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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)

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