mirror of
https://github.com/ifengzp/cocos-awesome.git
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101 lines
2.3 KiB
Plaintext
101 lines
2.3 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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smoothness: { value: 0.4 }
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time: {value: 0}
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squares: {value: [10, 10]}
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direction: {value: [1.0, -0.5]}
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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 squares;
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vec2 direction;
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float smoothness;
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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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const vec2 center = vec2(0.5, 0.5);
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// 根据进度计算当前方向
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vec2 v = normalize(direction);
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v /= abs(v.x) + abs(v.y);
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float d = v.x * center.x + v.y * center.y;
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float offset = smoothness;
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// 计算当前进度
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float pr = smoothstep(-offset, 0.0, v.x * p.x + v.y * p.y - (d - 0.5 + progress * (1.0 + offset)));
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// 按照 squares 划分成小方块的坐标,squares 表示每行/列的方块数
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vec2 squarep = fract(p * squares);
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vec2 squaremin = vec2(pr / 2.0);
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vec2 squaremax = vec2(1.0 - pr / 2.0);
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// 通过 step 函数计算当前像素位置是否在当前方块内,并返回一个混合系数 a
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float a = (1.0 - step(progress, 0.0)) * step(squaremin.x, squarep.x) * step(squaremin.y, squarep.y) * step(squarep.x, squaremax.x) * step(squarep.y, squaremax.y);
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return mix(getFromColor(p), getToColor(p), a);
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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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