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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;
}
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