UNPKG

@chinhui/niivue

Version:

minimal webgl2 nifti image viewer

1,535 lines (1,511 loc) 161 kB
export 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; }`; export var fragRenderShaderMIP = `#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); if (colorSample.a > colAcc.a) //ties generate errors for TT_desai_dd_mpm colAcc = vec4(colorSample.rgb, colorSample.a+0.00001); } if (firstHit.a < len) gl_FragDepth = frac2ndc(firstHit.xyz); colAcc.a *= 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); }`; export 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); }`; export var 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); }`; export var 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; }`; export var fragLineShader = `#version 300 es #line 189 precision highp int; precision highp float; uniform vec4 lineColor; out vec4 color; void main() { color = lineColor; }`; export var 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; }`; export var 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); }`; export var 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); }`; export var 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); }`; export var 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); }`; export var 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) ); }`; export var 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); }`; export var 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); }`; export var fragOrientShaderU = `#version 300 es uniform highp usampler3D intensityVol; `; export var fragOrientShaderI = `#version 300 es uniform highp isampler3D intensityVol; `; export var fragOrientShaderF = `#version 300 es uniform highp sampler3D intensityVol; `; //uniform vec2 canvasWidthHeight; export var 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; }`; export var 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; }`; export var 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; }`; export var 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; break; case 346: FragColor.r = 255.0/255.0; FragColor.g = 210.0/255.0; FragColor.b = 0.0/255.0; break; case 347: FragColor.r = 0.0/255.0; FragColor.g = 160.0/255.0; FragColor.b = 255.0/255.0; break; case 348: FragColor.r = 255.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 80.0/255.0; break; case 349: FragColor.r = 255.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 160.0/255.0; break; case 350: FragColor.r = 255.0/255.0; FragColor.g = 80.0/255.0; FragColor.b = 200.0/255.0; break; case 351: FragColor.r = 255.0/255.0; FragColor.g = 160.0/255.0; FragColor.b = 200.0/255.0; break; case 352: FragColor.r = 30.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 80.0/255.0; break; case 353: FragColor.r = 80.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 255.0/255.0; break; case 354: FragColor.r = 80.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 200.0/255.0; break; case 355: FragColor.r = 195.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 200.0/255.0; break; case 356: FragColor.r = 120.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 20.0/255.0; break; case 357: FragColor.r = 170.0/255.0; FragColor.g = 10.0/255.0; FragColor.b = 200.0/255.0; break; case 358: FragColor.r = 20.0/255.0; FragColor.g = 130.0/255.0; FragColor.b = 180.0/255.0; break; case 359: FragColor.r = 20.0/255.0; FragColor.g = 180.0/255.0; FragColor.b = 130.0/255.0; break; case 400: FragColor.r = 206.0/255.0; FragColor.g = 62.0/255.0; FragColor.b = 78.0/255.0; break; case 401: FragColor.r = 121.0/255.0; FragColor.g = 18.0/255.0; FragColor.b = 134.0/255.0; break; case 402: FragColor.r = 199.0/255.0; FragColor.g = 58.0/255.0; FragColor.b = 250.0/255.0; break; case 403: FragColor.r = 1.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 0.0/255.0; break; case 404: FragColor.r = 221.0/255.0; FragColor.g = 248.0/255.0; FragColor.b = 164.0/255.0; break; case 405: FragColor.r = 231.0/255.0; FragColor.g = 148.0/255.0; FragColor.b = 34.0/255.0; break; case 406: FragColor.r = 1.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 407: FragColor.r = 120.0/255.0; FragColor.g = 118.0/255.0; FragColor.b = 14.0/255.0; break; case 408: FragColor.r = 123.0/255.0; FragColor.g = 186.0/255.0; FragColor.b = 221.0/255.0; break; case 409: FragColor.r = 238.0/255.0; FragColor.g = 13.0/255.0; FragColor.b = 177.0/255.0; break; case 410: FragColor.r = 123.0/255.0; FragColor.g = 186.0/255.0; FragColor.b = 220.0/255.0; break; case 411: FragColor.r = 138.0/255.0; FragColor.g = 13.0/255.0; FragColor.b = 206.0/255.0; break; case 412: FragColor.r = 238.0/255.0; FragColor.g = 130.0/255.0; FragColor.b = 176.0/255.0; break; case 413: FragColor.r = 218.0/255.0; FragColor.g = 230.0/255.0; FragColor.b = 76.0/255.0; break; case 414: FragColor.r = 38.0/255.0; FragColor.g = 213.0/255.0; FragColor.b = 176.0/255.0; break; case 415: FragColor.r = 1.0/255.0; FragColor.g = 225.0/255.0; FragColor.b = 176.0/255.0; break; case 416: FragColor.r = 1.0/255.0; FragColor.g = 225.0/255.0; FragColor.b = 176.0/255.0; break; case 417: FragColor.r = 200.0/255.0; FragColor.g = 2.0/255.0; FragColor.b = 100.0/255.0; break; case 418: FragColor.r = 200.0/255.0; FragColor.g = 2.0/255.0; FragColor.b = 100.0/255.0; break; case 419: FragColor.r = 5.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 90.0/255.0; break; case 420: FragColor.r = 5.0/255.0; FragColor.g = 200.0/255.0; FragColor.b = 90.0/255.0; break; case 421: FragColor.r = 100.0/255.0; FragColor.g = 5.0/255.0; FragColor.b = 200.0/255.0; break; case 422: FragColor.r = 25.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 100.0/255.0; break; case 423: FragColor.r = 25.0/255.0; FragColor.g = 255.0/255.0; FragColor.b = 100.0/255.0; break; case 424: FragColor.r = 230.0/255.0; FragColor.g = 7.0/255.0; FragColor.b = 100.0/255.0; break; case 425: FragColor.r = 230.0