Shader does not support cocos2d?
Posted: Wed May 27, 2015 3:32 am
This is my transplant come from cocos2d shader
But drastic will be black Screen
But drastic will be black Screen
Code: Select all
<vertex>
attribute vec4 a_color;
attribute vec4 a_position;
varying vec4 v_color;
uniform mat4 u_MVPMatrix;
void main()
{
v_color = a_color;
gl_Position = u_MVPMatrix * a_position;
}
</vertex>
<fragment>
varying vec4 v_color;
uniform sampler2D tex0;
precision highp float;
uniform float time;
uniform vec2 resolution;
const float PI = 3.1415926535897932;
const float speed = 0.2;
const float speed_x = 0.3;
const float speed_y = 0.3;
const float intensity = 3.0;
const int steps = 8;
const float frequency = 4.0;
const int angle = 7;
const float delta = 20.0;
const float intence = 400.0;
const float emboss = 0.3;
float col(vec2 coord)
{
float delta_theta = 2.0 * PI / float(angle);
float col = 0.0;
float theta = 0.0;
for (int i = 0; i < steps; i++)
{
vec2 adjc = coord;
theta = delta_theta * float(i);
adjc.x += cos(theta)*time*speed + time * speed_x;
adjc.y -= sin(theta)*time*speed - time * speed_y;
col = col + cos((adjc.x*cos(theta) - adjc.y*sin(theta))
*frequency)*intensity;
}
return cos(col);
}
void main(void)
{
vec2 p = (gl_FragCoord.xy) / resolution.xy, c1 = p, c2 = p;
float cc1 = col(c1);
c2.x += resolution.x/delta;
float dx = emboss*(cc1-col(c2))/delta;
c2.x = p.x;
c2.y += resolution.y/delta;
float dy = emboss*(cc1-col(c2))/delta;
c1.x += dx;
c1.y += dy;
float alpha = 1.+dot(dx,dy)*intence;
gl_FragColor = texture2D(tex0,c1)*(alpha) *v_color*(alpha);
}
</fragment>