CocosCreator-Shader-Effect-.../assets/effects/glow-inner.effect

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 内发光特效
// 原理: 采样周边像素alpha取平均值叠加发光效果
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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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glowColor: { value: [1.0, 1.0, 0.0, 1.0], editor: { type: color } }
glowColorSize: { value: 0.01 }
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}%
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 SHOW_INNER_GLOW
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uniform glow {
// 发光颜色
vec4 glowColor;
// 发光范围
float glowColorSize;
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// 特别地,必须是 vec4 先于 float 声明
};
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/**
* 获取指定角度方向距离为xxx的像素的透明度
*
* @param angle 角度 [0.0, 360.0]
* @param distance 距离 [0.0, 1.0]
*
* @return alpha [0.0, 1.0]
*/
float getColorAlpha(float angle, float distance) {
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
vec4 color = texture(texture, v_uv0 + vec2(distance * cos(radian), distance * sin(radian)));
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return color.a;
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}
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/**
* 获取指定距离的周边像素的透明度平均值
*
* @param distance 距离 [0.0, 1.0]
*
* @return average alpha [0.0, 1.0]
*/
float getDistanceAverageAlpha(float distance) {
float totalAlpha = 0.0;
totalAlpha += getColorAlpha(0.0, distance);
totalAlpha += getColorAlpha(30.0, distance);
totalAlpha += getColorAlpha(60.0, distance);
totalAlpha += getColorAlpha(90.0, distance);
totalAlpha += getColorAlpha(120.0, distance);
totalAlpha += getColorAlpha(150.0, distance);
totalAlpha += getColorAlpha(180.0, distance);
totalAlpha += getColorAlpha(210.0, distance);
totalAlpha += getColorAlpha(240.0, distance);
totalAlpha += getColorAlpha(270.0, distance);
totalAlpha += getColorAlpha(300.0, distance);
totalAlpha += getColorAlpha(330.0, distance);
return totalAlpha * (1.0 / 12.0);
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}
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/**
* 获取发光的透明度
*/
float getGlowAlpha() {
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// 原来已经透明的点不处理
vec4 srcColor = texture(texture, v_uv0);
if (srcColor.a < 0.0000000001) {
return srcColor.a;
}
// 处理原来不透明的点,求周边平均透明度
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float totalAlpha = 0.0;
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.1);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.2);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.3);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.4);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.5);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.6);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.7);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.8);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 0.9);
totalAlpha += getDistanceAverageAlpha(glowColorSize * 1.0);
return totalAlpha * (1.0 / 10.0);
}
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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);
gl_FragColor = o;
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#if SHOW_INNER_GLOW
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// 目标颜色(图像)
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vec4 color_dest = o;
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// 源颜色(内发光)
float alpha = getGlowAlpha();
// 此时我们得到的是内部透明度为1靠近边缘的为接近0的透明度
// 而内发光恰恰相反是需要内部透明度为0靠近边缘的接近1的透明度
// 因此我们需要翻转一下透明度
// 如果图像边缘有大量渐变,那么如果我们取 0.0 的话,那么可能边缘会出现锯齿
// 因此我们取0.1作为翻转临界值0.1也不是绝对的,可以自行修改这里的值
if (alpha > 0.1) {
alpha = 1.0 - alpha;
}
vec4 color_src = glowColor * alpha;
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// 按照这个顺序,源颜色就是内发光颜色,目标颜色就是图案颜色色
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// 所以命名就是 color_src, color_dest
// 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F
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// 要在图案上方,叠加一个内发光,将两者颜色混合起来,那么最终选择的混合模式如下:
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//
// 内发光color_src: GL_SRC_ALPHA
// 原图像color_dest: GL_ONE
//
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// 即最终颜色如下:
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// color_src * GL_SRC_ALPHA + color_dest * GL_ONE
gl_FragColor = color_src * color_src.a + color_dest;
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#endif
}
}%