local vertSource = [[
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;
}
]]
local fragSource = [[
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec2 resolution;
uniform float blurRadius;
uniform float sampleNum;
vec4 blur(vec2);
void main(void)
{
vec4 col = blur(v_texCoord); //* v_fragmentColor.rgb;
gl_FragColor = vec4(col) * v_fragmentColor;
}
vec4 blur(vec2 p)
{
if (blurRadius > 0.0 && sampleNum > 1.0)
{
vec4 col = vec4(0);
vec2 unit = 1.0 / resolution.xy;
float r = blurRadius;
float sampleStep = r / sampleNum;
float count = 0.0;
for(float x = -r; x < r; x += sampleStep)
{
for(float y = -r; y < r; y += sampleStep)
{
float weight = (r - abs(x)) * (r - abs(y));
col += texture2D(CC_Texture0, p + vec2(x * unit.x, y * unit.y)) * weight;
count += weight;
}
}
return col / count;
}
return texture2D(CC_Texture0, p);
}
]]
function setShader(sp, Radius)
local pProgram = cc.GLProgram:createWithByteArrays(vertSource, fragSource)
local glprogramstate = cc.GLProgramState:getOrCreateWithGLProgram(pProgram)
local size = sp:getTexture():getContentSizeInPixels()
sp:setGLProgramState(glprogramstate)
glprogramstate:setUniformVec2("resolution", cc.p(size.width, size.height));
glprogramstate:setUniformFloat("blurRadius", Radius);
glprogramstate:setUniformFloat("sampleNum", 1.5)
glprogramstate:setUniformVec2("pix_size", cc.p(0, 0));
end
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