170 lines
4.3 KiB
Plaintext
170 lines
4.3 KiB
Plaintext
// Copyright (c) 2017-2020 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: sprite-vs:vert
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frag: sprite-fs:frag
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depthStencilState:
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depthTest: false
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depthWrite: false
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blendState:
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targets:
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- blend: true
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blendSrc: src_alpha
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blendDst: one_minus_src_alpha
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blendDstAlpha: one_minus_src_alpha
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rasterizerState:
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cullMode: none
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properties:
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alphaThreshold: { value: 0.5 }
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glowColor: { value: [1, 1, 1, 1], editor: { type: color } }
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glowWidth: { value: 0.05, editor: { slide: true, range: [0, 0.3], step: 0.001 } }
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glowThreshold: { value: 1, editor: { slide: true, range: [0, 1], step: 0.001 } }
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}%
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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#if SAMPLE_FROM_RT
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#include <common/common-define>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 color;
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out vec2 uv0;
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vec4 vert () {
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vec4 pos = vec4(a_position, 1);
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#if USE_LOCAL
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pos = cc_matWorld * pos;
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#endif
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#if USE_PIXEL_ALIGNMENT
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pos = cc_matView * pos;
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pos.xyz = floor(pos.xyz);
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pos = cc_matProj * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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uv0 = a_texCoord;
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#if SAMPLE_FROM_RT
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CC_HANDLE_RT_SAMPLE_FLIP(uv0);
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#endif
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color = a_color;
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return pos;
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}
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}%
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CCProgram sprite-fs %{
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precision highp float;
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#include <builtin/internal/embedded-alpha>
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#include <builtin/internal/alpha-test>
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in vec4 color;
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uniform FSConstants {
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vec4 glowColor;
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float glowWidth;
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float glowThreshold;
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};
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#if USE_TEXTURE
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in vec2 uv0;
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#pragma builtin(local)
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layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
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#endif
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vec4 getTextureColor (sampler2D mainTexture, vec2 uv) {
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if (uv.x > 1.0 || uv.x < 0.0 || uv.y > 1.0 || uv.y < 0.0) {
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return vec4(0.0, 0.0, 0.0, 0.0);
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}
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return texture(mainTexture, uv);
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}
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float getColorAlpha (float angle, float dist) {
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// 角度转弧度,公式为:弧度 = 角度 * (pi / 180)
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float radian = angle * 3.14 / 180.0;
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vec2 newUV = uv0 + vec2(dist * cos(radian), dist * sin(radian));
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vec4 color = getTextureColor(cc_spriteTexture, newUV);
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return color.a;
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}
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float getAverageAlpha (float dist) {
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float totalAlpha = 0.0;
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totalAlpha += getColorAlpha(0.0, dist);
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totalAlpha += getColorAlpha(30.0, dist);
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totalAlpha += getColorAlpha(60.0, dist);
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totalAlpha += getColorAlpha(90.0, dist);
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totalAlpha += getColorAlpha(120.0, dist);
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totalAlpha += getColorAlpha(150.0, dist);
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totalAlpha += getColorAlpha(180.0, dist);
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totalAlpha += getColorAlpha(210.0, dist);
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totalAlpha += getColorAlpha(240.0, dist);
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totalAlpha += getColorAlpha(270.0, dist);
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totalAlpha += getColorAlpha(300.0, dist);
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totalAlpha += getColorAlpha(330.0, dist);
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return totalAlpha * 0.0833;
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}
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float getGlowAlpha () {
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if (glowWidth == 0.0 ) {
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return 0.0;
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}
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float totalAlpha = 0.0;
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totalAlpha += getAverageAlpha(glowWidth * 0.1);
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totalAlpha += getAverageAlpha(glowWidth * 0.2);
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totalAlpha += getAverageAlpha(glowWidth * 0.3);
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totalAlpha += getAverageAlpha(glowWidth * 0.4);
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totalAlpha += getAverageAlpha(glowWidth * 0.5);
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totalAlpha += getAverageAlpha(glowWidth * 0.6);
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totalAlpha += getAverageAlpha(glowWidth * 0.7);
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totalAlpha += getAverageAlpha(glowWidth * 0.8);
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totalAlpha += getAverageAlpha(glowWidth * 0.9);
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totalAlpha += getAverageAlpha(glowWidth * 1.0);
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return totalAlpha * 0.1;
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}
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vec4 frag () {
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
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#if IS_GRAY
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float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
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o.r = o.g = o.b = gray;
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#endif
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#endif
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float alpha = getGlowAlpha();
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if (alpha <= glowThreshold) {
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alpha /= glowThreshold;
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alpha = -1.0 * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) * (alpha - 1.0) + 1.0;
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} else {
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alpha = 0.0;
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}
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vec4 dstColor = glowColor * alpha;
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vec4 scrColor = o;
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o = scrColor * scrColor.a + dstColor * (1.0 - scrColor.a);
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o *= color;
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ALPHA_TEST(o);
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return o;
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}
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}%
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