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5 changes: 2 additions & 3 deletions src/constants/shaders/fuseF.frag
Original file line number Diff line number Diff line change
Expand Up @@ -11,8 +11,7 @@ uniform vec2 lutMinMax;
// src texture is the raw volume intensity data
uniform sampler2D srcTexture;

void main()
{
void main() {
ivec2 vUv = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y));

// load from channel
Expand All @@ -21,5 +20,5 @@ void main()
float ilookup = float(float(intensity) - lutMinMax.x) / float(lutMinMax.y - lutMinMax.x);
// apply lut to intensity:
vec4 pix = texture(lutSampler, vec2(ilookup, 0.5));
gl_FragColor = vec4(pix.xyz*pix.w, pix.w);
gl_FragColor = vec4(pix.xyz * pix.w, pix.w);
}
5 changes: 2 additions & 3 deletions src/constants/shaders/fuseI.frag
Original file line number Diff line number Diff line change
Expand Up @@ -11,12 +11,11 @@ uniform vec2 lutMinMax;
// src texture is the raw volume intensity data
uniform isampler2D srcTexture;

void main()
{
void main() {
ivec2 vUv = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y));
int intensity = texelFetch(srcTexture, vUv, 0).r;
float ilookup = float(float(intensity) - lutMinMax.x) / float(lutMinMax.y - lutMinMax.x);
// apply lut to intensity:
vec4 pix = texture(lutSampler, vec2(ilookup, 0.5));
gl_FragColor = vec4(pix.xyz*pix.w, pix.w);
gl_FragColor = vec4(pix.xyz * pix.w, pix.w);
}
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