void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) vec3 cos = volumeObjectLocalCoord; #else vec3 cos = vec3(0.0); #endif outvec = texture(tex, cos).aaa; outcol = vec4(outvec, 1.0); outf = avg(outvec); } uniform vec3 volumeColor = vec3(1.0); void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) vec3 cos = volumeObjectLocalCoord; #else vec3 cos = vec3(0.0); #endif vec4 value = texture(tex, cos).rgba; /* Density is premultiplied for interpolation, divide it out here. */ if (value.a > 1e-8) { value.rgb /= value.a; } outvec = value.rgb * volumeColor; outcol = vec4(outvec, 1.0); outf = avg(outvec); } void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) vec3 cos = volumeObjectLocalCoord; #else vec3 cos = vec3(0.0); #endif outf = texture(tex, cos).r; outvec = vec3(outf, outf, outf); outcol = vec4(outf, outf, outf, 1.0); } void node_attribute_volume_temperature( sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) vec3 cos = volumeObjectLocalCoord; #else vec3 cos = vec3(0.0); #endif float flame = texture(tex, cos).r; outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; outvec = vec3(outf, outf, outf); outcol = vec4(outf, outf, outf, 1.0); } void node_volume_info(sampler3D densitySampler, sampler3D flameSampler, vec2 temperature, out vec4 outColor, out float outDensity, out float outFlame, out float outTemprature) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) vec3 p = volumeObjectLocalCoord; #else vec3 p = vec3(0.0); #endif vec4 density = texture(densitySampler, p); outDensity = density.a; /* Density is premultiplied for interpolation, divide it out here. */ if (density.a > 1e-8) { density.rgb /= density.a; } outColor = vec4(density.rgb * volumeColor, 1.0); float flame = texture(flameSampler, p).r; outFlame = flame; outTemprature = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; }