diff --git a/src/mol-gl/shader/chunks/assign-material-color.glsl b/src/mol-gl/shader/chunks/assign-material-color.glsl index dceb69e78b692f2fa9d0a65408b0220e8b932493..68fba305e63861689d69d403e15ca2eea82517a9 100644 --- a/src/mol-gl/shader/chunks/assign-material-color.glsl +++ b/src/mol-gl/shader/chunks/assign-material-color.glsl @@ -17,14 +17,13 @@ float at = 0.0; #if defined(dTransparencyVariant_single) - ivec2 pixelCoord = ivec2(gl_FragCoord.xy); const mat4 thresholdMatrix = mat4( 1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0, 13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0, 4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0, 16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0 ); - at = thresholdMatrix[pixelCoord.x % 4][pixelCoord.y % 4]; + at = thresholdMatrix[int(intMod(gl_FragCoord.x, 4.0))][int(intMod(gl_FragCoord.y, 4.0))]; #elif defined(dTransparencyVariant_multi) at = fract(dot(vec3(gl_FragCoord.xy, vGroup + 0.5), vec3(2.0, 7.0, 23.0) / 17.0f)); #endif diff --git a/src/mol-gl/shader/chunks/common.glsl b/src/mol-gl/shader/chunks/common.glsl index b10d6d621574588d3c2eb829217d5e69b20902e0..c26150ec86632fe48034fa8e6265a42d375ed4eb 100644 --- a/src/mol-gl/shader/chunks/common.glsl +++ b/src/mol-gl/shader/chunks/common.glsl @@ -1,14 +1,6 @@ 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)); } -float hash2d(vec2 coord2d) { - return fract(1.0e4 * sin(17.0 * coord2d.x + 0.1 * coord2d.y) * (0.1 + abs(sin(13.0 * coord2d.y + coord2d.x)))); -} - -float hash3d(vec3 coord3d) { - return hash2d(vec2(hash2d(coord3d.xy), coord3d.z)); -} - #if __VERSION__ != 300 // transpose diff --git a/src/mol-repr/visual.ts b/src/mol-repr/visual.ts index 8f399e5aaf20d077980929b077391ddbf613c499..f0e6f182ab17fcd3423ff4b2211e5bca664ddfb8 100644 --- a/src/mol-repr/visual.ts +++ b/src/mol-repr/visual.ts @@ -97,7 +97,6 @@ namespace Visual { lociApply(loci, apply) } ValueCell.update(tOverpaint, tOverpaint.ref.value) - console.log(renderObject) } export function setTransparency(renderObject: GraphicsRenderObject | undefined, transparency: Transparency, lociApply: LociApply, clear: boolean) {