mirror of https://github.com/axmolengine/axmol.git
855 lines
30 KiB
C
855 lines
30 KiB
C
|
#if !defined(__EMSCRIPTEN__)
|
||
|
static const char ad_sprite_unlit_vs_gl2[] = R"(#version 120
|
||
|
#ifdef GL_ARB_shading_language_420pack
|
||
|
#extension GL_ARB_shading_language_420pack : require
|
||
|
#endif
|
||
|
|
||
|
struct VS_Input
|
||
|
{
|
||
|
vec3 Pos;
|
||
|
vec4 Color;
|
||
|
vec2 UV;
|
||
|
vec4 Alpha_Dist_UV;
|
||
|
vec2 BlendUV;
|
||
|
vec4 Blend_Alpha_Dist_UV;
|
||
|
float FlipbookIndex;
|
||
|
float AlphaThreshold;
|
||
|
};
|
||
|
|
||
|
struct VS_Output
|
||
|
{
|
||
|
vec4 PosVS;
|
||
|
vec4 Color;
|
||
|
vec4 UV_Others;
|
||
|
vec3 WorldN;
|
||
|
vec4 Alpha_Dist_UV;
|
||
|
vec4 Blend_Alpha_Dist_UV;
|
||
|
vec4 Blend_FBNextIndex_UV;
|
||
|
};
|
||
|
|
||
|
struct VS_ConstantBuffer
|
||
|
{
|
||
|
mat4 mCamera;
|
||
|
mat4 mCameraProj;
|
||
|
vec4 mUVInversed;
|
||
|
vec4 flipbookParameter1;
|
||
|
vec4 flipbookParameter2;
|
||
|
};
|
||
|
|
||
|
uniform VS_ConstantBuffer CBVS0;
|
||
|
|
||
|
attribute vec3 Input_Pos;
|
||
|
attribute vec4 Input_Color;
|
||
|
attribute vec2 Input_UV;
|
||
|
attribute vec4 Input_Alpha_Dist_UV;
|
||
|
attribute vec2 Input_BlendUV;
|
||
|
attribute vec4 Input_Blend_Alpha_Dist_UV;
|
||
|
attribute float Input_FlipbookIndex;
|
||
|
attribute float Input_AlphaThreshold;
|
||
|
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;
|
||
|
|
||
|
float IntMod(float x, float y)
|
||
|
{
|
||
|
return floor(mod(x, y));
|
||
|
}
|
||
|
|
||
|
vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
float param = FlipbookIndex;
|
||
|
float param_1 = DivideX;
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = IntMod(param, param_1);
|
||
|
DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
|
||
|
vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
|
||
|
return FlipbookUV - UVOffset;
|
||
|
}
|
||
|
|
||
|
vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
float param = Index;
|
||
|
float param_1 = DivideX;
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = IntMod(param, param_1);
|
||
|
DivideIndex.y = float(int(Index) / int(DivideX));
|
||
|
return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
|
||
|
}
|
||
|
|
||
|
void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
|
||
|
{
|
||
|
float flipbookEnabled = flipbookParameter1.x;
|
||
|
float flipbookLoopType = flipbookParameter1.y;
|
||
|
float divideX = flipbookParameter1.z;
|
||
|
float divideY = flipbookParameter1.w;
|
||
|
vec2 flipbookOneSize = flipbookParameter2.xy;
|
||
|
vec2 flipbookOffset = flipbookParameter2.zw;
|
||
|
if (flipbookEnabled > 0.0)
|
||
|
{
|
||
|
flipbookRate = fract(flipbookIndex);
|
||
|
float Index = floor(flipbookIndex);
|
||
|
float IndexOffset = 1.0;
|
||
|
float NextIndex = Index + IndexOffset;
|
||
|
float FlipbookMaxCount = divideX * divideY;
|
||
|
if (flipbookLoopType == 0.0)
|
||
|
{
|
||
|
if (NextIndex >= FlipbookMaxCount)
|
||
|
{
|
||
|
NextIndex = FlipbookMaxCount - 1.0;
|
||
|
Index = FlipbookMaxCount - 1.0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 1.0)
|
||
|
{
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 2.0)
|
||
|
{
|
||
|
bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
Index = (FlipbookMaxCount - 1.0) - floor(Index);
|
||
|
}
|
||
|
Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
vec2 notInversedUV = uv;
|
||
|
notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
|
||
|
vec2 param = notInversedUV;
|
||
|
float param_1 = Index;
|
||
|
float param_2 = divideX;
|
||
|
vec2 param_3 = flipbookOneSize;
|
||
|
vec2 param_4 = flipbookOffset;
|
||
|
vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
|
||
|
vec2 param_5 = OriginUV;
|
||
|
float param_6 = NextIndex;
|
||
|
float param_7 = divideX;
|
||
|
vec2 param_8 = flipbookOneSize;
|
||
|
vec2 param_9 = flipbookOffset;
|
||
|
flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
|
||
|
flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
|
||
|
{
|
||
|
vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
|
||
|
vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
|
||
|
vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
|
||
|
vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
|
||
|
float flipbookRate = 0.0;
|
||
|
vec2 flipbookNextIndexUV = vec2(0.0);
|
||
|
float param = flipbookRate;
|
||
|
vec2 param_1 = flipbookNextIndexUV;
|
||
|
vec4 param_2 = CBVS0.flipbookParameter1;
|
||
|
vec4 param_3 = CBVS0.flipbookParameter2;
|
||
|
float param_4 = vsinput.FlipbookIndex;
|
||
|
vec2 param_5 = vsoutput.UV_Others.xy;
|
||
|
vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
|
||
|
ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
|
||
|
flipbookRate = param;
|
||
|
flipbookNextIndexUV = param_1;
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
|
||
|
vsoutput.UV_Others.z = flipbookRate;
|
||
|
vsoutput.UV_Others.w = vsinput.AlphaThreshold;
|
||
|
}
|
||
|
|
||
|
VS_Output _main(VS_Input Input)
|
||
|
{
|
||
|
VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
|
||
|
vec2 uv1 = Input.UV;
|
||
|
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
|
||
|
Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
|
||
|
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
|
||
|
Output.PosVS = CBVS0.mCameraProj * worldPos;
|
||
|
Output.Color = Input.Color;
|
||
|
VS_Input param = Input;
|
||
|
VS_Output param_1 = Output;
|
||
|
CalculateAndStoreAdvancedParameter(param, param_1);
|
||
|
Output = param_1;
|
||
|
return Output;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
VS_Input Input;
|
||
|
Input.Pos = Input_Pos;
|
||
|
Input.Color = Input_Color;
|
||
|
Input.UV = Input_UV;
|
||
|
Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
|
||
|
Input.BlendUV = Input_BlendUV;
|
||
|
Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
|
||
|
Input.FlipbookIndex = Input_FlipbookIndex;
|
||
|
Input.AlphaThreshold = Input_AlphaThreshold;
|
||
|
VS_Output flattenTemp = _main(Input);
|
||
|
gl_Position = flattenTemp.PosVS;
|
||
|
_VSPS_Color = flattenTemp.Color;
|
||
|
_VSPS_UV_Others = flattenTemp.UV_Others;
|
||
|
_VSPS_WorldN = flattenTemp.WorldN;
|
||
|
_VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
|
||
|
_VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
|
||
|
_VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
|
||
|
}
|
||
|
|
||
|
)";
|
||
|
|
||
|
static const char ad_sprite_unlit_vs_gl3[] = R"(#version 330
|
||
|
#ifdef GL_ARB_shading_language_420pack
|
||
|
#extension GL_ARB_shading_language_420pack : require
|
||
|
#endif
|
||
|
|
||
|
struct VS_Input
|
||
|
{
|
||
|
vec3 Pos;
|
||
|
vec4 Color;
|
||
|
vec2 UV;
|
||
|
vec4 Alpha_Dist_UV;
|
||
|
vec2 BlendUV;
|
||
|
vec4 Blend_Alpha_Dist_UV;
|
||
|
float FlipbookIndex;
|
||
|
float AlphaThreshold;
|
||
|
};
|
||
|
|
||
|
struct VS_Output
|
||
|
{
|
||
|
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 VS_ConstantBuffer
|
||
|
{
|
||
|
mat4 mCamera;
|
||
|
mat4 mCameraProj;
|
||
|
vec4 mUVInversed;
|
||
|
vec4 flipbookParameter1;
|
||
|
vec4 flipbookParameter2;
|
||
|
};
|
||
|
|
||
|
uniform VS_ConstantBuffer CBVS0;
|
||
|
|
||
|
layout(location = 0) in vec3 Input_Pos;
|
||
|
layout(location = 1) in vec4 Input_Color;
|
||
|
layout(location = 2) in vec2 Input_UV;
|
||
|
layout(location = 3) in vec4 Input_Alpha_Dist_UV;
|
||
|
layout(location = 4) in vec2 Input_BlendUV;
|
||
|
layout(location = 5) in vec4 Input_Blend_Alpha_Dist_UV;
|
||
|
layout(location = 6) in float Input_FlipbookIndex;
|
||
|
layout(location = 7) in float Input_AlphaThreshold;
|
||
|
centroid out vec4 _VSPS_Color;
|
||
|
centroid out vec4 _VSPS_UV_Others;
|
||
|
out vec3 _VSPS_WorldN;
|
||
|
out vec4 _VSPS_Alpha_Dist_UV;
|
||
|
out vec4 _VSPS_Blend_Alpha_Dist_UV;
|
||
|
out vec4 _VSPS_Blend_FBNextIndex_UV;
|
||
|
out vec4 _VSPS_PosP;
|
||
|
|
||
|
vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
|
||
|
DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
|
||
|
vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
|
||
|
return FlipbookUV - UVOffset;
|
||
|
}
|
||
|
|
||
|
vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = float(int(Index) % int(DivideX));
|
||
|
DivideIndex.y = float(int(Index) / int(DivideX));
|
||
|
return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
|
||
|
}
|
||
|
|
||
|
void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
|
||
|
{
|
||
|
float flipbookEnabled = flipbookParameter1.x;
|
||
|
float flipbookLoopType = flipbookParameter1.y;
|
||
|
float divideX = flipbookParameter1.z;
|
||
|
float divideY = flipbookParameter1.w;
|
||
|
vec2 flipbookOneSize = flipbookParameter2.xy;
|
||
|
vec2 flipbookOffset = flipbookParameter2.zw;
|
||
|
if (flipbookEnabled > 0.0)
|
||
|
{
|
||
|
flipbookRate = fract(flipbookIndex);
|
||
|
float Index = floor(flipbookIndex);
|
||
|
float IndexOffset = 1.0;
|
||
|
float NextIndex = Index + IndexOffset;
|
||
|
float FlipbookMaxCount = divideX * divideY;
|
||
|
if (flipbookLoopType == 0.0)
|
||
|
{
|
||
|
if (NextIndex >= FlipbookMaxCount)
|
||
|
{
|
||
|
NextIndex = FlipbookMaxCount - 1.0;
|
||
|
Index = FlipbookMaxCount - 1.0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 1.0)
|
||
|
{
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 2.0)
|
||
|
{
|
||
|
bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
Index = (FlipbookMaxCount - 1.0) - floor(Index);
|
||
|
}
|
||
|
Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
vec2 notInversedUV = uv;
|
||
|
notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
|
||
|
vec2 param = notInversedUV;
|
||
|
float param_1 = Index;
|
||
|
float param_2 = divideX;
|
||
|
vec2 param_3 = flipbookOneSize;
|
||
|
vec2 param_4 = flipbookOffset;
|
||
|
vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
|
||
|
vec2 param_5 = OriginUV;
|
||
|
float param_6 = NextIndex;
|
||
|
float param_7 = divideX;
|
||
|
vec2 param_8 = flipbookOneSize;
|
||
|
vec2 param_9 = flipbookOffset;
|
||
|
flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
|
||
|
flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
|
||
|
{
|
||
|
vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
|
||
|
vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
|
||
|
vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
|
||
|
vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
|
||
|
float flipbookRate = 0.0;
|
||
|
vec2 flipbookNextIndexUV = vec2(0.0);
|
||
|
float param = flipbookRate;
|
||
|
vec2 param_1 = flipbookNextIndexUV;
|
||
|
vec4 param_2 = CBVS0.flipbookParameter1;
|
||
|
vec4 param_3 = CBVS0.flipbookParameter2;
|
||
|
float param_4 = vsinput.FlipbookIndex;
|
||
|
vec2 param_5 = vsoutput.UV_Others.xy;
|
||
|
vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
|
||
|
ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
|
||
|
flipbookRate = param;
|
||
|
flipbookNextIndexUV = param_1;
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
|
||
|
vsoutput.UV_Others.z = flipbookRate;
|
||
|
vsoutput.UV_Others.w = vsinput.AlphaThreshold;
|
||
|
}
|
||
|
|
||
|
VS_Output _main(VS_Input Input)
|
||
|
{
|
||
|
VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
|
||
|
vec2 uv1 = Input.UV;
|
||
|
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
|
||
|
Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
|
||
|
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
|
||
|
Output.PosVS = worldPos * CBVS0.mCameraProj;
|
||
|
Output.Color = Input.Color;
|
||
|
VS_Input param = Input;
|
||
|
VS_Output param_1 = Output;
|
||
|
CalculateAndStoreAdvancedParameter(param, param_1);
|
||
|
Output = param_1;
|
||
|
Output.PosP = Output.PosVS;
|
||
|
return Output;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
VS_Input Input;
|
||
|
Input.Pos = Input_Pos;
|
||
|
Input.Color = Input_Color;
|
||
|
Input.UV = Input_UV;
|
||
|
Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
|
||
|
Input.BlendUV = Input_BlendUV;
|
||
|
Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
|
||
|
Input.FlipbookIndex = Input_FlipbookIndex;
|
||
|
Input.AlphaThreshold = Input_AlphaThreshold;
|
||
|
VS_Output flattenTemp = _main(Input);
|
||
|
gl_Position = flattenTemp.PosVS;
|
||
|
_VSPS_Color = flattenTemp.Color;
|
||
|
_VSPS_UV_Others = flattenTemp.UV_Others;
|
||
|
_VSPS_WorldN = flattenTemp.WorldN;
|
||
|
_VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
|
||
|
_VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
|
||
|
_VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
|
||
|
_VSPS_PosP = flattenTemp.PosP;
|
||
|
}
|
||
|
|
||
|
)";
|
||
|
|
||
|
#endif
|
||
|
|
||
|
static const char ad_sprite_unlit_vs_gles2[] = R"(
|
||
|
|
||
|
struct VS_Input
|
||
|
{
|
||
|
vec3 Pos;
|
||
|
vec4 Color;
|
||
|
vec2 UV;
|
||
|
vec4 Alpha_Dist_UV;
|
||
|
vec2 BlendUV;
|
||
|
vec4 Blend_Alpha_Dist_UV;
|
||
|
float FlipbookIndex;
|
||
|
float AlphaThreshold;
|
||
|
};
|
||
|
|
||
|
struct VS_Output
|
||
|
{
|
||
|
vec4 PosVS;
|
||
|
vec4 Color;
|
||
|
vec4 UV_Others;
|
||
|
vec3 WorldN;
|
||
|
vec4 Alpha_Dist_UV;
|
||
|
vec4 Blend_Alpha_Dist_UV;
|
||
|
vec4 Blend_FBNextIndex_UV;
|
||
|
};
|
||
|
|
||
|
struct VS_ConstantBuffer
|
||
|
{
|
||
|
mat4 mCamera;
|
||
|
mat4 mCameraProj;
|
||
|
vec4 mUVInversed;
|
||
|
vec4 flipbookParameter1;
|
||
|
vec4 flipbookParameter2;
|
||
|
};
|
||
|
|
||
|
uniform VS_ConstantBuffer CBVS0;
|
||
|
|
||
|
attribute vec3 Input_Pos;
|
||
|
attribute vec4 Input_Color;
|
||
|
attribute vec2 Input_UV;
|
||
|
attribute vec4 Input_Alpha_Dist_UV;
|
||
|
attribute vec2 Input_BlendUV;
|
||
|
attribute vec4 Input_Blend_Alpha_Dist_UV;
|
||
|
attribute float Input_FlipbookIndex;
|
||
|
attribute float Input_AlphaThreshold;
|
||
|
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;
|
||
|
|
||
|
float IntMod(float x, float y)
|
||
|
{
|
||
|
return floor(mod(x, y));
|
||
|
}
|
||
|
|
||
|
vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
float param = FlipbookIndex;
|
||
|
float param_1 = DivideX;
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = IntMod(param, param_1);
|
||
|
DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
|
||
|
vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
|
||
|
return FlipbookUV - UVOffset;
|
||
|
}
|
||
|
|
||
|
vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
float param = Index;
|
||
|
float param_1 = DivideX;
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = IntMod(param, param_1);
|
||
|
DivideIndex.y = float(int(Index) / int(DivideX));
|
||
|
return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
|
||
|
}
|
||
|
|
||
|
void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
|
||
|
{
|
||
|
float flipbookEnabled = flipbookParameter1.x;
|
||
|
float flipbookLoopType = flipbookParameter1.y;
|
||
|
float divideX = flipbookParameter1.z;
|
||
|
float divideY = flipbookParameter1.w;
|
||
|
vec2 flipbookOneSize = flipbookParameter2.xy;
|
||
|
vec2 flipbookOffset = flipbookParameter2.zw;
|
||
|
if (flipbookEnabled > 0.0)
|
||
|
{
|
||
|
flipbookRate = fract(flipbookIndex);
|
||
|
float Index = floor(flipbookIndex);
|
||
|
float IndexOffset = 1.0;
|
||
|
float NextIndex = Index + IndexOffset;
|
||
|
float FlipbookMaxCount = divideX * divideY;
|
||
|
if (flipbookLoopType == 0.0)
|
||
|
{
|
||
|
if (NextIndex >= FlipbookMaxCount)
|
||
|
{
|
||
|
NextIndex = FlipbookMaxCount - 1.0;
|
||
|
Index = FlipbookMaxCount - 1.0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 1.0)
|
||
|
{
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 2.0)
|
||
|
{
|
||
|
bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
Index = (FlipbookMaxCount - 1.0) - floor(Index);
|
||
|
}
|
||
|
Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
vec2 notInversedUV = uv;
|
||
|
notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
|
||
|
vec2 param = notInversedUV;
|
||
|
float param_1 = Index;
|
||
|
float param_2 = divideX;
|
||
|
vec2 param_3 = flipbookOneSize;
|
||
|
vec2 param_4 = flipbookOffset;
|
||
|
vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
|
||
|
vec2 param_5 = OriginUV;
|
||
|
float param_6 = NextIndex;
|
||
|
float param_7 = divideX;
|
||
|
vec2 param_8 = flipbookOneSize;
|
||
|
vec2 param_9 = flipbookOffset;
|
||
|
flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
|
||
|
flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
|
||
|
{
|
||
|
vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
|
||
|
vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
|
||
|
vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
|
||
|
vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
|
||
|
float flipbookRate = 0.0;
|
||
|
vec2 flipbookNextIndexUV = vec2(0.0);
|
||
|
float param = flipbookRate;
|
||
|
vec2 param_1 = flipbookNextIndexUV;
|
||
|
vec4 param_2 = CBVS0.flipbookParameter1;
|
||
|
vec4 param_3 = CBVS0.flipbookParameter2;
|
||
|
float param_4 = vsinput.FlipbookIndex;
|
||
|
vec2 param_5 = vsoutput.UV_Others.xy;
|
||
|
vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
|
||
|
ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
|
||
|
flipbookRate = param;
|
||
|
flipbookNextIndexUV = param_1;
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
|
||
|
vsoutput.UV_Others.z = flipbookRate;
|
||
|
vsoutput.UV_Others.w = vsinput.AlphaThreshold;
|
||
|
}
|
||
|
|
||
|
VS_Output _main(VS_Input Input)
|
||
|
{
|
||
|
VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
|
||
|
vec2 uv1 = Input.UV;
|
||
|
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
|
||
|
Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
|
||
|
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
|
||
|
Output.PosVS = CBVS0.mCameraProj * worldPos;
|
||
|
Output.Color = Input.Color;
|
||
|
VS_Input param = Input;
|
||
|
VS_Output param_1 = Output;
|
||
|
CalculateAndStoreAdvancedParameter(param, param_1);
|
||
|
Output = param_1;
|
||
|
return Output;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
VS_Input Input;
|
||
|
Input.Pos = Input_Pos;
|
||
|
Input.Color = Input_Color;
|
||
|
Input.UV = Input_UV;
|
||
|
Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
|
||
|
Input.BlendUV = Input_BlendUV;
|
||
|
Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
|
||
|
Input.FlipbookIndex = Input_FlipbookIndex;
|
||
|
Input.AlphaThreshold = Input_AlphaThreshold;
|
||
|
VS_Output flattenTemp = _main(Input);
|
||
|
gl_Position = flattenTemp.PosVS;
|
||
|
_VSPS_Color = flattenTemp.Color;
|
||
|
_VSPS_UV_Others = flattenTemp.UV_Others;
|
||
|
_VSPS_WorldN = flattenTemp.WorldN;
|
||
|
_VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
|
||
|
_VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
|
||
|
_VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
|
||
|
}
|
||
|
|
||
|
)";
|
||
|
|
||
|
static const char ad_sprite_unlit_vs_gles3[] = R"(#version 300 es
|
||
|
|
||
|
struct VS_Input
|
||
|
{
|
||
|
vec3 Pos;
|
||
|
vec4 Color;
|
||
|
vec2 UV;
|
||
|
vec4 Alpha_Dist_UV;
|
||
|
vec2 BlendUV;
|
||
|
vec4 Blend_Alpha_Dist_UV;
|
||
|
float FlipbookIndex;
|
||
|
float AlphaThreshold;
|
||
|
};
|
||
|
|
||
|
struct VS_Output
|
||
|
{
|
||
|
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 VS_ConstantBuffer
|
||
|
{
|
||
|
mat4 mCamera;
|
||
|
mat4 mCameraProj;
|
||
|
vec4 mUVInversed;
|
||
|
vec4 flipbookParameter1;
|
||
|
vec4 flipbookParameter2;
|
||
|
};
|
||
|
|
||
|
uniform VS_ConstantBuffer CBVS0;
|
||
|
|
||
|
layout(location = 0) in vec3 Input_Pos;
|
||
|
layout(location = 1) in vec4 Input_Color;
|
||
|
layout(location = 2) in vec2 Input_UV;
|
||
|
layout(location = 3) in vec4 Input_Alpha_Dist_UV;
|
||
|
layout(location = 4) in vec2 Input_BlendUV;
|
||
|
layout(location = 5) in vec4 Input_Blend_Alpha_Dist_UV;
|
||
|
layout(location = 6) in float Input_FlipbookIndex;
|
||
|
layout(location = 7) in float Input_AlphaThreshold;
|
||
|
centroid out vec4 _VSPS_Color;
|
||
|
centroid out vec4 _VSPS_UV_Others;
|
||
|
out vec3 _VSPS_WorldN;
|
||
|
out vec4 _VSPS_Alpha_Dist_UV;
|
||
|
out vec4 _VSPS_Blend_Alpha_Dist_UV;
|
||
|
out vec4 _VSPS_Blend_FBNextIndex_UV;
|
||
|
out vec4 _VSPS_PosP;
|
||
|
|
||
|
vec2 GetFlipbookOriginUV(vec2 FlipbookUV, float FlipbookIndex, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = float(int(FlipbookIndex) % int(DivideX));
|
||
|
DivideIndex.y = float(int(FlipbookIndex) / int(DivideX));
|
||
|
vec2 UVOffset = (DivideIndex * flipbookOneSize) + flipbookOffset;
|
||
|
return FlipbookUV - UVOffset;
|
||
|
}
|
||
|
|
||
|
vec2 GetFlipbookUVForIndex(vec2 OriginUV, float Index, float DivideX, vec2 flipbookOneSize, vec2 flipbookOffset)
|
||
|
{
|
||
|
vec2 DivideIndex;
|
||
|
DivideIndex.x = float(int(Index) % int(DivideX));
|
||
|
DivideIndex.y = float(int(Index) / int(DivideX));
|
||
|
return (OriginUV + (DivideIndex * flipbookOneSize)) + flipbookOffset;
|
||
|
}
|
||
|
|
||
|
void ApplyFlipbookVS(inout float flipbookRate, inout vec2 flipbookUV, vec4 flipbookParameter1, vec4 flipbookParameter2, float flipbookIndex, vec2 uv, vec2 uvInversed)
|
||
|
{
|
||
|
float flipbookEnabled = flipbookParameter1.x;
|
||
|
float flipbookLoopType = flipbookParameter1.y;
|
||
|
float divideX = flipbookParameter1.z;
|
||
|
float divideY = flipbookParameter1.w;
|
||
|
vec2 flipbookOneSize = flipbookParameter2.xy;
|
||
|
vec2 flipbookOffset = flipbookParameter2.zw;
|
||
|
if (flipbookEnabled > 0.0)
|
||
|
{
|
||
|
flipbookRate = fract(flipbookIndex);
|
||
|
float Index = floor(flipbookIndex);
|
||
|
float IndexOffset = 1.0;
|
||
|
float NextIndex = Index + IndexOffset;
|
||
|
float FlipbookMaxCount = divideX * divideY;
|
||
|
if (flipbookLoopType == 0.0)
|
||
|
{
|
||
|
if (NextIndex >= FlipbookMaxCount)
|
||
|
{
|
||
|
NextIndex = FlipbookMaxCount - 1.0;
|
||
|
Index = FlipbookMaxCount - 1.0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 1.0)
|
||
|
{
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
if (flipbookLoopType == 2.0)
|
||
|
{
|
||
|
bool Reverse = mod(floor(Index / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
Index = mod(Index, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
Index = (FlipbookMaxCount - 1.0) - floor(Index);
|
||
|
}
|
||
|
Reverse = mod(floor(NextIndex / FlipbookMaxCount), 2.0) == 1.0;
|
||
|
NextIndex = mod(NextIndex, FlipbookMaxCount);
|
||
|
if (Reverse)
|
||
|
{
|
||
|
NextIndex = (FlipbookMaxCount - 1.0) - floor(NextIndex);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
vec2 notInversedUV = uv;
|
||
|
notInversedUV.y = uvInversed.x + (uvInversed.y * notInversedUV.y);
|
||
|
vec2 param = notInversedUV;
|
||
|
float param_1 = Index;
|
||
|
float param_2 = divideX;
|
||
|
vec2 param_3 = flipbookOneSize;
|
||
|
vec2 param_4 = flipbookOffset;
|
||
|
vec2 OriginUV = GetFlipbookOriginUV(param, param_1, param_2, param_3, param_4);
|
||
|
vec2 param_5 = OriginUV;
|
||
|
float param_6 = NextIndex;
|
||
|
float param_7 = divideX;
|
||
|
vec2 param_8 = flipbookOneSize;
|
||
|
vec2 param_9 = flipbookOffset;
|
||
|
flipbookUV = GetFlipbookUVForIndex(param_5, param_6, param_7, param_8, param_9);
|
||
|
flipbookUV.y = uvInversed.x + (uvInversed.y * flipbookUV.y);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CalculateAndStoreAdvancedParameter(VS_Input vsinput, inout VS_Output vsoutput)
|
||
|
{
|
||
|
vsoutput.Alpha_Dist_UV = vsinput.Alpha_Dist_UV;
|
||
|
vsoutput.Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.y);
|
||
|
vsoutput.Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Alpha_Dist_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsinput.BlendUV.x, vsinput.BlendUV.y, vsoutput.Blend_FBNextIndex_UV.z, vsoutput.Blend_FBNextIndex_UV.w);
|
||
|
vsoutput.Blend_FBNextIndex_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.BlendUV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV = vsinput.Blend_Alpha_Dist_UV;
|
||
|
vsoutput.Blend_Alpha_Dist_UV.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.y);
|
||
|
vsoutput.Blend_Alpha_Dist_UV.w = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * vsinput.Blend_Alpha_Dist_UV.w);
|
||
|
float flipbookRate = 0.0;
|
||
|
vec2 flipbookNextIndexUV = vec2(0.0);
|
||
|
float param = flipbookRate;
|
||
|
vec2 param_1 = flipbookNextIndexUV;
|
||
|
vec4 param_2 = CBVS0.flipbookParameter1;
|
||
|
vec4 param_3 = CBVS0.flipbookParameter2;
|
||
|
float param_4 = vsinput.FlipbookIndex;
|
||
|
vec2 param_5 = vsoutput.UV_Others.xy;
|
||
|
vec2 param_6 = vec2(CBVS0.mUVInversed.xy);
|
||
|
ApplyFlipbookVS(param, param_1, param_2, param_3, param_4, param_5, param_6);
|
||
|
flipbookRate = param;
|
||
|
flipbookNextIndexUV = param_1;
|
||
|
vsoutput.Blend_FBNextIndex_UV = vec4(vsoutput.Blend_FBNextIndex_UV.x, vsoutput.Blend_FBNextIndex_UV.y, flipbookNextIndexUV.x, flipbookNextIndexUV.y);
|
||
|
vsoutput.UV_Others.z = flipbookRate;
|
||
|
vsoutput.UV_Others.w = vsinput.AlphaThreshold;
|
||
|
}
|
||
|
|
||
|
VS_Output _main(VS_Input Input)
|
||
|
{
|
||
|
VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec4(0.0), vec3(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
|
||
|
vec2 uv1 = Input.UV;
|
||
|
uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y);
|
||
|
Output.UV_Others = vec4(uv1.x, uv1.y, Output.UV_Others.z, Output.UV_Others.w);
|
||
|
vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0);
|
||
|
Output.PosVS = worldPos * CBVS0.mCameraProj;
|
||
|
Output.Color = Input.Color;
|
||
|
VS_Input param = Input;
|
||
|
VS_Output param_1 = Output;
|
||
|
CalculateAndStoreAdvancedParameter(param, param_1);
|
||
|
Output = param_1;
|
||
|
Output.PosP = Output.PosVS;
|
||
|
return Output;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
VS_Input Input;
|
||
|
Input.Pos = Input_Pos;
|
||
|
Input.Color = Input_Color;
|
||
|
Input.UV = Input_UV;
|
||
|
Input.Alpha_Dist_UV = Input_Alpha_Dist_UV;
|
||
|
Input.BlendUV = Input_BlendUV;
|
||
|
Input.Blend_Alpha_Dist_UV = Input_Blend_Alpha_Dist_UV;
|
||
|
Input.FlipbookIndex = Input_FlipbookIndex;
|
||
|
Input.AlphaThreshold = Input_AlphaThreshold;
|
||
|
VS_Output flattenTemp = _main(Input);
|
||
|
gl_Position = flattenTemp.PosVS;
|
||
|
_VSPS_Color = flattenTemp.Color;
|
||
|
_VSPS_UV_Others = flattenTemp.UV_Others;
|
||
|
_VSPS_WorldN = flattenTemp.WorldN;
|
||
|
_VSPS_Alpha_Dist_UV = flattenTemp.Alpha_Dist_UV;
|
||
|
_VSPS_Blend_Alpha_Dist_UV = flattenTemp.Blend_Alpha_Dist_UV;
|
||
|
_VSPS_Blend_FBNextIndex_UV = flattenTemp.Blend_FBNextIndex_UV;
|
||
|
_VSPS_PosP = flattenTemp.PosP;
|
||
|
}
|
||
|
|
||
|
)";
|
||
|
|
||
|
|
||
|
static const char* get_ad_sprite_unlit_vs (EffekseerRendererGL::OpenGLDeviceType deviceType)
|
||
|
{
|
||
|
#if !defined(__EMSCRIPTEN__)
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3)
|
||
|
return ad_sprite_unlit_vs_gl3;
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2)
|
||
|
return ad_sprite_unlit_vs_gl2;
|
||
|
#endif
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3)
|
||
|
return ad_sprite_unlit_vs_gles3;
|
||
|
if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2)
|
||
|
return ad_sprite_unlit_vs_gles2;
|
||
|
return nullptr;
|
||
|
}
|
||
|
|