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 uniform 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) ); }