cocos2dx shader 变灰 及 冰冻效果
变灰
" \n\
#ifdef GL_ES \n\
precision mediump float; \n\
#endif \n\
\n\
uniform sampler2D u_texture; \n\
varying vec2 v_texCoord; \n\
varying vec4 v_fragmentColor; \n\
\n\
void main(void) \n\
{ \n\
// Convert to greyscale using NTSC weightings \n\
vec4 col = texture2D(u_texture, v_texCoord); \n\
float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114)); \n\
gl_FragColor = vec4(grey, grey, grey, col.a); \n\
} \n\
";
冰冻
" \n\
#ifdef GL_ES \n\
precision mediump float; \n\
#endif \n\
uniform sampler2D u_texture; \n\
varying vec2 v_texCoord; \n\
varying vec4 v_fragmentColor; \n\
void main(void) \n\
{ \n\
vec4 normalColor = v_fragmentColor * texture2D(u_texture, v_texCoord); \n\
normalColor *= vec4(0.8, 0.8, 0.8, 1); \n\
normalColor.b += normalColor.a * 0.2; \n\
gl_FragColor = normalColor; \n\
} \n\
";
更多其他效果,参考http://blog.csdn.net/teng_ontheway/article/details/39190919
Stay hungry, stay foolish!

浙公网安备 33010602011771号