vcglib/wrap/gl/splatting_apss/shaders/Finalization.glsl

113 lines
3.7 KiB
GLSL

/****************************************************************************
* MeshLab o o *
* An extendible mesh processor o o *
* _ O _ *
* Copyright(C) 2005, 2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program 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 General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
#extension GL_ARB_texture_rectangle : enable
#ifndef EXPE_DEPTH_INTERPOLATION
#define EXPE_DEPTH_INTERPOLATION 0
#endif
#ifndef EXPE_OUTPUT_DEPTH
#define EXPE_OUTPUT_DEPTH 0
#endif
// avoid an annoying bug with the nvidia driver 87XX serie.
#define epsilon 0.000001
uniform vec4 viewport;
#ifndef EXPE_DEFERRED_SHADING
uniform sampler2DRect ColorWeight;
#if (EXPE_OUTPUT_DEPTH==1)
uniform sampler2DRect Depth;
#endif
void Finalization(void)
{
vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);
#if (EXPE_OUTPUT_DEPTH==1)
gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
#endif
if (color.w<0.001)
discard;
gl_FragColor = color/color.w;
gl_FragColor.a = 1.;
}
#else
uniform vec2 unproj;
uniform sampler2DRect ColorWeight;
uniform sampler2DRect NormalWeight;
#if ( (EXPE_DEPTH_INTERPOLATION==0) || (EXPE_OUTPUT_DEPTH==1))
uniform sampler2DRect Depth;
#endif
void Finalization(void)
{
vec4 color = texture2DRect(ColorWeight, gl_FragCoord.st - viewport.xy + epsilon);
if (color.w<0.001)
discard;
if(color.w>0.001)
color.xyz /= color.w;
vec3 viewVec = normalize(gl_TexCoord[0].xyz);
vec4 normaldepth = texture2DRect(NormalWeight, gl_FragCoord.st + epsilon);
normaldepth.xyz = normaldepth.xyz/normaldepth.w;
#if (EXPE_OUTPUT_DEPTH==1)
gl_FragDepth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
#endif
#if EXPE_DEPTH_INTERPOLATION==2
float depth = -normaldepth.z;
#elif EXPE_DEPTH_INTERPOLATION==1
float depth = unproj.y/(2.0*normaldepth.z+unproj.x-1.0);
#else
float depth = texture2DRect(Depth, gl_FragCoord.st + epsilon).x;
depth = unproj.y/(2.0*depth+unproj.x-1.0);
#endif
vec3 normal = normaldepth.xyz;
#if EXPE_DEPTH_INTERPOLATION!=0
normal.z = sqrt(1. - dot(vec3(normal.xy,0),vec3(normal.xy,0)));
#endif
normal = normalize(normal);
vec3 eyePos = gl_TexCoord[0].xyz * depth;
gl_FragColor = meshlabLighting(color, eyePos, normal);
gl_FragColor.a = 1.0;
}
#endif