我声明了一个数组,但是无法在材质里修改数组的值
每次保存后都会重置,不知道是不是写法错了
想问一下有没有shader大佬知道为啥
// Copyright (c) 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 }
maskRTs: { value: white }
maskRects: { value: [0.25, 0.25, 0.5, 0.5] }
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#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 <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
in vec4 color;
// 遮罩纹理
uniform sampler2D maskRTs[5];
uniform MaskBlock {
vec4 maskRects[2]; // 遮罩区域 (x, y, width, height in UV space)
};
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 12)uniform sampler2D cc_spriteTexture;
#endif
vec4 frag() {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#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;
// 计算在遮罩区域内的相对坐标 (0-1)
vec2 relativePos = vec2(
(uv0.x - maskRects[0].x) / (maskRects[0].z - maskRects[0].x),
(uv0.y - maskRects[0].y) / (maskRects[0].w - maskRects[0].y)
);
vec4 maskColor = texture(maskRTs[0], relativePos); // 对纹理进行采样
o *= maskColor;
ALPHA_TEST(o);
return o;
}
}%









