molstar
Version:
A comprehensive macromolecular library.
272 lines (222 loc) • 9.02 kB
JavaScript
"use strict";
Object.defineProperty(exports, "__esModule", { value: true });
exports.common = void 0;
exports.common = `
// TODO find a better place for these convenience defines
//
float intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }
vec2 ivec2Div(const in vec2 a, const in vec2 b) { return vec2(ivec2(a) / ivec2(b)); }
float intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }
int imod(const in int a, const in int b) { return a - b * (a / b); }
float pow2(const in float x) { return x * x; }
vec3 packIntToRGB(in float value) {
value = clamp(round(value), 0.0, 16777216.0 - 1.0) + 1.0;
vec3 c = vec3(0.0);
c.b = mod(value, 256.0);
value = floor(value / 256.0);
c.g = mod(value, 256.0);
value = floor(value / 256.0);
c.r = mod(value, 256.0);
return c / 255.0;
}
float unpackRGBToInt(const in vec3 rgb) {
return (floor(rgb.r * 255.0 + 0.5) * 256.0 * 256.0 + floor(rgb.g * 255.0 + 0.5) * 256.0 + floor(rgb.b * 255.0 + 0.5)) - 1.0;
}
vec2 packUnitIntervalToRG(const in float v) {
vec2 enc;
enc.xy = vec2(fract(v * 256.0), v);
enc.y -= enc.x * (1.0 / 256.0);
enc.xy *= 256.0 / 255.0;
return enc;
}
float unpackRGToUnitInterval(const in vec2 enc) {
return dot(enc, vec2(255.0 / (256.0 * 256.0), 255.0 / 256.0));
}
vec3 screenSpaceToViewSpace(const in vec3 ssPos, const in mat4 invProjection) {
vec4 p = vec4(ssPos * 2.0 - 1.0, 1.0);
p = invProjection * p;
return p.xyz / p.w;
}
const float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)
const float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)
const vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);
const vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);
const float ShiftRight8 = 1.0 / 256.0;
vec4 packDepthToRGBA(const in float v) {
vec4 r = vec4(fract(v * PackFactors), v);
r.yzw -= r.xyz * ShiftRight8; // tidy overflow
return r * PackUpscale;
}
float unpackRGBAToDepth(const in vec4 v) {
return dot(v, UnpackFactors);
}
vec4 packDepthWithAlphaToRGBA(const in float depth, const in float alpha){
vec3 r = vec3(fract(depth * PackFactors.yz), depth);
r.yz -= r.xy * ShiftRight8; // tidy overflow
return vec4(r * PackUpscale, alpha);
}
vec2 unpackRGBAToDepthWithAlpha(const in vec4 v) {
return vec2(dot(v.xyz, UnpackFactors.yzw), v.w);
}
vec4 sRGBToLinear(const in vec4 c) {
return vec4(mix(pow(c.rgb * 0.9478672986 + vec3(0.0521327014), vec3(2.4)), c.rgb * 0.0773993808, vec3(lessThanEqual(c.rgb, vec3(0.04045)))), c.a);
}
vec4 linearTosRGB(const in vec4 c) {
return vec4(mix(pow(c.rgb, vec3(0.41666)) * 1.055 - vec3(0.055), c.rgb * 12.92, vec3(lessThanEqual(c.rgb, vec3(0.0031308)))), c.a);
}
float luminance(vec3 c) {
// https://www.w3.org/TR/WCAG21/#dfn-relative-luminance
const vec3 W = vec3(0.2125, 0.7154, 0.0721);
return dot(c, W);
}
float linearizeDepth(const in float depth, const in float near, const in float far) {
return (2.0 * near) / (far + near - depth * (far - near));
}
float perspectiveDepthToViewZ(const in float invClipZ, const in float near, const in float far) {
return (near * far) / ((far - near) * invClipZ - far);
}
float orthographicDepthToViewZ(const in float linearClipZ, const in float near, const in float far) {
return linearClipZ * (near - far) - near;
}
float depthToViewZ(const in float isOrtho, const in float linearClipZ, const in float near, const in float far) {
return isOrtho == 1.0 ? orthographicDepthToViewZ(linearClipZ, near, far) : perspectiveDepthToViewZ(linearClipZ, near, far);
}
// see https://github.com/graphitemaster/normals_revisited and https://www.shadertoy.com/view/3s33zj
mat3 adjoint(const in mat4 m) {
return mat3(
cross(m[1].xyz, m[2].xyz),
cross(m[2].xyz, m[0].xyz),
cross(m[0].xyz, m[1].xyz)
);
}
// transpose
float transpose(const in float m) {
return m;
}
mat2 transpose2(const in mat2 m) {
return mat2(
m[0][0], m[1][0],
m[0][1], m[1][1]
);
}
mat3 transpose3(const in mat3 m) {
return mat3(
m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]
);
}
mat4 transpose4(const in mat4 m) {
return mat4(
m[0][0], m[1][0], m[2][0], m[3][0],
m[0][1], m[1][1], m[2][1], m[3][1],
m[0][2], m[1][2], m[2][2], m[3][2],
m[0][3], m[1][3], m[2][3], m[3][3]
);
}
// inverse
float inverse(const in float m) {
return 1.0 / m;
}
mat2 inverse2(const in mat2 m) {
return mat2(m[1][1],-m[0][1],
-m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);
}
mat3 inverse3(const in mat3 m) {
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
mat4 inverse4(const in mat4 m) {
float
a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
b00 = a00 * a11 - a01 * a10,
b01 = a00 * a12 - a02 * a10,
b02 = a00 * a13 - a03 * a10,
b03 = a01 * a12 - a02 * a11,
b04 = a01 * a13 - a03 * a11,
b05 = a02 * a13 - a03 * a12,
b06 = a20 * a31 - a21 * a30,
b07 = a20 * a32 - a22 * a30,
b08 = a20 * a33 - a23 * a30,
b09 = a21 * a32 - a22 * a31,
b10 = a21 * a33 - a23 * a31,
b11 = a22 * a33 - a23 * a32,
det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
return mat4(
a11 * b11 - a12 * b10 + a13 * b09,
a02 * b10 - a01 * b11 - a03 * b09,
a31 * b05 - a32 * b04 + a33 * b03,
a22 * b04 - a21 * b05 - a23 * b03,
a12 * b08 - a10 * b11 - a13 * b07,
a00 * b11 - a02 * b08 + a03 * b07,
a32 * b02 - a30 * b05 - a33 * b01,
a20 * b05 - a22 * b02 + a23 * b01,
a10 * b10 - a11 * b08 + a13 * b06,
a01 * b08 - a00 * b10 - a03 * b06,
a30 * b04 - a31 * b02 + a33 * b00,
a21 * b02 - a20 * b04 - a23 * b00,
a11 * b07 - a10 * b09 - a12 * b06,
a00 * b09 - a01 * b07 + a02 * b06,
a31 * b01 - a30 * b03 - a32 * b00,
a20 * b03 - a21 * b01 + a22 * b00) / det;
}
`;