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void | main (void) |
VMD Vertex Shader. More... | |
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varying vec3 | oglcolor |
\file vmdspheresprite.frag \brief VMD OpenGL fragment shader implementing a ray-cast sphere primitive with per-pixel lighting, phong highlights, etc. The sphere is drawn within the confines of a correctly transformed bounding cube or viewer-aligned billboard. Much of the shading code is shared with the main VMD fragment shader, with a few optimizations that simplify the sphere shader due to the way it is specifically known to be used within VMD. Certain texturing modes can't actually occur in practice, so the shader can be simplified relative to what the main fragment shader must implement. VMD shaders require GLSL version 1.10 (or later) for minimum features XXX If/when we implement usage of ARB_sample_shading for antialiasing of the sphere shader, we will have to crank the GLSL fragment shader version to 130. More... | |
varying vec3 | V |
uniform vec3 | vmdlight0 |
uniform vec3 | vmdlight1 |
uniform vec3 | vmdlight2 |
uniform vec3 | vmdlight3 |
uniform vec3 | vmdlight0H |
uniform vec3 | vmdlight1H |
uniform vec3 | vmdlight2H |
uniform vec3 | vmdlight3H |
uniform vec4 | vmdlightscale |
uniform vec4 | vmdmaterial |
uniform float | vmdopacity |
uniform float | vmdoutline |
uniform float | vmdoutlinewidth |
uniform int | vmdtransmode |
uniform int | vmdfogmode |
uniform int | vmdtexturemode |
uniform sampler3D | vmdtex0 |
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VMD Vertex Shader.
Definition at line 83 of file vmdspheresprite.frag. References dot, oglcolor, V, vmdfogmode, vmdlight0, vmdlight0H, vmdlight1, vmdlight1H, vmdlight2, vmdlight2H, vmdlight3, vmdlight3H, vmdlightscale, vmdmaterial, vmdopacity, vmdoutline, vmdoutlinewidth, vmdtex0, vmdtexturemode, and vmdtransmode. |
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\file vmdspheresprite.frag \brief VMD OpenGL fragment shader implementing a ray-cast sphere primitive with per-pixel lighting, phong highlights, etc. The sphere is drawn within the confines of a correctly transformed bounding cube or viewer-aligned billboard. Much of the shading code is shared with the main VMD fragment shader, with a few optimizations that simplify the sphere shader due to the way it is specifically known to be used within VMD. Certain texturing modes can't actually occur in practice, so the shader can be simplified relative to what the main fragment shader must implement. VMD shaders require GLSL version 1.10 (or later) for minimum features XXX If/when we implement usage of ARB_sample_shading for antialiasing of the sphere shader, we will have to crank the GLSL fragment shader version to 130.
Definition at line 41 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 42 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 75 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 49 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 45 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 50 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 46 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 51 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 47 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 52 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 54 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 61 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 67 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 69 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 71 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 78 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 77 of file vmdspheresprite.frag. Referenced by main. |
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Definition at line 73 of file vmdspheresprite.frag. Referenced by main. |