cocos-awesome/assets/Scene/SwitchScene__Morph/Materials/Morph.effect
2024-09-23 23:51:46 +08:00

94 lines
1.9 KiB
Plaintext

// 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 }
strength: {value: 0.1}
time: {value: 0}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
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 strength;
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);
}
vec4 transition(vec2 p) {
// 获取起始颜色和目标颜色
vec4 ca = getFromColor(p);
vec4 cb = getToColor(p);
// 计算起始和目标颜色的偏移向量
vec2 oa = (((ca.rg + ca.b) * 0.5) * 2.0 - 1.0);
vec2 ob = (((cb.rg + cb.b) * 0.5) * 2.0 - 1.0);
// 在起始和目标偏移向量之间进行插值,并乘以强度
vec2 oc = mix(oa, ob, 0.5) * strength;
// 根据进度计算权重
float w0 = progress;
float w1 = 1.0 - w0;
// 使用混合函数混合起始颜色和目标颜色,根据进度进行插值
return mix(getFromColor(p + oc * w0), getToColor(p - oc * w1), progress);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%