Inviwo  0.9.10.1
Inviwo documentation
glsl::Linerenderer Class Reference

Public Member Functions

void main ()
 
 layout (lines) in
 
 layout (triangle_strip, max_vertices=5) out
 
float projectedDistance (vec2 p0, vec2 p1, vec2 p)
 
void emit (in vec4 pos, in vec2 texCoord, in vec4 color, in float screenToWorldFactor)
 
vec2 convertNDCToScreen (vec2 v)
 
vec4 convertScreenToNDC (vec2 v, float z)
 
void homogeneousClip (inout vec4 p1, inout vec4 p2, int axis, float sign, inout bool p1Clipped, inout bool p2Clipped)
 
void main (void)
 
void main ()
 

Public Attributes

uniform vec2 screenDim = vec2(512, 512)
 
uniform float antialiasing = 0.5
 
uniform float lineWidth = 2.0
 
uniform CameraParameters camera
 
uniform StipplingParameters stippling = StipplingParameters(30.0, 10.0, 0.0, 4.0)
 
in float segmentLength_
 
in float distanceWorld_
 
in vec2 texCoord_
 
in vec4 color_
 
flat in vec4 pickColor_
 
uniform float miterLimit = 0.8
 
uniform bool roundCaps = false
 
in vec4 vertexColor_ []
 
in vec4 worldPosition_ []
 
flat in uint pickID_ []
 
out float segmentLength_
 
out float distanceWorld_
 
out vec2 texCoord_
 
out vec4 color_
 
flat out vec4 pickColor_
 
uniform GeometryParameters geometry
 
uniform bool pickingEnabled = false
 
out vec4 worldPosition_
 
out vec4 vertexColor_
 
flat out uint pickID_
 

Member Data Documentation

◆ camera

uniform CameraParameters glsl::Linerenderer::camera
Initial value:
= CameraParameters( mat4(1), mat4(1), mat4(1), mat4(1),
mat4(1), mat4(1), vec3(0), 0, 1)

◆ geometry

uniform GeometryParameters glsl::Linerenderer::geometry
Remarks
Vertex-Shader

◆ screenDim

uniform vec2 glsl::Linerenderer::screenDim = vec2(512, 512)
Remarks
Fragment-Shader

The documentation for this class was generated from the following files: