MatchMaster/assets/shop/effect/svip_title_shine.effect

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CCEffect %{
techniques:
- passes:
- vert: shop-title-shine-vs
frag: shop-title-shine-fs
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
rasterizerState:
cullMode: none
depthStencilState:
depthTest: false
depthWrite: false
properties:
texture: { value: white }
shinePosition: { value: -0.3 }
shineWidth: { value: 0.075 }
shineStrength: { value: 1.8 }
shineAngle: { value: 0.2 }
shineColor: { value: [1.0, 0.95, 0.68, 1.0] }
rainbow: { value: 0.0 }
uvRect: { value: [0.0, 0.0, 1.0, 1.0] }
uvRotated: { value: 0.0 }
}%
CCProgram shop-title-shine-vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
in vec2 a_uv0;
out vec4 v_color;
out vec2 v_uv0;
void main () {
vec4 pos = vec4(a_position, 1.0);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
gl_Position = pos;
v_color = a_color;
v_uv0 = a_uv0;
}
}%
CCProgram shop-title-shine-fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
in vec2 v_uv0;
uniform sampler2D texture;
uniform ShineProperties {
vec4 shineColor;
vec4 uvRect;
float shinePosition;
float shineWidth;
float shineStrength;
float shineAngle;
float rainbow;
float uvRotated;
};
void main () {
vec4 color = vec4(1.0);
CCTexture(texture, v_uv0, color);
color *= v_color;
vec2 localUV = (v_uv0 - uvRect.xy) / max(uvRect.zw, vec2(0.00001));
if (uvRotated > 0.5) localUV = vec2(localUV.y, 1.0 - localUV.x);
float sweepAxis = localUV.x + (localUV.y - 0.5) * shineAngle;
float bandIn = smoothstep(
shinePosition - shineWidth,
shinePosition,
sweepAxis
);
float bandOut = 1.0 - smoothstep(
shinePosition,
shinePosition + shineWidth,
sweepAxis
);
float shine = pow(clamp(bandIn * bandOut, 0.0, 1.0), 1.35);
vec3 glowColor = shineColor.rgb;
if (rainbow > 0.5) {
float hue = (sweepAxis - shinePosition) / (2.0 * shineWidth) + 0.5;
glowColor = 0.5 + 0.5 * cos(6.2831853 * (hue + vec3(0.0, 0.666667, 0.333333)));
}
color.rgb += glowColor * shine * shineStrength * color.a;
ALPHA_TEST(color);
#if USE_BGRA
gl_FragColor = color.bgra;
#else
gl_FragColor = color.rgba;
#endif
}
}%