char volume_lit_frag[] = "#version 110\n" "\n" "#pragma import_defines(NVIDIA_Corporation)\n" "\n" "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 vec3 lightDirection;\n" "varying mat4 texgen;\n" "varying vec4 baseColor;\n" "\n" "void main(void)\n" "{\n" " vec4 t0 = vertexPos;\n" " vec4 te = cameraPos;\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" " t0 = t0 * texgen;\n" " te = te * texgen;\n" "\n" " const float min_iteratrions = 2.0;\n" " const float max_iteratrions = 2048.0;\n" "\n" " float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n" "\n" " #ifdef NVIDIA_Corporation\n" " // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n" " if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n" " #endif\n" "\n" " if (num_iterationsmax_iteratrions) num_iterations = max_iteratrions;\n" "\n" " vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0);\n" " vec3 texcoord = t0.xyz;\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" " vec4 color = texture3D( baseTexture, texcoord);\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" " if (grad.x!=0.0 || grad.y!=0.0 || grad.z!=0.0)\n" " {\n" " vec3 normal = normalize(grad);\n" " float lightScale = 0.1 + max(0.0, dot(normal.xyz, lightDirection))*0.9;\n" "\n" " color.x *= lightScale;\n" " color.y *= lightScale;\n" " color.z *= lightScale;\n" " }\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" "\n" " fragColor *= baseColor;\n" "\n" " if (fragColor.w