消消方块阵换皮表情
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// 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
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 uv0;
uniform sampler2D spineData;
vec4 getWorldDatas( float id, vec4 pos){
float invSize = 1.0/128.0;
float y = floor(id*4.0*invSize);
float x = id*4.0 - y*128.0;
mat4 world = mat4(
texture(spineData, vec2((x + 0.5), y)*invSize),
texture(spineData, vec2((x + 1.5), y)*invSize),
texture(spineData, vec2((x + 2.5), y)*invSize),
texture(spineData, vec2((x + 3.5), y)*invSize)
);
uv0.w = world[0].w;
world[0].w = 0.0;
pos = world*pos;
return pos;
}
out vec4 v_light;
#if TWO_COLORED
in vec4 a_color2;
out vec4 v_dark;
#endif
vec4 vert () {
vec4 pos = vec4(a_position.xy,0, 1);
#if USE_LOCAL
// pos = cc_matWorld * pos;
#endif
float id = floor(a_position.z*0.1);
uv0.z = a_position.z - id*10.0;
pos = getWorldDatas(id , pos);
pos = cc_matViewProj * pos;
uv0.xy = a_texCoord;
v_light = a_color;
#if TWO_COLORED
v_dark = a_color2;
#endif
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/alpha-test>
in vec4 v_light;
#if TWO_COLORED
in vec4 v_dark;
#endif
in vec4 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;
const vec4 HALF = vec4(0.5, 0.5, 0.5, 0.5);
const vec4 ZERO = vec4(0.0, 0.0, 0.0, 0.0);
const vec4 NUM03 = vec4(0.0, 1.0, 2.0, 3.0);
const vec4 NUM47 = vec4(4.0, 5.0, 6.0, 7.0);
vec4 multTexture(vec4 uv , vec4 o){
vec4 p0 = vec4(uv.z) - NUM03;
vec4 p1 = vec4(uv.z) - NUM47;
vec4 w0 = step(p0*p0,HALF);
vec4 w1 = step(p1*p1,HALF);
vec4 sampledColor = ZERO;
if(uv.z < 1.5){
sampledColor += w0.x * texture(texture0, uv.xy*w0.x);
sampledColor += w0.y * texture(texture1, uv.xy*w0.y);
}else if(uv.z < 3.5){
sampledColor += w0.z * texture(texture2, uv.xy*w0.z);
sampledColor += w0.w * texture(texture3, uv.xy*w0.w);
}else if(uv.z < 5.5){
sampledColor += w1.x * texture(texture4, uv.xy*w1.x);
sampledColor += w1.y * texture(texture5, uv.xy*w1.y);
}else{
sampledColor += w1.z * texture(texture6, uv.xy*w1.z);
sampledColor += w1.w * texture(texture7, uv.xy*w1.w);
}
return o*sampledColor;
}
//多选择模式(支持四种选择)
vec4 mixColor(vec4 o , float shaderVar) {
float type = floor(shaderVar);
float scale = shaderVar - type; //插值
vec4 p0 = vec4(type) - vec4(1.0, 2.0, 3.0, 4.0);
vec4 w0 = step(p0*p0,HALF); //选择分枝,权值的计算
//置灰vec4
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
// 置灰*w. + 闪白*w.y + w.z待定 + w.w待定;
vec3 result = vec3(gray)*w0.x + vec3(1) * w0.y; // + vec3(1.0,0.0,0.0)*w0.z + vec3(0.0,1.0,0.0)*w0.w;
float w = (w0.x + w0.y + w0.z + w0.w)*scale;
o.rgb = mix(o.rgb , result , w);
return o;
}
vec4 frag () {
vec4 uv = uv0;
vec4 o = vec4(1, 1, 1, 1);
#if TWO_COLORED
vec4 texColor = vec4(1, 1, 1, 1);
//texColor *= texture(cc_spriteTexture, uv0);
texColor = multTexture(uv,texColor);
o.a = texColor.a * v_light.a;
o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
#else
//o *= texture(cc_spriteTexture, uv0);
o = multTexture(uv,o);
o *= v_light;
#endif
#if USE_SHADER_VAR
//自定义参数,多选择模式
o = mixColor(o,uv.w);
#endif
ALPHA_TEST(o);
return o;
}
}%