UNPKG

molstar

Version:

A comprehensive macromolecular library.

2 lines (1 loc) 3.85 kB
export declare const background_frag = "\nprecision mediump float;\nprecision mediump samplerCube;\nprecision mediump sampler2D;\n\n#if defined(dVariant_skybox)\n uniform samplerCube tSkybox;\n uniform mat4 uViewDirectionProjectionInverse;\n uniform float uBlur;\n uniform float uOpacity;\n uniform float uSaturation;\n uniform float uLightness;\n uniform mat3 uRotation;\n#elif defined(dVariant_image)\n uniform sampler2D tImage;\n uniform vec2 uImageScale;\n uniform vec2 uImageOffset;\n uniform float uBlur;\n uniform float uOpacity;\n uniform float uSaturation;\n uniform float uLightness;\n#elif defined(dVariant_horizontalGradient) || defined(dVariant_radialGradient)\n uniform vec3 uGradientColorA;\n uniform vec3 uGradientColorB;\n uniform float uGradientRatio;\n#endif\n\nuniform vec2 uTexSize;\nuniform vec4 uViewport;\nuniform bool uViewportAdjusted;\nvarying vec4 vPosition;\n\n// TODO: add as general pp option to remove banding?\n// Iestyn's RGB dither from http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf\nvec3 ScreenSpaceDither(vec2 vScreenPos) {\n vec3 vDither = vec3(dot(vec2(171.0, 231.0), vScreenPos.xy));\n vDither.rgb = fract(vDither.rgb / vec3(103.0, 71.0, 97.0));\n return vDither.rgb / 255.0;\n}\n\nvec3 saturateColor(vec3 c, float amount) {\n // https://www.w3.org/TR/WCAG21/#dfn-relative-luminance\n const vec3 W = vec3(0.2125, 0.7154, 0.0721);\n vec3 intensity = vec3(dot(c, W));\n return mix(intensity, c, 1.0 + amount);\n}\n\nvec3 lightenColor(vec3 c, float amount) {\n return c + amount;\n}\n\nvoid main() {\n #if defined(dVariant_skybox)\n vec4 t = uViewDirectionProjectionInverse * vPosition;\n #ifdef enabledShaderTextureLod\n gl_FragColor = textureCubeLodEXT(tSkybox, uRotation * normalize(t.xyz / t.w), uBlur * 8.0);\n #else\n gl_FragColor = textureCube(tSkybox, uRotation * normalize(t.xyz / t.w));\n #endif\n gl_FragColor.a = uOpacity;\n gl_FragColor.rgb = lightenColor(saturateColor(gl_FragColor.rgb, uSaturation), uLightness);\n #elif defined(dVariant_image)\n vec2 coords;\n if (uViewportAdjusted) {\n coords = ((gl_FragCoord.xy - uViewport.xy) * (uTexSize / uViewport.zw) / uImageScale) + uImageOffset;\n } else {\n coords = (gl_FragCoord.xy / uImageScale) + uImageOffset;\n }\n #ifdef enabledShaderTextureLod\n gl_FragColor = texture2DLodEXT(tImage, vec2(coords.x, 1.0 - coords.y), uBlur * 8.0);\n #else\n gl_FragColor = texture2D(tImage, vec2(coords.x, 1.0 - coords.y));\n #endif\n gl_FragColor.a = uOpacity;\n gl_FragColor.rgb = lightenColor(saturateColor(gl_FragColor.rgb, uSaturation), uLightness);\n #elif defined(dVariant_horizontalGradient)\n float d;\n if (uViewportAdjusted) {\n d = ((gl_FragCoord.y - uViewport.y) * (uTexSize.y / uViewport.w) / uTexSize.y) + 1.0 - (uGradientRatio * 2.0);\n } else {\n d = (gl_FragCoord.y / uTexSize.y) + 1.0 - (uGradientRatio * 2.0);\n }\n gl_FragColor = vec4(mix(uGradientColorB, uGradientColorA, clamp(d, 0.0, 1.0)), 1.0);\n gl_FragColor.rgb += ScreenSpaceDither(gl_FragCoord.xy);\n #elif defined(dVariant_radialGradient)\n float d;\n if (uViewportAdjusted) {\n d = distance(vec2(0.5), (gl_FragCoord.xy - uViewport.xy) * (uTexSize / uViewport.zw) / uTexSize) + uGradientRatio - 0.5;\n } else {\n d = distance(vec2(0.5), gl_FragCoord.xy / uTexSize) + uGradientRatio - 0.5;\n }\n gl_FragColor = vec4(mix(uGradientColorB, uGradientColorA, 1.0 - clamp(d, 0.0, 1.0)), 1.0);\n gl_FragColor.rgb += ScreenSpaceDither(gl_FragCoord.xy);\n #endif\n}\n";