60bc981577f042071b7829fcef8800a9b716522f
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / particle.h
1 #ifndef SHADER_particle_H
2 #define SHADER_particle_H
3 static void shader_particle_link(void);
4 static void shader_particle_register(void);
5 static struct vg_shader _shader_particle = {
6 .name = "particle",
7 .link = shader_particle_link,
8 .vs =
9 {
10 .orig_file = "shaders/particle.vs",
11 .static_src =
12 "layout (location=0) in vec3 a_co;\n"
13 "layout (location=1) in vec4 a_colour;\n"
14 "\n"
15 "#line 1 1 \n"
16 "const float k_motion_lerp_amount = 0.01;\n"
17 "\n"
18 "#line 2 0 \n"
19 "\n"
20 "out vec3 aMotionVec0;\n"
21 "out vec3 aMotionVec1;\n"
22 "\n"
23 "void vs_motion_out( vec4 vproj0, vec4 vproj1 )\n"
24 "{\n"
25 " // This magically solves some artifacting errors!\n"
26 " //\n"
27 " vproj1 = vproj0*(1.0-k_motion_lerp_amount) + vproj1*k_motion_lerp_amount;\n"
28 "\n"
29 " aMotionVec0 = vec3( vproj0.xy, vproj0.w );\n"
30 " aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
31 "}\n"
32 "\n"
33 "#line 5 0 \n"
34 "\n"
35 "uniform mat4 uPv;\n"
36 "uniform mat4 uPvPrev;\n"
37 "\n"
38 "out vec4 aColour;\n"
39 "\n"
40 "void main(){\n"
41 " vec4 vproj0 = uPv * vec4( a_co, 1.0 );\n"
42 " vec4 vproj1 = uPvPrev * vec4( a_co, 1.0 );\n"
43 " vs_motion_out( vproj0, vproj1 );\n"
44 "\n"
45 " gl_Position = vproj0;\n"
46 " aColour = a_colour;\n"
47 "}\n"
48 ""},
49 .fs =
50 {
51 .orig_file = "shaders/particle.fs",
52 .static_src =
53 "layout (location = 0) out vec4 oColour;\n"
54 "in vec4 aColour;\n"
55 "\n"
56 "#line 1 1 \n"
57 "const float k_motion_lerp_amount = 0.01;\n"
58 "\n"
59 "#line 2 0 \n"
60 "\n"
61 "layout (location = 1) out vec2 oMotionVec;\n"
62 "\n"
63 "in vec3 aMotionVec0;\n"
64 "in vec3 aMotionVec1;\n"
65 "\n"
66 "void compute_motion_vectors()\n"
67 "{\n"
68 " // Write motion vectors\n"
69 " vec2 vmotion0 = aMotionVec0.xy / aMotionVec0.z;\n"
70 " vec2 vmotion1 = aMotionVec1.xy / aMotionVec1.z;\n"
71 "\n"
72 " oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
73 "}\n"
74 "\n"
75 "#line 5 0 \n"
76 "\n"
77 "void main(){\n"
78 " compute_motion_vectors();\n"
79 "\n"
80 " //vec2 ssuv = gl_FragCoord.xy;\n"
81 " //vec3 vDither = vec3( dot( vec2( 171.0, 231.0 ), ssuv) );\n"
82 " //float dither = fract( vDither.g / 71.0 ) - 0.5;\n"
83 "\n"
84 " //if( vsamplemain.a+dither<0.5 )\n"
85 " // discard;\n"
86 "\n"
87 " oColour = aColour;\n"
88 "}\n"
89 ""},
90 };
91
92 static GLuint _uniform_particle_uPv;
93 static GLuint _uniform_particle_uPvPrev;
94 static void shader_particle_uPv(m4x4f m){
95 glUniformMatrix4fv(_uniform_particle_uPv,1,GL_FALSE,(float*)m);
96 }
97 static void shader_particle_uPvPrev(m4x4f m){
98 glUniformMatrix4fv(_uniform_particle_uPvPrev,1,GL_FALSE,(float*)m);
99 }
100 static void shader_particle_register(void){
101 vg_shader_register( &_shader_particle );
102 }
103 static void shader_particle_use(void){ glUseProgram(_shader_particle.id); }
104 static void shader_particle_link(void){
105 _uniform_particle_uPv = glGetUniformLocation( _shader_particle.id, "uPv" );
106 _uniform_particle_uPvPrev = glGetUniformLocation( _shader_particle.id, "uPvPrev" );
107 }
108 #endif /* SHADER_particle_H */