// 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 } u_point: { value: [ 0.5, 0.5 ] } u_radius: { value: 0.1 } }% CCProgram vs %{ precision highp float; #include #include 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 #include in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; uniform sampler2D texture; #endif uniform ARGS { vec2 u_point; float u_radius; }; float energy(float r, vec2 point1, vec2 point2) { return (r * r) / ((point1.x - point2.x) * (point1.x - point2.x) + (point1.y - point2.y) * (point1.y - point2.y)); } void main(){ vec4 color = texture(texture, v_uv0); float fragEnergy = energy(u_radius + 0.1, v_uv0.xy, vec2(0.5)) + energy(u_radius, v_uv0.xy, u_point); color.a = smoothstep(0.95, 1.0, fragEnergy); gl_FragColor = color; } }%