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/*=========================================================================
Program: Visualization Toolkit
Module: raycastervs.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.
=========================================================================*/
// The following line handle system declarations such a
// default precisions, or defining precisions to null
//VTK::System::Dec
/// Needed to enable inverse function
#extension GL_ARB_gpu_shader5 : enable
//////////////////////////////////////////////////////////////////////////////
///
/// Uniforms, attributes, and globals
///
//////////////////////////////////////////////////////////////////////////////
//VTK::Base::Dec
//VTK::Termination::Dec
//VTK::Cropping::Dec
//VTK::Shading::Dec
//////////////////////////////////////////////////////////////////////////////
///
/// Inputs
///
//////////////////////////////////////////////////////////////////////////////
attribute vec3 in_vertexPos;
//////////////////////////////////////////////////////////////////////////////
///
/// Outputs
///
//////////////////////////////////////////////////////////////////////////////
/// 3D texture coordinates for texture lookup in the fragment shader
varying vec3 ip_textureCoords;
varying vec3 ip_vertexPos;
void main()
{
/// Get clipspace position
//VTK::ComputeClipPos::Impl
/// Compute texture coordinates
//VTK::ComputeTextureCoords::Impl
/// Copy incoming vertex position for the fragment shader
ip_vertexPos = in_vertexPos;
}
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