-- 顶点shader
local vertex = [[
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
#ifdef GL_ES
varying lowp vec4 v_fragmentColor;
varying mediump vec2 v_texCoord;
#else
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
#endif
void main()
{
gl_Position = CC_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
]]
-- 片段shader
local fragment= [[
#ifdef GL_ES
precision mediump float; // shader默认精度为double,openGL为了提升渲染效率将精度设为float
#endif
// varying变量为顶点shader经过光栅化阶段的线性插值后传给片段着色器
varying vec4 v_fragmentColor; // 颜色
varying vec2 v_texCoord; // 坐标
void main(void)
{
// texture2D方法从采样器中进行纹理采样,得到当前片段的颜色值。CC_Texture0即为一个采样器
vec4 c = texture2D(CC_Texture0, v_texCoord);
// c.rgb即是像素点的三种颜色,dot为点乘,vec3为经验值,可以随意修改
float gray = dot(c.rgb, vec3(0.299, 0.587, 0.114));
// shader的内建变量,表示当前片段的颜色
gl_FragColor.xyz = vec3(gray);
// a为透明度
gl_FragColor.a = c.a;
}
]]
local pProgram = cc.GLProgram:createWithByteArrays(vertex , fragment)
-- sp为sprite
sp:setGLProgram(pProgram)
cocos2dx 3.10 图片变暗shader
最新推荐文章于 2020-11-12 08:45:00 发布