升级引擎到 2.3.3 加入shader实现的loading动画
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"compiledShaders": [
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"compiledShaders": [
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{
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{
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"glsl1": {
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"glsl1": {
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"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
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},
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},
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"glsl3": {
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"glsl3": {
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"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
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}
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}
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}
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}
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224
assets/effects/loading-style-1.effect
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assets/effects/loading-style-1.effect
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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u_arc_color: {
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value: [1.0, 1.0, 1.0, 1.0],
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editor: {
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type: color,
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tooltip: "圆弧线颜色"
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}
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}
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u_arc_radius: {
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value: 0.3,
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editor: {
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tooltip: "圆弧半径"
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}
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}
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u_arc_line_width: {
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value: 0.1,
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editor: {
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tooltip: "圆弧线宽"
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}
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}
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u_ball_color: {
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value: [1.0, 1.0, 0.0, 1.0],
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editor: {
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type: color,
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tooltip: "小球颜色"
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}
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}
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u_ball_angle: {
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value: 30.0,
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editor: {
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tooltip: "小球所在角度"
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}
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}
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u_ball_angle_range: {
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value: 30.0,
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editor: {
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tooltip: "小球所在角度的夹角范围"
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}
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}
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u_ball_radius: {
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value: 0.05,
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editor: {
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tooltip: "小球半径"
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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 <cc-global>
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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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#if USE_ANTI_ALIAS
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#endif
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#if USE_LOADING_STYLE
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uniform style{
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// 圆弧线颜色
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vec4 u_arc_color;
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// 小球颜色
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vec4 u_ball_color;
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// 圆弧线宽
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float u_arc_line_width;
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// 圆弧半径
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float u_arc_radius;
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// 小球所在角度
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float u_ball_angle;
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// 小球所在角度的夹角范围
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float u_ball_angle_range;
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// 小球半径
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float u_ball_radius;
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};
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/**
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* 获取 v_uv0 映射后的坐标
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*/
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vec2 getUv0Shadow() {
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// 1. 将 v_uv0 映射到 以 (0.5, 0.5) 为圆心,Y轴向下,X轴向右的坐标系的坐标 uv0
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vec2 uv0 = v_uv0 - vec2(0.5, 0.5);
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// 2. 将映射后的 uv0 的坐标逆时针旋转一定角度(实际等同于旋转画布)
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// 这里应用 cc-global.chunk 的 cc_time 参数,实现根据时间不断旋转的功能
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float rotation_angle = u_ball_angle + cc_time.x * 200.0; // * 200 是加快旋转速度
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float rotation_radians = radians(rotation_angle); // 角度转弧度
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vec2 uv0_after_rotation = vec2( // 矩阵旋转
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uv0.x * cos(rotation_radians) - uv0.y * sin(rotation_radians),
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uv0.x * sin(rotation_radians) + uv0.y * cos(rotation_radians)
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);
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return uv0_after_rotation;
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}
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/**
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* 画圆弧
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*
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* 原理基于纹理中心,并且0角度先画圆弧,然后在旋转画布
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*/
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vec4 getArcColor() {
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vec2 uv0 = getUv0Shadow();
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// 求圆边范围
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float len = length(uv0);
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float min_radius = u_arc_radius - u_arc_line_width * 0.5;
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float max_radius = u_arc_radius + u_arc_line_width * 0.5;
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if (len >= min_radius && len <= max_radius) {
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// 求(圆)缺口范围
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float radian = acos(uv0.x / len);
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float radian_range = radians(u_ball_angle_range * 0.5);
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if (radian >= radian_range) {
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float alpha = 1.0;
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// 抗锯齿
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#if USE_ANTI_ALIAS
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alpha = smoothstep(0.0, 0.05, 1.0 - abs(len - u_arc_radius) / (u_arc_line_width * 0.5));
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#endif
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// 非缺口范围内画圆弧
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return u_arc_color * alpha;
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}
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}
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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/**
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* 画小球
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*/
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vec4 getBallColor() {
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vec2 uv0 = getUv0Shadow();
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vec2 ball_center_point = vec2(u_arc_radius, 0);
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// cos 控制小球半径不断缩放
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float ball_radius = u_ball_radius + u_ball_radius * 0.3 * cos(radians(cc_time.x * 200.0));
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float dis = distance(uv0, ball_center_point);
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if (dis <= ball_radius) {
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float alpha = 1.0;
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// 抗锯齿
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#if USE_ANTI_ALIAS
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alpha = smoothstep(0.0, 0.01, ball_radius - dis);
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#endif
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return u_ball_color * alpha;
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} else{
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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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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gl_FragColor = o;
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#if USE_LOADING_STYLE
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vec4 arc_color = getArcColor();
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vec4 ball_color = getBallColor();
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gl_FragColor = ball_color * ball_color.a + arc_color;
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#endif
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}
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}%
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assets/effects/loading-style-1.effect.meta
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assets/effects/loading-style-1.effect.meta
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{
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"ver": "1.0.25",
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"uuid": "aa3b729c-fb16-4293-8789-8b7f36e017f1",
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"compiledShaders": [
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{
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"glsl1": {
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"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"frag": "\nprecision highp float;\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_ANTI_ALIAS\n#endif\n#if USE_LOADING_STYLE\nuniform vec4 u_arc_color;\nuniform vec4 u_ball_color;\nuniform float u_arc_line_width;\nuniform float u_arc_radius;\nuniform float u_ball_angle;\nuniform float u_ball_angle_range;\nuniform float u_ball_radius;\nvec2 getUv0Shadow() {\n vec2 uv0 = v_uv0 - vec2(0.5, 0.5);\n float rotation_angle = u_ball_angle + cc_time.x * 200.0;\n float rotation_radians = radians(rotation_angle);\n vec2 uv0_after_rotation = vec2(\n uv0.x * cos(rotation_radians) - uv0.y * sin(rotation_radians),\n uv0.x * sin(rotation_radians) + uv0.y * cos(rotation_radians)\n );\n return uv0_after_rotation;\n}\nvec4 getArcColor() {\n vec2 uv0 = getUv0Shadow();\n float len = length(uv0);\n float min_radius = u_arc_radius - u_arc_line_width * 0.5;\n float max_radius = u_arc_radius + u_arc_line_width * 0.5;\n if (len >= min_radius && len <= max_radius) {\n float radian = acos(uv0.x / len);\n float radian_range = radians(u_ball_angle_range * 0.5);\n if (radian >= radian_range) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.05, 1.0 - abs(len - u_arc_radius) / (u_arc_line_width * 0.5));\n #endif\n return u_arc_color * alpha;\n }\n }\n return vec4(0.0, 0.0, 0.0, 0.0);\n}\nvec4 getBallColor() {\n vec2 uv0 = getUv0Shadow();\n vec2 ball_center_point = vec2(u_arc_radius, 0);\n float ball_radius = u_ball_radius + u_ball_radius * 0.3 * cos(radians(cc_time.x * 200.0));\n float dis = distance(uv0, ball_center_point);\n if (dis <= ball_radius) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.01, ball_radius - dis);\n #endif\n return u_ball_color * alpha;\n } else{\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n gl_FragColor = o;\n #if USE_LOADING_STYLE\n vec4 arc_color = getArcColor();\n vec4 ball_color = getBallColor();\n gl_FragColor = ball_color * ball_color.a + arc_color;\n #endif\n}"
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},
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"glsl3": {
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||||||
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
|
"frag": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_ANTI_ALIAS\n#endif\n#if USE_LOADING_STYLE\nuniform style{\n vec4 u_arc_color;\n vec4 u_ball_color;\n float u_arc_line_width;\n float u_arc_radius;\n float u_ball_angle;\n float u_ball_angle_range;\n float u_ball_radius;\n};\nvec2 getUv0Shadow() {\n vec2 uv0 = v_uv0 - vec2(0.5, 0.5);\n float rotation_angle = u_ball_angle + cc_time.x * 200.0;\n float rotation_radians = radians(rotation_angle);\n vec2 uv0_after_rotation = vec2(\n uv0.x * cos(rotation_radians) - uv0.y * sin(rotation_radians),\n uv0.x * sin(rotation_radians) + uv0.y * cos(rotation_radians)\n );\n return uv0_after_rotation;\n}\nvec4 getArcColor() {\n vec2 uv0 = getUv0Shadow();\n float len = length(uv0);\n float min_radius = u_arc_radius - u_arc_line_width * 0.5;\n float max_radius = u_arc_radius + u_arc_line_width * 0.5;\n if (len >= min_radius && len <= max_radius) {\n float radian = acos(uv0.x / len);\n float radian_range = radians(u_ball_angle_range * 0.5);\n if (radian >= radian_range) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.05, 1.0 - abs(len - u_arc_radius) / (u_arc_line_width * 0.5));\n #endif\n return u_arc_color * alpha;\n }\n }\n return vec4(0.0, 0.0, 0.0, 0.0);\n}\nvec4 getBallColor() {\n vec2 uv0 = getUv0Shadow();\n vec2 ball_center_point = vec2(u_arc_radius, 0);\n float ball_radius = u_ball_radius + u_ball_radius * 0.3 * cos(radians(cc_time.x * 200.0));\n float dis = distance(uv0, ball_center_point);\n if (dis <= ball_radius) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.01, ball_radius - dis);\n #endif\n return u_ball_color * alpha;\n } else{\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n gl_FragColor = o;\n #if USE_LOADING_STYLE\n vec4 arc_color = getArcColor();\n vec4 ball_color = getBallColor();\n gl_FragColor = ball_color * ball_color.a + arc_color;\n #endif\n}"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_LIGHT\nuniform vec4 lightColor;\nuniform vec2 lightCenterPoint;\nuniform float lightAngle;\nuniform float lightWidth;\nuniform float enableGradient;\nuniform float cropAlpha;\nuniform float enableFog;\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n float offsetDis = abs(v_uv0.x - dx);\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_LIGHT\nuniform vec4 lightColor;\nuniform vec2 lightCenterPoint;\nuniform float lightAngle;\nuniform float lightWidth;\nuniform float enableGradient;\nuniform float cropAlpha;\nuniform float enableFog;\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n float offsetDis = abs(v_uv0.x - dx);\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_LIGHT\nuniform Light {\n vec4 lightColor;\n vec2 lightCenterPoint;\n float lightAngle;\n float lightWidth;\n float enableGradient;\n float cropAlpha;\n float enableFog;\n};\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n float offsetDis = abs(v_uv0.x - dx);\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_LIGHT\nuniform Light {\n vec4 lightColor;\n vec2 lightCenterPoint;\n float lightAngle;\n float lightWidth;\n float enableGradient;\n float cropAlpha;\n float enableFog;\n};\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n float offsetDis = abs(v_uv0.x - dx);\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_GAUSSIAN_BLUR\nuniform vec2 textureSize;\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(1.5, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(1.5, 2.0)));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = getWeight(0.0, 0.0);\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\n for(float x = 1.0; x <= halfSize; x++) {\n for (float y = 1.0; y<= halfSize; y++) {\n totalWeight += getWeight(x, y) * 4.0;\n }\n }\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float onePxWidth = 1.0 / textureSize.x;\n float onePxHeight = 1.0 / textureSize.y;\n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n float weight = getWeight(x, y) / totalWeight;\n finalColor += texture2D(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_GAUSSIAN_BLUR\nuniform vec2 textureSize;\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(1.5, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(1.5, 2.0)));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = getWeight(0.0, 0.0);\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\n for(float x = 1.0; x <= halfSize; x++) {\n for (float y = 1.0; y<= halfSize; y++) {\n totalWeight += getWeight(x, y) * 4.0;\n }\n }\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float onePxWidth = 1.0 / textureSize.x;\n float onePxHeight = 1.0 / textureSize.y;\n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n float weight = getWeight(x, y) / totalWeight;\n finalColor += texture2D(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_GAUSSIAN_BLUR\nuniform GaussianBlur {\n vec2 textureSize;\n};\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(1.5, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(1.5, 2.0)));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = getWeight(0.0, 0.0);\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\n for(float x = 1.0; x <= halfSize; x++) {\n for (float y = 1.0; y<= halfSize; y++) {\n totalWeight += getWeight(x, y) * 4.0;\n }\n }\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float onePxWidth = 1.0 / textureSize.x;\n float onePxHeight = 1.0 / textureSize.y;\n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n float weight = getWeight(x, y) / totalWeight;\n finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_GAUSSIAN_BLUR\nuniform GaussianBlur {\n vec2 textureSize;\n};\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(1.5, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(1.5, 2.0)));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = getWeight(0.0, 0.0);\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\n for(float x = 1.0; x <= halfSize; x++) {\n for (float y = 1.0; y<= halfSize; y++) {\n totalWeight += getWeight(x, y) * 4.0;\n }\n }\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float onePxWidth = 1.0 / textureSize.x;\n float onePxHeight = 1.0 / textureSize.y;\n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n float weight = getWeight(x, y) / totalWeight;\n finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\n#if SHOW_OUTTER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture2D(texture, v_uv0);\n}\n#if SHOW_OUTTER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\n#if SHOW_OUTTER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec4 getTextureColor(sampler2D texture, vec2 v_uv0) {\n if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n return texture(texture, v_uv0);\n}\n#if SHOW_OUTTER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n totalAlpha += getColorAlpha(0.0, dist);\n totalAlpha += getColorAlpha(30.0, dist);\n totalAlpha += getColorAlpha(60.0, dist);\n totalAlpha += getColorAlpha(90.0, dist);\n totalAlpha += getColorAlpha(120.0, dist);\n totalAlpha += getColorAlpha(150.0, dist);\n totalAlpha += getColorAlpha(180.0, dist);\n totalAlpha += getColorAlpha(210.0, dist);\n totalAlpha += getColorAlpha(240.0, dist);\n totalAlpha += getColorAlpha(270.0, dist);\n totalAlpha += getColorAlpha(300.0, dist);\n totalAlpha += getColorAlpha(330.0, dist);\n return totalAlpha * 0.0833;\n}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n float totalAlpha = 0.0;\n totalAlpha += getAverageAlpha(glowColorSize * 0.1);\n totalAlpha += getAverageAlpha(glowColorSize * 0.2);\n totalAlpha += getAverageAlpha(glowColorSize * 0.3);\n totalAlpha += getAverageAlpha(glowColorSize * 0.4);\n totalAlpha += getAverageAlpha(glowColorSize * 0.5);\n totalAlpha += getAverageAlpha(glowColorSize * 0.6);\n totalAlpha += getAverageAlpha(glowColorSize * 0.7);\n totalAlpha += getAverageAlpha(glowColorSize * 0.8);\n totalAlpha += getAverageAlpha(glowColorSize * 0.9);\n totalAlpha += getAverageAlpha(glowColorSize * 1.0);\n return totalAlpha * 0.1;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_GRAY\nuniform float grayLevel;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_GRAY\n vec4 srcColor = o;\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n o = mix(srcColor, grayColor, grayLevel);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_GRAY\nuniform float grayLevel;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_GRAY\n vec4 srcColor = o;\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n o = mix(srcColor, grayColor, grayLevel);\n #endif\n gl_FragColor = o;\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_GRAY\nuniform GrayPhoto {\n float grayLevel;\n};\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_GRAY\n vec4 srcColor = o;\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n o = mix(srcColor, grayColor, grayLevel);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_GRAY\nuniform GrayPhoto {\n float grayLevel;\n};\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_GRAY\n vec4 srcColor = o;\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n o = mix(srcColor, grayColor, grayLevel);\n #endif\n gl_FragColor = o;\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MOSAIC\nuniform float xBlockCount;\nuniform float yBlockCount;\nvec2 getUvMapPos() {\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n float blockXIndex = floor(v_uv0.x / blockWidth);\n float yCount;\n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n #if USE_TEXTURE\n o *= texture2D(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MOSAIC\nuniform float xBlockCount;\nuniform float yBlockCount;\nvec2 getUvMapPos() {\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n float blockXIndex = floor(v_uv0.x / blockWidth);\n float yCount;\n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n #if USE_TEXTURE\n o *= texture2D(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MOSAIC\nuniform Mosaic {\n float xBlockCount;\n float yBlockCount;\n};\nvec2 getUvMapPos() {\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n float blockXIndex = floor(v_uv0.x / blockWidth);\n float yCount;\n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n #if USE_TEXTURE\n o *= texture(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_MOSAIC\nuniform Mosaic {\n float xBlockCount;\n float yBlockCount;\n};\nvec2 getUvMapPos() {\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n float blockXIndex = floor(v_uv0.x / blockWidth);\n float yCount;\n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n #if USE_TEXTURE\n o *= texture(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_OLD_PHOTO\nuniform float oldLevel;\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;\n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;\n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n o = mix(srcColor, oldColor, oldLevel);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_OLD_PHOTO\nuniform float oldLevel;\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;\n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;\n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n o = mix(srcColor, oldColor, oldLevel);\n #endif\n gl_FragColor = o;\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_OLD_PHOTO\nuniform OldPhoto {\n float oldLevel;\n};\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;\n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;\n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n o = mix(srcColor, oldColor, oldLevel);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_OLD_PHOTO\nuniform OldPhoto {\n float oldLevel;\n};\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;\n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;\n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n o = mix(srcColor, oldColor, oldLevel);\n #endif\n gl_FragColor = o;\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_OUT_LINE\nuniform vec4 outlineColor;\nuniform float outlineWidth;\nfloat getBgAlpha() {\n vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineWidth));\n vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineWidth));\n vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineWidth, 0));\n vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineWidth, 0));\n vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineWidth, -outlineWidth));\n vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineWidth, outlineWidth));\n vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth));\n vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineWidth, outlineWidth));\n float 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;\n return clamp(total, 0.0, 1.0);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUT_LINE\n if (outlineWidth == 0.0) {\n return;\n }\n vec4 color_dest = outlineColor * getBgAlpha();\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_OUT_LINE\nuniform vec4 outlineColor;\nuniform float outlineWidth;\nfloat getBgAlpha() {\n vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineWidth));\n vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineWidth));\n vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineWidth, 0));\n vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineWidth, 0));\n vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineWidth, -outlineWidth));\n vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineWidth, outlineWidth));\n vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth));\n vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineWidth, outlineWidth));\n float 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;\n return clamp(total, 0.0, 1.0);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUT_LINE\n if (outlineWidth == 0.0) {\n return;\n }\n vec4 color_dest = outlineColor * getBgAlpha();\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_OUT_LINE\nuniform Outline {\n vec4 outlineColor;\n float outlineWidth;\n};\nfloat getBgAlpha() {\n vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineWidth));\n vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineWidth));\n vec4 color_left = texture(texture, v_uv0 - vec2(outlineWidth, 0));\n vec4 color_right = texture(texture, v_uv0 + vec2(outlineWidth, 0));\n vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineWidth, -outlineWidth));\n vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineWidth, outlineWidth));\n vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth));\n vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineWidth, outlineWidth));\n float 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;\n return clamp(total, 0.0, 1.0);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUT_LINE\n if (outlineWidth == 0.0) {\n return;\n }\n vec4 color_dest = outlineColor * getBgAlpha();\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_OUT_LINE\nuniform Outline {\n vec4 outlineColor;\n float outlineWidth;\n};\nfloat getBgAlpha() {\n vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineWidth));\n vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineWidth));\n vec4 color_left = texture(texture, v_uv0 - vec2(outlineWidth, 0));\n vec4 color_right = texture(texture, v_uv0 + vec2(outlineWidth, 0));\n vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineWidth, -outlineWidth));\n vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineWidth, outlineWidth));\n vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth));\n vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineWidth, outlineWidth));\n float 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;\n return clamp(total, 0.0, 1.0);\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_OUT_LINE\n if (outlineWidth == 0.0) {\n return;\n }\n vec4 color_dest = outlineColor * getBgAlpha();\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\nuniform float cropAlpha;\nuniform float enableFog;\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n float dis = distance(v_uv0, centerPoint);\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, radius);\n }\n a *= 1.0 - (dis / radius);\n vec4 lightColor = centerColor * a;\n return textureColor * textureColor.a + lightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\nuniform float cropAlpha;\nuniform float enableFog;\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n float dis = distance(v_uv0, centerPoint);\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, radius);\n }\n a *= 1.0 - (dis / radius);\n vec4 lightColor = centerColor * a;\n return textureColor * textureColor.a + lightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_DIFFUSION\nuniform Diffusion {\n vec4 centerColor;\n vec2 centerPoint;\n float radius;\n float cropAlpha;\n float enableFog;\n};\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n float dis = distance(v_uv0, centerPoint);\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, radius);\n }\n a *= 1.0 - (dis / radius);\n vec4 lightColor = centerColor * a;\n return textureColor * textureColor.a + lightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_DIFFUSION\nuniform Diffusion {\n vec4 centerColor;\n vec2 centerPoint;\n float radius;\n float cropAlpha;\n float enableFog;\n};\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n float dis = distance(v_uv0, centerPoint);\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, radius);\n }\n a *= 1.0 - (dis / radius);\n vec4 lightColor = centerColor * a;\n return textureColor * textureColor.a + lightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform float radius;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float circleRadius = clamp(0.0, 0.5, radius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n float len = length(vec2(rx, ry));\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform float radius;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float circleRadius = clamp(0.0, 0.5, radius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n float len = length(vec2(rx, ry));\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform RoundCorner {\n float radius;\n};\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float circleRadius = clamp(0.0, 0.5, radius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n float len = length(vec2(rx, ry));\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform RoundCorner {\n float radius;\n};\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float circleRadius = clamp(0.0, 0.5, radius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n float len = length(vec2(rx, ry));\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform float xRadius;\nuniform float yRadius;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n float angleInRadian = atan(ry / rx);\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n float smo = smoothstep(0.0, maxDis, curDis);\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n o = vec4(o.rgb, o.a * alpha);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform float xRadius;\nuniform float yRadius;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n float angleInRadian = atan(ry / rx);\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n float smo = smoothstep(0.0, maxDis, curDis);\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n o = vec4(o.rgb, o.a * alpha);\n #endif\n gl_FragColor = o;\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
|
||||||
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform RoundCorner {\n float xRadius;\n float yRadius;\n};\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n float angleInRadian = atan(ry / rx);\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n float smo = smoothstep(0.0, maxDis, curDis);\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n o = vec4(o.rgb, o.a * alpha);\n #endif\n gl_FragColor = o;\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_ROUNDCORNER\nuniform RoundCorner {\n float xRadius;\n float yRadius;\n};\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n #if ENABLE_ROUNDCORNER\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n float angleInRadian = atan(ry / rx);\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n float smo = smoothstep(0.0, maxDis, curDis);\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n o = vec4(o.rgb, o.a * alpha);\n #endif\n gl_FragColor = o;\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
28
assets/materials/loading-style-1.mtl
Normal file
28
assets/materials/loading-style-1.mtl
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
{
|
||||||
|
"__type__": "cc.Material",
|
||||||
|
"_name": "loading-style-1",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"_native": "",
|
||||||
|
"_effectAsset": {
|
||||||
|
"__uuid__": "aa3b729c-fb16-4293-8789-8b7f36e017f1"
|
||||||
|
},
|
||||||
|
"_techniqueIndex": 0,
|
||||||
|
"_techniqueData": {
|
||||||
|
"0": {
|
||||||
|
"defines": {
|
||||||
|
"USE_TEXTURE": true,
|
||||||
|
"USE_LOADING_STYLE": true,
|
||||||
|
"USE_ANTI_ALIAS": true
|
||||||
|
},
|
||||||
|
"props": {
|
||||||
|
"u_arc_color": {
|
||||||
|
"__type__": "cc.Color",
|
||||||
|
"r": 255,
|
||||||
|
"g": 255,
|
||||||
|
"b": 255,
|
||||||
|
"a": 255
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
6
assets/materials/loading-style-1.mtl.meta
Normal file
6
assets/materials/loading-style-1.mtl.meta
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.0.3",
|
||||||
|
"uuid": "297af3e9-5fd3-41ec-9005-ae50b366f81c",
|
||||||
|
"dataAsSubAsset": null,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
7
assets/migration.meta
Normal file
7
assets/migration.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.0.1",
|
||||||
|
"uuid": "4a779443-b2a6-4aa1-ba46-02baa772b60f",
|
||||||
|
"isSubpackage": false,
|
||||||
|
"subpackageName": "",
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
13
assets/migration/use_reversed_rotateBy.js
Normal file
13
assets/migration/use_reversed_rotateBy.js
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
/*
|
||||||
|
* This script is automatically generated by Cocos Creator and is only used for projects compatible with v2.1.0/v2.1.1/v2.3.0/v2.3.1/v2.3.2 versions.
|
||||||
|
* You do not need to manually add this script in any other project.
|
||||||
|
* If you don't use cc.Action in your project, you can delete this script directly.
|
||||||
|
* If your project is hosted in VCS such as git, submit this script together.
|
||||||
|
*
|
||||||
|
* 此脚本由 Cocos Creator 自动生成,仅用于兼容 v2.1.0/v2.1.1/v2.3.0/v2.3.1/v2.3.2 版本的工程,
|
||||||
|
* 你无需在任何其它项目中手动添加此脚本。
|
||||||
|
* 如果你的项目中没用到 Action,可直接删除该脚本。
|
||||||
|
* 如果你的项目有托管于 git 等版本库,请将此脚本一并上传。
|
||||||
|
*/
|
||||||
|
|
||||||
|
cc.RotateBy._reverse = true;
|
9
assets/migration/use_reversed_rotateBy.js.meta
Normal file
9
assets/migration/use_reversed_rotateBy.js.meta
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.0.8",
|
||||||
|
"uuid": "c9410158-f845-485b-a354-cbe3452ece6e",
|
||||||
|
"isPlugin": false,
|
||||||
|
"loadPluginInWeb": true,
|
||||||
|
"loadPluginInNative": true,
|
||||||
|
"loadPluginInEditor": false,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
|
"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "147d5b9f-b769-4112-9daf-2e28236161fa",
|
"uuid": "147d5b9f-b769-4112-9daf-2e28236161fa",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "69a920f1-0509-4d54-b033-5fb5b1283b72",
|
"uuid": "69a920f1-0509-4d54-b033-5fb5b1283b72",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "6c0134dc-238e-4bed-b9a3-3f09c1e320a3",
|
"uuid": "6c0134dc-238e-4bed-b9a3-3f09c1e320a3",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "46f3cebd-8cc8-462a-885d-9a2984712368",
|
"uuid": "46f3cebd-8cc8-462a-885d-9a2984712368",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
587
assets/scenes/LoadingStyle1EffectScene.fire
Executable file
587
assets/scenes/LoadingStyle1EffectScene.fire
Executable file
@ -0,0 +1,587 @@
|
|||||||
|
[
|
||||||
|
{
|
||||||
|
"__type__": "cc.SceneAsset",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"_native": "",
|
||||||
|
"scene": {
|
||||||
|
"__id__": 1
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Scene",
|
||||||
|
"_objFlags": 0,
|
||||||
|
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0,
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||||||
|
0,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
1,
|
||||||
|
1
|
||||||
|
]
|
||||||
|
},
|
||||||
|
"_eulerAngles": {
|
||||||
|
"__type__": "cc.Vec3",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0,
|
||||||
|
"z": 0
|
||||||
|
},
|
||||||
|
"_skewX": 0,
|
||||||
|
"_skewY": 0,
|
||||||
|
"_is3DNode": false,
|
||||||
|
"_groupIndex": 0,
|
||||||
|
"groupIndex": 0,
|
||||||
|
"_id": "eaOw97g6VPlqi9X+HgLDbU"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Sprite",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 9
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"_materials": [
|
||||||
|
{
|
||||||
|
"__uuid__": "297af3e9-5fd3-41ec-9005-ae50b366f81c"
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"_srcBlendFactor": 770,
|
||||||
|
"_dstBlendFactor": 771,
|
||||||
|
"_spriteFrame": {
|
||||||
|
"__uuid__": "410fb916-8721-4663-bab8-34397391ace7"
|
||||||
|
},
|
||||||
|
"_type": 0,
|
||||||
|
"_sizeMode": 0,
|
||||||
|
"_fillType": 0,
|
||||||
|
"_fillCenter": {
|
||||||
|
"__type__": "cc.Vec2",
|
||||||
|
"x": 0,
|
||||||
|
"y": 0
|
||||||
|
},
|
||||||
|
"_fillStart": 0,
|
||||||
|
"_fillRange": 0,
|
||||||
|
"_isTrimmedMode": true,
|
||||||
|
"_atlas": null,
|
||||||
|
"_id": "7at8uTCAVC4ITQp51YFx8w"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "68622NlRNJFN4QrXlFCQMe/",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 5
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"_id": "d0LfKEJ/dDCIoTfYJyyNvM"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Canvas",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"_designResolution": {
|
||||||
|
"__type__": "cc.Size",
|
||||||
|
"width": 960,
|
||||||
|
"height": 640
|
||||||
|
},
|
||||||
|
"_fitWidth": true,
|
||||||
|
"_fitHeight": true,
|
||||||
|
"_id": "4bz2+ak99DBYVlSVIMFGN0"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Widget",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"alignMode": 1,
|
||||||
|
"_target": null,
|
||||||
|
"_alignFlags": 45,
|
||||||
|
"_left": 0,
|
||||||
|
"_right": 0,
|
||||||
|
"_top": 0,
|
||||||
|
"_bottom": 0,
|
||||||
|
"_verticalCenter": 0,
|
||||||
|
"_horizontalCenter": 0,
|
||||||
|
"_isAbsLeft": true,
|
||||||
|
"_isAbsRight": true,
|
||||||
|
"_isAbsTop": true,
|
||||||
|
"_isAbsBottom": true,
|
||||||
|
"_isAbsHorizontalCenter": true,
|
||||||
|
"_isAbsVerticalCenter": true,
|
||||||
|
"_originalWidth": 0,
|
||||||
|
"_originalHeight": 0,
|
||||||
|
"_id": "baGc8fMtRAmaROqHbDl034"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "9ed1dQP3bBHS7dzMbIxKbil",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
||||||
|
"_enabled": true,
|
||||||
|
"_id": "feQUZ11GBOyYOcovtTdSee"
|
||||||
|
}
|
||||||
|
]
|
7
assets/scenes/LoadingStyle1EffectScene.fire.meta
Normal file
7
assets/scenes/LoadingStyle1EffectScene.fire.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.2.7",
|
||||||
|
"uuid": "e00a9056-db3b-4893-a3cf-dcf28d8cb22f",
|
||||||
|
"asyncLoadAssets": false,
|
||||||
|
"autoReleaseAssets": false,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "4dcbd4ff-0bf9-4429-8c1f-44ad1b7a2192",
|
"uuid": "4dcbd4ff-0bf9-4429-8c1f-44ad1b7a2192",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "7f52e736-cdaf-44df-bd73-e2120e59267b",
|
"uuid": "7f52e736-cdaf-44df-bd73-e2120e59267b",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "dbecc9f5-b74f-4e1d-a024-bf3d5eac0847",
|
"uuid": "dbecc9f5-b74f-4e1d-a024-bf3d5eac0847",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "7d64bd80-8e2c-4c7c-8d65-ea69b0c4b3d3",
|
"uuid": "7d64bd80-8e2c-4c7c-8d65-ea69b0c4b3d3",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "3bf0537b-ca38-4d1d-9c51-4e6c8a6369b0",
|
"uuid": "3bf0537b-ca38-4d1d-9c51-4e6c8a6369b0",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "6c351889-b6c8-409f-b36c-4263b06d0b23",
|
"uuid": "6c351889-b6c8-409f-b36c-4263b06d0b23",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.6",
|
"ver": "1.2.7",
|
||||||
"uuid": "c2dec4ed-8129-40a2-9a1e-2440da772015",
|
"uuid": "c2dec4ed-8129-40a2-9a1e-2440da772015",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
9
assets/scripts/LoadingStyleEffect1Scene.ts
Normal file
9
assets/scripts/LoadingStyleEffect1Scene.ts
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
const { ccclass, property } = cc._decorator;
|
||||||
|
|
||||||
|
@ccclass
|
||||||
|
export default class LoadingStyleEffect1Scene extends cc.Component {
|
||||||
|
onLoad() {
|
||||||
|
// 关闭动态合图
|
||||||
|
cc.dynamicAtlasManager.enabled = false;
|
||||||
|
}
|
||||||
|
}
|
9
assets/scripts/LoadingStyleEffect1Scene.ts.meta
Normal file
9
assets/scripts/LoadingStyleEffect1Scene.ts.meta
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.0.8",
|
||||||
|
"uuid": "9ed1d40f-ddb0-474b-b773-31b23129b8a5",
|
||||||
|
"isPlugin": false,
|
||||||
|
"loadPluginInWeb": true,
|
||||||
|
"loadPluginInNative": true,
|
||||||
|
"loadPluginInEditor": false,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
@ -1,6 +1,7 @@
|
|||||||
{
|
{
|
||||||
"engine": "cocos2d-html5",
|
"engine": "cocos2d-html5",
|
||||||
"packages": "packages",
|
"packages": "packages",
|
||||||
"version": "2.3.1",
|
"version": "2.3.3",
|
||||||
"id": "7e74e9ed-5c28-4e81-ae0e-5a67f548022c"
|
"id": "7e74e9ed-5c28-4e81-ae0e-5a67f548022c",
|
||||||
|
"isNew": false
|
||||||
}
|
}
|
@ -35,5 +35,6 @@
|
|||||||
"enable": false
|
"enable": false
|
||||||
}
|
}
|
||||||
},
|
},
|
||||||
"start-scene": "current"
|
"start-scene": "current",
|
||||||
|
"migrate-history": []
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user