Cocos openGL编写自己的Shaders

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cocos2d-x 3.5,lua环境下实现按钮变灰;


代码调用

  1. local program = cc.GLProgram:create("Shaders/Gray.vsh","Shaders/Gray.fsh")
  2. program:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
  3. program:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_TEX_COORD)
  4. program:link()
  5. program:updateUniforms()
  6.  
  7. label:setGLProgram( program )



自己的vsh和fsh

  1. attribute vec4 a_position;
  2. attribute vec2 a_texCoord;
  3. attribute vec4 a_color;
  4.  
  5.  
  6. varying vec4 v_fragmentColor;
  7. varying vec2 v_texCoord;
  8. void main()
  9. {
  10. gl_Position = CC_PMatrix * a_position;
  11. v_fragmentColor = a_color;
  12. v_texCoord = a_texCoord;
  13. }
  14. gray.vsh


  1. varying vec4 v_fragmentColor;
  2. varying vec2 v_texCoord;
  3. uniform sampler2D CC_Texture0;
  4. void main()
  5. {
  6. vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0,v_texCoord);
  7. float gray = dot(v_orColor.rgb,vec3(0.299,0.587,0.114));
  8. gl_FragColor = vec4(gray,gray,v_orColor.a);
  9. }
  10.  
  11. gray.fsh

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