更新 优化 游戏内功能
This commit is contained in:
parent
2cdee72fe1
commit
740a1c3bf7
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@ -2727,7 +2727,7 @@
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"__id__": 59
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"__id__": 59
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}
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}
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],
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],
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"_active": false,
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"_active": true,
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"_components": [],
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"_components": [],
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"_prefab": null,
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"_prefab": null,
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"_opacity": 255,
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"_opacity": 255,
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@ -2889,9 +2889,9 @@
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"_opacity": 255,
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"_opacity": 255,
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"_color": {
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"_color": {
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"__type__": "cc.Color",
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"__type__": "cc.Color",
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"r": 0,
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"r": 43,
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"g": 126,
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"g": 161,
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"b": 81,
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"b": 119,
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"a": 255
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"a": 255
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},
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},
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"_contentSize": {
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"_contentSize": {
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@ -23914,7 +23914,7 @@
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},
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},
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{
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{
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"__type__": "cc.Node",
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"__type__": "cc.Node",
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"_name": "snow",
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"_name": "New Sprite",
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"_objFlags": 0,
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"_objFlags": 0,
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"_parent": {
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"_parent": {
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"__id__": 549
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"__id__": 549
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@ -23975,7 +23975,7 @@
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"_is3DNode": false,
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"_is3DNode": false,
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"_groupIndex": 0,
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"_groupIndex": 0,
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"groupIndex": 0,
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"groupIndex": 0,
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"_id": "57Jj49hjhB/IjIYaKr/0dU"
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"_id": "dfTmaQPZhP2Ix1UZaSsYhR"
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},
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},
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{
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{
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"__type__": "cc.Sprite",
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"__type__": "cc.Sprite",
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@ -23992,9 +23992,11 @@
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],
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],
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"_srcBlendFactor": 770,
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"_srcBlendFactor": 770,
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"_dstBlendFactor": 771,
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"_dstBlendFactor": 771,
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"_spriteFrame": null,
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"_spriteFrame": {
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"__uuid__": "8cdb44ac-a3f6-449f-b354-7cd48cf84061"
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},
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"_type": 0,
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"_type": 0,
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"_sizeMode": 1,
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"_sizeMode": 0,
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"_fillType": 0,
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"_fillType": 0,
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"_fillCenter": {
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"_fillCenter": {
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"__type__": "cc.Vec2",
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"__type__": "cc.Vec2",
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@ -24005,7 +24007,7 @@
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"_fillRange": 0,
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"_fillRange": 0,
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"_isTrimmedMode": true,
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"_isTrimmedMode": true,
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"_atlas": null,
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"_atlas": null,
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"_id": "2bcu5aMTJNR6oODV5J/k9N"
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"_id": "261B3Em/hFEYAUHj+xC1wf"
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},
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},
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{
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{
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"__type__": "cc.Widget",
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"__type__": "cc.Widget",
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@ -24032,7 +24034,7 @@
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"_isAbsVerticalCenter": true,
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"_isAbsVerticalCenter": true,
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"_originalWidth": 40,
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"_originalWidth": 40,
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"_originalHeight": 36,
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"_originalHeight": 36,
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"_id": "fbxK6OjL1B/51Esr/XOCZN"
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"_id": "28DG1qweVHkIaUIntr+PXW"
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},
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},
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{
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{
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"__type__": "cc.Widget",
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"__type__": "cc.Widget",
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@ -257,6 +257,11 @@ export default class JiaZai extends cc.Component {
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});
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});
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}
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}
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else {
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if (JiaZai.cachedRewardPrefab) {
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this.getOrder();
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}
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}
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if (cc.fx.GameConfig.GM_INFO.otherLevel > 0) {
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if (cc.fx.GameConfig.GM_INFO.otherLevel > 0) {
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@ -1562,7 +1567,7 @@ export default class JiaZai extends cc.Component {
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}
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}
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if (data.data != null && data.code == 0) {
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if (data.data != null && data.code == 0) {
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//console.log("未到期已领取");
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console.log("未到期已领取");
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}
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}
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if (data.code == 1) {
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if (data.code == 1) {
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this.getcard.active = true;
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this.getcard.active = true;
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@ -2025,7 +2025,6 @@ export default class MapConroler extends cc.Component {
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freezeBlock[i].getChildByName("freeze").getComponent("Freeze").reduce(1);
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freezeBlock[i].getChildByName("freeze").getComponent("Freeze").reduce(1);
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}
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}
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}
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}
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console.log("冻结方块数量", freezeBlock.length);
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let floorBlock = this.node.children.filter(child => {
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let floorBlock = this.node.children.filter(child => {
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if (child.getComponent("Block")) {
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if (child.getComponent("Block")) {
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@ -55,6 +55,11 @@ export default class Boom extends cc.Component {
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}
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}
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reduceTime(num) {
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reduceTime(num) {
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if (this.node.parent) {
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if (this.node.parent.getComponent("Block").block_Info.floor) {
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return;
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}
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}
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if (this.node.name == "boom2") {
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if (this.node.name == "boom2") {
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this.time -= num;
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this.time -= num;
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if (this.time <= 0) this.time = 0;
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if (this.time <= 0) this.time = 0;
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@ -6698,7 +6698,7 @@
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"__id__": 403
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"__id__": 403
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}
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}
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],
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],
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"_active": false,
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"_active": true,
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"_components": [
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"_components": [
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{
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{
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"__id__": 419
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"__id__": 419
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@ -7060,7 +7060,7 @@
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"_isSystemFontUsed": true,
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"_isSystemFontUsed": true,
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"_spacingX": 0,
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"_spacingX": 0,
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"_batchAsBitmap": false,
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"_batchAsBitmap": false,
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"_styleFlags": 0,
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"_styleFlags": 1,
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"_underlineHeight": 0,
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"_underlineHeight": 0,
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"_N$horizontalAlign": 2,
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"_N$horizontalAlign": 2,
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"_N$verticalAlign": 2,
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"_N$verticalAlign": 2,
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@ -7168,7 +7168,7 @@
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"_isSystemFontUsed": true,
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"_isSystemFontUsed": true,
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"_spacingX": 0,
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"_spacingX": 0,
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"_batchAsBitmap": false,
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"_batchAsBitmap": false,
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"_styleFlags": 0,
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"_styleFlags": 1,
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"_underlineHeight": 0,
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"_underlineHeight": 0,
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"_N$horizontalAlign": 1,
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"_N$horizontalAlign": 1,
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"_N$verticalAlign": 2,
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"_N$verticalAlign": 2,
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@ -7,7 +7,7 @@
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9,
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9,
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9
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9
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],
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],
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"time": 140,
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"time": 170,
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"gap": [
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"gap": [
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{
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{
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"x": 3,
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"x": 3,
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@ -7,7 +7,7 @@
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9,
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9,
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11
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11
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],
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],
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"time": 100,
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"time": 130,
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"gap": [
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"gap": [
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{
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{
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"x": 1,
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"x": 1,
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@ -7,7 +7,7 @@
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7,
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7,
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9
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9
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],
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],
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"time": 150,
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"time": 180,
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"gap": [
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"gap": [
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{
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{
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"x": 1,
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"x": 1,
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@ -97,7 +97,7 @@
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},
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},
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{
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{
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"block": 1,
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"block": 1,
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"color": 9,
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"color": 8,
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"type": 0,
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"type": 0,
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"position": {
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"position": {
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"x": -180,
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"x": -180,
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@ -108,7 +108,7 @@
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},
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},
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{
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{
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"block": 1,
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"block": 1,
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"color": 3,
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"color": 9,
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"type": 0,
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"type": 0,
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"position": {
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"position": {
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"x": 420,
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"x": 420,
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@ -141,7 +141,7 @@
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},
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},
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{
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{
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"block": 2,
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"block": 2,
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"color": 7,
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"color": 3,
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"type": 0,
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"type": 0,
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"position": {
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"position": {
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"x": 180,
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"x": 180,
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@ -152,7 +152,7 @@
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},
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},
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{
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{
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"block": 0,
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"block": 0,
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"color": 3,
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"color": 9,
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"type": 0,
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"type": 0,
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"position": {
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"position": {
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"x": 300,
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"x": 300,
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@ -166,7 +166,7 @@
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"color": 11,
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"color": 11,
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"type": 0,
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"type": 0,
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"position": {
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"position": {
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"x": 300,
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"x": 180,
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"y": 120,
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"y": 120,
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"z": 0
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"z": 0
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},
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},
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@ -174,7 +174,7 @@
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},
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},
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{
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{
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"block": 0,
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"block": 0,
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"color": 9,
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"color": 8,
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"type": 6,
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"type": 6,
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"position": {
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"position": {
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"x": -180,
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"x": -180,
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@ -186,7 +186,7 @@
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},
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},
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{
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{
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"block": 2,
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"block": 2,
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"color": 7,
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"color": 3,
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"type": 1,
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"type": 1,
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"position": {
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"position": {
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"x": -60,
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"x": -60,
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@ -257,7 +257,7 @@
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{
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{
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"id": 497,
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"id": 497,
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"num": 0,
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"num": 0,
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"color": 3,
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"color": 9,
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"special": 0,
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"special": 0,
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"length": 1
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"length": 1
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},
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},
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@ -278,14 +278,14 @@
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{
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{
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"id": 500,
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"id": 500,
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"num": 7,
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"num": 7,
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"color": 7,
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"color": 3,
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"special": 0,
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"special": 0,
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"length": 2
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"length": 2
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},
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},
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{
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{
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"id": 501,
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"id": 501,
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"num": 11,
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"num": 11,
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"color": 7,
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"color": 3,
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"special": 0,
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"special": 0,
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"length": 0
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"length": 0
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},
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},
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@ -327,7 +327,7 @@
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{
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{
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"id": 507,
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"id": 507,
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"num": 23,
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"num": 23,
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"color": 9,
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"color": 8,
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"special": 0,
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"special": 0,
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"length": 1
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"length": 1
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},
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},
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@ -65,7 +65,7 @@ CCProgram fs %{
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uniform sampler2D texture;
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uniform sampler2D texture;
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#endif
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#endif
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#define LAYERS 6
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#define LAYERS 20
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#define DEPTH .4
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#define DEPTH .4
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#define WIDTH .3
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#define WIDTH .3
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#define SPEED .3
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#define SPEED .3
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@ -6,11 +6,11 @@
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{
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{
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"glsl1": {
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"glsl1": {
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"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\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"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\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<6;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<20;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
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},
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},
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"glsl3": {
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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};\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\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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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};\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\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
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"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\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 vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<6;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
|
"frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\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 vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n const mat3 p = mat3(13.323122,23.5112,21.71123,21.1212,28.7312,11.9312,21.8112,14.7212,61.3934);\nvec2 uv = 500./1000. + vec2(1.,1.)*gl_FragCoord.xy / 1000.;\nvec3 acc = vec3(0.0);\nfloat dof = 5.*sin(cc_time.x*.1);\nfor (int i=0;i<20;i++) {\n float fi = float(i);\n vec2 q = uv*(1.+fi*.4);\n float shouldDrift = step(0.6, fract(fi * 7.238917));\n float driftAmount = shouldDrift * .2 * sin(cc_time.x * 0.5 + fi * 1.5) * (1.0 + 0.5 * sin(fi * 3.7));\n q += vec2(q.y*(.3*mod(fi*7.238917,1.)-.3*.5) + driftAmount, .3*cc_time.x/(1.+fi*.4*.03));\n vec3 n = vec3(floor(q),31.189+fi);\n vec3 m = floor(n)*.00001 + fract(n);\n vec3 mp = (31415.9+m)/fract(p*m);\n vec3 r = fract(mp);\n vec2 s = abs(mod(q,1.)-.5+.9*r.xy-.45);\n s += .008*abs(2.*fract(8.*q.yx)-1.);\n float d = .5*max(s.x-s.y,s.x+s.y)+max(s.x,s.y)-.01;\n float edge = .004+.04*min(.5*abs(fi-5.-dof),1.);\n float sizeVariation = 0.9 + 0.3 * sin(fi * 2.1);\n acc += vec3(smoothstep(edge,-edge,d)*(r.x/(1.+.02*fi*.4)*sizeVariation));\n}\n float a = 0.;\n if(acc.r+acc.g+acc.b>0.3){\n a = acc.r+acc.g+acc.b;\n }\ngl_FragColor = vec4(vec3(acc*5.),a);\n}"
|
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}
|
}
|
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}
|
}
|
||||||
],
|
],
|
||||||
|
|
|
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Loading…
Reference in New Issue
Block a user