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molstar

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A comprehensive macromolecular library.

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export var assign_material_color = "\n#if defined(dNeedsMarker)\n float marker = uMarker;\n if (uMarker == -1.0) {\n marker = floor(vMarker * 255.0 + 0.5); // rounding required to work on some cards on win\n }\n#endif\n\n#if defined(dRenderVariant_color)\n #if defined(dUsePalette)\n vec4 material = vec4(texture2D(tPalette, vec2(vPaletteV, 0.5)).rgb, uAlpha);\n #elif defined(dColorType_uniform)\n vec4 material = vec4(uColor, uAlpha);\n #elif defined(dColorType_varying)\n vec4 material = vec4(vColor.rgb, uAlpha);\n #endif\n\n // mix material with overpaint\n #if defined(dOverpaint)\n material.rgb = mix(material.rgb, vOverpaint.rgb, vOverpaint.a);\n #endif\n\n float metalness = uMetalness;\n float roughness = uRoughness;\n float bumpiness = uBumpiness;\n #ifdef dSubstance\n metalness = mix(metalness, vSubstance.r, vSubstance.a);\n roughness = mix(roughness, vSubstance.g, vSubstance.a);\n bumpiness = mix(bumpiness, vSubstance.b, vSubstance.a);\n #endif\n#elif defined(dRenderVariant_depth)\n if (fragmentDepth > getDepth(gl_FragCoord.xy / uDrawingBufferSize)) {\n discard;\n }\n\n #ifndef dXrayShaded\n #if defined(dTransparency)\n float dta = 1.0 - vTransparency;\n if (vTransparency < 0.2) dta = 1.0; // hard cutoff looks better\n\n if (uRenderMask == MaskTransparent && uAlpha * dta == 1.0) {\n discard;\n } else if (uRenderMask == MaskOpaque && uAlpha * dta < 1.0) {\n discard;\n }\n #else\n if (uRenderMask == MaskTransparent && uAlpha == 1.0) {\n discard;\n } else if (uRenderMask == MaskOpaque && uAlpha < 1.0) {\n discard;\n }\n #endif\n #else\n if (uRenderMask == MaskOpaque) {\n discard;\n }\n #endif\n\n vec4 material = packDepthToRGBA(fragmentDepth);\n#elif defined(dRenderVariant_marking)\n vec4 material;\n if(uMarkingType == 1) {\n if (marker > 0.0)\n discard;\n #ifdef enabledFragDepth\n material = packDepthToRGBA(gl_FragDepthEXT);\n #else\n material = packDepthToRGBA(gl_FragCoord.z);\n #endif\n } else {\n if (marker == 0.0)\n discard;\n float depthTest = 1.0;\n if (uMarkingDepthTest) {\n depthTest = (fragmentDepth >= getDepthPacked(gl_FragCoord.xy / uDrawingBufferSize)) ? 1.0 : 0.0;\n }\n bool isHighlight = intMod(marker, 2.0) > 0.1;\n float viewZ = depthToViewZ(uIsOrtho, fragmentDepth, uNear, uFar);\n float fogFactor = smoothstep(uFogNear, uFogFar, abs(viewZ));\n if (fogFactor == 1.0)\n discard;\n material = vec4(0.0, depthTest, isHighlight ? 1.0 : 0.0, 1.0 - fogFactor);\n }\n#endif\n\n// apply per-group transparency\n#if defined(dTransparency) && (defined(dRenderVariant_pick) || defined(dRenderVariant_color))\n float ta = 1.0 - vTransparency;\n if (vTransparency < 0.09) ta = 1.0; // hard cutoff looks better\n\n #if defined(dRenderVariant_pick)\n if (ta < uPickingAlphaThreshold)\n discard; // ignore so the element below can be picked\n #elif defined(dRenderVariant_color)\n material.a *= ta;\n\n #if defined(dRenderVariant_colorBlended)\n #if defined(dTransparentBackfaces_off)\n if ((uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0) ||\n (interior && material.a < 1.0)\n ) {\n discard;\n }\n #elif defined(dTransparentBackfaces_on)\n if ((uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0)\n ) {\n discard;\n }\n #elif defined(dTransparentBackfaces_opaque)\n if (interior) {\n material.a = 1.0;\n } else if (\n (uRenderMask == MaskOpaque && material.a < 1.0) ||\n (uRenderMask == MaskTransparent && material.a == 1.0)\n ) {\n discard;\n }\n #endif\n #endif\n #endif\n#endif\n";