Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 | 18x | export default "\nuniform highp sampler3D data;\nuniform highp sampler2D colormap;\nuniform highp sampler2D depthmap;\n\n\nuniform mat4 textmat;\nuniform mat4 projinv;\nuniform mat4 projectionMatrix;\n\nuniform float step;\nuniform float subsamples;\nuniform float maxdepth;\nuniform float transfermin;\nuniform float transfermax;\nin vec4 mvPosition;\nout vec4 color;\nvoid main(void) {\n\n vec4 pos = mvPosition;\n bool seengood = false;\n float i = 0.0;\n color = vec4(1,1,1,0);\n float increment = 1.0/subsamples;\n float maxsteps = (maxdepth*subsamples/step);\n//there's probably a better way to do this..\n//calculate farthest possible point in model coordinates\n vec4 maxpos = vec4(pos.x,pos.y,pos.z-maxdepth,1.0);\n// convert to projection\n maxpos = projectionMatrix*maxpos;\n vec4 startp = projectionMatrix*pos;\n// homogonize\n maxpos /= maxpos.w;\n startp /= startp.w;\n//take x,y from start and z from max\n maxpos = vec4(startp.x,startp.y,maxpos.z,1.0);\n//convert back to model space\n maxpos = projinv*maxpos;\n maxpos /= maxpos.w;\n float incr = step/subsamples;\n//get depth from depthmap\n//startp is apparently [-1,1]\n vec2 tpos = startp.xy/2.0+0.5;\n float depth = texture(depthmap, tpos).r;\n//compute vector between start and end\n vec4 direction = maxpos-pos;\n for( i = 0.0; i <= maxsteps; i++) {\n vec4 pt = (pos+(i/maxsteps)*direction);\n vec4 ppt = projectionMatrix*pt;\n float ptdepth = ppt.z/ppt.w;\n ptdepth = ((gl_DepthRange.diff * ptdepth) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;\n if(ptdepth > depth) break;\n pt = textmat*pt;\n// pt /= pt.w;\n if(pt.x >= -0.01 && pt.y >= -0.01 && pt.z >= -0.01 && pt.x <= 1.01 && pt.y <= 1.01 && pt.z <= 1.01) {\n seengood = true;\n } else if(seengood) {\n break;\n }\n if( pt.x < -0.01 || pt.x > 1.01 || pt.y < -0.01 || pt.y > 1.01 || pt.z < -0.01 || pt.z > 1.01 ){\n color.a = 0.0;\n continue;\n }\n else {\n float val = texture(data, pt.zyx).r;\n if(isinf(val)) continue; //masked out\n float cval = (val-transfermin)/(transfermax-transfermin); //scale to texture 0-1 range\n vec4 val_color = texture(colormap, vec2(cval,0.5));\n color.rgb = color.rgb*color.a + (1.0-color.a)*val_color.a*val_color.rgb;\n color.a += (1.0 - color.a) * val_color.a; \n if(color.a > 0.0) color.rgb /= color.a;\n// color = vec4(pt.x, pt.y, pt.z, 1.0);\n }\n// color = vec4(pt.x, pt.y, pt.z, 0.0)\n }\n}\n\n "; |