cocos2dx shader 变灰 及 冰冻效果

变灰

"                                           

#ifdef GL_ES                                

precision mediump float;                    

#endif                                      



uniform sampler2D u_texture;                

varying vec2 v_texCoord;                    

varying vec4 v_fragmentColor;               



void main(void)                             

{                                           

// Convert to greyscale using NTSC weightings               

vec4 col = texture2D(u_texture, v_texCoord);                

float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114));       

gl_FragColor = vec4(grey, grey, grey, col.a);               

}                                           

";

  冰冻

"                                       

#ifdef GL_ES				

precision mediump float;		

#endif					

uniform sampler2D u_texture;		

varying vec2 v_texCoord;		

varying vec4 v_fragmentColor;		

void main(void)				

{					

	vec4 normalColor = v_fragmentColor * texture2D(u_texture, v_texCoord);	

	normalColor *= vec4(0.8, 0.8, 0.8, 1);	

	normalColor.b += normalColor.a * 0.2;	

	gl_FragColor = normalColor;	

}                                       

";

  

更多其他效果,参考http://blog.csdn.net/teng_ontheway/article/details/39190919

Stay hungry, stay foolish!
原文地址:https://www.cnblogs.com/JhonKing/p/5652456.html