#include "vtkGaussianBlurPassFS.h" const char *vtkGaussianBlurPassFS = "//VTK::System::Dec\n" "\n" "// ============================================================================\n" "//\n" "// Program: Visualization Toolkit\n" "// Module: vtkGaussianBlurPassFS.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" "// Fragment shader used by the gaussian blur filter render pass.\n" "\n" "in vec2 tcoordVC;\n" "uniform sampler2D source;\n" "\n" "uniform float coef[3];\n" "uniform float offsetx;\n" "uniform float offsety;\n" "\n" "// the output of this shader\n" "//VTK::Output::Dec\n" "\n" "void main(void)\n" "{\n" " vec2 offset=vec2(offsetx,offsety);\n" "\n" " gl_FragData[0] = coef[0]*texture2D(source,tcoordVC-offset)\n" " +coef[1]*texture2D(source,tcoordVC)\n" " +coef[2]*texture2D(source,tcoordVC+offset);\n" "}\n" "";