mirror of
https://gitee.com/ruanwujing/green-pack-cocos
synced 2024-12-26 03:38:47 +00:00
128 lines
2.9 KiB
Plaintext
128 lines
2.9 KiB
Plaintext
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// Copyright (c) 2017-2020 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: sprite-vs:vert
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frag: sprite-fs:frag
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depthStencilState:
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depthTest: false
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depthWrite: false
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blendState:
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targets:
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- blend: true
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blendSrc: src_alpha
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blendDst: one_minus_src_alpha
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blendDstAlpha: one_minus_src_alpha
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rasterizerState:
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cullMode: none
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properties:
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b_matrix: { value:[
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 0]}
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light_pos: {value: [0.5, -0.5, 1, 1]}
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}%
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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#if SAMPLE_FROM_RT
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#include <common/common-define>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 color;
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out vec2 uv0;
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vec4 vert () {
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vec4 pos = vec4(a_position, 1);
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#if USE_LOCAL
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pos = cc_matWorld * pos;
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#endif
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#if USE_PIXEL_ALIGNMENT
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pos = cc_matView * pos;
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pos.xyz = floor(pos.xyz);
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pos = cc_matProj * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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uv0 = a_texCoord;
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#if SAMPLE_FROM_RT
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CC_HANDLE_RT_SAMPLE_FLIP(uv0);
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#endif
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color = a_color;
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return pos;
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}
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}%
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CCProgram sprite-fs %{
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precision highp float;
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#include <builtin/internal/embedded-alpha>
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in vec4 color;
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in vec2 uv0;
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uniform Constant {
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mat4x4 b_matrix;
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vec4 light_pos;
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};
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#pragma builtin(local)
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layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
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vec4 frag () {
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vec2 uv = fract(uv0 * 4.0);
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vec2 id = floor(uv0 * 4.0);
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vec2 xy = uv * 2.0 - 1.0;
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float z = sqrt(1.0 - length(xy));
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vec3 _p3d = vec3(xy, z);
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vec4 p = b_matrix * vec4(_p3d, 1.0);
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vec3 p3d = p.xyz;
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vec4 background = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 ballColor = color;
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#if USE_BELT
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// 上下两个白圈的中心店
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vec3 white1 = vec3(0.0, 1.0, 0.0);
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vec3 white2 = vec3(0.0, -1.0, 0.0);
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float whiteLen = 0.7;
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vec3 dw1 = white1 - p3d;
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vec3 dw2 = white2 - p3d;
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float dw = min(dot(dw1, dw1), dot(dw2, dw2));
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ballColor = mix(ballColor, vec4(1.0, 1.0, 1.0, 1.0), smoothstep(0.0, -0.1, dw - whiteLen));
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#endif
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vec2 _xy = p3d.xy * 0.8 + 0.5;
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vec2 _uv = _xy * 0.25 + id * 0.25;
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vec4 numColor = CCSampleWithAlphaSeparated(cc_spriteTexture, _uv);
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vec4 o = mix(ballColor, numColor, smoothstep(0., -0.1, length(_xy - 0.5) - 0.48) * step(0.0, p3d.z));
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o = mix(background, o, smoothstep(0.0, -0.1, length(xy) - 1.0));
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#if USE_LIGHT
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vec3 lightDir = normalize(light_pos.xyz - _p3d.xyz);
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float d = dot(normalize(_p3d.xyz), lightDir);
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d = clamp(d, 0.0, 1.0);
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d = sqrt(d);
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float nol = 0.5 + 0.5 * d;
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o *= vec4(nol, nol, nol, 1.0);
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#endif
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return o;
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}
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}%
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