2019-12-26 15:28:27 +00:00
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 马赛克特效
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// 原理: n x n 方块内取同一颜色
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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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alphaThreshold: { value: 0.5 }
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# X轴方块数量
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xBlockCount: {
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value: 30.0,
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2020-02-17 01:38:49 +00:00
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editor: {
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2019-12-26 15:28:27 +00:00
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tooltip: "X轴方向马赛克方块数量"
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}
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}
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# Y轴方块数量
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yBlockCount: {
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value: 30.0,
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2020-02-17 01:38:49 +00:00
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editor: {
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2019-12-26 15:28:27 +00:00
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tooltip: "Y轴方向马赛克方块数量"
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}
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}
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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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#include <alpha-test>
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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_MOSAIC
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uniform Mosaic {
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// X轴方块数量
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float xBlockCount;
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// Y轴方块数量
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float yBlockCount;
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2020-02-17 01:32:23 +00:00
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};
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2019-12-26 15:28:27 +00:00
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/**
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* 获取v_uv0最终映射的马赛格格子的坐标
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*
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* @return 映射后坐标
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*/
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vec2 getUvMapPos() {
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// 计算x轴格子宽度
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float xCount;
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if (xBlockCount <= 0.0) {
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xCount = 1.0;
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} else {
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xCount = xBlockCount;
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}
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float blockWidth = 1.0 / xCount;
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// 计算当前 v_uv0 在x轴的哪个格子上
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float blockXIndex = floor(v_uv0.x / blockWidth);
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// 同理,求出当前 v_uv0 在y轴上的哪个格子
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float yCount;
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if (yBlockCount <= 0.0) {
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yCount = 1.0;
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} else {
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yCount = yBlockCount;
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}
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float blockHeight = 1.0 / yCount;
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float blockYIndex = floor(v_uv0.y / blockHeight);
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// 找到该格子的中心点实际对应的uv坐标
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return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 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_MOSAIC
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realPos = getUvMapPos();
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#endif
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#if USE_TEXTURE
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o *= texture(texture, realPos);
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;
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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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gl_FragColor = o;
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}
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}%
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