105 lines
3.4 KiB
JavaScript
105 lines
3.4 KiB
JavaScript
const renderEngine = cc.renderer.renderEngine;
|
|
const renderer = renderEngine.renderer;
|
|
let ShaderMaterial = require('ShaderMaterial');
|
|
|
|
const shader = {
|
|
name: 'Fluxay',
|
|
params: [
|
|
{ name: 'time', type: renderer.PARAM_FLOAT },
|
|
{ name: 'dtime', type: renderer.PARAM_FLOAT },
|
|
{ name: 'offset', type: renderer.PARAM_FLOAT },
|
|
{ name: 'linewidth', type: renderer.PARAM_FLOAT },
|
|
{ name: 'linecolor', type: renderer.PARAM_FLOAT3 },
|
|
{ name: 'ymode', type: renderer.PARAM_INT },
|
|
],
|
|
|
|
start(material,params) {
|
|
material.cusparmas = {}
|
|
material.cusparmas._start = 0;
|
|
material.setParamValue('offset', params.offset||0);
|
|
material.setParamValue('linewidth', params.linewidth||0.2);
|
|
material.setParamValue('linecolor', cc.v3(params.linecolor.r,params.linecolor.g,params.linecolor.b));
|
|
material.setParamValue('dtime', params.dtime||1.414);
|
|
material.setParamValue('ymode', params.ymode||0);
|
|
},
|
|
|
|
update(material,dt) {
|
|
// const now = Date.now();
|
|
// let time = ((now - material.cusparmas._start) / 1000);
|
|
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;
|
|
// }`,
|
|
|
|
frag:
|
|
`uniform sampler2D texture;
|
|
uniform vec4 color;
|
|
uniform float time;
|
|
uniform float offset;
|
|
uniform float linewidth;
|
|
varying vec2 uv0;
|
|
uniform vec4 UVoffset;
|
|
uniform vec3 linecolor;
|
|
uniform float rotated;
|
|
uniform float dtime;
|
|
uniform int ymode;
|
|
|
|
void main()
|
|
{
|
|
vec2 UVnormalize;
|
|
if(ymode == 0){
|
|
UVnormalize.x = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);
|
|
UVnormalize.y = (uv0.y-UVoffset.y)/(UVoffset.w-UVoffset.y);
|
|
}else{
|
|
UVnormalize.y = (uv0.x-UVoffset.x)/(UVoffset.z-UVoffset.x);
|
|
UVnormalize.x = (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;
|
|
}
|
|
|
|
vec4 src_color = texture2D(texture, uv0).rgba;
|
|
|
|
|
|
float start = tan(time/dtime);
|
|
float strength = 0.7;
|
|
float min = (start - offset * UVnormalize.y - linewidth);
|
|
float max = (start - offset * UVnormalize.y);
|
|
float bili =(UVnormalize.x-min)/ (max-min);
|
|
// if(bili>0.3&&bili<0.7){
|
|
// bili = 0.3;
|
|
// }
|
|
// if(bili>0.5){
|
|
// bili = 1.0-bili;
|
|
// }
|
|
strength = strength*bili;
|
|
|
|
|
|
if(UVnormalize.x < max && UVnormalize.x > min)
|
|
{
|
|
vec3 improve = strength * linecolor;
|
|
vec3 result = vec3(src_color.r+improve.r, src_color.g+improve.g, src_color.b+improve.b);
|
|
gl_FragColor = vec4(result, src_color.a);
|
|
|
|
}else{
|
|
gl_FragColor = src_color;
|
|
}
|
|
}`,
|
|
};
|
|
|
|
ShaderMaterial.addShader(shader); |