sprite-radius.effect 3.4 KB

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  1. // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
  2. CCEffect %{
  3. techniques:
  4. - passes:
  5. - vert: sprite-vs:vert
  6. frag: sprite-fs:frag
  7. depthStencilState:
  8. depthTest: false
  9. depthWrite: false
  10. blendState:
  11. targets:
  12. - blend: true
  13. blendSrc: src_alpha
  14. blendDst: one_minus_src_alpha
  15. blendDstAlpha: one_minus_src_alpha
  16. rasterizerState:
  17. cullMode: none
  18. properties:
  19. size: { value: [0, 0], editor: { tooltip: "图片尺寸" } }
  20. leftTop: { value: [0, 0], editor: { tooltip: "左上角,第一个数为水平方向" } }
  21. rightTop: { value: [0, 0], editor: { tooltip: "右上角,第一个数为水平方向" } }
  22. rightBottom: { value: [0, 0], editor: { tooltip: "右下角,第一个数为水平方向" } }
  23. leftBottom: { value: [0, 0], editor: { tooltip: "左下角,第一个数为水平方向" } }
  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. #if USE_TEXTURE
  59. in vec2 v_uv0;
  60. #pragma builtin(local)
  61. layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
  62. #endif
  63. uniform MXD {
  64. vec2 size;
  65. vec2 leftTop;
  66. vec2 rightTop;
  67. vec2 rightBottom;
  68. vec2 leftBottom;
  69. };
  70. float inEllipse(vec2 origin, float radius_a, float radius_b, vec2 coordinate) {
  71. // 转换坐标
  72. coordinate.x -= origin.x;
  73. coordinate.y -= origin.y;
  74. // 圆锥曲线
  75. return pow(coordinate.x, 2.0) / pow(radius_a, 2.0) + pow(coordinate.y, 2.0) / pow(radius_b, 2.0);
  76. }
  77. vec4 frag () {
  78. vec4 o = vec4(1,1,1,1);
  79. o *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0);
  80. o *= v_color;
  81. ALPHA_TEST(o);
  82. // 转换坐标原点到左下角
  83. vec2 uv = vec2(v_uv0.x, 1.0 - v_uv0.y);
  84. // 转换坐标到实际尺寸大小
  85. uv.xy *= size.xy;
  86. // 处理左上角
  87. if(uv.x < leftTop.x && uv.y > size.y - leftTop.y) {
  88. if(inEllipse(vec2(leftTop.x, size.y - leftTop.y), leftTop.x, leftTop.y, uv) > 1.0) {
  89. o.a = 0.0;
  90. };
  91. }
  92. // 右上角
  93. if(uv.x > size.x - rightTop.x && uv.y > size.y - rightTop.y) {
  94. if(inEllipse(vec2(size.x - rightTop.x, size.y - rightTop.y), rightTop.x, rightTop.y, uv) > 1.0) {
  95. o.a = 0.0;
  96. };
  97. }
  98. // 右下角
  99. if(uv.x > size.x - rightBottom.x && uv.y < rightBottom.y) {
  100. if(inEllipse(vec2(size.x - rightBottom.x, rightBottom.y), rightBottom.x, rightBottom.y, uv) > 1.0) {
  101. o.a = 0.0;
  102. };
  103. }
  104. // 左下角
  105. if(uv.x < leftBottom.x && uv.y < leftBottom.y) {
  106. if(inEllipse(vec2(leftBottom.x, leftBottom.y), leftBottom.x, leftBottom.y, uv) > 1.0) {
  107. o.a = 0.0;
  108. };
  109. }
  110. o.a *= v_color.a;
  111. return o;
  112. }
  113. }%