add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / scoretext.h
index eea32ee1d651dfcbf1a03a8550c4e80e2c4a291e..55734a37e1d36e3def197291dd00aa0d75975363 100644 (file)
@@ -7,7 +7,6 @@ static struct vg_shader _shader_scoretext = {
    .link = shader_scoretext_link,
    .vs = 
 {
-.orig_file = "../../shaders/scoretext.vs",
 .static_src = 
 "layout (location=0) in vec3 a_co;\n"
 "layout (location=1) in vec3 a_norm;\n"
@@ -17,9 +16,21 @@ static struct vg_shader _shader_scoretext = {
 "layout (location=5) in ivec4 a_groups;\n"
 "\n"
 "#line      2        0 \n"
+"#line       1        2 \n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+"   aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+"   aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line      3        0 \n"
 "\n"
-"uniform mat4 uPv;\n"
 "uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "uniform vec3 uInfo;\n"
 "\n"
@@ -48,8 +59,16 @@ static struct vg_shader _shader_scoretext = {
 "   mlocal[2] = vec3(0.0,0.0,1.0);\n"
 "   mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n"
 "\n"
-"   vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);\n"
-"   gl_Position = uPv * vec4( world_pos, 1.0 );\n"
+"   vec3 local_pos = mlocal * vec4( a_co, 1.0 );\n"
+"   vec3 world_pos = uMdl * vec4( local_pos, 1.0 );\n"
+"\n"
+"   vec4 vproj0 = uPv      * vec4( world_pos, 1.0 );\n"
+"   vec4 vproj1 = uPvmPrev * vec4( local_pos, 1.0 );\n"
+"\n"
+"   // Output\n"
+"   vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+"   gl_Position = vproj0;\n"
 "   aColour = a_colour;\n"
 "   aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n"
 "   aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;\n"
@@ -59,10 +78,7 @@ static struct vg_shader _shader_scoretext = {
 ""},
    .fs = 
 {
-.orig_file = "../../shaders/vblend.fs",
 .static_src = 
-"out vec4 FragColor;\n"
-"\n"
 "uniform sampler2D uTexGarbage;\n"
 "uniform sampler2D uTexGradients;\n"
 "uniform vec3 uCamera;\n"
@@ -74,6 +90,8 @@ static struct vg_shader _shader_scoretext = {
 "in vec3 aWorldCo;\n"
 "\n"
 "#line       1        1 \n"
+"layout (location = 0) out vec4 oColour;\n"
+"\n"
 "layout (std140) uniform ub_world_lighting\n"
 "{\n"
 "   vec4 g_light_colours[3];\n"
@@ -85,6 +103,7 @@ static struct vg_shader _shader_scoretext = {
 "   float g_water_fog;\n"
 "   int g_light_count;\n"
 "   int g_light_preview;\n"
+"   int g_shadow_samples;\n"
 "};\n"
 "\n"
 "uniform sampler2D g_world_depth;\n"
@@ -149,6 +168,11 @@ static struct vg_shader _shader_scoretext = {
 "\n"
 "vec3 do_light_shadowing( vec3 vfrag )\n"
 "{\n"
+"   if( g_shadow_samples == 0 )\n"
+"   {\n"
+"      return vfrag;\n"
+"   }\n"
+"\n"
 "   float fspread = g_light_colours[0].w;\n"
 "   vec3  vdir = g_light_directions[0].xyz;\n"
 "   float flength = g_light_directions[0].w;\n"
@@ -171,10 +195,27 @@ static struct vg_shader _shader_scoretext = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     14        0 \n"
+"#line     12        0 \n"
+"#line       1        2 \n"
+"layout (location = 1) out vec2 oMotionVec;\n"
+"\n"
+"in vec3 aMotionVec0;\n"
+"in vec3 aMotionVec1;\n"
+"\n"
+"void compute_motion_vectors()\n"
+"{\n"
+"   // Write motion vectors\n"
+"   vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
+"   vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
+"   oMotionVec = vmotion1-vmotion0;\n"
+"}\n"
+"\n"
+"#line     13        0 \n"
 "\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   vec3 vfrag = vec3(0.5,0.5,0.5);\n"
 "\n"
 "   // ws modulation\n"
@@ -213,46 +254,51 @@ static struct vg_shader _shader_scoretext = {
 "   vfrag = do_light_shadowing( vfrag );\n"
 "   vfrag = apply_fog( vfrag, fdist );\n"
 "\n"
-"   FragColor = vec4(vfrag, 1.0 );\n"
+"   oColour = vec4(vfrag, 1.0 );\n"
 "}\n"
 ""},
 };
 
-static GLuint _uniform_scoretext_uPv;
 static GLuint _uniform_scoretext_uMdl;
+static GLuint _uniform_scoretext_uPv;
+static GLuint _uniform_scoretext_uPvmPrev;
 static GLuint _uniform_scoretext_uInfo;
 static GLuint _uniform_scoretext_uTexGarbage;
 static GLuint _uniform_scoretext_uTexGradients;
 static GLuint _uniform_scoretext_uCamera;
 static GLuint _uniform_scoretext_g_world_depth;
+static void shader_scoretext_uMdl(m4x3f m){
+   glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m);
+}
 static void shader_scoretext_uPv(m4x4f m){
-   glUniformMatrix4fv( _uniform_scoretext_uPv, 1, GL_FALSE, (float *)m );
+   glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m);
 }
-static void shader_scoretext_uMdl(m4x3f m){
-   glUniformMatrix4x3fv( _uniform_scoretext_uMdl, 1, GL_FALSE, (float *)m );
+static void shader_scoretext_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_scoretext_uPvmPrev,1,GL_FALSE,(float*)m);
 }
 static void shader_scoretext_uInfo(v3f v){
-   glUniform3fv( _uniform_scoretext_uInfo, 1, v );
+   glUniform3fv(_uniform_scoretext_uInfo,1,v);
 }
 static void shader_scoretext_uTexGarbage(int i){
-   glUniform1i( _uniform_scoretext_uTexGarbage, i );
+   glUniform1i(_uniform_scoretext_uTexGarbage,i);
 }
 static void shader_scoretext_uTexGradients(int i){
-   glUniform1i( _uniform_scoretext_uTexGradients, i );
+   glUniform1i(_uniform_scoretext_uTexGradients,i);
 }
 static void shader_scoretext_uCamera(v3f v){
-   glUniform3fv( _uniform_scoretext_uCamera, 1, v );
+   glUniform3fv(_uniform_scoretext_uCamera,1,v);
 }
 static void shader_scoretext_g_world_depth(int i){
-   glUniform1i( _uniform_scoretext_g_world_depth, i );
+   glUniform1i(_uniform_scoretext_g_world_depth,i);
 }
 static void shader_scoretext_register(void){
    vg_shader_register( &_shader_scoretext );
 }
 static void shader_scoretext_use(void){ glUseProgram(_shader_scoretext.id); }
 static void shader_scoretext_link(void){
-   _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" );
    _uniform_scoretext_uMdl = glGetUniformLocation( _shader_scoretext.id, "uMdl" );
+   _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" );
+   _uniform_scoretext_uPvmPrev = glGetUniformLocation( _shader_scoretext.id, "uPvmPrev" );
    _uniform_scoretext_uInfo = glGetUniformLocation( _shader_scoretext.id, "uInfo" );
    _uniform_scoretext_uTexGarbage = glGetUniformLocation( _shader_scoretext.id, "uTexGarbage" );
    _uniform_scoretext_uTexGradients = glGetUniformLocation( _shader_scoretext.id, "uTexGradients" );