X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fsky.h;h=fa0546f5bbb5bce4648615118de2ccb9760b75ac;hb=a1adba47558099cab82aa6d10abdc1dca11d3342;hp=b93549bcd37165a9e9c32859d4365335dbea4935;hpb=3d8eaabcfd3b87fb52127eaa1241673e8d197bea;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/sky.h b/shaders/sky.h index b93549b..fa0546f 100644 --- a/shaders/sky.h +++ b/shaders/sky.h @@ -16,9 +16,21 @@ static struct vg_shader _shader_sky = { "layout (location=5) in ivec4 a_groups;\n" "\n" "#line 2 0 \n" +"#line 1 2 \n" +"out vec3 aMotionVec0;\n" +"out vec3 aMotionVec1;\n" +"\n" +"void vs_motion_out( vec4 vproj0, vec4 vproj1 )\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" +"uniform mat4 uPvmPrev;\n" "\n" "out vec4 aColour;\n" "out vec2 aUv;\n" @@ -28,19 +40,24 @@ static struct vg_shader _shader_sky = { "\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" +" 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" -" aWorldCo = world_pos;\n" "}\n" ""}, .fs = { .static_src = -"out vec4 FragColor;\n" +"layout (location = 0) out vec4 oColour;\n" "\n" "uniform vec4 uColour;\n" "uniform sampler2D uTexGarbage;\n" @@ -51,8 +68,26 @@ static struct vg_shader _shader_sky = { "in vec3 aNorm;\n" "in vec3 aCo;\n" "\n" +"#line 1 1 \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" +" oMotionVec = vmotion1-vmotion0;\n" +"}\n" +"\n" +"#line 13 0 \n" +"\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " float fintensity = 1.0-(abs(aNorm.y)*0.7);\n" " float fblend = pow(fintensity,4.0);\n" " vec3 horizon = vec3( 0.8, 0.9, 0.9 );\n" @@ -71,13 +106,14 @@ static struct vg_shader _shader_sky = { " float fhorizon = step( aNorm.y * 0.5 + 0.5, 0.5 );\n" "\n" " vec3 skycomp = mix(diffuse, vec3(1.0,1.0,1.0), cloud_e);\n" -" FragColor = vec4(pow(skycomp, vec3(1.5)),1.0);\n" +" oColour = vec4(pow(skycomp, vec3(1.5)),1.0);\n" "}\n" ""}, }; static GLuint _uniform_sky_uMdl; static GLuint _uniform_sky_uPv; +static GLuint _uniform_sky_uPvmPrev; static GLuint _uniform_sky_uColour; static GLuint _uniform_sky_uTexGarbage; static GLuint _uniform_sky_uTime; @@ -87,6 +123,9 @@ static void shader_sky_uMdl(m4x3f m){ static void shader_sky_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_sky_uPv,1,GL_FALSE,(float*)m); } +static void shader_sky_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_sky_uPvmPrev,1,GL_FALSE,(float*)m); +} static void shader_sky_uColour(v4f v){ glUniform4fv(_uniform_sky_uColour,1,v); } @@ -103,6 +142,7 @@ static void shader_sky_use(void){ glUseProgram(_shader_sky.id); } static void shader_sky_link(void){ _uniform_sky_uMdl = glGetUniformLocation( _shader_sky.id, "uMdl" ); _uniform_sky_uPv = glGetUniformLocation( _shader_sky.id, "uPv" ); + _uniform_sky_uPvmPrev = glGetUniformLocation( _shader_sky.id, "uPvmPrev" ); _uniform_sky_uColour = glGetUniformLocation( _shader_sky.id, "uColour" ); _uniform_sky_uTexGarbage = glGetUniformLocation( _shader_sky.id, "uTexGarbage" ); _uniform_sky_uTime = glGetUniformLocation( _shader_sky.id, "uTime" );