.orig_file = "shaders/cloud.vs",
.static_src =
"layout (location=0) in vec4 a_co;\n"
-"layout (location=1) in vec4 a_norm;\n"
-"layout (location=2) in vec4 a_colour;\n"
+"layout (location=1) in vec4 a_colour;\n"
"\n"
"#line 1 1 \n"
"const float k_motion_lerp_amount = 0.01;\n"
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
"\n"
-"#line 6 0 \n"
+"#line 5 0 \n"
"\n"
"uniform mat4x3 uMdl;\n"
"uniform mat3 uNormMtx;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
-"uniform vec2 uTime;\n"
-"uniform vec4 uTransform;\n"
+"uniform vec4 uAnim;\n"
"\n"
"out vec4 aColour;\n"
-"out vec3 aNorm;\n"
"out vec3 aWorldCo;\n"
"out vec3 aCo;\n"
"\n"
" return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n"
"}\n"
"\n"
-"vec3 mapP( vec3 p )\n"
+"vec3 gridify( vec3 p, float s, float t )\n"
"{\n"
-" return p;\n"
-" float t = max(0.0,uTime.y);\n"
+" vec3 co = p*s;\n"
+" vec2 r2 = rand_hash22(p.xz);\n"
+" vec3 grid = (vec3(floor(co.x),co.y,floor(co.z))+vec3(0.5,0.0,0.5)) * (1.0/s);\n"
"\n"
-" vec3 lco = p * 20.0;\n"
-" vec3 grid = vec3(floor(lco.x),lco.y,floor(lco.z));//fract(p);\n"
+" float t1 = 1.0-t;\n"
+" t1 = 1.0-t1*t1;\n"
+" float t2 = t*t;\n"
"\n"
-" return mix(p,grid * (1.0/20.0), t)*vec3(1.0+t,1.0-t,1.0+t);\n"
+" return mix( p, grid, t1 ) + t2*vec3(0.0,r2.y*r2.y*0.2,0.0);\n"
"}\n"
"\n"
"void main()\n"
"{\n"
-" vec3 mco = a_co.xyz * uTransform.w + uTransform.xyz;\n"
+" vec3 co = gridify( a_co.xyz, uAnim.x, uAnim.y );\n"
"\n"
-"\n"
-" vec3 center = vec3(0.5);\n"
-" vec3 lco = mapP(mco-center);\n"
-" mco = lco + center;\n"
-"\n"
-" vec3 world_pos0 = uMdl * vec4( mco, 1.0 );\n"
+" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n"
" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
-" vec4 vproj1 = uPvmPrev * vec4( mco, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n"
"\n"
-" float t = max(0.0,uTime.y);\n"
-" float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0)));\n"
+" float scaler = smoothstep(0.6,0.58,length(co.xz));\n"
"\n"
" vs_motion_out( vproj0, vproj1 );\n"
"\n"
" gl_Position = vproj0;\n"
-" gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n"
+" gl_PointSize = (9.0*scaler) / (max( gl_Position.z, 2.0 ));\n"
" aWorldCo = world_pos0;\n"
-" aColour = a_colour*scaler*(0.3+a_co.y);\n"
-" aCo = mco;\n"
-" aNorm = uNormMtx * a_norm.xyz;\n"
+" aColour = a_colour*scaler*(1.0-uAnim.y*uAnim.y);\n"
+" aCo = co;\n"
"}\n"
""},
.fs =
"uniform vec3 uCamera;\n"
"\n"
"in vec4 aColour;\n"
-"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"in vec3 aWorldCo;\n"
"\n"
" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
"\n"
" float diff = length(gl_PointCoord.xy-vec2(0.5));\n"
-" if( diff>0.5 )\n"
-" discard;\n"
+" if( diff+dither>0.5 )discard;\n"
"\n"
" compute_motion_vectors();\n"
" FragColor = aColour;\n"
static GLuint _uniform_point_map_uNormMtx;
static GLuint _uniform_point_map_uPv;
static GLuint _uniform_point_map_uPvmPrev;
-static GLuint _uniform_point_map_uTime;
-static GLuint _uniform_point_map_uTransform;
+static GLuint _uniform_point_map_uAnim;
static GLuint _uniform_point_map_uCamera;
static void shader_point_map_uMdl(m4x3f m){
glUniformMatrix4x3fv(_uniform_point_map_uMdl,1,GL_FALSE,(float*)m);
static void shader_point_map_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_point_map_uPvmPrev,1,GL_FALSE,(float*)m);
}
-static void shader_point_map_uTime(v2f v){
- glUniform2fv(_uniform_point_map_uTime,1,v);
-}
-static void shader_point_map_uTransform(v4f v){
- glUniform4fv(_uniform_point_map_uTransform,1,v);
+static void shader_point_map_uAnim(v4f v){
+ glUniform4fv(_uniform_point_map_uAnim,1,v);
}
static void shader_point_map_uCamera(v3f v){
glUniform3fv(_uniform_point_map_uCamera,1,v);
_uniform_point_map_uNormMtx = glGetUniformLocation( _shader_point_map.id, "uNormMtx" );
_uniform_point_map_uPv = glGetUniformLocation( _shader_point_map.id, "uPv" );
_uniform_point_map_uPvmPrev = glGetUniformLocation( _shader_point_map.id, "uPvmPrev" );
- _uniform_point_map_uTime = glGetUniformLocation( _shader_point_map.id, "uTime" );
- _uniform_point_map_uTransform = glGetUniformLocation( _shader_point_map.id, "uTransform" );
+ _uniform_point_map_uAnim = glGetUniformLocation( _shader_point_map.id, "uAnim" );
_uniform_point_map_uCamera = glGetUniformLocation( _shader_point_map.id, "uCamera" );
}
#endif /* SHADER_point_map_H */