GL Shader脚本代码
gray.vsh
<pre name="code" class="cpp">attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main()
{
gl_Position = CC_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
</pre><pre code_snippet_id="688699" snippet_file_name="blog_20150609_3_5918082" name="code" class="cpp">gray.fsh
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main(void)
{
vec4 c = texture2D(CC_Texture0, v_texCoord);
gl_FragColor.xyz = vec3(0.2126*c.r + 0.7152*c.g + 0.0722*c.b);
gl_FragColor.w = c.w;
}
以上两文件copy到工程
使用
void CMovingObject::SetGraySprite(Sprite* sprite)
{
if(sprite)
{
GLProgram * p = new GLProgram();
p->initWithFilenames("gray.vsh", "gray.fsh");
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_POSITION, GLProgram::VERTEX_ATTRIB_POSITION);
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_COLOR, GLProgram::VERTEX_ATTRIB_COLOR);
p->bindAttribLocation(GLProgram::ATTRIBUTE_NAME_TEX_COORD, GLProgram::VERTEX_ATTRIB_TEX_COORDS);
p->link();
p->updateUniforms();
sprite->setGLProgram(p);
//恢复
//<span style="font-family: Arial, Helvetica, sans-serif;">sprite->setGLProgram(GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));</span>
//解决坐标错乱问题:gray.vsh 中的CC_MVPMatrix 改为 CC_PMatrix 即可
//解决报错问题:fsh中注释掉这句话//uniform sampler2D CC_Texture0;
}
}