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speck-renderer

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Browser-based WebGL molecule renderer with the goal of producing figures that are as attractive as they are practical.

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"use strict"; Object.defineProperty(exports, "__esModule", { value: true }); var fxaaShader = "#version 100\nprecision highp float;\n\nattribute vec3 aPosition;\n\nvoid main() {\n gl_Position = vec4(aPosition, 1);\n}\n\n\n// __split__\n\n\n#version 100\nprecision highp float;\n\nuniform sampler2D uTexture;\nuniform float uRes;\n\nvoid main() {\n float FXAA_SPAN_MAX = 8.0;\n float FXAA_REDUCE_MUL = 1.0/8.0;\n float FXAA_REDUCE_MIN = 1.0/128.0;\n\n vec2 texCoords = gl_FragCoord.xy/uRes;\n\n vec4 rgbNW = texture2D(uTexture, texCoords + (vec2(-1.0, -1.0) / uRes));\n vec4 rgbNE = texture2D(uTexture, texCoords + (vec2(1.0, -1.0) / uRes));\n vec4 rgbSW = texture2D(uTexture, texCoords + (vec2(-1.0, 1.0) / uRes));\n vec4 rgbSE = texture2D(uTexture, texCoords + (vec2(1.0, 1.0) / uRes));\n vec4 rgbM = texture2D(uTexture, texCoords);\n\n vec4 luma = vec4(0.299, 0.587, 0.114, 1.0);\n float lumaNW = dot(rgbNW, luma);\n float lumaNE = dot(rgbNE, luma);\n float lumaSW = dot(rgbSW, luma);\n float lumaSE = dot(rgbSE, luma);\n float lumaM = dot(rgbM, luma);\n\n float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));\n float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));\n\n vec2 dir;\n dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));\n dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));\n\n float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);\n\n float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);\n\n dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) / uRes;\n\n vec4 rgbA = (1.0/2.0) *\n (texture2D(uTexture, texCoords.xy + dir * (1.0/3.0 - 0.5)) +\n texture2D(uTexture, texCoords.xy + dir * (2.0/3.0 - 0.5)));\n vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) *\n (texture2D(uTexture, texCoords.xy + dir * (0.0/3.0 - 0.5)) +\n texture2D(uTexture, texCoords.xy + dir * (3.0/3.0 - 0.5)));\n float lumaB = dot(rgbB, luma);\n\n if((lumaB < lumaMin) || (lumaB > lumaMax)){\n gl_FragColor = rgbA;\n } else {\n gl_FragColor = rgbB;\n }\n\n}"; exports.default = fxaaShader;