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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:
- 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 <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 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;
- }
- }%
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