// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. // 高斯模糊 CCEffect %{ techniques: - passes: - vert: vs frag: fs blendState: targets: - blend: true rasterizerState: cullMode: none properties: texture: { value: white } alphaThreshold: { value: 0.5 } # # 灰化程度 # grayLevel: { # value: 1.0, # inspector: { # tooltip: "灰化程度", # range: [0.0, 1.0] # } # } }% CCProgram vs %{ precision highp float; #include #include 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 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 #define stdDev 0.84089642 // 定义π #define pi 3.141592653589793 // // 接收外部变量 // uniform GaussianBlur { // } float getGaussianBlur() // float matrix[4]; // float matrix[0] = 0.0; #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); #if ENABLE_GAUSSIAN_BLUR #endif gl_FragColor = o; } }%