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Sep 26th, 2010
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  1. #extension GL_EXT_gpu_shader4 : require
  2. #extension GL_EXT_geometry_shader4 : enable
  3. #extension GL_EXT_texture_integer : enable
  4.  
  5. uniform int depth;
  6. varying float sphIndex;
  7.  
  8. uniform sampler3D tex;
  9. uniform isampler3D texIndex;
  10. uniform isampler2D texIndexStartPoint;
  11.  
  12. void main()
  13. {
  14.     ivec2 vertCoord;
  15.  
  16.         vec4 color = vec4(1.0, 1.0, 1.0, 1.0);
  17.     vec4 lastColor;
  18.  
  19.     vertCoord.s = (int)(gl_TexCoord[0].s*300.0);
  20.     vertCoord.t = (int)(gl_TexCoord[0].t*300.0);
  21.  
  22.     vec4 startPointValuev4 = texelFetch(texIndexStartPoint, vertCoord, 0);
  23.         int startPointValue = (int)startPointValuev4.r;
  24.  
  25.  
  26.         if(startPointValue*1.0 == (19049758.0+0.5)  ) color = vec4(0.0, 0.0, 1.0, 1.0);
  27.  
  28.         gl_FragColor = color;
  29. }
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