.link = shader_gpos_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"
"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 =
{
-.orig_file = "../../shaders/gpos.fs",
.static_src =
"out vec4 FragColor;\n"
"\n"
"uniform vec3 uCamera;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"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"
" return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
"}\n"
"\n"
+"// FIXME\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+" vec3 pa = p - a;\n"
+" vec3 ba = b - a;\n"
+"\n"
+" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+" return length( pa - ba*h );\n"
+"}\n"
+"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
" if( g_shadow_samples == 0 )\n"
" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
+" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" famt = max( player_shadow*0.6, famt );\n"
" return mix( vfrag, g_ambient_colour.rgb, famt );\n"
"}\n"
"\n"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 12 0 \n"
+"#line 14 0 \n"
"\n"
"// Water blending\n"
"// ==============\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_uBoard0;
+static GLuint _uniform_gpos_uBoard1;
static GLuint _uniform_gpos_g_world_depth;
static void shader_gpos_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m);
}
static void shader_gpos_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)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 );
+ glUniform3fv(_uniform_gpos_uCamera,1,v);
+}
+static void shader_gpos_uBoard0(v3f v){
+ glUniform3fv(_uniform_gpos_uBoard0,1,v);
+}
+static void shader_gpos_uBoard1(v3f v){
+ glUniform3fv(_uniform_gpos_uBoard1,1,v);
}
static void shader_gpos_g_world_depth(int i){
- glUniform1i( _uniform_gpos_g_world_depth, i );
+ glUniform1i(_uniform_gpos_g_world_depth,i);
}
static void shader_gpos_register(void){
vg_shader_register( &_shader_gpos );
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_uBoard0 = glGetUniformLocation( _shader_gpos.id, "uBoard0" );
+ _uniform_gpos_uBoard1 = glGetUniformLocation( _shader_gpos.id, "uBoard1" );
_uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" );
}
#endif /* SHADER_gpos_H */