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blurred-modal-background-in-cocos2d-js
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precision lowp float; | |
varying vec4 v_fragmentColor; | |
varying vec2 v_texCoord; | |
uniform sampler2D CC_Texture0; | |
uniform float resolution; | |
uniform float radius; | |
uniform vec2 dir; | |
void main() { | |
//this will be our RGBA sum | |
vec4 sum = vec4(0.0); | |
//our original texcoord for this fragment | |
vec2 tc = v_texCoord; | |
//the amount to blur, i.e. how far off center to sample from | |
//1.0 -> blur by one pixel | |
//2.0 -> blur by two pixels, etc. | |
float blur = radius/resolution; | |
//the direction of our blur | |
//(1.0, 0.0) -> x-axis blur | |
//(0.0, 1.0) -> y-axis blur | |
float hstep = dir.x; | |
float vstep = dir.y; | |
//apply blurring, using a 15-tap filter with predefined gaussian weights | |
sum += texture2D(CC_Texture0, vec2(tc.x - 7.0*blur*hstep, tc.y - 7.0*blur*vstep)) * 0.0044299121055113265; | |
sum += texture2D(CC_Texture0, vec2(tc.x - 6.0*blur*hstep, tc.y - 6.0*blur*vstep)) * 0.00895781211794; | |
sum += texture2D(CC_Texture0, vec2(tc.x - 5.0*blur*hstep, tc.y - 5.0*blur*vstep)) * 0.0215963866053; | |
sum += texture2D(CC_Texture0, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0443683338718; | |
sum += texture2D(CC_Texture0, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0776744219933; | |
sum += texture2D(CC_Texture0, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.115876621105; | |
sum += texture2D(CC_Texture0, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.147308056121; | |
sum += texture2D(CC_Texture0, vec2(tc.x, tc.y)) * 0.159576912161; | |
sum += texture2D(CC_Texture0, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.147308056121; | |
sum += texture2D(CC_Texture0, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.115876621105; | |
sum += texture2D(CC_Texture0, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0776744219933; | |
sum += texture2D(CC_Texture0, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0443683338718; | |
sum += texture2D(CC_Texture0, vec2(tc.x + 5.0*blur*hstep, tc.y + 5.0*blur*vstep)) * 0.0215963866053; | |
sum += texture2D(CC_Texture0, vec2(tc.x + 6.0*blur*hstep, tc.y + 6.0*blur*vstep)) * 0.00895781211794; | |
sum += texture2D(CC_Texture0, vec2(tc.x + 7.0*blur*hstep, tc.y + 7.0*blur*vstep)) * 0.0044299121055113265; | |
//discard alpha for our simple demo, multiply by vertex color and return | |
gl_FragColor = v_fragmentColor * vec4(sum.rgb, 1.0); | |
} |
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attribute vec4 a_position; | |
attribute vec2 a_texCoord; | |
attribute vec4 a_color; | |
varying lowp vec4 v_fragmentColor; | |
varying mediump vec2 v_texCoord; | |
void main() | |
{ | |
gl_Position = (CC_PMatrix * CC_MVMatrix) * a_position; | |
v_fragmentColor = a_color; | |
v_texCoord = a_texCoord; | |
} |
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var LayerBlur = cc.Layer.extend({ | |
ctor: function (blurRadius, maskColor) { | |
this._super(); | |
// create shader program | |
var program = cc.GLProgram.create(res.blur_vsh, res.blur_fsh); | |
program.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION); | |
program.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR); | |
program.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS); | |
program.link(); | |
program.updateUniforms(); | |
// define custom uniforms | |
var resolutionUni = program.getUniformLocationForName("resolution"); | |
var radiusUni = program.getUniformLocationForName("radius"); | |
var dirUni = program.getUniformLocationForName("dir"); | |
// draw current scene into render_texture | |
var bgTex = cc.RenderTexture.create(cc.visibleRect.width, cc.visibleRect.height); | |
bgTex.begin(); | |
cc.director.getRunningScene().visit(); | |
bgTex.end(); | |
// step 1: do horizontal blur on bgTex | |
// setup uniform | |
program.use(); | |
program.setUniformLocationF32(resolutionUni, cc.visibleRect.width); | |
program.setUniformLocationWith2f(dirUni, 1, 0); | |
program.setUniformLocationF32(radiusUni, blurRadius); | |
var horizontalBlur = cc.Sprite.create(bgTex.getSprite().getTexture()); | |
horizontalBlur.attr({anchorX: 0, anchorY: 0}); | |
horizontalBlur.shaderProgram = program; | |
var horizontalBlurTex = cc.RenderTexture.create(cc.visibleRect.width, cc.visibleRect.height); | |
horizontalBlurTex.begin(); | |
horizontalBlur.visit(); | |
horizontalBlurTex.end(); | |
// step 2: do vertical blur on horizontalBlurTex | |
program.use(); | |
program.setUniformLocationF32(resolutionUni, cc.visibleRect.height); | |
program.setUniformLocationWith2f(dirUni, 0, 1); | |
var verticalBlur = cc.Sprite.create(horizontalBlurTex.getSprite().getTexture()); | |
verticalBlur.attr({anchorX: 0, anchorY: 1, scaleY: -1}); | |
verticalBlur.shaderProgram = program; | |
bgTex.begin(); | |
verticalBlur.visit(); | |
bgTex.end(); | |
// blurred | |
var result = cc.Sprite.create(bgTex.getSprite().getTexture()); | |
result.attr({anchorX: 0, anchorY: 0}); | |
this.addChild(result); | |
// add mask color if needed | |
if (maskColor) { | |
this.addChild( | |
cc.LayerColor.create(maskColor, cc.visibleRect.width, cc.visibleRect.height) | |
); | |
} | |
} | |
}); | |
LayerBlur.defaultBlurRadius = 0.75; | |
LayerBlur.create = function (blurRadius, maskColor) { | |
return new LayerBlur(blurRadius, maskColor); | |
}; |
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只模糊一次??