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edl_compose.glsl
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1 /*=========================================================================
2 
3  Program: ParaView
4  Module: edl_compose.glsl
5 
6  Copyright (c) 2005-2008 Sandia Corporation, Kitware Inc.
7  All rights reserved.
8 
9  ParaView is a free software; you can redistribute it and/or modify it
10  under the terms of the ParaView license version 1.2.
11 
12  See License_v1.2.txt for the full ParaView license.
13  A copy of this license can be obtained by contacting
14  Kitware Inc.
15  28 Corporate Drive
16  Clifton Park, NY 12065
17  USA
18 
19 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
20 ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
21 LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
22 A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR
23 CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
24 EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
25 PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
26 PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
27 LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
28 NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
29 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 
31 =========================================================================*/
32 /*----------------------------------------------------------------------
33 Acknowledgement:
34 This algorithm is the result of joint work by Electricité de France,
35 CNRS, Collège de France and Université J. Fourier as part of the
36 Ph.D. thesis of Christian BOUCHENY.
37 ------------------------------------------------------------------------*/
39 //
40 //
41 // EyeDome Lighting - Compositing - Simplified version for use in VTK\n
42 //
43 // C.B. - 3 feb. 2009
44 //
45 // IN:
46 // s2_I1 - full scale shading image
47 // s2_I2 - half-size shading image
48 // s2_I4 - quarter-size shading image
49 // s2_D - depth image
50 // OUT:
51 // composited image
52 //
54 
55 /**************************************************/
56 uniform sampler2D s2_S1; // fine scale
57 uniform sampler2D s2_S2; // larger medium scale
58 uniform sampler2D s2_C; // scene color image
59 /**************************************************/
60 
61 void main (void)
62 {
63  vec4 shade1 = texture2D(s2_S1,gl_TexCoord[0].st);
64  vec4 shade2 = texture2D(s2_S2,gl_TexCoord[0].st);
65  vec4 color = texture2D(s2_C,gl_TexCoord[0].st);
66  float z1 = shade1.a;
67  float z2 = shade2.a;
68  if(shade1.a >0.99)
69  {
70  gl_FragColor = vec4(shade1.rgb,1.) * color;
71  }
72  else
73  {
74  float lum = mix(shade1.x,shade2.x,0.3);
75  gl_FragColor = vec4(color.rgb*lum, color.a);
76  }
77  gl_FragDepth = shade1.a; // write stored depth
78 
79 }
uniform sampler2D s2_C
uniform sampler2D s2_S2
void main(void)
uniform sampler2D s2_S1