PC controls for skids
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / model_gate.h
index 013c916a5e9d6a9af0e1aef89ec119541e1d7442..31329abb360c00b1bc97621f47263aa79ace7606 100644 (file)
@@ -7,7 +7,7 @@ static struct vg_shader _shader_model_gate = {
    .link = shader_model_gate_link,
    .vs = 
 {
-.orig_file = "shaders/model_gate.vs",
+.orig_file = "shaders/model.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -16,21 +16,50 @@ static struct vg_shader _shader_model_gate = {
 "layout (location=4) in vec4 a_weights;\n"
 "layout (location=5) in ivec4 a_groups;\n"
 "\n"
-"uniform mat4 uPv;\n"
+"#line       1        1 \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      9        0 \n"
+"\n"
 "uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
-"out vec3 aNorm;\n"
+"out vec4 aColour;\n"
 "out vec2 aUv;\n"
+"out vec3 aNorm;\n"
 "out vec3 aCo;\n"
+"out vec3 aWorldCo;\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"
-"   aNorm = a_norm;\n"
-"   aCo = world_pos;\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"
 "}\n"
 ""},
    .fs = 
@@ -42,6 +71,7 @@ static struct vg_shader _shader_model_gate = {
 "uniform float uTime;\n"
 "uniform vec3 uCam;\n"
 "uniform vec2 uInvRes;\n"
+"uniform vec4 uColour;\n"
 "\n"
 "in vec3 aNorm;\n"
 "in vec2 aUv;\n"
@@ -50,7 +80,7 @@ static struct vg_shader _shader_model_gate = {
 "void main()\n"
 "{\n"
 "   vec2 ssuv = gl_FragCoord.xy;\n"
-"   float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n"
+"   float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\n"
 "   \n"
 "   vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
 "   float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
@@ -58,21 +88,26 @@ static struct vg_shader _shader_model_gate = {
 "   if( opacity+dither<0.5 )\n"
 "      discard;\n"
 "\n"
-"   FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n"
+"   FragColor = uColour;\n"
 "}\n"
 ""},
 };
 
-static GLuint _uniform_model_gate_uPv;
 static GLuint _uniform_model_gate_uMdl;
+static GLuint _uniform_model_gate_uPv;
+static GLuint _uniform_model_gate_uPvmPrev;
 static GLuint _uniform_model_gate_uTime;
 static GLuint _uniform_model_gate_uCam;
 static GLuint _uniform_model_gate_uInvRes;
+static GLuint _uniform_model_gate_uColour;
+static void shader_model_gate_uMdl(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
+}
 static void shader_model_gate_uPv(m4x4f m){
    glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m);
 }
-static void shader_model_gate_uMdl(m4x3f m){
-   glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m);
+static void shader_model_gate_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_model_gate_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_model_gate_uTime(float f){
    glUniform1f(_uniform_model_gate_uTime,f);
@@ -83,15 +118,20 @@ static void shader_model_gate_uCam(v3f v){
 static void shader_model_gate_uInvRes(v2f v){
    glUniform2fv(_uniform_model_gate_uInvRes,1,v);
 }
+static void shader_model_gate_uColour(v4f v){
+   glUniform4fv(_uniform_model_gate_uColour,1,v);
+}
 static void shader_model_gate_register(void){
    vg_shader_register( &_shader_model_gate );
 }
 static void shader_model_gate_use(void){ glUseProgram(_shader_model_gate.id); }
 static void shader_model_gate_link(void){
-   _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
    _uniform_model_gate_uMdl = glGetUniformLocation( _shader_model_gate.id, "uMdl" );
+   _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" );
+   _uniform_model_gate_uPvmPrev = glGetUniformLocation( _shader_model_gate.id, "uPvmPrev" );
    _uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" );
    _uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" );
    _uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" );
+   _uniform_model_gate_uColour = glGetUniformLocation( _shader_model_gate.id, "uColour" );
 }
 #endif /* SHADER_model_gate_H */