完善demo

This commit is contained in:
caizhitao
2020-01-20 23:14:39 +08:00
parent 1c5012ab65
commit 75d4d024bf
6 changed files with 191 additions and 43 deletions

View File

@@ -14,14 +14,18 @@ CCEffect %{
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# # 灰化程度
# grayLevel: {
# value: 1.0,
# # 标准方差值
# stDev: {
# value: 0.84089642,
# inspector: {
# tooltip: "灰化程度",
# range: [0.0, 1.0]
# tooltip: "标准方差值"
# }
# }
# # 纹理尺寸
# textureSize: {
# value: []
# }
}%
@@ -78,16 +82,20 @@ CCProgram fs %{
#define e 2.718281828459045
// 定义标准方差值
#define stdDev 0.84089642
// #define stdDev 1.5
#define stDev 0.84089642
// #define stDev 10.0
// 定义π
#define pi 3.141592653589793
// // 接收外部变量
// uniform GaussianBlur {
// }
// 接收外部变量
uniform GaussianBlur {
// // 纹理尺寸(宽 x 高px
// vec2 size;
// // 标准方差值
// float stDev;
}
/**
* 获取权重(对应二维高斯函数公式)
@@ -96,7 +104,7 @@ CCProgram fs %{
* @param y
*/
float getWeight(float x, float y) {
return (1.0 / (2.0 * pi * pow(stdDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stdDev, 2.0)));
return (1.0 / (2.0 * pi * pow(stDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stDev, 2.0)));
}
/**
@@ -124,19 +132,26 @@ CCProgram fs %{
gl_FragColor = o;
#if ENABLE_GAUSSIAN_BLUR
const float size = ceil(stdDev * 6.0);
float divider = 0.01;
// 先计算所有权重的和
const float size = ceil(stDev * 6.0);
const float halfSize = floor(size / 2.0);
float totalWeight = 0.0;
for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {
for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {
for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -halfSize; y<= halfSize; y++) {
totalWeight += getWeight(x, y);
}
}
// 加权平均值
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {
for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {
float divider = 0.01;
for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -halfSize; y<= halfSize; y++) {
// 求出对应坐标的真正权重(对应权重矩阵)
float weight = getAverageWeight(x, y, totalWeight);
// 求出对应坐标像素颜色值的加权值
finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;
}
}

View File

@@ -5,11 +5,11 @@
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform float alphaThreshold;\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 const float size = ceil(0.84089642 * 6.0);\n float divider = 0.01; \n float totalWeight = 0.0; \n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n float weight = getAverageWeight(x, y, totalWeight);\n finalColor += texture2D(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\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\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 = ceil(0.84089642 * 6.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = 0.0; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float divider = 0.01; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n\n float weight = getAverageWeight(x, y, totalWeight);\n\n finalColor += texture2D(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\n"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n vec4 cc_time;\n\n vec4 cc_screenSize;\n\n vec4 cc_screenScale;\n\n vec4 cc_nativeSize;\n\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n\n vec4 cc_exposure;\n\n vec4 cc_mainLitDir;\n\n vec4 cc_mainLitColor;\n\n vec4 cc_ambientSky;\n vec4 cc_ambientGround;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\n\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n\n v_color = a_color;\n\n gl_Position = pos;\n}\n",
"frag": "\nprecision highp float;\n\n#if USE_ALPHA_TEST\n \n uniform ALPHA_TEST {\n float alphaThreshold;\n }\n#endif\n\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\n\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\n\nin vec4 v_color;\n\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n\n#if ENABLE_GAUSSIAN_BLUR\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 const float size = ceil(0.84089642 * 6.0);\n float divider = 0.01; \n float totalWeight = 0.0; \n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {\n for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {\n float weight = getAverageWeight(x, y, totalWeight);\n finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\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}\n\n/**\n * 获取权重(对应二维高斯函数公式)\n * \n * @param x \n * @param y\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(0.84089642, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(0.84089642, 2.0)));\n}\n\n/**\n * 获取权重的加权平均值\n */\nfloat getAverageWeight(float x, float y, float totalWeight) {\n return getWeight(x, y) / totalWeight;\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 = ceil(0.84089642 * 6.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = 0.0; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n totalWeight += getWeight(x, y);\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n float divider = 0.01; \n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n\n float weight = getAverageWeight(x, y, totalWeight);\n\n finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\n"
}
}
],