Commit b2240655 authored by Sebastian Eichelbaum's avatar Sebastian Eichelbaum
Browse files

[CHANGE] - done some projection experiements. But still not working properly

parent 2cba2a60
...@@ -45,8 +45,6 @@ uniform sampler3D tex0; ...@@ -45,8 +45,6 @@ uniform sampler3D tex0;
// Variables // Variables
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
vec3 rayStart;
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
// Functions // Functions
///////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////
...@@ -60,12 +58,12 @@ void main() ...@@ -60,12 +58,12 @@ void main()
vec3 curPoint = v_rayStart; vec3 curPoint = v_rayStart;
float value; float value;
int i = 0; int i = 0;
while ( i < 750 ) while ( i < 300 )
{ {
i++; i++;
value = texture3D( tex0, curPoint ).r; value = texture3D( tex0, curPoint ).r;
if ( value >= 0.275 ) if ( value >= 0.320 )
{ {
break; break;
} }
...@@ -75,15 +73,16 @@ void main() ...@@ -75,15 +73,16 @@ void main()
} }
} }
if ( i >= 750 ) if ( i >= 300 )
{ {
discard; //discard;
} }
gl_FragColor = vec4( vec3( 1.0 - i/1000.0 ), 1.0 );//texture3D( tex0, curPoint ); gl_FragColor = 0.975* ( vec4( vec3( 1.0 - i/300.0 ), 1.0 ) + 0.2*vec4( abs( v_normal ), 1.0 ) );
//gl_FragColor = vec4( v_rayStart, 1.0 ); //gl_FragColor = vec4( v_rayStart, 1.0 );
// gl_FragColor = vec4( abs(v_normal), 1.0 ); //vec3 v_ray2 = v_rayStart - ( gl_ModelViewMatrixInverse * vec4( 0.0, 1.0, 0.0, 1.0 ) ).xyz;
//gl_FragColor = vec4( abs(v_normal), 1.0 );
// gl_FragColor = vec4( v_ray, 1.0 ); // gl_FragColor = vec4( v_ray, 1.0 );
} }
...@@ -62,7 +62,9 @@ void main() ...@@ -62,7 +62,9 @@ void main()
v_rayStart = gl_TexCoord[0].xyz; v_rayStart = gl_TexCoord[0].xyz;
// transform the ray direction to texture space // transform the ray direction to texture space
v_ray = -normalize( gl_ModelViewMatrixInverse * vec4( 0.0, 1.0, 0.0, 1.0 ) ).xyz; v_ray = v_rayStart - ( gl_ModelViewMatrixInverse * vec4( 0.0, 1.0, 0.0, 1.0 ) ).xyz;
//v_ray = vec4( 0.0, 1.0, 0.0, 1.0 ).xyz;
//v_ray = v_rayStart - normalize( gl_ModelViewMatrixInverse * vec4( gl_Normal, 1.0 ) ).xyz;
// Simply project the vertex // Simply project the vertex
gl_Position = ftransform(); gl_Position = ftransform();
......
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