// 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 #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{ 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; } }%