The same data resampled to .vit works fine.
On ParaView 5.6.0 and 5.7.0, it renders correctly, but prints this error message:
ERROR: In /Users/kitware/dashboards/buildbot-slave/a64f5607/build/superbuild/paraview/src/VTK/Rendering/OpenGL2/vtkShaderProgram.cxx, line 462
vtkShaderProgram (0x600003ca6760): 1: #version 150
2: #ifdef GL_ES
3: #ifdef GL_FRAGMENT_PRECISION_HIGH
4: precision highp float;
5: precision highp sampler2D;
6: precision highp sampler3D;
7: #else
8: precision mediump float;
9: precision mediump sampler2D;
10: precision mediump sampler3D;
11: #endif
12: #define texelFetchBuffer texelFetch
13: #define texture1D texture
14: #define texture2D texture
15: #define texture3D texture
16: #else // GL_ES
17: #define highp
18: #define mediump
19: #define lowp
20: #if VERSION == 150
21: #define texelFetchBuffer texelFetch
22: #define texture1D texture
23: #define texture2D texture
24: #define texture3D texture
25: #endif
26: #endif // GL_ES
27: #define varying in
28:
29:
30: /=========================================================================
31:
32: Program: Visualization Toolkit
33: Module: vtkPolyDataFS.glsl
34:
35: Copyright © Ken Martin, Will Schroeder, Bill Lorensen
36: All rights reserved.
37: See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
38:
39: This software is distributed WITHOUT ANY WARRANTY; without even
40: the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
41: PURPOSE. See the above copyright notice for more information.
42:
43: =========================================================================/
44: // Template for the polydata mappers fragment shader
45:
46: uniform int PrimitiveIDOffset;
47:
48:
49:
50: // VC position of this fragment
51: //VTK::PositionVC::Dec
52:
53: // Camera prop
54: uniform int cameraParallel;
55:
56:
57: // optional color passed in from the vertex shader, vertexColor
58: uniform bool OverridesColor;
59: uniform float ambientIntensity; // the material ambient
60: uniform float diffuseIntensity; // the material diffuse
61: uniform float opacityUniform; // the fragment opacity
62: uniform vec3 ambientColorUniform; // ambient color
63: uniform vec3 diffuseColorUniform; // diffuse color
64: in vec4 vertexColorVSOutput;
65:
66:
67: // optional surface normal declaration
68: //VTK::Normal::Dec
69:
70: // extra lighting parameters
71: uniform vec3 lightColor0;
72: uniform vec3 lightDirectionVC0; // normalized
73: uniform vec3 lightColor1;
74: uniform vec3 lightDirectionVC1; // normalized
75: uniform vec3 lightColor2;
76: uniform vec3 lightDirectionVC2; // normalized
77: uniform vec3 lightColor3;
78: uniform vec3 lightDirectionVC3; // normalized
79: uniform vec3 lightColor4;
80: uniform vec3 lightDirectionVC4; // normalized
81:
82:
83: // Texture maps
84: //VTK::TMap::Dec
85:
86: // Texture coordinates
87: uniform int uMaskOnSurface;
88: uniform mat3 normalMatrix;
89: in vec3 tcoordVCVSOutput;
90:
91: // picking support
92: //VTK::Picking::Dec
93:
94: // Depth Peeling Support
95: //VTK::DepthPeeling::Dec
96:
97: // clipping plane vars
98: //VTK::Clip::Dec
99:
100: // the output of this shader
101: out vec4 fragOutput0;
102: out vec4 fragOutput1;
103: out vec4 fragOutput2;
104:
105:
106: // Apple Bug
107: //VTK::PrimID::Dec
108:
109: // handle coincident offsets
110: uniform float cCValue;
111:
112: // Value raster
113: //VTK::ValuePass::Dec
114:
115: void main()
116: {
117: // VC position of this fragment. This should not branch/return/discard.
118: //VTK::PositionVC::Impl
119:
120: // Place any calls that require uniform flow (e.g. dFdx) here.
121: //VTK::UniformFlow::Impl
122:
123: // Set gl_FragDepth here (gl_FragCoord.z by default)
124: gl_FragDepth = gl_FragCoord.z + cCValue;
125:
126:
127: // Early depth peeling abort:
128: //VTK::DepthPeeling::PreColor
129:
130: // Apple Bug
131: //VTK::PrimID::Impl
132:
133: //VTK::Clip::Impl
134:
135: //VTK::ValuePass::Impl
136:
137: vec3 ambientColor = ambientIntensity * vertexColorVSOutput.rgb;
138: vec3 diffuseColor = diffuseIntensity * vertexColorVSOutput.rgb;
139: float opacity = opacityUniform * vertexColorVSOutput.a;
140: if (OverridesColor) {
141: ambientColor = ambientColorUniform * ambientIntensity;
142: diffuseColor = diffuseColorUniform * diffuseIntensity; }
143:
144:
145: // Generate the normal if we are not passed in one
146: //VTK::Normal::Impl
147:
148: fragOutput0 = vec4(ambientColor + diffuseColor, opacity);
149: //VTK::Light::Impl
150:
151:
152: vec3 tcoordLIC = normalMatrix * tcoordVCVSOutput;
153: vec3 normN = normalize(normalVCVSOutput);
154: float k = dot(tcoordLIC, normN);
155: tcoordLIC = (tcoordLIC - k*normN);
156: fragOutput1 = vec4(tcoordLIC.x, tcoordLIC.y, 0.0 , gl_FragCoord.z);
157: if (uMaskOnSurface == 0)
158: {
159: fragOutput2 = vec4(tcoordVCVSOutput, gl_FragCoord.z);
160: }
161: else
162: {
163: fragOutput2 = vec4(tcoordLIC.x, tcoordLIC.y, 0.0 , gl_FragCoord.z);
164: }
165:
166:
167: if (fragOutput0.a <= 0.0)
168: {
169: discard;
170: }
171:
172: //VTK::DepthPeeling::Impl
173:
174: //VTK::Picking::Impl
175:
176: // handle coincident offsets
177: //VTK::Coincident::Impl
178: }
ERROR: In /Users/kitware/dashboards/buildbot-slave/a64f5607/build/superbuild/paraview/src/VTK/Rendering/OpenGL2/vtkShaderProgram.cxx, line 463
vtkShaderProgram (0x600003ca6760): ERROR: 0:153: Use of undeclared identifier ‘normalVCVSOutput’
ERROR: 0:154: Use of undeclared identifier ‘normN’
ERROR: 0:155: Use of undeclared identifier ‘k’
ERROR: 0:155: Use of undeclared identifier ‘normN’