2020-01-10 09:44:43 +00:00
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2020-01-11 10:58:30 +00:00
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// 点光/点扩散
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2020-01-10 09:44:43 +00:00
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// 原理:
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2020-01-11 10:58:30 +00:00
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// 1. 画圆
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// 2. 圆心高亮(透明度=1.0),圆边缘不亮(透明度=0.0)
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2020-01-12 01:01:30 +00:00
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// 3. 在原图像上方叠加圆
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2020-01-10 09:44:43 +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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2020-01-10 15:05:44 +00:00
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# 扩散颜色
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centerColor: {
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2020-01-11 16:35:56 +00:00
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value: [1.0, 1.0, 0.0, 1.0],
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2020-01-10 15:05:44 +00:00
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inspector: {
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type: color,
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tooltip: "发光颜色"
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}
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}
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# 扩散起点坐标
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centerPoint: {
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2020-01-11 16:35:56 +00:00
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value: [0.2, 0.2],
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2020-01-10 09:44:43 +00:00
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inspector: {
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2020-01-10 15:05:44 +00:00
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tooltip: "扩散起点坐标"
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}
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}
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# 扩散半径
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radius: {
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2020-01-11 16:35:56 +00:00
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value: 0.4,
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2020-01-10 15:05:44 +00:00
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inspector: {
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tooltip: "扩散半径"
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2020-01-10 09:44:43 +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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2020-01-10 15:05:44 +00:00
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#if ENABLE_DIFFUSION
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uniform Diffusion {
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// 扩散颜色
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vec4 centerColor;
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// 扩散起点坐标
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vec2 centerPoint;
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// 扩展半径
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float radius;
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2020-01-11 16:35:56 +00:00
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// 裁剪掉透明区域上的点光
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2020-01-12 00:05:29 +00:00
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// ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
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bool cropAlpha;
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// 是否启用迷雾效果
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// ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
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bool enableFog;
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2020-01-10 09:44:43 +00:00
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}
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/**
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2020-01-10 15:05:44 +00:00
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* 添加某个扩散点后混合后的纹理颜色
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2020-01-10 09:44:43 +00:00
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*/
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2020-01-13 14:40:10 +00:00
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vec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
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// 计算当前 uv 到扩散起点的距离
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float dis = distance(v_uv0, centerPoint);
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2020-01-11 16:35:56 +00:00
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float a = 1.0 ;
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2020-01-12 00:05:29 +00:00
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// 裁剪掉透明区域上的点光
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2020-01-11 16:35:56 +00:00
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if (cropAlpha) {
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a *= step(0.01, textureColor.a);
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}
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2020-01-10 15:05:44 +00:00
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2020-01-12 00:05:29 +00:00
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// 裁剪掉扩散范围外的uv(迷雾效果)
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if (!enableFog) {
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a *= step(dis, radius);
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}
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2020-01-10 15:05:44 +00:00
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// 加入从中心往外渐变的效果
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a *= 1.0 - (dis / radius);
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// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
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vec4 diffusionColor = centerColor * a;
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// 混合颜色:在原始图像颜色上叠加扩散颜色
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return textureColor * textureColor.a + diffusionColor;
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2020-01-10 09:44:43 +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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gl_FragColor = o;
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#if ENABLE_DIFFUSION
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2020-01-13 14:40:10 +00:00
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gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);
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#endif
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2020-01-10 09:44:43 +00:00
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}
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}%
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