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- CCEffect %{
- techniques:
- - passes:
- - vert: vs
- frag: fs
- blendState:
- targets:
- - blend: true
- rasterizerState:
- cullMode: none
- properties:
- texture: { value: white }
- alphaThreshold: { value: 0.5 }
- }%
- CCProgram vs %{
- precision highp float;
- #include <cc-global>
- #include <cc-local>
- in vec3 a_position;
- in vec4 a_color;
- #if USE_TINT
- in vec4 a_color0;
- #endif
- in vec2 a_uv0;
- out vec2 v_uv0;
- out vec4 v_light;
- #if USE_TINT
- out vec4 v_dark;
- #endif
- void main () {
- mat4 mvp;
-
- #if CC_USE_MODEL
- mvp = cc_matViewProj * cc_matWorld;
- #else
- mvp = cc_matViewProj;
- #endif
- v_uv0 = a_uv0;
- v_light = a_color;
- #if USE_TINT
- v_dark = a_color0;
- #endif
- gl_Position = mvp * vec4(a_position, 1);
- }
- }%
- CCProgram fs %{
- precision highp float;
- uniform sampler2D texture;
- in vec2 v_uv0;
- in vec4 v_light;
- #if USE_TINT
- in vec4 v_dark;
- #endif
- #include <alpha-test>
- #include <texture>
- void main () {
- vec4 texColor = vec4(1.0);
- CCTexture(texture, v_uv0, texColor);
- vec4 finalColor;
- #if USE_TINT
- finalColor.a = v_light.a * texColor.a;
- finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;
- #else
- finalColor = texColor * v_light;
- #endif
- ALPHA_TEST(finalColor);
- float gray = 0.2126*finalColor.r + 0.7152*finalColor.g + 0.0722*finalColor.b;
- gl_FragColor = vec4(gray, gray, gray, finalColor.a);
- }
- }%
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