154 lines
4.1 KiB
Plaintext
154 lines
4.1 KiB
Plaintext
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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# 描边颜色
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outlineColor: {
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value: [1.0, 0.0, 0.0, 1.0],
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editor: {
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type: color,
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tooltip: "描边颜色",
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}
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}
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# 描边宽度
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outlineWidth: {
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value: 0.002,
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editor: {
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tooltip: "描边宽度",
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range: [0.0, 1.0]
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}
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}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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#if SHOW_OUT_LINE
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uniform Outline {
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// 描边颜色
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vec4 outlineColor;
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// 描边偏移大小
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float outlineWidth;
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// 特别地,必须是 vec4 先于 float 声明
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};
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// 将图像往8个方向偏移后,得到一个类似放大的效果,然后取放大后的图像的透明度,即可得到一个放大后的区域,可以很方便填充(描边)颜色
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// 取当前点上、下、左、右、上左、上右、下左、下右共计8个方向,距离为 outlineWidth 的8个点,求他们的透明度之和
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// 由此可以得到当前点是否属于图像往八个方向做偏移后得到的放大图区域,并且能得到该点最终透明度值
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// 最终对应的为图像偏移/放大后的背景区域
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float getBgAlpha() {
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vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineWidth));
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vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineWidth));
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vec4 color_left = texture(texture, v_uv0 - vec2(outlineWidth, 0));
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vec4 color_right = texture(texture, v_uv0 + vec2(outlineWidth, 0));
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vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineWidth, -outlineWidth));
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vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineWidth, outlineWidth));
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vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineWidth, -outlineWidth));
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vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineWidth, outlineWidth));
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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;
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return clamp(total, 0.0, 1.0);
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}
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#endif
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void main () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= texture(texture, v_uv0);
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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gl_FragColor = o;
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#if SHOW_OUT_LINE
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// 无描边宽度即结束
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if (outlineWidth == 0.0) {
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return;
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}
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// 先画背景色
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vec4 color_dest = outlineColor * getBgAlpha();
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// 然后在背景色上方画图案颜色
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vec4 color_src = o;
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// 按照这个顺序,源颜色就是图案颜色,目标颜色就是背景色
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// 所以命名就是 color_src, color_dest
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// 按照混合颜色规则 http://docs.cocos.com/creator/manual/zh/advanced-topics/ui-auto-batch.html#blend-%E6%A8%A1%E5%BC%8F
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// 要在底色上方,画一个图案,图案完全挡住底色,那么最终选择的混合模式如下:
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// color_src: GL_SRC_ALPHA
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// color_dest: GL_ONE_MINUS_SRC_ALPHA
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// 即最终颜色如下:
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// color_src * GL_SRC_ALPHA + color_dest * GL_ONE_MINUS_SRC_ALPHA
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gl_FragColor = color_src * color_src.a + color_dest * (1.0 - color_src.a);
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#endif
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}
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}%
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