-- 图片置灰
function FMLTools:setSpriteGray(sp,flag)
-- 默认vert
local vertShaderByteArray = "\n"..
"attribute vec4 a_position; \n" ..
"attribute vec2 a_texCoord; \n" ..
"attribute vec4 a_color; \n"..
"#ifdef GL_ES \n"..
"varying lowp vec4 v_fragmentColor;\n"..
"varying mediump vec2 v_texCoord;\n"..
"#else \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n"..
"#endif \n"..
"void main() \n"..
"{\n" ..
"gl_Position = CC_PMatrix * a_position; \n"..
"v_fragmentColor = a_color;\n"..
"v_texCoord = a_texCoord;\n"..
"}"
-- 置灰frag
local flagShaderByteArray = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"vec4 c = texture2D(CC_Texture0, v_texCoord); \n" ..
"gl_FragColor.xyz = vec3(0.4*c.r + 0.4*c.g +0.4*c.b); \n"..
"gl_FragColor.w = c.w; \n"..
"}"
-- 移除置灰frag
local pszRemoveGrayShader = "#ifdef GL_ES \n" ..
"precision mediump float; \n" ..
"#endif \n" ..
"varying vec4 v_fragmentColor; \n" ..
"varying vec2 v_texCoord; \n" ..
"void main(void) \n" ..
"{ \n" ..
"gl_FragColor = texture2D(CC_Texture0, v_texCoord); \n" ..
"}"
if flag then
local glProgram = cc.GLProgram:createWithByteArrays(vertShaderByteArray,flagShaderByteArray)
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
glProgram:link()
glProgram:updateUniforms()
sp:getVirtualRenderer():getSprite():setGLProgram(glProgram)
else
local glProgram = cc.GLProgram:createWithByteArrays(vertShaderByteArray,pszRemoveGrayShader)
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
glProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
glProgram:link()
glProgram:updateUniforms()
sp:getVirtualRenderer():getSprite():setGLProgram(glProgram)
end
end
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