Merge branch 'release/0.9.0'
This commit is contained in:
commit
2739eb9391
@ -1,5 +1,10 @@
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# ChangeLog
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# ChangeLog
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||||||
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## 0.9.0 (2020-02-17)
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|
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||||||
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- 支持 Cocos Creator v2.3.0
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||||||
|
- 由于2.3.0和2.2.2,2.2.1差别较大,因此,此Tag的最新项目已经无法在2.2.1,2.2.2中重新打开,如果确实需要在 2.2.1,2.2.2 中打开,请先切换到旧版本的tag(`0.8.0`),才能用 2.2.1,2.2.2打开
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|
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||||||
## 0.8.0 (2020-02-07)
|
## 0.8.0 (2020-02-07)
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||||||
|
|
||||||
- 支持 Cocos Creator v2.2.2
|
- 支持 Cocos Creator v2.2.2
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||||||
|
11
README.md
11
README.md
@ -1,9 +1,10 @@
|
|||||||
# Cocos Creator Shader Effect Demo
|
# Cocos Creator Shader Effect Demo
|
||||||
|
|
||||||
[![](https://img.shields.io/badge/Release-0.8.0-green.svg)](CHANGELOG.md)
|
[![](https://img.shields.io/badge/Release-0.9.0-green.svg)](CHANGELOG.md)
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||||||
[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
|
[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
|
||||||
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
|
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.3.0-orange.svg)](http://www.cocos.com/creator)
|
||||||
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.2-orange.svg)](http://www.cocos.com/creator)
|
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.2-orange.svg)](http://www.cocos.com/creator)
|
||||||
|
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
|
||||||
|
|
||||||
|
|
||||||
## 一、项目说明
|
## 一、项目说明
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||||||
@ -11,9 +12,9 @@
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|||||||
1. 此项目为我在学习过程中的一些分享和实现,因此项目名字以 **`Demo`** 为后缀。
|
1. 此项目为我在学习过程中的一些分享和实现,因此项目名字以 **`Demo`** 为后缀。
|
||||||
2. 项目重点在于 **「渔」**,不在于 **「鱼」** 。
|
2. 项目重点在于 **「渔」**,不在于 **「鱼」** 。
|
||||||
3. 如果你有意将此Demo中的效果加入到你的项目中,**请认真评估是否适合你的项目使用!**
|
3. 如果你有意将此Demo中的效果加入到你的项目中,**请认真评估是否适合你的项目使用!**
|
||||||
4. 本项目支持 Cocos Creator `v2.2.1` 、 `v2.2.2`
|
4. 本项目支持 Cocos Creator `v2.3.0` 、 ~~`v2.2.2`~~ 、 ~~`v2.2.1`~~
|
||||||
1. 项目当前正在使用 v2.2.2 开发
|
1. 项目当前正在使用 v2.3.0 开发
|
||||||
2. 如果采用 Cocos Creator v2.2.1打开,在打开的时候,Cocos Creator 会提示有降级打开项目的提醒,忽略直接打开即可
|
2. 由于2.3.0和2.2.2,2.2.1差别较大,因此,`master`分支的最新项目已经无法在2.2.1,2.2.2中重新打开,如果确实需要在 2.2.1,2.2.2 中打开,请先切换到旧版本的tag(`0.8.0`),才能用 2.2.1,2.2.2打开
|
||||||
|
|
||||||
## 二、系列文章
|
## 二、系列文章
|
||||||
|
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "8f277982-dc0a-4030-90cc-b336a928a372",
|
"uuid": "8f277982-dc0a-4030-90cc-b336a928a372",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\n\nattribute vec4 a_color;\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\n\nattribute vec2 a_uv0;\n\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\n\nvarying vec2 v_uv0;\n\nuniform sampler2D texture;\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n}\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\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}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\n\nin vec4 a_color;\n\nout vec4 v_color;\n\n#if USE_TEXTURE\n\nin vec2 a_uv0;\n\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\n\nin vec2 v_uv0;\n\nuniform sampler2D texture;\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n}\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\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -22,7 +22,7 @@ CCEffect %{
|
|||||||
# 光束颜色
|
# 光束颜色
|
||||||
lightColor: {
|
lightColor: {
|
||||||
value: [1.0, 1.0, 0.0, 1.0],
|
value: [1.0, 1.0, 0.0, 1.0],
|
||||||
inspector: {
|
editor: {
|
||||||
type: color,
|
type: color,
|
||||||
tooltip: "光束颜色"
|
tooltip: "光束颜色"
|
||||||
}
|
}
|
||||||
@ -31,7 +31,7 @@ CCEffect %{
|
|||||||
# 光束中心点坐标
|
# 光束中心点坐标
|
||||||
lightCenterPoint: {
|
lightCenterPoint: {
|
||||||
value: [0.2, 0.2],
|
value: [0.2, 0.2],
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "光束中心点坐标"
|
tooltip: "光束中心点坐标"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -39,7 +39,7 @@ CCEffect %{
|
|||||||
# 光束倾斜角度
|
# 光束倾斜角度
|
||||||
lightAngle: {
|
lightAngle: {
|
||||||
value: 36.0,
|
value: 36.0,
|
||||||
inspctor: {
|
editor: {
|
||||||
tooltip: "光束倾斜角度",
|
tooltip: "光束倾斜角度",
|
||||||
range: [0.0, 1.0],
|
range: [0.0, 1.0],
|
||||||
}
|
}
|
||||||
@ -48,7 +48,7 @@ CCEffect %{
|
|||||||
# 光束宽度
|
# 光束宽度
|
||||||
lightWidth: {
|
lightWidth: {
|
||||||
value: 0.2,
|
value: 0.2,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "光束宽度"
|
tooltip: "光束宽度"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -56,7 +56,7 @@ CCEffect %{
|
|||||||
# 启用光束渐变
|
# 启用光束渐变
|
||||||
enableGradient: {
|
enableGradient: {
|
||||||
value: 1.0,
|
value: 1.0,
|
||||||
inspecator: {
|
editor: {
|
||||||
tooltip: "是否启用光束渐变。0:不启用,非0:启用"
|
tooltip: "是否启用光束渐变。0:不启用,非0:启用"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -64,7 +64,7 @@ CCEffect %{
|
|||||||
# 裁剪掉透明区域上的光
|
# 裁剪掉透明区域上的光
|
||||||
cropAlpha: {
|
cropAlpha: {
|
||||||
value: 1.0,
|
value: 1.0,
|
||||||
inspecator: {
|
editor: {
|
||||||
tooltip: "是否裁剪透明区域上的光。0:不启用,非0:启用"
|
tooltip: "是否裁剪透明区域上的光。0:不启用,非0:启用"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -72,7 +72,7 @@ CCEffect %{
|
|||||||
# 是否启用迷雾效果
|
# 是否启用迷雾效果
|
||||||
enableFog: {
|
enableFog: {
|
||||||
value: 0.0,
|
value: 0.0,
|
||||||
inspecator: {
|
editor: {
|
||||||
tooltip: "是否启用迷雾效果。0:不启用,非0:启用"
|
tooltip: "是否启用迷雾效果。0:不启用,非0:启用"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -151,7 +151,7 @@ CCProgram fs %{
|
|||||||
// 是否启用迷雾效果
|
// 是否启用迷雾效果
|
||||||
// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
|
// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
|
||||||
float enableFog;
|
float enableFog;
|
||||||
}
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 添加光束颜色
|
* 添加光束颜色
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6",
|
"uuid": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\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;\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n\n float angleInRadians = radians(lightAngle);\n\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n float offsetDis = abs(v_uv0.x - dx);\n\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n \n float a = 1.0 ;\n\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n\n vec4 finalLightColor = lightColor * a;\n\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n \n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_LIGHT\nuniform Light {\n\n vec4 lightColor;\n\n vec2 lightCenterPoint;\n\n float lightAngle;\n\n float lightWidth;\n\n float enableGradient;\n\n float cropAlpha;\n\n float enableFog;\n}\n\n/**\n * 添加光束颜色\n */\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n\n float angleInRadians = radians(lightAngle);\n\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n\n float offsetDis = abs(v_uv0.x - dx);\n\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n \n float a = 1.0 ;\n\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n\n vec4 finalLightColor = lightColor * a;\n\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n \n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -22,7 +22,7 @@ CCEffect %{
|
|||||||
# # 标准方差值
|
# # 标准方差值
|
||||||
# stDev: {
|
# stDev: {
|
||||||
# value: 0.84089642,
|
# value: 0.84089642,
|
||||||
# inspector: {
|
# editor: {
|
||||||
# tooltip: "标准方差值"
|
# tooltip: "标准方差值"
|
||||||
# }
|
# }
|
||||||
# }
|
# }
|
||||||
@ -30,7 +30,7 @@ CCEffect %{
|
|||||||
# 纹理尺寸
|
# 纹理尺寸
|
||||||
textureSize: {
|
textureSize: {
|
||||||
value: [100.0, 100.0],
|
value: [100.0, 100.0],
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "纹理尺寸px(宽 x 高)"
|
tooltip: "纹理尺寸px(宽 x 高)"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -105,7 +105,7 @@ CCProgram fs %{
|
|||||||
|
|
||||||
// // 标准方差值
|
// // 标准方差值
|
||||||
// float stDev;
|
// float stDev;
|
||||||
}
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取权重(对应二维高斯函数公式,见 https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A )
|
* 获取权重(对应二维高斯函数公式,见 https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A )
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "41f4d474-d707-45bb-af93-637573f92d54",
|
"uuid": "41f4d474-d707-45bb-af93-637573f92d54",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\nuniform vec2 textureSize;\n/**\n * 获取权重(对应二维高斯函数公式,见 https:\n\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n\n float totalWeight = getWeight(0.0, 0.0);\n\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\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\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n\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\n float weight = getWeight(x, y) / totalWeight;\n\n finalColor += texture2D(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\nuniform GaussianBlur {\n\n vec2 textureSize;\n\n}\n\n/**\n * 获取权重(对应二维高斯函数公式,见 https:\n\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n #if ENABLE_GAUSSIAN_BLUR\n\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n\n float totalWeight = getWeight(0.0, 0.0);\n\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\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\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n\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\n float weight = getWeight(x, y) / totalWeight;\n\n finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -1,6 +1,5 @@
|
|||||||
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||||
// 内发光特效
|
|
||||||
// 原理: 采样周边像素alpha取平均值,叠加发光效果
|
|
||||||
CCEffect %{
|
CCEffect %{
|
||||||
techniques:
|
techniques:
|
||||||
- passes:
|
- passes:
|
||||||
@ -14,12 +13,11 @@ CCEffect %{
|
|||||||
properties:
|
properties:
|
||||||
texture: { value: white }
|
texture: { value: white }
|
||||||
alphaThreshold: { value: 0.5 }
|
alphaThreshold: { value: 0.5 }
|
||||||
|
|
||||||
# 自定义参数
|
# 自定义参数
|
||||||
# 发光颜色
|
# 发光颜色
|
||||||
glowColor: {
|
glowColor: {
|
||||||
value: [1.0, 1.0, 0.0, 1.0],
|
value: [1.0, 1.0, 0.0, 1.0],
|
||||||
inspector: {
|
editor: {
|
||||||
type: color,
|
type: color,
|
||||||
tooltip: "发光颜色"
|
tooltip: "发光颜色"
|
||||||
}
|
}
|
||||||
@ -27,7 +25,7 @@ CCEffect %{
|
|||||||
# 发光宽度
|
# 发光宽度
|
||||||
glowColorSize: {
|
glowColorSize: {
|
||||||
value: 0.2,
|
value: 0.2,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "发光宽度",
|
tooltip: "发光宽度",
|
||||||
range: [0.0, 1.0],
|
range: [0.0, 1.0],
|
||||||
}
|
}
|
||||||
@ -37,7 +35,7 @@ CCEffect %{
|
|||||||
# 一般用于解决图像边缘存在渐变透明的时,决定超过这个透明度阈值的边缘点才点发光,具体可以操作一下
|
# 一般用于解决图像边缘存在渐变透明的时,决定超过这个透明度阈值的边缘点才点发光,具体可以操作一下
|
||||||
glowThreshold: {
|
glowThreshold: {
|
||||||
value: 0.1,
|
value: 0.1,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "发光阈值",
|
tooltip: "发光阈值",
|
||||||
range: [0.0, 1.0]
|
range: [0.0, 1.0]
|
||||||
}
|
}
|
||||||
@ -207,7 +205,7 @@ CCProgram fs %{
|
|||||||
vec4 o = vec4(1, 1, 1, 1);
|
vec4 o = vec4(1, 1, 1, 1);
|
||||||
|
|
||||||
#if USE_TEXTURE
|
#if USE_TEXTURE
|
||||||
o *= getTextureColor(texture, v_uv0);
|
o *= texture(texture, v_uv0);
|
||||||
#if CC_USE_ALPHA_ATLAS_TEXTURE
|
#if CC_USE_ALPHA_ATLAS_TEXTURE
|
||||||
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
|
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
|
||||||
#endif
|
#endif
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "90211f16-c00e-4c37-a192-43ec50c9ea35",
|
"uuid": "345a48c3-c00c-45d2-b6c9-b1ac49f46662",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_INNER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中,超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv,返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv,返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv,返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv,返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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 texture2D(texture, v_uv0);\n}\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n\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\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_INNER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n float glowThreshold;\n\n};\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中,超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv,返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv,返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv,返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv,返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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}\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n\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\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\n }\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -1,6 +1,5 @@
|
|||||||
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||||
// 外发光特效
|
|
||||||
// 原理:采样周边像素alpha取平均值,给外部加发光效果(1-col.a可避免内部发光)
|
|
||||||
CCEffect %{
|
CCEffect %{
|
||||||
techniques:
|
techniques:
|
||||||
- passes:
|
- passes:
|
||||||
@ -14,12 +13,11 @@ CCEffect %{
|
|||||||
properties:
|
properties:
|
||||||
texture: { value: white }
|
texture: { value: white }
|
||||||
alphaThreshold: { value: 0.5 }
|
alphaThreshold: { value: 0.5 }
|
||||||
|
|
||||||
# 自定义参数
|
# 自定义参数
|
||||||
# 发光颜色
|
# 发光颜色
|
||||||
glowColor: {
|
glowColor: {
|
||||||
value: [1.0, 1.0, 0.0, 1.0],
|
value: [1.0, 1.0, 0.0, 1.0],
|
||||||
inspector: {
|
editor: {
|
||||||
type: color,
|
type: color,
|
||||||
tooltip: "发光颜色"
|
tooltip: "发光颜色"
|
||||||
}
|
}
|
||||||
@ -27,7 +25,7 @@ CCEffect %{
|
|||||||
# 发光宽度
|
# 发光宽度
|
||||||
glowColorSize: {
|
glowColorSize: {
|
||||||
value: 0.15,
|
value: 0.15,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "发光宽度",
|
tooltip: "发光宽度",
|
||||||
range: [0.0, 1.0],
|
range: [0.0, 1.0],
|
||||||
}
|
}
|
||||||
@ -36,7 +34,7 @@ CCEffect %{
|
|||||||
# 只有小于等于这个透明度的点才会发光
|
# 只有小于等于这个透明度的点才会发光
|
||||||
glowThreshold: {
|
glowThreshold: {
|
||||||
value: 1.0,
|
value: 1.0,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "发光阈值",
|
tooltip: "发光阈值",
|
||||||
range: [0.0, 1.0]
|
range: [0.0, 1.0]
|
||||||
}
|
}
|
||||||
@ -50,20 +48,17 @@ CCProgram vs %{
|
|||||||
#include <cc-global>
|
#include <cc-global>
|
||||||
#include <cc-local>
|
#include <cc-local>
|
||||||
|
|
||||||
// a_position 是笛卡尔坐标右手系,也是OpenGL的坐标系,原点在左下角,X轴正方向往右,Y轴正方向往上,Z轴正方向往外
|
|
||||||
in vec3 a_position;
|
in vec3 a_position;
|
||||||
in vec4 a_color;
|
in vec4 a_color;
|
||||||
out vec4 v_color;
|
out vec4 v_color;
|
||||||
|
|
||||||
#if USE_TEXTURE
|
#if USE_TEXTURE
|
||||||
// a_uv0 是标准屏幕坐标系,即原点在左上角,X轴正方向往右,Y轴正方向往下
|
|
||||||
in vec2 a_uv0;
|
in vec2 a_uv0;
|
||||||
out vec2 v_uv0;
|
out vec2 v_uv0;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void main () {
|
void main () {
|
||||||
vec4 pos = vec4(a_position, 1);
|
vec4 pos = vec4(a_position, 1);
|
||||||
// vec4 pos = vec4(a_position * vec3(1.0, 1.0, 1.0), 1);
|
|
||||||
|
|
||||||
#if CC_USE_MODEL
|
#if CC_USE_MODEL
|
||||||
pos = cc_matViewProj * cc_matWorld * pos;
|
pos = cc_matViewProj * cc_matWorld * pos;
|
||||||
@ -239,7 +234,7 @@ CCProgram fs %{
|
|||||||
vec4 o = vec4(1, 1, 1, 1);
|
vec4 o = vec4(1, 1, 1, 1);
|
||||||
|
|
||||||
#if USE_TEXTURE
|
#if USE_TEXTURE
|
||||||
o *= getTextureColor(texture, v_uv0);
|
o *= texture(texture, v_uv0);
|
||||||
#if CC_USE_ALPHA_ATLAS_TEXTURE
|
#if CC_USE_ALPHA_ATLAS_TEXTURE
|
||||||
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
|
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
|
||||||
#endif
|
#endif
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a",
|
"uuid": "67e9833e-aa43-427a-ba89-d7bdd1ef0aed",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\n\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中,超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv,返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv,返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv,返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv,返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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 texture2D(texture, v_uv0);\n}\n\n#if SHOW_OUTTER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n\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\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_OUTTER_GLOW\n\n float alpha = getGlowAlpha();\n\n if (alpha <= glowThreshold) {\n\n alpha = alpha / glowThreshold;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n\n alpha = 0.0;\n }\n\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\n\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中,超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv,返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv,返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv,返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv,返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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}\n\n#if SHOW_OUTTER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n float glowThreshold;\n\n};\n\n/**\n * 获取指定角度方向,距离为xxx的像素的透明度\n *\n * @param angle 角度 [0.0, 360.0]\n * @param dist 距离 [0.0, 1.0]\n *\n * @return alpha [0.0, 1.0]\n */\nfloat getColorAlpha(float angle, float dist) {\n\n float radian = angle * 0.01745329252;\n\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian))); \n return color.a;\n}\n\n/**\n * 获取指定距离的周边像素的透明度平均值\n *\n * @param dist 距离 [0.0, 1.0]\n *\n * @return average alpha [0.0, 1.0]\n */\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\n\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\n}\n\n/**\n * 获取发光的透明度\n */\nfloat getGlowAlpha() {\n\n if (glowColorSize == 0.0) {\n return 0.0;\n }\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n #if USE_TEXTURE\n o *= getTextureColor(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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_OUTTER_GLOW\n\n float alpha = getGlowAlpha();\n\n if (alpha <= glowThreshold) {\n\n alpha = alpha / glowThreshold;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n\n alpha = 0.0;\n }\n\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -21,7 +21,7 @@ CCEffect %{
|
|||||||
# 灰化程度
|
# 灰化程度
|
||||||
grayLevel: {
|
grayLevel: {
|
||||||
value: 1.0,
|
value: 1.0,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "灰化程度",
|
tooltip: "灰化程度",
|
||||||
range: [0.0, 1.0]
|
range: [0.0, 1.0]
|
||||||
}
|
}
|
||||||
@ -80,7 +80,7 @@ CCProgram fs %{
|
|||||||
uniform GrayPhoto {
|
uniform GrayPhoto {
|
||||||
// 灰化程度
|
// 灰化程度
|
||||||
float grayLevel;
|
float grayLevel;
|
||||||
}
|
};
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void main () {
|
void main () {
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "2e5b29d9-dd5e-4f3d-92e9-e580745b3bc8",
|
"uuid": "2e5b29d9-dd5e-4f3d-92e9-e580745b3bc8",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_GRAY\nuniform float grayLevel;\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if USE_GRAY\n vec4 srcColor = o;\n\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\n o = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\n}\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 = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_GRAY\nuniform GrayPhoto {\n\n float grayLevel;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if USE_GRAY\n vec4 srcColor = o;\n\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\n o = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\n}\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 = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -18,14 +18,14 @@ CCEffect %{
|
|||||||
# X轴方块数量
|
# X轴方块数量
|
||||||
xBlockCount: {
|
xBlockCount: {
|
||||||
value: 30.0,
|
value: 30.0,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "X轴方向马赛克方块数量"
|
tooltip: "X轴方向马赛克方块数量"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
# Y轴方块数量
|
# Y轴方块数量
|
||||||
yBlockCount: {
|
yBlockCount: {
|
||||||
value: 30.0,
|
value: 30.0,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "Y轴方向马赛克方块数量"
|
tooltip: "Y轴方向马赛克方块数量"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -85,7 +85,7 @@ CCProgram fs %{
|
|||||||
float xBlockCount;
|
float xBlockCount;
|
||||||
// Y轴方块数量
|
// Y轴方块数量
|
||||||
float yBlockCount;
|
float yBlockCount;
|
||||||
}
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取v_uv0最终映射的马赛格格子的坐标
|
* 获取v_uv0最终映射的马赛格格子的坐标
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "9638979d-62b3-4e5b-adea-7ad706e66e65",
|
"uuid": "9638979d-62b3-4e5b-adea-7ad706e66e65",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_MOSAIC\nuniform float xBlockCount;\nuniform float yBlockCount;\n/**\n * 获取v_uv0最终映射的马赛格格子的坐标\n *\n * @return 映射后坐标\n */\nvec2 getUvMapPos() {\n\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\n float blockXIndex = floor(v_uv0.x / blockWidth);\n\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\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_MOSAIC\nuniform Mosaic {\n\n float xBlockCount;\n\n float yBlockCount;\n}\n\n/**\n * 获取v_uv0最终映射的马赛格格子的坐标\n *\n * @return 映射后坐标\n */\nvec2 getUvMapPos() {\n\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\n float blockXIndex = floor(v_uv0.x / blockWidth);\n\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\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -21,7 +21,7 @@ CCEffect %{
|
|||||||
# 老化程度
|
# 老化程度
|
||||||
oldLevel: {
|
oldLevel: {
|
||||||
value: 1.0,
|
value: 1.0,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "老化程度",
|
tooltip: "老化程度",
|
||||||
range: [0.0, 1.0]
|
range: [0.0, 1.0]
|
||||||
}
|
}
|
||||||
@ -80,7 +80,7 @@ CCProgram fs %{
|
|||||||
uniform OldPhoto {
|
uniform OldPhoto {
|
||||||
// 老化程度
|
// 老化程度
|
||||||
float oldLevel;
|
float oldLevel;
|
||||||
}
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 获取老化颜色
|
* 获取老化颜色
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "211eddf3-c53d-46e3-8c09-c1bf38e644e2",
|
"uuid": "211eddf3-c53d-46e3-8c09-c1bf38e644e2",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_OLD_PHOTO\nuniform float oldLevel;\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\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\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}\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 = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}"
|
||||||
},
|
},
|
||||||
"glsl3": {
|
"glsl3": {
|
||||||
"vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if USE_OLD_PHOTO\nuniform OldPhoto {\n\n float oldLevel;\n}\n\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\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\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}\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 = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||||
// 描边特效
|
|
||||||
CCEffect %{
|
CCEffect %{
|
||||||
techniques:
|
techniques:
|
||||||
- passes:
|
- passes:
|
||||||
@ -17,7 +17,7 @@ CCEffect %{
|
|||||||
# 描边颜色
|
# 描边颜色
|
||||||
outlineColor: {
|
outlineColor: {
|
||||||
value: [1.0, 0.0, 0.0, 1.0],
|
value: [1.0, 0.0, 0.0, 1.0],
|
||||||
inspector: {
|
editor: {
|
||||||
type: color,
|
type: color,
|
||||||
tooltip: "描边颜色",
|
tooltip: "描边颜色",
|
||||||
}
|
}
|
||||||
@ -26,11 +26,12 @@ CCEffect %{
|
|||||||
# 描边宽度
|
# 描边宽度
|
||||||
outlineWidth: {
|
outlineWidth: {
|
||||||
value: 0.002,
|
value: 0.002,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "描边宽度",
|
tooltip: "描边宽度",
|
||||||
range: [0.0, 1.0]
|
range: [0.0, 1.0]
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}%
|
}%
|
||||||
|
|
||||||
|
|
||||||
@ -109,7 +110,6 @@ CCProgram fs %{
|
|||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void main () {
|
void main () {
|
||||||
vec4 o = vec4(1, 1, 1, 1);
|
vec4 o = vec4(1, 1, 1, 1);
|
||||||
|
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "559dcd1e-233b-4e1f-b1da-733c9232f06f",
|
"uuid": "34c2ed47-4d59-41c4-b91c-157c32e9d0eb",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_OUT_LINE\n\nuniform vec4 outlineColor;\nuniform float outlineWidth;\n\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_OUT_LINE\n\n if (outlineWidth == 0.0) {\n return;\n }\n\n vec4 color_dest = outlineColor * getBgAlpha();\n\n vec4 color_src = o;\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if SHOW_OUT_LINE\n\nuniform Outline {\n\n vec4 outlineColor;\n\n float outlineWidth;\n\n};\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\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n\n #if SHOW_OUT_LINE\n\n if (outlineWidth == 0.0) {\n return;\n }\n\n vec4 color_dest = outlineColor * getBgAlpha();\n\n vec4 color_src = o;\n\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -22,7 +22,7 @@ CCEffect %{
|
|||||||
# 扩散颜色
|
# 扩散颜色
|
||||||
centerColor: {
|
centerColor: {
|
||||||
value: [1.0, 1.0, 0.0, 1.0],
|
value: [1.0, 1.0, 0.0, 1.0],
|
||||||
inspector: {
|
editor: {
|
||||||
type: color,
|
type: color,
|
||||||
tooltip: "发光颜色"
|
tooltip: "发光颜色"
|
||||||
}
|
}
|
||||||
@ -31,7 +31,7 @@ CCEffect %{
|
|||||||
# 扩散起点坐标
|
# 扩散起点坐标
|
||||||
centerPoint: {
|
centerPoint: {
|
||||||
value: [0.2, 0.2],
|
value: [0.2, 0.2],
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "扩散起点坐标"
|
tooltip: "扩散起点坐标"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -39,10 +39,26 @@ CCEffect %{
|
|||||||
# 扩散半径
|
# 扩散半径
|
||||||
radius: {
|
radius: {
|
||||||
value: 0.4,
|
value: 0.4,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "扩散半径"
|
tooltip: "扩散半径"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
# 裁剪掉透明区域上的光
|
||||||
|
cropAlpha: {
|
||||||
|
value: 1.0,
|
||||||
|
editor: {
|
||||||
|
tooltip: "是否裁剪透明区域上的光。0:不启用,非0:启用"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
# 是否启用迷雾效果
|
||||||
|
enableFog: {
|
||||||
|
value: 0.0,
|
||||||
|
editor: {
|
||||||
|
tooltip: "是否启用迷雾效果。0:不启用,非0:启用"
|
||||||
|
}
|
||||||
|
}
|
||||||
}%
|
}%
|
||||||
|
|
||||||
|
|
||||||
@ -104,14 +120,14 @@ CCProgram fs %{
|
|||||||
// 扩展半径
|
// 扩展半径
|
||||||
float radius;
|
float radius;
|
||||||
|
|
||||||
// 裁剪掉透明区域上的点光
|
// 裁剪掉透明区域上的光
|
||||||
// ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
|
// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
|
||||||
bool cropAlpha;
|
float cropAlpha;
|
||||||
|
|
||||||
// 是否启用迷雾效果
|
// 是否启用迷雾效果
|
||||||
// ps:编辑器还不支持 bool 类型的样子,因此没在 CCEffect 中定义
|
// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
|
||||||
bool enableFog;
|
float enableFog;
|
||||||
}
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* 添加某个扩散点后混合后的纹理颜色
|
* 添加某个扩散点后混合后的纹理颜色
|
||||||
@ -123,12 +139,12 @@ CCProgram fs %{
|
|||||||
float a = 1.0 ;
|
float a = 1.0 ;
|
||||||
|
|
||||||
// 裁剪掉透明区域上的点光
|
// 裁剪掉透明区域上的点光
|
||||||
if (cropAlpha) {
|
if (bool(cropAlpha)) {
|
||||||
a *= step(0.01, textureColor.a);
|
a *= step(0.01, textureColor.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
// 裁剪掉圆范围外的uv(迷雾效果)
|
// 裁剪掉光束范围外的uv(迷雾效果)
|
||||||
if (!enableFog) {
|
if (!bool(enableFog)) {
|
||||||
a *= step(dis, radius);
|
a *= step(dis, radius);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53",
|
"uuid": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\nuniform bool cropAlpha;\nuniform bool enableFog;\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\n\n a *= 1.0 - (dis / radius);\n\n vec4 lightColor = centerColor * a;\n\n return textureColor * textureColor.a + lightColor;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n \n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_DIFFUSION\nuniform Diffusion {\n\n vec4 centerColor;\n\n vec2 centerPoint;\n\n float radius;\n\n bool cropAlpha;\n\n bool enableFog;\n}\n\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = 1.0 ;\n\n if (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n\n if (!enableFog) {\n a *= step(dis, radius);\n }\n\n a *= 1.0 - (dis / radius);\n\n vec4 lightColor = centerColor * a;\n\n return textureColor * textureColor.a + lightColor;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n gl_FragColor = o;\n \n #if ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -21,9 +21,8 @@ CCEffect %{
|
|||||||
# 圆角半径
|
# 圆角半径
|
||||||
radius: {
|
radius: {
|
||||||
value: 0.4,
|
value: 0.4,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "圆角半径",
|
tooltip: "圆角半径"
|
||||||
range: [0.0, 0.5]
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}%
|
}%
|
||||||
@ -80,7 +79,7 @@ CCProgram fs %{
|
|||||||
uniform RoundCorner {
|
uniform RoundCorner {
|
||||||
// 圆角半径
|
// 圆角半径
|
||||||
float radius;
|
float radius;
|
||||||
}
|
};
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void main () {
|
void main () {
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "a4afedba-5234-44d7-9031-cba83051d521",
|
"uuid": "a4afedba-5234-44d7-9031-cba83051d521",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_ROUNDCORNER\nuniform float radius;\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if ENABLE_ROUNDCORNER\n\n float circleRadius = clamp(0.0, 0.5, radius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\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}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_ROUNDCORNER\nuniform RoundCorner {\n\n float radius;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if ENABLE_ROUNDCORNER\n\n float circleRadius = clamp(0.0, 0.5, radius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\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}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -24,18 +24,16 @@ CCEffect %{
|
|||||||
# 圆角x轴半径长度(相对于纹理宽度)
|
# 圆角x轴半径长度(相对于纹理宽度)
|
||||||
xRadius: {
|
xRadius: {
|
||||||
value: 0.4,
|
value: 0.4,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "圆角x轴半径长度(相对于纹理宽度)",
|
tooltip: "圆角x轴半径长度(相对于纹理宽度)"
|
||||||
range: [0.0, 0.5]
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
# 圆角y轴半径长度(相对于纹理高度)
|
# 圆角y轴半径长度(相对于纹理高度)
|
||||||
yRadius: {
|
yRadius: {
|
||||||
value: 0.4,
|
value: 0.4,
|
||||||
inspector: {
|
editor: {
|
||||||
tooltip: "圆角y轴半径长度(相对于纹理高度)",
|
tooltip: "圆角y轴半径长度(相对于纹理高度)"
|
||||||
range: [0.0, 0.5]
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}%
|
}%
|
||||||
@ -95,7 +93,7 @@ CCProgram fs %{
|
|||||||
|
|
||||||
// 圆角y轴半径长度(相对于纹理高度)
|
// 圆角y轴半径长度(相对于纹理高度)
|
||||||
float yRadius;
|
float yRadius;
|
||||||
}
|
};
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
void main () {
|
void main () {
|
||||||
|
@ -1,15 +1,15 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.23",
|
"ver": "1.0.25",
|
||||||
"uuid": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d",
|
"uuid": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d",
|
||||||
"compiledShaders": [
|
"compiledShaders": [
|
||||||
{
|
{
|
||||||
"glsl1": {
|
"glsl1": {
|
||||||
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_ROUNDCORNER\nuniform float xRadius;\nuniform float yRadius;\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if ENABLE_ROUNDCORNER\n\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n\n float angleInRadian = atan(ry / rx);\n\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n\n float smo = smoothstep(0.0, maxDis, curDis);\n\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n\n o = vec4(o.rgb, o.a * alpha);\n\n #endif\n gl_FragColor = o;\n}\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 vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\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\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
|
"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}",
|
||||||
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_ROUNDCORNER\nuniform RoundCorner {\n\n float xRadius;\n\n float yRadius;\n}\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\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\n o *= v_color;\n\n ALPHA_TEST(o);\n\n #if ENABLE_ROUNDCORNER\n\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n\n float angleInRadian = atan(ry / rx);\n\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n\n float smo = smoothstep(0.0, maxDis, curDis);\n\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n\n o = vec4(o.rgb, o.a * alpha);\n\n #endif\n gl_FragColor = o;\n}\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}"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -1,13 +1,16 @@
|
|||||||
{
|
{
|
||||||
"__type__": "cc.Material",
|
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||||||
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|
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||||||
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|
||||||
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||||||
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|
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||||||
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|
||||||
|
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|
||||||
|
}
|
||||||
|
}
|
||||||
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|
}
|
@ -1,5 +1,5 @@
|
|||||||
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||||||
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|
"ver": "1.0.3",
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@ -1,24 +1,29 @@
|
|||||||
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|
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|
||||||
"__type__": "cc.Material",
|
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|
||||||
"_name": "",
|
"_name": "sprite-flash-light",
|
||||||
"_objFlags": 0,
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|
"0": {
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||||||
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|
"props": {
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||||||
"_props": {
|
"lightColor": {
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||||||
"lightColor": {
|
"__type__": "cc.Color",
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||||||
"__type__": "cc.Color",
|
"r": 255,
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||||||
"r": 255,
|
"g": 245,
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||||||
"g": 245,
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"b": 0,
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||||||
"b": 0,
|
"a": 255
|
||||||
"a": 255
|
},
|
||||||
},
|
"lightAngle": 36,
|
||||||
"lightAngle": 36,
|
"lightWidth": 0.2
|
||||||
"lightWidth": 0.2
|
},
|
||||||
|
"defines": {
|
||||||
|
"USE_TEXTURE": true,
|
||||||
|
"ENABLE_LIGHT": true
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
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"ver": "1.0.2",
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"ver": "1.0.3",
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"uuid": "43a22f18-72fc-4399-b5ae-8305705861f4",
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||||||
"__type__": "cc.Material",
|
"__type__": "cc.Material",
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||||||
"_name": "",
|
"_name": "sprite-gaussian-blur-v1",
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||||||
"_objFlags": 0,
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"_native": "",
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"__uuid__": "41f4d474-d707-45bb-af93-637573f92d54"
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"_defines": {
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"_techniqueIndex": 0,
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"USE_TEXTURE": true,
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"_techniqueData": {
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"ENABLE_GAUSSIAN_BLUR": true
|
"0": {
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||||||
},
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"defines": {
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||||||
"_props": {}
|
"USE_TEXTURE": true,
|
||||||
|
"ENABLE_GAUSSIAN_BLUR": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
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@ -1,5 +1,5 @@
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|||||||
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{
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||||||
"ver": "1.0.2",
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"ver": "1.0.3",
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"uuid": "dd3d8f78-9b79-4ca7-9bf7-7a09f7b34108",
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@ -1,26 +1,18 @@
|
|||||||
{
|
{
|
||||||
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|
"__type__": "cc.Material",
|
||||||
"_name": "",
|
"_name": "New Material",
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||||||
"_objFlags": 0,
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"_objFlags": 0,
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||||||
"_native": "",
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"_native": "",
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"__uuid__": "90211f16-c00e-4c37-a192-43ec50c9ea35"
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"_defines": {
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"_techniqueData": {
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"0": {
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"SHOW_INNER_GLOW": true
|
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"USE_TEXTURE": true,
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"_props": {
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"texture": null,
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}
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"glowColor": {
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}
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"glowColorSize": 0.2,
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||||||
"glowThreshold": 0.1
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||||||
}
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}
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||||||
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}
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@ -1,6 +1,6 @@
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@ -1,6 +1,6 @@
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@ -1,14 +1,18 @@
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|||||||
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"_name": "sprite-gray",
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||||||
|
"USE_GRAY": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.2",
|
"ver": "1.0.3",
|
||||||
"uuid": "ee9df2cd-dc1c-4fa7-9ef6-b253eee81746",
|
"uuid": "ee9df2cd-dc1c-4fa7-9ef6-b253eee81746",
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"dataAsSubAsset": null,
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"dataAsSubAsset": null,
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"subMetas": {}
|
"subMetas": {}
|
||||||
|
@ -1,17 +1,22 @@
|
|||||||
{
|
{
|
||||||
"__type__": "cc.Material",
|
"__type__": "cc.Material",
|
||||||
"_name": "",
|
"_name": "sprite-mosaic",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_effectAsset": {
|
"_effectAsset": {
|
||||||
"__uuid__": "9638979d-62b3-4e5b-adea-7ad706e66e65"
|
"__uuid__": "9638979d-62b3-4e5b-adea-7ad706e66e65"
|
||||||
},
|
},
|
||||||
"_defines": {
|
"_techniqueIndex": 0,
|
||||||
"USE_TEXTURE": true,
|
"_techniqueData": {
|
||||||
"USE_MOSAIC": true
|
"0": {
|
||||||
},
|
"props": {
|
||||||
"_props": {
|
"xBlockCount": 40,
|
||||||
"xBlockCount": 40,
|
"yBlockCount": 40
|
||||||
"yBlockCount": 40
|
},
|
||||||
|
"defines": {
|
||||||
|
"USE_TEXTURE": true,
|
||||||
|
"USE_MOSAIC": true
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.2",
|
"ver": "1.0.3",
|
||||||
"uuid": "f2651803-80c3-4665-bd81-2ad946a12dec",
|
"uuid": "f2651803-80c3-4665-bd81-2ad946a12dec",
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"dataAsSubAsset": null,
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"dataAsSubAsset": null,
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"subMetas": {}
|
"subMetas": {}
|
||||||
|
@ -1,14 +1,18 @@
|
|||||||
{
|
{
|
||||||
"__type__": "cc.Material",
|
"__type__": "cc.Material",
|
||||||
"_name": "",
|
"_name": "sprite-old-photo",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_effectAsset": {
|
"_effectAsset": {
|
||||||
"__uuid__": "211eddf3-c53d-46e3-8c09-c1bf38e644e2"
|
"__uuid__": "211eddf3-c53d-46e3-8c09-c1bf38e644e2"
|
||||||
},
|
},
|
||||||
"_defines": {
|
"_techniqueIndex": 0,
|
||||||
"USE_TEXTURE": true,
|
"_techniqueData": {
|
||||||
"USE_OLD_PHOTO": true
|
"0": {
|
||||||
},
|
"defines": {
|
||||||
"_props": {}
|
"USE_TEXTURE": true,
|
||||||
|
"USE_OLD_PHOTO": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.2",
|
"ver": "1.0.3",
|
||||||
"uuid": "268b1aff-299a-4735-9f5c-5aa8d4d51788",
|
"uuid": "268b1aff-299a-4735-9f5c-5aa8d4d51788",
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"dataAsSubAsset": null,
|
"dataAsSubAsset": null,
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"subMetas": {}
|
"subMetas": {}
|
||||||
|
@ -1,25 +1,18 @@
|
|||||||
{
|
{
|
||||||
"__type__": "cc.Material",
|
"__type__": "cc.Material",
|
||||||
"_name": "",
|
"_name": "New Material",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_effectAsset": {
|
"_effectAsset": {
|
||||||
"__uuid__": "559dcd1e-233b-4e1f-b1da-733c9232f06f"
|
"__uuid__": "34c2ed47-4d59-41c4-b91c-157c32e9d0eb"
|
||||||
},
|
},
|
||||||
"_defines": {
|
"_techniqueIndex": 0,
|
||||||
"USE_TEXTURE": true,
|
"_techniqueData": {
|
||||||
"USE_ALPHA_TEST": false,
|
"0": {
|
||||||
"SHOW_OUT_LINE": true
|
"defines": {
|
||||||
},
|
"USE_TEXTURE": true,
|
||||||
"_props": {
|
"SHOW_OUT_LINE": true
|
||||||
"texture": null,
|
}
|
||||||
"outlineColor": {
|
}
|
||||||
"__type__": "cc.Color",
|
|
||||||
"r": 255,
|
|
||||||
"g": 0,
|
|
||||||
"b": 0,
|
|
||||||
"a": 255
|
|
||||||
},
|
|
||||||
"outlineWidth": 0.002
|
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.2",
|
"ver": "1.0.3",
|
||||||
"uuid": "daf44951-2c80-4778-b99f-52cfc78ab053",
|
"uuid": "df1eb418-ec89-4e04-a579-03fcfbc315fc",
|
||||||
"dataAsSubAsset": null,
|
"dataAsSubAsset": null,
|
||||||
"subMetas": {}
|
"subMetas": {}
|
||||||
}
|
}
|
@ -1,16 +1,21 @@
|
|||||||
{
|
{
|
||||||
"__type__": "cc.Material",
|
"__type__": "cc.Material",
|
||||||
"_name": "",
|
"_name": "sprite-point-light",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_effectAsset": {
|
"_effectAsset": {
|
||||||
"__uuid__": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53"
|
"__uuid__": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53"
|
||||||
},
|
},
|
||||||
"_defines": {
|
"_techniqueIndex": 0,
|
||||||
"USE_TEXTURE": true,
|
"_techniqueData": {
|
||||||
"ENABLE_DIFFUSION": true
|
"0": {
|
||||||
},
|
"props": {
|
||||||
"_props": {
|
"radius": 0.4
|
||||||
"radius": 0.4
|
},
|
||||||
|
"defines": {
|
||||||
|
"USE_TEXTURE": true,
|
||||||
|
"ENABLE_DIFFUSION": true
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.2",
|
"ver": "1.0.3",
|
||||||
"uuid": "d88d982e-4ed7-4f90-9566-2ac2fef4bcb3",
|
"uuid": "d88d982e-4ed7-4f90-9566-2ac2fef4bcb3",
|
||||||
"dataAsSubAsset": null,
|
"dataAsSubAsset": null,
|
||||||
"subMetas": {}
|
"subMetas": {}
|
||||||
|
@ -1,14 +1,18 @@
|
|||||||
{
|
{
|
||||||
"__type__": "cc.Material",
|
"__type__": "cc.Material",
|
||||||
"_name": "",
|
"_name": "sprite-round-corner-crop-v1",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_effectAsset": {
|
"_effectAsset": {
|
||||||
"__uuid__": "a4afedba-5234-44d7-9031-cba83051d521"
|
"__uuid__": "a4afedba-5234-44d7-9031-cba83051d521"
|
||||||
},
|
},
|
||||||
"_defines": {
|
"_techniqueIndex": 0,
|
||||||
"USE_TEXTURE": true,
|
"_techniqueData": {
|
||||||
"ENABLE_ROUNDCORNER": true
|
"0": {
|
||||||
},
|
"defines": {
|
||||||
"_props": {}
|
"USE_TEXTURE": true,
|
||||||
|
"ENABLE_ROUNDCORNER": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.2",
|
"ver": "1.0.3",
|
||||||
"uuid": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310",
|
"uuid": "642c2d0e-7eb6-4d65-96f2-d6e0d0305310",
|
||||||
"dataAsSubAsset": null,
|
"dataAsSubAsset": null,
|
||||||
"subMetas": {}
|
"subMetas": {}
|
||||||
|
@ -1,14 +1,18 @@
|
|||||||
{
|
{
|
||||||
"__type__": "cc.Material",
|
"__type__": "cc.Material",
|
||||||
"_name": "",
|
"_name": "sprite-round-corner-crop-v2",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"_native": "",
|
"_native": "",
|
||||||
"_effectAsset": {
|
"_effectAsset": {
|
||||||
"__uuid__": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d"
|
"__uuid__": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d"
|
||||||
},
|
},
|
||||||
"_defines": {
|
"_techniqueIndex": 0,
|
||||||
"USE_TEXTURE": true,
|
"_techniqueData": {
|
||||||
"ENABLE_ROUNDCORNER": true
|
"0": {
|
||||||
},
|
"defines": {
|
||||||
"_props": {}
|
"USE_TEXTURE": true,
|
||||||
|
"ENABLE_ROUNDCORNER": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.0.2",
|
"ver": "1.0.3",
|
||||||
"uuid": "a86e8864-5390-443f-b41b-b38e9d584c43",
|
"uuid": "a86e8864-5390-443f-b41b-b38e9d584c43",
|
||||||
"dataAsSubAsset": null,
|
"dataAsSubAsset": null,
|
||||||
"subMetas": {}
|
"subMetas": {}
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 167
|
"__id__": 167
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 168
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -7636,5 +7639,31 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "03L/odvhhCMbGdMQ+Kowzg"
|
"_id": "03L/odvhhCMbGdMQ+Kowzg"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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
|
||||||
}
|
}
|
||||||
]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
|
"uuid": "54bdad42-93aa-4869-a465-c0eac37bf0d2",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 48
|
"__id__": 48
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 49
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -2155,5 +2158,31 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "77Tlx8YKFO6aLFI6G67OJ+"
|
"_id": "77Tlx8YKFO6aLFI6G67OJ+"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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
|
||||||
}
|
}
|
||||||
]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "147d5b9f-b769-4112-9daf-2e28236161fa",
|
"uuid": "147d5b9f-b769-4112-9daf-2e28236161fa",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -78,10 +78,13 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 130
|
"__id__": 124
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 131
|
"__id__": 125
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 126
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -171,7 +174,7 @@
|
|||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
492.17758360225525,
|
324.7595264191645,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
@ -251,7 +254,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 129
|
"__id__": 123
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -670,6 +673,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -1237,6 +1242,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -1431,6 +1438,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -1998,6 +2007,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -2192,6 +2203,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -2759,6 +2772,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -2953,6 +2968,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -3520,6 +3537,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -3714,6 +3733,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -4281,6 +4302,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -4475,6 +4498,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -5042,6 +5067,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -5152,24 +5179,15 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 119
|
"__id__": 119
|
||||||
},
|
|
||||||
{
|
|
||||||
"__id__": 121
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__id__": 123
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__id__": 125
|
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 127
|
"__id__": 121
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 128
|
"__id__": 122
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5184,7 +5202,7 @@
|
|||||||
"_contentSize": {
|
"_contentSize": {
|
||||||
"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
"width": 384,
|
"width": 384,
|
||||||
"height": 435.33
|
"height": 442
|
||||||
},
|
},
|
||||||
"_anchorPoint": {
|
"_anchorPoint": {
|
||||||
"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
@ -5220,100 +5238,6 @@
|
|||||||
"groupIndex": 0,
|
"groupIndex": 0,
|
||||||
"_id": "feymBChPxA1pr6+/rlPqey"
|
"_id": "feymBChPxA1pr6+/rlPqey"
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"__type__": "cc.Node",
|
|
||||||
"_name": "ball_0",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"_parent": {
|
|
||||||
"__id__": 114
|
|
||||||
},
|
|
||||||
"_children": [],
|
|
||||||
"_active": false,
|
|
||||||
"_components": [
|
|
||||||
{
|
|
||||||
"__id__": 116
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_prefab": null,
|
|
||||||
"_opacity": 255,
|
|
||||||
"_color": {
|
|
||||||
"__type__": "cc.Color",
|
|
||||||
"r": 255,
|
|
||||||
"g": 255,
|
|
||||||
"b": 255,
|
|
||||||
"a": 255
|
|
||||||
},
|
|
||||||
"_contentSize": {
|
|
||||||
"__type__": "cc.Size",
|
|
||||||
"width": 60,
|
|
||||||
"height": 60
|
|
||||||
},
|
|
||||||
"_anchorPoint": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0.5,
|
|
||||||
"y": 0.5
|
|
||||||
},
|
|
||||||
"_trs": {
|
|
||||||
"__type__": "TypedArray",
|
|
||||||
"ctor": "Float64Array",
|
|
||||||
"array": [
|
|
||||||
0,
|
|
||||||
-30,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
1,
|
|
||||||
2,
|
|
||||||
2,
|
|
||||||
1
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"_eulerAngles": {
|
|
||||||
"__type__": "cc.Vec3",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0,
|
|
||||||
"z": 0
|
|
||||||
},
|
|
||||||
"_skewX": 0,
|
|
||||||
"_skewY": 0,
|
|
||||||
"_is3DNode": false,
|
|
||||||
"_groupIndex": 0,
|
|
||||||
"groupIndex": 0,
|
|
||||||
"_id": "49czqIEPBHr6kLJbb+kN8/"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Sprite",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 115
|
|
||||||
},
|
|
||||||
"_enabled": true,
|
|
||||||
"_materials": [
|
|
||||||
{
|
|
||||||
"__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_srcBlendFactor": 770,
|
|
||||||
"_dstBlendFactor": 771,
|
|
||||||
"_spriteFrame": {
|
|
||||||
"__uuid__": "d0b78623-4e79-4de1-b1d2-ea211bf4652c"
|
|
||||||
},
|
|
||||||
"_type": 0,
|
|
||||||
"_sizeMode": 1,
|
|
||||||
"_fillType": 0,
|
|
||||||
"_fillCenter": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0
|
|
||||||
},
|
|
||||||
"_fillStart": 0,
|
|
||||||
"_fillRange": 0,
|
|
||||||
"_isTrimmedMode": true,
|
|
||||||
"_atlas": null,
|
|
||||||
"_id": "94vIBMHVlAN4EGbkr2wRvX"
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"__type__": "cc.Node",
|
"__type__": "cc.Node",
|
||||||
"_name": "cocos_logo",
|
"_name": "cocos_logo",
|
||||||
@ -5325,7 +5249,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 118
|
"__id__": 116
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5381,12 +5305,12 @@
|
|||||||
"_name": "",
|
"_name": "",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"node": {
|
"node": {
|
||||||
"__id__": 117
|
"__id__": 115
|
||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c"
|
"__uuid__": "647e873f-e0ed-4ce7-84cb-9e4d4f8a211f"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
||||||
@ -5419,7 +5343,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 120
|
"__id__": 118
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5475,12 +5399,12 @@
|
|||||||
"_name": "",
|
"_name": "",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"node": {
|
"node": {
|
||||||
"__id__": 119
|
"__id__": 117
|
||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c"
|
"__uuid__": "647e873f-e0ed-4ce7-84cb-9e4d4f8a211f"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
||||||
@ -5502,192 +5426,6 @@
|
|||||||
"_atlas": null,
|
"_atlas": null,
|
||||||
"_id": "4bH5hzKe9LsLQeXjLynIHQ"
|
"_id": "4bH5hzKe9LsLQeXjLynIHQ"
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"__type__": "cc.Node",
|
|
||||||
"_name": "video_btn",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"_parent": {
|
|
||||||
"__id__": 114
|
|
||||||
},
|
|
||||||
"_children": [],
|
|
||||||
"_active": false,
|
|
||||||
"_components": [
|
|
||||||
{
|
|
||||||
"__id__": 122
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_prefab": null,
|
|
||||||
"_opacity": 255,
|
|
||||||
"_color": {
|
|
||||||
"__type__": "cc.Color",
|
|
||||||
"r": 255,
|
|
||||||
"g": 255,
|
|
||||||
"b": 255,
|
|
||||||
"a": 255
|
|
||||||
},
|
|
||||||
"_contentSize": {
|
|
||||||
"__type__": "cc.Size",
|
|
||||||
"width": 50,
|
|
||||||
"height": 50
|
|
||||||
},
|
|
||||||
"_anchorPoint": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0.5,
|
|
||||||
"y": 0.5
|
|
||||||
},
|
|
||||||
"_trs": {
|
|
||||||
"__type__": "TypedArray",
|
|
||||||
"ctor": "Float64Array",
|
|
||||||
"array": [
|
|
||||||
0,
|
|
||||||
-559,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
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": "c73V7fMuVE0aD5fGtmyzmF"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Sprite",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 121
|
|
||||||
},
|
|
||||||
"_enabled": true,
|
|
||||||
"_materials": [
|
|
||||||
{
|
|
||||||
"__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_srcBlendFactor": 770,
|
|
||||||
"_dstBlendFactor": 771,
|
|
||||||
"_spriteFrame": {
|
|
||||||
"__uuid__": "54142b08-a163-426e-a75e-4c7b21046413"
|
|
||||||
},
|
|
||||||
"_type": 0,
|
|
||||||
"_sizeMode": 1,
|
|
||||||
"_fillType": 0,
|
|
||||||
"_fillCenter": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0
|
|
||||||
},
|
|
||||||
"_fillStart": 0,
|
|
||||||
"_fillRange": 0,
|
|
||||||
"_isTrimmedMode": true,
|
|
||||||
"_atlas": null,
|
|
||||||
"_id": "f43fJCjNdOS5VHAEhp0yDU"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Node",
|
|
||||||
"_name": "SystemFont",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"_parent": {
|
|
||||||
"__id__": 114
|
|
||||||
},
|
|
||||||
"_children": [],
|
|
||||||
"_active": false,
|
|
||||||
"_components": [
|
|
||||||
{
|
|
||||||
"__id__": 124
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_prefab": null,
|
|
||||||
"_opacity": 255,
|
|
||||||
"_color": {
|
|
||||||
"__type__": "cc.Color",
|
|
||||||
"r": 255,
|
|
||||||
"g": 255,
|
|
||||||
"b": 255,
|
|
||||||
"a": 255
|
|
||||||
},
|
|
||||||
"_contentSize": {
|
|
||||||
"__type__": "cc.Size",
|
|
||||||
"width": 97.87,
|
|
||||||
"height": 50.4
|
|
||||||
},
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|
||||||
"_anchorPoint": {
|
|
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"__type__": "cc.Vec2",
|
|
||||||
"x": 0.5,
|
|
||||||
"y": 0.5
|
|
||||||
},
|
|
||||||
"_trs": {
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|
||||||
"__type__": "TypedArray",
|
|
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"ctor": "Float64Array",
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|
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"array": [
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0,
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|
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0,
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0,
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0,
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|
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1,
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|
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1,
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|
||||||
1
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"_eulerAngles": {
|
|
||||||
"__type__": "cc.Vec3",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0,
|
|
||||||
"z": 0
|
|
||||||
},
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|
||||||
"_skewX": 0,
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|
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|
|
||||||
"_is3DNode": false,
|
|
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"_groupIndex": 0,
|
|
||||||
"groupIndex": 0,
|
|
||||||
"_id": "5dfIaYLgJPQKk50HqrgyHI"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Label",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 123
|
|
||||||
},
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|
||||||
"_enabled": true,
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|
||||||
"_materials": [
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|
||||||
{
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||||||
"__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c"
|
|
||||||
}
|
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],
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||||||
"_useOriginalSize": false,
|
|
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"_string": "System Font",
|
|
||||||
"_N$string": "System Font",
|
|
||||||
"_fontSize": 40,
|
|
||||||
"_lineHeight": 40,
|
|
||||||
"_enableWrapText": true,
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"_isSystemFontUsed": true,
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"_spacingX": 0,
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||||||
"_batchAsBitmap": false,
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"_N$horizontalAlign": 1,
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|
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"_N$verticalAlign": 1,
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|
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"_N$fontFamily": "Arial",
|
|
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"_N$overflow": 0,
|
|
||||||
"_N$cacheMode": 0,
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|
||||||
"_id": "d1whc7H8RHdrROcYj+2Qh1"
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"__type__": "cc.Node",
|
"__type__": "cc.Node",
|
||||||
"_name": "BmFont",
|
"_name": "BmFont",
|
||||||
@ -5699,7 +5437,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 126
|
"__id__": 120
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5714,7 +5452,7 @@
|
|||||||
"_contentSize": {
|
"_contentSize": {
|
||||||
"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
"width": 167.5,
|
"width": 167.5,
|
||||||
"height": 33.33
|
"height": 40
|
||||||
},
|
},
|
||||||
"_anchorPoint": {
|
"_anchorPoint": {
|
||||||
"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
@ -5726,7 +5464,7 @@
|
|||||||
"ctor": "Float64Array",
|
"ctor": "Float64Array",
|
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"array": [
|
"array": [
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0,
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0,
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-418.665,
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-422,
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0,
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0,
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0,
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0,
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0,
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0,
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@ -5755,12 +5493,12 @@
|
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"_name": "",
|
"_name": "",
|
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"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"node": {
|
"node": {
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"__id__": 125
|
"__id__": 119
|
||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c"
|
"__uuid__": "647e873f-e0ed-4ce7-84cb-9e4d4f8a211f"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_useOriginalSize": false,
|
"_useOriginalSize": false,
|
||||||
@ -5775,6 +5513,8 @@
|
|||||||
"_isSystemFontUsed": false,
|
"_isSystemFontUsed": false,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -5820,7 +5560,7 @@
|
|||||||
"_layoutSize": {
|
"_layoutSize": {
|
||||||
"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
"width": 384,
|
"width": 384,
|
||||||
"height": 435.33
|
"height": 442
|
||||||
},
|
},
|
||||||
"_resize": 1,
|
"_resize": 1,
|
||||||
"_N$layoutType": 2,
|
"_N$layoutType": 2,
|
||||||
@ -5878,5 +5618,32 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "1a7ypfDW1DQqGMHUC5Sf0L"
|
"_id": "1a7ypfDW1DQqGMHUC5Sf0L"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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": "314F24pJRBBZaYka0OCTsh"
|
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}
|
}
|
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]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
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"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "69a920f1-0509-4d54-b033-5fb5b1283b72",
|
"uuid": "69a920f1-0509-4d54-b033-5fb5b1283b72",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -78,10 +78,13 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
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{
|
{
|
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"__id__": 130
|
"__id__": 126
|
||||||
},
|
},
|
||||||
{
|
{
|
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"__id__": 131
|
"__id__": 127
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|
},
|
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|
{
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|
"__id__": 128
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}
|
}
|
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],
|
],
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"_prefab": null,
|
"_prefab": null,
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@ -171,7 +174,7 @@
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0,
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0,
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0,
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0,
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407.8979651824706,
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0,
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@ -251,7 +254,7 @@
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"_active": true,
|
"_active": true,
|
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"_components": [
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"_components": [
|
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{
|
{
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"__id__": 129
|
"__id__": 125
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}
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}
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],
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],
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"_prefab": null,
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@ -670,6 +673,8 @@
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|
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|
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"_N$horizontalAlign": 2,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -1237,6 +1242,8 @@
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"_isSystemFontUsed": true,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 0,
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"_N$horizontalAlign": 0,
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"_N$verticalAlign": 1,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -1431,6 +1438,8 @@
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"_isSystemFontUsed": true,
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"_isSystemFontUsed": true,
|
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"_spacingX": 0,
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"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 2,
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"_N$horizontalAlign": 2,
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"_N$verticalAlign": 1,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -1998,6 +2007,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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"_spacingX": 0,
|
"_spacingX": 0,
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"_batchAsBitmap": false,
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"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 0,
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"_N$horizontalAlign": 0,
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"_N$verticalAlign": 1,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -2192,6 +2203,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
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"_spacingX": 0,
|
"_spacingX": 0,
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"_batchAsBitmap": false,
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"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 2,
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"_N$horizontalAlign": 2,
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"_N$verticalAlign": 1,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -2759,6 +2772,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
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|
"_spacingX": 0,
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"_batchAsBitmap": false,
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"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 0,
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"_N$horizontalAlign": 0,
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"_N$verticalAlign": 1,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -2953,6 +2968,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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"_spacingX": 0,
|
"_spacingX": 0,
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"_batchAsBitmap": false,
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"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 2,
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"_N$horizontalAlign": 2,
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -3520,6 +3537,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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|
"_spacingX": 0,
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 0,
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"_N$horizontalAlign": 0,
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -3714,6 +3733,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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"_spacingX": 0,
|
"_spacingX": 0,
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -4281,6 +4302,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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"_spacingX": 0,
|
"_spacingX": 0,
|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -4475,6 +4498,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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"_spacingX": 0,
|
"_spacingX": 0,
|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 2,
|
"_N$horizontalAlign": 2,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -5042,6 +5067,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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"_spacingX": 0,
|
"_spacingX": 0,
|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 0,
|
"_N$horizontalAlign": 0,
|
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -5155,21 +5182,15 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 121
|
"__id__": 121
|
||||||
},
|
|
||||||
{
|
|
||||||
"__id__": 123
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__id__": 125
|
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 127
|
"__id__": 123
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 128
|
"__id__": 124
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5292,7 +5313,7 @@
|
|||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "16dd0f06-6280-4d74-8483-a50e23c00733"
|
"__uuid__": "b82b2ec7-1bf3-4840-b9af-66d2a0250c14"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
||||||
@ -5386,7 +5407,7 @@
|
|||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "16dd0f06-6280-4d74-8483-a50e23c00733"
|
"__uuid__": "b82b2ec7-1bf3-4840-b9af-66d2a0250c14"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
||||||
@ -5408,100 +5429,6 @@
|
|||||||
"_atlas": null,
|
"_atlas": null,
|
||||||
"_id": "74+WCqN01NIbcSpr5gcxmE"
|
"_id": "74+WCqN01NIbcSpr5gcxmE"
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"__type__": "cc.Node",
|
|
||||||
"_name": "ball_1",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"_parent": {
|
|
||||||
"__id__": 114
|
|
||||||
},
|
|
||||||
"_children": [],
|
|
||||||
"_active": false,
|
|
||||||
"_components": [
|
|
||||||
{
|
|
||||||
"__id__": 120
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_prefab": null,
|
|
||||||
"_opacity": 255,
|
|
||||||
"_color": {
|
|
||||||
"__type__": "cc.Color",
|
|
||||||
"r": 255,
|
|
||||||
"g": 255,
|
|
||||||
"b": 255,
|
|
||||||
"a": 255
|
|
||||||
},
|
|
||||||
"_contentSize": {
|
|
||||||
"__type__": "cc.Size",
|
|
||||||
"width": 60,
|
|
||||||
"height": 60
|
|
||||||
},
|
|
||||||
"_anchorPoint": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0.5,
|
|
||||||
"y": 0.5
|
|
||||||
},
|
|
||||||
"_trs": {
|
|
||||||
"__type__": "TypedArray",
|
|
||||||
"ctor": "Float64Array",
|
|
||||||
"array": [
|
|
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0,
|
|
||||||
-360,
|
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0,
|
|
||||||
0,
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|
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0,
|
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0,
|
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1,
|
|
||||||
2,
|
|
||||||
2,
|
|
||||||
1
|
|
||||||
]
|
|
||||||
},
|
|
||||||
"_eulerAngles": {
|
|
||||||
"__type__": "cc.Vec3",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0,
|
|
||||||
"z": 0
|
|
||||||
},
|
|
||||||
"_skewX": 0,
|
|
||||||
"_skewY": 0,
|
|
||||||
"_is3DNode": false,
|
|
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"_groupIndex": 0,
|
|
||||||
"groupIndex": 0,
|
|
||||||
"_id": "08wsP0gQdCnrq+UzPWkn0+"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Sprite",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 119
|
|
||||||
},
|
|
||||||
"_enabled": true,
|
|
||||||
"_materials": [
|
|
||||||
{
|
|
||||||
"__uuid__": "16dd0f06-6280-4d74-8483-a50e23c00733"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_srcBlendFactor": 770,
|
|
||||||
"_dstBlendFactor": 771,
|
|
||||||
"_spriteFrame": {
|
|
||||||
"__uuid__": "969fa66a-ae10-4157-b16e-4c1a4665920c"
|
|
||||||
},
|
|
||||||
"_type": 0,
|
|
||||||
"_sizeMode": 1,
|
|
||||||
"_fillType": 0,
|
|
||||||
"_fillCenter": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0,
|
|
||||||
"y": 0
|
|
||||||
},
|
|
||||||
"_fillStart": 0,
|
|
||||||
"_fillRange": 0,
|
|
||||||
"_isTrimmedMode": true,
|
|
||||||
"_atlas": null,
|
|
||||||
"_id": "4bH5hzKe9LsLQeXjLynIHQ"
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"__type__": "cc.Node",
|
"__type__": "cc.Node",
|
||||||
"_name": "video_btn",
|
"_name": "video_btn",
|
||||||
@ -5513,7 +5440,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 122
|
"__id__": 120
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5569,12 +5496,12 @@
|
|||||||
"_name": "",
|
"_name": "",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"node": {
|
"node": {
|
||||||
"__id__": 121
|
"__id__": 119
|
||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "16dd0f06-6280-4d74-8483-a50e23c00733"
|
"__uuid__": "b82b2ec7-1bf3-4840-b9af-66d2a0250c14"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
||||||
@ -5596,98 +5523,6 @@
|
|||||||
"_atlas": null,
|
"_atlas": null,
|
||||||
"_id": "f43fJCjNdOS5VHAEhp0yDU"
|
"_id": "f43fJCjNdOS5VHAEhp0yDU"
|
||||||
},
|
},
|
||||||
{
|
|
||||||
"__type__": "cc.Node",
|
|
||||||
"_name": "SystemFont",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"_parent": {
|
|
||||||
"__id__": 114
|
|
||||||
},
|
|
||||||
"_children": [],
|
|
||||||
"_active": false,
|
|
||||||
"_components": [
|
|
||||||
{
|
|
||||||
"__id__": 124
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_prefab": null,
|
|
||||||
"_opacity": 255,
|
|
||||||
"_color": {
|
|
||||||
"__type__": "cc.Color",
|
|
||||||
"r": 255,
|
|
||||||
"g": 255,
|
|
||||||
"b": 255,
|
|
||||||
"a": 255
|
|
||||||
},
|
|
||||||
"_contentSize": {
|
|
||||||
"__type__": "cc.Size",
|
|
||||||
"width": 97.87,
|
|
||||||
"height": 50.4
|
|
||||||
},
|
|
||||||
"_anchorPoint": {
|
|
||||||
"__type__": "cc.Vec2",
|
|
||||||
"x": 0.5,
|
|
||||||
"y": 0.5
|
|
||||||
},
|
|
||||||
"_trs": {
|
|
||||||
"__type__": "TypedArray",
|
|
||||||
"ctor": "Float64Array",
|
|
||||||
"array": [
|
|
||||||
0,
|
|
||||||
-657.2,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
0,
|
|
||||||
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": "5dfIaYLgJPQKk50HqrgyHI"
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"__type__": "cc.Label",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 123
|
|
||||||
},
|
|
||||||
"_enabled": true,
|
|
||||||
"_materials": [
|
|
||||||
{
|
|
||||||
"__uuid__": "16dd0f06-6280-4d74-8483-a50e23c00733"
|
|
||||||
}
|
|
||||||
],
|
|
||||||
"_useOriginalSize": false,
|
|
||||||
"_string": "System Font",
|
|
||||||
"_N$string": "System Font",
|
|
||||||
"_fontSize": 40,
|
|
||||||
"_lineHeight": 40,
|
|
||||||
"_enableWrapText": true,
|
|
||||||
"_N$file": null,
|
|
||||||
"_isSystemFontUsed": true,
|
|
||||||
"_spacingX": 0,
|
|
||||||
"_batchAsBitmap": false,
|
|
||||||
"_N$horizontalAlign": 1,
|
|
||||||
"_N$verticalAlign": 1,
|
|
||||||
"_N$fontFamily": "Arial",
|
|
||||||
"_N$overflow": 0,
|
|
||||||
"_N$cacheMode": 0,
|
|
||||||
"_id": "d1whc7H8RHdrROcYj+2Qh1"
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"__type__": "cc.Node",
|
"__type__": "cc.Node",
|
||||||
"_name": "BmFont",
|
"_name": "BmFont",
|
||||||
@ -5699,7 +5534,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 126
|
"__id__": 122
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5755,12 +5590,12 @@
|
|||||||
"_name": "",
|
"_name": "",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"node": {
|
"node": {
|
||||||
"__id__": 125
|
"__id__": 121
|
||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "16dd0f06-6280-4d74-8483-a50e23c00733"
|
"__uuid__": "b82b2ec7-1bf3-4840-b9af-66d2a0250c14"
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_useOriginalSize": false,
|
"_useOriginalSize": false,
|
||||||
@ -5775,6 +5610,8 @@
|
|||||||
"_isSystemFontUsed": false,
|
"_isSystemFontUsed": false,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -5878,5 +5715,32 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "86FdoQVK1Lo6LFPRQ25Wpn"
|
"_id": "86FdoQVK1Lo6LFPRQ25Wpn"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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": "5f1iMtZkxEdIa7zsEtvN72"
|
||||||
}
|
}
|
||||||
]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "6c0134dc-238e-4bed-b9a3-3f09c1e320a3",
|
"uuid": "6c0134dc-238e-4bed-b9a3-3f09c1e320a3",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 46
|
"__id__": 46
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 47
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -2058,5 +2061,31 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "15Zc5pRfhPD5BBaIqSPNrC"
|
"_id": "15Zc5pRfhPD5BBaIqSPNrC"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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
|
||||||
}
|
}
|
||||||
]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "46f3cebd-8cc8-462a-885d-9a2984712368",
|
"uuid": "46f3cebd-8cc8-462a-885d-9a2984712368",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 80
|
"__id__": 80
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 81
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -3586,5 +3589,31 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "67qshjCz5HzY6Lsg7VINZL"
|
"_id": "67qshjCz5HzY6Lsg7VINZL"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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
|
||||||
}
|
}
|
||||||
]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "4dcbd4ff-0bf9-4429-8c1f-44ad1b7a2192",
|
"uuid": "4dcbd4ff-0bf9-4429-8c1f-44ad1b7a2192",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 46
|
"__id__": 46
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 47
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -2058,5 +2061,31 @@
|
|||||||
},
|
},
|
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|
"_enabled": true,
|
||||||
"_id": "3aYHIG9t9FUI79rHpB2dpu"
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"_id": "3aYHIG9t9FUI79rHpB2dpu"
|
||||||
|
},
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{
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|
"__type__": "cc.Widget",
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||||||
|
"_name": "",
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"__id__": 2
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},
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"_enabled": true,
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"_isAbsBottom": true,
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|
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}
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]
|
]
|
@ -1,5 +1,5 @@
|
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{
|
{
|
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|
"ver": "1.2.6",
|
||||||
"uuid": "7f52e736-cdaf-44df-bd73-e2120e59267b",
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"uuid": "7f52e736-cdaf-44df-bd73-e2120e59267b",
|
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"asyncLoadAssets": false,
|
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|
"autoReleaseAssets": false,
|
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|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 46
|
"__id__": 46
|
||||||
|
},
|
||||||
|
{
|
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|
"__id__": 47
|
||||||
}
|
}
|
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],
|
],
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"_N$fontFamily": "Arial",
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"_isSystemFontUsed": true,
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"_spacingX": 0,
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"_batchAsBitmap": false,
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"_styleFlags": 0,
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"_underlineHeight": 0,
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"_N$horizontalAlign": 0,
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"_N$horizontalAlign": 0,
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"_N$verticalAlign": 1,
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -1364,7 +1371,7 @@
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"_contentSize": {
|
"_contentSize": {
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"__type__": "cc.Size",
|
"__type__": "cc.Size",
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"width": 384,
|
"width": 384,
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"height": 590.4
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},
|
},
|
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"_anchorPoint": {
|
"_anchorPoint": {
|
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"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
||||||
@ -1472,7 +1479,7 @@
|
|||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
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{
|
{
|
||||||
"__uuid__": "daf44951-2c80-4778-b99f-52cfc78ab053"
|
"__uuid__": "df1eb418-ec89-4e04-a579-03fcfbc315fc"
|
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}
|
}
|
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],
|
],
|
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"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
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@ -1566,7 +1573,7 @@
|
|||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "daf44951-2c80-4778-b99f-52cfc78ab053"
|
"__uuid__": "df1eb418-ec89-4e04-a579-03fcfbc315fc"
|
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}
|
}
|
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],
|
],
|
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"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
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@ -1660,7 +1667,7 @@
|
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"_enabled": true,
|
"_enabled": true,
|
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"_materials": [
|
"_materials": [
|
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{
|
{
|
||||||
"__uuid__": "daf44951-2c80-4778-b99f-52cfc78ab053"
|
"__uuid__": "df1eb418-ec89-4e04-a579-03fcfbc315fc"
|
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}
|
}
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],
|
],
|
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"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
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@ -1754,7 +1761,7 @@
|
|||||||
"_enabled": true,
|
"_enabled": true,
|
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"_materials": [
|
"_materials": [
|
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{
|
{
|
||||||
"__uuid__": "daf44951-2c80-4778-b99f-52cfc78ab053"
|
"__uuid__": "df1eb418-ec89-4e04-a579-03fcfbc315fc"
|
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}
|
}
|
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],
|
],
|
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"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
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@ -1848,7 +1855,7 @@
|
|||||||
"_enabled": true,
|
"_enabled": true,
|
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"_materials": [
|
"_materials": [
|
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{
|
{
|
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"__uuid__": "daf44951-2c80-4778-b99f-52cfc78ab053"
|
"__uuid__": "df1eb418-ec89-4e04-a579-03fcfbc315fc"
|
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}
|
}
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],
|
],
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"_useOriginalSize": false,
|
"_useOriginalSize": false,
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@ -1861,6 +1868,8 @@
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
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"_spacingX": 0,
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"_spacingX": 0,
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
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|
"_styleFlags": 0,
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|
"_underlineHeight": 0,
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"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
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@ -1894,7 +1903,7 @@
|
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"_contentSize": {
|
"_contentSize": {
|
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"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
"width": 167.5,
|
"width": 167.5,
|
||||||
"height": 33.33
|
"height": 40
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},
|
},
|
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"_anchorPoint": {
|
"_anchorPoint": {
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"__type__": "cc.Vec2",
|
"__type__": "cc.Vec2",
|
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@ -1906,7 +1915,7 @@
|
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"ctor": "Float64Array",
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"ctor": "Float64Array",
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"array": [
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"array": [
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0,
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0,
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@ -1940,7 +1949,7 @@
|
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"_enabled": true,
|
"_enabled": true,
|
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"_materials": [
|
"_materials": [
|
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{
|
{
|
||||||
"__uuid__": "daf44951-2c80-4778-b99f-52cfc78ab053"
|
"__uuid__": "df1eb418-ec89-4e04-a579-03fcfbc315fc"
|
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}
|
}
|
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],
|
],
|
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"_useOriginalSize": false,
|
"_useOriginalSize": false,
|
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@ -1955,6 +1964,8 @@
|
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"_isSystemFontUsed": false,
|
"_isSystemFontUsed": false,
|
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"_spacingX": 0,
|
"_spacingX": 0,
|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -2000,7 +2011,7 @@
|
|||||||
"_layoutSize": {
|
"_layoutSize": {
|
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"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
"width": 384,
|
"width": 384,
|
||||||
"height": 583.73
|
"height": 590.4
|
||||||
},
|
},
|
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"_resize": 1,
|
"_resize": 1,
|
||||||
"_N$layoutType": 2,
|
"_N$layoutType": 2,
|
||||||
@ -2058,5 +2069,32 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "580AzT6xFJvb7ohciGgehV"
|
"_id": "580AzT6xFJvb7ohciGgehV"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__type__": "cc.Widget",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
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|
"node": {
|
||||||
|
"__id__": 2
|
||||||
|
},
|
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|
"_enabled": true,
|
||||||
|
"alignMode": 1,
|
||||||
|
"_target": null,
|
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|
"_alignFlags": 45,
|
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|
"_left": 0,
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|
"_right": 0,
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|
"_top": 0,
|
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|
"_bottom": 0,
|
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|
"_verticalCenter": 0,
|
||||||
|
"_horizontalCenter": 0,
|
||||||
|
"_isAbsLeft": true,
|
||||||
|
"_isAbsRight": true,
|
||||||
|
"_isAbsTop": true,
|
||||||
|
"_isAbsBottom": true,
|
||||||
|
"_isAbsHorizontalCenter": true,
|
||||||
|
"_isAbsVerticalCenter": true,
|
||||||
|
"_originalWidth": 0,
|
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|
"_originalHeight": 0,
|
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|
"_id": "f7GTkBg4hJMpPgwjS3Vbiz"
|
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}
|
}
|
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]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "dbecc9f5-b74f-4e1d-a024-bf3d5eac0847",
|
"uuid": "dbecc9f5-b74f-4e1d-a024-bf3d5eac0847",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 138
|
"__id__": 138
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 139
|
||||||
}
|
}
|
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],
|
],
|
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|
"_prefab": null,
|
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@ -6286,5 +6289,31 @@
|
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},
|
},
|
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"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "8aXDbxs9dKkpT0kIbw8yNe"
|
"_id": "8aXDbxs9dKkpT0kIbw8yNe"
|
||||||
|
},
|
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|
{
|
||||||
|
"__type__": "cc.Widget",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"node": {
|
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|
"__id__": 2
|
||||||
|
},
|
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|
"_enabled": true,
|
||||||
|
"alignMode": 1,
|
||||||
|
"_target": null,
|
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|
"_alignFlags": 45,
|
||||||
|
"_left": 0,
|
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|
"_right": 0,
|
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|
"_top": 0,
|
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|
"_bottom": 0,
|
||||||
|
"_verticalCenter": 0,
|
||||||
|
"_horizontalCenter": 0,
|
||||||
|
"_isAbsLeft": true,
|
||||||
|
"_isAbsRight": true,
|
||||||
|
"_isAbsTop": true,
|
||||||
|
"_isAbsBottom": true,
|
||||||
|
"_isAbsHorizontalCenter": true,
|
||||||
|
"_isAbsVerticalCenter": true,
|
||||||
|
"_originalWidth": 0,
|
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|
"_originalHeight": 0
|
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}
|
}
|
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]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "7d64bd80-8e2c-4c7c-8d65-ea69b0c4b3d3",
|
"uuid": "7d64bd80-8e2c-4c7c-8d65-ea69b0c4b3d3",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 82
|
"__id__": 82
|
||||||
|
},
|
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|
{
|
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|
"__id__": 83
|
||||||
}
|
}
|
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],
|
],
|
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|
"_prefab": null,
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@ -171,7 +174,7 @@
|
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0,
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0,
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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|
"_spacingX": 0,
|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -1066,7 +1071,7 @@
|
|||||||
"_enabled": true,
|
"_enabled": true,
|
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"_materials": [
|
"_materials": [
|
||||||
{
|
{
|
||||||
"__uuid__": "2c760728-404d-4553-a1d0-7ab18263845c"
|
"__uuid__": "647e873f-e0ed-4ce7-84cb-9e4d4f8a211f"
|
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|
}
|
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],
|
],
|
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"_srcBlendFactor": 770,
|
"_srcBlendFactor": 770,
|
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@ -1305,6 +1310,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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|
"_spacingX": 0,
|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -1623,6 +1630,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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|
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|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -1941,6 +1950,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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|
"_spacingX": 0,
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -2259,6 +2270,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
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"_spacingX": 0,
|
"_spacingX": 0,
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
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|
"_styleFlags": 0,
|
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|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
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"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
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"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
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@ -2577,6 +2590,8 @@
|
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"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
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|
"_spacingX": 0,
|
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"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -2895,6 +2910,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -3213,6 +3230,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
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|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
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"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -3581,6 +3600,8 @@
|
|||||||
"_isSystemFontUsed": true,
|
"_isSystemFontUsed": true,
|
||||||
"_spacingX": 0,
|
"_spacingX": 0,
|
||||||
"_batchAsBitmap": false,
|
"_batchAsBitmap": false,
|
||||||
|
"_styleFlags": 0,
|
||||||
|
"_underlineHeight": 0,
|
||||||
"_N$horizontalAlign": 1,
|
"_N$horizontalAlign": 1,
|
||||||
"_N$verticalAlign": 1,
|
"_N$verticalAlign": 1,
|
||||||
"_N$fontFamily": "Arial",
|
"_N$fontFamily": "Arial",
|
||||||
@ -3651,5 +3672,32 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "44CYzl0BdCx7yrVmaW40BI"
|
"_id": "44CYzl0BdCx7yrVmaW40BI"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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": "02nUBbknlA3Jny2yiia5qS"
|
||||||
}
|
}
|
||||||
]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "3bf0537b-ca38-4d1d-9c51-4e6c8a6369b0",
|
"uuid": "3bf0537b-ca38-4d1d-9c51-4e6c8a6369b0",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 40
|
"__id__": 40
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 41
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -1769,5 +1772,31 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "ffrfD4b9VHdpBJCBGtbsue"
|
"_id": "ffrfD4b9VHdpBJCBGtbsue"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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
|
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}
|
}
|
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]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "6c351889-b6c8-409f-b36c-4263b06d0b23",
|
"uuid": "6c351889-b6c8-409f-b36c-4263b06d0b23",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -82,6 +82,9 @@
|
|||||||
},
|
},
|
||||||
{
|
{
|
||||||
"__id__": 40
|
"__id__": 40
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__id__": 41
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -1769,5 +1772,31 @@
|
|||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_id": "4dVJgUbN1DNLxYDQbGjRhE"
|
"_id": "4dVJgUbN1DNLxYDQbGjRhE"
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"__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
|
||||||
}
|
}
|
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]
|
]
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "1.2.5",
|
"ver": "1.2.6",
|
||||||
"uuid": "c2dec4ed-8129-40a2-9a1e-2440da772015",
|
"uuid": "c2dec4ed-8129-40a2-9a1e-2440da772015",
|
||||||
"asyncLoadAssets": false,
|
"asyncLoadAssets": false,
|
||||||
"autoReleaseAssets": false,
|
"autoReleaseAssets": false,
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "c996c862-3d09-4bc6-915d-e8a8e7226933",
|
"uuid": "c996c862-3d09-4bc6-915d-e8a8e7226933",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
||||||
"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 60,
|
||||||
|
"height": 60,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
||||||
"subMetas": {
|
"subMetas": {
|
||||||
"ball_0": {
|
"ball_0": {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "bdfd3151-8c13-406b-8f94-1f101c972e7e",
|
"uuid": "bdfd3151-8c13-406b-8f94-1f101c972e7e",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
||||||
"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 80,
|
||||||
|
"height": 80,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
||||||
"subMetas": {
|
"subMetas": {
|
||||||
"ball_1": {
|
"ball_1": {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "a8027877-d8d6-4645-97a0-52d4a0123dba",
|
"uuid": "a8027877-d8d6-4645-97a0-52d4a0123dba",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
||||||
"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 2,
|
||||||
|
"height": 2,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
||||||
"subMetas": {
|
"subMetas": {
|
||||||
"bg": {
|
"bg": {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "6aa0aa6a-ebee-4155-a088-a687a6aadec4",
|
"uuid": "6aa0aa6a-ebee-4155-a088-a687a6aadec4",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
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"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 195,
|
||||||
|
"height": 270,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
||||||
"subMetas": {
|
"subMetas": {
|
||||||
"cocos_logo": {
|
"cocos_logo": {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "caf42253-1569-497e-83da-2d1696f5866b",
|
"uuid": "caf42253-1569-497e-83da-2d1696f5866b",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
||||||
"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 755,
|
||||||
|
"height": 755,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
||||||
"subMetas": {
|
"subMetas": {
|
||||||
"freedom": {
|
"freedom": {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "c879710d-0419-46be-bf96-92ee1ca52324",
|
"uuid": "c879710d-0419-46be-bf96-92ee1ca52324",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
||||||
"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 317,
|
||||||
|
"height": 178,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
||||||
"subMetas": {
|
"subMetas": {
|
||||||
"gaussian_blur": {
|
"gaussian_blur": {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "2453b01d-4364-4d87-ab53-391d1a42d07d",
|
"uuid": "2453b01d-4364-4d87-ab53-391d1a42d07d",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
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"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 60,
|
||||||
|
"height": 60,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
||||||
"subMetas": {
|
"subMetas": {
|
||||||
"video_btn": {
|
"video_btn": {
|
||||||
|
@ -1,5 +1,5 @@
|
|||||||
{
|
{
|
||||||
"ver": "2.3.3",
|
"ver": "2.3.4",
|
||||||
"uuid": "a5454758-921f-46ab-a314-0a7936d03be7",
|
"uuid": "a5454758-921f-46ab-a314-0a7936d03be7",
|
||||||
"type": "sprite",
|
"type": "sprite",
|
||||||
"wrapMode": "clamp",
|
"wrapMode": "clamp",
|
||||||
@ -7,6 +7,8 @@
|
|||||||
"premultiplyAlpha": false,
|
"premultiplyAlpha": false,
|
||||||
"genMipmaps": false,
|
"genMipmaps": false,
|
||||||
"packable": true,
|
"packable": true,
|
||||||
|
"width": 1114,
|
||||||
|
"height": 512,
|
||||||
"platformSettings": {},
|
"platformSettings": {},
|
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"subMetas": {
|
"subMetas": {
|
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"xmlBMFont": {
|
"xmlBMFont": {
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
{
|
{
|
||||||
"engine": "cocos2d-html5",
|
"engine": "cocos2d-html5",
|
||||||
"packages": "packages",
|
"packages": "packages",
|
||||||
"version": "2.2.2",
|
"version": "2.3.0",
|
||||||
"id": "7e74e9ed-5c28-4e81-ae0e-5a67f548022c"
|
"id": "7e74e9ed-5c28-4e81-ae0e-5a67f548022c"
|
||||||
}
|
}
|
@ -4,7 +4,11 @@
|
|||||||
true
|
true
|
||||||
]
|
]
|
||||||
],
|
],
|
||||||
"excluded-modules": [],
|
"excluded-modules": [
|
||||||
|
"3D Physics/cannon.js",
|
||||||
|
"3D Physics/Builtin",
|
||||||
|
"3D Particle"
|
||||||
|
],
|
||||||
"group-list": [
|
"group-list": [
|
||||||
"default"
|
"default"
|
||||||
],
|
],
|
||||||
|
Binary file not shown.
Before Width: | Height: | Size: 26 KiB |
Loading…
Reference in New Issue
Block a user