cocos-awesome/assets/Scene/Circle_avatar/circle_avatar.effect

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2020-04-27 16:39:21 +00:00
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
wh_ratio: {
value: 1,
editor: {
tooltip: "宽高比"
}
}
blur: {
value: 0.35,
editor: {
tooltip: "光圈模糊程度"
}
}
radius: {
value: 0.5,
editor: {
tooltip: "光圈半径"
}
}
center: {
value: [0.5, 0.5],
editor: {
tooltip: "光圈起点"
}
}
}%
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>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
uniform ARGS{
float radius;
float blur;
vec2 center;
float wh_ratio;
};
void main () {
vec4 o = vec4(1, 1, 1, 1);
o *= texture(texture, v_uv0);
o *= v_color;
float circle = radius * radius;
float rx = center.x * wh_ratio;
float ry = center.y;
float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);
o.a = smoothstep(circle, circle - blur, dis);
gl_FragColor = o;
}
}%