X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fplaneinf.h;fp=shaders%2Fplaneinf.h;h=4bd7e86eb06b1824dff68abc9e1fc48f4bb5d3ef;hb=c5b57b50f0a67361fa4c49feb05750d1cd0ae2ba;hp=e61776898ba2336214378d90d1de6ca594f2ab4d;hpb=03aada77bbf0d268216a4ace0281ccb97ea9a409;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/planeinf.h b/shaders/planeinf.h index e617768..4bd7e86 100644 --- a/shaders/planeinf.h +++ b/shaders/planeinf.h @@ -7,6 +7,7 @@ static struct vg_shader _shader_planeinf = { .link = shader_planeinf_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" @@ -16,11 +17,29 @@ static struct vg_shader _shader_planeinf = { "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" -"\n" -"uniform mat4x3 uMotion;\n" +"uniform mat4 uPvmPrev;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" @@ -28,19 +47,13 @@ static struct vg_shader _shader_planeinf = { "out vec3 aCo;\n" "out vec3 aWorldCo;\n" "\n" -"out vec3 aMotionVec0;\n" -"out vec3 aMotionVec1;\n" -"\n" "void main()\n" "{\n" -" vec3 world_pos0 = uMdl * vec4(a_co,1.0);\n" -" vec3 world_pos1 = uMotion * vec4(world_pos0,1.0);\n" -" \n" -" vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" -" vec4 vproj1 = uPv * vec4( world_pos1, 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" -" aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n" -" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" +" vs_motion_out( vproj0, vproj1 );\n" "\n" " gl_Position = vproj0;\n" " aWorldCo = world_pos0;\n" @@ -52,6 +65,7 @@ static struct vg_shader _shader_planeinf = { ""}, .fs = { +.orig_file = "../../shaders/planeinf.fs", .static_src = "\n" "#line 2 0 \n" @@ -85,23 +99,23 @@ static struct vg_shader _shader_planeinf = { static GLuint _uniform_planeinf_uMdl; static GLuint _uniform_planeinf_uPv; -static GLuint _uniform_planeinf_uMotion; +static GLuint _uniform_planeinf_uPvmPrev; static GLuint _uniform_planeinf_uCamera; static GLuint _uniform_planeinf_uPlane; static void shader_planeinf_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_planeinf_uMdl,1,GL_FALSE,(float*)m); + glUniformMatrix4x3fv( _uniform_planeinf_uMdl, 1, GL_FALSE, (float *)m ); } static void shader_planeinf_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_planeinf_uPv,1,GL_FALSE,(float*)m); + glUniformMatrix4fv( _uniform_planeinf_uPv, 1, GL_FALSE, (float *)m ); } -static void shader_planeinf_uMotion(m4x3f m){ - glUniformMatrix4x3fv(_uniform_planeinf_uMotion,1,GL_FALSE,(float*)m); +static void shader_planeinf_uPvmPrev(m4x4f m){ + glUniformMatrix4fv( _uniform_planeinf_uPvmPrev, 1, GL_FALSE, (float *)m ); } static void shader_planeinf_uCamera(v3f v){ - glUniform3fv(_uniform_planeinf_uCamera,1,v); + glUniform3fv( _uniform_planeinf_uCamera, 1, v ); } static void shader_planeinf_uPlane(v4f v){ - glUniform4fv(_uniform_planeinf_uPlane,1,v); + glUniform4fv( _uniform_planeinf_uPlane, 1, v ); } static void shader_planeinf_register(void){ vg_shader_register( &_shader_planeinf ); @@ -110,7 +124,7 @@ static void shader_planeinf_use(void){ glUseProgram(_shader_planeinf.id); } static void shader_planeinf_link(void){ _uniform_planeinf_uMdl = glGetUniformLocation( _shader_planeinf.id, "uMdl" ); _uniform_planeinf_uPv = glGetUniformLocation( _shader_planeinf.id, "uPv" ); - _uniform_planeinf_uMotion = glGetUniformLocation( _shader_planeinf.id, "uMotion" ); + _uniform_planeinf_uPvmPrev = glGetUniformLocation( _shader_planeinf.id, "uPvmPrev" ); _uniform_planeinf_uCamera = glGetUniformLocation( _shader_planeinf.id, "uCamera" ); _uniform_planeinf_uPlane = glGetUniformLocation( _shader_planeinf.id, "uPlane" ); }