cocos2d shader高亮

BlinkShader.vsh

attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
 
#ifdef GLES
 
varying mediump vec2 v_texCoord; 
varying mediump vec4 v_fragmentColor;
 
#else
 
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;

#endif


void main()
 
{
    gl_Position = CC_PMatrix * a_position;
    v_texCoord = a_texCoord;
    v_fragmentColor = a_color;
}

BlinkShader.fsh

#ifdef GL_ES
 
varying mediump vec2 v_texCoord;
 
varying mediump vec4 v_fragmentColor;
 
#else
 
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
 
#endif
 
uniform float u_radian;
 
void main()
{
    vec4 color = v_fragmentColor * texture2D(CC_Texture0,v_texCoord);
 
    gl_FragColor = vec4((color.rgb + abs(sin(u_radian))*0.4)*color.a,color.a);
}
local shader = cc.GLProgram.createWithFIlenames("BlinkShader.vsh","BlinkShader.fsh");

image.setShaderProgram(shader);

cc.ShaderCache.getInstance().addProgram(shader,"BlinsShader");

image.getGLProgramState().setUniformFloat("u_radian",0);

local radian = 0;
update:function(dt){
    radian = radian + dt;
    image.getGLProgramState().setUniformFloat("u_radian",radian);
}

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