X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Ftrail.h;h=b9ab766b179cbef9b9a78dd511a21b52948b5bf5;hb=5f6a4f9df6c8accc89f1920bfe9ace3cbac4c4b6;hp=ee6090cd22847502989200d2608d7ecac984a2da;hpb=a109f126d8adab622e38fbcc2d4281e75255246a;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/trail.h b/shaders/trail.h index ee6090c..b9ab766 100644 --- a/shaders/trail.h +++ b/shaders/trail.h @@ -1,113 +1,23 @@ -#ifndef SHADER_trail_H -#define SHADER_trail_H -static void shader_trail_link(void); -static void shader_trail_register(void); -static struct vg_shader _shader_trail = { - .name = "trail", - .link = shader_trail_link, - .vs = +#pragma once +#include "vg/vg_engine.h" +extern struct vg_shader _shader_trail; +extern GLuint _uniform_trail_uPv; +extern GLuint _uniform_trail_uPvPrev; +extern GLuint _uniform_trail_uColour; +static inline void shader_trail_uPv(m4x4f m) { -.orig_file = "shaders/trail.vs", -.static_src = -"layout (location=0) in vec4 a_co;\n" -"\n" -"#line 1 1 \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 4 0 \n" -"\n" -"uniform mat4 uPv;\n" -"uniform mat4 uPvPrev;\n" -"\n" -"out float aAlpha;\n" -"\n" -"void main(){\n" -" vec4 vproj0 = uPv * vec4( a_co.xyz, 1.0 );\n" -" vec4 vproj1 = uPvPrev * vec4( a_co.xyz, 1.0 );\n" -" vs_motion_out( vproj0, vproj1 );\n" -"\n" -" gl_Position = vproj0;\n" -" aAlpha = a_co.w;\n" -"}\n" -""}, - .fs = -{ -.orig_file = "shaders/trail.fs", -.static_src = -"layout (location = 0) out vec4 oColour;\n" -"in float aAlpha;\n" -"uniform vec4 uColour;\n" -"\n" -"#line 1 1 \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 6 0 \n" -"\n" -"void main(){\n" -" compute_motion_vectors();\n" -"\n" -" vec2 ssuv = gl_FragCoord.xy;\n" -" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n" -" float dither = fract( vDither.g / 71.0 ) - 0.5;\n" -"\n" -" if( aAlpha+dither<0.5 )\n" -" discard;\n" -"\n" -" oColour = vec4( uColour.rgb, uColour.a * aAlpha );\n" -"}\n" -""}, -}; - -static GLuint _uniform_trail_uPv; -static GLuint _uniform_trail_uPvPrev; -static GLuint _uniform_trail_uColour; -static void shader_trail_uPv(m4x4f m){ - glUniformMatrix4fv(_uniform_trail_uPv,1,GL_FALSE,(float*)m); + glUniformMatrix4fv(_uniform_trail_uPv,1,GL_FALSE,(f32*)m); } -static void shader_trail_uPvPrev(m4x4f m){ - glUniformMatrix4fv(_uniform_trail_uPvPrev,1,GL_FALSE,(float*)m); +static inline void shader_trail_uPvPrev(m4x4f m) +{ + glUniformMatrix4fv(_uniform_trail_uPvPrev,1,GL_FALSE,(f32*)m); } -static void shader_trail_uColour(v4f v){ +static inline void shader_trail_uColour(v4f v) +{ glUniform4fv(_uniform_trail_uColour,1,v); } -static void shader_trail_register(void){ - vg_shader_register( &_shader_trail ); -} -static void shader_trail_use(void){ glUseProgram(_shader_trail.id); } -static void shader_trail_link(void){ - _uniform_trail_uPv = glGetUniformLocation( _shader_trail.id, "uPv" ); - _uniform_trail_uPvPrev = glGetUniformLocation( _shader_trail.id, "uPvPrev" ); - _uniform_trail_uColour = glGetUniformLocation( _shader_trail.id, "uColour" ); +static inline void shader_trail_use(void); +static inline void shader_trail_use(void) +{ + glUseProgram(_shader_trail.id); } -#endif /* SHADER_trail_H */