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OpenWalnut
OpenWalnut Core
Commits
9977f6f7
Commit
9977f6f7
authored
Jul 13, 2010
by
Sebastian Eichelbaum
Browse files
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[CHANGE] - renamed OpenWalnut GE shaders to match naming scheme
parent
b12e9f33
Changes
23
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23 changed files
with
34 additions
and
36 deletions
+34
-36
src/graphicsEngine/shaders/WGEColorMaps.glsl
src/graphicsEngine/shaders/WGEColorMaps.glsl
+0
-0
src/graphicsEngine/shaders/WGELighting.glsl
src/graphicsEngine/shaders/WGELighting.glsl
+17
-2
src/graphicsEngine/shaders/WGEShadingTools.glsl
src/graphicsEngine/shaders/WGEShadingTools.glsl
+0
-0
src/graphicsEngine/shaders/WGETensorTools.glsl
src/graphicsEngine/shaders/WGETensorTools.glsl
+0
-0
src/graphicsEngine/shaders/WGETextureTools.glsl
src/graphicsEngine/shaders/WGETextureTools.glsl
+0
-0
src/graphicsEngine/shaders/WGETransformationTools.glsl
src/graphicsEngine/shaders/WGETransformationTools.glsl
+0
-0
src/graphicsEngine/shaders/WGEUtils.glsl
src/graphicsEngine/shaders/WGEUtils.glsl
+0
-0
src/graphicsEngine/shaders/colorMaps.vs
src/graphicsEngine/shaders/colorMaps.vs
+0
-0
src/graphicsEngine/shaders/lighting.vs
src/graphicsEngine/shaders/lighting.vs
+0
-17
src/kernel/modules/fiberDisplay/shaders/fake-tubes.fs
src/kernel/modules/fiberDisplay/shaders/fake-tubes.fs
+1
-1
src/kernel/modules/fiberDisplay/shaders/texturedFibers.fs
src/kernel/modules/fiberDisplay/shaders/texturedFibers.fs
+2
-2
src/kernel/modules/navSlices/shaders/slice.fs
src/kernel/modules/navSlices/shaders/slice.fs
+1
-1
src/modules/isosurfaceRaytracer/shaders/IsosurfaceRaytracer.fs
...odules/isosurfaceRaytracer/shaders/IsosurfaceRaytracer.fs
+1
-1
src/modules/isosurfaceRaytracer/shaders/IsosurfaceRaytracer.vs
...odules/isosurfaceRaytracer/shaders/IsosurfaceRaytracer.vs
+1
-1
src/modules/lic/shaders/licMeshRenderer.fs
src/modules/lic/shaders/licMeshRenderer.fs
+2
-2
src/modules/lic/shaders/licMeshRenderer.vs
src/modules/lic/shaders/licMeshRenderer.vs
+1
-1
src/modules/marchingCubes/shaders/surface.fs
src/modules/marchingCubes/shaders/surface.fs
+2
-2
src/modules/marchingCubes/shaders/surface.vs
src/modules/marchingCubes/shaders/surface.vs
+1
-1
src/modules/probTractDisplay/shaders/PTDRaycast.fs
src/modules/probTractDisplay/shaders/PTDRaycast.fs
+1
-1
src/modules/superquadricGlyphs/shaders/gpuSuperQuadrics.fs
src/modules/superquadricGlyphs/shaders/gpuSuperQuadrics.fs
+1
-1
src/modules/superquadricGlyphs/shaders/gpuSuperQuadrics.vs
src/modules/superquadricGlyphs/shaders/gpuSuperQuadrics.vs
+1
-1
src/modules/triangleMeshRenderer/shaders/triangleMeshRenderer.fs
...ules/triangleMeshRenderer/shaders/triangleMeshRenderer.fs
+1
-1
src/modules/triangleMeshRenderer/shaders/triangleMeshRenderer.vs
...ules/triangleMeshRenderer/shaders/triangleMeshRenderer.vs
+1
-1
No files found.
src/graphicsEngine/shaders/
colorMaps.fs
→
src/graphicsEngine/shaders/
WGEColorMaps.glsl
View file @
9977f6f7
File moved
src/graphicsEngine/shaders/
lighting.fs
→
src/graphicsEngine/shaders/
WGELighting.glsl
View file @
9977f6f7
...
...
@@ -5,7 +5,6 @@ varying vec3 halfvec;
const
vec4
AMBIENT_BLACK
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
1
.
0
);
const
vec4
DEFAULT_BLACK
=
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
void
directionalLight
(
in
int
i
,
in
vec3
normal
,
in
float
shininess
,
inout
vec4
ambient
,
inout
vec4
diffuse
,
inout
vec4
specular
)
{
...
...
@@ -30,9 +29,25 @@ void directionalLight( in int i, in vec3 normal, in float shininess,
}
void
calculateLighting
(
in
vec3
N
,
in
float
shininess
,
inout
vec4
ambient
,
inout
vec4
diffuse
,
inout
vec4
specular
)
{
directionalLight
(
0
,
N
,
shininess
,
ambient
,
diffuse
,
specular
);
}
/**
* Use this method in the vertex shader to calculate several needed vectors per vertex. In Fragment Shader, the varyings "normal", "vertex" and
* "halfvec" contain the interpolated vectors per fragment.
*/
void
prepareLight
()
{
/* Calculate the normal */
normal
=
normalize
(
gl_NormalMatrix
*
gl_Normal
).
xyz
;
/* Transform the vertex position to eye space */
vertex
=
vec4
(
gl_ModelViewMatrix
*
gl_Vertex
);
vec3
L
=
normalize
(
gl_LightSource
[
0
].
position
.
xyz
-
vertex
.
xyz
);
halfvec
=
vec3
(
L
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
));
}
src/graphicsEngine/shaders/
shadingTools.fs
→
src/graphicsEngine/shaders/
WGEShadingTools.glsl
View file @
9977f6f7
File moved
src/graphicsEngine/shaders/
tensorTools.fs
→
src/graphicsEngine/shaders/
WGETensorTools.glsl
View file @
9977f6f7
File moved
src/graphicsEngine/shaders/
textureTools.fs
→
src/graphicsEngine/shaders/
WGETextureTools.glsl
View file @
9977f6f7
File moved
src/graphicsEngine/shaders/
transformationTools.fs
→
src/graphicsEngine/shaders/
WGETransformationTools.glsl
View file @
9977f6f7
File moved
src/graphicsEngine/shaders/
utils.fs
→
src/graphicsEngine/shaders/
WGEUtils.glsl
View file @
9977f6f7
File moved
src/graphicsEngine/shaders/colorMaps.vs
deleted
100644 → 0
View file @
b12e9f33
src/graphicsEngine/shaders/lighting.vs
deleted
100644 → 0
View file @
b12e9f33
varying
vec3
normal
;
varying
vec4
vertex
;
varying
vec3
halfvec
;
void
prepareLight
()
{
/* Calculate the normal */
normal
=
normalize
(
gl_NormalMatrix
*
gl_Normal
).
xyz
;
/* Transform the vertex position to eye space */
vertex
=
vec4
(
gl_ModelViewMatrix
*
gl_Vertex
);
vec3
L
=
normalize
(
gl_LightSource
[
0
].
position
.
xyz
-
vertex
.
xyz
);
halfvec
=
vec3
(
L
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
));
}
src/kernel/modules/fiberDisplay/shaders/fake-tubes.fs
View file @
9977f6f7
...
...
@@ -14,7 +14,7 @@ uniform float threshold;
uniform
int
cMap
;
#
include
"
colorMaps.fs
"
#
include
"
WGEColorMaps.glsl
"
float
lookupTex
()
{
...
...
src/kernel/modules/fiberDisplay/shaders/texturedFibers.fs
View file @
9977f6f7
...
...
@@ -10,8 +10,8 @@ uniform float threshold;
uniform
int
cMap
;
#
include
"
colorMaps.fs
"
#
include
"
utils.fs
"
#
include
"
WGEColorMaps.glsl
"
#
include
"
WGEUtils.glsl
"
float
lookupTex
()
{
...
...
src/kernel/modules/navSlices/shaders/slice.fs
View file @
9977f6f7
...
...
@@ -56,7 +56,7 @@ uniform bool highlighted;
uniform
bool
showComplete
;
#
include
"
colorMaps.fs
"
#
include
"
WGEColorMaps.glsl
"
void
lookupTex
(
inout
vec4
col
,
in
int
type
,
in
sampler3D
tex
,
in
float
threshold
,
in
vec3
v
,
in
float
alpha
,
in
int
cmap
)
...
...
src/modules/isosurfaceRaytracer/shaders/IsosurfaceRaytracer.fs
View file @
9977f6f7
...
...
@@ -24,7 +24,7 @@
#
version
120
#
include
"
shadingTools.fs
"
#
include
"
WGEShadingTools.glsl
"
/////////////////////////////////////////////////////////////////////////////
// Varyings
...
...
src/modules/isosurfaceRaytracer/shaders/IsosurfaceRaytracer.vs
View file @
9977f6f7
...
...
@@ -24,7 +24,7 @@
#version 120
#include "
transformationTools.fs
"
#include "
WGETransformationTools.glsl
"
/////////////////////////////////////////////////////////////////////////////
// Varyings
...
...
src/modules/lic/shaders/licMeshRenderer.fs
View file @
9977f6f7
...
...
@@ -70,8 +70,8 @@ uniform int useCmap8;
uniform
int
useCmap9
;
#
include
"
colorMaps.fs
"
#
include
"
lighting.fs
"
#
include
"
WGEColorMaps.glsl
"
#
include
"
WGELighting.glsl
"
void
lookupTex
(
inout
vec4
col
,
in
int
type
,
in
sampler3D
tex
,
in
float
threshold
,
in
vec3
v
,
in
float
alpha
,
in
int
cmap
)
{
...
...
src/modules/lic/shaders/licMeshRenderer.vs
View file @
9977f6f7
varying
vec4
VaryingTexCoord0
;
#include "
lighting.vs
"
#include "
WGELighting.glsl
"
void
main
()
{
...
...
src/modules/marchingCubes/shaders/surface.fs
View file @
9977f6f7
...
...
@@ -57,8 +57,8 @@ uniform bool useTexture;
uniform
int
opacity
;
#
include
"
colorMaps.fs
"
#
include
"
lighting.fs
"
#
include
"
WGEColorMaps.glsl
"
#
include
"
WGELighting.glsl
"
void
lookupTex
(
inout
vec4
col
,
in
int
type
,
in
sampler3D
tex
,
in
float
threshold
,
in
vec3
v
,
in
float
alpha
,
in
int
cmap
)
{
...
...
src/modules/marchingCubes/shaders/surface.vs
View file @
9977f6f7
...
...
@@ -7,7 +7,7 @@ varying vec4 VaryingTexCoord5;
varying
vec4
VaryingTexCoord6
;
varying
vec4
VaryingTexCoord7
;
#include "
lighting.vs
"
#include "
WGELighting.glsl
"
void
main
()
{
...
...
src/modules/probTractDisplay/shaders/PTDRaycast.fs
View file @
9977f6f7
...
...
@@ -29,7 +29,7 @@
/////////////////////////////////////////////////////////////////////////////
#
include
"DVRRaycast.varyings"
#
include
"
lighting.fs
"
#
include
"
WGELighting.glsl
"
/////////////////////////////////////////////////////////////////////////////
// Uniforms
...
...
src/modules/superquadricGlyphs/shaders/gpuSuperQuadrics.fs
View file @
9977f6f7
...
...
@@ -24,7 +24,7 @@
#
version
120
#
include
"
shadingTools.fs
"
#
include
"
WGEShadingTools.glsl
"
// commonly used variables
#
include
"gpuSuperQuadrics.varyings"
...
...
src/modules/superquadricGlyphs/shaders/gpuSuperQuadrics.vs
View file @
9977f6f7
...
...
@@ -25,7 +25,7 @@
#version 120
// include some utility functions
#include "
tensorTools.fs
"
#include "
WGETensorTools.glsl
"
// commonly used variables
#include "gpuSuperQuadrics.varyings"
...
...
src/modules/triangleMeshRenderer/shaders/triangleMeshRenderer.fs
View file @
9977f6f7
...
...
@@ -2,7 +2,7 @@ varying vec4 VaryingTexCoord0;
uniform
int
opacity
;
#
include
"
lighting.fs
"
#
include
"
WGELighting.glsl
"
void
main
()
{
...
...
src/modules/triangleMeshRenderer/shaders/triangleMeshRenderer.vs
View file @
9977f6f7
varying
vec4
VaryingTexCoord0
;
#include "
lighting.vs
"
#include "
WGELighting.glsl
"
void
main
()
{
...
...
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