|
|
@@ -0,0 +1,138 @@
|
|
|
+// 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:
|
|
|
+ size: { value: [0, 0], editor: { tooltip: "图片尺寸" } }
|
|
|
+ leftTop: { value: [0, 0], editor: { tooltip: "左上角,第一个数为水平方向" } }
|
|
|
+ rightTop: { value: [0, 0], editor: { tooltip: "右上角,第一个数为水平方向" } }
|
|
|
+ rightBottom: { value: [0, 0], editor: { tooltip: "右下角,第一个数为水平方向" } }
|
|
|
+ leftBottom: { value: [0, 0], editor: { tooltip: "左下角,第一个数为水平方向" } }
|
|
|
+}%
|
|
|
+
|
|
|
+
|
|
|
+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;
|
|
|
+
|
|
|
+ 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
|
|
|
+
|
|
|
+ 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
|
|
|
+
|
|
|
+ uniform MXD {
|
|
|
+ vec2 size;
|
|
|
+ vec2 leftTop;
|
|
|
+ vec2 rightTop;
|
|
|
+ vec2 rightBottom;
|
|
|
+ vec2 leftBottom;
|
|
|
+ };
|
|
|
+
|
|
|
+ float inEllipse(vec2 origin, float radius_a, float radius_b, vec2 coordinate) {
|
|
|
+ // 转换坐标
|
|
|
+ coordinate.x -= origin.x;
|
|
|
+ coordinate.y -= origin.y;
|
|
|
+ // 圆锥曲线
|
|
|
+ return pow(coordinate.x, 2.0) / pow(radius_a, 2.0) + pow(coordinate.y, 2.0) / pow(radius_b, 2.0);
|
|
|
+ }
|
|
|
+
|
|
|
+ vec4 frag () {
|
|
|
+ vec4 o = vec4(1,1,1,1);
|
|
|
+ o *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0);
|
|
|
+ o *= v_color;
|
|
|
+
|
|
|
+ ALPHA_TEST(o);
|
|
|
+
|
|
|
+ // 转换坐标原点到左下角
|
|
|
+ vec2 uv = vec2(v_uv0.x, 1.0 - v_uv0.y);
|
|
|
+
|
|
|
+ // 转换坐标到实际尺寸大小
|
|
|
+ uv.xy *= size.xy;
|
|
|
+
|
|
|
+ // 处理左上角
|
|
|
+ if(uv.x < leftTop.x && uv.y > size.y - leftTop.y) {
|
|
|
+ if(inEllipse(vec2(leftTop.x, size.y - leftTop.y), leftTop.x, leftTop.y, uv) > 1.0) {
|
|
|
+ o.a = 0.0;
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ // 右上角
|
|
|
+ if(uv.x > size.x - rightTop.x && uv.y > size.y - rightTop.y) {
|
|
|
+ if(inEllipse(vec2(size.x - rightTop.x, size.y - rightTop.y), rightTop.x, rightTop.y, uv) > 1.0) {
|
|
|
+ o.a = 0.0;
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ // 右下角
|
|
|
+ if(uv.x > size.x - rightBottom.x && uv.y < rightBottom.y) {
|
|
|
+ if(inEllipse(vec2(size.x - rightBottom.x, rightBottom.y), rightBottom.x, rightBottom.y, uv) > 1.0) {
|
|
|
+ o.a = 0.0;
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ // 左下角
|
|
|
+ if(uv.x < leftBottom.x && uv.y < leftBottom.y) {
|
|
|
+ if(inEllipse(vec2(leftBottom.x, leftBottom.y), leftBottom.x, leftBottom.y, uv) > 1.0) {
|
|
|
+ o.a = 0.0;
|
|
|
+ };
|
|
|
+ }
|
|
|
+
|
|
|
+ o.a *= v_color.a;
|
|
|
+
|
|
|
+ return o;
|
|
|
+ }
|
|
|
+}%
|