#if !defined(__EMSCRIPTEN__) static const char 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; }; struct VS_Output { vec4 PosVS; vec4 Color; vec2 UV; vec4 PosP; }; struct VS_ConstantBuffer { mat4 mCamera; mat4 mCameraProj; vec4 mUVInversed; vec4 mflipbookParameter; }; uniform VS_ConstantBuffer CBVS0; attribute vec3 Input_Pos; attribute vec4 Input_Color; attribute vec2 Input_UV; varying vec4 _VSPS_Color; varying vec2 _VSPS_UV; varying vec4 _VSPS_PosP; VS_Output _main(VS_Input Input) { VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0)); vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0); Output.PosVS = CBVS0.mCameraProj * worldPos; Output.Color = Input.Color; vec2 uv1 = Input.UV; uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y); Output.UV = uv1; Output.PosP = Output.PosVS; return Output; } void main() { VS_Input Input; Input.Pos = Input_Pos; Input.Color = Input_Color; Input.UV = Input_UV; VS_Output flattenTemp = _main(Input); gl_Position = flattenTemp.PosVS; _VSPS_Color = flattenTemp.Color; _VSPS_UV = flattenTemp.UV; _VSPS_PosP = flattenTemp.PosP; } )"; static const char 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; }; struct VS_Output { vec4 PosVS; vec4 Color; vec2 UV; vec4 PosP; }; struct VS_ConstantBuffer { mat4 mCamera; mat4 mCameraProj; vec4 mUVInversed; vec4 mflipbookParameter; }; 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; centroid out vec4 _VSPS_Color; centroid out vec2 _VSPS_UV; out vec4 _VSPS_PosP; VS_Output _main(VS_Input Input) { VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0)); vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0); Output.PosVS = worldPos * CBVS0.mCameraProj; Output.Color = Input.Color; vec2 uv1 = Input.UV; uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y); Output.UV = uv1; Output.PosP = Output.PosVS; return Output; } void main() { VS_Input Input; Input.Pos = Input_Pos; Input.Color = Input_Color; Input.UV = Input_UV; VS_Output flattenTemp = _main(Input); gl_Position = flattenTemp.PosVS; _VSPS_Color = flattenTemp.Color; _VSPS_UV = flattenTemp.UV; _VSPS_PosP = flattenTemp.PosP; } )"; #endif static const char sprite_unlit_vs_gles2[] = R"( struct VS_Input { vec3 Pos; vec4 Color; vec2 UV; }; struct VS_Output { vec4 PosVS; vec4 Color; vec2 UV; vec4 PosP; }; struct VS_ConstantBuffer { mat4 mCamera; mat4 mCameraProj; vec4 mUVInversed; vec4 mflipbookParameter; }; uniform VS_ConstantBuffer CBVS0; attribute vec3 Input_Pos; attribute vec4 Input_Color; attribute vec2 Input_UV; varying vec4 _VSPS_Color; varying vec2 _VSPS_UV; varying vec4 _VSPS_PosP; VS_Output _main(VS_Input Input) { VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0)); vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0); Output.PosVS = CBVS0.mCameraProj * worldPos; Output.Color = Input.Color; vec2 uv1 = Input.UV; uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y); Output.UV = uv1; Output.PosP = Output.PosVS; return Output; } void main() { VS_Input Input; Input.Pos = Input_Pos; Input.Color = Input_Color; Input.UV = Input_UV; VS_Output flattenTemp = _main(Input); gl_Position = flattenTemp.PosVS; _VSPS_Color = flattenTemp.Color; _VSPS_UV = flattenTemp.UV; _VSPS_PosP = flattenTemp.PosP; } )"; static const char sprite_unlit_vs_gles3[] = R"(#version 300 es struct VS_Input { vec3 Pos; vec4 Color; vec2 UV; }; struct VS_Output { vec4 PosVS; vec4 Color; vec2 UV; vec4 PosP; }; struct VS_ConstantBuffer { mat4 mCamera; mat4 mCameraProj; vec4 mUVInversed; vec4 mflipbookParameter; }; 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; centroid out vec4 _VSPS_Color; centroid out vec2 _VSPS_UV; out vec4 _VSPS_PosP; VS_Output _main(VS_Input Input) { VS_Output Output = VS_Output(vec4(0.0), vec4(0.0), vec2(0.0), vec4(0.0)); vec4 worldPos = vec4(Input.Pos.x, Input.Pos.y, Input.Pos.z, 1.0); Output.PosVS = worldPos * CBVS0.mCameraProj; Output.Color = Input.Color; vec2 uv1 = Input.UV; uv1.y = CBVS0.mUVInversed.x + (CBVS0.mUVInversed.y * uv1.y); Output.UV = uv1; Output.PosP = Output.PosVS; return Output; } void main() { VS_Input Input; Input.Pos = Input_Pos; Input.Color = Input_Color; Input.UV = Input_UV; VS_Output flattenTemp = _main(Input); gl_Position = flattenTemp.PosVS; _VSPS_Color = flattenTemp.Color; _VSPS_UV = flattenTemp.UV; _VSPS_PosP = flattenTemp.PosP; } )"; static const char* get_sprite_unlit_vs (EffekseerRendererGL::OpenGLDeviceType deviceType) { #if !defined(__EMSCRIPTEN__) if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL3) return sprite_unlit_vs_gl3; if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGL2) return sprite_unlit_vs_gl2; #endif if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES3) return sprite_unlit_vs_gles3; if (deviceType == EffekseerRendererGL::OpenGLDeviceType::OpenGLES2) return sprite_unlit_vs_gles2; return nullptr; }