2020-05-04 11:18:35 +00:00
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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canvas_size: { value: [ 667.0, 375.0 ] }
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center: { value: [ 0.5, 0.5 ] }
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wave_radius: { value: 0.18 }
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wave_offset: { value: 2.0 }
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2024-05-15 14:37:35 +00:00
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time: { value: 0 }
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2020-05-04 11:18:35 +00:00
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <alpha-test>
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#include <cc-global>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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uniform ARGS{
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vec2 center;
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vec2 canvas_size;
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float wave_radius;
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float wave_offset;
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2024-05-15 14:37:35 +00:00
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float time;
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2020-05-04 11:18:35 +00:00
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};
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void main() {
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vec2 distance_vec = center - v_uv0;
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distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);
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float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);
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// distance小于1,但是我们希望能有多个波峰波谷,所以在sin的内部乘上一个比较大的倍数
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// sin函数的值在-1到1之间,我们希望偏移值很小,所以输出的时候需要缩小一定的倍数倍
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2024-05-15 14:37:35 +00:00
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float sin_factor = sin(distance * 100.0 + time) * 0.05;
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2020-05-04 11:18:35 +00:00
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float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);
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// 计算总的uv的偏移值
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vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;
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vec2 uv = offset + v_uv0;
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gl_FragColor = texture(texture, uv);
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}
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}%
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