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Add Depth stage to polydata fragment shaders.
The depth peelers currently assume gl_FragCoord.z is always the depth, but the imposter shaders in Domains/Chemistry modify the depth. This patch adds a //VTK::Depth::Impl hook into the fragment shader template, before any depth peeling processing is applied. The depth is stored into gl_FragDepth, and all depth processing now uses this variable instead of gl_FragCoord.z.
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- Domains/ChemistryOpenGL2/vtkOpenGLSphereMapper.cxx 3 additions, 11 deletionsDomains/ChemistryOpenGL2/vtkOpenGLSphereMapper.cxx
- Domains/ChemistryOpenGL2/vtkOpenGLStickMapper.cxx 4 additions, 13 deletionsDomains/ChemistryOpenGL2/vtkOpenGLStickMapper.cxx
- Rendering/OpenGL2/glsl/vtkPolyDataFS.glsl 3 additions, 0 deletionsRendering/OpenGL2/glsl/vtkPolyDataFS.glsl
- Rendering/OpenGL2/vtkDepthPeelingPass.cxx 2 additions, 2 deletionsRendering/OpenGL2/vtkDepthPeelingPass.cxx
- Rendering/OpenGL2/vtkDualDepthPeelingPass.cxx 11 additions, 13 deletionsRendering/OpenGL2/vtkDualDepthPeelingPass.cxx
- Rendering/OpenGL2/vtkOpenGLPolyDataMapper.cxx 14 additions, 2 deletionsRendering/OpenGL2/vtkOpenGLPolyDataMapper.cxx
- Rendering/OpenGL2/vtkOpenGLPolyDataMapper.h 3 additions, 0 deletionsRendering/OpenGL2/vtkOpenGLPolyDataMapper.h
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