//VTK::System::Dec //========================================================================= // // Program: Visualization Toolkit // Module: vtkSurfaceLICMapper_DCpy.glsl // // Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen // All rights reserved. // See Copyright.txt or http://www.kitware.com/Copyright.htm for details. // // This software is distributed WITHOUT ANY WARRANTY; without even // the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // PURPOSE. See the above copyright notice for more information. // //========================================================================= // This shader copies fragments and depths to the output buffer // the output of this shader //VTK::Output::Dec uniform sampler2D texDepth; // z values from vertex shader uniform sampler2D texRGBColors; // final rgb LIC colors in vec2 tcoordVC; void main() { gl_FragDepth = texture2D(texDepth, tcoordVC).x; gl_FragData[0] = texture2D(texRGBColors, tcoordVC); // since we render a screen aligned quad // we're going to be writing fragments // not touched by the original geometry // it's critical not to modify those // fragments. if (gl_FragDepth == 1.0) { discard; } }