Cocos openGL编写自己的Shaders
发布时间:2020-12-14 21:12:45 所属栏目:百科 来源:网络整理
导读:cocos2d-x 3.5,lua环境下实现按钮变灰; 代码调用: local program = cc.GLProgram:create("Shaders/Gray.vsh","Shaders/Gray.fsh") program:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION) program:bindAttribLocation(cc.ATT
cocos2d-x 3.5,lua环境下实现按钮变灰;
代码调用:
local program = cc.GLProgram:create("Shaders/Gray.vsh","Shaders/Gray.fsh") program:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION) program:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_TEX_COORD) program:link() program:updateUniforms() label:setGLProgram( program )
自己的vsh和fsh
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; } gray.vsh
varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform sampler2D CC_Texture0; void main() { vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0,v_texCoord); float gray = dot(v_orColor.rgb,vec3(0.299,0.587,0.114)); gl_FragColor = vec4(gray,gray,v_orColor.a); } gray.fsh (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! |