初步支持单点扩散

This commit is contained in:
caizhitao
2020-01-10 23:05:44 +08:00
parent f39e39e248
commit 6ac69a841a
7 changed files with 217 additions and 54 deletions

View File

@@ -18,12 +18,29 @@ CCEffect %{
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 老化程度
oldLevel: {
value: 1.0,
# 扩散颜色
centerColor: {
value: [1.0, 1.0, 0.0, 1.0],
inspector: {
type: color,
tooltip: "发光颜色"
}
}
# 扩散起点坐标
centerPoint: {
value: [0.5, 0.5],
inspector: {
tooltip: "老化程度",
range: [0.0, 1.0]
tooltip: "扩散起点坐标"
}
}
# 扩散半径
radius: {
value: 0.2,
inspector: {
tooltip: "扩散半径"
}
}
}%
@@ -76,24 +93,45 @@ CCProgram fs %{
uniform sampler2D texture;
#endif
#if USE_OLD_PHOTO
uniform OldPhoto {
// 老化程度
float oldLevel;
#if ENABLE_DIFFUSION
uniform Diffusion {
// 扩散颜色
vec4 centerColor;
// 扩散起点坐标
vec2 centerPoint;
// 扩展半径
float radius;
}
/**
* 获取老化颜色
*
* @param color 原始颜色
*
* @return 老化后的颜色
* 添加某个扩散点后混合后的纹理颜色
*/
vec4 getOldPhotoColor(vec4 color) {
float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;
float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;
float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;
return vec4(r, g, b, color.a);
vec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
// 计算当前 uv 到扩散起点的距离
float dis = distance(v_uv0, centerPoint);
// 第一步裁剪
// 找出扩散范围扩散范围为1.0透明度其他范围为0.0透明度
float a = step(dis, radius);
// // 第二步裁剪
// // 本来透明的uv不要
// a *= step(0.01, textureColor.a);
// 加入从中心往外渐变的效果
a *= 1.0 - (dis / radius);
// 加点料,让中心点更加亮
// a = -1.0 * (a - 1.0) * (a - 1.0) + 1.0;
// a = -1.0 * (a - 1.0) * (a - 1.0) * (a - 1.0) * (a - 1.0) + 1.0;
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
vec4 diffusionColor = centerColor * a;
// 混合颜色:在原始图像颜色上叠加扩散颜色
return textureColor * textureColor.a + diffusionColor;
}
#endif
@@ -111,12 +149,14 @@ CCProgram fs %{
ALPHA_TEST(o);
#if USE_OLD_PHOTO
vec4 srcColor = o;
vec4 oldColor = getOldPhotoColor(srcColor);
o = srcColor + (oldColor - srcColor) * oldLevel;
#endif
gl_FragColor = o;
#if ENABLE_DIFFUSION
gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.7, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.8, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.9, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.2, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
#endif
}
}%

View File

@@ -5,11 +5,11 @@
{
"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",
"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\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;\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n\n #endif\n}\n"
},
"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",
"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\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\n/**\n * 添加某个扩散点后混合后的纹理颜色\n */\nvec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n\n float dis = distance(v_uv0, centerPoint);\n\n float a = step(dis, radius);\n\n a *= 1.0 - (dis / radius);\n\n vec4 diffusionColor = centerColor * a;\n\n return textureColor * textureColor.a + diffusionColor;\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 = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);\n\n #endif\n}\n"
}
}
],