//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 translucentRTexture; uniform sampler2D translucentRGBATexture; // the output of this shader //VTK::Output::Dec void main() { vec4 t1Color = texture(translucentRGBATexture, texCoord); float t2Color = texture(translucentRTexture, texCoord).r; gl_FragData[0] = vec4(t1Color.rgb/max(t2Color,0.01), t1Color.a); // gl_FragData[0] = vec4(t1Color.a, t1Color.a, t1Color.a, 0.0); // gl_FragData[0] = vec4(t2Color, t2Color, t2Color, 0.0); }