From 0739b09519b819651171828d9c4a100e99832f66 Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Tue, 20 Jan 2009 15:30:30 +0000 Subject: [PATCH] Removed redundent shader files --- src/osgVolume/Shaders/volume_lit.cpp | 99 ----------------------- src/osgVolume/Shaders/volume_lit_tf.cpp | 102 ------------------------ 2 files changed, 201 deletions(-) delete mode 100644 src/osgVolume/Shaders/volume_lit.cpp delete mode 100644 src/osgVolume/Shaders/volume_lit_tf.cpp diff --git a/src/osgVolume/Shaders/volume_lit.cpp b/src/osgVolume/Shaders/volume_lit.cpp deleted file mode 100644 index 1cc4cfb90..000000000 --- a/src/osgVolume/Shaders/volume_lit.cpp +++ /dev/null @@ -1,99 +0,0 @@ -char volume_frag[] = "uniform sampler3D baseTexture;\n" - "uniform float SampleDensityValue;\n" - "uniform float TransparencyValue;\n" - "uniform float AlphaFuncValue;\n" - "\n" - "varying vec4 cameraPos;\n" - "varying vec4 vertexPos;\n" - "varying mat4 texgen;\n" - "\n" - "void main(void)\n" - "{ \n" - " vec3 t0 = (texgen * vertexPos).xyz;\n" - " vec3 te = (texgen * cameraPos).xyz;\n" - "\n" - " if (te.x>=0.0 && te.x<=1.0 &&\n" - " te.y>=0.0 && te.y<=1.0 &&\n" - " te.z>=0.0 && te.z<=1.0)\n" - " {\n" - " // do nothing... te inside volume\n" - " }\n" - " else\n" - " {\n" - " if (te.x<0.0)\n" - " {\n" - " float r = -te.x / (t0.x-te.x);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.x>1.0)\n" - " {\n" - " float r = (1.0-te.x) / (t0.x-te.x);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.y<0.0)\n" - " {\n" - " float r = -te.y / (t0.y-te.y);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.y>1.0)\n" - " {\n" - " float r = (1.0-te.y) / (t0.y-te.y);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.z<0.0)\n" - " {\n" - " float r = -te.z / (t0.z-te.z);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.z>1.0)\n" - " {\n" - " float r = (1.0-te.z) / (t0.z-te.z);\n" - " te = te + (t0-te)*r;\n" - " }\n" - " }\n" - "\n" - " const float max_iteratrions = 2048.0;\n" - " float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n" - " if (num_iterations<2.0) num_iterations = 2.0;\n" - "\n" - " if (num_iterations>max_iteratrions) \n" - " {\n" - " num_iterations = max_iteratrions;\n" - " }\n" - "\n" - " vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n" - " vec3 texcoord = t0;\n" - "\n" - " vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" - " while(num_iterations>0.0)\n" - " {\n" - " vec4 color = texture3D( baseTexture, texcoord);\n" - " float r = color[3]*TransparencyValue;\n" - " if (r>AlphaFuncValue)\n" - " {\n" - " fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n" - " fragColor.w += r;\n" - " }\n" - "\n" - " if (fragColor.w1.0) fragColor.w = 1.0; \n" - " if (fragColor.w=0.0 && te.x<=1.0 &&\n" - " te.y>=0.0 && te.y<=1.0 &&\n" - " te.z>=0.0 && te.z<=1.0)\n" - " {\n" - " // do nothing... te inside volume\n" - " }\n" - " else\n" - " {\n" - " if (te.x<0.0)\n" - " {\n" - " float r = -te.x / (t0.x-te.x);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.x>1.0)\n" - " {\n" - " float r = (1.0-te.x) / (t0.x-te.x);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.y<0.0)\n" - " {\n" - " float r = -te.y / (t0.y-te.y);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.y>1.0)\n" - " {\n" - " float r = (1.0-te.y) / (t0.y-te.y);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.z<0.0)\n" - " {\n" - " float r = -te.z / (t0.z-te.z);\n" - " te = te + (t0-te)*r;\n" - " }\n" - "\n" - " if (te.z>1.0)\n" - " {\n" - " float r = (1.0-te.z) / (t0.z-te.z);\n" - " te = te + (t0-te)*r;\n" - " }\n" - " }\n" - "\n" - " const float max_iteratrions = 2048.0;\n" - " float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n" - " if (num_iterations<2.0) num_iterations = 2.0;\n" - "\n" - " if (num_iterations>max_iteratrions) \n" - " {\n" - " num_iterations = max_iteratrions;\n" - " }\n" - "\n" - " vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n" - " vec3 texcoord = t0;\n" - "\n" - " vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" - " while(num_iterations>0.0)\n" - " {\n" - " float v = texture3D( baseTexture, texcoord).a;\n" - " vec4 color = texture1D( tfTexture, v);\n" - "\n" - " float r = color[3]*TransparencyValue;\n" - " if (r>AlphaFuncValue)\n" - " {\n" - " fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n" - " fragColor.w += r;\n" - " }\n" - "\n" - " if (fragColor.w1.0) fragColor.w = 1.0; \n" - " if (fragColor.w