X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;fp=shaders%2Fgpos.h;h=0000000000000000000000000000000000000000;hb=aa4c26eae2208872824e0eb5b71bc05c16d43242;hp=f2ac3934180b1c7708a64a8e9ba1eee4204af29b;hpb=3e8fda9c7cbc50d1ae95195905c953bdeedf71b9;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h deleted file mode 100644 index f2ac393..0000000 --- a/shaders/gpos.h +++ /dev/null @@ -1,267 +0,0 @@ -#ifndef SHADER_gpos_H -#define SHADER_gpos_H -static void shader_gpos_link(void); -static void shader_gpos_register(void); -static struct vg_shader _shader_gpos = { - .name = "gpos", - .link = shader_gpos_link, - .vs = -{ -.static_src = -"layout (location=0) in vec3 a_co;\n" -"layout (location=1) in vec3 a_norm;\n" -"layout (location=2) in vec2 a_uv;\n" -"layout (location=3) in vec4 a_colour;\n" -"layout (location=4) in vec4 a_weights;\n" -"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" -"out vec3 aNorm;\n" -"out vec3 aCo;\n" -"out vec3 aWorldCo;\n" -"\n" -"void main()\n" -"{\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" -"}\n" -""}, - .fs = -{ -.static_src = -"out vec4 FragColor;\n" -"\n" -"uniform vec3 uCamera;\n" -"uniform vec3 uBoard0;\n" -"uniform vec3 uBoard1;\n" -"\n" -"in vec4 aColour;\n" -"in vec2 aUv;\n" -"in vec3 aNorm;\n" -"in vec3 aCo;\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" -" vec4 g_light_directions[3];\n" -" vec4 g_ambient_colour;\n" -"\n" -" vec4 g_water_plane;\n" -" vec4 g_depth_bounds;\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" -"// Standard diffuse + spec models\n" -"// ==============================\n" -"\n" -"vec3 do_light_diffuse( vec3 vfrag, vec3 wnormal )\n" -"{\n" -" vec3 vtotal = g_ambient_colour.rgb;\n" -"\n" -" for( int i=0; i