var vtkLineIntegralConvolution2D_LICN = " //VTK::System::Dec\n\n//=========================================================================\n//\n//  Program:   Visualization Toolkit\n//  Module:    vtkLineIntegralConvolution2D_LICN.glsl\n//\n//  Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n//  All rights reserved.\n//  See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n//\n//     This software is distributed WITHOUT ANY WARRANTY; without even\n//     the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n//     PURPOSE.  See the above copyright notice for more information.\n//\n//=========================================================================\n\n// the output of this shader\nlayout(location = 0) out vec4 LICOutput;\nlayout(location = 1) out vec4 SeedOutput;\n\n/**\nThis shader finalizes the convolution for the LIC computation\napplying the normalization. eg. if box kernel is used the this\nis the number of steps taken.\n*/\n\nuniform sampler2D texLIC;\n\nin vec2 tcoordVC;\n\nvoid main(void)\n{\n  vec4 conv = texture2D(texLIC, tcoordVC.st);\n  conv.r = conv.r/conv.a;\n  // lic => (convolution, mask, 0, 1)\n  LICOutput = vec4(conv.rg , 0.0, 1.0);\n  SeedOutput = vec4(0.0, 0.0, 0.0, 0.0);\n}\n";

export { vtkLineIntegralConvolution2D_LICN as v };
