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vtkOutlineGlowUpscalePassFS.glsl
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vtkOutlineGlowUpscalePassFS.glsl
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//VTK::System::Dec
// ============================================================================
//
// Program: Visualization Toolkit
// Module: vtkOutlineGlowUpscalePassFS.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.
//
// ============================================================================
// Fragment shader used by outline glow pass to combine the original scene and the blurred image to form an outline
in vec2 tcoordVC;
uniform sampler2D scene;
uniform sampler2D source;
uniform float outlineIntensity;
// the output of this shader
//VTK::Output::Dec
void main(void)
{
vec4 color = texture2D(scene, tcoordVC);
if( length(color.rgb) > 0.0)
{
// If the pixel was filled in the original scene it not part of the outline
gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
}
else
{
vec4 blurredColor = texture2D(source,tcoordVC);
float brightness = max(blurredColor.r, max(blurredColor.g, blurredColor.b));
gl_FragData[0].rgb = blurredColor.rgb * outlineIntensity;
gl_FragData[0].a = brightness * outlineIntensity;
}
}