@@ -89,7 +89,9 @@ uniform int steps;
8989
9090
9191vec2 compute_slice_offset(float slice, float columns, vec2 uv_slice_spacing) {
92- return uv_slice_spacing * vec2 (mod (slice, columns), floor (slice / columns));
92+ float column = floor ((slice+ 0.5 ) / (columns));
93+ float row = slice - column * columns;
94+ return uv_slice_spacing * vec2 (row, column);
9395}
9496vec4 sample_as_3d_texture(sampler2D tex, vec2 tex_size, vec3 texCoord, vec2 slice_size, float slices, float rows, float columns) {
9597 float slice = texCoord.z* slices* (slices- 1 .)/ slices ;
@@ -370,12 +372,30 @@ void main(void) {
370372 #else
371373 gl_FragColor = color;
372374 #endif
373- // gl_FragColor = vec4(ray_begin.xyz, 0.1) * brightness;
375+ // code below is used for debugging purposes
376+ // float x = floor((pixel.x *500. / 10.));
377+ // float y = floor((pixel.y *500. / 10.));
378+ // // gl_FragColor = vec4(x / 10., 0.0, 0.0, 1.0);
379+ // // gl_FragColor = vec4(y / 10., 0.0, 0.0, 1.0);
380+ // vec2 result;
381+ // float eps = 1. - 1e-4;
382+ // float modulo = mod(x, y * eps);
383+ // float offset = x - modulo * y;
384+ // offset = floor(x / y);
385+ // gl_FragColor = vec4(mod(x, x) > 0. ? 1.0 : 0., 0.0, 0.0, 1.0);
386+ // gl_FragColor = vec4(modulo >= x ? 1.0 : 0., 0.0, 0.0, 1.0);
387+ // gl_FragColor = vec4(offset >= 0.5 ? 1.0 : 0., 0.0, 0.0, 1.0);
388+ // gl_FragColor = vec4(offset/x, 0.0, 0.0, 1.0);
389+ // eps = 0.;
390+ // gl_FragColor = vec4(float(int(x / (y - eps))) / 1., 0.0, 0.0, 1.0);
391+ // gl_FragColor = vec4(texture2D(data[0], pixel).a * 140., 0., 0., 1.0);
392+ // gl_FragColor = vec4(ray_begin.xyz, 1.);
393+ // gl_FragColor = vec4(ray_begin.xyz, 0.1) * brightness;
374394 // gl_FragColor = vec4(rotation[0], 1) * brightness;
375- // gl_FragColor = vec4(alpha_total, 0., 0., 1.);
395+ // gl_FragColor = vec4(alpha_total, 0., 0., 1.);
376396 // gl_FragColor = texture2D(volume, vec2(ray_begin.x, ray_begin.y));
377- // gl_FragColor = vec4(ray_pos .x, ray_pos .y, ray_pos .z, 1);
378- // gl_FragColor = texture2D(transfer_function, vec2(pixel.x, 0.5));
397+ // gl_FragColor = vec4(ray_begin .x, ray_begin .y, ray_begin .z, 1. );
398+ // gl_FragColor = texture2D(transfer_function, vec2(pixel.x, 0.5));
379399 // gl_FragColor = vec4(texture2D(volume, vec2(pixel.x, pixel.y)).rgb, 1.0);
380400 // gl_FragColor = vec4(pixel.x, pixel.y, 0, 1);
381401 // gl_FragColor = vec4(ray_end, 1.);
0 commit comments