//--------------------------------------------------------------------------- // // Project: OpenWalnut ( http://www.openwalnut.org ) // // Copyright 2009 OpenWalnut Community, BSV@Uni-Leipzig and CNCF@MPI-CBS // For more information see http://www.openwalnut.org/copying // // This file is part of OpenWalnut. // // OpenWalnut is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // OpenWalnut is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with OpenWalnut. If not, see . // //--------------------------------------------------------------------------- ///////////////////////////////////////////////////////////////////////////// // Varyings // Used in vertex and fragment shader ///////////////////////////////////////////////////////////////////////////// // The ray's starting point in texture space varying vec3 v_rayStart; // The ray direction in texture space, normalized varying vec3 v_ray; // The sampling distance varying float v_sampleDistance; // The steps in relation to a default steps of 128. varying float v_relativeSampleDistance; #ifdef LOCALILLUMINATION_PHONG // The light source in local coordinates, normalized varying vec3 v_lightSource; #endif