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- #pragma define-meta CC_RENDER_MODE range([0, 4])
- #pragma define RENDER_MODE_BILLBOARD 0
- #pragma define RENDER_MODE_STRETCHED_BILLBOARD 1
- #pragma define RENDER_MODE_HORIZONTAL_BILLBOARD 2
- #pragma define RENDER_MODE_VERTICAL_BILLBOARD 3
- #pragma define RENDER_MODE_MESH 4
- uniform Constants {
- vec4 mainTiling_Offset;
- vec4 frameTile_velLenScale;
- vec4 scale;
- vec4 nodeRotation;
- };
- #include <builtin/uniforms/cc-global>
- #include <builtin/uniforms/cc-local>
- #include <common/math/transform>
- out mediump vec2 uv;
- out mediump vec4 color;
- void computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s
- #if CC_RENDER_MODE == RENDER_MODE_BILLBOARD || CC_RENDER_MODE == RENDER_MODE_VERTICAL_BILLBOARD
- , mat4 viewInv
- #endif
- #if CC_RENDER_MODE == RENDER_MODE_STRETCHED_BILLBOARD
- , vec3 eye
- , vec4 velocity
- , float velocityScale
- , float lengthScale
- , float xIndex
- #endif
- ) {
- #if CC_RENDER_MODE == RENDER_MODE_BILLBOARD
- vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);
- vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));
- vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));
- vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));
- pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);
- #elif CC_RENDER_MODE == RENDER_MODE_STRETCHED_BILLBOARD
- vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;
- vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;
- pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;
- #elif CC_RENDER_MODE == RENDER_MODE_HORIZONTAL_BILLBOARD
- vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);
- vec3 camX = vec3(1, 0, 0);
- vec3 camY = vec3(0, 0, -1);
- pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);
- #elif CC_RENDER_MODE == RENDER_MODE_VERTICAL_BILLBOARD
- vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);
- rotateVecFromQuat(viewSpaceVert, q);
- vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));
- vec3 camY = vec3(0, 1, 0);
- vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;
- pos.xyz += offset;
- #else
- pos.x += vertOffset.x;
- pos.y += vertOffset.y;
- #endif
- }
- vec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){
- vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));
- aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);
- #if CC_RENDER_MODE != RENDER_MODE_MESH
- vertIndex.y = 1. - vertIndex.y; // if using billboard ,y must be flipped.but mesh does not,why?
- #endif
- return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);
- }
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