cocos-awesome/assets/Scene/Mosaic/Mosaic.effect
2020-05-28 21:40:16 +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 }
x_count: { value: 100.0 }
y_count: { value: 100.0 }
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
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;
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
#if USE_MASAIC
uniform ARGS{
float x_count;
float y_count;
};
vec2 getUvMapPos() {
float block_w = 1.0 / x_count;
float block_x_idx = floor(v_uv0.x / block_w);
float block_h = 1.0 / y_count;
float block_y_idx = floor(v_uv0.y / block_h);
return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));
}
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
vec2 realPos = v_uv0;
#if USE_MASAIC
realPos = getUvMapPos();
#endif
o *= texture(texture, realPos);
o *= v_color;
gl_FragColor = o;
}
}%