effect-ground.effect 3.1 KB

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  1. // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
  2. CCEffect %{
  3. techniques:
  4. - passes:
  5. - vert: sprite-vs:vert
  6. frag: sprite-fs:frag
  7. depthStencilState:
  8. depthTest: false
  9. depthWrite: false
  10. blendState:
  11. targets:
  12. - blend: true
  13. blendSrc: src_alpha
  14. blendDst: one_minus_src_alpha
  15. blendDstAlpha: one_minus_src_alpha
  16. rasterizerState:
  17. cullMode: none
  18. properties:
  19. alphaThreshold: { value: 0.5 }
  20. uvScale: { value: [1.0,1.0]}
  21. halfMapSize: { value: [2500.0,2500.0]}
  22. fadeOutRange: { value: 1000.0}
  23. edgeColor: { value: [1.0,0.0,0.0,1.0] }
  24. edgeFactor: { value: 1.0 }
  25. }%
  26. CCProgram sprite-vs %{
  27. precision highp float;
  28. #include <builtin/uniforms/cc-global>
  29. #if USE_LOCAL
  30. #include <builtin/uniforms/cc-local>
  31. #endif
  32. #if SAMPLE_FROM_RT
  33. #include <common/common-define>
  34. #endif
  35. in vec3 a_position;
  36. in vec2 a_texCoord;
  37. in vec4 a_color;
  38. out vec4 color;
  39. out vec2 uv0;
  40. out vec4 worldPos;
  41. uniform ConstantsVS{
  42. vec2 uvScale;
  43. };
  44. vec4 vert () {
  45. vec4 pos = vec4(a_position, 1);
  46. #if USE_LOCAL
  47. pos = cc_matWorld * pos;
  48. #endif
  49. worldPos = pos;
  50. #if USE_PIXEL_ALIGNMENT
  51. pos = cc_matView * pos;
  52. pos.xyz = floor(pos.xyz);
  53. pos = cc_matProj * pos;
  54. #else
  55. pos = cc_matViewProj * pos;
  56. #endif
  57. uv0 = a_texCoord;
  58. uv0 = uv0 * uvScale;
  59. #if SAMPLE_FROM_RT
  60. CC_HANDLE_RT_SAMPLE_FLIP(uv0);
  61. #endif
  62. color = a_color;
  63. return pos;
  64. }
  65. }%
  66. CCProgram sprite-fs %{
  67. precision highp float;
  68. #include <builtin/internal/embedded-alpha>
  69. #include <builtin/internal/alpha-test>
  70. #include <cc-global>
  71. in vec4 color;
  72. in vec4 worldPos;
  73. #if USE_TEXTURE
  74. in vec2 uv0;
  75. #pragma builtin(local)
  76. layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
  77. #endif
  78. uniform Constants{
  79. vec4 edgeColor;
  80. vec2 halfMapSize;
  81. float fadeOutRange;
  82. float edgeFactor;
  83. };
  84. vec4 frag () {
  85. vec4 o = vec4(1, 1, 1, 1);
  86. #if USE_TEXTURE
  87. o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
  88. #if IS_GRAY
  89. float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
  90. o.r = o.g = o.b = gray;
  91. #endif
  92. #endif
  93. o *= color;
  94. if(edgeFactor >= 0.0){
  95. float halfWidth = halfMapSize.x;
  96. float halfHeight = halfMapSize.y;
  97. float edgeAlpha = 0.0;
  98. float gap1 = (-halfWidth - worldPos.x);
  99. float gap2 = (worldPos.x - halfWidth);
  100. float gap3 = (-halfHeight - worldPos.y);
  101. float gap4 = (worldPos.y - halfHeight);
  102. float gap = max(max(gap1,gap2),max(gap3,gap4));
  103. edgeAlpha = 0.0;
  104. if(gap > 0.0 ){
  105. if(gap < 4.0){
  106. edgeAlpha = 1.0 * edgeFactor;
  107. o.a = 1.0;
  108. }
  109. else{
  110. edgeAlpha = min(1.0,1.0 - gap / fadeOutRange) * edgeFactor * 0.6;
  111. edgeAlpha = pow(edgeAlpha,2.0);
  112. }
  113. }
  114. o.rgb = mix(o.rgb,edgeColor.rgb,edgeAlpha);
  115. if(gap > 0.0){
  116. //o.a = max(0.0,1.0 - gap / fadeOutRange);
  117. }
  118. }
  119. ALPHA_TEST(o);
  120. return o;
  121. }
  122. }%