X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;h=2f4440db78c899b68542ce010f21595c7c5394fc;hb=0124cd309a7db70cdd74b5661f2df8b862ca2f2f;hp=87b5843ba0c098bc4d417fbdb2ebaa1fe4716778;hpb=60b0d8af679396c857f8c5f9a7a518b092a2f416;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h index 87b5843..2f4440d 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -7,17 +7,38 @@ static struct vg_shader _shader_gpos = { .link = shader_gpos_link, .vs = { -.orig_file = "../../shaders/standard.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" -"layout (location=2) in vec4 a_colour;\n" -"layout (location=3) in vec2 a_uv;\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 mat4 uPv;\n" "uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" @@ -27,18 +48,22 @@ static struct vg_shader _shader_gpos = { "\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 = { -.orig_file = "../../shaders/gpos.fs", .static_src = "out vec4 FragColor;\n" "\n" @@ -51,6 +76,8 @@ static struct vg_shader _shader_gpos = { "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" @@ -62,6 +89,7 @@ static struct vg_shader _shader_gpos = { " 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" @@ -126,6 +154,11 @@ static struct vg_shader _shader_gpos = { "\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" @@ -172,29 +205,34 @@ static struct vg_shader _shader_gpos = { ""}, }; -static GLuint _uniform_gpos_uPv; static GLuint _uniform_gpos_uMdl; +static GLuint _uniform_gpos_uPv; +static GLuint _uniform_gpos_uPvmPrev; static GLuint _uniform_gpos_uCamera; static GLuint _uniform_gpos_g_world_depth; +static void shader_gpos_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_gpos_uMdl,1,GL_FALSE,(float*)m); +} static void shader_gpos_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_gpos_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_gpos_uPv,1,GL_FALSE,(float*)m); } -static void shader_gpos_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)m ); +static void shader_gpos_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_gpos_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_gpos_uCamera(v3f v){ - glUniform3fv( _uniform_gpos_uCamera, 1, v ); + glUniform3fv(_uniform_gpos_uCamera,1,v); } static void shader_gpos_g_world_depth(int i){ - glUniform1i( _uniform_gpos_g_world_depth, i ); + glUniform1i(_uniform_gpos_g_world_depth,i); } static void shader_gpos_register(void){ vg_shader_register( &_shader_gpos ); } static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); } static void shader_gpos_link(void){ - _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" ); _uniform_gpos_uMdl = glGetUniformLocation( _shader_gpos.id, "uMdl" ); + _uniform_gpos_uPv = glGetUniformLocation( _shader_gpos.id, "uPv" ); + _uniform_gpos_uPvmPrev = glGetUniformLocation( _shader_gpos.id, "uPvmPrev" ); _uniform_gpos_uCamera = glGetUniformLocation( _shader_gpos.id, "uCamera" ); _uniform_gpos_g_world_depth = glGetUniformLocation( _shader_gpos.id, "g_world_depth" ); }