This is yet another debug option that allows to render an arbitrary simulation field by using a color ramp to inspect its voxel values. Note that when using this, fire rendering is turned off. Reviewers: plasmasolutions, gottfried Differential Revision: https://developer.blender.org/D1733
49 lines
1.1 KiB
GLSL
49 lines
1.1 KiB
GLSL
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varying vec3 coords;
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uniform vec3 active_color;
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uniform float step_size;
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uniform float density_scale;
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uniform sampler3D soot_texture;
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uniform sampler3D shadow_texture;
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#ifdef USE_COBA
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uniform sampler1D transfer_texture;
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uniform sampler3D color_band_texture;
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#endif
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void main()
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{
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/* compute color and density from volume texture */
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vec4 soot = texture3D(soot_texture, coords);
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#ifndef USE_COBA
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vec3 soot_color;
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if (soot.a != 0) {
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soot_color = active_color * soot.rgb / soot.a;
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}
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else {
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soot_color = vec3(0, 0, 0);
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}
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float soot_density = density_scale * soot.a;
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/* compute transmittance and alpha */
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float soot_transmittance = pow(2.71828182846, -soot_density * step_size);
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float soot_alpha = 1.0 - soot_transmittance;
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/* shade */
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float shadow = texture3D(shadow_texture, coords).r;
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soot_color *= soot_transmittance * shadow;
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/* premultiply alpha */
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vec4 color = vec4(soot_alpha * soot_color, soot_alpha);
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#else
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float color_band = texture3D(color_band_texture, coords).r;
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vec4 transfer_function = texture1D(transfer_texture, color_band);
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vec4 color = transfer_function * density_scale;
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#endif
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gl_FragColor = color;
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}
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