.link = shader_scene_fxglow_link,
.vs =
{
-.orig_file = "shaders/scene.vs",
+.orig_file = "shaders/scene_fxglow.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec4 a_norm;\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
+"uniform vec2 uUvOffset;\n"
"\n"
"out vec2 aUv;\n"
"out vec4 aNorm;\n"
"\n"
" gl_Position = vproj0;\n"
"\n"
-" aUv = a_uv;\n"
+" aUv = a_uv + uUvOffset;\n"
" aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w );\n"
" aCo = a_co;\n"
" aWorldCo = world_pos0;\n"
" return world_depth_sample( pos ) - ref_depth;\n"
"}\n"
"\n"
-"float shadow_sample( vec3 vdir )\n"
-"{\n"
-" vec3 sample_pos = aWorldCo + vdir;\n"
-" float height_sample = world_depth_sample( sample_pos );\n"
+"float shadow_sample( vec3 co ){\n"
+" float height_sample = world_depth_sample( co );\n"
"\n"
-" float fdelta = height_sample - sample_pos.y;\n"
+" float fdelta = height_sample - co.y;\n"
" return clamp( fdelta, 0.2, 0.4 )-0.2;\n"
"}\n"
"\n"
-"float newlight_compute_sun_shadow( vec3 dir )\n"
-"{\n"
-" if( g_shadow_samples == 0 )\n"
-" {\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+" if( g_shadow_samples == 0 ){\n"
" return 1.0;\n"
" }\n"
"\n"
" float flength = g_shadow_length;\n"
"\n"
" float famt = 0.0;\n"
-" famt += shadow_sample((dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
-" famt += shadow_sample((dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
-" famt += shadow_sample((dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
-" famt += shadow_sample((dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
"\n"
-" //famt+=shadow_sample((dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
-" //famt+=shadow_sample((dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
-" //famt+=shadow_sample((dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
-" //famt+=shadow_sample((dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
"\n"
" return 1.0 - famt;\n"
"}\n"
" light_delta = normalize( light_delta );\n"
"\n"
" float quadratic = dist2*100.0;\n"
-" float attenuation = 1.0f/( 1.0f + quadratic );\n"
+" float attenuation = 1.0/( 1.0 + quadratic );\n"
" attenuation *= max( dot( light_delta, normal ), 0.0 );\n"
"\n"
" float falloff = max( 0.0, 1.0-(dist2*light_co.w) );\n"
" float fdist = length(halfview);\n"
" halfview /= fdist;\n"
"\n"
-" float world_shadow = newlight_compute_sun_shadow( g_sun_dir.xyz \n"
-" * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
+" float world_shadow = newlight_compute_sun_shadow( \n"
+" co, g_sun_dir.xyz * (1.0/(max(g_sun_dir.y,0.0)+0.2)) );\n"
"\n"
" vec3 total_light = clearskies_lighting( \n"
" normal, min( light_mask, world_shadow ), halfview );\n"
"\n"
"#line 6 0 \n"
"\n"
-"void main()\n"
-"{\n"
-" compute_motion_vectors();\n"
+"void main(){\n"
+" oMotionVec = vec2(0.0);\n"
"\n"
" vec4 vsamplemain = texture( uTexMain, aUv );\n"
"\n"
static GLuint _uniform_scene_fxglow_uMdl;
static GLuint _uniform_scene_fxglow_uPv;
static GLuint _uniform_scene_fxglow_uPvmPrev;
+static GLuint _uniform_scene_fxglow_uUvOffset;
static GLuint _uniform_scene_fxglow_uTexMain;
static GLuint _uniform_scene_fxglow_uCamera;
static GLuint _uniform_scene_fxglow_g_world_depth;
static void shader_scene_fxglow_uPvmPrev(m4x4f m){
glUniformMatrix4fv(_uniform_scene_fxglow_uPvmPrev,1,GL_FALSE,(float*)m);
}
+static void shader_scene_fxglow_uUvOffset(v2f v){
+ glUniform2fv(_uniform_scene_fxglow_uUvOffset,1,v);
+}
static void shader_scene_fxglow_uTexMain(int i){
glUniform1i(_uniform_scene_fxglow_uTexMain,i);
}
_uniform_scene_fxglow_uMdl = glGetUniformLocation( _shader_scene_fxglow.id, "uMdl" );
_uniform_scene_fxglow_uPv = glGetUniformLocation( _shader_scene_fxglow.id, "uPv" );
_uniform_scene_fxglow_uPvmPrev = glGetUniformLocation( _shader_scene_fxglow.id, "uPvmPrev" );
+ _uniform_scene_fxglow_uUvOffset = glGetUniformLocation( _shader_scene_fxglow.id, "uUvOffset" );
_uniform_scene_fxglow_uTexMain = glGetUniformLocation( _shader_scene_fxglow.id, "uTexMain" );
_uniform_scene_fxglow_uCamera = glGetUniformLocation( _shader_scene_fxglow.id, "uCamera" );
_uniform_scene_fxglow_g_world_depth = glGetUniformLocation( _shader_scene_fxglow.id, "g_world_depth" );