H )h(__text__TEXTh__StaticInit__TEXT6h __bss__DATA(__cstring__TEXT6~__data__DATA  __mod_init_func__DATA(   __compact_unwind__LD 0  __eh_frame__TEXT@P  h2   X  PUHSPHHH=HHH[]//VTK::System::Dec //========================================================================= // // Program: Visualization Toolkit // Module: vtkLineIntegralConvolution2D_AAV.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. // //========================================================================= // Anti-alias stage in vtkLineIntegralConvolution2D // vertical pass of a Gaussian convolution // the output of this shader //VTK::Output::Dec uniform sampler2D texLIC; // input texture uniform float uDy; // fragment size in vec2 tcoordVC; // neighbor offsets vec2 fragDy[3] = vec2[3](vec2(0.0,-uDy), vec2(0.0,0.0), vec2(0.0,uDy)); // factored 3x3 Gaussian kernel // K^T*K = G float K[3] = float[3](0.141421356, 0.707106781, 0.141421356); // determine if the fragment was masked bool Masked(float val){ return val != 0.0; } void main(void) { vec2 lictc = tcoordVC.st; vec4 lic[3]; bool dontUse = false; float conv = 0.0; for (int i=0; i<3; ++i) { vec2 tc = lictc + fragDy[i]; lic[i] = texture2D(texLIC, tc); dontUse = dontUse || Masked(lic[i].g); conv = conv + K[i] * lic[i].r; } // output is (conv, mask, skip, 1) if (dontUse) { gl_FragData[0] = vec4(lic[1].rg, 1.0, 1.0); } else { gl_FragData[0] = vec4(conv, lic[1].gb, 1.0); } } 66zRx $6AC B2-'-=- (6c__GLOBAL__sub_I_vtkLineIntegralConvolution2D_AAV.cxx__Z38vtkRenderingOpenGL2_AutoInit_Constructv__ZN20vtkDebugLeaksManagerD1Ev__ZN20vtkDebugLeaksManagerC1Ev___cxa_atexit___dso_handle__ZL28vtkDebugLeaksManagerInstance_vtkLineIntegralConvolution2D_AAV