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

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
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texture: { value: grey }
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alphaThreshold: { value: 0.5 }
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outlineColor: { value: [1, 1, 1, 1], editor: { type: color } }
outlineSize: { value: 5.0 }
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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_OUT_LINE
uniform Outline {
// 描边颜色
vec4 outlineColor;
// 描边偏移大小
float outlineSize;
// 特别地,必须是 vec4 先于 float 声明
};
#endif
// // 获取背面颜色
// float getBackArea() {
// vec4 color_up;
// vec4 color_down;
// vec4 color_left;
// vec4 color_right;
// vec4 color_up_left;
// vec4 color_up_right;
// vec4 color_down_left;
// vec4 color_down_right;
// float total = 0 ;
// color_up = texture(texture, v_uv0 + vec2(0, outlineSize));
// color_down = texture(texture, v_uv0 - vec2(0, outlineSize));
// color_left = texture(texture, v_uv0 - vec2(outlineSize, 0));
// color_right = texture(texture, v_uv0 + vec2(outlineSize, 0));
// color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize));
// color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize));
// color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize));
// color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize));
// total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a;
// return clamp(total, 0.0, 1.0);
// }
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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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gl_FragColor = o;
// gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0);
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}
}%