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

131 lines
2.6 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:
scale: { value: 20 }
smoothness: { value: 0.1 }
seed: { value: 12.9898 }
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 Perlin {
float scale;
float smoothness;
float seed;
float time;
};
float progress = time;
in mediump vec2 v_uv0;
in vec4 v_color;
// http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
float random(vec2 co) {
highp float a = seed;
highp float b = 78.233;
highp float c = 43758.5453;
highp float dt= dot(co.xy ,vec2(a,b));
highp float sn= mod(dt,3.14);
return fract(sin(sn) * c);
}
// 2D Noise based on Morgan McGuire @morgan3d
// https://www.shadertoy.com/view/4dS3Wd
float noise (in vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
// Four corners in 2D of a tile
float a = random(i);
float b = random(i + vec2(1.0, 0.0));
float c = random(i + vec2(0.0, 1.0));
float d = random(i + vec2(1.0, 1.0));
// Cubic Hermine Curve. Same as SmoothStep
vec2 u = f*f*(3.0-2.0*f);
// Mix 4 coorners porcentages
return mix(a, b, u.x) +
(c - a)* u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
vec4 getFromColor(vec2 uv) {
return texture(texture, uv);
}
vec4 getToColor(vec2 uv) {
return texture(texture2, uv);
}
vec4 transition (vec2 uv) {
vec4 from = getFromColor(uv);
vec4 to = getToColor(uv);
float n = noise(uv * scale);
float p = mix(-smoothness, 1.0 + smoothness, progress);
float lower = p - smoothness;
float higher = p + smoothness;
// 根据噪声值进行平滑插值
float q = smoothstep(lower, higher, n);
return mix(
from,
to,
1.0 - q
);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%