add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / gpos.h
index 8549ec43384a2d0f2a3acc582014322cae69f03c..b60fb758deddf2bd360f05e5c9964ba0b6a1d39b 100644 (file)
@@ -16,9 +16,21 @@ static struct vg_shader _shader_gpos = {
 "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"
@@ -28,13 +40,18 @@ static struct vg_shader _shader_gpos = {
 "\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 = 
@@ -51,6 +68,8 @@ static struct vg_shader _shader_gpos = {
 "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"
@@ -180,6 +199,7 @@ static struct vg_shader _shader_gpos = {
 
 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){
@@ -188,6 +208,9 @@ 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);
 }
@@ -201,6 +224,7 @@ static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); }
 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" );
 }