mirror of
https://github.com/ifengzp/cocos-awesome.git
synced 2024-12-26 03:39:22 +00:00
4b88fb4ded
修正透明像素显示为黑色
109 lines
1.8 KiB
Plaintext
109 lines
1.8 KiB
Plaintext
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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texture: { value: white }
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wh_ratio: {
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value: 1,
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editor: {
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tooltip: "宽高比"
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}
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}
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blur: {
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value: 0.35,
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editor: {
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tooltip: "光圈模糊程度"
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}
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}
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radius: {
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value: 0.5,
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editor: {
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tooltip: "光圈半径"
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}
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}
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center: {
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value: [0.5, 0.5],
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editor: {
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tooltip: "光圈起点"
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}
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}
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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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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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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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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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uniform ARGS{
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float radius;
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float blur;
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vec2 center;
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float wh_ratio;
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};
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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o *= texture(texture, v_uv0);
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o *= v_color;
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float circle = radius * radius;
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float rx = center.x * wh_ratio;
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float ry = center.y;
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float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);
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o.a = smoothstep(circle, circle - blur, dis) * o.a;
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gl_FragColor = o;
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}
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}%
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