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fc/dev/project/assets/resources/coms/shaders/flash/Flash.effect
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2026-05-24 10:21:26 +08:00

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// 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 <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>
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;
}
}%