mirror of
https://gitee.com/ruanwujing/green-pack-cocos
synced 2024-12-26 03:38:47 +00:00
144 lines
3.4 KiB
Plaintext
144 lines
3.4 KiB
Plaintext
// 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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rows: {value: 4}
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columns: {value: 8}
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sizeExpand: {value: 0.6}
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radius: {value: 0.15}
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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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#include "../chunks/sdf2d"
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uniform Const {
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float rows;
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float columns;
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float sizeExpand;
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float radius;
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};
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in vec4 color;
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in vec2 uv0;
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float smin(float a,float b,float k){
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float h = clamp(0.5+0.5*(a-b)/k,0.0,1.0);
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return mix(a,b,h)-k*h*(1.0-h);
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}
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float smax(float a,float b,float k){
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return -smin(-a,-b,k);
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}
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float isOdd(float x) {
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return fract(x/2.0) * 2.0;
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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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vec4 o = vec4(1, 1, 1, 1);
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vec2 id = floor(uv0 * vec2(columns, rows));
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vec2 uv_center = (id + 0.5) / vec2(columns, rows);
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float exp = sizeExpand + 1.0;
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o *= CCSampleWithAlphaSeparated(cc_spriteTexture, (uv0 - uv_center) * exp + uv_center);
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vec2 uv = (uv0 - uv_center) * vec2(columns, rows) * exp;
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float dy = sin(uv0.y * 95.0) * 0.05;
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uv.x += dy;
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// float dx = sin(uv0.x * 95.0) * 0.05;
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// uv.y += dx;
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float d = sdBox(uv, vec2(0.5, 0.5));
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float rad = radius;
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float dd = 0.1;
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float odd = isOdd(id.x + id.y);
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float s = sign(odd - 0.5);
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float dc_top = sdCircle(uv + vec2(0, 0.5 - dd * s), rad);
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float dc_bottom = sdCircle(uv + vec2(0, -0.5 + dd * s), rad);
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float dc_left = sdCircle(uv + vec2(0.5 + dd * s, 0), rad);
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float dc_right = sdCircle(uv + vec2(-0.5 - dd * s, 0), rad);
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float k = 0.02;
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float nOdd = 1.0 - odd;
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float dt = smax(d, -dc_top, k) * odd + smin(d, dc_top , k) * nOdd;
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float edge = step(id.y, 0.5);
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d = dt * (1.0 - edge) + d * edge;
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float db = smax(d, -dc_bottom, k) * odd + smin(d, dc_bottom, k) * nOdd;
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edge = step(rows - 1.5, id.y);
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d = db * (1.0 - edge) + d * edge;
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float dl = smin(d, dc_left, k) * odd + smax(d, -dc_left, k) * nOdd;
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edge = step(id.x, 0.5);
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d = dl * (1.0 - edge) + d * edge;
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float dr = smin(d, dc_right, k) * odd + smax(d, -dc_right, k) * nOdd;
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edge = step(columns - 1.5, id.x);
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d = dr * (1.0 - edge) + d * edge;
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float c = smoothstep(0.01, -0.01, d);
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o *= c;
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return o;
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}
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}%
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