#include "vtkLineIntegralConvolution2D_LICN.h" const char *vtkLineIntegralConvolution2D_LICN = "//VTK::System::Dec\n" "\n" "//=========================================================================\n" "//\n" "// Program: Visualization Toolkit\n" "// Module: vtkLineIntegralConvolution2D_LICN.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" "// the output of this shader\n" "//VTK::Output::Dec\n" "\n" "/**\n" "This shader finalizes the convolution for the LIC computation\n" "applying the normalization. eg. if box kernel is used the this\n" "is the number of steps taken.\n" "*/\n" "\n" "uniform sampler2D texLIC;\n" "\n" "in vec2 tcoordVC;\n" "\n" "void main(void)\n" "{\n" " vec4 conv = texture2D(texLIC, tcoordVC.st);\n" " conv.r = conv.r/conv.a;\n" " // lic => (convolution, mask, 0, 1)\n" " gl_FragData[0] = vec4(conv.rg , 0.0, 1.0);\n" "}\n" "";