829a282c-b049-4019-bd38-5ace8d8a6417.json 86 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688
  1. {
  2. "__type__": "cc.EffectAsset",
  3. "_name": "builtin-3d-particle",
  4. "_objFlags": 0,
  5. "_native": "",
  6. "properties": null,
  7. "techniques": [
  8. {
  9. "name": "add",
  10. "passes": [
  11. {
  12. "rasterizerState": {
  13. "cullMode": 0
  14. },
  15. "blendState": {
  16. "targets": [
  17. {
  18. "blend": true,
  19. "blendSrc": 770,
  20. "blendDst": 1,
  21. "blendSrcAlpha": 770,
  22. "blendDstAlpha": 1
  23. }
  24. ]
  25. },
  26. "depthStencilState": {
  27. "depthTest": true,
  28. "depthWrite": false
  29. },
  30. "properties": {
  31. "mainTexture": {
  32. "value": "grey",
  33. "type": 29
  34. },
  35. "mainTiling_Offset": {
  36. "value": [
  37. 1,
  38. 1,
  39. 0,
  40. 0
  41. ],
  42. "type": 16
  43. },
  44. "tintColor": {
  45. "value": [
  46. 0.5,
  47. 0.5,
  48. 0.5,
  49. 0.5
  50. ],
  51. "inspector": {
  52. "type": "color"
  53. },
  54. "type": 16
  55. }
  56. },
  57. "program": "builtin-3d-particle|particle-vs-legacy:lpvs_main|tinted-fs:add"
  58. }
  59. ]
  60. },
  61. {
  62. "name": "alpha-blend",
  63. "passes": [
  64. {
  65. "rasterizerState": {
  66. "cullMode": 0
  67. },
  68. "blendState": {
  69. "targets": [
  70. {
  71. "blend": true,
  72. "blendSrc": 770,
  73. "blendDst": 771,
  74. "blendSrcAlpha": 770,
  75. "blendDstAlpha": 771
  76. }
  77. ]
  78. },
  79. "depthStencilState": {
  80. "depthTest": true,
  81. "depthWrite": false
  82. },
  83. "properties": {
  84. "mainTexture": {
  85. "value": "grey",
  86. "type": 29
  87. },
  88. "mainTiling_Offset": {
  89. "value": [
  90. 1,
  91. 1,
  92. 0,
  93. 0
  94. ],
  95. "type": 16
  96. },
  97. "tintColor": {
  98. "value": [
  99. 0.5,
  100. 0.5,
  101. 0.5,
  102. 0.5
  103. ],
  104. "inspector": {
  105. "type": "color"
  106. },
  107. "type": 16
  108. }
  109. },
  110. "program": "builtin-3d-particle|particle-vs-legacy:lpvs_main|tinted-fs:add"
  111. }
  112. ]
  113. },
  114. {
  115. "name": "add-multiply",
  116. "passes": [
  117. {
  118. "rasterizerState": {
  119. "cullMode": 0
  120. },
  121. "blendState": {
  122. "targets": [
  123. {
  124. "blend": true,
  125. "blendSrc": 770,
  126. "blendDst": 771,
  127. "blendSrcAlpha": 770,
  128. "blendDstAlpha": 771
  129. }
  130. ]
  131. },
  132. "depthStencilState": {
  133. "depthTest": true,
  134. "depthWrite": false
  135. },
  136. "properties": {
  137. "mainTexture": {
  138. "value": "grey",
  139. "type": 29
  140. },
  141. "mainTiling_Offset": {
  142. "value": [
  143. 1,
  144. 1,
  145. 0,
  146. 0
  147. ],
  148. "type": 16
  149. },
  150. "tintColor": {
  151. "value": [
  152. 0.5,
  153. 0.5,
  154. 0.5,
  155. 0.5
  156. ],
  157. "inspector": {
  158. "type": "color"
  159. },
  160. "type": 16
  161. }
  162. },
  163. "program": "builtin-3d-particle|particle-vs-legacy:lpvs_main|tinted-fs:multiply"
  164. }
  165. ]
  166. },
  167. {
  168. "name": "add-smooth",
  169. "passes": [
  170. {
  171. "rasterizerState": {
  172. "cullMode": 0
  173. },
  174. "blendState": {
  175. "targets": [
  176. {
  177. "blend": true,
  178. "blendSrc": 770,
  179. "blendDst": 771,
  180. "blendSrcAlpha": 770,
  181. "blendDstAlpha": 771
  182. }
  183. ]
  184. },
  185. "depthStencilState": {
  186. "depthTest": true,
  187. "depthWrite": false
  188. },
  189. "properties": {
  190. "mainTexture": {
  191. "value": "grey",
  192. "type": 29
  193. },
  194. "mainTiling_Offset": {
  195. "value": [
  196. 1,
  197. 1,
  198. 0,
  199. 0
  200. ],
  201. "type": 16
  202. }
  203. },
  204. "program": "builtin-3d-particle|particle-vs-legacy:lpvs_main|no-tint-fs:addSmooth"
  205. }
  206. ]
  207. },
  208. {
  209. "name": "premultiply-blend",
  210. "passes": [
  211. {
  212. "rasterizerState": {
  213. "cullMode": 0
  214. },
  215. "blendState": {
  216. "targets": [
  217. {
  218. "blend": true,
  219. "blendSrc": 770,
  220. "blendDst": 771,
  221. "blendSrcAlpha": 770,
  222. "blendDstAlpha": 771
  223. }
  224. ]
  225. },
  226. "depthStencilState": {
  227. "depthTest": true,
  228. "depthWrite": false
  229. },
  230. "properties": {
  231. "mainTexture": {
  232. "value": "grey",
  233. "type": 29
  234. },
  235. "mainTiling_Offset": {
  236. "value": [
  237. 1,
  238. 1,
  239. 0,
  240. 0
  241. ],
  242. "type": 16
  243. }
  244. },
  245. "program": "builtin-3d-particle|particle-vs-legacy:lpvs_main|no-tint-fs:premultiplied"
  246. }
  247. ]
  248. }
  249. ],
  250. "shaders": [
  251. {
  252. "hash": 1682193167,
  253. "glsl3": {
  254. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n in vec3 a_color1;\n#endif\n#if CC_USE_MESH\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  255. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nuniform FragConstants {\n vec4 tintColor;\n};\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture(mainTexture, uv);\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = add(); }"
  256. },
  257. "glsl1": {
  258. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform vec4 mainTiling_Offset;\nuniform vec4 frameTile_velLenScale;\nuniform vec4 scale;\nuniform mat4 cc_matView;\nuniform mat4 cc_matViewInv;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n attribute vec3 a_color1;\n#endif\n#if CC_USE_MESH\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  259. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 add () {\n vec4 col = 2.0 * color * tintColor * texture2D(mainTexture, uv);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = add(); }"
  260. },
  261. "builtins": {
  262. "globals": {
  263. "blocks": [
  264. {
  265. "name": "CCGlobal",
  266. "defines": []
  267. }
  268. ],
  269. "samplers": []
  270. },
  271. "locals": {
  272. "blocks": [
  273. {
  274. "name": "CCLocal",
  275. "defines": []
  276. }
  277. ],
  278. "samplers": []
  279. }
  280. },
  281. "defines": [
  282. {
  283. "name": "CC_USE_BILLBOARD",
  284. "type": "boolean",
  285. "defines": []
  286. },
  287. {
  288. "name": "CC_USE_STRETCHED_BILLBOARD",
  289. "type": "boolean",
  290. "defines": []
  291. },
  292. {
  293. "name": "CC_USE_HORIZONTAL_BILLBOARD",
  294. "type": "boolean",
  295. "defines": []
  296. },
  297. {
  298. "name": "CC_USE_VERTICAL_BILLBOARD",
  299. "type": "boolean",
  300. "defines": []
  301. },
  302. {
  303. "name": "CC_USE_MESH",
  304. "type": "boolean",
  305. "defines": []
  306. },
  307. {
  308. "name": "CC_USE_WORLD_SPACE",
  309. "type": "boolean",
  310. "defines": []
  311. },
  312. {
  313. "name": "OUTPUT_TO_GAMMA",
  314. "type": "boolean",
  315. "defines": []
  316. }
  317. ],
  318. "blocks": [
  319. {
  320. "name": "Constants",
  321. "members": [
  322. {
  323. "name": "mainTiling_Offset",
  324. "type": 16,
  325. "count": 1
  326. },
  327. {
  328. "name": "frameTile_velLenScale",
  329. "type": 16,
  330. "count": 1
  331. },
  332. {
  333. "name": "scale",
  334. "type": 16,
  335. "count": 1
  336. }
  337. ],
  338. "defines": [],
  339. "binding": 0
  340. },
  341. {
  342. "name": "FragConstants",
  343. "members": [
  344. {
  345. "name": "tintColor",
  346. "type": 16,
  347. "count": 1
  348. }
  349. ],
  350. "defines": [],
  351. "binding": 1
  352. }
  353. ],
  354. "samplers": [
  355. {
  356. "name": "mainTexture",
  357. "type": 29,
  358. "count": 1,
  359. "defines": [],
  360. "binding": 30
  361. }
  362. ],
  363. "record": null,
  364. "name": "builtin-3d-particle|particle-vs-legacy:lpvs_main|tinted-fs:add"
  365. },
  366. {
  367. "hash": 1933642753,
  368. "glsl3": {
  369. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n in vec3 a_color1;\n#endif\n#if CC_USE_MESH\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  370. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nuniform FragConstants {\n vec4 tintColor;\n};\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = multiply(); }"
  371. },
  372. "glsl1": {
  373. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform vec4 mainTiling_Offset;\nuniform vec4 frameTile_velLenScale;\nuniform vec4 scale;\nuniform mat4 cc_matView;\nuniform mat4 cc_matViewInv;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n attribute vec3 a_color1;\n#endif\n#if CC_USE_MESH\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  374. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nuniform vec4 tintColor;\nvec4 multiply () {\n vec4 col;\n vec4 texColor = texture2D(mainTexture, uv);\n col.rgb = tintColor.rgb * texColor.rgb * color.rgb * vec3(2.0);\n col.a = (1.0 - texColor.a) * (tintColor.a * color.a * 2.0);\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = multiply(); }"
  375. },
  376. "builtins": {
  377. "globals": {
  378. "blocks": [
  379. {
  380. "name": "CCGlobal",
  381. "defines": []
  382. }
  383. ],
  384. "samplers": []
  385. },
  386. "locals": {
  387. "blocks": [
  388. {
  389. "name": "CCLocal",
  390. "defines": []
  391. }
  392. ],
  393. "samplers": []
  394. }
  395. },
  396. "defines": [
  397. {
  398. "name": "CC_USE_BILLBOARD",
  399. "type": "boolean",
  400. "defines": []
  401. },
  402. {
  403. "name": "CC_USE_STRETCHED_BILLBOARD",
  404. "type": "boolean",
  405. "defines": []
  406. },
  407. {
  408. "name": "CC_USE_HORIZONTAL_BILLBOARD",
  409. "type": "boolean",
  410. "defines": []
  411. },
  412. {
  413. "name": "CC_USE_VERTICAL_BILLBOARD",
  414. "type": "boolean",
  415. "defines": []
  416. },
  417. {
  418. "name": "CC_USE_MESH",
  419. "type": "boolean",
  420. "defines": []
  421. },
  422. {
  423. "name": "CC_USE_WORLD_SPACE",
  424. "type": "boolean",
  425. "defines": []
  426. },
  427. {
  428. "name": "OUTPUT_TO_GAMMA",
  429. "type": "boolean",
  430. "defines": []
  431. }
  432. ],
  433. "blocks": [
  434. {
  435. "name": "Constants",
  436. "members": [
  437. {
  438. "name": "mainTiling_Offset",
  439. "type": 16,
  440. "count": 1
  441. },
  442. {
  443. "name": "frameTile_velLenScale",
  444. "type": 16,
  445. "count": 1
  446. },
  447. {
  448. "name": "scale",
  449. "type": 16,
  450. "count": 1
  451. }
  452. ],
  453. "defines": [],
  454. "binding": 0
  455. },
  456. {
  457. "name": "FragConstants",
  458. "members": [
  459. {
  460. "name": "tintColor",
  461. "type": 16,
  462. "count": 1
  463. }
  464. ],
  465. "defines": [],
  466. "binding": 1
  467. }
  468. ],
  469. "samplers": [
  470. {
  471. "name": "mainTexture",
  472. "type": 29,
  473. "count": 1,
  474. "defines": [],
  475. "binding": 30
  476. }
  477. ],
  478. "record": null,
  479. "name": "builtin-3d-particle|particle-vs-legacy:lpvs_main|tinted-fs:multiply"
  480. },
  481. {
  482. "hash": 1851787849,
  483. "glsl3": {
  484. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n in vec3 a_color1;\n#endif\n#if CC_USE_MESH\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  485. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = addSmooth(); }"
  486. },
  487. "glsl1": {
  488. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform vec4 mainTiling_Offset;\nuniform vec4 frameTile_velLenScale;\nuniform vec4 scale;\nuniform mat4 cc_matView;\nuniform mat4 cc_matViewInv;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n attribute vec3 a_color1;\n#endif\n#if CC_USE_MESH\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  489. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 addSmooth () {\n vec4 col = color * texture2D(mainTexture, uv);\n col.rgb *= col.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = addSmooth(); }"
  490. },
  491. "builtins": {
  492. "globals": {
  493. "blocks": [
  494. {
  495. "name": "CCGlobal",
  496. "defines": []
  497. }
  498. ],
  499. "samplers": []
  500. },
  501. "locals": {
  502. "blocks": [
  503. {
  504. "name": "CCLocal",
  505. "defines": []
  506. }
  507. ],
  508. "samplers": []
  509. }
  510. },
  511. "defines": [
  512. {
  513. "name": "CC_USE_BILLBOARD",
  514. "type": "boolean",
  515. "defines": []
  516. },
  517. {
  518. "name": "CC_USE_STRETCHED_BILLBOARD",
  519. "type": "boolean",
  520. "defines": []
  521. },
  522. {
  523. "name": "CC_USE_HORIZONTAL_BILLBOARD",
  524. "type": "boolean",
  525. "defines": []
  526. },
  527. {
  528. "name": "CC_USE_VERTICAL_BILLBOARD",
  529. "type": "boolean",
  530. "defines": []
  531. },
  532. {
  533. "name": "CC_USE_MESH",
  534. "type": "boolean",
  535. "defines": []
  536. },
  537. {
  538. "name": "CC_USE_WORLD_SPACE",
  539. "type": "boolean",
  540. "defines": []
  541. },
  542. {
  543. "name": "OUTPUT_TO_GAMMA",
  544. "type": "boolean",
  545. "defines": []
  546. }
  547. ],
  548. "blocks": [
  549. {
  550. "name": "Constants",
  551. "members": [
  552. {
  553. "name": "mainTiling_Offset",
  554. "type": 16,
  555. "count": 1
  556. },
  557. {
  558. "name": "frameTile_velLenScale",
  559. "type": 16,
  560. "count": 1
  561. },
  562. {
  563. "name": "scale",
  564. "type": 16,
  565. "count": 1
  566. }
  567. ],
  568. "defines": [],
  569. "binding": 0
  570. }
  571. ],
  572. "samplers": [
  573. {
  574. "name": "mainTexture",
  575. "type": 29,
  576. "count": 1,
  577. "defines": [],
  578. "binding": 30
  579. }
  580. ],
  581. "record": null,
  582. "name": "builtin-3d-particle|particle-vs-legacy:lpvs_main|no-tint-fs:addSmooth"
  583. },
  584. {
  585. "hash": 145387972,
  586. "glsl3": {
  587. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform Constants{\n vec4 mainTiling_Offset;\n vec4 frameTile_velLenScale;\n vec4 scale;\n};\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nout vec2 uv;\nout vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nin vec3 a_position;\nin vec3 a_texCoord;\nin vec3 a_texCoord1;\nin vec3 a_texCoord2;\nin vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n in vec3 a_color1;\n#endif\n#if CC_USE_MESH\n in vec3 a_texCoord3;\n in vec3 a_normal;\n in vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  588. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nin vec2 uv;\nin vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nout vec4 cc_FragColor;\nvoid main() { cc_FragColor = premultiplied(); }"
  589. },
  590. "glsl1": {
  591. "vert": "\nprecision highp float;\nvec4 quaternionFromAxis(vec3 xAxis,vec3 yAxis,vec3 zAxis){\n mat3 m = mat3(xAxis,yAxis,zAxis);\n float trace = m[0][0] + m[1][1] + m[2][2];\n vec4 quat;\n if (trace > 0.) {\n float s = 0.5 / sqrt(trace + 1.0);\n quat.w = 0.25 / s;\n quat.x = (m[2][1] - m[1][2]) * s;\n quat.y = (m[0][2] - m[2][0]) * s;\n quat.z = (m[1][0] - m[0][1]) * s;\n } else if ((m[0][0] > m[1][1]) && (m[0][0] > m[2][2])) {\n float s = 2.0 * sqrt(1.0 + m[0][0] - m[1][1] - m[2][2]);\n quat.w = (m[2][1] - m[1][2]) / s;\n quat.x = 0.25 * s;\n quat.y = (m[0][1] + m[1][0]) / s;\n quat.z = (m[0][2] + m[2][0]) / s;\n } else if (m[1][1] > m[2][2]) {\n float s = 2.0 * sqrt(1.0 + m[1][1] - m[0][0] - m[2][2]);\n quat.w = (m[0][2] - m[2][0]) / s;\n quat.x = (m[0][1] + m[1][0]) / s;\n quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler(vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT(vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS(vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply(vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat(inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace(vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n float z = pos.z;\n float x = pos.x;\n float y = pos.y;\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nvoid rotateCorner(inout vec2 corner, float angle){\n float xOS = cos(angle) * corner.x - sin(angle) * corner.y;\n float yOS = sin(angle) * corner.x + cos(angle) * corner.y;\n corner.x = xOS;\n corner.y = yOS;\n}\nuniform vec4 mainTiling_Offset;\nuniform vec4 frameTile_velLenScale;\nuniform vec4 scale;\nuniform mat4 cc_matView;\nuniform mat4 cc_matViewInv;\nuniform mat4 cc_matViewProj;\nuniform vec4 cc_cameraPos;\nuniform mat4 cc_matWorld;\nvarying vec2 uv;\nvarying vec4 color;\nvoid computeVertPos(inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , mat4 viewInv\n#endif\n#if CC_USE_STRETCHED_BILLBOARD\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_USE_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_USE_STRETCHED_BILLBOARD\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_USE_HORIZONTAL_BILLBOARD\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_USE_VERTICAL_BILLBOARD\n vec2 viewSpaceVert = vec2(vertOffset.x * s.x, vertOffset.y * s.y);\n rotateCorner(viewSpaceVert, q.z);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV(float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if !CC_USE_MESH\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_position;\nattribute vec3 a_texCoord;\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\n#if CC_USE_STRETCHED_BILLBOARD\n attribute vec3 a_color1;\n#endif\n#if CC_USE_MESH\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec4 lpvs_main() {\n vec3 compScale = scale.xyz * a_texCoord1;\n vec4 pos = vec4(a_position, 1);\n#if CC_USE_STRETCHED_BILLBOARD\n vec4 velocity = vec4(a_color1.xyz, 0);\n#endif\n#if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_USE_STRETCHED_BILLBOARD\n velocity = cc_matWorld * velocity;\n #endif\n#endif\n#if !CC_USE_MESH\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_USE_BILLBOARD\n vec3 rotEuler = a_texCoord2;\n #elif CC_USE_STRETCHED_BILLBOARD\n vec3 rotEuler = vec3(0.);\n #else\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n computeVertPos(pos, cornerOffset, quaternionFromEuler(rotEuler), compScale\n #if CC_USE_BILLBOARD || CC_USE_VERTICAL_BILLBOARD\n , cc_matViewInv\n #endif\n #if CC_USE_STRETCHED_BILLBOARD\n , cc_cameraPos.xyz\n , velocity\n , frameTile_velLenScale.z\n , frameTile_velLenScale.w\n , a_texCoord.x\n #endif\n );\n color = a_color;\n#else\n mat4 xformNoScale = matrixFromRT(quaternionFromEuler(a_texCoord2), pos.xyz);\n mat4 xform = matFromRTS(quaternionFromEuler(a_texCoord2), pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n#endif\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }",
  592. "frag": "\nprecision highp float;\nvec4 CCFragOutput (vec4 color) {\n #if OUTPUT_TO_GAMMA\n color.rgb = sqrt(color.rgb);\n #endif\n\treturn color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture2D(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); }"
  593. },
  594. "builtins": {
  595. "globals": {
  596. "blocks": [
  597. {
  598. "name": "CCGlobal",
  599. "defines": []
  600. }
  601. ],
  602. "samplers": []
  603. },
  604. "locals": {
  605. "blocks": [
  606. {
  607. "name": "CCLocal",
  608. "defines": []
  609. }
  610. ],
  611. "samplers": []
  612. }
  613. },
  614. "defines": [
  615. {
  616. "name": "CC_USE_BILLBOARD",
  617. "type": "boolean",
  618. "defines": []
  619. },
  620. {
  621. "name": "CC_USE_STRETCHED_BILLBOARD",
  622. "type": "boolean",
  623. "defines": []
  624. },
  625. {
  626. "name": "CC_USE_HORIZONTAL_BILLBOARD",
  627. "type": "boolean",
  628. "defines": []
  629. },
  630. {
  631. "name": "CC_USE_VERTICAL_BILLBOARD",
  632. "type": "boolean",
  633. "defines": []
  634. },
  635. {
  636. "name": "CC_USE_MESH",
  637. "type": "boolean",
  638. "defines": []
  639. },
  640. {
  641. "name": "CC_USE_WORLD_SPACE",
  642. "type": "boolean",
  643. "defines": []
  644. },
  645. {
  646. "name": "OUTPUT_TO_GAMMA",
  647. "type": "boolean",
  648. "defines": []
  649. }
  650. ],
  651. "blocks": [
  652. {
  653. "name": "Constants",
  654. "members": [
  655. {
  656. "name": "mainTiling_Offset",
  657. "type": 16,
  658. "count": 1
  659. },
  660. {
  661. "name": "frameTile_velLenScale",
  662. "type": 16,
  663. "count": 1
  664. },
  665. {
  666. "name": "scale",
  667. "type": 16,
  668. "count": 1
  669. }
  670. ],
  671. "defines": [],
  672. "binding": 0
  673. }
  674. ],
  675. "samplers": [
  676. {
  677. "name": "mainTexture",
  678. "type": 29,
  679. "count": 1,
  680. "defines": [],
  681. "binding": 30
  682. }
  683. ],
  684. "record": null,
  685. "name": "builtin-3d-particle|particle-vs-legacy:lpvs_main|no-tint-fs:premultiplied"
  686. }
  687. ]
  688. }