Merge branch 'dev' into feature/gaussian_blur
This commit is contained in:
@@ -1,5 +1,7 @@
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 圆角裁剪
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//
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// 圆角裁剪(仅支持正方形纹理)
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//
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// 原理:https://www.cnblogs.com/jqm304775992/p/4987793.html
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// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
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|
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@@ -17,8 +19,8 @@ CCEffect %{
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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# 圆角半径
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roundCornerRadius: {
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value: 0.1,
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radius: {
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value: 0.4,
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inspector: {
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tooltip: "圆角半径",
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range: [0.0, 0.5]
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@@ -77,7 +79,7 @@ CCProgram fs %{
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#if ENABLE_ROUNDCORNER
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uniform RoundCorner {
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// 圆角半径
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float roundCornerRadius;
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float radius;
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}
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#endif
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@@ -97,7 +99,7 @@ CCProgram fs %{
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#if ENABLE_ROUNDCORNER
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// 约束圆角半径范围在 [0.0, 0.5]
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float radius = clamp(0.0, 0.5, roundCornerRadius);
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float circleRadius = clamp(0.0, 0.5, radius);
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// 将纹理uv往左上偏移,实现偏移后的坐标系原点在纹理中心
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vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
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@@ -106,8 +108,8 @@ CCProgram fs %{
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// abs(uv.x) , abs(uv.y) : 将第二、三、四象限的点都投影到第一象限上,这样子只需要处理第一象限的情况就可以,简化判断
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// 0.5 - radius : 计算出第一象限的圆角所在圆的圆心坐标
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// (rx, ry) : 偏移映射后的 新的uv 坐标,相对于 第一象限圆角坐在圆心坐标 的相对坐标
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float rx = abs(uv.x) - (0.5 - radius);
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float ry = abs(uv.y) - (0.5 - radius);
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float rx = abs(uv.x) - (0.5 - circleRadius);
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float ry = abs(uv.y) - (0.5 - circleRadius);
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// 区分 以第一象限圆角所在圆心坐标为原点的坐标的四个象限
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//
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@@ -117,26 +119,26 @@ CCProgram fs %{
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// 第四象限 mx = 1, my = 0
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//
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// 当 mx * my 时,只要等于1,那就是标识第一象限(实际对应圆角区域所在矩形),否则就是第二、三、四象限
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float mx = step(0.5 - radius, abs(uv.x));
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float my = step(0.5 - radius, abs(uv.y));
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float mx = step(0.5 - circleRadius, abs(uv.x));
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float my = step(0.5 - circleRadius, abs(uv.y));
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// 计算相对uv坐标到圆心的距离
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float len = length(vec2(rx, ry));
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// mx * my = 0 时,代表非圆角区域,a 值为1,代表完全采用原始纹理的透明度
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// mx * my = 1 时,代表园所所在矩形区域
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// step(radius, len) 可以区分出圆角所在矩形区域的 圆角区域 和 非圆角区域
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// step(circleRadius, len) 可以区分出圆角所在矩形区域的 圆角区域 和 非圆角区域
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// 其中圆角区域值为0,非圆角区域值为1
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// 当为圆角区域时,a 值为1,代表完全采用原始纹理透明度
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// 当为非圆角区域时,a 值为0,代表完全透明
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// 至此已经实现圆角裁剪
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//
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// smoothstep(0., radius * 0.01, len - radius) 是用于抗锯齿优化
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// smoothstep(0., circleRadius * 0.01, len - circleRadius) 是用于抗锯齿优化
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// 原理:针对点在非圆角区域的情况,针对点在大于「圆半径一点点」地方的区域,进行平滑过渡,以实现抗锯齿
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// 其中,
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// 「圆半径一点点」用 radius * 0.01 表示(0.01 可自行改变)
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// 点在大于圆半径的区域用 len - radius ,此值会在 [0.0, radius * 0.01] 之间时会平滑过渡
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float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);
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// 「圆半径一点点」用 circleRadius * 0.01 表示(0.01 可自行改变)
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// 点在大于圆半径的区域用 len - circleRadius ,此值会在 [0.0, circleRadius * 0.01] 之间时会平滑过渡
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float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);
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o = vec4(o.rgb, o.a * a);
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#endif
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gl_FragColor = o;
|
@@ -5,11 +5,11 @@
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{
|
||||
"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",
|
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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_ROUNDCORNER\nuniform float roundCornerRadius;\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 #if ENABLE_ROUNDCORNER\n\n float radius = clamp(0.0, 0.5, roundCornerRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - radius);\n float ry = abs(uv.y) - (0.5 - radius);\n\n float mx = step(0.5 - radius, abs(uv.x));\n float my = step(0.5 - radius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\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_ROUNDCORNER\nuniform float radius;\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 #if ENABLE_ROUNDCORNER\n\n float circleRadius = clamp(0.0, 0.5, radius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\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_ROUNDCORNER\nuniform RoundCorner {\n\n float roundCornerRadius;\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 #if ENABLE_ROUNDCORNER\n\n float radius = clamp(0.0, 0.5, roundCornerRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - radius);\n float ry = abs(uv.y) - (0.5 - radius);\n\n float mx = step(0.5 - radius, abs(uv.x));\n float my = step(0.5 - radius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(radius, len) * smoothstep(0., radius * 0.01, len - radius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\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_ROUNDCORNER\nuniform RoundCorner {\n\n float radius;\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 #if ENABLE_ROUNDCORNER\n\n float circleRadius = clamp(0.0, 0.5, radius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n\n float len = length(vec2(rx, ry));\n\n float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);\n o = vec4(o.rgb, o.a * a);\n #endif\n gl_FragColor = o;\n}\n"
|
||||
}
|
||||
}
|
||||
],
|
194
assets/effects/sprite-round-corner-crop-v2.effect
Normal file
194
assets/effects/sprite-round-corner-crop-v2.effect
Normal file
@@ -0,0 +1,194 @@
|
||||
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
|
||||
//
|
||||
// 圆角裁剪(支持任意宽高纹理)
|
||||
//
|
||||
// 原理:
|
||||
// 1. 正方形纹理的圆角原理参考 https://www.cnblogs.com/jqm304775992/p/4987793.html
|
||||
// 2. 正方形纹理的圆角代码参考 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
|
||||
// 3. 上述皆为只针对正方形纹理做的操作,如果是长方形的纹理,那么圆角就会有拉伸后的效果,最后变成看起来就不是圆角了,本特效支持任意长方形做圆角
|
||||
|
||||
CCEffect %{
|
||||
techniques:
|
||||
- passes:
|
||||
- vert: vs
|
||||
frag: fs
|
||||
blendState:
|
||||
targets:
|
||||
- blend: true
|
||||
rasterizerState:
|
||||
cullMode: none
|
||||
properties:
|
||||
texture: { value: white }
|
||||
alphaThreshold: { value: 0.5 }
|
||||
|
||||
# 圆角x轴半径长度(相对于纹理宽度)
|
||||
xRadius: {
|
||||
value: 0.4,
|
||||
inspector: {
|
||||
tooltip: "圆角x轴半径长度(相对于纹理宽度)",
|
||||
range: [0.0, 0.5]
|
||||
}
|
||||
}
|
||||
|
||||
# 圆角y轴半径长度(相对于纹理高度)
|
||||
yRadius: {
|
||||
value: 0.4,
|
||||
inspector: {
|
||||
tooltip: "圆角y轴半径长度(相对于纹理高度)",
|
||||
range: [0.0, 0.5]
|
||||
}
|
||||
}
|
||||
}%
|
||||
|
||||
|
||||
CCProgram vs %{
|
||||
precision highp float;
|
||||
|
||||
#include <cc-global>
|
||||
#include <cc-local>
|
||||
|
||||
in vec3 a_position;
|
||||
in vec4 a_color;
|
||||
out vec4 v_color;
|
||||
|
||||
#if USE_TEXTURE
|
||||
in vec2 a_uv0;
|
||||
out vec2 v_uv0;
|
||||
#endif
|
||||
|
||||
void main () {
|
||||
vec4 pos = vec4(a_position, 1);
|
||||
|
||||
#if CC_USE_MODEL
|
||||
pos = cc_matViewProj * cc_matWorld * pos;
|
||||
#else
|
||||
pos = cc_matViewProj * pos;
|
||||
#endif
|
||||
|
||||
#if USE_TEXTURE
|
||||
v_uv0 = a_uv0;
|
||||
#endif
|
||||
|
||||
v_color = a_color;
|
||||
|
||||
gl_Position = pos;
|
||||
}
|
||||
}%
|
||||
|
||||
|
||||
CCProgram fs %{
|
||||
precision highp float;
|
||||
|
||||
#include <alpha-test>
|
||||
|
||||
in vec4 v_color;
|
||||
|
||||
#if USE_TEXTURE
|
||||
in vec2 v_uv0;
|
||||
uniform sampler2D texture;
|
||||
#endif
|
||||
|
||||
#if ENABLE_ROUNDCORNER
|
||||
uniform RoundCorner {
|
||||
// 圆角x轴半径长度(相对于纹理宽度)
|
||||
float xRadius;
|
||||
|
||||
// 圆角y轴半径长度(相对于纹理高度)
|
||||
float yRadius;
|
||||
}
|
||||
#endif
|
||||
|
||||
void main () {
|
||||
vec4 o = vec4(1, 1, 1, 1);
|
||||
|
||||
#if USE_TEXTURE
|
||||
o *= texture(texture, v_uv0);
|
||||
#if CC_USE_ALPHA_ATLAS_TEXTURE
|
||||
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
o *= v_color;
|
||||
|
||||
ALPHA_TEST(o);
|
||||
|
||||
#if ENABLE_ROUNDCORNER
|
||||
|
||||
// 约束圆角半径范围在 [0.0, 0.5]
|
||||
//
|
||||
// 请注意这里我是用椭圆前缀去命名的半径
|
||||
//
|
||||
// 为什么是椭圆?
|
||||
//
|
||||
// 因为圆角,相对于长方形的纹理的宽高来说,归一化后值并不一样,不是圆,而是一个椭圆
|
||||
//
|
||||
// 比如:
|
||||
//
|
||||
// 纹理是 200 x 100 的像素,圆角半径是20像素,那么归一化后
|
||||
// X轴上的半径就是 20 / 200 = 0.1
|
||||
// Y轴上的半径就是 20 / 100 = 0.2
|
||||
//
|
||||
// 这就会变成是椭圆,而不是圆
|
||||
float ellipseXRadius = clamp(0.0, 0.5, xRadius);
|
||||
float ellipseYRadius = clamp(0.0, 0.5, yRadius);
|
||||
|
||||
// 将纹理uv往左上偏移,实现偏移后的坐标系原点在纹理中心
|
||||
vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
|
||||
|
||||
// uv.x , uv.y : 为偏移后的的uv
|
||||
// abs(uv.x) , abs(uv.y) : 将第二、三、四象限的点都投影到第一象限上,这样子只需要处理第一象限的情况就可以,简化判断
|
||||
// 0.5 - radius : 计算出第一象限的圆角所在圆的圆心坐标
|
||||
// (rx, ry) : 偏移映射后的 新的uv 坐标,相对于 第一象限圆角坐在圆心坐标 的相对坐标
|
||||
float rx = abs(uv.x) - (0.5 - ellipseXRadius);
|
||||
float ry = abs(uv.y) - (0.5 - ellipseYRadius);
|
||||
|
||||
// 区分 以第一象限圆角所在圆心坐标为原点的坐标的四个象限
|
||||
//
|
||||
// 第一象限 mx = 1, my = 1
|
||||
// 第二象限 mx = 0, my = 1
|
||||
// 第三象限 mx = 0, my = 0
|
||||
// 第四象限 mx = 1, my = 0
|
||||
//
|
||||
// 当 mx * my 时,只要等于1,那就是标识第一象限(实际对应圆角区域所在矩形),否则就是第二、三、四象限
|
||||
float mx = step(0.5 - ellipseXRadius, abs(uv.x));
|
||||
float my = step(0.5 - ellipseYRadius, abs(uv.y));
|
||||
|
||||
// 判断点(rx, ry)是否在椭圆外部(应用椭圆公式)
|
||||
float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////
|
||||
// 抗锯齿
|
||||
// 1. 先计算当前点到椭圆中心的角度
|
||||
float angleInRadian = atan(ry / rx);
|
||||
|
||||
// 2. 计算这个角度下,对于对应圆角(椭圆)上的点
|
||||
vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));
|
||||
|
||||
// 3. 计算这个角度下,比当前圆角大一点椭圆上的点
|
||||
vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));
|
||||
|
||||
// 4. 计算最远点到当前椭圆的距离
|
||||
float maxDis = distance(pointInBigEllipse, pointInEllipse);
|
||||
|
||||
// 5. 计算当前点到当前椭圆的距离
|
||||
float curDis = distance(vec2(rx, ry), pointInEllipse);
|
||||
|
||||
// 6. 生成插值
|
||||
float smo = smoothstep(0.0, maxDis, curDis);
|
||||
///////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// mx * my = 0 时,代表非椭圆角区域,alpha 值为1,代表完全采用原始纹理的透明度
|
||||
// mx * my = 1 时,代表椭圆角所在矩形区域
|
||||
// isOutOfEllipse:
|
||||
// 当点在椭圆外部时,此值为1,导致 alpha 最终值为0.0,即表示不显示椭圆外部的像素
|
||||
// 当点在椭圆内部时,此值为0,导致 alpha 最终值为1.0,即表示显示椭圆内部的像素
|
||||
// smo : 抗锯齿实现
|
||||
// float alpha = 1.0 - mx * my * isOutOfEllipse;
|
||||
float alpha = 1.0 - mx * my * isOutOfEllipse * smo;
|
||||
|
||||
o = vec4(o.rgb, o.a * alpha);
|
||||
|
||||
#endif
|
||||
gl_FragColor = o;
|
||||
}
|
||||
}%
|
17
assets/effects/sprite-round-corner-crop-v2.effect.meta
Normal file
17
assets/effects/sprite-round-corner-crop-v2.effect.meta
Normal file
@@ -0,0 +1,17 @@
|
||||
{
|
||||
"ver": "1.0.23",
|
||||
"uuid": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d",
|
||||
"compiledShaders": [
|
||||
{
|
||||
"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_ROUNDCORNER\nuniform float xRadius;\nuniform float yRadius;\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 #if ENABLE_ROUNDCORNER\n\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n\n float angleInRadian = atan(ry / rx);\n\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n\n float smo = smoothstep(0.0, maxDis, curDis);\n\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n\n o = vec4(o.rgb, o.a * alpha);\n\n #endif\n gl_FragColor = o;\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_ROUNDCORNER\nuniform RoundCorner {\n\n float xRadius;\n\n float yRadius;\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 #if ENABLE_ROUNDCORNER\n\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n\n float angleInRadian = atan(ry / rx);\n\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n\n float smo = smoothstep(0.0, maxDis, curDis);\n\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n\n o = vec4(o.rgb, o.a * alpha);\n\n #endif\n gl_FragColor = o;\n}\n"
|
||||
}
|
||||
}
|
||||
],
|
||||
"subMetas": {}
|
||||
}
|
Reference in New Issue
Block a user