },\n        color: {r: 0.66, g: 0.68, b: 0.74, a: 0.7},\n        direction: {x: -50, y: -35},\n        shapeDirPower: 2.0,\n        shapeNormalPower: 1.0\n    };\n}\n\nexport function createDefaultRainVignetteParams(): VignetteParams {\n    return {\n        strength: 1.0,\n        start: 0.7,\n        range: 1.0,\n        fadePower: 0.4,\n        color: {r: 0.27, g: 0.27, b: 0.27, a: 1}\n    };\n}\n\nexport class Rain extends PrecipitationBase {\n    screenTexture: Texture | null | undefined;\n\n    _params: RainParams;\n\n    _vignetteParams: VignetteParams;\n\n    _devtoolsFolder: DevToolsFolder | null;\n\n    _painter: Painter | null;\n\n    constructor() {\n        super(4.25);\n        this._params = createDefaultRainParams();\n        this._vignetteParams = createDefaultRainVignetteParams();\n        this.particlesCount = 16000;\n        this._devtoolsFolder = null;\n        this._painter = null;\n    }\n\n    override destroy() {\n        Debug.run(() => {\n            if (this._painter && this._painter._devtools) {\n                this._painter._devtools.removeFolder('Rain');\n            }\n            this._devtoolsFolder = null;\n        });\n        super.destroy();\n    }\n\n    update(painter: Painter) {\n        Debug.run(() => {\n            this._painter = painter;\n\n            if (painter._devtools && !this._devtoolsFolder) {\n                const precipFolder = painter._devtools.addFolder('Precipitation');\n\n                // Register shared binding only if we're the first to create the folder\n                if (precipFolder.folder.children.length === 0) {\n                    precipFolder.addBinding(painter._debugParams, 'forceEnablePrecipitation', {}, () => painter.style.map.triggerRepaint());\n                }\n\n                precipFolder.addBinding(painter._debugParams, 'overrideRainParams', {}, () => {\n                    painter.style.map.triggerRepaint();\n                    rainFolder.folder.expanded = painter._debugParams.overrideRainParams;\n                    rainFolder.folder.disabled = !painter._debugParams.overrideRainParams;\n                });\n\n                const rainParams = createDefaultRainParams();\n                const rainRevealParams = createDefaultRevealParams();\n                const rainVignetteParams = createDefaultRainVignetteParams();\n                painter._debugParams.rainParamsOverride = rainParams;\n                painter._debugParams.rainRevealParamsOverride = rainRevealParams;\n                painter._debugParams.rainVignetteParamsOverride = rainVignetteParams;\n\n                const rainFolder = precipFolder.addSubFolder('Rain', {expanded: false, disabled: !painter._debugParams.overrideRainParams});\n\n                rainFolder.addBinding(rainParams, 'color', {color: {type: 'float'}}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'direction', {picker: 'inline', expanded: true, x: {min: -200, max: 200}, y: {min: -200, max: 200}}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'intensity', {min: 0.0, max: 1.0}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'timeFactor', {min: 0.0, max: 3.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'velocityConeAperture', {min: 0.0, max: 160.0, step: 1.0}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'velocity', {min: 0.0, max: 1500.0, step: 5}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'boxSize', {min: 100.0, max: 4400.0, step: 10.0}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'dropletSizeX', {min: 0.1, max: 10.0, step: 0.1}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'dropletSizeYScale', {min: 0.1, max: 10.0, step: 0.1}, () => painter.style.map.triggerRepaint());\n                rainFolder.addBinding(rainParams, 'distortionStrength', {min: 0.0, max: 100.0, step: 0.5}, () => painter.style.map.triggerRepaint());\n\n                const rainRevealFolder = rainFolder.addSubFolder('Rain_Reveal', {title: 'Reveal'});\n                rainRevealFolder.addBinding(rainRevealParams, 'revealStart', {min: 0, max: 17, step: 0.05}, () => painter.style.map.triggerRepaint());\n                rainRevealFolder.addBinding(rainRevealParams, 'revealRange', {min: 0.1, max: 5.1, step: 0.05}, () => painter.style.map.triggerRepaint());\n\n                const rainScreenThinningFolder = rainFolder.addSubFolder('Rain_ScreenThinning', {title: 'Screen Thinning'});\n                rainScreenThinningFolder.addBinding(rainParams.screenThinning, 'intensity', {min: 0.0, max: 1.0}, () => painter.style.map.triggerRepaint());\n                rainScreenThinningFolder.addBinding(rainParams.screenThinning, 'start', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                rainScreenThinningFolder.addBinding(rainParams.screenThinning, 'range', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                rainScreenThinningFolder.addBinding(rainParams.screenThinning, 'fadePower', {min: -1.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                rainScreenThinningFolder.addBinding(rainParams.screenThinning, 'affectedRatio', {min: 0.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                rainScreenThinningFolder.addBinding(rainParams.screenThinning, 'particleOffset', {min: -1.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n\n                const rainShapeFolder = rainFolder.addSubFolder('Rain_Shape', {title: 'Shape'});\n                rainShapeFolder.addBinding(rainParams, 'shapeDirPower', {min: 1.0, max: 10.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                rainShapeFolder.addBinding(rainParams, 'shapeNormalPower', {min: 1.0, max: 10.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n\n                const rainVignetteFolder = rainFolder.addSubFolder('Rain_Vignette', {title: 'Vignette'});\n                rainVignetteFolder.addBinding(rainVignetteParams, 'start', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                rainVignetteFolder.addBinding(rainVignetteParams, 'range', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                rainVignetteFolder.addBinding(rainVignetteParams, 'fadePower', {min: -1.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                rainVignetteFolder.addBinding(rainVignetteParams, 'strength', {min: 0.0, max: 1.0}, () => painter.style.map.triggerRepaint());\n                rainVignetteFolder.addBinding(rainVignetteParams, 'color', {color: {type: 'float'}}, () => painter.style.map.triggerRepaint());\n\n                this._devtoolsFolder = precipFolder;\n            }\n        });\n\n        const context = painter.context;\n\n        if (!this.particlesVx) {\n\n            const positions = generateUniformDistributedPointsInsideCube(this.particlesCount);\n\n            const vertices = new RainVertexArray();\n            const triangles = new TriangleIndexArray();\n\n            let base = 0;\n            const sRand = mulberry32(1323123451230);\n            for (let i = 0; i < positions.length; ++i) {\n\n                const p = positions[i];\n\n                const angularVelocityScale = -1 + 2 * sRand();\n                const velocityScale = sRand();\n                const directionConeHeading = sRand();\n                const directionConePitch = sRand();\n                const data: [number, number, number, number] = [angularVelocityScale, velocityScale, directionConeHeading, directionConePitch];\n\n                vertices.emplaceBack(p[0], p[1], p[2], -1, -1, ...data);\n                vertices.emplaceBack(p[0], p[1], p[2], 1, -1, ...data);\n                vertices.emplaceBack(p[0], p[1], p[2], 1, 1, ...data);\n                vertices.emplaceBack(p[0], p[1], p[2], -1, 1, ...data);\n\n                triangles.emplaceBack(base + 0, base + 1, base + 2);\n                triangles.emplaceBack(base + 0, base + 2, base + 3);\n\n                base += 4;\n            }\n\n            this.particlesVx = context.createVertexBuffer(vertices, rainLayout.members);\n            this.particlesIdx = context.createIndexBuffer(triangles);\n        }\n    }\n\n    getDrawParams(painter: Painter): RainDrawParams | null {\n        // In debug builds, Debug.run() populates debugParams from devtools overrides.\n        // In production, Debug.run() is stripped and we always fall through to the style-spec path.\n        let debugParams: RainDrawParams | null = null;\n        Debug.run(() => {\n            if (!painter._debugParams.overrideRainParams || !painter._debugParams.rainParamsOverride) {\n                return;\n            }\n\n            const params = structuredClone(painter._debugParams.rainParamsOverride);\n            const direction: vec3 = [-params.direction.x, params.direction.y, -100];\n            vec3.normalize(direction, direction);\n\n            const vp = painter._debugParams.rainVignetteParamsOverride ?\n                structuredClone(painter._debugParams.rainVignetteParamsOverride) :\n                structuredClone(this._vignetteParams);\n            const rp = painter._debugParams.rainRevealParamsOverride ?\n                ({...painter._debugParams.rainRevealParamsOverride}) :\n                {revealStart: 0, revealRange: 0.01};\n\n            debugParams = {\n                params,\n                vignetteParams: vp,\n                revealParams: rp,\n                direction\n            };\n        });\n\n        if (debugParams) return debugParams;\n\n        if (!painter.style.rain) return null;\n\n        const state = painter.style.rain.state;\n        const params = structuredClone(this._params);\n        params.intensity = state.density;\n        params.timeFactor = state.intensity;\n        params.color = structuredClone(state.color);\n        params.screenThinning.intensity = state.centerThinning;\n        params.dropletSizeX = state.dropletSize[0];\n        params.dropletSizeYScale = state.dropletSize[1] / state.dropletSize[0];\n        params.distortionStrength = state.distortionStrength * 100;\n\n        const vignetteParams = structuredClone(this._vignetteParams);\n        vignetteParams.strength = 1;\n        vignetteParams.color = structuredClone(state.vignetteColor);\n\n        return {\n            params,\n            vignetteParams,\n            revealParams: {revealStart: 0, revealRange: 0.01},\n            direction: structuredClone(state.direction)\n        };\n    }\n\n    draw(painter: Painter) {\n        const drawParams = this.getDrawParams(painter);\n        if (!drawParams) return;\n\n        const {params, revealParams, direction, vignetteParams} = drawParams;\n\n        // Check reveal factor\n        const zoom = painter.transform.zoom;\n        if (revealParams.revealStart > zoom) return;\n        const revealFactor = lerpClamp(0, 1, revealParams.revealStart, revealParams.revealStart + revealParams.revealRange, zoom);\n\n        // Verify buffers exist\n        if (!this.particlesVx || !this.particlesIdx) return;\n\n        vignetteParams.strength *= revealFactor;\n\n        // Update timing\n        const drawData = this.updateOnRender(painter, params.timeFactor);\n\n        const context = painter.context;\n        const gl = context.gl;\n\n        //\n        // Fill screen texture\n        //\n\n        const tr = painter.transform;\n\n        if (!this.screenTexture || this.screenTexture.size[0] !== painter.width || this.screenTexture.size[1] !== painter.height) {\n            this.screenTexture = new Texture(context, {width: painter.width, height: painter.height, data: null}, gl.RGBA8);\n        }\n\n        if (params.distortionStrength > 0) {\n            context.activeTexture.set(gl.TEXTURE0);\n            this.screenTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            gl.copyTexSubImage2D(gl.TEXTURE_2D, 0, 0, 0, 0, 0, painter.width, painter.height);\n        }\n\n        const program = painter.getOrCreateProgram('rainParticle');\n\n        painter.uploadCommonUniforms(context, program);\n\n        context.activeTexture.set(gl.TEXTURE0);\n        this.screenTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n        const colorVec: [number, number, number, number] = [params.color.r, params.color.g, params.color.b, params.color.a];\n\n        const drawParticlesBox = (boxSize: number, distortionOnly: boolean) => {\n            const camPos = boxWrap(this._movement.getPosition(), boxSize);\n\n            const sizeX = params.dropletSizeX;\n            const sizeY = params.dropletSizeX * params.dropletSizeYScale;\n\n            const thinningX = painter.width / 2;\n            const thinningY = painter.height / 2;\n\n            const thinningStart = lerpClamp(0, params.screenThinning.start, 0, 1, params.screenThinning.intensity);\n            const thinningRange = lerpClamp(0.001, params.screenThinning.range, 0, 1, params.screenThinning.intensity);\n            const thinningParticleOffset = lerpClamp(0.0, params.screenThinning.particleOffset, 0, 1, params.screenThinning.intensity);\n\n            const uniforms = rainUniformValues({\n                modelview: drawData.modelviewMatrix,\n                projection: drawData.projectionMatrix,\n                time: this._accumulatedTimeFromStart,\n                camPos: camPos as [number, number, number],\n                velocityConeAperture: params.velocityConeAperture,\n                velocity: params.velocity,\n                boxSize,\n                rainDropletSize: [sizeX, sizeY],\n                distortionStrength: params.distortionStrength,\n                rainDirection: direction as [number, number, number],\n                color: colorVec,\n                screenSize: [tr.width, tr.height],\n                thinningCenterPos: [thinningX, thinningY],\n                thinningShape: [thinningStart, thinningRange, Math.pow(10.0, params.screenThinning.fadePower)],\n                thinningAffectedRatio: params.screenThinning.affectedRatio,\n                thinningParticleOffset,\n                shapeDirectionalPower: params.shapeDirPower,\n                shapeNormalPower: params.shapeNormalPower,\n                mode: distortionOnly ? 0 : 1\n            });\n\n            const count = Math.round(params.intensity * this.particlesCount);\n            const particlesSegments = SegmentVector.simpleSegment(0, 0, count * 4, count * 2);\n\n            program.draw(painter, gl.TRIANGLES, DepthMode.disabled, StencilMode.disabled,\n                ColorMode.alphaBlended, CullFaceMode.disabled, uniforms, \"rain_particles\",\n                this.particlesVx, this.particlesIdx, particlesSegments);\n        };\n\n        // Distortion only\n        if (params.distortionStrength > 0) {\n            drawParticlesBox(params.boxSize, true);\n        }\n\n        // Same data alpha blended only\n        drawParticlesBox(params.boxSize, false);\n\n        this._vignette.draw(painter, vignetteParams);\n    }\n\n}\n","import StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport {default as ColorMode} from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {vec3} from 'gl-matrix';\nimport SegmentVector from '../data/segment';\nimport {TriangleIndexArray, SnowVertexArray} from '../data/array_types';\nimport {snowUniformValues} from './snow_program';\nimport {mulberry32} from '../style-spec/util/random';\nimport {snowLayout} from \"./snow_attributes\";\nimport {boxWrap, generateUniformDistributedPointsInsideCube, lerpClamp, PrecipitationBase} from './common';\nimport {createDefaultRevealParams} from './precipitation_reveal_params';\nimport {Debug} from '../util/debug';\n\nimport type {DevToolsFolder} from '../ui/control/devtools';\nimport type {PrecipitationRevealParams} from './precipitation_reveal_params';\nimport type Painter from '../render/painter';\nimport type {VignetteParams} from './vignette';\n\ntype SnowDrawParams = {\n    params: SnowParams;\n    vignetteParams: VignetteParams;\n    revealParams: PrecipitationRevealParams;\n    direction: vec3;\n};\n\nexport type SnowParams = {\n    intensity: number;\n    timeFactor: number;\n    velocityConeAperture: number;\n    velocity: number;\n    horizontalOscillationRadius: number;\n    horizontalOscillationRate: number;\n    boxSize: number;\n    billboardSize: number;\n    shapeFadeStart: number;\n    shapeFadePower: number;\n    screenThinning:{\n        intensity: number;\n        start: number;\n        range: number;\n        fadePower: number;\n        affectedRatio: number;\n        particleOffset: number;\n    },\n    color: {r: number; g: number; b: number; a: number};\n    direction: {x: number; y: number},\n};\n\nexport function createDefaultSnowParams(): SnowParams {\n    return {\n        intensity: 0.85,\n        timeFactor: 0.75,\n        velocityConeAperture: 70.0,\n        velocity: 40.0,\n        horizontalOscillationRadius: 4.0,\n        horizontalOscillationRate: 1.5,\n        boxSize: 2000,\n        billboardSize: 2.0,\n        shapeFadeStart: 0.27,\n        shapeFadePower: 0.21,\n        screenThinning: {\n            intensity: 0.4,\n            start: 0.15,\n            range: 1.4,\n            fadePower: 0.24,\n            affectedRatio: 1.0,\n            particleOffset: -0.2\n        },\n        color: {r: 1.0, g: 1, b: 1, a: 1.0},\n        direction: {x: -50, y: -35},\n    };\n}\n\nexport function createDefaultSnowVignetteParams(): VignetteParams {\n    return {\n        strength: 0.3,\n        start: 0.78,\n        range: 0.46,\n        fadePower: 0.2,\n        color: {r: 1, g: 1, b: 1, a: 1}\n    };\n}\n\nexport class Snow extends PrecipitationBase {\n    _params: SnowParams;\n\n    _vignetteParams: VignetteParams;\n\n    _devtoolsFolder: DevToolsFolder | null;\n\n    _painter: Painter | null;\n\n    constructor() {\n        super(2.25);\n        this._params = createDefaultSnowParams();\n        this._vignetteParams = createDefaultSnowVignetteParams();\n        this.particlesCount = 16000;\n        this._devtoolsFolder = null;\n        this._painter = null;\n    }\n\n    override destroy() {\n        Debug.run(() => {\n            if (this._painter && this._painter._devtools) {\n                this._painter._devtools.removeFolder('Snow');\n            }\n            this._devtoolsFolder = null;\n        });\n        super.destroy();\n    }\n\n    update(painter: Painter) {\n        Debug.run(() => {\n            this._painter = painter;\n\n            if (painter._devtools && !this._devtoolsFolder) {\n                const precipFolder = painter._devtools.addFolder('Precipitation');\n\n                // Register shared binding only if we're the first to create the folder\n                if (precipFolder.folder.children.length === 0) {\n                    precipFolder.addBinding(painter._debugParams, 'forceEnablePrecipitation', {}, () => painter.style.map.triggerRepaint());\n                }\n\n                precipFolder.addBinding(painter._debugParams, 'overrideSnowParams', {}, () => {\n                    painter.style.map.triggerRepaint();\n                    snowFolder.folder.expanded = painter._debugParams.overrideSnowParams;\n                    snowFolder.folder.disabled = !painter._debugParams.overrideSnowParams;\n                });\n\n                const snowParams = createDefaultSnowParams();\n                const snowRevealParams = createDefaultRevealParams();\n                const snowVignetteParams = createDefaultSnowVignetteParams();\n                painter._debugParams.snowParamsOverride = snowParams;\n                painter._debugParams.snowRevealParamsOverride = snowRevealParams;\n                painter._debugParams.snowVignetteParamsOverride = snowVignetteParams;\n\n                const snowFolder = precipFolder.addSubFolder('Snow', {expanded: false, disabled: !painter._debugParams.overrideSnowParams});\n\n                snowFolder.addBinding(snowParams, 'color', {color: {type: 'float'}}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'direction', {picker: 'inline', expanded: true, x: {min: -200, max: 200}, y: {min: -200, max: 200}}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'intensity', {min: 0.0, max: 1.0}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'timeFactor', {min: 0.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'velocityConeAperture', {min: 0.0, max: 160.0, step: 1.0}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'velocity', {min: 0.0, max: 500.0, step: 0.5}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'horizontalOscillationRadius', {min: 0.0, max: 10.0, step: 0.1}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'horizontalOscillationRate', {min: 0.3, max: 3.0, step: 0.05}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'boxSize', {min: 100.0, max: 10000.0, step: 50.0}, () => painter.style.map.triggerRepaint());\n                snowFolder.addBinding(snowParams, 'billboardSize', {min: 0.1, max: 10.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n\n                const snowRevealFolder = snowFolder.addSubFolder('Snow_Reveal', {title: 'Reveal'});\n                snowRevealFolder.addBinding(snowRevealParams, 'revealStart', {min: 0, max: 17, step: 0.05}, () => painter.style.map.triggerRepaint());\n                snowRevealFolder.addBinding(snowRevealParams, 'revealRange', {min: 0.1, max: 5.1, step: 0.05}, () => painter.style.map.triggerRepaint());\n\n                const snowScreenThinningFolder = snowFolder.addSubFolder('Snow_ScreenThinning', {title: 'Screen Thinning'});\n                snowScreenThinningFolder.addBinding(snowParams.screenThinning, 'intensity', {min: 0.0, max: 1.0}, () => painter.style.map.triggerRepaint());\n                snowScreenThinningFolder.addBinding(snowParams.screenThinning, 'start', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                snowScreenThinningFolder.addBinding(snowParams.screenThinning, 'range', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                snowScreenThinningFolder.addBinding(snowParams.screenThinning, 'fadePower', {min: -1.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                snowScreenThinningFolder.addBinding(snowParams.screenThinning, 'affectedRatio', {min: 0.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                snowScreenThinningFolder.addBinding(snowParams.screenThinning, 'particleOffset', {min: -1.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n\n                const snowShapeFolder = snowFolder.addSubFolder('Snow_Shape', {title: 'Shape'});\n                snowShapeFolder.addBinding(snowParams, 'shapeFadeStart', {min: 0.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                snowShapeFolder.addBinding(snowParams, 'shapeFadePower', {min: -1.0, max: 0.99, step: 0.01}, () => painter.style.map.triggerRepaint());\n\n                const snowVignetteFolder = snowFolder.addSubFolder('Snow_Vignette', {title: 'Vignette'});\n                snowVignetteFolder.addBinding(snowVignetteParams, 'start', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                snowVignetteFolder.addBinding(snowVignetteParams, 'range', {min: 0.0, max: 2.0}, () => painter.style.map.triggerRepaint());\n                snowVignetteFolder.addBinding(snowVignetteParams, 'fadePower', {min: -1.0, max: 1.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                snowVignetteFolder.addBinding(snowVignetteParams, 'strength', {min: 0.0, max: 1.0}, () => painter.style.map.triggerRepaint());\n                snowVignetteFolder.addBinding(snowVignetteParams, 'color', {color: {type: 'float'}}, () => painter.style.map.triggerRepaint());\n\n                this._devtoolsFolder = precipFolder;\n            }\n        });\n\n        const context = painter.context;\n\n        if (!this.particlesVx) {\n            const positions = generateUniformDistributedPointsInsideCube(this.particlesCount);\n\n            const vertices = new SnowVertexArray();\n            const triangles = new TriangleIndexArray();\n\n            let base = 0;\n            const sRand = mulberry32(1323123451230);\n            for (let i = 0; i < positions.length; ++i) {\n                const p = positions[i];\n\n                const velocityScale = sRand();\n                const directionConeHeading = sRand();\n                const directionConePitch = sRand();\n                const data: [number, number, number, number] = [i / positions.length, velocityScale, directionConeHeading, directionConePitch];\n                const dataHorizontalOscillation: [number, number] = [sRand(), sRand()];\n\n                vertices.emplaceBack(p[0], p[1], p[2], -1, -1, ...data, ...dataHorizontalOscillation);\n                vertices.emplaceBack(p[0], p[1], p[2], 1, -1, ...data, ...dataHorizontalOscillation);\n                vertices.emplaceBack(p[0], p[1], p[2], 1, 1, ...data, ...dataHorizontalOscillation);\n                vertices.emplaceBack(p[0], p[1], p[2], -1, 1, ...data, ...dataHorizontalOscillation);\n\n                triangles.emplaceBack(base + 0, base + 1, base + 2);\n                triangles.emplaceBack(base + 0, base + 2, base + 3);\n\n                base += 4;\n            }\n\n            this.particlesVx = context.createVertexBuffer(vertices, snowLayout.members);\n            this.particlesIdx = context.createIndexBuffer(triangles);\n        }\n    }\n\n    getDrawParams(painter: Painter): SnowDrawParams | null {\n        // In debug builds, Debug.run() populates debugParams from devtools overrides.\n        // In production, Debug.run() is stripped and we always fall through to the style-spec path.\n        let debugParams: SnowDrawParams | null = null;\n\n        Debug.run(() => {\n            if (!painter._debugParams.overrideSnowParams || !painter._debugParams.snowParamsOverride) {\n                return;\n            }\n\n            const params = structuredClone(painter._debugParams.snowParamsOverride);\n            const direction: vec3 = [-params.direction.x, params.direction.y, -100];\n            vec3.normalize(direction, direction);\n\n            const vp = painter._debugParams.snowVignetteParamsOverride ?\n                structuredClone(painter._debugParams.snowVignetteParamsOverride) :\n                structuredClone(this._vignetteParams);\n\n            const rp = painter._debugParams.snowRevealParamsOverride ?\n                ({...painter._debugParams.snowRevealParamsOverride}) :\n                {revealStart: 0, revealRange: 0.01};\n\n            debugParams = {\n                params,\n                vignetteParams: vp,\n                revealParams: rp,\n                direction\n            };\n        });\n\n        if (debugParams) return debugParams;\n\n        if (!painter.style.snow) return null;\n\n        const state = painter.style.snow.state;\n        const params = structuredClone(this._params);\n        params.intensity = state.density;\n        params.timeFactor = state.intensity;\n        params.color = structuredClone(state.color);\n        params.screenThinning.intensity = state.centerThinning;\n        params.billboardSize = 2.79 * state.flakeSize;\n\n        const vignetteParams = structuredClone(this._vignetteParams);\n        vignetteParams.strength = 1;\n        vignetteParams.color = structuredClone(state.vignetteColor);\n\n        return {\n            params,\n            vignetteParams,\n            revealParams: {revealStart: 0, revealRange: 0.01},\n            direction: structuredClone(state.direction)\n        };\n    }\n\n    draw(painter: Painter) {\n        const drawParams = this.getDrawParams(painter);\n        if (!drawParams) return;\n\n        const {params, revealParams, direction, vignetteParams} = drawParams;\n\n        // Check reveal factor\n        const zoom = painter.transform.zoom;\n        if (revealParams.revealStart > zoom) return;\n        const revealFactor = lerpClamp(0, 1, revealParams.revealStart, revealParams.revealStart + revealParams.revealRange, zoom);\n\n        vignetteParams.strength *= revealFactor;\n\n        // Update timing\n        const drawData = this.updateOnRender(painter, params.timeFactor);\n\n        // Verify buffers exist\n        if (!this.particlesVx || !this.particlesIdx) return;\n\n        const context = painter.context;\n        const gl = context.gl;\n        const tr = painter.transform;\n\n        const program = painter.getOrCreateProgram('snowParticle');\n\n        painter.uploadCommonUniforms(context, program);\n\n        const drawParticlesBox = (boxSize: number, sizeScale: number, dp: SnowParams) => {\n            const camPos = boxWrap(this._movement.getPosition(), boxSize);\n\n            const thinningX = tr.width  / 2;\n            const thinningY = tr.height  / 2;\n\n            const thinningStart = lerpClamp(0, dp.screenThinning.start, 0, 1, dp.screenThinning.intensity);\n            const thinningRange = lerpClamp(0.001, dp.screenThinning.range, 0, 1, dp.screenThinning.intensity);\n            const thinningParticleOffset = lerpClamp(0.0, dp.screenThinning.particleOffset, 0, 1, dp.screenThinning.intensity);\n\n            const uniforms = snowUniformValues({\n                modelview: drawData.modelviewMatrix,\n                projection: drawData.projectionMatrix,\n                time: this._accumulatedTimeFromStart,\n                camPos: camPos as [number, number, number],\n                velocityConeAperture: dp.velocityConeAperture,\n                velocity: dp.velocity,\n                horizontalOscillationRadius: dp.horizontalOscillationRadius,\n                horizontalOscillationRate: dp.horizontalOscillationRate,\n                boxSize,\n                billboardSize: dp.billboardSize * sizeScale,\n                simpleShapeParameters: [dp.shapeFadeStart, dp.shapeFadePower],\n                screenSize: [tr.width, tr.height],\n                thinningCenterPos: [thinningX, thinningY],\n                thinningShape: [thinningStart, thinningRange, Math.pow(10.0, dp.screenThinning.fadePower)],\n                thinningAffectedRatio: dp.screenThinning.affectedRatio,\n                thinningParticleOffset,\n                color: [dp.color.r, dp.color.g, dp.color.b, dp.color.a],\n                direction: direction as [number, number, number]\n            });\n\n            const count = Math.round(dp.intensity * this.particlesCount);\n            const particlesSegments = SegmentVector.simpleSegment(0, 0, count * 4, count * 2);\n\n            if (this.particlesVx && this.particlesIdx) {\n                program.draw(painter, gl.TRIANGLES, DepthMode.disabled, StencilMode.disabled,\n                ColorMode.alphaBlended, CullFaceMode.disabled, uniforms, \"snow_particles\",\n                this.particlesVx, this.particlesIdx, particlesSegments);\n            }\n        };\n\n        drawParticlesBox(params.boxSize, 1.0, params);\n\n        this._vignette.draw(painter, vignetteParams);\n    }\n}\n","import Point from '@mapbox/point-geometry';\nimport {bindAll} from '../../src/util/util';\nimport {Event, Evented} from '../../src/util/evented';\nimport {ViewportIntersectionStrategy} from './indoor_building_detection';\nimport {IndoorActiveFloorStrategy} from './indoor_active_floor_strategy';\n\nimport type {IndoorBuilding, IndoorData, IndoorEvents, IndoorState, IndoorTileOptions, IndoorFloor} from '../../src/style/indoor_data';\nimport type Style from '../../src/style/style';\n\nexport function setsEqual(a: Set<string> | null, b: Set<string> | null): boolean {\n    if (a === b) return true;\n    if (!a || !b) return false;\n    if (a.size !== b.size) return false;\n    for (const item of a) {\n        if (!b.has(item)) return false;\n    }\n    return true;\n}\n\nexport default class IndoorManager extends Evented<IndoorEvents> {\n    _style: Style;\n    _selectedFloorId!: string | null;\n    _closestBuildingId: string | null;\n    _buildings: Record<string, IndoorBuilding> | null;\n    _activeFloors: Set<string> | null;\n    _indoorState: IndoorState | null;\n    _buildingDetectionStrategy: ViewportIntersectionStrategy;\n    _initialLoadDone: boolean;\n\n    constructor(style: Style, styleLoaded: boolean = false) {\n        super();\n        this._style = style;\n        this._buildings = {};\n        this._activeFloors = new Set();\n        this._closestBuildingId = null;\n        this._indoorState = {selectedFloorId: null, activeFloorsVisible: true, activeFloors: this._activeFloors};\n        this._buildingDetectionStrategy = new ViewportIntersectionStrategy();\n        this._initialLoadDone = false;\n        bindAll(['_updateUI'], this);\n        const setupObservers = () => {\n            if (this._style.isIndoorEnabled()) {\n                this._style.map.on('load', () => {\n                    this._initialLoadDone = true;\n                    if (this._indoorState && this._indoorState.needsUpdate) {\n                        this._indoorState.needsUpdate = false;\n                        this._style.updateIndoorDependentLayers();\n                    }\n                    this._updateUI();\n                });\n                this._style.map.on('move', this._updateUI);\n                this._style.map.on('idle', this._updateUI);\n            }\n        };\n        // If the style has already finished loading (IndoorManager was created lazily\n        // after the style.load event fired), register observers and mark load as done\n        // immediately — the style.load listener would never fire in this case.\n\n        if (styleLoaded) {\n            this._initialLoadDone = true;\n            setupObservers();\n        } else {\n            this._style.on('style.load', setupObservers);\n        }\n    }\n\n    destroy() {\n        this._buildings = {};\n        this._activeFloors = new Set();\n        this._indoorState = null;\n    }\n\n    selectFloor(floorId: string | null) {\n        if (floorId === this._selectedFloorId && this._indoorState && this._indoorState.activeFloorsVisible) {\n            return;\n        }\n        this._selectedFloorId = floorId;\n        this._recalculateActiveFloors();\n    }\n\n    setActiveFloorsVisibility(activeFloorsVisible: boolean) {\n        this._updateActiveFloors(activeFloorsVisible);\n        this._updateIndoorSelector();\n    }\n\n    setIndoorData(indoorData: IndoorData) {\n        let changed = false;\n        for (const [id, building] of Object.entries(indoorData.buildings)) {\n            if (this._buildings[id]) {\n                for (const floorId of building.floorIds) {\n                    this._buildings[id].floorIds.add(floorId);\n                    if (this._buildings[id].floors[floorId]) {\n                        this._mergeFloors(this._buildings[id].floors[floorId], building.floors[floorId]);\n                    } else {\n                        this._buildings[id].floors[floorId] = building.floors[floorId];\n                        changed = true;\n                    }\n                }\n            } else {\n                this._buildings[id] = building;\n                changed = true;\n            }\n        }\n        if (changed) {\n            this._recalculateActiveFloors();\n        }\n    }\n\n    getIndoorTileOptions(sourceId: string, scope: string): IndoorTileOptions | null {\n        if (!this._indoorState) {\n            return null;\n        }\n        const sourceLayers = this._style.getIndoorSourceLayers(sourceId, scope);\n        const indoorState = this._indoorState;\n        return {sourceLayers, indoorState};\n    }\n\n    getControlState() {\n        const buildings = this._buildings;\n        const closestBuildingId = this._closestBuildingId;\n        const closestBuilding = (closestBuildingId && buildings) ? buildings[closestBuildingId] : undefined;\n        if (!closestBuilding) {\n            return {\n                selectedFloorId: null,\n                activeFloorsVisible: this._indoorState ? this._indoorState.activeFloorsVisible : false,\n                floors: []\n            };\n        }\n        let buildingActiveFloorId: string | null = null;\n        for (const floorId of closestBuilding.floorIds) {\n            if (this._activeFloors && this._activeFloors.has(floorId)) {\n                buildingActiveFloorId = floorId;\n                break;\n            }\n        }\n        const floors = Array.from(closestBuilding.floorIds)\n            .map((floorId) => ({\n                id: floorId,\n                name: closestBuilding.floors[floorId].name,\n                zIndex: closestBuilding.floors[floorId].zIndex,\n            }))\n            .sort((a, b) => b.zIndex - a.zIndex)\n            .filter((floor, idx, arr) => idx === 0 || floor.zIndex !== arr[idx - 1].zIndex);\n        return {\n            selectedFloorId: buildingActiveFloorId,\n            activeFloorsVisible: this._indoorState ? this._indoorState.activeFloorsVisible : false,\n            floors\n        };\n    }\n\n    _updateUI() {\n        this._initialLoadDone = true;\n\n        const transform = this._style.map.transform;\n        const closestBuildingId = this._buildingDetectionStrategy.findClosestBuilding(\n            this._buildings,\n            transform.center,\n            transform.zoom,\n            transform.getBounds(),\n            this._makeViewportPolygon()\n        );\n\n        if (closestBuildingId !== this._closestBuildingId) {\n            const previousBuildingId = this._closestBuildingId;\n            this._closestBuildingId = closestBuildingId;\n            this._onBuildingTransition(previousBuildingId, closestBuildingId);\n            this._updateIndoorSelector();\n        }\n    }\n\n    _onBuildingTransition(previousId: string | null, currentId: string | null) {\n        if (!this._indoorState) return;\n\n        const disappeared = !currentId && !!previousId;\n        const appeared = !!currentId && !previousId;\n\n        if (disappeared) {\n            this._indoorState.activeFloors = new Set();\n            this._indoorState.activeFloorsVisible = false;\n            this._style.updateIndoorDependentLayers();\n        } else if (appeared) {\n            this._recalculateActiveFloors();\n            this._updateActiveFloors(true);\n        }\n    }\n\n    _updateIndoorSelector() {\n        this.fire(new Event('selector-update', this.getControlState()));\n    }\n\n    _updateActiveFloors(visible: boolean) {\n        this._indoorState = {selectedFloorId: this._selectedFloorId, activeFloorsVisible: visible, activeFloors: this._activeFloors};\n        if (!this._initialLoadDone) {\n            this._indoorState.needsUpdate = true;\n            return;\n        }\n        this._style.updateIndoorDependentLayers();\n    }\n\n    _recalculateActiveFloors() {\n        if (!this._buildings) return;\n\n        const newActiveFloors = IndoorActiveFloorStrategy.calculate(\n            this._buildings,\n            this._selectedFloorId,\n            this._activeFloors\n        );\n\n        // Skip expensive style update if active floors haven't changed\n        if (setsEqual(newActiveFloors, this._activeFloors)) {\n            return;\n        }\n\n        this._activeFloors = newActiveFloors;\n        const visible = this._indoorState ? this._indoorState.activeFloorsVisible : false;\n        this._updateActiveFloors(visible);\n        this._updateIndoorSelector();\n    }\n\n    _mergeFloors(target: IndoorFloor, source: IndoorFloor) {\n        if (!source.geometry) return;\n\n        if (!target.geometry) {\n            target.geometry = source.geometry;\n            return;\n        }\n\n        if (target.geometry.type === 'Polygon') {\n            target.geometry = {\n                type: 'MultiPolygon',\n                coordinates: [target.geometry.coordinates]\n            };\n        }\n\n        if (source.geometry.type === 'Polygon') {\n            (target.geometry.coordinates as number[][][][]).push(source.geometry.coordinates);\n        } else if (source.geometry.type === 'MultiPolygon') {\n            (target.geometry.coordinates as number[][][][]).push(...source.geometry.coordinates);\n        }\n    }\n\n    _makeViewportPolygon() {\n        const transform = this._style.map.transform;\n        const width = transform.width;\n        const height = transform.height;\n        const corners = [\n            transform.pointLocation(new Point(0, 0)),\n            transform.pointLocation(new Point(width, 0)),\n            transform.pointLocation(new Point(width, height)),\n            transform.pointLocation(new Point(0, height))\n        ];\n        return corners.map(c => new Point(c.lng, c.lat));\n    }\n}\n","import {FrcCoverageManager} from '../source/frc_coverage_manager';\nimport SourceCache from '../../src/source/source_cache';\nimport {RenderSourceType} from '../../src/source/render_source_type';\nimport {HD_ROAD_COVERAGE_SOURCE_LAYER} from '../../src/source/frc_coverage_snapshot';\nimport {makeFQID} from '../../src/util/fqid';\n\nimport type Tile from '../../src/source/tile';\nimport type {TypedStyleLayer} from '../../src/style/style_layer/typed_style_layer';\nimport type Style from '../../src/style/style';\n\n// Barrel re-export so the HD module gets the full FRC surface from one import.\n// Importing the eager pair directly from `./frc_coverage_eager` is what keeps the\n// lazy code below out of core.\nexport {updateFrcCoverageFadeRange} from './frc_coverage_eager';\n\ntype SourceCacheTiles = {_tiles: Record<string, Tile>; _sourceLoaded?: boolean};\n\n/// Per-Style state for HD road coverage conflation.\n/// Owned by Style via _hdCoverage; null when conflation is not configured.\nexport class HdCoverageState {\n    coverageSourceCaches: Record<string, SourceCache>;\n    manager: FrcCoverageManager;\n\n    constructor() {\n        this.coverageSourceCaches = {};\n        this.manager = new FrcCoverageManager();\n    }\n}\n\n/// Collect FRC coverage from HD road coverage source caches and update painter's snapshot.\n/// Triggers re-parse of tiles with deferred road/structure layers when coverage changes.\nexport function updateFrcCoverage(style: Style, state: HdCoverageState) {\n    state.manager.clear();\n\n    for (const fqid in style._mergedHdRoadCoverageSourceCaches) {\n        const sourceCache = style._mergedHdRoadCoverageSourceCaches[fqid];\n        const tiles = (sourceCache as unknown as SourceCacheTiles)._tiles;\n        // Single loop over all loaded tiles — covers tiles with coverage data and\n        // loaded/errored tiles without data (frcMask=0 unblocks deferred parse).\n        for (const key in tiles) {\n            const tile = tiles[key];\n            if (!tile || !tile.loaded()) continue;\n            const polygons = tile.frcCoveragePolygons;\n            if (polygons && polygons.length > 0) {\n                state.manager.addTileCoverage(tile.tileID.canonical, polygons);\n            } else {\n                state.manager.addTileCoverage(tile.tileID.canonical, []);\n            }\n        }\n    }\n\n    const snapshot = state.manager.updateSnapshotIfNeeded();\n    if (style.map.painter) {\n        style.map.painter.frcCoverageSnapshot = snapshot.empty() ? null : snapshot;\n    }\n    if (!snapshot.empty()) {\n        const caches = [style._mergedOtherSourceCaches, style._mergedSymbolSourceCaches];\n        for (const cacheMap of caches) {\n            for (const cacheFqid in cacheMap) {\n                const sc = cacheMap[cacheFqid] as unknown as SourceCacheTiles & {_reloadTile: (id: number, state: string) => void};\n                for (const key in sc._tiles) {\n                    const tile = sc._tiles[key];\n                    if (tile && tile.hasDeferredRoadStructure) {\n                        tile.hasDeferredRoadStructure = false;\n                        sc._reloadTile(+key, 'reloading');\n                    }\n                }\n            }\n        }\n    }\n}\n\n/// Create a dedicated SourceCache for an hd_road_coverage fill layer.\n/// Called from Style._addLayers whenever such a layer is first encountered.\nexport function updateHdCoverageSourceCache(style: Style, state: HdCoverageState, layer: TypedStyleLayer) {\n    if (layer.type !== 'fill' || layer.sourceLayer !== HD_ROAD_COVERAGE_SOURCE_LAYER) return;\n    if (state.coverageSourceCaches[layer.source]) return;\n    const sourceInstance = style.getOwnSource(layer.source);\n    if (!sourceInstance || sourceInstance.type !== 'vector') return;\n    const sourceCacheId = `hd-road-coverage:${layer.source}`;\n    const sourceCacheFQID = makeFQID(sourceCacheId, style.scope);\n    const sourceCache = style._sourceCaches[sourceCacheId] = new SourceCache(sourceCacheFQID, sourceInstance, RenderSourceType.HdRoadCoverage);\n    state.coverageSourceCaches[layer.source] = sourceCache;\n    sourceCache.setMaxzoomOverride(14);\n    sourceCache.onAdd(style.map);\n    // In ESM builds the source may already be loaded (regular cache was set up earlier) but\n    // source.onAdd() defers its metadata event via requestAnimationFrame. If that frame gets\n    // cancelled the coverage cache stays uninitialized. Mirror the source-loaded state from\n    // the regular cache so update() can immediately start loading coverage tiles.\n    const regularCache = style._otherSourceCaches[layer.source] as unknown as SourceCacheTiles;\n    if (regularCache && regularCache._sourceLoaded) {\n        (sourceCache as unknown as SourceCacheTiles)._sourceLoaded = true;\n    }\n}\n","import {makeFQID} from '../../src/util/fqid';\n\nimport type Style from '../../src/style/style';\nimport type Painter from '../../src/render/painter';\nimport type EvaluationContext from '../../src/style-spec/expression/evaluation_context';\n\n/// Read `sdCoverageFadeRange` and `sdCoverageSourceLayers` from style config and apply\n/// them to the painter. Walks fragment styles; first match wins. Intentionally runs\n/// without HD loaded so painter params are set before tiles load, ensuring SD traffic\n/// tiles defer correctly even in ESM lazy-HD builds.\nexport function updateFrcCoverageFadeRange(style: Style, painter: Painter) {\n    let fadeRange: [number, number] | null = null;\n    let sourceLayers: string[] | null = null;\n    const zoomOnlyCtx = {globals: {zoom: 0}} as unknown as EvaluationContext;\n    style.forEachFragmentStyle((s: Style) => {\n        if (fadeRange) return;\n        const schema = s.stylesheet ? s.stylesheet.schema : null;\n        if (!schema || !schema['sdCoverageFadeRange']) return;\n        const fqid = makeFQID('sdCoverageFadeRange', s.scope);\n        const expressions = s.options ? s.options.get(fqid) : undefined;\n        const expression = expressions ? expressions.value || expressions.default : null;\n        if (expression) {\n            const val = expression.evaluate(zoomOnlyCtx) as unknown;\n            if (Array.isArray(val) && val.length === 2 && (val[0] > 0 || val[1] > 0)) {\n                fadeRange = [val[0] as number, val[1] as number];\n            }\n        }\n        const slFqid = makeFQID('sdCoverageSourceLayers', s.scope);\n        const slEntry = s.options ? s.options.get(slFqid) : undefined;\n        const slExpr = slEntry ? slEntry.value || slEntry.default : null;\n        if (slExpr) {\n            const val = slExpr.evaluate(zoomOnlyCtx) as unknown;\n            if (Array.isArray(val) && val.length > 0) sourceLayers = val as string[];\n        } else {\n            const imports = style.stylesheet ? style.stylesheet.imports || [] : [];\n            for (const imp of imports) {\n                if (imp.id === s.scope) {\n                    const raw = imp.config ? imp.config['sdCoverageSourceLayers'] : undefined;\n                    if (Array.isArray(raw) && raw.length > 0) sourceLayers = raw as string[];\n                    break;\n                }\n            }\n        }\n    });\n    painter.frcCoverageFadeRange = fadeRange;\n    painter.frcCoverageSourceLayers = fadeRange != null ? (sourceLayers || ['road', 'structure']) : [];\n}\n","import * as module from './hd_main_imports';\n\nexport const HD: Partial<typeof module.HD> = module.HD;\n\nexport async function prepareHD() { return Promise.resolve(); }\n","import {mat4} from 'gl-matrix';\nimport {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    UniformColor,\n    UniformMatrix4f\n} from '../uniform_binding';\nimport EXTENT from '../../style-spec/data/extent';\nimport MercatorCoordinate from '../../geo/mercator_coordinate';\nimport {cartesianPositionToSpherical, degToRad} from '../../../src/util/util';\n\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\nimport type Tile from '../../source/tile';\nimport type Painter from '../painter';\nimport type HillshadeStyleLayer from '../../style/style_layer/hillshade_style_layer';\nimport type DEMData from '../../data/dem_data';\nimport type {OverscaledTileID} from '../../source/tile_id';\n\nexport type HillshadeUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_image']: Uniform1i;\n    ['u_latrange']: Uniform2f;\n    ['u_light']: Uniform2f;\n    ['u_shadow']: UniformColor;\n    ['u_highlight']: UniformColor;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_accent']: UniformColor;\n};\n\nexport type HillshadePrepareUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_image']: Uniform1i;\n    ['u_dimension']: Uniform2f;\n    ['u_zoom']: Uniform1f;\n};\n\nexport type HillshadeDefinesType = 'TERRAIN_DEM_FLOAT_FORMAT';\n\nconst hillshadeUniforms = (context: Context): HillshadeUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_image': new Uniform1i(context),\n    'u_latrange': new Uniform2f(context),\n    'u_light': new Uniform2f(context),\n    'u_shadow': new UniformColor(context),\n    'u_highlight': new UniformColor(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_accent': new UniformColor(context)\n});\n\nconst hillshadePrepareUniforms = (context: Context): HillshadePrepareUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_image': new Uniform1i(context),\n    'u_dimension': new Uniform2f(context),\n    'u_zoom': new Uniform1f(context)\n});\n\nconst hillshadeUniformValues = (\n    painter: Painter,\n    tile: Tile,\n    layer: HillshadeStyleLayer,\n    matrix?: mat4 | null,\n): UniformValues<HillshadeUniformsType> => {\n\n    const shadow = layer.paint.get(\"hillshade-shadow-color\");\n    const shadowIgnoreLut = layer.paint.get(\"hillshade-shadow-color-use-theme\").constantOr(\"default\") === 'none';\n    const highlight = layer.paint.get(\"hillshade-highlight-color\");\n    const highlightIgnoreLut = layer.paint.get(\"hillshade-highlight-color-use-theme\").constantOr(\"default\") === 'none';\n    const accent = layer.paint.get(\"hillshade-accent-color\");\n    const accentIgnoreLut = layer.paint.get(\"hillshade-accent-color-use-theme\").constantOr(\"default\") === 'none';\n    const emissiveStrength = layer.paint.get(\"hillshade-emissive-strength\");\n\n    let azimuthal = degToRad(layer.paint.get('hillshade-illumination-direction'));\n    // modify azimuthal angle by map rotation if light is anchored at the viewport\n    if (layer.paint.get('hillshade-illumination-anchor') === 'viewport') {\n        azimuthal -= painter.transform.angle;\n    } else if (painter.style && painter.style.enable3dLights()) {\n        // hillshade-illumination-anchor = map & 3d lights enabled\n        if (painter.style.directionalLight) {\n            const direction = painter.style.directionalLight.properties.get('direction');\n\n            const spherical = cartesianPositionToSpherical(direction.x, direction.y, direction.z);\n            azimuthal = degToRad(spherical[1]);\n        }\n    }\n    const align = !painter.options.moving;\n    return {\n        'u_matrix': (matrix ? matrix : painter.transform.calculateProjMatrix(tile.tileID.toUnwrapped(), align)),\n        'u_image': 0,\n        'u_latrange': getTileLatRange(painter, tile.tileID),\n        'u_light': [layer.paint.get('hillshade-exaggeration'), azimuthal],\n\n        'u_shadow': shadow.toPremultipliedRenderColor(shadowIgnoreLut ? null : layer.lut),\n\n        'u_highlight': highlight.toPremultipliedRenderColor(highlightIgnoreLut ? null : layer.lut),\n        'u_emissive_strength': emissiveStrength,\n\n        'u_accent': accent.toPremultipliedRenderColor(accentIgnoreLut ? null : layer.lut)\n    };\n};\n\nconst hillshadeUniformPrepareValues = (tileID: OverscaledTileID, dem: DEMData): UniformValues<HillshadePrepareUniformsType> => {\n    const stride = dem.stride;\n    const matrix = mat4.create() as Float32Array;\n    // Flip rendering at y axis.\n    mat4.ortho(matrix, 0, EXTENT, -EXTENT, 0, 0, 1);\n    mat4.translate(matrix, matrix, [0, -EXTENT, 0]);\n\n    return {\n        'u_matrix': matrix,\n        'u_image': 1,\n        'u_dimension': [stride, stride],\n        'u_zoom': tileID.overscaledZ\n    };\n};\n\nfunction getTileLatRange(painter: Painter, tileID: OverscaledTileID): [number, number] {\n    // for scaling the magnitude of a points slope by its latitude\n    const tilesAtZoom = Math.pow(2, tileID.canonical.z);\n    const y = tileID.canonical.y;\n    return [\n        new MercatorCoordinate(0, y / tilesAtZoom).toLngLat().lat,\n        new MercatorCoordinate(0, (y + 1) / tilesAtZoom).toLngLat().lat];\n}\n\nexport {\n    hillshadeUniforms,\n    hillshadePrepareUniforms,\n    hillshadeUniformValues,\n    hillshadeUniformPrepareValues\n};\n","import Texture from './texture';\nimport StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {\n    hillshadeUniformValues,\n    hillshadeUniformPrepareValues\n} from './program/hillshade_program';\nimport ColorMode from '../gl/color_mode';\nimport assert from '../style-spec/util/assert';\n\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type Tile from '../source/tile';\nimport type HillshadeStyleLayer from '../style/style_layer/hillshade_style_layer';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type DEMData from '../data/dem_data';\nimport type {DynamicDefinesType} from './program/program_uniforms';\n\nexport default drawHillshade;\n\nfunction drawHillshade(painter: Painter, sourceCache: SourceCache, layer: HillshadeStyleLayer, tileIDs: Array<OverscaledTileID>) {\n    if (painter.renderPass !== 'offscreen' && painter.renderPass !== 'translucent') return;\n    if (painter.style.disableElevatedTerrain) return;\n\n    const context = painter.context;\n\n    // When rendering to texture, coordinates are already sorted: primary by\n    // proxy id and secondary sort is by Z.\n    const renderingToTexture = painter.terrain && painter.terrain.renderingToTexture;\n    const [stencilModes, coords] = painter.renderPass === 'translucent' && !renderingToTexture ?\n        painter.stencilConfigForOverlap(tileIDs) : [{}, tileIDs];\n\n    for (const coord of coords) {\n        const tile = sourceCache.getTile(coord);\n        if (tile.needsHillshadePrepare && painter.renderPass === 'offscreen') {\n            prepareHillshade(painter, tile, layer);\n        } else if (painter.renderPass === 'translucent') {\n            const depthMode = painter.depthModeForSublayer(0, DepthMode.ReadOnly);\n            const emissiveStrength = layer.paint.get('hillshade-emissive-strength');\n\n            const colorMode = painter.colorModeForDrapableLayerRenderPass(emissiveStrength);\n            const stencilMode = renderingToTexture && painter.terrain ?\n                painter.terrain.stencilModeForRTTOverlap(coord) : stencilModes[coord.overscaledZ];\n            renderHillshade(painter, coord, tile, layer, depthMode, stencilMode, colorMode);\n        }\n    }\n\n    context.viewport.set([0, 0, painter.width, painter.height]);\n\n    painter.resetStencilClippingMasks();\n}\n\nfunction renderHillshade(painter: Painter, coord: OverscaledTileID, tile: Tile, layer: HillshadeStyleLayer, depthMode: DepthMode, stencilMode: StencilMode, colorMode: ColorMode) {\n    const context = painter.context;\n    const gl = context.gl;\n    const fbo = tile.hillshadeFBO;\n    if (!fbo) return;\n    painter.prepareDrawTile();\n\n    const affectedByFog = painter.isTileAffectedByFog(coord);\n    const definesValues: DynamicDefinesType[] = [];\n    const isDraping = painter.terrain && painter.terrain.renderingToTexture;\n    if (isDraping && painter.isEmissiveMrtActive()) {\n        definesValues.push('USE_MRT1');\n        if (painter.emissiveMode === 'mrt-full-rgba') definesValues.push('USE_MRT1_RGBA');\n    }\n    const program = painter.getOrCreateProgram('hillshade', {overrideFog: affectedByFog, defines: definesValues});\n\n    context.activeTexture.set(gl.TEXTURE0);\n    gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment0.get());\n\n    const uniformValues = hillshadeUniformValues(painter, tile, layer, painter.terrain ? coord.projMatrix : null);\n\n    painter.uploadCommonUniforms(context, program, coord.toUnwrapped());\n\n    const {tileBoundsBuffer, tileBoundsIndexBuffer, tileBoundsSegments} = painter.getTileBoundsBuffers(tile);\n\n    program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n        uniformValues, layer.id, tileBoundsBuffer,\n        tileBoundsIndexBuffer, tileBoundsSegments);\n}\n\nexport function prepareDEMTexture(painter: Painter, tile: Tile, dem: DEMData) {\n    if (!tile.needsDEMTextureUpload) return;\n\n    const context = painter.context;\n    const gl = context.gl;\n\n    context.pixelStoreUnpackPremultiplyAlpha.set(false);\n    const textureStride = dem.stride;\n    tile.demTexture = tile.demTexture || painter.getTileTexture(textureStride);\n    const demImage = dem.getPixels();\n\n    // Dem encoding should match painters expectations about floating point DEM usage\n    if (tile.demTexture) {\n        tile.demTexture.update(demImage, {premultiply: false});\n    } else {\n        tile.demTexture = new Texture(context, demImage, gl.R32F, {premultiply: false});\n    }\n    tile.needsDEMTextureUpload = false;\n}\n\n// hillshade rendering is done in two steps. the prepare step first calculates the slope of the terrain in the x and y\n// directions for each pixel, and saves those values to a framebuffer texture in the r and g channels.\nfunction prepareHillshade(painter: Painter, tile: Tile, layer: HillshadeStyleLayer) {\n    const context = painter.context;\n    const gl = context.gl;\n    if (!tile.dem) return;\n    const dem: DEMData = tile.dem;\n\n    context.activeTexture.set(gl.TEXTURE1);\n    prepareDEMTexture(painter, tile, dem);\n    assert(tile.demTexture);\n    if (!tile.demTexture) return; // Silence flow.\n    tile.demTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE);\n    const tileSize = dem.dim;\n\n    context.activeTexture.set(gl.TEXTURE0);\n    let fbo = tile.hillshadeFBO;\n    if (!fbo) {\n        const renderTexture = new Texture(context, {width: tileSize, height: tileSize, data: null}, gl.RGBA8);\n        renderTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n        fbo = tile.hillshadeFBO = context.createFramebuffer(tileSize, tileSize, 1, 'renderbuffer');\n        fbo.colorAttachment0.set(renderTexture.texture);\n    }\n\n    context.bindFramebuffer.set(fbo.framebuffer);\n    context.viewport.set([0, 0, tileSize, tileSize]);\n\n    const {tileBoundsBuffer, tileBoundsIndexBuffer, tileBoundsSegments} = painter.getMercatorTileBoundsBuffers();\n\n    const definesValues: DynamicDefinesType[] = [];\n    if (painter.linearFloatFilteringSupported()) definesValues.push('TERRAIN_DEM_FLOAT_FORMAT');\n\n    const isDraping = painter.terrain && painter.terrain.renderingToTexture;\n    if (isDraping && painter.isEmissiveMrtActive()) {\n        definesValues.push('USE_MRT1');\n        if (painter.emissiveMode === 'mrt-full-rgba') definesValues.push('USE_MRT1_RGBA');\n    }\n\n    painter.getOrCreateProgram('hillshadePrepare', {defines: definesValues}).draw(painter, gl.TRIANGLES,\n        DepthMode.disabled, StencilMode.disabled, ColorMode.unblended, CullFaceMode.disabled,\n        hillshadeUniformPrepareValues(tile.tileID, dem),\n        layer.id, tileBoundsBuffer,\n        tileBoundsIndexBuffer, tileBoundsSegments);\n\n    tile.needsHillshadePrepare = false;\n}\n","import Color, {type NonPremultipliedRenderColor} from '../style-spec/util/color';\nimport assert from '../style-spec/util/assert';\n\nimport type Context from './context';\nimport type {\n    BlendFuncType,\n    BlendEquationType,\n    ColorMaskType,\n    DepthRangeType,\n    DepthMaskType,\n    StencilFuncType,\n    StencilOpType,\n    DepthFuncType,\n    TextureUnitType,\n    ViewportType,\n    CullFaceModeType,\n    FrontFaceType,\n} from './types';\n\nexport interface Value<T> {\n    current: T;\n    default: T;\n    dirty: boolean;\n    get: () => T;\n    setDefault: () => void;\n    set: (value: T) => void;\n}\n\nclass BaseValue<T> implements Value<T> {\n    declare gl: WebGL2RenderingContext;\n    declare current: T;\n    declare default: T;\n    declare dirty: boolean;\n\n    constructor(context: Context) {\n        this.gl = context.gl;\n        this.default = this.getDefault();\n        this.current = this.default;\n        this.dirty = false;\n    }\n\n    get(): T {\n        return this.current;\n    }\n\n    set(value: T) {\n        // overridden in child classes;\n    }\n\n    getDefault(): T {\n        return this.default; // overriden in child classes\n    }\n\n    setDefault() {\n        this.set(this.default);\n    }\n}\n\nexport class ClearColor extends BaseValue<NonPremultipliedRenderColor> {\n    override getDefault(): NonPremultipliedRenderColor {\n        return Color.transparent.toNonPremultipliedRenderColor(null);\n    }\n\n    override set(v: NonPremultipliedRenderColor) {\n        const c = this.current;\n        if (v.r === c.r && v.g === c.g && v.b === c.b && v.a === c.a && !this.dirty) return;\n        this.gl.clearColor(v.r, v.g, v.b, v.a);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class ClearDepth extends BaseValue<number> {\n    override getDefault(): number {\n        return 1;\n    }\n\n    override set(v: number) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.clearDepth(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class ClearStencil extends BaseValue<number> {\n    override getDefault(): number {\n        return 0;\n    }\n\n    override set(v: number) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.clearStencil(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class ColorMask extends BaseValue<ColorMaskType> {\n    override getDefault(): ColorMaskType {\n        return [true, true, true, true];\n    }\n\n    override set(v: ColorMaskType) {\n        const c = this.current;\n        if (v[0] === c[0] && v[1] === c[1] && v[2] === c[2] && v[3] === c[3] && !this.dirty) return;\n        this.gl.colorMask(v[0], v[1], v[2], v[3]);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class DepthMask extends BaseValue<DepthMaskType> {\n    override getDefault(): DepthMaskType {\n        return true;\n    }\n\n    override set(v: DepthMaskType): void {\n        if (v === this.current && !this.dirty) return;\n        this.gl.depthMask(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class StencilMask extends BaseValue<number> {\n    override getDefault(): number {\n        return 0xFF;\n    }\n\n    override set(v: number): void {\n        if (v === this.current && !this.dirty) return;\n        this.gl.stencilMask(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class StencilFunc extends BaseValue<StencilFuncType> {\n    override getDefault(): StencilFuncType {\n        return {\n            func: this.gl.ALWAYS,\n            ref: 0,\n            mask: 0xFF\n        };\n    }\n\n    override set(v: StencilFuncType): void {\n        const c = this.current;\n        if (v.func === c.func && v.ref === c.ref && v.mask === c.mask && !this.dirty) return;\n        // Assume UNSIGNED_INT_24_8 storage, with 8 bits dedicated to stencil.\n        // Please revise your stencil values if this threshold is triggered.\n        assert(v.ref >= 0 && v.ref <= 255);\n        this.gl.stencilFunc(v.func, v.ref, v.mask);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class StencilOp extends BaseValue<StencilOpType> {\n    override getDefault(): StencilOpType {\n        const gl = this.gl;\n        return [gl.KEEP, gl.KEEP, gl.KEEP];\n    }\n\n    override set(v: StencilOpType) {\n        const c = this.current;\n        if (v[0] === c[0] && v[1] === c[1] && v[2] === c[2] && !this.dirty) return;\n        this.gl.stencilOp(v[0], v[1], v[2]);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class StencilTest extends BaseValue<boolean> {\n    override getDefault(): boolean {\n        return false;\n    }\n\n    override set(v: boolean) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        if (v) {\n            gl.enable(gl.STENCIL_TEST);\n        } else {\n            gl.disable(gl.STENCIL_TEST);\n        }\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class DepthRange extends BaseValue<DepthRangeType> {\n    override getDefault(): DepthRangeType {\n        return [0, 1];\n    }\n\n    override set(v: DepthRangeType) {\n        const c = this.current;\n        if (v[0] === c[0] && v[1] === c[1] && !this.dirty) return;\n        this.gl.depthRange(v[0], v[1]);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class DepthTest extends BaseValue<boolean> {\n    override getDefault(): boolean {\n        return false;\n    }\n\n    override set(v: boolean) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        if (v) {\n            gl.enable(gl.DEPTH_TEST);\n        } else {\n            gl.disable(gl.DEPTH_TEST);\n        }\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class DepthFunc extends BaseValue<DepthFuncType> {\n    override getDefault(): DepthFuncType {\n        return this.gl.LESS;\n    }\n\n    override set(v: DepthFuncType) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.depthFunc(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class Blend extends BaseValue<boolean> {\n    override getDefault(): boolean {\n        return false;\n    }\n\n    override set(v: boolean) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        if (v) {\n            gl.enable(gl.BLEND);\n        } else {\n            gl.disable(gl.BLEND);\n        }\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BlendFunc extends BaseValue<BlendFuncType> {\n    override getDefault(): BlendFuncType {\n        const gl = this.gl;\n        return [gl.ONE, gl.ZERO, gl.ONE, gl.ZERO];\n    }\n\n    override set(v: BlendFuncType) {\n        const c = this.current;\n        if (v[0] === c[0] && v[1] === c[1] && v[2] === c[2] && v[3] === c[3] && !this.dirty) return;\n        this.gl.blendFuncSeparate(v[0], v[1], v[2], v[3]);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BlendColor extends BaseValue<NonPremultipliedRenderColor> {\n    override getDefault(): NonPremultipliedRenderColor {\n        return Color.transparent.toNonPremultipliedRenderColor(null);\n    }\n\n    override set(v: NonPremultipliedRenderColor) {\n        const c = this.current;\n        if (v.r === c.r && v.g === c.g && v.b === c.b && v.a === c.a && !this.dirty) return;\n        this.gl.blendColor(v.r, v.g, v.b, v.a);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BlendEquation extends BaseValue<BlendEquationType> {\n    override getDefault(): BlendEquationType {\n        return this.gl.FUNC_ADD;\n    }\n\n    override set(v: BlendEquationType) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.blendEquationSeparate(v, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class CullFace extends BaseValue<boolean> {\n    override getDefault(): boolean {\n        return false;\n    }\n\n    override set(v: boolean) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        if (v) {\n            gl.enable(gl.CULL_FACE);\n        } else {\n            gl.disable(gl.CULL_FACE);\n        }\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class CullFaceSide extends BaseValue<CullFaceModeType> {\n    override getDefault(): CullFaceModeType {\n        return this.gl.BACK;\n    }\n\n    override set(v: CullFaceModeType) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.cullFace(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class FrontFace extends BaseValue<FrontFaceType> {\n    override getDefault(): FrontFaceType {\n        return this.gl.CCW;\n    }\n\n    override set(v: FrontFaceType) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.frontFace(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class Program extends BaseValue<WebGLProgram | null | undefined> {\n    override getDefault(): WebGLProgram | null {\n        return null;\n    }\n\n    override set(v?: WebGLProgram | null) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.useProgram(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class ActiveTextureUnit extends BaseValue<TextureUnitType> {\n    override getDefault(): TextureUnitType {\n        return this.gl.TEXTURE0;\n    }\n\n    override set(v: TextureUnitType) {\n        if (v === this.current && !this.dirty) return;\n        this.gl.activeTexture(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class Viewport extends BaseValue<ViewportType> {\n    override getDefault(): ViewportType {\n        const gl = this.gl;\n        return [0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight];\n    }\n\n    override set(v: ViewportType) {\n        const c = this.current;\n        if (v[0] === c[0] && v[1] === c[1] && v[2] === c[2] && v[3] === c[3] && !this.dirty) return;\n        this.gl.viewport(v[0], v[1], v[2], v[3]);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BindFramebuffer extends BaseValue<WebGLFramebuffer | null | undefined> {\n    override getDefault(): WebGLFramebuffer | null {\n        return null;\n    }\n\n    override set(v?: WebGLFramebuffer | null) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        gl.bindFramebuffer(gl.FRAMEBUFFER, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BindRenderbuffer extends BaseValue<WebGLRenderbuffer | null | undefined> {\n    override getDefault(): WebGLRenderbuffer | null {\n        return null;\n    }\n\n    override set(v?: WebGLRenderbuffer | null) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        gl.bindRenderbuffer(gl.RENDERBUFFER, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BindTexture extends BaseValue<WebGLTexture | null | undefined> {\n    override getDefault(): WebGLTexture | null {\n        return null;\n    }\n\n    override set(v?: WebGLTexture | null) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        gl.bindTexture(gl.TEXTURE_2D, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BindVertexBuffer extends BaseValue<WebGLBuffer | null | undefined> {\n    override getDefault(): WebGLBuffer | null {\n        return null;\n    }\n\n    override set(v?: WebGLBuffer | null) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        gl.bindBuffer(gl.ARRAY_BUFFER, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BindElementBuffer extends BaseValue<WebGLBuffer | null | undefined> {\n    override getDefault(): WebGLBuffer | null {\n        return null;\n    }\n\n    override set(v?: WebGLBuffer | null) {\n        // Always rebind\n        const gl = this.gl;\n        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class BindVertexArrayOES extends BaseValue<WebGLVertexArrayObject | null> {\n    override getDefault(): WebGLVertexArrayObject | null {\n        return null;\n    }\n\n    override set(v: WebGLVertexArrayObject | null) {\n        if (!this.gl || (v === this.current && !this.dirty)) return;\n        this.gl.bindVertexArray(v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class PixelStoreUnpack extends BaseValue<number> {\n    override getDefault(): number {\n        return 4;\n    }\n\n    override set(v: number) {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        gl.pixelStorei(gl.UNPACK_ALIGNMENT, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class PixelStoreUnpackPremultiplyAlpha extends BaseValue<boolean> {\n    override getDefault(): boolean {\n        return false;\n    }\n\n    override set(v: boolean): void {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class PixelStoreUnpackFlipY extends BaseValue<boolean> {\n    override getDefault(): boolean {\n        return false;\n    }\n\n    override set(v: boolean): void {\n        if (v === this.current && !this.dirty) return;\n        const gl = this.gl;\n        gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nclass FramebufferAttachment<T> extends BaseValue<T | null | undefined> {\n    parent: WebGLFramebuffer;\n    context: Context;\n\n    constructor(context: Context, parent: WebGLFramebuffer) {\n        super(context);\n        this.context = context;\n        this.parent = parent;\n    }\n    override getDefault(): null {\n        return null;\n    }\n}\n\nexport class ColorAttachment extends FramebufferAttachment<WebGLTexture> {\n    attachmentPoint: number;\n\n    constructor(context: Context, parent: WebGLFramebuffer, attachmentIndex: number = 0) {\n        super(context, parent);\n        this.attachmentPoint = context.gl.COLOR_ATTACHMENT0 + attachmentIndex;\n    }\n\n    setDirty() {\n        this.dirty = true;\n    }\n\n    override set(v?: WebGLTexture | null): void {\n        if (v === this.current && !this.dirty) return;\n        this.context.bindFramebuffer.set(this.parent);\n        // note: it's possible to attach a renderbuffer to the color\n        // attachment point, but thus far MBGL only uses textures for color\n        const gl = this.gl;\n        gl.framebufferTexture2D(gl.FRAMEBUFFER, this.attachmentPoint, gl.TEXTURE_2D, v, 0);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class DepthRenderbufferAttachment extends FramebufferAttachment<WebGLRenderbuffer> {\n    attachment(): number { return this.gl.DEPTH_ATTACHMENT; }\n    override set(v: WebGLRenderbuffer | null | undefined | WebGLTexture): void {\n        if (v === this.current && !this.dirty) return;\n        this.context.bindFramebuffer.set(this.parent);\n        const gl = this.gl;\n        gl.framebufferRenderbuffer(gl.FRAMEBUFFER, this.attachment(), gl.RENDERBUFFER, v);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class DepthTextureAttachment extends FramebufferAttachment<WebGLTexture> {\n    attachment(): number { return this.gl.DEPTH_ATTACHMENT; }\n    override set(v?: WebGLTexture | null): void {\n        if (v === this.current && !this.dirty) return;\n        this.context.bindFramebuffer.set(this.parent);\n        const gl = this.gl;\n        gl.framebufferTexture2D(gl.FRAMEBUFFER, this.attachment(), gl.TEXTURE_2D, v, 0);\n        this.current = v;\n        this.dirty = false;\n    }\n}\n\nexport class DepthStencilAttachment extends DepthRenderbufferAttachment {\n    override attachment(): number { return this.gl.DEPTH_STENCIL_ATTACHMENT; }\n}\n","import {Uniform1i, Uniform1f, Uniform3f, UniformMatrix4f} from '../render/uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type Context from '../gl/context';\nimport type {UniformValues} from '../render/uniform_binding';\n\nexport type TerrainRasterUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_image0']: Uniform1i;\n    ['u_image1']: Uniform1i;\n    ['u_skirt_height']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_emissive_texture_available']: Uniform1f;\n};\n\nconst terrainRasterUniforms = (context: Context): TerrainRasterUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_image0': new Uniform1i(context),\n    'u_image1': new Uniform1i(context),\n    'u_skirt_height': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_emissive_texture_available': new Uniform1f(context)\n});\n\nconst terrainRasterUniformValues = (\n    matrix: mat4,\n    skirtHeight: number,\n    groundShadowFactor: [number, number, number],\n    emissiveTextureAvailable: number,\n): UniformValues<TerrainRasterUniformsType> => ({\n    'u_matrix': matrix,\n    'u_image0': 0,\n    'u_image1': 1,\n    'u_skirt_height': skirtHeight,\n    'u_ground_shadow_factor': groundShadowFactor,\n    'u_emissive_texture_available': emissiveTextureAvailable\n});\n\nexport {terrainRasterUniforms, terrainRasterUniformValues};\n","import {\n    Uniform1i,\n    Uniform2f,\n    Uniform3f,\n    UniformMatrix4f,\n    Uniform1f,\n    UniformMatrix3f,\n} from '../render/uniform_binding';\n\nimport type Context from '../gl/context';\nimport type {UniformValues} from '../render/uniform_binding';\nimport type {mat4} from 'gl-matrix';\n\nexport type GlobeRasterUniformsType = {\n    ['u_proj_matrix']: UniformMatrix4f;\n    ['u_globe_matrix']: UniformMatrix4f;\n    ['u_normalize_matrix']: UniformMatrix4f;\n    ['u_merc_matrix']: UniformMatrix4f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_merc_center']: Uniform2f;\n    ['u_image0']: Uniform1i;\n    ['u_image1']: Uniform1i;\n    ['u_grid_matrix']: UniformMatrix3f;\n    ['u_skirt_height']: Uniform1f;\n    ['u_far_z_cutoff']: Uniform1f;\n    ['u_frustum_tl']: Uniform3f;\n    ['u_frustum_tr']: Uniform3f;\n    ['u_frustum_br']: Uniform3f;\n    ['u_frustum_bl']: Uniform3f;\n    ['u_globe_pos']: Uniform3f;\n    ['u_globe_radius']: Uniform1f;\n    ['u_viewport']: Uniform2f;\n    ['u_emissive_texture_available']: Uniform1f;\n};\n\nconst globeRasterUniforms = (context: Context): GlobeRasterUniformsType => ({\n    'u_proj_matrix': new UniformMatrix4f(context),\n    'u_globe_matrix': new UniformMatrix4f(context),\n    'u_normalize_matrix': new UniformMatrix4f(context),\n    'u_merc_matrix': new UniformMatrix4f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_image0': new Uniform1i(context),\n    'u_image1': new Uniform1i(context),\n    'u_grid_matrix': new UniformMatrix3f(context),\n    'u_skirt_height': new Uniform1f(context),\n    'u_far_z_cutoff': new Uniform1f(context),\n    'u_frustum_tl': new Uniform3f(context),\n    'u_frustum_tr': new Uniform3f(context),\n    'u_frustum_br': new Uniform3f(context),\n    'u_frustum_bl': new Uniform3f(context),\n    'u_globe_pos': new Uniform3f(context),\n    'u_globe_radius': new Uniform1f(context),\n    'u_viewport': new Uniform2f(context),\n    'u_emissive_texture_available': new Uniform1f(context)\n});\n\nconst globeRasterUniformValues = (\n    projMatrix: mat4,\n    globeMatrix: mat4,\n    globeMercatorMatrix: mat4,\n    normalizeMatrix: mat4,\n    zoomTransition: number,\n    mercCenter: [number, number],\n    frustumDirTl: [number, number, number],\n    frustumDirTr: [number, number, number],\n    frustumDirBr: [number, number, number],\n    frustumDirBl: [number, number, number],\n    globePosition: [number, number, number],\n    globeRadius: number,\n    viewport: [number, number],\n    skirtHeight: number,\n    farZCutoff: number,\n    emissiveTextureAvailable: number,\n    gridMatrix?: mat4 | null,\n): UniformValues<GlobeRasterUniformsType> => ({\n    'u_proj_matrix': Float32Array.from(projMatrix),\n    'u_globe_matrix': globeMatrix,\n    'u_normalize_matrix': Float32Array.from(normalizeMatrix),\n    'u_merc_matrix': globeMercatorMatrix,\n    'u_zoom_transition': zoomTransition,\n    'u_merc_center': mercCenter,\n    'u_image0': 0,\n    'u_image1': 1,\n    'u_frustum_tl': frustumDirTl,\n    'u_frustum_tr': frustumDirTr,\n    'u_frustum_br': frustumDirBr,\n    'u_frustum_bl': frustumDirBl,\n    'u_globe_pos': globePosition,\n    'u_globe_radius': globeRadius,\n    'u_viewport': viewport,\n    'u_grid_matrix': gridMatrix ? Float32Array.from(gridMatrix) : new Float32Array(9),\n    'u_skirt_height': skirtHeight,\n    'u_far_z_cutoff': farZCutoff,\n    'u_emissive_texture_available': emissiveTextureAvailable\n});\n\nexport {globeRasterUniforms, globeRasterUniformValues};\n\nexport type GlobeDefinesType = 'PROJECTION_GLOBE_VIEW' | 'GLOBE_POLES' | 'CUSTOM_ANTIALIASING' | 'ALPHA_PASS';\n","import DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {terrainRasterUniformValues} from './terrain_raster_program';\nimport {globeRasterUniformValues} from './globe_raster_program';\nimport assert from '../style-spec/util/assert';\nimport {easeCubicInOut} from '../util/util';\nimport browser from '../util/browser';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport StencilMode from '../gl/stencil_mode';\nimport {mat4} from 'gl-matrix';\nimport {\n    calculateGlobeMercatorMatrix,\n    globeToMercatorTransition,\n    globePoleMatrixForTile,\n    getGridMatrix,\n    tileCornersToBounds,\n    globeNormalizeECEF,\n    globeTileBounds,\n    globeUseCustomAntiAliasing,\n    getLatitudinalLod\n} from '../geo/projection/globe_util';\nimport {calculateGroundShadowFactor} from '../../3d-style/render/shadow_utils';\nimport {getCutoffParams} from '../render/cutoff';\n\nimport type Program from '../render/program';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type {Terrain} from './terrain';\nimport type {OverscaledTileID, CanonicalTileID} from '../source/tile_id';\nimport type SourceCache from '../source/source_cache';\nimport type Painter from '../render/painter';\nimport type Tile from '../source/tile';\nimport type {DynamicDefinesType} from '../render/program/program_uniforms';\nimport type {GlobeRasterUniformsType} from './globe_raster_program';\nimport type {TerrainRasterUniformsType} from './terrain_raster_program';\nimport type {UserManagedTexture} from '../render/texture';\nimport type Texture from '../render/texture';\n\nexport {\n    drawTerrainRaster\n};\n\ntype DEMChain = {\n    startTime: number;\n    phase: number;\n    duration: number   // Interpolation duration in milliseconds;\n    from: Tile;\n    to: Tile;\n    queued: Tile | null | undefined;\n};\n\nclass VertexMorphing {\n    operations: Partial<Record<string | number, DEMChain>>;\n\n    constructor() {\n        this.operations = {};\n    }\n\n    newMorphing(key: number, from: Tile, to: Tile, now: number, duration: number) {\n        assert(from.demTexture && to.demTexture);\n        assert(from.tileID.key !== to.tileID.key);\n\n        if (key in this.operations) {\n            const op = this.operations[key];\n            assert(op.from && op.to);\n            // Queue the target tile unless it's being morphed to already\n            if (op.to.tileID.key !== to.tileID.key)\n                op.queued = to;\n        } else {\n            this.operations[key] = {\n                startTime: now,\n                phase: 0.0,\n                duration,\n                from,\n                to,\n                queued: null\n            };\n        }\n    }\n\n    getMorphValuesForProxy(key: number): {\n        from: Tile;\n        to: Tile;\n        phase: number;\n    } | null | undefined {\n        if (!(key in this.operations))\n            return null;\n\n        const op = this.operations[key];\n        const from = op.from;\n        const to = op.to;\n        assert(from && to);\n\n        return {from, to, phase: op.phase};\n    }\n\n    update(now: number) {\n        for (const key in this.operations) {\n            const op = this.operations[key];\n            assert(op.from && op.to);\n\n            op.phase = (now - op.startTime) / op.duration;\n\n            // Start the queued operation if the current one is finished or the data has expired\n            while (op.phase >= 1.0 || !this._validOp(op)) {\n                if (!this._nextOp(op, now)) {\n                    delete this.operations[key];\n                    break;\n                }\n            }\n        }\n    }\n\n    _nextOp(op: DEMChain, now: number): boolean {\n        if (!op.queued)\n            return false;\n        op.from = op.to;\n        op.to = op.queued;\n        op.queued = null;\n        op.phase = 0.0;\n        op.startTime = now;\n        return true;\n    }\n\n    _validOp(op: DEMChain): boolean {\n        return op.from.hasData() && op.to.hasData();\n    }\n}\n\nfunction demTileChanged(prev?: Tile | null, next?: Tile | null): boolean {\n    if (prev == null || next == null)\n        return false;\n    if (!prev.hasData() || !next.hasData())\n        return false;\n    if (prev.demTexture == null || next.demTexture == null)\n        return false;\n    return prev.tileID.key !== next.tileID.key;\n}\n\nconst vertexMorphing = new VertexMorphing();\nconst SHADER_DEFAULT = 0;\nconst SHADER_MORPHING = 1;\nconst defaultDuration = 250;\n\nfunction drawTerrainForGlobe(painter: Painter, terrain: Terrain, sourceCache: SourceCache, tileIDs: Array<OverscaledTileID>, now: number) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    let program: Program<GlobeRasterUniformsType>;\n    let programMode: number;\n    const tr = painter.transform;\n    const useCustomAntialiasing = globeUseCustomAntiAliasing(painter, context, tr);\n\n    const setShaderMode = (coord: OverscaledTileID, mode: number) => {\n        if (programMode === mode) return;\n        const defines: DynamicDefinesType[] = [];\n        if (mode === SHADER_MORPHING) defines.push('TERRAIN_VERTEX_MORPHING');\n        defines.push('PROJECTION_GLOBE_VIEW');\n        if (useCustomAntialiasing) defines.push('CUSTOM_ANTIALIASING');\n\n        const affectedByFog = painter.isTileAffectedByFog(coord);\n        program = painter.getOrCreateProgram('globeRaster', {defines, overrideFog: affectedByFog});\n        programMode = mode;\n    };\n\n    const colorMode = painter.colorModeForRenderPass();\n    const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n    vertexMorphing.update(now);\n    const globeMercatorMatrix = calculateGlobeMercatorMatrix(tr);\n    const mercatorCenter: [number, number] = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];\n    const sharedBuffers = painter.globeSharedBuffers;\n    const viewport: [number, number] = [tr.width * browser.devicePixelRatio, tr.height * browser.devicePixelRatio];\n    const globeMatrix = Float32Array.from(tr.globeMatrix);\n    const elevationOptions = {useDenormalizedUpVectorScale: true};\n\n    {\n        const tr = painter.transform;\n        const skirtHeightValue = skirtHeight(tr.zoom, terrain.exaggeration(), terrain.sourceCache._source.tileSize);\n\n        programMode = -1;\n\n        const primitive = gl.TRIANGLES;\n\n        for (const coord of tileIDs) {\n            const tile = sourceCache.getTile(coord);\n            const stencilMode = StencilMode.disabled;\n\n            const prevDemTile = terrain.prevTerrainTileForTile[coord.key];\n            const nextDemTile = terrain.terrainTileForTile[coord.key];\n\n            if (demTileChanged(prevDemTile, nextDemTile)) {\n                vertexMorphing.newMorphing(coord.key, prevDemTile, nextDemTile, now, defaultDuration);\n            }\n\n            bindEmissiveTexture(painter, tile.emissiveTexture);\n\n            // Bind the main draped texture\n            context.activeTexture.set(gl.TEXTURE0);\n            if (tile.texture) {\n                tile.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            }\n\n            const morph = vertexMorphing.getMorphValuesForProxy(coord.key);\n            const shaderMode = morph ? SHADER_MORPHING : SHADER_DEFAULT;\n\n            if (morph) {\n                Object.assign(elevationOptions, {morphing: {srcDemTile: morph.from, dstDemTile: morph.to, phase: easeCubicInOut(morph.phase)}});\n            }\n\n            const tileBounds = tileCornersToBounds(coord.canonical);\n            const latitudinalLod = getLatitudinalLod(tileBounds.getCenter().lat);\n            const gridMatrix = getGridMatrix(coord.canonical, tileBounds, latitudinalLod, tr.worldSize / tr._pixelsPerMercatorPixel);\n            const normalizeMatrix = globeNormalizeECEF(globeTileBounds(coord.canonical));\n            const emissiveTexture = painter.isEmissiveMrtActive() ? 1.0 : 0.0;\n            const uniformValues = globeRasterUniformValues(\n                tr.expandedFarZProjMatrix, globeMatrix, globeMercatorMatrix, normalizeMatrix, globeToMercatorTransition(tr.zoom),\n                mercatorCenter, tr.frustumCorners.TL, tr.frustumCorners.TR, tr.frustumCorners.BR,\n                tr.frustumCorners.BL, tr.globeCenterInViewSpace, tr.globeRadius, viewport, skirtHeightValue, tr._farZ, emissiveTexture, gridMatrix);\n\n            setShaderMode(coord, shaderMode);\n            if (!program) {\n                continue;\n            }\n\n            terrain.setupElevationDraw(tile, program, elevationOptions);\n\n            painter.uploadCommonUniforms(context, program, coord.toUnwrapped());\n\n            if (sharedBuffers) {\n                const [buffer, indexBuffer, segments] = sharedBuffers.getGridBuffers(latitudinalLod, skirtHeightValue !== 0);\n\n                program.draw(painter, primitive, depthMode, stencilMode, colorMode, CullFaceMode.backCCW,\n                    uniformValues, \"globe_raster\", buffer, indexBuffer, segments);\n            }\n        }\n    }\n\n    // Render the poles.\n    if (sharedBuffers && (painter.renderDefaultNorthPole || painter.renderDefaultSouthPole)) {\n        const defines: DynamicDefinesType[] = ['GLOBE_POLES', 'PROJECTION_GLOBE_VIEW'];\n        if (useCustomAntialiasing) defines.push('CUSTOM_ANTIALIASING');\n\n        program = painter.getOrCreateProgram('globeRaster', {defines});\n        for (const coord of tileIDs) {\n            // Fill poles by extrapolating adjacent border tiles\n            const {x, y, z} = coord.canonical;\n            const topCap = y === 0;\n            const bottomCap = y === (1 << z) - 1;\n\n            const [northPoleBuffer, southPoleBuffer, indexBuffer, segment] = sharedBuffers.getPoleBuffers(z, false);\n\n            if (segment && (topCap || bottomCap)) {\n                const tile = sourceCache.getTile(coord);\n\n                bindEmissiveTexture(painter, tile.emissiveTexture);\n\n                // Bind the main draped texture\n                context.activeTexture.set(gl.TEXTURE0);\n                if (tile.texture) {\n                    tile.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n                }\n\n                let poleMatrix = globePoleMatrixForTile(z, x, tr);\n                const normalizeMatrix = globeNormalizeECEF(globeTileBounds(coord.canonical));\n                const emissiveTexture = painter.isEmissiveMrtActive() ? 1.0 : 0.0;\n\n                const drawPole = (program: Program<GlobeRasterUniformsType>, vertexBuffer: VertexBuffer) => program.draw(\n                    painter, gl.TRIANGLES, depthMode, StencilMode.disabled, colorMode, CullFaceMode.disabled,\n                    globeRasterUniformValues(tr.expandedFarZProjMatrix, poleMatrix, poleMatrix, normalizeMatrix, 0.0, mercatorCenter,\n                    tr.frustumCorners.TL, tr.frustumCorners.TR, tr.frustumCorners.BR, tr.frustumCorners.BL,\n                    tr.globeCenterInViewSpace, tr.globeRadius, viewport, 0, tr._farZ, emissiveTexture), \"globe_pole_raster\", vertexBuffer,\n                    indexBuffer, segment);\n\n                terrain.setupElevationDraw(tile, program, elevationOptions);\n\n                painter.uploadCommonUniforms(context, program, coord.toUnwrapped());\n\n                if (topCap && painter.renderDefaultNorthPole) {\n                    drawPole(program, northPoleBuffer);\n                }\n                if (bottomCap && painter.renderDefaultSouthPole) {\n                    poleMatrix = mat4.scale(mat4.create(), poleMatrix, [1, -1, 1]);\n                    drawPole(program, southPoleBuffer);\n                }\n            }\n        }\n    }\n}\n\nfunction drawTerrainRaster(painter: Painter, terrain: Terrain, sourceCache: SourceCache, tileIDs: Array<OverscaledTileID>, now: number) {\n    if (painter.transform.projection.name === 'globe') {\n        drawTerrainForGlobe(painter, terrain, sourceCache, tileIDs, now);\n    } else {\n        const context = painter.context;\n        const gl = context.gl;\n\n        let program: Program<TerrainRasterUniformsType>;\n        let programMode: number;\n        const shadowRenderer = painter.shadowRenderer;\n        const cutoffParams = getCutoffParams(painter, painter.longestCutoffRange);\n\n        const setShaderMode = (mode: number) => {\n            if (programMode === mode)\n                return;\n            const modes: DynamicDefinesType[] = [];\n            if (mode === SHADER_MORPHING) modes.push('TERRAIN_VERTEX_MORPHING');\n            if (cutoffParams.shouldRenderCutoff) {\n                modes.push('RENDER_CUTOFF');\n            }\n            if (shadowRenderer) {\n                modes.push('RENDER_SHADOWS');\n                if (shadowRenderer.useNormalOffset) {\n                    modes.push('NORMAL_OFFSET');\n                }\n            }\n            program = painter.getOrCreateProgram('terrainRaster', {defines: modes});\n            programMode = mode;\n        };\n\n        const colorMode = painter.colorModeForRenderPass();\n        const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n        vertexMorphing.update(now);\n        const tr = painter.transform;\n        const skirt = skirtHeight(tr.zoom, terrain.exaggeration(), terrain.sourceCache._source.tileSize);\n\n        let groundShadowFactor: [number, number, number] = [0, 0, 0];\n        if (shadowRenderer) {\n            const directionalLight = painter.style.directionalLight;\n            const ambientLight = painter.style.ambientLight;\n            if (directionalLight && ambientLight) {\n                groundShadowFactor = calculateGroundShadowFactor(painter.style, directionalLight, ambientLight);\n            }\n        }\n\n        {\n            programMode = -1;\n\n            const primitive = gl.TRIANGLES;\n            const [buffer, segments] = [terrain.gridIndexBuffer, terrain.gridSegments];\n\n            for (const coord of tileIDs) {\n                const tile = sourceCache.getTile(coord);\n                const stencilMode = StencilMode.disabled;\n\n                const prevDemTile = terrain.prevTerrainTileForTile[coord.key];\n                const nextDemTile = terrain.terrainTileForTile[coord.key];\n\n                if (demTileChanged(prevDemTile, nextDemTile)) {\n                    vertexMorphing.newMorphing(coord.key, prevDemTile, nextDemTile, now, defaultDuration);\n                }\n\n                bindEmissiveTexture(painter, tile.emissiveTexture);\n\n                // Bind the main draped texture\n                context.activeTexture.set(gl.TEXTURE0);\n                if (tile.texture) {\n                    tile.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n                }\n\n                const morph = vertexMorphing.getMorphValuesForProxy(coord.key);\n                const shaderMode = morph ? SHADER_MORPHING : SHADER_DEFAULT;\n                let elevationOptions: {morphing: {srcDemTile: Tile, dstDemTile: Tile, phase: number}} | undefined;\n\n                if (morph) {\n                    elevationOptions = {morphing: {srcDemTile: morph.from, dstDemTile: morph.to, phase: easeCubicInOut(morph.phase)}};\n                }\n\n                const emissiveTexture = painter.isEmissiveMrtActive() ? 1.0 : 0.0;\n                const uniformValues = terrainRasterUniformValues(coord.projMatrix, isEdgeTile(coord.canonical, tr.renderWorldCopies) ? skirt / 10 : skirt, groundShadowFactor, emissiveTexture);\n                setShaderMode(shaderMode);\n                if (!program) {\n                    continue;\n                }\n\n                terrain.setupElevationDraw(tile, program, elevationOptions);\n\n                const unwrappedId = coord.toUnwrapped();\n\n                if (shadowRenderer) {\n                    shadowRenderer.setupShadows(unwrappedId, program);\n                }\n\n                painter.uploadCommonUniforms(context, program, unwrappedId, null, cutoffParams);\n\n                program.draw(painter, primitive, depthMode, stencilMode, colorMode, CullFaceMode.backCCW,\n                    uniformValues, \"terrain_raster\", terrain.gridBuffer, buffer, segments);\n            }\n        }\n    }\n}\n\nfunction skirtHeight(zoom: number, terrainExaggeration: number, tileSize: number) {\n    // Skirt height calculation is heuristic: provided value hides\n    // seams between tiles and it is not too large: 9 at zoom 22, ~20000m at zoom 0.\n    if (terrainExaggeration === 0) return 0;\n    const exaggerationFactor = (terrainExaggeration < 1.0 && tileSize === 514) ? 0.25 / terrainExaggeration : 1.0;\n    return 6 * Math.pow(1.5, 22 - zoom) * Math.max(terrainExaggeration, 1.0) * exaggerationFactor;\n}\n\nfunction isEdgeTile(cid: CanonicalTileID, renderWorldCopies: boolean): boolean {\n    const numTiles = 1 << cid.z;\n    return (!renderWorldCopies && (cid.x === 0 || cid.x === numTiles - 1)) || cid.y === 0 || cid.y === numTiles - 1;\n}\n\nfunction bindEmissiveTexture(painter: Painter, texture: Texture | UserManagedTexture) {\n    // Only bind if 3D lights are enabled\n    if (!painter.style || !painter.style.enable3dLights()) {\n        return;\n    }\n\n    const context = painter.context;\n    const gl = context.gl;\n    // Bind the emissive texture\n    context.activeTexture.set(gl.TEXTURE1);\n    if (texture) {\n        texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n    } else {\n        // Bind an empty texture to avoid WebGL warnings\n        painter.emptyTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n    }\n}\n\nexport {\n    VertexMorphing\n};\n","import Point from '@mapbox/point-geometry';\nimport SourceCache from '../source/source_cache';\nimport {OverscaledTileID} from '../source/tile_id';\nimport Tile from '../source/tile';\nimport posAttributes from '../data/pos_attributes';\nimport {TriangleIndexArray, PosArray} from '../data/array_types';\nimport SegmentVector from '../data/segment';\nimport Texture, {type TextureFormat} from '../render/texture';\nimport {\n    terrainUniforms,\n    defaultTerrainUniforms,\n    globeUniforms,\n    type TerrainUniformsType,\n    type GlobeUniformsType,\n    type ElevationDrawOptions,\n} from './terrain_gpu_uniforms';\nimport {prepareDEMTexture} from '../render/draw_hillshade';\nimport EXTENT from '../style-spec/data/extent';\nimport {clamp, warnOnce} from '../util/util';\nimport assert from '../style-spec/util/assert';\nimport {vec3, mat4, vec4} from 'gl-matrix';\nimport Color from '../style-spec/util/color';\nimport StencilMode from '../gl/stencil_mode';\nimport {DepthStencilAttachment} from '../gl/value';\nimport {drawTerrainRaster} from './draw_terrain_raster';\nimport {Elevation} from './elevation';\nimport ColorMode from '../gl/color_mode';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {clippingMaskUniformValues} from '../render/program/clipping_mask_program';\nimport MercatorCoordinate, {mercatorZfromAltitude} from '../geo/mercator_coordinate';\nimport browser from '../util/browser';\nimport {Debug} from '../util/debug';\nimport {DrapeRenderMode} from '../style/terrain';\nimport rasterFade from '../render/raster_fade';\nimport {Evented} from '../util/evented';\nimport {Float32Image} from '../util/image';\nimport {globeMetersToEcef} from '../geo/projection/globe_util';\nimport {ZoomDependentExpression} from '../style-spec/expression/index';\nimport {number as interpolate} from '../style-spec/util/interpolate';\n\nimport type Framebuffer from '../gl/framebuffer';\nimport type Program from '../render/program';\nimport type {Callback} from '../types/callback';\nimport type {Map} from '../ui/map';\nimport type Painter from '../render/painter';\nimport type Style from '../style/style';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type {UniformValues} from '../render/uniform_binding';\nimport type Transform from '../geo/transform';\nimport type {CanonicalTileID} from '../source/tile_id';\nimport type {DebugUniformsType} from '../render/program/debug_program';\nimport type {CircleUniformsType} from '../render/program/circle_program';\nimport type {SymbolUniformsType} from '../render/program/symbol_program';\nimport type {HeatmapUniformsType} from '../render/program/heatmap_program';\nimport type {LineUniformsType, LinePatternUniformsType} from '../render/program/line_program';\nimport type {CollisionUniformsType} from '../render/program/collision_program';\nimport type {GlobeRasterUniformsType} from './globe_raster_program';\nimport type {TerrainRasterUniformsType} from './terrain_raster_program';\nimport type {RasterUniformsType} from '../render/program/raster_program';\nimport type {\n    FillExtrusionDepthUniformsType,\n    FillExtrusionPatternUniformsType\n} from '../render/program/fill_extrusion_program';\nimport type {MapDataEvent} from '../ui/events';\nimport type {DevToolsFolder} from '../ui/control/devtools';\nimport type ImageSource from '../source/image_source';\nimport type {Source} from '../source/source';\n\nexport {terrainUniforms, defaultTerrainUniforms, globeUniforms};\nexport type {TerrainUniformsType, GlobeUniformsType, ElevationDrawOptions};\n\nconst GRID_DIM = 128;\n\nconst FBO_POOL_SIZE = 5;\nconst RENDER_CACHE_MAX_SIZE = 50;\n\ntype RenderBatch = {\n    start: number;\n    end: number;\n};\n\ntype ElevationUniformsType =\n    | CircleUniformsType\n    | CollisionUniformsType\n    | DebugUniformsType\n    | FillExtrusionDepthUniformsType\n    | FillExtrusionPatternUniformsType\n    | GlobeRasterUniformsType\n    | GlobeUniformsType\n    | HeatmapUniformsType\n    | LinePatternUniformsType\n    | LineUniformsType\n    | RasterUniformsType\n    | SymbolUniformsType\n    | TerrainRasterUniformsType;\n\n/**\n * Minimal ISource-compatible object for terrain-internal SourceCaches.\n * Avoids importing the full source registry (source.ts → vector_tile_source.ts\n * → standard_main.ts) which would create a circular dependency when terrain.ts\n * is imported from standard_main_imports.ts.\n */\nclass TerrainInternalSource extends Evented {\n    type: string;\n    id: string;\n    tileSize: number;\n    minzoom: number;\n    maxzoom: number;\n    roundZoom: boolean;\n    reparseOverscaled: boolean;\n    worldview?: string;\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    map: any;\n\n    constructor(id: string, type: string, tileSize: number, minzoom: number, maxzoom: number, reparseOverscaled: boolean) {\n        super();\n        this.id = id;\n        this.type = type;\n        this.tileSize = tileSize;\n        this.minzoom = minzoom;\n        this.maxzoom = maxzoom;\n        this.roundZoom = false;\n        this.reparseOverscaled = reparseOverscaled;\n    }\n\n    loaded(): boolean { return true; }\n    loadTile(_tile: Tile, callback: Callback<undefined>) { callback(null); }\n    serialize(): {type: string} { return {type: this.type}; }\n}\n\nclass MockSourceCache extends SourceCache {\n    constructor(map: Map) {\n        const source = new TerrainInternalSource(\n            'mock-dem', 'raster-dem', 512,\n            0, Math.ceil(map.transform.maxZoom),\n            false,\n        );\n        super('mock-dem', source as unknown as Source, null);\n        source.setEventedParent(this);\n        this._sourceLoaded = true;\n    }\n\n    override _loadTile(tile: Tile, callback: Callback<undefined>) {\n        tile.state = 'loaded';\n        callback(null);\n    }\n}\n\n/**\n * Proxy source cache gets ideal screen tile cover coordinates. All the other\n * source caches's coordinates get mapped to subrects of proxy coordinates (or\n * vice versa, subrects of larger tiles from all source caches get mapped to\n * full proxy tile). This happens on every draw call in Terrain.updateTileBinding.\n * Approach is used here for terrain : all the visible source tiles of all the\n * source caches get rendered to proxy source cache textures and then draped over\n * terrain. It is in future reusable for handling overscalling as buckets could be\n * constructed only for proxy tile content, not for full overscalled vector tile.\n */\nclass ProxySourceCache extends SourceCache {\n    renderCache: Array<FBO>;\n    renderCachePool: Array<number>;\n    proxyCachedFBO: Partial<Record<string | number, Partial<Record<string | number, number>>>>;\n\n    constructor(map: Map) {\n\n        const source = new TerrainInternalSource(\n            'proxy', 'geojson', 512,\n            0, Math.ceil(map.transform.maxZoom),\n            true, // reparseOverscaled: geojson uses overscaled tiles\n        );\n        super('proxy', source as unknown as Source, null);\n        source.setEventedParent(this);\n        // This source is not to be added as a map source: we use it's tile management.\n        // For that, initialize internal structures used for tile cover update.\n        this.map = this.getSource().map = map;\n        this.used = this._sourceLoaded = true;\n        this.renderCache = [];\n        this.renderCachePool = [];\n        this.proxyCachedFBO = {};\n    }\n\n    // Override for transient nature of cover here: don't cache and retain.\n    override update(transform: Transform, tileSize?: number, updateForTerrain?: boolean) {\n        if (transform.freezeTileCoverage) { return; }\n        this.transform = transform;\n        const idealTileIDs = transform.coveringTiles({\n            tileSize: this._source.tileSize,\n            minzoom: this._source.minzoom,\n            maxzoom: this._source.maxzoom,\n            roundZoom: this._source.roundZoom,\n            reparseOverscaled: this._source.reparseOverscaled\n        });\n\n        const incoming: Record<string, string> = idealTileIDs.reduce((acc, tileID) => {\n            acc[tileID.key] = '';\n            if (!this._tiles[tileID.key]) {\n                const tile = new Tile(tileID, this._source.tileSize * tileID.overscaleFactor(), transform.tileZoom, undefined, undefined, this._source.worldview);\n                tile.state = 'loaded';\n                this._tiles[tileID.key] = tile;\n            }\n            return acc;\n        }, {});\n\n        for (const id in this._tiles) {\n            if (!(id in incoming)) {\n                this.freeFBO(id);\n                this._tiles[id].unloadVectorData();\n                delete this._tiles[id];\n            }\n        }\n    }\n\n    freeFBO(id: string) {\n        const fbos = this.proxyCachedFBO[id];\n        if (fbos !== undefined) {\n            const fboIds = (Object.values(fbos));\n            this.renderCachePool.push(...fboIds);\n            delete this.proxyCachedFBO[id];\n        }\n    }\n\n    deallocRenderCache() {\n        this.renderCache.forEach(fbo => fbo.fb.destroy());\n        this.renderCache = [];\n        this.renderCachePool = [];\n        this.proxyCachedFBO = {};\n    }\n}\n\n/**\n * Canonical, wrap and overscaledZ contain information of original source cache tile.\n * This tile gets ortho-rendered to proxy tile (defined by proxyTileKey).\n * `posMatrix` holds orthographic, scaling and translation information that is used\n * for rendering original tile content to a proxy tile. Proxy tile covers whole\n * or sub-rectangle of the original tile.\n */\nclass ProxiedTileID extends OverscaledTileID {\n    proxyTileKey: number;\n\n    constructor(tileID: OverscaledTileID, proxyTileKey: number, projMatrix: Float32Array) {\n        super(tileID.overscaledZ, tileID.wrap, tileID.canonical.z, tileID.canonical.x, tileID.canonical.y);\n        this.proxyTileKey = proxyTileKey;\n        this.projMatrix = projMatrix;\n    }\n}\n\ntype OverlapStencilType = false | 'Clip' | 'Mask';\n// 'r8' carries a scalar emissive_strength premultiplied by alpha (mrt-fallback);\n// 'rgba8' carries the exact emissive-only premultiplied color contribution (mrt-full-rgba).\ntype EmissiveTextureFormat = 'none' | 'r8' | 'rgba8';\ntype FBO = {\n    fb: Framebuffer;\n    tex: Texture;\n    emissiveTex?: Texture;\n    dirty: boolean;\n};\n\nfunction textureFormatFromEmissiveFormat(gl: WebGL2RenderingContext, emissiveFmt: EmissiveTextureFormat) : TextureFormat {\n    switch (emissiveFmt) {\n    case 'rgba8': return gl.RGBA8;\n    }\n    return gl.R8;\n}\n\nexport class Terrain extends Elevation {\n    terrainTileForTile: Partial<Record<number | string, Tile>>;\n    prevTerrainTileForTile: Partial<Record<number | string, Tile>>;\n    painter: Painter;\n    sourceCache!: SourceCache;\n    gridBuffer: VertexBuffer;\n    gridIndexBuffer: IndexBuffer;\n    gridSegments: SegmentVector;\n    gridNoSkirtSegments: SegmentVector;\n    proxiedCoords: {\n        [fqid: string]: Array<ProxiedTileID>;\n    };\n    proxyCoords: Array<OverscaledTileID>;\n    proxyToSource!: {\n        [key: number]: {\n            [key: string]: Array<ProxiedTileID>;\n        };\n    };\n    proxySourceCache: ProxySourceCache;\n    renderingToTexture!: boolean;\n    _style!: Style;\n    _mockSourceCache: MockSourceCache;\n    orthoMatrix: Float32Array;\n    enabled!: boolean;\n    renderMode: number;\n\n    _visibleDemTiles: Array<Tile>;\n    _sourceTilesOverlap: {\n        [key: string]: boolean;\n    };\n    _overlapStencilMode: StencilMode;\n    _overlapStencilType!: OverlapStencilType;\n    _stencilRef!: number;\n\n    _exaggeration: number;\n    _evaluationZoom: number | null | undefined;\n    _attenuationRange!: [number, number] | null;\n    _previousCameraAltitude: number | null | undefined;\n    _previousUpdateTimestamp: number | null | undefined;\n    _previousZoom: number;\n    _updateTimestamp!: number;\n    _useVertexMorphing: boolean;\n    pool: Array<FBO>;\n    renderedToTile!: boolean;\n    _drapedRenderBatches: Array<RenderBatch>;\n    _sharedDepthStencil: WebGLRenderbuffer | null | undefined;\n\n    _findCoveringTileCache: {\n        [key: string]: {\n            [key: number]: number | null | undefined;\n        };\n    };\n\n    _tilesDirty: {\n        [key: string]: {\n            [key: number]: boolean;\n        };\n    };\n    invalidateRenderCache!: boolean;\n\n    _emptyDEMTexture: Texture | null | undefined;\n    _initializing: boolean | null | undefined;\n    _emptyDEMTextureDirty: boolean | null | undefined;\n\n    _pendingGroundEffectLayers: Array<number>;\n    framebufferCopyTexture: Texture | null | undefined;\n\n    _emissiveTexture: EmissiveTextureFormat;\n\n    _devtoolsFolder: DevToolsFolder | null;\n\n    constructor(painter: Painter, style: Style) {\n        super();\n\n        this.painter = painter;\n        this.terrainTileForTile = {};\n        this.prevTerrainTileForTile = {};\n\n        // Terrain rendering grid is 129x129 cell grid, made by 130x130 points.\n        // 130 vertices map to 128 DEM data + 1px padding on both sides.\n        // DEM texture is padded (1, 1, 1, 1) and padding pixels are backfilled\n        // by neighboring tile edges. This way we achieve tile stitching as\n        // edge vertices from neighboring tiles evaluate to the same 3D point.\n        const [triangleGridArray, triangleGridIndices, skirtIndicesOffset] = createGrid(GRID_DIM + 1);\n        const context = painter.context;\n        this.gridBuffer = context.createVertexBuffer(triangleGridArray, posAttributes.members);\n        this.gridIndexBuffer = context.createIndexBuffer(triangleGridIndices);\n        this.gridSegments = SegmentVector.simpleSegment(0, 0, triangleGridArray.length, triangleGridIndices.length);\n        this.gridNoSkirtSegments = SegmentVector.simpleSegment(0, 0, triangleGridArray.length, skirtIndicesOffset);\n        this.proxyCoords = [];\n        this.proxiedCoords = {};\n        this._visibleDemTiles = [];\n        this._drapedRenderBatches = [];\n        this._sourceTilesOverlap = {};\n        this.proxySourceCache = new ProxySourceCache(style.map);\n        this.orthoMatrix = mat4.create() as Float32Array;\n        const epsilon = this.painter.transform.projection.name === 'globe' ?  .015 : 0; // Experimentally the smallest value to avoid rendering artifacts (https://github.com/mapbox/mapbox-gl-js/issues/11975)\n        mat4.ortho(this.orthoMatrix, epsilon, EXTENT, 0, EXTENT, 0, 1);\n        const gl = context.gl;\n        this._overlapStencilMode = new StencilMode({func: gl.GEQUAL, mask: 0xFF}, 0, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);\n        this._previousZoom = painter.transform.zoom;\n        this.pool = [];\n        this._findCoveringTileCache = {};\n        this._tilesDirty = {};\n        this.style = style;\n        this._useVertexMorphing = true;\n        this._exaggeration = 1;\n        this._mockSourceCache = new MockSourceCache(style.map);\n        this._pendingGroundEffectLayers = [];\n        this._emissiveTexture = 'none';\n        this._devtoolsFolder = null;\n    }\n\n    set style(style: Style) {\n\n        style.on('data', this._onStyleDataEvent.bind(this));\n        this._style = style;\n        this._style.map.on('moveend', () => {\n            this._clearLineLayersFromRenderCache();\n        });\n    }\n\n    /*\n     * Validate terrain and update source cache used for elevation.\n     * Explicitly pass transform to update elevation (Transform.updateElevation)\n     * before using transform for source cache update.\n     */\n    update(style: Style, transform: Transform, adaptCameraAltitude: boolean) {\n        if (style && style.terrain) {\n            if (this._style !== style) {\n                this.style = style;\n                this._evaluationZoom = undefined;\n            }\n            const terrainProps = style.terrain.properties;\n            const isDrapeModeDeferred = style.terrain.drapeRenderMode === DrapeRenderMode.deferred;\n            const zoomDependentExaggeration = style.terrain.isZoomDependent();\n\n            this._previousUpdateTimestamp = this.enabled ? this._updateTimestamp : undefined;\n            this._updateTimestamp = browser.now();\n\n            const scope = style.terrain && style.terrain.scope;\n            const sourceCacheId = terrainProps.get('source');\n            const sourceCache = isDrapeModeDeferred ?\n                this._mockSourceCache :\n\n                style.getSourceCache(sourceCacheId, scope);\n\n            if (!sourceCache) {\n                warnOnce(`Couldn't find terrain source \"${sourceCacheId}\".`);\n                return;\n            }\n\n            this.sourceCache = sourceCache;\n\n            this._attenuationRange = style.terrain.getAttenuationRange();\n            this._exaggeration = zoomDependentExaggeration ? this.calculateExaggeration(transform) : terrainProps.get('exaggeration');\n            if (!transform.projection.requiresDraping && zoomDependentExaggeration && this._exaggeration === 0) {\n                this._disable();\n                return;\n            }\n\n            this.enabled = true;\n\n            const updateSourceCache = () => {\n                if (this.sourceCache.used) {\n                    warnOnce(`Raster DEM source '${this.sourceCache.id}' is used both for terrain and as layer source.\\n` +\n                        'This leads to lower resolution of hillshade. For full hillshade resolution but higher memory consumption, define another raster DEM source.');\n                }\n                // Lower tile zoom is sufficient for terrain, given the size of terrain grid.\n                const scaledDemTileSize = this.getScaledDemTileSize();\n                // Dem tile needs to be parent or at least of the same zoom level as proxy tile.\n                // Tile cover roundZoom behavior is set to the same as for proxy (false) in SourceCache.update().\n                this.sourceCache.update(transform, scaledDemTileSize, true);\n                // As a result of update, we get new set of tiles: reset lookup cache.\n                this.resetTileLookupCache(this.sourceCache.id);\n            };\n\n            if (!this.sourceCache.usedForTerrain) {\n                // Init cache entry.\n                this.resetTileLookupCache(this.sourceCache.id);\n                // When toggling terrain on/off load available terrain tiles from cache\n                // before reading elevation at center.\n                this.sourceCache.usedForTerrain = true;\n                updateSourceCache();\n                this._initializing = true;\n            }\n\n            updateSourceCache();\n            // Camera gets constrained over terrain. Issue constrainCameraOverTerrain = true\n            // here to cover potential under terrain situation on data, style, or other camera changes.\n            transform.updateElevation(true, adaptCameraAltitude);\n\n            // Reset tile lookup cache and update draped tiles coordinates.\n            this.resetTileLookupCache(this.proxySourceCache.id);\n            this.proxySourceCache.update(transform);\n\n            this._emptyDEMTextureDirty = true;\n            this._previousZoom = transform.zoom;\n\n            Debug.run(() => {\n                if (this.painter._devtools && !this._devtoolsFolder) {\n                    const folder = this.painter._devtools.addFolder('Terrain');\n                    folder.addBinding(this.painter._debugParams, 'showTerrainProxyTiles', {}, () => this._style.map.triggerRepaint());\n                    folder.addBinding(this.painter._debugParams, 'terrainSortTilesHiZFirst', {}, () => this._style.map.triggerRepaint());\n                    folder.addBinding(this.painter._debugParams, 'terrainDisableRenderCache', {}, () => this._style.map.triggerRepaint());\n                    folder.addButton('Invalidate Render Cache', () => {\n                        this.invalidateRenderCache = true;\n                        this._style.map.triggerRepaint();\n                    });\n                    this._devtoolsFolder = folder;\n                }\n            });\n        } else {\n            this._disable();\n        }\n    }\n\n    calculateExaggeration(transform: Transform): number {\n        if (this._attenuationRange && transform.zoom >= Math.ceil(this._attenuationRange[1])) {\n            const terrainStyle = this._style.terrain;\n            return terrainStyle.getExaggeration(transform.zoom);\n        }\n        const previousAltitude = this._previousCameraAltitude;\n        const altitude = transform.getFreeCameraOptions().position.z / transform.pixelsPerMeter * transform.worldSize;\n        this._previousCameraAltitude = altitude;\n        // 2 meters as threshold for constant sea elevation movement.\n        const altitudeDelta = previousAltitude != null ? (altitude - previousAltitude) : Number.MAX_VALUE;\n        if (Math.abs(altitudeDelta) < 2) {\n            // Returns current value and avoids any unpleasant terrain change.\n            return this._exaggeration;\n        }\n\n        const cameraZoom = transform.zoom;\n\n        assert(this._style.terrain);\n        const terrainStyle = this._style.terrain;\n\n        if (!this._previousUpdateTimestamp) {\n            // covers also 0 (timestamp in render tests is 0).\n            return terrainStyle.getExaggeration(cameraZoom);\n        }\n        let zoomDelta = cameraZoom - this._previousZoom;\n        const previousUpdateTimestamp = this._previousUpdateTimestamp;\n\n        let z = cameraZoom;\n        if (this._evaluationZoom != null) {\n            z = this._evaluationZoom;\n            assert(previousAltitude != null);\n            // incorporate any difference of _evaluationZoom and real zoom here.\n            // Smoothening below resolves flicker.\n            if (Math.abs(cameraZoom - z) > 0.5) {\n                zoomDelta = 0.5 * (cameraZoom - z + zoomDelta);\n            }\n            if (zoomDelta * altitudeDelta < 0) {\n                // if they have different sign, e.g. zooming in and recenter calculates lower zoom, do not advance.\n                z += zoomDelta;\n            }\n        }\n        this._evaluationZoom = z;\n\n        const evaluatedExaggeration = terrainStyle.getExaggeration(z);\n        assert(this._previousUpdateTimestamp != null);\n\n        // evaluate if we are in area with fixed exaggeration. 0.1 is random - idea is to\n        // interpolate faster to desired value.\n        const evaluatedExaggerationLowerZ = terrainStyle.getExaggeration(Math.max(0, z - 0.1));\n        const fixedExaggeration = evaluatedExaggeration === evaluatedExaggerationLowerZ;\n\n        const lowExaggerationTreshold = 0.1;\n        const exaggerationSmoothTarget = 0.01;\n        if (fixedExaggeration && Math.abs(evaluatedExaggeration - this._exaggeration) < exaggerationSmoothTarget) {\n            return evaluatedExaggeration;\n        }\n\n        // smoothen the changes further to reduce flickering\n        let interpolateStrength = Math.min(0.1, (this._updateTimestamp - previousUpdateTimestamp) * 0.00375); // Empiric value, e.g. ~0.06 at 60 FPS\n        if (fixedExaggeration || evaluatedExaggeration < lowExaggerationTreshold || Math.abs(zoomDelta) < 0.0001) {\n            // interpolate faster, when out of dynamic exaggeration range, near zero or when zooming out/in stops.\n            interpolateStrength = Math.min(0.2, interpolateStrength * 4);\n        }\n        return interpolate(this._exaggeration, evaluatedExaggeration, interpolateStrength);\n    }\n\n    resetTileLookupCache(sourceCacheID: string) {\n        this._findCoveringTileCache[sourceCacheID] = {};\n    }\n\n    attenuationRange(): [number, number] | null {\n        return this._attenuationRange;\n    }\n\n    getDemUpscale(): number {\n        const proxyTileSize = this.proxySourceCache.getSource().tileSize;\n        return proxyTileSize / GRID_DIM;\n    }\n\n    getScaledDemTileSize(): number {\n        const demScale = this.sourceCache.getSource().tileSize / GRID_DIM;\n        const proxyTileSize = this.proxySourceCache.getSource().tileSize;\n        return demScale * proxyTileSize;\n    }\n\n    _onStyleDataEvent(event: MapDataEvent) {\n        if (event.dataType === 'source' && event.coord) {\n            this._clearRenderCacheForTile(event.sourceCacheId, event.coord);\n        } else if (event.dataType === 'style') {\n            this.invalidateRenderCache = true;\n            this._evaluationZoom = undefined;\n            this._previousUpdateTimestamp = undefined;\n            this._previousCameraAltitude = undefined;\n        }\n    }\n\n    // Terrain\n    _disable() {\n        if (!this.enabled) return;\n        this.enabled = false;\n        this._emptyDEMTextureDirty = true;\n        this._sharedDepthStencil = undefined;\n        this._evaluationZoom = undefined;\n        this._previousUpdateTimestamp = undefined;\n        this.proxySourceCache.deallocRenderCache();\n        if (this._style) {\n            for (const id in this._style._mergedSourceCaches) {\n                this._style._mergedSourceCaches[id].usedForTerrain = false;\n            }\n        }\n    }\n\n    destroy() {\n        this._disable();\n        if (this._emptyDEMTexture) this._emptyDEMTexture.destroy();\n        this.pool.forEach(fbo => fbo.fb.destroy());\n        this.pool = [];\n        if (this.framebufferCopyTexture) this.framebufferCopyTexture.destroy();\n        Debug.run(() => {\n            if (this.painter._devtools) {\n                this.painter._devtools.removeFolder('Terrain');\n            }\n            this._devtoolsFolder = null;\n        });\n    }\n\n    // Implements Elevation::_source.\n    override _source(): SourceCache | null | undefined {\n        return this.enabled ? this.sourceCache : null;\n    }\n\n    override isUsingMockSource(): boolean {\n        return this.sourceCache === this._mockSourceCache;\n    }\n\n    // Implements Elevation::exaggeration.\n    override exaggeration(): number {\n        return this.enabled ? this._exaggeration : 0;\n    }\n\n    override get visibleDemTiles(): Array<Tile> {\n        return this._visibleDemTiles;\n    }\n\n    get drapeBufferSize(): [number, number] {\n        const extent = this.proxySourceCache.getSource().tileSize * 2; // *2 is to avoid upscaling bitmap on zoom.\n        return [extent, extent];\n    }\n\n    set useVertexMorphing(enable: boolean) {\n        this._useVertexMorphing = enable;\n    }\n\n    // For every renderable coordinate in every source cache, assign one proxy\n    // tile (see _setupProxiedCoordsForOrtho). Mapping of source tile to proxy\n    // tile is modeled by ProxiedTileID. In general case, source and proxy tile\n    // are of different zoom: ProxiedTileID.projMatrix models ortho, scale and\n    // translate from source to proxy. This matrix is used when rendering source\n    // tile to proxy tile's texture.\n    // One proxy tile can have multiple source tiles, or pieces of source tiles,\n    // that get rendered to it.\n    // For each proxy tile we assign one terrain tile (_assignTerrainTiles). The\n    // terrain tile provides elevation data when rendering (draping) proxy tile\n    // texture over terrain grid.\n    updateTileBinding(sourcesCoords: {\n        [key: string]: Array<OverscaledTileID>;\n    }) {\n        if (!this.enabled) return;\n        this.prevTerrainTileForTile = this.terrainTileForTile;\n\n        const proxySourceCache = this.proxySourceCache;\n        const tr = this.painter.transform;\n        if (this._initializing) {\n            // Don't activate terrain until center tile gets loaded.\n            this._initializing = tr._centerAltitude === 0 && this.getAtPointOrZero(MercatorCoordinate.fromLngLat(tr.center), -1) === -1;\n            this._emptyDEMTextureDirty = !this._initializing;\n        }\n\n        const coords = this.proxyCoords = proxySourceCache.getIds().map((id) => {\n            const tileID = proxySourceCache.getTileByID(id).tileID;\n            tileID.projMatrix = tr.calculateProjMatrix(tileID.toUnwrapped());\n            return tileID;\n        });\n        sortByDistanceToCamera(coords, this.painter);\n\n        const previousProxyToSource = this.proxyToSource || {};\n        this.proxyToSource = {};\n        coords.forEach((tileID) => {\n            this.proxyToSource[tileID.key] = {};\n        });\n\n        this.terrainTileForTile = {};\n        const sourceCaches = this._style._mergedSourceCaches;\n\n        for (const fqid in sourceCaches) {\n            const sourceCache = sourceCaches[fqid];\n            if (!sourceCache.used) continue;\n            // Provider caches created mid-frame carry no draped geometry; skip.\n            if (!sourceCache.transform) continue;\n            if (sourceCache !== this.sourceCache) this.resetTileLookupCache(sourceCache.id);\n            this._setupProxiedCoordsForOrtho(sourceCache, sourcesCoords[fqid], previousProxyToSource);\n            if (sourceCache.usedForTerrain) continue;\n            const coordinates = sourcesCoords[fqid];\n            if (sourceCache.getSource().reparseOverscaled || sourceCache._isRasterElevatedOverTerrain) {\n                // Do this for layers that are not rasterized to proxy tile.\n                this._assignTerrainTiles(coordinates);\n            }\n        }\n\n        // Background has no source. Using proxy coords with 1-1 ortho (this.proxiedCoords[proxySourceCache.id])\n        // when rendering background to proxy tiles.\n        this.proxiedCoords[proxySourceCache.id] = coords.map(tileID => new ProxiedTileID(tileID, tileID.key, this.orthoMatrix));\n        this._assignTerrainTiles(coords);\n        this._prepareDEMTextures();\n        this._setupDrapedRenderBatches();\n        this._initFBOPool();\n        this._setupRenderCache(previousProxyToSource);\n\n        this.renderingToTexture = false;\n\n        // Gather all dem tiles that are assigned to proxy tiles\n        const visibleKeys: Record<string, number> = {};\n        this._visibleDemTiles = [];\n\n        for (const id of this.proxyCoords) {\n            const demTile = this.terrainTileForTile[id.key];\n            if (!demTile)\n                continue;\n            const key = demTile.tileID.key;\n            if (key in visibleKeys)\n                continue;\n            this._visibleDemTiles.push(demTile);\n            visibleKeys[key] = key;\n        }\n\n    }\n\n    _assignTerrainTiles(coords: Array<OverscaledTileID>) {\n        if (this._initializing) return;\n        coords.forEach((tileID) => {\n            if (this.terrainTileForTile[tileID.key]) return;\n            const demTile = this._findTileCoveringTileID(tileID, this.sourceCache);\n            if (demTile) this.terrainTileForTile[tileID.key] = demTile;\n        });\n    }\n\n    _prepareDEMTextures() {\n        const context = this.painter.context;\n        const gl = context.gl;\n        for (const key in this.terrainTileForTile) {\n            const tile = this.terrainTileForTile[key];\n            const dem = tile.dem;\n            if (dem && (!tile.demTexture || tile.needsDEMTextureUpload)) {\n                context.activeTexture.set(gl.TEXTURE1);\n                prepareDEMTexture(this.painter, tile, dem);\n            }\n        }\n    }\n\n    _prepareDemTileUniforms(\n        proxyTile: Tile,\n        demTile: Tile | null | undefined,\n        uniforms: UniformValues<TerrainUniformsType>,\n        uniformSuffix?: string | null,\n    ): boolean {\n        if (!demTile || demTile.demTexture == null)\n            return false;\n\n        assert(demTile.dem);\n        const proxyId = proxyTile.tileID.canonical;\n        const demId = demTile.tileID.canonical;\n        const demScaleBy = Math.pow(2, demId.z - proxyId.z);\n        const suffix = uniformSuffix || \"\";\n        uniforms[`u_dem_tl${suffix}`] = [proxyId.x * demScaleBy % 1, proxyId.y * demScaleBy % 1];\n        uniforms[`u_dem_scale${suffix}`] = demScaleBy;\n        return true;\n    }\n\n    get emptyDEMTexture(): Texture {\n        return !this._emptyDEMTextureDirty && this._emptyDEMTexture ?\n            this._emptyDEMTexture : this._updateEmptyDEMTexture();\n    }\n\n    _getLoadedAreaMinimum(): number {\n        if (!this.enabled) return 0;\n        let nonzero = 0;\n        const min = this._visibleDemTiles.reduce((acc, tile) => {\n            if (!tile.dem) return acc;\n            const m = tile.dem.tree.minimums[0];\n            acc += m;\n            if (m > 0) nonzero++;\n            return acc;\n        }, 0);\n        return nonzero ? min / nonzero : 0;\n    }\n\n    _updateEmptyDEMTexture(): Texture {\n        const context = this.painter.context;\n        const gl = context.gl;\n        context.activeTexture.set(gl.TEXTURE2);\n\n        const min = this._getLoadedAreaMinimum();\n        const image = new Float32Image({width: 1, height: 1}, new Float32Array([min]));\n\n        this._emptyDEMTextureDirty = false;\n        let texture = this._emptyDEMTexture;\n        if (!texture) {\n            texture = this._emptyDEMTexture = new Texture(context, image, gl.R32F, {premultiply: false});\n        } else {\n            texture.update(image, {premultiply: false});\n        }\n        return texture;\n    }\n\n    // useDepthForOcclusion: Pre-rendered depth texture is used for occlusion\n    // useMeterToDem: u_meter_to_dem uniform is not used for all terrain programs,\n    // optimization to avoid unnecessary computation and upload.\n    setupElevationDraw(tile: Tile, program: Program<ElevationUniformsType>, options?: ElevationDrawOptions) {\n        const context = this.painter.context;\n        const gl = context.gl;\n        const uniforms = defaultTerrainUniforms();\n\n        uniforms['u_exaggeration'] = this.exaggeration();\n\n        let demTile: Tile | null = null;\n        let prevDemTile: Tile | null = null;\n        let morphingPhase = 1.0;\n\n        if (options && options.morphing && this._useVertexMorphing) {\n            const srcTile = options.morphing.srcDemTile;\n            const dstTile = options.morphing.dstDemTile;\n            morphingPhase = options.morphing.phase;\n\n            if (srcTile && dstTile) {\n                if (this._prepareDemTileUniforms(tile, srcTile, uniforms, \"_prev\"))\n                    prevDemTile = srcTile;\n                if (this._prepareDemTileUniforms(tile, dstTile, uniforms))\n                    demTile = dstTile;\n            }\n        }\n\n        const filteringForDemTile = (tile: Tile) => {\n            if (!tile || !tile.demTexture) {\n                return gl.NEAREST;\n            }\n\n            return this.painter.linearFloatFilteringSupported() ? gl.LINEAR : gl.NEAREST;\n        };\n\n        const setDemSizeUniform = (demTexture: Texture) => {\n            uniforms['u_dem_size'] = demTexture.size[0] === 1 ? 1 : demTexture.size[0] - 2;\n        };\n\n        let demTexture: Texture | null = null;\n        if (!this.enabled) {\n            demTexture = this.emptyDEMTexture;\n        } else if (prevDemTile && demTile) {\n            // Both DEM textures are expected to be correctly set if geomorphing is enabled\n            demTexture = demTile.demTexture;\n            context.activeTexture.set(gl.TEXTURE4);\n            (prevDemTile.demTexture).bind(filteringForDemTile(prevDemTile), gl.CLAMP_TO_EDGE);\n            uniforms[\"u_dem_lerp\"] = morphingPhase;\n        } else {\n            demTile = this.terrainTileForTile[tile.tileID.key];\n            demTexture = this._prepareDemTileUniforms(tile, demTile, uniforms) ?\n                (demTile.demTexture) : this.emptyDEMTexture;\n        }\n        assert(demTexture);\n        context.activeTexture.set(gl.TEXTURE2);\n        if (demTexture) {\n            setDemSizeUniform(demTexture);\n            demTexture.bind(filteringForDemTile(demTile), gl.CLAMP_TO_EDGE);\n        }\n\n        this.painter.setupDepthForOcclusion(options && options.useDepthForOcclusion, program, uniforms);\n\n        if (options && options.useMeterToDem && demTile) {\n            const meterToDEM = (1 << demTile.tileID.canonical.z) * mercatorZfromAltitude(1, this.painter.transform.center.lat) * this.sourceCache.getSource().tileSize;\n            uniforms['u_meter_to_dem'] = meterToDEM;\n        }\n        if (options && options.labelPlaneMatrixInv) {\n            uniforms['u_label_plane_matrix_inv'] = options.labelPlaneMatrixInv;\n        }\n        program.setTerrainUniformValues(context, uniforms);\n\n        if (this.painter.transform.projection.name === 'globe') {\n            const globeUniforms = this.globeUniformValues(this.painter.transform, tile.tileID.canonical, options && options.useDenormalizedUpVectorScale);\n            program.setGlobeUniformValues(context, globeUniforms);\n        }\n    }\n\n    globeUniformValues(\n        tr: Transform,\n        id: CanonicalTileID,\n        useDenormalizedUpVectorScale?: boolean | null,\n    ): UniformValues<GlobeUniformsType> {\n        const projection = tr.projection;\n        return {\n            'u_tile_tl_up': projection.upVector(id, 0, 0),\n            'u_tile_tr_up': projection.upVector(id, EXTENT, 0),\n            'u_tile_br_up': projection.upVector(id, EXTENT, EXTENT),\n            'u_tile_bl_up': projection.upVector(id, 0, EXTENT),\n            'u_tile_up_scale': useDenormalizedUpVectorScale ? globeMetersToEcef(1) : projection.upVectorScale(id, tr.center.lat, tr.worldSize).metersToTile\n        };\n    }\n\n    renderToBackBuffer(accumulatedDrapes: Array<OverscaledTileID>) {\n        const painter = this.painter;\n        const context = this.painter.context;\n\n        if (accumulatedDrapes.length === 0) {\n            return;\n        }\n\n        context.bindFramebuffer.set(null);\n        context.viewport.set([0, 0, painter.width, painter.height]);\n\n        painter.gpuTimingDeferredRenderStart();\n\n        this.renderingToTexture = false;\n        drawTerrainRaster(painter, this, this.proxySourceCache, accumulatedDrapes, this._updateTimestamp);\n        this.renderingToTexture = true;\n\n        painter.gpuTimingDeferredRenderEnd();\n\n        accumulatedDrapes.splice(0, accumulatedDrapes.length);\n    }\n\n    // For each proxy tile, render all layers until the non-draped layer (and\n    // render the tile to the screen) before advancing to the next proxy tile.\n    // Returns the last drawn index that is used as a start\n    // layer for interleaved draped rendering.\n    // Apart to layer-by-layer rendering used in 2D, here we have proxy-tile-by-proxy-tile\n    // rendering.\n    renderBatch(startLayerIndex: number): number {\n        if (this._drapedRenderBatches.length === 0) {\n            return startLayerIndex + 1;\n        }\n\n        this.renderingToTexture = true;\n        const painter = this.painter;\n        const context = this.painter.context;\n        const proxySourceCache = this.proxySourceCache;\n        const proxies = this.proxiedCoords[proxySourceCache.id];\n\n        // Consume batch of sequential drape layers and move next\n        const drapedLayerBatch = this._drapedRenderBatches.shift();\n        assert(drapedLayerBatch.start === startLayerIndex);\n\n        const layerIds = painter.style.order;\n\n        const accumulatedDrapes = [];\n\n        const fullRGBAEmissiveFmt: EmissiveTextureFormat = 'rgba8';\n\n        const emissiveTextureFormat: EmissiveTextureFormat =\n            painter.emissiveMode === 'mrt-full-rgba' ? fullRGBAEmissiveFmt :\n            painter.emissiveMode === 'mrt-fallback' ? 'r8' : 'none';\n        this._updateFBOs(emissiveTextureFormat);\n\n        let poolIndex = 0;\n        for (const proxy of proxies) {\n            // bind framebuffer and assign texture to the tile (texture used in drawTerrainRaster).\n            const tile = proxySourceCache.getTileByID(proxy.proxyTileKey);\n            const renderCacheIndex = proxySourceCache.proxyCachedFBO[proxy.key] ? proxySourceCache.proxyCachedFBO[proxy.key][startLayerIndex] : undefined;\n            const fbo = renderCacheIndex !== undefined ? proxySourceCache.renderCache[renderCacheIndex] : this.pool[poolIndex++];\n            const useRenderCache = renderCacheIndex !== undefined;\n\n            tile.texture = fbo.tex;\n            tile.emissiveTexture = fbo.emissiveTex;\n\n            if (useRenderCache && !fbo.dirty) {\n                // Use cached render from previous pass, no need to render again.\n                accumulatedDrapes.push(tile.tileID);\n                continue;\n            }\n\n            context.bindFramebuffer.set(fbo.fb.framebuffer);\n\n            const gl = context.gl;\n            if (painter.isEmissiveMrtActive()) {\n                assert(fbo.emissiveTex);\n                gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);\n            } else {\n                gl.drawBuffers([gl.COLOR_ATTACHMENT0]);\n            }\n\n            this.renderedToTile = false; // reset flag.\n            if (fbo.dirty) {\n                // Clear on start.\n                context.clear({color: Color.transparent, stencil: 0});\n                fbo.dirty = false;\n            }\n\n            let currentStencilSource: string | null | undefined; // There is no need to setup stencil for the same source for consecutive layers.\n            for (let j = drapedLayerBatch.start; j <= drapedLayerBatch.end; ++j) {\n                const layer = painter.style._mergedLayers[layerIds[j]];\n                const hidden = layer.isHidden(painter.transform.zoom);\n                assert(this._style.isLayerDraped(layer) || hidden);\n                if (hidden) continue;\n\n                const sourceCache = painter.style.getLayerSourceCache(layer);\n                const proxiedCoords = sourceCache ? this.proxyToSource[proxy.key][sourceCache.id] : [proxy];\n                if (!proxiedCoords) continue; // when tile is not loaded yet for the source cache.\n\n                const coords = (proxiedCoords as Array<OverscaledTileID>);\n                context.viewport.set([0, 0, fbo.fb.width, fbo.fb.height]);\n                if (currentStencilSource !== (sourceCache ? sourceCache.id : null)) {\n                    this._setupStencil(fbo, proxiedCoords, layer, sourceCache);\n                    currentStencilSource = sourceCache ? sourceCache.id : null;\n                }\n                painter.renderLayer(painter, sourceCache, layer, coords);\n            }\n\n            // Reset to single draw buffer\n            gl.drawBuffers([gl.COLOR_ATTACHMENT0]);\n\n            const isLastBatch = this._drapedRenderBatches.length === 0;\n            if (isLastBatch) {\n                for (const id of this._pendingGroundEffectLayers) {\n                    const layer = painter.style._mergedLayers[layerIds[id]];\n                    if (layer.isHidden(painter.transform.zoom)) continue;\n\n                    const sourceCache = painter.style.getLayerSourceCache(layer);\n                    const proxiedCoords = sourceCache ? this.proxyToSource[proxy.key][sourceCache.id] : [proxy];\n                    if (!proxiedCoords) continue;\n\n                    const coords = (proxiedCoords as Array<OverscaledTileID>);\n                    context.viewport.set([0, 0, fbo.fb.width, fbo.fb.height]);\n                    if (currentStencilSource !== (sourceCache ? sourceCache.id : null)) {\n                        this._setupStencil(fbo, proxiedCoords, layer, sourceCache);\n                        currentStencilSource = sourceCache ? sourceCache.id : null;\n                    }\n                    painter.renderLayer(painter, sourceCache, layer, coords);\n                }\n            }\n\n            if (this.renderedToTile) {\n                fbo.dirty = true;\n                accumulatedDrapes.push(tile.tileID);\n            } else if (!useRenderCache) {\n                --poolIndex;\n                assert(poolIndex >= 0);\n            }\n            if (poolIndex === FBO_POOL_SIZE) {\n                poolIndex = 0;\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                this.renderToBackBuffer(accumulatedDrapes);\n            }\n        }\n\n        // Reset states and render last drapes\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        this.renderToBackBuffer(accumulatedDrapes);\n        this.renderingToTexture = false;\n\n        context.bindFramebuffer.set(null);\n        context.viewport.set([0, 0, painter.width, painter.height]);\n\n        return drapedLayerBatch.end + 1;\n    }\n\n    postRender() {\n        // Make sure we consumed all the draped terrain batches at this point\n        assert(this._drapedRenderBatches.length === 0);\n    }\n\n    isLayerOrderingCorrect(style: Style): boolean {\n        const layerCount = style.order.length;\n\n        let drapedMax = -1;\n        let immediateMin = layerCount;\n        for (let i = 0; i < layerCount; ++i) {\n            const layer = style._mergedLayers[style.order[i]];\n            if (this._style.isLayerDraped(layer)) {\n                drapedMax = Math.max(drapedMax, i);\n            } else {\n                immediateMin = Math.min(immediateMin, i);\n            }\n        }\n\n        return immediateMin > drapedMax;\n    }\n\n    override getMinElevationBelowMSL(): number {\n        let min = 0.0;\n        // The maximum DEM error in meters to be conservative (SRTM).\n        const maxDEMError = 30.0;\n        this._visibleDemTiles.filter(tile => tile.dem).forEach(tile => {\n            const minMaxTree = tile.dem.tree;\n            min = Math.min(min, minMaxTree.minimums[0]);\n        });\n        return min === 0.0 ? min : (min - maxDEMError) * this._exaggeration;\n    }\n\n    // Performs raycast against visible DEM tiles on the screen and returns the distance travelled along the ray.\n    // x & y components of the position are expected to be in normalized mercator coordinates [0, 1] and z in meters.\n    override raycast(pos: vec3, dir: vec3, exaggeration: number): number | null | undefined {\n        if (!this._visibleDemTiles)\n            return null;\n\n        // Perform initial raycasts against root nodes of the available dem tiles\n        // and use this information to sort them from closest to furthest.\n        const preparedTiles = this._visibleDemTiles.filter(tile => tile.dem).map(tile => {\n            const id = tile.tileID;\n            const tiles = 1 << id.overscaledZ;\n            const {x, y} = id.canonical;\n\n            // Compute tile boundaries in mercator coordinates\n            const minx = x / tiles;\n            const maxx = (x + 1) / tiles;\n            const miny = y / tiles;\n            const maxy = (y + 1) / tiles;\n            const tree = tile.dem.tree;\n\n            return {\n                minx, miny, maxx, maxy,\n                t: tree.raycastRoot(minx, miny, maxx, maxy, pos, dir, exaggeration),\n                tile\n            };\n        });\n\n        preparedTiles.sort((a, b) => {\n            const at = a.t !== null ? a.t : Number.MAX_VALUE;\n            const bt = b.t !== null ? b.t : Number.MAX_VALUE;\n            return at - bt;\n        });\n\n        for (const obj of preparedTiles) {\n            if (obj.t == null)\n                return null;\n\n            // Perform more accurate raycast against the dem tree. First intersection is the closest on\n            // as all tiles are sorted from closest to furthest\n            const tree = obj.tile.dem.tree;\n            const t = tree.raycast(obj.minx, obj.miny, obj.maxx, obj.maxy, pos, dir, exaggeration);\n\n            if (t != null)\n                return t;\n        }\n\n        return null;\n    }\n\n    _createFBO(): FBO {\n        const painter = this.painter;\n        const context = painter.context;\n        const gl = context.gl;\n        const bufferSize = this.drapeBufferSize;\n        context.activeTexture.set(gl.TEXTURE0);\n        const tex = new Texture(context, {width: bufferSize[0], height: bufferSize[1], data: null}, gl.RGBA8);\n        tex.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n        const fb = context.createFramebuffer(bufferSize[0], bufferSize[1], 1, null);\n        fb.colorAttachment0.set(tex.texture);\n\n        let emissiveTex: Texture | undefined;\n        if (this._emissiveTexture !== 'none') {\n            emissiveTex = new Texture(context, {width: bufferSize[0], height: bufferSize[1], data: null}, textureFormatFromEmissiveFormat(gl, this._emissiveTexture));\n            emissiveTex.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            fb.createColorAttachment(context, 1);\n            fb.colorAttachment1.set(emissiveTex.texture);\n        }\n\n        fb.depthAttachment = new DepthStencilAttachment(context, fb.framebuffer);\n\n        if (this._sharedDepthStencil === undefined) {\n            this._sharedDepthStencil = context.createRenderbuffer(context.gl.DEPTH_STENCIL, bufferSize[0], bufferSize[1]);\n            this._stencilRef = 0;\n            fb.depthAttachment.set(this._sharedDepthStencil);\n            context.clear({stencil: 0});\n        } else {\n            fb.depthAttachment.set(this._sharedDepthStencil);\n        }\n\n        if (context.extTextureFilterAnisotropic) {\n            gl.texParameterf(gl.TEXTURE_2D,\n                context.extTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT,\n                context.extTextureFilterAnisotropicMax);\n        }\n\n        return {fb, tex, emissiveTex, dirty: false};\n    }\n\n    _updateFBOs(format: EmissiveTextureFormat) {\n        if (this._emissiveTexture === format) return;\n\n        for (const fbo of this.pool) {\n            this._updateFBO(fbo, format);\n        }\n        for (const fbo of this.proxySourceCache.renderCache) {\n            this._updateFBO(fbo, format);\n        }\n\n        this._emissiveTexture = format;\n    }\n\n    _updateFBO(fbo: FBO, format: EmissiveTextureFormat) {\n        assert((fbo.emissiveTex !== undefined) !== (format !== 'none'));\n\n        const fb = fbo.fb;\n        const context = this.painter.context;\n        const gl = context.gl;\n        const bufferSize = this.drapeBufferSize;\n        if (format !== 'none') {\n            const emissiveTex = new Texture(context, {width: bufferSize[0], height: bufferSize[1], data: null}, textureFormatFromEmissiveFormat(gl, format));\n            emissiveTex.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            fbo.emissiveTex = emissiveTex;\n            fb.createColorAttachment(context, 1);\n            fb.colorAttachment1.set(emissiveTex.texture);\n        } else {\n            fbo.emissiveTex = undefined;\n            fb.removeColorAttachment(context, 1);\n        }\n\n        fbo.dirty = true;\n    }\n\n    _initFBOPool() {\n        while (this.pool.length < Math.min(FBO_POOL_SIZE, this.proxyCoords.length)) {\n            this.pool.push(this._createFBO());\n        }\n    }\n\n    _shouldDisableRenderCache(): boolean {\n        let debugDisable = false;\n        Debug.run(() => { debugDisable = this.painter._debugParams.terrainDisableRenderCache; });\n        if (debugDisable) return true;\n\n        // Disable render caches on dynamic events due to fading or transitioning.\n        if (this._style.hasLightTransitions()) {\n            return true;\n        }\n\n        for (const id in this._style._mergedSourceCaches) {\n            if (this._style._mergedSourceCaches[id].hasTransition()) {\n                return true;\n            }\n        }\n\n        const isTransitioning = (id: string) => {\n            const layer = this._style._mergedLayers[id];\n            const isHidden = layer.isHidden(this.painter.transform.zoom);\n            if (layer.type === 'hillshade') {\n                return !isHidden && layer.shouldRedrape();\n            }\n            if (layer.type === 'custom') {\n                return !isHidden && layer.shouldRedrape();\n            }\n            return !isHidden && layer.hasTransition();\n        };\n        return this._style.order.some(isTransitioning);\n    }\n\n    _clearLineLayersFromRenderCache() {\n        let hasVectorSource = false;\n        for (const source of this._style.getSources()) {\n            if (source.type === 'vector') {\n                hasVectorSource = true;\n                break;\n            }\n        }\n\n        if (!hasVectorSource) return;\n\n        const clearSourceCaches: Record<string, boolean> = {};\n        for (let i = 0; i < this._style.order.length; ++i) {\n            const layer = this._style._mergedLayers[this._style.order[i]];\n            const sourceCache = this._style.getLayerSourceCache(layer);\n            if (!sourceCache || clearSourceCaches[sourceCache.id]) continue;\n\n            const isHidden = layer.isHidden(this.painter.transform.zoom);\n            if (isHidden || layer.type !== 'line') continue;\n\n            // Check if layer has a zoom dependent \"line-width\" or \"line-emissive-strength\" expression\n            const widthExpression = layer.widthExpression();\n            const emissiveStrengthExpression = layer.emissiveStrengthExpression();\n            if (!(widthExpression instanceof ZoomDependentExpression) &&\n                !(emissiveStrengthExpression instanceof ZoomDependentExpression)) continue;\n\n            // Mark sourceCache as cleared\n            clearSourceCaches[sourceCache.id] = true;\n            for (const proxy of this.proxyCoords) {\n                const proxiedCoords = this.proxyToSource[proxy.key][sourceCache.id];\n                const coords = (proxiedCoords as Array<OverscaledTileID>);\n                if (!coords) continue;\n\n                for (const coord of coords) {\n                    this._clearRenderCacheForTile(sourceCache.id, coord);\n                }\n            }\n        }\n    }\n\n    _clearRasterLayersFromRenderCache() {\n        let hasRasterSource = false;\n        for (const id in this._style._mergedSourceCaches) {\n            const sourceType = this._style._mergedSourceCaches[id]._source.type;\n            if (sourceType === 'raster' || sourceType === 'raster-dem' || sourceType === 'raster-array') {\n                hasRasterSource = true;\n                break;\n            }\n        }\n\n        if (!hasRasterSource) return;\n\n        const clearSourceCaches: Record<string, string> = {};\n        for (let i = 0; i < this._style.order.length; ++i) {\n            const layer = this._style._mergedLayers[this._style.order[i]];\n            const sourceCache = this._style.getLayerSourceCache(layer);\n            if (!sourceCache || clearSourceCaches[sourceCache.id]) continue;\n\n            const isHidden = layer.isHidden(this.painter.transform.zoom);\n            if (isHidden || layer.type !== 'raster') continue;\n\n            // Check if any raster tile is in a fading state\n            const fadeDuration = layer.paint.get('raster-fade-duration');\n            for (const proxy of this.proxyCoords) {\n                const proxiedCoords = this.proxyToSource[proxy.key][sourceCache.id];\n                const coords = (proxiedCoords as Array<OverscaledTileID>);\n                if (!coords) continue;\n\n                for (const coord of coords) {\n                    const tile = sourceCache.getTile(coord);\n                    const parent = sourceCache.findLoadedParent(coord, 0);\n\n                    const fade = rasterFade(tile, parent, sourceCache, this.painter.transform, fadeDuration);\n                    const isFading = fade.opacity !== 1 || fade.mix !== 0;\n                    if (isFading) {\n                        this._clearRenderCacheForTile(sourceCache.id, coord);\n                    }\n                }\n            }\n        }\n    }\n\n    _setupDrapedRenderBatches() {\n        // It's possible that the draping status of a layer has changed, which requires reordering of the layers\n        this._style.updateDrapeFirstLayers();\n\n        const layerIds = this._style.order;\n        const layerCount = layerIds.length;\n        if (layerCount === 0) {\n            return;\n        }\n\n        const batches: Array<RenderBatch> = [];\n        this._pendingGroundEffectLayers = [];\n\n        let currentLayer = 0;\n        let layer = this._style._mergedLayers[layerIds[currentLayer]];\n        while (!this._style.isLayerDraped(layer) && layer.isHidden(this.painter.transform.zoom) && ++currentLayer < layerCount) {\n            layer = this._style._mergedLayers[layerIds[currentLayer]];\n        }\n\n        let batchStart: number | undefined;\n        for (; currentLayer < layerCount; ++currentLayer) {\n            const layer = this._style._mergedLayers[layerIds[currentLayer]];\n            if (layer.isHidden(this.painter.transform.zoom)) {\n                continue;\n            }\n            if (!this._style.isLayerDraped(layer)) {\n                if (layer.type === 'fill-extrusion') {\n                    this._pendingGroundEffectLayers.push(currentLayer);\n                }\n                if (batchStart !== undefined) {\n                    batches.push({start: batchStart, end: currentLayer - 1});\n                    batchStart = undefined;\n                }\n                continue;\n            }\n            if (batchStart === undefined) {\n                batchStart = currentLayer;\n            }\n        }\n\n        if (batchStart !== undefined) {\n            batches.push({start: batchStart, end: currentLayer - 1});\n        }\n\n        // Draped first approach should result in a single or no batch\n        assert(batches.length === 1 || batches.length === 0);\n\n        if (batches.length !== 0) {\n            const lastBatch = batches.at(-1);\n            const groundEffectLayersComeLast = this._pendingGroundEffectLayers.every((id: number) => {\n                return id > lastBatch.end;\n            });\n            if (!groundEffectLayersComeLast) {\n                warnOnce('fill-extrusion with flood lighting and/or ground ambient occlusion should be moved to be on top of all draped layers.');\n            }\n        }\n\n        this._drapedRenderBatches = batches;\n    }\n\n    _setupRenderCache(previousProxyToSource: {\n        [key: number]: {\n            [key: string]: Array<ProxiedTileID>;\n        };\n    }) {\n        const psc = this.proxySourceCache;\n        if (this._shouldDisableRenderCache() || this.invalidateRenderCache) {\n            this.invalidateRenderCache = false;\n            if (psc.renderCache.length > psc.renderCachePool.length) {\n                const used = (Object.values(psc.proxyCachedFBO));\n                psc.proxyCachedFBO = {};\n                for (let i = 0; i < used.length; ++i) {\n                    const fbos = (Object.values(used[i]));\n                    psc.renderCachePool.push(...fbos);\n                }\n                assert(psc.renderCache.length === psc.renderCachePool.length);\n            }\n            return;\n        }\n\n        this._clearRasterLayersFromRenderCache();\n\n        const coords = this.proxyCoords;\n        const dirty = this._tilesDirty;\n        for (let i = coords.length - 1; i >= 0; i--) {\n            const proxy = coords[i];\n            const tile = psc.getTileByID(proxy.key);\n\n            if (psc.proxyCachedFBO[proxy.key] !== undefined) {\n                assert(tile.texture);\n                const prev = previousProxyToSource[proxy.key];\n                assert(prev);\n                // Reuse previous render from cache if there was no change of\n                // content that was used to render proxy tile.\n                const current = this.proxyToSource[proxy.key];\n                let equal = 0;\n                for (const source in current) {\n                    const tiles = current[source];\n                    const prevTiles = prev[source];\n                    if (!prevTiles || prevTiles.length !== tiles.length ||\n                        tiles.some((t, index) => (t !== prevTiles[index] ||\n                            (dirty[source] && Object.hasOwn(dirty[source], t.key)\n                            )))\n                    ) {\n                        equal = -1;\n                        break;\n                    }\n                    ++equal;\n                }\n                // dirty === false: doesn't need to be rendered to, just use cached render.\n                for (const proxyFBO in psc.proxyCachedFBO[proxy.key]) {\n                    psc.renderCache[psc.proxyCachedFBO[proxy.key][proxyFBO]].dirty = equal < 0 || equal !== Object.values(prev).length;\n                }\n            }\n        }\n\n        const sortedRenderBatches = [...this._drapedRenderBatches];\n        sortedRenderBatches.sort((batchA, batchB) => {\n            const batchASize = batchA.end - batchA.start;\n            const batchBSize = batchB.end - batchB.start;\n            return batchBSize - batchASize;\n        });\n\n        for (const batch of sortedRenderBatches) {\n            for (const id of coords) {\n                if (psc.proxyCachedFBO[id.key]) {\n                    continue;\n                }\n\n                // Assign renderCache FBO if there are available FBOs in pool.\n                let index = psc.renderCachePool.pop();\n                if (index === undefined && psc.renderCache.length < RENDER_CACHE_MAX_SIZE) {\n                    index = psc.renderCache.length;\n                    psc.renderCache.push(this._createFBO());\n                }\n                if (index !== undefined) {\n                    psc.proxyCachedFBO[id.key] = {};\n                    psc.proxyCachedFBO[id.key][batch.start] = index;\n                    psc.renderCache[index].dirty = true; // needs to be rendered to.\n                }\n            }\n        }\n        this._tilesDirty = {};\n    }\n\n    _setupStencil(fbo: FBO, proxiedCoords: Array<ProxiedTileID>, layer: TypedStyleLayer, sourceCache?: SourceCache) {\n        if (!sourceCache || !this._sourceTilesOverlap[sourceCache.id]) {\n            if (this._overlapStencilType) this._overlapStencilType = false;\n            return;\n        }\n        const context = this.painter.context;\n        const gl = context.gl;\n\n        // If needed, setup stencilling. Don't bother to remove when there is no\n        // more need: in such case, if there is no overlap, stencilling is disabled.\n        if (proxiedCoords.length <= 1) { this._overlapStencilType = false; return; }\n\n        let stencilRange: number;\n        if (layer.isTileClipped()) {\n            stencilRange = proxiedCoords.length;\n            this._overlapStencilMode.test = {func: gl.EQUAL, mask: 0xFF};\n            this._overlapStencilType = 'Clip';\n        } else if (proxiedCoords[0].overscaledZ > proxiedCoords.at(-1).overscaledZ) {\n            stencilRange = 1;\n            this._overlapStencilMode.test = {func: gl.GREATER, mask: 0xFF};\n            this._overlapStencilType = 'Mask';\n        } else {\n            this._overlapStencilType = false;\n            return;\n        }\n        if (this._stencilRef + stencilRange > 255) {\n            context.clear({stencil: 0});\n            this._stencilRef = 0;\n        }\n        this._stencilRef += stencilRange;\n        this._overlapStencilMode.ref = this._stencilRef;\n        if (layer.isTileClipped()) {\n            this._renderTileClippingMasks(proxiedCoords, this._overlapStencilMode.ref);\n        }\n    }\n\n    clipOrMaskOverlapStencilType(): boolean {\n        return this._overlapStencilType === 'Clip' || this._overlapStencilType === 'Mask';\n    }\n\n    stencilModeForRTTOverlap(id: OverscaledTileID): Readonly<StencilMode> {\n        if (!this.renderingToTexture || !this._overlapStencilType) {\n            return StencilMode.disabled;\n        }\n        // All source tiles contributing to the same proxy are processed in sequence, in zoom descending order.\n        // For raster / hillshade overlap masking, ref is based on zoom dif.\n        // For vector layer clipping, every tile gets dedicated stencil ref.\n        if (this._overlapStencilType === 'Clip') {\n            // In immediate 2D mode, we render rects to mark clipping area and handle behavior on tile borders.\n            // Here, there is no need for now for this:\n            // 1. overlap is handled by proxy render to texture tiles (there is no overlap there)\n            // 2. here we handle only brief zoom out semi-transparent color intensity flickering\n            //    and that is avoided fine by stenciling primitives as part of drawing (instead of additional tile quad step).\n            this._overlapStencilMode.ref = this.painter._tileClippingMaskIDs[id.key];\n        } // else this._overlapStencilMode.ref is set to a single value used per proxy tile, in _setupStencil.\n        return this._overlapStencilMode;\n    }\n\n    _renderTileClippingMasks(proxiedCoords: Array<ProxiedTileID>, ref: number) {\n        const painter = this.painter;\n        const context = this.painter.context;\n        const gl = context.gl;\n        painter._tileClippingMaskIDs = {};\n        context.setColorMode(ColorMode.disabled);\n        context.setDepthMode(DepthMode.disabled);\n\n        const program = painter.getOrCreateProgram('clippingMask');\n\n        for (const tileID of proxiedCoords) {\n            const id = painter._tileClippingMaskIDs[tileID.key] = --ref;\n            program.draw(painter, gl.TRIANGLES, DepthMode.disabled,\n                // Tests will always pass, and ref value will be written to stencil buffer.\n                new StencilMode({func: gl.ALWAYS, mask: 0}, id, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE),\n                ColorMode.disabled, CullFaceMode.disabled, clippingMaskUniformValues(tileID.projMatrix),\n                '$clipping', painter.tileExtentBuffer,\n                painter.quadTriangleIndexBuffer, painter.tileExtentSegments);\n        }\n    }\n\n    // Casts a ray from a point on screen and returns the intersection point with the terrain.\n    // The returned point contains the mercator coordinates in its first 3 components, and elevation\n    // in meter in its 4th coordinate.\n    override pointCoordinate(screenPoint: Point): vec4 | null | undefined {\n        const transform = this.painter.transform;\n        if (screenPoint.x < 0 || screenPoint.x > transform.width ||\n            screenPoint.y < 0 || screenPoint.y > transform.height) {\n            return null;\n        }\n\n        const far: [number, number, number, number] = [screenPoint.x, screenPoint.y, 1, 1];\n        vec4.transformMat4(far, far, transform.pixelMatrixInverse);\n        vec4.scale(far, far, 1.0 / far[3]);\n        // x & y in pixel coordinates, z is altitude in meters\n        far[0] /= transform.worldSize;\n        far[1] /= transform.worldSize;\n        const camera = transform._camera.position;\n        const mercatorZScale = mercatorZfromAltitude(1, transform.center.lat);\n        const p: [number, number, number, number] = [camera[0], camera[1], camera[2] / mercatorZScale, 0.0];\n        const dir = vec3.subtract([], far.slice(0, 3), p);\n        vec3.normalize(dir, dir);\n\n        const exaggeration = this._exaggeration;\n        const distanceAlongRay = this.raycast(p, dir, exaggeration);\n\n        if (distanceAlongRay === null || !distanceAlongRay) return null;\n        vec3.scaleAndAdd(p, p, dir, distanceAlongRay);\n        p[3] = p[2];\n        p[2] *= mercatorZScale;\n        return p;\n    }\n\n    _setupProxiedCoordsForOrtho(\n        sourceCache: SourceCache,\n        sourceCoords: Array<OverscaledTileID>,\n        previousProxyToSource: {\n            [key: number]: {\n                [key: string]: Array<ProxiedTileID>;\n            };\n        },\n    ): void {\n        // ImageSource, VideoSource, and CanvasSource all require the same proxy-coord setup path\n        if (['image', 'video', 'canvas'].includes(sourceCache.getSource().type)) {\n            return this._setupProxiedCoordsForImageSource(sourceCache, sourceCoords, previousProxyToSource);\n        }\n        this._findCoveringTileCache[sourceCache.id] = this._findCoveringTileCache[sourceCache.id] || {};\n        const coords = this.proxiedCoords[sourceCache.id] = [];\n        const proxys = this.proxyCoords;\n        for (let i = 0; i < proxys.length; i++) {\n            const proxyTileID = proxys[i];\n            const proxied = this._findTileCoveringTileID(proxyTileID, sourceCache);\n            if (proxied) {\n                assert(proxied.hasData());\n                const id = this._createProxiedId(proxyTileID, proxied, previousProxyToSource[proxyTileID.key] && previousProxyToSource[proxyTileID.key][sourceCache.id]);\n                coords.push(id);\n                this.proxyToSource[proxyTileID.key][sourceCache.id] = [id];\n            }\n        }\n        let hasOverlap = false;\n        const proxiesToSort = new Set<ProxiedTileID[]>();\n        for (let i = 0; i < sourceCoords.length; i++) {\n            const tile = sourceCache.getTile(sourceCoords[i]);\n            if (!tile || !tile.hasData()) continue;\n            const proxy = this._findTileCoveringTileID(tile.tileID, this.proxySourceCache);\n            // Don't add the tile if already added in loop above.\n            if (proxy && proxy.tileID.canonical.z !== tile.tileID.canonical.z) {\n                const array = this.proxyToSource[proxy.tileID.key][sourceCache.id];\n                const id = this._createProxiedId(proxy.tileID, tile, previousProxyToSource[proxy.tileID.key] && previousProxyToSource[proxy.tileID.key][sourceCache.id]);\n                if (!array) {\n                    this.proxyToSource[proxy.tileID.key][sourceCache.id] = [id];\n                } else {\n                    array.splice(array.length - 1, 0, id);\n                }\n                const arr = this.proxyToSource[proxy.tileID.key][sourceCache.id];\n                if (!proxiesToSort.has(arr)) {\n                    proxiesToSort.add(arr);\n                }\n                coords.push(id);\n                hasOverlap = true;\n            }\n        }\n        this._sourceTilesOverlap[sourceCache.id] = hasOverlap;\n        let sortHiZ = true;\n        Debug.run(() => { sortHiZ = this.painter._debugParams.terrainSortTilesHiZFirst; });\n        if (hasOverlap && sortHiZ) {\n            for (const arr of proxiesToSort) {\n                arr.sort((a, b) => {\n                    return b.overscaledZ - a.overscaledZ;\n                });\n            }\n        }\n    }\n\n    _setupProxiedCoordsForImageSource(sourceCache: SourceCache, sourceCoords: Array<OverscaledTileID>, previousProxyToSource: {\n        [key: number]: {\n            [key: string]: Array<ProxiedTileID>;\n        };\n    }) {\n        if (!sourceCache.getSource().loaded()) return;\n\n        const coords = this.proxiedCoords[sourceCache.id] = [];\n        const proxys = this.proxyCoords;\n        const imageSource: ImageSource = sourceCache.getSource();\n        // Special case where image is rendered outside of the map's bounds (eg. pole caps)\n        const tileID = imageSource.tileID;\n        if (!tileID) return;\n\n        const anchor = new Point(tileID.x, tileID.y)._div(1 << tileID.z);\n        const aabb = imageSource.coordinates.map(MercatorCoordinate.fromLngLat).reduce((acc, coord) => {\n            acc.min.x = Math.min(acc.min.x, coord.x - anchor.x);\n            acc.min.y = Math.min(acc.min.y, coord.y - anchor.y);\n            acc.max.x = Math.max(acc.max.x, coord.x - anchor.x);\n            acc.max.y = Math.max(acc.max.y, coord.y - anchor.y);\n            return acc;\n        }, {min: new Point(Number.MAX_VALUE, Number.MAX_VALUE), max: new Point(-Number.MAX_VALUE, -Number.MAX_VALUE)});\n\n        // Fast conservative check using aabb: content outside proxy tile gets clipped out by on render, anyway.\n        const tileOutsideImage = (tileID: OverscaledTileID, imageTileID: OverscaledTileID) => {\n            const x = tileID.wrap + tileID.canonical.x / (1 << tileID.canonical.z);\n            const y = tileID.canonical.y / (1 << tileID.canonical.z);\n            const d = EXTENT / (1 << tileID.canonical.z);\n\n            const ix = imageTileID.wrap + imageTileID.canonical.x / (1 << imageTileID.canonical.z);\n            const iy = imageTileID.canonical.y / (1 << imageTileID.canonical.z);\n\n            return x + d < ix + aabb.min.x || x > ix + aabb.max.x || y + d < iy + aabb.min.y || y > iy + aabb.max.y;\n        };\n\n        for (let i = 0; i < proxys.length; i++) {\n            const proxyTileID = proxys[i];\n            for (let j = 0; j < sourceCoords.length; j++) {\n                const tile = sourceCache.getTile(sourceCoords[j]);\n                if (!tile || !tile.hasData()) continue;\n\n                // Setup proxied -> proxy mapping only if image on given tile wrap intersects the proxy tile.\n                if (tileOutsideImage(proxyTileID, tile.tileID)) continue;\n\n                const id = this._createProxiedId(proxyTileID, tile, previousProxyToSource[proxyTileID.key] && previousProxyToSource[proxyTileID.key][sourceCache.id]);\n                const array = this.proxyToSource[proxyTileID.key][sourceCache.id];\n                if (!array) {\n                    this.proxyToSource[proxyTileID.key][sourceCache.id] = [id];\n                } else {\n                    array.push(id);\n                }\n                coords.push(id);\n            }\n        }\n    }\n\n    // recycle is previous pass content that likely contains proxied ID combining proxy and source tile.\n    _createProxiedId(proxyTileID: OverscaledTileID, tile: Tile, recycle: Array<ProxiedTileID>): ProxiedTileID {\n        let matrix = this.orthoMatrix;\n        if (recycle) {\n            const recycled = recycle.find(proxied => (proxied.key === tile.tileID.key));\n            if (recycled) return recycled;\n        }\n        if (tile.tileID.key !== proxyTileID.key) {\n            const scale = proxyTileID.canonical.z - tile.tileID.canonical.z;\n            matrix = mat4.create() as Float32Array;\n            let size: number, xOffset: number, yOffset: number;\n            const wrap = (tile.tileID.wrap - proxyTileID.wrap) << proxyTileID.overscaledZ;\n            if (scale > 0) {\n                size = EXTENT >> scale;\n                xOffset = size * ((tile.tileID.canonical.x << scale) - proxyTileID.canonical.x + wrap);\n                yOffset = size * ((tile.tileID.canonical.y << scale) - proxyTileID.canonical.y);\n            } else {\n                size = EXTENT << -scale;\n                xOffset = EXTENT * (tile.tileID.canonical.x - ((proxyTileID.canonical.x + wrap) << -scale));\n                yOffset = EXTENT * (tile.tileID.canonical.y - (proxyTileID.canonical.y << -scale));\n            }\n            mat4.ortho(matrix, 0, size, 0, size, 0, 1);\n            mat4.translate(matrix, matrix, [xOffset, yOffset, 0]);\n        }\n        return new ProxiedTileID(tile.tileID, proxyTileID.key, matrix);\n    }\n\n    // A variant of SourceCache.findLoadedParent that considers only visible\n    // tiles (and doesn't check SourceCache._cache). Another difference is in\n    // caching \"not found\" results along the lookup, to leave the lookup early.\n    // Not found is cached by this._findCoveringTileCache[key] = null;\n    _findTileCoveringTileID(tileID: OverscaledTileID, sourceCache: SourceCache): Tile | null | undefined {\n        let tile: Tile | null | undefined = sourceCache.getTile(tileID);\n        if (tile && tile.hasData()) return tile;\n\n        const lookup = this._findCoveringTileCache[sourceCache.id];\n        const key = lookup[tileID.key];\n        tile = key ? sourceCache.getTileByID(key) : null;\n        if ((tile && tile.hasData()) || key === null) return tile;\n\n        assert(!key || tile);\n\n        let sourceTileID = tile ? tile.tileID : tileID;\n        let z = sourceTileID.overscaledZ;\n        const minzoom = sourceCache.getSource().minzoom;\n        const path: number[] = [];\n        if (!key) {\n            const maxzoom = sourceCache.getSource().maxzoom;\n            if (tileID.canonical.z >= maxzoom) {\n                const downscale = tileID.canonical.z - maxzoom;\n                if (sourceCache.getSource().reparseOverscaled) {\n                    z = Math.max(tileID.canonical.z + 2, sourceCache.transform.tileZoom);\n                    sourceTileID = new OverscaledTileID(z, tileID.wrap, maxzoom,\n                        tileID.canonical.x >> downscale, tileID.canonical.y >> downscale);\n                } else if (downscale !== 0) {\n                    z = maxzoom;\n                    sourceTileID = new OverscaledTileID(z, tileID.wrap, maxzoom,\n                        tileID.canonical.x >> downscale, tileID.canonical.y >> downscale);\n                }\n            }\n            if (sourceTileID.key !== tileID.key) {\n                path.push(sourceTileID.key);\n                tile = sourceCache.getTile(sourceTileID);\n            }\n        }\n\n        const pathToLookup = (key?: number | null) => {\n            path.forEach(id => { lookup[id] = key; });\n            path.length = 0;\n        };\n\n        for (z = z - 1; z >= minzoom && !(tile && tile.hasData()); z--) {\n            if (tile) {\n                pathToLookup(tile.tileID.key); // Store lookup to parents not loaded (yet).\n            }\n            const id = sourceTileID.calculateScaledKey(z);\n            tile = sourceCache.getTileByID(id);\n            if (tile && tile.hasData()) break;\n            const key = lookup[id];\n            if (key === null) {\n                break; // There's no tile loaded and no point searching further.\n            } else if (key !== undefined) {\n                tile = sourceCache.getTileByID(key);\n                assert(tile);\n                continue;\n            }\n            path.push(id);\n        }\n\n        pathToLookup(tile ? tile.tileID.key : null);\n        return tile && tile.hasData() ? tile : null;\n    }\n\n    override findDEMTileFor(tileID: OverscaledTileID): Tile | null | undefined {\n        return this.enabled ? this._findTileCoveringTileID(tileID, this.sourceCache) : null;\n    }\n\n    /*\n     * Bookkeeping if something gets rendered to the tile.\n     */\n    prepareDrawTile() {\n        this.renderedToTile = true;\n    }\n\n    _clearRenderCacheForTile(sourceCacheFQID: string, coord: OverscaledTileID) {\n        let sourceTiles = this._tilesDirty[sourceCacheFQID];\n        if (!sourceTiles) sourceTiles = this._tilesDirty[sourceCacheFQID] = {};\n        sourceTiles[coord.key] = true;\n    }\n}\n\nfunction sortByDistanceToCamera(tileIDs: Array<OverscaledTileID>, painter: Painter) {\n    const cameraCoordinate = painter.transform.pointCoordinate(painter.transform.getCameraPoint());\n    const cameraPoint = new Point(cameraCoordinate.x, cameraCoordinate.y);\n    tileIDs.sort((a, b) => {\n        if (b.overscaledZ - a.overscaledZ) return b.overscaledZ - a.overscaledZ;\n        const aPoint = new Point(a.canonical.x + (1 << a.canonical.z) * a.wrap, a.canonical.y);\n        const bPoint = new Point(b.canonical.x + (1 << b.canonical.z) * b.wrap, b.canonical.y);\n        const cameraScaled = cameraPoint.mult(1 << a.canonical.z);\n        cameraScaled.x -= 0.5;\n        cameraScaled.y -= 0.5;\n        return cameraScaled.distSqr(aPoint) - cameraScaled.distSqr(bPoint);\n    });\n}\n\n/**\n * Creates uniform grid of triangles, covering EXTENT x EXTENT square, with two\n * adjustent traigles forming a quad, so that there are |count| columns and rows\n * of these quads in EXTENT x EXTENT square.\n * e.g. for count of 2:\n *  -------------\n *  |    /|    /|\n *  |  /  |  /  |\n *  |/    |/    |\n *  -------------\n *  |    /|    /|\n *  |  /  |  /  |\n *  |/    |/    |\n *  -------------\n * @param {number} count Count of rows and columns\n * @private\n */\nfunction createGrid(count: number): [PosArray, TriangleIndexArray, number] {\n    const boundsArray = new PosArray();\n    // Around the grid, add one more row/column padding for \"skirt\".\n    const indexArray = new TriangleIndexArray();\n    const size = count + 2;\n    boundsArray.reserve(size * size);\n    indexArray.reserve((size - 1) * (size - 1) * 2);\n    const step = EXTENT / (count - 1);\n    const gridBound = EXTENT + step / 2;\n    const bound = gridBound + step;\n\n    // Skirt offset of 0x5FFF is chosen randomly to encode boolean value (skirt\n    // on/off) with x position (max value EXTENT = 4096) to 16-bit signed integer.\n    const skirtOffset = 24575; // 0x5FFF\n    for (let y = -step; y < bound; y += step) {\n        for (let x = -step; x < bound; x += step) {\n            const offset = (x < 0 || x > gridBound || y < 0 || y > gridBound) ? skirtOffset : 0;\n            const xi = clamp(Math.round(x), 0, EXTENT);\n            const yi = clamp(Math.round(y), 0, EXTENT);\n            boundsArray.emplaceBack(xi + offset, yi);\n        }\n    }\n\n    // For cases when there's no need to render \"skirt\", the \"inner\" grid indices\n    // are followed by skirt indices.\n    const skirtIndicesOffset = (size - 3) * (size - 3) * 2;\n    const quad = (i: number, j: number) => {\n        const index = j * size + i;\n        indexArray.emplaceBack(index + 1, index, index + size);\n        indexArray.emplaceBack(index + size, index + size + 1, index + 1);\n    };\n    for (let j = 1; j < size - 2; j++) {\n        for (let i = 1; i < size - 2; i++) {\n            quad(i, j);\n        }\n    }\n    // Padding (skirt) indices:\n    [0, size - 2].forEach(j => {\n        for (let i = 0; i < size - 1; i++) {\n            quad(i, j);\n            quad(j, i);\n        }\n    });\n    return [boundsArray, indexArray, skirtIndicesOffset];\n}\n","// Terrain and Globe GPU uniform type definitions used by both core (Program class)\n// and the terrain renderer (terrain.ts, which moves to lite).\n// Keeping these definitions here (core) prevents terrain.ts from being pulled into\n// the core bundle solely due to Program's need for the uniform constructors.\n\nimport {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    Uniform3f,\n    UniformMatrix4f,\n} from '../render/uniform_binding';\n\nimport type Context from '../gl/context';\nimport type {UniformValues} from '../render/uniform_binding';\nimport type {mat4} from 'gl-matrix';\nimport type Tile from '../source/tile';\n\nexport type TerrainUniformsType = {\n    ['u_dem']: Uniform1i;\n    ['u_dem_prev']: Uniform1i;\n    ['u_dem_tl']: Uniform2f;\n    ['u_dem_scale']: Uniform1f;\n    ['u_dem_tl_prev']: Uniform2f;\n    ['u_dem_scale_prev']: Uniform1f;\n    ['u_dem_size']: Uniform1f;\n    ['u_dem_lerp']: Uniform1f;\n    [\"u_exaggeration\"]: Uniform1f;\n    ['u_depth']: Uniform1i;\n    ['u_depth_size_inv']: Uniform2f;\n    ['u_depth_range_unpack']: Uniform2f;\n    ['u_occluder_half_size']: Uniform1f;\n    ['u_occlusion_depth_offset']: Uniform1f;\n    ['u_meter_to_dem']?: Uniform1f;\n    ['u_label_plane_matrix_inv']?: UniformMatrix4f;\n};\n\nexport const terrainUniforms = (context: Context): TerrainUniformsType => ({\n    'u_dem': new Uniform1i(context),\n    'u_dem_prev': new Uniform1i(context),\n    'u_dem_tl': new Uniform2f(context),\n    'u_dem_scale': new Uniform1f(context),\n    'u_dem_tl_prev': new Uniform2f(context),\n    'u_dem_scale_prev': new Uniform1f(context),\n    'u_dem_size': new Uniform1f(context),\n    'u_dem_lerp': new Uniform1f(context),\n    'u_exaggeration': new Uniform1f(context),\n    'u_depth': new Uniform1i(context),\n    'u_depth_size_inv': new Uniform2f(context),\n    'u_depth_range_unpack': new Uniform2f(context),\n    'u_occluder_half_size': new Uniform1f(context),\n    'u_occlusion_depth_offset': new Uniform1f(context),\n    'u_meter_to_dem': new Uniform1f(context),\n    'u_label_plane_matrix_inv': new UniformMatrix4f(context),\n});\n\nexport function defaultTerrainUniforms(): UniformValues<TerrainUniformsType> {\n    return {\n        'u_dem': 2,\n        'u_dem_prev': 4,\n        'u_dem_tl': [0, 0],\n        'u_dem_tl_prev': [0, 0],\n        'u_dem_scale': 0,\n        'u_dem_scale_prev': 0,\n        'u_dem_size': 0,\n        'u_dem_lerp': 1.0,\n        'u_depth': 3,\n        'u_depth_size_inv': [0, 0],\n        'u_depth_range_unpack': [0, 1],\n        'u_occluder_half_size': 16,\n        'u_occlusion_depth_offset': -0.0001,\n        'u_exaggeration': 0,\n    };\n}\n\nexport type GlobeUniformsType = {\n    ['u_tile_tl_up']: Uniform3f;\n    ['u_tile_tr_up']: Uniform3f;\n    ['u_tile_br_up']: Uniform3f;\n    ['u_tile_bl_up']: Uniform3f;\n    ['u_tile_up_scale']: Uniform1f;\n};\n\nexport const globeUniforms = (context: Context): GlobeUniformsType => ({\n    'u_tile_tl_up': new Uniform3f(context),\n    'u_tile_tr_up': new Uniform3f(context),\n    'u_tile_br_up': new Uniform3f(context),\n    'u_tile_bl_up': new Uniform3f(context),\n    'u_tile_up_scale': new Uniform1f(context)\n});\n\nexport type ElevationDrawOptions = {\n    useDepthForOcclusion?: boolean;\n    useMeterToDem?: boolean;\n    labelPlaneMatrixInv?: mat4 | null;\n    morphing?: {\n        srcDemTile: Tile;\n        dstDemTile: Tile;\n        phase: number;\n    };\n    useDenormalizedUpVectorScale?: boolean;\n};\n","import type Painter from './painter';\nimport type Style from '../style/style';\nimport type {Elevation} from '../terrain/elevation';\nimport type {Terrain} from '../terrain/terrain';\n\n// `ITerrainRenderer` is a subset of `Terrain` that core (always-bundled) is allowed to depend on.\n// `Elevation` provides `exaggeration`, `findDEMTileFor` and `getMinMaxForTile`.\nexport type ITerrainRenderer =\n    Elevation &\n    // Readonly\n    Readonly<Pick<Terrain,\n        | 'renderingToTexture' | 'enabled'\n        | 'gridBuffer' | 'gridIndexBuffer' | 'gridSegments' | 'drapeBufferSize'\n        | 'sourceCache' | 'proxySourceCache' | 'proxyCoords'\n    >> &\n    // Methods\n    Pick<Terrain,\n        | 'update' | 'updateTileBinding'\n        | 'renderBatch' | 'postRender' | 'prepareDrawTile'\n        | 'setupElevationDraw' | 'stencilModeForRTTOverlap' | 'clipOrMaskOverlapStencilType'\n        | '_clearRenderCacheForTile' | 'resetTileLookupCache' | 'getScaledDemTileSize'\n        | 'attenuationRange' | 'getDemUpscale'\n        | 'destroy'\n    > &\n    // Other assignments\n    Pick<Terrain, 'framebufferCopyTexture' | 'invalidateRenderCache'>;\n\nexport interface ITerrainRendererFactory {\n    create: (painter: Painter, style: Style) => ITerrainRenderer;\n}\n\nlet _factory: ITerrainRendererFactory | null = null;\nconst _onAvailableCallbacks: Array<() => void> = [];\n\nexport function registerTerrainRenderer(factory: ITerrainRendererFactory): void {\n    _factory = factory;\n    for (const cb of _onAvailableCallbacks.splice(0)) cb();\n}\n\nexport function createTerrainRenderer(painter: Painter, style: Style): ITerrainRenderer | null {\n    return _factory ? _factory.create(painter, style) : null;\n}\n\n/**\n * Register a callback to be invoked when the terrain renderer factory becomes\n * available (i.e. when Lite module finishes loading). If the factory is\n * already registered the callback is called immediately.\n */\nexport function onTerrainRendererAvailable(callback: () => void): void {\n    if (_factory) {\n        callback();\n    } else {\n        _onAvailableCallbacks.push(callback);\n    }\n}\n","import {patternUniformValues} from './pattern';\nimport {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    Uniform3f,\n    UniformMatrix4f,\n    type UniformValues\n} from '../uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type Painter from '../painter';\nimport type Context from '../../gl/context';\nimport type Tile from '../../source/tile';\n\nexport type FillUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type FillOutlineUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_world']: Uniform2f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type FillPatternUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_emissive_strength']: Uniform1f;\n    // pattern uniforms:\n    ['u_texsize']: Uniform2f;\n    ['u_image']: Uniform1i;\n    ['u_pixel_coord_upper']: Uniform2f;\n    ['u_pixel_coord_lower']: Uniform2f;\n    ['u_tile_units_to_pixels']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_pattern_transition']: Uniform1f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type FillOutlinePatternUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_world']: Uniform2f;\n    // pattern uniforms:\n    ['u_texsize']: Uniform2f;\n    ['u_image']: Uniform1i;\n    ['u_pixel_coord_upper']: Uniform2f;\n    ['u_pixel_coord_lower']: Uniform2f;\n    ['u_tile_units_to_pixels']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_pattern_transition']: Uniform1f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type FillDefinesType = 'ELEVATED_ROADS' | 'DEPTH_RECONSTRUCTION' | 'FILL_PATTERN_TRANSITION';\n\nconst fillUniforms = (context: Context): FillUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst fillPatternUniforms = (context: Context): FillPatternUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_image': new Uniform1i(context),\n    'u_texsize': new Uniform2f(context),\n    'u_pixel_coord_upper': new Uniform2f(context),\n    'u_pixel_coord_lower': new Uniform2f(context),\n    'u_tile_units_to_pixels': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_pattern_transition': new Uniform1f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst fillOutlineUniforms = (context: Context): FillOutlineUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_world': new Uniform2f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst fillOutlinePatternUniforms = (context: Context): FillOutlinePatternUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_world': new Uniform2f(context),\n    'u_image': new Uniform1i(context),\n    'u_texsize': new Uniform2f(context),\n    'u_pixel_coord_upper': new Uniform2f(context),\n    'u_pixel_coord_lower': new Uniform2f(context),\n    'u_tile_units_to_pixels': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_pattern_transition': new Uniform1f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst fillUniformValues = (matrix: mat4, emissiveStrength: number, groundShadowFactor: [number, number, number]): UniformValues<FillUniformsType> => ({\n    'u_matrix': matrix,\n    'u_emissive_strength': emissiveStrength,\n    'u_ground_shadow_factor': groundShadowFactor,\n    'u_opacity_multiplier': 1,\n});\n\nconst fillPatternUniformValues = (\n    matrix: mat4,\n    emissiveStrength: number,\n    painter: Painter,\n    tile: Tile,\n    groundShadowFactor: [number, number, number],\n    patternTransition: number = 0\n): UniformValues<FillPatternUniformsType> => Object.assign(\n    fillUniformValues(matrix, emissiveStrength, groundShadowFactor),\n    patternUniformValues(painter, tile, patternTransition)\n);\n\nconst fillOutlineUniformValues = (\n    matrix: mat4,\n    emissiveStrength: number,\n    drawingBufferSize: [number, number],\n    groundShadowFactor: [number, number, number],\n): UniformValues<FillOutlineUniformsType> => ({\n    'u_matrix': matrix,\n    'u_world': drawingBufferSize,\n    'u_emissive_strength': emissiveStrength,\n    'u_ground_shadow_factor': groundShadowFactor,\n    'u_opacity_multiplier': 1,\n});\n\nconst fillOutlinePatternUniformValues = (\n    matrix: mat4,\n    emissiveStrength: number,\n    painter: Painter,\n    tile: Tile,\n    drawingBufferSize: [number, number],\n    groundShadowFactor: [number, number, number],\n    patternTransision: number = 0\n): UniformValues<FillOutlinePatternUniformsType> => Object.assign(\n    fillPatternUniformValues(matrix, emissiveStrength, painter, tile, groundShadowFactor, patternTransision),\n    {\n        'u_world': drawingBufferSize\n    }\n);\n\nexport {\n    fillUniforms,\n    fillPatternUniforms,\n    fillOutlineUniforms,\n    fillOutlinePatternUniforms,\n    fillUniformValues,\n    fillPatternUniformValues,\n    fillOutlineUniformValues,\n    fillOutlinePatternUniformValues,\n};\n","import {\n    Uniform1i,\n    Uniform2f,\n    type UniformValues\n} from '../uniform_binding';\n\nimport type Context from '../../gl/context';\n\nexport type LineBlendReduceUniformsType = {\n    ['u_image']: Uniform1i;\n    ['u_texel_size']: Uniform2f;\n    ['u_first_pass']: Uniform1i;\n};\n\nexport const lineBlendReduceUniforms = (context: Context): LineBlendReduceUniformsType => ({\n    'u_image': new Uniform1i(context),\n    'u_texel_size': new Uniform2f(context),\n    'u_first_pass': new Uniform1i(context),\n});\n\nexport const lineBlendReduceUniformValues = (\n    textureUnit: number,\n    texelSize: [number, number],\n    firstPass: boolean,\n): UniformValues<LineBlendReduceUniformsType> => ({\n    'u_image': textureUnit,\n    'u_texel_size': texelSize,\n    'u_first_pass': firstPass ? 1 : 0,\n});\n","import {Uniform1i, Uniform1f, Uniform2f, Uniform3f, UniformMatrix4f} from '../uniform_binding';\nimport pixelsToTileUnits from '../../source/pixels_to_tile_units';\nimport {CanonicalTileID} from '../../source/tile_id';\nimport {mat4} from 'gl-matrix';\nimport {globeToMercatorTransition, globePixelsToTileUnits} from '../../geo/projection/globe_util';\nimport EXTENT from '../../style-spec/data/extent';\n\nimport type Context from '../../gl/context';\nimport type Tile from '../../source/tile';\nimport type {UniformValues} from '../uniform_binding';\nimport type Painter from '../painter';\nimport type HeatmapStyleLayer from '../../style/style_layer/heatmap_style_layer';\nimport type {OverscaledTileID} from '../../source/tile_id';\n\nexport type HeatmapUniformsType = {\n    ['u_extrude_scale']: Uniform1f;\n    ['u_intensity']: Uniform1f;\n    ['u_matrix']: UniformMatrix4f;\n    ['u_inv_rot_matrix']: UniformMatrix4f;\n    ['u_merc_center']: Uniform2f;\n    ['u_tile_id']: Uniform3f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_up_dir']: Uniform3f;\n};\n\nexport type HeatmapTextureUniformsType = {\n    ['u_image']: Uniform1i;\n    ['u_color_ramp']: Uniform1i;\n    ['u_opacity']: Uniform1f;\n};\n\nconst heatmapUniforms = (context: Context): HeatmapUniformsType => ({\n    'u_extrude_scale': new Uniform1f(context),\n    'u_intensity': new Uniform1f(context),\n    'u_matrix': new UniformMatrix4f(context),\n    'u_inv_rot_matrix': new UniformMatrix4f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_tile_id': new Uniform3f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_up_dir': new Uniform3f(context)\n});\n\nconst heatmapTextureUniforms = (context: Context): HeatmapTextureUniformsType => ({\n    'u_image': new Uniform1i(context),\n    'u_color_ramp': new Uniform1i(context),\n    'u_opacity': new Uniform1f(context)\n});\n\nconst identityMatrix = mat4.create();\n\nconst heatmapUniformValues = (\n    painter: Painter,\n    coord: OverscaledTileID,\n    tile: Tile,\n    invMatrix: Float32Array,\n    mercatorCenter: [number, number],\n    zoom: number,\n    intensity: number,\n): UniformValues<HeatmapUniformsType> => {\n    const transform = painter.transform;\n    const isGlobe = transform.projection.name === 'globe';\n    const extrudeScale = isGlobe ? globePixelsToTileUnits(transform.zoom, coord.canonical) * transform._pixelsPerMercatorPixel : pixelsToTileUnits(tile, 1, zoom);\n\n    const values = {\n        'u_matrix': coord.projMatrix as Float32Array,\n        'u_extrude_scale': extrudeScale,\n        'u_intensity': intensity,\n        'u_inv_rot_matrix': identityMatrix as Float32Array,\n        'u_merc_center': [0, 0] as [number, number],\n        'u_tile_id': [0, 0, 0] as [number, number, number],\n        'u_zoom_transition': 0,\n        'u_up_dir': [0, 0, 0] as [number, number, number]\n    };\n\n    if (isGlobe) {\n        values['u_inv_rot_matrix'] = invMatrix;\n        values['u_merc_center'] = mercatorCenter;\n        values['u_tile_id'] = [coord.canonical.x, coord.canonical.y, 1 << coord.canonical.z];\n        values['u_zoom_transition'] = globeToMercatorTransition(transform.zoom);\n        const x = mercatorCenter[0] * EXTENT;\n        const y = mercatorCenter[1] * EXTENT;\n        values['u_up_dir'] = transform.projection.upVector(new CanonicalTileID(0, 0, 0), x, y);\n    }\n\n    return values;\n};\n\nconst heatmapTextureUniformValues = (\n    painter: Painter,\n    layer: HeatmapStyleLayer,\n    textureUnit: number,\n    colorRampUnit: number,\n): UniformValues<HeatmapTextureUniformsType> => {\n    return {\n        'u_image': textureUnit,\n        'u_color_ramp': colorRampUnit,\n        'u_opacity': layer.paint.get('heatmap-opacity')\n    };\n};\n\nexport {\n    heatmapUniforms,\n    heatmapTextureUniforms,\n    heatmapUniformValues,\n    heatmapTextureUniformValues\n};\n\nexport type HeatmapDefinesType = 'PROJECTION_GLOBE_VIEW';\n","import {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    Uniform3f,\n    Uniform4f,\n    UniformMatrix3f,\n    UniformMatrix4f,\n} from '../uniform_binding';\nimport {computeRasterColorMix, computeRasterColorOffset} from '../raster';\nimport {COLOR_RAMP_RES} from '../../style/style_layer/raster_style_layer';\nimport {contrastFactor, saturationFactor, clamp} from '../../util/util';\nimport {lerp} from '../../style-spec/util/lerp';\n\nimport type {mat3, mat4} from 'gl-matrix';\nimport type Painter from '../painter';\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\nimport type RasterStyleLayer from '../../style/style_layer/raster_style_layer';\n\nfunction computeZBiasFactor(painter: Painter) {\n    const terrainExaggeration =  painter.terrain ? painter.terrain.exaggeration() : 1.0;\n    const bias = painter.transform.pitch < 15.0 ? lerp(0.07, 0.7, clamp((14.0 - painter.transform.zoom) / (14.0 - 9.0), 0.0, 1.0)) : 0.07;\n    return bias * terrainExaggeration;\n}\n\nexport type RasterUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_normalize_matrix']: UniformMatrix4f;\n    ['u_globe_matrix']: UniformMatrix4f;\n    ['u_merc_matrix']: UniformMatrix4f;\n    ['u_grid_matrix']: UniformMatrix3f;\n    ['u_tl_parent']: Uniform2f;\n    ['u_scale_parent']: Uniform1f;\n    ['u_fade_t']: Uniform1f;\n    ['u_opacity']: Uniform1f;\n    ['u_image0']: Uniform1i;\n    ['u_image1']: Uniform1i;\n    ['u_brightness_low']: Uniform1f;\n    ['u_brightness_high']: Uniform1f;\n    ['u_saturation_factor']: Uniform1f;\n    ['u_contrast_factor']: Uniform1f;\n    ['u_spin_weights']: Uniform3f;\n    ['u_perspective_transform']: Uniform2f;\n    ['u_raster_elevation']: Uniform1f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_merc_center']: Uniform2f;\n    ['u_cutoff_params']: Uniform4f;\n    ['u_colorization_mix']: Uniform4f;\n    ['u_colorization_offset']: Uniform1f;\n    ['u_color_ramp']: Uniform1i;\n    ['u_color_ramp_size']: Uniform1f;\n    ['u_texture_offset']: Uniform2f;\n    ['u_texture_res']: Uniform2f;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_zbias_factor']: Uniform1f;\n};\n\nexport type RasterDefinesType = 'RASTER_COLOR' | 'RENDER_CUTOFF' | 'RASTER_ARRAY' | 'RASTER_ARRAY_LINEAR' | 'ELEVATION_REFERENCE_GROUND' | 'RASTER_COLOR_SCALE_LOG';\n\nconst rasterUniforms = (context: Context): RasterUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_normalize_matrix': new UniformMatrix4f(context),\n    'u_globe_matrix': new UniformMatrix4f(context),\n    'u_merc_matrix': new UniformMatrix4f(context),\n    'u_grid_matrix': new UniformMatrix3f(context),\n    'u_tl_parent': new Uniform2f(context),\n    'u_scale_parent': new Uniform1f(context),\n    'u_fade_t': new Uniform1f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_image0': new Uniform1i(context),\n    'u_image1': new Uniform1i(context),\n    'u_brightness_low': new Uniform1f(context),\n    'u_brightness_high': new Uniform1f(context),\n    'u_saturation_factor': new Uniform1f(context),\n    'u_contrast_factor': new Uniform1f(context),\n    'u_spin_weights': new Uniform3f(context),\n    'u_perspective_transform': new Uniform2f(context),\n    'u_raster_elevation': new Uniform1f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_cutoff_params': new Uniform4f(context),\n    'u_colorization_mix': new Uniform4f(context),\n    'u_colorization_offset': new Uniform1f(context),\n    'u_color_ramp': new Uniform1i(context),\n    'u_color_ramp_size': new Uniform1f(context),\n    'u_texture_offset': new Uniform2f(context),\n    'u_texture_res': new Uniform2f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_zbias_factor': new Uniform1f(context)\n});\n\nconst rasterUniformValues = (\n    painter: Painter,\n    matrix: mat4,\n    normalizeMatrix: mat4,\n    globeMatrix: mat4,\n    mercMatrix: mat4,\n    gridMatrix: mat3,\n    parentTL: [number, number],\n    zoomTransition: number,\n    mercatorCenter: [number, number],\n    cutoffParams: [number, number, number, number],\n    parentScaleBy: number,\n    fade: {\n        mix: number;\n        opacity: number;\n    },\n    layer: RasterStyleLayer,\n    perspectiveTransform: [number, number],\n    elevation: number,\n    colorRampUnit: number,\n    colorMix: [number, number, number, number],\n    colorOffset: number,\n    colorRange: [number, number],\n    tileSize: number,\n    buffer: number,\n    emissiveStrength: number,\n): UniformValues<RasterUniformsType> => ({\n    'u_matrix': matrix,\n    'u_normalize_matrix': normalizeMatrix,\n    'u_globe_matrix': globeMatrix,\n    'u_merc_matrix': mercMatrix,\n    'u_grid_matrix': gridMatrix,\n    'u_tl_parent': parentTL,\n    'u_scale_parent': parentScaleBy,\n    'u_fade_t': fade.mix,\n\n    'u_opacity': fade.opacity * layer.paint.get('raster-opacity'),\n    'u_image0': 0,\n    'u_image1': 1,\n    'u_brightness_low': layer.paint.get('raster-brightness-min'),\n    'u_brightness_high': layer.paint.get('raster-brightness-max'),\n\n    'u_saturation_factor': saturationFactor(layer.paint.get('raster-saturation')),\n\n    'u_contrast_factor': contrastFactor(layer.paint.get('raster-contrast')),\n\n    'u_spin_weights': spinWeights(layer.paint.get('raster-hue-rotate')),\n    'u_perspective_transform': perspectiveTransform,\n    'u_raster_elevation': elevation,\n    'u_zoom_transition': zoomTransition,\n    'u_merc_center': mercatorCenter,\n    'u_cutoff_params': cutoffParams,\n    'u_colorization_mix': computeRasterColorMix(COLOR_RAMP_RES, colorMix, colorRange),\n    'u_colorization_offset': computeRasterColorOffset(COLOR_RAMP_RES, colorOffset, colorRange),\n    'u_color_ramp': colorRampUnit,\n    'u_color_ramp_size': COLOR_RAMP_RES,\n    'u_texture_offset': [\n        buffer / (tileSize + 2 * buffer),\n        tileSize / (tileSize + 2 * buffer)\n    ],\n    'u_texture_res': [tileSize + 2 * buffer, tileSize + 2 * buffer],\n    'u_emissive_strength': emissiveStrength,\n    'u_zbias_factor': computeZBiasFactor(painter)\n});\n\nconst rasterPoleUniformValues = (\n    painter: Painter,\n    matrix: mat4,\n    normalizeMatrix: mat4,\n    globeMatrix: mat4,\n    zoomTransition: number,\n    fade: {\n        mix: number;\n        opacity: number;\n    },\n    layer: RasterStyleLayer,\n    perspectiveTransform: [number, number],\n    elevation: number,\n    colorRampUnit: number,\n    colorMix: [number, number, number, number],\n    colorOffset: number,\n    colorRange: [number, number],\n    emissiveStrength: number,\n): UniformValues<RasterUniformsType> => (rasterUniformValues(\n    painter,\n    matrix,\n    normalizeMatrix,\n    globeMatrix,\n    new Float32Array(16),\n    new Float32Array(9),\n    [0, 0],\n    zoomTransition,\n    [0, 0],\n    [0, 0, 0, 0],\n    1,\n    fade,\n    layer,\n    perspectiveTransform || [0, 0],\n    elevation,\n    colorRampUnit,\n    colorMix,\n    colorOffset,\n    colorRange,\n    1,\n    0,\n    emissiveStrength,\n));\n\nfunction spinWeights(angle: number): [number, number, number] {\n    angle *= Math.PI / 180;\n    const s = Math.sin(angle);\n    const c = Math.cos(angle);\n    return [\n        (2 * c + 1) / 3,\n        (-Math.sqrt(3) * s - c + 1) / 3,\n        (Math.sqrt(3) * s - c + 1) / 3\n    ];\n}\n\nexport {rasterUniforms, rasterUniformValues, rasterPoleUniformValues};\n","import {Uniform1i, Uniform1f, Uniform2f, Uniform3f, Uniform4f, UniformMatrix4f} from '../uniform_binding';\nimport {mat4} from 'gl-matrix';\nimport browser from '../../util/browser';\nimport {globeECEFOrigin} from '../../geo/projection/globe_util';\nimport TextureSlots from '../../../3d-style/render/texture_slots';\n\nimport type {OverscaledTileID} from '../../source/tile_id';\nimport type Context from '../../gl/context';\nimport type Painter from '../painter';\nimport type {UniformValues} from '../uniform_binding';\nimport type Projection from '../../geo/projection/projection';\nimport type {InterpolatedSize} from '../../symbol/symbol_size';\n\nexport type SymbolUniformsType = {\n    ['u_is_size_zoom_constant']: Uniform1i;\n    ['u_is_size_feature_constant']: Uniform1i;\n    ['u_size_t']: Uniform1f;\n    ['u_size']: Uniform1f;\n    ['u_camera_to_center_distance']: Uniform1f;\n    ['u_rotate_symbol']: Uniform1i;\n    ['u_aspect_ratio']: Uniform1f;\n    ['u_fade_change']: Uniform1f;\n    ['u_matrix']: UniformMatrix4f;\n    ['u_label_plane_matrix']: UniformMatrix4f;\n    ['u_coord_matrix']: UniformMatrix4f;\n    ['u_is_text']: Uniform1i;\n    ['u_is_sdf']: Uniform1i;\n    ['u_elevation_from_sea']: Uniform1i;\n    ['u_pitch_with_map']: Uniform1i;\n    ['u_texsize']: Uniform2f;\n    ['u_texsize_icon']: Uniform2f;\n    ['u_texture']: Uniform1i;\n    ['u_texture_icon']: Uniform1i;\n    ['u_gamma_scale']: Uniform1f;\n    ['u_device_pixel_ratio']: Uniform1f;\n    ['u_tile_id']: Uniform3f;\n    ['u_zoom_transition']: Uniform1f;\n    ['u_inv_rot_matrix']: UniformMatrix4f;\n    ['u_merc_center']: Uniform2f;\n    ['u_camera_forward']: Uniform3f;\n    ['u_tile_matrix']: UniformMatrix4f;\n    ['u_up_vector']: Uniform3f;\n    ['u_ecef_origin']: Uniform3f;\n    ['u_is_halo']: Uniform1i;\n    ['u_icon_transition']: Uniform1f;\n    ['u_color_adj_mat']: UniformMatrix4f;\n    ['u_scale_factor']: Uniform1f;\n    ['u_ground_shadow_factor']: Uniform3f;\n    ['u_inv_matrix']: UniformMatrix4f;\n    ['u_normal_scale']: Uniform1f;\n    ['u_lutTexture']: Uniform1i;\n    // Constant paint property uniforms (u_spp_* = Symbol Paint Properties).\n    // The shader reads these for properties that are not data-driven\n    // (isDataDriven == false in the header).\n    ['u_spp_fill_np_color']: Uniform4f;\n    ['u_spp_halo_np_color']: Uniform4f;\n    ['u_spp_opacity']: Uniform1f;\n    ['u_spp_halo_width']: Uniform1f;\n    ['u_spp_halo_blur']: Uniform1f;\n    ['u_spp_emissive_strength']: Uniform1f;\n    ['u_spp_occlusion_opacity']: Uniform1f;\n    ['u_spp_z_offset']: Uniform1f;\n    // [cos(angle), sin(angle)] for translate-anchor rotation; identity [1,0] for viewport anchor.\n    ['u_spp_translate_rotation']: Uniform2f;\n    // Fractional render zoom; drives every data-driven property's zoom-interpolation factor\n    // from its stored [zm, zM] range (see zoomFactor() in symbol.vertex.glsl).\n    ['u_spp_zoom_fraction']: Uniform1f;\n    ['u_opacity_multiplier']: Uniform1f;\n};\n\nexport type SymbolDefinesType =\n    | 'COLOR_ADJUSTMENT'\n    | 'ICON_TRANSITION'\n    | 'PITCH_WITH_MAP_TERRAIN'\n    | 'PROJECTED_POS_ON_VIEWPORT'\n    | 'RENDER_TEXT_AND_SYMBOL'\n    | 'Z_OFFSET'\n    | 'APPLY_LUT_ON_GPU';\n\nconst symbolUniforms = (context: Context): SymbolUniformsType => ({\n    'u_is_size_zoom_constant': new Uniform1i(context),\n    'u_is_size_feature_constant': new Uniform1i(context),\n    'u_size_t': new Uniform1f(context),\n    'u_size': new Uniform1f(context),\n    'u_camera_to_center_distance': new Uniform1f(context),\n    'u_rotate_symbol': new Uniform1i(context),\n    'u_aspect_ratio': new Uniform1f(context),\n    'u_fade_change': new Uniform1f(context),\n    'u_matrix': new UniformMatrix4f(context),\n    'u_label_plane_matrix': new UniformMatrix4f(context),\n    'u_coord_matrix': new UniformMatrix4f(context),\n    'u_is_text': new Uniform1i(context),\n    'u_is_sdf': new Uniform1i(context),\n    'u_elevation_from_sea': new Uniform1i(context),\n    'u_pitch_with_map': new Uniform1i(context),\n    'u_texsize': new Uniform2f(context),\n    'u_texsize_icon': new Uniform2f(context),\n    'u_texture': new Uniform1i(context),\n    'u_texture_icon': new Uniform1i(context),\n    'u_gamma_scale': new Uniform1f(context),\n    'u_device_pixel_ratio': new Uniform1f(context),\n    'u_tile_id': new Uniform3f(context),\n    'u_zoom_transition': new Uniform1f(context),\n    'u_inv_rot_matrix': new UniformMatrix4f(context),\n    'u_merc_center': new Uniform2f(context),\n    'u_camera_forward': new Uniform3f(context),\n    'u_tile_matrix': new UniformMatrix4f(context),\n    'u_up_vector': new Uniform3f(context),\n    'u_ecef_origin': new Uniform3f(context),\n    'u_is_halo': new Uniform1i(context),\n    'u_icon_transition': new Uniform1f(context),\n    'u_color_adj_mat': new UniformMatrix4f(context),\n    'u_scale_factor': new Uniform1f(context),\n    'u_ground_shadow_factor': new Uniform3f(context),\n    'u_inv_matrix': new UniformMatrix4f(context),\n    'u_normal_scale': new Uniform1f(context),\n    'u_lutTexture': new Uniform1i(context),\n    'u_spp_fill_np_color': new Uniform4f(context),\n    'u_spp_halo_np_color': new Uniform4f(context),\n    'u_spp_opacity': new Uniform1f(context),\n    'u_spp_halo_width': new Uniform1f(context),\n    'u_spp_halo_blur': new Uniform1f(context),\n    'u_spp_emissive_strength': new Uniform1f(context),\n    'u_spp_occlusion_opacity': new Uniform1f(context),\n    'u_spp_z_offset': new Uniform1f(context),\n    'u_spp_translate_rotation': new Uniform2f(context),\n    'u_spp_zoom_fraction': new Uniform1f(context),\n    'u_opacity_multiplier': new Uniform1f(context),\n});\n\nconst identityMatrix = mat4.create();\n\nconst symbolUniformValues = (\n    functionType: string,\n    size: InterpolatedSize | null | undefined,\n    rotateInShader: boolean,\n    pitchWithMap: boolean,\n    painter: Painter,\n    matrix: mat4,\n    labelPlaneMatrix: mat4,\n    glCoordMatrix: mat4,\n    elevationFromSea: boolean,\n    isText: boolean,\n    isSDF: boolean,\n    texSize: [number, number],\n    texSizeIcon: [number, number],\n    isHalo: boolean,\n    coord: OverscaledTileID,\n    zoomTransition: number,\n    mercatorCenter: [number, number],\n    invMatrix: mat4,\n    upVector: [number, number, number],\n    projection: Projection,\n    groundShadowFactor: [number, number, number],\n    normalScale: number,\n    colorAdjustmentMatrix?: mat4 | null,\n    transition?: number | null,\n    scaleFactor?: number | null,\n): UniformValues<SymbolUniformsType> => {\n    const transform = painter.transform;\n\n    const values = {\n        'u_is_size_zoom_constant': +(functionType === 'constant' || functionType === 'source'),\n        'u_is_size_feature_constant': +(functionType === 'constant' || functionType === 'camera'),\n        'u_size_t': size ? size.uSizeT : 0,\n        'u_size': size ? size.uSize : 0,\n        'u_camera_to_center_distance': transform.getCameraToCenterDistance(projection),\n        'u_rotate_symbol': +rotateInShader,\n        'u_aspect_ratio': transform.width / transform.height,\n        'u_fade_change': painter.options.fadeDuration ? painter.symbolFadeChange : 1,\n        'u_matrix': matrix,\n        'u_label_plane_matrix': labelPlaneMatrix,\n        'u_coord_matrix': glCoordMatrix,\n        'u_is_text': +isText,\n        'u_is_sdf': +isSDF,\n        'u_elevation_from_sea': elevationFromSea ? 1.0 : 0.0,\n        'u_pitch_with_map': +pitchWithMap,\n        'u_texsize': texSize,\n        'u_texsize_icon': texSizeIcon,\n        'u_texture': 0,\n        'u_texture_icon': 1,\n        'u_tile_id': [0, 0, 0] as [number, number, number],\n        'u_zoom_transition': 0,\n        'u_inv_rot_matrix': identityMatrix,\n        'u_merc_center': [0, 0] as [number, number],\n        'u_camera_forward': [0, 0, 0] as [number, number, number],\n        'u_ecef_origin': [0, 0, 0] as [number, number, number],\n        'u_tile_matrix': identityMatrix,\n        'u_up_vector': [0, -1, 0] as [number, number, number],\n        'u_color_adj_mat': colorAdjustmentMatrix,\n        'u_icon_transition': transition ? transition : 0.0,\n        'u_gamma_scale': isSDF ? (pitchWithMap ? painter.transform.getCameraToCenterDistance(projection) * Math.cos(painter.terrain ? 0 : painter.transform._pitch) : 1) : 0,\n        'u_device_pixel_ratio': browser.devicePixelRatio,\n        'u_is_halo': +isHalo,\n        'u_scale_factor': scaleFactor ? scaleFactor : 1.0,\n        'u_ground_shadow_factor': groundShadowFactor,\n        'u_inv_matrix': mat4.invert(mat4.create(), labelPlaneMatrix),\n        'u_normal_scale': normalScale,\n        'u_lutTexture': TextureSlots.LUT,\n        // Defaults for u_spp_* — overwritten per draw call in drawSymbolElements().\n        'u_spp_fill_np_color': [0, 0, 0, 1] as [number, number, number, number],\n        'u_spp_halo_np_color': [0, 0, 0, 0] as [number, number, number, number],\n        'u_spp_opacity': 1.0,\n        'u_spp_halo_width': 0.0,\n        'u_spp_halo_blur': 0.0,\n        'u_spp_emissive_strength': 0.0,\n        'u_spp_occlusion_opacity': 1.0,\n        'u_spp_z_offset': 0.0,\n        'u_spp_translate_rotation': [1.0, 0.0] as [number, number], // identity: no rotation\n        'u_spp_zoom_fraction': 0.0,\n        'u_opacity_multiplier': 1.0,\n    };\n\n    if (projection.name === 'globe') {\n        values['u_tile_id'] = [coord.canonical.x, coord.canonical.y, 1 << coord.canonical.z];\n        values['u_zoom_transition'] = zoomTransition;\n        values['u_inv_rot_matrix'] = invMatrix;\n        values['u_merc_center'] = mercatorCenter;\n        values['u_camera_forward'] = (transform._camera.forward() as [number, number, number]);\n        values['u_ecef_origin'] = globeECEFOrigin(transform.globeMatrix, coord.toUnwrapped());\n        values['u_tile_matrix'] = transform.globeMatrix;\n        values['u_up_vector'] = upVector;\n    }\n\n    return values;\n};\n\nexport {symbolUniforms, symbolUniformValues};\n","import {bgPatternUniformValues} from './pattern';\nimport {\n    Uniform1i,\n    Uniform1f,\n    Uniform2f,\n    UniformColor,\n    UniformMatrix4f\n} from '../uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type Painter from '../painter';\nimport type {UniformValues} from '../uniform_binding';\nimport type Context from '../../gl/context';\nimport type {OverscaledTileID} from '../../source/tile_id';\nimport type ResolvedImage from '../../style-spec/expression/types/resolved_image';\nimport type {NonPremultipliedRenderColor} from \"../../style-spec/util/color\";\nimport type {ImagePosition} from \"../image_atlas\";\n\nexport type BackgroundUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_opacity']: Uniform1f;\n    ['u_color']: UniformColor;\n};\n\nexport type BackgroundPatternUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_emissive_strength']: Uniform1f;\n    ['u_opacity']: Uniform1f;\n    // pattern uniforms:\n    ['u_image']: Uniform1i;\n    ['u_pattern_tl']: Uniform2f;\n    ['u_pattern_br']: Uniform2f;\n    ['u_texsize']: Uniform2f;\n    ['u_pattern_size']: Uniform2f;\n    ['u_pixel_coord_upper']: Uniform2f;\n    ['u_pixel_coord_lower']: Uniform2f;\n    ['u_pattern_units_to_pixels']: Uniform2f;\n};\n\nconst backgroundUniforms = (context: Context): BackgroundUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_color': new UniformColor(context)\n});\n\nconst backgroundPatternUniforms = (context: Context): BackgroundPatternUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_emissive_strength': new Uniform1f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_image': new Uniform1i(context),\n    'u_pattern_tl': new Uniform2f(context),\n    'u_pattern_br': new Uniform2f(context),\n    'u_texsize': new Uniform2f(context),\n    'u_pattern_size': new Uniform2f(context),\n    'u_pixel_coord_upper': new Uniform2f(context),\n    'u_pixel_coord_lower': new Uniform2f(context),\n    'u_pattern_units_to_pixels': new Uniform2f(context)\n});\n\nconst backgroundUniformValues = (\n    matrix: mat4,\n    emissiveStrength: number,\n    opacity: number,\n    color: NonPremultipliedRenderColor,\n): UniformValues<BackgroundUniformsType> => ({\n    'u_matrix': matrix,\n    'u_emissive_strength': emissiveStrength,\n    'u_opacity': opacity,\n    'u_color': color\n});\n\nconst backgroundPatternUniformValues = (\n    matrix: mat4,\n    emissiveStrength: number,\n    opacity: number,\n    painter: Painter,\n    image: ResolvedImage,\n    scope: string,\n    patternPosition: ImagePosition | null | undefined,\n    isViewport: boolean,\n    tile: {\n        tileID: OverscaledTileID;\n        tileSize: number;\n    },\n): UniformValues<BackgroundPatternUniformsType> => Object.assign(\n    bgPatternUniformValues(image, scope, patternPosition, painter, isViewport, tile),\n    {\n        'u_matrix': matrix as Float32Array,\n        'u_emissive_strength': emissiveStrength,\n        'u_opacity': opacity\n    }\n);\n\nexport {\n    backgroundUniforms,\n    backgroundPatternUniforms,\n    backgroundUniformValues,\n    backgroundPatternUniformValues\n};\n","import {fillExtrusionUniforms, fillExtrusionPatternUniforms} from './fill_extrusion_program';\nimport {fillUniforms, fillPatternUniforms, fillOutlineUniforms, fillOutlinePatternUniforms} from './fill_program';\nimport {lineBlendCompositeUniforms} from './line_blend_composite_program';\nimport {lineBlendReduceUniforms} from './line_blend_reduce_program';\nimport {circleUniforms} from './circle_program';\nimport {collisionUniforms, collisionCircleUniforms, type CollisionDebugDefinesType} from './collision_program';\nimport {debugUniforms} from './debug_program';\nimport {clippingMaskUniforms} from './clipping_mask_program';\nimport {heatmapUniforms, heatmapTextureUniforms} from './heatmap_program';\nimport {hillshadeUniforms, hillshadePrepareUniforms} from './hillshade_program';\nimport {lineUniforms, linePatternUniforms} from './line_program';\nimport {rasterUniforms} from './raster_program';\nimport {symbolUniforms} from './symbol_program';\nimport {backgroundUniforms, backgroundPatternUniforms} from './background_program';\nimport {skyboxUniforms, skyboxGradientUniforms} from './skybox_program';\nimport {skyboxCaptureUniforms} from './skybox_capture_program';\nimport {atmosphereUniforms} from '../../terrain/atmosphere_program';\nimport {starsUniforms} from '../../terrain/stars_program';\nimport {occlusionUniforms} from './occlusion_program';\n\nimport type {GlobeDefinesType, GlobeRasterUniformsType} from '../../terrain/globe_raster_program';\nimport type {HeatmapDefinesType} from './heatmap_program';\nimport type {HillshadeDefinesType} from './hillshade_program';\nimport type {LineDefinesType} from './line_program';\nimport type {SymbolDefinesType} from './symbol_program';\nimport type {RasterParticleDefinesType} from './raster_particle_program';\nimport type {RasterDefinesType} from './raster_program';\nimport type {CircleDefinesType} from './circle_program';\nimport type {ModelDefinesType} from '../../../3d-style/render/program/model_program';\nimport type {FillDefinesType} from './fill_program';\nimport type {FillExtrusionDefinesType} from './fill_extrusion_program';\nimport type {BuildingDefinesType} from '../../../3d-style/render/program/building_program';\nimport type {ProgramUniformsHDType} from '../../../3d-style/render/program/program_uniforms_hd';\nimport type {ProgramUniformsStandardType} from '../../../3d-style/render/program/program_uniforms_standard';\nimport type {TerrainRasterUniformsType} from '../../terrain/terrain_raster_program';\n\nexport type FogDefinesType = 'FOG';\nexport type TerrainDepthAccessDefinesType = 'DEPTH_D24' | 'DEPTH_OCCLUSION';\n\ntype GlobalDefinesType =\n    | 'DEBUG_WIREFRAME'\n    | 'FOG'\n    | 'GLOBE'\n    | 'LIGHTING_3D_ALPHA_EMISSIVENESS'\n    | 'LIGHTING_3D_MODE'\n    | 'NORMAL_OFFSET'\n    | 'OVERDRAW_INSPECTOR'\n    | 'RENDER_CUTOFF'\n    | 'RENDER_SHADOWS'\n    | 'RENDER_TO_TEXTURE'\n    | 'TERRAIN_DEM_FLOAT_FORMAT'\n    | 'TERRAIN'\n    | 'TERRAIN_VERTEX_MORPHING'\n    | 'USE_MRT1_RGBA';\n\nexport type DynamicDefinesType =\n    | GlobalDefinesType\n    | CircleDefinesType\n    | SymbolDefinesType\n    | CollisionDebugDefinesType\n    | LineDefinesType\n    | FillDefinesType\n    | FillExtrusionDefinesType\n    | HeatmapDefinesType\n    | GlobeDefinesType\n    | RasterDefinesType\n    | RasterParticleDefinesType\n    | FogDefinesType\n    | HillshadeDefinesType\n    | TerrainDepthAccessDefinesType\n    | ModelDefinesType\n    | BuildingDefinesType\n    | `MAX_UBO_SIZE_VEC4 ${number}u`;\n\nexport const programUniforms = {\n    fillExtrusion: fillExtrusionUniforms,\n    fillExtrusionPattern: fillExtrusionPatternUniforms,\n    fill: fillUniforms,\n    fillPattern: fillPatternUniforms,\n    fillOutline: fillOutlineUniforms,\n    fillOutlinePattern: fillOutlinePatternUniforms,\n    lineBlendComposite: lineBlendCompositeUniforms,\n    lineBlendReduce: lineBlendReduceUniforms,\n    circle: circleUniforms,\n    collisionBox: collisionUniforms,\n    collisionCircle: collisionCircleUniforms,\n    debug: debugUniforms,\n    clippingMask: clippingMaskUniforms,\n    heatmap: heatmapUniforms,\n    heatmapTexture: heatmapTextureUniforms,\n    hillshade: hillshadeUniforms,\n    hillshadePrepare: hillshadePrepareUniforms,\n    line: lineUniforms,\n    linePattern: linePatternUniforms,\n    raster: rasterUniforms,\n    symbol: symbolUniforms,\n    background: backgroundUniforms,\n    backgroundPattern: backgroundPatternUniforms,\n    skybox: skyboxUniforms,\n    skyboxGradient: skyboxGradientUniforms,\n    skyboxCapture: skyboxCaptureUniforms,\n    globeAtmosphere: atmosphereUniforms,\n    stars: starsUniforms,\n    occlusion: occlusionUniforms\n} as const;\n\nexport type ProgramUniformsType = {\n    [K in keyof typeof programUniforms]: ReturnType<typeof programUniforms[K]>;\n} & ProgramUniformsHDType & ProgramUniformsStandardType & {\n    globeRaster: GlobeRasterUniformsType;\n    terrainRaster: TerrainRasterUniformsType;\n};\n","import {\n    Uniform1i,\n    Uniform1f,\n    type UniformValues\n} from '../uniform_binding';\n\nimport type Context from '../../gl/context';\n\n// Blend mode integer values passed to u_blend_mode\nexport const LINE_BLEND_MODE_MULTIPLY = 0;\nexport const LINE_BLEND_MODE_ADDITIVE = 1;\n\nexport type LineBlendCompositeUniformsType = {\n    ['u_image']: Uniform1i;\n    ['u_opacity']: Uniform1f;\n    ['u_blend_mode']: Uniform1i;\n    ['u_max_density']: Uniform1f;\n};\n\nexport const lineBlendCompositeUniforms = (context: Context): LineBlendCompositeUniformsType => ({\n    'u_image': new Uniform1i(context),\n    'u_opacity': new Uniform1f(context),\n    'u_blend_mode': new Uniform1i(context),\n    'u_max_density': new Uniform1f(context),\n});\n\nexport const lineBlendCompositeUniformValues = (\n    textureUnit: number,\n    opacity: number,\n    blendMode: number,\n    maxDensity: number,\n): UniformValues<LineBlendCompositeUniformsType> => ({\n    'u_image': textureUnit,\n    'u_opacity': opacity,\n    'u_blend_mode': blendMode,\n    'u_max_density': maxDensity,\n});\n","import {UniformMatrix4f, Uniform1i, Uniform3f, Uniform1f} from '../uniform_binding';\nimport {degToRad} from '../../util/util';\n\nimport type {UniformValues} from '../uniform_binding';\nimport type Context from '../../gl/context';\n\nexport type SkyboxUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_sun_direction']: Uniform3f;\n    ['u_cubemap']: Uniform1i;\n    ['u_opacity']: Uniform1f;\n    ['u_temporal_offset']: Uniform1f;\n};\n\nexport type SkyboxGradientlUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_color_ramp']: Uniform1i;\n    ['u_center_direction']: Uniform3f;\n    ['u_radius']: Uniform1f;\n    ['u_opacity']: Uniform1f;\n    ['u_temporal_offset']: Uniform1f;\n};\n\nconst skyboxUniforms = (context: Context): SkyboxUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_sun_direction': new Uniform3f(context),\n    'u_cubemap': new Uniform1i(context),\n    'u_opacity': new Uniform1f(context),\n    'u_temporal_offset': new Uniform1f(context)\n\n});\n\nconst skyboxUniformValues = (\n    matrix: Float32Array,\n    sunDirection: [number, number, number],\n    cubemap: number,\n    opacity: number,\n    temporalOffset: number,\n): UniformValues<SkyboxUniformsType> => ({\n    'u_matrix': matrix,\n    'u_sun_direction': sunDirection,\n    'u_cubemap': cubemap,\n    'u_opacity': opacity,\n    'u_temporal_offset': temporalOffset\n});\n\nconst skyboxGradientUniforms = (context: Context): SkyboxGradientlUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_color_ramp': new Uniform1i(context),\n    // radial gradient uniforms\n    'u_center_direction': new Uniform3f(context),\n    'u_radius': new Uniform1f(context),\n    'u_opacity': new Uniform1f(context),\n    'u_temporal_offset': new Uniform1f(context)\n});\n\nconst skyboxGradientUniformValues = (\n    matrix: Float32Array,\n    centerDirection: [number, number, number],\n    //degrees\n    radius: number,\n    opacity: number,\n    temporalOffset: number,\n): UniformValues<SkyboxGradientlUniformsType> => {\n    return {\n        'u_matrix': matrix,\n        'u_color_ramp': 0,\n        'u_center_direction': centerDirection,\n        'u_radius': degToRad(radius),\n        'u_opacity': opacity,\n        'u_temporal_offset': temporalOffset\n    };\n};\n\nexport {\n    skyboxUniforms,\n    skyboxUniformValues,\n    skyboxGradientUniforms,\n    skyboxGradientUniformValues\n};\n","import {\n    UniformMatrix3f,\n    Uniform1f,\n    Uniform3f,\n    Uniform4f,\n} from '../uniform_binding';\n\nimport type {UniformValues} from '../uniform_binding';\nimport type Context from '../../gl/context';\nimport type {PremultipliedRenderColor} from '../../style-spec/util/color';\n\nexport type SkyboxCaptureUniformsType = {\n    ['u_matrix_3f']: UniformMatrix3f;\n    ['u_sun_direction']: Uniform3f;\n    ['u_sun_intensity']: Uniform1f;\n    ['u_color_tint_r']: Uniform4f;\n    ['u_color_tint_m']: Uniform4f;\n    ['u_luminance']: Uniform1f;\n};\n\nconst skyboxCaptureUniforms = (context: Context): SkyboxCaptureUniformsType => ({\n    'u_matrix_3f': new UniformMatrix3f(context),\n    'u_sun_direction': new Uniform3f(context),\n    'u_sun_intensity': new Uniform1f(context),\n    'u_color_tint_r': new Uniform4f(context),\n    'u_color_tint_m': new Uniform4f(context),\n    'u_luminance': new Uniform1f(context),\n});\n\nconst skyboxCaptureUniformValues = (\n    matrix: Float32Array,\n    sunDirection: [number, number, number],\n    sunIntensity: number,\n    atmosphereColor: PremultipliedRenderColor,\n    atmosphereHaloColor: PremultipliedRenderColor,\n): UniformValues<SkyboxCaptureUniformsType> => ({\n    'u_matrix_3f': matrix,\n    'u_sun_direction': sunDirection,\n    'u_sun_intensity': sunIntensity,\n    'u_color_tint_r': [\n        atmosphereColor.r,\n        atmosphereColor.g,\n        atmosphereColor.b,\n        atmosphereColor.a\n    ],\n    'u_color_tint_m': [\n        atmosphereHaloColor.r,\n        atmosphereHaloColor.g,\n        atmosphereHaloColor.b,\n        atmosphereHaloColor.a\n    ],\n    'u_luminance': 5e-5,\n});\n\nexport {\n    skyboxCaptureUniforms,\n    skyboxCaptureUniformValues,\n};\n","import {\n    Uniform1f,\n    Uniform3f,\n    Uniform4f,\n} from '../render/uniform_binding';\n\nimport type Context from '../gl/context';\nimport type {UniformValues} from '../render/uniform_binding';\nimport type {NonPremultipliedRenderColor} from '../style-spec/util/color';\n\nexport type AtmosphereUniformsType = {\n    ['u_frustum_tl']: Uniform3f;\n    ['u_frustum_tr']: Uniform3f;\n    ['u_frustum_br']: Uniform3f;\n    ['u_frustum_bl']: Uniform3f;\n    ['u_horizon']: Uniform1f;\n    ['u_transition']: Uniform1f;\n    ['u_fadeout_range']: Uniform1f;\n    ['u_atmosphere_fog_color']: Uniform4f;\n    ['u_high_color']: Uniform4f;\n    ['u_space_color']: Uniform4f;\n    ['u_temporal_offset']: Uniform1f;\n    ['u_horizon_angle']: Uniform1f;\n};\n\nexport const atmosphereUniforms = (context: Context): AtmosphereUniformsType => ({\n    'u_frustum_tl': new Uniform3f(context),\n    'u_frustum_tr': new Uniform3f(context),\n    'u_frustum_br': new Uniform3f(context),\n    'u_frustum_bl': new Uniform3f(context),\n    'u_horizon': new Uniform1f(context),\n    'u_transition': new Uniform1f(context),\n    'u_fadeout_range': new Uniform1f(context),\n    'u_atmosphere_fog_color': new Uniform4f(context),\n    'u_high_color': new Uniform4f(context),\n    'u_space_color': new Uniform4f(context),\n    'u_temporal_offset': new Uniform1f(context),\n    'u_horizon_angle': new Uniform1f(context),\n});\n\nexport const atmosphereUniformValues = (\n    frustumDirTl: [number, number, number],\n    frustumDirTr: [number, number, number],\n    frustumDirBr: [number, number, number],\n    frustumDirBl: [number, number, number],\n    horizon: number,\n    transitionT: number,\n    fadeoutRange: number,\n    atmosphereFogColor: NonPremultipliedRenderColor,\n    highColor: NonPremultipliedRenderColor,\n    spaceColor: NonPremultipliedRenderColor,\n    temporalOffset: number,\n    horizonAngle: number,\n): UniformValues<AtmosphereUniformsType> => ({\n    'u_frustum_tl': frustumDirTl,\n    'u_frustum_tr': frustumDirTr,\n    'u_frustum_br': frustumDirBr,\n    'u_frustum_bl': frustumDirBl,\n    'u_horizon': horizon,\n    'u_transition': transitionT,\n    'u_fadeout_range': fadeoutRange,\n    'u_atmosphere_fog_color': atmosphereFogColor.toArray01(),\n    'u_high_color': highColor.toArray01(),\n    'u_space_color': spaceColor.toArray01(),\n    'u_temporal_offset': temporalOffset,\n    'u_horizon_angle': horizonAngle\n});\n","import {Uniform3f, UniformMatrix4f, Uniform1f} from '../render/uniform_binding';\n\nimport type Context from '../gl/context';\nimport type {UniformValues} from '../render/uniform_binding';\nimport type {mat4} from 'gl-matrix';\n\nexport type StarsUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_up']: Uniform3f;\n    ['u_right']: Uniform3f;\n    ['u_intensity_multiplier']: Uniform1f;\n};\n\nconst starsUniforms = (context: Context): StarsUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_up': new Uniform3f(context),\n    'u_right': new Uniform3f(context),\n    'u_intensity_multiplier': new Uniform1f(context),\n});\n\nconst starsUniformValues = (\n    matrix: mat4,\n    up: [number, number, number],\n    right: [number, number, number],\n    intensityMultiplier: number,\n): UniformValues<StarsUniformsType> => ({\n    'u_matrix': Float32Array.from(matrix),\n    'u_up': up,\n    'u_right': right,\n    'u_intensity_multiplier': intensityMultiplier\n});\n\nexport {starsUniforms, starsUniformValues};\n","import {Uniform2f, Uniform3f, Uniform4f, UniformMatrix4f} from '../uniform_binding';\n\nimport type {mat4} from 'gl-matrix';\nimport type Context from '../../gl/context';\nimport type {UniformValues} from '../uniform_binding';\n\nexport type OcclusionUniformsType = {\n    ['u_matrix']: UniformMatrix4f;\n    ['u_anchorPos']: Uniform3f;\n    ['u_screenSizePx']: Uniform2f;\n    ['u_occluderSizePx']: Uniform2f;\n    ['u_color']: Uniform4f;\n};\n\nconst occlusionUniforms = (context: Context): OcclusionUniformsType => ({\n    'u_matrix': new UniformMatrix4f(context),\n    'u_anchorPos': new Uniform3f(context),\n    'u_screenSizePx': new Uniform2f(context),\n    'u_occluderSizePx': new Uniform2f(context),\n    'u_color': new Uniform4f(context)\n});\n\nconst occlusionUniformValues = (\n    matrix: mat4,\n    anchorPos: [number, number, number],\n    screenSize: [number, number],\n    occluderSize: [number, number],\n    color: [number, number, number, number],\n): UniformValues<OcclusionUniformsType> => ({\n    'u_matrix': Float32Array.from(matrix),\n    'u_anchorPos': anchorPos,\n    'u_screenSizePx': screenSize,\n    'u_occluderSizePx': occluderSize,\n    'u_color': color,\n});\n\nexport {occlusionUniforms, occlusionUniformValues};\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_shadow.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n\nuniform sampler2D u_image0;\n#ifdef LIGHTING_3D_ALPHA_EMISSIVENESS\nuniform sampler2D u_image1;\nuniform float u_emissive_texture_available;\n#endif\nin vec2 v_pos0;\n\n#ifdef FOG\nin float v_fog_opacity;\n#endif\n\n#ifdef RENDER_SHADOWS\nin vec4 v_pos_light_view_0;\nin vec4 v_pos_light_view_1;\n#endif\n\nuniform vec3 u_ground_shadow_factor;\n\nvoid main() {\n    vec4 image_color = texture(u_image0, v_pos0);\n    vec4 color;\n\n#ifdef LIGHTING_3D_MODE\n    const vec3 normal = vec3(0.0, 0.0, 1.0);\n\n#ifdef RENDER_SHADOWS\n    float cutoffOpacity = 1.0;\n#ifdef RENDER_CUTOFF\n    cutoffOpacity = cutoff_opacity(u_cutoff_params, 1.0 / gl_FragCoord.w);\n#endif // RENDER_CUTOFF\n#ifdef LIGHTING_3D_ALPHA_EMISSIVENESS\n    // Drape texture also contains the flood light color already\n    // For this reason we decouple the emissive and flood lights areas\n    // from the areas that should be lit with lights.\n    // In the end we add the results instead of mixing them.\n    vec3 unlit_base;\n    vec3 emissive_base;\n#ifdef USE_MRT1_RGBA\n    // u_image1 stores the emissive-only premultiplied color contribution (exact, not a\n    // scalar estimate), so the unlit portion is recovered by direct subtraction.\n    vec4 emissive_premult = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0) : vec4(0.0);\n    unlit_base = image_color.rgb - emissive_premult.rgb;\n    emissive_base = emissive_premult.rgb;\n#else\n    float emissive_strength = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0).r : image_color.a;\n    unlit_base = image_color.rgb * (1.0 - emissive_strength);\n    emissive_base = image_color.rgb * emissive_strength;\n#endif // !USE_MRT1_RGBA\n    float ndotl = u_shadow_direction.z;\n    float occlusion = ndotl < 0.0 ? 1.0 : shadow_occlusion(v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w, 0.0);\n    ndotl = max(0.0, ndotl);\n    // \"lit\" uses pretty much \"shadowed_light_factor_normal_unbiased\" as the directional component.\n    vec3 lit = apply_lighting(unlit_base, normal, mix(1.0, (1.0 - (u_shadow_intensity * occlusion)) * ndotl, cutoffOpacity));\n    vec3 emissive = compute_emissive_draped(emissive_base, 1.0 - u_shadow_intensity, occlusion, u_ground_shadow_factor);\n    color.rgb = lit + emissive;\n    color.a = 1.0;\n#else // LIGHTING_3D_ALPHA_EMISSIVENESS\n    float lighting_factor = shadowed_light_factor_normal_unbiased(normal, v_pos_light_view_0, v_pos_light_view_1, 1.0 / gl_FragCoord.w);\n    color = apply_lighting(image_color, normal, mix(1.0, lighting_factor, cutoffOpacity));\n#endif // !LIGHTING_3D_ALPHA_EMISSIVENESS\n#else // RENDER_SHADOWS\n    float lighting_factor = u_lighting_directional_dir.z;\n#ifdef LIGHTING_3D_ALPHA_EMISSIVENESS\n#ifdef USE_MRT1_RGBA\n    // See comment above on why u_image1 holds an exact premultiplied contribution.\n    vec4 emissive_premult = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0) : vec4(0.0);\n    vec3 unlit_base = image_color.rgb - emissive_premult.rgb;\n    color.rgb = apply_lighting(unlit_base, normal, lighting_factor) + emissive_premult.rgb;\n    color.a = 1.0;\n#else\n    color = apply_lighting(image_color, normal, lighting_factor);\n    float emissive_strength = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0).r : image_color.a;\n    color.rgb = mix(color.rgb, image_color.rgb, emissive_strength);\n    color.a = 1.0;\n#endif // USE_MRT1_RGBA\n#else // !LIGHTING_3D_ALPHA_EMISSIVENESS\n    color = apply_lighting(image_color, normal, lighting_factor);\n#endif // LIGHTING_3D_ALPHA_EMISSIVENESS\n#endif // !RENDER_SHADOWS\n\n#else // LIGHTING_3D_MODE\n    color = image_color;\n#endif // !LIGHTING_3D_MODE\n\n#ifdef FOG\n#ifdef ZERO_EXAGGERATION\n    color = fog_dither(fog_apply_premultiplied(color, v_fog_pos));\n#else\n    color = fog_dither(fog_apply_from_vert(color, v_fog_opacity));\n#endif\n#endif\n    glFragColor = color;\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n\n    HANDLE_WIREFRAME_DEBUG;\n}\n","import {compile} from '../../src/shaders/shaders';\nimport terrainRasterFrag from '../../src/shaders/terrain_raster.fragment.glsl';\nimport terrainRasterVert from '../../src/shaders/terrain_raster.vertex.glsl';\nimport terrainDepthFrag from '../../src/shaders/terrain_depth.fragment.glsl';\nimport terrainDepthVert from '../../src/shaders/terrain_depth.vertex.glsl';\nimport globeRasterFrag from '../../src/shaders/globe_raster.fragment.glsl';\nimport globeRasterVert from '../../src/shaders/globe_raster.vertex.glsl';\n\nexport default {\n    terrainRaster: compile(terrainRasterFrag, terrainRasterVert),\n    terrainDepth: compile(terrainDepthFrag, terrainDepthVert),\n    globeRaster: compile(globeRasterFrag, globeRasterVert),\n} as const;\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n\nuniform mat4 u_matrix;\nuniform float u_skirt_height;\n\nin ivec2 a_pos;\n\nout vec2 v_pos0;\n\n#ifdef FOG\nout float v_fog_opacity;\n#endif\n\n#ifdef RENDER_SHADOWS\nuniform mat4 u_light_matrix_0;\nuniform mat4 u_light_matrix_1;\nout vec4 v_pos_light_view_0;\nout vec4 v_pos_light_view_1;\n#endif\n\nvoid main() {\n    vec3 decomposedPosAndSkirt = decomposeToPosAndSkirt(a_pos);\n    float skirt = decomposedPosAndSkirt.z;\n    vec2 decodedPos = decomposedPosAndSkirt.xy;\n    float elevation = elevation(decodedPos) - skirt * u_skirt_height;\n    v_pos0 = decodedPos / 8192.0;\n#ifdef VIEWPORT_ORIGIN_TOP_LEFT\n    v_pos0.y = 1.0 - v_pos0.y;\n#endif\n    gl_Position = u_matrix * vec4(decodedPos, elevation, 1.0);\n\n#ifdef FOG\n#ifdef ZERO_EXAGGERATION\n    v_fog_pos = fog_position(decodedPos);\n#else\n    v_fog_opacity = fog(fog_position(vec3(decodedPos, elevation)));\n#endif\n#endif\n\n#ifdef RENDER_SHADOWS\n    vec3 pos = vec3(decodedPos, elevation);\n    v_pos_light_view_0 = u_light_matrix_0 * vec4(pos, 1.);\n    v_pos_light_view_1 = u_light_matrix_1 * vec4(pos, 1.);\n#endif\n}\n","precision highp float;\n\nin float v_depth;\n\nvoid main() {\n    glFragColor = pack_depth(v_depth);\n}\n","#include \"_prelude_terrain.vertex.glsl\"\n\nuniform mat4 u_matrix;\nin ivec2 a_pos;\n\nout float v_depth;\n\nvoid main() {\n    float elevation = elevation(vec2(a_pos));\n    gl_Position = u_matrix * vec4(a_pos, elevation, 1.0);\n    v_depth = gl_Position.z / gl_Position.w;\n}\n","#include \"_prelude_fog.fragment.glsl\"\n#include \"_prelude_lighting.glsl\"\n\nuniform sampler2D u_image0;\n#ifdef LIGHTING_3D_ALPHA_EMISSIVENESS\nuniform sampler2D u_image1;\nuniform float u_emissive_texture_available;\n#endif\nuniform float u_far_z_cutoff;\n\nin vec2 v_pos0;\n\n#ifndef FOG\nuniform highp vec3 u_frustum_tl;\nuniform highp vec3 u_frustum_tr;\nuniform highp vec3 u_frustum_br;\nuniform highp vec3 u_frustum_bl;\nuniform highp vec3 u_globe_pos;\nuniform highp float u_globe_radius;\nuniform vec2 u_viewport;\n#endif\n\nvoid main() {\n    vec4 color;\n#ifdef CUSTOM_ANTIALIASING\n    highp vec2 uv = gl_FragCoord.xy / u_viewport;\n    FLIP_VIEWPORT_UV_Y(uv);\n    highp vec3 ray_dir = mix(\n        mix(u_frustum_tl, u_frustum_tr, uv.x),\n        mix(u_frustum_bl, u_frustum_br, uv.x),\n        1.0 - uv.y);\n\n    highp vec3 dir = normalize(ray_dir);\n\n    highp vec3 closest_point = dot(u_globe_pos, dir) * dir;\n    highp float norm_dist_from_center = 1.0 - length(closest_point - u_globe_pos) / u_globe_radius;\n\n    const float antialias_pixel = 2.0;\n    highp float antialias_factor = antialias_pixel * fwidth(norm_dist_from_center);\n    highp float antialias = smoothstep(0.0, antialias_factor, norm_dist_from_center);\n\n    vec4 raster = texture(u_image0, v_pos0);\n#ifdef LIGHTING_3D_MODE\n#ifdef LIGHTING_3D_ALPHA_EMISSIVENESS\n#ifdef USE_MRT1_RGBA\n    // u_image1 stores the emissive-only premultiplied color contribution (exact, not a\n    // scalar estimate), so the unlit portion is recovered by direct subtraction.\n    vec4 emissive_premult = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0) : vec4(0.0);\n    vec3 unlit_base = raster.rgb - emissive_premult.rgb;\n    raster.rgb = apply_lighting_ground(vec4(unlit_base, 1.0)).rgb + emissive_premult.rgb;\n    color = vec4(clamp(raster.rgb, vec3(0), vec3(1)) * antialias, antialias);\n#else\n    float emissive_strength = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0).r : raster.a;\n    raster = apply_lighting_with_emission_ground(raster, emissive_strength);\n    color = vec4(clamp(raster.rgb, vec3(0), vec3(1)) * antialias, antialias);\n#endif // USE_MRT1_RGBA\n#else // LIGHTING_3D_ALPHA_EMISSIVENESS\n    raster = apply_lighting_ground(raster);\n    color = vec4(raster.rgb * antialias, raster.a * antialias);\n#endif // !LIGHTING_3D_ALPHA_EMISSIVENESS\n#else // LIGHTING_3D_MODE\n    color = vec4(raster.rgb * antialias, raster.a * antialias);\n#endif // !LIGHTING_3D_MODE\n#else // CUSTOM_ANTIALIASING\n    color = texture(u_image0, v_pos0);\n#ifdef LIGHTING_3D_MODE\n#ifdef LIGHTING_3D_ALPHA_EMISSIVENESS \n#ifdef USE_MRT1_RGBA\n    // See comment above on why u_image1 holds an exact premultiplied contribution.\n    vec4 emissive_premult = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0) : vec4(0.0);\n    vec3 unlit_base = color.rgb - emissive_premult.rgb;\n    color.rgb = apply_lighting_ground(vec4(unlit_base, 1.0)).rgb + emissive_premult.rgb;\n    color.a = 1.0;\n#else\n    float emissive_strength = u_emissive_texture_available > 0.5 ? texture(u_image1, v_pos0).r : color.a;\n    color = apply_lighting_with_emission_ground(color, emissive_strength);\n    color.a = 1.0;\n#endif // LIGHTING_3D_ALPHA_EMISSIVENESS\n#else // LIGHTING_3D_ALPHA_EMISSIVENESS\n    color = apply_lighting_ground(color);\n#endif // LIGHTING_3D_ALPHA_EMISSIVENESS\n#endif // LIGHTING_3D_MODE\n#endif // !CUSTOM_ANTIALIASING\n#ifdef FOG\n    color = fog_dither(fog_apply_premultiplied(color, v_fog_pos));\n#endif\n    color *= 1.0 - step(u_far_z_cutoff, 1.0 / gl_FragCoord.w);\n    glFragColor = color;\n#ifdef OVERDRAW_INSPECTOR\n    glFragColor = vec4(1.0);\n#endif\n    HANDLE_WIREFRAME_DEBUG;\n}\n","#include \"_prelude_fog.vertex.glsl\"\n#include \"_prelude_terrain.vertex.glsl\"\n\nuniform mat4 u_proj_matrix;\nuniform mat4 u_normalize_matrix;\nuniform mat4 u_globe_matrix;\n#ifndef GLOBE_POLES\nuniform mat4 u_merc_matrix;\n#endif\nuniform float u_zoom_transition;\nuniform vec2 u_merc_center;\n#ifndef GLOBE_POLES\nuniform mat3 u_grid_matrix;\n#endif\nuniform float u_skirt_height;\n\n#ifdef GLOBE_POLES\nin vec3 a_globe_pos;\nin vec2 a_uv;\n#else\nin ivec2 a_pos; // .xy - grid coords, .z - 1 - skirt, 0 - grid\n#endif\n\nout vec2 v_pos0;\n\nvoid main() {\n#ifdef GLOBE_POLES\n    vec3 globe_pos = a_globe_pos;\n    vec2 uv = a_uv;\n#else\n    // The 3rd row of u_grid_matrix is only used as a spare space to \n    // pass the following 3 uniforms to avoid explicitly introducing new ones.\n    float tiles = u_grid_matrix[0][2];\n    float idx = u_grid_matrix[1][2];\n    float idy = u_grid_matrix[2][2];\n\n    vec3 decomposed_pos_and_skirt = decomposeToPosAndSkirt(a_pos);\n\n    vec3 latLng = u_grid_matrix * vec3(decomposed_pos_and_skirt.xy, 1.0);\n\n    float mercatorY = mercatorYfromLat(latLng[0]);\n    float uvY = mercatorY * tiles - idy;\n    \n    float mercatorX = mercatorXfromLng(latLng[1]);\n    float uvX = mercatorX * tiles - idx;\n\n    vec3 globe_pos = latLngToECEF(latLng.xy);\n    vec2 merc_pos = vec2(mercatorX, mercatorY);\n    vec2 uv = vec2(uvX, uvY);\n#endif\n\n    v_pos0 = uv;\n#ifdef VIEWPORT_ORIGIN_TOP_LEFT\n    v_pos0.y = 1.0 - v_pos0.y;\n#endif\n    vec2 tile_pos = uv * EXTENT;\n\n    // Used for poles and skirts\n    vec3 globe_derived_up_vector = normalize(globe_pos) * u_tile_up_scale;\n#ifdef GLOBE_POLES\n    // Normal vector can be derived from the ecef position\n    // as \"elevationVector\" can't be queried outside of the tile\n    vec3 up_vector = globe_derived_up_vector;\n#else\n    vec3 up_vector = elevationVector(tile_pos);\n#endif\n\n    float height = elevation(tile_pos);\n\n    globe_pos += up_vector * height;\n\n#ifndef GLOBE_POLES\n    // Apply skirts for grid and only by offsetting via globe_pos derived normal\n    globe_pos -= globe_derived_up_vector * u_skirt_height * decomposed_pos_and_skirt.z;\n#endif\n\n#ifdef GLOBE_POLES\n    vec4 interpolated_pos = u_globe_matrix * vec4(globe_pos, 1.0);\n#else\n    vec4 globe_world_pos = u_globe_matrix * vec4(globe_pos, 1.0);\n    vec4 merc_world_pos = vec4(0.0);\n    if (u_zoom_transition > 0.0) {\n        merc_world_pos = vec4(merc_pos, height - u_skirt_height * decomposed_pos_and_skirt.z, 1.0);\n        merc_world_pos.xy -= u_merc_center;\n        merc_world_pos.x = wrap(merc_world_pos.x, -0.5, 0.5);\n        merc_world_pos = u_merc_matrix * merc_world_pos;\n    }\n\n    vec4 interpolated_pos = vec4(mix(globe_world_pos.xyz, merc_world_pos.xyz, u_zoom_transition), 1.0);\n#endif\n\n    gl_Position = u_proj_matrix * interpolated_pos;\n\n#ifdef FOG\n    v_fog_pos = fog_position((u_normalize_matrix * vec4(globe_pos, 1.0)).xyz);\n#endif\n}\n","import {Terrain} from '../src/terrain/terrain';\nimport {registerTerrainRenderer} from '../src/render/terrain_plugin';\nimport {programUniforms as coreProgramUniforms} from '../src/render/program/program_uniforms';\nimport {terrainRasterUniforms} from '../src/terrain/terrain_raster_program';\nimport {globeRasterUniforms} from '../src/terrain/globe_raster_program';\nimport shaders from '../3d-style/shaders/shaders_lite';\n\n// Register the terrain renderer factory so painter.updateTerrain() can create instances.\nregisterTerrainRenderer({\n    create: (painter, style) => new Terrain(painter, style),\n});\n\n// Register terrain and globe-surface shader programs into the core programUniforms store\n// so that painter.getOrCreateProgram() can find them.\nObject.assign(coreProgramUniforms, {\n    terrainRaster: terrainRasterUniforms,\n    globeRaster: globeRasterUniforms,\n});\n\nexport const Lite = {\n    loaded: true,\n    shaders,\n};\n","import * as module from './lite_main_imports';\n\nexport const Lite: Partial<typeof module.Lite> = module.Lite;\n\nexport async function prepareLite(): Promise<void> { return Promise.resolve(); }\n","import Point from '@mapbox/point-geometry';\nimport {getBounds, clamp, polygonizeBounds, bufferConvexPolygon} from '../util/util';\nimport {polygonIntersectsBox, polygonContainsPoint} from '../util/intersection_tests';\nimport EXTENT from '../style-spec/data/extent';\nimport pixelsToTileUnits from '../source/pixels_to_tile_units';\nimport {vec3, vec4, mat4} from 'gl-matrix';\nimport {Ray} from '../util/primitives';\nimport MercatorCoordinate, {mercatorXfromLng} from '../geo/mercator_coordinate';\nimport {getTilePoint, getTileVec3} from '../geo/projection/tile_transform';\nimport resample from '../geo/projection/resample';\nimport {GLOBE_RADIUS} from '../geo/projection/globe_constants';\nimport {number as interpolate} from '../style-spec/util/interpolate';\n\nimport type Transform from '../geo/transform';\nimport type Tile from '../source/tile';\nimport type {PointLike} from '../types/point-like';\nimport type {OverscaledTileID} from '../source/tile_id';\n\ntype CachedPolygon = {\n    // Query rectangle projected on the map plane\n    polygon: MercatorCoordinate[];\n    // A flag tellingwhether the query polygon might span across mercator boundaries [0, 1]\n    unwrapped: boolean;\n};\n\n/**\n * A data-class that represents a screenspace query from `Map#queryRenderedFeatures`.\n * All the internal geometries and data are intented to be immutable and read-only.\n * Its lifetime is only for the duration of the query and fixed state of the map while the query is being processed.\n *\n * @class QueryGeometry\n */\nexport class QueryGeometry {\n    screenBounds: Point[];\n    cameraPoint: Point;\n    screenGeometry: Point[];\n    screenGeometryMercator: CachedPolygon;\n\n    _screenRaycastCache: {\n        [_: number]: CachedPolygon;\n    };\n    _cameraRaycastCache: {\n        [_: number]: CachedPolygon;\n    };\n\n    isAboveHorizon: boolean;\n\n    constructor(screenBounds: Point[], aboveHorizon: boolean, transform: Transform) {\n        this.screenBounds = screenBounds;\n        this.cameraPoint = transform.getCameraPoint();\n        this._screenRaycastCache = {};\n        this._cameraRaycastCache = {};\n        this.isAboveHorizon = aboveHorizon;\n\n        this.screenGeometry = this.bufferedScreenGeometry(0);\n        this.screenGeometryMercator = this._bufferedScreenMercator(0, transform);\n    }\n\n    /**\n     * Factory method to help contruct an instance  while accounting for current map state.\n     *\n     * @static\n     * @param {(PointLike | [PointLike, PointLike])} geometry The query geometry.\n     * @param {Transform} transform The current map transform.\n     * @returns {QueryGeometry} An instance of the QueryGeometry class.\n     */\n    static createFromScreenPoints(geometry: PointLike | [PointLike, PointLike], transform: Transform): QueryGeometry {\n        let screenGeometry: Point[];\n        let aboveHorizon: boolean;\n\n        if (geometry instanceof Point || typeof geometry[0] === 'number') {\n            const pt = Point.convert(geometry as PointLike);\n            screenGeometry = [pt];\n            aboveHorizon = transform.isPointAboveHorizon(pt);\n        } else {\n            const tl = Point.convert(geometry[0]);\n            const br = Point.convert(geometry[1] as PointLike);\n            const center = tl.add(br)._div(2);\n            screenGeometry = [tl, br];\n            aboveHorizon = polygonizeBounds(tl, br).every((p) => transform.isPointAboveHorizon(p)) && transform.isPointAboveHorizon(center);\n        }\n\n        return new QueryGeometry(screenGeometry, aboveHorizon, transform);\n    }\n\n    /**\n     * Returns true if the initial query by the user was a single point.\n     *\n     * @returns {boolean} Returns `true` if the initial query geometry was a single point.\n     */\n    isPointQuery(): boolean {\n        return this.screenBounds.length === 1;\n    }\n\n    /**\n     * Due to data-driven styling features do not uniform size(eg `circle-radius`) and can be offset differntly\n     * from their original location(for example with `*-translate`). This means we have to expand our query region for\n     * each tile to account for variation in these properties.\n     * Each tile calculates a tile level max padding value (in screenspace pixels) when its parsed, this function\n     * lets us calculate a buffered version of the screenspace query geometry for each tile.\n     *\n     * @param {number} buffer The tile padding in screenspace pixels.\n     * @returns {Point[]} The buffered query geometry.\n     */\n    bufferedScreenGeometry(buffer: number): Point[] {\n        return polygonizeBounds(\n            this.screenBounds[0],\n            this.screenBounds.length === 1 ? this.screenBounds[0] : this.screenBounds[1],\n            buffer\n        );\n    }\n\n    /**\n     * When the map is pitched, some of the 3D features that intersect a query will not intersect\n     * the query at the surface of the earth. Instead the feature may be closer and only intersect\n     * the query because it extrudes into the air.\n     *\n     * This returns a geometry that is a convex polygon that encompasses the query frustum and the point underneath the camera.\n     * Similar to `bufferedScreenGeometry`, buffering is added to account for variation in paint properties.\n     *\n     * Case 1: point underneath camera is exactly behind query volume\n     *              +----------+\n     *              |          |\n     *              |          |\n     *              |          |\n     *              +          +\n     *               X        X\n     *                X      X\n     *                 X    X\n     *                  X  X\n     *                   XX.\n     *\n     * Case 2: point is behind and to the right\n     *              +----------+\n     *              |          X\n     *              |           X\n     *              |           XX\n     *              +            X\n     *              XXX          XX\n     *                 XXXX       X\n     *                    XXX     XX\n     *                        XX   X\n     *                           XXX.\n     *\n     * Case 3: point is behind and to the left\n     *              +----------+\n     *             X           |\n     *             X           |\n     *            XX           |\n     *            X            +\n     *           X          XXXX\n     *          XX       XXX\n     *          X    XXXX\n     *         X XXXX\n     *         XXX.\n     *\n     * @param {number} buffer The tile padding in screenspace pixels.\n     * @returns {Point[]} The buffered query geometry.\n     */\n    bufferedCameraGeometry(buffer: number): Point[] {\n        const min = this.screenBounds[0];\n        const max = this.screenBounds.length === 1 ? this.screenBounds[0].add(new Point(1, 1)) : this.screenBounds[1];\n        const cameraPolygon = polygonizeBounds(min, max, 0, false);\n\n        // Only need to account for point underneath camera if its behind query volume\n        if (this.cameraPoint.y > max.y) {\n            //case 1: insert point in the middle\n            if (this.cameraPoint.x > min.x && this.cameraPoint.x < max.x) {\n                cameraPolygon.splice(3, 0, this.cameraPoint);\n            //case 2: replace btm right point\n            } else if (this.cameraPoint.x >= max.x) {\n                cameraPolygon[2] = this.cameraPoint;\n            //case 3: replace btm left point\n            } else if (this.cameraPoint.x <= min.x) {\n                cameraPolygon[3] = this.cameraPoint;\n            }\n        }\n\n        return bufferConvexPolygon(cameraPolygon, buffer);\n    }\n\n    // Creates a convex polygon in screen coordinates that encompasses the query frustum and\n    // the camera location at globe's surface. Camera point can be at any side of the query polygon as\n    // opposed to `bufferedCameraGeometry` which restricts the location to underneath the polygon.\n    bufferedCameraGeometryGlobe(buffer: number): Point[] {\n        const min = this.screenBounds[0];\n        const max = this.screenBounds.length === 1 ? this.screenBounds[0].add(new Point(1, 1)) : this.screenBounds[1];\n\n        // Padding is added to the query polygon before inclusion of the camera location.\n        // Otherwise the buffered (narrow) polygon could penetrate the globe creating a lot of false positives\n        const cameraPolygon = polygonizeBounds(min, max, buffer);\n\n        const camPos = this.cameraPoint.clone();\n        const column = Number(camPos.x > min.x) + Number(camPos.x > max.x);\n        const row = Number(camPos.y > min.y) + Number(camPos.y > max.y);\n        const sector = row * 3 + column;\n\n        switch (sector) {\n        case 0:     // replace top-left point (closed polygon)\n            cameraPolygon[0] = camPos;\n            cameraPolygon[4] = camPos.clone();\n            break;\n        case 1:     // insert point in the middle of top-left and top-right\n            cameraPolygon.splice(1, 0, camPos);\n            break;\n        case 2:     // replace top-right point\n            cameraPolygon[1] = camPos;\n            break;\n        case 3:     // insert point in the middle of top-left and bottom-left\n            cameraPolygon.splice(4, 0, camPos);\n            break;\n        case 5:     // insert point in the middle of top-right and bottom-right\n            cameraPolygon.splice(2, 0, camPos);\n            break;\n        case 6:     // replace bottom-left point\n            cameraPolygon[3] = camPos;\n            break;\n        case 7:     // insert point in the middle of bottom-left and bottom-right\n            cameraPolygon.splice(3, 0, camPos);\n            break;\n        case 8:     // replace bottom-right point\n            cameraPolygon[2] = camPos;\n            break;\n        }\n\n        return cameraPolygon;\n    }\n\n    /**\n     * Checks if a tile is contained within this query geometry.\n     *\n     * @param {Tile} tile The tile to check.\n     * @param {Transform} transform The current map transform.\n     * @param {boolean} use3D A boolean indicating whether to query 3D features.\n     * @param {number} cameraWrap A wrap value for offsetting the camera position.\n     * @param {MercatorCoordinate} cameraMercator The camera position in mercator coordinates, constant across the query.\n     * @returns {?TilespaceQueryGeometry} Returns `undefined` if the tile does not intersect.\n     */\n    containsTile(tile: Tile, transform: Transform, use3D: boolean, cameraWrap: number = 0, cameraMercator: MercatorCoordinate): TilespaceQueryGeometry | null | undefined {\n        // The buffer around the query geometry is applied in screen-space.\n        // transform._pixelsPerMercatorPixel is used to compensate any extra scaling applied from the currently active projection.\n        // Floating point errors when projecting into tilespace could leave a feature\n        // outside the query volume even if it looks like it overlaps visually, a 1px bias value overcomes that.\n        const bias = 1;\n        const padding = Math.max(tile.queryPadding, tile.evaluateQueryRenderedFeaturePadding()) / transform._pixelsPerMercatorPixel + bias;\n\n        const cachedQuery = use3D ?\n            this._bufferedCameraMercator(padding, transform) :\n            this._bufferedScreenMercator(padding, transform);\n\n        let wrap = tile.tileID.wrap + (cachedQuery.unwrapped ? cameraWrap : 0);\n        const geometryForTileCheck = cachedQuery.polygon.map((p) => getTilePoint(tile.tileTransform, p, wrap));\n\n        if (!polygonIntersectsBox(geometryForTileCheck, 0, 0, EXTENT, EXTENT)) {\n            return undefined;\n        }\n\n        wrap = tile.tileID.wrap + (this.screenGeometryMercator.unwrapped ? cameraWrap : 0);\n        const tilespaceVec3s = this.screenGeometryMercator.polygon.map((p) => getTileVec3(tile.tileTransform, p, wrap));\n        const tilespaceGeometry = tilespaceVec3s.map((v) => new Point(v[0], v[1]));\n\n        const tilespaceCameraPosition = getTileVec3(tile.tileTransform, cameraMercator, wrap);\n        const tilespaceRays = tilespaceVec3s.map((tileVec) => {\n            const dir = vec3.sub(tileVec, tileVec, tilespaceCameraPosition);\n            vec3.normalize(dir, dir);\n            return new Ray(tilespaceCameraPosition, dir);\n        });\n        const pixelToTileUnitsFactor = pixelsToTileUnits(tile, 1, transform.zoom) * transform._pixelsPerMercatorPixel;\n\n        return {\n            queryGeometry: this,\n            tilespaceGeometry,\n            tilespaceRays,\n            bufferedTilespaceGeometry: geometryForTileCheck,\n            bufferedTilespaceBounds: clampBoundsToTileExtents(getBounds(geometryForTileCheck)),\n            tile,\n            tileID: tile.tileID,\n            pixelToTileUnitsFactor\n        };\n    }\n\n    /**\n     * These methods add caching on top of the terrain raycasting provided by `Transform#pointCoordinate3d`.\n     * Tiles come with different values of padding, however its very likely that multiple tiles share the same value of padding\n     * based on the style. In that case we want to reuse the result from a previously computed terrain raycast.\n     */\n\n    _bufferedScreenMercator(padding: number, transform: Transform): CachedPolygon {\n        const key = cacheKey(padding);\n        if (this._screenRaycastCache[key]) {\n            return this._screenRaycastCache[key];\n        } else {\n            let poly: CachedPolygon;\n\n            if (transform.projection.name === 'globe') {\n                poly = this._projectAndResample(this.bufferedScreenGeometry(padding), transform);\n            } else {\n                poly = {\n                    polygon: this.bufferedScreenGeometry(padding).map((p) => transform.pointCoordinate3D(p)),\n                    unwrapped: true\n                };\n            }\n\n            this._screenRaycastCache[key] = poly;\n            return poly;\n        }\n    }\n\n    _bufferedCameraMercator(padding: number, transform: Transform): CachedPolygon {\n        const key = cacheKey(padding);\n        if (this._cameraRaycastCache[key]) {\n            return this._cameraRaycastCache[key];\n        } else {\n            let poly: CachedPolygon;\n\n            if (transform.projection.name === 'globe') {\n                poly = this._projectAndResample(this.bufferedCameraGeometryGlobe(padding), transform);\n            } else {\n                poly = {\n                    polygon: this.bufferedCameraGeometry(padding).map((p) => transform.pointCoordinate3D(p)),\n                    unwrapped: true\n                };\n            }\n\n            this._cameraRaycastCache[key] = poly;\n            return poly;\n        }\n    }\n\n    _projectAndResample(polygon: Point[], transform: Transform): CachedPolygon {\n        // Handle a special case where either north or south pole is inside the query polygon\n        const polePolygon: CachedPolygon | null | undefined = projectPolygonCoveringPoles(polygon, transform);\n\n        if (polePolygon) {\n            return polePolygon;\n        }\n\n        // Resample the polygon by adding intermediate points so that straight lines of the shape\n        // are correctly projected on the surface of the globe.\n        const resampled = unwrapQueryPolygon(resamplePolygon(polygon, transform).map(p => new Point(wrap(p.x), p.y)), transform);\n\n        return {\n            polygon: resampled.polygon.map(p => new MercatorCoordinate(p.x, p.y)),\n            unwrapped: resampled.unwrapped\n        };\n    }\n}\n\n// Checks whether the provided polygon is crossing the antimeridian line and unwraps it if necessary.\n// The resulting polygon is continuous\nexport function unwrapQueryPolygon(polygon: Point[], tr: Transform): {\n    polygon: Point[];\n    unwrapped: boolean;\n} {\n    let unwrapped = false;\n\n    // Traverse edges of the polygon and unwrap vertices that are crossing the antimeridian.\n    let maxX = -Infinity;\n    let startEdge = 0;\n\n    for (let e = 0; e < polygon.length - 1; e++) {\n        if (polygon[e].x > maxX) {\n            maxX = polygon[e].x;\n            startEdge = e;\n        }\n    }\n\n    for (let i = 0; i < polygon.length - 1; i++) {\n        const edge = (startEdge + i) % (polygon.length - 1);\n        const a = polygon[edge];\n        const b = polygon[edge + 1];\n\n        if (Math.abs(a.x - b.x) > 0.5) {\n            // A straight line drawn on the globe can't have longer length than 0.5 on the x-axis\n            // without crossing the antimeridian\n            if (a.x < b.x) {\n                a.x += 1;\n\n                if (edge === 0) {\n                    // First and last points are duplicate for closed polygons\n                    polygon.at(-1).x += 1;\n                }\n            } else {\n                b.x += 1;\n\n                if (edge + 1 === polygon.length - 1) {\n                    polygon[0].x += 1;\n                }\n            }\n\n            unwrapped = true;\n        }\n    }\n\n    const cameraX = mercatorXfromLng(tr.center.lng);\n    if (unwrapped && cameraX < Math.abs(cameraX - 1)) {\n        polygon.forEach(p => { p.x -= 1; });\n    }\n\n    return {\n        polygon,\n        unwrapped\n    };\n}\n\n// Special function for handling scenarios where one of the poles is inside the query polygon.\n// Finding projection of these kind of polygons is more involving as projecting just the corners will\n// produce a degenerate (self-intersecting, non-continuous, etc.) polygon in mercator coordinates\nexport function projectPolygonCoveringPoles(polygon: Point[], tr: Transform): CachedPolygon | null | undefined {\n    const matrix = mat4.multiply([], tr.pixelMatrix, tr.globeMatrix);\n\n    // Transform north and south pole coordinates to the screen to see if they're\n    // inside the query polygon\n    const northPole = [0, -GLOBE_RADIUS, 0, 1];\n    const southPole = [0, GLOBE_RADIUS, 0, 1];\n    const center = [0, 0, 0, 1];\n\n    vec4.transformMat4(northPole, northPole, matrix);\n    vec4.transformMat4(southPole, southPole, matrix);\n    vec4.transformMat4(center, center, matrix);\n\n    const screenNp = new Point(northPole[0] / northPole[3], northPole[1] / northPole[3]);\n    const screenSp = new Point(southPole[0] / southPole[3], southPole[1] / southPole[3]);\n    const containsNp = polygonContainsPoint(polygon, screenNp) && northPole[3] < center[3];\n    const containsSp = polygonContainsPoint(polygon, screenSp) && southPole[3] < center[3];\n\n    if (!containsNp && !containsSp) {\n        return null;\n    }\n\n    // Project corner points of the polygon and traverse the ring to find the edge that's\n    // crossing the zero longitude border.\n    const result = findEdgeCrossingAntimeridian(polygon, tr, containsNp ? -1 : 1);\n\n    if (!result) {\n        return null;\n    }\n\n    // Start constructing the new polygon by resampling edges until the crossing edge\n    const {idx, t} = result;\n    let partA = idx > 1 ? resamplePolygon(polygon.slice(0, idx), tr) : [];\n    let partB = idx < polygon.length ? resamplePolygon(polygon.slice(idx), tr) : [];\n\n    partA = partA.map(p => new Point(wrap(p.x), p.y));\n    partB = partB.map(p => new Point(wrap(p.x), p.y));\n\n    // Resample first section of the ring (up to the edge that crosses the 0-line)\n    const resampled = [...partA];\n\n    if (resampled.length === 0) {\n        resampled.push(partB.at(-1));\n    }\n\n    // Find location of the crossing by interpolating mercator coordinates.\n    // This will produce slightly off result as the crossing edge is not actually\n    // linear on the globe.\n    const a = resampled.at(-1);\n    const b = partB.length === 0 ? partA[0] : partB[0];\n    const intersectionY = interpolate(a.y, b.y, t);\n\n    let mid: Point[];\n\n    if (containsNp) {\n        mid = [\n            new Point(0, intersectionY),\n            new Point(0, 0),\n            new Point(1, 0),\n            new Point(1, intersectionY)\n        ];\n    } else {\n        mid = [\n            new Point(1, intersectionY),\n            new Point(1, 1),\n            new Point(0, 1),\n            new Point(0, intersectionY)\n        ];\n    }\n\n    resampled.push(...mid);\n\n    // Resample to the second section of the ring\n    if (partB.length === 0) {\n        resampled.push(partA[0]);\n    } else {\n        resampled.push(...partB);\n    }\n\n    return {\n        polygon: resampled.map(p => new MercatorCoordinate(p.x, p.y)),\n        unwrapped: false\n    };\n}\n\nfunction resamplePolygon(polygon: Point[], transform: Transform): Point[] {\n    // Choose a tolerance value for the resampling logic that produces sufficiently\n    // accurate polygons without creating too many points. The value 1 / 256 was chosen\n    // based on empirical testing\n    const tolerance = 1.0 / 256.0;\n    return resample(\n        polygon,\n        p => {\n            const mc = transform.pointCoordinate3D(p);\n            p.x = mc.x;\n            p.y = mc.y;\n        },\n        tolerance);\n}\n\nfunction wrap(mercatorX: number): number {\n    return mercatorX < 0 ? 1 + (mercatorX % 1) : mercatorX % 1;\n}\n\nfunction findEdgeCrossingAntimeridian(polygon: Point[], tr: Transform, direction: number): {\n    idx: number;\n    t: number;\n} | null | undefined {\n    for (let i = 1; i < polygon.length; i++) {\n        const a = wrap(tr.pointCoordinate3D(polygon[i - 1]).x);\n        const b = wrap(tr.pointCoordinate3D(polygon[i]).x);\n\n        // direction < 0: mercator coordinate 0 will be crossed from left\n        // direction > 0: mercator coordinate 1 will be crossed from right\n        if (direction < 0) {\n            if (a < b) {\n                return {idx: i, t: -a / (b - 1 - a)};\n            }\n        } else {\n            if (b < a) {\n                return {idx: i, t: (1 - a) / (b + 1 - a)};\n            }\n        }\n    }\n\n    return null;\n}\n\n//Padding is in screen pixels and is only used as a coarse check, so 2 decimal places of precision should be good enough for a cache.\nfunction cacheKey(padding: number): number {\n    return (padding * 100) | 0;\n}\n\nexport type TilespaceQueryGeometry = {\n    queryGeometry: QueryGeometry;\n    tilespaceGeometry: Point[];\n    tilespaceRays: Ray[];\n    bufferedTilespaceGeometry: Point[];\n    bufferedTilespaceBounds: {\n        min: Point;\n        max: Point;\n    };\n    tile: Tile;\n    tileID: OverscaledTileID;\n    pixelToTileUnitsFactor: number;\n};\n\nfunction clampBoundsToTileExtents(\n    bounds: {\n        min: Point;\n        max: Point;\n    },\n): {\n    min: Point;\n    max: Point;\n} {\n    bounds.min.x = clamp(bounds.min.x, 0, EXTENT);\n    bounds.min.y = clamp(bounds.min.y, 0, EXTENT);\n\n    bounds.max.x = clamp(bounds.max.x, 0, EXTENT);\n    bounds.max.y = clamp(bounds.max.y, 0, EXTENT);\n    return bounds;\n}\n","import {parseExpiryData, pick} from '../util/util';\nimport {getImage, ResourceType} from '../util/ajax';\nimport {Event, ErrorEvent, Evented} from '../util/evented';\nimport loadTileJSON, {parseTileJSONRequest} from './load_tilejson';\nimport {postTurnstileEvent} from '../util/mapbox';\nimport TileBounds from './tile_bounds';\nimport browser from '../util/browser';\nimport {cacheEntryPossiblyAdded} from '../util/tile_request_cache';\nimport {makeFQID} from '../util/fqid';\nimport Texture from '../render/texture';\nimport {resolveTileProvider, loadTileProvider, processTileJSON} from './tile_provider';\n\nimport type {TileProvider} from './tile_provider';\nimport type {ISource, SourceEvents, SourceRasterLayer} from './source';\nimport type {OverscaledTileID} from './tile_id';\nimport type {Map} from '../ui/map';\nimport type Dispatcher from '../util/dispatcher';\nimport type Tile from './tile';\nimport type {Callback} from '../types/callback';\nimport type {Cancelable} from '../types/cancelable';\nimport type {TileJSON} from '../types/tilejson';\nimport type {\n    RasterSourceSpecification,\n    RasterDEMSourceSpecification,\n    RasterArraySourceSpecification,\n} from '../style-spec/types';\n\n/**\n * A source containing raster tiles.\n * See the [Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/#raster) for detailed documentation of options.\n *\n * @example\n * map.addSource('some id', {\n *     type: 'raster',\n *     url: 'mapbox://mapbox.satellite',\n *     tileSize: 256\n * });\n *\n * @example\n * map.addSource('some id', {\n *     type: 'raster',\n *     tiles: ['https://img.nj.gov/imagerywms/Natural2015?bbox={bbox-epsg-3857}&format=image/png&service=WMS&version=1.1.1&request=GetMap&srs=EPSG:3857&transparent=true&width=256&height=256&layers=Natural2015'],\n *     tileSize: 256\n * });\n *\n * @see [Example: Add a raster tile source](https://docs.mapbox.com/mapbox-gl-js/example/map-tiles/)\n * @see [Example: Add a WMS source](https://docs.mapbox.com/mapbox-gl-js/example/wms/)\n */\nclass RasterTileSource<T = 'raster'> extends Evented<SourceEvents> implements ISource<T> {\n    type: T;\n    provider?: string;\n    id: string;\n    scope!: string;\n    minzoom: number;\n    maxzoom: number;\n    url!: string;\n    scheme: string;\n    attribution: string | undefined;\n    // eslint-disable-next-line camelcase\n    mapbox_logo: boolean | undefined;\n    tileSize: number;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    vectorLayers?: never;\n    vectorLayerIds?: never;\n    rasterLayers?: Array<SourceRasterLayer>;\n    rasterLayerIds?: Array<string>;\n\n    bounds: [number, number, number, number] | null | undefined;\n    tileBounds?: TileBounds;\n    roundZoom: boolean | undefined;\n    reparseOverscaled: boolean | undefined;\n    dispatcher: Dispatcher;\n    map!: Map;\n    tiles!: Array<string>;\n\n    _loaded: boolean;\n    _options: (RasterSourceSpecification | RasterDEMSourceSpecification | RasterArraySourceSpecification) & {provider?: string | false};\n    _tileJSONRequest: Cancelable | null | undefined;\n    _tileProvider?: TileProvider<ArrayBuffer | ImageBitmap>;\n\n    prepare: undefined;\n    afterUpdate: undefined;\n    _clear: undefined;\n\n    constructor(id: string, options: RasterSourceSpecification | RasterDEMSourceSpecification | RasterArraySourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n        this.id = id;\n        this.dispatcher = dispatcher;\n        this.setEventedParent(eventedParent);\n\n        this.type = 'raster' as T;\n        this.minzoom = 0;\n        this.maxzoom = 22;\n        this.roundZoom = true;\n        this.scheme = 'xyz';\n        this.tileSize = 512;\n        this._loaded = false;\n\n        this._options = {type: 'raster', ...options};\n        Object.assign(this, pick(options, ['url', 'scheme', 'tileSize']));\n    }\n\n    load(callback?: Callback<undefined>) {\n        this._loaded = false;\n        this.fire(new Event('dataloading', {dataType: 'source'}));\n        const worldview = this.map.getWorldview();\n\n        const done = (err?: Error | null, tileJSON?: TileJSON | null) => {\n            this._tileJSONRequest = null;\n            this._loaded = true;\n            if (err) {\n                this.fire(new ErrorEvent(err));\n            } else if (tileJSON) {\n                Object.assign(this, tileJSON);\n\n                if (tileJSON.raster_layers) {\n                    this.rasterLayers = tileJSON.raster_layers;\n                    this.rasterLayerIds = this.rasterLayers.map(layer => layer.id);\n                }\n\n                this.tileBounds = TileBounds.fromTileJSON(tileJSON);\n                postTurnstileEvent(tileJSON.tiles);\n\n                // `content` is included here to prevent a race condition where `Style#updateSources` is called\n                // before the TileJSON arrives. this makes sure the tiles needed are loaded once TileJSON arrives\n                // ref: https://github.com/mapbox/mapbox-gl-js/pull/4347#discussion_r104418088\n                this.fire(new Event('data', {dataType: 'source', sourceDataType: 'metadata'}));\n                this.fire(new Event('data', {dataType: 'source', sourceDataType: 'content'}));\n            }\n\n            if (callback) callback(err);\n        };\n\n        this.provider = typeof this._options.provider === 'string' ? this._options.provider : undefined;\n        this._tileProvider = undefined;\n        const tileProvider = resolveTileProvider(this._options);\n\n        if (tileProvider instanceof Error) {\n            this._loaded = true;\n            this.fire(new ErrorEvent(tileProvider));\n            if (callback) callback();\n            return;\n        }\n\n        if (this.provider && !tileProvider) {\n            this._loaded = true;\n            this.fire(new ErrorEvent(new Error(`TileProvider \"${this.provider}\" is not registered`)));\n            if (callback) callback();\n            return;\n        }\n\n        if (tileProvider) {\n            this._tileJSONRequest = this.loadTileJSONWithProvider(tileProvider, done);\n            return;\n        }\n\n        this._tileJSONRequest = loadTileJSON(this._options, this.map._requestManager, null, worldview, done);\n    }\n\n    loadTileJSONWithProvider(tileProvider: {name: string; url: string}, callback: Callback<TileJSON>): Cancelable {\n        this.provider = tileProvider.name;\n        const controller = new AbortController();\n\n        const load = async () => {\n            const {request, options} = await parseTileJSONRequest(this._options, this.map._requestManager, controller.signal);\n            if (controller.signal.aborted) return;\n\n            const ProviderClass = await loadTileProvider(tileProvider.name, tileProvider.url);\n            if (controller.signal.aborted) return;\n\n            const provider = new ProviderClass(options);\n            let tileJSON: Partial<TileJSON> | null = null;\n            if (provider.load && request) {\n                tileJSON = await provider.load({request});\n                if (controller.signal.aborted) return;\n            }\n            this._tileProvider = provider;\n\n            const result = processTileJSON(this._options, tileJSON, this.map._requestManager);\n            if (result instanceof Error) {\n                callback(result);\n            } else {\n                callback(null, result);\n            }\n        };\n\n        load().catch((err) => {\n            if (controller.signal.aborted) return;\n            callback(new Error(`Could not load tile provider ${tileProvider.name}`, {cause: err}));\n        });\n\n        return {cancel: () => controller.abort()};\n    }\n\n    loaded(): boolean {\n        return this._loaded;\n    }\n\n    onAdd(map: Map) {\n        this.map = map;\n        this.load();\n    }\n\n    /**\n     * Reloads the source data and re-renders the map.\n     *\n     * @example\n     * map.getSource('source-id').reload();\n     */\n    reload() {\n        this.cancelTileJSONRequest();\n        const fqid = makeFQID(this.id, this.scope);\n        this.load(() => this.map.style.clearSource(fqid));\n    }\n\n    /**\n     * Sets the source `tiles` property and re-renders the map.\n     *\n     * @param {string[]} tiles An array of one or more tile source URLs, as in the TileJSON spec.\n     * @returns {RasterTileSource} Returns itself to allow for method chaining.\n     * @example\n     * map.addSource('source-id', {\n     *     type: 'raster',\n     *     tiles: ['https://some_end_point.net/{z}/{x}/{y}.png'],\n     *     tileSize: 256\n     * });\n     *\n     * // Set the endpoint associated with a raster tile source.\n     * map.getSource('source-id').setTiles(['https://another_end_point.net/{z}/{x}/{y}.png']);\n     */\n    setTiles(tiles: Array<string>): this {\n        this._options.tiles = tiles;\n        this.reload();\n\n        return this;\n    }\n\n    /**\n     * Sets the source `url` property and re-renders the map.\n     *\n     * @param {string} url A URL to a TileJSON resource. Supported protocols are `http:`, `https:`, and `mapbox://<Tileset ID>`.\n     * @returns {RasterTileSource} Returns itself to allow for method chaining.\n     * @example\n     * map.addSource('source-id', {\n     *     type: 'raster',\n     *     url: 'mapbox://mapbox.satellite'\n     * });\n     *\n     * // Update raster tile source to a new URL endpoint\n     * map.getSource('source-id').setUrl('mapbox://mapbox.satellite');\n     */\n    setUrl(url: string): this {\n        this.url = url;\n        this._options.url = url;\n        this.reload();\n\n        return this;\n    }\n\n    onRemove(_: Map) {\n        this.cancelTileJSONRequest();\n    }\n\n    serialize(): RasterSourceSpecification | RasterDEMSourceSpecification | RasterArraySourceSpecification {\n        return {...this._options};\n    }\n\n    hasTile(tileID: OverscaledTileID): boolean {\n        return !this.tileBounds || this.tileBounds.contains(tileID.canonical);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-misused-promises\n    async loadTile(tile: Tile, callback: Callback<undefined>): Promise<void> {\n        const use2x = browser.devicePixelRatio >= 2;\n        const url = this.map._requestManager.normalizeTileURL(tile.tileID.canonical.url(this.tiles, this.scheme), use2x, this.tileSize);\n        const controller = new AbortController();\n        tile.request = controller;\n\n        if (this._tileProvider) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this.loadTileWithProvider(tile, this._tileProvider, url, controller, callback);\n        } else {\n            try {\n                const request = await this.map._requestManager.transformRequest(url, ResourceType.Tile, controller.signal);\n                if (controller.signal.aborted) {\n                    delete tile.request;\n                    return callback(null);\n                }\n\n                const {data, headers} = await getImage(request, controller.signal);\n                delete tile.request;\n\n                // A cancelled request rejects AbortError and lands in the catch, so only tile.aborted\n                // can reach here.\n                if (tile.aborted) return callback(null);\n\n                const expiryData = parseExpiryData(headers);\n                if (this.map._refreshExpiredTiles) tile.setExpiryData(expiryData);\n                tile.setTexture(data, this.map.painter);\n                tile.state = 'loaded';\n\n                cacheEntryPossiblyAdded(this.dispatcher);\n                callback(null);\n            } catch (err) {\n                delete tile.request;\n\n                if (controller.signal.aborted) return callback(null);\n\n                tile.state = 'errored';\n                callback(err as Error);\n            }\n        }\n    }\n\n    async loadTileWithProvider(tile: Tile, provider: TileProvider<ArrayBuffer | ImageBitmap>, url: string, controller: AbortController, callback: Callback<undefined>) {\n        const {z, x, y} = tile.tileID.canonical;\n        try {\n            const request = await this.map._requestManager.transformRequest(url, ResourceType.Tile, controller.signal);\n            if (controller.signal.aborted) return callback(null);\n\n            const response = await provider.loadTile({z, x, y}, {request, signal: controller.signal});\n\n            if (controller.signal.aborted) return callback(null);\n\n            if (response == null) {\n                const err: Error & {status?: number} = new Error('Tile not found');\n                err.status = 404;\n                tile.state = 'errored';\n                return callback(err);\n            }\n\n            if (response.data == null) {\n                tile.state = 'loaded';\n                return callback(null);\n            }\n\n            const imageBitmap = response.data instanceof ImageBitmap ?\n                response.data :\n                await createImageBitmap(new Blob([response.data]));\n\n            if (controller.signal.aborted) return callback(null);\n\n            tile.setTexture(imageBitmap, this.map.painter);\n            tile.state = 'loaded';\n\n            if (this.map._refreshExpiredTiles) {\n                tile.setExpiryData({\n                    cacheControl: response.cacheControl,\n                    expires: response.expires,\n                });\n            }\n\n            // Tiles provider bypasses mapbox-tiles CacheStorage because\n            // it's not yet integrated with the cache management.\n            callback(null);\n        } catch (err) {\n            if (controller.signal.aborted) return callback(null);\n            tile.state = 'errored';\n            callback(new Error(`Could not load tile from ${url}`, {cause: err}));\n        } finally {\n            delete tile.request;\n        }\n    }\n\n    abortTile(tile: Tile, callback?: Callback<undefined>) {\n        if (tile.request) {\n            tile.request.abort();\n            delete tile.request;\n        }\n        if (callback) callback();\n    }\n\n    unloadTile(tile: Tile, callback?: Callback<undefined>) {\n        // Cache the tile texture to avoid re-allocating Textures if they'll just be reloaded\n        if (tile.texture && tile.texture instanceof Texture) {\n            // Clean everything else up owned by the tile, but preserve the texture.\n            // Destroy first to prevent racing with the texture cache being popped.\n            tile.destroy(false);\n\n            // Save the texture to the cache\n            if (tile.texture && tile.texture instanceof Texture) {\n                this.map.painter.saveTileTexture(tile.texture);\n            }\n        } else {\n            tile.destroy();\n        }\n\n        if (callback) callback();\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n\n    cancelTileJSONRequest() {\n        if (!this._tileJSONRequest) return;\n        this._tileJSONRequest.cancel();\n        this._tileJSONRequest = null;\n    }\n}\n\nexport default RasterTileSource;\n","import {CanonicalTileID} from './tile_id';\nimport {Event, ErrorEvent, Evented} from '../util/evented';\nimport {lowerBound, upperBound} from '../util/util';\nimport {getImage, ResourceType} from '../util/ajax';\nimport EXTENT from '../style-spec/data/extent';\nimport {RasterBoundsArray, TriangleIndexArray} from '../data/array_types';\nimport boundsAttributes from '../data/bounds_attributes';\nimport SegmentVector from '../data/segment';\nimport Texture, {UserManagedTexture} from '../render/texture';\nimport MercatorCoordinate, {MAX_MERCATOR_LATITUDE} from '../geo/mercator_coordinate';\nimport tileTransform, {getTilePoint} from '../geo/projection/tile_transform';\nimport {GLOBE_VERTEX_GRID_SIZE} from '../geo/projection/globe_constants';\nimport {mat3, vec3} from 'gl-matrix';\nimport assert from '../style-spec/util/assert';\n\nimport type LngLat from '../geo/lng_lat';\nimport type {ISource, SourceEvents} from './source';\nimport type {CanvasSourceSpecification} from './canvas_source';\nimport type {Map} from '../ui/map';\nimport type Dispatcher from '../util/dispatcher';\nimport type Tile from './tile';\nimport type {Callback} from '../types/callback';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type {ProjectedPoint} from '../geo/projection/projection';\nimport type {\n    ImageSourceSpecification,\n    VideoSourceSpecification\n} from '../style-spec/types';\nimport type Context from '../gl/context';\n\ntype Coordinates = [[number, number], [number, number], [number, number], [number, number]];\ntype ImageSourceTexture = {\n    dimensions: [number, number];\n    handle: WebGLTexture;\n};\n\n// perspective correction for texture mapping, see https://github.com/mapbox/mapbox-gl-js/issues/9158\n// adapted from https://math.stackexchange.com/a/339033/48653\n\n// Creates a matrix that maps\n// (1, 0, 0) -> (a * x1, a * y1, a)\n// (0, 1, 0) -> (b * x2, b * y2, b)\n// (0, 0, 1) -> (c * x3, c * y3, c)\n// (1, 1, 1) -> (x4, y4, 1)\nfunction basisToPoints(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number) {\n    const m: mat3 = [x1, y1, 1, x2, y2, 1, x3, y3, 1];\n    const s: vec3 = [x4, y4, 1];\n    const ma = mat3.adjoint([], m);\n    const [sx, sy, sz] = vec3.transformMat3(s, s, ma);\n    return mat3.multiply(m, m, [sx, 0, 0, 0, sy, 0, 0, 0, sz]);\n}\n\nfunction getTileToTextureTransformMatrix(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number) {\n    const a = basisToPoints(0, 0, 1, 0, 1, 1, 0, 1);\n    const b = basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4);\n    const adjB = mat3.adjoint([], b);\n    return mat3.multiply(a, a, adjB);\n}\n\nfunction getTextureToTileTransformMatrix(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number) {\n    const a = basisToPoints(0, 0, 1, 0, 1, 1, 0, 1);\n    const b = basisToPoints(x1, y1, x2, y2, x3, y3, x4, y4);\n    const adjA = mat3.adjoint([], a);\n    return mat3.multiply(b, b, adjA);\n}\n\nfunction getPerspectiveTransform(x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): [number, number] {\n    const m = getTextureToTileTransformMatrix(x1, y1, x2, y2, x3, y3, x4, y4);\n    return [\n        m[2] / m[8] / EXTENT,\n        m[5] / m[8] / EXTENT\n    ];\n}\n\nfunction isConvex(coords: [ProjectedPoint, ProjectedPoint, ProjectedPoint, ProjectedPoint]) {\n    const dx1 = coords[1].x - coords[0].x;\n    const dy1 = coords[1].y - coords[0].y;\n    const dx2 = coords[2].x - coords[1].x;\n    const dy2 = coords[2].y - coords[1].y;\n    const dx3 = coords[3].x - coords[2].x;\n    const dy3 = coords[3].y - coords[2].y;\n    const dx4 = coords[0].x - coords[3].x;\n    const dy4 = coords[0].y - coords[3].y;\n\n    const crossProduct1 = dx1 * dy2 - dx2 * dy1;\n    const crossProduct2 = dx2 * dy3 - dx3 * dy2;\n    const crossProduct3 = dx3 * dy4 - dx4 * dy3;\n    const crossProduct4 = dx4 * dy1 - dx1 * dy4;\n\n    return (crossProduct1 > 0 && crossProduct2 > 0 && crossProduct3 > 0 && crossProduct4 > 0) ||\n        (crossProduct1 < 0 && crossProduct2 < 0 && crossProduct3 < 0 && crossProduct4 < 0);\n}\n\nfunction constrainCoordinates(coords: [number, number]): [number, number] {\n    return [coords[0], Math.min(Math.max(coords[1], -MAX_MERCATOR_LATITUDE), MAX_MERCATOR_LATITUDE)];\n}\n\nfunction constrain(coords: Coordinates): Coordinates {\n    return [\n        constrainCoordinates(coords[0]),\n        constrainCoordinates(coords[1]),\n        constrainCoordinates(coords[2]),\n        constrainCoordinates(coords[3])];\n}\n\nfunction calculateMinAndSize(coords: Coordinates) {\n    let minX = coords[0][0];\n    let maxX = minX;\n    let minY = coords[0][1];\n    let maxY = minY;\n\n    for (let i = 1; i < coords.length; i++) {\n        if (coords[i][0] < minX) {\n            minX = coords[i][0];\n        } else if (coords[i][0] > maxX) {\n            maxX = coords[i][0];\n        }\n        if (coords[i][1] < minY) {\n            minY = coords[i][1];\n        } else if (coords[i][1] > maxY) {\n            maxY = coords[i][1];\n        }\n    }\n    return [minX, minY, maxX - minX, maxY - minY];\n}\n\nfunction calculateMinAndSizeForPoints(coords: ProjectedPoint[]) {\n    let minX = coords[0].x;\n    let maxX = minX;\n    let minY = coords[0].y;\n    let maxY = minY;\n\n    for (let i = 1; i < coords.length; i++) {\n        if (coords[i].x < minX) {\n            minX = coords[i].x;\n        } else if (coords[i].x > maxX) {\n            maxX = coords[i].x;\n        }\n        if (coords[i].y < minY) {\n            minY = coords[i].y;\n        } else if (coords[i].y > maxY) {\n            maxY = coords[i].y;\n        }\n    }\n    return [minX, minY, maxX - minX, maxY - minY];\n}\n\nfunction sortTriangles(centerLatitudes: number[], indices: TriangleIndexArray): [number[], TriangleIndexArray] {\n    const triangleCount = centerLatitudes.length;\n    assert(indices.length === triangleCount);\n\n    // Sorting triangles\n    const triangleIndexes = Array.from({length: triangleCount}, (v, i) => i);\n\n    triangleIndexes.sort((idx1: number, idx2: number) => {\n        return centerLatitudes[idx1] - centerLatitudes[idx2];\n    });\n\n    const sortedCenterLatitudes: number[] = [];\n    const sortedIndices = new TriangleIndexArray();\n\n    for (let i = 0; i < triangleIndexes.length; i++) {\n        const idx = triangleIndexes[i];\n        sortedCenterLatitudes.push(centerLatitudes[idx]);\n        const i0 = idx * 3;\n        const i1 = i0 + 1;\n        const i2 = i1 + 1;\n        sortedIndices.emplaceBack(indices.uint16[i0], indices.uint16[i1], indices.uint16[i2]);\n    }\n\n    return [sortedCenterLatitudes, sortedIndices];\n}\n\n/**\n * A data source containing an image.\n * See the [Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/#sources-image) for detailed documentation of options.\n *\n * @example\n * // add to map\n * map.addSource('some id', {\n *     type: 'image',\n *     url: 'https://www.mapbox.com/images/foo.png',\n *     coordinates: [\n *         [-76.54, 39.18],\n *         [-76.52, 39.18],\n *         [-76.52, 39.17],\n *         [-76.54, 39.17]\n *     ]\n * });\n *\n * // update coordinates\n * const mySource = map.getSource('some id');\n * mySource.setCoordinates([\n *     [-76.54335737228394, 39.18579907229748],\n *     [-76.52803659439087, 39.1838364847587],\n *     [-76.5295386314392, 39.17683392507606],\n *     [-76.54520273208618, 39.17876344106642]\n * ]);\n *\n * // update url and coordinates simultaneously\n * mySource.updateImage({\n *     url: 'https://www.mapbox.com/images/bar.png',\n *     coordinates: [\n *         [-76.54335737228394, 39.18579907229748],\n *         [-76.52803659439087, 39.1838364847587],\n *         [-76.5295386314392, 39.17683392507606],\n *         [-76.54520273208618, 39.17876344106642]\n *     ]\n * });\n *\n * map.removeSource('some id');  // remove\n * @see [Example: Add an image](https://www.mapbox.com/mapbox-gl-js/example/image-on-a-map/)\n * @see [Example: Animate a series of images](https://www.mapbox.com/mapbox-gl-js/example/animate-images/)\n */\nclass ImageSource<T = 'image'> extends Evented<SourceEvents> implements ISource<T> {\n    type: T;\n    id: string;\n    scope!: string;\n    minzoom: number;\n    maxzoom: number;\n    tileSize: number;\n    url: string | null | undefined;\n    width!: number;\n    height!: number;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    roundZoom: boolean | undefined;\n    reparseOverscaled: boolean | undefined;\n    attribution: string | undefined;\n    // eslint-disable-next-line camelcase\n    mapbox_logo: boolean | undefined;\n    vectorLayers?: never;\n    vectorLayerIds?: never;\n    rasterLayers?: never;\n    rasterLayerIds?: never;\n\n    coordinates: Coordinates;\n    tiles: {\n        [_: string]: Tile;\n    };\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    options: any;\n    dispatcher: Dispatcher;\n    map!: Map;\n    texture!: Texture | UserManagedTexture | null;\n    image!: ImageBitmap | ImageData;\n    tileID?: CanonicalTileID;\n    onNorthPole: boolean;\n    onSouthPole: boolean;\n    _unsupportedCoords!: boolean;\n    _boundsArray: RasterBoundsArray | null | undefined;\n    boundsBuffer: VertexBuffer | null | undefined;\n    boundsSegments: SegmentVector | null | undefined;\n    elevatedGlobeVertexBuffer: VertexBuffer | null | undefined;\n    elevatedGlobeIndexBuffer: IndexBuffer | null | undefined;\n    elevatedGlobeSegments: SegmentVector | null | undefined;\n    elevatedGlobeTrianglesCenterLongitudes: number[] | null | undefined;\n    maxLongitudeTriangleSize!: number;\n    elevatedGlobeGridMatrix: Float32Array | null | undefined;\n    _loaded: boolean;\n    _dirty: boolean;\n    _imageRequest: AbortController | null | undefined;\n    perspectiveTransform!: [number, number];\n    elevatedGlobePerspectiveTransform!: [number, number];\n\n    reload: undefined;\n    abortTile: undefined;\n    unloadTile: undefined;\n    hasTile: undefined;\n    afterUpdate: undefined;\n\n    /**\n     * @private\n     */\n    constructor(id: string, options: ImageSourceSpecification | VideoSourceSpecification | CanvasSourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n        this.id = id;\n        this.dispatcher = dispatcher;\n        this.coordinates = options.coordinates;\n\n        this.type = 'image' as T;\n        this.minzoom = 0;\n        this.maxzoom = 22;\n        this.tileSize = 512;\n        this.tiles = {};\n        this._loaded = false;\n        this.onNorthPole = false;\n        this.onSouthPole = false;\n\n        this.setEventedParent(eventedParent);\n\n        this.options = options;\n        this._dirty = false;\n    }\n\n    async load(newCoordinates?: Coordinates, loaded?: boolean) {\n        this._loaded = loaded || false;\n        this.fire(new Event('dataloading', {dataType: 'source'}));\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n        this.url = this.options.url;\n        if (!this.url) {\n            if (newCoordinates) {\n                this.coordinates = newCoordinates;\n            }\n            this._loaded = true;\n            this._finishLoading();\n            return;\n        }\n\n        const controller = new AbortController();\n        this._imageRequest = controller;\n        try {\n            const request = await this.map._requestManager.transformRequest(this.url, ResourceType.Image, controller.signal);\n            const {data} = await getImage(request, controller.signal);\n            this._imageRequest = null;\n            this._loaded = true;\n            this.image = data;\n            this._dirty = true;\n            this.width = this.image.width;\n            this.height = this.image.height;\n            if (newCoordinates) {\n                this.coordinates = newCoordinates;\n            }\n            this._finishLoading();\n        } catch (err) {\n            // Swallow only our own cancellation; a late settle must not resurrect state after\n            // updateImage/onRemove moved on. Other errors must surface.\n            if (controller.signal.aborted) return;\n            this._imageRequest = null;\n            this._loaded = true;\n            this.fire(new ErrorEvent(err as Error));\n        }\n    }\n\n    loaded(): boolean {\n        return this._loaded;\n    }\n\n    /**\n     * Updates the image URL and, optionally, the coordinates. To avoid having the image flash after changing,\n     * set the `raster-fade-duration` paint property on the raster layer to 0.\n     *\n     * @param {Object} options Options object.\n     * @param {string} [options.url] Required image URL.\n     * @param {Array<Array<number>>} [options.coordinates] Four geographical coordinates,\n     * represented as arrays of longitude and latitude numbers, which define the corners of the image.\n     * The coordinates start at the top left corner of the image and proceed in clockwise order.\n     * They do not have to represent a rectangle.\n     * @returns {ImageSource} Returns itself to allow for method chaining.\n     * @example\n     * // Add to an image source to the map with some initial URL and coordinates\n     * map.addSource('image_source_id', {\n     *     type: 'image',\n     *     url: 'https://www.mapbox.com/images/foo.png',\n     *     coordinates: [\n     *         [-76.54, 39.18],\n     *         [-76.52, 39.18],\n     *         [-76.52, 39.17],\n     *         [-76.54, 39.17]\n     *     ]\n     * });\n     * // Then update the image URL and coordinates\n     * imageSource.updateImage({\n     *     url: 'https://www.mapbox.com/images/bar.png',\n     *     coordinates: [\n     *         [-76.5433, 39.1857],\n     *         [-76.5280, 39.1838],\n     *         [-76.5295, 39.1768],\n     *         [-76.5452, 39.1787]\n     *     ]\n     * });\n     */\n    updateImage(\n        options: {\n            url: string;\n            coordinates?: Coordinates;\n        },\n    ): this {\n        if (!options.url) {\n            return this;\n        }\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (this._imageRequest && options.url !== this.options.url) {\n            this._imageRequest.abort();\n            this._imageRequest = null;\n        }\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        this.options.url = options.url;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.load(options.coordinates, this._loaded);\n        return this;\n    }\n\n    setTexture(texture: ImageSourceTexture): this {\n        if (!(texture.handle instanceof WebGLTexture)) {\n            throw new Error(`The provided handle is not a WebGLTexture instance`);\n        }\n        const context = this.map.painter.context;\n        this.texture = new UserManagedTexture(context, texture.handle);\n        this.width = texture.dimensions[0];\n        this.height = texture.dimensions[1];\n        this._dirty = false;\n        this._loaded = true;\n        this._finishLoading();\n        return this;\n    }\n\n    _finishLoading() {\n        if (this.map) {\n            this.setCoordinates(this.coordinates);\n            this.fire(new Event('data', {dataType: 'source', sourceDataType: 'metadata'}));\n        }\n    }\n\n    onAdd(map: Map) {\n        this.map = map;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.load();\n    }\n\n    onRemove(_: Map) {\n        if (this._imageRequest) {\n            this._imageRequest.abort();\n            this._imageRequest = null;\n        }\n        if (this.texture && !(this.texture instanceof UserManagedTexture)) this.texture.destroy();\n        if (this.boundsBuffer) {\n            this.boundsBuffer.destroy();\n            if (this.elevatedGlobeVertexBuffer) {\n                this.elevatedGlobeVertexBuffer.destroy();\n            }\n            if (this.elevatedGlobeIndexBuffer) {\n                this.elevatedGlobeIndexBuffer.destroy();\n            }\n        }\n    }\n\n    /**\n     * Sets the image's coordinates and re-renders the map.\n     *\n     * @param {Array<Array<number>>} coordinates Four geographical coordinates,\n     * represented as arrays of longitude and latitude numbers, which define the corners of the image.\n     * The coordinates start at the top left corner of the image and proceed in clockwise order.\n     * They do not have to represent a rectangle.\n     * @returns {ImageSource} Returns itself to allow for method chaining.\n     * @example\n     * // Add an image source to the map with some initial coordinates\n     * map.addSource('image_source_id', {\n     *     type: 'image',\n     *     url: 'https://www.mapbox.com/images/foo.png',\n     *     coordinates: [\n     *         [-76.54, 39.18],\n     *         [-76.52, 39.18],\n     *         [-76.52, 39.17],\n     *         [-76.54, 39.17]\n     *     ]\n     * });\n     * // Then update the image coordinates\n     * imageSource.setCoordinates([\n     *     [-76.5433, 39.1857],\n     *     [-76.5280, 39.1838],\n     *     [-76.5295, 39.1768],\n     *     [-76.5452, 39.1787]\n     * ]);\n     */\n    setCoordinates(coordinates: Coordinates): this {\n        this.coordinates = coordinates;\n        this._boundsArray = undefined;\n        this._unsupportedCoords = false;\n\n        if (!coordinates.length) {\n            assert(false);\n            return this;\n        }\n        this.onNorthPole = false;\n        this.onSouthPole = false;\n        let minLat = coordinates[0][1];\n        let maxLat = coordinates[0][1];\n        for (const coord of coordinates) {\n            if (coord[1] > maxLat) {\n                maxLat = coord[1];\n            }\n            if (coord[1] < minLat) {\n                minLat = coord[1];\n            }\n        }\n        const midLat = (maxLat + minLat) / 2.0;\n        if (midLat > MAX_MERCATOR_LATITUDE) {\n            this.onNorthPole = true;\n        } else if (midLat < -MAX_MERCATOR_LATITUDE) {\n            this.onSouthPole = true;\n        }\n\n        if (!this.onNorthPole && !this.onSouthPole) {\n            // Calculate which mercator tile is suitable for rendering the video in\n            // and create a buffer with the corner coordinates. These coordinates\n            // may be outside the tile, because raster tiles aren't clipped when rendering.\n\n            // transform the geo coordinates into (zoom 0) tile space coordinates\n            const cornerCoords = coordinates.map(MercatorCoordinate.fromLngLat);\n\n            // Compute the coordinates of the tile we'll use to hold this image's\n            // render data\n            this.tileID = getCoordinatesCenterTileID(cornerCoords);\n\n            // Constrain min/max zoom to our tile's zoom level in order to force\n            // SourceCache to request this tile (no matter what the map's zoom\n            // level)\n            this.minzoom = this.maxzoom = this.tileID.z;\n        }\n\n        this.fire(new Event('data', {dataType: 'source', sourceDataType: 'content'}));\n        return this;\n    }\n\n    _clear() {\n        if (this.texture && !(this.texture instanceof UserManagedTexture)) {\n            this.texture.destroy();\n            this._dirty = true;\n        }\n        this.texture = null;\n        this._boundsArray = undefined;\n        this._unsupportedCoords = false;\n    }\n\n    _prepareData(context: Context) {\n        for (const w in this.tiles) {\n            const tile = this.tiles[w];\n            if (tile.state !== 'loaded') {\n                tile.state = 'loaded';\n                tile.texture = this.texture;\n            }\n        }\n\n        if (this._boundsArray || this.onNorthPole || this.onSouthPole || this._unsupportedCoords) return;\n\n        const globalTileTr = tileTransform(new CanonicalTileID(0, 0, 0), this.map.transform.projection);\n\n        const globalTileCoords: [ProjectedPoint, ProjectedPoint, ProjectedPoint, ProjectedPoint] = [\n            globalTileTr.projection.project(this.coordinates[0][0], this.coordinates[0][1]),\n            globalTileTr.projection.project(this.coordinates[1][0], this.coordinates[1][1]),\n            globalTileTr.projection.project(this.coordinates[2][0], this.coordinates[2][1]),\n            globalTileTr.projection.project(this.coordinates[3][0], this.coordinates[3][1])\n        ];\n\n        if (!isConvex(globalTileCoords)) {\n            console.warn('Image source coordinates are defining non-convex area in the Mercator projection');\n            this._unsupportedCoords = true;\n            return;\n        }\n\n        const tileTr = tileTransform(this.tileID, this.map.transform.projection);\n\n        // Transform the corner coordinates into the coordinate space of our tile.\n        const [tl, tr, br, bl] = this.coordinates.map((coord) => {\n            const projectedCoord = tileTr.projection.project(coord[0], coord[1]);\n            return getTilePoint(tileTr, projectedCoord)._round();\n        });\n\n        this.perspectiveTransform = getPerspectiveTransform(tl.x, tl.y, tr.x, tr.y, br.x, br.y, bl.x, bl.y);\n\n        const boundsArray = this._boundsArray = new RasterBoundsArray();\n        boundsArray.emplaceBack(tl.x, tl.y, 0, 0);\n        boundsArray.emplaceBack(tr.x, tr.y, EXTENT, 0);\n        boundsArray.emplaceBack(bl.x, bl.y, 0, EXTENT);\n        boundsArray.emplaceBack(br.x, br.y, EXTENT, EXTENT);\n\n        if (this.boundsBuffer) {\n            this.boundsBuffer.destroy();\n            if (this.elevatedGlobeVertexBuffer) {\n                this.elevatedGlobeVertexBuffer.destroy();\n            }\n            if (this.elevatedGlobeIndexBuffer) {\n                this.elevatedGlobeIndexBuffer.destroy();\n            }\n        }\n        this.boundsBuffer = context.createVertexBuffer(boundsArray, boundsAttributes.members);\n        this.boundsSegments = SegmentVector.simpleSegment(0, 0, 4, 2);\n\n        // Creating a mesh for elevated rasters in the globe projection.\n        // We want to follow the curve of the globe, but on the same time we can't use and transform\n        // grid buffers from globeSharedBuffers for several reasons:\n        //   * our mesh in the Mercator projection is non-rectangular (for example, can be rotated),\n        //     and the latitude has non-linear dependency from tile y coordinate, so we can't restore\n        //     lat/lon just by multiplying a grid matrix and a vertex;\n        //   * it has limited precision (neighbour points differ only by 1);\n        //   * we also want to store UV coordinates as attributes.\n        // Grid coordinates go from 0 to EXTENT and contain transformed longitude/latitude,\n        // but the grid itself is linear in tile cooridinates, cause we want to get just the same result as with\n        // draped rasters.\n        // We calculate UV using matrix for perspective projection for all vertices and also correct UV interpolation\n        // inside a triangle in shader.\n        // During a transition from the Globe projection to the Mercator projection some triangles becomes stretched.\n        // In order to detect and skip these triangles we sort them by their middle longitude.\n        // We also calculate the maximum longitude size for triangles, and during rendering we find which triangles\n        // are close to the vertical line on the other side of the Globe and skip them - during rendering we can have\n        // two draw calls instead of one (draw all before the gap and after) or just one (dropped triangles are at\n        // the beginning and at the end of our array).\n\n        const cellCount = GLOBE_VERTEX_GRID_SIZE;\n        const lineSize = cellCount + 1;\n        const linesCount = cellCount + 1;\n        const vertexCount = lineSize * linesCount;\n        const triangleCount = cellCount * cellCount * 2;\n        const verticesLongitudes = [];\n        const constrainedCoordinates = constrain(this.coordinates);\n        const [minLng, minLat, lngDiff, latDiff] = calculateMinAndSize(constrainedCoordinates);\n\n        // Vertices\n        {\n            const elevatedGlobeVertexArray = new RasterBoundsArray();\n\n            const [minX, minY, dx, dy] = calculateMinAndSizeForPoints(globalTileCoords);\n\n            const transformToImagePoint = (coord: ProjectedPoint) => {\n                return [(coord.x - minX) / dx, (coord.y - minY) / dy];\n            };\n            const [p0, p1, p2, p3] = globalTileCoords.map(transformToImagePoint);\n            const toUV = getTileToTextureTransformMatrix(p0[0], p0[1], p1[0], p1[1], p2[0], p2[1], p3[0], p3[1]);\n            this.elevatedGlobePerspectiveTransform = getPerspectiveTransform(p0[0], p0[1], p1[0], p1[1], p2[0], p2[1], p3[0], p3[1]);\n\n            const addVertex = (point: LngLat, tilePoint: ProjectedPoint) => {\n                verticesLongitudes.push(point.lng);\n                const x = Math.round((point.lng - minLng) / lngDiff * EXTENT);\n                const y = Math.round((point.lat - minLat) / latDiff * EXTENT);\n                const imagePoint = transformToImagePoint(tilePoint);\n                const uv = vec3.transformMat3([], [imagePoint[0], imagePoint[1], 1], toUV);\n                const u = Math.round(uv[0] / uv[2] * EXTENT);\n                const v = Math.round(uv[1] / uv[2] * EXTENT);\n                elevatedGlobeVertexArray.emplaceBack(x, y, u, v);\n            };\n\n            const leftDx = globalTileCoords[3].x - globalTileCoords[0].x;\n            const leftDy = globalTileCoords[3].y - globalTileCoords[0].y;\n            const rightDx = globalTileCoords[2].x - globalTileCoords[1].x;\n            const rightDy = globalTileCoords[2].y - globalTileCoords[1].y;\n\n            for (let i = 0; i < linesCount; i++) {\n                const linesPart = i / cellCount;\n                const startLinePoint = [globalTileCoords[0].x + linesPart * leftDx, globalTileCoords[0].y + linesPart * leftDy];\n                const endLinePoint = [globalTileCoords[1].x + linesPart * rightDx, globalTileCoords[1].y + linesPart * rightDy];\n                const lineDx = endLinePoint[0] - startLinePoint[0];\n                const lineDy = endLinePoint[1] - startLinePoint[1];\n\n                for (let j = 0; j < lineSize; j++) {\n                    const linePart = j / cellCount;\n                    const point = {x: startLinePoint[0] + lineDx * linePart, y: startLinePoint[1] + lineDy * linePart, z: 0};\n                    addVertex(globalTileTr.projection.unproject(point.x, point.y), point);\n                }\n            }\n\n            this.elevatedGlobeVertexBuffer = context.createVertexBuffer(elevatedGlobeVertexArray, boundsAttributes.members);\n        }\n\n        // Indices\n        {\n            this.maxLongitudeTriangleSize = 0;\n            let elevatedGlobeTrianglesCenterLongitudes: number[] | null | undefined = [];\n\n            let indices = new TriangleIndexArray();\n\n            const processTriangle = (i0: number, i1: number, i2: number) => {\n                indices.emplaceBack(i0, i1, i2);\n\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const l0 = verticesLongitudes[i0];\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const l1 = verticesLongitudes[i1];\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const l2 = verticesLongitudes[i2];\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const minLongitude = Math.min(Math.min(l0, l1), l2);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const maxLongitude = Math.max(Math.max(l0, l1), l2);\n                const diff = maxLongitude - minLongitude;\n                if (diff > this.maxLongitudeTriangleSize) {\n                    this.maxLongitudeTriangleSize = diff;\n                }\n                elevatedGlobeTrianglesCenterLongitudes.push(minLongitude + diff / 2.);\n            };\n\n            for (let i = 0; i < cellCount; i++) {\n                for (let j = 0; j < cellCount; j++) {\n                    // Making indexes the way that after transforming to the Globe projection triangles\n                    // on our side will be rotated clockwise.\n                    // lon\n                    //  ^\n                    //  | 2  3\n                    //  | 0  1\n                    //  +------> lat\n                    const i0 = i * lineSize + j;\n                    const i1 = i0 + 1;\n                    const i2 = i0 + lineSize;\n                    const i3 = i2 + 1;\n                    processTriangle(i0, i2, i1);\n                    processTriangle(i1, i2, i3);\n                }\n            }\n\n            [elevatedGlobeTrianglesCenterLongitudes, indices] = sortTriangles(elevatedGlobeTrianglesCenterLongitudes, indices);\n\n            this.elevatedGlobeTrianglesCenterLongitudes = elevatedGlobeTrianglesCenterLongitudes;\n            this.elevatedGlobeIndexBuffer = context.createIndexBuffer(indices);\n        }\n\n        this.elevatedGlobeSegments = SegmentVector.simpleSegment(0, 0, vertexCount, triangleCount);\n        this.elevatedGlobeGridMatrix = new Float32Array([0, lngDiff / EXTENT, 0, latDiff / EXTENT, 0, 0, minLat, minLng, 0]);\n    }\n\n    prepare() {\n        const hasTiles = Object.keys(this.tiles).length !== 0;\n        if (this.tileID && !hasTiles) return;\n\n        const context = this.map.painter.context;\n        const gl = context.gl;\n\n        if (this._dirty && !(this.texture instanceof UserManagedTexture)) {\n            if (!this.texture) {\n                this.texture = new Texture(context, this.image, gl.RGBA8);\n                this.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            } else {\n                this.texture.update(this.image);\n            }\n            this._dirty = false;\n        }\n\n        if (!hasTiles) return;\n        this._prepareData(context);\n    }\n\n    loadTile(tile: Tile, callback: Callback<undefined>) {\n        // We have a single tile -- whoose coordinates are this.tileID -- that\n        // covers the image we want to render.  If that's the one being\n        // requested, set it up with the image; otherwise, mark the tile as\n        // `errored` to indicate that we have no data for it.\n        // If the world wraps, we may have multiple \"wrapped\" copies of the\n        // single tile.\n        if (this.tileID && this.tileID.equals(tile.tileID.canonical)) {\n            this.tiles[String(tile.tileID.wrap)] = tile;\n            tile.buckets = {};\n            callback(null);\n        } else {\n            tile.state = 'errored';\n            callback(null);\n        }\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    serialize(): any {\n        return {\n            type: 'image',\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            url: this.options.url,\n            coordinates: this.coordinates\n        };\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n\n    getSegmentsForLongitude(longitude: number): SegmentVector | null | undefined {\n        const segments = this.elevatedGlobeSegments;\n        if (!this.elevatedGlobeTrianglesCenterLongitudes || !segments) {\n            return null;\n        }\n        const longitudes = this.elevatedGlobeTrianglesCenterLongitudes;\n        assert(longitudes.length !== 0);\n\n        // Normalizing longitude so that abs(normalizedLongitude - desiredLongitude) <= 180\n        const normalizeLongitudeTo = (longitude: number, desiredLongitude: number) => {\n            const diff = Math.round((desiredLongitude - longitude) / 360.0);\n            return longitude + diff * 360.0;\n        };\n\n        let gapLongitude = normalizeLongitudeTo(longitude + 180.0, longitudes[0]);\n        const ret = new SegmentVector();\n\n        const addTriangleRange = (triangleOffset: number, triangleCount: number) => {\n            ret.segments.push(\n                {\n                    vertexOffset: 0,\n                    primitiveOffset: triangleOffset,\n                    vertexLength: segments.segments[0].vertexLength,\n                    primitiveLength: triangleCount,\n                    sortKey: undefined,\n                    vaos: {}\n                });\n        };\n\n        // +0.01 - just to be sure that we don't draw \"bad\" triangles because of calculation errors\n        const distanceToDrop = 0.51 * this.maxLongitudeTriangleSize;\n        assert(distanceToDrop > 0);\n        assert(distanceToDrop < 180.0);\n\n        if (Math.abs(longitudes[0] - gapLongitude) <= distanceToDrop) {\n            const minIdx = upperBound(longitudes, 0, longitudes.length, gapLongitude + distanceToDrop);\n            if (minIdx === longitudes.length) {\n                // Rotated 90 degrees, and one side is almost zero?\n                return ret;\n            }\n            const maxIdx = lowerBound(longitudes, minIdx + 1, longitudes.length, gapLongitude + 360.0 - distanceToDrop);\n            const count = maxIdx - minIdx;\n            addTriangleRange(minIdx, count);\n            return ret;\n        }\n\n        if (gapLongitude < longitudes[0]) {\n            gapLongitude += 360.0;\n        }\n\n        // Looking for the range inside or in the end of our triangles array to skip\n        const minIdx = lowerBound(longitudes, 0, longitudes.length, gapLongitude - distanceToDrop);\n        if (minIdx === longitudes.length) {\n            // Skip nothing\n            addTriangleRange(0, longitudes.length);\n            return ret;\n        }\n\n        addTriangleRange(0, minIdx - 0);\n\n        const maxIdx = upperBound(longitudes, minIdx + 1, longitudes.length, gapLongitude + distanceToDrop);\n        if (maxIdx !== longitudes.length) {\n            addTriangleRange(maxIdx, longitudes.length - maxIdx);\n        }\n\n        return ret;\n    }\n}\n\n/**\n * Given a list of coordinates, get their center as a coordinate.\n *\n * @returns centerpoint\n * @private\n */\nexport function getCoordinatesCenterTileID(coords: Array<MercatorCoordinate>): CanonicalTileID {\n    let minX = Infinity;\n    let minY = Infinity;\n    let maxX = -Infinity;\n    let maxY = -Infinity;\n\n    for (const coord of coords) {\n        minX = Math.min(minX, coord.x);\n        minY = Math.min(minY, coord.y);\n        maxX = Math.max(maxX, coord.x);\n        maxY = Math.max(maxY, coord.y);\n    }\n\n    const dx = maxX - minX;\n    const dy = maxY - minY;\n    const dMax = Math.max(dx, dy);\n    const zoom = Math.max(0, Math.floor(-Math.log2(dMax)));\n    const tilesAtZoom = Math.pow(2, zoom);\n\n    let x = Math.floor((minX + maxX) / 2 * tilesAtZoom);\n    if (x > 1) {\n        x -= 1;\n    }\n\n    return new CanonicalTileID(\n            zoom,\n            x,\n            Math.floor((minY + maxY) / 2 * tilesAtZoom));\n}\n\nexport default ImageSource;\n","import {bindAll} from '../util/util';\nimport vector from '../source/vector_tile_source';\nimport raster from '../source/raster_tile_source';\nimport rasterDem from '../source/raster_dem_tile_source';\nimport geojson from '../source/geojson_source';\nimport video from '../source/video_source';\nimport image from '../source/image_source';\nimport canvas from '../source/canvas_source';\nimport custom from '../source/custom_source';\n\nimport type {CanonicalTileID, OverscaledTileID} from './tile_id';\nimport type Tile from './tile';\nimport type Dispatcher from '../util/dispatcher';\nimport type {Map} from '../ui/map';\nimport type {Class} from '../types/class';\nimport type {Source} from './source_types';\nimport type {Evented} from '../util/evented';\nimport type {Callback} from '../types/callback';\nimport type {MapEvents} from '../ui/events';\nimport type {SourceSpecification} from '../style-spec/types';\nimport type {CustomSourceInterface} from '../source/custom_source';\nimport type {CanvasSourceSpecification} from '../source/canvas_source';\n\nexport type {Source};\n\nexport type SourceEvents = Pick<MapEvents, 'data' | 'dataloading' | 'error'>;\n\nexport type SourceRasterLayer = {\n    id: string;\n    maxzoom?: number;\n    minzoom?: number;\n    fields?: {\n        bands?: Array<string | number>;\n        range?: [number, number];\n    };\n};\n\nexport type SourceVectorLayer = {\n    id: string;\n    source?: string;\n    maxzoom?: number;\n    minzoom?: number;\n};\n\n/**\n * The `Source` interface must be implemented by each source type, including \"core\" types like `vector`, `raster`,\n * or `video`) and all custom, third-party types.\n *\n * @private\n *\n * @param {string} id The id for the source. Must not be used by any existing source.\n * @param {Object} options Source options, specific to the source type (except for `options.type`, which is always\n * required).\n * @param {string} options.type The source type.\n * @param {Dispatcher} dispatcher A {@link Dispatcher} instance, which can be used to send messages to the workers.\n *\n * @fires Map.event:data Fires `data` with `{dataType: 'source', sourceDataType: 'metadata'}`\n * to indicate that any necessary metadata has been loaded so that it's okay to call `loadTile`;\n * fires `data` with `{dataType: 'source', sourceDataType: 'content'}`\n * to indicate that the source data has changed, so that any current caches should be flushed.\n * @property {string} id The id for the source.  Must match the id passed to the constructor.\n * @property {number} minzoom\n * @property {number} maxzoom\n * @property {boolean} isTileClipped `false` if tiles can be drawn outside their boundaries, `true` if they cannot.\n * @property {boolean} reparseOverscaled `true` if tiles should be sent back to the worker for each overzoomed zoom\n * level, `false` if not.\n * @property {boolean} roundZoom `true` if zoom levels are rounded to the nearest integer in the source data, `false`\n * if they are floor-ed to the nearest integer.\n */\nexport interface ISource<T = Source['type']> extends Evented<SourceEvents> {\n    readonly type: T;\n    id: string;\n    scope: string;\n    minzoom: number;\n    maxzoom: number;\n    tileSize: number;\n    attribution?: string;\n    roundZoom?: boolean;\n    isTileClipped?: boolean;\n    mapbox_logo?: boolean;\n    tileID?: CanonicalTileID;\n    reparseOverscaled?: boolean;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    language?: string;\n    worldview?: string;\n    readonly usedInConflation?: boolean;\n    vectorLayers?: Array<SourceVectorLayer>;\n    vectorLayerIds?: Array<string>;\n    rasterLayers?: Array<SourceRasterLayer>;\n    rasterLayerIds?: Array<string>;\n    readonly hasTransition: () => boolean;\n    readonly loaded: () => boolean;\n    readonly onAdd?: (map: Map) => void;\n    readonly onRemove?: (map: Map) => void;\n    readonly loadTile: (tile: Tile, callback: Callback<unknown>) => void;\n    readonly hasTile?: (tileID: OverscaledTileID) => boolean;\n    readonly abortTile?: (tile: Tile, callback?: Callback<unknown>) => void;\n    readonly unloadTile?: (tile: Tile, callback?: Callback<unknown>) => void;\n    readonly reload?: () => void;\n    /**\n     * @returns A plain (stringifiable) JS object representing the current state of the source.\n     * Creating a source using the returned object as the `options` should result in a Source that is\n     * equivalent to this one.\n     * @private\n     */\n    readonly serialize: () => SourceSpecification | {type: 'custom', [key: string]: unknown};\n    readonly prepare?: () => void;\n    readonly afterUpdate?: () => void;\n    readonly _clear?: () => void;\n}\n\nconst sourceTypes: Partial<Record<Source['type'], Class<ISource>>> = {\n    vector,\n    raster,\n    'raster-dem': rasterDem,\n    geojson,\n    video,\n    image,\n    canvas,\n    custom\n};\n\nexport type SourceType = Source['type'];\n\n/*\n * Creates a tiled data source instance given an options object.\n *\n * @param id\n * @param {Object} source A source definition object compliant with\n * [`mapbox-gl-style-spec`](https://www.mapbox.com/mapbox-gl-style-spec/#sources).\n * @param {Dispatcher} dispatcher\n * @returns {Source}\n */\nexport const create = function (\n    id: string,\n    specification: SourceSpecification | CanvasSourceSpecification | CustomSourceInterface<unknown>,\n    dispatcher: Dispatcher,\n    eventedParent: Evented,\n): Source {\n    const SourceType = getType(specification.type);\n    if (!SourceType) {\n        throw new Error(`Unknown source type \"${specification.type}\"`);\n    }\n\n    const source = new SourceType(id, specification, dispatcher, eventedParent) as Source;\n\n    if (source.id !== id) {\n        throw new Error(`Expected Source id to be ${id} instead of ${source.id}`);\n    }\n\n    bindAll(['load', 'abort', 'unload', 'serialize', 'prepare'], source);\n    return source;\n};\n\nexport const getType = function (name: string): Class<ISource> | undefined {\n    return Object.hasOwn(sourceTypes, name) ? sourceTypes[name as Source['type']] : undefined;\n};\n\nexport const setType = function (name: string, type: Class<ISource>) {\n    sourceTypes[name as Source['type']] = type;\n};\n","import {Event, ErrorEvent, Evented} from '../util/evented';\nimport {parseExpiryData, pick} from '../util/util';\nimport loadTileJSON, {parseTileJSONRequest} from './load_tilejson';\nimport {postTurnstileEvent} from '../util/mapbox';\nimport TileBounds from './tile_bounds';\nimport {ResourceType} from '../util/ajax';\nimport browser from '../util/browser';\nimport {cacheEntryPossiblyAdded} from '../util/tile_request_cache';\nimport {DedupedRequest, loadVectorTile} from './load_vector_tile';\nimport {makeFQID} from '../util/fqid';\nimport {isMapboxURL} from '../util/mapbox_url';\nimport {resolveTileProvider, processTileJSON} from './tile_provider';\nimport {HD, prepareHD} from '../../modules/hd_main';\nimport {terrainEnabled} from '../style/terrain';\nimport {Standard, prepareStandard} from '../../modules/standard_main';\n\nimport type {ISource, SourceEvents, SourceVectorLayer} from './source';\nimport type {OverscaledTileID} from './tile_id';\nimport type {Map} from '../ui/map';\nimport type Dispatcher from '../util/dispatcher';\nimport type Tile from './tile';\nimport type {Callback} from '../types/callback';\nimport type {Cancelable} from '../types/cancelable';\nimport type {VectorSourceSpecification, PromoteIdSpecification} from '../style-spec/types';\nimport type {TileJSON} from '../types/tilejson';\nimport type Actor from '../util/actor';\nimport type {WorkerInbox} from '../util/actor_messages';\nimport type {LoadVectorTileResult} from './load_vector_tile';\nimport type {RequestParameters} from '../util/ajax';\nimport type {WorkerSourceVectorTileRequest, WorkerSourceVectorTileResult} from './worker_source';\n\n/**\n * A source containing vector tiles in [Mapbox Vector Tile format](https://docs.mapbox.com/vector-tiles/reference/).\n * See the [Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/#vector) for detailed documentation of options.\n *\n * @example\n * map.addSource('some id', {\n *     type: 'vector',\n *     url: 'mapbox://mapbox.mapbox-streets-v8'\n * });\n *\n * @example\n * map.addSource('some id', {\n *     type: 'vector',\n *     tiles: ['https://d25uarhxywzl1j.cloudfront.net/v0.1/{z}/{x}/{y}.mvt'],\n *     minzoom: 6,\n *     maxzoom: 14\n * });\n *\n * @example\n * map.getSource('some id').setUrl(\"mapbox://mapbox.mapbox-streets-v8\");\n *\n * @example\n * map.getSource('some id').setTiles(['https://d25uarhxywzl1j.cloudfront.net/v0.1/{z}/{x}/{y}.mvt']);\n * @see [Example: Add a vector tile source](https://docs.mapbox.com/mapbox-gl-js/example/vector-source/)\n * @see [Example: Add a third party vector tile source](https://docs.mapbox.com/mapbox-gl-js/example/third-party/)\n */\nclass VectorTileSource extends Evented<SourceEvents> implements ISource<'vector'> {\n    type: 'vector';\n    provider?: string | false;\n    id: string;\n    scope!: string;\n    minzoom: number;\n    maxzoom: number;\n    url!: string;\n    scheme: string;\n    tileSize: number;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    roundZoom?: boolean;\n    attribution?: string;\n    // eslint-disable-next-line camelcase\n    mapbox_logo?: boolean;\n    promoteId?: PromoteIdSpecification | null;\n\n    _options: VectorSourceSpecification & {provider?: string | false; collectResourceTiming: boolean};\n    _collectResourceTiming: boolean;\n    dispatcher: Dispatcher;\n    map!: Map;\n    bounds?: [number, number, number, number] | null;\n    tiles!: Array<string>;\n    tileBounds?: TileBounds;\n    reparseOverscaled?: boolean;\n    isTileClipped?: boolean;\n    _tileJSONRequest?: Cancelable | null;\n    _loaded: boolean;\n    _tileWorkers: Record<string, Actor<WorkerInbox>>;\n    _deduped: DedupedRequest;\n    vectorLayers?: Array<SourceVectorLayer>;\n    vectorLayerIds?: Array<string>;\n    rasterLayers?: never;\n    rasterLayerIds?: never;\n    hasWorldviews?: boolean;\n    worldviewDefault?: string;\n    localizableLayerIds?: Set<string>;\n\n    prepare: undefined;\n    _clear: undefined;\n\n    constructor(id: string, options: VectorSourceSpecification & {provider?: string | false; collectResourceTiming: boolean}, dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n        this.id = id;\n        this.dispatcher = dispatcher;\n\n        this.type = 'vector';\n        this.provider = options.provider;\n        this.minzoom = 0;\n        this.maxzoom = 22;\n        this.scheme = 'xyz';\n        this.tileSize = 512;\n        this.reparseOverscaled = true;\n        this.isTileClipped = true;\n        this._loaded = false;\n\n        Object.assign(this, pick(options, ['url', 'scheme', 'tileSize', 'promoteId']));\n        this._options = {type: 'vector', ...options};\n\n        this._collectResourceTiming = !!options.collectResourceTiming;\n\n        if (this.tileSize !== 512) {\n            throw new Error('vector tile sources must have a tileSize of 512');\n        }\n\n        this.setEventedParent(eventedParent);\n\n        this._tileWorkers = {};\n        this._deduped = new DedupedRequest();\n    }\n\n    load(callback?: Callback<undefined>) {\n        this._loaded = false;\n        this.fire(new Event('dataloading', {dataType: 'source'}));\n        const language = Array.isArray(this.map._language) ? this.map._language.join() : this.map._language;\n        const worldview = this.map.getWorldview();\n\n        const done = (err?: Error | null, tileJSON?: TileJSON | null) => {\n            this._tileJSONRequest = null;\n            this._loaded = true;\n            if (err) {\n                if (language) console.warn(`Ensure that your requested language string is a valid BCP-47 code or list of codes. Found: ${language}`);\n                if (worldview) console.warn(`Requested worldview strings must be a valid ISO alpha-2 code. Found: ${worldview}`);\n                this.fire(new ErrorEvent(err));\n            } else if (tileJSON) {\n                this._setTileJSON(tileJSON);\n                if (HD.updateCrossSourceElevationGate && this.map.style) HD.updateCrossSourceElevationGate(this.map.style);\n                postTurnstileEvent(tileJSON.tiles, this.map._requestManager._customAccessToken);\n                // `content` is included here to prevent a race condition where `Style#updateSources` is called\n                // before the TileJSON arrives. this makes sure the tiles needed are loaded once TileJSON arrives\n                // ref: https://github.com/mapbox/mapbox-gl-js/pull/4347#discussion_r104418088\n                this.fire(new Event('data', {dataType: 'source', sourceDataType: 'metadata'}));\n                this.fire(new Event('data', {dataType: 'source', sourceDataType: 'content'}));\n            }\n            if (callback) callback(err);\n        };\n\n        this.provider = this._options.provider;\n        const tileProvider = resolveTileProvider(this._options);\n\n        if (tileProvider instanceof Error) {\n            this._loaded = true;\n            this.fire(new ErrorEvent(tileProvider));\n            if (callback) callback();\n            return;\n        }\n\n        if (this.provider && !tileProvider) {\n            this._loaded = true;\n            this.fire(new ErrorEvent(new Error(`TileProvider \"${this.provider}\" is not registered`)));\n            if (callback) callback();\n            return;\n        }\n\n        this._tileJSONRequest = tileProvider ?\n            this.loadTileJSONWithProvider(tileProvider, done) :\n            loadTileJSON(this._options, this.map._requestManager, language, worldview, done);\n    }\n\n    loadTileJSONWithProvider(tileProvider: {name: string; url: string}, callback: Callback<TileJSON>): Cancelable {\n        this.provider = tileProvider.name;\n        const controller = new AbortController();\n\n        const load = async () => {\n            const {request, options} = await parseTileJSONRequest(this._options, this.map._requestManager, controller.signal);\n            if (controller.signal.aborted) return;\n\n            const results = await this.dispatcher.send('loadTileProvider', {\n                name: tileProvider.name,\n                url: tileProvider.url,\n                source: this.id,\n                scope: this.scope,\n                type: this.type,\n                options,\n                request,\n            }, {signal: controller.signal});\n\n            if (controller.signal.aborted) return;\n\n            const tileJSON = results ? results.find((r) => r != null) : null;\n            const result = processTileJSON(this._options, tileJSON, this.map._requestManager);\n            if (result instanceof Error) {\n                callback(result);\n            } else {\n                callback(null, result);\n            }\n        };\n\n        load().catch((err: Error) => {\n            if (!controller.signal.aborted) callback(err);\n        });\n\n        return {cancel: () => controller.abort()};\n    }\n\n    _setTileJSON(tileJSON: TileJSON) {\n        Object.assign(this, tileJSON);\n\n        this.hasWorldviews = !!tileJSON.worldview_options;\n        if (tileJSON.worldview_default) {\n            this.worldviewDefault = tileJSON.worldview_default;\n        }\n\n        if (tileJSON.vector_layers) {\n            this.vectorLayers = tileJSON.vector_layers;\n            this.vectorLayerIds = [];\n            this.localizableLayerIds = new Set();\n            for (const layer of tileJSON.vector_layers) {\n                this.vectorLayerIds.push(layer.id);\n                // Check if the layer source is localizable\n                if (tileJSON.worldview && tileJSON.worldview[layer.source]) {\n                    this.localizableLayerIds.add(layer.id);\n                }\n            }\n        }\n\n        this.tileBounds = TileBounds.fromTileJSON(tileJSON);\n    }\n\n    loaded(): boolean {\n        return this._loaded;\n    }\n\n    hasTile(tileID: OverscaledTileID): boolean {\n        return !this.tileBounds || this.tileBounds.contains(tileID.canonical);\n    }\n\n    onAdd(map: Map) {\n        this.map = map;\n        this.load();\n    }\n\n    /**\n     * Reloads the source data and re-renders the map.\n     *\n     * @example\n     * map.getSource('source-id').reload();\n     */\n    reload() {\n        this.cancelTileJSONRequest();\n        const fqid = makeFQID(this.id, this.scope);\n        this.load(() => this.map.style.clearSource(fqid));\n    }\n\n    /**\n     * Sets the source `tiles` property and re-renders the map.\n     *\n     * @param {string[]} tiles An array of one or more tile source URLs, as in the TileJSON spec.\n     * @returns {VectorTileSource} Returns itself to allow for method chaining.\n     * @example\n     * map.addSource('source-id', {\n     *     type: 'vector',\n     *     tiles: ['https://some_end_point.net/{z}/{x}/{y}.mvt'],\n     *     minzoom: 6,\n     *     maxzoom: 14\n     * });\n     *\n     * // Set the endpoint associated with a vector tile source.\n     * map.getSource('source-id').setTiles(['https://another_end_point.net/{z}/{x}/{y}.mvt']);\n     */\n    setTiles(tiles: Array<string>): this {\n        this._options.tiles = tiles;\n        this.reload();\n\n        return this;\n    }\n\n    /**\n     * Sets the source `url` property and re-renders the map.\n     *\n     * @param {string} url A URL to a TileJSON resource. Supported protocols are `http:`, `https:`, and `mapbox://<Tileset ID>`.\n     * @returns {VectorTileSource} Returns itself to allow for method chaining.\n     * @example\n     * map.addSource('source-id', {\n     *     type: 'vector',\n     *     url: 'mapbox://mapbox.mapbox-streets-v7'\n     * });\n     *\n     * // Update vector tile source to a new URL endpoint\n     * map.getSource('source-id').setUrl(\"mapbox://mapbox.mapbox-streets-v8\");\n     */\n    setUrl(url: string): this {\n        this.url = url;\n        this._options.url = url;\n        this.reload();\n\n        return this;\n    }\n\n    onRemove(_: Map) {\n        this.cancelTileJSONRequest();\n    }\n\n    serialize(): VectorSourceSpecification {\n        return {...this._options};\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-misused-promises\n    async loadTile(tile: Tile, callback: Callback<WorkerSourceVectorTileResult | null>): Promise<void> {\n        const tileUrl = tile.tileID.canonical.url(this.tiles, this.scheme);\n        const url = this.map._requestManager.normalizeTileURL(tileUrl);\n\n        // Pick actor + state branch synchronously: this gates the re-entrant loadTile dedupe below.\n        const isFresh = !tile.actor || tile.state === 'expired';\n        if (!isFresh && tile.state === 'loading') {\n            // schedule tile reloading after it has been loaded\n            tile.reloadCallback = callback;\n            return;\n        }\n        if (isFresh) {\n            tile.actor = this._tileWorkers[url] = this._tileWorkers[url] || this.dispatcher.getActor();\n        }\n\n        const controller = new AbortController();\n        tile.request = controller;\n\n        try {\n            const request = await this.map._requestManager.transformRequest(url, ResourceType.Tile, controller.signal);\n            if (controller.signal.aborted) return callback(null);\n            this.dispatchTile(tile, url, tileUrl, request, controller, isFresh, callback);\n        } catch (err) {\n            if (controller.signal.aborted) return callback(null);\n            callback(err as Error);\n        }\n    }\n\n    private dispatchTile(tile: Tile, url: string, tileUrl: string, request: RequestParameters, controller: AbortController, isFresh: boolean, callback: Callback<WorkerSourceVectorTileResult>) {\n        const lutForScope = this.map.style ? this.map.style.getLut(this.scope) : null;\n        const lut = lutForScope ? {image: lutForScope.image.clone()} : null;\n\n        // Enable cross-source elevation while HD is loading so unmatched ids defer (not parse flat).\n        // Inert on non-elevation styles (no hd-road-markup buckets).\n        const crossSourceElevationActive = !!(this.map.style && this.map.style._crossSourceElevationActive);\n        const crossSourceElevationEnabled = !!(this.map.style &&\n            (crossSourceElevationActive || !HD.loaded));\n\n        const params: WorkerSourceVectorTileRequest = {\n            request,\n            data: undefined,\n            uid: tile.uid,\n            tileID: tile.tileID,\n            tileZoom: tile.tileZoom,\n            zoom: tile.tileID.overscaledZ,\n            maxZoom: this.maxzoom,\n            lut,\n            tileSize: this.tileSize * tile.tileID.overscaleFactor(),\n            type: this.type,\n            source: this.id,\n            scope: this.scope,\n            pixelRatio: browser.devicePixelRatio,\n            showCollisionBoxes: this.map.showCollisionBoxes,\n            showElevationIdDebug: this.map.painter ? this.map.painter._debugParams.showElevationIdDebug : false,\n            promoteId: this.promoteId,\n            renderSourceType: tile.renderSourceType,\n            frcCoverage: (() => {\n                const painter = this.map.painter;\n                const fadeRange = painter ? painter.frcCoverageFadeRange : null;\n                if (fadeRange == null) return null;\n                const snapshot = painter ? painter.frcCoverageSnapshot : null;\n                const mapZoom = this.map.transform.zoom;\n                const belowCoverageZoom = mapZoom < fadeRange[0];\n                const covTile = snapshot ? snapshot.getTileOrParent(tile.tileID.canonical) : null;\n                // Use ceil(fadeRange[1]) so integer endpoints (e.g. [14,15]) are handled correctly:\n                // overscaledZ=15 with max=15 should be filtered (>=), not skipped by a strict > test.\n                const aboveFadeMax = tile.tileID.overscaledZ >= Math.ceil(fadeRange[1]);\n                const frcMaskFromSnapshot = (snapshot && aboveFadeMax) ? snapshot.getFullCoverageMask(tile.tileID.canonical) : null;\n                return {\n                    frcMask: aboveFadeMax ? (frcMaskFromSnapshot ?? null) : null,\n                    resolved: belowCoverageZoom || snapshot != null,\n                    polygons: (covTile && covTile.frcMask !== 0) ? covTile.polygons : null,\n                    tileZoom: (covTile && covTile.frcMask !== 0) ? covTile.tileId.z : null,\n                    sourceLayers: painter ? painter.frcCoverageSourceLayers : ['road', 'structure'],\n                };\n            })(),\n            terrainEnabled: terrainEnabled(this.map.style, this.map.transform),\n            crossSourceElevationEnabled,\n            elevation: HD.buildElevationRequestParams ?\n                HD.buildElevationRequestParams(this.map, tile, crossSourceElevationActive) : null,\n            brightness: this.map.style ? (this.map.style.getBrightness() || 0.0) : 0.0,\n            extraShadowCaster: tile.isExtraShadowCaster,\n            tessellationStep: this.map._tessellationStep,\n            scaleFactor: this.map.getScaleFactor(),\n            worldview: this.map.getWorldview() || this.worldviewDefault,\n            indoor: this.map.getIndoorTileOptions(this.id, this.scope)\n        };\n\n        // If we request a Mapbox URL, use the `worldview` param in the WorkerTile\n        // to filter out features in the localizable layers\n        // that are not visible in the current worldview.\n        if (this.hasWorldviews && isMapboxURL(tileUrl)) {\n            params.localizableLayerIds = this.localizableLayerIds;\n        }\n\n        params.request.collectResourceTiming = this._collectResourceTiming;\n\n        if (isFresh) {\n            // if workers are not ready to receive messages yet, use the idle time to preemptively\n            // load tiles on the main thread and pass the result instead of requesting a worker to do so.\n            // Provider tiles are fetched by the provider on workers, so skip main-thread preloading.\n            if (!this.dispatcher.ready && !this.provider) {\n\n                const cancel = loadVectorTile.call({deduped: this._deduped}, params, (err?: Error | null, data?: LoadVectorTileResult | null) => {\n                    if (tile.aborted) return;\n                    if (err || !data) {\n                        done.call(this, err);\n                    } else {\n                        // the worker will skip the network request if the data is already there\n                        params.data = {\n                            rawData: data.rawData.slice(0),\n                            headers: data.headers,\n                        };\n\n                        if (tile.actor) {\n                            tile.request = tile.actor.sendCancelable('loadTile', params, {}, done.bind(this));\n                        }\n                    }\n                }, true);\n\n                // loadVectorTile uses a cancel-fn, not a signal; bridge it onto the controller so tile.request stays uniform.\n                controller.signal.addEventListener('abort', cancel, {once: true});\n\n            } else {\n\n                tile.request = tile.actor.sendCancelable('loadTile', params, {}, done.bind(this));\n            }\n\n        } else {\n            tile.request = tile.actor.sendCancelable('reloadTile', params, {}, done.bind(this));\n        }\n\n        function done(this: VectorTileSource, err?: Error | null, data?: WorkerSourceVectorTileResult | null) {\n            delete tile.request;\n\n            if (tile.aborted)\n                return callback(null);\n\n            if (err) return callback(err);\n\n            if (data && data.resourceTiming)\n                tile.resourceTiming = data.resourceTiming;\n\n            if (this.map._refreshExpiredTiles && data) tile.setExpiryData(parseExpiryData(data.headers));\n\n            // Tiles carrying HD or Standard extensions can't be deserialized until the\n            // relevant module is loaded on the main thread — unregistered classes throw\n            // on `deserializeBucket`. Gate on the loaded flags and await as needed.\n            const needsHD = data && data.containsHdExt && !HD.loaded;\n            const needsStandard = data && data.containsStandardExt && !(Standard as {loaded?: boolean}).loaded;\n            if (needsHD || needsStandard) {\n                const loads: Array<Promise<void>> = [];\n                if (needsHD) loads.push(prepareHD());\n                if (needsStandard) loads.push(prepareStandard());\n                Promise.all(loads).then(\n                    () => finishLoad.call(this),\n                    () => finishLoad.call(this),\n                );\n                return;\n            }\n            finishLoad.call(this);\n\n            function finishLoad(this: VectorTileSource) {\n                // Post-await abort check: the tile may have been cancelled while we were\n                // waiting for a module load. Silent drop matches the abort path above.\n                if (tile.aborted) return callback(null);\n                // If a required module failed to load, surface as a tile error rather\n                // than an uncaught throw from `loadVectorData`.\n                if (data && data.containsHdExt && !HD.loaded) {\n                    return callback(new Error('HD module failed to load'));\n                }\n                if (data && data.containsStandardExt && !(Standard as {loaded?: boolean}).loaded) {\n                    return callback(new Error('Standard module failed to load'));\n                }\n\n                tile.loadVectorData(data, this.map.painter);\n                cacheEntryPossiblyAdded(this.dispatcher);\n\n                callback(null, data);\n\n                if (tile.reloadCallback) {\n                    // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                    this.loadTile(tile, tile.reloadCallback);\n                    tile.reloadCallback = null;\n                }\n            }\n        }\n    }\n\n    abortTile(tile: Tile) {\n        if (tile.request) {\n            tile.request.abort();\n            delete tile.request;\n        }\n        if (tile.actor) {\n            tile.actor.notify('abortTile', {uid: tile.uid, type: this.type, source: this.id, scope: this.scope});\n        }\n    }\n\n    unloadTile(tile: Tile, _?: Callback<undefined> | null) {\n        if (tile.actor) {\n            tile.actor.notify('removeTile', {uid: tile.uid, type: this.type, source: this.id, scope: this.scope});\n        }\n        tile.destroy();\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n\n    afterUpdate() {\n        this._tileWorkers = {};\n    }\n\n    cancelTileJSONRequest() {\n        if (!this._tileJSONRequest) return;\n        this._tileJSONRequest.cancel();\n        this._tileJSONRequest = null;\n    }\n}\n\nexport default VectorTileSource;\n","import {ResourceType} from '../util/ajax';\nimport {parseExpiryData} from '../util/util';\nimport {OverscaledTileID} from './tile_id';\nimport {parseTileJSONRequest} from './load_tilejson';\nimport {processTileJSON} from './tile_provider';\nimport RasterTileSource from './raster_tile_source';\n// Import DEMData as a module with side effects to ensure\n// it's registered as a serializable class on the main thread\nimport '../data/dem_data';\n\nimport type {Evented} from '../util/evented';\nimport type Dispatcher from '../util/dispatcher';\nimport type Tile from './tile';\nimport type {Callback} from '../types/callback';\nimport type {Cancelable} from '../types/cancelable';\nimport type {RasterDEMSourceSpecification} from '../style-spec/types';\nimport type {TileJSON} from '../types/tilejson';\nimport type {WorkerSourceDEMTileRequest, WorkerSourceDEMTileResult} from './worker_source';\n\nclass RasterDEMTileSource extends RasterTileSource<'raster-dem'> {\n    encoding: 'mapbox' | 'terrarium';\n\n    constructor(id: string, options: RasterDEMSourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super(id, options, dispatcher, eventedParent);\n        this.type = 'raster-dem';\n        this.maxzoom = 22;\n        this._options = {type: 'raster-dem', ...options};\n        this.encoding = options.encoding || \"mapbox\";\n    }\n\n    override loadTileJSONWithProvider(tileProvider: {name: string; url: string}, callback: Callback<TileJSON>): Cancelable {\n        this.provider = tileProvider.name;\n        const controller = new AbortController();\n\n        const load = async () => {\n            const {request, options} = await parseTileJSONRequest(this._options, this.map._requestManager, controller.signal);\n            if (controller.signal.aborted) return;\n\n            const results = await this.dispatcher.send('loadTileProvider', {\n                name: tileProvider.name,\n                url: tileProvider.url,\n                source: this.id,\n                scope: this.scope,\n                type: this.type,\n                options,\n                request,\n            }, {signal: controller.signal});\n\n            if (controller.signal.aborted) return;\n\n            const tileJSON = results ? results.find((r) => r != null) : null;\n            const result = processTileJSON(this._options, tileJSON, this.map._requestManager);\n            if (result instanceof Error) {\n                callback(result);\n            } else {\n                callback(null, result);\n            }\n        };\n\n        load().catch((err: Error) => {\n            if (!controller.signal.aborted) callback(err);\n        });\n\n        return {cancel: () => controller.abort()};\n    }\n\n    override async loadTile(tile: Tile, callback: Callback<undefined>): Promise<void> {\n        if (tile.actor && tile.state !== 'expired') return;\n\n        const url = this.map._requestManager.normalizeTileURL(tile.tileID.canonical.url(this.tiles, this.scheme), false, this.tileSize);\n\n        // tile.actor stays synchronous so an abort/reload sees the live actor immediately.\n        tile.actor = this.dispatcher.getActor();\n        const controller = new AbortController();\n        tile.request = controller;\n\n        try {\n            const request = await this.map._requestManager.transformRequest(url, ResourceType.Tile, controller.signal);\n            if (controller.signal.aborted) return callback(null);\n\n            const params: WorkerSourceDEMTileRequest = {\n                uid: tile.uid,\n                tileID: tile.tileID,\n                source: this.id,\n                type: this.type,\n                scope: this.scope,\n                request,\n                encoding: this.encoding,\n            };\n\n            tile.request = tile.actor.sendCancelable('loadTile', params, {}, done.bind(this));\n        } catch (err) {\n            if (controller.signal.aborted) return callback(null);\n            tile.state = 'errored';\n            callback(err as Error);\n        }\n\n        function done(this: RasterDEMTileSource, err?: Error | null, result?: WorkerSourceDEMTileResult | null) {\n            delete tile.request;\n\n            if (tile.aborted) return callback(null);\n\n            if (err) {\n                tile.state = 'errored';\n                return callback(err);\n            }\n\n            if (result) {\n                if (this.map._refreshExpiredTiles) tile.setExpiryData(parseExpiryData(result.headers));\n\n                if (!result.borderReady && !tile.neighboringTiles) {\n                    tile.neighboringTiles = this._getNeighboringTiles(tile.tileID);\n                }\n\n                tile.dem = result.dem;\n                tile.dem.onDeserialize();\n                tile.needsHillshadePrepare = true;\n                tile.needsDEMTextureUpload = true;\n            }\n\n            tile.state = 'loaded';\n            callback(null);\n        }\n    }\n\n    override abortTile(tile: Tile, callback?: Callback<undefined>) {\n        if (tile.request) {\n            tile.request.abort();\n            delete tile.request;\n        }\n        if (tile.actor) {\n            tile.actor.notify('abortTile', {uid: tile.uid, type: this.type, source: this.id, scope: this.scope});\n        }\n        if (callback) callback();\n    }\n\n    _getNeighboringTiles(tileID: OverscaledTileID): {[key: number]: {backfilled: boolean}} {\n        const canonical = tileID.canonical;\n        const dim = Math.pow(2, canonical.z);\n\n        const px = (canonical.x - 1 + dim) % dim;\n        const pxw = canonical.x === 0 ? tileID.wrap - 1 : tileID.wrap;\n        const nx = (canonical.x + 1 + dim) % dim;\n        const nxw = canonical.x + 1 === dim ? tileID.wrap + 1 : tileID.wrap;\n\n        const neighboringTiles: Record<string, {backfilled: boolean}> = {};\n        // add adjacent tiles\n        neighboringTiles[new OverscaledTileID(tileID.overscaledZ, pxw, canonical.z, px, canonical.y).key] = {backfilled: false};\n        neighboringTiles[new OverscaledTileID(tileID.overscaledZ, nxw, canonical.z, nx, canonical.y).key] = {backfilled: false};\n\n        // Add upper neighboringTiles\n        if (canonical.y > 0) {\n            neighboringTiles[new OverscaledTileID(tileID.overscaledZ, pxw, canonical.z, px, canonical.y - 1).key] = {backfilled: false};\n            neighboringTiles[new OverscaledTileID(tileID.overscaledZ, tileID.wrap, canonical.z, canonical.x, canonical.y - 1).key] = {backfilled: false};\n            neighboringTiles[new OverscaledTileID(tileID.overscaledZ, nxw, canonical.z, nx, canonical.y - 1).key] = {backfilled: false};\n        }\n        // Add lower neighboringTiles\n        if (canonical.y + 1 < dim) {\n            neighboringTiles[new OverscaledTileID(tileID.overscaledZ, pxw, canonical.z, px, canonical.y + 1).key] = {backfilled: false};\n            neighboringTiles[new OverscaledTileID(tileID.overscaledZ, tileID.wrap, canonical.z, canonical.x, canonical.y + 1).key] = {backfilled: false};\n            neighboringTiles[new OverscaledTileID(tileID.overscaledZ, nxw, canonical.z, nx, canonical.y + 1).key] = {backfilled: false};\n        }\n\n        return neighboringTiles;\n    }\n}\n\nexport default RasterDEMTileSource;\n","import {Event, ErrorEvent, Evented} from '../util/evented';\nimport EXTENT from '../style-spec/data/extent';\nimport {ResourceType} from '../util/ajax';\nimport browser from '../util/browser';\nimport {makeFQID} from '../util/fqid';\nimport {HD, prepareHD} from '../../modules/hd_main';\n\nimport type {ISource, SourceEvents} from './source';\nimport type {Map as MapboxMap} from '../ui/map';\nimport type Dispatcher from '../util/dispatcher';\nimport type Tile from './tile';\nimport type Actor from '../util/actor';\nimport type {WorkerInbox} from '../util/actor_messages';\nimport type {Callback} from '../types/callback';\nimport type {RequestParameters} from '../util/ajax';\nimport type {MapSourceDataEvent} from '../ui/events';\nimport type {GeoJSONWorkerOptions} from './geojson_worker_source';\nimport type {GeoJSONSourceSpecification, PromoteIdSpecification} from '../style-spec/types';\nimport type {WorkerSourceVectorTileRequest, WorkerSourceVectorTileResult} from './worker_source';\n\nexport type LoadGeoJSONRequest = GeoJSONWorkerOptions & {\n    data?: string;\n    scope?: string;\n    append?: boolean;\n    request?: RequestParameters;\n};\n\n/**\n * A source containing GeoJSON.\n * See the [Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/#sources-geojson) for detailed documentation of options.\n *\n * @example\n * map.addSource('some id', {\n *     type: 'geojson',\n *     data: 'https://d2ad6b4ur7yvpq.cloudfront.net/naturalearth-3.3.0/ne_10m_ports.geojson'\n * });\n *\n * @example\n * map.addSource('some id', {\n *     type: 'geojson',\n *     data: {\n *         \"type\": \"FeatureCollection\",\n *         \"features\": [{\n *             \"type\": \"Feature\",\n *             \"properties\": {},\n *             \"geometry\": {\n *                 \"type\": \"Point\",\n *                 \"coordinates\": [\n *                     -76.53063297271729,\n *                     39.18174077994108\n *                 ]\n *             }\n *         }]\n *     }\n * });\n *\n * @example\n * map.getSource('some id').setData({\n *     \"type\": \"FeatureCollection\",\n *     \"features\": [{\n *         \"type\": \"Feature\",\n *         \"properties\": {\"name\": \"Null Island\"},\n *         \"geometry\": {\n *             \"type\": \"Point\",\n *             \"coordinates\": [ 0, 0 ]\n *         }\n *     }]\n * });\n * @see [Example: Draw GeoJSON points](https://www.mapbox.com/mapbox-gl-js/example/geojson-markers/)\n * @see [Example: Add a GeoJSON line](https://www.mapbox.com/mapbox-gl-js/example/geojson-line/)\n * @see [Example: Create a heatmap from points](https://www.mapbox.com/mapbox-gl-js/example/heatmap/)\n * @see [Example: Create and style clusters](https://www.mapbox.com/mapbox-gl-js/example/cluster/)\n */\nclass GeoJSONSource extends Evented<SourceEvents> implements ISource {\n    type: 'geojson';\n    id: string;\n    scope!: string;\n    minzoom: number;\n    maxzoom: number;\n    tileSize: number;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    attribution: string | undefined;\n    promoteId: PromoteIdSpecification | null | undefined;\n    // eslint-disable-next-line camelcase\n    mapbox_logo: boolean | undefined;\n    vectorLayers?: never;\n    vectorLayerIds?: never;\n    rasterLayers?: never;\n    rasterLayerIds?: never;\n\n    roundZoom: boolean | undefined;\n    isTileClipped: boolean | undefined;\n    reparseOverscaled: boolean | undefined;\n    _data: GeoJSON.GeoJSON | string;\n    _options: GeoJSONSourceSpecification;\n    workerOptions: GeoJSONWorkerOptions;\n    map!: MapboxMap;\n    actor: Actor<WorkerInbox>;\n    _loaded: boolean;\n    _coalesce: boolean | null | undefined;\n    _metadataFired: boolean | null | undefined;\n    _collectResourceTiming: boolean;\n    _pendingLoad: AbortController | null | undefined;\n    _partialReload!: boolean;\n\n    hasTile: undefined;\n    prepare: undefined;\n    afterUpdate: undefined;\n    _clear: undefined;\n\n    /**\n     * @private\n     */\n    constructor(id: string, options: GeoJSONSourceSpecification & {\n        workerOptions?: GeoJSONWorkerOptions;\n        collectResourceTiming: boolean;\n    }, dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n\n        this.id = id;\n\n        // `type` is a property rather than a constant to make it easy for 3rd\n        // parties to use GeoJSONSource to build their own source types.\n        this.type = 'geojson';\n\n        this.minzoom = 0;\n        this.maxzoom = 18;\n        this.tileSize = 512;\n        this.isTileClipped = true;\n        this.reparseOverscaled = true;\n        this._loaded = false;\n\n        this.actor = dispatcher.getActor();\n        this.setEventedParent(eventedParent);\n\n        this._data = options.data;\n        this._options = {...options};\n\n        this._collectResourceTiming = options.collectResourceTiming;\n\n        if (options.maxzoom !== undefined) this.maxzoom = options.maxzoom;\n        if (options.minzoom !== undefined) this.minzoom = options.minzoom;\n        if (options.type) this.type = options.type;\n        if (options.attribution) this.attribution = options.attribution;\n        this.promoteId = options.promoteId;\n\n        const scale = EXTENT / this.tileSize;\n\n        // sent to the worker, along with `url: ...` or `data: literal geojson`,\n        // so that it can load/parse/index the geojson data\n        // extending with `options.workerOptions` helps to make it easy for\n        // third-party sources to hack/reuse GeoJSONSource.\n        this.workerOptions = {\n            source: this.id,\n            scope: this.scope,\n            cluster: options.cluster || false,\n            geojsonVtOptions: {\n                buffer: (options.buffer !== undefined ? options.buffer : 128) * scale,\n                tolerance: (options.tolerance !== undefined ? options.tolerance : 0.375) * scale,\n                extent: EXTENT,\n                maxZoom: this.maxzoom,\n                lineMetrics: options.lineMetrics || false,\n                generateId: options.generateId || false\n            },\n            superclusterOptions: {\n                maxZoom: options.clusterMaxZoom !== undefined ? options.clusterMaxZoom : this.maxzoom - 1,\n                minPoints: Math.max(2, options.clusterMinPoints || 2),\n                extent: EXTENT,\n                radius: (options.clusterRadius !== undefined ? options.clusterRadius : 50) * scale,\n                log: false,\n                generateId: options.generateId || false\n            },\n            clusterProperties: options.clusterProperties,\n            filter: options.filter,\n            dynamic: options.dynamic,\n            ...options.workerOptions\n        } as GeoJSONWorkerOptions;\n    }\n\n    onAdd(map: MapboxMap) {\n        this.map = map;\n        this.setData(this._data);\n    }\n\n    /**\n     * Sets the GeoJSON data and re-renders the map.\n     *\n     * @param {Object | string} data A GeoJSON data object or a URL to one. The latter is preferable in the case of large GeoJSON files.\n     * @returns {GeoJSONSource} Returns itself to allow for method chaining.\n     * @example\n     * map.addSource('source_id', {\n     *     type: 'geojson',\n     *     data: {\n     *         type: 'FeatureCollection',\n     *         features: []\n     *     }\n     * });\n     * const geojsonSource = map.getSource('source_id');\n     * // Update the data after the GeoJSON source was created\n     * geojsonSource.setData({\n     *     \"type\": \"FeatureCollection\",\n     *     \"features\": [{\n     *         \"type\": \"Feature\",\n     *         \"properties\": {\"name\": \"Null Island\"},\n     *         \"geometry\": {\n     *             \"type\": \"Point\",\n     *             \"coordinates\": [ 0, 0 ]\n     *         }\n     *     }]\n     * });\n     */\n    setData(data: GeoJSON.GeoJSON | string): this {\n        this._data = data;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this._updateWorkerData();\n        return this;\n    }\n\n    /**\n     * Updates the existing GeoJSON data with new features and re-renders the map.\n     * Can only be used on sources with `dynamic: true` in options.\n     * Updates features by their IDs:\n     *\n     * - If there's a feature with the same ID, overwrite it.\n     * - If there's a feature with the same ID but the new one's geometry is `null`, remove it\n     * - If there's no such ID in existing data, add it as a new feature.\n     *\n     * @param {Object | string} data A GeoJSON data object or a URL to one.\n     * @returns {GeoJSONSource} Returns itself to allow for method chaining.\n     * @example\n     * // Update the feature with ID=123 in the existing GeoJSON source\n     * map.getSource('source_id').updateData({\n     *     \"type\": \"FeatureCollection\",\n     *     \"features\": [{\n     *         \"id\": 123,\n     *         \"type\": \"Feature\",\n     *         \"properties\": {\"name\": \"Null Island\"},\n     *         \"geometry\": {\n     *             \"type\": \"Point\",\n     *             \"coordinates\": [ 0, 0 ]\n     *         }\n     *     }]\n     * });\n     */\n    updateData(data: GeoJSON.GeoJSON | string): this {\n        if (!this._options.dynamic) {\n            return this.fire(new ErrorEvent(new Error(\"Can't call updateData on a GeoJSON source with dynamic set to false.\")));\n        }\n        if (typeof data !== 'string') {\n            if (data.type === 'Feature') {\n                data = {type: 'FeatureCollection', features: [data]};\n            }\n            if (data.type !== 'FeatureCollection') {\n                return this.fire(new ErrorEvent(new Error(\"Data to update should be a feature or a feature collection.\")));\n            }\n        }\n        // if there's a pending load, accummulate feature updates\n        if (this._coalesce && typeof data !== 'string' && typeof this._data !== 'string' && this._data.type === 'FeatureCollection') {\n            // merge features by ID to avoid accummulating duplicate features to update\n            const featuresById = new Map();\n            for (const feature of this._data.features) featuresById.set(feature.id, feature);\n            for (const feature of data.features) featuresById.set(feature.id, feature);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            this._data.features = [...featuresById.values()];\n        } else {\n            this._data = data;\n        }\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this._updateWorkerData(true);\n        return this;\n    }\n\n    /**\n     * For clustered sources, fetches the zoom at which the given cluster expands.\n     *\n     * @param {number} clusterId The value of the cluster's `cluster_id` property.\n     * @param {Function} callback A callback to be called when the zoom value is retrieved (`(error, zoom) => { ... }`).\n     * @returns {GeoJSONSource} Returns itself to allow for method chaining.\n     * @example\n     * // Assuming the map has a layer named 'clusters' and a source 'earthquakes'\n     * // The following creates a camera animation on cluster feature click\n     * // the clicked layer should be filtered to only include clusters, e.g. `filter: ['has', 'point_count']`\n     * map.on('click', 'clusters', (e) => {\n     *     const features = map.queryRenderedFeatures(e.point, {\n     *         layers: ['clusters']\n     *     });\n     *\n     *     const clusterId = features[0].properties.cluster_id;\n     *\n     *     // Ease the camera to the next cluster expansion\n     *     map.getSource('earthquakes').getClusterExpansionZoom(\n     *         clusterId,\n     *         (err, zoom) => {\n     *             if (!err) {\n     *                 map.easeTo({\n     *                     center: features[0].geometry.coordinates,\n     *                     zoom\n     *                 });\n     *             }\n     *         }\n     *     );\n     * });\n     */\n    getClusterExpansionZoom(clusterId: number, callback: Callback<number>): this {\n        this.actor.send('geojson.getClusterExpansionZoom', {clusterId, source: this.id, scope: this.scope})\n            .then(data => callback(null, data))\n            .catch(err => callback(err as Error));\n        return this;\n    }\n\n    /**\n     * For clustered sources, fetches the children of the given cluster on the next zoom level (as an array of GeoJSON features).\n     *\n     * @param {number} clusterId The value of the cluster's `cluster_id` property.\n     * @param {Function} callback A callback to be called when the features are retrieved (`(error, features) => { ... }`).\n     * @returns {GeoJSONSource} Returns itself to allow for method chaining.\n     * @example\n     * // Retrieve cluster children on click\n     * // the clicked layer should be filtered to only include clusters, e.g. `filter: ['has', 'point_count']`\n     * map.on('click', 'clusters', (e) => {\n     *     const features = map.queryRenderedFeatures(e.point, {\n     *         layers: ['clusters']\n     *     });\n     *\n     *     const clusterId = features[0].properties.cluster_id;\n     *\n     *     clusterSource.getClusterChildren(clusterId, (error, features) => {\n     *         if (!error) {\n     *             console.log('Cluster children:', features);\n     *         }\n     *     });\n     * });\n     */\n    getClusterChildren(clusterId: number, callback: Callback<Array<GeoJSON.Feature>>): this {\n        this.actor.send('geojson.getClusterChildren', {clusterId, source: this.id, scope: this.scope})\n            .then(data => callback(null, data))\n            .catch(err => callback(err as Error));\n        return this;\n    }\n\n    /**\n     * For clustered sources, fetches the original points that belong to the cluster (as an array of GeoJSON features).\n     *\n     * @param {number} clusterId The value of the cluster's `cluster_id` property.\n     * @param {number} limit The maximum number of features to return. Defaults to `10` if a falsy value is given.\n     * @param {number} offset The number of features to skip (for example, for pagination). Defaults to `0` if a falsy value is given.\n     * @param {Function} callback A callback to be called when the features are retrieved (`(error, features) => { ... }`).\n     * @returns {GeoJSONSource} Returns itself to allow for method chaining.\n     * @example\n     * // Retrieve cluster leaves on click\n     * // the clicked layer should be filtered to only include clusters, e.g. `filter: ['has', 'point_count']`\n     * map.on('click', 'clusters', (e) => {\n     *     const features = map.queryRenderedFeatures(e.point, {\n     *         layers: ['clusters']\n     *     });\n     *\n     *     const clusterId = features[0].properties.cluster_id;\n     *     const pointCount = features[0].properties.point_count;\n     *     const clusterSource = map.getSource('clusters');\n     *\n     *     clusterSource.getClusterLeaves(clusterId, pointCount, 0, (error, features) => {\n     *     // Print cluster leaves in the console\n     *         console.log('Cluster leaves:', error, features);\n     *     });\n     * });\n     */\n    getClusterLeaves(\n        clusterId: number,\n        limit: number,\n        offset: number,\n        callback: Callback<Array<GeoJSON.Feature>>,\n    ): this {\n        this.actor.send('geojson.getClusterLeaves', {\n            source: this.id,\n            scope: this.scope,\n            clusterId,\n            limit,\n            offset\n        })\n            .then(data => callback(null, data))\n            .catch(err => callback(err as Error));\n        return this;\n    }\n\n    /*\n     * Responsible for invoking WorkerSource's geojson.loadData target, which\n     * handles loading the geojson data and preparing to serve it up as tiles,\n     * using geojson-vt or supercluster as appropriate.\n     */\n    async _updateWorkerData(append: boolean = false) {\n        // if there's an earlier loadData to finish, wait until it finishes and then do another update\n        if (this._pendingLoad) {\n            this._coalesce = true;\n            return;\n        }\n\n        this.fire(new Event('dataloading', {dataType: 'source'}));\n\n        this._loaded = false;\n        const options: LoadGeoJSONRequest = {append, ...this.workerOptions};\n\n        options.scope = this.scope;\n        const data = this._data;\n\n        // Register _pendingLoad before any await, so a same-tick _updateWorkerData hits the coalesce guard.\n        const controller = new AbortController();\n        this._pendingLoad = controller;\n\n        try {\n            if (typeof data === 'string') {\n                options.request = await this.map._requestManager.transformRequest(browser.resolveURL(data), ResourceType.Source, controller.signal);\n                if (controller.signal.aborted) {\n                    this._pendingLoad = null;\n                    this._coalesce = false;\n                    return;\n                }\n                options.request.collectResourceTiming = this._collectResourceTiming;\n            } else {\n                options.data = JSON.stringify(data);\n            }\n\n            // The runtime type is `${this.type}.loadData` so geojson-like source types can reuse\n            // this path, but every variant returns a LoadGeoJSONResult-shaped reply.\n            const result = await this.actor.send(`${this.type}.loadData`, options, {signal: controller.signal});\n            this._loaded = true;\n            this._pendingLoad = null;\n            // although GeoJSON sources contain no metadata, we fire this event at first\n            // to let the SourceCache know its ok to start requesting tiles.\n            const dataEvent: MapSourceDataEvent = {dataType: 'source', sourceDataType: this._metadataFired ? 'content' : 'metadata'};\n            const geojsonResult = result;\n            if (this._collectResourceTiming && geojsonResult && geojsonResult.resourceTiming && geojsonResult.resourceTiming[this.id]) {\n                dataEvent.resourceTiming = geojsonResult.resourceTiming[this.id];\n            }\n            if (append) this._partialReload = true;\n            this.fire(new Event('data', dataEvent));\n            this._partialReload = false;\n            this._metadataFired = true;\n        } catch (err) {\n            if (controller.signal.aborted) {\n                this._pendingLoad = null;\n                // the load was cancelled (e.g. source removed); drop any queued coalesced update\n                this._coalesce = false;\n                return;\n            }\n            this._loaded = true;\n            this._pendingLoad = null;\n            this.fire(new ErrorEvent(err as Error));\n        }\n\n        if (this._coalesce) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this._updateWorkerData(append);\n            this._coalesce = false;\n        }\n    }\n\n    loaded(): boolean {\n        return this._loaded;\n    }\n\n    reload() {\n        const fqid = makeFQID(this.id, this.scope);\n        this.map.style.clearSource(fqid);\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this._updateWorkerData();\n    }\n\n    loadTile(tile: Tile, callback: Callback<undefined>) {\n        const message = !tile.actor ? 'loadTile' : 'reloadTile';\n        tile.actor = this.actor;\n        const lutForScope = this.map.style ? this.map.style.getLut(this.scope) : null;\n        const lut = lutForScope ? {image: lutForScope.image.clone()} : null;\n        const partial = this._partialReload;\n\n        const params: WorkerSourceVectorTileRequest = {\n            type: this.type,\n            uid: tile.uid,\n            tileID: tile.tileID,\n            tileZoom: tile.tileZoom,\n            zoom: tile.tileID.overscaledZ,\n            maxZoom: this.maxzoom,\n            tileSize: this.tileSize,\n            source: this.id,\n            lut,\n            scope: this.scope,\n            pixelRatio: browser.devicePixelRatio,\n            showCollisionBoxes: this.map.showCollisionBoxes,\n            showElevationIdDebug: this.map.painter ? this.map.painter._debugParams.showElevationIdDebug : false,\n            promoteId: this.promoteId,\n            brightness: this.map.style ? (this.map.style.getBrightness() || 0.0) : 0.0,\n            extraShadowCaster: tile.isExtraShadowCaster,\n            scaleFactor: this.map.getScaleFactor(),\n            partial,\n            worldview: this.map.getWorldview(),\n            indoor: this.map.getIndoorTileOptions(this.id, this.scope)\n        };\n\n        const done = (err: Error | null | undefined, data?: WorkerSourceVectorTileResult) => {\n            if (partial && !data) {\n                // if we did a partial reload and the tile didn't change, do nothing and treat the tile as loaded\n                tile.state = 'loaded';\n                return callback(null);\n            }\n\n            delete tile.request;\n            tile.destroy(false);\n\n            if (tile.aborted) {\n                return callback(null);\n            }\n\n            if (err) {\n                return callback(err);\n            }\n\n            // Same HD gate as vector_tile_source.done(): await the HD module before\n            // deserializing a tile that carries extension classes (elevated roads etc.),\n            // otherwise `loadVectorData` would hit the unregistered-class throw.\n            if (data && data.containsHdExt && !HD.loaded) {\n                const finishLoad = () => {\n                    if (tile.aborted) return callback(null);\n                    if (!HD.loaded) return callback(new Error('HD module failed to load'));\n                    tile.loadVectorData(data, this.map.painter, message === 'reloadTile');\n                    callback(null);\n                };\n                prepareHD().then(finishLoad, finishLoad);\n                return;\n            }\n\n            tile.loadVectorData(data, this.map.painter, message === 'reloadTile');\n            callback(null);\n        };\n\n        tile.request = this.actor.sendCancelable(message, params, {}, done);\n    }\n\n    abortTile(tile: Tile) {\n        if (tile.request) {\n            tile.request.abort();\n            delete tile.request;\n        }\n        tile.aborted = true;\n    }\n\n    unloadTile(tile: Tile, _?: Callback<undefined> | null) {\n        this.actor.notify('removeTile', {uid: tile.uid, type: this.type, source: this.id, scope: this.scope});\n        tile.destroy();\n    }\n\n    onRemove(_: MapboxMap) {\n        if (this._pendingLoad) {\n            this._pendingLoad.abort();\n        }\n    }\n\n    serialize(): GeoJSONSourceSpecification {\n        return {\n            ...this._options,\n            type: this.type,\n            data: this._data\n        };\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n}\n\nexport default GeoJSONSource;\n","import {getVideo, ResourceType} from '../util/ajax';\nimport ImageSource from './image_source';\nimport Texture from '../render/texture';\nimport {ErrorEvent} from '../util/evented';\nimport ValidationError from '../style-spec/error/validation_error';\n\nimport type {Map} from '../ui/map';\nimport type Dispatcher from '../util/dispatcher';\nimport type {Evented} from '../util/evented';\nimport type {VideoSourceSpecification} from '../style-spec/types';\n\n/**\n * A data source containing video.\n * See the [Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/#sources-video) for detailed documentation of options.\n *\n * @example\n * // add to map\n * map.addSource('some id', {\n *     type: 'video',\n *     url: [\n *         'https://www.mapbox.com/blog/assets/baltimore-smoke.mp4',\n *         'https://www.mapbox.com/blog/assets/baltimore-smoke.webm'\n *     ],\n *     coordinates: [\n *         [-76.54, 39.18],\n *         [-76.52, 39.18],\n *         [-76.52, 39.17],\n *         [-76.54, 39.17]\n *     ]\n * });\n *\n * // update\n * const mySource = map.getSource('some id');\n * mySource.setCoordinates([\n *     [-76.54335737228394, 39.18579907229748],\n *     [-76.52803659439087, 39.1838364847587],\n *     [-76.5295386314392, 39.17683392507606],\n *     [-76.54520273208618, 39.17876344106642]\n * ]);\n *\n * map.removeSource('some id');  // remove\n * @see [Example: Add a video](https://www.mapbox.com/mapbox-gl-js/example/video-on-a-map/)\n */\nclass VideoSource extends ImageSource<'video'> {\n    override options: VideoSourceSpecification;\n    urls!: Array<string>;\n    video!: HTMLVideoElement;\n\n    /**\n     * @private\n     */\n    constructor(id: string, options: VideoSourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super(id, options, dispatcher, eventedParent);\n        this.roundZoom = true;\n        this.type = 'video';\n        this.options = options;\n    }\n\n    override async load() {\n        this._loaded = false;\n        const options = this.options;\n\n        // onRemove aborts _imageRequest, so thread its signal into the transform to cancel a mid-transform load.\n        const controller = new AbortController();\n        this._imageRequest = controller;\n\n        try {\n            const urls = await Promise.all(options.urls.map(async url => {\n                const params = await this.map._requestManager.transformRequest(url, ResourceType.Source, controller.signal);\n                return params.url;\n            }));\n            if (controller.signal.aborted) return;\n            this.urls = urls;\n            const video = await getVideo(urls);\n            if (controller.signal.aborted) return;\n\n            this._imageRequest = null;\n            this.video = video;\n            this.video.loop = true;\n\n            // Prevent the video from taking over the screen in iOS\n            this.video.setAttribute('playsinline', '');\n\n            // Start repainting when video starts playing. hasTransition() will then return\n            // true to trigger additional frames as long as the videos continues playing.\n            this.video.addEventListener('playing', () => {\n                this.map.triggerRepaint();\n            });\n\n            if (this.map) {\n                // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                this.video.play();\n            }\n\n            this._finishLoading();\n        } catch (err) {\n            if (controller.signal.aborted) return;\n            this.fire(new ErrorEvent(err as Error));\n        } finally {\n            this._loaded = true;\n        }\n    }\n\n    /**\n     * Pauses the video.\n     *\n     * @example\n     * // Assuming a video source identified by video_source_id was added to the map\n     * const videoSource = map.getSource('video_source_id');\n     *\n     * // Pauses the video\n     * videoSource.pause();\n     */\n    pause() {\n        if (this.video) {\n            this.video.pause();\n        }\n    }\n\n    /**\n     * Plays the video.\n     *\n     * @example\n     * // Assuming a video source identified by video_source_id was added to the map\n     * const videoSource = map.getSource('video_source_id');\n     *\n     * // Starts the video\n     * videoSource.play();\n     */\n    play() {\n        if (this.video) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this.video.play();\n        }\n    }\n\n    /**\n     * Sets playback to a timestamp, in seconds.\n     * @private\n     */\n    seek(seconds: number) {\n        if (this.video) {\n            const seekableRange = this.video.seekable;\n            if (seconds < seekableRange.start(0) || seconds > seekableRange.end(0)) {\n                this.fire(new ErrorEvent(new ValidationError(`sources.${this.id}`, null, `Playback for this video can be set only between the ${seekableRange.start(0)} and ${seekableRange.end(0)}-second mark.`)));\n            } else this.video.currentTime = seconds;\n        }\n    }\n\n    /**\n     * Returns the HTML `video` element.\n     *\n     * @returns {HTMLVideoElement} The HTML `video` element.\n     * @example\n     * // Assuming a video source identified by video_source_id was added to the map\n     * const videoSource = map.getSource('video_source_id');\n     *\n     * videoSource.getVideo(); // <video crossorigin=\"Anonymous\" loop=\"\">...</video>\n     */\n    getVideo(): HTMLVideoElement {\n        return this.video;\n    }\n\n    override onAdd(map: Map) {\n        if (this.map) return;\n        this.map = map;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.load();\n        if (this.video) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this.video.play();\n            this.setCoordinates(this.coordinates);\n        }\n    }\n\n    // eslint-disable-next-line jsdoc/require-returns-check\n    /**\n     * Sets the video's coordinates and re-renders the map.\n     *\n     * @method setCoordinates\n     * @instance\n     * @memberof VideoSource\n     * @returns {VideoSource} Returns itself to allow for method chaining.\n     * @example\n     * // Add a video source to the map to map\n     * map.addSource('video_source_id', {\n     *     type: 'video',\n     *     urls: [\n     *         'https://www.mapbox.com/blog/assets/baltimore-smoke.mp4',\n     *         'https://www.mapbox.com/blog/assets/baltimore-smoke.webm'\n     *     ],\n     *     coordinates: [\n     *         [-76.54, 39.18],\n     *         [-76.52, 39.18],\n     *         [-76.52, 39.17],\n     *         [-76.54, 39.17]\n     *     ]\n     * });\n     *\n     * // Then update the video source coordinates by new coordinates\n     * const videoSource = map.getSource('video_source_id');\n     * videoSource.setCoordinates([\n     *     [-76.5433, 39.1857],\n     *     [-76.5280, 39.1838],\n     *     [-76.5295, 39.1768],\n     *     [-76.5452, 39.1787]\n     * ]);\n     */\n    // setCoordinates inherited from ImageSource\n\n    override prepare() {\n        if (Object.keys(this.tiles).length === 0 || this.video.readyState < 2) {\n            return; // not enough data for current position\n        }\n\n        const context = this.map.painter.context;\n        const gl = context.gl;\n\n        if (!this.texture) {\n            this.texture = new Texture(context, this.video, gl.RGBA8);\n            this.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            this.width = this.video.videoWidth;\n            this.height = this.video.videoHeight;\n        } else if (!this.video.paused) {\n            this.texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n            gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gl.RGBA, gl.UNSIGNED_BYTE, this.video);\n        }\n\n        this._prepareData(context);\n    }\n\n    override serialize(): VideoSourceSpecification {\n        return {\n            type: 'video',\n            // Report configured URLs: getStyle()/diffing must not see the transient empty urls mid-transform.\n            urls: this.options.urls,\n            coordinates: this.coordinates\n        };\n    }\n\n    override hasTransition(): boolean {\n        return this.video && !this.video.paused;\n    }\n}\n\nexport default VideoSource;\n","import ImageSource from './image_source';\nimport Texture, {UserManagedTexture} from '../render/texture';\nimport {ErrorEvent} from '../util/evented';\nimport ValidationError from '../style-spec/error/validation_error';\n\nimport type {Map} from '../ui/map';\nimport type Dispatcher from '../util/dispatcher';\nimport type {Evented} from '../util/evented';\n\nexport type CanvasSourceSpecification = {\n    [\"type\"]: 'canvas';\n    [\"coordinates\"]: [[number, number], [number, number], [number, number], [number, number]];\n    [\"animate\"]?: boolean;\n    [\"canvas\"]: string | HTMLCanvasElement;\n};\n\n/**\n * Options to add a canvas source type to the map.\n *\n * @typedef {Object} CanvasSourceOptions\n * @property {string} type Source type. Must be `\"canvas\"`.\n * @property {string|HTMLCanvasElement} canvas Canvas source from which to read pixels. Can be a string representing the ID of the canvas element, or the `HTMLCanvasElement` itself.\n * @property {Array<Array<number>>} coordinates Four geographical coordinates denoting where to place the corners of the canvas, specified in `[longitude, latitude]` pairs.\n * @property {boolean} [animate=true] Whether the canvas source is animated. If the canvas is static (pixels do not need to be re-read on every frame), `animate` should be set to `false` to improve performance.\n */\nexport type CanvasSourceOptions = {\n    type: 'canvas';\n    canvas: string | HTMLCanvasElement;\n    coordinates: Array<[number, number]>;\n    animate?: boolean;\n};\n\n/**\n * A data source containing the contents of an HTML canvas. See {@link CanvasSourceOptions} for detailed documentation of options.\n *\n * @example\n * // add to map\n * map.addSource('some id', {\n *     type: 'canvas',\n *     canvas: 'idOfMyHTMLCanvas',\n *     animate: true,\n *     coordinates: [\n *         [-76.54, 39.18],\n *         [-76.52, 39.18],\n *         [-76.52, 39.17],\n *         [-76.54, 39.17]\n *     ]\n * });\n *\n * // update\n * const mySource = map.getSource('some id');\n * mySource.setCoordinates([\n *     [-76.54335737228394, 39.18579907229748],\n *     [-76.52803659439087, 39.1838364847587],\n *     [-76.5295386314392, 39.17683392507606],\n *     [-76.54520273208618, 39.17876344106642]\n * ]);\n *\n * map.removeSource('some id');  // remove\n * @see [Example: Add a canvas source](https://docs.mapbox.com/mapbox-gl-js/example/canvas-source/)\n */\nclass CanvasSource extends ImageSource<'canvas'> {\n    override options: CanvasSourceSpecification;\n    animate: boolean;\n    canvas!: HTMLCanvasElement;\n    play!: () => void;\n    pause!: () => void;\n    _playing!: boolean;\n\n    /**\n     * @private\n     */\n    constructor(id: string, options: CanvasSourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super(id, options, dispatcher, eventedParent);\n\n        // We build in some validation here, since canvas sources aren't included in the style spec:\n        if (!options.coordinates) {\n            this.fire(new ErrorEvent(new ValidationError(`sources.${id}`, null, 'missing required property \"coordinates\"')));\n        } else if (!Array.isArray(options.coordinates) || options.coordinates.length !== 4 ||\n                options.coordinates.some(c => !Array.isArray(c) || c.length !== 2 || c.some(l => typeof l !== 'number'))) {\n            this.fire(new ErrorEvent(new ValidationError(`sources.${id}`, null, '\"coordinates\" property must be an array of 4 longitude/latitude array pairs')));\n        }\n\n        if (options.animate && typeof options.animate !== 'boolean') {\n            this.fire(new ErrorEvent(new ValidationError(`sources.${id}`, null, 'optional \"animate\" property must be a boolean value')));\n        }\n\n        if (!options.canvas) {\n            this.fire(new ErrorEvent(new ValidationError(`sources.${id}`, null, 'missing required property \"canvas\"')));\n        } else if (typeof options.canvas !== 'string' && !(options.canvas instanceof HTMLCanvasElement)) {\n            this.fire(new ErrorEvent(new ValidationError(`sources.${id}`, null, '\"canvas\" must be either a string representing the ID of the canvas element from which to read, or an HTMLCanvasElement instance')));\n        }\n\n        this.options = options;\n        this.animate = options.animate !== undefined ? options.animate : true;\n    }\n\n    /**\n     * Enables animation. The image will be copied from the canvas to the map on each frame.\n     *\n     * @method play\n     * @instance\n     * @memberof CanvasSource\n     */\n\n    /**\n     * Disables animation. The map will display a static copy of the canvas image.\n     *\n     * @method pause\n     * @instance\n     * @memberof CanvasSource\n     */\n\n    // eslint-disable-next-line @typescript-eslint/require-await\n    override async load() {\n        this._loaded = true;\n        if (!this.canvas) {\n            this.canvas = (this.options.canvas instanceof HTMLCanvasElement) ?\n                this.options.canvas :\n                (document.getElementById(this.options.canvas) as HTMLCanvasElement);\n        }\n        this.width = this.canvas.width;\n        this.height = this.canvas.height;\n\n        if (this._hasInvalidDimensions()) {\n            this.fire(new ErrorEvent(new Error('Canvas dimensions cannot be less than or equal to zero.')));\n            return;\n        }\n\n        this.play = function () {\n            this._playing = true;\n            this.map.triggerRepaint();\n        };\n\n        this.pause = function () {\n            if (this._playing) {\n                this.prepare();\n                this._playing = false;\n            }\n        };\n\n        this._finishLoading();\n    }\n\n    /**\n     * Returns the HTML `canvas` element.\n     *\n     * @returns {HTMLCanvasElement} The HTML `canvas` element.\n     * @example\n     * // Assuming the following canvas is added to your page\n     * // <canvas id=\"canvasID\" width=\"400\" height=\"400\"></canvas>\n     * map.addSource('canvas-source', {\n     *     type: 'canvas',\n     *     canvas: 'canvasID',\n     *     coordinates: [\n     *         [91.4461, 21.5006],\n     *         [100.3541, 21.5006],\n     *         [100.3541, 13.9706],\n     *         [91.4461, 13.9706]\n     *     ]\n     * });\n     * map.getSource('canvas-source').getCanvas(); // <canvas id=\"canvasID\" width=\"400\" height=\"400\"></canvas>\n     */\n    getCanvas(): HTMLCanvasElement {\n        return this.canvas;\n    }\n\n    override onAdd(map: Map) {\n        this.map = map;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this.load();\n        if (this.canvas) {\n            if (this.animate) this.play();\n        }\n    }\n\n    override onRemove(_: Map) {\n        this.pause();\n    }\n\n    /**\n     * Sets the canvas's coordinates and re-renders the map.\n     *\n     * @method setCoordinates\n     * @instance\n     * @memberof CanvasSource\n     * @param {Array<Array<number>>} coordinates Four geographical coordinates,\n     * represented as arrays of longitude and latitude numbers, which define the corners of the canvas.\n     * The coordinates start at the top left corner of the canvas and proceed in clockwise order.\n     * They do not have to represent a rectangle.\n     * @returns {CanvasSource} Returns itself to allow for method chaining.\n     */\n\n    // setCoordinates inherited from ImageSource\n\n    override prepare() {\n        let resize = false;\n        if (this.canvas.width !== this.width) {\n            this.width = this.canvas.width;\n            resize = true;\n        }\n        if (this.canvas.height !== this.height) {\n            this.height = this.canvas.height;\n            resize = true;\n        }\n\n        if (this._hasInvalidDimensions()) return;\n\n        if (Object.keys(this.tiles).length === 0) return; // not enough data for current position\n\n        const context = this.map.painter.context;\n\n        if (!this.texture) {\n            this.texture = new Texture(context, this.canvas, context.gl.RGBA8, {premultiply: true});\n        } else if ((resize || this._playing) && !(this.texture instanceof UserManagedTexture)) {\n            this.texture.update(this.canvas, {premultiply: true});\n        }\n\n        this._prepareData(context);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    override serialize(): any {\n        return {\n            type: 'canvas',\n            coordinates: this.coordinates\n        };\n    }\n\n    override hasTransition(): boolean {\n        return this._playing;\n    }\n\n    _hasInvalidDimensions(): boolean {\n        for (const x of [this.canvas.width, this.canvas.height]) {\n            if (isNaN(x) || x <= 0) return true;\n        }\n        return false;\n    }\n}\n\nexport default CanvasSource;\n","import Texture from '../render/texture';\nimport TileBounds from './tile_bounds';\nimport {pick} from '../util/util';\nimport {Event, ErrorEvent, Evented} from '../util/evented';\nimport {makeFQID} from '../util/fqid';\n\nimport type Tile from './tile';\nimport type {Map} from '../ui/map';\nimport type Dispatcher from '../util/dispatcher';\nimport type {Callback} from '../types/callback';\nimport type {OverscaledTileID} from './tile_id';\nimport type {ISource, SourceEvents} from './source';\nimport type {TextureImage} from '../render/texture';\n\ntype DataType = 'raster';\n\nfunction isRaster(data: unknown): boolean {\n    return data instanceof ImageData ||\n        data instanceof HTMLCanvasElement ||\n        data instanceof ImageBitmap ||\n        data instanceof HTMLImageElement;\n}\n\n/**\n * Interface for custom sources. This is a specification for\n * implementers to model: it is not an exported method or class.\n *\n * Custom sources allow a user to load and modify their own tiles.\n * These sources can be added between any regular sources using {@link Map#addSource}.\n *\n * Custom sources must have a unique `id` and must have the `type` of `\"custom\"`.\n * They must implement `loadTile` and may implement `unloadTile`, `onAdd` and `onRemove`.\n * They can trigger rendering using {@link Map#triggerRepaint}.\n *\n * @interface CustomSourceInterface\n * @property {string} id A unique source id.\n * @property {string} type The source's type. Must be `\"custom\"`.\n * @example\n * // Custom source implemented as ES6 class\n * class CustomSource {\n *     constructor() {\n *         this.id = 'custom-source';\n *         this.type = 'custom';\n *         this.tileSize = 256;\n *         this.tilesUrl = 'https://stamen-tiles.a.ssl.fastly.net/watercolor/{z}/{x}/{y}.jpg';\n *         this.attribution = 'Map tiles by Stamen Design, under CC BY 3.0';\n *     }\n *\n *     async loadTile(tile, {signal}) {\n *         const url = this.tilesUrl\n *             .replace('{z}', String(tile.z))\n *             .replace('{x}', String(tile.x))\n *             .replace('{y}', String(tile.y));\n *\n *         const response = await fetch(url, {signal});\n *         const data = await response.arrayBuffer();\n *\n *         const blob = new window.Blob([new Uint8Array(data)], {type: 'image/png'});\n *         const imageBitmap = await window.createImageBitmap(blob);\n *\n *         return imageBitmap;\n *     }\n * }\n *\n * map.on('load', () => {\n *     map.addSource('custom-source', new CustomSource());\n *     map.addLayer({\n *         id: 'layer',\n *         type: 'raster',\n *         source: 'custom-source'\n *     });\n * });\n */\n\n/**\n * Optional method called when the source has been added to the Map with {@link Map#addSource}.\n * This gives the source a chance to initialize resources and register event listeners.\n *\n * @function\n * @memberof CustomSourceInterface\n * @instance\n * @name onAdd\n * @param {Map} map The Map this custom source was just added to.\n */\n\n/**\n * Optional method called when the source has been removed from the Map with {@link Map#removeSource}.\n * This gives the source a chance to clean up resources and event listeners.\n *\n * @function\n * @memberof CustomSourceInterface\n * @instance\n * @name onRemove\n * @param {Map} map The Map this custom source was added to.\n */\n\n/**\n * Optional method called after the tile is unloaded from the map viewport. This\n * gives the source a chance to clean up resources and event listeners.\n *\n * @function\n * @memberof CustomSourceInterface\n * @instance\n * @name unloadTile\n * @param {{ z: number, x: number, y: number }} tile Tile name to unload in the XYZ scheme format.\n */\n\n/**\n * Optional method called during a render frame to check if there is a tile to render.\n *\n * @function\n * @memberof CustomSourceInterface\n * @instance\n * @name hasTile\n * @param {{ z: number, x: number, y: number }} tile Tile name to prepare in the XYZ scheme format.\n * @returns {boolean} True if tile exists, otherwise false.\n */\n\n/**\n * Called when the map starts loading tile for the current animation frame.\n *\n * @function\n * @memberof CustomSourceInterface\n * @instance\n * @name loadTile\n * @param {{ z: number, x: number, y: number }} tile Tile name to load in the XYZ scheme format.\n * @param {Object} options Options.\n * @param {AbortSignal} options.signal A signal object that communicates when the map cancels the tile loading request.\n * @returns {Promise<TextureImage | undefined | null>} The promise that resolves to the tile image data as an `HTMLCanvasElement`, `HTMLImageElement`, `ImageData`, `ImageBitmap` or object with `width`, `height`, and `data`.\n * If `loadTile` resolves to `undefined`, a map will render an overscaled parent tile in the tile’s space. If `loadTile` resolves to `null`, a map will render nothing in the tile’s space.\n */\nexport interface CustomSourceInterface<T> {\n    id: string;\n    type: 'custom';\n    dataType?: DataType | null;\n    minzoom?: number | null;\n    maxzoom?: number | null;\n    scheme?: string | null;\n    tileSize?: number | null;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    attribution?: string | null;\n    mapbox_logo?: boolean;\n    bounds?: [number, number, number, number] | null;\n    hasTile?: (tileID: {z: number; x: number; y: number}) => boolean | null;\n    loadTile: (tileID: {z: number; x: number; y: number}, options: {signal: AbortSignal}) => Promise<T | null | undefined>;\n    unloadTile?: (tileID: {z: number; x: number; y: number}) => void | null;\n    onAdd?: (map: Map) => void | null;\n    onRemove?: (map: Map) => void | null;\n}\n\nclass CustomSource<T> extends Evented<SourceEvents> implements ISource {\n    id: string;\n    scope!: string;\n    type: 'custom';\n    scheme: string;\n    minzoom: number;\n    maxzoom: number;\n    tileSize: number;\n    attribution: string | undefined;\n    // eslint-disable-next-line camelcase\n    mapbox_logo: boolean | undefined;\n    vectorLayers?: never;\n    vectorLayerIds?: never;\n    rasterLayers?: never;\n    rasterLayerIds?: never;\n\n    roundZoom: boolean | undefined;\n    tileBounds: TileBounds | null | undefined;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    reparseOverscaled: boolean | undefined;\n\n    map!: Map;\n    _loaded: boolean;\n    _dispatcher: Dispatcher;\n    _dataType: DataType | null | undefined;\n    _implementation: CustomSourceInterface<T>;\n\n    reload: undefined;\n    prepare: undefined;\n    afterUpdate: undefined;\n    _clear: undefined;\n\n    constructor(id: string, implementation: CustomSourceInterface<T>, dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n        this.id = id;\n        this.type = 'custom';\n        this._dataType = 'raster';\n        this._dispatcher = dispatcher;\n        this._implementation = implementation;\n        this.setEventedParent(eventedParent);\n\n        this.scheme = 'xyz';\n        this.minzoom = 0;\n        this.maxzoom = 22;\n        this.tileSize = 512;\n\n        this._loaded = false;\n        this.roundZoom = true;\n\n        if (!this._implementation) {\n            this.fire(new ErrorEvent(new Error(`Missing implementation for ${this.id} custom source`)));\n        }\n\n        if (!this._implementation.loadTile) {\n            this.fire(new ErrorEvent(new Error(`Missing loadTile implementation for ${this.id} custom source`)));\n        }\n\n        if (this._implementation.bounds) {\n            this.tileBounds = new TileBounds(this._implementation.bounds, this.minzoom, this.maxzoom);\n        }\n\n        const impl = implementation as CustomSourceInterface<T> & {\n            update: () => void;\n            clearTiles: () => void;\n            coveringTiles: () => {z: number; x: number; y: number}[];\n        };\n        impl.update = this._update.bind(this);\n        impl.clearTiles = this._clearTiles.bind(this);\n        impl.coveringTiles = this._coveringTiles.bind(this);\n\n        Object.assign(this, pick(implementation, ['dataType', 'scheme', 'minzoom', 'maxzoom', 'tileSize', 'attribution', 'minTileCacheSize', 'maxTileCacheSize']));\n    }\n\n    serialize() {\n        return pick(this, ['type', 'scheme', 'minzoom', 'maxzoom', 'tileSize', 'attribution']);\n    }\n\n    load() {\n        this._loaded = true;\n        this.fire(new Event('data', {dataType: 'source', sourceDataType: 'metadata'}));\n        this.fire(new Event('data', {dataType: 'source', sourceDataType: 'content'}));\n    }\n\n    loaded(): boolean {\n        return this._loaded;\n    }\n\n    onAdd(map: Map): void {\n        this.map = map;\n        this._loaded = false;\n        this.fire(new Event('dataloading', {dataType: 'source'}));\n        if (this._implementation.onAdd) this._implementation.onAdd(map);\n        this.load();\n    }\n\n    onRemove(map: Map): void {\n        if (this._implementation.onRemove) {\n            this._implementation.onRemove(map);\n        }\n    }\n\n    hasTile(tileID: OverscaledTileID): boolean {\n        if (this._implementation.hasTile) {\n            const {x, y, z} = tileID.canonical;\n            return this._implementation.hasTile({x, y, z});\n        }\n\n        return !this.tileBounds || this.tileBounds.contains(tileID.canonical);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-misused-promises\n    async loadTile(tile: Tile, callback: Callback<undefined>): Promise<void> {\n        const {x, y, z} = tile.tileID.canonical;\n        const controller = new AbortController();\n        tile.request = controller;\n\n        try {\n            const data = await this._implementation.loadTile({x, y, z}, {signal: controller.signal});\n            delete tile.request;\n\n            if (tile.aborted) {\n                tile.state = 'unloaded';\n                return callback(null);\n            }\n\n            // If the implementation returned `undefined` as tile data,\n            // mark the tile as `errored` to indicate that we have no data for it.\n            // A map will render an overscaled parent tile in the tile’s space.\n            if (data === undefined) {\n                tile.state = 'errored';\n                return callback(null);\n            }\n\n            // If the implementation returned `null` as tile data,\n            // mark the tile as `loaded` and use an an empty image as tile data.\n            // A map will render nothing in the tile’s space.\n            if (data === null) {\n                const emptyImage = {width: this.tileSize, height: this.tileSize, data: null};\n                this.loadTileData(tile, emptyImage as T);\n                tile.state = 'loaded';\n                return callback(null);\n            }\n\n            if (!isRaster(data)) {\n                tile.state = 'errored';\n                return callback(new Error(`Can't infer data type for ${this.id}, only raster data supported at the moment`));\n            }\n\n            this.loadTileData(tile, data);\n            tile.state = 'loaded';\n            callback(null);\n        } catch (error) {\n            if (controller.signal.aborted) return;\n            tile.state = 'errored';\n            callback(error as Error);\n        }\n    }\n\n    loadTileData(tile: Tile, data: T): void {\n        // Only raster data supported at the moment\n        tile.setTexture(data as TextureImage, this.map.painter);\n    }\n\n    unloadTile(tile: Tile, callback?: Callback<undefined>): void {\n        // Only raster data supported at the moment\n        // Cache the tile texture to avoid re-allocating Textures if they'll just be reloaded\n        if (tile.texture && tile.texture instanceof Texture) {\n            // Clean everything else up owned by the tile, but preserve the texture.\n            // Destroy first to prevent racing with the texture cache being popped.\n            tile.destroy(false);\n\n            // Save the texture to the cache\n            if (tile.texture && tile.texture instanceof Texture) {\n                this.map.painter.saveTileTexture(tile.texture);\n            }\n        } else {\n            tile.destroy();\n        }\n\n        if (this._implementation.unloadTile) {\n            const {x, y, z} = tile.tileID.canonical;\n            this._implementation.unloadTile({x, y, z});\n        }\n\n        if (callback) callback();\n    }\n\n    abortTile(tile: Tile, callback?: Callback<undefined>): void {\n        if (tile.request) {\n            tile.request.abort();\n            delete tile.request;\n        }\n\n        if (callback) callback();\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n\n    _coveringTiles(): {\n        z: number;\n        x: number;\n        y: number;\n    }[] {\n        const tileIDs = this.map.transform.coveringTiles({\n            tileSize: this.tileSize,\n            minzoom: this.minzoom,\n            maxzoom: this.maxzoom,\n            roundZoom: this.roundZoom\n        });\n\n        return tileIDs.map(tileID => ({x: tileID.canonical.x, y: tileID.canonical.y, z: tileID.canonical.z}));\n    }\n\n    _clearTiles() {\n        const fqid = makeFQID(this.id, this.scope);\n        this.map.style.clearSource(fqid);\n    }\n\n    _update() {\n        this.fire(new Event('data', {dataType: 'source', sourceDataType: 'content'}));\n    }\n}\n\nexport default CustomSource;\n","import {mercatorXfromLng, mercatorYfromLat} from '../../geo/mercator_coordinate';\n\nimport type {MapboxRasterTile, TBandViewRGBA} from './mrt.esm';\n\nconst NO_DATA_VALUE = 4294967295;\n\n/**\n * Get the data value of a point in the layer.\n *\n * (0, 0) corresponds to the top left point, excluding the buffer. For a\n * tile with a 1px buffer, (-1, -1) represents the top left pixel outside\n * the tile bounding box.\n *\n * The function will return a plain JS array for scaled values and a typed\n * array of appropriate type for unscaled (raw) values.\n */\nexport function getPointXY([x, y]: [number, number], bandView: TBandViewRGBA, {scaled = true} = {}) {\n    if (!bandView) {\n        throw new Error('bandView is undefined');\n    }\n\n    const {data, tileSize, buffer, offset, scale, dimension} = bandView;\n\n    if (\n        x < -buffer ||\n        x > tileSize + buffer ||\n        y < -buffer ||\n        y > tileSize + buffer\n    ) {\n        throw new Error(\n            `Point (${x}, ${y}) out of bounds for tileSize=${tileSize}, buffer=${buffer}`\n        );\n    }\n\n    const width = tileSize + 2 * buffer;\n    const pointIndex = (y + buffer) * width + (x + buffer);\n    const untypedData = new Uint32Array(data.buffer);\n\n    if (untypedData[pointIndex] === NO_DATA_VALUE) {\n        return null;\n    }\n\n    let output: ArrayLike<number> & {[index: number]: number} = [];\n    if (scaled) {\n        output = [];\n    } else {\n        const Ctor = bandView.data.constructor as new (size: number) => typeof bandView.data;\n        output = new Ctor(dimension);\n    }\n\n    for (let i = 0; i < dimension; i++) {\n        const rawValue = data[dimension * pointIndex + i];\n        const scaledValue = rawValue * scale + offset;\n        // round to 12 decimal digits https://mapbox.atlassian.net/browse/RASTER-2768\n        output[i] = Math.round(1e12 * scaledValue) / 1e12;\n    }\n\n    return output;\n}\n\nexport function getPointLonLat([lon, lat]: [number, number], tile: MapboxRasterTile, bandView: TBandViewRGBA, {scaled = true} = {}) {\n    const {tileSize, buffer} = bandView;\n\n    // From https://github.com/mapbox/tilebelt/blob/876af65cfc68f152aeed2e514289e401c5d95196/index.js#L271-L281\n    // pointToTileFraction except *unwrapped* so that we can correctly sample from\n    // buffered tiles without incorrectly wrapping. This requires additionally\n    // inputting the known tile XYZ.\n    const {x, y, z} = tile;\n\n    if (!isFinite(x) || !isFinite(y) || !isFinite(z)) {\n        throw new Error('Invalid MRT header');\n    }\n\n    const z2 = 2 ** z;\n    const xMerc = z2 * mercatorXfromLng(lon);\n    const yMerc = z2 * mercatorYfromLat(lat);\n\n    // Apply clamp boundary conditions\n    const pixelX = Math.min(\n        Math.max(-buffer, Math.floor((xMerc - x) * tileSize)),\n        tileSize - 1 + buffer\n    );\n    const pixelY = Math.min(\n        Math.max(-buffer, Math.floor((yMerc - y) * tileSize)),\n        tileSize - 1 + buffer\n    );\n\n    return getPointXY([pixelX, pixelY], bandView, {scaled});\n}\n","/**\n * Utilities for client-side MRT tile overzooming.\n * Based on @mapbox/mrt-overzoom package.\n */\n\nexport class MRTOverzoomError extends Error {\n    constructor(message: string) {\n        super(message);\n        this.name = 'MRTOverzoomError';\n    }\n}\n\ntype DType = 'uint8' | 'uint16' | 'uint32';\n\nconst CTOR_FOR_DTYPE = {\n    'uint8': Uint8Array,\n    'uint16': Uint16Array,\n    'uint32': Uint32Array,\n};\n\nfunction dtypeFromArray(array: Uint8Array | Uint16Array | Uint32Array): DType {\n    if (array instanceof Uint8Array) return 'uint8';\n    if (array instanceof Uint16Array) return 'uint16';\n    if (array instanceof Uint32Array) return 'uint32';\n    throw new Error('Invalid array type');\n}\n\n/**\n * Compute relative offset of proposed overzoom\n *\n * @param tileSize - source tile size\n * @param sx - source x coordinate\n * @param sy - source y coordinate\n * @param sz - source z coordinate\n * @param dx - destination x coordinate\n * @param dy - destination y coordinate\n * @param dz - destination z coordinate\n * @returns offset - relative offset of overzoomed tile\n */\nexport function computeOverzoomCoords(\n    tileSize: number,\n    source: {x: number; y: number; z: number},\n    dest: {x: number; y: number; z: number}\n): {offset: [number, number]; tileSize: number; deltaZ: number} {\n    const {x: sx, y: sy, z: sz} = source;\n    const {x: dx, y: dy, z: dz} = dest;\n\n    const deltaZ = dz - sz;\n    if (deltaZ < 0) {\n        throw new MRTOverzoomError(\n            `Invalid overzoom, source (z=${sz}) is higher zoom than destination (z=${dz}).`\n        );\n    }\n    const x = dx - (sx << deltaZ);\n    const y = dy - (sy << deltaZ);\n    const dim = 1 << deltaZ;\n    if (x < 0 || x >= dim || y < 0 || y >= dim) {\n        throw new MRTOverzoomError(\n            `Invalid overzoom, ${dz}/${dx}/${dy} is not a child of ${sz}/${sx}/${sy}.`\n        );\n    }\n\n    // For deltaZ > log2(tileSize), we'd cropping past a 1x1 region of the parent — there\n    // is no sub-pixel detail left to extract. Server-side `@mapbox/mrt-overzoom` throws\n    // here (HTTP 400); on the client we clamp instead so the renderer keeps producing\n    // tiles. The crop ends up being 1x1 of the closest parent pixel, scaled across the\n    // destination tile by the texture filter — visually saturated, but the map keeps\n    // rendering with no error events or holes.\n    const tileSizeLog2 = Math.log2(tileSize) | 0;\n    const effectiveDeltaZ = Math.min(deltaZ, tileSizeLog2);\n    const subPixelShift = deltaZ - effectiveDeltaZ;\n    const outTileSize = tileSize >> effectiveDeltaZ;\n    const offsetX = (x >> subPixelShift) * outTileSize;\n    const offsetY = (y >> subPixelShift) * outTileSize;\n\n    return {\n        offset: [offsetX, offsetY],\n        tileSize: outTileSize,\n        deltaZ,\n    };\n}\n\n/**\n * Crop a 4D input array with shape [numBands, height, width, numComponents]\n *\n * @param data - input data\n * @param inShape - input array shape [numBands, height, width, numComponents]\n * @param outShape - output array shape [numBands, height, width, numComponents]\n * @param offset - pixel offset of cropped region [x, y]\n * @returns cropped data array\n */\nexport function crop(\n    data: Uint8Array | Uint16Array | Uint32Array,\n    inShape: [number, number, number, number],\n    outShape: [number, number, number, number],\n    offset: [number, number]\n): Uint8Array | Uint16Array | Uint32Array {\n    const dtype = dtypeFromArray(data);\n    const Ctor = CTOR_FOR_DTYPE[dtype];\n\n    if (!Ctor) {\n        throw new Error(`Invalid data type \"${dtype}\"`);\n    }\n\n    // Shape arrays are:\n    //\n    //   [ numBands, height, width, numComponents]\n    //\n    // Width and height should be strictly equal, but we treat them generally.\n    // Components refers to the vector dimension, so the only possibilities are\n    // uint32 (scalar) = 1, uint16 (vector) = 2, uint8 (rgba) = 4.\n\n    // Lengths are in terms of typed sizes, not bytes\n    const inRowLength = inShape[2] * inShape[3];\n    const inBandLength = inShape[1] * inRowLength;\n    const outRowLength = outShape[2] * outShape[3];\n    const outBandLength = outShape[1] * outRowLength;\n\n    const out = new Ctor(outBandLength * outShape[0]);\n\n    for (let band = 0; band < outShape[0]; band++) {\n        // Start with the offset of the band\n        let inPos = band * inBandLength;\n\n        // Then increment by the row/col offset\n        inPos += outShape[3] * (offset[1] * inShape[2] + offset[0]);\n\n        // Output is just the top-left corner of the output array for this band\n        let outPos = band * outBandLength;\n\n        // \"memcpy\" raster rows one by one\n        for (let row = 0; row < outShape[1]; row++) {\n            out.subarray(outPos, outPos + outRowLength).set(\n                data.subarray(inPos, inPos + outRowLength)\n            );\n\n            inPos += inRowLength;\n            outPos += outRowLength;\n        }\n    }\n    return out;\n}\n","import {PbfReader} from 'pbf';\nimport Tile from './tile';\nimport Texture from '../render/texture';\nimport {RGBAImage} from '../util/image';\nimport {getArrayBuffer} from '../util/ajax';\nimport {makeFQID} from '../util/fqid';\nimport {registerRasterArrayTile} from './raster_array_plugin';\nimport {MapboxRasterTile} from '../data/mrt/mrt.esm.js';\nimport {crop, computeOverzoomCoords} from '../data/mrt/overzoom_util';\n\nimport type Painter from '../render/painter';\nimport type Framebuffer from '../gl/framebuffer';\nimport type {Callback} from '../types/callback';\nimport type {Cancelable} from '../types/cancelable';\nimport type {TextureImage} from '../render/texture';\nimport type {TDecodingResult} from '../data/mrt/types';\nimport type {OverscaledTileID} from './tile_id';\nimport type {RequestParameters, ResponseCallback} from '../util/ajax';\nimport type {MapboxRasterLayer, MRTDecodingBatch} from '../data/mrt/mrt.esm.js';\n\nMapboxRasterTile.setPbf(PbfReader);\n\nexport type TextureDescriptor = {\n    img: TextureImage;\n    layer: string;\n    band: string | number;\n    tileSize: number;\n    buffer: number;\n    mix: [number, number, number, number];\n    offset: number;\n    format?: 'uint8' | 'uint16' | 'uint32';\n};\n\nconst FIRST_TRY_HEADER_LENGTH = 16384;\nconst MRT_DECODED_BAND_CACHE_SIZE = 30;\n\ntype OverzoomCoords = {offset: [number, number]; tileSize: number; deltaZ: number};\n\nclass RasterArrayTile extends Tile implements Tile {\n    entireBuffer: ArrayBuffer | null | undefined;\n    requestParams: RequestParameters | null | undefined;\n\n    _workQueuePerLayer: Map<string | symbol, Array<() => void>>;\n    _fetchQueuePerLayer: Map<string | symbol, Array<() => void>>;\n    _taskQueue: Map<string | symbol, Set<Callback<TDecodingResult[] | null | undefined>>>;\n\n    fbo: Framebuffer | null | undefined;\n    textureDescriptorPerLayer: Map<string, TextureDescriptor | null | undefined>;\n    texturePerLayer: Map<string, Texture | null | undefined>;\n    textureSourceLayer: string | null | undefined;\n\n    source?: string;\n    scope?: string;\n\n    // Set by RasterArrayTileSource; resolves once workers have preloaded the MRT decoder.\n    workerReady?: Promise<void>;\n\n    _mrt: MapboxRasterTile | null | undefined;\n    _isHeaderLoaded: boolean;\n\n    // Set on tiles whose `loadTile` is in progress through the synthetic overzoom path\n    // (no actor/worker). Used to dedup re-entrant `loadTile` calls.\n    _isLoadInProgress: boolean;\n\n    // For overzoomed tiles, points to the root data tile whose MRT data is reused.\n    // `overzoomCoordsPerLayer` describes which pixel region of the parent maps to\n    // this tile, keyed by layer name. Each layer can have its own `tileSize`, so\n    // the crop region differs per layer (matches @mapbox/mrt-overzoom's flow).\n    parentTile: RasterArrayTile | null;\n    overzoomCoordsPerLayer: Map<string, OverzoomCoords> | null;\n\n    constructor(tileID: OverscaledTileID, size: number, tileZoom: number, painter?: Painter | null, isRaster?: boolean) {\n        super(tileID, size, tileZoom, painter, isRaster);\n\n        this._workQueuePerLayer = new Map();\n        this._fetchQueuePerLayer = new Map();\n        this._taskQueue = new Map();\n        this._isHeaderLoaded = false;\n        this._isLoadInProgress = false;\n        this.textureDescriptorPerLayer = new Map();\n        this.texturePerLayer = new Map();\n        this.parentTile = null;\n        this.overzoomCoordsPerLayer = null;\n    }\n\n    /**\n     * Returns a map of all layers in the raster array tile.\n     * @returns {Record<string, MapboxRasterLayer>}\n     * @private\n     */\n    getLayers(): MapboxRasterLayer[] {\n        return this._mrt ? Object.values(this._mrt.layers) : [];\n    }\n\n    /**\n     * Returns a layer in the raster array tile.\n     * @param {string} layerId\n     * @returns {MapboxRasterLayer | null | undefined}\n     * @private\n     */\n    getLayer(layerId: string): MapboxRasterLayer | null | undefined {\n        return this._mrt && this._mrt.getLayer(layerId);\n    }\n\n    /**\n     * @private\n     */\n    setTexturePerLayer(sourceLayer: string, img: TextureImage, painter: Painter) {\n        const context = painter.context;\n        const gl = context.gl;\n        let texture = this.texturePerLayer.get(sourceLayer) || painter.getTileTexture(img.width);\n\n        if (texture && texture instanceof Texture) {\n            texture.update(img, {premultiply: false});\n        } else {\n            texture = new Texture(context, img, gl.RGBA8, {premultiply: false});\n            // Use linear filtering and clamp to edge to avoid tile boundary artifacts\n            texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n        }\n\n        if (!this.texturePerLayer.has(sourceLayer)) {\n            this.texturePerLayer.set(sourceLayer, texture);\n        }\n    }\n\n    /**\n     * Stops existing fetches\n     * @private\n     */\n    flushQueues(sourceLayer: string | symbol) {\n        const workQueue = this._workQueuePerLayer.get(sourceLayer) || [];\n        const fetchQueue = this._fetchQueuePerLayer.get(sourceLayer) || [];\n\n        while (workQueue.length) {\n            (workQueue.pop())();\n        }\n\n        while (fetchQueue.length) {\n            (fetchQueue.pop())();\n        }\n    }\n\n    /**\n     * @private\n     */\n    flushAllQueues() {\n        for (const sourceLayer of this._workQueuePerLayer.keys()) {\n            const workQueue = this._workQueuePerLayer.get(sourceLayer) || [];\n            while (workQueue.length) {\n                (workQueue.pop())();\n            }\n        }\n\n        for (const sourceLayer of this._fetchQueuePerLayer.keys()) {\n            const fetchQueue = this._fetchQueuePerLayer.get(sourceLayer) || [];\n            while (fetchQueue.length) {\n                (fetchQueue.pop())();\n            }\n        }\n    }\n\n    fetchHeader(\n        fetchLength: number | null | undefined = FIRST_TRY_HEADER_LENGTH,\n        callback: ResponseCallback<ArrayBuffer | null | undefined>,\n    ): AbortController {\n        const mrt = this._mrt = new MapboxRasterTile(MRT_DECODED_BAND_CACHE_SIZE);\n\n        const headerRequestParams = {...this.requestParams, headers: {Range: `bytes=0-${fetchLength - 1}`}};\n\n        // A buffer, in case range requests were ignored\n        this.entireBuffer = null;\n\n        const controller = new AbortController();\n        this.request = controller;\n        getArrayBuffer(headerRequestParams, controller.signal)\n            .then(({data: dataBuffer, headers}) => {\n                try {\n                    const headerLength = mrt.getHeaderLength(dataBuffer);\n                    if (headerLength > fetchLength) {\n                        this.request = this.fetchHeader(headerLength, callback);\n                        return;\n                    }\n\n                    // Parse the header only\n                    mrt.parseHeader(dataBuffer);\n                    this._isHeaderLoaded = true;\n\n                    // If the received data covers all possible byte ranges (i.e. if the range request was\n                    // ignored by the server), then cache the buffer and neglect range requests.\n                    let lastByte = 0;\n                    for (const layer of Object.values(mrt.layers)) {\n                        lastByte = Math.max(lastByte, layer.dataIndex.at(-1).lastByte);\n                    }\n\n                    if (dataBuffer.byteLength >= lastByte) {\n                        this.entireBuffer = dataBuffer;\n                    }\n\n                    callback(null, (this.entireBuffer || dataBuffer), headers);\n                } catch (error) {\n                    callback(error as Error);\n                }\n            })\n            .catch((err: Error) => { if (!controller.signal.aborted) callback(err); });\n\n        return this.request;\n    }\n\n    fetchBandForRender(sourceLayer: string, layerId: string, band: string | number, callback: Callback<TextureImage | null | undefined>) {\n        this.fetchBand(sourceLayer, layerId, band, (err) => {\n            if (err) {\n                callback(err);\n                return;\n            }\n\n            this.updateTextureDescriptor(sourceLayer, layerId, band);\n            const textureDescriptor = this.textureDescriptorPerLayer.get(layerId);\n            callback(null, textureDescriptor ? textureDescriptor.img : null);\n        });\n    }\n\n    fetchBand(sourceLayer: string, layerId: string | null, band: string | number, callback: Callback<TDecodingResult[] | null | undefined>): Cancelable {\n        // If header is not loaded, bail out of rendering.\n        // Repaint on reload is handled by appropriate callbacks.\n        const mrt = this._mrt;\n        if (!this._isHeaderLoaded || !mrt) {\n            callback(new Error('Tile header is not ready'));\n            return;\n        }\n\n        if (this.parentTile && this.overzoomCoordsPerLayer) {\n            callback(null, null);\n            return;\n        }\n\n        const actor = this.actor;\n        if (!actor) {\n            callback(new Error('Can\\'t fetch tile band without an actor'));\n            return;\n        }\n\n        // eslint-disable-next-line prefer-const\n        let task: MRTDecodingBatch;\n\n        const taskQueueId = makeFQID(String(band), makeFQID(this.tileID.key, sourceLayer));\n\n        let taskInQueue = this._taskQueue.get(taskQueueId);\n\n        if (!taskInQueue) {\n            taskInQueue = new Set();\n            taskInQueue.add(callback);\n            this._taskQueue.set(taskQueueId, taskInQueue);\n        } else {\n            taskInQueue.add(callback);\n        }\n\n        const onDataDecoded = (err?: Error | null, result?: TDecodingResult[]) => {\n            task.complete(err, result);\n            if (err) {\n                callback(err);\n                return;\n            }\n\n            taskInQueue.forEach((cb) => cb(null, result));\n            this._taskQueue.delete(taskQueueId);\n        };\n\n        const onDataLoaded = (err?: Error | null, buffer?: ArrayBuffer | null) => {\n            if (err) return callback(err);\n\n            let decodeRequest: AbortController | undefined;\n            let aborted = false;\n\n            if (layerId !== null) {\n                const workQueue = this._workQueuePerLayer.get(layerId) || [];\n\n                workQueue.push(() => {\n                    aborted = true;\n                    if (decodeRequest) decodeRequest.abort();\n                    task.cancel();\n                });\n\n                if (!this._workQueuePerLayer.has(layerId)) {\n                    this._workQueuePerLayer.set(layerId, workQueue);\n                }\n            }\n\n            // Defer the decode until workers have preloaded the MRT module (see `workerReady`).\n            const send = () => {\n                if (aborted) return;\n                const params = {\n                    type: 'raster-array' as const,\n                    source: this.source,\n                    scope: this.scope,\n                    tileID: this.tileID,\n                    uid: this.uid,\n                    buffer,\n                    task\n                };\n                decodeRequest = actor.sendCancelable('decodeRasterArray', params, {}, onDataDecoded);\n            };\n\n            if (this.workerReady !== undefined) {\n                this.workerReady.then(send).catch((e: Error) => callback(e));\n            } else {\n                send();\n            }\n        };\n\n        let mrtLayer: MapboxRasterLayer;\n        try {\n            mrtLayer = mrt.getLayer(sourceLayer);\n        } catch (err) {\n            if (this.parentTile && this.overzoomCoordsPerLayer) {\n                callback(new Error(`Layer '${sourceLayer}' not found in parent tile MRT`));\n                return;\n            }\n\n            if (this.state === 'reloading') {\n                // When a tile is reloading, getLayer might throw an error\n                // due to the layer not existing for a time period\n                // We swallow the error here since that's expected\n                return;\n            }\n\n            throw err;\n        }\n\n        if (!mrtLayer) {\n            callback(new Error(`Unknown sourceLayer \"${sourceLayer}\"`));\n            return;\n        }\n\n        if (mrtLayer.hasDataForBand(band)) {\n            taskInQueue.forEach((cb) => cb(null, null));\n            this._taskQueue.delete(taskQueueId);\n            return;\n        }\n\n        const range = mrtLayer.getDataRange([band]);\n        task = mrt.createDecodingTask(range);\n\n        // The MRT instance will not return work for a task which has already been checked\n        // out but not completed. If the resulting task has no work, we presume it is in\n        // progress. (This makes it very important to correctly cancel aborted decoding tasks.)\n        if (task && !task.tasks.length) {\n            return;\n        }\n\n        // Stop existing fetches and decodes\n        if (layerId !== null) {\n            this.flushQueues(layerId);\n        }\n\n        if (this.entireBuffer) {\n            // eslint-disable-next-line no-warning-comments\n            // TODO: can we decode without slicing and duplicating memory?\n            onDataLoaded(null, this.entireBuffer.slice(range.firstByte, range.lastByte + 1));\n        } else {\n            const rangeRequestParams = {...this.requestParams, headers: {Range: `bytes=${range.firstByte}-${range.lastByte}`}};\n            const controller = new AbortController();\n            getArrayBuffer(rangeRequestParams, controller.signal)\n                .then(({data: buffer}) => onDataLoaded(null, buffer))\n                .catch((err: Error) => { if (!controller.signal.aborted) onDataLoaded(err); });\n\n            if (layerId !== null) {\n                const fetchQueue = this._fetchQueuePerLayer.get(layerId) || [];\n                fetchQueue.push(() => {\n                    controller.abort();\n                    task.cancel();\n                });\n                if (!this._fetchQueuePerLayer.has(layerId)) {\n                    this._fetchQueuePerLayer.set(layerId, fetchQueue);\n                }\n            }\n        }\n    }\n\n    updateNeeded(layerId: string, band: string | number): boolean {\n        const textureUpdateNeeded = !this.textureDescriptorPerLayer.get(layerId) ||\n            this.textureDescriptorPerLayer.get(layerId).band !== band ||\n            this.refreshedUponExpiration;\n\n        return textureUpdateNeeded && this.state !== 'errored';\n    }\n\n    updateTextureDescriptor(sourceLayer: string, layerId: string, band: string | number): void {\n        if (!this._mrt) return;\n\n        let mrtLayer: MapboxRasterLayer;\n        try {\n            mrtLayer = this._mrt.getLayer(sourceLayer);\n        } catch (err) {\n            return;\n        }\n\n        if (!mrtLayer || !mrtLayer.hasBand(band) || !mrtLayer.hasDataForBand(band)) return;\n\n        let {bytes, tileSize, buffer, offset, scale} = mrtLayer.getBandView(band);\n\n        if (this.parentTile && this.overzoomCoordsPerLayer) {\n            const layerCoords = this.overzoomCoordsPerLayer.get(sourceLayer);\n            if (layerCoords) {\n                bytes = this.cropBandData(bytes, tileSize, buffer, layerCoords);\n                tileSize = layerCoords.tileSize;\n            }\n        }\n\n        const size = tileSize + 2 * buffer;\n        const img = new RGBAImage({width: size, height: size}, bytes);\n\n        const texture = this.texturePerLayer.get(layerId);\n        if (texture && texture instanceof Texture) {\n            texture.update(img, {premultiply: false});\n        }\n\n        this.textureDescriptorPerLayer.set(layerId, {\n            layer: sourceLayer,\n            band,\n            img,\n            buffer,\n            offset,\n            tileSize,\n            format: mrtLayer.pixelFormat,\n            mix: [\n                scale,\n                scale * 256,\n                scale * 65536,\n                scale * 16777216,\n            ]\n        });\n    }\n\n    /**\n     * Crop a layer's RGBA-decoded band data down to the overzoomed region.\n     * @private\n     */\n    cropBandData(\n        bytes: Uint8Array,\n        parentTileSize: number,\n        buffer: number,\n        layerCoords: OverzoomCoords\n    ): Uint8Array {\n        const {offset, tileSize: childTileSize} = layerCoords;\n\n        // getBandView() always returns data in RGBA format (4 bytes per pixel)\n        // regardless of the native MRT format (uint8/uint16/uint32).\n        const RGBA_COMPONENTS = 4;\n        const parentDimWithBuffer = parentTileSize + 2 * buffer;\n        const inShape: [number, number, number, number] = [1, parentDimWithBuffer, parentDimWithBuffer, RGBA_COMPONENTS];\n\n        const childDimWithBuffer = childTileSize + 2 * buffer;\n        const outShape: [number, number, number, number] = [1, childDimWithBuffer, childDimWithBuffer, RGBA_COMPONENTS];\n\n        return crop(bytes, inShape, outShape, offset) as Uint8Array;\n    }\n\n    /**\n     * Set up this tile to render from a parent tile's data.\n     * Walks the parent chain to the root data tile, shares its MRT, and computes\n     * the pixel crop region. Returns true on success.\n     * @private\n     */\n    setupOverzoom(parentTile: RasterArrayTile): boolean {\n        let rootTile = parentTile;\n        while (rootTile.parentTile) {\n            rootTile = rootTile.parentTile;\n        }\n\n        const rootMrt = rootTile._mrt;\n        if (!rootMrt || !rootMrt.layers) return false;\n\n        const layers = Object.values(rootMrt.layers);\n        if (layers.length === 0) return false;\n\n        const source = {\n            x: rootTile.tileID.canonical.x,\n            y: rootTile.tileID.canonical.y,\n            z: rootTile.tileID.canonical.z,\n        };\n        const dest = {\n            x: this.tileID.canonical.x,\n            y: this.tileID.canonical.y,\n            z: this.tileID.canonical.z,\n        };\n\n        // Compute crop coords per layer. Layers in a single MRT tile can\n        // have different `tileSize` values, which means a single overzoom\n        // request resolves to different pixel offsets for each layer.\n        const coordsPerLayer = new Map<string, OverzoomCoords>();\n        for (const layer of layers) {\n            try {\n                coordsPerLayer.set(layer.name, computeOverzoomCoords(layer.tileSize, source, dest));\n            } catch (err) {\n                // Only genuine invariant violations (dest not a child of source, negative\n                // deltaZ) throw here; the \"too much overzoom\" case is clamped instead.\n                // If something does throw, treat the whole tile as un-overzoomable rather\n                // than producing a partial Map.\n                return false;\n            }\n        }\n\n        this.parentTile = rootTile;\n        this._mrt = rootMrt;\n        this._isHeaderLoaded = true;\n        this.overzoomCoordsPerLayer = coordsPerLayer;\n\n        return true;\n    }\n\n    override destroy(preserveTexture: boolean = false): void {\n        super.destroy(preserveTexture);\n        delete this._mrt;\n\n        if (!preserveTexture) {\n            for (const texture of this.texturePerLayer.values()) {\n                if (texture && texture instanceof Texture) {\n                    texture.destroy();\n                }\n            }\n        }\n\n        this.texturePerLayer.clear();\n        this.textureDescriptorPerLayer.clear();\n\n        if (this.fbo) {\n            this.fbo.destroy();\n            delete this.fbo;\n        }\n\n        delete this.request;\n        delete this.requestParams;\n\n        this._isHeaderLoaded = false;\n    }\n\n}\n\n// Registers the constructor so core-resident `SourceCache` can build raster-array tiles\n// without a static value import of this class (which would anchor the MRT decoder into core).\nregisterRasterArrayTile((tileID, size, tileZoom, painter, isRaster) => new RasterArrayTile(tileID, size, tileZoom, painter, isRaster));\n\nexport default RasterArrayTile;\n","import RasterArrayTileSource from '../src/source/raster_array_tile_source';\n// Side-effect import: registers the RasterArrayTile factory (see raster_array_plugin) so\n// core's SourceCache can build tiles, and — transitively, via raster_array_tile_source —\n// registers MRTData for main-thread deserialization.\nimport '../src/source/raster_array_tile';\n\nexport const RasterArray = {\n    RasterArrayTileSource,\n};\n","// Import MRTData as a module with side effects to ensure\n// it's registered as a serializable class on the main thread\nimport '../data/mrt_data';\nimport RasterTileSource from './raster_tile_source';\nimport {RGBAImage} from '../util/image';\nimport {ErrorEvent} from '../util/evented';\nimport {ResourceType} from '../util/ajax';\nimport RasterStyleLayer from '../style/style_layer/raster_style_layer';\nimport RasterParticleStyleLayer from '../style/style_layer/raster_particle_style_layer';\nimport MercatorCoordinate from '../geo/mercator_coordinate';\nimport {OverscaledTileID} from './tile_id';\nimport {getPointLonLat} from '../data/mrt/mrt.query';\nimport LngLat from '../geo/lng_lat';\nimport browser from '../util/browser';\nimport {makeFQID} from '../util/fqid';\nimport {parseExpiryData} from '../util/util';\n\nimport type RasterArrayTile from './raster_array_tile';\nimport type Texture from '../render/texture';\nimport type Dispatcher from '../util/dispatcher';\nimport type {Map as MapboxMap} from '../ui/map';\nimport type {Evented, EventOf} from '../util/evented';\nimport type {SourceEvents} from './source';\nimport type {Callback} from '../types/callback';\nimport type {AJAXError} from '../util/ajax';\nimport type {MapboxRasterTile} from '../data/mrt/mrt.esm.js';\nimport type {RasterArrayTileLoadResult} from './raster_array_tile_worker_source';\nimport type {TextureDescriptor} from './raster_array_tile';\nimport type {StyleImage, StyleImageMap} from '../style/style_image';\nimport type {RasterArraySourceSpecification} from '../style-spec/types';\nimport type {WorkerSourceRasterArrayTileRequest} from './worker_source';\nimport type {LngLatLike} from '../geo/lng_lat';\n\ntype RasterQueryResultEntry = Record<string, number[] | null>;\nexport type RasterQueryResult = Record<string, RasterQueryResultEntry> | null;\n\nexport type RasterQueryParameters = {\n    layerName?: string;\n    bands?: string[];\n};\n\n/**\n * A data source containing raster-array tiles created with [Mapbox Tiling Service](https://docs.mapbox.com/mapbox-tiling-service/guides/).\n * See the [Style Specification](https://docs.mapbox.com/style-spec/reference/sources/#raster-array) for detailed documentation of options.\n *\n * @example\n * // add to map\n * map.addSource('some id', {\n *     type: 'raster-array',\n *     url: 'mapbox://rasterarrayexamples.gfs-winds',\n *     tileSize: 512\n * });\n *\n * @see [Example: Create a wind particle animation](https://docs.mapbox.com/mapbox-gl-js/example/raster-particle-layer/)\n */\nclass RasterArrayTileSource extends RasterTileSource<'raster-array'> {\n    private _loadTilePending: Record<string, Promise<MapboxRasterTile>>;\n    private _loadTileLoaded: Record<string, boolean>;\n\n    // Resolves once every worker has preloaded the raster-array source (see\n    // `ensureRasterArraySource`). Kicked off on the first `loadTile`; tiles await it before\n    // their first `decodeRasterArray`.\n    _workerReady: Promise<void> | undefined;\n\n    override map!: MapboxMap;\n\n    // When `true`, the source will only load the tile header\n    // and use range requests to load and parse the tile data.\n    // Otherwise, the entire tile will be loaded and parsed in the Worker.\n    get partial(): boolean {\n        return !this.map.style.imageManager.hasImageProviderForSource(this.id, this.scope);\n    }\n\n    /**\n     * The discovered maxzoom of the data tiles. Primed from the source's\n     * TileJSON-resolved `maxzoom` once the metadata event fires, then narrowed\n     * by 404 responses (each 404 at zoom N lowers it to min(current, N - 1)).\n     * We can't use a binary-search probe because tile coverage at the midpoint\n     * zoom may be non-uniform (e.g., the parent of the requested tile may not\n     * exist even when data exists elsewhere at that zoom). The cascade is\n     * guaranteed to find an existing ancestor by walking up one zoom level at\n     * a time, and the cost is bounded to the first user session after\n     * misconfiguration.\n     * @private\n     */\n    private _dataMaxzoom?: number;\n\n    /**\n     * Callbacks waiting on a specific parent tile (keyed by uid) to finish\n     * loading. Lets multiple overzoomed children share a single in-flight\n     * parent load instead of polling tile state.\n     * @private\n     */\n    private _pendingParentWaiters: Map<number, Array<Callback<undefined>>>;\n\n    constructor(id: string, options: RasterArraySourceSpecification, dispatcher: Dispatcher, eventedParent: Evented) {\n        super(id, options, dispatcher, eventedParent);\n        this.type = 'raster-array';\n        this.maxzoom = options.maxzoom !== undefined ? options.maxzoom : 22;\n        this._loadTilePending = {};\n        this._loadTileLoaded = {};\n        this._pendingParentWaiters = new Map();\n        this._options = {type: 'raster-array', ...options};\n    }\n\n    override onAdd(map: MapboxMap): void {\n        super.onAdd(map);\n\n        // Seed _dataMaxzoom from the TileJSON-resolved maxzoom so a user\n        // entering the map at a deeply overzoomed view (e.g., z18 with data\n        // up to z5) requests the correct ancestor immediately instead of\n        // cascading down one zoom level per 404.\n        const onMetadata = (event: EventOf<SourceEvents, 'data', this>) => {\n            if (event.dataType !== 'source' || event.sourceDataType !== 'metadata') return;\n            this.off('data', onMetadata);\n            if (this._dataMaxzoom === undefined) {\n                this._dataMaxzoom = this.maxzoom;\n            }\n        };\n        this.on('data', onMetadata);\n    }\n\n    /**\n     * @private\n     */\n    getDataMaxzoom(): number | undefined {\n        return this._dataMaxzoom;\n    }\n\n    /**\n     * Returns parent tile IDs that the source cache must retain because\n     * existing or upcoming overzoomed tiles depend on them.\n     * @private\n     */\n    collectOverzoomParentTileIDs(\n        tiles: Partial<Record<string | number, RasterArrayTile>>,\n        idealTileIDs: ReadonlyArray<OverscaledTileID>,\n    ): OverscaledTileID[] {\n        const retained: OverscaledTileID[] = [];\n\n        // Retain parents that existing overzoomed tiles already point to.\n        for (const tileKey in tiles) {\n            const tile = tiles[tileKey];\n            if (!tile) continue;\n            const parent = tile.parentTile;\n            if (parent && tiles[parent.tileID.key]) {\n                retained.push(parent.tileID);\n            }\n        }\n\n        // Retain parents at dataMaxzoom for ideal tiles that will need overzooming.\n        const dataMaxzoom = this._dataMaxzoom;\n        if (dataMaxzoom !== undefined) {\n            for (const tileID of idealTileIDs) {\n                if (tileID.canonical.z <= dataMaxzoom) continue;\n                const parentID = tileID.scaledTo(dataMaxzoom);\n                if (tiles[parentID.key]) retained.push(parentID);\n            }\n        }\n\n        return retained;\n    }\n\n    /**\n     * Narrow the discovered data maxzoom after a 404 at `failedZoom`. Each\n     * cascade step decrements by one — see the `_dataMaxzoom` field doc for\n     * the rationale.\n     * @private\n     */\n    private _narrowDataMaxzoom(failedZoom: number): void {\n        const candidate = Math.max(this.minzoom, failedZoom - 1);\n        if (this._dataMaxzoom === undefined || candidate < this._dataMaxzoom) {\n            this._dataMaxzoom = candidate;\n        }\n    }\n\n    private _isParentReady(parent: RasterArrayTile): boolean {\n        const mrt = parent._mrt;\n        return parent._isHeaderLoaded && !!mrt && !!mrt.layers && Object.keys(mrt.layers).length > 0;\n    }\n\n    /**\n     * Run `callback` once the given parent tile has usable MRT data (or has\n     * errored). Multiple waiters on the same parent uid share one in-flight\n     * load. We listen for the source's 'data' event rather than polling.\n     * @private\n     */\n    private _waitForParent(parent: RasterArrayTile, callback: Callback<undefined>): void {\n        if (this._isParentReady(parent)) {\n            callback(null);\n            return;\n        }\n        if (parent.state === 'errored') {\n            callback(new Error('Parent tile failed to load'));\n            return;\n        }\n\n        const existing = this._pendingParentWaiters.get(parent.uid);\n        if (existing) {\n            existing.push(callback);\n            return;\n        }\n\n        const queue: Array<Callback<undefined>> = [callback];\n        this._pendingParentWaiters.set(parent.uid, queue);\n\n        // Source 'data' events fire for each tile load completion with `tile`\n        // attached (see SourceCache._tileLoaded). Narrow on dataType, then\n        // identity-compare with the parent.\n        const onData = (event: EventOf<SourceEvents, 'data', this>) => {\n            if (event.dataType !== 'source' || event.tile !== parent) return;\n            const ready = this._isParentReady(parent);\n            const errored = parent.state === 'errored';\n            if (!ready && !errored) return;\n\n            this.off('data', onData);\n            const drained = this._pendingParentWaiters.get(parent.uid) || [];\n            this._pendingParentWaiters.delete(parent.uid);\n            const err = ready ? null : new Error('Parent tile failed to load');\n            for (const cb of drained) cb(err);\n        };\n        this.on('data', onData);\n    }\n\n    triggerRepaint(tile: RasterArrayTile) {\n        const terrain = this.map.painter._terrain;\n        const sourceCache = this.map.style.getSourceCache(this.id);\n        if (terrain && terrain.enabled && sourceCache) {\n            terrain._clearRenderCacheForTile(sourceCache.id, tile.tileID);\n        }\n\n        // eslint-disable-next-line no-warning-comments\n        // TODO: trigger repaint only if all tiles have the requested band\n        this.map.triggerRepaint();\n    }\n\n    private _setupOverzoomTile(tile: RasterArrayTile, callback: Callback<undefined>) {\n        const dataMaxzoom = this._dataMaxzoom !== undefined ? this._dataMaxzoom : this.maxzoom;\n        const sourceCache = this.map.style.getSourceCache(this.id);\n\n        if (!sourceCache) {\n            callback(new Error('Source cache not found'));\n            return;\n        }\n\n        tile._isLoadInProgress = true;\n\n        const parentTileID = tile.tileID.scaledTo(dataMaxzoom);\n        let parentTile = sourceCache.getTile(parentTileID) as RasterArrayTile;\n        while (parentTile && parentTile.parentTile) {\n            parentTile = parentTile.parentTile;\n        }\n        if (!parentTile) {\n            // _addTile creates the tile and kicks off its load via source_cache._loadTile.\n            // We attach our completion through the 'data' event below.\n            parentTile = sourceCache._addTile(parentTileID) as RasterArrayTile;\n        }\n\n        const finish = (err?: Error | null) => {\n            tile._isLoadInProgress = false;\n            callback(err);\n        };\n\n        this._waitForParent(parentTile, (err) => {\n            if (err || !tile.setupOverzoom(parentTile)) {\n                tile.state = 'errored';\n                finish(err || new Error('Parent tile setup failed'));\n                return;\n            }\n            tile.state = 'loaded';\n            finish(null);\n        });\n    }\n\n    override async loadTile(tile: RasterArrayTile, callback: Callback<undefined>): Promise<void> {\n        const dataMaxzoom = this._dataMaxzoom !== undefined ? this._dataMaxzoom : this.maxzoom;\n        const isOverzoom = tile.tileID.canonical.z > dataMaxzoom;\n\n        if (tile.state === 'loaded') {\n            callback(null);\n            return;\n        }\n\n        if (tile._isLoadInProgress) {\n            callback(null);\n            return;\n        }\n\n        if (isOverzoom) {\n            this._setupOverzoomTile(tile, callback);\n            return;\n        }\n\n        const url = this.map._requestManager.normalizeTileURL(tile.tileID.canonical.url(this.tiles, this.scheme), false, this.tileSize);\n\n        tile.source = this.id;\n        tile.scope = this.scope;\n        if (this._workerReady === undefined) {\n            this._workerReady = this.dispatcher.send('ensureRasterArraySource', undefined).then((): void => {});\n            // Avoid an unhandled rejection (e.g. \"Actor removed\" on teardown) when no tile consumes\n            // this promise; tiles that do attach their own rejection handler via `this.workerReady`.\n            this._workerReady.catch(() => {});\n        }\n        tile.workerReady = this._workerReady;\n        if (!tile.actor) tile.actor = this.dispatcher.getActor();\n\n        const controller = new AbortController();\n        tile.request = controller;\n\n        const done = (error?: AJAXError | null, data?: MapboxRasterTile | ArrayBuffer | null, headers?: Headers) => {\n            delete tile.request;\n\n            if (tile.aborted) return callback(null);\n\n            if (error) {\n                const is404 = error.status === 404 || (typeof error.message === 'string' && error.message.includes('Not Found'));\n                if (is404) {\n                    this._narrowDataMaxzoom(tile.tileID.canonical.z);\n                    if (this._dataMaxzoom !== undefined && tile.tileID.canonical.z > this._dataMaxzoom) {\n                        this._setupOverzoomTile(tile, callback);\n                        return;\n                    }\n                }\n\n                tile.state = 'errored';\n                return callback(error);\n            }\n\n            if (this.map._refreshExpiredTiles && data) {\n                tile.setExpiryData(parseExpiryData(headers));\n            }\n\n            if (this.partial && tile.state !== 'expired') {\n                tile.state = 'empty';\n            } else if (!this.partial) {\n                if (!data) return callback(null);\n\n                tile.state = 'loaded';\n                tile._isHeaderLoaded = true;\n                tile._mrt = data as MapboxRasterTile;\n            }\n\n            callback(null);\n        };\n\n        try {\n            const request = await this.map._requestManager.transformRequest(url, ResourceType.Tile, controller.signal);\n            if (controller.signal.aborted) return callback(null);\n\n            tile.requestParams = request;\n\n            const params: WorkerSourceRasterArrayTileRequest = {\n                request,\n                uid: tile.uid,\n                tileID: tile.tileID,\n                type: this.type,\n                source: this.id,\n                scope: this.scope,\n                partial: this.partial\n            };\n\n            if (this.partial) {\n                // Load only the tile header in the main thread\n                tile.request = tile.fetchHeader(undefined, (error, data, headers) => {\n                    done(error as AJAXError, data, headers);\n                });\n            } else {\n                // Load and parse the entire tile in Worker\n                tile.request = tile.actor.sendCancelable('loadTile', params, {}, (err, result: RasterArrayTileLoadResult | null | undefined) => {\n                    if (err) return done(err as AJAXError);\n                    if (!result) return done(null, null);\n                    done(null, result.mrt, result.headers);\n                });\n            }\n        } catch (err) {\n            if (controller.signal.aborted) return callback(null);\n            tile.state = 'errored';\n            callback(err as Error);\n        }\n    }\n\n    override abortTile(tile: RasterArrayTile) {\n        if (tile.request) {\n            tile.request.abort();\n            delete tile.request;\n        }\n\n        if (tile.actor) {\n            tile.actor.notify('abortTile', {uid: tile.uid, type: this.type, source: this.id, scope: this.scope});\n        }\n    }\n\n    override unloadTile(tile: RasterArrayTile, _?: Callback<undefined> | null) {\n        const textures = tile.texturePerLayer;\n\n        tile.flushAllQueues();\n\n        if (textures.size) {\n            // Clean everything else up owned by the tile, but preserve the texture.\n            // Destroy first to prevent racing with the texture cache being popped.\n            tile.destroy(false);\n            // Preserve the textures in the cache\n            for (const texture of textures.values()) {\n                // Save the texture to the cache\n                this.map.painter.saveTileTexture(texture);\n            }\n        } else {\n            tile.destroy();\n        }\n    }\n\n    /**\n     * Prepare RasterArrayTile for the rendering. If tile doesn't have data\n     * for the requested band, fetch and repaint once it's acquired.\n     * @private\n     */\n    prepareTile(tile: RasterArrayTile, sourceLayer: string, layerId: string, band: string | number) {\n        const dataMaxzoom = this._dataMaxzoom !== undefined ? this._dataMaxzoom : this.maxzoom;\n        const needsOverzoom = tile.tileID.canonical.z > dataMaxzoom;\n        const hasOverzoomSetup = !!(tile.parentTile && tile.overzoomCoordsPerLayer);\n\n        if (needsOverzoom && !hasOverzoomSetup) {\n            return;\n        }\n\n        if (!tile._isHeaderLoaded) {\n            return;\n        }\n\n        if (tile.state !== 'empty') tile.state = 'reloading';\n\n        tile.fetchBandForRender(sourceLayer, layerId, band, (error, data) => {\n            if (error) {\n                tile.state = 'errored';\n                this.fire(new ErrorEvent(error));\n            } else if (data) {\n                tile._isHeaderLoaded = true;\n                tile.setTexturePerLayer(layerId, data, this.map.painter);\n                tile.state = 'loaded';\n            }\n\n            this.triggerRepaint(tile);\n        });\n    }\n\n    /**\n     * Get the initial band for a source layer.\n     * @private\n     */\n    getInitialBand(sourceLayer: string): string | number {\n        if (!this.rasterLayers) return 0;\n        const rasterLayer = this.rasterLayers.find(({id}) => id === sourceLayer);\n        const fields = rasterLayer && rasterLayer.fields;\n        const bands = fields && fields.bands && fields.bands;\n        return bands ? bands[0] : 0;\n    }\n\n    /**\n     * Get a texture descriptor for a source layer and a band.\n     * @private\n     * @param {RasterArrayTile} tile\n     * @param {RasterStyleLayer} layer\n     * @param {boolean} fallbackToPrevious If true, return previous texture even if update is needed\n     * @returns {TextureDescriptor} Texture descriptor with texture if available\n     */\n    getTextureDescriptor(\n        tile: RasterArrayTile,\n        layer: RasterStyleLayer | RasterParticleStyleLayer,\n        fallbackToPrevious: boolean,\n    ): TextureDescriptor & {texture: Texture | null | undefined;} | void {\n        if (!tile) return;\n\n        const sourceLayer = layer.sourceLayer || (this.rasterLayerIds && this.rasterLayerIds[0]);\n        if (!sourceLayer) return;\n\n        let layerBand = null;\n        if (layer instanceof RasterStyleLayer) {\n            layerBand = layer.paint.get('raster-array-band');\n        } else if (layer instanceof RasterParticleStyleLayer) {\n            layerBand = layer.paint.get('raster-particle-array-band');\n        }\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const band = layerBand || this.getInitialBand(sourceLayer);\n        if (band == null) return;\n\n        if (!tile.textureDescriptorPerLayer.get(layer.id)) {\n            return;\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        if (tile.updateNeeded(layer.id, band) && !fallbackToPrevious) return;\n\n        const textureDescriptor = tile.textureDescriptorPerLayer.get(layer.id);\n\n        return {...textureDescriptor, texture: tile.texturePerLayer.get(layer.id)};\n    }\n\n    /**\n     * Creates style images from raster array tiles based on the requested image names.\n     * Used by `ImageProvider` to resolve pending image requests.\n     * @private\n     * @param {RasterArrayTile[]} tiles - Array of loaded raster array tiles to extract data from\n     * @param {string[]} imageNames - Array of image names in format \"layerId/bandId\" to extract\n     * @returns {StyleImageMap<string>} Map of image names to StyleImage objects\n     */\n    getImages(tiles: RasterArrayTile[], imageNames: string[]): StyleImageMap<string> {\n        const styleImages = new Map<string, StyleImage>();\n\n        for (const tile of tiles) {\n            for (const name of imageNames) {\n                const [layerId, bandId] = name.split('/');\n                const layer = tile.getLayer(layerId);\n                if (!layer) continue;\n                if (!layer.hasBand(bandId) || !layer.hasDataForBand(bandId)) continue;\n\n                const {bytes, tileSize, buffer} = layer.getBandView(bandId);\n                const size = tileSize + 2 * buffer;\n\n                const styleImage: StyleImage = {\n                    data: new RGBAImage({width: size, height: size}, bytes),\n                    pixelRatio: 2,\n                    sdf: false,\n                    usvg: false,\n                    version: 0\n                };\n\n                styleImages.set(name, styleImage);\n            }\n        }\n\n        return styleImages;\n    }\n\n    queryRasterArrayValueByBandId(lngLat: LngLat, tile: RasterArrayTile, params: RasterQueryParameters): Promise<RasterQueryResult> {\n        const mrt = tile._mrt;\n        return new Promise((resolve) => {\n            const queryResult: RasterQueryResult = {};\n            const fetchLayerBandsRequests = new Set<string>();\n\n            for (const [layerName, layer] of Object.entries(mrt.layers)) {\n                if (params.layerName && layerName !== params.layerName) continue;\n                const entry: RasterQueryResultEntry = {};\n                queryResult[layerName] = entry;\n                for (const {bands} of layer.dataIndex) {\n                    for (const band of bands) {\n                        if (params.bands && !(params.bands).includes(band)) continue;\n                        fetchLayerBandsRequests.add(makeFQID(layerName, band));\n                        tile.fetchBand(layerName, null, band, (err) => {\n                            browser.frame(() => {\n                                if (err) {\n                                    entry[band] = null;\n                                } else {\n                                    entry[band] = getPointLonLat([lngLat.lng, lngLat.lat], mrt, layer.getBandView(band)) as number[];\n                                }\n                                fetchLayerBandsRequests.delete(makeFQID(layerName, band));\n                                if (fetchLayerBandsRequests.size === 0) {\n                                    resolve(queryResult);\n                                }\n                            });\n                        });\n                    }\n                }\n            }\n\n            if (fetchLayerBandsRequests.size === 0) {\n                resolve(queryResult);\n            }\n        });\n    }\n\n    _loadTileForQuery(tile: RasterArrayTile): Promise<MapboxRasterTile> {\n        if (this._loadTileLoaded[tile.uid]) {\n            return Promise.resolve(tile._mrt);\n        }\n\n        // Concurrent queries on the same tile share one in-flight load.\n        if (tile.uid in this._loadTilePending) {\n            return this._loadTilePending[tile.uid];\n        }\n\n        const promise = this._fetchTileForQuery(tile);\n        this._loadTilePending[tile.uid] = promise;\n        return promise;\n    }\n\n    // No controller: the shared promise must settle (the `finally` drains the dedup entry),\n    // or a rejected load would block the tile forever.\n    private async _fetchTileForQuery(tile: RasterArrayTile): Promise<MapboxRasterTile> {\n        const url = this.map._requestManager.normalizeTileURL(tile.tileID.canonical.url(this.tiles, this.scheme), false, this.tileSize);\n\n        try {\n            const request = await this.map._requestManager.transformRequest(url, ResourceType.Tile);\n            const requestParams: WorkerSourceRasterArrayTileRequest = {\n                request,\n                uid: tile.uid,\n                tileID: tile.tileID,\n                type: this.type,\n                source: this.id,\n                scope: this.scope,\n                partial: false\n            };\n\n            const data = await tile.actor.send('loadTile', requestParams);\n            const result = data as RasterArrayTileLoadResult | null | undefined;\n            if (!result) return null;\n\n            const mrtData = result.mrt;\n            if (this.map._refreshExpiredTiles) {\n                tile.setExpiryData(parseExpiryData(result.headers));\n            }\n            tile._mrt = mrtData;\n            tile._isHeaderLoaded = true;\n            tile.state = 'loaded';\n            this._loadTileLoaded[tile.uid] = true;\n            return mrtData;\n        } finally {\n            delete this._loadTilePending[tile.uid];\n        }\n    }\n\n    async queryRasterArrayValueByAllBands(lngLat: LngLat, tile: RasterArrayTile, params: RasterQueryParameters): Promise<RasterQueryResult> {\n        const data = await this._loadTileForQuery(tile);\n        if (!data) return null;\n        return this.queryRasterArrayValueByBandId(lngLat, tile, params);\n    }\n\n    queryRasterArrayValue(lngLatLike: LngLatLike, params: RasterQueryParameters): Promise<RasterQueryResult> {\n        const lngLat = LngLat.convert(lngLatLike);\n        const tile = this.findLoadedParent(lngLat);\n        if (!tile) return Promise.resolve(null);\n        const mrt = tile._mrt;\n        if (!mrt) return Promise.resolve(null);\n\n        if (params.bands || !this.partial) {\n            return this.queryRasterArrayValueByBandId(lngLat, tile, params);\n        } else {\n            return this.queryRasterArrayValueByAllBands(lngLat, tile, params);\n        }\n    }\n\n    findLoadedParent(lngLat: LngLat) {\n        const point = MercatorCoordinate.fromLngLat(lngLat, this.map.transform.tileSize);\n        const z = this.maxzoom + 1;\n        const tiles = 1 << z;\n        const wrap = Math.floor(point.x);\n        const px = point.x - wrap;\n        const x = Math.floor(px * tiles);\n        const y = Math.floor(point.y * tiles);\n        // Guard for non-Mercator projections that show latitudes beyond the Mercator limit\n        if (x < 0 || x >= tiles || y < 0 || y >= tiles) return null;\n        const sourceCache = this.map.style.getSourceCache(this.id);\n        const tileID = new OverscaledTileID(z, wrap, z, x, y);\n        return sourceCache.findLoadedParent(tileID, this.minzoom) as RasterArrayTile | null | undefined;\n    }\n}\n\nexport default RasterArrayTileSource;\n","import * as module from './raster_array_main_imports';\n\nexport const RasterArray: Partial<typeof module.RasterArray> = module.RasterArray;\n\nexport async function prepareRasterArray(): Promise<void> { return Promise.resolve(); }\n","import {getType, setType} from './source';\nimport {Standard, prepareStandard} from '../../modules/standard_main';\nimport {RasterArray, prepareRasterArray} from '../../modules/raster_array_main';\n\nimport type {ISource} from './source';\nimport type {Class} from '../types/class';\nimport type {Source} from './source_types';\n\n// Source types whose class lives in a lazily-loaded module. The loader is routed\n// through the module facade so registration itself does not statically anchor the\n// class into core (UMD resolves the facade eagerly, ESM lazily via dynamic import).\n//\n// This registry lives apart from `source.ts` on purpose: `source.ts` is shared between\n// the main and worker bundles, so a dynamic `import()` reachable from it would be pulled\n// into the worker's chunk graph. Keeping the main-thread lazy loaders here (imported only\n// by `Style`) keeps the Standard main chunk out of the worker bundle.\nconst lazySourceLoaders: Partial<Record<Source['type'], () => Promise<Class<ISource> | undefined>>> = {\n    model: () => prepareStandard().then(() => Standard.ModelSource as Class<ISource> | undefined),\n    'batched-model': () => prepareStandard().then(() => Standard.Tiled3dModelSource as Class<ISource> | undefined),\n    'raster-array': () => prepareRasterArray().then(() => RasterArray.RasterArrayTileSource as Class<ISource> | undefined)\n};\n\n// True for a source type whose class is registered lazily (loaded on demand). Callers\n// use this to keep the synchronous `addSource` contract via a placeholder while the\n// owning module loads (see `Style#addSource`).\nexport const isLazySourceType = function (name: string): boolean {\n    return Object.hasOwn(lazySourceLoaders, name);\n};\n\n// Resolves once the class for `name` is registered. No-op if already registered (fast\n// path); awaits the module load for a lazy type; throws for a genuinely unknown type.\n// Safe to call concurrently — `import()` is module-cached and `setType` is idempotent.\nexport const ensureSourceType = async function (name: string): Promise<void> {\n    if (getType(name)) return;\n    const loader = lazySourceLoaders[name as Source['type']];\n    if (!loader) {\n        throw new Error(`Unknown source type \"${name}\"`);\n    }\n    const type = await loader();\n    // A failed module load (warned in the facade) leaves `type` undefined; `createSource`\n    // will still throw \"Unknown source type\" for the caller, matching non-lazy behavior.\n    if (type && !getType(name)) {\n        setType(name, type);\n    }\n};\n","import {Evented} from '../util/evented';\n\nimport type Tile from './tile';\nimport type Dispatcher from '../util/dispatcher';\nimport type {Map as MapboxMap} from '../ui/map';\nimport type {Callback} from '../types/callback';\nimport type {ISource, SourceEvents} from './source';\nimport type {SourceSpecification} from '../style-spec/types';\n\n/**\n * A stand-in {@link ISource} used while the real source class is still loading from a\n * lazily-loaded module (see `Style#addSource` and `source.ensureSourceType`).\n *\n * It satisfies the synchronous `addSource` contract — a `SourceCache` can be created and\n * registered this tick — while reporting itself as not-loaded so no tiles are requested.\n * Once the module resolves, `SourceCache#setSource` swaps in the genuine source instance\n * and this placeholder is discarded.\n *\n * @private\n */\nclass LazySource extends Evented<SourceEvents> implements ISource {\n    type: Exclude<ISource['type'], undefined>;\n    id: string;\n    scope!: string;\n    minzoom: number;\n    maxzoom: number;\n    tileSize: number;\n    roundZoom: boolean | undefined;\n    reparseOverscaled: boolean | undefined;\n    attribution: string | undefined;\n\n    _options: SourceSpecification;\n\n    constructor(id: string, options: SourceSpecification, _dispatcher: Dispatcher, eventedParent: Evented) {\n        super();\n        this.id = id;\n        this.type = options.type;\n        this._options = options;\n        this.minzoom = 0;\n        this.maxzoom = 22;\n        this.tileSize = 512;\n        this.setEventedParent(eventedParent);\n    }\n\n    hasTransition(): boolean {\n        return false;\n    }\n\n    // Never loaded — keeps the owning SourceCache from requesting tiles before the real\n    // source is installed.\n    loaded(): boolean {\n        return false;\n    }\n\n    onAdd(_map: MapboxMap) {}\n\n    onRemove(_map: MapboxMap) {}\n\n    loadTile(_tile: Tile, _callback: Callback<undefined>) {}\n\n    serialize(): SourceSpecification {\n        return this._options;\n    }\n}\n\nexport default LazySource;\n","import assert from '../style-spec/util/assert';\n\nimport type Point from '@mapbox/point-geometry';\nimport type SourceCache from './source_cache';\nimport type {CollisionDetector} from '../symbol/placement_algorithm';\nimport type Transform from '../geo/transform';\nimport type {ImageId} from '../style-spec/expression/types/image_id';\nimport type {default as Feature, TargetDescriptor, FeatureVariant} from '../util/vectortile_to_geojson';\nimport type {FeatureFilter} from '../style-spec/feature_filter/index';\nimport type {RetainedQueryData} from '../symbol/placement';\nimport type {QueryGeometry, TilespaceQueryGeometry} from '../style/query_geometry';\nimport type {StyleExpression} from '../style-spec/expression/index';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type {FilterSpecification} from '../style-spec/types';\n\n/**\n * Internal type that represents a QRF query.\n */\nexport type QrfQuery = {\n    layers: QrfLayers;\n    sourceCache: SourceCache;\n};\n\n/**\n * List of layers with their query targets grouped by layer ID.\n */\nexport type QrfLayers = Record<string, QrfLayer>;\n\nexport type QrfLayer = {\n    targets?: QrfTarget[];\n    styleLayer: TypedStyleLayer;\n};\n\nexport type QrfTarget = {\n    targetId?: string;\n    target?: TargetDescriptor;\n    namespace?: string;\n    properties?: Record<string, StyleExpression>;\n    filter?: FeatureFilter;\n    uniqueFeatureID?: boolean;\n};\n\nexport type QueryResult = {\n    [layerId: string]: Array<{\n        featureIndex: number;\n        feature: Feature;\n        intersectionZ: number;\n    }>;\n};\n\nexport type RenderedFeatureLayers = Array<{\n    wrappedTileID: number;\n    queryResults: QueryResult;\n}>;\n\nfunction generateTargetKey(target: TargetDescriptor): string {\n    if (\"layerId\" in target) {\n        // Handle the case where target is { layerId: string }\n        return `layer:${target.layerId}`;\n    } else {\n        // Handle the case where target is FeaturesetDescriptor\n        const {featuresetId, importId} = target;\n        return `featureset:${featuresetId}${importId ? `:import:${importId}` : \"\"}`;\n    }\n}\n\n/**\n * @private\n */\nexport function getFeatureTargetKey(variant: FeatureVariant, feature: Feature, targetId: string = ''): string {\n    return `${targetId}:${feature.id || ''}:${feature.layer.id}:${generateTargetKey(variant.target)}`;\n}\n\n/**\n * @private\n */\nexport function shouldSkipFeatureVariant(variant: FeatureVariant, feature: Feature, uniqueFeatureSet: Set<string>, targetId: string = ''): boolean {\n    if (variant.uniqueFeatureID) {\n        const key = getFeatureTargetKey(variant, feature, targetId);\n        // skip the feature that has the same featureID in the same interaction with uniqueFeatureID turned on\n        if (uniqueFeatureSet.has(key)) {\n            return true;\n        }\n        // Add the key to the map\n        uniqueFeatureSet.add(key);\n    }\n    return false;\n}\n\n/**\n * @private\n */\nexport function queryRenderedFeatures(\n    queryGeometry: QueryGeometry,\n    query: QrfQuery & {has3DLayers?: boolean},\n    availableImages: ImageId[],\n    transform: Transform,\n    visualizeQueryGeometry: boolean = false,\n    scope: string | undefined = undefined\n): QueryResult {\n    const sourceCacheTransform = query.sourceCache.transform;\n    const tileResults = query.sourceCache.tilesIn(queryGeometry, query.has3DLayers, visualizeQueryGeometry);\n    tileResults.sort(sortTilesIn);\n\n    const renderedFeatureLayers: RenderedFeatureLayers = [];\n    for (const tileResult of tileResults) {\n        const queryResults = tileResult.tile.queryRenderedFeatures(\n            query,\n            tileResult,\n            availableImages,\n            transform,\n            sourceCacheTransform,\n            visualizeQueryGeometry,\n            scope\n        );\n\n        if (Object.keys(queryResults).length) {\n            renderedFeatureLayers.push({wrappedTileID: tileResult.tile.tileID.wrapped().key, queryResults});\n        }\n    }\n\n    for (const layerId in query.layers) {\n        const layer = query.layers[layerId];\n        if (layer.styleLayer) {\n            const queryResults = layer.styleLayer.queryRenderedFeatures(queryGeometry, query.sourceCache, transform);\n            if (Object.keys(queryResults).length) {\n                renderedFeatureLayers.push({wrappedTileID: 0, queryResults});\n            }\n        }\n    }\n\n    if (renderedFeatureLayers.length === 0) {\n        return {};\n    }\n\n    return mergeRenderedFeatureLayers(renderedFeatureLayers);\n}\n\n/**\n * @private\n */\nexport function queryRenderedSymbols(\n    queryGeometry: Array<Point>,\n    query: QrfQuery,\n    availableImages: ImageId[],\n    collisionIndex: CollisionDetector,\n    retainedQueryData: Record<number, RetainedQueryData>,\n    worldview: string | undefined\n): QueryResult {\n    const result: QueryResult = {};\n    const renderedSymbols = collisionIndex.queryRenderedSymbols(queryGeometry);\n    const bucketQueryData: RetainedQueryData[] = [];\n    for (const bucketInstanceId of Object.keys(renderedSymbols).map(Number)) {\n        bucketQueryData.push(retainedQueryData[bucketInstanceId]);\n    }\n    bucketQueryData.sort(sortTilesIn);\n\n    for (const queryData of bucketQueryData) {\n        const bucketSymbols = queryData.featureIndex.lookupSymbolFeatures(\n            renderedSymbols[queryData.bucketInstanceId],\n            queryData.bucketIndex,\n            queryData.sourceLayerIndex,\n            query,\n            availableImages,\n            worldview\n        );\n\n        for (const layerID in bucketSymbols) {\n            const resultFeatures = result[layerID] = result[layerID] || [];\n            const layerSymbols = bucketSymbols[layerID];\n            layerSymbols.sort((a, b) => {\n                // Match topDownFeatureComparator from FeatureIndex, but using\n                // most recent sorting of features from bucket.sortFeatures\n                const featureSortOrder = queryData.featureSortOrder;\n                if (featureSortOrder) {\n                    // queryRenderedSymbols documentation says we'll return features in\n                    // \"top-to-bottom\" rendering order (aka last-to-first).\n                    // Actually there can be multiple symbol instances per feature, so\n                    // we sort each feature based on the first matching symbol instance.\n                    const sortedA = featureSortOrder.indexOf(a.featureIndex);\n                    const sortedB = featureSortOrder.indexOf(b.featureIndex);\n                    assert(sortedA >= 0);\n                    assert(sortedB >= 0);\n                    return sortedB - sortedA;\n                } else {\n                    // Bucket hasn't been re-sorted based on angle, so use the\n                    // reverse of the order the features appeared in the data.\n                    return b.featureIndex - a.featureIndex;\n                }\n            });\n            for (const symbolFeature of layerSymbols) {\n                resultFeatures.push(symbolFeature);\n            }\n        }\n    }\n\n    return result;\n}\n\n/**\n * @private\n */\nexport function querySourceFeatures(sourceCache: SourceCache, params?: {\n    sourceLayer?: string;\n    filter?: FilterSpecification;\n    validate?: boolean;\n}): Array<Feature> {\n    const tiles = sourceCache.getRenderableIds().map((id) => {\n        return sourceCache.getTileByID(id);\n    });\n\n    const result: Feature[] = [];\n\n    const dataTiles: Record<string, boolean> = {};\n    for (let i = 0; i < tiles.length; i++) {\n        const tile = tiles[i];\n        const dataID = tile.tileID.canonical.key;\n        if (!dataTiles[dataID]) {\n            dataTiles[dataID] = true;\n            tile.querySourceFeatures(result, params);\n        }\n    }\n\n    return result;\n}\n\nfunction sortTilesIn(a: TilespaceQueryGeometry | RetainedQueryData, b: TilespaceQueryGeometry | RetainedQueryData) {\n    const idA = a.tileID;\n    const idB = b.tileID;\n    return (idA.overscaledZ - idB.overscaledZ) || (idA.canonical.y - idB.canonical.y) || (idA.wrap - idB.wrap) || (idA.canonical.x - idB.canonical.x);\n}\n\nfunction mergeRenderedFeatureLayers(tiles: RenderedFeatureLayers): QueryResult {\n    // Merge results from all tiles, but if two tiles share the same\n    // wrapped ID, don't duplicate features between the two tiles\n    const result: QueryResult = {};\n    const wrappedIDLayerMap: Record<string, Record<number, boolean>> = {};\n    for (const tile of tiles) {\n        const queryResults = tile.queryResults;\n        const wrappedID = tile.wrappedTileID;\n        const wrappedIDLayers = wrappedIDLayerMap[wrappedID] = wrappedIDLayerMap[wrappedID] || {};\n        for (const layerID in queryResults) {\n            const tileFeatures = queryResults[layerID];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const wrappedIDFeatures: Record<number, boolean> = wrappedIDLayers[layerID] = wrappedIDLayers[layerID] || {};\n            const resultFeatures = result[layerID] = result[layerID] || [];\n            for (const tileFeature of tileFeatures) {\n                if (!wrappedIDFeatures[tileFeature.featureIndex]) {\n                    wrappedIDFeatures[tileFeature.featureIndex] = true;\n                    resultFeatures.push(tileFeature);\n                }\n            }\n        }\n    }\n    return result;\n}\n","import EXTENT from '../style-spec/data/extent';\n\nimport type FillExtrusionBucket from '../data/bucket/fill_extrusion_bucket';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type {OverscaledTileID} from './tile_id';\nimport type Style from '../style/style';\nimport type Tiled3dModelBucket from '../../3d-style/data/bucket/tiled_3d_model_bucket';\nimport type {Bucket} from '../data/bucket';\nimport type BuildingBucket from '../../3d-style/data/bucket/building_bucket';\n\nclass BuildingIndex {\n    style: Style;\n    layers: Array<{\n        layer: TypedStyleLayer;\n        visible: boolean;\n        visibilityChanged: boolean;\n    }>;\n    currentBuildingBuckets!: Array<{\n        bucket: Bucket | null | undefined;\n        tileID: OverscaledTileID;\n        verticalScale: number;\n    }>;\n    layersGotHidden: boolean; // when layer're hidden since the last frame, don't keep previous elevation, while loading tiles.\n\n    constructor(style: Style) {\n        this.style = style;\n        this.layersGotHidden = false;\n        this.layers = [];\n    }\n\n    processLayersChanged() {\n        this.layers = [];\n        const visible = false, visibilityChanged = false;\n        for (const layerId in this.style._mergedLayers) {\n            const layer = this.style._mergedLayers[layerId];\n            if (layer.type === 'fill-extrusion' || layer.type === 'building') {\n                this.layers.push({layer, visible, visibilityChanged});\n            } else if (layer.type === 'model') {\n                const source = this.style.getLayerSource(layer);\n                if (source && source.type === 'batched-model') {\n                    this.layers.push({layer, visible, visibilityChanged});\n                }\n            }\n        }\n    }\n\n    // Check if some of the building layers are disabled or with opacity evaluated to 0.\n    onNewFrame(zoom: number) {\n        this.layersGotHidden = false;\n        for (const l of this.layers) {\n            const layer = l.layer;\n            let visible = false;\n            if (layer.type === 'fill-extrusion') {\n                visible = !layer.isHidden(zoom) && layer.paint.get('fill-extrusion-opacity') > 0.0;\n            } else if (layer.type === 'building') {\n                visible = !layer.isHidden(zoom) && layer.paint.get('building-opacity') > 0.0;\n            } else if (layer.type === 'model') {\n                visible = !layer.isHidden(zoom) && layer.paint.get('model-opacity').constantOr(1.0) > 0.0;\n            }\n            this.layersGotHidden = this.layersGotHidden || (!visible && l.visible);\n            l.visible = visible;\n        }\n    }\n\n    updateZOffset(symbolBucket: SymbolBucket, tileID: OverscaledTileID) {\n        // prepare lookup from bucket to overlapping buckets of all building layers.\n        this.currentBuildingBuckets = [];\n        for (const l of this.layers) {\n            const layer = l.layer;\n            const sourceCache = this.style.getLayerSourceCache(layer);\n\n            let verticalScale = 1;\n            if (layer.type === 'fill-extrusion') {\n                verticalScale = l.visible ? layer.paint.get('fill-extrusion-vertical-scale') : 0;\n            } else if (layer.type === 'building') {\n                verticalScale = l.visible ? layer.paint.get('building-vertical-scale') : 0;\n            }\n\n            let tile = sourceCache ? sourceCache.getTile(tileID) : null;\n\n            if (!tile && sourceCache) {\n                for (const cachedTileKey in sourceCache._tiles) {\n                    const cachedTile = sourceCache._tiles[cachedTileKey];\n                    if (tileID.canonical.isChildOf(cachedTile.tileID.canonical)) {\n                        tile = cachedTile;\n                        break;\n                    }\n                }\n            }\n            this.currentBuildingBuckets.push({bucket: tile ? tile.getBucket(layer) : null, tileID: tile ? tile.tileID : tileID, verticalScale});\n        }\n\n        symbolBucket.hasAnyZOffset = false;\n        let dataChanged = false;\n        for (let s = 0; s < symbolBucket.symbolInstances.length; s++) {\n            const symbolInstance = symbolBucket.symbolInstances.get(s);\n            const currentZOffset = symbolInstance.zOffset;\n            const newZOffset = this._getHeightAtTileOffset(tileID, symbolInstance.tileAnchorX, symbolInstance.tileAnchorY);\n\n            // When zooming over integer zooms, keep the elevation while loading building buckets.\n            symbolInstance.zOffset = newZOffset !== Number.NEGATIVE_INFINITY ? newZOffset : currentZOffset;\n\n            if (!dataChanged && currentZOffset !== symbolInstance.zOffset) {\n                dataChanged = true;\n            }\n            if (!symbolBucket.hasAnyZOffset && symbolInstance.zOffset !== 0) {\n                symbolBucket.hasAnyZOffset = true;\n            }\n        }\n        if (dataChanged) {\n            symbolBucket.zOffsetBuffersNeedUpload = true;\n            symbolBucket.zOffsetSortDirty = true;\n        }\n    }\n\n    /**\n     * Returns true if any building layer tracked by this index is backed by\n     * the source cache with the given `sourceCacheId`.  Used to detect when a\n     * fill-extrusion tile has finished loading so that a full label-placement\n     * pass can be requested: symbol z-offsets depend on building heights, so\n     * placement must re-run whenever new building data arrives.\n     *\n     * @param {string} sourceCacheId - The FQID of the source cache to check.\n     * @returns {boolean} `true` if a tracked building layer uses this cache.\n     * @example\n     * if (buildingIndex.hasLayerForSourceCache(event.sourceCacheId)) { ... }\n     */\n    hasLayerForSourceCache(sourceCacheId: string): boolean {\n        for (const {layer} of this.layers) {\n            const sourceCache = this.style.getLayerSourceCache(layer);\n            if (sourceCache && sourceCache.id === sourceCacheId) {\n                return true;\n            }\n        }\n        return false;\n    }\n\n    _mapCoordToOverlappingTile(\n        tid: OverscaledTileID,\n        x: number,\n        y: number,\n        targetTileID: OverscaledTileID,\n    ): {\n        tileX: number;\n        tileY: number;\n    } {\n        let tileX = x;\n        let tileY = y;\n        const tileID = targetTileID;\n        if (tid.canonical.z !== tileID.canonical.z) {\n            const id = tileID.canonical;\n            const zDiff = 1. / (1 << (tid.canonical.z - id.z));\n            tileX = ((x + tid.canonical.x * EXTENT) * zDiff - id.x * EXTENT) | 0;\n            tileY = ((y + tid.canonical.y * EXTENT) * zDiff - id.y * EXTENT) | 0;\n        }\n        return {tileX, tileY};\n    }\n\n    _getHeightAtTileOffset(tid: OverscaledTileID, x: number, y: number): number {\n        let availableHeight: number | undefined;\n        let maxFillExtrusionHeight: number | undefined;\n        // use FE data when landmark height is not available. Instead of assuming order, process\n        // fill extrusions before landmarks\n        for (let i = 0; i < this.layers.length; ++i) {\n            const l = this.layers[i];\n            const layer = l.layer;\n            if (layer.type !== 'fill-extrusion' && layer.type !== 'building') continue;\n            const {bucket, tileID, verticalScale} = this.currentBuildingBuckets[i];\n            if (!bucket) continue;\n\n            const {tileX, tileY} = this._mapCoordToOverlappingTile(tid, x, y, tileID);\n\n            const b = bucket as FillExtrusionBucket | BuildingBucket;\n            const heightData = b.getHeightAtTileCoord(tileX, tileY);\n            if (!heightData || heightData.height === undefined) continue;\n            if (heightData.hidden) { // read height, even if fill extrusion is hidden, until it is used for tiled 3D models.\n                availableHeight = heightData.height;\n                continue;\n            }\n            maxFillExtrusionHeight = Math.max(heightData.height * verticalScale, maxFillExtrusionHeight || 0);\n        }\n        if (maxFillExtrusionHeight !== undefined) {\n            return maxFillExtrusionHeight;\n        }\n\n        for (let i = 0; i < this.layers.length; ++i) {\n            const l = this.layers[i];\n            const layer = l.layer;\n            if (layer.type !== 'model' || !l.visible) continue;\n            const {bucket, tileID} = this.currentBuildingBuckets[i];\n            if (!bucket) continue;\n\n            const {tileX, tileY} = this._mapCoordToOverlappingTile(tid, x, y, tileID);\n\n            const b = bucket as Tiled3dModelBucket;\n            const heightData = b.getHeightAtTileCoord(tileX, tileY);\n            if (!heightData || heightData.hidden) continue;\n            if (heightData.height === undefined && availableHeight !== undefined) return Math.min(heightData.maxHeight, availableHeight) * heightData.verticalScale;\n            return heightData.height ? heightData.height * heightData.verticalScale : Number.NEGATIVE_INFINITY;\n        }\n        // If we couldn't find a bucket, return Number.NEGATIVE_INFINITY. If a layer got hidden since previous frame, place symbols on ground.\n        return this.layersGotHidden ? 0 : Number.NEGATIVE_INFINITY;\n    }\n}\n\nexport default BuildingIndex;\n","import WorkerPool, {PRELOAD_POOL_ID} from './worker_pool';\nimport Dispatcher from './dispatcher';\n\nlet globalDispatcher: Dispatcher | null = null;\nlet globalWorkerPool: WorkerPool | null | undefined;\n\n/**\n * Creates (if necessary) and returns the single, global WorkerPool instance\n * to be shared across each Map\n * @private\n */\nexport function getGlobalWorkerPool(): WorkerPool {\n    if (!globalWorkerPool) {\n        globalWorkerPool = new WorkerPool();\n    }\n    return globalWorkerPool;\n}\n\nexport function prewarm() {\n    getGlobalWorkerPool().acquire(PRELOAD_POOL_ID);\n}\n\nexport function getGlobalDispatcher(): Dispatcher {\n    if (!globalDispatcher) {\n        globalDispatcher = new Dispatcher(getGlobalWorkerPool(), undefined);\n    }\n    return globalDispatcher;\n}\n\nexport function clearPrewarmedResources() {\n    const dispatcher = globalDispatcher;\n    if (dispatcher) {\n        dispatcher.remove();\n        globalDispatcher = null;\n    }\n\n    const pool = globalWorkerPool;\n    if (pool) {\n        // Remove the pool only if all maps that referenced the preloaded global worker pool have been removed.\n        if (pool.isPreloaded() && pool.numActive() === 1) {\n            pool.release(PRELOAD_POOL_ID);\n            globalWorkerPool = null;\n        } else {\n            console.warn('Could not clear WebWorkers since there are active Map instances that still reference it. The pre-warmed WebWorker pool can only be cleared when all map instances have been removed with map.remove()');\n        }\n    }\n\n}\n","import refProperties from './util/ref_properties';\n\nimport type {LayerSpecification} from './types';\n\nfunction deref(layer: LayerSpecification, parent: LayerSpecification): LayerSpecification {\n    const result = {} as LayerSpecification;\n\n    const layerRec = layer as Record<string, unknown>;\n    const parentRec = parent as Record<string, unknown>;\n    const resultRec = result as Record<string, unknown>;\n\n    for (const k in layerRec) {\n        if (k !== 'ref') {\n            resultRec[k] = layerRec[k];\n        }\n    }\n\n    refProperties.forEach((k) => {\n        if (k in parentRec) {\n            resultRec[k] = parentRec[k];\n        }\n    });\n\n    return result;\n}\n\n/**\n * Given an array of layers, some of which may contain `ref` properties\n * whose value is the `id` of another property, return a new array where\n * such layers have been augmented with the 'type', 'source', etc. properties\n * from the parent layer, and the `ref` property has been removed.\n *\n * The input is not modified. The output may contain references to portions\n * of the input.\n *\n * @private\n * @param {Array<Layer>} layers\n * @returns {Array<Layer>}\n */\nexport default function derefLayers(layers: Array<LayerSpecification>): Array<LayerSpecification> {\n    layers = layers.slice();\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const map: Record<string, LayerSpecification> = Object.create(null);\n    for (const layer of layers) {\n        map[layer.id] = layer;\n    }\n\n    for (let i = 0; i < layers.length; i++) {\n        const layer = layers[i];\n        if (layer && 'ref' in layer) {\n            const parent = map[(layer as LayerSpecification & {ref: string}).ref];\n            if (parent) layers[i] = deref(layer, parent);\n        }\n    }\n\n    return layers;\n}\n","import {clamp} from '../util/util';\nimport assert from '../style-spec/util/assert';\n\nimport type Point from '@mapbox/point-geometry';\n\nclass PathInterpolator {\n    points!: Array<Point>;\n    length!: number;\n    paddedLength!: number;\n    padding!: number;\n    _distances!: Array<number>;\n\n    constructor(points_?: Array<Point> | null, padding_?: number | null) {\n        this.reset(points_, padding_);\n    }\n\n    reset(points_?: Array<Point> | null, padding_?: number | null) {\n        this.points = points_ || [];\n\n        // Compute cumulative distance from first point to every other point in the segment.\n        // Last entry in the array is total length of the path\n        this._distances = [0.0];\n\n        for (let i = 1; i < this.points.length; i++) {\n            this._distances[i] = this._distances[i - 1] + this.points[i].dist(this.points[i - 1]);\n        }\n\n        this.length = this._distances.at(-1);\n        this.padding = Math.min(padding_ || 0, this.length * 0.5);\n        this.paddedLength = this.length - this.padding * 2.0;\n    }\n\n    lerp(t: number): Point {\n        assert(this.points.length > 0);\n        if (this.points.length === 1) {\n            return this.points[0];\n        }\n\n        t = clamp(t, 0, 1);\n\n        // Find the correct segment [p0, p1] where p0 <= x < p1\n        let currentIndex = 1;\n        let distOfCurrentIdx = this._distances[currentIndex];\n        const distToTarget = t * this.paddedLength + this.padding;\n\n        while (distOfCurrentIdx < distToTarget && currentIndex < this._distances.length) {\n            distOfCurrentIdx = this._distances[++currentIndex];\n        }\n\n        // Interpolate between the two points of the segment\n        const idxOfPrevPoint = currentIndex - 1;\n        const distOfPrevIdx = this._distances[idxOfPrevPoint];\n        const segmentLength = distOfCurrentIdx - distOfPrevIdx;\n        const segmentT = segmentLength > 0 ? (distToTarget - distOfPrevIdx) / segmentLength : 0;\n\n        return this.points[idxOfPrevPoint].mult(1.0 - segmentT).add(this.points[currentIndex].mult(segmentT));\n    }\n}\n\nexport default PathInterpolator;\n","import Point from '@mapbox/point-geometry';\nimport PathInterpolator from './path_interpolator';\nimport * as intersectionTests from '../util/intersection_tests';\nimport Grid from './grid_index';\nimport {mat4, vec2, vec4} from 'gl-matrix';\nimport ONE_EM from '../symbol/one_em';\nimport {FOG_SYMBOL_CLIPPING_THRESHOLD, getFogOpacityAtTileCoord} from '../style/fog_helpers';\nimport assert from '../style-spec/util/assert';\nimport * as symbolProjection from '../symbol/projection';\nimport {degToRad, wrap} from '../util/util';\nimport {xyTransformMat4} from '../util/mat4';\nimport {clipLines} from '../util/line_clipping';\nimport EXTENT from '../style-spec/data/extent';\nimport {number as mix} from '../style-spec/util/interpolate';\nimport {globeToMercatorTransition} from '../geo/projection/globe_util';\nimport {MIN_COLLISION_PERSPECTIVE_RATIO} from '../geo/projection/projection_util';\nimport {Elevation} from '../terrain/elevation';\n\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {vec3} from 'gl-matrix';\nimport type Transform from '../geo/transform';\nimport type Projection from '../geo/projection/projection';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type {SingleCollisionBox} from '../data/bucket/symbol_bucket';\nimport type {GlyphOffsetArray, SymbolLineVertexArray, PlacedSymbol} from '../data/array_types';\nimport type {FogState} from '../style/fog_helpers';\nimport type {CollisionGroup} from '../symbol/placement';\nimport type {CollisionDetector} from './placement_algorithm';\n\nexport type PlacedCollisionBox = {\n    box: Array<number>;\n    offscreen: boolean;\n    occluded: boolean;\n};\n\nexport type PlacedCollisionCircles = {\n    circles: Array<number>;\n    offscreen: boolean;\n    collisionDetected: boolean;\n    occluded: boolean;\n};\n\nexport type ScreenAnchorPoint = {\n    occluded: boolean;\n    perspectiveRatio: number;\n    point: Point;\n    signedDistanceFromCamera: number;\n};\n\n// When a symbol crosses the edge that causes it to be included in\n// collision detection, it will cause changes in the symbols around\n// it. This constant specifies how many pixels to pad the edge of\n// the viewport for collision detection so that the bulk of the changes\n// occur offscreen. Making this constant greater increases label\n// stability, but it's expensive.\nconst viewportPadding = 100;\n\ntype CollisionKey = {bucketInstanceId: number; featureIndex: number; collisionGroupID: number};\n\n/**\n * A collision index used to prevent symbols from overlapping. It keep tracks of\n * where previous symbols have been placed and is used to check if a new\n * symbol overlaps with any previously added symbols.\n *\n * There are two steps to insertion: first placeCollisionBox/Circles checks if\n * there's room for a symbol, then insertCollisionBox/Circles actually puts the\n * symbol in the index. The two step process allows paired symbols to be inserted\n * together even if they overlap.\n *\n * @private\n */\nclass CollisionIndex implements CollisionDetector {\n    grid!: Grid<CollisionKey>;\n    ignoredGrid!: Grid<CollisionKey>;\n    transform!: Transform;\n    pitchfactor!: number;\n    screenRightBoundary!: number;\n    screenBottomBoundary!: number;\n    gridRightBoundary: number;\n    gridBottomBoundary: number;\n    fogState: FogState | null | undefined;\n    // Tracks (bucketInstanceId -> set of featureIndexes) for symbols hidden by clip regions.\n    // Used to exclude them from queryRenderedFeatures results.\n    clippedSymbols: Map<number, Set<number>>;\n\n    constructor(transform: Transform, fogState?: FogState | null) {\n        this.gridRightBoundary = 0;\n        this.gridBottomBoundary = 0;\n        this.clippedSymbols = new Map();\n        this.reset(transform, fogState);\n    }\n\n    reset(transform: Transform, fogState?: FogState | null) {\n        const newWidth = transform.width + 2 * viewportPadding;\n        const newHeight = transform.height + 2 * viewportPadding;\n\n        if (newWidth !== this.gridRightBoundary || newHeight !== this.gridBottomBoundary) {\n            this.grid = new Grid<CollisionKey>(newWidth, newHeight, 25);\n            this.ignoredGrid = new Grid<CollisionKey>(newWidth, newHeight, 25);\n        } else {\n            this.grid.clear();\n            this.ignoredGrid.clear();\n        }\n\n        this.transform = transform;\n        this.fogState = fogState;\n        this.pitchfactor = Math.cos(transform._pitch) * transform.cameraToCenterDistance;\n        this.screenRightBoundary = transform.width + viewportPadding;\n        this.screenBottomBoundary = transform.height + viewportPadding;\n        this.gridRightBoundary = newWidth;\n        this.gridBottomBoundary = newHeight;\n        this.clippedSymbols.clear();\n    }\n\n    clearClippedSymbolsForBucket(bucketInstanceId: number) {\n        this.clippedSymbols.delete(bucketInstanceId);\n    }\n\n    markSymbolAsClipped(bucketInstanceId: number, featureIndex: number) {\n        let clipped = this.clippedSymbols.get(bucketInstanceId);\n        if (!clipped) {\n            clipped = new Set();\n            this.clippedSymbols.set(bucketInstanceId, clipped);\n        }\n        clipped.add(featureIndex);\n    }\n\n    placeCollisionBox(\n        bucket: SymbolBucket,\n        scale: number,\n        collisionBox: SingleCollisionBox,\n        mercatorCenter: [number, number],\n        invMatrix: mat4,\n        projectedPosOnLabelSpace: boolean,\n        shift: Point,\n        allowOverlap: boolean,\n        textPixelRatio: number,\n        posMatrix: mat4,\n        collisionGroupPredicate?: (key: CollisionKey) => boolean,\n    ): PlacedCollisionBox {\n        assert(!this.transform.elevation || collisionBox.elevation !== undefined);\n\n        let projectedAnchorX = collisionBox.projectedAnchorX;\n        let projectedAnchorY = collisionBox.projectedAnchorY;\n        let projectedAnchorZ = collisionBox.projectedAnchorZ;\n        const anchorX = collisionBox.tileAnchorX;\n        const anchorY = collisionBox.tileAnchorY;\n\n        // Apply elevation vector to the anchor point\n        const elevation = collisionBox.elevation;\n        const tileID = collisionBox.tileID;\n        const projection = bucket.getProjection();\n        if (elevation && tileID) {\n            const [ux, uy, uz] = projection.upVector(tileID.canonical, collisionBox.tileAnchorX, collisionBox.tileAnchorY);\n            const upScale = projection.upVectorScale(tileID.canonical, this.transform.center.lat, this.transform.worldSize).metersToTile;\n\n            projectedAnchorX += ux * elevation * upScale;\n            projectedAnchorY += uy * elevation * upScale;\n            projectedAnchorZ += uz * elevation * upScale;\n        }\n\n        const bucketIsGlobeProjection = bucket.projection.name === 'globe';\n        const globeToMercator = bucket.projection.name === 'globe' ? globeToMercatorTransition(this.transform.zoom) : 0.0;\n        const isGlobeToMercatorTransition = globeToMercator < 1;\n\n        if (tileID && bucketIsGlobeProjection && isGlobeToMercatorTransition && !projectedPosOnLabelSpace) {\n            const tilesCount = 1 << tileID.canonical.z;\n            const mercator = vec2.fromValues(anchorX, anchorY);\n            vec2.scale(mercator, mercator, 1 / EXTENT);\n            vec2.add(mercator, mercator, vec2.fromValues(tileID.canonical.x, tileID.canonical.y));\n            vec2.scale(mercator, mercator, 1 / tilesCount);\n            vec2.sub(mercator, mercator, vec2.fromValues(mercatorCenter[0], mercatorCenter[1]));\n            mercator[0] = wrap(mercator[0], -0.5, 0.5);\n\n            vec2.scale(mercator, mercator, EXTENT);\n\n            const mercatorPosition = vec4.fromValues(mercator[0], mercator[1], EXTENT / (2.0 * Math.PI), 1.0);\n            vec4.transformMat4(mercatorPosition, mercatorPosition, invMatrix);\n\n            projectedAnchorX = mix(projectedAnchorX, mercatorPosition[0], globeToMercator);\n            projectedAnchorY = mix(projectedAnchorY, mercatorPosition[1], globeToMercator);\n            projectedAnchorZ = mix(projectedAnchorZ, mercatorPosition[2], globeToMercator);\n        }\n\n        const checkOcclusion = projection.name === 'globe' || !!elevation || this.transform.pitch > 0;\n        const projectedPoint = this.projectAndGetPerspectiveRatio(posMatrix, projectedAnchorX, projectedAnchorY, projectedAnchorZ, collisionBox.tileID, checkOcclusion, projection);\n\n        const tileToViewport = textPixelRatio * projectedPoint.perspectiveRatio;\n        const tlX = (collisionBox.x1 * scale + shift.x - collisionBox.padding) * tileToViewport + projectedPoint.point.x;\n        const tlY = (collisionBox.y1 * scale + shift.y - collisionBox.padding) * tileToViewport + projectedPoint.point.y;\n        const brX = (collisionBox.x2 * scale + shift.x + collisionBox.padding) * tileToViewport + projectedPoint.point.x;\n        const brY = (collisionBox.y2 * scale + shift.y + collisionBox.padding) * tileToViewport + projectedPoint.point.y;\n        const isClipped = projectedPoint.perspectiveRatio <= MIN_COLLISION_PERSPECTIVE_RATIO || projectedPoint.occluded;\n\n        if (!this.isInsideGrid(tlX, tlY, brX, brY) ||\n            (!allowOverlap && this.grid.hitTest(tlX, tlY, brX, brY, collisionGroupPredicate)) ||\n            isClipped) {\n            return {\n                box: [],\n                offscreen: false,\n                occluded: projectedPoint.occluded\n            };\n        }\n\n        return {\n            box: [tlX, tlY, brX, brY],\n            offscreen: this.isOffscreen(tlX, tlY, brX, brY),\n            occluded: false\n        };\n    }\n\n    placeCollisionCircles(\n        bucket: SymbolBucket,\n        allowOverlap: boolean,\n        symbol: PlacedSymbol,\n        symbolIndex: number,\n        lineVertexArray: SymbolLineVertexArray,\n        glyphOffsetArray: GlyphOffsetArray,\n        fontSize: number,\n        posMatrix: Float32Array,\n        labelPlaneMatrix: Float32Array,\n        labelToScreenMatrix: mat4 | null | undefined,\n        showCollisionCircles: boolean,\n        pitchWithMap: boolean,\n        collisionGroupPredicate: CollisionGroup['predicate'],\n        circlePixelDiameter: number,\n        textPixelPadding: number,\n        tileID: OverscaledTileID,\n    ): PlacedCollisionCircles {\n        const placedCollisionCircles = [];\n        const elevation = this.transform.elevation;\n        const projection = bucket.getProjection();\n        const renderElevatedRoads = bucket.elevationType === 'road';\n        const hasElevation = !!elevation || renderElevatedRoads;\n\n        const getElevation = Elevation.getAtTileOffsetFunc(tileID, this.transform.center.lat, this.transform.worldSize, projection);\n\n        const tileAnchorPoint = new Point(symbol.tileAnchorX, symbol.tileAnchorY);\n\n        const tileUnitAnchorPoint = new Point(symbol.tileAnchorX, symbol.tileAnchorY);\n        let {x: anchorX, y: anchorY, z: anchorZ} = projection.projectTilePoint(tileUnitAnchorPoint.x, tileUnitAnchorPoint.y, tileID.canonical);\n        let elevationParams: symbolProjection.ElevationParams | null = null;\n        if (hasElevation) {\n            if (renderElevatedRoads && bucket.hdExt) {\n                elevationParams = bucket.hdExt.makeRoadSymbolElevationParams(\n                    bucket, bucket.text, symbolIndex, tileID, getElevation, elevation, projection,\n                    this.transform.center.lat, this.transform.worldSize);\n            } else {\n                elevationParams = {\n                    getElevation,\n                    elevation,\n                    elevationFeature: null,\n                };\n            }\n\n            const [dx, dy, dz] = elevationParams.getElevation(tileAnchorPoint, elevation, elevationParams.elevationFeature);\n            anchorX += dx;\n            anchorY += dy;\n            anchorZ += dz;\n        }\n        const isGlobe = projection.name === 'globe';\n        const checkOcclusion = isGlobe || !!elevation || this.transform.pitch > 0;\n        const screenAnchorPoint = this.projectAndGetPerspectiveRatio(posMatrix, anchorX, anchorY, anchorZ, tileID, checkOcclusion, projection);\n        const {perspectiveRatio} = screenAnchorPoint;\n        const labelPlaneFontScale = (pitchWithMap ? fontSize / perspectiveRatio : fontSize * perspectiveRatio) / ONE_EM;\n        const labelPlaneAnchorPoint = symbolProjection.project(anchorX, anchorY, anchorZ, labelPlaneMatrix);\n\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const projectionCache: Record<string, any> = {};\n        const lineOffsetX = symbol.lineOffsetX * labelPlaneFontScale;\n        const lineOffsetY = symbol.lineOffsetY * labelPlaneFontScale;\n\n        const layout = bucket.layers[0].layout;\n        const textMaxAngle = degToRad(layout.get('text-max-angle'));\n        const maxAngleCos = Math.cos(textMaxAngle);\n\n        const firstAndLastGlyph = screenAnchorPoint.signedDistanceFromCamera > 0 ? symbolProjection.placeFirstAndLastGlyph(\n            labelPlaneFontScale,\n            glyphOffsetArray,\n            lineOffsetX,\n            lineOffsetY,\n            (renderElevatedRoads && symbol.flipState === 1), // FlipState.flipRequired\n            labelPlaneAnchorPoint as [number, number, number],\n            tileUnitAnchorPoint,\n            symbol,\n            lineVertexArray,\n            labelPlaneMatrix,\n            projectionCache,\n            (hasElevation && !pitchWithMap) ? elevationParams : null, // pitchWithMap: no need to sample elevation as it has no effect when projecting using scale/rotate to tile space labelPlaneMatrix.\n            (pitchWithMap && hasElevation),\n            projection,\n            tileID,\n            pitchWithMap,\n            maxAngleCos\n        ) : null;\n\n        let collisionDetected = false;\n        let inGrid = false;\n        let entirelyOffscreen = true;\n\n        if (firstAndLastGlyph && !screenAnchorPoint.occluded) {\n            const radius = circlePixelDiameter * 0.5 * perspectiveRatio + textPixelPadding;\n            const screenPlaneMin = new Point(-viewportPadding, -viewportPadding);\n            const screenPlaneMax = new Point(this.screenRightBoundary, this.screenBottomBoundary);\n            const interpolator = new PathInterpolator();\n\n            // Construct a projected path from projected line vertices. Anchor points are ignored and removed\n            const {first, last} = firstAndLastGlyph;\n            const firstLen = first.path.length;\n\n            let projectedPath: vec3[] = [];\n            for (let i = firstLen - 1; i >= 1; i--) {\n                projectedPath.push(first.path[i]);\n            }\n            for (let i = 1; i < last.path.length; i++) {\n                projectedPath.push(last.path[i]);\n            }\n            assert(projectedPath.length >= 2);\n\n            // Tolerate a slightly longer distance than one diameter between two adjacent circles\n            const circleDist = radius * 2.5;\n\n            // The path might need to be converted into screen space if a pitched map is used as the label space\n            if (labelToScreenMatrix) {\n                assert(pitchWithMap);\n                projectedPath = projectedPath.map(([x, y, z]: [number, number, number], index) => {\n                    if (hasElevation && !isGlobe) {\n                        const point = index < firstLen - 1 ? first.tilePath[firstLen - 1 - index] : last.tilePath[index - firstLen + 2];\n                        assert(point);\n                        assert(elevationParams);\n                        z = elevationParams.getElevation(point, elevation, elevationParams.elevationFeature)[2];\n                    }\n                    return symbolProjection.project(x, y, z, labelToScreenMatrix);\n                });\n\n                // Do not try to place collision circles if even of the points is behind the camera.\n                // This is a plausible scenario with big camera pitch angles\n                if (projectedPath.some(point => point[3] <= 0)) {\n                    projectedPath = [];\n                }\n            }\n\n            let segments: Point[][] = [];\n\n            if (projectedPath.length > 0) {\n                // Quickly check if the path is fully inside or outside of the padded collision region.\n                // For overlapping paths we'll only create collision circles for the visible segments\n                let minx = Infinity;\n                let maxx = -Infinity;\n                let miny = Infinity;\n                let maxy = -Infinity;\n\n                for (const p of projectedPath) {\n                    minx = Math.min(minx, p[0]);\n                    miny = Math.min(miny, p[1]);\n                    maxx = Math.max(maxx, p[0]);\n                    maxy = Math.max(maxy, p[1]);\n                }\n\n                // Path visible\n                if (maxx >= screenPlaneMin.x && minx <= screenPlaneMax.x &&\n                    maxy >= screenPlaneMin.y && miny <= screenPlaneMax.y) {\n\n                    segments = [projectedPath.map(p => new Point(p[0], p[1]))];\n\n                    if (minx < screenPlaneMin.x || maxx > screenPlaneMax.x ||\n                        miny < screenPlaneMin.y || maxy > screenPlaneMax.y) {\n                        // Path partially visible, clip\n\n                        segments = clipLines(segments, screenPlaneMin.x, screenPlaneMin.y, screenPlaneMax.x, screenPlaneMax.y);\n                    }\n                }\n            }\n\n            for (const seg of segments) {\n                // interpolate positions for collision circles. Add a small padding to both ends of the segment\n\n                assert(seg.length > 0);\n\n                interpolator.reset(seg, radius * 0.25);\n\n                let numCircles = 0;\n\n                if (interpolator.length <= 0.5 * radius) {\n                    numCircles = 1;\n                } else {\n                    numCircles = Math.ceil(interpolator.paddedLength / circleDist) + 1;\n                }\n\n                for (let i = 0; i < numCircles; i++) {\n                    const t = i / Math.max(numCircles - 1, 1);\n                    const circlePosition = interpolator.lerp(t);\n\n                    // add viewport padding to the position and perform initial collision check\n                    const centerX = circlePosition.x + viewportPadding;\n                    const centerY = circlePosition.y + viewportPadding;\n\n                    placedCollisionCircles.push(centerX, centerY, radius, 0);\n\n                    const x1 = centerX - radius;\n                    const y1 = centerY - radius;\n                    const x2 = centerX + radius;\n                    const y2 = centerY + radius;\n\n                    entirelyOffscreen = entirelyOffscreen && this.isOffscreen(x1, y1, x2, y2);\n                    inGrid = inGrid || this.isInsideGrid(x1, y1, x2, y2);\n\n                    if (!allowOverlap) {\n                        if (this.grid.hitTestCircle(centerX, centerY, radius, collisionGroupPredicate)) {\n                            // Don't early exit if we're showing the debug circles because we still want to calculate\n                            // which circles are in use\n                            collisionDetected = true;\n                            if (!showCollisionCircles) {\n                                return {\n                                    circles: [],\n                                    offscreen: false,\n                                    collisionDetected,\n                                    occluded: false\n                                };\n                            }\n                        }\n                    }\n                }\n            }\n        }\n\n        return {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            circles: ((!showCollisionCircles && collisionDetected) || !inGrid) ? [] : placedCollisionCircles,\n            offscreen: entirelyOffscreen,\n            collisionDetected,\n            occluded: screenAnchorPoint.occluded\n        };\n    }\n\n    /**\n     * Because the geometries in the CollisionIndex are an approximation of the shape of\n     * symbols on the map, we use the CollisionIndex to look up the symbol part of\n     * `queryRenderedFeatures`.\n     *\n     * @private\n     */\n    queryRenderedSymbols(viewportQueryGeometry: Array<Point>): {\n        [id: number]: Array<number>;\n    } {\n        if (viewportQueryGeometry.length === 0 || (this.grid.keysLength() === 0 && this.ignoredGrid.keysLength() === 0)) {\n            return {};\n        }\n\n        const query = [];\n        let minX = Infinity;\n        let minY = Infinity;\n        let maxX = -Infinity;\n        let maxY = -Infinity;\n        for (const point of viewportQueryGeometry) {\n            const gridPoint = new Point(point.x + viewportPadding, point.y + viewportPadding);\n            minX = Math.min(minX, gridPoint.x);\n            minY = Math.min(minY, gridPoint.y);\n            maxX = Math.max(maxX, gridPoint.x);\n            maxY = Math.max(maxY, gridPoint.y);\n            query.push(gridPoint);\n        }\n\n        const features = this.grid.query(minX, minY, maxX, maxY)\n            .concat(this.ignoredGrid.query(minX, minY, maxX, maxY));\n\n        const seenFeatures: {[bucketInstanceId: number]: {[featureIndex: number]: boolean}} = {};\n        const result: {[bucketInstanceId: number]: Array<number>} = {};\n\n        for (const feature of features) {\n            const featureKey = feature.key;\n            // Skip already seen features.\n            if (seenFeatures[featureKey.bucketInstanceId] === undefined) {\n                seenFeatures[featureKey.bucketInstanceId] = {};\n            }\n            if (seenFeatures[featureKey.bucketInstanceId][featureKey.featureIndex]) {\n                continue;\n            }\n\n            // Skip symbols hidden by a clip region — they are invisible and should not be queried.\n            const clippedForBucket = this.clippedSymbols.get(featureKey.bucketInstanceId);\n            if (clippedForBucket && clippedForBucket.has(featureKey.featureIndex)) {\n                continue;\n            }\n\n            // Check if query intersects with the feature box\n            // \"Collision Circles\" for line labels are treated as boxes here\n            // Since there's no actual collision taking place, the circle vs. square\n            // distinction doesn't matter as much, and box geometry is easier\n            // to work with.\n            const bbox = [\n                new Point(feature.x1, feature.y1),\n                new Point(feature.x2, feature.y1),\n                new Point(feature.x2, feature.y2),\n                new Point(feature.x1, feature.y2)\n            ];\n            if (!intersectionTests.polygonIntersectsPolygon(query, bbox)) {\n                continue;\n            }\n\n            seenFeatures[featureKey.bucketInstanceId][featureKey.featureIndex] = true;\n            if (result[featureKey.bucketInstanceId] === undefined) {\n                result[featureKey.bucketInstanceId] = [];\n            }\n            result[featureKey.bucketInstanceId].push(featureKey.featureIndex);\n        }\n\n        return result;\n    }\n\n    insertCollisionBox(collisionBox: Array<number>, ignorePlacement: boolean, bucketInstanceId: number, featureIndex: number, collisionGroupID: number) {\n        const grid = ignorePlacement ? this.ignoredGrid : this.grid;\n\n        const key = {bucketInstanceId, featureIndex, collisionGroupID};\n        grid.insert(key, collisionBox[0], collisionBox[1], collisionBox[2], collisionBox[3]);\n    }\n\n    insertCollisionCircles(collisionCircles: Array<number>, ignorePlacement: boolean, bucketInstanceId: number, featureIndex: number, collisionGroupID: number) {\n        const grid = ignorePlacement ? this.ignoredGrid : this.grid;\n\n        const key = {bucketInstanceId, featureIndex, collisionGroupID};\n        for (let k = 0; k < collisionCircles.length; k += 4) {\n            grid.insertCircle(key, collisionCircles[k], collisionCircles[k + 1], collisionCircles[k + 2]);\n        }\n    }\n\n    projectAndGetPerspectiveRatio(\n        posMatrix: mat4,\n        x: number,\n        y: number,\n        z: number,\n        tileID: OverscaledTileID | null | undefined,\n        checkOcclusion: boolean,\n        bucketProjection: Projection,\n    ): ScreenAnchorPoint {\n        const p = [x, y, z, 1];\n        let behindFog = false;\n        if (z || this.transform.pitch > 0) {\n            vec4.transformMat4(p, p, posMatrix);\n            // Do not perform symbol occlusion on globe due to fog fixed range\n            const isGlobe = bucketProjection.name === 'globe';\n            if (this.fogState && tileID && !isGlobe) {\n                const fogOpacity = getFogOpacityAtTileCoord(this.fogState, x, y, z, tileID.toUnwrapped(), this.transform);\n                behindFog = fogOpacity > FOG_SYMBOL_CLIPPING_THRESHOLD;\n            }\n        } else {\n            xyTransformMat4(p, p, posMatrix);\n        }\n        const w = p[3];\n        const a = new Point(\n            (((p[0] / w + 1) / 2) * this.transform.width) + viewportPadding,\n            (((-p[1] / w + 1) / 2) * this.transform.height) + viewportPadding\n        );\n        return {\n            point: a,\n            // See perspective ratio comment in symbol_sdf.vertex\n            // We're doing collision detection in viewport space so we need\n            // to scale down boxes in the distance\n            perspectiveRatio: Math.min(0.5 + 0.5 * (this.transform.getCameraToCenterDistance(bucketProjection) / w), 1.5),\n            signedDistanceFromCamera: w,\n            occluded: (checkOcclusion && p[2] > w) || behindFog // Occluded by the far plane\n        };\n    }\n\n    isOffscreen(x1: number, y1: number, x2: number, y2: number): boolean {\n        return x2 < viewportPadding || x1 >= this.screenRightBoundary || y2 < viewportPadding || y1 > this.screenBottomBoundary;\n    }\n\n    isInsideGrid(x1: number, y1: number, x2: number, y2: number): boolean {\n        return x2 >= 0 && x1 < this.gridRightBoundary && y2 >= 0 && y1 < this.gridBottomBoundary;\n    }\n\n    /*\n    * Returns a matrix for transforming collision shapes to viewport coordinate space.\n    * Use this function to render e.g. collision circles on the screen.\n    *   example transformation: clipPos = glCoordMatrix * viewportMatrix * circle_pos\n    */\n    getViewportMatrix(): mat4 {\n        const m = mat4.identity([]);\n        mat4.translate(m, m, [-viewportPadding, -viewportPadding, 0.0]);\n        return m;\n    }\n}\n\nexport default CollisionIndex;\n","import Point from '@mapbox/point-geometry';\nimport assert from '../style-spec/util/assert';\nimport {mat4, vec4} from 'gl-matrix';\nimport {pointInFootprint, skipClipping, transformPointToTile} from '../../3d-style/source/replacement_source';\nimport {LayerTypeMask} from '../../3d-style/util/conflation';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport {getSymbolPlacementTileProjectionMatrix} from '../geo/projection/projection_util';\nimport EXTENT from '../style-spec/data/extent';\nimport {clamp, warnOnce} from '../util/util';\nimport * as projection from './projection';\nimport {getAnchorAlignment, WritingMode} from './shaping_shared';\nimport {evaluateVariableOffset, getAnchorJustification} from './symbol_layout_shared';\nimport {evaluateSizeForZoom, evaluateSizeForFeature} from './symbol_size';\nimport CollisionIndex from './collision_index';\nimport ONE_EM from './one_em';\nimport {Elevation} from '../terrain/elevation';\nimport toEvaluationFeature from '../data/evaluation_feature';\n\nimport type {ReplacementSource} from '../../3d-style/source/replacement_source';\nimport type {CollisionBoxArray, CollisionVertexArray, SymbolInstance} from '../data/array_types';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type {SymbolBuffers, SingleCollisionBox, CollisionArrays} from '../data/bucket/symbol_bucket';\nimport type FeatureIndex from '../data/feature_index';\nimport type Transform from '../geo/transform';\nimport type BuildingIndex from '../source/building_index';\nimport type Tile from '../source/tile';\nimport type {OverscaledTileID, UnwrappedTileID} from '../source/tile_id';\nimport type {FogState} from '../style/fog_helpers';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type {Orientation} from './shaping_shared';\nimport type {TextAnchor} from './symbol_layout_shared';\nimport type {Feature} from '../style-spec/expression/index';\nimport type {InterpolatedSize} from './symbol_size';\nimport type {FilterExpression} from '../style-spec/feature_filter/index';\nimport type {CollisionDetector} from './placement_algorithm';\nimport type {PlacedCollisionBox, PlacedCollisionCircles} from './collision_index';\nimport type {PossiblyEvaluated} from '../style/properties';\nimport type {LayoutProps, PaintProps} from '../style/style_layer/symbol_style_layer_properties';\n\nexport class OpacityState {\n    opacity: number;\n    placed: boolean;\n    constructor(prevState: OpacityState | null | undefined, increment: number, placed: boolean, skipFade?: boolean | null) {\n        if (prevState) {\n            this.opacity = Math.max(0, Math.min(1, prevState.opacity + (prevState.placed ? increment : -increment)));\n        } else {\n            this.opacity = (skipFade && placed) ? 1 : 0;\n        }\n        this.placed = placed;\n    }\n    isHidden(): boolean {\n        return this.opacity === 0 && !this.placed;\n    }\n}\n\nexport class JointOpacityState {\n    text: OpacityState;\n    icon: OpacityState;\n    clipped: boolean;\n    constructor(prevState: JointOpacityState | null | undefined, increment: number, placedText: boolean, placedIcon: boolean, skipFade?: boolean | null, clipped: boolean = false) {\n        this.text = new OpacityState(prevState ? prevState.text : null, increment, placedText, skipFade);\n        this.icon = new OpacityState(prevState ? prevState.icon : null, increment, placedIcon, skipFade);\n\n        this.clipped = clipped;\n    }\n    isHidden(): boolean {\n        return this.text.isHidden() && this.icon.isHidden();\n    }\n}\n\nexport class JointPlacement {\n    text: boolean;\n    icon: boolean;\n    // skipFade = outside viewport, but within CollisionIndex::viewportPadding px of the edge\n    // Because these symbols aren't onscreen yet, we can skip the \"fade in\" animation,\n    // and if a subsequent viewport change brings them into view, they'll be fully\n    // visible right away.\n    skipFade: boolean;\n\n    clipped: boolean;\n    constructor(text: boolean, icon: boolean, skipFade: boolean, clipped: boolean = false) {\n        this.text = text;\n        this.icon = icon;\n        this.skipFade = skipFade;\n        this.clipped = clipped;\n    }\n}\n\nexport class CollisionCircleArray {\n    // Stores collision circles and placement matrices of a bucket for debug rendering.\n    invProjMatrix: mat4;\n    viewportMatrix: mat4;\n    circles: Array<number>;\n\n    constructor() {\n        this.invProjMatrix = mat4.create();\n        this.viewportMatrix = mat4.create();\n        this.circles = [];\n    }\n}\n\nexport class RetainedQueryData {\n    bucketInstanceId: number;\n    featureIndex: FeatureIndex;\n    sourceLayerIndex: number;\n    bucketIndex: number;\n    tileID: OverscaledTileID;\n    featureSortOrder: Array<number> | null | undefined;\n\n    constructor(\n        bucketInstanceId: number,\n        featureIndex: FeatureIndex,\n        sourceLayerIndex: number,\n        bucketIndex: number,\n        tileID: OverscaledTileID\n    ) {\n        this.bucketInstanceId = bucketInstanceId;\n        this.featureIndex = featureIndex;\n        this.sourceLayerIndex = sourceLayerIndex;\n        this.bucketIndex = bucketIndex;\n        this.tileID = tileID;\n    }\n}\n\nexport type CollisionGroup = {\n    ID: number;\n    predicate?: (key: {collisionGroupID: number}) => boolean;\n};\n\nclass CollisionGroups {\n    collisionGroups: {\n        [groupName: string]: CollisionGroup;\n    };\n    maxGroupID: number;\n    crossSourceCollisions: boolean;\n\n    constructor(crossSourceCollisions: boolean) {\n        this.crossSourceCollisions = crossSourceCollisions;\n        this.maxGroupID = 0;\n        this.collisionGroups = {};\n    }\n\n    get(sourceID: string): CollisionGroup {\n        // The predicate/groupID mechanism allows for arbitrary grouping,\n        // but the current interface defines one source == one group when\n        // crossSourceCollisions == true.\n        if (!this.crossSourceCollisions) {\n            if (!this.collisionGroups[sourceID]) {\n                const nextGroupID = ++this.maxGroupID;\n                this.collisionGroups[sourceID] = {\n                    ID: nextGroupID,\n                    predicate: (key) => {\n                        return key.collisionGroupID === nextGroupID;\n                    }\n                };\n            }\n            return this.collisionGroups[sourceID];\n        } else {\n            return {ID: 0, predicate: null};\n        }\n    }\n}\n\nexport function calculateVariableLayoutShift(\n    anchor: TextAnchor,\n    width: number,\n    height: number,\n    textOffset: [number, number],\n    textScale: number,\n): Point {\n    const {horizontalAlign, verticalAlign} = getAnchorAlignment(anchor);\n    const shiftX = -(horizontalAlign - 0.5) * width;\n    const shiftY = -(verticalAlign - 0.5) * height;\n    const offset = evaluateVariableOffset(anchor, textOffset);\n    return new Point(\n        shiftX + offset[0] * textScale,\n        shiftY + offset[1] * textScale\n    );\n}\n\nexport function offsetShift(\n    shiftX: number,\n    shiftY: number,\n    rotateWithMap: boolean,\n    pitchWithMap: boolean,\n    angle: number,\n): Point {\n    const shift = new Point(shiftX, shiftY);\n    if (rotateWithMap) {\n        shift._rotate(pitchWithMap ? angle : -angle);\n    }\n    return shift;\n}\n\nexport function markUsedJustification(bucket: SymbolBucket, placedAnchor: TextAnchor, symbolInstance: SymbolInstance, orientation: number) {\n    const {\n        leftJustifiedTextSymbolIndex: left, centerJustifiedTextSymbolIndex: center,\n        rightJustifiedTextSymbolIndex: right, verticalPlacedTextSymbolIndex: vertical, crossTileID\n    } = symbolInstance;\n\n    const justification = getAnchorJustification(placedAnchor);\n    const autoIndex =\n        orientation === WritingMode.vertical ? vertical :\n        justification === 'left' ? left :\n        justification === 'center' ? center :\n        justification === 'right' ? right : -1;\n\n    // If there are multiple justifications and this one isn't it: shift offscreen\n    // If either this is the chosen justification or the justification is hardwired: use it\n    if (left >= 0) bucket.text.placedSymbolArray.get(left).crossTileID = autoIndex >= 0 && left !== autoIndex ? 0 : crossTileID;\n    if (center >= 0) bucket.text.placedSymbolArray.get(center).crossTileID = autoIndex >= 0 && center !== autoIndex ? 0 : crossTileID;\n    if (right >= 0) bucket.text.placedSymbolArray.get(right).crossTileID = autoIndex >= 0 && right !== autoIndex ? 0 : crossTileID;\n    if (vertical >= 0) bucket.text.placedSymbolArray.get(vertical).crossTileID = autoIndex >= 0 && vertical !== autoIndex ? 0 : crossTileID;\n}\n\nexport function markUsedOrientation(bucket: SymbolBucket, orientation: number, symbolInstance: SymbolInstance) {\n    const horizontalOrientation = (orientation === WritingMode.horizontal || orientation === WritingMode.horizontalOnly) ? orientation : 0;\n    const verticalOrientation = orientation === WritingMode.vertical ? orientation : 0;\n    const {\n        leftJustifiedTextSymbolIndex: left, centerJustifiedTextSymbolIndex: center,\n        rightJustifiedTextSymbolIndex: right, verticalPlacedTextSymbolIndex: vertical\n    } = symbolInstance;\n    const array = bucket.text.placedSymbolArray;\n\n    if (left >= 0) array.get(left).placedOrientation = horizontalOrientation;\n    if (center >= 0) array.get(center).placedOrientation = horizontalOrientation;\n    if (right >= 0) array.get(right).placedOrientation = horizontalOrientation;\n    if (vertical >= 0) array.get(vertical).placedOrientation = verticalOrientation;\n}\n\nexport type VariableOffset = {\n    textOffset: [number, number];\n    width: number;\n    height: number;\n    anchor: TextAnchor;\n    textScale: number;\n    prevAnchor?: TextAnchor;\n};\n\ntype ClippingData = {\n    unwrappedTileID: UnwrappedTileID;\n    dynamicFilter: FilterExpression;\n    dynamicFilterNeedsFeature: boolean;\n    needGeometry: boolean;\n};\n\ntype TileLayerParameters = {\n    bucket: SymbolBucket;\n    layout: PossiblyEvaluated<LayoutProps>;\n    paint: PossiblyEvaluated<PaintProps>;\n    posMatrix: mat4;\n    invMatrix: mat4;\n    mercatorCenter: [number, number];\n    textLabelPlaneMatrix: mat4;\n    labelToScreenMatrix: mat4;\n    clippingData: ClippingData;\n    scale: number;\n    textPixelRatio: number;\n    holdingForFade: boolean;\n    collisionBoxArray: CollisionBoxArray | null | undefined;\n    partiallyEvaluatedTextSize: InterpolatedSize;\n    partiallyEvaluatedIconSize: InterpolatedSize;\n    collisionGroup: CollisionGroup;\n    latestFeatureIndex: FeatureIndex;\n};\n\nexport type BucketPart = {\n    sortKey?: number | undefined;\n    symbolInstanceStart: number;\n    symbolInstanceEnd: number;\n    parameters: TileLayerParameters;\n};\n\nexport type CrossTileID = string | number;\n\nexport class Placement {\n    projection: string;\n    transform: Transform;\n    collisionIndex: CollisionDetector;\n    placements: Partial<Record<CrossTileID, JointPlacement>>;\n    opacities: Partial<Record<CrossTileID, JointOpacityState>>;\n    variableOffsets: Partial<Record<CrossTileID, VariableOffset>>;\n    placedOrientations: Partial<Record<CrossTileID, Orientation>>;\n    commitTime: number;\n    prevZoomAdjustment!: number;\n    lastPlacementChangeTime!: number;\n    stale: boolean;\n    fadeDuration: number;\n    retainedQueryData: {\n        [_: number]: RetainedQueryData;\n    };\n    collisionGroups: CollisionGroups;\n    prevPlacement: Placement | null | undefined;\n    lastReplacementSourceUpdateTime: number;\n    zoomAtLastRecencyCheck!: number;\n    collisionCircleArrays: Partial<Record<number, CollisionCircleArray>>;\n    buildingIndex: BuildingIndex | null | undefined;\n    frontCutoffStart: number;\n\n    constructor(transform: Transform, fadeDuration: number, crossSourceCollisions: boolean, prevPlacement?: Placement, fogState?: FogState | null, buildingIndex?: BuildingIndex | null, retiredCollisionDetector?: CollisionDetector | null) {\n        this.transform = transform.clone();\n        this.projection = transform.projection.name;\n        if (retiredCollisionDetector instanceof CollisionIndex) {\n            retiredCollisionDetector.reset(this.transform, fogState);\n            this.collisionIndex = retiredCollisionDetector;\n        } else {\n            this.collisionIndex = new CollisionIndex(this.transform, fogState);\n        }\n        this.buildingIndex = buildingIndex;\n        this.frontCutoffStart = 0;\n        this.placements = {};\n        this.opacities = {};\n        this.variableOffsets = {};\n        this.stale = false;\n        this.commitTime = 0;\n        this.fadeDuration = fadeDuration;\n        this.retainedQueryData = {};\n        this.collisionGroups = new CollisionGroups(crossSourceCollisions);\n        this.collisionCircleArrays = {};\n\n        this.prevPlacement = prevPlacement;\n        if (prevPlacement) {\n            prevPlacement.prevPlacement = undefined; // Only hold on to one placement back\n        }\n\n        this.placedOrientations = {};\n        this.lastReplacementSourceUpdateTime = 0;\n    }\n\n    getBucketParts(results: Array<BucketPart>, styleLayer: TypedStyleLayer, tile: Tile, sortAcrossTiles: boolean, scaleFactor: number = 1) {\n        const symbolBucket = tile.getBucket(styleLayer) as SymbolBucket;\n        const bucketFeatureIndex = tile.latestFeatureIndex;\n\n        if (!symbolBucket || !bucketFeatureIndex || styleLayer.fqid !== symbolBucket.layerIds[0])\n            return;\n\n        const layout = symbolBucket.layers[0].layout;\n        const paint = symbolBucket.layers[0].paint;\n\n        const collisionBoxArray = tile.collisionBoxArray;\n        const scale = Math.pow(2, this.transform.zoom - tile.tileID.overscaledZ);\n        const textPixelRatio = tile.tileSize / EXTENT;\n        const unwrappedTileID = tile.tileID.toUnwrapped();\n\n        this.transform.setProjection(symbolBucket.projection);\n\n        const posMatrix = getSymbolPlacementTileProjectionMatrix(tile.tileID, symbolBucket.getProjection(), this.transform, this.projection);\n\n        const pitchWithMap = layout.get('text-pitch-alignment') === 'map';\n        const rotateWithMap = layout.get('text-rotation-alignment') === 'map';\n\n        styleLayer.compileFilter(styleLayer.options);\n\n        const dynamicFilter = styleLayer.dynamicFilter();\n        const dynamicFilterNeedsFeature = styleLayer.dynamicFilterNeedsFeature();\n        const dynamicFilterNeedsGeometry = styleLayer.dynamicFilterNeedsGeometry();\n        const pixelsToTiles = this.transform.calculatePixelsToTileUnitsMatrix(tile);\n\n        const textLabelPlaneMatrix = projection.getLabelPlaneMatrixForPlacement(posMatrix,\n                tile.tileID.canonical,\n                pitchWithMap,\n                rotateWithMap,\n                this.transform,\n                symbolBucket.getProjection(),\n                pixelsToTiles);\n\n        let labelToScreenMatrix: mat4 = null;\n        const invMatrix = symbolBucket.getProjection().createInversionMatrix(this.transform, tile.tileID.canonical);\n\n        if (pitchWithMap) {\n            const glMatrix = projection.getGlCoordMatrix(\n                posMatrix,\n                tile.tileID.canonical,\n                pitchWithMap,\n                rotateWithMap,\n                this.transform,\n                symbolBucket.getProjection(),\n                pixelsToTiles);\n\n            labelToScreenMatrix = mat4.multiply([], this.transform.labelPlaneMatrix, glMatrix);\n        }\n\n        let clippingData: ClippingData = null;\n        assert(!!tile.latestFeatureIndex);\n        if (!!dynamicFilter && tile.latestFeatureIndex) {\n\n            clippingData = {\n                unwrappedTileID,\n                dynamicFilter,\n                dynamicFilterNeedsFeature,\n                needGeometry: dynamicFilterNeedsGeometry\n            };\n        }\n\n        // As long as this placement lives, we have to hold onto this bucket's\n        // matching FeatureIndex/data for querying purposes\n        this.retainedQueryData[symbolBucket.bucketInstanceId] = new RetainedQueryData(\n            symbolBucket.bucketInstanceId,\n            bucketFeatureIndex,\n            symbolBucket.sourceLayerIndex,\n            symbolBucket.index,\n            tile.tileID\n        );\n\n        const [textSizeScaleRangeMin, textSizeScaleRangeMax] = symbolBucket.layers[0].layout.get('text-size-scale-range');\n        const textScaleFactor = clamp(scaleFactor, textSizeScaleRangeMin, textSizeScaleRangeMax);\n        const [iconSizeScaleRangeMin, iconSizeScaleRangeMax] = layout.get('icon-size-scale-range');\n        const iconScaleFactor = clamp(scaleFactor, iconSizeScaleRangeMin, iconSizeScaleRangeMax);\n        const mercatorCenter: [number, number] = [\n            mercatorXfromLng(this.transform.center.lng),\n            mercatorYfromLat(this.transform.center.lat)\n        ];\n\n        const parameters: TileLayerParameters = {\n            bucket: symbolBucket,\n            layout,\n            paint,\n            posMatrix,\n            invMatrix,\n            mercatorCenter,\n            textLabelPlaneMatrix,\n            labelToScreenMatrix,\n            clippingData,\n            scale,\n            textPixelRatio,\n            holdingForFade: tile.holdingForFade(),\n            collisionBoxArray,\n            partiallyEvaluatedTextSize: evaluateSizeForZoom(symbolBucket.textSizeData, this.transform.zoom, textScaleFactor),\n            partiallyEvaluatedIconSize: evaluateSizeForZoom(symbolBucket.iconSizeData, this.transform.zoom, iconScaleFactor),\n            collisionGroup: this.collisionGroups.get(symbolBucket.sourceID),\n            latestFeatureIndex: tile.latestFeatureIndex\n        };\n\n        if (sortAcrossTiles) {\n            for (const range of symbolBucket.sortKeyRanges) {\n                const {sortKey, symbolInstanceStart, symbolInstanceEnd} = range;\n                results.push({sortKey, symbolInstanceStart, symbolInstanceEnd, parameters});\n            }\n        } else {\n            results.push({\n                symbolInstanceStart: 0,\n                symbolInstanceEnd: symbolBucket.symbolInstances.length,\n                parameters\n            });\n        }\n    }\n\n    placeLayerBucketPart(\n        bucketPart: BucketPart,\n        seenCrossTileIDs: Set<number>,\n        showCollisionBoxes: boolean,\n        scaleFactor: number = 1,\n    ): void {\n        const {\n            bucket,\n            layout,\n            paint,\n            posMatrix,\n            textLabelPlaneMatrix,\n            labelToScreenMatrix,\n            clippingData,\n            textPixelRatio,\n            mercatorCenter,\n            invMatrix,\n            holdingForFade,\n            collisionBoxArray,\n            partiallyEvaluatedTextSize,\n            partiallyEvaluatedIconSize,\n            collisionGroup,\n            latestFeatureIndex\n        } = bucketPart.parameters;\n\n        const textOptional = layout.get('text-optional');\n        const iconOptional = layout.get('icon-optional');\n        const textAllowOverlap = layout.get('text-allow-overlap');\n        const iconAllowOverlap = layout.get('icon-allow-overlap');\n        const textRotateWithMap = layout.get('text-rotation-alignment') === 'map';\n        const iconRotateWithMap = layout.get('icon-rotation-alignment') === 'map';\n        const pitchWithMap = layout.get('text-pitch-alignment') === 'map';\n        const symbolZOffset = paint.get('symbol-z-offset');\n        const elevationFromSea = layout.get('symbol-elevation-reference') === 'sea';\n        const symbolPlacement = layout.get('symbol-placement');\n        const textVariableAnchor = layout.get('text-variable-anchor');\n\n        const isTextPlacedAlongLine = textRotateWithMap && symbolPlacement !== 'point';\n        const isIconPlacedAlongLine = iconRotateWithMap && symbolPlacement !== 'point';\n\n        const hasVariableAnchors = textVariableAnchor && bucket.hasTextData();\n        const updateTextFitIcon = bucket.hasIconTextFit() && hasVariableAnchors && bucket.hasIconData();\n\n        this.transform.setProjection(bucket.projection);\n\n        const textProjectedPosOnLabelSpace = hasVariableAnchors || isTextPlacedAlongLine;\n        const iconProjectedPosOnLabelSpace = isIconPlacedAlongLine || updateTextFitIcon;\n\n        let alwaysShowText = textAllowOverlap && (iconAllowOverlap || !bucket.hasIconData() || iconOptional);\n        let alwaysShowIcon = iconAllowOverlap && (textAllowOverlap || !bucket.hasTextData() || textOptional);\n\n        const needsFeatureForElevation = !symbolZOffset.isConstant();\n\n        if (!bucket.collisionArrays && collisionBoxArray) {\n            bucket.deserializeCollisionBoxes(collisionBoxArray);\n        }\n\n        const placeSymbol = (symbolInstance: SymbolInstance, boxIndex: number, collisionArrays: CollisionArrays) => {\n            const {crossTileID, numVerticalGlyphVertices} = symbolInstance;\n\n            let feature: Feature = null;\n\n            if ((clippingData && clippingData.dynamicFilterNeedsFeature) || needsFeatureForElevation) {\n                const retainedQueryData = this.retainedQueryData[bucket.bucketInstanceId];\n                const vtFeature = latestFeatureIndex.loadFeature({\n                    featureIndex: symbolInstance.featureIndex,\n                    bucketIndex: retainedQueryData.bucketIndex,\n                    sourceLayerIndex: retainedQueryData.sourceLayerIndex,\n                    layoutVertexArrayOffset: 0\n                });\n\n                const worldview = vtFeature.properties ? vtFeature.properties.worldview : null;\n                if (bucket.localizable && bucket.worldview && typeof worldview === 'string') {\n                    if (worldview === 'all') {\n                        vtFeature.properties['$localized'] = true;\n                    } else if (worldview.split(',').includes(bucket.worldview)) {\n                        vtFeature.properties['$localized'] = true;\n                        vtFeature.properties['worldview'] = bucket.worldview;\n                    } else {\n                        return;\n                    }\n                }\n\n                feature = (clippingData && clippingData.needGeometry) ? toEvaluationFeature(vtFeature, true) : vtFeature;\n            }\n\n            if (clippingData) {\n                const globals = {\n                    zoom: this.transform.zoom,\n                    pitch: this.transform.pitch,\n                    worldview: bucket.worldview\n                };\n                const canonicalTileId = this.retainedQueryData[bucket.bucketInstanceId].tileID.canonical;\n                const filterFunc = clippingData.dynamicFilter;\n                const shouldClip = !filterFunc(globals, feature, canonicalTileId, new Point(symbolInstance.tileAnchorX, symbolInstance.tileAnchorY), this.transform.calculateDistanceTileData(clippingData.unwrappedTileID));\n\n                if (shouldClip) {\n                    this.placements[crossTileID] = new JointPlacement(false, false, false, true);\n                    seenCrossTileIDs.add(crossTileID);\n                    return;\n                }\n            }\n\n            const symbolZOffsetValue = symbolZOffset.evaluate(feature, {});\n\n            const totalZOffset = (symbolInstance.zOffset || 0) + (symbolZOffsetValue || 0);\n            if (totalZOffset > 0 && this.frontCutoffStart > 0) {\n                const threshold = this.frontCutoffStart * 2.0 - 1.0;\n                const groundPos = [symbolInstance.tileAnchorX, symbolInstance.tileAnchorY, 0, 1] as [number, number, number, number];\n                const projected = vec4.transformMat4(vec4.create(), groundPos, posMatrix);\n                const ndcY = projected[1] / projected[3];\n                if (ndcY < threshold) {\n                    this.placements[crossTileID] = new JointPlacement(false, false, false, true);\n                    seenCrossTileIDs.add(crossTileID);\n                    return;\n                }\n            }\n\n            if (seenCrossTileIDs.has(crossTileID)) return;\n            if (holdingForFade) {\n                this.placements[crossTileID] = new JointPlacement(false, false, false);\n                return;\n            }\n            let placeText: boolean | null | undefined = false;\n            let placeIcon: boolean | null | undefined = false;\n            let offscreen: boolean | null | undefined = true;\n            let textOccluded: boolean | null | undefined = false;\n            let iconOccluded = false;\n\n            let shift: Point = null;\n\n            let placed: Partial<PlacedCollisionBox> = {box: null, offscreen: null, occluded: null};\n            let placedVerticalText: Partial<PlacedCollisionBox> = {box: null, offscreen: null, occluded: null};\n\n            let placedGlyphBoxes: Partial<PlacedCollisionBox> = null;\n            let placedGlyphCircles: Partial<PlacedCollisionCircles> = null;\n            let placedIconBoxes: Partial<PlacedCollisionBox> = null;\n            let textFeatureIndex = 0;\n            let verticalTextFeatureIndex = 0;\n            let iconFeatureIndex = 0;\n\n            if (collisionArrays.textFeatureIndex) {\n                textFeatureIndex = collisionArrays.textFeatureIndex;\n            } else if (symbolInstance.useRuntimeCollisionCircles) {\n                textFeatureIndex = symbolInstance.featureIndex;\n            }\n            if (collisionArrays.verticalTextFeatureIndex) {\n                verticalTextFeatureIndex = collisionArrays.verticalTextFeatureIndex;\n            }\n\n            const updateBoxData = (box: SingleCollisionBox) => {\n                box.tileID = this.retainedQueryData[bucket.bucketInstanceId].tileID;\n                const terrainElevation = this.transform.elevation;\n                if (bucket.elevationType === 'road') {\n                    // Road markup height is baked into symbolInstance.zOffset by updateRoadElevation.\n                    // Do not re-sample elevationFeature (wrong coordinate space for cross-source tiles).\n                    box.elevation = elevationFromSea ?\n                        symbolZOffsetValue :\n                        symbolZOffsetValue + Elevation.getAtTileOffset(\n                            box.tileID, new Point(box.tileAnchorX, box.tileAnchorY), terrainElevation, null);\n                } else {\n                    const elevationFeature = bucket.hdExt ? bucket.hdExt.elevationFeatures[symbolInstance.elevationFeatureIndex] : undefined;\n                    box.elevation = (elevationFromSea ? symbolZOffsetValue : symbolZOffsetValue + (Elevation.getAtTileOffset(box.tileID, new Point(box.tileAnchorX, box.tileAnchorY), terrainElevation, elevationFeature)));\n                }\n                box.elevation += symbolInstance.zOffset;\n            };\n\n            const textBox = collisionArrays.textBox;\n            if (textBox) {\n                updateBoxData(textBox);\n                const updatePreviousOrientationIfNotPlaced = (isPlaced: boolean) => {\n                    let previousOrientation: Orientation = WritingMode.horizontal;\n\n                    if (bucket.allowVerticalPlacement && !isPlaced && this.prevPlacement) {\n                        const prevPlacedOrientation = this.prevPlacement.placedOrientations[crossTileID];\n                        if (prevPlacedOrientation) {\n                            this.placedOrientations[crossTileID] = prevPlacedOrientation;\n                            previousOrientation = prevPlacedOrientation;\n                            markUsedOrientation(bucket, previousOrientation, symbolInstance);\n                        }\n                    }\n                    return previousOrientation;\n                };\n\n                const placeTextForPlacementModes = (placeHorizontalFn: () => Partial<PlacedCollisionBox>, placeVerticalFn: () => Partial<PlacedCollisionBox>) => {\n                    if (bucket.allowVerticalPlacement && numVerticalGlyphVertices > 0 && collisionArrays.verticalTextBox) {\n                        for (const placementMode of bucket.writingModes) {\n                            if (placementMode === WritingMode.vertical) {\n                                placed = placeVerticalFn();\n                                placedVerticalText = placed;\n                            } else {\n                                placed = placeHorizontalFn();\n                            }\n                            if (placed && placed.box && placed.box.length) break;\n                        }\n                    } else {\n                        placed = placeHorizontalFn();\n                    }\n                };\n\n                if (!textVariableAnchor) {\n                    const placeBox = (collisionTextBox: SingleCollisionBox, orientation: Orientation) => {\n                        const textScale = bucket.getSymbolInstanceTextSize(partiallyEvaluatedTextSize, symbolInstance, this.transform.zoom, boxIndex);\n                        const placedFeature = this.collisionIndex.placeCollisionBox(bucket, textScale, collisionTextBox, mercatorCenter, invMatrix, textProjectedPosOnLabelSpace,\n                            new Point(0, 0), textAllowOverlap, textPixelRatio, posMatrix, collisionGroup.predicate);\n                        if (placedFeature && placedFeature.box && placedFeature.box.length) {\n                            markUsedOrientation(bucket, orientation, symbolInstance);\n                            this.placedOrientations[crossTileID] = orientation;\n                        }\n                        return placedFeature;\n                    };\n\n                    const placeHorizontal: () => PlacedCollisionBox = () => {\n                        return placeBox(textBox, WritingMode.horizontal);\n                    };\n\n                    const placeVertical: () => PlacedCollisionBox | Partial<PlacedCollisionBox> = () => {\n                        const verticalTextBox = collisionArrays.verticalTextBox;\n                        if (bucket.allowVerticalPlacement && numVerticalGlyphVertices > 0 && verticalTextBox) {\n                            updateBoxData(verticalTextBox);\n                            return placeBox(verticalTextBox, WritingMode.vertical);\n                        }\n                        return {box: null, offscreen: null, occluded: null};\n                    };\n\n                    placeTextForPlacementModes(\n                        (placeHorizontal),\n                        (placeVertical),\n                    );\n\n                    const isPlaced = placed && placed.box && placed.box.length;\n                    updatePreviousOrientationIfNotPlaced(!!isPlaced);\n\n                } else {\n                    let anchors = textVariableAnchor;\n\n                    if (this.prevPlacement && this.prevPlacement.variableOffsets[crossTileID]) {\n                        const prevOffsets = this.prevPlacement.variableOffsets[crossTileID];\n                        if (anchors.indexOf(prevOffsets.anchor) > 0) {\n                            anchors = anchors.filter(anchor => anchor !== prevOffsets.anchor);\n                            anchors.unshift(prevOffsets.anchor);\n                        }\n                    }\n\n                    const placeBoxForVariableAnchors = (collisionTextBox: SingleCollisionBox, collisionIconBox: SingleCollisionBox | null | undefined, orientation: Orientation) => {\n                        const textScale = bucket.getSymbolInstanceTextSize(partiallyEvaluatedTextSize, symbolInstance, this.transform.zoom, boxIndex);\n                        const width = (collisionTextBox.x2 - collisionTextBox.x1) * textScale + 2.0 * collisionTextBox.padding;\n                        const height = (collisionTextBox.y2 - collisionTextBox.y1) * textScale + 2.0 * collisionTextBox.padding;\n\n                        const variableIconBox = symbolInstance.hasIconTextFit && !iconAllowOverlap ? collisionIconBox : null;\n                        if (variableIconBox) updateBoxData(variableIconBox);\n\n                        let placedBox: Partial<PlacedCollisionBox> = {box: [], offscreen: false, occluded: false};\n\n                        const placementAttempts = textAllowOverlap ? anchors.length * 2 : anchors.length;\n                        for (let i = 0; i < placementAttempts; ++i) {\n                            const anchor = anchors[i % anchors.length];\n                            const allowOverlap = (i >= anchors.length);\n                            const result = this.attemptAnchorPlacement(\n                                anchor, collisionTextBox, mercatorCenter, invMatrix, textProjectedPosOnLabelSpace, width, height, textScale, textRotateWithMap,\n                                pitchWithMap, textPixelRatio, posMatrix, collisionGroup, allowOverlap,\n                                symbolInstance, boxIndex, bucket, orientation, variableIconBox,\n                                partiallyEvaluatedTextSize, partiallyEvaluatedIconSize);\n\n                            if (result) {\n                                placedBox = (result.placedGlyphBoxes);\n                                if (placedBox && placedBox.box && placedBox.box.length) {\n                                    placeText = true;\n                                    shift = result.shift;\n                                    break;\n                                }\n                            }\n                        }\n\n                        return placedBox;\n                    };\n\n                    const placeHorizontal = () => {\n                        return placeBoxForVariableAnchors(textBox, collisionArrays.iconBox, WritingMode.horizontal);\n                    };\n\n                    const placeVertical = () => {\n                        const verticalTextBox = collisionArrays.verticalTextBox;\n                        if (verticalTextBox) updateBoxData(verticalTextBox);\n                        const wasPlaced = placed && placed.box && placed.box.length;\n                        if (bucket.allowVerticalPlacement && !wasPlaced && numVerticalGlyphVertices > 0 && verticalTextBox) {\n                            return placeBoxForVariableAnchors(verticalTextBox, collisionArrays.verticalIconBox, WritingMode.vertical);\n                        }\n                        return {box: null, offscreen: null, occluded: null};\n                    };\n\n                    placeTextForPlacementModes(placeHorizontal, placeVertical);\n\n                    if (placed) {\n                        placeText = placed.box as unknown as boolean;\n                        offscreen = placed.offscreen;\n                        textOccluded = placed.occluded;\n                    }\n\n                    const isPlaced = placed && placed.box;\n                    const prevOrientation = updatePreviousOrientationIfNotPlaced(!!isPlaced);\n\n                    if (!placeText && this.prevPlacement) {\n                        const prevOffset = this.prevPlacement.variableOffsets[crossTileID];\n                        if (prevOffset) {\n                            this.variableOffsets[crossTileID] = prevOffset;\n                            markUsedJustification(bucket, prevOffset.anchor, symbolInstance, prevOrientation);\n                        }\n                    }\n                }\n            }\n\n            placedGlyphBoxes = placed;\n\n            placeText = placedGlyphBoxes && placedGlyphBoxes.box && placedGlyphBoxes.box.length > 0;\n            offscreen = placedGlyphBoxes && placedGlyphBoxes.offscreen;\n            textOccluded = placedGlyphBoxes && placedGlyphBoxes.occluded;\n\n            if (symbolInstance.useRuntimeCollisionCircles) {\n                const placedSymbolIndex = symbolInstance.centerJustifiedTextSymbolIndex >= 0 ? symbolInstance.centerJustifiedTextSymbolIndex : symbolInstance.verticalPlacedTextSymbolIndex;\n                const placedSymbol = bucket.text.placedSymbolArray.get(placedSymbolIndex);\n                const fontSize = evaluateSizeForFeature(bucket.textSizeData, partiallyEvaluatedTextSize, placedSymbol);\n                const textPixelPadding = layout.get('text-padding');\n                const circlePixelDiameter = symbolInstance.collisionCircleDiameter * fontSize / ONE_EM;\n\n                placedGlyphCircles = this.collisionIndex.placeCollisionCircles(\n                    bucket,\n                    textAllowOverlap,\n                    placedSymbol,\n                    placedSymbolIndex,\n                    bucket.lineVertexArray,\n                    bucket.glyphOffsetArray,\n                    fontSize,\n                    posMatrix as Float32Array,\n                    textLabelPlaneMatrix as Float32Array,\n                    labelToScreenMatrix,\n                    showCollisionBoxes,\n                    pitchWithMap,\n                    collisionGroup.predicate,\n                    circlePixelDiameter,\n                    textPixelPadding,\n                    this.retainedQueryData[bucket.bucketInstanceId].tileID\n                );\n\n                assert(!placedGlyphCircles.circles.length || (!placedGlyphCircles.collisionDetected || showCollisionBoxes));\n                placeText = textAllowOverlap || (placedGlyphCircles.circles.length > 0 && !placedGlyphCircles.collisionDetected);\n                offscreen = offscreen && placedGlyphCircles.offscreen;\n                textOccluded = placedGlyphCircles.occluded;\n            }\n\n            if (collisionArrays.iconFeatureIndex) {\n                iconFeatureIndex = collisionArrays.iconFeatureIndex;\n            }\n\n            if (collisionArrays.iconBox) {\n                const placeIconFeature = (iconBox: SingleCollisionBox) => {\n                    updateBoxData(iconBox);\n                    const shiftPoint: Point = symbolInstance.hasIconTextFit && shift ?\n                        offsetShift(shift.x, shift.y, textRotateWithMap, pitchWithMap, this.transform.angle) :\n                        new Point(0, 0);\n                    const iconScale = bucket.getSymbolInstanceIconSize(partiallyEvaluatedIconSize, this.transform.zoom, symbolInstance.placedIconSymbolIndex);\n                    return this.collisionIndex.placeCollisionBox(bucket, iconScale, iconBox, mercatorCenter, invMatrix, iconProjectedPosOnLabelSpace, shiftPoint,\n                        iconAllowOverlap, textPixelRatio, posMatrix, collisionGroup.predicate);\n                };\n\n                if (placedVerticalText && placedVerticalText.box && placedVerticalText.box.length && collisionArrays.verticalIconBox) {\n                    placedIconBoxes = placeIconFeature(collisionArrays.verticalIconBox);\n                    placeIcon = placedIconBoxes.box.length > 0;\n                } else {\n                    placedIconBoxes = placeIconFeature(collisionArrays.iconBox);\n                    placeIcon = placedIconBoxes.box.length > 0;\n                }\n                offscreen = offscreen && placedIconBoxes.offscreen;\n                iconOccluded = placedIconBoxes.occluded;\n            }\n\n            const iconWithoutText = textOptional ||\n                (symbolInstance.numHorizontalGlyphVertices === 0 && numVerticalGlyphVertices === 0);\n            const textWithoutIcon = iconOptional || symbolInstance.numIconVertices === 0;\n\n            if (!iconWithoutText && !textWithoutIcon) {\n                placeIcon = placeText = placeIcon && placeText;\n            } else if (!textWithoutIcon) {\n                placeText = placeIcon && placeText;\n            } else if (!iconWithoutText) {\n                placeIcon = placeIcon && placeText;\n            }\n\n            if (placeText && placedGlyphBoxes && placedGlyphBoxes.box) {\n                if (placedVerticalText && placedVerticalText.box && verticalTextFeatureIndex) {\n                    this.collisionIndex.insertCollisionBox(placedGlyphBoxes.box, layout.get('text-ignore-placement'),\n                        bucket.bucketInstanceId, verticalTextFeatureIndex, collisionGroup.ID);\n                } else {\n                    this.collisionIndex.insertCollisionBox(placedGlyphBoxes.box, layout.get('text-ignore-placement'),\n                        bucket.bucketInstanceId, textFeatureIndex, collisionGroup.ID);\n                }\n            }\n\n            if (placeIcon && placedIconBoxes) {\n                this.collisionIndex.insertCollisionBox(placedIconBoxes.box, layout.get('icon-ignore-placement'),\n                    bucket.bucketInstanceId, iconFeatureIndex, collisionGroup.ID);\n            }\n\n            if (placedGlyphCircles) {\n                if (placeText) {\n                    this.collisionIndex.insertCollisionCircles(placedGlyphCircles.circles, layout.get('text-ignore-placement'),\n                        bucket.bucketInstanceId, textFeatureIndex, collisionGroup.ID);\n                }\n\n                if (showCollisionBoxes) {\n                    const id = bucket.bucketInstanceId;\n                    let circleArray = this.collisionCircleArrays[id];\n                    if (circleArray === undefined)\n                        circleArray = this.collisionCircleArrays[id] = new CollisionCircleArray();\n\n                    for (let i = 0; i < placedGlyphCircles.circles.length; i += 4) {\n                        circleArray.circles.push(placedGlyphCircles.circles[i + 0]);\n                        circleArray.circles.push(placedGlyphCircles.circles[i + 1]);\n                        circleArray.circles.push(placedGlyphCircles.circles[i + 2]);\n                        circleArray.circles.push(placedGlyphCircles.collisionDetected ? 1 : 0);\n                    }\n                }\n            }\n\n            assert(crossTileID !== 0);\n            assert(bucket.bucketInstanceId !== 0);\n\n            const notGlobe = bucket.projection.name !== 'globe';\n            alwaysShowText = alwaysShowText && (notGlobe || !textOccluded);\n            alwaysShowIcon = alwaysShowIcon && (notGlobe || !iconOccluded);\n\n            this.placements[crossTileID] = new JointPlacement(placeText || alwaysShowText, placeIcon || alwaysShowIcon, offscreen || bucket.justReloaded);\n            seenCrossTileIDs.add(crossTileID);\n        };\n\n        const tileID = this.retainedQueryData[bucket.bucketInstanceId].tileID;\n\n        if (bucket.elevationType === 'offset' && this.buildingIndex) {\n            this.buildingIndex.updateZOffset(bucket, tileID);\n        }\n\n        if (bucket.elevationType === 'road' && bucket.hdExt) {\n            bucket.hdExt.updateRoadElevation(bucket, tileID.canonical);\n        }\n\n        bucket.updateZOffset();\n\n        if (bucket.sortFeaturesByY) {\n            assert(bucketPart.symbolInstanceStart === 0);\n            const symbolIndexes = bucket.getSortedSymbolIndexes(this.transform.angle);\n            for (let i = symbolIndexes.length - 1; i >= 0; --i) {\n                const symbolIndex = symbolIndexes[i];\n                placeSymbol(bucket.symbolInstances.get(symbolIndex), symbolIndex, bucket.collisionArrays[symbolIndex]);\n            }\n            if (bucket.hasAnyZOffset) warnOnce(`${bucket.layerIds[0]} layer symbol-z-elevate: symbols are not sorted by elevation if symbol-z-order is evaluated to viewport-y`);\n\n        } else if (bucket.hasAnyZOffset) {\n            const indexes = bucket.getSortedIndexesByZOffset();\n            for (let i = 0; i < indexes.length; ++i) {\n                const symbolIndex = indexes[i];\n                placeSymbol(bucket.symbolInstances.get(symbolIndex), symbolIndex, bucket.collisionArrays[symbolIndex]);\n            }\n        } else {\n            for (let i = bucketPart.symbolInstanceStart; i < bucketPart.symbolInstanceEnd; i++) {\n                placeSymbol(bucket.symbolInstances.get(i), i, bucket.collisionArrays[i]);\n            }\n        }\n\n        if (showCollisionBoxes && bucket.bucketInstanceId in this.collisionCircleArrays) {\n            const circleArray = this.collisionCircleArrays[bucket.bucketInstanceId];\n            mat4.invert(circleArray.invProjMatrix, posMatrix);\n            circleArray.viewportMatrix = this.collisionIndex.getViewportMatrix();\n        }\n\n        bucket.justReloaded = false;\n    }\n\n    attemptAnchorPlacement(\n        anchor: TextAnchor,\n        textBox: SingleCollisionBox,\n        mercatorCenter: [number, number],\n        invMatrix: mat4,\n        projectedPosOnLabelSpace: boolean,\n        width: number,\n        height: number,\n        textScale: number,\n        rotateWithMap: boolean,\n        pitchWithMap: boolean,\n        textPixelRatio: number,\n        posMatrix: mat4,\n        collisionGroup: CollisionGroup,\n        textAllowOverlap: boolean,\n        symbolInstance: SymbolInstance,\n        boxIndex: number,\n        bucket: SymbolBucket,\n        orientation: Orientation,\n        iconBox: SingleCollisionBox | null | undefined,\n        textSize: InterpolatedSize,\n        iconSize: InterpolatedSize,\n    ): {shift: Point; placedGlyphBoxes: PlacedCollisionBox} | null | undefined {\n        const {textOffset0, textOffset1, crossTileID} = symbolInstance;\n        const textOffset: [number, number] = [textOffset0, textOffset1];\n        const shift = calculateVariableLayoutShift(anchor, width, height, textOffset, textScale);\n\n        const placedGlyphBoxes = this.collisionIndex.placeCollisionBox(\n            bucket, textScale, textBox, mercatorCenter, invMatrix, projectedPosOnLabelSpace,\n            offsetShift(shift.x, shift.y, rotateWithMap, pitchWithMap, this.transform.angle),\n            textAllowOverlap, textPixelRatio, posMatrix, collisionGroup.predicate);\n\n        if (iconBox) {\n            const size = bucket.getSymbolInstanceIconSize(iconSize, this.transform.zoom, symbolInstance.placedIconSymbolIndex);\n            const placedIconBoxes = this.collisionIndex.placeCollisionBox(\n                bucket, size, iconBox, mercatorCenter, invMatrix, projectedPosOnLabelSpace,\n                offsetShift(shift.x, shift.y, rotateWithMap, pitchWithMap, this.transform.angle),\n                textAllowOverlap, textPixelRatio, posMatrix, collisionGroup.predicate);\n            if (placedIconBoxes.box.length === 0) return;\n        }\n\n        if (placedGlyphBoxes.box.length > 0) {\n            let prevAnchor: TextAnchor;\n            if (this.prevPlacement &&\n                this.prevPlacement.variableOffsets[crossTileID] &&\n                this.prevPlacement.placements[crossTileID] &&\n                this.prevPlacement.placements[crossTileID].text) {\n                prevAnchor = this.prevPlacement.variableOffsets[crossTileID].anchor;\n            }\n            assert(crossTileID !== 0);\n            this.variableOffsets[crossTileID] = {\n                textOffset,\n                width,\n                height,\n                anchor,\n                textScale,\n                prevAnchor\n            };\n            markUsedJustification(bucket, anchor, symbolInstance, orientation);\n\n            if (bucket.allowVerticalPlacement) {\n                markUsedOrientation(bucket, orientation, symbolInstance);\n                this.placedOrientations[crossTileID] = orientation;\n            }\n\n            return {shift, placedGlyphBoxes};\n        }\n    }\n\n    commit(now: number): void {\n        this.commitTime = now;\n        this.zoomAtLastRecencyCheck = this.transform.zoom;\n\n        const prevPlacement = this.prevPlacement;\n        let placementChanged = false;\n\n        this.prevZoomAdjustment = prevPlacement ? prevPlacement.zoomAdjustment(this.transform.zoom) : 0;\n        const increment = prevPlacement ? prevPlacement.symbolFadeChange(now) : 1;\n\n        const prevOpacities = prevPlacement ? prevPlacement.opacities : {};\n        const prevOffsets = prevPlacement ? prevPlacement.variableOffsets : {};\n        const prevOrientations = prevPlacement ? prevPlacement.placedOrientations : {};\n\n        // add the opacities from the current placement, and copy their current values from the previous placement\n        for (const crossTileID in this.placements) {\n            const jointPlacement = this.placements[crossTileID];\n            const prevOpacity = prevOpacities[crossTileID];\n            if (prevOpacity) {\n                this.opacities[crossTileID] = new JointOpacityState(prevOpacity, increment, jointPlacement.text, jointPlacement.icon, null, jointPlacement.clipped);\n                placementChanged = placementChanged ||\n                    jointPlacement.text !== prevOpacity.text.placed ||\n                    jointPlacement.icon !== prevOpacity.icon.placed;\n            } else {\n                this.opacities[crossTileID] = new JointOpacityState(null, increment, jointPlacement.text, jointPlacement.icon, jointPlacement.skipFade, jointPlacement.clipped);\n                placementChanged = placementChanged || jointPlacement.text || jointPlacement.icon;\n            }\n        }\n\n        // copy and update values from the previous placement that aren't in the current placement but haven't finished fading\n        for (const crossTileID in prevOpacities) {\n            const prevOpacity = prevOpacities[crossTileID];\n            if (!this.opacities[crossTileID]) {\n                const jointOpacity = new JointOpacityState(prevOpacity, increment, false, false);\n                if (!jointOpacity.isHidden()) {\n                    this.opacities[crossTileID] = jointOpacity;\n                    placementChanged = placementChanged || prevOpacity.text.placed || prevOpacity.icon.placed;\n                }\n            }\n        }\n        for (const crossTileID in prevOffsets) {\n            if (!this.variableOffsets[crossTileID] && this.opacities[crossTileID] && !this.opacities[crossTileID].isHidden()) {\n                this.variableOffsets[crossTileID] = prevOffsets[crossTileID];\n            }\n        }\n\n        for (const crossTileID in prevOrientations) {\n            if (!this.placedOrientations[crossTileID] && this.opacities[crossTileID] && !this.opacities[crossTileID].isHidden()) {\n                this.placedOrientations[crossTileID] = prevOrientations[crossTileID];\n            }\n        }\n\n        // this.lastPlacementChangeTime is the time of the last commit() that\n        // resulted in a placement change -- in other words, the start time of\n        // the last symbol fade animation\n        assert(!prevPlacement || prevPlacement.lastPlacementChangeTime !== undefined);\n        if (placementChanged) {\n            this.lastPlacementChangeTime = now;\n        } else if (typeof this.lastPlacementChangeTime !== 'number') {\n            this.lastPlacementChangeTime = prevPlacement ? prevPlacement.lastPlacementChangeTime : now;\n        }\n    }\n\n    updateLayerOpacities(styleLayer: TypedStyleLayer, tiles: Array<Tile>, layerIndex: number, replacementSource?: ReplacementSource | null, showCollisionBoxes: boolean = false, scaleFactor: number = 1) {\n        if (replacementSource) {\n            this.lastReplacementSourceUpdateTime = replacementSource.updateTime;\n        }\n\n        const seenCrossTileIDs = new Set<number>();\n        for (const tile of tiles) {\n            const symbolBucket = tile.getBucket(styleLayer) as SymbolBucket;\n            if (symbolBucket && tile.latestFeatureIndex && styleLayer.fqid === symbolBucket.layerIds[0]) {\n                this.updateBucketOpacities(symbolBucket, seenCrossTileIDs, tile, tile.collisionBoxArray, layerIndex, replacementSource, tile.tileID, styleLayer.scope);\n                if (symbolBucket.elevationType === 'offset' && this.buildingIndex) {\n                    this.buildingIndex.updateZOffset(symbolBucket, tile.tileID);\n                }\n                if (symbolBucket.elevationType === 'road' && symbolBucket.hdExt) {\n                    symbolBucket.hdExt.updateRoadElevation(symbolBucket, tile.tileID.canonical);\n                }\n                symbolBucket.updateZOffset();\n\n                // Collision debug boxes encode elevation directly in their vertex data, so they must be\n                // rebuilt here (after zOffset is refreshed above) rather than during placement, otherwise\n                // they'd render one placement cycle behind the actual symbol quads whenever elevation changes.\n                if (showCollisionBoxes && tile.collisionBoxArray) {\n                    const layout = symbolBucket.layers[0].layout;\n                    const [textSizeScaleRangeMin, textSizeScaleRangeMax] = layout.get('text-size-scale-range');\n                    const [iconSizeScaleRangeMin, iconSizeScaleRangeMax] = layout.get('icon-size-scale-range');\n                    const textScaleFactor = clamp(scaleFactor, textSizeScaleRangeMin, textSizeScaleRangeMax);\n                    const iconScaleFactor = clamp(scaleFactor, iconSizeScaleRangeMin, iconSizeScaleRangeMax);\n                    symbolBucket.updateCollisionDebugBuffers(this.transform.zoom, tile.collisionBoxArray, textScaleFactor, iconScaleFactor);\n                }\n            }\n        }\n    }\n\n    updateBucketOpacities(bucket: SymbolBucket, seenCrossTileIDs: Set<number>, tile: Tile, collisionBoxArray: CollisionBoxArray | null | undefined, layerIndex: number, replacementSource: ReplacementSource | null | undefined, coord: OverscaledTileID, scope: string) {\n        if (bucket.hasTextData()) bucket.text.opacityVertexArray.clear();\n        if (bucket.hasIconData()) bucket.icon.opacityVertexArray.clear();\n        if (bucket.hasIconCollisionBoxData()) bucket.iconCollisionBox.collisionVertexArray.clear();\n        if (bucket.hasTextCollisionBoxData()) bucket.textCollisionBox.collisionVertexArray.clear();\n\n        const layout = bucket.layers[0].layout;\n        const paint = bucket.layers[0].paint;\n        const hasClipping = !!bucket.layers[0].dynamicFilter();\n        const duplicateOpacityState = new JointOpacityState(null, 0, false, false, true);\n        const textAllowOverlap = layout.get('text-allow-overlap');\n        const iconAllowOverlap = layout.get('icon-allow-overlap');\n        const variablePlacement = layout.get('text-variable-anchor');\n        const rotateWithMap = layout.get('text-rotation-alignment') === 'map';\n        const pitchWithMap = layout.get('text-pitch-alignment') === 'map';\n        const symbolZOffset = paint.get('symbol-z-offset');\n        const elevationFromSea = layout.get('symbol-elevation-reference') === 'sea';\n        const needsFeatureForElevation = !symbolZOffset.isConstant();\n\n        // If allow-overlap is true, we can show symbols before placement runs on them\n        // But we have to wait for placement if we potentially depend on a paired icon/text\n        // with allow-overlap: false.\n        // See https://github.com/mapbox/mapbox-gl-js/issues/7032\n        const defaultOpacityState = new JointOpacityState(null, 0,\n\n                textAllowOverlap && (iconAllowOverlap || !bucket.hasIconData() || layout.get('icon-optional')),\n                iconAllowOverlap && (textAllowOverlap || !bucket.hasTextData() || layout.get('text-optional')),\n                true);\n\n        if (!bucket.collisionArrays && collisionBoxArray && ((bucket.hasIconCollisionBoxData() || bucket.hasTextCollisionBoxData()))) {\n            bucket.deserializeCollisionBoxes(collisionBoxArray);\n        }\n\n        const addOpacities = (iconOrText: SymbolBuffers, numVertices: number, opacity: number) => {\n            for (let i = 0; i < numVertices / 4; i++) {\n                iconOrText.opacityVertexArray.emplaceBack(opacity);\n            }\n        };\n\n        let visibleInstanceCount = 0;\n\n        if (replacementSource) {\n            bucket.updateReplacement(coord, replacementSource);\n        }\n\n        // Reset clipped state for this bucket so stale entries from a previous frame are cleared.\n        this.collisionIndex.clearClippedSymbolsForBucket(bucket.bucketInstanceId);\n\n        for (let s = 0; s < bucket.symbolInstances.length; s++) {\n            const symbolInstance = bucket.symbolInstances.get(s);\n            const {\n                numHorizontalGlyphVertices,\n                numVerticalGlyphVertices,\n                crossTileID,\n                numIconVertices,\n                tileAnchorX,\n                tileAnchorY\n            } = symbolInstance;\n\n            let feature: Feature = null;\n            const retainedQueryData = this.retainedQueryData[bucket.bucketInstanceId];\n            if (needsFeatureForElevation && symbolInstance && retainedQueryData) {\n                const featureIndex = tile.latestFeatureIndex;\n                feature = featureIndex.loadFeature({\n                    featureIndex: symbolInstance.featureIndex,\n                    bucketIndex: retainedQueryData.bucketIndex,\n                    sourceLayerIndex: retainedQueryData.sourceLayerIndex,\n                    layoutVertexArrayOffset: 0\n                });\n            }\n\n            const symbolZOffsetValue = symbolZOffset.evaluate(feature, {});\n            const isDuplicate = seenCrossTileIDs.has(crossTileID);\n\n            let opacityState = this.opacities[crossTileID];\n            if (isDuplicate) {\n                opacityState = duplicateOpacityState;\n            } else if (!opacityState) {\n                opacityState = defaultOpacityState;\n                // store the state so that future placements use it as a starting point\n                this.opacities[crossTileID] = opacityState;\n            }\n\n            seenCrossTileIDs.add(crossTileID);\n\n            const hasText = numHorizontalGlyphVertices > 0 || numVerticalGlyphVertices > 0;\n            const hasIcon = numIconVertices > 0;\n\n            const placedOrientation = this.placedOrientations[crossTileID];\n            const horizontalHidden = placedOrientation === WritingMode.vertical;\n            const verticalHidden = placedOrientation === WritingMode.horizontal || placedOrientation === WritingMode.horizontalOnly;\n            if ((hasText || hasIcon) && !opacityState.isHidden()) visibleInstanceCount++;\n\n            let clippedSymbol = false;\n            if ((hasText || hasIcon) && replacementSource) {\n                for (const region of bucket.activeReplacements) {\n                    if (skipClipping(region, layerIndex, LayerTypeMask.Symbol, scope)) continue;\n\n                    if (region.min.x > tileAnchorX || tileAnchorX > region.max.x || region.min.y > tileAnchorY || tileAnchorY > region.max.y) {\n                        continue;\n                    }\n\n                    const p = transformPointToTile(tileAnchorX, tileAnchorY, coord.canonical, region.footprintTileId.canonical);\n                    clippedSymbol = pointInFootprint(p, region.footprint);\n\n                    if (clippedSymbol) break;\n                }\n            }\n\n            if (clippedSymbol) {\n                this.collisionIndex.markSymbolAsClipped(bucket.bucketInstanceId, symbolInstance.featureIndex);\n            }\n\n            if (hasText) {\n                const packedOpacity = clippedSymbol ? PACKED_HIDDEN_OPACITY : packOpacity(opacityState.text);\n                // Vertical text fades in/out on collision the same way as corresponding\n                // horizontal text. Switch between vertical/horizontal should be instantaneous\n                const horizontalOpacity = horizontalHidden ? PACKED_HIDDEN_OPACITY : packedOpacity;\n                addOpacities(bucket.text, numHorizontalGlyphVertices, horizontalOpacity);\n                const verticalOpacity = verticalHidden ? PACKED_HIDDEN_OPACITY : packedOpacity;\n                addOpacities(bucket.text, numVerticalGlyphVertices, verticalOpacity);\n\n                // If this label is completely faded, mark it so that we don't have to calculate\n                // its position at render time. If this layer has variable placement, shift the various\n                // symbol instances appropriately so that symbols from buckets that have yet to be placed\n                // offset appropriately.\n                const symbolHidden = opacityState.text.isHidden();\n                const {\n                    leftJustifiedTextSymbolIndex: left, centerJustifiedTextSymbolIndex: center,\n                    rightJustifiedTextSymbolIndex: right, verticalPlacedTextSymbolIndex: vertical\n                } = symbolInstance;\n                const array = bucket.text.placedSymbolArray;\n                const horizontalHiddenValue = symbolHidden || horizontalHidden ? 1 : 0;\n\n                if (left >= 0) array.get(left).hidden = horizontalHiddenValue;\n                if (center >= 0) array.get(center).hidden = horizontalHiddenValue;\n                if (right >= 0) array.get(right).hidden = horizontalHiddenValue;\n                if (vertical >= 0) array.get(vertical).hidden = symbolHidden || verticalHidden ? 1 : 0;\n\n                const prevOffset = this.variableOffsets[crossTileID];\n                if (prevOffset) {\n                    markUsedJustification(bucket, prevOffset.anchor, symbolInstance, placedOrientation);\n                }\n\n                const prevOrientation = this.placedOrientations[crossTileID];\n                if (prevOrientation) {\n                    markUsedJustification(bucket, 'left', symbolInstance, prevOrientation);\n                    markUsedOrientation(bucket, prevOrientation, symbolInstance);\n                }\n            }\n\n            if (hasIcon) {\n                const packedOpacity = clippedSymbol ? PACKED_HIDDEN_OPACITY : packOpacity(opacityState.icon);\n                const {placedIconSymbolIndex, verticalPlacedIconSymbolIndex} = symbolInstance;\n                const array = bucket.icon.placedSymbolArray;\n                const iconHidden = opacityState.icon.isHidden() ? 1 : 0;\n\n                if (placedIconSymbolIndex >= 0) {\n                    const horizontalOpacity = !horizontalHidden ? packedOpacity : PACKED_HIDDEN_OPACITY;\n                    addOpacities(bucket.icon, numIconVertices, horizontalOpacity);\n                    array.get(placedIconSymbolIndex).hidden = iconHidden;\n                }\n\n                if (verticalPlacedIconSymbolIndex >= 0) {\n                    const verticalOpacity = !verticalHidden ? packedOpacity : PACKED_HIDDEN_OPACITY;\n                    addOpacities(bucket.icon, symbolInstance.numVerticalIconVertices, verticalOpacity);\n                    array.get(verticalPlacedIconSymbolIndex).hidden = iconHidden;\n                }\n            }\n\n            if (bucket.hasIconCollisionBoxData() || bucket.hasTextCollisionBoxData()) {\n                const collisionArrays = bucket.collisionArrays[s];\n                if (collisionArrays) {\n                    let shift = new Point(0, 0);\n                    let used = true;\n                    if (collisionArrays.textBox || collisionArrays.verticalTextBox) {\n                        if (variablePlacement) {\n                            const variableOffset = this.variableOffsets[crossTileID];\n                            if (variableOffset) {\n                                // This will show either the currently placed position or the last\n                                // successfully placed position (so you can visualize what collision\n                                // just made the symbol disappear, and the most likely place for the\n                                // symbol to come back)\n                                shift = calculateVariableLayoutShift(variableOffset.anchor,\n                                   variableOffset.width,\n                                   variableOffset.height,\n                                   variableOffset.textOffset,\n                                   variableOffset.textScale);\n                                if (rotateWithMap) {\n                                    shift._rotate(pitchWithMap ? this.transform.angle : -this.transform.angle);\n                                }\n                            } else {\n                                // No offset -> this symbol hasn't been placed since coming on-screen\n                                // No single box is particularly meaningful and all of them would be too noisy\n                                // Use the center box just to show something's there, but mark it \"not used\"\n                                used = false;\n                            }\n                        }\n\n                        if (hasClipping) {\n                            used = !opacityState.clipped;\n                        }\n\n                        if (collisionArrays.textBox) {\n                            updateCollisionVertices(bucket.textCollisionBox.collisionVertexArray, opacityState.text.placed, !used || horizontalHidden, symbolZOffsetValue, elevationFromSea, shift.x, shift.y);\n                        }\n                        if (collisionArrays.verticalTextBox) {\n                            updateCollisionVertices(bucket.textCollisionBox.collisionVertexArray, opacityState.text.placed, !used || verticalHidden, symbolZOffsetValue, elevationFromSea, shift.x, shift.y);\n                        }\n                    }\n\n                    const verticalIconUsed = used && Boolean(!verticalHidden && collisionArrays.verticalIconBox);\n\n                    if (collisionArrays.iconBox) {\n                        updateCollisionVertices(bucket.iconCollisionBox.collisionVertexArray, opacityState.icon.placed, verticalIconUsed, symbolZOffsetValue, elevationFromSea,\n                            symbolInstance.hasIconTextFit ? shift.x : 0,\n                            symbolInstance.hasIconTextFit ? shift.y : 0);\n                    }\n\n                    if (collisionArrays.verticalIconBox) {\n                        updateCollisionVertices(bucket.iconCollisionBox.collisionVertexArray, opacityState.icon.placed, !verticalIconUsed, symbolZOffsetValue, elevationFromSea,\n                            symbolInstance.hasIconTextFit ? shift.x : 0,\n                            symbolInstance.hasIconTextFit ? shift.y : 0);\n                    }\n                }\n            }\n        }\n        bucket.fullyClipped = visibleInstanceCount === 0;\n        bucket.sortFeatures(this.transform.angle);\n        if (this.retainedQueryData[bucket.bucketInstanceId]) {\n            this.retainedQueryData[bucket.bucketInstanceId].featureSortOrder = bucket.featureSortOrder;\n        }\n\n        if (bucket.hasTextData() && bucket.text.opacityVertexBuffer) {\n            bucket.text.opacityVertexBuffer.updateData(bucket.text.opacityVertexArray);\n        }\n        if (bucket.hasIconData() && bucket.icon.opacityVertexBuffer) {\n            bucket.icon.opacityVertexBuffer.updateData(bucket.icon.opacityVertexArray);\n        }\n        if (bucket.hasIconCollisionBoxData() && bucket.iconCollisionBox.collisionVertexBuffer) {\n            bucket.iconCollisionBox.collisionVertexBuffer.updateData(bucket.iconCollisionBox.collisionVertexArray);\n        }\n        if (bucket.hasTextCollisionBoxData() && bucket.textCollisionBox.collisionVertexBuffer) {\n            bucket.textCollisionBox.collisionVertexBuffer.updateData(bucket.textCollisionBox.collisionVertexArray);\n        }\n\n        assert(bucket.text.opacityVertexArray.length === bucket.text.layoutVertexArray.length / 4);\n        assert(bucket.icon.opacityVertexArray.length === bucket.icon.layoutVertexArray.length / 4);\n\n        // Push generated collision circles to the bucket for debug rendering\n        if (bucket.bucketInstanceId in this.collisionCircleArrays) {\n            const instance = this.collisionCircleArrays[bucket.bucketInstanceId];\n\n            bucket.placementInvProjMatrix = instance.invProjMatrix;\n            bucket.placementViewportMatrix = instance.viewportMatrix;\n            bucket.collisionCircleArray = instance.circles;\n\n            delete this.collisionCircleArrays[bucket.bucketInstanceId];\n        }\n    }\n\n    symbolFadeChange(now: number): number {\n        return this.fadeDuration === 0 ?\n            1 :\n            ((now - this.commitTime) / this.fadeDuration + this.prevZoomAdjustment);\n    }\n\n    zoomAdjustment(zoom: number): number {\n        // When zooming out quickly, labels can overlap each other. This\n        // adjustment is used to reduce the interval between placement calculations\n        // and to reduce the fade duration when zooming out quickly. Discovering the\n        // collisions more quickly and fading them more quickly reduces the unwanted effect.\n        return Math.max(0, (this.transform.zoom - zoom) / 1.5);\n    }\n\n    hasTransitions(now: number): boolean {\n        return now - this.lastPlacementChangeTime < this.fadeDuration;\n    }\n\n    stillRecent(now: number, zoom: number): boolean {\n        // The adjustment makes placement more frequent when zooming.\n        // This condition applies the adjustment only after the map has\n        // stopped zooming. This avoids adding extra jank while zooming.\n        const durationAdjustment = this.zoomAtLastRecencyCheck === zoom ?\n            (1 - this.zoomAdjustment(zoom)) :\n            1;\n        this.zoomAtLastRecencyCheck = zoom;\n\n        return this.commitTime + this.fadeDuration * durationAdjustment > now;\n    }\n\n    isStale(): boolean {\n        return this.stale;\n    }\n\n    setStale() {\n        this.stale = true;\n    }\n}\n\nfunction updateCollisionVertices(collisionVertexArray: CollisionVertexArray, placed: boolean, notUsed: boolean | number, elevation: number, elevationFromSea: boolean, shiftX?: number, shiftY?: number) {\n    collisionVertexArray.emplaceBack(placed ? 1 : 0, notUsed ? 1 : 0, shiftX || 0, shiftY || 0, elevation, elevationFromSea ? 1 : 0);\n    collisionVertexArray.emplaceBack(placed ? 1 : 0, notUsed ? 1 : 0, shiftX || 0, shiftY || 0, elevation, elevationFromSea ? 1 : 0);\n    collisionVertexArray.emplaceBack(placed ? 1 : 0, notUsed ? 1 : 0, shiftX || 0, shiftY || 0, elevation, elevationFromSea ? 1 : 0);\n    collisionVertexArray.emplaceBack(placed ? 1 : 0, notUsed ? 1 : 0, shiftX || 0, shiftY || 0, elevation, elevationFromSea ? 1 : 0);\n}\n\n// All four vertices for a glyph will have the same opacity state\n// So we pack the opacity into a uint8, and then repeat it four times\n// to make a single uint32 that we can upload for each glyph in the\n// label.\nconst shift25 = Math.pow(2, 25);\nconst shift24 = Math.pow(2, 24);\nconst shift17 = Math.pow(2, 17);\nconst shift16 = Math.pow(2, 16);\nconst shift9 = Math.pow(2, 9);\nconst shift8 = Math.pow(2, 8);\nconst shift1 = Math.pow(2, 1);\nfunction packOpacity(opacityState: OpacityState): number {\n    if (opacityState.opacity === 0 && !opacityState.placed) {\n        return 0;\n    } else if (opacityState.opacity === 1 && opacityState.placed) {\n        return 4294967295;\n    }\n    const targetBit = opacityState.placed ? 1 : 0;\n    const opacityBits = Math.floor(opacityState.opacity * 127);\n    return opacityBits * shift25 + targetBit * shift24 +\n        opacityBits * shift17 + targetBit * shift16 +\n        opacityBits * shift9 + targetBit * shift8 +\n        opacityBits * shift1 + targetBit;\n}\n\nconst PACKED_HIDDEN_OPACITY = 0;\n","import browser from '../util/browser';\nimport {Placement} from '../symbol/placement';\nimport {makeFQID} from '../util/fqid';\n\nimport type Transform from '../geo/transform';\nimport type {TypedStyleLayer} from './style_layer/typed_style_layer';\nimport type SymbolStyleLayer from './style_layer/symbol_style_layer';\nimport type Tile from '../source/tile';\nimport type {BucketPart} from '../symbol/placement';\nimport type {FogState} from './fog_helpers';\nimport type BuildingIndex from '../source/building_index';\nimport type {CollisionDetector} from '../symbol/placement_algorithm';\n\n// Frame time budget (ms) for incremental placement before pausing to the next frame.\nconst COLLISION_TIME_BUDGET_MS = 2;\n\nclass LayerPlacement {\n    _sortAcrossTiles: boolean;\n    _currentTileIndex: number;\n    _currentPartIndex: number;\n    _seenCrossTileIDs: Set<number>;\n    _bucketParts: Array<BucketPart>;\n\n    constructor(styleLayer: SymbolStyleLayer) {\n        this._sortAcrossTiles = styleLayer.layout.get('symbol-z-order') !== 'viewport-y' &&\n            styleLayer.layout.get('symbol-sort-key').constantOr(1) !== undefined;\n\n        this._currentTileIndex = 0;\n        this._currentPartIndex = 0;\n        this._seenCrossTileIDs = new Set();\n        this._bucketParts = [];\n    }\n\n    continuePlacement(\n        tiles: Array<Tile>,\n        placement: Placement,\n        showCollisionBoxes: boolean,\n        styleLayer: TypedStyleLayer,\n        shouldPausePlacement: () => boolean,\n        scaleFactor: number\n    ): boolean {\n        const bucketParts = this._bucketParts;\n\n        while (this._currentTileIndex < tiles.length) {\n            const tile = tiles[this._currentTileIndex];\n            placement.getBucketParts(bucketParts, styleLayer, tile, this._sortAcrossTiles, scaleFactor);\n\n            this._currentTileIndex++;\n            if (shouldPausePlacement()) {\n                return true;\n            }\n        }\n\n        if (this._sortAcrossTiles) {\n            this._sortAcrossTiles = false;\n            bucketParts.sort((a, b) => (a.sortKey) - (b.sortKey));\n        }\n\n        while (this._currentPartIndex < bucketParts.length) {\n            const bucketPart = bucketParts[this._currentPartIndex];\n            placement.placeLayerBucketPart(bucketPart, this._seenCrossTileIDs, showCollisionBoxes, scaleFactor);\n            this._currentPartIndex++;\n            if (shouldPausePlacement()) {\n                return true;\n            }\n        }\n        return false;\n    }\n}\n\nclass PauseablePlacement {\n    placement!: Placement;\n    _done!: boolean;\n    _currentPlacementIndex!: number;\n    _forceFullPlacement!: boolean;\n    _showCollisionBoxes!: boolean;\n    _inProgressLayer: LayerPlacement | null | undefined;\n    _fadeDuration!: number;\n    _retiredCI: CollisionDetector | null = null;\n\n    startNewPlacement(\n        transform: Transform,\n        order: Array<string>,\n        showCollisionBoxes: boolean,\n        fadeDuration: number,\n        crossSourceCollisions: boolean,\n        prevPlacement?: Placement,\n        fogState?: FogState | null,\n        buildingIndex?: BuildingIndex | null,\n    ): PauseablePlacement {\n        this.placement = new Placement(transform, fadeDuration, crossSourceCollisions, prevPlacement, fogState, buildingIndex, this._retiredCI);\n        this._retiredCI = null;\n        this._currentPlacementIndex = order.length - 1;\n        this._forceFullPlacement = false;\n        this._showCollisionBoxes = showCollisionBoxes;\n        this._fadeDuration = fadeDuration;\n        this._done = false;\n        this._inProgressLayer = null;\n        return this;\n    }\n\n    requestFullPlacement(): void {\n        this._forceFullPlacement = true;\n    }\n\n    isFullPlacementRequested(): boolean {\n        return this._forceFullPlacement;\n    }\n\n    setStale(): void {\n        if (this.placement) {\n            this.placement.stale = true;\n        }\n    }\n\n    isStale(): boolean {\n        if (!this.placement) return false;\n        return this.placement.stale;\n    }\n\n    isDone(): boolean {\n        return this._done;\n    }\n\n    continuePlacement(order: Array<string>, layers: Record<string, TypedStyleLayer>, layerTiles: Record<string, Array<Tile>>, layerTilesInYOrder: Record<string, Array<Tile>>, scaleFactor: number) {\n        const startTime = browser.now();\n\n        const shouldPausePlacement = () => {\n            if (this.isFullPlacementRequested() || this._fadeDuration === 0) return false;\n            return (browser.now() - startTime) > COLLISION_TIME_BUDGET_MS;\n        };\n\n        while (this._currentPlacementIndex >= 0) {\n            const layerId = order[this._currentPlacementIndex];\n            const layer = layers[layerId];\n            const placementZoom = this.placement.collisionIndex.transform.zoom;\n            if (layer.type === 'symbol' && layer.visibility !== 'none' &&\n                (!layer.minzoom || layer.minzoom <= placementZoom) &&\n                (!layer.maxzoom || layer.maxzoom > placementZoom)) {\n\n                const symbolLayer = layer;\n                const zOffset = symbolLayer.layout.get('symbol-z-elevate');\n\n                const hasSymbolSortKey = symbolLayer.layout.get('symbol-sort-key').constantOr(1) !== undefined;\n                const symbolZOrder = symbolLayer.layout.get('symbol-z-order');\n                const sortSymbolByKey = symbolZOrder !== 'viewport-y' && hasSymbolSortKey;\n                const zOrderByViewportY = symbolZOrder === 'viewport-y' || (symbolZOrder === 'auto' && !sortSymbolByKey);\n                const canOverlap =\n                    symbolLayer.layout.get('text-allow-overlap') ||\n                    symbolLayer.layout.get('icon-allow-overlap') ||\n                    symbolLayer.layout.get('text-ignore-placement') ||\n                    symbolLayer.layout.get('icon-ignore-placement');\n                const sortSymbolByViewportY = zOrderByViewportY && canOverlap;\n\n                const inProgressLayer = this._inProgressLayer = this._inProgressLayer || new LayerPlacement(symbolLayer);\n\n                const sourceId = makeFQID(layer.source, layer.scope);\n                const sortTileByY = zOffset || sortSymbolByViewportY;\n                const pausePlacement = inProgressLayer.continuePlacement(sortTileByY ? layerTilesInYOrder[sourceId] : layerTiles[sourceId], this.placement, this._showCollisionBoxes, layer, shouldPausePlacement, scaleFactor);\n\n                if (pausePlacement) {\n                    // We didn't finish placing all layers within 2ms,\n                    // but we can keep rendering with a partial placement\n                    // We'll resume here on the next frame\n                    return;\n                }\n\n                delete this._inProgressLayer;\n            }\n\n            this._currentPlacementIndex--;\n        }\n        this._forceFullPlacement = false;\n        this._done = true;\n    }\n\n    commit(now: number): Placement {\n        this._retiredCI = this.placement.prevPlacement ? this.placement.prevPlacement.collisionIndex : null;\n        this.placement.commit(now);\n        return this.placement;\n    }\n}\n\nexport default PauseablePlacement;\n","import EXTENT from '../style-spec/data/extent';\nimport KDBush from 'kdbush';\n\nimport type Tile from '../source/tile';\nimport type Projection from '../geo/projection/projection';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {SymbolInstanceArray} from '../data/array_types';\n\n/*\n    The CrossTileSymbolIndex generally works on the assumption that\n    a conceptual \"unique symbol\" can be identified by the text of\n    the label combined with the anchor point. The goal is to assign\n    these conceptual \"unique symbols\" a shared crossTileID that can be\n    used by Placement to keep fading opacity states consistent and to\n    deduplicate labels.\n\n    The CrossTileSymbolIndex indexes all the current symbol instances and\n    their crossTileIDs. When a symbol bucket gets added or updated, the\n    index assigns a crossTileID to each of it's symbol instances by either\n    matching it with an existing id or assigning a new one.\n*/\n\n// Round anchor positions to roughly 4 pixel grid\nconst roundingFactor = 512 / EXTENT / 2;\n\nexport class TileLayerIndex {\n    tileID: OverscaledTileID;\n    bucketInstanceId: number;\n    index: KDBush;\n    keys: Array<number>;\n    crossTileIDs: Array<number>;\n\n    constructor(tileID: OverscaledTileID, symbolInstances: SymbolInstanceArray, bucketInstanceId: number) {\n        this.tileID = tileID;\n        this.bucketInstanceId = bucketInstanceId;\n\n        // create a spatial index for deduplicating symbol instances;\n        // use a low nodeSize because we're optimizing for search performance, not indexing\n        this.index = new KDBush(symbolInstances.length, 16, Int32Array);\n        this.keys = [];\n        this.crossTileIDs = [];\n        const tx = tileID.canonical.x * EXTENT;\n        const ty = tileID.canonical.y * EXTENT;\n\n        for (let i = 0; i < symbolInstances.length; i++) {\n            const {key, crossTileID, tileAnchorX, tileAnchorY} = symbolInstances.get(i);\n\n            // Converts the coordinates of the input symbol instance into coordinates that be can compared\n            // against other symbols in this index. Coordinates are:\n            // (1) world-based (so after conversion the source tile is irrelevant)\n            // (2) converted to the z-scale of this TileLayerIndex\n            // (3) down-sampled by \"roundingFactor\" from tile coordinate precision in order to be\n            //     more tolerant of small differences between tiles.\n            const x = Math.floor((tx + tileAnchorX) * roundingFactor);\n            const y = Math.floor((ty + tileAnchorY) * roundingFactor);\n\n            this.index.add(x, y);\n            this.keys.push(key);\n            this.crossTileIDs.push(crossTileID);\n        }\n        this.index.finish();\n    }\n\n    findMatches(symbolInstances: SymbolInstanceArray, newTileID: OverscaledTileID, zoomCrossTileIDs: Set<number>) {\n        const tolerance = this.tileID.canonical.z < newTileID.canonical.z ? 1 : Math.pow(2, this.tileID.canonical.z - newTileID.canonical.z);\n        const scale = roundingFactor / Math.pow(2, newTileID.canonical.z - this.tileID.canonical.z);\n        const tx = newTileID.canonical.x * EXTENT;\n        const ty = newTileID.canonical.y * EXTENT;\n\n        for (let i = 0; i < symbolInstances.length; i++) {\n            const symbolInstance = symbolInstances.get(i);\n            if (symbolInstance.crossTileID) {\n                // already has a match, skip\n                continue;\n            }\n            const {key, tileAnchorX, tileAnchorY} = symbolInstance;\n            const x = Math.floor((tx + tileAnchorX) * scale);\n            const y = Math.floor((ty + tileAnchorY) * scale);\n\n            // Return any symbol with the same keys whose coordinates are within 1\n            // grid unit. (with a 4px grid, this covers a 12px by 12px area)\n            // Since KDBush.range does not guarantee that returned ids will be in order of insertion,\n            // we need to sort them to keep a consistent crossTileID for symbol instances when a collision is found\n            const matchedIds = this.index.range(x - tolerance, y - tolerance, x + tolerance, y + tolerance).sort((a, b) => a - b);\n            for (const id of matchedIds) {\n                const crossTileID = this.crossTileIDs[id];\n                if (this.keys[id] === key && !zoomCrossTileIDs.has(crossTileID)) {\n                    // Once we've marked ourselves duplicate against this parent symbol,\n                    // don't let any other symbols at the same zoom level duplicate against\n                    // the same parent (see issue #5993)\n                    zoomCrossTileIDs.add(crossTileID);\n                    symbolInstance.crossTileID = crossTileID;\n                    break;\n                }\n            }\n        }\n    }\n}\n\nclass CrossTileIDs {\n    maxCrossTileID: number;\n    constructor() {\n        this.maxCrossTileID = 0;\n    }\n    generate(): number {\n        return ++this.maxCrossTileID;\n    }\n}\n\nclass CrossTileSymbolLayerIndex {\n    indexes: Partial<Record<string | number, Partial<Record<string | number, TileLayerIndex>>>>;\n    usedCrossTileIDs: Partial<Record<string | number, Set<number>>>;\n    lng: number;\n\n    constructor() {\n        this.indexes = {};\n        this.usedCrossTileIDs = {};\n        this.lng = 0;\n    }\n\n    /*\n     * Sometimes when a user pans across the antimeridian the longitude value gets wrapped.\n     * To prevent labels from flashing out and in we adjust the tileID values in the indexes\n     * so that they match the new wrapped version of the map.\n     */\n    handleWrapJump(lng: number) {\n        const wrapDelta = Math.round((lng - this.lng) / 360);\n        if (wrapDelta !== 0) {\n            for (const zoom in this.indexes) {\n                const zoomIndexes = this.indexes[zoom];\n                const newZoomIndex: Record<string, TileLayerIndex> = {};\n                for (const key in zoomIndexes) {\n                    // change the tileID's wrap and add it to a new index\n                    const index = zoomIndexes[key];\n                    index.tileID = index.tileID.unwrapTo(index.tileID.wrap + wrapDelta);\n                    newZoomIndex[index.tileID.key] = index;\n                }\n                this.indexes[zoom] = newZoomIndex;\n            }\n        }\n        this.lng = lng;\n    }\n\n    addBucket(tileID: OverscaledTileID, bucket: SymbolBucket, crossTileIDs: CrossTileIDs): boolean {\n        if (this.indexes[tileID.overscaledZ] &&\n            this.indexes[tileID.overscaledZ][tileID.key]) {\n\n            if (this.indexes[tileID.overscaledZ][tileID.key].bucketInstanceId ===\n                bucket.bucketInstanceId) {\n                return false;\n            } else {\n                // We're replacing this bucket with an updated version\n                // Remove the old bucket's \"used crossTileIDs\" now so that\n                // the new bucket can claim them.\n                // The old index entries themselves stick around until\n                // 'removeStaleBuckets' is called.\n                this.removeBucketCrossTileIDs(tileID.overscaledZ,\n                    this.indexes[tileID.overscaledZ][tileID.key]);\n            }\n        }\n\n        for (let i = 0; i < bucket.symbolInstances.length; i++) {\n            const symbolInstance = bucket.symbolInstances.get(i);\n            symbolInstance.crossTileID = 0;\n        }\n\n        if (!this.usedCrossTileIDs[tileID.overscaledZ]) {\n            this.usedCrossTileIDs[tileID.overscaledZ] = new Set();\n        }\n        const zoomCrossTileIDs = this.usedCrossTileIDs[tileID.overscaledZ];\n\n        for (const zoom in this.indexes) {\n            const zoomIndexes = this.indexes[zoom];\n            if (Number(zoom) > tileID.overscaledZ) {\n                for (const id in zoomIndexes) {\n                    const childIndex = zoomIndexes[id];\n                    if (childIndex.tileID.isChildOf(tileID)) {\n                        childIndex.findMatches(bucket.symbolInstances, tileID, zoomCrossTileIDs);\n                    }\n                }\n            } else {\n                const parentCoord = tileID.scaledTo(Number(zoom));\n                const parentIndex = zoomIndexes[parentCoord.key];\n                if (parentIndex) {\n                    parentIndex.findMatches(bucket.symbolInstances, tileID, zoomCrossTileIDs);\n                }\n            }\n        }\n\n        for (let i = 0; i < bucket.symbolInstances.length; i++) {\n            const symbolInstance = bucket.symbolInstances.get(i);\n            if (!symbolInstance.crossTileID) {\n                // symbol did not match any known symbol, assign a new id\n                symbolInstance.crossTileID = crossTileIDs.generate();\n                zoomCrossTileIDs.add(symbolInstance.crossTileID);\n            }\n        }\n\n        if (this.indexes[tileID.overscaledZ] === undefined) {\n            this.indexes[tileID.overscaledZ] = {};\n        }\n        this.indexes[tileID.overscaledZ][tileID.key] = new TileLayerIndex(tileID, bucket.symbolInstances, bucket.bucketInstanceId);\n\n        return true;\n    }\n\n    removeBucketCrossTileIDs(zoom: string | number, removedBucket: TileLayerIndex) {\n        for (const crossTileID of removedBucket.crossTileIDs) {\n            this.usedCrossTileIDs[zoom].delete(crossTileID);\n        }\n    }\n\n    removeStaleBuckets(currentIDs: Partial<Record<string | number, boolean>>): boolean {\n        let tilesChanged = false;\n        for (const z in this.indexes) {\n            const zoomIndexes = this.indexes[z];\n            for (const tileKey in zoomIndexes) {\n                if (!currentIDs[zoomIndexes[tileKey].bucketInstanceId]) {\n                    this.removeBucketCrossTileIDs(z, zoomIndexes[tileKey]);\n                    delete zoomIndexes[tileKey];\n                    tilesChanged = true;\n                }\n            }\n        }\n        return tilesChanged;\n    }\n}\n\nclass CrossTileSymbolIndex {\n    layerIndexes: {\n        [fqid: string]: CrossTileSymbolLayerIndex;\n    };\n    crossTileIDs: CrossTileIDs;\n    maxBucketInstanceId: number;\n    bucketsInCurrentPlacement: {\n        [_: number]: boolean;\n    };\n\n    constructor() {\n        this.layerIndexes = {};\n        this.crossTileIDs = new CrossTileIDs();\n        this.maxBucketInstanceId = 0;\n        this.bucketsInCurrentPlacement = {};\n    }\n\n    addLayer(\n        styleLayer: TypedStyleLayer,\n        tiles: Array<Tile>,\n        lng: number,\n        projection: Projection,\n    ): boolean {\n        let layerIndex = this.layerIndexes[styleLayer.fqid];\n        if (layerIndex === undefined) {\n            layerIndex = this.layerIndexes[styleLayer.fqid] = new CrossTileSymbolLayerIndex();\n        }\n\n        let symbolBucketsChanged = false;\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const currentBucketIDs: Record<string, any> = {};\n\n        if (projection.name !== 'globe') {\n            layerIndex.handleWrapJump(lng);\n        }\n\n        for (const tile of tiles) {\n            const symbolBucket = (tile.getBucket(styleLayer) as SymbolBucket);\n            if (!symbolBucket || styleLayer.fqid !== symbolBucket.layerIds[0])\n                continue;\n\n            if (!symbolBucket.bucketInstanceId) {\n                symbolBucket.bucketInstanceId = ++this.maxBucketInstanceId;\n            }\n\n            if (layerIndex.addBucket(tile.tileID, symbolBucket, this.crossTileIDs)) {\n                symbolBucketsChanged = true;\n            }\n            currentBucketIDs[symbolBucket.bucketInstanceId] = true;\n        }\n\n        if (layerIndex.removeStaleBuckets(currentBucketIDs)) {\n            symbolBucketsChanged = true;\n        }\n\n        return symbolBucketsChanged;\n    }\n\n    pruneUnusedLayers(usedLayers: Array<string>) {\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const usedLayerMap: Record<string, any> = {};\n        usedLayers.forEach((usedLayer) => {\n            usedLayerMap[usedLayer] = true;\n        });\n        for (const layerId in this.layerIndexes) {\n            if (!usedLayerMap[layerId]) {\n                delete this.layerIndexes[layerId];\n            }\n        }\n    }\n}\n\nexport default CrossTileSymbolIndex;\n","export type BoxGeometryElement = {\n    kind: 'box';\n    left: number;\n    top: number;\n    right: number;\n    bottom: number;\n};\n\nexport type CircleGeometryElement = {\n    kind: 'circle';\n    x: number;\n    y: number;\n    radius: number;\n};\n\nexport type GeometryElement = BoxGeometryElement | CircleGeometryElement;\n\nexport type Geometry = ReadonlyArray<GeometryElement>;\n\nexport function boxesIntersect(a: BoxGeometryElement, b: BoxGeometryElement): boolean {\n    return a.left < b.right && b.left < a.right && a.top < b.bottom && b.top < a.bottom;\n}\n\nexport function circlesIntersect(a: CircleGeometryElement, b: CircleGeometryElement): boolean {\n    const dx = a.x - b.x;\n    const dy = a.y - b.y;\n    const r = a.radius + b.radius;\n    return dx * dx + dy * dy < r * r;\n}\n\nexport function circleIntersectsBox(circle: CircleGeometryElement, box: BoxGeometryElement): boolean {\n    const halfWidth = (box.right - box.left) / 2;\n    const distX = Math.abs(circle.x - (box.left + halfWidth));\n    if (distX >= circle.radius + halfWidth) return false;\n\n    const halfHeight = (box.bottom - box.top) / 2;\n    const distY = Math.abs(circle.y - (box.top + halfHeight));\n    if (distY >= circle.radius + halfHeight) return false;\n\n    if (distX < halfWidth || distY < halfHeight) return true;\n\n    const cornerX = distX - halfWidth;\n    const cornerY = distY - halfHeight;\n    return cornerX * cornerX + cornerY * cornerY < circle.radius * circle.radius;\n}\n\nexport function geometryElementsIntersect(a: GeometryElement, b: GeometryElement): boolean {\n    if (a.kind === 'box' && b.kind === 'box') return boxesIntersect(a, b);\n    if (a.kind === 'circle' && b.kind === 'circle') return circlesIntersect(a, b);\n    if (a.kind === 'circle') return circleIntersectsBox(a, b as BoxGeometryElement);\n    return circleIntersectsBox(b as CircleGeometryElement, a);\n}\n\nexport function extendGeometryElement(element: GeometryElement, padding: number): GeometryElement {\n    if (padding === 0) return element;\n    return element.kind === 'box' ?\n        {kind: 'box', left: element.left - padding, top: element.top - padding, right: element.right + padding, bottom: element.bottom + padding} :\n        {kind: 'circle', x: element.x, y: element.y, radius: element.radius + padding};\n}\n","import GridIndex from '../symbol/grid_index';\nimport {geometryElementsIntersect, extendGeometryElement} from './geometry';\n\nimport type {Geometry, GeometryElement, BoxGeometryElement} from './geometry';\n\n/**\n * - `'outside-of-grid'`: every geometry element fully lies outside the grid\n * - `'intersects'`: at least one element, extended by `collisionPadding`, collides\n *   with a stored geometry and that collision was not ignored\n * - `'does-not-intersect'`: otherwise.\n */\nexport type IntersectionResult = 'outside-of-grid' | 'intersects' | 'does-not-intersect';\n\nexport class CollisionGrid<T> {\n    _grid: GridIndex<number>;\n    _cellSize: number;\n    _padding: number;\n    _screenWidth: number;\n    _screenHeight: number;\n    _workingArea: BoxGeometryElement;\n\n    _geometries: Array<GeometryElement>;\n    _geometryData: Array<T | undefined>;\n\n    constructor(screenWidth: number, screenHeight: number, gridPadding: number, cellSize: number) {\n        this._cellSize = cellSize;\n        this._padding = gridPadding;\n        this._screenWidth = screenWidth;\n        this._screenHeight = screenHeight;\n        this._grid = new GridIndex<number>(screenWidth + 2 * gridPadding, screenHeight + 2 * gridPadding, cellSize);\n        this._workingArea = this._computeWorkingArea();\n\n        this._geometries = [];\n        this._geometryData = [];\n    }\n\n    clearAndResize(screenWidth: number, screenHeight: number) {\n        if (screenWidth === this._screenWidth && screenHeight === this._screenHeight) {\n            this._grid.clear();\n        } else {\n            this._screenWidth = screenWidth;\n            this._screenHeight = screenHeight;\n            this._grid = new GridIndex<number>(screenWidth + 2 * this._padding, screenHeight + 2 * this._padding, this._cellSize);\n            this._workingArea = this._computeWorkingArea();\n        }\n\n        this._geometries.length = 0;\n        this._geometryData.length = 0;\n    }\n\n    _computeWorkingArea(): BoxGeometryElement {\n        return {\n            kind: 'box',\n            left: -this._padding,\n            top: -this._padding,\n            right: this._grid.xCellCount * this._cellSize - this._padding,\n            bottom: this._grid.yCellCount * this._cellSize - this._padding,\n        };\n    }\n\n    /**\n     * Geometry inserted without `data` always counts as a collision.\n     * Geometry inserted with `data` (i.e. parts of the same symbol) are treated as optional.\n     * `ignoreIntersectionWith` is called with the stored data, and the collision only counts if it returns false.\n     *\n     * See `IntersectionResult` for what each outcome means.\n     */\n    intersects(geometry: Geometry, collisionPadding: number, ignoreIntersectionWith: (data: T) => boolean): IntersectionResult {\n        let result: IntersectionResult = 'outside-of-grid';\n        for (const element of geometry) {\n            const elementResult = this._elementIntersects(element, collisionPadding, ignoreIntersectionWith);\n            if (elementResult === 'intersects') return 'intersects';\n            if (elementResult === 'does-not-intersect') result = 'does-not-intersect';\n        }\n        return result;\n    }\n\n    _elementIntersects(element: GeometryElement, collisionPadding: number, ignoreIntersectionWith: (data: T) => boolean): IntersectionResult {\n        if (!geometryElementsIntersect(element, this._workingArea)) return 'outside-of-grid';\n\n        const padding = this._padding;\n        const extended = extendGeometryElement(element, collisionPadding);\n\n        // GridIndex's own candidate test is a broad-phase check (touching counts as a hit);\n        // re-verify the exact geometry here so touching-but-not-overlapping shapes don't count.\n        const predicate = (geometryIndex: number): boolean => {\n            if (!geometryElementsIntersect(this._geometries[geometryIndex]!, extended)) return false;\n            const data = this._geometryData[geometryIndex];\n            return data === undefined || !ignoreIntersectionWith(data);\n        };\n\n        const hit = extended.kind === 'box' ?\n            this._grid.hitTest(extended.left + padding, extended.top + padding, extended.right + padding, extended.bottom + padding, predicate) :\n            this._grid.hitTestCircle(extended.x + padding, extended.y + padding, extended.radius, predicate);\n\n        return hit ? 'intersects' : 'does-not-intersect';\n    }\n\n    insert(geometry: Geometry, data?: T): boolean {\n        const padding = this._padding;\n\n        let inserted = false;\n        for (const element of geometry) {\n            if (!geometryElementsIntersect(element, this._workingArea)) continue;\n\n            const geometryIndex = this._geometries.length;\n            this._geometries.push(element);\n            this._geometryData.push(data);\n\n            if (element.kind === 'box') {\n                this._grid.insert(geometryIndex, element.left + padding, element.top + padding, element.right + padding, element.bottom + padding);\n            } else {\n                this._grid.insertCircle(geometryIndex, element.x + padding, element.y + padding, element.radius);\n            }\n            inserted = true;\n        }\n\n        return inserted;\n    }\n}\n","import assert from '../style-spec/util/assert';\nimport {CollisionGrid} from './collision_grid';\nimport {comparePriority} from './global_placement_priority';\nimport {SymbolVariantVisibility} from './types';\n\nimport type {GeometryElement} from './geometry';\nimport type {GlobalPlacementPriority} from './global_placement_priority';\nimport type {PlacementRules} from './placement_rules';\nimport type {SymbolSource} from './symbol_source';\nimport type {SymbolId, SymbolVariantId} from './types';\n\n/**\n * Collision grid padding (in pixels) around the viewport. Allows symbols in the\n * viewport to collide with symbols in the padded buffer, improving placement\n * stability during viewport movement.\n *\n * Larger values improve stability at viewport boundaries but increase memory usage\n * and placement computation time with diminishing returns.\n */\nconst GRID_PADDING = 100;\nconst GRID_CELL_SIZE = 32;\n\nconst INVISIBLE_VARIANTS_COLLISION_PADDING = 1;\nconst VISIBLE_VARIANTS_COLLISION_PADDING = 0;\n\n/**\n * Combines `styleLayerId` and `symbolIdOrigin` into a single safe-integer map key.\n * Unlike `symbolId` (which may be up to Number.MAX_SAFE_INTEGER) both\n * inputs here are small and bounded, so we can create a key without hashing\n */\nfunction layerOriginKey(id: SymbolId): number {\n    assert(id.styleLayerId >= 0 && id.styleLayerId < Number.MAX_SAFE_INTEGER / 2);\n    return id.styleLayerId * 2 + id.symbolIdOrigin;\n}\n\nfunction symbolVariantIdEquals(a: SymbolVariantId, b: SymbolVariantId): boolean {\n    return a.variantIdx === b.variantIdx &&\n        a.symbolId.styleLayerId === b.symbolId.styleLayerId &&\n        a.symbolId.symbolIdOrigin === b.symbolId.symbolIdOrigin &&\n        a.symbolId.symbolId === b.symbolId.symbolId;\n}\n\nfunction symbolIdEquals(a: SymbolId, b: SymbolId): boolean {\n    return a.styleLayerId === b.styleLayerId &&\n        a.symbolIdOrigin === b.symbolIdOrigin &&\n        a.symbolId === b.symbolId;\n}\n\n// layerOriginKey(symbolId) -> symbolId.symbolId -> Set<variantIdx>\ntype VariantIdSet = Map<number, Map<number, Set<number>>>;\n\nfunction hasVariantId(set: VariantIdSet, id: SymbolVariantId): boolean {\n    const bySymbolId = set.get(layerOriginKey(id.symbolId));\n    if (!bySymbolId) return false;\n    const byVariantIdx = bySymbolId.get(id.symbolId.symbolId);\n    return byVariantIdx !== undefined && byVariantIdx.has(id.variantIdx);\n}\n\nfunction addVariantId(set: VariantIdSet, id: SymbolVariantId) {\n    const key = layerOriginKey(id.symbolId);\n    let bySymbolId = set.get(key);\n    if (!bySymbolId) {\n        bySymbolId = new Map();\n        set.set(key, bySymbolId);\n    }\n    let byVariantIdx = bySymbolId.get(id.symbolId.symbolId);\n    if (!byVariantIdx) {\n        byVariantIdx = new Set();\n        bySymbolId.set(id.symbolId.symbolId, byVariantIdx);\n    }\n    byVariantIdx.add(id.variantIdx);\n}\n\ntype SymbolInfo = {\n    priority: GlobalPlacementPriority;\n    source: SymbolSource;\n    variantId: SymbolVariantId;\n    // Streamed in via addGeometry() between startSymbolVariantProcessing() and\n    // finishVariantProcessing().\n    geometry: Array<GeometryElement>;\n    placementRules: PlacementRules;\n};\n\n/**\n * Decides symbol visibility purely from a `GlobalPlacementPriority` instead of ayer z-order.\n *\n * Must call `finishPlacementRun()` explicitly before the next `startPlacement` call,\n * `finishSourceProcessing()` before the next `startSymbolSourceProcessing` call, and\n * `finishVariantProcessing()` before the next `startSymbolVariantProcessing` call.\n *\n * Example:\n * ```\n * const placement = new GlobalPlacement();\n * placement.startPlacement(timestamp, screenWidth, screenHeight);\n * for (const layer of layerRenderItems) layer.placeSymbols(placement);\n * placement.finishPlacementRun();\n * ```\n * Later, within a bucket:\n * ```\n * placement.startSymbolSourceProcessing(source);\n * for (const symbolVariant of symbolVariants) {\n *     placement.startSymbolVariantProcessing(...);\n *     for (const geometryElement of symbolVariant.geometry) placement.addGeometry(geometryElement);\n *     placement.finishVariantProcessing();\n * }\n * placement.finishSourceProcessing();\n * ```\n */\nexport class GlobalPlacement {\n    _runStarted: boolean;\n    _grid: CollisionGrid<SymbolVariantId> | null;\n    _timestamp: number;\n    _symbols: Array<SymbolInfo>;\n    _ignoredSymbolVariantIds: VariantIdSet;\n    // If set, this variant's onlyIfPlaced must be one of these to be eligible for placement.\n    // Only ids actually referenced by an onlyIfPlaced rule are tracked here.\n    _onlyIfPlacedReferencedIds: VariantIdSet;\n    _placedVariantIds: VariantIdSet;\n    // layerOriginKey(symbolId) -> Set<symbolId.symbolId>\n    _placedSymbolIds: Map<number, Set<number>>;\n    _processingSource: SymbolSource | null;\n    // The variant currently streaming geometry in is always the last entry of _symbols.\n    _variantProcessingStarted: boolean;\n\n    constructor() {\n        this._runStarted = false;\n        this._grid = null;\n        this._timestamp = 0;\n        this._symbols = [];\n        this._ignoredSymbolVariantIds = new Map();\n        this._onlyIfPlacedReferencedIds = new Map();\n        this._placedVariantIds = new Map();\n        this._placedSymbolIds = new Map();\n        this._processingSource = null;\n        this._variantProcessingStarted = false;\n    }\n\n    startPlacement(timestamp: number, screenWidth: number, screenHeight: number) {\n        if (this._runStarted) throw new Error('Attempt to start a placement run before finishing the previous one');\n        this._runStarted = true;\n\n        if (this._grid) {\n            this._grid.clearAndResize(screenWidth, screenHeight);\n        } else {\n            this._grid = new CollisionGrid<SymbolVariantId>(screenWidth, screenHeight, GRID_PADDING, GRID_CELL_SIZE);\n        }\n        this._timestamp = timestamp;\n        this._symbols = [];\n        this._ignoredSymbolVariantIds.clear();\n        this._onlyIfPlacedReferencedIds.clear();\n        this._placedVariantIds.clear();\n        this._placedSymbolIds.clear();\n    }\n\n    _hasPlacedSymbol(id: SymbolId): boolean {\n        const bySymbolId = this._placedSymbolIds.get(layerOriginKey(id));\n        return bySymbolId !== undefined && bySymbolId.has(id.symbolId);\n    }\n\n    _addPlacedSymbol(id: SymbolId) {\n        const key = layerOriginKey(id);\n        let bySymbolId = this._placedSymbolIds.get(key);\n        if (!bySymbolId) {\n            bySymbolId = new Set();\n            this._placedSymbolIds.set(key, bySymbolId);\n        }\n        bySymbolId.add(id.symbolId);\n    }\n\n    startSymbolSourceProcessing(source: SymbolSource) {\n        if (!this._runStarted) throw new Error('Attempt to start symbol source processing outside of a placement run');\n        if (this._processingSource) throw new Error('Attempt to start a placement symbol source processing before finishing the previous one');\n\n        this._processingSource = source;\n    }\n\n    startSymbolVariantProcessing(variantId: SymbolVariantId, priority: GlobalPlacementPriority, placementRules: PlacementRules) {\n        const source = this._processingSource;\n        if (!source) throw new Error('Attempt to start a symbol variant processing outside of symbol source processing');\n        if (this._variantProcessingStarted) throw new Error('Attempt to begin a symbol variant processing before finishing the previous one');\n\n        this._symbols.push({priority, source, variantId, geometry: [], placementRules});\n\n        const rules = placementRules.collisionRules;\n        if (rules) {\n            if (rules.symbolVariantToIgnoreCollisionWith) addVariantId(this._ignoredSymbolVariantIds, rules.symbolVariantToIgnoreCollisionWith);\n            if (rules.onlyIfPlaced) {\n                assert(!symbolIdEquals(rules.onlyIfPlaced.symbolId, variantId.symbolId));\n                addVariantId(this._onlyIfPlacedReferencedIds, rules.onlyIfPlaced);\n            }\n        }\n\n        this._variantProcessingStarted = true;\n    }\n\n    // Adds one geometry element to the variant started by startSymbolVariantProcessing(). Geometry\n    // is expressed in logical (device-independent) screen pixels, the same space as startPlacement's\n    // screenWidth/screenHeight.\n    addGeometry(geometryElement: GeometryElement) {\n        if (!this._variantProcessingStarted) throw new Error('Attempt to add geometry outside of symbol variant processing');\n        this._symbols.at(-1)!.geometry.push(geometryElement);\n    }\n\n    finishVariantProcessing() {\n        if (!this._variantProcessingStarted) throw new Error('Attempt to finish a symbol variant processing that was not started');\n        this._variantProcessingStarted = false;\n\n        const symbol = this._symbols.at(-1)!;\n        if (symbol.geometry.length === 0) {\n            // A begun variant can receive no geometry (every element culled, or dynamically generated\n            // geometry that turns out empty). It cannot be placed, so a currently-visible variant has to\n            // be hidden here: finishPlacementRun never sees a dropped symbol and would otherwise leave it\n            // visible forever without any collision box in the grid.\n            if (symbol.priority.symbolVariantVisibility === SymbolVariantVisibility.VARIANT_VISIBLE) {\n                symbol.source.hideSymbolVariant(symbol.variantId, this._timestamp);\n            }\n            this._symbols.pop();\n        }\n    }\n\n    finishSourceProcessing() {\n        this._processingSource = null;\n    }\n\n    finishPlacementRun() {\n        if (!this._runStarted) throw new Error('Attempt to finish a placement run that was not started');\n        this._runStarted = false;\n\n        const grid = this._grid!;\n        const timestamp = this._timestamp;\n\n        this._symbols.sort((a, b) => comparePriority(b.priority, a.priority));\n\n        for (const symbol of this._symbols) {\n            const wasVisible = symbol.priority.symbolVariantVisibility === SymbolVariantVisibility.VARIANT_VISIBLE;\n\n            let visible = true;\n            if (this._hasPlacedSymbol(symbol.variantId.symbolId)) {\n                visible = false;\n            } else if (symbol.placementRules.collisionRules) {\n                const onlyIfPlaced = symbol.placementRules.collisionRules.onlyIfPlaced;\n                if (onlyIfPlaced && !hasVariantId(this._placedVariantIds, onlyIfPlaced)) {\n                    visible = false;\n                } else {\n                    const ignoreVariantId = symbol.placementRules.collisionRules.symbolVariantToIgnoreCollisionWith;\n                    const intersectionResult = grid.intersects(\n                        symbol.geometry,\n                        wasVisible ? VISIBLE_VARIANTS_COLLISION_PADDING : INVISIBLE_VARIANTS_COLLISION_PADDING,\n                        (data) => ignoreVariantId !== undefined && symbolVariantIdEquals(data, ignoreVariantId)\n                    );\n                    if (intersectionResult !== 'does-not-intersect') visible = false;\n                }\n            }\n\n            if (visible && symbol.placementRules.insertIntoCollisionGrid) {\n                const data = hasVariantId(this._ignoredSymbolVariantIds, symbol.variantId) ? symbol.variantId : undefined;\n                if (!grid.insert(symbol.geometry, data)) visible = false;\n            }\n\n            if (visible) {\n                this._addPlacedSymbol(symbol.variantId.symbolId);\n                if (hasVariantId(this._onlyIfPlacedReferencedIds, symbol.variantId)) addVariantId(this._placedVariantIds, symbol.variantId);\n            }\n\n            if (wasVisible !== visible) {\n                if (visible) symbol.source.showSymbolVariant(symbol.variantId, timestamp);\n                else symbol.source.hideSymbolVariant(symbol.variantId, timestamp);\n            }\n        }\n    }\n}\n","import type {SymbolPlacementTypeValue, SymbolVariantVisibilityValue} from './types';\n\nexport type GlobalPlacementPriority = {\n    placementSubgroupOrder: number;\n    symbolPlacementPriority: number;\n    symbolVariantVisibility: SymbolVariantVisibilityValue;\n    symbolPlacementType: SymbolPlacementTypeValue;\n    styleLayerOrder: number;\n    symbolDisplayOrder: number;\n};\n\nexport function comparePriority(a: GlobalPlacementPriority, b: GlobalPlacementPriority): number {\n    return (\n        a.placementSubgroupOrder - b.placementSubgroupOrder ||\n        a.symbolPlacementPriority - b.symbolPlacementPriority ||\n        a.symbolVariantVisibility - b.symbolVariantVisibility ||\n        a.symbolPlacementType - b.symbolPlacementType ||\n        a.styleLayerOrder - b.styleLayerOrder ||\n        a.symbolDisplayOrder - b.symbolDisplayOrder\n    );\n}\n","import assert from '../style-spec/util/assert';\n\n/**\n * Hands out contiguous ranges of generated symbol ids, one independent monotonic counter per\n * style layer keyed by StyleLayer#runtimeLayerUID, see ./layer_uid.\n *\n * A symbol id only has to be unique within its layer, because SymbolId pairs it\n * with the owning layer's runtimeLayerUID. Keeping a separate counter per layer therefore keeps\n * the ids small and lets us drop a layer's allocation state wholesale once the layer is removed.\n *\n * Callers store only a range's start and recover ids arithmetically (id = start + idx), so no\n * id-to-index mapping is kept here or on the caller side.\n */\nexport class SymbolIdRangeAllocator {\n    _nextIdByLayer: Map<number, number>;\n\n    constructor() {\n        this._nextIdByLayer = new Map();\n    }\n\n    // Reserves the next `count` ids for `layerUID` and returns the range start. Ids are handed\n    // out monotonically per layer and never reused, so a returned range stays valid until the\n    // layer is released.\n    allocateRange(layerUID: number, count: number): number {\n        const start = this._nextIdByLayer.get(layerUID) || 0;\n        assert(start + count <= Number.MAX_SAFE_INTEGER);\n        this._nextIdByLayer.set(layerUID, start + count);\n        return start;\n    }\n\n    // Drops the counter for a removed layer. No-op if the layer never allocated a range.\n    releaseLayer(layerUID: number): void {\n        this._nextIdByLayer.delete(layerUID);\n    }\n}\n","import {Event, ErrorEvent, Evented} from '../../src/util/evented';\nimport {ResourceType} from '../../src/util/ajax';\nimport {isValidUrl} from '../../src/style-spec/validate/validate_model';\nimport {Standard, prepareStandard} from '../../modules/standard_main';\n\nimport type Model from '../data/model';\nimport type {RequestManager} from '../../src/util/mapbox';\nimport type Painter from '../../src/render/painter';\nimport type {ModelsSpecification} from '../../src/style-spec/types';\nimport type {StyleModelMap} from '../../src/style/style_mode';\n\n// Keep the number of references to each model\n// to avoid deleting models in use\ntype ReferencedModel = {\n    model: Model;\n    numReferences: number;\n};\n\nclass ModelManager extends Evented {\n    models: {\n        [scope: string]: {\n            [id: string]: ReferencedModel;\n        };\n    };\n    modelUris: {\n        [scope: string]: {\n            [id: string]: string;\n        }\n    };\n    numModelsLoading: {\n        [scope: string]: number;\n    };\n    requestManager: RequestManager;\n    modelByURL: Record<string, {modelId: string, scope: string}>;\n\n    constructor(requestManager: RequestManager) {\n        super();\n        this.requestManager = requestManager;\n        this.models = Object.create(null) as ModelManager['models'];\n        this.models[''] = Object.create(null) as ModelManager['models'][string];\n        this.modelUris = Object.create(null) as ModelManager['modelUris'];\n        this.modelUris[''] = Object.create(null) as ModelManager['modelUris'][string];\n        this.modelByURL = Object.create(null) as ModelManager['modelByURL'];\n        this.numModelsLoading = Object.create(null) as ModelManager['numModelsLoading'];\n    }\n\n    async loadModel(id: string, url: string): Promise<Model | null | undefined> {\n        try {\n            const request = await this.requestManager.transformRequest(url, ResourceType.Model);\n            if (!this.modelByURL[url]) return null;\n\n            await prepareStandard();\n            if (!Standard.loadModel) return null;\n            return await Standard.loadModel(request.url, id, url);\n        } catch (e) {\n            if ((e as {status?: number}).status === 404) return null;\n            this.fire(new ErrorEvent(new Error(`Could not load model ${id} from ${url}`, {cause: e})));\n        }\n    }\n\n    load(modelUris: {\n        [key: string]: string;\n    }, scope: string,\n    options: {forceReload: boolean} = {forceReload: false}) {\n        if (!this.models[scope]) this.models[scope] = Object.create(null) as ModelManager['models'][string];\n\n        const modelIds = Object.keys(modelUris);\n\n        const modelLoads: Promise<Model | null | undefined>[] = [];\n        const idsToLoad: (string | number)[] = [];\n        for (const modelId of modelIds) {\n            const modelURI = modelUris[modelId];\n            if (!this.hasURLBeenRequested(modelURI) || options.forceReload) {\n                this.modelByURL[modelURI] = {modelId, scope};\n                modelLoads.push(this.loadModel(modelId, modelURI));\n                idsToLoad.push(modelId);\n            }\n            if (!this.models[scope][modelId]) {\n                this.models[scope][modelId] = {model: null, numReferences: 1};\n            }\n        }\n\n        this.numModelsLoading[scope] = (this.numModelsLoading[scope] || 0) + idsToLoad.length;\n\n        Promise.allSettled(modelLoads)\n            .then(results => {\n                for (let i = 0; i < results.length; i++) {\n                    const {status} = results[i];\n                    if (status === 'rejected') continue;\n                    const {value} = results[i] as PromiseFulfilledResult<Model>;\n\n                    if (!this.models[scope][idsToLoad[i]]) {\n                        // Before promises getting resolved, models could have been deleted\n\n                        this.models[scope][idsToLoad[i]] = {model: null, numReferences: 1};\n                    }\n\n                    this.models[scope][idsToLoad[i]].model = value;\n                }\n                this.numModelsLoading[scope] -= idsToLoad.length;\n                this.fire(new Event('data', {dataType: 'style'}));\n            })\n            .catch((err) => {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                this.fire(new ErrorEvent(new Error(`Could not load models: ${err.message}`)));\n            });\n    }\n\n    isLoaded(): boolean {\n        for (const scope in this.numModelsLoading) {\n            if (this.numModelsLoading[scope] > 0) return false;\n        }\n        return true;\n    }\n\n    hasModel(id: string, scope: string, options: {exactIdMatch: boolean} = {exactIdMatch: false}): boolean {\n        return !!(options.exactIdMatch ? this.getModel(id, scope) : this.getModelByURL(this.modelUris[scope][id]));\n    }\n\n    getModel(id: string, scope: string): Model | null | undefined {\n        if (!this.models[scope]) this.models[scope] = Object.create(null) as ModelManager['models'][string];\n        return this.models[scope][id] ? this.models[scope][id].model : undefined;\n    }\n\n    getModelByURL(modelURL: string): Model | null | undefined {\n        if (!modelURL) return null;\n\n        const referencedModel = this.modelByURL[modelURL];\n        if (!referencedModel) return null;\n\n        return this.models[referencedModel.scope][referencedModel.modelId].model;\n    }\n\n    hasModelBeenAdded(id: string, scope: string): boolean {\n        return (this.models[scope] && this.models[scope][id] !== undefined);\n    }\n\n    getModelURIs(scope: string): StyleModelMap {\n        return this.modelUris[scope] || Object.create(null) as StyleModelMap;\n    }\n\n    addModel(id: string, url: string, scope: string) {\n        if (!this.models[scope]) this.models[scope] = Object.create(null) as ModelManager['models'][string];\n        if (!this.modelUris[scope]) this.modelUris[scope] = Object.create(null) as ModelManager['modelUris'][string];\n\n        const normalizedModelURL = this.requestManager.normalizeModelURL(url);\n\n        if ((this.hasModel(id, scope, {exactIdMatch: true}) || this.hasModelBeenAdded(id, scope)) && (this.modelUris[scope][id] === normalizedModelURL)) {\n            this.models[scope][id].numReferences++;\n        } else if (this.hasURLBeenRequested(normalizedModelURL)) {\n            const {scope, modelId} = this.modelByURL[normalizedModelURL];\n            this.models[scope][modelId].numReferences++;\n        } else {\n            // If it's the first time we see this URL, we load it\n            this.modelUris[scope][id] = normalizedModelURL;\n            this.load({[id]: this.modelUris[scope][id]}, scope);\n        }\n    }\n\n    addModelURLs(modelsToAdd: ModelsSpecification, scope: string) {\n        if (!this.models[scope]) this.models[scope] = Object.create(null) as ModelManager['models'][string];\n        if (!this.modelUris[scope]) this.modelUris[scope] = Object.create(null) as ModelManager['modelUris'][string];\n\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const modelUris: Record<string, any> = this.modelUris[scope];\n        for (const modelId of Object.keys(modelsToAdd)) {\n            const modelUri = modelsToAdd[modelId];\n            modelUris[modelId] = this.requestManager.normalizeModelURL(modelUri);\n        }\n    }\n\n    reloadModels(scope: string) {\n        this.load(this.modelUris[scope], scope, {forceReload: true});\n    }\n\n    addModelsFromBucket(modelIds: Array<string>, scope: string) {\n        if (!this.models[scope]) this.models[scope] = Object.create(null) as ModelManager['models'][string];\n        if (!this.modelUris[scope]) this.modelUris[scope] = Object.create(null) as ModelManager['modelUris'][string];\n\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        const modelsRequests = Object.create(null) as Record<string, any>;\n        for (const modelId of modelIds) {\n            if (this.hasModel(modelId, scope, {exactIdMatch: true}) || this.hasURLBeenRequested(modelId)) {\n                this.models[scope][modelId].numReferences++;\n            } else if (this.modelUris[scope][modelId] && !this.hasURLBeenRequested(modelId)) {\n                modelsRequests[modelId] = this.modelUris[scope][modelId];\n            } else if (!this.hasURLBeenRequested(modelId) && isValidUrl(modelId, false)) {\n                // A non-style model that has not yet been requested\n                this.modelUris[scope][modelId] = this.requestManager.normalizeModelURL(modelId);\n                modelsRequests[modelId] = this.modelUris[scope][modelId];\n            }\n        }\n        this.load(modelsRequests, scope);\n    }\n\n    hasURLBeenRequested(url: string) {\n        return this.modelByURL[url] !== undefined;\n    }\n\n    removeModel(id: string, scope: string, keepModelURI = false, forceRemoval = false) {\n        if (!this.models[scope] || !this.models[scope][id]) return;\n        this.models[scope][id].numReferences--;\n        if (this.models[scope][id].numReferences === 0 || forceRemoval) {\n            const modelURI = this.modelUris[scope][id];\n            if (!keepModelURI) delete this.modelUris[scope][id];\n            delete this.modelByURL[modelURI];\n            const model = this.models[scope][id].model;\n            if (!model) return;\n            delete this.models[scope][id];\n            model.destroy();\n        }\n    }\n\n    destroy() {\n        for (const scope of Object.keys(this.models)) {\n            for (const modelId of Object.keys(this.models[scope])) {\n                const model = this.models[scope][modelId].model;\n                delete this.models[scope][modelId];\n                if (model) model.destroy();\n            }\n        }\n\n        this.models = Object.create(null) as ModelManager['models'];\n        this.models[''] = Object.create(null) as ModelManager['models'][string];\n        this.modelUris = Object.create(null) as ModelManager['modelUris'];\n        this.modelUris[''] = Object.create(null) as ModelManager['modelUris'][string];\n        this.modelByURL = Object.create(null) as ModelManager['modelByURL'];\n        this.numModelsLoading = Object.create(null) as ModelManager['numModelsLoading'];\n    }\n\n    listModels(scope: string): Array<string> {\n        if (!this.models[scope]) this.models[scope] = Object.create(null) as ModelManager['models'][string];\n        return Object.keys(this.models[scope]);\n    }\n\n    upload(painter: Painter, scope: string) {\n        if (!this.models[scope]) this.models[scope] = Object.create(null) as ModelManager['models'][string];\n        for (const modelId in this.models[scope]) {\n            if (this.models[scope][modelId].model) {\n                this.models[scope][modelId].model.upload(painter.context);\n            }\n        }\n    }\n}\n\nexport default ModelManager;\n","import browser from '../util/browser';\nimport {programUniforms} from './program/program_uniforms';\n\nimport type Painter from './painter';\nimport type {CreateProgramParams} from './painter';\nimport type {ProgramName} from './program';\nimport type {DynamicDefinesType} from './program/program_uniforms';\nimport type Style from '../style/style';\nimport type {TypedStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type EvaluationParameters from '../style/evaluation_parameters';\n\n// A queued precompile entry is just a `getOrCreateProgram` call captured for later.\n// `params` carries all the runtime overrides (`overrideFog`, `overrideTerrain`, etc.)\ntype PrecompileTask = {\n    programId: ProgramName;\n    params: CreateProgramParams;\n};\n\nconst SHADOW_DEFINES: DynamicDefinesType[] = ['RENDER_SHADOWS', 'NORMAL_OFFSET'];\n\n// Programs whose `draw_*.ts` always appends draw-time defines (e.g. `DEPTH_D24`)\n// we don't know at precompile time. Their cache keys never match a default-params precompile, so every variant\n// we'd emit is wasted. Skip until we have a per-programId variant table for them.\nconst PRECOMPILE_SKIP: Set<ProgramName> = new Set(['symbol', 'circle']);\n\nexport class ProgramPrecompiler {\n    // Safety margin (ms) before the idle deadline — we can't preempt mid-compile, so the slice\n    // stops once `timeRemaining()` drops to the margin. With KHR, `linkProgram` returns immediately\n    // and 5 ms is plenty; without KHR, `_finalize`'s sync `LINK_STATUS` check can take 25 ms+ on slow\n    // devices, so a single compile can blow a tight margin.\n    static readonly DEADLINE_MARGIN_KHR_MS = 5;\n    static readonly DEADLINE_MARGIN_SYNC_MS = 25;\n\n    _queue: PrecompileTask[];\n    _needsBuild: boolean;\n    _idleHandle: number | null;\n\n    constructor() {\n        this._queue = [];\n        this._needsBuild = true;\n        this._idleHandle = null;\n    }\n\n    needsBuild(): boolean {\n        return this._needsBuild;\n    }\n\n    buildQueue(layers: TypedStyleLayer[], parameters: EvaluationParameters, style: Style) {\n        if (this._idleHandle != null && typeof cancelIdleCallback !== 'undefined') {\n            cancelIdleCallback(this._idleHandle);\n        }\n        this._idleHandle = null;\n        this._queue = [];\n        this._needsBuild = false;\n\n        const hasFog = !!style.fog;\n        const hasTerrain = style.hasTerrain();\n        const hasGlobe = !!(style.projection && style.projection.name === 'globe');\n        const hasTerrainOrGlobe = hasTerrain || hasGlobe;\n        const hasShadows = !!(style.directionalLight && style.directionalLight.shadowsEnabled());\n\n        const painter = style.map && style.map.painter;\n\n        // Without KHR_parallel_shader_compile, every queued variant is a sync compile in the idle slice —\n        // cartesian + transition-targeted enumeration becomes pure overhead for variants the runtime may never need.\n        // The no-KHR path still emits the *guaranteed-needed* programs (per-layer default + RTT, clippingMask,\n        // terrainRaster) — these would compile on first interaction anyway, so shifting them to idle is strictly positive.\n        const noKHR = !painter || !painter.context.extParallelShaderCompile;\n\n        // `mrt-fallback` mode (style has data-driven emissive AND no WEBGL_blend_func_extended — Firefox + Standard)\n        // makes every draping draw call append `USE_MRT1` to defines. Mirror that at precompile time so RTT cache\n        // keys actually match what the runtime asks for.\n        const mrtFallback = !!painter && (painter.emissiveMode === 'mrt-fallback' || painter.emissiveMode === 'mrt-full-rgba');\n\n        // Each axis defaults to false (matching `currentGlobalDefines` when overrides are absent at runtime). `params` carries\n        // layer-derived params (config, lut, layer-default `overrideFog`); special-purpose programs omit it.\n        const emit = (programId: ProgramName, defines: DynamicDefinesType[] = [], opts: {params?: CreateProgramParams, fog?: boolean, terrain?: boolean, globe?: boolean, rtt?: boolean} = {}) => {\n            this._queue.push({programId, params: {\n                ...opts.params,\n                defines,\n                overrideFog: !!opts.fog,\n                overrideTerrain: !!opts.terrain,\n                overrideGlobe: !!opts.globe,\n                overrideRtt: !!opts.rtt,\n                precompiled: true,\n            }});\n        };\n\n        for (const layer of layers) {\n            if (layer.visibility === 'none') continue;\n            const programIds = layer.getProgramIds();\n            if (!programIds) continue;\n\n            for (const programId of programIds) {\n                if (PRECOMPILE_SKIP.has(programId)) continue;\n\n                const params = layer.getDefaultProgramParams(programId, parameters.zoom, style._styleColorTheme.lut);\n                if (!params) continue;\n\n                // Each axis is expanded only when the style can activate it AND the shader source references the define\n                // (avoids variants that would dedupe to the same cache key). Shadow reception only happens on elevated-road geometry\n                // (`layer.hasElevation()`); draped layers go through RTT instead of the TERRAIN code path so we skip TERRAIN there.\n                const source = painter ? painter.getShaderSource(programId) : null;\n                const axisRtt = hasTerrainOrGlobe && (!source || source.usedDefines.has('RENDER_TO_TEXTURE'));\n                let rttDefines = params.defines;\n                if (mrtFallback && axisRtt) {\n                    rttDefines =  (rttDefines || []).concat('USE_MRT1' as DynamicDefinesType);\n                    if (painter.emissiveMode === 'mrt-full-rgba') {\n                        rttDefines =  (rttDefines || []).concat('USE_MRT1_RGBA' as DynamicDefinesType);\n                    }\n                }\n\n                if (noKHR) {\n                    emit(programId, params.defines, {params});\n                    if (axisRtt) emit(programId, rttDefines, {params, rtt: true});\n                    continue;\n                }\n\n                const axisFog = hasFog && (!source || source.usedDefines.has('FOG'));\n                const axisTerrain = hasTerrain && !layer.isDraped() && (!source || source.usedDefines.has('TERRAIN'));\n                const axisGlobe = hasGlobe && (!source || source.usedDefines.has('GLOBE'));\n                const axisShadows = hasShadows && layer.hasElevation() && (!source || source.usedDefines.has('RENDER_SHADOWS'));\n\n                // Cartesian over {shadows, terrain, globe, fog}. RTT is exclusive of all other globals (terrain draping renders\n                // without TERRAIN/FOG/SHADOWS/GLOBE). Shadows aren't a global define — the precompiler injects them via params.defines.\n                for (const shadows of (axisShadows ? [false, true] : [false])) {\n                    const defines = !shadows ? (params.defines || []) : (params.defines || []).concat(SHADOW_DEFINES);\n                    for (const terrain of (axisTerrain ? [false, true] : [false])) {\n                        for (const globe of (axisGlobe ? [false, true] : [false])) {\n                            for (const fog of (axisFog ? [false, true] : [false])) {\n                                emit(programId, defines, {params, fog, terrain, globe});\n                            }\n                        }\n                    }\n                }\n                if (axisRtt) {\n                    emit(programId, rttDefines, {params, rtt: true});\n                }\n            }\n        }\n\n        // Always-needed special-purpose programs: clippingMask is used unconditionally; terrainRaster runs every\n        // frame when terrain is on. Both have no draw-time-appended defines, so cache keys match cleanly. Worth\n        // precompiling on no-KHR too — guaranteed-needed, not transition speculation.\n        emit('clippingMask');\n\n        if (hasTerrain) {\n            for (const morphing of [false, true]) {\n                const defines: DynamicDefinesType[] = morphing ? ['TERRAIN_VERTEX_MORPHING'] : [];\n                emit('terrainRaster', defines, {terrain: true, fog: hasFog});\n            }\n        }\n\n        // Remaining special-purpose programs are either transition-targeted (globe ↔ mercator boundary,\n        // shadow-pass ground rendering) or carry draw-time defines we don't anticipate (hillshadePrepare).\n        // Their value depends on parallel compile to amortize speculation, so KHR-only.\n        if (noKHR) return;\n\n        if (layers.some(l => l.type === 'hillshade')) {\n            emit('hillshadePrepare');\n        }\n\n        // groundShadow axes (from `shadow_renderer.ts`): {RENDER_CUTOFF} × {NORMAL_OFFSET}.\n        if (hasShadows) {\n            for (const cutoff of [false, true]) {\n                for (const normalOffset of [false, true]) {\n                    const defines: DynamicDefinesType[] = [];\n                    if (cutoff) defines.push('RENDER_CUTOFF');\n                    defines.push('RENDER_SHADOWS');\n                    if (normalOffset) defines.push('NORMAL_OFFSET');\n                    emit('groundShadow', defines);\n                    if (hasFog) emit('groundShadow', defines, {fog: true});\n                }\n            }\n        }\n\n        // Globe is zoom-dependent on globe-capable styles — these are needed when the\n        // map crosses the globe→mercator transition.\n        if (hasGlobe) {\n            // globeRaster: {base, MORPHING, POLES} × {CUSTOM_ANTIALIASING}.\n            for (const base of [[], ['TERRAIN_VERTEX_MORPHING'], ['GLOBE_POLES']] as DynamicDefinesType[][]) {\n                for (const antialiasing of [false, true]) {\n                    const defines: DynamicDefinesType[] = [...base, 'PROJECTION_GLOBE_VIEW'];\n                    if (antialiasing) defines.push('CUSTOM_ANTIALIASING');\n                    emit('globeRaster', defines, {terrain: hasTerrain, globe: true, fog: hasFog});\n                }\n            }\n\n            // globeAtmosphere: {mercator-view, globe-view} × {ALPHA_PASS}. Mercator-view runs when a globe-capable style zooms in\n            // past the transition (GLOBE absent from globals, but the program is still globeAtmosphere). FOG appears twice\n            // in the resulting cache key — matches runtime, which also passes FOG via both `defines` and globals.\n            for (const globe of [false, true]) {\n                const base: DynamicDefinesType[] = globe ? ['PROJECTION_GLOBE_VIEW', 'FOG'] : ['FOG'];\n                emit('globeAtmosphere', base, {fog: true, terrain: hasTerrain, globe});\n                emit('globeAtmosphere', [...base, 'ALPHA_PASS'], {fog: true, terrain: hasTerrain, globe});\n            }\n\n            emit('stars', [], {fog: hasFog, terrain: hasTerrain, globe: true});\n        }\n    }\n\n    _executeBatch(deadline: IdleDeadline, painter: Painter, style: Style) {\n        // Pause during active camera motion. Even with KHR, each `linkProgram` has main-thread cost\n        // (~1–3 ms on mid-range mobile drivers); a slice landing between rAF frames can fit one and\n        // push the next frame past vsync. Reschedule and let the queue resume after `moveend`.\n        if (style.map && style.map.isMoving()) {\n            this._idleHandle = browser.requestIdleCallback((d) => this._executeBatch(d, painter, style));\n            return;\n        }\n\n        // Finalize any programs whose parallel compile finished since the previous batch.\n        painter.context.sweepPendingPrograms();\n\n        const hasKHR = !!painter.context.extParallelShaderCompile;\n        const margin = hasKHR ? ProgramPrecompiler.DEADLINE_MARGIN_KHR_MS : ProgramPrecompiler.DEADLINE_MARGIN_SYNC_MS;\n        let processed = 0;\n\n        while (this._queue.length > 0) {\n            const task = this._queue.shift();\n            if (!task) break;\n            // Skip programs whose uniforms aren't yet registered (e.g. terrain/globe before Lite loads).\n            // Lite registers them via Object.assign(programUniforms, {...}) at load time.\n            if (!(task.programId in programUniforms)) continue;\n            painter.style = style;\n            // `currentGlobalDefines` only adds FOG when both `overrideFog` is true *and*\n            // painter's `_fogVisible` is set; mirror the runtime convention here.\n            painter._fogVisible = !!task.params.overrideFog;\n            painter.getOrCreateProgram(task.programId, task.params);\n            processed++;\n            if (deadline.timeRemaining() <= margin) break;\n        }\n\n        // `gl.flush()` is load-bearing here, not an optimization: `linkProgram` queues work but the driver-side\n        // native shader JIT can be deferred until first use. Without flush, all the precompile's queued work hits\n        // on the next draw call → giant GPU stall. With flush, the JIT happens during the idle slice. Applies\n        // regardless of KHR — on no-KHR `LINK_STATUS` only forces the WebGL/ANGLE-side link, not driver-side\n        // native compilation. Skip only when no work was done this slice or the deadline left no headroom (we'd\n        // be running flush past the slice budget). See mapbox/mapbox-sdk#12676.\n        const hasHeadroom = this._queue.length === 0 || deadline.timeRemaining() > margin;\n        if (processed > 0 && hasHeadroom) {\n            painter.context.gl.flush();\n        }\n\n        // Keep scheduling while either the queue has work or programs are pending finalization.\n        // After the queue empties, the last batch's KHR compiles may still be in flight; without\n        // continued sweeping they'd sit in `_pendingPrograms` until the next render call, causing\n        // a one-time stall on first interaction after a long idle. `maybeFinalize` is gated on\n        // `COMPLETION_STATUS_KHR`, so additional slices are cheap if compiles aren't ready yet.\n        // No-KHR path: `_pendingPrograms` is always empty (constructor finalizes synchronously),\n        // so this reduces to the original `_queue.length > 0` check.\n        if (this._queue.length > 0 || painter.context._pendingPrograms.size > 0) {\n            this._idleHandle = browser.requestIdleCallback((d) => this._executeBatch(d, painter, style));\n        } else {\n            this._idleHandle = null;\n        }\n    }\n\n    processQueue(painter: Painter, style: Style) {\n        if (this._queue.length === 0) return;\n\n        if (this._idleHandle != null && typeof cancelIdleCallback !== 'undefined') {\n            cancelIdleCallback(this._idleHandle);\n        }\n\n        this._idleHandle = browser.requestIdleCallback((d) => this._executeBatch(d, painter, style));\n    }\n\n    reset() {\n        if (this._idleHandle != null && typeof cancelIdleCallback !== 'undefined') {\n            cancelIdleCallback(this._idleHandle);\n        }\n        this._queue = [];\n        this._idleHandle = null;\n        this._needsBuild = true;\n    }\n}\n","import {DataConstantProperty, Properties, Transitionable} from '../style/properties';\nimport styleSpec from '../style-spec/reference/latest';\nimport EvaluationParameters from '../../src/style/evaluation_parameters';\n\nimport type {PossiblyEvaluated, ConfigOptions} from '../style/properties';\nimport type {RGBAImage} from \"./image\";\nimport type {Texture3D} from '../../src/render/texture';\nimport type {ColorThemeSpecification} from \"../style-spec/types\";\nimport type {StylePropertySpecification} from '../style-spec/style-spec';\n\nexport type LUT = {\n    image: RGBAImage;\n    data?: string;\n    texture?: Texture3D;\n};\n\ntype Props = {\n    data?: DataConstantProperty<string>;\n};\n\nconst colorThemeReference = styleSpec.colorTheme as Record<string, StylePropertySpecification>;\n\nconst colorizationProperties: Properties<Props> = new Properties({\n    data: new DataConstantProperty(colorThemeReference.data)\n});\n\nexport function evaluateColorThemeProperties(\n    scope: string,\n    values?: ColorThemeSpecification,\n    configOptions?: ConfigOptions | null,\n    worldview?: string\n): PossiblyEvaluated<Props> {\n    const properties = {...values};\n    for (const name of Object.keys(colorThemeReference)) {\n        // Fallback to use default style specification when the properties wasn't set\n        if (properties[name] === undefined) {\n            properties[name] = colorThemeReference[name].default;\n        }\n    }\n\n    const transitionable = new Transitionable(colorizationProperties, scope, new Map(configOptions));\n    transitionable.setTransitionOrValue<ColorThemeSpecification>(properties, configOptions);\n    const transitioning = transitionable.untransitioned();\n    return transitioning.possiblyEvaluate(new EvaluationParameters(0.0, {worldview}));\n}\n","import {PbfReader} from 'pbf';\nimport {getArrayBuffer, ResourceType} from \"../util/ajax\";\nimport {readIconSet, type Icon} from \"../data/usvg/usvg_pb_decoder\";\nimport browser from '../util/browser';\n\nimport type {Callback} from \"../types/callback\";\nimport type {RequestManager} from \"../util/mapbox\";\nimport type {StyleImage, StyleImages} from \"./style_image\";\n\nfunction getContentArea(icon: Icon): [number, number, number, number] | undefined {\n    if (!icon.metadata || !icon.metadata.content_area) {\n        return undefined;\n    }\n\n    const dpr = browser.devicePixelRatio;\n    const {left, top, width, height} = icon.metadata.content_area;\n\n    const scaledLeft = left * dpr;\n    const scaledTop = top * dpr;\n\n    return [\n        scaledLeft,\n        scaledTop,\n        scaledLeft + width * dpr,\n        scaledTop + height * dpr\n    ];\n}\n\nfunction getStretchArea(stretchArea: [number, number][] | undefined): [number, number][] | undefined {\n    if (!stretchArea) {\n        return undefined;\n    }\n\n    return stretchArea.map(([l, r]) => [l * browser.devicePixelRatio, r * browser.devicePixelRatio]);\n}\n\nexport async function loadIconset(\n    loadURL: string,\n    requestManager: RequestManager,\n    signal: AbortSignal,\n    callback: Callback<StyleImages>\n) {\n    try {\n        const request = await requestManager.transformRequest(requestManager.normalizeIconsetURL(loadURL), ResourceType.Iconset, signal);\n        const {data} = await getArrayBuffer(request, signal);\n        const result: StyleImages = {};\n\n        const iconSet = readIconSet(new PbfReader(data));\n\n        for (const icon of iconSet.icons) {\n            const styleImage: StyleImage = {\n                version: 1,\n                pixelRatio: browser.devicePixelRatio,\n                content: getContentArea(icon),\n                stretchX: icon.metadata ? getStretchArea(icon.metadata.stretch_x_areas) : undefined,\n                stretchY: icon.metadata ? getStretchArea(icon.metadata.stretch_y_areas) : undefined,\n                sdf: false,\n                usvg: true,\n                icon,\n            };\n\n            result[icon.name] = styleImage;\n        }\n\n        callback(null, result);\n    } catch (err) {\n        if (!signal.aborted) callback(err as Error);\n    }\n}\n","import {ImageId} from '../style-spec/expression/types/image_id';\n\nimport type SourceCache from '../source/source_cache';\nimport type RasterArrayTile from '../source/raster_array_tile';\nimport type {StyleImage, StyleImageMap} from '../style/style_image';\n\nexport class ImageProvider {\n    id: string;\n    scope: string;\n    sourceCache: SourceCache;\n    pendingRequests: Set<string>;\n    missingRequests: Set<string>;\n\n    constructor(id: string, scope: string, sourceCache: SourceCache) {\n        this.id = id;\n        this.scope = scope;\n        this.sourceCache = sourceCache;\n        this.pendingRequests = new Set();\n        this.missingRequests = new Set();\n    }\n\n    addPendingRequest(imageId: ImageId) {\n        // Don't add the request if it has already been marked as missing\n        if (this.missingRequests.has(imageId.name)) return;\n\n        if (!this.pendingRequests.has(imageId.name)) {\n            this.pendingRequests.add(imageId.name);\n        }\n    }\n\n    hasPendingRequests() {\n        return this.pendingRequests.size > 0;\n    }\n\n    /**\n     * Resolves pending image requests by extracting image data from visible tiles.\n     * Called during the Map's render cycle to process image requests that were\n     * added through addPendingRequest(). Supports only `RasterArrayTileSource`.\n     * @returns {StyleImageMap<ImageId>} Map of resolved image requests\n     */\n    resolvePendingRequests(): StyleImageMap<ImageId> {\n        const styleImages = new Map<ImageId, StyleImage>();\n\n        // Don't resolve pending requests until all tiles are loaded\n        if (!this.sourceCache.loaded()) return styleImages;\n\n        const tileIDs = this.sourceCache.getVisibleCoordinates();\n\n        // If there are no visible tiles, then tiles have not been requested yet\n        if (tileIDs.length === 0) return styleImages;\n\n        // Only RasterArrayTileSource is supported\n        const source = this.sourceCache.getSource();\n        if (source.type !== 'raster-array') return styleImages;\n\n        const tiles = tileIDs.map(tileID => this.sourceCache.getTile(tileID) as RasterArrayTile);\n        const images = source.getImages(tiles, Array.from(this.pendingRequests));\n\n        for (const [name, styleImage] of images) {\n            styleImages.set(ImageId.from({name, iconsetId: this.id}), styleImage);\n            this.pendingRequests.delete(name);\n        }\n\n        // If some requests are still pending, it means that the requested images are not available within the current tile coverage.\n        for (const imageId of this.pendingRequests) {\n            this.missingRequests.add(imageId);\n        }\n\n        this.pendingRequests.clear();\n        return styleImages;\n    }\n}\n","import assert from '../style-spec/util/assert';\nimport murmur3 from '../util/murmur3';\nimport {Event, ErrorEvent, Evented} from '../util/evented';\nimport StyleChanges from './style_changes';\nimport createStyleLayer from './create_style_layer';\nimport {LayerExpressionDependencies} from './layer_expression_dependencies';\nimport loadSprite from './load_sprite';\nimport ImageManager from '../render/image_manager';\nimport GlyphManager, {LocalGlyphMode} from '../render/glyph_manager';\nimport Light from './light';\nimport Terrain, {DrapeRenderMode} from './terrain';\nimport Fog from './fog';\nimport Snow from './snow';\nimport Rain from './rain';\nimport {clone, deepEqual, filterObject, cartesianPositionToSpherical, warnOnce} from '../util/util';\nimport {getJSON, getReferrer, ResourceType} from '../util/ajax';\nimport {isMapboxURL} from '../util/mapbox_url';\nimport {stripQueryParameters} from '../util/url';\nimport browser from '../util/browser';\nimport {getBroadcastableConfig} from '../util/config';\nimport Dispatcher from '../util/dispatcher';\nimport Lights from '../../3d-style/style/lights';\nimport {getProperties as getAmbientProps} from '../../3d-style/style/ambient_light_properties';\nimport {getProperties as getDirectionalProps} from '../../3d-style/style/directional_light_properties';\nimport {createExpression, createConfigExpression} from '../style-spec/expression/index';\nimport {HD, prepareHD as prepareHDMain} from '../../modules/hd_main';\nimport {prepareStandard as prepareStandardMain} from '../../modules/standard_main';\nimport {Lite, prepareLite as prepareLiteMain} from '../../modules/lite_main';\nimport {HD_ROAD_COVERAGE_SOURCE_LAYER} from '../source/frc_coverage_snapshot';\nimport {DebugModule, prepareDebug} from '../../modules/debug';\nimport {\n    validateStyle,\n    validateLayoutProperty,\n    validatePaintProperty,\n    validateSource,\n    validateLayer,\n    validateFilter,\n    validateTerrain,\n    validateLights,\n    validateModel,\n    emitValidationErrors as _emitValidationErrors\n} from './validate_style';\nimport {QueryGeometry} from '../style/query_geometry';\nimport {\n    create as createSource,\n    getType as getSourceType,\n} from '../source/source';\nimport {isLazySourceType, ensureSourceType} from '../source/lazy_source_types';\nimport LazySource from '../source/lazy_source';\nimport {queryRenderedFeatures, queryRenderedSymbols, querySourceFeatures, shouldSkipFeatureVariant} from '../source/query_features';\nimport SourceCache from '../source/source_cache';\nimport {RenderSourceType} from '../source/render_source_type';\nimport BuildingIndex from '../source/building_index';\nimport styleSpec from '../style-spec/reference/latest';\nimport {getGlobalWorkerPool as getWorkerPool} from '../util/worker_pool_factory';\nimport deref from '../style-spec/deref';\nimport emptyStyle from '../style-spec/empty';\nimport {\n    registerForPluginStateChange,\n    evented as rtlTextPluginEvented,\n    triggerPluginCompletionEvent\n} from '../source/rtl_text_plugin';\nimport PauseablePlacement from './pauseable_placement';\nimport CrossTileSymbolIndex from '../symbol/cross_tile_symbol_index';\nimport {GlobalPlacement} from '../placement/global_placement';\nimport {SymbolIdRangeAllocator} from '../placement/symbol_id_range_allocator';\nimport {subgroupOrderForLayerPosition} from '../placement/symbol_placement_parameters';\nimport {validateCustomStyleLayer} from './style_layer/custom_style_layer';\nimport {isFQID, makeFQID, getNameFromFQID, getInnerScopeFromFQID, getOuterScopeFromFQID} from '../util/fqid';\nimport {shadowDirectionFromProperties} from '../../3d-style/render/shadow_utils';\nimport ModelManager from '../../3d-style/render/model_manager';\nimport {ProgramPrecompiler} from '../render/program_precompiler';\nimport {RGBAImage} from '../util/image';\nimport {evaluateColorThemeProperties} from '../util/lut';\nimport EvaluationParameters from './evaluation_parameters';\nimport featureFilter from '../style-spec/feature_filter/index';\nimport {TargetFeature} from '../util/vectortile_to_geojson';\nimport {loadIconset} from './load_iconset';\nimport {ImageId} from '../style-spec/expression/types/image_id';\nimport {ImageProvider} from '../render/image_provider';\nimport {StyleBOMUtils} from './style_bom_utils';\n\nimport type IndoorManager from '../../3d-style/style/indoor_manager';\nimport type {FontstackCompositing} from './glyph_loader';\nimport type {PropertyValidatorOptions} from '../style-spec/validate/validate_property';\nimport type Tile from '../source/tile';\nimport type GeoJSONSource from '../source/geojson_source';\nimport type {ReplacementSource} from \"../../3d-style/source/replacement_source\";\nimport type SymbolStyleLayer from '../style/style_layer/symbol_style_layer';\nimport type {\n    ColorThemeSpecification,\n    LayerSpecification,\n    LayoutSpecification,\n    PaintSpecification,\n    FilterSpecification,\n    StyleSpecification,\n    ImportSpecification,\n    LightSpecification,\n    SourceSpecification,\n    TerrainSpecification,\n    LightsSpecification,\n    FlatLightSpecification,\n    FogSpecification,\n    SnowSpecification,\n    RainSpecification,\n    ProjectionSpecification,\n    TransitionSpecification,\n    ConfigSpecification,\n    SchemaSpecification,\n    CameraSpecification,\n    FeaturesetsSpecification,\n    IconsetSpecification,\n    ModelsSpecification,\n    AppearanceSpecification,\n    LayerBaseSpecification,\n    TerrainSpecificationUpdate\n} from '../style-spec/types';\nimport type {StyleImage, StyleImageMap} from './style_image';\nimport type Transform from '../geo/transform';\nimport type {Map as MapboxMap} from '../ui/map';\nimport type {MapEvents} from '../ui/events';\nimport type {vec3} from 'gl-matrix';\nimport type {LightProps as Directional} from '../../3d-style/style/directional_light_properties';\nimport type {LightProps as Ambient} from '../../3d-style/style/ambient_light_properties';\nimport type {Placement} from '../symbol/placement';\nimport type {Cancelable} from '../types/cancelable';\nimport type {CustomLayerInterface} from './style_layer/custom_style_layer';\nimport type {Validator, ValidationErrors} from './validate_style';\nimport type {FeatureState, StyleExpression} from '../style-spec/expression/index';\nimport type {PointLike} from '../types/point-like';\nimport type {ISource, Source} from '../source/source';\nimport type {TransitionParameters, ConfigOptions} from './properties';\nimport type {QrfQuery, QrfTarget, QueryResult} from '../source/query_features';\nimport type {GeoJSONFeature, FeaturesetDescriptor, TargetDescriptor, default as Feature} from '../util/vectortile_to_geojson';\nimport type {LUT} from '../util/lut';\nimport type {SerializedExpression} from '../style-spec/expression/expression';\nimport type {MainInbox, WorkerInbox} from '../util/actor_messages';\nimport type {StringifiedImageId} from '../style-spec/expression/types/image_id';\nimport type {CustomSourceInterface} from '../source/custom_source';\nimport type {CanvasSourceSpecification} from '../source/canvas_source';\nimport type {StyleModelMap} from './style_mode';\nimport type {TypedStyleLayer} from './style_layer/typed_style_layer';\nimport type {LngLatLike} from '../geo/lng_lat';\nimport type {RasterQueryParameters, RasterQueryResult} from '../source/raster_array_tile_source';\nimport type {StyleBOM} from './style_bom_utils';\nimport type {PlacementGroupOrders, SymbolPlacementParameters} from '../placement/symbol_placement_parameters';\n\nexport type {StyleBOMEntry, StyleBOM} from './style_bom_utils';\n\nexport type QueryRenderedFeaturesParams = {\n    layers?: string[];\n    filter?: FilterSpecification;\n    validate?: boolean;\n    target?: never;\n};\n\nexport type QueryRenderedFeaturesetParams = {\n    target: TargetDescriptor;\n    filter?: FilterSpecification;\n    validate?: boolean;\n    layers?: never;\n};\n\n// We're skipping validation errors with the `source.canvas` identifier in order\n// to continue to allow canvas sources to be added at runtime/updated in\n// smart setStyle (see https://github.com/mapbox/mapbox-gl-js/pull/6424):\nconst emitValidationErrors = (evented: Evented, errors?: ValidationErrors | null) => _emitValidationErrors(evented, errors && errors.filter(error => error.identifier !== 'source.canvas'));\n\n// Operations the diff algorithm may emit that we handle incrementally without a full restyle.\n// Maintained as a plain Set of string constants — see src/style-spec/diff.ts.\nconst supportedDiffOperations: ReadonlySet<string> = new Set([\n    'addLayer',\n    'removeLayer',\n    'setLights',\n    'setPaintProperty',\n    'setLayoutProperty',\n    'setLayerProperty',\n    'setSlot',\n    'setFilter',\n    'addSource',\n    'removeSource',\n    'setLayerZoomRange',\n    'setLight',\n    'setTransition',\n    'setGeoJSONSourceData',\n    'setTerrain',\n    'setFog',\n    'setSnow',\n    'setRain',\n    'setProjection',\n    'setCamera',\n    'addImport',\n    'removeImport',\n    'updateImport',\n    'addIconset',\n    'removeIconset',\n    // 'setGlyphs',\n    // 'setSprite',\n]);\n\nconst ignoredDiffOperations: ReadonlySet<string> = new Set([\n    'setCenter',\n    'setZoom',\n    'setBearing',\n    'setPitch'\n]);\n\n/**\n * Layer types that has no features and are not queryable with QRF API.\n */\nconst featurelessLayerTypes = new Set(['background', 'sky', 'slot', 'custom', 'placement-group']);\n\nconst empty = emptyStyle();\n\ntype AnyLayerSource = {\n    source?: LayerSpecification['source'] | SourceSpecification\n};\n\n/**\n * Helper type that represents user provided layer in addLayer method.\n * @private\n */\nexport type AnyLayer = Omit<LayerSpecification, 'source'> & AnyLayerSource | CustomLayerInterface;\n\nexport type FeatureSelector = {\n    id: string | number;\n    source: string;\n    sourceLayer?: string;\n};\n\nexport type SourceSelector = {\n    id?: string | number;\n    source: string;\n    sourceLayer?: string;\n};\n\nexport type StyleOptions = {\n    validate?: boolean;\n    localFontFamily?: string | null | undefined;\n    localIdeographFontFamily?: string;\n    fontstackCompositing?: FontstackCompositing;\n    dispatcher?: Dispatcher;\n    imageManager?: ImageManager;\n    glyphManager?: GlyphManager;\n    modelManager?: ModelManager;\n    styleChanges?: StyleChanges;\n    configOptions?: ConfigOptions;\n    colorThemeOverride?: ColorThemeSpecification;\n    scope?: string;\n    importDepth?: number;\n    importsCache?: Map<string, StyleSpecification>;\n    resolvedImports?: Set<string>;\n    config?: ConfigSpecification | null | undefined;\n    initialConfig?: {\n        [key: string]: ConfigSpecification;\n    };\n    layerExpressionDependencies?: Map<string, LayerExpressionDependencies>;\n};\n\nexport type StyleSetterOptions = {\n    validate?: boolean;\n    isInitialLoad?: boolean;\n};\n\nexport type Fragment = {\n    id: string;\n    style: Style;\n    config?: ConfigSpecification | null | undefined;\n};\n\ntype StyleColorTheme = {\n    lut: LUT | null;\n    lutLoading: boolean;\n    lutLoadingCorrelationID: number;\n    colorTheme: ColorThemeSpecification | null;\n    colorThemeOverride: ColorThemeSpecification | null;\n};\n\ntype FeaturesetSelector = {\n    layerId: string;\n    namespace?: string;\n    properties?: Record<string, StyleExpression>;\n    uniqueFeatureID: boolean;\n};\n\nexport type LayerProperty = LayerBaseSpecification & PaintSpecification & LayoutSpecification;\n\nexport type PlacementAlgorithmName = 'default' | 'global';\n\nconst MAX_IMPORT_DEPTH = 5;\nconst defaultTransition = {duration: 300, delay: 0};\n\n/**\n * @private\n */\nclass Style extends Evented<MapEvents> {\n    map: MapboxMap;\n    stylesheet!: StyleSpecification;\n    dispatcher: Dispatcher;\n    imageManager: ImageManager;\n    glyphManager: GlyphManager;\n    modelManager: ModelManager;\n    indoorManager: IndoorManager | null;\n    ambientLight: Lights<Ambient> | null | undefined;\n    directionalLight: Lights<Directional> | null | undefined;\n    light!: Light;\n    terrain: Terrain | null | undefined;\n    disableElevatedTerrain: boolean | null | undefined;\n    fog: Fog | null | undefined;\n    snow: Snow | null | undefined;\n    rain: Rain | null | undefined;\n    camera!: CameraSpecification;\n    _styleColorTheme: StyleColorTheme;\n    _styleColorThemeForScope: {\n        [_: string]: StyleColorTheme;\n    };\n    transition: TransitionSpecification;\n    projection!: ProjectionSpecification;\n\n    // Serializable identifier of style, which we use for telemetry\n    globalId: string | null;\n\n    scope: string;\n    fragments: Array<Fragment>;\n    importDepth: number;\n    // Shared cache of imported stylesheets\n    importsCache: Map<string, StyleSpecification>;\n    // Keeps track of ancestors' Style URLs.\n    resolvedImports: Set<string>;\n\n    options: ConfigOptions;\n\n    // Merged layers and sources\n    _mergedOrder: Array<string>;\n    _mergedOrderVersion: number;\n    _mergedLayers: Record<string, TypedStyleLayer>;\n    _mergedIndoor: Record<string, Set<string>>;\n    // Whether indoor is actually turned on by config (an indoor-source layer is visible),\n    // not merely declared in the stylesheet. Cached so per-tile `isIndoorEnabled()` is cheap.\n    _indoorEnabled: boolean;\n    _mergedSlots!: Array<string>;\n    _mergedSourceCaches: Record<string, SourceCache>;\n    _mergedOtherSourceCaches: Record<string, SourceCache>;\n    _mergedSymbolSourceCaches: Record<string, SourceCache>;\n    _mergedFillExtrusionSourceCaches: Record<string, SourceCache>;\n    _mergedHdRoadCoverageSourceCaches: Record<string, SourceCache>;\n    _hdCoverage: InstanceType<NonNullable<typeof HD.HdCoverageState>> | null;\n    _hdElevation: InstanceType<NonNullable<typeof HD.HdElevationState>> | null;\n    // Cached cross-source-elevation gate; refreshed on source change and each frame.\n    _crossSourceElevationActive: boolean;\n    _clipLayerPresent: boolean;\n\n    _featuresetSelectors!: Record<string, Array<FeaturesetSelector>>;\n\n    _request: Cancelable | null | undefined;\n    _spriteRequest: AbortController | null | undefined;\n    _layers: {\n        [_: string]: TypedStyleLayer;\n    };\n    _order: Array<string>;\n    _drapedFirstOrder: Array<string>;\n    _sourceCaches: {\n        [_: string]: SourceCache;\n    };\n    _otherSourceCaches: {\n        [_: string]: SourceCache;\n    };\n    _symbolSourceCaches: {\n        [_: string]: SourceCache;\n    };\n    _fillExtrusionSourceCaches: {\n        [_: string]: SourceCache;\n    };\n    _loaded: boolean;\n    _drapingLoaded?: boolean;\n    _initialBroadcastDone: boolean;\n    _programPrecompiler: ProgramPrecompiler | null;\n    _rtlTextPluginCallback: (state: {pluginStatus: string; pluginURL: string | null | undefined}) => void;\n    _changes: StyleChanges;\n    _optionsChanged: boolean;\n    _availableImages: ImageId[];\n    _availableModels: StyleModelMap;\n    _markersNeedUpdate: boolean;\n    _brightness: number | null | undefined;\n    // Expression dependencies of every layer in the style tree, keyed by layer\n    // fqid and shared by reference between the root style and its fragments.\n    _layerExpressionDependencies: Map<string, LayerExpressionDependencies>;\n    _config: ConfigSpecification | null | undefined;\n    _initialConfig: {\n        [key: string]: ConfigSpecification;\n    } | null | undefined;\n    _buildingIndex: BuildingIndex;\n    _transition: TransitionSpecification;\n    _importedAsBasemap: boolean;\n\n    crossTileSymbolIndex: CrossTileSymbolIndex;\n    pauseablePlacement!: PauseablePlacement;\n    placement!: Placement;\n    globalPlacement: GlobalPlacement | null;\n    // Generated symbol id ranges for the new placement pipeline, keyed by layer.\n    symbolIdRangeAllocator: SymbolIdRangeAllocator;\n    // Cache of _driveGlobalPlacement's groupOrders, valid as long as _mergedOrderVersion\n    // matches _groupOrdersVersion (i.e. _mergedOrder hasn't been rebuilt since).\n    _groupOrders: PlacementGroupOrders | null;\n    _groupOrdersVersion: number;\n    z!: number;\n\n    _has3DLayers: boolean;\n    _hasCircleLayers: boolean;\n    _hasSymbolLayers: boolean;\n\n    _worldview: string | undefined;\n    _hasAppearances: boolean;\n\n    _hasDataDrivenEmissive: boolean;\n\n    static registerForPluginStateChange: typeof registerForPluginStateChange;\n\n    constructor(map: MapboxMap, options: StyleOptions = {}) {\n        super();\n\n        this.map = map;\n\n        // Empty string indicates the root Style scope.\n        this.scope = options.scope || '';\n\n        this.globalId = null;\n\n        this.fragments = [];\n        this.importDepth = options.importDepth || 0;\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.importsCache = options.importsCache || new Map();\n        this.resolvedImports = options.resolvedImports || new Set();\n\n        this.transition = {...defaultTransition};\n\n        this._buildingIndex = new BuildingIndex(this);\n        this.crossTileSymbolIndex = new CrossTileSymbolIndex();\n        this.globalPlacement = null;\n        this.symbolIdRangeAllocator = new SymbolIdRangeAllocator();\n        this._groupOrders = null;\n        this._groupOrdersVersion = -1;\n\n        this._mergedOrder = [];\n        this._mergedOrderVersion = 0;\n        this._drapedFirstOrder = [];\n        this._mergedLayers = Object.create(null) as Style['_mergedLayers'];\n        this._mergedIndoor = {};\n        this._indoorEnabled = false;\n        this._mergedSourceCaches = {};\n        // `_other/_symbol/_fillExtrusionSourceCaches` are indexed by the raw\n        // source ID from the style JSON, so a source named \"__proto__\" would\n        // otherwise mutate the registry's prototype. Use null-prototype\n        // objects here (and in their non-merged counterparts and in\n        // `mergeSources`) to make those assignments ordinary own properties.\n        this._mergedOtherSourceCaches = Object.create(null) as Style['_mergedOtherSourceCaches'];\n        this._mergedSymbolSourceCaches = Object.create(null) as Style['_mergedSymbolSourceCaches'];\n        this._mergedFillExtrusionSourceCaches = Object.create(null) as Style['_mergedFillExtrusionSourceCaches'];\n        this._mergedHdRoadCoverageSourceCaches = Object.create(null) as Style['_mergedHdRoadCoverageSourceCaches'];\n        this._hdCoverage = null;\n        this._hdElevation = null;\n        this._crossSourceElevationActive = false;\n        this._clipLayerPresent = false;\n        this._hasAppearances = false;\n\n        this._has3DLayers = false;\n        this._hasCircleLayers = false;\n        this._hasSymbolLayers = false;\n\n        this._importedAsBasemap = false;\n\n        this._changes = options.styleChanges || new StyleChanges();\n\n        this._hasDataDrivenEmissive = false;\n\n        this.indoorManager = null;\n\n        if (options.dispatcher) {\n            this.dispatcher = options.dispatcher;\n        } else {\n            this.dispatcher = new Dispatcher(getWorkerPool(), this);\n        }\n\n        const globalWorkerParams: WorkerInbox['setGlobalParams']['params'] = {\n            referrer: getReferrer(),\n            config: getBroadcastableConfig(),\n        };\n\n        // Send UBO limits to workers so they can size batches correctly for this device.\n        if (this.map.painter && this.map.painter.context) {\n            const maxBindingPoints = this.map.painter.context.maxUniformBufferBindings;\n            const maxUniformBlockSizeDwords = Math.floor(this.map.painter.context.maxUniformBlockSize / 4);\n            globalWorkerParams.contextOptions = {maxBindingPoints, maxUniformBlockSizeDwords};\n        }\n\n        if (this.isRootStyle()) {\n            this.dispatcher.broadcast('setGlobalParams', globalWorkerParams);\n        }\n\n        if (options.imageManager) {\n            this.imageManager = options.imageManager;\n        } else {\n            this.imageManager = new ImageManager(this.map._spriteFormat);\n            this.imageManager.setEventedParent(this);\n        }\n        this.imageManager.addScope(this.scope);\n\n        if (options.glyphManager) {\n            this.glyphManager = options.glyphManager;\n        } else {\n            this.glyphManager = new GlyphManager(map._requestManager,\n                options.localFontFamily ?\n                    LocalGlyphMode.all :\n                    (options.localIdeographFontFamily ? LocalGlyphMode.ideographs : LocalGlyphMode.none),\n                options.localFontFamily || options.localIdeographFontFamily,\n                options.fontstackCompositing);\n        }\n\n        if (options.modelManager) {\n            this.modelManager = options.modelManager;\n        } else {\n            this.modelManager = new ModelManager(map._requestManager);\n            this.modelManager.setEventedParent(this);\n        }\n\n        // Use a null-prototype object so a layer ID of \"__proto__\" (or any\n        // other inherited-property name) becomes an ordinary own property\n        // rather than mutating Object.prototype. The same hardening exists\n        // in StyleLayerIndex on the worker side.\n        this._layers = Object.create(null) as Style['_layers'];\n        this._sourceCaches = {};\n        this._otherSourceCaches = Object.create(null) as Style['_otherSourceCaches'];\n        this._symbolSourceCaches = Object.create(null) as Style['_symbolSourceCaches'];\n        this._fillExtrusionSourceCaches = Object.create(null) as Style['_fillExtrusionSourceCaches'];\n        this._hdCoverage = null;\n        this._hdElevation = null;\n        this._crossSourceElevationActive = false;\n        this._loaded = false;\n        this._drapingLoaded = undefined;\n        this._initialBroadcastDone = false;\n        this._programPrecompiler = this.map._precompilePrograms && this.isRootStyle() ?\n            new ProgramPrecompiler() :\n            null;\n        this._availableImages = [];\n        this._availableModels = {};\n        this._order = [];\n        this._markersNeedUpdate = false;\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.options = options.configOptions ? options.configOptions : new Map();\n        this._layerExpressionDependencies = options.layerExpressionDependencies ? options.layerExpressionDependencies : new Map<string, LayerExpressionDependencies>();\n        this._config = options.config;\n        this._styleColorTheme = {\n            lut: null,\n            lutLoading: false,\n            lutLoadingCorrelationID: 0,\n            colorTheme: null,\n            colorThemeOverride: options.colorThemeOverride\n        };\n        this._styleColorThemeForScope = {};\n        this._initialConfig = options.initialConfig;\n\n        // eslint-disable-next-line @typescript-eslint/no-this-alias\n        const self = this;\n        this._rtlTextPluginCallback = Style.registerForPluginStateChange((event) => {\n            const state = {\n                pluginStatus: event.pluginStatus,\n                pluginURL: event.pluginURL\n            };\n            self.dispatcher.send('syncRTLPluginState', state)\n                .then((results) => {\n                    triggerPluginCompletionEvent(null);\n                    const allComplete = results.every((elem) => elem);\n                    if (allComplete) {\n                        for (const id in self._sourceCaches) {\n                            const sourceCache = self._sourceCaches[id];\n                            const sourceCacheType = sourceCache.getSource().type;\n                            if (sourceCacheType === 'vector' || sourceCacheType === 'geojson') {\n                                sourceCache.reload(); // Should be a no-op if the plugin loads before any tiles load\n                            }\n                        }\n                    }\n                })\n                .catch((err: Error) => {\n                    triggerPluginCompletionEvent(err);\n                });\n        });\n\n        this.on('data', (event) => {\n            if (event.dataType !== 'source' || event.sourceDataType !== 'metadata') {\n                return;\n            }\n\n            const source = this.getOwnSource(event.sourceId);\n            if (!source || !source.vectorLayerIds) {\n                return;\n            }\n\n            for (const layerId in this._layers) {\n                const layer = this._layers[layerId];\n                if (layer.source === source.id) {\n                    this._validateLayer(layer);\n                }\n            }\n        });\n    }\n\n    load(style: StyleSpecification | string | null): Style {\n        if (!style) {\n            return this;\n        }\n\n        if (typeof style === 'string') {\n            this.loadURL(style);\n        } else {\n            this.loadJSON(style);\n        }\n\n        return this;\n    }\n\n    _getGlobalId(loadedStyle?: StyleSpecification | string | null): string | null {\n        if (!loadedStyle) {\n            return null;\n        }\n\n        if (typeof loadedStyle === 'string') {\n            if (isMapboxURL(loadedStyle)) {\n                return loadedStyle;\n            }\n\n            const url = stripQueryParameters(loadedStyle);\n\n            if (!url.startsWith('http')) {\n                try {\n                    return new URL(url, location.href).toString();\n                } catch (e) {\n                    return url;\n                }\n            }\n\n            return url;\n        }\n\n        return `json://${murmur3(JSON.stringify(loadedStyle))}`;\n    }\n\n    _diffStyle(style: StyleSpecification | string, onStarted: (err: Error | null, isUpdateNeeded: boolean) => void, onFinished?: () => void) {\n        this.globalId = this._getGlobalId(style);\n\n        // Fetch dev chunk, for string/URL path the fetch parallelises with the JSON request;\n        // for object path, validation will run synchronously and no-op for the first call\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        prepareDebug();\n\n        const handleStyle = (json: StyleSpecification, callback: (err: Error | null, isUpdateNeeded: boolean) => void) => {\n            try {\n                callback(null, this.setState(json, onFinished));\n            } catch (e) {\n                callback(e as Error, false);\n            }\n        };\n\n        if (typeof style === 'string') {\n            const url = this.map._requestManager.normalizeStyleURL(style);\n            const controller = new AbortController();\n            this._request = {cancel: () => controller.abort()};\n            const load = async () => {\n                const request = await this.map._requestManager.transformRequest(url, ResourceType.Style, controller.signal);\n                const {data: json} = await getJSON<StyleSpecification>(request, controller.signal);\n                this._request = null;\n                handleStyle(json, onStarted);\n            };\n            load().catch((err: Error) => {\n                this._request = null;\n                if (!controller.signal.aborted) this.fire(new ErrorEvent(err));\n            });\n        } else if (typeof style === 'object') {\n            handleStyle(style, onStarted);\n        }\n    }\n\n    loadURL(\n        url: string,\n        options: {\n            validate?: boolean;\n            accessToken?: string;\n        } = {},\n    ): void {\n        this.fire(new Event('dataloading', {dataType: 'style'}));\n\n        const validate = typeof options.validate === 'boolean' ?\n            options.validate : !isMapboxURL(url);\n\n        // Preload the dev-chunk fetch with the style JSON\n        // correctness is enforced via await in `_load`\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        if (validate) prepareDebug();\n\n        this.globalId = this._getGlobalId(url);\n        url = this.map._requestManager.normalizeStyleURL(url, options.accessToken);\n        this.resolvedImports.add(url);\n\n        const cachedImport = this.importsCache.get(url);\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        if (cachedImport) { this._load(cachedImport, validate); return; }\n\n        const controller = new AbortController();\n        this._request = {cancel: () => controller.abort()};\n        const load = async () => {\n            const request = await this.map._requestManager.transformRequest(url, ResourceType.Style, controller.signal);\n            const {data: json} = await getJSON<StyleSpecification>(request, controller.signal);\n            this._request = null;\n            this.importsCache.set(url, json);\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this._load(json, validate);\n        };\n        load().catch((err: Error) => {\n            this._request = null;\n            if (!controller.signal.aborted) this.fire(new ErrorEvent(err));\n        });\n    }\n\n    loadJSON(json: StyleSpecification, options: StyleSetterOptions = {}): void {\n        this.fire(new Event('dataloading', {dataType: 'style'}));\n\n        const validate = options.validate !== false;\n        // Preload the dev-chunk fetch with the browser.frame()\n        // correctness is enforced via await in `_load`\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        if (validate) prepareDebug();\n\n        this.globalId = this._getGlobalId(json);\n        this._request = browser.frame(() => {\n            this._request = null;\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this._load(json, validate);\n        });\n    }\n\n    loadEmpty() {\n        this.fire(new Event('dataloading', {dataType: 'style'}));\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        this._load(empty, false);\n    }\n\n    _loadImports(\n        imports: Array<ImportSpecification>,\n        validate: boolean,\n        beforeId?: string | null,\n    ): Promise<void> {\n        // We take the root style into account when calculating the import depth.\n        if (this.importDepth >= MAX_IMPORT_DEPTH - 1) {\n            warnOnce(`Style doesn't support nesting deeper than ${MAX_IMPORT_DEPTH}`);\n            return Promise.resolve();\n        }\n\n        const waitForStyles: Promise<void>[] = [];\n        for (const importSpec of imports) {\n            const style = this._createFragmentStyle(importSpec);\n\n            // Merge everything and update layers after the import style is settled.\n            const waitForStyle = new Promise((resolve) => {\n                style.once('style.import.load', resolve);\n                style.once('error', resolve);\n            }).then(() => {\n                this.mergeAll();\n                // Fire a data event so that updateSources() runs after _mergedLayers is populated,\n                // ensuring tile fetches start promptly once merged state is ready.\n                this.fire(new Event('data', {dataType: 'style'}));\n            });\n            waitForStyles.push(waitForStyle);\n\n            // Load empty style if one of the ancestors was already\n            // instantiated from this URL to avoid recursion.\n            if (this.resolvedImports.has(importSpec.url)) {\n                style.loadEmpty();\n                continue;\n            }\n\n            // Use previously cached style JSON if the import data is not set.\n            const json = importSpec.data || this.importsCache.get(importSpec.url);\n            if (json) {\n                if (importSpec.data) {\n                    // Data is already in memory — use a microtask instead of RAF to avoid ~16ms delay.\n                    // loadJSON() schedules _load() via browser.frame() (RAF) which introduces an\n                    // unnecessary animation frame delay when the data is already available.\n                    style.fire(new Event('dataloading', {dataType: 'style'}));\n                    style.globalId = style._getGlobalId(json);\n                    // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                    if (validate) prepareDebug();\n                    queueMicrotask(() => {\n                        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                        style._load(json, validate);\n                    });\n                } else {\n                    style.loadJSON(json, {validate});\n                }\n\n                // Don't expose global ID for internal style to ensure\n                // that we don't send in telemetry Standard style as import\n                // because we already use it directly\n                if (this._isInternalStyle(json)) {\n                    style.globalId = null;\n                }\n            } else if (importSpec.url) {\n                style.loadURL(importSpec.url, {validate});\n            } else {\n                style.loadEmpty();\n            }\n\n            const fragment = {\n                style,\n                id: importSpec.id,\n                config: importSpec.config\n            };\n\n            if (beforeId) {\n                const beforeIndex = this.fragments.findIndex(({id}) => id === beforeId);\n\n                assert(beforeIndex !== -1, `Import with id \"${beforeId}\" does not exist on this map`);\n\n                this.fragments = this.fragments\n                    .slice(0, beforeIndex)\n                    .concat(fragment)\n                    .concat(this.fragments.slice(beforeIndex));\n            } else {\n                this.fragments.push(fragment);\n            }\n\n        }\n\n        return Promise.allSettled(waitForStyles) as unknown as Promise<void>;\n    }\n\n    getImportGlobalIds(style: Style = this, ids: Set<string> = new Set()): string[] {\n        for (const fragment of style.fragments) {\n            if (fragment.style.globalId) {\n                ids.add(fragment.style.globalId);\n            }\n            this.getImportGlobalIds(fragment.style, ids);\n        }\n\n        return [...ids.values()];\n    }\n\n    _createFragmentStyle(importSpec: ImportSpecification): Style {\n        const scope = this.scope ? makeFQID(importSpec.id, this.scope) : importSpec.id;\n\n        // Merge import config and initial config from the Map constructor\n        let config: ConfigSpecification | undefined;\n        const initialConfig = this._initialConfig && this._initialConfig[scope];\n        if (importSpec.config || initialConfig) {\n            config = {...importSpec.config, ...initialConfig};\n        }\n\n        const style = new Style(this.map, {\n            scope,\n            styleChanges: this._changes,\n            importDepth: this.importDepth + 1,\n            importsCache: this.importsCache,\n            // Clone resolvedImports so it's not being shared between siblings\n            resolvedImports: new Set(this.resolvedImports),\n            // Use shared Dispatcher and assets Managers between Styles\n            dispatcher: this.dispatcher,\n            imageManager: this.imageManager,\n            glyphManager: this.glyphManager,\n            modelManager: this.modelManager,\n            config,\n            configOptions: this.options,\n            colorThemeOverride: importSpec[\"color-theme\"],\n            layerExpressionDependencies: this._layerExpressionDependencies\n        });\n\n        // Bubble all events fired by the style to the map.\n        style.setEventedParent(this.map, {style});\n\n        return style;\n    }\n\n    _reloadImports(initialLoad: boolean = false) {\n        this.mergeAll();\n        this._updateMapProjection();\n        if (!initialLoad) {\n            this.updateConfigDependencies();\n        }\n        this._updateLayers(this._dependentLayerIds((deps) => deps.isIndoorDependent));\n        this.map._triggerCameraUpdate(this.camera);\n\n        // During root's initial-load batch, sibling fragments share a single\n        // config-options Map populated incrementally as each import calls\n        // updateConfig. A fragment that finishes first would broadcast setLayers\n        // with a stale snapshot missing sibling-fragment options — workers\n        // serialize that snapshot into their per-scope layer index, leaving\n        // cross-fragment ['config', _, _] expressions unresolved. Defer to\n        // root's _reloadImports, which runs after all imports have settled and\n        // ships one setLayers per scope with the final options.\n        //\n        // For runtime fragment additions (addImport, setImportUrl) the root has\n        // already broadcast — _initialBroadcastDone is true — and won't fire\n        // _reloadImports again. In that case the fragment broadcasts itself;\n        // its options Map already reflects the rest of the loaded style.\n        if (initialLoad && !this.isRootStyle() && !this.map.style._initialBroadcastDone) return;\n\n        if (initialLoad && this.isRootStyle()) {\n            this.forEachFragmentStyle((style: Style) => {\n                this.dispatcher.broadcast('setLayers', {\n                    layers: style._serializeLayers(style._order),\n                    scope: style.scope,\n                    options: style.options\n                });\n            });\n            this._initialBroadcastDone = true;\n        } else {\n            this.dispatcher.broadcast('setLayers', {\n                layers: this._serializeLayers(this._order),\n                scope: this.scope,\n                options: this.options\n            });\n        }\n    }\n\n    _isInternalStyle(json: StyleSpecification): boolean {\n        return this.isRootStyle() && (json.fragment || (!!json.schema && json.fragment !== false));\n    }\n\n    async _load(json: StyleSpecification, validate: boolean) {\n        // This style was loaded as a root style, but it is marked as a fragment and/or has a schema. We instead load\n        // it as an import with the well-known ID \"basemap\" to make sure that we don't expose the internals.\n        if (this._isInternalStyle(json)) {\n            const basemap = {id: 'basemap', data: json, url: ''};\n            const style = ({...empty, imports: [basemap], ...(json.center ? {center: json.center} : {}),\n                ...(json.bearing ? {bearing: json.bearing} : {}),\n                ...(json.pitch ? {pitch: json.pitch} : {}),\n                ...(json.zoom ? {zoom: json.zoom} : {}),\n                ...(json.light ? {light: json.light} : {})}) as StyleSpecification;\n            this._importedAsBasemap = true;\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this._load(style, validate);\n            return;\n        }\n\n        this.updateConfig(this._config, json.schema);\n\n        // In ESM builds, the dev chunk (validators) is dynamically imported.\n        // Await it before validating top-level style JSON so the call below\n        // is meaningful — `validateStyle` no-ops when `Debug` isn't loaded yet.\n        if (validate) {\n            await prepareDebug();\n            // Check the map wasn't removed while awaiting the dev chunk.\n            if (!this.dispatcher.actors.length) return;\n            if (emitValidationErrors(this, validateStyle(json))) {\n                return;\n            }\n        }\n\n        this._loaded = true;\n\n        // Issue TileJSON requests immediately, before the expensive deep clone of the full style JSON.\n        // addSource() does not depend on this.stylesheet, so it's safe to call here.\n        // By the time TileJSON responses arrive (~100ms), clone() will have long since completed.\n        for (const id in json.sources) {\n            this.addSource(id, json.sources[id], {validate: false, isInitialLoad: true});\n        }\n\n        this.stylesheet = clone(json);\n\n        const proceedWithStyleLoad = () => {\n            if (json.iconsets) {\n                for (const id in json.iconsets) {\n                    this.addIconset(id, json.iconsets[id]);\n                }\n            }\n\n            if (json.sprite) {\n                this._loadIconset(json.sprite);\n            } else {\n                this.imageManager.setLoaded(true, this.scope);\n                this.dispatcher.broadcast('spriteLoaded', {scope: this.scope});\n            }\n\n            // for style fragments, only set a glyphs url if it's not already set by the root style (GLJS-1345)\n            if (!this.glyphManager.url && json.glyphs) this.glyphManager.setURL(json.glyphs);\n\n            const layers: Array<LayerSpecification> = deref(this.stylesheet.layers);\n            this._order = layers.map((layer) => layer.id);\n\n            if (this.stylesheet.light) {\n                warnOnce('The `light` root property is deprecated, prefer using `lights` with `flat` light type instead.');\n            }\n\n            if (this.stylesheet.lights) {\n                if (this.stylesheet.lights.length === 1 && this.stylesheet.lights[0].type === \"flat\") {\n                    const flatLight: FlatLightSpecification = this.stylesheet.lights[0];\n                    this.light = new Light(flatLight.properties, flatLight.id);\n                } else {\n                    this.setLights(this.stylesheet.lights);\n                }\n            }\n\n            if (!this.light) {\n                this.light = new Light(this.stylesheet.light);\n            }\n\n            this._layers = Object.create(null) as Style['_layers'];\n            let hasPendingHdCoverage = false;\n            for (const layer of layers) {\n                const styleLayer = createStyleLayer(layer, this.scope, this._styleColorTheme.lut, this.options);\n                this._layerExpressionDependencies.set(styleLayer.fqid, new LayerExpressionDependencies(styleLayer));\n                this._hasAppearances = this._hasAppearances || styleLayer.getAppearances().length !== 0;\n                styleLayer.setEventedParent(this, {layer: {id: styleLayer.id}});\n                this._layers[styleLayer.id] = styleLayer;\n\n                if (this._updateHdCoverageSourceCache(styleLayer)) {\n                    hasPendingHdCoverage = true;\n                }\n                const sourceCache = this.getOwnLayerSourceCache(styleLayer);\n                const shadowsEnabled = !!this.directionalLight && this.directionalLight.shadowsEnabled();\n\n                if (sourceCache && styleLayer.canCastShadows() && shadowsEnabled) {\n                    sourceCache.castsShadows = true;\n                }\n            }\n\n            // In ESM builds HD loads lazily — `_updateHdCoverageSourceCache` is a no-op when\n            // HD hasn't resolved yet. Re-run setup and re-merge after the module loads so the\n            // coverage source cache is properly created and merged.\n            if (hasPendingHdCoverage) {\n                // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                prepareHDMain().then(() => {\n                    if (!this.map) return;\n                    for (const layerId in this._layers) {\n                        this._updateHdCoverageSourceCache(this._layers[layerId]);\n                    }\n                    this.map.style.mergeAll();\n                    const transform = this.map.transform;\n                    for (const fqid in this.map.style._mergedHdRoadCoverageSourceCaches) {\n                        const sc = this.map.style._mergedHdRoadCoverageSourceCaches[fqid];\n                        sc.used = true;\n                        if (transform) sc.update(transform);\n                    }\n                    this.map._update();\n                });\n            }\n\n            // Pre-warm glyph range 0 (codepoints 0-255, ASCII/Latin) for all constant font stacks.\n            // This fires the HTTP requests before any tiles arrive, eliminating the first step\n            // of the waterfall staircase (tiles → workers discover text → getGlyphs IPC → HTTP).\n            if (this.glyphManager.url) {\n                const fontStacks = new Set<string>();\n                for (const id in this._layers) {\n                    const layer = this._layers[id];\n                    if (layer.type === 'symbol' && layer.layout) {\n                        const fonts = layer.layout.get('text-font');\n                        if (fonts && fonts.value && fonts.value.kind === 'constant') {\n                            fontStacks.add(fonts.value.value.join(','));\n                        }\n                    }\n                }\n                for (const stack of fontStacks) {\n                    this.glyphManager.prefetchRange(stack, 0);\n                }\n            }\n\n            if (this.stylesheet.featuresets) {\n                this.setFeaturesetSelectors(this.stylesheet.featuresets);\n            }\n\n            if (this.stylesheet.models) {\n                this.addModelURLs(this.stylesheet.models);\n            }\n\n            const terrain = this.stylesheet.terrain;\n            if (terrain) {\n                this.checkCanvasFingerprintNoise();\n                if (!this.disableElevatedTerrain && !this.terrainSetForDrapingOnly()) {\n                    this._startLiteLoad();\n                    this._createTerrain(terrain, DrapeRenderMode.elevated);\n                }\n            }\n\n            if (this.stylesheet.fog) {\n                this._createFog(this.stylesheet.fog);\n            }\n\n            if (this.stylesheet.snow) {\n                this._createSnow(this.stylesheet.snow);\n            }\n\n            if (this.stylesheet.rain) {\n                this._createRain(this.stylesheet.rain);\n            }\n\n            if (this.stylesheet.transition) {\n                this.setTransition(this.stylesheet.transition);\n            }\n\n            this.fire(new Event('data', {dataType: 'style'}));\n\n            const isRootStyle = this.isRootStyle();\n\n            if (json.imports) {\n                this._loadImports(json.imports, validate)\n                    .then(() => {\n                        this._reloadImports(true);\n                        this.fire(new Event(isRootStyle ? 'style.load' : 'style.import.load'));\n                    })\n                    .catch((e) => {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                        this.fire(new ErrorEvent(new Error('Failed to load imports', e)));\n                        this.fire(new Event(isRootStyle ? 'style.load' : 'style.import.load'));\n                    });\n            } else {\n                this._reloadImports(true);\n                this.fire(new Event(isRootStyle ? 'style.load' : 'style.import.load'));\n            }\n        };\n\n        this._styleColorTheme.colorTheme = this.stylesheet['color-theme'];\n        const colorTheme = this._styleColorTheme.colorThemeOverride ? this._styleColorTheme.colorThemeOverride : this._styleColorTheme.colorTheme;\n        if (colorTheme) {\n            const data = this._evaluateColorThemeData(colorTheme);\n            this._loadColorTheme(data).then(() => {\n                proceedWithStyleLoad();\n            }).catch((e) => {\n                warnOnce(`Couldn\\'t load color theme from the stylesheet: ${e}`);\n                proceedWithStyleLoad();\n            });\n        } else {\n            this._styleColorTheme.lut = null;\n            proceedWithStyleLoad();\n        }\n    }\n\n    isRootStyle(): boolean {\n        return this.importDepth === 0;\n    }\n\n    hasAppearances(): boolean {\n        return this._hasAppearances || this.fragments.some((f => f.style.hasAppearances()));\n    }\n\n    mergeAll() {\n        let light: Light | undefined;\n        let ambientLight: Lights<Ambient> | null | undefined;\n        let directionalLight: Lights<Directional> | null | undefined;\n        let terrain: Terrain | null | undefined;\n        let fog: Fog | null | undefined;\n        let snow: Snow | null | undefined;\n        let rain: Rain | null | undefined;\n        let projection: ProjectionSpecification | undefined;\n        let transition: TransitionSpecification | undefined;\n        let camera: CameraSpecification | undefined;\n        const styleColorThemeForScope: {\n            [_: string]: StyleColorTheme;\n        } = {};\n\n        // Reset terrain that might have been set by a previous merge\n        if (this.terrain && this.terrain.scope !== this.scope) {\n            delete this.terrain;\n        }\n\n        this.forEachFragmentStyle((style: Style) => {\n            if (!style.stylesheet) return;\n\n            if (style.disableElevatedTerrain)\n                this.disableElevatedTerrain = true;\n\n            if (style.light != null)\n                light = style.light;\n\n            if (style.stylesheet.lights) {\n                for (const light of style.stylesheet.lights) {\n                    if (light.type === 'ambient' && style.ambientLight != null)\n                        ambientLight = style.ambientLight;\n\n                    if (light.type === 'directional' && style.directionalLight != null)\n                        directionalLight = style.directionalLight;\n                }\n            }\n\n            terrain = this._prioritizeTerrain(\n                terrain,\n                style.terrain,\n                style.stylesheet.terrain,\n            );\n\n            if (style.stylesheet.fog && style.fog != null)\n                fog = style.fog;\n\n            if (style.stylesheet.snow && style.snow != null)\n                snow = style.snow;\n\n            if (style.stylesheet.rain && style.rain != null)\n                rain = style.rain;\n\n            if (style.stylesheet.camera != null)\n                camera = style.stylesheet.camera;\n\n            if (style.stylesheet.projection != null)\n                projection = style.stylesheet.projection;\n\n            if (style.stylesheet.transition != null)\n                transition = style.stylesheet.transition;\n\n            styleColorThemeForScope[style.scope] = style._styleColorTheme;\n        });\n\n        this.light = light;\n        this.ambientLight = ambientLight;\n        this.directionalLight = directionalLight;\n        this.fog = fog;\n        this.snow = snow;\n        this.rain = rain;\n        this._styleColorThemeForScope = styleColorThemeForScope;\n\n        if (terrain === null) {\n            delete this.terrain;\n        } else {\n            this.terrain = terrain;\n        }\n\n        // Use perspective camera as a fallback if no camera is specified\n        this.camera = camera || {'camera-projection': 'perspective'};\n        this.projection = projection || {name: 'mercator'};\n        this.transition = {...defaultTransition, ...transition};\n\n        this.mergeSources();\n        this.mergeLayers();\n        this.mergeIndoor();\n\n        // Style state (projection / terrain / fog / lights) just settled; rebuild the precompile queue\n        // so it sees the merged axes, not whatever was set before imports resolved. mergeAll runs at\n        // initial load (once per import resolution) and on state changes via _reloadImports / setState.\n        if (this._programPrecompiler) this._programPrecompiler.reset();\n    }\n\n    forEachFragmentStyle(fn: (style: Style) => void) {\n        const traverse = (style: Style) => {\n            for (const fragment of style.fragments) {\n                traverse(fragment.style);\n            }\n\n            fn(style);\n        };\n\n        traverse(this);\n    }\n\n    _prioritizeTerrain(\n        prevTerrain?: Terrain | null,\n        nextTerrain?: Terrain | null,\n        nextTerrainSpec?: TerrainSpecification | null,\n    ): Terrain | null | undefined {\n        // Given the previous and next terrain during imports merging, in order of priority, we select:\n        // 1. null, if the next terrain is explicitly disabled and we are not using the globe\n        // 2. next terrain if it is not null\n        // 3. previous terrain\n\n        const prevIsDeffered = prevTerrain && prevTerrain.drapeRenderMode === DrapeRenderMode.deferred;\n        const nextIsDeffered = nextTerrain && nextTerrain.drapeRenderMode === DrapeRenderMode.deferred;\n\n        // Disable terrain if it was explicitly set to null and we are not using globe\n        if (nextTerrainSpec === null) {\n            // First, check if the terrain is deferred\n            // If so, we are using the globe and should keep the terrain\n            if (nextIsDeffered) return nextTerrain;\n            if (prevIsDeffered) return prevTerrain;\n\n            return null;\n        }\n\n        // Use next terrain if there is no previous terrain or if it is deferred\n        if (nextTerrain != null) {\n            const nextIsElevated = nextTerrain && nextTerrain.drapeRenderMode === DrapeRenderMode.elevated;\n            if (!prevTerrain || prevIsDeffered || nextIsElevated) return nextTerrain;\n        }\n\n        return prevTerrain;\n    }\n\n    mergeTerrain() {\n        let terrain: Terrain | null | undefined;\n\n        // Reset terrain that might have been set by a previous merge\n        if (this.terrain && this.terrain.scope !== this.scope) {\n            delete this.terrain;\n        }\n\n        this.forEachFragmentStyle((style: Style) => {\n            terrain = this._prioritizeTerrain(\n                terrain,\n                style.terrain,\n                style.stylesheet.terrain,\n            );\n        });\n\n        if (terrain === null) {\n            delete this.terrain;\n        } else {\n            this.terrain = terrain;\n        }\n\n        // Terrain axis flipped — rebuild precompile to pick up the new gating.\n        if (this._programPrecompiler) this._programPrecompiler.reset();\n    }\n\n    mergeProjection() {\n        let projection: ProjectionSpecification | undefined;\n\n        this.forEachFragmentStyle((style: Style) => {\n            if (style.stylesheet.projection != null)\n                projection = style.stylesheet.projection;\n        });\n\n        this.projection = projection || {name: 'mercator'};\n\n        // Projection axis flipped — rebuild precompile to pick up the new globe gating.\n        if (this._programPrecompiler) this._programPrecompiler.reset();\n    }\n\n    mergeSources() {\n        const mergedSourceCaches: Record<string, SourceCache> = {};\n        // `_other/_symbol/_fillExtrusionSourceCaches` are keyed by raw source\n        // IDs from the style JSON, so the root-scope FQID can collapse to\n        // \"__proto__\". Use null-prototype objects here so that assignment\n        // creates an own property rather than touching the prototype chain.\n        const mergedOtherSourceCaches: Record<string, SourceCache> = Object.create(null) as Record<string, SourceCache>;\n        const mergedSymbolSourceCaches: Record<string, SourceCache> = Object.create(null) as Record<string, SourceCache>;\n        const mergedFillExtrusionSourceCaches: Record<string, SourceCache> = Object.create(null) as Record<string, SourceCache>;\n        const mergedHdRoadCoverageSourceCaches: Record<string, SourceCache> = Object.create(null) as Record<string, SourceCache>;\n\n        this.forEachFragmentStyle((style: Style) => {\n            for (const id in style._sourceCaches) {\n                const fqid = makeFQID(id, style.scope);\n                mergedSourceCaches[fqid] = style._sourceCaches[id];\n            }\n\n            for (const id in style._otherSourceCaches) {\n                const fqid = makeFQID(id, style.scope);\n                mergedOtherSourceCaches[fqid] = style._otherSourceCaches[id];\n            }\n\n            for (const id in style._symbolSourceCaches) {\n                const fqid = makeFQID(id, style.scope);\n                mergedSymbolSourceCaches[fqid] = style._symbolSourceCaches[id];\n            }\n\n            for (const id in style._fillExtrusionSourceCaches) {\n                const fqid = makeFQID(id, style.scope);\n                mergedFillExtrusionSourceCaches[fqid] = style._fillExtrusionSourceCaches[id];\n            }\n\n            if (style._hdCoverage) {\n                const coverageCaches = style._hdCoverage.coverageSourceCaches;\n                for (const id in coverageCaches) {\n                    mergedHdRoadCoverageSourceCaches[makeFQID(id, style.scope)] = coverageCaches[id];\n                }\n            }\n        });\n\n        this._mergedSourceCaches = mergedSourceCaches;\n        this._mergedOtherSourceCaches = mergedOtherSourceCaches;\n        this._mergedSymbolSourceCaches = mergedSymbolSourceCaches;\n        this._mergedFillExtrusionSourceCaches = mergedFillExtrusionSourceCaches;\n        this._mergedHdRoadCoverageSourceCaches = mergedHdRoadCoverageSourceCaches;\n\n        if (Object.keys(mergedHdRoadCoverageSourceCaches).length > 0 && !this._hdCoverage && HD.HdCoverageState) {\n            this._hdCoverage = new HD.HdCoverageState();\n        }\n\n        if (HD.updateCrossSourceElevationGate) HD.updateCrossSourceElevationGate(this);\n    }\n\n    mergeIndoor() {\n        this._mergedIndoor = {};\n        this.forEachFragmentStyle((style: Style) => {\n            if (style.stylesheet && style.stylesheet.indoor) {\n                for (const indoor of Object.values(style.stylesheet.indoor)) {\n                    const indoorSpec = indoor;\n                    const fqid = makeFQID(indoorSpec.sourceId, style.scope);\n                    this._mergedIndoor[fqid] = new Set(indoorSpec.sourceLayers || []);\n                }\n            }\n        });\n\n        this._updateIndoorEnabled();\n    }\n\n    // Recompute whether indoor is actually active. Styles like Standard declare an `indoor`\n    // block unconditionally, but gate the indoor layers behind a config option (`showIndoor`,\n    // off by default). Loading the HD module — and parsing indoor data on the worker — is only\n    // worthwhile when at least one layer drawing from an indoor source is visible. Re-run on\n    // config changes so toggling that option turns indoor on/off without a tile-data probe.\n    _updateIndoorEnabled() {\n        const wasEnabled = this._indoorEnabled;\n        this._indoorEnabled = false;\n        if (Object.keys(this._mergedIndoor).length > 0) {\n            for (const fqid of this._mergedOrder) {\n                const layer = this._mergedLayers[fqid];\n                if (layer.visibility === 'none') continue;\n                if (this._mergedIndoor[makeFQID(layer.source, layer.scope)]) {\n                    this._indoorEnabled = true;\n                    break;\n                }\n            }\n        }\n        // Create the IndoorManager (and load HD on both threads) the first time indoor turns\n        // on. _initIndoorManager reloads indoor sources so the worker re-parses them once the\n        // manager — and thus the indoor tile options — are available.\n        if (this._indoorEnabled && !wasEnabled && !this.indoorManager) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            prepareHDMain().then(() => { this._initIndoorManager(); });\n        }\n    }\n\n    _initIndoorManager(): void {\n        if (this.indoorManager || !HD.IndoorManager || !this.isRootStyle() || Object.keys(this._mergedIndoor).length === 0) {\n            return;\n        }\n        this.indoorManager = new HD.IndoorManager(this, this._loaded);\n        // If the style had already finished loading before the HD module resolved,\n        // reload indoor sources so they are re-parse on the worker with the now-available IndoorManager.\n        if (this._loaded) {\n            for (const fqid of Object.keys(this._mergedIndoor)) {\n                const sourceCache = this._mergedSourceCaches[fqid] || this._mergedOtherSourceCaches[fqid];\n                if (sourceCache) sourceCache.reload();\n            }\n        }\n    }\n\n    mergeLayers() {\n        const slots: Record<string, TypedStyleLayer[]> = {};\n        const mergedOrder: TypedStyleLayer[] = [];\n        // Keys are FQIDs that collapse to the raw layer ID at root scope, so\n        // a layer named \"__proto__\" would otherwise mutate this object's\n        // prototype rather than being stored as an own property. Match the\n        // null-prototype hardening used for the unmerged `_layers` registry.\n        const mergedLayers: Record<string, TypedStyleLayer> = Object.create(null) as Record<string, TypedStyleLayer>;\n\n        this._mergedSlots = [];\n        this._has3DLayers = false;\n        this._hasCircleLayers = false;\n        this._hasSymbolLayers = false;\n\n        this.forEachFragmentStyle((style: Style) => {\n            for (const layerId of style._order) {\n                const layer = style._layers[layerId];\n                if (layer.type === 'slot') {\n                    const slotName = getNameFromFQID(layerId);\n                    if (slots[slotName]) continue;\n                    else slots[slotName] = [];\n                }\n\n                if (layer.slot && slots[layer.slot]) {\n                    slots[layer.slot].push(layer);\n                    continue;\n                }\n\n                mergedOrder.push(layer);\n            }\n        });\n\n        this._mergedOrder = [];\n\n        let last3DLayerIdx = -1;\n\n        const sort = (layers: TypedStyleLayer[] = []) => {\n            for (const layer of layers) {\n                if (layer.type === 'slot') {\n                    const slotName = getNameFromFQID(layer.id);\n                    if (slots[slotName]) sort(slots[slotName]);\n                    this._mergedSlots.push(slotName);\n                } else {\n                    const fqid = makeFQID(layer.id, layer.scope);\n                    this._mergedOrder.push(fqid);\n                    mergedLayers[fqid] = layer;\n\n                    // Typed layer bookkeeping\n                    if (layer.is3D(!!this.terrain)) {\n                        this._has3DLayers = true;\n                        last3DLayerIdx = this._mergedOrder.length - 1;\n                    }\n                    if (layer.type === 'circle') this._hasCircleLayers = true;\n                    if (layer.type === 'symbol') this._hasSymbolLayers = true;\n                    if (layer.type === 'clip') this._clipLayerPresent = true;\n                }\n            }\n        };\n\n        sort(mergedOrder);\n\n        // Sort symbols with occlusion opacity to be rendered after last 3D layer\n        if (this._has3DLayers) {\n            const priorities: Record<string, number> = {};\n\n            for (let i = 0; i < this._mergedOrder.length; ++i) {\n                const layerName = this._mergedOrder[i];\n                const layer = mergedLayers[layerName];\n\n                // All layers after last 3D layer are left unchanged\n                // If there are occlusion layers before last 3D layer they are placed tight after it keeping their relative order\n\n                if (i === last3DLayerIdx) {\n                    priorities[layerName] = 1;\n                } else if (i < last3DLayerIdx) {\n                    if ((layer as SymbolStyleLayer).hasOcclusionOpacityProperties) {\n                        priorities[layerName] = 2;\n                    } else {\n                        priorities[layerName] = 0;\n                    }\n                } else {\n                    priorities[layerName] = 4;\n                }\n            }\n\n            this._mergedOrder.sort((layerName1: string, layerName2: string) => {\n                const p1 = priorities[layerName1];\n                const p2 = priorities[layerName2];\n\n                return p1 - p2;\n            });\n        }\n\n        this._mergedLayers = mergedLayers;\n        this._mergedOrderVersion++;\n        this.updateDrapeFirstLayers();\n        this._buildingIndex.processLayersChanged();\n        this._updateDataDrivenEmissiveStrength();\n    }\n\n    terrainSetForDrapingOnly(): boolean {\n        return !!this.terrain && this.terrain.drapeRenderMode === DrapeRenderMode.deferred;\n    }\n\n    getCamera(): CameraSpecification | null | undefined {\n        return this.stylesheet.camera;\n    }\n\n    setCamera(camera: CameraSpecification): Style {\n        this.stylesheet.camera = {...this.stylesheet.camera, ...camera};\n        this.camera = this.stylesheet.camera;\n        return this;\n    }\n\n    _evaluateColorThemeData(theme: ColorThemeSpecification): string | null {\n        if (!theme.data) {\n            return null;\n        }\n        const properties = evaluateColorThemeProperties(this.scope, theme, this.options);\n        return properties.get('data');\n    }\n\n    _loadColorTheme(inputData: string | null): Promise<void> {\n        this._styleColorTheme.lutLoading = true;\n        this._styleColorTheme.lutLoadingCorrelationID += 1;\n        const correlationID = this._styleColorTheme.lutLoadingCorrelationID;\n        return new Promise((resolve, reject) => {\n            const dataURLPrefix = 'data:image/png;base64,';\n\n            if (!inputData || inputData.length === 0) {\n                this._styleColorTheme.lut = null;\n                this._styleColorTheme.lutLoading = false;\n                resolve();\n                return;\n            }\n\n            let colorThemeData = inputData;\n            if (!colorThemeData.startsWith(dataURLPrefix)) {\n                colorThemeData = dataURLPrefix + colorThemeData;\n            }\n\n            // Reserved image name, which references the LUT in the image manager\n            const styleLutName = ImageId.from('mapbox-reserved-lut');\n\n            const lutImage = new Image();\n            lutImage.src = colorThemeData;\n            lutImage.onerror = () => {\n                this._styleColorTheme.lutLoading = false;\n                reject(new Error('Failed to load image data'));\n\n            };\n            lutImage.onload = () => {\n                if (this._styleColorTheme.lutLoadingCorrelationID !== correlationID) {\n                    resolve();\n                    return;\n                }\n                this._styleColorTheme.lutLoading = false;\n                const {width, height, data} = browser.getImageData(lutImage);\n                if (height > 32) {\n                    reject(new Error('The height of the image must be less than or equal to 32 pixels.'));\n                    return;\n                }\n                if (width !== height * height) {\n                    reject(new Error('The width of the image must be equal to the height squared.'));\n                    return;\n                }\n\n                if (this.getImage(styleLutName)) {\n                    this.removeImage(styleLutName);\n                }\n                this.addImage(styleLutName, {data: new RGBAImage({width, height}, data), pixelRatio: 1, sdf: false, usvg: false, version: 0});\n\n                const image = this.imageManager.getImage(styleLutName, this.scope);\n                if (!image) {\n                    reject(new Error('Missing LUT image.'));\n                } else {\n                    this._styleColorTheme.lut = {\n                        image: image.data,\n                        data: inputData\n                    };\n                    resolve();\n                }\n            };\n        });\n    }\n\n    getLut(scope: string): LUT | null {\n        const styleColorTheme = this._styleColorThemeForScope[scope];\n        return styleColorTheme ? styleColorTheme.lut : null;\n    }\n\n    setProjection(projection?: ProjectionSpecification | null) {\n        if (projection) {\n            this.stylesheet.projection = projection;\n        } else {\n            delete this.stylesheet.projection;\n        }\n        this.mergeProjection();\n        this._updateMapProjection();\n    }\n\n    applyProjectionUpdate() {\n        // Kick off Lite load as early as possible whenever globe is active — even before\n        // the style finishes loading — so the terrain renderer factory is registered by\n        // the time the first globe frame renders.\n        if (this.map.transform.projection.requiresDraping) {\n            this._startLiteLoad();\n        }\n\n        if (!this._loaded) return;\n        this.dispatcher.broadcast('setProjection', this.map.transform.projectionOptions);\n\n        if (this.map.transform.projection.requiresDraping) {\n            const hasTerrain = (this.getTerrain() || this.stylesheet.terrain) && !this.disableElevatedTerrain;\n            if (!hasTerrain) {\n                this.setTerrainForDraping();\n            }\n        } else if (this.terrainSetForDrapingOnly()) {\n            this.setTerrain(null, DrapeRenderMode.deferred);\n        }\n    }\n\n    _updateMapProjection() {\n        // Skip projection updates from the children fragments\n        if (!this.isRootStyle()) return;\n\n        if (!this.map._useExplicitProjection) { // Update the visible projection if map's is null\n            this.map._prioritizeAndUpdateProjection(null, this.projection);\n        } else { // Ensure that style is consistent with current projection on style load\n            this.applyProjectionUpdate();\n        }\n    }\n\n    /**\n     * Loads a sprite from the given URL.\n     * @fires Map.event:data Fires `data` with `{dataType: 'style'}` to indicate that sprite loading is complete.\n     */\n    _loadSprite(url: string) {\n        const controller = new AbortController();\n        this._spriteRequest = controller;\n        loadSprite(url, this.map._requestManager, controller.signal, (err, images) => {\n            this._spriteRequest = null;\n            if (err) {\n                this.dispatcher.broadcast('spriteLoaded', {scope: this.scope});\n                this.fire(new ErrorEvent(err));\n            } else if (images) {\n                const styleImageMap: StyleImageMap<ImageId> = new Map();\n                for (const id in images) {\n                    styleImageMap.set(ImageId.from(id), images[id]);\n                }\n                this.addImages(styleImageMap, true);\n            }\n\n            this.imageManager.setLoaded(true, this.scope);\n            this.fire(new Event('data', {dataType: 'style'}));\n        });\n    }\n\n    addIconset(iconsetId: string, iconset: IconsetSpecification) {\n        if (iconset.type === 'sprite') {\n            this._loadSprite(iconset.url);\n            return;\n        }\n\n        const sourceCache = this.getOwnSourceCache(iconset.source);\n        if (!sourceCache) {\n            this.fire(new ErrorEvent(new Error(`Source \"${iconset.source}\" as specified by iconset \"${iconsetId}\" does not exist and cannot be used as an iconset source`)));\n            return;\n        }\n\n        const source = sourceCache.getSource();\n        if (source.type !== 'raster-array') {\n            this.fire(new ErrorEvent(new Error(`Source \"${iconset.source}\" as specified by iconset \"${iconsetId}\" is not a \"raster-array\" source and cannot be used as an iconset source`)));\n            return;\n        }\n\n        const imageProvider = new ImageProvider(iconsetId, this.scope, sourceCache);\n        this.imageManager.addImageProvider(imageProvider, this.scope);\n    }\n\n    removeIconset(iconsetId: string) {\n        this.imageManager.removeImageProvider(iconsetId, this.scope);\n    }\n\n    /**\n     * Loads an iconset from the given URL. If the sprite is not a Mapbox URL, it loads a raster sprite.\n     * @fires Map.event:data Fires `data` with `{dataType: 'style'}` to indicate that sprite loading is complete.\n     */\n    _loadIconset(url: string) {\n        // For non-Mapbox URLs, automatically fall back to raster sprite loading.\n        // 'raster' and 'icon_set' are reserved for internal/test use only.\n        if ((!isMapboxURL(url) && this.map._spriteFormat !== 'icon_set') || this.map._spriteFormat === 'raster') {\n            this._loadSprite(url);\n            return;\n        }\n\n        // At runtime _spriteFormat is always 'auto'\n        const isFallbackExists = this.map._spriteFormat === 'auto';\n\n        const controller = new AbortController();\n        this._spriteRequest = controller;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        loadIconset(url, this.map._requestManager, controller.signal, (err, images) => {\n            this._spriteRequest = null;\n            if (err) {\n                // Try to fallback to raster sprite\n                if (isFallbackExists) {\n                    this._loadSprite(url);\n                } else {\n                    this.dispatcher.broadcast('spriteLoaded', {scope: this.scope});\n                    this.fire(new ErrorEvent(err));\n                }\n            } else if (images) {\n                const styleImageMap: StyleImageMap<ImageId> = new Map();\n                for (const id in images) {\n                    styleImageMap.set(ImageId.from(id), images[id]);\n                }\n                this.addImages(styleImageMap, true);\n            }\n\n            this.imageManager.setLoaded(true, this.scope);\n            this.fire(new Event('data', {dataType: 'style'}));\n        });\n    }\n\n    _validateLayer(layer: TypedStyleLayer) {\n        const source = this.getOwnSource(layer.source);\n        if (!source) {\n            return;\n        }\n\n        const sourceLayer = layer.sourceLayer;\n        if (!sourceLayer) {\n            return;\n        }\n\n        if (source.type === 'geojson' || (source.vectorLayerIds && !source.vectorLayerIds.includes(sourceLayer))) {\n            this.fire(new ErrorEvent(new Error(\n                `Source layer \"${sourceLayer}\" ` +\n                `does not exist on source \"${source.id}\" ` +\n                `as specified by style layer \"${layer.id}\"`\n            )));\n        }\n    }\n\n    loaded(): boolean {\n        if (!this._loaded)\n            return false;\n\n        if (Object.keys(this._changes.getUpdatedSourceCaches()).length)\n            return false;\n\n        for (const id in this._sourceCaches)\n            if (!this._sourceCaches[id].loaded())\n                return false;\n\n        if (!this.imageManager.isLoaded())\n            return false;\n\n        if (this.imageManager.hasPatternsInFlight())\n            return false;\n\n        if (!this.modelManager.isLoaded())\n            return false;\n\n        if (this._styleColorTheme.lutLoading)\n            return false;\n\n        if (this._drapingLoaded === false)\n            return false;\n\n        for (const {style} of this.fragments) {\n            if (!style.loaded()) return false;\n        }\n\n        return true;\n    }\n\n    _serializeImports(): Array<ImportSpecification> | undefined {\n        if (!this.stylesheet.imports) return undefined;\n\n        return this.stylesheet.imports.map((importSpec, index) => {\n            const fragment = this.fragments[index];\n            if (fragment && fragment.style) {\n                importSpec.data = fragment.style.serialize();\n            }\n\n            return importSpec;\n        });\n    }\n\n    _serializeSources(): Record<string, SourceSpecification> {\n        const sources: Record<string, SourceSpecification> = {};\n        for (const cacheId in this._sourceCaches) {\n            const source = this._sourceCaches[cacheId].getSource();\n            if (!sources[source.id]) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                sources[source.id] = source.serialize();\n            }\n        }\n\n        return sources;\n    }\n\n    _serializeLayers(ids: Array<string>): Array<LayerSpecification> {\n        const serializedLayers: LayerSpecification[] = [];\n        for (const id of ids) {\n            const layer = this._layers[id];\n            if (layer && layer.type !== 'custom') {\n                serializedLayers.push(layer.serialize());\n            }\n        }\n        return serializedLayers;\n    }\n\n    hasLightTransitions(): boolean {\n        if (this.light && this.light.hasTransition()) {\n            return true;\n        }\n\n        if (this.ambientLight && this.ambientLight.hasTransition()) {\n            return true;\n        }\n\n        if (this.directionalLight && this.directionalLight.hasTransition()) {\n            return true;\n        }\n\n        return false;\n    }\n\n    hasFogTransition(): boolean {\n        if (!this.fog) return false;\n        return this.fog.hasTransition();\n    }\n\n    hasSnowTransition(): boolean {\n        if (!this.snow) return false;\n        return this.snow.hasTransition();\n    }\n\n    hasRainTransition(): boolean {\n        if (!this.rain) return false;\n        return this.rain.hasTransition();\n    }\n\n    hasTransitions(): boolean {\n        if (this.hasLightTransitions()) {\n            return true;\n        }\n\n        if (this.hasFogTransition()) {\n            return true;\n        }\n\n        if (this.hasSnowTransition()) {\n            return true;\n        }\n\n        if (this.hasRainTransition()) {\n            return true;\n        }\n\n        for (const id in this._sourceCaches) {\n            if (this._sourceCaches[id].hasTransition()) {\n                return true;\n            }\n        }\n\n        for (const layerId in this._layers) {\n            const layer = this._layers[layerId];\n            if (layer.hasTransition()) {\n                return true;\n            }\n        }\n\n        return false;\n    }\n\n    _updateDataDrivenEmissiveStrength() {\n        for (const layerId in this._mergedLayers) {\n            const layer = this._mergedLayers[layerId];\n\n            if (layer._transitionablePaint && layer._transitionablePaint._values) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                const transitionableValue = layer._transitionablePaint._values['line-emissive-strength'];\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access, @typescript-eslint/no-unsafe-call\n                if (transitionableValue && transitionableValue.value && transitionableValue.value.isDataDriven()) {\n                    this._hasDataDrivenEmissive = true;\n                    return;\n                }\n            }\n        }\n        this._hasDataDrivenEmissive = false;\n    }\n\n    hasDataDrivenEmissiveStrength(): boolean {\n        return this._hasDataDrivenEmissive;\n    }\n\n    get order(): Array<string> {\n        if (this.terrain) {\n            assert(this._drapedFirstOrder.length === this._mergedOrder.length, 'drapedFirstOrder doesn\\'t match order');\n            return this._drapedFirstOrder;\n        }\n        return this._mergedOrder;\n    }\n\n    /**\n     * Returns active order for when terrain or globe are enabled (when draping is enabled).\n     * @param drapingEnabled {boolean} speficy if order is requested for draping enabled.\n     * @private\n     */\n    _getOrder(drapingEnabled: boolean): Array<string> {\n        return drapingEnabled ? this.order : this._mergedOrder;\n    }\n\n    isLayerDraped(layer: TypedStyleLayer): boolean {\n        if (!this.terrain) return false;\n        return layer.isDraped(this.getLayerSourceCache(layer));\n    }\n\n    _checkLoaded(): void {\n        if (!this._loaded) {\n            throw new Error('Style is not done loading');\n        }\n    }\n\n    _checkLayer(layerId: string): TypedStyleLayer | null | undefined {\n        const layer = this.getOwnLayer(layerId);\n        if (!layer) {\n            this.fire(new ErrorEvent(new Error(`The layer '${layerId}' does not exist in the map's style.`)));\n            return;\n        }\n        return layer;\n    }\n\n    _checkSource(sourceId: string): Source | null | undefined {\n        const source = this.getOwnSource(sourceId);\n        if (!source) {\n            this.fire(new ErrorEvent(new Error(`The source '${sourceId}' does not exist in the map's style.`)));\n            return;\n        }\n        return source;\n    }\n\n    _resolveLayerFragment(layerId: string): {layer: TypedStyleLayer, fragment: Style} | undefined {\n        const layer = this.getLayer(layerId);\n        if (!layer) {\n            this.fire(new ErrorEvent(new Error(`The layer '${layerId}' does not exist in the map's style.`)));\n            return;\n        }\n        const fragment = this.getFragmentStyle(layer.scope);\n        if (!fragment) return;\n        return {layer, fragment};\n    }\n\n    handleIdle() {\n        const painter = this.map.painter;\n        if (!painter) return;\n        painter.context.sweepPendingPrograms();\n        if (this._programPrecompiler) {\n            this._programPrecompiler.processQueue(painter, this);\n        }\n    }\n\n    handleContextLost() {\n        if (this._programPrecompiler) {\n            this._programPrecompiler.reset();\n        }\n    }\n\n    /**\n     * Apply queued style updates in a batch and recalculate zoom-dependent paint properties.\n     * @private\n     */\n    update(parameters: EvaluationParameters) {\n        if (!this._loaded) {\n            return;\n        }\n\n        if (this.ambientLight) {\n            this.ambientLight.recalculate(parameters);\n        }\n\n        if (this.directionalLight) {\n            this.directionalLight.recalculate(parameters);\n        }\n\n        const brightness = this.calculateLightsBrightness();\n        parameters.brightness = brightness || 0.0;\n\n        let renderParamsUpdated = false;\n        if (brightness !== this._brightness) {\n            this._brightness = brightness;\n            renderParamsUpdated = true;\n        }\n\n        if (parameters.worldview !== this._worldview) {\n            this._worldview = parameters.worldview;\n            renderParamsUpdated = true;\n        }\n\n        if (renderParamsUpdated) {\n            this.dispatcher.broadcast('upsertRenderParams', {\n                brightness: this._brightness,\n                worldview: this._worldview\n            });\n        }\n\n        const changed = this._changes.isDirty();\n        let layersUpdated = false;\n        if (this._changes.isDirty()) {\n            const updatesByScope = this._changes.getLayerUpdatesByScope();\n            for (const scope in updatesByScope) {\n                const {updatedIds, removedIds} = updatesByScope[scope];\n                if (updatedIds || removedIds) {\n                    this._updateWorkerLayers(scope, updatedIds, removedIds);\n                    layersUpdated = true;\n                }\n            }\n\n            this.updateSourceCaches();\n            this._updateTilesForChangedImages();\n\n            this.updateLayers(parameters);\n\n            if (this.light) {\n                this.light.updateTransitions(parameters);\n            }\n\n            if (this.ambientLight) {\n                this.ambientLight.updateTransitions(parameters);\n            }\n\n            if (this.directionalLight) {\n                this.directionalLight.updateTransitions(parameters);\n            }\n\n            if (this.fog) {\n                this.fog.updateTransitions(parameters);\n            }\n\n            if (this.snow) {\n                this.snow.updateTransitions(parameters);\n            }\n\n            if (this.rain) {\n                this.rain.updateTransitions(parameters);\n            }\n\n            this._changes.reset();\n        }\n\n        const sourcesUsedBefore: Record<string, boolean> = {};\n\n        for (const sourceId in this._mergedSourceCaches) {\n            const sourceCache = this._mergedSourceCaches[sourceId];\n            sourcesUsedBefore[sourceId] = sourceCache.used;\n            sourceCache.used = false;\n            sourceCache.tileCoverLift = 0.0;\n        }\n\n        // Track effective max-source-zoom per fill-extrusion source cache\n        const feSourceMaxZooms: Record<string, number | null> = {};\n\n        for (const layerId of this._mergedOrder) {\n            const layer = this._mergedLayers[layerId];\n            if (layer.visibility !== 'none' || layer.hasTransition()) layer.recalculate(parameters, this._availableImages);\n            if (!layer.isHidden(parameters.zoom)) {\n\n                if (layer.mayUse('HD')) {\n                    // Preload HD on both threads so bucket transfers from worker succeed and\n                    // main can render without an extra await. Fire-and-forget: the tile-level\n                    // gate in WorkerTile.parse / vector_tile_source `done()` awaits the same\n                    // load promise for any tile that actually carries HD content.\n                    // `layer.prepare()` fires the worker-side HD load; `prepareHDMain()` is\n                    // called here (rather than inside prepare()) because importing hd_main\n                    // from style_layer.ts would drag the main-only chunk into the worker\n                    // bundle.\n                    // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                    layer.prepare();\n                    // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                    prepareHDMain();\n                }\n\n                if (layer.mayUse('Standard')) {\n                    // Same pattern as HD: preload Standard on both threads before the first\n                    // tile carrying ModelBucket/Tiled3dModelBucket arrives. `layer.prepare()`\n                    // triggers worker-side load; `prepareStandardMain()` triggers main-side.\n                    // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                    layer.prepare();\n                    // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                    prepareStandardMain();\n                }\n\n                if (layer.mayUse('Lite')) {\n                    // Lite is main-thread only (terrain rendering), so there's no worker-side\n                    // counterpart to `layer.prepare()` here. This covers elevated lines (e.g.\n                    // `line-elevation-reference: sea`/`ground`, or a non-zero `line-z-offset`\n                    // with no reference set) that call `painter.forceTerrainMode` at render\n                    // time even when the style has no `terrain` property. Without this, Lite\n                    // never loads, `_drapingLoaded` stays `undefined` (so `style.loaded()`\n                    // doesn't wait for it), and the first render silently skips elevation.\n                    this.checkCanvasFingerprintNoise();\n                    if (!this.disableElevatedTerrain) this._startLiteLoad();\n                }\n\n                const sourceCache = this.getLayerSourceCache(layer);\n                if (sourceCache) {\n                    sourceCache.used = true;\n                    // Select the highest elevation across all layers that are rendered with this source\n                    sourceCache.tileCoverLift = Math.max(sourceCache.tileCoverLift, layer.tileCoverLift());\n                }\n            }\n\n            // Mark HD road coverage source caches as used when any layer uses their source\n            if (layer.source) {\n                const coverageFqid = makeFQID(layer.source, layer.scope);\n                const coverageCache = this._mergedHdRoadCoverageSourceCaches[coverageFqid];\n                if (coverageCache && !coverageCache.used) {\n                    coverageCache.used = true;\n                }\n            }\n\n            // Accumulate source-max-zoom for fill-extrusion layers\n            if (layer.type === 'fill-extrusion') {\n                const fqid = makeFQID(layer.source, layer.scope);\n                if (fqid in this._mergedFillExtrusionSourceCaches) {\n                    const maxSourceZoom = layer.layout && layer.layout.get('source-max-zoom');\n                    if (maxSourceZoom !== undefined && maxSourceZoom !== null) {\n                        const prev = feSourceMaxZooms[fqid];\n                        feSourceMaxZooms[fqid] = prev == null ? maxSourceZoom : Math.min(prev, maxSourceZoom);\n                    }\n                }\n            }\n\n        }\n\n        if (this._programPrecompiler && this._programPrecompiler.needsBuild()) {\n            const layers = this._mergedOrder.map(id => this._mergedLayers[id]);\n            this._programPrecompiler.buildQueue(layers, parameters, this);\n        }\n\n        // Apply accumulated source-max-zoom overrides\n        for (const fqid in this._mergedFillExtrusionSourceCaches) {\n            this._mergedFillExtrusionSourceCaches[fqid].setMaxzoomOverride(feSourceMaxZooms[fqid] ?? null);\n        }\n\n        if (this.terrain && layersUpdated) {\n            // Changed layers (layout properties only) could have become drapeable.\n            this.mergeLayers();\n        }\n\n        const pendingImageProviders = this.imageManager.getPendingImageProviders();\n        for (const imageProvider of pendingImageProviders) {\n            imageProvider.sourceCache.used = true;\n        }\n\n        for (const sourceId in sourcesUsedBefore) {\n            const sourceCache = this._mergedSourceCaches[sourceId];\n            if (sourcesUsedBefore[sourceId] !== sourceCache.used) {\n                const source = sourceCache.getSource() as ISource;\n                source.fire(new Event('data', {sourceDataType: 'visibility', dataType: 'source', sourceId: sourceCache.getSource().id}));\n            }\n        }\n\n        if (this.light) {\n            this.light.recalculate(parameters);\n        }\n\n        if (this.terrain) {\n            this.terrain.recalculate(parameters);\n        }\n\n        if (this.fog) {\n            this.fog.recalculate(parameters);\n        }\n\n        if (this.snow) {\n            this.snow.recalculate(parameters);\n        }\n\n        if (this.rain) {\n            this.rain.recalculate(parameters);\n        }\n\n        this.z = parameters.zoom;\n\n        if (this._markersNeedUpdate) {\n            this._updateMarkersOpacity();\n            this._markersNeedUpdate = false;\n        }\n\n        this.imageManager.clearUpdatedImages(this.scope);\n\n        if (changed) {\n            this.fire(new Event('data', {dataType: 'style'}));\n        }\n    }\n\n    /**\n     * Resolves pending image requests from ImageProviders during the map render cycle.\n     * @private\n     */\n    updateImageProviders() {\n        const pendingImageProviders = this.imageManager.getPendingImageProviders();\n        for (const imageProvider of pendingImageProviders) {\n            const images = imageProvider.resolvePendingRequests();\n            const fragmentStyle = this.getFragmentStyle(imageProvider.scope);\n            assert(fragmentStyle, 'Fragment style not found for image provider');\n            if (!fragmentStyle) continue;\n            fragmentStyle.addImages(images);\n        }\n    }\n\n    /*\n     * Apply any queued image changes.\n     */\n    _updateTilesForChangedImages() {\n        const updatedImages: Record<string, StringifiedImageId[]> = {};\n\n        for (const name in this._mergedSourceCaches) {\n            const sourceCache = this._mergedSourceCaches[name];\n            const scope = sourceCache.getSource().scope;\n            updatedImages[scope] = updatedImages[scope] || this._changes.getUpdatedImages(scope);\n            if (updatedImages[scope].length === 0) continue;\n\n            this._mergedSourceCaches[name].reloadTilesForDependencies(['icons', 'patterns'], updatedImages[scope]);\n        }\n\n        for (const scope in updatedImages) {\n            this._changes.resetUpdatedImages(scope);\n        }\n    }\n\n    _updateWorkerLayers(scope: string, updatedIds?: Array<string>, removedIds?: Array<string>) {\n        const fragmentStyle = this.getFragmentStyle(scope);\n        if (!fragmentStyle) return;\n\n        this.dispatcher.broadcast('updateLayers', {\n            layers: updatedIds ? fragmentStyle._serializeLayers(updatedIds) : [],\n            scope,\n            removedIds: removedIds || [],\n            options: fragmentStyle.options\n        });\n    }\n\n    /**\n     * Update this style's state to match the given style JSON, performing only\n     * the necessary mutations.\n     *\n     * May throw an Error ('Unimplemented: METHOD') if the mapbox-gl-style-spec\n     * diff algorithm produces an operation that is not supported.\n     *\n     * @returns {boolean} true if any changes were made; false otherwise\n     * @private\n     */\n    setState(nextState: StyleSpecification, onFinish?: () => void): boolean {\n        this._checkLoaded();\n\n        if (emitValidationErrors(this, validateStyle(nextState))) return false;\n\n        nextState = clone(nextState);\n        nextState.layers = deref(nextState.layers);\n\n        // `DebugModule.diffStyles` should be preloaded by `_diffStyle` before this runs\n        // otherwise throw so `_diffStyle`'s try/catch falls back to full restyle\n        if (!DebugModule.diffStyles) {\n            throw new Error('Debug module not loaded; cannot diff style.');\n        }\n        const changes = DebugModule.diffStyles(this.serialize(), nextState)\n            .filter(op => !ignoredDiffOperations.has(op.command));\n\n        if (changes.length === 0) {\n            return false;\n        }\n\n        const unimplementedOps = changes.filter(op => !supportedDiffOperations.has(op.command));\n        if (unimplementedOps.length > 0) {\n            throw new Error(`Unimplemented: ${unimplementedOps.map(op => op.command).join(', ')}.`);\n        }\n\n        const changesPromises = [];\n\n        changes.forEach((op) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n            changesPromises.push(this[op.command](...op.args));\n        });\n\n        if (onFinish) {\n            Promise.all(changesPromises)\n                .then(onFinish)\n                .catch(onFinish);\n        }\n\n        this.stylesheet = nextState;\n        this.mergeAll();\n\n        this.dispatcher.broadcast('setLayers', {\n            layers: this._serializeLayers(this._order),\n            scope: this.scope,\n            options: this.options\n        });\n\n        return true;\n    }\n\n    /**\n     * Broadcast the current set of available images to the Workers.\n     * Note that this is a scoped method, so it will only update the images for the given scope.\n     */\n    _updateWorkerImages(isSpriteLoaded = false) {\n        this._availableImages = this.imageManager.listImages(this.scope);\n        const params: WorkerInbox['setImages']['params'] = {scope: this.scope, images: this._availableImages};\n\n        if (isSpriteLoaded) {\n            params.isSpriteLoaded = true;\n        }\n\n        this.dispatcher.broadcast('setImages', params);\n    }\n\n    _updateWorkerModels() {\n        this._availableModels = this.modelManager.getModelURIs(this.scope);\n        const params = {scope: this.scope, models: this._availableModels};\n        this.dispatcher.broadcast('setModels', params);\n    }\n\n    /**\n     * Add a set of images to the style.\n     * @fires Map.event:data Fires `data` with `{dataType: 'style'}` to indicate that the set of available images has changed.\n     * @returns {Style}\n     */\n    addImages(images: StyleImageMap<ImageId>, isSpriteLoaded?: boolean): this {\n        if (images.size === 0) {\n            if (isSpriteLoaded) {\n                this.dispatcher.broadcast('spriteLoaded', {scope: this.scope});\n            }\n            return this;\n        }\n        for (const [id, image] of images.entries()) {\n            if (this.getImage(id)) {\n                return this.fire(new ErrorEvent(new Error(`An image with the name \"${id.name}\" already exists.`)));\n            }\n            this.imageManager.addImage(id, this.scope, image);\n            this._changes.updateImage(id, this.scope);\n        }\n\n        this._updateWorkerImages(isSpriteLoaded);\n        this.fire(new Event('data', {dataType: 'style'}));\n        return this;\n    }\n\n    addImage(id: ImageId, image: StyleImage): this {\n        if (this.getImage(id)) {\n            return this.fire(new ErrorEvent(new Error(`An image with the name \"${id.name}\" already exists.`)));\n        }\n        this.imageManager.addImage(id, this.scope, image);\n        this._changes.updateImage(id, this.scope);\n        this._updateWorkerImages();\n        this.fire(new Event('data', {dataType: 'style'}));\n        return this;\n    }\n\n    updateImage(id: ImageId, image: StyleImage, performSymbolLayout = false) {\n        this.imageManager.updateImage(id, this.scope, image);\n        if (performSymbolLayout) {\n            this._changes.updateImage(id, this.scope);\n            this._updateWorkerImages();\n            this.fire(new Event('data', {dataType: 'style'}));\n        }\n    }\n\n    getImage(id: ImageId): StyleImage | null | undefined {\n        return this.imageManager.getImage(id, this.scope);\n    }\n\n    removeImage(id: ImageId): this {\n        if (!this.getImage(id)) {\n            return this.fire(new ErrorEvent(new Error('No image with this name exists.')));\n        }\n        this.imageManager.removeImage(id, this.scope);\n        this._changes.updateImage(id, this.scope);\n        this._updateWorkerImages();\n        this.fire(new Event('data', {dataType: 'style'}));\n        return this;\n    }\n\n    listImages(): ImageId[] {\n        this._checkLoaded();\n        return this._availableImages.slice();\n    }\n\n    getActualScope() {\n        return this._importedAsBasemap ? \"basemap\" : this.scope;\n    }\n\n    addModelURLs(models: ModelsSpecification): this {\n        this.modelManager.addModelURLs(models, this.getActualScope());\n        this._updateWorkerModels();\n        this.fire(new Event('data', {dataType: 'style'}));\n        return this;\n    }\n\n    addModel(id: string, url: string, options: StyleSetterOptions = {}): this {\n        this._checkLoaded();\n        if (this._validate(validateModel, `models.${id}`, url, null, options)) return this;\n\n        this.modelManager.addModel(id, url, this.getActualScope());\n        this.fire(new Event('data', {dataType: 'style'}));\n        return this;\n    }\n\n    hasModel(id: string): boolean {\n        return this.modelManager.hasModel(id, this.getActualScope());\n    }\n\n    removeModel(id: string): this {\n        if (!this.hasModel(id)) {\n            return this.fire(new ErrorEvent(new Error('No model with this ID exists.')));\n        }\n        const keepModelURI = false;\n        const forceRemoval = true;\n        this.modelManager.removeModel(id, this.getActualScope(), keepModelURI, forceRemoval);\n        this.fire(new Event('data', {dataType: 'style'}));\n        return this;\n    }\n\n    listModels(): Array<string> {\n        this._checkLoaded();\n        return this.modelManager.listModels(this.getActualScope());\n    }\n\n    addSource(id: string, source: (SourceSpecification | CanvasSourceSpecification | CustomSourceInterface<unknown>) & {collectResourceTiming?: boolean}, options: StyleSetterOptions = {}): void {\n        this._checkLoaded();\n\n        if (this.getOwnSource(id) !== undefined) {\n            throw new Error(`There is already a source with ID \"${id}\".`);\n        }\n\n        if (!source.type) {\n            throw new Error(`The type property must be defined, but only the following properties were given: ${Object.keys(source).join(', ')}.`);\n        }\n\n        const builtIns = ['vector', 'raster', 'geojson', 'video', 'image'];\n        const shouldValidate = builtIns.includes(source.type);\n        if (shouldValidate && this._validate(validateSource, `sources.${id}`, source, null, options)) return;\n\n        if (this.map && this.map._collectResourceTiming) source.collectResourceTiming = true;\n\n        // A source type whose class lives in a lazily-loaded module (e.g. `model`,\n        // `batched-model` in the Standard module). To keep `addSource` synchronous, add a\n        // placeholder source now and upgrade it in place once the module resolves.\n        const lazy = isLazySourceType(source.type) && !getSourceType(source.type);\n        const sourceInstance: Source = lazy ?\n            new LazySource(id, source as SourceSpecification, this.dispatcher, this) as unknown as Source :\n            createSource(id, source, this.dispatcher, this);\n        sourceInstance.scope = this.scope;\n\n        const setSourceEventedParent = (src: Source) => {\n            src.setEventedParent(this, () => ({\n                isSourceLoaded: this._isSourceCacheLoaded(src.id),\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                source: src.serialize(),\n                sourceId: src.id\n            }));\n        };\n        setSourceEventedParent(sourceInstance);\n\n        const addSourceCache = (renderSourceType?: RenderSourceType) => {\n            const prefix = renderSourceType === RenderSourceType.Symbol ? 'symbol:' :\n                renderSourceType === RenderSourceType.FillExtrusion ? 'fill-extrusion:' : 'other:';\n            const sourceCacheId = prefix + sourceInstance.id;\n            const sourceCacheFQID = makeFQID(sourceCacheId, this.scope);\n            const sourceCache = this._sourceCaches[sourceCacheId] = new SourceCache(sourceCacheFQID, sourceInstance, renderSourceType);\n            if (renderSourceType === RenderSourceType.Symbol) {\n                this._symbolSourceCaches[sourceInstance.id] = sourceCache;\n            } else if (renderSourceType === RenderSourceType.FillExtrusion) {\n                this._fillExtrusionSourceCaches[sourceInstance.id] = sourceCache;\n            } else {\n                this._otherSourceCaches[sourceInstance.id] = sourceCache;\n            }\n            sourceCache.onAdd(this.map);\n        };\n\n        addSourceCache(RenderSourceType.Other);\n        if (source.type === 'vector' || source.type === 'geojson') {\n            addSourceCache(RenderSourceType.Symbol);\n            if (source.type === 'vector') {\n                addSourceCache(RenderSourceType.FillExtrusion);\n            }\n        }\n\n        if (sourceInstance.onAdd)\n            sourceInstance.onAdd(this.map);\n\n        if (lazy) {\n            // Lazy types have no `symbol:`/`fill-extrusion:` caches, so a single `other:`\n            // SourceCache backs the placeholder. Load the module and swap the real source in.\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            ensureSourceType(source.type).then(() => {\n                const SourceType = getSourceType(source.type);\n                const sourceCache = this._otherSourceCaches[id];\n                // The source may have been removed during the async gap; the cache may also\n                // have been upgraded already (idempotent) — bail unless it still holds the placeholder.\n                if (!sourceCache || sourceCache.getSource() !== sourceInstance) return;\n                if (!SourceType) {\n                    this.fire(new ErrorEvent(new Error(`Could not load module for source type \"${source.type}\".`)));\n                    return;\n                }\n                const realSource = createSource(id, source, this.dispatcher, this);\n                realSource.scope = this.scope;\n                setSourceEventedParent(realSource);\n                sourceCache.setSource(realSource);\n                if (realSource.onAdd) realSource.onAdd(this.map);\n                this._changes.setDirty();\n            });\n        }\n\n        // Avoid triggering redundant style update after adding initial sources.\n        if (!options.isInitialLoad) {\n            this.mergeSources();\n            this._changes.setDirty();\n        }\n    }\n\n    /**\n     * Remove a source from this stylesheet, given its ID.\n     * @param {string} id ID of the source to remove.\n     * @throws {Error} If no source is found with the given ID.\n     * @returns {Map} The {@link Map} object.\n     */\n    removeSource(id: string): this {\n        this._checkLoaded();\n\n        const source = this.getOwnSource(id);\n        if (!source) {\n            throw new Error('There is no source with this ID');\n        }\n\n        for (const layerId in this._layers) {\n            if (this._layers[layerId].source === id) {\n                return this.fire(new ErrorEvent(new Error(`Source \"${id}\" cannot be removed while layer \"${layerId}\" is using it.`)));\n            }\n        }\n\n        if (this.terrain && this.terrain.scope === this.scope && this.terrain.get().source === id) {\n            return this.fire(new ErrorEvent(new Error(`Source \"${id}\" cannot be removed while terrain is using it.`)));\n        }\n\n        if (this.stylesheet.iconsets) {\n            const iconset = Object.entries(this.stylesheet.iconsets).find(([_, iconset]) => (iconset.type === 'source' ? iconset.source === id : false));\n            if (iconset) return this.fire(new ErrorEvent(new Error(`Source \"${id}\" cannot be removed while iconset \"${iconset[0]}\" is using it.`)));\n        }\n\n        const sourceCaches = this.getOwnSourceCaches(id);\n        for (const sourceCache of sourceCaches) {\n            const id = getNameFromFQID(sourceCache.id);\n            delete this._sourceCaches[id];\n            this._changes.discardSourceCacheUpdate(sourceCache.id);\n            sourceCache.fire(new Event('data', {sourceDataType: 'metadata', dataType: 'source', sourceId: sourceCache.getSource().id}));\n            sourceCache.setEventedParent(null);\n            sourceCache.clearTiles();\n        }\n        delete this._otherSourceCaches[id];\n        delete this._symbolSourceCaches[id];\n        delete this._fillExtrusionSourceCaches[id];\n        if (this._hdCoverage) delete this._hdCoverage.coverageSourceCaches[id];\n        this.mergeSources();\n\n        source.setEventedParent(null);\n        if (source.onRemove)\n            source.onRemove(this.map);\n\n        // Tiles are spread across all workers, so every worker may hold an instance.\n        this.dispatcher.broadcast('removeSource', {type: source.type, source: id, scope: source.scope});\n\n        this._changes.setDirty();\n        return this;\n    }\n\n    /**\n     * Set the data of a GeoJSON source, given its ID.\n     * @param {string} id ID of the source.\n     * @param {GeoJSON|string} data GeoJSON source.\n     */\n    setGeoJSONSourceData(id: string, data: GeoJSON.GeoJSON | string) {\n        this._checkLoaded();\n\n        assert(this.getOwnSource(id) !== undefined, 'There is no source with this ID');\n        const geojsonSource: GeoJSONSource = this.getOwnSource(id);\n        assert(geojsonSource.type === 'geojson');\n\n        geojsonSource.setData(data);\n        this._changes.setDirty();\n    }\n\n    /**\n     * Get a source by ID.\n     * @param {string} id ID of the desired source.\n     * @returns {?Source} The source object.\n     */\n    getOwnSource<T extends Source>(id: string): T | undefined {\n        const sourceCache = this.getOwnSourceCache(id);\n        return sourceCache && sourceCache.getSource();\n    }\n\n    getOwnSources(): Source[] {\n        const sources: Source[] = [];\n        for (const id in this._otherSourceCaches) {\n            const sourceCache = this.getOwnSourceCache(id);\n            if (sourceCache) sources.push(sourceCache.getSource());\n        }\n        return sources;\n    }\n\n    areTilesLoaded(): boolean {\n        const sources = this._mergedSourceCaches;\n        for (const id in sources) {\n            const source = sources[id];\n            const tiles = source._tiles;\n            for (const t in tiles) {\n                const tile = tiles[t];\n                if (!(tile.state === 'loaded' || tile.state === 'errored')) return false;\n            }\n        }\n        return true;\n    }\n\n    setLights(lights?: Array<LightsSpecification> | null) {\n        this._checkLoaded();\n\n        // Lights affect both `enable3dLights()` (LIGHTING_3D_MODE static gate) and shadows (RENDER_SHADOWS axis).\n        // Reset precompile so the next update rebuilds with fresh axes regardless of the path below.\n        if (this._programPrecompiler) this._programPrecompiler.reset();\n\n        if (!lights) {\n            delete this.ambientLight;\n            delete this.directionalLight;\n            return;\n        }\n\n        const transitionParameters = this._getTransitionParameters();\n\n        for (const light of lights) {\n            if (this._validate(validateLights, 'lights', light)) {\n                return;\n            }\n\n            switch (light.type) {\n            case 'ambient':\n                if (this.ambientLight) {\n                    const ambientLight = this.ambientLight;\n                    ambientLight.set(light);\n                    ambientLight.updateTransitions(transitionParameters);\n                } else {\n                    this.ambientLight = new Lights<Ambient>(light, getAmbientProps(), this.scope, this.options);\n                }\n                break;\n            case 'directional':\n                if (this.directionalLight) {\n                    const directionalLight = this.directionalLight;\n                    directionalLight.set(light);\n                    directionalLight.updateTransitions(transitionParameters);\n                } else {\n                    this.directionalLight = new Lights<Directional>(light, getDirectionalProps(), this.scope, this.options);\n                }\n                break;\n            default:\n                assert(false, `Unknown light type: ${light.type}`);\n            }\n        }\n\n        const evaluationParametersOptions = Object.assign(transitionParameters, {worldview: this.map.getWorldview()});\n        const evaluationParameters = new EvaluationParameters(this.z || 0, evaluationParametersOptions);\n\n        if (this.ambientLight) {\n            this.ambientLight.recalculate(evaluationParameters);\n        }\n\n        if (this.directionalLight) {\n            this.directionalLight.recalculate(evaluationParameters);\n        }\n\n        this._brightness = this.calculateLightsBrightness();\n        this.dispatcher.broadcast('upsertRenderParams', {brightness: this._brightness});\n    }\n\n    calculateLightsBrightness(): number | null | undefined {\n        const directional = this.directionalLight;\n        const ambient = this.ambientLight;\n\n        if (!directional || !ambient) {\n            return;\n        }\n\n        // Based on: https://www.w3.org/WAI/GL/wiki/Relative_luminance\n        const relativeLuminance = (color: [number, number, number, number]) => {\n            const r = color[0] <= 0.03928 ? (color[0] / 12.92) : Math.pow(((color[0] + 0.055) / 1.055), 2.4);\n            const g = color[1] <= 0.03928 ? (color[1] / 12.92) : Math.pow(((color[1] + 0.055) / 1.055), 2.4);\n            const b = color[2] <= 0.03928 ? (color[2] / 12.92) : Math.pow(((color[2] + 0.055) / 1.055), 2.4);\n            return 0.2126 * r + 0.7152 * g + 0.0722 * b;\n        };\n\n        const directionalColor = directional.properties.get('color').toNonPremultipliedRenderColor(null).toArray01();\n        const directionalIntensity = directional.properties.get('intensity');\n        const direction = directional.properties.get('direction');\n\n        const sphericalDirection = cartesianPositionToSpherical(direction.x, direction.y, direction.z);\n        const polarIntensity = 1.0 - sphericalDirection[2] / 90.0;\n\n        const directionalBrightness = relativeLuminance(directionalColor) * directionalIntensity * polarIntensity;\n\n        const ambientColor = ambient.properties.get('color').toNonPremultipliedRenderColor(null).toArray01();\n        const ambientIntensity = ambient.properties.get('intensity');\n\n        const ambientBrightness = relativeLuminance(ambientColor) * ambientIntensity;\n\n        const brightness = (directionalBrightness + ambientBrightness) / 2.0;\n\n        // Reduces decimal places to prevent bucket re-evaluation which was caused by small precision differences\n        // Since in most places we directly compare the previously evaluated brightness values\n        return Number(brightness.toFixed(6));\n    }\n\n    getBrightness(): number | null | undefined {\n        return this._brightness;\n    }\n\n    getLights(): Array<LightsSpecification> | null | undefined {\n        if (!this.enable3dLights()) return null;\n        const lights: LightsSpecification[] = [];\n        if (this.directionalLight) {\n            lights.push(this.directionalLight.get());\n        }\n        if (this.ambientLight) {\n            lights.push(this.ambientLight.get());\n        }\n        return lights;\n    }\n\n    enable3dLights(): boolean {\n        return !!this.ambientLight && !!this.directionalLight;\n    }\n\n    /**\n     * Returns nested fragment style associated with the provided fragmentId.\n     * If no fragmentId is provided, returns itself.\n     */\n    getFragmentStyle(fragmentId?: string): Style | undefined {\n        if (fragmentId == null || (fragmentId === '' && this.isRootStyle())) return this;\n\n        if (isFQID(fragmentId)) {\n            const scope = getInnerScopeFromFQID(fragmentId);\n            const fragment = this.fragments.find(({id}) => id === scope);\n            assert(fragment, `Fragment with id ${scope} not found in the style.`);\n            if (!fragment) return undefined;\n            const name = getNameFromFQID(fragmentId);\n            return fragment.style.getFragmentStyle(name);\n        } else {\n            const fragment = this.fragments.find(({id}) => id === fragmentId);\n            return fragment ? fragment.style : undefined;\n        }\n    }\n\n    setFeaturesetSelectors(featuresets?: FeaturesetsSpecification) {\n        if (!featuresets) return;\n\n        // Helper to create consistent keys\n        const createKey = (sourceId: string, sourcelayerId: string = '') => `${sourceId}::${sourcelayerId}`;\n\n        this._featuresetSelectors = {};\n        for (const featuresetId in featuresets) {\n            const sourceInfoMap: {[sourceInfo: string]: string} = {};\n            const featuresetSelectors: FeaturesetSelector[] = this._featuresetSelectors[featuresetId] = [];\n            for (const selector of featuresets[featuresetId].selectors) {\n                if (selector.featureNamespace) {\n                    const layer = this.getOwnLayer(selector.layer);\n                    if (!layer) {\n                        warnOnce(`Layer is undefined for selector: ${selector.layer}`);\n                        continue;\n                    }\n                    const sourceKey = createKey(layer.source, layer.sourceLayer);\n                    // Based on spec, \"If the underlying source is the same for multiple selectors within a featureset, the same featureNamespace should be used across those selectors.\"\n                    if (sourceKey in sourceInfoMap && sourceInfoMap[sourceKey] !== selector.featureNamespace)  {\n                        warnOnce(`\"featureNamespace ${selector.featureNamespace} of featureset ${featuresetId}'s selector is not associated to the same source, skip this selector`);\n                        continue;\n                    }\n                    sourceInfoMap[sourceKey] = selector.featureNamespace;\n                }\n                let properties: Record<string, StyleExpression> | undefined;\n                if (selector.properties) {\n                    for (const name in selector.properties) {\n                        const expression = createExpression(selector.properties[name]);\n                        if (expression.result === 'success') {\n                            properties = properties || {};\n                            properties[name] = expression.value;\n                        }\n                    }\n                }\n\n                featuresetSelectors.push({layerId: selector.layer, namespace: selector.featureNamespace, properties, uniqueFeatureID: selector._uniqueFeatureID});\n            }\n        }\n    }\n\n    /**\n     * Returns the featureset descriptors associated with a style fragment.\n     * If no fragmentId is provided, returns own featureset descriptors.\n     */\n    getFeaturesetDescriptors(fragmentId?: string): Array<FeaturesetDescriptor> {\n        const style = this.getFragmentStyle(fragmentId);\n        if (!style || !style.stylesheet.featuresets) return [];\n\n        const featuresetDescriptors: FeaturesetDescriptor[] = [];\n        for (const id in style.stylesheet.featuresets) {\n            featuresetDescriptors.push({featuresetId: id, importId: style.scope ? style.scope : undefined});\n        }\n\n        return featuresetDescriptors;\n    }\n\n    /**\n     * Returns the layers associated with a featureset in the style fragment.\n     * If no fragmentId is provided, returns the layers associated with own featuresets.\n     */\n    getFeaturesetLayers(featuresetId: string, fragmentId?: string): TypedStyleLayer[] {\n        const style = this.getFragmentStyle(fragmentId);\n        const featuresets = style.stylesheet.featuresets;\n        if (!featuresets || !featuresets[featuresetId]) {\n            this.fire(new ErrorEvent(new Error(`The featureset '${featuresetId}' does not exist in the map's style and cannot be queried.`)));\n            return [];\n        }\n\n        const layers: TypedStyleLayer[] = [];\n        for (const selector of featuresets[featuresetId].selectors) {\n            const layer = style.getOwnLayer(selector.layer);\n            if (layer) layers.push(layer);\n        }\n        return layers;\n    }\n\n    getConfigProperty(fragmentId: string, key: string): SerializedExpression | null {\n        const fragmentStyle = this.getFragmentStyle(fragmentId);\n        if (!fragmentStyle) return null;\n        const fqid = makeFQID(key, fragmentStyle.scope);\n        const expressions = fragmentStyle.options.get(fqid);\n        const expression = expressions ? expressions.value || expressions.default : null;\n        return expression ? expression.serialize() : null;\n    }\n\n    isIndoorEnabled(): boolean {\n        return this._indoorEnabled;\n    }\n\n    getIndoorSourceLayers(sourceId: string, scope: string): Set<string> | null {\n        const fqid = makeFQID(sourceId, scope);\n        return this._mergedIndoor[fqid];\n    }\n\n    setIndoorData(mapId: undefined, params: MainInbox['setIndoorData']['params']) {\n        if (this.indoorManager) this.indoorManager.setIndoorData(params);\n    }\n\n    updateIndoorDependentLayers() {\n        this._updateLayers(this._dependentLayerIds((deps) => deps.isIndoorDependent));\n        this.map._styleDirty = true;\n        this.map.triggerRepaint();\n    }\n\n    setConfigProperty(fragmentId: string, key: string, value: unknown) {\n        const fragmentStyle = this.getFragmentStyle(fragmentId);\n        if (!fragmentStyle) return;\n\n        const schema = fragmentStyle.stylesheet.schema;\n        if (!schema || !schema[key]) return;\n\n        const expressionParsed = createConfigExpression(value, schema[key]);\n        if (expressionParsed.result !== 'success') {\n            emitValidationErrors(this, expressionParsed.value);\n            return;\n        }\n\n        const expression = expressionParsed.value.expression;\n\n        const fqid = makeFQID(key, fragmentStyle.scope);\n        const expressions = fragmentStyle.options.get(fqid);\n        if (!expressions) return;\n\n        let defaultExpression: StyleExpression['expression'] | undefined;\n        const {minValue, maxValue, stepValue, type, values} = schema[key];\n        const defaultExpressionParsed = createConfigExpression(schema[key].default, schema[key]);\n        if (defaultExpressionParsed.result === 'success') {\n            defaultExpression = defaultExpressionParsed.value.expression;\n        }\n\n        if (!defaultExpression) {\n            this.fire(new ErrorEvent(new Error(`No schema defined for the config option \"${key}\" in the \"${fragmentId}\" fragment.`)));\n            return;\n        }\n\n        this.options.set(fqid, {...expressions, value: expression,\n            default: defaultExpression,\n            minValue, maxValue, stepValue, type, values});\n\n        this.updateConfigDependencies(key);\n    }\n\n    getConfig(fragmentId: string): ConfigSpecification | null | undefined {\n        const fragmentStyle = this.getFragmentStyle(fragmentId);\n        if (!fragmentStyle) return null;\n\n        const schema = fragmentStyle.stylesheet.schema;\n        if (!schema) return null;\n\n        const config: ConfigSpecification = {};\n        for (const key in schema) {\n            const fqid = makeFQID(key, fragmentStyle.scope);\n            const expressions = fragmentStyle.options.get(fqid);\n            const expression = expressions ? expressions.value || expressions.default : null;\n            config[key] = expression ? expression.serialize() : null;\n        }\n\n        return config;\n    }\n\n    setConfig(fragmentId: string, config?: ConfigSpecification | null) {\n        const fragmentStyle = this.getFragmentStyle(fragmentId);\n        if (!fragmentStyle) return;\n\n        const schema = fragmentStyle.stylesheet.schema;\n        fragmentStyle.updateConfig(config, schema);\n\n        this.updateConfigDependencies();\n    }\n\n    getSchema(fragmentId: string): SchemaSpecification | null | undefined {\n        const fragmentStyle = this.getFragmentStyle(fragmentId);\n        if (!fragmentStyle) return null;\n        return fragmentStyle.stylesheet.schema;\n    }\n\n    setSchema(fragmentId: string, schema: SchemaSpecification) {\n        const fragmentStyle = this.getFragmentStyle(fragmentId);\n        if (!fragmentStyle) return;\n\n        fragmentStyle.stylesheet.schema = schema;\n        fragmentStyle.updateConfig(fragmentStyle._config, schema);\n\n        this.updateConfigDependencies();\n    }\n\n    updateConfig(config?: ConfigSpecification | null, schema?: SchemaSpecification | null) {\n        this._config = config;\n\n        if (!config && !schema) return;\n\n        if (!schema) {\n            this.fire(new ErrorEvent(new Error(`Attempting to set config for a style without schema.`)));\n            return;\n        }\n\n        for (const id in schema) {\n            let defaultExpression: StyleExpression['expression'] | undefined;\n            let configExpression: StyleExpression['expression'] | undefined;\n\n            const expression = schema[id].default;\n            const expressionParsed = createConfigExpression(expression, schema[id]);\n            if (expressionParsed.result === 'success') {\n                defaultExpression = expressionParsed.value.expression;\n            }\n\n            if (config && config[id] !== undefined) {\n                const expressionParsed = createConfigExpression(config[id], schema[id]);\n                if (expressionParsed.result === 'success') {\n                    configExpression = expressionParsed.value.expression;\n                }\n            }\n\n            const {minValue, maxValue, stepValue, type, values} = schema[id];\n\n            if (defaultExpression) {\n                const fqid = makeFQID(id, this.scope);\n                this.options.set(fqid, {\n                    default: defaultExpression,\n                    value: configExpression,\n                    minValue, maxValue, stepValue, type, values\n                });\n            } else {\n                this.fire(new ErrorEvent(new Error(`No schema defined for config option \"${id}\".`)));\n            }\n        }\n    }\n\n    _updateLayers(layerIds: Iterable<string>) {\n        for (const id of layerIds) {\n            const layer = this.getLayer(id);\n            if (layer) {\n                layer.possiblyEvaluateVisibility();\n                this._updateLayer(layer);\n                this._changes.setDirty();\n            }\n        }\n    }\n\n    _dependentLayerIds(predicate: (deps: LayerExpressionDependencies) => boolean): Array<string> {\n        const ids: Array<string> = [];\n        for (const [id, deps] of this._layerExpressionDependencies) {\n            if (predicate(deps)) ids.push(id);\n        }\n        return ids;\n    }\n\n    updateConfigDependencies(configKey?: string) {\n        this._updateLayers(this._dependentLayerIds((deps) => {\n            return configKey ? deps.hasConfigDependency(configKey) : deps.isConfigDependent;\n        }));\n\n        if (this.ambientLight) {\n            this.ambientLight.updateConfig(this.options);\n        }\n\n        if (this.directionalLight) {\n            this.directionalLight.updateConfig(this.options);\n        }\n\n        if (this.fog) {\n            this.fog.updateConfig(this.options);\n        }\n\n        if (this.snow) {\n            this.snow.updateConfig(this.options);\n        }\n\n        if (this.rain) {\n            this.rain.updateConfig(this.options);\n        }\n\n        this.forEachFragmentStyle((style: Style) => {\n            const colorTheme = style._styleColorTheme.colorThemeOverride ? style._styleColorTheme.colorThemeOverride : style._styleColorTheme.colorTheme;\n            if (colorTheme) {\n                const data = style._evaluateColorThemeData(colorTheme);\n                if ((!style._styleColorTheme.lut && data !== '') || (style._styleColorTheme.lut && data !== style._styleColorTheme.lut.data)) {\n                    style.setColorTheme(colorTheme);\n                }\n            }\n        });\n\n        // Config may have flipped the indoor layers' visibility (e.g. `showIndoor`).\n        this._updateIndoorEnabled();\n\n        this._changes.setDirty();\n    }\n\n    /**\n     * Add a layer to the map style. The layer will be inserted before the layer with\n     * ID `before`, or appended if `before` is omitted.\n     * @param {Object | CustomLayerInterface} layerObject The style layer to add.\n     * @param {string} [before] ID of an existing layer to insert before.\n     * @param {Object} options Style setter options.\n     * @returns {Map} The {@link Map} object.\n     */\n    addLayer(layerObject: AnyLayer, before?: string, options: StyleSetterOptions = {}) {\n        this._checkLoaded();\n\n        const id = layerObject.id;\n\n        if (this._layers[id]) {\n            this.fire(new ErrorEvent(new Error(`Layer with id \"${id}\" already exists on this map`)));\n            return;\n        }\n\n        let layer: TypedStyleLayer;\n        if (layerObject.type === 'custom') {\n            if (emitValidationErrors(this, validateCustomStyleLayer(layerObject))) return;\n            layer = createStyleLayer(layerObject, this.scope, this._styleColorTheme.lut, this.options);\n        } else {\n            if (typeof layerObject.source === 'object') {\n                this.addSource(id, layerObject.source);\n                layerObject = clone(layerObject);\n                layerObject = (Object.assign(layerObject, {source: id}));\n            }\n\n            // this layer is not in the style.layers array, so we pass an impossible array index\n            if (this._validate(validateLayer,\n                `layers.${id}`, layerObject, {arrayIndex: -1}, options)) return;\n\n            layer = createStyleLayer(layerObject as LayerSpecification, this.scope, this._styleColorTheme.lut, this.options);\n            this._validateLayer(layer);\n\n            layer.setEventedParent(this, {layer: {id}});\n        }\n\n        this._layerExpressionDependencies.set(layer.fqid, new LayerExpressionDependencies(layer));\n\n        let index = this._order.length;\n        if (before) {\n            const beforeIndex = this._order.indexOf(before);\n            if (beforeIndex === -1) {\n                this.fire(new ErrorEvent(new Error(`Layer with id \"${before}\" does not exist on this map.`)));\n                return;\n            }\n\n            // If the layer we're inserting doesn't have a slot,\n            // or it has the same slot as the 'before' layer,\n            // then we can insert the new layer before the existing one.\n            const beforeLayer = this._layers[before];\n            if (!layer.slot || layer.slot === beforeLayer.slot) index = beforeIndex;\n            else warnOnce(`Layer with id \"${before}\" has a different slot. Layers can only be rearranged within the same slot.`);\n        }\n\n        this._order.splice(index, 0, id);\n        this._handleLayerOrderChange();\n        this._layers[id] = layer;\n\n        const sourceCache = this.getOwnLayerSourceCache(layer);\n        const shadowsEnabled = !!this.directionalLight && this.directionalLight.shadowsEnabled();\n\n        if (sourceCache && layer.canCastShadows() && shadowsEnabled) {\n            sourceCache.castsShadows = true;\n        }\n\n        const removedLayer = this._changes.getRemovedLayer(layer);\n        if (removedLayer && layer.source && sourceCache && layer.type !== 'custom') {\n            // If, in the current batch, we have already removed this layer\n            // and we are now re-adding it with a different `type`, then we\n            // need to clear (rather than just reload) the underyling source's\n            // tiles.  Otherwise, tiles marked 'reloading' will have buckets /\n            // buffers that are set up for the _previous_ version of this\n            // layer, causing, e.g.:\n            // https://github.com/mapbox/mapbox-gl-js/issues/3633\n            this._changes.discardLayerRemoval(layer);\n            const fqid = makeFQID(layer.source, layer.scope);\n            if (removedLayer.type !== layer.type) {\n                this._changes.updateSourceCache(fqid, 'clear');\n            } else {\n                this._changes.updateSourceCache(fqid, 'reload');\n                sourceCache.pause();\n            }\n        }\n\n        this._updateLayer(layer);\n\n        if (layer.onAdd) {\n            layer.onAdd(this.map);\n        }\n\n        layer.scope = this.scope;\n        this.mergeLayers();\n    }\n\n    /**\n     * Moves a layer to a different z-position. The layer will be inserted before the layer with\n     * ID `before`, or appended if `before` is omitted.\n     * @param {string} id  ID of the layer to move.\n     * @param {string} [before] ID of an existing layer to insert before.\n     */\n    moveLayer(id: string, before?: string) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(id);\n        if (!layer) return;\n\n        if (id === before) {\n            return;\n        }\n\n        const index = this._order.indexOf(id);\n        this._order.splice(index, 1);\n\n        let newIndex = this._order.length;\n        if (before) {\n            const beforeIndex = this._order.indexOf(before);\n            if (beforeIndex === -1) {\n                this.fire(new ErrorEvent(new Error(`Layer with id \"${before}\" does not exist on this map.`)));\n                return;\n            }\n\n            // If the layer we're moving doesn't have a slot,\n            // or it has the same slot as the 'before' layer,\n            // then we can insert the new layer before the existing one.\n            const beforeLayer = this._layers[before];\n            if (!layer.slot || layer.slot === beforeLayer.slot) newIndex = beforeIndex;\n            else warnOnce(`Layer with id \"${before}\" has a different slot. Layers can only be rearranged within the same slot.`);\n        }\n\n        this._order.splice(newIndex, 0, id);\n\n        this._changes.setDirty();\n        this._handleLayerOrderChange();\n\n        this.mergeLayers();\n    }\n\n    /**\n     * Remove the layer with the given id from the style.\n     *\n     * If no such layer exists, an `error` event is fired.\n     *\n     * @param {string} id ID of the layer to remove.\n     * @fires Map.event:error\n     */\n    removeLayer(id: string) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(id);\n        if (!layer) return;\n\n        layer.setEventedParent(null);\n\n        const index = this._order.indexOf(id);\n        this._order.splice(index, 1);\n\n        delete this._layers[id];\n\n        this._changes.setDirty();\n        this._handleLayerOrderChange();\n\n        this._layerExpressionDependencies.delete(layer.fqid);\n        this._changes.removeLayer(layer);\n        this.symbolIdRangeAllocator.releaseLayer(layer.runtimeLayerUID);\n\n        const sourceCache = this.getOwnLayerSourceCache(layer);\n\n        if (sourceCache && sourceCache.castsShadows) {\n            let shadowCastersLeft = false;\n            for (const key in this._layers) {\n                if (this._layers[key].source === layer.source && this._layers[key].canCastShadows()) {\n                    shadowCastersLeft = true;\n                    break;\n                }\n            }\n\n            sourceCache.castsShadows = shadowCastersLeft;\n        }\n\n        if (layer.onRemove) {\n            layer.onRemove(this.map);\n        }\n\n        this.mergeLayers();\n    }\n\n    /**\n     * Return the style layer object with the given `id`.\n     *\n     * @param {string} id ID of the desired layer.\n     * @returns {TypedStyleLayer} A layer, if one with the given `id` exists.\n     */\n    getOwnLayer<T extends TypedStyleLayer>(id: string): T | undefined {\n        return this._layers[id] as T;\n    }\n\n    /**\n     * Checks if a specific layer is present within the style.\n     *\n     * @param {string} id ID of the desired layer.\n     * @returns {boolean} A boolean specifying if the given layer is present.\n     */\n    hasLayer(id: string): boolean {\n        return id in this._mergedLayers;\n    }\n\n    /**\n     * Checks if a specific layer type is present within the style.\n     *\n     * @param {string} type Type of the desired layer.\n     * @returns {boolean} A boolean specifying if the given layer type is present.\n     */\n    hasLayerType(type: string): boolean {\n        for (const layerId in this._layers) {\n            const layer = this._layers[layerId];\n            if (layer.type === type) {\n                return true;\n            }\n        }\n        return false;\n    }\n\n    setLayerZoomRange(layerId: string, minzoom?: number | null, maxzoom?: number | null) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n\n        if (layer.minzoom === minzoom && layer.maxzoom === maxzoom) return;\n\n        if (minzoom != null) {\n            layer.minzoom = minzoom;\n        }\n        if (maxzoom != null) {\n            layer.maxzoom = maxzoom;\n        }\n        this._updateLayer(layer);\n    }\n\n    getSlots(): string[] {\n        this._checkLoaded();\n        return this._mergedSlots;\n    }\n\n    setSlot(layerId: string, slot?: string | null) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n\n        if (layer.slot === slot) {\n            return;\n        }\n\n        layer.slot = slot;\n        this._updateLayer(layer);\n    }\n\n    setFilter(layerId: string, filter?: FilterSpecification | null,  options: StyleSetterOptions = {}) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n\n        if (deepEqual(layer.filter, filter)) {\n            return;\n        }\n\n        const dependencies = this._layerExpressionDependencies.get(layer.fqid);\n\n        if (filter === null || filter === undefined) {\n            layer.filter = undefined;\n            if (dependencies) dependencies.invalidateFilter();\n            this._updateLayer(layer);\n            return;\n        }\n\n        if (this._validate(validateFilter, `layers.${layer.id}.filter`, filter, {layerType: layer.type}, options)) {\n            return;\n        }\n\n        layer.filter = clone(filter);\n        if (dependencies) dependencies.invalidateFilter();\n        this._updateLayer(layer);\n    }\n\n    /**\n     * Get a layer's filter object.\n     * @param {string} layerId The layer to inspect.\n     * @returns {*} The layer's filter, if any.\n     */\n    getFilter(layerId: string): FilterSpecification | null | undefined {\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n        return clone(layer.filter);\n    }\n\n    setLayoutProperty<T extends keyof LayoutSpecification>(layerId: string, name: T, value: LayoutSpecification[T], options: StyleSetterOptions = {}) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n\n        if (deepEqual(layer.getLayoutProperty(name), value)) return;\n\n        if (value !== null && value !== undefined && !(options && options.validate === false)) {\n            const key = `layers.${layerId}.layout.${name}`;\n            const errors = emitValidationErrors(layer, validateLayoutProperty.call(validateStyle, {\n                key,\n                layerType: layer.type,\n                objectKey: name,\n                value,\n                styleSpec,\n                // Workaround for https://github.com/mapbox/mapbox-gl-js/issues/2407\n                style: {glyphs: true, sprite: true}\n            } as unknown as PropertyValidatorOptions));\n            if (errors) {\n                return;\n            }\n        }\n\n        layer.setLayoutProperty(name, value);\n        this._updateLayer(layer);\n    }\n\n    getLayerProperty<K extends keyof LayerProperty>(layerId: string, name: K): LayerProperty[K] | undefined {\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n\n        switch (name) {\n        case 'minzoom':      return layer.minzoom as LayerProperty[K];\n        case 'maxzoom':      return layer.maxzoom as LayerProperty[K];\n        case 'filter':       return this.getFilter(layerId) as LayerProperty[K];\n        case 'slot':         return layer.slot as LayerProperty[K];\n        case 'appearances':  return layer.getAppearances().map(a => a.serialize()) as LayerProperty[K];\n        }\n\n        return (layer.isPaintProperty(name as keyof PaintSpecification) ?\n            this.getPaintProperty(layerId, name as keyof PaintSpecification) :\n            this.getLayoutProperty(layerId, name as keyof LayoutSpecification)) as LayerProperty[K];\n    }\n\n    setLayerProperty<K extends keyof LayerProperty>(layerId: string, name: K, value: LayerProperty[K], options: StyleSetterOptions = {}) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n\n        switch (name) {\n        case 'appearances':\n            layer.setAppearances(value as AppearanceSpecification[]);\n            this._updateLayer(layer);\n            return;\n        case 'minzoom':      return this.setLayerZoomRange(layerId, value as number);\n        case 'maxzoom':      return this.setLayerZoomRange(layerId, null, value as number);\n        case 'filter':       return this.setFilter(layerId, value as FilterSpecification, options);\n        case 'slot':         return this.setSlot(layerId, value as string);\n        }\n\n        if (layer.isPaintProperty(name as keyof PaintSpecification)) {\n            const paintName = name as keyof PaintSpecification;\n            this.setPaintProperty(layerId, paintName, value as PaintSpecification[typeof paintName], options);\n        } else {\n            const layoutName = name as keyof LayoutSpecification;\n            this.setLayoutProperty(layerId, layoutName, value as LayoutSpecification[typeof layoutName], options);\n        }\n    }\n\n    /**\n     * Get a layout property's value from a given layer.\n     * @param {string} layerId The layer to inspect.\n     * @param {string} name The name of the layout property.\n     * @returns {*} The property value.\n     */\n    getLayoutProperty<T extends keyof LayoutSpecification>(layerId: string, name: T): LayoutSpecification[T] | undefined {\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n        return layer.getLayoutProperty(name);\n    }\n\n    setPaintProperty<T extends keyof PaintSpecification>(layerId: string, name: T, value: PaintSpecification[T], options: StyleSetterOptions = {}) {\n        this._checkLoaded();\n\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n\n        if (deepEqual(layer.getPaintProperty(name), value)) return;\n\n        if (value !== null && value !== undefined && !(options && options.validate === false)) {\n            const key = `layers.${layerId}.paint.${name}`;\n            const errors = emitValidationErrors(layer, validatePaintProperty.call(validateStyle, {\n                key,\n                layerType: layer.type,\n                objectKey: name,\n                value,\n                styleSpec\n            } as unknown as PropertyValidatorOptions));\n            if (errors) {\n                return;\n            }\n        }\n\n        const requiresRelayout = layer.setPaintProperty(name, value);\n        if (requiresRelayout) {\n            this._updateLayer(layer);\n        }\n\n        this._changes.updatePaintProperties(layer);\n    }\n\n    getPaintProperty<T extends keyof PaintSpecification>(layerId: string, name: T): PaintSpecification[T] | undefined {\n        const layer = this._checkLayer(layerId);\n        if (!layer) return;\n        return layer.getPaintProperty(name);\n    }\n\n    setFeatureState(target: FeatureSelector | GeoJSONFeature | TargetFeature, state: FeatureState) {\n        this._checkLoaded();\n\n        // target is TargetFeature\n        if ('target' in target) {\n            if ('featuresetId' in target.target) {\n                const {featuresetId, importId} = target.target;\n                const fragment = this.getFragmentStyle(importId);\n                const layers = fragment.getFeaturesetLayers(featuresetId);\n                for (const {source, sourceLayer} of layers) {\n                    fragment.setFeatureState({id: target.id, source, sourceLayer}, state);\n                }\n            } else if ('layerId' in target.target) {\n                const resolved = this._resolveLayerFragment(target.target.layerId);\n                resolved?.fragment.setFeatureState({id: target.id, source: resolved.layer.source, sourceLayer: resolved.layer.sourceLayer}, state);\n            }\n\n            return;\n        }\n\n        const sourceId = target.source;\n        const sourceLayer = target.sourceLayer;\n\n        const source = this._checkSource(sourceId);\n        if (!source) return;\n\n        const sourceType = source.type;\n        if (sourceType === 'geojson' && sourceLayer) {\n            this.fire(new ErrorEvent(new Error(`GeoJSON sources cannot have a sourceLayer parameter.`)));\n            return;\n        }\n        if (sourceType === 'vector' && !sourceLayer) {\n            this.fire(new ErrorEvent(new Error(`The sourceLayer parameter must be provided for vector source types.`)));\n            return;\n        }\n        if (target.id === undefined) {\n            this.fire(new ErrorEvent(new Error(`The feature id parameter must be provided.`)));\n        }\n\n        const sourceCaches = this.getOwnSourceCaches(sourceId);\n        for (const sourceCache of sourceCaches) {\n            sourceCache.setFeatureState(sourceLayer, target.id, state);\n        }\n    }\n\n    removeFeatureState(target: FeatureSelector | SourceSelector | GeoJSONFeature | TargetFeature, key?: string) {\n        this._checkLoaded();\n\n        // target is TargetFeature\n        if ('target' in target) {\n            if ('featuresetId' in target.target) {\n                const {featuresetId, importId} = target.target;\n                const fragment = this.getFragmentStyle(importId);\n                const layers = fragment.getFeaturesetLayers(featuresetId);\n                for (const {source, sourceLayer} of layers) {\n                    fragment.removeFeatureState({id: target.id, source, sourceLayer}, key);\n                }\n            } else if ('layerId' in target.target) {\n                const resolved = this._resolveLayerFragment(target.target.layerId);\n                resolved?.fragment.removeFeatureState({id: target.id, source: resolved.layer.source, sourceLayer: resolved.layer.sourceLayer}, key);\n            }\n\n            return;\n        }\n\n        const sourceId = target.source;\n\n        const source = this._checkSource(sourceId);\n        if (!source) return;\n\n        const sourceType = source.type;\n        const sourceLayer = sourceType === 'vector' ? target.sourceLayer : undefined;\n\n        if (sourceType === 'vector' && !sourceLayer) {\n            this.fire(new ErrorEvent(new Error(`The sourceLayer parameter must be provided for vector source types.`)));\n            return;\n        }\n\n        if (key && (typeof target.id !== 'string' && typeof target.id !== 'number')) {\n            this.fire(new ErrorEvent(new Error(`A feature id is required to remove its specific state property.`)));\n            return;\n        }\n\n        const sourceCaches = this.getOwnSourceCaches(sourceId);\n        for (const sourceCache of sourceCaches) {\n            sourceCache.removeFeatureState(sourceLayer, target.id, key);\n        }\n    }\n\n    getFeatureState(target: FeatureSelector | GeoJSONFeature | TargetFeature): FeatureState | null | undefined {\n        this._checkLoaded();\n\n        // target is TargetFeature\n        if ('target' in target) {\n            let finalState: FeatureState;\n            if ('featuresetId' in target.target) {\n                const {featuresetId, importId} = target.target;\n                const fragment = this.getFragmentStyle(importId);\n                const layers = fragment.getFeaturesetLayers(featuresetId);\n                for (const {source, sourceLayer} of layers) {\n                    const state = fragment.getFeatureState({id: target.id, source, sourceLayer});\n                    // There is possibility that the same feature id exists in multiple sources, and the states of the\n                    // features must be consistent through all the sources\n                    if (state && !finalState) {\n                        finalState = state;\n                    } else if (!deepEqual(finalState, state)) {\n                        this.fire(new ErrorEvent(new Error(`The same feature id exists in multiple sources in the featureset, but their feature states are not consistent through the sources.`)));\n                        return;\n                    }\n                }\n            } else if ('layerId' in target.target) {\n                const resolved = this._resolveLayerFragment(target.target.layerId);\n                finalState = resolved?.fragment.getFeatureState({id: target.id, source: resolved.layer.source, sourceLayer: resolved.layer.sourceLayer});\n            }\n\n            return finalState;\n        }\n\n        const sourceId = target.source;\n        const sourceLayer = target.sourceLayer;\n\n        const source = this._checkSource(sourceId);\n        if (!source) return;\n\n        const sourceType = source.type;\n        if (sourceType === 'vector' && !sourceLayer) {\n            this.fire(new ErrorEvent(new Error(`The sourceLayer parameter must be provided for vector source types.`)));\n            return;\n        }\n        if (target.id === undefined) {\n            this.fire(new ErrorEvent(new Error(`The feature id parameter must be provided.`)));\n        }\n\n        const sourceCaches = this.getOwnSourceCaches(sourceId);\n        return sourceCaches[0].getFeatureState(sourceLayer, target.id);\n    }\n\n    resetFeatureStates(target: TargetDescriptor) {\n        this._checkLoaded();\n\n        if ('featuresetId' in target) {\n            const {featuresetId, importId} = target;\n            const fragment = this.getFragmentStyle(importId);\n            if (!fragment) return;\n            const layers = fragment.getFeaturesetLayers(featuresetId);\n            for (const {source, sourceLayer} of layers) {\n                fragment.removeFeatureState({source, sourceLayer});\n            }\n        } else {\n            const resolved = this._resolveLayerFragment(target.layerId);\n            resolved?.fragment.removeFeatureState({source: resolved.layer.source, sourceLayer: resolved.layer.sourceLayer});\n        }\n    }\n\n    setTransition(transition?: TransitionSpecification | null): Style {\n        this.stylesheet.transition = {...this.stylesheet.transition, ...transition};\n        this.transition = this.stylesheet.transition;\n        return this;\n    }\n\n    getTransition(): TransitionSpecification {\n        return {...this.stylesheet.transition};\n    }\n\n    setWorldview(worldview: string | undefined | null) {\n        if (worldview === this._worldview) return;\n        this._worldview = worldview;\n        this.dispatcher.broadcast('upsertRenderParams', {worldview: this._worldview});\n        this.reloadSources();\n    }\n\n    serialize(): StyleSpecification {\n        this._checkLoaded();\n\n        const terrain = this.getTerrain();\n        const scopedTerrain = terrain && this.terrain && this.terrain.scope === this.scope ?\n            terrain :\n            this.stylesheet.terrain;\n\n        return filterObject({\n            version: this.stylesheet.version,\n            name: this.stylesheet.name,\n            metadata: this.stylesheet.metadata,\n            fragment: this.stylesheet.fragment,\n            iconsets: this.stylesheet.iconsets,\n            featuresets: this.stylesheet.featuresets,\n            imports: this._serializeImports(),\n            schema: this.stylesheet.schema,\n            camera: this.stylesheet.camera,\n            light: this.stylesheet.light,\n            lights: this.stylesheet.lights,\n            terrain: scopedTerrain,\n            fog: this.stylesheet.fog,\n            snow: this.stylesheet.snow,\n            rain: this.stylesheet.rain,\n            indoor: this.stylesheet.indoor,\n            center: this.stylesheet.center,\n            'color-theme': this.stylesheet['color-theme'],\n            zoom: this.stylesheet.zoom,\n            bearing: this.stylesheet.bearing,\n            pitch: this.stylesheet.pitch,\n            sprite: this.stylesheet.sprite,\n            glyphs: this.stylesheet.glyphs,\n            transition: this.stylesheet.transition,\n            projection: this.stylesheet.projection,\n            sources: this._serializeSources(),\n            layers: this._serializeLayers(this._order)\n        }, (value) => value !== undefined);\n    }\n\n    _updateFilteredLayers(filter: (layer: TypedStyleLayer) => boolean) {\n        for (const layer of Object.values(this._mergedLayers)) {\n            if (filter(layer)) {\n                this._updateLayer(layer);\n            }\n        }\n    }\n\n    _updateLayer(layer: TypedStyleLayer) {\n        this._changes.updateLayer(layer);\n        const sourceCache = this.getLayerSourceCache(layer);\n        const fqid = makeFQID(layer.source, layer.scope);\n        const sourceCacheUpdates = this._changes.getUpdatedSourceCaches();\n        if (layer.source && !sourceCacheUpdates[fqid] &&\n            // Skip for raster layers (https://github.com/mapbox/mapbox-gl-js/issues/7865)\n            sourceCache && sourceCache.getSource().type !== 'raster') {\n            this._changes.updateSourceCache(fqid, 'reload');\n            sourceCache.pause();\n        }\n        layer.invalidateCompiledFilter();\n    }\n\n    _flattenAndSortRenderedFeatures(sourceResults: Array<QueryResult>): Array<Feature> {\n        // Feature order is complicated.\n        // The order between features in two 2D layers is determined by layer order (subject to draped rendering modification).\n        //  - if terrain/globe enabled layers are reordered in a drape-first, immediate-second manner\n        //  - if terrain/globe disabled layers are not reordered\n        // The order between features in two 3D layers is always determined by depth.\n        // The order between a feature in a 2D layer and a 3D layer is tricky:\n        //      Most often layer order determines the feature order in this case. If\n        //      a line layer is above a extrusion layer the line feature will be rendered\n        //      above the extrusion. If the line layer is below the extrusion layer,\n        //      it will be rendered below it.\n        //\n        //      There is a weird case though.\n        //      You have layers in this order: extrusion_layer_a, line_layer, extrusion_layer_b\n        //      Each layer has a feature that overlaps the other features.\n        //      The feature in extrusion_layer_a is closer than the feature in extrusion_layer_b so it is rendered above.\n        //      The feature in line_layer is rendered above extrusion_layer_a.\n        //      This means that that the line_layer feature is above the extrusion_layer_b feature despite\n        //      it being in an earlier layer.\n\n        const isLayer3D = (layerId: string) => this._mergedLayers[layerId].is3D(!!this.terrain);\n\n        const order = this.order;\n\n        const layerIndex: Record<string, number> = {};\n        const features3D: Array<{feature: Feature; featureIndex: number; intersectionZ: number}> = [];\n        for (let l = order.length - 1; l >= 0; l--) {\n            const layerId = order[l];\n            if (isLayer3D(layerId)) {\n                layerIndex[layerId] = l;\n                for (const sourceResult of sourceResults) {\n                    const layerFeatures = sourceResult[layerId];\n                    if (layerFeatures) {\n                        for (const featureWrapper of layerFeatures) {\n                            features3D.push(featureWrapper);\n                        }\n                    }\n                }\n            }\n        }\n\n        features3D.sort((a, b) => {\n            return b.intersectionZ - a.intersectionZ;\n        });\n\n        const features: Feature[] = [];\n\n        for (let l = order.length - 1; l >= 0; l--) {\n            const layerId = order[l];\n\n            if (isLayer3D(layerId)) {\n                // add all 3D features that are in or above the current layer\n                for (let i = features3D.length - 1; i >= 0; i--) {\n                    const topmost3D = features3D[i].feature;\n                    if (topmost3D.layer && layerIndex[topmost3D.layer.id] < l) break;\n                    features.push(topmost3D);\n                    features3D.pop();\n                }\n            } else {\n                for (const sourceResult of sourceResults) {\n                    const layerFeatures = sourceResult[layerId];\n                    if (layerFeatures) {\n                        for (const featureWrapper of layerFeatures) {\n                            features.push(featureWrapper.feature);\n                        }\n                    }\n                }\n            }\n        }\n\n        return features;\n    }\n\n    queryRasterValue(sourceId: string, lnglat: LngLatLike, parameters: RasterQueryParameters): Promise<RasterQueryResult | null> {\n        const source = this.getOwnSource(sourceId);\n\n        if (!source) {\n            this.fire(new ErrorEvent(new Error(`Source with id \"${sourceId}\" does not exist in the style.`)));\n            return Promise.resolve(null);\n        }\n\n        if (source.type !== 'raster-array') {\n            this.fire(new ErrorEvent(new Error(`queryRasterValue support only \"raster-array\" sources.`)));\n            return Promise.resolve(null);\n        }\n\n        return source.queryRasterArrayValue(lnglat, parameters);\n    }\n\n    queryRenderedFeatures(queryGeometry: PointLike | [PointLike, PointLike], params: QueryRenderedFeaturesParams | undefined, transform: Transform): GeoJSONFeature[] {\n        let filter: ReturnType<typeof featureFilter> | undefined;\n        if (params && !Array.isArray(params) && params.filter) {\n            this._validate(validateFilter, 'queryRenderedFeatures.filter', params.filter, null, params);\n            filter = featureFilter(params.filter);\n        }\n\n        const queries: Record<string, QrfQuery & {has3DLayers?: boolean}> = {};\n\n        const addLayerToQuery = (styleLayer: TypedStyleLayer) => {\n            // Skip layers that don't have features.\n            if (featurelessLayerTypes.has(styleLayer.type)) return;\n\n            const sourceCache = this.getOwnLayerSourceCache(styleLayer);\n            assert(sourceCache, 'queryable layers must have a source');\n\n            const querySourceCache = queries[sourceCache.id] = queries[sourceCache.id] || {sourceCache, layers: {}, has3DLayers: false};\n            if (styleLayer.is3D(!!this.terrain)) querySourceCache.has3DLayers = true;\n            querySourceCache.layers[styleLayer.fqid] = querySourceCache.layers[styleLayer.fqid] || {styleLayer, targets: []};\n            querySourceCache.layers[styleLayer.fqid].targets.push({filter});\n        };\n\n        if (params && params.layers) {\n            if (!Array.isArray(params.layers)) {\n                this.fire(new ErrorEvent(new Error('parameters.layers must be an Array.')));\n                return [];\n            }\n\n            for (const layerId of params.layers) {\n                const styleLayer = this._layers[layerId];\n                if (!styleLayer) {\n                    this.fire(new ErrorEvent(new Error(`The layer '${layerId}' does not exist in the map's style and cannot be queried for features.`)));\n                    return [];\n                }\n\n                addLayerToQuery(styleLayer);\n            }\n        } else {\n            for (const layerId in this._layers) {\n                addLayerToQuery(this._layers[layerId]);\n            }\n        }\n\n        const renderedFeatures = this._queryRenderedFeatures(queryGeometry, queries, transform);\n        const sortedFeatures = this._flattenAndSortRenderedFeatures(renderedFeatures);\n\n        const features: GeoJSONFeature[] = [];\n        for (const feature of sortedFeatures) {\n            const scope = getOuterScopeFromFQID(feature.layer.id);\n            if (scope === this.scope) features.push(feature);\n        }\n\n        return features;\n    }\n\n    queryRenderedFeatureset(queryGeometry: PointLike | [PointLike, PointLike], params: QueryRenderedFeaturesetParams | undefined, transform: Transform): TargetFeature[] {\n        let filter: ReturnType<typeof featureFilter> | undefined;\n        if (params && !Array.isArray(params) && params.filter) {\n            this._validate(validateFilter, 'queryRenderedFeatures.filter', params.filter, null, params);\n            filter = featureFilter(params.filter);\n        }\n\n        const targetId = 'mock'; // use mock target id for plain featureset queries\n        const targets: QrfTarget[] = [];\n\n        if (params && params.target) {\n            targets.push({...params, targetId, filter});\n        } else {\n            // Query all root-level featuresets\n            const featuresetDescriptors = this.getFeaturesetDescriptors();\n            for (const featureset of featuresetDescriptors) {\n                targets.push({targetId, filter, target: featureset});\n            }\n\n            // Query all root-level featuresets in imported styles\n            for (const {style} of this.fragments) {\n                const featuresetDescriptors = style.getFeaturesetDescriptors();\n                for (const featureset of featuresetDescriptors) {\n                    targets.push({targetId, filter, target: featureset});\n                }\n            }\n        }\n\n        const features = this.queryRenderedTargets(queryGeometry, targets, transform);\n\n        const targetFeatures: TargetFeature[] = [];\n        const uniqueFeatureSet = new Set<string>();\n        for (const feature of features) {\n            for (const variant of feature.variants[targetId]) {\n                if (shouldSkipFeatureVariant(variant, feature, uniqueFeatureSet)) {\n                    continue;\n                }\n                targetFeatures.push(new TargetFeature(feature, variant));\n            }\n        }\n        return targetFeatures;\n    }\n\n    queryRenderedTargets(queryGeometry: PointLike | [PointLike, PointLike], targets: QrfTarget[], transform: Transform): Feature[] {\n        const queries: Record<string, QrfQuery & {has3DLayers?: boolean}> = {};\n\n        const addLayerToQuery = (styleLayer: TypedStyleLayer, sourceCache: SourceCache, target: QrfTarget, selector?: FeaturesetSelector) => {\n            assert(sourceCache, 'queryable layers must have a source');\n\n            const querySourceCache = queries[sourceCache.id] = queries[sourceCache.id] || {sourceCache, layers: {}, has3DLayers: false};\n            querySourceCache.layers[styleLayer.fqid] = querySourceCache.layers[styleLayer.fqid] || {styleLayer, targets: []};\n            if (styleLayer.is3D(!!this.terrain)) querySourceCache.has3DLayers = true;\n\n            if (!selector) {\n                target.uniqueFeatureID = false;\n                querySourceCache.layers[styleLayer.fqid].targets.push(target);\n                return;\n            }\n\n            querySourceCache.layers[styleLayer.fqid].targets.push({...target, namespace: selector.namespace,\n                properties: selector.properties,\n                uniqueFeatureID: selector.uniqueFeatureID});\n        };\n\n        for (const target of targets) {\n            if ('featuresetId' in target.target) {\n                const {featuresetId, importId} = target.target;\n                const style = this.getFragmentStyle(importId);\n                if (!style || !style._featuresetSelectors) continue;\n\n                const selectors = style._featuresetSelectors[featuresetId];\n                if (!selectors) {\n                    this.fire(new ErrorEvent(new Error(`The featureset '${featuresetId}' does not exist in the map's style and cannot be queried for features.`)));\n                    continue;\n                }\n\n                for (const selector of selectors) {\n                    const styleLayer = style.getOwnLayer(selector.layerId);\n                    if (!styleLayer || featurelessLayerTypes.has(styleLayer.type)) continue;\n                    const sourceCache = style.getOwnLayerSourceCache(styleLayer);\n                    addLayerToQuery(styleLayer, sourceCache, target, selector);\n                }\n            } else if ('layerId' in target.target) {\n                const {layerId} = target.target;\n                const styleLayer = this.getLayer(layerId);\n                if (!styleLayer || featurelessLayerTypes.has(styleLayer.type)) continue;\n                const sourceCache = this.getLayerSourceCache(styleLayer);\n                addLayerToQuery(styleLayer, sourceCache, target);\n            }\n        }\n\n        const renderedFeatures = this._queryRenderedFeatures(queryGeometry, queries, transform);\n        const sortedFeatures = this._flattenAndSortRenderedFeatures(renderedFeatures);\n        return sortedFeatures;\n    }\n\n    _queryRenderedFeatures(\n        queryGeometry: PointLike | [PointLike, PointLike],\n        queries: Record<string, QrfQuery & {has3DLayers?: boolean}>,\n        transform: Transform\n    ): Array<QueryResult> {\n        const queryResults: Array<QueryResult> = [];\n        const showQueryGeometry = !!this.map._showQueryGeometry;\n        const queryGeometryStruct = QueryGeometry.createFromScreenPoints(queryGeometry, transform);\n\n        for (const sourceCacheId in queries) {\n            const queryResult = queryRenderedFeatures(\n                queryGeometryStruct,\n                queries[sourceCacheId],\n                this._availableImages,\n                transform,\n                showQueryGeometry,\n                this.getActualScope()\n            );\n\n            if (Object.keys(queryResult).length) queryResults.push(queryResult);\n        }\n\n        // If a placement has run, query against its CollisionIndex\n        // for symbol results, and treat it as an extra source to merge\n        if (this.placement) {\n            for (const sourceCacheId in queries) {\n                // Skip non-symbol source caches\n                if (queries[sourceCacheId].sourceCache._renderSourceType !== RenderSourceType.Symbol) continue;\n\n                const queryResult = queryRenderedSymbols(\n                    queryGeometryStruct.screenGeometry,\n                    queries[sourceCacheId],\n                    this._availableImages,\n                    this.placement.collisionIndex,\n                    this.placement.retainedQueryData,\n                    this.map.getWorldview()\n                );\n\n                if (Object.keys(queryResult).length) queryResults.push(queryResult);\n            }\n        }\n\n        return queryResults;\n    }\n\n    querySourceFeatures(\n        sourceId: string,\n        params?: {\n            sourceLayer?: string;\n            filter?: FilterSpecification;\n            validate?: boolean;\n        }\n    ): Array<Feature> {\n        const filter = params && params.filter;\n        if (filter) {\n            this._validate(validateFilter, 'querySourceFeatures.filter', filter, null, params);\n        }\n\n        let results: Array<Feature> = [];\n        const sourceCaches = this.getOwnSourceCaches(sourceId);\n        for (const sourceCache of sourceCaches) {\n            results = results.concat(querySourceFeatures(sourceCache, params));\n        }\n\n        return results;\n    }\n\n    getFlatLight(): LightSpecification {\n        return this.light.getLight();\n    }\n\n    setFlatLight(lightOptions: LightSpecification, id: string, options: StyleSetterOptions = {}) {\n        this._checkLoaded();\n\n        const light = this.light.getLight();\n        let _update = false;\n        for (const key in lightOptions) {\n            if (!deepEqual(lightOptions[key], light[key])) {\n                _update = true;\n                break;\n            }\n        }\n        if (!_update) return;\n\n        const parameters = this._getTransitionParameters();\n\n        this.light.setLight(lightOptions, id, options);\n        this.light.updateTransitions(parameters);\n    }\n\n    hasTerrain(): boolean {\n        return !!this.terrain && this.terrain.drapeRenderMode === DrapeRenderMode.elevated;\n    }\n\n    getTerrain(): TerrainSpecification | null | undefined {\n        return this.hasTerrain() ? this.terrain.get() : null;\n    }\n\n    /**\n     * Triggers the Lite module load and tracks pending state so that `loaded()` returns\n     * false until the terrain renderer factory is registered. Idempotent — safe to call\n     * multiple times; the module is cached by the JS runtime after the first import.\n     */\n    _startLiteLoad() {\n        if (this._drapingLoaded !== undefined) return;\n        this._drapingLoaded = false;\n        const rendererWasReady = !!Lite.loaded;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        prepareLiteMain().then(() => {\n            this._drapingLoaded = true;\n            if (this.map._removed || this.dispatcher.actors.length === 0) return;\n\n            if (rendererWasReady) {\n                this.map.triggerRepaint();\n            } else {\n                this.applyProjectionUpdate();\n                this.map._update(false);\n            }\n        });\n    }\n\n    setTerrainForDraping() {\n        this._startLiteLoad();\n        const mockTerrainOptions = {source: '', exaggeration: 0};\n        this.setTerrain(mockTerrainOptions, DrapeRenderMode.deferred);\n    }\n\n    checkCanvasFingerprintNoise() {\n        // This workaround disables terrain and hillshade\n        // if there is noise in the Canvas2D operations used for image decoding.\n        if (this.disableElevatedTerrain === undefined) {\n            this.disableElevatedTerrain = browser.hasCanvasFingerprintNoise();\n            if (this.disableElevatedTerrain) warnOnce('Terrain and hillshade are disabled because of Canvas2D limitations when fingerprinting protection is enabled (e.g. in private browsing mode).');\n        }\n    }\n\n    // eslint-disable-next-line no-warning-comments\n    // TODO: generic approach for root level property: light, terrain, skybox.\n    // It is not done here to prevent rebasing issues.\n    setTerrain(terrainOptions?: TerrainSpecification | TerrainSpecificationUpdate | null, drapeRenderMode: number = DrapeRenderMode.elevated) {\n        this._checkLoaded();\n\n        // Disabling\n        if (!terrainOptions) {\n            // This check prevents removing draping terrain not from #applyProjectionUpdate\n            if (!this.terrainSetForDrapingOnly()) {\n                delete this.terrain;\n\n                if (this.map.transform.projection.requiresDraping) {\n                    this.setTerrainForDraping();\n                }\n            }\n\n            if (drapeRenderMode === DrapeRenderMode.deferred) {\n                delete this.terrain;\n            }\n\n            if (terrainOptions === null) {\n                this.stylesheet.terrain = null;\n            } else {\n                delete this.stylesheet.terrain;\n            }\n\n            this._force3DLayerUpdate();\n            this._markersNeedUpdate = true;\n            return;\n        }\n\n        this.checkCanvasFingerprintNoise();\n\n        let options: TerrainSpecification | TerrainSpecificationUpdate = terrainOptions;\n        const isUpdating = !(\"source\" in terrainOptions) || terrainOptions.source == null;\n        if (drapeRenderMode === DrapeRenderMode.elevated) {\n            this._startLiteLoad();\n            if (this.disableElevatedTerrain) return;\n\n            // Input validation and source object unrolling\n            if (\"source\" in options && typeof options.source === 'object') {\n                const id = 'terrain-dem-src';\n                this.addSource(id, options.source);\n                options = clone(options);\n                options = Object.assign(options, {source: id});\n            }\n\n            const validationOptions = {...options};\n            const validationProps: {style?: StyleSpecification} = {};\n\n            if (this.terrain && isUpdating) {\n                (validationOptions as TerrainSpecification).source = this.terrain.get().source;\n\n                const fragmentStyle = this.terrain ? this.getFragmentStyle(this.terrain.scope) : null;\n                if (fragmentStyle) {\n                    validationProps.style = fragmentStyle.serialize();\n                }\n            }\n\n            if (this._validate(validateTerrain, 'terrain', validationOptions, validationProps)) {\n                return;\n            }\n        }\n\n        // Enabling\n        if (!this.terrain || (this.terrain.scope !== this.scope && !isUpdating) || (this.terrain && drapeRenderMode !== this.terrain.drapeRenderMode)) {\n            if (!options) return;\n            this._createTerrain(options as TerrainSpecification, drapeRenderMode);\n            this.fire(new Event('data', {dataType: 'style'}));\n        } else { // Updating\n            const terrain = this.terrain;\n            const currSpec = terrain.get();\n\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            for (const name of Object.keys(styleSpec.terrain)) {\n                // Fallback to use default style specification when the properties wasn't set\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                if (!Object.hasOwn(options, name) && !!styleSpec.terrain[name].default) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                    options[name] = styleSpec.terrain[name].default;\n                }\n            }\n            for (const key in terrainOptions) {\n                if (!deepEqual(terrainOptions[key], currSpec[key])) {\n                    terrain.set(terrainOptions, this.options);\n                    this.stylesheet.terrain = terrainOptions as TerrainSpecification;\n                    const parameters = this._getTransitionParameters({duration: 0});\n                    terrain.updateTransitions(parameters);\n                    this.fire(new Event('data', {dataType: 'style'}));\n                    break;\n                }\n            }\n        }\n\n        this.mergeTerrain();\n        this.updateDrapeFirstLayers();\n        this._markersNeedUpdate = true;\n    }\n\n    _createFog(fogOptions: FogSpecification) {\n        const fog = this.fog = new Fog(fogOptions, this.map.transform, this.scope, this.options);\n        this.stylesheet.fog = fog.get();\n        const parameters = this._getTransitionParameters({duration: 0});\n        fog.updateTransitions(parameters);\n    }\n\n    _createSnow(snowOptions: SnowSpecification) {\n        const snow = this.snow = new Snow(snowOptions, this.map.transform, this.scope, this.options);\n        this.stylesheet.snow = snow.get();\n        const parameters = this._getTransitionParameters({duration: 0});\n        snow.updateTransitions(parameters);\n    }\n\n    _createRain(rainOptions: RainSpecification) {\n        const rain = this.rain = new Rain(rainOptions, this.map.transform, this.scope, this.options);\n        this.stylesheet.rain = rain.get();\n        const parameters = this._getTransitionParameters({duration: 0});\n        rain.updateTransitions(parameters);\n    }\n\n    _updateMarkersOpacity() {\n        if (this.map._markers.length === 0) {\n            return;\n        }\n        this.map._requestDomTask(() => {\n            for (const marker of this.map._markers) {\n                marker._evaluateOpacity();\n            }\n        });\n    }\n\n    getFog(): FogSpecification | null | undefined {\n        return this.fog ? this.fog.get() : null;\n    }\n\n    setFog(fogOptions?: FogSpecification) {\n        this._checkLoaded();\n\n        if (!fogOptions) {\n            // Remove fog\n            delete this.fog;\n            delete this.stylesheet.fog;\n        } else if (!this.fog) {\n            // Initialize Fog\n            this._createFog(fogOptions);\n        } else {\n            // Updating fog\n            const fog = this.fog;\n            if (!deepEqual(fog.get(), fogOptions)) {\n                fog.set(fogOptions, this.options);\n                this.stylesheet.fog = fog.get();\n                const parameters = this._getTransitionParameters({duration: 0});\n                fog.updateTransitions(parameters);\n            }\n        }\n\n        this._markersNeedUpdate = true;\n        // Fog axis flipped — rebuild precompile.\n        if (this._programPrecompiler) this._programPrecompiler.reset();\n    }\n\n    getSnow(): SnowSpecification | null | undefined {\n        return this.snow ? this.snow.get() : null;\n    }\n\n    setSnow(snowOptions?: SnowSpecification) {\n        this._checkLoaded();\n\n        if (!snowOptions) {\n            // Remove snow\n            delete this.snow;\n            delete this.stylesheet.snow;\n            return;\n        }\n\n        if (!this.snow) {\n            // Initialize Snow\n            this._createSnow(snowOptions);\n        } else {\n            // Updating snow\n            const snow = this.snow;\n            if (!deepEqual(snow.get(), snowOptions)) {\n                snow.set(snowOptions, this.options);\n                this.stylesheet.snow = snow.get();\n                const parameters = this._getTransitionParameters({duration: 0});\n                snow.updateTransitions(parameters);\n            }\n        }\n\n        this._markersNeedUpdate = true;\n    }\n\n    getRain(): RainSpecification | null | undefined {\n        return this.rain ? this.rain.get() : null;\n    }\n\n    setRain(rainOptions?: RainSpecification) {\n        this._checkLoaded();\n\n        if (!rainOptions) {\n            // Remove rain\n            delete this.rain;\n            delete this.stylesheet.rain;\n            return;\n        }\n\n        if (!this.rain) {\n            // Initialize Rain\n            this._createRain(rainOptions);\n        } else {\n            // Updating rain\n            const rain = this.rain;\n            if (!deepEqual(rain.get(), rainOptions)) {\n                rain.set(rainOptions, this.options);\n                this.stylesheet.rain = rain.get();\n                const parameters = this._getTransitionParameters({duration: 0});\n                rain.updateTransitions(parameters);\n            }\n        }\n\n        this._markersNeedUpdate = true;\n    }\n\n    _reloadColorTheme() {\n        const updateStyle = () => {\n            for (const layerId in this._layers) {\n                const layer = this._layers[layerId];\n                layer.lut = this._styleColorTheme.lut;\n            }\n            for (const id in this._sourceCaches) {\n                this._sourceCaches[id].clearTiles();\n            }\n        };\n\n        const colorTheme = this._styleColorTheme.colorThemeOverride ? this._styleColorTheme.colorThemeOverride : this._styleColorTheme.colorTheme;\n        if (!colorTheme) {\n            this._styleColorTheme.lut = null;\n            updateStyle();\n            return;\n        }\n\n        const data = this._evaluateColorThemeData(colorTheme);\n        this._loadColorTheme(data).then(() => {\n            this.fire(new Event('colorthemeset'));\n            updateStyle();\n        }).catch((e) => {\n            warnOnce(`Couldn\\'t set color theme: ${e}`);\n        });\n    }\n\n    setColorTheme(colorTheme?: ColorThemeSpecification) {\n        this._checkLoaded();\n\n        if (this._styleColorTheme.colorThemeOverride) {\n            // This is just for hardening and in practice shouldn't happen.\n            // In theory colorThemeOverride can have values only for imports, and it's not possible to call setColorTheme directly on an imported style.\n            warnOnce(`Note: setColorTheme is called on a style with a color-theme override, the passed color-theme won't be visible.`);\n        }\n\n        this._styleColorTheme.colorTheme = colorTheme;\n        this._reloadColorTheme();\n    }\n\n    setImportColorTheme(importId: string, colorTheme?: ColorThemeSpecification) {\n        const fragmentStyle = this.getFragmentStyle(importId);\n        if (!fragmentStyle) return;\n        fragmentStyle._styleColorTheme.colorThemeOverride = colorTheme;\n        fragmentStyle._reloadColorTheme();\n    }\n\n    _getTransitionParameters(transition?: TransitionSpecification | null): TransitionParameters {\n        return {\n            now: browser.now(),\n            transition: Object.assign(this.transition, transition)\n        };\n    }\n\n    updateDrapeFirstLayers() {\n        if (!this.terrain) {\n            return;\n        }\n\n        const draped: string[] = [];\n        const nonDraped: string[] = [];\n        for (const layerId of this._mergedOrder) {\n            const layer = this._mergedLayers[layerId];\n            if (this.isLayerDraped(layer)) {\n                draped.push(layerId);\n            } else {\n                nonDraped.push(layerId);\n            }\n        }\n\n        this._drapedFirstOrder = [];\n        this._drapedFirstOrder.push(...draped);\n        this._drapedFirstOrder.push(...nonDraped);\n    }\n\n    _createTerrain(terrainOptions: TerrainSpecification, drapeRenderMode: number) {\n        const terrain = this.terrain = new Terrain(terrainOptions, drapeRenderMode, this.scope, this.options, this.map.getWorldview());\n\n        // We need to update the stylesheet only for the elevated mode,\n        // i.e., mock terrain shouldn't be propagated to the stylesheet\n        if (drapeRenderMode === DrapeRenderMode.elevated) {\n            this.stylesheet.terrain = terrainOptions;\n        }\n\n        this.mergeTerrain();\n        this.updateDrapeFirstLayers();\n        this._force3DLayerUpdate();\n        const parameters = this._getTransitionParameters({duration: 0});\n        terrain.updateTransitions(parameters);\n        // Evaluate the terrain properties synchronously so that consumers such as\n        // Terrain#update can access them before the next Style#update runs (#13665).\n        const evaluationParameters = new EvaluationParameters(this.z || 0, {...parameters, worldview: this.map.getWorldview()});\n        terrain.recalculate(evaluationParameters);\n    }\n\n    _force3DLayerUpdate() {\n        for (const layerId in this._layers) {\n            const layer = this._layers[layerId];\n            if (layer.type === 'fill-extrusion') {\n                this._updateLayer(layer);\n            }\n        }\n    }\n\n    _forceSymbolLayerUpdate() {\n        for (const layerId in this._layers) {\n            const layer = this._layers[layerId];\n            if (layer.type === 'symbol') {\n                this._updateLayer(layer);\n            }\n        }\n    }\n\n    _validate(\n        validate: Validator,\n        key: string,\n        value: unknown,\n        props?: object,\n        options: {validate?: boolean} = {},\n    ): boolean {\n        if (options && options.validate === false) {\n            return false;\n        }\n\n        // Fallback to the default glyphs URL if none is specified\n        const style = {...this.serialize()};\n\n        return emitValidationErrors(this, validate.call(validateStyle, {key,\n            style,\n            value,\n            styleSpec, ...props}));\n    }\n\n    _remove() {\n        if (this._programPrecompiler) {\n            this._programPrecompiler.reset();\n            this._programPrecompiler = null;\n        }\n        if (this._request) {\n            this._request.cancel();\n            this._request = null;\n        }\n        if (this._spriteRequest) {\n            this._spriteRequest.abort();\n            this._spriteRequest = null;\n        }\n\n        rtlTextPluginEvented.off('pluginStateChange', this._rtlTextPluginCallback);\n\n        for (const layerId in this._mergedLayers) {\n            const layer = this._mergedLayers[layerId];\n            layer.setEventedParent(null);\n        }\n\n        for (const id in this._mergedSourceCaches) {\n            const sourceCache = this._mergedSourceCaches[id];\n            sourceCache.clearTiles();\n            sourceCache.setEventedParent(null);\n            const source = sourceCache.getSource();\n            if (source && source.onRemove) source.onRemove(this.map);\n        }\n\n        this.imageManager.removeScope(this.scope);\n        this.imageManager.imageAtlasCache.clear();\n\n        this.setEventedParent(null);\n\n        delete this.fog;\n        delete this.snow;\n        delete this.rain;\n        delete this.terrain;\n        delete this.ambientLight;\n        delete this.directionalLight;\n        if (this.indoorManager) this.indoorManager.destroy();\n\n        // Shared managers should be removed only on removing the root style\n        if (this.isRootStyle()) {\n            this.imageManager.setEventedParent(null);\n            this.modelManager.setEventedParent(null);\n            this.modelManager.destroy();\n            this.dispatcher.remove();\n        }\n    }\n\n    clearSource(id: string) {\n        const sourceCaches = this.getSourceCaches(id);\n        for (const sourceCache of sourceCaches) {\n            sourceCache.clearTiles();\n        }\n    }\n\n    clearSources() {\n        for (const id in this._mergedSourceCaches) {\n            this._mergedSourceCaches[id].clearTiles();\n        }\n    }\n\n    clearLayers() {\n        for (const id in this._mergedLayers) {\n            const layer = this._mergedLayers[id];\n            if (layer._clear) {\n                layer._clear();\n            }\n        }\n    }\n\n    reloadSource(id: string) {\n        const sourceCaches = this.getSourceCaches(id);\n        for (const sourceCache of sourceCaches) {\n            sourceCache.resume();\n            sourceCache.reload();\n        }\n    }\n\n    reloadSources() {\n        for (const source of this.getSources()) {\n            if (source.reload)\n                source.reload();\n        }\n    }\n\n    reloadModels() {\n        this.modelManager.reloadModels('');\n        this.forEachFragmentStyle((style) => {\n            style.modelManager.reloadModels(style.scope);\n        });\n    }\n\n    updateSources(transform: Transform) {\n        let lightDirection: vec3 | null | undefined;\n        if (this.directionalLight) {\n            lightDirection = shadowDirectionFromProperties(this.directionalLight);\n        }\n\n        // Hack to ensure that for procedural buildings we don't reparse the tile on zoom levels\n        // above source maxzoom. Here we assume that building layer has its own separate source.\n        const sourcesForBuildingLayers: Set<string> = new Set();\n        // Find sources with elevated layers\n        const sourcesWithElevatedLayers: Set<string> = new Set();\n        const sourcesWithRasterElevatedOverTerrain: Set<string> = new Set();\n        for (const id in this._mergedLayers) {\n            const layer = this._mergedLayers[id];\n            if (layer.type === 'building') {\n                sourcesForBuildingLayers.add(layer.source);\n            } else if (layer.type === 'raster' && layer.paint && (layer.paint.get('raster-elevation-reference') === 'ground')) {\n                sourcesWithRasterElevatedOverTerrain.add(layer.source);\n            }\n            if (layer.hasElevation() && !sourcesWithElevatedLayers.has(layer.source)) {\n                sourcesWithElevatedLayers.add(layer.source);\n            }\n        }\n\n        // Set fade range before source cache updates so tiles loading on this\n        // frame see the correct forceHdCoveredFalse flag.\n        this.updateFrcCoverageFadeRange();\n\n        for (const id in this._mergedSourceCaches) {\n            const sourceCache = this._mergedSourceCaches[id];\n            const elevatedLayers = sourcesWithElevatedLayers.has(sourceCache._source.id);\n            sourceCache._isRasterElevatedOverTerrain = sourcesWithRasterElevatedOverTerrain.has(sourceCache._source.id);\n            if (sourcesForBuildingLayers.has(sourceCache._source.id)) {\n                sourceCache._source.reparseOverscaled = false;\n            }\n            sourceCache.update(transform, undefined, undefined, lightDirection, elevatedLayers);\n        }\n\n        this.updateFrcCoverage();\n        this.updateElevationCoverage();\n    }\n\n    _reloadSources() {\n        for (const id in this._sourceCaches) {\n            const sourceCache = this._sourceCaches[id];\n            sourceCache.resume();\n            sourceCache.reload();\n        }\n    }\n\n    updateFrcCoverageFadeRange() {\n        if (!this.map.painter || !HD.updateFrcCoverageFadeRange) return;\n        HD.updateFrcCoverageFadeRange(this, this.map.painter);\n    }\n\n    updateFrcCoverage() {\n        if (this._hdCoverage && HD.updateFrcCoverage) HD.updateFrcCoverage(this, this._hdCoverage);\n    }\n\n    updateElevationCoverage() {\n        if (!this.isRootStyle()) return;\n        if (HD.setupAndUpdateElevationCoverage) HD.setupAndUpdateElevationCoverage(this);\n    }\n\n    _handleLayerOrderChange() {\n        this._requestFullLabelPlacement();\n        this.fire(new Event('neworder'));\n    }\n\n    _requestFullLabelPlacement() {\n        if (!this.pauseablePlacement) {\n            this.pauseablePlacement = new PauseablePlacement();\n        }\n\n        // Anything that changes our \"in progress\" layer and tile indices requires us\n        // to start over. When we start over, we do a full placement instead of incremental\n        // to prevent starvation.\n        // We need to restart placement to keep layer indices in sync.\n        this.pauseablePlacement.requestFullPlacement();\n    }\n\n    _setLabelPlacementStale() {\n        if (this.placement) {\n            this.placement.setStale();\n        }\n    }\n\n    _updatePlacement(\n        transform: Transform,\n        showCollisionBoxes: boolean,\n        fadeDuration: number,\n        crossSourceCollisions: boolean,\n        replacementSource: ReplacementSource,\n        placementAlgorithmName?: PlacementAlgorithmName,\n    ): boolean {\n        if (!this.pauseablePlacement) {\n            this.pauseablePlacement = new PauseablePlacement();\n        }\n\n        let symbolBucketsChanged = false;\n        let placementCommitted = false;\n\n        const layerTiles: Record<string, Tile[]> = {};\n        const layerTilesInYOrder: Record<string, Tile[]> = {};\n\n        const useGlobalPlacement = placementAlgorithmName === 'global';\n        const layerOrder = useGlobalPlacement ? [] : this._mergedOrder;\n\n        if (useGlobalPlacement) {\n            this._driveGlobalPlacement(transform, replacementSource);\n        }\n\n        for (const layerId of layerOrder) {\n            const styleLayer = this._mergedLayers[layerId];\n            if (styleLayer.type !== 'symbol') continue;\n\n            const sourceId = makeFQID(styleLayer.source, styleLayer.scope);\n\n            let sourceTiles = layerTiles[sourceId];\n\n            if (!sourceTiles) {\n                const sourceCache = this.getLayerSourceCache(styleLayer);\n                if (!sourceCache) continue;\n                const tiles = sourceCache.getRenderableIds(true).map((id) => sourceCache.getTileByID(id));\n                layerTilesInYOrder[sourceId] = tiles.slice();\n                sourceTiles = layerTiles[sourceId] =\n                    tiles.sort((a, b) => (b.tileID.overscaledZ - a.tileID.overscaledZ) || (a.tileID.isLessThan(b.tileID) ? -1 : 1));\n            }\n\n            const layerBucketsChanged = this.crossTileSymbolIndex.addLayer(styleLayer, sourceTiles, transform.center.lng, transform.projection);\n            symbolBucketsChanged = symbolBucketsChanged || layerBucketsChanged;\n        }\n        this.crossTileSymbolIndex.pruneUnusedLayers(layerOrder);\n\n        const transformChanged = Boolean(this.placement && !transform.equals(this.placement.transform));\n        const replacementSourceChanged = Boolean(this.placement && ((this.placement.lastReplacementSourceUpdateTime !== 0 && !replacementSource) || this.placement.lastReplacementSourceUpdateTime !== replacementSource.updateTime));\n\n        const isDonePlacementConsideredStale = transformChanged || replacementSourceChanged || symbolBucketsChanged;\n        // Force full placement when fadeDuration === 0 to ensure that newly loaded\n        // tiles will fully display symbols in their first frame.\n        // Make sure to not do this for the static camera, otherwise\n        // we will do expensive full placements on every frame.\n        const newImmediatePlacementRequired = (isDonePlacementConsideredStale || this.pauseablePlacement.isStale()) && fadeDuration === 0;\n        const newNormalPlacementRequired = this.pauseablePlacement.isDone() && !this.placement.stillRecent(browser.now(), transform.zoom) && fadeDuration !== 0;\n\n        if (this.pauseablePlacement.isFullPlacementRequested() || !this.pauseablePlacement.placement || newImmediatePlacementRequired || newNormalPlacementRequired) {\n            const fogState = this.fog && transform.projection.supportsFog ? this.fog.state : null;\n            this.pauseablePlacement = this.pauseablePlacement.startNewPlacement(transform, layerOrder, showCollisionBoxes, fadeDuration, crossSourceCollisions, this.placement, fogState, this._buildingIndex);\n            if (this.map.painter) {\n                const raw = this.map.painter.maxFrontCutoffRawStart;\n                if (raw > 0) {\n                    const pitchDeg = transform.pitch * 180 / Math.PI;\n                    if (pitchDeg >= 15) {\n                        const t = Math.min(1, Math.max(0, (pitchDeg - 15) / 5));\n                        const pitchBlend = t * t * (3 - 2 * t);\n                        this.pauseablePlacement.placement.frontCutoffStart = -0.5 * (1 - pitchBlend) + raw * pitchBlend;\n                    }\n                }\n            }\n        }\n\n        if (!this.pauseablePlacement.isDone()) {\n            this.pauseablePlacement.continuePlacement(layerOrder, this._mergedLayers, layerTiles, layerTilesInYOrder, this.map.painter.scaleFactor);\n\n            if (this.pauseablePlacement.isDone()) {\n                this.placement = this.pauseablePlacement.commit(browser.now());\n                placementCommitted = true;\n            }\n\n            if (symbolBucketsChanged) {\n                // since the placement gets split over multiple frames it is possible\n                // these buckets were processed before they were changed and so the\n                // placement is already stale while it is in progress\n                this.pauseablePlacement.setStale();\n            }\n        } else if (isDonePlacementConsideredStale && fadeDuration !== 0) {\n            this.pauseablePlacement.setStale();\n        }\n\n        if (placementCommitted || symbolBucketsChanged) {\n            this._buildingIndex.onNewFrame(transform.zoom);\n            for (let i = 0; i < layerOrder.length; i++) {\n                const layerId = layerOrder[i];\n                const styleLayer = this._mergedLayers[layerId];\n                if (styleLayer.type !== 'symbol') continue;\n                if (styleLayer.visibility === 'none') continue;\n                const isLayerClipped = this.isLayerClipped(styleLayer);\n                this.placement.updateLayerOpacities(styleLayer, layerTiles[makeFQID(styleLayer.source, styleLayer.scope)], i, isLayerClipped ? replacementSource : null, showCollisionBoxes, this.map.painter.scaleFactor);\n            }\n        }\n\n        // needsRender is false when we have just finished a placement that didn't change the visibility of any symbols\n        return !this.pauseablePlacement.isDone() || this.placement.isStale() || this.placement.hasTransitions(browser.now());\n    }\n\n    // Runs one global placement pass per frame, driving each symbol layer's placeSymbols() hook.\n    _driveGlobalPlacement(transform: Transform, replacementSource: ReplacementSource) {\n        if (transform.width === 0 || transform.height === 0) return;\n\n        if (!this.globalPlacement) {\n            this.globalPlacement = new GlobalPlacement();\n        }\n        const globalPlacement = this.globalPlacement;\n\n        globalPlacement.startPlacement(browser.now(), transform.width, transform.height);\n\n        this._buildingIndex.onNewFrame(transform.zoom);\n\n        const fogState = this.fog && transform.projection.supportsFog ? this.fog.state : null;\n\n        if (this._groupOrdersVersion !== this._mergedOrderVersion || !this._groupOrders) {\n            const groupOrders: PlacementGroupOrders = new Map();\n            for (let position = 0; position < this._mergedOrder.length; position++) {\n                const styleLayer = this._mergedLayers[this._mergedOrder[position]];\n                if (styleLayer.type === 'placement-group') {\n                    groupOrders.set(styleLayer.fqid, subgroupOrderForLayerPosition(position));\n                }\n            }\n            this._groupOrders = groupOrders;\n            this._groupOrdersVersion = this._mergedOrderVersion;\n        }\n        const groupOrders = this._groupOrders;\n\n        const placementParameters: SymbolPlacementParameters = {\n            globalPlacement,\n            idRangeAllocator: this.symbolIdRangeAllocator,\n            transform,\n            buildingIndex: this._buildingIndex,\n            fogState,\n            groupOrders,\n            replacementSource\n        };\n\n        for (let position = 0; position < this._mergedOrder.length; position++) {\n            const styleLayer = this._mergedLayers[this._mergedOrder[position]];\n            if (styleLayer.type !== 'symbol') continue;\n\n            const sourceCache = this.getLayerSourceCache(styleLayer);\n            if (!sourceCache) continue;\n            const tiles = sourceCache.getRenderableIds(true).map((id) => sourceCache.getTileByID(id));\n\n            // region.order (baked into replacementSource ahead of this pass) is only comparable\n            // to this position when both share the same layer ordering -- true unless terrain\n            // draping reorders layers relative to _mergedOrder, a pre-existing quirk legacy\n            // placement is equally exposed to.\n            const checkAgainstClipLayer = this.isLayerClipped(styleLayer);\n            styleLayer.placeSymbols(placementParameters, tiles, position, sourceCache, checkAgainstClipLayer);\n        }\n\n        globalPlacement.finishPlacementRun();\n    }\n\n    _releaseSymbolFadeTiles() {\n        for (const id in this._sourceCaches) {\n            this._sourceCaches[id].releaseSymbolFadeTiles();\n        }\n    }\n\n    // Fragments and merging\n\n    addImport(importSpec: ImportSpecification, beforeId?: string | null): Promise<void> {\n        this._checkLoaded();\n\n        const reservedImportIds = new Set(['__proto__', 'constructor', 'prototype']);\n        if (reservedImportIds.has(importSpec.id)) {\n            this.fire(new ErrorEvent(new Error(`Import id can't be \"${importSpec.id}\".`)));\n            return;\n        }\n\n        const imports = this.stylesheet.imports = this.stylesheet.imports || [];\n\n        const index = imports.findIndex(({id}) => id === importSpec.id);\n        if (index !== -1) {\n            this.fire(new ErrorEvent(new Error(`Import with id '${importSpec.id}' already exists in the map's style.`)));\n            return;\n        }\n\n        if (!beforeId) {\n            imports.push(importSpec);\n            return this._loadImports([importSpec], true);\n        }\n\n        const beforeIndex = imports.findIndex(({id}) => id === beforeId);\n\n        if (beforeIndex === -1) {\n            this.fire(new ErrorEvent(new Error(`Import with id \"${beforeId}\" does not exist on this map.`)));\n        }\n\n        this.stylesheet.imports = imports\n            .slice(0, beforeIndex)\n            .concat(importSpec)\n            .concat(imports.slice(beforeIndex));\n\n        return this._loadImports([importSpec], true, beforeId);\n    }\n\n    updateImport(importId: string, importSpecification: ImportSpecification | string): Style {\n        this._checkLoaded();\n\n        const imports = this.stylesheet.imports || [];\n        const index = this.getImportIndex(importId);\n        if (index === -1) return this;\n\n        if (typeof importSpecification === 'string') {\n            this.setImportUrl(importId, importSpecification);\n            return this;\n        }\n\n        if (importSpecification.url && importSpecification.url !== imports[index].url) {\n            this.setImportUrl(importId, importSpecification.url);\n        }\n\n        if (!deepEqual(importSpecification.config, imports[index].config)) {\n            this.setImportConfig(importId, importSpecification.config, importSpecification.data.schema);\n        }\n\n        if (!deepEqual(importSpecification.data, imports[index].data)) {\n            this.setImportData(importId, importSpecification.data);\n        }\n\n        return this;\n    }\n\n    moveImport(importId: string, beforeId: string): Style {\n        this._checkLoaded();\n\n        let imports = this.stylesheet.imports || [];\n\n        const index = this.getImportIndex(importId);\n        if (index === -1) return this;\n\n        const beforeIndex = this.getImportIndex(beforeId);\n        if (beforeIndex === -1) return this;\n\n        const importSpec = imports[index];\n        const fragment = this.fragments[index];\n\n        imports = imports.filter(({id}) => id !== importId);\n\n        this.fragments = this.fragments.filter(({id}) => id !== importId);\n\n        this.stylesheet.imports = imports\n            .slice(0, beforeIndex)\n            .concat(importSpec)\n            .concat(imports.slice(beforeIndex));\n\n        this.fragments = this.fragments\n            .slice(0, beforeIndex)\n            .concat(fragment)\n            .concat(this.fragments.slice(beforeIndex));\n\n        this.mergeLayers();\n        return this;\n    }\n\n    setImportUrl(importId: string, url: string): Style {\n        this._checkLoaded();\n\n        const imports = this.stylesheet.imports || [];\n        const index = this.getImportIndex(importId);\n        if (index === -1) return this;\n\n        imports[index].url = url;\n\n        // Update related fragment\n        const fragment = this.fragments[index];\n        fragment.style = this._createFragmentStyle(imports[index]);\n\n        fragment.style.on('style.import.load', () => this.mergeAll());\n        fragment.style.loadURL(url);\n\n        return this;\n    }\n\n    setImportData(importId: string, stylesheet?: StyleSpecification | null): Style {\n        this._checkLoaded();\n\n        const index = this.getImportIndex(importId);\n        const imports = this.stylesheet.imports || [];\n        if (index === -1) return this;\n\n        // Reload import from the URL if import data is unset\n        if (!stylesheet) {\n            delete imports[index].data;\n            return this.setImportUrl(importId, imports[index].url);\n        }\n\n        // Update related fragment\n        const fragment = this.fragments[index];\n        fragment.style.setState(stylesheet);\n\n        this._reloadImports();\n        return this;\n    }\n\n    setImportConfig(importId: string, config?: ConfigSpecification | null, importSchema?: SchemaSpecification | null): Style {\n        this._checkLoaded();\n\n        const index = this.getImportIndex(importId);\n        const imports = this.stylesheet.imports || [];\n        if (index === -1) return this;\n\n        if (config) {\n            imports[index].config = config;\n        } else {\n            delete imports[index].config;\n        }\n\n        // Update related fragment\n        const fragment = this.fragments[index];\n        if (importSchema && fragment.style.stylesheet) {\n            fragment.style.stylesheet.schema = importSchema;\n        }\n        const schema = fragment.style.stylesheet && fragment.style.stylesheet.schema;\n\n        fragment.config = config;\n        fragment.style.updateConfig(config, schema);\n\n        this.updateConfigDependencies();\n\n        return this;\n    }\n\n    removeImport(importId: string): void {\n        this._checkLoaded();\n\n        const imports = this.stylesheet.imports || [];\n        const index = this.getImportIndex(importId);\n        if (index === -1) return;\n\n        imports.splice(index, 1);\n\n        // Update related fragment\n        const fragment = this.fragments[index];\n        fragment.style._remove();\n        this.fragments.splice(index, 1);\n\n        this._reloadImports();\n    }\n\n    getImportIndex(importId: string): number {\n        const imports = this.stylesheet.imports || [];\n        const index = imports.findIndex((importSpec) => importSpec.id === importId);\n        if (index === -1) {\n            this.fire(new ErrorEvent(new Error(`Import '${importId}' does not exist in the map's style and cannot be updated.`)));\n        }\n        return index;\n    }\n\n    /**\n     * Return the style layer object with the given `id`.\n     *\n     * @param {string} id ID of the desired layer.\n     * @returns {TypedStyleLayer} A layer, if one with the given `id` exists.\n     */\n    getLayer(id: string): TypedStyleLayer | null | undefined {\n        return this._mergedLayers[id];\n    }\n\n    getSources(): Source[] {\n        const sources: Source[] = [];\n        for (const id in this._mergedOtherSourceCaches) {\n            const sourceCache = this._mergedOtherSourceCaches[id];\n            if (sourceCache) sources.push(sourceCache.getSource());\n        }\n        return sources;\n    }\n\n    /**\n     * Get a source by ID.\n     * @param {string} id ID of the desired source.\n     * @returns {?Source} The source object.\n     */\n    getSource(id: string, scope: string): Source | null | undefined {\n        const sourceCache = this.getSourceCache(id, scope);\n        return sourceCache && sourceCache.getSource();\n    }\n\n    getLayerSource(layer: TypedStyleLayer): Source | null | undefined {\n        const sourceCache = this.getLayerSourceCache(layer);\n        return sourceCache && sourceCache.getSource();\n    }\n\n    getSourceCache(id: string, scope?: string | null): SourceCache | undefined {\n        const fqid = makeFQID(id, scope);\n        return this._mergedOtherSourceCaches[fqid];\n    }\n\n    getLayerSourceCache(layer: TypedStyleLayer): SourceCache | undefined {\n        const fqid = makeFQID(layer.source, layer.scope);\n        if (layer.type === 'symbol') return this._mergedSymbolSourceCaches[fqid];\n        if (layer.type === 'fill-extrusion') return this._mergedFillExtrusionSourceCaches[fqid] || this._mergedOtherSourceCaches[fqid];\n        // Layers using hd_road_coverage source-layer render from the HdRoadCoverage\n        // source cache (maxzoom=14) since coverage data only exists at z14.\n        if (layer.type === 'fill' && layer.sourceLayer === HD_ROAD_COVERAGE_SOURCE_LAYER && this._mergedHdRoadCoverageSourceCaches[fqid]) {\n            return this._mergedHdRoadCoverageSourceCaches[fqid];\n        }\n        return this._mergedOtherSourceCaches[fqid];\n    }\n\n    /**\n     * Returns all source caches for a given style FQID.\n     * If no FQID is provided, returns all source caches,\n     * including source caches in imported styles.\n     * @param {string} fqid Style FQID.\n     * @returns {Array<SourceCache>} List of source caches.\n     */\n    getSourceCaches(fqid?: string | null): Array<SourceCache> {\n        if (fqid == null)\n            return Object.values(this._mergedSourceCaches);\n\n        return [\n            this._mergedOtherSourceCaches[fqid],\n            this._mergedSymbolSourceCaches[fqid],\n            this._mergedFillExtrusionSourceCaches[fqid],\n            this._mergedHdRoadCoverageSourceCaches[fqid],\n        ].filter(Boolean);\n    }\n\n    updateSourceCaches() {\n        const updatedSourceCaches = this._changes.getUpdatedSourceCaches();\n        for (const fqid in updatedSourceCaches) {\n            const action = updatedSourceCaches[fqid];\n            assert(action === 'reload' || action === 'clear');\n            if (action === 'reload') {\n                this.reloadSource(fqid);\n            } else if (action === 'clear') {\n                this.clearSource(fqid);\n            }\n        }\n    }\n\n    updateLayers(parameters: EvaluationParameters) {\n        const updatedPaintProps = this._changes.getUpdatedPaintProperties();\n        for (const id of updatedPaintProps) {\n            const layer = this.getLayer(id);\n            if (layer) layer.updateTransitions(parameters);\n        }\n    }\n\n    getGlyphsUrl(): string | undefined {\n        return this.stylesheet.glyphs;\n    }\n\n    setGlyphsUrl(url: string) {\n        this.stylesheet.glyphs = url;\n        this.glyphManager.setURL(url);\n    }\n\n    getOwnSourceCache(source: string): SourceCache | undefined {\n        return this._otherSourceCaches[source];\n    }\n\n    getOwnLayerSourceCache(layer: TypedStyleLayer): SourceCache | undefined {\n        if (layer.type === 'symbol') return this._symbolSourceCaches[layer.source];\n        if (layer.type === 'fill-extrusion') return this._fillExtrusionSourceCaches[layer.source] || this._otherSourceCaches[layer.source];\n        return this._otherSourceCaches[layer.source];\n    }\n\n    getOwnSourceCaches(source: string): Array<SourceCache> {\n        return [\n            this._otherSourceCaches[source],\n            this._symbolSourceCaches[source],\n            this._fillExtrusionSourceCaches[source],\n            this._hdCoverage && this._hdCoverage.coverageSourceCaches[source],\n        ].filter(Boolean);\n    }\n\n    // Returns true if HD module isn't loaded yet and the layer needs a coverage source\n    // cache — signals _load() to retry setup after prepareHD() resolves.\n    _updateHdCoverageSourceCache(layer: TypedStyleLayer): boolean {\n        if (!HD.HdCoverageState || !HD.updateHdCoverageSourceCache) {\n            return layer.type === 'fill' && layer.sourceLayer === HD_ROAD_COVERAGE_SOURCE_LAYER;\n        }\n        if (!this._hdCoverage) this._hdCoverage = new HD.HdCoverageState();\n        HD.updateHdCoverageSourceCache(this, this._hdCoverage, layer);\n        return false;\n    }\n\n    _isSourceCacheLoaded(source: string): boolean {\n        const sourceCaches = this.getOwnSourceCaches(source);\n        if (sourceCaches.length === 0) {\n            this.fire(new ErrorEvent(new Error(`There is no source with ID '${source}'`)));\n            return false;\n        }\n        return sourceCaches.every(sc => sc.loaded());\n    }\n\n    has3DLayers(): boolean {\n        return this._has3DLayers;\n    }\n\n    hasSymbolLayers(): boolean {\n        return this._hasSymbolLayers;\n    }\n\n    hasCircleLayers(): boolean {\n        return this._hasCircleLayers;\n    }\n\n    isLayerClipped(layer: TypedStyleLayer, source?: Source | null): boolean {\n        // fill-extrusions can be conflated by landmarks.\n        if (!this._clipLayerPresent && layer.type !== 'fill-extrusion' && layer.type !== 'building') return false;\n\n        const isFillExtrusion = layer.type === 'fill-extrusion' && (layer.sourceLayer === 'building' || layer.sourceLayer === 'procedural_buildings');\n        const isBuilding = layer.type === 'building';\n        if (layer.is3D(!!this.terrain)) {\n            if (isFillExtrusion || isBuilding || (!!source && source.type === 'batched-model')) return true;\n            if (layer.type === 'model') {\n                return true;\n            }\n        } else if (layer.type === 'symbol') {\n            return true;\n        }\n\n        return false;\n    }\n\n    _clearWorkerCaches() {\n        this.dispatcher.broadcast('clearCaches');\n    }\n\n    /**\n     * Returns the Bill of Materials (BOM) for this style, containing information\n     * about all styles and tilesets used by this style and its imports.\n     *\n     * @private\n     * @returns {StyleBOM} Array of BOM entries with style URLs, tileset URLs, and modified dates.\n     */\n    getBOMObject(): StyleBOM {\n        return StyleBOMUtils.getBOMObject(this);\n    }\n\n    destroy() {\n        this._clearWorkerCaches();\n        this.imageManager.imageAtlasCache.clear();\n        this.fragments.forEach(fragment => {\n            fragment.style._remove();\n        });\n        if (this.terrainSetForDrapingOnly()) {\n            delete this.terrain;\n            delete this.stylesheet.terrain;\n        }\n    }\n\n    // Callbacks from web workers\n\n    async getImages(mapId: undefined, params: MainInbox['getImages']['params']): Promise<MainInbox['getImages']['result']> {\n        const resultPromise = new Promise<MainInbox['getImages']['result']>((resolve, reject) => {\n            this.imageManager.getImages(params.icons.concat(params.patterns), params.scope, (err, result) => {\n                if (err) reject(err);\n                else resolve(result);\n            });\n        });\n\n        // Apply queued image changes before setting the tile's dependencies so that the tile\n        // is not reloaded unecessarily. Without this forced update the reload could happen in cases\n        // like this one:\n        // - icons contains \"my-image\"\n        // - imageManager.getImages(...) triggers `onstyleimagemissing`\n        // - the user adds \"my-image\" within the callback\n        // - addImage adds \"my-image\" to this._changes.changedImages\n        // - the next frame triggers a reload of this tile even though it already has the latest version\n        this._updateTilesForChangedImages();\n\n        const iconDeps = params.icons.map(id => ImageId.toString(id));\n        const patternDeps = params.patterns.map(id => ImageId.toString(id));\n        const setDependencies = (sourceCache: SourceCache) => {\n            if (sourceCache) {\n                sourceCache.setDependencies(params.tileID.key, 'icons', iconDeps);\n                sourceCache.setDependencies(params.tileID.key, 'patterns', patternDeps);\n            }\n        };\n\n        const fqid = makeFQID(params.source, params.scope);\n        setDependencies(this._mergedOtherSourceCaches[fqid]);\n        setDependencies(this._mergedSymbolSourceCaches[fqid]);\n\n        if (params.icons.some(id => id.iconsetId) || params.patterns.some(id => id.iconsetId)) {\n            // If the image is an iconset, we need another render cycle\n            // to mark the raster-array tiles as used so we will\n            // request them during Style#updateImageProviders\n            this.fire(new Event('data', {dataType: 'style'}));\n        }\n\n        return resultPromise;\n    }\n\n    async rasterizeImages(mapId: undefined, params: MainInbox['rasterizeImages']['params']): Promise<MainInbox['rasterizeImages']['result']> {\n        return new Promise((resolve, reject) => {\n            this.imageManager.rasterizeImages(params, (err, result) => {\n                if (err) reject(err);\n                else resolve(result);\n            });\n        });\n    }\n\n    // eslint-disable-next-line @typescript-eslint/require-await\n    async checkAtlasCache(mapId: undefined, params: MainInbox['checkAtlasCache']['params']): Promise<MainInbox['checkAtlasCache']['result']> {\n        // Check if we have a cached atlas matching this descriptor\n        const cachedAtlas = this.imageManager.imageAtlasCache.findCachedAtlas(params.descriptor);\n\n        if (cachedAtlas && cachedAtlas.contentDescriptor) {\n            return {\n                iconPositions: cachedAtlas.iconPositions,\n                patternPositions: cachedAtlas.patternPositions,\n                sourceHash: cachedAtlas.contentDescriptor.hash\n            };\n        }\n\n        return null;\n    }\n\n    async getGlyphs(mapId: undefined, params: MainInbox['getGlyphs']['params']): Promise<MainInbox['getGlyphs']['result']> {\n        return new Promise((resolve, reject) => {\n            this.glyphManager.getGlyphs(params.stacks, (err, result) => {\n                if (err) reject(err);\n                else resolve(result);\n            });\n        });\n    }\n}\n\nStyle.registerForPluginStateChange = registerForPluginStateChange;\n\nexport default Style;\n","import type {StyleSpecification} from './types';\n\nexport default function emptyStyle(): StyleSpecification {\n    return {\n        version: 8,\n        layers: [],\n        sources: {}\n    };\n}\n","import {getJSON, getImage, ResourceType} from '../util/ajax';\nimport browser from '../util/browser';\nimport {RGBAImage} from '../util/image';\n\nimport type {StyleImages} from './style_image';\nimport type {RequestManager} from '../util/mapbox';\nimport type {Callback} from '../types/callback';\n\ntype SpriteData = Record<string, {\n    width: number;\n    height: number;\n    x: number;\n    y: number;\n    sdf?: boolean;\n    pixelRatio?: number;\n    stretchX?: Array<[number, number]>;\n    stretchY?: Array<[number, number]>;\n    content?: [number, number, number, number];\n}>;\n\nexport default function (\n    baseURL: string,\n    requestManager: RequestManager,\n    signal: AbortSignal,\n    callback: Callback<StyleImages>,\n) {\n    let json: SpriteData | undefined, image: ImageBitmap | undefined, error: Error | undefined;\n    const format = browser.devicePixelRatio > 1 ? '@2x' : '';\n\n    function settle(err: Error | undefined) {\n        // Stay silent only on our own cancellation (signal.aborted), not on a user transform's own rejection.\n        if (error || (err && signal.aborted)) return;\n        if (err) error = err;\n        maybeComplete();\n    }\n\n    async function loadJSON() {\n        const requestParameters = await requestManager.transformRequest(requestManager.normalizeSpriteURL(baseURL, format, '.json'), ResourceType.SpriteJSON, signal);\n        const {data} = await getJSON<SpriteData>(requestParameters, signal);\n        if (!error) json = data;\n    }\n\n    async function loadImage() {\n        const requestParameters = await requestManager.transformRequest(requestManager.normalizeSpriteURL(baseURL, format, '.png'), ResourceType.SpriteImage, signal);\n        const {data} = await getImage(requestParameters, signal);\n        if (!error) image = data;\n    }\n\n    loadJSON().then(() => settle(undefined), (err: Error) => settle(err));\n    loadImage().then(() => settle(undefined), (err: Error) => settle(err));\n\n    function maybeComplete() {\n        if (error) {\n            callback(error);\n        } else if (json && image) {\n            const imageData = browser.getImageData(image);\n            const result: StyleImages = {};\n\n            for (const id in json) {\n                const {width, height, x, y, sdf, pixelRatio, stretchX, stretchY, content} = json[id];\n                const data = new RGBAImage({width, height});\n                RGBAImage.copy(imageData, data, {x, y}, {x: 0, y: 0}, {width, height}, null);\n                result[id] = {\n                    data,\n                    pixelRatio: pixelRatio !== undefined ? pixelRatio : 1,\n                    sdf: sdf !== undefined ? sdf : false,\n                    stretchX,\n                    stretchY,\n                    content,\n                    usvg: false,\n                    version: 0\n                };\n            }\n\n            callback(null, result);\n        }\n    }\n}\n","import type Program from './program';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type Context from '../gl/context';\nimport type {UniformBindings} from './uniform_binding';\n\nclass VertexArrayObject {\n    context!: Context;\n    boundProgram: Program<UniformBindings> | null | undefined;\n    boundLayoutVertexBuffer: VertexBuffer | null | undefined;\n    boundPaintVertexBuffers: Array<VertexBuffer>;\n    boundIndexBuffer: IndexBuffer | null | undefined;\n    boundVertexOffset: number | null | undefined;\n    boundDynamicVertexBuffers: Array<VertexBuffer | null | undefined>;\n    vao: WebGLVertexArrayObject | null;\n\n    constructor() {\n        this.boundProgram = null;\n        this.boundLayoutVertexBuffer = null;\n        this.boundPaintVertexBuffers = [];\n        this.boundIndexBuffer = null;\n        this.boundVertexOffset = null;\n        this.boundDynamicVertexBuffers = [];\n        this.vao = null;\n    }\n\n    bind(\n        context: Context,\n        program: Program<UniformBindings>,\n        layoutVertexBuffer: VertexBuffer,\n        paintVertexBuffers: Array<VertexBuffer>,\n        indexBuffer: IndexBuffer | null | undefined,\n        vertexOffset: number | null | undefined,\n        dynamicVertexBuffers: Array<VertexBuffer | null | undefined>,\n        vertexAttribDivisorValue?: number | null\n    ) {\n\n        this.context = context;\n\n        let paintBuffersDiffer = this.boundPaintVertexBuffers.length !== paintVertexBuffers.length;\n        for (let i = 0; !paintBuffersDiffer && i < paintVertexBuffers.length; i++) {\n            if (this.boundPaintVertexBuffers[i] !== paintVertexBuffers[i]) {\n                paintBuffersDiffer = true;\n            }\n        }\n        let dynamicBuffersDiffer = this.boundDynamicVertexBuffers.length !== dynamicVertexBuffers.length;\n        for (let i = 0; !dynamicBuffersDiffer && i < dynamicVertexBuffers.length; i++) {\n            if (this.boundDynamicVertexBuffers[i] !== dynamicVertexBuffers[i]) {\n                dynamicBuffersDiffer = true;\n            }\n        }\n\n        const isFreshBindRequired = (\n            !this.vao ||\n            this.boundProgram !== program ||\n            this.boundLayoutVertexBuffer !== layoutVertexBuffer ||\n            paintBuffersDiffer ||\n            dynamicBuffersDiffer ||\n            this.boundIndexBuffer !== indexBuffer ||\n            this.boundVertexOffset !== vertexOffset\n        );\n\n        if (isFreshBindRequired) {\n            this.freshBind(program, layoutVertexBuffer, paintVertexBuffers, indexBuffer, vertexOffset, dynamicVertexBuffers, vertexAttribDivisorValue);\n        } else {\n            context.bindVertexArrayOES.set(this.vao);\n            for (const dynamicBuffer of dynamicVertexBuffers) {\n                if (dynamicBuffer) {\n                    dynamicBuffer.bind();\n                    if (vertexAttribDivisorValue && dynamicBuffer.instanceCount) {\n                        dynamicBuffer.setVertexAttribDivisor(context.gl, program, vertexAttribDivisorValue);\n                    }\n                }\n            }\n            if (indexBuffer && indexBuffer.dynamicDraw) {\n                indexBuffer.bind();\n            }\n        }\n    }\n\n    freshBind(\n        program: Program<UniformBindings>,\n        layoutVertexBuffer: VertexBuffer,\n        paintVertexBuffers: Array<VertexBuffer>,\n        indexBuffer: IndexBuffer | null | undefined,\n        vertexOffset: number | null | undefined,\n        dynamicVertexBuffers: Array<VertexBuffer | null | undefined>,\n        vertexAttribDivisorValue?: number | null\n    ) {\n        const context = this.context;\n        const gl = context.gl;\n\n        if (this.vao) this.destroy();\n        this.vao = context.gl.createVertexArray();\n        context.bindVertexArrayOES.set(this.vao);\n\n        // store the arguments so that we can verify them when the vao is bound again\n        this.boundProgram = program;\n        this.boundLayoutVertexBuffer = layoutVertexBuffer;\n        this.boundPaintVertexBuffers = paintVertexBuffers;\n        this.boundIndexBuffer = indexBuffer;\n        this.boundVertexOffset = vertexOffset;\n        this.boundDynamicVertexBuffers = dynamicVertexBuffers;\n\n        layoutVertexBuffer.enableAttributes(gl, program);\n        layoutVertexBuffer.bind();\n        layoutVertexBuffer.setVertexAttribPointers(gl, program, vertexOffset);\n\n        for (const vertexBuffer of paintVertexBuffers) {\n            vertexBuffer.enableAttributes(gl, program);\n            vertexBuffer.bind();\n            vertexBuffer.setVertexAttribPointers(gl, program, vertexOffset);\n        }\n\n        for (const dynamicBuffer of dynamicVertexBuffers) {\n            if (dynamicBuffer) {\n                dynamicBuffer.enableAttributes(gl, program);\n                dynamicBuffer.bind();\n                dynamicBuffer.setVertexAttribPointers(gl, program, vertexOffset);\n                if (vertexAttribDivisorValue && dynamicBuffer.instanceCount) {\n                    dynamicBuffer.setVertexAttribDivisor(gl, program, vertexAttribDivisorValue);\n                }\n            }\n        }\n\n        if (indexBuffer) {\n            indexBuffer.bind();\n        }\n    }\n\n    destroy() {\n        if (this.vao) {\n            this.context.gl.deleteVertexArray(this.vao);\n            this.vao = null;\n        }\n    }\n}\n\nexport default VertexArrayObject;\n","import {Uniform3f} from '../../src/render/uniform_binding';\nimport {sRGBToLinearAndScale, linearVec3TosRGB, clamp} from '../../src/util/util';\nimport {lerp} from '../../src/style-spec/util/lerp';\nimport {vec3} from 'gl-matrix';\n\nimport type Context from '../../src/gl/context';\nimport type Style from '../../src/style/style';\nimport type Lights from '../style/lights';\nimport type {UniformValues} from '../../src/render/uniform_binding';\nimport type {LightProps as Ambient} from '../style/ambient_light_properties';\nimport type {LightProps as Directional} from '../style/directional_light_properties';\n\nexport type LightOverrides = {\n    ambientIntensity?: number,\n    ambientColor?: [number, number, number],\n    directionalIntensity?: number,\n    directionalColor?: [number, number, number]\n};\n\nexport type LightsUniformsType = {\n    ['u_lighting_ambient_color']: Uniform3f;\n    ['u_lighting_directional_dir']: Uniform3f;\n    ['u_lighting_directional_color']: Uniform3f;\n    ['u_ground_radiance']: Uniform3f;\n};\n\nexport const lightsUniforms = (context: Context): LightsUniformsType => ({\n    'u_lighting_ambient_color': new Uniform3f(context),\n    'u_lighting_directional_dir': new Uniform3f(context),\n    'u_lighting_directional_color': new Uniform3f(context),\n    'u_ground_radiance': new Uniform3f(context)\n});\n\nfunction calculateAmbientDirectionalFactor(dir: vec3, normal: vec3, dirColor: vec3): number {\n    // NdotL Used only for ambient directionality\n    const NdotL  = vec3.dot(normal, dir);\n\n    // Emulate sky being brighter close to the main light source\n\n    const factorReductionMax = 0.3;\n    const dirLuminance = vec3.dot(dirColor, [0.2126, 0.7152, 0.0722]);\n    const directionalFactorMin = 1.0 - factorReductionMax * Math.min(dirLuminance, 1.0);\n\n    // If dirColor is (1, 1, 1), then the return value range is\n    // NdotL=-1: 1.0 - factorReductionMax\n    // NdotL>=0: 1.0\n    const ambientDirectionalFactor = lerp(directionalFactorMin, 1.0, Math.min((NdotL + 1.0), 1.0));\n\n    // Emulate environmental light being blocked by other objects\n\n    // Value moves from vertical_factor_min at z=-1 to 1.0 at z=1\n    const verticalFactorMin = 0.92;\n    // clamp(z, -1.0, 1.0) is required because z can be very slightly out of the acceptable input\n    // range for asin, even when it has been normalized, due to limited floating point precision.\n    const verticalFactor = lerp(verticalFactorMin, 1.0, Math.asin(clamp(normal[2], -1.0, 1.0)) / Math.PI + 0.5);\n\n    return verticalFactor * ambientDirectionalFactor;\n}\n\nfunction calculateGroundRadiance(dir: vec3, dirColor: [number, number, number], ambientColor: [number, number, number]): [number, number, number] {\n    const groundNormal: [number, number, number] = [0.0, 0.0, 1.0];\n    const ambientDirectionalFactor = calculateAmbientDirectionalFactor(dir, groundNormal, dirColor);\n\n    const ambientContrib: [number, number, number] = [0, 0, 0];\n    vec3.scale(ambientContrib, ambientColor.slice(0, 3), ambientDirectionalFactor);\n    const dirContrib: [number, number, number] = [0, 0, 0];\n    vec3.scale(dirContrib, dirColor.slice(0, 3), dir[2]);\n\n    const radiance: [number, number, number] = [0, 0, 0];\n    vec3.add(radiance, ambientContrib, dirContrib);\n\n    return linearVec3TosRGB(radiance);\n}\n\nexport const lightsUniformValues = (directional: Lights<Directional>, ambient: Lights<Ambient>, style: Style, lightOverrides?: LightOverrides): UniformValues<LightsUniformsType> => {\n\n    const direction = directional.properties.get('direction');\n\n    const dirIgnoreLut = directional.properties.get('color-use-theme') === 'none';\n    const directionalColor = directional.properties.get('color').toNonPremultipliedRenderColor(dirIgnoreLut ? null : style.getLut(directional.scope)).toArray01();\n    let directionalIntensity = directional.properties.get('intensity');\n\n    const ambIgnoreLut = ambient.properties.get('color-use-theme') === 'none';\n    const ambientColor = ambient.properties.get('color').toNonPremultipliedRenderColor(ambIgnoreLut ? null : style.getLut(ambient.scope)).toArray01();\n    let ambientIntensity = ambient.properties.get('intensity');\n\n    const dirVec: [number, number, number] = [direction.x, direction.y, direction.z];\n\n    if (lightOverrides) {\n        if (lightOverrides.ambientIntensity !== undefined) ambientIntensity = lightOverrides.ambientIntensity;\n        if (lightOverrides.directionalIntensity !== undefined) directionalIntensity = lightOverrides.directionalIntensity;\n        if (lightOverrides.ambientColor !== undefined) {\n            ambientColor[0] = lightOverrides.ambientColor[0];\n            ambientColor[1] = lightOverrides.ambientColor[1];\n            ambientColor[2] = lightOverrides.ambientColor[2];\n        }\n        if (lightOverrides.directionalColor !== undefined) {\n            directionalColor[0] = lightOverrides.directionalColor[0];\n            directionalColor[1] = lightOverrides.directionalColor[1];\n            directionalColor[2] = lightOverrides.directionalColor[2];\n        }\n    }\n\n    const ambientColorLinear = sRGBToLinearAndScale(ambientColor, ambientIntensity);\n\n    const directionalColorLinear = sRGBToLinearAndScale(directionalColor, directionalIntensity);\n    const groundRadianceSrgb = calculateGroundRadiance(dirVec, directionalColorLinear, ambientColorLinear);\n    return {\n        'u_lighting_ambient_color': ambientColorLinear,\n        'u_lighting_directional_dir': dirVec,\n        'u_lighting_directional_color': directionalColorLinear,\n        'u_ground_radiance': groundRadianceSrgb\n    };\n};\n","import {\n    includeMap,\n    FRAGMENT_PRELUDE_BLOCK,\n    VERTEX_PRELUDE_BLOCK\n} from '../shaders/shaders';\nimport assert from '../style-spec/util/assert';\nimport VertexArrayObject from './vertex_array_object';\nimport {terrainUniforms, globeUniforms} from '../terrain/terrain_gpu_uniforms';\nimport {fogUniforms} from './fog';\nimport {cutoffUniforms} from './cutoff';\nimport {lightsUniforms} from '../../3d-style/render/lights';\nimport {shadowUniforms} from '../../3d-style/render/shadow_uniforms';\nimport DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport ColorMode from '../gl/color_mode';\nimport Color from '../style-spec/util/color';\nimport {Uniform1i} from './uniform_binding';\nimport {warnOnce} from '../util/util';\nimport browser from '../util/browser';\n\nimport type ProgramConfiguration from '../data/program_configuration';\nimport type Context from '../gl/context';\nimport type {TerrainUniformsType, GlobeUniformsType} from '../terrain/terrain_gpu_uniforms';\nimport type {FogUniformsType} from './fog';\nimport type {CutoffUniformsType} from './cutoff';\nimport type {LightsUniformsType} from '../../3d-style/render/lights';\nimport type {ShadowUniformsType} from '../../3d-style/render/shadow_uniforms';\nimport type SegmentVector from '../data/segment';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type CullFaceMode from '../gl/cull_face_mode';\nimport type {UniformBindings, UniformValues, IUniform} from './uniform_binding';\nimport type {BinderUniform} from '../data/program_configuration';\nimport type Painter from './painter';\nimport type {Segment} from \"../data/segment\";\nimport type {ProgramUniformsType, DynamicDefinesType} from '../render/program/program_uniforms';\nimport type {PossiblyEvaluated} from '../style/properties';\n\nexport type ProgramName = keyof ProgramUniformsType;\n\nexport type DrawMode = WebGL2RenderingContext['POINTS'] | WebGL2RenderingContext['LINES'] | WebGL2RenderingContext['TRIANGLES'] | WebGL2RenderingContext['LINE_STRIP'];\n\nexport type ShaderSource = {\n    fragmentSource: string;\n    vertexSource: string;\n    usedDefines: Set<DynamicDefinesType>;\n    vertexIncludes: Array<string>;\n    fragmentIncludes: Array<string>;\n};\n\nconst debugWireframe2DLayerProgramNames = [\n    'fill', 'fillOutline', 'fillPattern',\n    'line', 'linePattern',\n    'background', 'backgroundPattern',\n    \"hillshade\",\n    \"raster\"];\n\nconst debugWireframe3DLayerProgramNames = [\n    \"stars\",\n    \"rainParticle\",\n    \"snowParticle\",\n    \"fillExtrusion\",  \"fillExtrusionGroundEffect\",\n    \"building\", \"buildingBloom\",\n    \"elevatedStructures\",\n    \"model\",\n    \"symbol\"];\n\ntype InstancingUniformType = {\n    ['u_instanceID']: Uniform1i;\n};\n\nconst instancingUniforms = (context: Context): InstancingUniformType => ({\n    'u_instanceID': new Uniform1i(context)});\n\ntype UniformGroupKey = 'terrainUniforms' | 'globeUniforms' | 'fogUniforms' | 'cutoffUniforms' | 'lightsUniforms' | 'shadowUniforms';\n\nclass Program<Us extends UniformBindings> {\n    program: WebGLProgram;\n    attributes: Record<string, number>;\n    fixedUniforms!: Readonly<Us>;\n    // Cache fixedUniforms entries to avoid allocations during draw calls\n    fixedUniformsEntries!: ReadonlyArray<[string, IUniform<unknown>]>;\n    binderUniforms!: Array<BinderUniform>;\n    failedToCreate!: boolean;\n    terrainUniforms: TerrainUniformsType | undefined;\n    fogUniforms: FogUniformsType | undefined;\n    cutoffUniforms: CutoffUniformsType | undefined;\n    lightsUniforms: LightsUniformsType | undefined;\n    globeUniforms: GlobeUniformsType | undefined;\n    shadowUniforms: ShadowUniformsType | undefined;\n\n    name: ProgramName;\n    configuration: ProgramConfiguration | null | undefined;\n    fixedDefines: ReadonlyArray<DynamicDefinesType>;\n\n    // Manually handle instancing by issuing draw calls and replacing gl_InstanceID with uniform\n    forceManualRenderingForInstanceIDShaders: boolean;\n    instancingUniforms: InstancingUniformType | undefined;\n\n    _pending: boolean;\n    _context: Context;\n    _fragmentShader!: WebGLShader | null;\n    _vertexShader!: WebGLShader | null;\n    _fixedUniformsFn: (arg1: Context) => Us;\n    _precompiled: boolean;\n\n    static cacheKey(\n        source: ShaderSource,\n        name: string,\n        defines: DynamicDefinesType[],\n        programConfiguration?: ProgramConfiguration | null,\n    ): string {\n        const parts: string[] = [name];\n\n        if (programConfiguration) {\n            parts.push(programConfiguration.cacheKey);\n        }\n\n        for (const define of defines) {\n            // Include known defines that are used, or all custom string defines (like MAX_SYMBOL_FEATURES)\n            if (typeof define === 'string' && define.includes(' ')) {\n                // Custom numeric define (e.g., \"MAX_SYMBOL_FEATURES 128\")\n                parts.push(define);\n            } else if (source.usedDefines.has(define)) {\n                parts.push(define);\n            }\n        }\n\n        return parts.join('/');\n    }\n\n    constructor(\n        context: Context,\n        name: ProgramName,\n        source: ShaderSource,\n        configuration: ProgramConfiguration | null | undefined,\n        fixedUniforms: (arg1: Context) => Us,\n        fixedDefines: DynamicDefinesType[],\n        precompiled: boolean = false\n    ) {\n        const gl = context.gl;\n        this.program = gl.createProgram();\n\n        this._context = context;\n        this._fixedUniformsFn = fixedUniforms;\n        this._pending = true;\n        this._precompiled = precompiled;\n        this.attributes = {};\n\n        this.configuration = configuration;\n        this.name = name;\n        this.fixedDefines = [...fixedDefines];\n\n        if (precompiled) context._compileStats.precompiled++;\n        else context._compileStats.onDemand++;\n\n        const configDefines = configuration ? configuration.defines() : [];\n        const defines = configDefines.concat(fixedDefines.map((define) => `#define ${define}`)).join('\\n');\n        const definesBlock = `#version 300 es\\n${defines}`;\n\n        const fragmentParts = [definesBlock, FRAGMENT_PRELUDE_BLOCK];\n        for (const include of source.fragmentIncludes) {\n            fragmentParts.push(includeMap[include]);\n        }\n\n        fragmentParts.push(source.fragmentSource);\n        const fragmentSource = fragmentParts.join('\\n');\n\n        const vertexParts = [definesBlock, VERTEX_PRELUDE_BLOCK];\n        for (const include of source.vertexIncludes) {\n            vertexParts.push(includeMap[include]);\n        }\n\n        this.forceManualRenderingForInstanceIDShaders = context.forceManualRenderingForInstanceIDShaders && source.vertexSource.includes('gl_InstanceID');\n\n        if (this.forceManualRenderingForInstanceIDShaders) {\n            vertexParts.push('uniform int u_instanceID;');\n        }\n\n        vertexParts.push(source.vertexSource);\n        let vertexSource = vertexParts.join('\\n');\n\n        if (this.forceManualRenderingForInstanceIDShaders) {\n            vertexSource = vertexSource.replaceAll('gl_InstanceID', 'u_instanceID');\n        }\n\n        const fragmentShader = (gl.createShader(gl.FRAGMENT_SHADER));\n        if (gl.isContextLost()) {\n            this.failedToCreate = true;\n            this._pending = false;\n            return;\n        }\n        gl.shaderSource(fragmentShader, fragmentSource);\n        gl.compileShader(fragmentShader);\n        gl.attachShader(this.program, fragmentShader);\n\n        const vertexShader = (gl.createShader(gl.VERTEX_SHADER));\n        if (gl.isContextLost()) {\n            this.failedToCreate = true;\n            this._pending = false;\n            return;\n        }\n        gl.shaderSource(vertexShader, vertexSource);\n        gl.compileShader(vertexShader);\n        gl.attachShader(this.program, vertexShader);\n\n        gl.linkProgram(this.program);\n\n        this._fragmentShader = fragmentShader;\n        this._vertexShader = vertexShader;\n\n        // When KHR_parallel_shader_compile isn't available, all sync paths\n        // (getShaderParameter / getProgramParameter) would stall anyway — just finalize now.\n        if (!context.extParallelShaderCompile) {\n            this._finalize();\n        } else {\n            context._pendingPrograms.add(this);\n        }\n    }\n\n    _finalize() {\n        if (!this._pending) return;\n        this._pending = false;\n\n        const context = this._context;\n        const gl = context.gl;\n        context._pendingPrograms.delete(this);\n\n        // Only LINK_STATUS is checked — it blocks until both compiles + link are done.\n        // COMPILE_STATUS would be a redundant blocking call (info logs are non-blocking).\n        // Time *only* this call: it isolates GPU compile-completion wait from JS/GL bookkeeping\n        // (deleteShader, getUniformLocation, etc.) so the metric is comparable across KHR/no-KHR.\n        const t0 = browser.now();\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const linkOk = gl.getProgramParameter(this.program, gl.LINK_STATUS);\n        const ms = browser.now() - t0;\n\n        const stats = context._compileStats;\n        stats.totalStallMs += ms;\n        if (ms > stats.maxStallMs) stats.maxStallMs = ms;\n\n        if (ms > 1) { // only collect meaningful stalls\n            stats.framesMissed += Math.floor(ms * 60 / 1000);\n            const defines = this.fixedDefines.join(',');\n            stats.stalls.push({name: `${this.name}${defines ? '/' : ''}${defines}`, ms, timestamp: t0});\n        }\n\n        if (this._fragmentShader) {\n            if (!linkOk) warnOnce(`Fragment shader '${this.name}': ${gl.getShaderInfoLog(this._fragmentShader)}`);\n            gl.deleteShader(this._fragmentShader);\n            this._fragmentShader = null;\n        }\n        if (this._vertexShader) {\n            if (!linkOk) warnOnce(`Vertex shader '${this.name}': ${gl.getShaderInfoLog(this._vertexShader)}`);\n            gl.deleteShader(this._vertexShader);\n            this._vertexShader = null;\n        }\n\n        if (!linkOk) {\n            warnOnce(`Failed to link program '${this.name}': ${gl.getProgramInfoLog(this.program)}`);\n            this.failedToCreate = true;\n            return;\n        }\n\n        this.fixedUniforms = this._fixedUniformsFn(context);\n        this.fixedUniformsEntries = Object.entries(this.fixedUniforms);\n        this.binderUniforms = this.configuration ? this.configuration.getUniforms(context) : [];\n\n        if (this.forceManualRenderingForInstanceIDShaders) {\n            this.instancingUniforms = instancingUniforms(context);\n        }\n\n        const fixedDefines = this.fixedDefines;\n        const name = this.name;\n        // Symbol and circle layer are depth (terrain + 3d layers) occluded\n        // For the sake of native compatibility depth occlusion goes via terrain uniforms block\n        if (fixedDefines.includes('TERRAIN') || fixedDefines.includes('ELEVATED') || name.includes('symbol') || name.includes('circle')) {\n            this.terrainUniforms = terrainUniforms(context);\n        }\n        if (fixedDefines.includes('GLOBE')) {\n            this.globeUniforms = globeUniforms(context);\n        }\n        if (fixedDefines.includes('FOG')) {\n            this.fogUniforms = fogUniforms(context);\n        }\n        if (fixedDefines.includes('RENDER_CUTOFF')) {\n            this.cutoffUniforms = cutoffUniforms(context);\n        }\n        if (fixedDefines.includes('LIGHTING_3D_MODE')) {\n            this.lightsUniforms = lightsUniforms(context);\n        }\n        if (fixedDefines.includes('RENDER_SHADOWS')) {\n            this.shadowUniforms = shadowUniforms(context);\n        }\n    }\n\n    // Opportunistic finalize from idle sweep. Uses the non-blocking COMPLETION_STATUS_KHR poll —\n    // skips finalize when the driver hasn't finished, leaving the program for a later sweep.\n    maybeFinalize() {\n        if (!this._pending) return;\n        const ext = this._context.extParallelShaderCompile;\n        if (ext && !this._context.gl.getProgramParameter(this.program, ext.COMPLETION_STATUS_KHR)) return;\n        this._finalize();\n    }\n\n    _ensureReady() {\n        if (!this._pending) return;\n        this._finalize();\n\n        // Sibling sweep AFTER our stall — driver threads may have finished others during our LINK_STATUS wait.\n        // Non-blocking completion polls finalize ready ones now so their future draw-path use doesn't stall.\n        this._context.sweepPendingPrograms();\n    }\n\n    getAttributeLocation(gl: WebGL2RenderingContext, name: string): number {\n        this._ensureReady();\n        let location = this.attributes[name];\n        if (location === undefined) {\n            location = this.attributes[name] = gl.getAttribLocation(this.program, name);\n        }\n        return location;\n    }\n\n    // Reads the uniform binding via `key` rather than taking it as an argument, because\n    // the binding is created lazily in _finalize() — it must be read after _ensureReady().\n    _setUniformGroup(context: Context, key: UniformGroupKey, values: UniformValues<UniformBindings>) {\n        this._ensureReady();\n        const uniforms = this[key] as UniformBindings | undefined;\n        if (this.failedToCreate || !uniforms) return;\n        context.program.set(this.program);\n\n        for (const name in values) {\n            const uniform = uniforms[name];\n            if (uniform) uniform.set(this.program, name, values[name]);\n        }\n    }\n\n    setTerrainUniformValues(context: Context, terrainUniformValues: UniformValues<TerrainUniformsType>) {\n        this._setUniformGroup(context, 'terrainUniforms', terrainUniformValues);\n    }\n\n    setGlobeUniformValues(context: Context, globeUniformValues: UniformValues<GlobeUniformsType>) {\n        this._setUniformGroup(context, 'globeUniforms', globeUniformValues);\n    }\n\n    setFogUniformValues(context: Context, fogUniformValues: UniformValues<FogUniformsType>) {\n        this._setUniformGroup(context, 'fogUniforms', fogUniformValues);\n    }\n\n    setCutoffUniformValues(context: Context, cutoffUniformValues: UniformValues<CutoffUniformsType>) {\n        this._setUniformGroup(context, 'cutoffUniforms', cutoffUniformValues);\n    }\n\n    setLightsUniformValues(context: Context, lightsUniformValues: UniformValues<LightsUniformsType>) {\n        this._setUniformGroup(context, 'lightsUniforms', lightsUniformValues);\n    }\n\n    setShadowUniformValues(context: Context, shadowUniformValues: UniformValues<ShadowUniformsType>) {\n        this._setUniformGroup(context, 'shadowUniforms', shadowUniformValues);\n    }\n\n    _drawDebugWireframe(painter: Painter, depthMode: Readonly<DepthMode>,\n        stencilMode: Readonly<StencilMode>,\n        colorMode: Readonly<ColorMode>,\n        indexBuffer: IndexBuffer, segment: Segment,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        currentProperties: PossiblyEvaluated<any>,\n        zoom?: number,\n        configuration?: ProgramConfiguration,\n        instanceCount?: number\n    ) {\n\n        const wireframe = painter.options.wireframe;\n\n        if (wireframe.terrain === false && wireframe.layers2D === false && wireframe.layers3D === false) {\n            return;\n        }\n\n        const context = painter.context;\n\n        const subjectForWireframe = (() => {\n            // Terrain\n            if (wireframe.terrain && (this.name === 'terrainRaster' || this.name === 'globeRaster')) {\n                return true;\n            }\n\n            const drapingInProgress = painter._terrain && painter._terrain.renderingToTexture;\n\n            // 2D\n            if (wireframe.layers2D && !drapingInProgress) {\n                if (debugWireframe2DLayerProgramNames.includes(this.name)) {\n                    return true;\n                }\n            }\n\n            // 3D\n            if (wireframe.layers3D) {\n                if (debugWireframe3DLayerProgramNames.includes(this.name)) {\n                    return true;\n                }\n            }\n\n            return false;\n        })();\n\n        if (!subjectForWireframe) {\n            return;\n        }\n\n        const gl = context.gl;\n        const linesIndexBuffer = painter.wireframeDebugCache.getLinesFromTrianglesBuffer(painter.frameCounter, indexBuffer, context);\n\n        if (!linesIndexBuffer) {\n            return;\n        }\n\n        const debugDefines: DynamicDefinesType[] = [...this.fixedDefines, 'DEBUG_WIREFRAME'];\n        const debugProgram = painter.getOrCreateProgram(this.name, {config: this.configuration, defines: debugDefines});\n        debugProgram._ensureReady();\n\n        context.program.set(debugProgram.program);\n\n        const copyUniformValues = (group: string, pSrc: Program<Us>, pDst: Program<UniformBindings>) => {\n            if (pSrc[group] && pDst[group]) {\n                for (const name in pSrc[group]) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                    if (pDst[group][name]) {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                        pDst[group][name].set(pDst.program, name, pSrc[group][name].current);\n                    }\n                }\n            }\n        };\n\n        if (configuration) {\n            configuration.setUniforms(debugProgram.program, context, debugProgram.binderUniforms, currentProperties, {zoom});\n        }\n\n        copyUniformValues(\"fixedUniforms\", this, debugProgram);\n        copyUniformValues(\"terrainUniforms\", this, debugProgram);\n        copyUniformValues(\"globeUniforms\", this, debugProgram);\n        copyUniformValues(\"fogUniforms\", this, debugProgram);\n        copyUniformValues(\"lightsUniforms\", this, debugProgram);\n        copyUniformValues(\"shadowUniforms\", this, debugProgram);\n\n        linesIndexBuffer.bind();\n\n        // Debug wireframe uses premultiplied alpha blending (alpha channel is left unchanged)\n        context.setColorMode(new ColorMode([gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE],\n            Color.transparent, [true, true, true, false]));\n        context.setDepthMode(new DepthMode(depthMode.func === gl.LESS ? gl.LEQUAL : depthMode.func, DepthMode.ReadOnly, depthMode.range));\n        context.setStencilMode(StencilMode.disabled);\n\n        const count = segment.primitiveLength * 3 * 2; // One triangle corresponds to 3 lines (each has 2 indices)\n        const offset = segment.primitiveOffset * 3 * 2 * 2; // One triangles corresponds to 3 lines (2 indices * 2 bytes per index)\n\n        if (this.forceManualRenderingForInstanceIDShaders) {\n            const renderInstanceCount = instanceCount ? instanceCount : 1;\n            for (let i = 0; i < renderInstanceCount; ++i) {\n                debugProgram.instancingUniforms[\"u_instanceID\"].set(this.program, \"u_instanceID\", i);\n\n                gl.drawElements(\n                    gl.LINES,\n                    count,\n                    gl.UNSIGNED_SHORT,\n                    offset\n                );\n            }\n        } else {\n            if (instanceCount && instanceCount > 1) {\n                gl.drawElementsInstanced(\n                    gl.LINES,\n                    count,\n                    gl.UNSIGNED_SHORT,\n                    offset,\n                    instanceCount);\n            } else {\n                gl.drawElements(\n                    gl.LINES,\n                    count,\n                    gl.UNSIGNED_SHORT,\n                    offset\n                );\n            }\n        }\n\n        // Revert to non-wireframe parameters\n        indexBuffer.bind();\n        context.program.set(this.program);\n        context.setDepthMode(depthMode);\n        context.setStencilMode(stencilMode);\n        context.setColorMode(colorMode);\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    checkUniforms(name: string, define: DynamicDefinesType, uniforms: any) {\n        if (this.fixedDefines.includes(define)) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            for (const key of Object.keys(uniforms)) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n                if (!uniforms[key].initialized) {\n                    throw new Error(`Program '${this.name}', from draw '${name}': uniform ${key} not set but required by ${define} being defined`);\n                }\n            }\n        }\n    }\n\n    draw<Us>(\n        painter: Painter,\n        drawMode: DrawMode,\n        depthMode: Readonly<DepthMode>,\n        stencilMode: Readonly<StencilMode>,\n        colorMode: Readonly<ColorMode>,\n        cullFaceMode: Readonly<CullFaceMode>,\n        uniformValues: UniformValues<Us>,\n        layerID: string,\n        layoutVertexBuffer: VertexBuffer,\n        indexBuffer: IndexBuffer | undefined,\n        segments: SegmentVector,\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        currentProperties?: PossiblyEvaluated<any>,\n        zoom?: number,\n        configuration?: ProgramConfiguration,\n        dynamicLayoutBuffers?: Array<VertexBuffer | null | undefined>,\n        instanceCount?: number\n    ) {\n        const context = painter.context;\n        const gl = context.gl;\n\n        this._ensureReady();\n        if (this.failedToCreate) return;\n\n        context.program.set(this.program);\n        context.setDepthMode(depthMode);\n        context.setStencilMode(stencilMode);\n        context.setColorMode(colorMode);\n        context.setCullFace(cullFaceMode);\n\n        for (const [name, uniform] of this.fixedUniformsEntries) {\n            uniform.set(this.program, name, uniformValues[name]);\n        }\n\n        if (configuration) {\n            configuration.setUniforms(this.program, context, this.binderUniforms, currentProperties, {zoom});\n        }\n\n        const primitiveSize = {\n            [gl.POINTS]: 1,\n            [gl.LINES]: 2,\n            [gl.TRIANGLES]: 3,\n            [gl.LINE_STRIP]: 1\n        }[drawMode];\n\n        this.checkUniforms(layerID, 'RENDER_SHADOWS', this.shadowUniforms);\n\n        const dynamicBuffers = dynamicLayoutBuffers || [];\n        const paintVertexBuffers = configuration ? configuration.getPaintVertexBuffers() : [];\n        const shouldDrawWireframe = drawMode === gl.TRIANGLES && indexBuffer;\n\n        const vertexAttribDivisorValue = instanceCount && instanceCount > 0 ? 1 : undefined;\n        for (const segment of segments.get()) {\n            const vaos = segment.vaos || (segment.vaos = {});\n            const vao: VertexArrayObject = vaos[layerID] || (vaos[layerID] = new VertexArrayObject());\n            vao.bind(\n                context,\n                this,\n                layoutVertexBuffer,\n                paintVertexBuffers,\n                indexBuffer,\n                segment.vertexOffset,\n                dynamicBuffers,\n                vertexAttribDivisorValue\n            );\n\n            if (this.forceManualRenderingForInstanceIDShaders) {\n                const renderInstanceCount = instanceCount ? instanceCount : 1;\n\n                for (let i = 0; i < renderInstanceCount; ++i) {\n                    this.instancingUniforms[\"u_instanceID\"].set(this.program, \"u_instanceID\", i);\n\n                    if (indexBuffer) {\n                        gl.drawElements(\n                            drawMode,\n                            segment.primitiveLength * primitiveSize,\n                            gl.UNSIGNED_SHORT,\n                            segment.primitiveOffset * primitiveSize * 2);\n                    } else {\n                        gl.drawArrays(drawMode, segment.vertexOffset, segment.vertexLength);\n                    }\n                }\n            } else {\n                if (instanceCount && instanceCount > 1) {\n                    assert(indexBuffer);\n                    gl.drawElementsInstanced(\n                        drawMode,\n                        segment.primitiveLength * primitiveSize,\n                        gl.UNSIGNED_SHORT,\n                        segment.primitiveOffset * primitiveSize * 2,\n                        instanceCount);\n                } else if (indexBuffer) {\n                    gl.drawElements(\n                        drawMode,\n                        segment.primitiveLength * primitiveSize,\n                        gl.UNSIGNED_SHORT,\n                        segment.primitiveOffset * primitiveSize * 2);\n                } else {\n                    gl.drawArrays(drawMode, segment.vertexOffset, segment.vertexLength);\n                }\n            }\n            if (shouldDrawWireframe) {\n                this._drawDebugWireframe(painter, depthMode, stencilMode, colorMode, indexBuffer, segment,\n                    currentProperties, zoom, configuration, instanceCount);\n            }\n        }\n    }\n}\n\nexport default Program;\n","import {Uniform1f, Uniform1i, Uniform2f, Uniform3f, Uniform4f, UniformMatrix4f} from './uniform_binding';\nimport {globeToMercatorTransition} from '../geo/projection/globe_util';\n\nimport type {mat4} from 'gl-matrix';\nimport type Context from '../gl/context';\nimport type Fog from '../style/fog';\nimport type {UniformValues} from './uniform_binding';\nimport type {UnwrappedTileID} from '../source/tile_id';\nimport type Painter from './painter';\n\nexport type FogUniformsType = {\n    ['u_fog_matrix']: UniformMatrix4f;\n    ['u_fog_range']: Uniform2f;\n    ['u_fog_color']: Uniform4f;\n    ['u_fog_horizon_blend']: Uniform1f;\n    ['u_fog_vertical_limit']: Uniform2f;\n    ['u_fog_temporal_offset']: Uniform1f;\n    ['u_frustum_tl']: Uniform3f;\n    ['u_frustum_tr']: Uniform3f;\n    ['u_frustum_br']: Uniform3f;\n    ['u_frustum_bl']: Uniform3f;\n    ['u_globe_pos']: Uniform3f;\n    ['u_globe_radius']: Uniform1f;\n    ['u_globe_transition']: Uniform1f;\n    ['u_is_globe']: Uniform1i;\n    ['u_viewport']: Uniform2f;\n};\n\nexport const fogUniforms = (context: Context): FogUniformsType => ({\n    'u_fog_matrix': new UniformMatrix4f(context),\n    'u_fog_range': new Uniform2f(context),\n    'u_fog_color': new Uniform4f(context),\n    'u_fog_horizon_blend': new Uniform1f(context),\n    'u_fog_vertical_limit': new Uniform2f(context),\n    'u_fog_temporal_offset': new Uniform1f(context),\n    'u_frustum_tl': new Uniform3f(context),\n    'u_frustum_tr': new Uniform3f(context),\n    'u_frustum_br': new Uniform3f(context),\n    'u_frustum_bl': new Uniform3f(context),\n    'u_globe_pos': new Uniform3f(context),\n    'u_globe_radius': new Uniform1f(context),\n    'u_globe_transition': new Uniform1f(context),\n    'u_is_globe': new Uniform1i(context),\n    'u_viewport': new Uniform2f(context)\n});\n\nexport const fogUniformValues = (\n    painter: Painter,\n    fog: Fog,\n    tileID: UnwrappedTileID | null | undefined,\n    fogOpacity: number,\n    frustumDirTl: [number, number, number],\n    frustumDirTr: [number, number, number],\n    frustumDirBr: [number, number, number],\n    frustumDirBl: [number, number, number],\n    globePosition: [number, number, number],\n    globeRadius: number,\n    viewport: [number, number],\n    fogMatrix?: mat4 | null,\n): UniformValues<FogUniformsType> => {\n    const tr = painter.transform;\n\n    const ignoreLUT = fog.properties.get('color-use-theme') === 'none';\n    const fogColor = fog.properties.get('color').toNonPremultipliedRenderColor(ignoreLUT ? null : painter.style.getLut(fog.scope)).toArray01();\n    fogColor[3] = fogOpacity; // Update Alpha\n    const temporalOffset = (painter.frameCounter / 1000.0) % 1;\n\n    const [verticalRangeMin, verticalRangeMax] = fog.properties.get('vertical-range');\n    return {\n        'u_fog_matrix': (tileID ? tr.calculateFogTileMatrix(tileID) : fogMatrix ? fogMatrix : painter.identityMat),\n        'u_fog_range': fog.getRangeForProjection(),\n        'u_fog_color': fogColor,\n        'u_fog_horizon_blend': fog.properties.get('horizon-blend'),\n        'u_fog_vertical_limit': [Math.min(verticalRangeMin, verticalRangeMax), verticalRangeMax],\n        'u_fog_temporal_offset': temporalOffset,\n        'u_frustum_tl': frustumDirTl,\n        'u_frustum_tr': frustumDirTr,\n        'u_frustum_br': frustumDirBr,\n        'u_frustum_bl': frustumDirBl,\n        'u_globe_pos': globePosition,\n        'u_globe_radius': globeRadius,\n        'u_viewport': viewport,\n        'u_globe_transition': globeToMercatorTransition(tr.zoom),\n        'u_is_globe': +(tr.projection.name === 'globe')\n    };\n};\n","import assert from '../style-spec/util/assert';\n\nimport type {StructArray} from '../util/struct_array';\nimport type {TriangleIndexArray, LineIndexArray, LineStripIndexArray} from '../data/index_array_type';\nimport type Context from '../gl/context';\n\nclass IndexBuffer {\n    context: Context;\n    buffer: WebGLBuffer | null | undefined;\n    dynamicDraw: boolean;\n    id: number; // Unique ID, iterated on construction and data upload\n\n    static uniqueIdxCounter: number;\n    constructor(context: Context, array: TriangleIndexArray | LineIndexArray | LineStripIndexArray, dynamicDraw?: boolean, noDestroy?: boolean) {\n        this.id = IndexBuffer.uniqueIdxCounter;\n        IndexBuffer.uniqueIdxCounter++;\n\n        this.context = context;\n        const gl = context.gl;\n        this.buffer = gl.createBuffer();\n        this.dynamicDraw = Boolean(dynamicDraw);\n\n        // The bound index buffer is part of vertex array object state. We don't want to\n        // modify whatever VAO happens to be currently bound, so make sure the default\n        // vertex array provided by the context is bound instead.\n        this.context.unbindVAO();\n\n        context.bindElementBuffer.set(this.buffer);\n        gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, array.arrayBuffer, this.dynamicDraw ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW);\n\n        if (!this.dynamicDraw && !noDestroy) {\n            array.destroy();\n        }\n    }\n\n    bind() {\n        this.context.bindElementBuffer.set(this.buffer);\n    }\n\n    updateData(array: StructArray) {\n        this.id = IndexBuffer.uniqueIdxCounter;\n        IndexBuffer.uniqueIdxCounter++;\n\n        const gl = this.context.gl;\n        assert(this.dynamicDraw);\n        // The right VAO will get this buffer re-bound later in VertexArrayObject#bind\n        // See https://github.com/mapbox/mapbox-gl-js/issues/5620\n        this.context.unbindVAO();\n        this.bind();\n        gl.bufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, array.arrayBuffer);\n    }\n\n    destroy() {\n        const gl = this.context.gl;\n        if (this.buffer) {\n            gl.deleteBuffer(this.buffer);\n            delete this.buffer;\n        }\n    }\n}\n\nIndexBuffer.uniqueIdxCounter = 0;\n\nexport default IndexBuffer;\n","import assert from '../style-spec/util/assert';\n\nimport type {\n    StructArray,\n    StructArrayMember\n} from '../util/struct_array';\nimport type Program from '../render/program';\nimport type Context from '../gl/context';\nimport type {UniformBindings} from '../render/uniform_binding';\n\n/**\n * @enum {string} AttributeType\n * @private\n * @readonly\n */\nconst AttributeType = {\n    Int8: 'BYTE',\n    Uint8: 'UNSIGNED_BYTE',\n    Int16: 'SHORT',\n    Uint16: 'UNSIGNED_SHORT',\n    Int32: 'INT',\n    Uint32: 'UNSIGNED_INT',\n    Float32: 'FLOAT'\n};\n\n/**\n * The `VertexBuffer` class turns a `StructArray` into a WebGL buffer. Each member of the StructArray's\n * Struct type is converted to a WebGL atribute.\n * @private\n */\nclass VertexBuffer {\n    length: number;\n    attributes: ReadonlyArray<StructArrayMember>;\n    itemSize: number;\n    dynamicDraw: boolean | null | undefined;\n    context: Context;\n    buffer: WebGLBuffer | null | undefined;\n    instanceCount: number | null | undefined;\n\n    /**\n     * @param dynamicDraw Whether this buffer will be repeatedly updated.\n     * @private\n     */\n    constructor(context: Context, array: StructArray, attributes: ReadonlyArray<StructArrayMember>, dynamicDraw?: boolean, noDestroy?: boolean, instanceCount?: number) {\n        this.length = array.length;\n        this.attributes = attributes;\n        this.itemSize = array.bytesPerElement;\n        this.dynamicDraw = dynamicDraw;\n        this.instanceCount = instanceCount;\n        this.context = context;\n        const gl = context.gl;\n        this.buffer = gl.createBuffer();\n        context.bindVertexBuffer.set(this.buffer);\n        gl.bufferData(gl.ARRAY_BUFFER, array.arrayBuffer, this.dynamicDraw ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW);\n\n        if (!this.dynamicDraw && !noDestroy) {\n            array.destroy();\n        }\n    }\n\n    bind() {\n        this.context.bindVertexBuffer.set(this.buffer);\n    }\n\n    updateData(array: StructArray) {\n        assert(array.length === this.length);\n        const gl = this.context.gl;\n        this.bind();\n        gl.bufferSubData(gl.ARRAY_BUFFER, 0, array.arrayBuffer);\n    }\n\n    enableAttributes(gl: WebGL2RenderingContext, program: Program<UniformBindings>) {\n        for (const member of this.attributes) {\n            const attribIndex = program.getAttributeLocation(gl, member.name);\n            if (attribIndex !== -1) {\n                gl.enableVertexAttribArray(attribIndex);\n            }\n        }\n    }\n\n    /**\n     * Set the attribute pointers in a WebGL context.\n     * @param gl The WebGL context.\n     * @param program The active WebGL program.\n     * @param vertexOffset Index of the starting vertex of the segment.\n     */\n    setVertexAttribPointers(gl: WebGL2RenderingContext, program: Program<UniformBindings>, vertexOffset?: number | null) {\n        for (const member of this.attributes) {\n            const attribIndex = program.getAttributeLocation(gl, member.name);\n            if (attribIndex !== -1) {\n                const byteOffset = member.offset + (this.itemSize * (vertexOffset || 0));\n                // Floats and normalized integers are both read as floats in the shader, so they go\n                // through vertexAttribPointer. Plain integer types use vertexAttribIPointer.\n                if (member.type === 'Float32' || member.normalized) {\n                    gl.vertexAttribPointer(\n                        attribIndex,\n                        member.components,\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                        gl[AttributeType[member.type]],\n                        !!member.normalized,\n                        this.itemSize,\n                        byteOffset\n                    );\n                } else {\n                    gl.vertexAttribIPointer(\n                        attribIndex,\n                        member.components,\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                        gl[AttributeType[member.type]],\n                        this.itemSize,\n                        byteOffset\n                    );\n                }\n            }\n        }\n    }\n\n    setVertexAttribDivisor(gl: WebGL2RenderingContext, program: Program<UniformBindings>, value: number) {\n        for (let j = 0; j < this.attributes.length; j++) {\n            const member = this.attributes[j];\n            const attribIndex = program.getAttributeLocation(gl, member.name);\n            if (attribIndex !== -1 && this.instanceCount && this.instanceCount > 0) {\n                gl.vertexAttribDivisor(attribIndex, value);\n            }\n        }\n    }\n\n    /**\n     * Destroy the GL buffer bound to the given WebGL context.\n     */\n    destroy() {\n        const gl = this.context.gl;\n        if (this.buffer) {\n            gl.deleteBuffer(this.buffer);\n            delete this.buffer;\n        }\n    }\n}\n\nexport default VertexBuffer;\n","import {ColorAttachment, DepthRenderbufferAttachment, DepthTextureAttachment} from './value';\nimport Texture from '../render/texture';\nimport assert from '../style-spec/util/assert';\n\nimport type Context from './context';\nimport type {DepthBufferType} from './types';\nimport type {TextureFormat} from '../render/texture';\n\nclass Framebuffer {\n    context: Context;\n    width: number;\n    height: number;\n    format!: TextureFormat;\n    framebuffer: WebGLFramebuffer;\n    colorAttachment0!: ColorAttachment;\n    colorAttachment1!: ColorAttachment;\n    depthAttachment!: DepthRenderbufferAttachment | DepthTextureAttachment;\n    depthAttachmentType: DepthBufferType | null | undefined;\n    _stencilRbo: WebGLRenderbuffer | null | undefined;\n\n    constructor(context: Context, width: number, height: number, numColorAttachments: number, depthType?: DepthBufferType | null) {\n        this.context = context;\n        this.width = width;\n        this.height = height;\n        const gl = context.gl;\n        const fbo = this.framebuffer = (gl.createFramebuffer());\n\n        assert(numColorAttachments <= 2);\n\n        if (numColorAttachments > 0) {\n            this.colorAttachment0 = new ColorAttachment(context, fbo, 0);\n        }\n        if (numColorAttachments > 1) {\n            this.colorAttachment1 = new ColorAttachment(context, fbo, 1);\n        }\n        if (depthType) {\n            this.depthAttachmentType = depthType;\n\n            if (depthType === 'renderbuffer') {\n                this.depthAttachment = new DepthRenderbufferAttachment(context, fbo);\n            } else {\n                this.depthAttachment = new DepthTextureAttachment(context, fbo);\n            }\n        }\n    }\n\n    static createWithTexture(\n        context: Context,\n        existingFbo: Framebuffer | null,\n        width: number,\n        height: number,\n        attachStencil?: boolean\n    ): Framebuffer {\n        const gl = context.gl;\n\n        context.activeTexture.set(gl.TEXTURE1);\n        context.viewport.set([0, 0, width, height]);\n\n        if (existingFbo && existingFbo.width === width && existingFbo.height === height) {\n            gl.bindTexture(gl.TEXTURE_2D, existingFbo.colorAttachment0.get());\n            context.bindFramebuffer.set(existingFbo.framebuffer);\n            return existingFbo;\n        }\n\n        if (existingFbo) {\n            existingFbo.destroy();\n        }\n\n        const format: TextureFormat = (context.extRenderToTextureHalfFloat || context.extColorBufferFloat) ? context.gl.RGBA16F : context.gl.RGBA8;\n        const texture = new Texture(context, {width, height, data: null}, format);\n        texture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n        const fbo = context.createFramebuffer(width, height, 1, null);\n        fbo.format = format;\n        fbo.colorAttachment0.set(texture.texture);\n\n        if (attachStencil) {\n            const stencilRbo = context.createRenderbuffer(gl.DEPTH24_STENCIL8, width, height);\n            context.bindFramebuffer.set(fbo.framebuffer);\n            gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_STENCIL_ATTACHMENT, gl.RENDERBUFFER, stencilRbo);\n            fbo._stencilRbo = stencilRbo;\n        }\n\n        return fbo;\n    }\n\n    createColorAttachment(context: Context, idx: number) {\n        if (idx === 0) {\n            this.colorAttachment0 = new ColorAttachment(context, this.framebuffer, 0);\n        } else if (idx === 1) {\n            this.colorAttachment1 = new ColorAttachment(context, this.framebuffer, 1);\n        }\n    }\n\n    removeColorAttachment(context: Context, idx: number) {\n        const gl = this.context.gl;\n\n        let texture: WebGLTexture;\n        if (idx === 0) {\n            texture = this.colorAttachment0.get();\n            this.colorAttachment0 = undefined;\n        } else if (idx === 1) {\n            texture = this.colorAttachment1.get();\n            this.colorAttachment1 = undefined;\n        }\n        if (texture) gl.deleteTexture(texture);\n    }\n\n    destroy() {\n        const gl = this.context.gl;\n\n        if (this.colorAttachment0) {\n            const texture = this.colorAttachment0.get();\n            if (texture) gl.deleteTexture(texture);\n        }\n\n        if (this.colorAttachment1) {\n            const texture = this.colorAttachment1.get();\n            if (texture) gl.deleteTexture(texture);\n        }\n\n        if (this.depthAttachment && this.depthAttachmentType) {\n            if (this.depthAttachmentType === 'renderbuffer') {\n                const renderbuffer = this.depthAttachment.get();\n                if (renderbuffer) gl.deleteRenderbuffer(renderbuffer);\n            } else {\n                const texture = this.depthAttachment.get();\n                if (texture) gl.deleteTexture(texture);\n            }\n        }\n\n        if (this._stencilRbo) {\n            gl.deleteRenderbuffer(this._stencilRbo);\n            this._stencilRbo = null;\n        }\n\n        gl.deleteFramebuffer(this.framebuffer);\n    }\n}\n\nexport default Framebuffer;\n","import IndexBuffer from './index_buffer';\nimport VertexBuffer from './vertex_buffer';\nimport Framebuffer from './framebuffer';\nimport ColorMode from './color_mode';\nimport {deepEqual} from '../util/util';\nimport {ClearColor, ClearDepth, ClearStencil, ColorMask, DepthMask, StencilMask, StencilFunc, StencilOp, StencilTest, DepthRange, DepthTest, DepthFunc, Blend, BlendFunc, BlendColor, BlendEquation, CullFace, CullFaceSide, FrontFace, Program, ActiveTextureUnit, Viewport, BindFramebuffer, BindRenderbuffer, BindTexture, BindVertexBuffer, BindElementBuffer, BindVertexArrayOES, PixelStoreUnpack, PixelStoreUnpackPremultiplyAlpha, PixelStoreUnpackFlipY} from './value';\n\nimport type DepthMode from './depth_mode';\nimport type StencilMode from './stencil_mode';\nimport type CullFaceMode from './cull_face_mode';\nimport type {DepthBufferType, ColorMaskType, WebGL2BlendFuncExtended} from './types';\nimport type {TriangleIndexArray, LineIndexArray, LineStripIndexArray} from '../data/index_array_type';\nimport type {\n    StructArray,\n    StructArrayMember\n} from '../util/struct_array';\nimport type Color from '../style-spec/util/color';\n\ntype ClearArgs = {\n    color?: Color;\n    depth?: number;\n    stencil?: number;\n    colorMask?: ColorMaskType;\n};\n\nexport type ContextOptions = {\n    extTextureFilterAnisotropicForceOff?: boolean;\n    extTextureFloatLinearForceOff?: boolean;\n    extStandardDerivativesForceOff?: boolean;\n    forceManualRenderingForInstanceIDShaders?: boolean;\n};\n\n// metrics for a single stall (a draw-time wait for an unfinished compile)\nexport type StallRecord = {\n    name: string; // `${programId}/${defines}` — full cache-key-equivalent label of the stalled program\n    ms: number;\n    timestamp: number; // browser.now() at stall start to spot clusters: multiple stalls in the same 16ms window = jank.\n};\n\n// Shader-compile telemetry: precompile vs on-demand counts, stall counters.\n// `framesMissed` and `maxStallMs` quantify user-visible compile jank.\nexport type CompileStats = {\n    precompiled: number;\n    onDemand: number;\n    totalStallMs: number;\n    maxStallMs: number;\n    framesMissed: number;\n    stalls: StallRecord[];\n};\n\nclass Context {\n    gl: WebGL2RenderingContext;\n    maxTextureSize: number;\n    maxUniformBlockSize: number;\n    maxUniformBufferBindings: number;\n\n    clearColor: ClearColor;\n    clearDepth: ClearDepth;\n    clearStencil: ClearStencil;\n    colorMask: ColorMask;\n    depthMask: DepthMask;\n    stencilMask: StencilMask;\n    stencilFunc: StencilFunc;\n    stencilOp: StencilOp;\n    stencilTest: StencilTest;\n    depthRange: DepthRange;\n    depthTest: DepthTest;\n    depthFunc: DepthFunc;\n    blend: Blend;\n    blendFunc: BlendFunc;\n    blendColor: BlendColor;\n    blendEquation: BlendEquation;\n    cullFace: CullFace;\n    cullFaceSide: CullFaceSide;\n    frontFace: FrontFace;\n    program: Program;\n    activeTexture: ActiveTextureUnit;\n    viewport: Viewport;\n    bindFramebuffer: BindFramebuffer;\n    bindRenderbuffer: BindRenderbuffer;\n    bindTexture: BindTexture;\n    bindVertexBuffer: BindVertexBuffer;\n    bindElementBuffer: BindElementBuffer;\n    bindVertexArrayOES: BindVertexArrayOES;\n    pixelStoreUnpack: PixelStoreUnpack;\n    pixelStoreUnpackPremultiplyAlpha: PixelStoreUnpackPremultiplyAlpha;\n    pixelStoreUnpackFlipY: PixelStoreUnpackFlipY;\n    renderer: string | null | undefined;\n    vendor: string | null | undefined;\n\n    // eslint-disable-next-line camelcase\n    extTextureFilterAnisotropic!: EXT_texture_filter_anisotropic;\n    extTextureFilterAnisotropicMax!: GLfloat;\n    // eslint-disable-next-line camelcase\n    extRenderToTextureHalfFloat: EXT_color_buffer_half_float;\n    // eslint-disable-next-line camelcase\n    extColorBufferFloat: EXT_color_buffer_float;\n    // eslint-disable-next-line camelcase\n    extDebugRendererInfo: WEBGL_debug_renderer_info;\n    extTimerQuery: {\n        /* EXT_disjoint_timer_query is not yet available as a TypeScript type */\n        TIME_ELAPSED_EXT: number;\n        getQueryParameter: (query: WebGLQuery, pname: GLenum) => GLuint;\n        deleteQueryEXT: (query: WebGLQuery) => void;\n    };\n    // eslint-disable-next-line camelcase\n    extTextureFloatLinear!: OES_texture_float_linear;\n    options: ContextOptions;\n    maxPointSize: number;\n    extBlendFuncExtended: WebGL2BlendFuncExtended | null;\n    // eslint-disable-next-line camelcase\n    extParallelShaderCompile: KHR_parallel_shader_compile | null;\n\n    forceManualRenderingForInstanceIDShaders: boolean;\n\n    // Programs whose compile was kicked off but not yet finalized. Swept opportunistically\n    // (frame start, idle, precompile batches) so finalize happens off the draw path.\n    _pendingPrograms: Set<{maybeFinalize: () => void}>;\n\n    _compileStats: CompileStats;\n\n    constructor(gl: WebGL2RenderingContext, options?: ContextOptions) {\n        this.gl = gl;\n        this._pendingPrograms = new Set();\n        this._compileStats = {precompiled: 0, onDemand: 0, totalStallMs: 0, maxStallMs: 0, framesMissed: 0, stalls: []};\n\n        this.clearColor = new ClearColor(this);\n        this.clearDepth = new ClearDepth(this);\n        this.clearStencil = new ClearStencil(this);\n        this.colorMask = new ColorMask(this);\n        this.depthMask = new DepthMask(this);\n        this.stencilMask = new StencilMask(this);\n        this.stencilFunc = new StencilFunc(this);\n        this.stencilOp = new StencilOp(this);\n        this.stencilTest = new StencilTest(this);\n        this.depthRange = new DepthRange(this);\n        this.depthTest = new DepthTest(this);\n        this.depthFunc = new DepthFunc(this);\n        this.blend = new Blend(this);\n        this.blendFunc = new BlendFunc(this);\n        this.blendColor = new BlendColor(this);\n        this.blendEquation = new BlendEquation(this);\n        this.cullFace = new CullFace(this);\n        this.cullFaceSide = new CullFaceSide(this);\n        this.frontFace = new FrontFace(this);\n        this.program = new Program(this);\n        this.activeTexture = new ActiveTextureUnit(this);\n        this.viewport = new Viewport(this);\n        this.bindFramebuffer = new BindFramebuffer(this);\n        this.bindRenderbuffer = new BindRenderbuffer(this);\n        this.bindTexture = new BindTexture(this);\n        this.bindVertexBuffer = new BindVertexBuffer(this);\n        this.bindElementBuffer = new BindElementBuffer(this);\n        this.bindVertexArrayOES = new BindVertexArrayOES(this);\n        this.pixelStoreUnpack = new PixelStoreUnpack(this);\n        this.pixelStoreUnpackPremultiplyAlpha = new PixelStoreUnpackPremultiplyAlpha(this);\n        this.pixelStoreUnpackFlipY = new PixelStoreUnpackFlipY(this);\n        this.options = options ? ({...options}) : {};\n\n        if (!this.options.extTextureFilterAnisotropicForceOff) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            this.extTextureFilterAnisotropic = (\n                gl.getExtension('EXT_texture_filter_anisotropic') ||\n            gl.getExtension('MOZ_EXT_texture_filter_anisotropic') ||\n            gl.getExtension('WEBKIT_EXT_texture_filter_anisotropic')\n            );\n            if (this.extTextureFilterAnisotropic) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                this.extTextureFilterAnisotropicMax = gl.getParameter(this.extTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT);\n            }\n        }\n\n        this.extDebugRendererInfo = gl.getExtension('WEBGL_debug_renderer_info');\n        if (this.extDebugRendererInfo) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            this.renderer = gl.getParameter(this.extDebugRendererInfo.UNMASKED_RENDERER_WEBGL);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            this.vendor = gl.getParameter(this.extDebugRendererInfo.UNMASKED_VENDOR_WEBGL);\n        }\n\n        // Force manual rendering for instanced draw calls having gl_InstanceID usage in the shader for PowerVR adapters\n        this.forceManualRenderingForInstanceIDShaders = (options && !!options.forceManualRenderingForInstanceIDShaders) || (this.renderer && this.renderer.includes(\"PowerVR\"));\n\n        if (!this.options.extTextureFloatLinearForceOff) {\n            this.extTextureFloatLinear = gl.getExtension('OES_texture_float_linear');\n        }\n        this.extRenderToTextureHalfFloat = gl.getExtension('EXT_color_buffer_half_float');\n        this.extColorBufferFloat = gl.getExtension('EXT_color_buffer_float');\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.extTimerQuery = gl.getExtension('EXT_disjoint_timer_query_webgl2');\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);\n        // Query UBO limits for dynamic sizing (WebGL2 minimum: 16KB, 36 binding points)\n        // Cap it to a max of 32KB to avoid allocating big UBO buffers\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        this.maxUniformBlockSize = Math.min(gl.getParameter(gl.MAX_UNIFORM_BLOCK_SIZE), 32 * 1024);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.maxUniformBufferBindings = gl.getParameter(gl.MAX_UNIFORM_BUFFER_BINDINGS);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.extBlendFuncExtended = gl.getExtension('WEBGL_blend_func_extended');\n        this.extParallelShaderCompile = gl.getExtension('KHR_parallel_shader_compile');\n    }\n\n    // Non-blocking sweep of programs whose parallel compile may have finished.\n    // Finalizes ready ones so their future draw-path use doesn't stall.\n    sweepPendingPrograms() {\n        if (this._pendingPrograms.size === 0) return;\n        for (const p of this._pendingPrograms) {\n            p.maybeFinalize();\n        }\n    }\n\n    setDefault() {\n        this.unbindVAO();\n\n        this.clearColor.setDefault();\n        this.clearDepth.setDefault();\n        this.clearStencil.setDefault();\n        this.colorMask.setDefault();\n        this.depthMask.setDefault();\n        this.stencilMask.setDefault();\n        this.stencilFunc.setDefault();\n        this.stencilOp.setDefault();\n        this.stencilTest.setDefault();\n        this.depthRange.setDefault();\n        this.depthTest.setDefault();\n        this.depthFunc.setDefault();\n        this.blend.setDefault();\n        this.blendFunc.setDefault();\n        this.blendColor.setDefault();\n        this.blendEquation.setDefault();\n        this.cullFace.setDefault();\n        this.cullFaceSide.setDefault();\n        this.frontFace.setDefault();\n        this.program.setDefault();\n        this.activeTexture.setDefault();\n        this.bindFramebuffer.setDefault();\n        this.pixelStoreUnpack.setDefault();\n        this.pixelStoreUnpackPremultiplyAlpha.setDefault();\n        this.pixelStoreUnpackFlipY.setDefault();\n    }\n\n    setDirty() {\n        this.clearColor.dirty = true;\n        this.clearDepth.dirty = true;\n        this.clearStencil.dirty = true;\n        this.colorMask.dirty = true;\n        this.depthMask.dirty = true;\n        this.stencilMask.dirty = true;\n        this.stencilFunc.dirty = true;\n        this.stencilOp.dirty = true;\n        this.stencilTest.dirty = true;\n        this.depthRange.dirty = true;\n        this.depthTest.dirty = true;\n        this.depthFunc.dirty = true;\n        this.blend.dirty = true;\n        this.blendFunc.dirty = true;\n        this.blendColor.dirty = true;\n        this.blendEquation.dirty = true;\n        this.cullFace.dirty = true;\n        this.cullFaceSide.dirty = true;\n        this.frontFace.dirty = true;\n        this.program.dirty = true;\n        this.activeTexture.dirty = true;\n        this.viewport.dirty = true;\n        this.bindFramebuffer.dirty = true;\n        this.bindRenderbuffer.dirty = true;\n        this.bindTexture.dirty = true;\n        this.bindVertexBuffer.dirty = true;\n        this.bindElementBuffer.dirty = true;\n        this.bindVertexArrayOES.dirty = true;\n        this.pixelStoreUnpack.dirty = true;\n        this.pixelStoreUnpackPremultiplyAlpha.dirty = true;\n        this.pixelStoreUnpackFlipY.dirty = true;\n    }\n\n    createIndexBuffer(\n        array: TriangleIndexArray | LineIndexArray | LineStripIndexArray,\n        dynamicDraw?: boolean,\n        noDestroy?: boolean,\n    ): IndexBuffer {\n        return new IndexBuffer(this, array, dynamicDraw, noDestroy);\n    }\n\n    createVertexBuffer(\n        array: StructArray,\n        attributes: ReadonlyArray<StructArrayMember>,\n        dynamicDraw?: boolean,\n        noDestroy?: boolean,\n        instanceCount?: number,\n    ): VertexBuffer {\n        return new VertexBuffer(this, array, attributes, dynamicDraw, noDestroy, instanceCount);\n    }\n\n    createRenderbuffer(storageFormat: number, width: number, height: number): WebGLRenderbuffer | null | undefined {\n        const gl = this.gl;\n\n        const rbo = gl.createRenderbuffer();\n        this.bindRenderbuffer.set(rbo);\n        gl.renderbufferStorage(gl.RENDERBUFFER, storageFormat, width, height);\n        this.bindRenderbuffer.set(null);\n\n        return rbo;\n    }\n\n    createFramebuffer(\n        width: number,\n        height: number,\n        numColorAttachments: number,\n        depthType?: DepthBufferType | null\n    ): Framebuffer {\n        return new Framebuffer(this, width, height, numColorAttachments, depthType);\n    }\n\n    clear({\n        color,\n        depth,\n        stencil,\n        colorMask,\n    }: ClearArgs) {\n        const gl = this.gl;\n        let mask = 0;\n\n        if (color) {\n            mask |= gl.COLOR_BUFFER_BIT;\n            this.clearColor.set(color.toNonPremultipliedRenderColor(null));\n            if (colorMask) {\n                this.colorMask.set(colorMask);\n            } else {\n                this.colorMask.set([true, true, true, true]);\n            }\n        }\n\n        if (typeof depth !== 'undefined') {\n            mask |= gl.DEPTH_BUFFER_BIT;\n\n            // Workaround for platforms where clearDepth doesn't seem to work\n            // without reseting the depthRange. See https://github.com/mapbox/mapbox-gl-js/issues/3437\n            this.depthRange.set([0, 1]);\n\n            this.clearDepth.set(depth);\n            this.depthMask.set(true);\n        }\n\n        if (typeof stencil !== 'undefined') {\n            mask |= gl.STENCIL_BUFFER_BIT;\n            this.clearStencil.set(stencil);\n            this.stencilMask.set(0xFF);\n        }\n\n        gl.clear(mask);\n    }\n\n    setCullFace(cullFaceMode: Readonly<CullFaceMode>) {\n        if (cullFaceMode.enable === false) {\n            this.cullFace.set(false);\n        } else {\n            this.cullFace.set(true);\n            this.cullFaceSide.set(cullFaceMode.mode);\n            this.frontFace.set(cullFaceMode.frontFace);\n        }\n    }\n\n    setDepthMode(depthMode: Readonly<DepthMode>) {\n        if (depthMode.func === this.gl.ALWAYS && !depthMode.mask) {\n            this.depthTest.set(false);\n        } else {\n            this.depthTest.set(true);\n            this.depthFunc.set(depthMode.func);\n            this.depthMask.set(depthMode.mask);\n            this.depthRange.set(depthMode.range);\n        }\n    }\n\n    setStencilMode(stencilMode: Readonly<StencilMode>) {\n        if (stencilMode.test.func === this.gl.ALWAYS && !stencilMode.mask) {\n            this.stencilTest.set(false);\n        } else {\n            this.stencilTest.set(true);\n            this.stencilMask.set(stencilMode.mask);\n            this.stencilOp.set([stencilMode.fail, stencilMode.depthFail, stencilMode.pass]);\n            this.stencilFunc.set({\n                func: stencilMode.test.func,\n                ref: stencilMode.ref,\n                mask: stencilMode.test.mask\n            });\n        }\n    }\n\n    setColorMode(colorMode: Readonly<ColorMode>) {\n        if (deepEqual(colorMode.blendFunction, ColorMode.Replace)) {\n            this.blend.set(false);\n        } else {\n            this.blend.set(true);\n            this.blendFunc.set(colorMode.blendFunction);\n            this.blendColor.set(colorMode.blendColor);\n            if (colorMode.blendEquation) {\n                this.blendEquation.set(colorMode.blendEquation);\n            } else {\n                this.blendEquation.setDefault();\n            }\n        }\n\n        this.colorMask.set(colorMode.mask);\n    }\n\n    unbindVAO() {\n        // Unbinding the VAO prevents other things (custom layers, new buffer creation) from\n        // unintentionally changing the state of the last VAO used.\n        this.bindVertexArrayOES.set(null);\n    }\n}\n\nexport default Context;\n","import Point from '@mapbox/point-geometry';\nimport {DebugModule} from '../../modules/debug';\nimport SegmentVector from '../data/segment';\nimport * as symbolProjection from '../symbol/projection';\nimport {mat4, vec3, vec4} from 'gl-matrix';\nimport {clamp} from '../util/util';\nimport StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {addDynamicAttributes} from '../data/bucket/symbol_bucket';\nimport {calculateGroundShadowFactor} from '../../3d-style/render/shadow_utils';\nimport {getAnchorAlignment, WritingMode} from '../symbol/shaping_shared';\nimport ONE_EM from '../symbol/one_em';\nimport {evaluateVariableOffset} from '../symbol/symbol_layout_shared';\nimport {\n    mercatorXfromLng,\n    mercatorYfromLat\n} from '../geo/mercator_coordinate';\nimport {globeToMercatorTransition} from '../geo/projection/globe_util';\nimport {\n    symbolUniformValues\n} from './program/symbol_program';\nimport {getSymbolTileProjectionMatrix} from '../geo/projection/projection_util';\nimport {evaluateSizeForFeature, evaluateSizeForZoom, type InterpolatedSize} from '../symbol/symbol_size';\nimport EXTENT from '../style-spec/data/extent';\nimport {Texture3D} from '../render/texture';\nimport TextureSlots from '../../3d-style/render/texture_slots';\nimport {Elevation} from '../terrain/elevation';\n\nimport type Tile from '../source/tile';\nimport type Transform from '../geo/transform';\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type SymbolStyleLayer from '../style/style_layer/symbol_style_layer';\nimport type SymbolBucket from '../data/bucket/symbol_bucket';\nimport type {SymbolBuffers} from '../data/bucket/symbol_bucket';\nimport type Texture from '../render/texture';\nimport type ColorMode from '../gl/color_mode';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {UniformValues} from './uniform_binding';\nimport type {SymbolUniformsType} from './program/symbol_program';\nimport type {CrossTileID, VariableOffset} from '../symbol/placement';\nimport type {DynamicDefinesType} from './program/program_uniforms';\nimport type {LightsUniformsType} from '../../3d-style/render/lights';\nimport type Program from './program';\n\nexport default drawSymbols;\n\ntype SymbolTileRenderState = {\n    segments: SegmentVector;\n    sortKey: number;\n    state: {\n        program: Program<SymbolUniformsType>;\n        buffers: SymbolBuffers;\n        uniformValues: UniformValues<SymbolUniformsType>;\n        atlasTexture: Texture | null;\n        atlasTextureIcon: Texture | null;\n        atlasInterpolation: WebGLRenderingContextBase[\"NEAREST\"] | WebGLRenderingContextBase[\"LINEAR\"];\n        atlasInterpolationIcon: WebGLRenderingContextBase[\"NEAREST\"] | WebGLRenderingContextBase[\"LINEAR\"];\n        isSDF: boolean;\n        hasHalo: boolean;\n        depthMode: DepthMode;\n        tile: Tile;\n        renderWithShadows: boolean;\n        labelPlaneMatrixInv: mat4 | null | undefined;\n    } | null;\n};\n\ntype Alignment = 'auto' | 'map' | 'viewport';\n\nconst identityMat4 = mat4.create();\n\nfunction drawSymbols(painter: Painter, sourceCache: SourceCache, layer: SymbolStyleLayer, coords: Array<OverscaledTileID>, variableOffsets: Partial<Record<CrossTileID, VariableOffset>>) {\n    if (painter.renderPass !== 'translucent') return;\n\n    // Disable the stencil test so that labels aren't clipped to tile boundaries.\n    const stencilMode = StencilMode.disabled;\n    const colorMode = painter.colorModeForRenderPass();\n    const variablePlacement = layer.layout.get('text-variable-anchor');\n    const textSizeScaleRange = layer.layout.get('text-size-scale-range');\n    const textScaleFactor = clamp(painter.scaleFactor, textSizeScaleRange[0], textSizeScaleRange[1]);\n\n    //Compute variable-offsets before painting since icons and text data positioning\n    //depend on each other in this case.\n    if (variablePlacement) {\n        updateVariableAnchors(coords, painter, layer, sourceCache,\n\n            layer.layout.get('text-rotation-alignment'),\n            layer.layout.get('text-pitch-alignment'),\n            variableOffsets,\n            textScaleFactor\n        );\n    }\n\n    const areIconsVisible = layer.paint.get('icon-opacity').constantOr(1) !== 0;\n\n    const areTextsVisible = layer.paint.get('text-opacity').constantOr(1) !== 0;\n\n    // Support of ordering of symbols and texts comes with possible sacrificing of performance\n    // because of switching of shader program for every render state from icon to SDF.\n    // To address this problem, let's use one-phase rendering only when sort key provided\n\n    if (layer.layout.get('symbol-sort-key').constantOr(1) !== undefined && (areIconsVisible || areTextsVisible)) {\n        drawLayerSymbols(painter, sourceCache, layer, coords, stencilMode, colorMode);\n    } else {\n        if (areIconsVisible) {\n            drawLayerSymbols(painter, sourceCache, layer, coords, stencilMode, colorMode, {onlyIcons: true});\n        }\n        if (areTextsVisible) {\n            drawLayerSymbols(painter, sourceCache, layer, coords, stencilMode, colorMode, {onlyText: true});\n        }\n    }\n\n    if (sourceCache.map.showCollisionBoxes && DebugModule.drawCollisionDebug) {\n\n        DebugModule.drawCollisionDebug(painter, sourceCache, layer, coords, layer.paint.get('text-translate'),\n            layer.paint.get('text-translate-anchor'), true);\n\n        DebugModule.drawCollisionDebug(painter, sourceCache, layer, coords, layer.paint.get('icon-translate'),\n            layer.paint.get('icon-translate-anchor'), false);\n    }\n}\n\nfunction computeGlobeCameraUp(transform: Transform): [number, number, number] {\n    const viewMatrix = transform._camera.getWorldToCamera(transform.worldSize, 1);\n    const viewToEcef = mat4.multiply([], viewMatrix, transform.globeMatrix);\n    mat4.invert(viewToEcef, viewToEcef);\n\n    const cameraUpVector: [number, number, number] = [0, 0, 0];\n    const up: vec4 = [0, 1, 0, 0];\n    vec4.transformMat4(up, up, viewToEcef);\n    cameraUpVector[0] = up[0];\n    cameraUpVector[1] = up[1];\n    cameraUpVector[2] = up[2];\n    vec3.normalize(cameraUpVector, cameraUpVector);\n\n    return cameraUpVector;\n}\n\nfunction calculateVariableRenderShift(\n    {\n        width,\n        height,\n        anchor,\n        textOffset,\n        textScale,\n    }: VariableOffset,\n    renderTextSize: number,\n): Point {\n    const {horizontalAlign, verticalAlign} = getAnchorAlignment(anchor);\n    const shiftX = -(horizontalAlign - 0.5) * width;\n    const shiftY = -(verticalAlign - 0.5) * height;\n    const variableOffset = evaluateVariableOffset(anchor, textOffset);\n    return new Point(\n        (shiftX / textScale + variableOffset[0]) * renderTextSize,\n        (shiftY / textScale + variableOffset[1]) * renderTextSize\n    );\n}\n\nfunction updateVariableAnchors(coords: Array<OverscaledTileID>, painter: Painter, layer: SymbolStyleLayer, sourceCache: SourceCache, rotationAlignment: Alignment, pitchAlignment: Alignment, variableOffsets: Partial<Record<CrossTileID, VariableOffset>>, textScaleFactor: number) {\n    const tr = painter.transform;\n    const rotateWithMap = rotationAlignment === 'map';\n    const pitchWithMap = pitchAlignment === 'map';\n\n    for (const coord of coords) {\n        const tile = sourceCache.getTile(coord);\n        const bucket = (tile.getBucket(layer) as SymbolBucket);\n        if (!bucket || !bucket.text || !bucket.text.segments.get().length) {\n            continue;\n        }\n\n        const sizeData = bucket.textSizeData;\n        const size = evaluateSizeForZoom(sizeData, tr.zoom, textScaleFactor);\n        const tileMatrix = getSymbolTileProjectionMatrix(coord, bucket.getProjection(), tr);\n\n        const pixelsToTileUnits = tr.calculatePixelsToTileUnitsMatrix(tile);\n        const labelPlaneMatrix = symbolProjection.getLabelPlaneMatrixForRendering(tileMatrix, tile.tileID.canonical, pitchWithMap, rotateWithMap, tr, bucket.getProjection(), pixelsToTileUnits);\n        const updateTextFitIcon = bucket.hasIconTextFit() && bucket.hasIconData();\n\n        if (size) {\n            const tileScale = Math.pow(2, tr.zoom - tile.tileID.overscaledZ);\n            updateVariableAnchorsForBucket(bucket, rotateWithMap, pitchWithMap, variableOffsets,\n                tr, labelPlaneMatrix as Float32Array, coord, tileScale, size, updateTextFitIcon);\n        }\n    }\n}\n\ntype PlacedTextShift = {\n    x: number,\n    y: number,\n    z: number,\n    angle: number\n};\n\nfunction updateVariableAnchorsForBucket(bucket: SymbolBucket, rotateWithMap: boolean, pitchWithMap: boolean, variableOffsets: Partial<Record<CrossTileID, VariableOffset>>, transform: Transform, labelPlaneMatrix: Float32Array, coord: OverscaledTileID, tileScale: number, size: InterpolatedSize, updateTextFitIcon: boolean) {\n    const placedSymbols = bucket.text.placedSymbolArray;\n    const dynamicTextLayoutVertexArray = bucket.text.dynamicLayoutVertexArray;\n    const dynamicIconLayoutVertexArray = bucket.icon.dynamicLayoutVertexArray;\n    const placedTextShifts: Record<string, PlacedTextShift> = {};\n    const projection = bucket.getProjection();\n    const tileMatrix = getSymbolTileProjectionMatrix(coord, projection, transform);\n    const elevation = transform.elevation;\n    const metersToTile = projection.upVectorScale(coord.canonical, transform.center.lat, transform.worldSize).metersToTile;\n\n    dynamicTextLayoutVertexArray.clear();\n    for (let s = 0; s < placedSymbols.length; s++) {\n        const symbol = placedSymbols.get(s);\n        const {tileAnchorX, tileAnchorY, numGlyphs} = symbol;\n        const skipOrientation = bucket.allowVerticalPlacement && !symbol.placedOrientation;\n        const variableOffset = (!symbol.hidden && symbol.crossTileID && !skipOrientation) ? variableOffsets[symbol.crossTileID] : null;\n\n        if (!variableOffset) {\n            // These symbols are from a justification that is not being used, or a label that wasn't placed\n            // so we don't need to do the extra math to figure out what incremental shift to apply.\n            symbolProjection.hideGlyphs(numGlyphs, dynamicTextLayoutVertexArray);\n\n        } else {\n            let dx = 0, dy = 0, dz = 0;\n            const renderElevatedRoads = bucket.elevationType === 'road';\n            if (elevation || renderElevatedRoads) {\n                const anchor = new Point(tileAnchorX, tileAnchorY);\n                let h = 0;\n                if (renderElevatedRoads && bucket.hdExt) {\n                    const symbolInstance = bucket.symbolInstances.get(bucket.text.symbolInstanceIndices[s]);\n                    if (bucket.hdExt.isCrossTileRoadElevation(symbolInstance.elevationFeatureIndex, coord.canonical)) {\n                        const roadHeight = bucket.hdExt.getRoadFeatureHeightForPlacedSymbol(\n                            bucket, bucket.text, s, anchor, coord.canonical);\n                        h = roadHeight !== null ? roadHeight : 0;\n                    } else {\n                        const elevationFeature = bucket.hdExt.getElevationFeatureForPlacedSymbol(bucket, bucket.text, s);\n                        h = Elevation.getAtTileOffset(coord, anchor, elevation,\n                            elevationFeature !== undefined ? elevationFeature : null);\n                    }\n                } else {\n                    h = Elevation.getAtTileOffset(coord, anchor, elevation, null);\n                }\n                const [ux, uy, uz] = projection.upVector(coord.canonical, tileAnchorX, tileAnchorY);\n                dx = h * ux * metersToTile;\n                dy = h * uy * metersToTile;\n                dz = h * uz * metersToTile;\n            }\n            let [x, y, z, w] = symbolProjection.project(\n                symbol.projectedAnchorX + dx,\n                symbol.projectedAnchorY + dy,\n                symbol.projectedAnchorZ + dz,\n                pitchWithMap ? tileMatrix : labelPlaneMatrix);\n\n            const perspectiveRatio = symbolProjection.getPerspectiveRatio(transform.getCameraToCenterDistance(projection), w);\n            let renderTextSize = evaluateSizeForFeature(bucket.textSizeData, size, symbol) * perspectiveRatio / ONE_EM;\n            if (pitchWithMap) {\n                // Go from size in pixels to equivalent size in tile units\n                renderTextSize *= bucket.tilePixelRatio / tileScale;\n            }\n\n            const shift = calculateVariableRenderShift(variableOffset, renderTextSize);\n\n            // Usual case is that we take the projected anchor and add the pixel-based shift\n            // calculated above. In the (somewhat weird) case of pitch-aligned text, we add an equivalent\n            // tile-unit based shift to the anchor before projecting to the label plane.\n            if (pitchWithMap) {\n                ({x, y, z} = projection.projectTilePoint(tileAnchorX + shift.x, tileAnchorY + shift.y, coord.canonical));\n                [x, y, z] = symbolProjection.project(x + dx, y + dy, z + dz, labelPlaneMatrix);\n\n            } else {\n                if (rotateWithMap) shift._rotate(-transform.angle);\n                x += shift.x;\n                y += shift.y;\n                z = 0;\n            }\n\n            const angle = (bucket.allowVerticalPlacement && symbol.placedOrientation === WritingMode.vertical) ? Math.PI / 2 : 0;\n            for (let g = 0; g < numGlyphs; g++) {\n                addDynamicAttributes(dynamicTextLayoutVertexArray, x, y, z, angle);\n            }\n            //Only offset horizontal text icons\n            if (updateTextFitIcon && symbol.associatedIconIndex >= 0) {\n                placedTextShifts[symbol.associatedIconIndex] = {x, y, z, angle};\n            }\n        }\n    }\n\n    if (updateTextFitIcon) {\n        dynamicIconLayoutVertexArray.clear();\n        const placedIcons = bucket.icon.placedSymbolArray;\n        for (let i = 0; i < placedIcons.length; i++) {\n            const placedIcon = placedIcons.get(i);\n            const {numGlyphs} = placedIcon;\n            const shift = placedTextShifts[i];\n\n            if (placedIcon.hidden || !shift) {\n                symbolProjection.hideGlyphs(numGlyphs, dynamicIconLayoutVertexArray);\n            } else {\n                const {x, y, z, angle} = shift;\n                for (let g = 0; g < numGlyphs; g++) {\n                    addDynamicAttributes(dynamicIconLayoutVertexArray, x, y, z, angle);\n                }\n            }\n        }\n        bucket.icon.dynamicLayoutVertexBuffer.updateData(dynamicIconLayoutVertexArray);\n    }\n    bucket.text.dynamicLayoutVertexBuffer.updateData(dynamicTextLayoutVertexArray);\n}\n\ntype DrawLayerSymbolsOptions = {\n    onlyIcons?: boolean;\n    onlyText?: boolean;\n};\n\nfunction drawLayerSymbols(\n    painter: Painter,\n    sourceCache: SourceCache,\n    layer: SymbolStyleLayer,\n    coords: Array<OverscaledTileID>,\n    stencilMode: StencilMode,\n    colorMode: ColorMode,\n    options: DrawLayerSymbolsOptions = {},\n) {\n    const iconTranslate = layer.paint.get('icon-translate');\n    const textTranslate = layer.paint.get('text-translate');\n    const iconTranslateAnchor = layer.paint.get('icon-translate-anchor');\n    const textTranslateAnchor = layer.paint.get('text-translate-anchor');\n    const iconRotationAlignment = layer.layout.get('icon-rotation-alignment');\n    const textRotationAlignment = layer.layout.get('text-rotation-alignment');\n    const iconPitchAlignment = layer.layout.get('icon-pitch-alignment');\n    const textPitchAlignment = layer.layout.get('text-pitch-alignment');\n    const iconKeepUpright = layer.layout.get('icon-keep-upright');\n    const textKeepUpright = layer.layout.get('text-keep-upright');\n    const iconSaturation = layer.paint.get('icon-color-saturation');\n    const iconContrast = layer.paint.get('icon-color-contrast');\n    const iconBrightnessMin = layer.paint.get('icon-color-brightness-min');\n    const iconBrightnessMax = layer.paint.get('icon-color-brightness-max');\n    const elevationFromSea = layer.layout.get('symbol-elevation-reference') === 'sea';\n    const ignoreLut = layer.layout.get('icon-image-use-theme') === 'none';\n\n    const context = painter.context;\n    const gl = context.gl;\n    const tr = painter.transform;\n\n    const iconRotateWithMap = iconRotationAlignment === 'map';\n    const textRotateWithMap = textRotationAlignment === 'map';\n    const iconPitchWithMap = iconPitchAlignment === 'map';\n    const textPitchWithMap = textPitchAlignment === 'map';\n\n    const hasSortKey = layer.layout.get('symbol-sort-key').constantOr(1) !== undefined;\n    let sortFeaturesByKey = false;\n\n    const depthModeForLayer = painter.depthModeForSublayer(0, DepthMode.ReadOnly);\n    const depthModeFor3D = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n    const mercatorCenter: [number, number] = [\n        mercatorXfromLng(tr.center.lng),\n        mercatorYfromLat(tr.center.lat)\n    ];\n    const variablePlacement = layer.layout.get('text-variable-anchor');\n    const isGlobeProjection = tr.projection.name === 'globe';\n    const tileRenderState: Array<SymbolTileRenderState> = [];\n\n    const mercatorCameraUp: [number, number, number] = [0, -1, 0];\n\n    for (const coord of coords) {\n        const tile = sourceCache.getTile(coord);\n\n        const bucket = (tile.getBucket(layer) as SymbolBucket);\n\n        if (!bucket) continue;\n        // Allow rendering of buckets built for globe projection in mercator mode\n        // until the substitute tile has been loaded\n        if (bucket.projection.name === 'mercator' && isGlobeProjection) {\n            continue;\n        }\n\n        if (bucket.fullyClipped) continue;\n\n        const bucketIsGlobeProjection = bucket.projection.name === 'globe';\n        const globeToMercator = bucketIsGlobeProjection ? globeToMercatorTransition(tr.zoom) : 0.0;\n        const tileMatrix = getSymbolTileProjectionMatrix(coord, bucket.getProjection(), tr);\n\n        const s = tr.calculatePixelsToTileUnitsMatrix(tile);\n\n        const hasVariableAnchors = variablePlacement && bucket.hasTextData();\n        const updateTextFitIcon = bucket.hasIconTextFit() &&\n            hasVariableAnchors &&\n            bucket.hasIconData();\n\n        const invMatrix = bucket.getProjection().createInversionMatrix(tr, coord.canonical);\n\n        // World matrix of the tile applies non-uniform scaling for coordinate axes as x&y are scaled from\n        // tile units to world units and z is left as-is in meters. This has to be compensated so that\n        // the basis of the normal vector used to orientate map aligned symbols remains orthogonal in world space\n        const orientationNormalScale = (1 << tile.tileID.canonical.z) * EXTENT / painter.transform.worldSize;\n\n        const getGroundShadowFactor = (renderWithShadows: boolean): [number, number, number] => {\n            let groundShadowFactor: [number, number, number] = [0, 0, 0];\n            if (renderWithShadows) {\n                const directionalLight = painter.style.directionalLight;\n                const ambientLight = painter.style.ambientLight;\n                if (directionalLight && ambientLight) {\n                    groundShadowFactor = calculateGroundShadowFactor(painter.style, directionalLight, ambientLight);\n                }\n            }\n            return groundShadowFactor;\n        };\n\n        const setUBODefines = (defines: DynamicDefinesType[]) => {\n            // MAX_UBO_SIZE_VEC4: number of vec4 slots available for u_properties / u_block_indices.\n            const uboSizeDwords = Math.floor(painter.context.maxUniformBlockSize / 4);\n            const maxUBOSizeVec4 = Math.floor(uboSizeDwords / 4);\n            defines.push(`MAX_UBO_SIZE_VEC4 ${maxUBOSizeVec4}u`);\n        };\n\n        const setOcclusionDefines = (defines: DynamicDefinesType[]) => {\n            // Globe or orthographic - no depth occlusion needed\n            if (!tr.depthOcclusionForSymbolsAndCircles) {\n                return;\n            }\n\n            if (!layer.hasOcclusionOpacityProperties) {\n                // Occlusion against terrain only\n                if (painter.terrain) {\n                    defines.push('DEPTH_D24');\n                    defines.push('DEPTH_OCCLUSION');\n                }\n            } else {\n                // Occlusion enabled\n                defines.push('DEPTH_D24');\n                defines.push('DEPTH_OCCLUSION');\n            }\n        };\n\n        const setLutDefines = (defines: DynamicDefinesType[]) => {\n            if (!layer.lut || ignoreLut) {\n                return;\n            }\n\n            if (!layer.lut.texture) {\n                layer.lut.texture = new Texture3D(painter.context, layer.lut.image, [layer.lut.image.height, layer.lut.image.height, layer.lut.image.height], context.gl.RGBA8);\n            }\n            context.activeTexture.set(context.gl.TEXTURE0 + TextureSlots.LUT);\n            if (layer.lut.texture) {\n                layer.lut.texture.bind(context.gl.LINEAR, context.gl.CLAMP_TO_EDGE);\n            }\n            defines.push('APPLY_LUT_ON_GPU');\n\n        };\n\n        const getIconState = () => {\n            const alongLine = iconRotateWithMap && layer.layout.get('symbol-placement') !== 'point';\n\n            const baseDefines: DynamicDefinesType[] = [];\n\n            setOcclusionDefines(baseDefines);\n            setLutDefines(baseDefines);\n\n            const projectedPosOnLabelSpace = alongLine || updateTextFitIcon;\n\n            const renderElevatedRoads = bucket.elevationType === 'road';\n            const shadowRenderer = painter.shadowRenderer;\n            const renderWithShadows = renderElevatedRoads && iconPitchWithMap && !!shadowRenderer && shadowRenderer.enabled;\n            const groundShadowFactor = getGroundShadowFactor(renderWithShadows);\n\n            const depthMode = renderElevatedRoads && iconPitchWithMap && !painter.terrain ? depthModeFor3D : depthModeForLayer;\n\n            const transitionProgress = layer.paint.get('icon-image-cross-fade');\n            if (painter.terrainRenderModeElevated() && iconPitchWithMap) {\n                baseDefines.push('PITCH_WITH_MAP_TERRAIN');\n            }\n            if (bucketIsGlobeProjection) {\n                baseDefines.push('PROJECTION_GLOBE_VIEW');\n                if (projectedPosOnLabelSpace) {\n                    baseDefines.push('PROJECTED_POS_ON_VIEWPORT');\n                }\n            }\n            if (transitionProgress > 0.0 && bucket.hasAnySecondaryIcon) {\n                baseDefines.push('ICON_TRANSITION');\n            }\n            if (bucket.icon.zOffsetVertexBuffer && (!renderElevatedRoads || !painter.terrain)) {\n                baseDefines.push('Z_OFFSET');\n            }\n\n            if (iconSaturation !== 0 || iconContrast !== 0 || iconBrightnessMin !== 0 || iconBrightnessMax !== 1) {\n                baseDefines.push('COLOR_ADJUSTMENT');\n            }\n\n            if (renderWithShadows) {\n                baseDefines.push('RENDER_SHADOWS', 'NORMAL_OFFSET');\n            }\n\n            if (renderElevatedRoads && iconPitchWithMap && !painter.terrain && bucket.icon.orientationVertexBuffer) {\n                baseDefines.push('ELEVATED_ROADS');\n            }\n\n            setUBODefines(baseDefines);\n\n            const program = painter.getOrCreateProgram('symbol', {defines: baseDefines});\n\n            const texSize: [number, number] = tile.imageAtlasTexture ? tile.imageAtlasTexture.size : [0, 0];\n            const sizeData = bucket.iconSizeData;\n            const size = evaluateSizeForZoom(sizeData, tr.zoom);\n            const transformed = iconPitchWithMap || !tr.isOrthographic;\n\n            const labelPlaneMatrixRendering = symbolProjection.getLabelPlaneMatrixForRendering(tileMatrix, tile.tileID.canonical, iconPitchWithMap, iconRotateWithMap, tr, bucket.getProjection(), s);\n\n            const glCoordMatrix = symbolProjection.getGlCoordMatrix(tileMatrix, tile.tileID.canonical, iconPitchWithMap, iconRotateWithMap, tr, bucket.getProjection(), s);\n\n            // When icon-translate is per-feature (appearances define it), the translate is stored\n            // in the UBO and applied per-vertex in the shader. The matrix must have no translate.\n            const iconTranslateDataDriven = !!(bucket.icon.uboBinder && bucket.icon.uboBinder.hasPerFeatureTranslate());\n            const effectiveIconTranslate: [number, number] = iconTranslateDataDriven ? [0, 0] : iconTranslate;\n\n            const uglCoordMatrix = painter.translatePosMatrix(glCoordMatrix, tile, effectiveIconTranslate, iconTranslateAnchor, true);\n\n            const matrix = painter.translatePosMatrix(tileMatrix, tile, effectiveIconTranslate, iconTranslateAnchor);\n            const uLabelPlaneMatrix = projectedPosOnLabelSpace ? identityMat4 : labelPlaneMatrixRendering;\n            const rotateInShader = iconRotateWithMap && !iconPitchWithMap && !alongLine;\n\n            let globeCameraUp = mercatorCameraUp;\n            if ((isGlobeProjection || tr.mercatorFromTransition) && !iconRotateWithMap) {\n                // Each symbol rotating with the viewport requires per-instance information about\n                // how to align with the viewport. In 2D case rotation is shared between all of the symbols and\n                // hence embedded in the label plane matrix but in globe view this needs to be computed at runtime.\n                // Camera up vector together with surface normals can be used to find the correct orientation for each symbol.\n                globeCameraUp = computeGlobeCameraUp(tr);\n            }\n\n            const cameraUpVector = bucketIsGlobeProjection ? globeCameraUp : mercatorCameraUp;\n\n            const colorAdjustmentMatrix = layer.getColorAdjustmentMatrix(iconSaturation, iconContrast, iconBrightnessMin, iconBrightnessMax);\n            const uniformValues = symbolUniformValues(sizeData.kind, size, rotateInShader, iconPitchWithMap, painter,\n                matrix, uLabelPlaneMatrix, uglCoordMatrix, elevationFromSea, false, bucket.sdfIcons, texSize, [0, 0], true, coord, globeToMercator, mercatorCenter, invMatrix,\n                cameraUpVector, bucket.getProjection(), groundShadowFactor, orientationNormalScale, colorAdjustmentMatrix, transitionProgress, null);\n\n            const atlasTexture = tile.imageAtlasTexture ? tile.imageAtlasTexture : null;\n\n            const iconScaled = layer.layout.get('icon-size').constantOr(0) !== 1 || bucket.iconsNeedLinear;\n            const atlasInterpolation = bucket.sdfIcons || painter.options.rotating || painter.options.zooming || iconScaled || transformed ? gl.LINEAR : gl.NEAREST;\n\n            const hasHalo = bucket.sdfIcons && layer.paint.get('icon-halo-width').constantOr(1) !== 0;\n            // labelPlaneMatrixInv is used for converting vertex pos to tile coordinates needed for sampling elevation.\n            const labelPlaneMatrixInv = painter.terrain && iconPitchWithMap && alongLine ? mat4.invert(mat4.create(), labelPlaneMatrixRendering) : identityMat4;\n\n            // Line label rotation happens in `updateLineLabels`\n            // Pitched point labels are automatically rotated by the labelPlaneMatrix projection\n            // Unpitched point labels need to have their rotation applied after projection\n\n            if (alongLine && bucket.icon) {\n                const getElevation = Elevation.getAtTileOffsetFunc(coord, tr.center.lat, tr.worldSize, bucket.getProjection());\n                const labelPlaneMatrixPlacement = symbolProjection.getLabelPlaneMatrixForPlacement(tileMatrix, tile.tileID.canonical, iconPitchWithMap, iconRotateWithMap, tr, bucket.getProjection(), s);\n                const iconSizeScaleRange = layer.layout.get('icon-size-scale-range');\n                const iconScaleFactor = clamp(painter.scaleFactor, iconSizeScaleRange[0], iconSizeScaleRange[1]);\n\n                symbolProjection.updateLineLabels(bucket, tileMatrix, painter, false, labelPlaneMatrixPlacement, glCoordMatrix, iconPitchWithMap, iconKeepUpright, getElevation, coord, iconScaleFactor);\n            }\n\n            return {\n                program,\n                buffers: bucket.icon,\n                uniformValues,\n                atlasTexture,\n                atlasTextureIcon: null,\n                atlasInterpolation,\n                atlasInterpolationIcon: null,\n                isSDF: bucket.sdfIcons,\n                hasHalo,\n                depthMode,\n                tile,\n                renderWithShadows,\n                labelPlaneMatrixInv,\n            };\n        };\n\n        const getTextState = () => {\n            const alongLine = textRotateWithMap && layer.layout.get('symbol-placement') !== 'point';\n            const baseDefines: DynamicDefinesType[] = [];\n            const projectedPosOnLabelSpace = alongLine || variablePlacement || updateTextFitIcon;\n\n            const renderElevatedRoads = bucket.elevationType === 'road';\n            const shadowRenderer = painter.shadowRenderer;\n            const renderWithShadows = renderElevatedRoads && textPitchWithMap && !!shadowRenderer && shadowRenderer.enabled;\n            const groundShadowFactor = getGroundShadowFactor(renderWithShadows);\n\n            const depthMode = renderElevatedRoads && textPitchWithMap && !painter.terrain ? depthModeFor3D : depthModeForLayer;\n\n            if (painter.terrainRenderModeElevated() && textPitchWithMap) {\n                baseDefines.push('PITCH_WITH_MAP_TERRAIN');\n            }\n            if (bucketIsGlobeProjection) {\n                baseDefines.push('PROJECTION_GLOBE_VIEW');\n                if (projectedPosOnLabelSpace) {\n                    baseDefines.push('PROJECTED_POS_ON_VIEWPORT');\n                }\n            }\n            if (bucket.text.zOffsetVertexBuffer && (!renderElevatedRoads || !painter.terrain)) {\n                baseDefines.push('Z_OFFSET');\n            }\n\n            if (bucket.iconsInText) {\n                baseDefines.push('RENDER_TEXT_AND_SYMBOL');\n            }\n\n            if (renderWithShadows) {\n                baseDefines.push('RENDER_SHADOWS', 'NORMAL_OFFSET');\n            }\n\n            if (renderElevatedRoads && textPitchWithMap && !painter.terrain && bucket.text.orientationVertexBuffer) {\n                baseDefines.push('ELEVATED_ROADS');\n            }\n\n            setOcclusionDefines(baseDefines);\n\n            setUBODefines(baseDefines);\n\n            const program = painter.getOrCreateProgram('symbol', {defines: baseDefines});\n\n            let texSizeIcon: [number, number] = [0, 0];\n            let atlasTextureIcon: Texture | null = null;\n            let atlasInterpolationIcon: WebGL2RenderingContext['NEAREST'] | WebGL2RenderingContext['LINEAR'] | undefined;\n\n            const sizeData = bucket.textSizeData;\n\n            if (bucket.iconsInText) {\n                texSizeIcon = tile.imageAtlasTexture ? tile.imageAtlasTexture.size : [0, 0];\n                atlasTextureIcon = tile.imageAtlasTexture ? tile.imageAtlasTexture : null;\n                const transformed = textPitchWithMap || !tr.isOrthographic;\n                const zoomDependentSize = sizeData.kind === 'composite' || sizeData.kind === 'camera';\n                atlasInterpolationIcon = transformed || painter.options.rotating || painter.options.zooming || zoomDependentSize ? gl.LINEAR : gl.NEAREST;\n            }\n\n            const texSize: [number, number] = tile.glyphAtlasTexture ? tile.glyphAtlasTexture.size : [0, 0];\n            const textSizeScaleRange = layer.layout.get('text-size-scale-range');\n            const textScaleFactor = clamp(painter.scaleFactor, textSizeScaleRange[0], textSizeScaleRange[1]);\n            const size = evaluateSizeForZoom(sizeData, tr.zoom, textScaleFactor);\n            const labelPlaneMatrixRendering = symbolProjection.getLabelPlaneMatrixForRendering(tileMatrix, tile.tileID.canonical, textPitchWithMap, textRotateWithMap, tr, bucket.getProjection(), s);\n            // labelPlaneMatrixInv is used for converting vertex pos to tile coordinates needed for sampling elevation.\n            const glCoordMatrix = symbolProjection.getGlCoordMatrix(tileMatrix, tile.tileID.canonical, textPitchWithMap, textRotateWithMap, tr, bucket.getProjection(), s);\n\n            // When text-translate is per-feature (appearances define it), the translate is stored\n            // in the UBO and applied per-vertex in the shader. The matrix must have no translate.\n            const textTranslateDataDriven = !!(bucket.text.uboBinder && bucket.text.uboBinder.hasPerFeatureTranslate());\n            const effectiveTextTranslate: [number, number] = textTranslateDataDriven ? [0, 0] : textTranslate;\n\n            const uglCoordMatrix = painter.translatePosMatrix(glCoordMatrix, tile, effectiveTextTranslate, textTranslateAnchor, true);\n\n            const matrix = painter.translatePosMatrix(tileMatrix, tile, effectiveTextTranslate, textTranslateAnchor);\n            const uLabelPlaneMatrix = projectedPosOnLabelSpace ? identityMat4 : labelPlaneMatrixRendering;\n\n            // Line label rotation happens in `updateLineLabels`\n            // Pitched point labels are automatically rotated by the labelPlaneMatrix projection\n            // Unpitched point labels need to have their rotation applied after projection\n            const rotateInShader = textRotateWithMap && !textPitchWithMap && !alongLine;\n\n            let globeCameraUp = mercatorCameraUp;\n            if ((isGlobeProjection || tr.mercatorFromTransition) && !textRotateWithMap) {\n                // Each symbol rotating with the viewport requires per-instance information about\n                // how to align with the viewport. In 2D case rotation is shared between all of the symbols and\n                // hence embedded in the label plane matrix but in globe view this needs to be computed at runtime.\n                // Camera up vector together with surface normals can be used to find the correct orientation for each symbol.\n                globeCameraUp = computeGlobeCameraUp(tr);\n            }\n\n            const cameraUpVector = bucketIsGlobeProjection ? globeCameraUp : mercatorCameraUp;\n\n            const uniformValues = symbolUniformValues(sizeData.kind, size, rotateInShader, textPitchWithMap, painter,\n                matrix, uLabelPlaneMatrix, uglCoordMatrix, elevationFromSea, true, true, texSize, texSizeIcon, true, coord, globeToMercator, mercatorCenter, invMatrix,\n                cameraUpVector, bucket.getProjection(), groundShadowFactor, orientationNormalScale, null, null, textScaleFactor);\n\n            const atlasTexture = tile.glyphAtlasTexture ? tile.glyphAtlasTexture : null;\n            const atlasInterpolation = gl.LINEAR;\n\n            const hasHalo = layer.paint.get('text-halo-width').constantOr(1) !== 0;\n            const labelPlaneMatrixInv = painter.terrain && textPitchWithMap && alongLine ? mat4.invert(mat4.create(), labelPlaneMatrixRendering) : identityMat4;\n\n            if (alongLine && bucket.text) {\n                const getElevation = Elevation.getAtTileOffsetFunc(coord, tr.center.lat, tr.worldSize, bucket.getProjection());\n\n                const labelPlaneMatrixPlacement = symbolProjection.getLabelPlaneMatrixForPlacement(tileMatrix, tile.tileID.canonical, textPitchWithMap, textRotateWithMap, tr, bucket.getProjection(), s);\n\n                symbolProjection.updateLineLabels(bucket, tileMatrix, painter, true, labelPlaneMatrixPlacement, glCoordMatrix, textPitchWithMap, textKeepUpright, getElevation, coord, textScaleFactor);\n            }\n\n            return {\n                program,\n                buffers: bucket.text,\n                uniformValues,\n                atlasTexture,\n                atlasTextureIcon,\n                atlasInterpolation,\n                atlasInterpolationIcon,\n                isSDF: true,\n                hasHalo,\n                depthMode,\n                tile,\n                renderWithShadows,\n                labelPlaneMatrixInv,\n            };\n        };\n\n        const iconSegmentsLength = bucket.icon.segments.get().length;\n        const textSegmentsLength = bucket.text.segments.get().length;\n        const iconState = iconSegmentsLength && !options.onlyText ? getIconState() : null;\n        const textState = textSegmentsLength && !options.onlyIcons ? getTextState() : null;\n\n        const iconOpacity = layer.paint.get('icon-opacity').constantOr(1.0);\n\n        const textOpacity = layer.paint.get('text-opacity').constantOr(1.0);\n\n        if (hasSortKey && bucket.canOverlap) {\n            sortFeaturesByKey = true;\n            const oldIconSegments = iconOpacity && !options.onlyText ? bucket.icon.segments.get() : [];\n            const oldTextSegments = textOpacity && !options.onlyIcons ? bucket.text.segments.get() : [];\n\n            for (const segment of oldIconSegments) {\n                tileRenderState.push({\n                    segments: new SegmentVector([segment]),\n                    sortKey: (segment.sortKey),\n                    state: iconState\n                });\n            }\n\n            for (const segment of oldTextSegments) {\n                tileRenderState.push({\n                    segments: new SegmentVector([segment]),\n                    sortKey: (segment.sortKey),\n                    state: textState\n                });\n            }\n        } else {\n            if (!options.onlyText) {\n                tileRenderState.push({\n                    segments: iconOpacity ? bucket.icon.segments : new SegmentVector([]),\n                    sortKey: 0,\n                    state: iconState\n                });\n            }\n\n            if (!options.onlyIcons) {\n                tileRenderState.push({\n                    segments: textOpacity ? bucket.text.segments : new SegmentVector([]),\n                    sortKey: 0,\n                    state: textState\n                });\n            }\n        }\n    }\n\n    if (sortFeaturesByKey) {\n        tileRenderState.sort((a, b) => a.sortKey - b.sortKey);\n    }\n\n    for (const segmentState of tileRenderState) {\n        const state = segmentState.state;\n\n        if (!state) {\n            continue;\n        }\n\n        if (painter.terrain) {\n            const options = {\n                // Use depth occlusion only for unspecified opacity multiplier case\n                useDepthForOcclusion: tr.depthOcclusionForSymbolsAndCircles,\n                labelPlaneMatrixInv: state.labelPlaneMatrixInv\n            };\n            painter.terrain.setupElevationDraw(state.tile, state.program, options);\n        } else {\n            painter.setupDepthForOcclusion(tr.depthOcclusionForSymbolsAndCircles, state.program);\n        }\n\n        context.activeTexture.set(gl.TEXTURE0);\n        if (state.atlasTexture) {\n            state.atlasTexture.bind(state.atlasInterpolation, gl.CLAMP_TO_EDGE, true);\n        }\n        if (state.atlasTextureIcon) {\n            context.activeTexture.set(gl.TEXTURE1);\n            if (state.atlasTextureIcon) {\n                state.atlasTextureIcon.bind(state.atlasInterpolationIcon, gl.CLAMP_TO_EDGE, true);\n            }\n        }\n\n        if (state.renderWithShadows) {\n            painter.shadowRenderer.setupShadows(state.tile.tileID.toUnwrapped(), state.program, 'vector-tile');\n        }\n\n        painter.uploadCommonLightUniforms(painter.context, state.program as unknown as Program<LightsUniformsType>);\n\n        if (state.hasHalo) {\n            const uniformValues = (state.uniformValues);\n            uniformValues['u_is_halo'] = 1;\n            drawSymbolElements(state.buffers, segmentState.segments, layer, painter, state.program, state.depthMode, stencilMode, colorMode, uniformValues, 2);\n            uniformValues['u_is_halo'] = 0;\n        } else {\n            if (state.isSDF) {\n                const uniformValues = (state.uniformValues);\n                if (state.hasHalo) {\n                    uniformValues['u_is_halo'] = 1;\n                    drawSymbolElements(state.buffers, segmentState.segments, layer, painter, state.program, state.depthMode, stencilMode, colorMode, uniformValues, 1);\n                }\n                uniformValues['u_is_halo'] = 0;\n            }\n            drawSymbolElements(state.buffers, segmentState.segments, layer, painter, state.program, state.depthMode, stencilMode, colorMode, state.uniformValues, 1);\n        }\n    }\n}\n\nfunction drawSymbolElements(buffers: SymbolBuffers, segments: SegmentVector, layer: SymbolStyleLayer, painter: Painter, program: Program<SymbolUniformsType>, depthMode: DepthMode, stencilMode: StencilMode, colorMode: ColorMode, uniformValues: UniformValues<SymbolUniformsType>, instanceCount: number) {\n    const context = painter.context;\n    const gl = context.gl;\n    const dynamicBuffers = [buffers.dynamicLayoutVertexBuffer, buffers.opacityVertexBuffer, buffers.iconTransitioningVertexBuffer, buffers.globeExtVertexBuffer, buffers.zOffsetVertexBuffer, buffers.orientationVertexBuffer];\n\n    if (buffers.featureIdBuffer) {\n        dynamicBuffers.push(buffers.featureIdBuffer);\n    }\n\n    const programConfiguration = buffers.uboBinder ? null : buffers.programConfigurations.get(layer.id);\n\n    // Set constant paint property uniforms (u_spp_*) for UBO mode.\n    // These are evaluated at the current render zoom so camera (zoom-only) expressions\n    // are up-to-date every frame without requiring a UBO rewrite.\n    if (buffers.uboBinder) {\n        // 'layer' is omitted from worker→main serialization (see register() in symbol_property_binder_ubo.ts).\n        // Reassign the current style layer before any evaluation so paint values are up-to-date.\n        buffers.uboBinder.layer = layer;\n        const renderZoom = painter.transform.zoom;\n        const brightness = painter.style.getBrightness ? painter.style.getBrightness() : null;\n        const cv = buffers.uboBinder.getConstantUniformValues(renderZoom, brightness);\n        uniformValues['u_spp_fill_np_color']     = cv.fill_np_color;\n        uniformValues['u_spp_halo_np_color']     = cv.halo_np_color;\n        uniformValues['u_spp_opacity']           = cv.opacity;\n        uniformValues['u_spp_halo_width']        = cv.halo_width;\n        uniformValues['u_spp_halo_blur']         = cv.halo_blur;\n        uniformValues['u_spp_emissive_strength'] = cv.emissive_strength;\n        uniformValues['u_spp_occlusion_opacity'] = cv.occlusion_opacity;\n        uniformValues['u_spp_z_offset']          = cv.z_offset;\n        // Render zoom's offset from the bucket's own floor zoom (the floor captured at bucket\n        // construction, against which every stored [zm, zM] range is relative — see\n        // SymbolPropertyBinderUBO._floorZoom / _computeZoomRange). Using Math.floor(renderZoom)\n        // here instead would desync from that baked floor whenever the two floors differ (e.g. a\n        // tile whose bucket was built at zoom 10 still rendering while the camera is at zoom 9.x),\n        // and at the exact integer-zoom crossing would snap the fraction from ~0 to ~1\n        // (or vice versa) even though nothing about the underlying property changed — visible as\n        // an icon jump when crossing a floor zoom downward.\n        uniformValues['u_spp_zoom_fraction'] = renderZoom - buffers.uboBinder._floorZoom;\n        // Compute translate-anchor rotation for per-feature translate (appearances).\n        // When translate is data-driven (bit 8 of dataDrivenMask), u_coord_matrix has no translate\n        // baked in (set to [0,0] in drawLayerSymbols). The shader applies per-feature translate\n        // from the UBO rotated by this uniform.\n        const isText = buffers.uboBinder.isText;\n        const translateAnchor = isText ?\n            layer.paint.get('text-translate-anchor') :\n            layer.paint.get('icon-translate-anchor');\n        const hasPerFeatureTranslate = buffers.uboBinder.hasPerFeatureTranslate();\n        const rotAngle = hasPerFeatureTranslate && translateAnchor === 'map' ?\n            painter.transform.angle : 0;\n        uniformValues['u_spp_translate_rotation'] = [Math.cos(rotAngle), Math.sin(rotAngle)];\n    }\n\n    const {batchIndices, batchSegments} = buffers.getBatchGrouping(segments);\n\n    for (const batchIndex of batchIndices) {\n        const batchSegmentVector = batchSegments.get(batchIndex);\n        if (buffers.uboBinder) {\n            buffers.uboBinder.bind(context, program.program, batchIndex);\n        }\n        program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n            uniformValues, layer.id, buffers.layoutVertexBuffer,\n            buffers.indexBuffer, batchSegmentVector, layer.paint,\n            painter.transform.zoom, programConfiguration, dynamicBuffers,\n            instanceCount);\n    }\n}\n","import Color from '../style-spec/util/color';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport ColorMode from '../gl/color_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport Texture from './texture';\nimport {\n    lineUniformValues,\n    linePatternUniformValues,\n    lineDefinesValues\n} from './program/line_program';\nimport {lineBlendCompositeUniformValues, LINE_BLEND_MODE_MULTIPLY, LINE_BLEND_MODE_ADDITIVE} from './program/line_blend_composite_program';\nimport {lineBlendReduceUniformValues} from './program/line_blend_reduce_program';\nimport browser from '../util/browser';\nimport {clamp, nextPowerOfTwo, warnOnce} from '../util/util';\nimport {calculateGroundShadowFactor} from '../../3d-style/render/shadow_utils';\nimport {renderColorRamp} from '../util/color_ramp';\nimport EXTENT from '../style-spec/data/extent';\nimport ResolvedImage from '../style-spec/expression/types/resolved_image';\nimport assert from '../style-spec/util/assert';\nimport pixelsToTileUnits from '../source/pixels_to_tile_units';\nimport Framebuffer from '../gl/framebuffer';\nimport {HD} from '../../modules/hd_main';\n\nimport type Context from '../gl/context';\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type LineStyleLayer from '../style/style_layer/line_style_layer';\nimport type LineBucket from '../data/bucket/line_bucket';\nimport type {GradientTexture} from '../data/bucket/line_bucket';\nimport type {StylePropertyExpression} from '../style-spec/expression/index';\nimport type Program from './program';\nimport type ProgramConfiguration from '../data/program_configuration';\nimport type SegmentVector from '../data/segment';\nimport type {UniformValues} from './uniform_binding';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {DynamicDefinesType} from './program/program_uniforms';\nimport type {LineUniformsType, LinePatternUniformsType} from './program/line_program';\n\nexport function prepare(layer: LineStyleLayer, sourceCache: SourceCache, painter: Painter) {\n    layer.hasElevatedBuckets = false;\n    layer.hasNonElevatedBuckets = false;\n\n    // Prepare() is only needed when there is a possibility that elevated buckets exist\n    if (layer._unevaluatedLayout.getValue('line-elevation-reference') === undefined && layer._unevaluatedLayout.getValue('line-z-offset') === undefined) {\n        layer.hasNonElevatedBuckets = true;\n        return;\n    }\n\n    if (sourceCache) {\n        const coords = sourceCache.getVisibleCoordinates();\n        for (const coord of coords) {\n            const tile = sourceCache.getTile(coord);\n            const bucket: LineBucket | undefined = tile.getBucket(layer) as LineBucket;\n            if (!bucket) continue;\n            if (bucket.elevationType !== 'none') {\n                layer.hasElevatedBuckets = true;\n            } else {\n                layer.hasNonElevatedBuckets = true;\n            }\n            if (layer.hasElevatedBuckets && layer.hasNonElevatedBuckets) {\n                break;\n            }\n        }\n    }\n}\n\nexport default function drawLine(painter: Painter, sourceCache: SourceCache, layer: LineStyleLayer, coords: Array<OverscaledTileID>) {\n    const opacity = layer.paint.get('line-opacity');\n    const width = layer.paint.get('line-width');\n\n    if (opacity.constantOr(1) === 0 || width.constantOr(1) === 0) return;\n\n    const blendMode = layer.paint.get('line-blend-mode');\n    const isDraping = painter.terrain && painter.terrain.renderingToTexture;\n\n    if (blendMode !== 'default' && painter.transform.projection.name !== 'globe') {\n        if (isDraping) {\n            drawLineBlendDraped(painter, sourceCache, layer, coords, blendMode);\n            return;\n        }\n        // Non-draped blend: fullscreen offscreen FBO + composite path.\n        if (painter.renderPass === 'offscreen') {\n            drawLineToFbo(painter, sourceCache, layer, coords, blendMode);\n            return;\n        }\n        if (painter.renderPass === 'translucent') {\n            const fbo = layer.lineBlendFbos && layer.lineBlendFbos.fbo;\n            if (fbo) drawLineBlendComposite(painter, layer, blendMode, fbo, null);\n            return;\n        }\n        return;\n    }\n\n    if (painter.renderPass !== 'translucent') return;\n\n    drawLineTiles(painter, sourceCache, layer, coords);\n}\n\nfunction drawLineTiles(painter: Painter, sourceCache: SourceCache, layer: LineStyleLayer, coords: Array<OverscaledTileID>, colorModeOverride?: Readonly<ColorMode>, forceDrapingMatrix?: boolean) {\n    const width = layer.paint.get('line-width');\n    const constantEmissiveStrength = layer.paint.get('line-emissive-strength').isConstant();\n    assert(painter.emissiveMode !== 'constant' || constantEmissiveStrength);\n    const emissiveStrengthForDrapedLayers = layer.paint.get('line-emissive-strength').constantOr(0.0);\n    const occlusionOpacity = layer.paint.get('line-occlusion-opacity');\n    const elevationReference = layer.layout.get('line-elevation-reference');\n    const unitInMeters = layer.layout.get('line-width-unit') === 'meters';\n    const elevationFromSea = elevationReference === 'sea';\n    const terrainEnabled = !!(painter.terrain && painter.terrain.enabled);\n\n    const context = painter.context;\n    const gl = context.gl;\n\n    // line-z-offset is not supported for globe projection\n    if (layer.hasElevatedBuckets && painter.transform.projection.name === 'globe') return;\n\n    const crossSlope = layer.layout.get('line-cross-slope');\n    const hasCrossSlope = crossSlope !== undefined;\n    const crossSlopeHorizontal = crossSlope < 1.0;\n\n    const colorMode = colorModeOverride ? colorModeOverride : painter.colorModeForDrapableLayerRenderPass(constantEmissiveStrength ? emissiveStrengthForDrapedLayers : null);\n    const isDraping = (painter.terrain && painter.terrain.renderingToTexture) || forceDrapingMatrix;\n    const pixelRatio = isDraping ? 1.0 : browser.devicePixelRatio;\n\n    const dasharrayProperty = layer.paint.get('line-dasharray');\n\n    const dasharray = dasharrayProperty.constantOr(1);\n    const capProperty = layer.layout.get('line-cap');\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const constantDash = dasharrayProperty.constantOr(null);\n\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const constantCap = capProperty.constantOr(null);\n    const patternProperty = layer.paint.get('line-pattern');\n\n    const image = patternProperty.constantOr(1);\n    const patternTransition = layer.paint.get('line-pattern-cross-fade');\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const constantPattern = patternProperty.constantOr(null);\n\n    const lineOpacity = layer.paint.get('line-opacity').constantOr(1.0);\n    const hasOpacity = lineOpacity !== 1.0;\n    let useStencilMaskRenderPass = (!image && hasOpacity) ||\n    // Only semi-transparent lines need stencil masking\n        (painter.depthOcclusion && occlusionOpacity > 0 && occlusionOpacity < 1);\n\n    const gradient = layer.paint.get('line-gradient');\n    const borderGradient = layer.paint.get('line-border-width').constantOr(1.0) !== 0.0 ?\n        layer.paint.get('line-border-gradient') : null;\n\n    const programId = image ? 'linePattern' : 'line';\n\n    const definesValues = (lineDefinesValues(layer) as DynamicDefinesType[]);\n    if (isDraping && painter.terrain && painter.terrain.clipOrMaskOverlapStencilType()) {\n        useStencilMaskRenderPass = false;\n    }\n\n    // line opacity uniform gets amended by line occlusion opacity\n    let lineOpacityForOcclusion: {value: number} | undefined;\n    if (occlusionOpacity !== 0 && painter.depthOcclusion) {\n        const value = layer.paint._values[\"line-opacity\"];\n\n        if (value && value.value && value.value.kind === \"constant\") {\n\n            lineOpacityForOcclusion = value.value;\n        } else {\n            warnOnce(`Occlusion opacity for layer ${layer.id} is supported only when line-opacity isn't data-driven.`);\n        }\n    }\n\n    if (width.value.kind !== 'constant' && width.value.isLineProgressConstant === false) {\n        definesValues.push(\"VARIABLE_LINE_WIDTH\");\n    }\n\n    const emissiveStrength = layer.paint.get('line-emissive-strength');\n    if (!image && emissiveStrength.value.kind !== 'constant' && emissiveStrength.value.isLineProgressConstant === false) {\n        definesValues.push(\"VARIABLE_LINE_EMISSIVE_STRENGTH\");\n    }\n\n    if (painter._debugParams.showElevationIdDebug) {\n        definesValues.push('DEBUG_ELEVATION_ID');\n    }\n\n    if (isDraping) {\n        if (painter.emissiveMode === 'dual-source-blending' && !constantEmissiveStrength) {\n            definesValues.push('DUAL_SOURCE_BLENDING');\n        } else if (painter.isEmissiveMrtActive()) {\n            definesValues.push('USE_MRT1');\n            if (painter.emissiveMode === 'mrt-full-rgba') definesValues.push('USE_MRT1_RGBA');\n        }\n    }\n\n    // Cache line-width evaluation per bucket zoom for dash anchoring to avoid evaluating per tile.\n    const floorwidthByZoom: Record<number, number> = {};\n\n    // Collect tiles with partial polygon coverage for second pass stencil rendering.\n    // Per-level segments are looked up at draw time via bucket.frcData.frcPerLevel.get(frc) — zero alloc.\n    const polygonCoverageTiles: Array<{\n        coord: OverscaledTileID; bucket: LineBucket;\n        uniformValues: UniformValues<LineUniformsType | LinePatternUniformsType>;\n        programConfiguration: ProgramConfiguration;\n        program: Program<LineUniformsType | LinePatternUniformsType>;\n        depthMode: DepthMode; colorMode: Readonly<ColorMode>;\n        frcMask: number;\n    }> = [];\n\n    const renderTiles = (coords: OverscaledTileID[], baseDefines: DynamicDefinesType[], depthMode: DepthMode, stencilMode3D: StencilMode, elevated: boolean, firstPass: boolean) => {\n        for (const coord of coords) {\n            const tile = sourceCache.getTile(coord);\n            if (image && !tile.patternsLoaded()) continue;\n\n            const bucket = tile.getBucket(layer) as LineBucket;\n            if (!bucket) continue;\n            if ((bucket.elevationType !== 'none' && !elevated) || (bucket.elevationType === 'none' && elevated)) continue;\n\n            painter.prepareDrawTile();\n\n            const defines = [...baseDefines];\n            const renderElevatedRoads = bucket.elevationType === 'road';\n            const shadowRenderer = painter.shadowRenderer;\n            const renderWithShadows = renderElevatedRoads && !!shadowRenderer && shadowRenderer.enabled;\n            let groundShadowFactor: [number, number, number] = [0, 0, 0];\n            if (renderWithShadows) {\n                const directionalLight = painter.style.directionalLight;\n                const ambientLight = painter.style.ambientLight;\n                if (directionalLight && ambientLight) {\n                    groundShadowFactor = calculateGroundShadowFactor(painter.style, directionalLight, ambientLight);\n                }\n                defines.push('RENDER_SHADOWS', 'NORMAL_OFFSET');\n            }\n\n            const programConfiguration = bucket.programConfigurations.get(layer.id);\n\n            let transitionableConstantPattern = false;\n            if (constantPattern && tile.imageAtlas) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const pattern = ResolvedImage.from(constantPattern);\n                const primaryPatternImage = pattern.getPrimary().scaleSelf(pixelRatio).toString();\n                const primaryPosTo = tile.imageAtlas.patternPositions.get(primaryPatternImage);\n                const secondaryPatternImageVariant = pattern.getSecondary();\n                const secondaryPosTo = secondaryPatternImageVariant ? tile.imageAtlas.patternPositions.get(secondaryPatternImageVariant.scaleSelf(pixelRatio).toString()) : null;\n\n                transitionableConstantPattern = !!primaryPosTo && !!secondaryPosTo;\n\n                if (primaryPosTo) programConfiguration.setConstantPatternPositions(primaryPosTo, secondaryPosTo);\n            }\n\n            if (patternTransition > 0 && (transitionableConstantPattern || !!programConfiguration.getPatternTransitionVertexBuffer('line-pattern'))) {\n                defines.push('LINE_PATTERN_TRANSITION');\n            }\n\n            if (bucket.elevationGroundScaleVertexBuffer) {\n                defines.push('ELEVATION_GROUND_SCALE');\n            }\n\n            const affectedByFog = painter.isTileAffectedByFog(coord);\n            const program = painter.getOrCreateProgram(programId, {config: programConfiguration, defines, overrideFog: affectedByFog});\n\n            if (!image && constantDash && constantCap && tile.lineAtlas) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const posTo = tile.lineAtlas.getDash(constantDash, constantCap);\n                if (posTo) programConfiguration.setConstantPatternPositions(posTo);\n            }\n\n            if (renderWithShadows) {\n                shadowRenderer.setupShadows(tile.tileID.toUnwrapped(), program, 'vector-tile');\n            }\n\n            let [trimStart, trimEnd] = layer.paint.get('line-trim-offset');\n            // When line cap is 'round' or 'square', the whole line progress will beyond 1.0 or less than 0.0.\n            // If trim_offset begin is line begin (0.0), or trim_offset end is line end (1.0), adjust the trim\n            // offset with fake offset shift so that the line_progress < 0.0 or line_progress > 1.0 part will be\n            // correctly covered.\n            if (constantCap === 'round' || constantCap === 'square') {\n                // Fake the percentage so that it will cover the round/square cap that is beyond whole line\n                const fakeOffsetShift = 1.0;\n                // To make sure that the trim offset range is effecive\n                if (trimStart !== trimEnd) {\n                    if (trimStart === 0.0) {\n                        trimStart -= fakeOffsetShift;\n                    }\n                    if (trimEnd === 1.0) {\n                        trimEnd += fakeOffsetShift;\n                    }\n                }\n            }\n\n            const matrix = isDraping ? coord.projMatrix : null;\n            const lineWidthScale = unitInMeters ? (1.0 / bucket.tileToMeter) / pixelsToTileUnits(tile, 1, painter.transform.zoom) : 1.0;\n            const lineFloorWidthScale = unitInMeters ? (1.0 / bucket.tileToMeter) / pixelsToTileUnits(tile, 1, Math.floor(painter.transform.zoom)) : 1.0;\n\n            // Avoid dash flickering while loading ideal tiles on zoom level traversal.\n            // Re-anchor floorwidth only for retained stand-ins (dashIdealZ !== tile zoom),\n            // scaling by 2^(idealZ - bucketZoom) so the stand-in keeps a stable dash period\n            // until the ideal tile arrives. Ideal cover tiles — including pitched LOD rings —\n            // keep camera floorwidth; applying the same scale there stretches dashes near the\n            // horizon. Restore after draw.\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n            const widthProperty: {value: {kind: string; value: number}} | null = dasharray ? (layer.paint as any)._values['line-floorwidth'] : null;\n            let savedFloorwidth: number | undefined;\n            const dashIdealZ = tile.dashIdealZ;\n            if (widthProperty && widthProperty.value.kind === 'constant' &&\n                dashIdealZ !== tile.tileID.overscaledZ) {\n                const bz = bucket.zoom;\n                if (!(bz in floorwidthByZoom)) {\n                    floorwidthByZoom[bz] = Math.max(0.01, layer.widthExpression().evaluate({zoom: bz}));\n                }\n                savedFloorwidth = widthProperty.value.value;\n                widthProperty.value.value = floorwidthByZoom[bz] * Math.pow(2, dashIdealZ - bz);\n            }\n\n            const uniformValues: UniformValues<LineUniformsType | LinePatternUniformsType> = image ?\n                linePatternUniformValues(painter, tile, layer, matrix, pixelRatio, lineWidthScale, lineFloorWidthScale, [trimStart, trimEnd], groundShadowFactor, patternTransition) :\n                lineUniformValues(painter, tile, layer, matrix, bucket.lineClipsArray.length, pixelRatio, lineWidthScale, lineFloorWidthScale, [trimStart, trimEnd], groundShadowFactor);\n\n            const updateAndBindGradientTexture = (\n                layerGradient: GradientTexture,\n                gradientVersion: number,\n                stepInterpolant: boolean,\n                expression: StylePropertyExpression,\n                ignoreLut: boolean,\n                textureUnit: number\n            ) => {\n                let gradientTexture = layerGradient.texture;\n                if (gradientVersion !== layerGradient.version) {\n                    let textureResolution = 256;\n                    if (stepInterpolant) {\n                        const sourceMaxZoom = sourceCache.getSource().maxzoom;\n                        const potentialOverzoom = coord.canonical.z === sourceMaxZoom ?\n                            Math.ceil(1 << (painter.transform.maxZoom - coord.canonical.z)) : 1;\n                        const lineLength = bucket.maxLineLength / EXTENT;\n                        // Logical pixel tile size is 512px, and 1024px right before current zoom + 1\n                        const maxTilePixelSize = 1024;\n                        // Maximum possible texture coverage heuristic, bound by hardware max texture size\n                        const maxTextureCoverage = lineLength * maxTilePixelSize * potentialOverzoom;\n                        textureResolution = clamp(nextPowerOfTwo(maxTextureCoverage), 256, context.maxTextureSize);\n                    }\n                    layerGradient.gradient = renderColorRamp({\n                        expression,\n                        evaluationKey: 'lineProgress',\n                        resolution: textureResolution,\n                        image: layerGradient.gradient || undefined,\n                        clips: bucket.lineClipsArray,\n                        lut: ignoreLut ? null : layer.lut\n                    });\n                    if (layerGradient.texture) {\n                        layerGradient.texture.update(layerGradient.gradient);\n                    } else {\n                        layerGradient.texture = new Texture(context, layerGradient.gradient, gl.RGBA8);\n                    }\n                    layerGradient.version = gradientVersion;\n                    gradientTexture = layerGradient.texture;\n                }\n                context.activeTexture.set(textureUnit);\n                gradientTexture.bind(stepInterpolant ? gl.NEAREST : gl.LINEAR, gl.CLAMP_TO_EDGE);\n            };\n\n            if (gradient) {\n                updateAndBindGradientTexture(\n                    bucket.gradients[layer.id], layer.gradientVersion, layer.stepInterpolant,\n                    layer.gradientExpression(),\n                    layer.paint.get('line-gradient-use-theme').constantOr('default') === 'none',\n                    gl.TEXTURE1);\n            }\n            if (borderGradient) {\n                updateAndBindGradientTexture(\n                    bucket.borderGradients[layer.id], layer.borderGradientVersion, layer.borderStepInterpolant,\n                    layer.borderGradientExpression(),\n                    layer.paint.get('line-border-gradient-use-theme').constantOr('default') === 'none',\n                    gl.TEXTURE2);\n            }\n            if (dasharray) {\n                context.activeTexture.set(gl.TEXTURE0);\n                if (tile.lineAtlasTexture) {\n                    tile.lineAtlasTexture.bind(gl.LINEAR, gl.REPEAT);\n                }\n                programConfiguration.updatePaintBuffers();\n            }\n            if (image) {\n                context.activeTexture.set(gl.TEXTURE0);\n                if (tile.imageAtlasTexture) {\n                    tile.imageAtlasTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n                }\n                programConfiguration.updatePaintBuffers();\n            }\n\n            if (elevated && !renderElevatedRoads) {\n                assert(painter.terrain);\n                painter.terrain.setupElevationDraw(tile, program);\n            }\n            painter.uploadCommonUniforms(context, program, coord.toUnwrapped());\n\n            // FRC coverage routing (snapshot lookup, polygon-geometry probe, second-pass\n            // collector push) lives in HD. When HD is not loaded, snapshot is null →\n            // detect returns null → renderLine/fade pass below skip the FRC paths.\n            const frcCtx = HD.drawLineFrcCoverageDetect ?\n                HD.drawLineFrcCoverageDetect(painter, bucket, coord, elevated,\n                    uniformValues, programConfiguration, program, depthMode, colorMode,\n                    polygonCoverageTiles) :\n                null;\n            const drawWithSegments = (stencilMode: StencilMode, segs: SegmentVector | undefined, opacityMultiplier?: number) => {\n                if (!segs || segs.get().length === 0) return;\n                if (lineOpacityForOcclusion != null) {\n                    lineOpacityForOcclusion.value = lineOpacity * occlusionOpacity;\n                }\n                if (opacityMultiplier !== undefined) {\n                    uniformValues['u_opacity_multiplier'] = opacityMultiplier;\n                }\n                program.draw(painter, gl.TRIANGLES, depthMode,\n                    stencilMode, colorMode, CullFaceMode.disabled, uniformValues,\n                    layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer, segs,\n                    layer.paint, painter.transform.zoom, programConfiguration, [bucket.layoutVertexBuffer2, bucket.patternVertexBuffer, bucket.zOffsetVertexBuffer, bucket.elevationIdColVertexBuffer, bucket.elevationGroundScaleVertexBuffer]);\n                if (opacityMultiplier !== undefined) {\n                    uniformValues['u_opacity_multiplier'] = 1.0;\n                }\n                if (lineOpacityForOcclusion != null) {\n                    lineOpacityForOcclusion.value = lineOpacity; //restore\n                }\n            };\n\n            // First-pass renderLine: draws \"above\" content. Per-level FRC dispatch (zero\n            // alloc — N extra draw calls per uncovered level) is delegated to HD when\n            // active. Otherwise the plain draw runs.\n            const renderLine = (stencilMode: StencilMode) => {\n                if (frcCtx && frcCtx.active && HD.drawLineFrcRenderLine) {\n                    HD.drawLineFrcRenderLine(bucket, frcCtx, stencilMode, drawWithSegments);\n                } else {\n                    drawWithSegments(stencilMode, bucket.segments);\n                }\n            };\n\n            if (useStencilMaskRenderPass && !elevated) {\n                const stencilId = painter.stencilModeForClipping(coord).ref;\n                // When terrain is on, ensure that the stencil buffer has 0 values.\n                // As stencil may be disabled when it is not in overlapping stencil\n                // mode. Refer to stencilModeForRTTOverlap logic.\n                const needsClearing = stencilId === 0 && isDraping;\n                if (needsClearing) {\n                    context.clear({stencil: 0});\n                }\n                const stencilFunc = {func: gl.EQUAL, mask: 0xFF};\n\n                // Allow line geometry fragment to be drawn only once:\n                // - Invert the stencil identifier left by stencil clipping, this\n                // ensures that we are not conflicting with neighborhing tiles.\n                // - Draw Anti-Aliased pixels with a threshold set to 0.8, this\n                // may draw Anti-Aliased pixels more than once, but due to their\n                // low opacity, these pixels are usually invisible and potential\n                // overlapping pixel artifacts locally minimized.\n                uniformValues['u_alpha_discard_threshold'] = 0.8;\n                renderLine(new StencilMode(stencilFunc, stencilId, 0xFF, gl.KEEP, gl.KEEP, gl.INVERT));\n                uniformValues['u_alpha_discard_threshold'] = 0.0;\n                renderLine(new StencilMode(stencilFunc, stencilId, 0xFF, gl.KEEP, gl.KEEP, gl.KEEP));\n            } else {\n                // Same logic as in the non-elevated case,\n                // but we need to draw all tiles in batches to support 3D stencil mode.\n                if (useStencilMaskRenderPass && elevated && firstPass) {\n                    uniformValues['u_alpha_discard_threshold'] = 0.8;\n                } else {\n                    uniformValues['u_alpha_discard_threshold'] = 0.0;\n                }\n                renderLine(elevated ? stencilMode3D : painter.stencilModeForClipping(coord));\n            }\n            // FRC fade pass for full-tile coverage (Case A): render covered segments at\n            // faded opacity. Skipped by HD when partial polygon coverage applies (handled\n            // by the second pass below).\n            if (frcCtx && HD.drawLineFrcFadePass) {\n                HD.drawLineFrcFadePass(painter, bucket, coord, frcCtx, elevated, stencilMode3D, drawWithSegments);\n            }\n\n            // Restore floorwidth paint property after draw\n            if (savedFloorwidth !== undefined) {\n                widthProperty.value.value = savedFloorwidth;\n            }\n        }\n    };\n\n    let depthMode = painter.depthModeForSublayer(0, DepthMode.ReadOnly);\n    const depthModeFor3D = new DepthMode(painter.depthOcclusion ? gl.GREATER : gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n\n    if (layer.hasNonElevatedBuckets) {\n        const terrainEnabledImmediateMode = !isDraping && painter.terrain;\n        if (occlusionOpacity !== 0 && terrainEnabledImmediateMode) {\n            warnOnce(`Occlusion opacity for layer ${layer.id} is supported on terrain only if the layer has line-z-offset enabled.`);\n        } else {\n            if (!terrainEnabledImmediateMode) {\n                const stencilMode3D = StencilMode.disabled;\n                renderTiles(coords, definesValues, depthMode, stencilMode3D, false, true);\n            } else {\n                // Skip rendering of non-elevated lines in immediate mode when terrain is enabled.\n                // This happens only when the line layer has both elevated and non-elevated buckets\n                // and will result in only the elevated buckets being rendered.\n                warnOnce(`Cannot render non-elevated lines in immediate mode when terrain is enabled. Layer: ${layer.id}.`);\n            }\n        }\n    }\n\n    if (layer.hasElevatedBuckets) {\n        if (elevationReference === 'hd-road-markup') {\n            if (!terrainEnabled) {\n                depthMode = depthModeFor3D;\n                definesValues.push('ELEVATED_ROADS');\n            }\n        } else {\n            definesValues.push(\"ELEVATED\");\n            depthMode = depthModeFor3D;\n            if (hasCrossSlope) {\n                definesValues.push(crossSlopeHorizontal ? \"CROSS_SLOPE_HORIZONTAL\" : \"CROSS_SLOPE_VERTICAL\");\n            }\n            if (elevationFromSea) {\n                definesValues.push('ELEVATION_REFERENCE_SEA');\n            }\n        }\n\n        // No need for tile clipping, a single pass only even for transparent lines.\n        const stencilMode3D = useStencilMaskRenderPass ? painter.stencilModeFor3D() : StencilMode.disabled;\n        if (elevationReference !== 'hd-road-markup') {\n            painter.forceTerrainMode = true;\n        }\n        renderTiles(coords, definesValues, depthMode, stencilMode3D, true, true);\n        if (useStencilMaskRenderPass) {\n            renderTiles(coords, definesValues, depthMode, stencilMode3D, true, false);\n        }\n        // It is important that this precedes resetStencilClippingMasks as in gl-js we don't clear stencil for terrain.\n        if (elevationReference !== 'hd-road-markup') {\n            painter.forceTerrainMode = false;\n        }\n    }\n\n    // Second pass: per-FRC-level stencil passes for polygon coverage\n    if (HD.drawLineFrcCoverageSecondPass) {\n        HD.drawLineFrcCoverageSecondPass(painter, layer, polygonCoverageTiles);\n    }\n\n    // When rendering to stencil, reset the mask to make sure that the tile\n    // clipping reverts the stencil mask we may have drawn in the buffer.\n    // The stamp could be reverted by an extra draw call of line geometry,\n    // but tile clipping drawing is usually faster to draw than lines.\n    if (useStencilMaskRenderPass) {\n        painter.resetStencilClippingMasks();\n        if (isDraping) { context.clear({stencil: 0}); }\n    }\n\n    if (occlusionOpacity !== 0 && !painter.depthOcclusion && !isDraping) {\n        painter.layersWithOcclusionOpacity.push(painter.currentLayer);\n    }\n}\n\nexport class LineBlendFbos {\n    fbo: Framebuffer | null | undefined;\n    drapeFbo: Framebuffer | null | undefined;\n\n    destroy() {\n        if (this.fbo) {\n            this.fbo.destroy();\n            this.fbo = null;\n        }\n        if (this.drapeFbo) {\n            this.drapeFbo.destroy();\n            this.drapeFbo = null;\n        }\n    }\n}\n\nexport class LineBlendDensityReadback {\n    pbo: WebGLBuffer;\n    sync: WebGLSync | null;\n    // Ping-pong FBOs used by the hierarchical reduce passes.\n    fboA: Framebuffer | null | undefined;\n    fboB: Framebuffer | null | undefined;\n    // Cached value from the last completed readback\n    maxDensity: number;\n\n    constructor(gl: WebGL2RenderingContext) {\n        this.pbo = gl.createBuffer();\n        this.sync = null;\n        this.fboA = null;\n        this.fboB = null;\n        this.maxDensity = 0;\n    }\n\n    destroy(gl: WebGL2RenderingContext) {\n        if (this.sync) {\n            gl.deleteSync(this.sync);\n            this.sync = null;\n        }\n        gl.deleteBuffer(this.pbo);\n        if (this.fboA) {\n            this.fboA.destroy();\n            this.fboA = null;\n        }\n        if (this.fboB) {\n            this.fboB.destroy();\n            this.fboB = null;\n        }\n    }\n}\n\ntype BlendMode = 'additive' | 'multiply';\nconst blendModeSetup: Record<BlendMode, {clearColor: Color, colorMode?: ColorMode, compositeUniformValue: number}> = {\n    'additive': {\n        clearColor: new Color(0, 0, 0, 0),\n        colorMode: ColorMode.additiveAlphaWeighted,\n        compositeUniformValue: LINE_BLEND_MODE_ADDITIVE,\n    },\n    'multiply': {\n        clearColor: new Color(1, 1, 1, 1),\n        colorMode: ColorMode.multiply,\n        compositeUniformValue: LINE_BLEND_MODE_MULTIPLY,\n    }\n};\n\nfunction hasFloatRenderTarget(context: Context): boolean {\n    return !!(context.extRenderToTextureHalfFloat || context.extColorBufferFloat);\n}\n\nfunction getColorMode(blendMode: BlendMode, context: Context): Readonly<ColorMode> {\n    if (blendMode === 'additive' && hasFloatRenderTarget(context)) {\n        // For additive blend when RGBA16F is supported we can accumulate alpha >1.0\n        // and store density information for a better composite\n        return ColorMode.additiveAlphaWeightedUnboundedAlpha;\n    }\n    return blendModeSetup[blendMode].colorMode;\n}\n\nfunction scheduleGpuReduceReadback(painter: Painter, layer: LineStyleLayer, sourceFbo: Framebuffer) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    // --- Reduce passes: halve resolution until we reach 1×1 ---\n    let srcWidth = sourceFbo.width;\n    let srcHeight = sourceFbo.height;\n    let srcTexture = sourceFbo.colorAttachment0.get();\n\n    // Create or reuse the readback object before the reduce loop so the\n    // ping-pong FBOs can be stored on it.\n    if (!layer.lineBlendDensityReadback) {\n        layer.lineBlendDensityReadback = new LineBlendDensityReadback(gl);\n    }\n    const readback = layer.lineBlendDensityReadback;\n\n    // Ping-pong between two cached FBOs each pass,\n    // repeatedly halving the resolution until we reach 1×1.\n    let slotIndex = 0;\n    let firstPass = true;\n\n    while (srcWidth > 1 || srcHeight > 1) {\n        const dstWidth = Math.max(1, Math.floor(srcWidth / 2));\n        const dstHeight = Math.max(1, Math.floor(srcHeight / 2));\n\n        const slot = slotIndex === 0 ? 'fboA' : 'fboB';\n        readback[slot] = Framebuffer.createWithTexture(context, readback[slot], dstWidth, dstHeight, false);\n        const dstFbo = readback[slot];\n\n        context.bindFramebuffer.set(dstFbo.framebuffer);\n        context.viewport.set([0, 0, dstWidth, dstHeight]);\n\n        context.activeTexture.set(gl.TEXTURE0);\n        gl.bindTexture(gl.TEXTURE_2D, srcTexture);\n\n        painter.getOrCreateProgram('lineBlendReduce').draw(\n            painter, gl.TRIANGLES,\n            DepthMode.disabled, StencilMode.disabled,\n            ColorMode.unblended, CullFaceMode.disabled,\n            lineBlendReduceUniformValues(0, [1 / srcWidth, 1 / srcHeight], firstPass),\n            layer.id, painter.viewportBuffer, painter.quadTriangleIndexBuffer,\n            painter.viewportSegments, layer.paint, painter.transform.zoom,\n        );\n\n        srcWidth = dstWidth;\n        srcHeight = dstHeight;\n        srcTexture = dstFbo.colorAttachment0.get();\n        slotIndex = 1 - slotIndex;\n        firstPass = false;\n    }\n\n    // --- Async readback into a PBO ---\n    const isFloat = hasFloatRenderTarget(context);\n    const byteLength = isFloat ? 16 : 4;\n\n    // Discard previous fence — we replace it with this frame's result.\n    if (readback.sync) {\n        gl.deleteSync(readback.sync);\n        readback.sync = null;\n    }\n\n    // readPixels with a bound PIXEL_PACK_BUFFER is non-blocking: the GPU\n    // writes the result into the PBO asynchronously and this call returns\n    // immediately without stalling the CPU.\n    gl.bindBuffer(gl.PIXEL_PACK_BUFFER, readback.pbo);\n    gl.bufferData(gl.PIXEL_PACK_BUFFER, byteLength, gl.STREAM_READ);\n    gl.readPixels(0, 0, 1, 1, gl.RGBA, isFloat ? gl.FLOAT : gl.UNSIGNED_BYTE, 0);\n    gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\n\n    // Fence sync so we can poll for completion next frame without blocking.\n    readback.sync = gl.fenceSync(gl.SYNC_GPU_COMMANDS_COMPLETE, 0);\n\n    // Restore viewport to the full painter dimensions.\n    context.viewport.set([0, 0, painter.width, painter.height]);\n}\n\nfunction pollAndConsumeReduceReadback(readback: LineBlendDensityReadback, gl: WebGL2RenderingContext, context: Context) {\n    if (!readback.sync) return;\n\n    // Use getSyncParameter rather than clientWaitSync. The WebGL2 spec\n    // guarantees a sync object cannot transition to SIGNALED in the same frame\n    // it was created, so clientWaitSync with timeout=0 always returns\n    // TIMEOUT_EXPIRED within the issuing frame. getSyncParameter correctly\n    // returns SIGNALED on a subsequent frame without that restriction.\n    const status = gl.getSyncParameter(readback.sync, gl.SYNC_STATUS) as GLenum;\n    if (status !== gl.SIGNALED) return;\n\n    // Fence signalled — PBO data is ready to read on the CPU.\n    gl.deleteSync(readback.sync);\n    readback.sync = null;\n\n    gl.bindBuffer(gl.PIXEL_PACK_BUFFER, readback.pbo);\n    if (hasFloatRenderTarget(context)) {\n        const pixel = new Float32Array(4);\n        gl.getBufferSubData(gl.PIXEL_PACK_BUFFER, 0, pixel);\n        const densitySum = pixel[0];\n        const count = pixel[1];\n        const meanOccupiedDensity = count > 0 ? densitySum / count : 0;\n\n        // place the occupied mean in the center of the tone-mapping curve\n        const SCALE = 2.0;\n        readback.maxDensity = Math.max(meanOccupiedDensity * SCALE, 1);\n    } else {\n        readback.maxDensity = 1;\n    }\n    gl.bindBuffer(gl.PIXEL_PACK_BUFFER, null);\n}\n\n// Returns the cached max density value for the composite shader, or null if no\n// GPU result has been received yet. A null return means the caller should skip\n// compositing entirely — hiding the layer until the first real value arrives\n// rather than flashing at full brightness with an incorrect default.\nfunction resolveMaxDensity(painter: Painter, layer: LineStyleLayer): number | null {\n    const clamp = layer.paint.get('line-blend-additive-clamp');\n    if (clamp > 0) return clamp;\n    const readback = layer.lineBlendDensityReadback;\n    if (!readback || readback.maxDensity === 0) return null;\n    return readback.maxDensity;\n}\n\n// Called after the FBO has been rendered into. Polls any outstanding fence then\n// either waits or schedules a fresh readback.\n//\n// triggerRepaint is called only once, immediately after a new readback is\n// scheduled, to guarantee the fence is polled even if the map would otherwise\n// go idle. While a sync is already in flight but not yet signalled we do NOT\n// call triggerRepaint — we simply wait for the next natural render (tile load,\n// camera move, etc.) to poll it. This prevents an idle render loop when the GPU\n// is slow to signal (e.g. Firefox).\nfunction updateDensityReadback(painter: Painter, layer: LineStyleLayer, fbo: Framebuffer) {\n    if (!hasFloatRenderTarget(painter.context)) return;\n\n    const gl = painter.context.gl;\n    const readback = layer.lineBlendDensityReadback;\n\n    if (readback && readback.sync) {\n        // A readback is already in flight — poll without rescheduling.\n        pollAndConsumeReduceReadback(readback, gl, painter.context);\n\n        if (!readback.sync) {\n            // Fence was just consumed — schedule a fresh readback from the\n            // current FBO and request one follow-up frame to collect it.\n            scheduleGpuReduceReadback(painter, layer, fbo);\n            painter.style.map.triggerRepaint();\n        }\n        // If sync is still set the GPU isn't done yet. Do nothing — the next\n        // natural render will poll again without us forcing an extra frame.\n    } else {\n        // No sync in flight — schedule the first (or next) readback and\n        // request one follow-up frame so the fence can be polled.\n        scheduleGpuReduceReadback(painter, layer, fbo);\n        painter.style.map.triggerRepaint();\n    }\n}\n\nfunction drawLineToFbo(painter: Painter, sourceCache: SourceCache, layer: LineStyleLayer, coords: Array<OverscaledTileID>, blendMode: BlendMode) {\n    const context = painter.context;\n\n    const width = Math.ceil(painter.width);\n    const height = Math.ceil(painter.height);\n    if (!layer.lineBlendFbos) layer.lineBlendFbos = new LineBlendFbos();\n    layer.lineBlendFbos.fbo = Framebuffer.createWithTexture(context, layer.lineBlendFbos.fbo, width, height, true);\n\n    context.clear({color: blendModeSetup[blendMode].clearColor, depth: 1, stencil: 0});\n\n    const savedStencilSource = painter.currentStencilSource;\n    const savedStencilIDs = painter._tileClippingMaskIDs;\n    const savedNextStencilID = painter.nextStencilID;\n    painter.currentStencilSource = undefined;\n    painter._tileClippingMaskIDs = {};\n    painter.nextStencilID = 1;\n    painter._renderTileClippingMasks(layer, sourceCache, coords);\n\n    const savedRenderPass = painter.renderPass;\n    painter.renderPass = 'translucent';\n\n    drawLineTiles(painter, sourceCache, layer, coords, getColorMode(blendMode, painter.context));\n\n    painter.renderPass = savedRenderPass;\n\n    painter.currentStencilSource = savedStencilSource;\n    painter._tileClippingMaskIDs = savedStencilIDs;\n    painter.nextStencilID = savedNextStencilID;\n\n    context.viewport.set([0, 0, painter.width, painter.height]);\n\n    if (blendMode === 'additive') {\n        updateDensityReadback(painter, layer, layer.lineBlendFbos.fbo);\n    }\n}\n\nfunction drawLineBlendComposite(\n    painter: Painter,\n    layer: LineStyleLayer,\n    blendMode: BlendMode,\n    sourceFbo: Framebuffer,\n    targetFbo: Framebuffer | WebGLFramebuffer | null,\n    viewport?: [number, number]\n) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    const opacity = blendMode === 'additive' ? 1.0 : layer.paint.get('line-opacity').constantOr(1);\n    const maxDensity = blendMode === 'additive' ? resolveMaxDensity(painter, layer) : 1.0;\n\n    // No GPU result yet — skip compositing to avoid a full-brightness flash on\n    // the first frames before the async readback has completed.\n    if (maxDensity === null) return;\n\n    context.bindFramebuffer.set(targetFbo);\n    if (viewport) {\n        context.viewport.set([0, 0, viewport[0], viewport[1]]);\n    }\n\n    context.activeTexture.set(gl.TEXTURE0);\n    gl.bindTexture(gl.TEXTURE_2D, sourceFbo.colorAttachment0.get());\n\n    const colorMode = getColorMode(blendMode, painter.context);\n\n    painter.getOrCreateProgram('lineBlendComposite').draw(painter, gl.TRIANGLES,\n        DepthMode.disabled, StencilMode.disabled, colorMode, CullFaceMode.disabled,\n        lineBlendCompositeUniformValues(0, opacity, blendModeSetup[blendMode].compositeUniformValue, maxDensity),\n        layer.id, painter.viewportBuffer, painter.quadTriangleIndexBuffer,\n        painter.viewportSegments, layer.paint, painter.transform.zoom);\n}\n\nfunction drawLineBlendDraped(painter: Painter, sourceCache: SourceCache, layer: LineStyleLayer, coords: Array<OverscaledTileID>, blendMode: BlendMode) {\n    if (painter.renderPass !== 'translucent') return;\n\n    const context = painter.context;\n    const gl = context.gl;\n    const terrain = painter.terrain;\n    if (!terrain) return;\n\n    const drapeFbo = context.bindFramebuffer.current;\n\n    const isMrt = painter.isEmissiveMrtActive();\n\n    const drapeWidth = terrain.drapeBufferSize[0];\n    const drapeHeight = terrain.drapeBufferSize[1];\n    if (!layer.lineBlendFbos) layer.lineBlendFbos = new LineBlendFbos();\n    layer.lineBlendFbos.drapeFbo = Framebuffer.createWithTexture(context, layer.lineBlendFbos.drapeFbo, drapeWidth, drapeHeight, true);\n\n    if (isMrt) {\n        gl.drawBuffers([gl.COLOR_ATTACHMENT0]);\n    }\n\n    context.clear({color: blendModeSetup[blendMode].clearColor, depth: 1, stencil: 0});\n\n    const savedStencilSource = painter.currentStencilSource;\n    const savedStencilIDs = painter._tileClippingMaskIDs;\n    const savedNextStencilID = painter.nextStencilID;\n    painter.currentStencilSource = undefined;\n    painter._tileClippingMaskIDs = {};\n    painter.nextStencilID = 1;\n\n    const savedTerrain = painter._terrain;\n    painter._terrain = null;\n    painter._renderTileClippingMasks(layer, sourceCache, coords);\n\n    // Force draping matrix since we temporarily set painter._terrain = null\n    // but still need terrain-style projection for globe/terrain rendering\n    drawLineTiles(painter, sourceCache, layer, coords, getColorMode(blendMode, painter.context), true);\n\n    painter._terrain = savedTerrain;\n\n    painter.currentStencilSource = savedStencilSource;\n    painter._tileClippingMaskIDs = savedStencilIDs;\n    painter.nextStencilID = savedNextStencilID;\n\n    if (isMrt) {\n        gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);\n    }\n\n    const bufferSize = terrain.drapeBufferSize;\n    const fbo = layer.lineBlendFbos && layer.lineBlendFbos.drapeFbo;\n    if (!fbo) return;\n\n    if (blendMode === 'additive') {\n        updateDensityReadback(painter, layer, fbo);\n    }\n\n    drawLineBlendComposite(painter, layer, blendMode, fbo, drapeFbo, bufferSize);\n}\n","import Color from '../style-spec/util/color';\nimport ResolvedImage from '../style-spec/expression/types/resolved_image';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {\n    fillUniformValues,\n    fillPatternUniformValues,\n    fillOutlineUniformValues,\n    fillOutlinePatternUniformValues,\n} from './program/fill_program';\nimport {HD} from '../../modules/hd_main';\nimport StencilMode from '../gl/stencil_mode';\nimport browser from '../util/browser';\nimport {calculateGroundShadowFactor} from '../../3d-style/render/shadow_utils';\n\nimport type ColorMode from '../gl/color_mode';\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type FillStyleLayer from '../style/style_layer/fill_style_layer';\nimport type FillBucket from '../data/bucket/fill_bucket';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {DynamicDefinesType} from './program/program_uniforms';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type {ElevationType} from '../../3d-style/elevation/elevation_constants';\nimport type {DrawMode} from './program';\nimport type {UniformValues} from './uniform_binding';\nimport type SegmentVector from '../data/segment';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type ElevatedFillBufferData from '../../3d-style/data/bucket/elevated_fill_buffer_data';\nimport type FillBufferData from '../data/bucket/fill_buffer_data';\nimport type Program from './program';\nimport type ProgramConfiguration from '../data/program_configuration';\nimport type {\n    FillUniformsType,\n    FillPatternUniformsType,\n} from './program/fill_program';\n\nexport default drawFill;\n\n// Exported so the HD-side render functions (drawElevatedStructures,\n// drawElevatedFillShadows) that live in 3d-style/render/draw_elevated_fill.ts can\n// accept the same params shape dispatched from `drawFill`.\nexport interface DrawFillParams {\n    painter: Painter;\n    sourceCache: SourceCache;\n    layer: FillStyleLayer;\n    coords: Array<OverscaledTileID>;\n    colorMode: ColorMode;\n    elevationType: ElevationType;\n    terrainEnabled: boolean;\n    pass: 'opaque' | 'translucent' | 'shadow';\n}\n\nfunction drawFill(painter: Painter, sourceCache: SourceCache, layer: FillStyleLayer, coords: Array<OverscaledTileID>) {\n    const color = layer.paint.get('fill-color');\n    const opacity = layer.paint.get('fill-opacity');\n\n    if (opacity.constantOr(1) === 0) {\n        return;\n    }\n\n    const emissiveStrength = layer.paint.get('fill-emissive-strength');\n\n    const colorMode = painter.colorModeForDrapableLayerRenderPass(emissiveStrength);\n\n    const pattern = layer.paint.get('fill-pattern');\n    const pass = painter.opaquePassEnabledForLayer() &&\n        (!pattern.constantOr(1) &&\n        color.constantOr(Color.transparent).a === 1 &&\n        opacity.constantOr(0) === 1) ? 'opaque' : 'translucent';\n\n    let elevationType: ElevationType = 'none';\n\n    if (layer.layout.get('fill-elevation-reference') !== 'none') {\n        elevationType = 'road';\n    } else if (layer.paint.get('fill-z-offset').constantOr(1.0) !== 0.0) {\n        elevationType = 'offset';\n    }\n\n    const terrainEnabled = !!(painter.terrain && painter.terrain.enabled);\n\n    const drawFillParams: DrawFillParams = {\n        painter, sourceCache, layer, coords, colorMode, elevationType, terrainEnabled, pass\n    };\n\n    if (painter.renderPass === 'shadow') {\n        if (painter.shadowRenderer && elevationType === 'road' && !terrainEnabled && HD.drawElevatedFillShadows) {\n            HD.drawElevatedFillShadows(drawFillParams);\n        }\n        return;\n    }\n\n    const mrt = painter.isEmissiveMrtActive();\n\n    // Draw offset elevation\n    if (elevationType === 'offset') {\n        drawFillTiles(drawFillParams, false, mrt, painter.stencilModeFor3D());\n        return;\n    }\n\n    // Draw non-elevated polygons\n    drawFillTiles(drawFillParams, false, mrt);\n\n    if (elevationType === 'road') {\n        const roadElevationActive = !terrainEnabled && painter.renderPass === 'translucent';\n\n        if (roadElevationActive && HD.drawDepthPrepass) {\n            // Render road geometries to the depth buffer in a separate step using a custom shader.\n            HD.drawDepthPrepass(painter, sourceCache, layer, coords, 'geometry');\n        }\n\n        // Draw elevated polygons\n        drawFillTiles(drawFillParams, true, mrt, StencilMode.disabled);\n\n        if (roadElevationActive && HD.drawElevatedStructures) {\n            HD.drawElevatedStructures(drawFillParams);\n        }\n    }\n}\n\nfunction drawFillTiles(params: DrawFillParams, elevatedGeometry: boolean, multipleRenderTargets: boolean, stencilModeOverride?: StencilMode) {\n    const {painter, sourceCache, layer, coords, colorMode, elevationType, terrainEnabled, pass} = params;\n    const gl = painter.context.gl;\n\n    const patternProperty = layer.paint.get('fill-pattern');\n    const patternTransition = layer.paint.get('fill-pattern-cross-fade');\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const constantPattern = patternProperty.constantOr(null);\n\n    let activeElevationType = elevationType;\n    if (elevationType === 'road' && (!elevatedGeometry || terrainEnabled)) {\n        activeElevationType = 'none';\n    }\n\n    const renderElevatedRoads = activeElevationType === 'road';\n    const shadowRenderer = params.painter.shadowRenderer;\n    const renderWithShadows = renderElevatedRoads && !!shadowRenderer && shadowRenderer.enabled;\n    const depthModeFor3D = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n    let groundShadowFactor: [number, number, number] = [0, 0, 0];\n    if (renderWithShadows) {\n        const directionalLight = painter.style.directionalLight;\n        const ambientLight = painter.style.ambientLight;\n        if (directionalLight && ambientLight) {\n            groundShadowFactor = calculateGroundShadowFactor(painter.style, directionalLight, ambientLight);\n        }\n    }\n\n    const image = patternProperty && patternProperty.constantOr(1);\n    const isDraping = painter.terrain && painter.terrain.renderingToTexture;\n\n    const draw = (depthMode: DepthMode, isOutline: boolean) => {\n        let programName: 'fillPattern' | 'fill' | 'fillOutlinePattern' | 'fillOutline';\n        let uniformValues: UniformValues<FillUniformsType | FillPatternUniformsType>;\n\n        let drawMode: DrawMode;\n        let indexBuffer: IndexBuffer;\n        let segments: SegmentVector | null;\n        if (!isOutline) {\n            programName = image ? 'fillPattern' : 'fill';\n            drawMode = gl.TRIANGLES;\n        } else {\n            programName = image && !layer.getPaintProperty('fill-outline-color') ? 'fillOutlinePattern' : 'fillOutline';\n            drawMode = gl.LINES;\n        }\n\n        // Collected tiles for partial-coverage structure fill second-pass.\n        // Mirrors the line-layer pattern (draw_line.ts): tile's first-pass draw is\n        // skipped and replaced by outside-polygon (full opacity) + inside-polygon\n        // (faded opacity) draws after the main loop.\n        const polygonCoverageTiles: Array<{\n            coord: OverscaledTileID;\n            bufferData: FillBufferData | ElevatedFillBufferData;\n            program: Program<FillUniformsType | FillPatternUniformsType>;\n            programConfiguration: ProgramConfiguration;\n            uniformValues: UniformValues<FillUniformsType | FillPatternUniformsType>;\n            depthMode: DepthMode;\n            dynamicBuffers: VertexBuffer[];\n            indexBuffer: IndexBuffer;\n            segments: SegmentVector;\n            frcMask: number;\n        }> = [];\n\n        for (const coord of coords) {\n            const tile = sourceCache.getTile(coord);\n            if (image && !tile.patternsLoaded()) continue;\n\n            const bucket = tile.getBucket(layer) as FillBucket;\n            if (!bucket) continue;\n\n            const bufferData = elevatedGeometry ? (bucket.hdExt && bucket.hdExt.elevationBufferData) : bucket.bufferData;\n            if (!bufferData || bufferData.isEmpty()) continue;\n\n            painter.prepareDrawTile();\n\n            const programConfiguration = bufferData.programConfigurations.get(layer.id);\n            const affectedByFog = painter.isTileAffectedByFog(coord);\n\n            const dynamicDefines: DynamicDefinesType[] = [];\n            const dynamicBuffers: VertexBuffer[] = [];\n            if (renderElevatedRoads) {\n                dynamicDefines.push('ELEVATED_ROADS');\n                // `renderElevatedRoads` implies the elevated path supplied us an\n                // `ElevatedFillBufferData`; cast to access its elevated vertex buffer.\n                dynamicBuffers.push((bufferData as ElevatedFillBufferData).elevatedLayoutVertexBuffer);\n            }\n            if (renderWithShadows) {\n                dynamicDefines.push('RENDER_SHADOWS', 'NORMAL_OFFSET');\n            }\n            if (isDraping && multipleRenderTargets) {\n                dynamicDefines.push('USE_MRT1');\n                if (painter.emissiveMode === 'mrt-full-rgba') dynamicDefines.push('USE_MRT1_RGBA');\n            }\n\n            if (image) {\n                painter.context.activeTexture.set(gl.TEXTURE0);\n                if (tile.imageAtlasTexture) {\n                    tile.imageAtlasTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n                }\n                programConfiguration.updatePaintBuffers();\n            }\n\n            let transitionableConstantPattern = false;\n            if (constantPattern && tile.imageAtlas) {\n                const atlas = tile.imageAtlas;\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const pattern = ResolvedImage.from(constantPattern);\n                const primaryPatternImage = pattern.getPrimary().scaleSelf(browser.devicePixelRatio).toString();\n                const secondaryPatternImageVariant = pattern.getSecondary();\n                const primaryPosTo = atlas.patternPositions.get(primaryPatternImage);\n                const secondaryPosTo = secondaryPatternImageVariant ? atlas.patternPositions.get(secondaryPatternImageVariant.scaleSelf(browser.devicePixelRatio).toString()) : null;\n\n                transitionableConstantPattern = !!primaryPosTo && !!secondaryPosTo;\n\n                if (primaryPosTo) programConfiguration.setConstantPatternPositions(primaryPosTo, secondaryPosTo);\n            }\n\n            if (patternTransition > 0 && (transitionableConstantPattern || !!programConfiguration.getPatternTransitionVertexBuffer('fill-pattern'))) {\n                dynamicDefines.push('FILL_PATTERN_TRANSITION');\n            }\n\n            const program = painter.getOrCreateProgram(programName, {config: programConfiguration, overrideFog: affectedByFog, defines: dynamicDefines});\n\n            const tileMatrix = painter.translatePosMatrix(coord.projMatrix, tile,\n                layer.paint.get('fill-translate'), layer.paint.get('fill-translate-anchor'));\n\n            if (renderWithShadows) {\n                shadowRenderer.setupShadows(tile.tileID.toUnwrapped(), program, 'vector-tile');\n            }\n\n            const emissiveStrength = layer.paint.get('fill-emissive-strength');\n\n            if (!isOutline) {\n                indexBuffer = bufferData.indexBuffer;\n                segments = bufferData.triangleSegments;\n                uniformValues = image ?\n                    fillPatternUniformValues(tileMatrix, emissiveStrength, painter, tile, groundShadowFactor, patternTransition) :\n                    fillUniformValues(tileMatrix, emissiveStrength, groundShadowFactor);\n            } else {\n                indexBuffer = bufferData.lineIndexBuffer;\n                segments = bufferData.lineSegments;\n                const drawingBufferSize: [number, number] =\n                    (painter.terrain && painter.terrain.renderingToTexture) ? painter.terrain.drapeBufferSize : [gl.drawingBufferWidth, gl.drawingBufferHeight];\n                uniformValues = (programName === 'fillOutlinePattern' && image) ?\n                    fillOutlinePatternUniformValues(tileMatrix, emissiveStrength, painter, tile, drawingBufferSize, groundShadowFactor, patternTransition) :\n                    fillOutlineUniformValues(tileMatrix, emissiveStrength, drawingBufferSize, groundShadowFactor);\n            }\n\n            painter.uploadCommonUniforms(painter.context, program, coord.toUnwrapped());\n\n            let activeDepthMode = depthMode;\n            if ((elevationType === 'road' && !terrainEnabled) || elevationType === 'offset') {\n                activeDepthMode = depthModeFor3D;\n            }\n\n            if (!segments || (segments.get && segments.get().length === 0)) continue;\n\n            const stencilMode = stencilModeOverride ? stencilModeOverride : painter.stencilModeForClipping(coord);\n\n            // FRC coverage routing (road per-level dispatch, structure skip/defer to\n            // second pass) lives in HD. When HD is not loaded the snapshot is null so\n            // there is nothing to do — fall through to the default draw.\n            let frcResult: 'drawn' | 'deferred' | 'skip' | 'fallthrough' = 'fallthrough';\n            if (!isOutline && HD.drawFillFrcCoverageFirstPass) {\n                frcResult = HD.drawFillFrcCoverageFirstPass({\n                    painter, layer, bucket, coord, elevatedGeometry,\n                    program, programConfiguration, uniformValues,\n                    drawMode, depthMode: activeDepthMode, stencilMode, colorMode,\n                    bufferData, indexBuffer, segments, dynamicBuffers,\n                    polygonCoverageTiles,\n                });\n            }\n            if (frcResult !== 'fallthrough') continue;\n\n            program.draw(painter, drawMode, activeDepthMode,\n                stencilMode, colorMode, CullFaceMode.disabled, uniformValues,\n                layer.id, bufferData.layoutVertexBuffer, indexBuffer, segments,\n                layer.paint, painter.transform.zoom, programConfiguration, dynamicBuffers);\n        }\n\n        // Second pass for partial-coverage structure fills: outside polygon full opacity,\n        // inside polygon faded. Mirrors render_line_layer second pass.\n        if (!isOutline && HD.drawFillFrcCoverageSecondPass) {\n            HD.drawFillFrcCoverageSecondPass(painter, layer, polygonCoverageTiles, drawMode, colorMode);\n        }\n    };\n\n    if (painter.renderPass === pass) {\n        const depthMode = painter.depthModeForSublayer(1, painter.renderPass === 'opaque' ? DepthMode.ReadWrite : DepthMode.ReadOnly);\n        draw(depthMode, false);\n    }\n\n    // Draw stroke\n    if (activeElevationType === 'none' && painter.renderPass === 'translucent' && layer.paint.get('fill-antialias')) {\n        // If we defined a different color for the fill outline, we are\n        // going to ignore the bits in 0x07 and just care about the global\n        // clipping mask.\n        // Otherwise, we only want to drawFill the antialiased parts that are\n        // *outside* the current shape. This is important in case the fill\n        // or stroke color is translucent. If we wouldn't clip to outside\n        // the current shape, some pixels from the outline stroke overlapped\n        // the (non-antialiased) fill.\n        const depthMode = painter.depthModeForSublayer(layer.getPaintProperty('fill-outline-color') ? 2 : 0, DepthMode.ReadOnly);\n        draw(depthMode, true);\n    }\n}\n\n","import assert from '../style-spec/util/assert';\nimport ImageSource from '../source/image_source';\nimport StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport Texture from './texture';\nimport {rasterPoleUniformValues, rasterUniformValues} from './program/raster_program';\nimport {CanonicalTileID} from '../source/tile_id';\nimport rasterFade from './raster_fade';\nimport {\n    calculateGlobeMercatorMatrix,\n    getGridMatrix,\n    globeNormalizeECEF,\n    globePoleMatrixForTile,\n    globeTileBounds,\n    globeToMercatorTransition,\n    getLatitudinalLod,\n    tileCornersToBounds,\n} from '../geo/projection/globe_util';\nimport {GLOBE_ZOOM_THRESHOLD_MIN} from '../geo/projection/globe_constants';\nimport {mat4} from \"gl-matrix\";\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport {COLOR_MIX_FACTOR} from '../style/style_layer/raster_style_layer';\nimport ColorMode from '../gl/color_mode';\n\nimport type Transform from '../geo/transform';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type Tile from '../source/tile';\nimport type RasterArrayTile from '../source/raster_array_tile';\nimport type RasterArrayTileSource from '../source/raster_array_tile_source';\nimport type Context from '../gl/context';\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type RasterStyleLayer from '../style/style_layer/raster_style_layer';\nimport type {Source} from '../source/source';\nimport type {UserManagedTexture} from './texture';\nimport type {DynamicDefinesType} from '../render/program/program_uniforms';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type {CrossTileID, VariableOffset} from '../symbol/placement';\n\nexport default drawRaster;\n\nconst RASTER_COLOR_TEXTURE_UNIT = 2;\n\ntype RasterConfig = {\n    defines: DynamicDefinesType[];\n    mix: [number, number, number, number];\n    range: [number, number];\n    offset: number;\n    resampling: number;\n};\n\nfunction adjustColorMix(colorMix: [number, number, number, number]): [number, number, number, number] {\n    // Adjust colorMix by the color mix factor to get the proper values for the `computeRasterColorMix` function\n    // For more details refer to `computeRasterColorMix` in src/style/style_layer/raster_style_layer.js\n    return [\n        colorMix[0] * COLOR_MIX_FACTOR,\n        colorMix[1] * COLOR_MIX_FACTOR,\n        colorMix[2] * COLOR_MIX_FACTOR,\n        0\n    ];\n}\n\nfunction drawRaster(painter: Painter, sourceCache: SourceCache, layer: RasterStyleLayer, tileIDs: Array<OverscaledTileID>, variableOffsets?: Partial<Record<CrossTileID, VariableOffset>>, isInitialLoad?: boolean) {\n    if (painter.renderPass !== 'translucent') return;\n\n    const rasterOpacity = layer.paint.get('raster-opacity');\n    if (rasterOpacity === 0) return;\n    const isGlobeProjection = painter.transform.projection.name === 'globe';\n    const rasterElevation = layer.paint.get('raster-elevation');\n    const rasterElevationReferenceIsGround = layer.paint.get('raster-elevation-reference') === 'ground';\n\n    const renderingWithElevation = rasterElevation > 0.0;\n    const isElevationReferenceTerrainGroundLevel = painter.terrain && painter.terrain.exaggeration() > 0 && renderingWithElevation && rasterElevationReferenceIsGround;\n\n    const renderingElevatedOnGlobe = renderingWithElevation && isGlobeProjection;\n    const renderingElevatedOnTerrain = !isGlobeProjection && isElevationReferenceTerrainGroundLevel;\n\n    if (painter.renderElevatedRasterBackface && !renderingElevatedOnGlobe) {\n        return;\n    }\n\n    const context = painter.context;\n    const gl = context.gl;\n    const source = sourceCache.getSource();\n\n    const rasterConfig = configureRaster(painter, source, layer, context, gl);\n\n    if (source instanceof ImageSource && !tileIDs.length) {\n        if (!isGlobeProjection) {\n            return;\n        }\n    }\n\n    const emissiveStrength = layer.paint.get('raster-emissive-strength');\n\n    const colorMode = painter.colorModeForDrapableLayerRenderPass(emissiveStrength);\n\n    // When rendering to texture, coordinates are already sorted: primary by\n    // proxy id and secondary sort is by Z.\n    const renderingToTexture = painter.terrain && painter.terrain.renderingToTexture;\n\n    const align = !painter.options.moving;\n    const textureFilter = layer.paint.get('raster-resampling') === 'nearest' ? gl.NEAREST : gl.LINEAR;\n\n    if (source instanceof ImageSource && !tileIDs.length && (source.onNorthPole || source.onSouthPole)) {\n        const stencilMode = renderingWithElevation ? painter.stencilModeFor3D() : StencilMode.disabled;\n        if (source.onNorthPole) {\n\n            drawPole(rasterElevation, true, null, painter, sourceCache, layer, emissiveStrength, rasterConfig, CullFaceMode.disabled, stencilMode);\n        } else {\n\n            drawPole(rasterElevation, false, null, painter, sourceCache, layer, emissiveStrength, rasterConfig, CullFaceMode.disabled, stencilMode);\n        }\n        return;\n    }\n\n    if (!tileIDs.length) {\n        return;\n    }\n    const [stencilModes, coords] = source instanceof ImageSource || renderingToTexture ? [{}, tileIDs] :\n        painter.stencilConfigForOverlap(tileIDs);\n    const minTileZ = coords.at(-1).overscaledZ;\n\n    if (renderingElevatedOnGlobe) {\n        rasterConfig.defines.push(\"PROJECTION_GLOBE_VIEW\");\n    }\n    if (renderingWithElevation) {\n        rasterConfig.defines.push(\"RENDER_CUTOFF\", \"ELEVATED\");\n    }\n    if (isElevationReferenceTerrainGroundLevel) {\n        rasterConfig.defines.push(\"ELEVATION_REFERENCE_GROUND\");\n    }\n\n    const drawTiles = (tiles: Array<OverscaledTileID>, cullFaceMode: CullFaceMode, elevatedStencilMode?: StencilMode) => {\n        for (const coord of tiles) {\n            const unwrappedTileID = coord.toUnwrapped();\n            const tile = sourceCache.getTile(coord);\n            if (renderingToTexture && !(tile && tile.hasData())) continue;\n\n            context.activeTexture.set(gl.TEXTURE0);\n            const textureDescriptor = getTextureDescriptor(tile, source, layer, rasterConfig);\n            if (!textureDescriptor || !textureDescriptor.texture) continue;\n            const {texture, mix: rasterColorMix, offset: rasterColorOffset, tileSize, buffer} = textureDescriptor;\n\n            let depthMode: DepthMode;\n            let projMatrix: mat4;\n            if (renderingToTexture) {\n                depthMode = DepthMode.disabled;\n                projMatrix = coord.projMatrix;\n            } else if (renderingWithElevation) {\n                depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n                projMatrix = isGlobeProjection ? painter.transform.expandedFarZProjMatrix : painter.transform.calculateProjMatrix(unwrappedTileID, align);\n            } else {\n                // Set the lower zoom level to sublayer 0, and higher zoom levels to higher sublayers\n                // Use gl.LESS to prevent double drawing in areas where tiles overlap.\n                depthMode = painter.depthModeForSublayer(coord.overscaledZ - minTileZ,\n                    rasterOpacity === 1 ? DepthMode.ReadWrite : DepthMode.ReadOnly, gl.LESS);\n                projMatrix = painter.transform.calculateProjMatrix(unwrappedTileID, align);\n            }\n\n            const stencilMode = painter.terrain && renderingToTexture ?\n                painter.terrain.stencilModeForRTTOverlap(coord) :\n                stencilModes[coord.overscaledZ];\n\n            const rasterFadeDuration = isInitialLoad ? 0 : layer.paint.get('raster-fade-duration');\n\n            tile.registerFadeDuration(rasterFadeDuration);\n\n            const parentTile = sourceCache.findLoadedParent(coord, 0);\n\n            const fade = rasterFade(tile, parentTile, sourceCache, painter.transform, rasterFadeDuration);\n\n            if (!fade.isFading && tile.refreshedUponExpiration) {\n                // we don't crossfade tiles that were just refreshed upon expiring:\n                // once they are not fading anymore, unset the `refreshedUponExpiration` flag so we don't\n                // incorrectly fail to crossfade them\n                tile.refreshedUponExpiration = false;\n            }\n\n            if (painter.terrain) painter.terrain.prepareDrawTile();\n\n            let parentScaleBy: number, parentTL: [number, number];\n\n            context.activeTexture.set(gl.TEXTURE0);\n            texture.bind(textureFilter, gl.CLAMP_TO_EDGE);\n\n            context.activeTexture.set(gl.TEXTURE1);\n\n            if (parentTile) {\n                if (parentTile.texture) {\n                    parentTile.texture.bind(textureFilter, gl.CLAMP_TO_EDGE);\n                }\n                parentScaleBy = Math.pow(2, parentTile.tileID.overscaledZ - tile.tileID.overscaledZ);\n                parentTL = [tile.tileID.canonical.x * parentScaleBy % 1, tile.tileID.canonical.y * parentScaleBy % 1];\n\n            } else {\n                texture.bind(textureFilter, gl.CLAMP_TO_EDGE);\n            }\n\n            // Enable trilinear filtering on tiles only beyond 20 degrees pitch,\n            // to prevent it from compromising image crispness on flat or low tilted maps.\n            if ('useMipmap' in texture && context.extTextureFilterAnisotropic && painter.transform.pitch > 20) {\n                gl.texParameterf(gl.TEXTURE_2D, context.extTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, context.extTextureFilterAnisotropicMax);\n            }\n\n            const tr = painter.transform;\n            let perspectiveTransform: [number, number];\n            const cutoffParams: [number, number, number, number] = renderingWithElevation ? cutoffParamsForElevation(tr) : [0, 0, 0, 0];\n\n            let normalizeMatrix: Float32Array;\n            let globeMatrix: Float32Array;\n            let globeMercatorMatrix: Float32Array;\n            let mercatorCenter: [number, number];\n            let gridMatrix: Float32Array;\n            let latitudinalLod = 0;\n\n            if (renderingElevatedOnGlobe && source instanceof ImageSource && source.coordinates.length > 3) {\n                normalizeMatrix = Float32Array.from(globeNormalizeECEF(globeTileBounds(new CanonicalTileID(0, 0, 0))));\n                globeMatrix = Float32Array.from(tr.globeMatrix);\n                globeMercatorMatrix = Float32Array.from(calculateGlobeMercatorMatrix(tr));\n                mercatorCenter = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];\n                perspectiveTransform = source.elevatedGlobePerspectiveTransform;\n                gridMatrix = source.elevatedGlobeGridMatrix || new Float32Array(9);\n            } else if (renderingElevatedOnGlobe) {\n                const tileBounds = tileCornersToBounds(coord.canonical);\n                latitudinalLod = getLatitudinalLod(tileBounds.getCenter().lat);\n                normalizeMatrix = Float32Array.from(globeNormalizeECEF(globeTileBounds(coord.canonical)));\n                globeMatrix = Float32Array.from(tr.globeMatrix);\n                globeMercatorMatrix = Float32Array.from(calculateGlobeMercatorMatrix(tr));\n                mercatorCenter = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];\n                perspectiveTransform = [0, 0];\n                gridMatrix = Float32Array.from(getGridMatrix(coord.canonical, tileBounds, latitudinalLod, tr.worldSize / tr._pixelsPerMercatorPixel));\n            } else {\n                perspectiveTransform = source instanceof ImageSource ? source.perspectiveTransform : [0, 0];\n                normalizeMatrix = new Float32Array(16);\n                globeMatrix = new Float32Array(9);\n                globeMercatorMatrix = new Float32Array(16);\n                mercatorCenter = [0, 0];\n                gridMatrix = new Float32Array(9);\n            }\n\n            const uniformValues = rasterUniformValues(\n                painter,\n                projMatrix,\n                normalizeMatrix,\n                globeMatrix,\n                globeMercatorMatrix,\n                gridMatrix,\n                parentTL || [0, 0],\n                globeToMercatorTransition(painter.transform.zoom),\n                mercatorCenter,\n                cutoffParams,\n                parentScaleBy || 1,\n                fade,\n                layer,\n                perspectiveTransform,\n                rasterElevation,\n                RASTER_COLOR_TEXTURE_UNIT,\n                rasterColorMix,\n                rasterColorOffset,\n                rasterConfig.range,\n                tileSize,\n                buffer,\n                emissiveStrength\n            );\n            const affectedByFog = painter.isTileAffectedByFog(coord);\n\n            const program = painter.getOrCreateProgram('raster', {defines: rasterConfig.defines, overrideFog: affectedByFog});\n\n            painter.uploadCommonUniforms(context, program, unwrappedTileID);\n\n            if (source instanceof ImageSource) {\n                const elevatedGlobeVertexBuffer = source.elevatedGlobeVertexBuffer;\n                const elevatedGlobeIndexBuffer = source.elevatedGlobeIndexBuffer;\n                if (renderingToTexture || !isGlobeProjection) {\n                    if (source.boundsBuffer && source.boundsSegments) program.draw(\n\n                        painter, gl.TRIANGLES, depthMode, StencilMode.disabled, colorMode, CullFaceMode.disabled,\n                        uniformValues, layer.id, source.boundsBuffer,\n                        painter.quadTriangleIndexBuffer, source.boundsSegments);\n                } else if (elevatedGlobeVertexBuffer && elevatedGlobeIndexBuffer) {\n                    const segments = tr.zoom <= GLOBE_ZOOM_THRESHOLD_MIN ?\n                        source.elevatedGlobeSegments :\n                        source.getSegmentsForLongitude(tr.center.lng);\n                    if (segments) {\n                        program.draw(\n\n                            painter, gl.TRIANGLES, depthMode, StencilMode.disabled, colorMode, cullFaceMode,\n                            uniformValues, layer.id, elevatedGlobeVertexBuffer,\n                            elevatedGlobeIndexBuffer, segments);\n                    }\n                }\n            } else if (renderingElevatedOnGlobe) {\n                depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n                const sharedBuffers = painter.globeSharedBuffers;\n                if (sharedBuffers) {\n                    if (isElevationReferenceTerrainGroundLevel) {\n                        painter.terrain.setupElevationDraw(tile, program);\n                        painter.uploadCommonUniforms(context, program, tile.tileID.toUnwrapped());\n                    }\n                    const [buffer, indexBuffer, segments] = sharedBuffers.getGridBuffers(latitudinalLod, false);\n                    assert(buffer);\n                    assert(indexBuffer);\n                    assert(segments);\n                    // Workaround for missing texture pos attribute in the vertex buffer. In this case tex coord is\n                    // calculated using the grid matrix in the shader. The issue should be fixed so that the shader does\n                    // not define this attribute when it is not actually needed. The missing vertex attribute became\n                    // a problem after changing the attribute to integer type. WebGL by default sets disabled attributes\n                    // to float type and this causes an error when the type doesn't match the type in the shader.\n                    const attrIndex = program.getAttributeLocation(gl, 'a_texture_pos');\n                    if (attrIndex !== -1) gl.vertexAttribI4ui(attrIndex, 0, 0, 0, 0);\n\n                    program.draw(painter, gl.TRIANGLES, depthMode, elevatedStencilMode || stencilMode, painter.colorModeForRenderPass(), cullFaceMode, uniformValues, layer.id, buffer, indexBuffer, segments);\n                }\n            } else if (renderingElevatedOnTerrain) {\n                depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n\n                painter.terrain.setupElevationDraw(tile, program);\n                painter.uploadCommonUniforms(context, program, tile.tileID.toUnwrapped());\n\n                // 2-pass rendering in case layer is not fully opaque and we are looking at higher pitch angles\n                const pitchThresholdForTwoPassRendering = 20.0;\n                if (tr.pitch > pitchThresholdForTwoPassRendering) {\n                    program.draw(painter, gl.TRIANGLES, depthMode, StencilMode.disabled, ColorMode.disabled, CullFaceMode.frontCCW,\n                        uniformValues, layer.id, painter.terrain.gridBuffer,\n                        painter.terrain.gridIndexBuffer, painter.terrain.gridSegments);\n                }\n\n                program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.backCCW,\n                    uniformValues, layer.id, painter.terrain.gridBuffer,\n                    painter.terrain.gridIndexBuffer, painter.terrain.gridSegments);\n            } else {\n                const {tileBoundsBuffer, tileBoundsIndexBuffer, tileBoundsSegments} = painter.getTileBoundsBuffers(tile);\n\n                program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n                    uniformValues, layer.id, tileBoundsBuffer,\n                    tileBoundsIndexBuffer, tileBoundsSegments);\n            }\n        }\n\n        if (!(source instanceof ImageSource) && renderingElevatedOnGlobe) {\n            for (const coord of tiles) {\n                const topCap = coord.canonical.y === 0;\n                const bottomCap = coord.canonical.y === (1 << coord.canonical.z) - 1;\n                if (topCap) {\n\n                    drawPole(rasterElevation, true, coord, painter, sourceCache, layer, emissiveStrength, rasterConfig, cullFaceMode, elevatedStencilMode || StencilMode.disabled);\n                }\n                if (bottomCap) {\n\n                    drawPole(rasterElevation, false, coord, painter, sourceCache, layer, emissiveStrength, rasterConfig, cullFaceMode === CullFaceMode.frontCW ? CullFaceMode.backCW : CullFaceMode.frontCW, elevatedStencilMode || StencilMode.disabled);\n                }\n            }\n        }\n    };\n\n    if (renderingElevatedOnGlobe) {\n        if (painter.renderElevatedRasterBackface) {\n            drawTiles(coords, CullFaceMode.backCW, painter.stencilModeFor3D());\n        } else {\n            drawTiles(coords, CullFaceMode.frontCW, painter.stencilModeFor3D());\n        }\n    } else {\n        drawTiles(coords, CullFaceMode.disabled, undefined);\n    }\n\n    painter.resetStencilClippingMasks();\n}\n\nfunction drawPole(rasterElevation: number, isNorth: boolean, coord: OverscaledTileID | null | undefined, painter: Painter, sourceCache: SourceCache, layer: RasterStyleLayer, emissiveStrength: number, rasterConfig: RasterConfig, cullFaceMode: CullFaceMode, stencilMode: StencilMode) {\n    const source = sourceCache.getSource();\n    const sharedBuffers = painter.globeSharedBuffers;\n    if (!sharedBuffers) return;\n\n    let tile: Tile;\n    if (coord) {\n        tile = sourceCache.getTile(coord);\n    }\n    let texture: Texture | UserManagedTexture;\n    let globeMatrix: mat4;\n    if (source instanceof ImageSource) {\n        texture = source.texture;\n        globeMatrix = globePoleMatrixForTile(0, 0, painter.transform);\n    } else if (tile && coord) {\n        texture = tile.texture;\n        globeMatrix = globePoleMatrixForTile(coord.canonical.z, coord.canonical.x, painter.transform);\n    }\n    if (!texture || !globeMatrix) return;\n\n    if (!isNorth) {\n        globeMatrix = mat4.scale(mat4.create(), globeMatrix, [1, -1, 1]);\n    }\n\n    const context = painter.context;\n    const gl = context.gl;\n    const textureFilter = layer.paint.get('raster-resampling') === 'nearest' ? gl.NEAREST : gl.LINEAR;\n    const colorMode = painter.colorModeForDrapableLayerRenderPass(emissiveStrength);\n    const defines = rasterConfig.defines;\n    defines.push(\"GLOBE_POLES\");\n\n    const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D);\n    const projMatrix = painter.transform.expandedFarZProjMatrix;\n    const normalizeMatrix = Float32Array.from(globeNormalizeECEF(globeTileBounds(new CanonicalTileID(0, 0, 0))));\n    const fade = {opacity: 1, mix: 0};\n\n    if (painter.terrain) painter.terrain.prepareDrawTile();\n\n    context.activeTexture.set(gl.TEXTURE0);\n    texture.bind(textureFilter, gl.CLAMP_TO_EDGE);\n    context.activeTexture.set(gl.TEXTURE1);\n    texture.bind(textureFilter, gl.CLAMP_TO_EDGE);\n\n    // Enable trilinear filtering on tiles only beyond 20 degrees pitch,\n    // to prevent it from compromising image crispness on flat or low tilted maps.\n    if ('useMipmap' in texture && context.extTextureFilterAnisotropic && painter.transform.pitch > 20) {\n        gl.texParameterf(gl.TEXTURE_2D, context.extTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, context.extTextureFilterAnisotropicMax);\n    }\n\n    const [\n        northPoleBuffer,\n        southPoleBuffer,\n        indexBuffer,\n        segment\n    ] = coord ? sharedBuffers.getPoleBuffers(coord.canonical.z, false) : sharedBuffers.getPoleBuffers(0, true);\n    const elevation = rasterElevation;\n    let vertexBuffer: VertexBuffer;\n    if (isNorth) {\n        vertexBuffer = northPoleBuffer;\n        painter.renderDefaultNorthPole = elevation !== 0.0;\n    } else {\n        vertexBuffer = southPoleBuffer;\n        painter.renderDefaultSouthPole = elevation !== 0.0;\n    }\n    const rasterColorMix = adjustColorMix(rasterConfig.mix);\n\n    const uniformValues = rasterPoleUniformValues(painter, projMatrix, normalizeMatrix, globeMatrix, globeToMercatorTransition(painter.transform.zoom), fade, layer, [0, 0], elevation, RASTER_COLOR_TEXTURE_UNIT, rasterColorMix, rasterConfig.offset, rasterConfig.range, emissiveStrength);\n    const program = painter.getOrCreateProgram('raster', {defines});\n\n    painter.uploadCommonUniforms(context, program, null);\n    program.draw(\n        painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, cullFaceMode,\n        uniformValues, layer.id, vertexBuffer,\n        indexBuffer, segment);\n}\n\n// Configure a fade out effect for elevated raster layers when they're close to the camera\nfunction cutoffParamsForElevation(tr: Transform): [number, number, number, number] {\n    if (tr.isOrthographic) {\n        return [0, 0, 0, 0];\n    }\n    const near = tr._nearZ;\n    const far = tr.projection.farthestPixelDistance(tr);\n    const zRange = far - near;\n    const fadeRangePixels = tr.height * 0.2;\n    const cutoffDistance = near + fadeRangePixels;\n    const relativeCutoffDistance = ((cutoffDistance - near) / zRange);\n    const relativeCutoffFadeDistance = ((cutoffDistance - fadeRangePixels - near) / zRange);\n    return [near, far, relativeCutoffFadeDistance, relativeCutoffDistance];\n}\n\nexport function prepare(layer: RasterStyleLayer, sourceCache: SourceCache, _: Painter): void {\n    const source = sourceCache.getSource();\n    if (source.type !== 'raster-array' || !source.loaded()) return;\n\n    const sourceLayer = layer.sourceLayer || (source.rasterLayerIds && source.rasterLayerIds[0]);\n    if (!sourceLayer) return;\n\n    const band: string | number = layer.paint.get('raster-array-band') || source.getInitialBand(sourceLayer);\n    if (band == null) return;\n\n    const tiles = sourceCache.getIds().map(id => sourceCache.getTileByID(id) as RasterArrayTile);\n    for (const tile of tiles) {\n        if (tile.updateNeeded(layer.id, band)) {\n            source.prepareTile(tile, sourceLayer, layer.id, band);\n        }\n    }\n}\n\nexport type TextureDescriptor = {\n    texture: Texture | null | undefined | UserManagedTexture;\n    mix: [number, number, number, number];\n    offset: number;\n    buffer: number;\n    tileSize: number;\n};\n\nfunction getTextureDescriptor(\n    tile: Tile | null | undefined | RasterArrayTile,\n    source: Source | RasterArrayTileSource,\n    layer: RasterStyleLayer,\n    rasterConfig: RasterConfig,\n): TextureDescriptor | void {\n    if (!tile) return;\n\n    if (source.type === 'raster-array') {\n        return source.getTextureDescriptor(tile as RasterArrayTile, layer, true);\n    }\n\n    return {\n        texture: tile.texture,\n        mix: adjustColorMix(rasterConfig.mix),\n        offset: rasterConfig.offset,\n        buffer: 0,\n        tileSize: 1,\n    };\n}\n\nfunction configureRaster(\n    painter: Painter,\n    source: Source,\n    layer: RasterStyleLayer,\n    context: Context,\n    gl: WebGL2RenderingContext\n): RasterConfig {\n    const isRasterColor = layer.paint.get('raster-color');\n    const isRasterArray = source.type === 'raster-array';\n\n    const defines: DynamicDefinesType[] = [];\n    const inputResampling = layer.paint.get('raster-resampling');\n    const inputMix = layer.paint.get('raster-color-mix');\n    let range = layer.paint.get('raster-color-range');\n\n    // Unpack the offset for use in a separate uniform\n    const mix: [number, number, number, number] = [inputMix[0], inputMix[1], inputMix[2], 0];\n    const offset = inputMix[3];\n\n    let resampling = inputResampling === 'nearest' ? gl.NEAREST : gl.LINEAR;\n\n    if (isRasterArray) {\n        defines.push('RASTER_ARRAY');\n\n        // Raster-array sources require RASTER_COLOR for raster array data decoding and binary 0/1 mask interpolation\n        if (!isRasterColor) defines.push('RASTER_COLOR');\n\n        // Raster-array sources require in-shader linear interpolation in order to decode without\n        // artifacts, so force nearest filtering.\n        if (inputResampling === 'linear') defines.push('RASTER_ARRAY_LINEAR');\n        resampling = gl.NEAREST;\n\n        // Support log-scaled color ramps for raster array data sources\n        if (isRasterColor && layer.paint.get('raster-color-scale') === 'log') {\n            defines.push('RASTER_COLOR_SCALE_LOG');\n        }\n\n        if (!range) {\n            if (source.rasterLayers) {\n                const foundLayer = source.rasterLayers.find(({id}) => id === layer.sourceLayer);\n                if (foundLayer && foundLayer.fields && foundLayer.fields.range) {\n                    range = foundLayer.fields.range;\n                }\n            }\n        }\n    }\n\n    // In all cases, having checked for a preferred color ramp, we now supply a default,\n    // to be used in case nothing else has been specified.\n    range = range || [0, 1];\n\n    if (isRasterColor) {\n        defines.push('RASTER_COLOR');\n        // Allocate a texture if not allocated\n        context.activeTexture.set(gl.TEXTURE2);\n\n        // Update the color ramp defensively. Duplicate calls with the same bounds\n        // will not trigger recomputation.\n\n        layer.updateColorRamp(range);\n\n        let tex = layer.colorRampTexture;\n        if (!tex) tex = layer.colorRampTexture = new Texture(context, layer.colorRamp, gl.RGBA8);\n        tex.bind(resampling, gl.CLAMP_TO_EDGE);\n    }\n\n    const mrt = painter.terrain && painter.terrain.renderingToTexture && painter.isEmissiveMrtActive();\n    if (mrt) {\n        defines.push('USE_MRT1');\n        if (painter.emissiveMode === 'mrt-full-rgba') defines.push('USE_MRT1_RGBA');\n    }\n\n    return {\n        mix,\n        range,\n        offset,\n        defines,\n        resampling\n    };\n}\n","import StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport Tile from '../source/tile';\nimport {\n    backgroundUniformValues,\n    backgroundPatternUniformValues\n} from './program/background_program';\nimport {OverscaledTileID} from '../source/tile_id';\nimport {mat4} from 'gl-matrix';\nimport {ImageId} from '../style-spec/expression/types/image_id';\n\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type BackgroundStyleLayer from '../style/style_layer/background_style_layer';\nimport type {UniformValues} from './uniform_binding';\nimport type {ImagePosition} from './image_atlas';\nimport type {BackgroundUniformsType, BackgroundPatternUniformsType} from './program/background_program';\nimport type {DynamicDefinesType} from './program/program_uniforms';\n\nexport default drawBackground;\n\nconst identityMat4 = mat4.identity(new Float32Array(16));\n\nfunction drawBackground(painter: Painter, sourceCache: SourceCache, layer: BackgroundStyleLayer, coords: Array<OverscaledTileID>) {\n    const color = layer.paint.get('background-color');\n    const ignoreLut = layer.paint.get('background-color-use-theme').constantOr('default') === 'none';\n    const opacity = layer.paint.get('background-opacity');\n    const emissiveStrength = layer.paint.get('background-emissive-strength');\n    const isViewportPitch = layer.paint.get('background-pitch-alignment') === 'viewport';\n\n    if (opacity === 0) return;\n\n    const context = painter.context;\n    const gl = context.gl;\n    const transform = painter.transform;\n    const tileSize = transform.tileSize;\n    const image = layer.paint.get('background-pattern');\n    let patternPosition: ImagePosition | null | undefined;\n    if (image !== undefined) {\n        // Check if pattern image is loaded and retrieve position\n        if (image === null) {\n            return;\n        }\n        patternPosition = painter.imageManager.getPattern(ImageId.from(image.toString()), layer.scope, painter.style.getLut(layer.scope));\n        if (!patternPosition) {\n            return;\n        }\n    }\n\n    const pass = (!image && color.a === 1 && opacity === 1 && painter.opaquePassEnabledForLayer()) ? 'opaque' : 'translucent';\n    if (painter.renderPass !== pass) return;\n\n    const stencilMode = StencilMode.disabled;\n    const depthMode = painter.depthModeForSublayer(0, pass === 'opaque' ? DepthMode.ReadWrite : DepthMode.ReadOnly);\n\n    const colorMode = painter.colorModeForDrapableLayerRenderPass(emissiveStrength);\n    const programName = image ? 'backgroundPattern' : 'background';\n\n    let tileIDs = coords;\n    let backgroundTiles: Record<number, Tile>;\n    if (!tileIDs) {\n        backgroundTiles = painter.getBackgroundTiles();\n        tileIDs = Object.values(backgroundTiles).map(tile => tile.tileID);\n    }\n\n    if (image) {\n        context.activeTexture.set(gl.TEXTURE0);\n        painter.imageManager.bind(painter.context, layer.scope);\n    }\n\n    const isDraping = painter.terrain && painter.terrain.renderingToTexture;\n    const defines: DynamicDefinesType[] = [];\n    if (isDraping && painter.isEmissiveMrtActive()) {\n        defines.push('USE_MRT1');\n        if (painter.emissiveMode === 'mrt-full-rgba') defines.push('USE_MRT1_RGBA');\n    }\n\n    if (isViewportPitch) {\n        // Set overrideRtt to ignore 3D lights\n        const program = painter.getOrCreateProgram(programName, {overrideFog: false, overrideRtt: true, defines});\n        const matrix = identityMat4;\n        const tileID = new OverscaledTileID(0, 0, 0, 0, 0);\n\n        const uniformValues: UniformValues<BackgroundUniformsType | BackgroundPatternUniformsType> = image ?\n            backgroundPatternUniformValues(matrix, emissiveStrength, opacity, painter, image, layer.scope, patternPosition, isViewportPitch, {tileID, tileSize}) :\n            backgroundUniformValues(matrix, emissiveStrength, opacity, color.toPremultipliedRenderColor(ignoreLut ? null : layer.lut));\n\n        program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n            uniformValues, layer.id, painter.viewportBuffer,\n            painter.quadTriangleIndexBuffer, painter.viewportSegments);\n        return;\n    }\n\n    for (const tileID of tileIDs) {\n        const affectedByFog = painter.isTileAffectedByFog(tileID);\n        const program = painter.getOrCreateProgram(programName, {overrideFog: affectedByFog, defines});\n        const unwrappedTileID = tileID.toUnwrapped();\n        const matrix = coords ? tileID.projMatrix : painter.transform.calculateProjMatrix(unwrappedTileID);\n        painter.prepareDrawTile();\n\n        const tile = sourceCache ? sourceCache.getTile(tileID) :\n            backgroundTiles ? backgroundTiles[tileID.key] : new Tile(tileID, tileSize, transform.zoom, painter);\n\n        const uniformValues: UniformValues<BackgroundUniformsType | BackgroundPatternUniformsType> = image ?\n            backgroundPatternUniformValues(matrix, emissiveStrength, opacity, painter, image, layer.scope, patternPosition, isViewportPitch, {tileID, tileSize}) :\n\n            backgroundUniformValues(matrix, emissiveStrength, opacity, color.toPremultipliedRenderColor(ignoreLut ? null : layer.lut));\n\n        painter.uploadCommonUniforms(context, program, unwrappedTileID);\n\n        const {tileBoundsBuffer, tileBoundsIndexBuffer, tileBoundsSegments} = painter.getTileBoundsBuffers(tile);\n\n        program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n            uniformValues, layer.id, tileBoundsBuffer,\n            tileBoundsIndexBuffer, tileBoundsSegments);\n    }\n}\n","export default drawCustom;\n\nimport DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport {warnOnce} from '../util/util';\nimport {globeToMercatorTransition} from './../geo/projection/globe_util';\nimport assert from '../style-spec/util/assert';\n\nimport type Painter from './painter';\nimport type {EmissiveMode} from './painter';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type SourceCache from '../source/source_cache';\nimport type CustomStyleLayer from '../style/style_layer/custom_style_layer';\nimport type {CustomLayerRenderEmissiveMode} from '../style/style_layer/custom_style_layer';\n\n// Map internal EmissiveMode to values exposed via public custom layer API.\n// 'constant' is intentionnally missing -> mapped to undefined.\nconst emissiveModeToCustomLayerMode: Partial<Record<EmissiveMode, CustomLayerRenderEmissiveMode>> = {\n    'dual-source-blending': 'dual-source-blending',\n    'mrt-fallback': 'mrt',\n    'mrt-full-rgba': 'mrt-rgba'\n};\n\nfunction drawCustom(painter: Painter, sourceCache: SourceCache, layer: CustomStyleLayer, coords: Array<OverscaledTileID>) {\n\n    const context = painter.context;\n    const implementation = layer.implementation;\n\n    if (painter.transform.projection.unsupportedLayers && painter.transform.projection.unsupportedLayers.includes(\"custom\") &&\n        !(painter.terrain && (painter.terrain.renderingToTexture || painter.renderPass === 'offscreen') && layer.isDraped(sourceCache))) {\n        warnOnce('Custom layers are not yet supported with this projection. Use mercator or globe to enable usage of custom layers.');\n        return;\n    }\n\n    if (painter.renderPass === 'offscreen') {\n\n        const prerender = implementation.prerender;\n        if (prerender) {\n            painter.setCustomLayerDefaults();\n            context.setColorMode(painter.colorModeForRenderPass());\n\n            if (painter.transform.projection.name === \"globe\") {\n                const center = painter.transform.pointMerc;\n                prerender.call(implementation, context.gl, painter.transform.customLayerMatrix() as number[], painter.transform.getProjection(), painter.transform.globeToMercatorMatrix(),  globeToMercatorTransition(painter.transform.zoom), [center.x, center.y], painter.transform.pixelsPerMeterRatio);\n            } else {\n                prerender.call(implementation, context.gl, painter.transform.customLayerMatrix() as number[]);\n            }\n\n            context.setDirty();\n            painter.setBaseState();\n        }\n\n    } else if (painter.renderPass === 'translucent') {\n\n        if (painter.terrain && painter.terrain.renderingToTexture) {\n            assert(implementation.renderToTile);\n            assert(coords.length === 1);\n            const renderToTile = implementation.renderToTile;\n            if (renderToTile) {\n                const c = coords[0].canonical;\n                const renderCoords = {\n                    /*\n                     * We intentionally baked wrap into x coordinate before and\n                     * we need to keep backward-compatibility.\n                     *\n                     * https://github.com/mapbox/mapbox-gl-js/pull/12182/commits/8b9071f751b9ed9ae4389dce7fb2e30aae984f9d\n                     */\n                    x: c.x + coords[0].wrap * (implementation.wrapTileId ? 0 : (1 << c.z)),\n                    y: c.y,\n                    z: c.z\n                };\n\n                context.setDepthMode(DepthMode.disabled);\n                context.setStencilMode(StencilMode.disabled);\n                context.setColorMode(painter.colorModeForRenderPass());\n                painter.setCustomLayerDefaults();\n\n                const emissiveMode = emissiveModeToCustomLayerMode[painter.emissiveMode];\n\n                const gl = context.gl;\n                const supportsEmissiveMode = implementation.supportsEmissiveMode;\n                const outputsEmissiveColor = emissiveMode && supportsEmissiveMode && supportsEmissiveMode.call(implementation, emissiveMode);\n                if (painter.isEmissiveMrtActive() && !outputsEmissiveColor) {\n                    // In the emissive MRT-fallback path the proxy tile FBO is bound with two draw\n                    // buffers ([COLOR_ATTACHMENT0, COLOR_ATTACHMENT1]). A custom layer's fragment\n                    // shader only declares a single color output, so with both buffers enabled its\n                    // color never lands in attachment 0. Restrict the custom draw to attachment 0.\n                    gl.drawBuffers([gl.COLOR_ATTACHMENT0]);\n                }\n\n                renderToTile.call(implementation, context.gl, renderCoords, emissiveMode);\n\n                if (painter.isEmissiveMrtActive() && !outputsEmissiveColor) {\n                    // Restore the draw buffer state expected by the rest of the render pipeline.\n                    gl.drawBuffers([gl.COLOR_ATTACHMENT0, gl.COLOR_ATTACHMENT1]);\n                }\n\n                context.setDirty();\n                painter.setBaseState();\n            }\n            return;\n        }\n\n        painter.setCustomLayerDefaults();\n\n        context.setColorMode(painter.colorModeForRenderPass());\n        context.setStencilMode(StencilMode.disabled);\n\n        const depthMode = implementation.renderingMode === '3d' ?\n            new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadWrite, painter.depthRangeFor3D) :\n            painter.depthModeForSublayer(0, DepthMode.ReadOnly);\n\n        context.setDepthMode(depthMode);\n\n        if (painter.transform.projection.name === \"globe\") {\n            const center = painter.transform.pointMerc;\n            implementation.render(context.gl, painter.transform.customLayerMatrix() as number[], painter.transform.getProjection(), painter.transform.globeToMercatorMatrix(), globeToMercatorTransition(painter.transform.zoom), [center.x, center.y], painter.transform.pixelsPerMeterRatio);\n        } else {\n            implementation.render(context.gl, painter.transform.customLayerMatrix() as number[]);\n        }\n\n        context.setDirty();\n        painter.setBaseState();\n        context.bindFramebuffer.set(null);\n    }\n}\n","import {createLayout} from '../util/struct_array';\n\nimport type {StructArrayLayout} from '../util/struct_array';\n\nexport const skyboxAttributes: StructArrayLayout = createLayout([\n    {name: 'a_pos_3f',  components: 3, type: 'Float32'}\n]);\n\nexport default skyboxAttributes;\nexport const {members, size, alignment} = skyboxAttributes;\n","import {members as skyboxAttributes} from './skybox_attributes';\nimport {SkyboxVertexArray, TriangleIndexArray} from '../data/array_types';\nimport SegmentVector from '../data/segment';\n\nimport type IndexBuffer from '../gl/index_buffer';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type Context from '../gl/context';\n\nfunction addVertex(vertexArray: SkyboxVertexArray, x: number, y: number, z: number) {\n    vertexArray.emplaceBack(\n        // a_pos\n        x,\n        y,\n        z\n    );\n}\n\nclass SkyboxGeometry {\n    vertexArray: SkyboxVertexArray;\n    vertexBuffer: VertexBuffer;\n    indices: TriangleIndexArray;\n    indexBuffer: IndexBuffer;\n    segment: SegmentVector;\n\n    constructor(context: Context) {\n        this.vertexArray = new SkyboxVertexArray();\n        this.indices = new TriangleIndexArray();\n\n        addVertex(this.vertexArray, -1.0, -1.0,  1.0);\n        addVertex(this.vertexArray,  1.0, -1.0,  1.0);\n        addVertex(this.vertexArray, -1.0,  1.0,  1.0);\n        addVertex(this.vertexArray,  1.0,  1.0,  1.0);\n        addVertex(this.vertexArray, -1.0, -1.0, -1.0);\n        addVertex(this.vertexArray,  1.0, -1.0, -1.0);\n        addVertex(this.vertexArray, -1.0,  1.0, -1.0);\n        addVertex(this.vertexArray,  1.0,  1.0, -1.0);\n\n        // +x\n        this.indices.emplaceBack(5, 1, 3);\n        this.indices.emplaceBack(3, 7, 5);\n        // -x\n        this.indices.emplaceBack(6, 2, 0);\n        this.indices.emplaceBack(0, 4, 6);\n        // +y\n        this.indices.emplaceBack(2, 6, 7);\n        this.indices.emplaceBack(7, 3, 2);\n        // -y\n        this.indices.emplaceBack(5, 4, 0);\n        this.indices.emplaceBack(0, 1, 5);\n        // +z\n        this.indices.emplaceBack(0, 2, 3);\n        this.indices.emplaceBack(3, 1, 0);\n        // -z\n        this.indices.emplaceBack(7, 6, 4);\n        this.indices.emplaceBack(4, 5, 7);\n\n        this.vertexBuffer = context.createVertexBuffer(this.vertexArray, skyboxAttributes);\n        this.indexBuffer = context.createIndexBuffer(this.indices);\n\n        this.segment = SegmentVector.simpleSegment(0, 0, 36, 12);\n    }\n}\n\nexport default SkyboxGeometry;\n","import StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport ColorMode from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport Texture from './texture';\nimport SkyboxGeometry from './skybox_geometry';\nimport {skyboxUniformValues, skyboxGradientUniformValues} from './program/skybox_program';\nimport {skyboxCaptureUniformValues} from './program/skybox_capture_program';\nimport {mat3, mat4} from 'gl-matrix';\nimport assert from '../style-spec/util/assert';\nimport {globeToMercatorTransition} from '../geo/projection/globe_util';\n\nimport type SkyLayer from '../style/style_layer/sky_style_layer';\nimport type Program from './program';\nimport type SourceCache from '../source/source_cache';\nimport type Painter from './painter';\nimport type {SkyboxCaptureUniformsType} from '../render/program/skybox_capture_program';\n\nexport default drawSky;\n\nfunction drawSky(painter: Painter, sourceCache: SourceCache, layer: SkyLayer) {\n    const tr = painter.transform;\n    // Note: we render sky for globe projection during the transition to mercator or if atmosphere is disabled.\n    const transitionOpacity = !painter._atmosphere ? 1.0 : globeToMercatorTransition(tr.zoom);\n\n    const opacity = layer.paint.get('sky-opacity') * transitionOpacity;\n    if (opacity === 0) {\n        return;\n    }\n\n    const context = painter.context;\n    const type = layer.paint.get('sky-type');\n    const depthMode = new DepthMode(context.gl.LEQUAL, DepthMode.ReadOnly, [0, 1]);\n    const temporalOffset = (painter.frameCounter / 1000.0) % 1;\n\n    if (type === 'atmosphere') {\n        if (painter.renderPass === 'offscreen') {\n            if (layer.needsSkyboxCapture(painter)) {\n                captureSkybox(painter, layer, 32, 32);\n                layer.markSkyboxValid(painter);\n            }\n        } else if (painter.renderPass === 'sky') {\n            drawSkyboxFromCapture(painter, layer, depthMode, opacity, temporalOffset);\n        }\n    } else if (type === 'gradient') {\n        if (painter.renderPass === 'sky') {\n            drawSkyboxGradient(painter, layer, depthMode, opacity, temporalOffset);\n        }\n    } else {\n        assert(false, `${type} is unsupported sky-type`);\n    }\n}\n\nfunction drawSkyboxGradient(painter: Painter, layer: SkyLayer, depthMode: DepthMode, opacity: number, temporalOffset: number) {\n    const context = painter.context;\n    const gl = context.gl;\n    const transform = painter.transform;\n    const program = painter.getOrCreateProgram('skyboxGradient');\n\n    // Lazily initialize geometry and texture if they havent been created yet.\n    if (!layer.skyboxGeometry) {\n        layer.skyboxGeometry = new SkyboxGeometry(context);\n    }\n    context.activeTexture.set(gl.TEXTURE0);\n    let colorRampTexture = layer.colorRampTexture;\n    if (!colorRampTexture) {\n        colorRampTexture = layer.colorRampTexture = new Texture(context, layer.colorRamp, gl.RGBA8);\n    }\n    colorRampTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n    const uniformValues = skyboxGradientUniformValues(\n        transform.skyboxMatrix as Float32Array,\n        layer.getCenter(painter, false),\n\n        layer.paint.get('sky-gradient-radius'),\n        opacity,\n        temporalOffset\n    );\n\n    painter.uploadCommonUniforms(context, program);\n\n    program.draw(painter, gl.TRIANGLES, depthMode, StencilMode.disabled,\n        painter.colorModeForRenderPass(), CullFaceMode.backCW,\n        uniformValues, 'skyboxGradient', layer.skyboxGeometry.vertexBuffer,\n        layer.skyboxGeometry.indexBuffer, layer.skyboxGeometry.segment);\n}\n\nfunction drawSkyboxFromCapture(painter: Painter, layer: SkyLayer, depthMode: DepthMode, opacity: number, temporalOffset: number) {\n    const context = painter.context;\n    const gl = context.gl;\n    const transform = painter.transform;\n    const program = painter.getOrCreateProgram('skybox');\n\n    context.activeTexture.set(gl.TEXTURE0);\n\n    gl.bindTexture(gl.TEXTURE_CUBE_MAP, layer.skyboxTexture);\n\n    const uniformValues = skyboxUniformValues(transform.skyboxMatrix as Float32Array, layer.getCenter(painter, false), 0, opacity, temporalOffset);\n\n    painter.uploadCommonUniforms(context, program);\n\n    program.draw(painter, gl.TRIANGLES, depthMode, StencilMode.disabled,\n        painter.colorModeForRenderPass(), CullFaceMode.backCW,\n        uniformValues, 'skybox', layer.skyboxGeometry.vertexBuffer,\n        layer.skyboxGeometry.indexBuffer, layer.skyboxGeometry.segment);\n}\n\nfunction drawSkyboxFace(painter: Painter, layer: SkyLayer, program: Program<SkyboxCaptureUniformsType>, faceRotate: mat4, sunDirection: [number, number, number], i: number) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    const atmosphereColor = layer.paint.get('sky-atmosphere-color');\n    const atmosphereHaloColor = layer.paint.get('sky-atmosphere-halo-color');\n    const sunIntensity = layer.paint.get('sky-atmosphere-sun-intensity');\n\n    const uniformValues = skyboxCaptureUniformValues(\n        mat3.fromMat4(mat3.create(), faceRotate) as Float32Array,\n        sunDirection,\n        sunIntensity,\n        atmosphereColor.toPremultipliedRenderColor(null),\n        atmosphereHaloColor.toPremultipliedRenderColor(null)\n    );\n\n    const glFace = gl.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, glFace, layer.skyboxTexture, 0);\n\n    program.draw(painter, gl.TRIANGLES, DepthMode.disabled, StencilMode.disabled, ColorMode.unblended, CullFaceMode.frontCW,\n        uniformValues, 'skyboxCapture', layer.skyboxGeometry.vertexBuffer,\n        layer.skyboxGeometry.indexBuffer, layer.skyboxGeometry.segment);\n}\n\nfunction captureSkybox(painter: Painter, layer: SkyLayer, width: number, height: number) {\n    const context = painter.context;\n    const gl = context.gl;\n    let fbo = layer.skyboxFbo;\n\n    // Using absence of fbo as a signal for lazy initialization of all resources, cache resources in layer object\n    if (!fbo) {\n        fbo = layer.skyboxFbo = context.createFramebuffer(width, height, 1, null);\n        layer.skyboxGeometry = new SkyboxGeometry(context);\n        layer.skyboxTexture = context.gl.createTexture();\n\n        gl.bindTexture(gl.TEXTURE_CUBE_MAP, layer.skyboxTexture);\n        gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);\n        gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);\n        gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.LINEAR);\n        gl.texParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MAG_FILTER, gl.LINEAR);\n\n        for (let i = 0; i < 6; ++i) {\n            const glFace = gl.TEXTURE_CUBE_MAP_POSITIVE_X + i;\n\n            // The format here could be RGB, but render tests are not happy with rendering to such a format\n            gl.texImage2D(glFace, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);\n        }\n    }\n\n    context.bindFramebuffer.set(fbo.framebuffer);\n    context.viewport.set([0, 0, width, height]);\n\n    const sunDirection = layer.getCenter(painter, true);\n    const program = painter.getOrCreateProgram('skyboxCapture');\n    const faceRotate = new Float64Array(16);\n\n    // +x;\n    mat4.fromYRotation(faceRotate, -Math.PI * 0.5);\n    drawSkyboxFace(painter, layer, program, faceRotate, sunDirection, 0);\n    // -x\n    mat4.fromYRotation(faceRotate, Math.PI * 0.5);\n    drawSkyboxFace(painter, layer, program, faceRotate, sunDirection, 1);\n    // +y\n    mat4.fromXRotation(faceRotate, -Math.PI * 0.5);\n    drawSkyboxFace(painter, layer, program, faceRotate, sunDirection, 2);\n    // -y\n    mat4.fromXRotation(faceRotate, Math.PI * 0.5);\n    drawSkyboxFace(painter, layer, program, faceRotate, sunDirection, 3);\n    // +z\n    mat4.identity(faceRotate);\n    drawSkyboxFace(painter, layer, program, faceRotate, sunDirection, 4);\n    // -z\n    mat4.fromYRotation(faceRotate, Math.PI);\n    drawSkyboxFace(painter, layer, program, faceRotate, sunDirection, 5);\n\n    context.viewport.set([0, 0, painter.width, painter.height]);\n}\n","import {createLayout} from '../util/struct_array';\n\nimport type {StructArrayLayout} from '../util/struct_array';\n\nexport const atmosphereLayout: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'a_pos', components: 3},\n    {type: 'Float32', name: 'a_uv', components: 2}\n]);\n","import SegmentVector from '../data/segment';\nimport {atmosphereLayout} from './atmosphere_attributes';\nimport {TriangleIndexArray, AtmosphereVertexArray} from '../data/array_types';\n\nimport type IndexBuffer from '../gl/index_buffer';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type Context from '../gl/context';\n\nexport class AtmosphereBuffer {\n    vertexBuffer: VertexBuffer;\n    indexBuffer: IndexBuffer;\n    segments: SegmentVector;\n\n    constructor(context: Context) {\n        const vertices = new AtmosphereVertexArray();\n        vertices.emplaceBack(-1, 1, 1, 0, 0);\n        vertices.emplaceBack(1, 1, 1, 1, 0);\n        vertices.emplaceBack(1, -1, 1, 1, 1);\n        vertices.emplaceBack(-1, -1, 1, 0, 1);\n\n        const triangles = new TriangleIndexArray();\n        triangles.emplaceBack(0, 1, 2);\n        triangles.emplaceBack(2, 3, 0);\n\n        this.vertexBuffer = context.createVertexBuffer(vertices, atmosphereLayout.members);\n        this.indexBuffer = context.createIndexBuffer(triangles);\n        this.segments = SegmentVector.simpleSegment(0, 0, 4, 2);\n    }\n\n    destroy() {\n        this.vertexBuffer.destroy();\n        this.indexBuffer.destroy();\n        this.segments.destroy();\n    }\n}\n","import {createLayout} from '../util/struct_array';\n\nimport type {StructArrayLayout} from '../util/struct_array';\n\nexport const starsLayout: StructArrayLayout = createLayout([\n    {type: 'Float32', name: 'a_pos_3f', components: 3},\n    {type: 'Float32', name: 'a_uv', components: 2},\n    {type: 'Float32', name: 'a_size_scale', components: 1},\n    {type: 'Float32', name: 'a_opacity', components: 1}\n]);\n","import Color from '../style-spec/util/color';\nimport StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport {default as ColorMode, ZERO, ONE, ONE_MINUS_SRC_ALPHA} from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {\n    globeToMercatorTransition,\n    globeUseCustomAntiAliasing\n} from './../geo/projection/globe_util';\nimport {atmosphereUniformValues} from '../terrain/atmosphere_program';\nimport {AtmosphereBuffer} from '../render/atmosphere_buffer';\nimport {degToRad, mapValue, clamp} from '../util/util';\nimport {mat3, vec3, mat4, quat} from 'gl-matrix';\nimport SegmentVector from '../data/segment';\nimport {TriangleIndexArray, StarsVertexArray} from '../data/array_types';\nimport {starsLayout} from './stars_attributes';\nimport {starsUniformValues} from '../terrain/stars_program';\nimport {mulberry32} from '../style-spec/util/random';\nimport {Debug} from '../util/debug';\n\nimport type {DevToolsFolder} from '../ui/control/devtools';\nimport type Fog from '../style/fog';\nimport type Painter from './painter';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type {DynamicDefinesType} from './program/program_uniforms';\n\nfunction generateUniformDistributedPointsOnSphere(pointsCount: number): Array<vec3> {\n    const sRand = mulberry32(30);\n\n    const points: Array<vec3> = [];\n    for (let i = 0; i < pointsCount; ++i) {\n        const lon = 2 * Math.PI * sRand();\n        const lat = Math.acos(1 - 2 * sRand()) - Math.PI * 0.5;\n\n        points.push(vec3.fromValues(Math.cos(lat) * Math.cos(lon), Math.cos(lat) * Math.sin(lon), Math.sin(lat)));\n    }\n\n    return points;\n}\n\nexport type StarsParams = {\n    starsCount: number;\n    sizeMultiplier: number;\n    sizeRange: number;\n    intensityRange: number;\n};\n\nexport function createDefaultStarsParams(): StarsParams {\n    return {\n        starsCount: 16000,\n        sizeMultiplier: 0.15,\n        sizeRange: 100,\n        intensityRange: 200\n    };\n}\n\nclass Atmosphere {\n    atmosphereBuffer: AtmosphereBuffer | null | undefined;\n    starsVx: VertexBuffer | null | undefined;\n    starsIdx: IndexBuffer | null | undefined;\n    starsSegments!: SegmentVector;\n    colorModeAlphaBlendedWriteRGB: ColorMode;\n    colorModeWriteAlpha: ColorMode;\n    updateNeeded: boolean;\n\n    params: StarsParams;\n\n    _painter: Painter | null;\n    _devtoolsFolder: DevToolsFolder | null;\n\n    constructor() {\n        this.colorModeAlphaBlendedWriteRGB = new ColorMode([ONE, ONE_MINUS_SRC_ALPHA, ONE, ONE_MINUS_SRC_ALPHA], Color.transparent, [true, true, true, false]);\n        this.colorModeWriteAlpha = new ColorMode([ONE, ZERO, ONE, ZERO], Color.transparent, [false, false, false, true]);\n\n        this.params = createDefaultStarsParams();\n        this.updateNeeded = true;\n        this._painter = null;\n        this._devtoolsFolder = null;\n    }\n\n    update(painter: Painter) {\n        this._painter = painter;\n\n        Debug.run(() => {\n            if (painter._devtools && !this._devtoolsFolder) {\n                const starsParams = createDefaultStarsParams();\n                painter._debugParams.starsParamsOverride = starsParams;\n\n                const folder = painter._devtools.addFolder('Stars');\n\n                const triggerUpdate = () => {\n                    this.updateNeeded = true;\n                    painter.style.map.triggerRepaint();\n                };\n\n                folder.addBinding(painter._debugParams, 'overrideStarsParams', {}, triggerUpdate);\n                folder.addBinding(starsParams, 'starsCount', {min: 100, max: 16000, step: 1}, triggerUpdate);\n                folder.addBinding(starsParams, 'sizeMultiplier', {min: 0.01, max: 2.0, step: 0.01}, () => painter.style.map.triggerRepaint());\n                folder.addBinding(starsParams, 'sizeRange', {min: 0.0, max: 200.0, step: 1}, triggerUpdate);\n                folder.addBinding(starsParams, 'intensityRange', {min: 0.0, max: 200.0, step: 1}, triggerUpdate);\n                this._devtoolsFolder = folder;\n            }\n        });\n\n        const context = painter.context;\n\n        if (!this.atmosphereBuffer || this.updateNeeded) {\n            this.updateNeeded = false;\n\n            this.atmosphereBuffer = new AtmosphereBuffer(context);\n\n            let params = this.params;\n            Debug.run(() => {\n                const override = painter._debugParams.starsParamsOverride;\n                if (painter._debugParams.overrideStarsParams && override) {\n                    params = override;\n                }\n            });\n\n            const sizeRange = params.sizeRange;\n            const intensityRange = params.intensityRange;\n\n            const stars = generateUniformDistributedPointsOnSphere(params.starsCount);\n            const sRand = mulberry32(300);\n\n            const vertices = new StarsVertexArray();\n            const triangles = new TriangleIndexArray();\n\n            let base = 0;\n            for (let i = 0; i < stars.length; ++i) {\n\n                const star = vec3.scale([], stars[i], 200.0);\n\n                const size = Math.max(0, 1.0 + 0.01 * sizeRange * (-0.5 + 1.0 * sRand()));\n                const intensity = Math.max(0, 1.0 + 0.01 * intensityRange * (-0.5 + 1.0 * sRand()));\n\n                vertices.emplaceBack(star[0], star[1], star[2], -1, -1, size, intensity);\n                vertices.emplaceBack(star[0], star[1], star[2], 1, -1, size, intensity);\n                vertices.emplaceBack(star[0], star[1], star[2], 1, 1, size, intensity);\n                vertices.emplaceBack(star[0], star[1], star[2], -1, 1, size, intensity);\n\n                triangles.emplaceBack(base + 0, base + 1, base + 2);\n                triangles.emplaceBack(base + 0, base + 2, base + 3);\n\n                base += 4;\n            }\n\n            this.starsVx = context.createVertexBuffer(vertices, starsLayout.members);\n            this.starsIdx = context.createIndexBuffer(triangles);\n            this.starsSegments = SegmentVector.simpleSegment(0, 0, vertices.length, triangles.length);\n        }\n    }\n\n    destroy() {\n        Debug.run(() => {\n            if (this._painter && this._painter._devtools) {\n                this._painter._devtools.removeFolder('Stars');\n            }\n            this._devtoolsFolder = null;\n        });\n\n        if (this.atmosphereBuffer) {\n            this.atmosphereBuffer.destroy();\n        }\n        if (this.starsVx) {\n            this.starsVx.destroy();\n        }\n        if (this.starsIdx) {\n            this.starsIdx.destroy();\n        }\n        this._painter = null;\n    }\n\n    drawAtmosphereGlow(painter: Painter, fog: Fog) {\n        const context = painter.context;\n        const gl = context.gl;\n        const tr = painter.transform;\n        const depthMode = new DepthMode(gl.LEQUAL, DepthMode.ReadOnly, [0, 1]);\n\n        const transitionT = globeToMercatorTransition(tr.zoom);\n\n        const fogLUT = painter.style.getLut(fog.scope);\n        const colorIgnoreLut = fog.properties.get('color-use-theme') === 'none';\n        const fogColor = fog.properties.get('color').toNonPremultipliedRenderColor(colorIgnoreLut ? null : fogLUT);\n\n        const hignoreLutIgnoreLut = fog.properties.get('high-color-use-theme') === 'none';\n        const highColor = fog.properties.get('high-color').toNonPremultipliedRenderColor(hignoreLutIgnoreLut ? null : fogLUT);\n\n        const spaceColorIgnoreLut = fog.properties.get('space-color-use-theme') === 'none';\n        const spaceColor = fog.properties.get('space-color').toNonPremultipliedRenderColor(spaceColorIgnoreLut ? null : fogLUT);\n\n        // https://www.desmos.com/calculator/oanvvpr36d\n        // Ensure horizon blend is 0-exclusive to prevent division by 0 in the shader\n        const minHorizonBlend = 0.0005;\n\n        const horizonBlend = mapValue(fog.properties.get('horizon-blend'), 0.0, 1.0, minHorizonBlend, 0.25);\n\n        // Use a slightly smaller size of the globe to account for custom\n        // antialiasing that reduces the size of the globe of two pixels\n        // https://www.desmos.com/calculator/xpgmzghc37\n        const globeRadius = globeUseCustomAntiAliasing(painter, context, tr) && horizonBlend === minHorizonBlend ?\n            tr.worldSize / (2.0 * Math.PI * 1.025) - 1.0 : tr.globeRadius;\n\n        const temporalOffset = (painter.frameCounter / 1000.0) % 1;\n        const globeCenterInViewSpace = tr.globeCenterInViewSpace;\n        const globeCenterDistance = vec3.length(globeCenterInViewSpace);\n        const distanceToHorizon = Math.sqrt(Math.pow(globeCenterDistance, 2.0) - Math.pow(globeRadius, 2.0));\n        const horizonAngle = Math.acos(distanceToHorizon / globeCenterDistance);\n\n        const draw = (alphaPass: boolean) => {\n            const defines = tr.projection.name === 'globe' ? ['PROJECTION_GLOBE_VIEW', 'FOG'] : ['FOG'];\n            if (alphaPass) {\n                defines.push(\"ALPHA_PASS\");\n            }\n            const program = painter.getOrCreateProgram('globeAtmosphere', {defines: (defines as DynamicDefinesType[])});\n\n            const uniforms = atmosphereUniformValues(\n                tr.frustumCorners.TL,\n                tr.frustumCorners.TR,\n                tr.frustumCorners.BR,\n                tr.frustumCorners.BL,\n                tr.frustumCorners.horizon,\n                transitionT,\n                horizonBlend,\n                fogColor,\n                highColor,\n                spaceColor,\n                temporalOffset,\n                horizonAngle);\n\n            painter.uploadCommonUniforms(context, program);\n\n            const buffer = this.atmosphereBuffer;\n            const colorMode = alphaPass ? this.colorModeWriteAlpha : this.colorModeAlphaBlendedWriteRGB;\n            const name = alphaPass ? \"atmosphere_glow_alpha\" : \"atmosphere_glow\";\n            if (buffer) {\n                program.draw(painter, gl.TRIANGLES, depthMode, StencilMode.disabled,\n                        colorMode, CullFaceMode.backCW, uniforms, name,\n                        buffer.vertexBuffer, buffer.indexBuffer, buffer.segments);\n            }\n        };\n\n        // Write atmosphere color\n        draw(false);\n\n        // Write atmosphere alpha - transparent areas need to be explicitly marked in a separate pass\n        draw(true);\n    }\n\n    drawStars(painter: Painter, fog: Fog) {\n        const starIntensity = clamp(fog.properties.get('star-intensity'), 0.0, 1.0);\n\n        if (starIntensity === 0) {\n            return;\n        }\n\n        const context = painter.context;\n        const gl = context.gl;\n        const tr = painter.transform;\n\n        const program = painter.getOrCreateProgram('stars');\n\n        const orientation = quat.identity([]);\n        quat.rotateX(orientation, orientation, -tr._pitch);\n        quat.rotateZ(orientation, orientation, -tr.angle);\n        quat.rotateX(orientation, orientation, degToRad(tr._center.lat));\n        quat.rotateY(orientation, orientation, -degToRad(tr._center.lng));\n\n        const rotationMatrix = mat4.fromQuat(new Float32Array(16), orientation);\n        const mvp = mat4.multiply([], tr.starsProjMatrix, rotationMatrix);\n        const modelView3 = mat3.fromMat4([], rotationMatrix);\n        const modelviewInv = mat3.invert([], modelView3);\n\n        let sizeMultiplier = this.params.sizeMultiplier;\n        Debug.run(() => {\n            const override = painter._debugParams.starsParamsOverride;\n            if (painter._debugParams.overrideStarsParams && override) {\n                sizeMultiplier = override.sizeMultiplier;\n            }\n        });\n\n        const camUp: [number, number, number] = [0, 1, 0];\n        vec3.transformMat3(camUp, camUp, modelviewInv);\n        vec3.scale(camUp, camUp, sizeMultiplier);\n        const camRight: [number, number, number] = [1, 0, 0];\n        vec3.transformMat3(camRight, camRight, modelviewInv);\n        vec3.scale(camRight, camRight, sizeMultiplier);\n\n        const uniforms = starsUniformValues(\n              mvp,\n              camUp,\n              camRight,\n              starIntensity);\n\n        painter.uploadCommonUniforms(context, program);\n\n        if (this.starsVx && this.starsIdx) {\n            program.draw(painter, gl.TRIANGLES, DepthMode.disabled, StencilMode.disabled,\n                this.colorModeAlphaBlendedWriteRGB, CullFaceMode.disabled, uniforms, \"atmosphere_stars\",\n                this.starsVx, this.starsIdx, this.starsSegments);\n        }\n    }\n\n}\n\nexport default Atmosphere;\n","import IndexBuffer from '../gl/index_buffer';\nimport {LineIndexArray} from '../data/index_array_type';\n\nimport type Context from '../gl/context';\n\nclass CacheEntry {\n    buf!: IndexBuffer;\n    lastUsedFrameIdx!: number;\n}\n\nconst TimeoutFrames = 30;\n\nexport class WireframeDebugCache {\n    _storage: Map<number, CacheEntry>;\n\n    constructor() {\n        this._storage = new Map();\n    }\n\n    getLinesFromTrianglesBuffer(frameIdx: number, indexBuffer: IndexBuffer, context: Context): IndexBuffer | null | undefined {\n        {\n            const entry = this._storage.get(indexBuffer.id);\n            if (entry) {\n                entry.lastUsedFrameIdx = frameIdx;\n                return entry.buf;\n            }\n        }\n\n        const gl = context.gl;\n\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const bufSize = gl.getBufferParameter(gl.ELEMENT_ARRAY_BUFFER, gl.BUFFER_SIZE);\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n        const bufTmp = new ArrayBuffer(bufSize);\n        const intView = new Int16Array(bufTmp);\n        gl.getBufferSubData(gl.ELEMENT_ARRAY_BUFFER, 0, new Int16Array(bufTmp));\n\n        const lineIndexArray = new LineIndexArray();\n\n        for (let i = 0; i < bufSize / 2; i += 3) {\n            const i0 = intView[i];\n            const i1 = intView[i + 1];\n            const i2 = intView[i + 2];\n\n            lineIndexArray.emplaceBack(i0, i1);\n            lineIndexArray.emplaceBack(i1, i2);\n            lineIndexArray.emplaceBack(i2, i0);\n        }\n\n        // Save and restore current VAO since it is reset on IndexBuffer creation\n        const previousBoundVAO = context.bindVertexArrayOES.current;\n\n        const newEntry = new CacheEntry();\n        newEntry.buf = new IndexBuffer(context, lineIndexArray);\n        newEntry.lastUsedFrameIdx = frameIdx;\n        this._storage.set(indexBuffer.id, newEntry);\n\n        context.bindVertexArrayOES.set(previousBoundVAO);\n\n        return newEntry.buf;\n    }\n\n    update(frameIdx: number) {\n        for (const [key, obj] of this._storage) {\n\n            if (frameIdx - obj.lastUsedFrameIdx > TimeoutFrames) {\n                // Delete object from cache\n                obj.buf.destroy();\n                this._storage.delete(key);\n            }\n        }\n    }\n\n    destroy() {\n        for (const [key, obj] of this._storage) {\n            obj.buf.destroy();\n            this._storage.delete(key);\n        }\n    }\n}\n","export class OcclusionParams {\n    // Occluder size in pixels\n    occluderSize: number;\n    // Depth offset in NDC units, to prevent coplanar symbol/geometry cases\n    depthOffset: number;\n\n    constructor() {\n        this.occluderSize = 30;\n        this.depthOffset = -0.0001;\n    }\n}\n","import browser from '../util/browser';\nimport {makeFQID} from '../util/fqid';\nimport {mat4} from 'gl-matrix';\nimport SourceCache from '../source/source_cache';\nimport EXTENT from '../style-spec/data/extent';\nimport pixelsToTileUnits from '../source/pixels_to_tile_units';\nimport SegmentVector from '../data/segment';\nimport {PosArray, TileBoundsArray, TriangleIndexArray, LineStripIndexArray} from '../data/array_types';\nimport {isMapAuthenticated} from '../util/mapbox';\nimport posAttributes from '../data/pos_attributes';\nimport boundsAttributes from '../data/bounds_attributes';\nimport shaders from '../shaders/shaders';\nimport Program from './program';\nimport {programUniforms} from './program/program_uniforms';\nimport Context from '../gl/context';\nimport {fogUniformValues} from '../render/fog';\nimport DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport ColorMode from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport Texture from './texture';\nimport {clippingMaskUniformValues} from './program/clipping_mask_program';\nimport Color from '../style-spec/util/color';\nimport symbol from './draw_symbol';\nimport circle from './draw_circle';\nimport assert from '../style-spec/util/assert';\nimport heatmap from './draw_heatmap';\nimport line, {prepare as prepareLine} from './draw_line';\nimport fill from './draw_fill';\nimport fillExtrusion from './draw_fill_extrusion';\nimport {HD, prepareHD} from '../../modules/hd_main';\nimport hillshade from './draw_hillshade';\nimport raster, {prepare as prepareRaster} from './draw_raster';\nimport background from './draw_background';\nimport {DebugModule} from '../../modules/debug';\nimport custom from './draw_custom';\nimport sky from './draw_sky';\nimport Atmosphere from './draw_atmosphere';\nimport {GlobeSharedBuffers, globeToMercatorTransition} from '../geo/projection/globe_util';\nimport {defaultTerrainUniforms} from '../terrain/terrain_gpu_uniforms';\nimport {\n    createTerrainRenderer,\n    onTerrainRendererAvailable,\n    type ITerrainRenderer,\n} from './terrain_plugin';\nimport {Debug} from '../util/debug';\nimport Tile from '../source/tile';\nimport {RGBAImage} from '../util/image';\nimport {LayerTypeMask} from '../../3d-style/util/conflation';\nimport {ReplacementSource, ReplacementOrderLandmark, ReplacementOrderBuilding} from '../../3d-style/source/replacement_source';\nimport {Standard, prepareStandard} from '../../modules/standard_main';\nimport {Lite} from '../../modules/lite_main';\nimport {lightsUniformValues} from '../../3d-style/render/lights';\nimport {WireframeDebugCache} from './wireframe_cache';\nimport {FOG_OPACITY_THRESHOLD} from '../style/fog_helpers';\nimport Framebuffer from '../gl/framebuffer';\nimport {OcclusionParams} from './occlusion_params';\nimport {PerformanceUtils} from '../util/performance';\n\nimport type {FrcCoverageSnapshot} from '../source/frc_coverage_snapshot';\nimport type {ElevationCoverageSnapshot} from '../source/elevation_coverage_snapshot';\nimport type {FrcCoverageRenderer} from '../../3d-style/render/frc_coverage_renderer';\nimport type {RainParams} from '../precipitation/draw_rain';\nimport type {SnowParams} from '../precipitation/draw_snow';\nimport type {PrecipitationRevealParams} from '../precipitation/precipitation_reveal_params';\nimport type {VignetteParams} from '../precipitation/vignette';\nimport type {StarsParams} from './draw_atmosphere';\nimport type ImageManager from './image_manager';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type ModelManager from '../../3d-style/render/model_manager';\nimport type {ShadowRenderer} from '../../3d-style/render/shadow_renderer';\nimport type ProgramConfiguration from '../data/program_configuration';\nimport type Style from '../style/style';\nimport type Transform from '../geo/transform';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type GlyphManager from './glyph_manager';\nimport type {ContextOptions} from '../gl/context';\nimport type {CutoffParams} from '../render/cutoff';\nimport type {DepthRangeType, DepthMaskType, DepthFuncType} from '../gl/types';\nimport type {LightOverrides, LightsUniformsType} from '../../3d-style/render/lights';\nimport type {OverscaledTileID, UnwrappedTileID} from '../source/tile_id';\nimport type {ProgramName} from './program';\nimport type {ProgramUniformsType, DynamicDefinesType} from './program/program_uniforms';\nimport type {Source, ISource} from '../source/source';\nimport type {UniformBindings} from './uniform_binding';\nimport type {CrossTileID, VariableOffset} from '../symbol/placement';\nimport type {TypedStyleLayer, CoreStyleLayer, HDStyleLayer, StandardStyleLayer} from '../style/style_layer/typed_style_layer';\nimport type {IDevTools} from '../ui/control/devtools';\nimport type {ShadowCullCache} from './draw_fill_extrusion';\n\nexport type RenderPass = 'offscreen' | 'opaque' | 'translucent' | 'sky' | 'shadow' | 'light-beam';\nexport type DepthPrePass = 'initialize' | 'reset' | 'geometry';\nexport type EmissiveMode = 'constant' | 'dual-source-blending' | 'mrt-fallback' | 'mrt-full-rgba';\nexport type EmissiveColorPrecision = 'approximate' | 'exact';\n\nexport type CanvasCopyInstances = {\n    canvasCopies: WebGLTexture[];\n    timeStamps: number[];\n};\n\nexport type CreateProgramParams = {\n    config?: ProgramConfiguration;\n    defines?: DynamicDefinesType[];\n    overrideFog?: boolean;\n    overrideRtt?: boolean;\n    overrideTerrain?: boolean;\n    overrideGlobe?: boolean;\n    precompiled?: boolean;\n};\n\ntype WireframeOptions = {\n    terrain: boolean;\n    layers2D: boolean;\n    layers3D: boolean;\n};\n\ntype PainterOptions = {\n    showOverdrawInspector: boolean;\n    showTileBoundaries: boolean;\n    showParseStatus: boolean;\n    showQueryGeometry: boolean;\n    showTileAABBs: boolean;\n    showPadding: boolean;\n    rotating: boolean;\n    zooming: boolean;\n    moving: boolean;\n    gpuTiming: boolean;\n    gpuTimingDeferredRender: boolean;\n    fadeDuration: number;\n    isInitialLoad: boolean;\n    speedIndexTiming: boolean;\n    wireframe: WireframeOptions;\n    paintStartTimeStamp: number;\n};\n\ntype TileBoundsBuffers = {\n    tileBoundsBuffer: VertexBuffer;\n    tileBoundsIndexBuffer: IndexBuffer;\n    tileBoundsSegments: SegmentVector;\n};\n\ntype GPUTimer = {calls: number; cpuTime: number; query: WebGLQuery};\ntype GPUTimers = Record<string, GPUTimer>;\n\ntype DrawStyleLayer = (\n    painter: Painter,\n    sourceCache: SourceCache,\n    layer: TypedStyleLayer,\n    tileIDs: Array<OverscaledTileID>,\n    variableOffsets?: Partial<Record<CrossTileID, VariableOffset>>,\n    isInitialLoad?: boolean\n) => void;\n\ntype PrepareStyleLayer = (layer: TypedStyleLayer, sourceCache: SourceCache, painter: Painter) => void;\n\nconst draw: Record<CoreStyleLayer['type'], DrawStyleLayer> & Partial<Record<HDStyleLayer['type'] | StandardStyleLayer['type'], DrawStyleLayer>> = {\n    symbol,\n    circle,\n    heatmap,\n    line,\n    fill,\n    'fill-extrusion': fillExtrusion,\n    hillshade,\n    raster,\n    background,\n    sky,\n    custom,\n};\n\nconst prepare: Partial<Record<CoreStyleLayer['type'] | HDStyleLayer['type'] | StandardStyleLayer['type'], PrepareStyleLayer>> = {\n    line: prepareLine,\n    raster: prepareRaster,\n};\n\nasync function setupHD() {\n    await prepareHD();\n    Object.assign(draw, {\n        building: HD.drawBuilding,\n        'raster-particle': HD.drawRasterParticle,\n    });\n    Object.assign(prepare, {\n        'raster-particle': HD.prepareRasterParticle,\n    });\n}\n\nasync function setupStandard(painter?: Painter) {\n    await prepareStandard();\n    Object.assign(draw, {\n        model: Standard.drawModels,\n    });\n    Object.assign(prepare, {\n        model: Standard.prepare,\n    });\n    // The Standard module loads asynchronously (a lazy import in ESM builds), so the\n    // map may have been removed while it was still loading — bail out to avoid touching\n    // a destroyed WebGL context.\n    if (painter && !painter._destroyed && !painter._shadowRenderer) {\n        const SR = (Standard as {ShadowRenderer?: new (p: Painter) => ShadowRenderer}).ShadowRenderer;\n        if (SR) painter._shadowRenderer = new SR(painter);\n    }\n}\n\n/**\n * Initialize a new painter object.\n *\n * @param {Canvas} gl an experimental-webgl drawing context\n * @private\n */\nclass Painter {\n    context: Context;\n    transform: Transform;\n    _tileTextures: Record<number, Array<Texture>>;\n    numSublayers: number;\n    depthEpsilon: number;\n    emptyProgramConfiguration: ProgramConfiguration;\n    width!: number;\n    height!: number;\n    tileExtentBuffer!: VertexBuffer;\n    tileExtentSegments!: SegmentVector;\n    debugBuffer!: VertexBuffer;\n    debugIndexBuffer!: IndexBuffer;\n    debugSegments!: SegmentVector;\n    viewportBuffer!: VertexBuffer;\n    viewportSegments!: SegmentVector;\n    quadTriangleIndexBuffer!: IndexBuffer;\n    mercatorBoundsBuffer!: VertexBuffer;\n    mercatorBoundsSegments!: SegmentVector;\n    _tileClippingMaskIDs!: Record<number, number>;\n    stencilClearMode!: StencilMode;\n    style!: Style;\n    options!: PainterOptions;\n    imageManager!: ImageManager;\n    glyphManager!: GlyphManager;\n    modelManager!: ModelManager;\n    buildingTileBorderManager?: InstanceType<NonNullable<typeof HD.BuildingTileBorderManager>>;\n    depthRangeFor3D!: DepthRangeType;\n    depthOcclusion!: boolean;\n    frcCoverageSnapshot: FrcCoverageSnapshot | null;\n    elevationCoverageSnapshot: ElevationCoverageSnapshot | null;\n    elevationProvidersReady: boolean | undefined;\n    frcCoverageFadeRange: [number, number] | null;\n    frcCoverageSourceLayers: string[];\n    // Lazy-constructed when the HD chunk loads (HD.FrcCoverageRenderer).\n    // Null when SD-HD conflation is not in use and HD hasn't been loaded.\n    frcCoverageRenderer: FrcCoverageRenderer | null;\n    opaquePassCutoff!: number;\n    frameCounter: number;\n    frameTimeDelta: number;\n    lastPaintStartTimeStamp: number;\n    renderPass!: RenderPass;\n    currentLayer!: number;\n    currentStencilSource: string | null | undefined;\n    currentShadowCascade!: number;\n    _shadowCullCache: ShadowCullCache | null;\n    nextStencilID!: number;\n    id!: string;\n    _showOverdrawInspector!: boolean;\n    cache!: Record<string, Program<UniformBindings>>;\n    symbolFadeChange!: number;\n    gpuTimers: GPUTimers;\n    deferredRenderGpuTimeQueries: WebGLQuery[];\n    emptyTexture!: Texture;\n    identityMat!: mat4;\n    debugOverlayTexture!: Texture;\n    debugOverlayCanvas!: HTMLCanvasElement;\n    _terrain: ITerrainRenderer | null | undefined;\n    _terrainRendererRetryPending: boolean;\n    _forceTerrainMode: boolean;\n    globeSharedBuffers: GlobeSharedBuffers | null | undefined;\n    tileLoaded!: boolean;\n    frameCopies: Array<WebGLTexture>;\n    loadTimeStamps: Array<number>;\n    _backgroundTiles: Record<number, Tile>;\n    _atmosphere: Atmosphere | null | undefined;\n    _rain?: InstanceType<NonNullable<typeof HD.Rain>>;\n    _snow?: InstanceType<NonNullable<typeof HD.Snow>>;\n    replacementSource: ReplacementSource;\n    conflationActive: boolean;\n    firstLightBeamLayer!: number;\n    _lastOcclusionLayer!: number;\n    layersWithOcclusionOpacity: Array<number>;\n    longestCutoffRange: number;\n    minCutoffZoom: number;\n    renderDefaultNorthPole: boolean;\n    renderDefaultSouthPole: boolean;\n    renderElevatedRasterBackface!: boolean;\n    _fogVisible: boolean;\n    _cachedTileFogOpacities: Record<number, [number, number]>;\n    _shadowRenderer?: ShadowRenderer;\n    _destroyed?: boolean;\n    _devtools?: IDevTools;\n    _wireframeDebugCache: WireframeDebugCache;\n\n    updateAverageFPS?: () => void;\n\n    _debugParams: {\n        // fps\n        averageFPS: number;\n        fpsHistory: Array<number>;\n        fpsWindow: number;\n        continousRedraw: boolean;\n        enabledLayers: Record<string, boolean>;\n        // buildings\n        buildingsShowNormals: boolean;\n        buildingsDrawGroundAO: boolean;\n        buildingsDrawShadowPass: boolean;\n        buildingsDrawTranslucentPass: boolean;\n        // terrain\n        showTerrainProxyTiles: boolean;\n        terrainSortTilesHiZFirst: boolean;\n        terrainDisableRenderCache: boolean;\n        // precipitation\n        forceEnablePrecipitation: boolean;\n        overrideSnowParams: boolean;\n        snowParamsOverride?: SnowParams;\n        snowRevealParamsOverride?: PrecipitationRevealParams;\n        snowVignetteParamsOverride?: VignetteParams;\n        overrideRainParams: boolean;\n        rainParamsOverride?: RainParams;\n        rainRevealParamsOverride?: PrecipitationRevealParams;\n        rainVignetteParamsOverride?: VignetteParams;\n        // stars\n        overrideStarsParams: boolean;\n        starsParamsOverride?: StarsParams;\n        // models\n        show3DModelFootprints: boolean;\n        showElevationIdDebug: boolean;\n        lodSwitchDistance: number;\n        lodSwitchFadeDuration: number;\n    };\n\n    // Depth for occlusion\n    // FBO+Underlying texture & empty depth texture\n    depthFBO!: Framebuffer;\n    depthTexture!: Texture;\n    emptyDepthTexture: Texture;\n\n    occlusionParams: OcclusionParams;\n\n    _clippingActiveLastFrame: boolean;\n\n    scaleFactor: number;\n    maxFrontCutoffRawStart: number;\n\n    worldview: string;\n\n    _forceEmissiveMode: boolean;\n    emissiveMode: EmissiveMode;\n\n    _forceFullRgbaEmissive: boolean = false;\n\n    constructor(gl: WebGL2RenderingContext, contextCreateOptions: ContextOptions, transform: Transform, scaleFactor: number, worldview: string | undefined, emissiveColorPrecision?: EmissiveColorPrecision) {\n        this.context = new Context(gl, contextCreateOptions);\n        this._forceFullRgbaEmissive = emissiveColorPrecision === 'exact';\n\n        this.transform = transform;\n        this._tileTextures = {};\n        this.frameCopies = [];\n        this.loadTimeStamps = [];\n        this.frcCoverageSnapshot = null;\n        this.elevationCoverageSnapshot = null;\n        this.elevationProvidersReady = undefined;\n        this.frcCoverageFadeRange = null;\n        this.frcCoverageSourceLayers = [];\n        // Built when HD module is available (UMD: always; ESM: after prepareHD()).\n        this.frcCoverageRenderer = HD.FrcCoverageRenderer ? new HD.FrcCoverageRenderer() : null;\n\n        this._debugParams = {\n            averageFPS: 0,\n            fpsHistory: [],\n            fpsWindow: 30,\n            continousRedraw: false,\n            enabledLayers: { },\n            buildingsShowNormals: false,\n            buildingsDrawGroundAO: true,\n            buildingsDrawShadowPass: true,\n            buildingsDrawTranslucentPass: true,\n            showTerrainProxyTiles: false,\n            terrainSortTilesHiZFirst: true,\n            terrainDisableRenderCache: false,\n            forceEnablePrecipitation: false,\n            overrideSnowParams: false,\n            snowParamsOverride: null,\n            snowRevealParamsOverride: null,\n            snowVignetteParamsOverride: null,\n            overrideRainParams: false,\n            rainParamsOverride: null,\n            rainRevealParamsOverride: null,\n            rainVignetteParamsOverride: null,\n            overrideStarsParams: false,\n            starsParamsOverride: null,\n            show3DModelFootprints: false,\n            showElevationIdDebug: false,\n            lodSwitchDistance: -1,\n            lodSwitchFadeDuration: 0.5\n        };\n\n        Debug.run(() => {\n            const layerTypes = [\"fill\", \"line\", \"symbol\", \"circle\", \"heatmap\", \"fill-extrusion\", \"building\", \"raster\", \"raster-particle\", \"hillshade\", \"model\", \"background\", \"sky\"];\n            for (const layerType of layerTypes) {\n                this._debugParams.enabledLayers[layerType] = true;\n            }\n\n            this.updateAverageFPS = () => {\n                const fps = this.frameTimeDelta === 0 ? 0 : 1000.0 / this.frameTimeDelta;\n\n                this._debugParams.fpsHistory.push(fps);\n                if (this._debugParams.fpsHistory.length > this._debugParams.fpsWindow) {\n                    this._debugParams.fpsHistory.splice(0, this._debugParams.fpsHistory.length - this._debugParams.fpsWindow);\n                }\n\n                this._debugParams.averageFPS = Math.round(this._debugParams.fpsHistory.reduce((accum: number, current: number) => {\n                    return accum + current / this._debugParams.fpsHistory.length;\n                }, 0));\n            };\n        });\n\n        this.occlusionParams = new OcclusionParams();\n\n        this.setup();\n\n        // Within each layer there are multiple distinct z-planes that can be drawn to.\n        // This is implemented using the WebGL depth buffer.\n        this.numSublayers = SourceCache.maxUnderzooming + SourceCache.maxOverzooming + 1;\n        this.depthEpsilon = 1 / Math.pow(2, 16);\n\n        this.deferredRenderGpuTimeQueries = [];\n        this.gpuTimers = {};\n        this.frameCounter = 0;\n        this.frameTimeDelta = 0;\n        this.lastPaintStartTimeStamp = 0;\n        this._shadowCullCache = null;\n        this._backgroundTiles = {};\n\n        this.conflationActive = false;\n        this.replacementSource = new ReplacementSource();\n        this.longestCutoffRange = 0.0;\n        this.minCutoffZoom = 0.0;\n        this._fogVisible = false;\n        this._cachedTileFogOpacities = {};\n\n        this._wireframeDebugCache = new WireframeDebugCache();\n        this.renderDefaultNorthPole = true;\n        this.renderDefaultSouthPole = true;\n        this.layersWithOcclusionOpacity = [];\n\n        const emptyDepth = new RGBAImage({width: 1, height: 1}, Uint8Array.of(0, 0, 0, 0));\n        this.emptyDepthTexture = new Texture(this.context, emptyDepth, gl.RGBA8);\n\n        this._clippingActiveLastFrame = false;\n\n        this.scaleFactor = scaleFactor;\n        this.maxFrontCutoffRawStart = 0;\n\n        this.worldview = worldview;\n\n        this._forceEmissiveMode = false;\n        this.emissiveMode = 'constant';\n    }\n\n    updateTerrain(style: Style, adaptCameraAltitude: boolean) {\n        const enabled = !!style && !!style.terrain && this.transform.projection.supportsTerrain;\n        if (!enabled && (!this._terrain || !this._terrain.enabled)) return;\n\n        if (!this._terrain) {\n            this._terrain = createTerrainRenderer(this, style);\n            if (!this._terrain) {\n                // Lite module not yet loaded. Register a one-time callback so that\n                // once the factory becomes available we trigger a repaint and retry.\n                if (!this._terrainRendererRetryPending) {\n                    this._terrainRendererRetryPending = true;\n                    onTerrainRendererAvailable(() => {\n                        this._terrainRendererRetryPending = false;\n                        // Use _update(false) rather than triggerRepaint() so that\n                        // _sourcesDirty is set to true, which ensures _updateTerrain()\n                        // is invoked in the next render frame.\n                        if (this.style && this.style.map) this.style.map._update(false);\n                    });\n                }\n                return;\n            }\n        }\n\n        this.transform.elevation = enabled ? this._terrain : null;\n        this._terrain.update(style, this.transform, adaptCameraAltitude);\n        if (this.transform.elevation && !this._terrain.enabled) {\n            // for zoom based exaggeration change, terrain.update can disable terrain.\n            this.transform.elevation = null;\n        }\n    }\n\n    _updateFog(style: Style) {\n        // Globe makes use of thin fog overlay with a fixed fog range,\n        // so we can skip updating fog tile culling for this projection\n        const isGlobe = this.transform.projection.name === 'globe';\n\n        const fog = style.fog;\n\n        if (!fog || isGlobe || fog.getOpacity(this.transform.pitch) < 1 || fog.properties.get('horizon-blend') < 0.03) {\n            this.transform.fogCullDistSq = null;\n            return;\n        }\n\n        // We start culling where the fog opacity function hits\n        // 98% which leaves a non-noticeable change threshold.\n        const [start, end] = fog.getRangeForProjection();\n\n        if (start > end) {\n            this.transform.fogCullDistSq = null;\n            return;\n        }\n\n        const fogBoundFraction = 0.78;\n        const fogCullDist = start + (end - start) * fogBoundFraction;\n\n        this.transform.fogCullDistSq = fogCullDist * fogCullDist;\n    }\n\n    get terrain(): ITerrainRenderer | null | undefined {\n        return (this.transform._terrainEnabled() && this._terrain && this._terrain.enabled) || this._forceTerrainMode ?\n            this._terrain :\n            null;\n    }\n\n    get forceTerrainMode(): boolean {\n        return this._forceTerrainMode;\n    }\n\n    set forceTerrainMode(value: boolean) {\n        if (value && !this._terrain) {\n            this._terrain = createTerrainRenderer(this, this.style);\n            if (!this._terrain) {\n                console.warn('forceTerrainMode: Lite module not loaded yet, terrain renderer unavailable');\n            }\n        }\n        this._forceTerrainMode = value;\n    }\n\n    get shadowRenderer(): ShadowRenderer | null | undefined {\n        return this._shadowRenderer && this._shadowRenderer.enabled ? this._shadowRenderer : null;\n    }\n\n    get wireframeDebugCache(): WireframeDebugCache {\n        return this._wireframeDebugCache;\n    }\n\n    /*\n     * Update the GL viewport, projection matrix, and transforms to compensate\n     * for a new width and height value.\n     */\n    resize(width: number, height: number) {\n        this.width = width * browser.devicePixelRatio;\n        this.height = height * browser.devicePixelRatio;\n        this.context.viewport.set([0, 0, this.width, this.height]);\n\n        if (this.style) {\n            for (const layerId of this.style.order) {\n                this.style._mergedLayers[layerId].resize();\n            }\n        }\n    }\n\n    setup() {\n        const context = this.context;\n\n        const tileExtentArray = new PosArray();\n        tileExtentArray.emplaceBack(0, 0);\n        tileExtentArray.emplaceBack(EXTENT, 0);\n        tileExtentArray.emplaceBack(0, EXTENT);\n        tileExtentArray.emplaceBack(EXTENT, EXTENT);\n        this.tileExtentBuffer = context.createVertexBuffer(tileExtentArray, posAttributes.members);\n        this.tileExtentSegments = SegmentVector.simpleSegment(0, 0, 4, 2);\n\n        const debugArray = new PosArray();\n        debugArray.emplaceBack(0, 0);\n        debugArray.emplaceBack(EXTENT, 0);\n        debugArray.emplaceBack(0, EXTENT);\n        debugArray.emplaceBack(EXTENT, EXTENT);\n        this.debugBuffer = context.createVertexBuffer(debugArray, posAttributes.members);\n        this.debugSegments = SegmentVector.simpleSegment(0, 0, 4, 5);\n\n        const viewportArray = new PosArray();\n        viewportArray.emplaceBack(-1, -1);\n        viewportArray.emplaceBack(1, -1);\n        viewportArray.emplaceBack(-1, 1);\n        viewportArray.emplaceBack(1, 1);\n        this.viewportBuffer = context.createVertexBuffer(viewportArray, posAttributes.members);\n        this.viewportSegments = SegmentVector.simpleSegment(0, 0, 4, 2);\n\n        const tileBoundsArray = new TileBoundsArray();\n        tileBoundsArray.emplaceBack(0, 0, 0, 0);\n        tileBoundsArray.emplaceBack(EXTENT, 0, EXTENT, 0);\n        tileBoundsArray.emplaceBack(0, EXTENT, 0, EXTENT);\n        tileBoundsArray.emplaceBack(EXTENT, EXTENT, EXTENT, EXTENT);\n        this.mercatorBoundsBuffer = context.createVertexBuffer(tileBoundsArray, boundsAttributes.members);\n        this.mercatorBoundsSegments = SegmentVector.simpleSegment(0, 0, 4, 2);\n\n        const quadTriangleIndices = new TriangleIndexArray();\n        quadTriangleIndices.emplaceBack(0, 1, 2);\n        quadTriangleIndices.emplaceBack(2, 1, 3);\n        this.quadTriangleIndexBuffer = context.createIndexBuffer(quadTriangleIndices);\n\n        const tileLineStripIndices = new LineStripIndexArray();\n        for (const i of [0, 1, 3, 2, 0]) tileLineStripIndices.emplaceBack(i);\n        this.debugIndexBuffer = context.createIndexBuffer(tileLineStripIndices);\n\n        this.emptyTexture = new Texture(context,\n            new RGBAImage({width: 1, height: 1}, Uint8Array.of(0, 0, 0, 0)), context.gl.RGBA8);\n\n        this.identityMat = mat4.create();\n\n        const gl = this.context.gl;\n        this.stencilClearMode = new StencilMode({func: gl.ALWAYS, mask: 0}, 0x0, 0xFF, gl.ZERO, gl.ZERO, gl.ZERO);\n        this.loadTimeStamps.push(performance.now());\n    }\n\n    getMercatorTileBoundsBuffers(): TileBoundsBuffers {\n        return {\n            tileBoundsBuffer: this.mercatorBoundsBuffer,\n            tileBoundsIndexBuffer: this.quadTriangleIndexBuffer,\n            tileBoundsSegments: this.mercatorBoundsSegments\n        };\n    }\n\n    getTileBoundsBuffers(tile: Tile): TileBoundsBuffers {\n        tile._makeTileBoundsBuffers(this.context, this.transform.projection);\n        if (tile._tileBoundsBuffer) {\n            const tileBoundsBuffer = tile._tileBoundsBuffer;\n            const tileBoundsIndexBuffer = tile._tileBoundsIndexBuffer;\n            const tileBoundsSegments = tile._tileBoundsSegments;\n            return {tileBoundsBuffer, tileBoundsIndexBuffer, tileBoundsSegments};\n        } else {\n            return this.getMercatorTileBoundsBuffers();\n        }\n    }\n\n    /*\n     * Reset the drawing canvas by clearing the stencil buffer so that we can draw\n     * new tiles at the same location, while retaining previously drawn pixels.\n     */\n    clearStencil() {\n        const context = this.context;\n        const gl = context.gl;\n\n        this.nextStencilID = 1;\n        this.currentStencilSource = undefined;\n        this._tileClippingMaskIDs = {};\n\n        // As a temporary workaround for https://github.com/mapbox/mapbox-gl-js/issues/5490,\n        // pending an upstream fix, we draw a fullscreen stencil=0 clipping mask here,\n        // effectively clearing the stencil buffer: once an upstream patch lands, remove\n        // this function in favor of context.clear({ stencil: 0x0 })\n        this.getOrCreateProgram('clippingMask').draw(this, gl.TRIANGLES,\n            DepthMode.disabled, this.stencilClearMode, ColorMode.disabled, CullFaceMode.disabled,\n            clippingMaskUniformValues(this.identityMat),\n            '$clipping', this.viewportBuffer,\n            this.quadTriangleIndexBuffer, this.viewportSegments);\n    }\n\n    resetStencilClippingMasks() {\n        if (!this.terrain) {\n            this.currentStencilSource = undefined;\n            this._tileClippingMaskIDs = {};\n        }\n    }\n\n    _renderTileClippingMasks(layer: TypedStyleLayer, sourceCache?: SourceCache, tileIDs?: Array<OverscaledTileID>) {\n        if (!sourceCache || this.currentStencilSource === sourceCache.id || !layer.isTileClipped() || !tileIDs || tileIDs.length === 0) {\n            return;\n        }\n\n        if (this._tileClippingMaskIDs && !this.terrain) {\n            let dirtyStencilClippingMasks = false;\n            // Equivalent tile set is already rendered in stencil\n            for (const coord of tileIDs) {\n                if (this._tileClippingMaskIDs[coord.key] === undefined) {\n                    dirtyStencilClippingMasks = true;\n                    break;\n                }\n            }\n            if (!dirtyStencilClippingMasks) {\n                return;\n            }\n        }\n\n        this.currentStencilSource = sourceCache.id;\n\n        const context = this.context;\n        const gl = context.gl;\n\n        if (this.nextStencilID + tileIDs.length > 256) {\n            // we'll run out of fresh IDs so we need to clear and start from scratch\n            this.clearStencil();\n        }\n\n        context.setColorMode(ColorMode.disabled);\n        context.setDepthMode(DepthMode.disabled);\n\n        const program = this.getOrCreateProgram('clippingMask');\n\n        this._tileClippingMaskIDs = {};\n\n        for (const tileID of tileIDs) {\n            const tile = sourceCache.getTile(tileID);\n            const id = this._tileClippingMaskIDs[tileID.key] = this.nextStencilID++;\n            const {tileBoundsBuffer, tileBoundsIndexBuffer, tileBoundsSegments} = this.getTileBoundsBuffers(tile);\n\n            program.draw(this, gl.TRIANGLES, DepthMode.disabled,\n            // Tests will always pass, and ref value will be written to stencil buffer.\n            new StencilMode({func: gl.ALWAYS, mask: 0}, id, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE),\n            ColorMode.disabled, CullFaceMode.disabled, clippingMaskUniformValues(tileID.projMatrix),\n            '$clipping', tileBoundsBuffer,\n            tileBoundsIndexBuffer, tileBoundsSegments);\n        }\n    }\n\n    stencilModeFor3D(): StencilMode {\n        this.currentStencilSource = undefined;\n\n        if (this.nextStencilID + 1 > 256) {\n            this.clearStencil();\n        }\n\n        const id = this.nextStencilID++;\n        const gl = this.context.gl;\n        return new StencilMode({func: gl.NOTEQUAL, mask: 0xFF}, id, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);\n    }\n\n    stencilModeForClipping(tileID: OverscaledTileID): Readonly<StencilMode> {\n        if (this.terrain) return this.terrain.stencilModeForRTTOverlap(tileID);\n        const gl = this.context.gl;\n        assert(this._tileClippingMaskIDs[tileID.key] != null);\n        return new StencilMode({func: gl.EQUAL, mask: 0xFF}, this._tileClippingMaskIDs[tileID.key], 0x00, gl.KEEP, gl.KEEP, gl.REPLACE);\n    }\n\n    /*\n     * Sort coordinates by Z as drawing tiles is done in Z-descending order.\n     * All children with the same Z write the same stencil value.  Children\n     * stencil values are greater than parent's.  This is used only for raster\n     * and raster-dem tiles, which are already clipped to tile boundaries, to\n     * mask area of tile overlapped by children tiles.\n     * Stencil ref values continue range used in _tileClippingMaskIDs.\n     *\n     * Returns [StencilMode for tile overscaleZ map, sortedCoords].\n     */\n    stencilConfigForOverlap(tileIDs: Array<OverscaledTileID>): [{\n        [_: number]: Readonly<StencilMode>;\n    }, Array<OverscaledTileID>] {\n        const gl = this.context.gl;\n        const coords = tileIDs.sort((a, b) => b.overscaledZ - a.overscaledZ);\n        const minTileZ = coords.at(-1).overscaledZ;\n        const stencilValues = coords[0].overscaledZ - minTileZ + 1;\n        if (stencilValues > 1) {\n            this.currentStencilSource = undefined;\n            if (this.nextStencilID + stencilValues > 256) {\n                this.clearStencil();\n            }\n            // eslint-disable-next-line @typescript-eslint/no-explicit-any\n            const zToStencilMode: Record<string, any> = {};\n            for (let i = 0; i < stencilValues; i++) {\n                zToStencilMode[i + minTileZ] = new StencilMode({func: gl.GEQUAL, mask: 0xFF}, i + this.nextStencilID, 0xFF, gl.KEEP, gl.KEEP, gl.REPLACE);\n            }\n            this.nextStencilID += stencilValues;\n            return [zToStencilMode, coords];\n        }\n        return [{[minTileZ]: StencilMode.disabled}, coords];\n    }\n\n    colorModeForRenderPass(): Readonly<ColorMode> {\n        const gl = this.context.gl;\n        if (this._showOverdrawInspector) {\n            const numOverdrawSteps = 8;\n            const a = 1 / numOverdrawSteps;\n\n            return new ColorMode([gl.CONSTANT_COLOR, gl.ONE, gl.CONSTANT_COLOR, gl.ONE], new Color(a, a, a, 0), [true, true, true, true]);\n        } else if (this.renderPass === 'opaque') {\n            return ColorMode.unblended;\n        } else {\n            return ColorMode.alphaBlended;\n        }\n    }\n\n    // True when a real second render target carries draped layers' emissive contribution\n    // (as opposed to 'constant'/'dual-source-blending', which smuggle it through the main\n    // color target's own alpha channel and can't support the exact 'mrt-full-rgba' encoding).\n    isEmissiveMrtActive(): boolean {\n        return this.emissiveMode === 'mrt-fallback' || this.emissiveMode === 'mrt-full-rgba';\n    }\n\n    colorModeForDrapableLayerRenderPass(emissiveStrengthForDrapedLayers?: number): Readonly<ColorMode> {\n        const deferredDrapingEnabled = () => {\n            return this.style && this.style.enable3dLights() && (this._terrain ? this._terrain.renderingToTexture : false);\n        };\n\n        const gl = this.context.gl;\n        if (deferredDrapingEnabled() && this.renderPass === 'translucent') {\n            if ((emissiveStrengthForDrapedLayers != null && !this.isEmissiveMrtActive()) || this.emissiveMode === 'constant') {\n                // Color mode for constant emissive strength.\n                return new ColorMode([gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.CONSTANT_ALPHA, gl.ONE_MINUS_SRC_ALPHA], new Color(0, 0, 0, emissiveStrengthForDrapedLayers ?? 0.0), [true, true, true, true]);\n            } else if (this.emissiveMode === 'dual-source-blending') {\n                const extBlendFuncExtended = this.context.extBlendFuncExtended;\n                return new ColorMode([gl.ONE, gl.ONE_MINUS_SRC_ALPHA, extBlendFuncExtended.SRC1_ALPHA_WEBGL, gl.ONE_MINUS_SRC_ALPHA], Color.transparent, [true, true, true, true]);\n            } else {\n                // Fallback to using a secondary render target for emissive strength values. Normal color mode is used for this.\n                return this.colorModeForRenderPass();\n            }\n        } else {\n            return this.colorModeForRenderPass();\n        }\n    }\n\n    depthModeForSublayer(\n        n: number,\n        mask: DepthMaskType,\n        func?: DepthFuncType | null,\n        skipOpaquePassCutoff: boolean = false,\n    ): Readonly<DepthMode> {\n        if (this.depthOcclusion) {\n            return new DepthMode(this.context.gl.GREATER, DepthMode.ReadOnly, this.depthRangeFor3D);\n        }\n        if (!this.opaquePassEnabledForLayer() && !skipOpaquePassCutoff) return DepthMode.disabled;\n        const depth = 1 - ((1 + this.currentLayer) * this.numSublayers + n) * this.depthEpsilon;\n        return new DepthMode(func || this.context.gl.LEQUAL, mask, [depth, depth]);\n    }\n\n    /*\n     * The opaque pass and 3D layers both use the depth buffer.\n     * Layers drawn above 3D layers need to be drawn using the\n     * painter's algorithm so that they appear above 3D features.\n     * This returns true for layers that can be drawn using the\n     * opaque pass.\n     */\n    opaquePassEnabledForLayer(): boolean {\n        return this.currentLayer < this.opaquePassCutoff;\n    }\n\n    blitDepth() {\n        const gl = this.context.gl;\n\n        const depthWidth = Math.ceil(this.width);\n        const depthHeight = Math.ceil(this.height);\n\n        const fboPrev = this.context.bindFramebuffer.get();\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        const texturePrev: WebGLTexture = gl.getParameter(gl.TEXTURE_BINDING_2D);\n\n        if (!this.depthFBO || this.depthFBO.width !== depthWidth || this.depthFBO.height !== depthHeight) {\n            if (this.depthFBO) {\n                this.depthFBO.destroy();\n                this.depthFBO = undefined;\n                this.depthTexture = undefined;\n            }\n\n            if (depthWidth !== 0 && depthHeight !== 0) {\n                this.depthFBO = new Framebuffer(this.context, depthWidth, depthHeight, 0, 'texture');\n\n                this.depthTexture = new Texture(this.context, {width: depthWidth, height: depthHeight, data: null}, gl.DEPTH24_STENCIL8);\n                this.depthFBO.depthAttachment.set(this.depthTexture.texture);\n            }\n        }\n\n        this.context.bindFramebuffer.set(fboPrev);\n        gl.bindTexture(gl.TEXTURE_2D, texturePrev);\n\n        if (this.depthFBO) {\n            gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);\n            gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, this.depthFBO.framebuffer);\n            gl.blitFramebuffer(0, 0, depthWidth, depthHeight, 0, 0, depthWidth, depthHeight, gl.DEPTH_BUFFER_BIT, gl.NEAREST);\n            gl.bindFramebuffer(gl.FRAMEBUFFER, this.context.bindFramebuffer.current);\n        }\n    }\n\n    render(style: Style, options: PainterOptions) {\n        const renderStartTime = PerformanceUtils.now();\n\n        // Finalize any pending programs whose parallel compile finished since last frame.\n        // Prevents later uniform-set / draw calls in this frame from triggering sync stalls.\n        this.context.sweepPendingPrograms();\n\n        this.frameTimeDelta = this.lastPaintStartTimeStamp === 0 ? 0 : options.paintStartTimeStamp - this.lastPaintStartTimeStamp;\n        this.lastPaintStartTimeStamp = options.paintStartTimeStamp;\n\n        Debug.run(() => {\n            this.updateAverageFPS();\n        });\n\n        // Update debug cache, i.e. clear all unused buffers\n        this._wireframeDebugCache.update(this.frameCounter);\n\n        Debug.run(() => {\n            this._debugParams.continousRedraw = style.map.repaint;\n        });\n\n        this.style = style;\n        this.options = options;\n\n        // Update FRC coverage polygon GPU buffers from current snapshot\n        if (this.frcCoverageSnapshot && !this.frcCoverageSnapshot.empty()) {\n            // Ensure the renderer exists once HD has loaded after painter construction.\n            if (!this.frcCoverageRenderer && HD.FrcCoverageRenderer) {\n                this.frcCoverageRenderer = new HD.FrcCoverageRenderer();\n            }\n            if (this.frcCoverageRenderer) {\n                this.frcCoverageRenderer.update(this.context, this.frcCoverageSnapshot.tiles);\n            }\n        }\n\n        const layers = this.style._mergedLayers;\n\n        const drapingEnabled = !!(this.terrain && this.terrain.enabled);\n\n        const getLayerIds = () => {\n            let renderableLayers = this.style._getOrder(drapingEnabled);\n\n            Debug.run(() => {\n                // eslint-disable-next-line no-warning-comments\n                // TODO: use Set for enabledLayers\n                renderableLayers = renderableLayers.filter((id) => {\n                    const layer = layers[id];\n                    if (layer.type in this._debugParams.enabledLayers) {\n                        return this._debugParams.enabledLayers[layer.type];\n                    }\n                    return true;\n                });\n            });\n\n            return renderableLayers;\n        };\n\n        let layerIds = getLayerIds();\n\n        let layersRequireTerrainDepth = false;\n        let layersRequireFinalDepth = false;\n        let buildingLayer = null;\n        let conflationSourcesOrLayersInStyle = 0;\n        let conflationActiveThisFrame = false;\n\n        for (const id of layerIds) {\n            const layer = layers[id];\n            if (layer.visibility === 'none') continue;\n            if (layer.type === 'circle') {\n                layersRequireTerrainDepth = true;\n            } else if (layer.type === 'building') {\n                buildingLayer = layer;\n                ++conflationSourcesOrLayersInStyle;\n            } else if (layer.type === 'symbol') {\n                if (layer.hasOcclusionOpacityProperties) {\n                    layersRequireFinalDepth = true;\n                } else {\n                    layersRequireTerrainDepth = true;\n                }\n            }\n        }\n\n        this.updateEmissiveMode();\n\n        let orderedLayers = layerIds.map(id => layers[id]);\n        const sourceCaches = this.style._mergedSourceCaches;\n\n        this.imageManager = style.imageManager;\n        this.modelManager = style.modelManager;\n\n        this.symbolFadeChange = style.placement.symbolFadeChange(browser.now());\n\n        this.imageManager.beginFrame();\n\n        const prepareStartTime = PerformanceUtils.now();\n        for (const id in sourceCaches) {\n            const sourceCache = sourceCaches[id];\n            if (sourceCache.used) {\n                const sourceCachePrepareStartTime = PerformanceUtils.now();\n                sourceCache.prepare(this.context);\n                PerformanceUtils.measureLowOverhead(PerformanceUtils.GROUP_RENDERING, `prepare: ${sourceCache.id.toString()}`, sourceCachePrepareStartTime, undefined);\n\n                if ((sourceCache.getSource() as ISource).usedInConflation) {\n                    ++conflationSourcesOrLayersInStyle;\n                }\n            }\n        }\n        PerformanceUtils.measureLowOverhead(PerformanceUtils.GROUP_RENDERING, 'sourceCaches: prepare', prepareStartTime, undefined);\n\n        let clippingActiveThisFrame = false;\n        for (const layer of orderedLayers) {\n            if (layer.isHidden(this.transform.zoom)) continue;\n            if (layer.type === 'clip') {\n                clippingActiveThisFrame = true;\n            }\n            this.prepareLayer(layer);\n        }\n\n        const coordsAscending: {\n            [_: string]: Array<OverscaledTileID>;\n        } = {};\n        const coordsDescending: {\n            [_: string]: Array<OverscaledTileID>;\n        } = {};\n        const coordsDescendingSymbol: {\n            [_: string]: Array<OverscaledTileID>;\n        } = {};\n        const coordsShadowCasters: {\n            [_: string]: Array<OverscaledTileID>;\n        } = {};\n        const coordsSortedByDistance: {\n            [_: string]: Array<OverscaledTileID>;\n        } = {};\n\n        for (const id in sourceCaches) {\n            const sourceCache = sourceCaches[id];\n            coordsAscending[id] = sourceCache.getVisibleCoordinates();\n            coordsDescending[id] = coordsAscending[id].slice().reverse();\n            coordsDescendingSymbol[id] = sourceCache.getVisibleCoordinates(true).reverse();\n            coordsShadowCasters[id] = sourceCache.getShadowCasterCoordinates();\n            coordsSortedByDistance[id] = sourceCache.sortCoordinatesByDistance(coordsAscending[id]);\n        }\n\n        const getLayerSource = (layer: TypedStyleLayer) => {\n            const cache = this.style.getLayerSourceCache(layer);\n            if (!cache || !cache.used) return null;\n            return cache.getSource();\n        };\n\n        if (conflationSourcesOrLayersInStyle || clippingActiveThisFrame || this._clippingActiveLastFrame) {\n            const conflationLayersInStyle: TypedStyleLayer[] = [];\n            const conflationLayerIndicesInStyle: number[] = [];\n\n            let idx = 0;\n            for (const layer of orderedLayers) {\n                if (this.isSourceForClippingOrConflation(layer, getLayerSource(layer))) {\n                    conflationLayersInStyle.push(layer);\n                    conflationLayerIndicesInStyle.push(idx);\n                }\n                idx++;\n            }\n\n            // Check we have more than one conflation layer\n            if ((conflationLayersInStyle && (clippingActiveThisFrame || conflationLayersInStyle.length > 1)) || this._clippingActiveLastFrame) {\n                clippingActiveThisFrame = false;\n                // Some layer types such as fill extrusions and models might have interdependencies\n                // where certain features should be replaced by overlapping features from another layer with higher\n                // precedence. A special data structure 'replacementSource' is used to compute regions\n                // on visible tiles where potential overlap might occur between features of different layers.\n                const conflationSources: Array<{layer: string; cache: SourceCache; order: number; clipMask: number; clipScope: string[]}> = [];\n                for (let i = 0; i < conflationLayersInStyle.length; i++) {\n                    const layer = conflationLayersInStyle[i];\n                    const layerIdx = conflationLayerIndicesInStyle[i];\n                    const sourceCache = this.style.getLayerSourceCache(layer);\n\n                    if (!sourceCache || !sourceCache.used || (!(sourceCache.getSource() as ISource).usedInConflation && layer.type !== 'clip' && layer.type !== 'building')) {\n                        continue;\n                    }\n\n                    let order = ReplacementOrderLandmark;\n                    let clipMask = LayerTypeMask.None;\n                    const clipScope: string[] = [];\n                    let addToSources = true;\n                    if (layer.type === 'building') {\n                        order = ReplacementOrderBuilding;\n                    } else\n                        if (layer.type === 'clip') {\n                        // Landmarks have precedence over fill extrusions regardless of order in the style.\n                        // A clip layer however, is taken into account by 3D layers (i.e. fill-extrusion, landmarks, instance trees)\n                        // only if those layers appear below the said clip layer.\n                        // Therefore to keep the existing behaviour for landmarks we set the order to ReplacementOrderLandmark.\n                        // This order is later used by fill-extrusion and instanced tree's rendering code to know\n                        // how to deal with landmarks.\n                            order = layerIdx;\n                            if (layer.isHidden(this.transform.zoom)) {\n                                addToSources = false;\n                            } else {\n                                // Hidden layers may not have been recalculated this frame, so `layer.layout`\n                                // can be undefined. Only access evaluated layout when we know the clip layer\n                                // is active for this frame.\n                                if (!layer.layout) {\n                                    addToSources = false;\n                                    continue;\n                                }\n                                for (const mask of layer.layout.get('clip-layer-types')) {\n                                    clipMask |= (mask === 'model' ? LayerTypeMask.Model : (mask === 'symbol' ? LayerTypeMask.Symbol : LayerTypeMask.FillExtrusion));\n                                }\n                                for (const scope of layer.layout.get('clip-layer-scope')) {\n                                    clipScope.push(makeFQID(scope, layer.scope));\n                                }\n                                clippingActiveThisFrame = true;\n                            }\n                        }\n\n                    if (addToSources) {\n                        conflationSources.push({layer: layer.fqid, cache: sourceCache, order, clipMask, clipScope});\n                    }\n                }\n\n                this.replacementSource.setSources(conflationSources);\n                conflationActiveThisFrame = true;\n            }\n        }\n        this._clippingActiveLastFrame = clippingActiveThisFrame;\n\n        if (!conflationActiveThisFrame) {\n            this.replacementSource.clear();\n        }\n\n        // Mark conflation as active for one frame after the deactivation to give\n        // consumers of the feature an opportunity to clean up\n        this.conflationActive = conflationActiveThisFrame;\n\n        // Tiles on zoom level lower than the minCutoffZoom will be cut for layers with non-zero cutoffRange\n        this.minCutoffZoom = 0.0;\n        // The longest cutoff range will be used for cutting shadows if any layer has non-zero cutoffRange\n        this.longestCutoffRange = 0.0;\n        this.maxFrontCutoffRawStart = 0;\n        this.opaquePassCutoff = Infinity;\n        this._lastOcclusionLayer = -1;\n        this.layersWithOcclusionOpacity = [];\n        for (let i = 0; i < orderedLayers.length; i++) {\n            const layer = orderedLayers[i];\n            if (layer.visibility === 'none') continue;\n            const cutoffRange = layer.cutoffRange();\n            this.longestCutoffRange = Math.max(cutoffRange, this.longestCutoffRange);\n            if (cutoffRange > 0.0) {\n                const source = getLayerSource(layer);\n                if (source) {\n                    this.minCutoffZoom = Math.max(source.minzoom, this.minCutoffZoom);\n                }\n                if (layer.minzoom) {\n                    this.minCutoffZoom = Math.max(layer.minzoom, this.minCutoffZoom);\n                }\n            }\n            if (layer.is3D(drapingEnabled)) {\n                if (this.opaquePassCutoff === Infinity) {\n                    this.opaquePassCutoff = i;\n                }\n                this._lastOcclusionLayer = i;\n            }\n        }\n\n        // Disable fog for the frame if it doesn't contribute to the final output at all\n        const fog = this.style && this.style.fog;\n\n        if (fog) {\n            this._fogVisible = fog.getOpacity(this.transform.pitch) !== 0.0;\n\n            if (this._fogVisible && this.transform.projection.name !== 'globe') {\n                this._fogVisible = fog.isVisibleOnFrustum(this.transform.cameraFrustum);\n            }\n        } else {\n            this._fogVisible = false;\n        }\n\n        this._cachedTileFogOpacities = {};\n\n        if (this.terrain) {\n            this.terrain.updateTileBinding(coordsDescendingSymbol);\n            // All render to texture is done in translucent pass to remove need\n            // for depth buffer allocation per tile.\n            this.opaquePassCutoff = 0;\n\n            // Calling updateTileBinding() has possibly changed drape first layer order.\n            layerIds = getLayerIds();\n            orderedLayers = layerIds.map(id => layers[id]);\n        }\n\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        if (this.style.enable3dLights() && !this._shadowRenderer) setupStandard(this);\n\n        const shadowRenderer = this._shadowRenderer;\n        if (shadowRenderer) {\n            shadowRenderer.updateShadowParameters(this.transform, this.style.directionalLight, coordsShadowCasters);\n\n            for (const id in sourceCaches) {\n                for (const coord of coordsAscending[id]) {\n                    let tileHeight = {min: 0, max: 0};\n                    if (this.terrain) {\n                        tileHeight = this.terrain.getMinMaxForTile(coord) || tileHeight;\n                    }\n\n                    // This doesn't consider any 3D layers to have height above the ground.\n                    // It was decided to not compute the real tile height, because all the tiles would need to be\n                    // seperately iterated before any rendering starts. The current code that calculates ShadowReceiver.lastCascade\n                    // doesn't check the Z axis in shadow cascade space. That in combination with missing tile height could in theory\n                    // lead to a situation where a tile is thought to fit in cascade 0, but actually extends into cascade 1.\n                    // The proper fix would be to update ShadowReceiver.lastCascade calculation to consider shadow cascade bounds accurately.\n                    shadowRenderer.addShadowReceiver(coord.toUnwrapped(), tileHeight.min, tileHeight.max);\n                }\n            }\n        }\n\n        if (this.transform.projection.name === 'globe' && !this.globeSharedBuffers) {\n            this.globeSharedBuffers = new GlobeSharedBuffers(this.context);\n        }\n\n        if (this.style.fog && this.transform.projection.supportsFog) {\n            if (!this._atmosphere) {\n                this._atmosphere = new Atmosphere();\n            }\n\n            this._atmosphere.update(this);\n        } else {\n            if (this._atmosphere) {\n                this._atmosphere.destroy();\n                this._atmosphere = undefined;\n            }\n        }\n\n        let snow = !!(this.style && this.style.snow);\n        let rain = !!(this.style && this.style.rain);\n        Debug.run(() => {\n            if (this._debugParams.forceEnablePrecipitation) {\n                snow = true;\n                rain = true;\n            }\n        });\n\n        // Load HD for precipitation functionality\n        if ((snow || rain) && !HD.loaded) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            prepareHD();\n        }\n\n        if (snow && !this._snow && HD.Snow) {\n            this._snow = new HD.Snow();\n        }\n        if (!snow && this._snow) {\n            this._snow.destroy();\n            delete this._snow;\n        }\n\n        if (rain && !this._rain && HD.Rain) {\n            this._rain = new HD.Rain();\n        }\n        if (!rain && this._rain) {\n            this._rain.destroy();\n            delete this._rain;\n        }\n\n        if (this._snow) {\n            this._snow.update(this);\n        }\n        if (this._rain) {\n            this._rain.update(this);\n        }\n\n        if (buildingLayer) {\n            if (!this.buildingTileBorderManager && HD.BuildingTileBorderManager) {\n                this.buildingTileBorderManager = new HD.BuildingTileBorderManager();\n            }\n            if (this.buildingTileBorderManager) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                const buildingLayerSourceCache = this.style.getLayerSourceCache(buildingLayer);\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                this.buildingTileBorderManager.updateBorders(buildingLayerSourceCache, buildingLayer);\n            }\n        }\n\n        // Following line is billing related code. Do not change. See LICENSE.txt\n        if (!isMapAuthenticated(this.context.gl)) return;\n\n        // Offscreen pass ===============================================\n        // We first do all rendering that requires rendering to a separate\n        // framebuffer, and then save those for rendering back to the map\n        // later: in doing this we avoid doing expensive framebuffer restores.\n        this.renderPass = 'offscreen';\n\n        for (const layer of orderedLayers) {\n            const sourceCache = style.getLayerSourceCache(layer);\n            if (!layer.hasOffscreenPass() || layer.isHidden(this.transform.zoom)) continue;\n\n            const coords = sourceCache ? coordsDescending[sourceCache.id] : undefined;\n            if (!(layer.type === 'custom' || layer.type === 'raster' || layer.type === 'raster-particle' || layer.isSky()) && !(coords && coords.length)) continue;\n\n            this.renderLayer(this, sourceCache, layer, coords);\n        }\n\n        this.depthRangeFor3D = [0, 1 - ((orderedLayers.length + 2) * this.numSublayers * this.depthEpsilon)];\n\n        // Shadow pass ==================================================\n        if (this._shadowRenderer) {\n            const shadowPassStartTime = PerformanceUtils.now();\n            this.renderPass = 'shadow';\n            this._shadowRenderer.drawShadowPass(this.style, coordsShadowCasters);\n            PerformanceUtils.measureLowOverhead(PerformanceUtils.GROUP_RENDERING, 'Shadow Pass', shadowPassStartTime);\n        }\n\n        // Rebind the main framebuffer now that all offscreen layers have been rendered:\n        this.context.bindFramebuffer.set(null);\n        this.context.viewport.set([0, 0, this.width, this.height]);\n\n        const shouldRenderAtmosphere = this.transform.projection.name === \"globe\" || this.transform.isHorizonVisible();\n\n        // Clear buffers in preparation for drawing to the main framebuffer\n        const clearColor = (() => {\n            if (options.showOverdrawInspector) {\n                return Color.black;\n            }\n\n            const fog = this.style.fog;\n            if (fog && this.transform.projection.supportsFog) {\n                const fogLUT = this.style.getLut(fog.scope);\n                if (!shouldRenderAtmosphere) {\n\n                    const ignoreLutColor = fog.properties.get('color-use-theme') === 'none';\n                    const fogColor = fog.properties.get('color').toNonPremultipliedRenderColor(ignoreLutColor ? null : fogLUT).toArray01();\n\n                    return new Color(...fogColor);\n                }\n\n                if (shouldRenderAtmosphere) {\n                    const ignoreLutColor = fog.properties.get('space-color-use-theme') === 'none';\n                    const spaceColor = fog.properties.get('space-color').toNonPremultipliedRenderColor(ignoreLutColor ? null : fogLUT).toArray01();\n\n                    return new Color(...spaceColor);\n                }\n            }\n\n            return Color.transparent;\n        })();\n\n        this.context.clear({color: clearColor, depth: 1});\n\n        this.clearStencil();\n\n        this._showOverdrawInspector = options.showOverdrawInspector;\n\n        // Opaque pass ===============================================\n        // Draw opaque layers top-to-bottom first.\n        this.renderPass = 'opaque';\n        const opaquePassStartTime = PerformanceUtils.now();\n        if (this.style.fog && this.transform.projection.supportsFog && this._atmosphere && !this._showOverdrawInspector && shouldRenderAtmosphere) {\n            this._atmosphere.drawStars(this, this.style.fog);\n        }\n\n        if (!this.terrain) {\n            for (this.currentLayer = layerIds.length - 1; this.currentLayer >= 0; this.currentLayer--) {\n                const layer = orderedLayers[this.currentLayer];\n                const sourceCache = style.getLayerSourceCache(layer);\n                if (layer.isSky()) continue;\n                const coords = sourceCache ? (layer.is3D(drapingEnabled) ? coordsSortedByDistance : coordsDescending)[sourceCache.id] : undefined;\n                this._renderTileClippingMasks(layer, sourceCache, coords);\n                this.renderLayer(this, sourceCache, layer, coords);\n            }\n        }\n\n        if (this.style.fog && this.transform.projection.supportsFog && this._atmosphere && !this._showOverdrawInspector && shouldRenderAtmosphere) {\n            this._atmosphere.drawAtmosphereGlow(this, this.style.fog);\n        }\n        PerformanceUtils.measureLowOverhead(PerformanceUtils.GROUP_RENDERING, 'Opaque Pass', opaquePassStartTime);\n\n        // Sky pass ======================================================\n        // Draw all sky layers bottom to top.\n        // They are drawn at max depth, they are drawn after opaque and before\n        // translucent to fail depth testing and mix with translucent objects.\n        this.renderPass = 'sky';\n        const drawSkyOnGlobe = !this._atmosphere || globeToMercatorTransition(this.transform.zoom) > 0.0;\n        if (drawSkyOnGlobe && (this.transform.projection.name === 'globe' || this.transform.isHorizonVisible())) {\n            for (this.currentLayer = 0; this.currentLayer < layerIds.length; this.currentLayer++) {\n                const layer = orderedLayers[this.currentLayer];\n                const sourceCache = style.getLayerSourceCache(layer);\n                if (!layer.isSky()) continue;\n                const coords = sourceCache ? coordsDescending[sourceCache.id] : undefined;\n\n                this.renderLayer(this, sourceCache, layer, coords);\n            }\n        }\n\n        // Translucent pass ===============================================\n        // Draw all other layers bottom-to-top.\n        this.renderPass = 'translucent';\n        const translucentPassStartTime = PerformanceUtils.now();\n        function coordsForTranslucentLayer(layer: TypedStyleLayer, sourceCache?: SourceCache) {\n            // For symbol layers in the translucent pass, we add extra tiles to the renderable set\n            // for cross-tile symbol fading. Symbol layers don't use tile clipping, so no need to render\n            // separate clipping masks\n            let coords: Array<OverscaledTileID> | null | undefined;\n\n            if (sourceCache) {\n                const coordsSet = layer.type === 'symbol' ? coordsDescendingSymbol :\n                    (layer.is3D(drapingEnabled) ? coordsSortedByDistance : coordsDescending);\n\n                coords = coordsSet[sourceCache.id];\n            }\n            return coords;\n        }\n\n        // Render elevated raster layers behind the globe\n        const isGlobe = this.transform.projection.name === 'globe';\n        if (isGlobe) {\n            this.renderElevatedRasterBackface = true;\n            this.currentLayer = 0;\n            while (this.currentLayer < layerIds.length) {\n                const layer = orderedLayers[this.currentLayer];\n                if (layer.type === \"raster\" || layer.type === \"raster-particle\") {\n                    const sourceCache = style.getLayerSourceCache(layer);\n                    this.renderLayer(this, sourceCache, layer, coordsForTranslucentLayer(layer, sourceCache));\n                }\n                ++this.currentLayer;\n            }\n            this.renderElevatedRasterBackface = false;\n        }\n\n        this.currentLayer = 0;\n        this.firstLightBeamLayer = Number.MAX_SAFE_INTEGER;\n\n        const groundShadowLayerIndex = shadowRenderer ? shadowRenderer.getGroundShadowLayerIndex() : -1;\n\n        let terrainDepthCopied = false;\n\n        let last3DLayerIdx = -1;\n\n        for (let i = 0; i < layerIds.length; ++i) {\n            const layer = orderedLayers[i];\n            if (layer.isHidden(this.transform.zoom)) {\n                continue;\n            }\n\n            if (layer.is3D(drapingEnabled)) {\n                last3DLayerIdx = i;\n            }\n        }\n\n        // Occlusion opacity present but no 3D layers available\n        if (layersRequireFinalDepth && last3DLayerIdx === -1) {\n            layersRequireTerrainDepth = true;\n        }\n\n        let depthPrepassRendered = false;\n\n        while (this.currentLayer < layerIds.length) {\n            const layer = orderedLayers[this.currentLayer];\n            const sourceCache = style.getLayerSourceCache(layer);\n\n            // Nothing to draw in translucent pass for sky layers, advance\n            if (layer.isSky()) {\n                ++this.currentLayer;\n                continue;\n            }\n\n            // With terrain on and for draped layers only, issue rendering and progress\n            // this.currentLayer until the next non-draped layer.\n            // Otherwise we interleave terrain draped render with non-draped layers on top\n            if (this.terrain && this.style.isLayerDraped(layer)) {\n                if (layer.isHidden(this.transform.zoom)) {\n                    ++this.currentLayer;\n                    continue;\n                }\n                const prevLayer = this.currentLayer;\n                this.currentLayer = this.terrain.renderBatch(this.currentLayer);\n                this._lastOcclusionLayer = Math.max(this.currentLayer, this._lastOcclusionLayer);\n                assert(this.context.bindFramebuffer.current === null);\n                assert(this.currentLayer > prevLayer);\n                continue;\n            }\n\n            if (!depthPrepassRendered && layer.is3D(drapingEnabled) && !drapingEnabled) {\n                // Perform a depth pre-pass step just before rendering of the first 3D layer.\n                // This allows some functionalty/features such as 3D intersections to pre-populate\n                // the depth buffer with information that wouldn't otherwise be available\n                const saveCurrentLayer = this.currentLayer;\n                const renderDepthSubpass = (pass: DepthPrePass) => {\n                    for (this.currentLayer = 0; this.currentLayer < orderedLayers.length; this.currentLayer++) {\n                        const depthPassLayer = orderedLayers[this.currentLayer];\n                        if (depthPassLayer.type === 'fill' && HD.drawDepthPrepass) {\n                            const sourceCache = this.style.getLayerSourceCache(depthPassLayer);\n                            HD.drawDepthPrepass(this, sourceCache, depthPassLayer, coordsForTranslucentLayer(depthPassLayer, sourceCache), pass);\n                        }\n                    }\n                };\n\n                renderDepthSubpass('initialize');\n                renderDepthSubpass('reset');\n\n                this.currentLayer = saveCurrentLayer;\n                depthPrepassRendered = true;\n            }\n\n            // Blit depth for symbols and circles which are occluded by terrain only\n            if (layersRequireTerrainDepth && !terrainDepthCopied && this.terrain && !this.transform.isOrthographic) {\n                terrainDepthCopied = true;\n\n                this.blitDepth();\n            }\n\n            // Blit depth after all 3D content done\n            if (layersRequireFinalDepth && last3DLayerIdx !== -1 && this.currentLayer === last3DLayerIdx + 1 && !this.transform.isOrthographic) {\n                this.blitDepth();\n            }\n\n            if (!this.terrain) {\n                this._renderTileClippingMasks(layer, sourceCache, sourceCache ? coordsAscending[sourceCache.id] : undefined);\n            }\n            this.renderLayer(this, sourceCache, layer, coordsForTranslucentLayer(layer, sourceCache));\n\n            // Render ground shadows after the last shadow caster layer\n            if (!this.terrain && shadowRenderer && this.currentLayer === groundShadowLayerIndex) {\n                // Draw ground shadow mask\n                {\n                    this.clearStencil();\n                    this.resetStencilClippingMasks();\n                    const saveCurrentLayer = this.currentLayer;\n                    for (this.currentLayer = 0; this.currentLayer < orderedLayers.length; this.currentLayer++) {\n                        const maskLayer = orderedLayers[this.currentLayer];\n                        if (maskLayer.type === 'fill' && HD.drawGroundShadowMask) {\n                            const sourceCache = this.style.getLayerSourceCache(maskLayer);\n                            HD.drawGroundShadowMask(this, sourceCache, maskLayer, coordsForTranslucentLayer(maskLayer, sourceCache));\n                        }\n                    }\n                    this.currentLayer = saveCurrentLayer;\n                }\n                shadowRenderer.drawGroundShadows();\n\n                if (this.firstLightBeamLayer <= this.currentLayer) { // render light beams for 3D models (all are before ground shadows)\n                    const saveCurrentLayer = this.currentLayer;\n                    this.renderPass = 'light-beam';\n                    for (this.currentLayer = this.firstLightBeamLayer; this.currentLayer <= saveCurrentLayer; this.currentLayer++) {\n                        const layer = orderedLayers[this.currentLayer];\n                        if (!layer.hasLightBeamPass()) continue;\n\n                        const sourceCache = style.getLayerSourceCache(layer);\n                        const coords = sourceCache ? coordsDescending[sourceCache.id] : undefined;\n                        this.renderLayer(this, sourceCache, layer, coords);\n                    }\n                    this.currentLayer = saveCurrentLayer;\n                    this.renderPass = 'translucent';\n                }\n\n            }\n\n            if (this.currentLayer >= this._lastOcclusionLayer && this.layersWithOcclusionOpacity.length > 0) {\n                const saveCurrentLayer = this.currentLayer;\n                this.depthOcclusion = true;\n                for (const current of this.layersWithOcclusionOpacity) {\n                    this.currentLayer = current;\n                    const layer = orderedLayers[this.currentLayer];\n                    const sourceCache = style.getLayerSourceCache(layer);\n                    const coords = sourceCache ? coordsDescending[sourceCache.id] : undefined;\n                    if (!this.terrain) {\n                        this._renderTileClippingMasks(layer, sourceCache, sourceCache ? coordsAscending[sourceCache.id] : undefined);\n                    }\n                    this.renderLayer(this, sourceCache, layer, coords);\n                }\n                this.depthOcclusion = false;\n                this.currentLayer = saveCurrentLayer;\n                this.renderPass = 'translucent';\n                this.layersWithOcclusionOpacity = [];\n            }\n\n            ++this.currentLayer;\n        }\n\n        if (this.terrain) {\n            this.terrain.postRender();\n        }\n\n        if (this._snow) {\n            this._snow.draw(this);\n        }\n\n        if (this._rain) {\n            this._rain.draw(this);\n        }\n        PerformanceUtils.measureLowOverhead(PerformanceUtils.GROUP_RENDERING, 'Translucent Pass', translucentPassStartTime);\n\n        if (this.options.showTileBoundaries || this.options.showQueryGeometry || this.options.showTileAABBs) {\n            // Use source with highest maxzoom\n            let selectedSource = null;\n            orderedLayers.forEach((layer) => {\n                const sourceCache = style.getLayerSourceCache(layer);\n                if (sourceCache && !layer.isHidden(this.transform.zoom) && sourceCache.getVisibleCoordinates().length) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                    if (!selectedSource || (selectedSource.getSource().maxzoom < sourceCache.getSource().maxzoom)) {\n                        selectedSource = sourceCache;\n                    }\n                }\n            });\n            if (selectedSource) {\n                if (this.options.showTileBoundaries && DebugModule.drawDebug) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                    DebugModule.drawDebug(this, selectedSource, selectedSource.getVisibleCoordinates(), Color.red, false, this.options.showParseStatus);\n                }\n\n                Debug.run(() => {\n                    if (!selectedSource) return;\n                    if (this.options.showQueryGeometry && DebugModule.drawDebugQueryGeometry) {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument, @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                        DebugModule.drawDebugQueryGeometry(this, selectedSource, selectedSource.getVisibleCoordinates());\n                    }\n                    if (this.options.showTileAABBs) {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                        Debug.drawAabbs(this, selectedSource, selectedSource.getVisibleCoordinates());\n                    }\n                });\n            }\n        }\n\n        Debug.run(() => {\n            if (this.terrain && this._debugParams.showTerrainProxyTiles && DebugModule.drawDebug) {\n                DebugModule.drawDebug(this, this.terrain.proxySourceCache, this.terrain.proxyCoords, new Color(1.0, 0.8, 0.1, 1.0), true, this.options.showParseStatus);\n            }\n        });\n\n        if (this.options.showPadding && DebugModule.drawDebugPadding) {\n            DebugModule.drawDebugPadding(this);\n        }\n\n        // Set defaults for most GL values so that anyone using the state after the render\n        // encounters more expected values.\n        this.context.setDefault();\n        this.frameCounter = (this.frameCounter + 1) % Number.MAX_SAFE_INTEGER;\n\n        if (this.tileLoaded && this.options.speedIndexTiming) {\n            this.loadTimeStamps.push(performance.now());\n            this.saveCanvasCopy();\n        }\n\n        if (!conflationActiveThisFrame) {\n            this.conflationActive = false;\n        }\n\n        PerformanceUtils.measureLowOverhead(PerformanceUtils.GROUP_RENDERING, 'Painter.render', renderStartTime);\n    }\n\n    prepareLayer(layer: TypedStyleLayer) {\n        this.gpuTimingStart(layer);\n\n        const {unsupportedLayers} = this.transform.projection;\n        const isLayerSupported = unsupportedLayers ? !unsupportedLayers.includes(layer.type) : true;\n        const isCustomLayerWithTerrain = this.terrain && layer.type === 'custom';\n\n        if (prepare[layer.type] && (isLayerSupported || isCustomLayerWithTerrain)) {\n            const sourceCache = this.style.getLayerSourceCache(layer);\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-call\n            prepare[layer.type](layer, sourceCache, this);\n        }\n\n        this.gpuTimingEnd();\n    }\n\n    renderLayer(painter: Painter, sourceCache: SourceCache | undefined, layer: TypedStyleLayer, coords?: Array<OverscaledTileID>) {\n        if (layer.isHidden(this.transform.zoom)) return;\n        if (layer.type !== 'background' && layer.type !== 'sky' && layer.type !== 'custom' && layer.type !== 'model' && layer.type !== 'raster' && layer.type !== 'raster-particle' && !(coords && coords.length)) return;\n\n        this.id = layer.id;\n\n        const startTime = PerformanceUtils.now();\n        this.gpuTimingStart(layer);\n        if ((!painter.transform.projection.unsupportedLayers || !painter.transform.projection.unsupportedLayers.includes(layer.type) ||\n            (painter.terrain && layer.type === 'custom')) && layer.type !== 'clip' && layer.type !== 'slot' && layer.type !== 'placement-group' && draw[layer.type]) {\n            draw[layer.type](painter, sourceCache, layer, coords, this.style.placement.variableOffsets, this.options.isInitialLoad);\n        }\n        if (!draw[layer.type]) {\n            // Trigger lazy module loads so drawing will be possible once they load.\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            if (layer.mayUse('HD')) setupHD();\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            if (layer.mayUse('Standard')) setupStandard(painter);\n        }\n        this.gpuTimingEnd();\n        PerformanceUtils.measureLowOverhead(PerformanceUtils.GROUP_RENDERING_DETAILED, `renderLayer: ${layer.type.toString()}`, startTime, undefined);\n    }\n\n    gpuTimingStart(layer: TypedStyleLayer) {\n        if (!this.options.gpuTiming) return;\n        const ext = this.context.extTimerQuery;\n        const gl = this.context.gl;\n        // This tries to time the draw call itself, but note that the cost for drawing a layer\n        // may be dominated by the cost of uploading vertices to the GPU.\n        // To instrument that, we'd need to pass the layerTimers object down into the bucket\n        // uploading logic.\n        let layerTimer = this.gpuTimers[layer.id];\n        if (!layerTimer) {\n            layerTimer = this.gpuTimers[layer.id] = {\n                calls: 0,\n                cpuTime: 0,\n                query: gl.createQuery()\n            };\n        }\n        layerTimer.calls++;\n        gl.beginQuery(ext.TIME_ELAPSED_EXT, layerTimer.query);\n    }\n\n    gpuTimingDeferredRenderStart() {\n        if (this.options.gpuTimingDeferredRender) {\n            const ext = this.context.extTimerQuery;\n            const gl = this.context.gl;\n            const query = gl.createQuery();\n            this.deferredRenderGpuTimeQueries.push(query);\n            gl.beginQuery(ext.TIME_ELAPSED_EXT, query);\n        }\n    }\n\n    gpuTimingDeferredRenderEnd() {\n        if (!this.options.gpuTimingDeferredRender) return;\n        const ext = this.context.extTimerQuery;\n        const gl = this.context.gl;\n        gl.endQuery(ext.TIME_ELAPSED_EXT);\n    }\n\n    gpuTimingEnd() {\n        if (!this.options.gpuTiming) return;\n        const ext = this.context.extTimerQuery;\n        const gl = this.context.gl;\n        gl.endQuery(ext.TIME_ELAPSED_EXT);\n    }\n\n    collectGpuTimers(): GPUTimers {\n        const currentLayerTimers = this.gpuTimers;\n        this.gpuTimers = {};\n        return currentLayerTimers;\n    }\n\n    collectDeferredRenderGpuQueries(): WebGLQuery[] {\n        const currentQueries = this.deferredRenderGpuTimeQueries;\n        this.deferredRenderGpuTimeQueries = [];\n        return currentQueries;\n    }\n\n    queryGpuTimers(gpuTimers: GPUTimers): {[layerId: string]: number} {\n        const layers: Record<string, number> = {};\n        for (const layerId in gpuTimers) {\n            const gpuTimer = gpuTimers[layerId];\n            const ext = this.context.extTimerQuery;\n            const gl = this.context.gl;\n            const gpuTime = ext.getQueryParameter(gpuTimer.query, gl.QUERY_RESULT) / (1000 * 1000);\n            ext.deleteQueryEXT(gpuTimer.query);\n            layers[layerId] = gpuTime;\n        }\n        return layers;\n    }\n\n    queryGpuTimeDeferredRender(gpuQueries: WebGLQuery[]): number {\n        if (!this.options.gpuTimingDeferredRender) return 0;\n        const gl = this.context.gl;\n\n        let gpuTime = 0;\n        for (const query of gpuQueries) {\n            gpuTime += gl.getQueryParameter(query, gl.QUERY_RESULT) / (1000 * 1000);\n            gl.deleteQuery(query);\n        }\n\n        return gpuTime;\n    }\n\n    /**\n     * Transform a matrix to incorporate the *-translate and *-translate-anchor properties into it.\n     * @param inViewportPixelUnitsUnits True when the units accepted by the matrix are in viewport pixels instead of tile units.\n     * @returns {Float32Array} matrix\n     * @private\n     */\n    translatePosMatrix(\n        matrix: mat4,\n        tile: Tile,\n        translate: [number, number],\n        translateAnchor: 'map' | 'viewport',\n        inViewportPixelUnitsUnits?: boolean,\n    ): mat4 {\n        if (!translate[0] && !translate[1]) return matrix;\n\n        const angle = inViewportPixelUnitsUnits ?\n            (translateAnchor === 'map' ? this.transform.angle : 0) :\n            (translateAnchor === 'viewport' ? -this.transform.angle : 0);\n\n        if (angle) {\n            const sinA = Math.sin(angle);\n            const cosA = Math.cos(angle);\n            translate = [\n                translate[0] * cosA - translate[1] * sinA,\n                translate[0] * sinA + translate[1] * cosA\n            ];\n        }\n\n        const translation = [\n            inViewportPixelUnitsUnits ? translate[0] : pixelsToTileUnits(tile, translate[0], this.transform.zoom),\n            inViewportPixelUnitsUnits ? translate[1] : pixelsToTileUnits(tile, translate[1], this.transform.zoom),\n            0\n        ];\n\n        const translatedMatrix = new Float32Array(16);\n        mat4.translate(translatedMatrix, matrix, translation);\n        return translatedMatrix;\n    }\n\n    /**\n     * Saves the tile texture for re-use when another tile is loaded.\n     *\n     * @returns true if the tile was cached, false if the tile was not cached and should be destroyed.\n     * @private\n     */\n    saveTileTexture(texture: Texture) {\n        if (texture.context !== this.context) {\n            return; // Texture is not from this context, cannot cache it.\n        }\n        const tileSize = texture.size[0];\n        const textures = this._tileTextures[tileSize];\n        if (!textures) {\n            this._tileTextures[tileSize] = [texture];\n        } else {\n            textures.push(texture);\n        }\n    }\n\n    getTileTexture(size: number): null | Texture {\n        const textures = this._tileTextures[size];\n        return textures && textures.length > 0 ? textures.pop() : null;\n    }\n\n    terrainRenderModeElevated(): boolean {\n        // Whether elevation sampling should be enabled in the vertex shader.\n        return (this.style && this.style.hasTerrain() && !!this.terrain && !this.terrain.renderingToTexture) || this.forceTerrainMode;\n    }\n\n    linearFloatFilteringSupported(): boolean {\n        const context = this.context;\n        return context.extTextureFloatLinear != null;\n    }\n\n    /**\n     * Returns #defines that would need to be injected into every Program\n     * based on the current state of Painter.\n     *\n     * @returns {string[]}\n     * @private\n     */\n    currentGlobalDefines(name: string, overrideFog?: boolean | null, overrideRtt?: boolean | null, overrideTerrain?: boolean | null, overrideGlobe?: boolean | null): DynamicDefinesType[] {\n        const rtt = (overrideRtt === undefined) ? (this._terrain ? this._terrain.renderingToTexture : false) : overrideRtt;\n        const terrainElevated = (overrideTerrain === undefined) ? this.terrainRenderModeElevated() : overrideTerrain;\n        const globe = (overrideGlobe === undefined) ? this.transform.projection.name === 'globe' : overrideGlobe;\n        const defines: DynamicDefinesType[] = [];\n\n        if (this.style && this.style.enable3dLights()) {\n            // In case of terrain and map optimized for terrain mode flag\n            // Lighting is deferred to terrain stage\n            if (name === 'globeRaster' || name === 'terrainRaster') {\n                defines.push('LIGHTING_3D_MODE');\n                defines.push('LIGHTING_3D_ALPHA_EMISSIVENESS');\n                if (this.emissiveMode === 'mrt-full-rgba') defines.push('USE_MRT1_RGBA');\n            } else {\n                if (!rtt) {\n                    defines.push('LIGHTING_3D_MODE');\n                }\n            }\n        }\n        if (terrainElevated) {\n            defines.push('TERRAIN');\n            if (this.linearFloatFilteringSupported()) defines.push('TERRAIN_DEM_FLOAT_FORMAT');\n        }\n        if (globe) defines.push('GLOBE');\n        // When terrain is active, fog is rendered as part of draping, not as part of tile\n        // rendering. Removing the fog flag during tile rendering avoids additional defines.\n        if (this._fogVisible && !rtt && (overrideFog === undefined || overrideFog)) {\n            defines.push('FOG');\n        }\n        if (rtt) defines.push('RENDER_TO_TEXTURE');\n        if (this._showOverdrawInspector) defines.push('OVERDRAW_INSPECTOR');\n\n        return defines;\n    }\n\n    getOrCreateProgram<T extends ProgramName>(name: T, options?: CreateProgramParams): Program<ProgramUniformsType[T]> {\n        this.cache = this.cache || {};\n        const {defines, config, overrideFog, overrideRtt, overrideTerrain, overrideGlobe, precompiled} = options || {};\n\n        const globalDefines = this.currentGlobalDefines(name, overrideFog, overrideRtt, overrideTerrain, overrideGlobe);\n        const allDefines = globalDefines.concat(defines || []);\n\n        const shaderSource = this.getShaderSource(name);\n        const hdUniforms = HD.programUniforms as Record<string, (context: Context) => UniformBindings> | undefined;\n        const standardUniforms = Standard.programUniforms as Record<string, (context: Context) => UniformBindings> | undefined;\n        const uniforms = (programUniforms as Record<string, (context: Context) => UniformBindings>)[name] ||\n            (hdUniforms && hdUniforms[name]) ||\n            (standardUniforms && standardUniforms[name]);\n        const key = Program.cacheKey(shaderSource, name, allDefines, config);\n\n        if (!this.cache[key]) {\n            this.cache[key] = new Program(this.context, name, shaderSource, config, uniforms, allDefines, precompiled);\n        }\n\n        return this.cache[key] as Program<ProgramUniformsType[T]>;\n    }\n\n    // Returns shader source metadata for a program name, including the usedDefines set\n    // used to prune cartesian variant enumeration in the precompiler.\n    getShaderSource(name: ProgramName) {\n        const hdShaders = HD.shaders;\n        const standardShaders = Standard.shaders;\n        const liteShaders = Lite.shaders;\n        return shaders[name as keyof typeof shaders] || (hdShaders && hdShaders[name as keyof typeof hdShaders]) || (standardShaders && standardShaders[name as keyof typeof standardShaders]) || (liteShaders && liteShaders[name as keyof typeof liteShaders]);\n    }\n\n    /*\n     * Reset some GL state to default values to avoid hard-to-debug bugs\n     * in custom layers.\n     */\n    setCustomLayerDefaults() {\n        // Prevent custom layers from unintentionally modify the last VAO used.\n        // All other state is state is restored on it's own, but for VAOs it's\n        // simpler to unbind so that we don't have to track the state of VAOs.\n        this.context.unbindVAO();\n\n        // The default values for this state is meaningful and often expected.\n        // Leaving this state dirty could cause a lot of confusion for users.\n        this.context.cullFace.setDefault();\n        this.context.frontFace.setDefault();\n        this.context.cullFaceSide.setDefault();\n        this.context.activeTexture.setDefault();\n        this.context.pixelStoreUnpack.setDefault();\n        this.context.pixelStoreUnpackPremultiplyAlpha.setDefault();\n        this.context.pixelStoreUnpackFlipY.setDefault();\n    }\n\n    /*\n     * Set GL state that is shared by all layers.\n     */\n    setBaseState() {\n        const gl = this.context.gl;\n        this.context.cullFace.set(false);\n        this.context.viewport.set([0, 0, this.width, this.height]);\n        this.context.blendEquation.set(gl.FUNC_ADD);\n    }\n\n    initDebugOverlayCanvas() {\n        if (this.debugOverlayCanvas == null) {\n            this.debugOverlayCanvas = document.createElement('canvas');\n            this.debugOverlayCanvas.width = 512;\n            this.debugOverlayCanvas.height = 512;\n            const gl = this.context.gl;\n            this.debugOverlayTexture = new Texture(this.context, this.debugOverlayCanvas, gl.RGBA8);\n        }\n    }\n\n    destroy() {\n        if (this._terrain) {\n            this._terrain.destroy();\n        }\n        if (this._atmosphere) {\n            this._atmosphere.destroy();\n            this._atmosphere = undefined;\n        }\n        if (this.globeSharedBuffers) {\n            this.globeSharedBuffers.destroy();\n        }\n        this.emptyTexture.destroy();\n        if (this.debugOverlayTexture) {\n            this.debugOverlayTexture.destroy();\n        }\n        this._wireframeDebugCache.destroy();\n\n        if (this.depthFBO) {\n            this.depthFBO.destroy();\n            this.depthFBO = undefined;\n            this.depthTexture = undefined;\n        }\n\n        if (this.emptyDepthTexture) {\n            this.emptyDepthTexture.destroy();\n        }\n\n        this._destroyed = true;\n    }\n\n    prepareDrawTile() {\n        if (this.terrain) {\n            this.terrain.prepareDrawTile();\n        }\n    }\n\n    uploadCommonLightUniforms(context: Context, program: Program<LightsUniformsType>, lightOverrides?: LightOverrides) {\n        if (this.style.enable3dLights()) {\n            const directionalLight = this.style.directionalLight;\n            const ambientLight = this.style.ambientLight;\n\n            if (directionalLight && ambientLight) {\n                const lightsUniforms = lightsUniformValues(directionalLight, ambientLight, this.style, lightOverrides);\n                program.setLightsUniformValues(context, lightsUniforms);\n            }\n        }\n    }\n\n    uploadCommonUniforms(context: Context, program: Program<ProgramUniformsType[ProgramName]>, tileID?: UnwrappedTileID | null, fogMatrix?: mat4 | null, cutoffParams?: CutoffParams | null, lightOverrides?: LightOverrides) {\n        this.uploadCommonLightUniforms(context, program as unknown as Program<LightsUniformsType>, lightOverrides);\n\n        // Fog is not enabled when rendering to texture so we\n        // can safely skip uploading uniforms in that case\n        if (this.terrain && this.terrain.renderingToTexture) {\n            return;\n        }\n\n        const fog = this.style.fog;\n\n        if (fog) {\n            const fogOpacity = fog.getOpacity(this.transform.pitch);\n            const fogUniforms = fogUniformValues(\n                this, fog, tileID, fogOpacity,\n                this.transform.frustumCorners.TL,\n                this.transform.frustumCorners.TR,\n                this.transform.frustumCorners.BR,\n                this.transform.frustumCorners.BL,\n                this.transform.globeCenterInViewSpace,\n                this.transform.globeRadius,\n                [\n                    this.transform.width * browser.devicePixelRatio,\n                    this.transform.height * browser.devicePixelRatio\n                ],\n                fogMatrix);\n\n            program.setFogUniformValues(context, fogUniforms);\n        }\n\n        if (cutoffParams) {\n            program.setCutoffUniformValues(context, cutoffParams.uniformValues);\n        }\n    }\n\n    setTileLoadedFlag(flag: boolean) {\n        this.tileLoaded = flag;\n    }\n\n    saveCanvasCopy() {\n        const canvas = this.canvasCopy();\n        if (!canvas) return;\n        this.frameCopies.push(canvas);\n        this.tileLoaded = false;\n    }\n\n    canvasCopy(): WebGLTexture | null | undefined {\n        const gl = this.context.gl;\n        const texture = gl.createTexture();\n        gl.bindTexture(gl.TEXTURE_2D, texture);\n        gl.copyTexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, 0);\n        return texture;\n    }\n\n    getCanvasCopiesAndTimestamps(): CanvasCopyInstances {\n        return {\n            canvasCopies: this.frameCopies,\n            timeStamps: this.loadTimeStamps\n        };\n    }\n\n    averageElevationNeedsEasing(): boolean {\n        if (!this.transform._elevation) return false;\n\n        const fog = this.style && this.style.fog;\n        if (!fog) return false;\n\n        const fogOpacity = fog.getOpacity(this.transform.pitch);\n        if (fogOpacity === 0) return false;\n\n        return true;\n    }\n\n    getBackgroundTiles(): Record<number, Tile> {\n        const oldTiles = this._backgroundTiles;\n        const newTiles = this._backgroundTiles = {};\n\n        const tileSize = 512;\n        const tileIDs = this.transform.coveringTiles({tileSize});\n        for (const tileID of tileIDs) {\n            newTiles[tileID.key] = oldTiles[tileID.key] || new Tile(tileID, tileSize, this.transform.tileZoom, this, undefined, this.worldview);\n        }\n        return newTiles;\n    }\n\n    clearBackgroundTiles() {\n        this._backgroundTiles = {};\n    }\n\n    /*\n     * Replacement source's features get precedence over features defined in other sources.\n     * E.g. landmark features replace fill extrusion buildings at the same position.\n     * Initially planned to be used for Tiled3DModelSource, 2D source that is used with ModelLayer of buildings type and\n     * custom layer buildings.\n     */\n    isSourceForClippingOrConflation(layer: TypedStyleLayer, source?: Source | null): boolean {\n        if (!layer.is3D(!!(this.terrain && this.terrain.enabled))) {\n            return false;\n        }\n\n        if (layer.type === \"clip\") {\n            return true;\n        }\n\n        if (layer.type === \"building\") {\n            return true;\n        }\n\n        if (layer.minzoom && layer.minzoom > this.transform.zoom) {\n            return false;\n        }\n\n        // Note: The reasoning behind the logic here is that if no clip layer is present, then in order to perform\n        // conflation both fill-extrusion and landmarks must be present.\n        // In short this is just an optimisation and we intend to keep the existing behaviour intact.\n        if (!this.style._clipLayerPresent) {\n            if (layer.sourceLayer === \"building\" || layer.sourceLayer === \"procedural_buildings\") {\n                return true;\n            }\n        }\n\n        return !!source && source.type === \"batched-model\";\n    }\n\n    isTileAffectedByFog(id: OverscaledTileID): boolean {\n        if (!this.style || !this.style.fog) return false;\n        if (this.transform.projection.name === 'globe') return true;\n\n        let cachedRange = this._cachedTileFogOpacities[id.key];\n        if (!cachedRange) {\n            this._cachedTileFogOpacities[id.key] = cachedRange = this.style.fog.getOpacityForTile(id);\n        }\n\n        return cachedRange[0] >= FOG_OPACITY_THRESHOLD || cachedRange[1] >= FOG_OPACITY_THRESHOLD;\n    }\n\n    // For native compatibility depth for occlusion is kept as before\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    setupDepthForOcclusion(useDepthForOcclusion: boolean, program: Program<any>, uniforms?: ReturnType<typeof defaultTerrainUniforms>) {\n        const context = this.context;\n        const gl = context.gl;\n\n        const uniformsPresent = !!uniforms;\n        if (!uniforms) {\n            uniforms = defaultTerrainUniforms();\n        }\n\n        context.activeTexture.set(gl.TEXTURE3);\n        if (useDepthForOcclusion && this.depthFBO && this.depthTexture) {\n            this.depthTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE);\n            uniforms['u_depth_size_inv'] = [1 / this.depthFBO.width, 1 / this.depthFBO.height];\n\n            const getUnpackDepthRangeParams = (depthRange: [number, number]): [number, number] => {\n                // -1.0 + 2.0 * (depth - u_depth_range.x) / (u_depth_range.y - u_depth_range.x)\n                const a = 2 / (depthRange[1] - depthRange[0]);\n                const b = -1 - 2 * depthRange[0] / (depthRange[1] - depthRange[0]);\n                return [a, b];\n            };\n\n            uniforms['u_depth_range_unpack'] = getUnpackDepthRangeParams(this.depthRangeFor3D);\n\n            uniforms['u_occluder_half_size'] = this.occlusionParams.occluderSize * 0.5;\n            uniforms['u_occlusion_depth_offset'] = this.occlusionParams.depthOffset;\n        } else {\n            this.emptyDepthTexture.bind(gl.NEAREST, gl.CLAMP_TO_EDGE);\n        }\n\n        context.activeTexture.set(gl.TEXTURE0);\n\n        if (!uniformsPresent) {\n            program.setTerrainUniformValues(context, uniforms);\n        }\n    }\n\n    updateEmissiveMode() {\n        if (this._forceEmissiveMode) return;\n\n        const hasDataDriven = this.style.hasDataDrivenEmissiveStrength();\n\n        if (this._forceFullRgbaEmissive) {\n            this.emissiveMode = 'mrt-full-rgba';\n        }  else if (!hasDataDriven) {\n            this.emissiveMode = 'constant';\n        } else if (this.context.extBlendFuncExtended) {\n            this.emissiveMode = 'dual-source-blending';\n        } else {\n            this.emissiveMode = 'mrt-fallback';\n        }\n    }\n}\n\nexport default Painter;\n","import StencilMode from '../gl/stencil_mode';\nimport DepthMode from '../gl/depth_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {circleUniformValues, circleDefinesValues} from './program/circle_program';\nimport SegmentVector from '../data/segment';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport assert from '../style-spec/util/assert';\n\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type Program from './program';\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type CircleStyleLayer from '../style/style_layer/circle_style_layer';\nimport type CircleBucket from '../data/bucket/circle_bucket';\nimport type ProgramConfiguration from '../data/program_configuration';\nimport type VertexBuffer from '../gl/vertex_buffer';\nimport type IndexBuffer from '../gl/index_buffer';\nimport type {UniformValues} from './uniform_binding';\nimport type {CircleUniformsType} from './program/circle_program';\nimport type Tile from '../source/tile';\nimport type {DynamicDefinesType} from './program/program_uniforms';\n\nexport default drawCircles;\n\ntype TileRenderState = {\n    programConfiguration: ProgramConfiguration;\n    program: Program<CircleUniformsType>;\n    layoutVertexBuffer: VertexBuffer;\n    dynamicBuffers: VertexBuffer[];\n    indexBuffer: IndexBuffer;\n    uniformValues: UniformValues<CircleUniformsType>;\n    tile: Tile;\n};\n\ntype SegmentsTileRenderState = {\n    segments: SegmentVector;\n    sortKey: number;\n    state: TileRenderState;\n};\n\nfunction drawCircles(painter: Painter, sourceCache: SourceCache, layer: CircleStyleLayer, coords: Array<OverscaledTileID>) {\n    if (painter.renderPass !== 'translucent') return;\n\n    const opacity = layer.paint.get('circle-opacity');\n    const strokeWidth = layer.paint.get('circle-stroke-width');\n    const strokeOpacity = layer.paint.get('circle-stroke-opacity');\n\n    const sortFeaturesByKey = layer.layout.get('circle-sort-key').constantOr(1) !== undefined;\n    const emissiveStrength = layer.paint.get('circle-emissive-strength');\n\n    if (opacity.constantOr(1) === 0 && (strokeWidth.constantOr(1) === 0 || strokeOpacity.constantOr(1) === 0)) {\n        return;\n    }\n\n    const context = painter.context;\n    const gl = context.gl;\n    const tr = painter.transform;\n\n    const terrainEnabled = !!(painter.terrain && painter.terrain.enabled);\n    const elevationReference = layer.layout.get('circle-elevation-reference');\n    const depthModeForLayer = painter.depthModeForSublayer(0, DepthMode.ReadOnly);\n    const depthModeFor3D = new DepthMode(painter.context.gl.LEQUAL, DepthMode.ReadOnly, painter.depthRangeFor3D);\n    const depthMode = elevationReference !== 'none' && !terrainEnabled ? depthModeFor3D : depthModeForLayer;\n\n    // Turn off stencil testing to allow circles to be drawn across boundaries,\n    // so that large circles are not clipped to tiles\n    const stencilMode = StencilMode.disabled;\n\n    const colorMode = painter.colorModeForDrapableLayerRenderPass(emissiveStrength);\n    const isGlobeProjection = tr.projection.name === 'globe';\n    const mercatorCenter: [number, number] = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];\n\n    const segmentsRenderStates: Array<SegmentsTileRenderState> = [];\n\n    for (let i = 0; i < coords.length; i++) {\n        const coord = coords[i];\n\n        const tile = sourceCache.getTile(coord);\n        const bucket = tile.getBucket(layer) as CircleBucket;\n        if (!bucket || bucket.projection.name !== tr.projection.name) continue;\n\n        const programConfiguration = bucket.programConfigurations.get(layer.id);\n        const layoutVertexBuffer = bucket.layoutVertexBuffer;\n        const globeExtVertexBuffer = bucket.globeExtVertexBuffer;\n        const indexBuffer = bucket.indexBuffer;\n        const definesValues = (circleDefinesValues(layer) as DynamicDefinesType[]);\n        const dynamicBuffers = [globeExtVertexBuffer];\n        const affectedByFog = painter.isTileAffectedByFog(coord);\n        if (isGlobeProjection) {\n            definesValues.push('PROJECTION_GLOBE_VIEW');\n        }\n        definesValues.push('DEPTH_D24');\n\n        if (painter.terrain && tr.depthOcclusionForSymbolsAndCircles) {\n            definesValues.push('DEPTH_OCCLUSION');\n        }\n\n        if (bucket.hdExt && bucket.hdExt.hasElevation && !painter.terrain) {\n            definesValues.push('ELEVATED_ROADS');\n            assert(bucket.hdExt.elevatedLayoutVertexBuffer);\n            dynamicBuffers.push(bucket.hdExt.elevatedLayoutVertexBuffer);\n        }\n\n        const program = painter.getOrCreateProgram('circle', {config: programConfiguration, defines: definesValues, overrideFog: affectedByFog});\n        const invMatrix = tr.projection.createInversionMatrix(tr, coord.canonical);\n        const uniformValues = circleUniformValues(painter, coord, tile, invMatrix, mercatorCenter, layer);\n\n        const state: TileRenderState = {\n            programConfiguration,\n            program,\n            layoutVertexBuffer,\n            dynamicBuffers,\n            indexBuffer,\n            uniformValues,\n            tile\n        };\n\n        if (sortFeaturesByKey) {\n            const oldSegments = bucket.segments.get();\n            for (const segment of oldSegments) {\n                segmentsRenderStates.push({\n                    segments: new SegmentVector([segment]),\n                    sortKey: segment.sortKey,\n                    state\n                });\n            }\n        } else {\n            segmentsRenderStates.push({\n                segments: bucket.segments,\n                sortKey: 0,\n                state\n            });\n        }\n\n    }\n\n    if (sortFeaturesByKey) {\n        segmentsRenderStates.sort((a, b) => a.sortKey - b.sortKey);\n    }\n\n    const terrainOptions = {useDepthForOcclusion: tr.depthOcclusionForSymbolsAndCircles};\n\n    for (const segmentsState of segmentsRenderStates) {\n        const {programConfiguration, program, layoutVertexBuffer, dynamicBuffers, indexBuffer, uniformValues, tile} = segmentsState.state;\n        const segments = segmentsState.segments;\n\n        if (painter.terrain) {\n            painter.terrain.setupElevationDraw(tile, program, terrainOptions);\n        }\n\n        painter.uploadCommonUniforms(context, program, tile.tileID.toUnwrapped());\n\n        program.draw(painter, gl.TRIANGLES, depthMode, stencilMode, colorMode, CullFaceMode.disabled,\n            uniformValues, layer.id, layoutVertexBuffer, indexBuffer, segments,\n            layer.paint, tr.zoom, programConfiguration, dynamicBuffers);\n    }\n}\n","import Texture from './texture';\nimport Color from '../style-spec/util/color';\nimport DepthMode from '../gl/depth_mode';\nimport StencilMode from '../gl/stencil_mode';\nimport ColorMode from '../gl/color_mode';\nimport CullFaceMode from '../gl/cull_face_mode';\nimport {\n    heatmapUniformValues,\n    heatmapTextureUniformValues\n} from './program/heatmap_program';\nimport {mercatorXfromLng, mercatorYfromLat} from '../geo/mercator_coordinate';\nimport Framebuffer from '../gl/framebuffer';\n\nimport type Painter from './painter';\nimport type SourceCache from '../source/source_cache';\nimport type HeatmapStyleLayer from '../style/style_layer/heatmap_style_layer';\nimport type HeatmapBucket from '../data/bucket/heatmap_bucket';\nimport type {OverscaledTileID} from '../source/tile_id';\nimport type {DynamicDefinesType} from './program/program_uniforms';\n\nexport default drawHeatmap;\n\nfunction drawHeatmap(painter: Painter, sourceCache: SourceCache, layer: HeatmapStyleLayer, coords: Array<OverscaledTileID>) {\n    if (layer.paint.get('heatmap-opacity') === 0) {\n        return;\n    }\n\n    if (painter.renderPass === 'offscreen') {\n        const context = painter.context;\n        const gl = context.gl;\n\n        // Allow kernels to be drawn across boundaries, so that\n        // large kernels are not clipped to tiles\n        const stencilMode = StencilMode.disabled;\n        // Turn on additive blending for kernels, which is a key aspect of kernel density estimation formula\n        const colorMode = new ColorMode([gl.ONE, gl.ONE, gl.ONE, gl.ONE], Color.transparent, [true, true, true, true]);\n        const resolutionScaling = painter.transform.projection.name === 'globe' ? 0.5 : 0.25;\n        const width = painter.width * resolutionScaling;\n        const height = painter.height * resolutionScaling;\n        layer.heatmapFbo = Framebuffer.createWithTexture(context, layer.heatmapFbo, width, height);\n\n        context.clear({color: Color.transparent});\n\n        const tr = painter.transform;\n\n        const isGlobeProjection = tr.projection.name === 'globe';\n\n        const definesValues: DynamicDefinesType[] = isGlobeProjection ? ['PROJECTION_GLOBE_VIEW'] : [];\n        const cullMode = isGlobeProjection ? CullFaceMode.frontCCW : CullFaceMode.disabled;\n\n        const mercatorCenter: [number, number] = [mercatorXfromLng(tr.center.lng), mercatorYfromLat(tr.center.lat)];\n\n        for (let i = 0; i < coords.length; i++) {\n            const coord = coords[i];\n\n            // Skip tiles that have uncovered parents to avoid flickering; we don't need\n            // to use complex tile masking here because the change between zoom levels is subtle,\n            // so it's fine to simply render the parent until all its 4 children are loaded\n            if (sourceCache.hasRenderableParent(coord)) continue;\n\n            const tile = sourceCache.getTile(coord);\n            const bucket = tile.getBucket(layer) as HeatmapBucket;\n            if (!bucket || bucket.projection.name !== tr.projection.name) continue;\n\n            const affectedByFog = painter.isTileAffectedByFog(coord);\n            const programConfiguration = bucket.programConfigurations.get(layer.id);\n            const program = painter.getOrCreateProgram('heatmap', {config: programConfiguration, defines: definesValues, overrideFog: affectedByFog});\n            const {zoom} = painter.transform;\n            if (painter.terrain) painter.terrain.setupElevationDraw(tile, program);\n\n            painter.uploadCommonUniforms(context, program, coord.toUnwrapped());\n\n            const invMatrix = tr.projection.createInversionMatrix(tr, coord.canonical);\n\n            program.draw(painter, gl.TRIANGLES, DepthMode.disabled, stencilMode, colorMode, cullMode,\n                heatmapUniformValues(painter, coord,\n                    tile, invMatrix as Float32Array, mercatorCenter, zoom, layer.paint.get('heatmap-intensity')),\n                layer.id, bucket.layoutVertexBuffer, bucket.indexBuffer,\n                bucket.segments, layer.paint, painter.transform.zoom,\n                programConfiguration, isGlobeProjection ? [bucket.globeExtVertexBuffer] : null);\n        }\n\n        context.viewport.set([0, 0, painter.width, painter.height]);\n\n    } else if (painter.renderPass === 'translucent') {\n        painter.context.setColorMode(painter.colorModeForRenderPass());\n        renderTextureToMap(painter, layer);\n    }\n}\n\nfunction renderTextureToMap(painter: Painter, layer: HeatmapStyleLayer) {\n    const context = painter.context;\n    const gl = context.gl;\n\n    // Here we bind two different textures from which we'll sample in drawing\n    // heatmaps: the kernel texture, prepared in the offscreen pass, and a\n    // color ramp texture.\n    const fbo = layer.heatmapFbo;\n    if (!fbo) return;\n    context.activeTexture.set(gl.TEXTURE0);\n    gl.bindTexture(gl.TEXTURE_2D, fbo.colorAttachment0.get());\n\n    context.activeTexture.set(gl.TEXTURE1);\n    let colorRampTexture = layer.colorRampTexture;\n    if (!colorRampTexture) {\n        colorRampTexture = layer.colorRampTexture = new Texture(context, layer.colorRamp, gl.RGBA8);\n    }\n    colorRampTexture.bind(gl.LINEAR, gl.CLAMP_TO_EDGE);\n\n    painter.getOrCreateProgram('heatmapTexture').draw(painter, gl.TRIANGLES,\n        DepthMode.disabled, StencilMode.disabled, painter.colorModeForRenderPass(), CullFaceMode.disabled,\n        heatmapTextureUniformValues(painter, layer, 0, 1),\n        layer.id, painter.viewportBuffer, painter.quadTriangleIndexBuffer,\n        painter.viewportSegments, layer.paint, painter.transform.zoom);\n}\n","/**\n * Throttle the given function to run at most every `period` milliseconds.\n * @private\n */\nexport default function throttle(fn: () => void, time: number): () => number | null | undefined {\n    let pending = false;\n    let timerId: number | null | undefined = null;\n\n    const later = () => {\n        timerId = null;\n        if (pending) {\n            fn();\n            timerId = setTimeout(later, time);\n            pending = false;\n        }\n    };\n\n    return () => {\n        pending = true;\n        if (!timerId) {\n            later();\n        }\n        return timerId;\n    };\n}\n","import {bindAll} from '../util/util';\nimport throttle from '../util/throttle';\n\nimport type {Map} from './map';\n\nconst HASH_SUFFIX_RE = /(#.+)?$/;\n\n/*\n * Adds the map's position to its page's location hash.\n * Passed as an option to the map object.\n *\n * @returns {Hash} `this`\n */\nexport default class Hash {\n    _map: Map | null | undefined;\n    _updateHash: () => number | null | undefined;\n    _hashName: string | null | undefined;\n\n    constructor(hashName?: string | null) {\n        this._hashName = hashName && encodeURIComponent(hashName);\n        bindAll([\n            '_getCurrentHash',\n            '_onHashChange',\n            '_updateHash'\n        ], this);\n\n        // Mobile Safari doesn't allow updating the hash more than 100 times per 30 seconds.\n\n        this._updateHash = throttle(this._updateHashUnthrottled.bind(this), 30 * 1000 / 100);\n    }\n\n    /*\n     * Map element to listen for coordinate changes\n     *\n     * @param {Object} map\n     * @returns {Hash} `this`\n     */\n    addTo(map: Map): this {\n        this._map = map;\n        window.addEventListener('hashchange', this._onHashChange, false);\n        map.on('moveend', this._updateHash);\n        return this;\n    }\n\n    /*\n     * Removes hash\n     *\n     * @returns {Popup} `this`\n     */\n    remove(): this {\n        if (!this._map) return this;\n\n        this._map.off('moveend', this._updateHash);\n        window.removeEventListener('hashchange', this._onHashChange, false);\n        clearTimeout(this._updateHash());\n\n        this._map = undefined;\n        return this;\n    }\n\n    getHashString(): string {\n        const map = this._map;\n        if (!map) return '';\n\n        const hash = getHashString(map);\n\n        if (this._hashName) {\n            const hashName = this._hashName;\n            let found = false;\n            const parts = location.hash.slice(1).split('&').map(part => {\n                const key = part.split('=')[0];\n                if (key === hashName) {\n                    found = true;\n                    return `${key}=${hash}`;\n                }\n                return part;\n            }).filter(a => a);\n            if (!found) {\n                parts.push(`${hashName}=${hash}`);\n            }\n            return `#${parts.join('&')}`;\n        }\n\n        return `#${hash}`;\n    }\n\n    _getCurrentHash(): Array<string> {\n        // Get the current hash from location, stripped from its number sign\n        const hash = location.hash.replace('#', '');\n        if (this._hashName) {\n            // Split the parameter-styled hash into parts and find the value we need\n            let keyval: string[];\n            hash.split('&').map(\n                part => part.split('=')\n            ).forEach(part => {\n                if (part[0] === this._hashName) {\n                    keyval = part;\n                }\n            });\n            return (keyval ? keyval[1] || '' : '').split('/');\n        }\n        return hash.split('/');\n    }\n\n    _onHashChange(): boolean {\n        const map = this._map;\n        if (!map) return false;\n        const loc = this._getCurrentHash();\n        if (loc.length >= 3 && !loc.some(v => isNaN(Number(v)))) {\n            const bearing = map.dragRotate.isEnabled() && map.touchZoomRotate.isEnabled() ? +(loc[3] || 0) : map.getBearing();\n            map.jumpTo({\n                center: [+loc[2], +loc[1]],\n                zoom: +loc[0],\n                bearing,\n                pitch: +(loc[4] || 0)\n            });\n            return true;\n        }\n        return false;\n    }\n\n    _updateHashUnthrottled() {\n        // Replace if already present, else append the updated hash string\n        history.replaceState(history.state, '', location.href.replace(HASH_SUFFIX_RE, this.getHashString()));\n    }\n}\n\n/**\n * @private\n */\nexport function getHashString(map: Map, mapFeedback?: boolean): string {\n    const center = map.getCenter(),\n        zoom = Math.round(map.getZoom() * 100) / 100,\n        // derived from equation: 512px * 2^z / 360 / 10^d < 0.5px\n        precision = Math.ceil((zoom * Math.LN2 + Math.log(512 / 360 / 0.5)) / Math.LN10),\n        m = Math.pow(10, precision),\n        lng = Math.round(center.lng * m) / m,\n        lat = Math.round(center.lat * m) / m,\n        bearing = map.getBearing(),\n        pitch = map.getPitch();\n\n    // new map feedback site has some constraints that don't allow\n    // us to use the same hash format as we do for the Map hash option.\n    let hash = mapFeedback ? `/${lng}/${lat}/${zoom}` : `${zoom}/${lat}/${lng}`;\n\n    if (bearing || pitch) hash += (`/${Math.round(bearing * 10) / 10}`);\n    if (pitch) hash += (`/${Math.round(pitch)}`);\n\n    return hash;\n}\n","import browser from '../util/browser';\nimport {bezier, clamp} from '../util/util';\nimport Point from '@mapbox/point-geometry';\n\nimport type {Map} from './map';\nimport type {DragPanOptions} from './handler/shim/drag_pan';\nimport type {EasingOptions} from '../ui/camera';\n\nconst defaultInertiaOptions = {\n    linearity: 0.3,\n    easing: bezier(0, 0, 0.3, 1),\n};\n\nconst defaultPanInertiaOptions = {deceleration: 2500,\n    maxSpeed: 1400, ...defaultInertiaOptions};\n\nconst defaultZoomInertiaOptions = {deceleration: 20,\n    maxSpeed: 1400, ...defaultInertiaOptions};\n\nconst defaultBearingInertiaOptions = {deceleration: 1000,\n    maxSpeed: 360, ...defaultInertiaOptions};\n\nconst defaultPitchInertiaOptions = {deceleration: 1000,\n    maxSpeed: 90, ...defaultInertiaOptions};\n\nexport type InertiaOptions = {\n    linearity: number;\n    easing: (t: number) => number;\n    deceleration: number;\n    maxSpeed: number;\n};\n\nexport type InertiaSettings = {\n    zoomDelta?: number;\n    bearingDelta?: number;\n    pitchDelta?: number;\n    panDelta?: Point;\n    around?: Point;\n    pinchAround?: Point;\n};\n\nexport type InputEvent = MouseEvent | TouchEvent | KeyboardEvent | WheelEvent;\n\nexport default class HandlerInertia {\n    _map: Map;\n    _inertiaBuffer!: Array<{\n        time: number;\n        settings: InertiaSettings;\n    }>;\n\n    constructor(map: Map) {\n        this._map = map;\n        this.clear();\n    }\n\n    clear() {\n        this._inertiaBuffer = [];\n    }\n\n    record(settings: InertiaSettings) {\n        this._drainInertiaBuffer();\n        this._inertiaBuffer.push({time: browser.now(), settings});\n    }\n\n    _drainInertiaBuffer() {\n        const inertia = this._inertiaBuffer,\n            now = browser.now(),\n            cutoff = 160;   //msec\n\n        while (inertia.length > 0 && now - inertia[0].time > cutoff)\n            inertia.shift();\n    }\n\n    _onMoveEnd(panInertiaOptions?: DragPanOptions): EasingOptions & {\n        easeId?: string;\n    } | null | undefined {\n        if (this._map._prefersReducedMotion()) {\n            return;\n        }\n\n        this._drainInertiaBuffer();\n        if (this._inertiaBuffer.length < 2) {\n            return;\n        }\n\n        const deltas = {\n            zoom: 0,\n            bearing: 0,\n            pitch: 0,\n            pan: new Point(0, 0),\n            pinchAround: undefined,\n            around: undefined\n        };\n\n        for (const {settings} of this._inertiaBuffer) {\n            deltas.zoom += settings.zoomDelta || 0;\n            deltas.bearing += settings.bearingDelta || 0;\n            deltas.pitch += settings.pitchDelta || 0;\n            if (settings.panDelta) deltas.pan._add(settings.panDelta);\n            if (settings.around) deltas.around = settings.around;\n            if (settings.pinchAround) deltas.pinchAround = settings.pinchAround;\n        }\n\n        const lastEntry = this._inertiaBuffer.at(-1);\n        const duration = (lastEntry.time - this._inertiaBuffer[0].time);\n\n        const easeOptions: EasingOptions & {easeId?: string; noMoveStart?: boolean} = {};\n\n        if (deltas.pan.mag()) {\n            const result = calculateEasing(deltas.pan.mag(), duration, {...defaultPanInertiaOptions, ...panInertiaOptions || {}});\n            easeOptions.offset = deltas.pan.mult(result.amount / deltas.pan.mag());\n            easeOptions.center = this._map.transform.center;\n            extendDuration(easeOptions, result);\n        }\n\n        if (deltas.zoom) {\n            const result = calculateEasing(deltas.zoom, duration, defaultZoomInertiaOptions);\n            easeOptions.zoom = this._map.transform.zoom + result.amount;\n            extendDuration(easeOptions, result);\n        }\n\n        if (deltas.bearing) {\n            const result = calculateEasing(deltas.bearing, duration, defaultBearingInertiaOptions);\n            easeOptions.bearing = this._map.transform.bearing + clamp(result.amount, -179, 179);\n            extendDuration(easeOptions, result);\n        }\n\n        if (deltas.pitch) {\n            const result = calculateEasing(deltas.pitch, duration, defaultPitchInertiaOptions);\n            easeOptions.pitch = this._map.transform.pitch + result.amount;\n            extendDuration(easeOptions, result);\n        }\n\n        if (easeOptions.zoom || easeOptions.bearing) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const last = deltas.pinchAround === undefined ? deltas.around : deltas.pinchAround;\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            easeOptions.around = last ? this._map.unproject(last) : this._map.getCenter();\n        }\n\n        this.clear();\n        easeOptions.noMoveStart = true;\n        return easeOptions;\n    }\n}\n\n// Unfortunately zoom, bearing, etc can't have different durations and easings so\n// we need to choose one. We use the longest duration and it's corresponding easing.\nfunction extendDuration(easeOptions: EasingOptions, result: {\n    amount: number;\n    duration: number;\n    easing: (t: number) => number;\n}) {\n    if (!easeOptions.duration || easeOptions.duration < result.duration) {\n        easeOptions.duration = result.duration;\n        easeOptions.easing = result.easing;\n    }\n}\n\nfunction calculateEasing(amount: number, inertiaDuration: number, inertiaOptions: InertiaOptions) {\n    const {maxSpeed, linearity, deceleration} = inertiaOptions;\n    const speed = clamp(\n        amount * linearity / (inertiaDuration / 1000),\n        -maxSpeed,\n        maxSpeed);\n    const duration = Math.abs(speed) / (deceleration * linearity);\n    return {\n        easing: inertiaOptions.easing,\n        duration: duration * 1000,\n        amount: speed * (duration / 2)\n    };\n}\n","import {Event} from '../util/evented';\nimport * as DOM from '../util/dom';\nimport Point from '@mapbox/point-geometry';\n\nimport type Tile from '../source/tile';\nimport type LngLat from '../geo/lng_lat';\nimport type {Map as MapboxMap} from './map';\nimport type {GeoJSONFeature} from '../util/vectortile_to_geojson';\nimport type {EventData, EventOf} from '../util/evented';\nimport type {SourceSpecification} from '../style-spec/types';\n\nexport type MapMouseEventType =\n    | 'mousedown'\n    | 'mouseup'\n    | 'preclick'\n    | 'click'\n    | 'dblclick'\n    | 'mousemove'\n    | 'mouseover'\n    | 'mouseenter'\n    | 'mouseleave'\n    | 'mouseout'\n    | 'contextmenu';\n\nexport type MapTouchEventType =\n    | 'touchstart'\n    | 'touchend'\n    | 'touchcancel';\n\n/**\n * `MapMouseEvent` is a class used by other classes to generate\n * mouse events of specific types such as 'click' or 'hover'.\n * For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n *\n * @example\n * // Example of a MapMouseEvent of type \"click\"\n * map.on('click', (e) => {\n *     console.log(e);\n *     // {\n *     //     lngLat: {\n *     //         lng: 40.203,\n *     //         lat: -74.451\n *     //     },\n *     //     originalEvent: {...},\n *     //     point: {\n *     //         x: 266,\n *     //         y: 464\n *     //     },\n *     //      target: {...},\n *     //      type: \"click\"\n *     // }\n * });\n * @see [Reference: `Map` events API documentation](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events)\n * @see [Example: Display popup on click](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-click/)\n * @see [Example: Display popup on hover](https://www.mapbox.com/mapbox-gl-js/example/popup-on-hover/)\n */\nexport class MapMouseEvent extends Event<MapEvents, MapMouseEventType> {\n    /**\n     * The type of originating event. For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n     */\n    override type!: MapMouseEventType;\n\n    /**\n     * The `Map` object that fired the event.\n     */\n    override target: MapboxMap;\n\n    /**\n     * The DOM event which caused the map event.\n     */\n    originalEvent!: MouseEvent;\n\n    /**\n     * The pixel coordinates of the mouse cursor, relative to the map and measured from the top left corner.\n     */\n    point!: Point;\n\n    /**\n     * The geographic location on the map of the mouse cursor.\n     */\n    lngLat!: LngLat;\n\n    /**\n     * If a single `layerId`(as a single string) or multiple `layerIds` (as an array of strings) were specified when adding the event listener with {@link Map#on},\n     * `features` will be an array of [GeoJSON](http://geojson.org/) [Feature objects](https://tools.ietf.org/html/rfc7946#section-3.2).\n     * The array will contain all features from that layer that are rendered at the event's point,\n     * in the order that they are rendered with the topmost feature being at the start of the array.\n     * The `features` are identical to those returned by {@link Map#queryRenderedFeatures}.\n     *\n     * If no `layerId` was specified when adding the event listener, `features` will be `undefined`.\n     * You can get the features at the point with `map.queryRenderedFeatures(e.point)`.\n     *\n     * @example\n     * // logging features for a specific layer (with `e.features`)\n     * map.on('click', 'myLayerId', (e) => {\n     *     console.log(`There are ${e.features.length} features at point ${e.point}`);\n     * });\n     *\n     * @example\n     * // logging features for two layers (with `e.features`)\n     * map.on('click', ['layer1', 'layer2'], (e) => {\n     *     console.log(`There are ${e.features.length} features at point ${e.point}`);\n     * });\n     *\n     * @example\n     * // logging all features for all layers (without `e.features`)\n     * map.on('click', (e) => {\n     *     const features = map.queryRenderedFeatures(e.point);\n     *     console.log(`There are ${features.length} features at point ${e.point}`);\n     * });\n     */\n    features?: Array<GeoJSONFeature>;\n\n    /**\n     * Prevents subsequent default processing of the event by the map.\n     *\n     * Calling this method will prevent the following default map behaviors:\n     *\n     *   * On `mousedown` events, the behavior of {@link DragPanHandler}.\n     *   * On `mousedown` events, the behavior of {@link DragRotateHandler}.\n     *   * On `mousedown` events, the behavior of {@link BoxZoomHandler}.\n     *   * On `dblclick` events, the behavior of {@link DoubleClickZoomHandler}.\n     *\n     * @example\n     * map.on('click', (e) => {\n     *     e.preventDefault();\n     * });\n     */\n    preventDefault() {\n        this._defaultPrevented = true;\n    }\n\n    /**\n     * `true` if `preventDefault` has been called.\n     * @private\n     */\n    get defaultPrevented(): boolean {\n        return this._defaultPrevented;\n    }\n\n    /**\n     * @private\n     */\n    _defaultPrevented: boolean;\n\n    /**\n     * @private\n     */\n    constructor(type: MapMouseEventType, map: MapboxMap, originalEvent: MouseEvent, data: EventData = {}) {\n        const point = DOM.mousePos(map.getCanvasContainer(), originalEvent);\n        const lngLat = map.unproject(point);\n        super(type, ({point, lngLat, originalEvent, ...data}) as MapEvents[MapMouseEventType]);\n        this._defaultPrevented = false;\n        this.target = map;\n    }\n}\n\n/**\n * `MapTouchEvent` is a class used by other classes to generate\n * mouse events of specific types such as 'touchstart' or 'touchend'.\n * For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n *\n * @example\n * // Example of a MapTouchEvent of type \"touch\"\n * map.on('touchstart', (e) => {\n *     console.log(e);\n *     // {\n *     //   lngLat: {\n *     //      lng: 40.203,\n *     //      lat: -74.451\n *     //   },\n *     //   lngLats: [\n *     //      {\n *     //         lng: 40.203,\n *     //         lat: -74.451\n *     //      }\n *     //   ],\n *     //   originalEvent: {...},\n *     //   point: {\n *     //      x: 266,\n *     //      y: 464\n *     //   },\n *     //   points: [\n *     //      {\n *     //         x: 266,\n *     //         y: 464\n *     //      }\n *     //   ]\n *     //   preventDefault(),\n *     //   target: {...},\n *     //   type: \"touchstart\"\n *     // }\n * });\n * @see [Reference: `Map` events API documentation](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events)\n * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n */\nexport class MapTouchEvent extends Event<MapEvents, MapTouchEventType> {\n    /**\n     * The type of originating event. For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n     */\n    override type!: MapTouchEventType;\n\n    /**\n     * The `Map` object that fired the event.\n     */\n    override target!: MapboxMap;\n\n    /**\n     * The DOM event which caused the map event.\n     */\n    originalEvent!: TouchEvent;\n\n    /**\n     * The geographic location on the map of the center of the touch event points.\n     */\n    lngLat!: LngLat;\n\n    /**\n     * The pixel coordinates of the center of the touch event points, relative to the map and measured from the top left\n     * corner.\n     */\n    point!: Point;\n\n    /**\n     * The array of pixel coordinates corresponding to a\n     * [touch event's `touches`](https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent/touches) property.\n     */\n    points!: Array<Point>;\n\n    /**\n     * The geographical locations on the map corresponding to a\n     * [touch event's `touches`](https://developer.mozilla.org/en-US/docs/Web/API/TouchEvent/touches) property.\n     */\n    lngLats!: Array<LngLat>;\n\n    /**\n     * If a `layerId` was specified when adding the event listener with {@link Map#on}, `features` will be an array of\n     * [GeoJSON](http://geojson.org/) [Feature objects](https://tools.ietf.org/html/rfc7946#section-3.2).\n     * The array will contain all features from that layer that are rendered at the event's point.\n     * The `features` are identical to those returned by {@link Map#queryRenderedFeatures}.\n     *\n     * If no `layerId` was specified when adding the event listener, `features` will be `undefined`.\n     * You can get the features at the point with `map.queryRenderedFeatures(e.point)`.\n     *\n     * @example\n     * // logging features for a specific layer (with `e.features`)\n     * map.on('touchstart', 'myLayerId', (e) => {\n     *     console.log(`There are ${e.features.length} features at point ${e.point}`);\n     * });\n     *\n     * @example\n     * // logging all features for all layers (without `e.features`)\n     * map.on('touchstart', (e) => {\n     *     const features = map.queryRenderedFeatures(e.point);\n     *     console.log(`There are ${features.length} features at point ${e.point}`);\n     * });\n     */\n    features: Array<GeoJSONFeature> | undefined;\n\n    /**\n     * Prevents subsequent default processing of the event by the map.\n     *\n     * Calling this method will prevent the following default map behaviors:\n     *\n     *   * On `touchstart` events, the behavior of {@link DragPanHandler}.\n     *   * On `touchstart` events, the behavior of {@link TouchZoomRotateHandler}.\n     *\n     * @example\n     * map.on('touchstart', (e) => {\n     *     e.preventDefault();\n     * });\n     */\n    preventDefault() {\n        this._defaultPrevented = true;\n    }\n\n    /**\n     * Returns `true` if `preventDefault` has been called.\n     * @private\n     */\n    get defaultPrevented(): boolean {\n        return this._defaultPrevented;\n    }\n\n    _defaultPrevented: boolean;\n\n    /**\n     * @private\n     */\n    constructor(type: MapTouchEventType, map: MapboxMap, originalEvent: TouchEvent) {\n        const touches = type === \"touchend\" ? originalEvent.changedTouches : originalEvent.touches;\n        const points = DOM.touchPos(map.getCanvasContainer(), touches);\n        const lngLats = points.map((t) => map.unproject(t));\n        const point = points.reduce((prev, curr, i, arr) => {\n            return prev.add(curr.div(arr.length));\n        }, new Point(0, 0));\n        const lngLat = map.unproject(point);\n        super(type, {points, point, lngLats, lngLat, originalEvent} as MapEvents[MapTouchEventType]);\n        this._defaultPrevented = false;\n    }\n}\n\nexport type MapWheelEventType = 'wheel';\n\n/**\n * `MapWheelEvent` is a class used by other classes to generate\n * mouse events of specific types such as 'wheel'.\n * For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n *\n * @example\n * // Example event trigger for a MapWheelEvent of type \"wheel\"\n * map.on('wheel', (e) => {\n *     console.log('event type:', e.type);\n *     // event type: wheel\n * });\n * @example\n * // Example of a MapWheelEvent of type \"wheel\"\n * // {\n * //   originalEvent: WheelEvent {...},\n * // \t target: Map {...},\n * // \t type: \"wheel\"\n * // }\n * @see [Reference: `Map` events API documentation](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events)\n */\nexport class MapWheelEvent extends Event<MapEvents, MapWheelEventType> {\n    /**\n     * The type of originating event. For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n     */\n    override type!: MapWheelEventType;\n\n    /**\n     * The `Map` object that fired the event.\n     */\n    override target!: MapboxMap;\n\n    /**\n     * The DOM event which caused the map event.\n     */\n    originalEvent!: WheelEvent;\n\n    /**\n     * Prevents subsequent default processing of the event by the map.\n     * Calling this method will prevent the the behavior of {@link ScrollZoomHandler}.\n     *\n     * @example\n     * map.on('wheel', (e) => {\n     *     // Prevent the default map scroll zoom behavior.\n     *     e.preventDefault();\n     * });\n     */\n    preventDefault() {\n        this._defaultPrevented = true;\n    }\n\n    /**\n     * `true` if `preventDefault` has been called.\n     * @private\n     */\n    get defaultPrevented(): boolean {\n        return this._defaultPrevented;\n    }\n\n    _defaultPrevented: boolean;\n\n    /**\n     * @private\n     */\n    constructor(map: MapboxMap, originalEvent: WheelEvent) {\n        super('wheel', {originalEvent} as MapEvents[MapWheelEventType]);\n        this._defaultPrevented = false;\n    }\n}\n\nexport type MapInteractionEventType = MapMouseEventType | MapTouchEventType | MapWheelEventType;\n\n/**\n * `MapBoxZoomEvent` is a class used to generate\n * the events 'boxzoomstart', 'boxzoomend', and 'boxzoomcancel'.\n * For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n *\n * @typedef {Object} MapBoxZoomEvent\n * @property {MouseEvent} originalEvent The DOM event that triggered the boxzoom event. Can be a `MouseEvent` or `KeyboardEvent`.\n * @property {('boxzoomstart' | 'boxzoomend' | 'boxzoomcancel')} type The type of originating event. For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n * @property {Map} target The `Map` instance that triggered the event.\n * @example\n * // Example trigger of a BoxZoomEvent of type \"boxzoomstart\"\n * map.on('boxzoomstart', (e) => {\n *     console.log('event type:', e.type);\n *     // event type: boxzoomstart\n * });\n * @example\n * // Example of a BoxZoomEvent of type \"boxzoomstart\"\n * // {\n * //   originalEvent: {...},\n * //   type: \"boxzoomstart\",\n * //   target: {...}\n * // }\n * @see [Reference: `Map` events API documentation](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events)\n * @see [Example: Highlight features within a bounding box](https://docs.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n */\nexport type MapBoxZoomEvent = {\n    type: 'boxzoomstart' | 'boxzoomend' | 'boxzoomcancel';\n    target: MapboxMap;\n    originalEvent: MouseEvent;\n};\n\nexport type MapStyleDataEvent = {\n    dataType: 'style';\n};\n\nexport type MapSourceDataEvent = {\n    dataType: 'source';\n    isSourceLoaded?: boolean;\n    source?: SourceSpecification;\n    sourceId?: string;\n    sourceCacheId?: string;\n    sourceDataType?: 'metadata' | 'content' | 'visibility' | 'error';\n    tile?: Tile;\n    coord?: Tile['tileID'];\n    resourceTiming?: PerformanceResourceTiming[],\n    responseHeaders?: Headers;\n};\n\n/**\n * `MapDataEvent` is a type of events related to loading data, styles, and sources.\n * For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n *\n * @typedef {Object} MapDataEvent\n * @property {('data' | 'dataloading' | 'styledata' | 'styledataloading' | 'sourcedata'| 'sourcedataloading')} type The type of originating event. For a full list of available events, see [`Map` events](/mapbox-gl-js/api/map/#map-events).\n * @property {('source' | 'style')} dataType The type of data that has changed. One of `'source'` or `'style'`, where `'source'` refers to the data associated with any source, and `'style'` refers to the entire [style](https://docs.mapbox.com/help/glossary/style/) used by the map.\n * @property {boolean} [isSourceLoaded] True if the event has a `dataType` of `source` and the source has no outstanding network requests.\n * @property {Object} [source] The [style spec representation of the source](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/) if the event has a `dataType` of `source`.\n * @property {string} [sourceId] The `id` of the [`source`](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/) that triggered the event, if the event has a `dataType` of `source`. Same as the `id` of the object in the `source` property.\n * @property {string} [sourceDataType] Included if the event has a `dataType` of `source` and the event signals\n * that internal data has been received or changed. Possible values are `metadata`, `content` and `visibility`, and `error`.\n * @property {Object} [tile] The tile being loaded or changed, if the event has a `dataType` of `source` and\n * the event is related to loading of a tile.\n * @property {OverscaledTileID} [coord] The coordinate of the tile if the event has a `dataType` of `source` and\n * the event is related to loading of a tile.\n * @example\n * // Example of a MapDataEvent of type \"sourcedata\"\n * map.on('sourcedata', (e) => {\n *     console.log(e);\n *     // {\n *     //   dataType: \"source\",\n *     //   isSourceLoaded: false,\n *     //   source: {\n *     //     type: \"vector\",\n *     //     url: \"mapbox://mapbox.mapbox-streets-v8,mapbox.mapbox-terrain-v2\"\n *     //   },\n *     //   sourceDataType: \"visibility\",\n *     //   sourceId: \"composite\",\n *     //   style: {...},\n *     //   target: {...},\n *     //   type: \"sourcedata\"\n *     // }\n * });\n * @see [Reference: `Map` events API documentation](https://docs.mapbox.com/mapbox-gl-js/api/map/#map-events)\n * @see [Example: Change a map's style](https://docs.mapbox.com/mapbox-gl-js/example/setstyle/)\n * @see [Example: Add a GeoJSON line](https://docs.mapbox.com/mapbox-gl-js/example/geojson-line/)\n */\nexport type MapDataEvent = MapStyleDataEvent | MapSourceDataEvent;\n\nexport type MapContextEvent = MapEventOf<'webglcontextlost' | 'webglcontextrestored'>;\n\nexport type MapEvents = {\n    /** @section Interaction */\n\n    /**\n     * Fired when a pointing device (usually a mouse) is pressed within the map.\n     *\n     * **Note:** This event is compatible with the optional `layerId` parameter.\n     * If `layerId` is included as the second argument in {@link Map#on}, the event listener will fire only when the\n     * the cursor is pressed while inside a visible portion of the specifed layer.\n     *\n     * @event mousedown\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener\n     * map.on('mousedown', () => {\n     *     console.log('A mousedown event has occurred.');\n     * });\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener for a specific layer\n     * map.on('mousedown', 'poi-label', () => {\n     *     console.log('A mousedown event has occurred on a visible portion of the poi-label layer.');\n     * });\n     * @see [Example: Highlight features within a bounding box](https://docs.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     */\n    'mousedown': MapMouseEvent;\n\n    /**\n     * Fired when a pointing device (usually a mouse) is released within the map.\n     *\n     * **Note:** This event is compatible with the optional `layerId` parameter.\n     * If `layerId` is included as the second argument in {@link Map#on}, the event listener will fire only when the\n     * the cursor is released while inside a visible portion of the specifed layer.\n     *\n     * @event mouseup\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener\n     * map.on('mouseup', () => {\n     *     console.log('A mouseup event has occurred.');\n     * });\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener for a specific layer\n     * map.on('mouseup', 'poi-label', () => {\n     *     console.log('A mouseup event has occurred on a visible portion of the poi-label layer.');\n     * });\n     * @see [Example: Highlight features within a bounding box](https://docs.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     */\n    'mouseup': MapMouseEvent;\n\n    /**\n     * Fired when a pointing device (usually a mouse) is moved within the map.\n     * As you move the cursor across a web page containing a map,\n     * the event will fire each time it enters the map or any child elements.\n     *\n     * **Note:** This event is compatible with the optional `layerId` parameter.\n     * If `layerId` is included as the second argument in {@link Map#on}, the event listener will fire only when the\n     * the cursor is moved inside a visible portion of the specifed layer.\n     *\n     * @event mouseover\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener\n     * map.on('mouseover', () => {\n     *     console.log('A mouseover event has occurred.');\n     * });\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener for a specific layer\n     * map.on('mouseover', 'poi-label', () => {\n     *     console.log('A mouseover event has occurred on a visible portion of the poi-label layer.');\n     * });\n     * @see [Example: Get coordinates of the mouse pointer](https://www.mapbox.com/mapbox-gl-js/example/mouse-position/)\n     * @see [Example: Highlight features under the mouse pointer](https://www.mapbox.com/mapbox-gl-js/example/hover-styles/)\n     * @see [Example: Display a popup on hover](https://www.mapbox.com/mapbox-gl-js/example/popup-on-hover/)\n     */\n    'mouseover': MapMouseEvent;\n\n    /**\n     * Fired when a pointing device (usually a mouse) is moved while the cursor is inside the map.\n     * As you move the cursor across the map, the event will fire every time the cursor changes position within the map.\n     *\n     * **Note:** This event is compatible with the optional `layerId` parameter.\n     * If `layerId` is included as the second argument in {@link Map#on}, the event listener will fire only when the\n     * the cursor is inside a visible portion of the specified layer.\n     *\n     * @event mousemove\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener\n     * map.on('mousemove', () => {\n     *     console.log('A mousemove event has occurred.');\n     * });\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener for a specific layer\n     * map.on('mousemove', 'poi-label', () => {\n     *     console.log('A mousemove event has occurred on a visible portion of the poi-label layer.');\n     * });\n     * @see [Example: Get coordinates of the mouse pointer](https://www.mapbox.com/mapbox-gl-js/example/mouse-position/)\n     * @see [Example: Highlight features under the mouse pointer](https://www.mapbox.com/mapbox-gl-js/example/hover-styles/)\n     * @see [Example: Display a popup on over](https://www.mapbox.com/mapbox-gl-js/example/popup-on-hover/)\n     */\n    'mousemove': MapMouseEvent;\n\n    /**\n     * Triggered when a click event occurs and is fired before the click event.\n     * Primarily implemented to ensure closeOnClick for pop-ups is fired before any other listeners.\n     *\n     * @event preclick\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     */\n    'preclick': MapMouseEvent;\n\n    /**\n     * Fired when a pointing device (usually a mouse) is pressed and released at the same point on the map.\n     *\n     * **Note:** This event is compatible with the optional `layerId` parameter.\n     * If `layerId` is included as the second argument in {@link Map#on}, the event listener will fire only when the\n     * point that is pressed and released contains a visible portion of the specifed layer.\n     *\n     * @event click\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener\n     * map.on('click', (e) => {\n     *     console.log(`A click event has occurred at ${e.lngLat}`);\n     * });\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener for a specific layer\n     * map.on('click', 'poi-label', (e) => {\n     *     console.log(`A click event has occurred on a visible portion of the poi-label layer at ${e.lngLat}`);\n     * });\n     * @see [Example: Measure distances](https://www.mapbox.com/mapbox-gl-js/example/measure/)\n     * @see [Example: Center the map on a clicked symbol](https://www.mapbox.com/mapbox-gl-js/example/center-on-symbol/)\n     */\n    'click': MapMouseEvent;\n\n    /**\n     * Fired when a pointing device (usually a mouse) is pressed and released twice at the same point on\n     * the map in rapid succession.\n     *\n     * **Note:** This event is compatible with the optional `layerId` parameter.\n     * If `layerId` is included as the second argument in {@link Map#on}, the event listener will fire only\n     * when the point that is clicked twice contains a visible portion of the specifed layer.\n     *\n     * @event dblclick\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener\n     * map.on('dblclick', (e) => {\n     *     console.log(`A dblclick event has occurred at ${e.lngLat}`);\n     * });\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener for a specific layer\n     * map.on('dblclick', 'poi-label', (e) => {\n     *     console.log(`A dblclick event has occurred on a visible portion of the poi-label layer at ${e.lngLat}`);\n     * });\n     */\n    'dblclick': MapMouseEvent;\n\n    /**\n     * Fired when a pointing device (usually a mouse) enters a visible portion of a specified layer from\n     * outside that layer or outside the map canvas.\n     *\n     * **Important:** This event can only be listened for when {@link Map#on} includes three arguments,\n     * where the second argument specifies the desired layer.\n     *\n     * @event mouseenter\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener\n     * map.on('mouseenter', 'water', () => {\n     *     console.log('A mouseenter event occurred on a visible portion of the water layer.');\n     * });\n     * @see [Example: Center the map on a clicked symbol](https://docs.mapbox.com/mapbox-gl-js/example/center-on-symbol/)\n     * @see [Example: Display a popup on click](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-click/)\n     */\n    'mouseenter': MapMouseEvent;\n\n    /**\n     * Fired when a pointing device (usually a mouse) leaves a visible portion of a specified layer or moves\n     * from the specified layer to outside the map canvas.\n     *\n     * **Note:** To detect when the mouse leaves the canvas, independent of layer, use {@link Map.event:mouseout} instead.\n     *\n     * **Important:** This event can only be listened for when {@link Map#on} includes three arguments,\n     * where the second argument specifies the desired layer.\n     *\n     * @event mouseleave\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the pointing device leaves\n     * // a visible portion of the specified layer.\n     * map.on('mouseleave', 'water', () => {\n     *     console.log('A mouseleave event occurred.');\n     * });\n     * @see [Example: Highlight features under the mouse pointer](https://www.mapbox.com/mapbox-gl-js/example/hover-styles/)\n     * @see [Example: Display a popup on click](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-click/)\n     */\n    'mouseleave': MapMouseEvent;\n\n    /**\n     * Fired when a point device (usually a mouse) leaves the map's canvas.\n     *\n     * @event mouseout\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the pointing device leaves\n     * // the map's canvas.\n     * map.on('mouseout', () => {\n     *     console.log('A mouseout event occurred.');\n     * });\n     */\n    'mouseout': MapMouseEvent;\n\n    /**\n     * Fired when the right button of the mouse is clicked or the context menu key is pressed within the map.\n     *\n     * @event contextmenu\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the right mouse button is\n     * // pressed within the map.\n     * map.on('contextmenu', () => {\n     *     console.log('A contextmenu event occurred.');\n     * });\n     */\n    'contextmenu': MapMouseEvent;\n\n    /**\n     * Fired when a [`wheel`](https://developer.mozilla.org/en-US/docs/Web/Events/wheel) event occurs within the map.\n     *\n     * @event wheel\n     * @memberof Map\n     * @instance\n     * @type {MapWheelEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when a wheel event occurs within the map.\n     * map.on('wheel', () => {\n     *     console.log('A wheel event occurred.');\n     * });\n     */\n    'wheel': MapWheelEvent;\n\n    /**\n     * Fired when a [`touchstart`](https://developer.mozilla.org/en-US/docs/Web/Events/touchstart) event occurs within the map.\n     *\n     * @event touchstart\n     * @memberof Map\n     * @instance\n     * @type {MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when a `touchstart` event occurs within the map.\n     * map.on('touchstart', () => {\n     *     console.log('A touchstart event occurred.');\n     * });\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     */\n    'touchstart': MapTouchEvent;\n\n    /**\n     * Fired when a [`touchend`](https://developer.mozilla.org/en-US/docs/Web/Events/touchend) event occurs within the map.\n     *\n     * @event touchend\n     * @memberof Map\n     * @instance\n     * @type {MapTouchEvent}\n     * @example\n     * // Initialize the map.\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires when a `touchend` event occurs within the map.\n     * map.on('touchend', () => {\n     *     console.log('A touchend event occurred.');\n     * });\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     */\n    'touchend': MapTouchEvent;\n\n    /**\n     * Fired when a [`touchmove`](https://developer.mozilla.org/en-US/docs/Web/Events/touchmove) event occurs within the map.\n     *\n     * @event touchmove\n     * @memberof Map\n     * @instance\n     * @type {MapTouchEvent}\n     * @example\n     * // Initialize the map.\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires when a touchmove event occurs within the map.\n     * map.on('touchmove', () => {\n     *     console.log('A touchmove event occurred.');\n     * });\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     */\n    'touchmove': MapTouchEvent;\n\n    /**\n     * Fired when a [`touchcancel`](https://developer.mozilla.org/en-US/docs/Web/Events/touchcancel) event occurs within the map.\n     *\n     * @event touchcancel\n     * @memberof Map\n     * @instance\n     * @type {MapTouchEvent}\n     * @example\n     * // Initialize the map.\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires when a `touchcancel` event occurs within the map.\n     * map.on('touchcancel', () => {\n     *     console.log('A touchcancel event occurred.');\n     * });\n     */\n    'touchcancel': MapTouchEvent;\n\n    /** @section Movement */\n\n    /**\n     * Fired just before the map begins a transition from one view to another, as the result of either user interaction or methods such as {@link Map#jumpTo}.\n     *\n     * @event movestart\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map.\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires just before the map begins a transition from one view to another.\n     * map.on('movestart', () => {\n     *     console.log('A movestart` event occurred.');\n     * });\n     */\n    'movestart': {originalEvent?: MouseEvent | WheelEvent | TouchEvent};\n\n    /**\n     * Fired repeatedly during an animated transition from one view to another, as the result of either user interaction or methods such as {@link Map#flyTo}.\n     *\n     * @event move\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map.\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires repeatedly during an animated transition.\n     * map.on('move', () => {\n     *     console.log('A move event occurred.');\n     * });\n     * @see [Example: Display HTML clusters with custom properties](https://docs.mapbox.com/mapbox-gl-js/example/cluster-html/)\n     * @see [Example: Filter features within map view](https://docs.mapbox.com/mapbox-gl-js/example/filter-features-within-map-view/)\n     */\n    'move': {originalEvent?: MouseEvent | WheelEvent | TouchEvent};\n\n    /**\n     * Fired just after the map completes a transition from one\n     * view to another, as the result of either user interaction or methods such as {@link Map#jumpTo}.\n     *\n     * @event moveend\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just after the map completes a transition.\n     * map.on('moveend', () => {\n     *     console.log('A moveend event occurred.');\n     * });\n     * @see [Example: Play map locations as a slideshow](https://www.mapbox.com/mapbox-gl-js/example/playback-locations/)\n     * @see [Example: Filter features within map view](https://www.mapbox.com/mapbox-gl-js/example/filter-features-within-map-view/)\n     * @see [Example: Display HTML clusters with custom properties](https://docs.mapbox.com/mapbox-gl-js/example/cluster-html/)\n     */\n    'moveend': {originalEvent?: MouseEvent | WheelEvent | TouchEvent};\n\n    /**\n     * Fired when a \"drag to pan\" interaction starts. See {@link DragPanHandler}.\n     *\n     * @event dragstart\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when a \"drag to pan\" interaction starts.\n     * map.on('dragstart', () => {\n     *     console.log('A dragstart event occurred.');\n     * });\n     */\n    'dragstart': {originalEvent?: MouseEvent | TouchEvent};\n\n    /**\n     * Fired repeatedly during a \"drag to pan\" interaction. See {@link DragPanHandler}.\n     *\n     * @event drag\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // repeatedly during a \"drag to pan\" interaction.\n     * map.on('drag', () => {\n     *     console.log('A drag event occurred.');\n     * });\n     */\n    'drag': {originalEvent?: MouseEvent | TouchEvent};\n\n    /**\n     * Fired when a \"drag to pan\" interaction ends. See {@link DragPanHandler}.\n     *\n     * @event dragend\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when a \"drag to pan\" interaction ends.\n     * map.on('dragend', () => {\n     *     console.log('A dragend event occurred.');\n     * });\n     * @see [Example: Create a draggable marker](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-marker/)\n     */\n    'dragend': {originalEvent?: MouseEvent | TouchEvent};\n\n    /**\n     * Fired just before the map begins a transition from one zoom level to another,\n     * as the result of either user interaction or methods such as {@link Map#flyTo}.\n     *\n     * @event zoomstart\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just before a zoom transition starts.\n     * map.on('zoomstart', () => {\n     *     console.log('A zoomstart event occurred.');\n     * });\n     */\n    'zoomstart': {originalEvent?: WheelEvent | TouchEvent} | void;\n\n    /**\n     * Fired repeatedly during an animated transition from one zoom level to another,\n     * as the result of either user interaction or methods such as {@link Map#flyTo}.\n     *\n     * @event zoom\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // repeatedly during a zoom transition.\n     * map.on('zoom', () => {\n     *     console.log('A zoom event occurred.');\n     * });\n     * @see [Example: Update a choropleth layer by zoom level](https://www.mapbox.com/mapbox-gl-js/example/updating-choropleth/)\n     */\n    'zoom': {originalEvent?: WheelEvent | TouchEvent} | void;\n\n    /**\n     * Fired just after the map completes a transition from one zoom level to another\n     * as the result of either user interaction or methods such as {@link Map#flyTo}.\n     * The zoom transition will usually end before rendering is finished, so if you\n     * need to wait for rendering to finish, use the {@link Map.event:idle} event instead.\n     *\n     * @event zoomend\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just after a zoom transition finishes.\n     * map.on('zoomend', () => {\n     *     console.log('A zoomend event occurred.');\n     * });\n     */\n    'zoomend': {originalEvent?: WheelEvent | TouchEvent} | void;\n\n    /**\n     * Fired when a \"drag to rotate\" interaction starts. See {@link DragRotateHandler}.\n     *\n     * @event rotatestart\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just before a \"drag to rotate\" interaction starts.\n     * map.on('rotatestart', () => {\n     *     console.log('A rotatestart event occurred.');\n     * });\n     */\n    'rotatestart': {originalEvent?: MouseEvent | TouchEvent};\n\n    /**\n     * Fired repeatedly during a \"drag to rotate\" interaction. See {@link DragRotateHandler}.\n     *\n     * @event rotate\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // repeatedly during \"drag to rotate\" interaction.\n     * map.on('rotate', () => {\n     *     console.log('A rotate event occurred.');\n     * });\n     */\n    'rotate': {originalEvent?: MouseEvent | TouchEvent};\n\n    /**\n     * Fired when a \"drag to rotate\" interaction ends. See {@link DragRotateHandler}.\n     *\n     * @event rotateend\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just after a \"drag to rotate\" interaction ends.\n     * map.on('rotateend', () => {\n     *     console.log('A rotateend event occurred.');\n     * });\n     */\n    'rotateend': {originalEvent?: MouseEvent | TouchEvent};\n\n    /**\n     * Fired whenever the map's pitch (tilt) begins a change as\n     * the result of either user interaction or methods such as {@link Map#flyTo} .\n     *\n     * @event pitchstart\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just before a pitch (tilt) transition starts.\n     * map.on('pitchstart', () => {\n     *     console.log('A pitchstart event occurred.');\n     * });\n     */\n    'pitchstart': {originalEvent?: MouseEvent | TouchEvent} | void;\n\n    /**\n     * Fired repeatedly during the map's pitch (tilt) animation between\n     * one state and another as the result of either user interaction\n     * or methods such as {@link Map#flyTo}.\n     *\n     * @event pitch\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // repeatedly during a pitch (tilt) transition.\n     * map.on('pitch', () => {\n     *     console.log('A pitch event occurred.');\n     * });\n     */\n    'pitch': {originalEvent?: MouseEvent | TouchEvent} | void;\n\n    /**\n     * Fired immediately after the map's pitch (tilt) finishes changing as\n     * the result of either user interaction or methods such as {@link Map#flyTo}.\n     *\n     * @event pitchend\n     * @memberof Map\n     * @instance\n     * @type {MapMouseEvent | MapTouchEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just after a pitch (tilt) transition ends.\n     * map.on('pitchend', () => {\n     *     console.log('A pitchend event occurred.');\n     * });\n     */\n    'pitchend': {originalEvent?: MouseEvent | TouchEvent} | void;\n\n    /**\n     * Fired when a \"box zoom\" interaction starts. See {@link BoxZoomHandler}.\n     *\n     * @event boxzoomstart\n     * @memberof Map\n     * @instance\n     * @type {MapBoxZoomEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just before a \"box zoom\" interaction starts.\n     * map.on('boxzoomstart', () => {\n     *     console.log('A boxzoomstart event occurred.');\n     * });\n     */\n    'boxzoomstart': {originalEvent?: MouseEvent | KeyboardEvent};\n\n    /**\n     * Fired when a \"box zoom\" interaction ends.  See {@link BoxZoomHandler}.\n     *\n     * @event boxzoomend\n     * @memberof Map\n     * @instance\n     * @type {MapBoxZoomEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just after a \"box zoom\" interaction ends.\n     * map.on('boxzoomend', () => {\n     *     console.log('A boxzoomend event occurred.');\n     * });\n     */\n    'boxzoomend': {originalEvent?: MouseEvent};\n\n    /**\n     * Fired when the user cancels a \"box zoom\" interaction, or when the bounding box does not meet the minimum size threshold.\n     * See {@link BoxZoomHandler}.\n     *\n     * @event boxzoomcancel\n     * @memberof Map\n     * @instance\n     * @type {MapBoxZoomEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // the user cancels a \"box zoom\" interaction.\n     * map.on('boxzoomcancel', () => {\n     *     console.log('A boxzoomcancel event occurred.');\n     * });\n     */\n    'boxzoomcancel': {originalEvent?: MouseEvent | KeyboardEvent};\n\n    /**\n     * Fired immediately after the map has been resized.\n     *\n     * @event resize\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // immediately after the map has been resized.\n     * map.on('resize', () => {\n     *     console.log('A resize event occurred.');\n     * });\n     */\n    'resize': object | void;\n\n    /** @section Lifecycle */\n\n    /**\n     * Fired immediately after all necessary resources have been downloaded\n     * and the first visually complete rendering of the map has occurred.\n     *\n     * @event load\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the map has finished loading.\n     * map.on('load', () => {\n     *     console.log('A load event occurred.');\n     * });\n     * @see [Example: Draw GeoJSON points](https://www.mapbox.com/mapbox-gl-js/example/geojson-markers/)\n     * @see [Example: Add live realtime data](https://www.mapbox.com/mapbox-gl-js/example/live-geojson/)\n     * @see [Example: Animate a point](https://www.mapbox.com/mapbox-gl-js/example/animate-point-along-line/)\n     */\n    'load': void;\n\n    /**\n     * Fired whenever the rendering process of the map is started.\n     * This event can be used in pair with the \"render\" event,\n     * to measure the time spent on the CPU during the rendering\n     * of a single frame.\n     *\n     * @event renderstart\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the map begins rendering.\n     * map.on('renderstart', () => {\n     *     console.log('A renderstart event occurred.');\n     * });\n     */\n    'renderstart': void;\n\n    /**\n     * Fired whenever the map is drawn to the screen, as the result of:\n     *\n     * - a change to the map's position, zoom, pitch, or bearing\n     * - a change to the map's style\n     * - a change to a GeoJSON source\n     * - the loading of a vector tile, GeoJSON file, glyph, or sprite.\n     *\n     * @event render\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // whenever the map is drawn to the screen.\n     * map.on('render', () => {\n     *     console.log('A render event occurred.');\n     * });\n     */\n    'render': void;\n\n    /**\n     * Fired after the last frame rendered before the map enters an\n     * \"idle\" state:\n     *\n     * - No camera transitions are in progress\n     * - All currently requested tiles have loaded\n     * - All fade/transition animations have completed.\n     *\n     * @event idle\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just before the map enters an \"idle\" state.\n     * map.on('idle', () => {\n     *     console.log('A idle event occurred.');\n     * });\n     */\n    'idle': void;\n\n    /**\n     * Fired immediately after the map has been removed with {@link Map.event:remove}.\n     *\n     * @event remove\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // just after the map is removed.\n     * map.on('remove', () => {\n     *     console.log('A remove event occurred.');\n     * });\n     */\n    'remove': void;\n\n    /**\n     * Fired when an error occurs. This is Mapbox GL JS's primary error reporting\n     * mechanism. We use an event instead of `throw` to better accommodate\n     * asyncronous operations. If no listeners are bound to the `error` event, the\n     * error will be printed to the console.\n     *\n     * @event error\n     * @memberof Map\n     * @instance\n     * @property {string} message Error message.\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when an error occurs.\n     * map.on('error', () => {\n     *     console.log('A error event occurred.');\n     * });\n     */\n    'error': {error: Error};\n\n    /**\n     * Fired when the WebGL context is lost.\n     *\n     * @event webglcontextlost\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the WebGL context is lost.\n     * map.on('webglcontextlost', () => {\n     *     console.log('A webglcontextlost event occurred.');\n     * });\n     */\n    'webglcontextlost': {originalEvent?: WebGLContextEvent}\n\n    /**\n     * Fired when the WebGL context is restored.\n     *\n     * @event webglcontextrestored\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the WebGL context is restored.\n     * map.on('webglcontextrestored', () => {\n     *     console.log('A webglcontextrestored event occurred.');\n     * });\n     */\n    'webglcontextrestored': {originalEvent?: WebGLContextEvent};\n\n    /** @section Data loading */\n\n    /**\n     * Fired when any map data loads or changes. See {@link MapDataEvent}\n     * for more information.\n     *\n     * @event data\n     * @memberof Map\n     * @instance\n     * @type {MapDataEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when map data loads or changes.\n     * map.on('data', () => {\n     *     console.log('A data event occurred.');\n     * });\n     * @see [Example: Display HTML clusters with custom properties](https://docs.mapbox.com/mapbox-gl-js/example/cluster-html/)\n     */\n    'data': MapDataEvent;\n\n    /**\n     * Fired when the map's style loads or changes. See\n     * {@link MapDataEvent} for more information.\n     *\n     * @event styledata\n     * @memberof Map\n     * @instance\n     * @type {MapDataEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the map's style loads or changes.\n     * map.on('styledata', () => {\n     *     console.log('A styledata event occurred.');\n     * });\n     */\n    'styledata': MapStyleDataEvent;\n\n    /**\n     * Fired when one of the map's sources loads or changes, including if a tile belonging\n     * to a source loads or changes. See {@link MapDataEvent} for more information.\n     *\n     * @event sourcedata\n     * @memberof Map\n     * @instance\n     * @type {MapDataEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when one of the map's sources loads or changes.\n     * map.on('sourcedata', () => {\n     *     console.log('A sourcedata event occurred.');\n     * });\n     */\n    'sourcedata': MapSourceDataEvent;\n\n    /**\n     * Fired when any map data (style, source, tile, etc) begins loading or\n     * changing asynchronously. All `dataloading` events are followed by a `data`\n     * or `error` event. See {@link MapDataEvent} for more information.\n     *\n     * @event dataloading\n     * @memberof Map\n     * @instance\n     * @type {MapDataEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when any map data begins loading\n     * // or changing asynchronously.\n     * map.on('dataloading', () => {\n     *     console.log('A dataloading event occurred.');\n     * });\n     */\n    'dataloading': MapDataEvent;\n\n    /**\n     * Fired when the map's style begins loading or changing asynchronously.\n     * All `styledataloading` events are followed by a `styledata`\n     * or `error` event. See {@link MapDataEvent} for more information.\n     *\n     * @event styledataloading\n     * @memberof Map\n     * @instance\n     * @type {MapDataEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the map's style begins loading or\n     * // changing asynchronously.\n     * map.on('styledataloading', () => {\n     *     console.log('A styledataloading event occurred.');\n     * });\n     */\n    'styledataloading': MapStyleDataEvent;\n\n    /**\n     * Fired when one of the map's sources begins loading or changing asynchronously.\n     * All `sourcedataloading` events are followed by a `sourcedata` or `error` event.\n     * See {@link MapDataEvent} for more information.\n     *\n     * @event sourcedataloading\n     * @memberof Map\n     * @instance\n     * @type {MapDataEvent}\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the map's sources begin loading or\n     * // changing asynchronously.\n     * map.on('sourcedataloading', () => {\n     *     console.log('A sourcedataloading event occurred.');\n     * });\n     */\n    'sourcedataloading': MapSourceDataEvent;\n\n    /**\n     * Fired when an icon or pattern needed by the style is missing. The missing image can\n     * be added with {@link Map#addImage} within this event listener callback to prevent the image from\n     * being skipped. This event can be used to dynamically generate icons and patterns.\n     *\n     * @event styleimagemissing\n     * @memberof Map\n     * @instance\n     * @property {string} id The id of the missing image.\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when an icon or pattern is missing.\n     * map.on('styleimagemissing', () => {\n     *     console.log('A styleimagemissing event occurred.');\n     * });\n     * @see [Example: Generate and add a missing icon to the map](https://mapbox.com/mapbox-gl-js/example/add-image-missing-generated/)\n     */\n    'styleimagemissing': {id: string};\n\n    /**\n     * Fired immediately after all style resources have been downloaded\n     * and the first visually complete rendering of the base style has occurred.\n     *\n     * In general, it's recommended to add custom sources and layers after this event.\n     * This approach allows for a more efficient initialization and faster rendering\n     * of the added layers.\n     *\n     * @event style.load\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the map has finished loading.\n     * map.on('style.load', () => {\n     *     console.log('A style load event occurred.');\n     * });\n     * @see [Example: Persist layers when switching base style](https://www.mapbox.com/mapbox-gl-js/example/style-switch)\n     */\n    'style.load': void;\n\n    /**\n     * Fired immediately after imported style resources have been downloaded\n     * and the first visually complete rendering of the base style extended with the imported style has occurred.\n     *\n     * @event style.import.load\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * const map = new mapboxgl.Map({});\n     * // Set an event listener that fires\n     * // when the style import has finished loading.\n     * map.on('style.import.load', () => {\n     *     console.log('A style import load event occurred.');\n     * });\n     */\n    'style.import.load': void;\n\n    /**\n     * Fired after speed index calculation is completed if `speedIndexTiming` option has been set to `true`.\n     *\n     * @private\n     * @event speedindexcompleted\n     * @memberof Map\n     * @instance\n     * @example\n     * // Initialize the map\n     * var map = new mapboxgl.Map({});\n     * map.speedIndexTiming = true;\n     * // Set an event listener that fires\n     * // after speed index calculation is completed.\n     * map.on('speedindexcompleted', function() {\n     *   console.log(`speed index is ${map.speedIndexNumber}`);\n     * });\n     */\n    'speedindexcompleted': {speedIndex: number};\n\n    /**\n     * Fired after RTL text plugin state changes.\n     *\n     * @event pluginStateChange\n     * @instance\n     * @private\n     */\n    'pluginStateChange': {pluginStatus: string, pluginURL: string};\n\n    /**\n     * Fired in worker.js after sprite loaded.\n     *\n     * @event pluginStateChange\n     * @instance\n     * @private\n     */\n    'isSpriteLoaded': void;\n\n    /**\n     * Fired in style.js after layer order changed.\n     *\n     * @event neworder\n     * @instance\n     * @private\n     */\n    'neworder': void;\n\n    /**\n     * @event colorthemeset\n     * @instance\n     * @private\n     */\n    'colorthemeset': void;\n\n    /**\n     * @private\n     */\n    'gpu-timing-frame': {cpuTime: number, gpuTime: number};\n\n    /**\n     * @private\n     */\n    'gpu-timing-layer': {layerTimes: {[layerId: string]: number}};\n\n    /**\n     * @private\n     */\n    'gpu-timing-deferred-render': {gpuTime: number};\n};\n\n/**\n * Utility type that represents all possible Map event types.\n */\n\nexport type MapEventType = keyof MapEvents & string;\n\n/**\n * Utility type that maps event types to their corresponding event object type.\n *\n * @example\n * type LoadEvent = MapEvent<'load'>; // equivalent to { type: 'load', target: Map }\n *\n * type MoveEvent = MapEvent<'move'>; // equivalent to { type: 'move', target: Map, originalEvent?: MouseEvent | WheelEvent | TouchEvent }\n */\nexport type MapEventOf<Type extends MapEventType> = EventOf<MapEvents, Type, MapboxMap>;\n\nexport type MapEvent = MapEventOf<MapEventType>;\n","import {MapMouseEvent, MapTouchEvent, MapWheelEvent} from '../events';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Map} from '../map';\nimport type {Handler, HandlerResult} from '../handler';\n\nexport class MapEventHandler implements Handler {\n    _mousedownPos: Point | null | undefined;\n    _clickTolerance: number;\n    _map: Map;\n\n    constructor(map: Map, options: {\n        clickTolerance: number;\n    }) {\n        this._map = map;\n        this._clickTolerance = options.clickTolerance;\n    }\n\n    reset() {\n        this._mousedownPos = undefined;\n    }\n\n    wheel(e: WheelEvent): HandlerResult | null | undefined {\n        // If mapEvent.preventDefault() is called by the user, prevent handlers such as:\n        // - ScrollZoom\n        return this._firePreventable(new MapWheelEvent(this._map, e));\n    }\n\n    mousedown(e: MouseEvent, point: Point): HandlerResult | null | undefined {\n        this._mousedownPos = point;\n        // If mapEvent.preventDefault() is called by the user, prevent handlers such as:\n        // - MousePan\n        // - MouseRotate\n        // - MousePitch\n        // - DblclickHandler\n        return this._firePreventable(new MapMouseEvent(e.type as 'mousedown', this._map, e));\n    }\n\n    mouseup(e: MouseEvent) {\n        this._map.fire(new MapMouseEvent(e.type as 'mouseup', this._map, e));\n    }\n\n    preclick(e: MouseEvent) {\n        const synth = new MouseEvent('preclick', e);\n        this._map.fire(new MapMouseEvent(synth.type as 'preclick', this._map, synth));\n    }\n\n    click(e: MouseEvent, point: Point) {\n        if (this._mousedownPos && this._mousedownPos.dist(point) >= this._clickTolerance) return;\n        this.preclick(e);\n        this._map.fire(new MapMouseEvent(e.type as 'click', this._map, e));\n    }\n\n    dblclick(e: MouseEvent): HandlerResult | null | undefined {\n        // If mapEvent.preventDefault() is called by the user, prevent handlers such as:\n        // - DblClickZoom\n        return this._firePreventable(new MapMouseEvent(e.type as 'dblclick', this._map, e));\n    }\n\n    mouseover(e: MouseEvent) {\n        this._map.fire(new MapMouseEvent(e.type as 'mouseover', this._map, e));\n    }\n\n    mouseout(e: MouseEvent) {\n        this._map.fire(new MapMouseEvent(e.type as 'mouseout', this._map, e));\n    }\n\n    touchstart(e: TouchEvent): HandlerResult | null | undefined {\n        // If mapEvent.preventDefault() is called by the user, prevent handlers such as:\n        // - TouchPan\n        // - TouchZoom\n        // - TouchRotate\n        // - TouchPitch\n        // - TapZoom\n        // - SwipeZoom\n        return this._firePreventable(new MapTouchEvent(e.type as 'touchstart', this._map, e));\n    }\n\n    touchmove(e: TouchEvent) {\n        this._map.fire(new MapTouchEvent(e.type as 'touchstart', this._map, e));\n    }\n\n    touchend(e: TouchEvent) {\n        this._map.fire(new MapTouchEvent(e.type as 'touchend', this._map, e));\n    }\n\n    touchcancel(e: TouchEvent) {\n        this._map.fire(new MapTouchEvent(e.type as 'touchend', this._map, e));\n    }\n\n    _firePreventable(mapEvent: MapMouseEvent | MapTouchEvent | MapWheelEvent): HandlerResult | null | undefined {\n        this._map.fire(mapEvent);\n        if (mapEvent.defaultPrevented) {\n            // returning an object marks the handler as active and resets other handlers\n            return {};\n        }\n    }\n\n    isEnabled(): boolean {\n        return true;\n    }\n\n    isActive(): boolean {\n        return false;\n    }\n    enable() {}\n    disable() {}\n}\n\nexport class BlockableMapEventHandler {\n    _map: Map;\n    _delayContextMenu!: boolean;\n    _contextMenuEvent: MouseEvent | null | undefined;\n\n    constructor(map: Map) {\n        this._map = map;\n    }\n\n    reset() {\n        this._delayContextMenu = false;\n        this._contextMenuEvent = undefined;\n    }\n\n    mousemove(e: MouseEvent) {\n        // mousemove map events should not be fired when interaction handlers (pan, rotate, etc) are active\n        this._map.fire(new MapMouseEvent(e.type as 'mousemove', this._map, e));\n    }\n\n    mousedown() {\n        this._delayContextMenu = true;\n    }\n\n    mouseup() {\n        this._delayContextMenu = false;\n        if (this._contextMenuEvent) {\n            this._map.fire(new MapMouseEvent('contextmenu', this._map, this._contextMenuEvent));\n            delete this._contextMenuEvent;\n        }\n    }\n    contextmenu(e: MouseEvent) {\n        if (this._delayContextMenu) {\n            // Mac: contextmenu fired on mousedown; we save it until mouseup for consistency's sake\n            this._contextMenuEvent = e;\n        } else {\n            // Windows: contextmenu fired on mouseup, so fire event now\n            this._map.fire(new MapMouseEvent(e.type as 'contextmenu', this._map, e));\n        }\n\n        // prevent browser context menu when necessary\n        if (this._map.listens('contextmenu')) {\n            e.preventDefault();\n        }\n    }\n\n    isEnabled(): boolean {\n        return true;\n    }\n\n    isActive(): boolean {\n        return false;\n    }\n    enable() {}\n    disable() {}\n}\n","import * as DOM from '../../util/dom';\nimport {Event} from '../../util/evented';\n\nimport type {Map} from '../map';\nimport type Point from '@mapbox/point-geometry';\nimport type {Handler, HandlerResult} from '../handler';\n\n/**\n * The `BoxZoomHandler` allows the user to zoom the map to fit within a bounding box.\n * The bounding box is defined by clicking and holding `shift` while dragging the cursor.\n *\n * @see [Example: Toggle interactions](https://docs.mapbox.com/mapbox-gl-js/example/toggle-interaction-handlers/)\n * @see [Example: Highlight features within a bounding box](https://docs.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n */\nclass BoxZoomHandler implements Handler {\n    _map: Map;\n    _el: HTMLElement;\n    _container: HTMLElement;\n    _enabled!: boolean;\n    _active!: boolean;\n    _startPos: Point | null | undefined;\n    _lastPos: Point | null | undefined;\n    _box!: HTMLElement;\n    _clickTolerance: number;\n\n    /**\n     * @private\n     */\n    constructor(map: Map, options: {\n        clickTolerance: number;\n    }) {\n        this._map = map;\n        this._el = map.getCanvasContainer();\n        this._container = map.getContainer();\n        this._clickTolerance = options.clickTolerance || 1;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"box zoom\" interaction is enabled.\n     *\n     * @returns {boolean} Returns `true` if the \"box zoom\" interaction is enabled.\n     * @example\n     * const isBoxZoomEnabled = map.boxZoom.isEnabled();\n     */\n    isEnabled(): boolean {\n        return !!this._enabled;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"box zoom\" interaction is active (currently being used).\n     *\n     * @returns {boolean} Returns `true` if the \"box zoom\" interaction is active.\n     * @example\n     * const isBoxZoomActive = map.boxZoom.isActive();\n     */\n    isActive(): boolean {\n        return !!this._active;\n    }\n\n    /**\n     * Enables the \"box zoom\" interaction.\n     *\n     * @example\n     * map.boxZoom.enable();\n     */\n    enable() {\n        if (this.isEnabled()) return;\n        this._enabled = true;\n    }\n\n    /**\n     * Disables the \"box zoom\" interaction.\n     *\n     * @example\n     * map.boxZoom.disable();\n     */\n    disable() {\n        if (!this.isEnabled()) return;\n        this._enabled = false;\n    }\n\n    mousedown(e: MouseEvent, point: Point) {\n        if (!this.isEnabled()) return;\n        if (!(e.shiftKey && e.button === 0)) return;\n\n        DOM.disableDrag();\n        this._startPos = this._lastPos = point;\n        this._active = true;\n    }\n\n    mousemoveWindow(e: MouseEvent, point: Point) {\n        if (!this._active) return;\n\n        const pos = point;\n        const p0 = this._startPos;\n        const p1 = this._lastPos;\n\n        if (!p0 || !p1 || p1.equals(pos) || (!this._box && pos.dist(p0) < this._clickTolerance)) {\n            return;\n        }\n\n        this._lastPos = pos;\n\n        if (!this._box) {\n            this._box = DOM.create('div', 'mapboxgl-boxzoom', this._container);\n            this._container.classList.add('mapboxgl-crosshair');\n            this._fireEvent('boxzoomstart', e);\n        }\n\n        const minX = Math.min(p0.x, pos.x),\n            maxX = Math.max(p0.x, pos.x),\n            minY = Math.min(p0.y, pos.y),\n            maxY = Math.max(p0.y, pos.y);\n\n        this._map._requestDomTask(() => {\n            if (this._box) {\n                this._box.style.transform = `translate(${minX}px,${minY}px)`;\n                this._box.style.width = `${maxX - minX}px`;\n                this._box.style.height = `${maxY - minY}px`;\n            }\n        });\n    }\n\n    mouseupWindow(e: MouseEvent, point: Point): HandlerResult | null | undefined {\n        if (!this._active) return;\n\n        const p0 = this._startPos,\n            p1 = point;\n\n        if (!p0 || e.button !== 0) return;\n\n        this.reset();\n\n        DOM.suppressClick();\n\n        if (p0.x === p1.x && p0.y === p1.y) {\n            this._fireEvent('boxzoomcancel', e);\n        } else {\n            this._map.fire(new Event('boxzoomend', {originalEvent: e}));\n            return {\n                cameraAnimation: (map: Map) => map.fitScreenCoordinates(p0, p1, this._map.getBearing(), {linear: false})\n            };\n        }\n    }\n\n    keydown(e: KeyboardEvent) {\n        if (!this._active) return;\n\n        if (e.keyCode === 27) {\n            this.reset();\n            this._fireEvent('boxzoomcancel', e);\n        }\n    }\n\n    blur() {\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n\n        this._container.classList.remove('mapboxgl-crosshair');\n\n        if (this._box) {\n            this._box.remove();\n            this._box = null;\n        }\n\n        DOM.enableDrag();\n\n        delete this._startPos;\n        delete this._lastPos;\n    }\n\n    _fireEvent(type: 'boxzoomstart' | 'boxzoomcancel', e: MouseEvent | KeyboardEvent): Map {\n        return this._map.fire(new Event(type, {originalEvent: e}));\n    }\n}\n\nexport default BoxZoomHandler;\n","import assert from '../../style-spec/util/assert';\n\nimport type Point from '@mapbox/point-geometry';\n\n/**\n * @private\n */\nexport function indexTouches(touches: Array<Touch>, points: Array<Point>): Partial<Record<number | string, Point>> {\n    assert(touches.length === points.length);\n    const obj: Record<string, Point> = {};\n    for (let i = 0; i < touches.length; i++) {\n        obj[touches[i]!.identifier] = points[i]!;\n    }\n    return obj;\n}\n","import Point from '@mapbox/point-geometry';\nimport {indexTouches} from './handler_util';\n\nfunction getCentroid(points: Array<Point>) {\n    const sum = new Point(0, 0);\n    for (const point of points) {\n        sum._add(point);\n    }\n    return sum.div(points.length);\n}\n\nexport const MAX_TAP_INTERVAL = 500;\nconst MAX_TOUCH_TIME = 500;\nconst MAX_DIST = 30;\n\nexport class SingleTapRecognizer {\n\n    numTouches: number;\n    centroid: Point | null | undefined;\n    startTime!: number;\n    aborted!: boolean;\n    touches!: Partial<Record<number | string, Point>>;\n\n    constructor(options: {\n        numTouches: number;\n    }) {\n        this.reset();\n        this.numTouches = options.numTouches;\n    }\n\n    reset() {\n        this.centroid = undefined;\n        this.startTime = 0;\n        this.touches = {};\n        this.aborted = false;\n    }\n\n    touchstart(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n\n        if (this.centroid || mapTouches.length > this.numTouches) {\n            this.aborted = true;\n        }\n        if (this.aborted) {\n            return;\n        }\n\n        if (this.startTime === 0) {\n            this.startTime = e.timeStamp;\n        }\n\n        if (mapTouches.length === this.numTouches) {\n            this.centroid = getCentroid(points);\n            this.touches = indexTouches(mapTouches, points);\n        }\n    }\n\n    touchmove(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        if (this.aborted || !this.centroid) return;\n\n        const newTouches = indexTouches(mapTouches, points);\n        for (const id in this.touches) {\n            const prevPos = this.touches[id]!;\n            const pos = newTouches[id];\n            if (!pos || pos.dist(prevPos) > MAX_DIST) {\n                this.aborted = true;\n            }\n        }\n    }\n\n    touchend(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): Point | null | undefined {\n        if (!this.centroid || e.timeStamp - this.startTime > MAX_TOUCH_TIME) {\n            this.aborted = true;\n        }\n\n        if (mapTouches.length === 0) {\n            const centroid = !this.aborted && this.centroid;\n            this.reset();\n            if (centroid) return centroid;\n        }\n    }\n\n}\n\nexport class TapRecognizer {\n\n    singleTap: SingleTapRecognizer;\n    numTaps: number;\n    lastTime!: number;\n    lastTap: Point | null | undefined;\n    count!: number;\n\n    constructor(options: {\n        numTaps: number;\n        numTouches: number;\n    }) {\n        this.singleTap = new SingleTapRecognizer(options);\n        this.numTaps = options.numTaps;\n        this.reset();\n    }\n\n    reset() {\n        this.lastTime = Infinity;\n        this.lastTap = undefined;\n        this.count = 0;\n        this.singleTap.reset();\n    }\n\n    touchstart(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        this.singleTap.touchstart(e, points, mapTouches);\n    }\n\n    touchmove(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        this.singleTap.touchmove(e, points, mapTouches);\n    }\n\n    touchend(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): Point | null | undefined {\n        const tap = this.singleTap.touchend(e, points, mapTouches);\n        if (tap) {\n            const soonEnough = e.timeStamp - this.lastTime < MAX_TAP_INTERVAL;\n            const closeEnough = !this.lastTap || this.lastTap.dist(tap) < MAX_DIST;\n\n            if (!soonEnough || !closeEnough) {\n                this.reset();\n            }\n\n            this.count++;\n            this.lastTime = e.timeStamp;\n            this.lastTap = tap;\n\n            if (this.count === this.numTaps) {\n                this.reset();\n                return tap;\n            }\n        }\n    }\n}\n","import {TapRecognizer} from './tap_recognizer';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Map} from '../map';\nimport type {Handler, HandlerResult} from '../handler';\n\nexport default class TapZoomHandler implements Handler {\n    _enabled!: boolean;\n    _active!: boolean;\n    _zoomIn: TapRecognizer;\n    _zoomOut: TapRecognizer;\n\n    constructor() {\n        this._zoomIn = new TapRecognizer({\n            numTouches: 1,\n            numTaps: 2\n        });\n\n        this._zoomOut = new TapRecognizer({\n            numTouches: 2,\n            numTaps: 1\n        });\n\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n        this._zoomIn.reset();\n        this._zoomOut.reset();\n    }\n\n    touchstart(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        this._zoomIn.touchstart(e, points, mapTouches);\n        this._zoomOut.touchstart(e, points, mapTouches);\n    }\n\n    touchmove(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        this._zoomIn.touchmove(e, points, mapTouches);\n        this._zoomOut.touchmove(e, points, mapTouches);\n    }\n\n    touchend(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): HandlerResult | null | undefined {\n        const zoomInPoint = this._zoomIn.touchend(e, points, mapTouches);\n        const zoomOutPoint = this._zoomOut.touchend(e, points, mapTouches);\n\n        if (zoomInPoint) {\n            this._active = true;\n            e.preventDefault();\n            setTimeout(() => this.reset(), 0);\n            return {\n                cameraAnimation: (map: Map) => map.easeTo({\n                    duration: 300,\n                    zoom: map.getZoom() + 1,\n                    around: map.unproject(zoomInPoint)\n                }, {originalEvent: e})\n            };\n        } else if (zoomOutPoint) {\n            this._active = true;\n            e.preventDefault();\n            setTimeout(() => this.reset(), 0);\n            return {\n                cameraAnimation: (map: Map) => map.easeTo({\n                    duration: 300,\n                    zoom: map.getZoom() - 1,\n                    around: map.unproject(zoomOutPoint)\n                }, {originalEvent: e})\n            };\n        }\n    }\n\n    touchcancel() {\n        this.reset();\n    }\n\n    enable() {\n        this._enabled = true;\n    }\n\n    disable() {\n        this._enabled = false;\n        this.reset();\n    }\n\n    isEnabled(): boolean {\n        return this._enabled;\n    }\n\n    isActive(): boolean {\n        return this._active;\n    }\n}\n","import * as DOM from '../../util/dom';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Handler, HandlerResult} from '../handler';\nimport type {PitchRotateKey} from '../handler_manager';\n\nconst LEFT_BUTTON = 0;\nconst RIGHT_BUTTON = 2;\n\n// the values for each button in MouseEvent.buttons\nconst BUTTONS_FLAGS = {\n    [LEFT_BUTTON]: 1,\n    [RIGHT_BUTTON]: 2\n};\n\n// Map from [KeyboardEvent.key](https://developer.mozilla.org/docs/Web/API/KeyboardEvent/key) values\n// to [MouseEvent](https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent) instance properties\nconst MODIFIER_KEYS = {\n    'Control': 'ctrlKey',\n    'Alt': 'altKey',\n    'Shift': 'shiftKey',\n    'Meta': 'metaKey'\n} as const;\n\nfunction buttonStillPressed(e: MouseEvent, button: number) {\n    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n    const flag = BUTTONS_FLAGS[button];\n    return e.buttons === undefined || (e.buttons & flag) !== flag;\n}\n\nclass MouseHandler implements Handler {\n    _enabled!: boolean;\n    _active!: boolean;\n    _lastPoint: Point | null | undefined;\n    _eventButton: number | null | undefined;\n    _moved!: boolean;\n    _clickTolerance: number;\n\n    constructor(options: {clickTolerance: number}) {\n        this.reset();\n        this._clickTolerance = options.clickTolerance || 1;\n    }\n\n    blur() {\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n        this._moved = false;\n        this._lastPoint = undefined;\n        this._eventButton = undefined;\n    }\n\n    _correctButton(e: MouseEvent, button: number): boolean {\n        return false; // implemented by child\n    }\n\n    _move(lastPoint: Point, point: Point): HandlerResult | null | undefined {\n        return {}; // implemented by child\n    }\n\n    mousedown(e: MouseEvent, point: Point) {\n        if (this._lastPoint) return;\n\n        const eventButton = DOM.mouseButton(e);\n        if (!this._correctButton(e, eventButton)) return;\n\n        this._lastPoint = point;\n        this._eventButton = eventButton;\n    }\n\n    mousemoveWindow(e: MouseEvent, point: Point): HandlerResult | null | undefined {\n        const lastPoint = this._lastPoint;\n        if (!lastPoint) return;\n        e.preventDefault();\n\n        if (this._eventButton != null && buttonStillPressed(e, this._eventButton)) {\n            // Some browsers don't fire a `mouseup` when the mouseup occurs outside\n            // the window or iframe:\n            // https://github.com/mapbox/mapbox-gl-js/issues/4622\n            //\n            // If the button is no longer pressed during this `mousemove` it may have\n            // been released outside of the window or iframe.\n            this.reset();\n            return;\n        }\n\n        if (!this._moved && point.dist(lastPoint) < this._clickTolerance) return;\n        this._moved = true;\n        this._lastPoint = point;\n\n        // implemented by child class\n        return this._move(lastPoint, point);\n    }\n\n    mouseupWindow(e: MouseEvent) {\n        if (!this._lastPoint) return;\n        const eventButton = DOM.mouseButton(e);\n        if (eventButton !== this._eventButton) return;\n        if (this._moved) DOM.suppressClick();\n        this.reset();\n    }\n\n    enable() {\n        this._enabled = true;\n    }\n\n    disable() {\n        this._enabled = false;\n        this.reset();\n    }\n\n    isEnabled(): boolean {\n        return this._enabled;\n    }\n\n    isActive(): boolean {\n        return this._active;\n    }\n}\n\nexport class MousePanHandler extends MouseHandler {\n    override mousedown(e: MouseEvent, point: Point) {\n        super.mousedown(e, point);\n        if (this._lastPoint) this._active = true;\n    }\n\n    override _correctButton(e: MouseEvent, button: number): boolean {\n        return button === LEFT_BUTTON && !e.ctrlKey;\n    }\n\n    override _move(lastPoint: Point, point: Point): HandlerResult | null | undefined {\n        return {\n            around: point,\n            panDelta: point.sub(lastPoint)\n        };\n    }\n}\n\nexport class MouseRotateHandler extends MouseHandler {\n    _pitchRotateKey?: 'ctrlKey' | 'altKey' | 'shiftKey' | 'metaKey';\n\n    constructor(options: {clickTolerance: number; pitchRotateKey?: PitchRotateKey}) {\n        super(options);\n        this._pitchRotateKey = options.pitchRotateKey ?\n            MODIFIER_KEYS[options.pitchRotateKey] :\n            undefined;\n    }\n\n    override _correctButton(e: MouseEvent, button: number): boolean {\n        return this._pitchRotateKey ?\n            (button === LEFT_BUTTON && e[this._pitchRotateKey]) :\n            (button === LEFT_BUTTON && e.ctrlKey) || (button === RIGHT_BUTTON);\n    }\n\n    override _move(lastPoint: Point, point: Point): HandlerResult | null | undefined {\n        const degreesPerPixelMoved = 0.8;\n        const bearingDelta = (point.x - lastPoint.x) * degreesPerPixelMoved;\n        if (bearingDelta) {\n            this._active = true;\n            return {bearingDelta};\n        }\n    }\n\n    contextmenu(e: MouseEvent) {\n        // if pitch rotation is overridden, don't prevent context menu\n        if (this._pitchRotateKey) return;\n\n        // prevent browser context menu when necessary; we don't allow it with rotation\n        // because we can't discern rotation gesture start from contextmenu on Mac\n        e.preventDefault();\n    }\n}\n\nexport class MousePitchHandler extends MouseHandler {\n    _pitchRotateKey?: 'ctrlKey' | 'altKey' | 'shiftKey' | 'metaKey';\n\n    constructor(options: {clickTolerance: number; pitchRotateKey?: PitchRotateKey}) {\n        super(options);\n        this._pitchRotateKey = options.pitchRotateKey ?\n            MODIFIER_KEYS[options.pitchRotateKey] :\n            undefined;\n    }\n\n    override _correctButton(e: MouseEvent, button: number): boolean {\n        return this._pitchRotateKey ?\n            (button === LEFT_BUTTON && e[this._pitchRotateKey]) :\n            (button === LEFT_BUTTON && e.ctrlKey) || (button === RIGHT_BUTTON);\n    }\n\n    override _move(lastPoint: Point, point: Point): HandlerResult | null | undefined {\n        const degreesPerPixelMoved = -0.5;\n        const pitchDelta = (point.y - lastPoint.y) * degreesPerPixelMoved;\n        if (pitchDelta) {\n            this._active = true;\n            return {pitchDelta};\n        }\n    }\n\n    contextmenu(e: MouseEvent) {\n        // if pitch rotation is overridden, don't prevent context menu\n        if (this._pitchRotateKey) return;\n\n        // prevent browser context menu when necessary; we don't allow it with rotation\n        // because we can't discern rotation gesture start from contextmenu on Mac\n        e.preventDefault();\n    }\n}\n","import Point from '@mapbox/point-geometry';\nimport {indexTouches} from './handler_util';\nimport {bindAll, isFullscreen} from '../../util/util';\nimport * as DOM from '../../util/dom';\n\nimport type {Map} from '../map';\nimport type {Handler, HandlerResult} from '../handler';\n\nexport default class TouchPanHandler implements Handler {\n    _map: Map;\n    _el: HTMLElement;\n    _enabled!: boolean;\n    _active!: boolean;\n    _touches!: Partial<Record<string | number, Point>>;\n    _minTouches: number;\n    _clickTolerance: number;\n    _sum!: Point;\n    _alertContainer!: HTMLElement;\n    _alertTimer!: number;\n\n    constructor(map: Map, options: {\n        clickTolerance: number;\n    }) {\n        this._map = map;\n        this._el = map.getCanvasContainer();\n        this._minTouches = 1;\n        this._clickTolerance = options.clickTolerance || 1;\n        this.reset();\n        bindAll(['_addTouchPanBlocker', '_showTouchPanBlockerAlert'], this);\n    }\n\n    reset() {\n        this._active = false;\n        this._touches = {};\n        this._sum = new Point(0, 0);\n    }\n\n    touchstart(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): HandlerResult | null | undefined {\n        return this._calculateTransform(e, points, mapTouches);\n    }\n\n    touchmove(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): HandlerResult | null | undefined {\n        if (!this._active || mapTouches.length < this._minTouches) return;\n\n        // if cooperative gesture handling is set to true, require two fingers to touch pan\n        if (this._map._cooperativeGestures && !this._map.isMoving()) {\n            if (mapTouches.length === 1 && !isFullscreen()) {\n                this._showTouchPanBlockerAlert();\n                return;\n            } else if (this._alertContainer.style.visibility !== 'hidden') {\n                // immediately hide alert if it is visible when two fingers are used to pan.\n                this._alertContainer.style.visibility = 'hidden';\n                clearTimeout(this._alertTimer);\n            }\n        }\n\n        if (e.cancelable) {\n            e.preventDefault();\n        }\n\n        return this._calculateTransform(e, points, mapTouches);\n    }\n\n    touchend(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        this._calculateTransform(e, points, mapTouches);\n\n        if (this._active && mapTouches.length < this._minTouches) {\n            this.reset();\n        }\n    }\n\n    touchcancel() {\n        this.reset();\n    }\n\n    _calculateTransform(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): HandlerResult | null | undefined {\n        if (mapTouches.length > 0) this._active = true;\n\n        const touches = indexTouches(mapTouches, points);\n\n        const touchPointSum = new Point(0, 0);\n        const touchDeltaSum = new Point(0, 0);\n        let touchDeltaCount = 0;\n\n        for (const identifier in touches) {\n            const point = touches[identifier];\n            const prevPoint = this._touches[identifier];\n            if (prevPoint) {\n                touchPointSum._add(point);\n                touchDeltaSum._add(point.sub(prevPoint));\n                touchDeltaCount++;\n                touches[identifier] = point;\n            }\n        }\n\n        this._touches = touches;\n\n        if (touchDeltaCount < this._minTouches || !touchDeltaSum.mag()) return;\n\n        const panDelta = touchDeltaSum.div(touchDeltaCount);\n        this._sum._add(panDelta);\n        if (this._sum.mag() < this._clickTolerance) return;\n\n        const around = touchPointSum.div(touchDeltaCount);\n\n        return {\n            around,\n            panDelta\n        };\n    }\n\n    enable() {\n        this._enabled = true;\n        if (this._map._cooperativeGestures) {\n            this._addTouchPanBlocker();\n            // override touch-action css property to enable scrolling page over map\n            this._el.classList.add('mapboxgl-touch-pan-blocker-override', 'mapboxgl-scrollable-page');\n        }\n    }\n\n    disable() {\n        this._enabled = false;\n        if (this._map._cooperativeGestures) {\n            clearTimeout(this._alertTimer);\n            this._alertContainer.remove();\n            this._el.classList.remove('mapboxgl-touch-pan-blocker-override', 'mapboxgl-scrollable-page');\n        }\n        this.reset();\n    }\n\n    isEnabled(): boolean {\n        return !!this._enabled;\n    }\n\n    isActive(): boolean {\n        return !!this._active;\n    }\n\n    _addTouchPanBlocker() {\n        if (this._map && !this._alertContainer) {\n            this._alertContainer = DOM.create('div', 'mapboxgl-touch-pan-blocker', this._map._container);\n\n            this._alertContainer.textContent = this._map._getUIString('TouchPanBlocker.Message');\n\n            // dynamically set the font size of the touch pan blocker alert message\n            this._alertContainer.style.fontSize = `${Math.max(10, Math.min(24, Math.floor(this._el.clientWidth * 0.05)))}px`;\n        }\n    }\n\n    _showTouchPanBlockerAlert() {\n        this._alertContainer.style.visibility = 'visible';\n        this._alertContainer.classList.add('mapboxgl-touch-pan-blocker-show');\n        this._alertContainer.setAttribute(\"role\", \"alert\");\n\n        clearTimeout(this._alertTimer);\n\n        this._alertTimer = window.setTimeout(() => {\n            this._alertContainer.classList.remove('mapboxgl-touch-pan-blocker-show');\n            this._alertContainer.removeAttribute(\"role\");\n        }, 500);\n    }\n\n}\n","import * as DOM from '../../util/dom';\nimport {isFullscreen} from '../../util/util';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Map} from '../map';\nimport type {Handler, HandlerResult} from '../handler';\n\nexport type TouchPitchHandlerOptions = {\n    around?: 'center';\n};\n\nclass TwoTouchHandler implements Handler {\n    _enabled!: boolean;\n    _active!: boolean;\n    _firstTwoTouches?: [number, number];\n    _vector?: Point;\n    _startVector?: Point;\n    _aroundCenter!: boolean;\n\n    constructor() {\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n        this._firstTwoTouches = undefined;\n    }\n\n    _start(points: [Point, Point]) {}\n    _move(points: [Point, Point], pinchAround: Point | null | undefined, e: TouchEvent): HandlerResult | null | undefined { return {}; }\n\n    touchstart(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        if (this._firstTwoTouches || mapTouches.length < 2) return;\n\n        this._firstTwoTouches = [\n            mapTouches[0].identifier,\n            mapTouches[1].identifier\n        ];\n\n        // implemented by child classes\n        this._start([points[0], points[1]]);\n    }\n\n    touchmove(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): HandlerResult | null | undefined {\n        const firstTouches = this._firstTwoTouches;\n        if (!firstTouches) return;\n\n        e.preventDefault();\n\n        const [idA, idB] = firstTouches;\n        const a = getTouchById(mapTouches, points, idA);\n        const b = getTouchById(mapTouches, points, idB);\n        if (!a || !b) return;\n        const pinchAround = this._aroundCenter ? null : a.add(b).div(2);\n\n        // implemented by child classes\n        return this._move([a, b], pinchAround, e);\n\n    }\n\n    touchend(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        if (!this._firstTwoTouches) return;\n\n        const [idA, idB] = this._firstTwoTouches;\n        const a = getTouchById(mapTouches, points, idA);\n        const b = getTouchById(mapTouches, points, idB);\n        if (a && b) return;\n\n        if (this._active) DOM.suppressClick();\n\n        this.reset();\n    }\n\n    touchcancel() {\n        this.reset();\n    }\n\n    enable(options?: TouchPitchHandlerOptions) {\n        this._enabled = true;\n        this._aroundCenter = !!options && options.around === 'center';\n    }\n\n    disable() {\n        this._enabled = false;\n        this.reset();\n    }\n\n    isEnabled(): boolean {\n        return this._enabled;\n    }\n\n    isActive(): boolean {\n        return this._active;\n    }\n}\n\nfunction getTouchById(mapTouches: Array<Touch>, points: Array<Point>, identifier: number) {\n    for (let i = 0; i < mapTouches.length; i++) {\n        if (mapTouches[i].identifier === identifier) return points[i];\n    }\n}\n\n/* ZOOM */\n\nconst ZOOM_THRESHOLD = 0.1;\n\nfunction getZoomDelta(distance: number, lastDistance: number) {\n    return Math.log2(distance / lastDistance);\n}\n\nexport class TouchZoomHandler extends TwoTouchHandler {\n\n    _distance!: number;\n    _startDistance!: number;\n\n    override reset() {\n        super.reset();\n        this._distance = 0;\n        this._startDistance = 0;\n    }\n\n    override _start(points: [Point, Point]) {\n        this._startDistance = this._distance = points[0].dist(points[1]);\n    }\n\n    override _move(points: [Point, Point], pinchAround?: Point | null): HandlerResult | null | undefined {\n        const lastDistance = this._distance;\n        this._distance = points[0].dist(points[1]);\n        if (!this._active && Math.abs(getZoomDelta(this._distance, this._startDistance)) < ZOOM_THRESHOLD) return;\n        this._active = true;\n        return {\n            zoomDelta: getZoomDelta(this._distance, lastDistance),\n            pinchAround\n        };\n    }\n}\n\n/* ROTATE */\n\nconst ROTATION_THRESHOLD = 25; // pixels along circumference of touch circle\n\nfunction getBearingDelta(a: Point, b: Point) {\n    return a.angleWith(b) * 180 / Math.PI;\n}\n\nexport class TouchRotateHandler extends TwoTouchHandler {\n    _minDiameter!: number;\n\n    override reset() {\n        super.reset();\n        this._minDiameter = 0;\n        this._startVector = undefined;\n        this._vector = undefined;\n    }\n\n    override _start(points: [Point, Point]) {\n        this._startVector = this._vector = points[0].sub(points[1]);\n        this._minDiameter = points[0].dist(points[1]);\n    }\n\n    override _move(points: [Point, Point], pinchAround?: Point | null): HandlerResult | null | undefined {\n        const lastVector = this._vector;\n        this._vector = points[0].sub(points[1]);\n\n        if (!lastVector || (!this._active && this._isBelowThreshold(this._vector))) return;\n        this._active = true;\n\n        return {\n            bearingDelta: getBearingDelta(this._vector, lastVector),\n            pinchAround\n        };\n    }\n\n    _isBelowThreshold(vector: Point): boolean {\n        /*\n         * The threshold before a rotation actually happens is configured in\n         * pixels alongth circumference of the circle formed by the two fingers.\n         * This makes the threshold in degrees larger when the fingers are close\n         * together and smaller when the fingers are far apart.\n         *\n         * Use the smallest diameter from the whole gesture to reduce sensitivity\n         * when pinching in and out.\n         */\n\n        this._minDiameter = Math.min(this._minDiameter, vector.mag());\n        const circumference = Math.PI * this._minDiameter;\n        const threshold = ROTATION_THRESHOLD / circumference * 360;\n\n        const startVector = this._startVector;\n        if (!startVector) return false;\n\n        const bearingDeltaSinceStart = getBearingDelta(vector, startVector);\n        return Math.abs(bearingDeltaSinceStart) < threshold;\n    }\n}\n\n/* PITCH */\n\nfunction isVertical(vector: Point) {\n    return Math.abs(vector.y) > Math.abs(vector.x);\n}\n\nconst ALLOWED_SINGLE_TOUCH_TIME = 100;\n\n/**\n * The `TouchPitchHandler` allows the user to pitch the map by dragging up and down with two fingers.\n *\n * @see [Example: Set pitch and bearing](https://docs.mapbox.com/mapbox-gl-js/example/set-perspective/)\n */\nexport class TouchPitchHandler extends TwoTouchHandler {\n\n    _valid: boolean | undefined;\n    _firstMove?: number;\n    _lastPoints?: [Point, Point];\n    _map: Map;\n\n    constructor(map: Map) {\n        super();\n        this._map = map;\n    }\n\n    override reset() {\n        super.reset();\n        this._valid = undefined;\n        this._firstMove = undefined;\n        this._lastPoints = undefined;\n    }\n\n    override _start(points: [Point, Point]) {\n        this._lastPoints = points;\n        if (isVertical(points[0].sub(points[1]))) {\n            // fingers are more horizontal than vertical\n            this._valid = false;\n        }\n\n    }\n\n    override _move(points: [Point, Point], center: Point | null | undefined, e: TouchEvent): HandlerResult | null | undefined {\n        const lastPoints = this._lastPoints;\n        if (!lastPoints) return;\n        const vectorA = points[0].sub(lastPoints[0]);\n        const vectorB = points[1].sub(lastPoints[1]);\n\n        if (this._map._cooperativeGestures && !isFullscreen() && e.touches.length < 3) return;\n\n        this._valid = this.gestureBeginsVertically(vectorA, vectorB, e.timeStamp);\n\n        if (!this._valid) return;\n\n        this._lastPoints = points;\n        this._active = true;\n        const yDeltaAverage = (vectorA.y + vectorB.y) / 2;\n        const degreesPerPixelMoved = -0.5;\n        return {\n            pitchDelta: yDeltaAverage * degreesPerPixelMoved\n        };\n    }\n\n    gestureBeginsVertically(vectorA: Point, vectorB: Point, timeStamp: number): undefined | boolean {\n        if (this._valid !== undefined) return this._valid;\n\n        const threshold = 2;\n        const movedA = vectorA.mag() >= threshold;\n        const movedB = vectorB.mag() >= threshold;\n\n        // neither finger has moved a meaningful amount, wait\n        if (!movedA && !movedB) return;\n\n        // One finger has moved and the other has not.\n        // If enough time has passed, decide it is not a pitch.\n        if (!movedA || !movedB) {\n            this._firstMove ??= timeStamp;\n\n            if (timeStamp - this._firstMove < ALLOWED_SINGLE_TOUCH_TIME) {\n                // still waiting for a movement from the second finger\n                return undefined;\n            } else {\n                return false;\n            }\n        }\n\n        const isSameDirection = vectorA.y > 0 === vectorB.y > 0;\n        return isVertical(vectorA) && isVertical(vectorB) && isSameDirection;\n    }\n}\n","import type {Map} from '../map';\nimport type {Handler, HandlerResult} from '../handler';\n\nconst defaultOptions = {\n    panStep: 100,\n    bearingStep: 15,\n    pitchStep: 10\n};\n\n/**\n * The `KeyboardHandler` allows the user to zoom, rotate, and pan the map using\n * the following keyboard shortcuts:\n *\n * - `=` / `+`: Increase the zoom level by 1.\n * - `Shift-=` / `Shift-+`: Increase the zoom level by 2.\n * - `-`: Decrease the zoom level by 1.\n * - `Shift--`: Decrease the zoom level by 2.\n * - Arrow keys: Pan by 100 pixels.\n * - `Shift+⇢`: Increase the rotation by 15 degrees.\n * - `Shift+⇠`: Decrease the rotation by 15 degrees.\n * - `Shift+⇡`: Increase the pitch by 10 degrees.\n * - `Shift+⇣`: Decrease the pitch by 10 degrees.\n *\n * @see [Example: Toggle interactions](https://docs.mapbox.com/mapbox-gl-js/example/toggle-interaction-handlers/)\n * @see [Example: Navigate the map with game-like controls](https://docs.mapbox.com/mapbox-gl-js/example/game-controls/)\n * @see [Example: Display map navigation controls](https://docs.mapbox.com/mapbox-gl-js/example/navigation/)\n */\nclass KeyboardHandler implements Handler {\n    _enabled!: boolean;\n    _active!: boolean;\n    _panStep: number;\n    _bearingStep: number;\n    _pitchStep: number;\n    _bearingDisabled: boolean;\n    _pitchDisabled: boolean;\n    _panDisabled: boolean;\n    _zoomDisabled: boolean;\n\n    /**\n    * @private\n    */\n    constructor() {\n        const stepOptions = defaultOptions;\n        this._panStep = stepOptions.panStep;\n        this._bearingStep = stepOptions.bearingStep;\n        this._pitchStep = stepOptions.pitchStep;\n        this._bearingDisabled = false;\n        this._pitchDisabled = false;\n        this._panDisabled = false;\n        this._zoomDisabled = false;\n    }\n\n    blur() {\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n    }\n\n    keydown(e: KeyboardEvent): HandlerResult | null | undefined {\n        if (e.altKey || e.ctrlKey || e.metaKey) return;\n        if (!this.isEnabled()) return;\n\n        let zoomDir = 0;\n        let bearingDir = 0;\n        let pitchDir = 0;\n        let xDir = 0;\n        let yDir = 0;\n\n        switch (e.keyCode) {\n        case 61:\n        case 107:\n        case 171:\n        case 187:\n            zoomDir = 1;\n            break;\n\n        case 189:\n        case 109:\n        case 173:\n            zoomDir = -1;\n            break;\n\n        case 37:\n            if (e.shiftKey) {\n                bearingDir = -1;\n            } else {\n                e.preventDefault();\n                xDir = -1;\n            }\n            break;\n\n        case 39:\n            if (e.shiftKey) {\n                bearingDir = 1;\n            } else {\n                e.preventDefault();\n                xDir = 1;\n            }\n            break;\n\n        case 38:\n            if (e.shiftKey) {\n                pitchDir = 1;\n            } else {\n                e.preventDefault();\n                yDir = -1;\n            }\n            break;\n\n        case 40:\n            if (e.shiftKey) {\n                pitchDir = -1;\n            } else {\n                e.preventDefault();\n                yDir = 1;\n            }\n            break;\n\n        default:\n            return;\n        }\n\n        if (this._bearingDisabled) {\n            bearingDir = 0;\n        }\n\n        if (this._pitchDisabled) {\n            pitchDir = 0;\n        }\n\n        if (this._panDisabled) {\n            xDir = 0;\n            yDir = 0;\n        }\n\n        if (this._zoomDisabled) {\n            zoomDir = 0;\n        }\n\n        return {\n            cameraAnimation: (map: Map) => {\n                const zoom = map.getZoom();\n\n                map.easeTo({\n                    duration: 300,\n                    easeId: 'keyboardHandler',\n                    easing: easeOut,\n                    zoom: zoomDir ? Math.round(zoom) + zoomDir * (e.shiftKey ? 2 : 1) : zoom,\n                    bearing: map.getBearing() + bearingDir * this._bearingStep,\n                    pitch: map.getPitch() + pitchDir * this._pitchStep,\n                    offset: [-xDir * this._panStep, -yDir * this._panStep],\n                    center: map.getCenter()\n                }, {originalEvent: e});\n            }\n        };\n    }\n\n    /**\n     * Enables the \"keyboard rotate and zoom\" interaction.\n     *\n     * @example\n     * map.keyboard.enable();\n     */\n    enable() {\n        this._enabled = true;\n    }\n\n    /**\n     * Disables the \"keyboard rotate and zoom\" interaction.\n     *\n     * @example\n     * map.keyboard.disable();\n     */\n    disable() {\n        this._enabled = false;\n        this.reset();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"keyboard rotate and zoom\"\n     * interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"keyboard rotate and zoom\"\n     * interaction is enabled.\n     * @example\n     * const isKeyboardEnabled = map.keyboard.isEnabled();\n     */\n    isEnabled(): boolean {\n        return this._enabled && !(this._bearingDisabled && this._pitchDisabled && this._panDisabled && this._zoomDisabled);\n    }\n\n    /**\n     * Returns true if the handler is enabled and has detected the start of a\n     * zoom/rotate gesture.\n     *\n     * @returns {boolean} `true` if the handler is enabled and has detected the\n     * start of a zoom/rotate gesture.\n     * @example\n     * const isKeyboardActive = map.keyboard.isActive();\n     */\n    isActive(): boolean {\n        return this._active;\n    }\n\n    /**\n     * Disables the \"keyboard pitch/rotate\" interaction, leaving the\n     * \"keyboard zoom\" interaction enabled.\n     *\n     * @example\n     * map.keyboard.disableRotation();\n     */\n    disableRotation() {\n        this._pitchDisabled = true;\n        this._bearingDisabled = true;\n    }\n\n    /**\n     * Enables the \"keyboard pitch/rotate\" interaction.\n     *\n     * @example\n     * map.keyboard.enable();\n     * map.keyboard.enableRotation();\n     */\n    enableRotation() {\n        this._pitchDisabled = false;\n        this._bearingDisabled = false;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"keyboard pitch/rotate\"\n     * interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"keyboard pitch/rotate\"\n     * interaction is enabled.\n     * @example\n     * const isRotationEnabled = map.keyboard.isRotationEnabled();\n     */\n    isRotationEnabled(): boolean {\n        return !this._pitchDisabled && !this._bearingDisabled;\n    }\n\n    /**\n     * Disables the \"keyboard pan\" interaction (arrow keys), leaving the\n     * \"keyboard zoom\" and \"keyboard rotate/pitch\" interactions enabled.\n     *\n     * @example\n     * map.keyboard.disablePan();\n     */\n    disablePan() {\n        this._panDisabled = true;\n    }\n\n    /**\n     * Enables the \"keyboard pan\" interaction (arrow keys).\n     *\n     * @example\n     * map.keyboard.enable();\n     * map.keyboard.enablePan();\n     */\n    enablePan() {\n        this._panDisabled = false;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"keyboard pan\" interaction is\n     * enabled.\n     *\n     * @returns {boolean} `true` if the \"keyboard pan\" interaction is enabled.\n     * @example\n     * const isPanEnabled = map.keyboard.isPanEnabled();\n     */\n    isPanEnabled(): boolean {\n        return !this._panDisabled;\n    }\n\n    /**\n     * Disables the \"keyboard zoom\" interaction (plus/minus keys), leaving the\n     * \"keyboard pan\" and \"keyboard rotate/pitch\" interactions enabled.\n     *\n     * @example\n     * map.keyboard.disableZoom();\n     */\n    disableZoom() {\n        this._zoomDisabled = true;\n    }\n\n    /**\n     * Enables the \"keyboard zoom\" interaction (plus/minus keys).\n     *\n     * @example\n     * map.keyboard.enable();\n     * map.keyboard.enableZoom();\n     */\n    enableZoom() {\n        this._zoomDisabled = false;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"keyboard zoom\" interaction is\n     * enabled.\n     *\n     * @returns {boolean} `true` if the \"keyboard zoom\" interaction is enabled.\n     * @example\n     * const isZoomEnabled = map.keyboard.isZoomEnabled();\n     */\n    isZoomEnabled(): boolean {\n        return !this._zoomDisabled;\n    }\n\n    /**\n     * Disables the \"keyboard pitch\" interaction (Shift+Up/Down), leaving the\n     * \"keyboard pan\" and \"keyboard rotate\" interactions enabled.\n     *\n     * @example\n     * map.keyboard.disablePitch();\n     */\n    disablePitch() {\n        this._pitchDisabled = true;\n    }\n\n    /**\n     * Enables the \"keyboard pitch\" interaction (Shift+Up/Down).\n     *\n     * @example\n     * map.keyboard.enable();\n     * map.keyboard.enablePitch();\n     */\n    enablePitch() {\n        this._pitchDisabled = false;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"keyboard pitch\" interaction is\n     * enabled.\n     *\n     * @returns {boolean} `true` if the \"keyboard pitch\" interaction is enabled.\n     * @example\n     * const isPitchEnabled = map.keyboard.isPitchEnabled();\n     */\n    isPitchEnabled(): boolean {\n        return !this._pitchDisabled;\n    }\n\n    /**\n     * Disables the \"keyboard bearing\" interaction (Shift+Left/Right), leaving the\n     * \"keyboard pan\" and \"keyboard pitch\" interactions enabled.\n     *\n     * @example\n     * map.keyboard.disableBearing();\n     */\n    disableBearing() {\n        this._bearingDisabled = true;\n    }\n\n    /**\n     * Enables the \"keyboard bearing\" interaction (Shift+Left/Right).\n     *\n     * @example\n     * map.keyboard.enable();\n     * map.keyboard.enableBearing();\n     */\n    enableBearing() {\n        this._bearingDisabled = false;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"keyboard bearing\" interaction is\n     * enabled.\n     *\n     * @returns {boolean} `true` if the \"keyboard bearing\" interaction is enabled.\n     * @example\n     * const isBearingEnabled = map.keyboard.isBearingEnabled();\n     */\n    isBearingEnabled(): boolean {\n        return !this._bearingDisabled;\n    }\n}\n\nfunction easeOut(t: number) {\n    return t * (2 - t);\n}\n\nexport default KeyboardHandler;\n","import assert from '../../style-spec/util/assert';\nimport * as DOM from '../../util/dom';\nimport {ease as _ease, bindAll, bezier, isFullscreen} from '../../util/util';\nimport browser from '../../util/browser';\nimport {number as interpolate} from '../../style-spec/util/interpolate';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Map} from '../map';\nimport type HandlerManager from '../handler_manager';\nimport type {Handler, HandlerResult} from '../handler';\nimport type MercatorCoordinate from '../../geo/mercator_coordinate';\n\n// deltaY value for mouse scroll wheel identification\nconst wheelZoomDelta = 4.000244140625;\n\n// These magic numbers control the rate of zoom. Trackpad events fire at a greater\n// frequency than mouse scroll wheel, so reduce the zoom rate per wheel tick\nconst defaultZoomRate = 1 / 100;\nconst wheelZoomRate = 1 / 450;\n\n// upper bound on how much we scale the map in any single render frame; this\n// is used to limit zoom rate in the case of very fast scrolling\nconst maxScalePerFrame = 2;\n\nconst MAC_OR_IPAD_RE = /(Mac|iPad)/i;\n\nexport type ScrollZoomHandlerOptions = {\n    around?: 'center';\n};\n\n/**\n * The `ScrollZoomHandler` allows the user to zoom the map by scrolling.\n *\n * @see [Example: Toggle interactions](https://docs.mapbox.com/mapbox-gl-js/example/toggle-interaction-handlers/)\n * @see [Example: Disable scroll zoom](https://docs.mapbox.com/mapbox-gl-js/example/disable-scroll-zoom/)\n */\nclass ScrollZoomHandler implements Handler {\n    _map: Map;\n    _el: HTMLElement;\n    _enabled!: boolean;\n    _active!: boolean;\n    _zooming!: boolean;\n    _aroundCenter!: boolean;\n    _aroundPoint!: Point;\n    _aroundCoord!: MercatorCoordinate;\n    _type!: 'wheel' | 'trackpad' | null;\n    _lastValue!: number;\n    _timeout?: number; // used for delayed-handling of a single wheel movement\n    _finishTimeout!: number; // used to delay final '{move,zoom}end' events\n\n    _lastWheelEvent!: WheelEvent | null;\n    _lastWheelEventTime!: number;\n\n    _startZoom?: number;\n    _targetZoom?: number;\n    _delta: number;\n    _lastDelta: number;\n    _easing?: (arg1: number) => number;\n    _prevEase?: {start: number; duration: number; easing: (_: number) => number};\n\n    _frameId?: boolean;\n    _handler: HandlerManager;\n\n    _defaultZoomRate: number;\n    _wheelZoomRate: number;\n\n    _alertContainer!: HTMLElement; // used to display the scroll zoom blocker alert\n    _alertTimer!: number;\n\n    /**\n     * @private\n     */\n    constructor(map: Map, handler: HandlerManager) {\n        this._map = map;\n        this._el = map.getCanvasContainer();\n        this._handler = handler;\n\n        this._delta = 0;\n        this._lastDelta = 0;\n\n        this._defaultZoomRate = defaultZoomRate;\n        this._wheelZoomRate = wheelZoomRate;\n\n        bindAll(['_onTimeout', '_addScrollZoomBlocker', '_showBlockerAlert'], this);\n\n    }\n\n    /**\n     * Sets the zoom rate of a trackpad.\n     *\n     * @param {number} [zoomRate=1/100] The rate used to scale trackpad movement to a zoom value.\n     * @example\n     * // Speed up trackpad zoom\n     * map.scrollZoom.setZoomRate(1 / 25);\n     */\n    setZoomRate(zoomRate: number) {\n        this._defaultZoomRate = zoomRate;\n    }\n\n    /**\n     * Sets the zoom rate of a mouse wheel.\n     *\n     * @param {number} [wheelZoomRate=1/450] The rate used to scale mouse wheel movement to a zoom value.\n     * @example\n     * // Slow down zoom of mouse wheel\n     * map.scrollZoom.setWheelZoomRate(1 / 600);\n     */\n    setWheelZoomRate(wheelZoomRate: number) {\n        this._wheelZoomRate = wheelZoomRate;\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"scroll to zoom\" interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"scroll to zoom\" interaction is enabled.\n     * @example\n     * const isScrollZoomEnabled = map.scrollZoom.isEnabled();\n     */\n    isEnabled(): boolean {\n        return !!this._enabled;\n    }\n\n    /*\n    * Active state is turned on and off with every scroll wheel event and is set back to false before the map\n    * render is called, so _active is not a good candidate for determining if a scroll zoom animation is in\n    * progress.\n    */\n    isActive(): boolean {\n        return this._active || this._finishTimeout !== undefined;\n    }\n\n    isZooming(): boolean {\n        return !!this._zooming;\n    }\n\n    /**\n     * Enables the \"scroll to zoom\" interaction.\n     *\n     * @param {Object} [options] Options object.\n     * @param {string} [options.around] If \"center\" is passed, map will zoom around center of map.\n     *\n     * @example\n     * map.scrollZoom.enable();\n     * @example\n     * map.scrollZoom.enable({around: 'center'});\n     */\n    enable(options?: ScrollZoomHandlerOptions) {\n        if (this.isEnabled()) return;\n        this._enabled = true;\n        this._aroundCenter = !!options && options.around === 'center';\n        if (this._map._cooperativeGestures) this._addScrollZoomBlocker();\n    }\n\n    /**\n     * Disables the \"scroll to zoom\" interaction.\n     *\n     * @example\n     * map.scrollZoom.disable();\n     */\n    disable() {\n        if (!this.isEnabled()) return;\n        this._enabled = false;\n        if (this._map._cooperativeGestures) {\n            clearTimeout(this._alertTimer);\n            this._alertContainer.remove();\n        }\n    }\n\n    wheel(e: WheelEvent) {\n        if (!this.isEnabled()) return;\n\n        if (this._map._cooperativeGestures) {\n            if (!e.ctrlKey && !e.metaKey && !this.isZooming() && !isFullscreen()) {\n                this._showBlockerAlert();\n                return;\n            } else if (this._alertContainer.style.visibility !== 'hidden') {\n                // immediately hide alert if it is visible when ctrl or ⌘ is pressed while scroll zooming.\n                this._alertContainer.style.visibility = 'hidden';\n                clearTimeout(this._alertTimer);\n            }\n        }\n\n        let value = e.deltaMode === WheelEvent.DOM_DELTA_LINE ? e.deltaY * 40 : e.deltaY;\n        const now = browser.now(),\n            timeDelta = now - (this._lastWheelEventTime || 0);\n\n        this._lastWheelEventTime = now;\n\n        if (value !== 0 && (value % wheelZoomDelta) === 0) {\n            // This one is definitely a mouse wheel event.\n            this._type = 'wheel';\n\n        } else if (value !== 0 && Math.abs(value) < 4) {\n            // This one is definitely a trackpad event because it is so small.\n            this._type = 'trackpad';\n\n        } else if (timeDelta > 400) {\n            // This is likely a new scroll action.\n            this._type = null;\n            this._lastValue = value;\n\n            // Start a timeout in case this was a singular event, and delay it by up to 40ms.\n            this._timeout = window.setTimeout(this._onTimeout, 40, e);\n\n        } else if (!this._type) {\n            // This is a repeating event, but we don't know the type of event just yet.\n            // If the delta per time is small, we assume it's a fast trackpad; otherwise we switch into wheel mode.\n            this._type = (Math.abs(timeDelta * value) < 200) ? 'trackpad' : 'wheel';\n\n            // Make sure our delayed event isn't fired again, because we accumulate\n            // the previous event (which was less than 40ms ago) into this event.\n            if (this._timeout) {\n                clearTimeout(this._timeout);\n                this._timeout = null;\n                value += this._lastValue;\n            }\n        }\n\n        // Slow down zoom if shift key is held for more precise zooming\n        if (e.shiftKey && value) value = value / 4;\n\n        // Only fire the callback if we actually know what type of scrolling device the user uses.\n        if (this._type) {\n            this._lastWheelEvent = e;\n            this._delta -= value;\n            if (!this._active) {\n                this._start(e);\n            }\n        }\n\n        e.preventDefault();\n    }\n\n    _onTimeout(initialEvent: WheelEvent) {\n        this._type = 'wheel';\n        this._delta -= this._lastValue;\n        if (!this._active) {\n            this._start(initialEvent);\n        }\n    }\n\n    _start(e: WheelEvent) {\n        if (!this._delta) return;\n\n        if (this._frameId) {\n            this._frameId = null;\n        }\n\n        this._active = true;\n        if (!this.isZooming()) {\n            this._zooming = true;\n        }\n\n        if (this._finishTimeout) {\n            clearTimeout(this._finishTimeout);\n            delete this._finishTimeout;\n        }\n\n        const pos = DOM.mousePos(this._el, e);\n        this._aroundPoint = this._aroundCenter ? this._map.transform.centerPoint : pos;\n        this._aroundCoord = this._map.transform.pointCoordinate3D(this._aroundPoint);\n        this._targetZoom = undefined;\n\n        if (!this._frameId) {\n            this._frameId = true;\n            this._handler._triggerRenderFrame();\n        }\n    }\n\n    renderFrame(): HandlerResult | null | undefined {\n        if (!this._frameId) return;\n        this._frameId = null;\n\n        if (!this.isActive()) return;\n\n        const tr = this._map.transform;\n\n        // If projection wraps and center crosses the antimeridian, reset previous mouse scroll easing settings to resolve https://github.com/mapbox/mapbox-gl-js/issues/11910\n        if (this._type === 'wheel' && tr.projection.wrap && (tr._center.lng >= 180 || tr._center.lng <= -180)) {\n            this._prevEase = null;\n            this._easing = null;\n            this._lastWheelEvent = null;\n            this._lastWheelEventTime = 0;\n        }\n\n        const startingZoom = () => {\n            return (tr._terrainEnabled() && this._aroundCoord) ? tr.computeZoomRelativeTo(this._aroundCoord) : tr.zoom;\n        };\n\n        // if we've had scroll events since the last render frame, consume the\n        // accumulated delta, and update the target zoom level accordingly\n        if (this._delta !== 0) {\n            // For trackpad events and single mouse wheel ticks, use the default zoom rate\n            const zoomRate = (this._type === 'wheel' && Math.abs(this._delta) > wheelZoomDelta) ? this._wheelZoomRate : this._defaultZoomRate;\n            // Scale by sigmoid of scroll wheel delta.\n            let scale = maxScalePerFrame / (1 + Math.exp(-Math.abs(this._delta * zoomRate)));\n\n            if (this._delta < 0 && scale !== 0) {\n                scale = 1 / scale;\n            }\n\n            const startZoom = startingZoom();\n            const startScale = Math.pow(2.0, startZoom);\n\n            const fromScale = typeof this._targetZoom === 'number' ? tr.zoomScale(this._targetZoom) : startScale;\n            this._targetZoom = Math.min(tr.maxZoom, Math.max(tr.minZoom, tr.scaleZoom(fromScale * scale)));\n\n            // if this is a mouse wheel, refresh the starting zoom and easing\n            // function we're using to smooth out the zooming between wheel\n            // events\n            if (this._type === 'wheel') {\n                this._startZoom = startZoom;\n                this._easing = this._smoothOutEasing(200);\n            }\n            this._lastDelta = this._delta;\n            this._delta = 0;\n        }\n        const targetZoom = typeof this._targetZoom === 'number' ?\n            this._targetZoom : startingZoom();\n        const startZoom = this._startZoom;\n        const easing = this._easing;\n\n        let finished = false;\n        let zoom: number;\n        if (this._type === 'wheel' && startZoom && easing) {\n            assert(easing && typeof startZoom === 'number');\n\n            const t = Math.min((browser.now() - this._lastWheelEventTime) / 200, 1);\n            const k = easing(t);\n            zoom = interpolate(startZoom, targetZoom, k);\n            if (t < 1) {\n                if (!this._frameId) {\n                    this._frameId = true;\n                }\n            } else {\n                finished = true;\n            }\n        } else {\n            zoom = targetZoom;\n            finished = true;\n        }\n\n        this._active = true;\n\n        if (finished) {\n            this._active = false;\n            this._finishTimeout = window.setTimeout(() => {\n                this._zooming = false;\n                this._handler._triggerRenderFrame();\n                delete this._targetZoom;\n                delete this._finishTimeout;\n            }, 200);\n        }\n\n        let zoomDelta = zoom - startingZoom();\n        if (zoomDelta * this._lastDelta < 0) {\n            // prevent recenter zoom in opposite direction from zoom\n            zoomDelta = 0;\n        }\n        return {\n            noInertia: true,\n            needsRenderFrame: !finished,\n            zoomDelta,\n            around: this._aroundPoint,\n            aroundCoord: this._aroundCoord,\n            originalEvent: this._lastWheelEvent\n        };\n    }\n\n    _smoothOutEasing(duration: number): (arg1: number) => number {\n        let easing = _ease;\n\n        if (this._prevEase) {\n            const ease = this._prevEase,\n                t = (browser.now() - ease.start) / ease.duration,\n                speed = ease.easing(t + 0.01) - ease.easing(t),\n\n                // Quick hack to make new bezier that is continuous with last\n                x = 0.27 / Math.sqrt(speed * speed + 0.0001) * 0.01,\n                y = Math.sqrt(0.27 * 0.27 - x * x);\n\n            easing = bezier(x, y, 0.25, 1);\n        }\n\n        this._prevEase = {\n            start: browser.now(),\n            duration,\n            easing\n        };\n\n        return easing;\n    }\n\n    blur() {\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n    }\n\n    _addScrollZoomBlocker() {\n        if (this._map && !this._alertContainer) {\n            this._alertContainer = DOM.create('div', 'mapboxgl-scroll-zoom-blocker', this._map._container);\n\n            if (MAC_OR_IPAD_RE.test(navigator.userAgent)) {\n                this._alertContainer.textContent = this._map._getUIString('ScrollZoomBlocker.CmdMessage');\n            } else {\n                this._alertContainer.textContent = this._map._getUIString('ScrollZoomBlocker.CtrlMessage');\n            }\n\n            // dynamically set the font size of the scroll zoom blocker alert message\n            this._alertContainer.style.fontSize = `${Math.max(10, Math.min(24, Math.floor(this._el.clientWidth * 0.05)))}px`;\n        }\n    }\n\n    _showBlockerAlert() {\n        this._alertContainer.style.visibility = 'visible';\n        this._alertContainer.classList.add('mapboxgl-scroll-zoom-blocker-show');\n        this._alertContainer.setAttribute(\"role\", \"alert\");\n\n        clearTimeout(this._alertTimer);\n\n        this._alertTimer = window.setTimeout(() => {\n            this._alertContainer.classList.remove('mapboxgl-scroll-zoom-blocker-show');\n            this._alertContainer.removeAttribute(\"role\");\n        }, 200);\n    }\n\n}\n\nexport default ScrollZoomHandler;\n","import type ClickZoomHandler from '../click_zoom';\nimport type TapZoomHandler from './../tap_zoom';\n\n/**\n * The `DoubleClickZoomHandler` allows the user to zoom the map at a point by\n * double clicking or double tapping.\n *\n * @see [Example: Toggle interactions](https://docs.mapbox.com/mapbox-gl-js/example/toggle-interaction-handlers/)\n */\nexport default class DoubleClickZoomHandler {\n\n    _clickZoom: ClickZoomHandler;\n    _tapZoom: TapZoomHandler;\n\n    /**\n     * @private\n    */\n    constructor(clickZoom: ClickZoomHandler, TapZoom: TapZoomHandler) {\n        this._clickZoom = clickZoom;\n        this._tapZoom = TapZoom;\n    }\n\n    /**\n     * Enables the \"double click to zoom\" interaction.\n     *\n     * @example\n     * map.doubleClickZoom.enable();\n     */\n    enable() {\n        this._clickZoom.enable();\n        this._tapZoom.enable();\n    }\n\n    /**\n     * Disables the \"double click to zoom\" interaction.\n     *\n     * @example\n     * map.doubleClickZoom.disable();\n     */\n    disable() {\n        this._clickZoom.disable();\n        this._tapZoom.disable();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"double click to zoom\" interaction is enabled.\n     *\n     * @returns {boolean} Returns `true` if the \"double click to zoom\" interaction is enabled.\n     * @example\n     * const isDoubleClickZoomEnabled = map.doubleClickZoom.isEnabled();\n     */\n    isEnabled(): boolean {\n        return this._clickZoom.isEnabled() && this._tapZoom.isEnabled();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"double click to zoom\" interaction is active (currently being used).\n     *\n     * @returns {boolean} Returns `true` if the \"double click to zoom\" interaction is active.\n     * @example\n     * const isDoubleClickZoomActive = map.doubleClickZoom.isActive();\n     */\n    isActive(): boolean {\n        return this._clickZoom.isActive() || this._tapZoom.isActive();\n    }\n}\n","import type Point from '@mapbox/point-geometry';\nimport type {Map} from '../map';\nimport type {Handler, HandlerResult} from '../handler';\n\nexport default class ClickZoomHandler implements Handler {\n    _enabled!: boolean;\n    _active!: boolean;\n\n    constructor() {\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n    }\n\n    blur() {\n        this.reset();\n    }\n\n    dblclick(e: MouseEvent, point: Point): HandlerResult {\n        e.preventDefault();\n        return {\n            cameraAnimation: (map: Map) => {\n                map.easeTo({\n                    duration: 300,\n                    zoom: map.getZoom() + (e.shiftKey ? -1 : 1),\n                    around: map.unproject(point)\n                }, {originalEvent: e});\n            }\n        };\n    }\n\n    enable() {\n        this._enabled = true;\n    }\n\n    disable() {\n        this._enabled = false;\n        this.reset();\n    }\n\n    isEnabled(): boolean {\n        return this._enabled;\n    }\n\n    isActive(): boolean {\n        return this._active;\n    }\n}\n","import {TapRecognizer, MAX_TAP_INTERVAL} from './tap_recognizer';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Handler, HandlerResult} from '../handler';\n\nexport default class TapDragZoomHandler implements Handler {\n    _enabled!: boolean;\n    _active!: boolean;\n    _swipePoint: Point | null | undefined;\n    _swipeTouch!: number;\n    _tapTime!: number;\n    _tap: TapRecognizer;\n\n    constructor() {\n\n        this._tap = new TapRecognizer({\n            numTouches: 1,\n            numTaps: 1\n        });\n\n        this.reset();\n    }\n\n    reset() {\n        this._active = false;\n        this._swipePoint = undefined;\n        this._swipeTouch = 0;\n        this._tapTime = 0;\n        this._tap.reset();\n    }\n\n    touchstart(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        if (this._swipePoint) return;\n\n        if (this._tapTime && e.timeStamp - this._tapTime > MAX_TAP_INTERVAL) {\n            this.reset();\n        }\n\n        if (!this._tapTime) {\n            this._tap.touchstart(e, points, mapTouches);\n        } else if (mapTouches.length > 0) {\n            this._swipePoint = points[0];\n            this._swipeTouch = mapTouches[0].identifier;\n        }\n\n    }\n\n    touchmove(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>): HandlerResult | null | undefined {\n        if (!this._tapTime) {\n            this._tap.touchmove(e, points, mapTouches);\n        } else if (this._swipePoint) {\n            if (mapTouches[0].identifier !== this._swipeTouch) {\n                return;\n            }\n\n            const newSwipePoint = points[0];\n            const dist = newSwipePoint.y - this._swipePoint.y;\n            this._swipePoint = newSwipePoint;\n\n            e.preventDefault();\n            this._active = true;\n\n            return {\n                zoomDelta: dist / 128\n            };\n        }\n    }\n\n    touchend(e: TouchEvent, points: Array<Point>, mapTouches: Array<Touch>) {\n        if (!this._tapTime) {\n            const point = this._tap.touchend(e, points, mapTouches);\n            if (point) {\n                this._tapTime = e.timeStamp;\n            }\n        } else if (this._swipePoint) {\n            if (mapTouches.length === 0) {\n                this.reset();\n            }\n        }\n    }\n\n    touchcancel() {\n        this.reset();\n    }\n\n    enable() {\n        this._enabled = true;\n    }\n\n    disable() {\n        this._enabled = false;\n        this.reset();\n    }\n\n    isEnabled(): boolean {\n        return this._enabled;\n    }\n\n    isActive(): boolean {\n        return this._active;\n    }\n}\n","import type {MousePanHandler} from '../mouse';\nimport type TouchPanHandler from './../touch_pan';\n\nexport type DragPanOptions = {\n    linearity?: number;\n    easing?: (t: number) => number;\n    deceleration?: number;\n    maxSpeed?: number;\n};\n\n/**\n * The `DragPanHandler` allows the user to pan the map by clicking and dragging\n * the cursor.\n *\n * @see [Example: Toggle interactions](https://docs.mapbox.com/mapbox-gl-js/example/toggle-interaction-handlers/)\n * @see [Example: Highlight features within a bounding box](https://docs.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n */\nexport default class DragPanHandler {\n\n    _el: HTMLElement;\n    _mousePan: MousePanHandler;\n    _touchPan: TouchPanHandler;\n    _inertiaOptions!: DragPanOptions;\n\n    /**\n     * @private\n    */\n    constructor(el: HTMLElement, mousePan: MousePanHandler, touchPan: TouchPanHandler) {\n        this._el = el;\n        this._mousePan = mousePan;\n        this._touchPan = touchPan;\n    }\n\n    /**\n     * Enables the \"drag to pan\" interaction and accepts options to control the behavior of the panning inertia.\n     *\n     * @param {Object} [options] Options object.\n     * @param {number} [options.linearity=0] Factor used to scale the drag velocity.\n     * @param {Function} [options.easing] Optional easing function applied to {@link Map#panTo} when applying the drag. Defaults to bezier function using [@mapbox/unitbezier](https://github.com/mapbox/unitbezier).\n     * @param {number} [options.maxSpeed=1400] The maximum value of the drag velocity.\n     * @param {number} [options.deceleration=2500] The rate at which the speed reduces after the pan ends.\n     *\n     * @example\n     * map.dragPan.enable();\n     * @example\n     * map.dragPan.enable({\n     *     linearity: 0.3,\n     *     easing: t => t,\n     *     maxSpeed: 1400,\n     *     deceleration: 2500\n     * });\n     * @see [Example: Highlight features within a bounding box](https://docs.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n     */\n    enable(options?: DragPanOptions) {\n        this._inertiaOptions = options || {};\n        this._mousePan.enable();\n        this._touchPan.enable();\n        this._el.classList.add('mapboxgl-touch-drag-pan');\n    }\n\n    /**\n     * Disables the \"drag to pan\" interaction.\n     *\n     * @example\n     * map.dragPan.disable();\n     */\n    disable() {\n        this._mousePan.disable();\n        this._touchPan.disable();\n        this._el.classList.remove('mapboxgl-touch-drag-pan');\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"drag to pan\" interaction is enabled.\n     *\n     * @returns {boolean} Returns `true` if the \"drag to pan\" interaction is enabled.\n     * @example\n     * const isDragPanEnabled = map.dragPan.isEnabled();\n     */\n    isEnabled(): boolean {\n        return this._mousePan.isEnabled() && this._touchPan.isEnabled();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"drag to pan\" interaction is active (currently being used).\n     *\n     * @returns {boolean} Returns `true` if the \"drag to pan\" interaction is active.\n     * @example\n     * const isDragPanActive = map.dragPan.isActive();\n     */\n    isActive(): boolean {\n        return this._mousePan.isActive() || this._touchPan.isActive();\n    }\n}\n","import type {MouseRotateHandler, MousePitchHandler} from '../mouse';\n\n/**\n * The `DragRotateHandler` allows the user to rotate the map by clicking and\n * dragging the cursor while holding the right mouse button or `ctrl` key.\n *\n * @see [Example: Toggle interactions](https://docs.mapbox.com/mapbox-gl-js/example/toggle-interaction-handlers/)\n * @see [Example: Disable map rotation](https://docs.mapbox.com/mapbox-gl-js/example/disable-rotation/)\n */\nexport default class DragRotateHandler {\n\n    _mouseRotate: MouseRotateHandler;\n    _mousePitch: MousePitchHandler;\n    _pitchWithRotate: boolean;\n    _pitchDisabled: boolean;\n    _rotationDisabled: boolean;\n\n    /**\n     * @param {Object} [options]\n     * @param {number} [options.bearingSnap] The threshold, measured in degrees, that determines when the map's\n     *   bearing will snap to north.\n     * @param {bool} [options.pitchWithRotate=true] Control the map pitch in addition to the bearing\n     * @private\n     */\n    constructor(options: {\n        pitchWithRotate: boolean;\n    }, mouseRotate: MouseRotateHandler, mousePitch: MousePitchHandler) {\n        this._pitchWithRotate = options.pitchWithRotate;\n        this._mouseRotate = mouseRotate;\n        this._mousePitch = mousePitch;\n        this._pitchDisabled = false;\n        this._rotationDisabled = false;\n    }\n\n    /**\n     * Enables the \"drag to rotate\" interaction.\n     *\n     * @example\n     * map.dragRotate.enable();\n     */\n    enable() {\n        if (!this._rotationDisabled) this._mouseRotate.enable();\n        if (this._pitchWithRotate && !this._pitchDisabled) this._mousePitch.enable();\n    }\n\n    /**\n     * Disables the \"drag to rotate\" interaction.\n     *\n     * @example\n     * map.dragRotate.disable();\n     */\n    disable() {\n        this._mouseRotate.disable();\n        this._mousePitch.disable();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"drag to rotate\" interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"drag to rotate\" interaction is enabled.\n     * @example\n     * const isDragRotateEnabled = map.dragRotate.isEnabled();\n     */\n    isEnabled(): boolean {\n        // If pitchWithRotate is true, then the dragRotate interaction is considered enabled\n        // if either the rotation or pitch interactions are enabled.\n        if (this._pitchWithRotate) {\n            return (!this._rotationDisabled && this._mouseRotate.isEnabled()) ||\n                (!this._pitchDisabled && this._mousePitch.isEnabled());\n        } else {\n            return !this._rotationDisabled && this._mouseRotate.isEnabled();\n        }\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"drag to rotate\" interaction is active (currently being used).\n     *\n     * @returns {boolean} Returns `true` if the \"drag to rotate\" interaction is active.\n     * @example\n     * const isDragRotateActive = map.dragRotate.isActive();\n     */\n    isActive(): boolean {\n        return this._mouseRotate.isActive() || this._mousePitch.isActive();\n    }\n\n    /**\n     * Disables the \"drag to pitch\" interaction, leaving the \"drag to rotate\"\n     * interaction enabled.\n     *\n     * @example\n     * map.dragRotate.disablePitch();\n     */\n    disablePitch() {\n        this._pitchDisabled = true;\n        this._mousePitch.disable();\n    }\n\n    /**\n     * Enables the \"drag to pitch\" interaction.\n     *\n     * Has no effect if the handler was constructed with `pitchWithRotate: false`.\n     *\n     * @example\n     * map.dragRotate.enablePitch();\n     */\n    enablePitch() {\n        this._pitchDisabled = false;\n        if (this._pitchWithRotate) this._mousePitch.enable();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"drag to pitch\" interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"drag to pitch\" interaction is enabled.\n     * @example\n     * const isDragPitchEnabled = map.dragRotate.isPitchEnabled();\n     */\n    isPitchEnabled(): boolean {\n        return !this._pitchDisabled && this._mousePitch.isEnabled();\n    }\n\n    /**\n     * Disables the \"drag to rotate\" interaction, leaving the \"drag to pitch\"\n     * interaction enabled.\n     *\n     * @example\n     * map.dragRotate.disableRotation();\n     */\n    disableRotation() {\n        this._rotationDisabled = true;\n        this._mouseRotate.disable();\n    }\n\n    /**\n     * Enables the \"drag to rotate\" interaction.\n     *\n     * @example\n     * map.dragRotate.enableRotation();\n     */\n    enableRotation() {\n        this._rotationDisabled = false;\n        this._mouseRotate.enable();\n    }\n    /**\n     * Returns a Boolean indicating whether the \"drag to rotate\" interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"drag to rotate\" interaction is enabled.\n     * @example\n     * const isDragRotationEnabled = map.dragRotate.isRotationEnabled();\n     */\n    isRotationEnabled(): boolean {\n        return !this._rotationDisabled && this._mouseRotate.isEnabled();\n    }\n}\n","import type {TouchZoomHandler, TouchRotateHandler} from '../touch_zoom_rotate';\nimport type TapDragZoomHandler from '../tap_drag_zoom';\n\nexport type TouchZoomRotateHandlerOptions = {\n    around?: 'center';\n};\n\n/**\n * The `TouchZoomRotateHandler` allows the user to zoom and rotate the map by\n * pinching on a touchscreen.\n *\n * They can zoom with one finger by double tapping and dragging. On the second tap,\n * hold the finger down and drag up or down to zoom in or out.\n *\n * @see [Example: Toggle interactions](https://docs.mapbox.com/mapbox-gl-js/example/toggle-interaction-handlers/)\n */\nexport default class TouchZoomRotateHandler {\n    _el: HTMLElement;\n    _touchZoom: TouchZoomHandler;\n    _touchRotate: TouchRotateHandler;\n    _tapDragZoom: TapDragZoomHandler;\n    _rotationDisabled: boolean;\n    _tapDragZoomDisabled: boolean;\n    _enabled: boolean;\n\n    /**\n     * @private\n    */\n    constructor(el: HTMLElement, touchZoom: TouchZoomHandler, touchRotate: TouchRotateHandler, tapDragZoom: TapDragZoomHandler) {\n        this._el = el;\n        this._touchZoom = touchZoom;\n        this._touchRotate = touchRotate;\n        this._tapDragZoom = tapDragZoom;\n        this._rotationDisabled = false;\n        this._tapDragZoomDisabled = false;\n        this._enabled = true;\n    }\n\n    /**\n     * Enables the \"pinch to rotate and zoom\" interaction.\n     *\n     * @param {Object} [options] Options object.\n     * @param {string} [options.around] If \"center\" is passed, map will zoom around the center.\n     *\n     * @example\n     * map.touchZoomRotate.enable();\n     * @example\n     * map.touchZoomRotate.enable({around: 'center'});\n     */\n    enable(options?: TouchZoomRotateHandlerOptions) {\n        this._touchZoom.enable(options);\n        if (!this._rotationDisabled) this._touchRotate.enable(options);\n        if (!this._tapDragZoomDisabled) this._tapDragZoom.enable();\n        this._el.classList.add('mapboxgl-touch-zoom-rotate');\n    }\n\n    /**\n     * Disables the \"pinch to rotate and zoom\" interaction.\n     *\n     * @example\n     * map.touchZoomRotate.disable();\n     */\n    disable() {\n        this._touchZoom.disable();\n        this._touchRotate.disable();\n        this._tapDragZoom.disable();\n        this._el.classList.remove('mapboxgl-touch-zoom-rotate');\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"pinch to rotate and zoom\" interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"pinch to rotate and zoom\" interaction is enabled.\n     * @example\n     * const isTouchZoomRotateEnabled = map.touchZoomRotate.isEnabled();\n     */\n    isEnabled(): boolean {\n        return this._touchZoom.isEnabled() ||\n            (!this._rotationDisabled && this._touchRotate.isEnabled()) ||\n            (!this._tapDragZoomDisabled && this._tapDragZoom.isEnabled());\n    }\n\n    /**\n     * Returns true if the handler is enabled and has detected the start of a zoom/rotate gesture.\n     *\n     * @returns {boolean} `true` if enabled and a zoom/rotate gesture was detected.\n     * @example\n     * const isTouchZoomRotateActive = map.touchZoomRotate.isActive();\n     */\n    isActive(): boolean {\n        return this._touchZoom.isActive() || this._touchRotate.isActive() || this._tapDragZoom.isActive();\n    }\n\n    /**\n     * Disables the \"pinch to rotate\" interaction, leaving the \"pinch to zoom\"\n     * interaction enabled.\n     *\n     * @example\n     * map.touchZoomRotate.disableRotation();\n     */\n    disableRotation() {\n        this._rotationDisabled = true;\n        this._touchRotate.disable();\n    }\n\n    /**\n     * Enables the \"pinch to rotate\" interaction.\n     *\n     * @example\n     * map.touchZoomRotate.enable();\n     * map.touchZoomRotate.enableRotation();\n     */\n    enableRotation() {\n        this._rotationDisabled = false;\n        if (this._touchZoom.isEnabled()) this._touchRotate.enable();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"pinch to rotate\" interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"pinch to rotate\" interaction is enabled.\n     * @example\n     * const isRotationEnabled = map.touchZoomRotate.isRotationEnabled();\n     */\n    isRotationEnabled(): boolean {\n        return !this._rotationDisabled;\n    }\n\n    /**\n     * Disables the \"tap and drag to zoom\" interaction (single-finger zoom by\n     * tapping, then on a second tap holding and dragging vertically), leaving\n     * pinch-zoom and pinch-rotate enabled. Useful on touchscreen-equipped\n     * desktops where the gesture can fire unintentionally from successive\n     * clicks.\n     *\n     * @example\n     * map.touchZoomRotate.disableTapDragZoom();\n     */\n    disableTapDragZoom() {\n        this._tapDragZoomDisabled = true;\n        this._tapDragZoom.disable();\n    }\n\n    /**\n     * Enables the \"tap and drag to zoom\" interaction.\n     *\n     * @example\n     * map.touchZoomRotate.enable();\n     * map.touchZoomRotate.enableTapDragZoom();\n     */\n    enableTapDragZoom() {\n        this._tapDragZoomDisabled = false;\n        if (this._touchZoom.isEnabled()) this._tapDragZoom.enable();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the \"tap and drag to zoom\" interaction is enabled.\n     *\n     * @returns {boolean} `true` if the \"tap and drag to zoom\" interaction is enabled.\n     * @example\n     * const isTapDragZoomEnabled = map.touchZoomRotate.isTapDragZoomEnabled();\n     */\n    isTapDragZoomEnabled(): boolean {\n        return !this._tapDragZoomDisabled;\n    }\n}\n","import {Event} from '../util/evented';\nimport * as DOM from '../util/dom';\nimport HandlerInertia from './handler_inertia';\nimport {MapEventHandler, BlockableMapEventHandler} from './handler/map_event';\nimport BoxZoomHandler from './handler/box_zoom';\nimport TapZoomHandler from './handler/tap_zoom';\nimport {MousePanHandler, MouseRotateHandler, MousePitchHandler} from './handler/mouse';\nimport TouchPanHandler from './handler/touch_pan';\nimport {TouchZoomHandler, TouchRotateHandler, TouchPitchHandler} from './handler/touch_zoom_rotate';\nimport KeyboardHandler from './handler/keyboard';\nimport ScrollZoomHandler from './handler/scroll_zoom';\nimport DoubleClickZoomHandler from './handler/shim/dblclick_zoom';\nimport ClickZoomHandler from './handler/click_zoom';\nimport TapDragZoomHandler from './handler/tap_drag_zoom';\nimport DragPanHandler from './handler/shim/drag_pan';\nimport DragRotateHandler from './handler/shim/drag_rotate';\nimport TouchZoomRotateHandler from './handler/shim/touch_zoom_rotate';\nimport {bindAll} from '../util/util';\nimport Point from '@mapbox/point-geometry';\nimport assert from '../style-spec/util/assert';\nimport {vec3} from 'gl-matrix';\nimport {latFromMercatorY, mercatorScale} from '../geo/mercator_coordinate';\n\nimport type MercatorCoordinate from '../geo/mercator_coordinate';\nimport type {Map} from './map';\nimport type {MapEvents} from './events';\nimport type {Handler, HandlerResult} from './handler';\n\nexport type InputEvent = MouseEvent | TouchEvent | KeyboardEvent | WheelEvent;\n\n/**\n * One of modifier [KeyboardEvent.key](https://developer.mozilla.org/docs/Web/API/KeyboardEvent/key) values.\n */\nexport type PitchRotateKey = 'Control' | 'Alt' | 'Shift' | 'Meta';\n\nexport type HandlerManagerOptions = {\n    interactive: boolean;\n    pitchWithRotate: boolean;\n    clickTolerance: number;\n    bearingSnap: number;\n    pitchRotateKey?: PitchRotateKey;\n};\n\nexport type KeepGesture = 'always' | 'ifPointerDown' | 'never';\n\ntype EventsInProgress = {\n    [T in keyof MapEvents]?: MapEvents[T];\n};\n\nconst isMoving = (p: EventsInProgress) => p.zoom || p.drag || p.pitch || p.rotate;\n\nclass RenderFrameEvent extends Event<{renderFrame: {timeStamp: number}}, 'renderFrame'> {\n    override type!: 'renderFrame';\n    timeStamp!: number;\n}\n\nclass TrackingEllipsoid {\n    constants: vec3;\n    radius: number;\n\n    constructor() {\n        // a, b, c in the equation x²/a² + y²/b² + z²/c² = 1\n        this.constants = [1, 1, 0.01];\n        this.radius = 0;\n    }\n\n    setup(center: vec3, pointOnSurface: vec3) {\n        const centerToSurface = vec3.sub([], pointOnSurface, center);\n        if (centerToSurface[2] < 0) {\n            this.radius = vec3.length(vec3.div([], centerToSurface, this.constants));\n        } else {\n            // The point on surface is above the center. This can happen for example when the camera is\n            // below the clicked point (like a mountain) Use slightly shorter radius for less aggressive movement\n            this.radius = vec3.length([centerToSurface[0], centerToSurface[1], 0]);\n        }\n    }\n\n    // Cast a ray from the center of the ellipsoid and the intersection point.\n    projectRay(dir: vec3): vec3 {\n        // Perform the intersection test against a unit sphere\n        vec3.div(dir, dir, this.constants);\n        vec3.normalize(dir, dir);\n        vec3.mul(dir, dir, this.constants);\n\n        const intersection = vec3.scale([], dir, this.radius);\n\n        if (intersection[2] > 0) {\n            // The intersection point is above horizon so special handling is required.\n            // Otherwise direction of the movement would be inverted due to the ellipsoid shape\n            const h = vec3.scale([], [0, 0, 1], vec3.dot(intersection, [0, 0, 1]));\n            const r = vec3.scale([], vec3.normalize([], [intersection[0], intersection[1], 0]), this.radius);\n            const p = vec3.add([], intersection, vec3.scale([], vec3.sub([], vec3.add([], r, h), intersection), 2));\n\n            intersection[0] = p[0];\n            intersection[1] = p[1];\n        }\n\n        return intersection;\n    }\n}\n\nfunction hasChange(result: HandlerResult) {\n    return (result.panDelta && result.panDelta.mag()) || result.zoomDelta || result.bearingDelta || result.pitchDelta;\n}\n\nclass HandlerManager {\n    _map: Map;\n    _el: HTMLElement;\n    _handlers: Array<{\n        handlerName: string;\n        handler: Handler;\n        allowed: Array<string>;\n    }>;\n    _eventsInProgress: EventsInProgress;\n    _frameId: number | null | undefined;\n    _inertia: HandlerInertia;\n    _bearingSnap: number;\n    _handlersById: {\n        [key: string]: Handler;\n    };\n    _updatingCamera!: boolean;\n    _changes: Array<[HandlerResult, EventsInProgress, Record<string, InputEvent | RenderFrameEvent>]>;\n    _previousActiveHandlers: {\n        [key: string]: Handler;\n    };\n    _listeners: Array<[HTMLElement | Document | Window, string, undefined | AddEventListenerOptions]>;\n    _trackingEllipsoid: TrackingEllipsoid;\n    _dragOrigin: vec3 | null | undefined;\n    _originalZoom: number | null | undefined;\n\n    // Whether a pointer is currently physically down.\n    // Used to avoid tearing down an in-progress gesture when a soft camera update (jumpTo/easeTo/flyTo)\n    // is called while the user is still dragging.\n    _mouseBeingPressed: boolean;\n    _activeTouchCount: number;\n\n    constructor(map: Map, options: HandlerManagerOptions) {\n        this._map = map;\n        this._el = this._map.getCanvasContainer();\n        this._handlers = [];\n        this._handlersById = {};\n        this._changes = [];\n\n        this._inertia = new HandlerInertia(map);\n        this._bearingSnap = options.bearingSnap;\n        this._previousActiveHandlers = {};\n        this._trackingEllipsoid = new TrackingEllipsoid();\n        this._dragOrigin = null;\n        this._mouseBeingPressed = false;\n        this._activeTouchCount = 0;\n\n        // Track whether map is currently moving, to compute start/move/end events\n        this._eventsInProgress = {};\n\n        this._addDefaultHandlers(options);\n\n        bindAll(['handleEvent', 'handleWindowEvent'], this);\n\n        const el = this._el;\n\n        this._listeners = [\n            // This needs to be `passive: true` so that a double tap fires two\n            // pairs of touchstart/end events in iOS Safari 13. If this is set to\n            // `passive: false` then the second pair of events is only fired if\n            // preventDefault() is called on the first touchstart. Calling preventDefault()\n            // undesirably prevents click events.\n            [el, 'touchstart', {passive: true}],\n            // This needs to be `passive: false` so that scrolls and pinches can be\n            // prevented in browsers that don't support `touch-actions: none`, for example iOS Safari 12.\n            [el, 'touchmove', {passive: false}],\n            [el, 'touchend', undefined],\n            [el, 'touchcancel', undefined],\n\n            [el, 'mousedown', undefined],\n            [el, 'mousemove', undefined],\n            [el, 'mouseup', undefined],\n\n            // Bind window-level event listeners for move and up/end events. In the absence of\n            // the pointer capture API, which is not supported by all necessary platforms,\n            // window-level event listeners give us the best shot at capturing events that\n            // fall outside the map canvas element. Use `{capture: true}` for the move event\n            // to prevent map move events from being fired during a drag.\n            [document, 'mousemove', {capture: true}],\n            [document, 'mouseup', undefined],\n\n            [el, 'mouseover', undefined],\n            [el, 'mouseout', undefined],\n            [el, 'dblclick', undefined],\n            [el, 'click', undefined],\n\n            [el, 'keydown', {capture: false}],\n            [el, 'keyup', undefined],\n\n            [el, 'wheel', {passive: false}],\n            [el, 'contextmenu', undefined],\n\n            [window, 'blur', undefined]\n        ];\n\n        for (const [target, type, listenerOptions] of this._listeners) {\n            const listener = target === document ? this.handleWindowEvent : this.handleEvent;\n            target.addEventListener(type, listener as EventListener, listenerOptions);\n        }\n    }\n\n    destroy() {\n        for (const [target, type, listenerOptions] of this._listeners) {\n            const listener = target === document ? this.handleWindowEvent : this.handleEvent;\n            target.removeEventListener(type, listener as EventListener, listenerOptions);\n        }\n    }\n\n    _addDefaultHandlers(options: HandlerManagerOptions) {\n        const map = this._map;\n        const el = map.getCanvasContainer();\n        this._add('mapEvent', new MapEventHandler(map, options));\n\n        const boxZoom = map.boxZoom = new BoxZoomHandler(map, options);\n        this._add('boxZoom', boxZoom);\n\n        const tapZoom = new TapZoomHandler();\n        const clickZoom = new ClickZoomHandler();\n        map.doubleClickZoom = new DoubleClickZoomHandler(clickZoom, tapZoom);\n        this._add('tapZoom', tapZoom);\n        this._add('clickZoom', clickZoom);\n\n        const tapDragZoom = new TapDragZoomHandler();\n        this._add('tapDragZoom', tapDragZoom);\n\n        const touchPitch = map.touchPitch = new TouchPitchHandler(map);\n        this._add('touchPitch', touchPitch);\n\n        const mouseRotate = new MouseRotateHandler(options);\n        const mousePitch = new MousePitchHandler(options);\n        map.dragRotate = new DragRotateHandler(options, mouseRotate, mousePitch);\n        this._add('mouseRotate', mouseRotate, ['mousePitch']);\n        this._add('mousePitch', mousePitch, ['mouseRotate']);\n\n        const mousePan = new MousePanHandler(options);\n        const touchPan = new TouchPanHandler(map, options);\n        map.dragPan = new DragPanHandler(el, mousePan, touchPan);\n        this._add('mousePan', mousePan);\n        this._add('touchPan', touchPan, ['touchZoom', 'touchRotate']);\n\n        const touchRotate = new TouchRotateHandler();\n        const touchZoom = new TouchZoomHandler();\n        map.touchZoomRotate = new TouchZoomRotateHandler(el, touchZoom, touchRotate, tapDragZoom);\n        this._add('touchRotate', touchRotate, ['touchPan', 'touchZoom']);\n        this._add('touchZoom', touchZoom, ['touchPan', 'touchRotate']);\n\n        this._add('blockableMapEvent', new BlockableMapEventHandler(map));\n\n        const scrollZoom = map.scrollZoom = new ScrollZoomHandler(map, this);\n        this._add('scrollZoom', scrollZoom, ['mousePan']);\n\n        const keyboard = map.keyboard = new KeyboardHandler();\n        this._add('keyboard', keyboard);\n\n        for (const name of ['boxZoom', 'doubleClickZoom', 'tapDragZoom', 'touchPitch', 'dragRotate', 'dragPan', 'touchZoomRotate', 'scrollZoom', 'keyboard'] as const) {\n            if (options.interactive && options[name]) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n                map[name].enable(options[name]);\n            }\n        }\n    }\n\n    _add(handlerName: string, handler: Handler, allowed?: Array<string>) {\n        this._handlers.push({handlerName, handler, allowed});\n        this._handlersById[handlerName] = handler;\n    }\n\n    stop(keepGesture: KeepGesture = 'never') {\n        // do nothing if this method was triggered by a gesture update\n        if (this._updatingCamera) return;\n\n        if (keepGesture === 'always' || (keepGesture === 'ifPointerDown' && this._isPointerDown())) return;\n\n        for (const {handler} of this._handlers) {\n            handler.reset();\n        }\n        this._inertia.clear();\n        this._fireEvents({}, {}, false);\n        this._changes = [];\n        this._originalZoom = undefined;\n    }\n\n    isActive(): boolean {\n        for (const {handler} of this._handlers) {\n            if (handler.isActive()) return true;\n        }\n        return false;\n    }\n\n    isZooming(): boolean {\n        return !!this._eventsInProgress.zoom || this._map.scrollZoom.isZooming();\n    }\n\n    isRotating(): boolean {\n        return !!this._eventsInProgress.rotate;\n    }\n\n    isMoving(): boolean {\n        return !!isMoving(this._eventsInProgress) || this.isZooming();\n    }\n\n    _isDragging(): boolean {\n        return !!this._eventsInProgress.drag;\n    }\n\n    _blockedByActive(\n        activeHandlers: {\n            [key: string]: Handler;\n        },\n        allowed: Array<string>,\n        myName: string,\n    ): boolean {\n        for (const name in activeHandlers) {\n            if (name === myName) continue;\n            if (!allowed || !allowed.includes(name)) {\n                return true;\n            }\n        }\n        return false;\n    }\n\n    handleWindowEvent(e: InputEvent) {\n        this.handleEvent(e, `${e.type}Window`);\n    }\n\n    _getMapTouches(touches: TouchList): TouchList {\n        const mapTouches: Touch[] = [];\n        for (const t of touches) {\n            const target = (t.target as Node);\n            if (this._el.contains(target)) {\n                mapTouches.push(t);\n            }\n        }\n        return mapTouches as unknown as TouchList;\n    }\n\n    // Track raw physical pointer state from the DOM events\n    _updatePointerLiveness(e: InputEvent | RenderFrameEvent) {\n        switch (e.type) {\n        case 'mousedown':\n            this._mouseBeingPressed = true;\n            break;\n        case 'mousemove':\n            // A mousemove with no buttons held means the press was released\n            // outside the window/iframe and no mouseup was delivered.\n            if ((e as MouseEvent).buttons === 0) {\n                this._mouseBeingPressed = false;\n            }\n            break;\n        case 'mouseup':\n            this._mouseBeingPressed = false;\n            break;\n        case 'touchstart':\n        case 'touchmove':\n        case 'touchend':\n        case 'touchcancel':\n            this._activeTouchCount = (e as TouchEvent).touches ? (e as TouchEvent).touches.length : 0;\n            break;\n        case 'blur':\n            this._mouseBeingPressed = false;\n            this._activeTouchCount = 0;\n            break;\n        }\n    }\n\n    // Whether the user is still physically holding a pointer down (mouse or touch).\n    // Helps avoid an in-progress gesture being torn down unexpectedly.\n    _isPointerDown(): boolean {\n        return this._mouseBeingPressed || this._activeTouchCount > 0;\n    }\n\n    handleEvent(e: InputEvent | RenderFrameEvent, eventName?: string) {\n        this._updatePointerLiveness(e);\n        this._updatingCamera = true;\n        assert(e.timeStamp !== undefined);\n\n        const isRenderFrame = e.type === 'renderFrame';\n        const inputEvent = isRenderFrame ? undefined : e;\n\n        /*\n         * We don't call e.preventDefault() for any events by default.\n         * Handlers are responsible for calling it where necessary.\n         */\n\n        const mergedHandlerResult: HandlerResult = {needsRenderFrame: false};\n        const eventsInProgress: EventsInProgress = {};\n        const activeHandlers: Record<string, Handler> = {};\n\n        const mapTouches = (e as TouchEvent).touches ? this._getMapTouches((e as TouchEvent).touches) : undefined;\n        const points = mapTouches ? DOM.touchPos(this._el, mapTouches) :\n            isRenderFrame ? undefined : // renderFrame event doesn't have any points\n            DOM.mousePos(this._el, (e as MouseEvent));\n\n        for (const {handlerName, handler, allowed} of this._handlers) {\n            if (!handler.isEnabled()) continue;\n\n            let data: HandlerResult | null | undefined;\n            if (this._blockedByActive(activeHandlers, allowed, handlerName)) {\n                handler.reset();\n\n            } else {\n                if (handler[eventName || e.type]) {\n                    // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-call\n                    data = handler[eventName || e.type](e, points, mapTouches);\n                    this.mergeHandlerResult(mergedHandlerResult, eventsInProgress, data, handlerName, inputEvent);\n                    if (data && data.needsRenderFrame) {\n                        this._triggerRenderFrame();\n                    }\n                }\n            }\n\n            if (data || handler.isActive()) {\n                activeHandlers[handlerName] = handler;\n            }\n        }\n\n        const deactivatedHandlers: Record<string, InputEvent | RenderFrameEvent> = {};\n        for (const name in this._previousActiveHandlers) {\n            if (!activeHandlers[name]) {\n                deactivatedHandlers[name] = inputEvent;\n            }\n        }\n        this._previousActiveHandlers = activeHandlers;\n\n        if (Object.keys(deactivatedHandlers).length || hasChange(mergedHandlerResult)) {\n            this._changes.push([mergedHandlerResult, eventsInProgress, deactivatedHandlers]);\n            this._triggerRenderFrame();\n        }\n\n        if (Object.keys(activeHandlers).length || hasChange(mergedHandlerResult)) {\n            this._map._stop({keepGesture: 'always'});\n        }\n\n        this._updatingCamera = false;\n\n        const {cameraAnimation} = mergedHandlerResult;\n        if (cameraAnimation) {\n            this._inertia.clear();\n            this._fireEvents({}, {}, true);\n            this._changes = [];\n            cameraAnimation(this._map);\n        }\n    }\n\n    mergeHandlerResult(mergedHandlerResult: HandlerResult, eventsInProgress: EventsInProgress, handlerResult: HandlerResult, name: string, e?: InputEvent | RenderFrameEvent) {\n        if (!handlerResult) return;\n\n        Object.assign(mergedHandlerResult, handlerResult);\n\n        const eventData = {handlerName: name, originalEvent: handlerResult.originalEvent || e};\n\n        // track which handler changed which camera property\n        if (handlerResult.zoomDelta !== undefined) {\n            eventsInProgress.zoom = eventData as MapEvents['zoom'];\n        }\n        if (handlerResult.panDelta !== undefined) {\n            eventsInProgress.drag = eventData as MapEvents['drag'];\n        }\n        if (handlerResult.pitchDelta !== undefined) {\n            eventsInProgress.pitch = eventData as MapEvents['pitch'];\n        }\n        if (handlerResult.bearingDelta !== undefined) {\n            eventsInProgress.rotate = eventData as MapEvents['rotate'];\n        }\n    }\n\n    _applyChanges() {\n        const combined: HandlerResult = {};\n        const combinedEventsInProgress: EventsInProgress = {};\n        const combinedDeactivatedHandlers: Record<string, Handler> = {};\n\n        for (const [change, eventsInProgress, deactivatedHandlers] of this._changes) {\n            if (change.panDelta) combined.panDelta = (combined.panDelta || new Point(0, 0))._add(change.panDelta);\n            if (change.zoomDelta) combined.zoomDelta = (combined.zoomDelta || 0) + change.zoomDelta;\n            if (change.bearingDelta) combined.bearingDelta = (combined.bearingDelta || 0) + change.bearingDelta;\n            if (change.pitchDelta) combined.pitchDelta = (combined.pitchDelta || 0) + change.pitchDelta;\n            if (change.around !== undefined) combined.around = change.around;\n            if (change.aroundCoord !== undefined) combined.aroundCoord = change.aroundCoord;\n            if (change.pinchAround !== undefined) combined.pinchAround = change.pinchAround;\n            if (change.noInertia) combined.noInertia = change.noInertia;\n\n            Object.assign(combinedEventsInProgress, eventsInProgress);\n            Object.assign(combinedDeactivatedHandlers, deactivatedHandlers);\n        }\n\n        this._updateMapTransform(combined, combinedEventsInProgress, combinedDeactivatedHandlers);\n        this._changes = [];\n    }\n\n    _updateMapTransform(combinedResult: HandlerResult, combinedEventsInProgress: EventsInProgress, deactivatedHandlers: Record<string, Handler>) {\n        const map = this._map;\n        const tr = map.transform;\n\n        const eventStarted = (type: string) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const newEvent = combinedEventsInProgress[type];\n            return newEvent && !this._eventsInProgress[type];\n        };\n\n        const eventEnded = (type: string) => {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const event = this._eventsInProgress[type];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            return event && !this._handlersById[event.handlerName].isActive();\n        };\n\n        const toVec3 = (p: MercatorCoordinate): vec3 => [p.x, p.y, p.z];\n\n        if (eventEnded(\"drag\") && !hasChange(combinedResult)) {\n            const preZoom = tr.zoom;\n            tr.cameraElevationReference = \"sea\";\n            if (this._originalZoom != null && tr._orthographicProjectionAtLowPitch && tr.projection.name !== 'globe' && tr.pitch  === 0) {\n                // keep constant zoom from drag gesture start.\n                tr.cameraElevationReference = \"ground\";\n                tr.zoom = this._originalZoom;\n            } else {\n                tr.recenterOnTerrain();\n                tr.cameraElevationReference = \"ground\";\n            }\n            // Map zoom might change during the pan operation due to terrain elevation.\n            if (preZoom !== tr.zoom) this._map._update(true);\n        }\n\n        // Catches double click and double tap zooms when camera is constrained over terrain\n        if (tr._isCameraConstrained) map._stop({keepGesture: 'always'});\n\n        if (!hasChange(combinedResult)) {\n            this._fireEvents(combinedEventsInProgress, deactivatedHandlers, true);\n            return;\n        }\n\n        let {panDelta, zoomDelta, bearingDelta, pitchDelta, around, aroundCoord, pinchAround} = combinedResult;\n\n        if (tr._isCameraConstrained) {\n            // Catches wheel zoom events when camera is constrained over terrain\n            if (zoomDelta > 0) zoomDelta = 0;\n            tr._isCameraConstrained = false;\n        }\n\n        if (pinchAround !== undefined) {\n            around = pinchAround;\n        }\n\n        if ((zoomDelta || eventStarted(\"drag\")) && around) {\n            this._dragOrigin = toVec3(tr.pointCoordinate3D(around));\n            this._originalZoom = tr.zoom;\n            // Construct the tracking ellipsoid every time user changes the zoom or drag origin.\n            // Direction of the ray will define size of the shape and hence defining the available range of movement\n            this._trackingEllipsoid.setup(tr._camera.position, this._dragOrigin);\n        }\n\n        // All movement of the camera is done relative to the sea level\n        tr.cameraElevationReference = \"sea\";\n\n        // stop any ongoing camera animations (easeTo, flyTo)\n        map._stop({keepGesture: 'always'});\n\n        around = around || map.transform.centerPoint;\n        if (bearingDelta) tr.bearing += bearingDelta;\n        if (pitchDelta) tr.pitch += pitchDelta;\n        tr._updateCameraState();\n\n        // Compute Mercator 3D camera offset based on screenspace panDelta\n        const panVec = [0, 0, 0];\n        if (panDelta) {\n            if (tr.projection.name === 'mercator') {\n                assert(this._dragOrigin, '_dragOrigin should have been setup with a previous dragstart');\n                const startPoint = this._trackingEllipsoid.projectRay(tr.screenPointToMercatorRay(around).dir);\n                const endPoint = this._trackingEllipsoid.projectRay(tr.screenPointToMercatorRay(around.sub(panDelta)).dir);\n                panVec[0] = endPoint[0] - startPoint[0];\n                panVec[1] = endPoint[1] - startPoint[1];\n\n            } else {\n                const startPoint = tr.pointCoordinate(around);\n                if (tr.projection.name === 'globe') {\n                    // Compute pan vector directly in pixel coordinates for the globe.\n                    // Rotate the globe a bit faster when dragging near poles to compensate\n                    // different pixel-per-meter ratios (ie. pixel-to-physical-rotation is lower)\n                    panDelta = panDelta.rotate(-tr.angle);\n                    const scale = tr._pixelsPerMercatorPixel / tr.worldSize;\n                    panVec[0] = -panDelta.x * mercatorScale(latFromMercatorY(startPoint.y)) * scale;\n                    panVec[1] = -panDelta.y * mercatorScale(tr.center.lat) * scale;\n\n                } else {\n                    const endPoint = tr.pointCoordinate(around.sub(panDelta));\n\n                    if (startPoint && endPoint) {\n                        panVec[0] = endPoint.x - startPoint.x;\n                        panVec[1] = endPoint.y - startPoint.y;\n                    }\n                }\n            }\n        }\n\n        const originalZoom = tr.zoom;\n        // Compute Mercator 3D camera offset based on screenspace requested ZoomDelta\n        const zoomVec = [0, 0, 0];\n        if (zoomDelta) {\n            // Zoom value has to be computed relative to a secondary map plane that is created from the terrain position below the cursor.\n            // This way the zoom interpolation can be kept linear and independent of the (possible) terrain elevation\n            const pickedPosition: vec3 = aroundCoord ? toVec3(aroundCoord) : toVec3(tr.pointCoordinate3D(around));\n\n            const aroundRay = {dir: vec3.normalize([], vec3.sub([], pickedPosition, tr._camera.position))};\n            if (aroundRay.dir[2] < 0) {\n                // Special handling is required if the ray created from the cursor is heading up.\n                // This scenario is possible if user is trying to zoom towards a feature like a hill or a mountain.\n                // Convert zoomDelta to a movement vector as if the camera would be orbiting around the picked point\n                const movement = tr.zoomDeltaToMovement(pickedPosition, zoomDelta);\n                vec3.scale(zoomVec, aroundRay.dir, movement);\n            }\n        }\n\n        // Mutate camera state via CameraAPI\n        const translation = vec3.add(panVec, panVec, zoomVec);\n        tr._translateCameraConstrained(translation);\n\n        if (zoomDelta && Math.abs(tr.zoom - originalZoom) > 0.0001) {\n            tr.recenterOnTerrain();\n        }\n\n        tr.cameraElevationReference = \"ground\";\n\n        this._map._update();\n        if (!combinedResult.noInertia) this._inertia.record(combinedResult);\n        this._fireEvents(combinedEventsInProgress, deactivatedHandlers, true);\n    }\n\n    _fireEvents(newEventsInProgress: EventsInProgress, deactivatedHandlers: Record<string, Handler>, allowEndAnimation: boolean) {\n        const wasMoving = isMoving(this._eventsInProgress);\n        const nowMoving = isMoving(newEventsInProgress);\n\n        const startEvents: EventsInProgress = {};\n\n        for (const eventName in newEventsInProgress) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const {originalEvent} = newEventsInProgress[eventName];\n            if (!this._eventsInProgress[eventName]) {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                startEvents[`${eventName}start`] = originalEvent;\n            }\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            this._eventsInProgress[eventName] = newEventsInProgress[eventName];\n        }\n\n        // fire start events only after this._eventsInProgress has been updated\n        if (!wasMoving && nowMoving) {\n            this._fireEvent('movestart', nowMoving.originalEvent);\n        }\n\n        for (const name in startEvents) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this._fireEvent(name as keyof MapEvents, startEvents[name]);\n        }\n\n        if (nowMoving) {\n            this._fireEvent('move', nowMoving.originalEvent);\n        }\n\n        for (const eventName in newEventsInProgress) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const {originalEvent} = newEventsInProgress[eventName];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this._fireEvent(eventName as keyof MapEvents, originalEvent);\n        }\n\n        const endEvents: EventsInProgress = {};\n\n        let originalEndEvent;\n        for (const eventName in this._eventsInProgress) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n            const {handlerName, originalEvent} = this._eventsInProgress[eventName];\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n            if (!this._handlersById[handlerName].isActive()) {\n                delete this._eventsInProgress[eventName];\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment, @typescript-eslint/no-unsafe-member-access\n                originalEndEvent = deactivatedHandlers[handlerName] || originalEvent;\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                endEvents[`${eventName}end`] = originalEndEvent;\n            }\n        }\n\n        for (const name in endEvents) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this._fireEvent(name as keyof MapEvents, endEvents[name]);\n        }\n\n        const stillMoving = isMoving(this._eventsInProgress);\n        if (allowEndAnimation && (wasMoving || nowMoving) && !stillMoving) {\n            this._updatingCamera = true;\n            const inertialEase = this._inertia._onMoveEnd(this._map.dragPan._inertiaOptions);\n\n            const shouldSnapToNorth = (bearing: number) => bearing !== 0 && -this._bearingSnap < bearing && bearing < this._bearingSnap;\n\n            if (inertialEase) {\n                if (shouldSnapToNorth(inertialEase.bearing || this._map.getBearing())) {\n                    inertialEase.bearing = 0;\n                }\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                this._map.easeTo(inertialEase, {originalEvent: originalEndEvent});\n            } else {\n                // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n                this._map.fire(new Event('moveend', {originalEvent: originalEndEvent}));\n                if (shouldSnapToNorth(this._map.getBearing())) {\n                    this._map.resetNorth();\n                }\n            }\n            this._updatingCamera = false;\n        }\n\n    }\n\n    _fireEvent(type: keyof MapEvents, event?: MouseEvent | TouchEvent) {\n        const eventData = (event ? {originalEvent: event} : {});\n        this._map.fire(new Event(type, eventData as MapEvents[keyof MapEvents]));\n    }\n\n    _requestFrame(): number {\n        this._map.triggerRepaint();\n        return this._map._renderTaskQueue.add(timeStamp => {\n            this._frameId = undefined;\n            this.handleEvent(new RenderFrameEvent('renderFrame', {timeStamp}));\n            this._applyChanges();\n        });\n    }\n\n    _triggerRenderFrame() {\n        if (this._frameId === undefined) {\n            this._frameId = this._requestFrame();\n        }\n    }\n}\n\nexport default HandlerManager;\n","import {vec3, vec4, mat4} from 'gl-matrix';\nimport {\n    bindAll,\n    warnOnce,\n    clamp,\n    wrap,\n    ease as defaultEasing,\n    pick,\n    degToRad,\n} from '../util/util';\nimport {number as interpolate} from '../style-spec/util/interpolate';\nimport browser from '../util/browser';\nimport LngLat, {earthRadius, latLngToECEF, ecefToLatLng, LngLatBounds} from '../geo/lng_lat';\nimport {\n    GLOBE_RADIUS,\n    GLOBE_ZOOM_THRESHOLD_MAX,\n    GLOBE_ZOOM_THRESHOLD_MIN\n} from '../geo/projection/globe_constants';\nimport Point from '@mapbox/point-geometry';\nimport {Event, Evented} from '../util/evented';\nimport assert from '../style-spec/util/assert';\nimport {Debug} from '../util/debug';\nimport MercatorCoordinate, {\n    mercatorZfromAltitude,\n    mercatorXfromLng,\n    mercatorYfromLat,\n} from '../geo/mercator_coordinate';\nimport {Aabb} from '../util/primitives';\nimport {getZoomAdjustment} from '../geo/projection/adjustments';\n\nimport type Tile from '../source/tile';\nimport type Transform from '../geo/transform';\nimport type HandlerManager from './handler_manager';\nimport type {KeepGesture} from './handler_manager';\nimport type {TaskID} from '../util/task_queue';\nimport type {Callback} from '../types/callback';\nimport type {MapEvents} from './events';\nimport type {EventData} from '../util/evented';\nimport type {PointLike} from '../types/point-like';\nimport type {PaddingOptions} from '../geo/edge_insets';\nimport type {FreeCameraOptions} from './free_camera';\nimport type {ElevationQueryOptions} from '../terrain/elevation';\nimport type {LngLatLike, LngLatBoundsLike} from '../geo/lng_lat';\n\n/**\n * Options common to {@link Map#jumpTo}, {@link Map#easeTo}, and {@link Map#flyTo}, controlling the desired location,\n * zoom, bearing, and pitch of the camera. All properties are optional, and when a property is omitted, the current\n * camera value for that property will remain unchanged.\n *\n * @typedef {Object} CameraOptions\n * @property {LngLatLike} center The location to place at the screen center.\n * @property {number} zoom The desired zoom level.\n * @property {number} bearing The desired bearing in degrees. The bearing is the compass direction that\n * is \"up\". For example, `bearing: 90` orients the map so that east is up.\n * @property {number} pitch The desired pitch in degrees. The pitch is the angle towards the horizon\n * measured in degrees with a range between 0 and 85 degrees. For example, pitch: 0 provides the appearance\n * of looking straight down at the map, while pitch: 60 tilts the user's perspective towards the horizon.\n * Increasing the pitch value is often used to display 3D objects.\n * @property {number} fov The desired vertical field of view in degrees, clamped to [0.01, 60]. This property is experimental.\n * @property {LngLatLike} around The location serving as the origin for a change in `zoom`, `pitch` and/or `bearing`.\n * This location will remain at the same screen position following the transform.\n * This is useful for drawing attention to a location that is not in the screen center.\n * `center` is ignored if `around` is included.\n * @property {PaddingOptions} padding Dimensions in pixels applied on each side of the viewport for shifting the vanishing point.\n * Note that when `padding` is used with `jumpTo`, `easeTo`, and `flyTo`, it also sets the global map padding as a side effect,\n * affecting all subsequent camera movements until the padding is reset. To avoid this, add the `retainPadding: false` option.\n * @property {boolean} retainPadding If `false`, the value provided with the `padding` option will not be retained as the global map padding. When set to `true` the current camera transform will be modified by the function being called with this option. This is `true` by default.\n * @example\n * // set the map's initial perspective with CameraOptions\n * const map = new mapboxgl.Map({\n *     container: 'map',\n *     style: 'mapbox://styles/mapbox/streets-v11',\n *     center: [-73.5804, 45.53483],\n *     pitch: 60,\n *     bearing: -60,\n *     zoom: 10\n * });\n * @see [Example: Set pitch and bearing](https://docs.mapbox.com/mapbox-gl-js/example/set-perspective/)\n * @see [Example: Jump to a series of locations](https://docs.mapbox.com/mapbox-gl-js/example/jump-to/)\n * @see [Example: Fly to a location](https://docs.mapbox.com/mapbox-gl-js/example/flyto/)\n * @see [Example: Display buildings in 3D](https://docs.mapbox.com/mapbox-gl-js/example/3d-buildings/)\n */\nexport type CameraOptions = {\n    center?: LngLatLike;\n    zoom?: number;\n    bearing?: number;\n    pitch?: number;\n    /**\n     * Vertical field of view, measured in degrees. Clamped to [0.01, 60].\n     *\n     * @experimental\n     */\n    fov?: number;\n    around?: LngLatLike;\n    padding?: number | PaddingOptions;\n    minZoom?: number;\n    maxZoom?: number;\n    retainPadding?: boolean;\n};\n\nexport type FullCameraOptions = CameraOptions & {\n    maxZoom: number;\n    offset: PointLike;\n    padding: Required<PaddingOptions>;\n};\n\n/**\n * Options common to map movement methods that involve animation, such as {@link Map#panBy} and\n * {@link Map#easeTo}, controlling the duration and easing function of the animation. All properties\n * are optional.\n *\n * @typedef {Object} AnimationOptions\n * @property {number} duration The animation's duration, measured in milliseconds.\n * @property {Function} easing A function taking a time in the range 0..1 and returning a number where 0 is\n * the initial state and 1 is the final state.\n * @property {PointLike} offset The target center's offset relative to real map container center at the end of animation.\n * @property {boolean} animate If `false`, no animation will occur.\n * @property {boolean} essential If `true`, then the animation is considered essential and will not be affected by\n * [`prefers-reduced-motion`](https://developer.mozilla.org/en-US/docs/Web/CSS/@media/prefers-reduced-motion).\n * @property {boolean} preloadOnly If `true`, it will trigger tiles loading across the animation path, but no animation will occur.\n * @property {number} curve The zooming \"curve\" that will occur along the\n * flight path. A high value maximizes zooming for an exaggerated animation, while a low\n * value minimizes zooming for an effect closer to {@link Map#easeTo}. 1.42 is the average\n * value selected by participants in the user study discussed in\n * [van Wijk (2003)](https://www.win.tue.nl/~vanwijk/zoompan.pdf). A value of\n * `Math.pow(6, 0.25)` would be equivalent to the root mean squared average velocity. A\n * value of 1 would produce a circular motion. If `minZoom` is specified, this option will be ignored.\n * @property {number} minZoom The zero-based zoom level at the peak of the flight path. If\n * this option is specified, `curve` will be ignored.\n * @property {number} speed The average speed of the animation defined in relation to\n * `curve`. A speed of 1.2 means that the map appears to move along the flight path\n * by 1.2 times `curve` screenfuls every second. A _screenful_ is the map's visible span.\n * It does not correspond to a fixed physical distance, but varies by zoom level.\n * @property {number} screenSpeed The average speed of the animation measured in screenfuls\n * per second, assuming a linear timing curve. If `speed` is specified, this option is ignored.\n * @property {number} maxDuration The animation's maximum duration, measured in milliseconds.\n * If duration exceeds maximum duration, it resets to 0.\n * @see [Example: Slowly fly to a location](https://docs.mapbox.com/mapbox-gl-js/example/flyto-options/)\n * @see [Example: Customize camera animations](https://docs.mapbox.com/mapbox-gl-js/example/camera-animation/)\n * @see [Example: Navigate the map with game-like controls](https://docs.mapbox.com/mapbox-gl-js/example/game-controls/)\n */\nexport type AnimationOptions = {\n    animate?: boolean;\n    curve?: number;\n    duration?: number;\n    easing?: (_: number) => number;\n    essential?: boolean;\n    linear?: boolean;\n    maxDuration?: number;\n    offset?: PointLike;\n    preloadOnly?: boolean;\n    screenSpeed?: number;\n    speed?: number;\n};\n\nexport type EasingOptions = CameraOptions & AnimationOptions;\n\ntype MotionState = {\n    moving?: boolean;\n    zooming?: boolean;\n    rotating?: boolean;\n    pitching?: boolean;\n};\n\nexport type ElevationBoxRaycast = {\n    minLngLat: LngLat;\n    maxLngLat: LngLat;\n    minAltitude: number;\n    maxAltitude: number;\n};\n\nconst freeCameraNotSupportedWarning = 'map.setFreeCameraOptions(...) and map.getFreeCameraOptions() are not yet supported for non-mercator projections.';\n\n/**\n * Options for setting padding on calls to methods such as {@link Map#jumpTo}, {@link Map#easeTo}, {@link Map#flyTo},\n * {@link Map#fitBounds}, {@link Map#fitScreenCoordinates}, and {@link Map#setPadding}. Adjust these options to set\n * the amount of padding in pixels added to the edges of the canvas. Set a uniform padding on all edges or individual\n * values for each edge. All properties of this object must be non-negative integers. Note that when `padding` is used with\n * `fitBounds`, `flyTo`, or similar methods, it also sets the global map padding as a side effect, affecting all\n * subsequent camera movements until the padding is reset.\n *\n * @typedef {Object} PaddingOptions\n * @property {number} top Padding in pixels from the top of the map canvas.\n * @property {number} bottom Padding in pixels from the bottom of the map canvas.\n * @property {number} left Padding in pixels from the left of the map canvas.\n * @property {number} right Padding in pixels from the right of the map canvas.\n *\n * @example\n * const bbox = [[-79, 43], [-73, 45]];\n * map.fitBounds(bbox, {\n *     padding: {top: 10, bottom: 25, left: 15, right: 5}\n * });\n *\n * @example\n * const bbox = [[-79, 43], [-73, 45]];\n * map.fitBounds(bbox, {\n *     padding: 20\n * });\n * @see [Example: Fit to the bounds of a LineString](https://docs.mapbox.com/mapbox-gl-js/example/zoomto-linestring/)\n * @see [Example: Fit a map to a bounding box](https://docs.mapbox.com/mapbox-gl-js/example/fitbounds/)\n */\n\nclass Camera extends Evented<MapEvents> {\n    transform: Transform;\n    _moving: boolean;\n    _zooming: boolean;\n    _rotating!: boolean;\n    _pitching!: boolean;\n    _padding!: boolean;\n\n    _bearingSnap: number;\n    _easeStart!: number;\n    _easeOptions!: EasingOptions;\n    _easeId: string | undefined;\n    _respectPrefersReducedMotion: boolean;\n\n    _onEaseFrame!: (_: number) => Transform | void | null | undefined;\n    _onEaseEnd!: (easeId?: string) => void | null | undefined;\n    _easeFrameId: TaskID | null | undefined;\n\n    handlers?: HandlerManager;\n\n    constructor(transform: Transform, options: {bearingSnap?: number; respectPrefersReducedMotion?: boolean}) {\n        super();\n        this._moving = false;\n        this._zooming = false;\n        this.transform = transform;\n        this._bearingSnap = options.bearingSnap;\n        this._respectPrefersReducedMotion = options.respectPrefersReducedMotion !== false;\n\n        bindAll(['_renderFrameCallback'], this);\n\n        //addAssertions(this);\n    }\n\n    /**\n     * @section {Camera}\n     * @method\n     * @instance\n     * @memberof Map\n     */\n\n    /**\n     * Returns the map's geographical centerpoint.\n     *\n     * @memberof Map#\n     * @returns {LngLat} The map's geographical centerpoint.\n     * @example\n     * // Return a LngLat object such as {lng: 0, lat: 0}.\n     * const center = map.getCenter();\n     * // Access longitude and latitude values directly.\n     * const {lng, lat} = map.getCenter();\n     * @see [Tutorial: Use Mapbox GL JS in a React app](https://docs.mapbox.com/help/tutorials/use-mapbox-gl-js-with-react/#store-the-new-coordinates)\n     */\n    getCenter(): LngLat { return new LngLat(this.transform.center.lng, this.transform.center.lat); }\n\n    /**\n     * Sets the map's geographical centerpoint. Equivalent to `jumpTo({center: center})`.\n     *\n     * @memberof Map#\n     * @param {LngLatLike} center The centerpoint to set.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setCenter([-74, 38]);\n     */\n    setCenter(center: LngLatLike, eventData?: EventData): this {\n        return this.jumpTo({center}, eventData);\n    }\n\n    /**\n     * Pans the map by the specified offset.\n     *\n     * @memberof Map#\n     * @param {PointLike} offset The `x` and `y` coordinates by which to pan the map.\n     * @param {AnimationOptions | null} options An options object describing the destination and animation of the transition. We do not recommend using `options.offset` since this value will override the value of the `offset` parameter.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} `this` Returns itself to allow for method chaining.\n     * @example\n     * map.panBy([-74, 38]);\n     * @example\n     * // panBy with an animation of 5 seconds.\n     * map.panBy([-74, 38], {duration: 5000});\n     * @see [Example: Navigate the map with game-like controls](https://www.mapbox.com/mapbox-gl-js/example/game-controls/)\n     */\n    panBy(offset: PointLike, options?: AnimationOptions, eventData?: EventData): this {\n        offset = Point.convert(offset).mult(-1);\n        return this.panTo(this.transform.center, {offset, ...options}, eventData);\n    }\n\n    /**\n     * Pans the map to the specified location with an animated transition.\n     *\n     * @memberof Map#\n     * @param {LngLatLike} lnglat The location to pan the map to.\n     * @param {AnimationOptions | null} options Options describing the destination and animation of the transition.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.panTo([-74, 38]);\n     * @example\n     * // Specify that the panTo animation should last 5000 milliseconds.\n     * map.panTo([-74, 38], {duration: 5000});\n     * @see [Example: Update a feature in realtime](https://docs.mapbox.com/mapbox-gl-js/example/live-update-feature/)\n     */\n    panTo(lnglat: LngLatLike, options?: AnimationOptions, eventData?: EventData): this {\n        return this.easeTo({center: lnglat, ...options}, eventData);\n    }\n\n    /**\n     * Returns the map's current zoom level.\n     *\n     * @memberof Map#\n     * @returns {number} The map's current zoom level.\n     * @example\n     * map.getZoom();\n     */\n    getZoom(): number { return this.transform.zoom; }\n\n    /**\n     * Sets the map's zoom level. Equivalent to `jumpTo({zoom: zoom})`.\n     *\n     * @memberof Map#\n     * @param {number} zoom The zoom level to set (0-20).\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Zoom to the zoom level 5 without an animated transition\n     * map.setZoom(5);\n     */\n    setZoom(zoom: number, eventData?: EventData): this {\n        this.jumpTo({zoom}, eventData);\n        return this;\n    }\n\n    /**\n     * Zooms the map to the specified zoom level, with an animated transition.\n     *\n     * @memberof Map#\n     * @param {number} zoom The zoom level to transition to.\n     * @param {AnimationOptions | null} options Options object.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Zoom to the zoom level 5 without an animated transition\n     * map.zoomTo(5);\n     * // Zoom to the zoom level 8 with an animated transition\n     * map.zoomTo(8, {\n     *     duration: 2000,\n     *     offset: [100, 50]\n     * });\n     */\n    zoomTo(zoom: number, options?: AnimationOptions | null, eventData?: EventData): this {\n        return this.easeTo({zoom, ...options}, eventData);\n    }\n\n    /**\n     * Increases the map's zoom level by 1.\n     *\n     * @memberof Map#\n     * @param {AnimationOptions | null} options Options object.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // zoom the map in one level with a custom animation duration\n     * map.zoomIn({duration: 1000});\n     */\n    zoomIn(options?: AnimationOptions, eventData?: EventData): this {\n        this.zoomTo(this.getZoom() + 1, options, eventData);\n        return this;\n    }\n\n    /**\n     * Decreases the map's zoom level by 1.\n     *\n     * @memberof Map#\n     * @param {AnimationOptions | null} options Options object.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // zoom the map out one level with a custom animation offset\n     * map.zoomOut({offset: [80, 60]});\n     */\n    zoomOut(options?: AnimationOptions, eventData?: EventData): this {\n        this.zoomTo(this.getZoom() - 1, options, eventData);\n        return this;\n    }\n\n    /**\n     * Returns the map's current bearing. The bearing is the compass direction that is \"up\"; for example, a bearing\n     * of 90° orients the map so that east is up.\n     *\n     * @memberof Map#\n     * @returns {number} The map's current bearing.\n     * @example\n     * const bearing = map.getBearing();\n     * @see [Example: Navigate the map with game-like controls](https://www.mapbox.com/mapbox-gl-js/example/game-controls/)\n     */\n    getBearing(): number {\n        return this.transform.bearing;\n    }\n\n    /**\n     * Sets the map's bearing (rotation). The bearing is the compass direction that is \"up\"; for example, a bearing\n     * of 90° orients the map so that east is up.\n     *\n     * Equivalent to `jumpTo({bearing: bearing})`.\n     *\n     * @memberof Map#\n     * @param {number} bearing The desired bearing.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Rotate the map to 90 degrees.\n     * map.setBearing(90);\n     */\n    setBearing(bearing: number, eventData?: EventData): this {\n        this.jumpTo({bearing}, eventData);\n        return this;\n    }\n\n    /**\n     * Returns the current padding applied around the map viewport.\n     *\n     * @memberof Map#\n     * @returns {PaddingOptions} The current padding around the map viewport.\n     * @example\n     * const padding = map.getPadding();\n     */\n    getPadding(): PaddingOptions { return this.transform.padding; }\n\n    /**\n     * Sets the padding in pixels around the viewport.\n     *\n     * Equivalent to `jumpTo({padding: padding})`.\n     *\n     * @memberof Map#\n     * @param {PaddingOptions} padding The desired padding. Format: {left: number, right: number, top: number, bottom: number}.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Sets a left padding of 300px, and a top padding of 50px\n     * map.setPadding({left: 300, top: 50});\n     */\n    setPadding(padding: PaddingOptions, eventData?: EventData): this {\n        this.jumpTo({padding}, eventData);\n        return this;\n    }\n\n    /**\n     * Rotates the map to the specified bearing, with an animated transition. The bearing is the compass direction\n     * that is \\\"up\\\"; for example, a bearing of 90° orients the map so that east is up.\n     *\n     * @memberof Map#\n     * @param {number} bearing The desired bearing.\n     * @param {EasingOptions | null} options Options describing the destination and animation of the transition.\n     * Accepts {@link CameraOptions} and {@link AnimationOptions}.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.rotateTo(30);\n     * @example\n     * // rotateTo with an animation of 2 seconds.\n     * map.rotateTo(30, {duration: 2000});\n     */\n    rotateTo(bearing: number, options?: EasingOptions, eventData?: EventData): this {\n        return this.easeTo({bearing, ...options}, eventData);\n    }\n\n    /**\n     * Rotates the map so that north is up (0° bearing), with an animated transition.\n     *\n     * @memberof Map#\n     * @param {EasingOptions | null} options Options describing the destination and animation of the transition.\n     * Accepts {@link CameraOptions} and {@link AnimationOptions}.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // resetNorth with an animation of 2 seconds.\n     * map.resetNorth({duration: 2000});\n     */\n    resetNorth(options?: EasingOptions, eventData?: EventData): this {\n        this.rotateTo(0, {duration: 1000, ...options}, eventData);\n        return this;\n    }\n\n    /**\n     * Rotates and pitches the map so that north is up (0° bearing) and pitch is 0°, with an animated transition.\n     *\n     * @memberof Map#\n     * @param {EasingOptions | null} options Options describing the destination and animation of the transition.\n     * Accepts {@link CameraOptions} and {@link AnimationOptions}.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // resetNorthPitch with an animation of 2 seconds.\n     * map.resetNorthPitch({duration: 2000});\n     */\n    resetNorthPitch(options?: EasingOptions, eventData?: EventData): this {\n        this.easeTo({bearing: 0,\n            pitch: 0,\n            duration: 1000, ...options}, eventData);\n        return this;\n    }\n\n    /**\n     * Snaps the map so that north is up (0° bearing), if the current bearing is\n     * close enough to it (within the `bearingSnap` threshold).\n     *\n     * @memberof Map#\n     * @param {EasingOptions | null} options Options describing the destination and animation of the transition.\n     * Accepts {@link CameraOptions} and {@link AnimationOptions}.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // snapToNorth with an animation of 2 seconds.\n     * map.snapToNorth({duration: 2000});\n     */\n    snapToNorth(options?: EasingOptions, eventData?: EventData): this {\n        if (Math.abs(this.getBearing()) < this._bearingSnap) {\n            return this.resetNorth(options, eventData);\n        }\n        return this;\n    }\n\n    /**\n     * Returns the map's current [pitch](https://docs.mapbox.com/help/glossary/camera/) (tilt).\n     *\n     * @memberof Map#\n     * @returns {number} The map's current pitch, measured in degrees away from the plane of the screen.\n     * @example\n     * const pitch = map.getPitch();\n     */\n    getPitch(): number { return this.transform.pitch; }\n\n    /**\n     * Sets the map's [pitch](https://docs.mapbox.com/help/glossary/camera/) (tilt). Equivalent to `jumpTo({pitch: pitch})`.\n     *\n     * @memberof Map#\n     * @param {number} pitch The pitch to set, measured in degrees away from the plane of the screen (0-60).\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:pitchstart\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // setPitch with an animation of 2 seconds.\n     * map.setPitch(80, {duration: 2000});\n     */\n    setPitch(pitch: number, eventData?: EventData): this {\n        this.jumpTo({pitch}, eventData);\n        return this;\n    }\n\n    /**\n     * Returns the map's current vertical field of view, measured in degrees.\n     *\n     * @memberof Map#\n     * @returns {number} The map's current vertical field of view, measured in degrees.\n     * @experimental\n     * @example\n     * const verticalFieldOfView = map.getVerticalFieldOfView();\n     */\n    getVerticalFieldOfView(): number { return this.transform.fov; }\n\n    /**\n     * Sets the map's vertical field of view, measured in degrees. Equivalent to `jumpTo({fov})`.\n     *\n     * @memberof Map#\n     * @param {number} fov The vertical field of view to set, measured in degrees (0.01-60).\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @experimental\n     * @example\n     * map.setVerticalFieldOfView(30);\n     */\n    setVerticalFieldOfView(fov: number, eventData?: EventData): this {\n        return this.jumpTo({fov}, eventData);\n    }\n\n    /**\n     * Returns the map's current horizontal field of view, measured in degrees. This value is\n     * derived from the vertical field of view and the map's aspect ratio, and is read-only.\n     *\n     * @memberof Map#\n     * @returns {number} The map's current horizontal field of view, measured in degrees.\n     * @experimental\n     * @example\n     * const horizontalFieldOfView = map.getHorizontalFieldOfView();\n     */\n    getHorizontalFieldOfView(): number { return this.transform.horizontalFov; }\n\n    /**\n     * Returns a {@link CameraOptions} object for the highest zoom level\n     * up to and including `Map#getMaxZoom()` that fits the bounds\n     * in the viewport at the specified bearing.\n     *\n     * @memberof Map#\n     * @param {LngLatBoundsLike} bounds Calculate the center for these bounds in the viewport and use\n     * the highest zoom level up to and including `Map#getMaxZoom()` that fits\n     * in the viewport. LngLatBounds represent a box that is always axis-aligned with bearing 0.\n     * @param {CameraOptions | null} options Options object.\n     * @param {number | PaddingOptions} [options.padding] The amount of padding in pixels to add to the given bounds.\n     * @param {number} [options.bearing=0] Desired map bearing at end of animation, in degrees.\n     * @param {number} [options.pitch=0] Desired map pitch at end of animation, in degrees.\n     * @param {PointLike} [options.offset=[0, 0]] The center of the given bounds relative to the map's center, measured in pixels.\n     * @param {number} [options.maxZoom] The maximum zoom level to allow when the camera would transition to the specified bounds.\n     * @returns {CameraOptions | void} If map is able to fit to provided bounds, returns `CameraOptions` with\n     * `center`, `zoom`, and `bearing`. If map is unable to fit, method will warn and return undefined.\n     * @example\n     * const bbox = [[-79, 43], [-73, 45]];\n     * const newCameraTransform = map.cameraForBounds(bbox, {\n     *     padding: {top: 10, bottom:25, left: 15, right: 5}\n     * });\n     */\n    cameraForBounds(bounds: LngLatBoundsLike, options?: CameraOptions): EasingOptions | null | undefined {\n        bounds = LngLatBounds.convert(bounds);\n        const bearing = (options && options.bearing) || 0;\n        const pitch = (options && options.pitch) || 0;\n        const lnglat0 = bounds.getNorthWest();\n        const lnglat1 = bounds.getSouthEast();\n        return this._cameraForBounds(this.transform, lnglat0, lnglat1, bearing, pitch, options);\n    }\n\n    _extendPadding(padding: PaddingOptions | null | undefined | number): Required<PaddingOptions> {\n        const defaultPadding = {top: 0, right: 0, bottom: 0, left: 0};\n        if (padding == null) return {...defaultPadding, ...this.transform.padding};\n\n        if (typeof padding === 'number') {\n            return {top: padding, bottom: padding, right: padding, left: padding};\n        }\n\n        return {...defaultPadding, ...padding};\n    }\n\n    _extendCameraOptions(options?: CameraOptions): FullCameraOptions {\n        options = {offset: [0, 0],\n            maxZoom: this.transform.maxZoom, ...options} as FullCameraOptions;\n\n        options.padding = this._extendPadding(options.padding);\n\n        return options as FullCameraOptions;\n    }\n\n    _minimumAABBFrustumDistance(tr: Transform, aabb: Aabb): number {\n        const aabbW = aabb.max[0] - aabb.min[0];\n        const aabbH = aabb.max[1] - aabb.min[1];\n        const aabbAspectRatio = aabbW / aabbH;\n        const selectXAxis = aabbAspectRatio > tr.aspect;\n\n        const minimumDistance = selectXAxis ?\n            aabbW / (2 * Math.tan(tr.fovX * 0.5) * tr.aspect) :\n            aabbH / (2 * Math.tan(tr.fovY * 0.5) * tr.aspect);\n\n        return minimumDistance;\n    }\n\n    _cameraForBoundsOnGlobe(\n        transform: Transform,\n        p0: LngLatLike,\n        p1: LngLatLike,\n        bearing: number,\n        pitch: number,\n        options?: CameraOptions,\n    ): EasingOptions | null | undefined {\n        const tr = transform.clone();\n        const eOptions = this._extendCameraOptions(options);\n\n        tr.bearing = bearing;\n        tr.pitch = pitch;\n\n        const coord0 = LngLat.convert(p0);\n        const coord1 = LngLat.convert(p1);\n\n        const midLat = (coord0.lat + coord1.lat) * 0.5;\n        const midLng = (coord0.lng + coord1.lng) * 0.5;\n\n        const origin = latLngToECEF(midLat, midLng);\n\n        const zAxis = vec3.normalize([], origin);\n        const xAxis = vec3.normalize([], vec3.cross([], zAxis, [0, 1, 0]));\n        const yAxis = vec3.cross([], xAxis, zAxis);\n\n        const aabbOrientation: mat4 = [\n            xAxis[0], xAxis[1], xAxis[2], 0,\n            yAxis[0], yAxis[1], yAxis[2], 0,\n            zAxis[0], zAxis[1], zAxis[2], 0,\n            0, 0, 0, 1\n        ];\n\n        const ecefCoords = [\n            origin,\n\n            latLngToECEF(coord0.lat, coord0.lng),\n            latLngToECEF(coord1.lat, coord0.lng),\n            latLngToECEF(coord1.lat, coord1.lng),\n            latLngToECEF(coord0.lat, coord1.lng),\n\n            latLngToECEF(midLat, coord0.lng),\n            latLngToECEF(midLat, coord1.lng),\n            latLngToECEF(coord0.lat, midLng),\n            latLngToECEF(coord1.lat, midLng),\n        ];\n\n        let aabb = Aabb.fromPoints(ecefCoords.map(p => [vec3.dot(xAxis, p), vec3.dot(yAxis, p), vec3.dot(zAxis, p)]));\n\n        const center = vec3.transformMat4([], aabb.center, aabbOrientation) as [number, number, number];\n\n        if (vec3.squaredLength(center) === 0) {\n            vec3.set(center, 0, 0, 1);\n        }\n\n        vec3.normalize(center, center);\n        vec3.scale(center, center, GLOBE_RADIUS);\n        tr.center = ecefToLatLng(center);\n\n        const worldToCamera = tr.getWorldToCameraMatrix();\n        const cameraToWorld = mat4.invert(new Float64Array(16), worldToCamera);\n\n        aabb = Aabb.applyTransform(aabb, mat4.multiply([], worldToCamera, aabbOrientation));\n        const extendedAabb = this._extendAABB(aabb, tr, eOptions, bearing);\n        if (!extendedAabb) {\n            warnOnce('Map cannot fit within canvas with the given bounds, padding, and/or offset.');\n            return;\n        }\n\n        aabb = extendedAabb;\n        vec3.transformMat4(center, center, worldToCamera);\n\n        const aabbHalfExtentZ = (aabb.max[2] - aabb.min[2]) * 0.5;\n        const frustumDistance = this._minimumAABBFrustumDistance(tr, aabb);\n\n        const offsetZ = vec3.scale([], [0, 0, 1], aabbHalfExtentZ);\n        const aabbClosestPoint = vec3.add(offsetZ, center, offsetZ);\n        const offsetDistance = frustumDistance + (tr.pitch === 0 ? 0 : vec3.distance(center, aabbClosestPoint));\n\n        const globeCenter = tr.globeCenterInViewSpace;\n        const normal = vec3.sub([], center, [globeCenter[0], globeCenter[1], globeCenter[2]]);\n        vec3.normalize(normal, normal);\n        vec3.scale(normal, normal, offsetDistance);\n\n        const cameraPosition = vec3.add([], center, normal);\n\n        vec3.transformMat4(cameraPosition, cameraPosition, cameraToWorld);\n\n        const meterPerECEF = earthRadius / GLOBE_RADIUS;\n        const altitudeECEF = vec3.length(cameraPosition);\n        const altitudeMeter = altitudeECEF * meterPerECEF - earthRadius;\n        const mercatorZ = mercatorZfromAltitude(Math.max(altitudeMeter, Number.EPSILON), 0);\n\n        const zoom = Math.min(tr.zoomFromMercatorZAdjusted(mercatorZ), eOptions.maxZoom);\n\n        const halfZoomTransition = (GLOBE_ZOOM_THRESHOLD_MIN + GLOBE_ZOOM_THRESHOLD_MAX) * 0.5;\n        if (zoom > halfZoomTransition) {\n            tr.setProjection({name: 'mercator'});\n            tr.zoom = zoom;\n            return this._cameraForBounds(tr, p0, p1, bearing, pitch, options);\n        }\n\n        return {center: tr.center, zoom, bearing, pitch};\n    }\n\n    /**\n     * Extends the AABB with padding, offset, and bearing.\n     *\n     * @param {Aabb} aabb The AABB.\n     * @param {Transform} tr The transform.\n     * @param {FullCameraOptions} options Camera options.\n     * @param {number} bearing The bearing.\n     * @returns {Aabb | null} The extended AABB or null if couldn't scale.\n     * @private\n     */\n    _extendAABB(aabb: Aabb, tr: Transform, options: FullCameraOptions, bearing: number): Aabb | null {\n        const padL = options.padding.left || 0;\n        const padR = options.padding.right || 0;\n        const padB = options.padding.bottom || 0;\n        const padT = options.padding.top || 0;\n\n        const halfScreenPadX = (padL + padR) * 0.5;\n        const halfScreenPadY = (padT + padB) * 0.5;\n\n        const top = halfScreenPadY;\n        const left = halfScreenPadX;\n        const right = halfScreenPadX;\n        const bottom = halfScreenPadY;\n\n        const width = tr.width - (left + right);\n        const height = tr.height - (top + bottom);\n\n        const aabbSize = vec3.sub([], aabb.max, aabb.min) as [number, number, number];\n\n        const scaleX = width / aabbSize[0];\n        const scaleY = height / aabbSize[1];\n\n        const scale = Math.min(scaleX, scaleY);\n\n        const zoomRef = Math.min(tr.scaleZoom(tr.scale * scale), options.maxZoom);\n        if (isNaN(zoomRef)) {\n            return null;\n        }\n\n        const scaleRatio = tr.scale / tr.zoomScale(zoomRef);\n\n        const extendedAABB = new Aabb(\n            [aabb.min[0] - left * scaleRatio, aabb.min[1] - bottom * scaleRatio, aabb.min[2]],\n            [aabb.max[0] + right * scaleRatio, aabb.max[1] + top * scaleRatio, aabb.max[2]]\n        );\n\n        const centerOffset = (typeof (options.offset as Point).x === 'number' && typeof (options.offset as Point).y === 'number') ?\n            new Point((options.offset as Point).x, (options.offset as Point).y) :\n            Point.convert(options.offset);\n\n        const rotatedOffset = centerOffset.rotate(-degToRad(bearing));\n\n        extendedAABB.center[0] -= rotatedOffset.x * scaleRatio;\n        extendedAABB.center[1] += rotatedOffset.y * scaleRatio;\n\n        return extendedAABB;\n    }\n\n    /**\n     * @section {Querying features}\n     * @method\n     * @instance\n     * @memberof Map\n     */\n\n    /**\n     * Queries the currently loaded data for elevation at a geographical location. The elevation is returned in `meters` relative to mean sea-level.\n     * Returns `null` if `terrain` is disabled or if terrain data for the location hasn't been loaded yet.\n     *\n     * In order to guarantee that the terrain data is loaded ensure that the geographical location is visible and wait for the `idle` event to occur.\n     *\n     * @memberof Map#\n     * @param {LngLatLike} lnglat The geographical location at which to query.\n     * @param {ElevationQueryOptions} [options] Options object.\n     * @param {boolean} [options.exaggerated=true] When `true` returns the terrain elevation with the value of `exaggeration` from the style already applied.\n     * When `false`, returns the raw value of the underlying data without styling applied.\n     * @returns {number | null} The elevation in meters.\n     * @example\n     * const coordinate = [-122.420679, 37.772537];\n     * const elevation = map.queryTerrainElevation(coordinate);\n     * @see [Example: Query terrain elevation](https://docs.mapbox.com/mapbox-gl-js/example/query-terrain-elevation/)\n     */\n    queryTerrainElevation(lnglat: LngLatLike, options?: ElevationQueryOptions | null): number | null | undefined {\n        const elevation = this.transform.elevation;\n        if (elevation) {\n            options = {exaggerated: true, ...options};\n            return elevation.getAtPoint(MercatorCoordinate.fromLngLat(lnglat), null, options.exaggerated);\n        }\n        return null;\n    }\n\n    /**\n     * Calculate the center of these two points in the viewport and use\n     * the highest zoom level up to and including `Map#getMaxZoom()` that fits\n     * the points in the viewport at the specified bearing.\n     * @memberof Map#\n     * @param transform The current transform\n     * @param {LngLatLike} p0 First point\n     * @param {LngLatLike} p1 Second point\n     * @param {number} bearing Desired map bearing at end of animation, in degrees\n     * @param {number} pitch Desired map pitch at end of animation, in degrees\n     * @param {CameraOptions | null} options\n     * @param {number | PaddingOptions} [options.padding] The amount of padding in pixels to add to the given bounds.\n     * @param {PointLike} [options.offset=[0, 0]] The center of the given bounds relative to the map's center, measured in pixels.\n     * @param {number} [options.maxZoom] The maximum zoom level to allow when the camera would transition to the specified bounds.\n     * @returns {CameraOptions | void} If map is able to fit to provided bounds, returns `CameraOptions` with\n     * `center`, `zoom`, and `bearing`. If map is unable to fit, method will warn and return undefined.\n     * @private\n     * @example\n     * var p0 = [-79, 43];\n     * var p1 = [-73, 45];\n     * var bearing = 90;\n     * var newCameraTransform = map._cameraForBounds(p0, p1, bearing, pitch, {\n     *   padding: {top: 10, bottom:25, left: 15, right: 5}\n     * });\n     */\n    _cameraForBounds(\n        transform: Transform,\n        p0: LngLatLike,\n        p1: LngLatLike,\n        bearing: number,\n        pitch: number,\n        options?: CameraOptions,\n    ): EasingOptions | null | undefined {\n        if (transform.projection.name === 'globe') {\n            return this._cameraForBoundsOnGlobe(transform, p0, p1, bearing, pitch, options);\n        }\n\n        const tr = transform.clone();\n        const eOptions = this._extendCameraOptions(options);\n\n        tr.bearing = bearing;\n        tr.pitch = pitch;\n\n        const coord0 = LngLat.convert(p0);\n        const coord1 = LngLat.convert(p1);\n        const coord2 = new LngLat(coord0.lng, coord1.lat);\n        const coord3 = new LngLat(coord1.lng, coord0.lat);\n\n        const p0world = tr.project(coord0);\n        const p1world = tr.project(coord1);\n\n        const z0 = this.queryTerrainElevation(coord0);\n        const z1 = this.queryTerrainElevation(coord1);\n        const z2 = this.queryTerrainElevation(coord2);\n        const z3 = this.queryTerrainElevation(coord3);\n\n        const worldCoords: vec3[] = [\n            [p0world.x, p0world.y, Math.min(z0 || 0, z1 || 0, z2 || 0, z3 || 0)],\n            [p1world.x, p1world.y, Math.max(z0 || 0, z1 || 0, z2 || 0, z3 || 0)]\n        ];\n\n        let aabb = Aabb.fromPoints(worldCoords);\n\n        const worldToCamera = tr.getWorldToCameraMatrix();\n        const cameraToWorld = mat4.invert(new Float64Array(16), worldToCamera);\n\n        aabb = Aabb.applyTransform(aabb, worldToCamera);\n        const extendedAabb = this._extendAABB(aabb, tr, eOptions, bearing);\n        if (!extendedAabb) {\n            warnOnce('Map cannot fit within canvas with the given bounds, padding, and/or offset.');\n            return;\n        }\n\n        aabb = extendedAabb;\n        const size = vec3.sub([], aabb.max, aabb.min);\n        const aabbHalfExtentZ = size[2] * 0.5;\n        const frustumDistance = this._minimumAABBFrustumDistance(tr, aabb);\n\n        const normalZ: vec4 = [0, 0, 1, 0];\n\n        vec4.transformMat4(normalZ, normalZ, worldToCamera);\n        vec4.normalize(normalZ, normalZ);\n\n        const offset = vec3.scale([], normalZ, frustumDistance + aabbHalfExtentZ);\n        const cameraPosition = vec3.add([], aabb.center, offset);\n\n        vec3.transformMat4(aabb.center, aabb.center, cameraToWorld);\n        vec3.transformMat4(cameraPosition, cameraPosition, cameraToWorld);\n\n        const center = tr.unproject(new Point(aabb.center[0], aabb.center[1]));\n\n        const zoomAdjustment = getZoomAdjustment(tr.projection, center);\n        const scaleAdjustment = Math.pow(2, zoomAdjustment);\n        const mercatorZ = (cameraPosition[2] * tr.pixelsPerMeter * scaleAdjustment) / tr.worldSize;\n        const zoom = Math.min(tr._zoomFromMercatorZ(mercatorZ), eOptions.maxZoom);\n\n        const halfZoomTransition = (GLOBE_ZOOM_THRESHOLD_MIN + GLOBE_ZOOM_THRESHOLD_MAX) * 0.5;\n\n        if (tr.mercatorFromTransition && zoom < halfZoomTransition) {\n            tr.setProjection({name: 'globe'});\n            tr.zoom = zoom;\n            return this._cameraForBounds(tr, p0, p1, bearing, pitch, options);\n        }\n\n        return {center, zoom, bearing, pitch};\n    }\n\n    /**\n     * Pans and zooms the map to contain its visible area within the specified geographical bounds.\n     * If a padding is set on the map, the bounds are fit to the inset.\n     *\n     * @memberof Map#\n     * @param {LngLatBoundsLike} bounds Center these bounds in the viewport and use the highest\n     * zoom level up to and including `Map#getMaxZoom()` that fits them in the viewport.\n     * @param {Object} [options] Options supports all properties from {@link AnimationOptions} and {@link CameraOptions} in addition to the fields below.\n     * @param {number | PaddingOptions} [options.padding] The amount of padding in pixels to add to the given bounds.\n     * @param {number} [options.pitch=0] Desired map pitch at end of animation, in degrees.\n     * @param {number} [options.bearing=0] Desired map bearing at end of animation, in degrees.\n     * @param {boolean} [options.linear=false] If `true`, the map transitions using\n     * {@link Map#easeTo}. If `false`, the map transitions using {@link Map#flyTo}. See\n     * those functions and {@link AnimationOptions} for information about options available.\n     * @param {Function} [options.easing] An easing function for the animated transition. See {@link AnimationOptions}.\n     * @param {PointLike} [options.offset=[0, 0]] The center of the given bounds relative to the map's center, measured in pixels.\n     * @param {number} [options.maxZoom] The maximum zoom level to allow when the map view transitions to the specified bounds.\n     * @param {Object} [eventData] Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * const bbox = [[-79, 43], [-73, 45]];\n     * map.fitBounds(bbox, {\n     *     padding: {top: 10, bottom:25, left: 15, right: 5}\n     * });\n     * @see [Example: Fit a map to a bounding box](https://www.mapbox.com/mapbox-gl-js/example/fitbounds/)\n     */\n    fitBounds(bounds: LngLatBoundsLike, options?: EasingOptions, eventData?: EventData): this {\n        const cameraPlacement = this.cameraForBounds(bounds, options);\n        return this._fitInternal(cameraPlacement, options, eventData);\n    }\n\n    /**\n     * Pans, rotates and zooms the map to to fit the box made by points p0 and p1\n     * once the map is rotated to the specified bearing. To zoom without rotating,\n     * pass in the current map bearing.\n     *\n     * @memberof Map#\n     * @param {PointLike} p0 First point on screen, in pixel coordinates.\n     * @param {PointLike} p1 Second point on screen, in pixel coordinates.\n     * @param {number} bearing Desired map bearing at end of animation, in degrees.\n     * @param {EasingOptions | null} options Options object.\n     * Accepts {@link CameraOptions} and {@link AnimationOptions}.\n     * @param {number | PaddingOptions} [options.padding] The amount of padding in pixels to add to the given bounds.\n     * @param {boolean} [options.linear=false] If `true`, the map transitions using\n     * {@link Map#easeTo}. If `false`, the map transitions using {@link Map#flyTo}. See\n     * those functions and {@link AnimationOptions} for information about options available.\n     * @param {number} [options.pitch=0] Desired map pitch at end of animation, in degrees.\n     * @param {Function} [options.easing] An easing function for the animated transition. See {@link AnimationOptions}.\n     * @param {PointLike} [options.offset=[0, 0]] The center of the given bounds relative to the map's center, measured in pixels.\n     * @param {number} [options.maxZoom] The maximum zoom level to allow when the map view transitions to the specified bounds.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:moveend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * const p0 = [220, 400];\n     * const p1 = [500, 900];\n     * map.fitScreenCoordinates(p0, p1, map.getBearing(), {\n     *     padding: {top: 10, bottom:25, left: 15, right: 5}\n     * });\n     * @see Used by {@link BoxZoomHandler}\n     */\n    fitScreenCoordinates(\n        p0: PointLike,\n        p1: PointLike,\n        bearing: number,\n        options?: EasingOptions,\n        eventData?: EventData,\n    ): this {\n        const screen0 = Point.convert(p0);\n        const screen1 = Point.convert(p1);\n\n        const min = new Point(Math.min(screen0.x, screen1.x), Math.min(screen0.y, screen1.y));\n        const max = new Point(Math.max(screen0.x, screen1.x), Math.max(screen0.y, screen1.y));\n\n        if (this.transform.projection.name === 'mercator' && this.transform.anyCornerOffEdge(screen0, screen1)) {\n            return this;\n        }\n\n        const lnglat0 = this.transform.pointLocation3D(min);\n        const lnglat1 = this.transform.pointLocation3D(max);\n        const lnglat2 = this.transform.pointLocation3D(new Point(min.x, max.y));\n        const lnglat3 = this.transform.pointLocation3D(new Point(max.x, min.y));\n\n        const p0coord: LngLatLike = [\n            Math.min(lnglat0.lng, lnglat1.lng, lnglat2.lng, lnglat3.lng),\n            Math.min(lnglat0.lat, lnglat1.lat, lnglat2.lat, lnglat3.lat),\n        ];\n        const p1coord: LngLatLike = [\n            Math.max(lnglat0.lng, lnglat1.lng, lnglat2.lng, lnglat3.lng),\n            Math.max(lnglat0.lat, lnglat1.lat, lnglat2.lat, lnglat3.lat),\n        ];\n\n        const pitch = options && options.pitch ? options.pitch : this.getPitch();\n\n        const cameraPlacement = this._cameraForBounds(this.transform, p0coord, p1coord, bearing, pitch, options);\n        return this._fitInternal(cameraPlacement, options, eventData);\n    }\n\n    _fitInternal(\n        calculatedOptions?: EasingOptions | null,\n        options?: EasingOptions,\n        eventData?: EventData,\n    ): this {\n        // cameraForBounds warns + returns undefined if unable to fit:\n        if (!calculatedOptions) return this;\n\n        options = Object.assign(calculatedOptions, options);\n\n        return options.linear ?\n            this.easeTo(options, eventData) :\n            this.flyTo(options, eventData);\n    }\n\n    /**\n     * Changes any combination of center, zoom, bearing, and pitch, without\n     * an animated transition. The map will retain its current values for any\n     * details not specified in `options`.\n     *\n     * @memberof Map#\n     * @param {CameraOptions} options Options object.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:pitchstart\n     * @fires Map.event:rotate\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:pitch\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @fires Map.event:pitchend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // jump to coordinates at current zoom\n     * map.jumpTo({center: [0, 0]});\n     * // jump with zoom, pitch, and bearing options\n     * map.jumpTo({\n     *     center: [0, 0],\n     *     zoom: 8,\n     *     pitch: 45,\n     *     bearing: 90\n     * });\n     * @see [Example: Jump to a series of locations](https://docs.mapbox.com/mapbox-gl-js/example/jump-to/)\n     * @see [Example: Update a feature in realtime](https://docs.mapbox.com/mapbox-gl-js/example/live-update-feature/)\n     */\n    jumpTo(options: CameraOptions & {preloadOnly?: AnimationOptions['preloadOnly']}, eventData?: EventData): this {\n        // a camera setter (setCenter/setPitch/…) called from within a 'drag'/'move' handler\n        // must not tear down the gesture the user is still performing.\n        this._stop({keepGesture: 'ifPointerDown'});\n\n        const tr = options.preloadOnly ? this.transform.clone() : this.transform;\n        let zoomChanged = false,\n            bearingChanged = false,\n            pitchChanged = false;\n\n        if ('zoom' in options && tr.zoom !== +options.zoom) {\n            zoomChanged = true;\n            tr.zoom = +options.zoom;\n        }\n\n        if (options.center !== undefined) {\n            tr.center = LngLat.convert(options.center);\n        }\n\n        if ('bearing' in options && tr.bearing !== +options.bearing) {\n            bearingChanged = true;\n            tr.bearing = +options.bearing;\n        }\n\n        if ('pitch' in options && tr.pitch !== +options.pitch) {\n            pitchChanged = true;\n            tr.pitch = +options.pitch;\n        }\n\n        if ('fov' in options) tr.fov = +options.fov;\n\n        const padding = typeof options.padding === 'number' ?\n            this._extendPadding(options.padding) :\n            options.padding;\n\n        if (options.padding != null && !tr.isPaddingEqual(padding)) {\n            if (options.retainPadding === false) {\n                const transformForPadding = tr.clone();\n                transformForPadding.padding = padding;\n                tr.setLocationAtPoint(tr.center, transformForPadding.centerPoint);\n            } else {\n                tr.padding = padding;\n            }\n        }\n\n        if (options.preloadOnly) {\n            this._preloadTiles(tr);\n            return this;\n        }\n\n        this.fire(new Event('movestart', eventData))\n            .fire(new Event('move', eventData));\n\n        if (zoomChanged) {\n            this.fire(new Event('zoomstart', eventData))\n                .fire(new Event('zoom', eventData))\n                .fire(new Event('zoomend', eventData));\n        }\n\n        if (bearingChanged) {\n            this.fire(new Event('rotatestart', eventData))\n                .fire(new Event('rotate', eventData))\n                .fire(new Event('rotateend', eventData));\n        }\n\n        if (pitchChanged) {\n            this.fire(new Event('pitchstart', eventData))\n                .fire(new Event('pitch', eventData))\n                .fire(new Event('pitchend', eventData));\n        }\n\n        return this.fire(new Event('moveend', eventData));\n    }\n\n    /**\n     * Returns position and orientation of the camera entity.\n     *\n     * This method is not supported for projections other than mercator.\n     *\n     * @memberof Map#\n     * @returns {FreeCameraOptions} The camera state.\n     * @example\n     * const camera = map.getFreeCameraOptions();\n     *\n     * const position = [138.72649, 35.33974];\n     * const altitude = 3000;\n     *\n     * camera.position = mapboxgl.MercatorCoordinate.fromLngLat(position, altitude);\n     * camera.lookAtPoint([138.73036, 35.36197]);\n     *\n     * map.setFreeCameraOptions(camera);\n     */\n    getFreeCameraOptions(): FreeCameraOptions {\n        if (!this.transform.projection.supportsFreeCamera) {\n            warnOnce(freeCameraNotSupportedWarning);\n        }\n        return this.transform.getFreeCameraOptions();\n    }\n\n    /**\n     * `FreeCameraOptions` provides more direct access to the underlying camera entity.\n     * For backwards compatibility the state set using this API must be representable with\n     * `CameraOptions` as well. Parameters are clamped into a valid range or discarded as invalid\n     * if the conversion to the pitch and bearing presentation is ambiguous. For example orientation\n     * can be invalid if it leads to the camera being upside down, the quaternion has zero length,\n     * or the pitch is over the maximum pitch limit.\n     *\n     * This method is not supported for projections other than mercator.\n     *\n     * @memberof Map#\n     * @param {FreeCameraOptions} options `FreeCameraOptions` object.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:pitchstart\n     * @fires Map.event:rotate\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:pitch\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @fires Map.event:pitchend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * const camera = map.getFreeCameraOptions();\n     *\n     * const position = [138.72649, 35.33974];\n     * const altitude = 3000;\n     *\n     * camera.position = mapboxgl.MercatorCoordinate.fromLngLat(position, altitude);\n     * camera.lookAtPoint([138.73036, 35.36197]);\n     *\n     * map.setFreeCameraOptions(camera);\n     */\n    setFreeCameraOptions(options: FreeCameraOptions, eventData?: EventData): this {\n        const tr = this.transform;\n\n        if (!tr.projection.supportsFreeCamera) {\n            warnOnce(freeCameraNotSupportedWarning);\n            return this;\n        }\n\n        this.stop();\n\n        const prevZoom = tr.zoom;\n        const prevPitch = tr.pitch;\n        const prevBearing = tr.bearing;\n\n        tr.setFreeCameraOptions(options);\n\n        const zoomChanged = prevZoom !== tr.zoom;\n        const pitchChanged = prevPitch !== tr.pitch;\n        const bearingChanged = prevBearing !== tr.bearing;\n\n        this.fire(new Event('movestart', eventData))\n            .fire(new Event('move', eventData));\n\n        if (zoomChanged) {\n            this.fire(new Event('zoomstart', eventData))\n                .fire(new Event('zoom', eventData))\n                .fire(new Event('zoomend', eventData));\n        }\n\n        if (bearingChanged) {\n            this.fire(new Event('rotatestart', eventData))\n                .fire(new Event('rotate', eventData))\n                .fire(new Event('rotateend', eventData));\n        }\n\n        if (pitchChanged) {\n            this.fire(new Event('pitchstart', eventData))\n                .fire(new Event('pitch', eventData))\n                .fire(new Event('pitchend', eventData));\n        }\n\n        this.fire(new Event('moveend', eventData));\n        return this;\n    }\n\n    /**\n     * Changes any combination of `center`, `zoom`, `bearing`, `pitch`, and `padding` with an animated transition\n     * between old and new values. The map will retain its current values for any\n     * details not specified in `options`.\n     *\n     * Note: The transition will happen instantly if the user has enabled\n     * the `reduced motion` accessibility feature enabled in their operating system,\n     * unless `options` includes `essential: true`.\n     *\n     * @memberof Map#\n     * @param {EasingOptions} options Options describing the destination and animation of the transition.\n     * Accepts {@link CameraOptions} and {@link AnimationOptions}.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:pitchstart\n     * @fires Map.event:rotate\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:pitch\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @fires Map.event:pitchend\n     * @returns {Map} `this` Returns itself to allow for method chaining.\n     * @example\n     * // Ease with default options to null island for 5 seconds.\n     * map.easeTo({center: [0, 0], zoom: 9, duration: 5000});\n     * @example\n     * // Using easeTo options.\n     * map.easeTo({\n     *     center: [0, 0],\n     *     zoom: 9,\n     *     speed: 0.2,\n     *     curve: 1,\n     *     duration: 5000,\n     *     easing(t) {\n     *         return t;\n     *     }\n     * });\n     * @see [Example: Navigate the map with game-like controls](https://www.mapbox.com/mapbox-gl-js/example/game-controls/)\n     */\n    easeTo(\n        options: EasingOptions & {\n            easeId?: string;\n            noMoveStart?: boolean;\n        },\n        eventData?: EventData,\n    ): this {\n        this._stop({\n            easeId: options.easeId\n        });\n\n        options = {offset: [0, 0],\n            duration: 500,\n            easing: defaultEasing, ...options};\n\n        if (options.animate === false || this._prefersReducedMotion(options)) options.duration = 0;\n\n        const tr = this.transform,\n            startZoom = this.getZoom(),\n            startBearing = this.getBearing(),\n            startPitch = this.getPitch(),\n            startPadding = this.getPadding(),\n            startFov = this.getVerticalFieldOfView(),\n\n            zoom = 'zoom' in options ? +options.zoom : startZoom,\n            bearing = 'bearing' in options ? this._normalizeBearing(options.bearing, startBearing) : startBearing,\n            pitch = 'pitch' in options ? +options.pitch : startPitch,\n            fov = 'fov' in options ? +options.fov : startFov,\n            padding = this._extendPadding(options.padding);\n\n        const offsetAsPoint = Point.convert(options.offset);\n\n        let pointAtOffset: Point;\n        let from: Point;\n        let delta: Point;\n\n        if (tr.projection.name === 'globe') {\n            // Pixel coordinates will be applied directly to translate the globe\n            const centerCoord = MercatorCoordinate.fromLngLat(tr.center);\n\n            const rotatedOffset = offsetAsPoint.rotate(-tr.angle);\n            centerCoord.x += rotatedOffset.x / tr.worldSize;\n            centerCoord.y += rotatedOffset.y / tr.worldSize;\n\n            const locationAtOffset = centerCoord.toLngLat();\n            const center = LngLat.convert(options.center || locationAtOffset);\n            this._normalizeCenter(center);\n\n            pointAtOffset = tr.centerPoint.add(rotatedOffset);\n            from = new Point(centerCoord.x, centerCoord.y).mult(tr.worldSize);\n            delta = new Point(mercatorXfromLng(center.lng), mercatorYfromLat(center.lat)).mult(tr.worldSize).sub(from);\n        } else {\n            pointAtOffset = tr.centerPoint.add(offsetAsPoint);\n            const locationAtOffset = tr.pointLocation(pointAtOffset);\n            const center = LngLat.convert(options.center || locationAtOffset);\n            this._normalizeCenter(center);\n\n            from = tr.project(locationAtOffset);\n            delta = tr.project(center).sub(from);\n        }\n        const finalScale = tr.zoomScale(zoom - startZoom);\n\n        let around: LngLat;\n        let aroundPoint: Point;\n\n        if (options.around) {\n            around = LngLat.convert(options.around);\n            aroundPoint = tr.locationPoint(around);\n        }\n\n        const zoomChanged = this._zooming || (zoom !== startZoom);\n        const bearingChanged = this._rotating || (startBearing !== bearing);\n        const pitchChanged = this._pitching || (pitch !== startPitch);\n        const fovChanged = fov !== startFov;\n        const paddingChanged = !tr.isPaddingEqual(padding);\n\n        const transformForPadding = options.retainPadding === false ? tr.clone() : tr;\n\n        const frame = (tr: Transform) => (k: number) => {\n            if (zoomChanged) {\n                tr.zoom = interpolate(startZoom, zoom, k);\n            }\n            if (bearingChanged) {\n                tr.bearing = interpolate(startBearing, bearing, k);\n            }\n            if (pitchChanged) {\n                tr.pitch = interpolate(startPitch, pitch, k);\n            }\n            if (fovChanged) {\n                tr.fov = interpolate(startFov, fov, k);\n            }\n            if (paddingChanged) {\n                transformForPadding.interpolatePadding(startPadding, padding, k);\n                // When padding is being applied, Transform#centerPoint is changing continuously,\n                // thus we need to recalculate offsetPoint every fra,e\n                pointAtOffset = transformForPadding.centerPoint.add(offsetAsPoint);\n            }\n\n            if (around) {\n                tr.setLocationAtPoint(around, aroundPoint);\n            } else {\n                const scale = tr.zoomScale(tr.zoom - startZoom);\n                const base = zoom > startZoom ?\n                    Math.min(2, finalScale) :\n                    Math.max(0.5, finalScale);\n                const speedup = Math.pow(base, 1 - k);\n                const newCenter = tr.unproject(from.add(delta.mult(k * speedup)).mult(scale));\n                tr.setLocationAtPoint(tr.renderWorldCopies ? newCenter.wrap() : newCenter, pointAtOffset);\n            }\n\n            if (!options.preloadOnly) {\n                this._fireMoveEvents(eventData);\n            }\n\n            return tr;\n        };\n\n        if (options.preloadOnly) {\n            const predictedTransforms = this._emulate(frame, options.duration, tr);\n            this._preloadTiles(predictedTransforms);\n            return this;\n        }\n\n        const currently: MotionState = {\n            moving: this._moving,\n            zooming: this._zooming,\n            rotating: this._rotating,\n            pitching: this._pitching\n        };\n\n        this._zooming = zoomChanged;\n        this._rotating = bearingChanged;\n        this._pitching = pitchChanged;\n        this._padding = paddingChanged;\n\n        this._easeId = options.easeId;\n        this._prepareEase(eventData, options.noMoveStart, currently);\n\n        this._ease(frame(tr), (interruptingEaseId?: string) => {\n            if (tr.cameraElevationReference === \"sea\") tr.recenterOnTerrain();\n            this._afterEase(eventData, interruptingEaseId);\n        }, options);\n\n        return this;\n    }\n\n    _prepareEase(eventData: EventData | null | undefined, noMoveStart: boolean, currently: MotionState = {}) {\n        this._moving = true;\n        this.transform.cameraElevationReference = \"sea\";\n        if (this.transform._orthographicProjectionAtLowPitch && this.transform.pitch  === 0 && this.transform.projection.name !== 'globe') {\n            // Run easeTo on ground elevation reference. EaseTo is otherwise always on sea elevation reference,\n            // triggering changes in center to camera distance and bumpy camera movement for ortho mode.\n            this.transform.cameraElevationReference = \"ground\";\n        }\n\n        if (!noMoveStart && !currently.moving) {\n            this.fire(new Event('movestart', eventData));\n        }\n        if (this._zooming && !currently.zooming) {\n            this.fire(new Event('zoomstart', eventData));\n        }\n        if (this._rotating && !currently.rotating) {\n            this.fire(new Event('rotatestart', eventData));\n        }\n        if (this._pitching && !currently.pitching) {\n            this.fire(new Event('pitchstart', eventData));\n        }\n    }\n\n    _fireMoveEvents(eventData?: EventData) {\n        this.fire(new Event('move', eventData));\n        if (this._zooming) {\n            this.fire(new Event('zoom', eventData));\n        }\n        if (this._rotating) {\n            this.fire(new Event('rotate', eventData));\n        }\n        if (this._pitching) {\n            this.fire(new Event('pitch', eventData));\n        }\n    }\n\n    _afterEase(eventData?: EventData, easeId?: string) {\n        // if this easing is being stopped to start another easing with\n        // the same id then don't fire any events to avoid extra start/stop events\n        if (this._easeId && easeId && this._easeId === easeId) {\n            return;\n        }\n        this._easeId = undefined;\n        this.transform.cameraElevationReference = \"ground\";\n\n        const wasZooming = this._zooming;\n        const wasRotating = this._rotating;\n        const wasPitching = this._pitching;\n        this._moving = false;\n        this._zooming = false;\n        this._rotating = false;\n        this._pitching = false;\n        this._padding = false;\n\n        if (wasZooming) {\n            this.fire(new Event('zoomend', eventData));\n        }\n        if (wasRotating) {\n            this.fire(new Event('rotateend', eventData));\n        }\n        if (wasPitching) {\n            this.fire(new Event('pitchend', eventData));\n        }\n        this.fire(new Event('moveend', eventData));\n    }\n\n    /**\n     * Changes any combination of center, zoom, bearing, and pitch, animating the transition along a curve that\n     * evokes flight. The animation seamlessly incorporates zooming and panning to help\n     * the user maintain their bearings even after traversing a great distance.\n     *\n     * If a user has the `reduced motion` accessibility feature enabled in their\n     * operating system, the animation will be skipped and this will behave\n     * equivalently to `jumpTo`, unless 'options' includes `essential: true`.\n     *\n     * @memberof Map#\n     * @param {Object} options Options describing the destination and animation of the transition.\n     * Accepts {@link CameraOptions}, {@link AnimationOptions},\n     * and the following additional options.\n     * @param {number} [options.curve=1.42] The zooming \"curve\" that will occur along the\n     * flight path. A high value maximizes zooming for an exaggerated animation, while a low\n     * value minimizes zooming for an effect closer to {@link Map#easeTo}. 1.42 is the average\n     * value selected by participants in the user study discussed in\n     * [van Wijk (2003)](https://www.win.tue.nl/~vanwijk/zoompan.pdf). A value of\n     * `Math.pow(6, 0.25)` would be equivalent to the root mean squared average velocity. A\n     * value of 1 would produce a circular motion. If `options.minZoom` is specified, this option will be ignored.\n     * @param {number} [options.minZoom] The zero-based zoom level at the peak of the flight path. If\n     * this option is specified, `options.curve` will be ignored.\n     * @param {number} [options.speed=1.2] The average speed of the animation defined in relation to\n     * `options.curve`. A speed of 1.2 means that the map appears to move along the flight path\n     * by 1.2 times `options.curve` screenfuls every second. A _screenful_ is the map's visible span.\n     * It does not correspond to a fixed physical distance, but varies by zoom level.\n     * @param {number} [options.screenSpeed] The average speed of the animation measured in screenfuls\n     * per second, assuming a linear timing curve. If `options.speed` is specified, this option is ignored.\n     * @param {number} [options.maxDuration] The animation's maximum duration, measured in milliseconds.\n     * If duration exceeds maximum duration, it resets to 0.\n     * @param {Object | null} eventData Additional properties to be added to event objects of events triggered by this method.\n     * @fires Map.event:movestart\n     * @fires Map.event:zoomstart\n     * @fires Map.event:pitchstart\n     * @fires Map.event:move\n     * @fires Map.event:zoom\n     * @fires Map.event:rotate\n     * @fires Map.event:pitch\n     * @fires Map.event:moveend\n     * @fires Map.event:zoomend\n     * @fires Map.event:pitchend\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // fly with default options to null island\n     * map.flyTo({center: [0, 0], zoom: 9});\n     * // using flyTo options\n     * map.flyTo({\n     *     center: [0, 0],\n     *     zoom: 9,\n     *     speed: 0.2,\n     *     curve: 1,\n     *     easing(t) {\n     *         return t;\n     *     }\n     * });\n     * @see [Example: Fly to a location](https://www.mapbox.com/mapbox-gl-js/example/flyto/)\n     * @see [Example: Slowly fly to a location](https://www.mapbox.com/mapbox-gl-js/example/flyto-options/)\n     * @see [Example: Fly to a location based on scroll position](https://www.mapbox.com/mapbox-gl-js/example/scroll-fly-to/)\n     */\n    flyTo(options: EasingOptions, eventData?: EventData): this {\n        // Fall through to jumpTo if user has set prefers-reduced-motion\n        if (this._prefersReducedMotion(options)) {\n            const coercedOptions = pick(options, ['center', 'zoom', 'bearing', 'pitch', 'fov', 'around', 'padding', 'retainPadding']);\n            return this.jumpTo(coercedOptions, eventData);\n        }\n\n        // This method implements an “optimal path” animation, as detailed in:\n        //\n        // Van Wijk, Jarke J.; Nuij, Wim A. A. “Smooth and efficient zooming and panning.” INFOVIS\n        //   ’03. pp. 15–22. <https://www.win.tue.nl/~vanwijk/zoompan.pdf#page=5>.\n        //\n        // Where applicable, local variable documentation begins with the associated variable or\n        // function in van Wijk (2003).\n\n        this.stop();\n\n        options = {offset: [0, 0],\n            speed: 1.2,\n            curve: 1.42,\n            easing: defaultEasing, ...options};\n\n        const tr = this.transform,\n            startZoom = this.getZoom(),\n            startBearing = this.getBearing(),\n            startPitch = this.getPitch(),\n            startPadding = this.getPadding(),\n            startFov = this.getVerticalFieldOfView();\n\n        const zoom = 'zoom' in options ? clamp(+options.zoom, tr.minZoom, tr.maxZoom) : startZoom;\n        const bearing = 'bearing' in options ? this._normalizeBearing(options.bearing, startBearing) : startBearing;\n        const pitch = 'pitch' in options ? +options.pitch : startPitch;\n        const fov = 'fov' in options ? +options.fov : startFov;\n        const fovChanged = fov !== startFov;\n        const padding = this._extendPadding(options.padding);\n\n        const scale = tr.zoomScale(zoom - startZoom);\n        const offsetAsPoint = Point.convert(options.offset);\n        let pointAtOffset = tr.centerPoint.add(offsetAsPoint);\n        const locationAtOffset = tr.pointLocation(pointAtOffset);\n        const center = LngLat.convert(options.center || locationAtOffset);\n        this._normalizeCenter(center);\n\n        const from = tr.project(locationAtOffset);\n        const delta = tr.project(center).sub(from);\n\n        let rho = options.curve;\n\n        // w₀: Initial visible span, measured in pixels at the initial scale.\n        const w0 = Math.max(tr.width, tr.height),\n            // w₁: Final visible span, measured in pixels with respect to the initial scale.\n            w1 = w0 / scale,\n            // Length of the flight path as projected onto the ground plane, measured in pixels from\n            // the world image origin at the initial scale.\n            u1 = delta.mag();\n\n        if ('minZoom' in options) {\n            const minZoom = clamp(Math.min(options.minZoom, startZoom, zoom), tr.minZoom, tr.maxZoom);\n            // w<sub>m</sub>: Maximum visible span, measured in pixels with respect to the initial\n            // scale.\n            const wMax = w0 / tr.zoomScale(minZoom - startZoom);\n            rho = Math.sqrt(wMax / u1 * 2);\n        }\n\n        // ρ²\n        const rho2 = rho * rho;\n\n        /**\n         * rᵢ: Returns the zoom-out factor at one end of the animation.\n         *\n         * @param i 0 for the ascent or 1 for the descent.\n         * @private\n         */\n        function r(i: number) {\n            const b = (w1 * w1 - w0 * w0 + (i ? -1 : 1) * rho2 * rho2 * u1 * u1) / (2 * (i ? w1 : w0) * rho2 * u1);\n            return Math.log(Math.sqrt(b * b + 1) - b);\n        }\n\n        function sinh(n: number) { return (Math.exp(n) - Math.exp(-n)) / 2; }\n        function cosh(n: number) { return (Math.exp(n) + Math.exp(-n)) / 2; }\n        function tanh(n: number) { return sinh(n) / cosh(n); }\n\n        // r₀: Zoom-out factor during ascent.\n        const r0 = r(0);\n\n        // w(s): Returns the visible span on the ground, measured in pixels with respect to the\n        // initial scale. Assumes an angular field of view of 2 arctan ½ ≈ 53°.\n        let w: (_: number) => number = function (s) {\n            return (cosh(r0) / cosh(r0 + rho * s));\n        };\n\n        // u(s): Returns the distance along the flight path as projected onto the ground plane,\n        // measured in pixels from the world image origin at the initial scale.\n        let u: (_: number) => number = function (s) {\n            return w0 * ((cosh(r0) * tanh(r0 + rho * s) - sinh(r0)) / rho2) / u1;\n        };\n\n        // S: Total length of the flight path, measured in ρ-screenfuls.\n        let S = (r(1) - r0) / rho;\n\n        // When u₀ = u₁, the optimal path doesn’t require both ascent and descent.\n        if (Math.abs(u1) < 0.000001 || !isFinite(S)) {\n            // Perform a more or less instantaneous transition if the path is too short.\n            if (Math.abs(w0 - w1) < 0.000001) return this.easeTo(options, eventData);\n\n            const k = w1 < w0 ? -1 : 1;\n            S = Math.abs(Math.log(w1 / w0)) / rho;\n\n            u = function () { return 0; };\n            w = function (s) { return Math.exp(k * rho * s); };\n        }\n\n        if ('duration' in options) {\n            options.duration = +options.duration;\n        } else {\n            const V = 'screenSpeed' in options ? +options.screenSpeed / rho : +options.speed;\n            options.duration = 1000 * S / V;\n        }\n\n        if (options.maxDuration && options.duration > options.maxDuration) {\n            options.duration = 0;\n        }\n\n        const zoomChanged = true;\n        const bearingChanged = (startBearing !== bearing);\n        const pitchChanged = (pitch !== startPitch);\n        const paddingChanged = !tr.isPaddingEqual(padding);\n\n        const transformForPadding = options.retainPadding === false ? tr.clone() : tr;\n\n        const frame = (tr: Transform) => (k: number) => {\n            // s: The distance traveled along the flight path, measured in ρ-screenfuls.\n            const s = k * S;\n            const scale = 1 / w(s);\n            tr.zoom = k === 1 ? zoom : startZoom + tr.scaleZoom(scale);\n\n            if (bearingChanged) {\n                tr.bearing = interpolate(startBearing, bearing, k);\n            }\n            if (pitchChanged) {\n                tr.pitch = interpolate(startPitch, pitch, k);\n            }\n            if (fovChanged) {\n                tr.fov = interpolate(startFov, fov, k);\n            }\n            if (paddingChanged) {\n                transformForPadding.interpolatePadding(startPadding, padding, k);\n                // When padding is being applied, Transform#centerPoint is changing continuously,\n                // thus we need to recalculate offsetPoint every frame\n                pointAtOffset = transformForPadding.centerPoint.add(offsetAsPoint);\n            }\n\n            const newCenter = k === 1 ? center : tr.unproject(from.add(delta.mult(u(s))).mult(scale));\n            tr.setLocationAtPoint(tr.renderWorldCopies ? newCenter.wrap() : newCenter, pointAtOffset);\n            tr._updateCameraOnTerrain();\n\n            if (!options.preloadOnly) {\n                this._fireMoveEvents(eventData);\n            }\n\n            return tr;\n        };\n\n        if (options.preloadOnly) {\n            const predictedTransforms = this._emulate(frame, options.duration, tr);\n            this._preloadTiles(predictedTransforms);\n            return this;\n        }\n\n        this._zooming = zoomChanged;\n        this._rotating = bearingChanged;\n        this._pitching = pitchChanged;\n        this._padding = paddingChanged;\n\n        this._prepareEase(eventData, false);\n        this._ease(frame(tr), () => this._afterEase(eventData), options);\n\n        return this;\n    }\n\n    isEasing(): boolean {\n        return !!this._easeFrameId;\n    }\n\n    /**\n     * Stops any animated transition underway.\n     *\n     * @memberof Map#\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.stop();\n     */\n    stop(): this {\n        return this._stop();\n    }\n\n    // No-op in the Camera class, implemented by the Map class\n    _requestRenderFrame(_callback: () => void): TaskID | undefined { return undefined; }\n\n    // No-op in the Camera class, implemented by the Map class\n    _cancelRenderFrame(_: TaskID): void {}\n\n    // Cancels any running camera animation.\n    // `keepGesture` controls whether to keep a gesture that is currently in progress or not:\n    // - 'never' (default behavior):\n    //      Never keep the gesture.\n    //      Used in `stop`.\n    // - 'always':\n    //      Always keep the gesture.\n    //      Used when only want to cancel any animation.\n    // - 'ifPointerDown':\n    //      Keep the gesture only if a pointer is still physically down (see `_isPointerDown` in `HandlerManager`).\n    //      Possible use case: when `jumpTo` called from inside a drag/move handler, do not kill the drag the user is still performing.\n    _stop({\n        easeId,\n        keepGesture\n    }: {\n        easeId?: string;\n        keepGesture?: KeepGesture;\n    } = {}): this {\n        if (this._easeFrameId) {\n            this._cancelRenderFrame(this._easeFrameId);\n            this._easeFrameId = undefined;\n            this._onEaseFrame = undefined;\n        }\n\n        if (this._onEaseEnd) {\n            // The _onEaseEnd function might emit events which trigger new\n            // animation, which sets a new _onEaseEnd. Ensure we don't delete\n            // it unintentionally.\n            const onEaseEnd = this._onEaseEnd;\n            this._onEaseEnd = undefined;\n            onEaseEnd.call(this, easeId);\n        }\n\n        const handlers = this.handlers;\n        if (handlers) handlers.stop(keepGesture);\n\n        return this;\n    }\n\n    _ease(\n        frame: (_: number) => Transform | void,\n        finish: () => void,\n        options: EasingOptions\n    ) {\n        if (options.animate === false || options.duration === 0) {\n            frame(1);\n            finish();\n        } else {\n            this._easeStart = browser.now();\n            this._easeOptions = options;\n            this._onEaseFrame = frame;\n            this._onEaseEnd = finish;\n            this._easeFrameId = this._requestRenderFrame(this._renderFrameCallback);\n        }\n    }\n\n    // Callback for map._requestRenderFrame\n    _renderFrameCallback() {\n        const t = Math.min((browser.now() - this._easeStart) / this._easeOptions.duration, 1);\n        const frame = this._onEaseFrame;\n        if (frame) frame(this._easeOptions.easing(t));\n        if (t < 1) {\n            this._easeFrameId = this._requestRenderFrame(this._renderFrameCallback);\n        } else {\n            this.stop();\n        }\n    }\n\n    // convert bearing so that it's numerically close to the current one so that it interpolates properly\n    _normalizeBearing(bearing: number, currentBearing: number): number {\n        bearing = wrap(bearing, -180, 180);\n        const diff = Math.abs(bearing - currentBearing);\n        if (Math.abs(bearing - 360 - currentBearing) < diff) bearing -= 360;\n        if (Math.abs(bearing + 360 - currentBearing) < diff) bearing += 360;\n        return bearing;\n    }\n\n    // If a path crossing the antimeridian would be shorter, extend the final coordinate so that\n    // interpolating between the two endpoints will cross it.\n    _normalizeCenter(center: LngLat) {\n        const tr = this.transform;\n        if (tr.maxBounds) return;\n        const isGlobe = tr.projection.name === 'globe';\n        if (!isGlobe && !tr.renderWorldCopies) return;\n\n        const delta = center.lng - tr.center.lng;\n        center.lng +=\n            delta > 180 ? -360 :\n            delta < -180 ? 360 : 0;\n    }\n\n    _prefersReducedMotion(options?: AnimationOptions | null): boolean {\n        const essential = options && options.essential;\n        const prefersReducedMotion = this._respectPrefersReducedMotion && browser.prefersReducedMotion;\n        return prefersReducedMotion && !essential;\n    }\n\n    // emulates frame function for some transform\n    _emulate(frame: (Transform) => (number) => Transform, duration: number, initialTransform: Transform): Array<Transform> {\n        const frameRate = 15;\n        const numFrames = Math.ceil(duration * frameRate / 1000);\n\n        const transforms: Transform[] = [];\n        const emulateFrame = frame(initialTransform.clone());\n        for (let i = 0; i <= numFrames; i++) {\n            const transform = emulateFrame(i / numFrames);\n            transforms.push(transform.clone());\n        }\n\n        return transforms;\n    }\n\n    // No-op in the Camera class, implemented by the Map class\n    _preloadTiles(_transform: Transform | Array<Transform>, _callback?: Callback<Tile[]>) {}\n}\n\n// In debug builds, check that camera change events are fired in the correct order.\n// - ___start events needs to be fired before ___ and ___end events\n// - another ___start event can't be fired before a ___end event has been fired for the previous one\nfunction addAssertions(camera: Camera) { //eslint-disable-line\n    Debug.run(() => {\n        const inProgress: Record<string, boolean> = {};\n\n        (['drag', 'zoom', 'rotate', 'pitch', 'move'] as const).forEach(name => {\n            inProgress[name] = false;\n\n            camera.on(`${name}start`, () => {\n                assert(!inProgress[name], `\"${name}start\" fired twice without a \"${name}end\"`);\n                inProgress[name] = true;\n                assert(inProgress.move);\n            });\n\n            camera.on(name, () => {\n                assert(inProgress[name]);\n                assert(inProgress.move);\n            });\n\n            camera.on(`${name}end`, () => {\n                assert(inProgress.move);\n                assert(inProgress[name]);\n                inProgress[name] = false;\n            });\n        });\n\n        // Canary used to test whether this function is stripped in prod build\n        canary = 'canary debug run';\n    });\n}\n\nlet canary: string; //eslint-disable-line\n\nexport default Camera;\n","/**\n * Sanitizes HTML by allowing only safe anchor tags with http/https/mailto hrefs.\n * All other elements are converted to text nodes.\n *\n * @param html - The HTML string to sanitize\n * @returns Sanitized HTML string containing only text and safe anchor tags\n * @private\n */\nconst SAFE_LINK_PROTOCOL_RE = /^(https?:|mailto:)/i;\n\nexport function sanitizeLinks(html: string): string {\n    const parser = new DOMParser();\n    const doc = parser.parseFromString(html, 'text/html');\n    const elements = Array.from(doc.body.querySelectorAll('*'));\n\n    elements.reverse().forEach(el => {\n        const text = el.textContent || '';\n\n        if (el.tagName !== 'A') {\n            el.replaceWith(...el.childNodes);\n            return;\n        }\n\n        const href = (el as HTMLAnchorElement).getAttribute('href');\n        if (!href || !SAFE_LINK_PROTOCOL_RE.test(href)) {\n            el.replaceWith(doc.createTextNode(text));\n            return;\n        }\n\n        const a = doc.createElement('a');\n        a.href = href;\n        a.textContent = text;\n        a.rel = 'noopener nofollow';\n        const className = el.getAttribute('class');\n        if (className) a.className = className;\n        el.replaceWith(a);\n    });\n\n    return doc.body.innerHTML;\n}\n","import * as DOM from '../../util/dom';\nimport {bindAll} from '../../util/util';\nimport config from '../../util/config';\nimport {getHashString} from '../hash';\nimport {sanitizeLinks} from '../../util/sanitize';\n\nimport type {Map, ControlPosition, IControl} from '../map';\nimport type {StyleSpecification} from '../../style-spec/types';\nimport type {MapDataEvent} from '../events';\n\nexport type AttributionControlOptions = {\n    compact?: boolean;\n    customAttribution?: string | null | undefined | Array<string>;\n};\n\n/**\n * An `AttributionControl` control presents the map's [attribution information](https://docs.mapbox.com/help/how-mapbox-works/attribution/).\n * Add this control to a map using {@link Map#addControl}.\n *\n * @implements {IControl}\n * @param {Object} [options]\n * @param {boolean} [options.compact] If `true`, force a compact attribution that shows the full attribution on mouse hover. If `false`, force the full attribution control. The default is a responsive attribution that collapses when the map is less than 640 pixels wide. **Attribution should not be collapsed if it can comfortably fit on the map. `compact` should only be used to modify default attribution when map size makes it impossible to fit [default attribution](https://docs.mapbox.com/help/how-mapbox-works/attribution/) and when the automatic compact resizing for default settings are not sufficient**.\n * @param {string | Array<string>} [options.customAttribution] String or strings to show in addition to any other attributions. You can also set a custom attribution when initializing your map with {@link https://docs.mapbox.com/mapbox-gl-js/api/map/#map-parameters the customAttribution option}.\n * @example\n * const map = new mapboxgl.Map({attributionControl: false})\n *     .addControl(new mapboxgl.AttributionControl({\n *         customAttribution: 'Map design by me'\n *     }));\n */\nclass AttributionControl implements IControl {\n    options: AttributionControlOptions;\n    _map!: Map;\n    _container!: HTMLElement;\n    _innerContainer!: HTMLElement;\n    _compactButton!: HTMLButtonElement;\n    _editLink?: HTMLAnchorElement;\n    _attribHTML!: string;\n    styleId!: string;\n    styleOwner!: string;\n\n    constructor(options: AttributionControlOptions = {}) {\n        this.options = options;\n\n        bindAll([\n            '_toggleAttribution',\n            '_updateEditLink',\n            '_updateData',\n            '_updateCompact'\n        ], this);\n    }\n\n    getDefaultPosition(): ControlPosition {\n        return 'bottom-right';\n    }\n\n    onAdd(map: Map): HTMLElement {\n        const compact = this.options && this.options.compact;\n        const title = map._getUIString('AttributionControl.ToggleAttribution');\n\n        this._map = map;\n        this._container = DOM.create('div', 'mapboxgl-ctrl mapboxgl-ctrl-attrib');\n        this._compactButton = DOM.create('button', 'mapboxgl-ctrl-attrib-button', this._container);\n        this._compactButton.type = 'button';\n        this._compactButton.addEventListener('click', this._toggleAttribution);\n        this._compactButton.setAttribute('aria-label', title);\n\n        const buttonIcon = DOM.create('span', `mapboxgl-ctrl-icon`, this._compactButton);\n        buttonIcon.setAttribute('aria-hidden', 'true');\n        buttonIcon.setAttribute('title', title);\n\n        this._innerContainer = DOM.create('div', 'mapboxgl-ctrl-attrib-inner', this._container);\n\n        if (compact) {\n            this._container.classList.add('mapboxgl-compact');\n        }\n\n        this._updateAttributions();\n        this._updateEditLink();\n\n        this._map.on('styledata', this._updateData);\n        this._map.on('sourcedata', this._updateData);\n        this._map.on('moveend', this._updateEditLink);\n\n        if (compact === undefined) {\n            this._map.on('resize', this._updateCompact);\n            this._updateCompact();\n        }\n\n        return this._container;\n    }\n\n    onRemove() {\n        this._container.remove();\n\n        this._map.off('styledata', this._updateData);\n        this._map.off('sourcedata', this._updateData);\n        this._map.off('moveend', this._updateEditLink);\n        this._map.off('resize', this._updateCompact);\n\n        this._map = undefined;\n        this._attribHTML = undefined;\n    }\n\n    _toggleAttribution() {\n        if (this._container.classList.contains('mapboxgl-compact-show')) {\n            this._container.classList.remove('mapboxgl-compact-show');\n            this._compactButton.setAttribute('aria-expanded', 'false');\n        } else {\n            this._container.classList.add('mapboxgl-compact-show');\n            this._compactButton.setAttribute('aria-expanded', 'true');\n        }\n    }\n\n    _updateEditLink() {\n        let editLink = this._editLink;\n        if (!editLink) {\n            editLink = this._editLink = (this._container.querySelector('.mapbox-improve-map'));\n        }\n\n        const params = [\n            {key: 'owner', value: this.styleOwner},\n            {key: 'id', value: this.styleId},\n            {key: 'access_token', value: this._map._requestManager._customAccessToken || config.ACCESS_TOKEN}\n        ];\n\n        if (editLink) {\n            const paramString = params.reduce((acc, next, i) => {\n                if (next.value) {\n                    acc += `${next.key}=${next.value}${i < params.length - 1 ? '&' : ''}`;\n                }\n                return acc;\n            }, `?`);\n            editLink.href = `${config.FEEDBACK_URL}/${paramString}#${getHashString(this._map, true)}`;\n            editLink.rel = 'noopener nofollow';\n        }\n    }\n\n    _updateData(e: MapDataEvent) {\n        if (e && ((e.dataType === 'source' && (e.sourceDataType === 'metadata' || e.sourceDataType === 'visibility')) || e.dataType === 'style')) {\n            this._updateAttributions();\n            this._updateEditLink();\n        }\n    }\n\n    _updateAttributions() {\n        if (!this._map.style) return;\n        let attributions: Array<string> = [];\n\n        if (this._map.style.stylesheet) {\n            const stylesheet: StyleSpecification & {id?: string; owner?: string} = this._map.style.stylesheet;\n            this.styleOwner = stylesheet.owner;\n            this.styleId = stylesheet.id;\n        }\n\n        const sourceCaches = this._map.style._mergedSourceCaches;\n        for (const id in sourceCaches) {\n            const sourceCache = sourceCaches[id];\n            if (sourceCache.used) {\n                const source = sourceCache.getSource();\n                if (source.attribution && !attributions.includes(source.attribution)) {\n                    attributions.push(source.attribution);\n                }\n            }\n        }\n\n        // remove any entries that are substrings of another entry.\n        // first sort by length so that substrings come first\n        attributions.sort((a, b) => a.length - b.length);\n        attributions = attributions.filter((attrib, i) => {\n            for (let j = i + 1; j < attributions.length; j++) {\n                if (attributions[j].includes(attrib)) { return false; }\n            }\n            return true;\n        });\n\n        if (this.options.customAttribution) {\n            if (Array.isArray(this.options.customAttribution)) {\n                attributions = [...this.options.customAttribution, ...attributions];\n            } else {\n                attributions.unshift(this.options.customAttribution);\n            }\n        }\n\n        // check if attribution string is different to minimize DOM changes\n        const attribHTML = attributions.map(attr => sanitizeLinks(attr)).join(' | ');\n        if (attribHTML === this._attribHTML) return;\n\n        this._attribHTML = attribHTML;\n\n        if (attributions.length) {\n            this._innerContainer.innerHTML = attribHTML;\n            this._container.classList.remove('mapboxgl-attrib-empty');\n        } else {\n            this._container.classList.add('mapboxgl-attrib-empty');\n        }\n        // remove old DOM node from _editLink\n        this._editLink = null;\n    }\n\n    _updateCompact() {\n        if (this._map.getCanvasContainer().offsetWidth <= 640) {\n            this._container.classList.add('mapboxgl-compact');\n        } else {\n            this._container.classList.remove('mapboxgl-compact', 'mapboxgl-compact-show');\n        }\n    }\n\n}\n\nexport default AttributionControl;\n","import * as DOM from '../../util/dom';\nimport {bindAll} from '../../util/util';\n\nimport type {MapEventOf} from '../events';\nimport type {Map, IControl, ControlPosition} from '../map';\n\n/**\n * A `LogoControl` is a control that adds the Mapbox watermark\n * to the map as required by the [terms of service](https://www.mapbox.com/tos/) for Mapbox\n * vector tiles and core styles.\n * Add this control to a map using {@link Map#addControl}.\n *\n * @implements {IControl}\n * @private\n**/\n\nclass LogoControl implements IControl {\n    _map!: Map;\n    _container!: HTMLElement;\n\n    constructor() {\n        bindAll(['_updateLogo', '_updateCompact'], this);\n    }\n\n    onAdd(map: Map): HTMLElement {\n        this._map = map;\n        this._container = DOM.create('div', 'mapboxgl-ctrl');\n        const anchor = DOM.create('a', 'mapboxgl-ctrl-logo');\n        anchor.target = \"_blank\";\n        anchor.rel = \"noopener nofollow\";\n        anchor.href = \"https://www.mapbox.com/\";\n        anchor.setAttribute(\"aria-label\", this._map._getUIString('LogoControl.Title'));\n        anchor.setAttribute(\"rel\", \"noopener nofollow\");\n        this._container.appendChild(anchor);\n        this._container.style.display = 'none';\n\n        this._map.on('sourcedata', this._updateLogo);\n        this._updateLogo();\n\n        this._map.on('resize', this._updateCompact);\n        this._updateCompact();\n\n        return this._container;\n    }\n\n    onRemove() {\n        this._container.remove();\n        this._map.off('sourcedata', this._updateLogo);\n        this._map.off('resize', this._updateCompact);\n    }\n\n    getDefaultPosition(): ControlPosition {\n        return 'bottom-left';\n    }\n\n    _updateLogo(e?: MapEventOf<'sourcedata'>) {\n        if (!e || e.sourceDataType === 'metadata') {\n            this._container.style.display = this._logoRequired() ? 'block' : 'none';\n        }\n    }\n\n    _logoRequired(): boolean {\n        if (!this._map.style) return true;\n        const sourceCaches = this._map.style._sourceCaches;\n        if (Object.entries(sourceCaches).length === 0) return true;\n        for (const id in sourceCaches) {\n            const source = sourceCaches[id].getSource();\n            if (Object.hasOwn(source, 'mapbox_logo') && !source.mapbox_logo) {\n                return false;\n            }\n        }\n\n        return true;\n    }\n\n    _updateCompact() {\n        const containerChildren = this._container.children;\n        if (containerChildren.length) {\n            const anchor = containerChildren[0];\n            if (this._map.getCanvasContainer().offsetWidth < 250) {\n                anchor.classList.add('mapboxgl-compact');\n            } else {\n                anchor.classList.remove('mapboxgl-compact');\n            }\n        }\n    }\n\n}\n\nexport default LogoControl;\n","import assert from '../style-spec/util/assert';\n\nexport type TaskID = number;\ntype Task = {\n    callback: (timeStamp: number) => void;\n    id: TaskID;\n    cancelled: boolean;\n};\n\nclass TaskQueue {\n    _queue: Array<Task>;\n    _id: TaskID;\n    _cleared: boolean;\n    _currentlyRunning: Array<Task> | false;\n\n    constructor()  {\n        this._queue = [];\n        this._id = 0;\n        this._cleared = false;\n        this._currentlyRunning = false;\n    }\n\n    add(callback: (timeStamp: number) => void): TaskID {\n        const id = ++this._id;\n        const queue = this._queue;\n        queue.push({callback, id, cancelled: false});\n        return id;\n    }\n\n    remove(id: TaskID) {\n        const running = this._currentlyRunning;\n        const queue = running ? this._queue.concat(running) : this._queue;\n        for (const task of queue) {\n            if (task.id === id) {\n                task.cancelled = true;\n                return;\n            }\n        }\n    }\n\n    run(timeStamp: number = 0) {\n        assert(!this._currentlyRunning);\n        const queue = this._currentlyRunning = this._queue;\n\n        // Tasks queued by callbacks in the current queue should be executed\n        // on the next run, not the current run.\n        this._queue = [];\n\n        for (const task of queue) {\n            if (task.cancelled) continue;\n            task.callback(timeStamp);\n            if (this._cleared) break;\n        }\n\n        this._cleared = false;\n        this._currentlyRunning = false;\n    }\n\n    clear() {\n        if (this._currentlyRunning) {\n            this._cleared = true;\n        }\n        this._queue = [];\n    }\n}\n\nexport default TaskQueue;\n","import {easeCubicInOut} from './util';\n\n/**\n * An object for maintaining just enough state to ease a variable.\n *\n * @private\n */\nclass EasedVariable {\n    _start!: number;\n    _end!: number;\n    _startTime!: number;\n    _endTime!: number;\n\n    constructor(initialValue: number) {\n        this.jumpTo(initialValue);\n    }\n\n    /**\n     * Evaluate the current value, given a timestamp.\n     *\n     * @param timeStamp {number} Time at which to evaluate.\n     *\n     * @returns {number} Evaluated value.\n     */\n    getValue(timeStamp: number): number {\n        if (timeStamp <= this._startTime) return this._start;\n        if (timeStamp >= this._endTime) return this._end;\n\n        const t = easeCubicInOut((timeStamp - this._startTime) / (this._endTime - this._startTime));\n        return this._start * (1 - t) + this._end * t;\n    }\n\n    /**\n     * Check if an ease is in progress.\n     *\n     * @param timeStamp {number} Current time stamp.\n     *\n     * @returns {boolean} Returns `true` if ease is in progress.\n     */\n    isEasing(timeStamp: number): boolean {\n        return timeStamp >= this._startTime && timeStamp <= this._endTime;\n    }\n\n    /**\n     * Set the value without easing and cancel any in progress ease.\n     *\n     * @param value {number} New value.\n     */\n    jumpTo(value: number) {\n        this._startTime = -Infinity;\n        this._endTime = -Infinity;\n\n        this._start = value;\n        this._end = value;\n    }\n\n    /**\n     * Cancel any in-progress ease and begin a new ease.\n     *\n     * @param value {number} New value to which to ease.\n     * @param timeStamp {number} Current time stamp.\n     * @param duration {number} Ease duration, in same units as timeStamp.\n     */\n    easeTo(value: number, timeStamp: number, duration: number) {\n        this._start = this.getValue(timeStamp);\n        this._end = value;\n\n        this._startTime = timeStamp;\n        this._endTime = timeStamp + duration;\n    }\n}\n\nexport default EasedVariable;\n","const defaultLocale = {\n    'AttributionControl.ToggleAttribution': 'Toggle attribution',\n    'FullscreenControl.Enter': 'Enter fullscreen',\n    'FullscreenControl.Exit': 'Exit fullscreen',\n    'GeolocateControl.FindMyLocation': 'Find my location',\n    'GeolocateControl.LocationNotAvailable': 'Location not available',\n    'LogoControl.Title': 'Mapbox homepage',\n    'Map.Title': 'Map',\n    'NavigationControl.ResetBearing': 'Reset bearing to north',\n    'NavigationControl.ZoomIn': 'Zoom in',\n    'NavigationControl.ZoomOut': 'Zoom out',\n    'ScrollZoomBlocker.CtrlMessage': 'Use ctrl + scroll to zoom the map',\n    'ScrollZoomBlocker.CmdMessage': 'Use ⌘ + scroll to zoom the map',\n    'TouchPanBlocker.Message': 'Use two fingers to move the map'\n};\n\nexport default defaultLocale;\n","import {Event} from '../util/evented';\nimport {TargetFeature} from '../util/vectortile_to_geojson';\nimport featureFilter from '../style-spec/feature_filter/index';\nimport {shouldSkipFeatureVariant, getFeatureTargetKey, type QrfTarget} from '../source/query_features';\nimport {warnOnce} from '../util/util';\n\nimport type Point from '@mapbox/point-geometry';\nimport type LngLat from '../geo/lng_lat';\nimport type Feature from '../util/vectortile_to_geojson';\nimport type {FeatureFilter} from '../style-spec/feature_filter/index';\nimport type {Map as MapboxMap} from './map';\nimport type {FilterSpecification} from '../style-spec/types';\nimport type {TargetDescriptor} from '../util/vectortile_to_geojson';\nimport type {MapEvents, MapInteractionEventType, MapMouseEvent} from './events';\n\n/**\n * `Interaction` is a configuration object used with {@link Map#addInteraction} to handle user events, such as clicks and hovers.\n * Interactions can be applied globally or to specific targets, such as layers or featuresets.\n */\nexport type Interaction = {\n    /**\n     * A type of interaction. For a full list of available events, see [Interaction `Map` events](/mapbox-gl-js/api/map/#events-interaction).\n     */\n    type: MapInteractionEventType;\n\n    /**\n     * A query target to add interaction to. This could be a [style layer ID](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layer-id) or a {@link FeaturesetDescriptor}.\n     */\n    target?: TargetDescriptor;\n\n    /**\n     * A feature namespace to distinguish between features in the same sources but different featureset selectors.\n     */\n    namespace?: string;\n\n    /**\n     * A filter allows to specify which features from the query target should handle the interaction.\n     * This parameter only applies when the `target` is specified.\n     */\n    filter?: FilterSpecification;\n\n    /**\n     * A function that will be called when the interaction is triggered.\n     *\n     * @param {InteractionEvent} event The event object.\n     * @returns\n     */\n    handler: (event: InteractionEvent) => boolean | void;\n};\n\n/**\n * `InteractionEvent` is an event object that is passed to the interaction handler.\n */\nexport class InteractionEvent extends Event<MapEvents, MapInteractionEventType> {\n    override type!: MapInteractionEventType;\n    override target!: MapboxMap;\n    originalEvent!: MouseEvent;\n    point!: Point;\n    lngLat!: LngLat;\n\n    /**\n     * Prevents the event propagation to the next interaction in the stack.\n     */\n    preventDefault: () => void;\n\n    /**\n     * The ID of the associated {@link Interaction}.\n     */\n    id: string;\n\n    /**\n     * The {@link Interaction} configuration object.\n     */\n    interaction: Interaction;\n\n    /**\n     * The {@link TargetFeature} associated with the interaction event triggered during the interaction handler execution.\n     */\n    feature?: TargetFeature;\n\n    /**\n     * @private\n     */\n    constructor(e: MapMouseEvent, id: string, interaction: Interaction, feature?: TargetFeature) {\n        const {point, lngLat, originalEvent, target} = e;\n        super(e.type, {point, lngLat, originalEvent, target} as MapEvents[MapInteractionEventType]);\n        this.preventDefault = () => { e.preventDefault(); };\n\n        this.id = id;\n        this.interaction = interaction;\n        this.feature = feature;\n    }\n}\n\nexport class InteractionSet {\n    map: MapboxMap;\n    typeById: Map<string, MapInteractionEventType>;\n    filters: Map<string, FeatureFilter>;\n    interactionsByType: Map<MapInteractionEventType, Map<string, Interaction>>;\n    delegatedInteractions: Map<string, Interaction>;\n    hoveredFeatures: Map<string, {feature: Feature; stop: boolean | void}>;\n    prevHoveredFeatures: Map<string, {feature: Feature; stop: boolean | void}>;\n\n    constructor(map) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.map = map;\n        this.interactionsByType = new Map(); // sort interactions into type buckets for fast handling\n        this.delegatedInteractions = new Map();\n        this.typeById = new Map(); // keep track of each id type for easy removal\n        this.filters = new Map(); // cache compiled filter expressions for each interaction\n\n        this.handleType = this.handleType.bind(this);\n\n        this.handleMove = this.handleMove.bind(this);\n\n        this.handleOut = this.handleOut.bind(this);\n        this.hoveredFeatures = new Map();\n        this.prevHoveredFeatures = new Map();\n    }\n\n    add(id: string, interaction: Interaction) {\n        if (this.typeById.has(id)) {\n            throw new Error(`Interaction id \"${id}\" already exists.`);\n        }\n\n        const filter = interaction.filter;\n        let type = interaction.type;\n\n        if (filter) {\n            this.filters.set(id, featureFilter(filter));\n        }\n\n        // aliases\n        if (type === 'mouseover') type = 'mouseenter';\n        if (type === 'mouseout') type = 'mouseleave';\n\n        const interactions = this.interactionsByType.get(type) || new Map();\n\n        // set up delegated map listeners if it's a hover interaction\n        if (type === 'mouseenter' || type === 'mouseleave') {\n            if (this.delegatedInteractions.size === 0) {\n                this.map.on('mousemove', this.handleMove);\n                this.map.on('mouseout', this.handleOut);\n            }\n            this.delegatedInteractions.set(id, interaction);\n\n        // if we didn't have an interaction of this type before, add a map listener for it\n        } else if (interactions.size === 0) {\n            this.map.on(type, this.handleType);\n        }\n\n        if (interactions.size === 0) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this.interactionsByType.set(type, interactions);\n        }\n        interactions.set(id, interaction);\n        this.typeById.set(id, type);\n    }\n\n    get(id: string): Interaction | undefined {\n        const type = this.typeById.get(id);\n        if (!type) return;\n\n        const interactions = this.interactionsByType.get(type);\n        if (!interactions) return;\n\n        return interactions.get(id);\n    }\n\n    remove(id: string) {\n        const type = this.typeById.get(id);\n        if (!type) return;\n\n        this.typeById.delete(id);\n        this.filters.delete(id);\n\n        const interactions = this.interactionsByType.get(type);\n        if (!interactions) return;\n\n        interactions.delete(id);\n\n        // if there are no more interactions of this type, remove the map listener\n        if (type === 'mouseenter' || type === 'mouseleave') {\n            this.delegatedInteractions.delete(id);\n            if (this.delegatedInteractions.size === 0) {\n                this.map.off('mousemove', this.handleMove);\n                this.map.off('mouseout', this.handleOut);\n            }\n        } else if (interactions.size === 0) {\n            this.map.off(type, this.handleType);\n        }\n    }\n\n    queryTargets(point: Point, interactions: [string, Interaction][]): Feature[] {\n        const targets: QrfTarget[] = [];\n        for (const [targetId, interaction] of interactions) {\n            if (interaction.target) {\n                targets.push({targetId, target: interaction.target, filter: this.filters.get(targetId)});\n            }\n        }\n        return this.map.style.queryRenderedTargets(point, targets, this.map.transform);\n    }\n\n    handleMove(event: MapMouseEvent) {\n        this.prevHoveredFeatures = this.hoveredFeatures;\n        this.hoveredFeatures = new Map();\n\n        const features = this.queryTargets(event.point, Array.from(this.delegatedInteractions).reverse());\n        if (features.length) {\n            event.type = 'mouseenter';\n            this.handleType(event, features);\n        }\n\n        const featuresLeaving = new Map();\n        for (const [id, {feature}] of this.prevHoveredFeatures) {\n            if (!this.hoveredFeatures.has(id)) {\n                // previously hovered features are no longer hovered; fire mouseleave for them; deduplicate by feature id\n                featuresLeaving.set(feature.id, feature);\n            }\n        }\n        if (featuresLeaving.size) {\n            event.type = 'mouseleave';\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this.handleType(event, Array.from(featuresLeaving.values()));\n        }\n    }\n\n    handleOut(event: MapMouseEvent) {\n        const featuresLeaving = Array.from(this.hoveredFeatures.values()).map(({feature}) => feature);\n        if (featuresLeaving.length) {\n            event.type = 'mouseleave';\n            this.handleType(event, featuresLeaving);\n        }\n        this.hoveredFeatures.clear();\n    }\n\n    handleType(event: MapMouseEvent, features?: Feature[]) {\n        const isMouseEnter = event.type === 'mouseenter';\n\n        if (isMouseEnter && !this.interactionsByType.has(event.type)) {\n            warnOnce(`mouseenter interaction required for mouseleave to work.`);\n            return;\n        }\n\n        // The interactions are handled in reverse order of addition,\n        // so that the last added interaction to the same target handles it first.\n        const interactions = Array.from(this.interactionsByType.get(event.type)).reverse();\n        const delegated = !!features;\n        features = features || this.queryTargets(event.point, interactions);\n\n        let eventHandled = false;\n        const uniqueFeatureSet = new Set<string>();\n        for (const feature of features) {\n            for (const [id, interaction] of interactions) {\n                // Skip interactions that don't have a featureset, they will be handled later.\n                if (!interaction.target) continue;\n\n                // Skip feature if it doesn't have variants for the interaction.\n                const variants = feature.variants ? feature.variants[id] : null;\n                if (!variants) continue;\n\n                for (const variant of variants) {\n                    if (shouldSkipFeatureVariant(variant, feature, uniqueFeatureSet, id)) {\n                        continue;\n                    }\n                    const targetFeature = new TargetFeature(feature, variant);\n                    const targetFeatureId = getFeatureTargetKey(variant, feature, id);\n\n                    // refresh feature state for features from delegated events (they're cached from previous move event)\n                    if (delegated && targetFeature.id !== undefined) targetFeature.state = this.map.getFeatureState(targetFeature);\n\n                    const hovered = isMouseEnter ? this.prevHoveredFeatures.get(targetFeatureId) : null;\n                    const interactionEvent = new InteractionEvent(event, id, interaction, targetFeature);\n\n                    // don't handle interaction if it's already activated\n                    const stop = hovered ? hovered.stop : interaction.handler(interactionEvent);\n\n                    // save all features we handled mouseenter on as hovered\n                    if (isMouseEnter) {\n                        this.hoveredFeatures.set(targetFeatureId, {feature, stop});\n                    }\n\n                    // If the interaction handler explicitly returned `false`, continue to the next interaction.\n                    // Otherwise, mark the event as handled and quit the feature processing loop.\n                    if (stop !== false) {\n                        eventHandled = true;\n                        break;\n                    }\n                }\n\n                // If the event was handled, quit the feature processing loop.\n                if (eventHandled) break;\n            }\n\n            if (eventHandled) break;\n        }\n\n        if (eventHandled) return;\n\n        // If no interactions handled target, the targetless intaractions have chance to handle it.\n        for (const [id, interaction] of interactions) {\n            const {handler, target} = interaction;\n            if (target) continue;\n\n            const stop = handler(new InteractionEvent(event, id, interaction, null));\n            if (stop !== false) {\n                break;\n            }\n        }\n    }\n}\n","import {version} from '../../package.json';\nimport {asyncAll, deepEqual, bindAll, warnOnce, uniqueId} from '../util/util';\nimport browser from '../util/browser';\nimport * as DOM from '../util/dom';\nimport {getImage, ResourceType} from '../util/ajax';\nimport {\n    RequestManager,\n    parseAccessToken,\n    mapSessionAPI,\n    mapLoadEvent,\n    getMapSessionAPI,\n    postPerformanceEvent,\n    postMapLoadEvent,\n    postStyleLoadEvent,\n    AUTH_ERR_MSG,\n    storeAuthState,\n    removeAuthState,\n    postStyleWithAppearanceEvent,\n    postAddedAppearanceEvent\n} from '../util/mapbox';\nimport Style from '../style/style';\nimport EvaluationParameters from '../style/evaluation_parameters';\nimport Painter from '../render/painter';\nimport {Lite} from '../../modules/lite_main';\nimport Transform from '../geo/transform';\nimport Hash from './hash';\nimport HandlerManager from './handler_manager';\nimport Camera from './camera';\nimport LngLat, {LngLatBounds} from '../geo/lng_lat';\nimport Point from '@mapbox/point-geometry';\nimport AttributionControl from './control/attribution_control';\nimport LogoControl from './control/logo_control';\nimport {webGLContextAttributes} from '@mapbox/mapbox-gl-supported';\nimport {RGBAImage} from '../util/image';\nimport {Event, ErrorEvent} from '../util/evented';\nimport {MapMouseEvent} from './events';\nimport TaskQueue from '../util/task_queue';\nimport {PerformanceUtils, PerformanceMarkers} from '../util/performance';\nimport {LivePerformanceMarkers, LivePerformanceUtils} from '../util/live_performance';\nimport EasedVariable from '../util/eased_variable';\nimport {prepareDebug} from '../../modules/debug';\nimport {GLOBE_ZOOM_THRESHOLD_MAX} from '../geo/projection/globe_constants';\nimport {setCacheLimits} from '../util/tile_request_cache';\nimport {Debug} from '../util/debug';\nimport config from '../util/config';\nimport {isFQID} from '../util/fqid';\nimport defaultLocale from './default_locale';\nimport {DevTools} from './control/devtools';\nimport {InteractionSet} from './interactions';\nimport {ImageId} from '../style-spec/expression/types/image_id';\n\nimport type {EmissiveColorPrecision} from '../render/painter';\nimport type Marker from '../ui/marker';\nimport type {AnimationFrameProvider} from './animation_frame_provider';\nimport type Popup from '../ui/popup';\nimport type SourceCache from '../source/source_cache';\nimport type {MapEventType, MapEventOf} from './events';\nimport type {PointLike} from '../types/point-like';\nimport type {FeatureState} from '../style-spec/expression/index';\nimport type {AJAXError, RequestTransformFunction} from '../util/ajax';\nimport type {LngLatLike, LngLatBoundsLike} from '../geo/lng_lat';\nimport type {CustomLayerInterface} from '../style/style_layer/custom_style_layer';\nimport type {StyleImageInterface, StyleImageMetadata} from '../style/style_image';\nimport type {StyleOptions, StyleSetterOptions, AnyLayer, FeatureSelector, SourceSelector, QueryRenderedFeaturesParams, QueryRenderedFeaturesetParams, LayerProperty, PlacementAlgorithmName} from '../style/style';\nimport type {FontstackCompositing} from '../style/glyph_loader';\nimport type ScrollZoomHandler from './handler/scroll_zoom';\nimport type {ScrollZoomHandlerOptions} from './handler/scroll_zoom';\nimport type BoxZoomHandler from './handler/box_zoom';\nimport type {TouchPitchHandler, TouchPitchHandlerOptions} from './handler/touch_zoom_rotate';\nimport type DragRotateHandler from './handler/shim/drag_rotate';\nimport type DragPanHandler from './handler/shim/drag_pan';\nimport type {DragPanOptions} from './handler/shim/drag_pan';\nimport type KeyboardHandler from './handler/keyboard';\nimport type DoubleClickZoomHandler from './handler/shim/dblclick_zoom';\nimport type TouchZoomRotateHandler from './handler/shim/touch_zoom_rotate';\nimport type {TouchZoomRotateHandlerOptions} from './handler/shim/touch_zoom_rotate';\nimport type {TaskID} from '../util/task_queue';\nimport type {Cancelable} from '../types/cancelable';\nimport type {\n    LayerSpecification,\n    LayoutSpecification,\n    PaintSpecification,\n    FilterSpecification,\n    StyleSpecification,\n    LightSpecification,\n    FlatLightSpecification,\n    LightsSpecification,\n    TerrainSpecification,\n    FogSpecification,\n    SnowSpecification,\n    RainSpecification,\n    SourceSpecification,\n    ProjectionSpecification,\n    CameraSpecification,\n    ImportSpecification,\n    ConfigSpecification,\n    SchemaSpecification,\n    ColorThemeSpecification,\n    TerrainSpecificationUpdate,\n} from '../style-spec/types';\nimport type {Source} from '../source/source';\nimport type {EasingOptions} from './camera';\nimport type {ContextOptions} from '../gl/context';\nimport type {GeoJSONFeature, FeaturesetDescriptor, TargetFeature, TargetDescriptor} from '../util/vectortile_to_geojson';\nimport type {Callback} from '../types/callback';\nimport type {Interaction} from './interactions';\nimport type {SpriteFormat} from '../render/image_manager';\nimport type {PitchRotateKey} from './handler_manager';\nimport type {CustomSourceInterface} from '../source/custom_source';\nimport type {CanvasSourceSpecification} from '../source/canvas_source';\nimport type {RasterQueryParameters, RasterQueryResult} from '../source/raster_array_tile_source';\nimport type {IndoorTileOptions} from '../style/indoor_data';\n\nexport type ControlPosition = 'top-left' | 'top' | 'top-right' | 'right' | 'bottom-right' | 'bottom' | 'bottom-left' | 'left';\n\nexport interface IControl {\n    readonly onAdd: (map: Map) => HTMLElement;\n    readonly onRemove: (map: Map) => void;\n    readonly getDefaultPosition?: () => ControlPosition;\n    readonly _setLanguage?: (language?: string | string[]) => void;\n}\n\n// Public API type for the Map#setStyle options\n// as opposite to the internal StyleOptions type\nexport type SetStyleOptions = {\n    diff?: boolean;\n    config?: {\n        [key: string]: ConfigSpecification;\n    };\n    localFontFamily: StyleOptions['localFontFamily'];\n    localIdeographFontFamily: StyleOptions['localIdeographFontFamily'];\n    fontstackCompositing?: FontstackCompositing;\n};\n\ntype Listener<T extends MapEventType> = (event: MapEventOf<T>) => void;\n\ntype DelegatedListener = {\n    targets: string[] | TargetDescriptor;\n    listener: Listener<MapEventType>;\n    delegates: {[T in MapEventType]?: Listener<T>};\n};\n\nexport const AVERAGE_ELEVATION_SAMPLING_INTERVAL = 500; // ms\nexport const AVERAGE_ELEVATION_EASE_TIME = 300; // ms\nexport const AVERAGE_ELEVATION_EASE_THRESHOLD = 1; // meters\nexport const AVERAGE_ELEVATION_CHANGE_THRESHOLD = 1e-4; // meters\n\n// Check if the given TargetDescriptor targets are equal.\nfunction areTargetsEqual(a: string[] | TargetDescriptor, b: string[] | TargetDescriptor) {\n    if (Array.isArray(a) && Array.isArray(b)) {\n        const aSet = new Set(a);\n        const bSet = new Set(b);\n        return aSet.size === bSet.size && a.every(id => bSet.has(id));\n    } else {\n        return deepEqual(a, b);\n    }\n}\n\nexport type MapOptions = {\n    style?: StyleSpecification | string;\n    config?: {\n        [key: string]: ConfigSpecification;\n    };\n    hash?: boolean | string;\n    interactive?: boolean;\n    container: HTMLElement | string;\n    bearingSnap?: number;\n    clickTolerance?: number;\n    pitchWithRotate?: boolean;\n    attributionControl?: boolean;\n    customAttribution?: string | Array<string>;\n    logoPosition?: ControlPosition;\n    failIfMajorPerformanceCaveat?: boolean;\n    preserveDrawingBuffer?: boolean;\n    antialias?: boolean;\n    refreshExpiredTiles?: boolean;\n    bounds?: LngLatBoundsLike;\n    maxBounds?: LngLatBoundsLike;\n    fitBoundsOptions?: EasingOptions;\n    scrollZoom?: boolean | ScrollZoomHandlerOptions;\n    minZoom?: number;\n    maxZoom?: number;\n    minPitch?: number;\n    maxPitch?: number;\n    boxZoom?: boolean;\n    dragRotate?: boolean;\n    dragPan?: boolean | DragPanOptions;\n    keyboard?: boolean;\n    doubleClickZoom?: boolean;\n    touchZoomRotate?: boolean | TouchZoomRotateHandlerOptions;\n    touchPitch?: boolean | TouchPitchHandlerOptions;\n    cooperativeGestures?: boolean;\n    trackResize?: boolean;\n    center?: LngLatLike;\n    zoom?: number;\n    bearing?: number;\n    pitch?: number;\n    projection?: ProjectionSpecification | string;\n    renderWorldCopies?: boolean;\n    minTileCacheSize?: number;\n    maxTileCacheSize?: number;\n    transformRequest?: RequestTransformFunction;\n    accessToken?: string;\n    testMode?: boolean;\n    locale?: Partial<typeof defaultLocale>;\n    language?: string;\n    worldview?: string;\n    crossSourceCollisions?: boolean;\n    collectResourceTiming?: boolean;\n    respectPrefersReducedMotion?: boolean;\n    contextCreateOptions?: ContextOptions;\n    devtools?: boolean;\n    precompilePrograms?: boolean;\n    repaint?: boolean;\n    fadeDuration?: number;\n    placementAlgorithm?: PlacementAlgorithmName;\n    localFontFamily?: string;\n    localIdeographFontFamily?: string;\n    fontstackCompositing?: FontstackCompositing;\n    performanceMetricsCollection?: boolean;\n    tessellationStep?: number;\n    scaleFactor?: number;\n    pitchRotateKey?: PitchRotateKey;\n    animationFrameProvider?: AnimationFrameProvider;\n    emissiveColorPrecision?: EmissiveColorPrecision;\n};\n\nconst CSS_MATRIX_RE = /matrix.*\\((.+)\\)/;\n\nconst defaultMinZoom = -2;\nconst defaultMaxZoom = 22;\n\n// the default values, but also the valid range\nconst defaultMinPitch = 0;\nconst defaultMaxPitch = 85;\n\nconst defaultOptions = {\n    center: [0, 0],\n    zoom: 0,\n    bearing: 0,\n    pitch: 0,\n\n    minZoom: defaultMinZoom,\n    maxZoom: defaultMaxZoom,\n\n    minPitch: defaultMinPitch,\n    maxPitch: defaultMaxPitch,\n\n    interactive: true,\n    scrollZoom: true,\n    boxZoom: true,\n    dragRotate: true,\n    dragPan: true,\n    keyboard: true,\n    doubleClickZoom: true,\n    touchZoomRotate: true,\n    touchPitch: true,\n    cooperativeGestures: false,\n    performanceMetricsCollection: true,\n\n    bearingSnap: 7,\n    clickTolerance: 3,\n    pitchWithRotate: true,\n\n    hash: false,\n    attributionControl: true,\n\n    antialias: false,\n    failIfMajorPerformanceCaveat: false,\n    preserveDrawingBuffer: false,\n    trackResize: true,\n    renderWorldCopies: true,\n    refreshExpiredTiles: true,\n    minTileCacheSize: null,\n    maxTileCacheSize: null,\n    localIdeographFontFamily: 'sans-serif',\n    localFontFamily: null,\n    fontstackCompositing: 'client',\n    transformRequest: null,\n    accessToken: null,\n    fadeDuration: 300,\n    respectPrefersReducedMotion: true,\n    crossSourceCollisions: true,\n    collectResourceTiming: false,\n    testMode: false,\n    precompilePrograms: true,\n    scaleFactor: 1.0,\n    emissiveColorPrecision: 'approximate'\n} satisfies Omit<MapOptions, 'container'>;\n\n/**\n * The `Map` object represents the map on your page. It exposes methods\n * and properties that enable you to programmatically change the map,\n * and fires events as users interact with it.\n *\n * You create a `Map` by specifying a `container` and other options.\n * Then Mapbox GL JS initializes the map on the page and returns your `Map`\n * object.\n *\n * @param {Object} options\n * @param {HTMLElement|string} options.container The HTML element in which Mapbox GL JS will render the map, or the element's string `id`. The specified element must have no children.\n * @param {number} [options.minZoom=0] The minimum zoom level of the map (0-24).\n * @param {number} [options.maxZoom=22] The maximum zoom level of the map (0-24).\n * @param {number} [options.minPitch=0] The minimum pitch of the map (0-85).\n * @param {number} [options.maxPitch=85] The maximum pitch of the map (0-85).\n * @param {Object | string} [options.style='mapbox://styles/mapbox/standard'] The map's Mapbox style. This must be an a JSON object conforming to\n * the schema described in the [Mapbox Style Specification](https://mapbox.com/mapbox-gl-style-spec/), or a URL\n * to such JSON. Can accept a null value to allow adding a style manually.\n *\n * To load a style from the Mapbox API, you can use a URL of the form `mapbox://styles/:owner/:style`,\n * where `:owner` is your Mapbox account name and `:style` is the style ID. You can also use a\n * [Mapbox-owned style](https://docs.mapbox.com/api/maps/styles/#mapbox-styles):\n *\n * * `mapbox://styles/mapbox/standard`\n * * `mapbox://styles/mapbox/streets-v12`\n * * `mapbox://styles/mapbox/outdoors-v12`\n * * `mapbox://styles/mapbox/light-v11`\n * * `mapbox://styles/mapbox/dark-v11`\n * * `mapbox://styles/mapbox/satellite-v9`\n * * `mapbox://styles/mapbox/satellite-streets-v12`\n * * `mapbox://styles/mapbox/navigation-day-v1`\n * * `mapbox://styles/mapbox/navigation-night-v1`.\n *\n * Tilesets hosted with Mapbox can be style-optimized if you append `?optimize=true` to the end of your style URL, like `mapbox://styles/mapbox/streets-v11?optimize=true`.\n * Learn more about style-optimized vector tiles in our [API documentation](https://www.mapbox.com/api-documentation/maps/#retrieve-tiles).\n *\n * @param {Object} [options.config=null] The initial configuration options for the style fragments. Each key in the object is a fragment ID (e.g., `basemap`) and each value is a configuration object.\n * @example\n * const map = new mapboxgl.Map({\n *     container: 'map',\n *     center: [-122.420679, 37.772537],\n *     zoom: 13,\n *     style: 'mapbox://styles/mapbox/standard',\n *     config: {\n *         // Initial configuration for the Mapbox Standard style set above. By default, its ID is `basemap`.\n *         basemap: {\n *             // Here, we're setting the light preset to `night`.\n *             lightPreset: 'night'\n *         }\n *     }\n * });\n * @param {(boolean|string)} [options.hash=false] If `true`, the map's [position](https://docs.mapbox.com/help/glossary/camera) (zoom, center latitude, center longitude, bearing, and pitch) will be synced with the hash fragment of the page's URL.\n * For example, `http://path/to/my/page.html#2.59/39.26/53.07/-24.1/60`.\n * An additional string may optionally be provided to indicate a parameter-styled hash,\n * for example http://path/to/my/page.html#map=2.59/39.26/53.07/-24.1/60&foo=bar, where `foo`\n * is a custom parameter and `bar` is an arbitrary hash distinct from the map hash.\n * @param {boolean} [options.interactive=true] If `false`, no mouse, touch, or keyboard listeners will be attached to the map, so it will not respond to interaction.\n * @param {number} [options.bearingSnap=7] The threshold, measured in degrees, that determines when the map's\n * bearing will snap to north. For example, with a `bearingSnap` of 7, if the user rotates\n * the map within 7 degrees of north, the map will automatically snap to exact north.\n * @param {boolean} [options.pitchWithRotate=true] If `false`, the map's pitch (tilt) control with \"drag to rotate\" interaction will be disabled.\n * @param {number} [options.clickTolerance=3] The max number of pixels a user can shift the mouse pointer during a click for it to be considered a valid click (as opposed to a mouse drag).\n * @param {boolean} [options.attributionControl=true] If `true`, an {@link AttributionControl} will be added to the map.\n * @param {string | Array<string>} [options.customAttribution=null] String or strings to show in an {@link AttributionControl}. Only applicable if `options.attributionControl` is `true`.\n * @param {string} [options.logoPosition='bottom-left'] A string representing the position of the Mapbox wordmark on the map. Valid options are `top-left`,`top-right`, `bottom-left`, `bottom-right`.\n * @param {boolean} [options.failIfMajorPerformanceCaveat=false] If `true`, map creation will fail if the performance of Mapbox GL JS would be dramatically worse than expected (a software renderer would be used).\n * @param {boolean} [options.preserveDrawingBuffer=false] If `true`, the map's canvas can be exported to a PNG using `map.getCanvas().toDataURL()`. This is `false` by default as a performance optimization.\n * @param {boolean} [options.antialias=false] If `true`, the gl context will be created with [MSAA antialiasing](https://en.wikipedia.org/wiki/Multisample_anti-aliasing). This is `false` by default as a performance optimization.\n * @param {boolean} [options.refreshExpiredTiles=true] If `false`, the map won't attempt to re-request tiles once they expire per their HTTP `cacheControl`/`expires` headers.\n * @param {LngLatBoundsLike} [options.maxBounds=null] If set, the map will be constrained to the given bounds.\n * @param {boolean | Object} [options.scrollZoom=true] If `true`, the \"scroll to zoom\" interaction is enabled. An `Object` value is passed as options to {@link ScrollZoomHandler#enable}.\n * @param {boolean} [options.boxZoom=true] If `true`, the \"box zoom\" interaction is enabled (see {@link BoxZoomHandler}).\n * @param {boolean} [options.dragRotate=true] If `true`, the \"drag to rotate\" interaction is enabled (see {@link DragRotateHandler}).\n * @param {boolean | Object} [options.dragPan=true] If `true`, the \"drag to pan\" interaction is enabled. An `Object` value is passed as options to {@link DragPanHandler#enable}.\n * @param {boolean} [options.keyboard=true] If `true`, keyboard shortcuts are enabled (see {@link KeyboardHandler}).\n * @param {boolean} [options.doubleClickZoom=true] If `true`, the \"double click to zoom\" interaction is enabled (see {@link DoubleClickZoomHandler}).\n * @param {boolean | Object} [options.touchZoomRotate=true] If `true`, the \"pinch to rotate and zoom\" interaction is enabled. An `Object` value is passed as options to {@link TouchZoomRotateHandler#enable}.\n * @param {boolean | Object} [options.touchPitch=true] If `true`, the \"drag to pitch\" interaction is enabled. An `Object` value is passed as options to {@link TouchPitchHandler}.\n * @param {'Control' | 'Alt' | 'Shift' | 'Meta'} [options.pitchRotateKey='Control'] Allows overriding the keyboard modifier key used for pitch/rotate interactions from `Control` to another modifier key.\n * @param {boolean} [options.cooperativeGestures] If `true`, scroll zoom will require pressing the ctrl or ⌘ key while scrolling to zoom map, and touch pan will require using two fingers while panning to move the map. Touch pitch will require three fingers to activate if enabled.\n * @param {boolean} [options.trackResize=true] If `true`, the map will automatically resize when the browser window resizes.\n * @param {boolean} [options.performanceMetricsCollection=true] If `true`, mapbox-gl will collect and send performance metrics.\n * @param {LngLatLike} [options.center=[0, 0]] The initial geographical [centerpoint](https://docs.mapbox.com/help/glossary/camera#center) of the map. If `center` is not specified in the constructor options, Mapbox GL JS will look for it in the map's style object. If it is not specified in the style, either, it will default to `[0, 0]` Note: Mapbox GL uses longitude, latitude coordinate order (as opposed to latitude, longitude) to match GeoJSON.\n * @param {number} [options.zoom=0] The initial [zoom](https://docs.mapbox.com/help/glossary/camera#zoom) level of the map. If `zoom` is not specified in the constructor options, Mapbox GL JS will look for it in the map's style object. If it is not specified in the style, either, it will default to `0`.\n * @param {number} [options.bearing=0] The initial [bearing](https://docs.mapbox.com/help/glossary/camera#bearing) (rotation) of the map, measured in degrees counter-clockwise from north. If `bearing` is not specified in the constructor options, Mapbox GL JS will look for it in the map's style object. If it is not specified in the style, either, it will default to `0`.\n * @param {number} [options.pitch=0] The initial [pitch](https://docs.mapbox.com/help/glossary/camera#pitch) (tilt) of the map, measured in degrees away from the plane of the screen (0-85). If `pitch` is not specified in the constructor options, Mapbox GL JS will look for it in the map's style object. If it is not specified in the style, either, it will default to `0`.\n * @param {LngLatBoundsLike} [options.bounds=null] The initial bounds of the map. If `bounds` is specified, it overrides `center` and `zoom` constructor options.\n * @param {Object} [options.fitBoundsOptions=null] A {@link Map#fitBounds} options object to use _only_ when fitting the initial `bounds` provided above.\n * @param {'auto' | string | string[]} [options.language=null] A string with a BCP 47 language tag, or an array of such strings representing the desired languages used for the map's labels and UI components. Languages can only be set on Mapbox vector tile sources.\n * By default, GL JS will not set a language so that the language of Mapbox tiles will be determined by the vector tile source's TileJSON.\n * Valid language strings must be a [BCP-47 language code](https://en.wikipedia.org/wiki/IETF_language_tag#List_of_subtags). Unsupported BCP-47 codes will not include any translations. Invalid codes will result in an recoverable error.\n * If a label has no translation for the selected language, it will display in the label's local language.\n * If option is set to `auto`, GL JS will select a user's preferred language as determined by the browser's [`window.navigator.language`](https://developer.mozilla.org/en-US/docs/Web/API/Navigator/language) property.\n * If the `locale` property is not set separately, this language will also be used to localize the UI for supported languages.\n * @param {string} [options.worldview=null] Sets the map's worldview. A worldview determines the way that certain disputed boundaries\n * are rendered. By default, GL JS will not set a worldview so that the worldview of Mapbox tiles will be determined by the vector tile source's TileJSON.\n * Valid worldview strings must be an [ISO alpha-2 country code](https://en.wikipedia.org/wiki/ISO_3166-1#Current_codes). Unsupported\n * ISO alpha-2 codes will fall back to the TileJSON's default worldview. Invalid codes will result in a recoverable error.\n * @param {boolean} [options.renderWorldCopies=true] If `true`, multiple copies of the world will be rendered side by side beyond -180 and 180 degrees longitude. If set to `false`:\n * - When the map is zoomed out far enough that a single representation of the world does not fill the map's entire\n * container, there will be blank space beyond 180 and -180 degrees longitude.\n * - Features that cross 180 and -180 degrees longitude will be cut in two (with one portion on the right edge of the\n * map and the other on the left edge of the map) at every zoom level.\n * @param {number} [options.minTileCacheSize=null] The minimum number of tiles stored in the tile cache for a given source. Larger viewports use more tiles and need larger caches. Larger viewports are more likely to be found on devices with more memory and on pages where the map is more important. If omitted, the cache will be dynamically sized based on the current viewport.\n * @param {number} [options.maxTileCacheSize=null] The maximum number of tiles stored in the tile cache for a given source. If omitted, the cache will be dynamically sized based on the current viewport.\n * @param {string} [options.localIdeographFontFamily='sans-serif'] Defines a CSS font-family for locally overriding generation of glyphs in the 'CJK Unified Ideographs', 'Hiragana', 'Katakana', 'Hangul Syllables' and 'CJK Symbols and Punctuation' ranges.\n * In these ranges, font settings from the map's style will be ignored, except for font-weight keywords (light/regular/medium/bold).\n * Set to `false`, to enable font settings from the map's style for these glyph ranges. Note that [Mapbox Studio](https://studio.mapbox.com/) sets this value to `false` by default.\n * The purpose of this option is to avoid bandwidth-intensive glyph server requests. For an example of this option in use, see [Use locally generated ideographs](https://www.mapbox.com/mapbox-gl-js/example/local-ideographs).\n * @param {string} [options.localFontFamily=null] Defines a CSS\n * font-family for locally overriding generation of all glyphs. Font settings from the map's style will be ignored, except for font-weight keywords (light/regular/medium/bold).\n * If set, this option overrides the setting in localIdeographFontFamily.\n * @param {'client' | 'server'} [options.fontstackCompositing='client'] Controls how multi-font fontstacks are composited.\n * When `'client'` (the default), each font in a comma-separated fontstack is loaded individually and missing glyphs are filled from subsequent fallback fonts on the client.\n * When `'server'`, the full fontstack string is passed as-is to the glyph server, which must support server-side fontstack composition.\n * @param {RequestTransformFunction} [options.transformRequest=null] A callback run before the Map makes a request for an external URL. The callback can be used to modify the url, set headers, or set the credentials property for cross-origin requests.\n * Expected to return a {@link RequestParameters} object with a `url` property and optionally `headers` and `credentials` properties, or a `Promise` resolving to one. Returning a `Promise` lets the callback resolve values asynchronously before each request, for example to refresh an auth token.\n * The callback receives a third `options` argument with an optional `signal` ({@link AbortSignal}) that aborts when the request is cancelled.\n * @param {boolean} [options.collectResourceTiming=false] If `true`, Resource Timing API information will be collected for requests made by GeoJSON and Vector Tile web workers (this information is normally inaccessible from the main Javascript thread). Information will be returned in a `resourceTiming` property of relevant `data` events.\n * @param {number} [options.fadeDuration=300] Controls the duration of the fade-in/fade-out animation for label collisions, in milliseconds. This setting affects all symbol layers. This setting does not affect the duration of runtime styling transitions or raster tile cross-fading.\n * @param {boolean} [options.respectPrefersReducedMotion=true] If set to `true`, the map will respect the user's `prefers-reduced-motion` browser setting and apply a reduced motion mode, minimizing animations and transitions. When set to `false`, the map will always ignore the `prefers-reduced-motion` settings, regardless of the user's preference, making all animations essential.\n * @param {boolean} [options.crossSourceCollisions=true] If `true`, symbols from multiple sources can collide with each other during collision detection. If `false`, collision detection is run separately for the symbols in each source.\n * @param {string} [options.accessToken=null] If specified, map will use this [token](https://docs.mapbox.com/help/glossary/access-token/) instead of the one defined in `mapboxgl.accessToken`.\n * @param {Object} [options.locale=null] A patch to apply to the default localization table for UI strings such as control tooltips. The `locale` object maps namespaced UI string IDs to translated strings in the target language;\n * see [`src/ui/default_locale.js`](https://github.com/mapbox/mapbox-gl-js/blob/main/src/ui/default_locale.js) for an example with all supported string IDs. The object may specify all UI strings (thereby adding support for a new translation) or only a subset of strings (thereby patching the default translation table).\n * @param {boolean} [options.testMode=false] Silences errors and warnings generated due to an invalid accessToken, useful when using the library to write unit tests.\n * @param {number} [options.scaleFactor=1] The scale factor for text and icon sizes in symbol layers.\n * A value greater than `1` increases label sizes, useful for improving accessibility or adjusting\n * for high-density displays. The scale factor is clamped per-layer by `text-size-scale-range`\n * and `icon-size-scale-range` style properties.\n * This option is experimental and may change in future releases.\n * @param {'approximate' | 'exact'} [options.emissiveColorPrecision='approximate'] Controls how precisely emissive color is preserved when compositing draped layers (e.g. Raster, hillshade, background) over terrain or globe.\n * When `'approximate'` (the default), emissive color is approximated during compositing.\n * When `'exact'`, emissive color is fully preserved. This has a performance impact due to higher texture memory usage (4 channels instead of 1).\n * This option is experimental and may change in future releases.\n * @param {PlacementAlgorithmName} [options.placementAlgorithm='default'] Selects the symbol placement pipeline. `'global'` uses the new whole-frame placement pipeline instead of the legacy per-tile one.\n * The `'global'` value is experimental, incomplete, and may change in future releases.\n * @param {ProjectionSpecification} [options.projection='mercator'] The [projection](https://docs.mapbox.com/mapbox-gl-js/style-spec/projection/) the map should be rendered in.\n * Supported projections are:\n * * [Albers](https://en.wikipedia.org/wiki/Albers_projection) equal-area conic projection as `albers`\n * * [Equal Earth](https://en.wikipedia.org/wiki/Equal_Earth_projection) equal-area pseudocylindrical projection as `equalEarth`\n * * [Equirectangular](https://en.wikipedia.org/wiki/Equirectangular_projection) (Plate Carrée/WGS84) as `equirectangular`\n * * 3d Globe as `globe`\n * * [Lambert Conformal Conic](https://en.wikipedia.org/wiki/Lambert_conformal_conic_projection) as `lambertConformalConic`\n * * [Mercator](https://en.wikipedia.org/wiki/Mercator_projection) cylindrical map projection as `mercator`\n * * [Natural Earth](https://en.wikipedia.org/wiki/Natural_Earth_projection) pseudocylindrical map projection as `naturalEarth`\n * * [Winkel Tripel](https://en.wikipedia.org/wiki/Winkel_tripel_projection) azimuthal map projection as `winkelTripel`\n * Conic projections such as Albers and Lambert have configurable `center` and `parallels` properties that allow developers to define the region in which the projection has minimal distortion; see the example for how to configure these properties.\n * @param {AnimationFrameProvider} [options.animationFrameProvider=null] If set, the map schedules repaints through this provider instead of `window.requestAnimationFrame`.\n * @example\n * const map = new mapboxgl.Map({\n *     container: 'map', // container ID\n *     center: [-122.420679, 37.772537], // starting position [lng, lat]\n *     zoom: 13, // starting zoom\n *     style: 'mapbox://styles/mapbox/streets-v11', // style URL or style object\n *     hash: true, // sync `center`, `zoom`, `pitch`, and `bearing` with URL\n *     // Use `transformRequest` to modify requests that begin with `http://myHost`.\n *     transformRequest: (url, resourceType) => {\n *         if (resourceType === 'Source' && url.startsWith('http://myHost')) {\n *             return {\n *                 url: url.replace('http', 'https'),\n *                 headers: {'my-custom-header': true},\n *                 credentials: 'include'  // Include cookies for cross-origin requests\n *             };\n *         }\n *     }\n * });\n * @example\n * const map = new mapboxgl.Map({\n *     container: 'map',\n *     style: 'mapbox://styles/mapbox/streets-v11',\n *     // `transformRequest` may also be async: await a value, then return the rewritten request.\n *     transformRequest: async (url, resourceType, options) => {\n *         const token = await getFreshToken({signal: options && options.signal});\n *         return {url: `${url}?token=${token}`};\n *     }\n * });\n * @see [Example: Display a map on a webpage](https://docs.mapbox.com/mapbox-gl-js/example/simple-map/)\n * @see [Example: Display a map with a custom style](https://docs.mapbox.com/mapbox-gl-js/example/custom-style-id/)\n * @see [Example: Check if Mapbox GL JS is supported](https://docs.mapbox.com/mapbox-gl-js/example/check-for-support/)\n */\nexport class Map extends Camera {\n    style?: Style;\n    painter: Painter;\n    _container: HTMLElement;\n    _missingCSSCanary!: HTMLElement;\n    _canvasContainer!: HTMLElement;\n    _controlContainer!: HTMLElement;\n    _controlPositions!: {\n        [p in ControlPosition]?: HTMLElement;\n    };\n    _interactive?: boolean;\n    _showTileBoundaries?: boolean;\n    _showParseStatus?: boolean;\n\n    _showTerrainWireframe?: boolean;\n    _showLayers2DWireframe?: boolean;\n    _showLayers3DWireframe?: boolean;\n\n    _showQueryGeometry?: boolean;\n    _showCollisionBoxes?: boolean;\n    _showPadding?: boolean;\n    _showTileAABBs?: boolean;\n    _showOverdrawInspector!: boolean;\n    _repaint?: boolean;\n    _vertices?: boolean;\n    _canvas!: HTMLCanvasElement;\n    _minTileCacheSize?: number;\n    _maxTileCacheSize?: number;\n    _animationFrameProvider?: AnimationFrameProvider;\n    _frame?: Cancelable;\n    _renderNextFrame?: boolean;\n    _styleDirty?: boolean;\n    _sourcesDirty?: boolean;\n    _placementDirty?: boolean;\n    _loaded!: boolean;\n    _fullyLoaded!: boolean; // accounts for placement finishing as well\n    _trackResize: boolean;\n    _preserveDrawingBuffer: boolean;\n    _failIfMajorPerformanceCaveat: boolean;\n    _antialias: boolean;\n    _refreshExpiredTiles: boolean;\n    _hash!: Hash;\n    _delegatedListeners!: {[type: string]: DelegatedListener[]};\n    _fullscreenchangeEvent: 'fullscreenchange' | 'webkitfullscreenchange';\n    _isInitialLoad: boolean;\n    _shouldCheckAccess: boolean;\n    _fadeDuration: number;\n    _placementAlgorithm: PlacementAlgorithmName;\n    _crossSourceCollisions: boolean;\n    _collectResourceTiming: boolean;\n    _renderTaskQueue: TaskQueue;\n    _domRenderTaskQueue: TaskQueue;\n    _controls: Array<IControl>;\n    _markers: Array<Marker>;\n    _popups: Array<Popup>;\n    _logoControl: IControl;\n    _indoorControl: IControl;\n    _mapId: number;\n    _localIdeographFontFamily: string;\n    _localFontFamily?: string;\n    _fontstackCompositing: FontstackCompositing;\n    _requestManager: RequestManager;\n    _locale: Partial<typeof defaultLocale>;\n    _removed!: boolean;\n    _speedIndexTiming!: boolean;\n    _clickTolerance: number;\n    _cooperativeGestures: boolean;\n    _silenceAuthErrors: boolean;\n    _averageElevationLastSampledAt: number;\n    _averageElevationExaggeration: number;\n    _averageElevation: EasedVariable;\n    _containerWidth: number;\n    _containerHeight: number;\n    _language?: string | string[];\n    _worldview?: string;\n    _interactionRange: [number, number];\n    _visibilityHidden: number;\n    _performanceMetricsCollection: boolean;\n    _tessellationStep?: number;\n    _precompilePrograms: boolean;\n    _interactions: InteractionSet;\n    _scaleFactor: number;\n    _tokenExpiration?: number;\n\n    // `_useExplicitProjection` indicates that a projection is set by a call to map.setProjection()\n    _useExplicitProjection: boolean;\n\n    /** @section Interaction handlers */\n\n    /**\n     * The map's {@link ScrollZoomHandler}, which implements zooming in and out with a scroll wheel or trackpad.\n     * Find more details and examples using `scrollZoom` in the {@link ScrollZoomHandler} section.\n     */\n    scrollZoom!: ScrollZoomHandler;\n\n    /**\n     * The map's {@link BoxZoomHandler}, which implements zooming using a drag gesture with the Shift key pressed.\n     * Find more details and examples using `boxZoom` in the {@link BoxZoomHandler} section.\n     */\n    boxZoom!: BoxZoomHandler;\n\n    /**\n     * The map's {@link DragRotateHandler}, which implements rotating the map while dragging with the right\n     * mouse button or with the Control key pressed. Find more details and examples using `dragRotate`\n     * in the {@link DragRotateHandler} section.\n     */\n    dragRotate!: DragRotateHandler;\n\n    /**\n     * The map's {@link DragPanHandler}, which implements dragging the map with a mouse or touch gesture.\n     * Find more details and examples using `dragPan` in the {@link DragPanHandler} section.\n     */\n    dragPan!: DragPanHandler;\n\n    /**\n     * The map's {@link KeyboardHandler}, which allows the user to zoom, rotate, and pan the map using keyboard\n     * shortcuts. Find more details and examples using `keyboard` in the {@link KeyboardHandler} section.\n     */\n    keyboard!: KeyboardHandler;\n\n    /**\n     * The map's {@link DoubleClickZoomHandler}, which allows the user to zoom by double clicking.\n     * Find more details and examples using `doubleClickZoom` in the {@link DoubleClickZoomHandler} section.\n     */\n    doubleClickZoom!: DoubleClickZoomHandler;\n\n    /**\n     * The map's {@link TouchZoomRotateHandler}, which allows the user to zoom or rotate the map with touch gestures.\n     * Find more details and examples using `touchZoomRotate` in the {@link TouchZoomRotateHandler} section.\n     */\n    touchZoomRotate!: TouchZoomRotateHandler;\n\n    /**\n     * The map's {@link TouchPitchHandler}, which allows the user to pitch the map with touch gestures.\n     * Find more details and examples using `touchPitch` in the {@link TouchPitchHandler} section.\n     */\n    touchPitch!: TouchPitchHandler;\n\n    _contextCreateOptions: ContextOptions;\n\n    // Current frame id, iterated on each render\n    _frameId: number;\n\n    _spriteFormat: SpriteFormat;\n\n    _emissiveColorPrecision: EmissiveColorPrecision;\n\n    constructor(options: MapOptions) {\n        LivePerformanceUtils.mark(LivePerformanceMarkers.create);\n\n        const initialOptions = options;\n\n        options = {...defaultOptions, ...options};\n\n        if (options.minZoom != null && options.maxZoom != null && options.minZoom > options.maxZoom) {\n            throw new Error(`maxZoom must be greater than or equal to minZoom`);\n        }\n\n        if (options.minPitch != null && options.maxPitch != null && options.minPitch > options.maxPitch) {\n            throw new Error(`maxPitch must be greater than or equal to minPitch`);\n        }\n\n        if (options.minPitch != null && options.minPitch < defaultMinPitch) {\n            throw new Error(`minPitch must be greater than or equal to ${defaultMinPitch}`);\n        }\n\n        if (options.maxPitch != null && options.maxPitch > defaultMaxPitch) {\n            throw new Error(`maxPitch must be less than or equal to ${defaultMaxPitch}`);\n        }\n\n        const transform = new Transform(options.minZoom, options.maxZoom, options.minPitch, options.maxPitch, options.renderWorldCopies, null, null);\n        super(transform, options);\n\n        this._animationFrameProvider = options.animationFrameProvider;\n\n        this._repaint = !!options.repaint;\n        this._interactive = options.interactive;\n        this._minTileCacheSize = options.minTileCacheSize;\n        this._maxTileCacheSize = options.maxTileCacheSize;\n        this._failIfMajorPerformanceCaveat = options.failIfMajorPerformanceCaveat;\n        this._preserveDrawingBuffer = options.preserveDrawingBuffer;\n        this._antialias = options.antialias;\n        this._trackResize = options.trackResize;\n        this._bearingSnap = options.bearingSnap;\n        this._refreshExpiredTiles = options.refreshExpiredTiles;\n        this._fadeDuration = options.fadeDuration;\n        this._placementAlgorithm = options.placementAlgorithm || 'default';\n        this._isInitialLoad = true;\n        this._crossSourceCollisions = options.crossSourceCollisions;\n        this._collectResourceTiming = options.collectResourceTiming;\n        this._language = this._parseLanguage(options.language);\n        this._worldview = options.worldview;\n        this._renderTaskQueue = new TaskQueue();\n        this._domRenderTaskQueue = new TaskQueue();\n        this._controls = [];\n        this._markers = [];\n        this._popups = [];\n        this._mapId = uniqueId();\n        this._locale = {...defaultLocale, ...options.locale};\n        this._clickTolerance = options.clickTolerance;\n        this._cooperativeGestures = options.cooperativeGestures;\n        this._performanceMetricsCollection = options.performanceMetricsCollection;\n        this._tessellationStep = options.tessellationStep;\n        this._containerWidth = 0;\n        this._containerHeight = 0;\n        this._showParseStatus = true;\n        this._precompilePrograms = options.precompilePrograms;\n\n        this._averageElevationLastSampledAt = -Infinity;\n        this._averageElevationExaggeration = 0;\n        this._averageElevation = new EasedVariable(0);\n\n        this._interactionRange = [+Infinity, -Infinity];\n        this._visibilityHidden = 0;\n\n        this._useExplicitProjection = false; // Fallback to stylesheet by default\n\n        this._frameId = 0;\n        this._emissiveColorPrecision = options.emissiveColorPrecision;\n\n        this._scaleFactor = options.scaleFactor;\n\n        this._requestManager = new RequestManager(options.transformRequest, options.accessToken, options.testMode);\n        const tokenData = parseAccessToken(options.accessToken || config.ACCESS_TOKEN);\n        if (tokenData && 'atlas' in tokenData && typeof tokenData.atlas === 'number') this._tokenExpiration = tokenData.atlas;\n        this._silenceAuthErrors = !!options.testMode;\n        if (options.contextCreateOptions) {\n            this._contextCreateOptions = {...options.contextCreateOptions};\n        } else {\n            this._contextCreateOptions = {};\n        }\n\n        if (typeof options.container === 'string') {\n            const container = document.getElementById(options.container);\n            if (container) {\n                this._container = container;\n            } else {\n                throw new Error(`Container '${options.container.toString()}' not found.`);\n            }\n\n        } else if (options.container instanceof HTMLElement) {\n            this._container = options.container;\n        } else {\n            throw new Error(`Invalid type: 'container' must be a String or HTMLElement.`);\n        }\n\n        if (this._container.childNodes.length > 0) {\n            warnOnce(`The map container element should be empty, otherwise the map's interactivity will be negatively impacted. If you want to display a message when WebGL is not supported, use the Mapbox GL Supported plugin instead.`);\n        }\n\n        if (options.maxBounds) {\n            this.setMaxBounds(options.maxBounds);\n        }\n\n        this._spriteFormat = 'auto';\n\n        bindAll([\n            '_onWindowOnline',\n            '_onWindowResize',\n            '_onVisibilityChange',\n            '_onMapScroll',\n            '_contextLost',\n            '_contextRestored'\n        ], this);\n\n        this._setupContainer();\n\n        this._setupPainter();\n        if (this.painter === undefined) {\n            throw new Error(`Failed to initialize WebGL.`);\n        }\n\n        this.on('move', () => this._update(false));\n        this.on('moveend', () => this._update(false));\n        this.on('zoom', () => this._update(true));\n\n        this._fullscreenchangeEvent = 'onfullscreenchange' in document ?\n            'fullscreenchange' :\n            'webkitfullscreenchange';\n\n        window.addEventListener('online', this._onWindowOnline, false);\n        window.addEventListener('resize', this._onWindowResize, false);\n        window.addEventListener('orientationchange', this._onWindowResize, false);\n        window.addEventListener(this._fullscreenchangeEvent, this._onWindowResize, false);\n        window.addEventListener('visibilitychange', this._onVisibilityChange, false);\n\n        this.handlers = new HandlerManager(this, options as MapOptions & typeof defaultOptions);\n\n        this._localFontFamily = options.localFontFamily;\n        this._localIdeographFontFamily = options.localIdeographFontFamily;\n        this._fontstackCompositing = options.fontstackCompositing;\n\n        if (options.style || !options.testMode) {\n            const style = options.style || config.DEFAULT_STYLE;\n            this.setStyle(style, {\n                config: options.config,\n                localFontFamily: this._localFontFamily,\n                localIdeographFontFamily: this._localIdeographFontFamily,\n                fontstackCompositing: this._fontstackCompositing\n            });\n        }\n\n        if (options.projection) {\n            this.setProjection(options.projection);\n        }\n\n        const hashName = (typeof options.hash === 'string' && options.hash) || undefined;\n        if (options.hash) this._hash = (new Hash(hashName)).addTo(this);\n        // don't set position from options if set through hash\n        if (!this._hash || !this._hash._onHashChange()) {\n            // if we set `center`/`zoom` explicitly, mark as modified even if the values match defaults\n            if (initialOptions.center != null || initialOptions.zoom != null) {\n                this.transform._unmodified = false;\n            }\n\n            this.jumpTo({\n                center: options.center,\n                zoom: options.zoom,\n                bearing: options.bearing,\n                pitch: options.pitch\n            });\n\n            const bounds = options.bounds;\n            if (bounds) {\n                this.resize();\n                this.fitBounds(bounds, {...options.fitBoundsOptions, duration: 0});\n            }\n        }\n\n        this.resize();\n\n        if (options.attributionControl)\n            this.addControl(new AttributionControl({customAttribution: options.customAttribution}));\n\n        this._logoControl = new LogoControl();\n        this.addControl(this._logoControl, options.logoPosition);\n\n        this.on('style.load', () => {\n            if (this.transform.unmodified) {\n                this.jumpTo((this.style.stylesheet as unknown));\n            }\n            this._postStyleLoadEvent();\n            this._postStyleWithAppearanceEvent();\n        });\n\n        this.on('data', (event) => {\n            this._update(event.dataType === 'style');\n            this.fire(new Event(`${event.dataType}data`, event));\n        });\n\n        this.on('dataloading', (event) => {\n            this.fire(new Event(`${event.dataType}dataloading`, event));\n        });\n\n        this._interactions = new InteractionSet(this);\n\n        Debug.run(() => {\n            // eslint-disable-next-line no-warning-comments\n            // TODO: deprecate the `devtools` map option in favor of programmatic addition of the DevTools control\n            if (options.devtools) {\n                this.addControl(new DevTools());\n            }\n        });\n    }\n\n    /*\n    * Returns a unique number for this map instance which is used for the MapLoadEvent\n    * to make sure we only fire one event per instantiated map object.\n    * @private\n    * @returns {number}\n    */\n    _getMapId(): number {\n        return this._mapId;\n    }\n\n    /** @section Controls */\n\n    /**\n     * Adds an {@link IControl} to the map, calling `control.onAdd(this)`.\n     *\n     * @param {IControl} control The {@link IControl} to add.\n     * @param {string} [position] Position on the map to which the control will be added.\n     * Valid values are `'top-left'`, `'top'`, `'top-right'`, `'right'`, `'bottom-right'`,\n     * `'bottom'`, `'bottom-left'`, and `'left'`. Defaults to `'top-right'`.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Add zoom and rotation controls to the map.\n     * map.addControl(new mapboxgl.NavigationControl());\n     * @see [Example: Display map navigation controls](https://www.mapbox.com/mapbox-gl-js/example/navigation/)\n     */\n    addControl(control: IControl, position?: ControlPosition): this {\n        if (position === undefined) {\n            if (control.getDefaultPosition) {\n                position = control.getDefaultPosition();\n            } else {\n                position = 'top-right';\n            }\n        }\n        if (!control || !control.onAdd) {\n            return this.fire(new ErrorEvent(new Error(\n                'Invalid argument to map.addControl(). Argument must be a control with onAdd and onRemove methods.')));\n        }\n        const controlElement = control.onAdd(this);\n        this._controls.push(control);\n\n        const positionContainer = this._controlPositions[position];\n        if (position.includes('bottom')) {\n            positionContainer.insertBefore(controlElement, positionContainer.firstChild);\n        } else {\n            positionContainer.appendChild(controlElement);\n        }\n        return this;\n    }\n\n    /**\n     * Removes the control from the map.\n     *\n     * @param {IControl} control The {@link IControl} to remove.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Define a new navigation control.\n     * const navigation = new mapboxgl.NavigationControl();\n     * // Add zoom and rotation controls to the map.\n     * map.addControl(navigation);\n     * // Remove zoom and rotation controls from the map.\n     * map.removeControl(navigation);\n     */\n    removeControl(control: IControl): this {\n        if (!control || !control.onRemove) {\n            return this.fire(new ErrorEvent(new Error(\n                'Invalid argument to map.removeControl(). Argument must be a control with onAdd and onRemove methods.')));\n        }\n        const ci = this._controls.indexOf(control);\n        if (ci > -1) this._controls.splice(ci, 1);\n        control.onRemove(this);\n        return this;\n    }\n\n    /**\n     * Checks if a control is on the map.\n     *\n     * @param {IControl} control The {@link IControl} to check.\n     * @returns {boolean} True if map contains control.\n     * @example\n     * // Define a new navigation control.\n     * const navigation = new mapboxgl.NavigationControl();\n     * // Add zoom and rotation controls to the map.\n     * map.addControl(navigation);\n     * // Check that the navigation control exists on the map.\n     * const added = map.hasControl(navigation);\n     * // added === true\n     */\n    hasControl(control: IControl): boolean {\n        return this._controls.includes(control);\n    }\n\n    /**\n     * Returns the map's containing HTML element.\n     *\n     * @returns {HTMLElement} The map's container.\n     * @example\n     * const container = map.getContainer();\n     */\n    getContainer(): HTMLElement {\n        return this._container;\n    }\n\n    /**\n     * Returns the HTML element containing the map's `<canvas>` element.\n     *\n     * If you want to add non-GL overlays to the map, you should append them to this element.\n     *\n     * This is the element to which event bindings for map interactivity (such as panning and zooming) are\n     * attached. It will receive bubbled events from child elements such as the `<canvas>`, but not from\n     * map controls.\n     *\n     * @returns {HTMLElement} The container of the map's `<canvas>`.\n     * @example\n     * const canvasContainer = map.getCanvasContainer();\n     * @see [Example: Create a draggable point](https://www.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     * @see [Example: Highlight features within a bounding box](https://www.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n     */\n    getCanvasContainer(): HTMLElement {\n        return this._canvasContainer;\n    }\n\n    /**\n     * Returns the map's `<canvas>` element.\n     *\n     * @returns {HTMLCanvasElement} The map's `<canvas>` element.\n     * @example\n     * const canvas = map.getCanvas();\n     * @see [Example: Measure distances](https://www.mapbox.com/mapbox-gl-js/example/measure/)\n     * @see [Example: Display a popup on hover](https://www.mapbox.com/mapbox-gl-js/example/popup-on-hover/)\n     * @see [Example: Center the map on a clicked symbol](https://www.mapbox.com/mapbox-gl-js/example/center-on-symbol/)\n     */\n    getCanvas(): HTMLCanvasElement {\n        return this._canvas;\n    }\n\n    /** @section Map constraints */\n\n    /**\n     * Resizes the map according to the dimensions of its\n     * `container` element.\n     *\n     * Checks if the map container size changed and updates the map if it has changed.\n     * This method must be called after the map's `container` is resized programmatically\n     * or when the map is shown after being initially hidden with CSS.\n     *\n     * @param {Object | null} eventData Additional properties to be passed to `movestart`, `move`, `resize`, and `moveend`\n     * events that get triggered as a result of resize. This can be useful for differentiating the\n     * source of an event (for example, user-initiated or programmatically-triggered events).\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Resize the map when the map container is shown\n     * // after being initially hidden with CSS.\n     * const mapDiv = document.getElementById('map');\n     * if (mapDiv.style.visibility === true) map.resize();\n     */\n    resize(eventData?: object): this {\n        this._updateContainerDimensions();\n\n        // do nothing if container remained the same size\n        if (this._containerWidth === this.transform.width && this._containerHeight === this.transform.height) return this;\n\n        this._resizeCanvas(this._containerWidth, this._containerHeight);\n\n        this.transform.resize(this._containerWidth, this._containerHeight);\n        this.painter.resize(Math.ceil(this._containerWidth), Math.ceil(this._containerHeight));\n\n        const fireMoving = !this._moving;\n        if (fireMoving) {\n            this.fire(new Event('movestart', eventData))\n                .fire(new Event('move', eventData));\n        }\n\n        this.fire(new Event('resize', eventData));\n\n        if (fireMoving) this.fire(new Event('moveend', eventData));\n\n        return this;\n    }\n\n    /**\n     * Returns the map's geographical bounds. When the bearing or pitch is non-zero, the visible region is not\n     * an axis-aligned rectangle, and the result is the smallest bounds that encompasses the visible region.\n     * If a padding is set on the map, the bounds returned are for the inset.\n     * With globe projection, the smallest bounds encompassing the visible region\n     * may not precisely represent the visible region due to the earth's curvature.\n     *\n     * @returns {LngLatBounds} The geographical bounds of the map as {@link LngLatBounds}.\n     * @example\n     * const bounds = map.getBounds();\n     */\n    getBounds(): LngLatBounds | null {\n        return this.transform.getBounds();\n    }\n\n    /**\n     * Returns the maximum geographical bounds the map is constrained to, or `null` if none set.\n     *\n     * @returns {Map} The map object.\n     *\n     * @example\n     * const maxBounds = map.getMaxBounds();\n     */\n    getMaxBounds(): LngLatBounds | null {\n        return this.transform.getMaxBounds() || null;\n    }\n\n    /**\n     * Sets or clears the map's geographical bounds.\n     *\n     * Pan and zoom operations are constrained within these bounds.\n     * If a pan or zoom is performed that would\n     * display regions outside these bounds, the map will\n     * instead display a position and zoom level\n     * as close as possible to the operation's request while still\n     * remaining within the bounds.\n     *\n     * For `mercator` projection, the viewport will be constrained to the bounds.\n     * For other projections such as `globe`, only the map center will be constrained.\n     *\n     * @param {LngLatBoundsLike | null | undefined} bounds The maximum bounds to set. If `null` or `undefined` is provided, the function removes the map's maximum bounds.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Define bounds that conform to the `LngLatBoundsLike` object.\n     * const bounds = [\n     *     [-74.04728, 40.68392], // [west, south]\n     *     [-73.91058, 40.87764]  // [east, north]\n     * ];\n     * // Set the map's max bounds.\n     * map.setMaxBounds(bounds);\n     */\n    setMaxBounds(bounds: LngLatBoundsLike): this {\n        this.transform.setMaxBounds(LngLatBounds.convert(bounds));\n        return this._update();\n    }\n\n    /**\n     * Sets or clears the map's minimum zoom level.\n     * If the map's current zoom level is lower than the new minimum,\n     * the map will zoom to the new minimum.\n     *\n     * It is not always possible to zoom out and reach the set `minZoom`.\n     * Other factors such as map height may restrict zooming. For example,\n     * if the map is 512px tall it will not be possible to zoom below zoom 0\n     * no matter what the `minZoom` is set to.\n     *\n     * @param {number | null | undefined} minZoom The minimum zoom level to set (-2 - 24).\n     * If `null` or `undefined` is provided, the function removes the current minimum zoom and it will be reset to -2.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setMinZoom(12.25);\n     */\n    setMinZoom(minZoom?: number | null): this {\n\n        minZoom = minZoom ?? defaultMinZoom;\n\n        if (minZoom >= defaultMinZoom && minZoom <= this.transform.maxZoom) {\n            this.transform.minZoom = minZoom;\n            this._update();\n\n            if (this.getZoom() < minZoom) {\n                this.setZoom(minZoom);\n            } else {\n                this.fire(new Event('zoomstart'))\n                    .fire(new Event('zoom'))\n                    .fire(new Event('zoomend'));\n            }\n\n            return this;\n\n        } else throw new Error(`minZoom must be between ${defaultMinZoom} and the current maxZoom, inclusive`);\n    }\n\n    /**\n     * Returns the map's minimum allowable zoom level.\n     *\n     * @returns {number} Returns `minZoom`.\n     * @example\n     * const minZoom = map.getMinZoom();\n     */\n    getMinZoom(): number { return this.transform.minZoom; }\n\n    /**\n     * Sets or clears the map's maximum zoom level.\n     * If the map's current zoom level is higher than the new maximum,\n     * the map will zoom to the new maximum.\n     *\n     * @param {number | null | undefined} maxZoom The maximum zoom level to set.\n     * If `null` or `undefined` is provided, the function removes the current maximum zoom (sets it to 22).\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setMaxZoom(18.75);\n     */\n    setMaxZoom(maxZoom?: number | null): this {\n\n        maxZoom = maxZoom ?? defaultMaxZoom;\n\n        if (maxZoom >= this.transform.minZoom) {\n            this.transform.maxZoom = maxZoom;\n            this._update();\n\n            if (this.getZoom() > maxZoom) {\n                this.setZoom(maxZoom);\n            } else {\n                this.fire(new Event('zoomstart'))\n                    .fire(new Event('zoom'))\n                    .fire(new Event('zoomend'));\n            }\n\n            return this;\n\n        } else throw new Error(`maxZoom must be greater than the current minZoom`);\n    }\n\n    /**\n     * Returns the map's maximum allowable zoom level.\n     *\n     * @returns {number} Returns `maxZoom`.\n     * @example\n     * const maxZoom = map.getMaxZoom();\n     */\n    getMaxZoom(): number { return this.transform.maxZoom; }\n\n    /**\n     * Sets or clears the map's minimum pitch.\n     * If the map's current pitch is lower than the new minimum,\n     * the map will pitch to the new minimum.\n     *\n     * @param {number | null | undefined} minPitch The minimum pitch to set (0-85). If `null` or `undefined` is provided, the function removes the current minimum pitch and resets it to 0.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setMinPitch(5);\n     */\n    setMinPitch(minPitch?: number | null): this {\n\n        minPitch = minPitch ?? defaultMinPitch;\n\n        if (minPitch < defaultMinPitch) {\n            throw new Error(`minPitch must be greater than or equal to ${defaultMinPitch}`);\n        }\n\n        if (minPitch >= defaultMinPitch && minPitch <= this.transform.maxPitch) {\n            this.transform.minPitch = minPitch;\n            this._update();\n\n            if (this.getPitch() < minPitch) {\n                this.setPitch(minPitch);\n            } else {\n                this.fire(new Event('pitchstart'))\n                    .fire(new Event('pitch'))\n                    .fire(new Event('pitchend'));\n            }\n\n            return this;\n\n        } else throw new Error(`minPitch must be between ${defaultMinPitch} and the current maxPitch, inclusive`);\n    }\n\n    /**\n     * Returns the map's minimum allowable pitch.\n     *\n     * @returns {number} Returns `minPitch`.\n     * @example\n     * const minPitch = map.getMinPitch();\n     */\n    getMinPitch(): number { return this.transform.minPitch; }\n\n    /**\n     * Sets or clears the map's maximum pitch.\n     * If the map's current pitch is higher than the new maximum,\n     * the map will pitch to the new maximum.\n     *\n     * @param {number | null | undefined} maxPitch The maximum pitch to set.\n     * If `null` or `undefined` is provided, the function removes the current maximum pitch (sets it to 85).\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setMaxPitch(70);\n     */\n    setMaxPitch(maxPitch?: number | null): this {\n\n        maxPitch = maxPitch ?? defaultMaxPitch;\n\n        if (maxPitch > defaultMaxPitch) {\n            throw new Error(`maxPitch must be less than or equal to ${defaultMaxPitch}`);\n        }\n\n        if (maxPitch >= this.transform.minPitch) {\n            this.transform.maxPitch = maxPitch;\n            this._update();\n\n            if (this.getPitch() > maxPitch) {\n                this.setPitch(maxPitch);\n            } else {\n                this.fire(new Event('pitchstart'))\n                    .fire(new Event('pitch'))\n                    .fire(new Event('pitchend'));\n            }\n\n            return this;\n\n        } else throw new Error(`maxPitch must be greater than or equal to minPitch`);\n    }\n\n    /**\n     * Returns the map's maximum allowable pitch.\n     *\n     * @returns {number} Returns `maxPitch`.\n     * @example\n     * const maxPitch = map.getMaxPitch();\n     */\n    getMaxPitch(): number { return this.transform.maxPitch; }\n\n    /**\n     * Returns the map's current scale factor for symbol sizing.\n     *\n     * The scale factor multiplies text and icon sizes in symbol layers, useful for\n     * accessibility or adapting to different display densities.\n     * This method is experimental and may change in future releases.\n     *\n     * @memberof Map#\n     * @returns {number} The map's current scale factor (default `1`).\n     * @experimental\n     *\n     * @example\n     * const scaleFactor = map.getScaleFactor();\n     *\n     * @see {@link Map#setScaleFactor}\n     * @see [text-size-scale-range](https://docs.mapbox.com/style-spec/reference/layers/#layout-symbol-text-size-scale-range)\n     */\n    getScaleFactor(): number {\n        return this._scaleFactor;\n    }\n\n    /**\n     * Sets the map's scale factor for symbol sizing.\n     *\n     * The scale factor multiplies text and icon sizes in symbol layers. This is useful for\n     * improving accessibility (larger labels for users with vision impairments) or adjusting\n     * label sizes for different display densities.\n     *\n     * The effective scale factor for each symbol layer is clamped to that layer's\n     * `text-size-scale-range` and `icon-size-scale-range` properties,\n     * allowing fine-grained control over which layers scale and by how much.\n     *\n     * Calling this method triggers a re-layout of symbol layers whose effective scale factor changed.\n     * This method is experimental and may change in future releases.\n     *\n     * @memberof Map#\n     * @param {number} scaleFactor The scale factor to apply (default `1`). Values greater\n     * than `1` increase sizes; values less than `1` decrease sizes.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @experimental\n     *\n     * @example\n     * // Increase map labels for accessibility (clamped by text-size-scale-range)\n     * map.setScaleFactor(2);\n     *\n     * @example\n     * // Reset to default size\n     * map.setScaleFactor(1);\n     *\n     * @see {@link Map#getScaleFactor}\n     * @see [text-size-scale-range](https://docs.mapbox.com/style-spec/reference/layers/#layout-symbol-text-size-scale-range)\n     * @see [icon-size-scale-range](https://docs.mapbox.com/style-spec/reference/layers/#layout-symbol-icon-size-scale-range)\n     */\n    setScaleFactor(scaleFactor: number): this {\n        this._scaleFactor = scaleFactor;\n        this.painter.scaleFactor = scaleFactor;\n\n        if (this.style) {\n            this.style._setLabelPlacementStale();\n        }\n\n        this.style._updateFilteredLayers((layer) => layer.type === 'symbol');\n        this._update(true);\n        return this;\n    }\n\n    /**\n     * Returns the state of `renderWorldCopies`. If `true`, multiple copies of the world will be rendered side by side beyond -180 and 180 degrees longitude. If set to `false`:\n     * - When the map is zoomed out far enough that a single representation of the world does not fill the map's entire\n     * container, there will be blank space beyond 180 and -180 degrees longitude.\n     * - Features that cross 180 and -180 degrees longitude will be cut in two (with one portion on the right edge of the\n     * map and the other on the left edge of the map) at every zoom level.\n     *\n     * @returns {boolean} Returns `renderWorldCopies` boolean.\n     * @example\n     * const worldCopiesRendered = map.getRenderWorldCopies();\n     * @see [Example: Render world copies](https://docs.mapbox.com/mapbox-gl-js/example/render-world-copies/)\n     */\n    getRenderWorldCopies(): boolean { return this.transform.renderWorldCopies; }\n\n    /**\n     * Sets the state of `renderWorldCopies`.\n     *\n     * @param {boolean} renderWorldCopies If `true`, multiple copies of the world will be rendered side by side beyond -180 and 180 degrees longitude. If set to `false`:\n     * - When the map is zoomed out far enough that a single representation of the world does not fill the map's entire\n     * container, there will be blank space beyond 180 and -180 degrees longitude.\n     * - Features that cross 180 and -180 degrees longitude will be cut in two (with one portion on the right edge of the\n     * map and the other on the left edge of the map) at every zoom level.\n     *\n     * `undefined` is treated as `true`, `null` is treated as `false`.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setRenderWorldCopies(true);\n     * @see [Example: Render world copies](https://docs.mapbox.com/mapbox-gl-js/example/render-world-copies/)\n     */\n    setRenderWorldCopies(renderWorldCopies?: boolean | null): this {\n        this.transform.renderWorldCopies = renderWorldCopies;\n        if (!this.transform.renderWorldCopies) {\n            this._forceMarkerAndPopupUpdate(true);\n        }\n        return this._update();\n    }\n\n    /**\n     * Returns the map's language, which is used for translating map labels and UI components.\n     *\n     * @returns {undefined | string | string[]} Returns the map's language code.\n     * @example\n     * const language = map.getLanguage();\n     */\n    getLanguage(): string | null | undefined | string[] {\n        return this._language;\n    }\n\n    _parseLanguage(language?: 'auto' | (string & NonNullable<unknown>) | string[]): string | null | undefined | string[] {\n        if (language === 'auto') return navigator.language;\n        if (Array.isArray(language)) return language.length === 0 ?\n            undefined :\n            language.map(l => (l === 'auto' ? navigator.language : l));\n\n        return language;\n    }\n\n    /**\n     * Sets the map's language, which is used for translating map labels and UI components.\n     *\n     * @param {'auto' | string | string[]} [language] A string representing the desired language used for the map's labels and UI components. Languages can only be set on Mapbox vector tile sources.\n     * Valid language strings must be a [BCP-47 language code](https://en.wikipedia.org/wiki/IETF_language_tag#List_of_subtags). Unsupported BCP-47 codes will not include any translations. Invalid codes will result in an recoverable error.\n     * If a label has no translation for the selected language, it will display in the label's local language.\n     * If param is set to `auto`, GL JS will select a user's preferred language as determined by the browser's [`window.navigator.language`](https://developer.mozilla.org/en-US/docs/Web/API/Navigator/language) property.\n     * If the `locale` property is not set separately, this language will also be used to localize the UI for supported languages.\n     * If param is set to `undefined` or `null`, it will remove the current map language and reset the language used for translating map labels and UI components.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setLanguage('es');\n     *\n     * @example\n     * map.setLanguage(['en-GB', 'en-US']);\n     *\n     * @example\n     * map.setLanguage('auto');\n     *\n     * @example\n     * map.setLanguage();\n     */\n    setLanguage(language?: 'auto' | (string & NonNullable<unknown>) | string[]): this {\n        const newLanguage = this._parseLanguage(language);\n        if (!this.style || newLanguage === this._language) return this;\n        this._language = newLanguage;\n\n        this.style.reloadSources();\n\n        for (const control of this._controls) {\n            if (control._setLanguage) {\n                control._setLanguage(this._language);\n            }\n        }\n\n        return this;\n    }\n\n    /**\n     * Returns the code for the map's worldview.\n     *\n     * @returns {string} Returns the map's worldview code.\n     * @example\n     * const worldview = map.getWorldview();\n     */\n    getWorldview(): string | null | undefined {\n        return this._worldview;\n    }\n\n    /**\n     * Sets the map's worldview.\n     *\n     * @param {string} [worldview] A string representing the desired worldview.\n     * A worldview determines the way that certain disputed boundaries are rendered.\n     * Valid worldview strings must be an [ISO alpha-2 country code](https://en.wikipedia.org/wiki/ISO_3166-1#Current_codes).\n     * Unsupported ISO alpha-2 codes will fall back to the TileJSON's default worldview. Invalid codes will result in a recoverable error.\n     * If param is set to `undefined` or `null`, it will cause the map to fall back to the TileJSON's default worldview.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setWorldview('JP');\n     *\n     * @example\n     * map.setWorldview();\n     */\n    setWorldview(worldview?: string | null): this {\n        if (!this.style || worldview === this._worldview) return this;\n\n        this._worldview = worldview;\n        this._styleDirty = true;\n        this.style.setWorldview(worldview);\n\n        return this;\n    }\n\n    /** @section Point conversion */\n\n    /**\n     * Returns a [projection](https://docs.mapbox.com/mapbox-gl-js/style-spec/projection/) object that defines the current map projection.\n     *\n     * @returns {ProjectionSpecification} The [projection](https://docs.mapbox.com/mapbox-gl-js/style-spec/projection/) defining the current map projection.\n     * @example\n     * const projection = map.getProjection();\n     */\n    getProjection(): ProjectionSpecification {\n        if (this.transform.mercatorFromTransition) {\n            return {name: \"globe\", center: [0, 0]};\n        }\n        return this.transform.getProjection();\n    }\n\n    /**\n     * Returns true if map [projection](https://docs.mapbox.com/mapbox-gl-js/style-spec/projection/) has been set to globe AND the map is at a low enough zoom level that globe view is enabled.\n     * @private\n     * @returns {boolean} Returns `globe-is-active` boolean.\n     * @example\n     * if (map._showingGlobe()) {\n     *     // do globe things here\n     * }\n     */\n    _showingGlobe(): boolean { return this.transform.projection.name === 'globe'; }\n\n    /**\n     * Sets the map's projection. If called with `null` or `undefined`, the map will reset to Mercator.\n     *\n     * @param {ProjectionSpecification | string | null | undefined} projection The projection that the map should be rendered in.\n     * This can be a [projection](https://docs.mapbox.com/mapbox-gl-js/style-spec/projection/) object or a string of the projection's name.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setProjection('albers');\n     * map.setProjection({\n     *     name: 'albers',\n     *     center: [35, 55],\n     *     parallels: [20, 60]\n     * });\n     * @see [Example: Display a web map using an alternate projection](https://docs.mapbox.com/mapbox-gl-js/example/map-projection/)\n     * @see [Example: Use different map projections for web maps](https://docs.mapbox.com/mapbox-gl-js/example/projections/)\n     */\n    setProjection(projection?: ProjectionSpecification | null | string): this {\n        this._lazyInitEmptyStyle();\n\n        if (!projection) {\n            projection = null;\n        } else if (typeof projection === 'string') {\n            projection = {name: projection} as ProjectionSpecification;\n        }\n\n        this._useExplicitProjection = !!projection;\n        return this._prioritizeAndUpdateProjection(projection as ProjectionSpecification, this.style.projection);\n    }\n\n    _updateProjectionTransition() {\n        // The projection isn't globe, we can skip updating the transition\n        if (this.getProjection().name !== 'globe') {\n            return;\n        }\n\n        const tr = this.transform;\n        const projection = tr.projection.name;\n        let projectionHasChanged: boolean | undefined;\n\n        if (projection === 'globe' && tr.zoom >= GLOBE_ZOOM_THRESHOLD_MAX) {\n            tr.setMercatorFromTransition();\n            projectionHasChanged = true;\n        } else if (projection === 'mercator' && tr.zoom < GLOBE_ZOOM_THRESHOLD_MAX) {\n            tr.setProjection({name: 'globe'});\n            projectionHasChanged = true;\n        }\n\n        if (projectionHasChanged) {\n            this.style.applyProjectionUpdate();\n            this.style._forceSymbolLayerUpdate();\n            this._update(true);\n        }\n    }\n\n    _prioritizeAndUpdateProjection(\n        explicitProjection?: ProjectionSpecification | null,\n        styleProjection?: ProjectionSpecification | null,\n    ): this {\n        // Given a stylesheet and eventual runtime projection, in order of priority, we select:\n        //  1. the explicit projection\n        //  2. the stylesheet projection\n        //  3. mercator (fallback)\n        const prioritizedProjection = explicitProjection || styleProjection || {name: \"mercator\"};\n\n        return this._updateProjection(prioritizedProjection);\n    }\n\n    _updateProjection(projection: ProjectionSpecification): this {\n        let projectionHasChanged: boolean | undefined;\n        const oldMercatorFromTransition = this.transform.mercatorFromTransition;\n\n        if (projection.name === 'globe' && this.transform.zoom >= GLOBE_ZOOM_THRESHOLD_MAX) {\n            projectionHasChanged = this.transform.setMercatorFromTransition();\n        } else {\n            projectionHasChanged = this.transform.setProjection(projection);\n        }\n\n        this.style.applyProjectionUpdate();\n\n        // If we were in a transition state but the new projection is not globe\n        // we need to ensure that we cleaned the globe projection tiles cache\n        const mercatorWasInTransition = this.transform.getProjection().name === 'mercator' && oldMercatorFromTransition !== this.transform.mercatorFromTransition;\n\n        if (projectionHasChanged || mercatorWasInTransition) {\n            this.painter.clearBackgroundTiles();\n            this.style.clearSources();\n\n            this._update(true);\n            this._forceMarkerAndPopupUpdate(true);\n        }\n\n        return this;\n    }\n\n    /**\n     * Returns a {@link Point} representing pixel coordinates, relative to the map's `container`,\n     * that correspond to the specified geographical location.\n     *\n     * When the map is pitched and `lnglat` is completely behind the camera, there are no pixel\n     * coordinates corresponding to that location. In that case,\n     * the `x` and `y` components of the returned {@link Point} are set to Number.MAX_VALUE.\n     *\n     * @param {LngLatLike} lnglat The geographical location to project.\n     * @param {number} altitude (optional) altitude above the map plane in meters.\n     * @returns {Point} The {@link Point} corresponding to `lnglat`, relative to the map's `container`.\n     * @example\n     * const coordinate = [-122.420679, 37.772537];\n     * const point = map.project(coordinate);\n     */\n    project(lnglat: LngLatLike, altitude?: number): Point {\n        return this.transform.locationPoint3D(LngLat.convert(lnglat), altitude);\n    }\n\n    /**\n     * Returns a {@link LngLat} representing geographical coordinates that correspond\n     * to the specified pixel coordinates. If horizon is visible, and specified pixel is\n     * above horizon, returns a {@link LngLat} corresponding to point on horizon, nearest\n     * to the point.\n     *\n     * @param {PointLike} point The pixel coordinates to unproject.\n     * @param {number} altitude (optional) altitude above the map plane in meters.\n     * @returns {LngLat} The {@link LngLat} corresponding to `point`.\n     * @example\n     * map.on('click', (e) => {\n     *     // When the map is clicked, get the geographic coordinate.\n     *     const coordinate = map.unproject(e.point);\n     * });\n     */\n    unproject(point: PointLike, altitude?: number): LngLat {\n        return this.transform.pointLocation3D(Point.convert(point), altitude);\n    }\n\n    /** @section Movement state */\n\n    /**\n     * Returns true if the map is panning, zooming, rotating, or pitching due to a camera animation or user gesture.\n     *\n     * @returns {boolean} True if the map is moving.\n     * @example\n     * const isMoving = map.isMoving();\n     */\n    isMoving(): boolean {\n        return this._moving || (this.handlers && this.handlers.isMoving()) || false;\n    }\n\n    /**\n     * Returns true if the map is zooming due to a camera animation or user gesture.\n     *\n     * @returns {boolean} True if the map is zooming.\n     * @example\n     * const isZooming = map.isZooming();\n     */\n    isZooming(): boolean {\n        return this._zooming || (this.handlers && this.handlers.isZooming()) || false;\n    }\n\n    /**\n     * Returns true if the map is rotating due to a camera animation or user gesture.\n     *\n     * @returns {boolean} True if the map is rotating.\n     * @example\n     * map.isRotating();\n     */\n    isRotating(): boolean {\n        return this._rotating || (this.handlers && this.handlers.isRotating()) || false;\n    }\n\n    _isDragging(): boolean {\n        return (this.handlers && this.handlers._isDragging()) || false;\n    }\n\n    _createDelegatedListener<T extends MapEventType>(type: T, targets: string[] | TargetDescriptor, listener: Listener<T>): DelegatedListener {\n        const queryRenderedFeatures = (point: PointLike | [PointLike, PointLike]) => {\n            let features: Array<GeoJSONFeature | TargetFeature> = [];\n\n            if (Array.isArray(targets)) {\n                const filteredLayers = targets.filter(layerId => this.getLayer(layerId));\n                features = filteredLayers.length ? this.queryRenderedFeatures(point, {layers: filteredLayers}) : [];\n            } else {\n                features = this.queryRenderedFeatures(point, {target: targets});\n            }\n\n            return features;\n        };\n\n        if (type === 'mouseenter' || type === 'mouseover') {\n            let mousein = false;\n\n            const mousemove = (e: MapMouseEvent) => {\n                const features = queryRenderedFeatures(e.point);\n\n                if (!features.length) {\n                    mousein = false;\n                } else if (!mousein) {\n                    mousein = true;\n                    listener.call(this, new MapMouseEvent(type, this, e.originalEvent, {features}) as unknown as MapEventOf<T>);\n                }\n            };\n\n            const mouseout = () => {\n                mousein = false;\n            };\n\n            return {listener, targets, delegates: {mousemove, mouseout}};\n        } else if (type === 'mouseleave' || type === 'mouseout') {\n            let mousein = false;\n\n            const mousemove = (e: MapMouseEvent) => {\n                const features = queryRenderedFeatures(e.point);\n\n                if (features.length) {\n                    mousein = true;\n                } else if (mousein) {\n                    mousein = false;\n                    listener.call(this, new MapMouseEvent(type, this, e.originalEvent) as unknown as MapEventOf<T>);\n                }\n            };\n\n            const mouseout = (e: MapMouseEvent) => {\n                if (mousein) {\n                    mousein = false;\n                    listener.call(this, new MapMouseEvent(type, this, e.originalEvent) as unknown as MapEventOf<T>);\n                }\n            };\n\n            return {listener, targets, delegates: {mousemove, mouseout}};\n        } else {\n            const delegate = (e: MapMouseEvent) => {\n                const features = queryRenderedFeatures(e.point);\n\n                if (features.length) {\n                    // Here we need to mutate the original event, so that preventDefault works as expected.\n                    e.features = features;\n                    listener.call(this, e as unknown as MapEventOf<T>);\n                    delete e.features;\n                }\n            };\n\n            return {listener, targets, delegates: {[type]: delegate}};\n        }\n    }\n\n    /** @section Working with events */\n\n    /**\n     * Adds a listener for events of a specified type,\n     * optionally limited to features in a specified style layer.\n     *\n     * @param {string} type The event type to listen for. Events compatible with the optional `layerId` parameter are triggered\n     * when the cursor enters a visible portion of the specified layer from outside that layer or outside the map canvas.\n     *\n     * | Event                                                     | Compatible with `layerId` |\n     * |-----------------------------------------------------------|---------------------------|\n     * | [`mousedown`](#map.event:mousedown)                       | yes                       |\n     * | [`mouseup`](#map.event:mouseup)                           | yes                       |\n     * | [`mouseover`](#map.event:mouseover)                       | yes                       |\n     * | [`mouseout`](#map.event:mouseout)                         | yes                       |\n     * | [`mousemove`](#map.event:mousemove)                       | yes                       |\n     * | [`mouseenter`](#map.event:mouseenter)                     | yes (required)            |\n     * | [`mouseleave`](#map.event:mouseleave)                     | yes (required)            |\n     * | [`preclick`](#map.event:preclick)                         |                           |\n     * | [`click`](#map.event:click)                               | yes                       |\n     * | [`dblclick`](#map.event:dblclick)                         | yes                       |\n     * | [`contextmenu`](#map.event:contextmenu)                   | yes                       |\n     * | [`touchstart`](#map.event:touchstart)                     | yes                       |\n     * | [`touchend`](#map.event:touchend)                         | yes                       |\n     * | [`touchcancel`](#map.event:touchcancel)                   | yes                       |\n     * | [`wheel`](#map.event:wheel)                               |                           |\n     * | [`resize`](#map.event:resize)                             |                           |\n     * | [`remove`](#map.event:remove)                             |                           |\n     * | [`touchmove`](#map.event:touchmove)                       |                           |\n     * | [`movestart`](#map.event:movestart)                       |                           |\n     * | [`move`](#map.event:move)                                 |                           |\n     * | [`moveend`](#map.event:moveend)                           |                           |\n     * | [`dragstart`](#map.event:dragstart)                       |                           |\n     * | [`drag`](#map.event:drag)                                 |                           |\n     * | [`dragend`](#map.event:dragend)                           |                           |\n     * | [`zoomstart`](#map.event:zoomstart)                       |                           |\n     * | [`zoom`](#map.event:zoom)                                 |                           |\n     * | [`zoomend`](#map.event:zoomend)                           |                           |\n     * | [`rotatestart`](#map.event:rotatestart)                   |                           |\n     * | [`rotate`](#map.event:rotate)                             |                           |\n     * | [`rotateend`](#map.event:rotateend)                       |                           |\n     * | [`pitchstart`](#map.event:pitchstart)                     |                           |\n     * | [`pitch`](#map.event:pitch)                               |                           |\n     * | [`pitchend`](#map.event:pitchend)                         |                           |\n     * | [`boxzoomstart`](#map.event:boxzoomstart)                 |                           |\n     * | [`boxzoomend`](#map.event:boxzoomend)                     |                           |\n     * | [`boxzoomcancel`](#map.event:boxzoomcancel)               |                           |\n     * | [`webglcontextlost`](#map.event:webglcontextlost)         |                           |\n     * | [`webglcontextrestored`](#map.event:webglcontextrestored) |                           |\n     * | [`load`](#map.event:load)                                 |                           |\n     * | [`render`](#map.event:render)                             |                           |\n     * | [`idle`](#map.event:idle)                                 |                           |\n     * | [`error`](#map.event:error)                               |                           |\n     * | [`data`](#map.event:data)                                 |                           |\n     * | [`styledata`](#map.event:styledata)                       |                           |\n     * | [`sourcedata`](#map.event:sourcedata)                     |                           |\n     * | [`dataloading`](#map.event:dataloading)                   |                           |\n     * | [`styledataloading`](#map.event:styledataloading)         |                           |\n     * | [`sourcedataloading`](#map.event:sourcedataloading)       |                           |\n     * | [`styleimagemissing`](#map.event:styleimagemissing)       |                           |\n     * | [`style.load`](#map.event:style.load)                     |                           |\n     *\n     * @param {string | Array<string>} layerIds (optional) The ID(s) of a style layer(s). If you provide a `layerId`,\n     * the listener will be triggered only if its location is within a visible feature in these layers,\n     * and the event will have a `features` property containing an array of the matching features.\n     * If you do not provide `layerIds`, the listener will be triggered by a corresponding event\n     * happening anywhere on the map, and the event will not have a `features` property.\n     * Note that many event types are not compatible with the optional `layerIds` parameter.\n     * @param {Function} listener The function to be called when the event is fired.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Set an event listener that will fire\n     * // when the map has finished loading.\n     * map.on('load', () => {\n     *     // Add a new layer.\n     *     map.addLayer({\n     *         id: 'points-of-interest',\n     *         source: {\n     *             type: 'vector',\n     *             url: 'mapbox://mapbox.mapbox-streets-v8'\n     *         },\n     *         'source-layer': 'poi_label',\n     *         type: 'circle',\n     *         paint: {\n     *             // Mapbox Style Specification paint properties\n     *         },\n     *         layout: {\n     *             // Mapbox Style Specification layout properties\n     *         }\n     *     });\n     * });\n     * @example\n     * // Set an event listener that will fire\n     * // when a feature on the countries layer of the map is clicked.\n     * map.on('click', 'countries', (e) => {\n     *     new mapboxgl.Popup()\n     *         .setLngLat(e.lngLat)\n     *         .setHTML(`Country name: ${e.features[0].properties.name}`)\n     *         .addTo(map);\n     * });\n     * @example\n     * // Set an event listener that will fire\n     * // when a feature on the countries or background layers of the map is clicked.\n     * map.on('click', ['countries', 'background'], (e) => {\n     *     new mapboxgl.Popup()\n     *         .setLngLat(e.lngLat)\n     *         .setHTML(`Country name: ${e.features[0].properties.name}`)\n     *         .addTo(map);\n     * });\n     * @see [Example: Add 3D terrain to a map](https://docs.mapbox.com/mapbox-gl-js/example/add-terrain/)\n     * @see [Example: Center the map on a clicked symbol](https://docs.mapbox.com/mapbox-gl-js/example/center-on-symbol/)\n     * @see [Example: Create a draggable marker](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     * @see [Example: Create a hover effect](https://docs.mapbox.com/mapbox-gl-js/example/hover-styles/)\n     * @see [Example: Display popup on click](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-click/)\n     */\n    override on<T extends MapEventType | (string & {})>(type: T, listener: Listener<Extract<T, MapEventType>>): this;\n    override on<T extends MapEventType | (string & {})>(type: T, targets: string | string[] | TargetDescriptor, listener: Listener<Extract<T, MapEventType>>): this;\n    override on<T extends MapEventType |(string & {})>(type: T, targets: string | string[] | TargetDescriptor | Listener<Extract<T, MapEventType>>, listener?: Listener<Extract<T, MapEventType>>): this {\n        if (typeof targets === 'function' || listener === undefined) {\n            return super.on(type as MapEventType, targets as Listener<MapEventType>);\n        }\n\n        if (typeof targets === 'string') targets = [targets];\n        if (!this._areTargetsValid(targets)) {\n            return this;\n        }\n\n        const delegatedListener = this._createDelegatedListener(type as MapEventType, targets, listener);\n\n        this._delegatedListeners = this._delegatedListeners || {};\n        this._delegatedListeners[type] = this._delegatedListeners[type] || [];\n        this._delegatedListeners[type].push(delegatedListener);\n\n        for (const event in delegatedListener.delegates) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this.on(event as T, delegatedListener.delegates[event]);\n        }\n\n        return this;\n    }\n\n    /**\n     * Adds a listener that will be called only once to a specified event type,\n     * optionally limited to events occurring on features in a specified style layer.\n     *\n     * @param {string} type The event type to listen for; one of `'mousedown'`, `'mouseup'`, `'preclick'`, `'click'`, `'dblclick'`,\n     * `'mousemove'`, `'mouseenter'`, `'mouseleave'`, `'mouseover'`, `'mouseout'`, `'contextmenu'`, `'touchstart'`,\n     * `'touchend'`, or `'touchcancel'`. `mouseenter` and `mouseover` events are triggered when the cursor enters\n     * a visible portion of the specified layer from outside that layer or outside the map canvas. `mouseleave`\n     * and `mouseout` events are triggered when the cursor leaves a visible portion of the specified layer, or leaves\n     * the map canvas.\n     * @param {string | Array<string>} layerIds (optional) The ID(s) of a style layer(s). If you provide `layerIds`,\n     * the listener will be triggered only if its location is within a visible feature in these layers,\n     * and the event will have a `features` property containing an array of the matching features.\n     * If you do not provide `layerIds`, the listener will be triggered by a corresponding event\n     * happening anywhere on the map, and the event will not have a `features` property.\n     * Note that many event types are not compatible with the optional `layerIds` parameter.\n     * @param {Function} listener The function to be called when the event is fired.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Log the coordinates of a user's first map touch.\n     * map.once('touchstart', (e) => {\n     *     console.log(`The first map touch was at: ${e.lnglat}`);\n     * });\n     * @example\n     * // Log the coordinates of a user's first map touch\n     * // on a specific layer.\n     * map.once('touchstart', 'my-point-layer', (e) => {\n     *     console.log(`The first map touch on the point layer was at: ${e.lnglat}`);\n     * });\n     * @example\n     * // Log the coordinates of a user's first map touch\n     * // on specific layers.\n     * map.once('touchstart', ['my-point-layer', 'my-point-layer-2'], (e) => {\n     *     console.log(`The first map touch on the point layer was at: ${e.lnglat}`);\n     * });\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     * @see [Example: Animate the camera around a point with 3D terrain](https://docs.mapbox.com/mapbox-gl-js/example/free-camera-point/)\n     * @see [Example: Play map locations as a slideshow](https://docs.mapbox.com/mapbox-gl-js/example/playback-locations/)\n     */\n    override once<T extends MapEventType | (string & {})>(type: T): Promise<MapEventOf<Extract<T, MapEventType>>>;\n    override once<T extends MapEventType | (string & {})>(type: T, listener: Listener<Extract<T, MapEventType>>): this;\n    override once<T extends MapEventType | (string & {})>(type: T, targets: string | string[] | TargetDescriptor): Promise<MapEventOf<Extract<T, MapEventType>>>;\n    override once<T extends MapEventType | (string & {})>(type: T, targets: string | string[] | TargetDescriptor, listener: Listener<Extract<T, MapEventType>>): this;\n    override once<T extends MapEventType |(string & {})>(type: T, targets?: string | string[] | TargetDescriptor | Listener<Extract<T, MapEventType>>, listener?: Listener<Extract<T, MapEventType>>): this | Promise<MapEventOf<Extract<T, MapEventType>>> {\n        if (typeof targets === 'function' || listener === undefined) {\n            return super.once(type as MapEventType, targets as Listener<MapEventType>);\n        }\n\n        if (typeof targets === 'string') targets = [targets];\n        if (!this._areTargetsValid(targets)) {\n            return this;\n        }\n\n        const delegatedListener = this._createDelegatedListener(type as MapEventType, targets, listener);\n\n        for (const event in delegatedListener.delegates) {\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            this.once(event as T, delegatedListener.delegates[event]);\n        }\n\n        return this;\n    }\n\n    /**\n     * Removes an event listener previously added with {@link Map#on},\n     * optionally limited to layer-specific events.\n     *\n     * @param {string} type The event type previously used to install the listener.\n     * @param {string | Array<string>} layerIds (optional) The layer ID(s) previously used to install the listener.\n     * @param {Function} listener The function previously installed as a listener.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * // Create a function to print coordinates while a mouse is moving.\n     * function onMove(e) {\n     *     console.log(`The mouse is moving: ${e.lngLat}`);\n     * }\n     * // Create a function to unbind the `mousemove` event.\n     * function onUp(e) {\n     *     console.log(`The final coordinates are: ${e.lngLat}`);\n     *     map.off('mousemove', onMove);\n     * }\n     * // When a click occurs, bind both functions to mouse events.\n     * map.on('mousedown', (e) => {\n     *     map.on('mousemove', onMove);\n     *     map.once('mouseup', onUp);\n     * });\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     */\n    override off<T extends MapEventType | (string & {})>(type: T, listener: Listener<Extract<T, MapEventType>>): this;\n    override off<T extends MapEventType | (string & {})>(type: T, targets: string | string[] | TargetDescriptor, listener: Listener<Extract<T, MapEventType>>): this;\n    override off<T extends MapEventType |(string & {})>(type: T, targets: string | string[] | TargetDescriptor | Listener<Extract<T, MapEventType>>, listener?: Listener<Extract<T, MapEventType>>): this {\n        if (typeof targets === 'function' || listener === undefined) {\n            return super.off(type as MapEventType, targets as Listener<MapEventType>);\n        }\n\n        if (typeof targets === 'string') targets = [targets];\n        if (!this._areTargetsValid(targets)) {\n            return this;\n        }\n\n        const removeDelegatedListeners = (listeners: Array<DelegatedListener>) => {\n            for (let i = 0; i < listeners.length; i++) {\n                const delegatedListener = listeners[i];\n                if (delegatedListener.listener === listener && areTargetsEqual(delegatedListener.targets, targets)) {\n                    for (const event in delegatedListener.delegates) {\n                        // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n                        this.off(event as T, delegatedListener.delegates[event]);\n                    }\n                    listeners.splice(i, 1);\n                    return this;\n                }\n            }\n        };\n\n        const delegatedListeners = this._delegatedListeners ? this._delegatedListeners[type] : undefined;\n        if (delegatedListeners) {\n            removeDelegatedListeners(delegatedListeners);\n        }\n\n        return this;\n    }\n\n    /** @section Querying features */\n\n    /**\n     * Returns an array of [GeoJSON](http://geojson.org/)\n     * [Feature objects](https://tools.ietf.org/html/rfc7946#section-3.2)\n     * representing visible features that satisfy the query parameters.\n     *\n     * @param {PointLike|Array<PointLike>} [geometry] - The geometry of the query region in pixels:\n     * either a single point or bottom left and top right points describing a bounding box, where the origin is at the top left.\n     * Omitting this parameter (by calling {@link Map#queryRenderedFeatures} with zero arguments,\n     * or with only an `options` argument) is equivalent to passing a bounding box encompassing the entire\n     * map viewport.\n     * Only values within the existing viewport are supported.\n     * @param {Object} [options] Options object.\n     * @param {Array<string>} [options.layers] An array of [style layer IDs](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layer-id) for the query to inspect.\n     * Only features within these layers will be returned. If `target` and `layers` are both undefined, the query will inspect all layers and featuresets in the root style, as well as all featuresets in the root style imports.\n     * @param {TargetDescriptor} [options.target] A query target to inspect. This could be a [style layer ID](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layer-id) or a {@link FeaturesetDescriptor}.\n     * Only features within layers referenced by the query target will be returned. If `target` and `layers` are both undefined, the query will inspect all layers and featuresets in the root style, as well as all featuresets in the root style imports.\n     * @param {Array} [options.filter] A [filter](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/#filter)\n     * to limit query results.\n     * @param {boolean} [options.validate=true] Whether to check if the [options.filter] conforms to the Mapbox GL Style Specification. Disabling validation is a performance optimization that should only be used if you have previously validated the values you will be passing to this function.\n     *\n     * @returns {Array<Object>} An array of [GeoJSON](http://geojson.org/)\n     * [feature objects](https://tools.ietf.org/html/rfc7946#section-3.2).\n     *\n     * The `properties` value of each returned feature object contains the properties of its source feature. For GeoJSON sources, only\n     * string and numeric property values are supported. `null`, `Array`, and `Object` values are not supported.\n     *\n     * For featuresets in the style imports, each feature includes top-level `target` and an optional `namespace` property as defined in {@link TargetFeature}.\n     * The `target` property represents the query target associated with the feature, while the optional `namespace` property\n     * is included to prevent feature ID collisions when layers in the query target reference multiple sources.\n     *\n     * For layers and featuresets in the root style, each feature includes top-level `layer`, `source`, and `sourceLayer` properties. The `layer` property is an object\n     * representing the style layer to which the feature belongs. Layout and paint properties in this object contain values\n     * which are fully evaluated for the given zoom level and feature.\n     *\n     * Only features that are currently rendered are included. Some features will **not** be included, like:\n     *\n     * - Features from layers whose `visibility` property is `\"none\"`.\n     * - Features from layers whose zoom range excludes the current zoom level.\n     * - Symbol features that have been hidden due to text or icon collision.\n     *\n     * Features from all other layers are included, including features that may have no visible\n     * contribution to the rendered result; for example, because the layer's opacity or color alpha component is set to 0.\n     *\n     * The topmost rendered feature appears first in the returned array, and subsequent features are sorted by\n     * descending z-order. Features that are rendered multiple times (due to wrapping across the antimeridian at low\n     * zoom levels) are returned only once (though subject to the following caveat).\n     *\n     * Because features come from tiled vector data or GeoJSON data that is converted to tiles internally, feature\n     * geometries may be split or duplicated across tile boundaries and, as a result, features may appear multiple\n     * times in query results. For example, suppose there is a highway running through the bounding rectangle of a query.\n     * The results of the query will be those parts of the highway that lie within the map tiles covering the bounding\n     * rectangle, even if the highway extends into other tiles, and the portion of the highway within each map tile\n     * will be returned as a separate feature. Similarly, a point feature near a tile boundary may appear in multiple\n     * tiles due to tile buffering.\n     *\n     * For model layers, id or a property \"id\" is required to be specified per feature in the source.\n     *\n     * @example\n     * // Find all features at a point\n     * const features = map.queryRenderedFeatures(\n     *   [20, 35],\n     *   {target: {layerId: 'my-layer-name'}}\n     * );\n     *\n     * @example\n     * // Find all features within a static bounding box\n     * const features = map.queryRenderedFeatures(\n     *   [[10, 20], [30, 50]],\n     *   {target: {layerId: 'my-layer-name'}}\n     * );\n     *\n     * @example\n     * // Find all features within a bounding box around a point\n     * const width = 10;\n     * const height = 20;\n     * const features = map.queryRenderedFeatures([\n     *     [point.x - width / 2, point.y - height / 2],\n     *     [point.x + width / 2, point.y + height / 2]\n     * ], {target: {layerId: 'my-layer-name'}});\n     *\n     * @example\n     * // Query all rendered features from a single layer\n     * const features = map.queryRenderedFeatures({target: {layerId: 'my-layer-name'}});\n     *\n     * // ...or\n     * const features = map.queryRenderedFeatures({layers: ['my-layer-name']});\n     *\n     * // Query all rendered features from a `poi` featureset in the `basemap` style import\n     * const features = map.queryRenderedFeatures({target: {featuresetId: 'poi', importId: 'basemap'}});\n     *\n     * @see [Example: Get features under the mouse pointer](https://www.mapbox.com/mapbox-gl-js/example/queryrenderedfeatures/)\n     * @see [Example: Highlight features within a bounding box](https://www.mapbox.com/mapbox-gl-js/example/using-box-queryrenderedfeatures/)\n     * @see [Example: Filter features within map view](https://www.mapbox.com/mapbox-gl-js/example/filter-features-within-map-view/)\n     */\n    queryRenderedFeatures(geometry: PointLike | [PointLike, PointLike], options?: QueryRenderedFeaturesParams): GeoJSONFeature[];\n    queryRenderedFeatures(geometry: PointLike | [PointLike, PointLike], options?: QueryRenderedFeaturesetParams): TargetFeature[];\n    queryRenderedFeatures(options?: QueryRenderedFeaturesParams): GeoJSONFeature[];\n    queryRenderedFeatures(options?: QueryRenderedFeaturesetParams): TargetFeature[];\n    queryRenderedFeatures(geometry?: PointLike | [PointLike, PointLike] | QueryRenderedFeaturesParams | QueryRenderedFeaturesetParams, options?: QueryRenderedFeaturesParams | QueryRenderedFeaturesetParams): GeoJSONFeature[] | TargetFeature[] {\n        // The first parameter can be omitted entirely, making this effectively an overloaded method\n        // with two signatures:\n        //\n        //     queryRenderedFeatures(geometry: PointLike | [PointLike, PointLike], options?: Object)\n        //     queryRenderedFeatures(options?: Object)\n        //\n        // There no way to express that in a way that's compatible with documentation.js.\n\n        if (!this.style) {\n            return [];\n        }\n\n        // Handle the case where the first parameter is an options object\n        if (geometry !== undefined && !(geometry instanceof Point) && !Array.isArray(geometry) && options === undefined) {\n            options = geometry;\n            geometry = undefined;\n        }\n\n        geometry = (geometry || [[0, 0], [this.transform.width, this.transform.height]]) as PointLike;\n\n        // Query for all rendered features and featureset target features\n        if (!options) {\n            const features = this.style.queryRenderedFeatures(geometry, undefined, this.transform);\n            const targetFeatures = this.style.queryRenderedFeatureset(geometry, undefined, this.transform);\n            return features.concat(targetFeatures);\n        }\n\n        // Query for rendered featureset targets if only featureset is provided\n        let featuresetIsValid = true;\n        if (options.target) {\n            featuresetIsValid = this._isTargetValid(options.target);\n            if (featuresetIsValid && !options.layers) {\n                return this.style.queryRenderedFeatureset(geometry, options as QueryRenderedFeaturesetParams, this.transform);\n            }\n        }\n\n        // Query for rendered features if only layers are provided\n        let layersAreValid = true;\n        if (options.layers && Array.isArray(options.layers)) {\n            for (const layerId of options.layers) {\n                if (!this._isValidId(layerId)) {\n                    layersAreValid = false;\n                    break;\n                }\n            }\n            if (layersAreValid && !options.target) {\n                return this.style.queryRenderedFeatures(geometry, options as QueryRenderedFeaturesParams, this.transform);\n            }\n        }\n\n        // Query for rendered features and featureset targets if both layers and featureset are provided\n        let features: Array<GeoJSONFeature | TargetFeature> = [];\n        if (layersAreValid) {\n            features = features.concat(this.style.queryRenderedFeatures(geometry, options as QueryRenderedFeaturesParams, this.transform));\n        }\n\n        if (featuresetIsValid) {\n            features = features.concat(this.style.queryRenderedFeatureset(geometry, options as QueryRenderedFeaturesetParams, this.transform));\n        }\n\n        return features;\n    }\n\n    /**\n     * Returns an array of [GeoJSON](http://geojson.org/)\n     * [Feature objects](https://tools.ietf.org/html/rfc7946#section-3.2)\n     * representing features within the specified vector tile or GeoJSON source that satisfy the query parameters.\n     *\n     * @param {string} sourceId The ID of the vector tile or GeoJSON source to query.\n     * @param {Object} [parameters] Options object.\n     * @param {string} [parameters.sourceLayer] The name of the [source layer](https://docs.mapbox.com/help/glossary/source-layer/)\n     * to query. *For vector tile sources, this parameter is required.* For GeoJSON sources, it is ignored.\n     * @param {Array} [parameters.filter] A [filter](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/#filter)\n     * to limit query results.\n     * @param {boolean} [parameters.validate=true] Whether to check if the [parameters.filter] conforms to the Mapbox GL Style Specification. Disabling validation is a performance optimization that should only be used if you have previously validated the values you will be passing to this function.\n     *\n     * @returns {Array<Object>} An array of [GeoJSON](http://geojson.org/)\n     * [Feature objects](https://tools.ietf.org/html/rfc7946#section-3.2).\n     *\n     * In contrast to {@link Map#queryRenderedFeatures}, this function returns all features matching the query parameters,\n     * whether or not they are rendered by the current style (in other words, are visible). The domain of the query includes all currently-loaded\n     * vector tiles and GeoJSON source tiles: this function does not check tiles outside the currently\n     * visible viewport.\n     *\n     * Because features come from tiled vector data or GeoJSON data that is converted to tiles internally, feature\n     * geometries may be split or duplicated across tile boundaries and, as a result, features may appear multiple\n     * times in query results. For example, suppose there is a highway running through the bounding rectangle of a query.\n     * The results of the query will be those parts of the highway that lie within the map tiles covering the bounding\n     * rectangle, even if the highway extends into other tiles, and the portion of the highway within each map tile\n     * will be returned as a separate feature. Similarly, a point feature near a tile boundary may appear in multiple\n     * tiles due to tile buffering.\n     *\n     * @example\n     * // Find all features in one source layer in a vector source\n     * const features = map.querySourceFeatures('your-source-id', {\n     *     sourceLayer: 'your-source-layer'\n     * });\n     *\n     * @see [Example: Highlight features containing similar data](https://www.mapbox.com/mapbox-gl-js/example/query-similar-features/)\n     */\n    querySourceFeatures(\n        sourceId: string,\n        parameters?: {\n            sourceLayer?: string;\n            filter?: FilterSpecification;\n            validate?: boolean;\n        }\n    ): Array<GeoJSONFeature> {\n        if (!sourceId || (typeof sourceId === 'string' && !this._isValidId(sourceId))) {\n            return [];\n        }\n\n        return this.style.querySourceFeatures(sourceId, parameters);\n    }\n\n    /**\n     * Returns the value of a raster source at a given coordinate.\n     * Currently, this API only supports raster array sources.\n     *\n     * @experimental\n     * @param {string} sourceId The ID of the raster source to query.\n     * @param {LngLatLike} lnglat The mercator coordinates at which to query the raster.\n     * @param {RasterQueryParameters} [parameters] (optional) Parameters of the query.\n     * @param {string} [parameters.layerName] (optional) The name of the layer to query raster array source. If not provided, all layers in the source will be queried.\n     * @param {string} [parameters.bands] (optional) The IDs of the band to query raster array source.\n     * @returns {Promise<RasterQueryResult | null>} Promise which resolves to the result of the raster array query, containing the value at the specified point. If not specified all bands of the raster array source layers will be queried.\n     *\n     * @example\n     * const value = await map.queryRasterValue('my-raster-source', {lng: -122.4194, lat: 37.7749}, {bands: ['1000']});\n     * console.log(value['Layer']) // {1000: [0.34]}\n     */\n    queryRasterValue(sourceId: string, lnglat: LngLatLike, parameters: RasterQueryParameters): Promise<RasterQueryResult | null> {\n        if (!this._isValidId(sourceId)) {\n            return Promise.resolve(null);\n        }\n\n        return this.style.queryRasterValue(sourceId, lnglat, parameters);\n    }\n\n    /**\n     * Determines if the given point is located on a visible map surface.\n     *\n     * @param {PointLike} point - The point to be checked, specified as an array of two numbers representing the x and y coordinates, or as a {@link https://docs.mapbox.com/mapbox-gl-js/api/geography/#point|Point} object.\n     * @returns {boolean} Returns `true` if the point is on the visible map surface, otherwise returns `false`.\n     * @example\n     * const pointOnSurface = map.isPointOnSurface([100, 200]);\n     */\n    isPointOnSurface(point: PointLike): boolean {\n        const {name} = this.transform.projection;\n        if (name !== 'globe' && name !== 'mercator') {\n            warnOnce(`${name} projection does not support isPointOnSurface, this API may behave unexpectedly.`);\n        }\n\n        return this.transform.isPointOnSurface(Point.convert(point));\n    }\n\n    /**\n     * Add an interaction — a named gesture handler of a given type.\n     *\n     * @param {string} id The ID of the interaction.\n     * @param {Object} interaction The interaction object with the following properties.\n     * @param {string} interaction.type The type of gesture to handle (e.g. 'click').\n     * @param {Object} [interaction.filter] Filter expression to narrow down the interaction to a subset of features under the pointer.\n     * @param {TargetDescriptor} [interaction.target] The interaction target, which can be either a reference to a layer or a reference to a featureset in a style import.\n     * Use `{layerId: string}` to reference features in the root style layer, or `{featuresetId: string, importId?: string}` to reference features in an imported style.\n     * @param {Function} interaction.handler A handler function that will be invoked on the gesture and receive a `{feature, interaction}` object as a parameter.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * map.addInteraction('poi-click', {\n     *   type: 'click',\n     *   target: {featuresetId: 'poi', importId: 'basemap'},\n     *   handler(e) {\n     *     console.log(e.feature);\n     *   }\n     * });\n     *\n     * @example\n     * map.addInteraction('building-mouseenter', {\n     *   type: 'mouseenter',\n     *   target: {featuresetId: 'buildings', importId: 'basemap'},\n     *   handler: (e) => {\n     *     map.setFeatureState(e.feature, {highlight: true});\n     *   }\n     * });\n     *\n     * @example\n     * map.addInteraction('building-mouseleave', {\n     *   type: 'mouseleave',\n     *   target: {featuresetId: 'buildings', importId: 'basemap'},\n     *   handler: (e) => {\n     *     map.setFeatureState(e.feature, {highlight: true});\n     *     // Propagate the event so that the handler is called for each feature.\n     *     return false;\n     *   }\n     * });\n     */\n    addInteraction(id: string, interaction: Interaction) {\n        this._interactions.add(id, interaction);\n        return this;\n    }\n\n    /**\n     * Remove an interaction previously added with `addInteraction`.\n     *\n     * @param {string} id The id of the interaction to remove.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * map.removeInteraction('poi-click');\n     */\n    removeInteraction(id: string) {\n        this._interactions.remove(id);\n        return this;\n    }\n\n    /**\n     * Gets the state of `cooperativeGestures`.\n     *\n     * @returns {boolean} Returns the `cooperativeGestures` boolean.\n     * @example\n     * const cooperativeGesturesEnabled = map.getCooperativeGestures();\n     */\n    getCooperativeGestures(): boolean {\n        return this._cooperativeGestures;\n    }\n\n    /**\n     * Sets the state of `cooperativeGestures`.\n     *\n     * @param {boolean} enabled If `true`, scroll zoom will require pressing the ctrl or ⌘ key while scrolling to zoom map, and touch pan will require using two fingers while panning to move the map.\n     * Touch pitch will require three fingers to activate if enabled.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * map.setCooperativeGestures(true);\n     */\n    setCooperativeGestures(enabled: boolean) {\n        this._cooperativeGestures = enabled;\n        return this;\n    }\n\n    /** @section Working with styles */\n\n    /**\n     * Updates the map's Mapbox style object with a new value.\n     *\n     * If a style is already set when this is used and the `diff` option is set to `true`, the map renderer will attempt to compare the given style\n     * against the map's current state and perform only the changes necessary to make the map style match the desired state. Changes in sprites\n     * (images used for icons and patterns) and glyphs (fonts for label text) **cannot** be diffed. If the sprites or fonts used in the current\n     * style and the given style are different in any way, the map renderer will force a full update, removing the current style and building\n     * the given one from scratch.\n     *\n     * @param {Object | string| null} style A JSON object conforming to the schema described in the\n     * [Mapbox Style Specification](https://mapbox.com/mapbox-gl-style-spec/), or a URL to such JSON.\n     * @param {Object} [options] Options object.\n     * @param {boolean} [options.diff=true] If false, force a 'full' update, removing the current style\n     * and building the given one instead of attempting a diff-based update.\n     * @param {string} [options.localIdeographFontFamily='sans-serif'] Defines a CSS\n     * font-family for locally overriding generation of glyphs in the 'CJK Unified Ideographs', 'Hiragana', 'Katakana' and 'Hangul Syllables' ranges.\n     * In these ranges, font settings from the map's style will be ignored, except for font-weight keywords (light/regular/medium/bold).\n     * Set to `false`, to enable font settings from the map's style for these glyph ranges.\n     * Forces a full update.\n     * @param {Object} [options.config=null] The initial configuration options for the style fragments.\n     * Each key in the object is a fragment ID (e.g., `basemap`) and each value is a configuration object.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * map.setStyle(\"mapbox://styles/mapbox/streets-v11\");\n     *\n     * @see [Example: Change a map's style](https://www.mapbox.com/mapbox-gl-js/example/setstyle/)\n     *\n     * @example\n     * map.setStyle(\"mapbox://styles/mapbox/standard\", {\n     *     \"config\": {\n     *         \"basemap\": {\n     *             \"lightPreset\": \"night\"\n     *         }\n     *     }\n     * });\n     */\n    setStyle(style: StyleSpecification | string | null, options?: SetStyleOptions): this {\n        options = {localIdeographFontFamily: this._localIdeographFontFamily, localFontFamily: this._localFontFamily, fontstackCompositing: this._fontstackCompositing, ...options};\n\n        const diffNeeded =\n            options.diff !== false &&\n            options.localFontFamily === this._localFontFamily &&\n            options.localIdeographFontFamily === this._localIdeographFontFamily &&\n            options.fontstackCompositing === this._fontstackCompositing &&\n            !options.config; // Rebuild the style from scratch if config is set\n\n        if (this.style && style && diffNeeded) {\n            this.style._diffStyle(\n                style,\n                (e: Error | {error: string} | string | null, isUpdateNeeded) => {\n                    if (e) {\n                        const message = typeof e === 'string' ? e :\n                            e instanceof Error ?\n                                e.message :\n                                e.error;\n\n                        warnOnce(`Unable to perform style diff: ${message}. Rebuilding the style from scratch.`);\n                        this._updateStyle(style, options);\n                    } else if (isUpdateNeeded) {\n                        this._update(true);\n                    }\n                },\n                () => this._postStyleLoadEvent());\n            return this;\n        } else {\n            this._localIdeographFontFamily = options.localIdeographFontFamily;\n            this._localFontFamily = options.localFontFamily;\n            this._fontstackCompositing = options.fontstackCompositing;\n            return this._updateStyle(style, options);\n        }\n    }\n\n    _getUIString(key: keyof typeof defaultLocale): string {\n        const str = this._locale[key];\n        if (str == null) {\n            throw new Error(`Missing UI string '${key}'`);\n        }\n\n        return str;\n    }\n\n    _updateStyle(style?: StyleSpecification | string, options?: SetStyleOptions): this {\n        if (this.style) {\n            this.style.setEventedParent(null);\n            this.style._remove();\n            this.style = undefined; // we lazy-init it so it's never undefined when accessed\n        }\n\n        if (style) {\n            // Move SetStyleOptions's `config` property to\n            // StyleOptions's `initialConfig` for internal use\n            const styleOptions: StyleOptions = {...options};\n            if (options && options.config) {\n                styleOptions.initialConfig = options.config;\n                delete styleOptions.config;\n            }\n\n            this.style = new Style(this, styleOptions).load(style);\n            this.style.setEventedParent(this, {style: this.style});\n        }\n\n        this._updateTerrain();\n        return this;\n    }\n\n    _lazyInitEmptyStyle() {\n        if (!this.style) {\n            this.style = new Style(this, {});\n            this.style.setEventedParent(this, {style: this.style});\n            this.style.loadEmpty();\n        }\n    }\n\n    /**\n     * Returns the map's Mapbox [style](https://docs.mapbox.com/help/glossary/style/) object, a JSON object which can be used to recreate the map's style.\n     *\n     * For the Mapbox Standard style or any \"fragment\" style (which is a style with `fragment: true`\n     * or a `schema` property defined), this method returns an empty style with no layers or sources.\n     * The original style is wrapped into an import with the ID `basemap` as a fragment style and is not intended\n     * to be used directly. This design ensures that user logic is not tied to style internals, allowing Mapbox\n     * to roll out style updates seamlessly and consistently.\n     *\n     * @returns {StyleSpecification | void} The map's style JSON object.\n     *\n     * @example\n     * map.on('load', () => {\n     *     const styleJson = map.getStyle();\n     * });\n     */\n    getStyle(): StyleSpecification {\n        if (this.style) {\n            return this.style.serialize();\n        }\n    }\n\n    /**\n     * Returns a Boolean indicating whether the map's style is fully loaded.\n     *\n     * @returns {boolean} A Boolean indicating whether the style is fully loaded.\n     *\n     * @example\n     * const styleLoadStatus = map.isStyleLoaded();\n     */\n    isStyleLoaded(): boolean {\n        if (!this.style) {\n            warnOnce('There is no style added to the map.');\n            return false;\n        }\n        return this.style.loaded();\n    }\n\n    _isValidId(id?: string): boolean {\n        if (id == null) {\n            this.fire(new ErrorEvent(new Error(`IDs can't be empty.`)));\n            return false;\n        }\n\n        // Disallow using fully qualified IDs in the public APIs\n        if (isFQID(id)) {\n            this.fire(new ErrorEvent(new Error(`IDs can't contain special symbols: \"${id}\".`)));\n            return false;\n        }\n\n        // Disallow reserved prototype property names\n        if (id === '__proto__' || id === 'constructor' || id === 'prototype') {\n            this.fire(new ErrorEvent(new Error(`IDs can't be \"${id}\".`)));\n            return false;\n        }\n\n        return true;\n    }\n\n    /**\n     * Checks if the given target is a valid featureset descriptor.\n     * @private\n     */\n    _isTargetValid(target: TargetDescriptor): boolean {\n        if ('featuresetId' in target) {\n            if ('importId' in target) return this._isValidId(target.importId);\n            return this._isValidId(target.featuresetId);\n        }\n\n        if ('layerId' in target) {\n            return this._isValidId(target.layerId);\n        }\n\n        return false;\n    }\n\n    /**\n     * Checks if the given targets are either list of valid layerIds or a valid featureset descriptor.\n     * @private\n     */\n    _areTargetsValid(targets: string[] | TargetDescriptor): boolean {\n        if (Array.isArray(targets)) {\n            for (const layerId of targets) {\n                if (!this._isValidId(layerId)) {\n                    return false;\n                }\n            }\n\n            return true;\n        }\n\n        return this._isTargetValid(targets);\n    }\n\n    /** @section Sources */\n\n    /**\n     * Adds a source to the map's style.\n     *\n     * @param {string} id The ID of the source to add. Must not conflict with existing sources.\n     * @param {Object} source The source object, conforming to the\n     * Mapbox Style Specification's [source definition](https://docs.mapbox.com/style-spec/reference/sources/) or\n     * {@link CanvasSourceOptions}.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.addSource('my-data', {\n     *     type: 'vector',\n     *     url: 'mapbox://myusername.tilesetid'\n     * });\n     * @example\n     * map.addSource('my-data', {\n     *     \"type\": \"geojson\",\n     *     \"data\": {\n     *         \"type\": \"Feature\",\n     *         \"geometry\": {\n     *             \"type\": \"Point\",\n     *             \"coordinates\": [-77.0323, 38.9131]\n     *         },\n     *         \"properties\": {\n     *             \"title\": \"Mapbox DC\",\n     *             \"marker-symbol\": \"monument\"\n     *         }\n     *     }\n     * });\n     * @see Example: Vector source: [Show and hide layers](https://docs.mapbox.com/mapbox-gl-js/example/toggle-layers/)\n     * @see Example: GeoJSON source: [Add live realtime data](https://docs.mapbox.com/mapbox-gl-js/example/live-geojson/)\n     * @see Example: Raster DEM source: [Add hillshading](https://docs.mapbox.com/mapbox-gl-js/example/hillshade/)\n     */\n    addSource(id: string, source: SourceSpecification | CanvasSourceSpecification | CustomSourceInterface<unknown>): this {\n        if (!this._isValidId(id)) {\n            return this;\n        }\n\n        this._lazyInitEmptyStyle();\n        this.style.addSource(id, source);\n        return this._update(true);\n    }\n\n    /**\n     * Returns a Boolean indicating whether the source is loaded. Returns `true` if the source with\n     * the given ID in the map's style has no outstanding network requests, otherwise `false`.\n     *\n     * @param {string} id The ID of the source to be checked.\n     * @returns {boolean} A Boolean indicating whether the source is loaded.\n     * @example\n     * const sourceLoaded = map.isSourceLoaded('bathymetry-data');\n     */\n    isSourceLoaded(id: string): boolean {\n        if (!this._isValidId(id)) {\n            return false;\n        }\n\n        return !!this.style && this.style._isSourceCacheLoaded(id);\n    }\n\n    /**\n     * Returns a Boolean indicating whether all tiles in the viewport from all sources on\n     * the style are loaded.\n     *\n     * @returns {boolean} A Boolean indicating whether all tiles are loaded.\n     * @example\n     * const tilesLoaded = map.areTilesLoaded();\n     */\n    areTilesLoaded(): boolean {\n        return this.style.areTilesLoaded();\n    }\n\n    /**\n     * Removes a source from the map's style.\n     *\n     * @param {string} id The ID of the source to remove.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.removeSource('bathymetry-data');\n     */\n    removeSource(id: string): this {\n        if (!this._isValidId(id)) {\n            return this;\n        }\n\n        this.style.removeSource(id);\n        this._updateTerrain();\n        return this._update(true);\n    }\n\n    /**\n     * Returns the source with the specified ID in the map's style.\n     *\n     * This method is often used to update a source using the instance members for the relevant\n     * source type as defined in [Sources](#sources).\n     * For example, setting the `data` for a GeoJSON source or updating the `url` and `coordinates`\n     * of an image source.\n     *\n     * @param {string} id The ID of the source to get.\n     * @returns {?Object} The style source with the specified ID or `undefined` if the ID\n     * corresponds to no existing sources.\n     * The shape of the object varies by source type.\n     * A list of options for each source type is available on the Mapbox Style Specification's\n     * [Sources](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/) page.\n     * @example\n     * const sourceObject = map.getSource('points');\n     * @see [Example: Create a draggable point](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     * @see [Example: Animate a point](https://docs.mapbox.com/mapbox-gl-js/example/animate-point-along-line/)\n     * @see [Example: Add live realtime data](https://docs.mapbox.com/mapbox-gl-js/example/live-geojson/)\n     */\n    getSource<T extends Source>(id: string): T | undefined {\n        if (!this._isValidId(id)) {\n            return null;\n        }\n\n        return this.style.getOwnSource(id);\n    }\n\n    /** @section Images */\n\n    /**\n     * Add an image to the style. This image can be displayed on the map like any other icon in the style's\n     * [sprite](https://docs.mapbox.com/mapbox-gl-js/style-spec/sprite/) using the image's ID with\n     * [`icon-image`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layout-symbol-icon-image),\n     * [`background-pattern`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#paint-background-background-pattern),\n     * [`fill-pattern`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#paint-fill-fill-pattern),\n     * or [`line-pattern`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#paint-line-line-pattern).\n     * A {@link Map.event:error} event will be fired if there is not enough space in the sprite to add this image.\n     *\n     * @param {string} id The ID of the image.\n     * @param {HTMLImageElement | ImageBitmap | ImageData | {width: number, height: number, data: (Uint8Array | Uint8ClampedArray)} | StyleImageInterface} image The image as an `HTMLImageElement`, `ImageData`, `ImageBitmap` or object with `width`, `height`, and `data`\n     * properties with the same format as `ImageData`.\n     * @param {Object | null} options Options object.\n     * @param {number} options.pixelRatio The ratio of pixels in the image to physical pixels on the screen.\n     * @param {boolean} options.sdf Whether the image should be interpreted as an SDF image.\n     * @param {[number, number, number, number]} options.content `[x1, y1, x2, y2]`  If `icon-text-fit` is used in a layer with this image, this option defines the part of the image that can be covered by the content in `text-field`.\n     * @param {Array<[number, number]>} options.stretchX `[[x1, x2], ...]` If `icon-text-fit` is used in a layer with this image, this option defines the part(s) of the image that can be stretched horizontally.\n     * @param {Array<[number, number]>} options.stretchY `[[y1, y2], ...]` If `icon-text-fit` is used in a layer with this image, this option defines the part(s) of the image that can be stretched vertically.\n     *\n     * @example\n     * // If the style's sprite does not already contain an image with ID 'cat',\n     * // add the image 'cat-icon.png' to the style's sprite with the ID 'cat'.\n     * map.loadImage('https://upload.wikimedia.org/wikipedia/commons/thumb/6/60/Cat_silhouette.svg/400px-Cat_silhouette.svg.png', (error, image) => {\n     *     if (error) throw error;\n     *     if (!map.hasImage('cat')) map.addImage('cat', image);\n     * });\n     *\n     * // Add a stretchable image that can be used with `icon-text-fit`\n     * // In this example, the image is 600px wide by 400px high.\n     * map.loadImage('https://upload.wikimedia.org/wikipedia/commons/8/89/Black_and_White_Boxed_%28bordered%29.png', (error, image) => {\n     *     if (error) throw error;\n     *     if (!map.hasImage('border-image')) {\n     *         map.addImage('border-image', image, {\n     *             content: [16, 16, 300, 384], // place text over left half of image, avoiding the 16px border\n     *             stretchX: [[16, 584]], // stretch everything horizontally except the 16px border\n     *             stretchY: [[16, 384]], // stretch everything vertically except the 16px border\n     *         });\n     *     }\n     * });\n     *\n     *\n     * @see Example: Use `HTMLImageElement`: [Add an icon to the map](https://www.mapbox.com/mapbox-gl-js/example/add-image/)\n     * @see Example: Use `ImageData`: [Add a generated icon to the map](https://www.mapbox.com/mapbox-gl-js/example/add-image-generated/)\n     */\n    addImage(\n        id: string,\n        image: HTMLImageElement | ImageBitmap | ImageData | StyleImageInterface | {width: number; height: number; data: Uint8Array | Uint8ClampedArray},\n        {pixelRatio = 1, sdf = false, stretchX, stretchY, content}: Partial<StyleImageMetadata> = {}\n    ) {\n        this._lazyInitEmptyStyle();\n        const version = 0;\n\n        const imageId = ImageId.from(id);\n        if (image instanceof HTMLImageElement || (ImageBitmap && image instanceof ImageBitmap)) {\n            const {width, height, data} = browser.getImageData(image);\n            this.style.addImage(imageId, {data: new RGBAImage({width, height}, data), pixelRatio, stretchX, stretchY, content, sdf, version, usvg: false});\n        } else if (image.width === undefined || image.height === undefined) {\n            this.fire(new ErrorEvent(new Error(\n                'Invalid arguments to map.addImage(). The second argument must be an `HTMLImageElement`, `ImageData`, `ImageBitmap`, ' +\n                'or object with `width`, `height`, and `data` properties with the same format as `ImageData`')));\n        } else {\n            const {width, height} = image;\n            const userImage = (image as StyleImageInterface);\n            const data = userImage.data;\n\n            this.style.addImage(imageId, {\n                data: new RGBAImage({width, height}, new Uint8Array(data)),\n                pixelRatio,\n                stretchX,\n                stretchY,\n                content,\n                sdf,\n                usvg: false,\n                version,\n                userImage\n            });\n\n            if (userImage.onAdd) {\n                userImage.onAdd(this, id);\n            }\n        }\n    }\n\n    /**\n     * Update an existing image in a style. This image can be displayed on the map like any other icon in the style's\n     * [sprite](https://docs.mapbox.com/help/glossary/sprite/) using the image's ID with\n     * [`icon-image`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layout-symbol-icon-image),\n     * [`background-pattern`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#paint-background-background-pattern),\n     * [`fill-pattern`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#paint-fill-fill-pattern),\n     * or [`line-pattern`](https://docs.mapbox.com/mapbox-gl-js/style-spec/#paint-line-line-pattern).\n     *\n     * @param {string} id The ID of the image.\n     * @param {HTMLImageElement | ImageBitmap | ImageData | StyleImageInterface} image The image as an `HTMLImageElement`, [`ImageData`](https://developer.mozilla.org/en-US/docs/Web/API/ImageData), [`ImageBitmap`](https://developer.mozilla.org/en-US/docs/Web/API/ImageBitmap) or object with `width`, `height`, and `data`\n     * properties with the same format as `ImageData`.\n     *\n     * @example\n     * // Load an image from an external URL.\n     * map.loadImage('http://placekitten.com/50/50', (error, image) => {\n     *     if (error) throw error;\n     *     // If an image with the ID 'cat' already exists in the style's sprite,\n     *     // replace that image with a new image, 'other-cat-icon.png'.\n     *     if (map.hasImage('cat')) map.updateImage('cat', image);\n     * });\n     */\n    updateImage(\n        id: string,\n        image: HTMLImageElement | ImageBitmap | ImageData | {width: number; height: number; data: Uint8Array | Uint8ClampedArray} | StyleImageInterface\n    ) {\n        this._lazyInitEmptyStyle();\n\n        const imageId = ImageId.from(id);\n        const existingImage = this.style.getImage(imageId);\n        if (!existingImage) {\n            this.fire(new ErrorEvent(new Error(\n                'The map has no image with that id. If you are adding a new image use `map.addImage(...)` instead.')));\n            return;\n        }\n        const imageData = (image instanceof HTMLImageElement || (ImageBitmap && image instanceof ImageBitmap)) ? browser.getImageData(image) : image as ImageData;\n        const {width, height, data} = imageData;\n\n        if (width === undefined || height === undefined) {\n            this.fire(new ErrorEvent(new Error(\n                'Invalid arguments to map.updateImage(). The second argument must be an `HTMLImageElement`, `ImageData`, `ImageBitmap`, ' +\n                'or object with `width`, `height`, and `data` properties with the same format as `ImageData`')));\n            return;\n        }\n\n        const existingImageWidth = existingImage.usvg ? existingImage.icon.usvg_tree.width : existingImage.data.width;\n        const existingImageHeight = existingImage.usvg ? existingImage.icon.usvg_tree.height : existingImage.data.height;\n\n        if (width !== existingImageWidth || height !== existingImageHeight) {\n            this.fire(new ErrorEvent(new Error(\n                `The width and height of the updated image (${width}, ${height})\n                must be that same as the previous version of the image\n                (${existingImage.data.width}, ${existingImage.data.height})`)));\n            return;\n        }\n\n        const copy = !(image instanceof HTMLImageElement || (ImageBitmap && image instanceof ImageBitmap));\n\n        let performSymbolLayout = false;\n\n        if (existingImage.usvg) {\n            existingImage.data = new RGBAImage({width, height}, new Uint8Array(data));\n            existingImage.usvg = false;\n            existingImage.icon = undefined;\n            performSymbolLayout = true;\n        } else {\n            existingImage.data.replace(data, copy);\n        }\n\n        this.style.updateImage(imageId, existingImage, performSymbolLayout);\n    }\n\n    /**\n     * Check whether or not an image with a specific ID exists in the style. This checks both images\n     * in the style's original [sprite](https://docs.mapbox.com/help/glossary/sprite/) and any images\n     * that have been added at runtime using {@link Map#addImage}.\n     *\n     * @param {string} id The ID of the image.\n     *\n     * @returns {boolean} A Boolean indicating whether the image exists.\n     * @example\n     * // Check if an image with the ID 'cat' exists in\n     * // the style's sprite.\n     * const catIconExists = map.hasImage('cat');\n     */\n    hasImage(id: string): boolean {\n        if (!id) {\n            this.fire(new ErrorEvent(new Error('Missing required image id')));\n            return false;\n        }\n\n        if (!this.style) return false;\n\n        return !!this.style.getImage(ImageId.from(id));\n    }\n\n    /**\n     * Remove an image from a style. This can be an image from the style's original\n     * [sprite](https://docs.mapbox.com/help/glossary/sprite/) or any images\n     * that have been added at runtime using {@link Map#addImage}.\n     *\n     * @param {string} id The ID of the image.\n     *\n     * @example\n     * // If an image with the ID 'cat' exists in\n     * // the style's sprite, remove it.\n     * if (map.hasImage('cat')) map.removeImage('cat');\n     */\n    removeImage(id: string) {\n        this.style.removeImage(ImageId.from(id));\n    }\n\n    /**\n     * Load an image from an external URL to be used with {@link Map#addImage}. External\n     * domains must support [CORS](https://developer.mozilla.org/en-US/docs/Web/HTTP/Access_control_CORS).\n     *\n     * @param {string} url The URL of the image file. Image file must be in png, webp, or jpg format.\n     * @param {Function} callback Expecting `callback(error, data)`. Called when the image has loaded or with an error argument if there is an error.\n     *\n     * @example\n     * // Load an image from an external URL.\n     * map.loadImage('http://placekitten.com/50/50', (error, image) => {\n     *     if (error) throw error;\n     *     // Add the loaded image to the style's sprite with the ID 'kitten'.\n     *     map.addImage('kitten', image);\n     * });\n     *\n     * @see [Example: Add an icon to the map](https://www.mapbox.com/mapbox-gl-js/example/add-image/)\n     */\n    loadImage(url: string, callback: Callback<ImageBitmap | HTMLImageElement | ImageData>) {\n        const load = async () => {\n            const request = await this._requestManager.transformRequest(url, ResourceType.Image);\n            const {data} = await getImage(request);\n            return data;\n        };\n        load().then((data) => callback(null, data)).catch(callback);\n    }\n\n    /**\n     * Returns an Array of strings containing the IDs of all images currently available in the map.\n     * This includes both images from the style's original [sprite](https://docs.mapbox.com/help/glossary/sprite/)\n     * and any images that have been added at runtime using {@link Map#addImage}.\n     *\n     * @returns {Array<string>} An Array of strings containing the names of all sprites/images currently available in the map.\n     *\n     * @example\n     * const allImages = map.listImages();\n     */\n    listImages(): Array<string> {\n        return this.style.listImages().map((image) => image.name);\n    }\n\n    /** @section Models */\n\n    /**\n     * Add a model to the style. This model can be displayed on the map like any other model in the style\n     * using the model ID in conjunction with a 2D vector layer. This API can also be used for updating\n     * a model. If the model for a given `modelId` was already added, it gets replaced by the new model.\n     *\n     * @param {string} id The ID of the model.\n     * @param {string} url Pointing to the model to load.\n     *\n     * @example\n     * // If the style does not already contain a model with ID 'tree',\n     * // load a tree model and then use a geojson to show it.\n     * map.addModel('tree', 'http://path/to/my/tree.glb');\n     * map.addLayer({\n     *     \"id\": \"tree-layer\",\n     *     \"type\": \"model\",\n     *     \"source\": \"trees\",\n     *     \"source-layer\": \"trees\",\n     *     \"layout\": {\n     *         \"model-id\": \"tree\"\n     *     }\n     *});\n     */\n    addModel(id: string, url: string) {\n        this._lazyInitEmptyStyle();\n        this.style.addModel(id, url);\n    }\n\n    /**\n     * Check whether or not a model with a specific ID exists in the style. This checks both models\n     * in the style and any models that have been added at runtime using {@link Map#addModel}.\n     *\n     * @param {string} id The ID of the model.\n     *\n     * @returns {boolean} A Boolean indicating whether the model exists.\n     * @example\n     * // Check if a model with the ID 'tree' exists in\n     * // the style.\n     * const treeModelExists = map.hasModel('tree');\n     */\n    hasModel(id: string): boolean {\n        if (!id) {\n            this.fire(new ErrorEvent(new Error('Missing required model id')));\n            return false;\n        }\n        return this.style.hasModel(id);\n    }\n\n    /**\n     * Remove an model from a style. This can be a model from the style original\n     *  or any models that have been added at runtime using {@link Map#addModel}.\n     *\n     * @param {string} id The ID of the model.\n     *\n     * @example\n     * // If an model with the ID 'tree' exists in\n     * // the style, remove it.\n     * if (map.hasModel('tree')) map.removeModel('tree');\n     */\n    removeModel(id: string) {\n        this.style.removeModel(id);\n    }\n\n    /**\n     * Returns an Array of strings containing the IDs of all models currently available in the map.\n     * This includes both models from the style and any models that have been added at runtime using {@link Map#addModel}.\n     *\n     * @returns {Array<string>} An Array of strings containing the names of all model IDs currently available in the map.\n     *\n     * @example\n     * const allModels = map.listModels();\n     */\n    listModels(): Array<string> {\n        return this.style.listModels();\n    }\n\n    /** @section Layers */\n\n    /**\n     * Adds a [Mapbox style layer](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layers)\n     * to the map's style.\n     *\n     * A layer defines how data from a specified source will be styled. Read more about layer types\n     * and available paint and layout properties in the [Mapbox Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layers).\n     *\n     * @param {Object | CustomLayerInterface} layer The layer to add, conforming to either the Mapbox Style Specification's [layer definition](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layers) or, less commonly, the {@link CustomLayerInterface} specification.\n     * The Mapbox Style Specification's layer definition is appropriate for most layers.\n     *\n     * @param {string} layer.id A unique identifier that you define.\n     * @param {string} layer.type The type of layer (for example `fill` or `symbol`).\n     * A list of layer types is available in the [Mapbox Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/#type).\n     *\n     * This can also be `custom`. For more information, see {@link CustomLayerInterface}.\n     * @param {string | Object} [layer.source] The data source for the layer.\n     * Reference a source that has _already been defined_ using the source's unique id.\n     * Reference a _new source_ using a source object (as defined in the [Mapbox Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/)) directly.\n     * This is **required** for all `layer.type` options _except_ for `custom` and `background`.\n     * @param {string} [layer.sourceLayer] (optional) The name of the [source layer](https://docs.mapbox.com/help/glossary/source-layer/) within the specified `layer.source` to use for this style layer.\n     * This is only applicable for vector tile sources and is **required** when `layer.source` is of the type `vector`.\n     * @param {string} [layer.slot] (optional) The identifier of a [`slot`](https://docs.mapbox.com/style-spec/reference/slots/) layer that will be used to position this style layer.\n     * A `slot` layer serves as a predefined position in the layer order for inserting associated layers.\n     * *Note*: During 3D globe and terrain rendering, GL JS aims to batch multiple layers together for optimal performance.\n     * This process might lead to a rearrangement of layers. Layers draped over globe and terrain,\n     * such as `fill`, `line`, `background`, `hillshade`, and `raster`, are rendered first.\n     * These layers are rendered underneath symbols, regardless of whether they are placed\n     * in the middle or top slots or without a designated slot.\n     * @param {Array} [layer.filter] (optional) An expression specifying conditions on source features.\n     * Only features that match the filter are displayed.\n     * The Mapbox Style Specification includes more information on the limitations of the [`filter`](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/#filter) parameter\n     * and a complete list of available [expressions](https://docs.mapbox.com/mapbox-gl-js/style-spec/expressions/).\n     * If no filter is provided, all features in the source (or source layer for vector tilesets) will be displayed.\n     * @param {Object} [layer.paint] (optional) Paint properties for the layer.\n     * Available paint properties vary by `layer.type`.\n     * A full list of paint properties for each layer type is available in the [Mapbox Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/).\n     * If no paint properties are specified, default values will be used.\n     * @param {Object} [layer.layout] (optional) Layout properties for the layer.\n     * Available layout properties vary by `layer.type`.\n     * A full list of layout properties for each layer type is available in the [Mapbox Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/).\n     * If no layout properties are specified, default values will be used.\n     * @param {number} [layer.maxzoom] (optional) The maximum zoom level for the layer.\n     * At zoom levels equal to or greater than the maxzoom, the layer will be hidden.\n     * The value can be any number between `0` and `24` (inclusive).\n     * If no maxzoom is provided, the layer will be visible at all zoom levels for which there are tiles available.\n     * @param {number} [layer.minzoom] (optional) The minimum zoom level for the layer.\n     * At zoom levels less than the minzoom, the layer will be hidden.\n     * The value can be any number between `0` and `24` (inclusive).\n     * If no minzoom is provided, the layer will be visible at all zoom levels for which there are tiles available.\n     * @param {Object} [layer.metadata] (optional) Arbitrary properties useful to track with the layer, but do not influence rendering.\n     * @param {string} [layer.renderingMode] This is only applicable for layers with the type `custom`.\n     * See {@link CustomLayerInterface} for more information.\n     * @param {string} [beforeId] The ID of an existing layer to insert the new layer before,\n     * resulting in the new layer appearing visually beneath the existing layer.\n     * If this argument is not specified, the layer will be appended to the end of the layers array\n     * and appear visually above all other layers.\n     * *Note*: Layers can only be rearranged within the same `slot`. The new layer must share the\n     * same `slot` as the existing layer to be positioned underneath it. If the\n     * layers are in different slots, the `beforeId` parameter will be ignored and\n     * the new layer will be appended to the end of the layers array.\n     * During 3D globe and terrain rendering, GL JS aims to batch multiple layers together for optimal performance.\n     * This process might lead to a rearrangement of layers. Layers draped over globe and terrain,\n     * such as `fill`, `line`, `background`, `hillshade`, and `raster`, are rendered first.\n     * These layers are rendered underneath symbols, regardless of whether they are placed\n     * in the middle or top slots or without a designated slot.\n     *\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // Add a circle layer with a vector source\n     * map.addLayer({\n     *     id: 'points-of-interest',\n     *     source: {\n     *         type: 'vector',\n     *         url: 'mapbox://mapbox.mapbox-streets-v8'\n     *     },\n     *     'source-layer': 'poi_label',\n     *     type: 'circle',\n     *     paint: {\n     *     // Mapbox Style Specification paint properties\n     *     },\n     *     layout: {\n     *     // Mapbox Style Specification layout properties\n     *     }\n     * });\n     *\n     * @example\n     * // Define a source before using it to create a new layer\n     * map.addSource('state-data', {\n     *     type: 'geojson',\n     *     data: 'path/to/data.geojson'\n     * });\n     *\n     * map.addLayer({\n     *     id: 'states',\n     *     // References the GeoJSON source defined above\n     *     // and does not require a `source-layer`\n     *     source: 'state-data',\n     *     type: 'symbol',\n     *     layout: {\n     *         // Set the label content to the\n     *         // feature's `name` property\n     *         'text-field': ['get', 'name']\n     *     }\n     * });\n     *\n     * @example\n     * // Add a new symbol layer to a slot\n     * map.addLayer({\n     *     id: 'states',\n     *     // References a source that's already been defined\n     *     source: 'state-data',\n     *     type: 'symbol',\n     *     // Add the layer to the existing `top` slot\n     *     slot: 'top',\n     *     layout: {\n     *         // Set the label content to the\n     *         // feature's `name` property\n     *         'text-field': ['get', 'name']\n     *     }\n     * });\n     *\n     * @example\n     * // Add a new symbol layer before an existing layer\n     * map.addLayer({\n     *     id: 'states',\n     *     // References a source that's already been defined\n     *     source: 'state-data',\n     *     type: 'symbol',\n     *     layout: {\n     *         // Set the label content to the\n     *         // feature's `name` property\n     *         'text-field': ['get', 'name']\n     *     }\n     * // Add the layer before the existing `cities` layer\n     * }, 'cities');\n     *\n     * @see [Example: Select features around a clicked point](https://docs.mapbox.com/mapbox-gl-js/example/queryrenderedfeatures-around-point/) (fill layer)\n     * @see [Example: Add a new layer below labels](https://docs.mapbox.com/mapbox-gl-js/example/geojson-layer-in-stack/)\n     * @see [Example: Create and style clusters](https://docs.mapbox.com/mapbox-gl-js/example/cluster/) (circle layer)\n     * @see [Example: Add a vector tile source](https://docs.mapbox.com/mapbox-gl-js/example/vector-source/) (line layer)\n     * @see [Example: Add a WMS layer](https://docs.mapbox.com/mapbox-gl-js/example/wms/) (raster layer)\n     */\n    addLayer(layer: AnyLayer, beforeId?: string): this {\n        if (!this._isValidId(layer.id)) {\n            return this;\n        }\n\n        this._lazyInitEmptyStyle();\n        this.style.addLayer(layer, beforeId);\n        return this._update(true);\n    }\n\n    /**\n     * Returns current slot of the layer.\n     *\n     * @param {string} layerId Identifier of the layer to retrieve its current slot.\n     * @returns {string | null} The slot identifier or `null` if layer doesn't have it.\n     *\n     * @example\n     * map.getSlot('roads');\n     */\n    getSlot(layerId: string): string | null | undefined {\n        const layer = this.getLayer(layerId);\n\n        if (!layer) {\n            return null;\n        }\n\n        return layer.slot || null;\n    }\n\n    /**\n     * Sets or removes [a slot](https://docs.mapbox.com/style-spec/reference/slots/) of style layer.\n     *\n     * @param {string} layerId Identifier of style layer.\n     * @param {string} slot Identifier of slot. If `null` or `undefined` is provided, the method removes slot.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // Sets new slot for style layer\n     * map.setSlot(\"heatmap\", \"top\");\n     */\n    setSlot(layerId: string, slot?: string | null): this {\n        this.style.setSlot(layerId, slot);\n        this.style.mergeLayers();\n        return this._update(true);\n    }\n\n    /**\n     * Adds new [import](https://docs.mapbox.com/style-spec/reference/imports/) to current style.\n     *\n     * @param {ImportSpecification} importSpecification Specification of import.\n     * @param {string} beforeId (optional) Identifier of an existing import to insert the new import before.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // Add streets style to empty map\n     * new Map({style: {version: 8, sources: {}, layers: []}})\n     *     .addImport({id: 'basemap', url: 'mapbox://styles/mapbox/streets-v12'});\n     *\n     * @example\n     * // Add new style before already added\n     * const map = new Map({\n     *     imports: [\n     *         {\n     *             id: 'basemap',\n     *             url: 'mapbox://styles/mapbox/standard'\n     *         }\n     *     ],\n     *     style: {\n     *         version: 8,\n     *         sources: {},\n     *         layers: []\n     *     }\n     * });\n     *\n     * map.addImport({\n     *     id: 'lakes',\n     *     url: 'https://styles/mapbox/streets-v12'\n     * }, 'basemap');\n     */\n    addImport(importSpecification: ImportSpecification, beforeId?: string | null): this {\n        if (!this._isValidId(importSpecification.id)) {\n            return this;\n        }\n\n        this.style.addImport(importSpecification, beforeId)\n            // eslint-disable-next-line @typescript-eslint/no-unsafe-argument\n            .catch((e) => this.fire(new ErrorEvent(new Error('Failed to add import', e))));\n\n        return this;\n    }\n\n    /**\n     * Updates already added to style import.\n     *\n     * @param {string} importId Identifier of import to update.\n     * @param {ImportSpecification | string} importSpecification Import specification or URL of style.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // Update import with new data\n     * map.updateImport('basemap', {\n     *     data: {\n     *         version: 8,\n     *         sources: {},\n     *         layers: [\n     *             {\n     *                 id: 'background',\n     *                 type: 'background',\n     *                 paint: {\n     *                     'background-color': '#eee'\n     *                 }\n     *             }\n     *         ]\n     *     }\n     * });\n     *\n     * @example\n     * // Change URL of imported style\n     * map.updateImport('basemap', 'mapbox://styles/mapbox/other-standard');\n     */\n    updateImport(importId: string, importSpecification: ImportSpecification | string): this {\n        if (typeof importSpecification !== 'string' && importSpecification.id !== importId) {\n            this.removeImport(importId);\n            return this.addImport(importSpecification);\n        }\n\n        this.style.updateImport(importId, importSpecification);\n        return this._update(true);\n    }\n\n    /**\n     * Removes added to style import.\n     *\n     * @param {string} importId Identifier of import to remove.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // Removes imported style\n     * map.removeImport('basemap');\n     */\n    removeImport(importId: string): this {\n        this.style.removeImport(importId);\n        return this;\n    }\n\n    /**\n     * Moves import to position before another import, specified with `beforeId`. Order of imported styles corresponds to order of their layers.\n     *\n     * @param {string} importId Identifier of import to move.\n     * @param {string} beforeId The identifier of an existing import to move the new import before.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * const map = new Map({\n     *     style: {\n     *         imports: [\n     *             {\n     *                 id: 'basemap',\n     *                 url: 'mapbox://styles/mapbox/standard'\n     *             },\n     *             {\n     *                 id: 'streets-v12',\n     *                 url: 'mapbox://styles/mapbox/streets-v12'\n     *             }\n     *         ]\n     *     }\n     * });\n     * // Place `streets-v12` import before `basemap`\n     * map.moveImport('streets-v12', 'basemap');\n     */\n    moveImport(importId: string, beforeId: string): this {\n        this.style.moveImport(importId, beforeId);\n        return this._update(true);\n    }\n\n    /**\n     * Moves a layer to a different z-position.\n     *\n     * @param {string} id The ID of the layer to move.\n     * @param {string} [beforeId] The ID of an existing layer to insert the new layer before.\n     * When viewing the map, the `id` layer will appear beneath the `beforeId` layer.\n     * If `beforeId` is omitted, the layer will be appended to the end of the layers array\n     * and appear above all other layers on the map.\n     * *Note*: Layers can only be rearranged within the same `slot`. The new layer must share the\n     * same `slot` as the existing layer to be positioned underneath it. If the\n     * layers are in different slots, the `beforeId` parameter will be ignored and\n     * the new layer will be appended to the end of the layers array.\n     * During 3D globe and terrain rendering, GL JS aims to batch multiple layers together for optimal performance.\n     * This process might lead to a rearrangement of layers. Layers draped over globe and terrain,\n     * such as `fill`, `line`, `background`, `hillshade`, and `raster`, are rendered first.\n     * These layers are rendered underneath symbols, regardless of whether they are placed\n     * in the middle or top slots or without a designated slot.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // Move a layer with ID 'polygon' before the layer with ID 'country-label'. The `polygon` layer will appear beneath the `country-label` layer on the map.\n     * map.moveLayer('polygon', 'country-label');\n     */\n    moveLayer(id: string, beforeId?: string): this {\n        if (!this._isValidId(id)) {\n            return this;\n        }\n\n        this.style.moveLayer(id, beforeId);\n        return this._update(true);\n    }\n\n    /**\n     * Removes the layer with the given ID from the map's style.\n     *\n     * If no such layer exists, an `error` event is fired.\n     *\n     * @param {string} id ID of the layer to remove.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @fires Map.event:error\n     *\n     * @example\n     * // If a layer with ID 'state-data' exists, remove it.\n     * if (map.getLayer('state-data')) map.removeLayer('state-data');\n     */\n    removeLayer(id: string): this {\n        if (!this._isValidId(id)) {\n            return this;\n        }\n\n        this.style.removeLayer(id);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the layer with the specified ID in the map's style.\n     *\n     * @param {string} id The ID of the layer to get.\n     * @returns {?Object} The layer with the specified ID, or `undefined`\n     * if the ID corresponds to no existing layers.\n     *\n     * @example\n     * const stateDataLayer = map.getLayer('state-data');\n     *\n     * @see [Example: Filter symbols by toggling a list](https://www.mapbox.com/mapbox-gl-js/example/filter-markers/)\n     * @see [Example: Filter symbols by text input](https://www.mapbox.com/mapbox-gl-js/example/filter-markers-by-input/)\n     */\n    getLayer<T extends LayerSpecification | CustomLayerInterface>(id: string): T | undefined {\n        if (!this._isValidId(id)) {\n            return null;\n        }\n\n        const layer = this.style.getOwnLayer(id);\n        if (!layer) return;\n\n        if (layer.type === 'custom') return layer.implementation as T;\n\n        return layer.serialize() as T;\n    }\n\n    /**\n     * Returns the IDs of all slots in the map's style.\n     *\n     * @returns {Array<string>} The IDs of all slots in the map's style.\n     *\n     * @example\n     * const slots = map.getSlots();\n     */\n    getSlots(): Array<string> {\n        return this.style.getSlots();\n    }\n\n    /**\n     * Sets the zoom extent for the specified style layer. The zoom extent includes the\n     * [minimum zoom level](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layer-minzoom)\n     * and [maximum zoom level](https://docs.mapbox.com/mapbox-gl-js/style-spec/#layer-maxzoom))\n     * at which the layer will be rendered.\n     *\n     * Note: For style layers using vector sources, style layers cannot be rendered at zoom levels lower than the\n     * minimum zoom level of the _source layer_ because the data does not exist at those zoom levels. If the minimum\n     * zoom level of the source layer is higher than the minimum zoom level defined in the style layer, the style\n     * layer will not be rendered at all zoom levels in the zoom range.\n     *\n     * @param {string} layerId The ID of the layer to which the zoom extent will be applied.\n     * @param {number} minzoom The minimum zoom to set (0-24).\n     * @param {number} maxzoom The maximum zoom to set (0-24).\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * map.setLayerZoomRange('my-layer', 2, 5);\n     */\n    setLayerZoomRange(layerId: string, minzoom: number, maxzoom: number): this {\n        if (!this._isValidId(layerId)) {\n            return this;\n        }\n\n        this.style.setLayerZoomRange(layerId, minzoom, maxzoom);\n        return this._update(true);\n    }\n\n    /**\n     * Sets the filter for the specified style layer.\n     *\n     * Filters control which features a style layer renders from its source.\n     * Any feature for which the filter expression evaluates to `true` will be\n     * rendered on the map. Those that are false will be hidden.\n     *\n     * Use `setFilter` to show a subset of your source data.\n     *\n     * To clear the filter, pass `null` or `undefined` as the second parameter.\n     *\n     * @param {string} layerId The ID of the layer to which the filter will be applied.\n     * @param {Array | null | undefined} filter The filter, conforming to the Mapbox Style Specification's\n     * [filter definition](https://docs.mapbox.com/mapbox-gl-js/style-spec/layers/#filter).  If `null` or `undefined` is provided, the function removes any existing filter from the layer.\n     * @param {Object} [options] Options object.\n     * @param {boolean} [options.validate=true] Whether to check if the filter conforms to the Mapbox GL Style Specification. Disabling validation is a performance optimization that should only be used if you have previously validated the values you will be passing to this function.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // display only features with the 'name' property 'USA'\n     * map.setFilter('my-layer', ['==', ['get', 'name'], 'USA']);\n     * @example\n     * // display only features with five or more 'available-spots'\n     * map.setFilter('bike-docks', ['>=', ['get', 'available-spots'], 5]);\n     * @example\n     * // remove the filter for the 'bike-docks' style layer\n     * map.setFilter('bike-docks', null);\n     *\n     * @see [Example: Filter features within map view](https://www.mapbox.com/mapbox-gl-js/example/filter-features-within-map-view/)\n     * @see [Example: Highlight features containing similar data](https://www.mapbox.com/mapbox-gl-js/example/query-similar-features/)\n     * @see [Example: Create a timeline animation](https://www.mapbox.com/mapbox-gl-js/example/timeline-animation/)\n     * @see [Tutorial: Show changes over time](https://docs.mapbox.com/help/tutorials/show-changes-over-time/)\n     */\n    setFilter(\n        layerId: string,\n        filter?: FilterSpecification | null,\n        options: StyleSetterOptions = {},\n    ): this {\n        if (!this._isValidId(layerId)) {\n            return this;\n        }\n\n        this.style.setFilter(layerId, filter, options);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the filter applied to the specified style layer.\n     *\n     * @param {string} layerId The ID of the style layer whose filter to get.\n     * @returns {Array} The layer's filter.\n     * @example\n     * const filter = map.getFilter('myLayer');\n     */\n    getFilter(layerId: string): FilterSpecification | null | undefined {\n        if (!this._isValidId(layerId)) {\n            return null;\n        }\n\n        return this.style.getFilter(layerId);\n    }\n\n    /**\n     * Sets the value of a paint property in the specified style layer.\n     *\n     * @param {string} layerId The ID of the layer to set the paint property in.\n     * @param {string} name The name of the paint property to set.\n     * @param {*} value The value of the paint property to set.\n     * Must be of a type appropriate for the property, as defined in the [Mapbox Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/).\n     * @param {Object} [options] Options object.\n     * @param {boolean} [options.validate=true] Whether to check if `value` conforms to the Mapbox GL Style Specification. Disabling validation is a performance optimization that should only be used if you have previously validated the values you will be passing to this function.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setPaintProperty('my-layer', 'fill-color', '#faafee');\n     * @see [Example: Change a layer's color with buttons](https://www.mapbox.com/mapbox-gl-js/example/color-switcher/)\n     * @see [Example: Adjust a layer's opacity](https://www.mapbox.com/mapbox-gl-js/example/adjust-layer-opacity/)\n     * @see [Example: Create a draggable point](https://www.mapbox.com/mapbox-gl-js/example/drag-a-point/)\n     */\n    setPaintProperty<T extends keyof PaintSpecification>(\n        layerId: string,\n        name: T,\n        value: PaintSpecification[T],\n        options: StyleSetterOptions = {},\n    ): this {\n        if (!this._isValidId(layerId)) {\n            return this;\n        }\n\n        this.style.setPaintProperty(layerId, name, value, options);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the value of a paint property in the specified style layer.\n     *\n     * @param {string} layerId The ID of the layer to get the paint property from.\n     * @param {string} name The name of a paint property to get.\n     * @returns {*} The value of the specified paint property.\n     * @example\n     * const paintProperty = map.getPaintProperty('mySymbolLayer', 'icon-color');\n     */\n    getPaintProperty<T extends keyof PaintSpecification>(layerId: string, name: T): PaintSpecification[T] | undefined {\n        if (!this._isValidId(layerId)) {\n            return null;\n        }\n\n        return this.style.getPaintProperty(layerId, name);\n    }\n\n    /**\n     * Sets the value of a layout property in the specified style layer.\n     *\n     * @param {string} layerId The ID of the layer to set the layout property in.\n     * @param {string} name The name of the layout property to set.\n     * @param {*} value The value of the layout property. Must be of a type appropriate for the property, as defined in the [Mapbox Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/).\n     * @param {Object} [options] Options object.\n     * @param {boolean} [options.validate=true] Whether to check if `value` conforms to the Mapbox GL Style Specification. Disabling validation is a performance optimization that should only be used if you have previously validated the values you will be passing to this function.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setLayoutProperty('my-layer', 'visibility', 'none');\n     * @see [Example: Show and hide layers](https://docs.mapbox.com/mapbox-gl-js/example/toggle-layers/)\n     */\n    setLayoutProperty<T extends keyof LayoutSpecification>(\n        layerId: string,\n        name: T,\n        value: LayoutSpecification[T],\n        options: StyleSetterOptions = {},\n    ): this {\n        if (!this._isValidId(layerId)) {\n            return this;\n        }\n\n        this.style.setLayoutProperty(layerId, name, value, options);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the value of a layout property in the specified style layer.\n     *\n     * @param {string} layerId The ID of the layer to get the layout property from.\n     * @param {string} name The name of the layout property to get.\n     * @returns {*} The value of the specified layout property.\n     * @example\n     * const layoutProperty = map.getLayoutProperty('mySymbolLayer', 'icon-anchor');\n     */\n    getLayoutProperty<T extends keyof LayoutSpecification>(layerId: string, name: T): LayoutSpecification[T] | undefined {\n        if (!this._isValidId(layerId)) {\n            return null;\n        }\n\n        return this.style.getLayoutProperty(layerId, name);\n    }\n\n    /**\n     * Returns the value of a layout, paint, or root-level property in the specified style layer.\n     *\n     * @param {string} layerId The ID of the layer to get the property from.\n     * @param {string} name The name of the property to get. Can be a paint or layout property, or a root-level layer property (`minzoom`, `maxzoom`, `filter`, `slot`, `source`, `source-layer`).\n     * @returns {*} The value of the specified property.\n     * @example\n     * const minzoom = map.getLayerProperty('my-layer', 'minzoom');\n     */\n    getLayerProperty<K extends keyof LayerProperty>(layerId: string, name: K): LayerProperty[K] | null | undefined {\n        if (!this._isValidId(layerId)) {\n            return null;\n        }\n\n        return this.style.getLayerProperty(layerId, name);\n    }\n\n    /**\n     * Sets the value of a layout or paint property in the specified style layer.\n     *\n     * @param {string} layerId The ID of the layer to set the layout or paint property in.\n     * @param {string} name The name of the layout or paint property to set.\n     * @param {*} value The value of the layout or paint property. Must be of a type appropriate for the property, as defined in the [Mapbox Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/).\n     * @param {Object} [options] Options object.\n     * @param {boolean} [options.validate=true] Whether to check if `value` conforms to the Mapbox GL Style Specification. Disabling validation is a performance optimization that should only be used if you have previously validated the values you will be passing to this function.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setLayerProperty('my-layer', 'visibility', 'none');\n     */\n    setLayerProperty<K extends keyof LayerProperty>(\n        layerId: string,\n        name: K,\n        value: LayerProperty[K],\n        options: StyleSetterOptions = {},\n    ): this {\n        if (!this._isValidId(layerId)) {\n            return this;\n        }\n\n        if (name === 'appearances') {\n            this._postAddingAppearancesToStyleEvent();\n        }\n\n        this.style.setLayerProperty(layerId, name, value, options);\n        return this._update(true);\n    }\n\n    /** @section Style properties */\n\n    /**\n     * Returns the glyphs URL of the current style.\n     *\n     * @returns {string} Returns a glyph URL template.\n     * @example\n     * map.getGlyphsUrl();\n     */\n    getGlyphsUrl(): string | undefined {\n        return this.style.getGlyphsUrl();\n    }\n\n    /**\n     * Sets a URL template for loading signed-distance-field glyph sets in PBF format. The URL must include `{fontstack}` and `{range}` tokens.\n     *\n     * @param {string} url A URL template for loading SDF glyph sets in PBF format.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setGlyphsUrl('mapbox://fonts/mapbox/{fontstack}/{range}.pbf');\n     */\n    setGlyphsUrl(url: string): this {\n        this.style.setGlyphsUrl(url);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the imported style schema.\n     *\n     * @param {string} importId The name of the imported style (e.g. `basemap`).\n     * @returns {SchemaSpecification} Returns the imported style schema, if exists.\n     *\n     * @example\n     * map.getSchema('basemap');\n     */\n    getSchema(importId: string): SchemaSpecification | null | undefined {\n        return this.style.getSchema(importId);\n    }\n\n    /**\n     * Sets the imported style schema value.\n     *\n     * @param {string} importId The name of the imported style (e.g. `basemap`).\n     * @param {SchemaSpecification} schema The imported style schema.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * map.setSchema('basemap', {lightPreset: {type: 'string', default: 'night', values: ['day', 'night']}});\n     */\n    setSchema(importId: string, schema: SchemaSpecification): this {\n        this.style.setSchema(importId, schema);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the imported style configuration.\n     *\n     * @param {string} importId The name of the imported style (e.g. `basemap`).\n     * @returns {*} Returns the imported style configuration.\n     * @example\n     * map.getConfig('basemap');\n     */\n    getConfig(importId: string): ConfigSpecification | null | undefined {\n        return this.style.getConfig(importId);\n    }\n\n    /**\n     * Sets the imported style configuration value.\n     *\n     * @param {string} importId The name of the imported style (e.g. `basemap`).\n     * @param {ConfigSpecification} config The imported style configuration value.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setConfig('basemap', {lightPreset: 'night', showPointOfInterestLabels: false});\n     */\n    setConfig(importId: string, config: ConfigSpecification): this {\n        this.style.setConfig(importId, config);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the value of a configuration property in the imported style.\n     *\n     * @param {string} importId The name of the imported style (e.g. `basemap`).\n     * @param {string} configName The name of the configuration property from the style.\n     * @returns {*} Returns the value of the configuration property.\n     * @example\n     * map.getConfigProperty('basemap', 'showLabels');\n     */\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    getConfigProperty(importId: string, configName: string): any {\n        return this.style.getConfigProperty(importId, configName);\n    }\n\n    /**\n     * Sets the value of a configuration property in the currently set style.\n     *\n     * @param {string} importId The name of the imported style to set the config for (e.g. `basemap`).\n     * @param {string} configName The name of the configuration property from the style.\n     * @param {*} value The value of the configuration property. Must be of a type appropriate for the property, as defined by the style configuration schema.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setConfigProperty('basemap', 'showLabels', false);\n     */\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    setConfigProperty(importId: string, configName: string, value: any): this {\n        this.style.setConfigProperty(importId, configName, value);\n        return this._update(true);\n    }\n\n    /**\n     * Returns a list of featureset descriptors for querying, interaction, and state management on the map.\n     * Each featureset descriptor can reference either individual layer or subset of layers within the map's style.\n     *\n     * @private\n     * @experimental\n     * @returns {FeaturesetDescriptor[]} The list of featuresets.\n     * @example\n     * const featuresetDescriptors = map.getFeaturesetDescriptors('basemap');\n     */\n    getFeaturesetDescriptors(importId?: string): Array<FeaturesetDescriptor> {\n        return this.style.getFeaturesetDescriptors(importId);\n    }\n\n    /**\n     * Adds a set of Mapbox style light to the map's style.\n     *\n     * _Note: This light is not to confuse with our legacy light API used through {@link Map#setLight} and {@link Map#getLight}_.\n     *\n     * @param {Array<LightsSpecification>} lights An array of lights to add, conforming to the Mapbox Style Specification's light definition.\n     * @returns {Map} Returns itself to allow for method chaining.\n     *\n     * @example\n     * // Add a directional light\n     * map.setLights([{\n     *     \"id\": \"sun_light\",\n     *     \"type\": \"directional\",\n     *     \"properties\": {\n     *         \"color\": \"rgba(255.0, 0.0, 0.0, 1.0)\",\n     *         \"intensity\": 0.4,\n     *         \"direction\": [200.0, 40.0],\n     *         \"cast-shadows\": true,\n     *         \"shadow-intensity\": 0.2\n     *     }\n     * }]);\n     */\n    setLights(lights?: Array<LightsSpecification> | null): this {\n        this._lazyInitEmptyStyle();\n        if (lights && lights.length === 1 && lights[0].type === \"flat\") {\n            const flatLight: FlatLightSpecification = lights[0];\n            if (!flatLight.properties) {\n                this.style.setFlatLight({}, \"flat\");\n            } else {\n                this.style.setFlatLight(flatLight.properties, flatLight.id, {});\n            }\n        } else {\n            this.style.setLights(lights);\n            if (this.painter.terrain) {\n                this.painter.terrain.invalidateRenderCache = true;\n            }\n        }\n        return this._update(true);\n    }\n\n    /**\n     * Returns the lights added to the map.\n     *\n     * @returns {Array<LightSpecification>} Lights added to the map.\n     * @example\n     * const lights = map.getLights();\n     */\n    getLights(): Array<LightsSpecification> | null | undefined {\n        const lights = this.style.getLights() || [];\n        if (lights.length === 0) {\n            lights.push({\n                \"id\": this.style.light.id,\n                \"type\": \"flat\",\n                \"properties\": this.style.getFlatLight()\n            });\n        }\n        return lights;\n    }\n\n    /**\n     * Sets the any combination of light values.\n     *\n     * _Note: that this API is part of the legacy light API, prefer using {@link Map#setLights}.\n     *\n     * @param {LightSpecification} light Light properties to set. Must conform to the [Light Style Specification](https://www.mapbox.com/mapbox-gl-style-spec/#light).\n     * @param {Object} [options] Options object.\n     * @param {boolean} [options.validate=true] Whether to check if the filter conforms to the Mapbox GL Style Specification. Disabling validation is a performance optimization that should only be used if you have previously validated the values you will be passing to this function.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setLight({\n     *     \"anchor\": \"viewport\",\n     *     \"color\": \"blue\",\n     *     \"intensity\": 0.5\n     * });\n     */\n\n    setLight(light: LightSpecification, options: StyleSetterOptions = {}): this {\n        console.log(\"The `map.setLight` function is deprecated, prefer using `map.setLights` with `flat` light type instead.\");\n        return this.setLights([{\n            \"id\": \"flat\",\n            \"type\": \"flat\",\n            \"properties\": light\n        }]);\n    }\n\n    /**\n     * Returns the value of the light object.\n     *\n     * @returns {LightSpecification} Light properties of the style.\n     * @example\n     * const light = map.getLight();\n     */\n    getLight(): LightSpecification {\n        console.log(\"The `map.getLight` function is deprecated, prefer using `map.getLights` instead.\");\n        return this.style.getFlatLight();\n    }\n\n    /**\n     * Sets the terrain property of the style.\n     *\n     * @param {TerrainSpecification} terrain Terrain properties to set. Must conform to the [Terrain Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/terrain/).\n     * If `null` or `undefined` is provided, function removes terrain.\n     * Exaggeration could be updated for the existing terrain without explicitly specifying the `source`.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.addSource('mapbox-dem', {\n     *     'type': 'raster-dem',\n     *     'url': 'mapbox://mapbox.mapbox-terrain-dem-v1',\n     *     'tileSize': 512,\n     *     'maxzoom': 14\n     * });\n     * // add the DEM source as a terrain layer with exaggerated height\n     * map.setTerrain({'source': 'mapbox-dem', 'exaggeration': 1.5});\n     * // update the exaggeration for the existing terrain\n     * map.setTerrain({'exaggeration': 2});\n     */\n    setTerrain(terrain?: TerrainSpecification | TerrainSpecificationUpdate | null): this {\n        this._lazyInitEmptyStyle();\n        if (!terrain && this.transform.projection.requiresDraping) {\n            this.style.setTerrainForDraping();\n        } else {\n            this.style.setTerrain(terrain);\n        }\n        this._averageElevationLastSampledAt = -Infinity;\n        return this._update(true);\n    }\n\n    /**\n     * Returns the terrain specification or `null` if terrain isn't set on the map.\n     *\n     * @returns {TerrainSpecification | null} Terrain specification properties of the style.\n     * @example\n     * const terrain = map.getTerrain();\n     */\n    getTerrain(): TerrainSpecification | null | undefined {\n        return this.style ? this.style.getTerrain() : null;\n    }\n\n    /**\n     * Sets the fog property of the style.\n     *\n     * @param {FogSpecification} fog The fog properties to set. Must conform to the [Fog Style Specification](https://docs.mapbox.com/mapbox-gl-js/style-spec/fog/).\n     * If `null` or `undefined` is provided, this function call removes the fog from the map.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setFog({\n     *     \"range\": [0.8, 8],\n     *     \"color\": \"#dc9f9f\",\n     *     \"horizon-blend\": 0.5,\n     *     \"high-color\": \"#245bde\",\n     *     \"space-color\": \"#000000\",\n     *     \"star-intensity\": 0.15\n     * });\n     * @see [Example: Add fog to a map](https://docs.mapbox.com/mapbox-gl-js/example/add-fog/)\n     */\n    setFog(fog?: FogSpecification | null): this {\n        this._lazyInitEmptyStyle();\n        this.style.setFog(fog);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the fog specification or `null` if fog is not set on the map.\n     *\n     * @returns {FogSpecification} Fog specification properties of the style.\n     * @example\n     * const fog = map.getFog();\n     */\n    getFog(): FogSpecification | null | undefined {\n        return this.style ? this.style.getFog() : null;\n    }\n\n    /**\n     * Sets the snow property of the style.\n     * *This API is experimental, not production ready and subject to change in future versions*.\n     *\n     * @experimental\n     * @param {SnowSpecification} snow The snow properties to set.\n     * If `null` or `undefined` is provided, this function call removes the snow from the map.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     *   map.setSnow({\n     *       density: 1,\n     *       intensity: 0.3\n     *   });\n     */\n    setSnow(snow?: SnowSpecification | null): this {\n        this._lazyInitEmptyStyle();\n        this.style.setSnow(snow);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the snow specification or `null` if snow is not set on the map.\n     * *This API is experimental, not production ready and subject to change in future versions*.\n     *\n     * @experimental\n     * @returns {SnowSpecification} Snow specification properties of the style.\n     * @example\n     * const snow = map.getSnow();\n     */\n    getSnow(): SnowSpecification | null | undefined {\n        return this.style ? this.style.getSnow() : null;\n    }\n\n    /**\n     * Sets the rain property of the style.\n     * *This API is experimental, not production ready and subject to change in future versions*.\n     *\n     * @experimental\n     * @param {RainSpecification} rain The rain properties to set.\n     * If `null` or `undefined` is provided, this function call removes the rain from the map.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     *   map.setRain({\n     *       density: 1,\n     *       intensity: 0.3,\n     *       \"distortion-strength\": 0.3\n     *   });\n     */\n    setRain(rain?: RainSpecification | null): this {\n        this._lazyInitEmptyStyle();\n        this.style.setRain(rain);\n        return this._update(true);\n    }\n\n    /**\n     * Returns the rain specification or `null` if rain is not set on the map.\n     * *This API is experimental, not production ready and subject to change in future versions*.\n     *\n     * @experimental\n     * @returns {RainSpecification} Rain specification properties of the style.\n     * @example\n     * const rain = map.getRain();\n     */\n    getRain(): RainSpecification | null | undefined {\n        return this.style ? this.style.getRain() : null;\n    }\n\n    /**\n     * Sets the color-theme property of the style.\n     *\n     * @param {ColorThemeSpecification} colorTheme The color-theme properties to set.\n     * If `null` or `undefined` is provided, this function call removes the color-theme from the map.\n     * Note: Calling this function triggers a full reload of tiles.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setColorTheme({\n     *     \"data\": \"iVBORw0KGgoAA...\"\n     * });\n     */\n    setColorTheme(colorTheme?: ColorThemeSpecification): this {\n        this._lazyInitEmptyStyle();\n        this.style.setColorTheme(colorTheme);\n        return this._update(true);\n    }\n\n    /**\n     * Sets the color-theme property of an import, which overrides the color-theme property of the imported style data.\n     *\n     * @param {string} importId Identifier of import to update.\n     * @param {ColorThemeSpecification} colorTheme The color-theme properties to set.\n     * If `null` or `undefined` is provided, this function call removes the color-theme override.\n     * Note: Calling this function triggers a full reload of tiles.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setImportColorTheme(\"someImportId\", {\n     *     \"data\": \"iVBORw0KGgoAA...\"\n     * });\n     */\n    setImportColorTheme(importId: string, colorTheme?: ColorThemeSpecification): this {\n        this._lazyInitEmptyStyle();\n        this.style.setImportColorTheme(importId, colorTheme);\n        return this._update(true);\n    }\n\n    /**\n     * Sets the camera property of the style.\n     *\n     * @param {CameraSpecification} camera The camera properties to set. Must conform to the Camera Style Specification.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @example\n     * map.setCamera({\n     *     \"camera-projection\": \"perspective\",\n     * });\n     */\n    setCamera(camera: CameraSpecification): this {\n        this.style.setCamera(camera);\n        return this._triggerCameraUpdate(camera);\n    }\n\n    /**\n     * Returns the map's near clip offset. Relevant for orthographic projection only.\n     *\n     * @memberof Map#\n     * @returns {number} The map's current near clip offset.\n     * @experimental\n     *\n     * @example\n     * map.getNearClipOffset();\n     */\n    getNearClipOffset(): number { return this.transform.nearClipOffset; }\n\n    /**\n     * Sets the map's camera near clip offset value. Relevant for orthographic projection only.\n     *\n     * @memberof Map#\n     * @param {number} offset The near clip offset to set.\n     * @returns {Map} Returns itself to allow for method chaining.\n     * @experimental\n     *\n     * @example\n     * map.setNearClipOffset(30)\n     */\n    setNearClipOffset(offset: number): this {\n        const needsUpdate = this.transform.nearClipOffset !== offset;\n\n        this.transform.nearClipOffset = offset;\n\n        return this._update(needsUpdate);\n    }\n\n    _triggerCameraUpdate(camera: CameraSpecification): this {\n        return this._update(this.transform.setOrthographicProjectionAtLowPitch(camera['camera-projection'] === 'orthographic'));\n    }\n\n    /**\n     * Returns the camera options specification.\n     *\n     * @returns {CameraSpecification} Camera specification properties of the style.\n     * @example\n     * const camera = map.getCamera();\n     */\n    getCamera(): CameraSpecification {\n        return this.style.camera;\n    }\n\n    /**\n     * Returns the fog opacity for a given location.\n     *\n     * An opacity of 0 means that there is no fog contribution for the given location\n     * while a fog opacity of 1.0 means the location is fully obscured by the fog effect.\n     *\n     * If there is no fog set on the map, this function will return 0.\n     *\n     * @param {LngLatLike} lnglat The geographical location to evaluate the fog on.\n     * @returns {number} A value between 0 and 1 representing the fog opacity, where 1 means fully within, and 0 means not affected by the fog effect.\n     * @private\n     */\n    _queryFogOpacity(lnglat: LngLatLike): number {\n        if (!this.style || !this.style.fog) return 0.0;\n        return this.style.fog.getOpacityAtLatLng(LngLat.convert(lnglat), this.transform);\n    }\n\n    /** @section Feature state */\n\n    /**\n     * Sets the `state` of a feature.\n     * A feature's `state` is a set of user-defined key-value pairs that are assigned to a feature at runtime.\n     * When using this method, the `state` object is merged with any existing key-value pairs in the feature's state.\n     * Features are identified by their `id` attribute, which can be any number or string.\n     *\n     * This method can only be used with sources that have a `id` attribute. The `id` attribute can be defined in three ways:\n     * - For vector or GeoJSON sources, including an `id` attribute in the original data file.\n     * - For vector or GeoJSON sources, using the [`promoteId`](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/#vector-promoteId) option at the time the source is defined.\n     * - For GeoJSON sources, using the [`generateId`](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/#geojson-generateId) option to auto-assign an `id` based on the feature's index in the source data. If you change feature data using `map.getSource('some id').setData(...)`, you may need to re-apply state taking into account updated `id` values.\n     *\n     * _Note: You can use the [`feature-state` expression](https://docs.mapbox.com/mapbox-gl-js/style-spec/expressions/#feature-state) to access the values in a feature's state object for the purposes of styling_.\n     *\n     * @param {Object} feature Feature identifier. Feature objects returned from\n     * {@link Map#queryRenderedFeatures} or event handlers can be used as feature identifiers.\n     * @param {number | string} feature.id Unique id of the feature. Can be an integer or a string, but supports string values only when the [`promoteId`](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/#vector-promoteId) option has been applied to the source or the string can be cast to an integer.\n     * @param {string} feature.source The id of the vector or GeoJSON source for the feature.\n     * @param {string} [feature.sourceLayer] (optional) *For vector tile sources, `sourceLayer` is required*.\n     * @param {Object} state A set of key-value pairs. The values should be valid JSON types.\n     * @returns {Map} The map object.\n     * @example\n     * // When the mouse moves over the `my-layer` layer, update\n     * // the feature state for the feature under the mouse\n     * map.on('mousemove', 'my-layer', (e) => {\n     *     if (e.features.length > 0) {\n     *         map.setFeatureState({\n     *             source: 'my-source',\n     *             sourceLayer: 'my-source-layer',\n     *             id: e.features[0].id,\n     *         }, {\n     *             hover: true\n     *         });\n     *     }\n     * });\n     *\n     * @see [Example: Create a hover effect](https://docs.mapbox.com/mapbox-gl-js/example/hover-styles/)\n     * @see [Tutorial: Create interactive hover effects with Mapbox GL JS](https://docs.mapbox.com/help/tutorials/create-interactive-hover-effects-with-mapbox-gl-js/)\n     */\n    setFeatureState(feature: FeatureSelector | GeoJSONFeature | TargetFeature, state: FeatureState): this {\n        if (feature.source && !this._isValidId(feature.source)) {\n            return this;\n        }\n\n        this.style.setFeatureState(feature, state);\n        return this._update();\n    }\n\n    // eslint-disable-next-line jsdoc/require-returns\n    /**\n     * Removes the `state` of a feature, setting it back to the default behavior.\n     * If only a `feature.source` is specified, it will remove the state for all features from that source.\n     * If `feature.id` is also specified, it will remove all keys for that feature's state.\n     * If `key` is also specified, it removes only that key from that feature's state.\n     * Features are identified by their `feature.id` attribute, which can be any number or string.\n     *\n     * @param {Object} feature Identifier of where to remove state. It can be a source, a feature, or a specific key of feature.\n     * Feature objects returned from {@link Map#queryRenderedFeatures} or event handlers can be used as feature identifiers.\n     * @param {number | string} [feature.id] (optional) Unique id of the feature. Can be an integer or a string, but supports string values only when the [`promoteId`](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/#vector-promoteId) option has been applied to the source or the string can be cast to an integer.\n     * @param {string} feature.source The id of the vector or GeoJSON source for the feature.\n     * @param {string} [feature.sourceLayer] (optional) For vector tile sources, `sourceLayer` is required.\n     * @param {string} [key] (optional) The key in the feature state to reset.\n     *\n     * @example\n     * // Reset the entire state object for all features\n     * // in the `my-source` source\n     * map.removeFeatureState({\n     *     source: 'my-source'\n     * });\n     *\n     * @example\n     * // When the mouse leaves the `my-layer` layer,\n     * // reset the entire state object for the\n     * // feature under the mouse\n     * map.on('mouseleave', 'my-layer', (e) => {\n     *     map.removeFeatureState({\n     *         source: 'my-source',\n     *         sourceLayer: 'my-source-layer',\n     *         id: e.features[0].id\n     *     });\n     * });\n     *\n     * @example\n     * // When the mouse leaves the `my-layer` layer,\n     * // reset only the `hover` key-value pair in the\n     * // state for the feature under the mouse\n     * map.on('mouseleave', 'my-layer', (e) => {\n     *     map.removeFeatureState({\n     *         source: 'my-source',\n     *         sourceLayer: 'my-source-layer',\n     *         id: e.features[0].id\n     *     }, 'hover');\n     * });\n     */\n    removeFeatureState(feature: FeatureSelector | SourceSelector | GeoJSONFeature | TargetFeature, key?: string): this {\n        if (feature.source && !this._isValidId(feature.source)) {\n            return this;\n        }\n\n        this.style.removeFeatureState(feature, key);\n        return this._update();\n    }\n\n    /**\n     * Gets the `state` of a feature.\n     * A feature's `state` is a set of user-defined key-value pairs that are assigned to a feature at runtime.\n     * Features are identified by their `id` attribute, which can be any number or string.\n     *\n     * _Note: To access the values in a feature's state object for the purposes of styling the feature, use the [`feature-state` expression](https://docs.mapbox.com/mapbox-gl-js/style-spec/expressions/#feature-state)_.\n     *\n     * @param {Object} feature Feature identifier. Feature objects returned from\n     * {@link Map#queryRenderedFeatures} or event handlers can be used as feature identifiers.\n     * @param {number | string} feature.id Unique id of the feature. Can be an integer or a string, but supports string values only when the [`promoteId`](https://docs.mapbox.com/mapbox-gl-js/style-spec/sources/#vector-promoteId) option has been applied to the source or the string can be cast to an integer.\n     * @param {string} feature.source The id of the vector or GeoJSON source for the feature.\n     * @param {string} [feature.sourceLayer] (optional) *For vector tile sources, `sourceLayer` is required*.\n     *\n     * @returns {Object} The state of the feature: a set of key-value pairs that was assigned to the feature at runtime.\n     *\n     * @example\n     * // When the mouse moves over the `my-layer` layer,\n     * // get the feature state for the feature under the mouse\n     * map.on('mousemove', 'my-layer', (e) => {\n     *     if (e.features.length > 0) {\n     *         map.getFeatureState({\n     *             source: 'my-source',\n     *             sourceLayer: 'my-source-layer',\n     *             id: e.features[0].id\n     *         });\n     *     }\n     * });\n     */\n    getFeatureState(feature: FeatureSelector | GeoJSONFeature | TargetFeature): FeatureState | null | undefined {\n        if (feature.source && !this._isValidId(feature.source)) {\n            return null;\n        }\n\n        return this.style.getFeatureState(feature);\n    }\n\n    /**\n     * Resets all feature state within a featureset or a style layer, setting every feature back\n     * to its default (stateless) behavior. This is the bulk equivalent of calling\n     * {@link Map#removeFeatureState} with only a source selector.\n     *\n     * @param {TargetDescriptor} target The featureset or layer whose feature states should be reset.\n     * Pass `{featuresetId, importId?}` to target a named featureset (optionally inside a style\n     * import), or `{layerId}` to target a specific root-style layer.\n     * @returns {Map} The map object.\n     * @example\n     * // Reset all feature state on the 'poi' featureset inside the 'basemap' import\n     * map.resetFeatureStates({featuresetId: 'poi', importId: 'basemap'});\n     */\n    resetFeatureStates(target: TargetDescriptor): this {\n        this.style.resetFeatureStates(target);\n        return this._update();\n    }\n\n    /**\n     * *This API is experimental and subject to change in future versions*.\n     *\n     * @experimental\n     * @param {string} floorId The id of the floor to select.\n     * @example\n     * map._selectIndoorFloor('floor-1');\n     */\n    _selectIndoorFloor(floorId: string) {\n        if (this.style.indoorManager) this.style.indoorManager.selectFloor(floorId);\n    }\n\n    _setIndoorActiveFloorsVisibility(activeFloorsVisible: boolean) {\n        if (this.style.indoorManager) this.style.indoorManager.setActiveFloorsVisibility(activeFloorsVisible);\n    }\n\n    getIndoorTileOptions(source: string, scope: string): IndoorTileOptions | null {\n        if (!this.style || !this.style.isIndoorEnabled() || !this.style.indoorManager) {\n            return null;\n        }\n        return this.style.indoorManager.getIndoorTileOptions(source, scope);\n    }\n\n    _updateContainerDimensions() {\n        if (!this._container) return;\n\n        const width = this._container.getBoundingClientRect().width || 400;\n        const height = this._container.getBoundingClientRect().height || 300;\n\n        let transformValues: string[] | undefined;\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        let transformScaleWidth: any;\n        // eslint-disable-next-line @typescript-eslint/no-explicit-any\n        let transformScaleHeight: any;\n        let el: Element | null | undefined = this._container;\n        while (el && (!transformScaleWidth || !transformScaleHeight)) {\n            const transformMatrix = window.getComputedStyle(el).transform;\n            if (transformMatrix && transformMatrix !== 'none') {\n                transformValues = transformMatrix.match(CSS_MATRIX_RE)[1].split(', ');\n                if (transformValues[0] && transformValues[0] !== '0' && transformValues[0] !== '1') transformScaleWidth = transformValues[0];\n                if (transformValues[3] && transformValues[3] !== '0' && transformValues[3] !== '1') transformScaleHeight = transformValues[3];\n            }\n            el = el.parentElement;\n        }\n\n        this._containerWidth = transformScaleWidth ? Math.abs(width / transformScaleWidth) : width;\n        this._containerHeight = transformScaleHeight ? Math.abs(height / transformScaleHeight) : height;\n    }\n\n    _detectMissingCSS(): void {\n        const computedColor = window.getComputedStyle(this._missingCSSCanary).getPropertyValue('background-color');\n        if (computedColor !== 'rgb(250, 128, 114)') {\n            warnOnce('This page appears to be missing CSS declarations for ' +\n                'Mapbox GL JS, which may cause the map to display incorrectly. ' +\n                'Please ensure your page includes mapbox-gl.css, as described ' +\n                'in https://www.mapbox.com/mapbox-gl-js/api/.');\n        }\n    }\n\n    _setupContainer() {\n        const container = this._container;\n        container.classList.add('mapboxgl-map');\n\n        const missingCSSCanary = this._missingCSSCanary = DOM.create('div', 'mapboxgl-canary', container);\n        missingCSSCanary.style.visibility = 'hidden';\n        this._detectMissingCSS();\n\n        const canvasContainer = this._canvasContainer = DOM.create('div', 'mapboxgl-canvas-container', container);\n        this._canvas = DOM.create('canvas', 'mapboxgl-canvas', canvasContainer);\n\n        if (this._interactive) {\n            canvasContainer.classList.add('mapboxgl-interactive');\n            this._canvas.setAttribute('tabindex', '0');\n        }\n\n        this._canvas.addEventListener('webglcontextlost', this._contextLost, false);\n        this._canvas.addEventListener('webglcontextrestored', this._contextRestored, false);\n        this._canvas.setAttribute('aria-label', this._getUIString('Map.Title'));\n        this._canvas.setAttribute('role', 'region');\n\n        this._updateContainerDimensions();\n        this._resizeCanvas(this._containerWidth, this._containerHeight);\n\n        const controlContainer = this._controlContainer = DOM.create('div', 'mapboxgl-control-container', container);\n        const positions = this._controlPositions = {};\n        ['top-left', 'top', 'top-right', 'right', 'bottom-right', 'bottom', 'bottom-left', 'left'].forEach((positionName) => {\n            positions[positionName] = DOM.create('div', `mapboxgl-ctrl-${positionName}`, controlContainer);\n        });\n\n        this._container.addEventListener('scroll', this._onMapScroll, false);\n    }\n\n    _resizeCanvas(width: number, height: number) {\n        const pixelRatio = browser.devicePixelRatio || 1;\n\n        // Request the required canvas size (rounded up) taking the pixelratio into account.\n        this._canvas.width = pixelRatio * Math.ceil(width);\n        this._canvas.height = pixelRatio * Math.ceil(height);\n\n        // Maintain the same canvas size, potentially downscaling it for HiDPI displays\n        this._canvas.style.width = `${width}px`;\n        this._canvas.style.height = `${height}px`;\n    }\n\n    _addMarker(marker: Marker) {\n        this._markers.push(marker);\n    }\n\n    _removeMarker(marker: Marker) {\n        const index = this._markers.indexOf(marker);\n        if (index !== -1) {\n            this._markers.splice(index, 1);\n        }\n    }\n\n    _addPopup(popup: Popup) {\n        this._popups.push(popup);\n    }\n\n    _removePopup(popup: Popup) {\n        const index = this._popups.indexOf(popup);\n        if (index !== -1) {\n            this._popups.splice(index, 1);\n        }\n    }\n\n    _setupPainter() {\n        const attributes = {...webGLContextAttributes, failIfMajorPerformanceCaveat: this._failIfMajorPerformanceCaveat,\n            preserveDrawingBuffer: this._preserveDrawingBuffer,\n            antialias: this._antialias || false};\n\n        const gl = this._canvas.getContext('webgl2', attributes);\n\n        if (!gl) {\n            this.fire(new ErrorEvent(new Error('Failed to initialize WebGL')));\n            return;\n        }\n\n        storeAuthState(gl, true);\n\n        this.painter = new Painter(gl, this._contextCreateOptions, this.transform, this._scaleFactor, this._worldview, this._emissiveColorPrecision);\n        this.on('data', (event) => {\n            if (event.dataType === 'source') {\n                const elevationSource = this.transform.elevation ? this.transform.elevation._source() : null;\n                // Force a new label placement when a DEM source was updated,\n                // to ensure that labels are placed according to the updated terrain.\n                if (elevationSource && event.sourceCacheId === elevationSource.id && this.style) {\n                    this.style._setLabelPlacementStale();\n                }\n                // Force a full label re-placement when a fill-extrusion (building)\n                // tile loads.  Symbol z-offsets are computed from building heights\n                // during placement, so if a building tile arrives after the initial\n                // placement pass (a common race when the symbol source is GeoJSON\n                // but buildings come from a separate vector tile source) the\n                // collision boxes and elevated symbol positions will be wrong.\n                // Re-running placement after the building data arrives ensures\n                // symbols appear at the correct elevation.\n                if (this.style && event.sourceCacheId &&\n                        this.style._buildingIndex.hasLayerForSourceCache(event.sourceCacheId)) {\n                    this.style._requestFullLabelPlacement();\n                }\n                this.painter.setTileLoadedFlag(true);\n            }\n        });\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _contextLost(event: any) {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-call, @typescript-eslint/no-unsafe-member-access\n        event.preventDefault();\n        if (this._frame) {\n            this._frame.cancel();\n            this._frame = null;\n        }\n        if (this.style) {\n            this.style.handleContextLost();\n        }\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.fire(new Event('webglcontextlost', {originalEvent: event}));\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _contextRestored(event: any) {\n        this._setupPainter();\n        this.painter.resize(Math.ceil(this._containerWidth), Math.ceil(this._containerHeight));\n        this._updateTerrain();\n        if (this.style) {\n            this.style.clearLayers();\n            this.style.imageManager.destroyAtlasTextures();\n            this.style.imageManager.imageAtlasCache.destroyTextures();\n            this.style.reloadModels();\n            this.style.clearSources();\n        }\n        this._update();\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.fire(new Event('webglcontextrestored', {originalEvent: event}));\n    }\n\n    // eslint-disable-next-line @typescript-eslint/no-explicit-any\n    _onMapScroll(event: any): boolean | null | undefined {\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-member-access\n        if (event.target !== this._container) return;\n\n        // Revert any scroll which would move the canvas outside of the view\n        this._container.scrollTop = 0;\n        this._container.scrollLeft = 0;\n        return false;\n    }\n\n    /** @section Lifecycle */\n\n    /**\n     * Returns a Boolean indicating whether the map is in idle state:\n     * - No camera transitions are in progress.\n     * - All currently requested tiles have loaded.\n     * - All fade/transition animations have completed.\n     *\n     * Returns `false` if there are any camera or animation transitions in progress,\n     * if the style is not yet fully loaded, or if there has been a change to the sources or style that has not yet fully loaded.\n     *\n     * If the map.repaint is set to `true`, the map will never be idle.\n     *\n     * @returns {boolean} A Boolean indicating whether the map is idle.\n     * @example\n     * const isIdle = map.idle();\n     */\n    idle(): boolean {\n        return !this.isMoving() && this.loaded();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the map is fully loaded.\n     *\n     * Returns `false` if the style is not yet fully loaded,\n     * or if there has been a change to the sources or style that\n     * has not yet fully loaded.\n     *\n     * @returns {boolean} A Boolean indicating whether the map is fully loaded.\n     * @example\n     * const isLoaded = map.loaded();\n     */\n    loaded(): boolean {\n        return !this._styleDirty && !this._sourcesDirty && !!this.style && this.style.loaded();\n    }\n\n    /**\n     * Returns a Boolean indicating whether the map is finished rendering, meaning all animations are finished.\n     *\n     * @returns {boolean} A Boolean indicating whether map finished rendering.\n     * @example\n     * const frameReady = map.frameReady();\n     */\n    frameReady(): boolean {\n        return this.loaded() && !this._placementDirty;\n    }\n\n    /**\n     * Update this map's style and sources, and re-render the map.\n     *\n     * @param {boolean} updateStyle mark the map's style for reprocessing as\n     * well as its sources\n     * @returns {Map} this\n     * @private\n     */\n    _update(updateStyle?: boolean): this {\n        if (!this.style) return this;\n\n        this._styleDirty = this._styleDirty || updateStyle;\n        this._sourcesDirty = true;\n        this.triggerRepaint();\n\n        return this;\n    }\n\n    /**\n     * Request that the given callback be executed during the next render\n     * frame.  Schedule a render frame if one is not already scheduled.\n     * @returns An id that can be used to cancel the callback\n     * @private\n     */\n    override _requestRenderFrame(callback: () => void): TaskID {\n        this._update();\n        return this._renderTaskQueue.add(callback);\n    }\n\n    override _cancelRenderFrame(id: TaskID) {\n        this._renderTaskQueue.remove(id);\n    }\n\n    /**\n     * Request that the given callback be executed during the next render frame if the map is not\n     * idle. Otherwise it is executed immediately, to avoid triggering a new render.\n     * @private\n     */\n    _requestDomTask(callback: () => void) {\n        // This condition means that the map is idle: the callback needs to be called right now as\n        // there won't be a triggered render to run the queue.\n        if (!this.loaded() || (this.loaded() && !this.isMoving())) {\n            callback();\n        } else {\n            this._domRenderTaskQueue.add(callback);\n        }\n    }\n\n    /**\n     * Call when a (re-)render of the map is required:\n     * - The style has changed (`setPaintProperty()`, etc.)\n     * - Source data has changed (for example, tiles have finished loading)\n     * - The map has is moving (or just finished moving)\n     * - A transition is in progress\n     *\n     * @param {number} paintStartTimeStamp  The time when the animation frame began executing.\n     *\n     * @returns {Map} this\n     * @private\n     */\n    _render(paintStartTimeStamp: number) {\n        const m = PerformanceUtils.beginMeasure('render');\n        this.fire(new Event('renderstart'));\n\n        ++this._frameId;\n\n        let gpuTimer: WebGLQuery;\n        const extTimerQuery = this.painter.context.extTimerQuery;\n        const frameStartTime = browser.now();\n        const gl = this.painter.context.gl;\n        if (this.listens('gpu-timing-frame')) {\n            gpuTimer = gl.createQuery();\n            gl.beginQuery(extTimerQuery.TIME_ELAPSED_EXT, gpuTimer);\n        }\n\n        // A custom layer may have used the context asynchronously. Mark the state as dirty.\n        this.painter.context.setDirty();\n        this.painter.setBaseState();\n\n        if (this.isMoving() || this.isRotating() || this.isZooming()) {\n            this._interactionRange[0] = Math.min(this._interactionRange[0], performance.now());\n            this._interactionRange[1] = Math.max(this._interactionRange[1], performance.now());\n        }\n\n        this._renderTaskQueue.run(paintStartTimeStamp);\n        this._domRenderTaskQueue.run(paintStartTimeStamp);\n        // A task queue callback may have fired a user event which may have removed the map\n        if (this._removed) return;\n\n        this._updateProjectionTransition();\n\n        const fadeDuration = this._isInitialLoad ? 0 : this._fadeDuration;\n\n        // If the style has changed, the map is being zoomed, or a transition or fade is in progress:\n        //  - Apply style changes (in a batch)\n        //  - Recalculate paint properties.\n        if (this.style && this._styleDirty) {\n            this._styleDirty = false;\n\n            const zoom = this.transform.zoom;\n            const pitch = this.transform.pitch;\n            const now = browser.now();\n\n            const parameters = new EvaluationParameters(zoom, {\n                now,\n                fadeDuration,\n                pitch,\n                // Snap transitions before `load` so initial light transitions don't spin repaints;\n                // after `load`, user-triggered transitions must animate normally.\n                transition: this._loaded ? this.style.transition : {duration: 0, delay: 0},\n                worldview: this._worldview\n            });\n\n            this.style.update(parameters);\n        }\n\n        if (this.style && this.style.hasFogTransition()) {\n            this.style._markersNeedUpdate = true;\n            this._sourcesDirty = true;\n        }\n\n        // If we are in _render for any reason other than an in-progress paint\n        // transition, update source caches to check for and load any tiles we\n        // need for the current transform\n        let averageElevationChanged = false;\n        if (this.style && this._sourcesDirty) {\n            this._sourcesDirty = false;\n            this.painter._updateFog(this.style);\n            this._updateTerrain(); // Terrain DEM source updates here and skips update in Style#updateSources.\n            averageElevationChanged = this._updateAverageElevation(frameStartTime);\n            this.style.updateSources(this.transform);\n            this.style.updateImageProviders();\n            // Update positions of markers and popups on enabling/disabling terrain\n            if (!this.isMoving()) {\n                this._forceMarkerAndPopupUpdate();\n            }\n        } else {\n            averageElevationChanged = this._updateAverageElevation(frameStartTime);\n        }\n\n        if (this.style) {\n            this._placementDirty = this.style._updatePlacement(this.painter.transform, this.showCollisionBoxes, fadeDuration, this._crossSourceCollisions, this.painter.replacementSource, this._placementAlgorithm);\n        }\n\n        // Actually draw - unless we're waiting on draping to load\n        if (this.style && !(this.transform.projection.requiresDraping && !Lite.loaded)) {\n            this.painter.render(this.style, {\n                showTileBoundaries: this.showTileBoundaries,\n                showParseStatus: this.showParseStatus,\n                wireframe: {\n                    terrain: this.showTerrainWireframe,\n                    layers2D: this.showLayers2DWireframe,\n                    layers3D: this.showLayers3DWireframe\n                },\n                showOverdrawInspector: this._showOverdrawInspector,\n                showQueryGeometry: !!this._showQueryGeometry,\n                showTileAABBs: this.showTileAABBs,\n                rotating: this.isRotating(),\n                zooming: this.isZooming(),\n                moving: this.isMoving(),\n                fadeDuration,\n                isInitialLoad: this._isInitialLoad,\n                showPadding: this.showPadding,\n                gpuTiming: !!this.listens('gpu-timing-layer'),\n                gpuTimingDeferredRender: !!this.listens('gpu-timing-deferred-render'),\n                speedIndexTiming: this.speedIndexTiming,\n                paintStartTimeStamp,\n            });\n        }\n\n        this.fire(new Event('render'));\n\n        if (this.loaded() && !this._loaded) {\n            this._loaded = true;\n            LivePerformanceUtils.mark(LivePerformanceMarkers.load);\n            this.fire(new Event('load'));\n        }\n\n        if (this.style && (this.style.hasTransitions())) {\n            this._styleDirty = true;\n        }\n\n        // Whenever precipitation effects are present -> force constant redraw\n        if (this.style && (this.style.snow || this.style.rain)) {\n            this._styleDirty = true;\n        }\n\n        // Background patterns are rasterized in a worker thread, while\n        // it's still in progress we need to keep rendering\n        if (this.style && this.style.imageManager.hasPatternsInFlight()) {\n            this._styleDirty = true;\n        }\n\n        if (this.style && !this._placementDirty) {\n            // Since no fade operations are in progress, we can release\n            // all tiles held for fading. If we didn't do this, the tiles\n            // would just sit in the SourceCaches until the next render\n            this.style._releaseSymbolFadeTiles();\n        }\n\n        if (gpuTimer) {\n            const renderCPUTime = browser.now() - frameStartTime;\n            gl.endQuery(extTimerQuery.TIME_ELAPSED_EXT);\n            setTimeout(() => {\n                const renderGPUTime = gl.getQueryParameter(gpuTimer, gl.QUERY_RESULT) / (1000 * 1000);\n                gl.deleteQuery(gpuTimer);\n                this.fire(new Event('gpu-timing-frame', {\n                    cpuTime: renderCPUTime,\n                    gpuTime: renderGPUTime\n                }));\n                PerformanceUtils.mark(PerformanceMarkers.frameGPU, {\n                    startTime: frameStartTime,\n                    detail: {\n                        gpuTime: renderGPUTime\n                    }\n                });\n            }, 50); // Wait 50ms to give time for all GPU calls to finish before querying\n        }\n\n        PerformanceUtils.endMeasure(m);\n\n        if (this.listens('gpu-timing-layer')) {\n            // Resetting the Painter's per-layer timing queries here allows us to isolate\n            // the queries to individual frames.\n            const frameLayerQueries = this.painter.collectGpuTimers();\n\n            setTimeout(() => {\n                const renderedLayerTimes = this.painter.queryGpuTimers(frameLayerQueries);\n\n                this.fire(new Event('gpu-timing-layer', {\n                    layerTimes: renderedLayerTimes\n                }));\n            }, 50); // Wait 50ms to give time for all GPU calls to finish before querying\n        }\n\n        if (this.listens('gpu-timing-deferred-render')) {\n            const deferredRenderQueries = this.painter.collectDeferredRenderGpuQueries();\n\n            setTimeout(() => {\n                const gpuTime = this.painter.queryGpuTimeDeferredRender(deferredRenderQueries);\n                this.fire(new Event('gpu-timing-deferred-render', {gpuTime}));\n            }, 50); // Wait 50ms to give time for all GPU calls to finish before querying\n        }\n\n        // Schedule another render frame if it's needed.\n        //\n        // Even though `_styleDirty` and `_sourcesDirty` are reset in this\n        // method, synchronous events fired during Style#update or\n        // Style#updateSources could have caused them to be set again.\n        const somethingDirty = this._sourcesDirty || this._styleDirty || this._placementDirty || averageElevationChanged;\n\n        if (somethingDirty || this._repaint) {\n            this.triggerRepaint();\n        } else {\n            const willIdle = this.idle();\n            if (willIdle) {\n                // Before idling, we perform one last sample so that if the average elevation\n                // does not exactly match the terrain, we skip idle and ease it to its final state.\n                averageElevationChanged = this._updateAverageElevation(frameStartTime, true);\n            }\n\n            if (averageElevationChanged) {\n                this.triggerRepaint();\n            } else {\n                this._triggerFrame(false);\n                if (willIdle) {\n                    this.fire(new Event('idle'));\n                    this._isInitialLoad = false;\n                    // check the options to see if need to calculate the speed index\n                    if (this.speedIndexTiming) {\n                        const speedIndexNumber = this._calculateSpeedIndex();\n                        this.fire(new Event('speedindexcompleted', {speedIndex: speedIndexNumber}));\n                        this.speedIndexTiming = false;\n                    }\n                }\n\n                if (willIdle && this.style) {\n                    this.style.handleIdle();\n                }\n            }\n        }\n\n        if (this._loaded && !this._fullyLoaded && !somethingDirty) {\n            this._fullyLoaded = true;\n            LivePerformanceUtils.mark(LivePerformanceMarkers.fullLoad);\n            // Following lines are billing and metrics related code. Do not change. See LICENSE.txt\n            if (this._performanceMetricsCollection) {\n                postPerformanceEvent(this._requestManager._customAccessToken, {\n                    width: this.painter.width,\n                    height: this.painter.height,\n                    interactionRange: this._interactionRange,\n                    visibilityHidden: this._visibilityHidden,\n                    terrainEnabled: this.painter.style.hasTerrain(),\n                    fogEnabled: !!this.painter.style.getFog(),\n                    projection: this.getProjection().name,\n                    zoom: this.transform.zoom,\n                    renderer: this.painter.context.renderer,\n                    vendor: this.painter.context.vendor\n                });\n            }\n            this._authenticate();\n        }\n    }\n\n    _forceMarkerAndPopupUpdate(shouldWrap?: boolean) {\n        for (const marker of this._markers) {\n            // Wrap marker location when toggling to a projection without world copies\n            if (shouldWrap && !this.getRenderWorldCopies()) {\n                marker._lngLat = marker._lngLat.wrap();\n            }\n            marker._update();\n        }\n        for (const popup of this._popups) {\n            // Wrap popup location when toggling to a projection without world copies and track pointer set to false\n            if (shouldWrap && !this.getRenderWorldCopies() && !popup._trackPointer) {\n                popup._lngLat = popup._lngLat.wrap();\n            }\n            popup._update();\n        }\n    }\n\n    /**\n     * Update the average visible elevation by sampling terrain\n     *\n     * @returns {boolean} true if elevation has changed from the last sampling\n     * @private\n     */\n    _updateAverageElevation(timeStamp: number, ignoreTimeout: boolean = false): boolean {\n        const applyUpdate = (value: number) => {\n            this.transform.averageElevation = value;\n            this._update(false);\n            return true;\n        };\n\n        if (!this.painter.averageElevationNeedsEasing()) {\n            if (this.transform.averageElevation !== 0) return applyUpdate(0);\n            return false;\n        }\n\n        const exaggerationChanged = this.transform.elevation && this.transform.elevation.exaggeration() !== this._averageElevationExaggeration;\n        const timeoutElapsed = ignoreTimeout || timeStamp - this._averageElevationLastSampledAt > AVERAGE_ELEVATION_SAMPLING_INTERVAL;\n\n        if (exaggerationChanged || (timeoutElapsed && !this._averageElevation.isEasing(timeStamp))) {\n            const currentElevation = this.transform.averageElevation;\n            let newElevation = this.transform.sampleAverageElevation();\n\n            if (this.transform.elevation != null) {\n                this._averageElevationExaggeration = this.transform.elevation.exaggeration();\n            }\n\n            // New elevation is NaN if no terrain tiles were available\n            if (isNaN(newElevation)) {\n                newElevation = 0;\n            } else {\n                // Don't activate the timeout if no data was available\n                this._averageElevationLastSampledAt = timeStamp;\n            }\n            const elevationChange = Math.abs(currentElevation - newElevation);\n\n            if (elevationChange > AVERAGE_ELEVATION_EASE_THRESHOLD) {\n                if (this._isInitialLoad || exaggerationChanged) {\n                    this._averageElevation.jumpTo(newElevation);\n                    return applyUpdate(newElevation);\n                } else {\n                    this._averageElevation.easeTo(newElevation, timeStamp, AVERAGE_ELEVATION_EASE_TIME);\n                }\n            } else if (elevationChange > AVERAGE_ELEVATION_CHANGE_THRESHOLD) {\n                this._averageElevation.jumpTo(newElevation);\n                return applyUpdate(newElevation);\n            }\n        }\n\n        if (this._averageElevation.isEasing(timeStamp)) {\n            return applyUpdate(this._averageElevation.getValue(timeStamp));\n        }\n\n        return false;\n    }\n\n    /***** START WARNING - REMOVAL OR MODIFICATION OF THE\n    * FOLLOWING CODE VIOLATES THE MAPBOX TERMS OF SERVICE  ******\n    * The following code is used to access Mapbox's APIs. Removal or modification\n    * of this code can result in higher fees and/or\n    * termination of your account with Mapbox.\n    *\n    * Under the Mapbox Terms of Service, you may not use this code to access Mapbox\n    * Mapping APIs other than through Mapbox SDKs.\n    *\n    * The Mapping APIs documentation is available at https://docs.mapbox.com/api/maps/#maps\n    * and the Mapbox Terms of Service are available at https://www.mapbox.com/tos/\n    ******************************************************************************/\n\n    _isTokenExpired() {\n        return this._tokenExpiration != null && Date.now() > this._tokenExpiration;\n    }\n\n    _revokeAuth() {\n        const gl = this.painter.context.gl;\n        storeAuthState(gl, false);\n\n        if (this._logoControl instanceof LogoControl) {\n            this._logoControl._updateLogo();\n        }\n\n        if (gl) {\n            gl.clear(gl.DEPTH_BUFFER_BIT | gl.COLOR_BUFFER_BIT | gl.STENCIL_BUFFER_BIT);\n        }\n\n        if (!this._silenceAuthErrors) {\n            this.fire(new ErrorEvent(new Error('A valid Mapbox access token is required to use Mapbox GL JS. To create an account or a new access token, visit https://account.mapbox.com/')));\n        }\n    }\n\n    _authenticate() {\n        getMapSessionAPI(this._getMapId(), this._requestManager._skuToken, this._requestManager._customAccessToken, (err: AJAXError) => {\n            if (err) {\n                // throwing an error here will cause the callback to be called again unnecessarily\n                if (err.message === AUTH_ERR_MSG || err.status === 401) {\n                    this._revokeAuth();\n                }\n            }\n        });\n\n        if (this._isTokenExpired()) this._revokeAuth();\n\n        postMapLoadEvent(this._getMapId(), this._requestManager._skuToken, this._requestManager._customAccessToken, () => {});\n    }\n\n    /***** END WARNING - REMOVAL OR MODIFICATION OF THE\n    PRECEDING CODE VIOLATES THE MAPBOX TERMS OF SERVICE  ******/\n\n    _postStyleLoadEvent() {\n        if (!this.style.globalId) {\n            return;\n        }\n\n        postStyleLoadEvent(this._requestManager._customAccessToken, {\n            map: this,\n            style: this.style.globalId,\n            importedStyles: this.style.getImportGlobalIds()\n        });\n    }\n\n    _postStyleWithAppearanceEvent() {\n        if (!this.style.globalId || !this.style.hasAppearances()) {\n            return;\n        }\n\n        postStyleWithAppearanceEvent(this._requestManager._customAccessToken);\n    }\n\n    _postAddingAppearancesToStyleEvent() {\n        postAddedAppearanceEvent(this._requestManager._customAccessToken);\n    }\n\n    _updateTerrain() {\n        // Recalculate if enabled/disabled and calculate elevation cover. As camera is using elevation tiles before\n        // render (and deferred update after zoom recalculation), this needs to be called when removing terrain source.\n        const adaptCameraAltitude = this._isDragging();\n        this.painter.updateTerrain(this.style, adaptCameraAltitude);\n    }\n\n    _calculateSpeedIndex(): number {\n        const finalFrame = this.painter.canvasCopy();\n        const canvasCopyInstances = this.painter.getCanvasCopiesAndTimestamps();\n        canvasCopyInstances.timeStamps.push(performance.now());\n\n        const gl = this.painter.context.gl;\n        const framebuffer = gl.createFramebuffer();\n        gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);\n\n        function read(texture?: WebGLTexture | null) {\n            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);\n            const pixels = new Uint8Array(gl.drawingBufferWidth * gl.drawingBufferHeight * 4);\n            gl.readPixels(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight, gl.RGBA, gl.UNSIGNED_BYTE, pixels);\n            return pixels;\n        }\n\n        return this._canvasPixelComparison(read(finalFrame), canvasCopyInstances.canvasCopies.map(read), canvasCopyInstances.timeStamps);\n    }\n\n    _canvasPixelComparison(finalFrame: Uint8Array, allFrames: Uint8Array[], timeStamps: number[]): number {\n        let finalScore = timeStamps[1] - timeStamps[0];\n        const numPixels = finalFrame.length / 4;\n\n        for (let i = 0; i < allFrames.length; i++) {\n            const frame = allFrames[i];\n            let cnt = 0;\n            for (let j = 0; j < frame.length; j += 4) {\n                if (frame[j] === finalFrame[j] &&\n                    frame[j + 1] === finalFrame[j + 1] &&\n                    frame[j + 2] === finalFrame[j + 2] &&\n                    frame[j + 3] === finalFrame[j + 3]) {\n                    cnt = cnt + 1;\n                }\n            }\n            //calculate the % visual completeness\n            const interval = timeStamps[i + 2] - timeStamps[i + 1];\n            const visualCompletness = cnt / numPixels;\n            finalScore +=  interval * (1 - visualCompletness);\n        }\n        return finalScore;\n    }\n\n    /**\n     * Clean up and release all internal resources associated with this map.\n     *\n     * This includes DOM elements, event bindings, web workers, and WebGL resources.\n     *\n     * Use this method when you are done using the map and wish to ensure that it no\n     * longer consumes browser resources. Afterwards, you must not call any other\n     * methods on the map.\n     *\n     * @example\n     * map.remove();\n     */\n    remove() {\n        if (this._removed) return;\n        if (this._hash) this._hash.remove();\n\n        for (const control of this._controls) control.onRemove(this);\n        this._controls = [];\n\n        if (this._frame) {\n            this._frame.cancel();\n            this._frame = null;\n        }\n        this._renderTaskQueue.clear();\n        this._domRenderTaskQueue.clear();\n        if (this.style) {\n            this.style.destroy();\n        }\n        this.painter.destroy();\n        if (this.handlers) this.handlers.destroy();\n        this.handlers = undefined;\n        this.setStyle(null);\n\n        window.removeEventListener('resize', this._onWindowResize, false);\n        window.removeEventListener('orientationchange', this._onWindowResize, false);\n        window.removeEventListener(this._fullscreenchangeEvent, this._onWindowResize, false);\n        window.removeEventListener('online', this._onWindowOnline, false);\n        window.removeEventListener('visibilitychange', this._onVisibilityChange, false);\n\n        const extension = this.painter.context.gl.getExtension('WEBGL_lose_context');\n        if (extension) extension.loseContext();\n\n        this._canvas.removeEventListener('webglcontextlost', this._contextLost, false);\n        this._canvas.removeEventListener('webglcontextrestored', this._contextRestored, false);\n\n        this._canvasContainer.remove();\n        this._controlContainer.remove();\n        this._missingCSSCanary.remove();\n\n        this._canvas = undefined;\n        this._canvasContainer = undefined;\n        this._controlContainer = undefined;\n        this._missingCSSCanary = undefined;\n\n        this._container.classList.remove('mapboxgl-map');\n        this._container.removeEventListener('scroll', this._onMapScroll, false);\n\n        PerformanceUtils.clearMetrics();\n        removeAuthState(this.painter.context.gl);\n\n        mapSessionAPI.remove();\n        mapLoadEvent.remove();\n\n        this._removed = true;\n        this.fire(new Event('remove'));\n    }\n\n    /**\n     * Trigger the rendering of a single frame. Use this method with custom layers to\n     * repaint the map when the layer's properties or properties associated with the\n     * layer's source change. Calling this multiple times before the\n     * next frame is rendered will still result in only a single frame being rendered.\n     *\n     * @example\n     * map.triggerRepaint();\n     * @see [Example: Add a 3D model](https://docs.mapbox.com/mapbox-gl-js/example/add-3d-model/)\n     * @see [Example: Add an animated icon to the map](https://docs.mapbox.com/mapbox-gl-js/example/add-image-animated/)\n     */\n    triggerRepaint() {\n        this._triggerFrame(true);\n    }\n\n    _triggerFrame(render: boolean) {\n        this._renderNextFrame = this._renderNextFrame || render;\n        if (!this.style || this._frame) return;\n\n        const provider = this._animationFrameProvider;\n        if (!provider) {\n            this._frame = browser.frame((paintStartTimeStamp: number) => {\n                const isRenderFrame = !!this._renderNextFrame;\n                PerformanceUtils.frame(paintStartTimeStamp, isRenderFrame);\n                this._frame = null;\n                this._renderNextFrame = null;\n                if (isRenderFrame) {\n                    this._render(paintStartTimeStamp);\n                }\n            });\n            return;\n        }\n\n        // `_frame` stays non-null while `_render` runs so a synchronous provider's\n        // re-entrant repaint can't recurse. A microtask schedules the follow-up\n        // frame after the stack unwinds. Don't fold the branch above into this\n        // one: holding `_frame` through `_render` measurably slows the default\n        // rAF loop.\n        const drainFrame = (paintStartTimeStamp: number) => {\n            const isRenderFrame = !!this._renderNextFrame;\n            PerformanceUtils.frame(paintStartTimeStamp, isRenderFrame);\n            this._renderNextFrame = null;\n            try {\n                if (isRenderFrame) this._render(paintStartTimeStamp);\n            } finally {\n                this._frame = null;\n            }\n            if (isRenderFrame && !this._removed) {\n                // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                Promise.resolve().then(() => this._triggerFrame(false));\n            }\n        };\n\n        let handle: number | null = null;\n        this._frame = {cancel: () => { if (handle !== null) provider.cancelAnimationFrame(handle); }};\n        try {\n            handle = provider.requestAnimationFrame(drainFrame);\n        } catch (e) {\n            this._frame = null;\n            throw e;\n        }\n    }\n\n    /**\n     * Preloads all tiles that will be requested for one or a series of transformations\n     *\n     * @private\n     * @returns {Object} Returns `this` | Promise.\n     */\n    override _preloadTiles(transform: Transform | Array<Transform>): this {\n        const sourceCaches: Array<SourceCache> = this.style ? this.style.getSourceCaches() : [];\n        asyncAll(sourceCaches, (sourceCache, done) => sourceCache._preloadTiles(transform, done), () => {\n            this.triggerRepaint();\n        });\n\n        return this;\n    }\n\n    _onWindowOnline() {\n        this._update();\n    }\n\n    _onWindowResize(event: UIEvent) {\n        if (this._trackResize) {\n            this.resize({originalEvent: event})._update();\n        }\n    }\n\n    _onVisibilityChange() {\n        if (document.visibilityState === 'hidden') {\n            this._visibilityHidden++;\n        }\n    }\n\n    /** @section Debug features */\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will render an outline\n     * around each tile. These tile boundaries are useful for debugging.\n     *\n     * @name showTileBoundaries\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     * @example\n     * map.showTileBoundaries = true;\n     */\n    get showTileBoundaries(): boolean { return !!this._showTileBoundaries; }\n    set showTileBoundaries(value: boolean) {\n        if (this._showTileBoundaries === value) return;\n        this._showTileBoundaries = value;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        if (value) prepareDebug();\n        this._update();\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will render the tile ID\n     * and the status of the tile in their corner when `showTileBoundaries` is on.\n     *\n     * The uncompressed file size of the first vector source is drawn in the top left\n     * corner of each tile, next to the tile ID.\n     *\n     * @name showParseStatus\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     * @example\n     * map.showParseStatus = true;\n     */\n    get showParseStatus(): boolean { return !!this._showParseStatus; }\n    set showParseStatus(value: boolean) {\n        if (this._showParseStatus === value) return;\n        this._showParseStatus = value;\n        this._update();\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will render a wireframe\n     * on top of the displayed terrain. Useful for debugging.\n     *\n     * The wireframe is always red and is drawn only when terrain is active.\n     *\n     * @name showTerrainWireframe\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     * @example\n     * map.showTerrainWireframe = true;\n     */\n    get showTerrainWireframe(): boolean { return !!this._showTerrainWireframe; }\n    set showTerrainWireframe(value: boolean) {\n        if (this._showTerrainWireframe === value) return;\n        this._showTerrainWireframe = value;\n        this._update();\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will render a wireframe\n     * on top of 2D layers. Useful for debugging.\n     *\n     * The wireframe is always red and is drawn only for 2D layers.\n     *\n     * @name showLayers2DWireframe\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     * @example\n     * map.showLayers2DWireframe = true;\n     */\n    get showLayers2DWireframe(): boolean { return !!this._showLayers2DWireframe; }\n    set showLayers2DWireframe(value: boolean) {\n        if (this._showLayers2DWireframe === value) return;\n        this._showLayers2DWireframe = value;\n        this._update();\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will render a wireframe\n     * on top of 3D layers. Useful for debugging.\n     *\n     * The wireframe is always red and is drawn only for 3D layers.\n     *\n     * @name showLayers3DWireframe\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     * @example\n     * map.showLayers3DWireframe = true;\n     */\n    get showLayers3DWireframe(): boolean { return !!this._showLayers3DWireframe; }\n    set showLayers3DWireframe(value: boolean) {\n        if (this._showLayers3DWireframe === value) return;\n        this._showLayers3DWireframe = value;\n        this._update();\n    }\n\n    get showElevationIdDebug(): boolean { return this.painter ? this.painter._debugParams.showElevationIdDebug : false; }\n    set showElevationIdDebug(value: boolean) {\n        if (!this.painter || this.painter._debugParams.showElevationIdDebug === value) return;\n        this.painter._debugParams.showElevationIdDebug = value;\n        if (this.style && value) {\n            this.style._reloadSources();\n        } else {\n            this._update();\n        }\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the speedindex metric calculation is on or off\n     *\n     * @private\n     * @name speedIndexTiming\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     * @example\n     * map.speedIndexTiming = true;\n     */\n    get speedIndexTiming(): boolean { return !!this._speedIndexTiming; }\n    set speedIndexTiming(value: boolean) {\n        if (this._speedIndexTiming === value) return;\n        this._speedIndexTiming = value;\n        this._update();\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will visualize\n     * the padding offsets.\n     *\n     * @name showPadding\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     */\n    get showPadding(): boolean { return !!this._showPadding; }\n    set showPadding(value: boolean) {\n        if (this._showPadding === value) return;\n        this._showPadding = value;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        if (value) prepareDebug();\n        this._update();\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will render boxes\n     * around all symbols in the data source, revealing which symbols\n     * were rendered or which were hidden due to collisions.\n     * This information is useful for debugging.\n     *\n     * @name showCollisionBoxes\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     */\n    get showCollisionBoxes(): boolean { return !!this._showCollisionBoxes; }\n    set showCollisionBoxes(value: boolean) {\n        if (this._showCollisionBoxes === value) return;\n        this._showCollisionBoxes = value;\n        // eslint-disable-next-line @typescript-eslint/no-floating-promises\n        if (value) prepareDebug();\n        if (this.style && value) {\n            // When we turn collision boxes on we have to generate them for existing tiles\n            // When we turn them off, there's no cost to leaving existing boxes in place\n            this.style._reloadSources();\n        } else {\n            // Otherwise, call an update to remove collision boxes\n            this._update();\n        }\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map should color-code\n     * each fragment to show how many times it has been shaded.\n     * White fragments have been shaded 8 or more times.\n     * Black fragments have been shaded 0 times.\n     * This information is useful for debugging.\n     *\n     * @name showOverdraw\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     */\n    get showOverdrawInspector(): boolean { return !!this._showOverdrawInspector; }\n    set showOverdrawInspector(value: boolean) {\n        if (this._showOverdrawInspector === value) return;\n        this._showOverdrawInspector = value;\n        this._update();\n    }\n\n    /**\n     * Gets and sets a Boolean indicating whether the map will\n     * continuously repaint. This information is useful for analyzing performance.\n     * The map will never be idle when this option is set to `true`.\n     *\n     * @name repaint\n     * @type {boolean}\n     * @instance\n     * @memberof Map\n     */\n    get repaint(): boolean { return !!this._repaint; }\n    set repaint(value: boolean) {\n        if (this._repaint !== value) {\n            this._repaint = value;\n            this.triggerRepaint();\n        }\n    }\n    // show vertices\n    get vertices(): boolean { return !!this._vertices; }\n    set vertices(value: boolean) { this._vertices = value; this._update(); }\n\n    /**\n    * Display tile AABBs for debugging\n    *\n    * @private\n    * @type {boolean}\n    */\n    get showTileAABBs(): boolean { return !!this._showTileAABBs; }\n    set showTileAABBs(value: boolean) {\n        if (this._showTileAABBs === value) return;\n        this._showTileAABBs = value;\n        if (!value) { Debug.clearAabbs(); return; }\n        this._update();\n    }\n\n    // for cache browser tests\n    _setCacheLimits(limit: number, checkThreshold: number) {\n        setCacheLimits(limit, checkThreshold);\n    }\n\n    /**\n     * The version of Mapbox GL JS in use as specified in package.json, CHANGELOG.md, and the GitHub release.\n     *\n     * @name version\n     * @instance\n     * @memberof Map\n     * @var {string} version\n     */\n\n    get version(): string { return version; }\n}\n\n/**\n * Interface for interactive controls added to the map. This is a\n * specification for implementers to model: it is not\n * an exported method or class.\n *\n * Controls must implement `onAdd` and `onRemove`, and must own an\n * element, which is often a `div` element. To use Mapbox GL JS's\n * default control styling, add the `mapboxgl-ctrl` class to your control's\n * node.\n *\n * @interface IControl\n * @example\n * // Control implemented as ES6 class\n * class HelloWorldControl {\n *     onAdd(map) {\n *         this._map = map;\n *         this._container = document.createElement('div');\n *         this._container.className = 'mapboxgl-ctrl';\n *         this._container.textContent = 'Hello, world';\n *         return this._container;\n *     }\n *\n *     onRemove() {\n *         this._container.parentNode.removeChild(this._container);\n *         this._map = undefined;\n *     }\n * }\n *\n * @example\n * // Control implemented as ES5 prototypical class\n * function HelloWorldControl() { }\n *\n * HelloWorldControl.prototype.onAdd = function(map) {\n *     this._map = map;\n *     this._container = document.createElement('div');\n *     this._container.className = 'mapboxgl-ctrl';\n *     this._container.textContent = 'Hello, world';\n *     return this._container;\n * };\n *\n * HelloWorldControl.prototype.onRemove = function () {\n *     this._container.parentNode.removeChild(this._container);\n *     this._map = undefined;\n * };\n */\n\n/**\n * Register a control on the map and give it a chance to register event listeners\n * and resources. This method is called by {@link Map#addControl}\n * internally.\n *\n * @function\n * @memberof IControl\n * @instance\n * @name onAdd\n * @param {Map} map The Map this control will be added to.\n * @returns {HTMLElement} The control's container element. This should\n * be created by the control and returned by onAdd without being attached\n * to the DOM: the map will insert the control's element into the DOM\n * as necessary.\n */\n\n/**\n * Unregister a control on the map and give it a chance to detach event listeners\n * and resources. This method is called by {@link Map#removeControl}\n * internally.\n *\n * @function\n * @memberof IControl\n * @instance\n * @name onRemove\n * @param {Map} map The Map this control will be removed from.\n * @returns {undefined} There is no required return value for this method.\n */\n\n/**\n * Optionally provide a default position for this control. If this method\n * is implemented and {@link Map#addControl} is called without the `position`\n * parameter, the value returned by getDefaultPosition will be used as the\n * control's position.\n *\n * @function\n * @memberof IControl\n * @instance\n * @name getDefaultPosition\n * @returns {string} A control position, one of the values valid in addControl.\n */\n\n/**\n * A [`Point` geometry](https://github.com/mapbox/point-geometry) object, which has\n * `x` and `y` screen coordinates in pixels, or other units.\n *\n * @typedef {Point} Point\n * @example\n * const point = new mapboxgl.Point(400, 525);\n */\n\n/**\n * A {@link Point} or an array of two numbers representing `x` and `y` screen coordinates in pixels, or other units.\n *\n * @typedef {(Point | Array<number>)} PointLike\n * @example\n * const p1 = new mapboxgl.Point(400, 525); // a PointLike which is a Point\n * const p2 = [400, 525]; // a PointLike which is an array of two numbers\n */\n","\nimport * as DOM from '../../util/dom';\nimport {bindAll} from '../../util/util';\nimport {MouseRotateHandler, MousePitchHandler} from '../handler/mouse';\n\nimport type Point from '@mapbox/point-geometry';\nimport type {Map, IControl} from '../map';\n\nexport type NavigationControlOptions = {\n    showCompass?: boolean;\n    showZoom?: boolean;\n    visualizePitch?: boolean;\n};\n\nconst defaultOptions: NavigationControlOptions = {\n    showCompass: true,\n    showZoom: true,\n    visualizePitch: false\n};\n\n/**\n * A `NavigationControl` control contains zoom buttons and a compass.\n * Add this control to a map using {@link Map#addControl}.\n *\n * @implements {IControl}\n * @param {Object} [options]\n * @param {boolean} [options.showCompass=true] If `true` the compass button is included.\n * @param {boolean} [options.showZoom=true] If `true` the zoom-in and zoom-out buttons are included.\n * @param {boolean} [options.visualizePitch=false] If `true` the pitch is visualized by rotating X-axis of compass.\n * @example\n * const nav = new mapboxgl.NavigationControl();\n * map.addControl(nav, 'top-left');\n * @example\n * const nav = new mapboxgl.NavigationControl({\n *     visualizePitch: true\n * });\n * map.addControl(nav, 'bottom-right');\n * @see [Example: Display map navigation controls](https://www.mapbox.com/mapbox-gl-js/example/navigation/)\n * @see [Example: Add a third party vector tile source](https://www.mapbox.com/mapbox-gl-js/example/third-party/)\n */\nclass NavigationControl implements IControl {\n    _map?: Map;\n    options: NavigationControlOptions;\n    _container: HTMLElement;\n    _zoomInButton!: HTMLButtonElement;\n    _zoomOutButton!: HTMLButtonElement;\n    _compass!: HTMLButtonElement;\n    _compassIcon!: HTMLElement;\n    _handler?: MouseRotateWrapper;\n\n    constructor(options: NavigationControlOptions = {}) {\n        this.options = {...defaultOptions, ...options};\n\n        this._container = DOM.create('div', 'mapboxgl-ctrl mapboxgl-ctrl-group');\n        this._container.addEventListener('contextmenu', (e: MouseEvent) => e.preventDefault());\n\n        if (this.options.showZoom) {\n            bindAll([\n                '_setButtonTitle',\n                '_updateZoomButtons'\n            ], this);\n            this._zoomInButton = this._createButton('mapboxgl-ctrl-zoom-in', (e) => { if (this._map) this._map.zoomIn({}, {originalEvent: e}); });\n            DOM.create('span', `mapboxgl-ctrl-icon`, this._zoomInButton).setAttribute('aria-hidden', 'true');\n            this._zoomOutButton = this._createButton('mapboxgl-ctrl-zoom-out', (e) => { if (this._map) this._map.zoomOut({}, {originalEvent: e}); });\n            DOM.create('span', `mapboxgl-ctrl-icon`, this._zoomOutButton).setAttribute('aria-hidden', 'true');\n        }\n        if (this.options.showCompass) {\n            bindAll([\n                '_rotateCompassArrow'\n            ], this);\n            this._compass = this._createButton('mapboxgl-ctrl-compass', (e) => {\n                const map = this._map;\n                if (!map) return;\n                if (this.options.visualizePitch) {\n                    map.resetNorthPitch({}, {originalEvent: e});\n                } else {\n                    map.resetNorth({}, {originalEvent: e});\n                }\n            });\n            this._compassIcon = DOM.create('span', 'mapboxgl-ctrl-icon', this._compass);\n            this._compassIcon.setAttribute('aria-hidden', 'true');\n        }\n    }\n\n    _updateZoomButtons() {\n        const map = this._map;\n        if (!map) return;\n\n        const zoom = map.getZoom();\n        const isMax = zoom === map.getMaxZoom();\n        const isMin = zoom === map.getMinZoom();\n        this._zoomInButton.disabled = isMax;\n        this._zoomOutButton.disabled = isMin;\n        this._zoomInButton.setAttribute('aria-disabled', isMax.toString());\n        this._zoomOutButton.setAttribute('aria-disabled', isMin.toString());\n    }\n\n    _rotateCompassArrow() {\n        const map = this._map;\n        if (!map) return;\n\n        const rotate = this.options.visualizePitch ?\n            `scale(${1 / Math.pow(Math.cos(map.transform.pitch * (Math.PI / 180)), 0.5)}) rotateX(${map.transform.pitch}deg) rotateZ(${map.transform.angle * (180 / Math.PI)}deg)` :\n            `rotate(${map.transform.angle * (180 / Math.PI)}deg)`;\n\n        map._requestDomTask(() => {\n            if (this._compassIcon) {\n                this._compassIcon.style.transform = rotate;\n            }\n        });\n    }\n\n    onAdd(map: Map): HTMLElement {\n        this._map = map;\n        if (this.options.showZoom) {\n            this._setButtonTitle(this._zoomInButton, 'ZoomIn');\n            this._setButtonTitle(this._zoomOutButton, 'ZoomOut');\n            map.on('zoom', this._updateZoomButtons);\n            this._updateZoomButtons();\n        }\n        if (this.options.showCompass) {\n            this._setButtonTitle(this._compass, 'ResetBearing');\n            if (this.options.visualizePitch) {\n                map.on('pitch', this._rotateCompassArrow);\n            }\n            map.on('rotate', this._rotateCompassArrow);\n            this._rotateCompassArrow();\n            this._handler = new MouseRotateWrapper(map, this._compass, this.options.visualizePitch);\n        }\n        return this._container;\n    }\n\n    onRemove() {\n        const map = this._map;\n        if (!map) return;\n        this._container.remove();\n        if (this.options.showZoom) {\n            map.off('zoom', this._updateZoomButtons);\n        }\n        if (this.options.showCompass) {\n            if (this.options.visualizePitch) {\n                map.off('pitch', this._rotateCompassArrow);\n            }\n            map.off('rotate', this._rotateCompassArrow);\n            if (this._handler) this._handler.off();\n            this._handler = undefined;\n        }\n        this._map = undefined;\n    }\n\n    _createButton(className: string, fn: (e: Event) => unknown): HTMLButtonElement {\n        const a = DOM.create('button', className, this._container);\n        a.type = 'button';\n        a.addEventListener('click', fn);\n        return a;\n    }\n\n    _setButtonTitle(button: HTMLButtonElement, title: 'ResetBearing' | 'ZoomIn' | 'ZoomOut') {\n        if (!this._map) return;\n        const str = this._map._getUIString(`NavigationControl.${title}`);\n        button.setAttribute('aria-label', str);\n        if (button.firstElementChild) button.firstElementChild.setAttribute('title', str);\n    }\n}\n\nclass MouseRotateWrapper {\n\n    map: Map;\n    _clickTolerance: number;\n    element: HTMLElement;\n    mouseRotate: MouseRotateHandler;\n    mousePitch!: MousePitchHandler;\n    _startPos: Point | null | undefined;\n    _lastPos: Point | null | undefined;\n\n    constructor(map: Map, element: HTMLElement, pitch: boolean = false) {\n        this._clickTolerance = 10;\n        this.element = element;\n        this.mouseRotate = new MouseRotateHandler({clickTolerance: map.dragRotate._mouseRotate._clickTolerance});\n        this.map = map;\n        if (pitch) this.mousePitch = new MousePitchHandler({clickTolerance: map.dragRotate._mousePitch._clickTolerance});\n\n        bindAll(['mousedown', 'mousemove', 'mouseup', 'touchstart', 'touchmove', 'touchend', 'reset'], this);\n        element.addEventListener('mousedown', this.mousedown);\n        element.addEventListener('touchstart', this.touchstart, {passive: false});\n        element.addEventListener('touchmove', this.touchmove);\n        element.addEventListener('touchend', this.touchend);\n        element.addEventListener('touchcancel', this.reset);\n    }\n\n    down(e: MouseEvent, point: Point) {\n        this.mouseRotate.mousedown(e, point);\n        if (this.mousePitch) this.mousePitch.mousedown(e, point);\n        DOM.disableDrag();\n    }\n\n    move(e: MouseEvent, point: Point) {\n        const map = this.map;\n        const r = this.mouseRotate.mousemoveWindow(e, point);\n        const delta = r && r.bearingDelta;\n        if (delta) map.setBearing(map.getBearing() + delta);\n        if (this.mousePitch) {\n            const p = this.mousePitch.mousemoveWindow(e, point);\n            const delta = p && p.pitchDelta;\n            if (delta) map.setPitch(map.getPitch() + delta);\n        }\n    }\n\n    off() {\n        const element = this.element;\n        element.removeEventListener('mousedown', this.mousedown);\n        element.removeEventListener('touchstart', this.touchstart);\n        element.removeEventListener('touchmove', this.touchmove);\n        element.removeEventListener('touchend', this.touchend);\n        element.removeEventListener('touchcancel', this.reset);\n        this.offTemp();\n    }\n\n    offTemp() {\n        DOM.enableDrag();\n        window.removeEventListener('mousemove', this.mousemove);\n        window.removeEventListener('mouseup', this.mouseup);\n    }\n\n    mousedown(e: MouseEvent) {\n        this.down({...e, button: e.button, type: e.type, ctrlKey: true, preventDefault: () => e.preventDefault()}, DOM.mousePos(this.element, e));\n        window.addEventListener('mousemove', this.mousemove);\n        window.addEventListener('mouseup', this.mouseup);\n    }\n\n    mousemove(e: MouseEvent) {\n        this.move(e, DOM.mousePos(this.element, e));\n    }\n\n    mouseup(e: MouseEvent) {\n        this.mouseRotate.mouseupWindow(e);\n        if (this.mousePitch) this.mousePitch.mouseupWindow(e);\n        this.offTemp();\n    }\n\n    touchstart(e: TouchEvent) {\n        if (e.targetTouches.length !== 1) {\n            this.reset();\n        } else {\n            this._startPos = this._lastPos = DOM.touchPos(this.element, e.targetTouches)[0];\n            this.down(({type: 'mousedown', button: 0, ctrlKey: true, preventDefault: () => e.preventDefault()} as MouseEvent), this._startPos);\n        }\n    }\n\n    touchmove(e: TouchEvent) {\n        if (e.targetTouches.length !== 1) {\n            this.reset();\n        } else {\n            this._lastPos = DOM.touchPos(this.element, e.targetTouches)[0];\n            this.move(({buttons: 1, preventDefault: () => e.preventDefault()} as MouseEvent), this._lastPos);\n        }\n    }\n\n    touchend(e: TouchEvent) {\n        if (e.targetTouches.length === 0 &&\n            this._startPos &&\n            this._lastPos &&\n            this._startPos.dist(this._lastPos) < this._clickTolerance) {\n            this.element.click();\n        }\n        this.reset();\n    }\n\n    reset() {\n        this.mouseRotate.reset();\n        if (this.mousePitch) this.mousePitch.reset();\n        delete this._startPos;\n        delete this._lastPos;\n        this.offTemp();\n    }\n}\n\nexport default NavigationControl;\n","import LngLat from '../geo/lng_lat';\n\nimport type Point from '@mapbox/point-geometry';\nimport type Transform from '../geo/transform';\n\n/**\n * Given a LngLat, prior projected position, and a transform, return a new LngLat shifted\n * n × 360° east or west for some n ≥ 0 such that:\n *\n * * the projected location of the result is on screen, if possible, and secondarily:\n * * the difference between the projected location of the result and the prior position\n *   is minimized.\n *\n * The object is to preserve perceived object constancy for Popups and Markers as much as\n * possible; they should avoid shifting large distances across the screen, even when the\n * map center changes by ±360° due to automatic wrapping, and when about to go off screen,\n * should wrap just enough to avoid doing so.\n *\n * @private\n */\nexport default function (lngLat: LngLat, priorPos: Point | null | undefined, transform: Transform): LngLat {\n    lngLat = new LngLat(lngLat.lng, lngLat.lat);\n\n    // First, try shifting one world in either direction, and see if either is closer to the\n    // prior position. Don't shift away if it new position is further from center.\n    // This preserves object constancy when the map center is auto-wrapped during animations,\n    // but don't allow it to run away on horizon (points towards horizon get closer and closer).\n    if (priorPos) {\n        const left = new LngLat(lngLat.lng - 360, lngLat.lat);\n        const right = new LngLat(lngLat.lng + 360, lngLat.lat);\n        // Unless offscreen, keep the marker within same wrap distance to center. This is to prevent\n        // running it to infinity `lng` near horizon when bearing is ~90°.\n        const withinWrap = Math.ceil(Math.abs(lngLat.lng - transform.center.lng) / 360) * 360;\n        const delta = transform.locationPoint3D(lngLat).distSqr(priorPos);\n        const offscreen = priorPos.x < 0 || priorPos.y < 0 || priorPos.x > transform.width || priorPos.y > transform.height;\n        if (transform.locationPoint3D(left).distSqr(priorPos) < delta && (offscreen || Math.abs(left.lng - transform.center.lng) < withinWrap)) {\n            lngLat = left;\n        } else if (transform.locationPoint3D(right).distSqr(priorPos) < delta && (offscreen || Math.abs(right.lng - transform.center.lng) < withinWrap)) {\n            lngLat = right;\n        }\n    }\n\n    // Second, wrap toward the center until the new position is on screen, or we can't get\n    // any closer.\n    while (Math.abs(lngLat.lng - transform.center.lng) > 180) {\n        const pos = transform.locationPoint3D(lngLat);\n        if (pos.x >= 0 && pos.y >= 0 && pos.x <= transform.width && pos.y <= transform.height) {\n            break;\n        }\n        if (lngLat.lng > transform.center.lng) {\n            lngLat.lng -= 360;\n        } else {\n            lngLat.lng += 360;\n        }\n    }\n\n    return lngLat;\n}\n","export type Anchor = 'center' | 'top' | 'bottom' | 'left' | 'right' | 'top-left' | 'top-right' | 'bottom-left' | 'bottom-right';\n\nexport const anchorTranslate: Partial<Record<Anchor, string>> = {\n    'center': 'translate(-50%,-50%)',\n    'top': 'translate(-50%,0)',\n    'top-left': 'translate(0,0)',\n    'top-right': 'translate(-100%,0)',\n    'bottom': 'translate(-50%,-100%)',\n    'bottom-left': 'translate(0,-100%)',\n    'bottom-right': 'translate(-100%,-100%)',\n    'left': 'translate(0,-50%)',\n    'right': 'translate(-100%,-50%)'\n};\n","import assert from '../style-spec/util/assert';\nimport Point from '@mapbox/point-geometry';\nimport * as DOM from '../util/dom';\nimport LngLat from '../geo/lng_lat';\nimport smartWrap from '../util/smart_wrap';\nimport {bindAll, radToDeg, smoothstep} from '../util/util';\nimport {anchorTranslate} from './anchor';\nimport {Event, Evented} from '../util/evented';\nimport {GLOBE_ZOOM_THRESHOLD_MAX} from '../geo/projection/globe_constants';\nimport {globeTiltAtLngLat, globeCenterToScreenPoint, isLngLatBehindGlobe} from '../geo/projection/globe_util';\n\nimport type {Anchor} from './anchor';\nimport type {Map} from './map';\nimport type Popup from './popup';\nimport type {LngLatLike} from '../geo/lng_lat';\nimport type {MapEventOf, MapMouseEvent, MapTouchEvent} from './events';\nimport type {PointLike} from '../types/point-like';\n\nconst WHITESPACE_RE = /\\s+/;\n\nexport type MarkerOptions = {\n    element?: HTMLElement;\n    offset?: PointLike;\n    anchor?: Anchor;\n    color?: string;\n    scale?: number;\n    draggable?: boolean;\n    clickTolerance?: number;\n    rotation?: number;\n    rotationAlignment?: string;\n    pitchAlignment?: string;\n    occludedOpacity?: number;\n    className?: string;\n    altitude?: number;\n};\n\nconst defaultOptions: MarkerOptions = {\n    rotation: 0,\n    rotationAlignment: 'auto',\n    pitchAlignment: 'auto',\n    occludedOpacity: 0.2,\n    altitude: 0,\n};\n\ntype MarkerEvents = {\n    'dragstart': void;\n    'drag': void;\n    'dragend': void;\n};\n\n/**\n * Creates a marker component.\n *\n * @param {Object} [options]\n * @param {HTMLElement} [options.element] DOM element to use as a marker. The default is a light blue, droplet-shaped SVG marker.\n * @param {string} [options.anchor='center'] A string indicating the part of the Marker that should be positioned closest to the coordinate set via {@link Marker#setLngLat}.\n * Options are `'center'`, `'top'`, `'bottom'`, `'left'`, `'right'`, `'top-left'`, `'top-right'`, `'bottom-left'`, and `'bottom-right'`.\n * @param {PointLike} [options.offset] The offset in pixels as a {@link PointLike} object to apply relative to the element's center. Negatives indicate left and up.\n * @param {string} [options.color='#3FB1CE'] The color to use for the default marker if `options.element` is not provided. The default is light blue.\n * @param {number} [options.scale=1] The scale to use for the default marker if `options.element` is not provided. The default scale corresponds to a height of `41px` and a width of `27px`.\n * @param {boolean} [options.draggable=false] A boolean indicating whether or not a marker is able to be dragged to a new position on the map.\n * @param {number} [options.clickTolerance=0] The max number of pixels a user can shift the mouse pointer during a click on the marker for it to be considered a valid click (as opposed to a marker drag). The default is to inherit map's `clickTolerance`.\n * @param {number} [options.rotation=0] The rotation angle of the marker in degrees, relative to its respective `rotationAlignment` setting. A positive value will rotate the marker clockwise.\n * @param {string} [options.pitchAlignment='auto'] `'map'` aligns the `Marker` to the plane of the map. `'viewport'` aligns the `Marker` to the plane of the viewport. `'auto'` automatically matches the value of `rotationAlignment`.\n * @param {string} [options.rotationAlignment='auto'] The alignment of the marker's rotation.`'map'` is aligned with the map plane, consistent with the cardinal directions as the map rotates. `'viewport'` is screenspace-aligned. `'horizon'` is aligned according to the nearest horizon, on non-globe projections it is equivalent to `'viewport'`. `'auto'` is equivalent to `'viewport'`.\n * @param {number} [options.occludedOpacity=0.2] The opacity of a marker that's occluded by 3D terrain.\n * @param {string} [options.className] Space-separated CSS class names to add to marker element.\n * @param {number} [options.altitude=0] Elevation in meters above the map surface. If terrain is enabled, the marker will be elevated relative to the terrain.\n * @example\n * // Create a new marker.\n * const marker = new mapboxgl.Marker()\n *     .setLngLat([30.5, 50.5])\n *     .addTo(map);\n * @example\n * // Set marker options.\n * const marker = new mapboxgl.Marker({\n *     color: \"#FFFFFF\",\n *     draggable: true\n * }).setLngLat([30.5, 50.5])\n *     .addTo(map);\n * @see [Example: Add custom icons with Markers](https://www.mapbox.com/mapbox-gl-js/example/custom-marker-icons/)\n * @see [Example: Create a draggable Marker](https://www.mapbox.com/mapbox-gl-js/example/drag-a-marker/)\n */\nexport default class Marker extends Evented<MarkerEvents> {\n    _map: Map | null | undefined;\n    _anchor: Anchor;\n    _offset: Point;\n    _element: HTMLElement;\n    _popup: Popup | null | undefined;\n    _lngLat!: LngLat;\n    _pos: Point | null | undefined;\n    _color: string;\n    _scale: number;\n    _defaultMarker!: boolean;\n    _draggable: boolean;\n    _clickTolerance: number;\n    _isDragging: boolean;\n    _state: 'inactive' | 'pending' | 'active'; // used for handling drag events\n    _positionDelta: Point | null | undefined;\n    _pointerdownPos: Point | null | undefined;\n    _rotation: number;\n    _pitchAlignment: string;\n    _rotationAlignment: string;\n    _originalTabIndex: string | null | undefined; // original tabindex of _element\n    _fadeTimer: number | null | undefined;\n    _updateFrameId!: number;\n    _updateMoving: () => void;\n    _occludedOpacity: number;\n    _altitude: number;\n    _pointerEvents?: string;\n    _svgElement!: Element;\n    _shadowElement!: Element;\n\n    constructor(options?: MarkerOptions, legacyOptions?: MarkerOptions) {\n        super();\n        // For backward compatibility -- the constructor used to accept the element as a\n        // required first argument, before it was made optional.\n        if (options instanceof HTMLElement || legacyOptions) {\n            options = {element: options as HTMLElement, ...legacyOptions};\n        }\n\n        bindAll([\n            '_update',\n            '_onMove',\n            '_onUp',\n            '_addDragHandler',\n            '_onMapClick',\n            '_onKeyPress',\n            '_clearFadeTimer'\n        ], this);\n\n        const {\n            anchor = 'center',\n            color = '#3FB1CE',\n            scale = 1,\n            draggable = false,\n            clickTolerance = 0,\n            rotation = defaultOptions.rotation,\n            rotationAlignment = defaultOptions.rotationAlignment,\n            pitchAlignment = defaultOptions.pitchAlignment,\n            occludedOpacity = defaultOptions.occludedOpacity,\n            altitude = defaultOptions.altitude,\n        } = options || {};\n\n        this._anchor = anchor;\n        this._color = color;\n        this._scale = scale;\n        this._draggable = draggable;\n        this._clickTolerance = clickTolerance;\n        this._rotation = rotation;\n        this._rotationAlignment = rotationAlignment;\n        this._pitchAlignment = pitchAlignment;\n        this._occludedOpacity = occludedOpacity;\n        this._altitude = altitude;\n\n        this._state = 'inactive';\n        this._isDragging = false;\n        this._pointerEvents = null;\n        this._updateMoving = () => this._update(true);\n\n        if (!options || !options.element) {\n            this._defaultMarker = true;\n            this._element = this._createDefaultMarker();\n\n            // if no element and no offset option given apply an offset for the default marker\n            // the -14 as the y value of the default marker offset was determined as follows\n            //\n            // the marker tip is at the center of the shadow ellipse from the default svg\n            // the y value of the center of the shadow ellipse relative to the svg top left is 34.8\n            // offset to the svg center \"height (41 / 2)\" gives 34.8 - (41 / 2) and rounded for an integer pixel offset gives 14\n            // negative is used to move the marker up from the center so the tip is at the Marker lngLat\n            this._offset = Point.convert((options && options.offset) || [0, -14]);\n        } else {\n            this._element = options.element;\n            this._offset = Point.convert((options && options.offset) || [0, 0]);\n        }\n\n        if (!this._element.hasAttribute('aria-label')) {\n            this._element.setAttribute('aria-label', 'Map marker');\n        }\n        if (!this._element.hasAttribute('role')) {\n            this._element.setAttribute('role', 'img');\n        }\n        this._element.classList.add('mapboxgl-marker');\n        this._element.addEventListener('dragstart', (e: DragEvent) => {\n            e.preventDefault();\n        });\n        this._element.addEventListener('mousedown', (e: MouseEvent) => {\n            // prevent focusing on click\n            e.preventDefault();\n        });\n        const classList = this._element.classList;\n        for (const key in anchorTranslate) {\n            classList.remove(`mapboxgl-marker-anchor-${key}`);\n        }\n        classList.add(`mapboxgl-marker-anchor-${this._anchor}`);\n        if (options && options.className) {\n            classList.add(...options.className.trim().split(WHITESPACE_RE));\n        }\n\n        this._popup = null;\n    }\n\n    /**\n     * Creates a default map marker SVG element.\n     * @private\n     */\n    _createDefaultMarker(): HTMLDivElement {\n        const element = DOM.create('div');\n\n        const DEFAULT_HEIGHT = 41;\n        const DEFAULT_WIDTH = 27;\n\n        const svg = DOM.createSVG('svg', {\n            display: 'block',\n            height: `${DEFAULT_HEIGHT * this._scale}px`,\n            width: `${DEFAULT_WIDTH * this._scale}px`,\n            viewBox: `0 0 ${DEFAULT_WIDTH} ${DEFAULT_HEIGHT}`\n        }, element);\n        this._svgElement = svg;\n\n        // Shadow gradient defs live permanently — they are invisible and zero-cost.\n        const gradient = DOM.createSVG('radialGradient', {id: 'shadowGradient'}, DOM.createSVG('defs', {}, svg));\n        DOM.createSVG('stop', {offset: '10%', 'stop-opacity': 0.4}, gradient);\n        DOM.createSVG('stop', {offset: '100%', 'stop-opacity': 0.05}, gradient);\n\n        // The shadow ellipse is the only painted shadow element; toggled by setAltitude.\n        const shadowEllipse = DOM.createSVG('ellipse', {cx: 13.5, cy: 34.8, rx: 10.5, ry: 5.25, fill: 'url(#shadowGradient)'});\n        this._shadowElement = shadowEllipse;\n        if (this._altitude === 0) {\n            svg.insertBefore(shadowEllipse, svg.firstChild);\n        }\n\n        DOM.createSVG('path', { // marker shape\n            fill: this._color,\n            d: 'M27,13.5C27,19.07 20.25,27 14.75,34.5C14.02,35.5 12.98,35.5 12.25,34.5C6.75,27 0,19.22 0,13.5C0,6.04 6.04,0 13.5,0C20.96,0 27,6.04 27,13.5Z'\n        }, svg);\n        DOM.createSVG('path', { // border\n            opacity: 0.25,\n            d: 'M13.5,0C6.04,0 0,6.04 0,13.5C0,19.22 6.75,27 12.25,34.5C13,35.52 14.02,35.5 14.75,34.5C20.25,27 27,19.07 27,13.5C27,6.04 20.96,0 13.5,0ZM13.5,1C20.42,1 26,6.58 26,13.5C26,15.9 24.5,19.18 22.22,22.74C19.95,26.3 16.71,30.14 13.94,33.91C13.74,34.18 13.61,34.32 13.5,34.44C13.39,34.32 13.26,34.18 13.06,33.91C10.28,30.13 7.41,26.31 5.02,22.77C2.62,19.23 1,15.95 1,13.5C1,6.58 6.58,1 13.5,1Z'\n        }, svg);\n\n        DOM.createSVG('circle', {fill: 'white', cx: 13.5, cy: 13.5, r: 5.5}, svg); // circle\n\n        return element;\n    }\n\n    /**\n     * Attaches the `Marker` to a `Map` object.\n     *\n     * @param {Map} map The Mapbox GL JS map to add the marker to.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * const marker = new mapboxgl.Marker()\n     *     .setLngLat([30.5, 50.5])\n     *     .addTo(map); // add the marker to the map\n     */\n    addTo(map: Map): this {\n        if (map === this._map) {\n            return this;\n        }\n        this.remove();\n        this._map = map;\n        map.getCanvasContainer().appendChild(this._element);\n        map.on('move', this._updateMoving);\n        map.on('moveend', this._update);\n        map.on('remove', this._clearFadeTimer);\n        map._addMarker(this);\n        this.setDraggable(this._draggable);\n        this._update();\n\n        // If we attached the `click` listener to the marker element, the popup\n        // would close once the event propogated to `map` due to the\n        // `Popup#_onClickClose` listener.\n        map.on('click', this._onMapClick);\n\n        return this;\n    }\n\n    /**\n     * Removes the marker from a map.\n     *\n     * @example\n     * const marker = new mapboxgl.Marker().addTo(map);\n     * marker.remove();\n     * @returns {Marker} Returns itself to allow for method chaining.\n     */\n    remove(): this {\n        const map = this._map;\n        if (map) {\n            map.off('click', this._onMapClick);\n            map.off('move', this._updateMoving);\n            map.off('moveend', this._update);\n            map.off('mousedown', this._addDragHandler);\n            map.off('touchstart', this._addDragHandler);\n            map.off('mouseup', this._onUp);\n            map.off('touchend', this._onUp);\n            map.off('mousemove', this._onMove);\n            map.off('touchmove', this._onMove);\n            map.off('remove', this._clearFadeTimer);\n            map._removeMarker(this);\n            this._map = undefined;\n        }\n        this._clearFadeTimer();\n        this._element.remove();\n        if (this._popup) this._popup.remove();\n        return this;\n    }\n\n    /**\n     * Get the marker's geographical location.\n     *\n     * The longitude of the result may differ by a multiple of 360 degrees from the longitude previously\n     * set by `setLngLat` because `Marker` wraps the anchor longitude across copies of the world to keep\n     * the marker on screen.\n     *\n     * @returns {LngLat} A {@link LngLat} describing the marker's location.\n     * @example\n     * // Store the marker's longitude and latitude coordinates in a variable\n     * const lngLat = marker.getLngLat();\n     * // Print the marker's longitude and latitude values in the console\n     * console.log(`Longitude: ${lngLat.lng}, Latitude: ${lngLat.lat}`);\n     * @see [Example: Create a draggable Marker](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-marker/)\n     */\n    getLngLat(): LngLat {\n        return this._lngLat;\n    }\n\n    /**\n     * Set the marker's geographical position and move it.\n     *\n     * @param {LngLat} lnglat A {@link LngLat} describing where the marker should be located.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * // Create a new marker, set the longitude and latitude, and add it to the map.\n     * new mapboxgl.Marker()\n     *     .setLngLat([-65.017, -16.457])\n     *     .addTo(map);\n     * @see [Example: Add custom icons with Markers](https://docs.mapbox.com/mapbox-gl-js/example/custom-marker-icons/)\n     * @see [Example: Create a draggable Marker](https://docs.mapbox.com/mapbox-gl-js/example/drag-a-marker/)\n     * @see [Example: Add a marker using a place name](https://docs.mapbox.com/mapbox-gl-js/example/marker-from-geocode/)\n     */\n    setLngLat(lnglat: LngLatLike): this {\n        this._lngLat = LngLat.convert(lnglat);\n        this._pos = null;\n        if (this._popup) this._popup.setLngLat(this._lngLat);\n        this._update(true);\n        return this;\n    }\n\n    /**\n     * Sets the `altitude` property of the marker.\n     *\n     * @param {number} [altitude=0] Sets the `altitude` property of the marker.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * marker.setAltitude(100);\n     */\n    setAltitude(altitude: number): this {\n        if (altitude === this._altitude) return this;\n\n        const previousAltitude = this._altitude;\n        this._altitude = altitude || defaultOptions.altitude;\n\n        // toggle shadow ellipse when altitude crosses zero in either direction\n        // (the ground shadow is only visible at altitude 0)\n        const crossesZero = (previousAltitude === 0) !== (this._altitude === 0);\n        if (this._defaultMarker && crossesZero) {\n            if (this._altitude === 0) {\n                this._svgElement.insertBefore(this._shadowElement, this._svgElement.firstChild);\n            } else {\n                this._shadowElement.remove();\n            }\n        }\n\n        this._update();\n        return this;\n    }\n\n    /**\n     * Returns the current `altitude` of the marker.\n     *\n     * @returns {number} The altitude of the marker.\n     * @example\n     * const altitude = marker.getAltitude();\n     */\n    getAltitude(): number {\n        return this._altitude;\n    }\n\n    /**\n     * Returns the `Marker`'s HTML element.\n     *\n     * @returns {HTMLElement} Returns the marker element.\n     * @example\n     * const element = marker.getElement();\n     */\n    getElement(): HTMLElement {\n        return this._element;\n    }\n\n    /**\n     * Binds a {@link Popup} to the {@link Marker}.\n     *\n     * @param {Popup | null} popup An instance of the {@link Popup} class. If undefined or null, any popup\n     * set on this {@link Marker} instance is unset.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * const marker = new mapboxgl.Marker()\n     *     .setLngLat([0, 0])\n     *     .setPopup(new mapboxgl.Popup().setHTML(\"<h1>Hello World!</h1>\")) // add popup\n     *     .addTo(map);\n     * @see [Example: Attach a popup to a marker instance](https://docs.mapbox.com/mapbox-gl-js/example/set-popup/)\n     */\n    setPopup(popup?: Popup | null): this {\n        if (this._popup) {\n            this._popup.remove();\n            this._popup = null;\n            this._element.removeAttribute('role');\n            this._element.removeEventListener('keypress', this._onKeyPress);\n\n            if (!this._originalTabIndex) {\n                this._element.removeAttribute('tabindex');\n            }\n        }\n\n        if (popup) {\n            if (!('offset' in popup.options)) {\n                const markerHeight = 41 - (5.8 / 2);\n                const markerRadius = 13.5;\n                const linearOffset = Math.sqrt(Math.pow(markerRadius, 2) / 2);\n                popup.options.offset = this._defaultMarker ? {\n                    'top': [0, 0],\n                    'top-left': [0, 0],\n                    'top-right': [0, 0],\n                    'bottom': [0, -markerHeight],\n                    'bottom-left': [linearOffset, (markerHeight - markerRadius + linearOffset) * -1],\n                    'bottom-right': [-linearOffset, (markerHeight - markerRadius + linearOffset) * -1],\n                    'left': [markerRadius, (markerHeight - markerRadius) * -1],\n                    'right': [-markerRadius, (markerHeight - markerRadius) * -1]\n                } : this._offset;\n            }\n            this._popup = popup;\n            popup._marker = this;\n            popup._altitude = this._altitude;\n            if (this._lngLat) this._popup.setLngLat(this._lngLat);\n\n            this._element.setAttribute('role', 'button');\n            this._originalTabIndex = this._element.getAttribute('tabindex');\n            if (!this._originalTabIndex) {\n                this._element.setAttribute('tabindex', '0');\n            }\n            this._element.addEventListener('keypress', this._onKeyPress);\n            this._element.setAttribute('aria-expanded', 'false');\n        }\n\n        return this;\n    }\n\n    _onKeyPress(e: KeyboardEvent) {\n        const code = e.code;\n        const legacyCode = e.charCode || e.keyCode;\n\n        if (\n            (code === 'Space') || (code === 'Enter') ||\n            (legacyCode === 32) || (legacyCode === 13) // space or enter\n        ) {\n            this.togglePopup();\n        }\n    }\n\n    _onMapClick(e: MapMouseEvent) {\n        const targetElement = e.originalEvent.target;\n        const element = this._element;\n\n        if (this._popup && (targetElement === element || element.contains(targetElement as Node))) {\n            this.togglePopup();\n        }\n    }\n\n    /**\n     * Returns the {@link Popup} instance that is bound to the {@link Marker}.\n     *\n     * @returns {Popup} Returns the popup.\n     * @example\n     * const marker = new mapboxgl.Marker()\n     *     .setLngLat([0, 0])\n     *     .setPopup(new mapboxgl.Popup().setHTML(\"<h1>Hello World!</h1>\"))\n     *     .addTo(map);\n     *\n     * console.log(marker.getPopup()); // return the popup instance\n     */\n    getPopup(): Popup | null | undefined {\n        return this._popup;\n    }\n\n    /**\n     * Opens or closes the {@link Popup} instance that is bound to the {@link Marker}, depending on the current state of the {@link Popup}.\n     *\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * const marker = new mapboxgl.Marker()\n     *     .setLngLat([0, 0])\n     *     .setPopup(new mapboxgl.Popup().setHTML(\"<h1>Hello World!</h1>\"))\n     *     .addTo(map);\n     *\n     * marker.togglePopup(); // toggle popup open or closed\n     */\n    togglePopup(): this {\n        const popup = this._popup;\n        if (!popup) {\n            return this;\n        } else if (popup.isOpen()) {\n            popup.remove();\n            this._element.setAttribute('aria-expanded', 'false');\n        } else if (this._map) {\n            popup.addTo(this._map);\n            this._element.setAttribute('aria-expanded', 'true');\n        }\n        return this;\n    }\n\n    _behindTerrain(): boolean {\n        const map = this._map;\n        const pos = this._pos;\n        if (!map || !pos) return false;\n        const unprojected = map.unproject(pos, this._altitude);\n        const camera = map.getFreeCameraOptions();\n        if (!camera.position) return false;\n        const cameraLngLat = camera.position.toLngLat();\n        const toClosestSurface = cameraLngLat.distanceTo(unprojected);\n        const toMarker = cameraLngLat.distanceTo(this._lngLat);\n        return toClosestSurface < toMarker * 0.9;\n\n    }\n\n    _evaluateOpacity() {\n        const map = this._map;\n        if (!map) return;\n\n        const pos = this._pos;\n\n        if (!pos || pos.x < 0 || pos.x > map.transform.width || pos.y < 0 || pos.y > map.transform.height) {\n            this._clearFadeTimer();\n            return;\n        }\n        const mapLocation = map.unproject(pos, this._altitude);\n        let opacity: number;\n        if (map._showingGlobe() && isLngLatBehindGlobe(map.transform, this._lngLat)) {\n            opacity = 0;\n        } else {\n            opacity = 1 - map._queryFogOpacity(mapLocation);\n            if (map.transform._terrainEnabled() && map.style && map.style.hasTerrain() && this._behindTerrain()) {\n                opacity *= this._occludedOpacity;\n            }\n        }\n\n        this._element.style.opacity = `${opacity}`;\n        const currentPointerEvents = this._element.style.pointerEvents;\n        const isUnmanaged = this._pointerEvents === null ? currentPointerEvents === '' : currentPointerEvents === this._pointerEvents;\n        if (isUnmanaged) {\n            this._pointerEvents = opacity > 0 ? 'auto' : 'none';\n            this._element.style.pointerEvents = this._pointerEvents;\n        }\n        if (this._popup) {\n            this._popup._setOpacity(opacity);\n        }\n\n        this._fadeTimer = null;\n    }\n\n    _clearFadeTimer() {\n        if (this._fadeTimer) {\n            clearTimeout(this._fadeTimer);\n            this._fadeTimer = null;\n        }\n    }\n\n    _updateDOM() {\n        const pos = this._pos;\n        const map = this._map;\n        if (!pos || !map) { return; }\n\n        const offset = this._offset.mult(this._scale);\n\n        this._element.style.transform = `\n            translate(${pos.x}px,${pos.y}px)\n            ${anchorTranslate[this._anchor]}\n            ${this._calculateXYTransform()} ${this._calculateZTransform()}\n            translate(${offset.x}px,${offset.y}px)\n        `;\n    }\n\n    _calculateXYTransform(): string {\n        const pos = this._pos;\n        const map = this._map;\n        const alignment = this.getPitchAlignment();\n\n        // `viewport', 'auto' and invalid arugments do no pitch transformation.\n        if (!map || !pos || alignment !== 'map') {\n            return ``;\n        }\n        // 'map' alignment on a flat map\n        if (!map._showingGlobe()) {\n            const pitch = map.getPitch();\n            return pitch ? `rotateX(${pitch}deg)` : '';\n        }\n        // 'map' alignment on globe\n        const tilt = radToDeg(globeTiltAtLngLat(map.transform, this._lngLat));\n        const posFromCenter = pos.sub(globeCenterToScreenPoint(map.transform));\n        const manhattanDistance = (Math.abs(posFromCenter.x) + Math.abs(posFromCenter.y));\n        if (manhattanDistance === 0) { return ''; }\n\n        const tiltOverDist =  tilt / manhattanDistance;\n        const yTilt = posFromCenter.x * tiltOverDist;\n        const xTilt = -posFromCenter.y * tiltOverDist;\n        return `rotateX(${xTilt}deg) rotateY(${yTilt}deg)`;\n\n    }\n\n    _calculateZTransform(): string {\n        const pos = this._pos;\n        const map = this._map;\n        if (!map || !pos) { return ''; }\n\n        let rotation = 0;\n        const alignment = this.getRotationAlignment();\n        if (alignment === 'map') {\n            if (map._showingGlobe()) {\n                const north = map.project(new LngLat(this._lngLat.lng, this._lngLat.lat + .001), this._altitude);\n                const south = map.project(new LngLat(this._lngLat.lng, this._lngLat.lat - .001), this._altitude);\n                const diff = south.sub(north);\n                rotation = radToDeg(Math.atan2(diff.y, diff.x)) - 90;\n            } else {\n                rotation = -map.getBearing();\n            }\n        } else if (alignment === 'horizon') {\n            const ALIGN_TO_HORIZON_BELOW_ZOOM = 4;\n            const ALIGN_TO_SCREEN_ABOVE_ZOOM = 6;\n            assert(ALIGN_TO_SCREEN_ABOVE_ZOOM <= GLOBE_ZOOM_THRESHOLD_MAX, 'Horizon-oriented marker transition should be complete when globe switches to Mercator');\n            assert(ALIGN_TO_HORIZON_BELOW_ZOOM <= ALIGN_TO_SCREEN_ABOVE_ZOOM);\n\n            const smooth = smoothstep(ALIGN_TO_HORIZON_BELOW_ZOOM, ALIGN_TO_SCREEN_ABOVE_ZOOM, map.getZoom());\n\n            const centerPoint = globeCenterToScreenPoint(map.transform);\n            centerPoint.y += smooth * map.transform.height;\n            const rel = pos.sub(centerPoint);\n            const angle = radToDeg(Math.atan2(rel.y, rel.x));\n            const up = angle > 90 ? angle - 270 : angle + 90;\n            rotation = up * (1 - smooth);\n        }\n\n        rotation += this._rotation;\n        return rotation ? `rotateZ(${rotation}deg)` : '';\n    }\n\n    _update(delaySnap?: MapEventOf<'moveend'> | boolean) {\n        cancelAnimationFrame(this._updateFrameId);\n        const map = this._map;\n        if (!map) return;\n\n        if (map.transform.renderWorldCopies) {\n            this._lngLat = smartWrap(this._lngLat, this._pos, map.transform);\n        }\n\n        this._pos = map.project(this._lngLat, this._altitude);\n\n        // because rounding the coordinates at every `move` event causes stuttered zooming\n        // we only round them when _update is called with `moveend` or when its called with\n        // no arguments (when the Marker is initialized or Marker#setLngLat is invoked).\n        if (delaySnap === true) {\n            this._updateFrameId = requestAnimationFrame(() => {\n                if (this._element && this._pos && this._anchor) {\n                    this._pos = this._pos.round();\n                    this._updateDOM();\n                }\n            });\n        } else {\n            this._pos = this._pos.round();\n        }\n\n        map._requestDomTask(() => {\n            if (!this._map) return;\n\n            if (this._element && this._pos && this._anchor) {\n                this._updateDOM();\n            }\n\n            if ((map._showingGlobe() || (map.style && map.style.hasTerrain()) || map.getFog()) && !this._fadeTimer) {\n\n                this._fadeTimer = window.setTimeout(this._evaluateOpacity.bind(this), 60);\n            }\n        });\n    }\n\n    /**\n     * Get the marker's offset.\n     *\n     * @returns {Point} The marker's screen coordinates in pixels.\n     * @example\n     * const offset = marker.getOffset();\n     */\n    getOffset(): Point {\n        return this._offset;\n    }\n\n    /**\n     * Sets the offset of the marker.\n     *\n     * @param {PointLike} offset The offset in pixels as a {@link PointLike} object to apply relative to the element's center. Negatives indicate left and up.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * marker.setOffset([0, 1]);\n     */\n    setOffset(offset: PointLike): this {\n        this._offset = Point.convert(offset);\n        this._update();\n        return this;\n    }\n\n    /**\n     * Adds a CSS class to the marker element.\n     *\n     * @param {string} className Non-empty string with CSS class name to add to marker element.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     *\n     * @example\n     * const marker = new mapboxgl.Marker();\n     * marker.addClassName('some-class');\n     */\n    addClassName(className: string): this {\n        this._element.classList.add(className);\n        return this;\n    }\n\n    /**\n     * Removes a CSS class from the marker element.\n     *\n     * @param {string} className Non-empty string with CSS class name to remove from marker element.\n     *\n     * @returns {Marker} Returns itself to allow for method chaining.\n     *\n     * @example\n     * const marker = new mapboxgl.Marker({className: 'some classes'});\n     * marker.removeClassName('some');\n     */\n    removeClassName(className: string): this {\n        this._element.classList.remove(className);\n        return this;\n    }\n\n    /**\n     * Add or remove the given CSS class on the marker element, depending on whether the element currently has that class.\n     *\n     * @param {string} className Non-empty string with CSS class name to add/remove.\n     *\n     * @returns {boolean} If the class was removed return `false`. If the class was added, then return `true`.\n     *\n     * @example\n     * const marker = new mapboxgl.Marker();\n     * marker.toggleClassName('highlighted');\n     */\n    toggleClassName(className: string): boolean {\n        return this._element.classList.toggle(className);\n    }\n\n    _onMove(e: MapMouseEvent | MapTouchEvent) {\n        const map = this._map;\n        if (!map) return;\n\n        const startPos = this._pointerdownPos;\n        const posDelta = this._positionDelta;\n        if (!startPos || !posDelta) return;\n\n        if (!this._isDragging) {\n            const clickTolerance = this._clickTolerance || map._clickTolerance;\n            if (e.point.dist(startPos) < clickTolerance) return;\n            this._isDragging = true;\n        }\n\n        this._pos = e.point.sub(posDelta);\n        this._lngLat = map.unproject(this._pos, this._altitude);\n        this.setLngLat(this._lngLat);\n        // suppress click event so that popups don't toggle on drag\n        this._element.style.pointerEvents = 'none';\n\n        // make sure dragstart only fires on the first move event after mousedown.\n        // this can't be on mousedown because that event doesn't necessarily\n        // imply that a drag is about to happen.\n        if (this._state === 'pending') {\n            this._state = 'active';\n\n            /**\n             * Fired when dragging starts.\n             *\n             * @event dragstart\n             * @memberof Marker\n             * @instance\n             * @type {Object}\n             * @property {Marker} marker The object that is being dragged.\n             */\n            this.fire(new Event('dragstart'));\n        }\n\n        /**\n         * Fired while dragging.\n         *\n         * @event drag\n         * @memberof Marker\n         * @instance\n         * @type {Object}\n         * @property {Marker} marker The object that is being dragged.\n         */\n        this.fire(new Event('drag'));\n    }\n\n    _onUp() {\n        // revert to normal pointer event handling\n        this._element.style.pointerEvents = 'auto';\n        this._positionDelta = null;\n        this._pointerdownPos = null;\n        this._isDragging = false;\n\n        const map = this._map;\n        if (map) {\n            map.off('mousemove', this._onMove);\n            map.off('touchmove', this._onMove);\n        }\n\n        // only fire dragend if it was preceded by at least one drag event\n        if (this._state === 'active') {\n            /**\n             * Fired when the marker is finished being dragged.\n             *\n             * @event dragend\n             * @memberof Marker\n             * @instance\n             * @type {Object}\n             * @property {Marker} marker The object that was dragged.\n             */\n            this.fire(new Event('dragend'));\n        }\n\n        this._state = 'inactive';\n    }\n\n    _addDragHandler(e: MapMouseEvent | MapTouchEvent) {\n        const map = this._map;\n        const pos = this._pos;\n        if (!map || !pos) return;\n\n        if (this._element.contains((e.originalEvent.target as Node))) {\n            e.preventDefault();\n\n            // We need to calculate the pixel distance between the click point\n            // and the marker position, with the offset accounted for. Then we\n            // can subtract this distance from the mousemove event's position\n            // to calculate the new marker position.\n            // If we don't do this, the marker 'jumps' to the click position\n            // creating a jarring UX effect.\n            this._positionDelta = e.point.sub(pos);\n            this._pointerdownPos = e.point;\n\n            this._state = 'pending';\n            map.on('mousemove', this._onMove);\n            map.on('touchmove', this._onMove);\n            map.once('mouseup', this._onUp);\n            map.once('touchend', this._onUp);\n        }\n    }\n\n    /**\n     * Sets the `draggable` property and functionality of the marker.\n     *\n     * @param {boolean} [shouldBeDraggable=false] Turns drag functionality on/off.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * marker.setDraggable(true);\n     */\n    setDraggable(shouldBeDraggable: boolean): this {\n        this._draggable = !!shouldBeDraggable; // convert possible undefined value to false\n\n        // handle case where map may not exist yet\n        // for example, when setDraggable is called before addTo\n        const map = this._map;\n        if (map) {\n            if (shouldBeDraggable) {\n                map.on('mousedown', this._addDragHandler);\n                map.on('touchstart', this._addDragHandler);\n            } else {\n                map.off('mousedown', this._addDragHandler);\n                map.off('touchstart', this._addDragHandler);\n            }\n        }\n\n        return this;\n    }\n\n    /**\n     * Returns true if the marker can be dragged.\n     *\n     * @returns {boolean} True if the marker is draggable.\n     * @example\n     * const isMarkerDraggable = marker.isDraggable();\n     */\n    isDraggable(): boolean {\n        return this._draggable;\n    }\n\n    /**\n     * Sets the `rotation` property of the marker.\n     *\n     * @param {number} [rotation=0] The rotation angle of the marker (clockwise, in degrees), relative to its respective {@link Marker#setRotationAlignment} setting.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * marker.setRotation(45);\n     */\n    setRotation(rotation: number): this {\n        this._rotation = rotation || defaultOptions.rotation;\n        this._update();\n        return this;\n    }\n\n    /**\n     * Returns the current rotation angle of the marker (in degrees).\n     *\n     * @returns {number} The current rotation angle of the marker.\n     * @example\n     * const rotation = marker.getRotation();\n     */\n    getRotation(): number {\n        return this._rotation;\n    }\n\n    /**\n     * Sets the `rotationAlignment` property of the marker.\n     *\n     * @param {string} [alignment='auto'] Sets the `rotationAlignment` property of the marker.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * marker.setRotationAlignment('viewport');\n     */\n    setRotationAlignment(alignment: string): this {\n        this._rotationAlignment = alignment || defaultOptions.rotationAlignment;\n        this._update();\n        return this;\n    }\n\n    /**\n     * Returns the current `rotationAlignment` property of the marker.\n     *\n     * @returns {string} The current rotational alignment of the marker.\n     * @example\n     * const alignment = marker.getRotationAlignment();\n     */\n    getRotationAlignment(): string {\n        if (this._rotationAlignment === 'auto')\n            return 'viewport';\n        if (this._rotationAlignment === 'horizon' && this._map && !this._map._showingGlobe())\n            return 'viewport';\n        return this._rotationAlignment;\n    }\n\n    /**\n     * Sets the `pitchAlignment` property of the marker.\n     *\n     * @param {string} [alignment] Sets the `pitchAlignment` property of the marker. If alignment is 'auto', it will automatically match `rotationAlignment`.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * marker.setPitchAlignment('map');\n     */\n    setPitchAlignment(alignment: string): this {\n        this._pitchAlignment = alignment || defaultOptions.pitchAlignment;\n        this._update();\n        return this;\n    }\n\n    /**\n     * Returns the current `pitchAlignment` behavior of the marker.\n     *\n     * @returns {string} The current pitch alignment of the marker.\n     * @example\n     * const alignment = marker.getPitchAlignment();\n     */\n    getPitchAlignment(): string {\n        if (this._pitchAlignment === 'auto') {\n            return this.getRotationAlignment();\n        }\n        return this._pitchAlignment;\n    }\n\n    /**\n     * Sets the `occludedOpacity` property of the marker.\n     * This opacity is used on the marker when the marker is occluded by terrain.\n     *\n     * @param {number} [opacity=0.2] Sets the `occludedOpacity` property of the marker.\n     * @returns {Marker} Returns itself to allow for method chaining.\n     * @example\n     * marker.setOccludedOpacity(0.3);\n     */\n    setOccludedOpacity(opacity: number): this {\n        this._occludedOpacity = opacity || defaultOptions.occludedOpacity;\n        this._update();\n        return this;\n    }\n\n    /**\n     * Returns the current `occludedOpacity` of the marker.\n     *\n     * @returns {number} The opacity of a terrain occluded marker.\n     * @example\n     * const opacity = marker.getOccludedOpacity();\n     */\n    getOccludedOpacity(): number {\n        return this._occludedOpacity;\n    }\n}\n","import {Event, Evented} from '../../util/evented';\nimport * as DOM from '../../util/dom';\nimport {bindAll, warnOnce} from '../../util/util';\nimport assert from '../../style-spec/util/assert';\nimport Marker from '../marker';\nimport LngLat from '../../geo/lng_lat';\nimport throttle from '../../util/throttle';\nimport {mercatorZfromAltitude} from '../../geo/mercator_coordinate';\n\nimport type {Map, IControl} from '../map';\nimport type {MapEventOf} from '../events';\nimport type {EasingOptions} from '../camera';\n\nexport type GeolocateControlOptions = {\n    positionOptions?: PositionOptions;\n    fitBoundsOptions?: EasingOptions;\n    trackUserLocation?: boolean;\n    showAccuracyCircle?: boolean;\n    showUserLocation?: boolean;\n    showUserHeading?: boolean;\n    geolocation?: Geolocation;\n    showButton?: boolean;\n    followUserLocation?: boolean;\n};\n\ntype DeviceOrientationEventStatic = typeof DeviceOrientationEvent & {\n    requestPermission?: () => Promise<'granted' | 'denied' | 'prompt'>;\n};\n\ntype WatchState = 'OFF' | 'ACTIVE_LOCK' | 'WAITING_ACTIVE' | 'ACTIVE_ERROR' | 'BACKGROUND' | 'BACKGROUND_ERROR';\n\n// The button's appearance is a pure function of the watch state: each state maps\n// to the exact set of `mapboxgl-ctrl-geolocate-*` modifier classes it should carry.\n// `_setWatchState` applies this mapping, so transitions never need to add/remove\n// classes individually.\nconst watchStateClasses: Record<WatchState, ReadonlyArray<string>> = {\n    'OFF': [],\n    'WAITING_ACTIVE': ['waiting', 'active'],\n    'ACTIVE_LOCK': ['active'],\n    'ACTIVE_ERROR': ['waiting', 'active-error'],\n    'BACKGROUND': ['background'],\n    'BACKGROUND_ERROR': ['waiting', 'background-error']\n};\n\nconst geolocateClass = (suffix: string) => `mapboxgl-ctrl-geolocate-${suffix}`;\n\nconst allGeolocateClasses = ['waiting', 'active', 'active-error', 'background', 'background-error'].map(geolocateClass);\n\nconst defaultOptions = {\n    positionOptions: {\n        enableHighAccuracy: false,\n        maximumAge: 0,\n        timeout: 6000 /* 6 sec */\n    },\n    fitBoundsOptions: {\n        maxZoom: 15\n    },\n    trackUserLocation: false,\n    showAccuracyCircle: true,\n    showUserLocation: true,\n    showUserHeading: false,\n    showButton: true,\n    followUserLocation: true\n};\n\ntype GeolocateControlEvents = {\n    'error': GeolocationPositionError;\n    'geolocate': GeolocationPosition;\n    'outofmaxbounds': GeolocationPosition;\n    'trackuserlocationstart': void;\n    'trackuserlocationend': void;\n    'ready': void;\n};\n\n/**\n * A `GeolocateControl` control provides a button that uses the browser's geolocation\n * API to locate the user on the map.\n * Add this control to a map using {@link Map#addControl}.\n *\n * Not all browsers support geolocation,\n * and some users may disable the feature. Geolocation support for modern\n * browsers including Chrome requires sites to be served over HTTPS. If\n * geolocation support is not available, the `GeolocateControl` will show\n * as disabled.\n *\n * The [zoom level](https://docs.mapbox.com/help/glossary/zoom-level/) applied depends on the accuracy of the geolocation provided by the device.\n *\n * The GeolocateControl has two modes. If `trackUserLocation` is `false` (default) the control acts as a button, which when pressed will set the map's camera to target the user location. If the user moves, the map won't update. This is most suited for the desktop. If `trackUserLocation` is `true` the control acts as a toggle button that when active the user's location is actively monitored for changes. In this mode the `GeolocateControl` has three interaction states:\n * * active - The map's camera automatically updates as the user's location changes, keeping the location dot in the center. This is the initial state, and the state upon clicking the `GeolocateControl` button.\n * * passive - The user's location dot automatically updates, but the map's camera does not. Occurs upon the user initiating a map movement.\n * * disabled - Occurs if geolocation is not available, disabled, or denied.\n *\n * These interaction states can't be controlled programmatically. Instead, they are set based on user interactions.\n *\n * @implements {IControl}\n * @param {Object} [options]\n * @param {PositionOptions} [options.positionOptions={enableHighAccuracy: false, timeout: 6000}] A Geolocation API [PositionOptions](https://developer.mozilla.org/en-US/docs/Web/API/PositionOptions) object.\n * @param {EasingOptions} [options.fitBoundsOptions={maxZoom: 15}] A {@link Map#fitBounds} options object to use when the map is panned and zoomed to the user's location. The default is to use a `maxZoom` of 15 to limit how far the map will zoom in for very accurate locations.\n * @param {boolean} [options.trackUserLocation=false] If `true` the `GeolocateControl` becomes a toggle button and when active the map will receive updates to the user's location as it changes.\n * @param {boolean} [options.showAccuracyCircle=true] By default, if `showUserLocation` is `true`, a transparent circle will be drawn around the user location indicating the accuracy (95% confidence level) of the user's location. Set to `false` to disable. Always disabled when `showUserLocation` is `false`.\n * @param {boolean} [options.showUserLocation=true] By default a dot will be shown on the map at the user's location. Set to `false` to disable.\n * @param {boolean} [options.showUserHeading=false] If `true` an arrow will be drawn next to the user location dot indicating the device's heading. This only has affect when `trackUserLocation` is `true`.\n * @param {Geolocation} [options.geolocation=window.navigator.geolocation] `window.navigator.geolocation` by default; you can provide an object with the same shape to customize geolocation handling.\n * @param {boolean} [options.showButton=true] If `false`, the control button will be hidden. The user location dot can still be shown by setting `showUserLocation` to `true` and calling {@link GeolocateControl#trigger} programmatically.\n * @param {boolean} [options.followUserLocation=true] If `true`, the camera centers on the user's location. If `false`, the location dot will be shown without moving the camera. Clicking the control still centers on the user's location.\n *\n * @example\n * map.addControl(new mapboxgl.GeolocateControl({\n *     positionOptions: {\n *         enableHighAccuracy: true\n *     },\n *     trackUserLocation: true,\n *     showUserHeading: true\n * }));\n *\n * @example\n * // Tracking without visible button - call trigger() to start\n * const geolocate = new mapboxgl.GeolocateControl({\n *     trackUserLocation: true,\n *     showUserLocation: true,\n *     showButton: false\n * });\n * map.addControl(geolocate);\n * geolocate.trigger();\n *\n * @example\n * // Show user location without moving the camera\n * const geolocate = new mapboxgl.GeolocateControl({\n *     trackUserLocation: true,\n *     showUserLocation: true,\n *     followUserLocation: false\n * });\n * map.addControl(geolocate);\n * geolocate.trigger();\n * @see [Example: Locate the user](https://www.mapbox.com/mapbox-gl-js/example/locate-user/)\n */\nclass GeolocateControl extends Evented<GeolocateControlEvents> implements IControl {\n    _map!: Map;\n    options: GeolocateControlOptions;\n    _container!: HTMLElement;\n    _dotElement!: HTMLElement;\n    _circleElement!: HTMLElement;\n    _geolocateButton!: HTMLButtonElement;\n    _geolocationWatchID!: number;\n    _timeoutId?: number;\n    _requestTimeoutId?: number;\n    _watchState!: WatchState;\n    _lastKnownPosition?: GeolocationPosition;\n    _userLocationDotMarker!: Marker;\n    _accuracyCircleMarker!: Marker;\n    _accuracy!: number;\n    _setup!: boolean; // set to true once the control has been setup\n    _heading?: number;\n    _updateMarkerRotationThrottled?: () => number;\n\n    _numberOfWatches: number;\n    _noTimeout!: boolean;\n    _supportsGeolocation!: boolean;\n\n    constructor(options: GeolocateControlOptions = {}) {\n        super();\n        const geolocation = navigator.geolocation;\n        this.options = {geolocation, ...defaultOptions, ...options};\n\n        bindAll([\n            '_onSuccess',\n            '_onError',\n            '_onZoom',\n            '_finish',\n            '_setupUI',\n            '_updateCamera',\n            '_updateMarker',\n            '_updateMarkerRotation',\n            '_onDeviceOrientation'\n        ], this);\n\n        this._updateMarkerRotationThrottled = throttle(this._updateMarkerRotation, 20);\n        this._numberOfWatches = 0;\n    }\n\n    onAdd(map: Map): HTMLElement {\n        this._map = map;\n        this._container = DOM.create('div', `mapboxgl-ctrl mapboxgl-ctrl-group`);\n        this._checkGeolocationSupport(this._setupUI);\n        return this._container;\n    }\n\n    onRemove() {\n        this._clearRequestTimeout();\n\n        // clear the geolocation watch if exists\n        if (this._geolocationWatchID !== undefined) {\n            this.options.geolocation.clearWatch(this._geolocationWatchID);\n            this._geolocationWatchID = undefined;\n        }\n\n        // clear the markers from the map\n        if (this.options.showUserLocation && this._userLocationDotMarker) {\n            this._userLocationDotMarker.remove();\n        }\n        if (this.options.showAccuracyCircle && this._accuracyCircleMarker) {\n            this._accuracyCircleMarker.remove();\n        }\n\n        this._container.remove();\n        this._map.off('zoom', this._onZoom);\n        this._map = undefined;\n        this._numberOfWatches = 0;\n        this._noTimeout = false;\n    }\n\n    _checkGeolocationSupport(callback: (arg1: boolean) => void) {\n        const updateSupport = (supported: boolean = !!this.options.geolocation) => {\n            this._supportsGeolocation = supported;\n            callback(supported);\n        };\n\n        if (this._supportsGeolocation !== undefined) {\n            callback(this._supportsGeolocation);\n\n        } else if (navigator.permissions !== undefined) {\n            // navigator.permissions has incomplete browser support http://caniuse.com/#feat=permissions-api\n            // Test for the case where a browser disables Geolocation because of an insecure origin;\n            // in some environments like iOS16 WebView, permissions reject queries but still support geolocation\n            navigator.permissions.query({name: 'geolocation'})\n                .then(p => updateSupport(p.state !== 'denied'))\n                .catch(() => updateSupport());\n\n        } else {\n            updateSupport();\n        }\n    }\n\n    /**\n     * Check if the Geolocation API Position is outside the map's `maxBounds`.\n     *\n     * @param {Position} position the Geolocation API Position\n     * @returns {boolean} Returns `true` if position is outside the map's `maxBounds`, otherwise returns `false`.\n     * @private\n     */\n    _isOutOfMapMaxBounds(position: GeolocationPosition): boolean {\n        const bounds = this._map.getMaxBounds();\n        const coordinates = position.coords;\n\n        return !!bounds && (\n            coordinates.longitude < bounds.getWest() ||\n            coordinates.longitude > bounds.getEast() ||\n            coordinates.latitude < bounds.getSouth() ||\n            coordinates.latitude > bounds.getNorth()\n        );\n    }\n\n    // Set the watch state and sync the button's modifier classes to match it.\n    _setWatchState(state: WatchState) {\n        this._watchState = state;\n        const list = this._geolocateButton.classList;\n        list.remove(...allGeolocateClasses);\n        for (const suffix of watchStateClasses[state]) {\n            list.add(geolocateClass(suffix));\n        }\n    }\n\n    // Set the button's accessible label and tooltip from a localized UI string.\n    _setButtonTitle(stringKey: Parameters<Map['_getUIString']>[0]) {\n        const title = this._map._getUIString(stringKey);\n        this._geolocateButton.setAttribute('aria-label', title);\n        if (this._geolocateButton.firstElementChild) this._geolocateButton.firstElementChild.setAttribute('title', title);\n    }\n\n    _setErrorState() {\n        switch (this._watchState) {\n        case 'WAITING_ACTIVE':\n        case 'ACTIVE_LOCK':\n            this._setWatchState('ACTIVE_ERROR');\n            // turn marker grey\n            break;\n        case 'BACKGROUND':\n            this._setWatchState('BACKGROUND_ERROR');\n            // turn marker grey\n            break;\n        case 'ACTIVE_ERROR':\n            break;\n        default:\n            assert(false, `Unexpected watchState ${this._watchState}`);\n        }\n    }\n\n    /**\n     * When the Geolocation API returns a new location, update the `GeolocateControl`.\n     *\n     * @param {Position} position the Geolocation API Position\n     * @private\n     */\n    _onSuccess(position: GeolocationPosition) {\n        if (!this._map) {\n            // control has since been removed\n            return;\n        }\n\n        this._clearRequestTimeout();\n\n        if (this._isOutOfMapMaxBounds(position)) {\n            this._setErrorState();\n\n            this.fire(new Event('outofmaxbounds', position));\n            this._updateMarker();\n            this._finish();\n\n            return;\n        }\n\n        // Keep a record of the last good position. Used by the trackUserLocation\n        // BACKGROUND->ACTIVE_LOCK transition, and by runtime setters that need\n        // to re-render markers without waiting for a new geolocation event.\n        this._lastKnownPosition = position;\n\n        if (this.options.trackUserLocation) {\n            switch (this._watchState) {\n            case 'WAITING_ACTIVE':\n            case 'ACTIVE_LOCK':\n            case 'ACTIVE_ERROR':\n                // If followUserLocation is false, go directly to BACKGROUND since camera won't follow\n                this._setWatchState(this.options.followUserLocation ? 'ACTIVE_LOCK' : 'BACKGROUND');\n                break;\n            case 'BACKGROUND':\n            case 'BACKGROUND_ERROR':\n                this._setWatchState('BACKGROUND');\n                break;\n            default:\n                assert(false, `Unexpected watchState ${this._watchState}`);\n            }\n        }\n\n        // if showUserLocation and the watch state isn't off then update the marker location\n        if (this.options.showUserLocation && this._watchState !== 'OFF') {\n            this._updateMarker(position);\n        }\n\n        // Update camera in one-time mode, or when actively locked in watch mode\n        const isOneTimeMode = !this.options.trackUserLocation;\n        const isActivelyTracking = this._watchState === 'ACTIVE_LOCK';\n        const shouldFollowUser = this.options.followUserLocation;\n\n        if (shouldFollowUser && (isOneTimeMode || isActivelyTracking)) {\n            this._updateCamera(position);\n        }\n\n        if (this.options.showUserLocation) {\n            this._userLocationDotMarker.removeClassName('mapboxgl-user-location-dot-stale');\n        }\n\n        this.fire(new Event('geolocate', ({coords: position.coords, timestamp: position.timestamp, ...(position.toJSON ? {toJSON: position.toJSON.bind(position)} : {})}) as GeolocationPosition));\n        this._finish();\n    }\n\n    /**\n     * Update the camera location to center on the current position\n     *\n     * @param {Position} position the Geolocation API Position\n     * @private\n     */\n    _updateCamera(position: GeolocationPosition) {\n        const center = new LngLat(position.coords.longitude, position.coords.latitude);\n        const radius = position.coords.accuracy;\n        const bearing = this._map.getBearing();\n        const options = {bearing, ...this.options.fitBoundsOptions};\n\n        this._map.fitBounds(center.toBounds(radius), options, {\n            geolocateSource: true // tag this camera change so it won't cause the control to change to background state\n        });\n    }\n\n    /**\n     * Update the user location dot Marker to the current position\n     *\n     * @param {Position} [position] the Geolocation API Position\n     * @private\n     */\n    _updateMarker(position?: GeolocationPosition | null) {\n        if (position) {\n            const center = new LngLat(position.coords.longitude, position.coords.latitude);\n            if (this.options.showAccuracyCircle) {\n                this._accuracyCircleMarker.setLngLat(center).addTo(this._map);\n            } else {\n                this._accuracyCircleMarker.remove();\n            }\n            this._userLocationDotMarker.setLngLat(center).addTo(this._map);\n            this._accuracy = position.coords.accuracy;\n            if (this.options.showUserLocation && this.options.showAccuracyCircle) {\n                this._updateCircleRadius();\n            }\n        } else {\n            this._userLocationDotMarker.remove();\n            this._accuracyCircleMarker.remove();\n        }\n    }\n\n    _updateCircleRadius() {\n        assert(this._circleElement);\n        const map = this._map;\n        const tr = map.transform;\n\n        const pixelsPerMeter = mercatorZfromAltitude(1.0, tr._center.lat) * tr.worldSize;\n        assert(pixelsPerMeter !== 0.0);\n        const circleDiameter = Math.ceil(2.0 * this._accuracy * pixelsPerMeter);\n\n        this._circleElement.style.width = `${circleDiameter}px`;\n        this._circleElement.style.height = `${circleDiameter}px`;\n    }\n\n    _onZoom() {\n        if (this.options.showUserLocation && this.options.showAccuracyCircle) {\n            this._updateCircleRadius();\n        }\n    }\n\n    /**\n     * Update the user location dot Marker rotation to the current heading\n     *\n     * @private\n     */\n    _updateMarkerRotation() {\n        if (this._userLocationDotMarker && typeof this._heading === 'number') {\n            this._userLocationDotMarker.setRotation(this._heading);\n            this._userLocationDotMarker.addClassName('mapboxgl-user-location-show-heading');\n        } else {\n            this._userLocationDotMarker.removeClassName('mapboxgl-user-location-show-heading');\n            this._userLocationDotMarker.setRotation(0);\n        }\n    }\n\n    _onError(error: GeolocationPositionError) {\n        if (!this._map) {\n            // control has since been removed\n            return;\n        }\n\n        this._clearRequestTimeout();\n\n        if (this.options.trackUserLocation) {\n            if (error.code === 1) {\n                // PERMISSION_DENIED\n                this._setWatchState('OFF');\n                this._geolocateButton.disabled = true;\n                this._setButtonTitle('GeolocateControl.LocationNotAvailable');\n\n                if (this._geolocationWatchID !== undefined) {\n                    this._clearWatch();\n                }\n            } else if (error.code === 3 && this._noTimeout) {\n                // this represents a forced error state\n                // this was triggered to force immediate geolocation when a watch is already present\n                // see https://github.com/mapbox/mapbox-gl-js/issues/8214\n                // and https://w3c.github.io/geolocation-api/#example-5-forcing-the-user-agent-to-return-a-fresh-cached-position\n                return;\n            } else {\n                this._setErrorState();\n            }\n        }\n\n        if (this._watchState !== 'OFF' && this.options.showUserLocation) {\n            this._userLocationDotMarker.addClassName('mapboxgl-user-location-dot-stale');\n        }\n\n        this.fire(new Event('error', {\n            code: error.code,\n            message: error.message,\n            PERMISSION_DENIED: error.PERMISSION_DENIED,\n            POSITION_UNAVAILABLE: error.POSITION_UNAVAILABLE,\n            TIMEOUT: error.TIMEOUT\n        }));\n\n        this._finish();\n    }\n\n    _finish() {\n        if (this._timeoutId) { clearTimeout(this._timeoutId); }\n        this._timeoutId = undefined;\n    }\n\n    // Workaround for browsers that fail to call geolocation callbacks (https://github.com/mapbox/mapbox-gl-js/issues/12531)\n    _startRequestTimeout() {\n        this._clearRequestTimeout();\n        const timeout = this.options.positionOptions.timeout;\n        if (!timeout) return;\n\n        this._requestTimeoutId = window.setTimeout(() => {\n            const error = {code: 3, message: 'Geolocation request timed out'} as GeolocationPositionError;\n            this._onError(error);\n        }, timeout);\n    }\n\n    _clearRequestTimeout() {\n        if (this._requestTimeoutId !== undefined) {\n            clearTimeout(this._requestTimeoutId);\n            this._requestTimeoutId = undefined;\n        }\n    }\n\n    _setupUI(supported: boolean) {\n        if (this._map === undefined) {\n            // This control was removed from the map before geolocation\n            // support was determined.\n            return;\n        }\n        this._container.addEventListener('contextmenu', (e: MouseEvent) => e.preventDefault());\n        this._geolocateButton = DOM.create('button', `mapboxgl-ctrl-geolocate`, this._container);\n        DOM.create('span', `mapboxgl-ctrl-icon`, this._geolocateButton).setAttribute('aria-hidden', 'true');\n\n        this._geolocateButton.type = 'button';\n\n        if (supported === false) {\n            warnOnce('Geolocation support is not available so the GeolocateControl will be disabled.');\n            this._geolocateButton.disabled = true;\n            this._setButtonTitle('GeolocateControl.LocationNotAvailable');\n        } else {\n            this._setButtonTitle('GeolocateControl.FindMyLocation');\n        }\n\n        if (this.options.trackUserLocation) {\n            this._geolocateButton.setAttribute('aria-pressed', 'false');\n            this._watchState = 'OFF';\n        }\n\n        // when showUserLocation is enabled, keep the Geolocate button disabled until the device location marker is setup on the map\n        if (this.options.showUserLocation) {\n            this._createUserLocationMarkers();\n\n            if (this.options.trackUserLocation) this._watchState = 'OFF';\n\n            this._map.on('zoom', this._onZoom);\n        }\n\n        this._geolocateButton.addEventListener('click', this.trigger.bind(this));\n\n        this._setup = true;\n\n        if (!this.options.showButton) {\n            this._container.style.display = 'none';\n        }\n\n        // when the camera is changed (and it's not as a result of the Geolocation Control) change\n        // the watch mode to background watch, so that the marker is updated but not the camera.\n        if (this.options.trackUserLocation) {\n            this._map.on('movestart', (event: MapEventOf<'movestart'> & {geolocateSource?: boolean}) => {\n                const fromResize = event.originalEvent && event.originalEvent.type === 'resize';\n                if (!event.geolocateSource && this._watchState === 'ACTIVE_LOCK' && !fromResize) {\n                    this._setWatchState('BACKGROUND');\n\n                    this.fire(new Event('trackuserlocationend'));\n                }\n            });\n        }\n\n        this.fire(new Event('ready'));\n    }\n\n    /**\n    * Programmatically request and move the map to the user's location.\n    *\n    * @returns {boolean} Returns `false` if called before control was added to a map, otherwise returns `true`.\n    * Called on a `deviceorientation` event.\n    *\n    * @param deviceOrientationEvent {DeviceOrientationEvent}\n    * @private\n    * @example\n    * // Initialize the GeolocateControl.\n    * var geolocate = new mapboxgl.GeolocateControl({\n    *  positionOptions: {\n    *    enableHighAccuracy: true\n    *  },\n    *  trackUserLocation: true\n    * });\n    * // Add the control to the map.\n    * map.addControl(geolocate);\n    * map.on('load', function() {\n    *   geolocate.trigger();\n    * });\n    */\n    _onDeviceOrientation(deviceOrientationEvent: DeviceOrientationEvent) {\n        // absolute is true if the orientation data is provided as the difference between the Earth's coordinate frame and the device's coordinate frame, or false if the orientation data is being provided in reference to some arbitrary, device-determined coordinate frame.\n        if (this._userLocationDotMarker) {\n            if (deviceOrientationEvent.webkitCompassHeading) {\n                // Safari\n                this._heading = deviceOrientationEvent.webkitCompassHeading;\n            } else if (deviceOrientationEvent.absolute === true) {\n                // non-Safari alpha increases counter clockwise around the z axis\n                this._heading = deviceOrientationEvent.alpha * -1;\n            }\n            this._updateMarkerRotationThrottled();\n        }\n    }\n\n    /**\n     * Trigger a geolocation event.\n     *\n     * @example\n     * // Initialize the geolocate control.\n     * const geolocate = new mapboxgl.GeolocateControl({\n     *     positionOptions: {\n     *         enableHighAccuracy: true\n     *     },\n     *     trackUserLocation: true\n     * });\n     * // Add the control to the map.\n     * map.addControl(geolocate);\n     * // Wait until the control is set up before triggering it.\n     * geolocate.once('ready', () => {\n     *     geolocate.trigger();\n     * });\n     * @returns {boolean} Returns `false` if called before control was added to a map, otherwise returns `true`.\n     */\n    trigger(): boolean {\n        if (!this._setup) {\n            warnOnce('Geolocate control triggered before added to a map');\n            return false;\n        }\n        if (this.options.trackUserLocation) {\n            // update watchState (which syncs the button classes) and do any other state cleanup\n            switch (this._watchState) {\n            case 'OFF':\n                // turn on the GeolocateControl\n                this._setWatchState('WAITING_ACTIVE');\n\n                this.fire(new Event('trackuserlocationstart'));\n                break;\n            case 'WAITING_ACTIVE':\n            case 'ACTIVE_LOCK':\n            case 'ACTIVE_ERROR':\n            case 'BACKGROUND_ERROR':\n                // turn off the Geolocate Control\n                this._numberOfWatches--;\n                this._noTimeout = false;\n                this._setWatchState('OFF');\n\n                this.fire(new Event('trackuserlocationend'));\n                break;\n            case 'BACKGROUND':\n                this._setWatchState('ACTIVE_LOCK');\n                // Button click is explicit user action - always center on their location\n                if (this._lastKnownPosition) {\n                    this._updateCamera(this._lastKnownPosition);\n                }\n\n                this.fire(new Event('trackuserlocationstart'));\n                break;\n            default:\n                assert(false, `Unexpected watchState ${this._watchState}`);\n            }\n\n            // manage geolocation.watchPosition / geolocation.clearWatch\n            if (this._watchState === 'OFF' && this._geolocationWatchID !== undefined) {\n                // clear watchPosition as we've changed to an OFF state\n                this._clearWatch();\n            } else if (this._geolocationWatchID === undefined) {\n                // enable watchPosition since watchState is not OFF and there is no watchPosition already running\n\n                this._geolocateButton.classList.add(geolocateClass('waiting'));\n                this._geolocateButton.setAttribute('aria-pressed', 'true');\n\n                this._numberOfWatches++;\n                let positionOptions: PositionOptions | undefined;\n                if (this._numberOfWatches > 1) {\n                    positionOptions = {maximumAge: 600000, timeout: 0};\n                    this._noTimeout = true;\n                } else {\n                    positionOptions = this.options.positionOptions;\n                    this._noTimeout = false;\n                }\n\n                this._geolocationWatchID = this.options.geolocation.watchPosition(\n                    this._onSuccess, this._onError, positionOptions);\n\n                this._startRequestTimeout();\n\n                if (this.options.showUserHeading) {\n                    this._addDeviceOrientationListener();\n                }\n            }\n        } else {\n            this.options.geolocation.getCurrentPosition(this._onSuccess, this._onError, this.options.positionOptions);\n\n            this._startRequestTimeout();\n\n            // This timeout ensures that we still call finish() even if\n            // the user declines to share their location in Firefox\n            this._timeoutId = window.setTimeout(this._finish, 10000 /* 10sec */);\n        }\n\n        return true;\n    }\n\n    /**\n     * Sets whether the camera follows the user's location.\n     *\n     * Fires {@link GeolocateControl#trackuserlocationstart} when enabling,\n     * {@link GeolocateControl#trackuserlocationend} when disabling.\n     *\n     * @param {boolean} [follow] Whether to follow the user's location.\n     * @returns {GeolocateControl} `this`.\n     * @example\n     * geolocate.setFollowUserLocation(false); // stop following\n     * geolocate.setFollowUserLocation(true);  // resume and center\n     */\n    setFollowUserLocation(follow?: boolean): this {\n        this.options.followUserLocation = follow ?? defaultOptions.followUserLocation;\n\n        if (this.options.trackUserLocation && this._watchState !== 'OFF') {\n            if (this.options.followUserLocation) {\n                // Enabling: center camera and transition to ACTIVE_LOCK if in BACKGROUND\n                if (this._watchState === 'BACKGROUND' || this._watchState === 'BACKGROUND_ERROR') {\n                    this._setWatchState('ACTIVE_LOCK');\n\n                    if (this._lastKnownPosition) {\n                        this._updateCamera(this._lastKnownPosition);\n                    }\n\n                    this.fire(new Event('trackuserlocationstart'));\n                }\n            } else {\n                // Disabling: transition to BACKGROUND if in ACTIVE_LOCK\n                if (this._watchState === 'ACTIVE_LOCK' || this._watchState === 'ACTIVE_ERROR') {\n                    this._setWatchState('BACKGROUND');\n\n                    this.fire(new Event('trackuserlocationend'));\n                }\n            }\n        }\n\n        return this;\n    }\n\n    /**\n     * Sets whether a transparent accuracy circle is drawn around the user\n     * location dot.\n     *\n     * Has no effect if the control was constructed with `showUserLocation: false`,\n     * because the underlying marker is only created when user-location rendering\n     * is enabled. Call `setShowUserLocation(true)` first if you need the circle\n     * after construction.\n     *\n     * @param {boolean} [show] Whether to draw the accuracy circle.\n     * @returns {GeolocateControl} `this`.\n     * @example\n     * geolocate.setShowAccuracyCircle(false);\n     */\n    setShowAccuracyCircle(show?: boolean): this {\n        this.options.showAccuracyCircle = show ?? defaultOptions.showAccuracyCircle;\n\n        if (!this._accuracyCircleMarker) return this;\n\n        if (this.options.showAccuracyCircle) {\n            if (this.options.showUserLocation && this._lastKnownPosition) {\n                const {longitude, latitude, accuracy} = this._lastKnownPosition.coords;\n                this._accuracy = accuracy;\n                this._accuracyCircleMarker.setLngLat(new LngLat(longitude, latitude)).addTo(this._map);\n                this._updateCircleRadius();\n            }\n        } else {\n            this._accuracyCircleMarker.remove();\n        }\n\n        return this;\n    }\n\n    /**\n     * Sets whether an arrow next to the user location dot indicates the\n     * device's heading.\n     *\n     * Only takes effect when `trackUserLocation` is `true` (heading is only\n     * meaningful while a geolocation watch is active).\n     *\n     * @param {boolean} [show] Whether to show the heading arrow.\n     * @returns {GeolocateControl} `this`.\n     * @example\n     * geolocate.setShowUserHeading(true);\n     */\n    setShowUserHeading(show?: boolean): this {\n        this.options.showUserHeading = show ?? defaultOptions.showUserHeading;\n\n        if (!this._setup) return this;\n\n        if (this.options.showUserHeading) {\n            // If a geolocation watch is already active, attach the orientation\n            // listener now so the heading arrow appears immediately.\n            if (this._geolocationWatchID !== undefined) {\n                this._addDeviceOrientationListener();\n            }\n        } else {\n            this._removeDeviceOrientationListener();\n            this._heading = undefined;\n            if (this._userLocationDotMarker) this._updateMarkerRotation();\n        }\n\n        return this;\n    }\n\n    /**\n     * Sets the {@link Map#fitBounds} options used when the map is panned and\n     * zoomed to the user's location. Takes effect on the next geolocation\n     * event or the next call to {@link GeolocateControl#trigger}.\n     *\n     * @param {EasingOptions} [opts] The new `fitBounds` options.\n     * @returns {GeolocateControl} `this`.\n     * @example\n     * geolocate.setFitBoundsOptions({maxZoom: 17, duration: 0});\n     */\n    setFitBoundsOptions(opts?: EasingOptions): this {\n        this.options.fitBoundsOptions = opts ?? defaultOptions.fitBoundsOptions;\n        return this;\n    }\n\n    /**\n     * Sets whether the user location dot (and, when enabled, the accuracy\n     * circle and heading arrow) is rendered on the map.\n     *\n     * When called with `true` on a control that was constructed with\n     * `showUserLocation: false`, the location markers are created lazily.\n     *\n     * @param {boolean} [show] Whether to render the user location dot.\n     * @returns {GeolocateControl} `this`.\n     * @example\n     * geolocate.setShowUserLocation(false); // hide the puck\n     * geolocate.setShowUserLocation(true);  // show it again\n     */\n    setShowUserLocation(show?: boolean): this {\n        this.options.showUserLocation = show ?? defaultOptions.showUserLocation;\n\n        if (!this._setup) return this;\n\n        if (this.options.showUserLocation) {\n            if (!this._userLocationDotMarker) {\n                this._createUserLocationMarkers();\n                this._map.on('zoom', this._onZoom);\n            }\n            if (this._lastKnownPosition && (this._watchState === undefined || this._watchState !== 'OFF')) {\n                this._updateMarker(this._lastKnownPosition);\n            }\n        } else {\n            if (this._userLocationDotMarker) this._userLocationDotMarker.remove();\n            if (this._accuracyCircleMarker) this._accuracyCircleMarker.remove();\n        }\n\n        return this;\n    }\n\n    _addDeviceOrientationListener() {\n        const addListener = () => {\n            const eventName = 'ondeviceorientationabsolute' in window ?\n                'deviceorientationabsolute' :\n                'deviceorientation';\n\n            window.addEventListener(eventName, this._onDeviceOrientation);\n        };\n\n        // iOS Safari, and Chrome 151+ on desktop/Android, gate device orientation\n        // behind `requestPermission()`. It must be called from the transient\n        // activation of a user gesture — which holds here because this runs\n        // synchronously inside the geolocate button's click handler (or a\n        // `setShowUserHeading(true)` call the app makes in response to one).\n        const DOE = DeviceOrientationEvent as DeviceOrientationEventStatic | undefined;\n        if (typeof DOE?.requestPermission === 'function') {\n            DOE.requestPermission()\n                .then(response => {\n                    if (response === 'granted') {\n                        addListener();\n                    } else {\n                        // Surface the denial instead of silently showing no heading.\n                        warnOnce('GeolocateControl: permission to use device orientation was denied, so the user heading arrow will not be shown.');\n                    }\n                })\n                .catch(() => {\n                    // Most commonly a missing transient activation: `requestPermission()`\n                    // must be invoked from a user gesture (e.g. a click or tap).\n                    warnOnce('GeolocateControl: could not request device orientation permission. Enable the user heading from a user gesture (click/tap) so the browser can prompt for access.');\n                });\n        } else {\n            addListener();\n        }\n    }\n\n    _removeDeviceOrientationListener() {\n        window.removeEventListener('deviceorientation', this._onDeviceOrientation);\n        window.removeEventListener('deviceorientationabsolute', this._onDeviceOrientation);\n    }\n\n    _createUserLocationMarkers() {\n        this._dotElement = DOM.create('div', 'mapboxgl-user-location');\n        this._dotElement.appendChild(DOM.create('div', 'mapboxgl-user-location-dot'));\n        this._dotElement.appendChild(DOM.create('div', 'mapboxgl-user-location-heading'));\n\n        this._userLocationDotMarker = new Marker({\n            element: this._dotElement,\n            rotationAlignment: 'map',\n            pitchAlignment: 'map'\n        });\n\n        this._circleElement = DOM.create('div', 'mapboxgl-user-location-accuracy-circle');\n        this._accuracyCircleMarker = new Marker({element: this._circleElement, pitchAlignment: 'map'});\n    }\n\n    _clearWatch() {\n        this._clearRequestTimeout();\n        this.options.geolocation.clearWatch(this._geolocationWatchID);\n\n        this._removeDeviceOrientationListener();\n\n        this._geolocationWatchID = undefined;\n        this._geolocateButton.classList.remove(geolocateClass('waiting'));\n        this._geolocateButton.setAttribute('aria-pressed', 'false');\n\n        if (this.options.showUserLocation) {\n            this._updateMarker(null);\n        }\n    }\n}\n\nexport default GeolocateControl;\n\n/* GeolocateControl Watch States\n * This is the private state of the control.\n *\n * OFF\n *    off/inactive\n * WAITING_ACTIVE\n *    GeolocateControl was clicked but still waiting for Geolocation API response with user location\n * ACTIVE_LOCK\n *    Showing the user location as a dot AND tracking the camera to be fixed to their location. If their location changes the map moves to follow.\n * ACTIVE_ERROR\n *    There was en error from the Geolocation API while trying to show and track the user location.\n * BACKGROUND\n *    Showing the user location as a dot but the camera doesn't follow their location as it changes.\n * BACKGROUND_ERROR\n *    There was an error from the Geolocation API while trying to show (but not track) the user location.\n */\n\n/**\n * Fired on each Geolocation API position update that returned as success.\n *\n * @event geolocate\n * @memberof GeolocateControl\n * @instance\n * @property {GeolocationPosition} data The returned [Position](https://developer.mozilla.org/en-US/docs/Web/API/Position) object from the callback in [Geolocation.getCurrentPosition()](https://developer.mozilla.org/en-US/docs/Web/API/Geolocation/getCurrentPosition) or [Geolocation.watchPosition()](https://developer.mozilla.org/en-US/docs/Web/API/Geolocation/watchPosition).\n * @example\n * // Initialize the GeolocateControl.\n * const geolocate = new mapboxgl.GeolocateControl({\n *     positionOptions: {\n *         enableHighAccuracy: true\n *     },\n *     trackUserLocation: true\n * });\n * // Add the control to the map.\n * map.addControl(geolocate);\n * // Set an event listener that fires\n * // when a geolocate event occurs.\n * geolocate.on('geolocate', () => {\n *     console.log('A geolocate event has occurred.');\n * });\n */\n\n/**\n * Fired on each Geolocation API position update that returned as an error.\n *\n * @event error\n * @memberof GeolocateControl\n * @instance\n * @property {GeolocationPositionError} data The returned [PositionError](https://developer.mozilla.org/en-US/docs/Web/API/PositionError) object from the callback in [Geolocation.getCurrentPosition()](https://developer.mozilla.org/en-US/docs/Web/API/Geolocation/getCurrentPosition) or [Geolocation.watchPosition()](https://developer.mozilla.org/en-US/docs/Web/API/Geolocation/watchPosition).\n * @example\n * // Initialize the GeolocateControl.\n * const geolocate = new mapboxgl.GeolocateControl({\n *     positionOptions: {\n *         enableHighAccuracy: true\n *     },\n *     trackUserLocation: true\n * });\n * // Add the control to the map.\n * map.addControl(geolocate);\n * // Set an event listener that fires\n * // when an error event occurs.\n * geolocate.on('error', () => {\n *     console.log('An error event has occurred.');\n * });\n */\n\n/**\n * Fired on each Geolocation API position update that returned as success but user position is out of map `maxBounds`.\n *\n * @event outofmaxbounds\n * @memberof GeolocateControl\n * @instance\n * @property {GeolocationPosition} data The returned [Position](https://developer.mozilla.org/en-US/docs/Web/API/Position) object from the callback in [Geolocation.getCurrentPosition()](https://developer.mozilla.org/en-US/docs/Web/API/Geolocation/getCurrentPosition) or [Geolocation.watchPosition()](https://developer.mozilla.org/en-US/docs/Web/API/Geolocation/watchPosition).\n * @example\n * // Initialize the GeolocateControl.\n * const geolocate = new mapboxgl.GeolocateControl({\n *     positionOptions: {\n *         enableHighAccuracy: true\n *     },\n *     trackUserLocation: true\n * });\n * // Add the control to the map.\n * map.addControl(geolocate);\n * // Set an event listener that fires\n * // when an outofmaxbounds event occurs.\n * geolocate.on('outofmaxbounds', () => {\n *     console.log('An outofmaxbounds event has occurred.');\n * });\n */\n\n/**\n * Fired when the `GeolocateControl` changes to the active lock state, which happens either upon first obtaining a successful Geolocation API position for the user (a `geolocate` event will follow), or when the user clicks the geolocate button when in the background state, which uses the last known position to recenter the map and enter active lock state (no `geolocate` event will follow unless the users's location changes).\n *\n * @event trackuserlocationstart\n * @memberof GeolocateControl\n * @instance\n * @example\n * // Initialize the GeolocateControl.\n * const geolocate = new mapboxgl.GeolocateControl({\n *     positionOptions: {\n *         enableHighAccuracy: true\n *     },\n *     trackUserLocation: true\n * });\n * // Add the control to the map.\n * map.addControl(geolocate);\n * // Set an event listener that fires\n * // when a trackuserlocationstart event occurs.\n * geolocate.on('trackuserlocationstart', () => {\n *     console.log('A trackuserlocationstart event has occurred.');\n * });\n */\n\n/**\n * Fired once when the `GeolocateControl` has finished initializing and is ready to be triggered. Because geolocation support is determined asynchronously (via the Permissions API on supporting browsers), this event provides a reliable signal that {@link GeolocateControl#trigger} can be called without warning.\n *\n * @event ready\n * @memberof GeolocateControl\n * @instance\n * @example\n * // Initialize the GeolocateControl.\n * const geolocate = new mapboxgl.GeolocateControl({\n *     trackUserLocation: true\n * });\n * // Add the control to the map.\n * map.addControl(geolocate);\n * // Trigger the control as soon as it is ready.\n * geolocate.once('ready', () => {\n *     geolocate.trigger();\n * });\n */\n\n/**\n * Fired when the `GeolocateControl` changes to the background state, which happens when a user changes the camera during an active position lock. This only applies when `trackUserLocation` is `true`. In the background state, the dot on the map will update with location updates but the camera will not.\n *\n * @event trackuserlocationend\n * @memberof GeolocateControl\n * @instance\n * @example\n * // Initialize the GeolocateControl.\n * const geolocate = new mapboxgl.GeolocateControl({\n *     positionOptions: {\n *         enableHighAccuracy: true\n *     },\n *     trackUserLocation: true\n * });\n * // Add the control to the map.\n * map.addControl(geolocate);\n * // Set an event listener that fires\n * // when a trackuserlocationend event occurs.\n * geolocate.on('trackuserlocationend', () => {\n *     console.log('A trackuserlocationend event has occurred.');\n * });\n */\n","import * as DOM from '../../util/dom';\nimport {bindAll} from '../../util/util';\n\nimport type {Map, IControl, ControlPosition} from '../map';\n\ntype Unit = 'imperial' | 'metric' | 'nautical';\n\nexport type ScaleControlOptions = {\n    maxWidth?: number;\n    unit?: Unit;\n};\n\nconst defaultOptions: ScaleControlOptions = {\n    maxWidth: 100,\n    unit: 'metric'\n};\n\nconst unitAbbr = {\n    kilometer: 'km',\n    meter: 'm',\n    mile: 'mi',\n    foot: 'ft',\n    'nautical-mile': 'nm',\n};\n\n/**\n * A `ScaleControl` control displays the ratio of a distance on the map to the corresponding distance on the ground.\n * Add this control to a map using {@link Map#addControl}.\n *\n * @implements {IControl}\n * @param {Object} [options]\n * @param {number} [options.maxWidth='100'] The maximum length of the scale control in pixels.\n * @param {string} [options.unit='metric'] Unit of the distance (`'imperial'`, `'metric'` or `'nautical'`).\n * @example\n * const scale = new mapboxgl.ScaleControl({\n *     maxWidth: 80,\n *     unit: 'imperial'\n * });\n * map.addControl(scale);\n *\n * scale.setUnit('metric');\n */\nclass ScaleControl implements IControl {\n    _map!: Map;\n    _container!: HTMLElement;\n    _language?: string | string[];\n    options: ScaleControlOptions;\n\n    constructor(options: ScaleControlOptions = {}) {\n        this.options = {...defaultOptions, ...options};\n\n        bindAll([\n            '_update',\n            '_setScale',\n            'setUnit'\n        ], this);\n    }\n\n    getDefaultPosition(): ControlPosition {\n        return 'bottom-left';\n    }\n\n    _update() {\n        // A horizontal scale is imagined to be present at center of the map\n        // container with maximum length (Default) as 100px.\n        // Using spherical law of cosines approximation, the real distance is\n        // found between the two coordinates.\n        const maxWidth = this.options.maxWidth || 100;\n\n        const map = this._map;\n        const y = map._containerHeight / 2;\n        const x = (map._containerWidth / 2) - maxWidth / 2;\n        const left = map.unproject([x, y]);\n        const right = map.unproject([x + maxWidth, y]);\n        const maxMeters = left.distanceTo(right);\n        // The real distance corresponding to 100px scale length is rounded off to\n        // near pretty number and the scale length for the same is found out.\n        // Default unit of the scale is based on User's locale.\n        if (this.options.unit === 'imperial') {\n            const maxFeet = 3.2808 * maxMeters;\n            if (maxFeet > 5280) {\n                const maxMiles = maxFeet / 5280;\n                this._setScale(maxWidth, maxMiles, 'mile');\n            } else {\n                this._setScale(maxWidth, maxFeet, 'foot');\n            }\n        } else if (this.options.unit === 'nautical') {\n            const maxNauticals = maxMeters / 1852;\n            this._setScale(maxWidth, maxNauticals, 'nautical-mile');\n        } else if (maxMeters >= 1000) {\n            this._setScale(maxWidth, maxMeters / 1000, 'kilometer');\n        } else {\n            this._setScale(maxWidth, maxMeters, 'meter');\n        }\n    }\n\n    _setScale(maxWidth: number, maxDistance: number, unit: string) {\n        this._map._requestDomTask(() => {\n            const distance = getRoundNum(maxDistance);\n            const ratio = distance / maxDistance;\n\n            if (unit !== 'nautical-mile') {\n                this._container.innerHTML = new Intl.NumberFormat(this._language, {style: 'unit', unitDisplay: 'short', unit}).format(distance);\n            } else {\n                this._container.innerHTML = `${distance}&nbsp;${unitAbbr[unit]}`;\n            }\n\n            this._container.style.width = `${maxWidth * ratio}px`;\n        });\n    }\n\n    onAdd(map: Map): HTMLElement {\n        this._map = map;\n        this._language = map.getLanguage();\n        this._container = DOM.create('div', 'mapboxgl-ctrl mapboxgl-ctrl-scale', map.getContainer());\n        this._container.dir = 'auto';\n\n        this._map.on('move', this._update);\n        this._update();\n\n        return this._container;\n    }\n\n    onRemove() {\n        this._container.remove();\n        this._map.off('move', this._update);\n        this._map = undefined;\n    }\n\n    _setLanguage(language?: string | string[]) {\n        this._language = language;\n        this._update();\n    }\n\n    /**\n     * Set the scale's unit of the distance.\n     *\n     * @param {'imperial' | 'metric' | 'nautical'} unit Unit of the distance (`'imperial'`, `'metric'` or `'nautical'`).\n     */\n    setUnit(unit: Unit) {\n        this.options.unit = unit;\n        this._update();\n    }\n}\n\nexport default ScaleControl;\n\nfunction getDecimalRoundNum(d: number) {\n    const multiplier = Math.pow(10, Math.ceil(-Math.log(d) / Math.LN10));\n    return Math.round(d * multiplier) / multiplier;\n}\n\nfunction getRoundNum(num: number) {\n    const pow10 = Math.pow(10, (`${Math.floor(num)}`).length - 1);\n    let d = num / pow10;\n\n    d = d >= 10 ? 10 :\n        d >= 5 ? 5 :\n        d >= 3 ? 3 :\n        d >= 2 ? 2 :\n        d >= 1 ? 1 : getDecimalRoundNum(d);\n\n    return pow10 * d;\n}\n","import {bindAll} from '../util/util';\nimport {Event, Evented} from '../util/evented';\nimport * as DOM from '../util/dom';\nimport LngLat from '../geo/lng_lat';\nimport Point from '@mapbox/point-geometry';\nimport smartWrap from '../util/smart_wrap';\nimport {anchorTranslate} from './anchor';\nimport {isLngLatBehindGlobe} from '../geo/projection/globe_util';\n\nimport type {MapMouseEvent, MapEventOf} from '../ui/events';\nimport type {Map} from './map';\nimport type {Anchor} from './anchor';\nimport type {LngLatLike} from '../geo/lng_lat';\nimport type {PointLike} from '../types/point-like';\nimport type Marker from './marker';\n\nconst WHITESPACE_RE = /\\s+/;\n\nconst defaultOptions = {\n    closeButton: true,\n    closeOnClick: true,\n    focusAfterOpen: true,\n    className: '',\n    maxWidth: '240px',\n    altitude: 0\n};\n\nexport type Offset = number | PointLike | Partial<Record<Anchor, PointLike>>;\n\nexport type PopupOptions = {\n    closeButton?: boolean;\n    closeOnClick?: boolean;\n    closeOnMove?: boolean;\n    focusAfterOpen?: boolean;\n    anchor?: Anchor;\n    offset?: Offset;\n    className?: string;\n    maxWidth?: string;\n    altitude?: number;\n};\n\ntype PopupEvents = {\n    'open': void;\n    'close': void;\n};\n\nconst focusQuerySelector = [\n    \"a[href]\",\n    \"[tabindex]:not([tabindex='-1'])\",\n    \"[contenteditable]:not([contenteditable='false'])\",\n    \"button:not([disabled])\",\n    \"input:not([disabled])\",\n    \"select:not([disabled])\",\n    \"textarea:not([disabled])\",\n].join(\", \");\n\n/**\n * A popup component.\n *\n * @param {Object} [options]\n * @param {boolean} [options.closeButton=true] If `true`, a close button will appear in the\n * top right corner of the popup.\n * @param {boolean} [options.closeOnClick=true] If `true`, the popup will close when the\n * map is clicked.\n * @param {boolean} [options.closeOnMove=false] If `true`, the popup will close when the\n * map moves.\n * @param {boolean} [options.focusAfterOpen=true] If `true`, the popup will try to focus the\n * first focusable element inside the popup.\n * @param {string} [options.anchor] - A string indicating the part of the popup that should\n * be positioned closest to the coordinate, set via {@link Popup#setLngLat}.\n * Options are `'center'`, `'top'`, `'bottom'`, `'left'`, `'right'`, `'top-left'`,\n * `'top-right'`, `'bottom-left'`, and `'bottom-right'`. If unset, the anchor will be\n * dynamically set to ensure the popup falls within the map container with a preference\n * for `'bottom'`.\n * @param {number | PointLike | Object} [options.offset] -\n * A pixel offset applied to the popup's location specified as:\n * - a single number specifying a distance from the popup's location\n * - a {@link PointLike} specifying a constant offset\n * - an object of {@link Point}s specifing an offset for each anchor position.\n *\n * Negative offsets indicate left and up.\n * @param {string} [options.className] Space-separated CSS class names to add to popup container.\n * @param {number} [options.altitude=0] Elevation in meters above the map surface. If terrain is enabled, the popup will be elevated relative to the terrain.\n * @param {string} [options.maxWidth='240px'] -\n * A string that sets the CSS property of the popup's maximum width (for example, `'300px'`).\n * To ensure the popup resizes to fit its content, set this property to `'none'`.\n * See the MDN documentation for the list of [available values](https://developer.mozilla.org/en-US/docs/Web/CSS/max-width).\n * @example\n * const markerHeight = 50;\n * const markerRadius = 10;\n * const linearOffset = 25;\n * const popupOffsets = {\n *     'top': [0, 0],\n *     'top-left': [0, 0],\n *     'top-right': [0, 0],\n *     'bottom': [0, -markerHeight],\n *     'bottom-left': [linearOffset, (markerHeight - markerRadius + linearOffset) * -1],\n *     'bottom-right': [-linearOffset, (markerHeight - markerRadius + linearOffset) * -1],\n *     'left': [markerRadius, (markerHeight - markerRadius) * -1],\n *     'right': [-markerRadius, (markerHeight - markerRadius) * -1]\n * };\n * const popup = new mapboxgl.Popup({offset: popupOffsets, className: 'my-class'})\n *     .setLngLat(e.lngLat)\n *     .setHTML(\"<h1>Hello World!</h1>\")\n *     .setMaxWidth(\"300px\")\n *     .addTo(map);\n * @see [Example: Display a popup](https://www.mapbox.com/mapbox-gl-js/example/popup/)\n * @see [Example: Display a popup on hover](https://www.mapbox.com/mapbox-gl-js/example/popup-on-hover/)\n * @see [Example: Display a popup on click](https://www.mapbox.com/mapbox-gl-js/example/popup-on-click/)\n * @see [Example: Attach a popup to a marker instance](https://www.mapbox.com/mapbox-gl-js/example/set-popup/)\n */\nexport default class Popup extends Evented<PopupEvents> {\n    _map: Map | null | undefined;\n    options: PopupOptions;\n    _content: HTMLElement | null | undefined;\n    _container: HTMLElement | undefined;\n    _closeButton: HTMLElement | null | undefined;\n    _tip: HTMLElement | null | undefined;\n    _lngLat!: LngLat;\n    _trackPointer!: boolean;\n    _pos: Point | null | undefined;\n    _anchor!: Anchor;\n    _classList: Set<string>;\n    _marker: Marker | null | undefined;\n    _altitude: number;\n\n    constructor(options?: PopupOptions) {\n        super();\n        // eslint-disable-next-line @typescript-eslint/no-unsafe-assignment\n        this.options = Object.assign(Object.create(defaultOptions), options);\n        this._altitude = this.options.altitude;\n        bindAll(['_update', '_onClose', 'remove', '_onMouseEvent'], this);\n        this._classList = new Set(options && options.className ?\n            options.className.trim().split(WHITESPACE_RE) : []);\n    }\n\n    /**\n     * Adds the popup to a map.\n     *\n     * @param {Map} map The Mapbox GL JS map to add the popup to.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * new mapboxgl.Popup()\n     *     .setLngLat([0, 0])\n     *     .setHTML(\"<h1>Null Island</h1>\")\n     *     .addTo(map);\n     * @see [Example: Display a popup](https://docs.mapbox.com/mapbox-gl-js/example/popup/)\n     * @see [Example: Display a popup on hover](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-hover/)\n     * @see [Example: Display a popup on click](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-click/)\n     * @see [Example: Show polygon information on click](https://docs.mapbox.com/mapbox-gl-js/example/polygon-popup-on-click/)\n     */\n    addTo(map: Map): this {\n        if (this._map) this.remove();\n\n        this._map = map;\n        if (this.options.closeOnClick) {\n            map.on('preclick', this._onClose);\n        }\n\n        if (this.options.closeOnMove) {\n            map.on('move', this._onClose);\n        }\n\n        map.on('remove', this.remove);\n        this._update();\n        map._addPopup(this);\n        this._focusFirstElement();\n\n        if (this._trackPointer) {\n            map.on('mousemove', this._onMouseEvent);\n            map.on('mouseup', this._onMouseEvent);\n            map._canvasContainer.classList.add('mapboxgl-track-pointer');\n        } else {\n            map.on('move', this._update);\n        }\n\n        /**\n         * Fired when the popup is opened manually or programatically.\n         *\n         * @event open\n         * @memberof Popup\n         * @instance\n         * @type {Object}\n         * @property {Popup} popup Object that was opened.\n         *\n         * @example\n         * // Create a popup\n         * const popup = new mapboxgl.Popup();\n         * // Set an event listener that will fire\n         * // any time the popup is opened\n         * popup.on('open', () => {\n         *     console.log('popup was opened');\n         * });\n         */\n        this.fire(new Event('open'));\n\n        return this;\n    }\n\n    /**\n     * Checks if a popup is open.\n     *\n     * @returns {boolean} `true` if the popup is open, `false` if it is closed.\n     * @example\n     * const isPopupOpen = popup.isOpen();\n     */\n    isOpen(): boolean {\n        return !!this._map;\n    }\n\n    /**\n     * Removes the popup from the map it has been added to.\n     *\n     * @example\n     * const popup = new mapboxgl.Popup().addTo(map);\n     * popup.remove();\n     * @returns {Popup} Returns itself to allow for method chaining.\n     */\n    remove(): this {\n        if (this._content) {\n            this._content.remove();\n        }\n\n        if (this._container) {\n            this._container.remove();\n            this._container = undefined;\n        }\n\n        const map = this._map;\n        if (map) {\n            map.off('move', this._update);\n            map.off('move', this._onClose);\n            map.off('preclick', this._onClose);\n            map.off('click', this._onClose);\n            map.off('remove', this.remove);\n            map.off('mousemove', this._onMouseEvent);\n            map.off('mouseup', this._onMouseEvent);\n            map.off('drag', this._onMouseEvent);\n            if (map._canvasContainer) {\n                map._canvasContainer.classList.remove('mapboxgl-track-pointer');\n            }\n            map._removePopup(this);\n            this._map = undefined;\n        }\n\n        /**\n         * Fired when the popup is closed manually or programatically.\n         *\n         * @event close\n         * @memberof Popup\n         * @instance\n         * @type {Object}\n         * @property {Popup} popup Object that was closed.\n         *\n         * @example\n         * // Create a popup\n         * const popup = new mapboxgl.Popup();\n         * // Set an event listener that will fire\n         * // any time the popup is closed\n         * popup.on('close', () => {\n         *     console.log('popup was closed');\n         * });\n         */\n        this.fire(new Event('close'));\n\n        return this;\n    }\n\n    /**\n     * Returns the geographical location of the popup's anchor.\n     *\n     * The longitude of the result may differ by a multiple of 360 degrees from the longitude previously\n     * set by `setLngLat` because `Popup` wraps the anchor longitude across copies of the world to keep\n     * the popup on screen.\n     *\n     * @returns {LngLat} The geographical location of the popup's anchor.\n     * @example\n     * const lngLat = popup.getLngLat();\n     */\n    getLngLat(): LngLat {\n        return this._lngLat;\n    }\n\n    /**\n     * Sets the geographical location of the popup's anchor, and moves the popup to it. Replaces trackPointer() behavior.\n     *\n     * @param {LngLatLike} lnglat The geographical location to set as the popup's anchor.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * popup.setLngLat([-122.4194, 37.7749]);\n     */\n    setLngLat(lnglat: LngLatLike): this {\n        this._lngLat = LngLat.convert(lnglat);\n        this._pos = null;\n\n        this._trackPointer = false;\n\n        this._update();\n\n        const map = this._map;\n        if (map) {\n            map.on('move', this._update);\n            map.off('mousemove', this._onMouseEvent);\n            map._canvasContainer.classList.remove('mapboxgl-track-pointer');\n        }\n\n        return this;\n    }\n\n    /**\n     * Gets the altitude of the popup.\n     *\n     * @returns {number} The altitude of the popup.\n     * @example\n     * const altitude = popup.getAltitude();\n     */\n    getAltitude(): number {\n        return this._altitude;\n    }\n\n    /**\n     * Sets the altitude of the popup.\n     *\n     * @param {number} altitude - The altitude of the popup.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * popup.setAltitude(10);\n     */\n    setAltitude(altitude: number): this {\n        this._altitude = altitude;\n        this._update();\n        return this;\n    }\n\n    /**\n     * Tracks the popup anchor to the cursor position on screens with a pointer device (it will be hidden on touchscreens). Replaces the `setLngLat` behavior.\n     * For most use cases, set `closeOnClick` and `closeButton` to `false`.\n     *\n     * @example\n     * const popup = new mapboxgl.Popup({closeOnClick: false, closeButton: false})\n     *     .setHTML(\"<h1>Hello World!</h1>\")\n     *     .trackPointer()\n     *     .addTo(map);\n     * @returns {Popup} Returns itself to allow for method chaining.\n     */\n    trackPointer(): this {\n        this._trackPointer = true;\n        this._pos = null;\n        this._update();\n        const map = this._map;\n        if (map) {\n            map.off('move', this._update);\n            map.on('mousemove', this._onMouseEvent);\n            map.on('drag', this._onMouseEvent);\n            map._canvasContainer.classList.add('mapboxgl-track-pointer');\n        }\n\n        return this;\n\n    }\n\n    /**\n     * Returns the `Popup`'s HTML element.\n     *\n     * @example\n     * // Change the `Popup` element's font size\n     * const popup = new mapboxgl.Popup()\n     *     .setLngLat([-96, 37.8])\n     *     .setHTML(\"<p>Hello World!</p>\")\n     *     .addTo(map);\n     * const popupElem = popup.getElement();\n     * popupElem.style.fontSize = \"25px\";\n     * @returns {HTMLElement} Returns container element.\n     */\n    getElement(): HTMLElement | undefined {\n        return this._container;\n    }\n\n    /**\n     * Sets the popup's content to a string of text.\n     *\n     * This function creates a [Text](https://developer.mozilla.org/en-US/docs/Web/API/Text) node in the DOM,\n     * so it cannot insert raw HTML. Use this method for security against XSS\n     * if the popup content is user-provided.\n     *\n     * @param {string} text Textual content for the popup.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * const popup = new mapboxgl.Popup()\n     *     .setLngLat(e.lngLat)\n     *     .setText('Hello, world!')\n     *     .addTo(map);\n     */\n    setText(text: string): this {\n        return this.setDOMContent(document.createTextNode(text));\n    }\n\n    /**\n     * Sets the popup's content to the HTML provided as a string.\n     *\n     * This method does not perform HTML filtering or sanitization, and must be\n     * used only with trusted content. Consider {@link Popup#setText} if\n     * the content is an untrusted text string.\n     *\n     * @param {string} html A string representing HTML content for the popup.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * const popup = new mapboxgl.Popup()\n     *     .setLngLat(e.lngLat)\n     *     .setHTML(\"<h1>Hello World!</h1>\")\n     *     .addTo(map);\n     * @see [Example: Display a popup](https://docs.mapbox.com/mapbox-gl-js/example/popup/)\n     * @see [Example: Display a popup on hover](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-hover/)\n     * @see [Example: Display a popup on click](https://docs.mapbox.com/mapbox-gl-js/example/popup-on-click/)\n     * @see [Example: Attach a popup to a marker instance](https://docs.mapbox.com/mapbox-gl-js/example/set-popup/)\n     */\n    setHTML(html: string): this {\n        const frag = document.createDocumentFragment();\n        const temp = document.createElement('body');\n        let child: ChildNode | null;\n        temp.innerHTML = html;\n        while (true) {\n            child = temp.firstChild;\n            if (!child) break;\n            frag.appendChild(child);\n        }\n\n        return this.setDOMContent(frag);\n    }\n\n    /**\n     * Returns the popup's maximum width.\n     *\n     * @returns {string} The maximum width of the popup.\n     * @example\n     * const maxWidth = popup.getMaxWidth();\n     */\n    getMaxWidth(): string | undefined {\n        return this._container && this._container.style.maxWidth;\n    }\n\n    /**\n     * Sets the popup's maximum width. This is setting the CSS property `max-width`.\n     * Available values can be found here: https://developer.mozilla.org/en-US/docs/Web/CSS/max-width.\n     *\n     * @param {string} maxWidth A string representing the value for the maximum width.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * popup.setMaxWidth('50');\n     */\n    setMaxWidth(maxWidth: string): this {\n        this.options.maxWidth = maxWidth;\n        this._update();\n        return this;\n    }\n\n    /**\n     * Sets the popup's content to the element provided as a DOM node.\n     *\n     * @param {Element} htmlNode A DOM node to be used as content for the popup.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * // create an element with the popup content\n     * const div = window.document.createElement('div');\n     * div.innerHTML = 'Hello, world!';\n     * const popup = new mapboxgl.Popup()\n     *     .setLngLat(e.lngLat)\n     *     .setDOMContent(div)\n     *     .addTo(map);\n     */\n    setDOMContent(htmlNode: Node): this {\n        let content = this._content;\n        if (content) {\n            // Clear out children first.\n            while (content.hasChildNodes()) {\n                if (content.firstChild) {\n                    content.removeChild(content.firstChild);\n                }\n            }\n        } else {\n            content = this._content = DOM.create('div', 'mapboxgl-popup-content', this._container || undefined);\n        }\n\n        // The close button should be the last tabbable element inside the popup for a good keyboard UX.\n        content.appendChild(htmlNode);\n\n        if (this.options.closeButton) {\n            const button = this._closeButton = DOM.create('button', 'mapboxgl-popup-close-button', content);\n            button.type = 'button';\n            button.setAttribute('aria-label', 'Close popup');\n            button.innerHTML = '<span aria-hidden=\"true\">&#215;</span>';\n            button.addEventListener('click', this._onClose);\n        }\n        this._update();\n        this._focusFirstElement();\n        return this;\n    }\n\n    /**\n     * Adds a CSS class to the popup container element.\n     *\n     * @param {string} className Non-empty string with CSS class name to add to popup container.\n     * @returns {Popup} Returns itself to allow for method chaining.\n     *\n     * @example\n     * const popup = new mapboxgl.Popup();\n     * popup.addClassName('some-class');\n     */\n    addClassName(className: string): this {\n        this._classList.add(className);\n        this._updateClassList();\n        return this;\n    }\n\n    /**\n     * Removes a CSS class from the popup container element.\n     *\n     * @param {string} className Non-empty string with CSS class name to remove from popup container.\n     *\n     * @returns {Popup} Returns itself to allow for method chaining.\n     * @example\n     * const popup = new mapboxgl.Popup({className: 'some classes'});\n     * popup.removeClassName('some');\n     */\n    removeClassName(className: string): this {\n        this._classList.delete(className);\n        this._updateClassList();\n        return this;\n    }\n\n    /* eslint-disable jsdoc/check-line-alignment */\n    /**\n     * Sets the popup's offset.\n     *\n     * @param {number | PointLike | Object} offset Sets the popup's offset. The `Object` is of the following structure\n     *     {\n     *         'center': ?PointLike,\n     *         'top': ?PointLike,\n     *         'bottom': ?PointLike,\n     *         'left': ?PointLike,\n     *         'right': ?PointLike,\n     *         'top-left': ?PointLike,\n     *         'top-right': ?PointLike,\n     *         'bottom-left': ?PointLike,\n     *         'bottom-right': ?PointLike\n     *     }.\n     *\n     * @returns {Popup} `this`.\n     * @example\n     * popup.setOffset(10);\n     */\n    /* eslint-enable jsdoc/check-line-alignment */\n    setOffset(offset?: Offset): this {\n        this.options.offset = offset;\n        this._update();\n        return this;\n    }\n\n    /**\n     * Add or remove the given CSS class on the popup container, depending on whether the container currently has that class.\n     *\n     * @param {string} className Non-empty string with CSS class name to add/remove.\n     *\n     * @returns {boolean} If the class was removed return `false`. If the class was added, then return `true`.\n     *\n     * @example\n     * const popup = new mapboxgl.Popup();\n     * popup.toggleClassName('highlighted');\n     */\n    toggleClassName(className: string): boolean {\n        let finalState: boolean;\n        if (this._classList.delete(className)) {\n            finalState = false;\n        } else {\n            this._classList.add(className);\n            finalState = true;\n        }\n        this._updateClassList();\n        return finalState;\n    }\n\n    _onMouseEvent(event: MapMouseEvent) {\n        this._update(event.point);\n    }\n\n    _getAnchor(bottomY: number): Anchor {\n        if (this.options.anchor) { return this.options.anchor; }\n\n        const map = this._map;\n        const container = this._container;\n        const pos = this._pos;\n\n        if (!map || !container || !pos) return 'bottom';\n\n        const width = container.offsetWidth;\n        const height = container.offsetHeight;\n\n        const isTop = pos.y + bottomY < height;\n        const isBottom = pos.y > map.transform.height - height;\n        const isLeft = pos.x < width / 2;\n        const isRight = pos.x > map.transform.width - width / 2;\n\n        if (isTop) {\n            if (isLeft) return 'top-left';\n            if (isRight) return 'top-right';\n            return 'top';\n        }\n        if (isBottom) {\n            if (isLeft) return 'bottom-left';\n            if (isRight) return 'bottom-right';\n        }\n        if (isLeft) return 'left';\n        if (isRight) return 'right';\n\n        return 'bottom';\n    }\n\n    _updateClassList() {\n        const container = this._container;\n        if (!container) return;\n\n        const classes = [...this._classList];\n        classes.push('mapboxgl-popup');\n        if (this._anchor) {\n            classes.push(`mapboxgl-popup-anchor-${this._anchor}`);\n        }\n        if (this._trackPointer) {\n            classes.push('mapboxgl-popup-track-pointer');\n        }\n        container.className = classes.join(' ');\n    }\n\n    _update(cursor?: Point | MapEventOf<'move'>) {\n        const hasPosition = this._lngLat || this._trackPointer;\n        const map = this._map;\n        const content = this._content;\n\n        if (!map || !hasPosition || !content) { return; }\n\n        let container = this._container;\n\n        if (!container) {\n            container = this._container = DOM.create('div', 'mapboxgl-popup', map.getContainer());\n            this._tip = DOM.create('div', 'mapboxgl-popup-tip', container);\n            container.appendChild(content);\n        }\n\n        if (this.options.maxWidth && container.style.maxWidth !== this.options.maxWidth) {\n            container.style.maxWidth = this.options.maxWidth;\n        }\n\n        if (map.transform.renderWorldCopies && !this._trackPointer) {\n            this._lngLat = smartWrap(this._lngLat, this._pos, map.transform);\n        }\n\n        if (!this._trackPointer || cursor) {\n            const pos = this._pos = this._trackPointer && cursor instanceof Point ? cursor : map.project(this._lngLat, this._altitude);\n\n            const offsetBottom = normalizeOffset(this.options.offset);\n            const anchor = this._anchor = this._getAnchor(offsetBottom.y);\n            const offset = normalizeOffset(this.options.offset, anchor);\n\n            const offsetedPos = pos.add(offset).round();\n            map._requestDomTask(() => {\n                if (this._container && anchor) {\n                    this._container.style.transform = `${anchorTranslate[anchor]} translate(${offsetedPos.x}px,${offsetedPos.y}px)`;\n                }\n            });\n        }\n\n        if (!this._marker && map._showingGlobe()) {\n            const opacity = isLngLatBehindGlobe(map.transform, this._lngLat) ? 0 : 1;\n            this._setOpacity(opacity);\n        }\n\n        this._updateClassList();\n    }\n\n    _focusFirstElement() {\n        if (!this.options.focusAfterOpen || !this._container) return;\n\n        const firstFocusable: HTMLElement = this._container.querySelector(focusQuerySelector);\n\n        if (firstFocusable) firstFocusable.focus();\n    }\n\n    _onClose() {\n        this.remove();\n    }\n\n    _setOpacity(opacity: number) {\n        if (this._container) {\n            this._container.style.opacity = `${opacity}`;\n        }\n        if (this._content) {\n            this._content.style.pointerEvents = opacity ? 'auto' : 'none';\n        }\n    }\n}\n\n// returns a normalized offset for a given anchor\nfunction normalizeOffset(offset: Offset = new Point(0, 0), anchor: Anchor = 'bottom'): Point {\n    if (typeof offset === 'number') {\n        // input specifies a radius from which to calculate offsets at all positions\n        const cornerOffset = Math.round(Math.sqrt(0.5 * Math.pow(offset, 2)));\n        switch (anchor) {\n        case 'top': return new Point(0, offset);\n        case 'top-left': return new Point(cornerOffset, cornerOffset);\n        case 'top-right': return new Point(-cornerOffset, cornerOffset);\n        case 'bottom': return new Point(0, -offset);\n        case 'bottom-left': return new Point(cornerOffset, -cornerOffset);\n        case 'bottom-right': return new Point(-cornerOffset, -cornerOffset);\n        case 'left': return new Point(offset, 0);\n        case 'right': return new Point(-offset, 0);\n        }\n        return new Point(0, 0);\n    }\n\n    if (offset instanceof Point || Array.isArray(offset)) {\n        // input specifies a single offset to be applied to all positions\n        return Point.convert(offset);\n    }\n\n    // input specifies an offset per position\n    return Point.convert(offset[anchor] || [0, 0]);\n}\n","import assert from './style-spec/util/assert';\nimport {isSupported as supported} from '@mapbox/mapbox-gl-supported';\nimport {version} from '../package.json';\nimport {Map} from './ui/map';\nimport NavigationControl from './ui/control/navigation_control';\nimport GeolocateControl from './ui/control/geolocate_control';\nimport AttributionControl from './ui/control/attribution_control';\nimport ScaleControl from './ui/control/scale_control';\nimport FullscreenControl from './ui/control/fullscreen_control';\nimport IndoorControl from './ui/control/indoor_control';\nimport Popup from './ui/popup';\nimport Marker from './ui/marker';\nimport Style from './style/style';\nimport LngLat, {LngLatBounds} from './geo/lng_lat';\nimport Point from '@mapbox/point-geometry';\nimport MercatorCoordinate from './geo/mercator_coordinate';\nimport {Evented} from './util/evented';\nimport config, {setAccessToken, setBaseApiUrl, setMaxParallelImageRequests, getDracoUrl, setDracoUrl, getMeshoptUrl, setMeshoptUrl, getBuildingGenUrl, setBuildingGenUrl} from './util/config';\nimport {setRTLTextPlugin, getRTLTextPluginStatus} from './source/rtl_text_plugin';\nimport {addTileProvider} from './source/tile_provider';\nimport {getWorkerCount, setWorkerCount} from './util/worker_pool';\nimport WorkerClass from './util/worker_class';\nimport {prewarm, clearPrewarmedResources} from './util/worker_pool_factory';\nimport {clearTileCache} from './util/tile_request_cache';\nimport {FreeCameraOptions} from './ui/free_camera';\nimport browser from './util/browser';\nimport {isMapboxHTTPCDNURL} from './util/mapbox_url';\nimport {setSdkInfo, setBundleDistribution} from './util/mapbox';\n\nimport type {Class} from './types/class';\n\n// Detect whether this UMD/CSP bundle was served from the Mapbox CDN (telemetry only).\n// Classic scripts expose their URL via `document.currentScript`; the `typeof document`\n// guard keeps the bundle importable in Node/SSR.\nconst currentScript = typeof document !== 'undefined' ? document.currentScript as HTMLScriptElement | null : null;\nsetBundleDistribution(currentScript && currentScript.src && isMapboxHTTPCDNURL(currentScript.src) ? 'cdn' : 'other');\n\n// Explicit type re-exports\nexport type * from './ui/events';\nexport type * from './style-spec/types';\nexport type * from './source/source_types';\nexport type * from './types/deprecated-aliases';\n\nexport type {PointLike} from './types/point-like';\nexport type {PluginStatus} from './source/rtl_text_plugin';\n\nexport type {Event, ErrorEvent} from './util/evented';\nexport type {GeoJSONFeature, TargetFeature} from './util/vectortile_to_geojson';\nexport type {InteractionEvent} from './ui/interactions';\nexport type {PaddingOptions} from './geo/edge_insets';\nexport type {RequestParameters, RequestTransformFunction, ResourceType} from './util/ajax';\nexport type {LngLatLike, LngLatBoundsLike} from './geo/lng_lat';\n\nexport type {FeatureSelector} from './style/style';\nexport type {StyleImageInterface} from './style/style_image';\nexport type {CustomLayerInterface} from './style/style_layer/custom_style_layer';\nexport type {CustomSourceInterface} from './source/custom_source';\nexport type {CanvasSourceSpecification} from './source/canvas_source';\nexport type {TileProvider, TileDataResponse} from './source/tile_provider';\nexport type {TileJSON} from './types/tilejson';\n\nexport type {Anchor} from './ui/anchor';\nexport type {PopupOptions} from './ui/popup';\nexport type {MarkerOptions} from './ui/marker';\nexport type {ScaleControlOptions} from './ui/control/scale_control';\nexport type {GeolocateControlOptions} from './ui/control/geolocate_control';\nexport type {NavigationControlOptions} from './ui/control/navigation_control';\nexport type {FullscreenControlOptions} from './ui/control/fullscreen_control';\nexport type {AttributionControlOptions} from './ui/control/attribution_control';\nexport type {MapOptions, IControl, ControlPosition} from './ui/map';\nexport type {FontstackCompositing} from './style/glyph_loader';\nexport type {AnimationOptions, CameraOptions, EasingOptions} from './ui/camera';\nexport type {AnimationFrameProvider} from './ui/animation_frame_provider';\n\nexport type {\n    Map,\n    NavigationControl,\n    GeolocateControl,\n    AttributionControl,\n    ScaleControl,\n    FullscreenControl,\n    Popup,\n    Marker,\n    LngLat,\n    LngLatBounds,\n    Point,\n    MercatorCoordinate,\n};\n\nconst exported = {\n    version,\n    supported,\n    setRTLTextPlugin,\n    getRTLTextPluginStatus,\n    setSdkInfo,\n    addTileProvider,\n    Map,\n    NavigationControl,\n    GeolocateControl,\n    AttributionControl,\n    ScaleControl,\n    FullscreenControl,\n    IndoorControl,\n    Popup,\n    Marker,\n    Style,\n    LngLat,\n    LngLatBounds,\n    Point,\n    MercatorCoordinate,\n    FreeCameraOptions,\n    Evented,\n    config,\n    /**\n     * Initializes resources like WebWorkers that can be shared across maps to lower load\n     * times in some situations. [`mapboxgl.workerUrl`](https://docs.mapbox.com/mapbox-gl-js/api/properties/#workerurl)\n     * and [`mapboxgl.workerCount`](https://docs.mapbox.com/mapbox-gl-js/api/properties/#workercount), if being\n     * used, must be set before `prewarm()` is called to have an effect.\n     *\n     * By default, the lifecycle of these resources is managed automatically, and they are\n     * lazily initialized when a `Map` is first created. Invoking `prewarm()` creates these\n     * resources ahead of time and ensures they are not cleared when the last `Map`\n     * is removed from the page. This allows them to be re-used by new `Map` instances that\n     * are created later. They can be manually cleared by calling\n     * [`mapboxgl.clearPrewarmedResources()`](https://docs.mapbox.com/mapbox-gl-js/api/properties/#clearprewarmedresources).\n     * This is only necessary if your web page remains active but stops using maps altogether.\n     * `prewarm()` is idempotent and has guards against being executed multiple times,\n     * and any resources allocated by `prewarm()` are created synchronously.\n     *\n     * This is primarily useful when using Mapbox GL JS maps in a single page app,\n     * in which a user navigates between various views, resulting in\n     * constant creation and destruction of `Map` instances.\n     *\n     * @function prewarm\n     * @example\n     * mapboxgl.prewarm();\n     */\n    prewarm,\n    /**\n     * Clears up resources that have previously been created by [`mapboxgl.prewarm()`](https://docs.mapbox.com/mapbox-gl-js/api/properties/#prewarm).\n     * Note that this is typically not necessary. You should only call this function\n     * if you expect the user of your app to not return to a Map view at any point\n     * in your application.\n     *\n     * @function clearPrewarmedResources\n     * @example\n     * mapboxgl.clearPrewarmedResources();\n     */\n    clearPrewarmedResources,\n\n    /**\n     * Gets and sets the map's [access token](https://www.mapbox.com/help/define-access-token/).\n     *\n     * @var {string} accessToken\n     * @returns {string} The currently set access token.\n     * @example\n     * mapboxgl.accessToken = myAccessToken;\n     * @see [Example: Display a map](https://www.mapbox.com/mapbox-gl-js/example/simple-map/)\n     */\n    get accessToken(): string | null | undefined {\n        return config.ACCESS_TOKEN;\n    },\n\n    set accessToken(token: string) {\n        setAccessToken(token);\n    },\n\n    /**\n     * Gets and sets the map's default API URL for requesting tiles, styles, sprites, and glyphs.\n     *\n     * @var {string} baseApiUrl\n     * @returns {string} The current base API URL.\n     * @example\n     * mapboxgl.baseApiUrl = 'https://api.mapbox.com';\n     */\n    get baseApiUrl(): string | null | undefined {\n        return config.API_URL;\n    },\n\n    set baseApiUrl(url: string) {\n        setBaseApiUrl(url);\n    },\n\n    /**\n     * Gets and sets the number of web workers instantiated on a page with Mapbox GL JS maps.\n     * By default, it is set to 2.\n     * Make sure to set this property before creating any map instances for it to have effect.\n     *\n     * @var {string} workerCount\n     * @returns {number} Number of workers currently configured.\n     * @example\n     * mapboxgl.workerCount = 4;\n     */\n    get workerCount(): number {\n        return getWorkerCount();\n    },\n\n    set workerCount(count: number) {\n        setWorkerCount(count);\n    },\n\n    /**\n     * Gets and sets the maximum number of images (raster tiles, sprites, icons) to load in parallel.\n     * 16 by default. There is no maximum value, but the number of images affects performance in raster-heavy maps.\n     *\n     * @var {string} maxParallelImageRequests\n     * @returns {number} Number of parallel requests currently configured.\n     * @example\n     * mapboxgl.maxParallelImageRequests = 10;\n     */\n    get maxParallelImageRequests(): number {\n        return config.MAX_PARALLEL_IMAGE_REQUESTS;\n    },\n\n    set maxParallelImageRequests(numRequests: number) {\n        setMaxParallelImageRequests(numRequests);\n    },\n\n    /**\n     * Clears browser storage used by this library. Using this method flushes the Mapbox tile\n     * cache that is managed by this library. Tiles may still be cached by the browser\n     * in some cases.\n     *\n     * This API is supported on browsers where the [`Cache` API](https://developer.mozilla.org/en-US/docs/Web/API/Cache)\n     * is supported and enabled. This includes all major browsers when pages are served over\n     * `https://`, except Internet Explorer and Edge Mobile.\n     *\n     * When called in unsupported browsers or environments (private or incognito mode), the\n     * callback will be called with an error argument.\n     *\n     * @function clearStorage\n     * @param {Function} callback Called with an error argument if there is an error.\n     * @example\n     * mapboxgl.clearStorage();\n     */\n    clearStorage(callback?: (err?: Error | null) => void) {\n        clearTileCache(callback);\n    },\n    /**\n     * Provides an interface for loading mapbox-gl's WebWorker bundle from a self-hosted URL.\n     * This needs to be set only once, and before any call to `new mapboxgl.Map(..)` takes place.\n     * This is useful if your site needs to operate in a strict CSP (Content Security Policy) environment\n     * wherein you are not allowed to load JavaScript code from a [`Blob` URL](https://developer.mozilla.org/en-US/docs/Web/API/URL/createObjectURL), which is default behavior.\n     *\n     * See our documentation on [CSP Directives](https://docs.mapbox.com/mapbox-gl-js/guides/browsers/#csp-directives) for more details.\n     *\n     * @var {string} workerUrl\n     * @returns {string} A URL hosting a JavaScript bundle for mapbox-gl's WebWorker.\n     * @example\n     * <script src='https://api.mapbox.com/mapbox-gl-js/v2.3.1/mapbox-gl-csp.js'></script>\n     * <script>\n     * mapboxgl.workerUrl = \"https://api.mapbox.com/mapbox-gl-js/v2.3.1/mapbox-gl-csp-worker.js\";\n     * ...\n     * </script>\n     */\n    get workerUrl(): string {\n        return WorkerClass.workerUrl;\n    },\n\n    set workerUrl(url: string) {\n        WorkerClass.workerUrl = url;\n    },\n\n    /**\n     * Provides an interface for external module bundlers such as Webpack or Rollup to package\n     * mapbox-gl's WebWorker into a separate class and integrate it with the library.\n     *\n     * Takes precedence over `mapboxgl.workerUrl`.\n     *\n     * @var {Object} workerClass\n     * @returns {Object | null} A class that implements the `Worker` interface.\n     * @example\n     * import mapboxgl from 'mapbox-gl/dist/mapbox-gl-csp';\n     * import MapboxGLWorker from 'mapbox-gl/dist/mapbox-gl-csp-worker';\n     *\n     * mapboxgl.workerClass = MapboxGLWorker;\n     */\n    get workerClass(): Class<Worker> {\n        return WorkerClass.workerClass;\n    },\n\n    set workerClass(klass: Class<Worker>) {\n        WorkerClass.workerClass = klass;\n    },\n\n    /**\n     * Provides an interface for loading Draco decoding library (draco_decoder_gltf.wasm v1.5.6) from a self-hosted URL.\n     * This needs to be set only once, and before any call to `new mapboxgl.Map(..)` takes place.\n     * This is useful if your site needs to operate in a strict CSP (Content Security Policy) environment\n     * wherein you are not allowed to load JavaScript code from a [`Blob` URL](https://developer.mozilla.org/en-US/docs/Web/API/URL/createObjectURL), which is default behavior.\n     *\n     * See our documentation on [CSP Directives](https://docs.mapbox.com/mapbox-gl-js/guides/browsers/#csp-directives) for more details.\n     *\n     * @var {string} dracoUrl\n     * @returns {string} A URL hosting Google Draco decoding library (`draco_wasm_wrapper_gltf.js` and `draco_decoder_gltf.wasm`).\n     * @example\n     * <script src='https://api.mapbox.com/mapbox-gl-js/v3.0.0/mapbox-gl.js'></script>\n     * <script>\n     * mapboxgl.dracoUrl = \"https://www.gstatic.com/draco/versioned/decoders/1.5.6/draco_decoder_gltf.wasm\";\n     * ...\n     * </script>\n     */\n    get dracoUrl(): string {\n        return getDracoUrl();\n    },\n\n    set dracoUrl(url: string) {\n        setDracoUrl(url);\n    },\n\n    /**\n     * Gets and sets the URL for the Meshopt decoder WASM module.\n     * By default, this is loaded from the Mapbox API CDN relative to\n     * [`baseApiUrl`](https://docs.mapbox.com/mapbox-gl-js/api/properties/#baseapiurl).\n     * The SIMD-optimized variant is automatically selected when supported.\n     *\n     * @var {string} meshoptUrl\n     * @returns {string} The current Meshopt WASM URL.\n     */\n    get meshoptUrl(): string {\n        return getMeshoptUrl();\n    },\n\n    set meshoptUrl(url: string) {\n        setMeshoptUrl(url);\n    },\n\n    /**\n     * Gets and sets the URL for the building generation WASM module (building_gen.wasm).\n     * By default, this is loaded from the Mapbox API CDN relative to\n     * [`baseApiUrl`](https://docs.mapbox.com/mapbox-gl-js/api/properties/#baseapiurl).\n     *\n     * @var {string} buildingGenUrl\n     * @returns {string} The current building generation WASM URL.\n     */\n    get buildingGenUrl(): string {\n        return getBuildingGenUrl();\n    },\n\n    set buildingGenUrl(url: string) {\n        setBuildingGenUrl(url);\n    },\n\n    /**\n     * Sets the time used by Mapbox GL JS internally for all animations. Useful for generating videos from Mapbox GL JS.\n     *\n     * @var {number} time\n     */\n    setNow: browser.setNow,\n\n    /**\n     * Restores the internal animation timing to follow regular computer time (`performance.now()`).\n     */\n    restoreNow: browser.restoreNow\n};\n\n/**\n * Gets the version of Mapbox GL JS in use as specified in `package.json`,\n * `CHANGELOG.md`, and the GitHub release.\n *\n * @var {string} version\n * @example\n * console.log(`Mapbox GL JS v${mapboxgl.version}`);\n */\n\n/**\n * Test whether the browser [supports Mapbox GL JS](https://www.mapbox.com/help/mapbox-browser-support/#mapbox-gl-js).\n *\n * @function supported\n * @param {Object} [options]\n * @param {boolean} [options.failIfMajorPerformanceCaveat=false] If `true`,\n * the function will return `false` if the performance of Mapbox GL JS would\n * be dramatically worse than expected (for example, a software WebGL renderer\n * would be used).\n * @returns {boolean}\n * @example\n * // Show an alert if the browser does not support Mapbox GL\n * if (!mapboxgl.supported()) {\n *     alert('Your browser does not support Mapbox GL');\n * }\n * @see [Example: Check for browser support](https://www.mapbox.com/mapbox-gl-js/example/check-for-support/)\n */\n\n/**\n * Sets the map's [RTL text plugin](https://www.mapbox.com/mapbox-gl-js/plugins/#mapbox-gl-rtl-text).\n * Necessary for supporting the Arabic and Hebrew languages, which are written right-to-left. Mapbox Studio loads this plugin by default.\n *\n * @function setRTLTextPlugin\n * @param {string} pluginURL URL pointing to the Mapbox RTL text plugin source.\n * @param {Function} callback Called with an error argument if there is an error, or no arguments if the plugin loads successfully.\n * @param {boolean} lazy If set to `true`, MapboxGL will defer loading the plugin until right-to-left text is encountered, and\n * right-to-left text will be rendered only after the plugin finishes loading.\n * @example\n * mapboxgl.setRTLTextPlugin('https://api.mapbox.com/mapbox-gl-js/plugins/mapbox-gl-rtl-text/v0.4.0/mapbox-gl-rtl-text.js');\n * @see [Example: Add support for right-to-left scripts](https://www.mapbox.com/mapbox-gl-js/example/mapbox-gl-rtl-text/)\n */\n\n/**\n * Gets the map's [RTL text plugin](https://www.mapbox.com/mapbox-gl-js/plugins/#mapbox-gl-rtl-text) status.\n * The status can be `unavailable` (not requested or removed), `loading`, `loaded`, or `error`.\n * If the status is `loaded` and the plugin is requested again, an error will be thrown.\n *\n * @function getRTLTextPluginStatus\n * @example\n * const pluginStatus = mapboxgl.getRTLTextPluginStatus();\n */\n\nexport default exported;\n\n// canary assert: used to confirm that asserts have been removed from production build\nassert(true, 'canary assert');\n","import * as DOM from '../../util/dom';\nimport {bindAll, warnOnce} from '../../util/util';\n\nimport type {Map, IControl} from '../map';\n\ntype WebkitDocument = Document & {\n    webkitFullscreenElement?: Element;\n    webkitCancelFullScreen?: () => void;\n};\n\ntype WebkitFullscreenElement = Element & {\n    webkitRequestFullscreen?: () => void;\n};\n\nexport type FullscreenControlOptions = {\n    container?: HTMLElement | null;\n};\n\n/**\n * A `FullscreenControl` control contains a button for toggling the map in and out of fullscreen mode. See the `requestFullScreen` [compatibility table](https://developer.mozilla.org/en-US/docs/Web/API/Element/requestFullScreen#browser_compatibility) for supported browsers.\n * Add this control to a map using {@link Map#addControl}.\n *\n * @implements {IControl}\n * @param {Object} [options]\n * @param {HTMLElement} [options.container] `container` is the [compatible DOM element](https://developer.mozilla.org/en-US/docs/Web/API/Element/requestFullScreen#Compatible_elements) which should be made full screen. By default, the map container element will be made full screen.\n *\n * @example\n * map.addControl(new mapboxgl.FullscreenControl({container: document.querySelector('body')}));\n * @see [Example: View a fullscreen map](https://www.mapbox.com/mapbox-gl-js/example/fullscreen/)\n */\n\nclass FullscreenControl implements IControl {\n    _map!: Map;\n    _controlContainer!: HTMLElement;\n    _fullscreen: boolean;\n    _fullscreenchange!: string;\n    _fullscreenButton!: HTMLElement;\n    _container!: HTMLElement;\n\n    constructor(options: FullscreenControlOptions | null = {}) {\n        this._fullscreen = false;\n        if (options && options.container) {\n            if (options.container instanceof HTMLElement) {\n                this._container = options.container;\n            } else {\n                warnOnce('Full screen control \\'container\\' must be a DOM element.');\n            }\n        }\n        bindAll([\n            '_onClickFullscreen',\n            '_changeIcon'\n        ], this);\n        if ('onfullscreenchange' in document) {\n            this._fullscreenchange = 'fullscreenchange';\n        } else if ('onwebkitfullscreenchange' in document) {\n            this._fullscreenchange = 'webkitfullscreenchange';\n        }\n    }\n\n    onAdd(map: Map): HTMLElement {\n        this._map = map;\n        if (!this._container) this._container = this._map.getContainer();\n        this._controlContainer = DOM.create('div', `mapboxgl-ctrl mapboxgl-ctrl-group`);\n        if (this._checkFullscreenSupport()) {\n            this._setupUI();\n        } else {\n            this._controlContainer.style.display = 'none';\n            warnOnce('This device does not support fullscreen mode.');\n        }\n        return this._controlContainer;\n    }\n\n    onRemove() {\n        this._controlContainer.remove();\n        this._map = null;\n        document.removeEventListener(this._fullscreenchange, this._changeIcon);\n    }\n\n    _checkFullscreenSupport(): boolean {\n        return !!(\n            document.fullscreenEnabled ||\n            (document as {webkitFullscreenEnabled?: boolean}).webkitFullscreenEnabled\n        );\n    }\n\n    _setupUI() {\n        const button = this._fullscreenButton = DOM.create('button', (`mapboxgl-ctrl-fullscreen`), this._controlContainer);\n        DOM.create('span', `mapboxgl-ctrl-icon`, button).setAttribute('aria-hidden', 'true');\n        button.type = 'button';\n        this._updateTitle();\n        this._fullscreenButton.addEventListener('click', this._onClickFullscreen);\n        document.addEventListener(this._fullscreenchange, this._changeIcon);\n    }\n\n    _updateTitle() {\n        const title = this._getTitle();\n        this._fullscreenButton.setAttribute(\"aria-label\", title);\n        if (this._fullscreenButton.firstElementChild) this._fullscreenButton.firstElementChild.setAttribute('title', title);\n    }\n\n    _getTitle(): string {\n        return this._map._getUIString(this._isFullscreen() ? 'FullscreenControl.Exit' : 'FullscreenControl.Enter');\n    }\n\n    _isFullscreen(): boolean {\n        return this._fullscreen;\n    }\n\n    _changeIcon() {\n        const fullscreenElement =\n            document.fullscreenElement ||\n            (document as WebkitDocument).webkitFullscreenElement;\n\n        if ((fullscreenElement === this._container) !== this._fullscreen) {\n            this._fullscreen = !this._fullscreen;\n            this._fullscreenButton.classList.toggle(`mapboxgl-ctrl-shrink`);\n            this._fullscreenButton.classList.toggle(`mapboxgl-ctrl-fullscreen`);\n            this._updateTitle();\n        }\n    }\n\n    _onClickFullscreen() {\n        if (this._isFullscreen()) {\n            if (document.exitFullscreen) {\n                // eslint-disable-next-line @typescript-eslint/no-floating-promises\n                document.exitFullscreen();\n            } else if ((document as WebkitDocument).webkitCancelFullScreen) {\n                (document as WebkitDocument).webkitCancelFullScreen();\n            }\n        } else if (this._container.requestFullscreen) {\n            // eslint-disable-next-line @typescript-eslint/no-floating-promises\n            this._container.requestFullscreen();\n        } else if ((this._container as WebkitFullscreenElement).webkitRequestFullscreen) {\n            (this._container as WebkitFullscreenElement).webkitRequestFullscreen();\n        }\n    }\n}\n\nexport default FullscreenControl;\n","import * as DOM from '../../util/dom';\nimport {bindAll} from '../../util/util';\n\nimport type {Map, ControlPosition, IControl} from '../map';\nimport type {IndoorControlModel} from '../../style/indoor_data';\nconst VISIBLE_FLOORS = 3;\n\n/**\n * An `IndoorControl` control presents the map's indoor floors.\n * Add this control to a map using {@link Map#addControl}.\n *\n * @implements {IControl}\n * @experimental\n * @example\n * const map = new mapboxgl.Map()\n *     .addControl(new mapboxgl.IndoorControl());\n */\nclass IndoorControl implements IControl {\n    _map!: Map | null;\n    _container!: HTMLElement | null;\n    _model!: IndoorControlModel | null;\n    _visibleFloorStart: number;\n    _lastSelectedFloorId: string | null;\n\n    constructor() {\n        bindAll(['_onIndoorUpdate', '_onStyleData', '_scrollUp', '_scrollDown', '_toggleIndoor'], this);\n        this._visibleFloorStart = 0;\n        this._lastSelectedFloorId = null;\n    }\n    onAdd(map: Map): HTMLElement {\n        this._map = map;\n        this._container = DOM.create('div', 'mapboxgl-ctrl mapboxgl-ctrl-group');\n        this._container.style.display = 'none';\n        this._map.on('styledata', this._onStyleData);\n        this._map.on('idle', this._onStyleData);\n        this._updateConnection();\n        return this._container;\n    }\n    _onStyleData() {\n        this._updateConnection();\n    }\n    _updateConnection() {\n        if (this._map && this._map.style && this._map.style.indoorManager) {\n            const manager = this._map.style.indoorManager;\n            manager.off('selector-update', this._onIndoorUpdate);\n            manager.on('selector-update', this._onIndoorUpdate);\n            this._onIndoorUpdate(manager.getControlState());\n            // Connection established — stop polling on idle, selector-update handles future updates.\n            this._map.off('idle', this._onStyleData);\n        }\n    }\n    _createButton(className: string, fn: (e: Event) => unknown): HTMLButtonElement {\n        const a = DOM.create('button', className, this._container);\n        a.type = 'button';\n        a.addEventListener('click', fn);\n        return a;\n    }\n    _setButtonTitle(button: HTMLButtonElement, title: string) {\n        button.setAttribute('aria-label', title);\n        button.textContent = title;\n    }\n    onRemove() {\n        if (this._container) {\n            this._container.remove();\n        }\n        if (this._map) {\n            this._map.off('styledata', this._onStyleData);\n            this._map.off('idle', this._onStyleData);\n            if (this._map.style && this._map.style.indoorManager) {\n                this._map.style.indoorManager.off('selector-update', this._onIndoorUpdate);\n            }\n            this._map = null;\n        }\n    }\n    getDefaultPosition(): ControlPosition {\n        return 'top-right';\n    }\n    _onIndoorUpdate(model: IndoorControlModel | null) {\n        if (!model || !model.floors || model.floors.length === 0) {\n            this._model = model;\n            this._container.style.display = 'none';\n            return;\n        }\n        const oldModel = this._model;\n        this._model = model;\n        this._container.style.display = 'inline-block';\n\n        const floorsChanged = !oldModel || oldModel.floors.length !== model.floors.length || oldModel.floors.some((f, i) => f.id !== model.floors[i].id);\n\n        if (floorsChanged) {\n            this._visibleFloorStart = 0;\n            this._lastSelectedFloorId = null;\n        }\n\n        if (model.selectedFloorId) {\n            const selectionChanged = model.selectedFloorId !== this._lastSelectedFloorId;\n\n            if (selectionChanged || floorsChanged) {\n                const selectedIndex = model.floors.findIndex(f => f.id === model.selectedFloorId);\n                if (selectedIndex !== -1) {\n                    const totalFloors = model.floors.length;\n                    let minVisible, maxVisible;\n\n                    if (totalFloors <= VISIBLE_FLOORS + 2) {\n                        minVisible = 0;\n                        maxVisible = totalFloors - 1;\n                    } else {\n                        const isAtTop = this._visibleFloorStart === 0;\n                        const isAtBottom = this._visibleFloorStart >= totalFloors - VISIBLE_FLOORS;\n\n                        if (isAtTop) {\n                            minVisible = 0;\n                            maxVisible = VISIBLE_FLOORS;\n                        } else if (isAtBottom) {\n                            minVisible = totalFloors - VISIBLE_FLOORS - 1;\n                            maxVisible = totalFloors - 1;\n                        } else {\n                            minVisible = this._visibleFloorStart;\n                            maxVisible = this._visibleFloorStart + VISIBLE_FLOORS - 1;\n                        }\n                    }\n\n                    if (selectedIndex < minVisible) {\n                        this._visibleFloorStart = selectedIndex;\n                    } else if (selectedIndex > maxVisible) {\n                        this._visibleFloorStart = selectedIndex - (VISIBLE_FLOORS - 1);\n                    }\n                }\n            }\n            this._lastSelectedFloorId = model.selectedFloorId;\n        }\n\n        this._render();\n    }\n\n    _render() {\n        if (!this._container || !this._model || !this._model.floors) return;\n\n        this._container.innerHTML = '';\n\n        // Add Toggle Button\n        const toggleButton = this._createButton('mapboxgl-ctrl-indoor-toggle', this._toggleIndoor);\n        const toggleIcon = DOM.create('span', 'mapboxgl-ctrl-icon', toggleButton);\n        toggleIcon.setAttribute('aria-hidden', 'true');\n\n        if (!this._model.activeFloorsVisible) {\n            toggleButton.classList.add('mapboxgl-ctrl-level-button-selected');\n        }\n        this._container.appendChild(toggleButton);\n\n        const floors = this._model.floors;\n        const totalFloors = floors.length;\n\n        // If we can fit all floors in the space of (Arrow + 3 Floors + Arrow = 5 slots), do it.\n        if (totalFloors <= VISIBLE_FLOORS + 2) {\n            floors.forEach(floor => this._createFloorButton(floor));\n            return;\n        }\n\n        const isAtTop = this._visibleFloorStart === 0;\n        const isAtBottom = this._visibleFloorStart >= totalFloors - VISIBLE_FLOORS;\n\n        // Top Button\n        if (isAtTop) {\n            this._createFloorButton(floors[0]);\n        } else {\n            const upButton = this._createButton('mapboxgl-ctrl-arrow-up', this._scrollUp);\n            DOM.create('span', 'mapboxgl-ctrl-icon', upButton).setAttribute('aria-hidden', 'true');\n            this._container.appendChild(upButton);\n        }\n\n        // Middle Floors\n        let middleFloors: {id: string; name: string; zIndex: number}[] = [];\n        if (isAtTop) {\n            middleFloors = floors.slice(1, 1 + VISIBLE_FLOORS);\n        } else if (isAtBottom) {\n            middleFloors = floors.slice(this._visibleFloorStart - 1, this._visibleFloorStart + VISIBLE_FLOORS - 1);\n        } else {\n            middleFloors = floors.slice(this._visibleFloorStart, this._visibleFloorStart + VISIBLE_FLOORS);\n        }\n\n        middleFloors.forEach(floor => this._createFloorButton(floor));\n\n        // Bottom Button\n        if (isAtBottom) {\n            this._createFloorButton(floors[totalFloors - 1]);\n        } else {\n            const downButton = this._createButton('mapboxgl-ctrl-arrow-down', this._scrollDown);\n            DOM.create('span', 'mapboxgl-ctrl-icon', downButton).setAttribute('aria-hidden', 'true');\n            this._container.appendChild(downButton);\n        }\n    }\n\n    _createFloorButton(floor: {id: string; name: string; zIndex: number}) {\n        const levelButton = this._createButton('mapboxgl-ctrl-level-button', () => {\n            const floorId = floor.id;\n            // If the floor is already selected, do nothing.\n            if (this._model && this._model.selectedFloorId === floorId && this._model.activeFloorsVisible) return;\n\n            if (this._map) {\n                if (this._model && !this._model.activeFloorsVisible && this._map.style && this._map.style.indoorManager) {\n                    this._map.style.indoorManager.setActiveFloorsVisibility(true);\n                }\n                this._map._selectIndoorFloor(floorId);\n            }\n        });\n        const floorName = (floor.name || '').trim();\n        const zIndexText = floor.zIndex.toString();\n        const buttonTitle = floorName ? Array.from(floorName).slice(0, 3).join('') : zIndexText;\n        this._setButtonTitle(levelButton, buttonTitle);\n\n        if (this._model && this._model.activeFloorsVisible && floor.id === this._model.selectedFloorId) {\n            levelButton.classList.add('mapboxgl-ctrl-level-button-selected');\n        }\n        if (this._container) {\n            this._container.appendChild(levelButton);\n        }\n    }\n\n    _toggleIndoor() {\n        if (this._map && this._map.style && this._map.style.indoorManager && this._model) {\n            if (this._model.activeFloorsVisible) {\n                this._map.style.indoorManager.setActiveFloorsVisibility(false);\n            }\n        }\n    }\n\n    _scrollUp() {\n        if (this._visibleFloorStart > 0) {\n            this._visibleFloorStart--;\n            if (this._visibleFloorStart === 1) {\n                this._visibleFloorStart = 0;\n            }\n            const floors = (this._model && this._model.floors) || [];\n            if (floors.length > VISIBLE_FLOORS) {\n                const maxStart = floors.length - VISIBLE_FLOORS;\n                if (this._visibleFloorStart === maxStart - 1) {\n                    this._visibleFloorStart = maxStart - 2;\n                }\n            }\n            this._render();\n        }\n    }\n\n    _scrollDown() {\n        if (this._model && this._model.floors) {\n            const maxStart = this._model.floors.length - VISIBLE_FLOORS;\n            if (this._visibleFloorStart < maxStart) {\n                this._visibleFloorStart++;\n                if (this._visibleFloorStart === 1) {\n                    this._visibleFloorStart = 2;\n                }\n                if (this._visibleFloorStart === maxStart - 1) {\n                    this._visibleFloorStart = maxStart;\n                }\n\n                if (this._visibleFloorStart > maxStart) {\n                    this._visibleFloorStart = maxStart;\n                }\n\n                this._render();\n            }\n        }\n    }\n}\nexport default IndoorControl;\n","import './build/mapboxgl/shared';\nimport './build/mapboxgl/worker';\nimport './build/mapboxgl/index';\n\nexport default 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sectsNext","addPoint","fillExtrusionDefaultDataDrivenProperties","fillExtrusionGroundDataDrivenProperties","FACTOR","NORM","HIDDEN_CENTROID","HIDDEN_BY_REPLACEMENT","HIDDEN_BY_CLIP","nxRatio","nySign","normalUp","addWallVertex","addGroundVertex","FootprintSegment","vertexCount","FootprintSegmentArray","scalars","ringIndices","fs","PartData","centroidXY","vertexArrayOffset","groundVertexArrayOffset","groundVertexCount","flags","footprintSegIdx","footprintSegLen","polygonSegIdx","polygonSegLen","buildingId","groupCentroidPos","span","PartDataArray","footprintSegCursor","BorderCentroidData","acc","accCount","centroidDataIndex","startRing","appendEdge","checkBorders","borders","processBorderOverlap","checkBorderIntersection","addBorderIntersection","intersectsCount","getAngularOffsetFactor","na","nb","nm","borderCheck","getTileRegions","maxRadius","regions","GroundEffect","groundRadiusArray","groundRadiusBuffer","FillExtrusionGroundLayoutArray","_segments","hiddenByLandmarkVertexArray","FillExtrusionHiddenByLandmarkArray","_segmentToGroundQuads","_segmentToRegionTriCounts","regionSegments","getDefaultSegment","hasData","addData","polyline","roundedEdges","sid","prevFactor","isEdgeOutsideBounds","rid","prepareBorderSegments","numSegments","groundQuads","regionTriCounts","regionTriCountOffset","triCount","segmentVector","nSegment","addPaintPropertiesData","uploadPaintProperties","updateHiddenByLandmark","updateHiddenByLandmarkRange","hide","vertexArrayBounds","_needsHiddenByLandmarkUpdate","uploadHiddenByLandmark","hiddenByLandmarkVertexBuffer","FillExtrusionBucket","edgeRadius","centroidData","footprintIndices","footprintVertices","PosArray","footprintSegments","FillExtrusionLayoutArray","centroidVertexArray","wallVertexArray","groundEffect","partLookup","triangleSubSegments","polygonSegments","buildingGroups","featuresOnBorder","borderFeatureIndices","borderDoneWithNeighborZ","selfDEMTileTimestamp","borderDEMTileTimestamp","wallMode","featureIsPolygon","_finalizeBuildingGroups","sortBorders","splitToSubtiles","wallVertexBuffer","layoutVertexExtArray","layoutVertexExtBuffer","uploadCentroid","needsCentroidUpdate","centroidVertexBuffer","tileBounds","borderCentroidData","onGround","wallGeometry","FillExtrusionExtArray","isCW","isClockWise","joinNormals","innerWall","outerWall","addWallJoin","vert","outerOffset","innerOffset","innerPoint","outerPoint","offsetA","offsetB","numPoints","indexA","indexB","indexC","indexD","createLineWallGeometry","isPointOnInnerWall","isEntirelyOutside","resampleFillExtrusionPolygonsForGlobe","optimiseGround","isDuplicate","topIndex","polygonSeg","triangleArrayOffset","triangleSegIdx","fpSegment","groundPolyline","getEdgeNormal","getBisector","getCosHalfAngle","isInside","isPrevCornerConcave","isAOConcaveAngle","offsetPrev","getRoundedEdgeOffset","kFirst","edgeDistance","offsetNext","_getRoundedEdgeOffset","nEdge","getEdgeDirection","isConcaveCorner","encodedEdgeDistance","encodeAOToEdgeDistance","projectedP0","projectedP1","n0","n1","encodeCentroid","bid","group","accX","accY","mergedMin","mergedMax","partIndices","borderIndex","sharedBorderData","sharedPartData","sharedCentroidXY","groupCentroid","segmentedFeatures","centroidIdx","subtile","polySegIdx","polygonSegmentIdx","triangleSegmentIdx","segmentIdx","segmentBeginIndex","segmentEndIndex","segmentedFeature","segmentedFeaturesEndIndex","subTileIdx","featuresBeginIndex","featuresEndIndex","seg","featuresBegin","subtileMin","subtileMax","featureIdx","centroidMin","centroidMax","getVisibleSegments","renderId","outSegments","subSegment","activeSegment","tileMin","tileMax","mix","fracMin","fracMax","renderSegment","spanX","spanY","encodeBorderCentroid","notOnBorder","showCentroid","borderJoin","writeCentroidToBuffer","firstX","createCentroidsBuffer","transformedVertices","buildingIds","transformFootprintVertices","footprintContainsPoint","endRing","getHeightAtTileCoord","lookupKey","sinHalfAngle","edgeStart","fillExtrusionHeightLift","tanAngle","leftLng","rightLng","topLat","bottomLat","gridSizeX","gridSizeY","splitFn","outPolygons","addResult","hSplits","vSplits","initialSplits","splits","bboxMin","bboxMax","splitMin","splitMax","splitMid","lclip","rclip","lclipBounds","rclipBounds","gridSubdivision","maxLat","footprintId","centroidId","MEMORY_STACK_SIZE","BuildingGen","memoryStack","malloc","memoryStackNextFree","createIntArray","positionsPtr","heap32","createFloatArray","heapF32","readStringBuffer","heapU8","setStyle","normalScale","setAOOptions","bakeToVertices","parapetOcclusionDistance","setMetricOptions","convertToMeters","setStructuralOptions","simplifyInput","setFacadeOptions","facadeHeight","createEaves","setFauxFacadeOptions","hasFacade","useUvXModifier","uvXModifier","setFacadeClassifierOptions","classificationDistance","generateMesh","facades","ringIndexPointer","coordinatesPointer","roofType","facade","entrances","entrancesPointer","addFacade","crossPerc","distanceToRoad","errorPtr","getLastError","meshCount","getMeshCou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