消消方块阵换皮表情
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1 week ago
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec3 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
// uv0 = a_texCoord;
float id = mod(a_texCoord.x,10.0);
uv0.x = (a_texCoord.x - id)*0.000001;
uv0.y = a_texCoord.y;
uv0.z = id;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0.xy);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
#if USE_TEXTURE
in vec3 uv0;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D texture4;
uniform sampler2D texture5;
uniform sampler2D texture6;
uniform sampler2D texture7;
#endif
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
if(uv0.z<0.5)
o *= CCSampleWithAlphaSeparated(texture0, uv0.xy);
else if(uv0.z<1.5)
o *= CCSampleWithAlphaSeparated(texture1, uv0.xy);
else if(uv0.z<2.5)
o *= CCSampleWithAlphaSeparated(texture2, uv0.xy);
else if(uv0.z<3.5)
o *= CCSampleWithAlphaSeparated(texture3, uv0.xy);
else if(uv0.z<4.5)
o *= CCSampleWithAlphaSeparated(texture4, uv0.xy);
else if(uv0.z<5.5)
o *= CCSampleWithAlphaSeparated(texture5, uv0.xy);
else if(uv0.z<6.5)
o *= CCSampleWithAlphaSeparated(texture6, uv0.xy);
else
o *= CCSampleWithAlphaSeparated(texture7, uv0.xy);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
o *= color;
ALPHA_TEST(o);
return o;
}
}%