loading2.effect 1.1 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556
  1. // Copyright (c) 2017-2020 Xiamen Yaji Software Co., Ltd.
  2. CCEffect %{
  3. techniques:
  4. - name: default
  5. passes:
  6. - vert: spriteRender-vs:vert
  7. frag: spriteRender-fs:frag
  8. depthStencilState:
  9. depthTest: true
  10. depthWrite: false
  11. blendState:
  12. targets:
  13. - blend: true
  14. blendSrc: src_alpha
  15. blendDst: one_minus_src_alpha
  16. blendDstAlpha: one_minus_src_alpha
  17. rasterizerState:
  18. cullMode: none
  19. }%
  20. CCProgram spriteRender-vs %{
  21. precision highp float;
  22. #include <builtin/uniforms/cc-global>
  23. #include <builtin/uniforms/cc-local>
  24. in vec3 a_position;
  25. in vec2 a_texCoord;
  26. out vec2 uv0;
  27. vec4 vert () {
  28. vec4 pos = vec4(a_position, 1);
  29. pos = cc_matViewProj * cc_matWorld * pos;
  30. uv0 = vec2(a_texCoord.x, 1.0 - a_texCoord.y);
  31. return pos;
  32. }
  33. }%
  34. CCProgram spriteRender-fs %{
  35. precision highp float;
  36. in vec2 uv0;
  37. #pragma builtin(local)
  38. layout(set = 2, binding = 12) uniform sampler2D cc_spriteTexture;
  39. vec4 frag () {
  40. vec4 o = vec4(1, 1, 1, 1);
  41. o *= texture(cc_spriteTexture, uv0);
  42. return o;
  43. }
  44. }%