/usr/share/imagevis3d/shaders/GLRaycaster-2D-light-FS.glsl is in imagevis3d 2.0.1-4ubuntu2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 | /*
For more information, please see: http://software.sci.utah.edu
The MIT License
Copyright (c) 2008 Scientific Computing and Imaging Institute,
University of Utah.
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
/**
\file GLRaycaster-2D-light-FS.glsl
\author Jens Krueger
SCI Institute
University of Utah
\version 1.0
\date October 2008
*/
vec4 sampleVolume(vec3 coords);
uniform sampler2D texTrans; ///< the 2D Transfer function
uniform sampler2D texRayExitPos; ///< the backface (or ray exit point) texture in eyecoords
uniform float fTransScale; ///< value scale for 2D Transfer function lookup
uniform float fGradientScale; ///< gradient scale for 2D Transfer function lookup
uniform float fStepScale; ///< opacity correction quotient
uniform vec3 vVoxelStepsize; ///< Stepsize (in texcoord) to get to the next voxel
uniform vec2 vScreensize; ///< the size of the screen in pixels
uniform float fRayStepsize; ///< stepsize along the ray
uniform vec3 vDomainScale;
uniform vec3 vLightAmbient;
uniform vec3 vLightSpecular;
uniform vec3 vLightDiffuse;
uniform vec3 vLightDir;
uniform vec4 vClipPlane;
varying vec3 vEyePos;
bool ClipByPlane(inout vec3 vRayEntry, inout vec3 vRayExit,
in vec4 clip_plane);
vec3 Lighting(vec3 vPosition, vec3 vNormal, vec3 vLightAmbient,
vec3 vLightDiffuse, vec3 vLightSpecular, vec3 vLightDir);
vec3 ComputeGradient(vec3 vCenter, vec3 StepSize);
vec4 UnderCompositing(vec4 src, vec4 dst);
void main(void)
{
// compute the coordinates to look up the previous pass
vec2 vFragCoords = vec2(gl_FragCoord.x / vScreensize.x , gl_FragCoord.y / vScreensize.y);
// compute the ray parameters
vec3 vRayEntry = texture2D(texRayExitPos, vFragCoords).xyz;
vec3 vRayExit = vEyePos;
if (ClipByPlane(vRayEntry, vRayExit, vClipPlane)) {
vec3 vRayEntryTex = (gl_TextureMatrix[0] * vec4(vRayEntry,1.0)).xyz;
vec3 vRayExitTex = (gl_TextureMatrix[0] * vec4(vRayExit,1.0)).xyz;
vec3 vRayDir = vRayExit - vRayEntry;
float fRayLength = length(vRayDir);
vRayDir /= fRayLength;
// compute the maximum number of steps before the domain is left
int iStepCount = int(fRayLength/fRayStepsize)+1;
vec3 fRayInc = vRayDir*fRayStepsize;
vec3 vRayIncTex = (vRayExitTex-vRayEntryTex)/(fRayLength/fRayStepsize);
// do the actual raycasting
vec4 vColor = vec4(0.0,0.0,0.0,0.0);
vec3 vCurrentPosTex = vRayEntryTex;
vec3 vCurrentPos = vRayEntry;
for (int i = 0;i<iStepCount;i++) {
float fVolumVal = sampleVolume( vCurrentPosTex).x;
// compute the gradient/normal
vec3 vGradient = ComputeGradient(vCurrentPosTex, vVoxelStepsize);
float fGradientMag = length(vGradient);
// apply 2D transfer function
vec4 vTransVal = texture2D(texTrans, vec2(fVolumVal*fTransScale, 1.0-fGradientMag*fGradientScale));
// compute lighting
vec3 vNormal = gl_NormalMatrix * (vGradient * vDomainScale);
float l = length(vNormal); if (l>0.0) vNormal /= l; // secure normalization
vec3 vLightColor = Lighting(vCurrentPos, vNormal, vLightAmbient,
vLightDiffuse*vTransVal.xyz, vLightSpecular,
vLightDir);
/// apply opacity correction
vTransVal.a = 1.0 - pow(1.0 - vTransVal.a, fStepScale);
vTransVal = clamp(vec4(vLightColor.x, vLightColor.y, vLightColor.z, vTransVal.a),0.0,1.0);
vColor = UnderCompositing(vTransVal,vColor);
vCurrentPos += fRayInc;
vCurrentPosTex += vRayIncTex;
if (vColor.a >= 0.99) break;
}
gl_FragColor = vColor;
} else {
discard;
}
}
|