mirror of
https://github.com/ifengzp/cocos-awesome.git
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17 lines
2.6 KiB
Plaintext
17 lines
2.6 KiB
Plaintext
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{
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"ver": "1.0.25",
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"uuid": "40f87fb8-afd7-4555-bf36-fad4139168d9",
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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;\n#if USE_ALPHA_TEST\n#endif\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\n#endif\nuniform sampler2D texture;\nuniform sampler2D spriteTexture;\nuniform sampler2D depthTexture;\nuniform vec2 offset;\nvoid main () {\n float scale = 0.01;\n float focus = 0.1;\n float map = texture2D(depthTexture, v_uv0).r;\n map = map * -1.0 + focus;\n vec2 disCords = v_uv0 + offset * map * scale;\n vec4 o = texture2D(spriteTexture, disCords);\n gl_FragColor = o;\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;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\n#endif\nuniform sampler2D texture;\nuniform sampler2D spriteTexture;\nuniform sampler2D depthTexture;\nuniform UBO{\n vec2 offset;\n};\nvoid main () {\n float scale = 0.01;\n float focus = 0.1;\n float map = texture(depthTexture, v_uv0).r;\n map = map * -1.0 + focus;\n vec2 disCords = v_uv0 + offset * map * scale;\n vec4 o = texture(spriteTexture, disCords);\n gl_FragColor = o;\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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