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...
#[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, ...
if ${{ matrix.type == 'templates' }}; then \ sudo apt install -y just; \ just package-tpz v-sekai-godot-${{ matrix.type }} v-sekai-godot-${{ matrix.type }} ./godot/version.py; \ else \ zip -r v-sekai-godot-${{ matrix.type }}.zip v-sekai-godot-${{ matrix.type }}...
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_...
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; ...
if: ${{ matrix.platform == 'web' }} uses: mymindstorm/setup-emsdk@v12 with: version: ${{env.EM_VERSION}} actions-cache-folder: ${{env.EM_CACHE_FOLDER}} - name: Install scons run: | python -m pip install scons==4.0.0 64 changes: 1 addition & 63 deletions 64 binding_generato...
//计算深度与屏幕空间贴图采样 float depth_texture = texture(DEPTH_TEXTURE,SCREEN_UV).r; vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth_texture); vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0); view.xyz /= view.w; float linear_depth = -view.z; float depth = linear_depth; ...
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...
77、 misc_large_world_coordinates.zip 839.09KB 78、 misc_matrix_transform.zip 29.38KB 79、 misc_noise_viewer.zip 87.12KB 80、 misc_os_test.zip 174.71KB 81、 misc_pause.zip 23.38KB 82、 misc_window_management.zip 71.29KB 83、 mobile_android_iap.zip 7.4KB ...
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义的uniform值: material.set_shader_param("global_transform", get_global_transform()) 然后在你的顶点着色器部分: ...