{ "ver": "1.0.25", "uuid": "8e716ad9-f226-433b-9b82-77ab0a637d7b", "compiledShaders": [ { "glsl1": { "vert": "\n precision highp float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\n#if USE_TEXTURE\nattribute vec2 a_uv0;\nvarying vec2 v_uv0;\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 gl_Position = pos;\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n#endif\n varying vec4 v_color;\n #if USE_TEXTURE\n varying vec2 v_uv0;\n uniform sampler2D texture;\n #endif\n uniform vec2 center;\nuniform vec2 size;\nuniform float radius;\nuniform float feather;\n void main () {\n vec4 color = v_color;\n color *= texture2D(texture, v_uv0);\n float ratio = size.x / size.y;\n float dis = distance(vec2(v_uv0.x, v_uv0.y / ratio), vec2(center.x, center.y / ratio));\n color.a = smoothstep(radius - feather, radius, dis) * color.a;\n color.a *= v_color.a;\n gl_FragColor = color;\n }" }, "glsl3": { "vert": "\n precision 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;\nout vec4 v_color;\n#if USE_TEXTURE\nin vec2 a_uv0;\nout vec2 v_uv0;\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 gl_Position = pos;\n}", "frag": "\nprecision highp float;\n#if USE_ALPHA_TEST\n uniform ALPHA_TEST {\n float alphaThreshold;\n };\n#endif\n in vec4 v_color;\n #if USE_TEXTURE\n in vec2 v_uv0;\n uniform sampler2D texture;\n #endif\n uniform ARGS {\n vec2 center;\n vec2 size;\n float radius;\n float feather;\n };\n void main () {\n vec4 color = v_color;\n color *= texture(texture, v_uv0);\n float ratio = size.x / size.y;\n float dis = distance(vec2(v_uv0.x, v_uv0.y / ratio), vec2(center.x, center.y / ratio));\n color.a = smoothstep(radius - feather, radius, dis) * color.a;\n color.a *= v_color.a;\n gl_FragColor = color;\n }" } } ], "subMetas": {} }