// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd. CCEffect %{ techniques: - passes: - vert: sprite-vs:vert frag: sprite-fs:frag depthStencilState: depthTest: false depthWrite: false blendState: targets: - blend: true blendSrc: src_alpha blendDst: one_minus_src_alpha blendDstAlpha: one_minus_src_alpha rasterizerState: cullMode: none properties: rows: {value: 4} columns: {value: 8} sizeExpand: {value: 0.6} radius: {value: 0.15} }% CCProgram sprite-vs %{ precision highp float; #include #if USE_LOCAL #include #endif #if SAMPLE_FROM_RT #include #endif in vec3 a_position; in vec2 a_texCoord; in vec4 a_color; out vec4 color; out vec2 uv0; vec4 vert () { vec4 pos = vec4(a_position, 1); #if USE_LOCAL pos = cc_matWorld * pos; #endif #if USE_PIXEL_ALIGNMENT pos = cc_matView * pos; pos.xyz = floor(pos.xyz); pos = cc_matProj * pos; #else pos = cc_matViewProj * pos; #endif uv0 = a_texCoord; #if SAMPLE_FROM_RT CC_HANDLE_RT_SAMPLE_FLIP(uv0); #endif color = a_color; return pos; } }% CCProgram sprite-fs %{ precision highp float; #include #include "../chunks/sdf2d" uniform Const { float rows; float columns; float sizeExpand; float radius; }; in vec4 color; in vec2 uv0; float smin(float a,float b,float k){ float h = clamp(0.5+0.5*(a-b)/k,0.0,1.0); return mix(a,b,h)-k*h*(1.0-h); } float smax(float a,float b,float k){ return -smin(-a,-b,k); } float isOdd(float x) { return fract(x/2.0) * 2.0; } #pragma builtin(local) layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture; vec4 frag () { vec4 o = vec4(1, 1, 1, 1); vec2 id = floor(uv0 * vec2(columns, rows)); vec2 uv_center = (id + 0.5) / vec2(columns, rows); float exp = sizeExpand + 1.0; o *= CCSampleWithAlphaSeparated(cc_spriteTexture, (uv0 - uv_center) * exp + uv_center); vec2 uv = (uv0 - uv_center) * vec2(columns, rows) * exp; float dy = sin(uv0.y * 95.0) * 0.05; uv.x += dy; // float dx = sin(uv0.x * 95.0) * 0.05; // uv.y += dx; float d = sdBox(uv, vec2(0.5, 0.5)); float rad = radius; float dd = 0.1; float odd = isOdd(id.x + id.y); float s = sign(odd - 0.5); float dc_top = sdCircle(uv + vec2(0, 0.5 - dd * s), rad); float dc_bottom = sdCircle(uv + vec2(0, -0.5 + dd * s), rad); float dc_left = sdCircle(uv + vec2(0.5 + dd * s, 0), rad); float dc_right = sdCircle(uv + vec2(-0.5 - dd * s, 0), rad); float k = 0.02; float nOdd = 1.0 - odd; float dt = smax(d, -dc_top, k) * odd + smin(d, dc_top , k) * nOdd; float edge = step(id.y, 0.5); d = dt * (1.0 - edge) + d * edge; float db = smax(d, -dc_bottom, k) * odd + smin(d, dc_bottom, k) * nOdd; edge = step(rows - 1.5, id.y); d = db * (1.0 - edge) + d * edge; float dl = smin(d, dc_left, k) * odd + smax(d, -dc_left, k) * nOdd; edge = step(id.x, 0.5); d = dl * (1.0 - edge) + d * edge; float dr = smin(d, dc_right, k) * odd + smax(d, -dc_right, k) * nOdd; edge = step(columns - 1.5, id.x); d = dr * (1.0 - edge) + d * edge; float c = smoothstep(0.01, -0.01, d); o *= c; return o; } }%