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Cocos2d-x lua shader使用

发布时间:2020-12-14 19:50:13 所属栏目:百科 来源:网络整理
导读:function darkNode(node) local vertDefaultSource = "n".. "attribute vec4 a_position; n" .. "attribute vec2 a_texCoord; n" .. "attribute vec4 a_color; n".. "#ifdef GL_ES n".. "varying lowp vec4 v_fragmentColor;n".. "varying mediump vec
function darkNode(node)

 local vertDefaultSource = "n"..
                           "attribute vec4 a_position; n" ..
                           "attribute vec2 a_texCoord; n" ..
                           "attribute vec4 a_color; n"..                                                    
                           "#ifdef GL_ES  n"..
                           "varying lowp vec4 v_fragmentColor;n"..
                           "varying mediump vec2 v_texCoord;n"..
                           "#else                      n" ..
                           "varying vec4 v_fragmentColor; n" ..
                           "varying vec2 v_texCoord;  n"..
                           "#endif    n"..
                           "void main() n"..
                           "{n" ..
                            "gl_Position = CC_PMatrix * a_position; n"..
                           "v_fragmentColor = a_color;n"..
                           "v_texCoord = a_texCoord;n"..
                           "}"
        
    local pszFragSource = "#ifdef GL_ES n" ..
                          "precision mediump float; n" ..
                            "#endif n" ..
                            "varying vec4 v_fragmentColor; n" ..
                            "varying vec2 v_texCoord; n" ..
                            "void main(void) n" ..
                            "{ n" ..
                             "vec4 c = texture2D(CC_Texture0,v_texCoord); n" ..
                            "gl_FragColor.xyz = vec3(0.4*c.r + 0.4*c.g +0.4*c.b); n"..
                            "gl_FragColor.w = c.w; n"..
                            "}"

    local pProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource,pszFragSource)
    
    pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
    pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
    pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
    pProgram:link()
    pProgram:updateUniforms()
    node:setGLProgram(pProgram)
    
end

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