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...
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_...
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...
#[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, ...
mat3 basic = mat3(WORLD_MATRIX); mat4 m4 = mat4(basic); mat2 m2 = mat2(m4); 如果一个大矩阵从一个小矩阵创建出来,那么多出来的空白单位则使用默认值。如果一个矩阵从另一个更大的矩阵上创建,则只获取该矩阵有效范围内的值进行创建 灵活的调用 ...
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; ...
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....
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: ...
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...
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...