// 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 } time: { value: 0.0 } }% CCProgram vs %{ precision highp float; #include #include 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 #include #define TAU 6.12 #define MAX_ITER 5 in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; uniform sampler2D texture; uniform anonymity { float time; }; #endif void main () { vec4 o = vec4(1, 1, 1, 1); #if USE_TEXTURE float time = time * 0.5 + 5.0; vec2 p = mod(v_uv0 * TAU, TAU) - 250.0; vec2 i = vec2(p); float c = 1.0; float inten = 0.0045; 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, 1.4); vec3 _o = vec3(pow(abs(c), 20.0)); CCTexture(texture, v_uv0, o); _o = clamp(_o + vec3(0.0, 0.0, 0.0), 0.0, o.a); float alpha = c * o.a; o.r = o.r + _o.r * alpha; o.g = o.g + _o.g * alpha; o.b = o.b + _o.b * alpha; #endif o *= v_color; ALPHA_TEST(o); gl_FragColor = o; } }%