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fc/dev/project/assets/resources/coms/shaders/scroll/scroll_v.effect
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2026-05-24 10:21:26 +08:00
// 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 }
alphaThreshold: { value: 0.5 }
}%
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;
#include <alpha-test>
#include <texture>
#include <cc-global>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
void main () {
float time = mod( cc_time.x, 10.0 );
float speed = 0.1;
float offsetY = fract( time * speed );
vec2 curUv = v_uv0 + vec2( 0.0, offsetY );
vec2 othUv = v_uv0 + vec2( 0.0, offsetY - 1.0 );
vec4 cur = texture2D( texture, curUv );
vec4 oth = texture2D( texture, othUv );
gl_FragColor = oth + cur;
}
}%