/usr/share/meshlab/shaders/slicingplane.frag is in meshlab 1.3.2+dfsg1-4.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 | /****************************************************************************
* MeshLab o o *
* An extendible mesh processor o o *
* _ O _ *
* Copyright(C) 2005, 2009 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
* *
* This program is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
// vertex to fragment shader io
varying vec3 N;
varying vec3 I;
varying vec4 Cs;
varying vec3 LightDir;
// globals
uniform int useXslice;
uniform int useYslice;
uniform int useZslice;
uniform float Xsliceoff;
uniform float Ysliceoff;
uniform float Zsliceoff;
uniform int onlyXslice;
uniform int onlyYslice;
uniform int onlyZslice;
// entry point
void main()
{
if(useXslice)
{
if (I.x < Xsliceoff)
discard;
if (I.x < Xsliceoff+1)
Cs = vec4(1.0, 0.0, 0.0, 1.0);
if((onlyXslice)&&(I.x > Xsliceoff+1))
discard;
}
if(useYslice)
{
if (I.y < Ysliceoff)
discard;
if (I.y < Ysliceoff+1)
Cs = vec4(0.0, 1.0, 0.0, 1.0);
if((onlyYslice)&&(I.y > Ysliceoff+1))
discard;
}
if(useZslice)
{
if (I.z < Zsliceoff)
discard;
if (I.z < Zsliceoff+1)
Cs = vec4(0.0, 0.0, 1.0, 1.0);
if((onlyZslice)&&(I.z > Zsliceoff+1))
discard;
}
float opac = dot(normalize(N), normalize(LightDir));
if(opac<0)
opac=abs(opac) / 4.0;
gl_FragColor = opac * Cs;
}
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