default.vs (pymol-v2.1.0.tar.bz2) | : | default.vs (pymol-open-source-2.2.0) | ||
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varying vec3 N, L0, H0, L1, H1; | #include webgl_header.vs | |||
varying vec4 D0, A0, D1, A1; | ||||
varying float fog; | attribute vec4 a_Vertex; | |||
attribute vec3 a_Normal; | ||||
attribute vec4 a_Color; | ||||
varying vec3 fog_color; | varying vec3 packed_data_0 ; | |||
uniform bool lighting_enabled; | //varying vec3 N; | |||
#define NORMAL packed_data_0 | ||||
uniform bool bg_gradient; | #ifdef PURE_OPENGL_ES_2 | |||
uniform vec3 fog_color_top; | varying vec4 COLOR; | |||
uniform vec3 fog_color_bottom; | #else | |||
// using the built-in allows to use glShadeModel | ||||
#define COLOR gl_FrontColor = gl_BackColor | ||||
#endif | ||||
varying float fog; | ||||
varying vec2 bgTextureLookup; | ||||
void main() | void main() | |||
{ | { | |||
N = normalize(gl_NormalMatrix * gl_Normal); | #ifdef PYMOL_WEBGL_IOS | |||
vec3 eye_pos = vec3(gl_ModelViewMatrix * gl_Vertex); | gl_PointSize = g_PointSize; | |||
vec3 aux = vec3(gl_LightSource[0].position - vec4(eye_pos, 1.0)); | #endif | |||
if (lighting_enabled){ | ||||
L0 = normalize(aux); | NORMAL = normalize(g_NormalMatrix * a_Normal); | |||
H0 = normalize(gl_LightSource[0].halfVector.xyz); | vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex); | |||
aux = vec3(gl_LightSource[1].position - vec4(eye_pos, 1.0)); | ||||
L1 = normalize(aux); | COLOR = a_Color; | |||
H1 = normalize(gl_LightSource[1].halfVector.xyz); | ||||
A0 = gl_LightSource[0].ambient * gl_Color; | fog = (g_Fog_end + eye_pos.z) * g_Fog_scale; | |||
D0 = gl_LightSource[0].diffuse * gl_Color; | gl_Position = g_ProjectionMatrix * g_ModelViewMatrix * a_Vertex; | |||
A1 = gl_LightSource[1].ambient * gl_Color; | bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5; | |||
D1 = gl_LightSource[1].diffuse * gl_Color; | ||||
A0.a = gl_Color.a; | ||||
A1.a = 0.; | ||||
} else { | ||||
A0 = gl_Color; | ||||
} | ||||
gl_FogFragCoord = -eye_pos.z; | ||||
fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale; | ||||
gl_Position = gl_ModelViewProjectionMatrix * a_Vertex; | ||||
if (bg_gradient){ | ||||
fog_color = mix(fog_color_bottom, fog_color_top, (1. + gl_Position.y/gl_Posi | ||||
tion.w)/2.); | ||||
} else { | ||||
fog_color = fog_color_top; | ||||
} | ||||
gl_Position = ftransform(); | ||||
} | } | |||
End of changes. 5 change blocks. | ||||
36 lines changed or deleted | 29 lines changed or added |