molstar
Version:
A comprehensive macromolecular library.
8 lines (7 loc) • 1.93 kB
TypeScript
/**
* Copyright (c) 2018-2021 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>
*/
export declare const gaussianDensity_frag = "\nprecision highp float;\n\nvarying vec3 vPosition;\nvarying float vRadiusSqInv;\n#if defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n precision highp sampler2D;\n uniform sampler2D tMinDistanceTex;\n uniform vec3 uGridTexDim;\n #elif defined(dGridTexType_3d)\n precision highp sampler3D;\n uniform sampler3D tMinDistanceTex;\n #endif\n varying float vGroup;\n#endif\n\n#include common\n\nuniform vec3 uGridDim;\nuniform vec2 uGridTexScale;\nuniform float uCurrentSlice;\nuniform float uCurrentX;\nuniform float uCurrentY;\nuniform float uAlpha;\nuniform float uResolution;\nuniform float uRadiusFactorInv;\n\nvoid main() {\n vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;\n vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);\n float dist = distance(fragPos, vPosition) * uResolution;\n\n #if defined(dCalcType_density)\n float density = exp(-uAlpha * ((dist * dist) * vRadiusSqInv));\n gl_FragColor.a = density * uRadiusFactorInv;\n #elif defined(dCalcType_minDistance)\n gl_FragColor.a = 1.0 - dist * uRadiusFactorInv;\n #elif defined(dCalcType_groupId)\n #if defined(dGridTexType_2d)\n float minDistance = 1.0 - texture2D(tMinDistanceTex, (gl_FragCoord.xy) / (uGridTexDim.xy / uGridTexScale)).a;\n #elif defined(dGridTexType_3d)\n float minDistance = 1.0 - texelFetch(tMinDistanceTex, ivec3(gl_FragCoord.xy, uCurrentSlice), 0).a;\n #endif\n if (dist * uRadiusFactorInv > minDistance + uResolution * 0.05)\n discard;\n gl_FragColor.rgb = encodeFloatRGB(vGroup);\n #endif\n}\n";