// Copyright © 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
}%
- blend: true
- vert: sprite-vs:vert
CCProgram sprite-vs %{
precision highp float;
#include
#if USE_LOCAL
#include
#endif
#if SAMPLE_FROM_RT
#include
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include
#include
#include
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 10) uniform sampler2D cc_spriteTexture;
#endif
vec4 frag () {
vec4 o = vec4(1, 1, 1, 1);
vec2 uv = uv0.xy;
uv += vec2(0.,0.05 * cos(uv.x * 10. + cc_time.x * 3.));
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
o *= color;
ALPHA_TEST(o);
return o;
}
}%
