// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/clipPlaneVertexDeclaration.js"; import "./ShadersInclude/fogVertexDeclaration.js"; import "./ShadersInclude/logDepthDeclaration.js"; import "./ShadersInclude/clipPlaneVertex.js"; import "./ShadersInclude/fogVertex.js"; import "./ShadersInclude/logDepthVertex.js"; const name = "particlesVertexShader"; const shader = `attribute vec3 position;attribute vec4 color;attribute float angle;attribute vec2 size; #ifdef ANIMATESHEET attribute float cellIndex; #endif #ifndef BILLBOARD attribute vec3 direction; #endif #ifdef BILLBOARDSTRETCHED attribute vec3 direction; #endif #ifdef RAMPGRADIENT attribute vec4 remapData; #endif attribute vec2 offset;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot; #ifdef ANIMATESHEET uniform vec3 particlesInfos; #endif varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW; #ifdef RAMPGRADIENT varying vec4 remapRanges; #endif #if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED) uniform mat4 invView; #endif #include #include #include #ifdef BILLBOARD uniform vec3 eyePosition; #endif vec3 rotate(vec3 yaxis,vec3 rotatedCorner) {vec3 xaxis=normalize(cross(vec3(0.,1.0,0.),yaxis));vec3 zaxis=normalize(cross(yaxis,xaxis));vec3 row0=vec3(xaxis.x,xaxis.y,xaxis.z);vec3 row1=vec3(yaxis.x,yaxis.y,yaxis.z);vec3 row2=vec3(zaxis.x,zaxis.y,zaxis.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;} #ifdef BILLBOARDSTRETCHED vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z); #ifdef BILLBOARDSTRETCHED_LOCAL vec3 row1=direction; #else vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z); #endif mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner;return position+alignedCorner;} #endif #define CUSTOM_VERTEX_DEFINITIONS void main(void) { #define CUSTOM_VERTEX_MAIN_BEGIN vec2 cornerPos;cornerPos=(vec2(offset.x-0.5,offset.y -0.5)-translationPivot)*size; #ifdef BILLBOARD vec3 rotatedCorner; #ifdef BILLBOARDY rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=position-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz; #elif defined(BILLBOARDSTRETCHED) rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 toCamera=position-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner);vec3 viewPos=(view*vec4(vPositionW,1.0)).xyz; #else rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.z=0.;rotatedCorner.xy+=translationPivot;vec3 viewPos=(view*vec4(position,1.0)).xyz+rotatedCorner;vPositionW=(invView*vec4(viewPos,1)).xyz; #endif #ifdef RAMPGRADIENT remapRanges=remapData; #endif gl_Position=projection*vec4(viewPos,1.0); #else vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.y=0.;rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(direction);vPositionW=rotate(yaxis,rotatedCorner);gl_Position=projection*view*vec4(vPositionW,1.0); #endif vColor=color; #ifdef ANIMATESHEET float rowOffset=floor(cellIndex*particlesInfos.z);float columnOffset=cellIndex-rowOffset/particlesInfos.z;vec2 uvScale=particlesInfos.xy;vec2 uvOffset=vec2(offset.x ,1.0-offset.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale; #else vUV=offset; #endif #if defined(CLIPPLANE) || defined(CLIPPLANE2) || defined(CLIPPLANE3) || defined(CLIPPLANE4) || defined(CLIPPLANE5) || defined(CLIPPLANE6) || defined(FOG) vec4 worldPos=vec4(vPositionW,1.0); #endif #include #include #include #define CUSTOM_VERTEX_MAIN_END }`; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const particlesVertexShader = { name, shader }; //# sourceMappingURL=particles.vertex.js.map