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191 lines
4.4 KiB
191 lines
4.4 KiB
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: sprite-vs:vert
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frag: sprite-fs:frag
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depthStencilState:
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depthTest: false
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depthWrite: false
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blendState:
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targets:
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- blend: true
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blendSrc: src_alpha
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blendDst: one_minus_src_alpha
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blendDstAlpha: one_minus_src_alpha
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rasterizerState:
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cullMode: none
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properties:
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alphaThreshold: { value: 0.5 }
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}%
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 uv0;
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uniform sampler2D spineData;
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vec4 getWorldDatas( float id, vec4 pos){
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float invSize = 1.0/128.0;
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float y = floor(id*4.0*invSize);
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float x = id*4.0 - y*128.0;
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mat4 world = mat4(
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texture(spineData, vec2((x + 0.5), y)*invSize),
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texture(spineData, vec2((x + 1.5), y)*invSize),
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texture(spineData, vec2((x + 2.5), y)*invSize),
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texture(spineData, vec2((x + 3.5), y)*invSize)
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);
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uv0.w = world[0].w;
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world[0].w = 0.0;
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pos = world*pos;
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return pos;
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}
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out vec4 v_light;
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#if TWO_COLORED
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in vec4 a_color2;
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out vec4 v_dark;
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#endif
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vec4 vert () {
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vec4 pos = vec4(a_position.xy,0, 1);
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#if USE_LOCAL
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// pos = cc_matWorld * pos;
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#endif
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float id = floor(a_position.z*0.1);
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uv0.z = a_position.z - id*10.0;
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pos = getWorldDatas(id , pos);
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pos = cc_matViewProj * pos;
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uv0.xy = a_texCoord;
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v_light = a_color;
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#if TWO_COLORED
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v_dark = a_color2;
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#endif
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return pos;
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}
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}%
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CCProgram sprite-fs %{
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precision highp float;
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#include <builtin/internal/alpha-test>
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in vec4 v_light;
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#if TWO_COLORED
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in vec4 v_dark;
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#endif
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in vec4 uv0;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform sampler2D texture4;
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uniform sampler2D texture5;
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uniform sampler2D texture6;
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uniform sampler2D texture7;
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const vec4 HALF = vec4(0.5, 0.5, 0.5, 0.5);
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const vec4 ZERO = vec4(0.0, 0.0, 0.0, 0.0);
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const vec4 NUM03 = vec4(0.0, 1.0, 2.0, 3.0);
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const vec4 NUM47 = vec4(4.0, 5.0, 6.0, 7.0);
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vec4 multTexture(vec4 uv , vec4 o){
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vec4 p0 = vec4(uv.z) - NUM03;
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vec4 p1 = vec4(uv.z) - NUM47;
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vec4 w0 = step(p0*p0,HALF);
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vec4 w1 = step(p1*p1,HALF);
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vec4 sampledColor = ZERO;
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if(uv.z < 1.5){
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sampledColor += w0.x * texture(texture0, uv.xy*w0.x);
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sampledColor += w0.y * texture(texture1, uv.xy*w0.y);
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}else if(uv.z < 3.5){
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sampledColor += w0.z * texture(texture2, uv.xy*w0.z);
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sampledColor += w0.w * texture(texture3, uv.xy*w0.w);
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}else if(uv.z < 5.5){
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sampledColor += w1.x * texture(texture4, uv.xy*w1.x);
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sampledColor += w1.y * texture(texture5, uv.xy*w1.y);
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}else{
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sampledColor += w1.z * texture(texture6, uv.xy*w1.z);
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sampledColor += w1.w * texture(texture7, uv.xy*w1.w);
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}
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return o*sampledColor;
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}
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//多选择模式(支持四种选择)
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vec4 mixColor(vec4 o , float shaderVar) {
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float type = floor(shaderVar);
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float scale = shaderVar - type; //插值
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vec4 p0 = vec4(type) - vec4(1.0, 2.0, 3.0, 4.0);
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vec4 w0 = step(p0*p0,HALF); //选择分枝,权值的计算
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//置灰vec4
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float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
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// 置灰*w. + 闪白*w.y + w.z待定 + w.w待定;
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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;
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float w = (w0.x + w0.y + w0.z + w0.w)*scale;
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o.rgb = mix(o.rgb , result , w);
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return o;
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}
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vec4 frag () {
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vec4 uv = uv0;
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vec4 o = vec4(1, 1, 1, 1);
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#if TWO_COLORED
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vec4 texColor = vec4(1, 1, 1, 1);
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//texColor *= texture(cc_spriteTexture, uv0);
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texColor = multTexture(uv,texColor);
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o.a = texColor.a * v_light.a;
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o.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
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#else
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//o *= texture(cc_spriteTexture, uv0);
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o = multTexture(uv,o);
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o *= v_light;
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#endif
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#if USE_SHADER_VAR
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//自定义参数,多选择模式
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o = mixColor(o,uv.w);
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#endif
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ALPHA_TEST(o);
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return o;
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}
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}%
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