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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / planeinf.h
1 #ifndef SHADER_planeinf_H
2 #define SHADER_planeinf_H
3 static void shader_planeinf_link(void);
4 static void shader_planeinf_register(void);
5 static struct vg_shader _shader_planeinf = {
6 .name = "planeinf",
7 .link = shader_planeinf_link,
8 .vs =
9 {
10 .orig_file = "../../shaders/standard.vs",
11 .static_src =
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"
18 "\n"
19 "#line 2 0 \n"
20 "#line 1 2 \n"
21 "const float k_motion_lerp_amount = 0.01;\n"
22 "\n"
23 "#line 2 0 \n"
24 "\n"
25 "out vec3 aMotionVec0;\n"
26 "out vec3 aMotionVec1;\n"
27 "\n"
28 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
29 "{\n"
30 " // This magically solves some artifacting errors!\n"
31 " //\n"
32 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
33 "\n"
34 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
35 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
36 "}\n"
37 "\n"
38 "#line 3 0 \n"
39 "\n"
40 "uniform mat4x3 uMdl;\n"
41 "uniform mat4 uPv;\n"
42 "uniform mat4 uPvmPrev;\n"
43 "\n"
44 "out vec4 aColour;\n"
45 "out vec2 aUv;\n"
46 "out vec3 aNorm;\n"
47 "out vec3 aCo;\n"
48 "out vec3 aWorldCo;\n"
49 "\n"
50 "void main()\n"
51 "{\n"
52 " vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
53 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
54 " vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
55 "\n"
56 " vs_motion_out( vproj0, vproj1 );\n"
57 "\n"
58 " gl_Position = vproj0;\n"
59 " aWorldCo = world_pos0;\n"
60 " aColour = a_colour;\n"
61 " aUv = a_uv;\n"
62 " aNorm = mat3(uMdl) * a_norm;\n"
63 " aCo = a_co;\n"
64 "}\n"
65 ""},
66 .fs =
67 {
68 .orig_file = "../../shaders/planeinf.fs",
69 .static_src =
70 "\n"
71 "#line 2 0 \n"
72 "\n"
73 "out vec4 FragColor;\n"
74 "\n"
75 "uniform vec3 uCamera;\n"
76 "uniform vec4 uPlane;\n"
77 "\n"
78 "in vec4 aColour;\n"
79 "in vec2 aUv;\n"
80 "in vec3 aNorm;\n"
81 "in vec3 aCo;\n"
82 "\n"
83 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
84 "{\n"
85 " float d = dot( plane.xyz, dir );\n"
86 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
87 " return t;\n"
88 "}\n"
89 "\n"
90 "void main()\n"
91 "{\n"
92 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
93 " vec3 world_pos = uCamera - aNorm*fdist;\n"
94 "\n"
95 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
96 "}\n"
97 ""},
98 };
99
100 static GLuint _uniform_planeinf_uMdl;
101 static GLuint _uniform_planeinf_uPv;
102 static GLuint _uniform_planeinf_uPvmPrev;
103 static GLuint _uniform_planeinf_uCamera;
104 static GLuint _uniform_planeinf_uPlane;
105 static void shader_planeinf_uMdl(m4x3f m){
106 glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m );
107 }
108 static void shader_planeinf_uPv(m4x4f m){
109 glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m );
110 }
111 static void shader_planeinf_uPvmPrev(m4x4f m){
112 glUniformMatrix4fv( _uniform_planeinf_uPvmPrev, 1, GL_FALSE, (float *)m );
113 }
114 static void shader_planeinf_uCamera(v3f v){
115 glUniform3fv( _uniform_planeinf_uCamera, 1, v );
116 }
117 static void shader_planeinf_uPlane(v4f v){
118 glUniform4fv( _uniform_planeinf_uPlane, 1, v );
119 }
120 static void shader_planeinf_register(void){
121 vg_shader_register( &_shader_planeinf );
122 }
123 static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf.id); }
124 static void shader_planeinf_link(void){
125 _uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" );
126 _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" );
127 _uniform_planeinf_uPvmPrev = glGetUniformLocation( _shader_planeinf.id, "uPvmPrev" );
128 _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" );
129 _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" );
130 }
131 #endif /* SHADER_planeinf_H */