add vcglib
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/****************************************************************************
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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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