Cocos2d-x lua shader使用

Cocos2d-x lua shader使用,第1张

概述function darkNode(node) local vertDefaultSource = "\n".. "attribute vec4 a_position; \n" .. "attribute vec2 a_texCoord; \n" ..
function darkNode(node) local vertDefaultSource = "\n"..                           "attribute vec4 a_position; \n" ..                           "attribute vec2 a_texCoord; \n" ..                           "attribute vec4 a_color; \n"..                                                                               "#ifdef GL_ES  \n"..                           "varying lowp vec4 v_fragmentcolor;\n"..                           "varying mediump vec2 v_texCoord;\n"..                           "#else                      \n" ..                           "varying vec4 v_fragmentcolor; \n" ..                           "varying vec2 v_texCoord;  \n"..                           "#endif    \n"..                           "voID main() \n"..                           "{\n" ..                            "gl_position = CC_PMatrix * a_position; \n"..                           "v_fragmentcolor = a_color;\n"..                           "v_texCoord = a_texCoord;\n"..                           "}"            local pszFragSource = "#ifdef GL_ES \n" ..                          "precision mediump float; \n" ..                            "#endif \n" ..                            "varying vec4 v_fragmentcolor; \n" ..                            "varying vec2 v_texCoord; \n" ..                            "voID main(voID) \n" ..                            "{ \n" ..                             "vec4 c = texture2D(CC_Texture0,v_texCoord); \n" ..                            "gl_Fragcolor.xyz = vec3(0.4*c.r + 0.4*c.g +0.4*c.b); \n"..                            "gl_Fragcolor.w = c.w; \n"..                            "}"    local pProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource,pszFragSource)        pProgram:bindAttribLocation(cc.ATTRIBUTE_name_position,cc.VERTEX_ATTRIB_position)    pProgram:bindAttribLocation(cc.ATTRIBUTE_name_color,cc.VERTEX_ATTRIB_color)    pProgram:bindAttribLocation(cc.ATTRIBUTE_name_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)    pProgram:link()    pProgram:updateUniforms()    node:setGLProgram(pProgram)    end
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