

接下来就是画一个圆,圆的半径为0.5.
o.a = 1.0 - smoothstep(0.5 - 0.010.5,0.5 + 0.010.5,length(uv));
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
void main () {
vec4 o = vec4(1, 1, 1, 1);
vec2 uv = v_uv0 - 0.5;
#if USE_TEXTURE
CCTexture(texture, v_uv0, o);
#endif
o *= v_color;
o.a = 1.0 - smoothstep(0.5 - 0.01*0.5,0.5 + 0.01*0.5,length(uv));
ALPHA_TEST(o);
gl_FragColor = o;
}
}%
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