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1. Display -> voxel transformation moved from fragment shaders to generic
vertex shader. 2. Bounds test used in gl21/[tensor/volume]_frag moved to separate file. 3. Transformation matrix offset by 0.5, in Display class, removed, as I've decided that it should be unnecessary.
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- fsl/fslview/displaycontext/display.py 9 additions, 7 deletionsfsl/fslview/displaycontext/display.py
- fsl/fslview/gl/gl21/generic_vert.glsl 29 additions, 0 deletionsfsl/fslview/gl/gl21/generic_vert.glsl
- fsl/fslview/gl/gl21/gltensor_rgb_frag.glsl 8 additions, 30 deletionsfsl/fslview/gl/gl21/gltensor_rgb_frag.glsl
- fsl/fslview/gl/gl21/glvolume_frag.glsl 9 additions, 30 deletionsfsl/fslview/gl/gl21/glvolume_frag.glsl
- fsl/fslview/gl/gl21/test_in_bounds.glsl 29 additions, 0 deletionsfsl/fslview/gl/gl21/test_in_bounds.glsl
- fsl/utils/transform.py 17 additions, 3 deletionsfsl/utils/transform.py
fsl/fslview/gl/gl21/test_in_bounds.glsl
0 → 100644
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