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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
standard.vs
diff --git
a/shaders/standard.vs
b/shaders/standard.vs
index db7f98033ae326ee291becfb969556d2746c0fb1..679eae88deb12765d27388dd86520de08596535b 100644
(file)
--- a/
shaders/standard.vs
+++ b/
shaders/standard.vs
@@
-1,16
+1,26
@@
#include "vertex_standard.glsl"
#include "vertex_standard.glsl"
+#include "motion_vectors_vs.glsl"
-uniform mat4 uPv;
uniform mat4x3 uMdl;
uniform mat4x3 uMdl;
+uniform mat4 uPv;
+uniform mat4 uPvmPrev;
out vec4 aColour;
out vec2 aUv;
out vec3 aNorm;
out vec3 aCo;
out vec4 aColour;
out vec2 aUv;
out vec3 aNorm;
out vec3 aCo;
+out vec3 aWorldCo;
void main()
{
void main()
{
- gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );
+ vec3 world_pos0 = uMdl * vec4( a_co, 1.0 );
+ vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );
+ vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );
+
+ vs_motion_out( vproj0, vproj1 );
+
+ gl_Position = vproj0;
+ aWorldCo = world_pos0;
aColour = a_colour;
aUv = a_uv;
aNorm = mat3(uMdl) * a_norm;
aColour = a_colour;
aUv = a_uv;
aNorm = mat3(uMdl) * a_norm;