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feat(volume-rendering): picking, depth testing, and blending improvem…
…ents (#589) * feat: add a mode override to VR layers this allows to run second passes in different modes in the background, without affecting the UI value * feat: run a second rendering pass on VR layers for picking * feat: detect camera move in perspective panel * feat: allow render context to know camera move * feat: only two pass render VR pick when no camera movement * refactor: simplify gl state setting in render loop for VR * feat: only redraw if VR present as only VR uses redraw * temp: second pass in single draw call progress * temp: establish more shader control * fix: show on VR color * fix: correct setting of chunk translation * feat: add context tracking of continous camera motion * feat: link perspective panel to context camera tracking Also only redraw if volume rendering is present after camera motion * fix: rename camera movement in layers * feat: mark rotation in panel as continuous * feat: mark rendered data panel actions as camera move * feat: mark slice rotations as continous camera * refactor: clearer gl state tracking for vr on/max * refactor: interface shader uniforms and reduce duplication * fix: set new source outside of loop, ensure mode override can't get stuck on * refactor: unify naming of camera motion in contexts * fix: make unvarying const * refactor: cleaner integration of new camera tracking * fix: logic for when VR picking is available * fix: correctly draw VR to new VR buffer in max/normal hybrid * fix: OIT blend VR layer and other transparent layers after new buffer made * refactor: normalize naming across files * refactor: clearer buffer interaction during VR rendering * fix: correctly set back to state and buffer during VR if a second pass or histogram is used * refactor: re-use shader uniform setting function in max and non max VR * refactor: fix typo in var name * chore: fix formatting * fix: turn off pre-depth testing in VR to allow in shader test instead * feat: remove unused epth shader * fix: enable required depth test for second pass max projection * fix: allow wireframe mode in VR to work again * feat: allow 8x VR downsampling * refactor: remove unused "needToCleanUpVolumeRendering" variable This always had the same value as "hasVolumeRendering", so "hasVolumeRendering" is used instead
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