UNPKG

molstar

Version:

A comprehensive macromolecular library.

11 lines 18.7 kB
"use strict"; /** * Copyright (c) 2017-2021 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.directVolume_frag = void 0; exports.directVolume_frag = "\nprecision highp float;\nprecision highp int;\n\n#include common\n#include light_frag_params\n\n#if dClipObjectCount != 0\n uniform int uClipObjectType[dClipObjectCount];\n uniform bool uClipObjectInvert[dClipObjectCount];\n uniform vec3 uClipObjectPosition[dClipObjectCount];\n uniform vec4 uClipObjectRotation[dClipObjectCount];\n uniform vec3 uClipObjectScale[dClipObjectCount];\n#endif\n#include common_clip\n\n#include read_from_texture\n#include texture3d_from_1d_trilinear\n#include texture3d_from_2d_nearest\n#include texture3d_from_2d_linear\n\nuniform mat4 uProjection, uTransform, uModelView, uModel, uView;\nuniform vec3 uCameraDir;\n\nuniform sampler2D tDepth;\nuniform vec2 uDrawingBufferSize;\n\nvarying vec3 vOrigPos;\nvarying float vInstance;\nvarying vec4 vBoundingSphere;\nvarying mat4 vTransform;\n\nuniform mat4 uInvView;\nuniform vec2 uIsoValue;\nuniform vec3 uGridDim;\nuniform vec3 uBboxSize;\nuniform sampler2D tTransferTex;\nuniform float uTransferScale;\nuniform float uStepScale;\nuniform float uJumpLength;\n\nuniform int uObjectId;\nuniform int uVertexCount;\nuniform int uInstanceCount;\nuniform int uGroupCount;\n\nuniform vec3 uHighlightColor;\nuniform vec3 uSelectColor;\nuniform float uHighlightStrength;\nuniform float uSelectStrength;\nuniform int uMarkerPriority;\n\n#if defined(dMarkerType_uniform)\n uniform float uMarker;\n#elif defined(dMarkerType_groupInstance)\n uniform vec2 uMarkerTexDim;\n uniform sampler2D tMarker;\n#endif\n\nuniform float uFogNear;\nuniform float uFogFar;\nuniform vec3 uFogColor;\n\nuniform float uAlpha;\nuniform float uPickingAlphaThreshold;\nuniform bool uTransparentBackground;\n\nuniform float uInteriorDarkening;\nuniform bool uInteriorColorFlag;\nuniform vec3 uInteriorColor;\nbool interior;\n\nuniform bool uRenderWboit;\n\nuniform float uNear;\nuniform float uFar;\nuniform float uIsOrtho;\n\nuniform vec3 uCellDim;\nuniform vec3 uCameraPosition;\nuniform mat4 uCartnToUnit;\n\n#if __VERSION__ != 100\n // for webgl1 this is given as a 'define'\n uniform int uMaxSteps;\n#endif\n\n#if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tGridTex;\n uniform vec3 uGridTexDim;\n#elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tGridTex;\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dColorType_uniform)\n uniform vec3 uColor;\n #elif defined(dColorType_texture)\n uniform vec2 uColorTexDim;\n uniform sampler2D tColor;\n #endif\n\n #ifdef dOverpaint\n varying vec4 vOverpaint;\n uniform vec2 uOverpaintTexDim;\n uniform sampler2D tOverpaint;\n #endif\n#endif\n\n#if defined(dGridTexType_2d)\n vec4 textureVal(vec3 pos) {\n return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n vec4 textureGroup(vec3 pos) {\n return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);\n }\n#elif defined(dGridTexType_3d)\n vec4 textureVal(vec3 pos) {\n return texture(tGridTex, pos + (vec3(0.5) / uGridDim));\n }\n vec4 textureGroup(vec3 pos) {\n return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);\n }\n#endif\n\nfloat calcDepth(const in vec3 pos) {\n vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;\n return 0.5 + 0.5 * clipZW.x / clipZW.y;\n}\n\nvec4 transferFunction(float value) {\n return texture2D(tTransferTex, vec2(value, 0.0));\n}\n\nfloat getDepth(const in vec2 coords) {\n #ifdef depthTextureSupport\n if (!uRenderWboit) {\n // in case of opaque volumes (and depth texture support)\n return texture2D(tDepth, coords).r;\n } else {\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n }\n #else\n return unpackRGBAToDepth(texture2D(tDepth, coords));\n #endif\n}\n\nconst float gradOffset = 0.5;\n\nvec3 v3m4(vec3 p, mat4 m) {\n return (m * vec4(p, 1.0)).xyz;\n}\n\nfloat preFogAlphaBlended = 0.0;\n\nvec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {\n #if defined(dRenderVariant_color) && !defined(dIgnoreLight)\n mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));\n #endif\n mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n mat4 modelTransform = uModel * vTransform * uTransform;\n #endif\n mat4 modelViewTransform = uModelView * vTransform * uTransform;\n\n vec3 scaleVol = vec3(1.0) / uGridDim;\n vec3 pos = startLoc;\n vec4 cell;\n float prevValue = -1.0;\n float value = 0.0;\n vec4 src = vec4(0.0);\n vec4 dst = vec4(0.0);\n bool hit = false;\n float fragmentDepth;\n\n vec3 posMin = vec3(0.0);\n vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;\n\n vec3 unitPos;\n vec3 isoPos;\n\n vec3 nextPos;\n float nextValue;\n\n vec3 color = vec3(0.45, 0.55, 0.8);\n vec3 gradient = vec3(1.0);\n vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);\n vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);\n vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);\n\n float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);\n float maxDistSq = maxDist * maxDist;\n\n for (int i = 0; i < uMaxSteps; ++i) {\n // break when beyond bounding-sphere or far-plane\n vec3 distVec = startLoc - pos;\n if (dot(distVec, distVec) > maxDistSq) break;\n\n unitPos = v3m4(pos, cartnToUnit);\n\n // continue when outside of grid\n if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||\n unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z\n ) {\n if (hit) break;\n prevValue = value;\n pos += step;\n continue;\n }\n\n cell = textureVal(unitPos);\n value = cell.a; // current voxel value\n\n if (uJumpLength > 0.0 && value < 0.01) {\n nextPos = pos + rayDir * uJumpLength;\n nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;\n if (nextValue < 0.01) {\n prevValue = nextValue;\n pos = nextPos;\n continue;\n }\n }\n\n #if defined(dRenderMode_isosurface)\n if (prevValue > 0.0 && ( // there was a prev Value\n (prevValue < uIsoValue.x && value > uIsoValue.x) || // entering isosurface\n (prevValue > uIsoValue.x && value < uIsoValue.x) // leaving isosurface\n )) {\n isoPos = v3m4(mix(pos - step, pos, ((prevValue - uIsoValue.x) / ((prevValue - uIsoValue.x) - (value - uIsoValue.x)))), cartnToUnit);\n\n vec4 mvPosition = modelViewTransform * vec4(isoPos * uGridDim, 1.0);\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(isoPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n float depth = calcDepth(mvPosition.xyz);\n if (depth > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #ifdef enabledFragDepth\n if (!hit) {\n gl_FragDepthEXT = depth;\n }\n #endif\n\n #if defined(dRenderVariant_pickObject)\n return vec4(encodeFloatRGB(float(uObjectId)), 1.0);\n #elif defined(dRenderVariant_pickInstance)\n return vec4(encodeFloatRGB(vInstance), 1.0);\n #elif defined(dRenderVariant_pickGroup)\n #ifdef dPackedGroup\n return vec4(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb, 1.0);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n return vec4(encodeFloatRGB(g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y), 1.0);\n #endif\n #elif defined(dRenderVariant_depth)\n #ifdef enabledFragDepth\n return packDepthToRGBA(gl_FragDepthEXT);\n #else\n return packDepthToRGBA(depth);\n #endif\n #elif defined(dRenderVariant_color)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(isoPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(isoPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n\n #if defined(dColorType_uniform)\n color = uColor;\n #elif defined(dColorType_instance)\n color = readFromTexture(tColor, vInstance, uColorTexDim).rgb;\n #elif defined(dColorType_group)\n color = readFromTexture(tColor, group, uColorTexDim).rgb;\n #elif defined(dColorType_groupInstance)\n color = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;\n #elif defined(dColorType_vertex)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;\n #elif defined(dColorType_vertexInstance)\n color = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;\n #endif\n\n // handle flipping and negative isosurfaces\n #ifdef dFlipSided\n bool flipped = value < uIsoValue.y; // flipped\n #else\n bool flipped = value > uIsoValue.y;\n #endif\n interior = value < uIsoValue.x && flipped;\n #ifndef dDoubleSided\n if (interior) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = vec4(color, uAlpha);\n\n #ifdef dIgnoreLight\n gl_FragColor = material;\n #else\n #if defined(dFlatShaded)\n // nearest grid point\n isoPos = floor(isoPos * uGridDim + 0.5) / uGridDim;\n #endif\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(isoPos - dx).a - textureVal(isoPos + dx).a;\n gradient.y = textureVal(isoPos - dy).a - textureVal(isoPos + dy).a;\n gradient.z = textureVal(isoPos - dz).a - textureVal(isoPos + dz).a;\n #else\n gradient = textureVal(isoPos).xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n normal = normal * (float(flipped) * 2.0 - 1.0);\n normal = normal * -(float(interior) * 2.0 - 1.0);\n #include apply_light_color\n #endif\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_interior_color\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = depth;\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n\n #ifdef dSingleLayer\n break;\n #endif\n\n hit = true;\n }\n prevValue = value;\n #elif defined(dRenderMode_volume)\n vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);\n if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))\n break;\n\n #if defined(dClipVariant_pixel) && dClipObjectCount != 0\n vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);\n if (clipTest(vec4(vModelPosition, 0.0), 0)) {\n prevValue = value;\n pos += step;\n continue;\n }\n #endif\n\n #if defined(dRenderVariant_color)\n vec3 vViewPosition = mvPosition.xyz;\n vec4 material = transferFunction(value);\n\n #ifdef dIgnoreLight\n gl_FragColor.rgb = material.rgb;\n #else\n if (material.a >= 0.01) {\n #ifdef dPackedGroup\n // compute gradient by central differences\n gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;\n gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;\n gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;\n #else\n gradient = cell.xyz * 2.0 - 1.0;\n #endif\n vec3 normal = -normalize(normalMatrix * normalize(gradient));\n #include apply_light_color\n } else {\n gl_FragColor.rgb = material.rgb;\n }\n #endif\n\n gl_FragColor.a = material.a * uAlpha * uTransferScale;\n\n #if defined(dMarkerType_uniform)\n float marker = uMarker;\n #elif defined(dMarkerType_groupInstance)\n #ifdef dPackedGroup\n float group = decodeFloatRGB(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);\n #else\n vec3 g = floor(unitPos * uGridDim + 0.5);\n float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y;\n #endif\n float marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;\n marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win\n #endif\n #include apply_marker_color\n\n preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;\n fragmentDepth = calcDepth(mvPosition.xyz);\n #include apply_fog\n\n src = gl_FragColor;\n\n if (!uTransparentBackground) {\n // done in 'apply_fog' otherwise\n src.rgb *= src.a;\n }\n dst = (1.0 - dst.a) * src + dst; // standard blending\n #endif\n #endif\n\n // break if the color is opaque enough\n if (dst.a > 0.95)\n break;\n\n pos += step;\n }\n\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n // ensure depth is written everywhere\n if (!hit)\n gl_FragDepthEXT = 1.0;\n #endif\n\n return dst;\n}\n\n// TODO: support float texture for higher precision values???\n// TODO: support clipping exclusion texture support\n\nvoid main() {\n if (gl_FrontFacing)\n discard;\n\n #ifdef dRenderVariant_marking\n // not supported\n discard;\n #endif\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n #if defined(dRenderMode_volume)\n // always ignore pick & depth for volume\n discard;\n #elif defined(dRenderMode_isosurface)\n if (uAlpha < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #endif\n #endif\n\n vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);\n vec3 step = rayDir * uStepScale;\n\n float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;\n float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);\n vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);\n gl_FragColor = raymarch(start, step, rayDir);\n\n #if defined(dRenderVariant_pick) || defined(dRenderVariant_depth)\n // discard when nothing was hit\n if (gl_FragColor == vec4(0.0))\n discard;\n #endif\n\n #if defined(dRenderVariant_color)\n #if defined(dRenderMode_isosurface) && defined(enabledFragDepth)\n float fragmentDepth = gl_FragDepthEXT;\n #else\n float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);\n #endif\n float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);\n interior = false;\n #include wboit_write\n #endif\n}\n"; //# sourceMappingURL=direct-volume.frag.js.map