mirror of
https://github.com/ifengzp/cocos-awesome.git
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94 lines
1.9 KiB
Plaintext
94 lines
1.9 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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strength: {value: 0.1}
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time: {value: 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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#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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uniform sampler2D texture;
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uniform sampler2D texture2;
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uniform Common {
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float strength;
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float time;
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};
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float progress = time;
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in mediump vec2 v_uv0;
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in vec4 v_color;
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vec4 getFromColor(vec2 uv) {
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return texture(texture, uv);
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}
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vec4 getToColor(vec2 uv) {
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return texture(texture2, uv);
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}
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vec4 transition(vec2 p) {
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// 获取起始颜色和目标颜色
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vec4 ca = getFromColor(p);
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vec4 cb = getToColor(p);
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// 计算起始和目标颜色的偏移向量
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vec2 oa = (((ca.rg + ca.b) * 0.5) * 2.0 - 1.0);
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vec2 ob = (((cb.rg + cb.b) * 0.5) * 2.0 - 1.0);
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// 在起始和目标偏移向量之间进行插值,并乘以强度
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vec2 oc = mix(oa, ob, 0.5) * strength;
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// 根据进度计算权重
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float w0 = progress;
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float w1 = 1.0 - w0;
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// 使用混合函数混合起始颜色和目标颜色,根据进度进行插值
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return mix(getFromColor(p + oc * w0), getToColor(p - oc * w1), progress);
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}
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void main () {
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gl_FragColor = v_color * transition(v_uv0);
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}
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}%
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