@galacean/engine 2.0.0-alpha.12 → 2.0.0-alpha.13

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.
@@ -9869,16 +9869,16 @@ var ShadowLib = {
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  };
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  var particle_common = "vec3 rotationByQuaternions(in vec3 v, in vec4 q) {\n return v + 2.0 * cross(q.xyz, cross(q.xyz, v) + q.w * v);\n}\n\nvec3 rotationByEuler(in vec3 vector, in vec3 rot) {\n float halfRoll = rot.z * 0.5;\n float halfPitch = rot.x * 0.5;\n float halfYaw = rot.y * 0.5;\n\n float sinRoll = sin(halfRoll);\n float cosRoll = cos(halfRoll);\n float sinPitch = sin(halfPitch);\n float cosPitch = cos(halfPitch);\n float sinYaw = sin(halfYaw);\n float cosYaw = cos(halfYaw);\n\n float cosYawPitch = cosYaw * cosPitch;\n float sinYawPitch = sinYaw * sinPitch;\n\n float quaX = (cosYaw * sinPitch * cosRoll) + (sinYaw * cosPitch * sinRoll);\n float quaY = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);\n float quaZ = (cosYawPitch * sinRoll) - (sinYawPitch * cosRoll);\n float quaW = (cosYawPitch * cosRoll) + (sinYawPitch * sinRoll);\n\n return rotationByQuaternions(vector, vec4(quaX, quaY, quaZ, quaW));\n}\n\n// Assume axis is normalized\nvec3 rotationByAxis(in vec3 vector, in vec3 axis, in float angle) {\n float halfAngle = angle * 0.5;\n float s = sin(halfAngle);\n\n return rotationByQuaternions(vector, vec4(axis * s, cos(halfAngle)));\n}\n\n\nfloat evaluateParticleCurve(in vec2 keys[4], in float normalizedAge) {\n float value;\n for (int i = 1; i < 4; i++) {\n vec2 key = keys[i];\n float time = key.x;\n if (time >= normalizedAge) {\n vec2 lastKey = keys[i - 1];\n float lastTime = lastKey.x;\n float age = (normalizedAge - lastTime) / (time - lastTime);\n value = mix(lastKey.y, key.y, age);\n break;\n }\n }\n return value;\n}\n\nfloat evaluateParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float currentValue){\n float cumulativeValue = 0.0;\n for (int i = 1; i < 4; i++){\n\t vec2 key = keys[i];\n\t float time = key.x;\n\t vec2 lastKey = keys[i - 1];\n\t float lastValue = lastKey.y;\n\n\t if (time >= normalizedAge){\n\t\t float lastTime = lastKey.x;\n float offsetTime = normalizedAge - lastTime;\n\t\t float age = offsetTime / (time - lastTime);\n currentValue = mix(lastValue, key.y, age);\n\t\t cumulativeValue += (lastValue + currentValue) * 0.5 * offsetTime;\n\t\t break;\n\t\t}\n\t else{\n\t\t cumulativeValue += (lastValue + key.y) * 0.5 * (time - lastKey.x);\n\t\t}\n\t}\n return cumulativeValue;\n}\n\nvec4 evaluateParticleGradient(in vec4 colorKeys[4], in float colorMaxTime, in vec2 alphaKeys[4], in float alphaMaxTime, in float t) {\n vec4 value;\n\n float alphaT = min(t, alphaMaxTime);\n for (int i = 0; i < 4; i++) {\n vec2 key = alphaKeys[i];\n if (alphaT <= key.x) {\n if (i == 0) {\n value.a = alphaKeys[0].y;\n } else {\n vec2 lastKey = alphaKeys[i - 1];\n float age = (alphaT - lastKey.x) / (key.x - lastKey.x);\n value.a = mix(lastKey.y, key.y, age);\n }\n break;\n }\n }\n\n float colorT = min(t, colorMaxTime);\n for (int i = 0; i < 4; i++) {\n vec4 key = colorKeys[i];\n if (colorT <= key.x) {\n if (i == 0) {\n value.rgb = colorKeys[0].yzw;\n } else {\n vec4 lastKey = colorKeys[i - 1];\n float age = (colorT - lastKey.x) / (key.x - lastKey.x);\n value.rgb = mix(lastKey.yzw, key.yzw, age);\n }\n break;\n }\n }\n\n return value;\n}"; // eslint-disable-line
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  var velocity_over_lifetime_module = "#if defined(RENDERER_VOL_CONSTANT_MODE) || defined(RENDERER_VOL_CURVE_MODE)\n #define _VOL_MODULE_ENABLED\n#endif\n\n#ifdef _VOL_MODULE_ENABLED\n uniform int renderer_VOLSpace;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n uniform vec3 renderer_VOLMaxConst;\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec3 renderer_VOLMinConst;\n #endif\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n uniform vec2 renderer_VOLMaxGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMaxGradientZ[4]; // x:time y:value\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n uniform vec2 renderer_VOLMinGradientX[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientY[4]; // x:time y:value\n uniform vec2 renderer_VOLMinGradientZ[4]; // x:time y:value\n #endif\n #endif\n\n\n vec3 computeVelocityPositionOffset(in float normalizedAge, in float age, out vec3 currentVelocity) {\n vec3 velocityPosition;\n\n #ifdef RENDERER_VOL_CONSTANT_MODE\n currentVelocity = renderer_VOLMaxConst;\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n currentVelocity = mix(renderer_VOLMinConst, currentVelocity, a_Random1.yzw);\n #endif\n\n velocityPosition = currentVelocity * age;\n #endif\n\n #ifdef RENDERER_VOL_CURVE_MODE\n velocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientX, normalizedAge, currentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientY, normalizedAge, currentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMaxGradientZ, normalizedAge, currentVelocity.z));\n\n #ifdef RENDERER_VOL_IS_RANDOM_TWO\n vec3 minCurrentVelocity;\n vec3 minVelocityPosition = vec3(\n evaluateParticleCurveCumulative(renderer_VOLMinGradientX, normalizedAge, minCurrentVelocity.x),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientY, normalizedAge, minCurrentVelocity.y),\n evaluateParticleCurveCumulative(renderer_VOLMinGradientZ, normalizedAge, minCurrentVelocity.z));\n\n currentVelocity = mix(minCurrentVelocity, currentVelocity, a_Random1.yzw);\n velocityPosition = mix(minVelocityPosition, velocityPosition, a_Random1.yzw);\n #endif\n\n velocityPosition *= vec3(a_ShapePositionStartLifeTime.w);\n #endif\n return velocityPosition;\n }\n#endif\n"; // eslint-disable-line
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- var rotation_over_lifetime_module = "#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n uniform vec2 renderer_ROLMaxCurveZ[4];\n // #ifdef RENDERER_ROL_IS_SEPARATE\n // uniform vec2 renderer_ROLMaxCurveX[4];\n // uniform vec2 renderer_ROLMaxCurveY[4];\n // #endif\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec2 renderer_ROLMinCurveZ[4];\n // #ifdef RENDERER_ROL_IS_SEPARATE\n // uniform vec2 renderer_ROLMinCurveX[4];\n // uniform vec2 renderer_ROLMinCurveY[4];\n // #endif\n #endif\n #else\n uniform vec3 renderer_ROLMaxConst;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec3 renderer_ROLMinConst;\n #endif\n #endif\n#endif\n\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\n float currentValue;\n float lifeRotation = evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue);\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue), lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * a_ShapePositionStartLifeTime.w;\n #else\n float lifeRotation = renderer_ROLMaxConst.z;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(renderer_ROLMinConst.z, lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * age;\n #endif\n #endif\n return rotation;\n}\n\n\n#if defined(RENDERER_MODE_MESH) && (defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE))\nvec3 computeParticleRotationVec3(in vec3 rotation, in float age, in float normalizedAge) {\n #ifdef RENDERER_ROL_IS_SEPARATE\n #ifdef RENDERER_ROL_CONSTANT_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n vec3 ageRot = mix(renderer_ROLMinConst, renderer_ROLMaxConst, a_Random0.w) * age;\n #else\n vec3 ageRot = renderer_ROLMaxConst * age;\n #endif\n rotation += ageRot;\n #endif\n #ifdef RENDERER_ROL_CURVE_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n rotation += vec3(\n mix(getTotalValueFromGradientFloat(renderer_ROLMinCurveX, normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveX, normalizedAge), a_Random0.w),\n mix(getTotalValueFromGradientFloat(renderer_ROLMinCurveY, normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveY, normalizedAge), a_Random0.w),\n mix(getTotalValueFromGradientFloat(renderer_ROLMinCurveZ, normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveZ, normalizedAge), a_Random0.w));\n #else\n rotation += vec3(getTotalValueFromGradientFloat(renderer_ROLMaxCurveX, normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveY, normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveZ, normalizedAge));\n #endif\n #endif\n #else\n #ifdef RENDERER_ROL_CONSTANT_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n float ageRot = mix(renderer_ROLMinConst.z, renderer_ROLMaxConst.z, a_Random0.w) * age;\n #else\n float ageRot = renderer_ROLMaxConst.z * age;\n #endif\n rotation += ageRot;\n #endif\n\n #ifdef RENDERER_ROL_CURVE_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n rotation += mix(\n getTotalValueFromGradientFloat(renderer_ROLMinCurveZ, normalizedAge),\n getTotalValueFromGradientFloat(renderer_ROLMaxCurveZ, normalizedAge),\n a_Random0.w);\n #else\n rotation += getTotalValueFromGradientFloat(renderer_ROLMaxCurveZ, normalizedAge);\n #endif\n #endif\n #endif\n return rotation;\n}\n#endif\n"; // eslint-disable-line
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+ var rotation_over_lifetime_module = "#if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #ifdef RENDERER_ROL_CURVE_MODE\n uniform vec2 renderer_ROLMaxCurveZ[4];\n #ifdef RENDERER_ROL_IS_SEPARATE\n uniform vec2 renderer_ROLMaxCurveX[4];\n uniform vec2 renderer_ROLMaxCurveY[4];\n #endif\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec2 renderer_ROLMinCurveZ[4];\n #ifdef RENDERER_ROL_IS_SEPARATE\n uniform vec2 renderer_ROLMinCurveX[4];\n uniform vec2 renderer_ROLMinCurveY[4];\n #endif\n #endif\n #else\n uniform vec3 renderer_ROLMaxConst;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n uniform vec3 renderer_ROLMinConst;\n #endif\n #endif\n#endif\n\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\n float currentValue;\n float lifeRotation = evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue);\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue), lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * a_ShapePositionStartLifeTime.w;\n #else\n float lifeRotation = renderer_ROLMaxConst.z;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(renderer_ROLMinConst.z, lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * age;\n #endif\n #endif\n return rotation;\n}\n\n\n#if defined(RENDERER_MODE_MESH) && (defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE))\nvec3 computeParticleRotationVec3(in vec3 rotation, in float age, in float normalizedAge) {\n #ifdef RENDERER_ROL_IS_SEPARATE\n #ifdef RENDERER_ROL_CONSTANT_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n vec3 ageRot = mix(renderer_ROLMinConst, renderer_ROLMaxConst, a_Random0.w) * age;\n #else\n vec3 ageRot = renderer_ROLMaxConst * age;\n #endif\n rotation += ageRot;\n #endif\n #ifdef RENDERER_ROL_CURVE_MODE\n float currentValue;\n float lifetime = a_ShapePositionStartLifeTime.w;\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n rotation += vec3(\n mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveX, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveX, normalizedAge, currentValue), a_Random0.w),\n mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveY, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveY, normalizedAge, currentValue), a_Random0.w),\n mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue), a_Random0.w)) * lifetime;\n #else\n rotation += vec3(\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveX, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveY, normalizedAge, currentValue),\n evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue)) * lifetime;\n #endif\n #endif\n #else\n #ifdef RENDERER_ROL_CONSTANT_MODE\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n float ageRot = mix(renderer_ROLMinConst.z, renderer_ROLMaxConst.z, a_Random0.w) * age;\n #else\n float ageRot = renderer_ROLMaxConst.z * age;\n #endif\n rotation += ageRot;\n #endif\n\n #ifdef RENDERER_ROL_CURVE_MODE\n float currentValue;\n float lifeRotation = evaluateParticleCurveCumulative(renderer_ROLMaxCurveZ, normalizedAge, currentValue);\n #ifdef RENDERER_ROL_IS_RANDOM_TWO\n lifeRotation = mix(evaluateParticleCurveCumulative(renderer_ROLMinCurveZ, normalizedAge, currentValue), lifeRotation, a_Random0.w);\n #endif\n rotation += lifeRotation * a_ShapePositionStartLifeTime.w;\n #endif\n #endif\n return rotation;\n}\n#endif\n"; // eslint-disable-line
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  var size_over_lifetime_module = "#ifdef RENDERER_SOL_CURVE_MODE\n uniform vec2 renderer_SOLMaxCurveX[4]; // x:time y:value\n #ifdef RENDERER_SOL_IS_SEPARATE\n uniform vec2 renderer_SOLMaxCurveY[4]; // x:time y:value\n uniform vec2 renderer_SOLMaxCurveZ[4]; // x:time y:value\n #endif\n\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n uniform vec2 renderer_SOLMinCurveX[4]; // x:time y:value\n #ifdef RENDERER_SOL_IS_SEPARATE\n uniform vec2 renderer_SOLMinCurveY[4]; // x:time y:value\n uniform vec2 renderer_SOLMinCurveZ[4]; // x:time y:value\n #endif\n #endif\n#endif\n\nvec2 computeParticleSizeBillboard(in vec2 size, in float normalizedAge) {\n #ifdef RENDERER_SOL_CURVE_MODE\n float lifeSizeX = evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge);\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n lifeSizeX = mix(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge), lifeSizeX, a_Random0.z);\n #endif\n\n #ifdef RENDERER_SOL_IS_SEPARATE\n float lifeSizeY = evaluateParticleCurve(renderer_SOLMaxCurveY, normalizedAge);\n #ifdef RENDERER_SOL_IS_RANDOM_TWO\n lifeSizeY = mix(evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge), lifeSizeY, a_Random0.z);\n #endif\n size *= vec2(lifeSizeX, lifeSizeY);\n #else\n size *= lifeSizeX;\n #endif\n #endif\n return size;\n}\n\n#ifdef RENDERER_MODE_MESH\n vec3 computeParticleSizeMesh(in vec3 size, in float normalizedAge) {\n #ifdef RENDERER_SOL_CURVE\n size *= evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge);\n #endif\n #ifdef RENDERER_SOL_RANDOM_CURVES\n size *= mix(evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge),\n evaluateParticleCurve(u_SOLSizeGradientMax, normalizedAge),\n a_Random0.z);\n #endif\n #ifdef RENDERER_SOL_CURVE_SEPARATE\n size *= vec3(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge),\n evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge),\n evaluateParticleCurve(renderer_SOLMinCurveZ, normalizedAge));\n #endif\n #ifdef RENDERER_SOL_RANDOM_CURVES_SEPARATE\n size *= vec3(mix(evaluateParticleCurve(renderer_SOLMinCurveX, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveX, normalizedAge),\n a_Random0.z),\n mix(evaluateParticleCurve(renderer_SOLMinCurveY, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveY, normalizedAge),\n a_Random0.z),\n mix(evaluateParticleCurve(renderer_SOLMinCurveZ, normalizedAge),\n evaluateParticleCurve(renderer_SOLMaxCurveZ, normalizedAge),\n a_Random0.z));\n #endif\n return size;\n }\n#endif"; // eslint-disable-line
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  var color_over_lifetime_module = "#if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\n uniform vec4 renderer_COLMaxGradientColor[4]; // x:time y:r z:g w:b\n uniform vec2 renderer_COLMaxGradientAlpha[4]; // x:time y:alpha\n\n #ifdef RENDERER_COL_RANDOM_GRADIENTS\n uniform vec4 renderer_COLMinGradientColor[4]; // x:time y:r z:g w:b\n uniform vec2 renderer_COLMinGradientAlpha[4]; // x:time y:alpha\n #endif\n\n uniform vec4 renderer_COLGradientKeysMaxTime; // x: minColorKeysMaxTime, y: minAlphaKeysMaxTime, z: maxColorKeysMaxTime, w: maxAlphaKeysMaxTime\n#endif\n\n\nvec4 computeParticleColor(in vec4 color, in float normalizedAge) {\n #if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\n vec4 gradientColor = evaluateParticleGradient(renderer_COLMaxGradientColor, renderer_COLGradientKeysMaxTime.z, renderer_COLMaxGradientAlpha, renderer_COLGradientKeysMaxTime.w, normalizedAge);\n #endif\n\n #ifdef RENDERER_COL_RANDOM_GRADIENTS\n gradientColor = mix(evaluateParticleGradient(renderer_COLMinGradientColor,renderer_COLGradientKeysMaxTime.x, renderer_COLMinGradientAlpha, renderer_COLGradientKeysMaxTime.y, normalizedAge), gradientColor, a_Random0.y);\n #endif\n\n #if defined(RENDERER_COL_GRADIENT) || defined(RENDERER_COL_RANDOM_GRADIENTS)\n color *= gradientColor;\n #endif\n\n return color;\n}\n"; // eslint-disable-line
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  var texture_sheet_animation_module = "#if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\n uniform float renderer_TSACycles;\n uniform vec3 renderer_TSATillingParams; // x:subU y:subV z:tileCount\n uniform vec2 renderer_TSAFrameMaxCurve[4]; // x:time y:value\n\n #ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\n uniform vec2 renderer_TSAFrameMinCurve[4]; // x:time y:value\n #endif\n#endif\n\nvec2 computeParticleUV(in vec2 uv, in float normalizedAge) {\n #if defined(RENDERER_TSA_FRAME_CURVE) || defined(RENDERER_TSA_FRAME_RANDOM_CURVES)\n float scaledNormalizedAge = normalizedAge * renderer_TSACycles;\n float cycleNormalizedAge = scaledNormalizedAge - floor(scaledNormalizedAge);\n float normalizedFrame = evaluateParticleCurve(renderer_TSAFrameMaxCurve, cycleNormalizedAge);\n #ifdef RENDERER_TSA_FRAME_RANDOM_CURVES\n normalizedFrame = mix(evaluateParticleCurve(renderer_TSAFrameMinCurve, cycleNormalizedAge), normalizedFrame, a_Random1.x);\n #endif\n\n float frame = floor(normalizedFrame * renderer_TSATillingParams.z);\n\n float tileRow = frame * renderer_TSATillingParams.x;\n float tileRowIndex = floor(tileRow);\n uv.x += tileRow - tileRowIndex;\n uv.y += tileRowIndex * renderer_TSATillingParams.y;\n #endif\n \n return uv;\n}\n"; // eslint-disable-line
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  var force_over_lifetime_module = "#if defined(RENDERER_FOL_CONSTANT_MODE) || defined(RENDERER_FOL_CURVE_MODE)\n #define _FOL_MODULE_ENABLED\n#endif\n\n#ifdef _FOL_MODULE_ENABLED\n attribute vec4 a_Random2;\n\n uniform int renderer_FOLSpace;\n\n #ifdef RENDERER_FOL_CONSTANT_MODE\n uniform vec3 renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec3 renderer_FOLMinConst;\n #endif\n\n #endif\n\n #ifdef RENDERER_FOL_CURVE_MODE\n uniform vec2 renderer_FOLMaxGradientX[4];\n uniform vec2 renderer_FOLMaxGradientY[4];\n uniform vec2 renderer_FOLMaxGradientZ[4];\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n uniform vec2 renderer_FOLMinGradientX[4];\n uniform vec2 renderer_FOLMinGradientY[4];\n uniform vec2 renderer_FOLMinGradientZ[4];\n #endif\n #endif\n\n // (tHat - t1) * (tHat - t1) * (tHat - t1) * (a2 - a1) / ((t2 - t1) * 6.0) + a1 * (tHat - t1) * (tHat - t1) * 0.5 + v1 * (tHat - t1);\n // to = tHat - t1; tr = t2 - t1\n float computeDisplacementIntegral(in float to, in float tr, in float a1, in float a2, in float v1) {\n return to * to * to * (a2 - a1) / (tr * 6.0) + a1 * to * to * 0.5 + v1 * to;\n }\n\n float evaluateForceParticleCurveCumulative(in vec2 keys[4], in float normalizedAge, out float velocityCumulative) {\n float cumulativeValue = 0.0;\n velocityCumulative = 0.0;\n\n for (int i = 1; i < 4; i++){\n vec2 key = keys[i];\n vec2 lastKey = keys[i - 1];\n float timeRange = (key.x - lastKey.x) * a_ShapePositionStartLifeTime.w;\n\n if (key.x >= normalizedAge){\n float timeOffset = (normalizedAge - lastKey.x) * a_ShapePositionStartLifeTime.w;\n cumulativeValue += computeDisplacementIntegral(timeOffset, timeRange, lastKey.y, key.y, velocityCumulative);\n\n float finalAcceleration = mix(lastKey.y, key.y, timeOffset / timeRange);\n velocityCumulative += 0.5 * timeOffset * (finalAcceleration + lastKey.y);\n break;\n } else { \n cumulativeValue += computeDisplacementIntegral(timeRange, timeRange, lastKey.y, key.y, velocityCumulative);\n velocityCumulative += 0.5 * timeRange * (lastKey.y + key.y);\n }\n }\n return cumulativeValue;\n }\n\n vec3 computeForcePositionOffset(in float normalizedAge, in float age, out vec3 velocityOffset) {\n vec3 forcePosition;\n\n #if defined(RENDERER_FOL_CONSTANT_MODE)\n vec3 forceAcceleration = renderer_FOLMaxConst;\n\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n forceAcceleration = mix(renderer_FOLMinConst, forceAcceleration, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n\n velocityOffset = forceAcceleration * age;\n\n forcePosition = 0.5 * forceAcceleration * age * age;\n #elif defined(RENDERER_FOL_CURVE_MODE)\n forcePosition = vec3(\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientX, normalizedAge, velocityOffset.x),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientY, normalizedAge, velocityOffset.y),\n evaluateForceParticleCurveCumulative(renderer_FOLMaxGradientZ, normalizedAge, velocityOffset.z)\n );\n #ifdef RENDERER_FOL_IS_RANDOM_TWO\n vec3 minVelocityOffset;\n\n forcePosition = vec3(\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientX, normalizedAge, minVelocityOffset.x), forcePosition.x, a_Random2.x),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientY, normalizedAge, minVelocityOffset.y), forcePosition.y, a_Random2.y),\n mix(evaluateForceParticleCurveCumulative(renderer_FOLMinGradientZ, normalizedAge, minVelocityOffset.z), forcePosition.z, a_Random2.z)\n );\n\n velocityOffset = mix(minVelocityOffset, velocityOffset, vec3(a_Random2.x, a_Random2.y, a_Random2.z));\n #endif\n #endif\n return forcePosition;\n }\n#endif"; // eslint-disable-line
9877
- var sphere_billboard = "#ifdef RENDERER_MODE_SPHERE_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 sideVector = normalize(cross(camera_Forward, camera_Up));\n\tvec3 upVector = normalize(cross(sideVector, camera_Forward));\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n if (renderer_ThreeDStartRotation) {\n vec3 rotation = vec3(a_StartRotation0.xy, computeParticleRotationFloat(a_StartRotation0.z, age, normalizedAge));\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, rotation);\n } else {\n float rot = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n float c = cos(rot);\n float s = sin(rot);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #else\n if (renderer_ThreeDStartRotation) {\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, a_StartRotation0);\n } else {\n float c = cos(a_StartRotation0.x);\n float s = sin(a_StartRotation0.x);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #endif\n#endif"; // eslint-disable-line
9877
+ var sphere_billboard = "#ifdef RENDERER_MODE_SPHERE_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 sideVector = normalize(cross(camera_Forward, camera_Up));\n\tvec3 upVector = normalize(cross(sideVector, camera_Forward));\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n if (renderer_ThreeDStartRotation) {\n vec3 rotation = radians(vec3(a_StartRotation0.xy, computeParticleRotationFloat(a_StartRotation0.z, age, normalizedAge)));\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, rotation);\n } else {\n float rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n float c = cos(rot);\n float s = sin(rot);\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #else\n if (renderer_ThreeDStartRotation) {\n center += renderer_SizeScale.xzy * rotationByEuler(corner.x * sideVector + corner.y * upVector, radians(a_StartRotation0));\n } else {\n float c = cos(radians(a_StartRotation0.x));\n float s = sin(radians(a_StartRotation0.x));\n mat2 rotation = mat2(c, -s, s, c);\n corner = rotation * corner;\n center += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * upVector);\n }\n #endif\n#endif"; // eslint-disable-line
9878
9878
  var stretched_billboard = "#ifdef RENDERER_MODE_STRETCHED_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy;\n\tvec3 velocity = rotationByQuaternions(renderer_SizeScale * localVelocity, worldRotation) + worldVelocity;\n\tvec3 cameraUpVector = normalize(velocity);\n\tvec3 direction = normalize(center - camera_Position);\n\tvec3 sideVector = normalize(cross(direction, normalize(velocity)));\n\n\tsideVector = renderer_SizeScale.xzy * sideVector;\n\tcameraUpVector = length(vec3(renderer_SizeScale.x, 0.0, 0.0)) * cameraUpVector;\n\n\tvec2 size = computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\n\tconst mat2 rotationZHalfPI = mat2(0.0, -1.0, 1.0, 0.0);\n\tcorner = rotationZHalfPI * corner;\n\tcorner.y = corner.y - abs(corner.y);\n\n\tfloat speed = length(velocity); // TODO:\n\tcenter += sign(renderer_SizeScale.x) * (sign(renderer_StretchedBillboardLengthScale) * size.x * corner.x * sideVector\n\t + (speed * renderer_StretchedBillboardSpeedScale + size.y * renderer_StretchedBillboardLengthScale) * corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
9879
- var vertical_billboard = "#ifdef RENDERER_MODE_VERTICAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 1.0, 0.0);\n\tvec3 sideVector = normalize(cross(camera_Forward, cameraUpVector));\n\n\tfloat rot = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
9880
- var horizontal_billboard = "#ifdef RENDERER_MODE_HORIZONTAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 0.0, 1.0);\n\tconst vec3 sideVector = vec3(-1.0, 0.0, 0.0);\n\n\tfloat rot = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
9881
- var particle_mesh = "// Only support local alignment mode\n#ifdef RENDERER_MODE_MESH\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #define RENDERER_ROL_ENABLED\n #endif\n\n\tvec3 size = computeParticleSizeMesh(a_StartSize, normalizedAge);\n\n bool is3DRotation = renderer_ThreeDStartRotation;\n #if defined(RENDERER_ROL_ENABLED) && defined(RENDERER_ROL_IS_SEPARATE)\n is3DRotation = true;\n #endif\n\n if (is3DRotation) {\n #ifdef RENDERER_ROL_ENABLED\n vec3 startRotation = renderer_ThreeDStartRotation ? a_StartRotation0 : vec3(0.0, 0.0, a_StartRotation0.x);\n vec3 rotation = computeParticleRotationVec3(startRotation, age, normalizedAge);\n #else\n vec3 rotation = a_StartRotation0;\n #endif\n // 3D Start Rotation is same in local and world simulation space\n center += rotationByQuaternions(renderer_SizeScale * rotationByEuler(POSITION * size, rotation), worldRotation);\n } else {\n #ifdef RENDERER_ROL_ENABLED\n float angle = computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge);\n #else\n float angle = a_StartRotation0.x;\n #endif\n #ifdef RENDERER_EMISSION_SHAPE\n // Axis is side vector of emit position look at zero\n vec3 axis = vec3(a_ShapePositionStartLifeTime.xy, 0.0);\n if (renderer_SimulationSpace == 1){\n axis = rotationByQuaternions(axis, worldRotation);\n }\n vec3 crossResult = cross(axis, vec3(0.0, 0.0, -1.0));\n float crossLen = length(crossResult);\n vec3 rotateAxis = crossLen > 0.0001 ? crossResult / crossLen : vec3(0.0, 1.0, 0.0);\n #else\n // Axis is negative z\n vec3 rotateAxis = vec3(0.0, 0.0, -1.0);\n #endif\n center += rotationByQuaternions(renderer_SizeScale *rotationByAxis(POSITION * size, rotateAxis, angle), worldRotation);\n }\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n\t\tv_MeshColor = COLOR_0;\n\t#endif\n#endif"; // eslint-disable-line
9879
+ var vertical_billboard = "#ifdef RENDERER_MODE_VERTICAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 1.0, 0.0);\n\tvec3 sideVector = normalize(cross(camera_Forward, cameraUpVector));\n\n\tfloat rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
9880
+ var horizontal_billboard = "#ifdef RENDERER_MODE_HORIZONTAL_BILLBOARD\n\tvec2 corner = a_CornerTextureCoordinate.xy + renderer_PivotOffset.xy; // Billboard模式z轴无效\n\tconst vec3 cameraUpVector = vec3(0.0, 0.0, 1.0);\n\tconst vec3 sideVector = vec3(-1.0, 0.0, 0.0);\n\n\tfloat rot = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n\tfloat c = cos(rot);\n\tfloat s = sin(rot);\n\tmat2 rotation = mat2(c, -s, s, c);\n\tcorner = rotation * corner * cos(0.78539816339744830961566084581988); // TODO:临时缩小cos45,不确定U3D原因\n\tcorner *= computeParticleSizeBillboard(a_StartSize.xy, normalizedAge);\n\tcenter += renderer_SizeScale.xzy * (corner.x * sideVector + corner.y * cameraUpVector);\n#endif"; // eslint-disable-line
9881
+ var particle_mesh = "// Only support local alignment mode\n#ifdef RENDERER_MODE_MESH\n #if defined(RENDERER_ROL_CONSTANT_MODE) || defined(RENDERER_ROL_CURVE_MODE)\n #define RENDERER_ROL_ENABLED\n #endif\n\n\tvec3 size = computeParticleSizeMesh(a_StartSize, normalizedAge);\n\n bool is3DRotation = renderer_ThreeDStartRotation;\n #if defined(RENDERER_ROL_ENABLED) && defined(RENDERER_ROL_IS_SEPARATE)\n is3DRotation = true;\n #endif\n\n if (is3DRotation) {\n #ifdef RENDERER_ROL_ENABLED\n vec3 startRotation = renderer_ThreeDStartRotation ? a_StartRotation0 : vec3(0.0, 0.0, a_StartRotation0.x);\n vec3 rotation = radians(computeParticleRotationVec3(startRotation, age, normalizedAge));\n #else\n vec3 rotation = radians(a_StartRotation0);\n #endif\n // 3D Start Rotation is same in local and world simulation space\n center += rotationByQuaternions(renderer_SizeScale * rotationByEuler(POSITION * size, rotation), worldRotation);\n } else {\n #ifdef RENDERER_ROL_ENABLED\n float angle = radians(computeParticleRotationFloat(a_StartRotation0.x, age, normalizedAge));\n #else\n float angle = radians(a_StartRotation0.x);\n #endif\n #ifdef RENDERER_EMISSION_SHAPE\n // Axis is side vector of emit position look at zero\n vec3 axis = vec3(a_ShapePositionStartLifeTime.xy, 0.0);\n if (renderer_SimulationSpace == 1){\n axis = rotationByQuaternions(axis, worldRotation);\n }\n vec3 crossResult = cross(axis, vec3(0.0, 0.0, -1.0));\n float crossLen = length(crossResult);\n vec3 rotateAxis = crossLen > 0.0001 ? crossResult / crossLen : vec3(0.0, 1.0, 0.0);\n #else\n // Axis is negative z\n vec3 rotateAxis = vec3(0.0, 0.0, -1.0);\n #endif\n center += rotationByQuaternions(renderer_SizeScale *rotationByAxis(POSITION * size, rotateAxis, angle), worldRotation);\n }\n #ifdef RENDERER_ENABLE_VERTEXCOLOR\n\t\tv_MeshColor = COLOR_0;\n\t#endif\n#endif"; // eslint-disable-line
9882
9882
  var ParticleShaderLib = {
9883
9883
  particle_common: particle_common,
9884
9884
  velocity_over_lifetime_module: velocity_over_lifetime_module,
@@ -38990,9 +38990,9 @@ var MainModule = /*#__PURE__*/ function() {
38990
38990
  /** Specifies whether the Particle Generator loops. */ this.isLoop = true;
38991
38991
  /** Start delay in seconds. */ this.startDelay = new ParticleCompositeCurve(0);
38992
38992
  /** A flag to enable 3D particle rotation, when disabled, only `startRotationZ` is used. */ this.startRotation3D = false;
38993
- /** The initial rotation of particles around the x-axis when emitted.*/ this.startRotationX = new ParticleCompositeCurve(0);
38994
- /** The initial rotation of particles around the y-axis when emitted. */ this.startRotationY = new ParticleCompositeCurve(0);
38995
- /** The initial rotation of particles around the z-axis when emitted. */ this.startRotationZ = new ParticleCompositeCurve(0);
38993
+ /** The initial rotation of particles around the x-axis when emitted, in degrees. */ this.startRotationX = new ParticleCompositeCurve(0);
38994
+ /** The initial rotation of particles around the y-axis when emitted, in degrees. */ this.startRotationY = new ParticleCompositeCurve(0);
38995
+ /** The initial rotation of particles around the z-axis when emitted, in degrees. */ this.startRotationZ = new ParticleCompositeCurve(0);
38996
38996
  /** Makes some particles spin in the opposite direction. */ this.flipRotation = 0;
38997
38997
  /** The mode of start color */ this.startColor = new ParticleCompositeGradient(new Color(1, 1, 1, 1));
38998
38998
  /** A scale that this Particle Generator applies to gravity, defined by Physics.gravity. */ /** Override the default playback speed of the Particle Generator. */ this.simulationSpeed = 1.0;
@@ -39313,7 +39313,7 @@ __decorate$1([
39313
39313
  _inherits$2(RotationOverLifetimeModule, ParticleGeneratorModule);
39314
39314
  function RotationOverLifetimeModule() {
39315
39315
  var _this;
39316
- _this = ParticleGeneratorModule.apply(this, arguments) || this, /** Specifies whether the rotation is separate on each axis, when disabled, only `rotationZ` is used. */ _this.separateAxes = false, /** Rotation over lifetime for z axis. */ _this.rotationX = new ParticleCompositeCurve(0), /** Rotation over lifetime for z axis. */ _this.rotationY = new ParticleCompositeCurve(0), /** Rotation over lifetime for z axis. */ _this.rotationZ = new ParticleCompositeCurve(45), /** @internal */ _this._rotationRand = new Rand(0, ParticleRandomSubSeeds.RotationOverLifetime), _this._rotationMinConstant = new Vector3(), _this._rotationMaxConstant = new Vector3();
39316
+ _this = ParticleGeneratorModule.apply(this, arguments) || this, /** Specifies whether the rotation is separate on each axis, when disabled, only `rotationZ` is used. */ _this.separateAxes = false, /** Rotation over lifetime for x axis, in degrees. */ _this.rotationX = new ParticleCompositeCurve(0), /** Rotation over lifetime for y axis, in degrees. */ _this.rotationY = new ParticleCompositeCurve(0), /** Rotation over lifetime for z axis, in degrees. */ _this.rotationZ = new ParticleCompositeCurve(45), /** @internal */ _this._rotationRand = new Rand(0, ParticleRandomSubSeeds.RotationOverLifetime), _this._rotationMinConstant = new Vector3(), _this._rotationMaxConstant = new Vector3();
39317
39317
  return _this;
39318
39318
  }
39319
39319
  var _proto = RotationOverLifetimeModule.prototype;
@@ -39347,11 +39347,11 @@ __decorate$1([
39347
39347
  modeMacro = RotationOverLifetimeModule._curveModeMacro;
39348
39348
  } else {
39349
39349
  var constantMax = this._rotationMaxConstant;
39350
- constantMax.set(MathUtil.degreeToRadian(rotationX.constantMax), MathUtil.degreeToRadian(rotationY.constantMax), MathUtil.degreeToRadian(rotationZ.constantMax));
39350
+ constantMax.set(rotationX.constantMax, rotationY.constantMax, rotationZ.constantMax);
39351
39351
  shaderData.setVector3(RotationOverLifetimeModule._maxConstantProperty, constantMax);
39352
39352
  if (separateAxes ? rotationX.mode === ParticleCurveMode.TwoConstants && rotationY.mode === ParticleCurveMode.TwoConstants && rotationZ.mode === ParticleCurveMode.TwoConstants : rotationZ.mode === ParticleCurveMode.TwoConstants) {
39353
39353
  var constantMin = this._rotationMinConstant;
39354
- constantMin.set(MathUtil.degreeToRadian(rotationX.constantMin), MathUtil.degreeToRadian(rotationY.constantMin), MathUtil.degreeToRadian(rotationZ.constantMin));
39354
+ constantMin.set(rotationX.constantMin, rotationY.constantMin, rotationZ.constantMin);
39355
39355
  shaderData.setVector3(RotationOverLifetimeModule._minConstantProperty, constantMin);
39356
39356
  isRandomTwoMacro = RotationOverLifetimeModule._isRandomTwoMacro;
39357
39357
  }
@@ -40503,10 +40503,10 @@ __decorate$1([
40503
40503
  if (this._renderer.renderMode !== ParticleRenderMode.Mesh) {
40504
40504
  isFlip = !isFlip;
40505
40505
  }
40506
- var rotationZ = MathUtil.degreeToRadian(main.startRotationZ.evaluate(undefined, startRotationRand.random()));
40506
+ var rotationZ = main.startRotationZ.evaluate(undefined, startRotationRand.random());
40507
40507
  if (main.startRotation3D) {
40508
- var rotationX = MathUtil.degreeToRadian(main.startRotationX.evaluate(undefined, startRotationRand.random()));
40509
- var rotationY = MathUtil.degreeToRadian(main.startRotationY.evaluate(undefined, startRotationRand.random()));
40508
+ var rotationX = main.startRotationX.evaluate(undefined, startRotationRand.random());
40509
+ var rotationY = main.startRotationY.evaluate(undefined, startRotationRand.random());
40510
40510
  instanceVertices[offset + 15] = isFlip ? -rotationX : rotationX;
40511
40511
  instanceVertices[offset + 16] = isFlip ? -rotationY : rotationY;
40512
40512
  instanceVertices[offset + 17] = isFlip ? -rotationZ : rotationZ;
@@ -52661,7 +52661,7 @@ EXT_texture_webp = __decorate([
52661
52661
  ], EXT_texture_webp);
52662
52662
 
52663
52663
  //@ts-ignore
52664
- var version = "2.0.0-alpha.12";
52664
+ var version = "2.0.0-alpha.13";
52665
52665
  console.log("Galacean Engine Version: " + version);
52666
52666
  for(var key in CoreObjects){
52667
52667
  Loader.registerClass(key, CoreObjects[key]);