CCEffect %{ techniques: - passes: - vert: vs frag: fs blendState: targets: - blend: true rasterizerState: cullMode: none properties: texture: { value: white } spriteTexture: { value: white } depthTexture: { value: white } offset: { value: [0.5, 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; #include in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; #endif uniform sampler2D texture; uniform sampler2D spriteTexture; uniform sampler2D depthTexture; uniform UBO{ vec2 offset; }; void main () { float scale = 0.01; // 增加缩放值以增强效果 float focus = 0.1; // 调整聚焦值以改变深度影响范围 float map = texture(depthTexture, v_uv0).r; map = map * -1.0 + focus; vec2 disCords = v_uv0 + offset * map * scale; vec4 o = texture(spriteTexture, disCords); gl_FragColor = o; } }%