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33 lines
654 B
GLSL
33 lines
654 B
GLSL
#include webgl_header.fs
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#ifdef PYMOL_WEBGL_IOS
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precision highp float;
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#else
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#version 120
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#endif
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uniform sampler2D textureMap;
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uniform vec2 textureLookup ;
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uniform vec2 textureScale ;
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uniform float g_pointSize;
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uniform vec4 viewport;
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#include anaglyph_header.fs
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varying vec4 POS;
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/*
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* On graphics drivers which are not buggy, this should be
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* equivalent to gl_PointCoord.
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*/
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vec2 get_pointcoord() {
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vec2 p = viewport.xy + 0.5 * (POS.xy / POS.w + 1.0) * viewport.zw;
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return (gl_FragCoord.xy - p) / g_pointSize + 0.5;
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}
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void main()
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{
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gl_FragColor = texture2D(textureMap, textureLookup + get_pointcoord() * textureScale);
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PostLightingEffects();
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}
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