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/*=========================================================================
Program: Visualization Toolkit
Module: raycasterfs.glsl
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
// The following line handle system declarations such a
// default precisions, or defining precisions to null
//VTK::System::Dec
//////////////////////////////////////////////////////////////////////////////
///
/// Inputs
///
//////////////////////////////////////////////////////////////////////////////
/// 3D texture coordinates form vertex shader
varying vec3 ip_textureCoords;
varying vec3 ip_vertexPos;
//////////////////////////////////////////////////////////////////////////////
///
/// Outputs
///
//////////////////////////////////////////////////////////////////////////////
vec4 g_fragColor = vec4(0.0);
//////////////////////////////////////////////////////////////////////////////
///
/// Uniforms, attributes, and globals
///
//////////////////////////////////////////////////////////////////////////////
vec3 g_dataPos;
vec3 g_dirStep;
vec4 g_srcColor;
vec4 g_eyePosObj;
uniform vec4 in_volume_scale;
uniform vec4 in_volume_bias;
//VTK::Output::Dec
//VTK::Base::Dec
//VTK::Termination::Dec
//VTK::Cropping::Dec
//VTK::Shading::Dec
//VTK::BinaryMask::Dec
//VTK::CompositeMask::Dec
//VTK::ComputeOpacity::Dec
//VTK::ComputeGradient::Dec
//VTK::ComputeLighting::Dec
//VTK::ComputeColor::Dec
//VTK::ComputeRayDirection::Dec
/// We support only 8 clipping planes for now
/// The first value is the size of the data array for clipping
/// planes (origin, normal)
uniform float in_clippingPlanes[49];
uniform float in_scale;
uniform float in_bias;
//////////////////////////////////////////////////////////////////////////////
///
/// Main
///
//////////////////////////////////////////////////////////////////////////////
void main()
{
/// Initialize g_fragColor (output) to 0
g_fragColor = vec4(0.0);
g_dirStep = vec3(0.0);
//VTK::Base::Init
//VTK::Terminate::Init
//VTK::Shading::Init
//VTK::Cropping::Init
//VTK::Clipping::Init
/// For all samples along the ray
while (true)
{
//VTK::Base::Impl
//VTK::Terminate::Impl
//VTK::Cropping::Impl
//VTK::Clipping::Impl
//VTK::BinaryMask::Impl
//VTK::CompositeMask::Impl
//VTK::Shading::Impl
/// Advance ray
g_dataPos += g_dirStep;
}
//VTK::Base::Exit
//VTK::Terminate::Exit
//VTK::Cropping::Exit
//VTK::Clipping::Exit
//VTK::Shading::Exit
g_fragColor.r = g_fragColor.r * in_scale + in_bias * g_fragColor.a;
g_fragColor.g = g_fragColor.g * in_scale + in_bias * g_fragColor.a;
g_fragColor.b = g_fragColor.b * in_scale + in_bias * g_fragColor.a;
gl_FragData[0] = g_fragColor;
}
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