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