
CCEffect %{
  techniques:
  - passes:
    - vert: vs
      frag: fs
      blendState:
        targets:
        - blend: true
      rasterizerState:
        cullMode: none
      properties:
        texture: { value: white }
        alphaThreshold: { value: 0.5 }
        noiseAmount: { value: 0.1 } // 噪点强度，可在属性面板调整
}%

CCProgram vs %{
  precision highp float;
  #include <cc-global>
  #include <cc-local>

  in vec3 a_position;
  in vec4 a_color;
  out vec4 v_color;

  #if USE_TEXTURE
  in vec2 a_uv0;
  out vec2 v_uv0;
  #endif

  void main () {
    vec4 pos = vec4(a_position, 1);

    #if CC_USE_MODEL
    pos = cc_matViewProj * cc_matWorld * pos;
    #else
    pos = cc_matViewProj * pos;
    #endif

    #if USE_TEXTURE
    v_uv0 = a_uv0;
    #endif

    v_color = a_color;
    gl_Position = pos;
  }
}%

CCProgram fs %{
  precision highp float;
  #include <alpha-test>
  #include <texture>

  in vec4 v_color;

  #if USE_TEXTURE
  in vec2 v_uv0;
  uniform sampler2D texture;
  #endif

  uniform EffectProperties {
    float noiseAmount;
  };

  float random(vec2 st) {
    return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123);
  }

  void main () {
    vec4 col = v_color;
    #if USE_TEXTURE
    col *= texture2D(texture, v_uv0);
    #endif

    float noise = random(v_uv0);
    col.rgb += noise * noiseAmount;

    ALPHA_TEST(col);
    gl_FragColor = col;
  }
}%
    