shader_lighting.effect.meta 5.3 KB

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  1. {
  2. "ver": "1.0.27",
  3. "uuid": "5e2c1ac3-dcee-48ce-9fae-b5e6a0626e95",
  4. "importer": "effect",
  5. "compiledShaders": [
  6. {
  7. "glsl1": {
  8. "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
  9. "frag": "\nprecision highp float;\nuniform vec4 cc_time;\n#if USE_ALPHA_TEST\n uniform float alphaThreshold;\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nvarying vec4 v_color;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec2 getSt(){\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture2D(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n return v_uv0;\n}\nfloat Hash( vec2 p, in float s)\n{\n vec3 p2 = vec3(p.xy,27.0 * abs(sin(s)));\n return fract(sin(dot(p2,vec3(27.1,61.7, 12.4)))*273758.5453123);\n}\nfloat noise(in vec2 p, in float s)\n{\n vec2 i = floor(p);\n vec2 f = fract(p);\n f *= f * (3.0-2.0*f);\n return mix(mix(Hash(i + vec2(0.,0.), s), Hash(i + vec2(1.,0.), s),f.x),\n mix(Hash(i + vec2(0.,1.), s), Hash(i + vec2(1.,1.), s),f.x),f.y) * s;\n}\nfloat fbm(vec2 p)\n{\n float v = 0.0;\n v += noise(p*2., 0.25);\n v += noise(p*8., 0.0625);\n return v;\n}\nconst float thickness = 100.0;\nconst float offset = 0.4;\nconst vec3 color = vec3(0.68, 0.85, 1.0);\nconst float rang = 0.45;\nvoid main () {\n vec2 st = getSt();\n vec2 position = vec2(offset) - st;\n float t = abs(0.5/ ((position.x + fbm(position + cc_time.x)) * thickness));\n vec3 finalColor = t / color;\n float absv = abs(finalColor.x) + abs(finalColor.y) + abs(finalColor.z);\n gl_FragColor = vec4( finalColor,smoothstep(rang,1.0,absv));\n}"
  10. },
  11. "glsl3": {
  12. "vert": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\nuniform CCLocal {\n mat4 cc_matWorld;\n mat4 cc_matWorldIT;\n};\nin vec3 a_position;\nin vec4 a_color;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n gl_Position = pos;\n}",
  13. "frag": "\nprecision highp float;\nuniform CCGlobal {\n mat4 cc_matView;\n mat4 cc_matViewInv;\n mat4 cc_matProj;\n mat4 cc_matProjInv;\n mat4 cc_matViewProj;\n mat4 cc_matViewProjInv;\n vec4 cc_cameraPos;\n vec4 cc_time;\n mediump vec4 cc_screenSize;\n mediump vec4 cc_screenScale;\n};\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\nvoid ALPHA_TEST (in vec4 color) {\n #if USE_ALPHA_TEST\n if (color.a < alphaThreshold) discard;\n #endif\n}\nvoid ALPHA_TEST (in float alpha) {\n #if USE_ALPHA_TEST\n if (alpha < alphaThreshold) discard;\n #endif\n}\nin vec4 v_color;\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvec2 getSt(){\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\n vec4 texture_tmp = texture(texture, v_uv0);\n #if CC_USE_ALPHA_ATLAS_texture\n texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n #endif\n #if INPUT_IS_GAMMA\n o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n o *= v_color;\n ALPHA_TEST(o);\n return v_uv0;\n}\nfloat Hash( vec2 p, in float s)\n{\n vec3 p2 = vec3(p.xy,27.0 * abs(sin(s)));\n return fract(sin(dot(p2,vec3(27.1,61.7, 12.4)))*273758.5453123);\n}\nfloat noise(in vec2 p, in float s)\n{\n vec2 i = floor(p);\n vec2 f = fract(p);\n f *= f * (3.0-2.0*f);\n return mix(mix(Hash(i + vec2(0.,0.), s), Hash(i + vec2(1.,0.), s),f.x),\n mix(Hash(i + vec2(0.,1.), s), Hash(i + vec2(1.,1.), s),f.x),f.y) * s;\n}\nfloat fbm(vec2 p)\n{\n float v = 0.0;\n v += noise(p*2., 0.25);\n v += noise(p*8., 0.0625);\n return v;\n}\nconst float thickness = 100.0;\nconst float offset = 0.4;\nconst vec3 color = vec3(0.68, 0.85, 1.0);\nconst float rang = 0.45;\nvoid main () {\n vec2 st = getSt();\n vec2 position = vec2(offset) - st;\n float t = abs(0.5/ ((position.x + fbm(position + cc_time.x)) * thickness));\n vec3 finalColor = t / color;\n float absv = abs(finalColor.x) + abs(finalColor.y) + abs(finalColor.z);\n gl_FragColor = vec4( finalColor,smoothstep(rang,1.0,absv));\n}"
  14. }
  15. }
  16. ],
  17. "subMetas": {}
  18. }