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@chinhui/niivue

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minimal webgl2 nifti image viewer

1,223 lines (1,220 loc) 1.76 MB
(function(u,h){typeof exports=="object"&&typeof module!="undefined"?h(exports):typeof define=="function"&&define.amd?define(["exports"],h):(u=typeof globalThis!="undefined"?globalThis:u||self,h(u.niivue={}))})(this,function(exports){"use strict";function Shader(u,h,d){var F=this;this.program=compileShader(u,h,d);var k=/uniform[^;]+[ ](\w+);/g,_=/uniform[^;]+[ ](\w+);/;this.uniforms={};var P=h.match(k),L=d.match(k);P&&P.forEach(function(z){var U=z.match(_);F.uniforms[U[1]]=-1}),L&&L.forEach(function(z){var U=z.match(_);F.uniforms[U[1]]=-1});for(var Q in this.uniforms)this.uniforms[Q]=u.getUniformLocation(this.program,Q)}Shader.prototype.use=function(u){u.useProgram(this.program)};var compileShader=function(u,h,d){var F=u.createShader(u.VERTEX_SHADER);if(u.shaderSource(F,h),u.compileShader(F),!u.getShaderParameter(F,u.COMPILE_STATUS))return alert("Vertex shader failed to compile, see console for log"),console.log(u.getShaderInfoLog(F)),null;var k=u.createShader(u.FRAGMENT_SHADER);if(u.shaderSource(k,d),u.compileShader(k),!u.getShaderParameter(k,u.COMPILE_STATUS))return alert("Fragment shader failed to compile, see console for log"),console.log(u.getShaderInfoLog(k)),null;var _=u.createProgram();return u.attachShader(_,F),u.attachShader(_,k),u.linkProgram(_),u.getProgramParameter(_,u.LINK_STATUS)?_:(alert("Shader failed to link, see console for log"),console.log(u.getProgramInfoLog(_)),null)},ARRAY_TYPE=typeof Float32Array!="undefined"?Float32Array:Array;Math.hypot||(Math.hypot=function(){for(var u=0,h=arguments.length;h--;)u+=arguments[h]*arguments[h];return Math.sqrt(u)});function create$3(){var u=new ARRAY_TYPE(9);return ARRAY_TYPE!=Float32Array&&(u[1]=0,u[2]=0,u[3]=0,u[5]=0,u[6]=0,u[7]=0),u[0]=1,u[4]=1,u[8]=1,u}function fromValues$3(u,h,d,F,k,_,P,L,Q){var z=new ARRAY_TYPE(9);return z[0]=u,z[1]=h,z[2]=d,z[3]=F,z[4]=k,z[5]=_,z[6]=P,z[7]=L,z[8]=Q,z}function multiply$2(u,h,d){var F=h[0],k=h[1],_=h[2],P=h[3],L=h[4],Q=h[5],z=h[6],U=h[7],S=h[8],O=d[0],e=d[1],$=d[2],j=d[3],n0=d[4],h0=d[5],u0=d[6],g0=d[7],w=d[8];return u[0]=O*F+e*P+$*z,u[1]=O*k+e*L+$*U,u[2]=O*_+e*Q+$*S,u[3]=j*F+n0*P+h0*z,u[4]=j*k+n0*L+h0*U,u[5]=j*_+n0*Q+h0*S,u[6]=u0*F+g0*P+w*z,u[7]=u0*k+g0*L+w*U,u[8]=u0*_+g0*Q+w*S,u}function create$2(){var u=new ARRAY_TYPE(16);return ARRAY_TYPE!=Float32Array&&(u[1]=0,u[2]=0,u[3]=0,u[4]=0,u[6]=0,u[7]=0,u[8]=0,u[9]=0,u[11]=0,u[12]=0,u[13]=0,u[14]=0),u[0]=1,u[5]=1,u[10]=1,u[15]=1,u}function clone$1(u){var h=new ARRAY_TYPE(16);return h[0]=u[0],h[1]=u[1],h[2]=u[2],h[3]=u[3],h[4]=u[4],h[5]=u[5],h[6]=u[6],h[7]=u[7],h[8]=u[8],h[9]=u[9],h[10]=u[10],h[11]=u[11],h[12]=u[12],h[13]=u[13],h[14]=u[14],h[15]=u[15],h}function copy$1(u,h){return u[0]=h[0],u[1]=h[1],u[2]=h[2],u[3]=h[3],u[4]=h[4],u[5]=h[5],u[6]=h[6],u[7]=h[7],u[8]=h[8],u[9]=h[9],u[10]=h[10],u[11]=h[11],u[12]=h[12],u[13]=h[13],u[14]=h[14],u[15]=h[15],u}function fromValues$2(u,h,d,F,k,_,P,L,Q,z,U,S,O,e,$,j){var n0=new ARRAY_TYPE(16);return n0[0]=u,n0[1]=h,n0[2]=d,n0[3]=F,n0[4]=k,n0[5]=_,n0[6]=P,n0[7]=L,n0[8]=Q,n0[9]=z,n0[10]=U,n0[11]=S,n0[12]=O,n0[13]=e,n0[14]=$,n0[15]=j,n0}function identity$1(u){return u[0]=1,u[1]=0,u[2]=0,u[3]=0,u[4]=0,u[5]=1,u[6]=0,u[7]=0,u[8]=0,u[9]=0,u[10]=1,u[11]=0,u[12]=0,u[13]=0,u[14]=0,u[15]=1,u}function transpose(u,h){if(u===h){var d=h[1],F=h[2],k=h[3],_=h[6],P=h[7],L=h[11];u[1]=h[4],u[2]=h[8],u[3]=h[12],u[4]=d,u[6]=h[9],u[7]=h[13],u[8]=F,u[9]=_,u[11]=h[14],u[12]=k,u[13]=P,u[14]=L}else u[0]=h[0],u[1]=h[4],u[2]=h[8],u[3]=h[12],u[4]=h[1],u[5]=h[5],u[6]=h[9],u[7]=h[13],u[8]=h[2],u[9]=h[6],u[10]=h[10],u[11]=h[14],u[12]=h[3],u[13]=h[7],u[14]=h[11],u[15]=h[15];return u}function invert(u,h){var d=h[0],F=h[1],k=h[2],_=h[3],P=h[4],L=h[5],Q=h[6],z=h[7],U=h[8],S=h[9],O=h[10],e=h[11],$=h[12],j=h[13],n0=h[14],h0=h[15],u0=d*L-F*P,g0=d*Q-k*P,w=d*z-_*P,a0=F*Q-k*L,r0=F*z-_*L,s0=k*z-_*Q,l0=U*j-S*$,i0=U*n0-O*$,f=U*h0-e*$,F0=S*n0-O*j,C0=S*h0-e*j,_0=O*h0-e*n0,A0=u0*_0-g0*C0+w*F0+a0*f-r0*i0+s0*l0;return A0?(A0=1/A0,u[0]=(L*_0-Q*C0+z*F0)*A0,u[1]=(k*C0-F*_0-_*F0)*A0,u[2]=(j*s0-n0*r0+h0*a0)*A0,u[3]=(O*r0-S*s0-e*a0)*A0,u[4]=(Q*f-P*_0-z*i0)*A0,u[5]=(d*_0-k*f+_*i0)*A0,u[6]=(n0*w-$*s0-h0*g0)*A0,u[7]=(U*s0-O*w+e*g0)*A0,u[8]=(P*C0-L*f+z*l0)*A0,u[9]=(F*f-d*C0-_*l0)*A0,u[10]=($*r0-j*w+h0*u0)*A0,u[11]=(S*w-U*r0-e*u0)*A0,u[12]=(L*i0-P*F0-Q*l0)*A0,u[13]=(d*F0-F*i0+k*l0)*A0,u[14]=(j*g0-$*a0-n0*u0)*A0,u[15]=(U*a0-S*g0+O*u0)*A0,u):null}function multiply$1(u,h,d){var F=h[0],k=h[1],_=h[2],P=h[3],L=h[4],Q=h[5],z=h[6],U=h[7],S=h[8],O=h[9],e=h[10],$=h[11],j=h[12],n0=h[13],h0=h[14],u0=h[15],g0=d[0],w=d[1],a0=d[2],r0=d[3];return u[0]=g0*F+w*L+a0*S+r0*j,u[1]=g0*k+w*Q+a0*O+r0*n0,u[2]=g0*_+w*z+a0*e+r0*h0,u[3]=g0*P+w*U+a0*$+r0*u0,g0=d[4],w=d[5],a0=d[6],r0=d[7],u[4]=g0*F+w*L+a0*S+r0*j,u[5]=g0*k+w*Q+a0*O+r0*n0,u[6]=g0*_+w*z+a0*e+r0*h0,u[7]=g0*P+w*U+a0*$+r0*u0,g0=d[8],w=d[9],a0=d[10],r0=d[11],u[8]=g0*F+w*L+a0*S+r0*j,u[9]=g0*k+w*Q+a0*O+r0*n0,u[10]=g0*_+w*z+a0*e+r0*h0,u[11]=g0*P+w*U+a0*$+r0*u0,g0=d[12],w=d[13],a0=d[14],r0=d[15],u[12]=g0*F+w*L+a0*S+r0*j,u[13]=g0*k+w*Q+a0*O+r0*n0,u[14]=g0*_+w*z+a0*e+r0*h0,u[15]=g0*P+w*U+a0*$+r0*u0,u}function translate(u,h,d){var F=d[0],k=d[1],_=d[2],P,L,Q,z,U,S,O,e,$,j,n0,h0;return h===u?(u[12]=h[0]*F+h[4]*k+h[8]*_+h[12],u[13]=h[1]*F+h[5]*k+h[9]*_+h[13],u[14]=h[2]*F+h[6]*k+h[10]*_+h[14],u[15]=h[3]*F+h[7]*k+h[11]*_+h[15]):(P=h[0],L=h[1],Q=h[2],z=h[3],U=h[4],S=h[5],O=h[6],e=h[7],$=h[8],j=h[9],n0=h[10],h0=h[11],u[0]=P,u[1]=L,u[2]=Q,u[3]=z,u[4]=U,u[5]=S,u[6]=O,u[7]=e,u[8]=$,u[9]=j,u[10]=n0,u[11]=h0,u[12]=P*F+U*k+$*_+h[12],u[13]=L*F+S*k+j*_+h[13],u[14]=Q*F+O*k+n0*_+h[14],u[15]=z*F+e*k+h0*_+h[15]),u}function rotateX(u,h,d){var F=Math.sin(d),k=Math.cos(d),_=h[4],P=h[5],L=h[6],Q=h[7],z=h[8],U=h[9],S=h[10],O=h[11];return h!==u&&(u[0]=h[0],u[1]=h[1],u[2]=h[2],u[3]=h[3],u[12]=h[12],u[13]=h[13],u[14]=h[14],u[15]=h[15]),u[4]=_*k+z*F,u[5]=P*k+U*F,u[6]=L*k+S*F,u[7]=Q*k+O*F,u[8]=z*k-_*F,u[9]=U*k-P*F,u[10]=S*k-L*F,u[11]=O*k-Q*F,u}function rotateZ(u,h,d){var F=Math.sin(d),k=Math.cos(d),_=h[0],P=h[1],L=h[2],Q=h[3],z=h[4],U=h[5],S=h[6],O=h[7];return h!==u&&(u[8]=h[8],u[9]=h[9],u[10]=h[10],u[11]=h[11],u[12]=h[12],u[13]=h[13],u[14]=h[14],u[15]=h[15]),u[0]=_*k+z*F,u[1]=P*k+U*F,u[2]=L*k+S*F,u[3]=Q*k+O*F,u[4]=z*k-_*F,u[5]=U*k-P*F,u[6]=S*k-L*F,u[7]=O*k-Q*F,u}function orthoNO(u,h,d,F,k,_,P){var L=1/(h-d),Q=1/(F-k),z=1/(_-P);return u[0]=-2*L,u[1]=0,u[2]=0,u[3]=0,u[4]=0,u[5]=-2*Q,u[6]=0,u[7]=0,u[8]=0,u[9]=0,u[10]=2*z,u[11]=0,u[12]=(h+d)*L,u[13]=(k+F)*Q,u[14]=(P+_)*z,u[15]=1,u}var ortho=orthoNO;function multiplyScalar(u,h,d){return u[0]=h[0]*d,u[1]=h[1]*d,u[2]=h[2]*d,u[3]=h[3]*d,u[4]=h[4]*d,u[5]=h[5]*d,u[6]=h[6]*d,u[7]=h[7]*d,u[8]=h[8]*d,u[9]=h[9]*d,u[10]=h[10]*d,u[11]=h[11]*d,u[12]=h[12]*d,u[13]=h[13]*d,u[14]=h[14]*d,u[15]=h[15]*d,u}var mul$1=multiply$1;function create$1(){var u=new ARRAY_TYPE(3);return ARRAY_TYPE!=Float32Array&&(u[0]=0,u[1]=0,u[2]=0),u}function clone(u){var h=new ARRAY_TYPE(3);return h[0]=u[0],h[1]=u[1],h[2]=u[2],h}function length(u){var h=u[0],d=u[1],F=u[2];return Math.hypot(h,d,F)}function fromValues$1(u,h,d){var F=new ARRAY_TYPE(3);return F[0]=u,F[1]=h,F[2]=d,F}function copy(u,h){return u[0]=h[0],u[1]=h[1],u[2]=h[2],u}function add$1(u,h,d){return u[0]=h[0]+d[0],u[1]=h[1]+d[1],u[2]=h[2]+d[2],u}function subtract(u,h,d){return u[0]=h[0]-d[0],u[1]=h[1]-d[1],u[2]=h[2]-d[2],u}function min$Q(u,h,d){return u[0]=Math.min(h[0],d[0]),u[1]=Math.min(h[1],d[1]),u[2]=Math.min(h[2],d[2]),u}function max$R(u,h,d){return u[0]=Math.max(h[0],d[0]),u[1]=Math.max(h[1],d[1]),u[2]=Math.max(h[2],d[2]),u}function scale(u,h,d){return u[0]=h[0]*d,u[1]=h[1]*d,u[2]=h[2]*d,u}function negate(u,h){return u[0]=-h[0],u[1]=-h[1],u[2]=-h[2],u}function normalize(u,h){var d=h[0],F=h[1],k=h[2],_=d*d+F*F+k*k;return _>0&&(_=1/Math.sqrt(_)),u[0]=h[0]*_,u[1]=h[1]*_,u[2]=h[2]*_,u}function dot(u,h){return u[0]*h[0]+u[1]*h[1]+u[2]*h[2]}function cross(u,h,d){var F=h[0],k=h[1],_=h[2],P=d[0],L=d[1],Q=d[2];return u[0]=k*Q-_*L,u[1]=_*P-F*Q,u[2]=F*L-k*P,u}function lerp(u,h,d,F){var k=h[0],_=h[1],P=h[2];return u[0]=k+F*(d[0]-k),u[1]=_+F*(d[1]-_),u[2]=P+F*(d[2]-P),u}function angle(u,h){var d=u[0],F=u[1],k=u[2],_=h[0],P=h[1],L=h[2],Q=Math.sqrt(d*d+F*F+k*k),z=Math.sqrt(_*_+P*P+L*L),U=Q*z,S=U&&dot(u,h)/U;return Math.acos(Math.min(Math.max(S,-1),1))}var len=length;(function(){var u=create$1();return function(h,d,F,k,_,P){var L,Q;for(d||(d=3),F||(F=0),k?Q=Math.min(k*d+F,h.length):Q=h.length,L=F;L<Q;L+=d)u[0]=h[L],u[1]=h[L+1],u[2]=h[L+2],_(u,u,P),h[L]=u[0],h[L+1]=u[1],h[L+2]=u[2];return h}})();function create(){var u=new ARRAY_TYPE(4);return ARRAY_TYPE!=Float32Array&&(u[0]=0,u[1]=0,u[2]=0,u[3]=0),u}function fromValues(u,h,d,F){var k=new ARRAY_TYPE(4);return k[0]=u,k[1]=h,k[2]=d,k[3]=F,k}function add(u,h,d){return u[0]=h[0]+d[0],u[1]=h[1]+d[1],u[2]=h[2]+d[2],u[3]=h[3]+d[3],u}function multiply(u,h,d){return u[0]=h[0]*d[0],u[1]=h[1]*d[1],u[2]=h[2]*d[2],u[3]=h[3]*d[3],u}function transformMat4(u,h,d){var F=h[0],k=h[1],_=h[2],P=h[3];return u[0]=d[0]*F+d[4]*k+d[8]*_+d[12]*P,u[1]=d[1]*F+d[5]*k+d[9]*_+d[13]*P,u[2]=d[2]*F+d[6]*k+d[10]*_+d[14]*P,u[3]=d[3]*F+d[7]*k+d[11]*_+d[15]*P,u}var mul=multiply;(function(){var u=create();return function(h,d,F,k,_,P){var L,Q;for(d||(d=4),F||(F=0),k?Q=Math.min(k*d+F,h.length):Q=h.length,L=F;L<Q;L+=d)u[0]=h[L],u[1]=h[L+1],u[2]=h[L+2],u[3]=h[L+3],_(u,u,P),h[L]=u[0],h[L+1]=u[1],h[L+2]=u[2],h[L+3]=u[3];return h}})();var vertRenderShader=`#version 300 es #line 4 layout(location=0) in vec3 pos; layout(location=1) in vec3 texCoords; uniform mat4 mvpMtx; out vec3 vColor; void main(void) { gl_Position = mvpMtx * vec4(pos, 1.0); //vec4(2.0 * (pos.xyz - 0.5), 1.0); vColor = texCoords; }`;const kRenderFunc=`vec3 GetBackPosition(vec3 startPositionTex) { vec3 startPosition = startPositionTex * volScale; vec3 invR = 1.0 / rayDir; vec3 tbot = invR * (vec3(0.0)-startPosition); vec3 ttop = invR * (volScale-startPosition); vec3 tmax = max(ttop, tbot); vec2 t = min(tmax.xx, tmax.yz); vec3 endPosition = startPosition + (rayDir * min(t.x, t.y)); //convert world position back to texture position: endPosition = endPosition / volScale; return endPosition; } vec4 applyClip (vec3 dir, inout vec4 samplePos, inout float len, inout bool isClip) { float cdot = dot(dir,clipPlane.xyz); isClip = false; if ((clipPlane.a > 1.0) || (cdot == 0.0)) return samplePos; bool frontface = (cdot > 0.0); float clipThick = 2.0; float dis = (-clipPlane.a - dot(clipPlane.xyz, samplePos.xyz-0.5)) / cdot; float disBackFace = (-(clipPlane.a-clipThick) - dot(clipPlane.xyz, samplePos.xyz-0.5)) / cdot; if (((frontface) && (dis >= len)) || ((!frontface) && (dis <= 0.0))) { samplePos.a = len + 1.0; return samplePos; } if (frontface) { dis = max(0.0, dis); samplePos = vec4(samplePos.xyz+dir * dis, dis); if (dis > 0.0) isClip = true; len = min(disBackFace, len); } if (!frontface) { len = min(dis, len); disBackFace = max(0.0, disBackFace); if (len == dis) isClip = true; samplePos = vec4(samplePos.xyz+dir * disBackFace, disBackFace); } return samplePos; }`;var fragRenderShader=`#version 300 es #line 14 precision highp int; precision highp float; uniform vec3 rayDir; uniform vec3 texVox; uniform vec3 volScale; uniform vec4 clipPlane; uniform highp sampler3D volume, overlay; uniform float overlays; uniform float backOpacity; uniform mat4 mvpMtx; uniform mat4 matRAS; uniform vec4 clipPlaneColor; in vec3 vColor; out vec4 fColor; `+kRenderFunc+` float frac2ndc(vec3 frac) { //https://stackoverflow.com/questions/7777913/how-to-render-depth-linearly-in-modern-opengl-with-gl-fragcoord-z-in-fragment-sh vec4 pos = vec4(frac.xyz, 1.0); //fraction vec4 dim = vec4(vec3(textureSize(volume, 0)), 1.0); pos = pos * dim; vec4 shim = vec4(-0.5, -0.5, -0.5, 0.0); pos += shim; vec4 mm = transpose(matRAS) * pos; float z_ndc = (mvpMtx * vec4(mm.xyz, 1.0)).z; return (z_ndc + 1.0) / 2.0; } void main() { fColor = vec4(0.0,0.0,0.0,0.0); //fColor = vec4(vColor.rgb, 1.0); return; vec3 start = vColor; gl_FragDepth = 0.0; vec3 backPosition = GetBackPosition(start); // fColor = vec4(backPosition, 1.0); return; vec3 dir = backPosition - start; float len = length(dir); float lenVox = length((texVox * start) - (texVox * backPosition)); if ((lenVox < 0.5) || (len > 3.0)) { //length limit for parallel rays return; } float sliceSize = len / lenVox; //e.g. if ray length is 1.0 and traverses 50 voxels, each voxel is 0.02 in unit cube float stepSize = sliceSize; //quality: larger step is faster traversal, but fewer samples float opacityCorrection = stepSize/sliceSize; dir = normalize(dir); vec4 deltaDir = vec4(dir.xyz * stepSize, stepSize); vec4 samplePos = vec4(start.xyz, 0.0); //ray position float lenNoClip = len; bool isClip = false; vec4 clipPos = applyClip(dir, samplePos, len, isClip); //if ((clipPos.a != samplePos.a) && (len < 3.0)) { //start: OPTIONAL fast pass: rapid traversal until first hit float stepSizeFast = sliceSize * 1.9; vec4 deltaDirFast = vec4(dir.xyz * stepSizeFast, stepSizeFast); while (samplePos.a <= len) { float val = texture(volume, samplePos.xyz).a; if (val > 0.01) break; samplePos += deltaDirFast; //advance ray position } if ((samplePos.a >= len) && (overlays < 1.0)) { if (isClip) fColor += clipPlaneColor; return; } fColor = vec4(1.0, 1.0, 1.0, 1.0); //gl_FragDepth = frac2ndc(samplePos.xyz); //crude due to fast pass resolution samplePos -= deltaDirFast; if (samplePos.a < 0.0) vec4 samplePos = vec4(start.xyz, 0.0); //ray position //end: fast pass vec4 colAcc = vec4(0.0,0.0,0.0,0.0); vec4 firstHit = vec4(0.0,0.0,0.0,2.0 * lenNoClip); const float earlyTermination = 0.95; float backNearest = len; //assume no hit float ran = fract(sin(gl_FragCoord.x * 12.9898 + gl_FragCoord.y * 78.233) * 43758.5453); samplePos += deltaDir * ran; //jitter ray while (samplePos.a <= len) { vec4 colorSample = texture(volume, samplePos.xyz); samplePos += deltaDir; //advance ray position if (colorSample.a < 0.01) continue; if (firstHit.a > lenNoClip) firstHit = samplePos; backNearest = min(backNearest, samplePos.a); colorSample.a = 1.0-pow((1.0 - colorSample.a), opacityCorrection); colorSample.rgb *= colorSample.a; colAcc= (1.0 - colAcc.a) * colorSample + colAcc; if ( colAcc.a > earlyTermination ) break; } if (firstHit.a < len) gl_FragDepth = frac2ndc(firstHit.xyz); colAcc.a = (colAcc.a / earlyTermination) * backOpacity; fColor = colAcc; if (isClip) //CR fColor.rgb = mix(fColor.rgb, clipPlaneColor.rgb, clipPlaneColor.a * 0.15); if (overlays < 1.0) return; //overlay pass len = lenNoClip; samplePos = vec4(start.xyz, 0.0); //ray position //start: OPTIONAL fast pass: rapid traversal until first hit stepSizeFast = sliceSize * 1.9; deltaDirFast = vec4(dir.xyz * stepSizeFast, stepSizeFast); while (samplePos.a <= len) { float val = texture(overlay, samplePos.xyz).a; if (val > 0.01) break; samplePos += deltaDirFast; //advance ray position } if (samplePos.a >= len) { if (isClip && (fColor.a == 0.0)) fColor += clipPlaneColor; return; } samplePos -= deltaDirFast; if (samplePos.a < 0.0) vec4 samplePos = vec4(start.xyz, 0.0); //ray position //end: fast pass float overFarthest = len; colAcc = vec4(0.0, 0.0, 0.0, 0.0); samplePos += deltaDir * ran; //jitter ray vec4 overFirstHit = vec4(0.0,0.0,0.0,2.0 * len); while (samplePos.a <= len) { vec4 colorSample = texture(overlay, samplePos.xyz); samplePos += deltaDir; //advance ray position if (colorSample.a < 0.01) continue; if (overFirstHit.a > len) overFirstHit = samplePos; colorSample.a = 1.0-pow((1.0 - colorSample.a), opacityCorrection); colorSample.rgb *= colorSample.a; colAcc= (1.0 - colAcc.a) * colorSample + colAcc; overFarthest = samplePos.a; if ( colAcc.a > earlyTermination ) break; } if (overFirstHit.a < firstHit.a) //if (overFirstHit.a < len) gl_FragDepth = frac2ndc(overFirstHit.xyz); float overMix = colAcc.a; float overlayDepth = 0.3; if (fColor.a <= 0.0) overMix = 1.0; else if (((overFarthest) > backNearest)) { float dx = (overFarthest - backNearest)/1.73; dx = fColor.a * pow(dx, overlayDepth); overMix *= 1.0 - dx; } fColor.rgb = mix(fColor.rgb, colAcc.rgb, overMix); fColor.a = max(fColor.a, colAcc.a); }`,vertSliceShader=`#version 300 es #line 150 layout(location=0) in vec3 pos; uniform int axCorSag; uniform float slice; uniform vec2 canvasWidthHeight; uniform vec4 leftTopWidthHeight; out vec3 texPos; void main(void) { //convert pixel x,y space 1..canvasWidth,1..canvasHeight to WebGL 1..-1,-1..1 vec2 frac; frac.x = (leftTopWidthHeight.x + (pos.x * leftTopWidthHeight.z)) / canvasWidthHeight.x; //0..1 frac.y = 1.0 - ((leftTopWidthHeight.y + ((1.0 - pos.y) * leftTopWidthHeight.w)) / canvasWidthHeight.y); //1..0 frac = (frac * 2.0) - 1.0; gl_Position = vec4(frac, 0.0, 1.0); if (axCorSag == 1) texPos = vec3(pos.x, slice, pos.y); else if (axCorSag == 2) texPos = vec3(slice, pos.x, pos.y); else texPos = vec3(pos.xy, slice); }`,fragSliceShader=`#version 300 es #line 228 precision highp int; precision highp float; uniform highp sampler3D volume, overlay; uniform float overlays; uniform float opacity; uniform float drawOpacity; uniform highp sampler3D drawing; in vec3 texPos; out vec4 color; void main() { color = vec4(texture(volume, texPos).rgb, opacity); vec4 ocolor = vec4(0.0); if (overlays < 1.0) { ocolor = vec4(0.0, 0.0, 0.0, 0.0); } else { ocolor = texture(overlay, texPos); } float draw = texture(drawing, texPos).r; if (draw > 0.0) { vec3 dcolor = vec3(0.0, 0.0, 0.0); if (draw >= (3.0/255.0)) dcolor.b = 1.0; else if (draw >= (2.0/255.0)) dcolor.g = 1.0; else dcolor.r = 1.0; color.rgb = mix(color.rgb, dcolor, drawOpacity); color.a = max(drawOpacity, color.a); } float aout = ocolor.a + (1.0 - ocolor.a) * color.a; if (aout <= 0.0) return; color.rgb = ((ocolor.rgb * ocolor.a) + (color.rgb * color.a * (1.0 - ocolor.a))) / aout; color.a = aout; }`,fragLineShader=`#version 300 es #line 189 precision highp int; precision highp float; uniform vec4 lineColor; out vec4 color; void main() { color = lineColor; }`,vertColorbarShader=`#version 300 es #line 200 layout(location=0) in vec3 pos; uniform vec2 canvasWidthHeight; uniform vec4 leftTopWidthHeight; out vec2 vColor; void main(void) { //convert pixel x,y space 1..canvasWidth,1..canvasHeight to WebGL 1..-1,-1..1 vec2 frac; frac.x = (leftTopWidthHeight.x + (pos.x * leftTopWidthHeight.z)) / canvasWidthHeight.x; //0..1 frac.y = 1.0 - ((leftTopWidthHeight.y + ((1.0 - pos.y) * leftTopWidthHeight.w)) / canvasWidthHeight.y); //1..0 frac = (frac * 2.0) - 1.0; gl_Position = vec4(frac, 0.0, 1.0); vColor = pos.xy; }`,fragColorbarShader=`#version 300 es #line 217 precision highp int; precision highp float; uniform highp sampler2D colormap; in vec2 vColor; out vec4 color; void main() { color = vec4(texture(colormap, vColor).rgb, 1.0); }`,vertLineShader=`#version 300 es #line 229 layout(location=0) in vec3 pos; uniform vec2 canvasWidthHeight; uniform vec4 leftTopWidthHeight; void main(void) { //convert pixel x,y space 1..canvasWidth,1..canvasHeight to WebGL 1..-1,-1..1 vec2 frac; frac.x = (leftTopWidthHeight.x + (pos.x * leftTopWidthHeight.z)) / canvasWidthHeight.x; //0..1 frac.y = 1.0 - ((leftTopWidthHeight.y + ((1.0 - pos.y) * leftTopWidthHeight.w)) / canvasWidthHeight.y); //1..0 frac = (frac * 2.0) - 1.0; gl_Position = vec4(frac, 0.0, 1.0); }`,vertBmpShader=`#version 300 es #line 229 layout(location=0) in vec3 pos; uniform vec2 canvasWidthHeight; uniform vec4 leftTopWidthHeight; out vec2 vUV; void main(void) { //convert pixel x,y space 1..canvasWidth,1..canvasHeight to WebGL 1..-1,-1..1 vec2 frac; frac.x = (leftTopWidthHeight.x + (pos.x * leftTopWidthHeight.z)) / canvasWidthHeight.x; //0..1 frac.y = 1.0 - ((leftTopWidthHeight.y + ((1.0 - pos.y) * leftTopWidthHeight.w)) / canvasWidthHeight.y); //1..0 frac = (frac * 2.0) - 1.0; gl_Position = vec4(frac, 0.0, 1.0); vUV = vec2(pos.x, 1.0 - pos.y); }`,fragBmpShader=`#version 300 es #line 262 precision highp int; precision highp float; uniform highp sampler2D bmpTexture; in vec2 vUV; out vec4 color; void main() { color = texture(bmpTexture, vUV); }`,vertFontShader=`#version 300 es #line 244 layout(location=0) in vec3 pos; uniform vec2 canvasWidthHeight; uniform vec4 leftTopWidthHeight; uniform vec4 uvLeftTopWidthHeight; out vec2 vUV; void main(void) { //convert pixel x,y space 1..canvasWidth,1..canvasHeight to WebGL 1..-1,-1..1 vec2 frac; frac.x = (leftTopWidthHeight.x + (pos.x * leftTopWidthHeight.z)) / canvasWidthHeight.x; //0..1 frac.y = 1.0 - ((leftTopWidthHeight.y + ((1.0 - pos.y) * leftTopWidthHeight.w)) / canvasWidthHeight.y); //1..0 frac = (frac * 2.0) - 1.0; gl_Position = vec4(frac, 0.0, 1.0); vUV = vec2(uvLeftTopWidthHeight.x + (pos.x * uvLeftTopWidthHeight.z), uvLeftTopWidthHeight.y + ((1.0 - pos.y) * uvLeftTopWidthHeight.w) ); }`,fragFontShader=`#version 300 es #line 262 precision highp int; precision highp float; uniform highp sampler2D fontTexture; uniform vec4 fontColor; uniform float screenPxRange; in vec2 vUV; out vec4 color; float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } void main() { vec3 msd = texture(fontTexture, vUV).rgb; float sd = median(msd.r, msd.g, msd.b); float screenPxDistance = screenPxRange*(sd - 0.5); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); color = vec4(fontColor.rgb , fontColor.a * opacity); }`,vertOrientShader=`#version 300 es #line 283 precision highp int; precision highp float; in vec3 vPos; out vec2 TexCoord; void main() { TexCoord = vPos.xy; gl_Position = vec4( (vPos.xy-vec2(0.5,0.5)) * 2.0, 0.0, 1.0); }`,fragOrientShaderU=`#version 300 es uniform highp usampler3D intensityVol; `,fragOrientShaderI=`#version 300 es uniform highp isampler3D intensityVol; `,fragOrientShaderF=`#version 300 es uniform highp sampler3D intensityVol; `,fragOrientShaderAtlas=`#line 309 precision highp int; precision highp float; in vec2 TexCoord; out vec4 FragColor; uniform float coordZ; uniform float layer; uniform float numLayers; uniform highp sampler2D colormap; uniform lowp sampler3D blend3D; uniform float opacity; uniform vec3 xyzFrac; uniform mat4 mtx; void main(void) { vec4 vx = vec4(TexCoord.x, TexCoord.y, coordZ, 1.0) * mtx; uint idx = texture(intensityVol, vx.xyz).r; FragColor = vec4(0.0, 0.0, 0.0, 0.0); if (idx == uint(0)) return; if (xyzFrac.x > 0.0) { //outline vx = vec4(TexCoord.x+xyzFrac.x, TexCoord.y, coordZ, 1.0) * mtx; uint R = texture(intensityVol, vx.xyz).r; vx = vec4(TexCoord.x-xyzFrac.x, TexCoord.y, coordZ, 1.0) * mtx; uint L = texture(intensityVol, vx.xyz).r; vx = vec4(TexCoord.x, TexCoord.y+xyzFrac.y, coordZ, 1.0) * mtx; uint A = texture(intensityVol, vx.xyz).r; vx = vec4(TexCoord.x, TexCoord.y-xyzFrac.y, coordZ, 1.0) * mtx; uint P = texture(intensityVol, vx.xyz).r; vx = vec4(TexCoord.x, TexCoord.y, coordZ+xyzFrac.z, 1.0) * mtx; uint S = texture(intensityVol, vx.xyz).r; vx = vec4(TexCoord.x, TexCoord.y, coordZ-xyzFrac.z, 1.0) * mtx; uint I = texture(intensityVol, vx.xyz).r; if ((idx == R) && (idx == L) && (idx == A) && (idx == P) && (idx == S) && (idx == I)) return; } idx = ((idx - uint(1)) % uint(100))+uint(1); float fx = (float(idx)+0.5) / 256.0; float y = (2.0 * layer + 1.0)/(2.0 * numLayers); FragColor = texture(colormap, vec2(fx, y)).rgba; FragColor.a *= opacity; if (layer < 2.0) return; vec2 texXY = TexCoord.xy*0.5 +vec2(0.5,0.5); vec4 prevColor = texture(blend3D, vec3(texXY, coordZ)); // https://en.wikipedia.org/wiki/Alpha_compositing float aout = FragColor.a + (1.0 - FragColor.a) * prevColor.a; if (aout <= 0.0) return; FragColor.rgb = ((FragColor.rgb * FragColor.a) + (prevColor.rgb * prevColor.a * (1.0 - FragColor.a))) / aout; FragColor.a = aout; }`,fragOrientShader=`#line 309 precision highp int; precision highp float; in vec2 TexCoord; out vec4 FragColor; uniform float coordZ; uniform float layer; uniform float numLayers; uniform float scl_slope; uniform float scl_inter; uniform float cal_max; uniform float cal_min; uniform highp sampler2D colormap; uniform lowp sampler3D blend3D; uniform float opacity; uniform mat4 mtx; void main(void) { vec4 vx = vec4(TexCoord.xy, coordZ, 1.0) * mtx; float f = (scl_slope * float(texture(intensityVol, vx.xyz).r)) + scl_inter; float r = max(0.00001, abs(cal_max - cal_min)); float mn = min(cal_min, cal_max); f = mix(0.0, 1.0, (f - mn) / r); //float y = 1.0 / numLayers; //y = ((layer + 0.5) * y); //https://stackoverflow.com/questions/5879403/opengl-texture-coordinates-in-pixel-space float y = (2.0 * layer + 1.0)/(2.0 * numLayers); FragColor = texture(colormap, vec2(f, y)).rgba; FragColor.a *= opacity; if (layer < 2.0) return; vec2 texXY = TexCoord.xy*0.5 +vec2(0.5,0.5); vec4 prevColor = texture(blend3D, vec3(texXY, coordZ)); // https://en.wikipedia.org/wiki/Alpha_compositing float aout = FragColor.a + (1.0 - FragColor.a) * prevColor.a; if (aout <= 0.0) return; FragColor.rgb = ((FragColor.rgb * FragColor.a) + (prevColor.rgb * prevColor.a * (1.0 - FragColor.a))) / aout; FragColor.a = aout; }`,fragRGBOrientShader=`#line 309 precision highp int; precision highp float; in vec2 TexCoord; out vec4 FragColor; uniform float coordZ; uniform float layer; uniform float numLayers; uniform float scl_slope; uniform float scl_inter; uniform float cal_max; uniform float cal_min; uniform highp sampler2D colormap; uniform lowp sampler3D blend3D; uniform float opacity; uniform mat4 mtx; uniform bool hasAlpha; void main(void) { vec4 vx = vec4(TexCoord.xy, coordZ, 1.0) * mtx; uvec4 aColor = texture(intensityVol, vx.xyz); FragColor = vec4(float(aColor.r) / 255.0, float(aColor.g) / 255.0, float(aColor.b) / 255.0, float(aColor.a) / 255.0); if (!hasAlpha) FragColor.a = (FragColor.r * 0.21 + FragColor.g * 0.72 + FragColor.b * 0.07); FragColor.a *= opacity; }`,fragOrientShaderLookuptable=`#version 300 es uniform highp sampler3D intensityVol; precision highp int; precision highp float; in vec2 TexCoord; out vec4 FragColor; uniform float coordZ; uniform float layer; uniform float numLayers; uniform float scl_slope; uniform float scl_inter; uniform float cal_max; uniform float cal_min; uniform highp sampler2D colormap; uniform lowp sampler3D blend3D; uniform float opacity; uniform mat4 mtx; void main(void) { vec4 vx = vec4(TexCoord.xy, coordZ, 1.0) * mtx; float f = (scl_slope * float(texture(intensityVol, vx.xyz).r)) + scl_inter; // in 64bit fragOrientShaderF // raw value: int(texture(intensityVol, vx.xyz).r) E.g. // if(int(texture(intensityVol, vx.xyz).r) == 11116) { // FragColor.r = 145.0/255.0; // FragColor.g = 58.0/255.0; // FragColor.b = 113.0/255.0; //} // scl_slope=1; scl_inter=0 // f (0.0-1.0) = normalized value of raw value float r = max(0.00001, abs(cal_max - cal_min)); float mn = min(cal_min, cal_max); f = mix(0.0, 1.0, (f - mn) / r); //float y = 1.0 / numLayers; //y = ((layer + 0.5) * y); //https://stackoverflow.com/questions/5879403/opengl-texture-coordinates-in-pixel-space float y = (2.0 * layer + 1.0)/(2.0 * numLayers); FragColor = texture(colormap, vec2(f, y)).rgba; switch( int(texture(intensityVol, vx.xyz).r) ) { case 0: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 1: FragColor.r = 70.0/255.0; FragColor.g = 130.0/255.0; FragColor.b = 180.0/255.0; break; case 2: FragColor.r = 245.0/255.0; FragColor.g = 245.0/255.0; FragColor.b = 245.0/255.0; break; case 3: FragColor.r = 205.0/255.0; FragColor.g = 62.0/255.0; FragColor.b = 78.0/255.0; break; case 4: FragColor.r = 120.0/255.0; FragColor.g = 18.0/255.0; FragColor.b = 134.0/255.0; break; case 5: FragColor.r = 196.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 250.0/255.0; break; case 6: FragColor.r = 0.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 0.0/255.0; break; case 7: FragColor.r = 220.0/255.0; FragColor.g = 248.0/255.0; FragColor.b = 164.0/255.0; break; case 8: FragColor.r = 230.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 34.0/255.0; break; case 9: FragColor.r = 0.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 10: FragColor.r = 0.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 11: FragColor.r = 122.0/255.0; FragColor.g = 186.0/255.0; FragColor.b = 220.0/255.0; break; case 12: FragColor.r = 236.0/255.0; FragColor.g = 13.0/255.0; FragColor.b = 176.0/255.0; break; case 13: FragColor.r = 12.0/255.0; FragColor.g = 48.0/255.0; FragColor.b = 255.0/255.0; break; case 14: FragColor.r = 204.0/255.0; FragColor.g = 182.0/255.0; FragColor.b = 142.0/255.0; break; case 15: FragColor.r = 42.0/255.0; FragColor.g = 204.0/255.0; FragColor.b = 164.0/255.0; break; case 16: FragColor.r = 119.0/255.0; FragColor.g = 159.0/255.0; FragColor.b = 176.0/255.0; break; case 17: FragColor.r = 220.0/255.0; FragColor.g = 216.0/255.0; FragColor.b = 20.0/255.0; break; case 18: FragColor.r = 103.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 255.0/255.0; break; case 19: FragColor.r = 80.0/255.0; FragColor.g = 196.0/255.0; FragColor.b = 98.0/255.0; break; case 20: FragColor.r = 60.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 210.0/255.0; break; case 21: FragColor.r = 60.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 210.0/255.0; break; case 22: FragColor.r = 60.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 210.0/255.0; break; case 23: FragColor.r = 60.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 210.0/255.0; break; case 24: FragColor.r = 60.0/255.0; FragColor.g = 60.0/255.0; FragColor.b = 60.0/255.0; break; case 25: FragColor.r = 255.0/255.0; FragColor.g = 165.0/255.0; FragColor.b = 0.0/255.0; break; case 26: FragColor.r = 255.0/255.0; FragColor.g = 165.0/255.0; FragColor.b = 0.0/255.0; break; case 27: FragColor.r = 0.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 127.0/255.0; break; case 28: FragColor.r = 165.0/255.0; FragColor.g = 42.0/255.0; FragColor.b = 42.0/255.0; break; case 29: FragColor.r = 135.0/255.0; FragColor.g = 206.0/255.0; FragColor.b = 235.0/255.0; break; case 30: FragColor.r = 160.0/255.0; FragColor.g = 32.0/255.0; FragColor.b = 240.0/255.0; break; case 31: FragColor.r = 0.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 200.0/255.0; break; case 32: FragColor.r = 100.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 100.0/255.0; break; case 33: FragColor.r = 135.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 74.0/255.0; break; case 34: FragColor.r = 122.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 50.0/255.0; break; case 35: FragColor.r = 51.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 135.0/255.0; break; case 36: FragColor.r = 74.0/255.0; FragColor.g = 155.0/255.0; FragColor.b = 60.0/255.0; break; case 37: FragColor.r = 120.0/255.0; FragColor.g = 62.0/255.0; FragColor.b = 43.0/255.0; break; case 38: FragColor.r = 74.0/255.0; FragColor.g = 155.0/255.0; FragColor.b = 60.0/255.0; break; case 39: FragColor.r = 122.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 50.0/255.0; break; case 40: FragColor.r = 70.0/255.0; FragColor.g = 130.0/255.0; FragColor.b = 180.0/255.0; break; case 41: FragColor.r = 245.0/255.0; FragColor.g = 245.0/255.0; FragColor.b = 245.0/255.0; break; case 42: FragColor.r = 205.0/255.0; FragColor.g = 62.0/255.0; FragColor.b = 78.0/255.0; break; case 43: FragColor.r = 120.0/255.0; FragColor.g = 18.0/255.0; FragColor.b = 134.0/255.0; break; case 44: FragColor.r = 196.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 250.0/255.0; break; case 45: FragColor.r = 0.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 0.0/255.0; break; case 46: FragColor.r = 220.0/255.0; FragColor.g = 248.0/255.0; FragColor.b = 164.0/255.0; break; case 47: FragColor.r = 230.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 34.0/255.0; break; case 48: FragColor.r = 0.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 49: FragColor.r = 0.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 50: FragColor.r = 122.0/255.0; FragColor.g = 186.0/255.0; FragColor.b = 220.0/255.0; break; case 51: FragColor.r = 236.0/255.0; FragColor.g = 13.0/255.0; FragColor.b = 176.0/255.0; break; case 52: FragColor.r = 13.0/255.0; FragColor.g = 48.0/255.0; FragColor.b = 255.0/255.0; break; case 53: FragColor.r = 220.0/255.0; FragColor.g = 216.0/255.0; FragColor.b = 20.0/255.0; break; case 54: FragColor.r = 103.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 255.0/255.0; break; case 55: FragColor.r = 80.0/255.0; FragColor.g = 196.0/255.0; FragColor.b = 98.0/255.0; break; case 56: FragColor.r = 60.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 210.0/255.0; break; case 57: FragColor.r = 255.0/255.0; FragColor.g = 165.0/255.0; FragColor.b = 0.0/255.0; break; case 58: FragColor.r = 255.0/255.0; FragColor.g = 165.0/255.0; FragColor.b = 0.0/255.0; break; case 59: FragColor.r = 0.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 127.0/255.0; break; case 60: FragColor.r = 165.0/255.0; FragColor.g = 42.0/255.0; FragColor.b = 42.0/255.0; break; case 61: FragColor.r = 135.0/255.0; FragColor.g = 206.0/255.0; FragColor.b = 235.0/255.0; break; case 62: FragColor.r = 160.0/255.0; FragColor.g = 32.0/255.0; FragColor.b = 240.0/255.0; break; case 63: FragColor.r = 0.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 221.0/255.0; break; case 64: FragColor.r = 100.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 100.0/255.0; break; case 65: FragColor.r = 135.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 74.0/255.0; break; case 66: FragColor.r = 122.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 50.0/255.0; break; case 67: FragColor.r = 51.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 135.0/255.0; break; case 68: FragColor.r = 74.0/255.0; FragColor.g = 155.0/255.0; FragColor.b = 60.0/255.0; break; case 69: FragColor.r = 120.0/255.0; FragColor.g = 62.0/255.0; FragColor.b = 43.0/255.0; break; case 70: FragColor.r = 74.0/255.0; FragColor.g = 155.0/255.0; FragColor.b = 60.0/255.0; break; case 71: FragColor.r = 122.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 50.0/255.0; break; case 72: FragColor.r = 120.0/255.0; FragColor.g = 190.0/255.0; FragColor.b = 150.0/255.0; break; case 73: FragColor.r = 122.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 50.0/255.0; break; case 74: FragColor.r = 122.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 50.0/255.0; break; case 77: FragColor.r = 200.0/255.0; FragColor.g = 70.0/255.0; FragColor.b = 255.0/255.0; break; case 78: FragColor.r = 255.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 10.0/255.0; break; case 79: FragColor.r = 255.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 10.0/255.0; break; case 80: FragColor.r = 164.0/255.0; FragColor.g = 108.0/255.0; FragColor.b = 226.0/255.0; break; case 81: FragColor.r = 164.0/255.0; FragColor.g = 108.0/255.0; FragColor.b = 226.0/255.0; break; case 82: FragColor.r = 164.0/255.0; FragColor.g = 108.0/255.0; FragColor.b = 226.0/255.0; break; case 83: FragColor.r = 255.0/255.0; FragColor.g = 218.0/255.0; FragColor.b = 185.0/255.0; break; case 84: FragColor.r = 255.0/255.0; FragColor.g = 218.0/255.0; FragColor.b = 185.0/255.0; break; case 85: FragColor.r = 234.0/255.0; FragColor.g = 169.0/255.0; FragColor.b = 30.0/255.0; break; case 192: FragColor.r = 250.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 50.0/255.0; break; case 86: FragColor.r = 200.0/255.0; FragColor.g = 120.0/255.0; FragColor.b = 255.0/255.0; break; case 87: FragColor.r = 200.0/255.0; FragColor.g = 121.0/255.0; FragColor.b = 255.0/255.0; break; case 88: FragColor.r = 200.0/255.0; FragColor.g = 122.0/255.0; FragColor.b = 255.0/255.0; break; case 96: FragColor.r = 205.0/255.0; FragColor.g = 10.0/255.0; FragColor.b = 125.0/255.0; break; case 97: FragColor.r = 205.0/255.0; FragColor.g = 10.0/255.0; FragColor.b = 125.0/255.0; break; case 98: FragColor.r = 160.0/255.0; FragColor.g = 32.0/255.0; FragColor.b = 240.0/255.0; break; case 100: FragColor.r = 124.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 101: FragColor.r = 125.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 102: FragColor.r = 126.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 103: FragColor.r = 127.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 104: FragColor.r = 124.0/255.0; FragColor.g = 141.0/255.0; FragColor.b = 178.0/255.0; break; case 105: FragColor.r = 124.0/255.0; FragColor.g = 142.0/255.0; FragColor.b = 178.0/255.0; break; case 106: FragColor.r = 124.0/255.0; FragColor.g = 143.0/255.0; FragColor.b = 178.0/255.0; break; case 107: FragColor.r = 124.0/255.0; FragColor.g = 144.0/255.0; FragColor.b = 178.0/255.0; break; case 108: FragColor.r = 124.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 179.0/255.0; break; case 109: FragColor.r = 124.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 110: FragColor.r = 125.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 111: FragColor.r = 126.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 112: FragColor.r = 127.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 178.0/255.0; break; case 113: FragColor.r = 124.0/255.0; FragColor.g = 141.0/255.0; FragColor.b = 178.0/255.0; break; case 114: FragColor.r = 124.0/255.0; FragColor.g = 142.0/255.0; FragColor.b = 178.0/255.0; break; case 115: FragColor.r = 124.0/255.0; FragColor.g = 143.0/255.0; FragColor.b = 178.0/255.0; break; case 116: FragColor.r = 124.0/255.0; FragColor.g = 144.0/255.0; FragColor.b = 178.0/255.0; break; case 117: FragColor.r = 124.0/255.0; FragColor.g = 140.0/255.0; FragColor.b = 179.0/255.0; break; case 118: FragColor.r = 255.0/255.0; FragColor.g = 20.0/255.0; FragColor.b = 147.0/255.0; break; case 119: FragColor.r = 205.0/255.0; FragColor.g = 179.0/255.0; FragColor.b = 139.0/255.0; break; case 120: FragColor.r = 238.0/255.0; FragColor.g = 238.0/255.0; FragColor.b = 209.0/255.0; break; case 121: FragColor.r = 200.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 200.0/255.0; break; case 122: FragColor.r = 74.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 74.0/255.0; break; case 123: FragColor.r = 238.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 124: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 139.0/255.0; break; case 125: FragColor.r = 173.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 47.0/255.0; break; case 126: FragColor.r = 133.0/255.0; FragColor.g = 203.0/255.0; FragColor.b = 229.0/255.0; break; case 127: FragColor.r = 26.0/255.0; FragColor.g = 237.0/255.0; FragColor.b = 57.0/255.0; break; case 128: FragColor.r = 34.0/255.0; FragColor.g = 139.0/255.0; FragColor.b = 34.0/255.0; break; case 129: FragColor.r = 30.0/255.0; FragColor.g = 144.0/255.0; FragColor.b = 255.0/255.0; break; case 130: FragColor.r = 147.0/255.0; FragColor.g = 19.0/255.0; FragColor.b = 173.0/255.0; break; case 131: FragColor.r = 238.0/255.0; FragColor.g = 59.0/255.0; FragColor.b = 59.0/255.0; break; case 132: FragColor.r = 221.0/255.0; FragColor.g = 39.0/255.0; FragColor.b = 200.0/255.0; break; case 133: FragColor.r = 238.0/255.0; FragColor.g = 174.0/255.0; FragColor.b = 238.0/255.0; break; case 134: FragColor.r = 255.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 135: FragColor.r = 72.0/255.0; FragColor.g = 61.0/255.0; FragColor.b = 139.0/255.0; break; case 136: FragColor.r = 21.0/255.0; FragColor.g = 39.0/255.0; FragColor.b = 132.0/255.0; break; case 137: FragColor.r = 21.0/255.0; FragColor.g = 39.0/255.0; FragColor.b = 132.0/255.0; break; case 138: FragColor.r = 65.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 20.0/255.0; break; case 139: FragColor.r = 65.0/255.0; FragColor.g = 135.0/255.0; FragColor.b = 20.0/255.0; break; case 140: FragColor.r = 134.0/255.0; FragColor.g = 4.0/255.0; FragColor.b = 160.0/255.0; break; case 142: FragColor.r = 221.0/255.0; FragColor.g = 226.0/255.0; FragColor.b = 68.0/255.0; break; case 143: FragColor.r = 255.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 254.0/255.0; break; case 144: FragColor.r = 52.0/255.0; FragColor.g = 209.0/255.0; FragColor.b = 226.0/255.0; break; case 145: FragColor.r = 239.0/255.0; FragColor.g = 160.0/255.0; FragColor.b = 223.0/255.0; break; case 146: FragColor.r = 70.0/255.0; FragColor.g = 130.0/255.0; FragColor.b = 180.0/255.0; break; case 147: FragColor.r = 70.0/255.0; FragColor.g = 130.0/255.0; FragColor.b = 181.0/255.0; break; case 148: FragColor.r = 139.0/255.0; FragColor.g = 121.0/255.0; FragColor.b = 94.0/255.0; break; case 149: FragColor.r = 224.0/255.0; FragColor.g = 224.0/255.0; FragColor.b = 224.0/255.0; break; case 150: FragColor.r = 255.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 151: FragColor.r = 205.0/255.0; FragColor.g = 205.0/255.0; FragColor.b = 0.0/255.0; break; case 152: FragColor.r = 238.0/255.0; FragColor.g = 238.0/255.0; FragColor.b = 209.0/255.0; break; case 153: FragColor.r = 139.0/255.0; FragColor.g = 121.0/255.0; FragColor.b = 94.0/255.0; break; case 154: FragColor.r = 238.0/255.0; FragColor.g = 59.0/255.0; FragColor.b = 59.0/255.0; break; case 155: FragColor.r = 238.0/255.0; FragColor.g = 59.0/255.0; FragColor.b = 59.0/255.0; break; case 156: FragColor.r = 238.0/255.0; FragColor.g = 59.0/255.0; FragColor.b = 59.0/255.0; break; case 157: FragColor.r = 62.0/255.0; FragColor.g = 10.0/255.0; FragColor.b = 205.0/255.0; break; case 158: FragColor.r = 62.0/255.0; FragColor.g = 10.0/255.0; FragColor.b = 205.0/255.0; break; case 159: FragColor.r = 0.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 160: FragColor.r = 0.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 161: FragColor.r = 220.0/255.0; FragColor.g = 216.0/255.0; FragColor.b = 21.0/255.0; break; case 162: FragColor.r = 220.0/255.0; FragColor.g = 216.0/255.0; FragColor.b = 21.0/255.0; break; case 163: FragColor.r = 122.0/255.0; FragColor.g = 186.0/255.0; FragColor.b = 220.0/255.0; break; case 164: FragColor.r = 122.0/255.0; FragColor.g = 186.0/255.0; FragColor.b = 220.0/255.0; break; case 165: FragColor.r = 120.0/255.0; FragColor.g = 120.0/255.0; FragColor.b = 120.0/255.0; break; case 166: FragColor.r = 14.0/255.0; FragColor.g = 48.0/255.0; FragColor.b = 255.0/255.0; break; case 167: FragColor.r = 166.0/255.0; FragColor.g = 42.0/255.0; FragColor.b = 42.0/255.0; break; case 168: FragColor.r = 121.0/255.0; FragColor.g = 18.0/255.0; FragColor.b = 134.0/255.0; break; case 169: FragColor.r = 236.0/255.0; FragColor.g = 13.0/255.0; FragColor.b = 127.0/255.0; break; case 176: FragColor.r = 236.0/255.0; FragColor.g = 13.0/255.0; FragColor.b = 126.0/255.0; break; case 170: FragColor.r = 119.0/255.0; FragColor.g = 159.0/255.0; FragColor.b = 176.0/255.0; break; case 171: FragColor.r = 119.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 176.0/255.0; break; case 172: FragColor.r = 119.0/255.0; FragColor.g = 100.0/255.0; FragColor.b = 176.0/255.0; break; case 173: FragColor.r = 242.0/255.0; FragColor.g = 104.0/255.0; FragColor.b = 76.0/255.0; break; case 174: FragColor.r = 206.0/255.0; FragColor.g = 195.0/255.0; FragColor.b = 58.0/255.0; break; case 175: FragColor.r = 119.0/255.0; FragColor.g = 159.0/255.0; FragColor.b = 176.0/255.0; break; case 177: FragColor.r = 119.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 176.0/255.0; break; case 178: FragColor.r = 142.0/255.0; FragColor.g = 182.0/255.0; FragColor.b = 0.0/255.0; break; case 179: FragColor.r = 19.0/255.0; FragColor.g = 100.0/255.0; FragColor.b = 176.0/255.0; break; case 180: FragColor.r = 73.0/255.0; FragColor.g = 61.0/255.0; FragColor.b = 139.0/255.0; break; case 181: FragColor.r = 73.0/255.0; FragColor.g = 62.0/255.0; FragColor.b = 139.0/255.0; break; case 182: FragColor.r = 10.0/255.0; FragColor.g = 100.0/255.0; FragColor.b = 176.0/255.0; break; case 193: FragColor.r = 0.0/255.0; FragColor.g = 196.0/255.0; FragColor.b = 255.0/255.0; break; case 194: FragColor.r = 255.0/255.0; FragColor.g = 164.0/255.0; FragColor.b = 164.0/255.0; break; case 195: FragColor.r = 196.0/255.0; FragColor.g = 196.0/255.0; FragColor.b = 0.0/255.0; break; case 196: FragColor.r = 0.0/255.0; FragColor.g = 100.0/255.0; FragColor.b = 255.0/255.0; break; case 197: FragColor.r = 128.0/255.0; FragColor.g = 196.0/255.0; FragColor.b = 164.0/255.0; break; case 198: FragColor.r = 0.0/255.0; FragColor.g = 126.0/255.0; FragColor.b = 75.0/255.0; break; case 199: FragColor.r = 128.0/255.0; FragColor.g = 96.0/255.0; FragColor.b = 64.0/255.0; break; case 200: FragColor.r = 0.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 128.0/255.0; break; case 201: FragColor.r = 255.0/255.0; FragColor.g = 204.0/255.0; FragColor.b = 153.0/255.0; break; case 202: FragColor.r = 255.0/255.0; FragColor.g = 128.0/255.0; FragColor.b = 128.0/255.0; break; case 203: FragColor.r = 255.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 0.0/255.0; break; case 204: FragColor.r = 64.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 64.0/255.0; break; case 205: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 255.0/255.0; break; case 206: FragColor.r = 255.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 207: FragColor.r = 128.0/255.0; FragColor.g = 128.0/255.0; FragColor.b = 255.0/255.0; break; case 208: FragColor.r = 0.0/255.0; FragColor.g = 128.0/255.0; FragColor.b = 0.0/255.0; break; case 209: FragColor.r = 196.0/255.0; FragColor.g = 160.0/255.0; FragColor.b = 128.0/255.0; break; case 210: FragColor.r = 32.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 255.0/255.0; break; case 211: FragColor.r = 128.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 128.0/255.0; break; case 212: FragColor.r = 204.0/255.0; FragColor.g = 153.0/255.0; FragColor.b = 204.0/255.0; break; case 213: FragColor.r = 121.0/255.0; FragColor.g = 17.0/255.0; FragColor.b = 136.0/255.0; break; case 214: FragColor.r = 128.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 215: FragColor.r = 128.0/255.0; FragColor.g = 32.0/255.0; FragColor.b = 255.0/255.0; break; case 216: FragColor.r = 255.0/255.0; FragColor.g = 204.0/255.0; FragColor.b = 102.0/255.0; break; case 217: FragColor.r = 128.0/255.0; FragColor.g = 128.0/255.0; FragColor.b = 128.0/255.0; break; case 218: FragColor.r = 104.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 255.0/255.0; break; case 219: FragColor.r = 0.0/255.0; FragColor.g = 226.0/255.0; FragColor.b = 0.0/255.0; break; case 220: FragColor.r = 205.0/255.0; FragColor.g = 63.0/255.0; FragColor.b = 78.0/255.0; break; case 221: FragColor.r = 197.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 250.0/255.0; break; case 222: FragColor.r = 33.0/255.0; FragColor.g = 150.0/255.0; FragColor.b = 250.0/255.0; break; case 223: FragColor.r = 226.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 224: FragColor.r = 100.0/255.0; FragColor.g = 100.0/255.0; FragColor.b = 100.0/255.0; break; case 225: FragColor.r = 197.0/255.0; FragColor.g = 150.0/255.0; FragColor.b = 250.0/255.0; break; case 226: FragColor.r = 170.0/255.0; FragColor.g = 170.0/255.0; FragColor.b = 255.0/255.0; break; case 250: FragColor.r = 255.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 251: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 64.0/255.0; break; case 252: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 112.0/255.0; break; case 253: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 160.0/255.0; break; case 254: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 208.0/255.0; break; case 255: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 255.0/255.0; break; case 256: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 257: FragColor.r = 60.0/255.0; FragColor.g = 60.0/255.0; FragColor.b = 60.0/255.0; break; case 258: FragColor.r = 150.0/255.0; FragColor.g = 150.0/255.0; FragColor.b = 200.0/255.0; break; case 259: FragColor.r = 120.0/255.0; FragColor.g = 120.0/255.0; FragColor.b = 120.0/255.0; break; case 260: FragColor.r = 119.0/255.0; FragColor.g = 159.0/255.0; FragColor.b = 176.0/255.0; break; case 261: FragColor.r = 120.0/255.0; FragColor.g = 18.0/255.0; FragColor.b = 134.0/255.0; break; case 262: FragColor.r = 119.0/255.0; FragColor.g = 159.0/255.0; FragColor.b = 176.0/255.0; break; case 263: FragColor.r = 119.0/255.0; FragColor.g = 159.0/255.0; FragColor.b = 176.0/255.0; break; case 264: FragColor.r = 119.0/255.0; FragColor.g = 159.0/255.0; FragColor.b = 176.0/255.0; break; case 331: FragColor.r = 255.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 0.0/255.0; break; case 332: FragColor.r = 255.0/255.0; FragColor.g = 80.0/255.0; FragColor.b = 0.0/255.0; break; case 333: FragColor.r = 255.0/255.0; FragColor.g = 160.0/255.0; FragColor.b = 0.0/255.0; break; case 334: FragColor.r = 255.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 0.0/255.0; break; case 335: FragColor.r = 0.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 0.0/255.0; break; case 336: FragColor.r = 255.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 160.0/255.0; break; case 337: FragColor.r = 255.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 255.0/255.0; break; case 338: FragColor.r = 255.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 80.0/255.0; break; case 339: FragColor.r = 80.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 50.0/255.0; break; case 340: FragColor.r = 160.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 50.0/255.0; break; case 341: FragColor.r = 160.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 255.0/255.0; break; case 342: FragColor.r = 0.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 160.0/255.0; break; case 343: FragColor.r = 0.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 255.0/255.0; break; case 344: FragColor.r = 80.0/255.0; FragColor.g = 50.0/255.0; FragColor.b = 255.0/255.0; break; case 345: FragColor.r = 160.0/255.0; FragColor.g = 0.0/255.0; FragColor.b = 255.0/255.0; brea