// 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 } curTex: { value: 1.0 } totalTex: {value : [4.0,1.0,4.0,0.0]} }% CCProgram vs %{ precision highp float; #include #include 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 #include #include in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; uniform sampler2D texture; #endif uniform Props{ vec4 totalTex; float curTex; }; void main () { vec4 o = vec4(1, 1, 1, 1); #if USE_TEXTURE CCTexture(texture, v_uv0, o); #endif float numY = ceil(curTex / totalTex.z); float numX = ceil(curTex - totalTex.z * (numY - 1.0)); vec2 uv = v_uv0; uv.x = v_uv0.x * 1.0 / totalTex.z + (numX - 1.0) * 1.0 / totalTex.z; uv.y = v_uv0.y * 1.0 / totalTex.y + (numY - 1.0) * 1.0 / totalTex.y; o = texture2D(texture, uv); o *= v_color; // ALPHA_TEST(o); gl_FragColor = o; } }%