From 81cc4a409055951ff8a20563a5badeb4edb91571 Mon Sep 17 00:00:00 2001 From: Alexander Rose <alex.rose@rcsb.org> Date: Fri, 1 Jun 2018 11:25:55 -0700 Subject: [PATCH] added glsl qualifiers --- src/mol-gl/shader/utils/attenuation.glsl | 2 +- src/mol-gl/shader/utils/decode-float-rgba.glsl | 2 +- src/mol-gl/shader/utils/inverse.glsl | 8 ++++---- src/mol-gl/shader/utils/oren-nayar-diffuse.glsl | 2 +- src/mol-gl/shader/utils/phong-specular.glsl | 2 +- src/mol-gl/shader/utils/read-from-texture.glsl | 2 +- src/mol-gl/shader/utils/transpose.glsl | 8 ++++---- 7 files changed, 13 insertions(+), 13 deletions(-) diff --git a/src/mol-gl/shader/utils/attenuation.glsl b/src/mol-gl/shader/utils/attenuation.glsl index fdc3f4c78..833423b85 100644 --- a/src/mol-gl/shader/utils/attenuation.glsl +++ b/src/mol-gl/shader/utils/attenuation.glsl @@ -4,7 +4,7 @@ // // Improved // https://imdoingitwrong.wordpress.com/2011/02/10/improved-light-attenuation/ -float attenuation(float r, float f, float d) { +float attenuation(const in float r, const in float f, const in float d) { float denom = d / r + 1.0; float attenuation = 1.0 / (denom*denom); float t = (attenuation - f) / (1.0 - f); diff --git a/src/mol-gl/shader/utils/decode-float-rgba.glsl b/src/mol-gl/shader/utils/decode-float-rgba.glsl index b3c42d515..c4b57eb4a 100644 --- a/src/mol-gl/shader/utils/decode-float-rgba.glsl +++ b/src/mol-gl/shader/utils/decode-float-rgba.glsl @@ -1,4 +1,4 @@ -float decodeFloatRGBA(vec4 rgba) { +float decodeFloatRGBA(const in vec4 rgba) { return dot(rgba, vec4(1.0, 1/255.0, 1/65025.0, 1/16581375.0)); } diff --git a/src/mol-gl/shader/utils/inverse.glsl b/src/mol-gl/shader/utils/inverse.glsl index a8bb99b4b..e2d05c08a 100644 --- a/src/mol-gl/shader/utils/inverse.glsl +++ b/src/mol-gl/shader/utils/inverse.glsl @@ -1,16 +1,16 @@ // (c) 2014 Mikola Lysenko. MIT License // https://github.com/glslify/glsl-inverse -float inverse(float m) { +float inverse(const in float m) { return 1.0 / m; } -mat2 inverse(mat2 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(mat3 m) { +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]; @@ -26,7 +26,7 @@ mat3 inverse(mat3 m) { b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det; } -mat4 inverse(mat4 m) { +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], diff --git a/src/mol-gl/shader/utils/oren-nayar-diffuse.glsl b/src/mol-gl/shader/utils/oren-nayar-diffuse.glsl index 812404896..59a3078b8 100644 --- a/src/mol-gl/shader/utils/oren-nayar-diffuse.glsl +++ b/src/mol-gl/shader/utils/oren-nayar-diffuse.glsl @@ -3,7 +3,7 @@ #define PI 3.14159265 -float orenNayarDiffuse(vec3 lightDirection, vec3 viewDirection, vec3 surfaceNormal, float roughness, float albedo) { +float orenNayarDiffuse(const in vec3 lightDirection, const in vec3 viewDirection, const in vec3 surfaceNormal, const in float roughness, const in float albedo) { float LdotV = dot(lightDirection, viewDirection); float NdotL = dot(lightDirection, surfaceNormal); float NdotV = dot(surfaceNormal, viewDirection); diff --git a/src/mol-gl/shader/utils/phong-specular.glsl b/src/mol-gl/shader/utils/phong-specular.glsl index a4cd93507..6d42305ac 100644 --- a/src/mol-gl/shader/utils/phong-specular.glsl +++ b/src/mol-gl/shader/utils/phong-specular.glsl @@ -1,7 +1,7 @@ // (c) 2014 Mikola Lysenko. MIT License // https://github.com/glslify/glsl-specular-phong -float phongSpecular(vec3 lightDirection, vec3 viewDirection, vec3 surfaceNormal, float shininess) { +float phongSpecular(const in vec3 lightDirection, const in vec3 viewDirection, const in vec3 surfaceNormal, const in float shininess) { //Calculate Phong power vec3 R = -reflect(lightDirection, surfaceNormal); return pow(max(0.0, dot(viewDirection, R)), shininess); diff --git a/src/mol-gl/shader/utils/read-from-texture.glsl b/src/mol-gl/shader/utils/read-from-texture.glsl index 7a4b13105..b342a3f78 100644 --- a/src/mol-gl/shader/utils/read-from-texture.glsl +++ b/src/mol-gl/shader/utils/read-from-texture.glsl @@ -4,7 +4,7 @@ * @author Alexander Rose <alexander.rose@weirdbyte.de> */ -vec3 read_vec3 (sampler2D tex, float i, vec2 size) { +vec3 read_vec3 (const in sampler2D tex, const in float i, const in vec2 size) { float x = mod(i, size.x); float y = floor(i / size.x); vec2 uv = (vec2(x, y) + 0.5) / size; diff --git a/src/mol-gl/shader/utils/transpose.glsl b/src/mol-gl/shader/utils/transpose.glsl index e14ea7e32..5a2a3b714 100644 --- a/src/mol-gl/shader/utils/transpose.glsl +++ b/src/mol-gl/shader/utils/transpose.glsl @@ -1,22 +1,22 @@ // (c) 2014 Mikola Lysenko. MIT License // https://github.com/glslify/glsl-transpose -float transpose(float m) { +float transpose(const in float m) { return m; } -mat2 transpose(mat2 m) { +mat2 transpose(const in mat2 m) { return mat2(m[0][0], m[1][0], m[0][1], m[1][1]); } -mat3 transpose(mat3 m) { +mat3 transpose(const in mat3 m) { return mat3(m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2]); } -mat4 transpose(mat4 m) { +mat4 transpose(const in mat4 m) { return mat4(m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], -- GitLab