薛鸿潇 5 anni fa
parent
commit
28bc0f1f5c

+ 12 - 0
assets/resources/music.meta

@@ -0,0 +1,12 @@
+{
+  "ver": "1.1.2",
+  "uuid": "fff6dc26-755d-4667-85d7-4aecbd017508",
+  "isBundle": false,
+  "bundleName": "",
+  "priority": 1,
+  "compressionType": {},
+  "optimizeHotUpdate": {},
+  "inlineSpriteFrames": {},
+  "isRemoteBundle": {},
+  "subMetas": {}
+}

+ 80 - 0
assets/resources/music/空文件夹.effect

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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 }
+}%
+
+
+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>
+
+  in vec4 v_color;
+
+  #if USE_TEXTURE
+  in vec2 v_uv0;
+  uniform sampler2D texture;
+  #endif
+
+  void main () {
+    vec4 o = vec4(1, 1, 1, 1);
+
+    #if USE_TEXTURE
+      CCTexture(texture, v_uv0, o);
+    #endif
+
+    o *= v_color;
+
+    ALPHA_TEST(o);
+
+    gl_FragColor = o;
+  }
+}%

+ 17 - 0
assets/resources/music/空文件夹.effect.meta

@@ -0,0 +1,17 @@
+{
+  "ver": "1.0.25",
+  "uuid": "f3007671-64ea-454c-9382-108995a3c465",
+  "compiledShaders": [
+    {
+      "glsl1": {
+        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
+        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n  vec4 texture_tmp = texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    o.a *= texture_tmp.a;\n  #else\n    o *= texture_tmp;\n  #endif\n  #endif\n  o *= v_color;\n  ALPHA_TEST(o);\n  gl_FragColor = o;\n}"
+      },
+      "glsl3": {
+        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n  mat4 cc_matWorld;\n  mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n  vec4 pos = vec4(a_position, 1);\n  #if CC_USE_MODEL\n  pos = cc_matViewProj * cc_matWorld * pos;\n  #else\n  pos = cc_matViewProj * pos;\n  #endif\n  #if USE_TEXTURE\n  v_uv0 = a_uv0;\n  #endif\n  v_color = a_color;\n  gl_Position = pos;\n}",
+        "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n  uniform ALPHA_TEST {\n    float alphaThreshold;\n  };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n  #if USE_ALPHA_TEST\n      if (color.a < alphaThreshold) discard;\n  #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n  #if USE_ALPHA_TEST\n      if (alpha < alphaThreshold) discard;\n  #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n  vec4 o = vec4(1, 1, 1, 1);\n  #if USE_TEXTURE\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    o.a *= texture_tmp.a;\n  #else\n    o *= texture_tmp;\n  #endif\n  #endif\n  o *= v_color;\n  ALPHA_TEST(o);\n  gl_FragColor = o;\n}"
+      }
+    }
+  ],
+  "subMetas": {}
+}