// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd. // 灰化特效 // 原理: // r = 0.2126 * r + 0.7152 * g + 0.0722 * b // g = 0.2126 * r + 0.7152 * g + 0.0722 * b // b = 0.2126 * r + 0.7152 * g + 0.0722 * b CCEffect %{ techniques: - passes: - vert: vs frag: fs blendState: targets: - blend: true rasterizerState: cullMode: none properties: texture: { value: white } alphaThreshold: { value: 0.5 } # 灰化程度 grayLevel: { value: 1.0, editor: { tooltip: "灰化程度", range: [0.0, 1.0] } } }% CCProgram vs %{ precision highp float; #include #include in vec3 a_position; in vec4 a_color; out vec4 v_color; #if USE_TEXTURE in vec2 a_uv0; out vec2 v_uv0; #endif void main () { vec4 pos = vec4(a_position, 1); #if CC_USE_MODEL pos = cc_matViewProj * cc_matWorld * pos; #else pos = cc_matViewProj * pos; #endif #if USE_TEXTURE v_uv0 = a_uv0; #endif v_color = a_color; gl_Position = pos; } }% CCProgram fs %{ precision highp float; #include in vec4 v_color; #if USE_TEXTURE in vec2 v_uv0; uniform sampler2D texture; #endif #if USE_GRAY uniform GrayPhoto { // 灰化程度 float grayLevel; }; #endif void main () { vec4 o = vec4(1, 1, 1, 1); #if USE_TEXTURE o *= texture(texture, v_uv0); #if CC_USE_ALPHA_ATLAS_TEXTURE o.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r; #endif #endif o *= v_color; ALPHA_TEST(o); #if USE_GRAY vec4 srcColor = o; float gray = 0.2126 * o.r + 0.7152 * o.g + 0.0722 * o.b; vec4 grayColor = vec4(gray, gray, gray, o.a); // o = srcColor + (grayColor - srcColor) * grayLevel; // 实际上,在OpenGL中内置了mix混合函数,实际效果就是上面这条公式 // mix(x, y, a)函数理解:x * (1.0 - a) + y * a // 为了看起来更像OpenGL,因此这里改为采用内置函数 o = mix(srcColor, grayColor, grayLevel); #endif gl_FragColor = o; } }%