#include "vtkSurfaceLICInterface_DCpy.h" const char *vtkSurfaceLICInterface_DCpy = "//VTK::System::Dec\n" "\n" "//=========================================================================\n" "//\n" "// Program: Visualization Toolkit\n" "// Module: vtkSurfaceLICMapper_DCpy.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" "// This shader copies fragments and depths to the output buffer\n" "\n" "// the output of this shader\n" "//VTK::Output::Dec\n" "\n" "uniform sampler2D texDepth; // z values from vertex shader\n" "uniform sampler2D texRGBColors; // final rgb LIC colors\n" "\n" "in vec2 tcoordVC;\n" "\n" "void main()\n" "{\n" " gl_FragDepth = texture2D(texDepth, tcoordVC).x;\n" " gl_FragData[0] = texture2D(texRGBColors, tcoordVC);\n" "\n" " // since we render a screen aligned quad\n" " // we're going to be writing fragments\n" " // not touched by the original geometry\n" " // it's critical not to modify those\n" " // fragments.\n" " if (gl_FragDepth == 1.0)\n" " {\n" " discard;\n" " }\n" "}\n" "";