118 lines
2.1 KiB
Plaintext
118 lines
2.1 KiB
Plaintext
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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// 灰化特效
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// 原理:
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// r = 0.2126 * r + 0.7152 * g + 0.0722 * b
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// g = 0.2126 * r + 0.7152 * g + 0.0722 * b
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// b = 0.2126 * r + 0.7152 * g + 0.0722 * 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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# 灰化程度
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grayLevel: {
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value: 1.0,
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editor: {
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tooltip: "灰化程度",
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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 USE_GRAY
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uniform GrayPhoto {
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// 灰化程度
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float grayLevel;
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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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#if USE_GRAY
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vec4 srcColor = o;
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float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
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vec4 grayColor = vec4(gray, gray, gray, o.a);
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// o = srcColor + (grayColor - srcColor) * grayLevel;
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// 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
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// mix(x, y, a)函数理解:x * (1.0 - a) + y * a
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// 为了看起来更像OpenGL,因此这里改为采用内置函数
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o = mix(srcColor, grayColor, grayLevel);
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#endif
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gl_FragColor = o;
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}
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}%
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