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/* Uniforms to convert smoke grid values into standard range. */
uniform vec3 volumeColor = vec3(1.0);
uniform vec2 volumeTemperature = vec2(0.0);
/* Generic volume attribute. */
void node_attribute_volume(sampler3D tex, out vec3 outvec)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
outvec = texture(tex, cos).rgb;
}
/* Special color attribute for smoke. */
void node_attribute_volume_color(sampler3D tex, out vec3 outvec)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
/* Density is premultiplied for interpolation, divide it out here. */
vec4 value = texture(tex, cos).rgba;
if (value.a > 1e-8) {
value.rgb /= value.a;
}
outvec = value.rgb * volumeColor;
}
/* Special temperature attribute for smoke. */
void node_attribute_volume_temperature(sampler3D tex, out float outf)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
float value = texture(tex, cos).r;
if (volumeTemperature.x < volumeTemperature.y) {
outf = (value > 0.01) ?
volumeTemperature.x + value * (volumeTemperature.y - volumeTemperature.x) :
0.0;
}
else {
outf = value;
}
}
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