sprite-water-wave.effect.meta 2.7 KB

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  1. {
  2. "ver": "1.0.25",
  3. "uuid": "8553eea1-7914-49e9-a52e-6e0118e1aa98",
  4. "compiledShaders": [
  5. {
  6. "glsl1": {
  7. "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}",
  8. "frag": "\nprecision highp float;\nuniform vec4 cc_time;\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform float amplitude;\nuniform float angularVelocity;\nuniform float frequency;\nuniform float offset;\nuniform bool toLeft;\nvoid main () {\n vec4 color = v_color;\n color *= texture2D(texture, v_uv0);\n if (color.a == 0.0) discard;\nfloat y = amplitude * sin((angularVelocity * v_uv0.x) + ((frequency * cc_time.x) * (toLeft ? 1. : -1.))) + offset;\n if (v_uv0.y < y) discard;\n gl_FragColor = color;\n}"
  9. },
  10. "glsl3": {
  11. "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}",
  12. "frag": "\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};\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform Properties {\n float amplitude;\n float angularVelocity;\n float frequency;\n float offset;\nbool toLeft;\n};\nvoid main () {\n vec4 color = v_color;\n color *= texture(texture, v_uv0);\n if (color.a == 0.0) discard;\nfloat y = amplitude * sin((angularVelocity * v_uv0.x) + ((frequency * cc_time.x) * (toLeft ? 1. : -1.))) + offset;\n if (v_uv0.y < y) discard;\n gl_FragColor = color;\n}"
  13. }
  14. }
  15. ],
  16. "subMetas": {}
  17. }