cocos-awesome/assets/Scene/Metaball/Metaball.effect

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2020-05-14 17:46:24 +00:00
// 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 }
u_point: { value: [ 0.5, 0.5 ] }
u_radius: { value: 0.1 }
}%
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;
#include <alpha-test>
#include <cc-global>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
uniform ARGS {
vec2 u_point;
float u_radius;
};
float energy(float r, vec2 point1, vec2 point2) {
return (r * r) / ((point1.x - point2.x) * (point1.x - point2.x) + (point1.y - point2.y) * (point1.y - point2.y));
}
void main(){
vec4 color = texture(texture, v_uv0);
float fragEnergy = energy(u_radius + 0.1, v_uv0.xy, vec2(0.5)) + energy(u_radius, v_uv0.xy, u_point);
color.a = smoothstep(0.95, 1.0, fragEnergy);
gl_FragColor = color;
}
}%