完善demo
This commit is contained in:
parent
1c5012ab65
commit
75d4d024bf
@ -14,14 +14,18 @@ CCEffect %{
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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# # 灰化程度
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# grayLevel: {
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# value: 1.0,
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# # 标准方差值
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# stDev: {
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# value: 0.84089642,
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# inspector: {
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# tooltip: "灰化程度",
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# range: [0.0, 1.0]
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# tooltip: "标准方差值"
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# }
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# }
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# # 纹理尺寸
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# textureSize: {
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# value: []
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# }
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}%
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@ -78,16 +82,20 @@ CCProgram fs %{
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#define e 2.718281828459045
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// 定义标准方差值
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#define stdDev 0.84089642
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// #define stdDev 1.5
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#define stDev 0.84089642
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// #define stDev 10.0
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// 定义π
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#define pi 3.141592653589793
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// // 接收外部变量
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// uniform GaussianBlur {
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// }
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// 接收外部变量
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uniform GaussianBlur {
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// // 纹理尺寸(宽 x 高)(px)
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// vec2 size;
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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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* 获取权重(对应二维高斯函数公式)
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@ -96,7 +104,7 @@ CCProgram fs %{
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* @param y
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*/
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float getWeight(float x, float y) {
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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)));
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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)));
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}
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/**
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@ -124,19 +132,26 @@ CCProgram fs %{
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gl_FragColor = o;
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#if ENABLE_GAUSSIAN_BLUR
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const float size = ceil(stdDev * 6.0);
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float divider = 0.01;
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// 先计算所有权重的和
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const float size = ceil(stDev * 6.0);
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const float halfSize = floor(size / 2.0);
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float totalWeight = 0.0;
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for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {
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for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {
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for(float x = -halfSize; x<= halfSize; x++) {
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for (float y = -halfSize; y<= halfSize; y++) {
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totalWeight += getWeight(x, y);
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}
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}
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// 加权平均值
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vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
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for(float x = -floor(size / 2.0); x<= floor(size/ 2.0); x++) {
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for (float y = -floor(size / 2.0); y<= floor(size/ 2.0); y++) {
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float divider = 0.01;
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for(float x = -halfSize; x<= halfSize; x++) {
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for (float y = -halfSize; y<= halfSize; y++) {
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// 求出对应坐标的真正权重(对应权重矩阵)
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float weight = getAverageWeight(x, y, totalWeight);
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// 求出对应坐标像素颜色值的加权值
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finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;
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}
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}
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@ -5,11 +5,11 @@
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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_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"
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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_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"
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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_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"
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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_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"
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}
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}
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],
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@ -78,10 +78,10 @@
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@ -171,7 +171,7 @@
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@ -251,7 +251,7 @@
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@ -1341,15 +1341,18 @@
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@ -1364,7 +1367,7 @@
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@ -1496,7 +1499,7 @@
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@ -1517,6 +1520,100 @@
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@ -1532,7 +1629,7 @@
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|
||||
@ -1561,7 +1658,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 32
|
||||
"__id__": 34
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1599,7 +1696,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 35
|
||||
"__id__": 37
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1626,7 +1723,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-384,
|
||||
-606,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1655,7 +1752,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 34
|
||||
"__id__": 36
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1693,7 +1790,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 37
|
||||
"__id__": 39
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1720,7 +1817,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-451,
|
||||
-673,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1749,7 +1846,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 36
|
||||
"__id__": 38
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1787,7 +1884,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 39
|
||||
"__id__": 41
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1814,7 +1911,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-513.2,
|
||||
-735.2,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1843,7 +1940,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 38
|
||||
"__id__": 40
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -1879,7 +1976,7 @@
|
||||
"_active": true,
|
||||
"_components": [
|
||||
{
|
||||
"__id__": 41
|
||||
"__id__": 43
|
||||
}
|
||||
],
|
||||
"_prefab": null,
|
||||
@ -1906,7 +2003,7 @@
|
||||
"ctor": "Float64Array",
|
||||
"array": [
|
||||
0,
|
||||
-567.065,
|
||||
-789.065,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
@ -1935,7 +2032,7 @@
|
||||
"_name": "",
|
||||
"_objFlags": 0,
|
||||
"node": {
|
||||
"__id__": 40
|
||||
"__id__": 42
|
||||
},
|
||||
"_enabled": true,
|
||||
"_materials": [
|
||||
@ -2000,7 +2097,7 @@
|
||||
"_layoutSize": {
|
||||
"__type__": "cc.Size",
|
||||
"width": 384,
|
||||
"height": 583.73
|
||||
"height": 805.73
|
||||
},
|
||||
"_resize": 1,
|
||||
"_N$layoutType": 2,
|
||||
|
@ -8,6 +8,8 @@ export default class GaussianBlurEffectScene extends cc.Component {
|
||||
private _examplesParentNode: cc.Node = null;
|
||||
|
||||
onLoad() {
|
||||
cc.dynamicAtlasManager.enabled = false;
|
||||
|
||||
this._grayLevelSlider = cc.find("Canvas/Content/Controller/GrayLevelSlider/Slider").getComponent(cc.Slider);
|
||||
this._grayLevelSliderLabel = cc.find("Canvas/Content/Controller/GrayLevelSlider/ValueLabel").getComponent(cc.Label);
|
||||
|
||||
|
BIN
assets/textures/gaussian_blur.png
Normal file
BIN
assets/textures/gaussian_blur.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 130 KiB |
34
assets/textures/gaussian_blur.png.meta
Normal file
34
assets/textures/gaussian_blur.png.meta
Normal file
@ -0,0 +1,34 @@
|
||||
{
|
||||
"ver": "2.3.3",
|
||||
"uuid": "c879710d-0419-46be-bf96-92ee1ca52324",
|
||||
"type": "sprite",
|
||||
"wrapMode": "clamp",
|
||||
"filterMode": "bilinear",
|
||||
"premultiplyAlpha": false,
|
||||
"genMipmaps": false,
|
||||
"packable": true,
|
||||
"platformSettings": {},
|
||||
"subMetas": {
|
||||
"gaussian_blur": {
|
||||
"ver": "1.0.4",
|
||||
"uuid": "91f28953-0d5f-4379-9ae6-f3f6afb3241c",
|
||||
"rawTextureUuid": "c879710d-0419-46be-bf96-92ee1ca52324",
|
||||
"trimType": "auto",
|
||||
"trimThreshold": 1,
|
||||
"rotated": false,
|
||||
"offsetX": 0,
|
||||
"offsetY": 0,
|
||||
"trimX": 0,
|
||||
"trimY": 0,
|
||||
"width": 317,
|
||||
"height": 178,
|
||||
"rawWidth": 317,
|
||||
"rawHeight": 178,
|
||||
"borderTop": 0,
|
||||
"borderBottom": 0,
|
||||
"borderLeft": 0,
|
||||
"borderRight": 0,
|
||||
"subMetas": {}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user