mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 11:48:29 +00:00
168 lines
3.2 KiB
Plaintext
168 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: white }
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texture2: { value: white }
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texture3: { value: white }
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texture4: { value: white }
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texture5: { value: white }
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texture6: { value: white }
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texture7: { value: white }
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texture8: { value: white }
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alphaThreshold: { value: 0.5 }
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wh_ratio: {
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value: 1,
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editor: {
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tooltip: "宽高比"
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}
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}
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blur: {
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value: 0.35,
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editor: {
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tooltip: "光圈模糊程度"
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}
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}
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radius: {
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value: 0.5,
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editor: {
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tooltip: "光圈半径"
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}
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}
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center: {
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value: [0.5, 0.5],
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editor: {
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tooltip: "光圈起点"
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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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#if USE_MULTI_TEXTURE
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in float a_texId;
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out float v_texId;
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#endif
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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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#if USE_MULTI_TEXTURE
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v_texId = a_texId;
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#endif
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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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#include <texture>
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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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#if USE_MULTI_TEXTURE
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in float v_texId;
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform sampler2D texture4;
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uniform sampler2D texture5;
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uniform sampler2D texture6;
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uniform sampler2D texture7;
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uniform sampler2D texture8;
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#endif
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#endif
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uniform ARGS{
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float radius;
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float blur;
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vec2 center;
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float wh_ratio;
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};
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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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#if USE_MULTI_TEXTURE
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if(v_texId < 1.0){
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CCTexture(texture, v_uv0, o);
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} else if(v_texId < 2.0){
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CCTexture(texture2, v_uv0, o);
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} else if(v_texId < 3.0){
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CCTexture(texture3, v_uv0, o);
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} else if(v_texId < 4.0){
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CCTexture(texture4, v_uv0, o);
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} else if(v_texId < 5.0){
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CCTexture(texture5, v_uv0, o);
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} else if(v_texId < 6.0){
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CCTexture(texture6, v_uv0, o);
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} else if(v_texId < 7.0){
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CCTexture(texture7, v_uv0, o);
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} else {
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CCTexture(texture8, v_uv0, o);
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}
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#else
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CCTexture(texture, v_uv0, o);
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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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float circle = radius * radius;
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float rx = center.x * wh_ratio;
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float ry = center.y;
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float dis = (v_uv0.x * wh_ratio - rx) * (v_uv0.x * wh_ratio - rx) + (v_uv0.y - ry) * (v_uv0.y - ry);
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o.a = smoothstep(circle, circle - blur, dis);
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gl_FragColor = o;
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}
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}%
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