Adds level prefabs, theme assets, audio, extensions, and deployment scripts for the Unity WebGL migration. Co-authored-by: Cursor <cursoragent@cursor.com>
130 lines
2.7 KiB
Plaintext
130 lines
2.7 KiB
Plaintext
// Copyright (c) 2017-2018 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: vs:vert
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frag: 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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outlineSize: {value: 0.0}
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outlineColor: {value: [1,1,1,1]}
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}%
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CCProgram vs %{
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precision highp float;
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#include <cc-global>
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#if USE_LOCAL
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#include <cc-local>
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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 v_color;
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out vec2 v_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_matViewProj * cc_matWorld * pos;
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#else
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pos = cc_matViewProj * pos;
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#endif
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#if USE_TEXTURE
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v_uv0 = a_texCoord;
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#endif
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v_color = a_color;
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return pos;
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}
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}%
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CCProgram fs %{
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#if CC_SUPPORT_standard_derivatives
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#extension GL_OES_standard_derivatives : enable
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#endif
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precision highp float;
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#include <alpha-test>
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in vec4 v_color;
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#if USE_TEXTURE
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in vec2 v_uv0;
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#pragma builtin(local)
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layout(set = 2, binding = 10) uniform sampler2D cc_spriteTexture;
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#endif
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#if USE_SDF
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uniform Outline {
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vec4 outlineColor;
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float outlineSize;
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};
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#endif
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vec4 frag () {
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#if USE_SDF
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#if USE_TEXTURE_ALPHAONLY
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float dist = texture(cc_spriteTexture, v_uv0).a;
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#else
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float dist = texture(cc_spriteTexture, v_uv0).r;
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#endif
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#if USE_SDF_EXTEND
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const float EDGE_VALUE = 0.45;
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#else
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const float EDGE_VALUE = 0.5;
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#endif
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#if CC_SUPPORT_standard_derivatives
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float smoothing = fwidth(dist);
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#else
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float smoothing = 0.05;
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#endif
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float outEdge = EDGE_VALUE - outlineSize;
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float bg = smoothstep(outEdge - smoothing, outEdge, dist);
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float fg = smoothstep(EDGE_VALUE - smoothing, EDGE_VALUE, dist);
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vec4 fgColor = outlineColor * (1.0 - fg) + v_color * fg;
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return vec4(fgColor.rgb, fgColor.a * bg);
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#else
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vec4 o = vec4(1, 1, 1, 1);
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#if USE_TEXTURE
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#if USE_TEXTURE_ALPHAONLY
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o.a *= texture(cc_spriteTexture, v_uv0).a;
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#else
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o *= texture(cc_spriteTexture, v_uv0);
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#endif
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#if CC_USE_ALPHA_ATLAS_TEXTURE
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o.a *= texture2D(cc_spriteTexture, v_uv0 + vec2(0, 0.5)).r;
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#endif
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#endif
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o *= v_color;
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ALPHA_TEST(o);
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return o;
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#endif
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}
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}%
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