glviewvol

annotate sdr/fast.p.glsl @ 9:931a6b35f1cd

added lighting and openmp normal calculation
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 30 Dec 2014 21:20:57 +0200
parents fb6d93471352
children 89efc666105c
rev   line source
nuclear@4 1 uniform sampler3D vol_tex;
nuclear@4 2 uniform sampler1D xfer_tex;
nuclear@4 3
nuclear@9 4 const vec3 light_dir[3] = {
nuclear@9 5 vec3(0.5, 0.5, 1.0),
nuclear@9 6 vec3(-1.0, 0.2, 0.5),
nuclear@9 7 vec3(-0.2, 0.0, -7.0)
nuclear@9 8 };
nuclear@9 9 const vec3 light_color[3] = {
nuclear@9 10 vec3(0.9, 0.7, 0.68),
nuclear@9 11 vec3(0.5, 0.6, 0.9),
nuclear@9 12 vec3(0.3, 0.3, 0.3)
nuclear@9 13 };
nuclear@9 14
nuclear@9 15 const vec3 ambient = vec3(0.1, 0.1, 0.1);
nuclear@9 16 const vec3 vdir = vec3(0.0, 0.0, 1.0);
nuclear@9 17 const float dimmer = 0.7;
nuclear@9 18
nuclear@4 19 void main()
nuclear@4 20 {
nuclear@8 21 vec3 tc = gl_TexCoord[0].xyz;
nuclear@8 22 float max_manh_dist = max(tc.x, max(tc.y, tc.z));
nuclear@8 23 float min_manh_dist = min(tc.x, min(tc.y, tc.z));
nuclear@8 24 float border = step(0.0, min_manh_dist) * (1.0 - step(1.0, max_manh_dist));
nuclear@8 25
nuclear@4 26 vec4 voxel = texture3D(vol_tex, gl_TexCoord[0].xyz);
nuclear@4 27 vec4 color = texture1D(xfer_tex, voxel.a);
nuclear@4 28
nuclear@8 29 float alpha = color.a * border;
nuclear@8 30 if(alpha < 0.001) discard;
nuclear@8 31
nuclear@9 32 vec3 norm = normalize(voxel.rgb * 2.0 - 1.0);
nuclear@9 33
nuclear@9 34 vec3 diffuse = vec3(0.0, 0.0, 0.0);
nuclear@9 35 vec3 specular = vec3(0.0, 0.0, 0.0);
nuclear@9 36
nuclear@9 37 for(int i=0; i<3; i++) {
nuclear@9 38 vec3 ldir = normalize(light_dir[i]);
nuclear@9 39 vec3 hdir = normalize(vdir + ldir);
nuclear@9 40
nuclear@9 41 float ndotl = max(dot(norm, ldir), 0.0);
nuclear@9 42 float ndoth = max(dot(norm, hdir), 0.0);
nuclear@9 43
nuclear@9 44 diffuse += light_color[i] * color.rgb * ndotl;
nuclear@9 45 specular += light_color[i] * vec3(0.6, 0.6, 0.6) * pow(ndoth, 50.0);
nuclear@9 46 }
nuclear@9 47
nuclear@9 48 gl_FragColor.rgb = ambient + (diffuse + specular) * dimmer;
nuclear@8 49 gl_FragColor.a = alpha;
nuclear@4 50 }