diff --git a/src/mol-gl/shader/chunks/common.glsl b/src/mol-gl/shader/chunks/common.glsl index df1d23ec50a5030754fe5b0c4bff967ec800ad43..c26150ec86632fe48034fa8e6265a42d375ed4eb 100644 --- a/src/mol-gl/shader/chunks/common.glsl +++ b/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 \ No newline at end of file diff --git a/src/mol-gl/shader/mesh.vert b/src/mol-gl/shader/mesh.vert index 02a93045cc5a38b0f0b952f893233c0f28d4d755..99cf417396901d1ec6a3d61b1b5978550a8586d9 100644 --- a/src/mol-gl/shader/mesh.vert +++ b/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') diff --git a/src/mol-gl/shader/utils/inverse.glsl b/src/mol-gl/shader/utils/inverse.glsl deleted file mode 100644 index e2d05c08aba26f4f4728548b47552e948f428b52..0000000000000000000000000000000000000000 --- a/src/mol-gl/shader/utils/inverse.glsl +++ /dev/null @@ -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) \ No newline at end of file