#if !defined(__EMSCRIPTEN__) static const char 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; vec2 UV; vec4 PosP; }; 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_colorTex; varying vec4 _VSPS_Color; varying vec2 _VSPS_UV; varying vec4 _VSPS_PosP; 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); } 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); vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV); bool param_1 = convertColorSpace; vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color; vec3 _175 = Output.xyz * CBPS0.fEmissiveScaling.x; Output = vec4(_175.x, _175.y, _175.z, Output.w); if (Output.w == 0.0) { discard; } vec4 param_2 = Output; bool param_3 = convertColorSpace; return ConvertToScreen(param_2, param_3); } void main() { PS_Input Input; Input.PosVS = gl_FragCoord; Input.Color = _VSPS_Color; Input.UV = _VSPS_UV; Input.PosP = _VSPS_PosP; vec4 _213 = _main(Input); gl_FragData[0] = _213; } )"; static const char 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; vec2 UV; vec4 PosP; }; 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_colorTex; uniform sampler2D Sampler_sampler_depthTex; centroid in vec4 _VSPS_Color; centroid in vec2 _VSPS_UV; in vec4 _VSPS_PosP; layout(location = 0) out vec4 _entryPointOutput; 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); } 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); vec4 param = texture(Sampler_sampler_colorTex, Input.UV); bool param_1 = convertColorSpace; vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color; vec3 _258 = Output.xyz * CBPS0.fEmissiveScaling.x; Output = vec4(_258.x, _258.y, _258.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_2 = backgroundZ; float param_3 = screenPos.z; vec4 param_4 = CBPS0.softParticleParam; vec4 param_5 = CBPS0.reconstructionParam1; vec4 param_6 = CBPS0.reconstructionParam2; Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6); } if (Output.w == 0.0) { discard; } vec4 param_7 = Output; bool param_8 = convertColorSpace; return ConvertToScreen(param_7, param_8); } void main() { PS_Input Input; Input.PosVS = gl_FragCoord; Input.Color = _VSPS_Color; Input.UV = _VSPS_UV; Input.PosP = _VSPS_PosP; vec4 _363 = _main(Input); _entryPointOutput = _363; } )"; #endif static const char model_unlit_ps_gles2[] = R"( precision mediump float; precision highp int; struct PS_Input { highp vec4 PosVS; highp vec4 Color; highp vec2 UV; highp vec4 PosP; }; 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_colorTex; varying vec4 _VSPS_Color; varying vec2 _VSPS_UV; varying vec4 _VSPS_PosP; 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 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); highp vec4 param = texture2D(Sampler_sampler_colorTex, Input.UV); bool param_1 = convertColorSpace; highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color; highp vec3 _175 = Output.xyz * CBPS0.fEmissiveScaling.x; Output = vec4(_175.x, _175.y, _175.z, Output.w); if (Output.w == 0.0) { discard; } highp vec4 param_2 = Output; bool param_3 = convertColorSpace; return ConvertToScreen(param_2, param_3); } void main() { PS_Input Input; Input.PosVS = gl_FragCoord; Input.Color = _VSPS_Color; Input.UV = _VSPS_UV; Input.PosP = _VSPS_PosP; highp vec4 _213 = _main(Input); gl_FragData[0] = _213; } )"; static const char model_unlit_ps_gles3[] = R"(#version 300 es precision mediump float; precision highp int; struct PS_Input { highp vec4 PosVS; highp vec4 Color; highp vec2 UV; highp vec4 PosP; }; 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_colorTex; uniform highp sampler2D Sampler_sampler_depthTex; centroid in highp vec4 _VSPS_Color; centroid in highp vec2 _VSPS_UV; in highp vec4 _VSPS_PosP; layout(location = 0) out highp vec4 _entryPointOutput; 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 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); highp vec4 param = texture(Sampler_sampler_colorTex, Input.UV); bool param_1 = convertColorSpace; highp vec4 Output = ConvertFromSRGBTexture(param, param_1) * Input.Color; highp vec3 _258 = Output.xyz * CBPS0.fEmissiveScaling.x; Output = vec4(_258.x, _258.y, _258.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_2 = backgroundZ; highp float param_3 = screenPos.z; highp vec4 param_4 = CBPS0.softParticleParam; highp vec4 param_5 = CBPS0.reconstructionParam1; highp vec4 param_6 = CBPS0.reconstructionParam2; Output.w *= SoftParticle(param_2, param_3, param_4, param_5, param_6); } if (Output.w == 0.0) { discard; } highp vec4 param_7 = Output; bool param_8 = convertColorSpace; return ConvertToScreen(param_7, param_8); } void main() { PS_Input Input; Input.PosVS = gl_FragCoord; Input.Color = _VSPS_Color; Input.UV = _VSPS_UV; Input.PosP = _VSPS_PosP; highp vec4 _363 = _main(Input); _entryPointOutput = _363; } )"; static const char* get_model_unlit_ps (EffekseerRendererGL::OpenGLDeviceType deviceType) { #if !defined(__EMSCRIPTEN__) if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3) return model_unlit_ps_gl3; if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2) return model_unlit_ps_gl2; #endif if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3) return model_unlit_ps_gles3; if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2) return model_unlit_ps_gles2; return nullptr; }