Bladeren bron

shader fixes after glslify-loader update (inverse now recognized as built-in)

Alexander Rose 6 jaren geleden
bovenliggende
commit
070db1b439
3 gewijzigde bestanden met toevoegingen van 70 en 72 verwijderingen
  1. 70 0
      src/mol-gl/shader/chunks/common.glsl
  2. 0 2
      src/mol-gl/shader/mesh.vert
  3. 0 70
      src/mol-gl/shader/utils/inverse.glsl

+ 70 - 0
src/mol-gl/shader/chunks/common.glsl

@@ -2,6 +2,8 @@ float intDiv(float a, float b) { return float(int(a) / int(b)); }
 float intMod(float a, float b) { return a - b * float(int(a) / int(b)); }
 
 #if __VERSION__ != 300
+    // transpose
+
     float transpose(const in float m) {
         return m;
     }
@@ -29,4 +31,72 @@ float intMod(float a, float b) { return a - b * float(int(a) / int(b)); }
             m[0][3], m[1][3], m[2][3], m[3][3]
         );
     }
+
+    float inverse(const in float m) {
+        return 1.0 / m;
+    }
+
+    // inverse
+
+    mat2 inverse(const in mat2 m) {
+        return mat2(m[1][1],-m[0][1],
+                -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);
+    }
+
+    mat3 inverse(const in mat3 m) {
+        float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
+        float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
+        float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
+
+        float b01 = a22 * a11 - a12 * a21;
+        float b11 = -a22 * a10 + a12 * a20;
+        float b21 = a21 * a10 - a11 * a20;
+
+        float det = a00 * b01 + a01 * b11 + a02 * b21;
+
+        return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
+                    b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
+                    b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
+    }
+
+    mat4 inverse(const in mat4 m) {
+        float
+            a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
+            a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
+            a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
+            a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
+
+            b00 = a00 * a11 - a01 * a10,
+            b01 = a00 * a12 - a02 * a10,
+            b02 = a00 * a13 - a03 * a10,
+            b03 = a01 * a12 - a02 * a11,
+            b04 = a01 * a13 - a03 * a11,
+            b05 = a02 * a13 - a03 * a12,
+            b06 = a20 * a31 - a21 * a30,
+            b07 = a20 * a32 - a22 * a30,
+            b08 = a20 * a33 - a23 * a30,
+            b09 = a21 * a32 - a22 * a31,
+            b10 = a21 * a33 - a23 * a31,
+            b11 = a22 * a33 - a23 * a32,
+
+            det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+        return mat4(
+            a11 * b11 - a12 * b10 + a13 * b09,
+            a02 * b10 - a01 * b11 - a03 * b09,
+            a31 * b05 - a32 * b04 + a33 * b03,
+            a22 * b04 - a21 * b05 - a23 * b03,
+            a12 * b08 - a10 * b11 - a13 * b07,
+            a00 * b11 - a02 * b08 + a03 * b07,
+            a32 * b02 - a30 * b05 - a33 * b01,
+            a20 * b05 - a22 * b02 + a23 * b01,
+            a10 * b10 - a11 * b08 + a13 * b06,
+            a01 * b08 - a00 * b10 - a03 * b06,
+            a30 * b04 - a31 * b02 + a33 * b00,
+            a21 * b02 - a20 * b04 - a23 * b00,
+            a11 * b07 - a10 * b09 - a12 * b06,
+            a00 * b09 - a01 * b07 + a02 * b06,
+            a31 * b01 - a30 * b03 - a32 * b00,
+            a20 * b03 - a21 * b01 + a22 * b00) / det;
+    }
 #endif

+ 0 - 2
src/mol-gl/shader/mesh.vert

@@ -20,8 +20,6 @@ attribute float aGroup;
     varying vec3 vNormal;
 #endif
 
-#pragma glslify: inverse = require(./utils/inverse.glsl)
-
 void main(){
     #pragma glslify: import('./chunks/assign-color-varying.glsl')
     #pragma glslify: import('./chunks/assign-marker-varying.glsl')

+ 0 - 70
src/mol-gl/shader/utils/inverse.glsl

@@ -1,70 +0,0 @@
-// (c) 2014 Mikola Lysenko. MIT License
-// https://github.com/glslify/glsl-inverse
-
-float inverse(const in float m) {
-  return 1.0 / m;
-}
-
-mat2 inverse(const in mat2 m) {
-  return mat2(m[1][1],-m[0][1],
-             -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);
-}
-
-mat3 inverse(const in mat3 m) {
-  float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
-  float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
-  float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
-
-  float b01 = a22 * a11 - a12 * a21;
-  float b11 = -a22 * a10 + a12 * a20;
-  float b21 = a21 * a10 - a11 * a20;
-
-  float det = a00 * b01 + a01 * b11 + a02 * b21;
-
-  return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
-              b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
-              b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
-}
-
-mat4 inverse(const in mat4 m) {
-  float
-      a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
-      a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
-      a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
-      a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
-
-      b00 = a00 * a11 - a01 * a10,
-      b01 = a00 * a12 - a02 * a10,
-      b02 = a00 * a13 - a03 * a10,
-      b03 = a01 * a12 - a02 * a11,
-      b04 = a01 * a13 - a03 * a11,
-      b05 = a02 * a13 - a03 * a12,
-      b06 = a20 * a31 - a21 * a30,
-      b07 = a20 * a32 - a22 * a30,
-      b08 = a20 * a33 - a23 * a30,
-      b09 = a21 * a32 - a22 * a31,
-      b10 = a21 * a33 - a23 * a31,
-      b11 = a22 * a33 - a23 * a32,
-
-      det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
-
-  return mat4(
-      a11 * b11 - a12 * b10 + a13 * b09,
-      a02 * b10 - a01 * b11 - a03 * b09,
-      a31 * b05 - a32 * b04 + a33 * b03,
-      a22 * b04 - a21 * b05 - a23 * b03,
-      a12 * b08 - a10 * b11 - a13 * b07,
-      a00 * b11 - a02 * b08 + a03 * b07,
-      a32 * b02 - a30 * b05 - a33 * b01,
-      a20 * b05 - a22 * b02 + a23 * b01,
-      a10 * b10 - a11 * b08 + a13 * b06,
-      a01 * b08 - a00 * b10 - a03 * b06,
-      a30 * b04 - a31 * b02 + a33 * b00,
-      a21 * b02 - a20 * b04 - a23 * b00,
-      a11 * b07 - a10 * b09 - a12 * b06,
-      a00 * b09 - a01 * b07 + a02 * b06,
-      a31 * b01 - a30 * b03 - a32 * b00,
-      a20 * b03 - a21 * b01 + a22 * b00) / det;
-}
-
-#pragma glslify: export(inverse)