@ohif/app 3.8.0-beta.80 → 3.8.0-beta.81

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Files changed (33) hide show
  1. package/dist/{121.bundle.787f5a848ed632a4d5fc.js → 121.bundle.47f05840a5b3cdf75543.js} +4 -1
  2. package/dist/{183.bundle.72bf18ad23ee6624986d.js → 183.bundle.a3e238998be71c4b2af8.js} +64 -48
  3. package/dist/{206.bundle.f957e0d1cdff66dbac69.js → 206.bundle.fcaa081a0d1f68095c31.js} +45 -20
  4. package/dist/{217.bundle.be1cc412f8e26be87d21.js → 217.bundle.d44bbaa50b6fa563fe15.js} +116 -69
  5. package/dist/{295.bundle.6f734abf8fa85b1a310d.js → 295.bundle.5ace95771ced62bdcab8.js} +4 -1
  6. package/dist/{325.bundle.84909a08305556e9f924.js → 325.bundle.fd8e0c18db4708d03a91.js} +4 -8
  7. package/dist/{335.bundle.c39d4aefe33aecab958f.js → 335.bundle.8400aa5a88697a6b9d53.js} +2 -2
  8. package/dist/{41.bundle.7c943bb857ed37831905.js → 41.bundle.0905b258a90a7c6437bb.js} +174 -104
  9. package/dist/{422.bundle.bd6529c536f59807fbee.js → 422.bundle.c6fd037b075dd54f1ba7.js} +9 -25
  10. package/dist/{433.bundle.4c77c1fe8fc90ac14218.js → 433.bundle.e0018820758f5a86fa7f.js} +61 -7
  11. package/dist/{448.bundle.deedeff5744e77510734.js → 448.bundle.5e6da31477887bf53016.js} +6 -12
  12. package/dist/{487.bundle.7890ca42826941ebcd60.js → 487.bundle.89d973049defb3ba6cb7.js} +3 -2
  13. package/dist/{530.bundle.7c94543955552475c56a.js → 530.bundle.207b38c15c4c01e4db0e.js} +14 -2
  14. package/dist/{574.bundle.be075ac52fb52b442a8b.js → 574.bundle.d648fea691d6709bf2b4.js} +14 -3
  15. package/dist/{633.bundle.c1658e76f104cbd14cab.js → 633.bundle.acab89baaa06a299d679.js} +48 -33
  16. package/dist/{540.bundle.079d43a6717e95c24392.js → 669.bundle.b17e8a621e38d92c653f.js} +95 -87
  17. package/dist/{699.bundle.4f01772e7ce6637de339.js → 699.bundle.9367d7ef9f7615b2e733.js} +41 -37
  18. package/dist/{724.bundle.e5794460c391ee9cba2c.js → 724.bundle.55f9f49816de931af91a.js} +1 -1
  19. package/dist/{862.bundle.c0ee6e1d4d97e1353213.js → 862.bundle.d32ab08e64806b2e964d.js} +4 -1
  20. package/dist/{94.bundle.c452d9b0645277c2cf4e.js → 94.bundle.f5f2479c214180d05d42.js} +7 -13
  21. package/dist/app.bundle.css +1 -1
  22. package/dist/{app.bundle.6c090a2d6d3ccc97a81d.js → app.bundle.ed937512f7d19d61c411.js} +188 -64
  23. package/dist/index.html +1 -1
  24. package/dist/{polySeg.bundle.63011312c3c79e717ea9.js → polySeg.bundle.f1a6ece1396dc1385155.js} +1 -1
  25. package/dist/sw.js +1 -1
  26. package/package.json +18 -18
  27. /package/dist/{164.bundle.d4598e491783753a8b6b.js → 164.bundle.fadc7c5d634402c73b5f.js} +0 -0
  28. /package/dist/{188.bundle.b80554ec7df7dcd435a5.js → 188.bundle.51dc4b37920f45594393.js} +0 -0
  29. /package/dist/{594.bundle.0b1165661dd638820082.js → 594.bundle.84076375b127b9c7f673.js} +0 -0
  30. /package/dist/{889.bundle.7858e4b7ca1a2b12b64f.js → 889.bundle.8ef8b723d0163d5d135c.js} +0 -0
  31. /package/dist/{905.bundle.170908fe660fc6b40649.js → 905.bundle.8a96e1a75b7cfe5ec093.js} +0 -0
  32. /package/dist/{907.bundle.dee4e30420caf07caea6.js → 907.bundle.5c88ed911bed18582da4.js} +0 -0
  33. /package/dist/{961.bundle.aaaaaba0ec015a3b85d8.js → 961.bundle.f4e52bc76d3044d05372.js} +0 -0
@@ -280,6 +280,7 @@ __webpack_require__.d(geometryLoader_namespaceObject, {
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  ;// CONCATENATED MODULE: ../../../node_modules/@cornerstonejs/core/dist/esm/enums/Events.js
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  var Events;
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  (function (Events) {
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+ Events["ERROR_EVENT"] = "CORNERSTONE_ERROR";
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  Events["CACHE_SIZE_EXCEEDED"] = "CACHE_SIZE_EXCEEDED";
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  Events["IMAGE_LOAD_ERROR"] = "IMAGE_LOAD_ERROR";
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  Events["CAMERA_MODIFIED"] = "CORNERSTONE_CAMERA_MODIFIED";
@@ -12697,11 +12698,6 @@ function vtkOpenGLImageMapper(publicAPI, model) {
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  return;
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  }
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- if (actualThickness == 0) {
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- gl_FragData[0] = vec4(0.0, 0.0, 1.0, 1.0);
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- return;
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- }
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-
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  for (int i = -actualThickness; i <= actualThickness; i++) {
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  for (int j = -actualThickness; j <= actualThickness; j++) {
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  if (i == 0 || j == 0) {
@@ -14940,7 +14936,7 @@ var vtkVolumeVS = "//VTK::System::Dec\n\n/*=====================================
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  ;// CONCATENATED MODULE: ../../../node_modules/@kitware/vtk.js/Rendering/OpenGL/glsl/vtkVolumeFS.glsl.js
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- 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 UseIndependentComponents\n//VTK::IndependentComponentsOn\n\n// possibly define vtkCustomComponentsColorMix\n//VTK::CustomComponentsColorMixOn\n\n// possibly define any \"proportional\" components\n//VTK::vtkProportionalComponents\n\n// possibly define any components that are forced to nearest interpolation\n//VTK::vtkForceNearestComponents\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#ifdef UseIndependentComponents\n#if vtkNumComponents > 1\nuniform float goscale1;\nuniform float goshift1;\nuniform float gomin1;\nuniform float gomax1;\n#if vtkNumComponents > 2\nuniform float goscale2;\nuniform float goshift2;\nuniform float gomin2;\nuniform float gomax2;\n#if vtkNumComponents > 3\nuniform float goscale3;\nuniform float goshift3;\nuniform float gomin3;\nuniform float gomax3;\n#endif\n#endif\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#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\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 UseIndependentComponents\n#if vtkNumComponents == 1\nuniform float mix0;\n#define height0 0.5\n#endif\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\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\n #if defined(vtkComponent0ForceNearest) || \\\n defined(vtkComponent1ForceNearest) || \\\n defined(vtkComponent2ForceNearest) || \\\n defined(vtkComponent3ForceNearest)\n vec3 nearestPos = (floor(pos * vec3(volumeDimensions)) + 0.5) / vec3(volumeDimensions);\n vec4 nearestValue = texture(texture1, nearestPos);\n #ifdef vtkComponent0ForceNearest\n tmp[0] = nearestValue[0];\n #endif\n #ifdef vtkComponent1ForceNearest\n tmp[1] = nearestValue[1];\n #endif\n #ifdef vtkComponent2ForceNearest\n tmp[2] = nearestValue[2];\n #endif\n #ifdef vtkComponent3ForceNearest\n tmp[3] = nearestValue[3];\n #endif\n #endif\n\n #ifndef UseIndependentComponents\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 #endif\n\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 return clamp(normalMag * goscale + goshift, gomin, gomax);\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 vec4 computeDensityNormal(vec3 opacityUCoords[2], float opactityTextureHeight, float gradientOpacity) {\n vec3 opacityG1, opacityG2;\n opacityG1.x = texture2D(otexture, vec2(opacityUCoords[0].x, opactityTextureHeight)).r;\n opacityG1.y = texture2D(otexture, vec2(opacityUCoords[0].y, opactityTextureHeight)).r;\n opacityG1.z = texture2D(otexture, vec2(opacityUCoords[0].z, opactityTextureHeight)).r;\n opacityG2.x = texture2D(otexture, vec2(opacityUCoords[1].x, opactityTextureHeight)).r;\n opacityG2.y = texture2D(otexture, vec2(opacityUCoords[1].y, opactityTextureHeight)).r;\n opacityG2.z = texture2D(otexture, vec2(opacityUCoords[1].z, opactityTextureHeight)).r;\n opacityG1.xyz *= gradientOpacity;\n opacityG2.xyz *= gradientOpacity;\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 (!all(equal(opacityG.xyz, vec3(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], const int opacityComponent)\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])[opacityComponent];\n scalarInterp[0].y = getTextureValue(texPosPVec[1])[opacityComponent];\n scalarInterp[0].z = getTextureValue(texPosPVec[2])[opacityComponent];\n scalarInterp[1].x = getTextureValue(texPosNVec[0])[opacityComponent];\n scalarInterp[1].y = getTextureValue(texPosNVec[1])[opacityComponent];\n scalarInterp[1].z = getTextureValue(texPosNVec[2])[opacityComponent];\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 // only works with dependent components\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 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 #if defined(vtkGradientOpacityOn) && !defined(UseIndependentComponents)\n vec4 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// LAO of surface shadows and volume shadows only work with dependent components\nvec3 applyAllLightning(vec3 tColor, float alpha, vec3 posIS, vec4 normalLight) {\n #if vtkLightComplexity > 0\n // surface shadows if needed\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 tColorS = applyLightingDirectional(posIS, vec4(tColor, alpha), normalLight);\n #else\n vec3 tColorS = applyLightingPositional(posIS, vec4(tColor, alpha), normalLight, IStoVC(posIS));\n #endif\n #endif\n\n // volume shadows if needed\n #ifdef VolumeShadowOn\n vec3 tColorVS = applyShadowRay(tColor, posIS, rayDirVC);\n #endif\n\n // merge\n #ifdef VolumeShadowOn\n #ifdef SurfaceShadowOn\n // surface shadows + volumetric shadows\n float vol_coef = volumetricScatteringBlending * (1.0 - alpha / 2.0) * (1.0 - atan(normalLight.w) * INV4PI);\n tColor = (1.0-vol_coef) * tColorS + vol_coef * tColorVS;\n #else\n // volumetric shadows only\n tColor = tColorVS;\n #endif\n #else\n #ifdef SurfaceShadowOn\n // surface shadows only\n tColor = tColorS;\n #else\n // no shadows\n applyLighting(tColor, normal3);\n #endif\n #endif\n #endif\n return tColor;\n}\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 // If it is the background (segment index 0), we should quickly bail out. \n // Previously, this was determined by tColor.a, which was incorrect as it\n // prevented the outline from appearing when the fill is 0.\n if (segmentIndex == 0){\n return vec4(0, 0, 0, 0);\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 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 return tColor;\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 #ifdef UseIndependentComponents\n // sample textures\n vec3 tColor0 = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, height0)).rgb;\n float pwfValue0 = texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n\n #if vtkNumComponents > 1\n vec3 tColor1 = texture2D(ctexture, vec2(tValue.g * cscale1 + cshift1, height1)).rgb;\n float pwfValue1 = texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n\n #if vtkNumComponents > 2\n vec3 tColor2 = texture2D(ctexture, vec2(tValue.b * cscale2 + cshift2, height2)).rgb;\n float pwfValue2 = texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n\n #if vtkNumComponents > 3\n vec3 tColor3 = texture2D(ctexture, vec2(tValue.a * cscale3 + cshift3, height3)).rgb;\n float pwfValue3 = texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n #endif\n #endif\n #endif\n\n #if !defined(vtkCustomComponentsColorMix)\n // default path for component color mix\n\n // compute the normal vectors as needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);\n #endif\n\n // compute gradient opacity factors as needed\n vec4 goFactor = vec4(1.0, 1.0 ,1.0 ,1.0);\n #if defined(vtkGradientOpacityOn)\n #if !defined(vtkComponent0Proportional)\n goFactor.x =\n computeGradientOpacityFactor(normalMat[0].a, goscale0, goshift0, gomin0, gomax0);\n #endif\n #if vtkNumComponents > 1\n #if !defined(vtkComponent1Proportional)\n goFactor.y =\n computeGradientOpacityFactor(normalMat[1].a, goscale1, goshift1, gomin1, gomax1);\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n goFactor.z =\n computeGradientOpacityFactor(normalMat[2].a, goscale2, goshift2, gomin2, gomax2);\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n goFactor.w =\n computeGradientOpacityFactor(normalMat[3].a, goscale3, goshift3, gomin3, gomax3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n // process color and opacity for each component\n #if !defined(vtkComponent0Proportional)\n float alpha = goFactor.x*mix0*pwfValue0;\n #if vtkLightComplexity > 0\n applyLighting(tColor0, normalMat[0]);\n #endif\n #else\n tColor0 *= pwfValue0;\n float alpha = mix(pwfValue0, 1.0, (1.0 - mix0));\n #endif\n\n #if vtkNumComponents > 1\n #if !defined(vtkComponent1Proportional)\n alpha += goFactor.y*mix1*pwfValue1;\n #if vtkLightComplexity > 0\n applyLighting(tColor1, normalMat[1]);\n #endif\n #else\n tColor1 *= pwfValue1;\n alpha *= mix(pwfValue1, 1.0, (1.0 - mix1));\n #endif\n\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n alpha += goFactor.z*mix2*pwfValue2;\n #if vtkLightComplexity > 0\n applyLighting(tColor2, normalMat[2]);\n #endif\n #else\n tColor2 *= pwfValue2;\n alpha *= mix(pwfValue2, 1.0, (1.0 - mix2));\n #endif\n #endif\n\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n alpha += goFactor.w*mix3*pwfValue3;\n #if vtkLightComplexity > 0\n applyLighting(tColor3, normalMat[3]);\n #endif\n #else\n tColor3 *= pwfValue3;\n alpha *= mix(pwfValue3, 1.0, (1.0 - mix3));\n #endif\n #endif\n #endif\n\n // perform final independent blend\n vec3 tColor = mix0 * tColor0;\n #if vtkNumComponents > 1\n tColor += mix1 * tColor1;\n #if vtkNumComponents > 2\n tColor += mix2 * tColor2;\n #if vtkNumComponents > 3\n tColor += mix3 * tColor3;\n #endif\n #endif\n #endif\n\n return vec4(tColor, alpha);\n #else\n /*\n * Mix the color information from all the independent components to get a single rgba output\n * Gradient opactity factors and normals are not computed\n *\n * You can compute these using:\n * - computeMat4Normal: always available, compute normal only for non proportional components, used by default independent component mix\n * - computeDensityNormal & computeNormalForDensity: available if ((LightComplexity > 0) || GradientOpacityOn) && ComputeNormalFromOpacity),\n * used by dependent component color mix, see code for Additive preset in OpenGl/VolumeMapper\n * - computeGradientOpacityFactor: always available, used in a lot of places\n *\n * Using applyAllLightning() is advised for shading but some features don't work well with it (volume shadows, LAO)\n * mix0, mix1, ... are defined for each component that is used and correspond to the componentWeight\n */\n //VTK::CustomComponentsColorMix::Impl\n #endif\n #else\n // dependent components\n\n // compute normal if needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n // use component 3 of the opacity texture as getTextureValue() sets alpha to the opacity value\n #ifdef vtkComputeNormalFromOpacity\n vec3 scalarInterp[2];\n vec4 normal0 = computeNormalForDensity(posIS, tstep, scalarInterp, 3);\n #else\n vec4 normal0 = computeNormal(posIS, tstep);\n #endif\n #endif\n\n // compute gradient opacity factor enabled\n #if defined(vtkGradientOpacityOn)\n float gradientOpacity = computeGradientOpacityFactor(normal0.a, goscale0, goshift0, gomin0, gomax0);\n #else\n const float gradientOpacity = 1.0;\n #endif\n\n // get color and opacity\n #if vtkNumComponents == 1\n vec3 tColor = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, 0.5)).rgb;\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n if (alpha < EPSILON){\n return vec4(0.0);\n }\n #endif\n #if vtkNumComponents == 2\n vec3 tColor = vec3(tValue.r * cscale0 + cshift0);\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.a * oscale1 + oshift1, 0.5)).r;\n #endif\n #if vtkNumComponents == 3\n vec3 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.a * oscale0 + oshift0, 0.5)).r;\n #endif\n #if vtkNumComponents == 4\n vec3 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, 0.5)).r;\n #endif\n\n // lighting\n #if (vtkLightComplexity > 0)\n #ifdef vtkComputeNormalFromOpacity\n vec4 normalLight;\n if (!all(equal(normal0, vec4(0.0)))) {\n scalarInterp[0] = scalarInterp[0] * oscale0 + oshift0;\n scalarInterp[1] = scalarInterp[1] * oscale0 + oshift0;\n normalLight = computeDensityNormal(scalarInterp, 0.5, gradientOpacity);\n if (all(equal(normalLight, vec4(0.0)))) {\n normalLight = normal0;\n }\n }\n #else\n vec4 normalLight = normal0;\n #endif\n tColor = applyAllLightning(tColor, alpha, posIS, normalLight);\n #endif\n\n return vec4(tColor, alpha);\n #endif // dependent\n#endif\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 #else\n #ifdef UseIndependentComponents\n #if 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 #else\n if (all(greaterThanEqual(val, ipScalarRangeMin)) &&\n all(lessThanEqual(val, ipScalarRangeMax))) {\n withinRange = true;\n }\n #endif\n #endif\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";
14939
+ 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 UseIndependentComponents\n//VTK::IndependentComponentsOn\n\n// possibly define vtkCustomComponentsColorMix\n//VTK::CustomComponentsColorMixOn\n\n// possibly define any \"proportional\" components\n//VTK::vtkProportionalComponents\n\n// possibly define any components that are forced to nearest interpolation\n//VTK::vtkForceNearestComponents\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#ifdef UseIndependentComponents\n#if vtkNumComponents > 1\nuniform float goscale1;\nuniform float goshift1;\nuniform float gomin1;\nuniform float gomax1;\n#if vtkNumComponents > 2\nuniform float goscale2;\nuniform float goshift2;\nuniform float gomin2;\nuniform float gomax2;\n#if vtkNumComponents > 3\nuniform float goscale3;\nuniform float goshift3;\nuniform float gomin3;\nuniform float gomax3;\n#endif\n#endif\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#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\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 UseIndependentComponents\n#if vtkNumComponents == 1\nuniform float mix0;\n#define height0 0.5\n#endif\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\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\n #if defined(vtkComponent0ForceNearest) || \\\n defined(vtkComponent1ForceNearest) || \\\n defined(vtkComponent2ForceNearest) || \\\n defined(vtkComponent3ForceNearest)\n vec3 nearestPos = (floor(pos * vec3(volumeDimensions)) + 0.5) / vec3(volumeDimensions);\n vec4 nearestValue = texture(texture1, nearestPos);\n #ifdef vtkComponent0ForceNearest\n tmp[0] = nearestValue[0];\n #endif\n #ifdef vtkComponent1ForceNearest\n tmp[1] = nearestValue[1];\n #endif\n #ifdef vtkComponent2ForceNearest\n tmp[2] = nearestValue[2];\n #endif\n #ifdef vtkComponent3ForceNearest\n tmp[3] = nearestValue[3];\n #endif\n #endif\n\n #ifndef UseIndependentComponents\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 #endif\n\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 return clamp(normalMag * goscale + goshift, gomin, gomax);\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 vec4 computeDensityNormal(vec3 opacityUCoords[2], float opactityTextureHeight, float gradientOpacity) {\n vec3 opacityG1, opacityG2;\n opacityG1.x = texture2D(otexture, vec2(opacityUCoords[0].x, opactityTextureHeight)).r;\n opacityG1.y = texture2D(otexture, vec2(opacityUCoords[0].y, opactityTextureHeight)).r;\n opacityG1.z = texture2D(otexture, vec2(opacityUCoords[0].z, opactityTextureHeight)).r;\n opacityG2.x = texture2D(otexture, vec2(opacityUCoords[1].x, opactityTextureHeight)).r;\n opacityG2.y = texture2D(otexture, vec2(opacityUCoords[1].y, opactityTextureHeight)).r;\n opacityG2.z = texture2D(otexture, vec2(opacityUCoords[1].z, opactityTextureHeight)).r;\n opacityG1.xyz *= gradientOpacity;\n opacityG2.xyz *= gradientOpacity;\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 (!all(equal(opacityG.xyz, vec3(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], const int opacityComponent)\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])[opacityComponent];\n scalarInterp[0].y = getTextureValue(texPosPVec[1])[opacityComponent];\n scalarInterp[0].z = getTextureValue(texPosPVec[2])[opacityComponent];\n scalarInterp[1].x = getTextureValue(texPosNVec[0])[opacityComponent];\n scalarInterp[1].y = getTextureValue(texPosNVec[1])[opacityComponent];\n scalarInterp[1].z = getTextureValue(texPosNVec[2])[opacityComponent];\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 // only works with dependent components\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 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 #if defined(vtkGradientOpacityOn) && !defined(UseIndependentComponents)\n vec4 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// LAO of surface shadows and volume shadows only work with dependent components\nvec3 applyAllLightning(vec3 tColor, float alpha, vec3 posIS, vec4 normalLight) {\n #if vtkLightComplexity > 0\n // surface shadows if needed\n #ifdef SurfaceShadowOn\n #if vtkLightComplexity < 3\n vec3 tColorS = applyLightingDirectional(posIS, vec4(tColor, alpha), normalLight);\n #else\n vec3 tColorS = applyLightingPositional(posIS, vec4(tColor, alpha), normalLight, IStoVC(posIS));\n #endif\n #endif\n\n // volume shadows if needed\n #ifdef VolumeShadowOn\n vec3 tColorVS = applyShadowRay(tColor, posIS, rayDirVC);\n #endif\n\n // merge\n #ifdef VolumeShadowOn\n #ifdef SurfaceShadowOn\n // surface shadows + volumetric shadows\n float vol_coef = volumetricScatteringBlending * (1.0 - alpha / 2.0) * (1.0 - atan(normalLight.w) * INV4PI);\n tColor = (1.0-vol_coef) * tColorS + vol_coef * tColorVS;\n #else\n // volumetric shadows only\n tColor = tColorVS;\n #endif\n #else\n #ifdef SurfaceShadowOn\n // surface shadows only\n tColor = tColorS;\n #else\n // no shadows\n applyLighting(tColor, normal3);\n #endif\n #endif\n #endif\n return tColor;\n}\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\n // If it is the background (segment index 0), we should quickly bail out. \n // Previously, this was determined by tColor.a, which was incorrect as it\n // prevented the outline from appearing when the fill is 0.\n if (segmentIndex == 0){\n return vec4(0, 0, 0, 0);\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 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 return tColor;\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 #ifdef UseIndependentComponents\n // sample textures\n vec3 tColor0 = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, height0)).rgb;\n float pwfValue0 = texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, height0)).r;\n\n #if vtkNumComponents > 1\n vec3 tColor1 = texture2D(ctexture, vec2(tValue.g * cscale1 + cshift1, height1)).rgb;\n float pwfValue1 = texture2D(otexture, vec2(tValue.g * oscale1 + oshift1, height1)).r;\n\n #if vtkNumComponents > 2\n vec3 tColor2 = texture2D(ctexture, vec2(tValue.b * cscale2 + cshift2, height2)).rgb;\n float pwfValue2 = texture2D(otexture, vec2(tValue.b * oscale2 + oshift2, height2)).r;\n\n #if vtkNumComponents > 3\n vec3 tColor3 = texture2D(ctexture, vec2(tValue.a * cscale3 + cshift3, height3)).rgb;\n float pwfValue3 = texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, height3)).r;\n #endif\n #endif\n #endif\n\n #if !defined(vtkCustomComponentsColorMix)\n // default path for component color mix\n\n // compute the normal vectors as needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n mat4 normalMat = computeMat4Normal(posIS, tValue, tstep);\n #endif\n\n // compute gradient opacity factors as needed\n vec4 goFactor = vec4(1.0, 1.0 ,1.0 ,1.0);\n #if defined(vtkGradientOpacityOn)\n #if !defined(vtkComponent0Proportional)\n goFactor.x =\n computeGradientOpacityFactor(normalMat[0].a, goscale0, goshift0, gomin0, gomax0);\n #endif\n #if vtkNumComponents > 1\n #if !defined(vtkComponent1Proportional)\n goFactor.y =\n computeGradientOpacityFactor(normalMat[1].a, goscale1, goshift1, gomin1, gomax1);\n #endif\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n goFactor.z =\n computeGradientOpacityFactor(normalMat[2].a, goscale2, goshift2, gomin2, gomax2);\n #endif\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n goFactor.w =\n computeGradientOpacityFactor(normalMat[3].a, goscale3, goshift3, gomin3, gomax3);\n #endif\n #endif\n #endif\n #endif\n #endif\n\n // process color and opacity for each component\n #if !defined(vtkComponent0Proportional)\n float alpha = goFactor.x*mix0*pwfValue0;\n #if vtkLightComplexity > 0\n applyLighting(tColor0, normalMat[0]);\n #endif\n #else\n tColor0 *= pwfValue0;\n float alpha = mix(pwfValue0, 1.0, (1.0 - mix0));\n #endif\n\n #if vtkNumComponents > 1\n #if !defined(vtkComponent1Proportional)\n alpha += goFactor.y*mix1*pwfValue1;\n #if vtkLightComplexity > 0\n applyLighting(tColor1, normalMat[1]);\n #endif\n #else\n tColor1 *= pwfValue1;\n alpha *= mix(pwfValue1, 1.0, (1.0 - mix1));\n #endif\n\n #if vtkNumComponents > 2\n #if !defined(vtkComponent2Proportional)\n alpha += goFactor.z*mix2*pwfValue2;\n #if vtkLightComplexity > 0\n applyLighting(tColor2, normalMat[2]);\n #endif\n #else\n tColor2 *= pwfValue2;\n alpha *= mix(pwfValue2, 1.0, (1.0 - mix2));\n #endif\n #endif\n\n #if vtkNumComponents > 3\n #if !defined(vtkComponent3Proportional)\n alpha += goFactor.w*mix3*pwfValue3;\n #if vtkLightComplexity > 0\n applyLighting(tColor3, normalMat[3]);\n #endif\n #else\n tColor3 *= pwfValue3;\n alpha *= mix(pwfValue3, 1.0, (1.0 - mix3));\n #endif\n #endif\n #endif\n\n // perform final independent blend\n vec3 tColor = mix0 * tColor0;\n #if vtkNumComponents > 1\n tColor += mix1 * tColor1;\n #if vtkNumComponents > 2\n tColor += mix2 * tColor2;\n #if vtkNumComponents > 3\n tColor += mix3 * tColor3;\n #endif\n #endif\n #endif\n\n return vec4(tColor, alpha);\n #else\n /*\n * Mix the color information from all the independent components to get a single rgba output\n * Gradient opactity factors and normals are not computed\n *\n * You can compute these using:\n * - computeMat4Normal: always available, compute normal only for non proportional components, used by default independent component mix\n * - computeDensityNormal & computeNormalForDensity: available if ((LightComplexity > 0) || GradientOpacityOn) && ComputeNormalFromOpacity),\n * used by dependent component color mix, see code for Additive preset in OpenGl/VolumeMapper\n * - computeGradientOpacityFactor: always available, used in a lot of places\n *\n * Using applyAllLightning() is advised for shading but some features don't work well with it (volume shadows, LAO)\n * mix0, mix1, ... are defined for each component that is used and correspond to the componentWeight\n */\n //VTK::CustomComponentsColorMix::Impl\n #endif\n #else\n // dependent components\n\n // compute normal if needed\n #if (vtkLightComplexity > 0) || defined(vtkGradientOpacityOn)\n // use component 3 of the opacity texture as getTextureValue() sets alpha to the opacity value\n #ifdef vtkComputeNormalFromOpacity\n vec3 scalarInterp[2];\n vec4 normal0 = computeNormalForDensity(posIS, tstep, scalarInterp, 3);\n #else\n vec4 normal0 = computeNormal(posIS, tstep);\n #endif\n #endif\n\n // compute gradient opacity factor enabled\n #if defined(vtkGradientOpacityOn)\n float gradientOpacity = computeGradientOpacityFactor(normal0.a, goscale0, goshift0, gomin0, gomax0);\n #else\n const float gradientOpacity = 1.0;\n #endif\n\n // get color and opacity\n #if vtkNumComponents == 1\n vec3 tColor = texture2D(ctexture, vec2(tValue.r * cscale0 + cshift0, 0.5)).rgb;\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.r * oscale0 + oshift0, 0.5)).r;\n if (alpha < EPSILON){\n return vec4(0.0);\n }\n #endif\n #if vtkNumComponents == 2\n vec3 tColor = vec3(tValue.r * cscale0 + cshift0);\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.a * oscale1 + oshift1, 0.5)).r;\n #endif\n #if vtkNumComponents == 3\n vec3 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.a * oscale0 + oshift0, 0.5)).r;\n #endif\n #if vtkNumComponents == 4\n vec3 tColor;\n tColor.r = tValue.r * cscale0 + cshift0;\n tColor.g = tValue.g * cscale1 + cshift1;\n tColor.b = tValue.b * cscale2 + cshift2;\n float alpha = gradientOpacity*texture2D(otexture, vec2(tValue.a * oscale3 + oshift3, 0.5)).r;\n #endif\n\n // lighting\n #if (vtkLightComplexity > 0)\n #ifdef vtkComputeNormalFromOpacity\n vec4 normalLight;\n if (!all(equal(normal0, vec4(0.0)))) {\n scalarInterp[0] = scalarInterp[0] * oscale0 + oshift0;\n scalarInterp[1] = scalarInterp[1] * oscale0 + oshift0;\n normalLight = computeDensityNormal(scalarInterp, 0.5, gradientOpacity);\n if (all(equal(normalLight, vec4(0.0)))) {\n normalLight = normal0;\n }\n }\n #else\n vec4 normalLight = normal0;\n #endif\n tColor = applyAllLightning(tColor, alpha, posIS, normalLight);\n #endif\n\n return vec4(tColor, alpha);\n #endif // dependent\n#endif\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 #else\n #ifdef UseIndependentComponents\n #if 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 #else\n if (all(greaterThanEqual(val, ipScalarRangeMin)) &&\n all(lessThanEqual(val, ipScalarRangeMax))) {\n withinRange = true;\n }\n #endif\n #endif\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";
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@@ -26615,6 +26611,9 @@ function loadImageFromImageLoader(imageId, options) {
26615
26611
  return imageLoadObject;
26616
26612
  }
26617
26613
  function loadImageFromCacheOrVolume(imageId, options) {
26614
+ if (options.ignoreCache) {
26615
+ return loadImageFromImageLoader(imageId, options);
26616
+ }
26618
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  let imageLoadObject = esm_cache_cache.getImageLoadObject(imageId);
26619
26618
  if (imageLoadObject !== undefined) {
26620
26619
  return imageLoadObject;
@@ -29161,10 +29160,14 @@ function calculateViewportsSpatialRegistration(viewport1, viewport2) {
29161
29160
  function getViewportImageCornersInWorld(viewport) {
29162
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  const { imageData, dimensions } = viewport.getImageData();
29163
29162
  const { canvas } = viewport;
29163
+ const ratio = window.devicePixelRatio;
29164
29164
  const topLeftCanvas = [0, 0];
29165
- const topRightCanvas = [canvas.width, 0];
29166
- const bottomRightCanvas = [canvas.width, canvas.height];
29167
- const bottomLeftCanvas = [0, canvas.height];
29165
+ const topRightCanvas = [canvas.width / ratio, 0];
29166
+ const bottomRightCanvas = [
29167
+ canvas.width / ratio,
29168
+ canvas.height / ratio,
29169
+ ];
29170
+ const bottomLeftCanvas = [0, canvas.height / ratio];
29168
29171
  const topLeftWorld = viewport.canvasToWorld(topLeftCanvas);
29169
29172
  const topRightWorld = viewport.canvasToWorld(topRightCanvas);
29170
29173
  const bottomRightWorld = viewport.canvasToWorld(bottomRightCanvas);
@@ -30893,6 +30896,31 @@ class Viewport {
30893
30896
  this.getProperties = () => ({});
30894
30897
  this.setRotation = (_rotation) => {
30895
30898
  };
30899
+ this.viewportWidgets = new Map();
30900
+ this.addWidget = (widgetId, widget) => {
30901
+ this.viewportWidgets.set(widgetId, widget);
30902
+ };
30903
+ this.getWidget = (id) => {
30904
+ return this.viewportWidgets.get(id);
30905
+ };
30906
+ this.getWidgets = () => {
30907
+ return Array.from(this.viewportWidgets.values());
30908
+ };
30909
+ this.removeWidgets = () => {
30910
+ const widgets = this.getWidgets();
30911
+ widgets.forEach((widget) => {
30912
+ if (widget.getEnabled()) {
30913
+ widget.setEnabled(false);
30914
+ }
30915
+ if (widget.getActor && widget.getRenderer) {
30916
+ const actor = widget.getActor();
30917
+ const renderer = widget.getRenderer();
30918
+ if (renderer && actor) {
30919
+ renderer.removeActor(actor);
30920
+ }
30921
+ }
30922
+ });
30923
+ };
30896
30924
  this.id = props.id;
30897
30925
  this.renderingEngineId = props.renderingEngineId;
30898
30926
  this.type = props.type;
@@ -31870,7 +31898,7 @@ class BaseVolumeViewport extends RenderingEngine_Viewport {
31870
31898
  if (!applicableVolumeActorInfo) {
31871
31899
  return;
31872
31900
  }
31873
- const { colormap: latestColormap, VOILUTFunction, interpolationType, invert, slabThickness, rotation, } = this.viewportProperties;
31901
+ const { colormap: latestColormap, VOILUTFunction, interpolationType, invert, slabThickness, rotation, preset, } = this.viewportProperties;
31874
31902
  const voiRanges = this.getActors()
31875
31903
  .map((actorEntry) => {
31876
31904
  const volumeActor = actorEntry.actor;
@@ -31886,15 +31914,11 @@ class BaseVolumeViewport extends RenderingEngine_Viewport {
31886
31914
  return { volumeId, voiRange: { lower, upper } };
31887
31915
  })
31888
31916
  .filter(Boolean);
31889
- const voiRange = voiRanges.length ? voiRanges[0].voiRange : null;
31917
+ const voiRange = volumeId
31918
+ ? voiRanges.find((range) => range.volumeId === volumeId)?.voiRange
31919
+ : voiRanges[0]?.voiRange;
31890
31920
  const volumeColormap = this.getColormap(applicableVolumeActorInfo);
31891
- let colormap;
31892
- if (volumeId && volumeColormap) {
31893
- colormap = volumeColormap;
31894
- }
31895
- else {
31896
- colormap = latestColormap;
31897
- }
31921
+ const colormap = volumeId && volumeColormap ? volumeColormap : latestColormap;
31898
31922
  return {
31899
31923
  colormap: colormap,
31900
31924
  voiRange: voiRange,
@@ -31903,6 +31927,7 @@ class BaseVolumeViewport extends RenderingEngine_Viewport {
31903
31927
  invert: invert,
31904
31928
  slabThickness: slabThickness,
31905
31929
  rotation: rotation,
31930
+ preset,
31906
31931
  };
31907
31932
  };
31908
31933
  this.getColormap = (applicableVolumeActorInfo) => {
@@ -32113,8 +32138,6 @@ class BaseVolumeViewport extends RenderingEngine_Viewport {
32113
32138
  return;
32114
32139
  }
32115
32140
  const { volumeActor } = applicableVolumeActorInfo;
32116
- const mapper = volumeActor.getMapper();
32117
- mapper.setSampleDistance(1.0);
32118
32141
  const cfun = ColorTransferFunction/* default.newInstance */.Ay.newInstance();
32119
32142
  let colormapObj = colormap_getColormap(colormap.name);
32120
32143
  const { name } = colormap;
@@ -32162,6 +32185,9 @@ class BaseVolumeViewport extends RenderingEngine_Viewport {
32162
32185
  });
32163
32186
  }
32164
32187
  volumeActor.getProperty().setScalarOpacity(0, ofun);
32188
+ if (!this.viewportProperties.colormap) {
32189
+ this.viewportProperties.colormap = {};
32190
+ }
32165
32191
  this.viewportProperties.colormap.opacity = colormap.opacity;
32166
32192
  }
32167
32193
  setInvert(inverted, volumeId, suppressEvents) {
@@ -32385,6 +32411,8 @@ class BaseVolumeViewport extends RenderingEngine_Viewport {
32385
32411
  return;
32386
32412
  }
32387
32413
  applyPreset(volumeActor, preset);
32414
+ this.viewportProperties.preset = preset;
32415
+ this.render();
32388
32416
  if (!suppressEvents) {
32389
32417
  triggerEvent(this.element, enums_Events.PRESET_MODIFIED, {
32390
32418
  viewportId: this.id,
@@ -36375,8 +36403,8 @@ class StackViewport extends RenderingEngine_Viewport {
36375
36403
  viewportId: this.id,
36376
36404
  renderingEngineId: this.renderingEngineId,
36377
36405
  };
36378
- triggerEvent(this.element, enums_Events.STACK_NEW_IMAGE, eventDetail);
36379
36406
  this._updateActorToDisplayImageId(image);
36407
+ triggerEvent(this.element, enums_Events.STACK_NEW_IMAGE, eventDetail);
36380
36408
  this.render();
36381
36409
  this.currentImageIdIndex = imageIdIndex;
36382
36410
  }
@@ -36504,6 +36532,7 @@ class StackViewport extends RenderingEngine_Viewport {
36504
36532
  activeCamera.setFreezeFocalPoint(true);
36505
36533
  this._restoreCameraProps(cameraProps, previousCameraProps, panCache);
36506
36534
  this._setPropertiesFromCache();
36535
+ this.stackActorReInitialized = false;
36507
36536
  return;
36508
36537
  }
36509
36538
  const { origin, direction, dimensions, spacing, numComps, imagePixelModule, } = this.getImageDataMetadata(image);
@@ -36541,6 +36570,7 @@ class StackViewport extends RenderingEngine_Viewport {
36541
36570
  this.setInvertColor(this.invert || this.initialInvert);
36542
36571
  this.cameraFocalPointOnRender = this.getCamera().focalPoint;
36543
36572
  this.stackInvalidated = false;
36573
+ this.stackActorReInitialized = true;
36544
36574
  if (this._publishCalibratedEvent) {
36545
36575
  this.triggerCalibrationEvent();
36546
36576
  }
@@ -38393,6 +38423,7 @@ class RenderingEngine {
38393
38423
  viewportId,
38394
38424
  renderingEngineId,
38395
38425
  };
38426
+ viewport.removeWidgets();
38396
38427
  triggerEvent(esm_eventTarget, enums_Events.ELEMENT_DISABLED, eventDetail);
38397
38428
  element.removeAttribute('data-viewport-uid');
38398
38429
  element.removeAttribute('data-rendering-engine-uid');
@@ -52533,6 +52564,7 @@ class AnnotationTool extends _AnnotationDisplayTool__WEBPACK_IMPORTED_MODULE_2__
52533
52564
  const enabledElement = (0,_cornerstonejs_core__WEBPACK_IMPORTED_MODULE_0__.getEnabledElement)(element);
52534
52565
  const { viewport } = enabledElement;
52535
52566
  const { data } = annotation;
52567
+ const { isCanvasAnnotation } = data;
52536
52568
  const { points, textBox } = data.handles;
52537
52569
  if (textBox) {
52538
52570
  const { worldBoundingBox } = textBox;
@@ -52554,7 +52586,9 @@ class AnnotationTool extends _AnnotationDisplayTool__WEBPACK_IMPORTED_MODULE_2__
52554
52586
  }
52555
52587
  for (let i = 0; i < points?.length; i++) {
52556
52588
  const point = points[i];
52557
- const annotationCanvasCoordinate = viewport.worldToCanvas(point);
52589
+ const annotationCanvasCoordinate = isCanvasAnnotation
52590
+ ? point.slice(0, 2)
52591
+ : viewport.worldToCanvas(point);
52558
52592
  const near = gl_matrix__WEBPACK_IMPORTED_MODULE_1__/* .vec2.distance */ .Zc.distance(canvasCoords, annotationCanvasCoordinate) < proximity;
52559
52593
  if (near === true) {
52560
52594
  data.handles.activeHandleIndex = i;
@@ -53009,6 +53043,11 @@ function _setLabelmapColorAndOpacity(viewportId, actorEntry, cfun, ofun, colorLU
53009
53043
  const { activeSegmentIndex } = _stateManagement_segmentation_segmentationState__WEBPACK_IMPORTED_MODULE_4__.getSegmentation(segmentationRepresentation.segmentationId);
53010
53044
  const outlineWidths = new Array(numColors - 1);
53011
53045
  for (let i = 1; i < numColors; i++) {
53046
+ const isHidden = segmentsHidden.has(i);
53047
+ if (isHidden) {
53048
+ outlineWidths[i - 1] = 0;
53049
+ continue;
53050
+ }
53012
53051
  outlineWidths[i - 1] =
53013
53052
  i === activeSegmentIndex
53014
53053
  ? outlineWidth + toolGroupLabelmapConfig.activeSegmentOutlineWidthDelta
@@ -55614,8 +55653,8 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55614
55653
  shadow: true,
55615
55654
  magnifyingGlass: {
55616
55655
  radius: 125,
55617
- zoomFactor: 2.5,
55618
- zoomFactorList: [2.5, 3, 3.5, 4, 4.5, 5],
55656
+ zoomFactor: 3,
55657
+ zoomFactorList: [1.5, 2, 2.5, 3, 3.5, 4, 4.5, 5],
55619
55658
  autoPan: {
55620
55659
  enabled: true,
55621
55660
  padding: 10,
@@ -55644,7 +55683,7 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55644
55683
  const canvasPos = currentPoints.canvas;
55645
55684
  const { magnifyingGlass: config } = this.configuration;
55646
55685
  const { radius, zoomFactor, autoPan } = config;
55647
- const worldHandlesPoints = this._getWorldHandlesPoints(viewport, canvasPos, radius);
55686
+ const canvasHandlePoints = this._getCanvasHandlePoints(canvasPos, radius);
55648
55687
  const camera = viewport.getCamera();
55649
55688
  const { viewPlaneNormal, viewUp } = camera;
55650
55689
  const referencedImageId = this.getReferencedImageId(viewport, worldPos, viewPlaneNormal, viewUp);
@@ -55666,8 +55705,9 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55666
55705
  sourceViewportId: viewport.id,
55667
55706
  magnifyViewportId,
55668
55707
  zoomFactor,
55708
+ isCanvasAnnotation: true,
55669
55709
  handles: {
55670
- points: worldHandlesPoints,
55710
+ points: canvasHandlePoints,
55671
55711
  activeHandleIndex: null,
55672
55712
  },
55673
55713
  },
@@ -55683,11 +55723,12 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55683
55723
  padding: autoPan.padding,
55684
55724
  callback: (data) => {
55685
55725
  const annotationPoints = annotation.data.handles.points;
55686
- const { world: worldDelta } = data.delta;
55726
+ const { canvas: canvasDelta } = data.delta;
55687
55727
  for (let i = 0, len = annotationPoints.length; i < len; i++) {
55688
- annotationPoints[i][0] += worldDelta[0];
55689
- annotationPoints[i][1] += worldDelta[1];
55690
- annotationPoints[i][2] += worldDelta[2];
55728
+ const point = annotationPoints[i];
55729
+ point[0] += canvasDelta[0];
55730
+ point[1] += canvasDelta[1];
55731
+ annotation.invalidated = true;
55691
55732
  }
55692
55733
  },
55693
55734
  },
@@ -55708,11 +55749,9 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55708
55749
  });
55709
55750
  };
55710
55751
  this.isPointNearTool = (element, annotation, canvasCoords, proximity) => {
55711
- const enabledElement = (0,esm.getEnabledElement)(element);
55712
- const { viewport } = enabledElement;
55713
55752
  const { data } = annotation;
55714
55753
  const { points } = data.handles;
55715
- const canvasCoordinates = points.map((p) => viewport.worldToCanvas(p));
55754
+ const canvasCoordinates = points;
55716
55755
  const canvasTop = canvasCoordinates[0];
55717
55756
  const canvasBottom = canvasCoordinates[2];
55718
55757
  const canvasLeft = canvasCoordinates[3];
@@ -55722,7 +55761,7 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55722
55761
  canvasTop[1] + radius,
55723
55762
  ];
55724
55763
  const radiusPoint = (0,circle/* getCanvasCircleRadius */.r)([center, canvasCoords]);
55725
- if (Math.abs(radiusPoint - radius) < proximity * 1.5) {
55764
+ if (Math.abs(radiusPoint - radius) < proximity * 2) {
55726
55765
  return true;
55727
55766
  }
55728
55767
  return false;
@@ -55784,15 +55823,14 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55784
55823
  this.isDrawing = true;
55785
55824
  const eventDetail = evt.detail;
55786
55825
  const { element, deltaPoints } = eventDetail;
55787
- const worldPosDelta = deltaPoints?.world ?? [0, 0, 0];
55826
+ const canvasDelta = deltaPoints?.canvas ?? [0, 0, 0];
55788
55827
  const enabledElement = (0,esm.getEnabledElement)(element);
55789
55828
  const { renderingEngine } = enabledElement;
55790
55829
  const { annotation, viewportIdsToRender } = this.editData;
55791
55830
  const { points } = annotation.data.handles;
55792
55831
  points.forEach((point) => {
55793
- point[0] += worldPosDelta[0];
55794
- point[1] += worldPosDelta[1];
55795
- point[2] += worldPosDelta[2];
55832
+ point[0] += canvasDelta[0];
55833
+ point[1] += canvasDelta[1];
55796
55834
  });
55797
55835
  annotation.invalidated = true;
55798
55836
  this.editData.hasMoved = true;
@@ -55806,12 +55844,11 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55806
55844
  const { data } = annotation;
55807
55845
  if (handleIndex === undefined) {
55808
55846
  const { deltaPoints } = eventDetail;
55809
- const worldPosDelta = deltaPoints.world;
55847
+ const canvasDelta = deltaPoints.canvas;
55810
55848
  const points = data.handles.points;
55811
55849
  points.forEach((point) => {
55812
- point[0] += worldPosDelta[0];
55813
- point[1] += worldPosDelta[1];
55814
- point[2] += worldPosDelta[2];
55850
+ point[0] += canvasDelta[0];
55851
+ point[1] += canvasDelta[1];
55815
55852
  });
55816
55853
  annotation.invalidated = true;
55817
55854
  }
@@ -55825,14 +55862,10 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55825
55862
  };
55826
55863
  this._dragHandle = (evt) => {
55827
55864
  const eventDetail = evt.detail;
55828
- const { element } = eventDetail;
55829
- const enabledElement = (0,esm.getEnabledElement)(element);
55830
- const { viewport } = enabledElement;
55831
- const { worldToCanvas } = viewport;
55832
55865
  const { annotation } = this.editData;
55833
55866
  const { data } = annotation;
55834
55867
  const { points } = data.handles;
55835
- const canvasCoordinates = points.map((p) => worldToCanvas(p));
55868
+ const canvasCoordinates = points;
55836
55869
  const canvasTop = canvasCoordinates[0];
55837
55870
  const canvasBottom = canvasCoordinates[2];
55838
55871
  const canvasLeft = canvasCoordinates[3];
@@ -55847,11 +55880,11 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55847
55880
  canvasCenter,
55848
55881
  currentCanvasPoints,
55849
55882
  ]);
55850
- const newWorldHandlesPoints = this._getWorldHandlesPoints(viewport, canvasCenter, newRadius);
55851
- points[0] = newWorldHandlesPoints[0];
55852
- points[1] = newWorldHandlesPoints[1];
55853
- points[2] = newWorldHandlesPoints[2];
55854
- points[3] = newWorldHandlesPoints[3];
55883
+ const newCanvasHandlePoints = this._getCanvasHandlePoints(canvasCenter, newRadius);
55884
+ points[0] = newCanvasHandlePoints[0];
55885
+ points[1] = newCanvasHandlePoints[1];
55886
+ points[2] = newCanvasHandlePoints[2];
55887
+ points[3] = newCanvasHandlePoints[3];
55855
55888
  };
55856
55889
  this.cancel = (element) => {
55857
55890
  if (!this.isDrawing) {
@@ -55899,10 +55932,10 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55899
55932
  if (!annotations?.length) {
55900
55933
  return renderStatus;
55901
55934
  }
55902
- annotations = this.filterInteractableAnnotationsForElement(element, annotations);
55903
55935
  annotations = annotations?.filter((annotation) => annotation.data.sourceViewportId ===
55904
55936
  viewport.id);
55905
- if (!annotations?.length) {
55937
+ const filteredAnnotations = this.filterInteractableAnnotationsForElement(element, annotations);
55938
+ if (!filteredAnnotations?.length) {
55906
55939
  return renderStatus;
55907
55940
  }
55908
55941
  const styleSpecifier = {
@@ -55910,8 +55943,8 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55910
55943
  toolName: this.getToolName(),
55911
55944
  viewportId: enabledElement.viewport.id,
55912
55945
  };
55913
- for (let i = 0; i < annotations.length; i++) {
55914
- const annotation = annotations[i];
55946
+ for (let i = 0; i < filteredAnnotations.length; i++) {
55947
+ const annotation = filteredAnnotations[i];
55915
55948
  const { annotationUID, data } = annotation;
55916
55949
  const { magnifyViewportId, zoomFactor, handles } = data;
55917
55950
  const { points, activeHandleIndex } = handles;
@@ -55919,7 +55952,7 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55919
55952
  const lineWidth = this.getStyle('lineWidth', styleSpecifier, annotation);
55920
55953
  const lineDash = this.getStyle('lineDash', styleSpecifier, annotation);
55921
55954
  const color = this.getStyle('color', styleSpecifier, annotation);
55922
- const canvasCoordinates = points.map((p) => viewport.worldToCanvas(p));
55955
+ const canvasCoordinates = points;
55923
55956
  const canvasTop = canvasCoordinates[0];
55924
55957
  const canvasBottom = canvasCoordinates[2];
55925
55958
  const canvasLeft = canvasCoordinates[3];
@@ -55962,15 +55995,13 @@ class AdvancedMagnifyTool extends base/* AnnotationTool */.EC {
55962
55995
  }
55963
55996
  return renderStatus;
55964
55997
  };
55965
- this._getWorldHandlesPoints = (viewport, canvasCenterPos, canvasRadius) => {
55966
- const canvasHandlesPoints = [
55967
- [canvasCenterPos[0], canvasCenterPos[1] - canvasRadius],
55968
- [canvasCenterPos[0] + canvasRadius, canvasCenterPos[1]],
55969
- [canvasCenterPos[0], canvasCenterPos[1] + canvasRadius],
55970
- [canvasCenterPos[0] - canvasRadius, canvasCenterPos[1]],
55998
+ this._getCanvasHandlePoints = (canvasCenterPos, canvasRadius) => {
55999
+ return [
56000
+ [canvasCenterPos[0], canvasCenterPos[1] - canvasRadius, 0],
56001
+ [canvasCenterPos[0] + canvasRadius, canvasCenterPos[1], 0],
56002
+ [canvasCenterPos[0], canvasCenterPos[1] + canvasRadius, 0],
56003
+ [canvasCenterPos[0] - canvasRadius, canvasCenterPos[1], 0],
55971
56004
  ];
55972
- const worldHandlesPoints = canvasHandlesPoints.map((p) => viewport.canvasToWorld(p));
55973
- return worldHandlesPoints;
55974
56005
  };
55975
56006
  this.magnifyViewportManager = AdvancedMagnifyViewportManager/* default */.A.getInstance();
55976
56007
  }
@@ -65607,7 +65638,11 @@ class OrientationMarkerTool extends base/* BaseTool */.oS {
65607
65638
  }
65608
65639
  let viewports = renderingEngine.getViewports();
65609
65640
  viewports = (0,viewportFilters.filterViewportsWithToolEnabled)(viewports, this.getToolName());
65610
- viewports.forEach((viewport) => this.addAxisActorInViewport(viewport));
65641
+ viewports.forEach((viewport) => {
65642
+ if (!viewport.getWidget(this.getToolName())) {
65643
+ this.addAxisActorInViewport(viewport);
65644
+ }
65645
+ });
65611
65646
  }
65612
65647
  async addAxisActorInViewport(viewport) {
65613
65648
  const viewportId = viewport.id;
@@ -65648,6 +65683,7 @@ class OrientationMarkerTool extends base/* BaseTool */.oS {
65648
65683
  orientationWidget,
65649
65684
  actor,
65650
65685
  };
65686
+ viewport.addWidget(this.getToolName(), orientationWidget);
65651
65687
  renderWindow.render();
65652
65688
  viewport.getRenderingEngine().render();
65653
65689
  this.configuration_invalidated = false;
@@ -65930,7 +65966,6 @@ class BrushTool extends _base__WEBPACK_IMPORTED_MODULE_2__/* .BaseTool */ .oS {
65930
65966
  strategySpecificConfiguration: {
65931
65967
  THRESHOLD: {
65932
65968
  threshold: [-150, -70],
65933
- dynamicRadius: 0,
65934
65969
  },
65935
65970
  },
65936
65971
  defaultStrategy: 'FILL_INSIDE_CIRCLE',
@@ -66111,6 +66146,18 @@ class BrushTool extends _base__WEBPACK_IMPORTED_MODULE_2__/* .BaseTool */ .oS {
66111
66146
  if ((0,_strategies_utils_stackVolumeCheck__WEBPACK_IMPORTED_MODULE_12__/* .isVolumeSegmentation */ .r)(labelmapData, viewport)) {
66112
66147
  const { volumeId } = representationData[type];
66113
66148
  const actors = viewport.getActors();
66149
+ const isStackViewport = viewport instanceof _cornerstonejs_core__WEBPACK_IMPORTED_MODULE_0__.StackViewport;
66150
+ if (isStackViewport) {
66151
+ const event = new CustomEvent(_cornerstonejs_core__WEBPACK_IMPORTED_MODULE_0__.Enums.Events.ERROR_EVENT, {
66152
+ detail: {
66153
+ type: 'Segmentation',
66154
+ message: 'Cannot perform brush operation on the selected viewport',
66155
+ },
66156
+ cancelable: true,
66157
+ });
66158
+ _cornerstonejs_core__WEBPACK_IMPORTED_MODULE_0__.eventTarget.dispatchEvent(event);
66159
+ return null;
66160
+ }
66114
66161
  const volumes = actors.map((actorEntry) => _cornerstonejs_core__WEBPACK_IMPORTED_MODULE_0__.cache.getVolume(actorEntry.referenceId));
66115
66162
  const segmentationVolume = _cornerstonejs_core__WEBPACK_IMPORTED_MODULE_0__.cache.getVolume(volumeId);
66116
66163
  const referencedVolumeIdToThreshold = volumes.find((volume) => _cornerstonejs_core__WEBPACK_IMPORTED_MODULE_0__.utilities.isEqual(volume.dimensions, segmentationVolume.dimensions))?.volumeId || volumes[0]?.volumeId;
@@ -68118,10 +68165,10 @@ function playClip(element, playClipOptions) {
68118
68165
  };
68119
68166
  triggerEvent(element, CINE_EVENTS.CLIP_STARTED, eventDetail);
68120
68167
  }
68121
- function stopClip(element, viewportId) {
68168
+ function stopClip(element, options = {}) {
68122
68169
  _stopClip(element, {
68123
68170
  stopDynamicCine: true,
68124
- viewportId,
68171
+ ...options,
68125
68172
  });
68126
68173
  }
68127
68174
  function _stopClip(element, options = { stopDynamicCine: true, viewportId: undefined }) {