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- PyMOL(TM) Molecular Graphics System, Version 1.7.1.0.
- Copyright (c) Schrodinger, LLC.
- All Rights Reserved.
- Created by Warren L. DeLano, Ph.D.
- PyMOL is user-supported open-source software. Although some versions
- are freely available, PyMOL is not in the public domain.
- If PyMOL is helpful in your work or study, then please volunteer
- support for our ongoing efforts to create open and affordable scientific
- software by purchasing a PyMOL Maintenance and/or Support subscription.
- More information can be found at "http://www.pymol.org".
- Enter "help" for a list of commands.
- Enter "help <command-name>" for information on a specific command.
- Hit ESC anytime to toggle between text and graphics.
- Detected OpenGL version 2.0 or greater. Shaders available.
- CShaderPrg_New-Error: vertex shader compilation failed name='default'; log follows.
- infoLog=ERROR: 0:1: '' : #version required and missing.
- ERROR: 0:1: 'attribute' : syntax error syntax error
- shader: 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_3 ;
- varying vec4 packed_data_4 ;
- //varying vec3 N;
- #define NORMAL packed_data_0
- #define COLOR packed_data_3
- //#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 vec2 t2PixelSize;
- uniform bool lighting_enabled;
- uniform bool bg_gradient;
- uniform float ambient_occlusion_scale;
- uniform int accessibility_mode;
- uniform float accessibility_mode_on;
- void main()
- {
- NORMAL = normalize(gl_NormalMatrix * a_Normal);
- vec3 eye_pos = vec3(gl_ModelViewMatrix * a_Vertex);
- 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);
- // This was breaking fog on ATI/Linux
- // gl_FogFragCoord = -eye_pos.z;
- // fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale;
- fog = (gl_Fog.end - abs(eye_pos.z)) * gl_Fog.scale;
- gl_Position = gl_ModelViewProjectionMatrix * a_Vertex;
- bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5;
- }
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