Cocos2dx 使用Shader使精灵变灰

来源:互联网 发布:瘦脸 知乎 编辑:程序博客网 时间:2024/04/27 22:02

使用方法:

auto spr = Sprite::create("spr.png");auto program = CCGLProgram::createWithFilenames("gray.vsh", "gray.fsh"); //装配一个shader文件program->link();program->updateUniforms();spr->setShaderProgram(program);this->addChild(spr);

gray.vsh:

attribute vec4 a_position;  //内置的默认坐标attribute vec2 a_texCoord;  //内置的默认纹理坐标attribute vec4 a_color;     //内置的默认颜色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.fsh:

varying vec4 v_fragmentColor;varying vec2 v_texCoord;void main(void){     vec4 c = texture2D(CC_Texture0, v_texCoord);     gl_FragColor.xyz = vec3(0.2126*c.r + 0.7152*c.g + 0.0722*c.b);     gl_FragColor.w = c.w;}

原理比较简单,gl_FragColor是shader的内建变量,表示当前片段的颜色,代码中是把从采样器中(CC_Texture0)拿到的颜色值进行一个变灰处理后,最后得到的颜色值再赋值给gl_FragColor

原创粉丝点击