qvolray
diff volray.p.glsl @ 0:b050ce167ff1
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author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 31 Mar 2012 02:08:42 +0300 |
parents | |
children | 57072295eb83 |
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1.1 --- /dev/null Thu Jan 01 00:00:00 1970 +0000 1.2 +++ b/volray.p.glsl Sat Mar 31 02:08:42 2012 +0300 1.3 @@ -0,0 +1,72 @@ 1.4 +uniform sampler3D volume; 1.5 +uniform sampler2D ray_tex; 1.6 + 1.7 +struct Ray { 1.8 + vec3 origin, dir; 1.9 +}; 1.10 + 1.11 +struct ISect { 1.12 + bool hit; 1.13 + float t; 1.14 + vec3 pos; 1.15 + vec3 normal; 1.16 +}; 1.17 + 1.18 +vec3 ray_march(Ray ray); 1.19 +vec3 shade(Ray ray, ISect isect); 1.20 +Ray get_primary_ray(); 1.21 + 1.22 +void main() 1.23 +{ 1.24 + Ray ray = get_primary_ray(); 1.25 + 1.26 + gl_FragColor = vec4(ray_march(ray), 1.0); 1.27 +} 1.28 + 1.29 +/*vec3 sky(Ray ray) 1.30 +{ 1.31 + vec3 col1 = vec3(0.75, 0.78, 0.8); 1.32 + vec3 col2 = vec3(0.56, 0.7, 1.0); 1.33 + 1.34 + float t = max(ray.dir.y, -0.5); 1.35 + return mix(col1, col2, t); 1.36 +}*/ 1.37 + 1.38 +vec3 ray_march(Ray ray) 1.39 +{ 1.40 + const float ray_step = 0.05; 1.41 + float energy = 1.0; 1.42 + vec3 pos = ray.origin; 1.43 + 1.44 + // assuming view space 1.45 + while(pos.z < 1.0) { 1.46 + energy -= texture3D(volume, pos).x; 1.47 + pos += ray.dir * ray_step; 1.48 + } 1.49 + 1.50 + return vec3(energy, energy, energy); 1.51 +} 1.52 + 1.53 +vec3 shade(Ray ray, ISect isect) 1.54 +{ 1.55 + vec3 ldir = normalize(vec3(10.0, 10.0, -10.0) - isect.pos); 1.56 + vec3 vdir = -ray.dir; 1.57 + vec3 hdir = normalize(ldir + vdir); 1.58 + 1.59 + float ndotl = dot(ldir, isect.normal); 1.60 + float ndoth = dot(hdir, isect.normal); 1.61 + 1.62 + vec3 dcol = vec3(1.0, 1.0, 1.0) * max(ndotl, 0.0); 1.63 + vec3 scol = vec3(0.6, 0.6, 0.6) * pow(max(ndoth, 0.0), 50.0); 1.64 + 1.65 + return vec3(0.01, 0.01, 0.01) + dcol + scol; 1.66 +} 1.67 + 1.68 +Ray get_primary_ray() 1.69 +{ 1.70 + Ray ray; 1.71 + vec2 tc = gl_TexCoord[0].xy; 1.72 + ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz); 1.73 + ray.origin = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz; 1.74 + return ray; 1.75 +}