X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fparticle.h;fp=shaders%2Fparticle.h;h=60bc981577f042071b7829fcef8800a9b716522f;hb=60b814f700fb47b6730d603dd85a5affad67272e;hp=0000000000000000000000000000000000000000;hpb=4e9c3ed7d90219258c6b7d88cf389188dbbdfd70;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/particle.h b/shaders/particle.h new file mode 100644 index 0000000..60bc981 --- /dev/null +++ b/shaders/particle.h @@ -0,0 +1,108 @@ +#ifndef SHADER_particle_H +#define SHADER_particle_H +static void shader_particle_link(void); +static void shader_particle_register(void); +static struct vg_shader _shader_particle = { + .name = "particle", + .link = shader_particle_link, + .vs = +{ +.orig_file = "shaders/particle.vs", +.static_src = +"layout (location=0) in vec3 a_co;\n" +"layout (location=1) in vec4 a_colour;\n" +"\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 5 0 \n" +"\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvPrev;\n" +"\n" +"out vec4 aColour;\n" +"\n" +"void main(){\n" +" vec4 vproj0 = uPv * vec4( a_co, 1.0 );\n" +" vec4 vproj1 = uPvPrev * vec4( a_co, 1.0 );\n" +" vs_motion_out( vproj0, vproj1 );\n" +"\n" +" gl_Position = vproj0;\n" +" aColour = a_colour;\n" +"}\n" +""}, + .fs = +{ +.orig_file = "shaders/particle.fs", +.static_src = +"layout (location = 0) out vec4 oColour;\n" +"in vec4 aColour;\n" +"\n" +"#line 1 1 \n" +"const float k_motion_lerp_amount = 0.01;\n" +"\n" +"#line 2 0 \n" +"\n" +"layout (location = 1) out vec2 oMotionVec;\n" +"\n" +"in vec3 aMotionVec0;\n" +"in vec3 aMotionVec1;\n" +"\n" +"void compute_motion_vectors()\n" +"{\n" +" // Write motion vectors\n" +" vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n" +" vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n" +"\n" +" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n" +"}\n" +"\n" +"#line 5 0 \n" +"\n" +"void main(){\n" +" compute_motion_vectors();\n" +"\n" +" //vec2 ssuv = gl_FragCoord.xy;\n" +" //vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" +" //float dither = fract( vDither.g / 71.0 ) - 0.5;\n" +"\n" +" //if( vsamplemain.a+dither<0.5 )\n" +" // discard;\n" +"\n" +" oColour = aColour;\n" +"}\n" +""}, +}; + +static GLuint _uniform_particle_uPv; +static GLuint _uniform_particle_uPvPrev; +static void shader_particle_uPv(m4x4f m){ + glUniformMatrix4fv(_uniform_particle_uPv,1,GL_FALSE,(float*)m); +} +static void shader_particle_uPvPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_particle_uPvPrev,1,GL_FALSE,(float*)m); +} +static void shader_particle_register(void){ + vg_shader_register( &_shader_particle ); +} +static void shader_particle_use(void){ glUseProgram(_shader_particle.id); } +static void shader_particle_link(void){ + _uniform_particle_uPv = glGetUniformLocation( _shader_particle.id, "uPv" ); + _uniform_particle_uPvPrev = glGetUniformLocation( _shader_particle.id, "uPvPrev" ); +} +#endif /* SHADER_particle_H */