add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / planeinf.h
index 4cf5c32216feb4e0347321a4280a67405e861578..e61776898ba2336214378d90d1de6ca594f2ab4d 100644 (file)
@@ -20,21 +20,34 @@ static struct vg_shader _shader_planeinf = {
 "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"
-"   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 = 
@@ -72,6 +85,7 @@ static struct vg_shader _shader_planeinf = {
 
 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){
@@ -80,6 +94,9 @@ static void shader_planeinf_uMdl(m4x3f m){
 static void shader_planeinf_uPv(m4x4f m){
    glUniformMatrix4fv(_uniform_planeinf_uPv,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);
 }
@@ -93,6 +110,7 @@ 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_uMotion = glGetUniformLocation( _shader_planeinf.id, "uMotion" );
    _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" );
    _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" );
 }