// 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 } Angle: { value: 45.0 } Interval: { value: 2.0 } Speed: { value: 2.0 } Wight: { value: 0.2 } }% 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 in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; uniform sampler2D texture; uniform anonymity { float Time; float Angle; float Interval; float Speed; float Wight; }; #endif float flash(vec2 uv) { float radian = 0.0174444 * Angle; float x0 = fract(Time / Interval) * Interval * Speed; float projection_x = uv.y / tan(radian); float xn = x0 - projection_x; float mid_luminous = xn; float rate = 1.0 - abs(uv.x - mid_luminous) / Wight; float brightness = max(rate, 0.0); return brightness; } void main () { vec4 o = vec4(1, 1, 1, 1); #if USE_TEXTURE CCTexture(texture, v_uv0, o); #endif o *= v_color; if (o.a > 0.5) { float brightness = flash(v_uv0); o = o + vec4(1.0, 1.0, 1.0, 1.0) * brightness; } else { o = vec4(0.0); } ALPHA_TEST(o); gl_FragColor = o; } }%