glviewvol

annotate sdr/fast.p.glsl @ 15:2a67ea257ac0

makefile fixes for macosx
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 06 Feb 2015 23:47:28 +0200
parents 931a6b35f1cd
children
rev   line source
nuclear@10 1 #version 120
nuclear@10 2
nuclear@4 3 uniform sampler3D vol_tex;
nuclear@4 4 uniform sampler1D xfer_tex;
nuclear@4 5
nuclear@10 6 uniform vec3 light_dir[3] = vec3[3](
nuclear@9 7 vec3(0.5, 0.5, 1.0),
nuclear@9 8 vec3(-1.0, 0.2, 0.5),
nuclear@9 9 vec3(-0.2, 0.0, -7.0)
nuclear@10 10 );
nuclear@10 11 uniform vec3 light_color[3] = vec3[3](
nuclear@9 12 vec3(0.9, 0.7, 0.68),
nuclear@9 13 vec3(0.5, 0.6, 0.9),
nuclear@9 14 vec3(0.3, 0.3, 0.3)
nuclear@10 15 );
nuclear@9 16
nuclear@9 17 const vec3 ambient = vec3(0.1, 0.1, 0.1);
nuclear@9 18 const vec3 vdir = vec3(0.0, 0.0, 1.0);
nuclear@9 19 const float dimmer = 0.7;
nuclear@9 20
nuclear@4 21 void main()
nuclear@4 22 {
nuclear@8 23 vec3 tc = gl_TexCoord[0].xyz;
nuclear@8 24 float max_manh_dist = max(tc.x, max(tc.y, tc.z));
nuclear@8 25 float min_manh_dist = min(tc.x, min(tc.y, tc.z));
nuclear@8 26 float border = step(0.0, min_manh_dist) * (1.0 - step(1.0, max_manh_dist));
nuclear@8 27
nuclear@4 28 vec4 voxel = texture3D(vol_tex, gl_TexCoord[0].xyz);
nuclear@4 29 vec4 color = texture1D(xfer_tex, voxel.a);
nuclear@4 30
nuclear@8 31 float alpha = color.a * border;
nuclear@8 32 if(alpha < 0.001) discard;
nuclear@8 33
nuclear@9 34 vec3 norm = normalize(voxel.rgb * 2.0 - 1.0);
nuclear@9 35
nuclear@9 36 vec3 diffuse = vec3(0.0, 0.0, 0.0);
nuclear@9 37 vec3 specular = vec3(0.0, 0.0, 0.0);
nuclear@9 38
nuclear@9 39 for(int i=0; i<3; i++) {
nuclear@9 40 vec3 ldir = normalize(light_dir[i]);
nuclear@9 41 vec3 hdir = normalize(vdir + ldir);
nuclear@9 42
nuclear@9 43 float ndotl = max(dot(norm, ldir), 0.0);
nuclear@9 44 float ndoth = max(dot(norm, hdir), 0.0);
nuclear@9 45
nuclear@9 46 diffuse += light_color[i] * color.rgb * ndotl;
nuclear@9 47 specular += light_color[i] * vec3(0.6, 0.6, 0.6) * pow(ndoth, 50.0);
nuclear@9 48 }
nuclear@9 49
nuclear@9 50 gl_FragColor.rgb = ambient + (diffuse + specular) * dimmer;
nuclear@8 51 gl_FragColor.a = alpha;
nuclear@4 52 }