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110 Commits

Author SHA1 Message Date
caizhitao
58d355f34b Merge branch 'release/0.11.0' 2020-06-23 19:03:03 +08:00
caizhitao
99112ca445 update README.md 2020-06-23 19:02:53 +08:00
caizhitao
5fb63f8e39 Merge branch 'feature/glow-innser-v2' into dev 2020-06-23 19:00:48 +08:00
caizhitao
3280283d35 update README.md and CHANGELOG.md 2020-06-23 19:00:41 +08:00
caizhitao
97eac60477 整理内发光V1版本 2020-06-23 18:57:36 +08:00
caizhitao
41d62f0f8e bugfix 2020-06-23 18:51:11 +08:00
caizhitao
2ab560aa7a bugfix 2020-06-23 18:01:57 +08:00
caizhitao
e6f520d4fa 整理项目 2020-06-23 17:42:45 +08:00
caizhitao
987bb8f58b 完善示例 2020-06-23 17:09:30 +08:00
caizhitao
cc8c3b8bed 优化采样算法 2020-06-23 17:01:23 +08:00
caizhitao
eb0023a3c4 修正不同纹理宽高比例下uv单位值 2020-06-23 15:25:20 +08:00
caizhitao
97d4af5d69 加入测试图 2020-06-23 14:48:58 +08:00
caizhitao
83aeff8ac5 创建内发光版本2 2020-06-22 18:42:18 +08:00
caizhitao
fce87b0276 update README.md 2020-04-10 10:43:24 +08:00
caizhitao
d133bbb05a Merge branch 'release/0.10.0' into dev 2020-04-10 10:20:46 +08:00
caizhitao
f75db59d30 Merge branch 'release/0.10.0' 2020-04-10 10:20:41 +08:00
caizhitao
436cd23c9a update README.md and CHANGELOG.md 2020-04-10 10:20:14 +08:00
caizhitao
e5481ce8d2 加入loading动画预览gif 2020-04-10 10:16:55 +08:00
caizhitao
6dc010e9c6 完善预览场景 2020-04-10 10:13:10 +08:00
caizhitao
0ce2ef7bb5 升级引擎到 2.3.3 加入shader实现的loading动画 2020-04-10 10:10:15 +08:00
caizhitao
bb91c36ad2 老照片的渐变函数采用mix函数 2020-03-12 15:57:03 +08:00
caizhitao
79a8e3d4bf 置灰的渐变函数采用mix函数 2020-03-12 15:41:31 +08:00
caizhitao
ef47955a94 升级引擎到 2.3.1 2020-03-12 15:33:52 +08:00
caizhitao
c83095227d Merge branch 'release/0.9.0' into dev 2020-02-17 10:40:47 +08:00
caizhitao
2739eb9391 Merge branch 'release/0.9.0' 2020-02-17 10:40:39 +08:00
caizhitao
f673d8c4a0 update CHANGELOG.md 2020-02-17 10:40:32 +08:00
caizhitao
18d699fcf5 update README.md 2020-02-17 10:39:42 +08:00
caizhitao
bc952f3083 update README.md and CHANGELOG.md 2020-02-17 10:33:13 +08:00
caizhitao
5b50e4bf0d Merge branch 'test' into release/0.9.0 2020-02-17 10:26:29 +08:00
caizhitao
c86c14c972 移除 template-banner.png 2020-02-17 10:24:47 +08:00
caizhitao
04959cdc13 bugfix 2020-02-17 10:23:27 +08:00
caizhitao
6ea6375fdb bugfix for 2d sprite glow outter 2020-02-17 10:05:48 +08:00
caizhitao
1f4110d26f bugfix for 2d-sprite-glow-inner 2020-02-17 09:55:50 +08:00
caizhitao
549bbdf5e2 effect properties 属性的 inspector -> editor 2020-02-17 09:38:49 +08:00
caizhitao
722914d5c4 支持2.3.0 2020-02-17 09:32:23 +08:00
caizhitao
88c2347889 Merge branch 'dev' 2020-02-07 15:29:11 +08:00
caizhitao
5529bd341a update README.md 2020-02-07 15:26:22 +08:00
caizhitao
1fc137c5f8 Merge branch 'dev' 2020-02-07 15:21:25 +08:00
caizhitao
6b0cd84c99 update README.md 2020-02-07 15:21:19 +08:00
caizhitao
649d099bbb Merge branch 'release/0.8.0' into dev 2020-02-07 15:18:10 +08:00
caizhitao
c897d7f000 Merge branch 'release/0.8.0' 2020-02-07 15:18:03 +08:00
caizhitao
261f390687 update README.md and CHANGELOG.md 2020-02-07 15:17:57 +08:00
caizhitao
d967209a71 支持 Cocos Creator 2.2.2 2020-02-07 15:14:26 +08:00
caizhitao
72f9037fea 更新预览场景 2020-02-07 15:13:54 +08:00
caizhitao
7cd2edc0df Merge branch 'release/0.7.0' into dev 2020-02-07 10:12:38 +08:00
caizhitao
286fa64ba0 Merge branch 'release/0.7.0' 2020-02-07 10:12:31 +08:00
caizhitao
500d0a1614 update README.md 2020-02-07 10:12:11 +08:00
caizhitao
f2d62a70cb 更新注释 2020-02-07 09:46:33 +08:00
caizhitao
20f72cfd27 更新版本说明 2020-02-07 09:36:18 +08:00
caizhitao
cbdbc85ef3 Merge branch 'feature/gaussian_blur' into dev 2020-02-07 09:30:33 +08:00
caizhitao
b5390ea84f 整理高斯模糊代码 2020-02-07 09:30:12 +08:00
caizhitao
02d94a943d 优化权重和计算方式 2020-01-21 18:48:13 +08:00
caizhitao
f9198a3b14 完善效果 2020-01-21 16:15:35 +08:00
caizhitao
75d4d024bf 完善demo 2020-01-21 15:56:32 +08:00
caizhitao
1c5012ab65 初步实现模糊 2020-01-20 22:42:59 +08:00
caizhitao
c65106941e Merge branch 'dev' into feature/gaussian_blur 2020-01-20 22:05:50 +08:00
caizhitao
c2693616d0 update README.md 2020-01-17 09:47:05 +08:00
caizhitao
b1196e3808 Merge branch 'release/0.6.0' into dev 2020-01-17 09:38:54 +08:00
caizhitao
9865eedc34 Merge branch 'release/0.6.0' 2020-01-17 09:38:47 +08:00
caizhitao
f109455742 update README and CHANGELOG 2020-01-17 09:38:41 +08:00
caizhitao
95a7a51357 Merge branch 'feature/opt_round_corner_crop' into dev 2020-01-17 00:11:35 +08:00
caizhitao
4ed91e0a3e 更新动图 2020-01-17 00:11:21 +08:00
caizhitao
f3c0ad079a 加入抗锯齿实现 2020-01-17 00:07:35 +08:00
caizhitao
f1256c5185 bugfix 2020-01-16 23:33:46 +08:00
caizhitao
f58540ead2 完善demo 2020-01-16 23:27:14 +08:00
caizhitao
bfe61e6494 完善圆角裁剪demo 2020-01-16 23:08:59 +08:00
caizhitao
c64f1ab144 加入v2版本圆角裁剪 2020-01-16 22:59:41 +08:00
caizhitao
c047efb715 初始化高斯模糊场景相关 2020-01-16 21:41:59 +08:00
caizhitao
deebc64aa2 更新圆角Effect的注释 2020-01-14 21:53:04 +08:00
caizhitao
af8aa46786 Merge branch 'dev' 2020-01-13 23:44:24 +08:00
caizhitao
4ca3fe34b0 修改代码 2020-01-13 23:44:17 +08:00
caizhitao
eff439ef20 更新点光/扫光文章 2020-01-13 23:44:00 +08:00
caizhitao
e257d1f8b9 Merge branch 'release/0.5.0' into dev 2020-01-13 22:40:37 +08:00
caizhitao
70a3b95f10 Merge branch 'release/0.5.0' 2020-01-13 22:40:32 +08:00
caizhitao
6402c68fbc 调整点光的部分代码 2020-01-13 22:40:10 +08:00
caizhitao
dccf05cfde update README.md and CHANGELOG.md 2020-01-13 22:36:43 +08:00
caizhitao
1ff0ee3d40 Merge branch 'feature/flash_light' into dev 2020-01-13 22:15:29 +08:00
caizhitao
209e22fcca 注释调整 2020-01-13 22:14:07 +08:00
caizhitao
e7e084b958 光束宽度边界值处理 2020-01-13 22:13:55 +08:00
caizhitao
acf72e0e4f 完善闪光效果 2020-01-13 17:43:46 +08:00
caizhitao
c95329e7ab 初始化闪光场景相关 2020-01-13 15:27:46 +08:00
caizhitao
9160ad38b7 Merge branch 'release/0.4.0' into dev 2020-01-12 09:16:34 +08:00
caizhitao
f6f93bad2c Merge branch 'release/0.4.0' 2020-01-12 09:16:29 +08:00
caizhitao
45e22b866a 加入点光特效果到预览场景 2020-01-12 09:15:49 +08:00
caizhitao
9ca7bd9a02 更新圆角裁剪动图,之前的太卡了 2020-01-12 09:13:06 +08:00
caizhitao
69b863c490 update README.md and CHANGELOG.md 2020-01-12 09:10:41 +08:00
caizhitao
6286aebb8c Merge branch 'feature/point_light' into dev 2020-01-12 09:03:23 +08:00
caizhitao
ae865a7c5f 更新效果名为点光 2020-01-12 09:01:30 +08:00
caizhitao
40e905fc81 添加延时demo 2020-01-12 08:56:55 +08:00
caizhitao
9f28ef4305 加入迷雾控制 2020-01-12 08:54:08 +08:00
caizhitao
ba90b2170c 优化demo 2020-01-12 00:36:08 +08:00
caizhitao
7e197c0892 优化demo 2020-01-11 18:58:30 +08:00
caizhitao
6ac69a841a 初步支持单点扩散 2020-01-10 23:05:49 +08:00
caizhitao
f39e39e248 准备局部扩散场景相关 2020-01-10 17:44:43 +08:00
caizhitao
27e819fb2c Merge branch 'release/0.3.0' into dev 2020-01-10 16:21:18 +08:00
caizhitao
079c16a2e5 Merge branch 'release/0.3.0' 2020-01-10 16:21:13 +08:00
caizhitao
6938ad54df update README.md and CHANGELOG.md 2020-01-09 17:35:38 +08:00
caizhitao
a6749d9449 Merge branch 'feature/add_preview' into dev 2020-01-09 16:47:49 +08:00
caizhitao
68c2a6f5a6 Merge branch 'feature/roundcornera_crop' into dev 2020-01-09 16:47:35 +08:00
caizhitao
c60f43400f 加入预览场景 2020-01-09 16:46:47 +08:00
caizhitao
10b361b92f 加入预览场景 2020-01-09 16:46:33 +08:00
caizhitao
6ba48af6aa 补充注释 2020-01-09 16:32:04 +08:00
caizhitao
7380cf3292 完善圆角裁剪 2020-01-09 10:01:37 +08:00
caizhitao
9e3ca8fce6 初步创建圆角裁剪场景相关 2020-01-09 09:26:04 +08:00
caizhitao
6df0bd18fd Merge branch 'dev' 2020-01-07 10:30:34 +08:00
caizhitao
f97e0d36dc update README.md 2020-01-07 10:30:29 +08:00
caizhitao
726ebbaa4f 修改角度转弧度公式,改为采用内置GL函数 2020-01-07 10:26:48 +08:00
caizhitao
3d96f8857f Merge branch 'master' into dev 2020-01-06 10:02:26 +08:00
caizhitao
d9d2192fb3 update README.md 2020-01-06 10:02:17 +08:00
caizhitao
0bbce3b0bf Merge branch 'release/0.2.0' into dev 2020-01-05 07:38:48 +08:00
144 changed files with 34138 additions and 599 deletions

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# ChangeLog
## 0.11.0 (2020-06-23)
- 新增内发光v2
- 此为另外一种内发光采样实现正常情况下可能效果能和v1差不多但是性能会好一点
## 0.10.0 (2020-04-10)
- 支持 Cocos Creator v2.3.3
- 加入纯 shader 实现的 loading 动画
## 0.9.0 (2020-02-17)
- 支持 Cocos Creator v2.3.0
- 由于2.3.0和2.2.22.2.1差别较大因此此Tag的最新项目已经无法在2.2.12.2.2中重新打开,如果确实需要在 2.2.12.2.2 中打开请先切换到旧版本的tag`0.8.0`),才能用 2.2.12.2.2打开
## 0.8.0 (2020-02-07)
- 支持 Cocos Creator v2.2.2
## 0.7.0 (2020-02-07)
- 加入高斯模糊V1版本纯原理篇
## 0.6.0 (2020-01-17)
- 加入新的圆角裁剪特效 v2 ,支持任意宽高纹理圆角裁剪
## 0.5.0 (2020-01-13)
- 加入扫光特效
## 0.4.0 (2020-01-12)
- 加入点光特效
## 0.3.0 (2020-01-09)
- 加入圆角裁剪特效
## 0.2.0 (2020-01-05)
- 加入灰度渐变特效

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# Cocos Creator Shader Effect Demo
[![](https://img.shields.io/badge/Release-0.2.0-green.svg)](CHANGELOG.md)
[![](https://img.shields.io/badge/Release-0.11.0-green.svg)](CHANGELOG.md)
[![](https://img.shields.io/badge/license-MIT-green.svg)](LICENSE)
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.3.+-orange.svg)](http://www.cocos.com/creator)
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.2-orange.svg)](http://www.cocos.com/creator)
[![](https://img.shields.io/badge/Support-Cocos%20Creator%20v2.2.1-orange.svg)](http://www.cocos.com/creator)
## 项目说明
## 一、项目说明
1. 此项目为我在学习过程中的一些分享和实现,因此项目名字以 **`Demo`** 为后缀。
2. 项目重点在于 **「渔」**,不在于 **「鱼」** 。
3. 如果你有意将此Demo中的效果加入到你的项目中**请认真评估是否适合你的项目使用!**
4. 本项目支持 Cocos Creator `v2.3.+`~~`v2.2.2`~~ 、 ~~`v2.2.1`~~
1. 项目当前正在使用 v2.3.3 开发
2. 由于2.3.+和2.2.22.2.1差别较大,因此,`master`分支的最新项目已经无法在2.2.12.2.2中重新打开,如果确实需要在 2.2.12.2.2 中打开请先切换到旧版本的tag`0.8.0`),才能用 2.2.12.2.2打开
## 系列文章
## 二、系列文章
* [Cocos Creator Shader Effect 系列 - 0 - 前言](https://www.jianshu.com/p/20b906d7269c)
* [Cocos Creator Shader Effect 系列 - 1 - 材质EffectInspector纹理之间的关系](https://www.jianshu.com/p/ca28666d25d2)
* [Cocos Creator Shader Effect 系列 - 2 - Effect 文件解读](https://www.jianshu.com/p/bae75612ef48)
* [Cocos Creator Shader Effect 系列 - 3 - Effect 文件调试](https://www.jianshu.com/p/2fd028aa0bb8)
* [Cocos Creator Shader Effect 系列 - 4 - 老照片特效](https://www.jianshu.com/p/711a54ff2fa0)
* [Cocos Creator Shader Effect 系列 - 5 - 马赛克/像素化特效](https://www.jianshu.com/p/40e72ab76afd)
* [Cocos Creator Shader Effect 系列 - 6 - 内发光特效](https://www.jianshu.com/p/326b73f86ecc)
* [Cocos Creator Shader Effect 系列 - 7 - 点光/扫光特效](https://www.jianshu.com/p/8ff03b34b0bd)
* [Cocos Creator Shader Effect 系列 - 8 - 高斯模糊](https://www.jianshu.com/p/9e42cbb1d4a8)
* 编写中...
## 特效预览
那么现在,我们先来轻松地看下有哪些特效效果吧~
### 内发光([实现原理及使用说明]() 编写中... ,催更麻烦移步一下到文末 **激活作者** 😜)
## 三、特效预览
### 内发光([实现原理](https://www.jianshu.com/p/326b73f86ecc)
*ps:此效果有两个版本实现见对应effect源码前几行内有版本差异说明*
![](static/effects/2d-sprite-glow-inner.gif)
### 马赛克([实现原理及使用说明]() 编写中... ,催更麻烦移步一下到文末 **激活作者** 😜)
### 马赛克/像素化([实现原理](https://www.jianshu.com/p/40e72ab76afd)
![](static/effects/2d-sprite-mosaic.gif)
@ -40,20 +53,61 @@
![](static/effects/2d-sprite-gray.gif)
### 点光([实现原理](https://www.jianshu.com/p/8ff03b34b0bd)(2020.01.12更新)
![](static/effects/2d-sprite-point-light.gif)
### 扫光(实现原理同点光一样,可参考[点光实现原理文章](https://www.jianshu.com/p/711a54ff2fa0)(2020.01.13更新)
![](static/effects/2d-sprite-flash-light.gif)
### 圆角裁剪-v12020.01.17更新)
> * 声明:此特效为搬运过来的特效,非原创。
> * 修改的地方:搬运后,在原来的主要代码上加入了自己的理解注释
> * 实现原理:参考文章 [《圆角计算 Shader》](https://www.cnblogs.com/jqm304775992/p/4987793.html)
> * 参考代码Cocos 论坛帖子[《分享更高效的 creator 裁圆角头像 shader》](https://forum.cocos.org/t/creator-shader-2019-10-22-2-2-0/82548) 和对应的 [实现代码](https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect)
**此版本存在局限性:只有在正方形纹理上,才能裁剪出圆角,在非正方形上,无法裁剪出圆角,具体变现为有拉伸效果**
下面GIF中第3到5秒演示所示黄色和红色的非正方形纹理的圆角明显被拉伸
![](static/effects/2d-sprite-round-corner-crop-v1.gif)
### 圆角裁剪-v22020.01.17更新)
**圆角裁剪-v1** 的原理基础上,新增支持任意宽高纹理的圆角裁剪
下面Gif中第3到5秒演示所示黄色和红色的非正方形纹理也能裁剪出圆角效果
![](static/effects/2d-sprite-round-corner-crop-v2.gif)
### 高斯模糊-V1[实现原理](https://www.jianshu.com/p/9e42cbb1d4a8)2020.02.07更新)
![](static/effects/2d-sprite-gaussian-blur-v1.png)
### 纯 Shader Effect 实现的 Loading 动画2020.04.10更新)
![](static/effects/2d-loading-style-1.gif)
ps:
* 模拟器或者原生平台下可能不会生效
* 这是因为 effect 中用到 `cc_time` 内置参数,此内置参数已有 [反馈](https://forum.cocos.org/t/creator-v2-2-2-effect-cc-time-android/88916) 在模拟器等原生平台下不生效的问题(坐等引擎修复,或者可以自行传值进去)
* 此为引导性 Demo 示例,仅供学习
### 外发光(完善中...
### 外描边(完善中...
## TODO
## 四、TODO
* [ ] 图像裁剪
* [ ] 图像模糊
* [ ] 闪光
* [ ] 波浪
* [ ] 雨滴
* [ ] ...
## 支持一下作者吧
## 五、支持一下作者吧
如果此项目对你学习和理解Shader有帮助不妨支持一下我吧~

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{
"ver": "1.0.23",
"ver": "1.0.25",
"uuid": "8f277982-dc0a-4030-90cc-b336a928a372",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\n\nattribute vec3 a_position;\n\nattribute vec4 a_color;\n\nvarying vec4 v_color;\n\n#if USE_TEXTURE\n\nattribute vec2 a_uv0;\n\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\n\nvarying vec2 v_uv0;\n\nuniform sampler2D texture;\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"
"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\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}"
},
"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;\n\nin vec4 a_color;\n\nout vec4 v_color;\n\n#if USE_TEXTURE\n\nin vec2 a_uv0;\n\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\n\nin vec2 v_uv0;\n\nuniform sampler2D texture;\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"
"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\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}"
}
}
],

View File

@ -0,0 +1,224 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
u_arc_color: {
value: [1.0, 1.0, 1.0, 1.0],
editor: {
type: color,
tooltip: "圆弧线颜色"
}
}
u_arc_radius: {
value: 0.3,
editor: {
tooltip: "圆弧半径"
}
}
u_arc_line_width: {
value: 0.1,
editor: {
tooltip: "圆弧线宽"
}
}
u_ball_color: {
value: [1.0, 1.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "小球颜色"
}
}
u_ball_angle: {
value: 30.0,
editor: {
tooltip: "小球所在角度"
}
}
u_ball_angle_range: {
value: 30.0,
editor: {
tooltip: "小球所在角度的夹角范围"
}
}
u_ball_radius: {
value: 0.05,
editor: {
tooltip: "小球半径"
}
}
}%
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 <cc-global>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
#if USE_ANTI_ALIAS
#endif
#if USE_LOADING_STYLE
uniform style{
// 圆弧线颜色
vec4 u_arc_color;
// 小球颜色
vec4 u_ball_color;
// 圆弧线宽
float u_arc_line_width;
// 圆弧半径
float u_arc_radius;
// 小球所在角度
float u_ball_angle;
// 小球所在角度的夹角范围
float u_ball_angle_range;
// 小球半径
float u_ball_radius;
};
/**
* 获取 v_uv0 映射后的坐标
*/
vec2 getUv0Shadow() {
// 1. 将 v_uv0 映射到 以 (0.5, 0.5) 为圆心Y轴向下X轴向右的坐标系的坐标 uv0
vec2 uv0 = v_uv0 - vec2(0.5, 0.5);
// 2. 将映射后的 uv0 的坐标逆时针旋转一定角度(实际等同于旋转画布)
// 这里应用 cc-global.chunk 的 cc_time 参数,实现根据时间不断旋转的功能
float rotation_angle = u_ball_angle + cc_time.x * 200.0; // * 200 是加快旋转速度
float rotation_radians = radians(rotation_angle); // 角度转弧度
vec2 uv0_after_rotation = vec2( // 矩阵旋转
uv0.x * cos(rotation_radians) - uv0.y * sin(rotation_radians),
uv0.x * sin(rotation_radians) + uv0.y * cos(rotation_radians)
);
return uv0_after_rotation;
}
/**
* 画圆弧
*
* 原理基于纹理中心并且0角度先画圆弧然后在旋转画布
*/
vec4 getArcColor() {
vec2 uv0 = getUv0Shadow();
// 求圆边范围
float len = length(uv0);
float min_radius = u_arc_radius - u_arc_line_width * 0.5;
float max_radius = u_arc_radius + u_arc_line_width * 0.5;
if (len >= min_radius && len <= max_radius) {
// 求(圆)缺口范围
float radian = acos(uv0.x / len);
float radian_range = radians(u_ball_angle_range * 0.5);
if (radian >= radian_range) {
float alpha = 1.0;
// 抗锯齿
#if USE_ANTI_ALIAS
alpha = smoothstep(0.0, 0.05, 1.0 - abs(len - u_arc_radius) / (u_arc_line_width * 0.5));
#endif
// 非缺口范围内画圆弧
return u_arc_color * alpha;
}
}
return vec4(0.0, 0.0, 0.0, 0.0);
}
/**
* 画小球
*/
vec4 getBallColor() {
vec2 uv0 = getUv0Shadow();
vec2 ball_center_point = vec2(u_arc_radius, 0);
// cos 控制小球半径不断缩放
float ball_radius = u_ball_radius + u_ball_radius * 0.3 * cos(radians(cc_time.x * 200.0));
float dis = distance(uv0, ball_center_point);
if (dis <= ball_radius) {
float alpha = 1.0;
// 抗锯齿
#if USE_ANTI_ALIAS
alpha = smoothstep(0.0, 0.01, ball_radius - dis);
#endif
return u_ball_color * alpha;
} else{
return vec4(0.0, 0.0, 0.0, 0.0);
}
}
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
gl_FragColor = o;
#if USE_LOADING_STYLE
vec4 arc_color = getArcColor();
vec4 ball_color = getBallColor();
gl_FragColor = ball_color * ball_color.a + arc_color;
#endif
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "aa3b729c-fb16-4293-8789-8b7f36e017f1",
"compiledShaders": [
{
"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;\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_ANTI_ALIAS\n#endif\n#if USE_LOADING_STYLE\nuniform vec4 u_arc_color;\nuniform vec4 u_ball_color;\nuniform float u_arc_line_width;\nuniform float u_arc_radius;\nuniform float u_ball_angle;\nuniform float u_ball_angle_range;\nuniform float u_ball_radius;\nvec2 getUv0Shadow() {\n vec2 uv0 = v_uv0 - vec2(0.5, 0.5);\n float rotation_angle = u_ball_angle + cc_time.x * 200.0;\n float rotation_radians = radians(rotation_angle);\n vec2 uv0_after_rotation = vec2(\n uv0.x * cos(rotation_radians) - uv0.y * sin(rotation_radians),\n uv0.x * sin(rotation_radians) + uv0.y * cos(rotation_radians)\n );\n return uv0_after_rotation;\n}\nvec4 getArcColor() {\n vec2 uv0 = getUv0Shadow();\n float len = length(uv0);\n float min_radius = u_arc_radius - u_arc_line_width * 0.5;\n float max_radius = u_arc_radius + u_arc_line_width * 0.5;\n if (len >= min_radius && len <= max_radius) {\n float radian = acos(uv0.x / len);\n float radian_range = radians(u_ball_angle_range * 0.5);\n if (radian >= radian_range) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.05, 1.0 - abs(len - u_arc_radius) / (u_arc_line_width * 0.5));\n #endif\n return u_arc_color * alpha;\n }\n }\n return vec4(0.0, 0.0, 0.0, 0.0);\n}\nvec4 getBallColor() {\n vec2 uv0 = getUv0Shadow();\n vec2 ball_center_point = vec2(u_arc_radius, 0);\n float ball_radius = u_ball_radius + u_ball_radius * 0.3 * cos(radians(cc_time.x * 200.0));\n float dis = distance(uv0, ball_center_point);\n if (dis <= ball_radius) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.01, ball_radius - dis);\n #endif\n return u_ball_color * alpha;\n } else{\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n gl_FragColor = o;\n #if USE_LOADING_STYLE\n vec4 arc_color = getArcColor();\n vec4 ball_color = getBallColor();\n gl_FragColor = ball_color * ball_color.a + arc_color;\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;\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};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if USE_ANTI_ALIAS\n#endif\n#if USE_LOADING_STYLE\nuniform style{\n vec4 u_arc_color;\n vec4 u_ball_color;\n float u_arc_line_width;\n float u_arc_radius;\n float u_ball_angle;\n float u_ball_angle_range;\n float u_ball_radius;\n};\nvec2 getUv0Shadow() {\n vec2 uv0 = v_uv0 - vec2(0.5, 0.5);\n float rotation_angle = u_ball_angle + cc_time.x * 200.0;\n float rotation_radians = radians(rotation_angle);\n vec2 uv0_after_rotation = vec2(\n uv0.x * cos(rotation_radians) - uv0.y * sin(rotation_radians),\n uv0.x * sin(rotation_radians) + uv0.y * cos(rotation_radians)\n );\n return uv0_after_rotation;\n}\nvec4 getArcColor() {\n vec2 uv0 = getUv0Shadow();\n float len = length(uv0);\n float min_radius = u_arc_radius - u_arc_line_width * 0.5;\n float max_radius = u_arc_radius + u_arc_line_width * 0.5;\n if (len >= min_radius && len <= max_radius) {\n float radian = acos(uv0.x / len);\n float radian_range = radians(u_ball_angle_range * 0.5);\n if (radian >= radian_range) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.05, 1.0 - abs(len - u_arc_radius) / (u_arc_line_width * 0.5));\n #endif\n return u_arc_color * alpha;\n }\n }\n return vec4(0.0, 0.0, 0.0, 0.0);\n}\nvec4 getBallColor() {\n vec2 uv0 = getUv0Shadow();\n vec2 ball_center_point = vec2(u_arc_radius, 0);\n float ball_radius = u_ball_radius + u_ball_radius * 0.3 * cos(radians(cc_time.x * 200.0));\n float dis = distance(uv0, ball_center_point);\n if (dis <= ball_radius) {\n float alpha = 1.0;\n #if USE_ANTI_ALIAS\n alpha = smoothstep(0.0, 0.01, ball_radius - dis);\n #endif\n return u_ball_color * alpha;\n } else{\n return vec4(0.0, 0.0, 0.0, 0.0);\n }\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n gl_FragColor = o;\n #if USE_LOADING_STYLE\n vec4 arc_color = getArcColor();\n vec4 ball_color = getBallColor();\n gl_FragColor = ball_color * ball_color.a + arc_color;\n #endif\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,235 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 闪光(光速扫过)
// 原理(和点光的很类似):
// 1. 画光束
// 2. 圆心中间高亮(透明度=1.0),边缘不亮(透明度=0.0
// 3. 在原图像上方叠加光束
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 光束颜色
lightColor: {
value: [1.0, 1.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "光束颜色"
}
}
# 光束中心点坐标
lightCenterPoint: {
value: [0.2, 0.2],
editor: {
tooltip: "光束中心点坐标"
}
}
# 光束倾斜角度
lightAngle: {
value: 36.0,
editor: {
tooltip: "光束倾斜角度",
range: [0.0, 1.0],
}
}
# 光束宽度
lightWidth: {
value: 0.2,
editor: {
tooltip: "光束宽度"
}
}
# 启用光束渐变
enableGradient: {
value: 1.0,
editor: {
tooltip: "是否启用光束渐变。0不启用非0启用"
}
}
# 裁剪掉透明区域上的光
cropAlpha: {
value: 1.0,
editor: {
tooltip: "是否裁剪透明区域上的光。0不启用非0启用"
}
}
# 是否启用迷雾效果
enableFog: {
value: 0.0,
editor: {
tooltip: "是否启用迷雾效果。0不启用非0启用"
}
}
}%
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_LIGHT
uniform Light {
// 光束颜色
vec4 lightColor;
// 光束中心点坐标
vec2 lightCenterPoint;
// 光束倾斜角度
float lightAngle;
// 光束宽度
float lightWidth;
// 启用光束渐变
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float enableGradient;
// 裁剪掉透明区域上的光
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float cropAlpha;
// 是否启用迷雾效果
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float enableFog;
};
/**
* 添加光束颜色
*/
vec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {
// 边界值处理,没有宽度就返回原始颜色
if (lightWidth <= 0.0) {
return textureColor;
}
// 计算当前 uv 到 光束 的距离
float angleInRadians = radians(lightAngle);
// 角度0与非0不同处理
float dis = 0.0;
if (mod(lightAngle, 180.0) != 0.0) {
// 计算光束中心线下方与X轴交点的X坐标
// 1.0 - lightCenterPoint.y 是将转换为OpenGL坐标系下文的 1.0 - y 类似
float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));
// 以当前点画一条平行于X轴的线假设此线和光束中心线相交的点为D点
// 那么
// D.y = uv0.y
// D.x = lightOffsetX + D.y / tan(angle)
float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);
// D 到当前 uv0 的距离就是
// dis = |uv0.x - D.x|
float offsetDis = abs(v_uv0.x - dx);
// 当前点到光束中心线的的垂直距离就好算了
dis = sin(angleInRadians) * offsetDis;
} else {
dis = abs(v_uv0.y - lightCenterPoint.y);
}
float a = 1.0 ;
// 裁剪掉透明区域上的点光
if (bool(cropAlpha)) {
a *= step(0.01, textureColor.a);
}
// 裁剪掉光束范围外的uv迷雾效果
if (!bool(enableFog)) {
a *= step(dis, lightWidth * 0.5);
}
// 加入从中心往外渐变的效果
if (bool(enableGradient)) {
a *= 1.0 - dis / (lightWidth * 0.5);
}
// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
vec4 finalLightColor = lightColor * a;
// 混合颜色:在原始图像颜色上叠加扩散颜色
return textureColor * textureColor.a + finalLightColor;
}
#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);
gl_FragColor = o;
#if ENABLE_LIGHT
gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);
#endif
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "e9682cd1-a19c-4fcb-ad8c-cf1783b805e6",
"compiledShaders": [
{
"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 ENABLE_LIGHT\nuniform vec4 lightColor;\nuniform vec2 lightCenterPoint;\nuniform float lightAngle;\nuniform float lightWidth;\nuniform float enableGradient;\nuniform float cropAlpha;\nuniform float enableFog;\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n float offsetDis = abs(v_uv0.x - dx);\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\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 ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\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 ENABLE_LIGHT\nuniform Light {\n vec4 lightColor;\n vec2 lightCenterPoint;\n float lightAngle;\n float lightWidth;\n float enableGradient;\n float cropAlpha;\n float enableFog;\n};\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n if (mod(lightAngle, 180.0) != 0.0) {\n float lightOffsetX = lightCenterPoint.x - ((1.0 - lightCenterPoint.y) / tan(angleInRadians));\n float dx = lightOffsetX + (1.0 - v_uv0.y) / tan(angleInRadians);\n float offsetDis = abs(v_uv0.x - dx);\n dis = sin(angleInRadians) * offsetDis;\n } else {\n dis = abs(v_uv0.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (bool(enableGradient)) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\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 ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,196 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 高斯模糊
//
// 参考资料(必读)
// * http://www.ruanyifeng.com/blog/2012/11/gaussian_blur.html
// * https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# # 标准方差值
# stDev: {
# value: 0.84089642,
# editor: {
# tooltip: "标准方差值"
# }
# }
# 纹理尺寸
textureSize: {
value: [100.0, 100.0],
editor: {
tooltip: "纹理尺寸px宽 x 高)"
}
}
}%
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_GAUSSIAN_BLUR
// 定义无理数
#define e 2.718281828459045
// 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)
// #define stDev 0.84089642
#define stDev 1.5
// #define stDev 5.0
// #define stDev 10.0
// 定义π
#define pi 3.141592653589793
// 接收外部变量
uniform GaussianBlur {
// 纹理尺寸(宽 x 高px
vec2 textureSize;
// // 标准方差值
// float stDev;
};
/**
* 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 )
*/
float getWeight(float x, float y) {
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)));
}
#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);
gl_FragColor = o;
#if ENABLE_GAUSSIAN_BLUR
// 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
const float size = floor(stDev * 6.0 + 1.0);
const float halfSize = floor(size / 2.0);
// 步骤一:计算高斯矩阵上所有权重的和
// // v1遍历所有点每个点都计算权重
// float totalWeight = 0.0;
// for(float x = -halfSize; x<= halfSize; x++) {
// for (float y = -halfSize; y<= halfSize; y++) {
// totalWeight += getWeight(x, y);
// }
// }
// 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
// 原点
float totalWeight = getWeight(0.0, 0.0);
// X轴正方向上的权重 * 2.0 就是整个X轴上的权重
for(float x = 1.0; x <= halfSize; x++) {
totalWeight += getWeight(x, 0.0) * 2.0;
}
// Y轴正方向上的权重 * 2.0 就是整个Y轴上的权重
for(float y = 1.0; y <= halfSize; y++) {
totalWeight += getWeight(0.0, y) * 2.0;
}
// 第一象限的权重 * 4.0 就是4个象限的权重
for(float x = 1.0; x <= halfSize; x++) {
for (float y = 1.0; y<= halfSize; y++) {
totalWeight += getWeight(x, y) * 4.0;
}
}
// TODO:
//
// 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
//
// v3原始权重矩阵在CPU计算并传入到Shader
// v4加权平均后的权重矩阵在CPU计算并传入Shader
// 步骤二:采样周边像素并应用加权平均值,得出最终像素值
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
// float divider = 0.01;
float onePxWidth = 1.0 / textureSize.x;
float onePxHeight = 1.0 / textureSize.y;
for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -halfSize; y<= halfSize; y++) {
// 求出对应坐标的真正权重(对应权重矩阵)
float weight = getWeight(x, y) / totalWeight;
// 求出对应坐标像素颜色值的加权值
// finalColor += texture(texture, v_uv0 + vec2(divider * x, divider * y)) * weight;
finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;
}
}
gl_FragColor = finalColor;
#endif
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "41f4d474-d707-45bb-af93-637573f92d54",
"compiledShaders": [
{
"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 ENABLE_GAUSSIAN_BLUR\nuniform vec2 textureSize;\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#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 ENABLE_GAUSSIAN_BLUR\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = getWeight(0.0, 0.0);\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\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 vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\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 float weight = getWeight(x, y) / totalWeight;\n finalColor += texture2D(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\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 ENABLE_GAUSSIAN_BLUR\nuniform GaussianBlur {\n vec2 textureSize;\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#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 ENABLE_GAUSSIAN_BLUR\n const float size = floor(1.5 * 6.0 + 1.0);\n const float halfSize = floor(size / 2.0);\n float totalWeight = getWeight(0.0, 0.0);\n for(float x = 1.0; x <= halfSize; x++) {\n totalWeight += getWeight(x, 0.0) * 2.0;\n }\n for(float y = 1.0; y <= halfSize; y++) {\n totalWeight += getWeight(0.0, y) * 2.0;\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 vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);\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 float weight = getWeight(x, y) / totalWeight;\n finalColor += texture(texture, v_uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;\n }\n }\n gl_FragColor = finalColor;\n #endif\n}"
}
}
],
"subMetas": {}
}

View File

@ -1,6 +1,5 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 内发光特效
// 原理: 采样周边像素alpha取平均值叠加发光效果
CCEffect %{
techniques:
- passes:
@ -14,12 +13,11 @@ CCEffect %{
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 自定义参数
# 发光颜色
glowColor: {
value: [1.0, 1.0, 0.0, 1.0],
inspector: {
editor: {
type: color,
tooltip: "发光颜色"
}
@ -27,7 +25,7 @@ CCEffect %{
# 发光宽度
glowColorSize: {
value: 0.2,
inspector: {
editor: {
tooltip: "发光宽度",
range: [0.0, 1.0],
}
@ -37,7 +35,7 @@ CCEffect %{
# 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: {
value: 0.1,
inspector: {
editor: {
tooltip: "发光阈值",
range: [0.0, 1.0]
}
@ -136,7 +134,8 @@ CCProgram fs %{
*/
float getColorAlpha(float angle, float dist) {
// 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 = 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)));
return color.a;
}
@ -149,8 +148,6 @@ CCProgram fs %{
* @return average alpha [0.0, 1.0]
*/
float getAverageAlpha(float dist) {
float totalAlpha = 0.0;
// 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
totalAlpha += getColorAlpha(0.0, dist);
@ -208,7 +205,7 @@ CCProgram fs %{
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= getTextureColor(texture, v_uv0);
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "345a48c3-c00c-45d2-b6c9-b1ac49f46662",
"compiledShaders": [
{
"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}"
},
"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}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,238 @@
// 相比起 v1 版本的变更
//
// 1. 切换了采样算法,由原来圆采样,改为矩形采样,减少大量三角函数运算,在保持差不多效果的前提下,性能得到大幅提升
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 自定义参数
glowColor: {
value: [1.0, 1.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "发光颜色RGBA"
}
}
spriteWidth: {
value: 500,
editor: {
tooltip: "纹理宽度px"
}
}
spriteHeight: {
value: 500,
editor: {
tooltip: "纹理高度px"
}
}
glowRange: {
value: 20,
editor: {
tooltip: "内发光范围px"
}
}
# 发光透明度阈值
# 只有超过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: {
value: 0.1,
editor: {
tooltip: "发光阈值(只有超过这个透明度的点才会发光)",
range: [0.0, 1.0]
}
}
}%
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
// 定义向周边搜索的圈数
#define range 5.0
#if SHOW_INNER_GLOW
uniform glow {
// 发光颜色
vec4 glowColor;
// 纹理宽度px
float spriteWidth;
// 纹理高度px
float spriteHeight;
// 内发光范围px
float glowRange;
// 发光阈值
float glowThreshold;
// 特别地,必须是 vec4 先于 float 声明
};
/**
* 获取纹理uv颜色
*
* 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)
*
* 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为
*
* * 超出左边界的uv返回 v_uv0.x = 0 的颜色
* * 超出右边界的uv返回 v_uv0.x = 1 的颜色
* * 超出上边界的uv返回 v_uv0.y = 1 的颜色
* * 超出下边界的uv返回 v_uv0.y = 0 的颜色
*
* 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致
*/
vec4 getTextureColor(sampler2D texture, vec2 v_uv0) {
if (v_uv0.x > 1.0 || v_uv0.x < 0.0 || v_uv0.y > 1.0 || v_uv0.y < 0.0) {
return vec4(0.0, 0.0, 0.0, 0.0);
}
return texture(texture, v_uv0);
}
/**
* 获取发光的透明度
*/
float getGlowAlpha() {
// 如果发光宽度为0直接返回0.0透明度,减少计算量
if (glowRange == 0.0) {
return 0.0;
}
// 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
// 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
// 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
// 同时也是提前直接结束,减少计算量
vec4 srcColor = getTextureColor(texture, v_uv0);
if (srcColor.a <= glowThreshold) {
return srcColor.a;
}
// 每一圈的对应的步长
float per_step_x = (1.0 / spriteWidth) * (glowRange / range);
float per_step_y = (1.0 / spriteHeight) * (glowRange / range);
// 取样周边一定范围透明度
float totalAlpha = 0.0;
for (float x = -range; x <= range; x++) {
for (float y = -range; y <= range; y++) {
totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;
}
}
totalAlpha /= (range + range + 1.0) * (range + range + 1.0);
return totalAlpha;
}
#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);
gl_FragColor = o;
#if SHOW_INNER_GLOW
// 目标颜色(图像)
vec4 color_dest = o;
// 获取发光透明度
// 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();
// 而内发光是从边缘开始的,那么什么算是边缘呢?
// 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
// 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
if (alpha > glowThreshold) {
// 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
// 因此我们需要翻转一下透明度
alpha = 1.0 - alpha;
// 给点调料,让靠近边缘的更加亮
alpha = -1.0 * pow((alpha - 1.0), 4.0) + 1.0;
}
// 源颜色(内发光)
vec4 color_src = glowColor * alpha;
// 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
// 所以命名就是 color_src, color_dest
// 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
// 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:
//
// 内发光color_src: GL_SRC_ALPHA
// 原图像color_dest: GL_ONE
//
// 即最终颜色如下:
// color_src * GL_SRC_ALPHA + color_dest * GL_ONE
gl_FragColor = color_src * color_src.a + color_dest;
#endif
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "c49fbec9-7e8c-4114-a058-354eebd04446",
"compiledShaders": [
{
"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 spriteWidth;\nuniform float spriteHeight;\nuniform float glowRange;\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 getGlowAlpha() {\n if (glowRange == 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 per_step_x = (1.0 / spriteWidth) * (glowRange / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowRange / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\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 * pow((alpha - 1.0), 4.0) + 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 spriteWidth;\n float spriteHeight;\n float glowRange;\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 getGlowAlpha() {\n if (glowRange == 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 per_step_x = (1.0 / spriteWidth) * (glowRange / 5.0);\n float per_step_y = (1.0 / spriteHeight) * (glowRange / 5.0);\n float totalAlpha = 0.0;\n for (float x = -5.0; x <= 5.0; x++) {\n for (float y = -5.0; y <= 5.0; y++) {\n totalAlpha += getTextureColor(texture, v_uv0 + vec2(x * per_step_x, y * per_step_y)).a;\n }\n }\n totalAlpha /= (5.0 + 5.0 + 1.0) * (5.0 + 5.0 + 1.0);\n return totalAlpha;\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 * pow((alpha - 1.0), 4.0) + 1.0;\n }\n vec4 color_src = glowColor * alpha;\n gl_FragColor = color_src * color_src.a + color_dest;\n #endif\n}"
}
}
],
"subMetas": {}
}

View File

@ -1,17 +0,0 @@
{
"ver": "1.0.23",
"uuid": "90211f16-c00e-4c37-a192-43ec50c9ea35",
"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 SHOW_INNER_GLOW\n\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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 texture2D(texture, v_uv0);\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 = getTextureColor(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 = getTextureColor(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 *= getTextureColor(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"
},
"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 SHOW_INNER_GLOW\n\nuniform glow {\n\n vec4 glowColor;\n\n float glowColorSize;\n\n float glowThreshold;\n\n};\n\n/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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}\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 = getTextureColor(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 = getTextureColor(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 *= getTextureColor(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"
}
}
],
"subMetas": {}
}

View File

@ -1,6 +1,5 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 外发光特效
// 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)
CCEffect %{
techniques:
- passes:
@ -14,12 +13,11 @@ CCEffect %{
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 自定义参数
# 发光颜色
glowColor: {
value: [1.0, 1.0, 0.0, 1.0],
inspector: {
editor: {
type: color,
tooltip: "发光颜色"
}
@ -27,7 +25,7 @@ CCEffect %{
# 发光宽度
glowColorSize: {
value: 0.15,
inspector: {
editor: {
tooltip: "发光宽度",
range: [0.0, 1.0],
}
@ -36,7 +34,7 @@ CCEffect %{
# 只有小于等于这个透明度的点才会发光
glowThreshold: {
value: 1.0,
inspector: {
editor: {
tooltip: "发光阈值",
range: [0.0, 1.0]
}
@ -50,20 +48,17 @@ CCProgram vs %{
#include <cc-global>
#include <cc-local>
// a_position 是笛卡尔坐标右手系也是OpenGL的坐标系原点在左下角X轴正方向往右Y轴正方向往上Z轴正方向往外
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
// a_uv0 是标准屏幕坐标系即原点在左上角X轴正方向往右Y轴正方向往下
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
// vec4 pos = vec4(a_position * vec3(1.0, 1.0, 1.0), 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
@ -239,7 +234,7 @@ CCProgram fs %{
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= getTextureColor(texture, v_uv0);
o *= texture(texture, v_uv0);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
#endif

View File

@ -1,15 +1,15 @@
{
"ver": "1.0.23",
"uuid": "89f30b2e-b75e-49b1-9dfc-cb341cadd30a",
"ver": "1.0.25",
"uuid": "67e9833e-aa43-427a-ba89-d7bdd1ef0aed",
"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\n\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\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/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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 texture2D(texture, v_uv0);\n}\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 = getTextureColor(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 *= getTextureColor(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"
"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\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}\n#if SHOW_OUTTER_GLOW\nuniform vec4 glowColor;\nuniform float glowColorSize;\nuniform float glowThreshold;\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\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 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_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\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\n\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\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/**\n * 获取纹理uv颜色 \n *\n * 主要实现:超出边界的统一返回 vec4(0.0, 0.0, 0.0, 0.0)\n * \n * 在 Cocos Creator 2.2.1 的编辑器中超出边界的uv并不是返回 vec4(0.0, 0.0, 0.0, 0.0),实际返回为\n * \n * * 超出左边界的uv返回 v_uv0.x = 0 的颜色\n * * 超出右边界的uv返回 v_uv0.x = 1 的颜色\n * * 超出上边界的uv返回 v_uv0.y = 1 的颜色\n * * 超出下边界的uv返回 v_uv0.y = 0 的颜色\n *\n * 和实际在浏览器上显示(超出边界即为透明)的有区别,为了统一,这里适配一下,这样子,在编辑器上预览的效果就能和实际浏览器的保持一致\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}\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 = getTextureColor(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 *= getTextureColor(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"
"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\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}\n#if SHOW_OUTTER_GLOW\nuniform glow {\n vec4 glowColor;\n float glowColorSize;\n float glowThreshold;\n};\nfloat getColorAlpha(float angle, float dist) {\n float radian = angle * 0.01745329252;\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 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_OUTTER_GLOW\n float alpha = getGlowAlpha();\n if (alpha <= glowThreshold) {\n alpha = alpha / glowThreshold;\n alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;\n } else {\n alpha = 0.0;\n }\n vec4 color_dest = glowColor * alpha;\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
}
}
],

View File

@ -21,7 +21,7 @@ CCEffect %{
# 灰化程度
grayLevel: {
value: 1.0,
inspector: {
editor: {
tooltip: "灰化程度",
range: [0.0, 1.0]
}
@ -80,7 +80,7 @@ CCProgram fs %{
uniform GrayPhoto {
// 灰化程度
float grayLevel;
}
};
#endif
void main () {
@ -103,7 +103,14 @@ CCProgram fs %{
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
vec4 grayColor = vec4(gray, gray, gray, o.a);
o = srcColor + (grayColor - srcColor) * grayLevel;
// o = srcColor + (grayColor - srcColor) * grayLevel;
// 实际上在OpenGL中内置了mix混合函数实际效果就是上面这条公式
// mix(x, y, a)函数理解x * (1.0 - a) + y * a
// 为了看起来更像OpenGL因此这里改为采用内置函数
o = mix(srcColor, grayColor, grayLevel);
#endif
gl_FragColor = o;
}

View File

@ -1,15 +1,15 @@
{
"ver": "1.0.23",
"ver": "1.0.25",
"uuid": "2e5b29d9-dd5e-4f3d-92e9-e580745b3bc8",
"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 USE_GRAY\nuniform float grayLevel;\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 USE_GRAY\n vec4 srcColor = o;\n\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n\n o = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\n}\n"
"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 USE_GRAY\nuniform float grayLevel;\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 #if USE_GRAY\n vec4 srcColor = o;\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n o = mix(srcColor, grayColor, grayLevel);\n #endif\n gl_FragColor = o;\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 USE_GRAY\nuniform GrayPhoto {\n\n float grayLevel;\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 USE_GRAY\n vec4 srcColor = o;\n\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n\n o = srcColor + (grayColor - srcColor) * grayLevel;\n #endif\n gl_FragColor = o;\n}\n"
"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 USE_GRAY\nuniform GrayPhoto {\n float grayLevel;\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 #if USE_GRAY\n vec4 srcColor = o;\n float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;\n vec4 grayColor = vec4(gray, gray, gray, o.a);\n o = mix(srcColor, grayColor, grayLevel);\n #endif\n gl_FragColor = o;\n}"
}
}
],

View File

@ -18,14 +18,14 @@ CCEffect %{
# X轴方块数量
xBlockCount: {
value: 30.0,
inspector: {
editor: {
tooltip: "X轴方向马赛克方块数量"
}
}
# Y轴方块数量
yBlockCount: {
value: 30.0,
inspector: {
editor: {
tooltip: "Y轴方向马赛克方块数量"
}
}
@ -85,7 +85,7 @@ CCProgram fs %{
float xBlockCount;
// Y轴方块数量
float yBlockCount;
}
};
/**
* 获取v_uv0最终映射的马赛格格子的坐标

View File

@ -1,15 +1,15 @@
{
"ver": "1.0.23",
"ver": "1.0.25",
"uuid": "9638979d-62b3-4e5b-adea-7ad706e66e65",
"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 USE_MOSAIC\nuniform float xBlockCount;\nuniform float yBlockCount;\n/**\n * 获取v_uv0最终映射的马赛格格子的坐标\n *\n * @return 映射后坐标\n */\nvec2 getUvMapPos() {\n\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n\n float blockXIndex = floor(v_uv0.x / blockWidth);\n\n float yCount; \n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n\n #if USE_TEXTURE\n o *= texture2D(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + 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"
"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 USE_MOSAIC\nuniform float xBlockCount;\nuniform float yBlockCount;\nvec2 getUvMapPos() {\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n float blockXIndex = floor(v_uv0.x / blockWidth);\n float yCount;\n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n #if USE_TEXTURE\n o *= texture2D(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\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 USE_MOSAIC\nuniform Mosaic {\n\n float xBlockCount;\n\n float yBlockCount;\n}\n\n/**\n * 获取v_uv0最终映射的马赛格格子的坐标\n *\n * @return 映射后坐标\n */\nvec2 getUvMapPos() {\n\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n\n float blockXIndex = floor(v_uv0.x / blockWidth);\n\n float yCount; \n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n\n#endif\n\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n\n #if USE_TEXTURE\n o *= texture(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + 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"
"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 USE_MOSAIC\nuniform Mosaic {\n float xBlockCount;\n float yBlockCount;\n};\nvec2 getUvMapPos() {\n float xCount;\n if (xBlockCount <= 0.0) {\n xCount = 1.0;\n } else {\n xCount = xBlockCount;\n }\n float blockWidth = 1.0 / xCount;\n float blockXIndex = floor(v_uv0.x / blockWidth);\n float yCount;\n if (yBlockCount <= 0.0) {\n yCount = 1.0;\n } else {\n yCount = yBlockCount;\n }\n float blockHeight = 1.0 / yCount;\n float blockYIndex = floor(v_uv0.y / blockHeight);\n return vec2(blockWidth * (blockXIndex + 0.5), blockHeight * (blockYIndex + 0.5));\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n vec2 realPos = v_uv0;\n #if USE_MOSAIC\n realPos = getUvMapPos();\n #endif\n #if USE_TEXTURE\n o *= texture(texture, realPos);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, realPos + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
}
}
],

View File

@ -21,7 +21,7 @@ CCEffect %{
# 老化程度
oldLevel: {
value: 1.0,
inspector: {
editor: {
tooltip: "老化程度",
range: [0.0, 1.0]
}
@ -80,7 +80,7 @@ CCProgram fs %{
uniform OldPhoto {
// 老化程度
float oldLevel;
}
};
/**
* 获取老化颜色
@ -115,7 +115,8 @@ CCProgram fs %{
vec4 srcColor = o;
vec4 oldColor = getOldPhotoColor(srcColor);
o = srcColor + (oldColor - srcColor) * oldLevel;
// o = srcColor + (oldColor - srcColor) * oldLevel;
o = mix(srcColor, oldColor, oldLevel);
#endif
gl_FragColor = o;
}

View File

@ -1,15 +1,15 @@
{
"ver": "1.0.23",
"ver": "1.0.25",
"uuid": "211eddf3-c53d-46e3-8c09-c1bf38e644e2",
"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 USE_OLD_PHOTO\nuniform float oldLevel;\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\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 #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}\n"
"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 USE_OLD_PHOTO\nuniform float oldLevel;\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;\n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;\n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\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 #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n o = mix(srcColor, oldColor, oldLevel);\n #endif\n gl_FragColor = o;\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 USE_OLD_PHOTO\nuniform OldPhoto {\n\n float oldLevel;\n}\n\n/**\n * 获取老化颜色\n * \n * @param color 原始颜色 \n *\n * @return 老化后的颜色\n */\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b; \n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b; \n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\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 USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n\n o = srcColor + (oldColor - srcColor) * oldLevel;\n #endif\n gl_FragColor = o;\n}\n"
"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 USE_OLD_PHOTO\nuniform OldPhoto {\n float oldLevel;\n};\nvec4 getOldPhotoColor(vec4 color) {\n float r = 0.393 * color.r + 0.769 * color.g + 0.189 * color.b;\n float g = 0.349 * color.r + 0.686 * color.g + 0.168 * color.b;\n float b = 0.272 * color.r + 0.534 * color.g + 0.131 * color.b;\n return vec4(r, g, b, color.a);\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 #if USE_OLD_PHOTO\n vec4 srcColor = o;\n vec4 oldColor = getOldPhotoColor(srcColor);\n o = mix(srcColor, oldColor, oldLevel);\n #endif\n gl_FragColor = o;\n}"
}
}
],

View File

@ -1,5 +1,5 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 描边特效
CCEffect %{
techniques:
- passes:
@ -17,7 +17,7 @@ CCEffect %{
# 描边颜色
outlineColor: {
value: [1.0, 0.0, 0.0, 1.0],
inspector: {
editor: {
type: color,
tooltip: "描边颜色",
}
@ -26,11 +26,12 @@ CCEffect %{
# 描边宽度
outlineWidth: {
value: 0.002,
inspector: {
editor: {
tooltip: "描边宽度",
range: [0.0, 1.0]
}
}
}%
@ -109,7 +110,6 @@ CCProgram fs %{
}
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);

View File

@ -1,15 +1,15 @@
{
"ver": "1.0.23",
"uuid": "559dcd1e-233b-4e1f-b1da-733c9232f06f",
"ver": "1.0.25",
"uuid": "34c2ed47-4d59-41c4-b91c-157c32e9d0eb",
"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 SHOW_OUT_LINE\n\nuniform vec4 outlineColor;\nuniform float outlineWidth;\n\nfloat getBgAlpha() {\n vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineWidth)); \n vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineWidth)); \n vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineWidth, 0)); \n vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineWidth, 0)); \n vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineWidth, -outlineWidth)); \n vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineWidth, outlineWidth)); \n vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth)); \n vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineWidth, outlineWidth)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\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\n #if SHOW_OUT_LINE\n\n if (outlineWidth == 0.0) {\n return;\n }\n\n vec4 color_dest = outlineColor * getBgAlpha();\n\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"
"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_OUT_LINE\nuniform vec4 outlineColor;\nuniform float outlineWidth;\nfloat getBgAlpha() {\n vec4 color_up = texture2D(texture, v_uv0 + vec2(0, outlineWidth));\n vec4 color_down = texture2D(texture, v_uv0 - vec2(0, outlineWidth));\n vec4 color_left = texture2D(texture, v_uv0 - vec2(outlineWidth, 0));\n vec4 color_right = texture2D(texture, v_uv0 + vec2(outlineWidth, 0));\n vec4 color_up_left = texture2D(texture, v_uv0 + vec2(outlineWidth, -outlineWidth));\n vec4 color_up_right = texture2D(texture, v_uv0 + vec2(outlineWidth, outlineWidth));\n vec4 color_down_left = texture2D(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth));\n vec4 color_down_right = texture2D(texture, v_uv0 + vec2(-outlineWidth, outlineWidth));\n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a;\n return clamp(total, 0.0, 1.0);\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_OUT_LINE\n if (outlineWidth == 0.0) {\n return;\n }\n vec4 color_dest = outlineColor * getBgAlpha();\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\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 SHOW_OUT_LINE\n\nuniform Outline {\n\n vec4 outlineColor;\n\n float outlineWidth;\n\n};\n\nfloat getBgAlpha() {\n vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineWidth)); \n vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineWidth)); \n vec4 color_left = texture(texture, v_uv0 - vec2(outlineWidth, 0)); \n vec4 color_right = texture(texture, v_uv0 + vec2(outlineWidth, 0)); \n vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineWidth, -outlineWidth)); \n vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineWidth, outlineWidth)); \n vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth)); \n vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineWidth, outlineWidth)); \n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a; \n return clamp(total, 0.0, 1.0);\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\n #if SHOW_OUT_LINE\n\n if (outlineWidth == 0.0) {\n return;\n }\n\n vec4 color_dest = outlineColor * getBgAlpha();\n\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"
"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_OUT_LINE\nuniform Outline {\n vec4 outlineColor;\n float outlineWidth;\n};\nfloat getBgAlpha() {\n vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineWidth));\n vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineWidth));\n vec4 color_left = texture(texture, v_uv0 - vec2(outlineWidth, 0));\n vec4 color_right = texture(texture, v_uv0 + vec2(outlineWidth, 0));\n vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineWidth, -outlineWidth));\n vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineWidth, outlineWidth));\n vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth));\n vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineWidth, outlineWidth));\n float total = color_right.a + color_left.a + color_down.a + color_up.a + color_up_left.a + color_up_right.a + color_down_left.a + color_down_right.a;\n return clamp(total, 0.0, 1.0);\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_OUT_LINE\n if (outlineWidth == 0.0) {\n return;\n }\n vec4 color_dest = outlineColor * getBgAlpha();\n vec4 color_src = o;\n gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);\n #endif\n}"
}
}
],

View File

@ -0,0 +1,182 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
// 点光/点扩散
// 原理:
// 1. 画圆
// 2. 圆心高亮(透明度=1.0),圆边缘不亮(透明度=0.0
// 3. 在原图像上方叠加圆
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 扩散颜色
centerColor: {
value: [1.0, 1.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "发光颜色"
}
}
# 扩散起点坐标
centerPoint: {
value: [0.2, 0.2],
editor: {
tooltip: "扩散起点坐标"
}
}
# 扩散半径
radius: {
value: 0.4,
editor: {
tooltip: "扩散半径"
}
}
# 裁剪掉透明区域上的光
cropAlpha: {
value: 1.0,
editor: {
tooltip: "是否裁剪透明区域上的光。0不启用非0启用"
}
}
# 是否启用迷雾效果
enableFog: {
value: 0.0,
editor: {
tooltip: "是否启用迷雾效果。0不启用非0启用"
}
}
}%
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_DIFFUSION
uniform Diffusion {
// 扩散颜色
vec4 centerColor;
// 扩散起点坐标
vec2 centerPoint;
// 扩展半径
float radius;
// 裁剪掉透明区域上的光
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float cropAlpha;
// 是否启用迷雾效果
// ps编辑器还不支持 bool 类型的样子因此用float来定义
float enableFog;
};
/**
* 添加某个扩散点后混合后的纹理颜色
*/
vec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
// 计算当前 uv 到圆心起点的距离
float dis = distance(v_uv0, centerPoint);
float a = 1.0 ;
// 裁剪掉透明区域上的点光
if (bool(cropAlpha)) {
a *= step(0.01, textureColor.a);
}
// 裁剪掉光束范围外的uv迷雾效果
if (!bool(enableFog)) {
a *= step(dis, radius);
}
// 加入从中心往外渐变的效果
a *= 1.0 - (dis / radius);
// 计算出圆范围内,不同 uv 对应的实际颜色值
vec4 lightColor = centerColor * a;
// 混合颜色:在原始图像颜色上叠加圆颜色
return textureColor * textureColor.a + lightColor;
}
#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);
gl_FragColor = o;
#if ENABLE_DIFFUSION
gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);
#endif
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "72a182fc-08a6-4faa-8e36-8bd84b4a0b53",
"compiledShaders": [
{
"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 ENABLE_DIFFUSION\nuniform vec4 centerColor;\nuniform vec2 centerPoint;\nuniform float radius;\nuniform float cropAlpha;\nuniform float enableFog;\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n float dis = distance(v_uv0, centerPoint);\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, radius);\n }\n a *= 1.0 - (dis / radius);\n vec4 lightColor = centerColor * a;\n return textureColor * textureColor.a + lightColor;\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 ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\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 ENABLE_DIFFUSION\nuniform Diffusion {\n vec4 centerColor;\n vec2 centerPoint;\n float radius;\n float cropAlpha;\n float enableFog;\n};\nvec4 addLightColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {\n float dis = distance(v_uv0, centerPoint);\n float a = 1.0 ;\n if (bool(cropAlpha)) {\n a *= step(0.01, textureColor.a);\n }\n if (!bool(enableFog)) {\n a *= step(dis, radius);\n }\n a *= 1.0 - (dis / radius);\n vec4 lightColor = centerColor * a;\n return textureColor * textureColor.a + lightColor;\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 ENABLE_DIFFUSION\n gl_FragColor = addLightColor(gl_FragColor, centerPoint, radius, centerColor);\n #endif\n}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,145 @@
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
//
// 圆角裁剪(仅支持正方形纹理)
//
// 原理https://www.cnblogs.com/jqm304775992/p/4987793.html
// 代码:复制 yanjifa/shaderDemor 的 https://github.com/yanjifa/shaderDemo/blob/master/assets/Effect/CircleAvatar.effect
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
# 圆角半径
radius: {
value: 0.4,
editor: {
tooltip: "圆角半径"
}
}
}%
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 {
// 圆角半径
float radius;
};
#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]
float circleRadius = clamp(0.0, 0.5, radius);
// 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 - circleRadius);
float ry = abs(uv.y) - (0.5 - circleRadius);
// 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 - circleRadius, abs(uv.x));
float my = step(0.5 - circleRadius, abs(uv.y));
// 计算相对uv坐标到圆心的距离
float len = length(vec2(rx, ry));
// 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
// mx * my = 1 时,代表园所所在矩形区域
// 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
// 其中圆角区域值为0非圆角区域值为1
// 当为圆角区域时a 值为1代表完全采用原始纹理透明度
// 当为非圆角区域时a 值为0代表完全透明
// 至此已经实现圆角裁剪
//
// smoothstep(0., circleRadius * 0.01, len - circleRadius) 是用于抗锯齿优化
// 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
// 其中,
// 「圆半径一点点」用 circleRadius * 0.01 表示0.01 可自行改变)
// 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
float a = 1.0 - mx * my * step(circleRadius, len) * smoothstep(0., circleRadius * 0.01, len - circleRadius);
o = vec4(o.rgb, o.a * a);
#endif
gl_FragColor = o;
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "a4afedba-5234-44d7-9031-cba83051d521",
"compiledShaders": [
{
"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 ENABLE_ROUNDCORNER\nuniform float radius;\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 #if ENABLE_ROUNDCORNER\n float circleRadius = clamp(0.0, 0.5, radius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n float len = length(vec2(rx, ry));\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}"
},
"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 ENABLE_ROUNDCORNER\nuniform RoundCorner {\n float radius;\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 #if ENABLE_ROUNDCORNER\n float circleRadius = clamp(0.0, 0.5, radius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - circleRadius);\n float ry = abs(uv.y) - (0.5 - circleRadius);\n float mx = step(0.5 - circleRadius, abs(uv.x));\n float my = step(0.5 - circleRadius, abs(uv.y));\n float len = length(vec2(rx, ry));\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}"
}
}
],
"subMetas": {}
}

View File

@ -0,0 +1,192 @@
// 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,
editor: {
tooltip: "圆角x轴半径长度相对于纹理宽度"
}
}
# 圆角y轴半径长度相对于纹理高度
yRadius: {
value: 0.4,
editor: {
tooltip: "圆角y轴半径长度相对于纹理高度"
}
}
}%
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;
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "7c24b57e-e819-4fc9-a8d2-b06cf61b782d",
"compiledShaders": [
{
"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 ENABLE_ROUNDCORNER\nuniform float xRadius;\nuniform float yRadius;\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 #if ENABLE_ROUNDCORNER\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n float angleInRadian = atan(ry / rx);\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n float smo = smoothstep(0.0, maxDis, curDis);\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n o = vec4(o.rgb, o.a * alpha);\n #endif\n gl_FragColor = o;\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 ENABLE_ROUNDCORNER\nuniform RoundCorner {\n float xRadius;\n float yRadius;\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 #if ENABLE_ROUNDCORNER\n float ellipseXRadius = clamp(0.0, 0.5, xRadius);\n float ellipseYRadius = clamp(0.0, 0.5, yRadius);\n vec2 uv = v_uv0.xy - vec2(0.5, 0.5);\n float rx = abs(uv.x) - (0.5 - ellipseXRadius);\n float ry = abs(uv.y) - (0.5 - ellipseYRadius);\n float mx = step(0.5 - ellipseXRadius, abs(uv.x));\n float my = step(0.5 - ellipseYRadius, abs(uv.y));\n float isOutOfEllipse = step(1.0, pow(rx, 2.0) / pow(xRadius, 2.0) + pow(ry, 2.0) / pow(yRadius, 2.0));\n float angleInRadian = atan(ry / rx);\n vec2 pointInEllipse = vec2(xRadius * cos(angleInRadian), yRadius * sin(angleInRadian));\n vec2 pointInBigEllipse = vec2((xRadius * 1.01) * cos(angleInRadian), (yRadius * 1.01)* sin(angleInRadian));\n float maxDis = distance(pointInBigEllipse, pointInEllipse);\n float curDis = distance(vec2(rx, ry), pointInEllipse);\n float smo = smoothstep(0.0, maxDis, curDis);\n float alpha = 1.0 - mx * my * isOutOfEllipse * smo;\n o = vec4(o.rgb, o.a * alpha);\n #endif\n gl_FragColor = o;\n}"
}
}
],
"subMetas": {}
}

View File

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const { ccclass, property } = cc._decorator;
@ccclass
export default class FlashLightCtrlComponent extends cc.Component {
private _flashLightUBO: FlashLightUBO = new FlashLightUBO();
onEnable() {
this.node.on(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
this.node.on(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
this.node.on("on_property_change", this._onPropertyChange, this);
}
onDisable() {
this.node.off(cc.Node.EventType.TOUCH_START, this._onTouchStart, this);
this.node.off(cc.Node.EventType.TOUCH_MOVE, this._onTouchMove, this);
this.node.off("on_property_change", this._onPropertyChange, this);
}
private _onTouchStart(event: cc.Event.EventTouch) {
this._onTouchMove(event);
}
private _onTouchMove(event: cc.Event.EventTouch) {
let touchPointInWorldSpace = event.getLocation();
let touchPointInNodeSpace = this.node.convertToNodeSpaceAR(touchPointInWorldSpace);
// 将触摸点转换为OPENGL坐标系并归一化
// OpenGl 坐标系原点在左上角
this._flashLightUBO.lightCenterPoint = cc.v2(
this.node.anchorX + touchPointInNodeSpace.x / this.node.width,
1 - (this.node.anchorY + touchPointInNodeSpace.y / this.node.height)
);
this._updateMaterial();
}
private _onPropertyChange(localDiffusionUniform: FlashLightUBO) {
this._flashLightUBO.lightColor = localDiffusionUniform.lightColor;
this._flashLightUBO.lightAngle = localDiffusionUniform.lightAngle;
this._flashLightUBO.lightWidth = localDiffusionUniform.lightWidth;
this._flashLightUBO.enableGradient = localDiffusionUniform.enableGradient;
this._flashLightUBO.cropAlpha = localDiffusionUniform.cropAlpha;
this._flashLightUBO.enableFog = localDiffusionUniform.enableFog;
this._updateMaterial();
}
private _updateMaterial() {
this.getComponents(cc.RenderComponent).forEach(renderComponent => {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("lightColor", this._flashLightUBO.lightColor);
material.setProperty("lightCenterPoint", this._flashLightUBO.lightCenterPoint);
material.setProperty("lightAngle", this._flashLightUBO.lightAngle);
material.setProperty("lightWidth", this._flashLightUBO.lightWidth);
material.setProperty("enableGradient", this._flashLightUBO.enableGradient);
material.setProperty("cropAlpha", this._flashLightUBO.cropAlpha);
material.setProperty("enableFog", this._flashLightUBO.enableFog);
renderComponent.setMaterial(0, material);
});
}
}
export class FlashLightUBO {
/**
*
*/
lightColor: cc.Color = cc.Color.YELLOW;
/**
* ([0.0, 1.0], [0.0, 1.0])
*/
lightCenterPoint: cc.Vec2 = cc.v2(0.5, 0.5);
/**
* [0.0, 180.0]
*/
lightAngle: number = 45;
/**
* [0.0, +]
*/
lightWidth: number = 0.5;
/**
*
*/
enableGradient: boolean = true;
/**
*
*/
cropAlpha: boolean = true;
/**
*
*/
enableFog: boolean = false;
}

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.8",
"uuid": "3edca38f-0f12-489f-847a-0d89d9e55c6c",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -0,0 +1,111 @@
import FlashLightCtrlComponent, { FlashLightUBO } from "./FlashLightCtrlComponent";
const { ccclass, property } = cc._decorator;
@ccclass
export default class FlashLightEffectScene extends cc.Component {
private _redSlider: cc.Slider = null;
private _redSliderLabel: cc.Label = null;
private _greenSlider: cc.Slider = null;
private _greenSliderLabel: cc.Label = null;
private _blueSlider: cc.Slider = null;
private _blueSliderLabel: cc.Label = null;
private _alphaSlider: cc.Slider = null;
private _alphaSliderLabel: cc.Label = null;
private _lightWidthSlider: cc.Slider = null;
private _lightWidthSliderLabel: cc.Label = null;
private _lightAngleSlider: cc.Slider = null;
private _lightAngleSliderLabel: cc.Label = null;
private _enableGradientToggle: cc.Toggle = null;
private _cropAlphaToggle: cc.Toggle = null;
private _enableFogToggle: cc.Toggle = null;
private _examplesParentNode: cc.Node = null;
onLoad() {
cc.dynamicAtlasManager.enabled = false;
this._redSlider = cc.find("Canvas/Content/Controller/ColorRedSlider/Slider").getComponent(cc.Slider);
this._redSliderLabel = cc.find("Canvas/Content/Controller/ColorRedSlider/ValueLabel").getComponent(cc.Label);
this._greenSlider = cc.find("Canvas/Content/Controller/ColorGreenSlider/Slider").getComponent(cc.Slider);
this._greenSliderLabel = cc.find("Canvas/Content/Controller/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
this._blueSlider = cc.find("Canvas/Content/Controller/ColorBlueSlider/Slider").getComponent(cc.Slider);
this._blueSliderLabel = cc.find("Canvas/Content/Controller/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
this._alphaSlider = cc.find("Canvas/Content/Controller/ColorAlphaSlider/Slider").getComponent(cc.Slider);
this._alphaSliderLabel = cc.find("Canvas/Content/Controller/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
this._lightWidthSlider = cc.find("Canvas/Content/Controller/LightWidthSlider/Slider").getComponent(cc.Slider);
this._lightWidthSliderLabel = cc.find("Canvas/Content/Controller/LightWidthSlider/ValueLabel").getComponent(cc.Label);
this._lightAngleSlider = cc.find("Canvas/Content/Controller/LightAngleSlider/Slider").getComponent(cc.Slider);
this._lightAngleSliderLabel = cc.find("Canvas/Content/Controller/LightAngleSlider/ValueLabel").getComponent(cc.Label);
this._enableGradientToggle = cc.find("Canvas/Content/Controller/EnableGradientToggle/Toggle").getComponent(cc.Toggle);
this._cropAlphaToggle = cc.find("Canvas/Content/Controller/CropAlphaToggle/Toggle").getComponent(cc.Toggle);
this._enableFogToggle = cc.find("Canvas/Content/Controller/EnableFogToggle/Toggle").getComponent(cc.Toggle);
// 代码添加控制脚本
this._examplesParentNode = cc.find("Canvas/Content/Examples");
this._examplesParentNode.children.forEach(childNode => {
childNode.addComponent(FlashLightCtrlComponent);
});
}
onEnable() {
this._redSlider.node.on("slide", this._onPropertyChanged, this);
this._greenSlider.node.on("slide", this._onPropertyChanged, this);
this._blueSlider.node.on("slide", this._onPropertyChanged, this);
this._alphaSlider.node.on("slide", this._onPropertyChanged, this);
this._lightWidthSlider.node.on("slide", this._onPropertyChanged, this);
this._lightAngleSlider.node.on("slide", this._onPropertyChanged, this);
this._enableGradientToggle.node.on("toggle", this._onPropertyChanged, this);
this._cropAlphaToggle.node.on("toggle", this._onPropertyChanged, this);
this._enableFogToggle.node.on("toggle", this._onPropertyChanged, this);
}
onDisable() {
this._redSlider.node.off("slide", this._onPropertyChanged, this);
this._greenSlider.node.off("slide", this._onPropertyChanged, this);
this._blueSlider.node.off("slide", this._onPropertyChanged, this);
this._alphaSlider.node.off("slide", this._onPropertyChanged, this);
this._lightWidthSlider.node.off("slide", this._onPropertyChanged, this);
this._lightAngleSlider.node.off("slide", this._onPropertyChanged, this);
this._enableGradientToggle.node.off("toggle", this._onPropertyChanged, this);
this._cropAlphaToggle.node.off("toggle", this._onPropertyChanged, this);
this._enableFogToggle.node.off("toggle", this._onPropertyChanged, this);
}
start() {
this._onPropertyChanged();
}
private _onPropertyChanged() {
// 更新进度条值 Label 文本
this._redSliderLabel.string = `${this._redSlider.progress.toFixed(2)} | ${Math.round(255 * this._redSlider.progress)}`;
this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
this._lightWidthSliderLabel.string = `${this._lightWidthSlider.progress.toFixed(2)}`;
let angle = 180 * this._lightAngleSlider.progress;
this._lightAngleSliderLabel.string = `${this._lightAngleSlider.progress.toFixed(2)} | ${angle.toFixed(2)}`;
// 通知子节点更新材质
this._examplesParentNode.children.forEach(childNode => {
childNode.emit("on_property_change", <FlashLightUBO>{
lightColor: cc.color(
Math.round(255 * this._redSlider.progress),
Math.round(255 * this._greenSlider.progress),
Math.round(255 * this._blueSlider.progress),
Math.round(255 * this._alphaSlider.progress)
),
lightAngle: angle,
lightWidth: this._lightWidthSlider.progress,
enableGradient: this._enableGradientToggle.isChecked,
cropAlpha: this._cropAlphaToggle.isChecked,
enableFog: this._enableFogToggle.isChecked
});
});
}
}

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.8",
"uuid": "6d3aff77-2683-4417-8960-2a5fd5d0757c",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -0,0 +1,54 @@
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({});
}
/**
*
*
* 1.
* 2. unitform
* 3.
*/
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);
});
});
}
}

View File

@ -0,0 +1,9 @@
{
"ver": "1.0.8",
"uuid": "f460d8cf-51f7-4476-ba59-170dec68f562",
"isPlugin": false,
"loadPluginInWeb": true,
"loadPluginInNative": true,
"loadPluginInEditor": false,
"subMetas": {}
}

View File

@ -20,9 +20,10 @@ export default class GlowInnerEffectScene extends cc.Component {
private _glowThresholdSlider: cc.Slider = null;
private _glowThresholdSliderLabel: cc.Label = null;
private _examplesParentNode: cc.Node = null;
private _scrollView: cc.ScrollView = null;
onLoad() {
cc.dynamicAtlasManager.enabled = false;
this._redSlider = cc.find("Canvas/Content/Sliders/ColorRedSlider/Slider").getComponent(cc.Slider);
this._redSliderLabel = cc.find("Canvas/Content/Sliders/ColorRedSlider/ValueLabel").getComponent(cc.Label);
@ -41,7 +42,7 @@ export default class GlowInnerEffectScene extends cc.Component {
this._glowThresholdSlider = cc.find("Canvas/Content/Sliders/GlowThresholdSlider/Slider").getComponent(cc.Slider);
this._glowThresholdSliderLabel = cc.find("Canvas/Content/Sliders/GlowThresholdSlider/ValueLabel").getComponent(cc.Label);
this._examplesParentNode = cc.find("Canvas/Content/Examples");
this._scrollView = cc.find("Canvas/Content/ScrollView").getComponent(cc.ScrollView);
}
onEnable() {
@ -74,7 +75,7 @@ export default class GlowInnerEffectScene extends cc.Component {
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
// 这里为约束一下值发光宽度值在 [0.0, 0.1] 因为 0.1+ 之后的效果可能不明显,也可以自己尝试修改
let realGlowWidthProgress = this._glowWidthSlider.progress * 0.1;
let realGlowWidthProgress = this._glowWidthSlider.progress * 0.2;
this._glowWidthSliderLabel.string = `${realGlowWidthProgress.toFixed(2)}`;
// 这里为约束一下值发光阈值值在 [0.0, 0.5] 因为 0.5+ 之后的效果可能就是其他效果,也可以自己修改这里
@ -86,7 +87,7 @@ export default class GlowInnerEffectScene extends cc.Component {
this._updateRenderComponentMaterial({
glowColor: cc.v4(this._redSlider.progress, this._greenSlider.progress, this._blueSlider.progress, this._alphaSlider.progress),
glowColorSize: realGlowWidthProgress,
glowThreshold: realGlowThresholdProgress
glowThreshold: realGlowThresholdProgress,
});
}
@ -113,8 +114,8 @@ export default class GlowInnerEffectScene extends cc.Component {
*/
glowThreshold: number;
}) {
this._examplesParentNode.children.forEach(childNode => {
childNode.getComponents(cc.RenderComponent).forEach(renderComponent => {
this._scrollView.content.children.forEach((childNode) => {
childNode.getComponents(cc.RenderComponent).forEach((renderComponent) => {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("glowColorSize", param.glowColorSize);
material.setProperty("glowColor", param.glowColor);

View File

@ -1,5 +1,5 @@
{
"ver": "1.0.5",
"ver": "1.0.8",
"uuid": "eebe516b-e5b8-4c3b-b22c-a30a0b5bf629",
"isPlugin": false,
"loadPluginInWeb": true,

View File

@ -0,0 +1,139 @@
const { ccclass, property } = cc._decorator;
@ccclass
export default class GlowInnerV2EffectScene extends cc.Component {
private _redSlider: cc.Slider = null;
private _redSliderLabel: cc.Label = null;
private _greenSlider: cc.Slider = null;
private _greenSliderLabel: cc.Label = null;
private _blueSlider: cc.Slider = null;
private _blueSliderLabel: cc.Label = null;
private _alphaSlider: cc.Slider = null;
private _alphaSliderLabel: cc.Label = null;
private _glowWidthSlider: cc.Slider = null;
private _glowWidthSliderLabel: cc.Label = null;
private _glowThresholdSlider: cc.Slider = null;
private _glowThresholdSliderLabel: cc.Label = null;
private _scrollView: cc.ScrollView = null;
onLoad() {
cc.dynamicAtlasManager.enabled = false;
this._redSlider = cc.find("Canvas/Content/Sliders/ColorRedSlider/Slider").getComponent(cc.Slider);
this._redSliderLabel = cc.find("Canvas/Content/Sliders/ColorRedSlider/ValueLabel").getComponent(cc.Label);
this._greenSlider = cc.find("Canvas/Content/Sliders/ColorGreenSlider/Slider").getComponent(cc.Slider);
this._greenSliderLabel = cc.find("Canvas/Content/Sliders/ColorGreenSlider/ValueLabel").getComponent(cc.Label);
this._blueSlider = cc.find("Canvas/Content/Sliders/ColorBlueSlider/Slider").getComponent(cc.Slider);
this._blueSliderLabel = cc.find("Canvas/Content/Sliders/ColorBlueSlider/ValueLabel").getComponent(cc.Label);
this._alphaSlider = cc.find("Canvas/Content/Sliders/ColorAlphaSlider/Slider").getComponent(cc.Slider);
this._alphaSliderLabel = cc.find("Canvas/Content/Sliders/ColorAlphaSlider/ValueLabel").getComponent(cc.Label);
this._glowWidthSlider = cc.find("Canvas/Content/Sliders/GlowWidthSlider/Slider").getComponent(cc.Slider);
this._glowWidthSliderLabel = cc.find("Canvas/Content/Sliders/GlowWidthSlider/ValueLabel").getComponent(cc.Label);
this._glowThresholdSlider = cc.find("Canvas/Content/Sliders/GlowThresholdSlider/Slider").getComponent(cc.Slider);
this._glowThresholdSliderLabel = cc.find("Canvas/Content/Sliders/GlowThresholdSlider/ValueLabel").getComponent(cc.Label);
this._scrollView = cc.find("Canvas/Content/ScrollView").getComponent(cc.ScrollView);
}
onEnable() {
this._redSlider.node.on("slide", this._onSliderChanged, this);
this._greenSlider.node.on("slide", this._onSliderChanged, this);
this._blueSlider.node.on("slide", this._onSliderChanged, this);
this._alphaSlider.node.on("slide", this._onSliderChanged, this);
this._glowWidthSlider.node.on("slide", this._onSliderChanged, this);
this._glowThresholdSlider.node.on("slide", this._onSliderChanged, this);
}
onDisable() {
this._redSlider.node.off("slide", this._onSliderChanged, this);
this._greenSlider.node.off("slide", this._onSliderChanged, this);
this._blueSlider.node.off("slide", this._onSliderChanged, this);
this._alphaSlider.node.off("slide", this._onSliderChanged, this);
this._glowWidthSlider.node.off("slide", this._onSliderChanged, this);
this._glowThresholdSlider.node.off("slide", this._onSliderChanged, this);
}
start() {
this._onSliderChanged();
}
private _onSliderChanged() {
// 更新进度条值 Label 文本
this._redSliderLabel.string = `${this._redSlider.progress.toFixed(2)} | ${Math.round(255 * this._redSlider.progress)}`;
this._greenSliderLabel.string = `${this._greenSlider.progress.toFixed(2)} | ${Math.round(255 * this._greenSlider.progress)}`;
this._blueSliderLabel.string = `${this._blueSlider.progress.toFixed(2)} | ${Math.round(255 * this._blueSlider.progress)}`;
this._alphaSliderLabel.string = `${this._alphaSlider.progress.toFixed(2)} | ${Math.round(255 * this._alphaSlider.progress)}`;
let realGlowWidthProgress = this._glowWidthSlider.progress * 200;
this._glowWidthSliderLabel.string = `${realGlowWidthProgress.toFixed(0)}`;
// 这里为约束一下值发光阈值值在 [0.0, 0.5] 因为 0.5+ 之后的效果可能就是其他效果,也可以自己修改这里
// let realGlowThresholdProgress = this._glowThresholdSlider.progress * 0.5;
let realGlowThresholdProgress = this._glowThresholdSlider.progress;
this._glowThresholdSliderLabel.string = `${realGlowThresholdProgress.toFixed(2)}`;
// 更新材质
this._updateRenderComponentMaterial({
glowColor: cc.v4(this._redSlider.progress, this._greenSlider.progress, this._blueSlider.progress, this._alphaSlider.progress),
glowRange: realGlowWidthProgress,
glowThreshold: realGlowThresholdProgress,
});
}
/**
*
*
* 1.
* 2. unitform
* 3.
*/
private _updateRenderComponentMaterial(param: {
/**
* px
*/
glowRange: number;
/**
* [0.0, 1.0]
*/
glowColor: cc.Vec4;
/**
* [0.0, 1.0]
*/
glowThreshold: number;
}) {
this._scrollView.content.children.forEach((childNode) => {
childNode.getComponents(cc.RenderComponent).forEach((renderComponent) => {
if (renderComponent instanceof cc.Sprite) {
let spriteFrameRect = (<cc.Sprite>renderComponent).spriteFrame.getRect();
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("spriteWidth", spriteFrameRect.width);
material.setProperty("spriteHeight", spriteFrameRect.height);
material.setProperty("glowRange", param.glowRange);
material.setProperty("glowColor", param.glowColor);
material.setProperty("glowThreshold", param.glowThreshold);
renderComponent.setMaterial(0, material);
} else {
let material: cc.Material = renderComponent.getMaterial(0);
material.setProperty("spriteWidth", childNode.width);
material.setProperty("spriteHeight", childNode.height);
material.setProperty("glowRange", param.glowRange);
material.setProperty("glowColor", param.glowColor);
material.setProperty("glowThreshold", param.glowThreshold);
renderComponent.setMaterial(0, material);
}
});
});
}
}

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