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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 }
- amplitude: { value: 0.05, range: [0.0, 0.5], editor: { tooltip: '振幅' } }
- angularVelocity: { value: 10, editor: { tooltip: '角速度' } }
- frequency: { value: 10, editor: { tooltip: '频率' } }
- offset: { value: 0.5, range: [0.0, 1.0], editor: { tooltip: '偏距' } }
- toLeft: { value: true, editor: { type: boolean, tooltip: '向左(方向)' } }
- }%
-
-
- 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;
- // 引入 Cocos Creator 内置的全部变量
- #include <cc-global>
- #include <texture>
-
- // 顶点颜色(来自顶点着色器)
- in vec4 v_color;
- // 纹理
- #if USE_TEXTURE
- in vec2 v_uv0;
- uniform sampler2D texture;
- #endif
- // 自定义属性
- uniform Properties {
- float amplitude; // 振幅
- float angularVelocity; // 角速度
- float frequency; // 频率
- float offset; // 偏距
- bool toLeft; // 是否向左
- };
- void main () {
- // 保存顶点颜色
- vec4 color = v_color;
-
- // 叠加纹理颜色
- color *= texture(texture, v_uv0);
-
- // 直接丢弃原本就透明的像素
- if (color.a == 0.0) discard;
-
- // 初相位(正值表现为向左移动,负值则表现为向右移动)
- // cc_time 是 Cocos Creator 提供的运行时间全局变量(类型:vec4)
- //float initiaPhase = frequency * cc_time.x;
-
- // 代入正弦曲线公式计算 y 值
- // y = Asin(ωx ± φt) + k
- float y = amplitude * sin((angularVelocity * v_uv0.x) + ((frequency * cc_time.x) * (toLeft ? 1. : -1.))) + offset;
-
- //float y = amplitude * sin(angularVelocity * v_uv0.x + initiaPhase) + offset;
-
- // 丢弃 y 值以上的像素(左上角为原点 [0.0, 0.0])
- if (v_uv0.y < y) discard;
-
- // 输出颜色
- gl_FragColor = color;
- }
- }%
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