From 3cb9d1012600bf0d44664f7d5a9134857e14880f Mon Sep 17 00:00:00 2001
From: Alexander Rose <alexander.rose@weirdbyte.de>
Date: Sat, 2 Apr 2022 15:52:39 -0700
Subject: [PATCH] fix shader tests & cleanup shader code

---
 src/mol-gl/shader/chunks/wboit-write.glsl.ts | 2 +-
 src/mol-gl/shader/direct-volume.frag.ts      | 6 ------
 src/mol-gl/shader/image.frag.ts              | 3 +--
 src/mol-gl/shader/lines.frag.ts              | 3 +--
 src/mol-gl/shader/points.frag.ts             | 3 +--
 src/mol-gl/shader/text.frag.ts               | 3 +--
 6 files changed, 5 insertions(+), 15 deletions(-)

diff --git a/src/mol-gl/shader/chunks/wboit-write.glsl.ts b/src/mol-gl/shader/chunks/wboit-write.glsl.ts
index 103eac3d7..b2d85796e 100644
--- a/src/mol-gl/shader/chunks/wboit-write.glsl.ts
+++ b/src/mol-gl/shader/chunks/wboit-write.glsl.ts
@@ -13,7 +13,7 @@ export const wboit_write = `
         }
     } else if (uRenderWboit) {
         // the 'fragmentDepth > 0.99' check is to handle precision issues with packed depth
-        if (preFogAlpha != 1.0 && (!interior || uDoubleSided) && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {
+        if (preFogAlpha != 1.0 && (fragmentDepth < getDepth(gl_FragCoord.xy / uDrawingBufferSize) || fragmentDepth > 0.99)) {
             float alpha = gl_FragColor.a;
             float wboitWeight = alpha * clamp(pow(1.0 - fragmentDepth, 2.0), 0.01, 1.0);
             gl_FragColor = vec4(gl_FragColor.rgb * alpha * wboitWeight, alpha);
diff --git a/src/mol-gl/shader/direct-volume.frag.ts b/src/mol-gl/shader/direct-volume.frag.ts
index b067d6b5e..02c5ba5a6 100644
--- a/src/mol-gl/shader/direct-volume.frag.ts
+++ b/src/mol-gl/shader/direct-volume.frag.ts
@@ -72,12 +72,7 @@ uniform float uPickingAlphaThreshold;
 uniform bool uTransparentBackground;
 uniform float uXrayEdgeFalloff;
 
-uniform float uInteriorDarkening;
-uniform bool uInteriorColorFlag;
-uniform vec3 uInteriorColor;
-
 uniform bool uRenderWboit;
-uniform bool uDoubleSided;
 
 uniform float uNear;
 uniform float uFar;
@@ -357,7 +352,6 @@ void main() {
 
     float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);
     float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);
-    bool interior = false;
     #include wboit_write
 }
 `;
\ No newline at end of file
diff --git a/src/mol-gl/shader/image.frag.ts b/src/mol-gl/shader/image.frag.ts
index faab82f86..354eb8f8e 100644
--- a/src/mol-gl/shader/image.frag.ts
+++ b/src/mol-gl/shader/image.frag.ts
@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2020-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2020-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -99,7 +99,6 @@ void main() {
     if (imageData.a > 0.9) imageData.a = 1.0;
 
     float fragmentDepth = gl_FragCoord.z;
-    bool interior = false;
 
     #if defined(dRenderVariant_pick)
         if (imageData.a < 0.3)
diff --git a/src/mol-gl/shader/lines.frag.ts b/src/mol-gl/shader/lines.frag.ts
index 1340a5efa..975509af9 100644
--- a/src/mol-gl/shader/lines.frag.ts
+++ b/src/mol-gl/shader/lines.frag.ts
@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -16,7 +16,6 @@ precision highp int;
 void main(){
     #include clip_pixel
 
-    bool interior = false;
     float fragmentDepth = gl_FragCoord.z;
     #include assign_material_color
 
diff --git a/src/mol-gl/shader/points.frag.ts b/src/mol-gl/shader/points.frag.ts
index 0d52802e2..7d413e576 100644
--- a/src/mol-gl/shader/points.frag.ts
+++ b/src/mol-gl/shader/points.frag.ts
@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2018-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2018-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -20,7 +20,6 @@ void main(){
     #include clip_pixel
 
     float fragmentDepth = gl_FragCoord.z;
-    bool interior = false;
     #include assign_material_color
 
     #if defined(dPointStyle_circle)
diff --git a/src/mol-gl/shader/text.frag.ts b/src/mol-gl/shader/text.frag.ts
index 390886e55..fd1f1b3b9 100644
--- a/src/mol-gl/shader/text.frag.ts
+++ b/src/mol-gl/shader/text.frag.ts
@@ -1,5 +1,5 @@
 /**
- * Copyright (c) 2019-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
+ * Copyright (c) 2019-2022 mol* contributors, licensed under MIT, See LICENSE file for more info.
  *
  * @author Alexander Rose <alexander.rose@weirdbyte.de>
  */
@@ -33,7 +33,6 @@ void main(){
     #include clip_pixel
 
     float fragmentDepth = gl_FragCoord.z;
-    bool interior = false;
     #include assign_material_color
 
     if (vTexCoord.x > 1.0) {
-- 
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