Sun_moves/assets/Shader/shader_005E.effect
2024-05-28 11:38:16 +08:00

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// 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 <cc-global>
#include <cc-local>
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 <cc-global>
#include <alpha-test>
#include <texture>
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));
}
}%