cocos2d-x 使用Shader让精灵变灰

之前的Shader文件,在精灵修改透明度的时候有问题,这才想着记一下变灰的方法!


void GameColorSprite::setGrayMode(){
    const GLchar* pszFragSource =
    "#ifdef GL_ES \n \
    precision mediump float; \n \
    #endif \n \
    uniform sampler2D u_texture; \n \
    varying vec2 v_texCoord; \n \
    varying vec4 v_fragmentColor; \n \
    void main(void) \n \
    { \n \
    // Convert to greyscale using NTSC weightings \n \
    vec4 pixel = texture2D(u_texture, v_texCoord); \n \
    float grey = dot(pixel.rgb, vec3(0.299, 0.587, 0.114)); \n \
    float alpha = v_fragmentColor.a; \n\
    gl_FragColor = vec4(grey * alpha, grey * alpha, grey * alpha, pixel.a * alpha); \n \
    }";
    
    CCGLProgram* pProgram = new CCGLProgram();
    pProgram->initWithVertexShaderByteArray(ccPositionTextureColor_vert, pszFragSource);
    this->setShaderProgram(pProgram);
    pProgram->release();
    
    CHECK_GL_ERROR_DEBUG();
    
    this->getShaderProgram()->addAttribute(kCCAttributeNamePosition, kCCVertexAttrib_Position);
    this->getShaderProgram()->addAttribute(kCCAttributeNameColor, kCCVertexAttrib_Color);
    this->getShaderProgram()->addAttribute(kCCAttributeNameTexCoord, kCCVertexAttrib_TexCoords);
    CHECK_GL_ERROR_DEBUG();
    
    this->getShaderProgram()->link();
    CHECK_GL_ERROR_DEBUG();
    
    this->getShaderProgram()->updateUniforms();
    CHECK_GL_ERROR_DEBUG();
    
}




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