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- // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
- CCEffect %{
- techniques:
- - name: opaque
- passes:
- - vert: unlit-vs:vert
- frag: unlit-fs:frag
- properties: &props
- __metadata__: { editor: { visible: false } } # all the custom data will be overriden anyways, so hide all from inspector
- colorArr: { value: [1, 1, 1, 1], editor: { type: color } } # note the 'Arr' suffix
- tilingOffsetArr: { value: [1, 1, 0, 0] } # default value here is applied to every array elements
- mainTexture: { value: grey }
- - name: transparent
- passes:
- - vert: unlit-vs:vert
- frag: unlit-fs:frag
- depthStencilState:
- depthTest: true
- depthWrite: false
- blendState:
- targets:
- - blend: true
- blendSrc: src_alpha
- blendDst: one_minus_src_alpha
- blendDstAlpha: one_minus_src_alpha
- properties: *props
- }%
- // This is the batched reference for 'builtin-unlit.effect',
- // can be used in BatchedSkinningModel as the master material.
- CCProgram unlit-vs %{
- precision highp float;
- #include <legacy/input>
- #include <builtin/uniforms/cc-global>
- #include <legacy/decode-base>
- #include <legacy/local-batch>
- // array lengths need to be determined at resource-import-time
- // so we can't define this as a runtime macro
- #pragma define BATCHED_UNITS 6
- #if USE_VERTEX_COLOR
- in lowp vec4 a_color;
- out lowp vec4 v_color;
- #endif
- #if USE_TEXTURE
- out vec2 v_uv;
- uniform TexCoords {
- vec4 tilingOffsetArr[BATCHED_UNITS];
- };
- #endif
- ////////////////
- in float a_batch_id;
- out float v_batch_id;
- in vec2 a_batch_uv;
- out vec2 v_batch_uv;
- highp vec4 vert () {
- int id = int(a_batch_id);
- #if USE_TEXTURE
- vec4 tilingOffset = tilingOffsetArr[id];
- v_batch_uv = a_batch_uv;
- #endif
- v_batch_id = a_batch_id;
- ////////////////
- highp vec4 position;
- CCVertInput(position);
- highp mat4 matWorld;
- CCGetWorldMatrix(matWorld);
- #if USE_TEXTURE
- v_uv = a_texCoord;
- #if FLIP_UV
- v_uv.y = 1.0 - v_uv.y;
- #endif
- v_uv = v_uv * tilingOffset.xy + tilingOffset.zw;
- #endif
- #if USE_VERTEX_COLOR
- v_color = a_color;
- #endif
- return cc_matProj * (cc_matView * matWorld) * position;
- }
- }%
- CCProgram unlit-fs %{
- precision highp float;
- #include <legacy/output>
- #pragma define BATCHED_UNITS 6
- #if USE_TEXTURE
- in vec2 v_uv;
- uniform sampler2D mainTexture;
- #endif
- #if USE_COLOR
- uniform Constant {
- vec4 colorArr[BATCHED_UNITS];
- };
- #endif
- #if USE_VERTEX_COLOR
- in lowp vec4 v_color;
- #endif
- ////////////////
- in float v_batch_id;
- in vec2 v_batch_uv;
- vec4 getVec4Uniform (vec4 uniformArr[BATCHED_UNITS]) {
- if (v_batch_id < 1.0) { return uniformArr[0]; }
- else if (v_batch_id < 2.0) { return uniformArr[1]; }
- else if (v_batch_id < 3.0) { return uniformArr[2]; }
- else if (v_batch_id < 4.0) { return uniformArr[3]; }
- else if (v_batch_id < 5.0) { return uniformArr[4]; }
- else { return uniformArr[5]; }
- }
- vec4 frag () {
- #if USE_COLOR
- vec4 color = getVec4Uniform(colorArr);
- #endif
- ////////////////
- vec4 o = vec4(1, 1, 1, 1);
- #if USE_TEXTURE
- #if BATCH_TEXTURE // need to use batched UV if texture is specified as batchable
- o *= texture(mainTexture, v_batch_uv);
- #else
- o *= texture(mainTexture, v_uv);
- #endif
- #endif
- #if USE_COLOR
- o *= color;
- #endif
- #if USE_VERTEX_COLOR
- o *= v_color;
- #endif
- return CCFragOutput(o);
- }
- }%
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