//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; }