molstar
Version:
A comprehensive macromolecular library.
147 lines (132 loc) • 5.39 kB
JavaScript
"use strict";
/**
* Copyright (c) 2020 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author David Sehnal <david.sehnal@gmail.com>
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.MAIN = exports.UTILS = void 0;
exports.UTILS = `
float L1(vec3 p, float a0, float a1, float a2) {
return a0 * p.z + a1 * p.x + a2 * p.y;
}
float L2(vec3 p, float a0, float a1, float a2, float a3, float a4) {
float x = p.x, y = p.y, z = p.z;
float xx = x * x, yy = y * y, zz = z * z;
return (
a0 * (-0.5 * xx - 0.5 * yy + zz) +
a1 * (1.7320508075688772 * x * z) +
a2 * (1.7320508075688772 * y * z) +
a3 * (0.8660254037844386 * xx - 0.8660254037844386 * yy) +
a4 * (1.7320508075688772 * x * y)
);
}
float L3(vec3 p, float a0, float a1, float a2, float a3, float a4, float a5, float a6) {
float x = p.x, y = p.y, z = p.z;
float xx = x * x, yy = y * y, zz = z * z;
float xxx = xx * x, yyy = yy * y, zzz = zz * z;
return (
a0 * (-1.5 * xx * z - 1.5 * yy * z + zzz) +
a1 * (-0.6123724356957945 * xxx - 0.6123724356957945 * x * yy + 2.449489742783178 * x * zz) +
a2 * (-0.6123724356957945 * xx * y - 0.6123724356957945 * yyy + 2.449489742783178 * y * zz) +
a3 * (1.9364916731037085 * xx * z - 1.9364916731037085 * yy * z) +
a4 * (3.872983346207417 * x * y * z) +
a5 * (0.7905694150420949 * xxx - 2.3717082451262845 * x * yy) +
a6 * (2.3717082451262845 * xx * y - 0.7905694150420949 * yyy)
);
}
float L4(vec3 p, float a0, float a1, float a2, float a3, float a4, float a5, float a6, float a7, float a8) {
float x = p.x, y = p.y, z = p.z;
float xx = x * x, yy = y * y, zz = z * z;
float xxx = xx * x, yyy = yy * y, zzz = zz * z;
float xxxx = xxx * x, yyyy = yyy * y, zzzz = zzz * z;
return (
a0 * (0.375 * xxxx + 0.75 * xx * yy + 0.375 * yyyy - 3.0 * xx * zz - 3.0 * yy * zz + zzzz) +
a1 * (-2.3717082451262845 * xxx * z - 2.3717082451262845 * x * yy * z + 3.1622776601683795 * x * zzz) +
a2 * (-2.3717082451262845 * xx * y * z - 2.3717082451262845 * yyy * z + 3.1622776601683795 * y * zzz) +
a3 * (-0.5590169943749475 * xxxx + 0.5590169943749475 * yyyy + 3.3541019662496847 * xx * zz - 3.3541019662496847 * yy * zz) +
a4 * (-1.118033988749895 * xxx * y - 1.118033988749895 * x * yyy + 6.708203932499369 * x * y * zz) +
a5 * (2.091650066335189 * xxx * z + -6.274950199005566 * x * yy * z) +
a6 * (6.274950199005566 * xx * y * z + -2.091650066335189 * yyy * z) +
a7 * (0.739509972887452 * xxxx - 4.437059837324712 * xx * yy + 0.739509972887452 * yyyy) +
a8 * (2.958039891549808 * xxx * y + -2.958039891549808 * x * yyy)
);
}
float alpha(float offset, float f) {
// in webgl1, the value is in the alpha channel!
return texture2D(tAlpha, vec2(offset * f, 0.5)).a;
return texture2D(tAlpha, vec2(offset * f, 0.5)).x;
}
float Y(int L, vec3 X, float aO, float fA) {
if (L == 0) {
return alpha(aO, fA);
} else if (L == 1) {
return L1(X,
alpha(aO, fA), alpha(aO + 1.0, fA), alpha(aO + 2.0, fA)
);
} else if (L == 2) {
return L2(X,
alpha(aO, fA), alpha(aO + 1.0, fA), alpha(aO + 2.0, fA), alpha(aO + 3.0, fA), alpha(aO + 4.0, fA)
);
} else if (L == 3) {
return L3(X,
alpha(aO, fA), alpha(aO + 1.0, fA), alpha(aO + 2.0, fA), alpha(aO + 3.0, fA), alpha(aO + 4.0, fA),
alpha(aO + 5.0, fA), alpha(aO + 6.0, fA)
);
} else if (L == 4) {
return L4(X,
alpha(aO, fA), alpha(aO + 1.0, fA), alpha(aO + 2.0, fA), alpha(aO + 3.0, fA), alpha(aO + 4.0, fA),
alpha(aO + 5.0, fA), alpha(aO + 6.0, fA), alpha(aO + 7.0, fA), alpha(aO + 8.0, fA)
);
}
// TODO: do we need L > 4?
return 0.0;
}
float R(float R2, int start, int end, float fCoeff) {
float gauss = 0.0;
for (int i = start; i < end; i++) {
vec2 c = texture2D(tCoeff, vec2(float(i) * fCoeff, 0.5)).xy;
gauss += c.x * exp(-c.y * R2);
}
return gauss;
}
float R(float R2, int start, int end, float fCoeff) {
float gauss = 0.0;
int o = start;
for (int i = 0; i < uMaxCoeffs; i++) {
if (o >= end) break;
vec2 c = texture2D(tCoeff, vec2(float(o) * fCoeff, 0.5)).xy;
gauss += c.x * exp(-c.y * R2);
o++;
}
return gauss;
}
`;
exports.MAIN = `
float fCenter = 1.0 / float(uNCenters - 1);
float fCoeff = 1.0 / float(uNCoeff - 1);
float fA = 1.0 / float(uNAlpha - 1);
float v = 0.0;
for (int i = 0; i < uNCenters; i++) {
vec2 cCoord = vec2(float(i) * fCenter, 0.5);
vec4 center = texture2D(tCenters, cCoord);
vec3 X = xyz - center.xyz;
float R2 = dot(X, X);
// center.w is squared cutoff radius
if (R2 > center.w) {
continue;
}
vec4 info = texture2D(tInfo, cCoord);
int L = int(info.x);
float aO = info.y;
int coeffStart = int(info.z);
int coeffEnd = int(info.w);
v += R(R2, coeffStart, coeffEnd, fCoeff) * Y(L, X, aO, fA);
}
`;