127 lines
3.2 KiB
Plaintext
127 lines
3.2 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: grey }
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alphaThreshold: { value: 0.5 }
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outlineColor: { value: [1., .0, .0, 1.], editor: { type: color } }
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outlineSize: { value: .01 }
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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 outlineSize;
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// 特别地,必须是 vec4 先于 float 声明
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};
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// 获取背面颜色
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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 outlineSize 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 getBackArea() {
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vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineSize));
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vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineSize));
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vec4 color_left = texture(texture, v_uv0 - vec2(outlineSize, 0));
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vec4 color_right = texture(texture, v_uv0 + vec2(outlineSize, 0));
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vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize));
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vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize));
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vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize));
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vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize));
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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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// 给放大后的区域填我们的背景颜色(实际为描边颜色)
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gl_FragColor = outlineColor * getBackArea();
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// 然后在这个区域上,叠加上我们原来图像
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gl_FragColor = o + (1.0 - o.a) * gl_FragColor;
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// gl_FragColor = o +(1.0 - o.a) * outlineColor * getBackArea();
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// 原来的实现
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// gl_FragColor = vec4(o.rgb + (1.0 - o.a) * outlineColor.rgb * getBackArea(), 1.0);
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#endif
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}
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}%
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