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  • 基于cocos2dx 2.x做的一些shader效果Demo

    RT. 没兴趣更新了~ 
    适合:
    1:想初步学习shader的同学可以了解下。
    2:想用cocos2dx做点效果的同学可以了解下。
    请直接下载当前页面附件的rar包就可以了。

    如果需要直接运行程序的可以到百度盘下载:http://pan.baidu.com/s/1jGoRCmM

    1. [图片] 1.jpg    

    2. [图片] 2.jpg    

    3. [图片] 无标题.jpg    

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    //--------------------------------------------------------
    // 模糊效果
    static const GLchar* s_szBlurFSH =
        "                                                              
        precision mediump float;                                       
        uniform sampler2D u_Texture;                                   
        uniform vec2 u_TextureCoordOffset[25];                         
        varying vec2 v_texCoord;                                       
        varying vec4 v_fragmentColor;                                  
                                                                        
        void main(void)                                                
        {                                                              
            vec4 sample[25];                                               
                                                                            
            for (int i = 0; i < 25; i++)                                
            {                                                              
            sample[i] = texture2D(u_Texture,                               
            v_texCoord.st + u_TextureCoordOffset[i]);                      
            }                                                              
            //--------------------------------------------------------     
            //   1 3 1                                                     
            //   3 1 3   / 11                                              
            //   1 3 1                                                     
                                                                            
            //gl_FragColor = (sample[0] + (3.0*sample[1]) + sample[2] +    
            //  (3.0*sample[3]) + sample[4] + (3.0*sample[5]) +            
            //  sample[6] + (3.0*sample[7]) + sample[8]) / 11.0;           
            //--------------------------------------------------------     
            // Gaussian weighting:                                         
            // 1  4  7  4 1                                                
            // 4 16 26 16 4                                                
            // 7 26 41 26 7 / 273 (i.e. divide by total of weightings)     
            // 4 16 26 16 4                                                
            // 1  4  7  4 1                                                
                                                                            
            gl_FragColor = (                                               
            (1.0  * (sample[0] + sample[4]  + sample[20] + sample[24])) +  
            (4.0  * (sample[1] + sample[3]  + sample[5]  + sample[9] +     
                sample[15] + sample[19] + sample[21] + sample[23])) +      
            (7.0  * (sample[2] + sample[10] + sample[14] + sample[22])) +  
            (16.0 * (sample[6] + sample[8]  + sample[16] + sample[18])) +  
            (26.0 * (sample[7] + sample[11] + sample[13] + sample[17])) +  
            (41.0 * sample[12])                                            
            ) / 273.0;                                                     
        }";
    //--------------------------------------------------------
    // 磨砂
    static const GLchar* s_szSharpenFSH =
        "                                                              
        precision mediump float;                                       
        uniform sampler2D u_Texture;                                   
        uniform vec2 u_TextureCoordOffset[25];                         
        varying vec2 v_texCoord;                                       
        varying vec4 v_fragmentColor;                                  
                                                                        
        void main(void)                                                
        {                                                              
            vec4 sample[25];                                           
                                                                        
            for (int i = 0; i < 25; i++)                            
            {                                                          
                sample[i] = texture2D(u_Texture,                       
                    v_texCoord.st + u_TextureCoordOffset[i]);          
            }                                                          
            //-------------------------------------------------------- 
            //   -1 -1 -1                                              
            //   -1  9 -1                                              
            //   -1 -1 -1                                              
                                                                        
            //gl_FragColor = (sample[4] * 9.0) -                       
            //  (sample[0] + sample[1] + sample[2] +                   
            //  sample[3] + sample[5] +                                
            //  sample[6] + sample[7] + sample[8]);                    
            //-------------------------------------------------------- 
            // Sharpen weighting:                                      
            //  0 -1 -1 -1  0                                          
            // -1  2 -4  2 -1                                          
            // -1 -4 13 -4 -1                                          
            // -1  2 -4  2 -1                                          
            //  0 -1 -1 -1  0                                          
                                                                        
            //gl_FragColor = (                                         
            //(-1.0  * ( sample[1] + sample[2]  + sample[3] + sample[5] +  
            //sample[9] + sample[10] + sample[14] + sample[15] +           
            //sample[19] + sample[21] + sample[22] + sample[23]) ) +       
            //(2.0 * (sample[6] + sample[8] + sample[16] + sample[18])) +  
            //(-4.0 *(sample[7] + sample[11] + sample[13] + sample[17]))+  
            //( 13.0 * sample[12] )                                    
            //);                                                           
                                                                                            
            // 1  1  1  1  1                                                               
            // 1  1  1  1  1                                                               
            // 1  1 -14 1  1                                                               
            // 1  1  1  1  1                                                               
            // 1  1  1  1  1                                                               
                                                                                            
            gl_FragColor = -14.0 * sample[12];                                             
                                                                                            
            for (int i = 0; i < 25; i++)                                                
            {                                                                              
            if (i != 12)                                                                   
            gl_FragColor += sample[i];                                                     
            }                                                                              
            gl_FragColor /= 14.0;                                                          
        }";
    //--------------------------------------------------------        
    // 膨胀
    static const GLchar* s_szDilateFSH =
        "                                                              
        precision mediump float;                                       
        uniform sampler2D u_Texture;                                   
        uniform vec2 u_TextureCoordOffset[25];                         
        varying vec2 v_texCoord;                                       
        varying vec4 v_fragmentColor;                                  
                                                                        
        void main(void)                                                
        {                                                              
        vec4 sample[25];                                               
        vec4 maxValue = vec4(0.0);                                                         
                                                                                            
        for (int i = 0; i < 25; i++)                                                    
        {                                                                                  
            // Sample a grid around and including our texel                                
            sample[i] = texture2D(u_Texture, v_texCoord.st + u_TextureCoordOffset[i]);     
            // Keep the maximum value                                                      
            maxValue = max(sample[i], maxValue);                                           
        }                                                                                  
                                                                                            
        gl_FragColor = maxValue;                                                           
        }";
    //-------------------------------------------------------- 
    // 侵蚀效果
    static const GLchar* s_szErodeFSH =
        "                                                              
        precision mediump float;                                       
        uniform sampler2D u_Texture;                                   
        uniform vec2 u_TextureCoordOffset[25];                         
        varying vec2 v_texCoord;                                       
        varying vec4 v_fragmentColor;                                  
                                                                        
        void main(void)                                                
        {                                                              
        vec4 sample[25];                                                               
        vec4 minValue = vec4(1.0);                                                     
                                                                                        
        for (int i = 0; i < 25; i++)                                                
        {                                                                              
            // Sample a grid around and including our texel                            
            sample[i] = texture2D(u_Texture, v_texCoord.st + u_TextureCoordOffset[i]); 
            // Keep the minimum value                                                  
            minValue = min(sample[i], minValue);                                       
        }                                                                              
                                                                                        
        gl_FragColor = minValue;                                                       
        }";
    //--------------------------------------------------------
    // Laplacian描边效果
    static const GLchar* s_szLaplacianEdgeDetectionFSH =
        "                                                              
        precision mediump float;                                       
        uniform sampler2D u_Texture;                                   
        uniform vec2 u_TextureCoordOffset[25];                         
        varying vec2 v_texCoord;                                       
        varying vec4 v_fragmentColor;                                  
                                                                        
        void main(void)                                                
        {                                                              
        vec4 sample[25];                                                               
                                                                                        
        for (int i = 0; i < 25; i++)                                                
        {                                                                              
            // Sample a grid around and including our texel                            
            sample[i] = texture2D(u_Texture, v_texCoord.st + u_TextureCoordOffset[i]); 
        }                                                                              
                                                                                        
        // Laplacian weighting:                                                        
        // -1 -1 -1 -1 -1                                                              
        // -1 -1 -1 -1 -1                                                              
        // -1 -1 24 -1 -1                                                              
        // -1 -1 -1 -1 -1                                                              
        // -1 -1 -1 -1 -1                                                              
                                                                                        
        gl_FragColor = 24.0 * sample[12];                                              
                                                                                        
        for (int i = 0; i < 25; i++)                                                
        {                                                                              
            if (i != 12)                                                               
                gl_FragColor -= sample[i];                                             
        }                                                                              
        }";
    //--------------------------------------------------------
    // Sobel边缘检测
    static const GLchar* s_szSobelEdgeDetectionFSH =
        "                                                                  
        precision mediump float;                                           
        uniform sampler2D u_Texture;                                       
        uniform vec2 u_TextureCoordOffset[25];                             
        varying vec2 v_texCoord;                                           
        varying vec4 v_fragmentColor;                                      
                                                                            
        void main(void)                                                    
        {                                                                  
            vec4 sample[25];                                               
                                                                            
            for (int i = 0; i < 25; i++)                                
            {                                                              
            sample[i] = texture2D(u_Texture,                               
            v_texCoord.st + u_TextureCoordOffset[i]);                      
            }                                                              
            // Sobel x:                                                    
            // 1  2  0 -2 -1                                               
            // 4  8  0 -8 -4                                               
            // 6 12  0 -12-6    / 12                                       
            // 4  8  0 -8 -4                                               
            // 1  2  0 -2 -1                                               
            // Sobel y:                                                    
            // -1 -4 -6 -4 -1                                              
            // -2 -8 -12-8 -2                                              
            //  0  0  0  0  0   / 12                                       
            //  2  8 12  8  2                                              
            //  1  4  6  4  1                                              
                                                                            
            vec4 vertEdge = sample[0] + 4.0 * sample[1] +                  
            6.0 * sample[2] + 4.0 * sample[3] + sample[4] +                
            2.0 * sample[5] + 8.0 * sample[6] + 12.0 * sample[7] +         
            8.0 * sample[8] + 2.0 * sample[9] - 2.0 * sample[15] -         
            8.0 * sample[16] - 12.0 * sample[17] - 8.0 * sample[18] -      
            2.0 * sample[19] - sample[20] - 4.0 * sample[21] -             
            6.0 * sample[22] - 4.0 * sample[23] - sample[24];              
                                                                            
            vec4 horizEdge = - sample[0] - 2.0 * sample[1] +               
            2.0 * sample[3] + sample[4] - 4.0 * sample[5] -                
            8.0 * sample[6] + 8.0 * sample[8] + 4.0 * sample[9] -          
            6.0 * sample[10] - 12.0 * sample[11] + 12.0 * sample[13] +     
            6.0 * sample[14] - 4.0 * sample[15] - 8.0 * sample[16] +       
            8.0 * sample[18] + 4.0 * sample[19] - sample[20] -             
            2.0 * sample[21] + 2.0 * sample[23] + sample[24];              
                                                                            
            //gl_FragColor.rgb = sqrt(horizEdge.rgb) + sqrt(vertEdge.rgb); 
            gl_FragColor.rgb = sqrt((horizEdge.rgb * horizEdge.rgb) +      
                (vertEdge.rgb * vertEdge.rgb)) / 12.0f;                    
            gl_FragColor.a = 1.0;                                          
        }";
    //--------------------------------------------------------
     
     

     http://www.oschina.net/code/snippet_1159242_38156

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  • 原文地址:https://www.cnblogs.com/cooka/p/4369449.html
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