#version 120 varying highp vec3 pos; uniform highp sampler3D textureSampler; uniform highp vec3 cameraPositionRelativeToModel; uniform highp vec4 colorIndex[256]; uniform highp int color8Bit; const float maxDist = sqrt(2.0); const int sampleCount = 1024; const float alphaThreshold = 0.001; void main() { // Raytrace into volume, need to sample pixels along the eye ray until we hit opacity 1 // Find out where ray intersects the object highp vec3 rayDir = -(cameraPositionRelativeToModel - pos); highp vec3 invRayDir = 1.0 / rayDir; highp vec3 minCorner = vec3(-1.0); highp vec3 maxCorner = vec3(1.0); highp vec3 t1 = invRayDir * (minCorner - pos); highp vec3 t2 = invRayDir * (maxCorner - pos); highp vec3 tmin = min(t1, t2); highp vec3 tmax = max(t1, t2); highp vec2 t = max(tmin.xx, tmin.yz); t = min(tmax.xx, tmax.yz); float tFar = min(t.x, t.y); highp vec3 rayStart = pos; // Flip Y and Z so QImage bits work directly for texture and first image is in the front rayStart.yz = -rayStart.yz; highp vec3 rayStop = pos + rayDir * tFar; rayStop.yz = -rayStop.yz; // Convert intersections to texture coords rayStart = 0.5 * (rayStart + 1.0); rayStop = 0.5 * (rayStop + 1.0); highp vec3 curPos = rayStart; highp float fullDist = distance(rayStop, rayStart); highp float stepSize = maxDist / float(sampleCount); // TODO: Stepsize needs to be improved highp vec3 step = normalize(rayStop - rayStart) * stepSize; highp float totalDist = 0.0; highp float totalAlpha = 0.0; highp vec4 destColor = vec4(0, 0, 0, 0); highp vec4 curColor = vec4(0, 0, 0, 0); highp vec3 curRgb = vec3(0, 0, 0); highp float curAlpha = 0.0; for (int i = 0; i < sampleCount; i++) { curColor = texture3D(textureSampler, curPos); if (color8Bit != 0) curColor = colorIndex[int(curColor.r * 255.0)]; curAlpha = curColor.a; if (curAlpha > alphaThreshold) { curRgb = curColor.rgb * curAlpha * (1.0 - totalAlpha); destColor.rgb += curRgb; totalAlpha += curAlpha; } curPos += step; totalDist += stepSize; if (totalDist > fullDist || totalAlpha >= 1.0) { break; } } destColor.a = totalAlpha; gl_FragColor = clamp(destColor, 0.0, 1.0); }