// 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 } smoothness: { value: 0.4 } time: {value: 0} squares: {value: [10, 10]} direction: {value: [1.0, -0.5]} }% 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; uniform sampler2D texture; uniform sampler2D texture2; uniform Common { vec2 squares; vec2 direction; float smoothness; float time; }; float progress = time; in mediump vec2 v_uv0; in vec4 v_color; vec4 getFromColor(vec2 uv) { return texture(texture, uv); } vec4 getToColor(vec2 uv) { return texture(texture2, uv); } vec4 transition(vec2 p) { const vec2 center = vec2(0.5, 0.5); // 根据进度计算当前方向 vec2 v = normalize(direction); v /= abs(v.x) + abs(v.y); float d = v.x * center.x + v.y * center.y; float offset = smoothness; // 计算当前进度 float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset))); // 按照 squares 划分成小方块的坐标,squares 表示每行/列的方块数 vec2 squarep = fract(p * squares); vec2 squaremin = vec2(pr / 2.0); vec2 squaremax = vec2(1.0 - pr / 2.0); // 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 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); return mix(getFromColor(p), getToColor(p), a); } void main () { gl_FragColor = v_color * transition(v_uv0); } }%