cocos水纹shader
时间: 2023-09-05 17:14:00 浏览: 53
以下是Cocos Creator中实现水纹shader的示例代码,其中使用了WebGL和GLSL语言:
1. 创建一个新的材质(Material)并为其添加一个自定义shader:
```javascript
let material = new cc.Material();
material.name = "Water";
material.shader = cc.shaderLib.get("water");
```
2. 定义shader的顶点着色器(Vertex Shader)和片段着色器(Fragment Shader):
```glsl
// Vertex Shader
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
uniform mat4 u_MVPMatrix;
uniform float u_time;
uniform vec2 u_resolution;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoord2;
void main() {
v_color = a_color;
v_texCoord = a_texCoord;
v_texCoord2 = vec2(a_position.x / u_resolution.x,
a_position.y / u_resolution.y + u_time * 0.1);
gl_Position = u_MVPMatrix * a_position;
}
// Fragment Shader
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texCoord;
varying vec2 v_texCoord2;
const float PI = 3.1415926535897932384626433832795;
void main() {
vec2 p = v_texCoord2 * vec2(10.0, 3.0);
vec2 uv = v_texCoord;
vec4 sum = vec4(0.0);
vec4 color = texture2D(u_texture, uv);
float frequency = 2.0;
float amplitude = 0.05;
for (int i = 0; i < 4; i++) {
vec2 offset = vec2(sin(float(i)), cos(float(i)));
vec4 c = texture2D(u_texture, uv + p * frequency + offset * 0.5);
sum += c * amplitude;
}
color += sum * 0.5;
gl_FragColor = v_color * color;
}
```
3. 在场景中创建一个Sprite节点并将其材质设置为上述自定义shader的材质:
```javascript
let node = new cc.Node();
let sprite = node.addComponent(cc.Sprite);
sprite.spriteFrame = new cc.SpriteFrame(texture);
sprite.material = material;
```
4. 在update函数中更新shader中的时间变量:
```javascript
let time = 0;
update(dt) {
time += dt;
material.setProperty("u_time", time);
}
```
注:以上代码仅为示例,实际项目中可能需要根据需求进行修改。