.link = shader_viewchar_link,
.vs =
{
-.orig_file = "../../shaders/standard_skinned.vs",
.static_src =
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\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"
+"\n"
+"// TODO: Send a previous transform matrix stack\n"
+"//\n"
"uniform mat4x3 uTransforms[32];\n"
"\n"
"out vec4 aColour;\n"
" aNorm = world_normal;\n"
" aCo = a_co;\n"
" aWorldCo = world_pos;\n"
+"\n"
+" // TODO:\n"
+" aMotionVec0 = vec3(1.0);\n"
+" aMotionVec1 = vec3(1.0);\n"
"}\n"
""},
.fs =
{
-.orig_file = "../../shaders/viewchar.fs",
.static_src =
-"out vec4 FragColor;\n"
-"\n"
"uniform sampler2D uTexMain;\n"
"uniform vec3 uCamera;\n"
"\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"
" 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"
"\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"
" return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
"}\n"
"\n"
-"#line 13 0 \n"
+"#line 11 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 12 0 \n"
"\n"
"void main()\n"
"{\n"
+" compute_motion_vectors();\n"
+"\n"
" vec3 vfrag = texture( uTexMain, aUv ).rgb;\n"
"\n"
" // Lighting\n"
" vfrag = do_light_shadowing( vfrag );\n"
" vfrag = apply_fog( vfrag, fdist );\n"
"\n"
-" float opacity = clamp( fdist, 0.1, 1.0 );\n"
-" FragColor = vec4(vfrag,opacity);\n"
+" float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n"
+" oColour = vec4(vfrag,opacity);\n"
"}\n"
""},
};
static GLuint _uniform_viewchar_uCamera;
static GLuint _uniform_viewchar_g_world_depth;
static void shader_viewchar_uPv(m4x4f m){
- glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m );
+ glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m);
}
static void shader_viewchar_uTexMain(int i){
- glUniform1i( _uniform_viewchar_uTexMain, i );
+ glUniform1i(_uniform_viewchar_uTexMain,i);
}
static void shader_viewchar_uCamera(v3f v){
- glUniform3fv( _uniform_viewchar_uCamera, 1, v );
+ glUniform3fv(_uniform_viewchar_uCamera,1,v);
}
static void shader_viewchar_g_world_depth(int i){
- glUniform1i( _uniform_viewchar_g_world_depth, i );
+ glUniform1i(_uniform_viewchar_g_world_depth,i);
}
static void shader_viewchar_register(void){
vg_shader_register( &_shader_viewchar );