+#ifndef SHADER_model_gate_unlinked_H
+#define SHADER_model_gate_unlinked_H
+static void shader_model_gate_unlinked_link(void);
+static void shader_model_gate_unlinked_register(void);
+static struct vg_shader _shader_model_gate_unlinked = {
+ .name = "model_gate_unlinked",
+ .link = shader_model_gate_unlinked_link,
+ .vs =
+{
+.orig_file = "shaders/model.vs",
+.static_src =
+"layout (location=0) in vec3 a_co;\n"
+"layout (location=1) in vec3 a_norm;\n"
+"layout (location=2) in vec2 a_uv;\n"
+"layout (location=3) in vec4 a_colour;\n"
+"layout (location=4) in vec4 a_weights;\n"
+"layout (location=5) in ivec4 a_groups;\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 9 0 \n"
+"\n"
+"uniform mat4x3 uMdl;\n"
+"uniform mat4 uPv;\n"
+"uniform mat4 uPvmPrev;\n"
+"\n"
+"out vec4 aColour;\n"
+"out vec2 aUv;\n"
+"out vec3 aNorm;\n"
+"out vec3 aCo;\n"
+"out vec3 aWorldCo;\n"
+"\n"
+"void main()\n"
+"{\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"
+"}\n"
+""},
+ .fs =
+{
+.orig_file = "shaders/model_gate_unlinked.fs",
+.static_src =
+"out vec4 FragColor;\n"
+"\n"
+"uniform float uTime;\n"
+"uniform vec3 uCam;\n"
+"uniform vec4 uColour;\n"
+"\n"
+"in vec3 aNorm;\n"
+"in vec2 aUv;\n"
+"in vec3 aCo;\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 12 0 \n"
+"\n"
+"void main(){\n"
+" compute_motion_vectors();\n"
+"\n"
+" vec2 ssuv = gl_FragCoord.xy;\n"
+" float opacity = 1.0-smoothstep(0.0,1.0,aUv.y+uColour.a);\n"
+" \n"
+" vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
+" float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
+"\n"
+" if( opacity+dither<0.5 )\n"
+" discard;\n"
+"\n"
+" FragColor = uColour;\n"
+"}\n"
+""},
+};
+
+static GLuint _uniform_model_gate_unlinked_uMdl;
+static GLuint _uniform_model_gate_unlinked_uPv;
+static GLuint _uniform_model_gate_unlinked_uPvmPrev;
+static GLuint _uniform_model_gate_unlinked_uTime;
+static GLuint _uniform_model_gate_unlinked_uCam;
+static GLuint _uniform_model_gate_unlinked_uColour;
+static void shader_model_gate_unlinked_uMdl(m4x3f m){
+ glUniformMatrix4x3fv(_uniform_model_gate_unlinked_uMdl,1,GL_FALSE,(float*)m);
+}
+static void shader_model_gate_unlinked_uPv(m4x4f m){
+ glUniformMatrix4fv(_uniform_model_gate_unlinked_uPv,1,GL_FALSE,(float*)m);
+}
+static void shader_model_gate_unlinked_uPvmPrev(m4x4f m){
+ glUniformMatrix4fv(_uniform_model_gate_unlinked_uPvmPrev,1,GL_FALSE,(float*)m);
+}
+static void shader_model_gate_unlinked_uTime(float f){
+ glUniform1f(_uniform_model_gate_unlinked_uTime,f);
+}
+static void shader_model_gate_unlinked_uCam(v3f v){
+ glUniform3fv(_uniform_model_gate_unlinked_uCam,1,v);
+}
+static void shader_model_gate_unlinked_uColour(v4f v){
+ glUniform4fv(_uniform_model_gate_unlinked_uColour,1,v);
+}
+static void shader_model_gate_unlinked_register(void){
+ vg_shader_register( &_shader_model_gate_unlinked );
+}
+static void shader_model_gate_unlinked_use(void){ glUseProgram(_shader_model_gate_unlinked.id); }
+static void shader_model_gate_unlinked_link(void){
+ _uniform_model_gate_unlinked_uMdl = glGetUniformLocation( _shader_model_gate_unlinked.id, "uMdl" );
+ _uniform_model_gate_unlinked_uPv = glGetUniformLocation( _shader_model_gate_unlinked.id, "uPv" );
+ _uniform_model_gate_unlinked_uPvmPrev = glGetUniformLocation( _shader_model_gate_unlinked.id, "uPvmPrev" );
+ _uniform_model_gate_unlinked_uTime = glGetUniformLocation( _shader_model_gate_unlinked.id, "uTime" );
+ _uniform_model_gate_unlinked_uCam = glGetUniformLocation( _shader_model_gate_unlinked.id, "uCam" );
+ _uniform_model_gate_unlinked_uColour = glGetUniformLocation( _shader_model_gate_unlinked.id, "uColour" );
+}
+#endif /* SHADER_model_gate_unlinked_H */