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

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 马赛克特效
// 原理: n x n 方块内取同一颜色
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# X轴方块数量
xBlockCount: {
value: 30.0,
editor: {
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tooltip: "X轴方向马赛克方块数量"
}
}
# Y轴方块数量
yBlockCount: {
value: 30.0,
editor: {
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tooltip: "Y轴方向马赛克方块数量"
}
}
}%
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
#if USE_MOSAIC
uniform Mosaic {
// X轴方块数量
float xBlockCount;
// Y轴方块数量
float yBlockCount;
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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
*
* @return 映射后坐标
*/
vec2 getUvMapPos() {
// 计算x轴格子宽度
float xCount;
if (xBlockCount <= 0.0) {
xCount = 1.0;
} else {
xCount = xBlockCount;
}
float blockWidth = 1.0 / xCount;
// 计算当前 v_uv0 在x轴的哪个格子上
float blockXIndex = floor(v_uv0.x / blockWidth);
// 同理,求出当前 v_uv0 在y轴上的哪个格子
float yCount;
if (yBlockCount <= 0.0) {
yCount = 1.0;
} else {
yCount = yBlockCount;
}
float blockHeight = 1.0 / yCount;
float blockYIndex = floor(v_uv0.y / blockHeight);
// 找到该格子的中心点实际对应的uv坐标
return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));
}
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
vec2 realPos = v_uv0;
#if USE_MOSAIC
realPos = getUvMapPos();
#endif
#if USE_TEXTURE
o *= texture(texture, realPos);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;
#endif
#endif
o *= v_color;
ALPHA_TEST(o);
gl_FragColor = o;
}
}%