cocos shader 之 马赛克滤镜
发布时间:2020-12-14 16:35:39 所属栏目:百科 来源:网络整理
导读:效果: VSH: #ifdef OPENGL_ESprecision mediump vec2;precision mediump float;#endif// Attributesattribute vec3 a_position;attribute vec2 a_texCoord;attribute vec4 a_color;// Varyings#ifdef GL_ESvarying vec2 v_texCoord;#elsevarying vec2 v_texC
效果:
VSH: #ifdef OPENGL_ES precision mediump vec2; precision mediump float; #endif // Attributes attribute vec3 a_position; attribute vec2 a_texCoord; attribute vec4 a_color; // Varyings #ifdef GL_ES varying vec2 v_texCoord; #else varying vec2 v_texCoord; #endif varying vec4 v_fragmentColor; void main() { gl_Position = CC_PMatrix * vec4(a_position,1.0); v_texCoord = a_texCoord; v_fragmentColor = a_color; } FSH: #ifdef GL_ES precision mediump float; #endif uniform sampler2D u_texture; varying vec2 v_texCoord; varying vec4 v_fragmentColor; const vec3 nLightPlus = vec3(0.1,0.1,0.1); uniform vec2 resolution; void main() { vec4 col = texture2D(CC_Texture0,v_texCoord ); float x = v_texCoord.x * resolution.x; float y = v_texCoord.y * resolution.y; float realX = floor(x/5.0 + 0.5) * 5.0; float realY = floor(y/5.0 + 0.5) * 5.0; gl_FragColor = texture2D(CC_Texture0,vec2(realX/resolution.x,realY/resolution.y) ); } (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |