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
= {
7 .link
= shader_planeinf_link
,
10 .orig_file
= "../../shaders/standard.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"
21 "const float k_motion_lerp_amount = 0.01;\n"
25 "out vec3 aMotionVec0;\n"
26 "out vec3 aMotionVec1;\n"
28 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
30 " // This magically solves some artifacting errors!\n"
32 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
34 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
35 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
40 "uniform mat4x3 uMdl;\n"
42 "uniform mat4 uPvmPrev;\n"
48 "out vec3 aWorldCo;\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"
56 " vs_motion_out( vproj0, vproj1 );\n"
58 " gl_Position = vproj0;\n"
59 " aWorldCo = world_pos0;\n"
60 " aColour = a_colour;\n"
62 " aNorm = mat3(uMdl) * a_norm;\n"
68 .orig_file
= "../../shaders/planeinf.fs",
73 "out vec4 FragColor;\n"
75 "uniform vec3 uCamera;\n"
76 "uniform vec4 uPlane;\n"
83 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
85 " float d = dot( plane.xyz, dir );\n"
86 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
92 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
93 " vec3 world_pos = uCamera - aNorm*fdist;\n"
95 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
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
);
108 static void shader_planeinf_uPv(m4x4f m
){
109 glUniformMatrix4fv( _uniform_planeinf_uPv
, 1, GL_FALSE
, (float *)m
);
111 static void shader_planeinf_uPvmPrev(m4x4f m
){
112 glUniformMatrix4fv( _uniform_planeinf_uPvmPrev
, 1, GL_FALSE
, (float *)m
);
114 static void shader_planeinf_uCamera(v3f v
){
115 glUniform3fv( _uniform_planeinf_uCamera
, 1, v
);
117 static void shader_planeinf_uPlane(v4f v
){
118 glUniform4fv( _uniform_planeinf_uPlane
, 1, v
);
120 static void shader_planeinf_register(void){
121 vg_shader_register( &_shader_planeinf
);
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" );
131 #endif /* SHADER_planeinf_H */