RectMask.effect.meta 2.6 KB

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  1. {
  2. "ver": "1.0.27",
  3. "uuid": "8f74bf8b-54bb-4b7c-84fc-80beffeb1c89",
  4. "importer": "effect",
  5. "compiledShaders": [
  6. {
  7. "glsl1": {
  8. "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
  9. "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform vec2 u_UVLeftTop;\nuniform vec2 u_UVRightBottom;\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture2D(texture, v_uv0);\n #endif\n o *= v_color;\n vec2 uv = v_uv0;\n if (uv.x < u_UVLeftTop.x || uv.x > u_UVRightBottom.x ||\n uv.y < u_UVLeftTop.y || uv.y > u_UVRightBottom.y) {\n o.a = 0.0;\n }\n gl_FragColor = o;\n}"
  10. },
  11. "glsl3": {
  12. "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
  13. "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nin vec4 v_color;\nuniform Props {\n float edge;\n};\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nuniform ARGS{\n vec2 u_UVLeftTop;\n vec2 u_UVRightBottom;\n};\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n o *= texture(texture, v_uv0);\n #endif\n o *= v_color;\n vec2 uv = v_uv0;\n if (uv.x < u_UVLeftTop.x || uv.x > u_UVRightBottom.x ||\n uv.y < u_UVLeftTop.y || uv.y > u_UVRightBottom.y) {\n o.a = 0.0;\n }\n gl_FragColor = o;\n}"
  14. }
  15. }
  16. ],
  17. "subMetas": {}
  18. }