sprite-radius.effect 3.2 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. leftTop: { value: [0, 0], editor: { tooltip: "左上角圆角占节点宽高比例(0~0.5)" } }
  20. rightTop: { value: [0, 0], editor: { tooltip: "右上角圆角占节点宽高比例(0~0.5)" } }
  21. rightBottom: { value: [0, 0], editor: { tooltip: "右下角圆角占节点宽高比例(0~0.5)" } }
  22. leftBottom: { value: [0, 0], editor: { tooltip: "左下角圆角占节点宽高比例(0~0.5)" } }
  23. }%
  24. CCProgram sprite-vs %{
  25. precision highp float;
  26. #include <builtin/uniforms/cc-global>
  27. #if USE_LOCAL
  28. #include <builtin/uniforms/cc-local>
  29. #endif
  30. in vec3 a_position;
  31. in vec2 a_texCoord;
  32. in vec4 a_color;
  33. out vec4 v_color;
  34. out vec2 v_uv0;
  35. vec4 vert () {
  36. vec4 pos = vec4(a_position, 1);
  37. #if USE_LOCAL
  38. pos = cc_matWorld * pos;
  39. #endif
  40. #if USE_PIXEL_ALIGNMENT
  41. pos = cc_matView * pos;
  42. pos.xyz = floor(pos.xyz);
  43. pos = cc_matProj * pos;
  44. #else
  45. pos = cc_matViewProj * pos;
  46. #endif
  47. v_color = a_color;
  48. v_uv0 = a_texCoord;
  49. return pos;
  50. }
  51. }%
  52. CCProgram sprite-fs %{
  53. precision highp float;
  54. #include <builtin/internal/embedded-alpha>
  55. #include <builtin/internal/alpha-test>
  56. in vec4 v_color;
  57. #if USE_TEXTURE
  58. in vec2 v_uv0;
  59. #pragma builtin(local)
  60. layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
  61. #endif
  62. uniform MXD {
  63. vec2 leftTop;
  64. vec2 rightTop;
  65. vec2 rightBottom;
  66. vec2 leftBottom;
  67. };
  68. float inEllipse(vec2 origin, float radius_a, float radius_b, vec2 coordinate) {
  69. // 转换坐标
  70. coordinate.x -= origin.x;
  71. coordinate.y -= origin.y;
  72. // 圆锥曲线
  73. return pow(coordinate.x, 2.0) / pow(radius_a, 2.0) + pow(coordinate.y, 2.0) / pow(radius_b, 2.0);
  74. }
  75. vec4 frag () {
  76. vec4 o = vec4(1,1,1,1);
  77. o *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0);
  78. o *= v_color;
  79. ALPHA_TEST(o);
  80. // 转换坐标原点到左下角
  81. vec2 uv = vec2(v_uv0.x, 1.0 - v_uv0.y);
  82. // 处理左上角
  83. if(uv.x < leftTop.x && uv.y > 1.0 - leftTop.y) {
  84. if(inEllipse(vec2(leftTop.x, 1.0 - leftTop.y), leftTop.x, leftTop.y, uv) > 1.0) {
  85. o.a = 0.0;
  86. };
  87. }
  88. // 右上角
  89. if(uv.x > 1.0 - rightTop.x && uv.y > 1.0 - rightTop.y) {
  90. if(inEllipse(vec2(1.0 - rightTop.x, 1.0 - rightTop.y), rightTop.x, rightTop.y, uv) > 1.0) {
  91. o.a = 0.0;
  92. };
  93. }
  94. // 右下角
  95. if(uv.x > 1.0 - rightBottom.x && uv.y < rightBottom.y) {
  96. if(inEllipse(vec2(1.0 - rightBottom.x, rightBottom.y), rightBottom.x, rightBottom.y, uv) > 1.0) {
  97. o.a = 0.0;
  98. };
  99. }
  100. // 左下角
  101. if(uv.x < leftBottom.x && uv.y < leftBottom.y) {
  102. if(inEllipse(vec2(leftBottom.x, leftBottom.y), leftBottom.x, leftBottom.y, uv) > 1.0) {
  103. o.a = 0.0;
  104. };
  105. }
  106. o.a *= v_color.a;
  107. return o;
  108. }
  109. }%