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Click on rendering sets coordinates (#22)
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//pref | ||
overlayClip|float|0|0|1|Does clipping also influence overlay layers? | ||
//frag | ||
//in theory, we could write to gl_FragDepth, but getting XYZ simpler than scalar depth | ||
uniform float overlayClip = 0.0; | ||
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void main() { | ||
vec3 start = TexCoord1.xyz; | ||
vec3 backPosition = GetBackPosition(start); | ||
vec3 dir = backPosition - start; | ||
float len = length(dir); | ||
dir = normalize(dir); | ||
vec4 deltaDir = vec4(dir.xyz * stepSize, stepSize); | ||
vec4 colorSample; | ||
float bgNearest = len; //assume no hit | ||
float overFarthest = len; | ||
vec4 colAcc = vec4(0.0,0.0,0.0,0.0); | ||
vec4 samplePos; | ||
//background pass | ||
float noClipLen = len; | ||
samplePos = vec4(start.xyz +deltaDir.xyz* (fract(sin(gl_FragCoord.x * 12.9898 + gl_FragCoord.y * 78.233) * 43758.5453)), 0.0); | ||
vec4 clipPos = applyClip(dir, samplePos, len); | ||
float stepSizeX2 = samplePos.a + (stepSize * 2.0); | ||
while (samplePos.a <= len) { | ||
colorSample = texture3Df(intensityVol,samplePos.xyz); | ||
if (colorSample.a > 0.0) { | ||
colAcc = vec4(samplePos.xyz, 1.0); | ||
bgNearest = samplePos.a; | ||
break; | ||
} | ||
samplePos += deltaDir; | ||
} //while samplePos.a < len | ||
#if ( __VERSION__ > 300 ) | ||
if ( overlays < 1 ) { | ||
FragColor = colAcc; | ||
return; | ||
} | ||
#else | ||
if ((textureSz.x < 1) || ( overlays < 1 )) { | ||
gl_FragColor = colAcc; | ||
return; | ||
} | ||
#endif | ||
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||
//overlay pass | ||
vec4 overAcc = vec4(0.0,0.0,0.0,0.0); | ||
if (overlayClip > 0) | ||
samplePos = clipPos; | ||
else { | ||
len = noClipLen; | ||
samplePos = vec4(start.xyz +deltaDir.xyz* (fract(sin(gl_FragCoord.x * 12.9898 + gl_FragCoord.y * 78.233) * 43758.5453)), 0.0); | ||
} | ||
while (samplePos.a <= len) { | ||
colorSample = texture3Df(intensityOverlay,samplePos.xyz); | ||
if (colorSample.a > 0.00) { | ||
overAcc = vec4(samplePos.xyz, 1.0); | ||
overFarthest = samplePos.a; | ||
break; | ||
} | ||
samplePos += deltaDir; | ||
if (samplePos.a > bgNearest) break; | ||
} //while samplePos.a < len | ||
if (overFarthest < bgNearest) | ||
colAcc = overAcc; | ||
#if ( __VERSION__ > 300 ) | ||
FragColor = colAcc; | ||
#else | ||
gl_FragColor = colAcc; | ||
#endif | ||
} |
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