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- /**
- * Copyright (c) 2017-2021 mol* contributors, licensed under MIT, See LICENSE file for more info.
- *
- * @author Alexander Rose <alexander.rose@weirdbyte.de>
- * @author Michael Krone <michael.krone@uni-tuebingen.de>
- */
- export const directVolume_frag = `
- precision highp float;
- precision highp int;
- #include common
- #include light_frag_params
- #if dClipObjectCount != 0
- uniform int uClipObjectType[dClipObjectCount];
- uniform bool uClipObjectInvert[dClipObjectCount];
- uniform vec3 uClipObjectPosition[dClipObjectCount];
- uniform vec4 uClipObjectRotation[dClipObjectCount];
- uniform vec3 uClipObjectScale[dClipObjectCount];
- #endif
- #include common_clip
- #include read_from_texture
- #include texture3d_from_1d_trilinear
- #include texture3d_from_2d_nearest
- #include texture3d_from_2d_linear
- uniform mat4 uProjection, uTransform, uModelView, uModel, uView;
- uniform vec3 uCameraDir;
- uniform sampler2D tDepth;
- uniform vec2 uDrawingBufferSize;
- varying vec3 vOrigPos;
- varying float vInstance;
- varying vec4 vBoundingSphere;
- varying mat4 vTransform;
- uniform mat4 uInvView;
- uniform vec3 uGridDim;
- uniform vec3 uBboxSize;
- uniform sampler2D tTransferTex;
- uniform float uTransferScale;
- uniform float uStepScale;
- uniform float uJumpLength;
- uniform int uObjectId;
- uniform int uVertexCount;
- uniform int uInstanceCount;
- uniform int uGroupCount;
- uniform vec3 uHighlightColor;
- uniform vec3 uSelectColor;
- uniform float uHighlightStrength;
- uniform float uSelectStrength;
- uniform int uMarkerPriority;
- uniform float uMarker;
- uniform vec2 uMarkerTexDim;
- uniform sampler2D tMarker;
- uniform float uMetalness;
- uniform float uRoughness;
- uniform float uFogNear;
- uniform float uFogFar;
- uniform vec3 uFogColor;
- uniform float uAlpha;
- uniform float uPickingAlphaThreshold;
- uniform bool uTransparentBackground;
- uniform float uXrayEdgeFalloff;
- uniform float uInteriorDarkening;
- uniform bool uInteriorColorFlag;
- uniform vec3 uInteriorColor;
- uniform bool uRenderWboit;
- uniform bool uDoubleSided;
- uniform float uNear;
- uniform float uFar;
- uniform float uIsOrtho;
- uniform vec3 uCellDim;
- uniform vec3 uCameraPosition;
- uniform mat4 uCartnToUnit;
- #if __VERSION__ != 100
- // for webgl1 this is given as a 'define'
- uniform int uMaxSteps;
- #endif
- #if defined(dGridTexType_2d)
- precision highp sampler2D;
- uniform sampler2D tGridTex;
- uniform vec3 uGridTexDim;
- #elif defined(dGridTexType_3d)
- precision highp sampler3D;
- uniform sampler3D tGridTex;
- #endif
- #if defined(dColorType_uniform)
- uniform vec3 uColor;
- #elif defined(dColorType_texture)
- uniform vec2 uColorTexDim;
- uniform sampler2D tColor;
- #endif
- #ifdef dOverpaint
- #if defined(dOverpaintType_groupInstance) || defined(dOverpaintType_vertexInstance)
- uniform vec2 uOverpaintTexDim;
- uniform sampler2D tOverpaint;
- #endif
- #endif
- #ifdef dUsePalette
- uniform sampler2D tPalette;
- #endif
- #if defined(dGridTexType_2d)
- vec4 textureVal(vec3 pos) {
- return texture3dFrom2dLinear(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);
- }
- vec4 textureGroup(vec3 pos) {
- return texture3dFrom2dNearest(tGridTex, pos + (vec3(0.5, 0.5, 0.0) / uGridDim), uGridDim, uGridTexDim.xy);
- }
- #elif defined(dGridTexType_3d)
- vec4 textureVal(vec3 pos) {
- return texture(tGridTex, pos + (vec3(0.5) / uGridDim));
- }
- vec4 textureGroup(vec3 pos) {
- return texelFetch(tGridTex, ivec3(pos * uGridDim), 0);
- }
- #endif
- float calcDepth(const in vec3 pos) {
- vec2 clipZW = pos.z * uProjection[2].zw + uProjection[3].zw;
- return 0.5 + 0.5 * clipZW.x / clipZW.y;
- }
- float transferFunction(float value) {
- return texture2D(tTransferTex, vec2(value, 0.0)).a;
- }
- float getDepth(const in vec2 coords) {
- #ifdef depthTextureSupport
- if (!uRenderWboit) {
- // in case of opaque volumes (and depth texture support)
- return texture2D(tDepth, coords).r;
- } else {
- return unpackRGBAToDepth(texture2D(tDepth, coords));
- }
- #else
- return unpackRGBAToDepth(texture2D(tDepth, coords));
- #endif
- }
- const float gradOffset = 0.5;
- vec3 v3m4(vec3 p, mat4 m) {
- return (m * vec4(p, 1.0)).xyz;
- }
- float preFogAlphaBlended = 0.0;
- vec4 raymarch(vec3 startLoc, vec3 step, vec3 rayDir) {
- #if !defined(dIgnoreLight)
- mat3 normalMatrix = transpose3(inverse3(mat3(uModelView * vTransform)));
- #endif
- mat4 cartnToUnit = uCartnToUnit * inverse4(vTransform);
- #if defined(dClipVariant_pixel) && dClipObjectCount != 0
- mat4 modelTransform = uModel * vTransform * uTransform;
- #endif
- mat4 modelViewTransform = uModelView * vTransform * uTransform;
- vec3 scaleVol = vec3(1.0) / uGridDim;
- vec3 pos = startLoc;
- vec4 cell;
- float prevValue = -1.0;
- float value = 0.0;
- vec4 src = vec4(0.0);
- vec4 dst = vec4(0.0);
- float fragmentDepth;
- vec3 posMin = vec3(0.0);
- vec3 posMax = vec3(1.0) - vec3(1.0) / uGridDim;
- vec3 unitPos;
- vec3 nextPos;
- float nextValue;
- vec4 material;
- vec4 overpaint;
- float metalness = uMetalness;
- float roughness = uRoughness;
- vec3 gradient = vec3(1.0);
- vec3 dx = vec3(gradOffset * scaleVol.x, 0.0, 0.0);
- vec3 dy = vec3(0.0, gradOffset * scaleVol.y, 0.0);
- vec3 dz = vec3(0.0, 0.0, gradOffset * scaleVol.z);
- float maxDist = min(vBoundingSphere.w * 2.0, uFar - uNear);
- float maxDistSq = maxDist * maxDist;
- for (int i = 0; i < uMaxSteps; ++i) {
- // break when beyond bounding-sphere or far-plane
- vec3 distVec = startLoc - pos;
- if (dot(distVec, distVec) > maxDistSq) break;
- unitPos = v3m4(pos, cartnToUnit);
- // continue when outside of grid
- if (unitPos.x > posMax.x || unitPos.y > posMax.y || unitPos.z > posMax.z ||
- unitPos.x < posMin.x || unitPos.y < posMin.y || unitPos.z < posMin.z
- ) {
- prevValue = value;
- pos += step;
- continue;
- }
- cell = textureVal(unitPos);
- value = cell.a; // current voxel value
- if (uJumpLength > 0.0 && value < 0.01) {
- nextPos = pos + rayDir * uJumpLength;
- nextValue = textureVal(v3m4(nextPos, cartnToUnit)).a;
- if (nextValue < 0.01) {
- prevValue = nextValue;
- pos = nextPos;
- continue;
- }
- }
- vec4 mvPosition = modelViewTransform * vec4(unitPos * uGridDim, 1.0);
- if (calcDepth(mvPosition.xyz) > getDepth(gl_FragCoord.xy / uDrawingBufferSize))
- break;
- #if defined(dClipVariant_pixel) && dClipObjectCount != 0
- vec3 vModelPosition = v3m4(unitPos * uGridDim, modelTransform);
- if (clipTest(vec4(vModelPosition, 0.0), 0)) {
- prevValue = value;
- pos += step;
- continue;
- }
- #endif
- vec3 vViewPosition = mvPosition.xyz;
- material.a = transferFunction(value);
- #ifdef dPackedGroup
- float group = unpackRGBToInt(textureGroup(floor(unitPos * uGridDim + 0.5) / uGridDim).rgb);
- #else
- vec3 g = floor(unitPos * uGridDim + 0.5);
- // note that we swap x and z because the texture is flipped around y
- #if defined(dAxisOrder_012)
- float group = g.z + g.y * uGridDim.z + g.x * uGridDim.z * uGridDim.y; // 210
- #elif defined(dAxisOrder_021)
- float group = g.y + g.z * uGridDim.y + g.x * uGridDim.y * uGridDim.z; // 120
- #elif defined(dAxisOrder_102)
- float group = g.z + g.x * uGridDim.z + g.y * uGridDim.z * uGridDim.x; // 201
- #elif defined(dAxisOrder_120)
- float group = g.x + g.z * uGridDim.x + g.y * uGridDim.x * uGridDim.z; // 021
- #elif defined(dAxisOrder_201)
- float group = g.y + g.x * uGridDim.y + g.z * uGridDim.y * uGridDim.x; // 102
- #elif defined(dAxisOrder_210)
- float group = g.x + g.y * uGridDim.x + g.z * uGridDim.x * uGridDim.y; // 012
- #endif
- #endif
- #if defined(dColorType_direct) && defined(dUsePalette)
- material.rgb = texture2D(tPalette, vec2(value, 0.0)).rgb;
- #elif defined(dColorType_uniform)
- material.rgb = uColor;
- #elif defined(dColorType_instance)
- material.rgb = readFromTexture(tColor, vInstance, uColorTexDim).rgb;
- #elif defined(dColorType_group)
- material.rgb = readFromTexture(tColor, group, uColorTexDim).rgb;
- #elif defined(dColorType_groupInstance)
- material.rgb = readFromTexture(tColor, vInstance * float(uGroupCount) + group, uColorTexDim).rgb;
- #elif defined(dColorType_vertex)
- material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, 0.0).rgb;
- #elif defined(dColorType_vertexInstance)
- material.rgb = texture3dFrom1dTrilinear(tColor, isoPos, uGridDim, uColorTexDim, vInstance * float(uVertexCount)).rgb;
- #endif
- #ifdef dOverpaint
- #if defined(dOverpaintType_groupInstance)
- overpaint = readFromTexture(tOverpaint, vInstance * float(uGroupCount) + group, uOverpaintTexDim);
- #elif defined(dOverpaintType_vertexInstance)
- overpaint = texture3dFrom1dTrilinear(tOverpaint, isoPos, uGridDim, uOverpaintTexDim, vInstance * float(uVertexCount));
- #endif
- material.rgb = mix(material.rgb, overpaint.rgb, overpaint.a);
- #endif
- #ifdef dIgnoreLight
- gl_FragColor.rgb = material.rgb;
- #else
- if (material.a >= 0.01) {
- #ifdef dPackedGroup
- // compute gradient by central differences
- gradient.x = textureVal(unitPos - dx).a - textureVal(unitPos + dx).a;
- gradient.y = textureVal(unitPos - dy).a - textureVal(unitPos + dy).a;
- gradient.z = textureVal(unitPos - dz).a - textureVal(unitPos + dz).a;
- #else
- gradient = cell.xyz * 2.0 - 1.0;
- #endif
- vec3 normal = -normalize(normalMatrix * normalize(gradient));
- #include apply_light_color
- } else {
- gl_FragColor.rgb = material.rgb;
- }
- #endif
- gl_FragColor.a = material.a * uAlpha * uTransferScale;
- float marker = uMarker;
- if (uMarker == -1.0) {
- marker = readFromTexture(tMarker, vInstance * float(uGroupCount) + group, uMarkerTexDim).a;
- marker = floor(marker * 255.0 + 0.5); // rounding required to work on some cards on win
- }
- #include apply_marker_color
- preFogAlphaBlended = (1.0 - preFogAlphaBlended) * gl_FragColor.a + preFogAlphaBlended;
- fragmentDepth = calcDepth(mvPosition.xyz);
- #include apply_fog
- src = gl_FragColor;
- if (!uTransparentBackground) {
- // done in 'apply_fog' otherwise
- src.rgb *= src.a;
- }
- dst = (1.0 - dst.a) * src + dst; // standard blending
- // break if the color is opaque enough
- if (dst.a > 0.95)
- break;
- pos += step;
- }
- return dst;
- }
- // TODO: support float texture for higher precision values???
- // TODO: support clipping exclusion texture support
- void main() {
- if (gl_FrontFacing)
- discard;
- vec3 rayDir = mix(normalize(vOrigPos - uCameraPosition), uCameraDir, uIsOrtho);
- vec3 step = rayDir * uStepScale;
- float boundingSphereNear = distance(vBoundingSphere.xyz, uCameraPosition) - vBoundingSphere.w;
- float d = max(uNear, boundingSphereNear) - mix(0.0, distance(vOrigPos, uCameraPosition), uIsOrtho);
- vec3 start = mix(uCameraPosition, vOrigPos, uIsOrtho) + (d * rayDir);
- gl_FragColor = raymarch(start, step, rayDir);
- float fragmentDepth = calcDepth((uModelView * vec4(start, 1.0)).xyz);
- float preFogAlpha = clamp(preFogAlphaBlended, 0.0, 1.0);
- bool interior = false;
- #include wboit_write
- }
- `;
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