const renderEngine = cc.renderer.renderEngine; const renderer = renderEngine.renderer; let ShaderMaterial = require('ShaderMaterial'); const shader = { name: 'FluxaySuper', params: [ { name: 'time', type: renderer.PARAM_FLOAT }, { name: 'coloraddr', type: renderer.PARAM_FLOAT }, { name: 'coloraddg', type: renderer.PARAM_FLOAT }, { name: 'coloraddb', type: renderer.PARAM_FLOAT }, { name: 'palpha', type: renderer.PARAM_FLOAT }, { name: 'blackv', type: renderer.PARAM_FLOAT }, ], start(material,params) { material.cusparmas = {} material.cusparmas._start = 0 material.setParamValue('coloraddr', params.r); material.setParamValue('coloraddg', params.g); material.setParamValue('coloraddb', params.b); material.setParamValue('palpha', 1.0); material.setParamValue('blackv', 1.0); }, update(material, dt) { material.cusparmas._start+=dt material.setParamValue('time', material.cusparmas._start); }, defines:[], // vert: ` // uniform mat4 viewProj; // attribute vec3 a_position; // attribute vec2 a_uv0; // varying vec2 uv0; // void main () { // vec4 pos = viewProj * vec4(a_position, 1); // gl_Position = pos; // uv0 = a_uv0; // }`, vert:ShaderMaterial.spinevert, // frag: // `#define TAU 6.12 // #define MAX_ITER 5 // uniform sampler2D texture; // uniform vec4 color; // uniform float time; // uniform float coloraddr; // uniform float coloraddg; // uniform float coloraddb; // uniform float blackv; // varying vec2 uv0; // uniform vec4 UVoffset; // uniform float rotated; // uniform float palpha; // void main() // { // float time = time * .5+5.; // // uv should be the 0-1 uv of texture... // vec2 UVnormalize; // UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x); // UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y); // if(rotated > 0.5) // { // float temp = UVnormalize.x; // UVnormalize.x = UVnormalize.y; // UVnormalize.y = 1.0 - temp; // } // vec2 uv = UVnormalize.xy;//fragCoord.xy / iResolution.xy; // vec2 p = mod(uv*TAU, TAU)-250.0; // vec2 i = vec2(p); // float c = 1.0; // float inten = .0045; // for (int n = 0; n < MAX_ITER; n++) // { // float t = time * (1.0 - (3.5 / float(n+1))); // i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(1.5*t + i.x)); // c += 1.0/length(vec2(p.x / (cos(i.x+t)/inten),p.y / (cos(i.y+t)/inten))); // } // c /= float(MAX_ITER); // c = 1.17-pow(c, 1.8); // vec4 tex = texture2D(texture,uv0); // vec3 colour = vec3(pow(abs(c), 20.0)); // colour = clamp(colour + vec3(0.0, 0.0, .0), 0.0, tex.a); // // float alpha = c*tex[3]; // tex[0] = tex[0]*blackv + colour[0]*coloraddr*alpha; // tex[1] = tex[1]*blackv + colour[1]*coloraddg*alpha; // tex[2] = tex[2]*blackv + colour[2]*coloraddb*alpha; // gl_FragColor = tex; // gl_FragColor.a = gl_FragColor.a*palpha; // }`, frag:` #define TAU 6.12 #define MAX_ITER 5 uniform sampler2D texture; varying mediump vec2 uv0; #ifdef alphaTest uniform lowp float alphaThreshold; #endif varying lowp vec4 v_light; #ifdef useTint varying lowp vec4 v_dark; #endif uniform float coloraddr; uniform float coloraddg; uniform float coloraddb; uniform float blackv; uniform float palpha; uniform float time; void main () { vec4 texColor = texture2D(texture, uv0); vec4 finalColor; #ifdef useTint 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 #ifdef alphaTest if (finalColor.a <= alphaThreshold) discard; #endif vec2 p = mod(uv0*TAU, TAU)-250.0; vec2 i = vec2(p); float c = 1.0; float inten = .0045; for (int n = 0; n < MAX_ITER; n++) { float t = time * (1.0 - (3.5 / float(n+1))); i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(1.5*t + i.x)); c += 1.0/length(vec2(p.x / (cos(i.x+t)/inten),p.y / (cos(i.y+t)/inten))); } c /= float(MAX_ITER); c = 1.17-pow(c, 1.8); vec3 colour = vec3(pow(abs(c), 20.0)); colour = clamp(colour + vec3(0.0, 0.0, .0), 0.0, finalColor.a); float alpha = c*finalColor[3]; finalColor[0] = finalColor[0]*blackv + colour[0]*coloraddr*alpha; finalColor[1] = finalColor[1]*blackv + colour[1]*coloraddg*alpha; finalColor[2] = finalColor[2]*blackv + colour[2]*coloraddb*alpha; gl_FragColor = finalColor; } ` }; ShaderMaterial.addShader(shader);