1 #ifndef SHADER_model_gate_unlinked_H
2 #define SHADER_model_gate_unlinked_H
3 static void shader_model_gate_unlinked_link(void);
4 static void shader_model_gate_unlinked_register(void);
5 static struct vg_shader _shader_model_gate_unlinked
= {
6 .name
= "model_gate_unlinked",
7 .link
= shader_model_gate_unlinked_link
,
10 .orig_file
= "shaders/model.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec3 a_norm;\n"
14 "layout (location=2) in vec2 a_uv;\n"
15 "layout (location=3) in vec4 a_colour;\n"
16 "layout (location=4) in vec4 a_weights;\n"
17 "layout (location=5) in ivec4 a_groups;\n"
20 "const float k_motion_lerp_amount = 0.01;\n"
24 "out vec3 aMotionVec0;\n"
25 "out vec3 aMotionVec1;\n"
27 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
29 " // This magically solves some artifacting errors!\n"
31 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
33 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
34 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
39 "uniform mat4x3 uMdl;\n"
41 "uniform mat4 uPvmPrev;\n"
47 "out vec3 aWorldCo;\n"
51 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
52 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
53 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
55 " vs_motion_out( vproj0, vproj1 );\n"
57 " gl_Position = vproj0;\n"
58 " aWorldCo = world_pos0;\n"
59 " aColour = a_colour;\n"
61 " aNorm = mat3(uMdl) * a_norm;\n"
67 .orig_file
= "shaders/model_gate_unlinked.fs",
69 "out vec4 FragColor;\n"
71 "uniform float uTime;\n"
72 "uniform vec3 uCam;\n"
73 "uniform vec4 uColour;\n"
80 "const float k_motion_lerp_amount = 0.01;\n"
84 "layout (location = 1) out vec2 oMotionVec;\n"
86 "in vec3 aMotionVec0;\n"
87 "in vec3 aMotionVec1;\n"
89 "void compute_motion_vectors()\n"
91 " // Write motion vectors\n"
92 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
93 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
95 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
100 "const int NOISE_LOOP = 3;\n"
101 "vec3 digital_noise( uvec3 iuv ){\n"
102 " iuv *=uvec3(8,2524,7552);\n"
103 " for( int i=0; i<NOISE_LOOP; i++ )\n"
104 " iuv += (iuv.yzx<<2) ^ (iuv.yxz)+iuv.z;\n"
105 " return vec3(iuv)*(1.0/float(0xffffffffU));\n"
108 "vec2 rand_hash22( vec2 p ){\n"
109 " vec3 p3 = fract(vec3(p.xyx) * 213.8976123);\n"
110 " p3 += dot(p3, p3.yzx+19.19);\n"
111 " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
115 " compute_motion_vectors();\n"
117 " vec2 ssuv = gl_FragCoord.xy;\n"
118 " float grad = 1.0-aUv.y*0.1;\n"
119 " float opacity = rand_hash22( vec2(floor(aUv.y*100.0),floor(aCo.z*10.0+uTime*40.0)) ).r*grad;\n"
121 " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
122 " float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
124 " if( opacity<0.9 )\n"
127 " FragColor = vec4(0.7,0.5,0.5,1.0);\n"
132 static GLuint _uniform_model_gate_unlinked_uMdl
;
133 static GLuint _uniform_model_gate_unlinked_uPv
;
134 static GLuint _uniform_model_gate_unlinked_uPvmPrev
;
135 static GLuint _uniform_model_gate_unlinked_uTime
;
136 static GLuint _uniform_model_gate_unlinked_uCam
;
137 static GLuint _uniform_model_gate_unlinked_uColour
;
138 static void shader_model_gate_unlinked_uMdl(m4x3f m
){
139 glUniformMatrix4x3fv(_uniform_model_gate_unlinked_uMdl
,1,GL_FALSE
,(float*)m
);
141 static void shader_model_gate_unlinked_uPv(m4x4f m
){
142 glUniformMatrix4fv(_uniform_model_gate_unlinked_uPv
,1,GL_FALSE
,(float*)m
);
144 static void shader_model_gate_unlinked_uPvmPrev(m4x4f m
){
145 glUniformMatrix4fv(_uniform_model_gate_unlinked_uPvmPrev
,1,GL_FALSE
,(float*)m
);
147 static void shader_model_gate_unlinked_uTime(float f
){
148 glUniform1f(_uniform_model_gate_unlinked_uTime
,f
);
150 static void shader_model_gate_unlinked_uCam(v3f v
){
151 glUniform3fv(_uniform_model_gate_unlinked_uCam
,1,v
);
153 static void shader_model_gate_unlinked_uColour(v4f v
){
154 glUniform4fv(_uniform_model_gate_unlinked_uColour
,1,v
);
156 static void shader_model_gate_unlinked_register(void){
157 vg_shader_register( &_shader_model_gate_unlinked
);
159 static void shader_model_gate_unlinked_use(void){ glUseProgram(_shader_model_gate_unlinked
.id
); }
160 static void shader_model_gate_unlinked_link(void){
161 _uniform_model_gate_unlinked_uMdl
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uMdl" );
162 _uniform_model_gate_unlinked_uPv
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uPv" );
163 _uniform_model_gate_unlinked_uPvmPrev
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uPvmPrev" );
164 _uniform_model_gate_unlinked_uTime
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uTime" );
165 _uniform_model_gate_unlinked_uCam
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uCam" );
166 _uniform_model_gate_unlinked_uColour
= glGetUniformLocation( _shader_model_gate_unlinked
.id
, "uColour" );
168 #endif /* SHADER_model_gate_unlinked_H */