//agf_include "volume_vertex2fragment.glsl" uniform sampler3D voltexture; uniform vec4 clippingPlaneColor; uniform vec3 clippingPlaneIntersectionColor; uniform vec4 gradientSamplingDistancesTexture; uniform vec4 gradientSamplingDistancesObject; uniform float use_transfer_function; uniform sampler1D transfer_function; uniform float volume_opacity_multiplier; void main() { if (abs(vertOut_UVW.x - 0.5)>0.5 || abs(vertOut_UVW.y - 0.5)>0.5 || abs(vertOut_UVW.z - 0.5)>0.5) discard; vec4 main_lookup = texture3D(voltexture, vertOut_UVW); main_lookup.rgb = main_lookup.rgb*main_lookup.a; if (length(main_lookup.rgb)==0.0) discard; gl_FragColor = main_lookup; }