// on "init" you need to initialize your instance
bool HelloWorld::init()
{
//
// 1. super init first
if ( !Layer::init() )
{
return false;
}
Size visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
auto sp = Sprite::create("water.png", Rect(0,0, visibleSize.width, visibleSize.height));
addChild(sp);
sp->setPosition(Point(visibleSize/2));
auto TexCache = Director::getInstance()->getTextureCache();
auto wave2 = TexCache->addImage("wave1.png");
auto wave1 = TexCache->addImage("18.jpg");
wave1->setTexParameters(Texture2D::TexParams{GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT});
wave2->setTexParameters(Texture2D::TexParams{GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT});
auto glprogram = GLProgram::createWithFilenames("water.vsh", "water.fsh");
auto glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);
sp->setGLProgramState(glprogramstate);
glprogramstate->setUniformTexture("u_wave1", wave1);
glprogramstate->setUniformTexture("u_wave2", wave2);
glprogramstate->setUniformFloat("saturateValue", 1.2);
sp->setRotation3D(Vec3(-60,0,0));
return true;
}
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform sampler2D u_wave1;
uniform sampler2D u_wave2;
uniform float u_interpolate;
uniform float saturateValue;
float verticalSpeed = 0.3797;
float horizontalSpeed = 0.77;
void main() {
vec2 textCoord1 = v_texCoord;
textCoord1.x += verticalSpeed * CC_Time.x;
textCoord1.y += horizontalSpeed * CC_Time.x;
vec3 color = texture2D(u_wave1, textCoord1).xyz;
color += texture2D(u_wave2, v_texCoord).xyz;
if(color.x > saturateValue)
color = vec3(1.0);
else
color = texture2D(CC_Texture0, v_texCoord).xyz;
gl_FragColor = vec4(color, 1.0);
}
再优化了一下