mirror of
https://github.com/ifengzp/cocos-awesome.git
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118 lines
3.1 KiB
Plaintext
118 lines
3.1 KiB
Plaintext
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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bars: { value: 50, editor: { tooltip: "列数" }}
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amplitude: { value: 2, editor: { tooltip: "速度:0向下移动时没有变化,值越高一些元素移动得更快" }}
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noise: { value: 0.1, editor: { tooltip: "速度的离散程度:0 = 无噪声,1 = 噪声很大" }}
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frequency: { value: 0.5, editor: { tooltip: "水平速度变化:值越大,波浪越短" }}
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dripScale: { value: 0.5, editor: { tooltip: "屏幕两侧条形黏连的程度:0 = 无滴落,1 = 曲线滴落" }}
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time: { value: 0 }
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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in vec2 a_uv0;
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out vec2 v_uv0;
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void main () {
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vec4 pos = vec4(a_position, 1);
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pos = cc_matViewProj * pos;
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v_uv0 = a_uv0;
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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uniform sampler2D texture;
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uniform sampler2D texture2;
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uniform DoomScreen {
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float bars;
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float amplitude;
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float noise;
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float frequency;
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float dripScale;
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float time;
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};
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float progress = time;
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in mediump vec2 v_uv0;
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in vec4 v_color;
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vec4 getFromColor(vec2 uv) {
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return texture(texture, uv);
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}
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vec4 getToColor(vec2 uv) {
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return texture(texture2, uv);
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}
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float rand(int num) {
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return fract(mod(float(num) * 67123.313, 12.0) * sin(float(num) * 10.3) * cos(float(num)));
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}
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float wave(int num) {
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// 根据传入的索引值计算波浪的频率
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float fn = float(num) * frequency * 0.1 * float(bars);
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return cos(fn * 0.5) * cos(fn * 0.13) * sin((fn + 10.0) * 0.3) / 2.0 + 0.5;
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}
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float drip(int num) {
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// 根据传入的索引值计算滴水效果的幅度
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return sin(float(num) / float(bars - 1.0) * 3.141592) * dripScale;
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}
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// 计算条的位置
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float pos(int num) {
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// 如果没有噪声,则返回波浪效果;否则使用波浪效果和随机数进行混合
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return (noise == 0.0 ? wave(num) : mix(wave(num), rand(num), noise)) + (dripScale == 0.0 ? 0.0 : drip(num));
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}
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vec4 transition(vec2 uv) {
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// 根据水平位置计算当前条的索引值
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int bar = int(uv.x * (float(bars)));
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// 根据当前条的位置计算缩放比例和进度
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float scale = 1.0 + pos(bar) * amplitude;
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float phase = progress * scale;
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// 计算垂直位置的比例
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float posY = uv.y / vec2(1.0).y;
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vec2 p;
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vec4 c;
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// 根据进度判断使用起始颜色还是目标颜色
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if (phase + posY < 1.0) {
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// 根据当前条的位置和进度计算新的垂直位置
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p = vec2(uv.x, uv.y + mix(0.0, vec2(1.0).y, phase)) / vec2(1.0).xy;
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// 获取起始颜色
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c = getFromColor(p);
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} else {
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// 获取目标颜色
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p = uv.xy / vec2(1.0).xy;
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c = getToColor(p);
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}
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return c;
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}
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void main () {
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gl_FragColor = v_color * transition(v_uv0);
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}
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}%
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