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OpenWalnut
OpenWalnut Core
Commits
e12301ed
Commit
e12301ed
authored
Apr 07, 2011
by
Sebastian Eichelbaum
Browse files
[DOC][STYLE]
parent
c839157a
Changes
3
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3 changed files
with
16 additions
and
23 deletions
+16
-23
src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-ClipBlend-fragment.glsl
...eSpaceLIC/shaders/WMImageSpaceLIC-ClipBlend-fragment.glsl
+4
-4
src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-Transformation-fragment.glsl
...eLIC/shaders/WMImageSpaceLIC-Transformation-fragment.glsl
+12
-12
src/modules/navigationSlices/WMNavigationSlices.cpp
src/modules/navigationSlices/WMNavigationSlices.cpp
+0
-7
No files found.
src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-ClipBlend-fragment.glsl
View file @
e12301ed
...
...
@@ -83,10 +83,10 @@ void main()
vec3
plainColor
=
u_cmapRatio
*
cmap
+
(
1
.
0
-
u_cmapRatio
)
*
vec3
(
u_contrastingS
*
pow
(
advected
,
u_contrastingP
)
);
// MPI Paper Hack: {
/
*
plainColor = u_cmapRatio * cmap;
plainColor += 1.5*( 1.0 - u_cmapRatio ) * vec3( u_contrastingS * pow( advected, u_contrastingP ), 0.0, 0.0 );
if ( isZero( cmap.r, 0.1 ) )
discard;
*/
/
/
plainColor = u_cmapRatio * cmap;
//
plainColor += 1.5*( 1.0 - u_cmapRatio ) * vec3( u_contrastingS * pow( advected, u_contrastingP ), 0.0, 0.0 );
//
if ( isZero( cmap.r, 0.1 ) )
//
discard;
// }
gl_FragColor
=
vec4
(
...
...
src/modules/imageSpaceLIC/shaders/WMImageSpaceLIC-Transformation-fragment.glsl
View file @
e12301ed
...
...
@@ -140,19 +140,19 @@ void main()
#endif
// MPI PAper Hack: {
/
*
vec4 cmap = colormapping();
gl_FragData[1] = vec4( vec3( cmap.r ), 1.0 );
if ( cmap.r < 0.15 )
discard;
if ( isZero( cmap.r - 0.2, 0.1 ) )
gl_FragData[1] = vec4( 0.25, 0.0, 0.0, 1.0 );
if ( isZero( cmap.r - 0.3, 0.1 ) )
gl_FragData[1] = vec4( 0.5, 0.0, 0.0, 1.0 );
if ( isZero( cmap.r - 1.0, 0.15 ) )
gl_FragData[1] = vec4( 1.0, 0.0, 0.0, 1.0 );
/
/
vec4 cmap = colormapping();
//
gl_FragData[1] = vec4( vec3( cmap.r ), 1.0 );
//
//
if ( cmap.r < 0.15 )
//
discard;
//
if ( isZero( cmap.r - 0.2, 0.1 ) )
//
gl_FragData[1] = vec4( 0.25, 0.0, 0.0, 1.0 );
//
if ( isZero( cmap.r - 0.3, 0.1 ) )
//
gl_FragData[1] = vec4( 0.5, 0.0, 0.0, 1.0 );
//
if ( isZero( cmap.r - 1.0, 0.15 ) )
//
gl_FragData[1] = vec4( 1.0, 0.0, 0.0, 1.0 );
// }
*/
// is the vector very orthogonal to the surface?
float
dotS
=
dot
(
v_normal
,
vec
.
xyz
);
...
...
src/modules/navigationSlices/WMNavigationSlices.cpp
View file @
e12301ed
...
...
@@ -27,17 +27,10 @@
#include "../../common/WPropertyHelper.h"
#include "../../common/math/WMath.h"
#include "../../common/math/WPlane.h"
#include "../../dataHandler/WDataHandler.h"
#include "../../dataHandler/WDataTexture3D_2.h"
#include "../../dataHandler/WGridRegular3D.h"
#include "../../graphicsEngine/WGEColormapping.h"
#include "../../graphicsEngine/WGEGeodeUtils.h"
#include "../../graphicsEngine/WGETextureUtils.h"
#include "../../graphicsEngine/callbacks/WGELinearTranslationCallback.h"
#include "../../graphicsEngine/callbacks/WGENodeMaskCallback.h"
#include "../../graphicsEngine/offscreen/WGEOffscreenRenderNode.h"
#include "../../graphicsEngine/offscreen/WGEOffscreenRenderPass.h"
#include "../../graphicsEngine/shaders/WGEPropertyUniform.h"
#include "../../graphicsEngine/shaders/WGEShader.h"
#include "../../graphicsEngine/shaders/WGEShaderDefineOptions.h"
...
...
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