mirror of
https://github.com/ifengzp/cocos-awesome.git
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95 lines
1.5 KiB
Plaintext
95 lines
1.5 KiB
Plaintext
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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x_count: { value: 100.0 }
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y_count: { value: 100.0 }
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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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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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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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#if USE_MASAIC
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uniform ARGS{
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float x_count;
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float y_count;
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};
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vec2 getUvMapPos() {
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float block_w = 1.0 / x_count;
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float block_x_idx = floor(v_uv0.x / block_w);
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float block_h = 1.0 / y_count;
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float block_y_idx = floor(v_uv0.y / block_h);
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return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));
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}
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#endif
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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vec2 realPos = v_uv0;
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#if USE_MASAIC
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realPos = getUvMapPos();
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#endif
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o *= texture(texture, realPos);
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o *= v_color;
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gl_FragColor = o;
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}
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}%
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