X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fmodel_gate.h;h=31329abb360c00b1bc97621f47263aa79ace7606;hb=74b2136d5b41b18e2eec698f1fd11b503aa1100a;hp=013c916a5e9d6a9af0e1aef89ec119541e1d7442;hpb=e61356f70eddb79f05d7b9e329e91963ec74f817;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/model_gate.h b/shaders/model_gate.h index 013c916..31329ab 100644 --- a/shaders/model_gate.h +++ b/shaders/model_gate.h @@ -7,7 +7,7 @@ static struct vg_shader _shader_model_gate = { .link = shader_model_gate_link, .vs = { -.orig_file = "shaders/model_gate.vs", +.orig_file = "shaders/model.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -16,21 +16,50 @@ static struct vg_shader _shader_model_gate = { "layout (location=4) in vec4 a_weights;\n" "layout (location=5) in ivec4 a_groups;\n" "\n" -"uniform mat4 uPv;\n" +"#line 1 1 \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 9 0 \n" +"\n" "uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" "\n" -"out vec3 aNorm;\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_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" -" aNorm = a_norm;\n" -" aCo = world_pos;\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 = @@ -42,6 +71,7 @@ static struct vg_shader _shader_model_gate = { "uniform float uTime;\n" "uniform vec3 uCam;\n" "uniform vec2 uInvRes;\n" +"uniform vec4 uColour;\n" "\n" "in vec3 aNorm;\n" "in vec2 aUv;\n" @@ -50,7 +80,7 @@ static struct vg_shader _shader_model_gate = { "void main()\n" "{\n" " vec2 ssuv = gl_FragCoord.xy;\n" -" float opacity = 1.0-smoothstep(0.4,1.0,aUv.y);\n" +" float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\n" " \n" " vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" " float dither = fract( vDither.g / 71.0 ) - 0.5;\n" @@ -58,21 +88,26 @@ static struct vg_shader _shader_model_gate = { " if( opacity+dither<0.5 )\n" " discard;\n" "\n" -" FragColor = vec4( 0.0, 1.0, 0.0, 1.0 );\n" +" FragColor = uColour;\n" "}\n" ""}, }; -static GLuint _uniform_model_gate_uPv; static GLuint _uniform_model_gate_uMdl; +static GLuint _uniform_model_gate_uPv; +static GLuint _uniform_model_gate_uPvmPrev; static GLuint _uniform_model_gate_uTime; static GLuint _uniform_model_gate_uCam; static GLuint _uniform_model_gate_uInvRes; +static GLuint _uniform_model_gate_uColour; +static void shader_model_gate_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m); +} static void shader_model_gate_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_model_gate_uPv,1,GL_FALSE,(float*)m); } -static void shader_model_gate_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_model_gate_uMdl,1,GL_FALSE,(float*)m); +static void shader_model_gate_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_model_gate_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_model_gate_uTime(float f){ glUniform1f(_uniform_model_gate_uTime,f); @@ -83,15 +118,20 @@ static void shader_model_gate_uCam(v3f v){ static void shader_model_gate_uInvRes(v2f v){ glUniform2fv(_uniform_model_gate_uInvRes,1,v); } +static void shader_model_gate_uColour(v4f v){ + glUniform4fv(_uniform_model_gate_uColour,1,v); +} static void shader_model_gate_register(void){ vg_shader_register( &_shader_model_gate ); } static void shader_model_gate_use(void){ glUseProgram(_shader_model_gate.id); } static void shader_model_gate_link(void){ - _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" ); _uniform_model_gate_uMdl = glGetUniformLocation( _shader_model_gate.id, "uMdl" ); + _uniform_model_gate_uPv = glGetUniformLocation( _shader_model_gate.id, "uPv" ); + _uniform_model_gate_uPvmPrev = glGetUniformLocation( _shader_model_gate.id, "uPvmPrev" ); _uniform_model_gate_uTime = glGetUniformLocation( _shader_model_gate.id, "uTime" ); _uniform_model_gate_uCam = glGetUniformLocation( _shader_model_gate.id, "uCam" ); _uniform_model_gate_uInvRes = glGetUniformLocation( _shader_model_gate.id, "uInvRes" ); + _uniform_model_gate_uColour = glGetUniformLocation( _shader_model_gate.id, "uColour" ); } #endif /* SHADER_model_gate_H */