CocosCreator-Shader-Effect-.../assets/effects/sprite-gray.effect

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 灰化特效
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// 原理:
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// r = 0.2126 * r + 0.7152 * g + 0.0722 * b
// g = 0.2126 * r + 0.7152 * g + 0.0722 * b
// b = 0.2126 * r + 0.7152 * g + 0.0722 * b
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CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
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# 灰化程度
grayLevel: {
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value: 1.0,
editor: {
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tooltip: "灰化程度",
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range: [0.0, 1.0]
}
}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
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#if USE_GRAY
uniform GrayPhoto {
// 灰化程度
float grayLevel;
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};
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#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif
#endif
o *= v_color;
ALPHA_TEST(o);
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#if USE_GRAY
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vec4 srcColor = o;
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float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
vec4 grayColor = vec4(gray, gray, gray, o.a);
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// o = srcColor + (grayColor - srcColor) * grayLevel;
// 实际上在OpenGL中内置了mix混合函数实际效果就是上面这条公式
// mix(x, y, a)函数理解x * (1.0 - a) + y * a
// 为了看起来更像OpenGL因此这里改为采用内置函数
o = mix(srcColor, grayColor, grayLevel);
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#endif
gl_FragColor = o;
}
}%