1 #ifndef SHADER_particle_H
2 #define SHADER_particle_H
3 static void shader_particle_link(void);
4 static void shader_particle_register(void);
5 static struct vg_shader _shader_particle
= {
7 .link
= shader_particle_link
,
10 .orig_file
= "shaders/particle.vs",
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 a_colour;\n"
16 "const float k_motion_lerp_amount = 0.01;\n"
20 "out vec3 aMotionVec0;\n"
21 "out vec3 aMotionVec1;\n"
23 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
25 " // This magically solves some artifacting errors!\n"
27 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
29 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
30 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
36 "uniform mat4 uPvPrev;\n"
41 " vec4 vproj0 = uPv * vec4( a_co, 1.0 );\n"
42 " vec4 vproj1 = uPvPrev * vec4( a_co, 1.0 );\n"
43 " vs_motion_out( vproj0, vproj1 );\n"
45 " gl_Position = vproj0;\n"
46 " aColour = a_colour;\n"
51 .orig_file
= "shaders/particle.fs",
53 "layout (location = 0) out vec4 oColour;\n"
57 "const float k_motion_lerp_amount = 0.01;\n"
61 "layout (location = 1) out vec2 oMotionVec;\n"
63 "in vec3 aMotionVec0;\n"
64 "in vec3 aMotionVec1;\n"
66 "void compute_motion_vectors()\n"
68 " // Write motion vectors\n"
69 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
70 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
72 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
78 " compute_motion_vectors();\n"
80 " //vec2 ssuv = gl_FragCoord.xy;\n"
81 " //vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
82 " //float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
84 " //if( vsamplemain.a+dither<0.5 )\n"
87 " oColour = aColour;\n"
92 static GLuint _uniform_particle_uPv
;
93 static GLuint _uniform_particle_uPvPrev
;
94 static void shader_particle_uPv(m4x4f m
){
95 glUniformMatrix4fv(_uniform_particle_uPv
,1,GL_FALSE
,(float*)m
);
97 static void shader_particle_uPvPrev(m4x4f m
){
98 glUniformMatrix4fv(_uniform_particle_uPvPrev
,1,GL_FALSE
,(float*)m
);
100 static void shader_particle_register(void){
101 vg_shader_register( &_shader_particle
);
103 static void shader_particle_use(void){ glUseProgram(_shader_particle
.id
); }
104 static void shader_particle_link(void){
105 _uniform_particle_uPv
= glGetUniformLocation( _shader_particle
.id
, "uPv" );
106 _uniform_particle_uPvPrev
= glGetUniformLocation( _shader_particle
.id
, "uPvPrev" );
108 #endif /* SHADER_particle_H */