axmol/extensions/Effekseer/EffekseerRendererGL/EffekseerRenderer/ShaderHeader/ad_model_unlit_ps.h

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#if !defined(__EMSCRIPTEN__)
static const char ad_model_unlit_ps_gl2[] = R"(#version 120
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct PS_Input
{
vec4 PosVS;
vec4 Color;
vec4 UV_Others;
vec3 WorldN;
vec4 Alpha_Dist_UV;
vec4 Blend_Alpha_Dist_UV;
vec4 Blend_FBNextIndex_UV;
};
struct AdvancedParameter
{
vec2 AlphaUV;
vec2 UVDistortionUV;
vec2 BlendUV;
vec2 BlendAlphaUV;
vec2 BlendUVDistortionUV;
vec2 FlipbookNextIndexUV;
float FlipbookRate;
float AlphaThreshold;
};
struct PS_ConstanBuffer
{
vec4 fLightDirection;
vec4 fLightColor;
vec4 fLightAmbient;
vec4 fFlipbookParameter;
vec4 fUVDistortionParameter;
vec4 fBlendTextureParameter;
vec4 fCameraFrontDirection;
vec4 fFalloffParameter;
vec4 fFalloffBeginColor;
vec4 fFalloffEndColor;
vec4 fEmissiveScaling;
vec4 fEdgeColor;
vec4 fEdgeParameter;
vec4 softParticleParam;
vec4 reconstructionParam1;
vec4 reconstructionParam2;
vec4 mUVInversedBack;
vec4 miscFlags;
};
uniform PS_ConstanBuffer CBPS0;
uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;
AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
AdvancedParameter ret;
ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
ret.FlipbookRate = psinput.UV_Others.z;
ret.AlphaThreshold = psinput.UV_Others.w;
return ret;
}
vec3 PositivePow(vec3 base, vec3 power)
{
return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}
vec3 LinearToSRGB(vec3 c)
{
vec3 param = c;
vec3 param_1 = vec3(0.4166666567325592041015625);
return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}
vec4 LinearToSRGB(vec4 c)
{
vec3 param = c.xyz;
return vec4(LinearToSRGB(param), c.w);
}
vec4 ConvertFromSRGBTexture(vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
vec4 param = c;
return LinearToSRGB(param);
}
vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
if (convertFromSRGB)
{
vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
vec2 UVOffset = (sampledColor.xy * 2.0) - vec2(1.0);
UVOffset.y *= (-1.0);
UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
return UVOffset;
}
void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
if (flipbookParameter.x > 0.0)
{
vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
if (convertFromSRGB)
{
vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
vec4 NextPixelColor = sampledColor * vcolor;
if (flipbookParameter.y == 1.0)
{
dst = mix(dst, NextPixelColor, vec4(flipbookRate));
}
}
}
void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
if (blendType == 0.0)
{
vec3 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
}
else
{
if (blendType == 1.0)
{
vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
}
else
{
if (blendType == 2.0)
{
vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
}
else
{
if (blendType == 3.0)
{
vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
dstColor = vec4(_252.x, _252.y, _252.z, dstColor.w);
}
}
}
}
}
vec3 SRGBToLinear(vec3 c)
{
return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}
vec4 SRGBToLinear(vec4 c)
{
vec3 param = c.xyz;
return vec4(SRGBToLinear(param), c.w);
}
vec4 ConvertToScreen(vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
vec4 param = c;
return SRGBToLinear(param);
}
vec4 _main(PS_Input Input)
{
bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
PS_Input param = Input;
AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
vec2 param_1 = advancedParam.UVDistortionUV;
vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
bool param_3 = convertColorSpace;
vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
UVOffset *= CBPS0.fUVDistortionParameter.x;
vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
bool param_5 = convertColorSpace;
vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
vec4 param_6 = Output;
float param_7 = advancedParam.FlipbookRate;
bool param_8 = convertColorSpace;
ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
Output = param_6;
vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
bool param_10 = convertColorSpace;
vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
vec2 param_11 = advancedParam.BlendUVDistortionUV;
vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
bool param_13 = convertColorSpace;
vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
bool param_15 = convertColorSpace;
vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
bool param_17 = convertColorSpace;
vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
vec4 param_18 = Output;
ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
Output = param_18;
if (CBPS0.fFalloffParameter.x == 1.0)
{
vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
if (CBPS0.fFalloffParameter.y == 0.0)
{
vec3 _532 = Output.xyz + FalloffBlendColor.xyz;
Output = vec4(_532.x, _532.y, _532.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 1.0)
{
vec3 _545 = Output.xyz - FalloffBlendColor.xyz;
Output = vec4(_545.x, _545.y, _545.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 2.0)
{
vec3 _558 = Output.xyz * FalloffBlendColor.xyz;
Output = vec4(_558.x, _558.y, _558.z, Output.w);
}
}
}
Output.w *= FalloffBlendColor.w;
}
vec3 _572 = Output.xyz * CBPS0.fEmissiveScaling.x;
Output = vec4(_572.x, _572.y, _572.z, Output.w);
if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
{
discard;
}
vec3 _604 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
Output = vec4(_604.x, _604.y, _604.z, Output.w);
vec4 param_19 = Output;
bool param_20 = convertColorSpace;
return ConvertToScreen(param_19, param_20);
}
void main()
{
PS_Input Input;
Input.PosVS = gl_FragCoord;
Input.Color = _VSPS_Color;
Input.UV_Others = _VSPS_UV_Others;
Input.WorldN = _VSPS_WorldN;
Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
vec4 _641 = _main(Input);
gl_FragData[0] = _641;
}
)";
static const char ad_model_unlit_ps_gl3[] = R"(#version 330
#ifdef GL_ARB_shading_language_420pack
#extension GL_ARB_shading_language_420pack : require
#endif
struct PS_Input
{
vec4 PosVS;
vec4 Color;
vec4 UV_Others;
vec3 WorldN;
vec4 Alpha_Dist_UV;
vec4 Blend_Alpha_Dist_UV;
vec4 Blend_FBNextIndex_UV;
vec4 PosP;
};
struct AdvancedParameter
{
vec2 AlphaUV;
vec2 UVDistortionUV;
vec2 BlendUV;
vec2 BlendAlphaUV;
vec2 BlendUVDistortionUV;
vec2 FlipbookNextIndexUV;
float FlipbookRate;
float AlphaThreshold;
};
struct PS_ConstanBuffer
{
vec4 fLightDirection;
vec4 fLightColor;
vec4 fLightAmbient;
vec4 fFlipbookParameter;
vec4 fUVDistortionParameter;
vec4 fBlendTextureParameter;
vec4 fCameraFrontDirection;
vec4 fFalloffParameter;
vec4 fFalloffBeginColor;
vec4 fFalloffEndColor;
vec4 fEmissiveScaling;
vec4 fEdgeColor;
vec4 fEdgeParameter;
vec4 softParticleParam;
vec4 reconstructionParam1;
vec4 reconstructionParam2;
vec4 mUVInversedBack;
vec4 miscFlags;
};
uniform PS_ConstanBuffer CBPS0;
uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
uniform sampler2D Sampler_sampler_depthTex;
centroid in vec4 _VSPS_Color;
centroid in vec4 _VSPS_UV_Others;
in vec3 _VSPS_WorldN;
in vec4 _VSPS_Alpha_Dist_UV;
in vec4 _VSPS_Blend_Alpha_Dist_UV;
in vec4 _VSPS_Blend_FBNextIndex_UV;
in vec4 _VSPS_PosP;
layout(location = 0) out vec4 _entryPointOutput;
AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
AdvancedParameter ret;
ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
ret.FlipbookRate = psinput.UV_Others.z;
ret.AlphaThreshold = psinput.UV_Others.w;
return ret;
}
vec3 PositivePow(vec3 base, vec3 power)
{
return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}
vec3 LinearToSRGB(vec3 c)
{
vec3 param = c;
vec3 param_1 = vec3(0.4166666567325592041015625);
return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}
vec4 LinearToSRGB(vec4 c)
{
vec3 param = c.xyz;
return vec4(LinearToSRGB(param), c.w);
}
vec4 ConvertFromSRGBTexture(vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
vec4 param = c;
return LinearToSRGB(param);
}
vec2 UVDistortionOffset(vec2 uv, vec2 uvInversed, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
if (convertFromSRGB)
{
vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
vec2 UVOffset = (sampledColor.xy * 2.0) - vec2(1.0);
UVOffset.y *= (-1.0);
UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
return UVOffset;
}
void ApplyFlipbook(inout vec4 dst, vec4 flipbookParameter, vec4 vcolor, vec2 nextUV, float flipbookRate, bool convertFromSRGB, sampler2D SPIRV_Cross_Combinedts)
{
if (flipbookParameter.x > 0.0)
{
vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
if (convertFromSRGB)
{
vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
vec4 NextPixelColor = sampledColor * vcolor;
if (flipbookParameter.y == 1.0)
{
dst = mix(dst, NextPixelColor, vec4(flipbookRate));
}
}
}
void ApplyTextureBlending(inout vec4 dstColor, vec4 blendColor, float blendType)
{
if (blendType == 0.0)
{
vec3 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
}
else
{
if (blendType == 1.0)
{
vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
}
else
{
if (blendType == 2.0)
{
vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
}
else
{
if (blendType == 3.0)
{
vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
dstColor = vec4(_260.x, _260.y, _260.z, dstColor.w);
}
}
}
}
}
float SoftParticle(float backgroundZ, float meshZ, vec4 softparticleParam, vec4 reconstruct1, vec4 reconstruct2)
{
float distanceFar = softparticleParam.x;
float distanceNear = softparticleParam.y;
float distanceNearOffset = softparticleParam.z;
vec2 rescale = reconstruct1.xy;
vec4 params = reconstruct2;
vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
float dir = sign(depth.x);
depth *= dir;
float alphaFar = (depth.x - depth.y) / distanceFar;
float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}
vec3 SRGBToLinear(vec3 c)
{
return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}
vec4 SRGBToLinear(vec4 c)
{
vec3 param = c.xyz;
return vec4(SRGBToLinear(param), c.w);
}
vec4 ConvertToScreen(vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
vec4 param = c;
return SRGBToLinear(param);
}
vec4 _main(PS_Input Input)
{
bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
PS_Input param = Input;
AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
vec2 param_1 = advancedParam.UVDistortionUV;
vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
bool param_3 = convertColorSpace;
vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
UVOffset *= CBPS0.fUVDistortionParameter.x;
vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
bool param_5 = convertColorSpace;
vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
vec4 param_6 = Output;
float param_7 = advancedParam.FlipbookRate;
bool param_8 = convertColorSpace;
ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
Output = param_6;
vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
bool param_10 = convertColorSpace;
vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
vec2 param_11 = advancedParam.BlendUVDistortionUV;
vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
bool param_13 = convertColorSpace;
vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
bool param_15 = convertColorSpace;
vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
bool param_17 = convertColorSpace;
vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
vec4 param_18 = Output;
ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
Output = param_18;
if (CBPS0.fFalloffParameter.x == 1.0)
{
vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
if (CBPS0.fFalloffParameter.y == 0.0)
{
vec3 _611 = Output.xyz + FalloffBlendColor.xyz;
Output = vec4(_611.x, _611.y, _611.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 1.0)
{
vec3 _624 = Output.xyz - FalloffBlendColor.xyz;
Output = vec4(_624.x, _624.y, _624.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 2.0)
{
vec3 _637 = Output.xyz * FalloffBlendColor.xyz;
Output = vec4(_637.x, _637.y, _637.z, Output.w);
}
}
}
Output.w *= FalloffBlendColor.w;
}
vec3 _651 = Output.xyz * CBPS0.fEmissiveScaling.x;
Output = vec4(_651.x, _651.y, _651.z, Output.w);
vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
screenUV.y = 1.0 - screenUV.y;
screenUV.y = 1.0 - screenUV.y;
screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
if (!(CBPS0.softParticleParam.w == 0.0))
{
float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
float param_19 = backgroundZ;
float param_20 = screenPos.z;
vec4 param_21 = CBPS0.softParticleParam;
vec4 param_22 = CBPS0.reconstructionParam1;
vec4 param_23 = CBPS0.reconstructionParam2;
Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
}
if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
{
discard;
}
vec3 _749 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
Output = vec4(_749.x, _749.y, _749.z, Output.w);
vec4 param_24 = Output;
bool param_25 = convertColorSpace;
return ConvertToScreen(param_24, param_25);
}
void main()
{
PS_Input Input;
Input.PosVS = gl_FragCoord;
Input.Color = _VSPS_Color;
Input.UV_Others = _VSPS_UV_Others;
Input.WorldN = _VSPS_WorldN;
Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
Input.PosP = _VSPS_PosP;
vec4 _789 = _main(Input);
_entryPointOutput = _789;
}
)";
#endif
static const char ad_model_unlit_ps_gles2[] = R"(
precision mediump float;
precision highp int;
struct PS_Input
{
highp vec4 PosVS;
highp vec4 Color;
highp vec4 UV_Others;
highp vec3 WorldN;
highp vec4 Alpha_Dist_UV;
highp vec4 Blend_Alpha_Dist_UV;
highp vec4 Blend_FBNextIndex_UV;
};
struct AdvancedParameter
{
highp vec2 AlphaUV;
highp vec2 UVDistortionUV;
highp vec2 BlendUV;
highp vec2 BlendAlphaUV;
highp vec2 BlendUVDistortionUV;
highp vec2 FlipbookNextIndexUV;
highp float FlipbookRate;
highp float AlphaThreshold;
};
struct PS_ConstanBuffer
{
highp vec4 fLightDirection;
highp vec4 fLightColor;
highp vec4 fLightAmbient;
highp vec4 fFlipbookParameter;
highp vec4 fUVDistortionParameter;
highp vec4 fBlendTextureParameter;
highp vec4 fCameraFrontDirection;
highp vec4 fFalloffParameter;
highp vec4 fFalloffBeginColor;
highp vec4 fFalloffEndColor;
highp vec4 fEmissiveScaling;
highp vec4 fEdgeColor;
highp vec4 fEdgeParameter;
highp vec4 softParticleParam;
highp vec4 reconstructionParam1;
highp vec4 reconstructionParam2;
highp vec4 mUVInversedBack;
highp vec4 miscFlags;
};
uniform PS_ConstanBuffer CBPS0;
uniform sampler2D Sampler_sampler_uvDistortionTex;
uniform sampler2D Sampler_sampler_colorTex;
uniform sampler2D Sampler_sampler_alphaTex;
uniform sampler2D Sampler_sampler_blendUVDistortionTex;
uniform sampler2D Sampler_sampler_blendTex;
uniform sampler2D Sampler_sampler_blendAlphaTex;
varying vec4 _VSPS_Color;
varying vec4 _VSPS_UV_Others;
varying vec3 _VSPS_WorldN;
varying vec4 _VSPS_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_Alpha_Dist_UV;
varying vec4 _VSPS_Blend_FBNextIndex_UV;
AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
AdvancedParameter ret;
ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
ret.FlipbookRate = psinput.UV_Others.z;
ret.AlphaThreshold = psinput.UV_Others.w;
return ret;
}
highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}
highp vec3 LinearToSRGB(highp vec3 c)
{
highp vec3 param = c;
highp vec3 param_1 = vec3(0.4166666567325592041015625);
return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}
highp vec4 LinearToSRGB(highp vec4 c)
{
highp vec3 param = c.xyz;
return vec4(LinearToSRGB(param), c.w);
}
highp vec4 ConvertFromSRGBTexture(highp vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
highp vec4 param = c;
return LinearToSRGB(param);
}
highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, uv);
if (convertFromSRGB)
{
highp vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
highp vec2 UVOffset = (sampledColor.xy * 2.0) - vec2(1.0);
UVOffset.y *= (-1.0);
UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
return UVOffset;
}
void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
if (flipbookParameter.x > 0.0)
{
highp vec4 sampledColor = texture2D(SPIRV_Cross_Combinedts, nextUV);
if (convertFromSRGB)
{
highp vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
highp vec4 NextPixelColor = sampledColor * vcolor;
if (flipbookParameter.y == 1.0)
{
dst = mix(dst, NextPixelColor, vec4(flipbookRate));
}
}
}
void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
if (blendType == 0.0)
{
highp vec3 _214 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
dstColor = vec4(_214.x, _214.y, _214.z, dstColor.w);
}
else
{
if (blendType == 1.0)
{
highp vec3 _226 = dstColor.xyz + (blendColor.xyz * blendColor.w);
dstColor = vec4(_226.x, _226.y, _226.z, dstColor.w);
}
else
{
if (blendType == 2.0)
{
highp vec3 _239 = dstColor.xyz - (blendColor.xyz * blendColor.w);
dstColor = vec4(_239.x, _239.y, _239.z, dstColor.w);
}
else
{
if (blendType == 3.0)
{
highp vec3 _252 = dstColor.xyz * (blendColor.xyz * blendColor.w);
dstColor = vec4(_252.x, _252.y, _252.z, dstColor.w);
}
}
}
}
}
highp vec3 SRGBToLinear(highp vec3 c)
{
return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}
highp vec4 SRGBToLinear(highp vec4 c)
{
highp vec3 param = c.xyz;
return vec4(SRGBToLinear(param), c.w);
}
highp vec4 ConvertToScreen(highp vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
highp vec4 param = c;
return SRGBToLinear(param);
}
highp vec4 _main(PS_Input Input)
{
bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
PS_Input param = Input;
AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
highp vec2 param_1 = advancedParam.UVDistortionUV;
highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
bool param_3 = convertColorSpace;
highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
UVOffset *= CBPS0.fUVDistortionParameter.x;
highp vec4 param_4 = texture2D(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
bool param_5 = convertColorSpace;
highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
highp vec4 param_6 = Output;
highp float param_7 = advancedParam.FlipbookRate;
bool param_8 = convertColorSpace;
ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
Output = param_6;
highp vec4 param_9 = texture2D(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
bool param_10 = convertColorSpace;
highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
bool param_13 = convertColorSpace;
highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
highp vec4 param_14 = texture2D(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
bool param_15 = convertColorSpace;
highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
highp vec4 param_16 = texture2D(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
bool param_17 = convertColorSpace;
highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
highp vec4 param_18 = Output;
ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
Output = param_18;
if (CBPS0.fFalloffParameter.x == 1.0)
{
highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
highp float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
if (CBPS0.fFalloffParameter.y == 0.0)
{
highp vec3 _532 = Output.xyz + FalloffBlendColor.xyz;
Output = vec4(_532.x, _532.y, _532.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 1.0)
{
highp vec3 _545 = Output.xyz - FalloffBlendColor.xyz;
Output = vec4(_545.x, _545.y, _545.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 2.0)
{
highp vec3 _558 = Output.xyz * FalloffBlendColor.xyz;
Output = vec4(_558.x, _558.y, _558.z, Output.w);
}
}
}
Output.w *= FalloffBlendColor.w;
}
highp vec3 _572 = Output.xyz * CBPS0.fEmissiveScaling.x;
Output = vec4(_572.x, _572.y, _572.z, Output.w);
if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
{
discard;
}
highp vec3 _604 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
Output = vec4(_604.x, _604.y, _604.z, Output.w);
highp vec4 param_19 = Output;
bool param_20 = convertColorSpace;
return ConvertToScreen(param_19, param_20);
}
void main()
{
PS_Input Input;
Input.PosVS = gl_FragCoord;
Input.Color = _VSPS_Color;
Input.UV_Others = _VSPS_UV_Others;
Input.WorldN = _VSPS_WorldN;
Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
highp vec4 _641 = _main(Input);
gl_FragData[0] = _641;
}
)";
static const char ad_model_unlit_ps_gles3[] = R"(#version 300 es
precision mediump float;
precision highp int;
struct PS_Input
{
highp vec4 PosVS;
highp vec4 Color;
highp vec4 UV_Others;
highp vec3 WorldN;
highp vec4 Alpha_Dist_UV;
highp vec4 Blend_Alpha_Dist_UV;
highp vec4 Blend_FBNextIndex_UV;
highp vec4 PosP;
};
struct AdvancedParameter
{
highp vec2 AlphaUV;
highp vec2 UVDistortionUV;
highp vec2 BlendUV;
highp vec2 BlendAlphaUV;
highp vec2 BlendUVDistortionUV;
highp vec2 FlipbookNextIndexUV;
highp float FlipbookRate;
highp float AlphaThreshold;
};
struct PS_ConstanBuffer
{
highp vec4 fLightDirection;
highp vec4 fLightColor;
highp vec4 fLightAmbient;
highp vec4 fFlipbookParameter;
highp vec4 fUVDistortionParameter;
highp vec4 fBlendTextureParameter;
highp vec4 fCameraFrontDirection;
highp vec4 fFalloffParameter;
highp vec4 fFalloffBeginColor;
highp vec4 fFalloffEndColor;
highp vec4 fEmissiveScaling;
highp vec4 fEdgeColor;
highp vec4 fEdgeParameter;
highp vec4 softParticleParam;
highp vec4 reconstructionParam1;
highp vec4 reconstructionParam2;
highp vec4 mUVInversedBack;
highp vec4 miscFlags;
};
uniform PS_ConstanBuffer CBPS0;
uniform highp sampler2D Sampler_sampler_uvDistortionTex;
uniform highp sampler2D Sampler_sampler_colorTex;
uniform highp sampler2D Sampler_sampler_alphaTex;
uniform highp sampler2D Sampler_sampler_blendUVDistortionTex;
uniform highp sampler2D Sampler_sampler_blendTex;
uniform highp sampler2D Sampler_sampler_blendAlphaTex;
uniform highp sampler2D Sampler_sampler_depthTex;
centroid in highp vec4 _VSPS_Color;
centroid in highp vec4 _VSPS_UV_Others;
in highp vec3 _VSPS_WorldN;
in highp vec4 _VSPS_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_Alpha_Dist_UV;
in highp vec4 _VSPS_Blend_FBNextIndex_UV;
in highp vec4 _VSPS_PosP;
layout(location = 0) out highp vec4 _entryPointOutput;
AdvancedParameter DisolveAdvancedParameter(PS_Input psinput)
{
AdvancedParameter ret;
ret.AlphaUV = psinput.Alpha_Dist_UV.xy;
ret.UVDistortionUV = psinput.Alpha_Dist_UV.zw;
ret.BlendUV = psinput.Blend_FBNextIndex_UV.xy;
ret.BlendAlphaUV = psinput.Blend_Alpha_Dist_UV.xy;
ret.BlendUVDistortionUV = psinput.Blend_Alpha_Dist_UV.zw;
ret.FlipbookNextIndexUV = psinput.Blend_FBNextIndex_UV.zw;
ret.FlipbookRate = psinput.UV_Others.z;
ret.AlphaThreshold = psinput.UV_Others.w;
return ret;
}
highp vec3 PositivePow(highp vec3 base, highp vec3 power)
{
return pow(max(abs(base), vec3(1.1920928955078125e-07)), power);
}
highp vec3 LinearToSRGB(highp vec3 c)
{
highp vec3 param = c;
highp vec3 param_1 = vec3(0.4166666567325592041015625);
return max((PositivePow(param, param_1) * 1.05499994754791259765625) - vec3(0.054999999701976776123046875), vec3(0.0));
}
highp vec4 LinearToSRGB(highp vec4 c)
{
highp vec3 param = c.xyz;
return vec4(LinearToSRGB(param), c.w);
}
highp vec4 ConvertFromSRGBTexture(highp vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
highp vec4 param = c;
return LinearToSRGB(param);
}
highp vec2 UVDistortionOffset(highp vec2 uv, highp vec2 uvInversed, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, uv);
if (convertFromSRGB)
{
highp vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
highp vec2 UVOffset = (sampledColor.xy * 2.0) - vec2(1.0);
UVOffset.y *= (-1.0);
UVOffset.y = uvInversed.x + (uvInversed.y * UVOffset.y);
return UVOffset;
}
void ApplyFlipbook(inout highp vec4 dst, highp vec4 flipbookParameter, highp vec4 vcolor, highp vec2 nextUV, highp float flipbookRate, bool convertFromSRGB, highp sampler2D SPIRV_Cross_Combinedts)
{
if (flipbookParameter.x > 0.0)
{
highp vec4 sampledColor = texture(SPIRV_Cross_Combinedts, nextUV);
if (convertFromSRGB)
{
highp vec4 param = sampledColor;
bool param_1 = convertFromSRGB;
sampledColor = ConvertFromSRGBTexture(param, param_1);
}
highp vec4 NextPixelColor = sampledColor * vcolor;
if (flipbookParameter.y == 1.0)
{
dst = mix(dst, NextPixelColor, vec4(flipbookRate));
}
}
}
void ApplyTextureBlending(inout highp vec4 dstColor, highp vec4 blendColor, highp float blendType)
{
if (blendType == 0.0)
{
highp vec3 _222 = (blendColor.xyz * blendColor.w) + (dstColor.xyz * (1.0 - blendColor.w));
dstColor = vec4(_222.x, _222.y, _222.z, dstColor.w);
}
else
{
if (blendType == 1.0)
{
highp vec3 _234 = dstColor.xyz + (blendColor.xyz * blendColor.w);
dstColor = vec4(_234.x, _234.y, _234.z, dstColor.w);
}
else
{
if (blendType == 2.0)
{
highp vec3 _247 = dstColor.xyz - (blendColor.xyz * blendColor.w);
dstColor = vec4(_247.x, _247.y, _247.z, dstColor.w);
}
else
{
if (blendType == 3.0)
{
highp vec3 _260 = dstColor.xyz * (blendColor.xyz * blendColor.w);
dstColor = vec4(_260.x, _260.y, _260.z, dstColor.w);
}
}
}
}
}
highp float SoftParticle(highp float backgroundZ, highp float meshZ, highp vec4 softparticleParam, highp vec4 reconstruct1, highp vec4 reconstruct2)
{
highp float distanceFar = softparticleParam.x;
highp float distanceNear = softparticleParam.y;
highp float distanceNearOffset = softparticleParam.z;
highp vec2 rescale = reconstruct1.xy;
highp vec4 params = reconstruct2;
highp vec2 zs = vec2((backgroundZ * rescale.x) + rescale.y, meshZ);
highp vec2 depth = ((zs * params.w) - vec2(params.y)) / (vec2(params.x) - (zs * params.z));
highp float dir = sign(depth.x);
depth *= dir;
highp float alphaFar = (depth.x - depth.y) / distanceFar;
highp float alphaNear = (depth.y - distanceNearOffset) / distanceNear;
return min(max(min(alphaFar, alphaNear), 0.0), 1.0);
}
highp vec3 SRGBToLinear(highp vec3 c)
{
return min(c, c * ((c * ((c * 0.305306017398834228515625) + vec3(0.6821711063385009765625))) + vec3(0.01252287812530994415283203125)));
}
highp vec4 SRGBToLinear(highp vec4 c)
{
highp vec3 param = c.xyz;
return vec4(SRGBToLinear(param), c.w);
}
highp vec4 ConvertToScreen(highp vec4 c, bool isValid)
{
if (!isValid)
{
return c;
}
highp vec4 param = c;
return SRGBToLinear(param);
}
highp vec4 _main(PS_Input Input)
{
bool convertColorSpace = !(CBPS0.miscFlags.x == 0.0);
PS_Input param = Input;
AdvancedParameter advancedParam = DisolveAdvancedParameter(param);
highp vec2 param_1 = advancedParam.UVDistortionUV;
highp vec2 param_2 = CBPS0.fUVDistortionParameter.zw;
bool param_3 = convertColorSpace;
highp vec2 UVOffset = UVDistortionOffset(param_1, param_2, param_3, Sampler_sampler_uvDistortionTex);
UVOffset *= CBPS0.fUVDistortionParameter.x;
highp vec4 param_4 = texture(Sampler_sampler_colorTex, Input.UV_Others.xy + UVOffset);
bool param_5 = convertColorSpace;
highp vec4 Output = ConvertFromSRGBTexture(param_4, param_5) * Input.Color;
highp vec4 param_6 = Output;
highp float param_7 = advancedParam.FlipbookRate;
bool param_8 = convertColorSpace;
ApplyFlipbook(param_6, CBPS0.fFlipbookParameter, Input.Color, advancedParam.FlipbookNextIndexUV + UVOffset, param_7, param_8, Sampler_sampler_colorTex);
Output = param_6;
highp vec4 param_9 = texture(Sampler_sampler_alphaTex, advancedParam.AlphaUV + UVOffset);
bool param_10 = convertColorSpace;
highp vec4 AlphaTexColor = ConvertFromSRGBTexture(param_9, param_10);
Output.w *= (AlphaTexColor.x * AlphaTexColor.w);
highp vec2 param_11 = advancedParam.BlendUVDistortionUV;
highp vec2 param_12 = CBPS0.fUVDistortionParameter.zw;
bool param_13 = convertColorSpace;
highp vec2 BlendUVOffset = UVDistortionOffset(param_11, param_12, param_13, Sampler_sampler_blendUVDistortionTex);
BlendUVOffset *= CBPS0.fUVDistortionParameter.y;
highp vec4 param_14 = texture(Sampler_sampler_blendTex, advancedParam.BlendUV + BlendUVOffset);
bool param_15 = convertColorSpace;
highp vec4 BlendTextureColor = ConvertFromSRGBTexture(param_14, param_15);
highp vec4 param_16 = texture(Sampler_sampler_blendAlphaTex, advancedParam.BlendAlphaUV + BlendUVOffset);
bool param_17 = convertColorSpace;
highp vec4 BlendAlphaTextureColor = ConvertFromSRGBTexture(param_16, param_17);
BlendTextureColor.w *= (BlendAlphaTextureColor.x * BlendAlphaTextureColor.w);
highp vec4 param_18 = Output;
ApplyTextureBlending(param_18, BlendTextureColor, CBPS0.fBlendTextureParameter.x);
Output = param_18;
if (CBPS0.fFalloffParameter.x == 1.0)
{
highp vec3 cameraVec = normalize(-CBPS0.fCameraFrontDirection.xyz);
highp float CdotN = clamp(dot(cameraVec, normalize(Input.WorldN)), 0.0, 1.0);
highp vec4 FalloffBlendColor = mix(CBPS0.fFalloffEndColor, CBPS0.fFalloffBeginColor, vec4(pow(CdotN, CBPS0.fFalloffParameter.z)));
if (CBPS0.fFalloffParameter.y == 0.0)
{
highp vec3 _611 = Output.xyz + FalloffBlendColor.xyz;
Output = vec4(_611.x, _611.y, _611.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 1.0)
{
highp vec3 _624 = Output.xyz - FalloffBlendColor.xyz;
Output = vec4(_624.x, _624.y, _624.z, Output.w);
}
else
{
if (CBPS0.fFalloffParameter.y == 2.0)
{
highp vec3 _637 = Output.xyz * FalloffBlendColor.xyz;
Output = vec4(_637.x, _637.y, _637.z, Output.w);
}
}
}
Output.w *= FalloffBlendColor.w;
}
highp vec3 _651 = Output.xyz * CBPS0.fEmissiveScaling.x;
Output = vec4(_651.x, _651.y, _651.z, Output.w);
highp vec4 screenPos = Input.PosP / vec4(Input.PosP.w);
highp vec2 screenUV = (screenPos.xy + vec2(1.0)) / vec2(2.0);
screenUV.y = 1.0 - screenUV.y;
screenUV.y = 1.0 - screenUV.y;
screenUV.y = CBPS0.mUVInversedBack.x + (CBPS0.mUVInversedBack.y * screenUV.y);
if (!(CBPS0.softParticleParam.w == 0.0))
{
highp float backgroundZ = texture(Sampler_sampler_depthTex, screenUV).x;
highp float param_19 = backgroundZ;
highp float param_20 = screenPos.z;
highp vec4 param_21 = CBPS0.softParticleParam;
highp vec4 param_22 = CBPS0.reconstructionParam1;
highp vec4 param_23 = CBPS0.reconstructionParam2;
Output.w *= SoftParticle(param_19, param_20, param_21, param_22, param_23);
}
if (Output.w <= max(0.0, advancedParam.AlphaThreshold))
{
discard;
}
highp vec3 _749 = mix(CBPS0.fEdgeColor.xyz * CBPS0.fEdgeParameter.y, Output.xyz, vec3(ceil((Output.w - advancedParam.AlphaThreshold) - CBPS0.fEdgeParameter.x)));
Output = vec4(_749.x, _749.y, _749.z, Output.w);
highp vec4 param_24 = Output;
bool param_25 = convertColorSpace;
return ConvertToScreen(param_24, param_25);
}
void main()
{
PS_Input Input;
Input.PosVS = gl_FragCoord;
Input.Color = _VSPS_Color;
Input.UV_Others = _VSPS_UV_Others;
Input.WorldN = _VSPS_WorldN;
Input.Alpha_Dist_UV = _VSPS_Alpha_Dist_UV;
Input.Blend_Alpha_Dist_UV = _VSPS_Blend_Alpha_Dist_UV;
Input.Blend_FBNextIndex_UV = _VSPS_Blend_FBNextIndex_UV;
Input.PosP = _VSPS_PosP;
highp vec4 _789 = _main(Input);
_entryPointOutput = _789;
}
)";
static const char* get_ad_model_unlit_ps (EffekseerRendererGL::OpenGLDeviceType deviceType)
{
#if !defined(__EMSCRIPTEN__)
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3)
return ad_model_unlit_ps_gl3;
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2)
return ad_model_unlit_ps_gl2;
#endif
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3)
return ad_model_unlit_ps_gles3;
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2)
return ad_model_unlit_ps_gles2;
return nullptr;
}