shader_type canvas_item;render_mode skip_vertex_transform;voidvertex(){ VERTEX=(EXTRA_MATRIX*(WORLD_MATRIX*vec4(VERTEX,0.0,1.0))).xy;} 注意:WORLD_MATRIX实际上是一个模型视图矩阵,它接受局部坐标的输入,然后将其变换到视图空间。 如果想要获取一个顶点的世界坐标,你必须按照如下方法传入一个自定...
#[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, ...
uniform float rotation:hint_range(-10.0, 10.0, 0.1) = 0.0; // 全局着色器变量 在脚本中设置鼠标位置 global uniform vec2 mouse_screen_pos = vec2(0.0, 0.0); uniform vec2 mouse_screen_pos_test = vec2(0.0, 0.0); varying flat vec2 o; varying vec3 p; varying vec2 transformed_world_to_...
uniform float rotation:hint_range(-10.0, 10.0, 0.1) = 0.0; // 全局着色器变量 在脚本中设置鼠标位置 global uniform vec2 mouse_screen_pos = vec2(0.0, 0.0); uniform vec2 mouse_screen_pos_test = vec2(0.0, 0.0); varying flat vec2 o; varying vec3 p; varying vec2 transformed_world_to_...
Matrix and a WorldMatrix that are updated in every Update frame. If you need to force an update sooner than that you can use TranformComponent.UpdateLocalMatrix(), Transform.UpdateWorldMatrix(), or Transform.UpdateLocalFromWorld() to do so, depending on how you need to update the matrix....
} 默认不使用skip_vertex_transform,代码VERTEX = (EXTRA_MATRIX * (WORLD_MATRIX * vec4(VERTEX, 0.0, 1.0))).xy;这个完全没有必要做 fragment 内建函数 //默认值 COLOR = texture(TEXTURE, UV); //法线贴图 NORMALMAP = texture(NORMAL_TEXTURE, UV).rgb; ...
view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); view.xyz /= view.w; z_pos = -view.z; z_depth = linear_depth; 根据两者的相减,我们便可以获得深度差别,根据这个深度差别便可以很好做出边缘水花的过渡效果了: 结果进行相减 接着通过step我们便可以得到水花的过渡效果: ...
zip -rm v-sekai-godot-${{ matrix.type }}.zip v-sekai-godot-${{ matrix.type }} - name: Upload Release Asset uses: actions/upload-release-asset@v1 env: GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} - name: Upload Zip Release Asset uses: ./.github/zip-upload-split with: upload_url...
Use MODELVIEW_MATRIX when on double precision (GH-75462). Move sky luminance scaling to before fog is applied (GH-75812). Clamp normal when calculating 2D lighting to avoid artifacts (GH-76240). Rework particle turbulence (GH-77154). (Re-)Implement Light3D.shadow_reverse_cull_face (GH-7723...
Trump's Move to Restore Old Army Base Names Highlights Nebraska Man's Heroics at 18 in World War I Fort Benning’s name honored a Confederate general who supported slavery for more than a century Associated PressMarch 6, 2025 Adnan Syed to Sta...