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// ============================================================================
//
// Program: Visualization Toolkit
// Module: vtkOpenGLRenderer_PeelingFS.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.
//
// ============================================================================
//
// Fragment shader used by the depth peeling algorithm.
#version 110
#extension GL_ARB_texture_rectangle: enable
uniform sampler2DRectShadow shadowTex;
uniform sampler2DRectShadow opaqueShadowTex;
uniform float offsetX;
uniform float offsetY;
uniform int useTexture;
uniform sampler2D texture;
void main()
{
vec4 r0=gl_FragCoord;
r0.x=r0.x-offsetX;
r0.y=r0.y-offsetY;
float r1=shadow2DRect(opaqueShadowTex,r0.xyz).x;
r1=r1-0.5;
if(r1<0.0)
{
discard;
}
r0.x=shadow2DRect(shadowTex,r0.xyz).x;
r0.x=r0.x-0.5;
if(r0.x<0.0)
{
discard;
}
if(useTexture==1)
{
gl_FragColor=gl_Color*texture2D(texture,gl_TexCoord[0].xy);
}
else
{
gl_FragColor=gl_Color;
}
}
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