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vtkGPUVolumeRayCastMapper_AdditiveFS.glsl
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vtkGPUVolumeRayCastMapper_AdditiveFS.glsl
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/*=========================================================================
Program: Visualization Toolkit
Module: vtkGPUVolumeRayCastMapper_AdditiveFS.glsl
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// Fragment program with ray cast and Maximum Intensity Projection (MIP)
// method.
// Compilation: header part and the projection part are inserted first.
// pos is defined and initialized in header
// rayDir is defined in header and initialized in the projection part
// initMaxValue() and writeColorAndMaxScalar are defined in some specific
// file depending on cropping flag being on or off.
#version 110
uniform sampler3D dataSetTexture;
uniform sampler1D colorTexture;
uniform sampler1D opacityTexture;
uniform vec3 lowBounds;
uniform vec3 highBounds;
// Entry position (global scope)
vec3 pos;
// Incremental vector in texture space (global scope)
vec3 rayDir;
float tMax;
// Sub-functions, depending on cropping mode
float initialValue();
void writeColorAndSumScalar(vec4 color,
float sumValue);
void trace(void)
{
// Max intensity is the lowest value.
float sumValue=initialValue();
bool inside=true;
vec4 sample;
float t=0.0;
// We NEED two nested while loops. It is trick to work around hardware
// limitation about the maximum number of loops.
while(inside)
{
while(inside)
{
sample=texture3D(dataSetTexture,pos);
vec4 opacity=texture1D(opacityTexture,sample.r);
sumValue=sumValue+opacity.a*sample.r;
pos=pos+rayDir;
t+=1.0;
// yes, t<tMax && all(greaterThanEqual(pos,lowBounds))
// && all(lessThanEqual(pos,highBounds));
// looks better but the latest nVidia 177.80 has a bug...
inside=t<tMax && pos.x>=lowBounds.x && pos.y>=lowBounds.y
&& pos.z>=lowBounds.z && pos.x<=highBounds.x && pos.y<=highBounds.y
&& pos.z<=highBounds.z;
}
}
float clampedValue=clamp(sumValue,0.0,1.0);
vec4 color=vec4(clampedValue,clampedValue,clampedValue,1.0); // opaque
writeColorAndSumScalar(color,sumValue);
}