#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; }