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-rw-r--r--src/datavisualization/engine/shaders/texture3dlowdef.frag109
1 files changed, 109 insertions, 0 deletions
diff --git a/src/datavisualization/engine/shaders/texture3dlowdef.frag b/src/datavisualization/engine/shaders/texture3dlowdef.frag
new file mode 100644
index 00000000..ed0d41ce
--- /dev/null
+++ b/src/datavisualization/engine/shaders/texture3dlowdef.frag
@@ -0,0 +1,109 @@
+#version 120
+
+varying highp vec3 pos;
+varying highp vec3 rayDir;
+
+uniform highp sampler3D textureSampler;
+uniform highp vec4 colorIndex[256];
+uniform highp int color8Bit;
+uniform highp vec3 textureDimensions;
+uniform highp int sampleCount; // This is the maximum sample count
+uniform highp float alphaMultiplier;
+uniform highp int preserveOpacity;
+uniform highp vec3 minBounds;
+uniform highp vec3 maxBounds;
+
+// Ray traveling straight through a single 'alpha thickness' applies 100% of the encountered alpha.
+// Rays traveling shorter distances apply a fraction. This is used to normalize the alpha over
+// entire volume, regardless of texture dimensions
+const highp float alphaThicknesses = 32.0;
+const highp float SQRT3 = 1.73205081;
+
+void main() {
+ vec3 rayStart = pos;
+ highp vec3 startBounds = minBounds;
+ highp vec3 endBounds = maxBounds;
+ if (rayDir.x < 0.0) {
+ startBounds.x = maxBounds.x;
+ endBounds.x = minBounds.x;
+ }
+ if (rayDir.y > 0.0) {
+ startBounds.y = maxBounds.y;
+ endBounds.y = minBounds.y;
+ }
+ if (rayDir.z > 0.0) {
+ startBounds.z = maxBounds.z;
+ endBounds.z = minBounds.z;
+ }
+
+ // Calculate ray intersection endpoint
+ highp vec3 rayStop;
+ highp vec3 invRayDir = 1.0 / rayDir;
+ highp vec3 t = (endBounds - rayStart) * invRayDir;
+ highp float endT = min(t.x, min(t.y, t.z));
+ if (endT <= 0.0)
+ discard;
+ rayStop = rayStart + endT * rayDir;
+
+ // Convert intersections to texture coords
+ rayStart = 0.5 * (rayStart + 1.0);
+ rayStop = 0.5 * (rayStop + 1.0);
+
+ highp vec3 ray = rayStop - rayStart;
+
+ highp float fullDist = length(ray);
+ highp float stepSize = SQRT3 / sampleCount;
+ highp vec3 step = (SQRT3 * normalize(ray)) / sampleCount;
+
+ rayStart += (step * 0.001);
+
+ highp vec3 curPos = rayStart;
+ highp float curLen = 0.0;
+ highp vec4 curColor = vec4(0, 0, 0, 0);
+ highp float curAlpha = 0.0;
+ highp vec3 curRgb = vec3(0, 0, 0);
+ highp vec4 destColor = vec4(0, 0, 0, 0);
+ highp float totalOpacity = 1.0;
+
+ highp float extraAlphaMultiplier = stepSize * alphaThicknesses * alphaMultiplier;
+
+ // Raytrace into volume, need to sample pixels along the eye ray until we hit opacity 1
+ for (int i = 0; i < sampleCount; i++) {
+ curColor = texture3D(textureSampler, curPos);
+ if (color8Bit != 0)
+ curColor = colorIndex[int(curColor.r * 255.0)];
+
+ if (curColor.a >= 0.0) {
+ if (curColor.a == 1.0 && (preserveOpacity == 1 || alphaMultiplier >= 1.0))
+ curAlpha = 1.0;
+ else
+ curAlpha = curColor.a * extraAlphaMultiplier;
+ highp float nextOpacity = totalOpacity - curAlpha;
+ // If opacity goes beyond full opacity, we need to adjust current alpha according
+ // to the fraction of the distance the material is visible, so that we don't get
+ // box artifacts around texels.
+ if (nextOpacity < 0.0) {
+ curAlpha *= totalOpacity / curAlpha;
+ nextOpacity = 0.0;
+ }
+
+ curRgb = curColor.rgb * curAlpha * (totalOpacity + nextOpacity);
+ destColor.rgb += curRgb;
+ totalOpacity = nextOpacity;
+ }
+ curPos += step;
+ curLen += stepSize;
+ if (curLen >= fullDist || totalOpacity <= 0.0)
+ break;
+ }
+
+ if (totalOpacity == 1.0)
+ discard;
+
+ // Brighten up the final color if there is some transparency left
+ if (totalOpacity >= 0.0 && totalOpacity < 1.0)
+ destColor *= (1.0 - (totalOpacity * 0.5)) / (1.0 - totalOpacity);
+
+ destColor.a = (1.0 - totalOpacity);
+ gl_FragColor = clamp(destColor, 0.0, 1.0);
+}