/** * Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info. * * @author Alexander Rose * @author Michael Krone */ export const directVolume_vert = ` precision highp float; attribute vec3 aPosition; attribute mat4 aTransform; attribute float aInstance; uniform mat4 uModelView; uniform mat4 uProjection; uniform vec4 uInvariantBoundingSphere; varying vec3 vOrigPos; varying float vInstance; varying vec4 vBoundingSphere; varying mat4 vTransform; uniform vec3 uBboxSize; uniform vec3 uBboxMin; uniform vec3 uBboxMax; uniform vec3 uGridDim; uniform mat4 uTransform; uniform mat4 uUnitToCartn; void main() { vec4 unitCoord = vec4(aPosition + vec3(0.5), 1.0); vec4 mvPosition = uModelView * aTransform * uUnitToCartn * unitCoord; vOrigPos = (aTransform * uUnitToCartn * unitCoord).xyz; vInstance = aInstance; vBoundingSphere = vec4( (aTransform * vec4(uInvariantBoundingSphere.xyz, 1.0)).xyz, uInvariantBoundingSphere.w ); vTransform = aTransform; gl_Position = uProjection * mvPosition; // move z position to near clip plane (but not too close to get precision issues) gl_Position.z = gl_Position.w - 0.01; } `;