molstar
Version:
A comprehensive macromolecular library.
7 lines (6 loc) • 5.24 kB
TypeScript
/**
* Copyright (c) 2019-2025 mol* contributors, licensed under MIT, See LICENSE file for more info.
*
* @author Alexander Rose <alexander.rose@weirdbyte.de>
*/
export declare const spheres_frag = "\nprecision highp float;\nprecision highp int;\n\n#define bumpEnabled\n\n#include common\n#include common_frag_params\n#include color_frag_params\n#include light_frag_params\n#include common_clip\n\nuniform mat4 uInvView;\nuniform float uAlphaThickness;\n\nvarying float vRadius;\nvarying vec3 vPoint;\nvarying vec3 vPointViewPosition;\n\n#ifdef dSolidInterior\n const bool solidInterior = true;\n#else\n const bool solidInterior = false;\n#endif\n\nbool SphereImpostor(out vec3 modelPos, out vec3 cameraPos, out vec3 cameraNormal, out bool interior, out float fragmentDepth){\n vec3 cameraSpherePos = -vPointViewPosition;\n\n vec3 rayOrigin = mix(vec3(0.0, 0.0, 0.0), vPoint, uIsOrtho);\n vec3 rayDirection = mix(normalize(vPoint), vec3(0.0, 0.0, 1.0), uIsOrtho);\n vec3 cameraSphereDir = mix(cameraSpherePos, rayOrigin - cameraSpherePos, uIsOrtho);\n\n float B = dot(rayDirection, cameraSphereDir);\n float det = B * B + vRadius * vRadius - dot(cameraSphereDir, cameraSphereDir);\n\n if (det < 0.0) return false;\n\n float sqrtDet = sqrt(det);\n float posT = mix(B + sqrtDet, B - sqrtDet, uIsOrtho);\n float negT = mix(B - sqrtDet, B + sqrtDet, uIsOrtho);\n\n cameraPos = rayDirection * negT + rayOrigin;\n modelPos = (uInvView * vec4(cameraPos, 1.0)).xyz;\n fragmentDepth = calcDepth(cameraPos);\n\n bool objectClipped = false;\n\n #if !defined(dClipPrimitive) && defined(dClipVariant_pixel) && dClipObjectCount != 0\n if (clipTest(modelPos)) {\n objectClipped = true;\n fragmentDepth = -1.0;\n }\n #endif\n\n if (fragmentDepth > 0.0) {\n cameraNormal = normalize(cameraPos - cameraSpherePos);\n interior = false;\n return true;\n } else if (uDoubleSided || solidInterior) {\n cameraPos = rayDirection * posT + rayOrigin;\n modelPos = (uInvView * vec4(cameraPos, 1.0)).xyz;\n fragmentDepth = calcDepth(cameraPos);\n cameraNormal = -normalize(cameraPos - cameraSpherePos);\n interior = true;\n if (fragmentDepth > 0.0) {\n #ifdef dSolidInterior\n if (!objectClipped) {\n fragmentDepth = 0.0 + (0.0000001 / vRadius);\n cameraNormal = -mix(normalize(vPoint), vec3(0.0, 0.0, -1.0), uIsOrtho);\n }\n #endif\n return true;\n }\n }\n\n return false;\n}\n\nvoid main(void){\n vec3 cameraNormal;\n float fragmentDepth;\n\n #ifdef dApproximate\n vec3 pointDir = -vPointViewPosition - vPoint;\n if (dot(pointDir, pointDir) > vRadius * vRadius) discard;\n vec3 vViewPosition = -vPointViewPosition;\n fragmentDepth = gl_FragCoord.z;\n #if !defined(dIgnoreLight) || defined(dXrayShaded) || defined(dRenderVariant_tracing)\n pointDir.z -= cos(length(pointDir));\n cameraNormal = -normalize(pointDir);\n #endif\n interior = false;\n #else\n vec3 modelPos;\n vec3 cameraPos;\n bool hit = SphereImpostor(modelPos, cameraPos, cameraNormal, interior, fragmentDepth);\n if (!hit) discard;\n\n if (fragmentDepth < 0.0) discard;\n if (fragmentDepth > 1.0) discard;\n\n gl_FragDepthEXT = fragmentDepth;\n\n vec3 vModelPosition = modelPos;\n vec3 vViewPosition = cameraPos;\n #endif\n\n #include fade_lod\n #if !defined(dClipPrimitive) && defined(dClipVariant_pixel) && dClipObjectCount != 0\n #include clip_pixel\n #endif\n\n #ifdef dNeedsNormal\n vec3 normal = -cameraNormal;\n #endif\n\n #include assign_material_color\n\n #if defined(dRenderVariant_color) || defined(dRenderVariant_tracing)\n if (uRenderMask == MaskTransparent && uAlphaThickness > 0.0) {\n material.a *= min(1.0, vRadius / uAlphaThickness);\n }\n #endif\n\n #include check_transparency\n\n #if defined(dRenderVariant_pick)\n #include check_picking_alpha\n #ifdef requiredDrawBuffers\n gl_FragColor = vObject;\n gl_FragData[1] = vInstance;\n gl_FragData[2] = vGroup;\n gl_FragData[3] = packDepthToRGBA(fragmentDepth);\n #else\n gl_FragColor = vColor;\n #endif\n #elif defined(dRenderVariant_depth)\n gl_FragColor = material;\n #elif defined(dRenderVariant_marking)\n gl_FragColor = material;\n #elif defined(dRenderVariant_emissive)\n gl_FragColor = material;\n #elif defined(dRenderVariant_color) || defined(dRenderVariant_tracing)\n #include apply_light_color\n #include apply_interior_color\n #include apply_marker_color\n\n #if defined(dRenderVariant_color)\n #include apply_fog\n #include wboit_write\n #include dpoit_write\n #elif defined(dRenderVariant_tracing)\n gl_FragData[1] = vec4(normal, emissive);\n gl_FragData[2] = vec4(material.rgb, uDensity);\n #endif\n #endif\n}\n";