cocosStudio创建的图片怎么去色?
—为node去色/恢复颜色
–@param node node node实例
–@param doDark bool 是否去色
function CocosModuleMgr.darkNode(node, doDark)
if node==nil then
print(“node为空,node去色失败”)
return false
end
if doDark then
local vertDefaultSource = “\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”…
“}”
local pszFragSource = "#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"..
"}"
local pProgram = cc.GLProgram:createWithByteArrays(vertDefaultSource,pszFragSource)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_POSITION,cc.VERTEX_ATTRIB_POSITION)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_COLOR,cc.VERTEX_ATTRIB_COLOR)
pProgram:bindAttribLocation(cc.ATTRIBUTE_NAME_TEX_COORD,cc.VERTEX_ATTRIB_FLAG_TEX_COORDS)
pProgram:link()
pProgram:updateUniforms()
node:setGLProgram(pProgram)
else
node:setGLProgramState(cc.GLProgramState:getOrCreateWithGLProgram(cc.GLProgramCache:getInstance():getGLProgram("ShaderPositionTextureColor_noMVP")))
end
end