// 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 #include 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 #include #include 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)); } }%