Merge branch 'release/0.7.0' into dev
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# ChangeLog
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## 0.7.0 (2020-02-07)
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- 加入高斯模糊V1版本(纯原理篇)
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## 0.6.0 (2020-01-17)
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- 加入新的圆角裁剪特效 v2 ,支持任意宽高纹理圆角裁剪
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# Cocos Creator Shader Effect Demo
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[![](https://img.shields.io/badge/Release-0.6.0-green.svg)](CHANGELOG.md)
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[![](https://img.shields.io/badge/Release-0.7.0-green.svg)](CHANGELOG.md)
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[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
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[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
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* [Cocos Creator Shader Effect 系列 - 5 - 马赛克/像素化特效](https://www.jianshu.com/p/40e72ab76afd)
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* [Cocos Creator Shader Effect 系列 - 6 - 内发光特效](https://www.jianshu.com/p/326b73f86ecc)
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* [Cocos Creator Shader Effect 系列 - 7 - 点光/扫光特效](https://www.jianshu.com/p/8ff03b34b0bd)
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* [Cocos Creator Shader Effect 系列 - 8 - 高斯模糊](https://www.jianshu.com/p/9e42cbb1d4a8)
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* 编写中...
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![](static/effects/2d-sprite-round-corner-crop-v2.gif)
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### 高斯模糊-V1([实现原理](https://www.jianshu.com/p/9e42cbb1d4a8))2020.02.07更新)
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![](static/effects/2d-sprite-gaussian-blur-v1.png)
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### 外发光(完善中...)
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const float size = floor(stDev * 6.0 + 1.0);
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const float halfSize = floor(size / 2.0);
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// 步骤一:计算所有权重的和
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// 步骤一:计算高斯矩阵上所有权重的和
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// // v1:遍历所有点,每个点都计算权重
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// float totalWeight = 0.0;
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