2020-01-10 09:44:43 +00:00
|
|
|
|
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
|
|
|
|
// 老照片特效
|
|
|
|
|
// 原理:
|
|
|
|
|
// r = 0.393 * r + 0.769 * g + 0.189 * b;
|
|
|
|
|
// g = 0.349 * r + 0.686 * g + 0.168 * b;
|
|
|
|
|
// b = 0.272 * r + 0.534 * g + 0.131 * b;
|
|
|
|
|
|
|
|
|
|
CCEffect %{
|
|
|
|
|
techniques:
|
|
|
|
|
- passes:
|
|
|
|
|
- vert: vs
|
|
|
|
|
frag: fs
|
|
|
|
|
blendState:
|
|
|
|
|
targets:
|
|
|
|
|
- blend: true
|
|
|
|
|
rasterizerState:
|
|
|
|
|
cullMode: none
|
|
|
|
|
properties:
|
|
|
|
|
texture: { value: white }
|
|
|
|
|
alphaThreshold: { value: 0.5 }
|
2020-01-10 15:05:44 +00:00
|
|
|
|
|
|
|
|
|
# 扩散颜色
|
|
|
|
|
centerColor: {
|
|
|
|
|
value: [1.0, 1.0, 0.0, 1.0],
|
|
|
|
|
inspector: {
|
|
|
|
|
type: color,
|
|
|
|
|
tooltip: "发光颜色"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
# 扩散起点坐标
|
|
|
|
|
centerPoint: {
|
|
|
|
|
value: [0.5, 0.5],
|
2020-01-10 09:44:43 +00:00
|
|
|
|
inspector: {
|
2020-01-10 15:05:44 +00:00
|
|
|
|
tooltip: "扩散起点坐标"
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
# 扩散半径
|
|
|
|
|
radius: {
|
|
|
|
|
value: 0.2,
|
|
|
|
|
inspector: {
|
|
|
|
|
tooltip: "扩散半径"
|
2020-01-10 09:44:43 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}%
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
2020-01-10 15:05:44 +00:00
|
|
|
|
#if ENABLE_DIFFUSION
|
|
|
|
|
uniform Diffusion {
|
|
|
|
|
// 扩散颜色
|
|
|
|
|
vec4 centerColor;
|
|
|
|
|
|
|
|
|
|
// 扩散起点坐标
|
|
|
|
|
vec2 centerPoint;
|
|
|
|
|
|
|
|
|
|
// 扩展半径
|
|
|
|
|
float radius;
|
2020-01-10 09:44:43 +00:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
2020-01-10 15:05:44 +00:00
|
|
|
|
* 添加某个扩散点后混合后的纹理颜色
|
2020-01-10 09:44:43 +00:00
|
|
|
|
*/
|
2020-01-10 15:05:44 +00:00
|
|
|
|
vec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
|
|
|
|
|
// 计算当前 uv 到扩散起点的距离
|
|
|
|
|
float dis = distance(v_uv0, centerPoint);
|
|
|
|
|
|
|
|
|
|
// 第一步裁剪
|
|
|
|
|
// 找出扩散范围,扩散范围为1.0透明度,其他范围为0.0透明度
|
|
|
|
|
float a = step(dis, radius);
|
|
|
|
|
|
|
|
|
|
// // 第二步裁剪
|
|
|
|
|
// // 本来透明的uv不要
|
|
|
|
|
// a *= step(0.01, textureColor.a);
|
|
|
|
|
|
|
|
|
|
// 加入从中心往外渐变的效果
|
|
|
|
|
a *= 1.0 - (dis / radius);
|
|
|
|
|
|
|
|
|
|
// 加点料,让中心点更加亮
|
|
|
|
|
// a = -1.0 * (a - 1.0) * (a - 1.0) + 1.0;
|
|
|
|
|
// a = -1.0 * (a - 1.0) * (a - 1.0) * (a - 1.0) * (a - 1.0) + 1.0;
|
|
|
|
|
|
|
|
|
|
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
|
|
|
|
|
vec4 diffusionColor = centerColor * a;
|
|
|
|
|
|
|
|
|
|
// 混合颜色:在原始图像颜色上叠加扩散颜色
|
|
|
|
|
return textureColor * textureColor.a + diffusionColor;
|
2020-01-10 09:44:43 +00:00
|
|
|
|
}
|
|
|
|
|
#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;
|
2020-01-10 15:05:44 +00:00
|
|
|
|
|
|
|
|
|
#if ENABLE_DIFFUSION
|
|
|
|
|
gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
|
|
|
|
|
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.7, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
|
|
|
|
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.8, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
|
|
|
|
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.9, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
|
|
|
|
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.2, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
|
|
|
|
|
#endif
|
2020-01-10 09:44:43 +00:00
|
|
|
|
}
|
|
|
|
|
}%
|