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Erik Palmer
VTK
Commits
55747f59
Commit
55747f59
authored
9 years ago
by
David C. Lonie
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Move chemistry GLSL FS vertex implementation.
parent
d40f581a
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2 changed files
Domains/ChemistryOpenGL2/vtkOpenGLSphereMapper.cxx
+2
-2
2 additions, 2 deletions
Domains/ChemistryOpenGL2/vtkOpenGLSphereMapper.cxx
Domains/ChemistryOpenGL2/vtkOpenGLStickMapper.cxx
+2
-2
2 additions, 2 deletions
Domains/ChemistryOpenGL2/vtkOpenGLStickMapper.cxx
with
4 additions
and
4 deletions
Domains/ChemistryOpenGL2/vtkOpenGLSphereMapper.cxx
+
2
−
2
View file @
55747f59
...
...
@@ -73,7 +73,8 @@ void vtkOpenGLSphereMapper::ReplaceShaderValues(
// we create vertexVC below, so turn off the default
// implementation
vtkShaderProgram
::
Substitute
(
FSSource
,
"//VTK::PositionVC::Impl"
,
""
);
"//VTK::PositionVC::Impl"
,
"vec4 vertexVC = vertexVCVSOutput;
\n
"
);
// for lights kit and positional the VCDC matrix is already defined
// so don't redefine it
...
...
@@ -87,7 +88,6 @@ void vtkOpenGLSphereMapper::ReplaceShaderValues(
vtkShaderProgram
::
Substitute
(
FSSource
,
"//VTK::Normal::Impl"
,
// compute the eye position and unit direction
"vec4 vertexVC = vertexVCVSOutput;
\n
"
" vec3 EyePos;
\n
"
" vec3 EyeDir;
\n
"
" if (cameraParallel != 0) {
\n
"
...
...
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Click to expand it.
Domains/ChemistryOpenGL2/vtkOpenGLStickMapper.cxx
+
2
−
2
View file @
55747f59
...
...
@@ -76,7 +76,8 @@ void vtkOpenGLStickMapper::ReplaceShaderValues(
// we create vertexVC below, so turn off the default
// implementation
vtkShaderProgram
::
Substitute
(
FSSource
,
"//VTK::PositionVC::Impl"
,
""
);
"//VTK::PositionVC::Impl"
,
" vec4 vertexVC = vertexVCVSOutput;
\n
"
);
// for lights kit and positional the VCDC matrix is already defined
// so don't redefine it
...
...
@@ -93,7 +94,6 @@ void vtkOpenGLStickMapper::ReplaceShaderValues(
// see https://www.cl.cam.ac.uk/teaching/1999/AGraphHCI/SMAG/node2.html
vtkShaderProgram
::
Substitute
(
FSSource
,
"//VTK::Normal::Impl"
,
// compute the eye position and unit direction
" vec4 vertexVC = vertexVCVSOutput;
\n
"
" vec3 EyePos;
\n
"
" vec3 EyeDir;
\n
"
" if (cameraParallel != 0) {
\n
"
...
...
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