@galacean/engine 1.3.14 → 1.3.16

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package/dist/browser.js CHANGED
@@ -7138,7 +7138,7 @@
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  var rotation_over_lifetime_module = "#define GLSLIFY 1\n#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n#ifdef RENDERER_ROL_CURVE_MODE\nuniform vec2 renderer_ROLMaxCurveZ[4];\n#ifdef RENDERER_ROL_IS_RANDOM_TWO\nuniform vec2 renderer_ROLMinCurveZ[4];\n#endif\n#else\nuniform vec3 renderer_ROLMaxConst;\n#ifdef RENDERER_ROL_IS_RANDOM_TWO\nuniform vec3 renderer_ROLMinConst;\n#endif\n#endif\n#endif\nfloat computeParticleRotationFloat(in float rotation,in float age,in float normalizedAge){\n#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n#ifdef RENDERER_ROL_CURVE_MODE\nfloat lifeRotation=evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ,normalizedAge);\n#ifdef RENDERER_ROL_IS_RANDOM_TWO\nlifeRotation=mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ,normalizedAge),lifeRotation,a_Random0.w);\n#endif\nrotation+=lifeRotation*a_ShapePositionStartLifeTime.w;\n#else\nfloat lifeRotation=renderer_ROLMaxConst.z;\n#ifdef RENDERER_ROL_IS_RANDOM_TWO\nlifeRotation=mix(renderer_ROLMinConst.z,lifeRotation,a_Random0.w);\n#endif\nrotation+=lifeRotation*age;\n#endif\n#endif\nreturn rotation;}\n#if defined(RENDERER_MODE_MESH) && (defined(ROTATION_OVER_LIFETIME) || defined(ROTATION_OVER_LIFETIME_SEPARATE))\nvec3 computeParticleRotationVec3(in vec3 rotation,in float age,in float normalizedAge){\n#ifdef ROTATION_OVER_LIFETIME\n#ifdef ROTATION_OVER_LIFETIME_CONSTANT\nfloat ageRot=u_ROLAngularVelocityConst*age;rotation+=ageRot;\n#endif\n#ifdef ROTATION_OVER_LIFETIME_CURVE\nrotation+=getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient,normalizedAge);\n#endif\n#ifdef ROTATION_OVER_LIFETIME_RANDOM_CONSTANTS\nfloat ageRot=mix(u_ROLAngularVelocityConst,u_ROLAngularVelocityConstMax,a_Random0.w)*age;rotation+=ageRot;\n#endif\n#ifdef ROTATION_OVER_LIFETIME_RANDOM_CURVES\nrotation+=mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradient,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientMax,normalizedAge),a_Random0.w);\n#endif\n#endif\n#ifdef ROTATION_OVER_LIFETIME_SEPARATE\n#ifdef ROTATION_OVER_LIFETIME_CONSTANT\nvec3 ageRot=u_ROLAngularVelocityConstSeparate*age;rotation+=ageRot;\n#endif\n#ifdef ROTATION_OVER_LIFETIME_CURVE\nrotation+=vec3(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,normalizedAge),getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,normalizedAge));\n#endif\n#ifdef ROTATION_OVER_LIFETIME_RANDOM_CONSTANTS\nvec3 ageRot=mix(u_ROLAngularVelocityConstSeparate,renderer_ROLMaxConst,a_Random0.w)*age;rotation+=ageRot;\n#endif\n#ifdef ROTATION_OVER_LIFETIME_RANDOM_CURVES\nrotation+=vec3(mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientX,normalizedAge),getTotalValueFromGradientFloat(renderer_ROLMaxCurveX,normalizedAge),a_Random0.w),mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientY,normalizedAge),getTotalValueFromGradientFloat(renderer_ROLMaxCurveY,normalizedAge),a_Random0.w),mix(getTotalValueFromGradientFloat(u_ROLAngularVelocityGradientZ,normalizedAge),getTotalValueFromGradientFloat(renderer_ROLMaxCurveZ,normalizedAge),a_Random0.w));\n#endif\n#endif\nreturn rotation;}\n#endif\n"; // eslint-disable-line
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  var size_over_lifetime_module = "#define GLSLIFY 1\n#ifdef RENDERER_SOL_CURVE_MODE\nuniform vec2 renderer_SOLMaxCurveX[4];\n#ifdef RENDERER_SOL_IS_SEPARATE\nuniform vec2 renderer_SOLMaxCurveY[4];uniform vec2 renderer_SOLMaxCurveZ[4];\n#endif\n#ifdef RENDERER_SOL_IS_RANDOM_TWO\nuniform vec2 renderer_SOLMinCurveX[4];\n#ifdef RENDERER_SOL_IS_SEPARATE\nuniform vec2 renderer_SOLMinCurveY[4];uniform vec2 renderer_SOLMinCurveZ[4];\n#endif\n#endif\n#endif\nvec2 computeParticleSizeBillboard(in vec2 size,in float normalizedAge){\n#ifdef RENDERER_SOL_CURVE_MODE\nfloat lifeSizeX=evaluateParticleCurve(renderer_SOLMaxCurveX,normalizedAge);\n#ifdef RENDERER_SOL_IS_RANDOM_TWO\nlifeSizeX=mix(evaluateParticleCurve(renderer_SOLMinCurveX,normalizedAge),lifeSizeX,a_Random0.z);\n#endif\n#ifdef RENDERER_SOL_IS_SEPARATE\nfloat lifeSizeY=evaluateParticleCurve(renderer_SOLMaxCurveY,normalizedAge);\n#ifdef RENDERER_SOL_IS_RANDOM_TWO\nlifeSizeY=mix(evaluateParticleCurve(renderer_SOLMinCurveY,normalizedAge),lifeSizeY,a_Random0.z);\n#endif\nsize*=vec2(lifeSizeX,lifeSizeY);\n#else\nsize*=lifeSizeX;\n#endif\n#endif\nreturn size;}\n#ifdef RENDERER_MODE_MESH\nvec3 computeParticleSizeMesh(in vec3 size,in float normalizedAge){\n#ifdef RENDERER_SOL_CURVE\nsize*=evaluateParticleCurve(renderer_SOLMaxCurveX,normalizedAge);\n#endif\n#ifdef RENDERER_SOL_RANDOM_CURVES\nsize*=mix(evaluateParticleCurve(renderer_SOLMaxCurveX,normalizedAge),evaluateParticleCurve(u_SOLSizeGradientMax,normalizedAge),a_Random0.z);\n#endif\n#ifdef RENDERER_SOL_CURVE_SEPARATE\nsize*=vec3(evaluateParticleCurve(renderer_SOLMinCurveX,normalizedAge),evaluateParticleCurve(renderer_SOLMinCurveY,normalizedAge),evaluateParticleCurve(renderer_SOLMinCurveZ,normalizedAge));\n#endif\n#ifdef RENDERER_SOL_RANDOM_CURVES_SEPARATE\nsize*=vec3(mix(evaluateParticleCurve(renderer_SOLMinCurveX,normalizedAge),evaluateParticleCurve(renderer_SOLMaxCurveX,normalizedAge),a_Random0.z),mix(evaluateParticleCurve(renderer_SOLMinCurveY,normalizedAge),evaluateParticleCurve(renderer_SOLMaxCurveY,normalizedAge),a_Random0.z),mix(evaluateParticleCurve(renderer_SOLMinCurveZ,normalizedAge),evaluateParticleCurve(renderer_SOLMaxCurveZ,normalizedAge),a_Random0.z));\n#endif\nreturn size;}\n#endif\n"; // eslint-disable-line
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  var color_over_lifetime_module = "#define GLSLIFY 1\n#if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\nuniform vec4 renderer_COLMaxGradientColor[4];uniform vec2 renderer_COLMaxGradientAlpha[4];\n#ifdef RENDERER_COL_RANDOM_GRADIENTS\nuniform vec4 renderer_COLMinGradientColor[4];uniform vec2 renderer_COLMinGradientAlpha[4];\n#endif\nuniform vec4 renderer_COLGradientKeysMaxTime;\n#endif\n#if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\nvec4 evaluateParticleGradient(in vec4 colorKeys[4],in float colorKeysMaxTime,in vec2 alphaKeys[4],in float alphaKeysMaxTime,in float normalizedAge){vec4 value;float alphaAge=min(normalizedAge,alphaKeysMaxTime);for(int i=0;i<4;i++){vec2 key=alphaKeys[i];float time=key.x;if(alphaAge<=time){if(i==0){value.a=alphaKeys[0].y;}else{vec2 lastKey=alphaKeys[i-1];float lastTime=lastKey.x;float age=(alphaAge-lastTime)/(time-lastTime);value.a=mix(lastKey.y,key.y,age);}break;}}float colorAge=min(normalizedAge,colorKeysMaxTime);for(int i=0;i<4;i++){vec4 key=colorKeys[i];float time=key.x;if(colorAge<=time){if(i==0){value.rgb=colorKeys[0].yzw;}else{vec4 lastKey=colorKeys[i-1];float lastTime=lastKey.x;float age=(colorAge-lastTime)/(time-lastTime);value.rgb=mix(lastKey.yzw,key.yzw,age);}break;}}return value;}\n#endif\nvec4 computeParticleColor(in vec4 color,in float normalizedAge){\n#if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\nvec4 gradientColor=evaluateParticleGradient(renderer_COLMaxGradientColor,renderer_COLGradientKeysMaxTime.z,renderer_COLMaxGradientAlpha,renderer_COLGradientKeysMaxTime.w,normalizedAge);\n#endif\n#ifdef RENDERER_COL_RANDOM_GRADIENTS\ngradientColor=mix(evaluateParticleGradient(renderer_COLMinGradientColor,renderer_COLGradientKeysMaxTime.x,renderer_COLMinGradientAlpha,renderer_COLGradientKeysMaxTime.y,normalizedAge),gradientColor,a_Random0.y);\n#endif\n#if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\ncolor*=gradientColor;\n#endif\nreturn color;}"; // eslint-disable-line
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- var texture_sheet_animation_module = "#define GLSLIFY 1\n#if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\nuniform float renderer_TSACycles;uniform vec3 renderer_TSATillingParams;uniform vec2 renderer_TSAFrameMaxCurve[4];\n#ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\nuniform vec2 renderer_TSAFrameMinCurve[4];\n#endif\n#endif\nvec2 computeParticleUV(in vec2 uv,in float normalizedAge){\n#if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\nfloat scaledNormalizedAge=normalizedAge*renderer_TSACycles;float cycleNormalizedAge=scaledNormalizedAge-floor(scaledNormalizedAge);float normalizedFrame=evaluateParticleCurve(renderer_TSAFrameMaxCurve,cycleNormalizedAge);\n#ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\nnormalizedFrame=mix(evaluateParticleCurve(renderer_TSAFrameMinCurve,cycleNormalizedAge),normalizedFrame,a_Random1.x);\n#endif\nfloat frame=floor(normalizedFrame*renderer_TSATillingParams.z);float tileRow=frame*renderer_TSATillingParams.x;float floorTotalULength=floor(tileRow);uv.x+=tileRow-tileRowIndex;uv.y+=tileRowIndex*renderer_TSATillingParams.y;\n#endif\nreturn uv;}"; // eslint-disable-line
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+ var texture_sheet_animation_module = "#define GLSLIFY 1\n#if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\nuniform float renderer_TSACycles;uniform vec3 renderer_TSATillingParams;uniform vec2 renderer_TSAFrameMaxCurve[4];\n#ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\nuniform vec2 renderer_TSAFrameMinCurve[4];\n#endif\n#endif\nvec2 computeParticleUV(in vec2 uv,in float normalizedAge){\n#if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\nfloat scaledNormalizedAge=normalizedAge*renderer_TSACycles;float cycleNormalizedAge=scaledNormalizedAge-floor(scaledNormalizedAge);float normalizedFrame=evaluateParticleCurve(renderer_TSAFrameMaxCurve,cycleNormalizedAge);\n#ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\nnormalizedFrame=mix(evaluateParticleCurve(renderer_TSAFrameMinCurve,cycleNormalizedAge),normalizedFrame,a_Random1.x);\n#endif\nfloat frame=floor(normalizedFrame*renderer_TSATillingParams.z);float tileRow=frame*renderer_TSATillingParams.x;float tileRowIndex=floor(tileRow);uv.x+=tileRow-tileRowIndex;uv.y+=tileRowIndex*renderer_TSATillingParams.y;\n#endif\nreturn uv;}"; // eslint-disable-line
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  var sphere_billboard = "#define GLSLIFY 1\n#ifdef RENDERER_MODE_SPHERE_BILLBOARD\nvec2 corner=a_CornerTextureCoordinate.xy+renderer_PivotOffset.xy;vec3 sideVector=normalize(cross(camera_Forward,camera_Up));vec3 upVector=normalize(cross(sideVector,camera_Forward));corner*=computeParticleSizeBillboard(a_StartSize.xy,normalizedAge);\n#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\nif(renderer_ThreeDStartRotation){vec3 rotation=vec3(a_StartRotation0.xy,computeParticleRotationFloat(a_StartRotation0.z,age,normalizedAge));center+=renderer_SizeScale.xzy*rotationByEuler(corner.x*sideVector+corner.y*upVector,rotation);}else{float rot=computeParticleRotationFloat(a_StartRotation0.x,age,normalizedAge);float c=cos(rot);float s=sin(rot);mat2 rotation=mat2(c,-s,s,c);corner=rotation*corner;center+=renderer_SizeScale.xzy*(corner.x*sideVector+corner.y*upVector);}\n#else\nif(renderer_ThreeDStartRotation){center+=renderer_SizeScale.xzy*rotationByEuler(corner.x*sideVector+corner.y*upVector,a_StartRotation0);}else{float c=cos(a_StartRotation0.x);float s=sin(a_StartRotation0.x);mat2 rotation=mat2(c,-s,s,c);corner=rotation*corner;center+=renderer_SizeScale.xzy*(corner.x*sideVector+corner.y*upVector);}\n#endif\n#endif\n"; // eslint-disable-line
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  var stretched_billboard = "#define GLSLIFY 1\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\nvec2 corner=a_CornerTextureCoordinate.xy+renderer_PivotOffset.xy;vec3 velocity;\n#if defined(RENDERER_VOL_CONSTANT) || defined(RENDERER_VOL_CURVE) || defined(RENDERER_VOL_RANDOM_CONSTANT) || defined(RENDERER_VOL_RANDOM_CURVE)\nif(renderer_VOLSpace==0){velocity=rotationByQuaternions(renderer_SizeScale*(startVelocity+lifeVelocity),worldRotation)+gravityVelocity;}else{velocity=rotationByQuaternions(renderer_SizeScale*startVelocity,worldRotation)+lifeVelocity+gravityVelocity;}\n#else\nvelocity=rotationByQuaternions(renderer_SizeScale*startVelocity,worldRotation)+gravityVelocity;\n#endif\nvec3 cameraUpVector=normalize(velocity);vec3 direction=normalize(center-camera_Position);vec3 sideVector=normalize(cross(direction,normalize(velocity)));sideVector=renderer_SizeScale.xzy*sideVector;cameraUpVector=length(vec3(renderer_SizeScale.x,0.0,0.0))*cameraUpVector;vec2 size=computeParticleSizeBillboard(a_StartSize.xy,normalizedAge);const mat2 rotationZHalfPI=mat2(0.0,-1.0,1.0,0.0);corner=rotationZHalfPI*corner;corner.y=corner.y-abs(corner.y);float speed=length(velocity);center+=sign(renderer_SizeScale.x)*(sign(renderer_StretchedBillboardLengthScale)*size.x*corner.x*sideVector+(speed*renderer_StretchedBillboardSpeedScale+size.y*renderer_StretchedBillboardLengthScale)*corner.y*cameraUpVector);\n#endif\n"; // eslint-disable-line
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  var vertical_billboard = "#define GLSLIFY 1\n#ifdef RENDERER_MODE_VERTICAL_BILLBOARD\nvec2 corner=a_CornerTextureCoordinate.xy+renderer_PivotOffset.xy;const vec3 cameraUpVector=vec3(0.0,1.0,0.0);vec3 sideVector=normalize(cross(camera_Forward,cameraUpVector));float rot=computeParticleRotationFloat(a_StartRotation0.x,age,normalizedAge);float c=cos(rot);float s=sin(rot);mat2 rotation=mat2(c,-s,s,c);corner=rotation*corner*cos(0.78539816339744830961566084581988);corner*=computeParticleSizeBillboard(a_StartSize.xy,normalizedAge);center+=renderer_SizeScale.xzy*(corner.x*sideVector+corner.y*cameraUpVector);\n#endif\n"; // eslint-disable-line
@@ -15136,7 +15136,7 @@
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  if (background.mode === exports.BackgroundMode.Sky) {
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  background.sky._render(context);
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  } else if (background.mode === exports.BackgroundMode.Texture && background.texture) {
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- this._drawBackgroundTexture(engine, background);
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+ this._drawBackgroundTexture(camera, background);
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  }
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  }
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  // Copy opaque texture
@@ -15232,7 +15232,8 @@
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  renderElement.renderQueueFlags |= flag;
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  }
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  };
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- _proto._drawBackgroundTexture = function _drawBackgroundTexture(engine, background) {
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+ _proto._drawBackgroundTexture = function _drawBackgroundTexture(camera, background) {
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+ var engine = camera.engine;
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  var rhi = engine._hardwareRenderer;
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  var canvas = engine.canvas;
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  var material = background._material, mesh = background._mesh;
@@ -15244,6 +15245,7 @@
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  var program = pass._getShaderProgram(engine, Shader._compileMacros);
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  program.bind();
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  program.uploadAll(program.materialUniformBlock, material.shaderData);
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+ program.uploadAll(program.cameraUniformBlock, camera.shaderData);
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  program.uploadUnGroupTextures();
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  (pass._renderState || material.renderState)._applyStates(engine, false, pass._renderStateDataMap, material.shaderData);
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  rhi.drawPrimitive(mesh._primitive, mesh.subMesh, program);
@@ -27763,13 +27765,13 @@
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  var skyProceduralFs = "#define GLSLIFY 1\n#include <common>\nconst float MIE_G=-0.990;const float MIE_G2=0.9801;const float SKY_GROUND_THRESHOLD=0.02;uniform float material_SunSize;uniform float material_SunSizeConvergence;uniform vec4 scene_SunlightColor;uniform vec3 scene_SunlightDirection;varying vec3 v_GroundColor;varying vec3 v_SkyColor;\n#ifdef MATERIAL_SUN_HIGH_QUALITY\nvarying vec3 v_Vertex;\n#elif defined(MATERIAL_SUN_SIMPLE)\nvarying vec3 v_RayDir;\n#else\nvarying float v_SkyGroundFactor;\n#endif\n#if defined(MATERIAL_SUN_HIGH_QUALITY)||defined(MATERIAL_SUN_SIMPLE)\nvarying vec3 v_SunColor;\n#endif\n#if defined(ENGINE_IS_COLORSPACE_GAMMA)\n#define LINEAR_2_OUTPUT(color) sqrt(color)\n#endif\nfloat getMiePhase(float eyeCos,float eyeCos2){float temp=1.0+MIE_G2-2.0*MIE_G*eyeCos;temp=pow(temp,pow(material_SunSize,0.65)*10.0);temp=max(temp,1.0e-4);temp=1.5*((1.0-MIE_G2)/(2.0+MIE_G2))*(1.0+eyeCos2)/temp;return temp;}float calcSunAttenuation(vec3 lightPos,vec3 ray){\n#ifdef MATERIAL_SUN_HIGH_QUALITY\nfloat focusedEyeCos=pow(clamp(dot(lightPos,ray),0.0,1.0),material_SunSizeConvergence);return getMiePhase(-focusedEyeCos,focusedEyeCos*focusedEyeCos);\n#else\nvec3 delta=lightPos-ray;float dist=length(delta);float spot=1.0-smoothstep(0.0,material_SunSize,dist);return spot*spot;\n#endif\n}void main(){vec3 col=vec3(0.0,0.0,0.0);\n#ifdef MATERIAL_SUN_HIGH_QUALITY\nvec3 ray=normalize(v_Vertex);float y=ray.y/SKY_GROUND_THRESHOLD;\n#elif defined(MATERIAL_SUN_SIMPLE)\nvec3 ray=v_RayDir;float y=ray.y/SKY_GROUND_THRESHOLD;\n#else\nfloat y=v_SkyGroundFactor;\n#endif\ncol=mix(v_SkyColor,v_GroundColor,clamp(y,0.0,1.0));\n#if defined(MATERIAL_SUN_HIGH_QUALITY)||defined(MATERIAL_SUN_SIMPLE)\nif(y<0.0)col+=v_SunColor*calcSunAttenuation(-scene_SunlightDirection,-ray);\n#endif\n#ifdef ENGINE_IS_COLORSPACE_GAMMA\ncol=LINEAR_2_OUTPUT(col);\n#endif\ngl_FragColor=vec4(col,1.0);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
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  var skyProceduralVs = "#define GLSLIFY 1\n#define OUTER_RADIUS 1.025\n#define RAYLEIGH (mix(0.0, 0.0025, pow(material_AtmosphereThickness,2.5)))\n#define MIE 0.0010\n#define SUN_BRIGHTNESS 20.0\n#define MAX_SCATTER 50.0\nconst float SKY_GROUND_THRESHOLD=0.02;const float outerRadius=OUTER_RADIUS;const float outerRadius2=OUTER_RADIUS*OUTER_RADIUS;const float innerRadius=1.0;const float innerRadius2=1.0;const float cameraHeight=0.0001;const float HDSundiskIntensityFactor=15.0;const float simpleSundiskIntensityFactor=27.0;const float sunScale=400.0*SUN_BRIGHTNESS;const float kmESun=MIE*SUN_BRIGHTNESS;const float km4PI=MIE*4.0*3.14159265;const float scale=1.0/(OUTER_RADIUS-1.0);const float scaleDepth=0.25;const float scaleOverScaleDepth=(1.0/(OUTER_RADIUS-1.0))/0.25;const float samples=2.0;const vec3 c_DefaultScatteringWavelength=vec3(0.65,0.57,0.475);const vec3 c_VariableRangeForScatteringWavelength=vec3(0.15,0.15,0.15);attribute vec4 POSITION;uniform mat4 camera_VPMat;uniform vec3 material_SkyTint;uniform vec3 material_GroundTint;uniform float material_Exposure;uniform float material_AtmosphereThickness;uniform vec4 scene_SunlightColor;uniform vec3 scene_SunlightDirection;varying vec3 v_GroundColor;varying vec3 v_SkyColor;\n#ifdef MATERIAL_SUN_HIGH_QUALITY\nvarying vec3 v_Vertex;\n#elif defined(MATERIAL_SUN_SIMPLE)\nvarying vec3 v_RayDir;\n#else\nvarying float v_SkyGroundFactor;\n#endif\n#if defined(MATERIAL_SUN_HIGH_QUALITY)||defined(MATERIAL_SUN_SIMPLE)\nvarying vec3 v_SunColor;\n#endif\n#if defined(ENGINE_IS_COLORSPACE_GAMMA)\n#define COLOR_2_GAMMA(color) color\n#define COLOR_2_LINEAR(color) color*color\n#else\n#define GAMMA 2.2\n#define COLOR_2_GAMMA(color) pow(color,vec3(1.0/GAMMA))\n#define COLOR_2_LINEAR(color) color\n#endif\nfloat getRayleighPhase(vec3 light,vec3 ray){float eyeCos=dot(light,ray);return 0.75+0.75*eyeCos*eyeCos;}float scaleAngle(float inCos){float x=1.0-inCos;return 0.25*exp(-0.00287+x*(0.459+x*(3.83+x*(-6.80+x*5.25))));}void main(){gl_Position=camera_VPMat*vec4(POSITION.xyz,1.0);vec3 skyTintInGammaSpace=COLOR_2_GAMMA(material_SkyTint);vec3 scatteringWavelength=mix(c_DefaultScatteringWavelength-c_VariableRangeForScatteringWavelength,c_DefaultScatteringWavelength+c_VariableRangeForScatteringWavelength,vec3(1.0)-skyTintInGammaSpace);vec3 invWavelength=1.0/pow(scatteringWavelength,vec3(4.0));float krESun=RAYLEIGH*SUN_BRIGHTNESS;float kr4PI=RAYLEIGH*4.0*3.14159265;vec3 cameraPos=vec3(0.0,innerRadius+cameraHeight,0.0);vec3 eyeRay=normalize(POSITION.xyz);float far=0.0;vec3 cIn,cOut;if(eyeRay.y>=0.0){far=sqrt(outerRadius2+innerRadius2*eyeRay.y*eyeRay.y-innerRadius2)-innerRadius*eyeRay.y;float height=innerRadius+cameraHeight;float depth=exp(scaleOverScaleDepth*-cameraHeight);float startAngle=dot(eyeRay,cameraPos)/height;float startOffset=depth*scaleAngle(startAngle);float sampleLength=far/samples;float scaledLength=sampleLength*scale;vec3 sampleRay=eyeRay*sampleLength;vec3 samplePoint=cameraPos+sampleRay*0.5;vec3 frontColor=vec3(0.0);{float height=length(samplePoint);float depth=exp(scaleOverScaleDepth*(innerRadius-height));float lightAngle=dot(-scene_SunlightDirection,samplePoint)/height;float cameraAngle=dot(eyeRay,samplePoint)/height;float scatter=(startOffset+depth*(scaleAngle(lightAngle)-scaleAngle(cameraAngle)));vec3 attenuate=exp(-clamp(scatter,0.0,MAX_SCATTER)*(invWavelength*kr4PI+km4PI));frontColor+=attenuate*(depth*scaledLength);samplePoint+=sampleRay;}{float height=length(samplePoint);float depth=exp(scaleOverScaleDepth*(innerRadius-height));float lightAngle=dot(-scene_SunlightDirection,samplePoint)/height;float cameraAngle=dot(eyeRay,samplePoint)/height;float scatter=(startOffset+depth*(scaleAngle(lightAngle)-scaleAngle(cameraAngle)));vec3 attenuate=exp(-clamp(scatter,0.0,MAX_SCATTER)*(invWavelength*kr4PI+km4PI));frontColor+=attenuate*(depth*scaledLength);samplePoint+=sampleRay;}cIn=frontColor*(invWavelength*krESun);cOut=frontColor*kmESun;}else{far=(-cameraHeight)/(min(-0.001,eyeRay.y));vec3 pos=cameraPos+far*eyeRay;float depth=exp((-cameraHeight)*(1.0/scaleDepth));float cameraAngle=dot(-eyeRay,pos);float lightAngle=dot(-scene_SunlightDirection,pos);float cameraScale=scaleAngle(cameraAngle);float lightScale=scaleAngle(lightAngle);float cameraOffset=depth*cameraScale;float temp=lightScale+cameraScale;float sampleLength=far/samples;float scaledLength=sampleLength*scale;vec3 sampleRay=eyeRay*sampleLength;vec3 samplePoint=cameraPos+sampleRay*0.5;vec3 frontColor=vec3(0.0,0.0,0.0);vec3 attenuate;{float height=length(samplePoint);float depth=exp(scaleOverScaleDepth*(innerRadius-height));float scatter=depth*temp-cameraOffset;attenuate=exp(-clamp(scatter,0.0,MAX_SCATTER)*(invWavelength*kr4PI+km4PI));frontColor+=attenuate*(depth*scaledLength);samplePoint+=sampleRay;}cIn=frontColor*(invWavelength*krESun+kmESun);cOut=clamp(attenuate,0.0,1.0);}\n#ifdef MATERIAL_SUN_HIGH_QUALITY\nv_Vertex=-POSITION.xyz;\n#elif defined(MATERIAL_SUN_SIMPLE)\nv_RayDir=-eyeRay;\n#else\nv_SkyGroundFactor=-eyeRay.y/SKY_GROUND_THRESHOLD;\n#endif\nv_GroundColor=material_Exposure*(cIn+COLOR_2_LINEAR(material_GroundTint)*cOut);v_SkyColor=material_Exposure*(cIn*getRayleighPhase(-scene_SunlightDirection,-eyeRay));float lightColorIntensity=clamp(length(scene_SunlightColor.xyz),0.25,1.0);\n#ifdef MATERIAL_SUN_HIGH_QUALITY\nv_SunColor=HDSundiskIntensityFactor*clamp(cOut,0.0,1.0)*scene_SunlightColor.xyz/lightColorIntensity;\n#elif defined(MATERIAL_SUN_SIMPLE)\nv_SunColor=simpleSundiskIntensityFactor*clamp(cOut*sunScale,0.0,1.0)*scene_SunlightColor.xyz/lightColorIntensity;\n#endif\n}"; // eslint-disable-line
27765
27767
  var backgroundTextureFs = "#define GLSLIFY 1\nuniform sampler2D material_BaseTexture;varying vec2 v_uv;void main(){gl_FragColor=texture2D(material_BaseTexture,v_uv);}"; // eslint-disable-line
27766
- var backgroundTextureVs = "#define GLSLIFY 1\nattribute vec3 POSITION;attribute vec2 TEXCOORD_0;varying vec2 v_uv;void main(){gl_Position=vec4(POSITION,1.0);v_uv=TEXCOORD_0;}"; // eslint-disable-line
27768
+ var backgroundTextureVs = "#define GLSLIFY 1\nattribute vec3 POSITION;attribute vec2 TEXCOORD_0;varying vec2 v_uv;uniform vec4 camera_ProjectionParams;void main(){gl_Position=vec4(POSITION,1.0);gl_Position.y*=camera_ProjectionParams.x;v_uv=TEXCOORD_0;}"; // eslint-disable-line
27767
27769
  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 MATERIAL_IS_TRANSPARENT\ngl_FragColor.a=diffuse.a;\n#else\ngl_FragColor.a=1.0;\n#endif\n#include <FogFragment>\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
27768
27770
  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
27769
27771
  var depthOnlyFs = "#define GLSLIFY 1\nvoid main(){}"; // eslint-disable-line
27770
27772
  var depthOnlyVs = "#define GLSLIFY 1\n#include <common>\n#include <common_vert>\n#include <blendShape_input>\nuniform mat4 camera_VPMat;void main(){\n#include <begin_position_vert>\n#include <blendShape_vert>\n#include <skinning_vert>\n#include <position_vert>\n}"; // eslint-disable-line
27771
27773
  var particleFs = "#define GLSLIFY 1\n#include <common>\nvarying vec4 v_Color;varying vec2 v_TextureCoordinate;uniform sampler2D material_BaseTexture;uniform vec4 material_BaseColor;\n#ifdef RENDERER_MODE_MESH\nvarying vec4 v_MeshColor;\n#endif\nvoid main(){vec4 color=material_BaseColor*v_Color;\n#ifdef RENDERER_MODE_MESH\ncolor*=v_MeshColor;\n#endif\n#ifdef MATERIAL_HAS_BASETEXTURE\nvec4 textureColor=texture2D(material_BaseTexture,v_TextureCoordinate);\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\ntextureColor=gammaToLinear(textureColor);\n#endif\ncolor*=textureColor;\n#endif\ngl_FragColor=color;\n#ifndef ENGINE_IS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
27772
- var particleVs = "#define GLSLIFY 1\n#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\nattribute vec4 a_CornerTextureCoordinate;\n#endif\n#ifdef RENDERER_MODE_MESH\nattribute vec3 a_MeshPosition;attribute vec4 a_MeshColor;attribute vec2 a_MeshTextureCoordinate;varying vec4 v_MeshColor;\n#endif\nattribute vec4 a_ShapePositionStartLifeTime;attribute vec4 a_DirectionTime;attribute vec4 a_StartColor;attribute vec3 a_StartSize;attribute vec3 a_StartRotation0;attribute float a_StartSpeed;attribute vec4 a_Random0;\n#if defined(RENDERER_TSA_FRAME_RANDOM_CURVES) || defined(RENDERER_VOL_RANDOM_CONSTANT) || defined(RENDERER_VOL_RANDOM_CURVE)\nattribute vec4 a_Random1;\n#endif\nattribute vec3 a_SimulationWorldPosition;attribute vec4 a_SimulationWorldRotation;varying vec4 v_Color;\n#ifdef MATERIAL_HAS_BASETEXTURE\nattribute vec4 a_SimulationUV;varying vec2 v_TextureCoordinate;\n#endif\nuniform float renderer_CurrentTime;uniform vec3 renderer_Gravity;uniform vec2 u_DragConstant;uniform vec3 renderer_WorldPosition;uniform vec4 renderer_WorldRotation;uniform bool renderer_ThreeDStartRotation;uniform int renderer_ScalingMode;uniform vec3 renderer_PositionScale;uniform vec3 renderer_SizeScale;uniform vec3 renderer_PivotOffset;uniform mat4 camera_ViewMat;uniform mat4 camera_ProjMat;\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\nuniform vec3 camera_Position;\n#endif\nuniform vec3 camera_Forward;uniform vec3 camera_Up;uniform float renderer_StretchedBillboardLengthScale;uniform float renderer_StretchedBillboardSpeedScale;uniform int renderer_SimulationSpace;\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <color_over_lifetime_module>\n#include <size_over_lifetime_module>\n#include <rotation_over_lifetime_module>\n#include <texture_sheet_animation_module>\nvoid main(){float age=renderer_CurrentTime-a_DirectionTime.w;float normalizedAge=age/a_ShapePositionStartLifeTime.w;vec3 lifeVelocity;if(normalizedAge<1.0){vec3 startVelocity=a_DirectionTime.xyz*a_StartSpeed;\n#if defined(RENDERER_VOL_CONSTANT) || defined(RENDERER_VOL_CURVE) || defined(RENDERER_VOL_RANDOM_CONSTANT) || defined(RENDERER_VOL_RANDOM_CURVE)\nlifeVelocity=computeParticleLifeVelocity(normalizedAge);\n#endif\nvec3 gravityVelocity=renderer_Gravity*age;vec4 worldRotation;if(renderer_SimulationSpace==0){worldRotation=renderer_WorldRotation;}else{worldRotation=a_SimulationWorldRotation;}vec3 dragData=a_DirectionTime.xyz*mix(u_DragConstant.x,u_DragConstant.y,a_Random0.x);vec3 center=computeParticlePosition(startVelocity,lifeVelocity,age,normalizedAge,gravityVelocity,worldRotation,dragData);\n#include <sphere_billboard>\n#include <stretched_billboard>\n#include <horizontal_billboard>\n#include <vertical_billboard>\n#include <particle_mesh>\ngl_Position=camera_ProjMat*camera_ViewMat*vec4(center,1.0);v_Color=computeParticleColor(a_StartColor,normalizedAge);\n#ifdef MATERIAL_HAS_BASETEXTURE\nvec2 simulateUV;\n#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\nsimulateUV=a_CornerTextureCoordinate.zw*a_SimulationUV.xy+a_SimulationUV.zw;v_TextureCoordinate=computeParticleUV(simulateUV,normalizedAge);\n#endif\n#ifdef RENDERER_MODE_MESH\nsimulateUV=a_SimulationUV.xy+a_MeshTextureCoordinate*a_SimulationUV.zw;v_TextureCoordinate=computeParticleUV(simulateUV,normalizedAge);\n#endif\n#endif\n}else{gl_Position=vec4(2.0,2.0,2.0,1.0);}}"; // eslint-disable-line
27774
+ var particleVs = "#define GLSLIFY 1\n#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\nattribute vec4 a_CornerTextureCoordinate;\n#endif\n#ifdef RENDERER_MODE_MESH\nattribute vec3 a_MeshPosition;attribute vec4 a_MeshColor;attribute vec2 a_MeshTextureCoordinate;varying vec4 v_MeshColor;\n#endif\nattribute vec4 a_ShapePositionStartLifeTime;attribute vec4 a_DirectionTime;attribute vec4 a_StartColor;attribute vec3 a_StartSize;attribute vec3 a_StartRotation0;attribute float a_StartSpeed;attribute vec4 a_Random0;\n#if defined(RENDERER_TSA_FRAME_RANDOM_CURVES) || defined(RENDERER_VOL_RANDOM_CONSTANT) || defined(RENDERER_VOL_RANDOM_CURVE)\nattribute vec4 a_Random1;\n#endif\nattribute vec3 a_SimulationWorldPosition;attribute vec4 a_SimulationWorldRotation;varying vec4 v_Color;\n#ifdef MATERIAL_HAS_BASETEXTURE\nattribute vec4 a_SimulationUV;varying vec2 v_TextureCoordinate;\n#endif\nuniform float renderer_CurrentTime;uniform vec3 renderer_Gravity;uniform vec2 u_DragConstant;uniform vec3 renderer_WorldPosition;uniform vec4 renderer_WorldRotation;uniform bool renderer_ThreeDStartRotation;uniform int renderer_ScalingMode;uniform vec3 renderer_PositionScale;uniform vec3 renderer_SizeScale;uniform vec3 renderer_PivotOffset;uniform mat4 camera_ViewMat;uniform mat4 camera_ProjMat;\n#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\nuniform vec3 camera_Position;\n#endif\nuniform vec3 camera_Forward;uniform vec3 camera_Up;uniform float renderer_StretchedBillboardLengthScale;uniform float renderer_StretchedBillboardSpeedScale;uniform int renderer_SimulationSpace;\n#include <particle_common>\n#include <velocity_over_lifetime_module>\n#include <color_over_lifetime_module>\n#include <size_over_lifetime_module>\n#include <rotation_over_lifetime_module>\n#include <texture_sheet_animation_module>\nvoid main(){float age=renderer_CurrentTime-a_DirectionTime.w;float normalizedAge=age/a_ShapePositionStartLifeTime.w;vec3 lifeVelocity;if(normalizedAge<1.0){vec3 startVelocity=a_DirectionTime.xyz*a_StartSpeed;\n#if defined(RENDERER_VOL_CONSTANT) || defined(RENDERER_VOL_CURVE) || defined(RENDERER_VOL_RANDOM_CONSTANT) || defined(RENDERER_VOL_RANDOM_CURVE)\nlifeVelocity=computeParticleLifeVelocity(normalizedAge);\n#endif\nvec3 gravityVelocity=renderer_Gravity*a_Random0.x*age;vec4 worldRotation;if(renderer_SimulationSpace==0){worldRotation=renderer_WorldRotation;}else{worldRotation=a_SimulationWorldRotation;}vec3 dragData=a_DirectionTime.xyz*mix(u_DragConstant.x,u_DragConstant.y,a_Random0.x);vec3 center=computeParticlePosition(startVelocity,lifeVelocity,age,normalizedAge,gravityVelocity,worldRotation,dragData);\n#include <sphere_billboard>\n#include <stretched_billboard>\n#include <horizontal_billboard>\n#include <vertical_billboard>\n#include <particle_mesh>\ngl_Position=camera_ProjMat*camera_ViewMat*vec4(center,1.0);v_Color=computeParticleColor(a_StartColor,normalizedAge);\n#ifdef MATERIAL_HAS_BASETEXTURE\nvec2 simulateUV;\n#if defined(RENDERER_MODE_SPHERE_BILLBOARD) || defined(RENDERER_MODE_STRETCHED_BILLBOARD) || defined(RENDERER_MODE_HORIZONTAL_BILLBOARD) || defined(RENDERER_MODE_VERTICAL_BILLBOARD)\nsimulateUV=a_CornerTextureCoordinate.zw*a_SimulationUV.xy+a_SimulationUV.zw;v_TextureCoordinate=computeParticleUV(simulateUV,normalizedAge);\n#endif\n#ifdef RENDERER_MODE_MESH\nsimulateUV=a_SimulationUV.xy+a_MeshTextureCoordinate*a_SimulationUV.zw;v_TextureCoordinate=computeParticleUV(simulateUV,normalizedAge);\n#endif\n#endif\n}else{gl_Position=vec4(2.0,2.0,2.0,1.0);}}"; // eslint-disable-line
27773
27775
  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 ENGINE_IS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
27774
27776
  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 ENGINE_IS_COLORSPACE_GAMMA\ngl_FragColor=linearToGamma(gl_FragColor);\n#endif\n}"; // eslint-disable-line
27775
27777
  var pbrVs = "#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
@@ -30896,16 +30898,17 @@
30896
30898
  * @internal
30897
30899
  */ _proto._onDisableInScene = function _onDisableInScene() {
30898
30900
  var componentsManager = this.scene._componentsManager;
30901
+ var prototype = Script.prototype;
30899
30902
  if (!this._started) {
30900
30903
  componentsManager.removeOnStartScript(this);
30901
30904
  }
30902
- if (this._onUpdateIndex >= 0) {
30905
+ if (this.onUpdate !== prototype.onUpdate) {
30903
30906
  componentsManager.removeOnUpdateScript(this);
30904
30907
  }
30905
- if (this._onLateUpdateIndex >= 0) {
30908
+ if (this.onLateUpdate !== prototype.onLateUpdate) {
30906
30909
  componentsManager.removeOnLateUpdateScript(this);
30907
30910
  }
30908
- if (this._onPhysicsUpdateIndex >= 0) {
30911
+ if (this.onPhysicsUpdate !== prototype.onPhysicsUpdate) {
30909
30912
  componentsManager.removeOnPhysicsUpdateScript(this);
30910
30913
  }
30911
30914
  this._entity._removeScript(this);
@@ -32875,7 +32878,8 @@
32875
32878
  var _proto = AnimatorStatePlayData.prototype;
32876
32879
  _proto.reset = function reset(state, stateData, offsetFrameTime) {
32877
32880
  this.state = state;
32878
- this.frameTime = offsetFrameTime;
32881
+ this.playedTime = 0;
32882
+ this.offsetFrameTime = offsetFrameTime;
32879
32883
  this.stateData = stateData;
32880
32884
  this.playState = AnimatorStatePlayState.UnStarted;
32881
32885
  this.clipTime = state.clipStartTime * state.clip.length;
@@ -32894,9 +32898,9 @@
32894
32898
  }
32895
32899
  };
32896
32900
  _proto.update = function update(deltaTime) {
32897
- this.frameTime += deltaTime;
32901
+ this.playedTime += deltaTime;
32898
32902
  var state = this.state;
32899
- var time = this.frameTime;
32903
+ var time = this.playedTime + this.offsetFrameTime;
32900
32904
  var duration = state._getDuration();
32901
32905
  this.playState = AnimatorStatePlayState.Playing;
32902
32906
  if (state.wrapMode === exports.WrapMode.Loop) {
@@ -33340,9 +33344,8 @@
33340
33344
  var transition = anyStateTransitions.length && this._applyTransitionsByCondition(layerIndex, layerData, layer, state, anyStateTransitions, aniUpdate) || transitions.length && this._applyStateTransitions(layerIndex, layerData, layer, isForwards, srcPlayData, transitions, lastClipTime, clipTime, playDeltaTime, aniUpdate);
33341
33345
  var playCostTime;
33342
33346
  if (transition) {
33343
- var clipDuration = state.clip.length;
33344
- var clipEndTime = state.clipEndTime * clipDuration;
33345
- var exitTime = transition.exitTime * state._getDuration();
33347
+ var clipEndTime = state._getClipActualEndTime();
33348
+ var exitTime = transition.exitTime * state._getDuration() + state._getClipActualStartTime();
33346
33349
  if (isForwards) {
33347
33350
  if (exitTime < lastClipTime) {
33348
33351
  playCostTime = exitTime + clipEndTime - lastClipTime;
@@ -33350,7 +33353,7 @@
33350
33353
  playCostTime = exitTime - lastClipTime;
33351
33354
  }
33352
33355
  } else {
33353
- var startTime = state.clipStartTime * clipDuration;
33356
+ var startTime = state._getClipActualStartTime();
33354
33357
  if (lastClipTime < exitTime) {
33355
33358
  playCostTime = clipEndTime - exitTime + lastClipTime - startTime;
33356
33359
  } else {
@@ -33412,18 +33415,20 @@
33412
33415
  var lastDestClipTime = destPlayData.clipTime, lastDstPlayState = destPlayData.playState;
33413
33416
  var dstPlayCostTime;
33414
33417
  if (destPlayData.isForwards) {
33415
- dstPlayCostTime = lastDestClipTime + dstPlayDeltaTime > transitionDuration ? transitionDuration - lastDestClipTime : dstPlayDeltaTime;
33418
+ // The time that has been played
33419
+ var playedTime = destPlayData.playedTime;
33420
+ dstPlayCostTime = playedTime + dstPlayDeltaTime > transitionDuration ? transitionDuration - playedTime : dstPlayDeltaTime;
33416
33421
  } else {
33417
33422
  // The time that has been played
33418
- var playedTime = destStateDuration - lastDestClipTime;
33423
+ var playedTime1 = destPlayData.playedTime;
33419
33424
  dstPlayCostTime = // > transition: The time that will be played is enough to finish the transition
33420
- playedTime - dstPlayDeltaTime > transitionDuration ? playedTime - transitionDuration : dstPlayDeltaTime;
33425
+ playedTime1 - dstPlayDeltaTime > transitionDuration ? playedTime1 - transitionDuration : dstPlayDeltaTime;
33421
33426
  }
33422
33427
  var actualCostTime = dstPlaySpeed === 0 ? deltaTime : dstPlayCostTime / dstPlaySpeed;
33423
33428
  var srcPlayCostTime = actualCostTime * srcPlaySpeed;
33424
33429
  srcPlayData.update(srcPlayCostTime);
33425
33430
  destPlayData.update(dstPlayCostTime);
33426
- var crossWeight = Math.abs(destPlayData.frameTime) / transitionDuration;
33431
+ var crossWeight = Math.abs(destPlayData.playedTime) / transitionDuration;
33427
33432
  (crossWeight >= 1.0 - MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
33428
33433
  var crossFadeFinished = crossWeight === 1.0;
33429
33434
  if (crossFadeFinished) {
@@ -33473,16 +33478,18 @@
33473
33478
  var lastDestClipTime = destPlayData.clipTime, lastPlayState = destPlayData.playState;
33474
33479
  var dstPlayCostTime;
33475
33480
  if (destPlayData.isForwards) {
33476
- dstPlayCostTime = lastDestClipTime + playDeltaTime > transitionDuration ? transitionDuration - lastDestClipTime : playDeltaTime;
33481
+ // The time that has been played
33482
+ var playedTime = destPlayData.playedTime;
33483
+ dstPlayCostTime = playedTime + playDeltaTime > transitionDuration ? transitionDuration - playedTime : playDeltaTime;
33477
33484
  } else {
33478
33485
  // The time that has been played
33479
- var playedTime = stateDuration - lastDestClipTime;
33486
+ var playedTime1 = destPlayData.playedTime;
33480
33487
  dstPlayCostTime = // > transition: The time that will be played is enough to finish the transition
33481
- playedTime - playDeltaTime > transitionDuration ? playedTime - transitionDuration : playDeltaTime;
33488
+ playedTime1 - playDeltaTime > transitionDuration ? playedTime1 - transitionDuration : playDeltaTime;
33482
33489
  }
33483
33490
  var actualCostTime = playSpeed === 0 ? deltaTime : dstPlayCostTime / playSpeed;
33484
33491
  destPlayData.update(dstPlayCostTime);
33485
- var crossWeight = Math.abs(destPlayData.frameTime) / transitionDuration;
33492
+ var crossWeight = Math.abs(destPlayData.playedTime) / transitionDuration;
33486
33493
  (crossWeight >= 1.0 - MathUtil.zeroTolerance || transitionDuration === 0) && (crossWeight = 1.0);
33487
33494
  var crossFadeFinished = crossWeight === 1.0;
33488
33495
  if (crossFadeFinished) {
@@ -33610,10 +33617,9 @@
33610
33617
  _proto._checkSubTransition = function _checkSubTransition(layerIndex, layerData, layer, playState, transitions, lastClipTime, curClipTime, aniUpdate) {
33611
33618
  var state = playState.state;
33612
33619
  var transitionIndex = playState.currentTransitionIndex;
33613
- var duration = state._getDuration();
33614
33620
  for(var n = transitions.length; transitionIndex < n; transitionIndex++){
33615
33621
  var transition = transitions[transitionIndex];
33616
- var exitTime = transition.exitTime * duration;
33622
+ var exitTime = transition.exitTime * state._getDuration() + state._getClipActualStartTime();
33617
33623
  if (exitTime > curClipTime) {
33618
33624
  break;
33619
33625
  }
@@ -33633,10 +33639,9 @@
33633
33639
  _proto._checkBackwardsSubTransition = function _checkBackwardsSubTransition(layerIndex, layerData, layer, playState, transitions, lastClipTime, curClipTime, aniUpdate) {
33634
33640
  var state = playState.state;
33635
33641
  var transitionIndex = playState.currentTransitionIndex;
33636
- var duration = playState.state._getDuration();
33637
33642
  for(; transitionIndex >= 0; transitionIndex--){
33638
33643
  var transition = transitions[transitionIndex];
33639
- var exitTime = transition.exitTime * duration;
33644
+ var exitTime = transition.exitTime * state._getDuration() + state._getClipActualStartTime();
33640
33645
  if (exitTime < curClipTime) {
33641
33646
  break;
33642
33647
  }
@@ -34259,6 +34264,16 @@
34259
34264
  }
34260
34265
  }
34261
34266
  };
34267
+ /**
34268
+ * @internal
34269
+ */ _proto._getClipActualStartTime = function _getClipActualStartTime() {
34270
+ return this._clipStartTime * this.clip.length;
34271
+ };
34272
+ /**
34273
+ * @internal
34274
+ */ _proto._getClipActualEndTime = function _getClipActualEndTime() {
34275
+ return this._clipEndTime * this.clip.length;
34276
+ };
34262
34277
  _create_class$2(AnimatorState, [
34263
34278
  {
34264
34279
  key: "transitions",
@@ -35986,6 +36001,7 @@
35986
36001
  })(exports.ParticleScaleMode || (exports.ParticleScaleMode = {}));
35987
36002
  var MainModule = /*#__PURE__*/ function() {
35988
36003
  var MainModule = function MainModule(generator) {
36004
+ this._tempVector40 = new Vector4();
35989
36005
  /** The duration of the Particle Generator in seconds. */ this.duration = 5.0;
35990
36006
  /** Specifies whether the Particle Generator loops. */ this.isLoop = true;
35991
36007
  /** Start delay in seconds. */ this.startDelay = new ParticleCompositeCurve(0);
@@ -36007,7 +36023,6 @@
36007
36023
  this._gravityModifierRand = new Rand(0, ParticleRandomSubSeeds.GravityModifier);
36008
36024
  this._startSize3D = false;
36009
36025
  this._simulationSpace = exports.ParticleSimulationSpace.Local;
36010
- this._gravity = new Vector3();
36011
36026
  this._generator = generator;
36012
36027
  this.startLifetime = new ParticleCompositeCurve(5);
36013
36028
  this.startSpeed = new ParticleCompositeCurve(5);
@@ -36047,8 +36062,7 @@
36047
36062
  case exports.ParticleSimulationSpace.Local:
36048
36063
  shaderData.setVector3(MainModule._worldPosition, transform.worldPosition);
36049
36064
  var worldRotation = transform.worldRotationQuaternion;
36050
- var worldRotationV4 = MainModule._tempVector40;
36051
- worldRotationV4.copyFrom(worldRotation);
36065
+ var worldRotationV4 = this._tempVector40.copyFrom(worldRotation); // Maybe shaderData should support Quaternion
36052
36066
  shaderData.setVector4(MainModule._worldRotation, worldRotationV4);
36053
36067
  break;
36054
36068
  case exports.ParticleSimulationSpace.World:
@@ -36072,10 +36086,7 @@
36072
36086
  shaderData.setVector3(MainModule._sizeScale, MainModule._vector3One);
36073
36087
  break;
36074
36088
  }
36075
- var particleGravity = this._gravity;
36076
- var gravityModifierValue = this.gravityModifier.evaluate(undefined, this._gravityModifierRand.random());
36077
- Vector3.scale(renderer.scene.physics.gravity, gravityModifierValue, particleGravity);
36078
- shaderData.setVector3(MainModule._gravity, particleGravity);
36089
+ shaderData.setVector3(MainModule._gravity, renderer.scene.physics.gravity);
36079
36090
  shaderData.setInt(MainModule._simulationSpace, this.simulationSpace);
36080
36091
  shaderData.setFloat(MainModule._startRotation3D, +this.startRotation3D);
36081
36092
  shaderData.setInt(MainModule._scaleMode, this.scalingMode);
@@ -36243,9 +36254,6 @@
36243
36254
  ]);
36244
36255
  return MainModule;
36245
36256
  }();
36246
- (function() {
36247
- MainModule._tempVector40 = new Vector4();
36248
- })();
36249
36257
  (function() {
36250
36258
  MainModule._vector3One = new Vector3(1, 1, 1);
36251
36259
  })();
@@ -36330,9 +36338,6 @@
36330
36338
  __decorate$1([
36331
36339
  ignoreClone
36332
36340
  ], MainModule.prototype, "_generator", void 0);
36333
- __decorate$1([
36334
- ignoreClone
36335
- ], MainModule.prototype, "_gravity", void 0);
36336
36341
  /**
36337
36342
  * Rotate particles throughout their lifetime.
36338
36343
  */ var RotationOverLifetimeModule = /*#__PURE__*/ function(ParticleGeneratorModule1) {
@@ -37596,8 +37601,15 @@
37596
37601
  }
37597
37602
  // Start speed
37598
37603
  instanceVertices[offset + 18] = startSpeed;
37599
- // Unused, Color, size, rotation,
37600
- // instanceVertices[offset + 19] = rand.random();
37604
+ // Gravity, unused, size, rotation
37605
+ switch(main.gravityModifier.mode){
37606
+ case exports.ParticleCurveMode.Constant:
37607
+ instanceVertices[offset + 19] = main.gravityModifier.constant;
37608
+ break;
37609
+ case exports.ParticleCurveMode.TwoConstants:
37610
+ instanceVertices[offset + 19] = main.gravityModifier.evaluate(undefined, main._gravityModifierRand.random());
37611
+ break;
37612
+ }
37601
37613
  var colorOverLifetime = this.colorOverLifetime;
37602
37614
  if (colorOverLifetime.enabled && colorOverLifetime.color.mode === exports.ParticleGradientMode.TwoGradients) {
37603
37615
  instanceVertices[offset + 20] = colorOverLifetime._colorGradientRand.random();
@@ -48150,7 +48162,7 @@
48150
48162
  ], EXT_texture_webp);
48151
48163
 
48152
48164
  //@ts-ignore
48153
- var version = "1.3.14";
48165
+ var version = "1.3.16";
48154
48166
  console.log("Galacean engine version: " + version);
48155
48167
  for(var key in CoreObjects){
48156
48168
  Loader.registerClass(key, CoreObjects[key]);