fire.effect 1.6 KB

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  1. // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
  2. CCEffect %{
  3. techniques:
  4. - passes:
  5. - vert: vs
  6. frag: fs
  7. blendState:
  8. targets:
  9. - blend: true
  10. rasterizerState:
  11. cullMode: none
  12. properties:
  13. texture: { value: white }
  14. alphaThreshold: { value: 0.5 }
  15. curTex: { value: 1.0 }
  16. totalTex: {value : [4.0,1.0,4.0,0.0]}
  17. }%
  18. CCProgram vs %{
  19. precision highp float;
  20. #include <cc-global>
  21. #include <cc-local>
  22. in vec3 a_position;
  23. in vec4 a_color;
  24. out vec4 v_color;
  25. #if USE_TEXTURE
  26. in vec2 a_uv0;
  27. out vec2 v_uv0;
  28. #endif
  29. void main () {
  30. vec4 pos = vec4(a_position, 1);
  31. #if CC_USE_MODEL
  32. pos = cc_matViewProj * cc_matWorld * pos;
  33. #else
  34. pos = cc_matViewProj * pos;
  35. #endif
  36. #if USE_TEXTURE
  37. v_uv0 = a_uv0;
  38. #endif
  39. v_color = a_color;
  40. gl_Position = pos;
  41. }
  42. }%
  43. CCProgram fs %{
  44. precision highp float;
  45. #include <alpha-test>
  46. #include <texture>
  47. #include <cc-global>
  48. in vec4 v_color;
  49. #if USE_TEXTURE
  50. in vec2 v_uv0;
  51. uniform sampler2D texture;
  52. #endif
  53. uniform Props{
  54. vec4 totalTex;
  55. float curTex;
  56. };
  57. void main () {
  58. vec4 o = vec4(1, 1, 1, 1);
  59. #if USE_TEXTURE
  60. CCTexture(texture, v_uv0, o);
  61. #endif
  62. float numY = ceil(curTex / totalTex.z);
  63. float numX = ceil(curTex - totalTex.z * (numY - 1.0));
  64. vec2 uv = v_uv0;
  65. uv.x = v_uv0.x * 1.0 / totalTex.z + (numX - 1.0) * 1.0 / totalTex.z;
  66. uv.y = v_uv0.y * 1.0 / totalTex.y + (numY - 1.0) * 1.0 / totalTex.y;
  67. o = texture2D(texture, uv);
  68. o *= v_color;
  69. // ALPHA_TEST(o);
  70. gl_FragColor = o;
  71. }
  72. }%