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https://github.com/cocos/cocos-engine.git
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75 lines
1.6 KiB
Plaintext
75 lines
1.6 KiB
Plaintext
// Copyright (c) 2017-2020 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: profiler-vs:vert
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frag: profiler-fs:frag
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priority: max
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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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}%
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CCProgram profiler-vs %{
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precision mediump float;
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#include <cc-global>
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#pragma define ROWS 8 // multiple of 4
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#pragma define COLS 10
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#pragma define VECTOR_COUNT ROWS * COLS / 4
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in vec3 a_position;
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in vec4 a_color;
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out vec2 v_uv;
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uniform Constants {
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vec4 offset; // xy: bottom-left corner offset, z: symbol width
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};
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uniform PerFrameInfo {
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vec4 digits[VECTOR_COUNT];
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};
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float getComponent(vec4 v, float i) {
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if (i < 1.0) { return v.x; }
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else if (i < 2.0) { return v.y; }
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else if (i < 3.0) { return v.z; }
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else { return v.w; }
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}
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vec4 vert () {
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mat2 proj = mat2(cc_matProj[0].xy, cc_matProj[1].xy);
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proj /= abs(proj[1].x + proj[1].y);
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vec2 position = proj * a_position.xy + offset.xy;
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v_uv = a_color.xy;
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if (a_color.z >= 0.0) {
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float n = getComponent(digits[int(a_color.z)], a_color.w);
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v_uv += vec2(offset.z * n, 0.0);
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}
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return vec4(position, 0.0, 1.0);
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}
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}%
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CCProgram profiler-fs %{
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precision mediump float;
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#include <output>
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in vec2 v_uv;
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uniform sampler2D mainTexture;
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vec4 frag () {
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return CCFragOutput(texture(mainTexture, v_uv));
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}
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}%
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