add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / water_fast.h
index 8cc3f50a8406854b858f2d78d22842c4ad601f28..3da3db2a41d926b782ec57a83679fbdfe686b94b 100644 (file)
@@ -16,9 +16,21 @@ static struct vg_shader _shader_water_fast = {
 "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 mat4x3 uMdl;\n"
 "uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
 "\n"
 "out vec4 aColour;\n"
 "out vec2 aUv;\n"
@@ -28,20 +40,23 @@ static struct vg_shader _shader_water_fast = {
 "\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 uTexDudv;\n"
 "\n"
 "uniform float uTime;\n"
@@ -58,6 +73,8 @@ static struct vg_shader _shader_water_fast = {
 "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"
@@ -161,7 +178,22 @@ static struct vg_shader _shader_water_fast = {
 "   return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n"
 "}\n"
 "\n"
-"#line     19        0 \n"
+"#line     17        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     18        0 \n"
 "\n"
 "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue )\n"
 "{\n"
@@ -178,6 +210,8 @@ static struct vg_shader _shader_water_fast = {
 "\n"
 "void main()\n"
 "{\n"
+"   compute_motion_vectors();\n"
+"\n"
 "   // Surface colour composite\n"
 "   float depthvalue = clamp( -world_depth_sample( aCo )*(1.0/25.0), 0.0, 1.0 );\n"
 "\n"
@@ -202,13 +236,14 @@ static struct vg_shader _shader_water_fast = {
 "   // Composite\n"
 "   vec4 vsurface = water_surf( halfview, surfnorm, depthvalue );\n"
 "   vsurface.a -= fdist;\n"
-"   FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
+"   oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n"
 "}\n"
 ""},
 };
 
 static GLuint _uniform_water_fast_uMdl;
 static GLuint _uniform_water_fast_uPv;
+static GLuint _uniform_water_fast_uPvmPrev;
 static GLuint _uniform_water_fast_uTexDudv;
 static GLuint _uniform_water_fast_uTime;
 static GLuint _uniform_water_fast_uCamera;
@@ -222,6 +257,9 @@ static void shader_water_fast_uMdl(m4x3f m){
 static void shader_water_fast_uPv(m4x4f m){
    glUniformMatrix4fv(_uniform_water_fast_uPv,1,GL_FALSE,(float*)m);
 }
+static void shader_water_fast_uPvmPrev(m4x4f m){
+   glUniformMatrix4fv(_uniform_water_fast_uPvmPrev,1,GL_FALSE,(float*)m);
+}
 static void shader_water_fast_uTexDudv(int i){
    glUniform1i(_uniform_water_fast_uTexDudv,i);
 }
@@ -250,6 +288,7 @@ static void shader_water_fast_use(void){ glUseProgram(_shader_water_fast.id); }
 static void shader_water_fast_link(void){
    _uniform_water_fast_uMdl = glGetUniformLocation( _shader_water_fast.id, "uMdl" );
    _uniform_water_fast_uPv = glGetUniformLocation( _shader_water_fast.id, "uPv" );
+   _uniform_water_fast_uPvmPrev = glGetUniformLocation( _shader_water_fast.id, "uPvmPrev" );
    _uniform_water_fast_uTexDudv = glGetUniformLocation( _shader_water_fast.id, "uTexDudv" );
    _uniform_water_fast_uTime = glGetUniformLocation( _shader_water_fast.id, "uTime" );
    _uniform_water_fast_uCamera = glGetUniformLocation( _shader_water_fast.id, "uCamera" );