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nuclear@0
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1 uniform sampler3D volume;
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2 uniform sampler2D ray_tex;
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3 uniform sampler1D xfer_tex;
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4
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5 struct Ray {
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6 vec3 origin, dir;
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7 };
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8
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9 struct AABBox {
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10 vec3 min, max;
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11 };
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12
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13 struct ISect {
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14 bool hit;
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15 float t;
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16 vec3 pos;
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17 vec3 normal;
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18 };
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19
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20 vec3 sky(Ray ray);
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21 vec3 ray_march(Ray ray);
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22 vec3 shade(Ray ray, ISect isect);
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23 Ray get_primary_ray();
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24 bool intersect_aabb(Ray ray, AABBox aabb, out float t);
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25
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26 void main()
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27 {
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28 const AABBox aabb = AABBox(vec3(0.0, 0.0, 0.0), vec3(1.0, 1.0, 1.0));
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29 Ray ray = get_primary_ray();
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30
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31 vec3 color = vec3(0.0, 0.0, 0.0);
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32
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33 float start_t;
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34 if(intersect_aabb(ray, aabb, start_t)) {
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35 ray.origin += ray.dir * start_t;
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36 color = vec3(1.0, 0.0, 0.0);//ray_march(ray);
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37 }
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38
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39 gl_FragColor = vec4(color, 1.0);
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40 }
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41
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42 vec3 sky(Ray ray)
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43 {
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44 vec3 col1 = vec3(0.75, 0.78, 0.8);
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45 vec3 col2 = vec3(0.56, 0.7, 1.0);
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46
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47 float t = max(ray.dir.y, -0.5);
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48 return mix(col1, col2, t);
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49 }
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50
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51 float eval(vec3 pos)
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52 {
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53 return texture1D(xfer_tex, texture3D(volume, pos).x).x;
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54 }
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55
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56 vec3 ray_march(Ray ray)
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57 {
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58 const float ray_step = 0.1;
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59 float energy = 1.0;
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60 vec3 pos = ray.origin;
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61 float col = 0.0;
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62
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63 for(int i=0; i<40; i++) {
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64 float val = eval(pos) * energy;
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65 col += val;
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66 energy -= val;
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67 if(energy < 0.001) {
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68 break;
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69 }
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70 pos += ray.dir * ray_step;
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71 }
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72
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73 return vec3(col, col, col);
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74 }
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75
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76 vec3 shade(Ray ray, ISect isect)
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77 {
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78 vec3 ldir = normalize(vec3(10.0, 10.0, -10.0) - isect.pos);
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79 vec3 vdir = -ray.dir;
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80 vec3 hdir = normalize(ldir + vdir);
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81
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82 float ndotl = dot(ldir, isect.normal);
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83 float ndoth = dot(hdir, isect.normal);
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84
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85 vec3 dcol = vec3(1.0, 1.0, 1.0) * max(ndotl, 0.0);
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86 vec3 scol = vec3(0.6, 0.6, 0.6) * pow(max(ndoth, 0.0), 50.0);
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87
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88 return vec3(0.01, 0.01, 0.01) + dcol + scol;
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89 }
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90
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91 Ray get_primary_ray()
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92 {
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93 Ray ray;
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94 vec2 tc = gl_TexCoord[0].xy;
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95 ray.dir = gl_NormalMatrix * normalize(texture2D(ray_tex, tc).xyz);
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96 ray.origin = (gl_ModelViewMatrix * vec4(0.0, 0.0, 0.0, 1.0)).xyz;
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97 return ray;
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98 }
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99
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100 bool intersect_aabb(Ray ray, AABBox aabb, out float t)
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101 {
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102 if(ray.origin.x >= aabb.min.x && ray.origin.y >= aabb.min.y && ray.origin.z >= aabb.min.z &&
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103 ray.origin.x < aabb.max.x && ray.origin.y < aabb.max.y && ray.origin.z < aabb.max.z) {
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104 return true;
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105 }
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106
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107 vec4 bbox[2];
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108 bbox[0] = vec4(aabb.min.x, aabb.min.y, aabb.min.z, 0);
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109 bbox[1] = vec4(aabb.max.x, aabb.max.y, aabb.max.z, 0);
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110
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111 int xsign = int(ray.dir.x < 0.0);
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112 float invdirx = 1.0 / ray.dir.x;
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113 float tmin = (bbox[xsign].x - ray.origin.x) * invdirx;
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114 float tmax = (bbox[1 - xsign].x - ray.origin.x) * invdirx;
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115
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116 int ysign = int(ray.dir.y < 0.0);
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117 float invdiry = 1.0 / ray.dir.y;
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118 float tymin = (bbox[ysign].y - ray.origin.y) * invdiry;
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119 float tymax = (bbox[1 - ysign].y - ray.origin.y) * invdiry;
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120
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121 if(tmin > tymax || tymin > tmax) {
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122 return false;
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123 }
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124
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125 if(tymin > tmin) tmin = tymin;
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126 if(tymax < tmax) tmax = tymax;
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127
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128 int zsign = int(ray.dir.z < 0.0);
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129 float invdirz = 1.0 / ray.dir.z;
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130 float tzmin = (bbox[zsign].z - ray.origin.z) * invdirz;
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131 float tzmax = (bbox[1 - zsign].z - ray.origin.z) * invdirz;
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132
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133 if(tmin > tzmax || tzmin > tmax) {
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134 return false;
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135 }
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136
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137 t = tmin;
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138 return tmin < 1.0 && tmax > 0.0;
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139 }
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140
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