Sun_moves/assets/Shader/fluxay_texture_angle2.effect.meta
2024-05-28 11:38:16 +08:00

18 lines
5.0 KiB
Plaintext

{
"ver": "1.0.27",
"uuid": "ccd9fbe1-b0af-4e37-966a-18927c87f434",
"importer": "effect",
"compiledShaders": [
{
"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;\nuniform float u_uvRotated;\nuniform vec4 u_uvOffset;\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 float xMin = u_uvOffset.x;\n float xWidth = u_uvOffset.z - u_uvOffset.x;\n float x = (v_uv0.x - xMin)/xWidth;\n float yMin = u_uvOffset.y;\n float yWidth = u_uvOffset.w- u_uvOffset.y;\n float y = (v_uv0.y - yMin)/yWidth;\n float angle = u_angle;\n if(u_uvRotated >= 1.0)\n {\n x = (v_uv0.y - yMin)/yWidth;\n y = (v_uv0.x - xMin)/xWidth;\n angle = -u_angle;\n }\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(x, y);\n x += u_scale;\n float time = u_time*(1.0+u_scale);\n if(o.a >= 1.0)\n {\n fluxayUV.x = (x-time)/ u_scale;\n fluxayUV = transformUV(fluxayUV,angle);\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}"
},
"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 float u_uvRotated;\n vec4 u_uvOffset;\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 float xMin = u_uvOffset.x;\n float xWidth = u_uvOffset.z - u_uvOffset.x;\n float x = (v_uv0.x - xMin)/xWidth;\n float yMin = u_uvOffset.y;\n float yWidth = u_uvOffset.w- u_uvOffset.y;\n float y = (v_uv0.y - yMin)/yWidth;\n float angle = u_angle;\n if(u_uvRotated >= 1.0)\n {\n x = (v_uv0.y - yMin)/yWidth;\n y = (v_uv0.x - xMin)/xWidth;\n angle = -u_angle;\n }\n if(o.a >= 1.0) {\n vec2 fluxayUV = vec2(x, y);\n x += u_scale;\n float time = u_time*(1.0+u_scale);\n if(o.a >= 1.0)\n {\n fluxayUV.x = (x-time)/ u_scale;\n fluxayUV = transformUV(fluxayUV,angle);\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}"
}
}
],
"subMetas": {}
}