06e831a80.json 72 KB

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cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\n uniform vec4 mainTiling_Offset;\n uniform vec4 frameTile_velLenScale;\n uniform vec4 scale;\n uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\nattribute vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n attribute vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n vec3 compScale = scale.xyz * a_texCoord1;\n #if !CC_INSTANCE_PARTICLE\n vec4 pos = vec4(a_position.xyz, 1);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec4 pos = vec4(a_texCoord4.xyz, 1);\n #endif\n #if CC_RENDER_MODE == 1\n vec4 velocity = vec4(a_color1.xyz, 0);\n #endif\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = cc_matWorld * velocity;\n #endif\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n vec3 rotTmp = a_texCoord2;\n float mulFactor = 1.0;\n if (rotTmp.x > 10.0 * 0.5) {\n rotTmp.x -= 10.0;\n mulFactor = -1.0;\n }\n vec4 rot = vec4(rotTmp, 0.0);\n rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n #endif\n #if !ROTATION_OVER_TIME_MODULE_ENABLE\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = a_texCoord2;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(a_texCoord2);\n #endif\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n #elif CC_RENDER_MODE == 1\n computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n #elif 2\n 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(xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = 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abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy 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quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) 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+ mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\n uniform vec4 mainTiling_Offset;\n uniform vec4 frameTile_velLenScale;\n uniform vec4 scale;\n uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\nattribute vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n attribute vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n vec3 compScale = scale.xyz * a_texCoord1;\n #if !CC_INSTANCE_PARTICLE\n vec4 pos = vec4(a_position.xyz, 1);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec4 pos = vec4(a_texCoord4.xyz, 1);\n #endif\n #if CC_RENDER_MODE == 1\n vec4 velocity = vec4(a_color1.xyz, 0);\n #endif\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = cc_matWorld * velocity;\n #endif\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n vec3 rotTmp = a_texCoord2;\n float mulFactor = 1.0;\n if (rotTmp.x > 10.0 * 0.5) {\n rotTmp.x -= 10.0;\n mulFactor = -1.0;\n }\n vec4 rot = vec4(rotTmp, 0.0);\n rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n #endif\n #if !ROTATION_OVER_TIME_MODULE_ENABLE\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = a_texCoord2;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(a_texCoord2);\n #endif\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n #elif CC_RENDER_MODE == 1\n computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n #elif 2\n computeVertPos(pos, cornerOffset, rot, compScale);\n #endif\n color = a_color;\n #endif\n #if CC_RENDER_MODE == 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quat.y = 0.25 * s;\n quat.z = (m[1][2] + m[2][1]) / s;\n } else {\n float s = 2.0 * sqrt(1.0 + m[2][2] - m[0][0] - m[1][1]);\n quat.w = (m[1][0] - m[0][1]) / s;\n quat.x = (m[0][2] + m[2][0]) / s;\n quat.y = (m[1][2] + m[2][1]) / s;\n quat.z = 0.25 * s;\n }\n float len = quat.x * quat.x + quat.y * quat.y + quat.z * quat.z + quat.w * quat.w;\n if (len > 0.) {\n len = 1. / sqrt(len);\n quat.x = quat.x * len;\n quat.y = quat.y * len;\n quat.z = quat.z * len;\n quat.w = quat.w * len;\n }\n return quat;\n}\nvec4 quaternionFromEuler (vec3 angle){\n float x = angle.x / 2.;\n float y = angle.y / 2.;\n float z = angle.z / 2.;\n float sx = sin(x);\n float cx = cos(x);\n float sy = sin(y);\n float cy = cos(y);\n float sz = sin(z);\n float cz = cos(z);\n vec4 quat = vec4(0);\n quat.x = sx * cy * cz + cx * sy * sz;\n quat.y = cx * sy * cz + sx * cy * sz;\n quat.z = cx * cy * sz - sx * sy * cz;\n quat.w = cx * cy * cz - sx * sy * sz;\n return quat;\n}\nmat4 matrixFromRT (vec4 q, vec3 p){\n float x2 = q.x + q.x;\n float y2 = q.y + q.y;\n float z2 = q.z + q.z;\n float xx = q.x * x2;\n float xy = q.x * y2;\n float xz = q.x * z2;\n float yy = q.y * y2;\n float yz = q.y * z2;\n float zz = q.z * z2;\n float wx = q.w * x2;\n float wy = q.w * y2;\n float wz = q.w * z2;\n return mat4(\n 1. - (yy + zz), xy + wz, xz - wy, 0,\n xy - wz, 1. - (xx + zz), yz + wx, 0,\n xz + wy, yz - wx, 1. - (xx + yy), 0,\n p.x, p.y, p.z, 1\n );\n}\nmat4 matFromRTS (vec4 q, vec3 t, vec3 s){\n float x = q.x, y = q.y, z = q.z, w = q.w;\n float x2 = x + x;\n float y2 = y + y;\n float z2 = z + z;\n float xx = x * x2;\n float xy = x * y2;\n float xz = x * z2;\n float yy = y * y2;\n float yz = y * z2;\n float zz = z * z2;\n float wx = w * x2;\n float wy = w * y2;\n float wz = w * z2;\n float sx = s.x;\n float sy = s.y;\n float sz = s.z;\n return mat4((1. - (yy + zz)) * sx, (xy + wz) * sx, (xz - wy) * sx, 0,\n (xy - wz) * sy, (1. - (xx + zz)) * sy, (yz + wx) * sy, 0,\n (xz + wy) * sz, (yz - wx) * sz, (1. - (xx + yy)) * sz, 0,\n t.x, t.y, t.z, 1);\n}\nvec4 quatMultiply (vec4 a, vec4 b){\n vec4 quat;\n quat.x = a.x * b.w + a.w * b.x + a.y * b.z - a.z * b.y;\n quat.y = a.y * b.w + a.w * b.y + a.z * b.x - a.x * b.z;\n quat.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x;\n quat.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z;\n return quat;\n}\nvoid rotateVecFromQuat (inout vec3 v, vec4 q){\n float ix = q.w * v.x + q.y * v.z - q.z * v.y;\n float iy = q.w * v.y + q.z * v.x - q.x * v.z;\n float iz = q.w * v.z + q.x * v.y - q.y * v.x;\n float iw = -q.x * v.x - q.y * v.y - q.z * v.z;\n v.x = ix * q.w + iw * -q.x + iy * -q.z - iz * -q.y;\n v.y = iy * q.w + iw * -q.y + iz * -q.x - ix * -q.z;\n v.z = iz * q.w + iw * -q.z + ix * -q.y - iy * -q.x;\n}\nvec3 rotateInLocalSpace (vec3 pos, vec3 xAxis, vec3 yAxis, vec3 zAxis, vec4 q){\n vec4 viewQuat = quaternionFromAxis(xAxis, yAxis, zAxis);\n vec4 rotQuat = quatMultiply(viewQuat, q);\n rotateVecFromQuat(pos, rotQuat);\n return pos;\n}\nmat3 quatToMat3(vec4 q) {\n vec3 m0 = vec3(\n 1.0 - 2.0 * q.y * q.y - 2.0 * q.z * q.z,\n 2.0 * q.x * q.y + 2.0 * q.w * q.z,\n 2.0 * q.x * q.z - 2.0 * q.w * q.y);\n\tvec3 m1 = vec3(\n 2.0 * q.x * q.y - 2.0 * q.w * q.z,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.z * q.z,\n 2.0 * q.y * q.z + 2.0 * q.w * q.x);\n\tvec3 m2 = vec3(\n 2.0 * q.x * q.z + 2.0 * q.w * q.y,\n 2.0 * q.y * q.z - 2.0 * q.w * q.x,\n 1.0 - 2.0 * q.x * q.x - 2.0 * q.y * q.y);\n return mat3(m0, m1, m2);\n}\nvec4 mat3ToQuat(mat3 mat) {\n float tr = mat[0][0] + mat[1][1] + mat[2][2];\n\tfloat qw, qx, qy, qz;\n if (tr > 0.0) {\n float S = sqrt(tr + 1.0) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = 0.25 * S;\n\t qx = (mat[1][2] - mat[2][1]) * invS;\n\t qy = (mat[2][0] - mat[0][2]) * invS;\n\t qz = (mat[0][1] - mat[1][0]) * invS;\n } else if ((mat[0][0] > mat[1][1])&&(mat[0][0] > mat[2][2])) {\n float S = sqrt(1.0 + mat[0][0] - mat[1][1] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[1][2] - mat[2][1]) * invS;\n\t qx = 0.25 * S;\n\t qy = (mat[1][0] + mat[0][1]) * invS;\n\t qz = (mat[2][0] + mat[0][2]) * invS;\n } else if (mat[1][1] > mat[2][2]) {\n\t float S = sqrt(1.0 + mat[1][1] - mat[0][0] - mat[2][2]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[2][0] - mat[0][2]) * invS;\n\t qx = (mat[1][0] + mat[0][1]) * invS;\n\t qy = 0.25 * S;\n\t qz = (mat[2][1] + mat[1][2]) * invS;\n } else {\n\t float S = sqrt(1.0 + mat[2][2] - mat[0][0] - mat[1][1]) * 2.0;\n\t float invS = 1.0 / S;\n\t qw = (mat[0][1] - mat[1][0]) * invS;\n\t qx = (mat[2][0] + mat[0][2]) * invS;\n\t qy = (mat[2][1] + mat[1][2]) * invS;\n\t qz = 0.25 * S;\n }\n return vec4(qx, qy, qz, qw);\n}\n uniform vec4 mainTiling_Offset;\n uniform vec4 frameTile_velLenScale;\n uniform vec4 scale;\n uniform vec4 nodeRotation;\nuniform highp mat4 cc_matView;\n uniform highp mat4 cc_matViewInv;\n uniform highp mat4 cc_matViewProj;\n uniform highp vec4 cc_cameraPos;\nuniform highp mat4 cc_matWorld;\nvarying mediump vec2 uv;\nvarying mediump vec4 color;\nvoid computeVertPos (inout vec4 pos, vec2 vertOffset, vec4 q, vec3 s\n#if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n , mat4 viewInv\n#endif\n#if CC_RENDER_MODE == 1\n , vec3 eye\n , vec4 velocity\n , float velocityScale\n , float lengthScale\n , float xIndex\n#endif\n) {\n#if CC_RENDER_MODE == 0\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = normalize(vec3(viewInv[0][0], viewInv[1][0], viewInv[2][0]));\n vec3 camY = normalize(vec3(viewInv[0][1], viewInv[1][1], viewInv[2][1]));\n vec3 camZ = normalize(vec3(viewInv[0][2], viewInv[1][2], viewInv[2][2]));\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, camZ, q);\n#elif CC_RENDER_MODE == 1\n vec3 camRight = normalize(cross(pos.xyz - eye, velocity.xyz)) * s.x;\n vec3 camUp = velocity.xyz * velocityScale + normalize(velocity.xyz) * lengthScale * s.y;\n pos.xyz += (camRight * abs(vertOffset.x) * sign(vertOffset.y)) - camUp * xIndex;\n#elif CC_RENDER_MODE == 2\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n vec3 camX = vec3(1, 0, 0);\n vec3 camY = vec3(0, 0, -1);\n pos.xyz += rotateInLocalSpace(viewSpaceVert, camX, camY, cross(camX, camY), q);\n#elif CC_RENDER_MODE == 3\n vec3 viewSpaceVert = vec3(vertOffset.x * s.x, vertOffset.y * s.y, 0.);\n rotateVecFromQuat(viewSpaceVert, q);\n vec3 camX = normalize(vec3(cc_matView[0][0], cc_matView[1][0], cc_matView[2][0]));\n vec3 camY = vec3(0, 1, 0);\n vec3 offset = camX * viewSpaceVert.x + camY * viewSpaceVert.y;\n pos.xyz += offset;\n#else\n pos.x += vertOffset.x;\n pos.y += vertOffset.y;\n#endif\n}\nvec2 computeUV (float frameIndex, vec2 vertIndex, vec2 frameTile){\n vec2 aniUV = vec2(0, floor(frameIndex * frameTile.y));\n aniUV.x = floor(frameIndex * frameTile.x * frameTile.y - aniUV.y * frameTile.x);\n#if CC_RENDER_MODE != 4\n vertIndex.y = 1. - vertIndex.y;\n#endif\n return (aniUV.xy + vertIndex) / vec2(frameTile.x, frameTile.y);\n}\nattribute vec3 a_texCoord1;\nattribute vec3 a_texCoord2;\nattribute vec4 a_color;\nattribute vec3 a_texCoord;\n#if !CC_INSTANCE_PARTICLE\n attribute vec3 a_position;\n#endif\n#if CC_INSTANCE_PARTICLE\n attribute vec4 a_texCoord4;\n#endif\n#if CC_RENDER_MODE == 1\n attribute vec3 a_color1;\n#endif\n#if CC_RENDER_MODE == 4\n attribute vec3 a_texCoord3;\n attribute vec3 a_normal;\n attribute vec4 a_color1;\n#endif\nvec4 lpvs_main () {\n vec3 compScale = scale.xyz * a_texCoord1;\n #if !CC_INSTANCE_PARTICLE\n vec4 pos = vec4(a_position.xyz, 1);\n #endif\n #if CC_INSTANCE_PARTICLE\n vec4 pos = vec4(a_texCoord4.xyz, 1);\n #endif\n #if CC_RENDER_MODE == 1\n vec4 velocity = vec4(a_color1.xyz, 0);\n #endif\n #if !CC_USE_WORLD_SPACE\n pos = cc_matWorld * pos;\n #if CC_RENDER_MODE == 1\n velocity = cc_matWorld * velocity;\n #endif\n #endif\n #if ROTATION_OVER_TIME_MODULE_ENABLE\n vec3 rotTmp = a_texCoord2;\n float mulFactor = 1.0;\n if (rotTmp.x > 10.0 * 0.5) {\n rotTmp.x -= 10.0;\n mulFactor = -1.0;\n }\n vec4 rot = vec4(rotTmp, 0.0);\n rot.w = mulFactor * sqrt(abs(1.0 - rot.x * rot.x - rot.y * rot.y - rot.z * rot.z));\n #endif\n #if !ROTATION_OVER_TIME_MODULE_ENABLE\n #if CC_RENDER_MODE != 4\n #if CC_RENDER_MODE == 0\n vec3 rotEuler = a_texCoord2;\n #elif CC_RENDER_MODE == 1\n vec3 rotEuler = vec3(0.);\n #endif\n #if CC_RENDER_MODE != 0 && CC_RENDER_MODE != 1\n vec3 rotEuler = vec3(0., 0., a_texCoord2.z);\n #endif\n vec4 rot = quaternionFromEuler(rotEuler);\n #endif\n #if CC_RENDER_MODE == 4\n vec4 rot = quaternionFromEuler(a_texCoord2);\n #endif\n #endif\n #if CC_RENDER_MODE != 4\n vec2 cornerOffset = vec2((a_texCoord.xy - 0.5));\n #if CC_RENDER_MODE == 0 || CC_RENDER_MODE == 3\n computeVertPos(pos, cornerOffset, rot, compScale, cc_matViewInv);\n #elif CC_RENDER_MODE == 1\n computeVertPos(pos, cornerOffset, rot, compScale, cc_cameraPos.xyz, velocity, frameTile_velLenScale.z, frameTile_velLenScale.w, a_texCoord.x);\n #elif 2\n computeVertPos(pos, cornerOffset, rot, compScale);\n #endif\n color = a_color;\n #endif\n #if CC_RENDER_MODE == 4\n mat3 rotMat = quatToMat3(rot);\n mat3 nodeMat = quatToMat3(nodeRotation);\n rotMat = nodeMat * rotMat;\n rot = mat3ToQuat(rotMat);\n mat4 xformNoScale = matrixFromRT(rot, pos.xyz);\n mat4 xform = matFromRTS(rot, pos.xyz, compScale);\n pos = xform * vec4(a_texCoord3, 1);\n vec4 normal = xformNoScale * vec4(a_normal, 0);\n color = a_color * a_color1;\n #endif\n #if !CC_INSTANCE_PARTICLE\n uv = computeUV(a_texCoord.z, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n #endif\n #if CC_INSTANCE_PARTICLE\n uv = computeUV(a_texCoord4.w, a_texCoord.xy, frameTile_velLenScale.xy) * mainTiling_Offset.xy + mainTiling_Offset.zw;\n #endif\n pos = cc_matViewProj * pos;\n return pos;\n}\nvoid main() { gl_Position = lpvs_main(); }","frag":"\nprecision mediump float;\nvec4 CCFragOutput (vec4 color) {\n return color;\n}\nvarying vec2 uv;\nvarying vec4 color;\nuniform sampler2D mainTexture;\nvec4 premultiplied () {\n vec4 col = color * texture2D(mainTexture, uv) * color.a;\n return CCFragOutput(col);\n}\nvoid main() { gl_FragColor = premultiplied(); 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