//UV=UV*uv1_scale.xy+uv1_offset.xy; MODELVIEW_MATRIX=VIEW_MATRIX* mat4(INV_VIEW_MATRIX[0],INV_VIEW_MATRIX[1],INV_VIEW_MATRIX[2],MODEL_MATRIX[3]); MODELVIEW_NORMAL_MATRIX= mat3(MODELVIEW_MATRIX); } // 计算极坐标UV vec2 coordinates(vec2 uv,vec2 center,float scale,float repeat)...
#[vertex] #version 450 #VERSION_DEFINES layout(location = 0) in vec4 position; layout(push_constant, std430) uniform Params { mat4 model_matrix; mat4 view_matrix; mat4 proj_matrix; } params; layout(location = 0) out vec4 uv_interp; void main() { uv_interp = vec4(position.x, ...
GodotShader源代码: shader_typespatial;render_modeskip_vertex_transform;uniformsampler2DAlbedoTexture:hint_default_white;uniformsampler2DRoughnessTexture:hint_roughness_r;uniformsampler2DNormalTexture:hint_normal;uniformfloatNormalDepth=1.0;voidvertex(){VERTEX=(MODELVIEW_MATRIX*vec4(VERTEX,1.0)).xyz;NORMAL=n...
//UV=UV*uv1_scale.xy+uv1_offset.xy; MODELVIEW_MATRIX=VIEW_MATRIX* mat4(INV_VIEW_MATRIX[0],INV_VIEW_MATRIX[1],INV_VIEW_MATRIX[2],MODEL_MATRIX[3]); MODELVIEW_NORMAL_MATRIX= mat3(MODELVIEW_MATRIX); } // 计算极坐标UV vec2 coordinates(vec2 uv,vec2 center,float scale,float repeat)...
WORLD_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VIEW_MATRIX...
The geometry normals used for per-vertex shading were not normalized prior to their use, causing vertex shading to be either too bright or too dark depending on the overall scale of the model matrix, especially specular shading. BeforeThis PR TODO: Port fixes to Mobile renderer. Port fixes ...
{ vec3 view_vec; if(flip_cubemap) { view_vec = VIEW; } else { view_vec = -VIEW; } vec3 ref_vec = reflect(view_vec, NORMAL); ref_vec = (INV_VIEW_MATRIX * vec4(ref_vec, 0.0)).xyz; vec3 ref_col = texture(cubemap, ref_vec).rgb; ALBEDO *= ref_col * cubemap_power;...
Vector and matrix types can now be edited directly (no pop-ups). Subresources can now be edited directly within the same inspector. Layer names can now be displayed in the inspector. Proper editing of arrays and dictionaries. Ability to reset any property to its default value. Improved animat...
git config --global user.name userName git config --global user.email userEmail 分支10 标签25 Divided by Zer0doc: Updated Readme version544c2543年前 931 次提交 提交 .github/workflows Incrementing Version 3年前 addons/gut port of GUT change ...
用户可以关闭内置模型视图变换(英文:modelview transform,注:但投影(projection)依然会发生),并使用如下代码手动实现: 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...