H h__text__TEXTh__StaticInit__TEXT6h__bss__DATA__cstring__TEXT6__data__DATA ( __mod_init_func__DATA(0  __compact_unwind__LD0 8 __eh_frame__TEXTP@ h2  @  PUHSPHHH=HHH[]//VTK::System::Dec //========================================================================= // // Program: Visualization Toolkit // Module: vtkSurfaceLICMapper_DCpy.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 copies fragments and depths to the output buffer // the output of this shader //VTK::Output::Dec uniform sampler2D texDepth; // z values from vertex shader uniform sampler2D texRGBColors; // final rgb LIC colors in vec2 tcoordVC; void main() { gl_FragDepth = texture2D(texDepth, tcoordVC).x; gl_FragData[0] = texture2D(texRGBColors, tcoordVC); // since we render a screen aligned quad // we're going to be writing fragments // not touched by the original geometry // it's critical not to modify those // fragments. if (gl_FragDepth == 1.0) { discard; } } 66zRx $6AC B2-'-=-  N{_vtkSurfaceLICInterface_DCpy__GLOBAL__sub_I_vtkSurfaceLICInterface_DCpy.cxx__Z38vtkRenderingOpenGL2_AutoInit_Constructv__ZN20vtkDebugLeaksManagerD1Ev__ZN20vtkDebugLeaksManagerC1Ev___cxa_atexit___dso_handle__ZL28vtkDebugLeaksManagerInstance