UNPKG

@animech-public/playcanvas

Version:
2 lines (1 loc) 2.73 kB
var t="\nvec3 unpack3NFloats(float src) {\n\tfloat r = fract(src);\n\tfloat g = fract(src * 256.0);\n\tfloat b = fract(src * 65536.0);\n\treturn vec3(r, g, b);\n}\nfloat saturate(float x) {\n\treturn clamp(x, 0.0, 1.0);\n}\nvec4 tex1Dlod_lerp(TEXTURE_ACCEPT_HIGHP(tex), vec2 tc) {\n\treturn mix( texture2D(tex,tc), texture2D(tex,tc + graphSampleSize), fract(tc.x*graphNumSamples) );\n}\nvec4 tex1Dlod_lerp(TEXTURE_ACCEPT_HIGHP(tex), vec2 tc, out vec3 w) {\n\tvec4 a = texture2D(tex,tc);\n\tvec4 b = texture2D(tex,tc + graphSampleSize);\n\tfloat c = fract(tc.x*graphNumSamples);\n\tvec3 unpackedA = unpack3NFloats(a.w);\n\tvec3 unpackedB = unpack3NFloats(b.w);\n\tw = mix(unpackedA, unpackedB, c);\n\treturn mix(a, b, c);\n}\nvec2 rotate(vec2 quadXY, float pRotation, out mat2 rotMatrix) {\n\tfloat c = cos(pRotation);\n\tfloat s = sin(pRotation);\n\tmat2 m = mat2(c, -s, s, c);\n\trotMatrix = m;\n\treturn m * quadXY;\n}\nvec3 billboard(vec3 InstanceCoords, vec2 quadXY) {\n\t#ifdef SCREEN_SPACE\n\t\tvec3 pos = vec3(-1, 0, 0) * quadXY.x + vec3(0, -1, 0) * quadXY.y;\n\t#else\n\t\tvec3 pos = -matrix_viewInverse[0].xyz * quadXY.x + -matrix_viewInverse[1].xyz * quadXY.y;\n\t#endif\n\treturn pos;\n}\nvec3 customFace(vec3 InstanceCoords, vec2 quadXY) {\n\tvec3 pos = faceTangent * quadXY.x + faceBinorm * quadXY.y;\n\treturn pos;\n}\nvec2 safeNormalize(vec2 v) {\n\tfloat l = length(v);\n\treturn (l > 1e-06) ? v / l : v;\n}\nvoid main(void) {\n\tvec3 meshLocalPos = particle_vertexData.xyz;\n\tfloat id = floor(particle_vertexData.w);\n\tfloat rndFactor = fract(sin(id + 1.0 + seed));\n\tvec3 rndFactor3 = vec3(rndFactor, fract(rndFactor*10.0), fract(rndFactor*100.0));\n\tfloat uv = id / numParticlesPot;\n\treadInput(uv);\n#ifdef LOCAL_SPACE\n\tinVel = mat3(matrix_model) * inVel;\n#endif\n\tvec2 velocityV = safeNormalize((mat3(matrix_view) * inVel).xy);\n\tfloat particleLifetime = lifetime;\n\tif (inLife <= 0.0 || inLife > particleLifetime || !inShow) meshLocalPos = vec3(0.0);\n\tvec2 quadXY = meshLocalPos.xy;\n\tfloat nlife = clamp(inLife / particleLifetime, 0.0, 1.0);\n\tvec3 paramDiv;\n\tvec4 params = tex1Dlod_lerp(TEXTURE_PASS(internalTex2), vec2(nlife, 0), paramDiv);\n\tfloat scale = params.y;\n\tfloat scaleDiv = paramDiv.x;\n\tfloat alphaDiv = paramDiv.z;\n\tscale += (scaleDiv * 2.0 - 1.0) * scaleDivMult * fract(rndFactor*10000.0);\n#ifndef USE_MESH\n\ttexCoordsAlphaLife = vec4(quadXY * -0.5 + 0.5, (alphaDiv * 2.0 - 1.0) * alphaDivMult * fract(rndFactor*1000.0), nlife);\n#else\n\ttexCoordsAlphaLife = vec4(particle_uv, (alphaDiv * 2.0 - 1.0) * alphaDivMult * fract(rndFactor*1000.0), nlife);\n#endif\n\tvec3 particlePos = inPos;\n\tvec3 particlePosMoved = vec3(0.0);\n\tmat2 rotMatrix;\n";export{t as default};