163 lines
3.6 KiB
Plaintext
163 lines
3.6 KiB
Plaintext
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 老照片特效
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// 原理:
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// r = 0.393 * r + 0.769 * g + 0.189 * b;
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// g = 0.349 * r + 0.686 * g + 0.168 * b;
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// b = 0.272 * r + 0.534 * g + 0.131 * b;
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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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# 扩散颜色
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centerColor: {
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value: [1.0, 1.0, 0.0, 1.0],
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inspector: {
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type: color,
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tooltip: "发光颜色"
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}
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}
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# 扩散起点坐标
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centerPoint: {
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value: [0.5, 0.5],
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inspector: {
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tooltip: "扩散起点坐标"
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}
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}
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# 扩散半径
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radius: {
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value: 0.2,
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inspector: {
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tooltip: "扩散半径"
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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 ENABLE_DIFFUSION
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uniform Diffusion {
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// 扩散颜色
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vec4 centerColor;
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// 扩散起点坐标
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vec2 centerPoint;
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// 扩展半径
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float radius;
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}
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/**
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* 添加某个扩散点后混合后的纹理颜色
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*/
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vec4 addDiffusionColor(vec4 textureColor, vec2 centerPoint, float radius, vec4 centerColor) {
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// 计算当前 uv 到扩散起点的距离
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float dis = distance(v_uv0, centerPoint);
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// 第一步裁剪
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// 找出扩散范围,扩散范围为1.0透明度,其他范围为0.0透明度
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float a = step(dis, radius);
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// // 第二步裁剪
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// // 本来透明的uv不要
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// a *= step(0.01, textureColor.a);
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// 加入从中心往外渐变的效果
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a *= 1.0 - (dis / radius);
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// 加点料,让中心点更加亮
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// a = -1.0 * (a - 1.0) * (a - 1.0) + 1.0;
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// a = -1.0 * (a - 1.0) * (a - 1.0) * (a - 1.0) * (a - 1.0) + 1.0;
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// 计算出扩散范围内,不同 uv 对应的实际扩散颜色值
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vec4 diffusionColor = centerColor * a;
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// 混合颜色:在原始图像颜色上叠加扩散颜色
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return textureColor * textureColor.a + diffusionColor;
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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 ENABLE_DIFFUSION
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gl_FragColor = addDiffusionColor(gl_FragColor, centerPoint, radius, centerColor);
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.7, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.8, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.9, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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// gl_FragColor = addDiffusionColor(gl_FragColor, vec2(0.2, 0.), 0.2, vec4(1.0, 1.0, 0.0, 1.0));
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#endif
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}
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}%
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