framebuffer formalitites
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / planeinf.h
index 0cc17cd2ec95e1e59464994855efeb6414264b79..e61776898ba2336214378d90d1de6ca594f2ab4d 100644 (file)
@@ -7,26 +7,43 @@ static struct vg_shader _shader_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 vec4 a_colour;\n"
-"layout (location=3) in vec2 a_uv;\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"
 "\n"
-"uniform mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"\n"
+"uniform mat4x3 uMotion;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
 "out vec3 aNorm;\n"
 "out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
 "\n"
 "void main()\n"
 "{\n"
-"   gl_Position = uPv * vec4( uMdl * vec4(a_co,1.0), 1.0 );\n"
+"   vec3 world_pos0 = uMdl    * vec4(a_co,1.0);\n"
+"   vec3 world_pos1 = uMotion * vec4(world_pos0,1.0);\n"
+"   \n"
+"   vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+"   vec4 vproj1 = uPv * vec4( world_pos1, 1.0 );\n"
+"\n"
+"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"\n"
+"   gl_Position = vproj0;\n"
+"   aWorldCo = world_pos0;\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv;\n"
 "   aNorm = mat3(uMdl) * a_norm;\n"
@@ -35,30 +52,7 @@ static struct vg_shader _shader_planeinf = {
 ""},
    .fs = 
 {
-.orig_file = "../shaders/planeinf.fs",
 .static_src = 
-"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
-"      vec4 beneath, vec4 above )\n"
-"{\n"
-"   vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
-"   vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
-"   vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
-"\n"
-"   float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
-"\n"
-"   vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
-"   vec3 specdir = reflect( -lightdir, vnorm );\n"
-"   float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
-"   \n"
-"   // Depth \n"
-"   float depthblend = pow( beneath.a,0.8 );\n"
-"\n"
-"   // Composite\n"
-"   vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
-"   //vsurface += spec;\n"
-"\n"
-"   return vec4( vsurface,depthblend );\n"
-"}\n"
 "\n"
 "#line      2        0 \n"
 "\n"
@@ -89,29 +83,34 @@ static struct vg_shader _shader_planeinf = {
 ""},
 };
 
-static GLuint _uniform_planeinf_uPv;
 static GLuint _uniform_planeinf_uMdl;
+static GLuint _uniform_planeinf_uPv;
+static GLuint _uniform_planeinf_uMotion;
 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 );
+   glUniformMatrix4fv(_uniform_planeinf_uPv,1,GL_FALSE,(float*)m);
 }
-static void shader_planeinf_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m );
+static void shader_planeinf_uMotion(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_planeinf_uMotion,1,GL_FALSE,(float*)m);
 }
 static void shader_planeinf_uCamera(v3f v){
-   glUniform3fv( _uniform_planeinf_uCamera, 1, v );
+   glUniform3fv(_uniform_planeinf_uCamera,1,v);
 }
 static void shader_planeinf_uPlane(v4f v){
-   glUniform4fv( _uniform_planeinf_uPlane, 1, 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_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" );
    _uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" );
+   _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" );
+   _uniform_planeinf_uMotion = glGetUniformLocation( _shader_planeinf.id, "uMotion" );
    _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" );
    _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" );
 }