Files
pymol-open-source/data/shaders/sphere.fs
Thomas Holder a188383b2b refactor color picking, add cPickableThrough
cPickableThrough for transparency_picking_mode (spheres only so far)
2019-11-27 14:44:28 +01:00

95 lines
2.4 KiB
GLSL

#ifdef PYMOL_WEBGL_IOS
#extension GL_EXT_frag_depth : require
#endif
#include webgl_header.fs
// Sphere impostor fragment shader
varying vec4 COLOR;
varying vec3 sphere_center;
varying float radius2;
varying vec3 point;
varying vec2 bgTextureLookup;
uniform bool lighting_enabled;
uniform mat4 g_ProjectionMatrix;
uniform float g_Fog_end;
uniform float g_Fog_scale;
#include anaglyph_header.fs
#include compute_fog_color.fs
#include compute_color_for_light.fs
void main(void)
{
#ifdef ortho
vec3 ray_origin = point;
vec3 ray_direction = vec3(0., 0., -1.);
vec3 sphere_direction = ray_origin - sphere_center;
#else
vec3 ray_origin = vec3(0., 0., 0.);
vec3 ray_direction = normalize(point);
vec3 sphere_direction = sphere_center;
#endif
// Calculate sphere-ray intersection
float b = dot(sphere_direction, ray_direction);
float position = b * b + radius2 - dot(sphere_direction, sphere_direction);
// Check if the ray missed the sphere
if (position < 0.0)
discard;
// Calculate nearest point of intersection
float nearest = b - sqrt(position);
// Calculate intersection point on the sphere surface. The ray
// origin is at the quad (center point), so we need to project
// back towards the user to get the front face.
vec3 ipoint = nearest * ray_direction + ray_origin;
// Calculate normal at the intersection point
vec3 normal = normalize(ipoint - sphere_center);
// Calculate depth in clipping space
vec2 clipZW = ipoint.z * g_ProjectionMatrix[2].zw +
g_ProjectionMatrix[3].zw;
float depth = 0.5 + 0.5 * clipZW.x / clipZW.y;
// this is a workaround necessary for Mac
// otherwise the modified fragment won't clip properly
/*
float isDiscarded = step(.5, step(depth, 0.) + step(1.-depth, 0.));
if (isDiscarded > 0.0)
discard;
*/
if (depth <= 0.0 || depth >= 1.0)
discard;
gl_FragDepth = depth;
if (!isPicking){
if (lighting_enabled){
vec4 color = ApplyColorEffects(COLOR, depth);
color = ApplyLighting(color, normal);
float fogv = (g_Fog_end + ipoint.z) * g_Fog_scale;
gl_FragColor = ApplyFog(color, fogv);
} else {
gl_FragColor = COLOR;
}
PostLightingEffects(depth);
} else {
if (COLOR.a == 0.0) {
// cPickableThrough
discard;
}
gl_FragColor = COLOR;
}
}