cocos2d lua 利用GLProgram设置图片模糊

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
  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值