@galacean/engine-core 1.4.8 → 1.4.9

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package/dist/module.js CHANGED
@@ -8842,6 +8842,7 @@ 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);
@@ -8853,10 +8854,12 @@ 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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- ShaderMacroCollection.unionCollection(context.camera._globalShaderMacro, blitMaterial.shaderData._macroCollection, compileMacros);
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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();
@@ -24438,7 +24441,7 @@ 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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