#include webgl_header.vs attribute vec4 a_Vertex; attribute vec3 a_Normal; attribute vec4 a_Color; varying vec3 packed_data_0 ; //varying vec3 N; #define NORMAL packed_data_0 #ifdef PURE_OPENGL_ES_2 varying vec4 COLOR; #else // using the built-in allows to use glShadeModel #define COLOR gl_FrontColor = gl_BackColor #endif varying float fog; varying vec2 bgTextureLookup; void main() { #ifdef PYMOL_WEBGL_IOS gl_PointSize = g_PointSize; #endif NORMAL = normalize(g_NormalMatrix * a_Normal); vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex); COLOR = a_Color; fog = (g_Fog_end + eye_pos.z) * g_Fog_scale; gl_Position = g_ProjectionMatrix * g_ModelViewMatrix * a_Vertex; bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5; }