// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. CCEffect %{ techniques: - passes: - vert: sprite-vs:vert frag: sprite-fs:frag depthStencilState: depthTest: false depthWrite: false blendState: targets: - blend: true blendSrc: src_alpha blendDst: one_minus_src_alpha blendDstAlpha: one_minus_src_alpha rasterizerState: cullMode: none properties: alphaThreshold: { value: 0.5 } }% CCProgram sprite-vs %{ precision highp float; #include #if USE_LOCAL #include #endif in vec3 a_position; in vec2 a_texCoord; in vec4 a_color; out vec4 v_color; out vec2 v_uv0; #if USE_TEXTURE in vec2 a_uv0; #endif vec4 vert () { vec4 pos = vec4(a_position, 1); #if USE_LOCAL pos = cc_matWorld * pos; #endif #if USE_PIXEL_ALIGNMENT pos = cc_matView * pos; pos.xyz = floor(pos.xyz); pos = cc_matProj * pos; #else pos = cc_matViewProj * pos; #endif #if USE_TEXTURE v_uv0 = a_uv0; #endif v_color = a_color; v_uv0 = a_texCoord; return pos; } }% CCProgram sprite-fs %{ precision highp float; #include #include in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; #pragma builtin(local) layout(set = 2, binding = 11) uniform sampler2D cc_spriteTexture; #endif vec4 frag () { // 灰度:将颜色的RGB设置为相同的值即可使得图片为灰色,一般处理方法有: // 1、取三种颜色的平均值 // 2、取三种颜色的最大值(最小值) // 3、加权平均值:0.3R + 0.59G + 0.11*B vec4 o = vec4(1, 1, 1, 1); o *= CCSampleWithAlphaSeparated(cc_spriteTexture, v_uv0); float gray = (o.r + o.g + o.b)/3.0; o = vec4(gray, gray, gray, o.a); return o; } }%