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Diffstat (limited to 'shaders/pts/paraview-1.0.3/wavelet-volume/9.shader_test')
-rw-r--r-- | shaders/pts/paraview-1.0.3/wavelet-volume/9.shader_test | 240 |
1 files changed, 240 insertions, 0 deletions
diff --git a/shaders/pts/paraview-1.0.3/wavelet-volume/9.shader_test b/shaders/pts/paraview-1.0.3/wavelet-volume/9.shader_test new file mode 100644 index 0000000..d328dc9 --- /dev/null +++ b/shaders/pts/paraview-1.0.3/wavelet-volume/9.shader_test @@ -0,0 +1,240 @@ +[require] +GLSL >= 1.50 + +[vertex shader] +#version 150 +#ifdef GL_ES +#if __VERSION__ == 300 +#define attribute in +#define varying out +#endif // 300 +#else // GL_ES +#define highp +#define mediump +#define lowp +#if __VERSION__ == 150 +#define attribute in +#define varying out +#endif +#endif // GL_ES + + +/*========================================================================= + + Program: Visualization Toolkit + Module: vtkPolyDataVS.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. + +=========================================================================*/ + +attribute vec4 vertexMC; + +// frag position in VC +//VTK::PositionVC::Dec + +// optional normal declaration +//VTK::Normal::Dec + +// extra lighting parameters +//VTK::Light::Dec + +// Texture coordinates +//VTK::TCoord::Dec + +// material property values +//VTK::Color::Dec + +// clipping plane vars +//VTK::Clip::Dec + +// camera and actor matrix values +uniform mat4 MCDCMatrix; + +// Apple Bug +//VTK::PrimID::Dec + +// Value raster +//VTK::ValuePass::Dec + +void main() +{ + //VTK::Color::Impl + + //VTK::Normal::Impl + + //VTK::TCoord::Impl + + //VTK::Clip::Impl + + //VTK::PrimID::Impl + + gl_Position = MCDCMatrix * vertexMC; + + + //VTK::ValuePass::Impl + + //VTK::Light::Impl +} + + +[fragment shader] +#version 150 +#ifdef GL_ES +#if __VERSION__ == 300 +#define varying in +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +precision highp sampler2D; +precision highp sampler3D; +#else +precision mediump float; +precision mediump sampler2D; +precision mediump sampler3D; +#endif +#define texelFetchBuffer texelFetch +#define texture1D texture +#define texture2D texture +#define texture3D texture +#endif // 300 +#if __VERSION__ == 100 +#extension GL_OES_standard_derivatives : enable +#ifdef GL_FRAGMENT_PRECISION_HIGH +precision highp float; +#else +precision mediump float; +#endif +#endif // 100 +#else // GL_ES +#define highp +#define mediump +#define lowp +#if __VERSION__ == 150 +#define varying in +#define texelFetchBuffer texelFetch +#define texture1D texture +#define texture2D texture +#define texture3D texture +#endif +#if __VERSION__ == 120 +#extension GL_EXT_gpu_shader4 : require +#endif +#endif // GL_ES + + +/*========================================================================= + + Program: Visualization Toolkit + Module: vtkPolyDataFS.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. + +=========================================================================*/ +// Template for the polydata mappers fragment shader + +uniform int PrimitiveIDOffset; + +// VC position of this fragment +//VTK::PositionVC::Dec + +// optional color passed in from the vertex shader, vertexColor +uniform float opacityUniform; // the fragment opacity +uniform vec3 ambientColorUniform; // intensity weighted color +uniform vec3 diffuseColorUniform; // intensity weighted color + + +// optional surface normal declaration +//VTK::Normal::Dec + +// extra lighting parameters +//VTK::Light::Dec + +// Texture coordinates +//VTK::TCoord::Dec + +// picking support +//VTK::Picking::Dec + +// Depth Peeling Support +//VTK::DepthPeeling::Dec + +// clipping plane vars +//VTK::Clip::Dec + +// the output of this shader +out vec4 fragOutput0; + + +// Apple Bug +//VTK::PrimID::Dec + +// handle coincident offsets +//VTK::Coincident::Dec + +// Value raster +//VTK::ValuePass::Dec + +void main() +{ + // VC position of this fragment. This should not branch/return/discard. + //VTK::PositionVC::Impl + + // Place any calls that require uniform flow (e.g. dFdx) here. + //VTK::UniformFlow::Impl + + // Set gl_FragDepth here (gl_FragCoord.z by default) + //VTK::Depth::Impl + + // Early depth peeling abort: + //VTK::DepthPeeling::PreColor + + // Apple Bug + //VTK::PrimID::Impl + + //VTK::Clip::Impl + + //VTK::ValuePass::Impl + + vec3 ambientColor; + vec3 diffuseColor; + float opacity; + ambientColor = ambientColorUniform; + diffuseColor = diffuseColorUniform; + opacity = opacityUniform; + + + // Generate the normal if we are not passed in one + //VTK::Normal::Impl + + fragOutput0 = vec4(ambientColor + diffuseColor, opacity); + //VTK::Light::Impl + + + //VTK::TCoord::Impl + + if (fragOutput0.a <= 0.0) + { + discard; + } + + //VTK::DepthPeeling::Impl + + //VTK::Picking::Impl + + // handle coincident offsets + //VTK::Coincident::Impl +} + + |