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HTML代码 : /script!-- effects --script idfx_common_vsh typex-shader/x_vertexuniform vec3 uResolution; attribute vec2 aPosition; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { gl_Position vec4(aPosition, 0.0, 1.0); texCoord aPosition.xy * 0.5 vec2(0.5, 0.5); screenCoord aPosition.xy * vec2(uResolution.z,1.0); }/scriptscript idbg_fsh typex-shader/x_fragment#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform vec2 uTimes; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec3 col; float c; vec2 tmpv texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0); c exp(-pow(length(tmpv)* 1.8, 2.0)); col mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c); gl_FragColor vec4(col * 0.5, 1.0); }/scriptscript idfx_brightbuf_fsh typex-shader/x_fragment#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec4 col texture2D(uSrc, texCoord); gl_FragColor vec4(col.rgb * 2.0- vec3(0.5), 1.0); }/scriptscript idfx_dirblur_r4_fsh typex-shader/x_fragment#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; uniform vec4 uBlurDir; //dir(x, y), stride(z, w) varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec4 col texture2D(uSrc,texCoord); col col texture2D(uSrc, texCoord uBlurDir.xy * uDelta); col col texture2D(uSrc, texCoord - uBlurDir.xy * uDelta); col col texture2D(uSrc, texCoord (uBlurDir.xy uBlurDir.zw) * uDelta); col col texture2D(uSrc, texCoord- (uBlurDir.xy uBlurDir.zw) * uDelta); gl_FragColor col / 5.0; }/script!-- effect fragment shader template --script idfx_common_fsh typex-shader/x_fragment#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform vec2 uDelta; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { gl_FragColor texture2D(uSrc, texCoord); }/script!-- post processing --script idpp_final_vsh typex-shader/x_vertexuniform vec3 uResolution; attribute vec2 aPosition; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { gl_Position vec4(aPosition, 0.0, 1.0); texCoord aPosition.xy * 0.5 vec2(0.5, 0.5); screenCoord aPosition.xy * vec2(uResolution.z,1.0); }/scriptscript idpp_final_fsh typex-shader/x_fragment#ifdef GL_ES //precision mediump float; precision highp float; #endif uniform sampler2D uSrc; uniform sampler2D uBloom; uniform vec2 uDelta; varying vec2 texCoord; varying vec2 screenCoord; void main(void) { vec4 srccol texture2D(uSrc, texCoord) * 2.0;vec4 bloomcol texture2D(uBloom, texCoord); vec4 col; col srccol bloomcol * (vec4(1.0) srccol); col * smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5); col pow(col, vec4(0.45454545454545)); //(1.0 / 2.2) gl_FragColor vec4(col.rgb, 1.0); gl_FragColor.a 1.0; }/scriptscript srcjs/index.js/script
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