@galacean/engine-core 1.4.8 → 1.4.9
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/main.js +5 -2
- package/dist/main.js.map +1 -1
- package/dist/module.js +5 -2
- package/dist/module.js.map +1 -1
- package/package.json +3 -3
package/dist/main.js
CHANGED
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@@ -8846,6 +8846,7 @@ BatchUtils._disableBatchTag = ShaderTagKey.getByName("spriteDisableBatching");
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var blitMaterial = material || basicResources.blitMaterial;
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var rhi = engine._hardwareRenderer;
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var context = engine._renderContext;
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+
var camera = context.camera;
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// We not use projection matrix when blit, but we must modify flipProjection to make front face correct
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context.flipProjection = !!destination;
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rhi.activeRenderTarget(destination, viewport, context.flipProjection, 0);
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@@ -8857,10 +8858,12 @@ BatchUtils._disableBatchTag = ShaderTagKey.getByName("spriteDisableBatching");
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rendererShaderData.setVector4(Blitter._sourceScaleOffsetProperty, sourceScaleOffset != null ? sourceScaleOffset : Blitter._defaultScaleOffset);
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var pass = blitMaterial.shader.subShaders[0].passes[passIndex];
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var compileMacros = Shader._compileMacros;
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8860
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-
ShaderMacroCollection.unionCollection(
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ShaderMacroCollection.unionCollection(camera._globalShaderMacro, blitMaterial.shaderData._macroCollection, compileMacros);
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var program = pass._getShaderProgram(engine, compileMacros);
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program.bind();
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program.groupingOtherUniformBlock();
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program.uploadAll(program.sceneUniformBlock, camera.scene.shaderData);
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program.uploadAll(program.cameraUniformBlock, camera.shaderData);
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program.uploadAll(program.rendererUniformBlock, rendererShaderData);
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program.uploadAll(program.materialUniformBlock, blitMaterial.shaderData);
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program.uploadUnGroupTextures();
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@@ -24442,7 +24445,7 @@ var blinnPhongVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>
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var depthOnlyFs = "#define GLSLIFY 1\nvoid main() {\n}"; // eslint-disable-line
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-
var depthOnlyVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <position_vert>\n\n}\n"; // eslint-disable-line
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+
var depthOnlyVs = "#define GLSLIFY 1\n#define MATERIAL_OMIT_NORMAL\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;\n\nvoid main() {\n\n #include <begin_position_vert>\n #include <blendShape_vert>\n #include <skinning_vert>\n #include <position_vert>\n\n}\n"; // eslint-disable-line
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var particleFs = "#define GLSLIFY 1\n#include <common>\n\nvarying vec4 v_Color;\nvarying vec2 v_TextureCoordinate;\nuniform sampler2D material_BaseTexture;\nuniform vec4 material_BaseColor;\n\n#ifdef RENDERER_MODE_MESH\n\tvarying vec4 v_MeshColor;\n#endif\n\nvoid main() {\n\tvec4 color = material_BaseColor * v_Color;\n\n\t#ifdef RENDERER_MODE_MESH\n\t\tcolor *= v_MeshColor;\n\t#endif\n\n\t#ifdef MATERIAL_HAS_BASETEXTURE\n\t\tvec4 textureColor = texture2D(material_BaseTexture,v_TextureCoordinate);\n\t\t#ifndef ENGINE_IS_COLORSPACE_GAMMA\n textureColor = gammaToLinear(textureColor);\n #endif\n\t\tcolor *= textureColor;\n\t#endif\n\tgl_FragColor = color; \n\n\t #ifndef ENGINE_IS_COLORSPACE_GAMMA\n gl_FragColor = linearToGamma(gl_FragColor);\n #endif\n}"; // eslint-disable-line
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