// 将vsh与fsh装配成一个完整的Shader文件。
auto glprogram = GLProgram::createWithFilenames("gray.vsh", "gray.fsh");
// 由Shader文件创建这个Shader
auto glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram);
// 给精灵设置所用的Shader
sprite->setGLProgramState(glprogramstate);
auto textrue1 = Director::getInstance()->getTextureCache()->addImage("caustics.png");
glprogramstate->setUniformTexture("u_texture1", textrue1);
attribute vec4 a_position;//内置的默认坐标
attribute vec2 a_texCoord;//内置的默认纹理坐标
attribute vec4 a_color;//内置的默认颜色
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main()
{
gl_Position = CC_PMatrix * a_position;
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}
varying vec4 v_fragmentColor;//vsh传入的颜色
varying vec2 v_texCoord;//vsh传入的颜色
uniform sampler2D u_texture1;//外部传入的贴图
void main()
{
vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);//CC_Texture0为默认的贴图
float gray = dot(v_orColor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, v_orColor.a);//gl_FragColor 变量是一个标准输出参数,告知呈现缓冲区为当前像素使用什么颜色
}