// 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 }
}%


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 <cc-global>
  #include <alpha-test>
  #include <texture>

  in vec4 v_color;

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

  vec2 getSt(){
    vec4 o = vec4(1, 1, 1, 1);

    #if USE_TEXTURE
      CCTexture(texture, v_uv0, o);
    #endif

    o *= v_color;

    ALPHA_TEST(o);

    return v_uv0;
  }



  void main () {
    vec2 st = getSt();
    vec2 uv = st;
    //设置中心点
    vec2 position = vec2(0.5) - st;
    float time = cc_time.x;

    //灯光强度
    float strength = 0.2;
    //太阳大小
    float scale = 8.0;
	
	  float l = abs(sin(1.1)*0.1) / length(position);
    float l2 = abs(sin(1.2)*0.1) / length(position);
    float l3 = abs(sin(1.3)*0.1) / length(position);

    vec4 fragColor = vec4(l,l2,l3, 1.0);
	  gl_FragColor = scale * vec4(fragColor.xyz,smoothstep(strength,1.0,fragColor.xyz));
  }
}%
