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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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const fxaaShader = `\ #version 100 precision highp float; attribute vec3 aPosition; void main() { gl_Position = vec4(aPosition, 1); } // __split__ #version 100 precision highp float; uniform sampler2D uTexture; uniform float uRes; void main() { float FXAA_SPAN_MAX = 8.0; float FXAA_REDUCE_MUL = 1.0/8.0; float FXAA_REDUCE_MIN = 1.0/128.0; vec2 texCoords = gl_FragCoord.xy/uRes; vec4 rgbNW = texture2D(uTexture, texCoords + (vec2(-1.0, -1.0) / uRes)); vec4 rgbNE = texture2D(uTexture, texCoords + (vec2(1.0, -1.0) / uRes)); vec4 rgbSW = texture2D(uTexture, texCoords + (vec2(-1.0, 1.0) / uRes)); vec4 rgbSE = texture2D(uTexture, texCoords + (vec2(1.0, 1.0) / uRes)); vec4 rgbM = texture2D(uTexture, texCoords); vec4 luma = vec4(0.299, 0.587, 0.114, 1.0); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) / uRes; vec4 rgbA = (1.0/2.0) * (texture2D(uTexture, texCoords.xy + dir * (1.0/3.0 - 0.5)) + texture2D(uTexture, texCoords.xy + dir * (2.0/3.0 - 0.5))); vec4 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) * (texture2D(uTexture, texCoords.xy + dir * (0.0/3.0 - 0.5)) + texture2D(uTexture, texCoords.xy + dir * (3.0/3.0 - 0.5))); float lumaB = dot(rgbB, luma); if((lumaB < lumaMin) || (lumaB > lumaMax)){ gl_FragColor = rgbA; } else { gl_FragColor = rgbB; } }` export default fxaaShader;