在此做个记录,方便以后查询使用
方式一:
-- 老照片效果
function GameTableUI:setNodeGray(node,flag)
-- 默认vert
local vertShaderByteArray = "\n"..
"attribute vec4 a_position; \n" ..
"attribute vec2 a_texCoord; \n" ..
"attribute vec4 a_color; \n"..
"#ifdef GL_ES \n"..
"varying lowp vec4 v_fragmentColor;\n"..
"varying mediump vec2 v_texCoord;\n"..
"#else \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n"..
"#endif \n"..
"void main() \n"..
"{\n" ..
"gl_Position = CC_PMatrix * a_position; \n"..
"v_fragmentColor = a_color;\n"..
"v_texCoord = a_texCoord;\n"..
"}"
-- 老照片frag
local flagShaderByteArray = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"vec4 c = texture2D(CC_Texture0, v_texCoord); \n" ..
"gl_FragColor.xyz = vec3(0.38*c.r + 0.38*c.g +0.38*c.b); \n"..
"gl_FragColor.r = c.r * 0.393 + c.g * 0.769 + c.b * 0.189; \n"..
"gl_FragColor.g = c.r * 0.349 + c.g * 0.686 + c.b * 0.168; \n"..
"gl_FragColor.b = c.r * 0.272 + c.g * 0.534 + c.b * 0.131; \n"..
--"gl_FragColor.rgb = c.rgb + (gl_FragColor.rgb - c.rgb) * 1 \n;"..//控制照片老化程度(0-1)
"gl_FragColor.w = c.w; \n"..
"}"
-- 移除老照片frag
local pszRemoveGrayShader = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"gl_FragColor = texture2D(CC_Texture0, v_texCoord); \n" ..
"}"
if flag then
local glProgram = cc.GLProgram:createWithByteArrays(vertShaderByteArray,flagShaderByteArray)
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:getVirtualRenderer():getSprite():setGLProgram(glProgram)
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:getVirtualRenderer():getSprite():setGLProgram(glProgram)
end
end
方式二:
-- 老照片效果
function GameTableUI:setNodeGrayFromFile(node,flag)
if flag then
--添加老照片
local glProgram = cc.GLProgram:createWithFilenames("SHZ/res/shaders/gray.vsh","SHZ/res/shaders/gray.fsh")
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:getVirtualRenderer():getSprite():setGLProgram(glProgram)
else
--移除老照片
local glProgram = cc.GLProgram:createWithFilenames("SHZ/res/shaders/normal.vsh","SHZ/res/shaders/normal.fsh")
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:getVirtualRenderer():getSprite():setGLProgram(glProgram)
end
end
附:
gray.fsh(片段着色器)文件:
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main()
{
vec4 c = texture2D(CC_Texture0, v_texCoord);
gl_FragColor.xyz = vec3(0.2126*c.r + 0.7152*c.g + 0.0722*c.b);
gl_FragColor.r = c.r*0.393 + c.g*0.769 + c.b*0.189;
gl_FragColor.g = c.r*0.349 + c.g*0.686 + c.b*0.168;
gl_FragColor.b = c.r*0.272 + c.g*0.534 + c.b*0.131;
gl_FragColor.rgb = c.rgb + (gl_FragColor.rgb - c.rgb) * 1--控制照片老化程度(0-1)
gl_FragColor.w = c.w;
}
gray.vsh文件:
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;
//CC_PMatrix 为纹理原坐标 CC_MVPMatrix 为变动坐标
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
normal.fsh文件
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main()
{
gl_FragColor = texture2D(CC_Texture0, v_texCoord);
}
normal.vsh文件:
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;
//CC_PMatrix 为纹理原坐标 CC_MVPMatrix 为变动坐标
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}