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molstar

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A comprehensive macromolecular library.

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"use strict"; /** * Copyright (c) 2023-2024 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose <alexander.rose@weirdbyte.de> */ Object.defineProperty(exports, "__esModule", { value: true }); exports.fade_lod = void 0; exports.fade_lod = ` if (uLod.w == 0.0 && (uLod.x != 0.0 || uLod.y != 0.0)) { float d = dot(uCameraPlane.xyz, vModelPosition) + uCameraPlane.w; float ta = min( smoothstep(uLod.x, uLod.x + uLod.z, d), 1.0 - smoothstep(uLod.y - uLod.z, uLod.y, d) ); #if defined(dRenderVariant_color) || defined(dRenderVariant_tracing) float at = 0.0; // shift by view-offset during multi-sample rendering to allow for blending vec2 coord = gl_FragCoord.xy + uViewOffset * 0.25; const mat4 thresholdMatrix = mat4( 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 ); int ci = int(intMod(coord.x, 4.0)); int ri = int(intMod(coord.y, 4.0)); #if __VERSION__ == 100 vec4 i = vec4(float(ci * 4 + ri)); vec4 v = thresholdMatrix[0] * vec4(equal(i, vec4(0.0, 1.0, 2.0, 3.0))) + thresholdMatrix[1] * vec4(equal(i, vec4(4.0, 5.0, 6.0, 7.0))) + thresholdMatrix[2] * vec4(equal(i, vec4(8.0, 9.0, 10.0, 11.0))) + thresholdMatrix[3] * vec4(equal(i, vec4(12.0, 13.0, 14.0, 15.0))); at = v.x + v.y + v.z + v.w; #else at = thresholdMatrix[ci][ri]; #endif if (ta < 0.99 && (ta < 0.01 || ta < at)) { discard; } #else if (ta < uPickingAlphaThreshold) { discard; } #endif } `;