18 lines
3.4 KiB
Plaintext
18 lines
3.4 KiB
Plaintext
{
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"ver": "1.0.27",
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"uuid": "a8d4595f-5f4f-4b84-a3b7-988103168a7a",
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"importer": "effect",
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"compiledShaders": [
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{
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"glsl1": {
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"vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}",
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"frag": "\nprecision highp float;\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\n#if SHOW_OUT_LINE\n uniform vec4 outlineColor;\nuniform vec4 fntColor;\n#endif\nvoid main () {\n vec4 color = v_color;\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n color.a *= texture_tmp.a;\n #else\n color *= texture_tmp;\n #endif\n float temp = 1.0;\n if(color.a == 0.0)\n {\n }\n if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n {\n color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n }\n else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n {\n color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n }\n else\n {\n temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n }\n gl_FragColor =color;\n}"
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},
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"glsl3": {
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"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};\nin vec3 a_position;\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\nin vec4 a_color;\nout vec4 v_color;\nvoid main () {\n gl_Position = cc_matViewProj * vec4(a_position, 1);\n v_uv0 = a_uv0;\n v_color = a_color;\n}",
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"frag": "\nprecision highp float;\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\n#if SHOW_OUT_LINE\n uniform Outline {\n vec4 outlineColor;\n vec4 fntColor;\n };\n#endif\nvoid main () {\n vec4 color = v_color;\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n color.a *= texture_tmp.a;\n #else\n color *= texture_tmp;\n #endif\n float temp = 1.0;\n if(color.a == 0.0)\n {\n }\n if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n {\n color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n }\n else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n {\n color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n }\n else\n {\n temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n }\n gl_FragColor =color;\n}"
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}
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}
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],
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"subMetas": {}
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} |