// Adapted from https://github.com/Twinklebear/webgl-volume-raycaster // // The MIT License (MIT) // Copyright (c) 2018 Will Usher // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: The above copyright // notice and this permission notice shall be included in all copies or // substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", // WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED // TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND // NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE // LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF // CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE // SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. VARYING vec3 vray_dir; VARYING vec3 transformed_eye; vec2 intersect_box(vec3 orig, vec3 dir) { const vec3 box_min = vec3(0); const vec3 box_max = vec3(1); vec3 inv_dir = 1.0 / dir; vec3 tmin_tmp = (box_min - orig) * inv_dir; vec3 tmax_tmp = (box_max - orig) * inv_dir; vec3 tmin = min(tmin_tmp, tmax_tmp); vec3 tmax = max(tmin_tmp, tmax_tmp); float t0 = max(tmin.x, max(tmin.y, tmin.z)); float t1 = min(tmax.x, min(tmax.y, tmax.z)); return vec2(t0, t1); } void MAIN() { const vec3 volume_dims = vec3(256, 256, 256); vec3 ray_dir = normalize(vray_dir); vec2 t_hit = intersect_box(transformed_eye, ray_dir); if (t_hit.x > t_hit.y) discard; vec3 dt_vec = 1.0 / (vec3(volume_dims) * abs(ray_dir)); float dt = min(dt_vec.x, min(dt_vec.y, dt_vec.z)); float offset = 0; vec3 p = transformed_eye + (t_hit.x + offset * dt) * ray_dir; const float dt_scale = 1.0; FRAGCOLOR = vec4(0); for (float t = t_hit.x; t < t_hit.y; t += dt) { // Use textureLod, to play nice with HLSL float val = textureLod(volume, vec3(p.x, p.y, p.z), 0).r; vec4 val_color = vec4(textureLod(colormap, vec2(val, 0.5), 0).rgb, val); // Opacity correction val_color.a = 1.0 - pow(max(0.0, 1.0 - val_color.a), dt_scale); FRAGCOLOR.rgb += (1.0 - FRAGCOLOR.a) * val_color.a * val_color.rgb; FRAGCOLOR.a += (1.0 - FRAGCOLOR.a) * val_color.a; if (FRAGCOLOR.a >= 0.95) break; p += ray_dir * dt; } }