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Commit 55747f59 authored by David C. Lonie's avatar David C. Lonie
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Move chemistry GLSL FS vertex implementation.

parent d40f581a
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......@@ -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"
......
......@@ -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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