flash_color.effect.meta 4.5 KB

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  1. {
  2. "ver": "1.0.27",
  3. "uuid": "f7c3443e-a50a-4703-96fc-519f7b3a86f4",
  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;\n#if USE_TINT\n attribute vec4 a_color0;\n#endif\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}",
  9. "frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform float u_lerp;\nuniform float flashColorRed;\nuniform float flashColorGreen;\nuniform float flashColorBlue;\nvarying vec2 v_uv0;\nvarying vec4 v_light;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\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}\nvoid main () {\n vec4 texColor = vec4(1.0);\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 texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n if (finalColor.a <= 0.0) discard;\n vec3 flashColor = vec3(flashColorRed, flashColorGreen, flashColorBlue);\n vec3 result = mix(finalColor.rgb, flashColor, u_lerp);\n finalColor = vec4(result.rgb, finalColor.a);\n ALPHA_TEST(finalColor);\n gl_FragColor = finalColor;\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;\n#if USE_TINT\n in vec4 a_color0;\n#endif\nin vec2 a_uv0;\nout vec2 v_uv0;\nout vec4 v_light;\n#if USE_TINT\n out vec4 v_dark;\n#endif\nvoid main () {\n mat4 mvp;\n #if CC_USE_MODEL\n mvp = cc_matViewProj * cc_matWorld;\n #else\n mvp = cc_matViewProj;\n #endif\n v_uv0 = a_uv0;\n v_light = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = mvp * vec4(a_position, 1);\n}",
  13. "frag": "\nprecision highp float;\nuniform sampler2D texture;\nuniform u_lerp{\n float u_lerp;\n};\nuniform flashColorRed{\n float flashColorRed;\n};\nuniform flashColorGreen{\n float flashColorGreen;\n};\nuniform flashColorBlue{\n float flashColorBlue;\n};\nin vec2 v_uv0;\nin vec4 v_light;\n#if USE_TINT\n in vec4 v_dark;\n#endif\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}\nvoid main () {\n vec4 texColor = vec4(1.0);\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 texColor.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n texColor.a *= texture_tmp.a;\n #else\n texColor *= texture_tmp;\n #endif\n vec4 finalColor;\n #if USE_TINT\n finalColor.a = v_light.a * texColor.a;\n finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n #else\n finalColor = texColor * v_light;\n #endif\n if (finalColor.a <= 0.0) discard;\n vec3 flashColor = vec3(flashColorRed, flashColorGreen, flashColorBlue);\n vec3 result = mix(finalColor.rgb, flashColor, u_lerp);\n finalColor = vec4(result.rgb, finalColor.a);\n ALPHA_TEST(finalColor);\n gl_FragColor = finalColor;\n}"
  14. }
  15. }
  16. ],
  17. "subMetas": {}
  18. }