uniform sampler3D velocityX; uniform sampler3D velocityY; uniform sampler3D velocityZ; uniform float displaySize = 1.0; uniform float slicePosition; uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */ flat out vec4 finalColor; const vec3 corners[4] = vec3[4](vec3(0.0, 0.2, -0.5), vec3(-0.2 * 0.866, -0.2 * 0.5, -0.5), vec3(0.2 * 0.866, -0.2 * 0.5, -0.5), vec3(0.0, 0.0, 0.5)); const int indices[12] = int[12](0, 1, 1, 2, 2, 0, 0, 3, 1, 3, 2, 3); /* Straight Port from BKE_defvert_weight_to_rgb() * TODO port this to a color ramp. */ vec3 weight_to_color(float weight) { vec3 r_rgb = vec3(0.0); float blend = ((weight / 2.0) + 0.5); if (weight <= 0.25) { /* blue->cyan */ r_rgb.g = blend * weight * 4.0; r_rgb.b = blend; } else if (weight <= 0.50) { /* cyan->green */ r_rgb.g = blend; r_rgb.b = blend * (1.0 - ((weight - 0.25) * 4.0)); } else if (weight <= 0.75) { /* green->yellow */ r_rgb.r = blend * ((weight - 0.50) * 4.0); r_rgb.g = blend; } else if (weight <= 1.0) { /* yellow->red */ r_rgb.r = blend; r_rgb.g = blend * (1.0 - ((weight - 0.75) * 4.0)); } else { /* exceptional value, unclamped or nan, * avoid uninitialized memory use */ r_rgb = vec3(1.0, 0.0, 1.0); } return r_rgb; } mat3 rotation_from_vector(vec3 v) { /* Add epsilon to avoid NaN. */ vec3 N = normalize(v + 1e-8); vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0); vec3 T = normalize(cross(UpVector, N)); vec3 B = cross(N, T); return mat3(T, B, N); } void main() { #ifdef USE_NEEDLE int cell = gl_VertexID / 12; #else int cell = gl_VertexID / 2; #endif ivec3 volume_size = textureSize(velocityX, 0); float voxel_size = 1.0 / float(max(max(volume_size.x, volume_size.y), volume_size.z)); ivec3 cell_ofs = ivec3(0); ivec3 cell_div = volume_size; if (sliceAxis == 0) { cell_ofs.x = int(slicePosition * float(volume_size.x)); cell_div.x = 1; } else if (sliceAxis == 1) { cell_ofs.y = int(slicePosition * float(volume_size.y)); cell_div.y = 1; } else if (sliceAxis == 2) { cell_ofs.z = int(slicePosition * float(volume_size.z)); cell_div.z = 1; } ivec3 cell_co; cell_co.x = cell % cell_div.x; cell_co.y = (cell / cell_div.x) % cell_div.y; cell_co.z = cell / (cell_div.x * cell_div.y); cell_co += cell_ofs; vec3 pos = (vec3(cell_co) + 0.5) / vec3(volume_size); pos = pos * 2.0 - 1.0; vec3 velocity; velocity.x = texelFetch(velocityX, cell_co, 0).r; velocity.y = texelFetch(velocityY, cell_co, 0).r; velocity.z = texelFetch(velocityZ, cell_co, 0).r; finalColor = vec4(weight_to_color(length(velocity)), 1.0); #ifdef USE_NEEDLE mat3 rot_mat = rotation_from_vector(velocity); vec3 rotated_pos = rot_mat * corners[indices[gl_VertexID % 12]]; pos += rotated_pos * length(velocity) * displaySize * voxel_size; #else pos += (((gl_VertexID % 2) == 1) ? velocity : vec3(0.0)) * displaySize * voxel_size; #endif vec3 world_pos = point_object_to_world(pos); gl_Position = point_world_to_ndc(world_pos); }