.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 aCo;\n"
"out vec3 aWorldCo;\n"
"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\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"
+" 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"
" aCo = a_co;\n"
-" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
{
-.orig_file = "../../shaders/planeinf.fs",
.static_src =
"\n"
"#line 2 0 \n"
""},
};
-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" );
}