基于cocos2dx 2.x做的一些shader效果Demo

感谢原作者:自由骑士笃志

适合:

1:想初步学习shader的同学可以了解下。
2:想用cocos2dx做点效果的同学可以了解下。
请直接下载当前页面附件的rar包就可以了。

如果需要直接运行程序的可以到百度盘下载:http://pan.baidu.com/s/1jGoRCmM

http://pan.baidu.com/s/1u9jEA




代码预览:

//--------------------------------------------------------
// 模糊效果
static const GLchar* s_szBlurFSH =
    "                                                               \n\
    precision mediump float;                                        \n\
    uniform sampler2D u_Texture;                                    \n\
    uniform vec2 u_TextureCoordOffset[25];                          \n\
    varying vec2 v_texCoord;                                        \n\
    varying vec4 v_fragmentColor;                                   \n\
                                                                    \n\
    void main(void)                                                 \n\
    {                                                               \n\
        vec4 sample[25];                                                \n\
                                                                        \n\
        for (int i = 0; i < 25; i++)                                 \n\
        {                                                               \n\
        sample[i] = texture2D(u_Texture,                                \n\
        v_texCoord.st + u_TextureCoordOffset[i]);                       \n\
        }                                                               \n\
        //--------------------------------------------------------      \n\
        //   1 3 1                                                      \n\
        //   3 1 3   / 11                                               \n\
        //   1 3 1                                                      \n\
                                                                        \n\
        //gl_FragColor = (sample[0] + (3.0*sample[1]) + sample[2] +     \n\
        //  (3.0*sample[3]) + sample[4] + (3.0*sample[5]) +             \n\
        //  sample[6] + (3.0*sample[7]) + sample[8]) / 11.0;            \n\
        //--------------------------------------------------------      \n\
        // Gaussian weighting:                                          \n\
        // 1  4  7  4 1                                                 \n\
        // 4 16 26 16 4                                                 \n\
        // 7 26 41 26 7 / 273 (i.e. divide by total of weightings)      \n\
        // 4 16 26 16 4                                                 \n\
        // 1  4  7  4 1                                                 \n\
                                                                        \n\
        gl_FragColor = (                                                \n\
        (1.0  * (sample[0] + sample[4]  + sample[20] + sample[24])) +   \n\
        (4.0  * (sample[1] + sample[3]  + sample[5]  + sample[9] +      \n\
            sample[15] + sample[19] + sample[21] + sample[23])) +       \n\
        (7.0  * (sample[2] + sample[10] + sample[14] + sample[22])) +   \n\
        (16.0 * (sample[6] + sample[8]  + sample[16] + sample[18])) +   \n\
        (26.0 * (sample[7] + sample[11] + sample[13] + sample[17])) +   \n\
        (41.0 * sample[12])                                             \n\
        ) / 273.0;                                                      \n\
    }";
//--------------------------------------------------------
// 磨砂
static const GLchar* s_szSharpenFSH =
    "                                                               \n\
    precision mediump float;                                        \n\
    uniform sampler2D u_Texture;                                    \n\
    uniform vec2 u_TextureCoordOffset[25];                          \n\
    varying vec2 v_texCoord;                                        \n\
    varying vec4 v_fragmentColor;                                   \n\
                                                                    \n\
    void main(void)                                                 \n\
    {                                                               \n\
        vec4 sample[25];                                            \n\
                                                                    \n\
        for (int i = 0; i < 25; i++)                             \n\
        {                                                           \n\
            sample[i] = texture2D(u_Texture,                        \n\
                v_texCoord.st + u_TextureCoordOffset[i]);           \n\
        }                                                           \n\
        //--------------------------------------------------------  \n\
        //   -1 -1 -1                                               \n\
        //   -1  9 -1                                               \n\
        //   -1 -1 -1                                               \n\
                                                                    \n\
        //gl_FragColor = (sample[4] * 9.0) -                        \n\
        //  (sample[0] + sample[1] + sample[2] +                    \n\
        //  sample[3] + sample[5] +                                 \n\
        //  sample[6] + sample[7] + sample[8]);                     \n\
        //--------------------------------------------------------  \n\
        // Sharpen weighting:                                       \n\
        //  0 -1 -1 -1  0                                           \n\
        // -1  2 -4  2 -1                                           \n\
        // -1 -4 13 -4 -1                                           \n\
        // -1  2 -4  2 -1                                           \n\
        //  0 -1 -1 -1  0                                           \n\
                                                                    \n\
        //gl_FragColor = (                                          \n\
        //(-1.0  * ( sample[1] + sample[2]  + sample[3] + sample[5] +   \n\
        //sample[9] + sample[10] + sample[14] + sample[15] +            \n\
        //sample[19] + sample[21] + sample[22] + sample[23]) ) +        \n\
        //(2.0 * (sample[6] + sample[8] + sample[16] + sample[18])) +   \n\
        //(-4.0 *(sample[7] + sample[11] + sample[13] + sample[17]))+   \n\
        //( 13.0 * sample[12] )                                     \n\
        //);                                                            \n\
                                                                                        \n\
        // 1  1  1  1  1                                                                \n\
        // 1  1  1  1  1                                                                \n\
        // 1  1 -14 1  1                                                                \n\
        // 1  1  1  1  1                                                                \n\
        // 1  1  1  1  1                                                                \n\
                                                                                        \n\
        gl_FragColor = -14.0 * sample[12];                                              \n\
                                                                                        \n\
        for (int i = 0; i < 25; i++)                                                 \n\
        {                                                                               \n\
        if (i != 12)                                                                    \n\
        gl_FragColor += sample[i];                                                      \n\
        }                                                                               \n\
        gl_FragColor /= 14.0;                                                           \n\
    }";
//--------------------------------------------------------         
// 膨胀
static const GLchar* s_szDilateFSH =
    "                                                               \n\
    precision mediump float;                                        \n\
    uniform sampler2D u_Texture;                                    \n\
    uniform vec2 u_TextureCoordOffset[25];                          \n\
    varying vec2 v_texCoord;                                        \n\
    varying vec4 v_fragmentColor;                                   \n\
                                                                    \n\
    void main(void)                                                 \n\
    {                                                               \n\
    vec4 sample[25];                                                \n\
    vec4 maxValue = vec4(0.0);                                                          \n\
                                                                                        \n\
    for (int i = 0; i < 25; i++)                                                     \n\
    {                                                                                   \n\
        // Sample a grid around and including our texel                                 \n\
        sample[i] = texture2D(u_Texture, v_texCoord.st + u_TextureCoordOffset[i]);      \n\
        // Keep the maximum value                                                       \n\
        maxValue = max(sample[i], maxValue);                                            \n\
    }                                                                                   \n\
                                                                                        \n\
    gl_FragColor = maxValue;                                                            \n\
    }"; 
//--------------------------------------------------------  
// 侵蚀效果
static const GLchar* s_szErodeFSH =
    "                                                               \n\
    precision mediump float;                                        \n\
    uniform sampler2D u_Texture;                                    \n\
    uniform vec2 u_TextureCoordOffset[25];                          \n\
    varying vec2 v_texCoord;                                        \n\
    varying vec4 v_fragmentColor;                                   \n\
                                                                    \n\
    void main(void)                                                 \n\
    {                                                               \n\
    vec4 sample[25];                                                                \n\
    vec4 minValue = vec4(1.0);                                                      \n\
                                                                                    \n\
    for (int i = 0; i < 25; i++)                                                 \n\
    {                                                                               \n\
        // Sample a grid around and including our texel                             \n\
        sample[i] = texture2D(u_Texture, v_texCoord.st + u_TextureCoordOffset[i]);  \n\
        // Keep the minimum value                                                   \n\
        minValue = min(sample[i], minValue);                                        \n\
    }                                                                               \n\
                                                                                    \n\
    gl_FragColor = minValue;                                                        \n\
    }"; 
//--------------------------------------------------------
// Laplacian描边效果 
static const GLchar* s_szLaplacianEdgeDetectionFSH =
    "                                                               \n\
    precision mediump float;                                        \n\
    uniform sampler2D u_Texture;                                    \n\
    uniform vec2 u_TextureCoordOffset[25];                          \n\
    varying vec2 v_texCoord;                                        \n\
    varying vec4 v_fragmentColor;                                   \n\
                                                                    \n\
    void main(void)                                                 \n\
    {                                                               \n\
    vec4 sample[25];                                                                \n\
                                                                                    \n\
    for (int i = 0; i < 25; i++)                                                 \n\
    {                                                                               \n\
        // Sample a grid around and including our texel                             \n\
        sample[i] = texture2D(u_Texture, v_texCoord.st + u_TextureCoordOffset[i]);  \n\
    }                                                                               \n\
                                                                                    \n\
    // Laplacian weighting:                                                         \n\
    // -1 -1 -1 -1 -1                                                               \n\
    // -1 -1 -1 -1 -1                                                               \n\
    // -1 -1 24 -1 -1                                                               \n\
    // -1 -1 -1 -1 -1                                                               \n\
    // -1 -1 -1 -1 -1                                                               \n\
                                                                                    \n\
    gl_FragColor = 24.0 * sample[12];                                               \n\
                                                                                    \n\
    for (int i = 0; i < 25; i++)                                                 \n\
    {                                                                               \n\
        if (i != 12)                                                                \n\
            gl_FragColor -= sample[i];                                              \n\
    }                                                                               \n\
    }";
//--------------------------------------------------------
// Sobel边缘检测
static const GLchar* s_szSobelEdgeDetectionFSH =
    "                                                                   \n\
    precision mediump float;                                            \n\
    uniform sampler2D u_Texture;                                        \n\
    uniform vec2 u_TextureCoordOffset[25];                              \n\
    varying vec2 v_texCoord;                                            \n\
    varying vec4 v_fragmentColor;                                       \n\
                                                                        \n\
    void main(void)                                                     \n\
    {                                                                   \n\
        vec4 sample[25];                                                \n\
                                                                        \n\
        for (int i = 0; i < 25; i++)                                 \n\
        {                                                               \n\
        sample[i] = texture2D(u_Texture,                                \n\
        v_texCoord.st + u_TextureCoordOffset[i]);                       \n\
        }                                                               \n\
        // Sobel x:                                                     \n\
        // 1  2  0 -2 -1                                                \n\
        // 4  8  0 -8 -4                                                \n\
        // 6 12  0 -12-6    / 12                                        \n\
        // 4  8  0 -8 -4                                                \n\
        // 1  2  0 -2 -1                                                \n\
        // Sobel y:                                                     \n\
        // -1 -4 -6 -4 -1                                               \n\
        // -2 -8 -12-8 -2                                               \n\
        //  0  0  0  0  0   / 12                                        \n\
        //  2  8 12  8  2                                               \n\
        //  1  4  6  4  1                                               \n\
                                                                        \n\
        vec4 vertEdge = sample[0] + 4.0 * sample[1] +                   \n\
        6.0 * sample[2] + 4.0 * sample[3] + sample[4] +                 \n\
        2.0 * sample[5] + 8.0 * sample[6] + 12.0 * sample[7] +          \n\
        8.0 * sample[8] + 2.0 * sample[9] - 2.0 * sample[15] -          \n\
        8.0 * sample[16] - 12.0 * sample[17] - 8.0 * sample[18] -       \n\
        2.0 * sample[19] - sample[20] - 4.0 * sample[21] -              \n\
        6.0 * sample[22] - 4.0 * sample[23] - sample[24];               \n\
                                                                        \n\
        vec4 horizEdge = - sample[0] - 2.0 * sample[1] +                \n\
        2.0 * sample[3] + sample[4] - 4.0 * sample[5] -                 \n\
        8.0 * sample[6] + 8.0 * sample[8] + 4.0 * sample[9] -           \n\
        6.0 * sample[10] - 12.0 * sample[11] + 12.0 * sample[13] +      \n\
        6.0 * sample[14] - 4.0 * sample[15] - 8.0 * sample[16] +        \n\
        8.0 * sample[18] + 4.0 * sample[19] - sample[20] -              \n\
        2.0 * sample[21] + 2.0 * sample[23] + sample[24];               \n\
                                                                        \n\
        //gl_FragColor.rgb = sqrt(horizEdge.rgb) + sqrt(vertEdge.rgb);  \n\
        gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +       \n\
            (vertEdge.rgb * vertEdge.rgb)) / 12.0f;                     \n\
        gl_FragColor.a = 1.0;                                           \n\
    }";
//--------------------------------------------------------
原文地址: http://www.oschina.net/code/piece_full?code=38156&piece=56414#56414

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