var grayShader = {
vShader: "attribute vec4 a_position; \nattribute vec2 a_texCoord; \nattribute vec4 a_color; \nvarying vec4 v_fragmentColor;\nvarying vec2 v_texCoord;\nvoid main() \n{ \ngl_Position = CC_PMatrix * a_position;\nv_fragmentColor = a_color;\nv_texCoord = a_texCoord;\n}",
fShader: "varying vec4 v_fragmentColor; \nvarying vec2 v_texCoord; \n//uniform sampler2D CC_Texture0; \nvoid main() \n{ \nvec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);\nfloat gray = dot(v_orColor.rgb, vec3(0.299, 0.587, 0.114));\ngl_FragColor = vec4(gray, gray, gray, v_orColor.a);\n}"
};
var highLightShader = {
vShader: "attribute vec4 a_position; \nattribute vec2 a_texCoord; \nattribute vec4 a_color; \nvarying vec4 v_fragmentColor;\nvarying vec2 v_texCoord;\nvoid main() \n{ \ngl_Position = CC_PMatrix * a_position;\nv_fragmentColor = a_color;\nv_texCoord = a_texCoord;\n}",
fShader: "varying vec4 v_fragmentColor; \nvarying vec2 v_texCoord; \n//uniform sampler2D CC_Texture0; \nvoid main() \n{ \nvec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);\nfloat gray = dot(v_orColor.rgb, vec3(0.8, 0.9, 0.85));\ngl_FragColor = vec4(v_orColor.r+0.08, v_orColor.g+0.08, v_orColor.b+0.08, v_orColor.a+0.015);\n}"
};
var normalShader = {
vShader: "attribute vec4 a_position; \nattribute vec2 a_texCoord; \nattribute vec4 a_color; \nvarying vec4 v_fragmentColor;\nvarying vec2 v_texCoord;\nvoid main() \n{ \ngl_Position = CC_PMatrix * a_position;\nv_fragmentColor = a_color;\nv_texCoord = a_texCoord;\n}",
fShader: "varying vec4 v_fragmentColor; \nvarying vec2 v_texCoord; \n//uniform sampler2D CC_Texture0; \nvoid main() \n{ \nvec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);\nfloat gray = dot(v_orColor.rgb, vec3(0.8, 0.9, 0.85));\ngl_FragColor = vec4(v_orColor.r, v_orColor.g, v_orColor.b, v_orColor.a);\n}"
};
var program = new cc.GLProgram();program.initWithVertexShaderByteArray(highLightShader.vShader, highLightShader.fShader);program.addAttribute(cc.macro.ATTRIBUTE_NAME_POSITION, cc.macro.VERTEX_ATTRIB_POSITION);program.addAttribute(cc.macro.ATTRIBUTE_NAME_COLOR, cc.macro.VERTEX_ATTRIB_COLOR);program.addAttribute(cc.macro.ATTRIBUTE_NAME_TEX_COORD, cc.macro.VERTEX_ATTRIB_TEX_COORDS);program.link();program.updateUniforms();sprite._sgNode.shaderProgram = program;
//补充:
真机上将program.initWithVertexShaderByteArray(highLightShader.vShader, highLightShader.fShader);
改为
program.initWithString(highLightShader.vShader, highLightShader.fShader);
否则报错: i.initWithVertexShaderByteArray is not a function