MatchMaster/source-art/cloud_rise/reward_mask.effect
2026-09-21 12:44:48 +08:00

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// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
glyphRect: { value: [0, 0, 1, 1] }
glyphSize: { value: [50, 62] }
}%
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 Glyph {
vec4 glyphRect;
vec2 glyphSize;
};
#if USE_TEXTURE
float maskAt(vec2 point) {
vec2 uv = point / glyphSize;
if (uv.x < 0.0 || uv.y < 0.0 || uv.x > 1.0 || uv.y > 1.0) return 0.0;
vec4 sampleColor = vec4(1.0);
CCTexture(texture, glyphRect.xy + uv * glyphRect.zw, sampleColor);
return sampleColor.a * sampleColor.r;
}
#endif
void main () {
vec4 o = v_color;
#if USE_TEXTURE
// Reserve 8 pixels around the original glyph inside this single sprite's quad.
vec2 point = (v_uv0 - glyphRect.xy) / glyphRect.zw * (glyphSize + vec2(16.0)) - vec2(8.0);
float fill = maskAt(point);
float outer = 0.0;
float inner = 0.0;
for (int i = 0; i < 16; i++) {
float angle = float(i) * 0.3926990817;
vec2 direction = vec2(cos(angle), sin(angle));
outer = 1.0 - (1.0 - outer) * (1.0 - maskAt(point + direction * 8.0));
inner = 1.0 - (1.0 - inner) * (1.0 - maskAt(point + direction * 4.0));
}
float alpha = fill + (1.0 - fill) * (inner + (1.0 - inner) * outer);
vec3 color = vec3(1.0, 242.0 / 255.0, 0.0) * fill
+ (1.0 - fill) * (vec3(164.0, 61.0, 19.0) / 255.0 * inner
+ (1.0 - inner) * vec3(outer));
o = vec4(color / max(alpha, 0.0001), alpha * v_color.a);
#endif
ALPHA_TEST(o);
#if USE_BGRA
gl_FragColor = o.bgra;
#else
gl_FragColor = o.rgba;
#endif
}
}%