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#ifndef PYMOL_WEBGL_IOS
#ifdef gl_VertexID_enabled
#extension GL_EXT_gpu_shader4 : require
#endif
#endif
#include webgl_header.vs
attribute vec4 a_Vertex;
attribute vec3 a_Normal;
attribute vec4 a_Color;
attribute float a_interpolate;
#ifndef gl_VertexID_enabled
attribute float a_line_position;
#endif
//#ifdef use_geometry_shaders
#define a_VERTEX gl_Position
varying vec3 a_NORMAL ;
varying vec4 a_COLOR ;
varying vec4 a_COLOR2 ;
varying vec4 a_COLOR_INTERP ;
varying float a_INTERPOLATE ;
varying float a_LINE_POSITION ;
varying float a_fog;
#define bgTextureLookup a_bgTextureLookup
varying vec2 a_bgTextureLookup;
uniform bool isPicking;
void main()
{
#ifdef PYMOL_WEBGL_IOS
gl_PointSize = g_PointSize;
#endif
vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex);
a_INTERPOLATE = isPicking ? 0. : a_interpolate;
#ifdef gl_VertexID_enabled
a_LINE_POSITION = mod(float(gl_VertexID), 2.);
#else
a_LINE_POSITION = a_line_position;
#endif
a_VERTEX = g_ProjectionMatrix * g_ModelViewMatrix * a_Vertex;
a_NORMAL = normalize(g_NormalMatrix * a_Normal);
a_COLOR_INTERP = a_Color;
a_COLOR = (1.-a_LINE_POSITION) * a_Color ;
a_COLOR2 = a_LINE_POSITION * a_Color;
a_fog = (g_Fog_end + eye_pos.z) * g_Fog_scale;
a_bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5;
}
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