@galacean/engine 0.0.0-experimental-2.0-game.10 → 0.0.0-experimental-2.0-game.11
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/browser.js +2 -3
- package/dist/browser.js.map +1 -1
- package/dist/browser.min.js +1 -1
- package/dist/browser.min.js.map +1 -1
- package/dist/bundled.module.js +2 -3
- package/dist/bundled.module.js.map +1 -1
- package/dist/bundled.module.min.js +1 -1
- package/dist/bundled.module.min.js.map +1 -1
- package/dist/main.js +1 -1
- package/dist/module.js +1 -1
- package/package.json +5 -5
package/dist/browser.js
CHANGED
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@@ -16462,7 +16462,6 @@
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if (charLength > 0) {
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this._buildChunk(curTextChunk, charLength);
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}
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-
this._setDirtyFlagTrue(4);
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charRenderInfos.length = 0;
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};
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_proto._onTransformChanged = function _onTransformChanged(bit) {
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@@ -29720,7 +29719,7 @@
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var spriteMaskVs = "uniform mat4 camera_VPMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\n\nvarying vec2 v_uv;\n\nvoid main()\n{\n gl_Position = camera_VPMat * vec4(POSITION, 1.0);\n v_uv = TEXCOORD_0;\n}\n"; // eslint-disable-line
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var spriteFs = "#include <common>\nuniform sampler2D renderer_SpriteTexture;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\nvoid main()\n{\n vec4 baseColor = texture2DSRGB(renderer_SpriteTexture, v_uv);\n gl_FragColor = baseColor * v_color;\n}\n"; // eslint-disable-line
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var spriteVs = "uniform mat4 renderer_MVPMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\nattribute vec4 COLOR_0;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\nvoid main()\n{\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n\n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n}\n"; // eslint-disable-line
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-
var textFs = "uniform sampler2D renderElement_TextTexture;\nuniform vec2 renderElement_TextTextureSize;\nuniform vec4 renderer_OutlineColor;\nuniform float renderer_OutlineWidth;\n\nuniform vec4 renderer_UIRectClipRect;\nuniform float renderer_UIRectClipEnabled;\nuniform vec4 renderer_UIRectClipSoftness;\nuniform float renderer_UIRectClipHardClip;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\nvarying vec2 v_worldPosition;\n\nfloat getUIRectClipAlpha()\n{\n vec4 edgeDistance = vec4(\n v_worldPosition.x - renderer_UIRectClipRect.x,\n v_worldPosition.y - renderer_UIRectClipRect.y,\n renderer_UIRectClipRect.z - v_worldPosition.x,\n renderer_UIRectClipRect.w - v_worldPosition.y\n );\n vec4 hardClipFactor = step(vec4(0.0), edgeDistance);\n vec4 softness = max(renderer_UIRectClipSoftness, vec4(1e-5));\n vec4 softClipFactor = clamp(edgeDistance / softness, 0.0, 1.0);\n vec4 useSoftness = step(vec4(1e-5), renderer_UIRectClipSoftness);\n vec4 clipFactor = mix(hardClipFactor, softClipFactor, useSoftness);\n return clipFactor.x * clipFactor.y * clipFactor.z * clipFactor.w;\n}\n\nfloat sampleCoverage(vec2 uv)\n{\n vec4 c = texture2D(renderElement_TextTexture, uv);\n #ifdef GRAPHICS_API_WEBGL2\n return c.r;\n #else\n return c.a;\n #endif\n}\n\nvoid main()\n{\n float rectClipAlpha = 1.0;\n if (renderer_UIRectClipEnabled > 0.5) {\n rectClipAlpha = getUIRectClipAlpha();\n }\n\n float coverage = sampleCoverage(v_uv);\n vec4 finalColor;\n\n if (renderer_OutlineWidth > 0.0) {\n vec2 texelSize = 1.0 / renderElement_TextTextureSize;\n vec2 step = texelSize * renderer_OutlineWidth;\n float outlineCoverage = coverage;\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, -step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, -step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, -step.y * 0.7071)));\n\n vec3 rgb = mix(renderer_OutlineColor.rgb, v_color.rgb, coverage);\n float alpha = max(coverage *
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+
var textFs = "uniform sampler2D renderElement_TextTexture;\nuniform vec2 renderElement_TextTextureSize;\nuniform vec4 renderer_OutlineColor;\nuniform float renderer_OutlineWidth;\n\nuniform vec4 renderer_UIRectClipRect;\nuniform float renderer_UIRectClipEnabled;\nuniform vec4 renderer_UIRectClipSoftness;\nuniform float renderer_UIRectClipHardClip;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\nvarying vec2 v_worldPosition;\n\nfloat getUIRectClipAlpha()\n{\n vec4 edgeDistance = vec4(\n v_worldPosition.x - renderer_UIRectClipRect.x,\n v_worldPosition.y - renderer_UIRectClipRect.y,\n renderer_UIRectClipRect.z - v_worldPosition.x,\n renderer_UIRectClipRect.w - v_worldPosition.y\n );\n vec4 hardClipFactor = step(vec4(0.0), edgeDistance);\n vec4 softness = max(renderer_UIRectClipSoftness, vec4(1e-5));\n vec4 softClipFactor = clamp(edgeDistance / softness, 0.0, 1.0);\n vec4 useSoftness = step(vec4(1e-5), renderer_UIRectClipSoftness);\n vec4 clipFactor = mix(hardClipFactor, softClipFactor, useSoftness);\n return clipFactor.x * clipFactor.y * clipFactor.z * clipFactor.w;\n}\n\nfloat sampleCoverage(vec2 uv)\n{\n vec4 c = texture2D(renderElement_TextTexture, uv);\n #ifdef GRAPHICS_API_WEBGL2\n return c.r;\n #else\n return c.a;\n #endif\n}\n\nvoid main()\n{\n float rectClipAlpha = 1.0;\n if (renderer_UIRectClipEnabled > 0.5) {\n rectClipAlpha = getUIRectClipAlpha();\n }\n\n float coverage = sampleCoverage(v_uv);\n vec4 finalColor;\n\n if (renderer_OutlineWidth > 0.0) {\n vec2 texelSize = 1.0 / renderElement_TextTextureSize;\n vec2 step = texelSize * renderer_OutlineWidth;\n float outlineCoverage = coverage;\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x, 0.0)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( 0.0, -step.y)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2( step.x * 0.7071, -step.y * 0.7071)));\n outlineCoverage = max(outlineCoverage, sampleCoverage(v_uv + vec2(-step.x * 0.7071, -step.y * 0.7071)));\n\n vec3 rgb = mix(renderer_OutlineColor.rgb, v_color.rgb, coverage);\n float alpha = max(coverage, outlineCoverage * renderer_OutlineColor.a) * v_color.a;\n finalColor = vec4(rgb, alpha);\n } else {\n finalColor = vec4(v_color.rgb, v_color.a * coverage);\n }\n\n finalColor.a *= rectClipAlpha;\n if (renderer_UIRectClipEnabled > 0.5 && renderer_UIRectClipHardClip > 0.5 && finalColor.a < 0.001) {\n discard;\n }\n gl_FragColor = finalColor;\n}\n"; // eslint-disable-line
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var textVs = "uniform mat4 renderer_MVPMat;\nuniform mat4 renderer_ModelMat;\n\nattribute vec3 POSITION;\nattribute vec2 TEXCOORD_0;\nattribute vec4 COLOR_0;\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\nvarying vec2 v_worldPosition;\n\nvoid main()\n{\n gl_Position = renderer_MVPMat * vec4(POSITION, 1.0);\n\n v_uv = TEXCOORD_0;\n v_color = COLOR_0;\n v_worldPosition = POSITION.xy;\n}\n"; // eslint-disable-line
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var trailFs = "#include <common>\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\nuniform vec4 material_BaseColor;\n\n#ifdef MATERIAL_HAS_BASETEXTURE\n uniform sampler2D material_BaseTexture;\n#endif\n\nuniform mediump vec3 material_EmissiveColor;\n#ifdef MATERIAL_HAS_EMISSIVETEXTURE\n uniform sampler2D material_EmissiveTexture;\n#endif\n\nvoid main() {\n vec4 color = material_BaseColor * v_color;\n\n #ifdef MATERIAL_HAS_BASETEXTURE\n color *= texture2DSRGB(material_BaseTexture, v_uv);\n #endif\n\n // Emissive\n vec3 emissiveRadiance = material_EmissiveColor;\n #ifdef MATERIAL_HAS_EMISSIVETEXTURE\n emissiveRadiance *= texture2DSRGB(material_EmissiveTexture, v_uv).rgb;\n #endif\n\n color.rgb += emissiveRadiance;\n\n gl_FragColor = color;\n}\n\n"; // eslint-disable-line
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var trailVs = "attribute vec4 a_PositionBirthTime; // xyz: World position, w: Birth time (used by CPU only)\nattribute vec4 a_CornerTangent; // x: Corner (-1 or 1), yzw: Tangent direction\nattribute float a_Distance; // Absolute cumulative distance (written once per point)\n\nuniform vec4 renderer_TrailParams; // x: TextureMode (0: Stretch, 1: Tile), y: TextureScaleX, z: TextureScaleY\nuniform vec2 renderer_DistanceParams; // x: HeadDistance, y: TailDistance\nuniform vec3 camera_Position;\nuniform mat4 camera_ViewMat;\nuniform mat4 camera_ProjMat;\nuniform vec2 renderer_WidthCurve[4]; // Width curve (4 keyframes max: x=time, y=value)\nuniform vec4 renderer_ColorKeys[4]; // Color gradient (x=time, yzw=rgb)\nuniform vec2 renderer_AlphaKeys[4]; // Alpha gradient (x=time, y=alpha)\nuniform vec4 renderer_CurveMaxTime; // x: colorMaxTime, y: alphaMaxTime, z: widthMaxTime\n\nvarying vec2 v_uv;\nvarying vec4 v_color;\n\n#include <particle_common>\n\nvoid main() {\n vec3 position = a_PositionBirthTime.xyz;\n float corner = a_CornerTangent.x;\n vec3 tangent = a_CornerTangent.yzw;\n\n // Distance-based relative position: 0=head(newest), 1=tail(oldest)\n float distFromHead = renderer_DistanceParams.x - a_Distance;\n float totalDist = renderer_DistanceParams.x - renderer_DistanceParams.y;\n float relativePos = totalDist > 0.0 ? distFromHead / totalDist : 0.0;\n\n // Billboard: expand perpendicular to tangent and view direction\n vec3 toCamera = normalize(camera_Position - position);\n vec3 right = cross(tangent, toCamera);\n float rightLenSq = dot(right, right);\n if (rightLenSq < 0.000001) {\n right = cross(tangent, vec3(0.0, 1.0, 0.0));\n rightLenSq = dot(right, right);\n if (rightLenSq < 0.000001) {\n right = cross(tangent, vec3(1.0, 0.0, 0.0));\n rightLenSq = dot(right, right);\n }\n }\n right = right * inversesqrt(rightLenSq);\n\n float width = evaluateParticleCurve(renderer_WidthCurve, min(relativePos, renderer_CurveMaxTime.z));\n vec3 worldPosition = position + right * width * 0.5 * corner;\n\n gl_Position = camera_ProjMat * camera_ViewMat * vec4(worldPosition, 1.0);\n\n // u = position along trail (affected by textureMode), v = corner side.\n float u = renderer_TrailParams.x == 0.0 ? relativePos : distFromHead;\n float v = corner * 0.5 + 0.5;\n v_uv = vec2(u * renderer_TrailParams.y, v * renderer_TrailParams.z);\n\n v_color = evaluateParticleGradient(renderer_ColorKeys, renderer_CurveMaxTime.x, renderer_AlphaKeys, renderer_CurveMaxTime.y, relativePos);\n}\n"; // eslint-disable-line
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@@ -56172,7 +56171,7 @@
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], EXT_texture_webp);
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//@ts-ignore
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-
var version = "0.0.0-experimental-2.0-game.
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var version = "0.0.0-experimental-2.0-game.11";
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console.log("Galacean Engine Version: " + version);
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for(var key in CoreObjects){
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Loader.registerClass(key, CoreObjects[key]);
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