效果:
VSH:
#ifdef OPENGL_ESprecision mediump vec2;precision mediump float;#endif// Attributesattribute vec3 a_position;attribute vec2 a_texCoord;attribute vec4 a_color;// varyings#ifdef GL_ESvarying vec2 v_texCoord;#elsevarying vec2 v_texCoord;#endifvarying vec4 v_fragmentcolor;voID main(){ gl_position = CC_PMatrix * vec4(a_position,1.0); v_texCoord = a_texCoord; v_fragmentcolor = a_color;}
FSH:
#ifdef GL_ESprecision mediump float;#endifuniform sampler2D u_texture;varying vec2 v_texCoord;varying vec4 v_fragmentcolor;const vec3 nlightPlus = vec3(0.1,0.1,0.1);uniform vec2 resolution;voID main() { vec4 col = texture2D(CC_Texture0,v_texCoord ); float x = v_texCoord.x * resolution.x; float y = v_texCoord.y * resolution.y; float realX = floor(x/5.0 + 0.5) * 5.0; float realY = floor(y/5.0 + 0.5) * 5.0; gl_Fragcolor = texture2D(CC_Texture0,vec2(realX/resolution.x,realY/resolution.y) );}总结
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