修正不同纹理宽高比例下uv单位值

This commit is contained in:
caizhitao
2020-06-23 15:15:55 +08:00
parent 97d4af5d69
commit eb0023a3c4
9 changed files with 315 additions and 21 deletions

View File

@@ -22,7 +22,19 @@ CCEffect %{
tooltip: "发光颜色"
}
}
# 发光宽度
spriteWidth: {
value: 500,
editor: {
tooltip: "纹理宽度"
}
}
spriteHeight: {
value: 500,
editor: {
tooltip: "纹理高度"
}
}
# 发光宽度(相对于宽度)
glowColorSize: {
value: 0.2,
editor: {
@@ -95,10 +107,19 @@ CCProgram fs %{
uniform glow {
// 发光颜色
vec4 glowColor;
// 纹理宽度px
float spriteWidth;
// 纹理高度px
float spriteHeight;
// 发光范围
float glowColorSize;
// 发光阈值
float glowThreshold;
// 特别地,必须是 vec4 先于 float 声明
};
@@ -136,7 +157,11 @@ CCProgram fs %{
// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
// float radian = angle * 0.01745329252; // 这个浮点数是 pi / 180
float radian = radians(angle);
vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
float width = dist;
float height = width / (spriteWidth / spriteHeight);
float dist_fixed = sqrt(pow(width, 2.0) + pow(height, 2.0));
vec4 color = getTextureColor(texture, v_uv0 + vec2(dist_fixed * cos(radian), dist_fixed * sin(radian)));
// vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));
return color.a;
}

View File

@@ -5,11 +5,11 @@
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nvec4 getTextureColor(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}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform vec4 glowColor;\nuniform float spriteWidth;\nuniform float spriteHeight;\nuniform float glowColorSize;\nuniform float glowThreshold;\nvec4 getTextureColor(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}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n float width = dist;\n float height = width / (spriteWidth / spriteHeight);\n float dist_fixed = sqrt(pow(width, 2.0) + pow(height, 2.0));\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist_fixed * cos(radian), dist_fixed * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\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 vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nvec4 getTextureColor(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}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist * cos(radian), dist * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if SHOW_INNER_GLOW\nuniform glow {\n vec4 glowColor;\n float spriteWidth;\n float spriteHeight;\n float glowColorSize;\n float glowThreshold;\n};\nvec4 getTextureColor(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}\nfloat getColorAlpha(float angle, float dist) {\n float radian = radians(angle);\n float width = dist;\n float height = width / (spriteWidth / spriteHeight);\n float dist_fixed = sqrt(pow(width, 2.0) + pow(height, 2.0));\n vec4 color = getTextureColor(texture, v_uv0 + vec2(dist_fixed * cos(radian), dist_fixed * sin(radian)));\n return color.a;\n}\nfloat getAverageAlpha(float dist) {\n float totalAlpha = 0.0;\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}\nfloat getGlowAlpha() {\n if (glowColorSize == 0.0) {\n return 0.0;\n }\n vec4 srcColor = getTextureColor(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\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#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\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 o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if SHOW_INNER_GLOW\n vec4 color_dest = o;\n float alpha = getGlowAlpha();\n if (alpha > glowThreshold) {\n alpha = 1.0 - alpha;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
}
}
],