//============================================================================= // // Project: SharpImage // Module: shader-vm-enhance.frag // Language: OpenGL Shading Language (GLSL) // Author: Dan Mueller // Date: $Date: 2007-10-01 06:48:46 +1000 (Mon, 01 Oct 2007) $ // Revision: $Revision: 27 $ // // Copyright (c) Queensland University of Technology (QUT) 2007. // All rights reserved. // // This software is distributed WITHOUT ANY WARRANTY; without even // the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR // PURPOSE. See the copyright notices for more information. // //============================================================================= uniform sampler3D sam3Tex0; // Sampler for transfer function uniform sampler3D sam3Tex1; // Sampler for value image uniform sampler3D sam3Tex2; // Sampler for gradient image uniform float fSamplingRate; // Current sampling rate uniform float fNormalOffset; // Offset for normal calculataions uniform float fFactor1; // Enhancement factor uniform float fFactor2; // Enhancement factor uniform float fFactor3; // Enhancement factor // Adjust the alpha value for the current sampling rate float adjustAlphaForSamplingRate( float a ) { return 1.0 - pow( 1.0 - a, 1.0 / fSamplingRate ); } // Compute the gradient using central differences vec4 gradientFromCentralDifferences( ) { vec4 gradient = vec4( 0.0 ); for ( int i=0; i<3; i++ ) { vec3 pos3L = vec3( gl_TexCoord[1] ); pos3L[i] -= fNormalOffset; vec3 pos3R = vec3( gl_TexCoord[1] ); pos3R[i] += fNormalOffset; float valL = texture3D( sam3Tex1, pos3L ).a; float valR = texture3D( sam3Tex1, pos3R ).a; gradient[i] = (valL - valR) / 2.0; } return gradient; } // Compute the normal dot viewing vector float computeNdotV( vec4 vec4N ) { vec4 vec4V = vec4( 0.0, 0.0, -1.0, 0.0 ); vec4V *= gl_ModelViewMatrix; vec4V = normalize( vec4(vec4V.x, vec4V.y, -vec4V.z, 0.0) ); return dot( vec4N, vec4V ); } // Compute the silhouette enhancement float enhanceSilhouette( vec4 vec4N ) { if (fFactor1 <= 0.0) return 0.0; return pow( 1.0 - abs( computeNdotV(vec4N) ), fFactor1 ); } // Compute the boundary enhancement float enhanceBoundary( float value ) { if (fFactor1 <= 0.0) return 1.0; return pow( value, fFactor1 ); } void main() { // Interpolate images float value = vec4( texture3D(sam3Tex1, gl_TexCoord[1]) ).a; float grad = vec4( texture3D(sam3Tex2, gl_TexCoord[2]) ).a; // Interpolate transfer function vec3 pos3Tf = vec3( value, 1.0-grad, 0.0 ); vec4 val4Tf = texture3D( sam3Tex0, pos3Tf ); // Discard if no contribution if (val4Tf.a <= 0.0) discard; // Adjust alpha for sampling rate val4Tf.a = adjustAlphaForSamplingRate( val4Tf.a ); // Compute the normal vec4 vec4G = gradientFromCentralDifferences( ); vec4 vec4N = normalize( vec4G ); // Apply enhancements vec4 black = vec4( 0.0, 0.0, 0.0, 1.0 ); float silhouette = enhanceSilhouette( vec4N ); //float boundary = enhanceBoundary( grad ); if ( silhouette > fFactor3 ) { val4Tf = mix( black, val4Tf, fFactor2 ); val4Tf.a *= silhouette; } // Set color gl_FragColor = val4Tf; }