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

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// 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 }
canvas_size: { value: [ 667.0, 375.0 ] }
center: { value: [ 0.5, 0.5 ] }
wave_radius: { value: 0.18 }
wave_offset: { value: 2.0 }
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time: { value: 0 }
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}%
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 center;
vec2 canvas_size;
float wave_radius;
float wave_offset;
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float time;
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};
void main() {
vec2 distance_vec = center - v_uv0;
distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0);
float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y);
// 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
// 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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float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05;
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float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0);
// 计算总的uv的偏移值
vec2 offset = normalize(distance_vec) * sin_factor * discard_factor;
vec2 uv = offset + v_uv0;
gl_FragColor = texture(texture, uv);
}
}%