{ "__type__": "cc.EffectAsset", "_name": "fluxay_texture_angle", "_objFlags": 0, "_native": "", "properties": null, "techniques": [ { "passes": [ { "blendState": { "targets": [ { "blend": true } ] }, "rasterizerState": { "cullMode": 0 }, "properties": { "texture": { "value": "white", "type": 29 }, "u_fluxayTexture": { "value": "white", "type": 29 }, "u_time": { "value": [ 0 ], "type": 13 }, "u_scale": { "value": [ 1 ], "type": 13 }, "u_angle": { "value": [ 30 ], "type": 13 } }, "program": "fluxay_texture_angle|vs|fs" } ] } ], "shaders": [ { "hash": 4267621795, "glsl3": { "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\n in vec2 a_uv0;\n out vec2 v_uv0;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_color = a_color;\n gl_Position = mvp * vec4(a_position, 1);\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\nin vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform ARGS {\n float u_time;\n float u_scale;\n float u_angle;\n};\nvec2 transformUV(vec2 UV,float angle){\n float rotate = (angle * 3.1415926) / 180.0;\n vec2 di = vec2(0.5, 0.5);\n mat3 m = mat3(cos(rotate), -sin(rotate), 0.0,sin(rotate), cos(rotate), 0.0,0.0, 0.0, 1.0);\n vec3 uv = vec3(UV.x,UV.y, 1.0)* m;\n return vec2(uv.x,uv.y);\n}\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o = texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);\n fluxayUV.x -= u_time;\n fluxayUV = transformUV(fluxayUV,u_angle);\n if(fluxayUV.x > 0.0 && fluxayUV.x = 1.0) {\n vec2 fluxayUV = vec2(v_uv0.x, v_uv0.y);\n fluxayUV.x -= u_time;\n fluxayUV = transformUV(fluxayUV,u_angle);\n if(fluxayUV.x > 0.0 && fluxayUV.x