完善外发光
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@ -50,11 +50,13 @@ CCProgram vs %{
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#include <cc-global>
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#include <cc-global>
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#include <cc-local>
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#include <cc-local>
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// a_position 是笛卡尔坐标右手系,也是OpenGL的坐标系,原点在左下角,X轴正方向往右,Y轴正方向往上,Z轴正方向往外
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in vec3 a_position;
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in vec3 a_position;
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in vec4 a_color;
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in vec4 a_color;
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out vec4 v_color;
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out vec4 v_color;
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#if USE_TEXTURE
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#if USE_TEXTURE
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// a_uv0 是标准屏幕坐标系,即原点在左上角,X轴正方向往右,Y轴正方向往下
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in vec2 a_uv0;
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in vec2 a_uv0;
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out vec2 v_uv0;
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out vec2 v_uv0;
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#endif
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#endif
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@ -70,10 +72,32 @@ CCProgram vs %{
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#if USE_TEXTURE
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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v_uv0 = a_uv0;
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// // 左移
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// v_uv0 = a_uv0 + vec2(0.1, 0.0);
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// // 右移
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// v_uv0 = a_uv0 + vec2(-0.1, 0.0);
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// // 上移
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// v_uv0 = a_uv0 + vec2(0.0, 0.1);
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// // 下移
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// v_uv0 = a_uv0 + vec2(0.0, -0.1);
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// // x轴拉伸
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// v_uv0 = a_uv0 * vec2(0.5, 1.0);
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// // x轴压缩
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// v_uv0 = a_uv0 * vec2(2.0, 1.0);
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// // y轴拉伸
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// v_uv0 = a_uv0 * vec2(1.0, 0.5);
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// // y轴压缩
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// v_uv0 = a_uv0 * vec2(1.0, 2.0);
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// v_uv0 = clamp(a_uv0 + vec2(0.5, 0.0), vec2(0.0, 0.0), vec2(1.0, 1.0));
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// v_uv0 = a_uv0 * vec2(2.0, 2.0) + vec2(-0.5, -0.5);
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#endif
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#endif
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v_color = a_color;
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v_color = a_color;
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// pos *= vec4(2.0, 2.0, 1.0, 1.0);
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gl_Position = pos;
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gl_Position = pos;
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}
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}
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}%
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}%
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@ -91,6 +115,18 @@ CCProgram fs %{
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uniform sampler2D texture;
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uniform sampler2D texture;
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#endif
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#endif
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/**
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* 获取纹理uv颜色
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*
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* 超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)
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*/
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vec4 getTexture(sampler2D texture, vec2 v_uv0) {
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if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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return texture(texture, v_uv0);
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}
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#if SHOW_OUTTER_GLOW
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#if SHOW_OUTTER_GLOW
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uniform glow {
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uniform glow {
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@ -103,6 +139,7 @@ CCProgram fs %{
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// 特别地,必须是 vec4 先于 float 声明
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// 特别地,必须是 vec4 先于 float 声明
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};
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};
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/**
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/**
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* 获取指定角度方向,距离为xxx的像素的透明度
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* 获取指定角度方向,距离为xxx的像素的透明度
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*
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*
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@ -114,7 +151,7 @@ CCProgram fs %{
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float getColorAlpha(float angle, float dist) {
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float getColorAlpha(float angle, float dist) {
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// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
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// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
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float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
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float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
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vec4 color = texture(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
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vec4 color = getTexture(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
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return color.a;
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return color.a;
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}
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}
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@ -192,7 +229,7 @@ CCProgram fs %{
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vec4 o = vec4(1, 1, 1, 1);
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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#if USE_TEXTURE
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o *= texture(texture, v_uv0);
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o *= getTexture(texture, v_uv0);
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
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o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
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#endif
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#endif
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@ -4,12 +4,12 @@
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"compiledShaders": [
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"compiledShaders": [
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{
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{
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"glsl1": {
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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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"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",
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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 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 = texture2D(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 *= 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_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"
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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/**\n * 获取纹理uv颜色 \n *\n * 超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n */\nvec4 getTexture(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 = getTexture(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 *= getTexture(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"
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},
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},
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"glsl3": {
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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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"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",
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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 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 = texture(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 *= 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_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"
|
"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 * 超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n */\nvec4 getTexture(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 = getTexture(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 *= getTexture(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"
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
|
@ -78,10 +78,10 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
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|
||||||
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|
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|
||||||
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|
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|
||||||
{
|
{
|
||||||
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|
"__id__": 131
|
||||||
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|
}
|
||||||
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|
],
|
||||||
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|
"_prefab": null,
|
||||||
@ -251,7 +251,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
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{
|
||||||
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|
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|
||||||
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|
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|
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|
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|
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@ -5148,28 +5148,28 @@
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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|
|
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|
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|
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|
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|
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"_active": true,
|
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|
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{
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|
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|
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@ -5184,7 +5184,7 @@
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@ -5196,7 +5196,7 @@
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@ -5232,9 +5232,6 @@
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@ -5317,33 +5314,6 @@
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"_id": "c2R02zD6FJWbRRKfsWc+5P"
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{
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{
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||||||
"__type__": "cc.Node",
|
"__type__": "cc.Node",
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"_name": "cocos_logo",
|
"_name": "cocos_logo",
|
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@ -5355,10 +5325,7 @@
|
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"_active": true,
|
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{
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}
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@ -5385,7 +5352,7 @@
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@ -5414,7 +5381,7 @@
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@ -5441,33 +5408,6 @@
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{
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"_name": "ball_1",
|
"_name": "ball_1",
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@ -5479,10 +5419,7 @@
|
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@ -5509,7 +5446,7 @@
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@ -5565,33 +5502,6 @@
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|
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|
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|
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|
||||||
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|
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{
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{
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|
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|
"_name": "video_btn",
|
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@ -5603,10 +5513,7 @@
|
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|
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|
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|
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|
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|
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|
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|
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|
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|
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@ -5662,7 +5569,7 @@
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|
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|
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|
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@ -5689,33 +5596,6 @@
|
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|
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|
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|
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|
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{
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|
||||||
"__type__": "cc.Widget",
|
|
||||||
"_name": "",
|
|
||||||
"_objFlags": 0,
|
|
||||||
"node": {
|
|
||||||
"__id__": 124
|
|
||||||
},
|
|
||||||
"_enabled": true,
|
|
||||||
"alignMode": 1,
|
|
||||||
"_target": null,
|
|
||||||
"_alignFlags": 16,
|
|
||||||
"_left": 0,
|
|
||||||
"_right": 0,
|
|
||||||
"_top": 0,
|
|
||||||
"_bottom": 0,
|
|
||||||
"_verticalCenter": -195,
|
|
||||||
"_horizontalCenter": 0,
|
|
||||||
"_isAbsLeft": true,
|
|
||||||
"_isAbsRight": true,
|
|
||||||
"_isAbsTop": true,
|
|
||||||
"_isAbsBottom": true,
|
|
||||||
"_isAbsHorizontalCenter": true,
|
|
||||||
"_isAbsVerticalCenter": true,
|
|
||||||
"_originalWidth": 0,
|
|
||||||
"_originalHeight": 0,
|
|
||||||
"_id": "27r/pOzQhOrJIV7E87RRJH"
|
|
||||||
},
|
|
||||||
{
|
{
|
||||||
"__type__": "cc.Node",
|
"__type__": "cc.Node",
|
||||||
"_name": "SystemFont",
|
"_name": "SystemFont",
|
||||||
@ -5727,7 +5607,7 @@
|
|||||||
"_active": false,
|
"_active": false,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 128
|
"__id__": 124
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5783,7 +5663,7 @@
|
|||||||
"_name": "",
|
"_name": "",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"node": {
|
"node": {
|
||||||
"__id__": 127
|
"__id__": 123
|
||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
@ -5819,7 +5699,7 @@
|
|||||||
"_active": true,
|
"_active": true,
|
||||||
"_components": [
|
"_components": [
|
||||||
{
|
{
|
||||||
"__id__": 130
|
"__id__": 126
|
||||||
}
|
}
|
||||||
],
|
],
|
||||||
"_prefab": null,
|
"_prefab": null,
|
||||||
@ -5846,7 +5726,7 @@
|
|||||||
"ctor": "Float64Array",
|
"ctor": "Float64Array",
|
||||||
"array": [
|
"array": [
|
||||||
0,
|
0,
|
||||||
-550.665,
|
-586.665,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
0,
|
0,
|
||||||
@ -5875,7 +5755,7 @@
|
|||||||
"_name": "",
|
"_name": "",
|
||||||
"_objFlags": 0,
|
"_objFlags": 0,
|
||||||
"node": {
|
"node": {
|
||||||
"__id__": 129
|
"__id__": 125
|
||||||
},
|
},
|
||||||
"_enabled": true,
|
"_enabled": true,
|
||||||
"_materials": [
|
"_materials": [
|
||||||
@ -5940,7 +5820,7 @@
|
|||||||
"_layoutSize": {
|
"_layoutSize": {
|
||||||
"__type__": "cc.Size",
|
"__type__": "cc.Size",
|
||||||
"width": 384,
|
"width": 384,
|
||||||
"height": 567.3299999999999
|
"height": 603.3299999999999
|
||||||
},
|
},
|
||||||
"_resize": 1,
|
"_resize": 1,
|
||||||
"_N$layoutType": 2,
|
"_N$layoutType": 2,
|
||||||
@ -5956,7 +5836,7 @@
|
|||||||
"_N$paddingTop": 0,
|
"_N$paddingTop": 0,
|
||||||
"_N$paddingBottom": 0,
|
"_N$paddingBottom": 0,
|
||||||
"_N$spacingX": 48,
|
"_N$spacingX": 48,
|
||||||
"_N$spacingY": 48,
|
"_N$spacingY": 60,
|
||||||
"_N$verticalDirection": 1,
|
"_N$verticalDirection": 1,
|
||||||
"_N$horizontalDirection": 0,
|
"_N$horizontalDirection": 0,
|
||||||
"_N$affectedByScale": false,
|
"_N$affectedByScale": false,
|
||||||
|
@ -23,6 +23,10 @@ export default class GlowOutterEffectScene extends cc.Component {
|
|||||||
private _examplesParentNode: cc.Node = null;
|
private _examplesParentNode: cc.Node = null;
|
||||||
|
|
||||||
onLoad() {
|
onLoad() {
|
||||||
|
// 关闭动态合图
|
||||||
|
cc.dynamicAtlasManager.enabled = false;
|
||||||
|
|
||||||
|
// cc.dynamicAtlasManager.showDebug(true);
|
||||||
this._redSlider = cc.find("Canvas/Content/Sliders/ColorRedSlider/Slider").getComponent(cc.Slider);
|
this._redSlider = cc.find("Canvas/Content/Sliders/ColorRedSlider/Slider").getComponent(cc.Slider);
|
||||||
this._redSliderLabel = cc.find("Canvas/Content/Sliders/ColorRedSlider/ValueLabel").getComponent(cc.Label);
|
this._redSliderLabel = cc.find("Canvas/Content/Sliders/ColorRedSlider/ValueLabel").getComponent(cc.Label);
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user