cocos2d-js widget灰度shader接口

将widget和其子控件进行灰度和正常进行显示切换

LayoutConfig.setWidgetGrayEffect = function (widget,enable, shaderName = undefined) {
    var shader = LayoutConfig.getShaderMap(shaderName || (enable ? "ui_gray" : "ui_normal"));
    if (widget) {
        var children = widget.getChildren();
        for (var i in children) {
            LayoutConfig.setWidgetGrayEffect(children[i], enable);
        }

        if (!widget.getString) {
            widget.setShaderProgram(shader);
        }

        if (widget.getVirtualRenderer) {
            var children = widget.getVirtualRenderer().getChildren();
            for (var i in children) {
                LayoutConfig.setWidgetGrayEffect(children[i], enable);
            }
            if (!widget.getVirtualRenderer().getString) {
                widget.getVirtualRenderer().setShaderProgram(shader);
            }
        }
    }
};
LayoutConfig.getShaderMap = function (n) {
    var _s = this._shaderMap[n];
    if (_s) {
        //cc.log("LayoutConfig.getShaderMap: " + n + " Cache");
        return _s;
    }

    var b_n = "res/shader/" + n;
    var v_n = b_n + ".vsh";
    var f_n = b_n + ".fsh";

    _s = new cc.GLProgram(v_n, f_n);
    _s.addAttribute(cc.ATTRIBUTE_NAME_POSITION, cc.VERTEX_ATTRIB_POSITION);
    _s.addAttribute(cc.ATTRIBUTE_NAME_COLOR, cc.VERTEX_ATTRIB_COLOR);
    _s.addAttribute(cc.ATTRIBUTE_NAME_TEX_COORD, cc.VERTEX_ATTRIB_TEX_COORDS);
    _s.link();
    _s.updateUniforms();

    this._shaderMap[n] = _s;

    //cc.log("LayoutConfig.getShaderMap: " + n + " New");
    return _s;
};

ui_gray.fsh

#ifdef GL_ES
precision lowp float;
#endif
   
varying vec2 v_texCoord;
void main()
{
	vec4 c = texture2D(CC_Texture0, v_texCoord);                
	float grey =  dot(c.rgb, vec3(0.4, 0.4, 0.2));
	gl_FragColor =  vec4(grey, grey, grey, c.a);             
}

ui_gray.vsh

attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;

#ifdef GL_ES
varying mediump vec2 v_texCoord;
#else
varying vec2 v_texCoord;
#endif

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

ui_normal.fsh

#ifdef GL_ES
precision lowp float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

void main()
{
    gl_FragColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);
}

ui_normal.vsh

attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;

#ifdef GL_ES
varying lowp vec4 v_fragmentColor;
varying mediump vec2 v_texCoord;
#else
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
#endif

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