char volume_n_frag[] = "uniform sampler3D baseTexture;\n" "uniform sampler3D normalMap;\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" "\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)/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";