Files
svn/India/多语言翻译/es/india_res/material/HighLight.effect.meta
2025-08-04 10:46:00 +08:00

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{
"ver": "1.0.25",
"uuid": "ad2bcbd0-6993-4adc-bd7f-d9d92f79729e",
"compiledShaders": [
{
"glsl1": {
"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\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\n#endif\n#if USE_TINT\n varying vec4 v_dark;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\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}\nvarying vec4 v_color;\n#if USE_TINT\n varying vec4 v_dark;\n#endif\nuniform float u_ratio;\n#if USE_TEXTURE\nvarying vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\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 o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n float ratio = u_ratio + 1.0;\n float mid = 1.0 / ratio;\n if (o.r <= mid) {\n o.r = ratio * o.r * v_color.r;\n } else {\n o.r = 1.0 - ratio * (1.0 - o.r) * (1.0 - v_color.r);\n }\n if (o.g <= mid) {\n o.g = ratio * o.g * v_color.g;\n } else {\n o.g = 1.0 - ratio * (1.0 - o.g) * (1.0 - v_color.g);\n }\n if (o.b <= mid) {\n o.b = ratio * o.b * v_color.b;\n } else {\n o.b = 1.0 - ratio * (1.0 - o.b) * (1.0 - v_color.b);\n }\n o.a = o.a * v_color.a;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
},
"glsl3": {
"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\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\n#endif\n#if USE_TINT\n out vec4 v_dark;\n#endif\nvoid main () {\n vec4 pos = vec4(a_position, 1);\n #if CC_USE_MODEL\n pos = cc_matViewProj * cc_matWorld * pos;\n #else\n pos = cc_matViewProj * pos;\n #endif\n #if USE_TEXTURE\n v_uv0 = a_uv0;\n #endif\n v_color = a_color;\n #if USE_TINT\n v_dark = a_color0;\n #endif\n gl_Position = pos;\n}",
"frag": "\nprecision highp float;\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}\nin vec4 v_color;\n#if USE_TINT\n in vec4 v_dark;\n#endif\nuniform ARGS {\n float u_ratio;\n};\n#if USE_TEXTURE\nin vec2 v_uv0;\nuniform sampler2D texture;\n#endif\nvoid main () {\n vec4 o = vec4(1, 1, 1, 1);\n #if USE_TEXTURE\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 o.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n o.a *= texture_tmp.a;\n #else\n o *= texture_tmp;\n #endif\n #endif\n float ratio = u_ratio + 1.0;\n float mid = 1.0 / ratio;\n if (o.r <= mid) {\n o.r = ratio * o.r * v_color.r;\n } else {\n o.r = 1.0 - ratio * (1.0 - o.r) * (1.0 - v_color.r);\n }\n if (o.g <= mid) {\n o.g = ratio * o.g * v_color.g;\n } else {\n o.g = 1.0 - ratio * (1.0 - o.g) * (1.0 - v_color.g);\n }\n if (o.b <= mid) {\n o.b = ratio * o.b * v_color.b;\n } else {\n o.b = 1.0 - ratio * (1.0 - o.b) * (1.0 - v_color.b);\n }\n o.a = o.a * v_color.a;\n ALPHA_TEST(o);\n gl_FragColor = o;\n}"
}
}
],
"subMetas": {}
}