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Creator 版本:Creator2.3.2
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目标平台: Web / iOS / Android / 模拟器
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重现方式:必现
工程链接:https://github.com/ShawnZhang2015/ShaderHelper2
具体shader代码如下:
// 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 }
color: { value: [10.0,10.0,10.0,1.0] }
factor: { value: 0.6 }
width: { value: 0.02 }
}%
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;
// 贴图采样器,来自于v2f管线
uniform sampler2D texture;
// 当前点uv
varying vec2 v_uv0;
uniform PROPERTIES{
vec4 color;
float factor;
float width;
float time;
};
void main()
{
vec4 texColor = texture2D(texture, v_uv0);
float distance = abs(v_uv0[0]+v_uv0[1]-tan(time))/1.414;
distance = 1.0-(1.0/width)*distance;
distance = max(distance, 0.0);
vec4 sample = vec4(0.0,0.0,0.0,0.0);
sample[0] = color[0] * distance;
sample[1] = color[1] * distance;
sample[2] = color[2] * distance;
sample[3] = distance;
float alpha = sample[3]*texColor[3];
texColor[0] = texColor[0] + sample[0]*alpha*factor;
texColor[1] = texColor[1] + sample[1]*alpha*factor;
texColor[2] = texColor[2] + sample[2]*alpha*factor;
gl_FragColor = texColor;
}
}%
在浏览器(手机或PC)和模拟器上,流光的扫光方向是从左上角流动到右下角,角度是45度(/),而在Android 原生 (APK)上角度是135度,从左下角流动到右上角,如下图所示,为什么同样一份代码表现不一样?Android有什么特殊性吗?