circle-avatar.effect 2.2 KB

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  1. CCEffect %{
  2. techniques:
  3. - passes:
  4. - vert: sprite-vs:vert
  5. frag: sprite-fs:frag
  6. depthStencilState:
  7. depthTest: false
  8. depthWrite: false
  9. blendState:
  10. targets:
  11. - blend: true
  12. blendSrc: src_alpha
  13. blendDst: one_minus_src_alpha
  14. blendDstAlpha: one_minus_src_alpha
  15. rasterizerState:
  16. cullMode: none
  17. properties:
  18. alphaThreshold: { value: 0.5 }
  19. ## 自定义参数
  20. wh_ratio: { value: 1, editor: { tooltip: "宽高比"}}
  21. blur: { value: 0.01, editor: { tooltip: "光圈模糊程度"}}
  22. radius: { value: 0.5, editor: { tooltip: "光圈半径"}}
  23. center: { value: [0.5, 0.5], editor: { tooltip: "光圈中心"}}
  24. }%
  25. CCProgram sprite-vs %{
  26. precision highp float;
  27. #include <builtin/uniforms/cc-global>
  28. #if USE_LOCAL
  29. #include <builtin/uniforms/cc-local>
  30. #endif
  31. in vec3 a_position;
  32. in vec2 a_texCoord;
  33. in vec4 a_color;
  34. out vec4 v_color;
  35. out vec2 v_uv0;
  36. vec4 vert () {
  37. vec4 pos = vec4(a_position, 1);
  38. #if USE_LOCAL
  39. pos = cc_matWorld * pos;
  40. #endif
  41. #if USE_PIXEL_ALIGNMENT
  42. pos = cc_matView * pos;
  43. pos.xyz = floor(pos.xyz);
  44. pos = cc_matProj * pos;
  45. #else
  46. pos = cc_matViewProj * pos;
  47. #endif
  48. v_color = a_color;
  49. v_uv0 = a_texCoord;
  50. return pos;
  51. }
  52. }%
  53. CCProgram sprite-fs %{
  54. precision highp float;
  55. #include <builtin/internal/embedded-alpha>
  56. #include <builtin/internal/alpha-test>
  57. in vec4 v_color;
  58. in vec2 v_uv0;
  59. #if USE_TEXTURE
  60. #pragma builtin(local)
  61. layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
  62. #endif
  63. uniform ARGS{
  64. float radius;
  65. float blur;
  66. vec2 center;
  67. float wh_ratio;
  68. };
  69. vec4 frag () {
  70. vec4 o = vec4(1, 1, 1, 1);
  71. #if USE_TEXTURE
  72. o *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0);
  73. #endif
  74. o *= v_color;
  75. ALPHA_TEST(o);
  76. float circle = radius * radius;
  77. float rx = (v_uv0.x - center.x) * wh_ratio;
  78. float ry = v_uv0.y - center.y;
  79. float dis = rx * rx + ry * ry;
  80. float feather = max(blur, 0.000001);
  81. o.a *= 1.0 - smoothstep(circle - feather, circle, dis);
  82. return o;
  83. }
  84. }%