.link = shader_sky_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"
+"#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"
"out vec4 aColour;\n"
"out vec2 aUv;\n"
"out vec3 aNorm;\n"
"out vec3 aCo;\n"
+"out vec3 aWorldCo;\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"
+" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n"
+" vec4 vproj1 = uPvmPrev * vec4( a_co, 1.0 );\n"
+"\n"
+" vs_motion_out( vproj0, vproj1 );\n"
+"\n"
+" gl_Position = vproj0;\n"
+" aWorldCo = world_pos0;\n"
" aColour = a_colour;\n"
" aUv = a_uv;\n"
" aNorm = mat3(uMdl) * a_norm;\n"
""},
.fs =
{
-.orig_file = "../shaders/sky.fs",
.static_src =
-"out vec4 FragColor;\n"
+"layout (location = 0) out vec4 oColour;\n"
"\n"
"uniform vec4 uColour;\n"
"uniform sampler2D uTexGarbage;\n"
"in vec3 aNorm;\n"
"in vec3 aCo;\n"
"\n"
+"#line 1 1 \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"
" float fintensity = 1.0-(abs(aNorm.y)*0.7);\n"
-" float fblend = pow(fintensity,8.0);\n"
+" float fblend = pow(fintensity,4.0);\n"
" vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n"
" vec3 skycolour = vec3( 0.5, 0.6, 0.9 );\n"
" vec3 diffuse = mix( skycolour, horizon, fblend );\n"
" vec3 colour_ocean = vec3( 0.61, 0.84, 0.9 );\n"
" float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n"
"\n"
-" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e*(1.0-fblend*3.0));\n"
-" FragColor = vec4(skycomp,1.0);\n"
+" vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n"
+" oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n"
"}\n"
""},
};
-static GLuint _uniform_sky_uPv;
static GLuint _uniform_sky_uMdl;
+static GLuint _uniform_sky_uPv;
+static GLuint _uniform_sky_uPvmPrev;
static GLuint _uniform_sky_uColour;
static GLuint _uniform_sky_uTexGarbage;
static GLuint _uniform_sky_uTime;
+static void shader_sky_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_sky_uMdl,1,GL_FALSE,(float*)m);
+}
static void shader_sky_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_sky_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m);
}
-static void shader_sky_uMdl(m4x3f m){
- glUniformMatrix4x3fv( _uniform_sky_uMdl, 1, GL_FALSE, (float *)m );
+static void shader_sky_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_sky_uPvmPrev,1,GL_FALSE,(float*)m);
}
static void shader_sky_uColour(v4f v){
- glUniform4fv( _uniform_sky_uColour, 1, v );
+ glUniform4fv(_uniform_sky_uColour,1,v);
}
static void shader_sky_uTexGarbage(int i){
- glUniform1i( _uniform_sky_uTexGarbage, i );
+ glUniform1i(_uniform_sky_uTexGarbage,i);
}
static void shader_sky_uTime(float f){
- glUniform1f( _uniform_sky_uTime, f );
+ glUniform1f(_uniform_sky_uTime,f);
}
static void shader_sky_register(void){
vg_shader_register( &_shader_sky );
}
static void shader_sky_use(void){ glUseProgram(_shader_sky.id); }
static void shader_sky_link(void){
- _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
_uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" );
+ _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" );
+ _uniform_sky_uPvmPrev = glGetUniformLocation( _shader_sky.id, "uPvmPrev" );
_uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" );
_uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" );
_uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );