X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fviewchar.h;h=604cae2534ba85af4b973e54d2d565de9b5e614e;hb=2a238d32da833812e837cf38e16a7685c98db5c3;hp=0cd026d9481827fa6f52584323a2994bbd975781;hpb=a3c10b9dec1ed7136721695033ebeef30717f249;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/viewchar.h b/shaders/viewchar.h index 0cd026d..604cae2 100644 --- a/shaders/viewchar.h +++ b/shaders/viewchar.h @@ -7,7 +7,6 @@ static struct vg_shader _shader_viewchar = { .link = shader_viewchar_link, .vs = { -.orig_file = "../../shaders/standard_skinned.vs", .static_src = "layout (location=0) in vec3 a_co;\n" "layout (location=1) in vec3 a_norm;\n" @@ -17,8 +16,30 @@ static struct vg_shader _shader_viewchar = { "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" +"\n" +"// TODO: Send a previous transform matrix stack\n" +"//\n" "uniform mat4x3 uTransforms[32];\n" "\n" "out vec4 aColour;\n" @@ -46,14 +67,15 @@ static struct vg_shader _shader_viewchar = { " aNorm = world_normal;\n" " aCo = a_co;\n" " aWorldCo = world_pos;\n" +"\n" +" // TODO:\n" +" aMotionVec0 = vec3(1.0);\n" +" aMotionVec1 = vec3(1.0);\n" "}\n" ""}, .fs = { -.orig_file = "../../shaders/viewchar.fs", .static_src = -"out vec4 FragColor;\n" -"\n" "uniform sampler2D uTexMain;\n" "uniform vec3 uCamera;\n" "\n" @@ -64,6 +86,8 @@ static struct vg_shader _shader_viewchar = { "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" @@ -167,10 +191,32 @@ static struct vg_shader _shader_viewchar = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 13 0 \n" +"#line 11 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 12 0 \n" "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " vec3 vfrag = texture( uTexMain, aUv ).rgb;\n" "\n" " // Lighting\n" @@ -185,8 +231,8 @@ static struct vg_shader _shader_viewchar = { " vfrag = do_light_shadowing( vfrag );\n" " vfrag = apply_fog( vfrag, fdist );\n" "\n" -" float opacity = clamp( fdist, 0.1, 1.0 );\n" -" FragColor = vec4(vfrag,opacity);\n" +" float opacity = clamp( fdist*fdist, 0.1, 1.0 );\n" +" oColour = vec4(vfrag,opacity);\n" "}\n" ""}, }; @@ -197,16 +243,16 @@ static GLuint _uniform_viewchar_uTexMain; static GLuint _uniform_viewchar_uCamera; static GLuint _uniform_viewchar_g_world_depth; static void shader_viewchar_uPv(m4x4f m){ - glUniformMatrix4fv( _uniform_viewchar_uPv, 1, GL_FALSE, (float *)m ); + glUniformMatrix4fv(_uniform_viewchar_uPv,1,GL_FALSE,(float*)m); } static void shader_viewchar_uTexMain(int i){ - glUniform1i( _uniform_viewchar_uTexMain, i ); + glUniform1i(_uniform_viewchar_uTexMain,i); } static void shader_viewchar_uCamera(v3f v){ - glUniform3fv( _uniform_viewchar_uCamera, 1, v ); + glUniform3fv(_uniform_viewchar_uCamera,1,v); } static void shader_viewchar_g_world_depth(int i){ - glUniform1i( _uniform_viewchar_g_world_depth, i ); + glUniform1i(_uniform_viewchar_g_world_depth,i); } static void shader_viewchar_register(void){ vg_shader_register( &_shader_viewchar );