"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 =
{
.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"
" 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"
""},
};