green-pack-cocos/assets/resources/effects/billiards.effect
2024-04-11 17:40:30 +08:00

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// 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:
b_matrix: { value:[
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 0]}
light_pos: {value: [0.5, -0.5, 1, 1]}
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#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 <builtin/internal/embedded-alpha>
in vec4 color;
in vec2 uv0;
uniform Constant {
mat4x4 b_matrix;
vec4 light_pos;
};
#pragma builtin(local)
layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
vec4 frag () {
vec2 uv = fract(uv0 * 4.0);
vec2 id = floor(uv0 * 4.0);
vec2 xy = uv * 2.0 - 1.0;
float z = sqrt(1.0 - length(xy));
vec3 _p3d = vec3(xy, z);
vec4 p = b_matrix * vec4(_p3d, 1.0);
vec3 p3d = p.xyz;
vec4 background = vec4(0.0, 0.0, 0.0, 0.0);
vec4 ballColor = color;
#if USE_BELT
// 上下两个白圈的中心店
vec3 white1 = vec3(0.0, 1.0, 0.0);
vec3 white2 = vec3(0.0, -1.0, 0.0);
float whiteLen = 0.7;
vec3 dw1 = white1 - p3d;
vec3 dw2 = white2 - p3d;
float dw = min(dot(dw1, dw1), dot(dw2, dw2));
ballColor = mix(ballColor, vec4(1.0, 1.0, 1.0, 1.0), smoothstep(0.0, -0.1, dw - whiteLen));
#endif
vec2 _xy = p3d.xy * 0.8 + 0.5;
vec2 _uv = _xy * 0.25 + id * 0.25;
vec4 numColor = CCSampleWithAlphaSeparated(cc_spriteTexture, _uv);
vec4 o = mix(ballColor, numColor, smoothstep(0., -0.1, length(_xy - 0.5) - 0.48) * step(0.0, p3d.z));
o = mix(background, o, smoothstep(0.0, -0.1, length(xy) - 1.0));
#if USE_LIGHT
vec3 lightDir = normalize(light_pos.xyz - _p3d.xyz);
float d = dot(normalize(_p3d.xyz), lightDir);
d = clamp(d, 0.0, 1.0);
d = sqrt(d);
float nol = 0.5 + 0.5 * d;
o *= vec4(nol, nol, nol, 1.0);
#endif
return o;
}
}%