//VTK::System::Dec /*========================================================================= Program: Visualization Toolkit Module: raycastervs.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. =========================================================================*/ /// Needed to enable inverse function #extension GL_ARB_gpu_shader5 : enable ////////////////////////////////////////////////////////////////////////////// /// /// Uniforms, attributes, and globals /// ////////////////////////////////////////////////////////////////////////////// //VTK::CustomUniforms::Dec //VTK::Base::Dec //VTK::Termination::Dec //VTK::Cropping::Dec //VTK::Shading::Dec ////////////////////////////////////////////////////////////////////////////// /// /// Inputs /// ////////////////////////////////////////////////////////////////////////////// in vec3 in_vertexPos; ////////////////////////////////////////////////////////////////////////////// /// /// Outputs /// ////////////////////////////////////////////////////////////////////////////// /// 3D texture coordinates for texture lookup in the fragment shader out vec3 ip_textureCoords; out vec3 ip_vertexPos; void main() { /// Get clipspace position //VTK::ComputeClipPos::Impl /// Compute texture coordinates //VTK::ComputeTextureCoords::Impl /// Copy incoming vertex position for the fragment shader ip_vertexPos = in_vertexPos; }