【OpenGL】Shader:照片闪光,圆角和遮罩
转发请保持地址:http://blog.csdn.net/stalendp/article/details/22720295
请问:这段代码 在cocos2d-x里如何使用~
在游戏中,当战斗结束后,对一些获取的宝贝需要进行闪光处理。这篇文章介绍一个进行闪光处理的shader,运行效果如下:
代码如下:
Shader “stalendp/imageShine” {
Properties {
_image (“image”, 2D) = “white” {}
_percent ("_percent", Range(-5, 5)) = 1
_angle(“angle”, Range(0, 1)) = 0
}
CGINCLUDE
#include "UnityCG.cginc"
sampler2D _image;
float _percent;
float _angle;
struct v2f {
float4 pos:SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert(appdata_base v) {
v2f o;
o.pos = mul (UNITY_MATRIX_MVP, v.vertex);
o.uv = v.texcoord.xy;
return o;
}
fixed4 frag(v2f i) : COLOR0 {
// 计算圆角
float2 uv = i.uv.xy - float2(0.5);
float rx = fmod(uv.x, 0.4);
float ry = fmod(uv.y, 0.4);
float mx = step(0.4, abs(uv.x));
float my = step(0.4, abs(uv.y));
float alpha = 1 - mx*my*step(0.1, length(half2(rx,ry)));
fixed2x2 rotMat = fixed2x2(0.866,0.5,-0.5,0.866); // 旋转矩阵,旋转30度
fixed4 k = tex2D(_image, i.uv);
// k = fixed4(fixed3(k.r+k.g+k.b)/3, 1); //灰度设置
uv = i.uv - fixed2(0.5);
_angle = 6.283*(_angle-0.5);
float hui = (2-sign(_angle-atan2(uv.y, uv.x)))/3; // 百分比计算
uv = (i.uv + fixed2(_percent)) * 2; // 缩放并位移
uv = mul(rotMat, uv); //旋转
k += fixed4(saturate(lerp(fixed(1),fixed(0),abs(uv.y)))); // 加上光线
k *= fixed4(fixed3(hui), alpha); // 圆角的运用
return k;
}
ENDCG
SubShader {
Tags {"Queue" = "Transparent"}
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma fragmentoption ARB_precision_hint_fastest
ENDCG
}
}
FallBack Off
}
请问:这段代码 在cocos2d-x里如何使用~