Fixed iso surface shaders
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@@ -29,14 +29,8 @@ char volume_accumulateSamples_iso_frag[] = "#version 110\n"
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" float r = (targetValue-color.a)/(previousColor.a-color.a);\n"
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" texcoord = texcoord - r*dt;\n"
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"\n"
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"#if 0\n"
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" color = texture3D( volumeTexture, texcoord);\n"
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"#else\n"
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" color.r = 1.0;\n"
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" color.g = 1.0;\n"
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" color.b = 1.0;\n"
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" color.a = 1.0;\n"
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"#endif\n"
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" color.r = vec4(1.0, 1.0, 1.0, 1.0);\n"
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"\n"
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" float px = texture3D( volumeTexture, texcoord + deltaX).a;\n"
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" float py = texture3D( volumeTexture, texcoord + deltaY).a;\n"
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" float pz = texture3D( volumeTexture, texcoord + deltaZ).a;\n"
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@@ -55,6 +49,8 @@ char volume_accumulateSamples_iso_frag[] = "#version 110\n"
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" color.g *= lightScale;\n"
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" color.b *= lightScale;\n"
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" }\n"
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"\n"
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" color.a = clamp(color.a*TransparencyValue, 0.0, 1.0);\n"
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" return color;\n"
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" }\n"
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"\n"
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@@ -53,7 +53,7 @@ char volume_accumulateSamples_iso_tf_frag[] = "#version 110\n"
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" color.g *= lightScale;\n"
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" color.b *= lightScale;\n"
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" }\n"
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" fragColor.a = clamp(fragColor.a*Transparency, 0.0, 1.0);\n"
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" fragColor.a = clamp(fragColor.a*TransparencyValue, 0.0, 1.0);\n"
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" return color;\n"
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" }\n"
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"\n"
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