83 lines
2.0 KiB
Plaintext
83 lines
2.0 KiB
Plaintext
//波纹流光
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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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u_time: { value: 0.5 }
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}%
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CCProgram vs %{ // 顶点Shader模块开始
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#include <cc-global>
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precision highp float; //定义float高精度
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in vec3 a_position; // 顶点Shader 从渲染管道里面获取的顶点信息,使用attribute来修饰;
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in vec2 a_uv0; // 纹理坐标;
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out vec2 uv0; // 传递给着色Shader,varying 来修饰,进行插值
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void main () {
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gl_Position = cc_matViewProj * vec4(a_position, 1);
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uv0 = a_uv0;
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}
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}%
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CCProgram fs %{
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#define TAU 6.12
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#define MAX_ITER 5
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precision highp float;
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in vec2 uv0;
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uniform sampler2D texture;
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uniform ARGS {
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vec4 UVoffset;
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float u_time;
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float rotated;
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};
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void main()
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{
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float u_time = u_time * .5+5.;
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vec2 UVnormalize;
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UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);
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UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);
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if(rotated > 0.5)
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{
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float temp = UVnormalize.x;
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UVnormalize.x = UVnormalize.y;
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UVnormalize.y = 1.0 - temp;
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}
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vec2 uv = uv0.xy;//fragCoord.xy / iResolution.xy;
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vec2 p = mod(uv*TAU, TAU)-250.0;
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vec2 i = vec2(p);
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float c = 1.0;
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float inten = .0065;
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for (int n = 0; n < MAX_ITER; n++)
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{
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float t = u_time * (1.0 - (3.5 / float(n+1)));
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i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(1.5*t + i.x));
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c += 1.0/length(vec2(p.x / (cos(i.x+t)/inten),p.y / (cos(i.y+t)/inten)));
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}
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c /= float(MAX_ITER);
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c = 1.17-pow(c, 1.4);
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vec4 tex = texture2D(texture,uv0);
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vec3 colour = vec3(pow(abs(c), 20.0));
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colour = clamp(colour + vec3(0.0, 0.0, .0), 0.0, tex.a);
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// 混合波光
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float alpha = c*tex[3];
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tex[0] = tex[0] + colour[0]*alpha;
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tex[1] = tex[1] + colour[1]*alpha;
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tex[2] = tex[2] + colour[2]*alpha;
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gl_FragColor = vec4(1,1,1,1) * tex;
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}
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}%
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