add motion vectors to all shaders
[carveJwlIkooP6JGAAIwe30JlM.git] / world_sfd.h
index 3f94c4ed86fae271a5948d20c521179ccf395c65..9f41992bc84de7d43e42634797bd9d22038cc7a1 100644 (file)
@@ -102,7 +102,7 @@ VG_STATIC void sfd_update(void)
 }
 
 VG_STATIC void bind_terrain_noise(void);
-VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
+VG_STATIC void sfd_render( camera *cam, m4x3f transform )
 {
    mesh_bind( &world.sfd.mesh_display );
 
@@ -113,9 +113,14 @@ VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
    bind_terrain_noise();
    vg_tex2d_bind( &tex_scoretext, 1 );
 
-   shader_scoretext_uPv( projection );
+   m4x4f pvm_prev;
+   m4x3_expand( transform, pvm_prev );
+   m4x4_mul( cam->mtx_prev.pv, pvm_prev, pvm_prev );
+
+   shader_scoretext_uPv( cam->mtx.pv );
+   shader_scoretext_uPvmPrev( pvm_prev );
    shader_scoretext_uMdl( transform );
-   shader_scoretext_uCamera( camera );
+   shader_scoretext_uCamera( cam->transform[3] );
 
    for( int y=0;y<world.sfd.h; y++ )
    {
@@ -134,9 +139,11 @@ VG_STATIC void sfd_render( m4x4f projection, v3f camera, m4x3f transform )
    bind_terrain_noise();
    vg_tex2d_bind( &tex_scoretext, 1 );
 
-   shader_vblend_uPv( projection );
+   shader_vblend_uPv( cam->mtx.pv );
+   shader_vblend_uPvmPrev( pvm_prev );
+
    shader_vblend_uMdl( transform );
-   shader_vblend_uCamera( camera );
+   shader_vblend_uCamera( cam->transform[3] );
    
    mesh_bind( &world.sfd.mesh_base );
    mesh_draw( &world.sfd.mesh_base );