// vim: filetype=cpp %TEX2D image = loading %TEX2D depth = loading %TEX2D blured = loading %VERTEX_SHADER uniform mat4x4 lastView; uniform float maxDistance; uniform float dtime; varying vec2 vTexCoord; varying vec4 moveAmount; void main (void) { vec4 Position; vec4 moveAmountVec = ((gl_ModelViewMatrix*gl_Vertex)-(lastView*gl_Vertex)); float amount = abs(sqrt(moveAmountVec.x*moveAmountVec.x + moveAmountVec.y*moveAmountVec.y + moveAmountVec.z * moveAmountVec.z))/maxDistance; Position = gl_ModelViewMatrix * gl_Vertex; gl_Position = gl_ProjectionMatrix * Position; moveAmountVec = gl_ProjectionMatrix * moveAmountVec; moveAmountVec = Position - gl_ProjectionMatrix*(lastView*gl_Vertex); moveAmount.x = moveAmountVec.x; moveAmount.y = moveAmountVec.y; moveAmount.z = moveAmountVec.z; vTexCoord = gl_MultiTexCoord0.st; } %FRAGMENT_SHADER uniform sampler2D image; uniform sampler2D depth; uniform sampler2D blured; uniform float scale; uniform float time; uniform vec2 noiseoffset; uniform float foo; uniform float height; varying vec2 vTexCoord; varying vec4 moveAmount; void main (void) { gl_FragColor = normalize(moveAmount); } // } //