File: vtkGPUVolumeRayCastMapper_MinIPCroppingFS.glsl

package info (click to toggle)
vtk6 6.3.0%2Bdfsg2-2
  • links: PTS, VCS
  • area: main
  • in suites: buster
  • size: 118,880 kB
  • sloc: cpp: 1,442,792; ansic: 113,395; python: 72,383; tcl: 46,998; xml: 8,119; yacc: 4,525; java: 4,239; perl: 3,108; lex: 1,694; sh: 1,093; asm: 154; makefile: 103; objc: 17
file content (55 lines) | stat: -rw-r--r-- 1,873 bytes parent folder | download | duplicates (9)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
/*=========================================================================

  Program:   Visualization Toolkit
  Module:    vtkGPUVolumeRayCastMapper_MinIPCroppingFS.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.

=========================================================================*/

// Implementation of some functions used by the Minimum Intensity Projection
// (MinIP) method when cropping is on.

#version 110

// GLSL Spec 1.10 rev 59 30-April-2004 defines gl_FragData[] but implementation
// older than the spec only has it as an extension
// (nVidia Linux driver 100.14.13, OpenGL version 2.1.1,
// on Quadro FX 3500/PCI/SSE2)
#extension GL_ARB_draw_buffers : enable

// max scalar buffer as an input
uniform sampler2D scalarBufferTexture;
// 2D Texture fragment coordinates [0,1] from fragment coordinates
// the scalar frame buffer texture has the size of the plain buffer but
// we use a fraction of it. The texture coordinates is less than 1 if
// the reduction factor is less than 1.
vec2 fragTexCoord;

float initialMinValue()
{
  return texture2D(scalarBufferTexture,fragTexCoord).r;
}

void writeColorAndMinScalar(vec4 sample,
                            vec4 opacity,
                            float minValue)
{
  // color framebuffer
  gl_FragData[0].r =sample.r * opacity.a;
  gl_FragData[0].g =sample.g * opacity.a;
  gl_FragData[0].b =sample.b * opacity.a;
  gl_FragData[0].a=opacity.a;

  // min scalar framebuffer
  gl_FragData[1].r=minValue;
  gl_FragData[1].g=0.0;
  gl_FragData[1].b=0.0;
  gl_FragData[1].a=0.0;
}