马赛克 Effect¶
代码
// 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 }
rate: {
value: 0.1,
editor: {
tooltip: "马赛克模糊度(值越大越模糊)",
range: [0.0, 1.0]
}
}
}%
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
#if USE_MOSAIC
uniform Mosaic {
float rate;
};
vec2 getMosaicUvPos() {
float size;
if (rate <= 0.0) {
return v_uv0;
} else {
size = rate * 0.1;
}
float blockXIndex = floor(v_uv0.x / size);
float blockYIndex = floor(v_uv0.y / size);
return vec2(size * (blockXIndex + 0.8), size * (blockYIndex + 0.8));
}
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
vec2 realPos = v_uv0;
#if USE_MOSAIC
realPos = getMosaicUvPos();
#endif
#if USE_TEXTURE
CCTexture(texture, realPos, o);
#if CC_USE_ALPHA_ATLAS_TEXTURE
o.a = 1.0;
#endif
#endif
o *= v_color;
ALPHA_TEST(o);
gl_FragColor = o;
}
}%
展示