//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; in 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; }