File: vtkVolumeTextureMapper3D_OneComponentNoShadeFP.asm

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 (31 lines) | stat: -rw-r--r-- 667 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
!!ARBfp1.0

# This is the fragment program for one
# component data with no shading

# We need some temporary variables
TEMP temp1, temp2, temp3;

# We are going to use the first
# texture coordinate
ATTRIB tex0 = fragment.texcoord[0];

# This is our output color
OUTPUT out = result.color;

# Look up the scalar value / gradient
# magnitude in the first volume
TEX temp1, tex0, texture[0], 3D;

# Swizzle this to use (a,r) as texture
# coordinates
SWZ temp2, temp1, a, r, 1, 1;

# Use this coordinate to look up a
# final color in the second texture
# (this is a 2D texture)
TEX temp3, temp2, texture[1], 2D;

# That's our result and we are done
MOV out, temp3;
END