105 lines
1.7 KiB
Plaintext
105 lines
1.7 KiB
Plaintext
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: vs
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frag: fs
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blendState:
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targets:
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- blend: true
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rasterizerState:
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cullMode: none
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properties:
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texture: { value: white }
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alphaThreshold: { value: 0.5 }
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#include <cc-local>
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in vec3 a_position;
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in vec4 a_color;
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out vec4 v_color;
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#if USE_TEXTURE
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in vec2 a_uv0;
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out vec2 v_uv0;
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#endif
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void main () {
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vec4 pos = vec4(a_position, 1);
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#if CC_USE_MODEL
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pos = cc_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_uv0;
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#endif
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v_color = a_color;
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gl_Position = pos;
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}
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}%
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CCProgram fs %{
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precision highp float;
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#include <cc-global>
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#include <alpha-test>
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#include <texture>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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uniform sampler2D texture;
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#endif
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vec2 getSt(){
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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CCTexture(texture, v_uv0, o);
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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return v_uv0;
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}
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void main () {
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vec2 st = getSt();
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vec2 uv = st;
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//设置中心点
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vec2 position = vec2(0.5) - st;
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float time = cc_time.x;
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//灯光强度
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float strength = 0.2;
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//太阳大小
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float scale = 8.0;
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float l = abs(sin(1.1)*0.1) / length(position);
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float l2 = abs(sin(1.2)*0.1) / length(position);
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float l3 = abs(sin(1.3)*0.1) / length(position);
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vec4 fragColor = vec4(l,l2,l3, 1.0);
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gl_FragColor = scale * vec4(fragColor.xyz,smoothstep(strength,1.0,fragColor.xyz));
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}
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}%
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