#version 120 varying highp vec3 pos; uniform highp sampler3D textureSampler; uniform highp vec3 cameraPositionRelativeToModel; uniform highp vec3 volumeSliceIndices; uniform highp vec4 colorIndex[256]; uniform highp int color8Bit; const highp vec3 xPlaneNormal = vec3(1.0, 0, 0); const highp vec3 yPlaneNormal = vec3(0, 1.0, 0); const highp vec3 zPlaneNormal = vec3(0, 0, 1.0); 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 slice planes highp vec3 rayDir = -(cameraPositionRelativeToModel - pos); 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; rayDir.yz = -rayDir.yz; highp vec3 invRayDir = 1.0 / rayDir; highp vec3 minCorner = vec3(-1.0); highp vec3 maxCorner = vec3(1.0); highp vec3 t1 = invRayDir * (minCorner - rayStart); highp vec3 t2 = invRayDir * (maxCorner - rayStart); 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 xPoint = vec3(volumeSliceIndices.x, 0, 0); highp vec3 yPoint = vec3(0, volumeSliceIndices.y, 0); highp vec3 zPoint = vec3(0, 0, volumeSliceIndices.z); highp float firstD = tFar + 1.0; highp float secondD = firstD; highp float thirdD = firstD; if (volumeSliceIndices.x >= -1.0) { highp float dx = dot(xPoint - rayStart, xPlaneNormal) / dot(rayDir, xPlaneNormal); if (dx >= 0.0 && dx <= tFar) firstD = min(dx, firstD); } if (volumeSliceIndices.y >= -1.0) { highp float dy = dot(yPoint - rayStart, yPlaneNormal) / dot(rayDir, yPlaneNormal); if (dy >= 0.0 && dy <= tFar) { if (dy < firstD) { secondD = firstD; firstD = dy; } else { secondD = dy; } } } if (volumeSliceIndices.z >= -1.0) { highp float dz = dot(zPoint - rayStart, zPlaneNormal) / dot(rayDir, zPlaneNormal); if (dz >= 0.0) { if (dz < firstD && dz <= tFar) { thirdD = secondD; secondD = firstD; firstD = dz; } else if (dz < secondD){ thirdD = secondD; secondD = dz; } else { thirdD = dz; } } } highp vec4 destColor = vec4(0.0, 0.0, 0.0, 0.0); highp float totalAlpha = 0.0; highp vec3 curRgb = vec3(0, 0, 0); // Convert intersection to texture coords if (firstD <= tFar) { highp vec3 firstTex = rayStart + rayDir * firstD; firstTex = 0.5 * (firstTex + 1.0); highp vec4 firstColor = texture3D(textureSampler, firstTex); if (color8Bit != 0) firstColor = colorIndex[int(firstColor.r * 255.0)]; if (firstColor.a > alphaThreshold) { destColor.rgb = firstColor.rgb * firstColor.a; totalAlpha = firstColor.a; } if (secondD <= tFar && totalAlpha < 1.0) { highp vec3 secondTex = rayStart + rayDir * secondD; secondTex = 0.5 * (secondTex + 1.0); highp vec4 secondColor = texture3D(textureSampler, secondTex); if (color8Bit != 0) secondColor = colorIndex[int(secondColor.r * 255.0)]; if (secondColor.a > alphaThreshold) { curRgb = secondColor.rgb * secondColor.a * (1.0 - totalAlpha); destColor.rgb += curRgb; totalAlpha += secondColor.a; } if (thirdD <= tFar && totalAlpha < 1.0) { highp vec3 thirdTex = rayStart + rayDir * thirdD; thirdTex = 0.5 * (thirdTex + 1.0); highp vec4 thirdColor = texture3D(textureSampler, thirdTex); if (color8Bit != 0) thirdColor = colorIndex[int(thirdColor.r * 255.0)]; if (thirdColor.a > alphaThreshold) { curRgb = thirdColor.rgb * thirdColor.a * (1.0 - totalAlpha); destColor.rgb += curRgb; totalAlpha += thirdColor.a; } } } } destColor.a = totalAlpha; gl_FragColor = clamp(destColor, 0.0, 1.0); }