X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fstandard.h;h=3c759b6c8584a93decf24298faa23cd2577ba57a;hb=a1adba47558099cab82aa6d10abdc1dca11d3342;hp=ac052b0d935f5e4042e1dff2b5be57a8162e7c71;hpb=23a1be081ab9e378cba49a23b8ed4d4082b580c1;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/standard.h b/shaders/standard.h index ac052b0..3c759b6 100644 --- a/shaders/standard.h +++ b/shaders/standard.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_standard = { .link = shader_standard_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" @@ -17,9 +16,21 @@ static struct vg_shader _shader_standard = { "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" @@ -29,21 +40,23 @@ static struct vg_shader _shader_standard = { "\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 = { -.orig_file = "../../shaders/standard.fs", .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexGarbage;\n" "uniform sampler2D uTexMain;\n" "uniform vec3 uCamera;\n" @@ -56,6 +69,8 @@ static struct vg_shader _shader_standard = { "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" @@ -67,6 +82,7 @@ static struct vg_shader _shader_standard = { " float g_water_fog;\n" " int g_light_count;\n" " int g_light_preview;\n" +" int g_shadow_samples;\n" "};\n" "\n" "uniform sampler2D g_world_depth;\n" @@ -131,6 +147,11 @@ static struct vg_shader _shader_standard = { "\n" "vec3 do_light_shadowing( vec3 vfrag )\n" "{\n" +" if( g_shadow_samples == 0 )\n" +" {\n" +" return vfrag;\n" +" }\n" +"\n" " float fspread = g_light_colours[0].w;\n" " vec3 vdir = g_light_directions[0].xyz;\n" " float flength = g_light_directions[0].w;\n" @@ -153,10 +174,27 @@ static struct vg_shader _shader_standard = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 15 0 \n" +"#line 13 0 \n" +"#line 1 2 \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 14 0 \n" "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " vec3 vfrag = vec3(0.5,0.5,0.5);\n" " vec4 vsamplemain = texture( uTexMain, aUv );\n" " vec3 qnorm = normalize(aNorm);\n" @@ -178,38 +216,42 @@ static struct vg_shader _shader_standard = { " 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_standard_uMdl; static GLuint _uniform_standard_uPv; +static GLuint _uniform_standard_uPvmPrev; static GLuint _uniform_standard_uTexGarbage; static GLuint _uniform_standard_uTexMain; static GLuint _uniform_standard_uCamera; static GLuint _uniform_standard_uPlane; static GLuint _uniform_standard_g_world_depth; static void shader_standard_uMdl(m4x3f m){ - glUniformMatrix4x3fv( _uniform_standard_uMdl, 1, GL_FALSE, (float *)m ); + glUniformMatrix4x3fv(_uniform_standard_uMdl,1,GL_FALSE,(float*)m); } static void shader_standard_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_standard_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_standard_uPv,1,GL_FALSE,(float*)m); +} +static void shader_standard_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_standard_uPvmPrev,1,GL_FALSE,(float*)m); } static void shader_standard_uTexGarbage(int i){ - glUniform1i( _uniform_standard_uTexGarbage, i ); + glUniform1i(_uniform_standard_uTexGarbage,i); } static void shader_standard_uTexMain(int i){ - glUniform1i( _uniform_standard_uTexMain, i ); + glUniform1i(_uniform_standard_uTexMain,i); } static void shader_standard_uCamera(v3f v){ - glUniform3fv( _uniform_standard_uCamera, 1, v ); + glUniform3fv(_uniform_standard_uCamera,1,v); } static void shader_standard_uPlane(v4f v){ - glUniform4fv( _uniform_standard_uPlane, 1, v ); + glUniform4fv(_uniform_standard_uPlane,1,v); } static void shader_standard_g_world_depth(int i){ - glUniform1i( _uniform_standard_g_world_depth, i ); + glUniform1i(_uniform_standard_g_world_depth,i); } static void shader_standard_register(void){ vg_shader_register( &_shader_standard ); @@ -218,6 +260,7 @@ static void shader_standard_use(void){ glUseProgram(_shader_standard.id); } static void shader_standard_link(void){ _uniform_standard_uMdl = glGetUniformLocation( _shader_standard.id, "uMdl" ); _uniform_standard_uPv = glGetUniformLocation( _shader_standard.id, "uPv" ); + _uniform_standard_uPvmPrev = glGetUniformLocation( _shader_standard.id, "uPvmPrev" ); _uniform_standard_uTexGarbage = glGetUniformLocation( _shader_standard.id, "uTexGarbage" ); _uniform_standard_uTexMain = glGetUniformLocation( _shader_standard.id, "uTexMain" ); _uniform_standard_uCamera = glGetUniformLocation( _shader_standard.id, "uCamera" );