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datacontainerinspector.frag 2.35 KB
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// ================================================================================================
// 
// This file is part of the TUMVis Visualization Framework.
// 
// If not explicitly stated otherwise: Copyright (C) 2012, all rights reserved,
//      Christian Schulte zu Berge (christian.szb@in.tum.de)
//      Chair for Computer Aided Medical Procedures
//      Technische Universität München
//      Boltzmannstr. 3, 85748 Garching b. München, Germany
// 
// The licensing of this softare is not yet resolved. Until then, redistribution in source or
// binary forms outside the CAMP chair is not permitted, unless explicitly stated in legal form.
// However, the names of the original authors and the above copyright notice must retain in its
// original state in any case.
// 
// Legal disclaimer provided by the BSD license:
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY 
// AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR 
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR 
// OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
// 
// ================================================================================================

#version 330

in vec3 ex_TexCoord;
out vec4 out_Color;

#include "tools/texture2d.frag"
uniform Texture2D _texture;
uniform vec4 _color;

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const vec4 checkerboardColor1 = vec4(0.75, 0.75, 0.75, 1.0);
const vec4 checkerboardColor2 = vec4(0.50, 0.50, 0.50, 1.0);

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void main() {
    out_Color = getElement2DNormalized(_texture, ex_TexCoord.xy);
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    // mix with fancy checkerboard pattern:
    if ((mod(ex_TexCoord.x * 10.0, 2.0) > 1.0) ^^ (mod(ex_TexCoord.y * 10.0, 2.0) > 1.0))
        out_Color = mix(checkerboardColor1, out_Color, out_Color.a);
    else
        out_Color = mix(checkerboardColor2, out_Color, out_Color.a);
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}