#ifdef GL_ES precision highp float; #endif varying vec2 v_texCoord; void main(void) { vec4 col = texture2D(CC_Texture0,v_texCoord); float fDiatance = distance( v_texCoord,vec2(0.5,0.5) ); gl_FragColor = vec4(0.0,0.0,smoothstep(0.0,1.0-sin( CC_Time.z*0.5 ),abs(fDiatance)*0.5 ) ); }原文链接:https://www.f2er.com/cocos2dx/343714.html