diff --git a/examples/osgvolume/volume_frag.cpp b/examples/osgvolume/volume_frag.cpp deleted file mode 100644 index ec4c98d82..000000000 --- a/examples/osgvolume/volume_frag.cpp +++ /dev/null @@ -1,99 +0,0 @@ -char volume_frag[] = "uniform sampler3D baseTexture;\n" - "uniform float sampleDensity;\n" - "uniform float transparency;\n" - "uniform float alphaCutOff;\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" - " 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)/sampleDensity);\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" - " 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]*transparency;\n" - " if (r>alphaCutOff)\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" - " if (fragColor.w=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)/sampleDensity);\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=(t0-te)/float(num_iterations-1.0);\n" - " vec3 texcoord = te;\n" - "\n" - " vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" - " vec4 previousColor = texture3D( baseTexture, texcoord);\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" - " while(num_iterations>0.0)\n" - " {\n" - " vec4 color = texture3D( baseTexture, texcoord);\n" - "\n" - " float m = (previousColor.a-alphaCutOff) * (color.a-alphaCutOff);\n" - " if (m <= 0.0)\n" - " {\n" - " float r = (alphaCutOff-color.a)/(previousColor.a-color.a);\n" - " texcoord = texcoord - r*deltaTexCoord;\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))*0.9;\n" - " \n" - " \n" - "#if 0\n" - " color.x *= lightScale;\n" - " color.y *= lightScale;\n" - " color.z *= lightScale;\n" - "#else\n" - " color.x = lightScale;\n" - " color.y = lightScale;\n" - " color.z = lightScale;\n" - "#endif\n" - "\n" - " fragColor = vec4(lightScale, lightScale, lightScale, 1.0);\n" - " \n" - " break;\n" - " }\n" - " \n" - " previousColor = color;\n" - " \n" - " texcoord += deltaTexCoord; \n" - "\n" - " --num_iterations;\n" - " }\n" - "\n" - " if (fragColor.w>1.0) fragColor.w = 1.0; \n" - " //if (fragColor.w=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)/sampleDensity);\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" - " 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" - " if (fragColor.w1.0) fragColor.w = 1.0; \n" - " if (fragColor.w=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)/sampleDensity);\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" - " vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" - " while(num_iterations>0.0)\n" - " {\n" - " vec4 normal = texture3D( normalMap, texcoord);\n" - "#if 1\n" - " vec4 color = texture3D( baseTexture, texcoord);\n" - "\n" - " normal.x = normal.x*2.0-1.0;\n" - " normal.y = normal.y*2.0-1.0;\n" - " normal.z = normal.z*2.0-1.0;\n" - " \n" - " float lightScale = 0.1 + max(dot(normal.xyz, eyeDirection), 0.0);\n" - " color.x *= lightScale;\n" - " color.y *= lightScale;\n" - " color.z *= lightScale;\n" - "\n" - " float r = normal[3]*transparency;\n" - "#else\n" - " vec4 color = texture3D( normalMap, texcoord);\n" - " color.x = color.x*2.0 - 1.0;\n" - " color.y = color.y*2.0 - 1.0;\n" - " color.z = color.z*2.0 - 1.0;\n" - " \n" - " float lightScale = 0.1 + max(dot(color.xyz, eyeDirection), 0.0);\n" - " color.x = lightScale;\n" - " color.y = lightScale;\n" - " color.z = lightScale;\n" - "\n" - " float r = color[3]*transparency;\n" - "#endif \n" - " if (r>alphaCutOff)\n" - " {\n" - " fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n" - " fragColor.w += r;\n" - " }\n" - " texcoord += deltaTexCoord; \n" - "\n" - " --num_iterations;\n" - " }\n" - "\n" - " if (fragColor.w>1.0) fragColor.w = 1.0; \n" - " if (fragColor.w==0.0) discard;\n" - " gl_FragColor = fragColor;\n" - "}\n" - "\n"; diff --git a/examples/osgvolume/volume_tf_frag.cpp b/examples/osgvolume/volume_tf_frag.cpp deleted file mode 100644 index b0d0729d2..000000000 --- a/examples/osgvolume/volume_tf_frag.cpp +++ /dev/null @@ -1,102 +0,0 @@ -char volume_tf_frag[] = "uniform sampler3D baseTexture;\n" - "uniform sampler1D tfTexture;\n" - "uniform float sampleDensity;\n" - "uniform float transparency;\n" - "uniform float alphaCutOff;\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" - " 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)/sampleDensity);\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" - " 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]*transparency;\n" - " if (r>alphaCutOff)\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" - " if (fragColor.w=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)/sampleDensity);\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=(t0-te)/float(num_iterations-1.0);\n" - " vec3 texcoord = te;\n" - " float previousV = texture3D( baseTexture, texcoord).a;\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" - "\n" - " float v = texture3D( baseTexture, texcoord).a;\n" - "\n" - " float m = (previousV-alphaCutOff) * (v-alphaCutOff);\n" - " if (m <= 0.0)\n" - " {\n" - " float r = (alphaCutOff-v)/(previousV-v);\n" - " texcoord = texcoord - r*deltaTexCoord;\n" - "\n" - " v = texture3D( baseTexture, texcoord).a;\n" - " vec4 color = texture1D( tfTexture, v);\n" - "\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))*0.9;\n" - " \n" - " color.x *= lightScale;\n" - " color.y *= lightScale;\n" - " color.z *= lightScale;\n" - "\n" - " fragColor = color;\n" - " \n" - " break;\n" - " }\n" - " \n" - " previousV = v;\n" - " \n" - " texcoord += deltaTexCoord; \n" - "\n" - " --num_iterations;\n" - " }\n" - "\n" - " if (fragColor.w>1.0) fragColor.w = 1.0; \n" - " if (fragColor.w=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)/sampleDensity);\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" - " vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" - " while(num_iterations>0.0)\n" - " {\n" - " float v = texture3D( baseTexture, texcoord).s;\n" - " vec4 color = texture1D( tfTexture, v);\n" - " if (fragColor.w1.0) fragColor.w = 1.0; \n" - " if (fragColor.w=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)/sampleDensity);\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" - " vec4 fragColor = vec4(0.0, 0.0, 0.0, 0.0); \n" - " while(num_iterations>0.0)\n" - " {\n" - " vec4 normal = texture3D( normalMap, texcoord);\n" - " float v = normal.a; // texture3D( baseTexture, texcoord).s;\n" - " vec4 color = texture1D( tfTexture, v);\n" - "\n" - " normal.x = normal.x*2.0-1.0;\n" - " normal.y = normal.y*2.0-1.0;\n" - " normal.z = normal.z*2.0-1.0;\n" - " \n" - " float lightScale = 0.1 + max(dot(normal.xyz, eyeDirection), 0.0);\n" - " color.x *= lightScale;\n" - " color.y *= lightScale;\n" - " color.z *= lightScale;\n" - "\n" - " float r = normal[3]*transparency;\n" - " if (r>alphaCutOff)\n" - " {\n" - " fragColor.xyz = fragColor.xyz*(1.0-r)+color.xyz*r;\n" - " fragColor.w += r;\n" - " }\n" - " texcoord += deltaTexCoord; \n" - "\n" - " --num_iterations;\n" - " }\n" - "\n" - " if (fragColor.w>1.0) fragColor.w = 1.0; \n" - " if (fragColor.w==0.0) discard;\n" - " gl_FragColor = fragColor;\n" - "}\n" - "\n"; diff --git a/examples/osgvolume/volume_vert.cpp b/examples/osgvolume/volume_vert.cpp deleted file mode 100644 index acd07276d..000000000 --- a/examples/osgvolume/volume_vert.cpp +++ /dev/null @@ -1,17 +0,0 @@ -char volume_vert[] = "#version 110\n" - "varying vec4 cameraPos;\n" - "varying vec4 vertexPos;\n" - "varying mat4 texgen;\n" - "\n" - "void main(void)\n" - "{\n" - " gl_Position = ftransform();\n" - "\n" - " cameraPos = gl_ModelViewMatrixInverse*vec4(0,0,0,1);\n" - " vertexPos = gl_Vertex;\n" - "\n" - " texgen = mat4(gl_ObjectPlaneS[0], \n" - " gl_ObjectPlaneT[0],\n" - " gl_ObjectPlaneR[0],\n" - " gl_ObjectPlaneQ[0]);\n" - "}\n";