File: Finalization.glsl

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meshlab 2020.09%2Bdfsg1-2
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/****************************************************************************
* MeshLab                                                           o o     *
* An extendible mesh processor                                    o     o   *
*                                                                _   O  _   *
* Copyright(C) 2005, 2009                                          \/)\/    *
* Visual Computing Lab                                            /\/|      *
* ISTI - Italian National Research Council                           |      *
*                                                                    \      *
* All rights reserved.                                                      *
*                                                                           *
* This program is free software; you can redistribute it and/or modify      *
* it under the terms of the GNU General Public License as published by      *
* the Free Software Foundation; either version 2 of the License, or         *
* (at your option) any later version.                                       *
*                                                                           *
* This program is distributed in the hope that it will be useful,           *
* but WITHOUT ANY WARRANTY; without even the implied warranty of            *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the             *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt)          *
* for more details.                                                         *
*                                                                           *
****************************************************************************/

#extension GL_ARB_texture_rectangle : enable

#ifndef EXPE_DEPTH_INTERPOLATION
		#define EXPE_DEPTH_INTERPOLATION 0
#endif

#ifndef EXPE_OUTPUT_DEPTH
		#define EXPE_OUTPUT_DEPTH 0
#endif

// avoid an annoying bug with the nvidia driver 87XX serie.
#define epsilon 0.000001

uniform vec4 viewport;

#ifndef EXPE_DEFERRED_SHADING

uniform sampler2DRect ColorWeight;
#if (EXPE_OUTPUT_DEPTH==1)
uniform sampler2DRect Depth;
#endif

void Finalization(void)
{
	vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);
	#if (EXPE_OUTPUT_DEPTH==1)
	gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
	#endif
	if (color.w<0.001)
		discard;
	gl_FragColor = color/color.w;
	gl_FragColor.a = 1.;
}

#else

uniform vec2 unproj;

uniform sampler2DRect ColorWeight;
uniform sampler2DRect NormalWeight;

#if ( (EXPE_DEPTH_INTERPOLATION==0) || (EXPE_OUTPUT_DEPTH==1))
uniform sampler2DRect Depth;
#endif

void Finalization(void)
{
	vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);

	if (color.w<0.001)
		discard;


	if(color.w>0.001)
		color.xyz /= color.w;

	vec3 viewVec = normalize(gl_TexCoord[0].xyz);
	vec4 normaldepth = texture2DRect(NormalWeight, gl_FragCoord.st + epsilon);

	normaldepth.xyz = normaldepth.xyz/normaldepth.w;

	#if (EXPE_OUTPUT_DEPTH==1)
	gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
	#endif

	#if EXPE_DEPTH_INTERPOLATION==2
		float depth = -normaldepth.z;
	#elif EXPE_DEPTH_INTERPOLATION==1
		float depth = unproj.y/(2.0*normaldepth.z+unproj.x-1.0);
	#else
		float depth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
		depth = unproj.y/(2.0*depth+unproj.x-1.0);
	#endif

	vec3 normal = normaldepth.xyz;
	#if EXPE_DEPTH_INTERPOLATION!=0
		normal.z = sqrt(1. - dot(vec3(normal.xy,0),vec3(normal.xy,0)));
	#endif
	normal = normalize(normal);
	vec3 eyePos = gl_TexCoord[0].xyz * depth;

	gl_FragColor = meshlabLighting(color, eyePos, normal);
	gl_FragColor.a = 1.0;
}

#endif