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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:
- texture0: { value: white }
- texture1: { value: white }
- texture2: { value: white }
- texture3: { value: white }
- texture4: { value: white }
- texture5: { value: white }
- texture6: { value: white }
- texture7: { value: white }
- alphaThreshold: { value: 0.5 }
- }%
- CCProgram vs %{
- precision highp float;
- #include <cc-global>
- #include <cc-local>
- in vec3 a_position;
- in vec4 a_color;
- out lowp vec4 v_color;
- #if USE_TEXTURE
- in vec2 a_uv0;
- out mediump vec3 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.y = a_uv0.y;
- v_uv0.z = mod(a_uv0.x,10.0);
- v_uv0.x = (a_uv0.x-v_uv0.z)*0.000001;
- #endif
- v_color = a_color;
- gl_Position = pos;
- }
- }%
- CCProgram fs %{
- precision mediump float;
- #include <alpha-test>
- #include <texture>
- in lowp vec4 v_color;
- #if USE_TEXTURE
- in mediump vec3 v_uv0;
- uniform sampler2D texture0;
- uniform sampler2D texture1;
- uniform sampler2D texture2;
- uniform sampler2D texture3;
- uniform sampler2D texture4;
- uniform sampler2D texture5;
- uniform sampler2D texture6;
- uniform sampler2D texture7;
- #endif
- vec4 Texture(sampler2D texture,vec2 uv, vec4 o){
- CCTexture(texture, uv, o);
- return o;
- }
- void main () {
- vec4 o = vec4(1, 1, 1, 1);
- #if USE_TEXTURE
-
- float index = v_uv0.z;
- if(index<0.5) o = Texture(texture0 , v_uv0.xy , o);
- else if(index<1.5) o = Texture(texture1 , v_uv0.xy , o);
- else if(index<2.5) o = Texture(texture2 , v_uv0.xy , o);
- else if(index<3.5) o = Texture(texture3 , v_uv0.xy , o);
- else if(index<4.5) o = Texture(texture4 , v_uv0.xy , o);
- else if(index<5.5) o = Texture(texture5 , v_uv0.xy , o);
- else if(index<6.5) o = Texture(texture6 , v_uv0.xy , o);
- else o = Texture(texture7 , v_uv0.xy , o);
- #endif
- o *= v_color;
- ALPHA_TEST(o);
- #if USE_BGRA
- gl_FragColor = o.bgra;
- #else
- gl_FragColor = o.rgba;
- #endif
- }
- }%
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