更新至 1.2.0 版本文档

This commit is contained in:
SmallMain 2022-07-29 23:03:39 +08:00
parent b575b856a9
commit 61811ac9ff
22 changed files with 698 additions and 1 deletions

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@ -55,7 +55,6 @@
## 版本计划 ## 版本计划
- 原生平台上支持 Spine 与其它组件合批 - 原生平台上支持 Spine 与其它组件合批
- tiledMap 生成的 Label 好像不能使用 CacheMode然后考虑对其进行一些优化
- 动态图集支持预乘纹理 - 动态图集支持预乘纹理
- 补充原理文档 - 补充原理文档
- Char 模式因为 bleed 问题只能复用完全相同宽高的区域,试着增加一个选项,能够先用空纹理覆盖,之所以做选项是不知道性能消耗大不大 - Char 模式因为 bleed 问题只能复用完全相同宽高的区域,试着增加一个选项,能够先用空纹理覆盖,之所以做选项是不知道性能消耗大不大

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@ -30,6 +30,7 @@
- [功能演示](#功能演示) - [功能演示](#功能演示)
- [使用方法](#使用方法) - [使用方法](#使用方法)
- [更新日志](#更新日志) - [更新日志](#更新日志)
- [Enhance Kit v1.2.0](#enhance-kit-v120)
- [Enhance Kit v1.1.0](#enhance-kit-v110) - [Enhance Kit v1.1.0](#enhance-kit-v110)
- [Enhance Kit v1.0.0](#enhance-kit-v100) - [Enhance Kit v1.0.0](#enhance-kit-v100)
- [贡献指南](#贡献指南) - [贡献指南](#贡献指南)
@ -70,6 +71,12 @@
## 更新日志 ## 更新日志
### Enhance Kit v1.2.0
- **[新特性] cc.TiledLayer 支持复用 Culling 数据**
- [修复] 修复 MotionStreak 初始化报错的问题
- [修复] 修复勾选延迟加载资源时资源不会加载的问题
### Enhance Kit v1.1.0 ### Enhance Kit v1.1.0
- **[新特性] 动态合图在符合条件的情况下会忽略 padding 将纹理加入动态图集** - **[新特性] 动态合图在符合条件的情况下会忽略 padding 将纹理加入动态图集**
@ -123,3 +130,9 @@
### 启动 Cocos Creator 报 Error: Can not parse this input:undefined 错误 ### 启动 Cocos Creator 报 Error: Can not parse this input:undefined 错误
这是你可能忘记安装配套的引擎扩展,所以没有找到增强包的内置资源导致的报错。 这是你可能忘记安装配套的引擎扩展,所以没有找到增强包的内置资源导致的报错。
### 原生平台或模拟器报错Assertion failed: (_type == Type::String), function toString, file Value.cpp, line 496.
这是你没有替换引擎的 `jsb-adapter` 部分,或者说没有重启以生效。
注意:原生平台构建时可能需要先删除原有的 build 文件,替换操作才会生效。

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@ -59,6 +59,12 @@ hide_title: true
## 更新日志 ## 更新日志
### Enhance Kit v1.2.0
- **[新特性] cc.TiledLayer 支持复用 Culling 数据**
- [修复] 修复 MotionStreak 初始化报错的问题
- [修复] 修复勾选延迟加载资源时资源不会加载的问题
### Enhance Kit v1.1.0 ### Enhance Kit v1.1.0
- **[新特性] 动态合图在符合条件的情况下会忽略 padding 将纹理加入动态图集** - **[新特性] 动态合图在符合条件的情况下会忽略 padding 将纹理加入动态图集**
@ -112,3 +118,9 @@ hide_title: true
### 启动 Cocos Creator 报 Error: Can not parse this input:undefined 错误 ### 启动 Cocos Creator 报 Error: Can not parse this input:undefined 错误
这是你可能忘记安装配套的引擎扩展,所以没有找到增强包的内置资源导致的报错。 这是你可能忘记安装配套的引擎扩展,所以没有找到增强包的内置资源导致的报错。
### 原生平台或模拟器报错Assertion failed: (_type == Type::String), function toString, file Value.cpp, line 496.
这是你没有替换引擎的 `jsb-adapter` 部分,或者说没有重启以生效。
注意:原生平台构建时可能需要先删除原有的 build 文件,替换操作才会生效。

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@ -57,3 +57,10 @@ skeletonComponent.setRegionData('Head', 'Head', new sp.RegionData(spriteFrame));
虽然加上去也简单,但这可能是很少用得到的功能,主要还是我们看到几乎所有渲染组件都可以自定义材质,这个组件却不可以。 虽然加上去也简单,但这可能是很少用得到的功能,主要还是我们看到几乎所有渲染组件都可以自定义材质,这个组件却不可以。
可前往 [RichText 自定义材质](../user-guide/text-render/text-richtext.md) 文档了解更多详情。 可前往 [RichText 自定义材质](../user-guide/text-render/text-richtext.md) 文档了解更多详情。
---
## 复用 TiledMap 的 Culling 数据
一个 TiledMap 可能会有很多 TiledLayer如果开启了 Culling那这些 Layer 都需要单独计算 Culling 数据,增强包新增了在满足一定条件的情况下可以复用 Culling 数据的特性,以减少 CPU 的性能消耗。
可前往 [复用 Culling 数据](../user-guide/tiledmap/tiledmap-culling.md) 文档了解更多详情。

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@ -0,0 +1,12 @@
---
sidebar_position: 5
description: "详细了解增强 TiledMap 的实现方式。"
---
# 增强 TiledMap
:::caution TODO
施工中...
:::

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@ -4,6 +4,15 @@ sidebar_position: 7
# 更新日志 # 更新日志
---
## Enhance Kit v1.2.0
适配 Cocos Creator v2.4.9 版本,[点此下载压缩包](https://github.com/smallmain/cocos-enhance-kit/releases/tag/v1.2.0)
- **[新特性] cc.TiledLayer 支持复用 Culling 数据**
- [修复] 修复 MotionStreak 初始化报错的问题
- [修复] 修复勾选延迟加载资源时资源不会加载的问题
--- ---
## Enhance Kit v1.1.0 ## Enhance Kit v1.1.0

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@ -0,0 +1,9 @@
{
"label": "TiledMap",
"position": 5,
"collapsed": true,
"link": {
"type": "doc",
"id": "tiledmap-intro"
}
}

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@ -0,0 +1,37 @@
---
sidebar_position: 2
description: "像其它渲染组件一样在 Spine 组件上使用动态合图。"
---
# 复用 Culling 数据
一个 TiledMap 可能会有很多 TiledLayer如果开启了 Culling那这些 Layer 都需要单独计算 Culling 数据,增强包新增了在满足一定条件的情况下可以复用 Culling 数据的特性,以减少 CPU 的性能消耗。
## 大致原理
通过为 TiledLayer 指定另一个 TiledLayer来复用指定的 TiledLayer 的 Culling 数据。
## 前提条件
- 两者的世界矩阵(也是大小、位置、缩放等属性)一致
- 两者所用的 Camera 一致
- 两者的 TiledLayer 类型、属性一致
- 确保被复用的 Layer 会更早进行渲染(否则 Culling 数据同步可能会延迟一帧)
:::tip 注意
复用可以是不同 TiledMap 的 TiledLayer但一定要满足上面几个条件否则 Culling 结果可能不正确。
:::
## 使用方式
假设项目中有 TiledMap 由 5 个 TiledLayer 组合成一张地图。
![](./assets/tiledmap-nodetree.png)
这种情况如果需要复用 Culling 数据只需要多选后四个节点,然后将第一个节点拖入这四个节点的 `Culling Layer` 属性中即可。
![](./assets/tiledmap-inspector.png)
这样就使后四个 Layer 复用第一个 Layer 的 Culling 数据了。

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@ -0,0 +1,12 @@
import DocCardList from '@theme/DocCardList';
import {useCurrentSidebarCategory} from '@docusaurus/theme-common';
# TiledMap
增强包对 TiledMap 进行了优化:
- 复用 TiledLayer 的 Culling 数据
你可以阅读下面的文档了解详情:
<DocCardList items={useCurrentSidebarCategory().items}/>

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@ -37,6 +37,9 @@ const config = {
sidebarPath: require.resolve('./sidebars.js'), sidebarPath: require.resolve('./sidebars.js'),
includeCurrentVersion: true, includeCurrentVersion: true,
versions: { versions: {
"1.2.0": {
label: "v1.2.0",
},
"1.1.0": { "1.1.0": {
label: "v1.1.0", label: "v1.1.0",
}, },

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@ -0,0 +1,129 @@
"use strict";
Vue.component("cc-label", {
dependencies: ["packages://inspector/share/blend.js"],
template: `
<ui-prop
v-prop="target.string"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.horizontalAlign"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.verticalAlign"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.actualFontSize"
v-show="!_hiddenActualFontSize()"
:multi-values="multi"
></ui-prop>
<ui-prop type="number"
v-prop="target.fontSize">
:multi-values="multi"
</ui-prop>
<ui-prop
v-prop="target._bmFontOriginalSize"
v-show="_isBMFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.lineHeight"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.spacingX"
v-show="_isBMFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.overflow"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.enableWrapText"
v-show="!_hiddenWrapText()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.font"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.fontFamily"
v-show="_isSystemFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.enableBold"
v-show="!_isBMFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.enableItalic"
v-show="!_isBMFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.enableUnderline"
v-show="!_isBMFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.underlineHeight"
v-show="!_isBMFont() && target.enableUnderline.value === true"
:indent="1"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.cacheMode"
v-show="!_isBMFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.useSystemFont"
:multi-values="multi"
></ui-prop>
<cc-blend-section :target.sync="target"></cc-blend-section>
<cc-array-prop
v-show="!_isCharCacheMode()"
:target.sync="target.materials"
></cc-array-prop>
<ui-prop v-prop="target.autoSwitchMaterial"></ui-prop>
<ui-prop v-prop="target.allowDynamicAtlas"></ui-prop>
<ui-prop v-prop="target.enableRetina"></ui-prop>
`,
props: {
target: {
twoWay: !0,
type: Object
},
multi: {
type: Boolean
}
},
methods: {
T: Editor.T,
_isBMFont() {
return this.target._bmFontOriginalSize.value > 0
},
_isSystemFont() {
return this.target.useSystemFont.value
},
_hiddenWrapText() {
let t = this.target.overflow.value;
return 0 === t || 3 === t
},
_hiddenActualFontSize() {
return 2 !== this.target.overflow.value
},
_isCharCacheMode() {
return 2 === this.target.cacheMode.value
},
}
});

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@ -0,0 +1,73 @@
"use strict";
Vue.component("cc-richtext", {
template: `
<ui-prop
v-prop="target.string"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.horizontalAlign"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.fontSize">
:multi-values="multi"
</ui-prop>
<ui-prop
v-prop="target.font"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.fontFamily"
v-show="_isSystemFont()"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.useSystemFont"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.cacheMode"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.maxWidth"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.lineHeight"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.imageAtlas"
:multi-values="multi"
></ui-prop>
<ui-prop
v-prop="target.handleTouchEvent"
:multi-values="multi"
></ui-prop>
<ui-prop v-show="!_isCharCacheMode()" v-prop="target.customMaterial"></ui-prop>
<ui-prop v-prop="target.autoSwitchMaterial"></ui-prop>
<ui-prop v-prop="target.allowDynamicAtlas"></ui-prop>
<ui-prop v-prop="target.enableRetina"></ui-prop>
`,
props: {
target: {
twoWay: !0,
type: Object
},
multi: {
type: Boolean
}
},
methods: {
T: Editor.T,
_isSystemFont() {
return this.target.useSystemFont.value
},
_isCharCacheMode() {
return 2 === this.target.cacheMode.value
},
}
});

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@ -0,0 +1,155 @@
"use strict";
Vue.component("cc-sprite", {
dependencies: ["packages://inspector/share/blend.js"],
template: `
<ui-prop
style="padding-top: 8px"
name="Atlas"
tooltip="{{T('COMPONENT.sprite.atlas')}}"
>
<ui-asset class="flex-1"
type="sprite-atlas"
v-value="target._atlas.value.uuid"
v-values="atlasUuids"
:multi-values="atlasMulti"
></ui-asset>
<ui-button
class="blue tiny"
tooltip="{{T('COMPONENT.sprite.select_tooltip')}}"
@confirm="selectAtlas"
>
{{T('COMPONENT.sprite.select_button')}}
</ui-button>
</ui-prop>
<ui-prop
style="padding-top: 8px"
name="Sprite Frame"
tooltip="{{T('COMPONENT.sprite.sprite_frame')}}"
>
<ui-asset class="flex-1"
type="sprite-frame"
v-value="target.spriteFrame.value.uuid"
v-values="spriteUuids"
:multi-values="spriteMulti"
></ui-asset>
<ui-button
class="blue tiny"
tooltip="{{T('COMPONENT.sprite.edit_tooltip')}}"
@confirm="editSprite"
>
{{T('COMPONENT.sprite.edit_button')}}
</ui-button>
</ui-prop>
<ui-prop
v-prop="target.type"
:multi-values="multi"
></ui-prop>
<div v-if="isFilledType()">
<ui-prop indent=1
v-prop="target.fillType"
:multi-values="multi"
></ui-prop>
<ui-prop indent=1
v-prop="target.fillCenter"
v-disabled="!isRadialFilled()"
:multi-values="multi"
></ui-prop>
<ui-prop indent=1
v-prop="target.fillStart"
:multi-values="multi"
></ui-prop>
<ui-prop indent=1
v-prop="target.fillRange"
:multi-values="multi"
></ui-prop>
</div>
<ui-prop
v-prop="target.sizeMode"
:multi-values="multi"
></ui-prop>
<ui-prop v-if="allowTrim()"
v-prop="target.trim"
:multi-values="multi"
></ui-prop>
<cc-blend-section :target.sync="target"></cc-blend-section>
<cc-array-prop :target.sync="target.materials"></cc-array-prop>
<ui-prop v-prop="target.autoSwitchMaterial"></ui-prop>
<ui-prop v-prop="target.allowDynamicAtlas"></ui-prop>
`,
props: {
target: {
twoWay: !0,
type: Object
},
multi: {
twoWay: !0,
type: Boolean
}
},
data: ()=>({
atlasUuid: "",
atlasUuids: "",
atlasMulti: !1,
spriteUuid: "",
spriteUuids: "",
spriteMulti: !1
}),
created() {
this.target && (this._updateAtlas(),
this._updateSprite())
},
watch: {
target() {
this._updateAtlas(),
this._updateSprite()
}
},
methods: {
T: Editor.T,
selectAtlas() {
Editor.Ipc.sendToPanel("assets", "change-filter", "t:sprite-atlas")
},
editSprite() {
Editor.Panel.open("sprite-editor", {
uuid: this.target.spriteFrame.value.uuid
})
},
allowTrim() {
return this.target.type.value === cc.Sprite.Type.SIMPLE
},
isFilledType() {
return this.target.type.value === cc.Sprite.Type.FILLED
},
isRadialFilled() {
return this.target.fillType.value === cc.Sprite.FillType.RADIAL
},
_updateAtlas() {
if (!this.target)
return this.atlasUuid = "",
this.atlasUuids = "",
this.atlasMulti = !1,
void 0;
this.atlasUuid = this.target._atlas.value.uuid,
this.atlasUuids = this.target._atlas.values.map(t=>t.uuid);
var t = this.atlasUuids[0];
this.atlasMulti = !this.atlasUuids.every((i,e)=>0 === e || i === t)
},
_updateSprite() {
if (!this.target)
return this.spriteUuid = "",
this.spriteUuids = "",
this.spriteMulti = !1,
void 0;
this.spriteUuid = this.target.spriteFrame.value.uuid,
this.spriteUuids = this.target.spriteFrame.values.map(t=>t.uuid);
var t = this.spriteUuids[0];
this.spriteMulti = !this.spriteUuids.every((i,e)=>0 === e || i === t)
}
}
});

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@ -0,0 +1,15 @@
"use strict";
Vue.component("cc-tiled-layer", {
dependencies: ["packages://inspector/share/blend.js"],
template: '\n <ui-prop\n v-prop="target.cullingLayer"\n :multi-values="multi"\n ></ui-prop> <cc-array-prop :target.sync="target.materials"></cc-array-prop>\n\n ',
props: {
target: {
twoWay: !0,
type: Object
},
multi: {
twoWay: !0,
type: Boolean
}
}
});

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@ -0,0 +1,3 @@
'use strict';
module.exports = {};

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@ -0,0 +1,16 @@
{
"name": "enhance-kit",
"version": "1.2.0",
"description": "This extension provides support for cocos enhance kit.",
"author": "SmallMain",
"main": "main.js",
"runtime-resource": {
"path": "resources",
"name": "resources"
},
"reload": {
"ignore": [
"resources/**/*"
]
}
}

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@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "74663d94-6782-4dee-9db9-26127ee8b265",
"isBundle": true,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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@ -0,0 +1,12 @@
{
"ver": "1.1.2",
"uuid": "8ee63b7e-0ac8-4cb5-95f0-85278bfd748a",
"isBundle": false,
"bundleName": "",
"priority": 1,
"compressionType": {},
"optimizeHotUpdate": {},
"inlineSpriteFrames": {},
"isRemoteBundle": {},
"subMetas": {}
}

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@ -0,0 +1,152 @@
// 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: white }
texture2: { value: white }
texture3: { value: white }
texture4: { value: white }
texture5: { value: white }
texture6: { value: white }
texture7: { value: white }
texture8: { value: white }
alphaThreshold: { value: 0.5 }
}%
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_TINT
in vec4 a_color0;
out vec4 v_color0;
#endif
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#if USE_MULTI_TEXTURE
in float a_texId;
out float v_texId;
#endif
#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;
#if USE_MULTI_TEXTURE
v_texId = a_texId;
#endif
#endif
v_color = a_color;
#if USE_TINT
v_color0 = a_color0;
#endif
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
#if USE_TINT
in vec4 v_color0;
#endif
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#if USE_MULTI_TEXTURE
in float v_texId;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D texture4;
uniform sampler2D texture5;
uniform sampler2D texture6;
uniform sampler2D texture7;
uniform sampler2D texture8;
#endif
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
#if USE_MULTI_TEXTURE
if(v_texId < 1.0){
CCTexture(texture, v_uv0, o);
} else if(v_texId < 2.0){
CCTexture(texture2, v_uv0, o);
} else if(v_texId < 3.0){
CCTexture(texture3, v_uv0, o);
} else if(v_texId < 4.0){
CCTexture(texture4, v_uv0, o);
} else if(v_texId < 5.0){
CCTexture(texture5, v_uv0, o);
} else if(v_texId < 6.0){
CCTexture(texture6, v_uv0, o);
} else if(v_texId < 7.0){
CCTexture(texture7, v_uv0, o);
} else {
CCTexture(texture8, v_uv0, o);
}
#else
CCTexture(texture, v_uv0, o);
#endif
#endif
#if USE_TINT
vec4 finalColor;
finalColor.a = v_color.a * o.a;
finalColor.rgb = ((o.a - 1.0) * v_color0.a + 1.0 - o.rgb) * v_color0.rgb + o.rgb * v_color.rgb;
ALPHA_TEST(finalColor);
gl_FragColor = finalColor;
#else
o *= v_color;
ALPHA_TEST(o);
gl_FragColor = o;
#endif
}
}%

View File

@ -0,0 +1,17 @@
{
"ver": "1.0.25",
"uuid": "5dcffc18-b913-460e-a0d9-5d74f4cda12b",
"compiledShaders": [
{
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\nattribute float a_texId;\nvarying float v_texId;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n v_texId = a_texId;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nvarying float v_texId;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform sampler2D texture3;\nuniform sampler2D texture4;\nuniform sampler2D texture5;\nuniform sampler2D texture6;\nuniform sampler2D texture7;\nuniform sampler2D texture8;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n if(v_texId < 1.0){\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n } else if(v_texId < 2.0){\n vec4 texture2_tmp = texture2D(texture2, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture2\n texture2_tmp.a *= texture2D(texture2, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture2_tmp.rgb * texture2_tmp.rgb);\n o.a *= texture2_tmp.a;\n #else\n o *= texture2_tmp;\n #endif\n } else if(v_texId < 3.0){\n vec4 texture3_tmp = texture2D(texture3, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture3\n texture3_tmp.a *= texture2D(texture3, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture3_tmp.rgb * texture3_tmp.rgb);\n o.a *= texture3_tmp.a;\n #else\n o *= texture3_tmp;\n #endif\n } else if(v_texId < 4.0){\n vec4 texture4_tmp = texture2D(texture4, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture4\n texture4_tmp.a *= texture2D(texture4, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture4_tmp.rgb * texture4_tmp.rgb);\n o.a *= texture4_tmp.a;\n #else\n o *= texture4_tmp;\n #endif\n } else if(v_texId < 5.0){\n vec4 texture5_tmp = texture2D(texture5, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture5\n texture5_tmp.a *= texture2D(texture5, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture5_tmp.rgb * texture5_tmp.rgb);\n o.a *= texture5_tmp.a;\n #else\n o *= texture5_tmp;\n #endif\n } else if(v_texId < 6.0){\n vec4 texture6_tmp = texture2D(texture6, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture6\n texture6_tmp.a *= texture2D(texture6, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture6_tmp.rgb * texture6_tmp.rgb);\n o.a *= texture6_tmp.a;\n #else\n o *= texture6_tmp;\n #endif\n } else if(v_texId < 7.0){\n vec4 texture7_tmp = texture2D(texture7, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture7\n texture7_tmp.a *= texture2D(texture7, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture7_tmp.rgb * texture7_tmp.rgb);\n o.a *= texture7_tmp.a;\n #else\n o *= texture7_tmp;\n #endif\n } else {\n vec4 texture8_tmp = texture2D(texture8, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture8\n texture8_tmp.a *= texture2D(texture8, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture8_tmp.rgb * texture8_tmp.rgb);\n o.a *= texture8_tmp.a;\n #else\n o *= texture8_tmp;\n #endif\n }\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
},
"glsl3": {
"vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\nin float a_texId;\nout float v_texId;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n v_texId = a_texId;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nin float v_texId;\nuniform sampler2D texture;\nuniform sampler2D texture2;\nuniform sampler2D texture3;\nuniform sampler2D texture4;\nuniform sampler2D texture5;\nuniform sampler2D texture6;\nuniform sampler2D texture7;\nuniform sampler2D texture8;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n if(v_texId < 1.0){\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n } else if(v_texId < 2.0){\n vec4 texture2_tmp = texture(texture2, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture2\n texture2_tmp.a *= texture(texture2, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture2_tmp.rgb * texture2_tmp.rgb);\n o.a *= texture2_tmp.a;\n #else\n o *= texture2_tmp;\n #endif\n } else if(v_texId < 3.0){\n vec4 texture3_tmp = texture(texture3, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture3\n texture3_tmp.a *= texture(texture3, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture3_tmp.rgb * texture3_tmp.rgb);\n o.a *= texture3_tmp.a;\n #else\n o *= texture3_tmp;\n #endif\n } else if(v_texId < 4.0){\n vec4 texture4_tmp = texture(texture4, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture4\n texture4_tmp.a *= texture(texture4, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture4_tmp.rgb * texture4_tmp.rgb);\n o.a *= texture4_tmp.a;\n #else\n o *= texture4_tmp;\n #endif\n } else if(v_texId < 5.0){\n vec4 texture5_tmp = texture(texture5, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture5\n texture5_tmp.a *= texture(texture5, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture5_tmp.rgb * texture5_tmp.rgb);\n o.a *= texture5_tmp.a;\n #else\n o *= texture5_tmp;\n #endif\n } else if(v_texId < 6.0){\n vec4 texture6_tmp = texture(texture6, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture6\n texture6_tmp.a *= texture(texture6, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture6_tmp.rgb * texture6_tmp.rgb);\n o.a *= texture6_tmp.a;\n #else\n o *= texture6_tmp;\n #endif\n } else if(v_texId < 7.0){\n vec4 texture7_tmp = texture(texture7, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture7\n texture7_tmp.a *= texture(texture7, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture7_tmp.rgb * texture7_tmp.rgb);\n o.a *= texture7_tmp.a;\n #else\n o *= texture7_tmp;\n #endif\n } else {\n vec4 texture8_tmp = texture(texture8, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture8\n texture8_tmp.a *= texture(texture8, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture8_tmp.rgb * texture8_tmp.rgb);\n o.a *= texture8_tmp.a;\n #else\n o *= texture8_tmp;\n #endif\n }\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
}
}
],
"subMetas": {}
}