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cocos2d-x用shader来实现阴影

发布时间:2020-12-14 19:40:46 所属栏目:百科 来源:网络整理
导读:不废话,直接上代码,在cocos2d-x 3.3rc0中使用,通过. cocos2d-X在Sprite上使用shader auto sprite = Sprite::create("test2.png");sprite-setPosition(origin.x + visibleSize.width/2,origin.y + visibleSize.height /2 );auto shader_program = GLProgram::

不废话,直接上代码,在cocos2d-x 3.3rc0中使用,通过.



cocos2d-X在Sprite上使用shader


auto sprite = Sprite::create("test2.png");
sprite->setPosition(origin.x + visibleSize.width/2,origin.y + visibleSize.height /2 );

auto shader_program = GLProgram::createWithFilenames("shadow.vsh","shadow.fsh");
shader_program->use();
shader_program->setUniformsForBuiltins();

sprite->setGLProgram(shader_program);
this->addChild(sprite);



shadow.vsh

attribute vec4 a_position;
attribute vec2 a_texCoord;

varying vec2 v_texCoord;
void main()
{
gl_Position = CC_PMatrix * a_position;
v_texCoord = a_texCoord;
}


shadow.fsh



varying vec2 v_texCoord;

vec4 composite(vec4 over,vec4 under)
{
return over + (1.0 - over.a)*under;
}
void main(){
vec2 shadowOffset = vec2(0.03,0.03);
vec4 textureColor = texture2D(CC_Texture0,v_texCoord + shadowOffset);
float shadowMask = texture2D(CC_Texture0,v_texCoord ).a;
const float shadowOpacity = 0.5;
vec4 shadowColor = vec4(0,shadowMask *shadowOpacity);
gl_FragColor = composite(textureColor,shadowColor);
}

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