"layout (location=5) in ivec4 a_groups;\n"
"\n"
"#line 2 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\n"
+"out vec3 aMotionVec0;\n"
+"out vec3 aMotionVec1;\n"
+"\n"
+"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
+"{\n"
+" // This magically solves some artifacting errors!\n"
+" //\n"
+" vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
+"\n"
+" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
+" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
+"}\n"
+"\n"
+"#line 3 0 \n"
"\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
"\n"
"out vec4 aColour;\n"
"out vec2 aUv;\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"
+" 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"
" aCo = a_co;\n"
-" aWorldCo = world_pos;\n"
"}\n"
""},
.fs =
{
.static_src =
-"out vec4 FragColor;\n"
-"\n"
"uniform sampler2D uTexGarbage;\n"
"uniform sampler2D uTexGradients;\n"
"uniform vec3 uCamera;\n"
"uniform vec3 uSandColour;\n"
"uniform vec2 uBlendOffset;\n"
+"uniform vec3 uBoard0;\n"
+"uniform vec3 uBoard1;\n"
"\n"
"in vec4 aColour;\n"
"in vec2 aUv;\n"
"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"
" return mix( vfrag, g_ambient_colour.rgb, faccum );\n"
"}\n"
"\n"
+"// FIXME\n"
+"float sdLine( vec3 p, vec3 a, vec3 b )\n"
+"{\n"
+" vec3 pa = p - a;\n"
+" vec3 ba = b - a;\n"
+"\n"
+" float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );\n"
+" return length( pa - ba*h );\n"
+"}\n"
+"\n"
"vec3 do_light_shadowing( vec3 vfrag )\n"
"{\n"
" if( g_shadow_samples == 0 )\n"
" famt+=shadow_sample((vdir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
" famt+=shadow_sample((vdir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
" famt+=shadow_sample((vdir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"
+"\n"
+" // player shadow\n"
+" float dist_to_player = max( 0.0, sdLine( aWorldCo, uBoard0, uBoard1 )-0.03 );\n"
+" float player_shadow = max( 1.0-dist_to_player*1.7, 0.0 );\n"
+" player_shadow *= player_shadow*player_shadow*player_shadow;\n"
+"\n"
+" famt = max( player_shadow*0.6, famt );\n"
" return mix( vfrag, g_ambient_colour.rgb, famt );\n"
"}\n"
"\n"
"}\n"
"\n"
"#line 16 0 \n"
+"#line 1 2 \n"
+"const float k_motion_lerp_amount = 0.01;\n"
+"\n"
+"#line 2 0 \n"
+"\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"
+"\n"
+" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
+"}\n"
+"\n"
+"#line 17 0 \n"
"\n"
"void main()\n"
"{\n"
+" compute_motion_vectors();\n"
+"\n"
+" // Colour\n"
+" // ------\n"
" vec3 vfrag = vec3(0.5,0.5,0.5);\n"
"\n"
" // ws modulation\n"
" 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_terrain_uMdl;
static GLuint _uniform_terrain_uPv;
+static GLuint _uniform_terrain_uPvmPrev;
static GLuint _uniform_terrain_uTexGarbage;
static GLuint _uniform_terrain_uTexGradients;
static GLuint _uniform_terrain_uCamera;
static GLuint _uniform_terrain_uSandColour;
static GLuint _uniform_terrain_uBlendOffset;
+static GLuint _uniform_terrain_uBoard0;
+static GLuint _uniform_terrain_uBoard1;
static GLuint _uniform_terrain_g_world_depth;
static void shader_terrain_uMdl(m4x3f m){
glUniformMatrix4x3fv(_uniform_terrain_uMdl,1,GL_FALSE,(float*)m);
static void shader_terrain_uPv(m4x4f m){
glUniformMatrix4fv(_uniform_terrain_uPv,1,GL_FALSE,(float*)m);
}
+static void shader_terrain_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_terrain_uPvmPrev,1,GL_FALSE,(float*)m);
+}
static void shader_terrain_uTexGarbage(int i){
glUniform1i(_uniform_terrain_uTexGarbage,i);
}
static void shader_terrain_uBlendOffset(v2f v){
glUniform2fv(_uniform_terrain_uBlendOffset,1,v);
}
+static void shader_terrain_uBoard0(v3f v){
+ glUniform3fv(_uniform_terrain_uBoard0,1,v);
+}
+static void shader_terrain_uBoard1(v3f v){
+ glUniform3fv(_uniform_terrain_uBoard1,1,v);
+}
static void shader_terrain_g_world_depth(int i){
glUniform1i(_uniform_terrain_g_world_depth,i);
}
static void shader_terrain_link(void){
_uniform_terrain_uMdl = glGetUniformLocation( _shader_terrain.id, "uMdl" );
_uniform_terrain_uPv = glGetUniformLocation( _shader_terrain.id, "uPv" );
+ _uniform_terrain_uPvmPrev = glGetUniformLocation( _shader_terrain.id, "uPvmPrev" );
_uniform_terrain_uTexGarbage = glGetUniformLocation( _shader_terrain.id, "uTexGarbage" );
_uniform_terrain_uTexGradients = glGetUniformLocation( _shader_terrain.id, "uTexGradients" );
_uniform_terrain_uCamera = glGetUniformLocation( _shader_terrain.id, "uCamera" );
_uniform_terrain_uSandColour = glGetUniformLocation( _shader_terrain.id, "uSandColour" );
_uniform_terrain_uBlendOffset = glGetUniformLocation( _shader_terrain.id, "uBlendOffset" );
+ _uniform_terrain_uBoard0 = glGetUniformLocation( _shader_terrain.id, "uBoard0" );
+ _uniform_terrain_uBoard1 = glGetUniformLocation( _shader_terrain.id, "uBoard1" );
_uniform_terrain_g_world_depth = glGetUniformLocation( _shader_terrain.id, "g_world_depth" );
}
#endif /* SHADER_terrain_H */