X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fpoint_map.h;h=006c98f93b28042b238f68468d12ab4f565a1400;hb=4eccfd7252f8ff165670842df537441afae5458b;hp=533b0ddf1ea1d6ad5bd83452d50b0f2637d25677;hpb=0310bab3c018e23f5516c3e3c3653b844a8106ed;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/point_map.h b/shaders/point_map.h index 533b0dd..006c98f 100644 --- a/shaders/point_map.h +++ b/shaders/point_map.h @@ -10,8 +10,7 @@ static struct vg_shader _shader_point_map = { .orig_file = "shaders/cloud.vs", .static_src = "layout (location=0) in vec4 a_co;\n" -"layout (location=1) in vec4 a_norm;\n" -"layout (location=2) in vec4 a_colour;\n" +"layout (location=1) in vec4 a_colour;\n" "\n" "#line 1 1 \n" "const float k_motion_lerp_amount = 0.01;\n" @@ -31,17 +30,15 @@ static struct vg_shader _shader_point_map = { " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n" "}\n" "\n" -"#line 6 0 \n" +"#line 5 0 \n" "\n" "uniform mat4x3 uMdl;\n" "uniform mat3 uNormMtx;\n" "uniform mat4 uPv;\n" "uniform mat4 uPvmPrev;\n" -"uniform vec2 uTime;\n" -"uniform vec4 uTransform;\n" +"uniform vec4 uAnim;\n" "\n" "out vec4 aColour;\n" -"out vec3 aNorm;\n" "out vec3 aWorldCo;\n" "out vec3 aCo;\n" "\n" @@ -52,41 +49,36 @@ static struct vg_shader _shader_point_map = { " return fract(vec2((p3.x + p3.y)*p3.z, (p3.x+p3.z)*p3.y));\n" "}\n" "\n" -"vec3 mapP( vec3 p )\n" +"vec3 gridify( vec3 p, float s, float t )\n" "{\n" -" return p;\n" -" float t = max(0.0,uTime.y);\n" +" vec3 co = p*s;\n" +" vec2 r2 = rand_hash22(p.xz);\n" +" vec3 grid = (vec3(floor(co.x),co.y,floor(co.z))+vec3(0.5,0.0,0.5)) * (1.0/s);\n" "\n" -" vec3 lco = p * 20.0;\n" -" vec3 grid = vec3(floor(lco.x),lco.y,floor(lco.z));//fract(p);\n" +" float t1 = 1.0-t;\n" +" t1 = 1.0-t1*t1;\n" +" float t2 = t*t;\n" "\n" -" return mix(p,grid * (1.0/20.0), t)*vec3(1.0+t,1.0-t,1.0+t);\n" +" return mix( p, grid, t1 ) + t2*vec3(0.0,r2.y*r2.y*0.2,0.0);\n" "}\n" "\n" "void main()\n" "{\n" -" vec3 mco = a_co.xyz * uTransform.w + uTransform.xyz;\n" +" vec3 co = gridify( a_co.xyz, uAnim.x, uAnim.y );\n" "\n" -"\n" -" vec3 center = vec3(0.5);\n" -" vec3 lco = mapP(mco-center);\n" -" mco = lco + center;\n" -"\n" -" vec3 world_pos0 = uMdl * vec4( mco, 1.0 );\n" +" vec3 world_pos0 = uMdl * vec4( co, 1.0 );\n" " vec4 vproj0 = uPv * vec4( world_pos0, 1.0 );\n" -" vec4 vproj1 = uPvmPrev * vec4( mco, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( co, 1.0 );\n" "\n" -" float t = max(0.0,uTime.y);\n" -" float scaler = smoothstep(0.6,0.58,length(lco.xz*vec2(0.7,1.0)));\n" +" float scaler = smoothstep(0.6,0.58,length(co.xz));\n" "\n" " vs_motion_out( vproj0, vproj1 );\n" "\n" " gl_Position = vproj0;\n" -" gl_PointSize = (8.0*uTransform.w*scaler) / (gl_Position.z + 0.01);\n" +" gl_PointSize = (9.0*scaler) / (max( gl_Position.z, 2.0 ));\n" " aWorldCo = world_pos0;\n" -" aColour = a_colour*scaler*(0.3+a_co.y);\n" -" aCo = mco;\n" -" aNorm = uNormMtx * a_norm.xyz;\n" +" aColour = a_colour*scaler*(1.0-uAnim.y*uAnim.y);\n" +" aCo = co;\n" "}\n" ""}, .fs = @@ -119,7 +111,6 @@ static struct vg_shader _shader_point_map = { "uniform vec3 uCamera;\n" "\n" "in vec4 aColour;\n" -"in vec3 aNorm;\n" "in vec3 aCo;\n" "in vec3 aWorldCo;\n" "\n" @@ -130,8 +121,7 @@ static struct vg_shader _shader_point_map = { " float dither = fract( vDither.g / 71.0 ) - 0.5;\n" "\n" " float diff = length(gl_PointCoord.xy-vec2(0.5));\n" -" if( diff>0.5 )\n" -" discard;\n" +" if( diff+dither>0.5 )discard;\n" "\n" " compute_motion_vectors();\n" " FragColor = aColour;\n" @@ -143,8 +133,7 @@ static GLuint _uniform_point_map_uMdl; static GLuint _uniform_point_map_uNormMtx; static GLuint _uniform_point_map_uPv; static GLuint _uniform_point_map_uPvmPrev; -static GLuint _uniform_point_map_uTime; -static GLuint _uniform_point_map_uTransform; +static GLuint _uniform_point_map_uAnim; static GLuint _uniform_point_map_uCamera; static void shader_point_map_uMdl(m4x3f m){ glUniformMatrix4x3fv(_uniform_point_map_uMdl,1,GL_FALSE,(float*)m); @@ -158,11 +147,8 @@ static void shader_point_map_uPv(m4x4f m){ static void shader_point_map_uPvmPrev(m4x4f m){ glUniformMatrix4fv(_uniform_point_map_uPvmPrev,1,GL_FALSE,(float*)m); } -static void shader_point_map_uTime(v2f v){ - glUniform2fv(_uniform_point_map_uTime,1,v); -} -static void shader_point_map_uTransform(v4f v){ - glUniform4fv(_uniform_point_map_uTransform,1,v); +static void shader_point_map_uAnim(v4f v){ + glUniform4fv(_uniform_point_map_uAnim,1,v); } static void shader_point_map_uCamera(v3f v){ glUniform3fv(_uniform_point_map_uCamera,1,v); @@ -176,8 +162,7 @@ static void shader_point_map_link(void){ _uniform_point_map_uNormMtx = glGetUniformLocation( _shader_point_map.id, "uNormMtx" ); _uniform_point_map_uPv = glGetUniformLocation( _shader_point_map.id, "uPv" ); _uniform_point_map_uPvmPrev = glGetUniformLocation( _shader_point_map.id, "uPvmPrev" ); - _uniform_point_map_uTime = glGetUniformLocation( _shader_point_map.id, "uTime" ); - _uniform_point_map_uTransform = glGetUniformLocation( _shader_point_map.id, "uTransform" ); + _uniform_point_map_uAnim = glGetUniformLocation( _shader_point_map.id, "uAnim" ); _uniform_point_map_uCamera = glGetUniformLocation( _shader_point_map.id, "uCamera" ); } #endif /* SHADER_point_map_H */