Files
OpenSceneGraph/src/osgVolume/Shaders/volume_frag.cpp

103 lines
4.8 KiB
C++

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"
"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_iterations = 2.0;\n"
" const float max_iterations = 2048.0;\n"
" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
" if (num_iterations<min_iterations) num_iterations = min_iterations;\n"
" else if (num_iterations>max_iterations) num_iterations = max_iterations;\n"
" else if (num_iterations!=num_iterations) num_iterations = max_iterations;\n"
"\n"
" vec3 deltaTexCoord=(te-t0).xyz/(num_iterations-1.0);\n"
" vec3 texcoord = t0.xyz;\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.w<color.w)\n"
" {\n"
" fragColor = color;\n"
" }\n"
" texcoord += deltaTexCoord;\n"
"\n"
" --num_iterations;\n"
" }\n"
"\n"
" fragColor.w *= TransparencyValue;\n"
" if (fragColor.w>1.0) fragColor.w = 1.0;\n"
"\n"
" fragColor *= baseColor;\n"
"\n"
" if (fragColor.w<AlphaFuncValue) discard;\n"
" gl_FragColor = fragColor;\n"
"}\n"
"\n";