framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / alphatest.h
index 07908407de8157e18f9d52e01e8cab1cce5f6396..d5c38d0a7755fc2d8f2e82d0fa091e4261e91c95 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_alphatest = {
    .link = shader_alphatest_link,
    .vs = 
 {
-.orig_file = "../../shaders/standard.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -17,9 +16,21 @@ static struct vg_shader _shader_alphatest = {
 "layout (location=5) in ivec4 a_groups;\n"
 "\n"
 "#line      2        0 \n"
+"#line       1        2 \n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line      3        0 \n"
 "\n"
 "uniform mat4x3 uMdl;\n"
 "uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
@@ -29,21 +40,23 @@ static struct vg_shader _shader_alphatest = {
 "\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"
+"   vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+"   gl_Position = vproj0;\n"
+"   aWorldCo = world_pos0;\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
 "   aNorm = mat3(uMdl) * a_norm;\n"
 "   aCo = a_co;\n"
-"   aWorldCo = world_pos;\n"
 "}\n"
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/std_alphatest.fs",
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexMain;\n"
 "uniform vec3 uCamera;\n"
@@ -56,6 +69,8 @@ static struct vg_shader _shader_alphatest = {
 "in vec3 aWorldCo;\n"
 "\n"
 "#line       1        1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
 "layout (std140) uniform ub_world_lighting\n"
 "{\n"
 "   vec4 g_light_colours[3];\n"
@@ -159,10 +174,27 @@ static struct vg_shader _shader_alphatest = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     15        0 \n"
+"#line     13        0 \n"
+"#line       1        2 \n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+"   // Write motion vectors\n"
+"   vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+"   vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"   oMotionVec = vmotion1-vmotion0;\n"
+"}\n"
+"\n"
+"#line     14        0 \n"
 "\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "   vec4 vsamplemain = texture( uTexMain, aUv );\n"
 "   vec3 qnorm = normalize(aNorm);\n"
@@ -187,38 +219,42 @@ static struct vg_shader _shader_alphatest = {
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   FragColor = vec4(vfrag, 1.0);\n"
+"   oColour = vec4(vfrag, 1.0);\n"
 "}\n"
 ""},
 };
 
 static GLuint _uniform_alphatest_uMdl;
 static GLuint _uniform_alphatest_uPv;
+static GLuint _uniform_alphatest_uPvmPrev;
 static GLuint _uniform_alphatest_uTexGarbage;
 static GLuint _uniform_alphatest_uTexMain;
 static GLuint _uniform_alphatest_uCamera;
 static GLuint _uniform_alphatest_uPlane;
 static GLuint _uniform_alphatest_g_world_depth;
 static void shader_alphatest_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_alphatest_uMdl, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4x3fv(_uniform_alphatest_uMdl,1,GL_FALSE,(float*)m);
 }
 static void shader_alphatest_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_alphatest_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_alphatest_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_alphatest_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_alphatest_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_alphatest_uTexGarbage(int i){
-   glUniform1i( _uniform_alphatest_uTexGarbage, i );
+   glUniform1i(_uniform_alphatest_uTexGarbage,i);
 }
 static void shader_alphatest_uTexMain(int i){
-   glUniform1i( _uniform_alphatest_uTexMain, i );
+   glUniform1i(_uniform_alphatest_uTexMain,i);
 }
 static void shader_alphatest_uCamera(v3f v){
-   glUniform3fv( _uniform_alphatest_uCamera, 1, v );
+   glUniform3fv(_uniform_alphatest_uCamera,1,v);
 }
 static void shader_alphatest_uPlane(v4f v){
-   glUniform4fv( _uniform_alphatest_uPlane, 1, v );
+   glUniform4fv(_uniform_alphatest_uPlane,1,v);
 }
 static void shader_alphatest_g_world_depth(int i){
-   glUniform1i( _uniform_alphatest_g_world_depth, i );
+   glUniform1i(_uniform_alphatest_g_world_depth,i);
 }
 static void shader_alphatest_register(void){
    vg_shader_register( &_shader_alphatest );
@@ -227,6 +263,7 @@ static void shader_alphatest_use(void){ glUseProgram(_shader_alphatest.id); }
 static void shader_alphatest_link(void){
    _uniform_alphatest_uMdl = glGetUniformLocation( _shader_alphatest.id, "uMdl" );
    _uniform_alphatest_uPv = glGetUniformLocation( _shader_alphatest.id, "uPv" );
+   _uniform_alphatest_uPvmPrev = glGetUniformLocation( _shader_alphatest.id, "uPvmPrev" );
    _uniform_alphatest_uTexGarbage = glGetUniformLocation( _shader_alphatest.id, "uTexGarbage" );
    _uniform_alphatest_uTexMain = glGetUniformLocation( _shader_alphatest.id, "uTexMain" );
    _uniform_alphatest_uCamera = glGetUniformLocation( _shader_alphatest.id, "uCamera" );