WORLD_MATRIX rename to MODEL_MATRIXWORLD_MATRIX重命名为MODEL_MATRIXWORLD_NORMAL_MATRIX rename to MODEL_NORMAL_MATRIXWORLD_NORMAL_MATRIX重命名为MODEL_NORMAL_MATRIXCAMERA_MATRIX rename to INV_VIEW_MATRIXCAMERA_MATRIX重命名为INV_VIEW_MATRIXINV_CAMERA_MATRIX rename to VIEW_MATRIXINV_CAMERA_MATRIX重命名为...
transformed_world_to_canvas_coordinates = (inverse(MODEL_MATRIX) * vec4(mouse_screen_pos, 0.0, 1.0) ).xy; vec2 mouse_force = hovering * 0.5* (transformed_world_to_canvas_coordinates )/ length(region_rate/TEXTURE_PIXEL_SIZE) + rand_vec*0.05 *rand_trans_power; float sin_b = sin(y_ro...
to_byte_array() var ivma = PackedFloat32Array(inv_view_matrix).to_byte_array() var pma = PackedFloat32Array(projection_matrix).to_byte_array() var ipma = PackedFloat32Array(inv_projection_matrix).to_byte_array() var pb = PackedByteArray() pb.append_array(vma) pb.append_array(ivma...
= SNAP_TARGET_GRID) { viewport->draw_set_transform_matrix(viewport->get_transform() * transform * snap_transform); viewport->draw_line(Point2(0, -1.0e+10F), Point2(0, 1.0e+10F), line_color); viewport->draw_set_transform_matrix(viewport->get_transform()); } ...
Godot片元函数的默认用途是设置对象材质的属性,并使内置渲染器处理最终的着色。然而你并不需要使用所有这些属性,如果你对其不做任何改写,Godot将优化掉相应的功能。 内置光属性(light built-ins) 自定义光函数完全是可选的。你可以将渲染模式render_mode设置为unshaded从而忽略掉光函数。如果没有光函数,Godot将会使用...
shader_type spatial;render_mode skip_vertex_transform;voidvertex(){VERTEX=(MODELVIEW_MATRIX*vec4(VERTEX,1.0)).xyz;NORMAL=(MODELVIEW_MATRIX*vec4(NORMAL,0.0)).xyz;// same as above for binormal and tangent, if normal mapping is used} ...
MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world; // We map the coordinates on the vertical planes xy and zy // we also calculate how to blend between the two based on where the world space normal // is pointing. world_coord = (mat_world * vec4(VERTEX, 1.0)).rgb; vec4 world_...
Fix Camera2D crash when edited scene root is null (GH-79645). Auto create tile for multiple atlases (GH-79678). Fix CanvasModulate logic for modulating the canvas (GH-79747). Fix get_cursor_shape() in tile atlas editor (GH-79837). Fix crash when executing TileMap.fix_invalid_tiles (GH...
= nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near)) ...
built_ins["MAIN_CAM_INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = constt(ShaderLanguage::TYPE_VEC3); @@ -159,9 +159,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_...