@galacean/engine-core 0.9.0-beta.81 → 0.9.0-beta.82
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
package/dist/miniprogram.js
CHANGED
|
@@ -7484,8 +7484,6 @@ var transform_declare = "#define GLSLIFY 1\nuniform mat4 u_localMat;uniform mat4
|
|
|
7484
7484
|
|
|
7485
7485
|
var color_share = "#define GLSLIFY 1\n#ifdef O3_HAS_VERTEXCOLOR\nvarying vec4 v_color;\n#endif\n"; // eslint-disable-line
|
|
7486
7486
|
|
|
7487
|
-
var RendererFragmentDeclaration = "#define GLSLIFY 1\nuniform highp ivec4 oasis_RendererLayer;"; // eslint-disable-line
|
|
7488
|
-
|
|
7489
7487
|
var FogFragmentDeclaration = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nvarying vec3 v_positionVS;uniform vec4 oasis_FogColor;uniform vec4 oasis_FogParams;float ComputeFogIntensity(float fogDepth){\n#if OASIS_FOG_MODE == 1\nreturn clamp(fogDepth*oasis_FogParams.x+oasis_FogParams.y,0.0,1.0);\n#elif OASIS_FOG_MODE == 2\nreturn clamp(exp2(-fogDepth*oasis_FogParams.z),0.0,1.0);\n#elif OASIS_FOG_MODE == 3\nfloat factor=fogDepth*oasis_FogParams.w;return clamp(exp2(-factor*factor),0.0,1.0);\n#endif\n}\n#endif\n"; // eslint-disable-line
|
|
7490
7488
|
|
|
7491
7489
|
var FogVertexDeclaration = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nvarying vec3 v_positionVS;\n#endif\n"; // eslint-disable-line
|
|
@@ -7520,7 +7518,7 @@ var worldpos_vert = "#define GLSLIFY 1\n#ifdef O3_NEED_WORLDPOS\nvec4 temp_pos=u
|
|
|
7520
7518
|
|
|
7521
7519
|
var FogFragment = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nfloat fogIntensity=ComputeFogIntensity(length(v_positionVS));gl_FragColor.rgb=mix(oasis_FogColor.rgb,gl_FragColor.rgb,fogIntensity);\n#endif\n"; // eslint-disable-line
|
|
7522
7520
|
|
|
7523
|
-
var light_frag_define = "#define GLSLIFY 1\n#ifdef O3_DIRECT_LIGHT_COUNT\nstruct DirectLight{vec3 color;vec3 direction;};uniform ivec2 u_directLightCullingMask[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightColor[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightDirection[O3_DIRECT_LIGHT_COUNT];\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nstruct PointLight{vec3 color;vec3 position;float distance;};uniform ivec2 u_pointLightCullingMask[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightColor[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightPosition[O3_POINT_LIGHT_COUNT];uniform float u_pointLightDistance[O3_POINT_LIGHT_COUNT];\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nstruct SpotLight{vec3 color;vec3 position;vec3 direction;float distance;float angleCos;float penumbraCos;};uniform ivec2 u_spotLightCullingMask[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightColor[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightPosition[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightDirection[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightDistance[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightAngleCos[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightPenumbraCos[O3_SPOT_LIGHT_COUNT];\n#endif\nstruct EnvMapLight{vec3 diffuse;float mipMapLevel;float diffuseIntensity;float specularIntensity;};uniform EnvMapLight u_envMapLight;\n#ifdef O3_USE_SH\nuniform vec3 u_env_sh[9];\n#endif\n#ifdef O3_USE_SPECULAR_ENV\nuniform samplerCube u_env_specularSampler;\n#endif\n#ifndef GRAPHICS_API_WEBGL2\nbool isBitSet(float value,float mask,float bitIndex){return mod(floor(value/pow(2.0,bitIndex)),2.0)==1.0&&mod(floor(mask/pow(2.0,bitIndex)),2.0)==1.0;}\n#endif\nbool isRendererCulledByLight(ivec2 rendererLayer,ivec2 lightCullingMask){\n#ifdef GRAPHICS_API_WEBGL2\nreturn!((rendererLayer.x&lightCullingMask.x)!=0||(rendererLayer.y&lightCullingMask.y)!=0);\n#else\nfor(int i=0;i<16;i++){if(isBitSet(float(rendererLayer.x),float(lightCullingMask.x),float(i))||isBitSet(float(rendererLayer.y),float(lightCullingMask.y),float(i))){return false;}}return true;\n#endif\n}"; // eslint-disable-line
|
|
7521
|
+
var light_frag_define = "#define GLSLIFY 1\n#ifdef O3_DIRECT_LIGHT_COUNT\nstruct DirectLight{vec3 color;vec3 direction;};uniform ivec2 u_directLightCullingMask[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightColor[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightDirection[O3_DIRECT_LIGHT_COUNT];\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nstruct PointLight{vec3 color;vec3 position;float distance;};uniform ivec2 u_pointLightCullingMask[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightColor[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightPosition[O3_POINT_LIGHT_COUNT];uniform float u_pointLightDistance[O3_POINT_LIGHT_COUNT];\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nstruct SpotLight{vec3 color;vec3 position;vec3 direction;float distance;float angleCos;float penumbraCos;};uniform ivec2 u_spotLightCullingMask[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightColor[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightPosition[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightDirection[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightDistance[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightAngleCos[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightPenumbraCos[O3_SPOT_LIGHT_COUNT];\n#endif\nstruct EnvMapLight{vec3 diffuse;float mipMapLevel;float diffuseIntensity;float specularIntensity;};uniform EnvMapLight u_envMapLight;uniform ivec4 oasis_RendererLayer;\n#ifdef O3_USE_SH\nuniform vec3 u_env_sh[9];\n#endif\n#ifdef O3_USE_SPECULAR_ENV\nuniform samplerCube u_env_specularSampler;\n#endif\n#ifndef GRAPHICS_API_WEBGL2\nbool isBitSet(float value,float mask,float bitIndex){return mod(floor(value/pow(2.0,bitIndex)),2.0)==1.0&&mod(floor(mask/pow(2.0,bitIndex)),2.0)==1.0;}\n#endif\nbool isRendererCulledByLight(ivec2 rendererLayer,ivec2 lightCullingMask){\n#ifdef GRAPHICS_API_WEBGL2\nreturn!((rendererLayer.x&lightCullingMask.x)!=0||(rendererLayer.y&lightCullingMask.y)!=0);\n#else\nfor(int i=0;i<16;i++){if(isBitSet(float(rendererLayer.x),float(lightCullingMask.x),float(i))||isBitSet(float(rendererLayer.y),float(lightCullingMask.y),float(i))){return false;}}return true;\n#endif\n}"; // eslint-disable-line
|
|
7524
7522
|
|
|
7525
7523
|
var mobile_material_frag = "#define GLSLIFY 1\nuniform vec4 u_emissiveColor;uniform vec4 u_baseColor;uniform vec4 u_specularColor;uniform float u_shininess;uniform float u_normalIntensity;uniform float u_alphaCutoff;\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef O3_SPECULAR_TEXTURE\nuniform sampler2D u_specularTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n"; // eslint-disable-line
|
|
7526
7524
|
|
|
@@ -7612,7 +7610,6 @@ var ShaderLib = _extends({
|
|
|
7612
7610
|
normal_share: normal_share,
|
|
7613
7611
|
uv_share: uv_share,
|
|
7614
7612
|
worldpos_share: worldpos_share,
|
|
7615
|
-
RendererFragmentDeclaration: RendererFragmentDeclaration,
|
|
7616
7613
|
FogVertexDeclaration: FogVertexDeclaration,
|
|
7617
7614
|
FogFragmentDeclaration: FogFragmentDeclaration,
|
|
7618
7615
|
begin_normal_vert: begin_normal_vert,
|
|
@@ -15305,7 +15302,7 @@ Scene._fogParamsProperty = Shader.getPropertyByName("oasis_FogParams");
|
|
|
15305
15302
|
return SceneManager;
|
|
15306
15303
|
}();
|
|
15307
15304
|
|
|
15308
|
-
var blinnPhongFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <ShadowFragmentDeclaration>\n#include <mobile_material_frag>\n#include <
|
|
15305
|
+
var blinnPhongFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <ShadowFragmentDeclaration>\n#include <mobile_material_frag>\n#include <FogFragmentDeclaration>\n#include <normal_get>\nvoid main(){\n#include <begin_mobile_frag>\n#include <begin_viewdir_frag>\n#include <mobile_blinnphong_frag>\ngl_FragColor=emission+ambient+diffuse+specular;\n#ifdef OASIS_TRANSPARENT\ngl_FragColor.a=diffuse.a;\n#else\ngl_FragColor.a=1.0;\n#endif\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
|
|
15309
15306
|
|
|
15310
15307
|
var blinnPhongVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\nvoid main(){\n#include <begin_position_vert>\n#include <begin_normal_vert>\n#include <blendShape_vert>\n#include <skinning_vert>\n#include <uv_vert>\n#include <color_vert>\n#include <normal_vert>\n#include <worldpos_vert>\n#include <position_vert>\n#include <ShadowVertex>\n#include <FogVertex>\n}"; // eslint-disable-line
|
|
15311
15308
|
|
|
@@ -15313,7 +15310,7 @@ var particleFs = "#define GLSLIFY 1\nvarying vec4 v_color;varying float v_lifeLe
|
|
|
15313
15310
|
|
|
15314
15311
|
var particleVs = "#define GLSLIFY 1\nattribute vec3 a_position;attribute vec3 a_velocity;attribute vec3 a_acceleration;attribute vec4 a_color;attribute vec4 a_lifeAndSize;attribute vec2 a_rotation;attribute vec3 a_uv;attribute vec2 a_normalizedUv;uniform float u_time;uniform bool u_once;uniform mat4 u_MVPMat;varying vec4 v_color;varying float v_lifeLeft;varying vec2 v_uv;\n#ifdef is2d\nuniform mat4 u_viewInvMat;uniform mat4 u_projMat;uniform mat4 u_viewMat;uniform mat4 u_modelMat;\n#endif\nmat2 rotation2d(float angle){float s=sin(angle);float c=cos(angle);return mat2(c,-s,s,c);}void main(){v_color=a_color;v_uv=a_uv.xy;float life=a_lifeAndSize.y;float startTime=a_lifeAndSize.x;float deltaTime=max(mod(u_time-startTime,life),0.0);if((u_once&&u_time>life+startTime)){deltaTime=0.0;}v_lifeLeft=1.0-deltaTime/life;float scale=a_lifeAndSize.z;vec3 position=a_position+(a_velocity+a_acceleration*deltaTime*0.5)*deltaTime;\n#ifdef isScaleByLifetime\nscale*=v_lifeLeft;\n#else\nscale*=pow(a_lifeAndSize.w,deltaTime);\n#endif\n#ifdef rotateToVelocity\nvec3 v=a_velocity+a_acceleration*deltaTime;float angle=atan(v.z,v.x)*2.0;\n#else\nfloat deltaAngle=deltaTime*a_rotation.y;float angle=a_rotation.x+deltaAngle;\n#endif\n#ifdef is2d\nvec2 rotatedPoint=rotation2d(angle)*vec2(a_normalizedUv.x,a_normalizedUv.y*a_uv.z);vec3 basisX=u_viewInvMat[0].xyz;vec3 basisZ=u_viewInvMat[1].xyz;vec3 localPosition=vec3(basisX*rotatedPoint.x+basisZ*rotatedPoint.y)*scale+position;gl_Position=u_projMat*u_viewMat*vec4(localPosition+u_modelMat[3].xyz,1.);\n#else\n#ifdef rotateToVelocity\nfloat s=sin(angle);float c=cos(angle);\n#else\nfloat s=sin(angle);float c=cos(angle);\n#endif\nvec4 rotatedPoint=vec4((a_normalizedUv.x*c+a_normalizedUv.y*a_uv.z*s)*scale,0.,(a_normalizedUv.x*s-a_normalizedUv.y*a_uv.z*c)*scale,1.);vec4 orientation=vec4(0,0,0,1);vec4 q2=orientation+orientation;vec4 qx=orientation.xxxw*q2.xyzx;vec4 qy=orientation.xyyw*q2.xyzy;vec4 qz=orientation.xxzw*q2.xxzz;mat4 localMatrix=mat4((1.0-qy.y)-qz.z,qx.y+qz.w,qx.z-qy.w,0,qx.y-qz.w,(1.0-qx.x)-qz.z,qy.z+qx.w,0,qx.z+qy.w,qy.z-qx.w,(1.0-qx.x)-qy.y,0,position.x,position.y,position.z,1);rotatedPoint=localMatrix*rotatedPoint;gl_Position=u_MVPMat*rotatedPoint;\n#endif\n}"; // eslint-disable-line
|
|
15315
15312
|
|
|
15316
|
-
var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n#include <
|
|
15313
|
+
var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n#include <FogFragmentDeclaration>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <pbr_frag_define>\n#include <pbr_helper>\nvoid main(){\n#include <pbr_frag>\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
|
|
15317
15314
|
|
|
15318
15315
|
var pbrSpecularFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <FogFragmentDeclaration>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <pbr_frag_define>\n#include <pbr_helper>\nvoid main(){\n#include <pbr_frag>\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
|
|
15319
15316
|
|
package/dist/module.js
CHANGED
|
@@ -7479,8 +7479,6 @@ var transform_declare = "#define GLSLIFY 1\nuniform mat4 u_localMat;uniform mat4
|
|
|
7479
7479
|
|
|
7480
7480
|
var color_share = "#define GLSLIFY 1\n#ifdef O3_HAS_VERTEXCOLOR\nvarying vec4 v_color;\n#endif\n"; // eslint-disable-line
|
|
7481
7481
|
|
|
7482
|
-
var RendererFragmentDeclaration = "#define GLSLIFY 1\nuniform highp ivec4 oasis_RendererLayer;"; // eslint-disable-line
|
|
7483
|
-
|
|
7484
7482
|
var FogFragmentDeclaration = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nvarying vec3 v_positionVS;uniform vec4 oasis_FogColor;uniform vec4 oasis_FogParams;float ComputeFogIntensity(float fogDepth){\n#if OASIS_FOG_MODE == 1\nreturn clamp(fogDepth*oasis_FogParams.x+oasis_FogParams.y,0.0,1.0);\n#elif OASIS_FOG_MODE == 2\nreturn clamp(exp2(-fogDepth*oasis_FogParams.z),0.0,1.0);\n#elif OASIS_FOG_MODE == 3\nfloat factor=fogDepth*oasis_FogParams.w;return clamp(exp2(-factor*factor),0.0,1.0);\n#endif\n}\n#endif\n"; // eslint-disable-line
|
|
7485
7483
|
|
|
7486
7484
|
var FogVertexDeclaration = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nvarying vec3 v_positionVS;\n#endif\n"; // eslint-disable-line
|
|
@@ -7515,7 +7513,7 @@ var worldpos_vert = "#define GLSLIFY 1\n#ifdef O3_NEED_WORLDPOS\nvec4 temp_pos=u
|
|
|
7515
7513
|
|
|
7516
7514
|
var FogFragment = "#define GLSLIFY 1\n#if OASIS_FOG_MODE != 0\nfloat fogIntensity=ComputeFogIntensity(length(v_positionVS));gl_FragColor.rgb=mix(oasis_FogColor.rgb,gl_FragColor.rgb,fogIntensity);\n#endif\n"; // eslint-disable-line
|
|
7517
7515
|
|
|
7518
|
-
var light_frag_define = "#define GLSLIFY 1\n#ifdef O3_DIRECT_LIGHT_COUNT\nstruct DirectLight{vec3 color;vec3 direction;};uniform ivec2 u_directLightCullingMask[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightColor[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightDirection[O3_DIRECT_LIGHT_COUNT];\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nstruct PointLight{vec3 color;vec3 position;float distance;};uniform ivec2 u_pointLightCullingMask[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightColor[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightPosition[O3_POINT_LIGHT_COUNT];uniform float u_pointLightDistance[O3_POINT_LIGHT_COUNT];\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nstruct SpotLight{vec3 color;vec3 position;vec3 direction;float distance;float angleCos;float penumbraCos;};uniform ivec2 u_spotLightCullingMask[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightColor[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightPosition[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightDirection[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightDistance[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightAngleCos[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightPenumbraCos[O3_SPOT_LIGHT_COUNT];\n#endif\nstruct EnvMapLight{vec3 diffuse;float mipMapLevel;float diffuseIntensity;float specularIntensity;};uniform EnvMapLight u_envMapLight;\n#ifdef O3_USE_SH\nuniform vec3 u_env_sh[9];\n#endif\n#ifdef O3_USE_SPECULAR_ENV\nuniform samplerCube u_env_specularSampler;\n#endif\n#ifndef GRAPHICS_API_WEBGL2\nbool isBitSet(float value,float mask,float bitIndex){return mod(floor(value/pow(2.0,bitIndex)),2.0)==1.0&&mod(floor(mask/pow(2.0,bitIndex)),2.0)==1.0;}\n#endif\nbool isRendererCulledByLight(ivec2 rendererLayer,ivec2 lightCullingMask){\n#ifdef GRAPHICS_API_WEBGL2\nreturn!((rendererLayer.x&lightCullingMask.x)!=0||(rendererLayer.y&lightCullingMask.y)!=0);\n#else\nfor(int i=0;i<16;i++){if(isBitSet(float(rendererLayer.x),float(lightCullingMask.x),float(i))||isBitSet(float(rendererLayer.y),float(lightCullingMask.y),float(i))){return false;}}return true;\n#endif\n}"; // eslint-disable-line
|
|
7516
|
+
var light_frag_define = "#define GLSLIFY 1\n#ifdef O3_DIRECT_LIGHT_COUNT\nstruct DirectLight{vec3 color;vec3 direction;};uniform ivec2 u_directLightCullingMask[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightColor[O3_DIRECT_LIGHT_COUNT];uniform vec3 u_directLightDirection[O3_DIRECT_LIGHT_COUNT];\n#endif\n#ifdef O3_POINT_LIGHT_COUNT\nstruct PointLight{vec3 color;vec3 position;float distance;};uniform ivec2 u_pointLightCullingMask[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightColor[O3_POINT_LIGHT_COUNT];uniform vec3 u_pointLightPosition[O3_POINT_LIGHT_COUNT];uniform float u_pointLightDistance[O3_POINT_LIGHT_COUNT];\n#endif\n#ifdef O3_SPOT_LIGHT_COUNT\nstruct SpotLight{vec3 color;vec3 position;vec3 direction;float distance;float angleCos;float penumbraCos;};uniform ivec2 u_spotLightCullingMask[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightColor[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightPosition[O3_SPOT_LIGHT_COUNT];uniform vec3 u_spotLightDirection[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightDistance[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightAngleCos[O3_SPOT_LIGHT_COUNT];uniform float u_spotLightPenumbraCos[O3_SPOT_LIGHT_COUNT];\n#endif\nstruct EnvMapLight{vec3 diffuse;float mipMapLevel;float diffuseIntensity;float specularIntensity;};uniform EnvMapLight u_envMapLight;uniform ivec4 oasis_RendererLayer;\n#ifdef O3_USE_SH\nuniform vec3 u_env_sh[9];\n#endif\n#ifdef O3_USE_SPECULAR_ENV\nuniform samplerCube u_env_specularSampler;\n#endif\n#ifndef GRAPHICS_API_WEBGL2\nbool isBitSet(float value,float mask,float bitIndex){return mod(floor(value/pow(2.0,bitIndex)),2.0)==1.0&&mod(floor(mask/pow(2.0,bitIndex)),2.0)==1.0;}\n#endif\nbool isRendererCulledByLight(ivec2 rendererLayer,ivec2 lightCullingMask){\n#ifdef GRAPHICS_API_WEBGL2\nreturn!((rendererLayer.x&lightCullingMask.x)!=0||(rendererLayer.y&lightCullingMask.y)!=0);\n#else\nfor(int i=0;i<16;i++){if(isBitSet(float(rendererLayer.x),float(lightCullingMask.x),float(i))||isBitSet(float(rendererLayer.y),float(lightCullingMask.y),float(i))){return false;}}return true;\n#endif\n}"; // eslint-disable-line
|
|
7519
7517
|
|
|
7520
7518
|
var mobile_material_frag = "#define GLSLIFY 1\nuniform vec4 u_emissiveColor;uniform vec4 u_baseColor;uniform vec4 u_specularColor;uniform float u_shininess;uniform float u_normalIntensity;uniform float u_alphaCutoff;\n#ifdef EMISSIVETEXTURE\nuniform sampler2D u_emissiveTexture;\n#endif\n#ifdef BASETEXTURE\nuniform sampler2D u_baseTexture;\n#endif\n#ifdef O3_SPECULAR_TEXTURE\nuniform sampler2D u_specularTexture;\n#endif\n#ifdef NORMALTEXTURE\nuniform sampler2D u_normalTexture;\n#endif\n"; // eslint-disable-line
|
|
7521
7519
|
|
|
@@ -7607,7 +7605,6 @@ var ShaderLib = _extends({
|
|
|
7607
7605
|
normal_share: normal_share,
|
|
7608
7606
|
uv_share: uv_share,
|
|
7609
7607
|
worldpos_share: worldpos_share,
|
|
7610
|
-
RendererFragmentDeclaration: RendererFragmentDeclaration,
|
|
7611
7608
|
FogVertexDeclaration: FogVertexDeclaration,
|
|
7612
7609
|
FogFragmentDeclaration: FogFragmentDeclaration,
|
|
7613
7610
|
begin_normal_vert: begin_normal_vert,
|
|
@@ -15300,7 +15297,7 @@ Scene._fogParamsProperty = Shader.getPropertyByName("oasis_FogParams");
|
|
|
15300
15297
|
return SceneManager;
|
|
15301
15298
|
}();
|
|
15302
15299
|
|
|
15303
|
-
var blinnPhongFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <ShadowFragmentDeclaration>\n#include <mobile_material_frag>\n#include <
|
|
15300
|
+
var blinnPhongFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <ShadowFragmentDeclaration>\n#include <mobile_material_frag>\n#include <FogFragmentDeclaration>\n#include <normal_get>\nvoid main(){\n#include <begin_mobile_frag>\n#include <begin_viewdir_frag>\n#include <mobile_blinnphong_frag>\ngl_FragColor=emission+ambient+diffuse+specular;\n#ifdef OASIS_TRANSPARENT\ngl_FragColor.a=diffuse.a;\n#else\ngl_FragColor.a=1.0;\n#endif\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
|
|
15304
15301
|
|
|
15305
15302
|
var blinnPhongVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\n#include <uv_share>\n#include <color_share>\n#include <normal_share>\n#include <worldpos_share>\n#include <ShadowVertexDeclaration>\n#include <FogVertexDeclaration>\nvoid main(){\n#include <begin_position_vert>\n#include <begin_normal_vert>\n#include <blendShape_vert>\n#include <skinning_vert>\n#include <uv_vert>\n#include <color_vert>\n#include <normal_vert>\n#include <worldpos_vert>\n#include <position_vert>\n#include <ShadowVertex>\n#include <FogVertex>\n}"; // eslint-disable-line
|
|
15306
15303
|
|
|
@@ -15308,7 +15305,7 @@ var particleFs = "#define GLSLIFY 1\nvarying vec4 v_color;varying float v_lifeLe
|
|
|
15308
15305
|
|
|
15309
15306
|
var particleVs = "#define GLSLIFY 1\nattribute vec3 a_position;attribute vec3 a_velocity;attribute vec3 a_acceleration;attribute vec4 a_color;attribute vec4 a_lifeAndSize;attribute vec2 a_rotation;attribute vec3 a_uv;attribute vec2 a_normalizedUv;uniform float u_time;uniform bool u_once;uniform mat4 u_MVPMat;varying vec4 v_color;varying float v_lifeLeft;varying vec2 v_uv;\n#ifdef is2d\nuniform mat4 u_viewInvMat;uniform mat4 u_projMat;uniform mat4 u_viewMat;uniform mat4 u_modelMat;\n#endif\nmat2 rotation2d(float angle){float s=sin(angle);float c=cos(angle);return mat2(c,-s,s,c);}void main(){v_color=a_color;v_uv=a_uv.xy;float life=a_lifeAndSize.y;float startTime=a_lifeAndSize.x;float deltaTime=max(mod(u_time-startTime,life),0.0);if((u_once&&u_time>life+startTime)){deltaTime=0.0;}v_lifeLeft=1.0-deltaTime/life;float scale=a_lifeAndSize.z;vec3 position=a_position+(a_velocity+a_acceleration*deltaTime*0.5)*deltaTime;\n#ifdef isScaleByLifetime\nscale*=v_lifeLeft;\n#else\nscale*=pow(a_lifeAndSize.w,deltaTime);\n#endif\n#ifdef rotateToVelocity\nvec3 v=a_velocity+a_acceleration*deltaTime;float angle=atan(v.z,v.x)*2.0;\n#else\nfloat deltaAngle=deltaTime*a_rotation.y;float angle=a_rotation.x+deltaAngle;\n#endif\n#ifdef is2d\nvec2 rotatedPoint=rotation2d(angle)*vec2(a_normalizedUv.x,a_normalizedUv.y*a_uv.z);vec3 basisX=u_viewInvMat[0].xyz;vec3 basisZ=u_viewInvMat[1].xyz;vec3 localPosition=vec3(basisX*rotatedPoint.x+basisZ*rotatedPoint.y)*scale+position;gl_Position=u_projMat*u_viewMat*vec4(localPosition+u_modelMat[3].xyz,1.);\n#else\n#ifdef rotateToVelocity\nfloat s=sin(angle);float c=cos(angle);\n#else\nfloat s=sin(angle);float c=cos(angle);\n#endif\nvec4 rotatedPoint=vec4((a_normalizedUv.x*c+a_normalizedUv.y*a_uv.z*s)*scale,0.,(a_normalizedUv.x*s-a_normalizedUv.y*a_uv.z*c)*scale,1.);vec4 orientation=vec4(0,0,0,1);vec4 q2=orientation+orientation;vec4 qx=orientation.xxxw*q2.xyzx;vec4 qy=orientation.xyyw*q2.xyzy;vec4 qz=orientation.xxzw*q2.xxzz;mat4 localMatrix=mat4((1.0-qy.y)-qz.z,qx.y+qz.w,qx.z-qy.w,0,qx.y-qz.w,(1.0-qx.x)-qz.z,qy.z+qx.w,0,qx.z+qy.w,qy.z-qx.w,(1.0-qx.x)-qy.y,0,position.x,position.y,position.z,1);rotatedPoint=localMatrix*rotatedPoint;gl_Position=u_MVPMat*rotatedPoint;\n#endif\n}"; // eslint-disable-line
|
|
15310
15307
|
|
|
15311
|
-
var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n#include <
|
|
15308
|
+
var pbrFs = "#define GLSLIFY 1\n#define IS_METALLIC_WORKFLOW\n#include <common>\n#include <camera_declare>\n#include <FogFragmentDeclaration>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <pbr_frag_define>\n#include <pbr_helper>\nvoid main(){\n#include <pbr_frag>\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
|
|
15312
15309
|
|
|
15313
15310
|
var pbrSpecularFs = "#define GLSLIFY 1\n#include <common>\n#include <camera_declare>\n#include <FogFragmentDeclaration>\n#include <uv_share>\n#include <normal_share>\n#include <color_share>\n#include <worldpos_share>\n#include <light_frag_define>\n#include <pbr_frag_define>\n#include <pbr_helper>\nvoid main(){\n#include <pbr_frag>\n#include <FogFragment>\n#ifndef OASIS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
|
|
15314
15311
|
|