Updated Uniform name for controlling IsoSurfaceValue
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@@ -214,6 +214,8 @@ void ShaderTechnique::init()
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else if (shadingModel==Isosurface)
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{
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stateset->addUniform(cpv._isoProperty->getUniform());
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if (tf)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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@@ -1,7 +1,7 @@
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char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float alphaCutOff;\n"
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"uniform float IsoSurfaceValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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@@ -84,10 +84,10 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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" {\n"
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" vec4 color = texture3D( baseTexture, texcoord);\n"
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"\n"
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" float m = (previousColor.a-alphaCutOff) * (color.a-alphaCutOff);\n"
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" float m = (previousColor.a-IsoSurfaceValue) * (color.a-IsoSurfaceValue);\n"
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" if (m <= 0.0)\n"
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" {\n"
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" float r = (alphaCutOff-color.a)/(previousColor.a-color.a);\n"
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" float r = (IsoSurfaceValue-color.a)/(previousColor.a-color.a);\n"
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" texcoord = texcoord - r*deltaTexCoord;\n"
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" \n"
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" float a = color.a;\n"
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@@ -128,7 +128,6 @@ char volume_iso_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" //if (fragColor.w<alphaCutOff) discard;\n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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"\n";
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@@ -2,7 +2,7 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform sampler1D tfTexture;\n"
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"uniform float sampleDensity;\n"
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"uniform float transparency;\n"
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"uniform float alphaCutOff;\n"
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"uniform float IsoSurfaceValue;\n"
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"\n"
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"varying vec4 cameraPos;\n"
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"varying vec4 vertexPos;\n"
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@@ -84,10 +84,10 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
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"\n"
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" float v = texture3D( baseTexture, texcoord).a;\n"
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"\n"
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" float m = (previousV-alphaCutOff) * (v-alphaCutOff);\n"
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" float m = (previousV-IsoSurfaceValue) * (v-IsoSurfaceValue);\n"
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" if (m <= 0.0)\n"
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" {\n"
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" float r = (alphaCutOff-v)/(previousV-v);\n"
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" float r = (IsoSurfaceValue-v)/(previousV-v);\n"
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" texcoord = texcoord - r*deltaTexCoord;\n"
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"\n"
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" v = texture3D( baseTexture, texcoord).a;\n"
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@@ -123,7 +123,7 @@ char volume_tf_iso_frag[] = "uniform sampler3D baseTexture;\n"
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" }\n"
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"\n"
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" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
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" if (fragColor.w<alphaCutOff) discard;\n"
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" if (fragColor.w<IsoSurfaceValue) discard;\n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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"\n";
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