cocos-awesome/assets/Scene/SwitchScene__SquaresWire/Materials/SquaresWire.effect

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2024-05-15 14:37:35 +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 }
smoothness: { value: 0.4 }
time: {value: 0}
squares: {value: [10, 10]}
direction: {value: [1.0, -0.5]}
}%
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 {
vec2 squares;
vec2 direction;
float smoothness;
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) {
const vec2 center = vec2(0.5, 0.5);
// 根据进度计算当前方向
vec2 v = normalize(direction);
v /= abs(v.x) + abs(v.y);
float d = v.x * center.x + v.y * center.y;
float offset = smoothness;
// 计算当前进度
float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));
// 按照 squares 划分成小方块的坐标squares 表示每行/列的方块数
vec2 squarep = fract(p * squares);
vec2 squaremin = vec2(pr / 2.0);
vec2 squaremax = vec2(1.0 - pr / 2.0);
// 通过 step 函数计算当前像素位置是否在当前方块内,并返回一个混合系数 a
float a = (1.0 - step(progress, 0.0)) * step(squaremin.x, squarep.x) * step(squaremin.y, squarep.y) * step(squarep.x, squaremax.x) * step(squarep.y, squaremax.y);
return mix(getFromColor(p), getToColor(p), a);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%