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MESHCREATE(niiname, meshname: string; threshold, decimateFrac: single; minimumClusterVox, smoothStyle: integer); Convert a NIfTI voxel-based image into a mesh niiname: filename of NIfTI-format volumetric image meshname: name of mesh to generate (.mz3, .gii or .obj format) threshold: only voxels brighter than this value survive, for example if NIfTI is Z-score then 4.1 means only voxels with z >= 4.1 survive (use 1/0 for 50% intensity) decimateFrac: a value from 0.01..1 for mesh reduction, e.g. 0.1 decimates 90% of the faces minimumClusterVox: only clusters with at least this many voxels survive smoothstyle: 0=raw, 1=masked_smooth, 2=smooth Example: meshcreate('/Users/rorden/avg152T1.nii','mymesh.mz3',0.5,0.3,1,2);
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BEGIN | ||
RESETDEFAULTS; | ||
MESHLOAD('BrainMesh_ICBM152Left_smoothed.mz3'); | ||
MESHCURV; | ||
SHADERNAME('HideCurves'); | ||
OVERLAYLOAD('CIT168.mz3'); | ||
SHADERFORBACKGROUNDONLY(true); | ||
SHADERADJUST('CurvThreshHi', 0.44); | ||
END. |
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//pref | ||
Ambient|float|0.0|0|1 | ||
Diffuse|float|0.0|1|2 | ||
Specular|float|0.0|0.25|1 | ||
SpecularRough|float|0.01|0.05|1 | ||
Edge|float|0|0.05|1.0 | ||
CurvThreshLo|float|0.0|0.0|1.0 | ||
CurvThreshHi|float|0.0|0.51|1.0 | ||
Use ComputeCurvature (in Advanced menu) and then adjust the CurvThresh.|note | ||
//vert | ||
#version 330 | ||
layout(location = 0) in vec3 Vert; | ||
layout(location = 3) in vec3 Norm; | ||
layout(location = 6) in vec4 Clr; | ||
out vec3 vN, vL, vV; | ||
out vec4 vClr, vP; | ||
uniform mat4 ModelViewProjectionMatrix; | ||
uniform mat4 ModelViewMatrix; | ||
uniform mat3 NormalMatrix; | ||
uniform vec3 LightPos = vec3(0.0, 20.0, 30.0); //LR, -DU+, -FN+ | ||
void main() { | ||
vN = normalize((NormalMatrix * Norm)); | ||
vP = vec4(Vert, 1.0); | ||
gl_Position = ModelViewProjectionMatrix * vec4(Vert, 1.0); | ||
vL = normalize(LightPos); | ||
vV = -vec3(ModelViewMatrix*vec4(Vert,1.0)); | ||
vClr = Clr; | ||
} | ||
//frag | ||
#version 330 | ||
in vec4 vClr, vP; | ||
in vec3 vN, vL, vV; | ||
out vec4 color; | ||
uniform float Ambient = 0.5; | ||
uniform float Diffuse = 0.7; | ||
uniform float Specular = 0.2; | ||
uniform float SpecularRough = 0.05; | ||
uniform float Edge = 0.05; | ||
uniform float CurvThreshLo = 0.0; | ||
uniform float CurvThreshHi = 0.51; | ||
uniform vec4 ClipPlane = vec4(2.0, 0.0, 0.0, 0.0); | ||
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//Spherical harmonics constants | ||
const float C1 = 0.429043; | ||
const float C2 = 0.511664; | ||
const float C3 = 0.743125; | ||
const float C4 = 0.886227; | ||
const float C5 = 0.247708; | ||
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//Spherical harmonics coefficients | ||
// Ramamoorthi, R., and P. Hanrahan. 2001b. "An Efficient Representation for Irradiance Environment Maps." In Proceedings of SIGGRAPH 2001, pp. 497–500. | ||
// https://github.com/eskimoblood/processingSketches/blob/master/data/shader/shinyvert.glsl | ||
// https://github.com/eskimoblood/processingSketches/blob/master/data/shader/shinyvert.glsl | ||
// See table on page 397 of OpenGL programming Guide, 8th Edition Shreiner et al. | ||
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// Constants for Old Town Square lighting | ||
const vec3 L00 = vec3( 0.871297, 0.875222, 0.864470); | ||
const vec3 L1m1 = vec3( 0.175058, 0.245335, 0.312891); | ||
const vec3 L10 = vec3( 0.034675, 0.036107, 0.037362); | ||
const vec3 L11 = vec3(-0.004629, -0.029448, -0.048028); | ||
const vec3 L2m2 = vec3(-0.120535, -0.121160, -0.117507); | ||
const vec3 L2m1 = vec3( 0.003242, 0.003624, 0.007511); | ||
const vec3 L20 = vec3(-0.028667, -0.024926, -0.020998); | ||
const vec3 L21 = vec3(-0.077539, -0.086325, -0.091591); | ||
const vec3 L22 = vec3(-0.161784, -0.191783, -0.219152); | ||
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// Constants for Eucalyptus Grove lighting | ||
/*const vec3 L00 = vec3( 0.3783264, 0.4260425, 0.4504587); | ||
const vec3 L1m1 = vec3( 0.2887813, 0.3586803, 0.4147053); | ||
const vec3 L10 = vec3( 0.0379030, 0.0295216, 0.0098567); | ||
const vec3 L11 = vec3(-0.1033028, -0.1031690, -0.0884924); | ||
const vec3 L2m2 = vec3(-0.0621750, -0.0554432, -0.0396779); | ||
const vec3 L2m1 = vec3( 0.0077820, -0.0148312, -0.0471301); | ||
const vec3 L20 = vec3(-0.0935561, -0.1254260, -0.1525629); | ||
const vec3 L21 = vec3(-0.0572703, -0.0502192, -0.0363410); | ||
const vec3 L22 = vec3( 0.0203348, -0.0044201, -0.0452180);*/ | ||
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vec3 SH(vec3 vNormal) | ||
{ | ||
vNormal = vec3(vNormal.x,vNormal.z,-vNormal.y); | ||
vec3 diffuseColor = C1 * L22 * (vNormal.x * vNormal.x - vNormal.y * vNormal.y) + | ||
C3 * L20 * vNormal.z * vNormal.z + | ||
C4 * L00 - | ||
C5 * L20 + | ||
2.0 * C1 * L2m2 * vNormal.x * vNormal.y + | ||
2.0 * C1 * L21 * vNormal.x * vNormal.z + | ||
2.0 * C1 * L2m1 * vNormal.y * vNormal.z + | ||
2.0 * C2 * L11 * vNormal.x + | ||
2.0 * C2 * L1m1 * vNormal.y + | ||
2.0 * C2 * L10 * vNormal.z; | ||
return diffuseColor; | ||
} | ||
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vec3 desaturate(vec3 color, float amount) { | ||
vec3 gray = vec3(dot(vec3(0.2126,0.7152,0.0722), color)); | ||
return vec3(mix(color, gray, amount)); | ||
} | ||
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void main() { | ||
if ((ClipPlane[0] < 1.5) && (dot( ClipPlane, vP) > 0.0)) discard; | ||
if ((vClr.a < CurvThreshLo) || (vClr.a > CurvThreshHi)) discard; | ||
vec3 l = normalize(vL); | ||
vec3 n = normalize(vN); | ||
vec3 v = normalize(vV); | ||
vec3 h = normalize(l+v); | ||
vec3 a = vClr.rgb; | ||
vec3 d = a * Diffuse; | ||
a *= Ambient; | ||
vec3 backcolor = desaturate(0.75 * a + 0.75 * d * abs(dot(n,l)), 0.5); | ||
d *= SH(-reflect(n, l) ); | ||
float specular = max(0.0,dot(n,h)); | ||
specular = pow(specular, 1.0/(SpecularRough * SpecularRough)); | ||
color = vec4(a + d + specular* Specular, 1.0); | ||
float edge =((max(dot(n,normalize(vV)), 0.0) - 0.5) * Edge) + 1.0; | ||
edge = min(1.0, edge); | ||
color.rgb *= edge; | ||
float backface = step(0.0, n.z); | ||
color = vec4(mix(backcolor.rgb, color.rgb, backface), 1.0); | ||
} |
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