.link = shader_model_gate_link,
.vs =
{
+.orig_file = "shaders/model.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
"layout (location=4) in vec4 a_weights;\n"
"layout (location=5) in ivec4 a_groups;\n"
"\n"
-"uniform mat4 uPv;\n"
+"#line 1 1 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 9 0 \n"
+"\n"
"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
"\n"
-"out vec3 aNorm;\n"
+"out vec4 aColour;\n"
"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
"\n"
"void main()\n"
"{\n"
-" vec3 world_pos = uMdl * vec4( a_co, 1.0 );\n"
-" gl_Position = uPv * vec4(world_pos,1.0);\n"
+" vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );\n"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
"\n"
-" aNorm = a_norm;\n"
-" aCo = world_pos;\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+" aWorldCo = world_pos0;\n"
+" aColour = a_colour;\n"
" aUv = a_uv;\n"
+" aNorm = normalize( mat3(uMdl) * a_norm );\n"
+" aCo = a_co;\n"
"}\n"
""},
.fs =
{
+.orig_file = "shaders/model_gate_lq.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"uniform float uTime;\n"
"uniform vec3 uCam;\n"
"uniform vec2 uInvRes;\n"
+"uniform vec4 uColour;\n"
"\n"
"in vec3 aNorm;\n"
"in vec2 aUv;\n"
"void main()\n"
"{\n"
" vec2 ssuv = gl_FragCoord.xy;\n"
-" float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
+" float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\n"
" \n"
" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
" if( opacity+dither<0.5 )\n"
" discard;\n"
"\n"
-" FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
+" FragColor = uColour;\n"
"}\n"
""},
};
-static GLuint _uniform_model_gate_uPv;
static GLuint _uniform_model_gate_uMdl;
+static GLuint _uniform_model_gate_uPv;
+static GLuint _uniform_model_gate_uPvmPrev;
static GLuint _uniform_model_gate_uTime;
static GLuint _uniform_model_gate_uCam;
static GLuint _uniform_model_gate_uInvRes;
+static GLuint _uniform_model_gate_uColour;
+static void shader_model_gate_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
+}
static void shader_model_gate_uPv(m4x4f m){
glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m);
}
-static void shader_model_gate_uMdl(m4x3f m){
- glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
+static void shader_model_gate_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_model_gate_uPvmPrev,1,GL_FALSE,(float*)m);
}
static void shader_model_gate_uTime(float f){
glUniform1f(_uniform_model_gate_uTime,f);
static void shader_model_gate_uInvRes(v2f v){
glUniform2fv(_uniform_model_gate_uInvRes,1,v);
}
+static void shader_model_gate_uColour(v4f v){
+ glUniform4fv(_uniform_model_gate_uColour,1,v);
+}
static void shader_model_gate_register(void){
vg_shader_register( &_shader_model_gate );
}
static void shader_model_gate_use(void){ glUseProgram(_shader_model_gate.id); }
static void shader_model_gate_link(void){
- _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
_uniform_model_gate_uMdl = glGetUniformLocation( _shader_model_gate.id, "uMdl" );
+ _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
+ _uniform_model_gate_uPvmPrev = glGetUniformLocation( _shader_model_gate.id, "uPvmPrev" );
_uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" );
_uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" );
_uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" );
+ _uniform_model_gate_uColour = glGetUniformLocation( _shader_model_gate.id, "uColour" );
}
#endif /* SHADER_model_gate_H */