Merge branch 'feature/gaussian_blur' into dev
This commit is contained in:
commit
cbdbc85ef3
196
assets/effects/sprite-gaussian-blur-v1.effect
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196
assets/effects/sprite-gaussian-blur-v1.effect
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 高斯模糊
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//
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// 参考资料(必读)
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// * http://www.ruanyifeng.com/blog/2012/11/gaussian_blur.html
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// * https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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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: "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: [100.0, 100.0],
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inspector: {
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tooltip: "纹理尺寸px(宽 x 高)"
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}
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}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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#if ENABLE_GAUSSIAN_BLUR
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// 定义无理数
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#define e 2.718281828459045
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// 定义标准方差值(方差值越大,越模糊,但是需要计算的高斯矩阵范围会变大,从而带来巨大的计算量)
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// #define stDev 0.84089642
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#define stDev 1.5
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// #define stDev 5.0
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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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// 纹理尺寸(宽 x 高)(px)
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vec2 textureSize;
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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,见 https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A )
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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(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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#endif
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= texture(texture, v_uv0);
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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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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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gl_FragColor = o;
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#if ENABLE_GAUSSIAN_BLUR
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// 根据高斯分布(也叫正态分布),在3个标准差范围内的分布比例占到99%的权重,因此我们只需要计算矩阵范围 [6 * stDev + 1, 6 * stDev +1] 上的权重
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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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// // 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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// 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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// v2:因为高斯分布是对称的,所以只计算原点、X轴正方向 * 2 、Y轴正方向 * 2 、第一象限的权重 * 4即可求出所有权重之和,相比起v1版本,减少很多循环计算
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// 原点
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float totalWeight = getWeight(0.0, 0.0);
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// X轴正方向上的权重 * 2.0 就是整个X轴上的权重
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for(float x = 1.0; x <= halfSize; x++) {
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totalWeight += getWeight(x, 0.0) * 2.0;
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}
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// Y轴正方向上的权重 * 2.0 就是整个Y轴上的权重
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for(float y = 1.0; y <= halfSize; y++) {
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totalWeight += getWeight(0.0, y) * 2.0;
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}
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// 第一象限的权重 * 4.0 就是4个象限的权重
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for(float x = 1.0; x <= halfSize; x++) {
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for (float y = 1.0; y<= halfSize; y++) {
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totalWeight += getWeight(x, y) * 4.0;
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}
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}
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// TODO:
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//
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// 因为权重矩阵是一次性计算即可不断应用,因此可以将权重矩阵的计算放到CPU计算,并传入到Shader直接渲染,因此有以下优化方案
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//
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// v3:原始权重矩阵在CPU计算并传入到Shader
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// v4:加权平均后的权重矩阵在CPU计算并传入Shader
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// 步骤二:采样周边像素并应用加权平均值,得出最终像素值
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vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
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// float divider = 0.01;
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float onePxWidth = 1.0 / textureSize.x;
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float onePxHeight = 1.0 / textureSize.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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// 求出对应坐标的真正权重(对应权重矩阵)
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float weight = getWeight(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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finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;
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}
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}
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gl_FragColor = finalColor;
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#endif
|
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}
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}%
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assets/effects/sprite-gaussian-blur-v1.effect.meta
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assets/effects/sprite-gaussian-blur-v1.effect.meta
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{
|
||||||
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"ver": "1.0.23",
|
||||||
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"uuid": "41f4d474-d707-45bb-af93-637573f92d54",
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"compiledShaders": [
|
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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\nuniform vec2 textureSize;\n/**\n * 获取权重(对应二维高斯函数公式,见 https:\n\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(1.5, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(1.5, 2.0)));\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 = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n\n float totalWeight = getWeight(0.0, 0.0);\n\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\n\n for(float x = 1.0; x <= halfSize; x++) {\n for (float y = 1.0; y<= halfSize; y++) {\n totalWeight += getWeight(x, y) * 4.0;\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n\n float onePxWidth = 1.0 / textureSize.x;\n float onePxHeight = 1.0 / textureSize.y;\n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n\n float weight = getWeight(x, y) / totalWeight;\n\n finalColor += texture2D(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * 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\nuniform GaussianBlur {\n\n vec2 textureSize;\n\n}\n\n/**\n * 获取权重(对应二维高斯函数公式,见 https:\n\n */\nfloat getWeight(float x, float y) {\n return (1.0 / (2.0 * 3.141592653589793 * pow(1.5, 2.0))) * pow(1.0 / 2.718281828459045, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(1.5, 2.0)));\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 = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n\n float totalWeight = getWeight(0.0, 0.0);\n\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\n }\n\n for(float x = 1.0; x <= halfSize; x++) {\n for (float y = 1.0; y<= halfSize; y++) {\n totalWeight += getWeight(x, y) * 4.0;\n }\n }\n\n vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\n\n float onePxWidth = 1.0 / textureSize.x;\n float onePxHeight = 1.0 / textureSize.y;\n for(float x = -halfSize; x<= halfSize; x++) {\n for (float y = -halfSize; y<= halfSize; y++) {\n\n float weight = getWeight(x, y) / totalWeight;\n\n finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}\n"
|
||||||
|
}
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
14
assets/materials/sprite-gaussian-blur-v1.mtl
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14
assets/materials/sprite-gaussian-blur-v1.mtl
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|
|||||||
|
{
|
||||||
|
"__type__": "cc.Material",
|
||||||
|
"_name": "",
|
||||||
|
"_objFlags": 0,
|
||||||
|
"_native": "",
|
||||||
|
"_effectAsset": {
|
||||||
|
"__uuid__": "41f4d474-d707-45bb-af93-637573f92d54"
|
||||||
|
},
|
||||||
|
"_defines": {
|
||||||
|
"USE_TEXTURE": true,
|
||||||
|
"ENABLE_GAUSSIAN_BLUR": true
|
||||||
|
},
|
||||||
|
"_props": {}
|
||||||
|
}
|
6
assets/materials/sprite-gaussian-blur-v1.mtl.meta
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6
assets/materials/sprite-gaussian-blur-v1.mtl.meta
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|
|||||||
|
{
|
||||||
|
"ver": "1.0.2",
|
||||||
|
"uuid": "dd3d8f78-9b79-4ca7-9bf7-7a09f7b34108",
|
||||||
|
"dataAsSubAsset": null,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
2159
assets/scenes/GaussianBlurV1EffectScene.fire
Executable file
2159
assets/scenes/GaussianBlurV1EffectScene.fire
Executable file
File diff suppressed because it is too large
Load Diff
7
assets/scenes/GaussianBlurV1EffectScene.fire.meta
Normal file
7
assets/scenes/GaussianBlurV1EffectScene.fire.meta
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|
|||||||
|
{
|
||||||
|
"ver": "1.2.5",
|
||||||
|
"uuid": "147d5b9f-b769-4112-9daf-2e28236161fa",
|
||||||
|
"asyncLoadAssets": false,
|
||||||
|
"autoReleaseAssets": false,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
54
assets/scripts/GaussianBlurV1EffectScene.ts
Normal file
54
assets/scripts/GaussianBlurV1EffectScene.ts
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|
|||||||
|
const { ccclass, property } = cc._decorator;
|
||||||
|
|
||||||
|
@ccclass
|
||||||
|
export default class GaussianBlurV1EffectScene extends cc.Component {
|
||||||
|
private _blurSlider: cc.Slider = null;
|
||||||
|
private _blurSliderLabel: cc.Label = null;
|
||||||
|
|
||||||
|
private _examplesParentNode: cc.Node = null;
|
||||||
|
|
||||||
|
onLoad() {
|
||||||
|
cc.dynamicAtlasManager.enabled = false;
|
||||||
|
|
||||||
|
this._blurSlider = cc.find("Canvas/Content/Controller/BlurSlider/Slider").getComponent(cc.Slider);
|
||||||
|
this._blurSliderLabel = cc.find("Canvas/Content/Controller/BlurSlider/ValueLabel").getComponent(cc.Label);
|
||||||
|
|
||||||
|
this._examplesParentNode = cc.find("Canvas/Content/Examples");
|
||||||
|
}
|
||||||
|
|
||||||
|
onEnable() {
|
||||||
|
this._blurSlider.node.on("slide", this._onSliderChanged, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
onDisable() {
|
||||||
|
this._blurSlider.node.off("slide", this._onSliderChanged, this);
|
||||||
|
}
|
||||||
|
|
||||||
|
start() {
|
||||||
|
this._onSliderChanged();
|
||||||
|
}
|
||||||
|
|
||||||
|
private _onSliderChanged() {
|
||||||
|
this._blurSliderLabel.string = `${this._blurSlider.progress.toFixed(2)}`;
|
||||||
|
|
||||||
|
// 更新材质
|
||||||
|
this._updateRenderComponentMaterial({});
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* 更新渲染组件的材质
|
||||||
|
*
|
||||||
|
* 1. 获取材质
|
||||||
|
* 2. 给材质的 unitform 变量赋值
|
||||||
|
* 3. 重新将材质赋值回去
|
||||||
|
*/
|
||||||
|
private _updateRenderComponentMaterial(param: {}) {
|
||||||
|
this._examplesParentNode.children.forEach(childNode => {
|
||||||
|
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
|
||||||
|
let material: cc.Material = renderComponent.getMaterial(0);
|
||||||
|
material.setProperty("textureSize", cc.v2(childNode.width, childNode.height));
|
||||||
|
renderComponent.setMaterial(0, material);
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
9
assets/scripts/GaussianBlurV1EffectScene.ts.meta
Normal file
9
assets/scripts/GaussianBlurV1EffectScene.ts.meta
Normal file
@ -0,0 +1,9 @@
|
|||||||
|
{
|
||||||
|
"ver": "1.0.5",
|
||||||
|
"uuid": "f460d8cf-51f7-4476-ba59-170dec68f562",
|
||||||
|
"isPlugin": false,
|
||||||
|
"loadPluginInWeb": true,
|
||||||
|
"loadPluginInNative": true,
|
||||||
|
"loadPluginInEditor": false,
|
||||||
|
"subMetas": {}
|
||||||
|
}
|
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