// 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 #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 #include 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; } }%