"Fossies" - the Fresh Open Source Software Archive  

Source code changes of the file "data/shaders/volume.fs" between
pymol-v2.1.0.tar.bz2 and pymol-open-source-2.2.0.tar.gz

About: PyMOL is a Python-enhanced molecular graphics tool. It excels at 3D visualization of proteins, small molecules, density, surfaces, and trajectories. It also includes molecular editing, ray tracing, and movies. Open Source version.

volume.fs  (pymol-v2.1.0.tar.bz2):volume.fs  (pymol-open-source-2.2.0)
uniform sampler3D volumeTex; uniform sampler3D volumeTex;
uniform sampler1D colorTex; uniform sampler2D colorTex2D;
uniform sampler1D colorTex1D;
uniform float volumeScale; uniform float volumeScale;
uniform float volumeBias; uniform float volumeBias;
uniform float sliceDist;
uniform mat4 TexMatrix;
uniform vec3 eyeposM;
uniform vec3 vDirM;
uniform sampler3D carvemask; uniform sampler3D carvemask;
uniform bool carvemaskFlag; uniform bool carvemaskFlag;
uniform float fog_enabled; varying vec3 vertexM;
uniform sampler2D bgTextureMap;
uniform vec3 fogSolidColor;
uniform float fogIsSolidColor;
varying float fog; varying float fog;
uniform float g_Fog_end;
uniform float g_Fog_scale;
varying vec2 bgTextureLookup; varying vec2 bgTextureLookup;
uniform float isStretched; #include anaglyph_header.fs
uniform float isCentered; #include compute_fog_color.fs
uniform float isCenteredOrRepeated;
uniform float isTiled;
uniform vec2 tileSize;
uniform vec2 tiledSize;
uniform vec2 viewImageSize;
uniform vec2 pixelSize;
uniform vec2 halfPixel;
#include ComputeFogColor
bool iscarvemasked(vec3 t) { bool iscarvemasked(vec3 t) {
return carvemaskFlag && texture3D(carvemask, t).r > 0.5; return carvemaskFlag && texture3D(carvemask, t).r > 0.5;
} }
void main() void main()
{ {
#ifdef volume_mode
#else // volume_mode
if (iscarvemasked(gl_TexCoord[0].xyz)) if (iscarvemasked(gl_TexCoord[0].xyz))
discard; discard;
float v = texture3D(volumeTex, gl_TexCoord[0].xyz).r; float v = texture3D(volumeTex, gl_TexCoord[0].xyz).r;
v = v * volumeScale + volumeBias; v = v * volumeScale + volumeBias;
if (v < 0. || v > 1.) discard; if (v < 0. || v > 1.) discard;
vec4 color = texture1D(colorTex, v); vec4 color = texture1D(colorTex1D, v);
#endif // volume_mode
if (color.a == 0.0)
discard;
color = ApplyColorEffects(color, gl_FragCoord.z);
gl_FragColor = ApplyFog(color, fog);
if (color.a == 0.0) discard; PostLightingEffects();
float cfog = mix(1.0, clamp(fog, 0.0, 1.0), fog_enabled);
vec4 fogColor = ComputeFogColor();
gl_FragColor = vec4(vec3(mix(fogColor.rgb, color.rgb, cfog)), color.a);
} }
 End of changes. 8 change blocks. 
24 lines changed or deleted 22 lines changed or added

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