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VARYING vec3 pos;
VARYING vec3 rayDir;
// Ray traveling straight through a single 'alpha thickness' applies 100% of the encountered alpha.
// Rays traveling shorter distances apply a fraction. This is used to normalize the alpha over
// entire volume, regardless of texture dimensions
const highp float alphaThicknesses = 32.0;
void MAIN() {
vec3 rayStart = pos;
highp vec3 startBounds = minBounds;
highp vec3 endBounds = maxBounds;
if (rayDir.x < 0.0) {
startBounds.x = maxBounds.x;
endBounds.x = minBounds.x;
}
if (rayDir.y > 0.0) {
startBounds.y = maxBounds.y;
endBounds.y = minBounds.y;
}
if (rayDir.z > 0.0) {
startBounds.z = maxBounds.z;
endBounds.z = minBounds.z;
}
// Calculate ray intersection endpoint
highp vec3 rayStop;
highp vec3 invRayDir = 1.0 / rayDir;
highp vec3 t = (endBounds - rayStart) * invRayDir;
highp float endT = min(t.x, min(t.y, t.z));
rayStop = rayStart + endT * rayDir;
if (endT <= 0.0)
discard;
// Convert intersections to texture coords
rayStart = 0.5 * (rayStart + 1.0);
rayStop = 0.5 * (rayStop + 1.0);
highp vec3 ray = rayStop - rayStart;
highp vec3 absRay = abs(ray);
highp vec3 invAbsRay = 1.0 / absRay;
highp float fullDist = length(ray);
highp vec3 curPos = rayStart;
highp vec4 curColor = vec4(0, 0, 0, 0);
highp float curAlpha = 0.0;
highp float curLen = 0.0;
highp vec3 curRgb = vec3(0, 0, 0);
highp vec4 destColor = vec4(0, 0, 0, 0);
highp float totalOpacity = 1.0;
highp float extraAlphaMultiplier = fullDist * alphaThicknesses * alphaMultiplier;
// nextEdges vector indicates the next edges of the texel boundaries along each axis that
// the ray is about to cross. The first edges are offset by a fraction of a texel to
// avoid artifacts from rounding errors later.
highp vec3 nextEdges = vec3(floor(curPos.x / textureDimensions.x) * textureDimensions.x,
floor(curPos.y / textureDimensions.y) * textureDimensions.y,
floor(curPos.z / textureDimensions.z) * textureDimensions.z);
highp vec3 textureSteps = textureDimensions;
highp vec3 textureOffset = textureDimensions * 0.001;
if (ray.x > 0) {
nextEdges.x += textureDimensions.x + textureOffset.x;
} else {
nextEdges.x -= textureOffset.x;
textureSteps.x = -textureDimensions.x;
}
if (ray.y > 0) {
nextEdges.y += textureDimensions.y + textureOffset.y;
} else {
nextEdges.y -= textureOffset.y;
textureSteps.y = -textureDimensions.y;
}
if (ray.z > 0) {
nextEdges.z += textureDimensions.z + textureOffset.z;
} else {
nextEdges.z -= textureOffset.z;
textureSteps.z = -textureDimensions.z;
}
// Raytrace into volume, need to sample pixels along the eye ray until we hit opacity 1
for (int i = 0; i < sampleCount; i++) {
curColor = textureLod(textureSampler, curPos, 0);
if (color8Bit != 0)
curColor = textureLod(colorSampler, vec2(curColor.r, 0), 0);
// Find which dimension has least to go to figure out the next step distance
highp vec3 delta = abs(nextEdges - curPos);
highp vec3 modDelta = delta * invAbsRay;
highp float minDelta = min(modDelta.x, min(modDelta.y, modDelta.z));
highp float stepSize;
if (minDelta == modDelta.x) {
nextEdges.x += textureSteps.x;
stepSize = delta.x * invAbsRay.x;
}
if (minDelta == modDelta.y) {
nextEdges.y += textureSteps.y;
stepSize = delta.y * invAbsRay.y;
}
if (minDelta == modDelta.z) {
nextEdges.z += textureSteps.z;
stepSize = delta.z * invAbsRay.z;
}
curPos += stepSize * ray;
curLen += stepSize;
if (curColor.a >= 0.0) {
if (curColor.a == 1.0 && (preserveOpacity == 1 || alphaMultiplier >= 1.0))
curAlpha = 1.0;
else
curAlpha = curColor.a * extraAlphaMultiplier * stepSize;
highp float nextOpacity = totalOpacity - curAlpha;
// If opacity goes beyond full opacity, we need to adjust current alpha according
// to the fraction of the distance the material is visible, so that we don't get
// box artifacts around texels.
if (nextOpacity < 0.0) {
curAlpha *= totalOpacity / curAlpha;
nextOpacity = 0.0;
}
curRgb = curColor.rgb * curAlpha * (totalOpacity + nextOpacity);
totalOpacity = nextOpacity;
destColor.rgb += curRgb;
}
if (curLen >= 1.0 || totalOpacity <= 0.0)
break;
}
if (totalOpacity == 1.0)
discard;
// Brighten up the final color if there is some transparency left
if (totalOpacity >= 0.0 && totalOpacity < 1.0)
destColor *= (1.0 - (totalOpacity * 0.5)) / (1.0 - totalOpacity);
destColor.a = (1.0 - totalOpacity);
FRAGCOLOR = clamp(destColor, 0.0, 1.0);
}