X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fgpos.h;h=b60fb758deddf2bd360f05e5c9964ba0b6a1d39b;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=3c17cbb628280023113fcdf2c814a27f818b89d8;hpb=a3c10b9dec1ed7136721695033ebeef30717f249;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/gpos.h b/shaders/gpos.h index 3c17cbb..b60fb75 100644 --- a/shaders/gpos.h +++ b/shaders/gpos.h @@ -7,7 +7,6 @@ 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" @@ -17,9 +16,21 @@ static struct vg_shader _shader_gpos = { "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" @@ -29,18 +40,22 @@ 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" @@ -53,6 +68,8 @@ 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" @@ -182,19 +199,23 @@ 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){ - glUniformMatrix4x3fv( _uniform_gpos_uMdl, 1, GL_FALSE, (float *)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_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 ); @@ -203,6 +224,7 @@ 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" ); }