Commit e12301ed authored by Sebastian Eichelbaum's avatar Sebastian Eichelbaum

[DOC][STYLE]

parent c839157a
......@@ -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(
......
......@@ -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 );
......
......@@ -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"
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment