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edl_compose.glsl
Go to the documentation of this file.
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/*=========================================================================
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Program: ParaView
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Module: edl_compose.glsl
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Copyright (c) 2005-2008 Sandia Corporation, Kitware Inc.
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All rights reserved.
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ParaView is a free software; you can redistribute it and/or modify it
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under the terms of the ParaView license version 1.2.
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See License_v1.2.txt for the full ParaView license.
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A copy of this license can be obtained by contacting
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Kitware Inc.
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28 Corporate Drive
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Clifton Park, NY 12065
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USA
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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=========================================================================*/
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/*----------------------------------------------------------------------
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Acknowledgement:
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This algorithm is the result of joint work by Electricité de France,
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CNRS, Collège de France and Université J. Fourier as part of the
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Ph.D. thesis of Christian BOUCHENY.
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------------------------------------------------------------------------*/
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//
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//
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// EyeDome Lighting - Compositing - Simplified version for use in VTK\n
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//
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// C.B. - 3 feb. 2009
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//
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// IN:
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// s2_I1 - full scale shading image
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// s2_I2 - half-size shading image
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// s2_I4 - quarter-size shading image
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// s2_D - depth image
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// OUT:
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// composited image
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//
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/**************************************************/
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uniform sampler2D
s2_S1
;
// fine scale
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uniform sampler2D
s2_S2
;
// larger medium scale
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uniform sampler2D
s2_C
;
// scene color image
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/**************************************************/
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void
main
(
void
)
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{
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vec4 shade1 = texture2D(
s2_S1
,gl_TexCoord[0].st);
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vec4 shade2 = texture2D(
s2_S2
,gl_TexCoord[0].st);
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vec4 color = texture2D(
s2_C
,gl_TexCoord[0].st);
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float
z1 = shade1.a;
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float
z2 = shade2.a;
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if
(shade1.a >0.99)
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{
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gl_FragColor = vec4(shade1.rgb,1.) * color;
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}
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else
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{
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float
lum = mix(shade1.x,shade2.x,0.3);
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gl_FragColor = vec4(color.rgb*lum, color.a);
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}
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gl_FragDepth = shade1.a;
// write stored depth
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}
s2_C
uniform sampler2D s2_C
Definition:
edl_compose.glsl:58
s2_S2
uniform sampler2D s2_S2
Definition:
edl_compose.glsl:57
main
void main(void)
Definition:
edl_compose.glsl:61
s2_S1
uniform sampler2D s2_S1
Definition:
edl_compose.glsl:56
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