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

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// 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 }
windWidth: {value: 0.2}
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 windWidth;
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);
}
float rand(vec2 co){
return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
}
vec4 transition (vec2 uv) {
float r = rand(vec2(0, uv.y));
float m = smoothstep(0.0, -windWidth, uv.x*(1.0-windWidth) + windWidth*r - (progress * (1.0 + windWidth)));
return mix(
getFromColor(uv),
getToColor(uv),
m
);
}
void main () {
gl_FragColor = v_color * transition(v_uv0);
}
}%