Skip to content
GitLab
Projects
Groups
Snippets
Help
Loading...
Help
Help
Support
Keyboard shortcuts
?
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
OpenWalnut Core
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Issues
44
Issues
44
List
Boards
Labels
Service Desk
Milestones
Analytics
Analytics
Repository
Value Stream
Wiki
Wiki
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Commits
Issue Boards
Open sidebar
OpenWalnut
OpenWalnut Core
Commits
329a941b
Commit
329a941b
authored
Apr 11, 2011
by
Sebastian Eichelbaum
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
[ADD] - DVR now ignores values with zero-gradient
parent
ddf9ac15
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
8 additions
and
2 deletions
+8
-2
src/modules/directVolumeRendering/shaders/WMDirectVolumeRendering-fragment.glsl
...meRendering/shaders/WMDirectVolumeRendering-fragment.glsl
+8
-2
No files found.
src/modules/directVolumeRendering/shaders/WMDirectVolumeRendering-fragment.glsl
View file @
329a941b
...
...
@@ -149,7 +149,13 @@ vec4 localIllumination( in vec3 position, in vec4 color )
{
#ifdef LOCALILLUMINATION_PHONG
// get a gradient and get it to world-space
vec3
worldNormal
=
(
gl_ModelViewMatrix
*
vec4
(
getGradient
(
position
),
0
.
0
)
).
xyz
;
vec3
g
=
getGradient
(
position
);
vec3
worldNormal
=
(
gl_ModelViewMatrix
*
vec4
(
g
,
0
.
0
)
).
xyz
;
if
(
length
(
g
)
<
0
.
01
)
{
return
vec4
(
0
.
0
,
0
.
0
,
0
.
0
,
0
.
0
);
}
// let the normal point towards the viewer. Technically this would be:
// worldNormal *= sign( dot( worldNormal, vec3( 0.0, 0.0, 1.0 ) ) );
// but as the most of the components in the view vector are 0 we can use:
...
...
@@ -196,7 +202,7 @@ void main()
// First, find the rayEnd point. We need to do it in the fragment shader as the ray end point may be interpolated wrong
// when done for each vertex.
float
totalDistance
=
0
.
0
;
// the maximal distance along the ray until the BBox ends
float
currentDistance
=
0
.
0
;
// accumulated distance along the ray
float
currentDistance
=
0
.
1
;
// accumulated distance along the ray
#ifdef JITTERTEXTURE_ENABLED
// stochastic jittering can help to void these ugly wood-grain artifacts with larger sampling distances but might
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment