X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fwater.h;h=109f29dd5b11af7e38650924563de1689cb5719b;hb=f7db507815e2822d971031c30f25e02b45e9c914;hp=6c76dfe26b11d5df1cc7708230d4caad78dbeb07;hpb=75703291fbf045008a3b1ebb20fc46a2617b6b3b;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/water.h b/shaders/water.h index 6c76dfe..109f29d 100644 --- a/shaders/water.h +++ b/shaders/water.h @@ -16,9 +16,21 @@ static struct vg_shader _shader_water = { "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" @@ -28,20 +40,23 @@ static struct vg_shader _shader_water = { "\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" -"\n" "uniform sampler2D uTexMain;\n" "uniform sampler2D uTexDudv;\n" "uniform sampler2D uTexBack;\n" @@ -61,6 +76,8 @@ static struct vg_shader _shader_water = { "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" @@ -164,7 +181,22 @@ static struct vg_shader _shader_water = { " return mix( vfrag, vec3(0.55,0.76,1.0), min( 1.0, dist ) );\n" "}\n" "\n" -"#line 22 0 \n" +"#line 20 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 21 0 \n" "\n" "vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n" " vec4 beneath, vec4 above )\n" @@ -189,6 +221,8 @@ static struct vg_shader _shader_water = { "\n" "void main()\n" "{\n" +" compute_motion_vectors();\n" +"\n" " // Create texture coords\n" " vec2 ssuv = gl_FragCoord.xy*uInvRes;\n" " \n" @@ -220,13 +254,14 @@ static struct vg_shader _shader_water = { " // Composite\n" " vec4 vsurface = water_surf( halfview, surfnorm, depthvalue, beneath, above );\n" " vsurface.a -= fdist;\n" -" FragColor = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n" +" oColour = mix( vsurface, vec4(1.0,1.0,1.0,0.5), fband );\n" "}\n" ""}, }; static GLuint _uniform_water_uMdl; static GLuint _uniform_water_uPv; +static GLuint _uniform_water_uPvmPrev; static GLuint _uniform_water_uTexMain; static GLuint _uniform_water_uTexDudv; static GLuint _uniform_water_uTexBack; @@ -243,6 +278,9 @@ static void shader_water_uMdl(m4x3f m){ static void shader_water_uPv(m4x4f m){ glUniformMatrix4fv(_uniform_water_uPv,1,GL_FALSE,(float*)m); } +static void shader_water_uPvmPrev(m4x4f m){ + glUniformMatrix4fv(_uniform_water_uPvmPrev,1,GL_FALSE,(float*)m); +} static void shader_water_uTexMain(int i){ glUniform1i(_uniform_water_uTexMain,i); } @@ -280,6 +318,7 @@ static void shader_water_use(void){ glUseProgram(_shader_water.id); } static void shader_water_link(void){ _uniform_water_uMdl = glGetUniformLocation( _shader_water.id, "uMdl" ); _uniform_water_uPv = glGetUniformLocation( _shader_water.id, "uPv" ); + _uniform_water_uPvmPrev = glGetUniformLocation( _shader_water.id, "uPvmPrev" ); _uniform_water_uTexMain = glGetUniformLocation( _shader_water.id, "uTexMain" ); _uniform_water_uTexDudv = glGetUniformLocation( _shader_water.id, "uTexDudv" ); _uniform_water_uTexBack = glGetUniformLocation( _shader_water.id, "uTexBack" );