193 lines
5.3 KiB
Plaintext
193 lines
5.3 KiB
Plaintext
// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
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CCEffect %{
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techniques:
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- passes:
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- vert: sprite-vs:vert
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frag: sprite-fs:frag
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depthStencilState:
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depthTest: false
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depthWrite: false
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blendState:
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targets:
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- blend: true
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blendSrc: src_alpha
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blendDst: one_minus_src_alpha
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blendDstAlpha: one_minus_src_alpha
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rasterizerState:
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cullMode: none
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properties:
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alphaThreshold: { value: 0.5 }
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texSize: {value: [500.0,500.0],editor: {tooltip: "节点尺寸"}}
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radius: {value: 0.0}
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texAlpha: {value: 1.0}
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x_count: {value: 1.0}
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y_count: {value: 1.0}
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}%
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CCProgram sprite-vs %{
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precision highp float;
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#include <builtin/uniforms/cc-global>
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#if USE_LOCAL
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#include <builtin/uniforms/cc-local>
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#endif
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#if SAMPLE_FROM_RT
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#include <common/common-define>
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#endif
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in vec3 a_position;
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in vec2 a_texCoord;
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in vec4 a_color;
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out vec4 color;
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out vec2 uv0;
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vec4 vert () {
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vec4 pos = vec4(a_position, 1);
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#if USE_LOCAL
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pos = cc_matWorld * pos;
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#endif
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#if USE_PIXEL_ALIGNMENT
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pos = cc_matView * pos;
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pos.xyz = floor(pos.xyz);
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pos = cc_matProj * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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uv0 = a_texCoord;
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#if SAMPLE_FROM_RT
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CC_HANDLE_RT_SAMPLE_FLIP(uv0);
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#endif
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color = a_color;
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return pos;
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}
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}%
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CCProgram sprite-fs %{
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precision highp float;
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#include <builtin/internal/embedded-alpha>
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#include <builtin/internal/alpha-test>
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#include <builtin/uniforms/cc-global>
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uniform ARGS {
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vec2 texSize;
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float radius;
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float texAlpha;
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float x_count;
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float y_count;
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};
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// 定义无理数
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#pragma define e 2.718281828459045
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// 定义标准方差值(方差值越大,越模糊,但是需要计算的高斯矩阵范围会变大,从而带来巨大的计算量
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#pragma define stDev 1.5
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// 定义π
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#pragma define pi 3.141592653589793
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in vec4 color;
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#if USE_TEXTURE
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in vec2 uv0;
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#pragma builtin(local)
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layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
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#endif
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/**
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* 获取权重(对应二维高斯函数公式,见 https://zh.wikipedia.org/wiki/%E9%AB%98%E6%96%AF%E6%A8%A1%E7%B3%8A )
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*/
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float getWeight(float x, float y) {
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return (1.0 / (2.0 * pi * pow(stDev, 2.0))) * pow(1.0 / e, (pow(x, 2.0) + pow(y, 2.0)) / (2.0 * pow(stDev, 2.0)));
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}
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vec2 getUvMapPos() {
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float block_w = 1.0 / x_count;
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float block_x_idx = floor(uv0.x / block_w);
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float block_h = 1.0 / y_count;
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float block_y_idx = floor(uv0.y / block_h);
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return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));
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}
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vec4 frag () {
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vec4 o = vec4(0, 0, 0, 0);
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#if USE_TEXTURE
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o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
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#if IS_GRAY
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float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
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o.r = o.g = o.b = gray;
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#endif
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#endif
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// o *= color;
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// ALPHA_TEST(o);
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// const mediump float rd = 10.0;
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vec4 col = vec4(0.);
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// float sum = 0.0;
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float circle = radius * radius;
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vec2 center = vec2(0.5);
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float rx = (uv0.x - center.x);
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float ry = uv0.y - center.y;
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float dis = rx * rx + ry * ry;
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// float a = smoothstep(dis, dis - 0.1, circle);
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if (dis <= circle) {
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discard;
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}
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// 根据高斯分布(也叫正态分布),在3个标准差范围内的分布比例占到99%的权重,因此我们只需要计算矩阵范围 [6 * stDev + 1, 6 * stDev +1] 上的权重
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const highp float size = floor(stDev * 6.0 + 1.0);
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const highp float halfSize = floor(size / 2.0);
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//计算高斯矩阵上所有权重的和
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// 原点
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float totalWeight = getWeight(0.0, 0.0);
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// X轴正方向上的权重 * 2.0 就是整个X轴上的权重
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for(float x = 1.0; x <= halfSize; x++) {
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totalWeight += getWeight(x, 0.0) * 2.0;
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}
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// Y轴正方向上的权重 * 2.0 就是整个Y轴上的权重
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for(float y = 1.0; y <= halfSize; y++) {
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totalWeight += getWeight(0.0, y) * 2.0;
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}
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// 第一象限的权重 * 4.0 就是4个象限的权重
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for(float x = 1.0; x <= halfSize; x++) {
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for (float y = 1.0; y<= halfSize; y++) {
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totalWeight += getWeight(x, y) * 4.0;
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}
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}
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// 采样周边像素并应用加权平均值,得出最终像素值
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vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
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// float divider = 0.01;
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float onePxWidth = 1.0 / texSize.x;
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float onePxHeight = 1.0 / texSize.y;
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// vec2 realPos = getUvMapPos();
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// o *= CCSampleWithAlphaSeparated(cc_spriteTexture, realPos);
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for(float x = -halfSize; x<= halfSize; x++) {
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for (float y = -halfSize; y<= halfSize; y++) {
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// 求出对应坐标的真正权重(对应权重矩阵)
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float weight = getWeight(x, y) / totalWeight;
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// 求出对应坐标像素颜色值的加权值
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finalColor += CCSampleWithAlphaSeparated(cc_spriteTexture, uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;
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}
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}
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// o *= finalColor;
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o = finalColor;
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o.a *= texAlpha;
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// }
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// col.a = color.a;
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// #if USE_TRAMSFORM
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// #endif
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return o;
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}
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}%
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