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uniform mat4 g_ModelViewProjectionMatrix;
uniform mat4 g_ModelMatrixInverse;
uniform vec3 g_OrientationUp;
uniform vec3 g_OrientationRight;
uniform vec3 g_OrientationForward;
uniform vec3 g_ViewUp;
uniform vec3 g_ViewRight;
uniform vec3 g_EyePosition;
uniform vec4 g_RenderVar0;
uniform vec4 g_RenderVar1;
uniform vec4 g_Texture0Resolution;
#if REFRACT
uniform float g_RefractAmount; // {"material":"ui_editor_properties_refract_amount","default":0.05,"range":[-1,1]}
#endif
void ComputeParticleTangents(in vec3 rotation, out vec3 right, out vec3 up)
{
vec3 rCos = cos(rotation);
vec3 rSin = sin(rotation);
// Apply particle rotation
mat3 mRotation = mul(mul(
mat3(rCos.z, -rSin.z, 0,
rSin.z, rCos.z, 0,
0, 0, 1),
mat3(1, 0, 0,
0, rCos.x, -rSin.x,
0, rSin.x, rCos.x)),
mat3(rCos.y, 0, rSin.y,
0, 1, 0,
-rSin.y, 0, rCos.y));
// Apply screen orientation
mRotation = mul(mRotation, mat3(g_OrientationRight, g_OrientationUp, g_OrientationForward));
right = mul(vec3(1, 0, 0), mRotation);
up = mul(vec3(0, 1, 0), mRotation);
}
void ComputeParticleTrailTangents(vec3 localPosition, vec3 localVelocity, out vec3 right, out vec3 up)
{
//vec3 eyeDirection = mul(g_OrientationForward, CAST3X3(g_ModelMatrixInverse));
vec3 eyeDirection = localPosition - mul(vec4(g_EyePosition, 1.0), g_ModelMatrixInverse).xyz;
right = cross(eyeDirection, localVelocity);
right = normalize(right);
float trailLength = length(localVelocity);
localVelocity /= trailLength;
up = localVelocity * max(g_RenderVar0.z, min(trailLength * g_RenderVar0.x, g_RenderVar0.y));
}
vec3 ComputeParticlePosition(vec2 uvs, float textureRatio, vec4 positionAndSize, vec3 right, vec3 up)
{
return positionAndSize.xyz +
(positionAndSize.w * right * (uvs.x-0.5) -
positionAndSize.w * up * (uvs.y-0.5) * textureRatio);
}
void ComputeSpriteFrame(float lifetime, out vec4 uvs, out vec2 uvFrameSize, out float frameBlend)
{
float numFrames = g_RenderVar1.z;
float frameWidth = g_RenderVar1.x;
float frameHeight = g_RenderVar1.y;
float currentFrame = floor(lifetime * numFrames);
float nextFrame = min(numFrames - 1.0, currentFrame + 1.0);
#if SPRITESHEETBLENDNPOT
float unpaddedWidth = g_Texture0Resolution.z / g_Texture0Resolution.x;
float scaledFrameWidth = frameWidth / unpaddedWidth;
uvs.y = floor(currentFrame * scaledFrameWidth) * frameHeight;
uvs.x = frac(currentFrame * scaledFrameWidth) * unpaddedWidth;
uvs.w = floor(nextFrame * scaledFrameWidth) * frameHeight;
uvs.z = frac(nextFrame * scaledFrameWidth) * unpaddedWidth;
#else
uvs.y = floor(currentFrame * frameWidth) * frameHeight;
uvs.x = frac(currentFrame * frameWidth);
uvs.w = floor(nextFrame * frameWidth) * frameHeight;
uvs.z = frac(nextFrame * frameWidth);
#endif
frameBlend = frac(lifetime * numFrames);
uvFrameSize = vec2(frameWidth, frameHeight);
}
void ComputeScreenRefractionTangents(in vec3 projectedPositionXYW, in vec3 right, in vec3 up, out vec3 v_ScreenCoord, out vec4 v_ScreenTangents)
{
v_ScreenCoord = projectedPositionXYW;
#ifdef HLSL
v_ScreenCoord.y = -v_ScreenCoord.y;
#endif
right = normalize(right);
up = normalize(up);
v_ScreenTangents.xy = vec2(dot(right, g_ViewRight),
dot(up, g_ViewRight));
v_ScreenTangents.zw = vec2(dot(right, g_ViewUp),
dot(up, g_ViewUp));
#if REFRACT
v_ScreenTangents *= g_RefractAmount;
#endif
}
void ComputeScreenRefractionCoord(in vec3 projectedPositionXYW, out vec3 v_ScreenCoord)
{
v_ScreenCoord = projectedPositionXYW;
#ifdef HLSL
v_ScreenCoord.y = -v_ScreenCoord.y;
#endif
}