add motion vectors to all shaders
[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 .static_src =
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"
17 "\n"
18 "#line 2 0 \n"
19 "\n"
20 "uniform mat4x3 uMdl;\n"
21 "uniform mat4 uPv;\n"
22 "\n"
23 "uniform mat4x3 uMotion;\n"
24 "\n"
25 "out vec4 aColour;\n"
26 "out vec2 aUv;\n"
27 "out vec3 aNorm;\n"
28 "out vec3 aCo;\n"
29 "out vec3 aWorldCo;\n"
30 "\n"
31 "out vec3 aMotionVec0;\n"
32 "out vec3 aMotionVec1;\n"
33 "\n"
34 "void main()\n"
35 "{\n"
36 " vec3 world_pos0 = uMdl * vec4(a_co,1.0);\n"
37 " vec3 world_pos1 = uMotion * vec4(world_pos0,1.0);\n"
38 " \n"
39 " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
40 " vec4 vproj1 = uPv * vec4( world_pos1, 1.0 );\n"
41 "\n"
42 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
43 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
44 "\n"
45 " gl_Position = vproj0;\n"
46 " aWorldCo = world_pos0;\n"
47 " aColour = a_colour;\n"
48 " aUv = a_uv;\n"
49 " aNorm = mat3(uMdl) * a_norm;\n"
50 " aCo = a_co;\n"
51 "}\n"
52 ""},
53 .fs =
54 {
55 .static_src =
56 "\n"
57 "#line 2 0 \n"
58 "\n"
59 "out vec4 FragColor;\n"
60 "\n"
61 "uniform vec3 uCamera;\n"
62 "uniform vec4 uPlane;\n"
63 "\n"
64 "in vec4 aColour;\n"
65 "in vec2 aUv;\n"
66 "in vec3 aNorm;\n"
67 "in vec3 aCo;\n"
68 "\n"
69 "float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
70 "{\n"
71 " float d = dot( plane.xyz, dir );\n"
72 " float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
73 " return t;\n"
74 "}\n"
75 "\n"
76 "void main()\n"
77 "{\n"
78 " float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
79 " vec3 world_pos = uCamera - aNorm*fdist;\n"
80 "\n"
81 " FragColor = vec4(fract(world_pos*0.1),1.0);\n"
82 "}\n"
83 ""},
84 };
85
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);
93 }
94 static void shader_planeinf_uPv(m4x4f m){
95 glUniformMatrix4fv(_uniform_planeinf_uPv,1,GL_FALSE,(float*)m);
96 }
97 static void shader_planeinf_uMotion(m4x3f m){
98 glUniformMatrix4x3fv(_uniform_planeinf_uMotion,1,GL_FALSE,(float*)m);
99 }
100 static void shader_planeinf_uCamera(v3f v){
101 glUniform3fv(_uniform_planeinf_uCamera,1,v);
102 }
103 static void shader_planeinf_uPlane(v4f v){
104 glUniform4fv(_uniform_planeinf_uPlane,1,v);
105 }
106 static void shader_planeinf_register(void){
107 vg_shader_register( &_shader_planeinf );
108 }
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" );
116 }
117 #endif /* SHADER_planeinf_H */