#include "vtkOrderIndependentTranslucentPassFinalFS.h" const char *vtkOrderIndependentTranslucentPassFinalFS = "//VTK::System::Dec\n" "\n" "/*=========================================================================\n" "\n" " Program: Visualization Toolkit\n" " Module: vtkDepthPeelingPassFinalFS.glsl\n" "\n" " Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n" " All rights reserved.\n" " See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n" "\n" " This software is distributed WITHOUT ANY WARRANTY; without even\n" " the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n" " PURPOSE. See the above copyright notice for more information.\n" "\n" "=========================================================================*/\n" "\n" "in vec2 texCoord;\n" "\n" "uniform sampler2D translucentRTexture;\n" "uniform sampler2D translucentRGBATexture;\n" "\n" "// the output of this shader\n" "//VTK::Output::Dec\n" "\n" "void main()\n" "{\n" " vec4 t1Color = texture(translucentRGBATexture, texCoord);\n" " float t2Color = texture(translucentRTexture, texCoord).r;\n" "\n" " gl_FragData[0] = vec4(t1Color.rgb/max(t2Color,0.01), t1Color.a);\n" " // gl_FragData[0] = vec4(t1Color.a, t1Color.a, t1Color.a, 0.0);\n" " // gl_FragData[0] = vec4(t2Color, t2Color, t2Color, 0.0);\n" "}\n" "";