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112 lines
3.7 KiB
112 lines
3.7 KiB
/**************************************************************************** |
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* MeshLab o o * |
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* An extendible mesh processor o o * |
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* _ O _ * |
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* Copyright(C) 2005, 2009 \/)\/ * |
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* Visual Computing Lab /\/| * |
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* ISTI - Italian National Research Council | * |
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* \ * |
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* All rights reserved. * |
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* * |
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* This program is free software; you can redistribute it and/or modify * |
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* it under the terms of the GNU General Public License as published by * |
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* the Free Software Foundation; either version 2 of the License, or * |
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* (at your option) any later version. * |
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* * |
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* This program is distributed in the hope that it will be useful, * |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of * |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * |
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) * |
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* for more details. * |
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* * |
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****************************************************************************/ |
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#extension GL_ARB_texture_rectangle : enable |
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#ifndef EXPE_DEPTH_INTERPOLATION |
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#define EXPE_DEPTH_INTERPOLATION 0 |
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#endif |
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#ifndef EXPE_OUTPUT_DEPTH |
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#define EXPE_OUTPUT_DEPTH 0 |
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#endif |
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// avoid an annoying bug with the nvidia driver 87XX serie. |
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#define epsilon 0.000001 |
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uniform vec4 viewport; |
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#ifndef EXPE_DEFERRED_SHADING |
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uniform sampler2DRect ColorWeight; |
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#if (EXPE_OUTPUT_DEPTH==1) |
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uniform sampler2DRect Depth; |
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#endif |
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void Finalization(void) |
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{ |
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vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon); |
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#if (EXPE_OUTPUT_DEPTH==1) |
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gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x; |
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#endif |
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if (color.w<0.001) |
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discard; |
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gl_FragColor = color/color.w; |
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gl_FragColor.a = 1.; |
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} |
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#else |
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uniform vec2 unproj; |
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uniform sampler2DRect ColorWeight; |
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uniform sampler2DRect NormalWeight; |
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#if ( (EXPE_DEPTH_INTERPOLATION==0) || (EXPE_OUTPUT_DEPTH==1)) |
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uniform sampler2DRect Depth; |
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#endif |
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void Finalization(void) |
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{ |
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vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon); |
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if (color.w<0.001) |
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discard; |
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if(color.w>0.001) |
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color.xyz /= color.w; |
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vec3 viewVec = normalize(gl_TexCoord[0].xyz); |
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vec4 normaldepth = texture2DRect(NormalWeight, gl_FragCoord.st + epsilon); |
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normaldepth.xyz = normaldepth.xyz/normaldepth.w; |
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#if (EXPE_OUTPUT_DEPTH==1) |
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gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x; |
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#endif |
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#if EXPE_DEPTH_INTERPOLATION==2 |
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float depth = -normaldepth.z; |
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#elif EXPE_DEPTH_INTERPOLATION==1 |
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float depth = unproj.y/(2.0*normaldepth.z+unproj.x-1.0); |
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#else |
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float depth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x; |
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depth = unproj.y/(2.0*depth+unproj.x-1.0); |
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#endif |
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vec3 normal = normaldepth.xyz; |
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#if EXPE_DEPTH_INTERPOLATION!=0 |
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normal.z = sqrt(1. - dot(vec3(normal.xy,0),vec3(normal.xy,0))); |
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#endif |
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normal = normalize(normal); |
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vec3 eyePos = gl_TexCoord[0].xyz * depth; |
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gl_FragColor = meshlabLighting(color, eyePos, normal); |
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gl_FragColor.a = 1.0; |
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} |
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#endif |
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