变灰
"
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
void main(void)
{
// Convert to greyscale using NTSC weightings
vec4 col = texture2D(u_texture, v_texCoord);
float grey = dot(col.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(grey, grey, grey, col.a);
}
";
冰冻
"
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
void main(void)
{
vec4 normalColor = v_fragmentColor * texture2D(u_texture, v_texCoord);
normalColor *= vec4(0.8, 0.8, 0.8, 1);
normalColor.b += normalColor.a * 0.2;
gl_FragColor = normalColor;
}
";
更多其他效果,参考http://blog.csdn.net/teng_ontheway/article/details/39190919