镜面光泽

This commit is contained in:
ifengzp
2020-05-02 16:35:13 +08:00
parent f3bceea936
commit bc84c3c025
22 changed files with 1080 additions and 0 deletions

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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 }
width: { value: 0.1 }
strength: { value: 1.2 }
}%
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{
float width;
float strength;
};
void main () {
vec4 color = vec4(1, 1, 1, 1);
color *= texture(texture, v_uv0);
float k = 0.2;
float time_step = -width;
time_step += mod(cc_time.x, 1.0 + 2.0 * width);
if (v_uv0.x >= -v_uv0.y * k + time_step && v_uv0.x <= -v_uv0.y * k + width + time_step ) {
color *= strength;
}
gl_FragColor = color;
}
}%

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},
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\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};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n float width;\n float strength;\n};\nvoid main () {\n vec4 color = vec4(1, 1, 1, 1);\n color *= texture(texture, v_uv0);\n float k = 0.2;\n float time_step = -width;\n time_step += mod(cc_time.x, 1.0 + 2.0 * width);\n if (v_uv0.x >= -v_uv0.y * k + time_step && v_uv0.x <= -v_uv0.y * k + width + time_step ) {\n color *= strength;\n }\n gl_FragColor = color;\n}"
}
}
],
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}

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