Refactored workaround of NVidia nan lenght() bug.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15096 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
parent
41f284b678
commit
eba1cc6e4f
@ -1,13 +1,6 @@
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char volume_frag[] = "#version 110\n"
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"\n"
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"##pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"#if defined(NVIDIA_Corporation)\n"
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" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
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" #define loop_type int\n"
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"#else\n"
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" #define loop_type float\n"
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"#endif\n"
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"#pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"uniform sampler3D baseTexture;\n"
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"uniform float SampleDensityValue;\n"
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@ -73,16 +66,24 @@ char volume_frag[] = "#version 110\n"
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" t0 = t0 * texgen;\n"
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" te = te * texgen;\n"
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"\n"
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" const loop_type max_iteratrions = loop_type(2048);\n"
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" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
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" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
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" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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" const float min_iteratrions = 2.0;\n"
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" const float max_iteratrions = 2048.0;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-loop_type(1));\n"
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" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
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"\n"
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" #ifdef NVIDIA_Corporation\n"
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" // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n"
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" if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n"
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" #endif\n"
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"\n"
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" if (num_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
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" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/(num_iterations-1.0);\n"
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" vec3 texcoord = t0.xyz;\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>loop_type(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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@ -1,13 +1,6 @@
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char volume_iso_frag[] = "#version 110\n"
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"\n"
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"##pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"#if defined(NVIDIA_Corporation)\n"
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" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
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" #define loop_type int\n"
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"#else\n"
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" #define loop_type float\n"
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"#endif\n"
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"#pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"uniform sampler3D baseTexture;\n"
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"uniform float SampleDensityValue;\n"
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@ -73,13 +66,20 @@ char volume_iso_frag[] = "#version 110\n"
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" t0 = t0 * texgen;\n"
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" te = te * texgen;\n"
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"\n"
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" const loop_type max_iteratrions = loop_type(2048);\n"
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" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
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" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
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" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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" const float min_iteratrions = 2.0;\n"
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" const float max_iteratrions = 2048.0;\n"
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"\n"
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" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
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"\n"
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" vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-loop_type(1));\n"
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" #ifdef NVIDIA_Corporation\n"
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" // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n"
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" if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n"
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" #endif\n"
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"\n"
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" if (num_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
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" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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"\n"
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" vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-1.0);\n"
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" vec3 texcoord = te.xyz;\n"
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"\n"
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" vec4 previousColor = texture3D( baseTexture, texcoord);\n"
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@ -89,7 +89,7 @@ char volume_iso_frag[] = "#version 110\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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" while(num_iterations>loop_type(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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"\n"
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@ -1,13 +1,6 @@
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char volume_lit_frag[] = "#version 110\n"
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"\n"
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"##pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"#if defined(NVIDIA_Corporation)\n"
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" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
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" #define loop_type int\n"
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"#else\n"
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" #define loop_type float\n"
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"#endif\n"
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"#pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"uniform sampler3D baseTexture;\n"
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"uniform float SampleDensityValue;\n"
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@ -73,12 +66,20 @@ char volume_lit_frag[] = "#version 110\n"
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" t0 = t0 * texgen;\n"
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" te = te * texgen;\n"
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"\n"
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" const loop_type max_iteratrions = loop_type(2048);\n"
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" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
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" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
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" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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" const float min_iteratrions = 2.0;\n"
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" const float max_iteratrions = 2048.0;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-loop_type(1));\n"
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" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
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"\n"
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" #ifdef NVIDIA_Corporation\n"
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" // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n"
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" if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n"
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" #endif\n"
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"\n"
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" if (num_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
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" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0);\n"
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" vec3 texcoord = t0.xyz;\n"
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"\n"
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" float normalSampleDistance = 1.0/512.0;\n"
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@ -87,7 +88,7 @@ char volume_lit_frag[] = "#version 110\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>loop_type(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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"\n"
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@ -1,13 +1,6 @@
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char volume_lit_tf_frag[] = "#version 110\n"
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"\n"
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"##pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"#if defined(NVIDIA_Corporation)\n"
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" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
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" #define loop_type int\n"
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"#else\n"
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" #define loop_type float\n"
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"#endif\n"
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"#pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"uniform sampler3D baseTexture;\n"
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"\n"
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@ -80,12 +73,20 @@ char volume_lit_tf_frag[] = "#version 110\n"
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"\n"
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" vec3 eyeDirection = normalize((te-t0).xyz);\n"
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"\n"
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" const loop_type max_iteratrions = loop_type(2048);\n"
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" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
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" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
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" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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" const float min_iteratrions = 2.0;\n"
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" const float max_iteratrions = 2048.0;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-loop_type(1));\n"
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" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
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"\n"
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" #ifdef NVIDIA_Corporation\n"
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" // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n"
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" if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n"
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" #endif\n"
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"\n"
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" if (num_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
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" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0);\n"
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" vec3 texcoord = t0.xyz;\n"
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"\n"
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" float normalSampleDistance = 1.0/512.0;\n"
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@ -94,7 +95,7 @@ char volume_lit_tf_frag[] = "#version 110\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>loop_type(0))\n"
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" while(num_iterations>0.0)\n"
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" {\n"
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" float v = texture3D( baseTexture, texcoord).a * tfScale + tfOffset;\n"
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" vec4 color = texture1D( tfTexture, v);\n"
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@ -1,13 +1,6 @@
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char volume_mip_frag[] = "#version 110\n"
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"\n"
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"##pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"#if defined(NVIDIA_Corporation)\n"
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" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
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" #define loop_type int\n"
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"#else\n"
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" #define loop_type float\n"
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"#endif\n"
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"#pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"uniform sampler3D baseTexture;\n"
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"uniform float SampleDensityValue;\n"
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@ -72,16 +65,24 @@ char volume_mip_frag[] = "#version 110\n"
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" t0 = t0 * texgen;\n"
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" te = te * texgen;\n"
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"\n"
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" const loop_type max_iteratrions = loop_type(2048);\n"
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" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
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" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
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" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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" const float min_iteratrions = 2.0;\n"
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" const float max_iteratrions = 2048.0;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-loop_type(1));\n"
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" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
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"\n"
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" #ifdef NVIDIA_Corporation\n"
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" // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n"
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" if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n"
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" #endif\n"
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"\n"
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" if (num_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
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" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0);\n"
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" vec3 texcoord = t0.xyz;\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>loop_type(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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" if (fragColor.w<color.w)\n"
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char volume_tf_frag[] = "#version 110\n"
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"\n"
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"##pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"#if defined(NVIDIA_Corporation)\n"
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" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
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" #define loop_type int\n"
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"#else\n"
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" #define loop_type float\n"
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"#endif\n"
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"#pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"uniform sampler3D baseTexture;\n"
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"\n"
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@ -77,16 +70,24 @@ char volume_tf_frag[] = "#version 110\n"
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" t0 = t0 * texgen;\n"
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" te = te * texgen;\n"
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"\n"
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" const loop_type max_iteratrions = loop_type(2048);\n"
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" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
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" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
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" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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" const float min_iteratrions = 2.0;\n"
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" const float max_iteratrions = 2048.0;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-loop_type(1));\n"
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" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
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"\n"
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" #ifdef NVIDIA_Corporation\n"
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" // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n"
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" if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n"
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" #endif\n"
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"\n"
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" if (num_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
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" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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"\n"
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" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-1.0);\n"
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" vec3 texcoord = t0.xyz;\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>loop_type(0))\n"
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" while(num_iterations>0.0)\n"
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" {\n"
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" float v = texture3D( baseTexture, texcoord).a * tfScale + tfOffset;\n"
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" vec4 color = texture1D( tfTexture, v);\n"
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char volume_tf_iso_frag[] = "#version 110\n"
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"\n"
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"##pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"#if defined(NVIDIA_Corporation)\n"
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" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
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" #define loop_type int\n"
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"#else\n"
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" #define loop_type float\n"
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"#endif\n"
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"#pragma import_defines(NVIDIA_Corporation)\n"
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"\n"
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"uniform sampler3D baseTexture;\n"
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"\n"
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@ -78,13 +71,20 @@ char volume_tf_iso_frag[] = "#version 110\n"
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" t0 = t0 * texgen;\n"
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" te = te * texgen;\n"
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"\n"
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" const loop_type max_iteratrions = loop_type(2048);\n"
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" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
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" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
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" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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" const float min_iteratrions = 2.0;\n"
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" const float max_iteratrions = 2048.0;\n"
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"\n"
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" float num_iterations = ceil(length((te-t0).xyz)/SampleDensityValue);\n"
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"\n"
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" vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-loop_type(1));\n"
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" #ifdef NVIDIA_Corporation\n"
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" // Recent NVidia drivers have a bug in length() where it throws nan for some values of input into length() so catch these\n"
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" if (num_iterations!=num_iterations) num_iterations = min_iteratrions;\n"
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" #endif\n"
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"\n"
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" if (num_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
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" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
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"\n"
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" vec3 deltaTexCoord=(t0-te).xyz/float(num_iterations-1.0);\n"
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" vec3 texcoord = te.xyz;\n"
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" float previousV = texture3D( baseTexture, texcoord).a;\n"
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"\n"
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@ -93,7 +93,7 @@ char volume_tf_iso_frag[] = "#version 110\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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" while(num_iterations>loop_type(0))\n"
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" while(num_iterations>0.0)\n"
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" {\n"
|
||||
"\n"
|
||||
" float v = texture3D( baseTexture, texcoord).a;\n"
|
||||
|
@ -1,13 +1,6 @@
|
||||
char volume_tf_mip_frag[] = "#version 110\n"
|
||||
"\n"
|
||||
"##pragma import_defines(NVIDIA_Corporation)\n"
|
||||
"\n"
|
||||
"#if defined(NVIDIA_Corporation)\n"
|
||||
" // workaround a NVidia hang when the loop variable is a float, but works fine when it's an int\n"
|
||||
" #define loop_type int\n"
|
||||
"#else\n"
|
||||
" #define loop_type float\n"
|
||||
"#endif\n"
|
||||
"#pragma import_defines(NVIDIA_Corporation)\n"
|
||||
"\n"
|
||||
"uniform sampler3D baseTexture;\n"
|
||||
"\n"
|
||||
@ -77,16 +70,24 @@ char volume_tf_mip_frag[] = "#version 110\n"
|
||||
" t0 = t0 * texgen;\n"
|
||||
" te = te * texgen;\n"
|
||||
"\n"
|
||||
" const loop_type max_iteratrions = loop_type(2048);\n"
|
||||
" loop_type num_iterations = loop_type(ceil(length((te-t0).xyz)/SampleDensityValue));\n"
|
||||
" if (num_iterations<loop_type(2)) num_iterations = loop_type(2);\n"
|
||||
" if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
|
||||
" const float min_iteratrions = 2.0;\n"
|
||||
" const float max_iteratrions = 2048.0;\n"
|
||||
"\n"
|
||||
" vec3 deltaTexCoord=(te-t0).xyz/float(num_iterations-loop_type(1));\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_iterations<min_iteratrions) num_iterations = min_iteratrions;\n"
|
||||
" else if (num_iterations>max_iteratrions) num_iterations = max_iteratrions;\n"
|
||||
"\n"
|
||||
" vec3 deltaTexCoord=(te-t0).xyz/float(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>loop_type(0))\n"
|
||||
" while(num_iterations>0.0)\n"
|
||||
" {\n"
|
||||
" float v = texture3D( baseTexture, texcoord).s * tfScale + tfOffset;\n"
|
||||
" vec4 color = texture1D( tfTexture, v);\n"
|
||||
|
Loading…
Reference in New Issue
Block a user