Commit e92090bd authored by schultezub's avatar schultezub
Browse files

adapting ray casting processors/shaders to GLSL 3.30

git-svn-id: https://camplinux.in.tum.de/svn/campvis/trunk@275 bb408c1c-ae56-11e1-83d9-df6b3e0c105e
parent b45b9c19
...@@ -72,7 +72,7 @@ namespace TUMVis { ...@@ -72,7 +72,7 @@ namespace TUMVis {
void RaycastingProcessor::init() { void RaycastingProcessor::init() {
VisualizationProcessor::init(); VisualizationProcessor::init();
_shader = ShdrMgr.loadSeparate("core/glsl/passthrough_deprecated.vert", _fragmentShaderFilename, "", false); _shader = ShdrMgr.loadSeparate("core/glsl/passthrough.vert", _fragmentShaderFilename, "", false);
_shader->setHeaders(generateHeader()); _shader->setHeaders(generateHeader());
_shader->rebuild(); _shader->rebuild();
} }
......
...@@ -26,6 +26,10 @@ ...@@ -26,6 +26,10 @@
// //
// ================================================================================================ // ================================================================================================
#version 330
out vec4 out_Color; ///< outgoing fragment color
#include "tools/raycasting.frag" #include "tools/raycasting.frag"
#include "tools/texture2d.frag" #include "tools/texture2d.frag"
#include "tools/texture3d.frag" #include "tools/texture3d.frag"
...@@ -129,6 +133,6 @@ void main() { ...@@ -129,6 +133,6 @@ void main() {
discard; discard;
} else { } else {
//fragCoords are lying inside the boundingbox //fragCoords are lying inside the boundingbox
gl_FragData[0] = raycastDRR(frontPos, backPos); out_Color = raycastDRR(frontPos, backPos);
} }
} }
...@@ -26,6 +26,10 @@ ...@@ -26,6 +26,10 @@
// //
// ================================================================================================ // ================================================================================================
#version 330
out vec4 out_Color; ///< outgoing fragment color
#include "tools/raycasting.frag" #include "tools/raycasting.frag"
#include "tools/texture2d.frag" #include "tools/texture2d.frag"
#include "tools/texture3d.frag" #include "tools/texture3d.frag"
...@@ -116,6 +120,6 @@ void main() { ...@@ -116,6 +120,6 @@ void main() {
discard; discard;
} else { } else {
//fragCoords are lying inside the boundingbox //fragCoords are lying inside the boundingbox
gl_FragData[0] = performRaycasting(frontPos, backPos, p); out_Color = performRaycasting(frontPos, backPos, p);
} }
} }
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