Sun_moves/library/imports/70/70ca6f7c-88f0-44f1-9ab3-3b1c0d042995.json
2024-05-28 11:38:16 +08:00

160 lines
7.0 KiB
JSON

{
"__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 <u_scale)\n {\n fluxayUV.x = fluxayUV.x / u_scale;\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n o.a = fluxay.a;\n gl_FragColor = o;\n }\n else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n } else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n}"
},
"glsl1": {
"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\n attribute vec2 a_uv0;\n varying 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 float alphaThreshold;\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}\nvarying vec4 v_color;\nvarying vec2 v_uv0;\nuniform sampler2D texture;\nuniform sampler2D u_fluxayTexture;\nuniform float u_time;\nuniform float u_scale;\nuniform float u_angle;\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 <u_scale)\n {\n fluxayUV.x = fluxayUV.x / u_scale;\n vec4 fluxay = texture2D(u_fluxayTexture, fluxayUV);\n o.a = fluxay.a;\n gl_FragColor = o;\n }\n else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n } else {\n o.a = 0.0;\n gl_FragColor = o;\n }\n}"
},
"builtins": {
"globals": {
"blocks": [
{
"name": "CCGlobal",
"defines": []
}
],
"samplers": []
},
"locals": {
"blocks": [
{
"name": "CCLocal",
"defines": []
}
],
"samplers": []
}
},
"defines": [
{
"name": "USE_TEXTURE",
"type": "boolean",
"defines": []
},
{
"name": "CC_USE_MODEL",
"type": "boolean",
"defines": []
},
{
"name": "USE_ALPHA_TEST",
"type": "boolean",
"defines": []
}
],
"blocks": [
{
"name": "ALPHA_TEST",
"members": [
{
"name": "alphaThreshold",
"type": 13,
"count": 1
}
],
"defines": [
"USE_ALPHA_TEST"
],
"binding": 0
},
{
"name": "ARGS",
"members": [
{
"name": "u_time",
"type": 13,
"count": 1
},
{
"name": "u_scale",
"type": 13,
"count": 1
},
{
"name": "u_angle",
"type": 13,
"count": 1
}
],
"defines": [],
"binding": 1
}
],
"samplers": [
{
"name": "texture",
"type": 29,
"count": 1,
"defines": [],
"binding": 30
},
{
"name": "u_fluxayTexture",
"type": 29,
"count": 1,
"defines": [],
"binding": 31
}
],
"record": null,
"name": "fluxay_texture_angle|vs|fs"
}
]
}