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@kitware/vtk.js

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Visualization Toolkit for the Web

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var vtkSurfaceLICInterface_DCpy = "//VTK::System::Dec\n\n//=========================================================================\n//\n// Program: Visualization Toolkit\n// Module: vtkSurfaceLICMapper_DCpy.glsl\n//\n// Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n// All rights reserved.\n// See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n//\n// This software is distributed WITHOUT ANY WARRANTY; without even\n// the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n// PURPOSE. See the above copyright notice for more information.\n//\n//=========================================================================\n\n// This shader copies fragments and depths to the output buffer\n\n// the output of this shader\n//VTK::Output::Dec\n\nuniform sampler2D texDepth; // z values from vertex shader\nuniform sampler2D texRGBColors; // final rgb LIC colors\n\nin vec2 tcoordVC;\n\nvoid main()\n{\n gl_FragDepth = texture2D(texDepth, tcoordVC).x;\n gl_FragData[0] = texture2D(texRGBColors, tcoordVC);\n\n // since we render a screen aligned quad\n // we're going to be writing fragments\n // not touched by the original geometry\n // it's critical not to modify those\n // fragments.\n if (gl_FragDepth == 1.0)\n {\n discard;\n }\n}\n"; export { vtkSurfaceLICInterface_DCpy as v };