2020-01-09 01:26:04 +00:00
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2020-01-09 02:01:28 +00:00
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// 圆角裁剪
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// 原理:https://www.cnblogs.com/jqm304775992/p/4987793.html
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// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
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2020-01-09 01:26:04 +00:00
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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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2020-01-09 02:01:28 +00:00
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# 圆角半径
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roundCornerRadius: {
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value: 0.1,
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2020-01-09 01:26:04 +00:00
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inspector: {
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2020-01-09 02:01:28 +00:00
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tooltip: "圆角半径",
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range: [0.0, 0.5]
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2020-01-09 01:26:04 +00:00
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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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2020-01-09 02:01:28 +00:00
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#if ENABLE_ROUNDCORNER
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uniform RoundCorner {
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// 圆角半径
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float roundCornerRadius;
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2020-01-09 01:26:04 +00:00
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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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#if USE_TEXTURE
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o *= texture(texture, v_uv0);
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(texture, v_uv0 + 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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2020-01-09 02:01:28 +00:00
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#if ENABLE_ROUNDCORNER
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vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
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float rx = abs(uv.x) - (0.5 - roundCornerRadius);
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float ry = abs(uv.y) - (0.5 - roundCornerRadius);
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float mx = step(0.5 - roundCornerRadius, abs(uv.x));
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float my = step(0.5 - roundCornerRadius, abs(uv.y));
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float radius = length(vec2(rx, ry));
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float a = 1.0 - mx * my * step(roundCornerRadius, radius) * smoothstep(0., roundCornerRadius * 0.01, radius - roundCornerRadius);
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o = vec4(o.rgb, o.a * a);
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2020-01-09 01:26:04 +00:00
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#endif
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gl_FragColor = o;
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}
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}%
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