// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/clipPlaneVertexDeclaration2.js"; import "./ShadersInclude/fogVertexDeclaration.js"; import "./ShadersInclude/logDepthDeclaration.js"; import "./ShadersInclude/clipPlaneVertex.js"; import "./ShadersInclude/fogVertex.js"; import "./ShadersInclude/logDepthVertex.js"; const name = "gpuRenderParticlesVertexShader"; const shader = `precision highp float;uniform mat4 view;uniform mat4 projection;uniform vec2 translationPivot;uniform vec3 worldOffset; #ifdef LOCAL uniform mat4 emitterWM; #endif attribute vec3 position;attribute float age;attribute float life;attribute vec3 size; #ifndef BILLBOARD attribute vec3 initialDirection; #endif #ifdef BILLBOARDSTRETCHED attribute vec3 direction; #endif attribute float angle; #ifdef ANIMATESHEET attribute float cellIndex; #endif attribute vec2 offset;attribute vec2 uv;varying vec2 vUV;varying vec4 vColor;varying vec3 vPositionW; #if defined(BILLBOARD) && !defined(BILLBOARDY) && !defined(BILLBOARDSTRETCHED) uniform mat4 invView; #endif #include #include #include #ifdef COLORGRADIENTS uniform sampler2D colorGradientSampler; #else uniform vec4 colorDead;attribute vec4 color; #endif #ifdef ANIMATESHEET uniform vec3 sheetInfos; #endif #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; #ifdef LOCAL return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner; #else return (position+worldOffset)+alignedCorner; #endif } #ifdef BILLBOARDSTRETCHED vec3 rotateAlign(vec3 toCamera,vec3 rotatedCorner) {vec3 normalizedToCamera=normalize(toCamera);vec3 normalizedCrossDirToCamera=normalize(cross(normalize(direction),normalizedToCamera));vec3 crossProduct=normalize(cross(normalizedToCamera,normalizedCrossDirToCamera));vec3 row0=vec3(normalizedCrossDirToCamera.x,normalizedCrossDirToCamera.y,normalizedCrossDirToCamera.z);vec3 row1=vec3(crossProduct.x,crossProduct.y,crossProduct.z);vec3 row2=vec3(normalizedToCamera.x,normalizedToCamera.y,normalizedToCamera.z);mat3 rotMatrix= mat3(row0,row1,row2);vec3 alignedCorner=rotMatrix*rotatedCorner; #ifdef LOCAL return ((emitterWM*vec4(position,1.0)).xyz+worldOffset)+alignedCorner; #else return (position+worldOffset)+alignedCorner; #endif } #endif void main() { #ifdef ANIMATESHEET float rowOffset=floor(cellIndex/sheetInfos.z);float columnOffset=cellIndex-rowOffset*sheetInfos.z;vec2 uvScale=sheetInfos.xy;vec2 uvOffset=vec2(uv.x ,1.0-uv.y);vUV=(uvOffset+vec2(columnOffset,rowOffset))*uvScale; #else vUV=uv; #endif float ratio=age/life; #ifdef COLORGRADIENTS vColor=texture2D(colorGradientSampler,vec2(ratio,0)); #else vColor=color*vec4(1.0-ratio)+colorDead*vec4(ratio); #endif vec2 cornerPos=(offset-translationPivot)*size.yz*size.x; #ifdef BILLBOARD vec4 rotatedCorner;rotatedCorner.w=0.; #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+worldOffset)-eyePosition;yaxis.y=0.;vPositionW=rotate(normalize(yaxis),rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0)); #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+worldOffset)-eyePosition;vPositionW=rotateAlign(toCamera,rotatedCorner.xyz);vec4 viewPosition=(view*vec4(vPositionW,1.0)); #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; #ifdef LOCAL vec4 viewPosition=view*vec4(((emitterWM*vec4(position,1.0)).xyz+worldOffset),1.0)+rotatedCorner; #else vec4 viewPosition=view*vec4((position+worldOffset),1.0)+rotatedCorner; #endif vPositionW=(invView*viewPosition).xyz; #endif #else vec3 rotatedCorner;rotatedCorner.x=cornerPos.x*cos(angle)-cornerPos.y*sin(angle);rotatedCorner.y=0.;rotatedCorner.z=cornerPos.x*sin(angle)+cornerPos.y*cos(angle);rotatedCorner.xz+=translationPivot;vec3 yaxis=normalize(initialDirection);vPositionW=rotate(yaxis,rotatedCorner);vec4 viewPosition=view*vec4(vPositionW,1.0); #endif gl_Position=projection*viewPosition; #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 }`; // Sideeffect ShaderStore.ShadersStore[name] = shader; /** @internal */ export const gpuRenderParticlesVertexShader = { name, shader }; //# sourceMappingURL=gpuRenderParticles.vertex.js.map