Commit 761a2898 authored by Aashish Chaudhary's avatar Aashish Chaudhary

Fixing variable names

Change-Id: Idf654e3155aea3785b76a92484c199559ddb1566
parent 85240e2f
......@@ -25,8 +25,8 @@
//////////////////////////////////////////////////////////////////////////////
/// 3D texture coordinates form vertex shader
varying vec3 m_texture_coords;
varying vec3 m_vertex_pos;
varying vec3 ip_textureCoords;
varying vec3 ip_vertexPos;
//////////////////////////////////////////////////////////////////////////////
///
......@@ -34,15 +34,17 @@ varying vec3 m_vertex_pos;
///
//////////////////////////////////////////////////////////////////////////////
vec4 g_frag_color;
vec4 g_fragColor;
//////////////////////////////////////////////////////////////////////////////
///
/// Uniforms, attributes, and globals
///
//////////////////////////////////////////////////////////////////////////////
vec3 g_data_pos;
vec3 g_dir_step;
vec3 g_dataPos;
vec3 g_dirStep;
vec4 g_srcColor;
vec4 g_eyePosObj;
//VTK::Base::Dec
//VTK::Termination::Dec
......@@ -61,7 +63,7 @@ vec3 g_dir_step;
/// We support only 8 clipping planes for now
/// The first value is the size of the data array for clipping
/// planes (origin, normal)
uniform float m_clipping_planes[49];
uniform float in_clippingPlanes[49];
//////////////////////////////////////////////////////////////////////////////
///
......@@ -70,9 +72,9 @@ uniform float m_clipping_planes[49];
//////////////////////////////////////////////////////////////////////////////
void main()
{
/// Initialize g_frag_color (output) to 0
g_frag_color = vec4(0.0);
g_dir_step = vec3(0.0);
/// Initialize g_fragColor (output) to 0
g_fragColor = vec4(0.0);
g_dirStep = vec3(0.0);
//VTK::Base::Init
//VTK::Terminate::Init
......@@ -91,8 +93,8 @@ void main()
//VTK::CompositeMask::Impl
//VTK::Shading::Impl
/// Advance ray by m_dir_step
g_data_pos += g_dir_step;
/// Advance ray
g_dataPos += g_dirStep;
}
//VTK::Base::Exit
......@@ -101,5 +103,5 @@ void main()
//VTK::Clipping::Exit
//VTK::Shading::Exit
gl_FragColor = g_frag_color;
gl_FragColor = g_fragColor;
}
......@@ -36,7 +36,7 @@
/// Inputs
///
//////////////////////////////////////////////////////////////////////////////
attribute vec3 m_in_vertex_pos;
attribute vec3 in_vertexPos;
//////////////////////////////////////////////////////////////////////////////
///
......@@ -44,8 +44,8 @@ attribute vec3 m_in_vertex_pos;
///
//////////////////////////////////////////////////////////////////////////////
/// 3D texture coordinates for texture lookup in the fragment shader
varying vec3 m_texture_coords;
varying vec3 m_vertex_pos;
varying vec3 ip_textureCoords;
varying vec3 ip_vertexPos;
void main()
{
......@@ -56,5 +56,5 @@ void main()
//VTK::ComputeTextureCoords::Impl
/// Copy incoming vertex position for the fragment shader
m_vertex_pos = m_in_vertex_pos;
ip_vertexPos = in_vertexPos;
}
......@@ -31,7 +31,7 @@ class vtkVolumeStateRAII
this->CullFaceEnabled = (glIsEnabled(GL_CULL_FACE) != 0);
// Enable texture 1D and 3D as we are using it
// for transfer functions and m_volume data
// for transfer functions and in_volume data
glEnable(GL_TEXTURE_1D);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_3D);
......
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