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
,
11 "layout (location=0) in vec3 a_co;\n"
12 "layout (location=1) in vec3 a_norm;\n"
13 "layout (location=2) in vec2 a_uv;\n"
14 "layout (location=3) in vec4 a_colour;\n"
15 "layout (location=4) in vec4 a_weights;\n"
16 "layout (location=5) in ivec4 a_groups;\n"
20 "uniform mat4x3 uMdl;\n"
23 "uniform mat4x3 uMotion;\n"
29 "out vec3 aWorldCo;\n"
31 "out vec3 aMotionVec0;\n"
32 "out vec3 aMotionVec1;\n"
36 " vec3 world_pos0 = uMdl * vec4(a_co,1.0);\n"
37 " vec3 world_pos1 = uMotion * vec4(world_pos0,1.0);\n"
39 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
40 " vec4 vproj1 = uPv * vec4( world_pos1, 1.0 );\n"
42 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
43 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
45 " gl_Position = vproj0;\n"
46 " aWorldCo = world_pos0;\n"
47 " aColour = a_colour;\n"
49 " aNorm = mat3(uMdl) * a_norm;\n"
59 "out vec4 FragColor;\n"
61 "uniform vec3 uCamera;\n"
62 "uniform vec4 uPlane;\n"
69 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
71 " float d = dot( plane.xyz, dir );\n"
72 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
78 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
79 " vec3 world_pos = uCamera - aNorm*fdist;\n"
81 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
86 static GLuint _uniform_planeinf_uMdl
;
87 static GLuint _uniform_planeinf_uPv
;
88 static GLuint _uniform_planeinf_uMotion
;
89 static GLuint _uniform_planeinf_uCamera
;
90 static GLuint _uniform_planeinf_uPlane
;
91 static void shader_planeinf_uMdl(m4x3f m
){
92 glUniformMatrix4x3fv(_uniform_planeinf_uMdl
,1,GL_FALSE
,(float*)m
);
94 static void shader_planeinf_uPv(m4x4f m
){
95 glUniformMatrix4fv(_uniform_planeinf_uPv
,1,GL_FALSE
,(float*)m
);
97 static void shader_planeinf_uMotion(m4x3f m
){
98 glUniformMatrix4x3fv(_uniform_planeinf_uMotion
,1,GL_FALSE
,(float*)m
);
100 static void shader_planeinf_uCamera(v3f v
){
101 glUniform3fv(_uniform_planeinf_uCamera
,1,v
);
103 static void shader_planeinf_uPlane(v4f v
){
104 glUniform4fv(_uniform_planeinf_uPlane
,1,v
);
106 static void shader_planeinf_register(void){
107 vg_shader_register( &_shader_planeinf
);
109 static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf
.id
); }
110 static void shader_planeinf_link(void){
111 _uniform_planeinf_uMdl
= glGetUniformLocation( _shader_planeinf
.id
, "uMdl" );
112 _uniform_planeinf_uPv
= glGetUniformLocation( _shader_planeinf
.id
, "uPv" );
113 _uniform_planeinf_uMotion
= glGetUniformLocation( _shader_planeinf
.id
, "uMotion" );
114 _uniform_planeinf_uCamera
= glGetUniformLocation( _shader_planeinf
.id
, "uCamera" );
115 _uniform_planeinf_uPlane
= glGetUniformLocation( _shader_planeinf
.id
, "uPlane" );
117 #endif /* SHADER_planeinf_H */