Bladeren bron

fixed marking for points & spheres; some cleanup

Alexander Rose 6 jaren geleden
bovenliggende
commit
346ffa33e7

+ 1 - 3
src/mol-gl/renderable/direct-volume.ts

@@ -65,7 +65,5 @@ export function DirectVolumeRenderable(ctx: WebGLContext, id: number, values: Di
     }
     const shaderCode = DirectVolumeShaderCode
     const renderItem = createRenderItem(ctx, 'triangles', shaderCode, schema, { ...values, ...internalValues })
-    const renderable = createRenderable(renderItem, values, state);
-
-    return renderable
+    return createRenderable(renderItem, values, state);
 }

+ 1 - 3
src/mol-gl/renderable/points.ts

@@ -30,7 +30,5 @@ export function PointsRenderable(ctx: WebGLContext, id: number, values: PointsVa
     }
     const shaderCode = PointsShaderCode
     const renderItem = createRenderItem(ctx, 'points', shaderCode, schema, { ...values, ...internalValues })
-    const renderable = createRenderable(renderItem, values, state);
-
-    return renderable
+    return createRenderable(renderItem, values, state);
 }

+ 1 - 3
src/mol-gl/renderable/spheres.ts

@@ -32,7 +32,5 @@ export function SpheresRenderable(ctx: WebGLContext, id: number, values: Spheres
     }
     const shaderCode = SpheresShaderCode
     const renderItem = createRenderItem(ctx, 'triangles', shaderCode, schema, { ...values, ...internalValues })
-    const renderable = createRenderable(renderItem, values, state);
-
-    return renderable
+    return createRenderable(renderItem, values, state);
 }

+ 1 - 0
src/mol-gl/shader/points.vert

@@ -21,6 +21,7 @@ attribute float aGroup;
 
 void main(){
     #pragma glslify: import('./chunks/assign-color-varying.glsl')
+    #pragma glslify: import('./chunks/assign-marker-varying.glsl')
     #pragma glslify: import('./chunks/assign-position.glsl')
     #pragma glslify: import('./chunks/assign-size.glsl')
 

+ 1 - 0
src/mol-gl/shader/spheres.vert

@@ -87,6 +87,7 @@ void quadraticProjection(const in float radius, const in vec3 position){
 
 void main(void){
     #pragma glslify: import('./chunks/assign-color-varying.glsl')
+    #pragma glslify: import('./chunks/assign-marker-varying.glsl')
     #pragma glslify: import('./chunks/assign-size.glsl')
 
     vRadius = size * matrixScale(uModelView);