cocos2dx组件置灰

function changeToGray( node, flag )
    local program = nil
    local vertShaderByteArray = "attribute vec4 a_position;"
            .."attribute vec2 a_texCoord;"
            .."attribute vec4 a_color;"
            .."varying vec4 v_fragmentColor;"
            .."varying vec2 v_texCoord;"
            .."void main()  "
            .."{            "               
            .."    gl_Position = CC_PMatrix * a_position;"
            .."    v_fragmentColor = a_color;"
            .."    v_texCoord = a_texCoord;"
            .."}"
    local pszAddGrayShader = "#ifdef GL_ES \n"
            .."precision mediump float; \n"
            .."#endif \n"
            .."varying vec4 v_fragmentColor;"
            .."varying vec2 v_texCoord;"
            .."void main(void)"
            .."{"
            .."    vec4 c = texture2D(CC_Texture0, v_texCoord);"
            .."    gl_FragColor.xyz = vec3(0.4*c.r + 0.4*c.g + 0.4*c.b);"
            .."    gl_FragColor.w = c.w;"
            .."}"
    -- 移除置灰frag  
    local pszRemoveGrayShader = "#ifdef GL_ES \n" 
            .."precision mediump float; \n"  
            .."#endif \n"
            .."varying vec4 v_fragmentColor; "
            .."varying vec2 v_texCoord; "
            .."void main(void) "
            .."{"
            .."    gl_FragColor = texture2D(CC_Texture0, v_texCoord);"
            .."}" 
    if flag then
        program = cc.GLProgram:createWithByteArrays(vertShaderByteArray, pszAddGrayShader)
        program:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
        program:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
        program:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
        program:link();
        program:updateUniforms();
        node:setGLProgram(program);
    else
        local glProgram = cc.GLProgram:createWithByteArrays(vertShaderByteArray,pszRemoveGrayShader)  
        glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)  
        glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)  
        glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)  
        glProgram:link()  
        glProgram:updateUniforms()  
        node:setGLProgram(glProgram) 
    end
end
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