完善发光

This commit is contained in:
caizhitao 2019-12-25 10:51:37 +08:00
parent ec75ce4939
commit 8534666e73
4 changed files with 32 additions and 20 deletions

View File

@ -26,7 +26,7 @@ CCEffect %{
} }
# 发光宽度 # 发光宽度
glowColorSize: { glowColorSize: {
value: 0.01, value: 0.2,
inspector: { inspector: {
tooltip: "发光宽度", tooltip: "发光宽度",
range: [0.0, 1.0], range: [0.0, 1.0],

View File

@ -26,17 +26,16 @@ CCEffect %{
} }
# 发光宽度 # 发光宽度
glowColorSize: { glowColorSize: {
value: 0.01, value: 0.15,
inspector: { inspector: {
tooltip: "发光宽度", tooltip: "发光宽度",
range: [0.0, 1.0], range: [0.0, 1.0],
} }
} }
# 发光透明度阈值 # 发光透明度阈值
# 只有超过这个透明度的点才会发光 # 只有小于等于这个透明度的点才会发光
# 一般用于解决图像边缘存在渐变透明的时,决定超过这个透明度阈值的边缘点才点发光,具体可以操作一下
glowThreshold: { glowThreshold: {
value: 0.1, value: 1.0,
inspector: { inspector: {
tooltip: "发光阈值", tooltip: "发光阈值",
range: [0.0, 1.0] range: [0.0, 1.0]
@ -142,6 +141,15 @@ CCProgram fs %{
totalAlpha += getColorAlpha(300.0, dist); totalAlpha += getColorAlpha(300.0, dist);
totalAlpha += getColorAlpha(330.0, dist); totalAlpha += getColorAlpha(330.0, dist);
return totalAlpha * 0.0833; // 1 / 12 = 0.08333 return totalAlpha * 0.0833; // 1 / 12 = 0.08333
// // for 循环写法据说耗性能
// float totalAlpha = 0.0;
// const float count = 12.0;
// const float angle = 360.0 / count;
// for (float i = 0.0; i < count; i += 1.0) {
// totalAlpha += getColorAlpha(angle * i, dist) ;
// }
// return totalAlpha / count;
} }
/** /**
@ -201,20 +209,24 @@ CCProgram fs %{
// 此时我们得到的是内部透明度为1靠近边缘的为接近0的透明度其他位置为0的透明度 // 此时我们得到的是内部透明度为1靠近边缘的为接近0的透明度其他位置为0的透明度
float alpha = getGlowAlpha(); float alpha = getGlowAlpha();
// // 而外发光是从边缘开始的,那么什么算是边缘呢? // 而外发光是从边缘开始的,那么什么算是边缘呢?
// // 一般图像边缘是存在渐变,即从图像内 1.0-> 0.0 图像外,那么发光边缘我们可以这样子定义 // 一般图像边缘是存在渐变,即从图像内 1.0-> 0.0 图像外,那么发光边缘我们可以这样子定义
// // 当该点的透明度小于一个阈值,那么我们就当该点为一个发光点 // 当该点的透明度小于一个阈值,那么我们就当该点为一个发光点
// if (alpha <= glowThreshold) { if (alpha <= glowThreshold) {
// 然后以阈值作为标量,重新将透明度归一化
// // 给点调料,让靠近边缘的更加亮 alpha = alpha / glowThreshold;
// alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
// } else {
// // 然后这里大于阈值的基本就是便是图像本身不需要发光那么将发光透明度置为0
// alpha = 0.0;
// }
// 给点调料,让靠近边缘的更加亮 // 给点调料,让靠近边缘的更加亮
alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0; alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
} else {
// 然后这里大于阈值的基本就是便是图像本身不需要发光那么将发光透明度置为0
alpha = 0.0;
}
// 忽略阈值,直接处理
// // 给点调料,让靠近边缘的更加亮
// alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
// 外发光颜色 // 外发光颜色
vec4 color_dest = glowColor * alpha; vec4 color_dest = glowColor * alpha;
vec4 color_src = o; vec4 color_src = o;

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@ -5,11 +5,11 @@
{ {
"glsl1": { "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", "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_OUTTER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\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 alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\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 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"
}, },
"glsl3": { "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", "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_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 alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\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#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"
} }
} }
], ],

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@ -20,7 +20,7 @@
"b": 0, "b": 0,
"a": 255 "a": 255
}, },
"glowColorSize": 0.2, "glowColorSize": 0.15,
"glowThreshold": 1 "glowThreshold": 1
} }
} }