#include webgl_header.vs uniform bool isPicking; attribute vec4 a_Vertex; attribute vec3 a_Normal; attribute vec4 a_Color; attribute float a_Accessibility; /* This is for ambient occlusion, 1.0 by default */ varying vec3 packed_data_0 ; varying vec4 packed_data_1 ; varying vec4 packed_data_2 ; varying vec4 packed_data_4 ; //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 #endif //#define fog packed_data_1.w #define E 2.718281828459045 /* this doesn't work for setting fog_color, need to set the values independently */ //#define fog_color ( packed_data_1.x, packed_data_1.y, packed_data_1.z ) varying float fog; varying vec2 bgTextureLookup; uniform bool lighting_enabled; uniform float ambient_occlusion_scale; uniform int accessibility_mode; uniform float accessibility_mode_on; void main() { NORMAL = normalize(g_NormalMatrix * a_Normal); vec3 eye_pos = vec3(g_ModelViewMatrix * a_Vertex); #ifdef PYMOL_WEBGL_IOS gl_PointSize = g_PointSize; #endif if (isPicking){ COLOR = a_Color; // no lighting } else { vec4 COLORa; if (accessibility_mode == 1){ COLORa = vec4(clamp(a_Color.xyz * (1.-(ambient_occlusion_scale*a_Accessibility)), 0., 1.), a_Color.w); } else if (accessibility_mode == 2){ COLORa = vec4(a_Color.xyz * cos(90.*radians(clamp(ambient_occlusion_scale*a_Accessibility, 0., 1.))), a_Color.w); } else { COLORa = vec4(clamp(a_Color.xyz * (1. / (1. + pow(E, 0.5 * ( (ambient_occlusion_scale * a_Accessibility) - 10.)))), 0., 1.), a_Color.w); } COLOR = mix(a_Color, COLORa, accessibility_mode_on); 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; }