1 #include <GLviewer/OutputAttachments/OutputHaze.hh>
21 " gl_TexCoord[0] = gl_MultiTexCoord0;\r\n"
22 " gl_Position = ftransform();\r\n"
25 "uniform sampler2D tex;\r\n"
26 "uniform sampler2D dep;\r\n"
27 "uniform float w;\r\n"
28 "uniform float h;\r\n"
32 " vec2 pos = gl_TexCoord[0].st;\r\n"
33 " color = texture2D(tex,pos);\r\n"
34 " float blue = color[2];\r\n"
36 " color = color * (vec4(1.0)-texture2D(dep, pos));\r\n"
37 " color[0] += 0.0;\r\n"
38 " color[1] += 0.075;\r\n"
39 " color[2] = blue+0.1;\r\n"
40 " color[3] = 1.0;\r\n"
41 " gl_FragColor = color;\r\n"
42 " gl_FragDepth =texture2D(dep, pos).r;\r\n"
int InitShader(std::string vertexCode, std::string fragmentCode)
can be called to create output attachment without having to derive new subclass will also create FBO ...
int InitShader_()
creates strings with shader code and calls InitShader(vertex, fragment) from superclass ...
Class for extra rendering pass in GLProjection (for now only used in glutGLviewer) ...
Interface for render targets.