+++ /dev/null
-#ifndef SHADER_planeinf_H
-#define SHADER_planeinf_H
-static void shader_planeinf_link(void);
-static void shader_planeinf_register(void);
-static struct vg_shader _shader_planeinf = {
- .name = "planeinf",
- .link = shader_planeinf_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=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\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"
-"out vec3 aNorm;\n"
-"out vec3 aCo;\n"
-"out vec3 aWorldCo;\n"
-"\n"
-"void main()\n"
-"{\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"
-"}\n"
-""},
- .fs =
-{
-.orig_file = "../../shaders/planeinf.fs",
-.static_src =
-"\n"
-"#line 2 0 \n"
-"\n"
-"out vec4 FragColor;\n"
-"\n"
-"uniform vec3 uCamera;\n"
-"uniform vec4 uPlane;\n"
-"\n"
-"in vec4 aColour;\n"
-"in vec2 aUv;\n"
-"in vec3 aNorm;\n"
-"in vec3 aCo;\n"
-"\n"
-"float ray_plane( vec3 pos, vec3 dir, vec4 plane )\n"
-"{\n"
-" float d = dot( plane.xyz, dir );\n"
-" float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
-" return t;\n"
-"}\n"
-"\n"
-"void main()\n"
-"{\n"
-" float fdist = ray_plane( uCamera, -aNorm, uPlane );\n"
-" vec3 world_pos = uCamera - aNorm*fdist;\n"
-"\n"
-" FragColor = vec4(fract(world_pos*0.1),1.0);\n"
-"}\n"
-""},
-};
-
-static GLuint _uniform_planeinf_uMdl;
-static GLuint _uniform_planeinf_uPv;
-static GLuint _uniform_planeinf_uPvmPrev;
-static GLuint _uniform_planeinf_uCamera;
-static GLuint _uniform_planeinf_uPlane;
-static void shader_planeinf_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m );
-}
-static void shader_planeinf_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m );
-}
-static void shader_planeinf_uPvmPrev(m4x4f m){
- glUniformMatrix4fv( _uniform_planeinf_uPvmPrev, 1, GL_FALSE, (float *)m );
-}
-static void shader_planeinf_uCamera(v3f v){
- glUniform3fv( _uniform_planeinf_uCamera, 1, v );
-}
-static void shader_planeinf_uPlane(v4f v){
- glUniform4fv( _uniform_planeinf_uPlane, 1, v );
-}
-static void shader_planeinf_register(void){
- vg_shader_register( &_shader_planeinf );
-}
-static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf.id); }
-static void shader_planeinf_link(void){
- _uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" );
- _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" );
- _uniform_planeinf_uPvmPrev = glGetUniformLocation( _shader_planeinf.id, "uPvmPrev" );
- _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" );
- _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" );
-}
-#endif /* SHADER_planeinf_H */