port from perforce
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@@ -0,0 +1,175 @@
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#version 110
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#define float4 vec4
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#define float3 vec3
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#define float2 vec2
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#define oUV gl_TexCoord[0]
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#define tex3D texture3D
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#define tex2D texture2D
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#define tex1D texture1D
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uniform sampler2D texture2d_1;
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/* uniform sampler1D texture_transfer_function;
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uniform sampler1D texture_palette_function;
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uniform float3 VolumeSize;
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uniform float3 RelativeSize;
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uniform float3 Registration_Offset;
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uniform float pet_alpha_blending;
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uniform float3 MousePos;
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uniform int Projection_mode;
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uniform float3 InVolumePosition;
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uniform float3 Windowing_Levels;
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uniform float isosurface;
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uniform float Sharpening;
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*/
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uniform float Limit;
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void main (void)
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{
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float4 cl;
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//cl=tex2D (texture2d_1,oUV.xy)*1.0*vec4 (0.0,0.0,1.0,0.0);
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cl=vec4 (0.0);
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int count=0;
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for (int y=-6;y<7;y++) {
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for (int x=-6;x<7;x++){
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count++;
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float2 dd=float2 (x,y)*1.5;
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//dd=ray.xy*5.0;
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float2 Dist=dd*0.15;
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float4 res=tex2D(texture2d_1,oUV.xy+Dist);
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cl+=res;
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}
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}
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cl/=float (count);
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//cl*=0.0;
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cl=float4 (1.0,0.0,0.0,0.0);
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cl.w=tex2D (texture2d_1,oUV.xy).w;
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/*
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//Depth blurring
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float dpth=0;
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int count=0;
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for (int y=-4;y<5;y++) {
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for (int x=-4;x<5;x++){
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count++;
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float2 dd=float2 (x,y)*0.7;
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//dd=ray.xy*5.0;
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float2 Dist=dd*0.0015;
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dpth+=tex2D(texture2d_2,UV.xy+Dist).x;
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}
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}
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dpth/=float (count);
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//dpth=sin(dpth*3.14159);
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dpth+=0.1;
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dpth=pow(dpth,6.0);
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//dpth+=Limit;
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dpth=1.1-dpth;
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//if (dpth<0.7) dpth=0.0;
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count=0;
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cl=vec4(0.0);
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dpth=clamp(dpth,0.0,1.0);
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dpth=Limit+((1.0-Limit)-(Limit))*dpth;
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if (dpth>0.02) {
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for (int y=-4;y<5;y++) {
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for (int x=-4;x<5;x++){
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count++;
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float2 dd=float2 (x,y);
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//if ( (x)==(y)) { dd*=120.0;}
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float2 Dist=dd*0.0015*dpth;
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cl+=tex2D(texture2d_1,UV.xy+Dist);
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}
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}
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cl/=float (count);
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}
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else
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cl=tex2D(texture2d_1,UV.xy);
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*/
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gl_FragData[0]=cl;
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gl_FragData[1]=cl;
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/*
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float3 currentuv;
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if (Projection_mode==0) {
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currentuv.xy=oUV.st;
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currentuv.z=0.0+InVolumePosition.z;
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}
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else
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if (Projection_mode==1) {
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currentuv.xz=oUV.st;
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currentuv.y=0.0+InVolumePosition.y;
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}
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else
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if (Projection_mode==2) {
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currentuv.zy=oUV.ts;
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currentuv.x=0.0+InVolumePosition.x;
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}
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float4 original= tex3D (texture3d,currentuv);
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float divisor=1.0/(Windowing_Levels.y-Windowing_Levels.x);
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original-=Windowing_Levels.x*float4 (1,1,1,1);
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original*=divisor;
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//original.x=max (0.0,min (1.0,original.x));
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gl_FragColor=currentuv.xyzz;
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//gl_FragColor=float4 (1.0,0.0,0.0,1.0);
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//gl_FragColor*=Sharpening;
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*/
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}
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