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