//============================================================================= // // Project: SharpImage // Module: shader-vmtg-phong-simple.frag // Language: OpenGL Shading Language (GLSL) // Author: Dan Mueller // Date: $Date$ // Revision: $Revision$ // // 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 sampler3D sam3Tex3; // Sampler for tags image uniform sampler3D sam3Tex4; // Sampler for variable tags image uniform float fSamplingRate; // Current sampling rate uniform float fNormalOffset; // Offset for normal calculataions // This fragment shader performs greyscale tagged volume rendering // It expects all four texture units to be used: // Value = the intensity image // Gradient = the gradient magnitude // Extra1 = the binary tags // Extra2 = the greyscale tags // // It currently supports 1 greyscale tag (for more tags, edit this file). void main() { // Interpolate images float value = vec4( texture3D(sam3Tex1, gl_TexCoord[1]) ).a; float grad = vec4( texture3D(sam3Tex2, gl_TexCoord[2]) ).a; float tag = vec4( texture3D(sam3Tex3, gl_TexCoord[3]) ).a; float vtag = vec4( texture3D(sam3Tex4, gl_TexCoord[4]) ).a; // Index transfer function const float LAYERS = 8.0; const float LAYER0 = 0.0 / ( LAYERS - 1.0 ); const float LAYER1 = 1.0 / ( LAYERS - 1.0 ); const float LAYER2 = 2.0 / ( LAYERS - 1.0 ); const float LAYER3 = 3.0 / ( LAYERS - 1.0 ); const float LAYER4 = 4.0 / ( LAYERS - 1.0 ); const float LAYER5 = 5.0 / ( LAYERS - 1.0 ); const float LAYER6 = 6.0 / ( LAYERS - 1.0 ); vec3 pos3TfAll = vec3( value, 1.0-grad, LAYER0 ); vec3 pos3TfTag1 = vec3( value, 1.0-grad, LAYER1 ); vec3 pos3TfTag2 = vec3( value, 1.0-grad, LAYER2 ); vec3 pos3TfTag3 = vec3( value, 1.0-grad, LAYER3 ); vec3 pos3TfVar1 = vec3( vtag, 1.0, LAYER4 ); vec3 pos3TfVar2 = vec3( vtag, 1.0, LAYER5 ); vec3 pos3TfVar3 = vec3( vtag, 1.0, LAYER6 ); vec4 val4TfAll = texture3D( sam3Tex0, pos3TfAll ); vec4 val4TfTag1 = texture3D( sam3Tex0, pos3TfTag1 ); vec4 val4TfTag2 = texture3D( sam3Tex0, pos3TfTag2 ); vec4 val4TfTag3 = texture3D( sam3Tex0, pos3TfTag3 ); vec4 val4TfColor1 = texture3D( sam3Tex0, pos3TfVar1 ); vec4 val4TfColor2 = texture3D( sam3Tex0, pos3TfVar2 ); vec4 val4TfColor3 = texture3D( sam3Tex0, pos3TfVar3 ); // Adjust alpha for sampling rate val4TfAll.a = 1.0 - pow( 1.0 - val4TfAll.a, 1.0 / fSamplingRate ); val4TfColor1.a = 1.0 - pow( 1.0 - val4TfTag1.a, 1.0 / fSamplingRate ); val4TfColor2.a = 1.0 - pow( 1.0 - val4TfTag2.a, 1.0 / fSamplingRate ); val4TfColor3.a = 1.0 - pow( 1.0 - val4TfTag3.a, 1.0 / fSamplingRate ); // Mix tags const float TAG0 = 0.0 / 255.0; const float TAG1 = 1.0 / 255.0; const float TAG2 = 2.0 / 255.0; const float TAG3 = 3.0 / 255.0; const float TAG4 = 4.0 / 255.0; vec4 val4Mix = float( tag == TAG0 ) * val4TfAll + float( tag == TAG1 ) * val4TfColor1 + float( tag == TAG2 ) * val4TfColor2 + float( tag == TAG3 ) * val4TfColor3; if ( val4Mix.a <= 0.0 ) discard; // Compute the normal vec4 vec4G = 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; vec4G[i] = (valL - valR) / 2.0; } vec4 vec4N = normalize( vec4G ); // Compute light/viewing vector vec4 vec4L = vec4( 0.0, 0.0, -1.0, 0.0 ); vec4L *= gl_ModelViewMatrix; vec4L = normalize( vec4(vec4L.x, vec4L.y, -vec4L.z, 0.0) ); // Compute lighting terms float fLdotN = dot( vec4L, vec4N ); vec4 vec4R = normalize( (2.0 * fLdotN * vec4N) - vec4L ); float fRdotL = abs( dot(vec4R, vec4L) ); // Compute lighting contributions gl_LightSourceParameters light = gl_LightSource[0]; vec4 vec4A = light.ambient; vec4 vec4D = light.diffuse * abs( fLdotN ); vec4 vec4S = light.specular * pow( fRdotL, light.spotExponent ); // Apply lighting gl_FragColor = val4Mix * ( vec4A + vec4D + vec4S ); }