mirror of
https://github.com/ifengzp/cocos-awesome.git
synced 2024-12-26 19:59:20 +00:00
94 lines
1.9 KiB
Plaintext
94 lines
1.9 KiB
Plaintext
|
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||
|
|
||
|
CCEffect %{
|
||
|
techniques:
|
||
|
- passes:
|
||
|
- vert: vs
|
||
|
frag: fs
|
||
|
blendState:
|
||
|
targets:
|
||
|
- blend: true
|
||
|
rasterizerState:
|
||
|
cullMode: none
|
||
|
properties:
|
||
|
texture: { value: white }
|
||
|
strength: {value: 0.1}
|
||
|
time: {value: 0}
|
||
|
}%
|
||
|
|
||
|
CCProgram vs %{
|
||
|
precision highp float;
|
||
|
|
||
|
#include <cc-global>
|
||
|
#include <cc-local>
|
||
|
|
||
|
in vec3 a_position;
|
||
|
in vec4 a_color;
|
||
|
out vec4 v_color;
|
||
|
|
||
|
#if USE_TEXTURE
|
||
|
in vec2 a_uv0;
|
||
|
out vec2 v_uv0;
|
||
|
#endif
|
||
|
|
||
|
void main () {
|
||
|
vec4 pos = vec4(a_position, 1);
|
||
|
|
||
|
#if CC_USE_MODEL
|
||
|
pos = cc_matViewProj * cc_matWorld * pos;
|
||
|
#else
|
||
|
pos = cc_matViewProj * pos;
|
||
|
#endif
|
||
|
|
||
|
#if USE_TEXTURE
|
||
|
v_uv0 = a_uv0;
|
||
|
#endif
|
||
|
|
||
|
v_color = a_color;
|
||
|
|
||
|
gl_Position = pos;
|
||
|
}
|
||
|
}%
|
||
|
|
||
|
CCProgram fs %{
|
||
|
precision highp float;
|
||
|
uniform sampler2D texture;
|
||
|
uniform sampler2D texture2;
|
||
|
uniform Common {
|
||
|
float strength;
|
||
|
float time;
|
||
|
};
|
||
|
float progress = time;
|
||
|
in mediump vec2 v_uv0;
|
||
|
in vec4 v_color;
|
||
|
|
||
|
vec4 getFromColor(vec2 uv) {
|
||
|
return texture(texture, uv);
|
||
|
}
|
||
|
vec4 getToColor(vec2 uv) {
|
||
|
return texture(texture2, uv);
|
||
|
}
|
||
|
|
||
|
vec4 transition(vec2 p) {
|
||
|
// 获取起始颜色和目标颜色
|
||
|
vec4 ca = getFromColor(p);
|
||
|
vec4 cb = getToColor(p);
|
||
|
|
||
|
// 计算起始和目标颜色的偏移向量
|
||
|
vec2 oa = (((ca.rg + ca.b) * 0.5) * 2.0 - 1.0);
|
||
|
vec2 ob = (((cb.rg + cb.b) * 0.5) * 2.0 - 1.0);
|
||
|
// 在起始和目标偏移向量之间进行插值,并乘以强度
|
||
|
vec2 oc = mix(oa, ob, 0.5) * strength;
|
||
|
|
||
|
// 根据进度计算权重
|
||
|
float w0 = progress;
|
||
|
float w1 = 1.0 - w0;
|
||
|
// 使用混合函数混合起始颜色和目标颜色,根据进度进行插值
|
||
|
return mix(getFromColor(p + oc * w0), getToColor(p - oc * w1), progress);
|
||
|
}
|
||
|
|
||
|
void main () {
|
||
|
gl_FragColor = v_color * transition(v_uv0);
|
||
|
}
|
||
|
}%
|