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https://github.com/galacean/engine.git
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112 lines
3.1 KiB
TypeScript
112 lines
3.1 KiB
TypeScript
/**
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* @title ShaderLab MRT
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* @category Material
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*/
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import { Camera, Color, Logger, Material, MeshRenderer, PrimitiveMesh, Shader, WebGLEngine } from "@galacean/engine";
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import { ShaderLab } from "@galacean/engine-shaderlab";
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import { initScreenshot, updateForE2E } from "./.mockForE2E";
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const shaderLab = new ShaderLab();
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const shaderSource = `Shader "/custom.gs" {
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SubShader "Default" {
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UsePass "pbr/Default/ShadowCaster"
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Pass "Pass0" {
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struct Attributes {
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vec3 POSITION;
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vec2 TEXCOORD_0;
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vec4 JOINTS_0;
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vec4 WEIGHTS_0;
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};
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struct Varyings {
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vec2 uv;
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};
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mat4 renderer_MVPMat;
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vec4 material_BaseColor;
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VertexShader = vert;
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FragmentShader = frag;
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Varyings vert(Attributes attr) {
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Varyings v;
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vec4 position = vec4(attr.POSITION, 1.0);
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// Skin
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#ifdef RENDERER_HAS_SKIN
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mat4 skinMatrix = getSkinMatrix(attr);
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position = skinMatrix * position;
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#endif
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gl_Position = renderer_MVPMat * position;
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v.uv = attr.TEXCOORD_0;
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return v;
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}
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struct mrt {
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layout(location = 0) vec4 fragColor0;
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layout(location = 1) vec4 fragColor1;
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};
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mrt frag(Varyings v) {
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mrt o;
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vec4 baseColor = material_BaseColor;
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#ifdef MATERIAL_HAS_BASETEXTURE
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vec4 textureColor = texture2D(material_BaseTexture, v.uv);
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textureColor = gammaToLinear(textureColor);
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baseColor *= textureColor;
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#endif
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#ifdef MATERIAL_IS_ALPHA_CUTOFF
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if( baseColor.a < material_AlphaCutoff ) {
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discard;
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}
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#endif
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o.fragColor0 = baseColor;
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o.fragColor1 = baseColor;
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return o;
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}
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}
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}
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}`;
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Logger.enable();
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WebGLEngine.create({ canvas: "canvas", shaderLab }).then((engine) => {
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engine.canvas.resizeByClientSize();
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const shader = Shader.create(shaderSource);
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const scene = engine.sceneManager.activeScene;
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const rootEntity = scene.createRootEntity();
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// camera
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const cameraEntity = rootEntity.createChild("cameraNode");
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cameraEntity.transform.setPosition(0, 0, 5);
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const camera = cameraEntity.addComponent(Camera);
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// sphere
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{
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const sphere = rootEntity.createChild("sphere");
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sphere.transform.position.x = -1;
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const renderer = sphere.addComponent(MeshRenderer);
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renderer.mesh = PrimitiveMesh.createSphere(engine);
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const material = new Material(engine, shader);
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material.shaderData.setColor("material_BaseColor", new Color(1, 0, 0, 0.2));
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renderer.setMaterial(material);
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}
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updateForE2E(engine);
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initScreenshot(engine, camera);
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});
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