初步完善外发光
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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 内发光特效
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// 原理: 采样周边像素alpha取平均值,叠加发光效果
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// 外发光特效
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// 原理:采样周边像素alpha取平均值,给外部加发光效果(1-col.a可避免内部发光)
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CCEffect %{
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techniques:
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- passes:
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@ -92,7 +92,7 @@ CCProgram fs %{
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uniform sampler2D texture;
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#endif
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#if SHOW_INNER_GLOW
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#if SHOW_OUTTER_GLOW
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uniform glow {
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// 发光颜色
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@ -127,8 +127,6 @@ CCProgram fs %{
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* @return average alpha [0.0, 1.0]
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*/
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float getAverageAlpha(float dist) {
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float totalAlpha = 0.0;
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// 以30度为一个单位,那么「周边一圈」就由0到360度中共计12个点的组成
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totalAlpha += getColorAlpha(0.0, dist);
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@ -155,14 +153,14 @@ CCProgram fs %{
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return 0.0;
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}
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// 因为我们是要做内发光,所以如果点本来是透明的或者接近透明的
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// 那么就意味着这个点是图像外的透明点或者图像内透明点(如空洞)之类的
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// 内发光的话,这些透明点我们不用处理,让它保持原样,否则就是会有内描边或者一点扩边的效果
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// 同时也是提前直接结束,减少计算量
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vec4 srcColor = texture(texture, v_uv0);
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if (srcColor.a <= glowThreshold) {
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return srcColor.a;
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}
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// // 因为我们是要做内发光,所以如果点本来是透明的或者接近透明的
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// // 那么就意味着这个点是图像外的透明点或者图像内透明点(如空洞)之类的
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// // 内发光的话,这些透明点我们不用处理,让它保持原样,否则就是会有内描边或者一点扩边的效果
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// // 同时也是提前直接结束,减少计算量
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// vec4 srcColor = texture(texture, v_uv0);
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// if (srcColor.a <= glowThreshold) {
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// return srcColor.a;
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// }
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// 将传入的指定距离,平均分成10圈,求出每一圈的平均透明度,
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// 然后求和取平均值,那么就可以得到该点的平均透明度
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@ -198,42 +196,42 @@ CCProgram fs %{
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gl_FragColor = o;
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#if SHOW_INNER_GLOW
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// 目标颜色(图像)
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vec4 color_dest = o;
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#if SHOW_OUTTER_GLOW
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// 获取发光透明度
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// 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
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float alpha = getGlowAlpha();
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// 而内发光是从边缘开始的,那么什么算是边缘呢?
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// 如果图像边缘有大量渐变,那么如果我们取大于 0.0 点就算是图像内的话,那么可能边缘会出现锯齿
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// 因此为了确定边缘,引入了发光阈值,我们只需要比较一下发光阈值就可以,大于发光阈值的点都是(图像内)发光点
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if (alpha > glowThreshold) {
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// // 而外发光是从边缘开始的,那么什么算是边缘呢?
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// // 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
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// // 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
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// if (alpha <= glowThreshold) {
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// 内发光是从边缘发光的,是需要内部透明度为0,靠近边缘的接近1的透明度
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// 因此我们需要翻转一下透明度
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alpha = 1.0 - alpha;
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// // 给点调料,让靠近边缘的更加亮
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// alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
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// } else {
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// // 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
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// alpha = 0.0;
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// }
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// 给点调料,让靠近边缘的更加亮
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alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
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}
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// 源颜色(内发光)
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vec4 color_src = glowColor * alpha;
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// 外发光颜色
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vec4 color_dest = glowColor * alpha;
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vec4 color_src = o;
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// 按照这个顺序,源颜色就是内发光颜色,目标颜色就是图案颜色色
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// 所以命名就是 color_src, color_dest
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// 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F
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// 要在图案上方,叠加一个内发光,将两者颜色混合起来,那么最终选择的混合模式如下:
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// 本次我们将先画外发光作为背景,然后在上方放图像
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//
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// (内发光)color_src: GL_SRC_ALPHA
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// (原图像)color_dest: GL_ONE
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// 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F
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//
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// 最终选择的混合模式如下:
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//
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// (原图像)color_src: GL_SRC_ALPHA
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// (外发光)color_dest: GL_ONE_MINUS_SRC_ALPHAA
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//
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// 即最终颜色如下:
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// color_src * GL_SRC_ALPHA + color_dest * GL_ONE
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// color_src * GL_SRC_ALPHA + color_dest * GL_ONE_MINUS_SRC_ALPHAA
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gl_FragColor = color_src * color_src.a + color_dest;
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gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);
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#endif
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}
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}%
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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 SHOW_INNER_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\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 vec4 srcColor = texture2D(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\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_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\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#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"
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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 SHOW_INNER_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\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 vec4 srcColor = texture(texture, v_uv0);\n if (srcColor.a <= glowThreshold) {\n return srcColor.a;\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_INNER_GLOW\n\n vec4 color_dest = o;\n\n float alpha = getGlowAlpha();\n\n if (alpha > glowThreshold) {\n\n alpha = 1.0 - alpha;\n\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n }\n\n vec4 color_src = glowColor * alpha;\n\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\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 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"
|
||||
}
|
||||
}
|
||||
],
|
||||
|
@ -9,7 +9,7 @@
|
||||
"_defines": {
|
||||
"USE_TEXTURE": true,
|
||||
"USE_ALPHA_TEST": false,
|
||||
"SHOW_INNER_GLOW": true
|
||||
"SHOW_OUTTER_GLOW": true
|
||||
},
|
||||
"_props": {
|
||||
"texture": null,
|
||||
@ -21,6 +21,6 @@
|
||||
"a": 255
|
||||
},
|
||||
"glowColorSize": 0.2,
|
||||
"glowThreshold": 0.1
|
||||
"glowThreshold": 1
|
||||
}
|
||||
}
|
@ -4745,7 +4745,7 @@
|
||||
"__type__": "TypedArray",
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"ctor": "Float64Array",
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"array": [
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23.039999999999992,
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115.20000000000002,
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0,
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0,
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0,
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@ -4924,7 +4924,7 @@
|
||||
"_N$handle": {
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"__id__": 105
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||||
},
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||||
"_N$progress": 0.1,
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"_N$progress": 0.5,
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"_id": "eaB07N7+FEiIyvpYG+V4DM"
|
||||
},
|
||||
{
|
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@ -5184,7 +5184,7 @@
|
||||
"_contentSize": {
|
||||
"__type__": "cc.Size",
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||||
"width": 384,
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||||
"height": 459.33
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||||
"height": 567.3299999999999
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||||
},
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"_anchorPoint": {
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"__type__": "cc.Vec2",
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@ -5196,7 +5196,7 @@
|
||||
"ctor": "Float64Array",
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||||
"array": [
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288,
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229.665,
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283.66499999999996,
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0,
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0,
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0,
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||||
@ -5228,7 +5228,7 @@
|
||||
"__id__": 114
|
||||
},
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||||
"_children": [],
|
||||
"_active": false,
|
||||
"_active": true,
|
||||
"_components": [
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{
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||||
"__id__": 116
|
||||
@ -5385,7 +5385,7 @@
|
||||
"ctor": "Float64Array",
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||||
"array": [
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0,
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-135,
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-243,
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0,
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0,
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0,
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@ -5509,7 +5509,7 @@
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"ctor": "Float64Array",
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"array": [
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||||
0,
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||||
-348,
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-456,
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0,
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0,
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0,
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@ -5846,7 +5846,7 @@
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||||
"ctor": "Float64Array",
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||||
"array": [
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||||
0,
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||||
-442.665,
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||||
-550.665,
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0,
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0,
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||||
0,
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||||
@ -5940,7 +5940,7 @@
|
||||
"_layoutSize": {
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||||
"__type__": "cc.Size",
|
||||
"width": 384,
|
||||
"height": 459.33
|
||||
"height": 567.3299999999999
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||||
},
|
||||
"_resize": 1,
|
||||
"_N$layoutType": 2,
|
||||
|
Loading…
Reference in New Issue
Block a user