@babylonjs/gui
Version:
For usage documentation please visit the [GUI documentation](https://doc.babylonjs.com/features/featuresDeepDive/gui/).
127 lines • 8.87 kB
JavaScript
// Do not edit.
import { ShaderStore } from "@babylonjs/core/Engines/shaderStore.js";
const name = "fluentBackplateVertexShader";
const shader = `uniform mat4 world;uniform mat4 viewProjection;uniform vec3 cameraPosition;attribute vec3 position;attribute vec3 normal;
attribute vec3 tangent;
const vec3 tangent=vec3(0.);
uniform float _Radius_;uniform float _Line_Width_;uniform bool _Absolute_Sizes_;uniform float _Filter_Width_;uniform vec4 _Base_Color_;uniform vec4 _Line_Color_;uniform float _Radius_Top_Left_;uniform float _Radius_Top_Right_;uniform float _Radius_Bottom_Left_;uniform float _Radius_Bottom_Right_;uniform vec3 _Blob_Position_;uniform float _Blob_Intensity_;uniform float _Blob_Near_Size_;uniform float _Blob_Far_Size_;uniform float _Blob_Near_Distance_;uniform float _Blob_Far_Distance_;uniform float _Blob_Fade_Length_;uniform float _Blob_Pulse_;uniform float _Blob_Fade_;uniform sampler2D _Blob_Texture_;uniform vec3 _Blob_Position_2_;uniform float _Blob_Near_Size_2_;uniform float _Blob_Pulse_2_;uniform float _Blob_Fade_2_;uniform float _Rate_;uniform vec4 _Highlight_Color_;uniform float _Highlight_Width_;uniform vec4 _Highlight_Transform_;uniform float _Highlight_;uniform float _Iridescence_Intensity_;uniform float _Iridescence_Edge_Intensity_;uniform float _Angle_;uniform float _Fade_Out_;uniform bool _Reflected_;uniform float _Frequency_;uniform float _Vertical_Offset_;uniform sampler2D _Iridescent_Map_;uniform bool _Use_Global_Left_Index_;uniform bool _Use_Global_Right_Index_;uniform vec4 Global_Left_Index_Tip_Position;uniform vec4 Global_Right_Index_Tip_Position;varying vec3 vPosition;varying vec3 vNormal;varying vec2 vUV;varying vec3 vTangent;varying vec3 vBinormal;varying vec4 vColor;varying vec4 vExtra1;varying vec4 vExtra2;varying vec4 vExtra3;void Object_To_World_Pos_B115(
vec3 Pos_Object,
out vec3 Pos_World)
{Pos_World=(world*vec4(Pos_Object,1.0)).xyz;}
void PickDir_B140(
float Degrees,
vec3 DirX,
vec3 DirY,
out vec3 Dir)
{float a=Degrees*3.14159/180.0;Dir=cos(a)*DirX+sin(a)*DirY;}
void Round_Rect_Vertex_B139(
vec2 UV,
float Radius,
float Margin,
float Anisotropy,
float Gradient1,
float Gradient2,
out vec2 Rect_UV,
out vec4 Rect_Parms,
out vec2 Scale_XY,
out vec2 Line_UV)
{Scale_XY=vec2(Anisotropy,1.0);Line_UV=(UV-vec2(0.5,0.5));Rect_UV=Line_UV*Scale_XY;Rect_Parms.xy=Scale_XY*0.5-vec2(Radius,Radius)-vec2(Margin,Margin);Rect_Parms.z=Gradient1;
Rect_Parms.w=Gradient2;}
void Line_Vertex_B135(
vec2 Scale_XY,
vec2 UV,
float Time,
float Rate,
vec4 Highlight_Transform,
out vec3 Line_Vertex)
{float angle2=(Rate*Time)*2.0*3.1416;float sinAngle2=sin(angle2);float cosAngle2=cos(angle2);vec2 xformUV=UV*Highlight_Transform.xy+Highlight_Transform.zw;Line_Vertex.x=0.0;Line_Vertex.y=cosAngle2*xformUV.x-sinAngle2*xformUV.y;Line_Vertex.z=0.0; }
void Blob_Vertex_B180(
vec3 Position,
vec3 Normal,
vec3 Tangent,
vec3 Bitangent,
vec3 Blob_Position,
float Intensity,
float Blob_Near_Size,
float Blob_Far_Size,
float Blob_Near_Distance,
float Blob_Far_Distance,
float Blob_Fade_Length,
float Blob_Pulse,
float Blob_Fade,
out vec4 Blob_Info)
{vec3 blob=Blob_Position;vec3 delta=blob-Position;float dist=dot(Normal,delta);float lerpValue=clamp((abs(dist)-Blob_Near_Distance)/(Blob_Far_Distance-Blob_Near_Distance),0.0,1.0);float fadeValue=1.0-clamp((abs(dist)-Blob_Far_Distance)/Blob_Fade_Length,0.0,1.0);float size=Blob_Near_Size+(Blob_Far_Size-Blob_Near_Size)*lerpValue;vec2 blobXY=vec2(dot(delta,Tangent),dot(delta,Bitangent))/(0.0001+size);float Fade=fadeValue*Intensity*Blob_Fade;float Distance=(lerpValue*0.5+0.5)*(1.0-Blob_Pulse);Blob_Info=vec4(blobXY.x,blobXY.y,Distance,Fade);}
void Move_Verts_B129(
float Anisotropy,
vec3 P,
float Radius,
out vec3 New_P,
out vec2 New_UV,
out float Radial_Gradient,
out vec3 Radial_Dir)
{vec2 UV=P.xy*2.0+0.5;vec2 center=clamp(UV,0.0,1.0);vec2 delta=UV-center;vec2 r2=2.0*vec2(Radius/Anisotropy,Radius);New_UV=center+r2*(UV-2.0*center+0.5);New_P=vec3(New_UV-0.5,P.z);Radial_Gradient=1.0-length(delta)*2.0;Radial_Dir=vec3(delta*r2,0.0);}
void Object_To_World_Dir_B132(
vec3 Dir_Object,
out vec3 Binormal_World,
out vec3 Binormal_World_N,
out float Binormal_Length)
{Binormal_World=(world*vec4(Dir_Object,0.0)).xyz;Binormal_Length=length(Binormal_World);Binormal_World_N=Binormal_World/Binormal_Length;}
void RelativeOrAbsoluteDetail_B147(
float Nominal_Radius,
float Nominal_LineWidth,
bool Absolute_Measurements,
float Height,
out float Radius,
out float Line_Width)
{float scale=Absolute_Measurements ? 1.0/Height : 1.0;Radius=Nominal_Radius*scale;Line_Width=Nominal_LineWidth*scale;}
void Edge_AA_Vertex_B130(
vec3 Position_World,
vec3 Position_Object,
vec3 Normal_Object,
vec3 Eye,
float Radial_Gradient,
vec3 Radial_Dir,
vec3 Tangent,
out float Gradient1,
out float Gradient2)
{vec3 I=(Eye-Position_World);vec3 T=(world* vec4(Tangent,0.0)).xyz;float g=(dot(T,I)<0.0) ? 0.0 : 1.0;if (Normal_Object.z==0.0) {
Gradient1=Position_Object.z>0.0 ? g : 1.0;Gradient2=Position_Object.z>0.0 ? 1.0 : g;} else {Gradient1=g+(1.0-g)*(Radial_Gradient);Gradient2=1.0;}}
void Pick_Radius_B144(
float Radius,
float Radius_Top_Left,
float Radius_Top_Right,
float Radius_Bottom_Left,
float Radius_Bottom_Right,
vec3 Position,
out float Result)
{bool whichY=Position.y>0.0;Result=Position.x<0.0 ? (whichY ? Radius_Top_Left : Radius_Bottom_Left) : (whichY ? Radius_Top_Right : Radius_Bottom_Right);Result*=Radius;}
void main()
{vec3 Nrm_World_Q128;Nrm_World_Q128=normalize((world*vec4(normal,0.0)).xyz);vec3 Tangent_World_Q131;vec3 Tangent_World_N_Q131;float Tangent_Length_Q131;Tangent_World_Q131=(world*vec4(vec3(1,0,0),0.0)).xyz;Tangent_Length_Q131=length(Tangent_World_Q131);Tangent_World_N_Q131=Tangent_World_Q131/Tangent_Length_Q131;vec3 Binormal_World_Q132;vec3 Binormal_World_N_Q132;float Binormal_Length_Q132;Object_To_World_Dir_B132(vec3(0,1,0),Binormal_World_Q132,Binormal_World_N_Q132,Binormal_Length_Q132);float Anisotropy_Q133=Tangent_Length_Q131/Binormal_Length_Q132;vec3 Result_Q177;Result_Q177=mix(_Blob_Position_,Global_Left_Index_Tip_Position.xyz,float(_Use_Global_Left_Index_));vec3 Result_Q178;Result_Q178=mix(_Blob_Position_2_,Global_Right_Index_Tip_Position.xyz,float(_Use_Global_Right_Index_));float Result_Q144;Pick_Radius_B144(_Radius_,_Radius_Top_Left_,_Radius_Top_Right_,_Radius_Bottom_Left_,_Radius_Bottom_Right_,position,Result_Q144);vec3 Dir_Q140;PickDir_B140(_Angle_,Tangent_World_N_Q131,Binormal_World_N_Q132,Dir_Q140);float Radius_Q147;float Line_Width_Q147;RelativeOrAbsoluteDetail_B147(Result_Q144,_Line_Width_,_Absolute_Sizes_,Binormal_Length_Q132,Radius_Q147,Line_Width_Q147);vec4 Out_Color_Q145=vec4(Radius_Q147,Line_Width_Q147,0,1);vec3 New_P_Q129;vec2 New_UV_Q129;float Radial_Gradient_Q129;vec3 Radial_Dir_Q129;Move_Verts_B129(Anisotropy_Q133,position,Radius_Q147,New_P_Q129,New_UV_Q129,Radial_Gradient_Q129,Radial_Dir_Q129);vec3 Pos_World_Q115;Object_To_World_Pos_B115(New_P_Q129,Pos_World_Q115);vec4 Blob_Info_Q180;
Blob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q177,_Blob_Intensity_,_Blob_Near_Size_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_,_Blob_Fade_,Blob_Info_Q180);
Blob_Info_Q180=vec4(0,0,0,0);
vec4 Blob_Info_Q181;
Blob_Vertex_B180(Pos_World_Q115,Nrm_World_Q128,Tangent_World_N_Q131,Binormal_World_N_Q132,Result_Q178,_Blob_Intensity_,_Blob_Near_Size_2_,_Blob_Far_Size_,_Blob_Near_Distance_,_Blob_Far_Distance_,_Blob_Fade_Length_,_Blob_Pulse_2_,_Blob_Fade_2_,Blob_Info_Q181);
Blob_Info_Q181=vec4(0,0,0,0);
float Gradient1_Q130;float Gradient2_Q130;
Edge_AA_Vertex_B130(Pos_World_Q115,position,normal,cameraPosition,Radial_Gradient_Q129,Radial_Dir_Q129,tangent,Gradient1_Q130,Gradient2_Q130);
Gradient1_Q130=1.0;Gradient2_Q130=1.0;
vec2 Rect_UV_Q139;vec4 Rect_Parms_Q139;vec2 Scale_XY_Q139;vec2 Line_UV_Q139;Round_Rect_Vertex_B139(New_UV_Q129,Radius_Q147,0.0,Anisotropy_Q133,Gradient1_Q130,Gradient2_Q130,Rect_UV_Q139,Rect_Parms_Q139,Scale_XY_Q139,Line_UV_Q139);vec3 Line_Vertex_Q135;Line_Vertex_B135(Scale_XY_Q139,Line_UV_Q139,0.0,_Rate_,_Highlight_Transform_,Line_Vertex_Q135);vec3 Position=Pos_World_Q115;vec3 Normal=Dir_Q140;vec2 UV=Rect_UV_Q139;vec3 Tangent=Line_Vertex_Q135;vec3 Binormal=Nrm_World_Q128;vec4 Color=Out_Color_Q145;vec4 Extra1=Rect_Parms_Q139;vec4 Extra2=Blob_Info_Q180;vec4 Extra3=Blob_Info_Q181;gl_Position=viewProjection*vec4(Position,1);vPosition=Position;vNormal=Normal;vUV=UV;vTangent=Tangent;vBinormal=Binormal;vColor=Color;vExtra1=Extra1;vExtra2=Extra2;vExtra3=Extra3;}`;
// Sideeffect
if (!ShaderStore.ShadersStore[name]) {
ShaderStore.ShadersStore[name] = shader;
}
/** @internal */
export const fluentBackplateVertexShader = { name, shader };
//# sourceMappingURL=fluentBackplate.vertex.js.map