X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscoretext.h;h=fea61cc0a68631d47539ae05e13432949c47c263;hb=65de5fb65850b8eb282455d15ca7466b656c1ef8;hp=fae077e81e93a83fe452c0ca20dab88c0725240e;hpb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scoretext.h b/shaders/scoretext.h index fae077e..fea61cc 100644 --- a/shaders/scoretext.h +++ b/shaders/scoretext.h @@ -16,9 +16,29 @@ static struct vg_shader _shader_scoretext = { "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 mat4 uPv;\n" "uniform mat4x3 uMdl;\n" +"uniform mat4 uPv;\n" +"uniform mat4 uPvmPrev;\n" "\n" "uniform vec3 uInfo;\n" "\n" @@ -47,8 +67,16 @@ static struct vg_shader _shader_scoretext = { " mlocal[2] = vec3(0.0,0.0,1.0);\n" " mlocal[3] = vec3(c*r,uInfo.y*0.875 + s*r,uInfo.x*0.5);\n" "\n" -" vec3 world_pos = uMdl * vec4(mlocal * vec4(a_co,1.0),1.0);\n" -" gl_Position = uPv * vec4( world_pos, 1.0 );\n" +" vec3 local_pos = mlocal * vec4( a_co, 1.0 );\n" +" vec3 world_pos = uMdl * vec4( local_pos, 1.0 );\n" +"\n" +" vec4 vproj0 = uPv * vec4( world_pos, 1.0 );\n" +" vec4 vproj1 = uPvmPrev * vec4( local_pos, 1.0 );\n" +"\n" +" // Output\n" +" vs_motion_out( vproj0, vproj1 );\n" +"\n" +" gl_Position = vproj0;\n" " aColour = a_colour;\n" " aUv = a_uv + vec2( floor(uInfo.z+0.5)*(1.0/64.0), yoff );\n" " aNorm = mat3(uMdl) * mat3(mlocal) * a_norm;\n" @@ -59,8 +87,6 @@ static struct vg_shader _shader_scoretext = { .fs = { .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexGradients;\n" "uniform vec3 uCamera;\n" @@ -72,6 +98,8 @@ static struct vg_shader _shader_scoretext = { "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" @@ -175,10 +203,32 @@ static struct vg_shader _shader_scoretext = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 14 0 \n" +"#line 12 0 \n" +"#line 1 2 \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 13 0 \n" "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " vec3 vfrag = vec3(0.5,0.5,0.5);\n" "\n" " // ws modulation\n" @@ -217,23 +267,27 @@ static struct vg_shader _shader_scoretext = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" FragColor = vec4(vfrag, 1.0 );\n" +" oColour = vec4(vfrag, 1.0 );\n" "}\n" ""}, }; -static GLuint _uniform_scoretext_uPv; static GLuint _uniform_scoretext_uMdl; +static GLuint _uniform_scoretext_uPv; +static GLuint _uniform_scoretext_uPvmPrev; static GLuint _uniform_scoretext_uInfo; static GLuint _uniform_scoretext_uTexGarbage; static GLuint _uniform_scoretext_uTexGradients; static GLuint _uniform_scoretext_uCamera; static GLuint _uniform_scoretext_g_world_depth; +static void shader_scoretext_uMdl(m4x3f m){ + glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m); +} static void shader_scoretext_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_scoretext_uPv,1,GL_FALSE,(float*)m); } -static void shader_scoretext_uMdl(m4x3f m){ - glUniformMatrix4x3fv(_uniform_scoretext_uMdl,1,GL_FALSE,(float*)m); +static void shader_scoretext_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_scoretext_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_scoretext_uInfo(v3f v){ glUniform3fv(_uniform_scoretext_uInfo,1,v); @@ -255,8 +309,9 @@ static void shader_scoretext_register(void){ } static void shader_scoretext_use(void){ glUseProgram(_shader_scoretext.id); } static void shader_scoretext_link(void){ - _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" ); _uniform_scoretext_uMdl = glGetUniformLocation( _shader_scoretext.id, "uMdl" ); + _uniform_scoretext_uPv = glGetUniformLocation( _shader_scoretext.id, "uPv" ); + _uniform_scoretext_uPvmPrev = glGetUniformLocation( _shader_scoretext.id, "uPvmPrev" ); _uniform_scoretext_uInfo = glGetUniformLocation( _shader_scoretext.id, "uInfo" ); _uniform_scoretext_uTexGarbage = glGetUniformLocation( _shader_scoretext.id, "uTexGarbage" ); _uniform_scoretext_uTexGradients = glGetUniformLocation( _shader_scoretext.id, "uTexGradients" );