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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; import "./ShadersInclude/fogFragmentDeclaration.js"; import "./ShadersInclude/logDepthDeclaration.js"; import "./ShadersInclude/logDepthFragment.js"; import "./ShadersInclude/fogFragment.js"; const name = "spriteMapPixelShader"; const shader = `#ifdef LOGARITHMICDEPTH #extension GL_EXT_frag_depth : enable #endif #if defined(WEBGL2) || defined(WEBGPU) || defined(NATIVE) #define TEXTUREFUNC(s,c,l) texture2DLodEXT(s,c,l) #else #define TEXTUREFUNC(s,c,b) texture2D(s,c,b) #endif precision highp float;varying vec3 vPosition;varying vec2 vUV;varying vec2 tUV;uniform float time;uniform float spriteCount;uniform sampler2D spriteSheet;uniform vec2 spriteMapSize;uniform vec2 outputSize;uniform vec2 stageSize;uniform sampler2D frameMap;uniform sampler2D tileMaps[LAYERS];uniform sampler2D animationMap;uniform vec3 colorMul; #include<fogFragmentDeclaration> #include<logDepthDeclaration> float mt;const float fdStep=1.0*0.25;const float aFrameSteps=MAX_ANIMATION_FRAMES==0.0 ? 0.0 : 1.0/MAX_ANIMATION_FRAMES;mat4 getFrameData(float frameID) {float fX=frameID/spriteCount;return mat4( TEXTUREFUNC(frameMap,vec2(fX,0.0),0.0), TEXTUREFUNC(frameMap,vec2(fX,fdStep*1.0),0.0), TEXTUREFUNC(frameMap,vec2(fX,fdStep*2.0),0.0), vec4(0.0) );} void main() {vec4 color=vec4(0.0);vec2 tileUV=fract(tUV);vec2 tileID=floor(tUV);vec2 sheetUnits=1.0/spriteMapSize;float spriteUnits=1.0/spriteCount;vec2 stageUnits=1.0/stageSize;for(int i=0; i<LAYERS; i++) {float frameID; #define LAYER_ID_SWITCH vec4 animationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,0.0),0.0);if(animationData.y>0.0) {mt=mod(time*animationData.z,1.0);for(float f=0.0; f<MAX_ANIMATION_FRAMES; f++) {if(animationData.y>mt) {frameID=animationData.x;break;} animationData=TEXTUREFUNC(animationMap,vec2((frameID+0.5)/spriteCount,aFrameSteps*f),0.0);}} mat4 frameData=getFrameData(frameID+0.5);vec2 frameSize=(frameData[0].zw)/spriteMapSize;vec2 offset=frameData[0].xy*sheetUnits;vec2 ratio=frameData[2].xy/frameData[0].zw; #ifdef FR_CW if (frameData[2].z==1.0) {tileUV.xy=tileUV.yx;} else {tileUV.xy=fract(tUV).xy;} #ifdef FLIPU tileUV.y=1.0-tileUV.y; #endif #else if (frameData[2].z==1.0) { #ifdef FLIPU tileUV.y=1.0-tileUV.y; #endif tileUV.xy=tileUV.yx;} else {tileUV.xy=fract(tUV).xy; #ifdef FLIPU tileUV.y=1.0-tileUV.y; #endif } #endif vec4 nc=TEXTUREFUNC(spriteSheet,tileUV*frameSize+offset,0.0);if (i==0) {color=nc;} else {float alpha=min(color.a+nc.a,1.0);vec3 mixed=mix(color.xyz,nc.xyz,nc.a);color=vec4(mixed,alpha);}} color.xyz*=colorMul; #include<logDepthFragment> #include<fogFragment> gl_FragColor=color;}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const spriteMapPixelShader = { name, shader }; //# sourceMappingURL=spriteMap.fragment.js.map