cocos shader 之 模糊滤镜

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效果:


VSH:

#ifdef OPENGL_ES
precision mediump vec2;
precision mediump float;
#endif

// Attributes
attribute vec3 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;

// Varyings
#ifdef GL_ES
varying vec2 v_texCoord;
#else
varying vec2 v_texCoord;
#endif
varying 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_ES
precision mediump float;
#endif

varying vec4 v_fragmentColor;
varying vec2 v_texCoord;

uniform vec2 resolution;
//uniform float blurRadius;

vec4 blur(vec2 p)
{
    vec4 col = vec4(0);
    vec2 unit = 1.0/resolution;
    float r = 10.0;
    float nCount = 0.0;
    for (float x = -r; x < r; ++x) {
        for (float y = -r; y < r; ++y) {
            float weight = (r-abs(x)) * (r-abs(y));
            col += texture2D(CC_Texture0,p + vec2(x*unit.x,y*unit.y))*weight;
            nCount += weight;
        }
    }
    return col / nCount;
}

void main(void)
{
    gl_FragColor = blur(v_texCoord);
}

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