How to use “Opengl Shader” in cocos2d-x3.0

How to use “Opengl Shader” in cocos2d-x3.0,第1张

概述http://discuss.cocos2d-x.org/t/how-to-use-opengl-shader-in-cocos2d-x3-0/12430 http://discuss.cocos2d-x.org/t/how-to-use-opengl-shader-in-cocos2d-x3-0/12430 yuye Mar 27 6  We can use the shader like th http://discuss.cocos2d-x.org/t/how-to-use-opengl-shader-in-cocos2d-x3-0/12430
http://discuss.cocos2d-x.org/t/how-to-use-opengl-shader-in-cocos2d-x3-0/12430 yuye Mar 27 6 We can use the shader like this way

First step:
Add 2 shader files to projects Resource

Second step

bool HelloWorld::init(){    if ( !Layer::init() )    {        return false;    }    ize visibleSize = Director::getInstance()->getVisibleSize();    auto sprite = Sprite::create("HelloWorld.png");    sprite->setAnchorPoint(Point(0.5,0.5));    sprite->setposition(Point(visibleSize.wIDth / 3,visibleSize.height / 3));    this->addChild(sprite);    graySprite(sprite);    return true;}voID HelloWorld::graySprite(Sprite * sprite){    if(sprite)    {        GLProgram * p = new GLProgram();        p->initWithfilenames("gray.vsh","gray.fsh");        p->bindAttribLocation(GLProgram::ATTRIBUTE_name_position,GLProgram::VERTEX_ATTRIB_position);        p->bindAttribLocation(GLProgram::ATTRIBUTE_name_color,GLProgram::VERTEX_ATTRIB_color);        p->bindAttribLocation(GLProgram::ATTRIBUTE_name_TEX_COORD,GLProgram::VERTEX_ATTRIB_TEX_COORDS);        p->link();        p->updateUniforms();        sprite->setShaderProgram(p);    }}


gray.vsh.zip(0.3 KB)
gray.fsh.zip(330 Bytes)

总结

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