// xs_begin // arg : { var = 'm_width' name = 'Width' value = '1' range = '1 128' step = '1' precision = '0' } // arg : { var = 'm_rise' name = 'Rise' value = '1' range = '0 256' step = '1' precision = '0' } // arg : { var = 'm_thick' name = 'Thick' value = '1' range = '1 256' step = '1' precision = '0' } // arg : { var = 'm_dir' name = 'Dir' value = '0' range = '0 3' step = '1' precision = '0' } // xs_end //===== built-in args ===== // uniform vec3 i_volume_size; // volume size [1-256] // uniform float i_color_index; // current color index [0-255] // uniform int i_num_color_sels; // number of color selections [1-255] //===== built-in functions ===== // float voxel( vec3 v ); // get voxel color index // float color_sel( float k ); // get kth selected color index // vec4 palette( float index ); // get palette color // generate a new voxel color index [0, 255] at position v ( v is at the center of voxel, such as vec3( 1.5, 2.5, 4.5 ) ) float map( vec3 v ) { if ( m_dir > 2.5 ) { v.xy = vec2( v.y, i_volume_size.x - v.x ); } else if ( m_dir > 1.5 ) { v.x = i_volume_size.x - v.x; } else if ( m_dir > 0.5 ) { v.xy = vec2( i_volume_size.y - v.y, v.x ); } float n = floor( v.x / m_width ); float h = i_volume_size.z - m_rise * n; if ( v.z > h || v.z < h - m_thick ) { return 0.0; } return color_sel( mod( n + 0.5, float( i_num_color_sels ) ) ); }