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18xchat/.svn/pristine/66/668595380cd1394469f788930c9e9e4c3e483049.svn-base
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2025-07-17 17:18:21 +08:00

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// Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: sprite-vs:vert
frag: sprite-fs:frag
depthStencilState:
depthTest: false
depthWrite: false
blendState:
targets:
- blend: true
blendSrc: src_alpha
blendDst: one_minus_src_alpha
blendDstAlpha: one_minus_src_alpha
rasterizerState:
cullMode: none
properties:
alphaThreshold: { value: 0.5 }
texSize: {value: [500.0,500.0],editor: {tooltip: "节点尺寸"}}
radius: {value: 0.0}
texAlpha: {value: 1.0}
x_count: {value: 1.0}
y_count: {value: 1.0}
}%
CCProgram sprite-vs %{
precision highp float;
#include <builtin/uniforms/cc-global>
#if USE_LOCAL
#include <builtin/uniforms/cc-local>
#endif
#if SAMPLE_FROM_RT
#include <common/common-define>
#endif
in vec3 a_position;
in vec2 a_texCoord;
in vec4 a_color;
out vec4 color;
out vec2 uv0;
vec4 vert () {
vec4 pos = vec4(a_position, 1);
#if USE_LOCAL
pos = cc_matWorld * pos;
#endif
#if USE_PIXEL_ALIGNMENT
pos = cc_matView * pos;
pos.xyz = floor(pos.xyz);
pos = cc_matProj * pos;
#else
pos = cc_matViewProj * pos;
#endif
uv0 = a_texCoord;
#if SAMPLE_FROM_RT
CC_HANDLE_RT_SAMPLE_FLIP(uv0);
#endif
color = a_color;
return pos;
}
}%
CCProgram sprite-fs %{
precision highp float;
#include <builtin/internal/embedded-alpha>
#include <builtin/internal/alpha-test>
#include <builtin/uniforms/cc-global>
uniform ARGS {
vec2 texSize;
float radius;
float texAlpha;
float x_count;
float y_count;
};
// 定义无理数
#pragma define e 2.718281828459045
// 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
#pragma define stDev 1.5
// 定义π
#pragma define pi 3.141592653589793
in vec4 color;
#if USE_TEXTURE
in vec2 uv0;
#pragma builtin(local)
layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture;
#endif
/**
* 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 )
*/
float getWeight(float x, float y) {
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)));
}
vec2 getUvMapPos() {
float block_w = 1.0 / x_count;
float block_x_idx = floor(uv0.x / block_w);
float block_h = 1.0 / y_count;
float block_y_idx = floor(uv0.y / block_h);
return vec2(block_w * (block_x_idx + 0.5), block_h * (block_y_idx + 0.5));
}
vec4 frag () {
vec4 o = vec4(0, 0, 0, 0);
#if USE_TEXTURE
o *= CCSampleWithAlphaSeparated(cc_spriteTexture, uv0);
#if IS_GRAY
float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b;
o.r = o.g = o.b = gray;
#endif
#endif
// o *= color;
// ALPHA_TEST(o);
// const mediump float rd = 10.0;
vec4 col = vec4(0.);
// float sum = 0.0;
float circle = radius * radius;
vec2 center = vec2(0.5);
float rx = (uv0.x - center.x);
float ry = uv0.y - center.y;
float dis = rx * rx + ry * ry;
// float a = smoothstep(dis, dis - 0.1, circle);
if (dis <= circle) {
discard;
}
// 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
const highp float size = floor(stDev * 6.0 + 1.0);
const highp float halfSize = floor(size / 2.0);
//计算高斯矩阵上所有权重的和
// 原点
float totalWeight = getWeight(0.0, 0.0);
// X轴正方向上的权重 * 2.0 就是整个X轴上的权重
for(float x = 1.0; x <= halfSize; x++) {
totalWeight += getWeight(x, 0.0) * 2.0;
}
// Y轴正方向上的权重 * 2.0 就是整个Y轴上的权重
for(float y = 1.0; y <= halfSize; y++) {
totalWeight += getWeight(0.0, y) * 2.0;
}
// 第一象限的权重 * 4.0 就是4个象限的权重
for(float x = 1.0; x <= halfSize; x++) {
for (float y = 1.0; y<= halfSize; y++) {
totalWeight += getWeight(x, y) * 4.0;
}
}
// 采样周边像素并应用加权平均值,得出最终像素值
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
// float divider = 0.01;
float onePxWidth = 1.0 / texSize.x;
float onePxHeight = 1.0 / texSize.y;
// vec2 realPos = getUvMapPos();
// o *= CCSampleWithAlphaSeparated(cc_spriteTexture, realPos);
for(float x = -halfSize; x<= halfSize; x++) {
for (float y = -halfSize; y<= halfSize; y++) {
// 求出对应坐标的真正权重(对应权重矩阵)
float weight = getWeight(x, y) / totalWeight;
// 求出对应坐标像素颜色值的加权值
finalColor += CCSampleWithAlphaSeparated(cc_spriteTexture, uv0 + vec2(onePxWidth * x, onePxHeight * y)) * weight;
}
}
// o *= finalColor;
o = finalColor;
o.a *= texAlpha;
// }
// col.a = color.a;
// #if USE_TRAMSFORM
// #endif
return o;
}
}%