Bladeren bron

fix typo, remove unused code

Alexander Rose 4 jaren geleden
bovenliggende
commit
0e7c885961
3 gewijzigde bestanden met toevoegingen van 5 en 14 verwijderingen
  1. 1 1
      src/mol-geo/geometry/lines/lines.ts
  2. 0 1
      src/mol-gl/shader/lines.vert.ts
  3. 4 12
      src/mol-gl/shader/spheres.frag.ts

+ 1 - 1
src/mol-geo/geometry/lines/lines.ts

@@ -93,7 +93,7 @@ export namespace Lines {
     function hashCode(lines: Lines) {
         return hashFnv32a([
             lines.lineCount, lines.mappingBuffer.ref.version, lines.indexBuffer.ref.version,
-            lines.groupBuffer.ref.version, lines.startBuffer.ref.version, lines.startBuffer.ref.version
+            lines.groupBuffer.ref.version, lines.startBuffer.ref.version, lines.endBuffer.ref.version
         ]);
     }
 

+ 0 - 1
src/mol-gl/shader/lines.vert.ts

@@ -20,7 +20,6 @@ precision highp int;
 uniform float uPixelRatio;
 uniform float uViewportHeight;
 
-attribute vec3 aPosition;
 attribute mat4 aTransform;
 attribute float aInstance;
 attribute float aGroup;

+ 4 - 12
src/mol-gl/shader/spheres.frag.ts

@@ -26,10 +26,6 @@ varying vec3 vPointViewPosition;
 vec3 cameraPos;
 vec3 cameraNormal;
 
-float calcClip(const in vec3 cameraPos) {
-    return dot(vec4(cameraPos, 1.0), vec4(0.0, 0.0, 1.0, uClipNear - 0.5));
-}
-
 bool Impostor(out vec3 cameraPos, out vec3 cameraNormal){
     vec3 cameraSpherePos = -vPointViewPosition;
     cameraSpherePos.z += vRadius;
@@ -75,18 +71,15 @@ void main(void){
             discard;
     #endif
 
-    // FIXME not compatible with custom clipping plane
-    // Set the depth based on the new cameraPos.
-    gl_FragDepthEXT = calcDepth(cameraPos);
+    vec3 vViewPosition = cameraPos;
+    gl_FragDepthEXT = calcDepth(vViewPosition);
     if (!flag && gl_FragDepthEXT >= 0.0) {
         gl_FragDepthEXT = 0.0 + (0.0000001 / vRadius);
     }
 
     // bugfix (mac only?)
-    if (gl_FragDepthEXT < 0.0)
-        discard;
-    if (gl_FragDepthEXT > 1.0)
-        discard;
+    if (gl_FragDepthEXT < 0.0) discard;
+    if (gl_FragDepthEXT > 1.0) discard;
 
     #include assign_material_color
 
@@ -100,7 +93,6 @@ void main(void){
             gl_FragColor = material;
         #else
             vec3 normal = -cameraNormal;
-            vec3 vViewPosition = cameraPos;
             #include apply_light_color
         #endif