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molstar

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A comprehensive macromolecular library.

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"use strict"; /** * Copyright (c) 2018-2025 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.MeshSchema = void 0; exports.MeshRenderable = MeshRenderable; const renderable_1 = require("../renderable.js"); const render_item_1 = require("../webgl/render-item.js"); const schema_1 = require("./schema.js"); const shader_code_1 = require("../shader-code.js"); const mol_util_1 = require("../../mol-util/index.js"); exports.MeshSchema = { ...schema_1.BaseSchema, aGroup: (0, schema_1.AttributeSpec)('float32', 1, 0), aPosition: (0, schema_1.AttributeSpec)('float32', 3, 0), aNormal: (0, schema_1.AttributeSpec)('float32', 3, 0), elements: (0, schema_1.ElementsSpec)('uint32'), dVaryingGroup: (0, schema_1.DefineSpec)('boolean'), dFlatShaded: (0, schema_1.DefineSpec)('boolean'), uDoubleSided: (0, schema_1.UniformSpec)('b', 'material'), dFlipSided: (0, schema_1.DefineSpec)('boolean'), dIgnoreLight: (0, schema_1.DefineSpec)('boolean'), dCelShaded: (0, schema_1.DefineSpec)('boolean'), dXrayShaded: (0, schema_1.DefineSpec)('string', ['off', 'on', 'inverted']), dTransparentBackfaces: (0, schema_1.DefineSpec)('string', ['off', 'on', 'opaque']), uBumpFrequency: (0, schema_1.UniformSpec)('f', 'material'), uBumpAmplitude: (0, schema_1.UniformSpec)('f', 'material'), meta: (0, schema_1.ValueSpec)('unknown') }; function MeshRenderable(ctx, id, values, state, materialId, transparency, globals) { const schema = { ...schema_1.GlobalUniformSchema, ...schema_1.GlobalTextureSchema, ...schema_1.GlobalDefineSchema, ...schema_1.InternalSchema, ...exports.MeshSchema }; const renderValues = { ...values, uObjectId: mol_util_1.ValueCell.create(id), dLightCount: mol_util_1.ValueCell.create(globals.dLightCount), dColorMarker: mol_util_1.ValueCell.create(globals.dColorMarker), }; const shaderCode = shader_code_1.MeshShaderCode; const renderItem = (0, render_item_1.createGraphicsRenderItem)(ctx, 'triangles', shaderCode, schema, renderValues, materialId, transparency); return (0, renderable_1.createRenderable)(renderItem, renderValues, state); }