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vtkPSurfaceLICComposite_CompFS.glsl
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vtkPSurfaceLICComposite_CompFS.glsl
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//VTK::System::Dec
//=========================================================================
//
// Program: Visualization Toolkit
// Module: vtkPSurfaceLICComposite_CompFS.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.
//
//=========================================================================
// This shader composites for surface lic
// it expects float depth values encoded
// in alpha channel.
// The following line handles system declarations such as
// default precisions, or defining precisions to null
// the output of this shader
//VTK::Output::Dec
uniform sampler2D texData;
varying vec2 tcoordVC;
void main()
{
vec4 newData = texture2D(texData, tcoordVC.st);
float newDepth = newData.a;
if (newDepth == 0.0)
{
discard;
}
gl_FragDepth = newDepth;
gl_FragData[0] = newData;
}