支持2.3.0
This commit is contained in:
@@ -1,15 +1,15 @@
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{
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"ver": "1.0.23",
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"ver": "1.0.25",
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"uuid": "8f277982-dc0a-4030-90cc-b336a928a372",
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"compiledShaders": [
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{
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"glsl1": {
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"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\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",
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"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"
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"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
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},
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"glsl3": {
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"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",
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"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"
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"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
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}
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}
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],
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@@ -151,7 +151,7 @@ CCProgram fs %{
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// 是否启用迷雾效果
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// ps:编辑器还不支持 bool 类型的样子,因此用float来定义
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float enableFog;
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}
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};
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/**
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* 添加光束颜色
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@@ -1,15 +1,15 @@
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{
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"ver": "1.0.23",
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"ver": "1.0.25",
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"uuid": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6",
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"compiledShaders": [
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{
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"glsl1": {
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"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\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",
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"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"
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"vert": "\nprecision highp float;\nuniform mediump mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"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}"
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},
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"glsl3": {
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"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",
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"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"
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"vert": "\nprecision highp float;\nuniform CCGlobal {\n highp vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n mediump vec4 cc_nativeSize;\n highp mat4 cc_matView;\n mediump mat4 cc_matViewInv;\n mediump mat4 cc_matProj;\n mediump mat4 cc_matProjInv;\n mediump mat4 cc_matViewProj;\n mediump mat4 cc_matViewProjInv;\n mediump vec4 cc_cameraPos;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"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}"
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}
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}
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],
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@@ -105,7 +105,7 @@ CCProgram fs %{
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// // 标准方差值
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// float stDev;
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}
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};
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/**
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* 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 )
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@@ -1,15 +1,15 @@
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{
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"ver": "1.0.23",
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"ver": "1.0.25",
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"uuid": "41f4d474-d707-45bb-af93-637573f92d54",
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"compiledShaders": [
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{
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"glsl1": {
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"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\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 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"
|
||||
"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#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": {
|
||||
"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 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"
|
||||
"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#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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "90211f16-c00e-4c37-a192-43ec50c9ea35",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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 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"
|
||||
"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#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 *= 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 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": {
|
||||
"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 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"
|
||||
"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#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 *= 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 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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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",
|
||||
"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"
|
||||
"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#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 *= 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 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": {
|
||||
"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",
|
||||
"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"
|
||||
"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#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 *= 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 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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -80,7 +80,7 @@ CCProgram fs %{
|
||||
uniform GrayPhoto {
|
||||
// 灰化程度
|
||||
float grayLevel;
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
void main () {
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "2e5b29d9-dd5e-4f3d-92e9-e580745b3bc8",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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_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"
|
||||
"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#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": {
|
||||
"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_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"
|
||||
"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#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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -85,7 +85,7 @@ CCProgram fs %{
|
||||
float xBlockCount;
|
||||
// Y轴方块数量
|
||||
float yBlockCount;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 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",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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_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"
|
||||
"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#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": {
|
||||
"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_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"
|
||||
"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#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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -80,7 +80,7 @@ CCProgram fs %{
|
||||
uniform OldPhoto {
|
||||
// 老化程度
|
||||
float oldLevel;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 获取老化颜色
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "211eddf3-c53d-46e3-8c09-c1bf38e644e2",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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"
|
||||
"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#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": {
|
||||
"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"
|
||||
"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#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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "559dcd1e-233b-4e1f-b1da-733c9232f06f",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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 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"
|
||||
"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#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": {
|
||||
"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 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"
|
||||
"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#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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -111,7 +111,7 @@ CCProgram fs %{
|
||||
// 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
|
||||
bool enableFog;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 添加某个扩散点后混合后的纹理颜色
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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 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"
|
||||
"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#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 bool cropAlpha;\nuniform bool 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 (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n if (!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": {
|
||||
"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 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"
|
||||
"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#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 bool cropAlpha;\n bool 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 (cropAlpha) {\n a *= step(0.01, textureColor.a);\n }\n if (!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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -80,7 +80,7 @@ CCProgram fs %{
|
||||
uniform RoundCorner {
|
||||
// 圆角半径
|
||||
float radius;
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
void main () {
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "a4afedba-5234-44d7-9031-cba83051d521",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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 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"
|
||||
"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#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": {
|
||||
"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 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"
|
||||
"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#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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@@ -95,7 +95,7 @@ CCProgram fs %{
|
||||
|
||||
// 圆角y轴半径长度(相对于纹理高度)
|
||||
float yRadius;
|
||||
}
|
||||
};
|
||||
#endif
|
||||
|
||||
void main () {
|
||||
|
@@ -1,15 +1,15 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"ver": "1.0.25",
|
||||
"uuid": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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 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"
|
||||
"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#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": {
|
||||
"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 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"
|
||||
"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#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}"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
Reference in New Issue
Block a user