#include "raycastervs.h" const char *raycastervs = "//VTK::System::Dec\n" "\n" "/*=========================================================================\n" "\n" " Program: Visualization Toolkit\n" " Module: raycastervs.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" "/// Needed to enable inverse function\n" "#extension GL_ARB_gpu_shader5 : enable\n" "\n" "//////////////////////////////////////////////////////////////////////////////\n" "///\n" "/// Uniforms, attributes, and globals\n" "///\n" "//////////////////////////////////////////////////////////////////////////////\n" "//VTK::CustomUniforms::Dec\n" "\n" "//VTK::Base::Dec\n" "\n" "//VTK::Termination::Dec\n" "\n" "//VTK::Cropping::Dec\n" "\n" "//VTK::Shading::Dec\n" "\n" "//////////////////////////////////////////////////////////////////////////////\n" "///\n" "/// Inputs\n" "///\n" "//////////////////////////////////////////////////////////////////////////////\n" "in vec3 in_vertexPos;\n" "\n" "//////////////////////////////////////////////////////////////////////////////\n" "///\n" "/// Outputs\n" "///\n" "//////////////////////////////////////////////////////////////////////////////\n" "/// 3D texture coordinates for texture lookup in the fragment shader\n" "out vec3 ip_textureCoords;\n" "out vec3 ip_vertexPos;\n" "\n" "void main()\n" "{\n" " /// Get clipspace position\n" " //VTK::ComputeClipPos::Impl\n" "\n" " /// Compute texture coordinates\n" " //VTK::ComputeTextureCoords::Impl\n" "\n" " /// Copy incoming vertex position for the fragment shader\n" " ip_vertexPos = in_vertexPos;\n" "}\n" "";