// 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 } canvas_size: { value: [ 667.0, 375.0 ] } center: { value: [ 0.5, 0.5 ] } wave_radius: { value: 0.18 } wave_offset: { value: 2.0 } }% 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; #include #include in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; uniform sampler2D texture; #endif uniform ARGS{ vec2 center; vec2 canvas_size; float wave_radius; float wave_offset; }; void main() { vec2 distance_vec = center - v_uv0; distance_vec = distance_vec * vec2(canvas_size.x / canvas_size.y, 1.0); float distance = sqrt(distance_vec.x * distance_vec.x + distance_vec.y * distance_vec.y); // distance小于1,但是我们希望能有多个波峰波谷,所以在sin的内部乘上一个比较大的倍数 // sin函数的值在-1到1之间,我们希望偏移值很小,所以输出的时候需要缩小一定的倍数倍 float sin_factor = sin(distance * 100.0 + cc_time.x) * 0.05; float discard_factor = clamp(wave_radius - abs(wave_offset - distance), 0.0, 1.0); // 计算总的uv的偏移值 vec2 offset = normalize(distance_vec) * sin_factor * discard_factor; vec2 uv = offset + v_uv0; gl_FragColor = texture(texture, uv); } }%