新しいサンプルのプロジェクト
GameScene.cpp
bool GameLayer::init()
{
...
// sourceSprite
_sourceSprite = Sprite::create("HelloWorld.png");
_sourceSprite->setPosition(Vec2(_screenWidth/2, _screenHeight/2));
this->addChild(_sourceSprite);
// apply gray effect to sprite
this->greySprite(_sourceSprite);
}
GameScene.cpp
void GameLayer::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->setGLProgram(p);
}
}
Resourcesのファイルに gray.vshとgray.fsh を入れます
gray.vsh
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main()
{
vec4 v_orColor = v_fragmentColor * texture2D(CC_Texture0, v_texCoord);
float gray = dot(v_orColor.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, v_orColor.a);
}
gray.fsh
attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_color;
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
void main()
{
gl_Position = CC_PMatrix * a_position; // not CC_MVPMatrix
v_fragmentColor = a_color;
v_texCoord = a_texCoord;
}