"layout (location=5) in ivec4 a_groups;\n"
"\n"
"#line 2 0 \n"
+"#line 1 2 \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 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"
"\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 =
"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"
static GLuint _uniform_gpos_uMdl;
static GLuint _uniform_gpos_uPv;
+static GLuint _uniform_gpos_uPvmPrev;
static GLuint _uniform_gpos_uCamera;
static GLuint _uniform_gpos_g_world_depth;
static void shader_gpos_uMdl(m4x3f m){
static void shader_gpos_uPv(m4x4f m){
glUniformMatrix4fv(_uniform_gpos_uPv,1,GL_FALSE,(float*)m);
}
+static void shader_gpos_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_gpos_uPvmPrev,1,GL_FALSE,(float*)m);
+}
static void shader_gpos_uCamera(v3f v){
glUniform3fv(_uniform_gpos_uCamera,1,v);
}
static void shader_gpos_link(void){
_uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" );
_uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" );
+ _uniform_gpos_uPvmPrev = glGetUniformLocation( _shader_gpos.id, "uPvmPrev" );
_uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" );
_uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
}