mirror of
https://github.com/ifengzp/cocos-awesome.git
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90 lines
1.9 KiB
Plaintext
90 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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dots: {value: 80.0}
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center: {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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vec2 center;
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float dots;
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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 uv) {
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// 计算当前UV坐标点到图像中心点的距离
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float distanceToCenter = distance(uv, center);
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// 计算UV坐标点映射到dots纹理中的位置,并计算该位置与纹理中心点的距离
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float distanceToDotsCenter = distance(fract(uv * dots), vec2(0.5, 0.5));
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// 比较UV坐标点到纹理中心点的距离与进度的比值,如果比值小于等于progress,
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// 并且distanceToDotsCenter小于distanceToCenter,则认为需要切换到下一张图像
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bool nextImage = distanceToDotsCenter < (progress / distanceToCenter);
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return nextImage ? getToColor(uv) : getFromColor(uv);
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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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