@kitware/vtk.js 29.1.2 → 29.2.0

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@@ -202,7 +202,7 @@ export function getMaxPoint(bounds: Bounds): Vector3;
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  export function getCorners(bounds: Bounds, corners: Vector3[]): Vector3[];
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204
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  /**
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- * Computes the two corner poitns with min and max coords.
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+ * Computes the two corner points with min and max coords.
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  * @param {Bounds} bounds
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  * @param {Vector3} point1
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  * @param {Vector3} point2
@@ -502,7 +502,7 @@ declare class BoundingBox {
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  getCorners(bounds: Bounds, corners: Vector3[]): Vector3[];
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  /**
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- * Computes the two corner poitns with min and max coords.
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+ * Computes the two corner points with min and max coords.
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  * @param {Bounds} bounds
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  * @param {Vector3} point1
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  * @param {Vector3} point2
@@ -210,7 +210,7 @@ function getCorners(bounds, corners) {
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  return corners;
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  }
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- // Computes the two corners with minimal and miximal coordinates
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+ // Computes the two corners with minimal and maximal coordinates
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  function computeCornerPoints(bounds, point1, point2) {
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  point1[0] = bounds[0];
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  point1[1] = bounds[2];
@@ -318,7 +318,7 @@ function intersectBox(bounds, origin, dir, coord, tolerance) {
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  }
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  }
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- // Check for valie intersection along line
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+ // Check for value intersection along line
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  if (maxT[whichPlane] > 1.0 || maxT[whichPlane] < 0.0) {
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  return 0;
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  }
@@ -6,6 +6,11 @@ export interface IBoxInitialValues {
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  bbox?: Bounds;
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  }
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8
 
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+ export interface IBoxIntersections {
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+ t1, t2: number;
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+ x1, x2: Vector3;
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+ }
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+
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  export interface vtkBox extends vtkObject {
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  /**
@@ -26,6 +31,16 @@ export interface vtkBox extends vtkObject {
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  */
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  evaluateFunction(x: Vector3): number;
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33
 
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+ /**
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+ * Intersect box with line and return the parametric values and points of the two intercepts
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+ * @param bounds
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+ * @param p1
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+ * @param p2
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+ * returns @object IBoxIntersections {t1, t2, x1, x2} object containing the t1, t2 parametric values and
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+ * x1, x2 coordinates of the line intercept points in the bounding box or undefined
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+ */
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+ intersectWithLine(p1: Vector3, p2: Vector3) : IBoxIntersections | undefined;
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+
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  /**
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  *
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  * @param {Number} x The x coordinate.
@@ -61,6 +76,12 @@ export function extend(publicAPI: object, model: object, initialValues?: IBoxIni
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  */
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  export function newInstance(initialValues?: IBoxInitialValues): vtkBox;
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+ //------------------------------------------------------------------------------
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+ // Bounding box intersection code from David Gobbi. Go through the
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+ // bounding planes one at a time and compute the parametric coordinate
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+ // of each intersection and return the parametric values and the calculated points
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+ export function intersectWithLine(bounds, p1, p2): IBoxIntersections | undefined;
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+
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  /**
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  * vtkBox provides methods for creating a 1D cubic spline object from given
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  * parameters, and allows for the calculation of the spline value and derivative
@@ -68,6 +89,7 @@ export function newInstance(initialValues?: IBoxInitialValues): vtkBox;
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  */
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  export declare const vtkBox: {
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  newInstance: typeof newInstance,
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- extend: typeof extend
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+ extend: typeof extend,
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+ intersectWithLine: typeof intersectWithLine
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  };
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  export default vtkBox;
@@ -5,6 +5,88 @@ import vtkBoundingBox from './BoundingBox.js';
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  // Global methods
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  // ----------------------------------------------------------------------------
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+ //------------------------------------------------------------------------------
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+ // Bounding box intersection code from David Gobbi. Go through the
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+ // bounding planes one at a time and compute the parametric coordinate
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+ // of each intersection and return the parametric values and the calculated points
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+ function intersectWithLine(bounds, p1, p2) {
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+ let plane1 = -1;
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+ let plane2 = -1;
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+ let t1 = 0.0;
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+ let t2 = 1.0;
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+ for (let j = 0; j < 3; j++) {
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+ for (let k = 0; k < 2; k++) {
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+ // Compute distances of p1 and p2 from the plane along the plane normal
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+ const i = 2 * j + k;
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+ const d1 = (bounds[i] - p1[j]) * (1 - 2 * k);
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+ const d2 = (bounds[i] - p2[j]) * (1 - 2 * k);
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+
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+ // If both distances are positive, both points are outside
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+ if (d1 > 0 && d2 > 0) {
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+ return;
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+ }
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+ // If one of the distances is positive, the line crosses the plane
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+ if (d1 > 0 || d2 > 0) {
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+ // Compute fractional distance "t" of the crossing between p1 & p2
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+ let t = 0.0;
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+ if (d1 !== 0) {
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+ t = d1 / (d1 - d2);
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+ }
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+
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+ // If point p1 was clipped, adjust t1
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+ if (d1 > 0) {
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+ if (t >= t1) {
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+ t1 = t;
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+ plane1 = i;
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+ }
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+ }
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+ // else point p2 was clipped, so adjust t2
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+ else if (t <= t2) {
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+ t2 = t;
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+ plane2 = i;
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+ }
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+ // If this happens, there's no line left
49
+ if (t1 > t2) {
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+ // Allow for planes that are coincident or slightly inverted
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+ if (plane1 < 0 || plane2 < 0) {
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+ return;
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+ }
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+ }
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+ }
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+ }
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+ }
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+ function getValues(plane, t) {
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+ const x = [0, 0, 0];
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+ for (let count = 0; count < 2; count++) {
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+ for (let i = 0; i < 3; i++) {
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+ if (plane === 2 * i || plane === 2 * i + 1) {
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+ x[i] = bounds[plane];
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+ } else {
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+ x[i] = p1[i] * (1.0 - t) + p2[i] * t;
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+ if (x[i] < bounds[2 * i]) {
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+ x[i] = bounds[2 * i];
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+ }
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+ if (x[i] > bounds[2 * i + 1]) {
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+ x[i] = bounds[2 * i + 1];
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+ }
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+ }
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+ }
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+ }
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+ return x;
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+ }
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+ const x1 = getValues(plane1, t1);
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+ const x2 = getValues(plane2, t2);
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+ const outObject = {
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+ t1,
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+ t2,
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+ x1,
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+ x2
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+ };
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+
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+ // eslint-disable-next-line consistent-return
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+ return outObject;
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+ }
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+
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  // ----------------------------------------------------------------------------
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  // Static API
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  // ----------------------------------------------------------------------------
@@ -14,7 +96,6 @@ const STATIC = {};
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  // ----------------------------------------------------------------------------
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  // vtkBox methods
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  // ----------------------------------------------------------------------------
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-
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  function vtkBox(publicAPI, model) {
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  // Set our className
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  model.classHierarchy.push('vtkBox');
@@ -67,7 +148,7 @@ function vtkBox(publicAPI, model) {
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  dist = point[i] - maxPoint[i];
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  }
69
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  if (dist > minDistance) {
70
- // remember, it's engative
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+ // remember, it's negative
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  minDistance = dist;
72
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  }
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  } // end if inside
@@ -103,6 +184,7 @@ function vtkBox(publicAPI, model) {
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  publicAPI.modified();
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  };
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  publicAPI.addBox = other => publicAPI.addBounds(other.getBounds());
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+ publicAPI.intersectWithLine = (p1, p2) => intersectWithLine(model.bbox, p1, p2);
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  }
107
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108
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  // ----------------------------------------------------------------------------
@@ -133,7 +215,8 @@ const newInstance = macro.newInstance(extend, 'vtkBox');
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  var vtkBox$1 = {
134
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  newInstance,
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  extend,
218
+ intersectWithLine,
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  ...STATIC
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  };
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139
- export { STATIC, vtkBox$1 as default, extend, newInstance };
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+ export { STATIC, vtkBox$1 as default, extend, intersectWithLine, newInstance };
@@ -5,10 +5,11 @@ import vtkPicker from './Picker.js';
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  import vtkPolyLine from '../../Common/DataModel/PolyLine.js';
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  import vtkTriangle from '../../Common/DataModel/Triangle.js';
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  import vtkQuad from '../../Common/DataModel/Quad.js';
8
- import { l as normalize, G as isIdentity3x3 } from '../../Common/Core/Math/index.js';
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+ import { l as normalize, G as isIdentity3x3, e as distance2BetweenPoints } from '../../Common/Core/Math/index.js';
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9
  import { CellType } from '../../Common/DataModel/CellTypes/Constants.js';
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  import { vec3, vec4 } from 'gl-matrix';
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  import vtkMatrixBuilder from '../../Common/Core/MatrixBuilder.js';
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+ import vtkBox from '../../Common/DataModel/Box.js';
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13
 
13
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  // ----------------------------------------------------------------------------
14
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  // Global methods
@@ -159,8 +160,8 @@ function vtkCellPicker(publicAPI, model) {
159
160
  };
160
161
  publicAPI.intersectWithLine = (p1, p2, tol, actor, mapper) => {
161
162
  let tMin = Number.MAX_VALUE;
162
- const t1 = 0.0;
163
- const t2 = 1.0;
163
+ let t1 = 0.0;
164
+ let t2 = 1.0;
164
165
  const vtkCellPickerPlaneTol = 1e-14;
165
166
  const clipLine = clipLineWithPlane(mapper, model.transformMatrix, p1, p2);
166
167
  if (mapper && !clipLine.intersect) {
@@ -174,7 +175,13 @@ function vtkCellPicker(publicAPI, model) {
174
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  model.pCoords = pickData.pCoords;
175
176
  }
176
177
  } else if (mapper.isA('vtkVolumeMapper')) {
177
- tMin = publicAPI.intersectVolumeWithLine(p1, p2, clipLine.t1, clipLine.t2, tol, actor);
178
+ // we calculate here the parametric intercept points between the ray and the bounding box, so
179
+ // if the application defines for some reason a too large ray length (1e6), it restrict the calculation
180
+ // to the vtkVolume actor bounding box
181
+ const interceptionObject = vtkBox.intersectWithLine(mapper.getBounds(), p1, p2);
182
+ t1 = interceptionObject?.t1 > clipLine.t1 ? interceptionObject.t1 : clipLine.t1;
183
+ t2 = interceptionObject?.t2 < clipLine.t2 ? interceptionObject.t2 : clipLine.t2;
184
+ tMin = publicAPI.intersectVolumeWithLine(p1, p2, t1, t2, tol, actor);
178
185
  } else if (mapper.isA('vtkMapper')) {
179
186
  tMin = publicAPI.intersectActorWithLine(p1, p2, t1, t2, tol, mapper);
180
187
  }
@@ -255,16 +262,19 @@ function vtkCellPicker(publicAPI, model) {
255
262
  const x1 = [0, 0, 0];
256
263
  const x2 = [0, 0, 0];
257
264
  for (let i = 0; i < 3; i++) {
258
- x1[i] = (p1[i] - origin[i]) / spacing[i];
259
- x2[i] = (p2[i] - origin[i]) / spacing[i];
265
+ x1[i] = (q1[i] - origin[i]) / spacing[i];
266
+ x2[i] = (q2[i] - origin[i]) / spacing[i];
260
267
  }
261
268
  const x = [0, 0, 0, 0];
262
269
  const xi = [0, 0, 0];
263
270
  const sliceSize = dims[1] * dims[0];
264
271
  const rowSize = dims[0];
265
- const nSteps = 100;
272
+ // here the step is the 1 over the distance between volume index location x1 and x2
273
+ const step = 1 / Math.sqrt(distance2BetweenPoints(x1, x2));
266
274
  let insideVolume;
267
- for (let t = t1; t < t2; t += 1 / nSteps) {
275
+ // here we reinterpret the t value as the distance between x1 and x2
276
+ // When calculating the tMin, we weight t between t1 and t2 values
277
+ for (let t = 0; t < 1; t += step) {
268
278
  // calculate the location of the point
269
279
  insideVolume = true;
270
280
  for (let j = 0; j < 3; j++) {
@@ -297,7 +307,8 @@ function vtkCellPicker(publicAPI, model) {
297
307
  value = Math.floor((value - oRange[0]) * scale);
298
308
  const opacity = tmpTable[value];
299
309
  if (opacity > model.opacityThreshold) {
300
- tMin = t;
310
+ // returning the tMin to the original scale, if t1 > 0 or t2 < 1
311
+ tMin = t1 * (1.0 - t) + t2 * t;
301
312
  break;
302
313
  }
303
314
  }
@@ -205,10 +205,19 @@ export interface vtkVolumeProperty extends vtkObject {
205
205
  setIndependentComponents(independentComponents: boolean): boolean;
206
206
 
207
207
  /**
208
- *
209
- * @param {Number} labelOutlineThickness
208
+ * It will set the label outline thickness for the labelmaps. It can accept
209
+ * a single number or an array of numbers. If a single number is provided,
210
+ * it will be used for all the segments. If an array is provided, it indicates
211
+ * the thickness for each segment index. For instance if you have a labelmap
212
+ * with 3 segments (0: background 1: liver 2: tumor), you can set the thickness
213
+ * to [2,4] to have a thicker outline for the tumor (thickness 4). It should be
214
+ * noted that the thickness is in pixel and also the first array value will
215
+ * control the default thickness for all labels when 0 or not specified.
216
+ *
217
+ * @param {Number | Number[]} labelOutlineThickness
210
218
  */
211
- setLabelOutlineThickness(labelOutlineThickness: number): boolean;
219
+ setLabelOutlineThickness(labelOutlineThickness: number | number[]): boolean;
220
+
212
221
 
213
222
  /**
214
223
  *
@@ -212,7 +212,7 @@ const DEFAULT_VALUES = {
212
212
  specular: 0.2,
213
213
  specularPower: 10.0,
214
214
  useLabelOutline: false,
215
- labelOutlineThickness: 1,
215
+ labelOutlineThickness: [1],
216
216
  labelOutlineOpacity: 1.0
217
217
  };
218
218
 
@@ -243,7 +243,8 @@ function extend(publicAPI, model) {
243
243
  });
244
244
  }
245
245
  }
246
- macro.setGet(publicAPI, model, ['independentComponents', 'interpolationType', 'shade', 'ambient', 'diffuse', 'specular', 'specularPower', 'useLabelOutline', 'labelOutlineThickness', 'labelOutlineOpacity']);
246
+ macro.setGet(publicAPI, model, ['independentComponents', 'interpolationType', 'shade', 'ambient', 'diffuse', 'specular', 'specularPower', 'useLabelOutline', 'labelOutlineOpacity']);
247
+ macro.setGetArray(publicAPI, model, ['labelOutlineThickness']);
247
248
 
248
249
  // Object methods
249
250
  vtkVolumeProperty(publicAPI, model);
@@ -81,6 +81,7 @@ function vtkOpenGLVolumeMapper(publicAPI, model) {
81
81
  model.scalarTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
82
82
  model.colorTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
83
83
  model.opacityTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
84
+ model.labelOutlineThicknessTexture.setOpenGLRenderWindow(model._openGLRenderWindow);
84
85
  model.openGLVolume = publicAPI.getFirstAncestorOfType('vtkOpenGLVolume');
85
86
  const actor = model.openGLVolume.getRenderable();
86
87
  model._openGLRenderer = publicAPI.getFirstAncestorOfType('vtkOpenGLRenderer');
@@ -620,6 +621,7 @@ function vtkOpenGLVolumeMapper(publicAPI, model) {
620
621
  program.setUniformi('ctexture', model.colorTexture.getTextureUnit());
621
622
  program.setUniformi('otexture', model.opacityTexture.getTextureUnit());
622
623
  program.setUniformi('jtexture', model.jitterTexture.getTextureUnit());
624
+ program.setUniformi('ttexture', model.labelOutlineThicknessTexture.getTextureUnit());
623
625
  const volInfo = model.scalarTexture.getVolumeInfo();
624
626
  const vprop = actor.getProperty();
625
627
 
@@ -683,9 +685,7 @@ function vtkOpenGLVolumeMapper(publicAPI, model) {
683
685
  }
684
686
  const vtkImageLabelOutline = actor.getProperty().getUseLabelOutline();
685
687
  if (vtkImageLabelOutline === true) {
686
- const labelOutlineThickness = actor.getProperty().getLabelOutlineThickness();
687
688
  const labelOutlineOpacity = actor.getProperty().getLabelOutlineOpacity();
688
- program.setUniformi('outlineThickness', labelOutlineThickness);
689
689
  program.setUniformf('outlineOpacity', labelOutlineOpacity);
690
690
  }
691
691
  if (model.lastLightComplexity > 0) {
@@ -855,6 +855,7 @@ function vtkOpenGLVolumeMapper(publicAPI, model) {
855
855
  // render the texture
856
856
  model.scalarTexture.activate();
857
857
  model.opacityTexture.activate();
858
+ model.labelOutlineThicknessTexture.activate();
858
859
  model.colorTexture.activate();
859
860
  model.jitterTexture.activate();
860
861
  publicAPI.updateShaders(model.tris, ren, actor);
@@ -868,6 +869,7 @@ function vtkOpenGLVolumeMapper(publicAPI, model) {
868
869
  model.scalarTexture.deactivate();
869
870
  model.colorTexture.deactivate();
870
871
  model.opacityTexture.deactivate();
872
+ model.labelOutlineThicknessTexture.deactivate();
871
873
  model.jitterTexture.deactivate();
872
874
  };
873
875
  publicAPI.renderPieceFinish = (ren, actor) => {
@@ -1051,6 +1053,7 @@ function vtkOpenGLVolumeMapper(publicAPI, model) {
1051
1053
  model.colorTexture = cTex.vtkObj;
1052
1054
  model.colorTextureString = cTex.hash;
1053
1055
  }
1056
+ publicAPI.updateLabelOutlineThicknessTexture(actor);
1054
1057
  const tex = model._openGLRenderWindow.getGraphicsResourceForObject(scalars);
1055
1058
  // rebuild the scalarTexture if the data has changed
1056
1059
  toString = `${image.getMTime()}A${scalars.getMTime()}`;
@@ -1131,6 +1134,44 @@ function vtkOpenGLVolumeMapper(publicAPI, model) {
1131
1134
  }
1132
1135
  model.VBOBuildTime.modified();
1133
1136
  };
1137
+ publicAPI.updateLabelOutlineThicknessTexture = volume => {
1138
+ const labelOutlineThicknessArray = volume.getProperty().getLabelOutlineThickness();
1139
+ const lTex = model._openGLRenderWindow.getGraphicsResourceForObject(labelOutlineThicknessArray);
1140
+
1141
+ // compute the join of the labelOutlineThicknessArray so that
1142
+ // we can use it to decide whether to rebuild the labelOutlineThicknessTexture
1143
+ // or not
1144
+ const toString = `${labelOutlineThicknessArray.join('-')}`;
1145
+ const reBuildL = !lTex?.vtkObj || lTex?.hash !== toString || model.labelOutlineThicknessTextureString !== toString;
1146
+ if (reBuildL) {
1147
+ const lWidth = 1024;
1148
+ const lHeight = 1;
1149
+ const lSize = lWidth * lHeight;
1150
+ const lTable = new Uint8Array(lSize);
1151
+
1152
+ // Assuming labelOutlineThicknessArray contains the thickness for each segment
1153
+ for (let i = 0; i < lWidth; ++i) {
1154
+ // Retrieve the thickness value for the current segment index.
1155
+ // If the value is undefined, null, or 0, use the first element's value as a default.
1156
+ const thickness = labelOutlineThicknessArray[i] || labelOutlineThicknessArray[0];
1157
+ lTable[i] = thickness;
1158
+ }
1159
+ model.labelOutlineThicknessTexture.releaseGraphicsResources(model._openGLRenderWindow);
1160
+ model.labelOutlineThicknessTexture.resetFormatAndType();
1161
+ model.labelOutlineThicknessTexture.setMinificationFilter(Filter.NEAREST);
1162
+ model.labelOutlineThicknessTexture.setMagnificationFilter(Filter.NEAREST);
1163
+
1164
+ // Create a 2D texture (acting as 1D) from the raw data
1165
+ model.labelOutlineThicknessTexture.create2DFromRaw(lWidth, lHeight, 1, VtkDataTypes.UNSIGNED_CHAR, lTable);
1166
+ model.labelOutlineThicknessTextureString = toString;
1167
+ if (labelOutlineThicknessArray) {
1168
+ model._openGLRenderWindow.setGraphicsResourceForObject(labelOutlineThicknessArray, model.labelOutlineThicknessTexture, model.labelOutlineThicknessTextureString);
1169
+ }
1170
+ } else {
1171
+ model.labelOutlineThicknessTexture = lTex.vtkObj;
1172
+ model.labelOutlineThicknessTextureString = lTex.hash;
1173
+ }
1174
+ };
1134
1175
  }
1135
1176
 
1136
1177
  // ----------------------------------------------------------------------------
@@ -1147,6 +1188,8 @@ const DEFAULT_VALUES = {
1147
1188
  colorTexture: null,
1148
1189
  colorTextureString: null,
1149
1190
  jitterTexture: null,
1191
+ labelOutlineThicknessTexture: null,
1192
+ labelOutlineThicknessTextureString: null,
1150
1193
  tris: null,
1151
1194
  framebuffer: null,
1152
1195
  copyShader: null,
@@ -1185,6 +1228,7 @@ function extend(publicAPI, model) {
1185
1228
  model.jitterTexture = vtkOpenGLTexture.newInstance();
1186
1229
  model.jitterTexture.setWrapS(Wrap.REPEAT);
1187
1230
  model.jitterTexture.setWrapT(Wrap.REPEAT);
1231
+ model.labelOutlineThicknessTexture = vtkOpenGLTexture.newInstance();
1188
1232
  model.framebuffer = vtkOpenGLFramebuffer.newInstance();
1189
1233
  model.idxToView = mat4.identity(new Float64Array(16));
1190
1234
  model.idxNormalMatrix = mat3.identity(new Float64Array(9));
@@ -1,3 +1,3 @@
1
- var vtkVolumeFS = "//VTK::System::Dec\n\n/*=========================================================================\n\n Program: Visualization Toolkit\n Module: vtkVolumeFS.glsl\n\n Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n All rights reserved.\n See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n\n This software is distributed WITHOUT ANY WARRANTY; without even\n the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n PURPOSE. See the above copyright notice for more information.\n\n=========================================================================*/\n// Template for the volume mappers fragment shader\n\n// the output of this shader\n//VTK::Output::Dec\n\nvarying vec3 vertexVCVSOutput;\n\n// first declare the settings from the mapper\n// that impact the code paths in here\n\n// always set vtkNumComponents 1,2,3,4\n//VTK::NumComponents\n\n// possibly define vtkTrilinearOn\n//VTK::TrilinearOn\n\n// possibly define vtkIndependentComponents\n//VTK::IndependentComponentsOn\n\n// possibly define any \"proportional\" components\n//VTK::vtkProportionalComponents\n\n// Define the blend mode to use\n#define vtkBlendMode //VTK::BlendMode\n\n// Possibly define vtkImageLabelOutlineOn\n//VTK::ImageLabelOutlineOn\n\n#ifdef vtkImageLabelOutlineOn\nuniform int outlineThickness;\nuniform float outlineOpacity;\nuniform float vpWidth;\nuniform float vpHeight;\nuniform float vpOffsetX;\nuniform float vpOffsetY;\nuniform mat4 PCWCMatrix;\nuniform mat4 vWCtoIDX;\n#endif\n\n// define vtkLightComplexity\n//VTK::LightComplexity\n#if vtkLightComplexity > 0\nuniform float vSpecularPower;\nuniform float vAmbient;\nuniform float vDiffuse;\nuniform float vSpecular;\n//VTK::Light::Dec\n#endif\n\n//VTK::VolumeShadowOn\n//VTK::SurfaceShadowOn\n//VTK::localAmbientOcclusionOn\n//VTK::LAO::Dec\n//VTK::VolumeShadow::Dec\n\n// define vtkComputeNormalFromOpacity\n//VTK::vtkComputeNormalFromOpacity\n\n// possibly define vtkGradientOpacityOn\n//VTK::GradientOpacityOn\n#ifdef vtkGradientOpacityOn\nuniform float goscale0;\nuniform float goshift0;\nuniform float gomin0;\nuniform float gomax0;\n#if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\nuniform float goscale1;\nuniform float goshift1;\nuniform float gomin1;\nuniform float gomax1;\n#if vtkNumComponents >= 3\nuniform float goscale2;\nuniform float goshift2;\nuniform float gomin2;\nuniform float gomax2;\n#endif\n#if vtkNumComponents >= 4\nuniform float goscale3;\nuniform float goshift3;\nuniform float gomin3;\nuniform float gomax3;\n#endif\n#endif\n#endif\n\n// if you want to see the raw tiled\n// data in webgl1 uncomment the following line\n// #define debugtile\n\n// camera values\nuniform float camThick;\nuniform float camNear;\nuniform float camFar;\nuniform int cameraParallel;\n\n// values describing the volume geometry\nuniform vec3 vOriginVC;\nuniform vec3 vSpacing;\nuniform ivec3 volumeDimensions; // 3d texture dimensions\nuniform vec3 vPlaneNormal0;\nuniform float vPlaneDistance0;\nuniform vec3 vPlaneNormal1;\nuniform float vPlaneDistance1;\nuniform vec3 vPlaneNormal2;\nuniform float vPlaneDistance2;\nuniform vec3 vPlaneNormal3;\nuniform float vPlaneDistance3;\nuniform vec3 vPlaneNormal4;\nuniform float vPlaneDistance4;\nuniform vec3 vPlaneNormal5;\nuniform float vPlaneDistance5;\n\n//VTK::ClipPlane::Dec\n\n// opacity and color textures\nuniform sampler2D otexture;\nuniform float oshift0;\nuniform float oscale0;\nuniform sampler2D ctexture;\nuniform float cshift0;\nuniform float cscale0;\n\n// jitter texture\nuniform sampler2D jtexture;\n\n// some 3D texture values\nuniform float sampleDistance;\nuniform vec3 vVCToIJK;\n\n// the heights defined below are the locations\n// for the up to four components of the tfuns\n// the tfuns have a height of 2XnumComps pixels so the\n// values are computed to hit the middle of the two rows\n// for that component\n#ifdef vtkIndependentComponentsOn\n#if vtkNumComponents == 2\nuniform float mix0;\nuniform float mix1;\n#define height0 0.25\n#define height1 0.75\n#endif\n#if vtkNumComponents == 3\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\n#define height0 0.17\n#define height1 0.5\n#define height2 0.83\n#endif\n#if vtkNumComponents == 4\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\nuniform float mix3;\n#define height0 0.125\n#define height1 0.375\n#define height2 0.625\n#define height3 0.875\n#endif\n#endif\n\n#if vtkNumComponents >= 2\nuniform float oshift1;\nuniform float oscale1;\nuniform float cshift1;\nuniform float cscale1;\n#endif\n#if vtkNumComponents >= 3\nuniform float oshift2;\nuniform float oscale2;\nuniform float cshift2;\nuniform float cscale2;\n#endif\n#if vtkNumComponents >= 4\nuniform float oshift3;\nuniform float oscale3;\nuniform float cshift3;\nuniform float cscale3;\n#endif\n\nuniform vec4 ipScalarRangeMin;\nuniform vec4 ipScalarRangeMax;\n\n// declaration for intermixed geometry\n//VTK::ZBuffer::Dec\n\n//=======================================================================\n// global and custom variables (a temporary section before photorealistics rendering module is complete)\nvec3 rayDirVC;\nfloat sampleDistanceISVS;\nfloat sampleDistanceIS;\n\n#define SQRT3 1.7321\n#define INV4PI 0.0796\n#define EPSILON 0.001\n#define PI 3.1415\n#define PI2 9.8696\n\n//=======================================================================\n// Webgl2 specific version of functions\n#if __VERSION__ == 300\n\nuniform highp sampler3D texture1;\n\nvec4 getTextureValue(vec3 pos)\n{\n vec4 tmp = texture(texture1, pos);\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.a = tmp.g;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n return tmp;\n}\n\n//=======================================================================\n// WebGL1 specific version of functions\n#else\n\nuniform sampler2D texture1;\n\nuniform float texWidth;\nuniform float texHeight;\nuniform int xreps;\nuniform int xstride;\nuniform int ystride;\n\n// if computing trilinear values from multiple z slices\n#ifdef vtkTrilinearOn\nvec4 getTextureValue(vec3 ijk)\n{\n float zoff = 1.0/float(volumeDimensions.z);\n vec4 val1 = getOneTextureValue(ijk);\n vec4 val2 = getOneTextureValue(vec3(ijk.xy, ijk.z + zoff));\n\n float indexZ = float(volumeDimensions)*ijk.z;\n float zmix = indexZ - floor(indexZ);\n\n return mix(val1, val2, zmix);\n}\n\nvec4 getOneTextureValue(vec3 ijk)\n#else // nearest or fast linear\nvec4 getTextureValue(vec3 ijk)\n#endif\n{\n vec3 tdims = vec3(volumeDimensions);\n\n#ifdef debugtile\n vec2 tpos = vec2(ijk.x, ijk.y);\n vec4 tmp = texture2D(texture1, tpos);\n tmp.a = 1.0;\n\n#else\n int z = int(ijk.z * tdims.z);\n int yz = z / xreps;\n int xz = z - yz*xreps;\n\n int tileWidth = volumeDimensions.x/xstride;\n int tileHeight = volumeDimensions.y/ystride;\n\n xz *= tileWidth;\n yz *= tileHeight;\n\n float ni = float(xz) + (ijk.x*float(tileWidth));\n float nj = float(yz) + (ijk.y*float(tileHeight));\n\n vec2 tpos = vec2(ni/texWidth, nj/texHeight);\n\n vec4 tmp = texture2D(texture1, tpos);\n\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.g = tmp.a;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n#endif\n\n return tmp;\n}\n\n// End of Webgl1 specific code\n//=======================================================================\n#endif\n\n//=======================================================================\n// transformation between VC and IS space\n\n// convert vector position from idx to vc\n#if (vtkLightComplexity > 0) || (defined vtkClippingPlanesOn)\nvec3 IStoVC(vec3 posIS){\n vec3 posVC = posIS / vVCToIJK;\n return posVC.x * vPlaneNormal0 +\n posVC.y * vPlaneNormal2 +\n posVC.z * vPlaneNormal4 +\n vOriginVC;\n}\n\n// convert vector position from vc to idx\nvec3 VCtoIS(vec3 posVC){\n posVC = posVC - vOriginVC;\n posVC = vec3(\n dot(posVC, vPlaneNormal0),\n dot(posVC, vPlaneNormal2),\n dot(posVC, vPlaneNormal4));\n return posVC * vVCToIJK;\n}\n#endif\n\n//Rotate vector to view coordinate\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\nvoid rotateToViewCoord(inout vec3 dirIS){\n dirIS.xyz =\n dirIS.x * vPlaneNormal0 +\n dirIS.y * vPlaneNormal2 +\n dirIS.z * vPlaneNormal4;\n}\n\n//Rotate vector to idx coordinate\nvec3 rotateToIDX(vec3 dirVC){\n vec3 dirIS;\n dirIS.xyz = vec3(\n dot(dirVC, vPlaneNormal0),\n dot(dirVC, vPlaneNormal2),\n dot(dirVC, vPlaneNormal4));\n return dirIS;\n}\n#endif\n\n//=======================================================================\n// Given a normal compute the gradient opacity factors\nfloat computeGradientOpacityFactor(\n float normalMag, float goscale, float goshift, float gomin, float gomax)\n{\n#if defined(vtkGradientOpacityOn)\n return clamp(normalMag * goscale + goshift, gomin, gomax);\n#else\n return 1.0;\n#endif\n}\n\n//=======================================================================\n// compute the normal and gradient magnitude for a position, uses forward difference\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\n#ifdef vtkClippingPlanesOn\n void adjustClippedVoxelValues(vec3 pos, vec3 texPos[3], inout vec3 g1)\n {\n vec3 g1VC[3];\n for (int i = 0; i < 3; ++i)\n {\n g1VC[i] = IStoVC(texPos[i]);\n }\n vec3 posVC = IStoVC(pos);\n for (int i = 0; i < clip_numPlanes; ++i)\n {\n for (int j = 0; j < 3; ++j)\n {\n if(dot(vec3(vClipPlaneOrigins[i] - g1VC[j].xyz), vClipPlaneNormals[i]) > 0.0)\n {\n g1[j] = 0.0;\n }\n }\n }\n }\n#endif\n\n #ifdef vtkComputeNormalFromOpacity\n #ifdef vtkGradientOpacityOn\n vec4 computeDensityNormal(float gradientMag, vec3 scalarInterp[2])\n {\n #else\n //if gradient opacity not on but using density gradient\n vec4 computeDensityNormal(vec3 scalarInterp[2])\n {\n #endif\n vec3 opacityG1, opacityG2;\n opacityG1.x = texture2D(otexture, vec2(scalarInterp[0].x * oscale0 + oshift0, 0.5)).r;\n opacityG1.y = texture2D(otexture, vec2(scalarInterp[0].y * oscale0 + oshift0, 0.5)).r;\n opacityG1.z = texture2D(otexture, vec2(scalarInterp[0].z * oscale0 + oshift0, 0.5)).r;\n opacityG2.x = texture2D(otexture, vec2(scalarInterp[1].x * oscale0 + oshift0, 0.5)).r;\n opacityG2.y = texture2D(otexture, vec2(scalarInterp[1].y * oscale0 + oshift0, 0.5)).r;\n opacityG2.z = texture2D(otexture, vec2(scalarInterp[1].z * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n float gradOpacityFactor = 1.0f;\n if (gradientMag >= 0.0){\n gradOpacityFactor = computeGradientOpacityFactor(gradientMag, goscale0, goshift0, gomin0, gomax0);\n }\n opacityG1.xyz *= gradOpacityFactor;\n opacityG2.xyz *= gradOpacityFactor;\n #endif\n\n vec4 opacityG = vec4(opacityG1 - opacityG2, 1.0f);\n // divide by spacing\n opacityG.xyz /= vSpacing;\n opacityG.w = length(opacityG.xyz);\n // rotate to View Coords\n rotateToViewCoord(opacityG.xyz);\n if (length(opacityG.xyz) > 0.0) {\n return vec4(normalize(opacityG.xyz),opacityG.w);\n } else {\n return vec4(0.0);\n }\n }\n\n vec4 computeNormalForDensity(vec3 pos, vec3 tstep, out vec3 scalarInterp[2])\n {\n vec3 xvec = vec3(tstep.x, 0.0, 0.0);\n vec3 yvec = vec3(0.0, tstep.y, 0.0);\n vec3 zvec = vec3(0.0, 0.0, tstep.z);\n vec3 texPosPVec[3];\n texPosPVec[0] = pos + xvec;\n texPosPVec[1] = pos + yvec;\n texPosPVec[2] = pos + zvec;\n vec3 texPosNVec[3];\n texPosNVec[0] = pos - xvec;\n texPosNVec[1] = pos - yvec;\n texPosNVec[2] = pos - zvec;\n vec3 g1, g2;\n\n scalarInterp[0].x = getTextureValue(texPosPVec[0]).a;\n scalarInterp[0].y = getTextureValue(texPosPVec[1]).a;\n scalarInterp[0].z = getTextureValue(texPosPVec[2]).a;\n scalarInterp[1].x = getTextureValue(texPosNVec[0]).a;\n scalarInterp[1].y = getTextureValue(texPosNVec[1]).a;\n scalarInterp[1].z = getTextureValue(texPosNVec[2]).a;\n\n #ifdef vtkClippingPlanesOn\n adjustClippedVoxelValues(pos, texPosPVec, scalarInterp[0]);\n adjustClippedVoxelValues(pos, texPosNVec, scalarInterp[1]);\n #endif\n vec4 result;\n result.x = scalarInterp[0].x - scalarInterp[1].x;\n result.y = scalarInterp[0].y - scalarInterp[1].y;\n result.z = scalarInterp[0].z - scalarInterp[1].z;\n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz);\n // rotate to View Coords\n rotateToViewCoord(result.xyz);\n if (length(result.xyz) > 0.0) {\n return vec4(normalize(result.xyz),result.w);\n } else {\n return vec4(0.0);\n }\n }\n #endif\n\n vec4 computeNormal(vec3 pos, vec3 tstep)\n {\n vec3 xvec = vec3(tstep.x, 0.0, 0.0);\n vec3 yvec = vec3(0.0, tstep.y, 0.0);\n vec3 zvec = vec3(0.0, 0.0, tstep.z);\n vec3 texPosPVec[3];\n texPosPVec[0] = pos + xvec;\n texPosPVec[1] = pos + yvec;\n texPosPVec[2] = pos + zvec;\n vec3 texPosNVec[3];\n texPosNVec[0] = pos - xvec;\n texPosNVec[1] = pos - yvec;\n texPosNVec[2] = pos - zvec;\n vec3 g1, g2;\n g1.x = getTextureValue(texPosPVec[0]).a;\n g1.y = getTextureValue(texPosPVec[1]).a;\n g1.z = getTextureValue(texPosPVec[2]).a;\n g2.x = getTextureValue(texPosNVec[0]).a;\n g2.y = getTextureValue(texPosNVec[1]).a;\n g2.z = getTextureValue(texPosNVec[2]).a;\n #ifdef vtkClippingPlanesOn\n adjustClippedVoxelValues(pos, texPosPVec, g1);\n adjustClippedVoxelValues(pos, texPosNVec, g2);\n #endif\n vec4 result;\n result = vec4(g1 - g2, -1.0);\n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz);\n if (result.w > 0.0){\n // rotate to View Coords\n rotateToViewCoord(result.xyz);\n return vec4(normalize(result.xyz),result.w);\n } else {\n return vec4(0.0);\n }\n }\n#endif\n\n#ifdef vtkImageLabelOutlineOn\nvec3 fragCoordToIndexSpace(vec4 fragCoord) {\n vec4 pcPos = vec4(\n (fragCoord.x / vpWidth - vpOffsetX - 0.5) * 2.0,\n (fragCoord.y / vpHeight - vpOffsetY - 0.5) * 2.0,\n (fragCoord.z - 0.5) * 2.0,\n 1.0);\n\n vec4 worldCoord = PCWCMatrix * pcPos;\n vec4 vertex = (worldCoord/worldCoord.w);\n\n vec3 index = (vWCtoIDX * vertex).xyz;\n\n // half voxel fix for labelmapOutline\n return (index + vec3(0.5)) / vec3(volumeDimensions);\n}\n#endif\n\n//=======================================================================\n// compute the normals and gradient magnitudes for a position\n// for independent components\nmat4 computeMat4Normal(vec3 pos, vec4 tValue, vec3 tstep)\n{\n mat4 result;\n vec4 distX = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)) - tValue;\n vec4 distY = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)) - tValue;\n vec4 distZ = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)) - tValue;\n\n // divide by spacing\n distX /= vSpacing.x;\n distY /= vSpacing.y;\n distZ /= vSpacing.z;\n\n mat3 rot;\n rot[0] = vPlaneNormal0;\n rot[1] = vPlaneNormal2;\n rot[2] = vPlaneNormal4;\n\n#if !defined(vtkComponent0Proportional)\n result[0].xyz = vec3(distX.r, distY.r, distZ.r);\n result[0].a = length(result[0].xyz);\n result[0].xyz *= rot;\n if (result[0].w > 0.0)\n {\n result[0].xyz /= result[0].w;\n }\n#endif\n\n// optionally compute the 2nd component\n#if vtkNumComponents >= 2 && !defined(vtkComponent1Proportional)\n result[1].xyz = vec3(distX.g, distY.g, distZ.g);\n result[1].a = length(result[1].xyz);\n result[1].xyz *= rot;\n if (result[1].w > 0.0)\n {\n result[1].xyz /= result[1].w;\n }\n#endif\n\n// optionally compute the 3rd component\n#if vtkNumComponents >= 3 && !defined(vtkComponent2Proportional)\n result[2].xyz = vec3(distX.b, distY.b, distZ.b);\n result[2].a = length(result[2].xyz);\n result[2].xyz *= rot;\n if (result[2].w > 0.0)\n {\n result[2].xyz /= result[2].w;\n }\n#endif\n\n// optionally compute the 4th component\n#if vtkNumComponents >= 4 && !defined(vtkComponent3Proportional)\n result[3].xyz = vec3(distX.a, distY.a, distZ.a);\n result[3].a = length(result[3].xyz);\n result[3].xyz *= rot;\n if (result[3].w > 0.0)\n {\n result[3].xyz /= result[3].w;\n }\n#endif\n\n return result;\n}\n\n//=======================================================================\n// global shadow - secondary ray\n#if defined(VolumeShadowOn) || defined(localAmbientOcclusionOn)\nfloat random()\n{\n float rand = fract(sin(dot(gl_FragCoord.xy,vec2(12.9898,78.233)))*43758.5453123);\n float jitter=texture2D(jtexture,gl_FragCoord.xy/32.).r;\n uint pcg_state = floatBitsToUint(jitter);\n uint state = pcg_state;\n pcg_state = pcg_state * uint(747796405) + uint(2891336453);\n uint word = ((state >> ((state >> uint(28)) + uint(4))) ^ state) * uint(277803737);\n return (float((((word >> uint(22)) ^ word) >> 1 ))/float(2147483647) + rand)/2.0;\n}\n#endif\n\n#ifdef VolumeShadowOn\n// henyey greenstein phase function\nfloat phase_function(float cos_angle)\n{\n // divide by 2.0 instead of 4pi to increase intensity\n return ((1.0-anisotropy2)/pow(1.0+anisotropy2-2.0*anisotropy*cos_angle, 1.5))/2.0;\n}\n\n// Computes the intersection between a ray and a box\nstruct Hit\n{\n float tmin;\n float tmax;\n};\n\nstruct Ray\n{\n vec3 origin;\n vec3 dir;\n vec3 invDir;\n};\n\nbool BBoxIntersect(vec3 boundMin, vec3 boundMax, const Ray r, out Hit hit)\n{\n vec3 tbot = r.invDir * (boundMin - r.origin);\n vec3 ttop = r.invDir * (boundMax - r.origin);\n vec3 tmin = min(ttop, tbot);\n vec3 tmax = max(ttop, tbot);\n vec2 t = max(tmin.xx, tmin.yz);\n float t0 = max(t.x, t.y);\n t = min(tmax.xx, tmax.yz);\n float t1 = min(t.x, t.y);\n hit.tmin = t0;\n hit.tmax = t1;\n return t1 > max(t0,0.0);\n}\n\n// As BBoxIntersect requires the inverse of the ray coords,\n// this function is used to avoid numerical issues\nvoid safe_0_vector(inout Ray ray)\n{\n if(abs(ray.dir.x) < EPSILON) ray.dir.x = sign(ray.dir.x) * EPSILON;\n if(abs(ray.dir.y) < EPSILON) ray.dir.y = sign(ray.dir.y) * EPSILON;\n if(abs(ray.dir.z) < EPSILON) ray.dir.z = sign(ray.dir.z) * EPSILON;\n}\n\nfloat volume_shadow(vec3 posIS, vec3 lightDirNormIS)\n{\n float shadow = 1.0;\n float opacity = 0.0;\n\n // modify sample distance with a random number between 1.5 and 3.0\n float sampleDistanceISVS_jitter = sampleDistanceISVS * mix(1.5, 3.0, random());\n float opacityPrev = texture2D(otexture, vec2(getTextureValue(posIS).r * oscale0 + oshift0, 0.5)).r;\n\n // in case the first sample near surface has a very tiled light ray, we need to offset start position\n posIS += sampleDistanceISVS_jitter * lightDirNormIS;\n\n // compute the start and end points for the ray\n Ray ray;\n Hit hit;\n ray.origin = posIS;\n ray.dir = lightDirNormIS;\n safe_0_vector(ray);\n ray.invDir = 1.0/ray.dir;\n\n if(!BBoxIntersect(vec3(0.0),vec3(1.0), ray, hit))\n {\n return 1.0;\n }\n float maxdist = hit.tmax;\n\n // interpolate shadow ray length between: 1 unit of sample distance in IS to SQRT3, based on globalIlluminationReach\n float maxgi = mix(sampleDistanceISVS_jitter,SQRT3,giReach);\n maxdist = min(maxdist,maxgi);\n if(maxdist < EPSILON) {\n return 1.0;\n }\n\n // support gradient opacity\n #ifdef vtkGradientOpacityOn\n vec4 normal;\n #endif\n\n float current_dist = 0.0;\n float current_step = length(sampleDistanceISVS_jitter * lightDirNormIS);\n float clamped_step = 0.0;\n\n vec4 scalar = vec4(0.0);\n while(current_dist < maxdist)\n {\n#ifdef vtkClippingPlanesOn\n vec3 posVC = IStoVC(posIS);\n for (int i = 0; i < clip_numPlanes; ++i)\n {\n if (dot(vec3(vClipPlaneOrigins[i] - posVC), vClipPlaneNormals[i]) > 0.0)\n {\n current_dist = maxdist;\n }\n }\n#endif\n scalar = getTextureValue(posIS);\n opacity = texture2D(otexture, vec2(scalar.r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n normal = computeNormal(posIS, vec3(1.0/vec3(volumeDimensions)));\n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif\n shadow *= 1.0 - opacity;\n\n // optimization: early termination\n if (shadow < EPSILON){\n return 0.0;\n }\n\n clamped_step = min(maxdist - current_dist, current_step);\n posIS += clamped_step * lightDirNormIS;\n current_dist += current_step;\n }\n\n return shadow;\n}\n\nvec3 applyShadowRay(vec3 tColor, vec3 posIS, vec3 viewDirectionVC)\n{\n vec3 vertLight = vec3(0.0);\n vec3 secondary_contrib = vec3(0.0);\n // here we assume only positional light, no effect of cones\n for (int i = 0; i < lightNum; i++)\n {\n #if(vtkLightComplexity==3)\n if (lightPositional[i] == 1){\n vertLight = lightPositionVC[i] - IStoVC(posIS);\n }else{\n vertLight = - lightDirectionVC[i];\n }\n #else\n vertLight = - lightDirectionVC[i];\n #endif\n // here we assume achromatic light, only intensity\n float dDotL = dot(viewDirectionVC, normalize(vertLight));\n // isotropic scatter returns 0.5 instead of 1/4pi to increase intensity\n float phase_attenuation = 0.5;\n if (abs(anisotropy) > EPSILON){\n phase_attenuation = phase_function(dDotL);\n }\n float vol_shadow = volume_shadow(posIS, normalize(rotateToIDX(vertLight)));\n secondary_contrib += tColor * vDiffuse * lightColor[i] * vol_shadow * phase_attenuation;\n secondary_contrib += tColor * vAmbient;\n }\n return secondary_contrib;\n}\n#endif\n\n//=======================================================================\n// local ambient occlusion\n#ifdef localAmbientOcclusionOn\nvec3 sample_direction_uniform(int i)\n{\n float rand = random() * 0.5;\n float theta = PI2 * (kernelSample[i][0] + rand);\n float phi = acos(2.0 * (kernelSample[i][1] + rand) -1.0) / 2.5;\n return normalize(vec3(cos(theta)*sin(phi), sin(theta)*sin(phi), cos(phi)));\n}\n\n// return a matrix that transform startDir into z axis; startDir should be normalized\nmat3 zBaseRotationalMatrix(vec3 startDir){\n vec3 axis = cross(startDir, vec3(0.0,0.0,1.0));\n float cosA = startDir.z;\n float k = 1.0 / (1.0 + cosA);\n mat3 matrix = mat3((axis.x * axis.x * k) + cosA, (axis.y * axis.x * k) - axis.z, (axis.z * axis.x * k) + axis.y,\n (axis.x * axis.y * k) + axis.z, (axis.y * axis.y * k) + cosA, (axis.z * axis.y * k) - axis.x,\n (axis.x * axis.z * k) - axis.y, (axis.y * axis.z * k) + axis.x, (axis.z * axis.z * k) + cosA);\n return matrix;\n}\n\nfloat computeLAO(vec3 posIS, float op, vec3 lightDir, vec4 normal){\n // apply LAO only at selected locations, otherwise return full brightness\n if (normal.w > 0.0 && op > 0.05){\n float total_transmittance = 0.0;\n mat3 inverseRotateBasis = inverse(zBaseRotationalMatrix(normalize(-normal.xyz)));\n vec3 currPos, randomDirStep;\n float weight, transmittance, opacity;\n for (int i = 0; i < kernelSize; i++)\n {\n randomDirStep = inverseRotateBasis * sample_direction_uniform(i) * sampleDistanceIS;\n weight = 1.0 - dot(normalize(lightDir), normalize(randomDirStep));\n currPos = posIS;\n transmittance = 1.0;\n for (int j = 0; j < kernelRadius ; j++){\n currPos += randomDirStep;\n // check if it's at clipping plane, if so return full brightness\n if (all(greaterThan(currPos, vec3(EPSILON))) && all(lessThan(currPos,vec3(1.0-EPSILON)))){\n opacity = texture2D(otexture, vec2(getTextureValue(currPos).r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif\n transmittance *= 1.0 - opacity;\n }\n else{\n break;\n }\n }\n total_transmittance += transmittance / float(kernelRadius) * weight;\n\n // early termination if fully translucent\n if (total_transmittance > 1.0 - EPSILON){\n return 1.0;\n }\n }\n // average transmittance and reduce variance\n return clamp(total_transmittance / float(kernelSize), 0.3, 1.0);\n } else {\n return 1.0;\n }\n}\n#endif\n\n//=======================================================================\n// surface light contribution\n#if vtkLightComplexity > 0\n void applyLighting(inout vec3 tColor, vec4 normal)\n {\n vec3 diffuse = vec3(0.0, 0.0, 0.0);\n vec3 specular = vec3(0.0, 0.0, 0.0);\n float df, sf = 0.0;\n for (int i = 0; i < lightNum; i++){\n df = abs(dot(normal.rgb, -lightDirectionVC[i]));\n diffuse += df * lightColor[i];\n sf = pow( abs(dot(lightHalfAngleVC[i],normal.rgb)), vSpecularPower);\n specular += sf * lightColor[i];\n }\n tColor.rgb = tColor.rgb*(diffuse*vDiffuse + vAmbient) + specular*vSpecular;\n }\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 applyLightingDirectional(vec3 posIS, vec4 tColor, vec4 normal)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif\n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float ndotL,vdotR;\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n }\n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else\n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif\n }\n #else\n vec3 applyLightingPositional(vec3 posIS, vec4 tColor, vec4 normal, vec3 posVC)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif\n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float distance,attenuation,ndotL,vdotR;\n vec3 lightDir;\n if (lightPositional[i] == 1){\n lightDir = lightDirectionVC[i];\n vertLightDirection = posVC - lightPositionVC[i];\n distance = length(vertLightDirection);\n vertLightDirection = normalize(vertLightDirection);\n attenuation = 1.0 / (lightAttenuation[i].x\n + lightAttenuation[i].y * distance\n + lightAttenuation[i].z * distance * distance);\n // per OpenGL standard cone angle is 90 or less for a spot light\n if (lightConeAngle[i] <= 90.0){\n float coneDot = dot(vertLightDirection, lightDir);\n if (coneDot >= cos(radians(lightConeAngle[i]))){ // if inside cone\n attenuation = attenuation * pow(coneDot, lightExponent[i]);\n }\n else {\n attenuation = 0.0;\n }\n }\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * attenuation * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * attenuation * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n } else {\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n }\n }\n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else\n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif\n }\n #endif\n #endif\n#endif\n\n//=======================================================================\n// Given a texture value compute the color and opacity\n//\nvec4 getColorForValue(vec4 tValue, vec3 posIS, vec3 tstep)\n{\n#ifdef vtkImageLabelOutlineOn\n vec3 centerPosIS = fragCoordToIndexSpace(gl_FragCoord); // pos in texture space\n vec4 centerValue = getTextureValue(centerPosIS);\n bool pixelOnBorder = false;\n vec4 tColor = texture2D(ctexture, vec2(centerValue.r * cscale0 + cshift0, 0.5));\n\n // Get alpha of segment from opacity function.\n tColor.a = texture2D(otexture, vec2(centerValue.r * oscale0 + oshift0, 0.5)).r;\n\n // Only perform outline check on fragments rendering voxels that aren't invisible.\n // Saves a bunch of needless checks on the background.\n // TODO define epsilon when building shader?\n if (float(tColor.a) > 0.01) {\n for (int i = -outlineThickness; i <= outlineThickness; i++) {\n for (int j = -outlineThickness; j <= outlineThickness; j++) {\n if (i == 0 || j == 0) {\n continue;\n }\n\n vec4 neighborPixelCoord = vec4(gl_FragCoord.x + float(i),\n gl_FragCoord.y + float(j),\n gl_FragCoord.z, gl_FragCoord.w);\n\n vec3 neighborPosIS = fragCoordToIndexSpace(neighborPixelCoord);\n vec4 value = getTextureValue(neighborPosIS);\n\n // If any of my neighbours are not the same value as I\n // am, this means I am on the border of the segment.\n // We can break the loops\n if (any(notEqual(value, centerValue))) {\n pixelOnBorder = true;\n break;\n }\n }\n\n if (pixelOnBorder == true) {\n break;\n }\n }\n\n // If I am on the border, I am displayed at full opacity\n if (pixelOnBorder == true) {\n tColor.a = outlineOpacity;\n }\n }\n\n#else\n // compute the normal and gradient magnitude if needed\n // We compute it as a vec4 if possible otherwise a mat4\n //\n vec4 goFactor = vec4(1.0,1.0,1.0,1.0);\n\n // compute the normal vectors as needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);\n #if !defined(vtkComponent0Proportional)\n vec4 normal0 = normalMat[0];\n #endif\n #if !defined(vtkComponent1Proportional)\n vec4 normal1 = normalMat[1];\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n vec4 normal2 = normalMat[2];\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n vec4 normal3 = normalMat[3];\n #endif\n #endif\n #endif\n #else\n vec4 normalLight;\n #ifdef vtkComputeNormalFromOpacity\n vec3 scalarInterp[2];\n vec4 normal0 = computeNormalForDensity(posIS, tstep, scalarInterp);\n if (length(normal0)>0.0){\n #ifdef vtkGradientOpacityOn\n normalLight = computeDensityNormal(normal0.w, scalarInterp);\n #else\n normalLight = computeDensityNormal(scalarInterp);\n #endif\n if (length(normalLight) == 0.0){\n normalLight = normal0;\n }\n }\n #else\n vec4 normal0 = computeNormal(posIS, tstep);\n normalLight = normal0;\n #endif\n #endif\n #endif\n\n // compute gradient opacity factors as needed\n #if defined(vtkGradientOpacityOn)\n #if !defined(vtkComponent0Proportional)\n goFactor.x =\n computeGradientOpacityFactor(normal0.a, goscale0, goshift0, gomin0, gomax0);\n #endif\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n #if !defined(vtkComponent1Proportional)\n goFactor.y =\n computeGradientOpacityFactor(normal1.a, goscale1, goshift1, gomin1, gomax1);\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n goFactor.z =\n computeGradientOpacityFactor(normal2.a, goscale2, goshift2, gomin2, gomax2);\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n goFactor.w =\n computeGradientOpacityFactor(normal3.a, goscale3, goshift3, gomin3, gomax3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n // single component is always independent\n #if vtkNumComponents == 1\n vec4 tColor = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, 0.5));\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n if (tColor.a < EPSILON){\n return vec4(0.0);\n }\n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n vec4 tColor = mix0*texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, height0));\n #if !defined(vtkComponent0Proportional)\n tColor.a = goFactor.x*mix0*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n tColor *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix0));\n #endif\n\n vec3 tColor1 = mix1*texture2D(ctexture, vec2(tValue.g * cscale1 + cshift1, height1)).rgb;\n #if !defined(vtkComponent1Proportional)\n tColor.a += goFactor.y*mix1*texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n tColor1 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix1));\n #endif\n\n #if vtkNumComponents >= 3\n vec3 tColor2 = mix2*texture2D(ctexture, vec2(tValue.b * cscale2 + cshift2, height2)).rgb;\n #if !defined(vtkComponent2Proportional)\n tColor.a += goFactor.z*mix2*texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n tColor2 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix2));\n #endif\n\n #if vtkNumComponents >= 4\n vec3 tColor3 = mix3*texture2D(ctexture, vec2(tValue.a * cscale3 + cshift3, height3)).rgb;\n #if !defined(vtkComponent3Proportional)\n tColor.a += goFactor.w*mix3*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n tColor3 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix3));\n #endif\n #endif\n #endif\n #else // then not independent\n\n #if vtkNumComponents == 2\n float lum = tValue.r * cscale0 + cshift0;\n float alpha = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale1 + oshift1, 0.5)).r;\n vec4 tColor = vec4(lum, lum, lum, alpha);\n #endif\n #if vtkNumComponents == 3\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale0 + oshift0, 0.5)).r;\n #endif\n #if vtkNumComponents == 4\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, 0.5)).r;\n #endif\n #endif // dependent\n\n // apply lighting if requested as appropriate\n #if vtkLightComplexity > 0\n #if !defined(vtkComponent0Proportional)\n #if vtkNumComponents == 1\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 tColorS = applyLightingDirectional(posIS, tColor, normalLight);\n #else\n vec3 tColorS = applyLightingPositional(posIS, tColor, normalLight, IStoVC(posIS));\n #endif\n #endif\n\n #ifdef VolumeShadowOn\n vec3 tColorVS = applyShadowRay(tColor.rgb, posIS, rayDirVC);\n #ifdef SurfaceShadowOn\n float vol_coef = volumetricScatteringBlending * (1.0 - tColor.a / 2.0) * (1.0 - atan(normalLight.w) * INV4PI);\n tColor.rgb = (1.0-vol_coef) * tColorS + vol_coef * tColorVS;\n #else\n tColor.rgb = tColorVS;\n #endif\n #else\n tColor.rgb = tColorS;\n #endif\n\n #else\n applyLighting(tColor.rgb, normal0);\n #endif\n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n #if !defined(vtkComponent1Proportional)\n applyLighting(tColor1, normal1);\n #endif\n #if vtkNumComponents >= 3\n #if !defined(vtkComponent2Proportional)\n applyLighting(tColor2, normal2);\n #endif\n #if vtkNumComponents >= 4\n #if !defined(vtkComponent3Proportional)\n applyLighting(tColor3, normal3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n// perform final independent blend as needed\n#if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n tColor.rgb += tColor1;\n#if vtkNumComponents >= 3\n tColor.rgb += tColor2;\n#if vtkNumComponents >= 4\n tColor.rgb += tColor3;\n#endif\n#endif\n#endif\n\n#endif\nreturn tColor;\n}\n\nbool valueWithinScalarRange(vec4 val, vec4 min, vec4 max) {\n bool withinRange = false;\n #if vtkNumComponents == 1\n if (val.r >= min.r && val.r <= max.r) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents == 2\n if (val.r >= min.r && val.r <= max.r &&\n val.g >= min.g && val.g <= max.g) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 3\n if (all(greaterThanEqual(val, ipScalarRangeMin)) &&\n all(lessThanEqual(val, ipScalarRangeMax))) {\n withinRange = true;\n }\n #endif\n return withinRange;\n}\n\n//=======================================================================\n// Apply the specified blend mode operation along the ray's path.\n//\nvoid applyBlend(vec3 posIS, vec3 endIS, vec3 tdims)\n{\n vec3 tstep = 1.0/tdims;\n\n // start slightly inside and apply some jitter\n vec3 delta = endIS - posIS;\n vec3 stepIS = normalize(delta)*sampleDistanceIS;\n float raySteps = length(delta)/sampleDistanceIS;\n\n // avoid 0.0 jitter\n float jitter = 0.01 + 0.99*texture2D(jtexture, gl_FragCoord.xy/32.0).r;\n float stepsTraveled = jitter;\n\n // local vars for the loop\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n vec4 tValue;\n vec4 tColor;\n\n // if we have less than one step then pick the middle point\n // as our value\n // if (raySteps <= 1.0)\n // {\n // posIS = (posIS + endIS)*0.5;\n // }\n\n // Perform initial step at the volume boundary\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n #if vtkBlendMode == 0 // COMPOSITE_BLEND\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps);\n gl_FragData[0] = tColor;\n return;\n }\n\n tColor.a = 1.0 - pow(1.0 - tColor.a, jitter);\n color = vec4(tColor.rgb*tColor.a, tColor.a);\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n float mix = (1.0 - color.a);\n\n // this line should not be needed but nvidia seems to not handle\n // the break correctly on windows/chrome 58 angle\n //mix = mix * sign(max(raySteps - stepsTraveled - 1.0, 0.0));\n\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n stepsTraveled++;\n posIS += stepIS;\n if (color.a > 0.99) { color.a = 1.0; break; }\n }\n\n if (color.a < 0.99 && (raySteps - stepsTraveled) > 0.0)\n {\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps - stepsTraveled);\n\n float mix = (1.0 - color.a);\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n }\n\n gl_FragData[0] = vec4(color.rgb/color.a, color.a);\n #endif\n #if vtkBlendMode == 1 || vtkBlendMode == 2\n // MAXIMUM_INTENSITY_BLEND || MINIMUM_INTENSITY_BLEND\n // Find maximum/minimum intensity along the ray.\n\n // Define the operation we will use (min or max)\n #if vtkBlendMode == 1\n #define OP max\n #else\n #define OP min\n #endif\n\n // If the clipping range is shorter than the sample distance\n // we can skip the sampling loop along the ray.\n if (raySteps <= 1.0)\n {\n gl_FragData[0] = getColorForValue(tValue, posIS, tstep);\n return;\n }\n\n vec4 value = tValue;\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // Update the maximum value if necessary\n value = OP(tValue, value);\n\n // Otherwise, continue along the ray\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n tValue = getTextureValue(posIS);\n value = OP(tValue, value);\n\n // Now map through opacity and color\n gl_FragData[0] = getColorForValue(value, posIS, tstep);\n #endif\n #if vtkBlendMode == 3 || vtkBlendMode == 4 //AVERAGE_INTENSITY_BLEND || ADDITIVE_BLEND\n vec4 sum = vec4(0.);\n\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n }\n\n if (raySteps <= 1.0) {\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n return;\n }\n\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the AverageIPScalarRange to disregard scalar values, not in the range of interest, from the average computation.\n // Notes:\n // - We are comparing all values in the texture to see if any of them\n // are outside of the scalar range. In the future we might want to allow\n // scalar ranges for each component.\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n // Sum the values across each step in the path\n sum += tValue;\n }\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the IPScalarRange to disregard scalar values, not in the range of interest, from the average computation\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n\n stepsTraveled++;\n }\n\n #if vtkBlendMode == 3 // Average\n sum /= vec4(stepsTraveled, stepsTraveled, stepsTraveled, 1.0);\n #endif\n\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n #endif\n #if vtkBlendMode == 5 // RADON\n float normalizedRayIntensity = 1.0;\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tValue = getTextureValue(posIS);\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity, 0.5));\n return;\n }\n\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar value\n tValue = getTextureValue(posIS);\n\n // Convert scalar value to normalizedRayIntensity coefficient and accumulate normalizedRayIntensity\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n\n posIS += stepIS;\n stepsTraveled++;\n }\n\n // map normalizedRayIntensity to color\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity , 0.5));\n\n #endif\n}\n\n//=======================================================================\n// Compute a new start and end point for a given ray based\n// on the provided bounded clipping plane (aka a rectangle)\nvoid getRayPointIntersectionBounds(\n vec3 rayPos, vec3 rayDir,\n vec3 planeDir, float planeDist,\n inout vec2 tbounds, vec3 vPlaneX, vec3 vPlaneY,\n float vSize1, float vSize2)\n{\n float result = dot(rayDir, planeDir);\n if (abs(result) < 1e-6)\n {\n return;\n }\n result = -1.0 * (dot(rayPos, planeDir) + planeDist) / result;\n vec3 xposVC = rayPos + rayDir*result;\n vec3 vxpos = xposVC - vOriginVC;\n vec2 vpos = vec2(\n dot(vxpos, vPlaneX),\n dot(vxpos, vPlaneY));\n\n // on some apple nvidia systems this does not work\n // if (vpos.x < 0.0 || vpos.x > vSize1 ||\n // vpos.y < 0.0 || vpos.y > vSize2)\n // even just\n // if (vpos.x < 0.0 || vpos.y < 0.0)\n // fails\n // so instead we compute a value that represents in and out\n //and then compute the return using this value\n float xcheck = max(0.0, vpos.x * (vpos.x - vSize1)); // 0 means in bounds\n float check = sign(max(xcheck, vpos.y * (vpos.y - vSize2))); // 0 means in bounds, 1 = out\n\n tbounds = mix(\n vec2(min(tbounds.x, result), max(tbounds.y, result)), // in value\n tbounds, // out value\n check); // 0 in 1 out\n}\n\n//=======================================================================\n// given a\n// - ray direction (rayDir)\n// - starting point (vertexVCVSOutput)\n// - bounding planes of the volume\n// - optionally depth buffer values\n// - far clipping plane\n// compute the start/end distances of the ray we need to cast\nvec2 computeRayDistances(vec3 rayDir, vec3 tdims)\n{\n vec2 dists = vec2(100.0*camFar, -1.0);\n\n vec3 vSize = vSpacing*tdims;\n\n // all this is in View Coordinates\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal0, vPlaneDistance0, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal1, vPlaneDistance1, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal2, vPlaneDistance2, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal3, vPlaneDistance3, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal4, vPlaneDistance4, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal5, vPlaneDistance5, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n\n //VTK::ClipPlane::Impl\n\n // do not go behind front clipping plane\n dists.x = max(0.0,dists.x);\n\n // do not go PAST far clipping plane\n float farDist = -camThick/rayDir.z;\n dists.y = min(farDist,dists.y);\n\n // Do not go past the zbuffer value if set\n // This is used for intermixing opaque geometry\n //VTK::ZBuffer::Impl\n\n return dists;\n}\n\n//=======================================================================\n// Compute the index space starting position (pos) and end\n// position\n//\nvoid computeIndexSpaceValues(out vec3 pos, out vec3 endPos, vec3 rayDir, vec2 dists)\n{\n // compute starting and ending values in volume space\n pos = vertexVCVSOutput + dists.x*rayDir;\n pos = pos - vOriginVC;\n // convert to volume basis and origin\n pos = vec3(\n dot(pos, vPlaneNormal0),\n dot(pos, vPlaneNormal2),\n dot(pos, vPlaneNormal4));\n\n endPos = vertexVCVSOutput + dists.y*rayDir;\n endPos = endPos - vOriginVC;\n endPos = vec3(\n dot(endPos, vPlaneNormal0),\n dot(endPos, vPlaneNormal2),\n dot(endPos, vPlaneNormal4));\n\n float delta = length(endPos - pos);\n\n pos *= vVCToIJK;\n endPos *= vVCToIJK;\n\n float delta2 = length(endPos - pos);\n sampleDistanceIS = sampleDistance*delta2/delta;\n #ifdef VolumeShadowOn\n sampleDistanceISVS = sampleDistanceIS * volumeShadowSamplingDistFactor;\n #endif\n}\n\nvoid main()\n{\n\n if (cameraParallel == 1)\n {\n // Camera is parallel, so the rayDir is just the direction of the camera.\n rayDirVC = vec3(0.0, 0.0, -1.0);\n } else {\n // camera is at 0,0,0 so rayDir for perspective is just the vc coord\n rayDirVC = normalize(vertexVCVSOutput);\n }\n\n vec3 tdims = vec3(volumeDimensions);\n\n // compute the start and end points for the ray\n vec2 rayStartEndDistancesVC = computeRayDistances(rayDirVC, tdims);\n\n // do we need to composite? aka does the ray have any length\n // If not, bail out early\n if (rayStartEndDistancesVC.y <= rayStartEndDistancesVC.x)\n {\n discard;\n }\n\n // IS = Index Space\n vec3 posIS;\n vec3 endIS;\n computeIndexSpaceValues(posIS, endIS, rayDirVC, rayStartEndDistancesVC);\n\n // Perform the blending operation along the ray\n applyBlend(posIS, endIS, tdims);\n}\n";
1
+ var vtkVolumeFS = "//VTK::System::Dec\n\n/*=========================================================================\n\n Program: Visualization Toolkit\n Module: vtkVolumeFS.glsl\n\n Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen\n All rights reserved.\n See Copyright.txt or http://www.kitware.com/Copyright.htm for details.\n\n This software is distributed WITHOUT ANY WARRANTY; without even\n the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR\n PURPOSE. See the above copyright notice for more information.\n\n=========================================================================*/\n// Template for the volume mappers fragment shader\n\n// the output of this shader\n//VTK::Output::Dec\n\nvarying vec3 vertexVCVSOutput;\n\n// first declare the settings from the mapper\n// that impact the code paths in here\n\n// always set vtkNumComponents 1,2,3,4\n//VTK::NumComponents\n\n// possibly define vtkTrilinearOn\n//VTK::TrilinearOn\n\n// possibly define vtkIndependentComponents\n//VTK::IndependentComponentsOn\n\n// possibly define any \"proportional\" components\n//VTK::vtkProportionalComponents\n\n// Define the blend mode to use\n#define vtkBlendMode //VTK::BlendMode\n\n// Possibly define vtkImageLabelOutlineOn\n//VTK::ImageLabelOutlineOn\n\n#ifdef vtkImageLabelOutlineOn\n\nuniform float outlineOpacity;\nuniform float vpWidth;\nuniform float vpHeight;\nuniform float vpOffsetX;\nuniform float vpOffsetY;\nuniform mat4 PCWCMatrix;\nuniform mat4 vWCtoIDX;\n#endif\n\n// define vtkLightComplexity\n//VTK::LightComplexity\n#if vtkLightComplexity > 0\nuniform float vSpecularPower;\nuniform float vAmbient;\nuniform float vDiffuse;\nuniform float vSpecular;\n//VTK::Light::Dec\n#endif\n\n//VTK::VolumeShadowOn\n//VTK::SurfaceShadowOn\n//VTK::localAmbientOcclusionOn\n//VTK::LAO::Dec\n//VTK::VolumeShadow::Dec\n\n// define vtkComputeNormalFromOpacity\n//VTK::vtkComputeNormalFromOpacity\n\n// possibly define vtkGradientOpacityOn\n//VTK::GradientOpacityOn\n#ifdef vtkGradientOpacityOn\nuniform float goscale0;\nuniform float goshift0;\nuniform float gomin0;\nuniform float gomax0;\n#if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\nuniform float goscale1;\nuniform float goshift1;\nuniform float gomin1;\nuniform float gomax1;\n#if vtkNumComponents >= 3\nuniform float goscale2;\nuniform float goshift2;\nuniform float gomin2;\nuniform float gomax2;\n#endif\n#if vtkNumComponents >= 4\nuniform float goscale3;\nuniform float goshift3;\nuniform float gomin3;\nuniform float gomax3;\n#endif\n#endif\n#endif\n\n// if you want to see the raw tiled\n// data in webgl1 uncomment the following line\n// #define debugtile\n\n// camera values\nuniform float camThick;\nuniform float camNear;\nuniform float camFar;\nuniform int cameraParallel;\n\n// values describing the volume geometry\nuniform vec3 vOriginVC;\nuniform vec3 vSpacing;\nuniform ivec3 volumeDimensions; // 3d texture dimensions\nuniform vec3 vPlaneNormal0;\nuniform float vPlaneDistance0;\nuniform vec3 vPlaneNormal1;\nuniform float vPlaneDistance1;\nuniform vec3 vPlaneNormal2;\nuniform float vPlaneDistance2;\nuniform vec3 vPlaneNormal3;\nuniform float vPlaneDistance3;\nuniform vec3 vPlaneNormal4;\nuniform float vPlaneDistance4;\nuniform vec3 vPlaneNormal5;\nuniform float vPlaneDistance5;\n\n//VTK::ClipPlane::Dec\n\n// opacity and color textures\nuniform sampler2D otexture;\nuniform float oshift0;\nuniform float oscale0;\nuniform sampler2D ctexture;\nuniform float cshift0;\nuniform float cscale0;\n\n// jitter texture\nuniform sampler2D jtexture;\nuniform sampler2D ttexture;\n\n\n// some 3D texture values\nuniform float sampleDistance;\nuniform vec3 vVCToIJK;\n\n// the heights defined below are the locations\n// for the up to four components of the tfuns\n// the tfuns have a height of 2XnumComps pixels so the\n// values are computed to hit the middle of the two rows\n// for that component\n#ifdef vtkIndependentComponentsOn\n#if vtkNumComponents == 2\nuniform float mix0;\nuniform float mix1;\n#define height0 0.25\n#define height1 0.75\n#endif\n#if vtkNumComponents == 3\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\n#define height0 0.17\n#define height1 0.5\n#define height2 0.83\n#endif\n#if vtkNumComponents == 4\nuniform float mix0;\nuniform float mix1;\nuniform float mix2;\nuniform float mix3;\n#define height0 0.125\n#define height1 0.375\n#define height2 0.625\n#define height3 0.875\n#endif\n#endif\n\n#if vtkNumComponents >= 2\nuniform float oshift1;\nuniform float oscale1;\nuniform float cshift1;\nuniform float cscale1;\n#endif\n#if vtkNumComponents >= 3\nuniform float oshift2;\nuniform float oscale2;\nuniform float cshift2;\nuniform float cscale2;\n#endif\n#if vtkNumComponents >= 4\nuniform float oshift3;\nuniform float oscale3;\nuniform float cshift3;\nuniform float cscale3;\n#endif\n\nuniform vec4 ipScalarRangeMin;\nuniform vec4 ipScalarRangeMax;\n\n// declaration for intermixed geometry\n//VTK::ZBuffer::Dec\n\n//=======================================================================\n// global and custom variables (a temporary section before photorealistics rendering module is complete)\nvec3 rayDirVC;\nfloat sampleDistanceISVS;\nfloat sampleDistanceIS;\n\n#define SQRT3 1.7321\n#define INV4PI 0.0796\n#define EPSILON 0.001\n#define PI 3.1415\n#define PI2 9.8696\n\n//=======================================================================\n// Webgl2 specific version of functions\n#if __VERSION__ == 300\n\nuniform highp sampler3D texture1;\n\nvec4 getTextureValue(vec3 pos)\n{\n vec4 tmp = texture(texture1, pos);\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.a = tmp.g;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n return tmp;\n}\n\n//=======================================================================\n// WebGL1 specific version of functions\n#else\n\nuniform sampler2D texture1;\n\nuniform float texWidth;\nuniform float texHeight;\nuniform int xreps;\nuniform int xstride;\nuniform int ystride;\n\n// if computing trilinear values from multiple z slices\n#ifdef vtkTrilinearOn\nvec4 getTextureValue(vec3 ijk)\n{\n float zoff = 1.0/float(volumeDimensions.z);\n vec4 val1 = getOneTextureValue(ijk);\n vec4 val2 = getOneTextureValue(vec3(ijk.xy, ijk.z + zoff));\n\n float indexZ = float(volumeDimensions)*ijk.z;\n float zmix = indexZ - floor(indexZ);\n\n return mix(val1, val2, zmix);\n}\n\nvec4 getOneTextureValue(vec3 ijk)\n#else // nearest or fast linear\nvec4 getTextureValue(vec3 ijk)\n#endif\n{\n vec3 tdims = vec3(volumeDimensions);\n\n#ifdef debugtile\n vec2 tpos = vec2(ijk.x, ijk.y);\n vec4 tmp = texture2D(texture1, tpos);\n tmp.a = 1.0;\n\n#else\n int z = int(ijk.z * tdims.z);\n int yz = z / xreps;\n int xz = z - yz*xreps;\n\n int tileWidth = volumeDimensions.x/xstride;\n int tileHeight = volumeDimensions.y/ystride;\n\n xz *= tileWidth;\n yz *= tileHeight;\n\n float ni = float(xz) + (ijk.x*float(tileWidth));\n float nj = float(yz) + (ijk.y*float(tileHeight));\n\n vec2 tpos = vec2(ni/texWidth, nj/texHeight);\n\n vec4 tmp = texture2D(texture1, tpos);\n\n#if vtkNumComponents == 1\n tmp.a = tmp.r;\n#endif\n#if vtkNumComponents == 2\n tmp.g = tmp.a;\n#endif\n#if vtkNumComponents == 3\n tmp.a = length(tmp.rgb);\n#endif\n#endif\n\n return tmp;\n}\n\n// End of Webgl1 specific code\n//=======================================================================\n#endif\n\n//=======================================================================\n// transformation between VC and IS space\n\n// convert vector position from idx to vc\n#if (vtkLightComplexity > 0) || (defined vtkClippingPlanesOn)\nvec3 IStoVC(vec3 posIS){\n vec3 posVC = posIS / vVCToIJK;\n return posVC.x * vPlaneNormal0 +\n posVC.y * vPlaneNormal2 +\n posVC.z * vPlaneNormal4 +\n vOriginVC;\n}\n\n// convert vector position from vc to idx\nvec3 VCtoIS(vec3 posVC){\n posVC = posVC - vOriginVC;\n posVC = vec3(\n dot(posVC, vPlaneNormal0),\n dot(posVC, vPlaneNormal2),\n dot(posVC, vPlaneNormal4));\n return posVC * vVCToIJK;\n}\n#endif\n\n//Rotate vector to view coordinate\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\nvoid rotateToViewCoord(inout vec3 dirIS){\n dirIS.xyz =\n dirIS.x * vPlaneNormal0 +\n dirIS.y * vPlaneNormal2 +\n dirIS.z * vPlaneNormal4;\n}\n\n//Rotate vector to idx coordinate\nvec3 rotateToIDX(vec3 dirVC){\n vec3 dirIS;\n dirIS.xyz = vec3(\n dot(dirVC, vPlaneNormal0),\n dot(dirVC, vPlaneNormal2),\n dot(dirVC, vPlaneNormal4));\n return dirIS;\n}\n#endif\n\n//=======================================================================\n// Given a normal compute the gradient opacity factors\nfloat computeGradientOpacityFactor(\n float normalMag, float goscale, float goshift, float gomin, float gomax)\n{\n#if defined(vtkGradientOpacityOn)\n return clamp(normalMag * goscale + goshift, gomin, gomax);\n#else\n return 1.0;\n#endif\n}\n\n//=======================================================================\n// compute the normal and gradient magnitude for a position, uses forward difference\n#if (vtkLightComplexity > 0) || (defined vtkGradientOpacityOn)\n#ifdef vtkClippingPlanesOn\n void adjustClippedVoxelValues(vec3 pos, vec3 texPos[3], inout vec3 g1)\n {\n vec3 g1VC[3];\n for (int i = 0; i < 3; ++i)\n {\n g1VC[i] = IStoVC(texPos[i]);\n }\n vec3 posVC = IStoVC(pos);\n for (int i = 0; i < clip_numPlanes; ++i)\n {\n for (int j = 0; j < 3; ++j)\n {\n if(dot(vec3(vClipPlaneOrigins[i] - g1VC[j].xyz), vClipPlaneNormals[i]) > 0.0)\n {\n g1[j] = 0.0;\n }\n }\n }\n }\n#endif\n\n #ifdef vtkComputeNormalFromOpacity\n #ifdef vtkGradientOpacityOn\n vec4 computeDensityNormal(float gradientMag, vec3 scalarInterp[2])\n {\n #else\n //if gradient opacity not on but using density gradient\n vec4 computeDensityNormal(vec3 scalarInterp[2])\n {\n #endif\n vec3 opacityG1, opacityG2;\n opacityG1.x = texture2D(otexture, vec2(scalarInterp[0].x * oscale0 + oshift0, 0.5)).r;\n opacityG1.y = texture2D(otexture, vec2(scalarInterp[0].y * oscale0 + oshift0, 0.5)).r;\n opacityG1.z = texture2D(otexture, vec2(scalarInterp[0].z * oscale0 + oshift0, 0.5)).r;\n opacityG2.x = texture2D(otexture, vec2(scalarInterp[1].x * oscale0 + oshift0, 0.5)).r;\n opacityG2.y = texture2D(otexture, vec2(scalarInterp[1].y * oscale0 + oshift0, 0.5)).r;\n opacityG2.z = texture2D(otexture, vec2(scalarInterp[1].z * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n float gradOpacityFactor = 1.0f;\n if (gradientMag >= 0.0){\n gradOpacityFactor = computeGradientOpacityFactor(gradientMag, goscale0, goshift0, gomin0, gomax0);\n }\n opacityG1.xyz *= gradOpacityFactor;\n opacityG2.xyz *= gradOpacityFactor;\n #endif\n\n vec4 opacityG = vec4(opacityG1 - opacityG2, 1.0f);\n // divide by spacing\n opacityG.xyz /= vSpacing;\n opacityG.w = length(opacityG.xyz);\n // rotate to View Coords\n rotateToViewCoord(opacityG.xyz);\n if (length(opacityG.xyz) > 0.0) {\n return vec4(normalize(opacityG.xyz),opacityG.w);\n } else {\n return vec4(0.0);\n }\n }\n\n vec4 computeNormalForDensity(vec3 pos, vec3 tstep, out vec3 scalarInterp[2])\n {\n vec3 xvec = vec3(tstep.x, 0.0, 0.0);\n vec3 yvec = vec3(0.0, tstep.y, 0.0);\n vec3 zvec = vec3(0.0, 0.0, tstep.z);\n vec3 texPosPVec[3];\n texPosPVec[0] = pos + xvec;\n texPosPVec[1] = pos + yvec;\n texPosPVec[2] = pos + zvec;\n vec3 texPosNVec[3];\n texPosNVec[0] = pos - xvec;\n texPosNVec[1] = pos - yvec;\n texPosNVec[2] = pos - zvec;\n vec3 g1, g2;\n\n scalarInterp[0].x = getTextureValue(texPosPVec[0]).a;\n scalarInterp[0].y = getTextureValue(texPosPVec[1]).a;\n scalarInterp[0].z = getTextureValue(texPosPVec[2]).a;\n scalarInterp[1].x = getTextureValue(texPosNVec[0]).a;\n scalarInterp[1].y = getTextureValue(texPosNVec[1]).a;\n scalarInterp[1].z = getTextureValue(texPosNVec[2]).a;\n\n #ifdef vtkClippingPlanesOn\n adjustClippedVoxelValues(pos, texPosPVec, scalarInterp[0]);\n adjustClippedVoxelValues(pos, texPosNVec, scalarInterp[1]);\n #endif\n vec4 result;\n result.x = scalarInterp[0].x - scalarInterp[1].x;\n result.y = scalarInterp[0].y - scalarInterp[1].y;\n result.z = scalarInterp[0].z - scalarInterp[1].z;\n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz);\n // rotate to View Coords\n rotateToViewCoord(result.xyz);\n if (length(result.xyz) > 0.0) {\n return vec4(normalize(result.xyz),result.w);\n } else {\n return vec4(0.0);\n }\n }\n #endif\n\n vec4 computeNormal(vec3 pos, vec3 tstep)\n {\n vec3 xvec = vec3(tstep.x, 0.0, 0.0);\n vec3 yvec = vec3(0.0, tstep.y, 0.0);\n vec3 zvec = vec3(0.0, 0.0, tstep.z);\n vec3 texPosPVec[3];\n texPosPVec[0] = pos + xvec;\n texPosPVec[1] = pos + yvec;\n texPosPVec[2] = pos + zvec;\n vec3 texPosNVec[3];\n texPosNVec[0] = pos - xvec;\n texPosNVec[1] = pos - yvec;\n texPosNVec[2] = pos - zvec;\n vec3 g1, g2;\n g1.x = getTextureValue(texPosPVec[0]).a;\n g1.y = getTextureValue(texPosPVec[1]).a;\n g1.z = getTextureValue(texPosPVec[2]).a;\n g2.x = getTextureValue(texPosNVec[0]).a;\n g2.y = getTextureValue(texPosNVec[1]).a;\n g2.z = getTextureValue(texPosNVec[2]).a;\n #ifdef vtkClippingPlanesOn\n adjustClippedVoxelValues(pos, texPosPVec, g1);\n adjustClippedVoxelValues(pos, texPosNVec, g2);\n #endif\n vec4 result;\n result = vec4(g1 - g2, -1.0);\n // divide by spacing\n result.xyz /= vSpacing;\n result.w = length(result.xyz);\n if (result.w > 0.0){\n // rotate to View Coords\n rotateToViewCoord(result.xyz);\n return vec4(normalize(result.xyz),result.w);\n } else {\n return vec4(0.0);\n }\n }\n#endif\n\n#ifdef vtkImageLabelOutlineOn\nvec3 fragCoordToIndexSpace(vec4 fragCoord) {\n vec4 pcPos = vec4(\n (fragCoord.x / vpWidth - vpOffsetX - 0.5) * 2.0,\n (fragCoord.y / vpHeight - vpOffsetY - 0.5) * 2.0,\n (fragCoord.z - 0.5) * 2.0,\n 1.0);\n\n vec4 worldCoord = PCWCMatrix * pcPos;\n vec4 vertex = (worldCoord/worldCoord.w);\n\n vec3 index = (vWCtoIDX * vertex).xyz;\n\n // half voxel fix for labelmapOutline\n return (index + vec3(0.5)) / vec3(volumeDimensions);\n}\n#endif\n\n//=======================================================================\n// compute the normals and gradient magnitudes for a position\n// for independent components\nmat4 computeMat4Normal(vec3 pos, vec4 tValue, vec3 tstep)\n{\n mat4 result;\n vec4 distX = getTextureValue(pos + vec3(tstep.x, 0.0, 0.0)) - tValue;\n vec4 distY = getTextureValue(pos + vec3(0.0, tstep.y, 0.0)) - tValue;\n vec4 distZ = getTextureValue(pos + vec3(0.0, 0.0, tstep.z)) - tValue;\n\n // divide by spacing\n distX /= vSpacing.x;\n distY /= vSpacing.y;\n distZ /= vSpacing.z;\n\n mat3 rot;\n rot[0] = vPlaneNormal0;\n rot[1] = vPlaneNormal2;\n rot[2] = vPlaneNormal4;\n\n#if !defined(vtkComponent0Proportional)\n result[0].xyz = vec3(distX.r, distY.r, distZ.r);\n result[0].a = length(result[0].xyz);\n result[0].xyz *= rot;\n if (result[0].w > 0.0)\n {\n result[0].xyz /= result[0].w;\n }\n#endif\n\n// optionally compute the 2nd component\n#if vtkNumComponents >= 2 && !defined(vtkComponent1Proportional)\n result[1].xyz = vec3(distX.g, distY.g, distZ.g);\n result[1].a = length(result[1].xyz);\n result[1].xyz *= rot;\n if (result[1].w > 0.0)\n {\n result[1].xyz /= result[1].w;\n }\n#endif\n\n// optionally compute the 3rd component\n#if vtkNumComponents >= 3 && !defined(vtkComponent2Proportional)\n result[2].xyz = vec3(distX.b, distY.b, distZ.b);\n result[2].a = length(result[2].xyz);\n result[2].xyz *= rot;\n if (result[2].w > 0.0)\n {\n result[2].xyz /= result[2].w;\n }\n#endif\n\n// optionally compute the 4th component\n#if vtkNumComponents >= 4 && !defined(vtkComponent3Proportional)\n result[3].xyz = vec3(distX.a, distY.a, distZ.a);\n result[3].a = length(result[3].xyz);\n result[3].xyz *= rot;\n if (result[3].w > 0.0)\n {\n result[3].xyz /= result[3].w;\n }\n#endif\n\n return result;\n}\n\n//=======================================================================\n// global shadow - secondary ray\n#if defined(VolumeShadowOn) || defined(localAmbientOcclusionOn)\nfloat random()\n{\n float rand = fract(sin(dot(gl_FragCoord.xy,vec2(12.9898,78.233)))*43758.5453123);\n float jitter=texture2D(jtexture,gl_FragCoord.xy/32.).r;\n uint pcg_state = floatBitsToUint(jitter);\n uint state = pcg_state;\n pcg_state = pcg_state * uint(747796405) + uint(2891336453);\n uint word = ((state >> ((state >> uint(28)) + uint(4))) ^ state) * uint(277803737);\n return (float((((word >> uint(22)) ^ word) >> 1 ))/float(2147483647) + rand)/2.0;\n}\n#endif\n\n#ifdef VolumeShadowOn\n// henyey greenstein phase function\nfloat phase_function(float cos_angle)\n{\n // divide by 2.0 instead of 4pi to increase intensity\n return ((1.0-anisotropy2)/pow(1.0+anisotropy2-2.0*anisotropy*cos_angle, 1.5))/2.0;\n}\n\n// Computes the intersection between a ray and a box\nstruct Hit\n{\n float tmin;\n float tmax;\n};\n\nstruct Ray\n{\n vec3 origin;\n vec3 dir;\n vec3 invDir;\n};\n\nbool BBoxIntersect(vec3 boundMin, vec3 boundMax, const Ray r, out Hit hit)\n{\n vec3 tbot = r.invDir * (boundMin - r.origin);\n vec3 ttop = r.invDir * (boundMax - r.origin);\n vec3 tmin = min(ttop, tbot);\n vec3 tmax = max(ttop, tbot);\n vec2 t = max(tmin.xx, tmin.yz);\n float t0 = max(t.x, t.y);\n t = min(tmax.xx, tmax.yz);\n float t1 = min(t.x, t.y);\n hit.tmin = t0;\n hit.tmax = t1;\n return t1 > max(t0,0.0);\n}\n\n// As BBoxIntersect requires the inverse of the ray coords,\n// this function is used to avoid numerical issues\nvoid safe_0_vector(inout Ray ray)\n{\n if(abs(ray.dir.x) < EPSILON) ray.dir.x = sign(ray.dir.x) * EPSILON;\n if(abs(ray.dir.y) < EPSILON) ray.dir.y = sign(ray.dir.y) * EPSILON;\n if(abs(ray.dir.z) < EPSILON) ray.dir.z = sign(ray.dir.z) * EPSILON;\n}\n\nfloat volume_shadow(vec3 posIS, vec3 lightDirNormIS)\n{\n float shadow = 1.0;\n float opacity = 0.0;\n\n // modify sample distance with a random number between 1.5 and 3.0\n float sampleDistanceISVS_jitter = sampleDistanceISVS * mix(1.5, 3.0, random());\n float opacityPrev = texture2D(otexture, vec2(getTextureValue(posIS).r * oscale0 + oshift0, 0.5)).r;\n\n // in case the first sample near surface has a very tiled light ray, we need to offset start position\n posIS += sampleDistanceISVS_jitter * lightDirNormIS;\n\n // compute the start and end points for the ray\n Ray ray;\n Hit hit;\n ray.origin = posIS;\n ray.dir = lightDirNormIS;\n safe_0_vector(ray);\n ray.invDir = 1.0/ray.dir;\n\n if(!BBoxIntersect(vec3(0.0),vec3(1.0), ray, hit))\n {\n return 1.0;\n }\n float maxdist = hit.tmax;\n\n // interpolate shadow ray length between: 1 unit of sample distance in IS to SQRT3, based on globalIlluminationReach\n float maxgi = mix(sampleDistanceISVS_jitter,SQRT3,giReach);\n maxdist = min(maxdist,maxgi);\n if(maxdist < EPSILON) {\n return 1.0;\n }\n\n // support gradient opacity\n #ifdef vtkGradientOpacityOn\n vec4 normal;\n #endif\n\n float current_dist = 0.0;\n float current_step = length(sampleDistanceISVS_jitter * lightDirNormIS);\n float clamped_step = 0.0;\n\n vec4 scalar = vec4(0.0);\n while(current_dist < maxdist)\n {\n#ifdef vtkClippingPlanesOn\n vec3 posVC = IStoVC(posIS);\n for (int i = 0; i < clip_numPlanes; ++i)\n {\n if (dot(vec3(vClipPlaneOrigins[i] - posVC), vClipPlaneNormals[i]) > 0.0)\n {\n current_dist = maxdist;\n }\n }\n#endif\n scalar = getTextureValue(posIS);\n opacity = texture2D(otexture, vec2(scalar.r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n normal = computeNormal(posIS, vec3(1.0/vec3(volumeDimensions)));\n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif\n shadow *= 1.0 - opacity;\n\n // optimization: early termination\n if (shadow < EPSILON){\n return 0.0;\n }\n\n clamped_step = min(maxdist - current_dist, current_step);\n posIS += clamped_step * lightDirNormIS;\n current_dist += current_step;\n }\n\n return shadow;\n}\n\nvec3 applyShadowRay(vec3 tColor, vec3 posIS, vec3 viewDirectionVC)\n{\n vec3 vertLight = vec3(0.0);\n vec3 secondary_contrib = vec3(0.0);\n // here we assume only positional light, no effect of cones\n for (int i = 0; i < lightNum; i++)\n {\n #if(vtkLightComplexity==3)\n if (lightPositional[i] == 1){\n vertLight = lightPositionVC[i] - IStoVC(posIS);\n }else{\n vertLight = - lightDirectionVC[i];\n }\n #else\n vertLight = - lightDirectionVC[i];\n #endif\n // here we assume achromatic light, only intensity\n float dDotL = dot(viewDirectionVC, normalize(vertLight));\n // isotropic scatter returns 0.5 instead of 1/4pi to increase intensity\n float phase_attenuation = 0.5;\n if (abs(anisotropy) > EPSILON){\n phase_attenuation = phase_function(dDotL);\n }\n float vol_shadow = volume_shadow(posIS, normalize(rotateToIDX(vertLight)));\n secondary_contrib += tColor * vDiffuse * lightColor[i] * vol_shadow * phase_attenuation;\n secondary_contrib += tColor * vAmbient;\n }\n return secondary_contrib;\n}\n#endif\n\n//=======================================================================\n// local ambient occlusion\n#ifdef localAmbientOcclusionOn\nvec3 sample_direction_uniform(int i)\n{\n float rand = random() * 0.5;\n float theta = PI2 * (kernelSample[i][0] + rand);\n float phi = acos(2.0 * (kernelSample[i][1] + rand) -1.0) / 2.5;\n return normalize(vec3(cos(theta)*sin(phi), sin(theta)*sin(phi), cos(phi)));\n}\n\n// return a matrix that transform startDir into z axis; startDir should be normalized\nmat3 zBaseRotationalMatrix(vec3 startDir){\n vec3 axis = cross(startDir, vec3(0.0,0.0,1.0));\n float cosA = startDir.z;\n float k = 1.0 / (1.0 + cosA);\n mat3 matrix = mat3((axis.x * axis.x * k) + cosA, (axis.y * axis.x * k) - axis.z, (axis.z * axis.x * k) + axis.y,\n (axis.x * axis.y * k) + axis.z, (axis.y * axis.y * k) + cosA, (axis.z * axis.y * k) - axis.x,\n (axis.x * axis.z * k) - axis.y, (axis.y * axis.z * k) + axis.x, (axis.z * axis.z * k) + cosA);\n return matrix;\n}\n\nfloat computeLAO(vec3 posIS, float op, vec3 lightDir, vec4 normal){\n // apply LAO only at selected locations, otherwise return full brightness\n if (normal.w > 0.0 && op > 0.05){\n float total_transmittance = 0.0;\n mat3 inverseRotateBasis = inverse(zBaseRotationalMatrix(normalize(-normal.xyz)));\n vec3 currPos, randomDirStep;\n float weight, transmittance, opacity;\n for (int i = 0; i < kernelSize; i++)\n {\n randomDirStep = inverseRotateBasis * sample_direction_uniform(i) * sampleDistanceIS;\n weight = 1.0 - dot(normalize(lightDir), normalize(randomDirStep));\n currPos = posIS;\n transmittance = 1.0;\n for (int j = 0; j < kernelRadius ; j++){\n currPos += randomDirStep;\n // check if it's at clipping plane, if so return full brightness\n if (all(greaterThan(currPos, vec3(EPSILON))) && all(lessThan(currPos,vec3(1.0-EPSILON)))){\n opacity = texture2D(otexture, vec2(getTextureValue(currPos).r * oscale0 + oshift0, 0.5)).r;\n #ifdef vtkGradientOpacityOn\n opacity *= computeGradientOpacityFactor(normal.w, goscale0, goshift0, gomin0, gomax0);\n #endif\n transmittance *= 1.0 - opacity;\n }\n else{\n break;\n }\n }\n total_transmittance += transmittance / float(kernelRadius) * weight;\n\n // early termination if fully translucent\n if (total_transmittance > 1.0 - EPSILON){\n return 1.0;\n }\n }\n // average transmittance and reduce variance\n return clamp(total_transmittance / float(kernelSize), 0.3, 1.0);\n } else {\n return 1.0;\n }\n}\n#endif\n\n//=======================================================================\n// surface light contribution\n#if vtkLightComplexity > 0\n void applyLighting(inout vec3 tColor, vec4 normal)\n {\n vec3 diffuse = vec3(0.0, 0.0, 0.0);\n vec3 specular = vec3(0.0, 0.0, 0.0);\n float df, sf = 0.0;\n for (int i = 0; i < lightNum; i++){\n df = abs(dot(normal.rgb, -lightDirectionVC[i]));\n diffuse += df * lightColor[i];\n sf = pow( abs(dot(lightHalfAngleVC[i],normal.rgb)), vSpecularPower);\n specular += sf * lightColor[i];\n }\n tColor.rgb = tColor.rgb*(diffuse*vDiffuse + vAmbient) + specular*vSpecular;\n }\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 applyLightingDirectional(vec3 posIS, vec4 tColor, vec4 normal)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif\n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float ndotL,vdotR;\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n }\n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else\n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif\n }\n #else\n vec3 applyLightingPositional(vec3 posIS, vec4 tColor, vec4 normal, vec3 posVC)\n {\n // everything in VC\n vec3 diffuse = vec3(0.0);\n vec3 specular = vec3(0.0);\n #ifdef localAmbientOcclusionOn\n vec3 ambient = vec3(0.0);\n #endif\n vec3 vertLightDirection;\n for (int i = 0; i < lightNum; i++){\n float distance,attenuation,ndotL,vdotR;\n vec3 lightDir;\n if (lightPositional[i] == 1){\n lightDir = lightDirectionVC[i];\n vertLightDirection = posVC - lightPositionVC[i];\n distance = length(vertLightDirection);\n vertLightDirection = normalize(vertLightDirection);\n attenuation = 1.0 / (lightAttenuation[i].x\n + lightAttenuation[i].y * distance\n + lightAttenuation[i].z * distance * distance);\n // per OpenGL standard cone angle is 90 or less for a spot light\n if (lightConeAngle[i] <= 90.0){\n float coneDot = dot(vertLightDirection, lightDir);\n if (coneDot >= cos(radians(lightConeAngle[i]))){ // if inside cone\n attenuation = attenuation * pow(coneDot, lightExponent[i]);\n }\n else {\n attenuation = 0.0;\n }\n }\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * attenuation * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * attenuation * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n } else {\n vertLightDirection = lightDirectionVC[i];\n ndotL = dot(normal.xyz, vertLightDirection);\n if (ndotL < 0.0 && twoSidedLighting)\n {\n ndotL = -ndotL;\n }\n if (ndotL > 0.0)\n {\n diffuse += ndotL * lightColor[i];\n //specular\n vdotR = dot(-rayDirVC, normalize(2.0 * ndotL * -normal.xyz + vertLightDirection));\n if (vdotR > 0.0)\n {\n specular += pow(vdotR, vSpecularPower) * lightColor[i];\n }\n }\n #ifdef localAmbientOcclusionOn\n ambient += computeLAO(posIS, tColor.a, vertLightDirection, normal);\n #endif\n }\n }\n #ifdef localAmbientOcclusionOn\n return tColor.rgb * (diffuse * vDiffuse + vAmbient * ambient) + specular*vSpecular;\n #else\n return tColor.rgb * (diffuse * vDiffuse + vAmbient) + specular*vSpecular;\n #endif\n }\n #endif\n #endif\n#endif\n\n//=======================================================================\n// Given a texture value compute the color and opacity\n//\nvec4 getColorForValue(vec4 tValue, vec3 posIS, vec3 tstep)\n{\n#ifdef vtkImageLabelOutlineOn\n vec3 centerPosIS = fragCoordToIndexSpace(gl_FragCoord); // pos in texture space\n vec4 centerValue = getTextureValue(centerPosIS);\n bool pixelOnBorder = false;\n vec4 tColor = texture2D(ctexture, vec2(centerValue.r * cscale0 + cshift0, 0.5));\n\n // Get alpha of segment from opacity function.\n tColor.a = texture2D(otexture, vec2(centerValue.r * oscale0 + oshift0, 0.5)).r;\n\n int segmentIndex = int(centerValue.r * 255.0);\n \n // Use texture sampling for outlineThickness\n float textureCoordinate = float(segmentIndex - 1) / 1024.0;\n float textureValue = texture2D(ttexture, vec2(textureCoordinate, 0.5)).r;\n\n int actualThickness = int(textureValue * 255.0);\n\n if (actualThickness == 0) {\n return vec4(0, 0, 1, 1);\n }\n\n // Only perform outline check on fragments rendering voxels that aren't invisible.\n // Saves a bunch of needless checks on the background.\n // TODO define epsilon when building shader?\n if (float(tColor.a) > 0.01) {\n for (int i = -actualThickness; i <= actualThickness; i++) {\n for (int j = -actualThickness; j <= actualThickness; j++) {\n if (i == 0 || j == 0) {\n continue;\n }\n\n vec4 neighborPixelCoord = vec4(gl_FragCoord.x + float(i),\n gl_FragCoord.y + float(j),\n gl_FragCoord.z, gl_FragCoord.w);\n\n vec3 neighborPosIS = fragCoordToIndexSpace(neighborPixelCoord);\n vec4 value = getTextureValue(neighborPosIS);\n\n // If any of my neighbours are not the same value as I\n // am, this means I am on the border of the segment.\n // We can break the loops\n if (any(notEqual(value, centerValue))) {\n pixelOnBorder = true;\n break;\n }\n }\n\n if (pixelOnBorder == true) {\n break;\n }\n }\n\n // If I am on the border, I am displayed at full opacity\n if (pixelOnBorder == true) {\n tColor.a = outlineOpacity;\n }\n }\n\n#else\n // compute the normal and gradient magnitude if needed\n // We compute it as a vec4 if possible otherwise a mat4\n //\n vec4 goFactor = vec4(1.0,1.0,1.0,1.0);\n\n // compute the normal vectors as needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);\n #if !defined(vtkComponent0Proportional)\n vec4 normal0 = normalMat[0];\n #endif\n #if !defined(vtkComponent1Proportional)\n vec4 normal1 = normalMat[1];\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n vec4 normal2 = normalMat[2];\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n vec4 normal3 = normalMat[3];\n #endif\n #endif\n #endif\n #else\n vec4 normalLight;\n #ifdef vtkComputeNormalFromOpacity\n vec3 scalarInterp[2];\n vec4 normal0 = computeNormalForDensity(posIS, tstep, scalarInterp);\n if (length(normal0)>0.0){\n #ifdef vtkGradientOpacityOn\n normalLight = computeDensityNormal(normal0.w, scalarInterp);\n #else\n normalLight = computeDensityNormal(scalarInterp);\n #endif\n if (length(normalLight) == 0.0){\n normalLight = normal0;\n }\n }\n #else\n vec4 normal0 = computeNormal(posIS, tstep);\n normalLight = normal0;\n #endif\n #endif\n #endif\n\n // compute gradient opacity factors as needed\n #if defined(vtkGradientOpacityOn)\n #if !defined(vtkComponent0Proportional)\n goFactor.x =\n computeGradientOpacityFactor(normal0.a, goscale0, goshift0, gomin0, gomax0);\n #endif\n #if defined(vtkIndependentComponentsOn) && (vtkNumComponents > 1)\n #if !defined(vtkComponent1Proportional)\n goFactor.y =\n computeGradientOpacityFactor(normal1.a, goscale1, goshift1, gomin1, gomax1);\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n goFactor.z =\n computeGradientOpacityFactor(normal2.a, goscale2, goshift2, gomin2, gomax2);\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n goFactor.w =\n computeGradientOpacityFactor(normal3.a, goscale3, goshift3, gomin3, gomax3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n // single component is always independent\n #if vtkNumComponents == 1\n vec4 tColor = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, 0.5));\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n if (tColor.a < EPSILON){\n return vec4(0.0);\n }\n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n vec4 tColor = mix0*texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, height0));\n #if !defined(vtkComponent0Proportional)\n tColor.a = goFactor.x*mix0*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n tColor *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix0));\n #endif\n\n vec3 tColor1 = mix1*texture2D(ctexture, vec2(tValue.g * cscale1 + cshift1, height1)).rgb;\n #if !defined(vtkComponent1Proportional)\n tColor.a += goFactor.y*mix1*texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n tColor1 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix1));\n #endif\n\n #if vtkNumComponents >= 3\n vec3 tColor2 = mix2*texture2D(ctexture, vec2(tValue.b * cscale2 + cshift2, height2)).rgb;\n #if !defined(vtkComponent2Proportional)\n tColor.a += goFactor.z*mix2*texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n tColor2 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix2));\n #endif\n\n #if vtkNumComponents >= 4\n vec3 tColor3 = mix3*texture2D(ctexture, vec2(tValue.a * cscale3 + cshift3, height3)).rgb;\n #if !defined(vtkComponent3Proportional)\n tColor.a += goFactor.w*mix3*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n #else\n float pwfValue = texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n tColor3 *= pwfValue;\n tColor.a *= mix(pwfValue, 1.0, (1.0 - mix3));\n #endif\n #endif\n #endif\n #else // then not independent\n\n #if vtkNumComponents == 2\n float lum = tValue.r * cscale0 + cshift0;\n float alpha = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale1 + oshift1, 0.5)).r;\n vec4 tColor = vec4(lum, lum, lum, alpha);\n #endif\n #if vtkNumComponents == 3\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale0 + oshift0, 0.5)).r;\n #endif\n #if vtkNumComponents == 4\n vec4 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n tColor.a = goFactor.x*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, 0.5)).r;\n #endif\n #endif // dependent\n\n // apply lighting if requested as appropriate\n #if vtkLightComplexity > 0\n #if !defined(vtkComponent0Proportional)\n #if vtkNumComponents == 1\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 tColorS = applyLightingDirectional(posIS, tColor, normalLight);\n #else\n vec3 tColorS = applyLightingPositional(posIS, tColor, normalLight, IStoVC(posIS));\n #endif\n #endif\n\n #ifdef VolumeShadowOn\n vec3 tColorVS = applyShadowRay(tColor.rgb, posIS, rayDirVC);\n #ifdef SurfaceShadowOn\n float vol_coef = volumetricScatteringBlending * (1.0 - tColor.a / 2.0) * (1.0 - atan(normalLight.w) * INV4PI);\n tColor.rgb = (1.0-vol_coef) * tColorS + vol_coef * tColorVS;\n #else\n tColor.rgb = tColorVS;\n #endif\n #else\n tColor.rgb = tColorS;\n #endif\n\n #else\n applyLighting(tColor.rgb, normal0);\n #endif\n #endif\n\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n #if !defined(vtkComponent1Proportional)\n applyLighting(tColor1, normal1);\n #endif\n #if vtkNumComponents >= 3\n #if !defined(vtkComponent2Proportional)\n applyLighting(tColor2, normal2);\n #endif\n #if vtkNumComponents >= 4\n #if !defined(vtkComponent3Proportional)\n applyLighting(tColor3, normal3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n// perform final independent blend as needed\n#if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 2\n tColor.rgb += tColor1;\n#if vtkNumComponents >= 3\n tColor.rgb += tColor2;\n#if vtkNumComponents >= 4\n tColor.rgb += tColor3;\n#endif\n#endif\n#endif\n\n#endif\nreturn tColor;\n}\n\nbool valueWithinScalarRange(vec4 val, vec4 min, vec4 max) {\n bool withinRange = false;\n #if vtkNumComponents == 1\n if (val.r >= min.r && val.r <= max.r) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents == 2\n if (val.r >= min.r && val.r <= max.r &&\n val.g >= min.g && val.g <= max.g) {\n withinRange = true;\n }\n #endif\n #if defined(vtkIndependentComponentsOn) && vtkNumComponents >= 3\n if (all(greaterThanEqual(val, ipScalarRangeMin)) &&\n all(lessThanEqual(val, ipScalarRangeMax))) {\n withinRange = true;\n }\n #endif\n return withinRange;\n}\n\n//=======================================================================\n// Apply the specified blend mode operation along the ray's path.\n//\nvoid applyBlend(vec3 posIS, vec3 endIS, vec3 tdims)\n{\n vec3 tstep = 1.0/tdims;\n\n // start slightly inside and apply some jitter\n vec3 delta = endIS - posIS;\n vec3 stepIS = normalize(delta)*sampleDistanceIS;\n float raySteps = length(delta)/sampleDistanceIS;\n\n // avoid 0.0 jitter\n float jitter = 0.01 + 0.99*texture2D(jtexture, gl_FragCoord.xy/32.0).r;\n float stepsTraveled = jitter;\n\n // local vars for the loop\n vec4 color = vec4(0.0, 0.0, 0.0, 0.0);\n vec4 tValue;\n vec4 tColor;\n\n // if we have less than one step then pick the middle point\n // as our value\n // if (raySteps <= 1.0)\n // {\n // posIS = (posIS + endIS)*0.5;\n // }\n\n // Perform initial step at the volume boundary\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n #if vtkBlendMode == 0 // COMPOSITE_BLEND\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps);\n gl_FragData[0] = tColor;\n return;\n }\n\n tColor.a = 1.0 - pow(1.0 - tColor.a, jitter);\n color = vec4(tColor.rgb*tColor.a, tColor.a);\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n\n float mix = (1.0 - color.a);\n\n // this line should not be needed but nvidia seems to not handle\n // the break correctly on windows/chrome 58 angle\n //mix = mix * sign(max(raySteps - stepsTraveled - 1.0, 0.0));\n\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n stepsTraveled++;\n posIS += stepIS;\n if (color.a > 0.99) { color.a = 1.0; break; }\n }\n\n if (color.a < 0.99 && (raySteps - stepsTraveled) > 0.0)\n {\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // now map through opacity and color\n tColor = getColorForValue(tValue, posIS, tstep);\n tColor.a = 1.0 - pow(1.0 - tColor.a, raySteps - stepsTraveled);\n\n float mix = (1.0 - color.a);\n color = color + vec4(tColor.rgb*tColor.a, tColor.a)*mix;\n }\n\n gl_FragData[0] = vec4(color.rgb/color.a, color.a);\n #endif\n #if vtkBlendMode == 1 || vtkBlendMode == 2\n // MAXIMUM_INTENSITY_BLEND || MINIMUM_INTENSITY_BLEND\n // Find maximum/minimum intensity along the ray.\n\n // Define the operation we will use (min or max)\n #if vtkBlendMode == 1\n #define OP max\n #else\n #define OP min\n #endif\n\n // If the clipping range is shorter than the sample distance\n // we can skip the sampling loop along the ray.\n if (raySteps <= 1.0)\n {\n gl_FragData[0] = getColorForValue(tValue, posIS, tstep);\n return;\n }\n\n vec4 value = tValue;\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // Update the maximum value if necessary\n value = OP(tValue, value);\n\n // Otherwise, continue along the ray\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n tValue = getTextureValue(posIS);\n value = OP(tValue, value);\n\n // Now map through opacity and color\n gl_FragData[0] = getColorForValue(value, posIS, tstep);\n #endif\n #if vtkBlendMode == 3 || vtkBlendMode == 4 //AVERAGE_INTENSITY_BLEND || ADDITIVE_BLEND\n vec4 sum = vec4(0.);\n\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n }\n\n if (raySteps <= 1.0) {\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n return;\n }\n\n posIS += (jitter*stepIS);\n\n // Sample along the ray until MaximumSamplesValue,\n // ending slightly inside the total distance\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n // If we have reached the last step, break\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the AverageIPScalarRange to disregard scalar values, not in the range of interest, from the average computation.\n // Notes:\n // - We are comparing all values in the texture to see if any of them\n // are outside of the scalar range. In the future we might want to allow\n // scalar ranges for each component.\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n // Sum the values across each step in the path\n sum += tValue;\n }\n stepsTraveled++;\n posIS += stepIS;\n }\n\n // Perform the last step along the ray using the\n // residual distance\n posIS = endIS;\n\n // compute the scalar\n tValue = getTextureValue(posIS);\n\n // One can control the scalar range by setting the IPScalarRange to disregard scalar values, not in the range of interest, from the average computation\n if (valueWithinScalarRange(tValue, ipScalarRangeMin, ipScalarRangeMax)) {\n sum += tValue;\n\n stepsTraveled++;\n }\n\n #if vtkBlendMode == 3 // Average\n sum /= vec4(stepsTraveled, stepsTraveled, stepsTraveled, 1.0);\n #endif\n\n gl_FragData[0] = getColorForValue(sum, posIS, tstep);\n #endif\n #if vtkBlendMode == 5 // RADON\n float normalizedRayIntensity = 1.0;\n\n // handle very thin volumes\n if (raySteps <= 1.0)\n {\n tValue = getTextureValue(posIS);\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity, 0.5));\n return;\n }\n\n posIS += (jitter*stepIS);\n\n for (int i = 0; i < //VTK::MaximumSamplesValue ; ++i)\n {\n if (stepsTraveled + 1.0 >= raySteps) { break; }\n\n // compute the scalar value\n tValue = getTextureValue(posIS);\n\n // Convert scalar value to normalizedRayIntensity coefficient and accumulate normalizedRayIntensity\n normalizedRayIntensity = normalizedRayIntensity - sampleDistance*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n\n posIS += stepIS;\n stepsTraveled++;\n }\n\n // map normalizedRayIntensity to color\n gl_FragData[0] = texture2D(ctexture, vec2(normalizedRayIntensity , 0.5));\n\n #endif\n}\n\n//=======================================================================\n// Compute a new start and end point for a given ray based\n// on the provided bounded clipping plane (aka a rectangle)\nvoid getRayPointIntersectionBounds(\n vec3 rayPos, vec3 rayDir,\n vec3 planeDir, float planeDist,\n inout vec2 tbounds, vec3 vPlaneX, vec3 vPlaneY,\n float vSize1, float vSize2)\n{\n float result = dot(rayDir, planeDir);\n if (abs(result) < 1e-6)\n {\n return;\n }\n result = -1.0 * (dot(rayPos, planeDir) + planeDist) / result;\n vec3 xposVC = rayPos + rayDir*result;\n vec3 vxpos = xposVC - vOriginVC;\n vec2 vpos = vec2(\n dot(vxpos, vPlaneX),\n dot(vxpos, vPlaneY));\n\n // on some apple nvidia systems this does not work\n // if (vpos.x < 0.0 || vpos.x > vSize1 ||\n // vpos.y < 0.0 || vpos.y > vSize2)\n // even just\n // if (vpos.x < 0.0 || vpos.y < 0.0)\n // fails\n // so instead we compute a value that represents in and out\n //and then compute the return using this value\n float xcheck = max(0.0, vpos.x * (vpos.x - vSize1)); // 0 means in bounds\n float check = sign(max(xcheck, vpos.y * (vpos.y - vSize2))); // 0 means in bounds, 1 = out\n\n tbounds = mix(\n vec2(min(tbounds.x, result), max(tbounds.y, result)), // in value\n tbounds, // out value\n check); // 0 in 1 out\n}\n\n//=======================================================================\n// given a\n// - ray direction (rayDir)\n// - starting point (vertexVCVSOutput)\n// - bounding planes of the volume\n// - optionally depth buffer values\n// - far clipping plane\n// compute the start/end distances of the ray we need to cast\nvec2 computeRayDistances(vec3 rayDir, vec3 tdims)\n{\n vec2 dists = vec2(100.0*camFar, -1.0);\n\n vec3 vSize = vSpacing*tdims;\n\n // all this is in View Coordinates\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal0, vPlaneDistance0, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal1, vPlaneDistance1, dists, vPlaneNormal2, vPlaneNormal4,\n vSize.y, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal2, vPlaneDistance2, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal3, vPlaneDistance3, dists, vPlaneNormal0, vPlaneNormal4,\n vSize.x, vSize.z);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal4, vPlaneDistance4, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n getRayPointIntersectionBounds(vertexVCVSOutput, rayDir,\n vPlaneNormal5, vPlaneDistance5, dists, vPlaneNormal0, vPlaneNormal2,\n vSize.x, vSize.y);\n\n //VTK::ClipPlane::Impl\n\n // do not go behind front clipping plane\n dists.x = max(0.0,dists.x);\n\n // do not go PAST far clipping plane\n float farDist = -camThick/rayDir.z;\n dists.y = min(farDist,dists.y);\n\n // Do not go past the zbuffer value if set\n // This is used for intermixing opaque geometry\n //VTK::ZBuffer::Impl\n\n return dists;\n}\n\n//=======================================================================\n// Compute the index space starting position (pos) and end\n// position\n//\nvoid computeIndexSpaceValues(out vec3 pos, out vec3 endPos, vec3 rayDir, vec2 dists)\n{\n // compute starting and ending values in volume space\n pos = vertexVCVSOutput + dists.x*rayDir;\n pos = pos - vOriginVC;\n // convert to volume basis and origin\n pos = vec3(\n dot(pos, vPlaneNormal0),\n dot(pos, vPlaneNormal2),\n dot(pos, vPlaneNormal4));\n\n endPos = vertexVCVSOutput + dists.y*rayDir;\n endPos = endPos - vOriginVC;\n endPos = vec3(\n dot(endPos, vPlaneNormal0),\n dot(endPos, vPlaneNormal2),\n dot(endPos, vPlaneNormal4));\n\n float delta = length(endPos - pos);\n\n pos *= vVCToIJK;\n endPos *= vVCToIJK;\n\n float delta2 = length(endPos - pos);\n sampleDistanceIS = sampleDistance*delta2/delta;\n #ifdef VolumeShadowOn\n sampleDistanceISVS = sampleDistanceIS * volumeShadowSamplingDistFactor;\n #endif\n}\n\nvoid main()\n{\n\n if (cameraParallel == 1)\n {\n // Camera is parallel, so the rayDir is just the direction of the camera.\n rayDirVC = vec3(0.0, 0.0, -1.0);\n } else {\n // camera is at 0,0,0 so rayDir for perspective is just the vc coord\n rayDirVC = normalize(vertexVCVSOutput);\n }\n\n vec3 tdims = vec3(volumeDimensions);\n\n // compute the start and end points for the ray\n vec2 rayStartEndDistancesVC = computeRayDistances(rayDirVC, tdims);\n\n // do we need to composite? aka does the ray have any length\n // If not, bail out early\n if (rayStartEndDistancesVC.y <= rayStartEndDistancesVC.x)\n {\n discard;\n }\n\n // IS = Index Space\n vec3 posIS;\n vec3 endIS;\n computeIndexSpaceValues(posIS, endIS, rayDirVC, rayStartEndDistancesVC);\n\n // Perform the blending operation along the ray\n applyBlend(posIS, endIS, tdims);\n}\n";
2
2
 
3
3
  export { vtkVolumeFS as v };
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@kitware/vtk.js",
3
- "version": "29.1.2",
3
+ "version": "29.2.0",
4
4
  "description": "Visualization Toolkit for the Web",
5
5
  "keywords": [
6
6
  "3d",