molstar
Version:
A comprehensive macromolecular library.
60 lines (54 loc) • 1.98 kB
JavaScript
"use strict";
/**
* Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
* @author Michael Krone <michael.krone@uni-tuebingen.de>
*/
Object.defineProperty(exports, "__esModule", { value: true });
exports.gaussianDensity_frag = void 0;
exports.gaussianDensity_frag = `
precision highp float;
varying vec3 vPosition;
varying float vRadiusSqInv;
precision highp sampler2D;
uniform sampler2D tMinDistanceTex;
uniform vec3 uGridTexDim;
precision highp sampler3D;
uniform sampler3D tMinDistanceTex;
varying float vGroup;
uniform vec3 uGridDim;
uniform vec2 uGridTexScale;
uniform float uCurrentSlice;
uniform float uCurrentX;
uniform float uCurrentY;
uniform float uAlpha;
uniform float uResolution;
uniform float uRadiusFactorInv;
void main() {
vec2 v = gl_FragCoord.xy - vec2(uCurrentX, uCurrentY) - 0.5;
vec3 fragPos = vec3(v.x, v.y, uCurrentSlice);
float dist = distance(fragPos, vPosition) * uResolution;
float density = exp(-uAlpha * ((dist * dist) * vRadiusSqInv));
gl_FragColor.a = density * uRadiusFactorInv;
gl_FragColor.a = 1.0 - dist * uRadiusFactorInv;
float minDistance = 1.0 - texture2D(tMinDistanceTex, (gl_FragCoord.xy) / (uGridTexDim.xy / uGridTexScale)).a;
float minDistance = 1.0 - texelFetch(tMinDistanceTex, ivec3(gl_FragCoord.xy, uCurrentSlice), 0).a;
if (dist * uRadiusFactorInv > minDistance + uResolution * 0.05)
discard;
gl_FragColor.rgb = packIntToRGB(vGroup);
}
`;