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https://github.com/ifengzp/cocos-awesome.git
synced 2025-10-09 16:45:51 +00:00
feat: 增加转场
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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smoothness: { value: 0.4 }
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time: {value: 0}
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squares: {value: [10, 10]}
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direction: {value: [1.0, -0.5]}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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uniform sampler2D texture;
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uniform sampler2D texture2;
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uniform Common {
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vec2 squares;
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vec2 direction;
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float smoothness;
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float time;
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};
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float progress = time;
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in mediump vec2 v_uv0;
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in vec4 v_color;
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vec4 getFromColor(vec2 uv) {
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return texture(texture, uv);
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}
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vec4 getToColor(vec2 uv) {
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return texture(texture2, uv);
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}
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vec4 transition(vec2 p) {
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const vec2 center = vec2(0.5, 0.5);
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// 根据进度计算当前方向
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vec2 v = normalize(direction);
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v /= abs(v.x) + abs(v.y);
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float d = v.x * center.x + v.y * center.y;
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float offset = smoothness;
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// 计算当前进度
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float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));
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// 按照 squares 划分成小方块的坐标,squares 表示每行/列的方块数
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vec2 squarep = fract(p * squares);
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vec2 squaremin = vec2(pr / 2.0);
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vec2 squaremax = vec2(1.0 - pr / 2.0);
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// 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
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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);
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return mix(getFromColor(p), getToColor(p), a);
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}
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void main () {
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gl_FragColor = v_color * transition(v_uv0);
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}
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}%
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{
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"ver": "1.0.25",
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"uuid": "7b2efda6-cd4d-436b-b504-691ff4a12f8c",
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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;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform vec2 squares;\nuniform vec2 direction;\nuniform float smoothness;\nuniform float time;\nfloat progress = time;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\nvec4 getFromColor(vec2 uv) {\n return texture2D(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture2D(texture2, uv);\n}\nvec4 transition(vec2 p) {\n const vec2 center = vec2(0.5, 0.5);\n vec2 v = normalize(direction);\n v /= abs(v.x) + abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float offset = smoothness;\n float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));\n vec2 squarep = fract(p * squares);\n vec2 squaremin = vec2(pr / 2.0);\n vec2 squaremax = vec2(1.0 - pr / 2.0);\n 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);\n return mix(getFromColor(p), getToColor(p), a);\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\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;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform Common {\n vec2 squares;\n vec2 direction;\n float smoothness;\n float time;\n};\nfloat progress = time;\nin mediump vec2 v_uv0;\nin vec4 v_color;\nvec4 getFromColor(vec2 uv) {\n return texture(texture, uv);\n}\nvec4 getToColor(vec2 uv) {\n return texture(texture2, uv);\n}\nvec4 transition(vec2 p) {\n const vec2 center = vec2(0.5, 0.5);\n vec2 v = normalize(direction);\n v /= abs(v.x) + abs(v.y);\n float d = v.x * center.x + v.y * center.y;\n float offset = smoothness;\n float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));\n vec2 squarep = fract(p * squares);\n vec2 squaremin = vec2(pr / 2.0);\n vec2 squaremax = vec2(1.0 - pr / 2.0);\n 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);\n return mix(getFromColor(p), getToColor(p), a);\n}\nvoid main () {\n gl_FragColor = v_color * transition(v_uv0);\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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{
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"__type__": "cc.Material",
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"_name": "SquaresWire",
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"_objFlags": 0,
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"_native": "",
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"_effectAsset": {
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"__uuid__": "7b2efda6-cd4d-436b-b504-691ff4a12f8c"
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},
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"_techniqueIndex": 0,
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"_techniqueData": {
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"0": {
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"defines": {
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"USE_TEXTURE": true
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},
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"props": {
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"smoothness": 0.4,
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"time": 0,
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"squares": {
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"__type__": "cc.Vec2",
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"x": 30,
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"y": 20
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},
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"direction": {
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"__type__": "cc.Vec2",
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"x": 1,
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"y": -0.5
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}
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}
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}
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}
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}
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@@ -0,0 +1,6 @@
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{
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"ver": "1.0.3",
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"uuid": "a869ac13-ffed-4334-b5df-1251273f2b07",
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"dataAsSubAsset": null,
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"subMetas": {}
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}
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