"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
-"uniform vec3 uOffset;\n"
+"uniform vec4 uOffset;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"\n"
"void main()\n"
"{\n"
-" vec3 co = a_co+uOffset;\n"
+" vec3 co = a_co*uOffset.w+uOffset.xyz;\n"
" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
"void main()\n"
"{\n"
" compute_motion_vectors();\n"
-" vec4 diffuse = texture( uTexMain, aUv );\n"
-" FragColor = vec4( diffuse.rgb, 1.0 ) * uColour;\n"
+" FragColor = texture( uTexMain, aUv ) * uColour;\n"
"}\n"
""},
};
static void shader_model_font_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_model_font_uPvmPrev,1,GL_FALSE,(float*)m);
}
-static void shader_model_font_uOffset(v3f v){
- glUniform3fv(_uniform_model_font_uOffset,1,v);
+static void shader_model_font_uOffset(v4f v){
+ glUniform4fv(_uniform_model_font_uOffset,1,v);
}
static void shader_model_font_uTexMain(int i){
glUniform1i(_uniform_model_font_uTexMain,i);