babylon.quarks 0.17.4 → 0.17.7

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.
Files changed (78) hide show
  1. package/CHANGELOG.md +103 -0
  2. package/LICENSE +21 -21
  3. package/README.md +169 -33
  4. package/dist/babylon.quarks.cjs +1 -1
  5. package/dist/babylon.quarks.cjs.map +1 -1
  6. package/dist/babylon.quarks.esm.js +1 -1
  7. package/dist/babylon.quarks.esm.js.map +1 -1
  8. package/dist/babylon.quarks.umd.min.js +2 -0
  9. package/dist/babylon.quarks.umd.min.js.map +1 -0
  10. package/dist/types/index.d.ts +2829 -19
  11. package/package.json +62 -60
  12. package/src/BatchedParticleRenderer.ts +3 -3
  13. package/src/BatchedRenderer.ts +228 -227
  14. package/src/MeshSurfaceEmitter.ts +137 -137
  15. package/src/ParticleEmitter.ts +86 -86
  16. package/src/ParticleSystem.ts +1322 -1285
  17. package/src/QuarksLoader.ts +529 -510
  18. package/src/QuarksPrefab.ts +307 -307
  19. package/src/QuarksUtil.ts +66 -66
  20. package/src/SpriteBatch.ts +403 -404
  21. package/src/TrailBatch.ts +420 -419
  22. package/src/VFXBatch.ts +108 -108
  23. package/src/geometryUtil.ts +15 -15
  24. package/src/index.ts +59 -52
  25. package/src/materials/ParticleMaterials.ts +23 -23
  26. package/src/materials/index.ts +1 -1
  27. package/src/shaders/chunks/index.ts +1 -1
  28. package/src/shaders/chunks/register-shader-chunks.ts +32 -32
  29. package/src/shaders/chunks/soft_fragment.glsl.ts +13 -13
  30. package/src/shaders/chunks/soft_pars_fragment.glsl.ts +20 -20
  31. package/src/shaders/chunks/soft_pars_vertex.glsl.ts +6 -6
  32. package/src/shaders/chunks/soft_vertex.glsl.ts +6 -6
  33. package/src/shaders/chunks/tile_fragment.glsl.ts +9 -9
  34. package/src/shaders/chunks/tile_pars_fragment.glsl.ts +9 -9
  35. package/src/shaders/chunks/tile_pars_vertex.glsl.ts +28 -28
  36. package/src/shaders/chunks/tile_vertex.glsl.ts +18 -18
  37. package/src/shaders/index.ts +9 -9
  38. package/src/shaders/local_particle_physics_vert.glsl.ts +79 -79
  39. package/src/shaders/local_particle_vert.glsl.ts +50 -50
  40. package/src/shaders/particle_frag.glsl.ts +61 -61
  41. package/src/shaders/particle_physics_frag.glsl.ts +67 -67
  42. package/src/shaders/particle_vert.glsl.ts +85 -85
  43. package/src/shaders/stretched_bb_particle_vert.glsl.ts +76 -74
  44. package/src/shaders/trail_frag.glsl.ts +21 -21
  45. package/src/shaders/trail_vert.glsl.ts +58 -58
  46. package/dist/types/BatchedParticleRenderer.d.ts +0 -2
  47. package/dist/types/BatchedRenderer.d.ts +0 -59
  48. package/dist/types/MeshSurfaceEmitter.d.ts +0 -19
  49. package/dist/types/ParticleEmitter.d.ts +0 -16
  50. package/dist/types/ParticleSystem.d.ts +0 -234
  51. package/dist/types/QuarksLoader.d.ts +0 -28
  52. package/dist/types/QuarksPrefab.d.ts +0 -48
  53. package/dist/types/QuarksUtil.d.ts +0 -14
  54. package/dist/types/SpriteBatch.d.ts +0 -33
  55. package/dist/types/TrailBatch.d.ts +0 -28
  56. package/dist/types/VFXBatch.d.ts +0 -51
  57. package/dist/types/geometryUtil.d.ts +0 -2
  58. package/dist/types/materials/ParticleMaterials.d.ts +0 -12
  59. package/dist/types/materials/index.d.ts +0 -1
  60. package/dist/types/shaders/chunks/index.d.ts +0 -1
  61. package/dist/types/shaders/chunks/register-shader-chunks.d.ts +0 -3
  62. package/dist/types/shaders/chunks/soft_fragment.glsl.d.ts +0 -2
  63. package/dist/types/shaders/chunks/soft_pars_fragment.glsl.d.ts +0 -2
  64. package/dist/types/shaders/chunks/soft_pars_vertex.glsl.d.ts +0 -2
  65. package/dist/types/shaders/chunks/soft_vertex.glsl.d.ts +0 -2
  66. package/dist/types/shaders/chunks/tile_fragment.glsl.d.ts +0 -2
  67. package/dist/types/shaders/chunks/tile_pars_fragment.glsl.d.ts +0 -2
  68. package/dist/types/shaders/chunks/tile_pars_vertex.glsl.d.ts +0 -2
  69. package/dist/types/shaders/chunks/tile_vertex.glsl.d.ts +0 -2
  70. package/dist/types/shaders/index.d.ts +0 -9
  71. package/dist/types/shaders/local_particle_physics_vert.glsl.d.ts +0 -2
  72. package/dist/types/shaders/local_particle_vert.glsl.d.ts +0 -2
  73. package/dist/types/shaders/particle_frag.glsl.d.ts +0 -2
  74. package/dist/types/shaders/particle_physics_frag.glsl.d.ts +0 -2
  75. package/dist/types/shaders/particle_vert.glsl.d.ts +0 -2
  76. package/dist/types/shaders/stretched_bb_particle_vert.glsl.d.ts +0 -2
  77. package/dist/types/shaders/trail_frag.glsl.d.ts +0 -2
  78. package/dist/types/shaders/trail_vert.glsl.d.ts +0 -2
@@ -1,28 +1,28 @@
1
- export default /* glsl */ `
2
- #ifdef UV_TILE
3
- attribute float uvTile;
4
- uniform vec2 tileCount;
5
-
6
- mat3 makeTileTransform(float tileIndex) {
7
- float col = mod(tileIndex, tileCount.x);
8
- float row = (tileCount.y - floor(tileIndex / tileCount.x) - 1.0);
9
- return mat3(
10
- 1.0 / tileCount.x, 0.0, 0.0,
11
- 0.0, 1.0 / tileCount.y, 0.0,
12
- col / tileCount.x, row / tileCount.y, 1.0
13
- );
14
- }
15
- #else
16
- mat3 makeTileTransform(float tileIndex) {
17
- return mat3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
18
- }
19
- #endif
20
-
21
- #if defined(USE_UV)
22
- varying vec2 vUv;
23
- #ifdef TILE_BLEND
24
- varying vec2 vUvNext;
25
- varying float vUvBlend;
26
- #endif
27
- #endif
28
- `;
1
+ export default /* glsl */ `
2
+ #ifdef UV_TILE
3
+ attribute float uvTile;
4
+ uniform vec2 tileCount;
5
+
6
+ mat3 makeTileTransform(float tileIndex) {
7
+ float col = mod(tileIndex, tileCount.x);
8
+ float row = (tileCount.y - floor(tileIndex / tileCount.x) - 1.0);
9
+ return mat3(
10
+ 1.0 / tileCount.x, 0.0, 0.0,
11
+ 0.0, 1.0 / tileCount.y, 0.0,
12
+ col / tileCount.x, row / tileCount.y, 1.0
13
+ );
14
+ }
15
+ #else
16
+ mat3 makeTileTransform(float tileIndex) {
17
+ return mat3(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0);
18
+ }
19
+ #endif
20
+
21
+ #if defined(USE_UV)
22
+ varying vec2 vUv;
23
+ #ifdef TILE_BLEND
24
+ varying vec2 vUvNext;
25
+ varying float vUvBlend;
26
+ #endif
27
+ #endif
28
+ `;
@@ -1,18 +1,18 @@
1
- export default /* glsl */ `
2
- #ifdef UV_TILE
3
- mat3 tileTransform = makeTileTransform(floor(uvTile));
4
- #ifdef TILE_BLEND
5
- mat3 nextTileTransform = makeTileTransform(ceil(uvTile));
6
- vUvBlend = fract(uvTile);
7
- #endif
8
- #else
9
- mat3 tileTransform = makeTileTransform(0.0);
10
- #endif
11
-
12
- #if defined(USE_UV)
13
- vUv = (tileTransform * vec3(uv, 1.0)).xy;
14
- #if defined(TILE_BLEND) && defined(UV_TILE)
15
- vUvNext = (nextTileTransform * vec3(uv, 1.0)).xy;
16
- #endif
17
- #endif
18
- `;
1
+ export default /* glsl */ `
2
+ #ifdef UV_TILE
3
+ mat3 tileTransform = makeTileTransform(floor(uvTile));
4
+ #ifdef TILE_BLEND
5
+ mat3 nextTileTransform = makeTileTransform(ceil(uvTile));
6
+ vUvBlend = fract(uvTile);
7
+ #endif
8
+ #else
9
+ mat3 tileTransform = makeTileTransform(0.0);
10
+ #endif
11
+
12
+ #if defined(USE_UV)
13
+ vUv = (tileTransform * vec3(uv, 1.0)).xy;
14
+ #if defined(TILE_BLEND) && defined(UV_TILE)
15
+ vUvNext = (nextTileTransform * vec3(uv, 1.0)).xy;
16
+ #endif
17
+ #endif
18
+ `;
@@ -1,9 +1,9 @@
1
- export * from './chunks';
2
- export {default as particleVertShader} from './particle_vert.glsl';
3
- export {default as particleFragShader} from './particle_frag.glsl';
4
- export {default as localParticleVertShader} from './local_particle_vert.glsl';
5
- export {default as localParticlePhysicsVertShader} from './local_particle_physics_vert.glsl';
6
- export {default as particlePhysicsFragShader} from './particle_physics_frag.glsl';
7
- export {default as stretchedBillboardVertShader} from './stretched_bb_particle_vert.glsl';
8
- export {default as trailVertShader} from './trail_vert.glsl';
9
- export {default as trailFragShader} from './trail_frag.glsl';
1
+ export * from './chunks';
2
+ export {default as particleVertShader} from './particle_vert.glsl';
3
+ export {default as particleFragShader} from './particle_frag.glsl';
4
+ export {default as localParticleVertShader} from './local_particle_vert.glsl';
5
+ export {default as localParticlePhysicsVertShader} from './local_particle_physics_vert.glsl';
6
+ export {default as particlePhysicsFragShader} from './particle_physics_frag.glsl';
7
+ export {default as stretchedBillboardVertShader} from './stretched_bb_particle_vert.glsl';
8
+ export {default as trailVertShader} from './trail_vert.glsl';
9
+ export {default as trailFragShader} from './trail_frag.glsl';
@@ -1,79 +1,79 @@
1
- export default /* glsl */ `
2
- attribute vec3 position;
3
- attribute vec2 uv;
4
- attribute vec3 normal;
5
- attribute vec3 offset;
6
- attribute vec4 color;
7
- attribute vec3 size;
8
- attribute vec4 rotation;
9
- attribute float uvTile;
10
-
11
- uniform mat4 world;
12
- uniform mat4 view;
13
- uniform mat4 projection;
14
-
15
- #ifdef UV_TILE
16
- uniform float tileCountX;
17
- uniform float tileCountY;
18
- #endif
19
-
20
- varying vec2 vUV;
21
- varying vec4 vColor;
22
- varying vec3 vNormal;
23
- varying vec3 vWorldPos;
24
-
25
- #ifdef TILE_BLEND
26
- varying vec2 vUV2;
27
- varying float vTileBlend;
28
- #endif
29
-
30
- #ifdef SOFT_PARTICLES
31
- varying vec4 projPosition;
32
- varying float linearDepth;
33
- #endif
34
-
35
- vec3 applyQuaternion(vec3 v, vec4 q) {
36
- vec3 qVec = q.xyz;
37
- float qW = q.w;
38
- vec3 t = 2.0 * cross(qVec, v);
39
- return v + qW * t + cross(qVec, t);
40
- }
41
-
42
- void main() {
43
- vec3 scaledPosition = position * size;
44
- vec3 rotatedPosition = applyQuaternion(scaledPosition, rotation);
45
- vec3 rotatedNormal = normalize(applyQuaternion(normal, rotation));
46
- vec3 localPos = rotatedPosition + offset;
47
-
48
- vec4 worldPos = world * vec4(localPos, 1.0);
49
- vec4 viewPos = view * worldPos;
50
- gl_Position = projection * viewPos;
51
-
52
- vWorldPos = worldPos.xyz;
53
- vNormal = normalize((world * vec4(rotatedNormal, 0.0)).xyz);
54
-
55
- #ifdef SOFT_PARTICLES
56
- projPosition = gl_Position;
57
- linearDepth = -viewPos.z;
58
- #endif
59
-
60
- #ifdef UV_TILE
61
- vec2 tc = vec2(tileCountX, tileCountY);
62
- float baseTile = floor(uvTile);
63
- float tileU = mod(baseTile, tc.x) / tc.x;
64
- float tileV = 1.0 - floor(baseTile / tc.x) / tc.y - 1.0 / tc.y;
65
- vUV = uv / tc + vec2(tileU, tileV);
66
- #ifdef TILE_BLEND
67
- float nextTile = ceil(uvTile);
68
- float nextU = mod(nextTile, tc.x) / tc.x;
69
- float nextV = 1.0 - floor(nextTile / tc.x) / tc.y - 1.0 / tc.y;
70
- vUV2 = uv / tc + vec2(nextU, nextV);
71
- vTileBlend = fract(uvTile);
72
- #endif
73
- #else
74
- vUV = uv;
75
- #endif
76
-
77
- vColor = color;
78
- }
79
- `;
1
+ export default /* glsl */ `
2
+ attribute vec3 position;
3
+ attribute vec2 uv;
4
+ attribute vec3 normal;
5
+ attribute vec3 offset;
6
+ attribute vec4 color;
7
+ attribute vec3 size;
8
+ attribute vec4 rotation;
9
+ attribute float uvTile;
10
+
11
+ uniform mat4 world;
12
+ uniform mat4 view;
13
+ uniform mat4 projection;
14
+
15
+ #ifdef UV_TILE
16
+ uniform float tileCountX;
17
+ uniform float tileCountY;
18
+ #endif
19
+
20
+ varying vec2 vUV;
21
+ varying vec4 vColor;
22
+ varying vec3 vNormal;
23
+ varying vec3 vWorldPos;
24
+
25
+ #ifdef TILE_BLEND
26
+ varying vec2 vUV2;
27
+ varying float vTileBlend;
28
+ #endif
29
+
30
+ #ifdef SOFT_PARTICLES
31
+ varying vec4 projPosition;
32
+ varying float linearDepth;
33
+ #endif
34
+
35
+ vec3 applyQuaternion(vec3 v, vec4 q) {
36
+ vec3 qVec = q.xyz;
37
+ float qW = q.w;
38
+ vec3 t = 2.0 * cross(qVec, v);
39
+ return v + qW * t + cross(qVec, t);
40
+ }
41
+
42
+ void main() {
43
+ vec3 scaledPosition = position * size;
44
+ vec3 rotatedPosition = applyQuaternion(scaledPosition, rotation);
45
+ vec3 rotatedNormal = normalize(applyQuaternion(normal, rotation));
46
+ vec3 localPos = rotatedPosition + offset;
47
+
48
+ vec4 worldPos = world * vec4(localPos, 1.0);
49
+ vec4 viewPos = view * worldPos;
50
+ gl_Position = projection * viewPos;
51
+
52
+ vWorldPos = worldPos.xyz;
53
+ vNormal = normalize((world * vec4(rotatedNormal, 0.0)).xyz);
54
+
55
+ #ifdef SOFT_PARTICLES
56
+ projPosition = gl_Position;
57
+ linearDepth = -viewPos.z;
58
+ #endif
59
+
60
+ #ifdef UV_TILE
61
+ vec2 tc = vec2(tileCountX, tileCountY);
62
+ float baseTile = floor(uvTile);
63
+ float tileU = mod(baseTile, tc.x) / tc.x;
64
+ float tileV = 1.0 - floor(baseTile / tc.x) / tc.y - 1.0 / tc.y;
65
+ vUV = uv / tc + vec2(tileU, tileV);
66
+ #ifdef TILE_BLEND
67
+ float nextTile = ceil(uvTile);
68
+ float nextU = mod(nextTile, tc.x) / tc.x;
69
+ float nextV = 1.0 - floor(nextTile / tc.x) / tc.y - 1.0 / tc.y;
70
+ vUV2 = uv / tc + vec2(nextU, nextV);
71
+ vTileBlend = fract(uvTile);
72
+ #endif
73
+ #else
74
+ vUV = uv;
75
+ #endif
76
+
77
+ vColor = color;
78
+ }
79
+ `;
@@ -1,50 +1,50 @@
1
- export default /* glsl */ `
2
- // Per-vertex attributes
3
- attribute vec3 position;
4
- attribute vec2 uv;
5
-
6
- // Per-instance attributes
7
- attribute vec3 offset;
8
- attribute vec4 color;
9
- attribute vec3 size;
10
- attribute vec4 rotation;
11
- attribute float uvTile;
12
-
13
- // Uniforms
14
- uniform mat4 worldViewProjection;
15
-
16
- #ifdef UV_TILE
17
- uniform float tileCountX;
18
- uniform float tileCountY;
19
- #endif
20
-
21
- // Varyings
22
- varying vec2 vUV;
23
- varying vec4 vColor;
24
-
25
- vec3 applyQuaternion(vec3 v, vec4 q) {
26
- vec3 qVec = q.xyz;
27
- float qW = q.w;
28
- vec3 t = 2.0 * cross(qVec, v);
29
- return v + qW * t + cross(qVec, t);
30
- }
31
-
32
- void main() {
33
- vec3 rotatedPosition = applyQuaternion(position * size, rotation);
34
- vec3 worldPos = rotatedPosition + offset;
35
-
36
- gl_Position = worldViewProjection * vec4(worldPos, 1.0);
37
-
38
- #ifdef UV_TILE
39
- vec2 tc = vec2(tileCountX, tileCountY);
40
- float baseTile = floor(uvTile);
41
- float tileU = mod(baseTile, tc.x) / tc.x;
42
- float tileV = 1.0 - floor(baseTile / tc.x) / tc.y - 1.0 / tc.y;
43
- vUV = uv / tc + vec2(tileU, tileV);
44
- #else
45
- vUV = uv;
46
- #endif
47
-
48
- vColor = color;
49
- }
50
- `;
1
+ export default /* glsl */ `
2
+ // Per-vertex attributes
3
+ attribute vec3 position;
4
+ attribute vec2 uv;
5
+
6
+ // Per-instance attributes
7
+ attribute vec3 offset;
8
+ attribute vec4 color;
9
+ attribute vec3 size;
10
+ attribute vec4 rotation;
11
+ attribute float uvTile;
12
+
13
+ // Uniforms
14
+ uniform mat4 worldViewProjection;
15
+
16
+ #ifdef UV_TILE
17
+ uniform float tileCountX;
18
+ uniform float tileCountY;
19
+ #endif
20
+
21
+ // Varyings
22
+ varying vec2 vUV;
23
+ varying vec4 vColor;
24
+
25
+ vec3 applyQuaternion(vec3 v, vec4 q) {
26
+ vec3 qVec = q.xyz;
27
+ float qW = q.w;
28
+ vec3 t = 2.0 * cross(qVec, v);
29
+ return v + qW * t + cross(qVec, t);
30
+ }
31
+
32
+ void main() {
33
+ vec3 rotatedPosition = applyQuaternion(position * size, rotation);
34
+ vec3 worldPos = rotatedPosition + offset;
35
+
36
+ gl_Position = worldViewProjection * vec4(worldPos, 1.0);
37
+
38
+ #ifdef UV_TILE
39
+ vec2 tc = vec2(tileCountX, tileCountY);
40
+ float baseTile = floor(uvTile);
41
+ float tileU = mod(baseTile, tc.x) / tc.x;
42
+ float tileV = 1.0 - floor(baseTile / tc.x) / tc.y - 1.0 / tc.y;
43
+ vUV = uv / tc + vec2(tileU, tileV);
44
+ #else
45
+ vUV = uv;
46
+ #endif
47
+
48
+ vColor = color;
49
+ }
50
+ `;
@@ -1,61 +1,61 @@
1
- export default /* glsl */ `
2
- varying vec2 vUV;
3
- varying vec4 vColor;
4
-
5
- #ifdef TILE_BLEND
6
- varying vec2 vUV2;
7
- varying float vTileBlend;
8
- #endif
9
-
10
- #ifdef USE_MAP
11
- uniform sampler2D map;
12
- #endif
13
-
14
- #ifdef SOFT_PARTICLES
15
- uniform sampler2D depthTexture;
16
- uniform vec2 softParams;
17
- uniform vec4 projParams;
18
- varying vec4 projPosition;
19
- varying float linearDepth;
20
- #endif
21
-
22
- #ifdef USE_ALPHATEST
23
- uniform float alphaTest;
24
- #endif
25
-
26
- void main() {
27
- vec4 baseColor = vColor;
28
-
29
- #ifdef USE_MAP
30
- vec4 texColor = texture2D(map, vUV);
31
- #ifdef TILE_BLEND
32
- vec4 texColor2 = texture2D(map, vUV2);
33
- texColor = mix(texColor, texColor2, vTileBlend);
34
- #endif
35
- baseColor *= texColor;
36
- #endif
37
-
38
- #ifdef USE_COLOR_AS_ALPHA
39
- baseColor.a *= (baseColor.r + baseColor.g + baseColor.b) / 3.0;
40
- #endif
41
-
42
- #ifdef USE_ALPHATEST
43
- if (baseColor.a < alphaTest) discard;
44
- #else
45
- if (baseColor.a < 0.01) discard;
46
- #endif
47
-
48
- gl_FragColor = baseColor;
49
-
50
- #ifdef SOFT_PARTICLES
51
- vec2 p2 = projPosition.xy / projPosition.w;
52
- p2 = 0.5 * p2 + 0.5;
53
- float readDepth = texture2D(depthTexture, p2.xy).r;
54
- float zNear = projParams.x;
55
- float zFar = projParams.y;
56
- float viewDepth = (zFar * zNear) / (zFar - readDepth * (zFar - zNear));
57
- float fade = clamp(softParams.y * ((viewDepth - softParams.x) - linearDepth), 0.0, 1.0);
58
- gl_FragColor *= fade;
59
- #endif
60
- }
61
- `;
1
+ export default /* glsl */ `
2
+ varying vec2 vUV;
3
+ varying vec4 vColor;
4
+
5
+ #ifdef TILE_BLEND
6
+ varying vec2 vUV2;
7
+ varying float vTileBlend;
8
+ #endif
9
+
10
+ #ifdef USE_MAP
11
+ uniform sampler2D map;
12
+ #endif
13
+
14
+ #ifdef SOFT_PARTICLES
15
+ uniform sampler2D depthTexture;
16
+ uniform vec2 softParams;
17
+ uniform vec4 projParams;
18
+ varying vec4 projPosition;
19
+ varying float linearDepth;
20
+ #endif
21
+
22
+ #ifdef USE_ALPHATEST
23
+ uniform float alphaTest;
24
+ #endif
25
+
26
+ void main() {
27
+ vec4 baseColor = vColor;
28
+
29
+ #ifdef USE_MAP
30
+ vec4 texColor = texture2D(map, vUV);
31
+ #ifdef TILE_BLEND
32
+ vec4 texColor2 = texture2D(map, vUV2);
33
+ texColor = mix(texColor, texColor2, vTileBlend);
34
+ #endif
35
+ baseColor *= texColor;
36
+ #endif
37
+
38
+ #ifdef USE_COLOR_AS_ALPHA
39
+ baseColor.a *= (baseColor.r + baseColor.g + baseColor.b) / 3.0;
40
+ #endif
41
+
42
+ #ifdef USE_ALPHATEST
43
+ if (baseColor.a < alphaTest) discard;
44
+ #else
45
+ if (baseColor.a < 0.01) discard;
46
+ #endif
47
+
48
+ gl_FragColor = baseColor;
49
+
50
+ #ifdef SOFT_PARTICLES
51
+ vec2 p2 = projPosition.xy / projPosition.w;
52
+ p2 = 0.5 * p2 + 0.5;
53
+ float readDepth = texture2D(depthTexture, p2.xy).r;
54
+ float zNear = projParams.x;
55
+ float zFar = projParams.y;
56
+ float viewDepth = (zFar * zNear) / (zFar - readDepth * (zFar - zNear));
57
+ float fade = clamp(softParams.y * ((viewDepth - softParams.x) - linearDepth), 0.0, 1.0);
58
+ gl_FragColor *= fade;
59
+ #endif
60
+ }
61
+ `;
@@ -1,67 +1,67 @@
1
- export default /* glsl */ `
2
- varying vec2 vUV;
3
- varying vec4 vColor;
4
- varying vec3 vNormal;
5
-
6
- uniform vec3 lightDirection;
7
- uniform vec3 lightColor;
8
- uniform vec3 ambientColor;
9
-
10
- #ifdef TILE_BLEND
11
- varying vec2 vUV2;
12
- varying float vTileBlend;
13
- #endif
14
-
15
- #ifdef USE_MAP
16
- uniform sampler2D map;
17
- #endif
18
-
19
- #ifdef SOFT_PARTICLES
20
- uniform sampler2D depthTexture;
21
- uniform vec2 softParams;
22
- uniform vec4 projParams;
23
- varying vec4 projPosition;
24
- varying float linearDepth;
25
- #endif
26
-
27
- #ifdef USE_ALPHATEST
28
- uniform float alphaTest;
29
- #endif
30
-
31
- void main() {
32
- vec4 baseColor = vColor;
33
-
34
- #ifdef USE_MAP
35
- vec4 texColor = texture2D(map, vUV);
36
- #ifdef TILE_BLEND
37
- vec4 texColor2 = texture2D(map, vUV2);
38
- texColor = mix(texColor, texColor2, vTileBlend);
39
- #endif
40
- baseColor *= texColor;
41
- #endif
42
-
43
- #ifdef USE_ALPHATEST
44
- if (baseColor.a < alphaTest) discard;
45
- #else
46
- if (baseColor.a < 0.01) discard;
47
- #endif
48
-
49
- vec3 N = normalize(vNormal);
50
- vec3 L = normalize(-lightDirection);
51
- float NdotL = max(dot(N, L), 0.0);
52
- vec3 litColor = ambientColor + lightColor * NdotL;
53
-
54
- gl_FragColor = vec4(baseColor.rgb * litColor, baseColor.a);
55
-
56
- #ifdef SOFT_PARTICLES
57
- vec2 p2 = projPosition.xy / projPosition.w;
58
- p2 = 0.5 * p2 + 0.5;
59
- float readDepth = texture2D(depthTexture, p2.xy).r;
60
- float zNear = projParams.x;
61
- float zFar = projParams.y;
62
- float viewDepth = (zFar * zNear) / (zFar - readDepth * (zFar - zNear));
63
- float fade = clamp(softParams.y * ((viewDepth - softParams.x) - linearDepth), 0.0, 1.0);
64
- gl_FragColor *= fade;
65
- #endif
66
- }
67
- `;
1
+ export default /* glsl */ `
2
+ varying vec2 vUV;
3
+ varying vec4 vColor;
4
+ varying vec3 vNormal;
5
+
6
+ uniform vec3 lightDirection;
7
+ uniform vec3 lightColor;
8
+ uniform vec3 ambientColor;
9
+
10
+ #ifdef TILE_BLEND
11
+ varying vec2 vUV2;
12
+ varying float vTileBlend;
13
+ #endif
14
+
15
+ #ifdef USE_MAP
16
+ uniform sampler2D map;
17
+ #endif
18
+
19
+ #ifdef SOFT_PARTICLES
20
+ uniform sampler2D depthTexture;
21
+ uniform vec2 softParams;
22
+ uniform vec4 projParams;
23
+ varying vec4 projPosition;
24
+ varying float linearDepth;
25
+ #endif
26
+
27
+ #ifdef USE_ALPHATEST
28
+ uniform float alphaTest;
29
+ #endif
30
+
31
+ void main() {
32
+ vec4 baseColor = vColor;
33
+
34
+ #ifdef USE_MAP
35
+ vec4 texColor = texture2D(map, vUV);
36
+ #ifdef TILE_BLEND
37
+ vec4 texColor2 = texture2D(map, vUV2);
38
+ texColor = mix(texColor, texColor2, vTileBlend);
39
+ #endif
40
+ baseColor *= texColor;
41
+ #endif
42
+
43
+ #ifdef USE_ALPHATEST
44
+ if (baseColor.a < alphaTest) discard;
45
+ #else
46
+ if (baseColor.a < 0.01) discard;
47
+ #endif
48
+
49
+ vec3 N = normalize(vNormal);
50
+ vec3 L = normalize(-lightDirection);
51
+ float NdotL = max(dot(N, L), 0.0);
52
+ vec3 litColor = ambientColor + lightColor * NdotL;
53
+
54
+ gl_FragColor = vec4(baseColor.rgb * litColor, baseColor.a);
55
+
56
+ #ifdef SOFT_PARTICLES
57
+ vec2 p2 = projPosition.xy / projPosition.w;
58
+ p2 = 0.5 * p2 + 0.5;
59
+ float readDepth = texture2D(depthTexture, p2.xy).r;
60
+ float zNear = projParams.x;
61
+ float zFar = projParams.y;
62
+ float viewDepth = (zFar * zNear) / (zFar - readDepth * (zFar - zNear));
63
+ float fade = clamp(softParams.y * ((viewDepth - softParams.x) - linearDepth), 0.0, 1.0);
64
+ gl_FragColor *= fade;
65
+ #endif
66
+ }
67
+ `;