CocosCreator-Shader-Effect-.../assets/effects/sprite-outline.effect
2019-12-12 10:01:16 +08:00

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: grey }
alphaThreshold: { value: 0.5 }
outlineColor: { value: [1., .0, .0, 1.], editor: { type: color } }
outlineSize: { value: .01 }
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
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 <alpha-test>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
#if SHOW_OUT_LINE
uniform Outline {
// 描边颜色
vec4 outlineColor;
// 描边偏移大小
float outlineSize;
// 特别地,必须是 vec4 先于 float 声明
};
#endif
// 获取背面颜色
float getBackArea() {
vec4 color_up = texture(texture, v_uv0 + vec2(0, outlineSize));
vec4 color_down = texture(texture, v_uv0 - vec2(0, outlineSize));
vec4 color_left = texture(texture, v_uv0 - vec2(outlineSize, 0));
vec4 color_right = texture(texture, v_uv0 + vec2(outlineSize, 0));
vec4 color_up_left = texture(texture, v_uv0 + vec2(outlineSize, -outlineSize));
vec4 color_up_right = texture(texture, v_uv0 + vec2(outlineSize, outlineSize));
vec4 color_down_left = texture(texture, v_uv0 + vec2(-outlineSize, -outlineSize));
vec4 color_down_right = texture(texture, v_uv0 + vec2(-outlineSize, outlineSize));
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;
return clamp(total, 0.0, 1.0);
}
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);
gl_FragColor = o;
// 正常的rgb + 正常的透明区域 * 背面颜色 * 描边颜色
// gl_FragColor = vec4(o.rgb + (1.0 - o.a) * outlineColor.rgb * getBackArea(), 1.0);
// gl_FragColor = vec4(o.rgb + outlineColor.rgb * getBackArea(), 1.0);
}
}%