1 | PyMOL(TM) Molecular Graphics System, Version 1.7.1.0. |
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2 | Copyright (c) Schrodinger, LLC. |
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3 | All Rights Reserved. |
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4 | |
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5 | Created by Warren L. DeLano, Ph.D. |
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6 | |
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7 | PyMOL is user-supported open-source software. Although some versions |
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8 | are freely available, PyMOL is not in the public domain. |
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9 | |
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10 | If PyMOL is helpful in your work or study, then please volunteer |
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11 | support for our ongoing efforts to create open and affordable scientific |
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12 | software by purchasing a PyMOL Maintenance and/or Support subscription. |
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13 | |
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14 | More information can be found at "http://www.pymol.org". |
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15 | |
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16 | Enter "help" for a list of commands. |
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17 | Enter "help <command-name>" for information on a specific command. |
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18 | |
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19 | Hit ESC anytime to toggle between text and graphics. |
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20 | |
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21 | Detected OpenGL version 2.0 or greater. Shaders available. |
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22 | CShaderPrg_New-Error: vertex shader compilation failed name='default'; log follows. |
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23 | infoLog=ERROR: 0:1: '' : #version required and missing. |
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24 | ERROR: 0:1: 'attribute' : syntax error syntax error |
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25 | |
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26 | shader: attribute vec4 a_Vertex; |
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27 | attribute vec3 a_Normal; |
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28 | attribute vec4 a_Color; |
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29 | attribute float a_Accessibility; /* This is for ambient occlusion, 1.0 by default */ |
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30 | |
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31 | varying vec3 packed_data_0 ; |
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32 | varying vec4 packed_data_1 ; |
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33 | varying vec4 packed_data_2 ; |
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34 | varying vec4 packed_data_3 ; |
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35 | varying vec4 packed_data_4 ; |
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36 | |
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37 | //varying vec3 N; |
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38 | #define NORMAL packed_data_0 |
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39 | #define COLOR packed_data_3 |
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40 | //#define fog packed_data_1.w |
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41 | #define E 2.718281828459045 |
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42 | /* this doesn't work for setting fog_color, need to set the values independently */ |
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43 | //#define fog_color ( packed_data_1.x, packed_data_1.y, packed_data_1.z ) |
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44 | |
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45 | varying float fog; |
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46 | varying vec2 bgTextureLookup; |
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47 | uniform vec2 t2PixelSize; |
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48 | |
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49 | uniform bool lighting_enabled; |
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50 | |
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51 | uniform bool bg_gradient; |
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52 | uniform float ambient_occlusion_scale; |
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53 | uniform int accessibility_mode; |
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54 | uniform float accessibility_mode_on; |
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55 | |
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56 | void main() |
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57 | { |
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58 | NORMAL = normalize(gl_NormalMatrix * a_Normal); |
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59 | vec3 eye_pos = vec3(gl_ModelViewMatrix * a_Vertex); |
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60 | vec4 COLORa; |
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61 | if (accessibility_mode == 1){ |
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62 | COLORa = vec4(clamp(a_Color.xyz * (1.-(ambient_occlusion_scale*a_Accessibility)), 0., 1.), a_Color.w); |
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63 | } else if (accessibility_mode == 2){ |
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64 | COLORa = vec4(a_Color.xyz * cos(90.*radians(clamp(ambient_occlusion_scale*a_Accessibility, 0., 1.))), a_Color.w); |
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65 | } else { |
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66 | COLORa = vec4(clamp(a_Color.xyz * (1. / (1. + pow(E, 0.5 * ( (ambient_occlusion_scale * a_Accessibility) - 10.)))), 0., 1.), a_Color.w); |
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67 | } |
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68 | COLOR = mix(a_Color, COLORa, accessibility_mode_on); |
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69 | // This was breaking fog on ATI/Linux |
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70 | // gl_FogFragCoord = -eye_pos.z; |
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71 | // fog = (gl_Fog.end - gl_FogFragCoord) * gl_Fog.scale; |
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72 | fog = (gl_Fog.end - abs(eye_pos.z)) * gl_Fog.scale; |
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73 | gl_Position = gl_ModelViewProjectionMatrix * a_Vertex; |
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74 | bgTextureLookup = (gl_Position.xy/gl_Position.w) / 2.0 + 0.5; |
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75 | } |
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76 | |
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