
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 总结 以上是内存溢出为你收集整理的Cocos openGL编写自己的Shaders全部内容,希望文章能够帮你解决Cocos openGL编写自己的Shaders所遇到的程序开发问题。
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