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- // Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - passes:
- - vert: vs
- frag: fs
- blendState:
- targets:
- - blend: true
- rasterizerState:
- cullMode: none
- properties:
- texture: { value: white }
- alphaThreshold: { value: 0.5 }
- edge: {
- value: 0.15,
- inspector: {
- tooltip: "圆角范围",
- range: [0.0, 0.5]
- }
- }
- }%
- CCProgram vs %{
- precision highp float;
- #include <cc-global>
- #include <cc-local>
- in vec3 a_position;
- in vec4 a_color;
- out vec4 v_color;
- #if USE_TEXTURE
- in vec2 a_uv0;
- out vec2 v_uv0;
- #endif
- void main () {
- vec4 pos = vec4(a_position, 1);
- #if CC_USE_MODEL
- pos = cc_matViewProj * cc_matWorld * pos;
- #else
- pos = cc_matViewProj * pos;
- #endif
- #if USE_TEXTURE
- v_uv0 = a_uv0;
- #endif
- v_color = a_color;
- gl_Position = pos;
- }
- }%
- CCProgram fs %{
- precision highp float;
- #include <alpha-test>
- in vec4 v_color;
- uniform Props {
- float edge;
- };
- #if USE_TEXTURE
- in vec2 v_uv0;
- uniform sampler2D texture;
- #endif
- void main () {
- vec4 o = vec4(1, 1, 1, 1);
- #if USE_TEXTURE
- o *= texture(texture, v_uv0);
- #if CC_USE_ALPHA_ATLAS_TEXTURE
- o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;
- #endif
- #endif
- o *= v_color;
- ALPHA_TEST(o);
- vec2 uv = v_uv0.xy - vec2(0.5, 0.5);
- float rx = abs(uv.x) - (0.5 - edge);
- float ry = abs(uv.y) - (0.5 - edge);
- float mx = step(0.5 - edge, abs(uv.x));
- float my = step(0.5 - edge, abs(uv.y));
- float radius = length(vec2(rx, ry));
- float a = 1.0 - mx * my * step(edge, radius) * smoothstep(0., edge * 0.01, radius - edge);
- gl_FragColor = vec4(o.rgb, o.a * a);
- }
- }%
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