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			17 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
		
		
			
		
	
	
			17 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
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								{
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								  "ver": "1.0.25",
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								  "uuid": "3715350e-c25d-4afa-a06b-e4b480a6edef",
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								  "compiledShaders": [
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								    {
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								      "glsl1": {
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								        "vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
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								        "frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform float scale;\nuniform float smoothness;\nuniform float seed;\nuniform float time;\nfloat progress = time;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nfloat random(vec2 co) {\n  highp float a = seed;\n  highp float b = 78.233;\n  highp float c = 43758.5453;\n  highp float dt= dot(co.xy ,vec2(a,b));\n  highp float sn= mod(dt,3.14);\n  return fract(sin(sn) * c);\n}\nfloat noise (in vec2 st) {\n  vec2 i = floor(st);\n  vec2 f = fract(st);\n  float a = random(i);\n  float b = random(i + vec2(1.0, 0.0));\n  float c = random(i + vec2(0.0, 1.0));\n  float d = random(i + vec2(1.0, 1.0));\n  vec2 u = f*f*(3.0-2.0*f);\n  return mix(a, b, u.x) +\n          (c - a)* u.y * (1.0 - u.x) +\n          (d - b) * u.x * u.y;\n}\nvec4 getFromColor(vec2 uv) {\n  return texture2D(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n  return texture2D(texture2, uv);\n}\nvec4 transition (vec2 uv) {\n  vec4 from = getFromColor(uv);\n  vec4 to = getToColor(uv);\n  float n = noise(uv * scale);\n  float p = mix(-smoothness, 1.0 + smoothness, progress);\n  float lower = p - smoothness;\n  float higher = p + smoothness;\n  float q = smoothstep(lower, higher, n);\n  return mix(\n      from,\n      to,\n      1.0 - q\n    );\n}\nvoid main () {\n  gl_FragColor = v_color * transition(v_uv0);\n}"
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								      },
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								      "glsl3": {
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								        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  highp   vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n  mediump vec4 cc_nativeSize;\n  highp   mat4 cc_matView;\n  mediump mat4 cc_matViewInv;\n  mediump mat4 cc_matProj;\n  mediump mat4 cc_matProjInv;\n  mediump mat4 cc_matViewProj;\n  mediump mat4 cc_matViewProjInv;\n  mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
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								        "frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform Perlin {\n  float scale;\n  float smoothness;\n  float seed;\n  float time;\n};\nfloat progress = time;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nfloat random(vec2 co) {\n  highp float a = seed;\n  highp float b = 78.233;\n  highp float c = 43758.5453;\n  highp float dt= dot(co.xy ,vec2(a,b));\n  highp float sn= mod(dt,3.14);\n  return fract(sin(sn) * c);\n}\nfloat noise (in vec2 st) {\n  vec2 i = floor(st);\n  vec2 f = fract(st);\n  float a = random(i);\n  float b = random(i + vec2(1.0, 0.0));\n  float c = random(i + vec2(0.0, 1.0));\n  float d = random(i + vec2(1.0, 1.0));\n  vec2 u = f*f*(3.0-2.0*f);\n  return mix(a, b, u.x) +\n          (c - a)* u.y * (1.0 - u.x) +\n          (d - b) * u.x * u.y;\n}\nvec4 getFromColor(vec2 uv) {\n  return texture(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n  return texture(texture2, uv);\n}\nvec4 transition (vec2 uv) {\n  vec4 from = getFromColor(uv);\n  vec4 to = getToColor(uv);\n  float n = noise(uv * scale);\n  float p = mix(-smoothness, 1.0 + smoothness, progress);\n  float lower = p - smoothness;\n  float higher = p + smoothness;\n  float q = smoothstep(lower, higher, n);\n  return mix(\n      from,\n      to,\n      1.0 - q\n    );\n}\nvoid main () {\n  gl_FragColor = v_color * transition(v_uv0);\n}"
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								      }
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								    }
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								  ],
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								  "subMetas": {}
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								}
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