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- // 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 <cc-global>
- #include <cc-local>
- 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 <alpha-test>
- #include <texture>
- #include <cc-global>
- 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;
- }
- }%
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