CocosCreator-Shader-Effect-.../assets/effects/sprite-round-corner-crop.effect

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 圆角裁剪
// 原理https://www.cnblogs.com/jqm304775992/p/4987793.html
// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
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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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# 圆角半径
roundCornerRadius: {
value: 0.1,
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inspector: {
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tooltip: "圆角半径",
range: [0.0, 0.5]
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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 ENABLE_ROUNDCORNER
uniform RoundCorner {
// 圆角半径
float roundCornerRadius;
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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 ENABLE_ROUNDCORNER
vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
float rx = abs(uv.x) - (0.5 - roundCornerRadius);
float ry = abs(uv.y) - (0.5 - roundCornerRadius);
float mx = step(0.5 - roundCornerRadius, abs(uv.x));
float my = step(0.5 - roundCornerRadius, abs(uv.y));
float radius = length(vec2(rx, ry));
float a = 1.0 - mx * my * step(roundCornerRadius, radius) * smoothstep(0., roundCornerRadius * 0.01, radius - roundCornerRadius);
o = vec4(o.rgb, o.a * a);
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#endif
gl_FragColor = o;
}
}%