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- {
- "ver": "1.0.27",
- "uuid": "0083adb4-2603-49f4-9152-d8c56c645c2b",
- "importer": "effect",
- "compiledShaders": [
- {
- "glsl1": {
- "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}",
- "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_LIGHT\nuniform vec4 u_uvOffset;\nuniform vec4 lightColor;\nuniform vec2 lightCenterPoint;\nuniform float lightAngle;\nuniform float lightWidth;\nuniform float enableGradient;\nuniform float cropAlpha;\nuniform float enableFog;\nuniform float u_uvRotated;\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n vec2 uvOffset;\n uvOffset.x = (v_uv0.x-u_uvOffset.x)/(u_uvOffset.z-u_uvOffset.x);\n uvOffset.y = (v_uv0.y-u_uvOffset.y)/(u_uvOffset.w-u_uvOffset.y);\n if(u_uvRotated > 0.5) {\n float temp = uvOffset.x;\n uvOffset.x = uvOffset.y;\n uvOffset.y = 1.0 - temp;\n }\n if (mod(lightAngle, 90.0) != 0.0) {\n dis = abs(tan(angleInRadians)*uvOffset.x - uvOffset.y + lightCenterPoint.y - lightCenterPoint.x*tan(angleInRadians))/sqrt(tan(angleInRadians)*tan(angleInRadians)+1.0);\n } else {\n dis = abs(uvOffset.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if ( cropAlpha > 0.0 ) {\n a *= step(0.01, textureColor.a);\n }\n if ( enableFog < 1.0 ) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (enableGradient > 0.0 ) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}"
- },
- "glsl3": {
- "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}",
- "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\n#if ENABLE_LIGHT\nuniform Light {\n vec4 u_uvOffset;\n vec4 lightColor;\n vec2 lightCenterPoint;\n float lightAngle;\n float lightWidth;\n float enableGradient;\n float cropAlpha;\n float enableFog;\n float u_uvRotated;\n};\nvec4 addLightColor(vec4 textureColor, vec4 lightColor, vec2 lightCenterPoint, float lightAngle, float lightWidth) {\n if (lightWidth <= 0.0) {\n return textureColor;\n }\n float angleInRadians = radians(lightAngle);\n float dis = 0.0;\n vec2 uvOffset;\n uvOffset.x = (v_uv0.x-u_uvOffset.x)/(u_uvOffset.z-u_uvOffset.x);\n uvOffset.y = (v_uv0.y-u_uvOffset.y)/(u_uvOffset.w-u_uvOffset.y);\n if(u_uvRotated > 0.5) {\n float temp = uvOffset.x;\n uvOffset.x = uvOffset.y;\n uvOffset.y = 1.0 - temp;\n }\n if (mod(lightAngle, 90.0) != 0.0) {\n dis = abs(tan(angleInRadians)*uvOffset.x - uvOffset.y + lightCenterPoint.y - lightCenterPoint.x*tan(angleInRadians))/sqrt(tan(angleInRadians)*tan(angleInRadians)+1.0);\n } else {\n dis = abs(uvOffset.y - lightCenterPoint.y);\n }\n float a = 1.0 ;\n if ( cropAlpha > 0.0 ) {\n a *= step(0.01, textureColor.a);\n }\n if ( enableFog < 1.0 ) {\n a *= step(dis, lightWidth * 0.5);\n }\n if (enableGradient > 0.0 ) {\n a *= 1.0 - dis / (lightWidth * 0.5);\n }\n vec4 finalLightColor = lightColor * a;\n return textureColor * textureColor.a + finalLightColor;\n}\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_TEXTURE\n o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n gl_FragColor = o;\n #if ENABLE_LIGHT\n gl_FragColor = addLightColor(gl_FragColor, lightColor, lightCenterPoint, lightAngle, lightWidth);\n #endif\n}"
- }
- }
- ],
- "subMetas": {}
- }
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