char volume_iso_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" "\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=(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));\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