// 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: leftTop: { value: [0, 0], editor: { tooltip: "左上角圆角占节点宽高比例(0~0.5)" } } rightTop: { value: [0, 0], editor: { tooltip: "右上角圆角占节点宽高比例(0~0.5)" } } rightBottom: { value: [0, 0], editor: { tooltip: "右下角圆角占节点宽高比例(0~0.5)" } } leftBottom: { value: [0, 0], editor: { tooltip: "左下角圆角占节点宽高比例(0~0.5)" } } }% CCProgram sprite-vs %{ precision highp float; #include #if USE_LOCAL #include #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 #include 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 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); // 处理左上角 if(uv.x < leftTop.x && uv.y > 1.0 - leftTop.y) { if(inEllipse(vec2(leftTop.x, 1.0 - leftTop.y), leftTop.x, leftTop.y, uv) > 1.0) { o.a = 0.0; }; } // 右上角 if(uv.x > 1.0 - rightTop.x && uv.y > 1.0 - rightTop.y) { if(inEllipse(vec2(1.0 - rightTop.x, 1.0 - rightTop.y), rightTop.x, rightTop.y, uv) > 1.0) { o.a = 0.0; }; } // 右下角 if(uv.x > 1.0 - rightBottom.x && uv.y < rightBottom.y) { if(inEllipse(vec2(1.0 - 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; } }%