X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;h=2f4440db78c899b68542ce010f21595c7c5394fc;hb=c52e639cdcf6d21f69caa9625238afded7513ca4;hp=8549ec43384a2d0f2a3acc582014322cae69f03c;hpb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h index 8549ec4..2f4440d 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -16,9 +16,29 @@ static struct vg_shader _shader_gpos = { "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" @@ -28,13 +48,18 @@ 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 = @@ -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" @@ -180,6 +207,7 @@ static struct vg_shader _shader_gpos = { 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){ @@ -188,6 +216,9 @@ static void shader_gpos_uMdl(m4x3f m){ static void shader_gpos_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_gpos_uPv,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); } @@ -201,6 +232,7 @@ static void shader_gpos_use(void){ glUseProgram(_shader_gpos.id); } static void shader_gpos_link(void){ _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" ); }