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vtkDepthPeelingPassFinalFS.glsl
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vtkDepthPeelingPassFinalFS.glsl
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//VTK::System::Dec
/*=========================================================================
Program: Visualization Toolkit
Module: vtkDepthPeelingPassFinalFS.glsl
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
in vec2 texCoord;
uniform sampler2D translucentRGBATexture;
uniform sampler2D opaqueRGBATexture;
uniform sampler2D opaqueZTexture;
// the output of this shader
//VTK::Output::Dec
void main()
{
vec4 t1Color = texture2D(translucentRGBATexture, texCoord);
vec4 t2Color = texture2D(opaqueRGBATexture, texCoord);
gl_FragData[0].a = t1Color.a + (1.0-t1Color.a)*t2Color.a;
gl_FragData[0].rgb = (t1Color.rgb*t1Color.a + t2Color.rgb*(1.0-t1Color.a));
float depth = texture2D(opaqueZTexture, texCoord).x;
gl_FragDepth = depth;
}