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molstar

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A comprehensive macromolecular library.

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"use strict"; /** * Copyright (c) 2017-2018 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> * @author Michael Krone <michael.krone@uni-tuebingen.de> */ Object.defineProperty(exports, "__esModule", { value: true }); exports.texture3d_from_2d_linear = void 0; exports.texture3d_from_2d_linear = "\nvec4 texture3dFrom2dLinear(sampler2D tex, vec3 pos, vec3 gridDim, vec2 texDim) {\n float zSlice0 = floor(pos.z * gridDim.z);\n float column0 = intMod(zSlice0 * gridDim.x, texDim.x) / gridDim.x;\n float row0 = floor(intDiv(zSlice0 * gridDim.x, texDim.x));\n vec2 coord0 = (vec2(column0 * gridDim.x, row0 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n vec4 color0 = texture2D(tex, coord0);\n\n float zSlice1 = zSlice0 + 1.0;\n float column1 = intMod(zSlice1 * gridDim.x, texDim.x) / gridDim.x;\n float row1 = floor(intDiv(zSlice1 * gridDim.x, texDim.x));\n vec2 coord1 = (vec2(column1 * gridDim.x, row1 * gridDim.y) + (pos.xy * gridDim.xy)) / texDim;\n vec4 color1 = texture2D(tex, coord1);\n\n float delta0 = abs((pos.z * gridDim.z) - zSlice0);\n return mix(color0, color1, delta0);\n}\n"; //# sourceMappingURL=texture3d-from-2d-linear.glsl.js.map