diff --git a/modules/fieldlines/shaders/fieldline_fs.glsl b/modules/fieldlines/shaders/fieldline_fs.glsl index e020568602..ec8d7b5ea7 100644 --- a/modules/fieldlines/shaders/fieldline_fs.glsl +++ b/modules/fieldlines/shaders/fieldline_fs.glsl @@ -45,5 +45,12 @@ Fragment getFragment() { } frag.depth = pscDepth(gs_position); + + // G-Buffer + frag.gPosition = vec4(0.0);//vs_gPosition; + // There is no normal here + // TODO: Add the correct normal if necessary (JCC) + frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0); + return frag; } diff --git a/modules/fieldlinessequence/shaders/fieldlinessequence_fs.glsl b/modules/fieldlinessequence/shaders/fieldlinessequence_fs.glsl index 0b5cee187b..8877501e38 100644 --- a/modules/fieldlinessequence/shaders/fieldlinessequence_fs.glsl +++ b/modules/fieldlinessequence/shaders/fieldlinessequence_fs.glsl @@ -40,6 +40,14 @@ Fragment getFragment() { frag.depth = vs_depth; frag.color = fragColor; + // G-Buffer + frag.gPosition = vec4(0.0);//vs_gPosition; + // There is no normal here + // TODO: Add the correct normal if necessary (JCC) + frag.gNormal = vec4(0.0, 0.0, -1.0, 1.0); + + + if (usingAdditiveBlending) { frag.blend = BLEND_MODE_ADDITIVE; } diff --git a/modules/fieldlinessequence/shaders/fieldlinessequence_vs.glsl b/modules/fieldlinessequence/shaders/fieldlinessequence_vs.glsl index ee93ca17a3..98f18d61ec 100644 --- a/modules/fieldlinessequence/shaders/fieldlinessequence_vs.glsl +++ b/modules/fieldlinessequence/shaders/fieldlinessequence_vs.glsl @@ -63,7 +63,7 @@ const int colorByQuantity = 1; out vec4 vs_color; out float vs_depth; - +//out vec4 vs_gPosition; vec4 getTransferFunctionColor() { // Remap the color scalar to a [0,1] range @@ -121,6 +121,8 @@ void main() { vec4 position_in_meters = vec4(in_position, 1); vec4 positionClipSpace = modelViewProjection * position_in_meters; + //vs_gPosition = vec4(modelViewTransform * dvec4(in_point_position, 1)); gl_Position = vec4(positionClipSpace.xy, 0, positionClipSpace.w); + vs_depth = gl_Position.w; }