cocos2dx 水波纹Shader
// on "init" you need to initialize your instance bool HelloWorld::init() { ////////////////////////////// // 1. super init first if ( !Layer::init() ) { return false; } Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); auto sp = Sprite::create("water.png", Rect(0,0, visibleSize.width, visibleSize.height)); addChild(sp); sp->setPosition(Point(visibleSize/2)); auto TexCache = Director::getInstance()->getTextureCache(); auto wave2 = TexCache->addImage("wave1.png"); auto wave1 = TexCache->addImage("18.jpg"); wave1->setTexParameters(Texture2D::TexParams{GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT}); wave2->setTexParameters(Texture2D::TexParams{GL_LINEAR, GL_LINEAR, GL_REPEAT, GL_REPEAT}); auto glprogram = GLProgram::createWithFilenames("water.vsh", "water.fsh"); auto glprogramstate = GLProgramState::getOrCreateWithGLProgram(glprogram); sp->setGLProgramState(glprogramstate); glprogramstate->setUniformTexture("u_wave1", wave1); glprogramstate->setUniformTexture("u_wave2", wave2); glprogramstate->setUniformFloat("saturateValue", 1.2); sp->setRotation3D(Vec3(-60,0,0)); return true; }
#ifdef GL_ES precision mediump float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform sampler2D u_wave1; uniform sampler2D u_wave2; uniform float u_interpolate; uniform float saturateValue; float verticalSpeed = 0.3797; float horizontalSpeed = 0.77; void main() { vec2 textCoord1 = v_texCoord; textCoord1.x += verticalSpeed * CC_Time.x; textCoord1.y += horizontalSpeed * CC_Time.x; vec3 color = texture2D(u_wave1, textCoord1).xyz; color += texture2D(u_wave2, v_texCoord).xyz; if(color.x > saturateValue) color = vec3(1.0); else color = texture2D(CC_Texture0, v_texCoord).xyz; gl_FragColor = vec4(color, 1.0); }
再优化了一下