vertex shader
//这个就是做投影矩阵
attribute vec4 av_Position; // 顶点坐标 glGetAttribLocation
attribute vec2 af_Position; // 纹理坐标 glGetAttribLocation
varying vec2 ft_Position; //用于将纹理坐标传到fragment里面 //名字要和fragment一样
uniform mat4 u_Matrix;
void main(){
ft_Position = af_Position;
gl_Position = av_Position * u_Matrix;
}
颜色反转
precision mediump float;
varying vec2 ft_Position;
uniform sampler2D sTexture;
void main(){
lowp vec4 textureColor = texture2D(sTexture,ft_Position);
gl_FragColor=vec4((textureColor.rgb + vec3(-0.5f)),textureColor.w);
}
黑白
precision mediump float;
varying vec2 ft_Position;
uniform sampler2D sTexture;
void main(){
lowp vec4 textureColor = texture2D(sTexture,ft_Position);
float gray = textureColor.r * 0.2125 + textureColor.g * 0.7154 + textureColor.b * 0.0721;
gl_FragColor= vec4(gray,gray,gray,textureColor.w);
}
刚学,以后慢慢加吧