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- // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - passes:
- - vert: sprite-vs:vert
- frag: sprite-fs:frag
- depthStencilState:
- depthTest: false
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: src_alpha
- blendDst: one_minus_src_alpha
- blendDstAlpha: one_minus_src_alpha
- rasterizerState:
- cullMode: none
- properties:
- alphaThreshold: { value: 0.5 }
- }%
- CCProgram sprite-vs %{
- precision highp float;
- #include <builtin/uniforms/cc-global>
- #if USE_LOCAL
- #include <builtin/uniforms/cc-local>
- #endif
- in vec3 a_position;
- in vec2 a_texCoord;
- in vec4 a_color;
- out vec4 v_color;
- out vec2 v_uv0;
- #if USE_TEXTURE
- in vec2 a_uv0;
- #endif
- vec4 vert () {
- vec4 pos = vec4(a_position, 1);
- #if USE_LOCAL
- pos = cc_matWorld * pos;
- #endif
- #if USE_PIXEL_ALIGNMENT
- pos = cc_matView * pos;
- pos.xyz = floor(pos.xyz);
- pos = cc_matProj * pos;
- #else
- pos = cc_matViewProj * pos;
- #endif
- #if USE_TEXTURE
- v_uv0 = a_uv0;
- #endif
- v_color = a_color;
- v_uv0 = a_texCoord;
- return pos;
- }
- }%
- CCProgram sprite-fs %{
- precision highp float;
- #include <builtin/internal/embedded-alpha>
- #include <builtin/internal/alpha-test>
- in vec4 v_color;
- #if USE_TEXTURE
- in vec2 v_uv0;
- #pragma builtin(local)
- layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
- #endif
- vec4 frag () {
- // 灰度:将颜色的RGB设置为相同的值即可使得图片为灰色,一般处理方法有:
- // 1、取三种颜色的平均值
- // 2、取三种颜色的最大值(最小值)
- // 3、加权平均值:0.3R + 0.59G + 0.11*B
- vec4 o = vec4(1, 1, 1, 1);
- o *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0);
- float gray = (o.r + o.g + o.b)/3.0;
- o = vec4(gray, gray, gray, o.a);
- return o;
- }
- }%
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