// 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 } windWidth: {value: 0.2} time: {value: 0} }% 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 { float windWidth; 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); } float rand(vec2 co){ return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453); } vec4 transition (vec2 uv) { float r = rand(vec2(0, uv.y)); float m = smoothstep(0.0, -windWidth, uv.x*(1.0-windWidth) + windWidth*r - (progress * (1.0 + windWidth))); return mix( getFromColor(uv), getToColor(uv), m ); } void main () { gl_FragColor = v_color * transition(v_uv0); } }%