Added lighting based shaders
This commit is contained in:
@@ -254,46 +254,91 @@ void ShaderTechnique::init()
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}
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}
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}
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else if (tf)
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else if (shadingModel==Light)
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{
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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texture1D->setResizeNonPowerOfTwoHint(false);
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texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf.frag");
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if (fragmentShader)
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if (tf)
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{
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program->addShader(fragmentShader);
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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texture1D->setResizeNonPowerOfTwoHint(false);
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texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume_lit_tf.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_lit_tf_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_lit_tf_frag));
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}
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}
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else
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{
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#include "Shaders/volume_tf_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_frag));
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}
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "shaders/volume_lit.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_lit_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_lit_frag));
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}
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}
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}
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else
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume.frag");
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if (fragmentShader)
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{
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if (tf)
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{
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program->addShader(fragmentShader);
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osg::Texture1D* texture1D = new osg::Texture1D;
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texture1D->setImage(tf->getImage());
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texture1D->setResizeNonPowerOfTwoHint(false);
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texture1D->setFilter(osg::Texture::MIN_FILTER, osg::Texture::LINEAR);
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texture1D->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
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texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
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stateset->setTextureAttributeAndModes(1,texture1D,osg::StateAttribute::ON);
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osg::Uniform* tfTextureSampler = new osg::Uniform("tfTexture",1);
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stateset->addUniform(tfTextureSampler);
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_tf_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_tf_frag));
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}
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}
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else
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{
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#include "Shaders/volume_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_frag));
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{
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osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume.frag");
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if (fragmentShader)
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{
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program->addShader(fragmentShader);
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}
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else
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{
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#include "Shaders/volume_frag.cpp"
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_frag));
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}
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}
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}
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if (cpv._sampleDensityProperty.valid())
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stateset->addUniform(cpv._sampleDensityProperty->getUniform());
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else
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99
src/osgVolume/Shaders/volume_lit.cpp
Normal file
99
src/osgVolume/Shaders/volume_lit.cpp
Normal file
@@ -0,0 +1,99 @@
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char volume_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float AlphaFuncValue;\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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"varying mat4 texgen;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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" vec3 t0 = (texgen * vertexPos).xyz;\n"
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" vec3 te = (texgen * cameraPos).xyz;\n"
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"\n"
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" if (te.x>=0.0 && te.x<=1.0 &&\n"
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" te.y>=0.0 && te.y<=1.0 &&\n"
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" te.z>=0.0 && te.z<=1.0)\n"
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" {\n"
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" // do nothing... te inside volume\n"
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" }\n"
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" else\n"
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" {\n"
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" if (te.x<0.0)\n"
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" {\n"
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" float r = -te.x / (t0.x-te.x);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.x>1.0)\n"
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" {\n"
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" float r = (1.0-te.x) / (t0.x-te.x);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.y<0.0)\n"
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" {\n"
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" float r = -te.y / (t0.y-te.y);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.y>1.0)\n"
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" {\n"
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" float r = (1.0-te.y) / (t0.y-te.y);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.z<0.0)\n"
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" {\n"
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" float r = -te.z / (t0.z-te.z);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.z>1.0)\n"
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" {\n"
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" float r = (1.0-te.z) / (t0.z-te.z);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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"\n"
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" if (num_iterations>max_iteratrions) \n"
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" {\n"
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" num_iterations = max_iteratrions;\n"
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" }\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
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" vec3 texcoord = t0;\n"
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"\n"
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" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
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" while(num_iterations>0.0)\n"
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" {\n"
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" vec4 color = texture3D( baseTexture, texcoord);\n"
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" float r = color[3]*TransparencyValue;\n"
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" if (r>AlphaFuncValue)\n"
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" {\n"
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" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
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" fragColor.w += r;\n"
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" }\n"
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"\n"
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" if (fragColor.w<color.w)\n"
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" {\n"
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" fragColor = color;\n"
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" }\n"
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" texcoord += deltaTexCoord; \n"
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"\n"
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" --num_iterations;\n"
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" }\n"
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"\n"
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" fragColor.w *= TransparencyValue;\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<AlphaFuncValue) discard;\n"
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" \n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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"\n";
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122
src/osgVolume/Shaders/volume_lit_frag.cpp
Normal file
122
src/osgVolume/Shaders/volume_lit_frag.cpp
Normal file
@@ -0,0 +1,122 @@
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char volume_lit_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
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"uniform float AlphaFuncValue;\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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"varying mat4 texgen;\n"
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"\n"
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"void main(void)\n"
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"{ \n"
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" vec3 t0 = (texgen * vertexPos).xyz;\n"
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" vec3 te = (texgen * cameraPos).xyz;\n"
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"\n"
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" if (te.x>=0.0 && te.x<=1.0 &&\n"
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" te.y>=0.0 && te.y<=1.0 &&\n"
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" te.z>=0.0 && te.z<=1.0)\n"
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" {\n"
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" // do nothing... te inside volume\n"
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" }\n"
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" else\n"
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" {\n"
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" if (te.x<0.0)\n"
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" {\n"
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" float r = -te.x / (t0.x-te.x);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.x>1.0)\n"
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" {\n"
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" float r = (1.0-te.x) / (t0.x-te.x);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.y<0.0)\n"
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" {\n"
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" float r = -te.y / (t0.y-te.y);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.y>1.0)\n"
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" {\n"
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" float r = (1.0-te.y) / (t0.y-te.y);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.z<0.0)\n"
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" {\n"
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" float r = -te.z / (t0.z-te.z);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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"\n"
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" if (te.z>1.0)\n"
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" {\n"
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" float r = (1.0-te.z) / (t0.z-te.z);\n"
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" te = te + (t0-te)*r;\n"
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" }\n"
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" }\n"
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"\n"
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" const float max_iteratrions = 2048.0;\n"
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" float num_iterations = ceil(length(te-t0)/SampleDensityValue);\n"
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" if (num_iterations<2.0) num_iterations = 2.0;\n"
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"\n"
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" if (num_iterations>max_iteratrions) \n"
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" {\n"
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" num_iterations = max_iteratrions;\n"
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" }\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0)/float(num_iterations-1.0);\n"
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" vec3 texcoord = t0;\n"
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"\n"
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" float normalSampleDistance = 1.0/512.0;\n"
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" vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n"
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" vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n"
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" vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\n"
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"\n"
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" vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n"
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" while(num_iterations>0.0)\n"
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" {\n"
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" vec4 color = texture3D( baseTexture, texcoord);\n"
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" float a = color.a;\n"
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" float px = texture3D( baseTexture, texcoord + deltaX).a;\n"
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" float py = texture3D( baseTexture, texcoord + deltaY).a;\n"
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" float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n"
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"\n"
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" float nx = texture3D( baseTexture, texcoord - deltaX).a;\n"
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" float ny = texture3D( baseTexture, texcoord - deltaY).a;\n"
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" float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n"
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"\n"
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" vec3 grad = vec3(px-nx, py-ny, pz-nz);\n"
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" vec3 normal = normalize(grad);\n"
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"\n"
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" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection));\n"
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"\n"
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" color.x *= lightScale;\n"
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" color.y *= lightScale;\n"
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" color.z *= lightScale;\n"
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"\n"
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" float r = color[3]*TransparencyValue;\n"
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" if (r>AlphaFuncValue)\n"
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" {\n"
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" fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n"
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" fragColor.w += r;\n"
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" }\n"
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"\n"
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" if (fragColor.w<color.w)\n"
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" {\n"
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" fragColor = color;\n"
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" }\n"
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" texcoord += deltaTexCoord; \n"
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"\n"
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" --num_iterations;\n"
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" }\n"
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"\n"
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" fragColor.w *= TransparencyValue;\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<AlphaFuncValue) discard;\n"
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" \n"
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" gl_FragColor = fragColor;\n"
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"}\n"
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"\n";
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102
src/osgVolume/Shaders/volume_lit_tf.cpp
Normal file
102
src/osgVolume/Shaders/volume_lit_tf.cpp
Normal file
@@ -0,0 +1,102 @@
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char volume_tf_frag[] = "uniform sampler3D baseTexture;\n"
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"uniform sampler1D tfTexture;\n"
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"uniform float SampleDensityValue;\n"
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"uniform float TransparencyValue;\n"
|
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"uniform float AlphaFuncValue;\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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"varying mat4 texgen;\n"
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"\n"
|
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"void main(void)\n"
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"{ \n"
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" vec3 t0 = (texgen * vertexPos).xyz;\n"
|
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" vec3 te = (texgen * cameraPos).xyz;\n"
|
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"\n"
|
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" if (te.x>=0.0 && te.x<=1.0 &&\n"
|
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" te.y>=0.0 && te.y<=1.0 &&\n"
|
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" te.z>=0.0 && te.z<=1.0)\n"
|
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" {\n"
|
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" // do nothing... te inside volume\n"
|
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" }\n"
|
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" else\n"
|
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" {\n"
|
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" if (te.x<0.0)\n"
|
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" {\n"
|
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" float r = -te.x / (t0.x-te.x);\n"
|
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" te = te + (t0-te)*r;\n"
|
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" }\n"
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"\n"
|
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" if (te.x>1.0)\n"
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" {\n"
|
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" float r = (1.0-te.x) / (t0.x-te.x);\n"
|
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" te = te + (t0-te)*r;\n"
|
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" }\n"
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"\n"
|
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" if (te.y<0.0)\n"
|
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" {\n"
|
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" float r = -te.y / (t0.y-te.y);\n"
|
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" te = te + (t0-te)*r;\n"
|
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" }\n"
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"\n"
|
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" if (te.y>1.0)\n"
|
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" {\n"
|
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" float r = (1.0-te.y) / (t0.y-te.y);\n"
|
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" te = te + (t0-te)*r;\n"
|
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" }\n"
|
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"\n"
|
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" if (te.z<0.0)\n"
|
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" {\n"
|
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" float r = -te.z / (t0.z-te.z);\n"
|
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" te = te + (t0-te)*r;\n"
|
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" }\n"
|
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"\n"
|
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" if (te.z>1.0)\n"
|
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" {\n"
|
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" float r = (1.0-te.z) / (t0.z-te.z);\n"
|
||||
" te = te + (t0-te)*r;\n"
|
||||
" }\n"
|
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" }\n"
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"\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"
|
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"\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.w<color.w)\n"
|
||||
" {\n"
|
||||
" fragColor = color;\n"
|
||||
" }\n"
|
||||
" texcoord += deltaTexCoord; \n"
|
||||
"\n"
|
||||
" --num_iterations;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" fragColor.w *= TransparencyValue;\n"
|
||||
"\n"
|
||||
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
|
||||
" if (fragColor.w<AlphaFuncValue) discard;\n"
|
||||
" \n"
|
||||
" gl_FragColor = fragColor;\n"
|
||||
"}\n"
|
||||
"\n";
|
||||
127
src/osgVolume/Shaders/volume_lit_tf_frag.cpp
Normal file
127
src/osgVolume/Shaders/volume_lit_tf_frag.cpp
Normal file
@@ -0,0 +1,127 @@
|
||||
char volume_lit_tf_frag[] = "uniform sampler3D baseTexture;\n"
|
||||
"uniform sampler1D tfTexture;\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"
|
||||
" vec3 eyeDirection = normalize(te-t0);\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"
|
||||
" float normalSampleDistance = 1.0/512.0;\n"
|
||||
" vec3 deltaX = vec3(normalSampleDistance, 0.0, 0.0);\n"
|
||||
" vec3 deltaY = vec3(0.0, normalSampleDistance, 0.0);\n"
|
||||
" vec3 deltaZ = vec3(0.0, 0.0, normalSampleDistance);\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 a = color.a;\n"
|
||||
" float px = texture3D( baseTexture, texcoord + deltaX).a;\n"
|
||||
" float py = texture3D( baseTexture, texcoord + deltaY).a;\n"
|
||||
" float pz = texture3D( baseTexture, texcoord + deltaZ).a;\n"
|
||||
"\n"
|
||||
" float nx = texture3D( baseTexture, texcoord - deltaX).a;\n"
|
||||
" float ny = texture3D( baseTexture, texcoord - deltaY).a;\n"
|
||||
" float nz = texture3D( baseTexture, texcoord - deltaZ).a;\n"
|
||||
"\n"
|
||||
" vec3 grad = vec3(px-nx, py-ny, pz-nz);\n"
|
||||
" vec3 normal = normalize(grad);\n"
|
||||
"\n"
|
||||
" float lightScale = 0.1 + abs(dot(normal.xyz, eyeDirection));\n"
|
||||
"\n"
|
||||
" color.x *= lightScale;\n"
|
||||
" color.y *= lightScale;\n"
|
||||
" color.z *= lightScale;\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.w<color.w)\n"
|
||||
" {\n"
|
||||
" fragColor = color;\n"
|
||||
" }\n"
|
||||
" texcoord += deltaTexCoord; \n"
|
||||
"\n"
|
||||
" --num_iterations;\n"
|
||||
" }\n"
|
||||
"\n"
|
||||
" fragColor.w *= TransparencyValue;\n"
|
||||
"\n"
|
||||
" if (fragColor.w>1.0) fragColor.w = 1.0; \n"
|
||||
" if (fragColor.w<AlphaFuncValue) discard;\n"
|
||||
" \n"
|
||||
" gl_FragColor = fragColor;\n"
|
||||
"}\n"
|
||||
"\n";
|
||||
Reference in New Issue
Block a user