// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. // Note: Current format version is experiment, the format may be changed. // The future format may not be compatible, you may need to update the script manually. // 注意:当前版本的格式是实验性的,之后还会进行修改。 // 后续版本的格式不保证兼容当前格式,可能需要手动升级到最新版本。 %{ techniques: [ { passes: [ { vert: vs frag: fs cullMode: none blend: true } ] layer: 0 } ] properties: { texture: { type: sampler2D value: null } alphaThreshold: { type: number value: 0.5 } } %} %% vs { precision highp float; uniform mat4 cc_matViewProj; #if _USE_MODEL uniform mat4 cc_matWorld; #endif attribute vec3 a_position; attribute lowp vec4 a_color; #if USE_TINT attribute lowp vec4 a_color0; #endif attribute mediump vec2 a_uv0; varying mediump vec2 v_uv0; varying lowp vec4 v_light; #if USE_TINT varying lowp vec4 v_dark; #endif void main () { mat4 mvp; #if _USE_MODEL mvp = cc_matViewProj * cc_matWorld; #else mvp = cc_matViewProj; #endif v_uv0 = a_uv0; v_light = a_color; #if USE_TINT v_dark = a_color0; #endif gl_Position = mvp * vec4(a_position, 1); } } %% fs { precision highp float; uniform sampler2D texture; varying mediump vec2 v_uv0; #include varying lowp vec4 v_light; #if USE_TINT varying lowp vec4 v_dark; #endif void main () { vec4 texColor = texture2D(texture, v_uv0); #if _USE_ETC1_TEXTURE texColor.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r; #endif vec4 finalColor; #if USE_TINT finalColor.a = v_light.a * texColor.a; finalColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb; #else finalColor = texColor * v_light; #endif ALPHA_TEST(finalColor); gl_FragColor = finalColor; } }