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2024-12-28 23:42:43 +08:00
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
spriteTexture: { value: white }
depthTexture: { value: white }
offset: { value: [0.5, 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;
#include <alpha-test>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
#endif
uniform sampler2D texture;
uniform sampler2D spriteTexture;
uniform sampler2D depthTexture;
uniform UBO{
vec2 offset;
};
void main () {
float scale = 0.01; // 增加缩放值以增强效果
float focus = 0.1; // 调整聚焦值以改变深度影响范围
float map = texture(depthTexture, v_uv0).r;
map = map * -1.0 + focus;
vec2 disCords = v_uv0 + offset * map * scale;
vec4 o = texture(spriteTexture, disCords);
gl_FragColor = o;
}
}%