不废话,直接上代码,在cocos2d-x 3.3rc0中使用,通过.
cocos2d-X在Sprite上使用shader
auto sprite = Sprite::create("test2.png"); sprite->setPosition(origin.x + visibleSize.width/2,origin.y + visibleSize.height /2 ); auto shader_program = GLProgram::createWithFilenames("shadow.vsh","shadow.fsh"); shader_program->use(); shader_program->setUniformsForBuiltins(); sprite->setGLProgram(shader_program); this->addChild(sprite);
shadow.vsh
attribute vec4 a_position; attribute vec2 a_texCoord; varying vec2 v_texCoord; void main() { gl_Position = CC_PMatrix * a_position; v_texCoord = a_texCoord; }
shadow.fsh
varying vec2 v_texCoord; vec4 composite(vec4 over,vec4 under) { return over + (1.0 - over.a)*under; } void main(){ vec2 shadowOffset = vec2(0.03,0.03); vec4 textureColor = texture2D(CC_Texture0,v_texCoord + shadowOffset); float shadowMask = texture2D(CC_Texture0,v_texCoord ).a; const float shadowOpacity = 0.5; vec4 shadowColor = vec4(0,shadowMask *shadowOpacity); gl_FragColor = composite(textureColor,shadowColor); }原文链接:https://www.f2er.com/cocos2dx/345753.html